weapons: Great Sword. att+7 damage: 2d6+5. Slashing.( Which looks small, like a longsword or shortsword in his hands)
dagger. m:att7, r:att +1. damage 1d4 + (5m/1r) thrown piercing range. 20/60
Breath Weapon: lightening
weapons: Great Sword. att+7 damage: 2d6+5. Slashing.( Which looks small, like a longsword or shortsword in his hands)
dagger. m:att7, r:att +1. damage 1d4 + (5m/1r) thrown piercing range. 20/60
Breath Weapon: lightening
Fey res., Sorc point 3/3, 1L 4/4, 2L 2/2, GB 6/6, HD 3/3
Storm
16
18/18
normal
Ltng res., Breath 1/1, Chan div 1/1, 1L 3/3, GB 6/6, HD 2/2
Tolan
14
21/21
normal
Fright ADV, Lucky, GB 6/6, HD 3/3
Morgan
16+2
30/30
rope harness
Acid res., Fav. foe 2/2, 1L 4/4, GB 12/12, HD 2/2, hd 1/1
IMO the rules need a mechanic for situations in which one party is not technically surprising another, but is more prepared for the situation, e.g. when a party is charging through a door into a room they know is occupied. I may give ADV on initiative in those situations.
Gil stood at the stern rail, watching Morgan stop the rope from rolling out to its full length, watching the Fin as it slowly closed the distance. He shaded his eyes against the sun and surveyed the foredeck of the pirate ship. One damn big fella loomed over the other pirates, probably a lead boarder from the size. Another had what looked, despite the distance, to be a really nice hat. Being a fancier of hats himself, Gil marked that one for later. Folk who could afford such things could afford proper armor too.
Morgan held her place, the Fin came within a long shot. Gutsy as hell, just hangin' out there. Gil knelt behind a railpost and slotted a bolt to his crossbow. His mind began to drift; he'd barely done more with the thing than plink squirrels out of trees since he got to Westhaven. He was better at hitting with fire, but it left the tree rats a little on the crispy side. The hand thing, that worked too, but you didn't really want to eat anything you caught with that. The flavor went right off. Too far anyway.
Something arched out and hit the water near Morgan. "Yeah, that's it. Ya don't wanta be lookin' at the lady. Ya wanta be lookin' at the guy whose puttin' yer lights out." Gil drew a bead on one of the scrubs, tilted his bow up a notch, then another, and let fly.
Action Summary Bonus Action: Move: if available, behind partial cover Object Interaction: Action: shoot at whoever looks the least armored on the Fin's foredeck Free Action: Reaction: Shield if hit
weapons: Great Sword. att+7 damage: 2d6+5. Slashing.( Which looks small, like a longsword or shortsword in his hands)
dagger. m:att7, r:att +1. damage 1d4 + (5m/1r) thrown piercing range. 20/60
Breath Weapon: lightening
Staying at the length of rope that she had found herself at after her earlier mishap, Morgan held on to her lifeline as she was riding the waves and contemplating the Devil's Fin closing the distance to The Journey at a tantalizingly slow speed. Her initial elation at the possible strength of emulating her own goddess had worn off and although Morgan was not one to hold back from striking down a foe, thoughts were running through her head about how miserably all who could not breathe water would perish if she indeed would claim the whole vessel in the name of Umberlee. This piracy... A hunt for gold, rather than one for survival... In a way, since Morgan had turned herself into an adventurer she had also turned away from a life that stayed true to survival: Yet even then, she could think of these pirates as nothing else but misguided.
The Wavemother is jealous... and not easily pleased... To pay tribue to her, I know some of my siblings went to bring that which we did not find or own... When she had been taught as the next speaker for her tribe, Morgan's predecessor had taught her that such means were not ultimately necessary to stay on Umberlee's good side. The Queen of the Deep is consistent in as much as she is fickle. One can count on her surface to be stormy, but beneath the waves, she is yet ever the same... The lives of our own... how well spent are they if Umberlee will barely take notice? No, the primordial cleric had been taught that rather than encouraging a hunt for pretty treasures, reverence and flattery was much more important. If there was nothing to give and nothing to take, the unrivaled strongest being in the ocean was likely to turn her attention elsewhere.
And so as the speaker, Morgan's words had been to show one's strength as one honored all that Umberlee was, yet there was no point in going out of one's way to extinguish life that had worth to preserve or no worth to contest. And through Morgan's faith, strong and fervent as it had always been, as she received the Wavemother's divine gifts to use just how Morgan deemed fit was a sign that this slight willfulness of hers had been permitted. Herding lives was not Umberlee's concern, she would rather waste them away freely as they didn't matter to her, and only the strong bore worthy of notice. And Morgan was strong. Strong enough to still herd those lives that she decided to call her own. And right now those lives were on The Journey, not on the Devil's Fin.
As the waves sprayed around the daughter of the sea while she was dragged along her rope, with deep green eyes Morgan observed the pirate ship grow ever closer until she could even make out individuals that were on deck. These ones... there will be no time for them to hear, listen or ever understand my voice... They are already hunting pretty treasures, and they are deaf in their eagerness... There is no time to speak to them and make them see what they are doing to themselves... They chose to challenge this vessel that is under my protection... And so it's my only choice to see their lives given over to the waves...
It was a less elating thought, but in all aspects of Morgan's faith this was what had to happen. Not Silvanus or even the dispassionate Istishia would have any qualms to see this play out and see these foes vanquished as one. And if it were to happen, Umberlee would only gloat and rejoice, at least if she was to look this way. The first missile splashed into the water next to her and Morgan closed her eyes. She was mentally ready, she was going to invoke the divine magic of the deep and not let these pirates stop her. Morgan's eyes opened again. Her prayers had been forbidden under Schon's arbitrary law, but this was not the foolish captain's domain. This was the open sea. And this was the realm that favored the strongest. Where the big fish eats the little fish. And Morgan had faith to put to the test who in this case that was. She was a sole woman against a whole ship, and the only thing she had clad herself in was her tribal armor and her tribal faith. In her life and story, despite any sorrow over others that she had lost to fate, it was all she had ever needed to come out on top. Watch me... Umberlee! Watch your champion be as strong as she can be...
Racial abilities: Acid Resistance | Swim speed: 30 ft | You can breathe air and waterAmphibious | You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.Call to the Wave 1/1
Class abilities:Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.Disciple of Life | This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.Favored Foe 2/2 | You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: 1. You ignore difficult terrain. 2. You have advantage on initiative rolls. 3, On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: 1. Difficult terrain doesn't slow your group's travel. 2. Your group can't become lost except by magical means. 3. Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger. 4. If you are traveling alone, you can move stealthily at a normal pace. 5. When you forage, you find twice as much food as you normally would. 6. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.Natural Explorer | You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.Fighting Style (Druidic Warrior)
Feats & Background:Recall all maps and geography, find fresh water and food for 5 other people per dayOutlander
Equipment: Coral amulet (holy symbol) | Shillelagh: Attack bonus (+5), magical bludgeoning damage (1d8+3)Seashell staff (druidic focus) | Attack bonus (+4), bludgeoning damage (1d8+2), Versatile (d10)Warhammer |Javelin: Attack bonus (+4), piercing damage (1d6+2), Thrown (30/120)Harpoon | Nacre shield | Instrument of Illusions: While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.Holographic chime | Healing kit (10/10) | Goodberry ( given to crew 12/12)
Spell stats: Spell DC (13) | Spell Attackbonus (+5)
Gil can't be completely sure at this distance, but he thinks that he sees his target flinch - a hit! A handful of the pirates send a return volley, splitting their attentions between the elf and the closer genasi, but all of their bolts plop pitifully into the sea.
Party is up! - including Gil, again. I moved the Fin on the enemy turn, strange as this is.
figure
relative distance
Journey stern
0
Morgan
50
Devil's Fin Bow
240
Remember that the Fin is moving 10’/turn relative to the Journey and Morgan, and 80’/turn relative to anything (like a floating ice cube) stationary in the water. The Journey is moving 70'/turn relative to anything stationary. Those numbers are for a full turn, i.e., as if they are Dashing.
By "climbing" the rope with both hands, Morgan can move 10'/turn closer to the Journey, further from the Fin. By releasing slack in the rope, she turns herself stationary, adjusting her effective speed by the numbers above. E.g., she can release the slack and swim/Dash toward the Fin at a rate of 80+60 = 140'/turn.
Note that Morgan remains in the makeshift rope harness, which can have advantages and disadvantages. Let me know if you want to change that. (We can say she changed it in the minutes while the Fin approached.) She is using one hand to hold herself taught, so I assume her shield is not equipped, so she can cast Sanctuary or Shape Water as planned.
name
ac
hp
status
notes
Gil
14
31/31
normal
Fey res., Sorc point 3/3, 1L 4/4, 2L 2/2, GB 6/6, HD 3/3
Storm
16
18/18
normal
Ltng res., Breath 1/1, Chan div 1/1, 1L 3/3, GB 6/6, HD 2/2
Tolan
14
21/21
normal
Fright ADV, Lucky, GB 6/6, HD 3/3
Morgan
16+2
30/30
rope harness
Acid res., Fav. foe 2/2, 1L 4/4, GB 12/12, HD 2/2, hd 1/1
Last edited by secretID; Apr 17th, 2022 at 10:23 PM.