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  #46  
Old Sep 14th, 2022, 01:36 PM
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Air strikePrrup-tik shots hits the jackdaw on the envelope and the bird tumbles. Quickly, the frogman jumps of the railing and approaches the large bird.

The bird is distracted by the new thread and Khat sends her physic blade into the jackdaw. The jackdaw rasps and collapses before it slides down the envelope, leaving a broad red dragline.

Kazza jumps out of the outlook, too, and attacks the jackdaw at the bow, hitting it twice. Facing the monk, the bird AoO possible for Kazzadecides to retreat - at least a few feet. But before it rises, it picks a the elven woman
Dice Beak attack roll:
d20+5 (1)+5 Total = 6
(6);
Dice piercing damage if it hits.:
1d6+3 (6)+3 Total = 9
(9), hitting empty air.

Able Aeronaut Featherstar nose appears over the edge of the railing and shots a bolt at the next bird, but misses.

Enraged by the death of their comrades, one of the large jackdaws attacks Prrup-tik with his beak
Dice Beak attack roll:
d20+5 (2)+5 Total = 7
(7);
Dice piercing damage if it hits.:
1d6+3 (4)+3 Total = 7
(7) but misses before it tries to lift him in the air
Dice Grapple attack:
d20+5 (7)+5 Total = 12
(12).

The second jackdaw flies a short turn before it attacks Kazza with its beaks
Dice Beak attack roll:
d20+5 (8)+5 Total = 13
(13);
Dice piercing damage if it hits.:
1d6+3 (2)+3 Total = 5
(5), but misses. Then, it tries to give her a free fly to back to the ground, too.
Dice Grapple attack:
d20+5 (9)+5 Total = 14
(14).



Open picture in new tab to zoom in for more details.

--------------------------------

Down on the main deck, Saluruk's hammer smashes into the bird that attacks the aileron wings. The bird shrieks in anger and flies away.

Valerius turns into a giant spider and crawls up the envelope where he surprises an inattentive jackdaw which is peaking at the clothing with joy. The bird is surprisingly easy to hit and Valerius leaves a deep wound. A second later, the poison takes effect and the jackdaw falls with a last desperate shriek down from the envelope.

Now, the birds attack again. One jackdaw attacks the captain and hits her with her beak, but Cunjo can prevent more by biting into the jackdaw's left feet. Two jackdaws attack the Sky Cleric with their beaks (
Dice 1st Beak attack roll:
2d20+5kl1 (7, 3 (keeping 3) )+5 Total = 8
(8),
Dice piercing damage if it hits.:
1d6+3 (6)+3 Total = 9
(9)),(
Dice 2nd Beak attack roll:
2d20+5kl1 (17, 1 (keeping 1) )+5 Total = 6
(6),
Dice piercing damage if it hits.:
1d6+3 (1)+3 Total = 4
(4)) and grab him with their talons (
Dice 1st Grapple attack:
2d20+5kl1 (7, 7 (keeping 7) )+5 Total = 12
(12) ;
Dice 2nd Grapple attack:
2d20+5kl1 (14, 20 (keeping 14) )+5 Total = 19
(19)).

Meanwhile, the other aeronauts climb up the stairs to help the other crew members.



Open picture in new tab to zoom in for more details.


DM's notes:1.) Attacking a flying jackdaw with a bow or crossbow is with disadvantage due to the wind and the speed of both airship and birds.

2.) The jackdaws are at different heights, thus, an area spell will only affect one per spell/round.

3.) You can post and act in any sequence. The NPCs act with the foes.
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Last edited by LeDragon; Sep 14th, 2022 at 02:41 PM.
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  #47  
Old Sep 15th, 2022, 07:04 AM
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Prrup-tik, Grung Ranger (revised)
Sheet|AC: 16|HP: 49/49|Status: Normal
Initiative ADV|Early attack ADV|2-Weapon Fighting|Piercer Feat|Poison piercing|+2 dmg v. humanoids|Poison touch|Poison immunity|Jumping and climbing|2/3 Spells|4/4 HD|4/4 Goodberries | 1/1 adventure luck

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"Halp! Haaalp!" Prrup-tik cries. "Thisth bird's gonna take me home and feed me to itsth chicksth!" Panicked but far from defenseless, the grung draws his other sword and stabs furiously at his captor, 19 to hit for 9 damage plus 5 poison if it fails 12 CON saveconnecting once.

Below, Cujo seems more the predator in the relationship as he 17 to hit for 7 damagechomps into his opponent.

Battle ActionsRelevant skills and statuses: Concentration Hunter's Mark; poisonous skin
Initiative:
Movement: None
Action: Sword attack on bird - miss with 10
Bonus Action: Sword attack on bird - 19 to hit, 9 dmg plus 5 poison if it fails 12 CON save
Free Action: Draw second sword
Cujo: Bite bird - 17 hit, 7 damage
Rolls: Lady Luck

 

 

 

Prrup-tik AC 16| HP 49/49|PP 10|4/4 Goodberries|1/1 adventure luck
Cujo AC 17|HP 17|PP 13 (18 for smell)
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  #48  
Old Sep 15th, 2022, 03:02 PM
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  #49  
Old Sep 15th, 2022, 04:21 PM
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Khat - Rouge Female Shifter (Swiftstride) | Darkvison: 60ft, PP 13, PI 11 | Status: normal | Initiative: +5

Khat watched with horror as another of the birds swooped in and grabbed Prrup-tik. She yelled, "Oh no, you don't."

She bounded out of the Crow's Nest. The cat-like woman slashed at the bird with her soul knives, but the uneven surface of the balloon hindered her attacks.

Khat was getting increasingly frantic as she realized the creature was about to abscond with her companion.

 
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Old Sep 16th, 2022, 06:04 AM
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She'd connected with the bird, but not enough to take it down. She held her balance as the bird lifted off, retreating from her attacks, and used the instability of the cushioned surface beneath her to sway out of the way of the creature's great wings. As it departed, she saw a momentary opportunity, and struck out with a
Dice Opportunity Attack:
1d20+7 (6)+7 Total = 13
1d4+5 (2)+5 Total = 7
swift punch to the back of the creature's wings. Hopefully enough to let it drop from the sky. It twirled around her in response and she managed to evade the attack with relative ease.

Just as the great bird took to flight again another made use of her distraction to swoop in. Kazza's quick reflexes managed to evade the attack but before she knew it the great bird was on top of her. In a flurry of wings, claws, beak and just feathers she felt for a moment like she was suffocating against the onslaught of the great bird. She
Dice Dexterity (Acrobatics) vs. Grapple DC 14:
1d20+5 (6)+5 Total = 11
wrestled and struggled against the weight of the big bird, hoping to get away from the proximity of the winged beast. The effort was to no avail.

Fighting with all her might to break free, she brought her knee up first to
Dice Unarmed Strike Attack:
1d20+7 (8)+7 Total = 15
1d4+5 (4)+5 Total = 9
strike the bird hoping to take it down or perhaps give it enough pause to consider the danger of attacking her and holding on. Then she focused, trying to calm herself, launching further attacks in a more concentrated manner, first
Dice Flurry of Blows Attack #1:
1d20+7 (12)+7 Total = 19
1d4+5 (2)+5 Total = 7
elbow and then she managed to break and arm free long enough to
Dice Flurry of Blows Attack #2:
1d20+7 (4)+7 Total = 11
1d4+5 (1)+5 Total = 6
punch at the creature's body". If this was not enough, then the fall to the bottom would be an unfitting end against the fury of the Doom.


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Old Sep 17th, 2022, 10:11 PM
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Valerius Codrin, Druid of the Moon
HP: 18/33 | AC 16 | PP: 15 | Spell Save DC: 13 | Spell Attack: +5 | Status: Normal
HD 3/3d8 | Spell Slots: (1) 4/4, (2) 2/2 | Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

When you choose the circle of the moon at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Combat Wild Shape 1/2 | The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.Circle Forms
You have resistance to fire damage.Hellish Resistance | Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision | You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.Legacy of Stygia 1/1
Familiar with the various outcast groups (beggars, urchins, slaves), able to locate/contact these groups in urban settings. They'll aid however they can, might shield/fight for you. Knowing the underbelly of cities you have an easier time locating and conversing with criminal's & their organizations.Outcast Familiarity | Common, Infernal, DruidicLanguages


With one down, the giant spider made its way over to the next, which was trying to abscond with P'rup, bah, trying to abscond with the frog man. He skittered over to the opposite side of the jackdaw from him and went to plant his fangs in its back.

 

 

 
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  #52  
Old Sep 18th, 2022, 11:28 AM
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Air strikeThe large jackdaw seizes the frogman with an iron grip and Prrup-tik feels the air pressed out of his lungs when the talons squeezes his little body. He stabs with his sword into the bird which is already spreading its wings to take off, when the others approach to rescue him from the certain death.
Khat attacks the bird with her psy-blades, but misses twice unfortunately. The bird gives her an angry glance, beats its wings and Prrup-tik is pulled upwards, when suddenly a large spider climbs over the envelope and digs its fangs into the large bird, pumping its poison into the feathered body.
The iron grip gets lose and Prrup-tik is able to free himself in the very last moment before the bird's dead body slides down the envelope and disappears into the depth.

On the front half of the envelope, Kazza is fighting alone for her live. After she had given the first attacker a solid goodbye-punch, the next one seemed more determined to end her being on the ground deep, deep below the ship.
The large wings spread and Kazza is pulled upwards. Her shoes are dragged for some feet over the envelope before the large jackdaw climbs. Immediately, the headwind and air turbulences shakes both predator and prey as the airship passes-by below the elven woman. From the corner of her eyes, Kazza sees her friends approaching and at the same time, then disappearing below.

"Get her! Get her!" Able Aeronauts shouts and shots another bolt at the bird which nearly hits Kazza.

DM's note:The other adventurers can either shot at the jackdaw holding Kazza (AC 13 with disadvantage, 9 HP left) or jump up (athletics DC 12 for large, DC 14 for medium and DC16 for small creatures) and hold her feet to pull her down again.

If the bird is killed before one of the others hold Kazza, Kazza must make an acrobatics or athletics roll DC14 to stay on the envelope. If Kazza fails, make another one to seize one of the nets. Better don't fail the last roll.

Remember that all PCs have one re-roll from luck.




Open picture in new tab to zoom in for more details.

--------------------------------

Down on the main deck, Cujo killed the bird attacking the captain. The woman immediately attacks the next bird in the center of the airship. The other aeronauts are heavily attacked by the jackdaws, but are able to avoid any grapple of the beasts. The hurt jackdaw shrieks and attacks the airship from behind. There are slashing noises from the propellers and the machine splutters before returning to an angry humming again. Feathers, blood and birdy body parts fly all around.

In the center, Saluruk's avoided the birds' fierce attacks but is grappled by two birds. A giant bolt from the sky hits and roasts the left one, but the right one beats its wings and climbs into the air. Saluruk feels his boots losing connection to the deck when he is pulled upwards. Luckily the nets and ropes makes it difficult for the bird to leave, but it's still able to pull the sky cleric over the railing. Suddenly, the ground opens very deep and barely hidden by a few clouds under the half-orc.
"Hold my hand!" the captain shouts and climbs quickly on the railing.

DM's note:If the bird is hurt another time, it'll drop Saluruk next to the ship. Saluruk may use his attack action or move action to "grapple" the ship at a net or rope ("attack" roll or athletic roll against DC10). If he succeeds, he won't fall if he's dropped by the bird.

If the bird (AC 13) gets 5 or more points of damage, e.g. by Cujo, it will drop Saluruk.

Remember that all PCs have one re-roll from luck.




Open picture in new tab to zoom in for more details.


DM's notes:1.) Attacking a flying jackdaw with a bow or crossbow is with disadvantage due to the wind and the speed of both airship and birds.

2.) The jackdaws are at different heights, thus, an area spell will only affect one per spell/round.

3.) You can post and act in any sequence. The NPCs act with the foes.
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Last edited by LeDragon; Sep 21st, 2022 at 09:58 AM.
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  #53  
Old Sep 20th, 2022, 11:04 AM
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Valerius Codrin, Druid of the Moon
HP: 18/33 | AC 16 | PP: 15 | Spell Save DC: 13 | Spell Attack: +5 | Status: Normal
HD 3/3d8 | Spell Slots: (1) 4/4, (2) 2/2 | Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

When you choose the circle of the moon at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Combat Wild Shape 1/2 | The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.Circle Forms
You have resistance to fire damage.Hellish Resistance | Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision | You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.Legacy of Stygia 1/1
Familiar with the various outcast groups (beggars, urchins, slaves), able to locate/contact these groups in urban settings. They'll aid however they can, might shield/fight for you. Knowing the underbelly of cities you have an easier time locating and conversing with criminal's & their organizations.Outcast Familiarity | Common, Infernal, DruidicLanguages


With the jackdaw in front of him sliding off the envelope and another trying to fly off with Kazza, Valerius rose up on hind feet to grab a hold of her before she was out of reach.

 

 

 
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  #54  
Old Sep 20th, 2022, 06:01 PM
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Khat - Rouge Female Shifter (Swiftstride) | Darkvison: 60ft, PP 13, PI 11 | Status: normal | Initiative: +5

Khat saw the Giant Spider reach up and grab Kazza. This action was Khat's signal to unleash her psionic powers on the giant Jackdaw. The feline Rogue willed into existence one of her psionic blades and threw it at the creature. The creature was distracted by Kazza's struggle and the Giant Spider. So, Khat could land one of her blades in a critical portion of the bird's anatomy.

Khat was relieved her companion was unharmed, and the bird was dead. However, Kazza's close call had brought home the dangers of those flying creatures. Khat called her companions " to stay close to each other so that one can rescue another."


 
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Old Sep 21st, 2022, 04:30 AM
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Two solid blows and a mouth full of feathers had not dislodged her attacker. And then, in an instant, her heart leapt into her mouth as she felt her feet lift off the envelope and into the air above the moving airship. Waves of sudden terror involuntarily crashed over her as she desperately tried to break off the attack, while at the same time trying to think clearly enough to save herself. She'd been in dire situations before, but always in control. This was different, the feeling that one's will was no longer one's own, caught in the fear of a grapple. Her muscles struggled and fought, but she knew that nothing she could do, short of killing the bird, would bring her back down to the envelope. And what then, of the landing? The landing was always the hard part.

Beneath her she could feel the wind and gusts of power as the great ship moved away below her and she could feel the tug of gravity like a partner calling her to sleep. And what a sleep it would be. Given to the Doom as a sacrifice? For what? She'd achieved much in the last year or so ever since coming back to Westhaven from the East. More than she had in the centuries of drunkenness before that. Would it all be for nought? Was the vision of impending doom she'd been chasing for centuries just her own untimely death? She cursed loudly in elven, "Doom take you, foul bird. You... will... not... have... me!" Panic was evident in everything she did, no matter how much she tried to control herself. She did not like uncontrolled flying.

As she gathered her remaining strength for one last blow to the bird's body, something touched her leg. At first a brush, lightly, once, twice... and then a full blow tug. She looked down at the great spider body of Valerius, suddenly a lot calmer in the face of allies. A lesson she'd already learnt. Against the Doom, she was not on her own. She should've trusted them to save her. Trusted them to be there for her. She pulled her body back for the blow she'd envisaged, but it wasn't needed. Another ally, Khat, launched a strange magical attack that sliced the bird and rendered it unto death. Kazza felt herself suddenly at the mercy of gravity. She shoved the great bird off her, bringing her knees up to her chest and kicking the heavy body away in preparation of some sort of landing. It wasn't needed however, as Valerius' hairy appendage softly brought her onto the envelope. Kazza breathed heavily. She would thank Valerius later. That's twice now she was close to her death. She didn't care for the feeling.

She took a quick look around, her face unusually pale. She gave the spider and Khat behind it a weak smile. No birds were anywhere near, only the two wounded ones flying around the airship. She could've waited for one to draw closer, but she was angry at the experience. Instead, surprised to find she'd held onto her bow, she
Dice Longbow Attack/Damage (with disadvantage):
2d20+5kl1 (16, 10 (keeping 10) )+5 Total = 15
1d8+5 (8)+5 Total = 13
unleashed an arrow into the winds, hoping that her elven skill would allow the arrow to kill the wounded bird to the south-west. Then she hastily made her way back to the others, forming a huddle with Prrup-tik and Khat. Stay together. I can do that. Close to allies, she quietly said a prayer to her ancestors. The Doom had not taken her yet.


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Old Sep 21st, 2022, 12:56 PM
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Prrup-tik, Grung Ranger (revised)
Sheet|AC: 16|HP: 49/49|Status: Normal
Initiative ADV|Early attack ADV|2-Weapon Fighting|Piercer Feat|Poison piercing|+2 dmg v. humanoids|Poison touch|Poison immunity|Jumping and climbing|2/3 Spells|4/4 HD|4/4 Goodberries | 1/1 adventure luck

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"Phew! - thanksth!" gasps Prrup-tik as he drops safely to the netted balloon. Then he realizes who/what saved him. "Wowie!" he exclaims at the sight of the giant spider. "Where - ?" But before he has the luxury to ponder further, the spider saves Kazza as well, assuring Prrup-tik that if it is not an ally, the creature at least shares a common enemy with the adventurers.

As Khat completes the rescue of Kazza, Prrup-tik switches his focus to another bird, then hops back into the safety of the crow's nest. From there he takes a bead on the bird, and gets off any accurate shot despite the many challenges of the environment.

Battle ActionsRelevant skills and statuses: Concentration Hunter's Mark; poisonous skin
Initiative:
Movement: Return to crow's nest
Action: Crossbow on nearest bird - 20 to hit after disad, 10 dmg plus 8 poison if it fails 12 CON save
Bonus Action: Switch Hunter's Mark to nearest bird before attacking
Free Action:
Cujo: Stay beside captain, ready bite on anything coming close - crit for 18 damage
Rolls: Lady Luck

 

 

 

Prrup-tik AC 16| HP 49/49|PP 10|4/4 Goodberries|1/1 adventure luck
Cujo AC 17|HP 17|PP 13 (18 for smell)
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Old Sep 24th, 2022, 10:31 AM
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Air strikeSuddenly Prrup-tik finds himself a warm, and soft hollow of the shell. But his rescuer - a large, hairy spider - is already on its way to take care of the next jackdaw.

Kazza sees the airship passing underneath her and the stern coming closer and closer, when suddenly she is Spiders have no hands, but tiny claws at the legs... guess how that feels to be hold.violently grabbed by both feet by a huge spider and painfully pulled down. Bird and spider pull with all their might on different body parts at the the half-elf. But the huge jackdaw sinks down under the double weight and when the large bird is hit from behind by two psychic blades, the grip finally loosens and Kazza is literally relieved.

Kazza hits lengthwise on the fortunately soft envelope before the spider lets go of her legs again. Quickly, however, the monk scrambles back up and defiantly sends an arrow after the giant starboard jackdaw, which hits the bird and sends him crashing down.

Now all two-legged creatures climb quickly back into the crow's nest and Prrup-tik sends the last bird to the eternal hunting grounds.

There are muffled screams and the sound of battle from below, but for the adventurers at the crow's nest, the fight ended.
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  #58  
Old Sep 27th, 2022, 04:53 AM
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saluruk roars as he's pulled from the ship by the bird. He scrabbles to free himself to no avail though with assistance from his spiritual weapon which seemed guided by the wind he dropped towards the ropes but has difficulty finding a catch.

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Last edited by delpinator; Sep 27th, 2022 at 05:12 AM.
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Old Sep 28th, 2022, 04:22 PM
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purplerook purplerook is offline
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Khat - Rouge Female Shifter (Swiftstride) | Darkvison: 60ft, PP 13, PI 11 | Status: normal | Initiative: +5

Khat heard the clash and cry of combat. Valerious and herself were the only two that had not had a close brush with death. Khat looked to the spider on the balloon, Valerius, and called out "It sounds like they are hard pressed below, and even worse, should one of the birds decide to carry someone off."

Khat took off, clambering over the side of the crow's nest and scurrying to get down to the main deck. The dextrous feline used her roguish abilities to clamber to the main deck as fast as she could.


 
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Old Sep 28th, 2022, 09:18 PM
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FatherDondo FatherDondo is offline
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Valerius Codrin, Druid of the Moon
HP: 18/33 | AC 16 | PP: 15 | Spell Save DC: 13 | Spell Attack: +5 | Status: Normal
HD 3/3d8 | Spell Slots: (1) 4/4, (2) 2/2 | Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

When you choose the circle of the moon at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Combat Wild Shape 1/2 | The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.Circle Forms
You have resistance to fire damage.Hellish Resistance | Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision | You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.Legacy of Stygia 1/1
Familiar with the various outcast groups (beggars, urchins, slaves), able to locate/contact these groups in urban settings. They'll aid however they can, might shield/fight for you. Knowing the underbelly of cities you have an easier time locating and conversing with criminal's & their organizations.Outcast Familiarity | Common, Infernal, DruidicLanguages


Setting Kazza back down to stand on the envelope, he skittered down the circumference of the envelope until he stood upside down on its underside. Scoping the situation for whatever was plaguing the other crewmen, he set about to blast the nearest enemy with a web to make dispatching it easier.

 

 

 
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