Relevant skills and statuses: Initiative: 12 Movement: To X14 after killing #2; Cujo no move Action: PT sword on #2 - 19 hit, failed save for 5 poison - dead; Cujo Readied Shove on #2 if it tries to stand - 17 STR for STR contest Bonus Action: PT sword on #1 - 17 hit, rat made save Free Action: Rolls:
Armor Class 17 Hit Points 13 Speed 30 Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 14 (+2) Wis 6 (-2) Cha 9 (-1) Saving throws STR +6, CON +5 Skills Arcana +4, Athletics +6, History +4, Investigation +4, Nature +4 Senses passive Perception 8 Languages Common, Giant, Goblin, Orc Abilities-3 to incoming non-magical slash/bludg/pierce damageHeavy Armor Master feat, [TT="Interception fighting style"]reaction, subtract 1d10+2 from damage to adjacent figure, requires weapon or shield, [TT="Second Wind"]action, +1d10+1 hp, once/short rest WEAPON Great axe or maul +6, 2d6+4; pike +6, 1d10+4, reach; javelins +6, 1d6+4
When in light, Bill carries a javelin in one hand, which he drops to draw a melee weapon. In darkness, he carries a javelin in one hand, and torch in the other, and his lantern around his neck.
Last edited by secretID; Aug 16th, 2022 at 11:52 AM.
Girgadan was following behind the big guy in front He is huge I cant wait to see him swing that axe, shame this sounds like a talky-talky thing
He hadn't paid too much attention to those following just yet as turning to talk interfered with his ability to not fall over whilst walking. On the upside no blades had been pressed against his back so it was likely they were mostly in the not evil camp.
Qijons question dug the Half-Orc out of his reminiscing and enjoying the view, "Another question for you Brother Olin. Its sounds like this is a military monastery do you fellas still train much? And Hordes dont come by often but what about other external troubles?"
Racial abilities: Darkvision (60') | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.Relentless Endurance | When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks
Class abilities:Twice per Long rest and not wearing Heavy armour. Adv on Str checks and saves. +2 melee damage. Resistance Bludgeoning/Piercing/slashing dmg. Lasts 1 min (ends if unconscious or turn ends without attacking or taskling damage). Can end as bonus actionRage (2/2) | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Unarmored Defense
Background:Infantry. War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.Soldier
"Well so much for peaceful," Rhaegalt says over his shoulder from the front of the procession. Less leading and more so walking ahead of the others, he mostly was waiting for Olin to correct their course as needed. The scenery was nice enough, but the Half-Elf wasn't too concerned with his surroundings as they traveled. There can't be many threats around here if the old monk was able to make it to the inn by himself.
Several good questions began flying throughout the group, and Rhaegalt added his own. "Roughly how many are in each of these factions within the Abbey? And are there any 'leaders' more vocal than others, or have a shorter temper?"
Deamiss come last near Brother Olin with his very heavy and slow stride. HE doesnt seem exhausted at all for this abrupt leveling.
"Deamiss think that in a Chapel or Monsatery... the Cook know all ... avery gossip finish between the dishes. Deamiss knows that ... Deamiss can help the dishes chief and find the answer you all seek ... or if not all answer are find there ... is can be a good start"
HE point one of his trinket, looking like a rusty key pin to his robe. "Deamiss got a key to open their secret word box... It work well at the Chapel of Deamiss before Mother gone"
HE continue to pet his Key like if it was precious.
HP: 24/24 (+1d6+6 while Shift )| AC 16 base(+2 w/Shield) (+1 While shift)| PP 11| Spell slots: lvl1 : 2 | Hit Die: 1d12+1d6 STR 16(+3) (+5) DEX 15(+2) CON 19(+4) (+6) INT 13(+1) WIS 9(-1) CHA 9 (-1)
Cantrips: Message Casting Time: 1 Action Range: Touch Components: V,S Duration: 1min Cons or until use
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
* - (a short piece of copper wire) Message | Mage Hand Casting Time: 1 Action Range: 30' Components: V,S Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds. Mage Hand | Lightning lure Casting Time: 1 Action Range: Self (15-foot radius) Components: V Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Lightning lure
Spells Memories: Absorb Elements Casting Time: 1 Reaction Range: Self Components: S Duration: 1 Round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.Absorb Elements*| Shield Casting Time: 1 Reaction Range: Self Components: V,S Duration: 1 Round
Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack. You also take no damage from Magic Missile. Shield*Spell Not Memories :Magic Missiles Casting Time: 1 Action Range: 120' Components: V,S Duration: Instant
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.Magic Missiles Spells Know with Ritual tags: Detect Magic 'Ritual' Casting Time: 1 Action Range: 120' Components: V,S,M (A short piece of copper wire) Duration: 10 Min / Conc
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Detect Magic 'Ritual' | Find Familiar 'Ritual' Casting Time: 1 hour Range: 10' Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, Lizard, Octopus, owl, Poisonous Snake, fish (quipper), rat, raven, Sea Horse, Spider, or Weasel. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a Celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In Combat, it rolls its own Initiative and acts on its own turn. A familiar can't Attack, but it can take other Actions as normal.
When the familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Find Familiar 'Ritual' | Identify 'Ritual' Casting Time: 1 minute Range: Touch Components: V,S,M (a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Skills | Wind instrument PanFluteMusical instrument Proficiencies | 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 | As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest. Shifting | Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC. Shifting Feature for BeastHide | On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on all Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. Rage | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Unarmored Defense |Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turnReckless Attack | At 2nd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated. Danger Sense |
Spidy 'Familiar'
Spider,Tiny beast, unaligned, Armor Class 12, Hit Points 1 (1d4-1), Speed 20 ft., climb 20 ft.
STR 2 (-4) DEX 14 (+2) CON 8 (-1) INT 1 (-5) WIS 10 (0) CHA 2 (-4)
Skills: Stealth +4 , darkvision 30 ft.
Challenge 0 (10 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing.
_____________________ Actions _____________________
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
Cooler breezes blew across the heathlands as the land rose. Brother Olin looked on in approval as the party took on a more or less defensive formation, with Bill the Orog at his side.
"This Vault sounds fascinating, terribly sorry about the sex. Have you considered devoting yourself to Torm? The second abbot extended our order's Rule to include nuns, and the first abbess revoked the stricture of celibacy as she didn't see the point in it. The old-timers still feel that removed a bit of fun from the sex, but I never found anything to complain about in my younger days. Anyhow..."
"There were a few farmers scraping out a living near Highpass before the abbey was built. They were more than glad to pay a small tithe to support the abbey in exchange for having the pass guarded. Once it was, more folk moved in, and by then the tithe was customary. Bit of surplus labor though, warrior monks between battles, so we took on other tasks. Birthing, marrying, burying, brewing of course, taking in orphans, settling disputes, and people like to know there's a bit of holiness around as long it isn't imposed on them. And we take little now that we're few."
"So there's enough money, though little enough. But even monks fall prey to greed for prestige, for influence, for the feeling of being in the right. The position of Abbot or Abbess holds those attractions. Our new leader is elected by a vote of conscience by all in the Abbey. All eighteen of us, or seventeen if Aerlin has passed."
"Abbot Aerlin may still live by the time we arrive. He was hale and hearty one day, was found on the verge of death that night by Prioress Barretti. It was she who dispatched me to Westhaven." Olin turned to Qijon. "She told me he believed he'd been poisoned. I assume he would know, he was Infirmarer before he became Abbot."
"We do train daily, Girgadan, it is part of our duty. Our external troubles have been few since the pass became peaceful, before now." He nodded to Rhaegalt. "I believe a bare majority of the officiants are Maintainers, certainly Barretti is. Chamberlain Jurmi makes no secret of being Expansionist, and Frelk, the Master of Novices, is openly an Abandoner. We novices keep our opinions to ourselves, as we all serve more than one officiant."
"None are vocal though, since you mention it, Sir Rhaegalt. To better concentrate on our duty, we follow a vow of silence among ourselves aside from a dispensation to converse at dinner every fifth day. We may speak to the public of course, but within the Abbey we largely communicate by written notes."
Deamiss walked opposite of Bill and noted that the life of monasteries centered around the kitchen. "Astute. You will want to meet Demmyrin, the Abbey's Cellarer."
The old monk paced on tirelessly as the sun began to sink in the west and the breeze across the heath went from cool to uncomfortably cold. "We should give some thought to making camp. It's still quite a ways to Highpass."
With your next post, make Survival or Nature rolls, whichever you prefer, for finding a campsite, gathering firewood, cooking, etc.
__________________
Intermittently slow after March 20. Catching up 6/1-6/4.
Sheet|AC: 17|HP: 13/13|+6/2d6+4|Status: Normal Heavy Armor Master | Interception Style | Second Wind 1/1|1/1 HD
Bill blushes and barks out a little nervous laugh at Olin’s expression of sympathy. “Gosh, no!” he explains. “That was just a – a joke…a crude joke…from that fella, not me.” He walks in silence for several minutes, concern written on his downturned face.
He finally speaks up again as the party makes camp. “So the death of Abbot Aerlin could make the difference in the voting,” he observes. “But is it a vote?” he asks. “Or does the abbot alone decide the course? Actually, I wonder why the ‘Abandoners’ don’t just ‘vote with their feet,’ as the saying goes. If they think their watch has ended, what’s to stop them from leaving? I’m afraid I did not advance much in my studies of religions before I had to leave the Vault,” Bill explains apologetically.
Relevant skills and statuses: Initiative: 12 Movement: To X14 after killing #2; Cujo no move Action: PT sword on #2 - 19 hit, failed save for 5 poison - dead; Cujo Readied Shove on #2 if it tries to stand - 17 STR for STR contest Bonus Action: PT sword on #1 - 17 hit, rat made save Free Action: Rolls:
Armor Class 17 Hit Points 13 Speed 30 Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 14 (+2) Wis 6 (-2) Cha 9 (-1) Saving throws STR +6, CON +5 Skills Arcana +4, Athletics +6, History +4, Investigation +4, Nature +4 Senses passive Perception 8 Languages Common, Giant, Goblin, Orc Abilities-3 to incoming non-magical slash/bludg/pierce damageHeavy Armor Master feat, [TT="Interception fighting style"]reaction, subtract 1d10+2 from damage to adjacent figure, requires weapon or shield, [TT="Second Wind"]action, +1d10+1 hp, once/short rest WEAPON Great axe or maul +6, 2d6+4; pike +6, 1d10+4, reach; javelins +6, 1d6+4
When in light, Bill carries a javelin in one hand, which he drops to draw a melee weapon. In darkness, he carries a javelin in one hand, and torch in the other, and his lantern around his neck.
Last edited by secretID; Aug 20th, 2022 at 05:50 PM.
Girgadan liked Deamiss's thinking Talk to the cooks, they talks to the monks and we get to eat. Nice
The fact the abbey had nuns too was an interesting fact, jealousy was always a great motivator for murder as well as money and power. "How are the nun and monk relationships? Is it open or closed or a mix? Any problems with jealousy?"
As the temperature drops the Barbarian starts looking around for suitable things to build a shelter and fire with, better to do it before it gets too dark. The group keeps on walking but the Half-Orc has yet to spot anything he thinks might burn "Anyone seen any wood yet ?"
Racial abilities: Darkvision (60') | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.Relentless Endurance | When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks
Class abilities:Twice per Long rest and not wearing Heavy armour. Adv on Str checks and saves. +2 melee damage. Resistance Bludgeoning/Piercing/slashing dmg. Lasts 1 min (ends if unconscious or turn ends without attacking or taskling damage). Can end as bonus actionRage (2/2) | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Unarmored Defense
Background:Infantry. War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.Soldier
Perhaps leading the group had its perks, as no one was able to see Rhaegalt rolling his eyes. "If not vocal, is anyone more inclined to openly write their feelings to the other monks?" Having the 3 factions adds another layer of uncertainty to this mystery; we will not be able to come to a simple black and white resolution... It did not sit well with the Paladin that the Master of Novices was apparently openly for abandonment. Seems a bit self-serving that the one training new recruits speaks of abandoning their duties. Hopefully more are similar to Olin in not giving in to one officiant or another.
There was only so much information that Olin could provide before they needed to start investigating the other monks. "Deamiss probably has a good idea talking to the person who might have delivered the poison, knowing or unknowingly. But yes, that can wait until tomorrow; let's begin setting up camp."
Deamiss Observing his new friend, node that the time to setup a Camp was a good time for his fourth meal of the days
When place will be found , he will help to setup the fire and find some wood
HE begin to cook some little mammal if any or anything to eat and begin to put large bag on the ground to place the dinner on it. those who look can easely note that its not the first time he does that kind of job.
"Stop Look at Deamiss like That.... Deamiss is good at other thing too "
He then place a little 6 inch chest in the middle, he open it to show a little white Trinketcrystal ball with some myst inside that are spinning
"That for during our meal to watch if anything is odd around it"
FLuffy, his shaggy little white spider jump beside the chest and begin to poke the crystal ball
HP: 24/24 (+1d6+6 while Shift )| AC 16 base(+2 w/Shield) (+1 While shift)| PP 11| Spell slots: lvl1 : 2 | Hit Die: 1d12+1d6 STR 16(+3) (+5) DEX 15(+2) CON 19(+4) (+6) INT 13(+1) WIS 9(-1) CHA 9 (-1)
Cantrips: Message Casting Time: 1 Action Range: Touch Components: V,S Duration: 1min Cons or until use
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
* - (a short piece of copper wire) Message | Mage Hand Casting Time: 1 Action Range: 30' Components: V,S Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds. Mage Hand | Lightning lure Casting Time: 1 Action Range: Self (15-foot radius) Components: V Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Lightning lure
Spells Memories: Absorb Elements Casting Time: 1 Reaction Range: Self Components: S Duration: 1 Round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.Absorb Elements*| Shield Casting Time: 1 Reaction Range: Self Components: V,S Duration: 1 Round
Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack. You also take no damage from Magic Missile. Shield*Spell Not Memories :Magic Missiles Casting Time: 1 Action Range: 120' Components: V,S Duration: Instant
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.Magic Missiles Spells Know with Ritual tags: Detect Magic 'Ritual' Casting Time: 1 Action Range: 120' Components: V,S,M (A short piece of copper wire) Duration: 10 Min / Conc
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Detect Magic 'Ritual' | Find Familiar 'Ritual' Casting Time: 1 hour Range: 10' Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, Lizard, Octopus, owl, Poisonous Snake, fish (quipper), rat, raven, Sea Horse, Spider, or Weasel. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a Celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In Combat, it rolls its own Initiative and acts on its own turn. A familiar can't Attack, but it can take other Actions as normal.
When the familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Find Familiar 'Ritual' | Identify 'Ritual' Casting Time: 1 minute Range: Touch Components: V,S,M (a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Skills | Wind instrument PanFluteMusical instrument Proficiencies | 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 | As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest. Shifting | Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC. Shifting Feature for BeastHide | On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on all Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. Rage | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Unarmored Defense |Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turnReckless Attack | At 2nd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated. Danger Sense |
Fluffy 'Familiar'
Spider,Tiny beast, unaligned, Armor Class 12, Hit Points 1 (1d4-1), Speed 20 ft., climb 20 ft.
STR 2 (-4) DEX 14 (+2) CON 8 (-1) INT 1 (-5) WIS 10 (0) CHA 2 (-4)
Skills: Stealth +4 , darkvision 30 ft.
Challenge 0 (10 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing.
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Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
Taking in Olin's responses to all the questions, Qijon retreats into himself, contemplating all he's heard and appreciating the inquisitiveness of his companions. Most of us have a good head on an able set of shoulders. This should not really pose much of a problem, I reckon. Find out who has got the most to gain and survive the night in the monastery. A confident smile spreads over his face. We shall be on our way back before you know it.
With the slow setting of the sun and Olin's prompt to look for camp, Qijon tries to make himself useful by scouting for a suitable place to camp and looking to forage.
Dice Nature check to assist in finding a suitable location and setting up camp:
Racial Abilities: 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 | Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.Trance | You have proficiency in the Perception skill.Keen senses | You have advantage on saving throws against being charmed, and magic can’t put you to sleep.Fey Ancestry | An Aereni elf can choose one skill or tool proficiency (Perception). Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.Aereni Elf | You know one cantrip of your choice from the wizard spell list (Mind Spike). Intelligence is your spellcasting ability for it.Cantrip | You can speak, read, and write one extra language of your choice (Gnomish).Extra language
Class Abilities: 2 Cantrips: Firebolt, Guidance
3 Spells: Cure Wounds, Detect Magic, Purify Food & DrinkSpell Casting | At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.Magical Tinkering
Sheet|AC: 17|HP: 13/13|+6/2d6+4|Status: Normal Heavy Armor Master | Interception Style | Second Wind 1/1|1/1 HD
“Killing someone, just out of jealousy,” Bill considers. “That is hard to understand. Not to suggest that there is some good excuse for murder.
“I can see how it might be necessary to kill in certain circumstances,” Bill speculates. “Self-defense and such. From what I understand, I may have to do so myself, out on the road like this, maybe much sooner than I would hope. Why, I suppose some of you may have already done so, though I’m not asking anyone to admit anything.
“I guess I just have a hard time seeing how someone could think that a killing could make a bad personal situation better.”
Relevant skills and statuses: Initiative: 12 Movement: To X14 after killing #2; Cujo no move Action: PT sword on #2 - 19 hit, failed save for 5 poison - dead; Cujo Readied Shove on #2 if it tries to stand - 17 STR for STR contest Bonus Action: PT sword on #1 - 17 hit, rat made save Free Action: Rolls:
Armor Class 17 Hit Points 13 Speed 30 Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 14 (+2) Wis 6 (-2) Cha 9 (-1) Saving throws STR +6, CON +5 Skills Arcana +4, Athletics +6, History +4, Investigation +4, Nature +4 Senses passive Perception 8 Languages Common, Giant, Goblin, Orc Abilities-3 to incoming non-magical slash/bludg/pierce damageHeavy Armor Master feat, [TT="Interception fighting style"]reaction, subtract 1d10+2 from damage to adjacent figure, requires weapon or shield, [TT="Second Wind"]action, +1d10+1 hp, once/short rest WEAPON Great axe or maul +6, 2d6+4; pike +6, 1d10+4, reach; javelins +6, 1d6+4
When in light, Bill carries a javelin in one hand, which he drops to draw a melee weapon. In darkness, he carries a javelin in one hand, and torch in the other, and his lantern around his neck.
Last edited by secretID; Aug 23rd, 2022 at 01:39 PM.
The old monk continues to answer questions as the party begins veering from the path to collect firewood from scattered stands of scrub pine and small linden groves. "But is it a vote? Or does the abbot alone decide the course?""One could say it is both. When a new Abbot or Abbess is chosen, it is by a vote of all who have sworn themselves to Torm. Thereafter, the new leader would determine the future of the Abbey, and we would be oathbound to follow the course they choose."
"A night's silent vigil is held after the old Abbot passes, followed by a secret ballot at sunrise. In the absence of divine guidance, we assume that the god's will is expressed in the hearts of his devotees. This is why you may spend an evening guarding the pass; if the Abbot dies, we must pass a night in cloisters for the vigil."
Olin chuckles at Bill's next question. "An oath to the god of duty is not so easily forsworn. Before my time, there was one occasion where a faithless novice tired of his duty and 'voted with his feet', as you say, leaving with no intention to return. He was struck by lightning seven times as he left the abbey grounds. There is still a small crater."
Girgadan keeps his eyes open for possible sheltered places near the trail. "How are the nun and monk relationships? Is it open or closed or a mix? Any problems with jealousy?""Quite open, we mingle freely in the abbey and with townsfolk as well. No more problems with jealousy than anywhere else, indeed fewer, I think. Most of us are older and a bit beyond that sort of intrigue."
"We do write quite freely, Sir Rhaegalt, all of us. There are scrolls and parchment everywhere, on which we note our daily duties, pertinent news of the abbey and the town, and whatever ruminations our hearts move us to. Even under the vow of silence, we must communicate."
Deamiss catches and dresses two rabbits while the party ranges through the darkening meadows, gathering enough wood to keep a small fire going through the night. Qijon notes a jutting outcrop of stone that can provides a windbreak and some concealment, which looks to be about as much natural shelter as the open heathland offers anywhere nearby. By sunset, a simple stew is ready. The moon rises just after last light, illuminating a few wisps of cloud carrying rapidly from west to east above and the low heather waving in the wind below. The wide highland meadows are silent except for the steady breeze, but the darkness allows the party to pick out a few campfires no larger than their own well off in the distance, scattered across the heath.
If you plan to keep watch, work out a watch order in the OOC thread. With six in the party including Olin, some watch shifts can have more than one person awake (assuming four watch shifts of two hours each).
The path is about 100 feet east of the stone outcrop, running roughly north/south. The stone outcrop is about ten feet high and twenty feet long. It blocks most of the breeze from the west and has a small depression at its base that would block most direct lines of sight to the party's fire. It's cold even with the windbreak, but not cold enough to be uncomfortable for anyone sleeping in a bedroll. The meadow grass and heather is mostly about 18 inches high and never above two feet high anywhere. Totally up to you whether you keep the fire going or let it go out.
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Intermittently slow after March 20. Catching up 6/1-6/4.
Last edited by Corwin; Aug 24th, 2022 at 06:12 PM.
Even though Deamiss is an odd one his cooking seems to be on point, just a shame the portions weren't bigger but that would require a more substantial beast and there was nothing like that so far on this trail.
"Nice cooking" he says to Deamiss " and fluffy seems like a odd choice for a spider pet name. Looks too small to be fluffy like a rabbit". Girgadan smiles, well he hopes its interpreted as a smile as reactions to it can vary.
"If there are no objections I offer to take the first watch, those fires seem distant enough to not be a bother and Qijon seems to have found a nice little dip here. Not sure we have enough wood for the entire night so I will let the fire get a little low"
He takes up a stick and gives the fire a friendly prod "No harm in cuddling if the chills get to you but my bedroll will only fit one."
Racial abilities: Darkvision (60') | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.Relentless Endurance | When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks
Class abilities:Twice per Long rest and not wearing Heavy armour. Adv on Str checks and saves. +2 melee damage. Resistance Bludgeoning/Piercing/slashing dmg. Lasts 1 min (ends if unconscious or turn ends without attacking or taskling damage). Can end as bonus actionRage (2/2) | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Unarmored Defense
Background:Infantry. War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.Soldier