#46
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__________________
I have taken the Oath of Sangus On phone at weekends so shorter and less frequent posts. |
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#48
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Last edited by Alatere; Apr 11th, 2022 at 11:27 AM. |
#49
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#50
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![]() Gavin accepted the bandages and the powder, even though the though of cauterizing a wound turned his stomach a little. He would do it if it was necessary, but he wasn't looking forward to the experience. He was glad to see a palisade wall going up around the inn. Hopefully they wouldn't need any such defenses, but it was a good idea to be prepared. The inn was a good place to start as well, since it was a natural gathering place for the townspeople and it had a good supply of food and water. "Ooh a palisade.." Bran then commented as he spotted the wall going up. "Just as I was going to suggest... we will have to check that the wood for the wall wasn't acquired against the wishes of the forest lord..." "I don't think we will have to check on that, Bran. I have a feeling the Forest Lord will let his displeasure be known if it wasn't. Hopefully he is willing to give us a day or two to get the word out about the rules he has imposed. There's no way anyone here could have known abuot them yet. He is obviously quite powerful, as we have seen ourselves, and he will prioritize the well being of the forest and its denizens over that of all of us. I hope everyone goes along with the rules, because I'm not sure we can stand against him if not." Finding Ash proves to be easy and he is ready to leave as soon as he wakes up from his nap. "I have a bow, but I'm sure I'm no match for Kaeleigh. The morning star feels more natural in my hand, at any rate. Bran is pretty good at making people see things that aren't real with his magic, so I'm sure he can keep the rats distracted while we fight them." Gavin hands some of the bandages and the powder to Ash. "Dame Kreia said that any blood that's spilled will feed the blood magic, which is believed to be what is creating the rats. So she gave us some bandages and this black powder, which can be used to cauterize our wounds. I have some mystical healing, which I would prefer to exhaust before turning to the powder, but we have it if it's necessary. I do not have a source of fire, so I will see if the inn can spare some torches and a flint and steel." Gavin will see if he can get those supplies before the head out in search of the killer rats. |
#51
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__________________
Took the Oath of Sangus |
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#53
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![]() Hunkering down out of sight, Gavin whispers to his friends. "I have seen what Bran can do with a little time to prepare and I think we will be best served by taking a little time to get ready. I have a stronger connection now to the great dragon, who I believe is responsible for my transformation, than I did before I went into the forest. I can give one of us some protection against evil creatures and I think those rats and that dog might qualify. I propose I give that aid to Bran. I can also provide some divine favor to the rest of you, which should help in the coming battle, as long as all of you are willing." If everyone is willing, Gavin will cast Protection from Evil on Bran and then Bless on Ash, Autumn, and Ria, right before we start the fight. |
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Last edited by Dylan Scott; Apr 12th, 2022 at 04:29 PM. |
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Last edited by Alatere; Apr 12th, 2022 at 04:53 PM. |
#56
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__________________
Took the Oath of Sangus |
#57
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__________________
I have taken the Oath of Sangus On phone at weekends so shorter and less frequent posts. |
#58
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![]() HP: 11/15 | AC 15 | PP: 11 | Spell Save DC: 12 | Spell Attack: +4 | Prof: +2 | Status: Normal HD: 2/2d8 | Spell Slots: Level 1 (0/2) | 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 | You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.Tools Required | Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.Infuse Item: 0/2 | If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.Charge | Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.Hooves | You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.Equine Build. Background: Arthur joined the Alchemist's Guild because it was one of the few ways that he could embrace magic, or something like it, without becoming a blood mage. Since his transformation, he found his potions became significantly more potent and versatile.Guild Artisan | Background Feature: As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.Guild Membership | Common, Sylvan, ElvishLanguages Special Items: +1 weapon. Only a Good aligned character can draw it. +3, 1d4+1 and you may chose to use your attack action to instead destroy an enemy weapon unless it is Adamantine.Miller's Knife | +2 AC. Once per day, you may cast a Cure Wounds spell that you have previously cast with the same exact resultShield of the Unicorn 1/1 | +2, 1d8 piercing, 80/320. On a roll of 5 or lower take 1 point of damage due to the crank pinching your finger. On a roll of 17-20 1d8 damage doubled on a 20.Fingerpincher 23/25. To the one holding the sending stone, they feel a slight buzz in the back of their mind, followed by Arthur's voice, "Still in transit, slight complication. All's well now. We have new neighbors, a friendly goblin tribe. Woke them up from infernal curse; they're currently rebuilding."
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Give a man a fire, he'll be warm for a day. Set a man on fire, he'll be warm for the rest of his life. I have taken the Oath of Sangus |
#59
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Last edited by Alatere; Apr 13th, 2022 at 06:33 PM. |
#60
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__________________
I have taken the Oath of Sangus On phone at weekends so shorter and less frequent posts. |
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