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.
Brother Olin said little while the party talked, working out a watch rotation as they ate. He nodded to Rhaegalt and Qijon. "If we rise at dawn, we should make Highpass before noon. Our writings may well be of use; every duty station has a log book, and we all have our personal notebooks as well."
Olin wrapped himself in a thick blanket and settled in against the outcrop, with all but Girgadan joining him in a loose circle around the fire. Girgadan took the first watch. Moonlight turned the broad meadows from green and brown to silver-grey, and the half-orc found himself with little to look at but the stars above, scraps of cloud scudding overhead crossing the moon, and the heath rippling in the inconstant breeze. A campfire far to the northeast slowly dimmed and went dark, reminding him to feed a few small branches to their own. He roused Qijon from his trance when the moon had crossed a quarter of the sky and took the elf's place by the coals.
Qijon watched as the clouds grew more frequent and denser, outlined by moonlight above, their shadows tracking across the meadow as moving patches of darkness on the silver heath. Another fire at least a mile off to the east dimmed to invisibility. He woke Bill when the moon was high.
Elf and Orog watched together in the dead of night. A solid bank of clouds rolled over the valley, carrying a fitful spatter of rain with it and a broad band of shadow below before passing over west to east. The nearby heath returned to silver from black as the shadow rolled away, crossing the path, and Qijon thought that there was, just perhaps, a trail of crushed heather that hadn't been there before...
Before he could signal to Bill, a broad-shouldered thick-necked silhouette rose from the meadow and dropped. A shaft hissed past Qijon and shattered against the outcrop with a sharp crack of stone on stone.
Roll initiative! Qijon and Bill are awake and can act before the archer if they match or beat a 3. Everyone else is still asleep.
No map for this encounter since it's on wide open ground. Except where clouds are passing over, visibility conditions are dim light from moonlight.
The archer is 240 feet away. It has partial cover from the heather while crouching, no cover if it stands to shoot.
"The Vault of the Sages? That must have been quite the interesting environment to reside." Qijon had just woken Bill and reseated himself by the fire. Trying for some conversation, he continues in a low voice: "I must confess, I have not had the opportunity to travel much beyond my village, yet. Even though, I have never heard about or seen any member of your kin. Forgive me for asking, but how did you come to be in the Vault? At first glance, one might assume you to have been employed as muscle, as a security guard, but I get the feeling you were more than that, correct?"
After a while, Qijon gets the feeling something had changed in the environment. But just as he's about to inform Bill and maybe examine it further, he hears something moving past his face, striking the stone right behind him. He screams.
He wanted it to be a fierce battlecry, something to rouse and rally his companions to battle, something to impress friend and foe alike. But that's not how it comes out.
Before tonight, Qijon had never really taken part in an actual battle. Sure, there have been threats, a small scuffle here and there. You can't travel these days without at least some exposure. But having just experienced such a casual attempt on his life and having the time and mental faculties present to process how close he just came to getting hurt again dwarfed all previous experiences. He panics.
"HELP!-We're-under-attack-everyone-wake-up-HELP!" he wails, grabbing a thin rod from his belt and aiming it wildly at the figure that just ducked back into the grass. He activates the device and a small burst of flame Casting Fire Bolt, 60ft rangespits out of the tube, streaking over the grass, but fizzling out before it even gets close. He throws himself down into the heather, trying to become a small a target as possible.
Initiative: 4
Move Action: Moving away from the open area with rock, falling prone in the heather (if he can reach)
Action: Shooting a Fire Bolt in the general direction of the attacker
Bonus Action:
Reaction:
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
"Hm," Bill approves, watching Qijon's maneuver. "For the best, I suppose. I'll get started on this while you wake the others." The big "man" charges directly toward the archer as he draws a javelin.
Looking to draw fire, devoted tank that he is.
Relevant skills and statuses: Heavy Armor Master Initiative:10 Movement: 60' toward archer, with Dash Action: Dash Bonus Action: 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 30th, 2022 at 07:38 PM.
With a slight grunt the Barbarian wakes up not sure what was more odd the arrow on a quite night or Qijon's call to arms. At least the wild fire arrow thingy would help their foes feel more over confident and the sound of 'Bill' rushing off would provide easy bait and an easy way to spot their attackers.
"Well there goes my beauty sleep. Too soon to say how many and where I guess"
Girg rolls over onto his front, creeps to the edge of the grass near where Bill ran off and readies his weapons.
Reminds of the days with the clan lads, much waiting with short bursts of screaming and blood. Hope its not Goblins again. - he glances back at the remnants of the fire just in case there's any rabbit left but no such luck.
"Looks like the next meal is at the Abbey then" and he starts to scan the grasses for any one foolish enough to have a pop at Bill
Initiative: 14 Movement: Action: Bonus Action: Reaction: Javelin well readied if an enemy comes in sight Notes:
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
The artificer's shout rouses the others, who roll out of their blankets as Qijon and Bill take off through the heather, Qijon launching a spark that sizzles across the meadow before flaming out, Bill pounding through the waving grass at a dead run. Brother Olin stays low, crawling across the outcrop to pick up the fletched stub of the shattered arrow. He mutters "Gnollish craftwork."
The archer rises again, the dim moonlight confirming the monk's guess; Bill and Qijon make out the lanky form and ragged ears of a gnoll. It hesitates, peering past Bill as if looking for something and not finding it, then looses another shot that again shatters on the stone, this time several feet above Olin. The others rise and the archer suddenly doesn't seem to like the odds, backpedaling a few steps before again dropping to the ground.
Everyone is up! The archer is prone with partial cover 255 feet away from the camp, 225 feet from Qijon, 195 feet from Bill.
"Huh" the Barbarian overhears Olin mention something about the Gnolls "You got anything more to add to that comment? Like how many could be out there and how they hunt?"
Girgadan had never battler Gnolls before and although it was always interesting to fight someone new he didn't enjoy being unprepared. "So do we need to go chase them or will they come to us? Do I need to stay here with you?"
He hadn't taken his eye off Bill but the archer was too far away for anything the Barbarian could do. Until he knew more about these 'Gnolls' he thought it prudent to keep an eye on Olin. Be good to see how this bunch handle a fight... - the Half-orc smirks but its too dark for anyone to see ... especially fluffy
Initiative: 14 Movement: Action: Bonus Action: Reaction: Javelin readied if an enemy comes in sight and range Notes:
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
Sheet|AC: 17|HP: 13/13|+6/2d6+4|Status: Normal Heavy Armor Master | Interception Style | Second Wind 1/1|1/1 HD
Bill continues to gallop toward the enemy, huffing and thundering like charging horse. Pleasantly surprised that he hasn't felt an arrow hit yet, he's tempted to try his javelin, but that's just his nerves; he knows he isn't nearly close enough yet.
Relevant skills and statuses: Heavy Armor Master Initiative:10 Movement: 60' toward archer, with Dash Action: Dash Bonus Action: 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; Sep 2nd, 2022 at 09:41 PM.
Lying face-down in the tall plant growth, Qijon quietly reprimands himself: "Come one! This is not like last time. It's just an arrow. Don't be daft and use your brain for Gond's sake!" He gets up, putting his metal tube away.
Looking around he sees Bill running in the direction of the shooter. The elf grabs his crossbow and starts to follow, trying to get a direct line of sight on where he last saw the shots coming from. He crouches, waiting for a target, any target, to stick up its head, before letting a bolt fly.
Initiative: 4
Move Action: Standing up, moving in the direction of Bill (slightly off, so Qijon can shoot past him), crouching down.
Action: Readying action, 9 to hit, 6 damageshooting his light crossbow (link) towards the first target to come into view.
Bonus Action:
Reaction:
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
Deamiss Look at the distance where Bill was directing , he then turn toward Brother Olin on the ground and telling about Gnollish artwork. HE analyse evryone behavior ...
"Deamiss Say it'S obiously a trap ... GNoll dont sHoot alone, a bunch of humanoid without having a plan group ... the're dumb, but not as us running amok ... ther's more hidden somewhere ... Deamiss dream about this...beware... stay in group... and lets Deamiss scramble death for you"
"Mmmm ... anyway..."
To proteck Olin, he light off, with his feet, the rest of the fire that was giving too much light to the ambusher, while getting out his longbow.
he put his shield over Olin
"Deamiss SHield protect you "
He let his quaterstaff with his backpack but put his ax on his belt
Then Deamiss move to follow the runner, and disavantage over 150' roll with init : 12 to hit 9 dmg if hitready arrow to shoot as soon as he see something move at the distance
Initiative :18 Movement: nop =0 ... to much thing done this round but begin to move toward Bill Free manipulation object: grab ax and bow Action: Kill the fire with his feet, put shield over Olin, disavantage over 150' roll with init : 12 to hit 9 dmg if hitdelay action to shoot arrow Bonus Action: Free Action: Reaction:
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.
_____________________ 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.
__________________
Yes ... I'll take the Oath of Sangus ;)
Last edited by KhamLuc; Sep 3rd, 2022 at 10:39 AM.
Hearing the Elf's shriek, Rhaegalt bolts up from his bedroll. "What? I'm up, I'm up," nearly stumbling to stand up. Seeing Olin flinch as another arrow breaks upon the rocks, Rhaegalt grabs his Shield, and then produced his Rapier, to stand and deliver over the monk.
But as the party begins to split, 2 running off and 2 others protecting Olin, the Half-Elf is torn on what to do. Discussion of multiple enemies raises concern of where the bulk would attack. "Should I stay or should I go now?"
Initiative:19 Movement: Action: Readied Rapier attack Bonus Action: Reaction:Readied Rapier attack against any threat that approaches, 25 to hit for 12 damage Free Interaction:
With a clatter of weapons, the woken sleepers ready themselves. Olin stays down and gratefully accepts the shelter of Deamiss's shield, replying to the group from behind it. "Unusual. Deamiss is correct, gnolls prefer to hunt in packs and surround their prey up close. I've never seen one alone, though there should never be any at all south of Highpass by night."
Bill closes the distance to the archer, Qijon advances behind, and all ready weapons. Far past the crouching gnoll archer, Bill sees three figures carrying shortbows emerge from the shadow of a cloud, all walking in the kind of widely spaced line hunters use to flush game. The gnoll stands, Qijon and Deamiss loose their arrows, and the three distant raise shortbows and fire as well. All five shafts go astray, disappearing into the heather well short or wide of the crouching gnoll. The gnoll glances back at the hunters, lets out a resounding howl, and drops its longbow as it runs a few steps toward Bill before diving back into the low meadow grasses.
Seeing two of their companions nearing the gnoll and knowing that more may be close, Girgadan and Rhaegalt find themselves torn by the clash of possibilities. Olin replies in a steady voice. "Do as your conscience guides you. My first duty is to survive and return to the Abbey. However, if one gets into the camp, I feel I can give a good accounting of myself."
@All - Please include a Perception roll with your next post.
The gnoll archer is prone with partial cover 240 feet away from the camp, 195 feet from Qijon, 120 feet from Bill. The three hunters are roughly 300 feet past the gnoll, spaced about 50 feet apart.