(I will need confirmation from @Anuen and @Aviendha and then I'll forge ahead. Meanwhile, assume you just took a long rest. Restore your hit points and spell slots.)
Flaws: Often overthinks things, Doesn't work well in groups
Hit Points: 9 (increases by 1d8+CON modifier (-1) per level)
AC: 15 (Hide armor plus DEX modifier)
Animal Handling: -1
Arcana: 0
Athletics: -1
Bluff: +3 (+2 when mimicking another person)
Bravery: -1
Diplomacy: +3
Intimidate: +3
Nature: -1
Perception: -1 (-2 when keeping watch at night)
Religion: -2 (overthinks things)
Stealth: +5
Sleight of Hand: +3
Weapons
Dual daggers: 2d4
Inventory
1 coin(Ferox's)
Lilliana looked at the dagger that had been tossed into the dirt and bent down to pick it up. She turned it over in her hands, examining how sharp it was, how heavy, what material, and how oddly it shone in the firelight. Walking over to the body she searched to see if it had a sheath. "I am ready whenever everyone else is, i have no other gear except this. Unless... perhaps i should see if i could find any... abandoned equipment?" she said glancing at them with a sly grin on her face. She wondered what their reaction would be, it wasn't often that she worked in groups. She always thought it was quite funny when they thought she would end up stealing all her stuff and kick her out. She realized long ago it was better to work alone and found that it was very easy to purposely get kicked out, but for some reason it didn't seem that that would happen this time.
Hit Points: 15 (increases by 1d8+constitution modifier per level)
AC: 12 (cloth armor, dexterity bonus)
Saves: Dexterity and Charisma
Animal Handling: 0
Arcana: +1
Athletics: 0
Bluff: +4 (+1 if the person is female)
Bravery: -1 (selfish)
Diplomacy: +4 (+1 if the person is female)
Intimidate: +4
Nature: 0
Perception: 0
Religion: 0
Stealth: +1
Sleight of Hand: +1
Inventory
Cloth Armor: 11 AC
Rapier: 1d8 dmg, piercing
Spells
Cantrips: ∞
Minor Illusion: For an action, create a visible illusion no larger than 5x5 or create an audible illusion. Range is 30ft, lasts one minute
Vicious Mockery: Target within sight and hearing within 60ft must pass a wisdom save or suffer 1d4 damage and disadvantage on next attack.
Level 1: 3/3
Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action.
Faerie Fire: Range 60ft. Each object in a 20ft cube glows with a green light. Any creature in the area glows unless it passes a DEX save. Glowing creatures have attacks made against them with advantage.
Healing Word: Bonus action recovers 1d4+CHA mod (+2) hit points to target in sight within 30ft.
Sleep: Range 90ft. 5d8 hit points worth of creatures in a 20ft radius instantly fall asleep in ascending order of hit points. Subtract hit points of creature from total before moving to next target.
Thunderwave: All creatures within a 15ft cube centered on the caster take 2d8 points of damage and are pushed back 10ft. Constitution save for half damage and no knockback. All unsecured objects are automatically pushed back 10ft and the spell emits a thunderous boom audible out to 300ft.
Abilities
Bardic Inspiration: 2/2
Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, or saving throw. (d6)
Jack of All Trades
Add half proficiency bonus (rounded down) to all ability checks that do not use proficiency bonus. (+1)
Song of Rest
Heal additional hit points to all allies that hear your song during a short rest. (d6)
Escad didn't even raise his eyes to look at the rogue as she voiced her question. It was no skin off his back to commandeer unmanned equipment from the deceased. After all, what use did they have for it now? No, the gear left behind by their previous owners would better serve those still living and fighting for justice. "Go right ahead," he told her. "I know I will," he added under his breath, picking up a shortbow and arrows and testing to see if they were still functional. He glanced back to where he had stored his equipment before the attacks and cringed when he saw the state of the collapsed tent. He trotted over nervously and lifted the heavy canvas to locate his precious few possessions - mainly his lyre, a dagger, and his Diplomat's Pack. He examined each object for damage, taking extra time to look over his lyre. After all, it was more than just an instrument in the hands of a skilled bard. As he stood there checking for cracks, blemishes, and broken strings, Escad called out to the others. "See if you can locate some bedrolls and rations. I don't expect we'll find much to live off if the surrounding area has been scorched as well."
For now, the bird flies up and away. You feel like it might be returning soon, or not at all. Too difficult to tell, as it seems like the kind of bird that disappears for a week or two and then suddenly shows up and takes multiple actions at a time. Some people are just like that. Best to wait until it returns again.
Keith, Escad and Lilliana begin their trek after the goblins. You have a chance to dialogue, as the trees turn more snow-covered and the clearings less common. This is over the course of three or four hours before you stop, rest, eat, etc.
Hit Points: 15 (increases by 1d8+constitution modifier per level)
AC: 12 (cloth armor, dexterity bonus)
Saves: Dexterity and Charisma
Animal Handling: 0
Arcana: +1
Athletics: 0
Bluff: +4 (+1 if the person is female)
Bravery: -1 (selfish)
Diplomacy: +4 (+1 if the person is female)
Intimidate: +4
Nature: 0
Perception: 0
Religion: 0
Stealth: +1
Sleight of Hand: +1
Inventory
Cloth Armor: 11 AC
Rapier: 1d8 dmg, piercing
Spells
Cantrips: ∞
Minor Illusion: For an action, create a visible illusion no larger than 5x5 or create an audible illusion. Range is 30ft, lasts one minute
Vicious Mockery: Target within sight and hearing within 60ft must pass a wisdom save or suffer 1d4 damage and disadvantage on next attack.
Level 1: 3/3
Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action.
Faerie Fire: Range 60ft. Each object in a 20ft cube glows with a green light. Any creature in the area glows unless it passes a DEX save. Glowing creatures have attacks made against them with advantage.
Healing Word: Bonus action recovers 1d4+CHA mod (+2) hit points to target in sight within 30ft.
Sleep: Range 90ft. 5d8 hit points worth of creatures in a 20ft radius instantly fall asleep in ascending order of hit points. Subtract hit points of creature from total before moving to next target.
Thunderwave: All creatures within a 15ft cube centered on the caster take 2d8 points of damage and are pushed back 10ft. Constitution save for half damage and no knockback. All unsecured objects are automatically pushed back 10ft and the spell emits a thunderous boom audible out to 300ft.
Abilities
Bardic Inspiration: 2/2
Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, or saving throw. (d6)
Jack of All Trades
Add half proficiency bonus (rounded down) to all ability checks that do not use proficiency bonus. (+1)
Song of Rest
Heal additional hit points to all allies that hear your song during a short rest. (d6)
As the three unlikely companions set out for the goblin base, Escad couldn't help but wonder what kind of walks of life the other two had come from. Sure, he could spend the entire time walking in silence, brooding about his own misfortunes or dreaming up creative backgrounds for the others, but he figured they might work together better if they had a sense of each others character. "Where did you learn to fight?" he asked the swordsman. It was impressive for him to be in charge of training new recruits in the Resistance, especially for one so young. Escad's master at arms back at home had been a grizzly old bear of a knight, fiery and sure, but old. He had taught Escad how to wield a blade, but he left the knight's tutelage in favor of a more refined style of swordplay. Nonetheless, the basics that the old man had taught him had stuck with him to this day. "What's your story?"
Hit Points: 15 (increases by 1d10+constitution modifier per level)
AC: 16 (half-plate armor)
Animal Handling: -1
Arcana: 0
Athletics: +3 (-2 when swimming)
Bluff: -3
Bravery: -1 (+2 when dealing with dragons)
Diplomacy: -3
Intimidate: 0
Nature: +1
Perception: -1 (+2 when examining an enemy to see weaknesses/strengths)
Religion: -1
Stealth: 0 (plate armor)
Sleight of Hand: +1
Inventory
Half Plate Armor: 16 AC
Sword: 1d6 dmg
Two Minor Health Potions
Keith didn't turn to face the bard as he walked. After a few moments of silence, he answered. "After the dragons came, I had nothing other to do, than train. I started lessons at the capitol when I wanted to be a king's guard, but after a few years I left to see my family. Never got to see any of the dragons, but I saw what they did. I don't have anything to remember my family by, it was all burned to ash. My father was never the fighting type. Strange how I turned out to be like this." He laughs a bit from some source of dark mirth. "I don't care about avenging them anymore. I just want to take as many dragons to the grave as I can before I finally go down." After that Keith seems to become silent, almost broody.
Flaws: Often overthinks things, Doesn't work well in groups
Hit Points: 9 (increases by 1d8+CON modifier (-1) per level)
AC: 15 (Hide armor plus DEX modifier)
Animal Handling: -1
Arcana: 0
Athletics: -1
Bluff: +3 (+2 when mimicking another person)
Bravery: -1
Diplomacy: +3
Intimidate: +3
Nature: -1
Perception: -1 (-2 when keeping watch at night)
Religion: -2 (overthinks things)
Stealth: +5
Sleight of Hand: +3
Weapons
Dual daggers: 2d4
Inventory
1 coin(Ferox's)
((Sorry for not responding sooner, you can go ahead and update))
The bard didn't quite seem to understand what she meant by "abandoned", there was no way she would use armor from a dead person. If they died, it meant that it didn't work in her opinion. She just shrugged it off as they walked into the woods. As the bard and swordsman talk Lilliana remained near the back up until they stopped to rest. No questions asked, not from her anyway, just the way she liked it.
You guys end your journey on a pine tree-infested hill (sloping up). As you start a fire and begin to cook your food, you hear a hooting up ahead.
Drawing your weapons, the sun setting behind you, a group of goblins comes racing toward you, a Warg-riding orc at the front (stats in stats page) and a shaman at the back. By the time you guys take actions, the warg is twenty feet away, the goblins another ten behind him, and the shaman another fifteen behind the goblins. You have full weapons, but Escad is at the front, with Lilliana and Keith back another five feet.
Hit Points: 15 (increases by 1d8+constitution modifier per level)
AC: 12 (cloth armor, dexterity bonus)
Saves: Dexterity and Charisma
Animal Handling: 0
Arcana: +1
Athletics: 0
Bluff: +4 (+1 if the person is female)
Bravery: -1 (selfish)
Diplomacy: +4 (+1 if the person is female)
Intimidate: +4
Nature: 0
Perception: 0
Religion: 0
Stealth: +1
Sleight of Hand: +1
Inventory
Cloth Armor: 11 AC
Rapier: 1d8 dmg, piercing
Spells
Cantrips: ∞
Minor Illusion: For an action, create a visible illusion no larger than 5x5 or create an audible illusion. Range is 30ft, lasts one minute
Vicious Mockery: Target within sight and hearing within 60ft must pass a wisdom save or suffer 1d4 damage and disadvantage on next attack.
Level 1: 3/3
Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action.
Faerie Fire: Range 60ft. Each object in a 20ft cube glows with a green light. Any creature in the area glows unless it passes a DEX save. Glowing creatures have attacks made against them with advantage.
Healing Word: Bonus action recovers 1d4+CHA mod (+2) hit points to target in sight within 30ft.
Sleep: Range 90ft. 5d8 hit points worth of creatures in a 20ft radius instantly fall asleep in ascending order of hit points. Subtract hit points of creature from total before moving to next target.
Thunderwave: All creatures within a 15ft cube centered on the caster take 2d8 points of damage and are pushed back 10ft. Constitution save for half damage and no knockback. All unsecured objects are automatically pushed back 10ft and the spell emits a thunderous boom audible out to 300ft.
Abilities
Bardic Inspiration: 2/2
Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, or saving throw. (d6)
Jack of All Trades
Add half proficiency bonus (rounded down) to all ability checks that do not use proficiency bonus. (+1)
Song of Rest
Heal additional hit points to all allies that hear your song during a short rest. (d6)
As the party of three sat around the cooking fire anticipating a warm meal after a long day's trek, the sun was setting behind them in the West. Their shadows grew longer, rivaling those of the many pine trees that occupied this expanse of woodland. Escad offhandedly poked the fire with a stick, waiting for the food to finish cooking. He wondered if the forest would burn just as brightly as the cooking fire if that horrid red dragon were to follow them here. It gave him a chill just thinking about the beast returning to torment them once more.
Without warning, the forest seemed to come alive with the wild whoops and wails of an enemy attack. Escad stood and turned towards the sounds, dropping the stick into the fire. He was on the closest side of the fire to the rabble and he could hear something much larger than a goblin approaching quickly. As the enemy force approached, the bard spotted an orc riding a warg about twenty feet away, a group of goblins - he didn't get a good count - thirty feet back, and an orc shaman bringing up the rear at a distance of forty-five feet. Remembering their previous encounter, Escad wanted to take no chances with the shaman. He drew his shortbow and kept a wary eye on the caster, not wanting to be surprised. "Couldn't they have waited until after we had eaten?" Escad asked his companions, his stomach growling.
Hit Points: 15 (increases by 1d10+constitution modifier per level)
AC: 16 (half-plate armor)
Animal Handling: -1
Arcana: 0
Athletics: +3 (-2 when swimming)
Bluff: -3
Bravery: -1 (+2 when dealing with dragons)
Diplomacy: -3
Intimidate: 0
Nature: +1
Perception: -1 (+2 when examining an enemy to see weaknesses/strengths)
Religion: -1
Stealth: 0 (plate armor)
Sleight of Hand: +1
Inventory
Half Plate Armor: 16 AC
Sword: 1d6 dmg
Two Minor Health Potions
Keith sat at the fire, warming his hands. He hadn't taken his breastplate off, but intended to. He had recovered from the last battle faster than he expected, and was anticipating the next. A journey like this would neither be tranquil or easy. As the sounds of goblins and orcs were heard down the road, he stood up.
They were rather near, so the warrior put his heavy gauntlets back on, and drew his sword, preparing for the next battle. The bard was near the front, and Keith immediately knew that their fighting formation would not be effective if he was in the back. He jogged up to stand beside the bard, and uttered a few words before the battle began. "Good luck." He said simply.@MysticPisces
Hit Points: 15 (increases by 1d8+constitution modifier per level)
AC: 12 (cloth armor, dexterity bonus)
Saves: Dexterity and Charisma
Animal Handling: 0
Arcana: +1
Athletics: 0
Bluff: +4 (+1 if the person is female)
Bravery: -1 (selfish)
Diplomacy: +4 (+1 if the person is female)
Intimidate: +4
Nature: 0
Perception: 0
Religion: 0
Stealth: +1
Sleight of Hand: +1
Inventory
Cloth Armor: 11 AC
Rapier: 1d8 dmg, piercing
Spells
Cantrips: ∞
Minor Illusion: For an action, create a visible illusion no larger than 5x5 or create an audible illusion. Range is 30ft, lasts one minute
Vicious Mockery: Target within sight and hearing within 60ft must pass a wisdom save or suffer 1d4 damage and disadvantage on next attack.
Level 1: 3/3
Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action.
Faerie Fire: Range 60ft. Each object in a 20ft cube glows with a green light. Any creature in the area glows unless it passes a DEX save. Glowing creatures have attacks made against them with advantage.
Healing Word: Bonus action recovers 1d4+CHA mod (+2) hit points to target in sight within 30ft.
Sleep: Range 90ft. 5d8 hit points worth of creatures in a 20ft radius instantly fall asleep in ascending order of hit points. Subtract hit points of creature from total before moving to next target.
Thunderwave: All creatures within a 15ft cube centered on the caster take 2d8 points of damage and are pushed back 10ft. Constitution save for half damage and no knockback. All unsecured objects are automatically pushed back 10ft and the spell emits a thunderous boom audible out to 300ft.
Abilities
Bardic Inspiration: 2/2
Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, or saving throw. (d6)
Jack of All Trades
Add half proficiency bonus (rounded down) to all ability checks that do not use proficiency bonus. (+1)
Song of Rest
Heal additional hit points to all allies that hear your song during a short rest. (d6)
With the fighter by his side, Escad felt a little more at ease for the coming onslaught. They would be hard-pressed, for they were horribly outnumbered. There was no time to cast an illusion to dissuade the horde from attacking for they could already see the companions. Escad only hoped that the sun behind them could cause enough of a disadvantage as to be able to prevent the humanoids from accurately appraising their equipment. The bard nodded grimly to his comrade-in-arms, knowing that this may be their last battle.
Suddenly, a thought - nay, inspiration! - came to the nobleman. Dipping his bow and bowing his head, he retreated back 30 feet, concentrating on the innate weave of magical energies floating in his head like a song, looking for the right notes, the right words to evoke a particular spell. Finding the correct words, he threw his free hand up as if casting confetti into the sky. Tiny motes of energy slowly drifted down all around him. "Truth to tell, they far outnumber," Escad sang to the swordsman in a startlingly serene tone with a smirk and a wink, "Let them fall into peaceful slumber."
The motes of energy glowed dimly and darted out towards the group of goblins, washing over them like a wave of complete exhaustion.
A 23 is enough to put 5 goblins to sleep, but I don't know how many there are.[dice]15348[/dice]
Five goblins from the group of nine fall over in the middle of the charge, tripping up an additional two. It will take those two an additional turn to reach you. @Rand, your turn, bud.
Hit Points: 15 (increases by 1d10+constitution modifier per level)
AC: 16 (half-plate armor)
Animal Handling: -1
Arcana: 0
Athletics: +3 (-2 when swimming)
Bluff: -3
Bravery: -1 (+2 when dealing with dragons)
Diplomacy: -3
Intimidate: 0
Nature: +1
Perception: -1 (+2 when examining an enemy to see weaknesses/strengths)
Religion: -1
Stealth: 0 (plate armor)
Sleight of Hand: +1
no slide
no slide
no slide
Keith looked back at the bard, and noted how the unruly group of goblins seemed to have trouble in their initial charge. The bard's spell appeared to be effective, and Keith smiled, reveling at the, small catastrophe for the enemy. He slowly drew his sword back, and lashed out viciously at one of the goblin's heads, thrusting forward with all of his speed and strength.
[dice]15358[/dice]
The goblin's head exploded from the powerful sword thrust, and Keith withdrew his blade, entering his stance once again. (Unless Snaky has any objections.)
(Nope! No objections, other than the fact that the goblins weren't quite there, which is fine. We'll just assume you moved your full speed toward the goblins, which puts you facing down one goblin, while the warg moved past you and went for the bard.)
The warg-riding orc smiles as the fighter goes for the goblin kill and deftly jumps past him, charging at the bard.
Warg Attack (Charging Advantage):
[dice]15367[/dice]
Orc Attack (Charging Advantage, Critical):
[dice]15369[/dice]
The warg misses, as Escad nimbly dodges to the right past the snarling maw of the beast... and into the orc's longsword, which critically hits him.
Damage (The die modifier actually works for damage. Yay!):
[dice]15371[/dice]
Meanwhile, the shaman leers at the fighter now facing down the lone goblin. He casts Firebolt...
Shaman Attack (Critical, again! Damn, I'm good at this):
[dice]15372[/dice]
... Which, in combination of the caster being exceedingly well-rested, doubles in size and flame, incinerating the goblin and its two comrades just standing up on its way to hitting you, full-force.
Hit Points: 15 (increases by 1d8+constitution modifier per level)
AC: 12 (cloth armor, dexterity bonus)
Saves: Dexterity and Charisma
Animal Handling: 0
Arcana: +1
Athletics: 0
Bluff: +4 (+1 if the person is female)
Bravery: -1 (selfish)
Diplomacy: +4 (+1 if the person is female)
Intimidate: +4
Nature: 0
Perception: 0
Religion: 0
Stealth: +1
Sleight of Hand: +1
Inventory
Cloth Armor: 11 AC
Rapier: 1d8 dmg, piercing
Spells
Cantrips: ∞
Minor Illusion: For an action, create a visible illusion no larger than 5x5 or create an audible illusion. Range is 30ft, lasts one minute
Vicious Mockery: Target within sight and hearing within 60ft must pass a wisdom save or suffer 1d4 damage and disadvantage on next attack.
Level 1: 1/3
Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action.
Faerie Fire: Range 60ft. Each object in a 20ft cube glows with a green light. Any creature in the area glows unless it passes a DEX save. Glowing creatures have attacks made against them with advantage.
Healing Word: Bonus action recovers 1d4+CHA mod (+2) hit points to target in sight within 30ft.
Sleep: Range 90ft. 5d8 hit points worth of creatures in a 20ft radius instantly fall asleep in ascending order of hit points. Subtract hit points of creature from total before moving to next target.
Thunderwave: All creatures within a 15ft cube centered on the caster take 2d8 points of damage and are pushed back 10ft. Constitution save for half damage and no knockback. All unsecured objects are automatically pushed back 10ft and the spell emits a thunderous boom audible out to 300ft.
Abilities
Bardic Inspiration: 2/2
Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, or saving throw. (d6)
Jack of All Trades
Add half proficiency bonus (rounded down) to all ability checks that do not use proficiency bonus. (+1)
Song of Rest
Heal additional hit points to all allies that hear your song during a short rest. (d6)
((Yikes that warg can move! I guess my retreat wasn't far enough for a charging mount!))
Escad's chest split open with the force of the warg-riding orc's charge, the longsword tearing through flesh like the talons of a dragon. Now face to face with the one enemy he didn't want to have to take on by himself, he began to panic. Quickly, he found the right word to cast a healing spell on himself.
[dice]15454[/dice]
The spell began to knit his wound, but not nearly as spectacularly as Escad had expected. Feeling very exposed and stuck holding a bow and arrow in melee range, Escad did the only logical thing he could think of: insult the integrity of the orc. "Ha! A bumbling buffoon like you thinks it can take down a specimen of perfect pedigree like myself? Have you no muscle behind your attacks? You couldn't even kill me with a mounted charge. Rubbish, you are!"
Pass a Wisdom save (DC:12) or suffer 3 damage and disadvantage on your next attack! I doubt you have proficiency in Wisdom, so take that![dice]15455[/dice]
(Well, Aviendha hasn't gone yet, but I gots to go).
Keith
Health: 8/21
no slide
Information
Name: Keith Arganda
Class: Fighter
Stats
Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 8 (-1)
Charisma: 4 (-3)
no slide
Inventory
Half Plate Armor: 16 AC
Sword: 1d6 dmg
Two Minor Health Potions
Keith staggered back by the force of the fireball, feeling the effects in full. Before the blast hit him, he threw up an arm to protect his face, and he felt the hairs on his arm burn off. His opponent was definitely a skilled spellcaster, and Keith only knew one way of fighting them... head on. He sprints at the shaman, and swings at the shaman's head with both hands.
[dice]15513[/dice]
(>P). As Keith swung, he felt his sword fly out of his hands, landing with a loud clatter about twenty feet behind the shaman.
Flaws: Often overthinks things, Doesn't work well in groups
Hit Points: 9 (increases by 1d8+CON modifier (-1) per level)
AC: 15 (Hide armor plus DEX modifier)
Animal Handling: -1
Arcana: 0
Athletics: -1
Bluff: +3 (+2 when mimicking another person)
Bravery: -1
Diplomacy: +3
Intimidate: +3
Nature: -1
Perception: -1 (-2 when keeping watch at night)
Religion: -2 (overthinks things)
Stealth: +5
Sleight of Hand: +3
Weapons
Dual daggers: 2d4
Inventory
1 coin(Ferox's)
(Ah! !'m so sorry, I keep forgetting to post! It won't happen again!)
Lilliana stood up startled in confusion, it was unusual for her to be daydreaming like this. She noticed that they were being attacked by goblins and that most of them were already down. To make up for her absence she pulled out her daggers and jumped at the closest enemy, which happened to be the warg-riding orc(At least i think if i read correctly). She aimed to land on the warg's back and possibly stab the orc or at least hang on.
The shaman yelps as you swing, and then steps back a foot when it flies out of your hands, fearing a magical weapon or, worse, a spell.
Then he watches as it flies over his head, and lands with a sharp noise on the ground, twenty feet behind him.
He snorts once, and then begins to giggle incessantly, growing more and more loud and obnoxious the longer he goes on. Finally, he stops, wipes the tears from his face with the back of his grime-covered hand, and smiles predatorily at you. He raises his staff and aims at your chest.
"Silly elf thinks it can make wounds go faster than I make wounds come. Silly elf is wrong-"
"Ha! A bumbling buffoon like you thinks it can take down a specimen of perfect pedigree like myself? Have you no muscle behind your attacks? You couldn't even kill me with a mounted charge. Rubbish, you are!"
[dice]15553[/dice]
A single tear goes down his face. (8/11)
"-Wha-Wha-Why'd you-"
The ward gives a single warning growl before Lilliana deftly leaps (Welcome back, @Aviendha!) onto its back and attacks the orc, her dagger sliding off of his armor. But the daring move gives the orc something else to focus on, and in a rancorous fury, he turns in his saddle and attacks...
[dice]15554[/dice]
... But still being off guard from Escad's bullying means he underestimates the rogue's speed and misses. The warg, angry that its master is apparently extremely inept, begins jumping up and down and rolling around, forcing a Dexterity save on Lilliana's part to stay on its back.
Hit Points: 15 (increases by 1d10+constitution modifier per level)
AC: 16 (half-plate armor)
Animal Handling: -1
Arcana: 0
Athletics: +3 (-2 when swimming)
Bluff: -3
Bravery: -1 (+2 when dealing with dragons)
Diplomacy: -3
Intimidate: 0
Nature: +1
Perception: -1 (+2 when examining an enemy to see weaknesses/strengths)
Religion: -1
Stealth: 0 (plate armor)
Sleight of Hand: +1
Inventory
Half Plate Armor: 16 AC
Sword: 1d6 dmg
Two Minor Health Potions
(Jk nevermind, I was about to do something dumb)
Keith swats the staff aside and rolls past the goblin to land near his sword, he picks it up and turns around to face the goblin shaman, taking ten steps forward, (KEITH USES ACTION SURGE!), and then takes another ten steps, thrusting his sword at the shaman.
[dice]15560[/dice]
(Proficiency bonus saved me (=u=))
The attack landed.
[dice]15561[/dice]
The attack sunk deep into the chest of the shaman, and Keith felt his foe's body fall limp, only supported by the strength at which he was holding the sword. He eased his grip, and the body fell to the ground unceremoniously. After he killed the goblin, he looked at the dead body and spoke with impunity. "I did that in purpose." The look on his face said otherwise.
(If you have any problems with that, you know i'm always up for changes Snaky.)
Flaws: Often overthinks things, Doesn't work well in groups
Hit Points: 9 (increases by 1d8+CON modifier (-1) per level)
AC: 15 (Hide armor plus DEX modifier)
Animal Handling: -1
Arcana: 0
Athletics: -1
Bluff: +3 (+2 when mimicking another person)
Bravery: -1
Diplomacy: +3
Intimidate: +3
Nature: -1
Perception: -1 (-2 when keeping watch at night)
Religion: -2 (overthinks things)
Stealth: +5
Sleight of Hand: +3
Weapons
Dual daggers: 2d4
Inventory
1 coin(Ferox's)
Lilliana narrowly missed the orc flail at her when suddenly the warg starts to go wild trying to throw her off. In an attempt to stay on the warg's back she reaches to grab a hold of something, anything, the orc, the warg, she didn't care. An idea suddenly came to her, but it would be risky, if it didn't work she could be trampled, on the other hand if she did it would inflict damage. She was all about taking risks so Lilliana only thought about this for a moment before aiming to plunge her daggers into the warg's back. (Unless there are any objections, in which case she can just hold on.)
[dice]15565[/dice]
. . . . . . . .
Her dagger ultimately misses it's mark and because of the force she put into stabbing she slides off the warg and lands face first into the dirt. (and is now probably in serious trouble of getting eaten, but i should just not give you ideas, with the way i roll, it will most likely happen...)
Hit Points: 15 (increases by 1d8+constitution modifier per level)
AC: 12 (cloth armor, dexterity bonus)
Saves: Dexterity and Charisma
Animal Handling: 0
Arcana: +1
Athletics: 0
Bluff: +4 (+1 if the person is female)
Bravery: -1 (selfish)
Diplomacy: +4 (+1 if the person is female)
Intimidate: +4
Nature: 0
Perception: 0
Religion: 0
Stealth: +1
Sleight of Hand: +1
Inventory
Cloth Armor: 11 AC
Rapier: 1d8 dmg, piercing
Spells
Cantrips: ∞
Minor Illusion: For an action, create a visible illusion no larger than 5x5 or create an audible illusion. Range is 30ft, lasts one minute
Vicious Mockery: Target within sight and hearing within 60ft must pass a wisdom save or suffer 1d4 damage and disadvantage on next attack.
Level 1: 0/3
Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action.
Faerie Fire: Range 60ft. Each object in a 20ft cube glows with a green light. Any creature in the area glows unless it passes a DEX save. Glowing creatures have attacks made against them with advantage.
Healing Word: Bonus action recovers 1d4+CHA mod (+2) hit points to target in sight within 30ft.
Sleep: Range 90ft. 5d8 hit points worth of creatures in a 20ft radius instantly fall asleep in ascending order of hit points. Subtract hit points of creature from total before moving to next target.
Thunderwave: All creatures within a 15ft cube centered on the caster take 2d8 points of damage and are pushed back 10ft. Constitution save for half damage and no knockback. All unsecured objects are automatically pushed back 10ft and the spell emits a thunderous boom audible out to 300ft.
Abilities
Bardic Inspiration: 2/2
Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, or saving throw. (d6)
Jack of All Trades
Add half proficiency bonus (rounded down) to all ability checks that do not use proficiency bonus. (+1)
Song of Rest
Heal additional hit points to all allies that hear your song during a short rest. (d6)
Escad let the rogue's distraction occupy the orc and warg long enough to drop his bow and draw his rapier. As he leaped at the distracted - and injured - orc, he found himself uttering a Healing Word as his rapier thrust out, seeking an opening in the orc's armor.
[dice]15566[/dice][dice]15567[/dice]
Unfortunately for Escad, his rapier glanced harmlessly off the orc's armor, but he was now in a position to flank the warg and orc. (Too bad there's no flanking bonus in 5E...)
(You're fine, @Rand, except you are most certainly not at 21 hit points. )
As Keith watches from thirty feet away, the warg throws Lilliana (@Aviendha) off. The orc, now fully enraged and no longer suffering from the scathing Yelp review Vicious Mockery, aims his longsword at her fallen body, with a follow-up attack by the warg.
[dice]15568[/dice][dice]15569[/dice]
The blade hisses dangerously close to her ear and slices the ground a centimeter away from her face, and the warg successfully grapples her in its jaws, though fails to do any real damage.
At this point, the orc looks back to his backup, notices that five are sleeping and two have run away, and the fact that the shaman is now dead, with a blood-spattered Keith looking dangerously at him. (@MysticPisces)
"OY, GOBLIN SCUM! WAKE UP YE NIMRODS AN' KILL THA FIGHTER!"
His loud shouting voice, having been embedded deep in the goblins' memory as the voice they hear right before the lash of a whip or the taste of ground after being shoved is enough to wake them, and they stand, albeit shakily, to face off Keith, fifteen meters from him and the warg (so right in the middle).
Hit Points: 15 (increases by 1d10+constitution modifier per level)
AC: 16 (half-plate armor)
Animal Handling: -1
Arcana: 0
Athletics: +3 (-2 when swimming)
Bluff: -3
Bravery: -1 (+2 when dealing with dragons)
Diplomacy: -3
Intimidate: 0
Nature: +1
Perception: -1 (+2 when examining an enemy to see weaknesses/strengths)
Religion: -1
Stealth: 0 (plate armor)
Sleight of Hand: +1
Inventory
Half Plate Armor: 16 AC
Sword: 1d6 dmg
Two Minor Health Potions
Keith watched as five sleeping goblins suddenly woke up, drawing their assorted weapons. He ran straight into the fray, not pausing to calculate his odds, bringing his sword down with a ferocious strike at the leading goblin.
[dice]15581[/dice]
The attack landed a hit squarely on the goblins shoulder.
[dice]15582[/dice]
The sword cut a straight path downwards from its shoulder, obviously damaging most of its internal organs. It dropped to the ground flailing wildly.