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A Stricken World

Keith


upload_2015-7-17_20-21-18-jpeg.143830



Health: 5/21



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)


Proficiencies
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 slashes at the goblin with his sword with a deadly downward stroke, aiming to slay the beast with his super duper unmatched swordsmanship skills that he has because he's a fighter and that's just what fighters do.


getsuga-tenshou-shirosaki-o.gif



[dice]17872[/dice]


[dice]17873[/dice]


(Actually modifier is +3. 9 DAMAGE!!!!)


(IM BACK RARARARARAAAAAAAAAA!)
 
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(@Aviendha) Lilliana has temporarily gone into shock from the force of the blows that the Rabblemaster is inflicting. This causes the Rabblemaster to reel up for another blow...


Which means the fighter's change of focus from orc to goblin is completely unexpected. (10/19)


The Rabblemaster turns back to Keith and attacks him.


[dice]17876[/dice]


(@Rand) One attack clangs off of your half-plate, while the other one manages to force itself through for...


[dice]17877[/dice]


3 damage. Meanwhile, the orc for reasons unknown, fades back into the darkness (disallowing an opportunity attack - it Disengaged.)


@MysticPisces There isn't really that much to say. You feel like your comrades may need some assistance.


Usually, when Keith has a blood-gargling battle roar, nothing good is happening.
 
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Lilliana


proxy.php



Health 14/22



Basic Information
Name: Lilliana Mahara


Race: Doppelganger


Gender: Female


Class: Rouge
Stats
Strength: 8 (-1)


Dexterity: 16 (+3)


Constitution: 8 (-1)


Wisdom: 8 (-1)


Intelligence: 10 (+0)


Charisma: 16 (+3)
Apparel & Armor
Black Cloak


Black Clothing
Proficiencies and flaws
Proficiencies: Sneaking, Mimicking
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


Rabblemaster's dagger: 1d4


Inventory
1 coin(Ferox's)


Thieves' Tools



Snake Health Potion



Signet



Abilities and Spells
Sneak Attack


Thieves' Cant


Cunning Action


Mage Hand


Minor Illusion


Silent Image


Message


Sleep


Comprehend Languages


(shoot, i totally missed my turn, sorry for the inactivity, i was really busy during the holidays.)


Lilliana was slightly sunned by the rabblemaster's blow and stumbled back. Recovering from the hit she slashes at the remaining opponent.

[dice]17896[/dice]Critical?






[dice]17897[/dice]


[dice]17898[/dice]


Lilliana cut deeply into the rabblemaster's neck and stabbed the heart. As she pulled out her dagger blood started to seep out of the newly inflicted wounds and it crumpled lifelessly to the ground.
 
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Keith


upload_2015-7-17_20-21-18-jpeg.143830



Health: 2/21



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)


Proficiencies
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 leans heavily on his sword, for the last attack had scored a deep wound in his side. He knew he wouldn't last long with wounds such as these. He quickly uncorked and drank a Minor Health Potion. (how much does that heal?)


[dice]17937[/dice]
 
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((..........you have to be kidding me..........that's impossible......... two 1's in a row?))


(xnx)(:(P)(> :P )(>P)(>n>)( -_- ")( O.o )( >:( )(>n<)(>A>)(<_<)(>_>)(-n-)(ou-)(o.-)(-A-)(BP)
 
Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 14/20



Initiative: 16


Information
Name: Escad Van Opthorne


Class: Bard 3


Proficiency: +2


Stats



Hit Points: 20 (increases by 1d8+constitution modifier per level)


AC: 12 (cloth armor, dexterity bonus)


Strength: 10 (0)


Dexterity: 12 (+1)


Constitution: 10 (0)


Intelligence: 10 (0)


Wisdom: 10 (0)


Charisma: 14 (+2)


Proficiencies



Armor: Light armor, medium armor, shields


Weapons: Simple weapons, hand crossbows, martial weapons


Tools: Flute, lute, lyre, dragonchess


Saving Throws: Dexterity and Charisma


Skills: Deception, History, Perception, Performance, Persuasion


Bonus +1 to Persuasion and Deception checks if target is female, -1 penalty to any checks made for bravery.


Expertise: double proficiency bonus on ability checks made for Deception and Persuasion.


Inventory
Cloth Armor: 11 AC


Rapier: 1d8 dmg piercing, finesse.


Shortbow: 1d6 dmg piercing, ammunition (range 80/320), two-handed.


Dagger: 1d4 dmg piercing, finesse, light, thrown (range 20/80).


Lyre: bardic spellcasting focus, performance tool.


Diplomat's Pack: contains a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.


Signet Ring


Scroll of Pedigree



Spells



Spell Save DC: 8 + proficiency bonus + CHA modifier = 12


Spell Attack Modifier: proficiency bonus + CHA modifier = 4


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: 3/4


  • Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action. If cast at a higher spell level, add an additional target for each spell level above 1st.
  • 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 hit points to target in sight within 30ft. If cast at a higher spell level, roll an additional 1d4 to hit point recovery for each spell level above 1st.
  • 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. If cast at a higher spell level, roll an additional 2d8 of hit points for each spell level above 1st.
  • 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. If cast at a higher spell level, roll and additional 1d8 damage for each spell level above 1st.


Level 2: 2/2


  • Hold Person: Humanoid target must pass a Wisdom saving throw or be paralyzed for up to 1 minute. Concentration required, creature makes additional saving throws at the end of each turn. If cast at a higher spell level, add an additional target for each spell level above 2nd.


Abilities



Bardic Inspiration: 2/2


  • Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, weapon damage 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 each miss, Escad grew angrier. He was not going to let the goblins escape though. From elsewhere in the cave entrance, the bard heard his fighter companion struggling to carry on. Forcing his mind to quickly find the right syllable and inflection, he tossed a Healing Word over his shoulder to his companion.

[dice]17960[/dice]

The spell would not rejuvenate his comrade completely, but it would at least keep him from Death's Door. He lashed out again, hoping that this attack would fell another foe.





[dice]17956[/dice]Yeah, right! Get inspired![dice]17958[/dice][dice]17959[/dice]

Escad's rapier pierced the goblin's flesh with a vicious sound, drawing an awful screech from the unfortunate creature. Although the wound sounded deadly, it did not prove fatal. There was still one uninjured goblin next to this mortally wounded goblin.


@Rand, take another 5 HP with that meager potion of yours.
 
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Keith


upload_2015-7-17_20-21-18-jpeg.143830



Health: 11/21



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)


Proficiencies
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 sprints into battle to aid his bard companion, who appeared to be having some supernatural intervention in his battle on the side of the goblins.


[dice]17964[/dice]


(His attack misses. Holy crap. Those goblins have Gruumsh screwing with us by now. All them orc and goblin gods are screwing us over.)
 
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Lilliana


proxy.php



Health 14/22



Basic Information
Name: Lilliana Mahara


Race: Doppelganger


Gender: Female


Class: Rouge
Stats
Strength: 8 (-1)


Dexterity: 16 (+3)


Constitution: 8 (-1)


Wisdom: 8 (-1)


Intelligence: 10 (+0)


Charisma: 16 (+3)
Apparel & Armor
Black Cloak


Black Clothing
Proficiencies and flaws
Proficiencies: Sneaking, Mimicking
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


Rabblemaster's dagger: 1d4


Inventory
1 coin(Ferox's)


Thieves' Tools



Snake Health Potion



Signet



Abilities and Spells
Sneak Attack


Thieves' Cant


Cunning Action


Mage Hand


Minor Illusion


Silent Image


Message


Sleep


Comprehend Languages


Lilliana watched the bard mortally wound one of the goblins as the warrior missed a swing at the other. Even though they seemed to have the situation under control she sprinted over to help, lashing out at the remaining opponent.


[dice]17987[/dice]


(wow they seriously do have the gods with them. . . their untouchable.)


As Lilliana swung at the goblin she stumbled and was thrown off balance, allowing the goblin to easily doge her assault.
 
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The goblin that has been completely untouched up to this point stops after being missed three times.


He turns around.


"GRUUMSH IS WITH ME TODAY!"


He aims two dagger attacks at Keith.


[dice]18069[/dice]



(Holy shit.)



One attack critically hits, while the other just normally hits.



[dice]18071[/dice]



5+6 is 11, good sir.



The other goblin fucking books it.
 
Keith


upload_2015-7-17_20-21-18-jpeg.143830



Health: 0/21



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)


Proficiencies
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 looks down at two daggers that pierced his armor to fatally wound him. He grabs the goblin's wrist, and mutters a few words that sounded extremely vile, then collapses on the ground, unconscious.


ichigo+vs+grimmjow+2.gif
 
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Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 14/20



Initiative: 16


Information
Name: Escad Van Opthorne


Class: Bard 3


Proficiency: +2


Stats



Hit Points: 20 (increases by 1d8+constitution modifier per level)


AC: 12 (cloth armor, dexterity bonus)


Strength: 10 (0)


Dexterity: 12 (+1)


Constitution: 10 (0)


Intelligence: 10 (0)


Wisdom: 10 (0)


Charisma: 14 (+2)


Proficiencies



Armor: Light armor, medium armor, shields


Weapons: Simple weapons, hand crossbows, martial weapons


Tools: Flute, lute, lyre, dragonchess


Saving Throws: Dexterity and Charisma


Skills: Deception, History, Perception, Performance, Persuasion


Bonus +1 to Persuasion and Deception checks if target is female, -1 penalty to any checks made for bravery.


Expertise: double proficiency bonus on ability checks made for Deception and Persuasion.


Inventory
Cloth Armor: 11 AC


Rapier: 1d8 dmg piercing, finesse.


Shortbow: 1d6 dmg piercing, ammunition (range 80/320), two-handed.


Dagger: 1d4 dmg piercing, finesse, light, thrown (range 20/80).


Lyre: bardic spellcasting focus, performance tool.


Diplomat's Pack: contains a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.


Signet Ring


Scroll of Pedigree



Spells



Spell Save DC: 8 + proficiency bonus + CHA modifier = 12


Spell Attack Modifier: proficiency bonus + CHA modifier = 4


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: 3/4


  • Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action. If cast at a higher spell level, add an additional target for each spell level above 1st.
  • 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 hit points to target in sight within 30ft. If cast at a higher spell level, roll an additional 1d4 to hit point recovery for each spell level above 1st.
  • 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. If cast at a higher spell level, roll an additional 2d8 of hit points for each spell level above 1st.
  • 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. If cast at a higher spell level, roll and additional 1d8 damage for each spell level above 1st.


Level 2: 2/2


  • Hold Person: Humanoid target must pass a Wisdom saving throw or be paralyzed for up to 1 minute. Concentration required, creature makes additional saving throws at the end of each turn. If cast at a higher spell level, add an additional target for each spell level above 2nd.


Abilities



Bardic Inspiration: 2/2


  • Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, weapon damage 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 an expression of complete shock and awe, Escad watched as the uninjured goblin leaped at the fighter with his daggers, dropping the man on the spot. The nobleman would never have expected that kind of strength to come from a simple goblin. Gruumsh must truly have blessed that attack. It fell to the bard to avenge his fallen comrade. With the light of the lantern swinging wildly in his hand, Escad took a step out to the side and leaped into the air, his right hand thrusting straight at the goblin's head. As the bard landed with grace, his arm was cocked unnaturally high. Looking up, he realized that his all-or-nothing maneuver had worked. The goblin was dead and the the mortally wounded one had run away to die in peace. The skirmish was over.

[dice]18106[/dice][dice]18107[/dice]

Unfortunately, both sides had suffered losses. The fighter was down and unconscious, but Lilliana seemed relatively unharmed in comparison. With the heat of battle gone, Escad winced as he put weight onto his wounded leg. The gash in his thigh wasn't unmanageable, but it certainly hurt. "Lilliana, let's get this guy up," he said, gesturing at the fighter with the lantern. "He's no good to anyone like this."


As the two moved the fighter into a position with his head up and his back against the wall of the cave, Escad realized the party's folly. They should never have rushed in without a plan. They had spread themselves too thin in the dark cave and because of that, their fighter was gravely wounded. It was the rogue's fault for running ahead of the others, but Escad was not going to say that to her face. Yes, she could have gotten them all killed, but there was nothing they could do to change the past. Perhaps now she would know better than to act alone. They were companions now, whether they liked it or not, and they would have to stick together to survive. "We should probably drag him out of here and rest up a bit. We're no good to anyone if we're this beat up. Once we're outside, you should check the bodies to see if they have anything useful, and I'll clean up our equipment," he suggested. A short rest would do them good.


((I vote for a short rest. I'll play a Song of Rest so we recover extra HP, and we can use spells/potions to supplement after.


A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.))


@Rand @Aviendha @SnakyDragon
 
(OOOOOOOOOH I got it now. Okie.)


KEITH EXPENDS THREE HIT DICE!


Keith


upload_2015-7-17_20-21-18-jpeg.143830



Health: 21/21



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)


Proficiencies
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




[dice]18327[/dice]


Keith looked at the rogue and the bard as he sat and recovered. "That was dangerous, rogue. Don't run ahead of the group anymore, lest we be ambushed like that again." He sat brooding for a while, then looked up and spoke. "That orc. He just vanished. I think we will see him again." (Shucks I forgot to loot the goblins.)
 
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Lilliana


proxy.php



Health 22/22



Basic Information
Name: Lilliana Mahara


Race: Doppelganger


Gender: Female


Class: Rouge
Stats
Strength: 8 (-1)


Dexterity: 16 (+3)


Constitution: 8 (-1)


Wisdom: 8 (-1)


Intelligence: 10 (+0)


Charisma: 16 (+3)
Apparel & Armor
Black Cloak


Black Clothing
Proficiencies and flaws
Proficiencies: Sneaking, Mimicking
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


Rabblemaster's dagger: 1d4


Inventory
1 coin(Ferox's)


Thieves' Tools



Snake Health Potion



Signet



Abilities and Spells
Sneak Attack


Thieves' Cant


Cunning Action


Mage Hand


Minor Illusion


Silent Image


Message


Sleep


Comprehend Languages


After dragging the warrior out to a resting place Lilliana simply searched the bodies of the dead as he had suggesting. After doing so she walked back to the others and sat down to rest.

[dice]18329[/dice](actually -3 total)
 
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Keith


upload_2015-7-17_20-21-18-jpeg.143830



Health: 28/28



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)


Proficiencies
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




After the party had rested for a while, Keith stood up and walked over to the bard. "We should go back in. No telling what those goblins could be hiding in a cave such as that." He stood and sheathed his longsword on his back, and walked to the entrance, turning around to wait for the others.
 
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(Ayyyyyy so I'm gonna give that rapier to the character with the most dex. It coutns as a finesse weapon, right? So if Aviendha uses it on a sneak attack it deals more dmg?)
 
Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 20/20



Information
Name: Escad Van Opthorne


Class: Bard 3


Proficiency: +2


Stats



Hit Points: 20 (increases by 1d8+constitution modifier per level)


AC: 12 (cloth armor, dexterity bonus)


Strength: 10 (0)


Dexterity: 12 (+1)


Constitution: 10 (0)


Intelligence: 10 (0)


Wisdom: 10 (0)


Charisma: 14 (+2)


Proficiencies



Armor: Light armor, medium armor, shields


Weapons: Simple weapons, hand crossbows, martial weapons


Tools: Flute, lute, lyre, dragonchess


Saving Throws: Dexterity and Charisma


Skills: Deception, History, Perception, Performance, Persuasion


Bonus +1 to Persuasion and Deception checks if target is female, -1 penalty to any checks made for bravery.


Expertise: double proficiency bonus on ability checks made for Deception and Persuasion.


Inventory
Cloth Armor: 11 AC


Rapier: 1d8 dmg piercing, finesse.


Shortbow: 1d6 dmg piercing, ammunition (range 80/320), two-handed.


Dagger: 1d4 dmg piercing, finesse, light, thrown (range 20/80).


Lyre: bardic spellcasting focus, performance tool.


Diplomat's Pack: contains a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.


Signet Ring


Scroll of Pedigree



Spells



Spell Save DC: 8 + proficiency bonus + CHA modifier = 12


Spell Attack Modifier: proficiency bonus + CHA modifier = 4


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: 3/4


  • Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action. If cast at a higher spell level, add an additional target for each spell level above 1st.
  • 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 hit points to target in sight within 30ft. If cast at a higher spell level, roll an additional 1d4 to hit point recovery for each spell level above 1st.
  • 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. If cast at a higher spell level, roll an additional 2d8 of hit points for each spell level above 1st.
  • 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. If cast at a higher spell level, roll and additional 1d8 damage for each spell level above 1st.


Level 2: 2/2


  • Hold Person: Humanoid target must pass a Wisdom saving throw or be paralyzed for up to 1 minute. Concentration required, creature makes additional saving throws at the end of each turn. If cast at a higher spell level, add an additional target for each spell level above 2nd.


Abilities



Bardic Inspiration: 2/2


  • Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, weapon damage 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 rested, Escad did his best to clean the weapons and armor of himself and his companions. Though this task seemed menial and very much below his station, he did it without a single complaint. It would be better to suck up his pride than to have rusted equipment from neglect. After removing the blood that was beginning to congeal from his rapier, the rogue's daggers, and the fighter's longsword and half-plate armor, Escad swore his fingers had never felt stiffer. Though it would be painful, the bard sat down with his lyre to play while the group rested. He stretched his arms and hummed a few notes as he tuned his beautifully crafted hand harp. It seemed second nature to the nobleman, who had been playing since he was very young.


Escad heaved a sigh as he opened and closed his fingers a few times. It had been a while since he had played anything, but it was time.


"Upon an icy sea, I sailed far from home.


My kinsman slain, serf and thane.



I am a wanderer alone.


I buried long ago in earth my lord and king.


Now all are gone - the ones I knew -



And now alone my soul must sing.


Carried by winter's icy breeze,


Wanderer wandering wintry seas.


This frozen earth so bright, now withers and decays,


And I must wait in silence grave,



For warmer, kinder, happier days.


Like dust into the air, all that lives must die.


But in the heart of mighty gods,



therein all hope and faith must lie.


Carried by winter's icy breeze,


Wanderer wandering wintry seas."





As the last chord of the song was struck, a single tear streaked down the fair cheek of the crestfallen noble. It was a song from his heart, the song of his flight from his doomed homeland frozen crystalline by a dragon. He sniffled loudly. "I think that's enough music for now," he suggested, strapping his lyre back to his pack. "Did you find anything?" he asked the rogue, trying to change the subject as the fighter got up and strapped his sword to his back.

[dice]18491[/dice]




[dice]18492[/dice]
 

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