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A Stricken World

Keith


darksouls_sketch_DaveRapoza.jpeg



Health: 28/28



4 Superiority Dice Left



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)


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 (half-plate armor)


Sleight of Hand: +1


Inventory
Half Plate Armor: 16 AC


Sword: 1d8 +2 dmg


Two Minor Health Potions






Keith looked at Lilliana and patted her on the shoulder in respect. "Good kill." He said, turning to Escad. "It's the goblin's fault for being in our way. We don't have any time to waste on the small fry anyways." He said, looking down at the body. @MysticPisces After a moment, the took the pack on the goblins back, tossing it to Escad. "Search that while me and the rogue have a look around." Keith said.
 
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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


Thieves' Tools


Inventory
1 coin(Ferox's)


Abilities and Spells
Sneak Attack


Thieves' Cant


Cunning Action


Mage Hand


Minor Illusion


Silent Image


Message


Sleep


Comprehend Languages


Lilliana stared wordlessly down at the corpse. There had been a very small chance that it was opposing the other goblins, but the risk that it wasn't and raised an alarm was a much more likely outcome. She looked down at it and thought that it was better this way. Even if she had left she would only have found suffering, no one would accept her and that was the harsh truth. What she was wondering was why the goblin had decided to leave. Was there something horrible here that would cause one to become solitary? She didn't know much about goblins, but they seemed like the kind to remain in packs. She didn't have to take the warriors orders and looked around of her own accord examining the goblins apparel for strange signs or anything suspicious around the entrance. If not it would be best to just continue on into the lair after hiding the goblins corpse.


[dice]16241[/dice]
 
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@Aviendha You, in fact, do find a secret opening in the cliff with a few items inside.


1) A healing potion in the design of a snake.


2) A signet of a blue and green tree, weirdly shaped.

signet___simic_combine_by_glacius91-d5sadlq.png
3) A rusted sign made of unknown material with a faint insignia of the above image, and text below it: C__L'_ MUL__-DIM_NS__N__ SCI_NC_ CE__ER
 
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Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 20/20



Inspired


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: 4/4


  • 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)


Escad blinked as the pack was thrown at his feet. "Do this, do that..." he grumbled, kneeling to rifle through the deceased's possessions. "Shall I fetch you a ladder? So you can get off my back?" he muttered to himself, not particularly caring if the fighter could hear him. It was not a good day, and it only seemed to be getting worse. Escad was only thankful that the rogue was skilled enough to not soil the pack with the goblin's blood. That was one substance that nobody ever seemed able to wash out of fabric. As he opened the pack, Escad expected to find a change of clothes, rations, and some insignificant objects thrown in for sentimental value. On that note, he wondered what a goblin might keep out of sentiment. The ears of the first elf he killed? A rock that he used to brain some poor creature? His mother's teeth? If only Escad had something to remember his family by...


That last thought caused the proud man to tear up. He faked a sneeze and brushed the wetness from his eyes, trying to push those pesky, grieving thoughts out of his head. Now was not the time for sadness, it was the time for action - no matter how impossible the task may seem. The only reason Escad found himself on his current path was so that he could locate his three older brothers. They were renowned dragonslayers, and his eldest was responsible for taking over the family estate, even if it was frozen over at the moment. He had forever been in their long and dark shadows. He was the youngest and the runt. He excelled in pursuits of the mind - his mind was his sword. His brothers all aspired to be knights. They attained their dreams. Escad didn't have any dreams. He remained detached with a healthy dose of apathy. Unfortunately, his serving of apathy was running out and he was getting frustrated much more easily these days.


"What have we here?" he asked himself, reaching into the goblin's pack.
 
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 searching around she had found several items that had peaked her interest. First she tucked away the snake health potion in a safe place inside her cloak, it looked more valuable than a regular potion and she didn't want it broken. She then examined the ring which seemed to have the same symbol on it as a rusty sign near the entrance. Pulling out the rabblemaster's dagger she turned it over to see if it had the same sign on it. She had never looked for one before, however two in the same place could be a coincidence, but three never was. "Hey Escad, come over here. You're a noble so you've read books and stuff right? Have you ever seen this insignia before? And what about these letters? Nothing really comes to mind for me." She asked curiously pointing at the rusty sign. She hated admitting needing help, but knowledge just wasn't her specialty, not vague stuff like this anyways and she had already accepted that.
 
Keith


darksouls_sketch_DaveRapoza.jpeg



Health: 28/28



4 Superiority Dice Left



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)


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 (half-plate armor)


Sleight of Hand: +1


Inventory
Half Plate Armor: 16 AC


Sword: 1d8 +2 dmg


Two Minor Health Potions






While the rogue and the bard were investigating the symbol, Keith began to wander around. He held his longsword at his side, more than slightly disappointed that he didn't get to kill the goblin. Maybe if he searched around, he could find something to do while the others talked. Keith looked at some interest at where the pack of goblins went to. They left a trail that even he could probably follow. He decided against that. It would take too much time, and the others needed him if they entered a battle. He went to the entrance that the goblins exited, and looked inside (if it was open @SnakyDragon ), then called out to the others. "I'm going to take a look around." He said.
 
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@Rand It is complete darkness inside. You need a light.


@MysticPisces In the pack is a supply of rations, some ink bottles and quills, and a letter. You start to read it, but the rogue calls you over.


@Aviendha You do indeed find etched on the bottom of the hilt of the rabblemaster's dagger the same sigil. Neither of you can identify the symbol, but the bard is trained enough in the art of magic to recognize it as a magical, man-made sigil. It seems to emanate all schools of magic, extremely faintly.
 
Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 20/20



Inspired


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: 4/4


  • 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)


Pulled away from the useless items in the goblin's belongings by the rogue, Escad trudged over to where the rogue was kneeling, peering over a dagger and a ring. He subconsciously stuffed the goblin's letter into his pocket, practically forgetting about it. "What is it?" he asked, gazing at the magical ring. "It is only faintly magical, from what I can tell. I have no idea what it is used for, though. Perhaps it has to do with the secret entrance?" Escad offered in conjecture. After all, the symbols matched up, didn't they? Perhaps it was simply a magical signet ring. If one possessed the ring, they could pass through the entrance unhindered, most like.
 
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


Lilliana frowned as the bard answered. The sigil was so obscure that even the noble didn't know. What worried her more was that it seemed to be man-man man-made. Could it be that they were working with the goblins? "Alright, maybe we will find the answer inside, lets go." She said while wondering what the items did if they faintly emitted all kinds of magic. Casually slipping the ring on her finger she walked over to the goblin and tore off a piece of cloth, still holding the dagger she picked up a stick and wrapped the cloth around it. "Anyone have an idea of how to light this? We'll need a torch. " She doubted that the enchantment made the items emit light and because she thought they wouldn't be useful hadn't taken the time to learn any light spells. She wasn't sure about the others, but she didn't have any way to make a fire at the moment.
 
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Let me be the first to point out......


"Lilliana frowned as the bard answered. The sigil was so obscure that even the noble didn't know. What worried her more was that it seemed to be man-man. Could it be that they were working with the goblins? "Alright, maybe we will find the answer inside, lets go."


THE RING IS MAN-MAN!!!!!


images
 
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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


Angered that neither the warrior nor the noble were going to answer her she threw the stick at the bard, hoping it would hit him in the face, and stormed into the cave growling, "You know what! Who said i was the one that needed light! You guys figure it out, i'm perfectly fine in the dark on my own!" Placing her left hand on the side of the cave she used it as a guide and quickly quieted her footsteps so to hear any enemies approaching. If there were any traps she walked lightly to get a better chance of jumping out of the way. Lilliana clutched the rabblemaster's dagger in her other hand, ready to strike down anything that came at her and soon her faded into the darkness of the cave.
 
Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 20/20



Inspired


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: 4/4


  • 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)


Escad had been so engrossed with the insignia that he had spaced out for a moment. A flying stick colliding with the side of his head was enough to tear him from his solace, however. He watched with a blank stare as the rogue stormed off into the cave by herself, Escad's hand rubbing his cheek where the peon had dared strike her. As he realized that she had spoken before trudging off, he comprehended the words a bit too late for her liking. No, he didn't light torches. That was crude and messy. Instead, Escad dropped to a knee and swung his bow and pack off. He dug around inside for a flask of oil and a lamp. This would be a much more discreet light source than a torch, with the ability to snuff the flame or simply close the lamp to prevent light from spilling out. "Wait!" Escad called after the impetuous woman, rising to his feet and slinging his pack and bow over his shoulder. "I've got a lamp!" he explained, chasing after her into the cave.
 
Keith


darksouls_sketch_DaveRapoza.jpeg



Health: 28/28



4 Superiority Dice Left



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)


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 (half-plate armor)


Sleight of Hand: +1


Inventory
Half Plate Armor: 16 AC


Sword: 1d8 +2 dmg


Two Minor Health Potions






Keith watched the progression of the rogue and the bard going past him into the cave, and realized the was the only one being left behind. He didn't wait to shout any words,he just sprinted headlong into the cave, not looking back.
 
As you venture into the cave, the darkness enshrouds all but Escad, who is still ten or fifteen feet between Lilliana and Keith.


Usually, when entering dungeons, it is not a good idea to split the party. Here's why.


The moment Lilliana steps on the wrong part of the cave, a net comes down and lands on top of her. please make a Dexterity Saving Throw. Your DC is 14.


Meanwhile, the darkvisioned goblins can clearly see Escad's light, and as he approaches Lilliana's position, a group of three goblins jumps out from behind him and begin chasing after him.


As Keith hears his comrades struggling ahead of him and races to meet them, a warg drops down from the ceiling directly in front of him and lunges. Make a Dexterity saving throw to avoid taking 7 damage. Your DC is 13.


Roll initiative, and go.
 
Keith


darksouls_sketch_DaveRapoza.jpeg



Health: 28/28



3 Superiority Dice Left



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)


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 (half-plate armor)


Sleight of Hand: +1


Inventory
Half Plate Armor: 16 AC


Sword: 1d8 +2 dmg


Two Minor Health Potions






Keith watched as the net fell from the ceiling over Lilliana, and goblins charge at Escad, and knew that he too was in imminent danger.


[dice]16449[/dice]


As the warg attacks, Keith steps to the side, almost as if he anticipated the attack. The warg was wide open in the eyes of the warrior, and Keith responded to the attack with a counterattack, swinging his sword down on the neck of the warg, execution style. (Keith uses RIPOSTE!, -1 Superiority Dice) (Alright i'm gonna finish this post based off of where I left off on. RIPOSTE allows me to have a free attack if my enemy misses an attack so...)


[dice]17122[/dice]


(Forgot to add +5 because of proficiency and strength)


Keith's attack cleaves the warg on the shoulder, scoring a deep, wounding gash.


[dice]17123[/dice]
 
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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


Lilliana stopped in her tracks at a complete loss for words. She was tempted to keep storming off into the darkness because he had found such a simple solution. The other half of her wanted to just go along with this plan. As she was about to turn around she heard a small noise and quickly jumped away in the chance that it was a trap.


[dice]16448[/dice]


She landed smoothly somewhere in the cave, not sure where because she was no longer touching the wall. She heard scuffling and looked around for the others and enemies to attack, but the forms were still a blur from the drastic change in looking at the light.
 
Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 20/20



Inspired


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: 4/4


  • 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 his lamp lit and held out in front of him at arm's length, Escad chased after the rogue, who seemed in a bit of a mood. As he was catching up to her, about fifteen feet or so away, a trio of goblins jumped out from behind a crag of wall and began to chase him. He didn't want to face the goblins alone, and he wanted to make sure nothing befell Liliana up ahead, who was marching blindly into danger. He let them chase him until he was about ten feet from Liliana, enough to watch her deftly dodge a net trap. Quickly, Escad dropped to a knee, turned, and drew his rapier with his free right hand to face his opponents in one swift motion.[dice]16551[/dice]
 
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Keith


darksouls_sketch_DaveRapoza.jpeg



Health: 28/28



3 Superiority Dice Left



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)


Proficiencies
Hit Points: 28


AC: 16


Animal Handling: -1


Arcana: 0


Athletics: +3 (-2 when swimming)


Bluff: -3


Bravery: -1 (+2 against dragons)


Diplomacy: -3


Intimidate: 0


Nature: +1


Perception: -1 (+2 weaknesses/strengths)


Religion: -1


Stealth: 0


Sleight of Hand: +1


Inventory
Half Plate Armor: 16 AC


Sword: 1d8 +2 dmg


Two Minor Health Potions






(Assuming that I have a turn. Btw
@SnakyDragon I changed my previous post because I expended a superiority dice to get an early attack on the warg. I just want to be sure that 1, it's actually legal (because i'm not sure if I read it right), and 2, I did it right.)


Keith faces the warg head on now, bloody sword in hand. He steps forward, thrusting his sword into the warg's torso, attempting to slay the beast.


[dice]17124[/dice]


The attack lands solidly into the warg's chest, sinking deep in.


[dice]17125[/dice]


The blade pierces the beast's heart, killing it.


(That's if the riposte hit counts.)
 
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(You used it right, Keith. Good job.)


As Keith (@Rand) dispatches of the warg in front of him, he hears shouting and fighting up ahead. For reference's sake, you can move up there and attack the first enemy you see in one turn. The warg crumples to the floor and crumples into a ball, withering and dying. you think you see something shiny on its corpse, but the heat of the moment -


...


[media]



[/media]
- anyway, you don't have time to search the body.


The three goblins charge at Escad (@MysticPisces) and attack.


[dice]17218[/dice]


One of the attacks you expertly dodge, you parry another with the edge of your rapier, but the third catches you off guard and slashes your thigh.


[dice]17219[/dice]


These goblins, for the record, have shortswords.


Lilliana (@Aviendha) gets her bearings just in time to avoid an attack from a Goblin Rabblemaster, swinging his longsword directly at her. As she steps back to avoid him she notices that beside him is a mean-looking orc. Posting stats for a legendary creature. He holds a greataxe. You stand between them and Escad getting the shit knocked out of him.
 
Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 14/20



Inspired


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: 4/4


  • 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)


Escad found himself confronted by three goblins that jumped him. He was deft enough to parry one blow and dodge another, but he was unable to avoid the third slash from one of their cruel shortswords. The sword bit into his thigh leaving a stinging cut. Without any room to retreat without provoking an attack from his enemies, Escad knew he must stand his ground. Wanting to save his spells for when he needed them most, Escad's rapier struck out - swift as a viper - to counter the enemy that had cut him.

[dice]17282[/dice][dice]17283[/dice]

Striking true, the attack dropped the goblin dead as a doorknob. The bard turned toward the two remaining goblins with a crazed look in his eyes and practically growled at them.
 
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


Lilliana didn't have a second thought about attacking the enemy before her despite his appearance, if she attacked anything else, it would surely follow. However, that wasn't the reason for her decisiveness, she would never give up the chance to fight alone. It didn't seem like they would get in her way though. The bard appeared to have his hands full and she didn't wait to see what the warrior was up to. Pulling out her other dagger she rushed in to strike.

[dice]17346[/dice]


[dice]17347[/dice]


[dice]17348[/dice]


One dagger struck the orc and sliced through its chest, but despite the blood seeping out of the wound, the creature didn't seem to be phased.
 
Last edited by a moderator:
Keith charges into the fray, pointing his longsword forward as he runs at a dead sprint towards the orc infront of Lilliana. He was sure that the bard would have no problem finishing off the goblins that faced him, so he decided to aid the rogue. As he charged, he let out a fearsome roar that echoed through the tunnel they were in.


[dice]17489[/dice]


Keith's sword pierces the orc in the gut, Keith's ferocious battlecry is answered with a glorious blow.


[dice]17490[/dice]


Keith grunts in surprise as the orc doesn't drop dead, for he was sure that the blow was enough to kill any normal orc.
 
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@Rand The orc responds in kind, swing two broad overhead sweeps before surprising you with a deft, quick pair of stabs.


[dice]17575[/dice]


One of the attacks sinks into your thigh, and the other closer to your internal organs.


[dice]17576[/dice]


The Rabblemaster, meanwhile, rushes next to you to get to the rogue (@Aviendha).


[dice]17577[/dice]


Two solid hits.


[dice]17579[/dice]


@Escad Meanwhile, as you hear your two comrades fighting ahead of you, the goblins you give a crazed look to happen to have an extremely low Bravery check.


Pictured: An extremely low Bravery check.


[dice]17580[/dice]


They turn around and run the fuck away for you, you crazy sonofabitch.


(My apologies on the late update, I'm going through some tough shit right now. Just send me a poke once in a while like @MysticPisces did and I'll try my best. Thank you for your patience.)
 
Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 14/20



Inspired


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: 4/4


  • 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 one goblin down, Escad's sheer ferocity frightened the other two enough to cause them to run away. However, the bard was not about to let them run off and warn whoever else might be in the hidden cave to their presence. Using an attack of opportunity, Escad's rapier lashed out once more, seeking one of the fleeing goblins.

[dice]17619[/dice]

Unfortunately, the goblin's haste in escape was too fast for Escad to connect. "Get back here!" the nobleman shouted at the fleeing enemies, beginning to chase them down. "I'm not done with you!"


Normally, the bard would have taken the opportunity to cast a holding spell to trap the fleeing goblins, but his hands were full with his lantern and rapier to make good on that technique. All he could do was catch up to the deserters and stab once more, albeit in the back. So very dishonorable, but desperate times called for desperate measures. Though the enemy had gotten the drop on the party - quite literally - Escad wanted to make sure that they had as much of an advantage as they could. Catching up to his target, he thrust his rapier with all his might.





[dice]17620[/dice]

Once again, the fleeing goblins proved to be nimble when they needed to and Escad found his rapier thrusting harmlessly wide.
 

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