The Beginning of the End: A Pawn's Dilemma

Game Master caster4life

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Male Rogue/Artificer Gestalt 5 | HP 33/33| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 12 | Init +4 | 1st Lvl Spl - 3/3 | Inspiration | Ammo - 235

It certainly isn't the 'must take' spell it was in 3.5/Pathfinder, no.


It's really very good if you can keep your enemies on the grease, esp since it isn't concentration. But that's about it.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

One to bear in mind for the future.

But at least we have an ape!


Halgrin seems gone for good so we could use a fourth player, preferably of the tanky variety so I'm looking around. Let me know if you have someone in mind.


I have a work trip on Thursday-Saturday and might not be able to post much from Thursday morning until later in the day Sunday.


"At the end of a long rest, a character regains all lost Hit Points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest."

Link

Btw, I owe you at least two scars that I've kept forgetting to roll. Will do so as soon as I can.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Aaaaaaaaah. That's my mistake. More sleep needed still.

Fair! Horat will be a mass of scar tissue at this rate. ;)


Injury 1: 1d20 ⇒ 17

17-20 Minor Scar. The scar doesn't have any adverse
effect. Magical healing of 6th level or higher, such
as heal and regenerate, removes the scar.

Injury 2: 1d20 ⇒ 4

4 Limp. Your speed on foot is reduced by 5 feet. You
must make a DC 10 Dexterity saving throw after
using the Dash action. If you fail the save, you fall
prone. Magical healing removes the limp.

I actually owe you more than that and I think I forgot to roll to see if Enizver got a scar but I'll just have to be more vigilant in the future. Your limp has been removed by now.

Also, I have a friend who is interested in taking the slot to replace Halgrin as the fifth (I said fourth earlier for some inexplicable reason) so he'll be on here shortly, assuming all goes according to plan.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Fine by me!

What are they thinking of playing?


I don't think he's sure yet. I requested it be something tanky since Halgrin was tanky.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Still lots of options with that in mind.


I am considering opening up the options for you guys to multiclass one or more sides of your gestalt as I have gotten comfortable enough running the gestalt that it doesn't seem like a complex nightmare. What are your thoughts on this/would any of you be interested?


Male Rogue/Artificer Gestalt 5 | HP 33/33| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 12 | Init +4 | 1st Lvl Spl - 3/3 | Inspiration | Ammo - 235

I don't see Enizver doing so, but the option is nice to have.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Similar story here. I'm quite enjoying Horat's progression as is.

That said, were I starting from scratch, I would be seriously looking at some combination of palading, sorcerer, and warlock.


F Human (variant)
Resources:
Sorcery Points: 5/5 | Spell Slots 1st: 2/4, 2nd: 3/3, 3rd: 4/4 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Inspiration: 1/1, HD: 5/5; Kit used on: X
Sorcerer 5/Warlock 5 (HP 43/43 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

I am probably not going to multiclass.

If I were starting from scratch, I probably would have made a bar-bear-ian (druid/barbarian) for all the HP.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

I feel reasonably good about Horat's opening moves. :) Even if these are dangerous!


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

I *shouldn'* need to change much about my turn, given that Horat is intent on clashing with the demons in melee. The AOO or Riposte might still do something on their turn though.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Welcome on board, S. A. M. 3.0!


M Warforged (Envoy)
Resources:
P1st 4/4 | P2nd 2/3 | W3rd - 2/2 | Hexblade's Curse 1/1 | Channel Divinity 1/1 | Lay on Hands 25/25 | Divine Sense 5/5 | HD 5/5 | Inspiration 1/1
Paladin 5/Warlock 5 | HP 54/44 | AC 20+2 | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +3 | PP 10

Thanks so much!


Male Rogue/Artificer Gestalt 5 | HP 33/33| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 12 | Init +4 | 1st Lvl Spl - 3/3 | Inspiration | Ammo - 235

...but does the name stand for Sanitation and Maintenance?


M Warforged (Envoy)
Resources:
P1st 4/4 | P2nd 2/3 | W3rd - 2/2 | Hexblade's Curse 1/1 | Channel Divinity 1/1 | Lay on Hands 25/25 | Divine Sense 5/5 | HD 5/5 | Inspiration 1/1
Paladin 5/Warlock 5 | HP 54/44 | AC 20+2 | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +3 | PP 10

Ha. No, Silencer Automaton. Mark 3. Earlier versions were less humanoid.


Welcome!

Can't promise I'll always type "S.A.M." even. Often in a hurry and will probably call you "Sam" a lot. XD

Enizver would know. I called him "Envizer" for months. Not as bad as a player in another game of mine who accidentally mispelled his own name for months. That was great.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

A friend in a tabletop game brought in a replacement character with a Polynesian name with many, many syllables. He knew full well that if he didn't say it right, none of us would bother. So he practiced saying it until he could roll it off no problem!


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Male Rogue/Artificer Gestalt 5 | HP 33/33| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 12 | Init +4 | 1st Lvl Spl - 3/3 | Inspiration | Ammo - 235

...you misspelt my name? You cad! Now if only I'd ever noticed...


F Human (variant)
Resources:
Sorcery Points: 5/5 | Spell Slots 1st: 2/4, 2nd: 3/3, 3rd: 4/4 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Inspiration: 1/1, HD: 5/5; Kit used on: X
Sorcerer 5/Warlock 5 (HP 43/43 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Yeah, sadly 7 less damage doesn't do anything for Amari, but at least that's about 80 damage our party didn't take. And the only thing I was able to find about blindsight sadly only talked about invisibility and cover, so it's unclear if blindsight would allow someone to "see" through whatever the shadow demon's ability is thus negating their ability to stealth.


The shadow demons can just use stealth as a bonus action (like a rogue) while in areas of dim light. It's not hard for them to beat Amari's passive perception so they get advantage on the attack roll and sneak attack almost guaranteed. That's why they shredded him pretty quickly.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Unfortunately, that makes sense. Thanks for explaining it clearly.


M Warforged (Envoy)
Resources:
P1st 4/4 | P2nd 2/3 | W3rd - 2/2 | Hexblade's Curse 1/1 | Channel Divinity 1/1 | Lay on Hands 25/25 | Divine Sense 5/5 | HD 5/5 | Inspiration 1/1
Paladin 5/Warlock 5 | HP 54/44 | AC 20+2 | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +3 | PP 10

Traveling. Will update profile soon.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

I may not be able to post until Friday evening.


F Human (variant)
Resources:
Sorcery Points: 5/5 | Spell Slots 1st: 2/4, 2nd: 3/3, 3rd: 4/4 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Inspiration: 1/1, HD: 5/5; Kit used on: X
Sorcerer 5/Warlock 5 (HP 43/43 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

I believe I specified my target as the one I hit the previous round for the advantage since no one else used it (or at least, no one else rolled with advantage). Not sure it really matters though.


Ah gotcha. Yeah makes sense.


Horat con save: 1d20 + 4 ⇒ (18) + 4 = 22

I think you still get a scar. That was 31 damage...

Scar?: 1d20 ⇒ 7

Internal Injury. Whenever you attempt an action
in combat, you must make a DC 15 Constitution
saving throw. On a failed save, you lose your action
and can't use reactions until the start of your next
turn. The injury heals if you receive magical healing
or if you spend ten days doing nothing but resting.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Ouch! Though hopefully not a long-term injury given the magical healers are a sizeable chunk of the party.


I also owe S.A.M. a scar. This is a homebrew rule we are playing with to prevent the party from playing yoyo with healing word and the fact that 5e doesn't have negative hit points. You can read more about this rule in the campaign info tab.

Sam con save: 1d20 + 2 ⇒ (9) + 2 = 11

Scar: 1d20 ⇒ 9

Broken Ribs. This has the same effect as Internal
Injury above, except that the save DC is 10.

Since you received magical healing to get on your feet, this injury was immediately removed.


Let's get a little roleplay as we travel. I don't want to just skip over it but I'm also not going to make such a long thing of it as when you sailed down the Sword Coast and were pressed into being pirates.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

I'm in favour of this. :)


Male Human Cleric/Wizard Gestalt 4 | HP 23/23 | AC 10 | Saving Throws - Str (+1), Dex (+1), Con (+0), Int (+6), Wis (+6), Cha (+1) | Passive Perc - 16 | Init +1 | C1st Lvl Spl - 4/4 | C2nd Lvl Spl - 3/3 | W1st Lvl Spl - 4/4 | W2nd Lvl Spl - 3/3 |

Me as well.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

@Olivia: Very correct! Horat was indeed quick to put trust in S.A.M. A flaw of Horat's is that he appreciates allies against demons very readily. His hatred of demons is something of a blind spot.


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F Human (variant)
Resources:
Sorcery Points: 5/5 | Spell Slots 1st: 2/4, 2nd: 3/3, 3rd: 4/4 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Inspiration: 1/1, HD: 5/5; Kit used on: X
Sorcerer 5/Warlock 5 (HP 43/43 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

I don't suppose our paladin happens to know Detect Evil and Good? Though I suppose that would only help if it is actually a devil/demon and not a cultist in disguise. Maybe if anybody has Detect Magic?

Unrelated, I'm going to be traveling/preparing for travel Sunday and Monday. Bot me as necessary.


Nice paranoia, Olivia. That will become increasingly appropriate.

Thanks for the heads up.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Another heads up. I doubt I'll be available to post tomorrow. Feel free to bot Horat as necessary. Booming Blade to lock down foes, halberd to stab, and Riposte to get extra attacks in.


Thanks for the heads up.


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Fyi, you'll definitely be level 5 if you survive this battle so feel free to start planning, tho level up is probably pretty simple for most of you. That's your Christmas present!


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Cheers, Caster.

I'm thinking Counterspell and Sleet Storm.


Male Rogue/Artificer Gestalt 5 | HP 33/33| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 12 | Init +4 | 1st Lvl Spl - 3/3 | Inspiration | Ammo - 235

Well, it depends on whether the boss would prefer it if I convert Enizver over to the new Artificer or keep using the older UA version.


Your choice.


Male Rogue/Artificer Gestalt 5 | HP 33/33| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 12 | Init +4 | 1st Lvl Spl - 3/3 | Inspiration | Ammo - 235

I...honestly don't know. In some ways it would be a downgrade, in some an upgrade. Honestly, the only thing I'm really missing is the Thunder Cannon. Artiliest's Arcane Cannon kinda does something similar, but it wouldn't set off Sneak Attack (since it's using a spell rather than a bullet) which kinda hurts. But the added versatility of additional spells and the Artificer Infusions is really nice.

But the Thunder Cannon is kinda intrinsic to Enizver.

Everyone's thoughts?


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

The thunder cannon is pretty cool. Is there no way to replicate it with new artificier?


Male Rogue/Artificer Gestalt 5 | HP 33/33| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 12 | Init +4 | 1st Lvl Spl - 3/3 | Inspiration | Ammo - 235

There are two choices. The Artiliriest gets and Arcane Cannon lets me fire any spell I know with an additional 1d8 damage, which would mean I could shoot a 2d10+1d8 firebolt every round. But it wouldn't trigger Sneak Attack, as Sneak Attack only works with a finesse or ranged weapon - no spells allowed.

Alternatively, I could simply take the 1d12 musket from the DMG. It would mean I'm not using a class feature but would trigger Sneak Attack.


Hmmm it would be nice to keep Enizver's signature weapon of the thunder cannon going. I don't see a reason to change things here.

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