Valeros

Marcus Covell's page

243 posts. Alias of Filios.


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Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Sorry to hear, and thanks for running it so far.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

I am in desparate need of a rest.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Round 4, Second Wind

Marcus attacks with his rapier.

Rapier Att: 1d20 + 6 ⇒ (6) + 6 = 12
Rapier Dam: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14

Marcus takes a deep breadth drawing on his reserves to focus on his injuries.

Second Wind: 1d10 + 3 ⇒ (6) + 3 = 9


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Round 3

Marcus attacks with his rapier.

Rapier Att: 1d20 + 6 ⇒ (15) + 6 = 21
Rapier Dam: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Here and ready...we have all acted. I assumed we were waiting on GM resolution.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Round 2, Reaction to Parry, Feinting Attack

Marcus parries the attack.

Superiority: 1d8 + 3 ⇒ (1) + 3 = 4

He then slips in, faking low, and attacking the front line ogre with a jab to the face.

Rapier Att: 1d20 + 6 ⇒ (18) + 6 = 24
Rapier Att Adv: 1d20 + 6 ⇒ (18) + 6 = 24
Rapier Dam: 1d8 + 4 + 2 + 1d8 ⇒ (3) + 4 + 2 + (8) = 17


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Round 1, Feinting Attack

Marcus slips in, faking low, and attacking the other standing ogre with a jab to the face.

Rapier Att: 1d20 + 6 ⇒ (13) + 6 = 19
Rapier Dam: 1d8 + 4 + 2 + 1d8 ⇒ (5) + 4 + 2 + (4) = 15


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Thanks, Grimm. My mother always said I should use my head more.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus steps forward with a smile and spits on his hands.

Well, I normally like to use pizzaz and finesse to thwart my opponents, but I will give it a go.

He attempts to unbar the door.

STR: 1d20 + 2 ⇒ (4) + 2 = 6


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Soooo close to 4th!


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Roind 1, Man at Arms, Action Surge

Marcus rushes through the doir and sytemps to skewer the prone ogre, sacrificing accuracy for a deeper thrust.

Rapier Att: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15
Rapier Att Adv: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18
Rapier Dam: 1d8 + 4 + 2 + 8 ⇒ (2) + 4 + 2 + 8 = 16

With a surge of action, Marcus attacks again.

Rapier Att: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
Rapier Att Adv: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Rapier Dam: 1d8 + 4 + 2 + 8 ⇒ (3) + 4 + 2 + 8 = 17


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Ready to post an action, assuming O can open the door and attack the prone ogre in the same turn? Do we get advantage for a melee attack against a prone opponent?


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus stands next to Grimm, awaiti g them to come through the door, one at a time.

Do they?


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus steps forward and draws his weapon.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus joins the others in what appears to be a retreat, using a dodge action.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Here!


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Round 1, Man at Arms (-4/+8), Feinting Attack

Marcus steps forward and feints. He then attacks one of the undead that did not run away from Grimm.

Rap Att: 1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20
Rap Att Adv: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5
Rap Dam: 1d8 + 4 + 2 + 1d8 ⇒ (1) + 4 + 2 + (3) = 10


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Let's move deeper inside and put some distance and doors between us and that biggin' up there.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

You will like this one, Daniel.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus simply stands with his arms crossed.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus moves in front of the party so as to attack anyone coming down the stairs.

Looks like we have company.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Not that I am aware of...


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

It's locked. Care to bust it open, Grimm?


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus flings opem the first door as he draws his rapier.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus moves to the two doors to the west and listens at them.

Peeception: 1d20 + 2 ⇒ (2) + 2 = 4


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

After throughly cleaning himself, his weapons and his armor, Marcus claps Grimm on the back.

Thanks for acting so fast, friend.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus furiously cleans off his weapons and armor by scraping off the slime.

Help me get this off!


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Aye, let's go.

Marcus leads the way back to the stairs.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Anything in the guano?


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus quickly pokes through the guano for anything if value.

Perception: 1d20 + 2 ⇒ (18) + 2 = 20

So sorry for sticking ya, Lanus. No offense meant, my friend.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

I await the call out for remaining members!


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Round 1

Marcus swings his Rapier at the bats swarming him.

Rap Att: 1d20 + 6 ⇒ (19) + 6 = 25
Rap Dam: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus examines the sword.

Intelligence: 1d20 - 1 ⇒ (13) - 1 = 12


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus grabs the item wrapped in the closet and hands it to Glyph.

What do you make of this?


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus points to the door from which the squeaks eminate.

Squeaking behind that one, but the others are silent. We should check the quiet ones first.

Marcus proceeds to open the nearest door from which no sound was coming.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus heads to the first of the other three rooms down the hallway and listens at the door.

Perception: 1d20 + 2 ⇒ (16) + 2 = 18

He then turns and whispers to the remainder of the group.

Where's Dink?


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Much thanks, Arda. I am ready when everyone else is.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus will move to the edge of the room, close to Grimm.

Have you any healing, friend?

He will take the Dodge action to avoid any falling debris or enemies.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Death Save: 1d20 ⇒ 20

Fitting...Marcus is at 1HP.

Marcus shakes the dust off.

Much obliged for pulling me out of that fine mess.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

I assume that I am unconscious at 0 HP, but stable?


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Yeah, i would rather not incure additional failed death saves that could ultimately ckill me outright. How many would I autofail with the spell, Lenthus. Arda's idea seems good.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Death Save: 1d20 ⇒ 16

1 success, 0 failures


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Round 4, Parry

Marcus uses a quick reaction to deflect most of the blow that landed on him by the gnoll.

Parry: 1d8 + 3 ⇒ (2) + 3 = 5

He then attacks the gnoll.

Rap Att: 1d20 + 6 ⇒ (13) + 6 = 19
Rap Dam: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Round 3

Marcus attacks the gnoll that Lenthus just attacked with a spell.

Rap Att: 1d20 + 6 ⇒ (10) + 6 = 16
Rap Dam: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Round 2, Feinting Att

Marcus continues his assault on the Large Gnoll, as he feints right this time, and attacks with an overhand stab from his rapier.

Rap Att: 1d20 + 6 ⇒ (13) + 6 = 19
Rap Att Adv: 1d20 + 6 ⇒ (5) + 6 = 11
Rap Dam: 1d8 + 4 + 2 + 1d8 ⇒ (4) + 4 + 2 + (7) = 17


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Just waiting on Arda, Dinkerdink and Grimm to attack.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Round 1, Feinting Att, Action Surge, Precision Att

Marcus steps forward to the Large Gnoll, feints left, and attacks with an underhand blow from his rapier.

Rap Att: 1d20 + 6 ⇒ (18) + 6 = 24
Rap Att Adv: 1d20 + 6 ⇒ (1) + 6 = 7
Rap Dam: 1d8 + 4 + 2 + 1d8 ⇒ (2) + 4 + 2 + (2) = 10

With a surge of energy, he attacks again precisely to a weak spot in the Large Gnoll's armor under the arm.

Rap Att: 1d20 + 6 + 1d8 ⇒ (3) + 6 + (5) = 14
Rap Dam: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus moves forward with the others to investigate the remainder of the moat house.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Now that is some serious coin! I recognize the chest from the ambushed convoy, but I would imagine we should appropriate the goods ourselves. Great find, Glyph!


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

I do not.

Full Name

Guerado

Race

Human

Classes/Levels

wizard/1

Gender

male

Size

5'6" 165lb

Age

20

Special Abilities

hand of the apprentice 7/day

Alignment

NE

Deity

Charon

Languages

common, Daemonic, Draconic, Gnoll, Infernal

Occupation

ship builder

Strength 10
Dexterity 15
Constitution 12
Intelligence 19
Wisdom 13
Charisma 11

About Guerado

Guerado was raised on stories of Charon the boatman and idealizes his qualities. He is exceptionally patient, views his goals in the long term, willing to sacrifice immediate gains for guaranteed eventual victory. He is also secretive. His gift for the arcane began when he found some arcane tombs mixed in with his fathers shipbuilding manuals, his father stole much of his library and was self taught as a shipbuilder, the books were part of the haul.
Guerado self taught for much of his youth, but when things got too difficult he was enrolled in academy by his parents, his father took some risky jobs on the open sea to help pay for Guerado's education and was tragically killed in a seafaring accident. His mother blamed him for the death of his father and left. Guerado tried to make the best of his fathers sacrifice, but was thrown out of school on moral grounds after being accused of murder at the docks. Even after being cleared of the crime the taint remained, and Guerado was unable to reenter school. Angry, he vowed to do better than all of his classmates, at whatever costs, and to take revenge on his accusers. He can be a bit of a coward on occasion and often prays that he gets old before he dies.