Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Rath's elation, at a return to the wilderness he so loves is quickly quenched by the group's desire for expediency. His smile quickly turns to a frown... but he's willing to go along with whatever the group decides. I guess a boat is better than a city... though not by much... Everyone crowded into one little space...
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Rath stands silently by the large window overlooking the harbor as the others speak. He is interested in the conversation... but seems "out of place" in these civilized surroundings. Man is not a bird to be nested in high places. No other beast that walks the ground sees the need to live high... and in a structure built by man, which we all know is temporary no matter how well constructed. I long to return to nature. As the group leaves the room Rath nods in thanks to the mage, and follows the others to their next destination.
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Rath is overwhelmed at all the bustle of the city, and decides to retire early, and stuff his ears with cloth to try and filter out the noises of civilization. "I'll stay in our room, and keep an eye on things".
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
"It has been a long day, and I am tired. The bustle of the city strains my soul. Perhaps we should spend the evening listening to the city to see what rumors might lurk in its tortured soul, and seeking out these Mages tomorrow when we are fresh".
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Rath is not comfortable in the city at all. He spent a few weeks in Riddleport a couple of years back, and it seemed to embrace everything he detested about civilized areas. If anything it seems to have worsened. Put this many people in one place and there is always one who starts something... then many react, and this is what you end up with. I much prefer a small village, or even a cave. Rath is content for now to let his more 'civilized' companions take the lead, and simply nods at any approach, wrinkling his nose up at the smell.
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
1d20 + 3 ⇒ (7) + 3 = 10 CON Save Rath raises his arms to attempt to send more fire raining down, but finds he suddenly can't put them down, or move them, or move his feet... or anything for that matter, and the cold... the cold burnt like fire.
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Seeing that Silvo, was now probably going to pull through, Rath finished his original intention, and took a small bundle of bird guano, and down, rolled them, up and sent the flaming mass towards the giant Yeti. 1d20 + 7 ⇒ (9) + 7 = 16 Produce Flame
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Rath watches with quiet distatchment as the Yeti fall to his friends furious onslaught, then his eyes widen as he sees the giant approach. They widen even more when he sees his friend fall unconscious. Rath changes his actions mid-round, and drops a small crow feather to the ground, spits on it, and mumbles some words while poining at Silvo. 2d4 + 4 ⇒ (1, 2) + 4 = 7 Healing Word
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Rath calms his self, and the world around him grows still and silent, He then claps his hands together, and sends forth a ball of spiritually generated flame. Produce Flame 1d20 + 7 ⇒ (6) + 7 = 13 Produce Flame
He then breathes forth a flaming crow of flame at the same target. 1d8 + 4 ⇒ (2) + 4 = 6 Scorching Breath (Fire Damage)(Save DC 15) This is assuming that Rath can find line of site, and close the distance. If not he'll just start moving till he can find a target in range, and use his Scorching breath on whoever he can see.
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
1d20 - 1 ⇒ (2) - 1 = 1 Nature "Yeti you said? Yeti means chamber pot in our culture. Still, I'm probably better off up somewhere shooting fire bolts, than getting stomped down here". Rath finds a high spot within range, and prepares to rain down fire and destruction on those who defile his camp.
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Though used to only taking care of himself, Rath's familiarity with his environment help to produce more food. 1d20 + 4 ⇒ (10) + 4 = 14 Survival (Favored Terrain). He will spend the time surveying the area for ambush spots, weak defense areas, any caves or lairs nearby etc. When he finds a good watch spot he will spend much time here, keeping an eye on things and re-establishing his bonds with his nature spirits.
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Rath snacks on some dried pemmican, and watches the exchange between his friends, and the giants. He seeks to regain some spiritual power, so that he can continue to call forth healing power (Short Rest).He does not let on that he speaks and understands the giant tongue. {i]Grandfather always said that revealing your stones before the games end, can only result in failure. [/i] He is convinced that the conversation has reached an impasse when suddenly the honeyed words begin to spill forth from Pik. That one could sell ice to the Erutaki. I find myself wanting to please him, even when his words carry an edge. Rath then stands dusting off his hands to see what happens next.
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Rath a bit breathless from the excitement, approaches Kraz to administer some healing. He chants, dances, sprinkles feathers, and calls forth crow spirits upon some of the warrior's worst wounds. 2d8 + 4 ⇒ (4, 6) + 4 = 14 Cure Wounds 1 2d8 + 4 ⇒ (4, 3) + 4 = 11 Cure Wounds 2 "That is all I can do for now. Perhaps after we have rested a bit I shall be able to help more".
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Round 3 Calming himself, a bit perturbed that he's been shooting astray, Rath takes his time and sends another bolt at the heavily injured male giant. 1d20 + 4 ⇒ (7) + 4 = 11 Crossbow
Then realizing that the crossbow is obviously malfunctioning looks around to see who needs healing. 1d20 + 4 ⇒ (15) + 4 = 19: Perception
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Realizing that most of his distance damage dealing is fire based, Rath pulls forth his trusty crossbow to make havoc with the giants. "Might be wise to support and help heal with this battle". He mumbles to himself, as he draws aim on the closest giant. 1d20 + 4 ⇒ (19) + 4 = 23 Crossbow
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Do you have a problem with me making my new spell this level "Darkvision" instead of Silence. I was torn between the two when choosing, and after reading up on Silence realized that all a spellcaster needs to do is move out of the silence area and he's back slinging spells again. If not I'll just take it next level.
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
1d20 + 4 ⇒ (10) + 4 = 14 Survival Very familiar with the mountain terrain, Rath is able to help keep the group moving without slowing their pace. Favored Terrain: Mountains
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
"I am comfortable with going after the giants... however we should do so with caution. We were very fortunate... and skilled to defeat them easily the first time we encountered them, but if this group is more skilled and powerful, we could get in over our heads. I for one tend to err in the favor of caution, and would like to get all the additional information we can before acting rashly". "It seems to me that the Giants weren't really interested in killing, just acquiring something. After they got what they wanted they just left, when they could have easily overwhelmed us at that time. They have no compassion for their minions, and simply used them as a distraction to keep us from interfering with their work." "I for one would be interested in knowing what their end game is before confronting them".
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
+8 Hit points
Cantrip: Guidance
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Rath takes the opportunity to heal himself up a bit, before helping put out the fires. 2d8 + 4 ⇒ (8, 6) + 4 = 18 Cure Wounds "We must not be too hasty. It seems they got what they came for, and immediate danger is over. I'm not sure what we accomplish by chasing them down right now. Even if we catch them, and take back whatever they dug up, who is to say that they won't be missed, and an even greater force come looking for them". Rath takes a rest with the others after putting out the fires in the village. "What we lack is information, and I don't believe that chasing and killing gets us that. Let's rest the evening, then head after them tomorrow... and be smart and cautious about it". 1d8 + 3 ⇒ (8) + 3 = 11 HD 1
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Rath is breathing hard as he finally joins the others, both from the exhaustion of post battle stress, and from blood loss. If the sleeping Magmen need to be disposed of he will do so before joining the others. "I have a bit of healing magic remaining if any need their wounds tended, before this place burns to ashes around us".
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Rath gives a word of thanks, and begins to move towards the ongoing battle. "Do what you can for them till I can come back and help treat them. The battle still rages over here". Rath pats Southwell on his bloody shoulder, and begins to move towards the remaining battle. Double Move
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Realizing that most of the blood on the ground is his, Rath pulls a full retreat into something resembling cover nearby, and a speaks to the spirits to bring him succor. Retreat action, and use bonus action for healing word on myself. 2d4 + 4 ⇒ (2, 2) + 4 = 8 Healing Word If there is a hut to duck into that's what he'd do. Time to regroup a little.
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Monty Haul wrote:
Rath likes birds... even big scary ones, so he'll hit one of the orcs going after the villagers.
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Horrified at the amount of his own blood spilling on the ground, Rath once again swings his magically enhanced club at the fiend. 1d20 + 7 ⇒ (9) + 7 = 16 Shillelagh Club
And for good measure summons another flaming crow to dive bomb the offending creature. 1d8 + 4 ⇒ (8) + 4 = 12 Scorching Breath (Fire Damage)
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Reeling a bit from the vicious axe slice, Rath twirls and tries to bring his club to bear while keeping his shield up. 1d20 + 7 ⇒ (18) + 7 = 25 Shillelagh Club
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
His concert growing at the amount and fierceness of their foes, Rath locks eyes with the dismounted orc charging him and provides his a double flame bath, before picking up his club, and readying for combat. 1d20 + 7 ⇒ (4) + 7 = 11 Produce Flame
1d8 + 4 ⇒ (6) + 4 = 10 Scorching Breath (Fire Damage) CON save negates damage But the chaos of combat, and his growing fear leave his aim lacking.
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Rath picks out the meanest looking Axebeak, and caws into the air calling down a couple of flaming crows onto it's head, then ducks back behind the wall of a close by building. 1d8 + 4 ⇒ (4) + 4 = 8 Scorching Breath (Fire Damage) He also call forth a ball of flame into his hand, to await the coming battle.
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
"Many of the beasts to the North would be resistant to much of my ranged damage dealing ability. Perhaps I could try and rally some troops to help me over there, then once that's in hand, I'll rush back here to aid in healing. Don't want to get caught between two forces. Perhaps we could find a more defensible area and hold them off there, or just retreat and give up the town until we can get more help"? Ninja'd
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Rath finds a jeweler and attempts to buy 8-100 GP gems (Preferably Black) so that he does not carry so much gold. He will then look for a seamstress to sew a hidden area into the hem of his leather shirt. He will ask her to leave the last inch or so un-sown, so that he can insert his treasure, then sew it shut himself. Otherwise, he walks about the city with some stale bread feeding any stray wildlife... especially birds.
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
While he can stand civilization for a while, listening to a bunch of uncouth soldiers snoring and farting all night doesn't really appeal to Rath. "I'd like to just stay near the farmer tonight, and pick things back up in the morning. Could use a good nights rest".
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Rath, after the bodies are buried visits each one, and performs a small chant over each one before placing a black feather from his dwindling supply on each fresh grave, so that their spirits can fly free while their mortal bodies rot in the ground. He then attempts to play a funeral dirge on his strange instrument. 1d20 ⇒ 17 Perform: Bagpipes And almost hits a correct note or two. I must find more feathers if this journey is to be successful. "Perhaps it is time to see if we can find out what is going on here. Let us head to this town". Rath will look for more crow feathers along the journey to the town.
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Rath leans over his hands on his thighs and laughs a bit under his breath... "Well that was exciting". He then straightens up and notices that some of his comrades were suffering. "Please gather around, and let me see if the Crow Spirit can help to ease your wounds". It looks like Pik took the worst of the wounds, so I'll cast my two Heal slots on him. Rath instructs Pik to sit on a small boulder, and begins to dance around him, placing crow feathers from a small pouch at his belt on the worst of his wounds. "This should only take a minute. Be at ease" 1d8 + 4 ⇒ (6) + 4 = 10 Cure Wounds 1 1d8 + 4 ⇒ (1) + 4 = 5 Cure Wounds 2 Rath can cast these spells in the normal time, but he's big on ceremony if he has the time.
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Rath dances about pantomiming a flapping crow as the second giant falls before dashing forward, releasing a handful of feathered fire, and calling forth a spirit crow of fire. 1d20 + 6 ⇒ (4) + 6 = 10 Produce Flame
1d8 + 4 ⇒ (3) + 4 = 7 Dive bombing fire crow. (CON Save)
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
1d20 + 6 ⇒ (14) + 6 = 20 Flaming Crow aim
Rath caws in delight as the giants begin to fall as he heaves a gob of flame at the remaining (hopefully?) former rock tosser, then retreats 20'. I'll hold off on the bonus flaming assist till we resolve the ability.
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Monty Haul wrote:
I don't have a problem with decreasing the range a bit, however as we increase in level that 1d8+4 will mean less and less. In addition the CON bonus doesn't half the damage it negates it, so I don't see it being overpowered. Perhaps we can either increase the range to... say 120', or leave the range is it is and limit it to 1+proficiency bonus uses until a short rest??? I think that "scorching breath" is probably a bad name for the ability, as I see it as calling forth a ball of elemental force, not breathing a cone... which by the way can affect multiple targets with it's 30' range, escalates in power and gives half damage even on a save. I envision the spell as Rath calling forth a flaming crow from the spirit world that divebombs and damages the individual, more than spitting forth a ball of fire.
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Rath continues to send crow shaped flame balls at the rock thrower, since he's the one who can reach him with his rocks at the moment. Jumping out from behind cover, tossing flame, then ducking back. 1d20 + 6 ⇒ (3) + 6 = 9 Produce Flame
He'll also use his "scorching breath" to call forth some elemental flame on the same target. 1d8 + 4 ⇒ (4) + 4 = 8 Scorching Breath (Fire Damage) CON save
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
Seeing his companions mob the healthy chieftain, Rath decides to send a flaming surprise the way of the other one. (The really injured one), to try and remove him from the scrum. Move up to 30' distance, take cover and cast Produce Flame 1d20 + 6 ⇒ (15) + 6 = 21 Produce Flame
Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0
"Yes! They seem to be arguing about who is carrying more, and mention some Okssort, as though he's their leader or something... and they're definitely headed to raid another farm. The question is do we surprise them and try and discourage this raid now, or follow them closer to their next target and take them out there? Innocents might be caught up if we take them out closer to their target... but we don't know where that farm is to warn them if needed". As Rath speaks he blows on his hands for warmth, occasionally glancing to the sky for support from his spirit guides. |