Dexinis

Tebeth Rilynth's page

38 posts. Alias of MrStr4ng3.


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temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

DS: 1d20 ⇒ 2


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

The drow goes down with a dart to the sholder.

Hoping for some Kye DS Mojo

DS: 1d20 ⇒ 19

Almost

Sensing his master fall Cheet moves to assist the Elf in hopes She can save 'eth


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

With Kye still up we got this

Play On


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

I believe all of the attacks should have been w/o advantage, as Kye took the defend action
'eth looks at the bow in his hand, not his fathers bow but well made.

'Get me eyes on what is comming Cheet'

Seeing the wolf the Drow draws aims and lets the arrow fly with one smooth motion.

Longbow: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

The agony of defeat, the temp HP from dropping the wolf would have made things interesting. But eventually that chief is going to come over and order my house burned down. Even if I survive the wolf and maybe hobgoblin I am fine with conceding.

Good luck with the game


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

Grab longbow back to middle of the room


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

If I can drag a body, specify the long bow. Away from the door the yes. My plan is likely not a great one is to grab a long bow and become an Archer again.
Did I or the imp kill him?


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

I confirmed, I had dropped to 2hp no temp and killed the hobgoblin, gaining 7 temp HP, this is the first his since. Did the Hobgoblin survive 13 damage? (Sting 6 + Poison 6 + Dagger 1)

'Just a few more, Right?'

He ducks to go for a sword from one of his downed foes, but it is only a move to open the Hobgoblin for Cheet

Sting w/Advantage: 1d20 + 5 ⇒ (12) + 5 = 171d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

poison: 3d6 ⇒ (4, 5, 1) = 10 DC 11 Constitution for half

His offhand dagger slices quickly at the humanoid

Dagger: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d4 ⇒ 2

the imp disappears so fast an onlooker might question that he even exists.

I might have a move, depending on the status of my foes.


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

Noooo!!! stuupid site

The just keep coming, We just keep coping wood.

he moves to the side exposing the Hobgoblin to Cheets new position.

Sting w/Advantage: 1d20 + 5 ⇒ (3) + 5 = 81d20 + 5 ⇒ (16) + 5 = 21

Damage: 1d4 + 3 ⇒ (3) + 3 = 6

poison: 3d6 ⇒ (4, 3, 5) = 12 DC 11 Constitution for half

His offhand dagger looks for a gap in the armor as well

Dagger: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d4 ⇒ 1

The imp fades from sight again and changes position.


And I enjoyed playing a Skirmisher Fighter/Warlock Archer.


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

'Second verse same is the first'

Tabeth comes at the Hobgoblin with both daggers, but it is intended to draw the creatures attention so the invisible imp can sink a stinger into him.

Sting w/Advantage: 1d20 + 5 ⇒ (18) + 5 = 231d20 + 5 ⇒ (9) + 5 = 14

Damage: 1d4 + 3 ⇒ (1) + 3 = 4
poison: 3d6 ⇒ (6, 2, 4) = 12 DC 11 Constitution for half

His offhand dagger looks for a gap in the armor as well

Dagger: 1d20 + 5 ⇒ (10) + 5 = 15

The imp fades from sight again and changes position.

If the hobgoblin fails it's save I'll kick the door closed. I know it will not lock, but rushing through a closed door after the lead Hobgoblin died as he stepped in might give them pause.


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

Swapping weapons back and forth is a real bear for an archer. But I still like Chain better than Sword for pacts


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

Tabeth drops his bow and pulls a second dagger, he thrusts out at the hobgoblin, as a distraction for the imp's stinger and then slashes with his off hand.

Sting: 1d20 + 5 ⇒ (20) + 5 = 25

Damage: 2d4 + 3 ⇒ (3, 1) + 3 = 7
Poison: 3d6 ⇒ (2, 1, 1) = 4 DC 11 Constitution for half

Dagger: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d4 ⇒ 3

Best case, Hobgoblin saves vs poison and I kill it with dagger, gaining the temp HP. and the nat 20;s are the only reason we are no all dead

'Eth looks at the arrow shaft. 'I guess honerable combat is not happening

in desperation he tries the door of the house.

>50%=Barred:: 1d100 ⇒ 48

He darts into the house and behind the wall making it hard for the hobgoblins to take shots at him.

Cheet turns Invisible and moves into the home on the opposite side of the door.


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

Only looks like 15 damage, I have 10HP and 7 Temp


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

'As good a place as any for a last stand'

Cheet, feeling ashamed he let the wolf pass leaps into the air, and becomes visible just in-front if the beast.

Help action

Tebeth draws a dagger and with a quick motion stabs it into the wolf.

Dagger: 1d20 + 5 ⇒ (6) + 5 = 111d20 + 5 ⇒ (20) + 5 = 25

Taking the beast in the eye as it turns to the imp.

Crit Daggeer: 2d4 + 3 ⇒ (4, 1) + 3 = 8

He drops his bow and steps over the fallen wolf to face the nearest Hobgoblin, man to man.


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

'Well the plan to draw off some of the force is working, Maybe too well. I can try and keep the Hobgoblins on the chase bot those wolves will run me down.'

He moves to a nearby doorway before turning an pulling back an arrow to let fly at the nearest wolf.

>50%=Barred: 1d100 ⇒ 83

Longbow: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

He snaps his finger as the arrow sinks into the wolf and it explodes.

Bursting Arrow: 2d6 ⇒ (5, 3) = 8

Dark energy seethes from the downed wolf to cause Tabeths Shadow Armor to glow. With that he turns and darts through around the back after finding the door blocked

Wolf#1 19 dam, Wolf#2 8 dam

Cheet glides invisibly down from his loft and positions himself to attach the remaining wolf should he move to chase Tebeth.

AOO:

Sting from Invisible for Advantage: 1d20 + 5 ⇒ (8) + 5 = 131d20 + 5 ⇒ (9) + 5 = 14
sting damage: 1d4 + 3 ⇒ (4) + 3 = 7
Poison Damage: 3d6 ⇒ (2, 3, 3) = 8 DC 11 Constitution for half
I am pretty sure a Familiar can take an AOO, but if not please ignore. I could see it using My reaction.


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

Oops

Longbow/Advantage: 1d20 + 7 ⇒ (2) + 7 = 9

The stars are misaligned


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

'eth looks at the wolves as they move up.

"Sorry, not today." and he vanishes into fog.

He appears in the courtyard and raises his bow to take a shot at one of the Hobgoblin Archers.

Longbow: 1d20 + 7 ⇒ (6) + 7 = 131d8 + 3 ⇒ (6) + 3 = 9

Shaken and disorenten the shot goes wild and.

"You Fools have been flanked!" He then bolts further from the trailing wolves using the building as cover from the archers.

Cheet flies over to perch on the statues head for a clear view


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

The Drow's eyes flash open, only a little energy siphoning from the void.

Healing maximized due to Gift of the Ever-living ones

He rolls to his feet and reluctantly moves away from his fathers rapier and over to retrieve his bow and follow Lady Greywind's Suggestion. creeping to avoid drawing attention.

Stealth: 1d20 + 3 ⇒ (16) + 3 = 19

Meanwhile
Cheet dodges in and out of buildings with the wolves hot on his tail when he senses that his 'master' is awake again. He moves around a corner and as soon as he breaks line of sight from the wolves turns invisible.

Action Economy:

Tebeth
Standard: Doff Shield
Move: 15' to stand, move to edge of building where I dropped the long bow, then move to back of building
Bonus: -

Cheet
Standard: Invisability
Move: Move to draw the trailing wolves further away.
Bonus: -


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

Waits quietly in hopes of a heal


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

DeathSave: 1d20 ⇒ 17


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

Death Save: 1d20 ⇒ 9


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

You should have advantage on the Dire wolves.


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

Template placed


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

"Here is the aid I can offer Lads!"

He looks to the Dire Wolves and intones a dark phrase, a burst of purple light burst around the Dire Wolves and their nearby Allies.

Cast Faerie Fire on rear Dire Wold, Should get both of them the Monk and a wolf Dex DC:13

With that he turns slides off the roof landing on his feet.

Acrobatics: 1d20 + 5 ⇒ (15) + 5 = 20

'I am about to do something very stupid I could use a hand'

With that he draws his rapier and shield, leaving his beloved Longbow behind and moves to Kyenthel's side.

He steels himself for the fight.

a small invisible imp circles around to flank the near army facing the two elves

Action Economy:

Standard: Cast Faerie Fire from Drow Magic
Move: Stand from Prone and move 15' with acrobatics to prevent fall damage, dropping Longbow and drawing weapon and shield
Bonus: Second Wind +13HP due to GIFT OF THE EVER-LIVING ONES
Faerie Fire
Casting Time 1 action
Range 60 feet
Components V
Duration Conc. Up to 1 minute
Each object in a 20-foot cube is outlined by colored light. Any creature in the area when the spell is cast is also outlined if it fails a Dexterity save. For the duration, affected objects and creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it. The creature or object can't benefit from being invisible.
GIFT OF THE EVER-LIVING ONES
Prerequisite: Pact of the Chain feature
Whenever you regain hit points while your familiar is
within 100 feet of you, treat any dice rolled to determine
the hit points you regain as having rolled their maximum value for you.


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

No Shield out, but I am prone so disadvantage for the ranged attacks


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

The Drow scrabbles to his feet as the ninja distracts the wolf for a moment, and with a wink vanishes into a silver mist reappearing on a nearby rooftop. He Fires a shot into the wolf that bit him.
Attack: 1d20 + 7 ⇒ (1) + 7 = 81d8 + 3 ⇒ (1) + 3 = 4

From this vantage point he sees Lady Greywind about to be overwhelmed.

”Hold the line Cale! I am going to be busy.”

He draws upon his training and resolve and fires a second arrow at a well positioned wolf in the courtyard
Attack: 1d20 + 7 ⇒ (17) + 7 = 241d8 + 3 ⇒ (1) + 3 = 4

As the arrow sinks in he snaps his finger causing it to explode, before dropping prone.

Bursting Arrow: 2d6 ⇒ (4, 4) = 8

'Cheet, get into position to harass those archers'

Rules:

Move action: 15' to stand
Bonus Action: Misty Step
Standard Action: Longbow to Wold that attacked him
Action Surge!
Standard Action: Longbow to wolf turned 45° I believe it should hit 2 other wolfs a hobgoblin monk, and maybe a normal hobgoblins
No action: Activate Arcane Shot
Move action: 0' to drop Prone
Dark One's Blessing: If something dies from any attacks add 7 temp HP

Misty Step
2 conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.


Bursting Arrow:
You imbue your arrow with force
energy drawn from the school of evocation. The energy
detonates after your attack. Immediately after the ar—
row hits the creature, the target and all other creatures
within 10 feet of it take 2d6 force damage each.


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

'eth moves to the rear of a building and attempts to scale to the roof.

Athletics: 1d20 ⇒ 10


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

I am interested in a second run


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

I am good for a round 2, I for one used poor tactics and missed capabilities some of my capabilities. I want to keep Arcane Archer, if just to prove to myself that it is a bad option.


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

It is all good, My bad. I forgot the Temp HP and I miss-figured my AC, should be 16/18. I likely would have survived that first round and been able to Misty Step away and second wind. I need to Do Better and my gaming group would say.


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

DeathSave: 1d20 ⇒ 1

And Dead,
I forgot to add my temp HP from killing a creature but the 46 Damage would still have dropped me.
If no one is doing any healing I need to re-think my advancement


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

DeathSave: 1d20 ⇒ 16

1 success & 1 Failure


[U]Rules Question[/u]

Looking at Pact of the chain.

Players Handbook wrote:


[u]Spell: Find Familiar[/u]
... Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal...
[u]Pact of the Chain[/u]
...Additionally, when you take the Attack action, you can
forgo one of your own attacks to allow your familiar to
make one attack o f its own.

I assume that the attack takes the Imp's reaction, but does that mean that if I am Initiative 10 and Imp is on Initiative 9 on 10 I can have it attack from invisibility and then have it go back invisible on it's turn?

Granted by the time I have multiple attacks it will likely not be too powerful, but I think if I was invisible as well at 3rd level I could order him to attack without breaking my own spell.


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

The Drow moves forward to a spot neat the fountain where he see what he is looking for another wolf hobgoblin pair, he sends a curse at the hobgoblin and fires an arrow at the wolf from his longbow.

Rolls/Rules:

Move: 30ft
Bonus: Hex(strength) hobgoblin near Wolf
Standard: Attack Action Ranged attack

Longbow +7: 1d20 + 7 ⇒ (17) + 7 = 24

Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Use one of my Arcane Shots for Bursting Arrow

Bursting Arrow: 2d6 ⇒ (5, 1) = 6 Force
Hex: 1d6 ⇒ 5 Necrotic

Net
Wolf 12 damage
hobogoblin 11 damage

As the arrow sinks into the wolfs hide Tabeth snaps with the fingers of his right hand and the arrow explodes.

Overhead the invisible Imp circles around for a better look.


Looks Like Magic Arrows are not required.

Twitter Link


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

Stealth: 1d20 + 3 ⇒ (17) + 3 = 20


temp HP - | Active conditions: - | Death Save -- | HP: 2/28 | AC 16/18(Shield) | Init: +3 | Saves: Str +2, Dex +3, Con +4, Int +0, Wis +1, Cha +5 | PP 11 | Arcane Shots 0/2 | Spell Slots 0/2 | Concentration: -

'eth takes a moment to insure his Armor of shadows in in-place and moves up staying behind Cale and keeping his firing lines open.

::Cheet, get some height, let me know if you see anything.::, The diminutive devil leaps from it's spot on Tebeth's shoulder and flies up to scan the town-center.

Imp Perception: 1d20 + 1 ⇒ (1) + 1 = 2


Here is my Fighter/Lock, I want to like arcane archer, but with the magic arrow requirement, and saves based off of Int. I'll probably end up going Battle Master.