(5.24 PBP) Vault Redux (RG) Greenpeak Basecamp

FitzTheRuke

Legend
Vault of the Dracolich
(OOC) Discussion Thread
(IC) Story Thread

High on a rocky plateau covered in wispy grass lies the secret basecamp for the Wizard Imani's gathering forces, as he attempts to thwart the machinations of the Cult of the Dragon and their horrific ally, the Dracolich Dretchroyaster. A small, but expensive-looking pavilion tent marks the old wizard's command post, and a few Servants, Scouts, and a number of Adventurers hurry about, either on the wizard's business, or if newly arrived, seeking to find the best of the space remaining on the rocky bluff - to pitch their own tent.

GM: Post your finished characters here!
 
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Allies (NPCs)

Imani, Sage of Hap -
Once an adventurer in the Company of the Sunlit Sea, this old Mage has seen better days. Scarred both outward and in, he seeks absolution through inspiring others to heroic deeds.

Corrah Longshanks - A halfling Scout in Imani's service. Friendly and affable.
Volyana Margolis - A former Bandit Captain of the Gur people, now commanding Imani's Camp. She can be a bit cranky, but her heart is generally in the right place. She's also pregnant.
Loklafd of the Seal Tribe - A Reghedman of Icewind Dale, this Veteran lost a leg to a snowy Owlbear. He's an excellent boat builder in his people's style.

Villains
Dretchroyaster, the Monarch Reborn - An Ancient Green Dragon Dracolich. Hopefully sleeping.

Silakul - High Priest & Commander of the Cult of the Dragon.
Bardaby "The Beast" - Mercenary Captain of the "Beast Boys" with a reputation for brutality.
Rowloe - Beast Boy mercenary Veteran, lieutenant with his own ideas.
Argyle - Cult Fanatic in charge of the front gate
Shieldmaiden Siobhan - Mercenary Veteran recently converted to cultist.
Chief Urbone - Chief of the Kobolds.
 

Urgan Magall
Orc Wizard Illusionist Artisan 3
wizard3.jpeg

Attack: Staff with True Strike: 1d20+5, 1d6+3 radiant or bludgeoning
Mind Sliver DC 13 Int save or 1d6 psychic and -1d4 on next save before end of next turn

Str 12 Int 17 prof
Dex 14 Wis 8 prof
Con 14 Cha 10

HP 20
AC 15 (mage armor)
Prof simple weapons: smith’s tools, jeweler’s tools, woodcarver’s tools, weavers tools
Skills Investigation (Exp), Arcana, Persuasion, History
Langs Common, Sign, Orc

Orc Abilities
  • Darkvision 60’
  • Adrenaline Rush: Dash as a bonus and get THP=PB, PB/short or long.
  • Relentless Endurance: When at 0hp, instead at 1, 1/long.
Wizard Abilities
  • Arcane Recovery: After short rest, recover 2 slot levels (=W level/2 round up)
Spellcasting:
  • Cantrips: Minor Illusion (cast as bonus, sound and image), Mage Hand, True Strike, Mind Sliver
  • Spell slots: 4/2/- DC 13
  • Spellbook (6 prepped, illusions):
    • Level 1: Find Familiar®, Detect Magic®, Tenser’s Floating Disk®, Identify®, Comprehend Languages®, Disguise Self, Silent Image, Shield, Mage Armor
    • Level 2: Continual Flame, Phantasmal Force, Invisibility, Mirror Image
  • Ritual Adept (cast rituals from book).
  • Focus: arcane focus or spellbook.
  • Cast Illusions without Verbal, if range 10’+ add 60’
Feats:
  • Crafter (yes, really).
    • Discount. 20% off non-magical items.
    • Fast crafting. Craft a piece of non-magical gear if I have appropriate tools. Lasts until end of next long rest.
Hyena (Celestial)
  • AC 11, HP 5, Init +1, Speed 50
  • Perception +3, Dkvision 60 (passive 13)
  • Rolls init, can’t attack
  • Pack Tactics: advantage if ally w/in 5’
  • Bite: 1d20+2, 1d6 piercing
  • Telepathic connection: communicate w/in 100’, bonus to see/hear through its senses
  • Can use reaction to deliver Touch spells w/in 100’
  • Magic to cause it to disappear or reappear w/in 30’ from pocket dimension
note: 20% deducted from all nonmagical purchases
Backpack (1.6gp, 5#)
  • Spellbook (3#)
  • Rations x 4 (1.6gp, 8#)
  • Bedroll (.8gp, 7#)
  • Traveller’s clothes x 2 (3.2gp, 8#) [one worn]
  • Ink (8 gp, -)
  • Ink pen x2 (4cp, -)
  • Incense x2 (16gp)
  • Tinderbox (4sp, 1#)
  • Jeweler’s tools (20gp, 2#)
  • Woodcarver’s tools (8gp, 5#)
  • 50gp materials for copying one spell (no crafter deduction)
Dagger (1.6gp, 1#)
Dagger with Continual Flame (41.6gp, 1#)
Quarterstaff (arcane focus) (4gp, 4#)
Waterskin (1.6sp, 5#)
Pouch (4sp, 1#): containing ***


158.84gp
108 spent*

* funds spent: 8gp on incense for Familiar; 50gp on scroll [Identify]+50gp to copy it = 108 gp
wizard2.jpeg
 
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Work in progress

Str 15 (13+2)
Dex 10
Con 14
Int 8
Wis 11
Cha 16 (15 +1 background)


array used: 15/14/13/12/10/8
15/14/13/12/10/8
14/14/13/12/10/10

15/15/12/11/10/8
15/13/12/12/11/10


Feats: magic initiate wizard: get 2 cantrips true strike, prestigiditation), can get 1 level 1 spell (Shield), can cast once/long rest without using a spell slot

Proficient Wisdom and Charisma saves

AC: 17 (splint armor)
HP: 27 + 12 thp from fiendish vigor

Spells and magic

Abilities:
Lay on hands (paladin 1): have a pool of 5xpal level of hp (5). replenishes on a long rest. bonus action touch to use. can expend 5hp to remove poisoned condition + hp.

cantrips (2 from magic initiate, 2 warlock): True strike, prestigiditation, minor illusion, eldritch blast

prepared spells:
Paladin (2) (can change on long rest): bless, wrathful smite
Warlock (3): speak with animals, hex, hellish rebuke
feat: shield

slots:
1 for shield, refreshes on a long rest (feat)
4 level 1 (2 from warlock 2, refresh on short rest, 2 from paladin 1, refreshed on long rest)

Evocations
Pact of the chain
Otherworldly Leap - cast jump without using a spell slot
fiendish vigor - cast false life without expending a spell slot, and get max hp (12)

Tool Proficiency:
Languages.

SKILLS Proficiencies in bold:
+0 (dex) Acrobatics
+0 (wis) Animal Handling - from background
+0 (int) Arcana
+4 (str) Athletics - from paladin
+3 (cha) Deception
-1 (int) History
+0 (wis) Insight
+2 (cha) Intimidation
-1 (int) Investigation
+0 (wis) Medicine
-1 (int) Nature
+0 (wis) Perception - from background (persuasion redundancy)
+3 (cha) Performance
+5 (cha) Persuasion - From paladin
-1 (int) Religion
+0 (dex) Sleight of Hand
+0 (dex) Stealth
+0 (wis) Survival




My intent is to make a noble holy warrior

Strength, intelligence, Charisma (no change from noble)
feat: magic initiate (wizard)
abilities: Animal handling and Persuasion
tools: calligrapher's supplies


Level 1: Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.

As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.

You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.

Level 1: Spellcasting
You have learned to cast spells through prayer, meditation, and devotion. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Paladin spells.

Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended.

The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.

If another Paladin feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.

Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.




extra 150 to starting gold or three healing potions, if you want to make a quick-build.
150 gp from paladin
50 gp from background

5 gp pike 1d10 piercing, heavy reach two handed, push, 18lb
50gp heavy crossbow, 1d10 piercing Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed Push 18 lb.
200 gp Splint Armor AC 17 60 lb.
50gp greatsword 2d6 Slashing Heavy, Two-Handed Graze 6 lb.

10 gp Explorer's Pack, 59 lbs Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.



5 gp Holy symbol amulet 1lbs
10 gp arcane focus-crystal 1lb (worn around neck)

3gp 3x20 bolts
5gp Handaxe 1d6 Slashing Light, Thrown (Range 20/60) Vex 2 lb.

338 gp total, 12 left
 
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Shamal, a Desert Warrior of the Djinn

output-4.jpg


Human Paladin
Level:
3
Alignment:
Lawful Neutral
Deity: Istus
Oath: The Desert Djinn

AC: 17
HP: 31
Hit Dice: 3/3 at 3d10+3 (+6 tough)
Speed: 30 feet
Passive Perception: 14
Proficiency +2

Str 8 (-1)
Athletics: -1

Dex 15 (+2)
+Acrobatics: +4
Sleight of Hand: +2
+Stealth: +4

Con 12 (+1)

Int 10 (0)
Arcana: -
History: -
Investigation: -
Nature: -
Religion: -

Wis 14 (+2)
Animal Handling: +2
+Insight: +4
Medicine: +2
+Perception: +4
+Survival: +4

Cha 16
Deception: +3
Intimidation: +3
+Performance: +5
+Persuasion: +5

(+ = Proficient)

Saving Throws: Strength (-1) Dexterity (+2) Con (+1) Int (-) +Wis (+4) +Cha (+5)

Combat
Shamshir
(Scimitar) Slashing, wields two of them, Nick mastery
+5 to hit, for 1d6+3
(Called Saif Bedawi)

Khanjar (Dagger/mod) Slashing
+5 to hit, for 1d4+3

Proficiencies
Acrobatics (Djinn)
Persuasion, Insight (Paladin)
Survival, Stealth (Bedouin)
Perception (Human)

Tools: Musical Instruments (3)- Khirkhash (belt bells), Mirwas (hand drum), Burgham (horn)
Calligrapher’s Supplies

Languages: Common, Common Sign Language, Primordial (knows Auran, Aquan, and Terran dialects)

Simple Weapons, Martial Weapons, All Armor, Shields

Feats
Two-Weapon Fighting:
When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.
Tough: +2hp per level
Musician: Three musical instruments; after short or long rest can grant heroic inspiration to number of allies = proficiency bonus (currently 2).

Paladin Features
Channel Divinity:
2 CD, recharge 1 on short rest, all on long
Lay on Hands: Pool of 15hp to heal per long rest (bonus action)
-Can expend 5hp to remove poisoned conditioned
Weapon Mastery: Two weapons (shamshir, khanjar)
Fighting Style: Two-Weapon Fighting
-When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.
Smite: Always have Divine Smite prepared; cast it 1/day without spell slot.
Divine Sense: As CD bonus action, detect Celestials, Fiends and undead within 60’ and consecrated and desecrated places. Lasts 10 minutes or until incapacitated.

Oath Features
Dao’s Crush:
Currently 2 uses; expend channel divinity after divine smite
The target has the Grappled condition (escape DC equal to your spell save DC). While Grappled, the target has the Restrained condition.
Djinn’s Splendor: AC bonus of charisma modifier (light armor or less).
Proficient in Persuasion

Human Features
Resourceful
: Gain Heroic Inspiration on Long Rest
Skillful: Perception
Versatile: Musician


Djinn Spells Prepared
Cantrip: Elementalism
First Level: Chromatic Orb, Thunderous Smite

Paladin Spells Prepared: 4+Divine Smite
First Level: Divine Smite, Divine Favor, Purify Food and Drink (R), Detect Poison and Disease (R), Detect Magic (R)

Spell Slots (Regained Long Rest): 3 first level

Spell Save
8 + prof bonus + cha modifier = 13

Equipment
Studded Leather Armor
Desert Robes
Two Shamshirs
Khanjar
Belt
Mask (for sand)
Boots
50' silk rope
Quill, Ink, Parchment (Calligraphy)
Purse (50 gp) (for bribes)
Flint/firestarter
straightedge
Small Pack
Water Flasks
1 Oil Flask

Background: Bedouin (Custom)
ASIs: +2 Cha, +1 Wis
Two proficiencies (Survival, Stealth)
One tool (calligraphy)
Feat: Tough (+2hp / level)

Appearance:


(TBA)


Backstory:


(TBA)
 

Copper, Goliath Thief.

Size: Medium
HP: 24/24 HD (d8): 3/3 AC: 14
Saves:
STR +1 DEX +5 CON +2
INT +1 WIS +2 CHA +0

Proficiency Bonus: +2
Speeds:
35' Ground, 35' Climb

Senses:
Normal Vision
Passive Perception 14
Passive Investigation 11
Passive Insight 14

Languages:
Common, Common Sign Language, Giant, Thieves’ Cant, Undercommon

Primary Attacks:
Sneak attack!
+2d6
Scimitar. Melee Range, +5 to hit, 1d6+3 Piercing damage. May make off-hand attack without using a bonus action. Finesse, Light, Knick
Shortbow. 80/320' Range, +5 to hit, 1d6+3 Piercing damage. On hit, you gain Advantage on the next attack roll against that creature, until the end of your next turn. Ammunition, Range, Two-Handed, Vex
Dagger. Melee or 20/60 Range, +5 to hit, 1d4+3 Piercing damage. Finesse, Light

Bonus Actions:
Cloud’s Jaunt
(Cloud Giant): Teleport up to 30' to an unoccupied space you can see. 2/long rest
Cunning Action: Dash, Disengage, or Hide.
Fast Hands: Sleight of Hand, Use Magic Item, Utilize item.
Steady Aim. You give yourself Advantage on your next attack roll on the current turn, provided that you haven’t moved during this turn. After you use it, your Speed is 0 until the end of the current turn.

Trained Skills:
Acrobatics +5 (adv vs grapple) (use for jumping)
Athletics +3 (adv vs grapple)
Deception +2
Insight +4
Investigation +1
Perception +4
Sleight of Hand +7 (expertise)
Stealth +7 (expertise)
Copper screenshot.png
 
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