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<blockquote data-quote="Kobold Stew" data-source="post: 8619718" data-attributes="member: 23484"><p><strong>The Colonel</strong></p><p>Air Genasi Celestial Warlock Acolyte 11</p><p>(according to IC 1184 full name is <strong>Colonel Gascoyne Ariel DuPont</strong>)</p><p></p><p>HP 69 (11d8). Move 35. Darkvision 60. AC 17</p><p>Athletics +5, Insight +6, Persuasion +8, Religion +2.</p><p><em>Spark</em>: a Sprite familiar (my reaction to halve damage); DC 16 Heart Sight; typically invisible.; typically +9 THP</p><p></p><p>After each rest: +15 THP, five creatures get +9 THP</p><p>[spoiler=Portrait][ATTACH=full]156278[/ATTACH][/spoiler]</p><p></p><p>Attacks:</p><ul> <li data-xf-list-type="ul">Shocking Grasp +9, 3d8+5 lightning melee, 10’ push if L or smaller<ul> <li data-xf-list-type="ul">Can be opportunity attack</li> </ul></li> <li data-xf-list-type="ul">Word of Radiance (5’ emanation, DC 17 CON 3d6+5 radiant), Sacred Flame (60’, DC 17 DEX 3d8+5 radiant), Mind Sliver (60’, DC 17 INT 3d6 psychic and -1d4 to next save)</li> </ul><p></p><p>[spoiler=Level 11]Str 12</p><p>Dex 13+1 (feat)=14</p><p>Con 12 (advantage for concentration)</p><p>Int 8</p><p>Wis 13+1=14 (prof)</p><p>Cha 15+2+1 (feat) =18 (prof)</p><p></p><p>AC 17</p><p>HP 69</p><p>Skills: Insight (+6), Religion (+2), Athletics (+5), Persuasion (+8)</p><p>Proficiencies: Light, Medium; Simple</p><p>Resistances: Radiant, Lightning</p><p>Move 35’</p><p>Dkvision 60’</p><p>Langs: Common, Common Sign, Halfling</p><p></p><p>Air Genasi:</p><ul> <li data-xf-list-type="ul">Unending breath – hold breath when not incapacitated</li> <li data-xf-list-type="ul">Lightning Resistance</li> <li data-xf-list-type="ul">Mingle with the Wind: Shocking Grasp (ch), Feather Fall, Levitate</li> </ul><p>Warlock:</p><ul> <li data-xf-list-type="ul">7 invocations, 4 cantrips, 10 prepared spells, 3 slots (level 5), arcane focus</li> <li data-xf-list-type="ul">Healing Light: 12d6/long rest; bonus action to spend up to 4 (60’).</li> <li data-xf-list-type="ul">Magical Cunning: 1 minute to regain 2 slots, 1/long</li> <li data-xf-list-type="ul">15 THP after short or long rest or magical cunning; plus 5 creatures get 9 THP.</li> <li data-xf-list-type="ul">Pact of Chain, Pact of Tome, Agonizing Blast (SG), Repelling Blast (SG), Ascendant Step, Fiendish Vigor, Investment of Chain Master</li> <li data-xf-list-type="ul">Radiant Resistance; + CHA (4) 1/turn to radiant or Fire damage.</li> </ul><p>Spellcasting (3 slots, level 5; +8 DC 16 [+1 rod])</p><ul> <li data-xf-list-type="ul">Cantrips (genasi): Shocking Grasp.</li> <li data-xf-list-type="ul">Cantrips (acolyte): Guidance, Word of Radiance</li> <li data-xf-list-type="ul">Cantrips (warlock): (Light, Sacred Flame), Mind Sliver, Prestidigitation, Mage hand, True Strike</li> <li data-xf-list-type="ul">Cantrips (tome): Shocking Grasp as Warlock spell, Mending, Spare the Dying</li> <li data-xf-list-type="ul">Tome rituals: Tenser’s Floating Disk®, unseen servant®</li> <li data-xf-list-type="ul">L1: (Cure Wounds, Guiding Bolt) Armor of Agathys, comprehend langs®, detect magic®</li> <li data-xf-list-type="ul">L2: (Aid, Lesser Restoration)</li> <li data-xf-list-type="ul">L3: (Daylight, Revivify) Dispel Magic</li> <li data-xf-list-type="ul">L4: (Guardian of Faith, Wall of Fire) Banishment©, Charm Monster</li> <li data-xf-list-type="ul">L5: (Greater Restoration, Summon Celestial) Dream, Jallarzi’s Storm of Radiance©, synaptic Static, Scrying</li> <li data-xf-list-type="ul">L6 (Arcanum): True Seeing</li> <li data-xf-list-type="ul">Species: Levitate (1/long or slot), Feather fall (1/long or slot)</li> <li data-xf-list-type="ul">Background: Bless (1/long)</li> <li data-xf-list-type="ul">Invocation: Levitate at will (self only), False Life (always 12THP), Find Familiar (no slot)</li> <li data-xf-list-type="ul">Contact Patron: Contact Other Plane, no slot, 1/long, save succeeds</li> </ul><p>Feats:</p><ul> <li data-xf-list-type="ul">Moderately Armored</li> <li data-xf-list-type="ul">Warcaster</li> </ul><p>Familiar – Sprite (Lightning bug) -- Spark</p><ul> <li data-xf-list-type="ul">Special forms available; can forego attack to let familiar attack with reaction</li> <li data-xf-list-type="ul">Bonus to command to attack, reaction to give it Resistance</li> <li data-xf-list-type="ul">Sprite with swim 40’; can do (Necrotic or) Radiant Damage; DC 16 on Heartsight</li> </ul><p>[/spoiler]</p><p>[spoiler=Story]Before they were destroyed on the Eastern front, during the Dao-Demon War under the leadership of Hub Despitt, the Coming Storm was an elite aerial mercentary unit known for getting the job done. Not everyone agreed with them of course, and the salaries the unit commanded were high even though none of its members ever seemed to have two gold to rub together. Nevertheless, even the rumour that the Coming Storm had been recruited to this side or that of a given conflict was enough to sway popular opinion in favour of those who recruited them. They looked good in their uniforms, and their reputation for aerial commando missions had been turned into many narratives, sung in taverns or told around campfires, for decades.</p><p></p><p>The Coming Storm held no national loyalties; their obligations surpassed the rules of kings or of councils, and they turned down many more tickets than they accepted. And they always won.</p><p></p><p>That was twelve years ago, when they finally entered a conflict from which not a soldier returned. Well, that's not quite true. Individuals emerged in the coming years. Some had no memories of where they had been, or perhaps they had just decided to keep the secrets to themselves. The Colonel was one of these. He had been a medic, a junior officer serving with the brigade. His present rank, for those curious enough to pursue the matter, was a field commission, given him as their numbers dwindled. But he wears his insignia proudly, even if he doesn't want to answer your questions just now.</p><p></p><p>He has a name, and yes, he's the medic you've read about who would run across battle lines in the pre-dawn light to steal a kiss from his One True Love, and he wears her ring around his neck to this day, but that's not a story he shares freely. To you, he's the Colonel. It's a good enough name for the greengrocer and for his tavernkeeper. He incurs no debts, and is always polite, if perhaps a bit gruff.</p><p></p><p>There are others who wear the uniform of the Coming Storm, and sometimes they meet, as the Colonel did with Captain Moranne on the Bridge of Bones outside Perniece. They saw each other as they approached, both still in the uniform of a sompany that no longer existed. They stopped at a respectable distance. Some might remember Morainne as a bright-eyed Sergeant, back in the days when she still would sing and smile. In the dry air the lightning in the Colonel's palms sparked, so his hair stood on end. If you were watching from below, you'd notice that neither had a weapon on them, though the captain had an empty scabbard. She saluted him, the captain did. And he returned the salute, but said nothing as the two passed each other, each holding their secrets of a memory shared, that they wished they could shed. The bridge's sighing whispers echoed the tok-tok-tok of their footfalls as the two passed each other and they continued into the mist.[/spoiler]</p><p>[spoiler=Equipment]</p><p>Rod of the Pact Keeper +1 (to DC and attack rolls; magic action to regain one pact slot/long)</p><p>breastplate +1</p><p>Priest Pack</p><p>Military insignia</p><p>A scroll with 108 names written carefully on it.</p><p></p><p>Holy Symbol (10gp) – worn</p><p>50' silk rope (10gp)</p><p>2x Clothes, fine (15gp) -- spare uniform</p><p>Bedroll (1gp)</p><p>crowbar (2gp)</p><p>500gp holy reliquary (for summon celestial)</p><p></p><p>1000gp focus (for scrying)</p><p></p><p>Incense to cast Find familiar (x3)</p><p></p><p>pouch with 46 gp[/spoiler]</p><p>OOC 661: The Colonel is given [spoiler="Necklace of a giantess"]</p><p>it counts as a Holy Symbol (Amulet) to Ogremoch, Prince of Elemental Evil Earth.</p><p></p><p>magic item that gives you Mold Earth (Xanathar's Guide) Cantrip at-will, and you always have the NEW PHB Summon Elemental (Earth option only) prepared, and can cast it without a Spell Slot (at L4) once per Long Rest. (The Necklace can, in this case, fill-in for the 400gp Material Component, which is not consumed at any rate).</p><p></p><p>Here are those spells:</p><p></p><p>Mold Earth. Cantrip (S): Action. You manipulate dirt or stone that you can see within 30ft. Pick 1: A) You instantly excavate 5ft cube of loose dirt & deposit it 5ft away; B) You cause shapes, colors, or both to appear on a 5ft cube of dirt or stone, spell out words, create images, or shape patterns; C) You cause a 5ft space to become (or stop being) difficult terrain. Max 2 effects at a time, lasting 1 hour. You can dismiss them as an action.</p><p></p><p>Summon Elemental. Conjuration (VSM-40pp dirt vial) L4 Slot: Action. An Earth Elemental manifests in an unoccupied space that you can see within 90ft & disappears when it drops to 0 HP or when the spell ends in 1 hour (Concentration). It acts after you on your Initiative. It is an ally & obeys your verbal commands (no action). If you don’t issue any, It takes the Dodge action & uses its movement to avoid danger.</p><p></p><p>Earth Elemental Statblock. Medium Elemental, Neutral.</p><p>AC: 11+Slot level.</p><p>HP 10+(10 per Slot level). (Usually 50)</p><p>Resist: Piercing & Slashing.</p><p>Immune: Poison, Exhaustion, Paralyzed, Petrified, Poisoned.</p><p>Speed 40ft; Burrow 40ft.</p><p>STR(18)+4 DEX(15)+2 CON(17)+3 INT(4)-3 WIS(10)+0 CHA(16)+3</p><p>Darkvision 60ft. Languages: Primordial & the languages you know.</p><p>Actions: Slam. 5ft Melee Attack: 1d20+(Your Spell Attack) for 1d10+4+Slot level (Usually 1d10+8 Bludgeoning. You can make two Attacks.</p><p>[/spoiler]</p><p></p><p>[spoiler=2014]Air Genasi Tempest Cleric Soldier 10</p><p>(according to IC 1184 full name is <strong>Colonel Gascoyne Ariel DuPont)</strong></p><p>[spoiler=Portrait][ATTACH=full]156278[/ATTACH][/spoiler]</p><p>HP 73 (10d8). Move 35. Darkvision 60. AC 19 Splint+shield (no disadv. w/ stealth)</p><p>Athletics +6, Insight +9, Intimidation +5, Religion +3.</p><p></p><p>Shocking Grasp: 1d20+10, 2d8 lightning, +1d8 radiant 1/start of my next turn (includes amulet)</p><ul> <li data-xf-list-type="ul">10'push away on a hit for L or smaller (no save).</li> <li data-xf-list-type="ul">Can be opportunity attack</li> </ul><p>Storm Wrath: When hit by someone w/in 5’, use reaction for 2d8 <u>lightning</u> or thunder damage, DEX save for half (5/long)</p><ul> <li data-xf-list-type="ul">10'push away on a hit for L or smaller (no save).</li> </ul><p>Sacred Flame: DC18 dex or 3d8 radiant 60'. (includes amulet)</p><p></p><p>Spells prepared: slots 4, 3, 3, 3, 2 [one free casting/long] DC18, attack +10 (includes amulet). Concentration +2 (w. adv.)</p><ul> <li data-xf-list-type="ul">Cantrip: (<u>shocking grasp</u>) Mending, Sacred Flame, Guidance, Thaumaturgy, Light</li> <li data-xf-list-type="ul">Level 1: (fog cloud, thunderwave) [Feather Fall, Comprehend Languages (r)] Healing Word, Detect Magic (r)</li> <li data-xf-list-type="ul">Level 2: (gust of wind, shatter) [Misty Step, Levitate] Silence, Spiritual Weapon, Prayer of Healing, Gentle Repose (r), Calm Emotions</li> <li data-xf-list-type="ul">Level 3: (<u>call lightning</u>, sleet storm) Speak with Dead, Spirit Guardians, Clairvoyance, Revivify</li> <li data-xf-list-type="ul">Level 4: (control water, ice storm) Banishment, Stone Shape</li> <li data-xf-list-type="ul">Level 5: (destructive wave, insect plague) Commune (r), Dispel Evil and Good</li> </ul><p>Divine Intervention: Action to call on Deity for any cleric/domain spell, 10% (=level) chance. 1/long rest, 7 days cooldown if successful.</p><p></p><p>[spoiler=Story]Before they were destroyed on the Eastern front, during the Dao-Demon War under the leadership of Hub Despitt, the Coming Storm was an elite aerial mercentary unit known for getting the job done. Not everyone agreed with them of course, and the salaries the unit commanded were high even though none of its members ever seemed to have two gold to rub together. Nevertheless, even the rumour that the Coming Storm had been recruited to this side or that of a given conflict was enough to sway popular opinion in favour of those who recruited them. They looked good in their uniforms, and their reputation for aerial commando missions had been turned into many narratives, sung in taverns or told around campfires, for decades.</p><p></p><p>The Coming Storm held no national loyalties; their obligations surpassed the rules of kings or of councils, and they turned down many more tickets than they accepted. And they always won.</p><p></p><p>That was twelve years ago, when they finally entered a conflict from which not a soldier returned. Well, that's not quite true. Individuals emerged in the coming years. Some had no memories of where they had been, or perhaps they had just decided to keep the secrets to themselves. The Colonel was one of these. He had been a medic, a junior officer serving with the brigade. His present rank, for those curious enough to pursue the matter, was a field commission, given him as their numbers dwindled. But he wears his insignia proudly, even if he doesn't want to answer your questions just now.</p><p></p><p>He has a name, and yes, he's the medic you've read about who would run across battle lines in the pre-dawn light to steal a kiss from his One True Love, and he wears her ring around his neck to this day, but that's not a story he shares freely. To you, he's the Colonel. It's a good enough name for the greengrocer and for his tavernkeeper. He incurs no debts, and is always polite, if perhaps a bit gruff.</p><p></p><p>There are others who wear the uniform of the Coming Storm, and sometimes they meet, as the Colonel did with Captain Moranne on the Bridge of Bones outside Perniece. They saw each other as they approached, both still in the uniform of a sompany that no longer existed. They stopped at a respectable distance. Some might remember Morainne as a bright-eyed Sergeant, back in the days when she still would sing and smile. In the dry air the lightning in the Colonel's palms sparked, so his hair stood on end. If you were watching from below, you'd notice that neither had a weapon on them, though the captain had an empty scabbard. She saluted him, the captain did. And he returned the salute, but said nothing as the two passed each other, each holding their secrets of a memory shared, that they wished they could shed. The bridge's sighing whispers echoed the tok-tok-tok of their footfalls as the two passed each other and they continued into the mist.[/spoiler]</p><p>[spoiler=Level 10]</p><p>Str 14 (+2)</p><p>Dex 10 (+0)</p><p>Con 14 (+2, adv on conc.) [13+1race]</p><p>Int 8 (-1)</p><p>Wis 20 (+5, save +9) [15+2 race+1feat+2ASI]</p><p>Cha 12 (+1, save+5)</p><p></p><p>Proficiency: +4, Size M. HP: 73 (10d8)</p><p>Proficiencies: all armor and shield, all weapons, land vehicles, dice</p><p></p><p><strong>Skills</strong>: Religion, Insight, Athletics, Intimidation</p><p></p><p><strong>Background</strong>: Soldier</p><p>Feature: Military rank</p><p></p><p><strong>Air Genasi</strong>:</p><p>Move 35</p><p>Darkvision 60</p><p>Unending breath – hold breath when not incapacitated</p><p>Lightning Resistance:</p><p>Mingle with the Wind:</p><ul> <li data-xf-list-type="ul"><u>Shocking Grasp</u> (w)</li> <li data-xf-list-type="ul">Feather Fall (1/long or slot)</li> <li data-xf-list-type="ul">Levitate (1/long or slot)</li> </ul><p><strong>Cleric: Tempest</strong></p><p>Cantrips: 4, slots 4, 3, 3, 3, 1</p><p>5 (WIS)+9 (level)= 14 spells prepared. DC17, attack +9</p><p>Ritual casting</p><p>Wrath of the Storm: when hit by someone w/in 5’, use reaction for 2d8 lightning/thunder damage, DEX save for half (WIS/long)</p><p>Thunderbolt Strike: with lightning damage push L or smaller creature 10’ away.</p><p>Blessed Strike (Tasha): weapon or cantrip does +1d8 radiant 1/start of next turn</p><p>Divine Intervention: Action to call on Deity for any cleric/domain spell, 10% (=level) chance. 1/long rest, 7 days cooldown if successful.</p><p>Channel Divinity (2/rest):</p><ul> <li data-xf-list-type="ul">Turn Undead: action and all undead in 30’ WIS save or turned for 1 min. (CR 1 or less destroyed)</li> <li data-xf-list-type="ul">Destructive Wrath: deal max damage with lightning or thunder damage</li> <li data-xf-list-type="ul">Harness Divine Power: recover 2 slots up to level 2, bonus action each</li> </ul><p><strong>Feat:</strong></p><p>(free at 1) War caster: advantage on concentration, somatic with hands full, opportunity attacks can be cantrip</p><p>4: Feytouched: Comprehend languages and Misty step 1/long rest and on spell list.</p><p>8: +2 Wis</p><p>[spoiler=Level 9]</p><p>Str 14 (+2)</p><p>Dex 10 (+0)</p><p>Con 14 (+2, adv on conc.) [13+1race]</p><p>Int 8 (-1)</p><p>Wis 20 (+5, save +9) [15+2 race+1feat+2ASI]</p><p>Cha 12 (+1, save+5)</p><p></p><p>Proficiency: +4, Size M. HP: 66</p><p>Proficiencies: all armor and shield, all weapons, land vehicles, dice</p><p></p><p><strong>Skills</strong>: Religion, Insight, Athletics, Intimidation</p><p></p><p><strong>Background</strong>: Soldier</p><p>Feature: Military rank</p><p></p><p><strong>Air Genasi</strong>:</p><p>Move 35</p><p>Darkvision 60</p><p>Unending breath – hold breath when not incapacitated</p><p>Lightning Resistance:</p><p>Mingle with the Wind:</p><ul> <li data-xf-list-type="ul"><u>Shocking Grasp</u> (w)</li> <li data-xf-list-type="ul">Feather Fall (1/long or slot)</li> <li data-xf-list-type="ul">Levitate (1/long or slot)</li> </ul><p><strong>Cleric: Tempest</strong></p><p>Cantrips: 4, slots 4, 3, 3, 3, 1</p><p>5 (WIS)+9 (level)= 14 spells prepared. DC17, attack +9</p><p>Ritual casting</p><p>Wrath of the Storm: when hit by someone w/in 5’, use reaction for 2d8 lightning/thunder damage, DEX save for half (WIS/long)</p><p>Thunderbolt Strike: with lightning damage push L or smaller creature 10’ away.</p><p>Blessed Strike (Tasha): weapon or cantrip does +1d8 radiant 1/start of next turn</p><p>Channel Divinity (2/rest):</p><ul> <li data-xf-list-type="ul">Turn Undead: action and all undead in 30’ WIS save or turned for 1 min. (CR 1 or less destroyed)</li> <li data-xf-list-type="ul">Destructive Wrath: deal max damage with lightning or thunder damage</li> <li data-xf-list-type="ul">Harness Divine Power: recover 2 slots up to level 2, bonus action each</li> </ul><p><strong>Feat:</strong></p><p>(free at 1) War caster: advantage on concentration, somatic with hands full, opportunity attacks can be cantrip</p><p>4: Feytouched: Comprehend languages and Misty step 1/long rest and on spell list.</p><p>8: +2 Wis[/spoiler][/spoiler][spoiler=Equipment]Amulet of the Devout +1</p><p>Mithral Splint</p><p>2 x Continual Flame on a fist-sized rock (50gp), wrapped in oilcloth.</p><p>Priest Pack</p><p>Shield with Holy symbol</p><p>Knucklebones</p><p>Military insignia</p><p>A scroll with 108 names written carefully on it.</p><p></p><p>2 x Holy Symbol (10gp)</p><p>50' silk rope (10gp)</p><p>2x Clothes, fine (15gp) -- spare uniform</p><p>Bedroll (1gp)</p><p>crowbar (2gp)</p><p>Augury bones (25gp)</p><p>300gp worth of diamonds (for revivify) (300gp)</p><p></p><p>Pouch with 28gp.[/spoiler]</p><p></p><p>OOC 661: The Colonel is given [spoiler="Necklace of a giantess"]</p><p>it counts as a Holy Symbol (Amulet) to Ogremoch, Prince of Elemental Evil Earth.</p><p></p><p>The good news is, it is a magic item that gives you Mold Earth (Xanathar's Guide) Cantrip at-will, and you always have the NEW PHB Summon Elemental (Earth option only) prepared, and can cast it without a Spell Slot (at L4) once per Long Rest. (The Necklace can, in this case, fill-in for the 400gp Material Component, which is not consumed at any rate).</p><p></p><p>Here are those spells if you want to cut-n-paste them:</p><p></p><p>Mold Earth. Cantrip (S): Action. You manipulate dirt or stone that you can see within 30ft. Pick 1: A) You instantly excavate 5ft cube of loose dirt & deposit it 5ft away; B) You cause shapes, colors, or both to appear on a 5ft cube of dirt or stone, spell out words, create images, or shape patterns; C) You cause a 5ft space to become (or stop being) difficult terrain. Max 2 effects at a time, lasting 1 hour. You can dismiss them as an action.</p><p></p><p>Summon Elemental. Conjuration (VSM-40pp dirt vial) L4 Slot: Action. An Earth Elemental manifests in an unoccupied space that you can see within 90ft & disappears when it drops to 0 HP or when the spell ends in 1 hour (Concentration). It acts after you on your Initiative. It is an ally & obeys your verbal commands (no action). If you don’t issue any, It takes the Dodge action & uses its movement to avoid danger.</p><p></p><p>Earth Elemental Statblock. Medium Elemental, Neutral.</p><p>AC: 11+Slot level.</p><p>HP 10+(10 per Slot level). (Usually 50)</p><p>Resist: Piercing & Slashing.</p><p>Immune: Poison, Exhaustion, Paralyzed, Petrified, Poisoned.</p><p>Speed 40ft; Burrow 40ft.</p><p>STR(18)+4 DEX(15)+2 CON(17)+3 INT(4)-3 WIS(10)+0 CHA(16)+3</p><p>Darkvision 60ft. Languages: Primordial & the languages you know.</p><p>Actions: Slam. 5ft Melee Attack: 1d20+(Your Spell Attack) for 1d10+4+Slot level (Usually 1d10+8 Bludgeoning. You can make two Attacks.</p><p>[/spoiler][/spoiler]</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8619718, member: 23484"] [B]The Colonel[/B] Air Genasi Celestial Warlock Acolyte 11 (according to IC 1184 full name is [B]Colonel Gascoyne Ariel DuPont[/B]) HP 69 (11d8). Move 35. Darkvision 60. AC 17 Athletics +5, Insight +6, Persuasion +8, Religion +2. [I]Spark[/I]: a Sprite familiar (my reaction to halve damage); DC 16 Heart Sight; typically invisible.; typically +9 THP After each rest: +15 THP, five creatures get +9 THP [spoiler=Portrait][ATTACH type="full" width="736px" alt="Screen Shot 2022-04-28 at 12.09.06 PM.png"]156278[/ATTACH][/spoiler] Attacks: [LIST] [*]Shocking Grasp +9, 3d8+5 lightning melee, 10’ push if L or smaller [LIST] [*]Can be opportunity attack [/LIST] [*]Word of Radiance (5’ emanation, DC 17 CON 3d6+5 radiant), Sacred Flame (60’, DC 17 DEX 3d8+5 radiant), Mind Sliver (60’, DC 17 INT 3d6 psychic and -1d4 to next save) [/LIST] [spoiler=Level 11]Str 12 Dex 13+1 (feat)=14 Con 12 (advantage for concentration) Int 8 Wis 13+1=14 (prof) Cha 15+2+1 (feat) =18 (prof) AC 17 HP 69 Skills: Insight (+6), Religion (+2), Athletics (+5), Persuasion (+8) Proficiencies: Light, Medium; Simple Resistances: Radiant, Lightning Move 35’ Dkvision 60’ Langs: Common, Common Sign, Halfling Air Genasi: [LIST] [*]Unending breath – hold breath when not incapacitated [*]Lightning Resistance [*]Mingle with the Wind: Shocking Grasp (ch), Feather Fall, Levitate [/LIST] Warlock: [LIST] [*]7 invocations, 4 cantrips, 10 prepared spells, 3 slots (level 5), arcane focus [*]Healing Light: 12d6/long rest; bonus action to spend up to 4 (60’). [*]Magical Cunning: 1 minute to regain 2 slots, 1/long [*]15 THP after short or long rest or magical cunning; plus 5 creatures get 9 THP. [*]Pact of Chain, Pact of Tome, Agonizing Blast (SG), Repelling Blast (SG), Ascendant Step, Fiendish Vigor, Investment of Chain Master [*]Radiant Resistance; + CHA (4) 1/turn to radiant or Fire damage. [/LIST] Spellcasting (3 slots, level 5; +8 DC 16 [+1 rod]) [LIST] [*]Cantrips (genasi): Shocking Grasp. [*]Cantrips (acolyte): Guidance, Word of Radiance [*]Cantrips (warlock): (Light, Sacred Flame), Mind Sliver, Prestidigitation, Mage hand, True Strike [*]Cantrips (tome): Shocking Grasp as Warlock spell, Mending, Spare the Dying [*]Tome rituals: Tenser’s Floating Disk®, unseen servant® [*]L1: (Cure Wounds, Guiding Bolt) Armor of Agathys, comprehend langs®, detect magic® [*]L2: (Aid, Lesser Restoration) [*]L3: (Daylight, Revivify) Dispel Magic [*]L4: (Guardian of Faith, Wall of Fire) Banishment©, Charm Monster [*]L5: (Greater Restoration, Summon Celestial) Dream, Jallarzi’s Storm of Radiance©, synaptic Static, Scrying [*]L6 (Arcanum): True Seeing [*]Species: Levitate (1/long or slot), Feather fall (1/long or slot) [*]Background: Bless (1/long) [*]Invocation: Levitate at will (self only), False Life (always 12THP), Find Familiar (no slot) [*]Contact Patron: Contact Other Plane, no slot, 1/long, save succeeds [/LIST] Feats: [LIST] [*]Moderately Armored [*]Warcaster [/LIST] Familiar – Sprite (Lightning bug) -- Spark [LIST] [*]Special forms available; can forego attack to let familiar attack with reaction [*]Bonus to command to attack, reaction to give it Resistance [*]Sprite with swim 40’; can do (Necrotic or) Radiant Damage; DC 16 on Heartsight [/LIST] [/spoiler] [spoiler=Story]Before they were destroyed on the Eastern front, during the Dao-Demon War under the leadership of Hub Despitt, the Coming Storm was an elite aerial mercentary unit known for getting the job done. Not everyone agreed with them of course, and the salaries the unit commanded were high even though none of its members ever seemed to have two gold to rub together. Nevertheless, even the rumour that the Coming Storm had been recruited to this side or that of a given conflict was enough to sway popular opinion in favour of those who recruited them. They looked good in their uniforms, and their reputation for aerial commando missions had been turned into many narratives, sung in taverns or told around campfires, for decades. The Coming Storm held no national loyalties; their obligations surpassed the rules of kings or of councils, and they turned down many more tickets than they accepted. And they always won. That was twelve years ago, when they finally entered a conflict from which not a soldier returned. Well, that's not quite true. Individuals emerged in the coming years. Some had no memories of where they had been, or perhaps they had just decided to keep the secrets to themselves. The Colonel was one of these. He had been a medic, a junior officer serving with the brigade. His present rank, for those curious enough to pursue the matter, was a field commission, given him as their numbers dwindled. But he wears his insignia proudly, even if he doesn't want to answer your questions just now. He has a name, and yes, he's the medic you've read about who would run across battle lines in the pre-dawn light to steal a kiss from his One True Love, and he wears her ring around his neck to this day, but that's not a story he shares freely. To you, he's the Colonel. It's a good enough name for the greengrocer and for his tavernkeeper. He incurs no debts, and is always polite, if perhaps a bit gruff. There are others who wear the uniform of the Coming Storm, and sometimes they meet, as the Colonel did with Captain Moranne on the Bridge of Bones outside Perniece. They saw each other as they approached, both still in the uniform of a sompany that no longer existed. They stopped at a respectable distance. Some might remember Morainne as a bright-eyed Sergeant, back in the days when she still would sing and smile. In the dry air the lightning in the Colonel's palms sparked, so his hair stood on end. If you were watching from below, you'd notice that neither had a weapon on them, though the captain had an empty scabbard. She saluted him, the captain did. And he returned the salute, but said nothing as the two passed each other, each holding their secrets of a memory shared, that they wished they could shed. The bridge's sighing whispers echoed the tok-tok-tok of their footfalls as the two passed each other and they continued into the mist.[/spoiler] [spoiler=Equipment] Rod of the Pact Keeper +1 (to DC and attack rolls; magic action to regain one pact slot/long) breastplate +1 Priest Pack Military insignia A scroll with 108 names written carefully on it. Holy Symbol (10gp) – worn 50' silk rope (10gp) 2x Clothes, fine (15gp) -- spare uniform Bedroll (1gp) crowbar (2gp) 500gp holy reliquary (for summon celestial) 1000gp focus (for scrying) Incense to cast Find familiar (x3) pouch with 46 gp[/spoiler] OOC 661: The Colonel is given [spoiler="Necklace of a giantess"] it counts as a Holy Symbol (Amulet) to Ogremoch, Prince of Elemental Evil Earth. magic item that gives you Mold Earth (Xanathar's Guide) Cantrip at-will, and you always have the NEW PHB Summon Elemental (Earth option only) prepared, and can cast it without a Spell Slot (at L4) once per Long Rest. (The Necklace can, in this case, fill-in for the 400gp Material Component, which is not consumed at any rate). Here are those spells: Mold Earth. Cantrip (S): Action. You manipulate dirt or stone that you can see within 30ft. Pick 1: A) You instantly excavate 5ft cube of loose dirt & deposit it 5ft away; B) You cause shapes, colors, or both to appear on a 5ft cube of dirt or stone, spell out words, create images, or shape patterns; C) You cause a 5ft space to become (or stop being) difficult terrain. Max 2 effects at a time, lasting 1 hour. You can dismiss them as an action. Summon Elemental. Conjuration (VSM-40pp dirt vial) L4 Slot: Action. An Earth Elemental manifests in an unoccupied space that you can see within 90ft & disappears when it drops to 0 HP or when the spell ends in 1 hour (Concentration). It acts after you on your Initiative. It is an ally & obeys your verbal commands (no action). If you don’t issue any, It takes the Dodge action & uses its movement to avoid danger. Earth Elemental Statblock. Medium Elemental, Neutral. AC: 11+Slot level. HP 10+(10 per Slot level). (Usually 50) Resist: Piercing & Slashing. Immune: Poison, Exhaustion, Paralyzed, Petrified, Poisoned. Speed 40ft; Burrow 40ft. STR(18)+4 DEX(15)+2 CON(17)+3 INT(4)-3 WIS(10)+0 CHA(16)+3 Darkvision 60ft. Languages: Primordial & the languages you know. Actions: Slam. 5ft Melee Attack: 1d20+(Your Spell Attack) for 1d10+4+Slot level (Usually 1d10+8 Bludgeoning. You can make two Attacks. [/spoiler] [spoiler=2014]Air Genasi Tempest Cleric Soldier 10 (according to IC 1184 full name is [B]Colonel Gascoyne Ariel DuPont)[/B] [spoiler=Portrait][ATTACH type="full" width="736px" alt="Screen Shot 2022-04-28 at 12.09.06 PM.png"]156278[/ATTACH][/spoiler] HP 73 (10d8). Move 35. Darkvision 60. AC 19 Splint+shield (no disadv. w/ stealth) Athletics +6, Insight +9, Intimidation +5, Religion +3. Shocking Grasp: 1d20+10, 2d8 lightning, +1d8 radiant 1/start of my next turn (includes amulet) [LIST] [*]10'push away on a hit for L or smaller (no save). [*]Can be opportunity attack [/LIST] Storm Wrath: When hit by someone w/in 5’, use reaction for 2d8 [U]lightning[/U] or thunder damage, DEX save for half (5/long) [LIST] [*]10'push away on a hit for L or smaller (no save). [/LIST] Sacred Flame: DC18 dex or 3d8 radiant 60'. (includes amulet) Spells prepared: slots 4, 3, 3, 3, 2 [one free casting/long] DC18, attack +10 (includes amulet). Concentration +2 (w. adv.) [LIST] [*]Cantrip: ([U]shocking grasp[/U]) Mending, Sacred Flame, Guidance, Thaumaturgy, Light [*]Level 1: (fog cloud, thunderwave) [Feather Fall, Comprehend Languages (r)] Healing Word, Detect Magic (r) [*]Level 2: (gust of wind, shatter) [Misty Step, Levitate] Silence, Spiritual Weapon, Prayer of Healing, Gentle Repose (r), Calm Emotions [*]Level 3: ([U]call lightning[/U], sleet storm) Speak with Dead, Spirit Guardians, Clairvoyance, Revivify [*]Level 4: (control water, ice storm) Banishment, Stone Shape [*]Level 5: (destructive wave, insect plague) Commune (r), Dispel Evil and Good [/LIST] Divine Intervention: Action to call on Deity for any cleric/domain spell, 10% (=level) chance. 1/long rest, 7 days cooldown if successful. [spoiler=Story]Before they were destroyed on the Eastern front, during the Dao-Demon War under the leadership of Hub Despitt, the Coming Storm was an elite aerial mercentary unit known for getting the job done. Not everyone agreed with them of course, and the salaries the unit commanded were high even though none of its members ever seemed to have two gold to rub together. Nevertheless, even the rumour that the Coming Storm had been recruited to this side or that of a given conflict was enough to sway popular opinion in favour of those who recruited them. They looked good in their uniforms, and their reputation for aerial commando missions had been turned into many narratives, sung in taverns or told around campfires, for decades. The Coming Storm held no national loyalties; their obligations surpassed the rules of kings or of councils, and they turned down many more tickets than they accepted. And they always won. That was twelve years ago, when they finally entered a conflict from which not a soldier returned. Well, that's not quite true. Individuals emerged in the coming years. Some had no memories of where they had been, or perhaps they had just decided to keep the secrets to themselves. The Colonel was one of these. He had been a medic, a junior officer serving with the brigade. His present rank, for those curious enough to pursue the matter, was a field commission, given him as their numbers dwindled. But he wears his insignia proudly, even if he doesn't want to answer your questions just now. He has a name, and yes, he's the medic you've read about who would run across battle lines in the pre-dawn light to steal a kiss from his One True Love, and he wears her ring around his neck to this day, but that's not a story he shares freely. To you, he's the Colonel. It's a good enough name for the greengrocer and for his tavernkeeper. He incurs no debts, and is always polite, if perhaps a bit gruff. There are others who wear the uniform of the Coming Storm, and sometimes they meet, as the Colonel did with Captain Moranne on the Bridge of Bones outside Perniece. They saw each other as they approached, both still in the uniform of a sompany that no longer existed. They stopped at a respectable distance. Some might remember Morainne as a bright-eyed Sergeant, back in the days when she still would sing and smile. In the dry air the lightning in the Colonel's palms sparked, so his hair stood on end. If you were watching from below, you'd notice that neither had a weapon on them, though the captain had an empty scabbard. She saluted him, the captain did. And he returned the salute, but said nothing as the two passed each other, each holding their secrets of a memory shared, that they wished they could shed. The bridge's sighing whispers echoed the tok-tok-tok of their footfalls as the two passed each other and they continued into the mist.[/spoiler] [spoiler=Level 10] Str 14 (+2) Dex 10 (+0) Con 14 (+2, adv on conc.) [13+1race] Int 8 (-1) Wis 20 (+5, save +9) [15+2 race+1feat+2ASI] Cha 12 (+1, save+5) Proficiency: +4, Size M. HP: 73 (10d8) Proficiencies: all armor and shield, all weapons, land vehicles, dice [B]Skills[/B]: Religion, Insight, Athletics, Intimidation [B]Background[/B]: Soldier Feature: Military rank [B]Air Genasi[/B]: Move 35 Darkvision 60 Unending breath – hold breath when not incapacitated Lightning Resistance: Mingle with the Wind: [LIST] [*][U]Shocking Grasp[/U] (w) [*]Feather Fall (1/long or slot) [*]Levitate (1/long or slot) [/LIST] [B]Cleric: Tempest[/B] Cantrips: 4, slots 4, 3, 3, 3, 1 5 (WIS)+9 (level)= 14 spells prepared. DC17, attack +9 Ritual casting Wrath of the Storm: when hit by someone w/in 5’, use reaction for 2d8 lightning/thunder damage, DEX save for half (WIS/long) Thunderbolt Strike: with lightning damage push L or smaller creature 10’ away. Blessed Strike (Tasha): weapon or cantrip does +1d8 radiant 1/start of next turn Divine Intervention: Action to call on Deity for any cleric/domain spell, 10% (=level) chance. 1/long rest, 7 days cooldown if successful. Channel Divinity (2/rest): [LIST] [*]Turn Undead: action and all undead in 30’ WIS save or turned for 1 min. (CR 1 or less destroyed) [*]Destructive Wrath: deal max damage with lightning or thunder damage [*]Harness Divine Power: recover 2 slots up to level 2, bonus action each [/LIST] [B]Feat:[/B] (free at 1) War caster: advantage on concentration, somatic with hands full, opportunity attacks can be cantrip 4: Feytouched: Comprehend languages and Misty step 1/long rest and on spell list. 8: +2 Wis [spoiler=Level 9] Str 14 (+2) Dex 10 (+0) Con 14 (+2, adv on conc.) [13+1race] Int 8 (-1) Wis 20 (+5, save +9) [15+2 race+1feat+2ASI] Cha 12 (+1, save+5) Proficiency: +4, Size M. HP: 66 Proficiencies: all armor and shield, all weapons, land vehicles, dice [B]Skills[/B]: Religion, Insight, Athletics, Intimidation [B]Background[/B]: Soldier Feature: Military rank [B]Air Genasi[/B]: Move 35 Darkvision 60 Unending breath – hold breath when not incapacitated Lightning Resistance: Mingle with the Wind: [LIST] [*][U]Shocking Grasp[/U] (w) [*]Feather Fall (1/long or slot) [*]Levitate (1/long or slot) [/LIST] [B]Cleric: Tempest[/B] Cantrips: 4, slots 4, 3, 3, 3, 1 5 (WIS)+9 (level)= 14 spells prepared. DC17, attack +9 Ritual casting Wrath of the Storm: when hit by someone w/in 5’, use reaction for 2d8 lightning/thunder damage, DEX save for half (WIS/long) Thunderbolt Strike: with lightning damage push L or smaller creature 10’ away. Blessed Strike (Tasha): weapon or cantrip does +1d8 radiant 1/start of next turn Channel Divinity (2/rest): [LIST] [*]Turn Undead: action and all undead in 30’ WIS save or turned for 1 min. (CR 1 or less destroyed) [*]Destructive Wrath: deal max damage with lightning or thunder damage [*]Harness Divine Power: recover 2 slots up to level 2, bonus action each [/LIST] [B]Feat:[/B] (free at 1) War caster: advantage on concentration, somatic with hands full, opportunity attacks can be cantrip 4: Feytouched: Comprehend languages and Misty step 1/long rest and on spell list. 8: +2 Wis[/spoiler][/spoiler][spoiler=Equipment]Amulet of the Devout +1 Mithral Splint 2 x Continual Flame on a fist-sized rock (50gp), wrapped in oilcloth. Priest Pack Shield with Holy symbol Knucklebones Military insignia A scroll with 108 names written carefully on it. 2 x Holy Symbol (10gp) 50' silk rope (10gp) 2x Clothes, fine (15gp) -- spare uniform Bedroll (1gp) crowbar (2gp) Augury bones (25gp) 300gp worth of diamonds (for revivify) (300gp) Pouch with 28gp.[/spoiler] OOC 661: The Colonel is given [spoiler="Necklace of a giantess"] it counts as a Holy Symbol (Amulet) to Ogremoch, Prince of Elemental Evil Earth. The good news is, it is a magic item that gives you Mold Earth (Xanathar's Guide) Cantrip at-will, and you always have the NEW PHB Summon Elemental (Earth option only) prepared, and can cast it without a Spell Slot (at L4) once per Long Rest. (The Necklace can, in this case, fill-in for the 400gp Material Component, which is not consumed at any rate). Here are those spells if you want to cut-n-paste them: Mold Earth. Cantrip (S): Action. You manipulate dirt or stone that you can see within 30ft. Pick 1: A) You instantly excavate 5ft cube of loose dirt & deposit it 5ft away; B) You cause shapes, colors, or both to appear on a 5ft cube of dirt or stone, spell out words, create images, or shape patterns; C) You cause a 5ft space to become (or stop being) difficult terrain. Max 2 effects at a time, lasting 1 hour. You can dismiss them as an action. Summon Elemental. Conjuration (VSM-40pp dirt vial) L4 Slot: Action. An Earth Elemental manifests in an unoccupied space that you can see within 90ft & disappears when it drops to 0 HP or when the spell ends in 1 hour (Concentration). It acts after you on your Initiative. It is an ally & obeys your verbal commands (no action). If you don’t issue any, It takes the Dodge action & uses its movement to avoid danger. Earth Elemental Statblock. Medium Elemental, Neutral. AC: 11+Slot level. HP 10+(10 per Slot level). (Usually 50) Resist: Piercing & Slashing. Immune: Poison, Exhaustion, Paralyzed, Petrified, Poisoned. Speed 40ft; Burrow 40ft. STR(18)+4 DEX(15)+2 CON(17)+3 INT(4)-3 WIS(10)+0 CHA(16)+3 Darkvision 60ft. Languages: Primordial & the languages you know. Actions: Slam. 5ft Melee Attack: 1d20+(Your Spell Attack) for 1d10+4+Slot level (Usually 1d10+8 Bludgeoning. You can make two Attacks. [/spoiler][/spoiler] [/QUOTE]
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