Whitey Wed Jan 24, 2018 11:54 pm
Rip recovers both of his Wild Shape uses and 1 level of spell slot with a short rest.
Rip Tumblediver
Saves: INT (+4) WIS (+4)
(Advantage on all WIS, INT, CHR saves vs magic)
HP: 30 (1d8)
AC: 13
Proficiency Bonus: +2
Initiative: +1
Pass Percept: 12
Spell casting:
Spell Save DC: 12
Spell Attack: +4
Slots:
1st: 4 (2)
2nd: 2
I'm on board with the sneak attack plan. I'd also like to suggest once the lone guard is neutralized we move to the upper entrance and fight our way "down"on the inside.
As the group fans out to take their positions, Rip tugs on his necklace, hums softly to himself, and a thin veil of saltwater air drifts through the trees. He casts "Pass Without Trace" on his companions:
Duration: Concentration, up to 1 hour
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Rip assumes his Black Panther Wild Shape and pads over next to Zerlyn at 806
Panther
Mediumbeast,unaligned
Armor Class12
Hit Points13(3d8)
Speed50 ft., climb 40 ft. ft.
STR
14 (+2)
DEX
15 (+2)
CON
10 (0)
INT
3 (-4)
WIS
14 (+2)
CHA
7 (-2)
Proficiency Bonus+2
SkillsPerception +4, Stealth +6
Sensespassive Perception 14
Challenge1/4(50 XP)
Keen Smell.The panther has advantage on Wisdom (Perception) checks that rely on smell.
Pounce.If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.