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2 posters

    Warhol

    navyik
    navyik


    Posts : 5037
    Join date : 2012-03-22

    Character Information
    Hit points:
    Warhol Left_bar_bleue68/68Warhol Empty_bar_bleue  (68/68)
    Action Points:
    Warhol Left_bar_bleue0/0Warhol Empty_bar_bleue  (0/0)
    Character Sheet:

    Warhol Empty Warhol

    Post  navyik Thu Jun 16, 2022 10:52 am

    Warhol
    Tortle
    Neutral
    Far Traveler
    Druid 10 / cleric 1
    Circle of Shepherd / Knowledge Domain

    Move 30’

    Str 14  +2 (+4 sv)
    Dex 9   -1 (+1 sv)
    Con16  +3 (+5 sv)
    Int  14  +2 (+8 sv)
    Wis 20. +5 (+11 sv)
    Cha 11. +0 (+2 sv)

    Ac 19/22 Natural & shield+1 cloak prot. Ring prot.
    Hp 88

    Spell +9 to hit (+11 cloak)
    Claw +7, 1d6+3 s
     Insignia of claws +1


    Cantrips(4/3)
    Primal Savagry 3d10 melee spell attack
    Produce flame 3d8 30’ ranged spell attack
    Guidance touch
    Resistance touch
    Toll the dead 3d8 (3d12) 60’ wis save DC 18
    Sacred flame 3d8 60’ dex save DC 18
    Poison spray 3d12 10’ con save DC 18

    Proficiency 4

    Insight 9
    Perception 9
    Arcana (k) 10
    Nature 6
    History (k) 10
    Stealth 3
    Didgeridoo 4
    Survival 9

    Common, Aquan, sylvan
    Draconian, primordial

    Spells 4/3/3/3/2/1

    Spell Save DC = 8+Wis+prof = 17 (18 cloak)

    Explorer’s Pack (10 gp). 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.
    3 anti-toxins
    Druid focus
    2 water skins
    Spy glass
    Sack
    Block and tackle


    Feat: Lucky 3x/day
    Feat: Feytouched (Misty Step, silvery barbs)

    Hold Breath. You can hold your breath for up to 1 hour.
    Natural Armor. Your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy ar- mor, but if you are using a shield, you can apply the shield's bonus as normal.
    Nature's Intuition. Thanks to your mystical con- nection to nature, you gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
    SheJJ Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is Oand can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

    Wild Companion
    You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
    When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

    Cantrip Versatility
    4th-level druid feature
    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the druid spell list.

    Wild Shape Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed. Beast Shapes LevelMax. CRLimitationsExample 2nd1/4No flying or swimming speedWolf 4th1/2No flying speedCrocodile 8th1— Giant eagle You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:

    Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficien- cies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvi- sion, unless your new form also has that sense. • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the crea- ture’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Speech of the Woods
    At 2nd level, you gain the ability to converse with beasts and many fey.

    You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

    Spirit Totem
    Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you.

    As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

    The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

    The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

    Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

    Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

    Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

    Mighty Summoner
    At 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains two benefits:

    The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
    The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

    Guardian Spirit
    Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.

    Faithful Summons
    Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

    Once you use this feature, you can’t use it again until you finish a long rest.


    Last edited by navyik on Mon Jan 23, 2023 11:49 am; edited 62 times in total
    navyik
    navyik


    Posts : 5037
    Join date : 2012-03-22

    Character Information
    Hit points:
    Warhol Left_bar_bleue68/68Warhol Empty_bar_bleue  (68/68)
    Action Points:
    Warhol Left_bar_bleue0/0Warhol Empty_bar_bleue  (0/0)
    Character Sheet:

    Warhol Empty Re: Warhol

    Post  navyik Thu Jun 16, 2022 2:04 pm

    Consumables

    Inspiration points 0

    Good berries: 40/40

    Cowl of the Quiet Mind
    When the wearer of this cloak raises the hood they become immune to sending and receiving telepathy, both innate and magical. The cloak also grants Advantage on all rolls to maintain spell concentration when the wearer takes damage.

    Scroll Word of Healing – 3rd level
    Potion of healing 1d8+5
    Water elemental gem (conjure elemental 5th)

    Ring of Free action (Attuned)
     While you wear this ring, Difficult Terrain doesn't cost you extra Movement. In addition, magic can neither reduce your speed nor cause you to be Paralyzed or Restrained.

    Cloak of Protection +1 (Attuned)
    Ring of Protection +1 (Attuned)

    Javelin of Lightning 1/day
    4d6 120’ line dex
    DC 13 half
    4d6+1d6+2 to target on a hit
    Attunement unnecessary

    Dart of hornets 1/day
    As magic missle
    5d4+5 force
    120’?
    Attunement unnecessary

    Driftglobe

    Goggles of Night

    Staff of Crones (upgraded by Dawi)
    +2 spell attack and +1 spell save DC
    7/7 charges remain, refills d6 at midnight
    Spells in the staff by level/ # of charges used per casting
    1 - ray of sickness. (Con) 1turn
    2 - blindness/deafness (con) 1 min
    3 - bestow/remove curse (Wis) concentration 1 min
    4 - phantasmal killer (Wis) recurring concentration 1 min
    5 - insect plague (con) concentration 10 minutes
    Attunement not mentioned

    Lucky
    3/long rest  

    Wild shape.
    5 hours
    2/sh rst


    Spirit totem  
    1/sh rst  

    Spells
    Silvery Barbs (1)
    Misty Step (1)
    1 (4) XXXX
    2 (3)
    3 (3)
    4 (3)
    5 (2)
    6 (1)

    Water (2)
    Rations (10)

    Prepare 15/5/2/2

    1 Silvery Barbs(reac)
    2 Misty Step (bon),

    Dom command, identify(r)

    C1 healing word (bon), detect magic(r), guiding bolt, bless, detect good and evil

    Druid
    1 entangle, inflict wounds, cure wounds
    2 pass without trace, find traps, locate object
    3 conjure animals, dispel magic, erupting earth
    4 divination(r), ice storm, summon elemental spirit, stone shape
    5 Greater Restoration, summon draconic spirit,


    GP 9573


    2 lesser restoration
    2 protection from poison
    2 remove curse
    1 revivify
    1 sanctuary
    1 prayer of healing
    1 create\destroy water
    1 Wall of Fire



    Stat Block
    Warhol
    Move 30’
    AC 22
    Hp 88/88

    Ring of Free Action
    Owl 5 hours


    Last edited by navyik on Sun Jan 29, 2023 5:13 pm; edited 106 times in total
    navyik
    navyik


    Posts : 5037
    Join date : 2012-03-22

    Character Information
    Hit points:
    Warhol Left_bar_bleue68/68Warhol Empty_bar_bleue  (68/68)
    Action Points:
    Warhol Left_bar_bleue0/0Warhol Empty_bar_bleue  (0/0)
    Character Sheet:

    Warhol Empty Re: Warhol

    Post  navyik Thu Jun 16, 2022 9:48 pm

    Beastiary

    SUMMONS

    AIR ELEMENTAL – 5e stats – deadly whirlwind from the Plane of Air
    Large elemental, neutral

    Armor Class 15
    Hit Points 90 (12d10 + 24)
    Speed 0 ft., fly 90 ft. (hover)

    Proficiency Bonus +3
    Proficiency Bonus +5 (5th Edition Advanced Mode)

    STR DEX CON INT WIS CHA
    13 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
    Damage Resistances lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks
    Damage Immunities poison
    Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
    Senses darkvision 60 ft., passive Perception 10
    Languages Auran
    Challenge 5 (1,800 XP)

    Air Favored Terrain (suggested). The air elemental gains advantage on hit rolls and +2 bonus on damage rolls when engaged in aerial combat, whilst the opponent suffers disadvantage on its hit rolls.

    Air Form. The air elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

    ACTIONS

    Multiattack. The air elemental makes two slam attacks.
    Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
    Whirlwind (Recharge 4-6). Each creature in the air elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away form the elemental in a random direction and is knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or takes the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.


    Wolf
    Armor Class 13 (natural armor)
    Hit Points 11 15hp
    Speed 40 ft.
    Skills Perception +3, Stealth +4.
    Senses passive Perception 13.
    Languages —
    Challenge 1/4 (50 XP)

    Special Traits

    Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
    Pack Tactics: The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
    Actions

    Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

    Animal, Bear (Brown)
    Family: Bears

    Large beast, unaligned

    Armor Class 11 (natural armor)
    Hit Points 3442
    Speed 40 ft., climb 30 ft.

    STR DEX CON INT WIS CHA
    19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
    Skills Perception +3
    Senses passive Perception 13
    Languages –
    Challenge 1 (200 XP)

    Special Traits

    Keen Smell: The bear has advantage on Wisdom (Perception) checks that rely on smell.
    Actions

    Multiattack: The bear makes two attacks: one with its bite and one with its claws.
    Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
    Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

    Animal, Tiger
    Family: Felines

    Large beast, unaligned

    Armor Class 12
    Hit Points 37 47
    Speed 40 ft.

    STR DEX CON INT WIS CHA
    17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1)
    Skills Perception +3, Stealth +6
    Senses darkvision 60 ft., passive Perception 13
    Languages –
    Challenge 1 (200 XP)

    Special Traits

    Keen Smell: The tiger has advantage on Wisdom (Perception) checks that rely on smell.
    Pounce: If the tiger 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 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
    Actions

    Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
    Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

    Giant toad CR1
    Darkvision 30’
    AC 11
    Hp 39

    Amphibious. The toad can breathe air and water

    Standing Leap. The toad’s long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

    ACTIONS

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10 + 2) piercing damage plus (1d10)poison damage. The target is grappled (escape dc 13) Until this grapple ends, the target is restrained, and the toad can’t bite another target
    Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time.
    If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

    Leopard
    Medium beast, unaligned

    Armor Class: 15
    Hit Points 30 (5d8+10)
    Speed: 40 ft.

    STR DEX CON INT WIS CHA
    15 (+2) 16 (+3) 12 (+1) 3 (-4) 12 (+1) 8 (-1)
    Skills: Athletics +5, Perception +3, Stealth +8
    Senses: darkvision 60 ft., passive Perception 14
    Languages: –
    Challenge: 1 (200 XP)

    Special Traits

    Pounce: If the leopard 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 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
    Keen Smell: The leopard has advantage on Wisdom checks that rely on smell.
    Actions

    Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
    Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

    Dire Wolf
    AC 14
    Hp 3747
    50 ft of speed

    Keen Hearing and Smell. The wolf has an advantage on Wisdom (Perception) checks that rely on hearing or smell.

    Pack Tactics. The wolf has an advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone

    Giant Eagle
    Large beast
    Armor Class 13
    Hit Points 26 34
    Speed 10 ft., fly 80 ft.

    STR        DEX        CON
    16 (+3) 17 (+3) 13 (+1)
    Skills Perception +4
    Senses passive Perception 14
    Languages Giant Eagle, understands Common and Auran but can't speak them
    Challenge 1

    Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

    Actions

    Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
    Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

    Ape
    Armor Class 12
    Hit Points 19 25
    Speed 30 ft., climb 30 ft.

    STR        DEX        CON      
    16 (+3)  14 (+2)   14 (+2)
    Skills Athletics +5, Perception +3
    Senses passive Perception 13
    Languages --
    Challenge 1/2 (100 XP)

    Actions

    Multiattack. The ape makes two fist attacks.
    Fist. +5 (1d6 + 3) b or +7 (1d6+4) magical
    Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

    Warhorse

    Large beast, unaligned

    Armor Class 11
    Hit Points 1925
    Speed 60 ft.

    STR DEX CON INT WIS CHA
    18 (+4) 12 (+1) 13 (+1) 2 (−4) 12 (+1) 7 (−2)
    Senses passive Perception 11
    Languages --
    Challenge 1/2 (100 XP)

    Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

    Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

    Animal, Bat (Giant)
    Family: Bat

    Large beast, unaligned

    Armor Class 13
    Hit Points 22 30
    Speed 10 ft., fly 60 ft.

    STR DEX CON INT WIS CHA
    15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2)
    Senses blindsight 60 ft., passive Perception 11
    Languages –
    Challenge 1/4 (50 XP)

    Special Traits

    Echolocation. The bat can’t use its blindsight while deafened.
    Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.
    Actions

    Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

    Blink dog 1/4
    Pixie 1/4*
    Reflection 1/2
    Satyr 1/2
    Pssyssy cat 1/2
    Sprite 1/4
    Omikyr 1/2 (mirror image & frighten)
    Fury wisp 1/4 (force & pack)


    Last edited by navyik on Sat Nov 19, 2022 12:06 am; edited 8 times in total
    navyik
    navyik


    Posts : 5037
    Join date : 2012-03-22

    Character Information
    Hit points:
    Warhol Left_bar_bleue68/68Warhol Empty_bar_bleue  (68/68)
    Action Points:
    Warhol Left_bar_bleue0/0Warhol Empty_bar_bleue  (0/0)
    Character Sheet:

    Warhol Empty Re: Warhol

    Post  navyik Thu Jun 23, 2022 1:57 am

    “Hey! That hurts,” Warhol protested, transforming back from wolf to Tortle under a hail of arrows. Most of them found his shell in the instant he shifted.

    “Your Majesty,” the King’s scout cried in alarm. “I’d swear it was a wolf I was shooting.”

    The King began to respond, but Warhol was fed up.
    “Do I look like a wolf to you?!”

    “Do not interrupt the King,” a Knight commanded, knocking Warhol on his butt.

    “Easy Aerstrom.  Send for Vinny, maybe he’s seen this thing before.”

    “I’m right here, you know. Talking about me in the third person is just rude.”

    “Silence,” Aerstrom ordered delivering another blow from his lance. This time Warhol turned the blow away with his shell, standing his ground.

    “Stubborn creature,” said the king. “What do you think it is?”

    “Majesty,” Aerstrom responded obediently. “it is either a beast or a witch.”

    “Seriously!?” Warhol’s frustration began to fade as more mounted soldiers and archers began to arrive.

    “The law says we burn witches,” the king pondered. Then with a sharp look in Warhol’s eyes, “a beast found on the King’s land, however, belongs to the King and is under his protection.”

    “Clearly I am a beast, your Majesty,” Warhol conceded. He wasn’t sure about being owned. Ownership was not a concept germain to his lifestyle.
    But so far being owned was working out for him.
    navyik
    navyik


    Posts : 5037
    Join date : 2012-03-22

    Character Information
    Hit points:
    Warhol Left_bar_bleue68/68Warhol Empty_bar_bleue  (68/68)
    Action Points:
    Warhol Left_bar_bleue0/0Warhol Empty_bar_bleue  (0/0)
    Character Sheet:

    Warhol Empty Re: Warhol

    Post  navyik Sun Jul 10, 2022 11:55 am

    Druid ritual spells
    1st Level
    Detect magic
    Detect poison and disease
    Purify food and drink
    Speak with animals

    2nd Level
    Animal messenger
    Beast sense
    Locate animals or plants
    Skywrite

    3rd Level
    Feign death
    Meld into stone
    Water breathing
    Water walk

    4th Level
    Divination

    5th Level
    Commune with nature
    Whitey
    Whitey


    Posts : 1761
    Join date : 2017-09-17
    Age : 48
    Location : ColoRADo

    Character Information
    Hit points:
    Warhol Left_bar_bleue30/30Warhol Empty_bar_bleue  (30/30)
    Action Points:
    Warhol Left_bar_bleue0/0Warhol Empty_bar_bleue  (0/0)
    Character Sheet:

    Warhol Empty Re: Warhol

    Post  Whitey Mon Jan 23, 2023 9:56 am

    Alan, need an alignment for Warhol.
    navyik
    navyik


    Posts : 5037
    Join date : 2012-03-22

    Character Information
    Hit points:
    Warhol Left_bar_bleue68/68Warhol Empty_bar_bleue  (68/68)
    Action Points:
    Warhol Left_bar_bleue0/0Warhol Empty_bar_bleue  (0/0)
    Character Sheet:

    Warhol Empty Re: Warhol

    Post  navyik Mon Jan 23, 2023 11:54 am

    Whitey wrote:Alan, need an alignment for Warhol.

     I have added “Neutral” to the top of the page. It is interpretive.

     I would say “Neutral Good,” but that often comes with the connotation that a person won’t use certain spells or tactics to accomplish a task.

     When meeting new people, whether Tortle, human, or goblin, he assumes that they will be friends until proven otherwise. But once enmity is inevitable he will force lightning your a$$. But he doesn’t hold grudges for long and cares nothing for pat transgressions when recent history demonstrates a genuine change of heart.

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    Warhol Empty Re: Warhol

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