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21
FIGHT! / Re: Round 1 - Isitaris vs Aweron
« Last post by Isitaris on April 24, 2019, 06:41:02 PM »
Forgot to roll damage:
Mental Prison - Psychic damage 5d10 : 3, 9, 8, 5, 3, total 28
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FIGHT! / Re: Round 1 - Isitaris vs Aweron
« Last post by Isitaris on April 24, 2019, 05:49:01 PM »
Nakor cleanly parries the first swing of the great-axe, while the second hit only manages to dent his pauldron and numb his shoulder for a few seconds.

Shrugging the pain signal away, he lifts his right hand upwards and strings of shadows seemingly erupt from the ground behind Gul'Ragg and coalesce into the shape of a pitch black hound.

Before the beast has fully manifested, his hand movement shapes up another incantation, and an apparition starts filling the half-orc's vision. A million tendrils of bitterly cold darkness starts restraining his body, burning him and blinding him as the silence starts to grow.


Spoiler: show
Hound of Ill Omen Bonus action

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf statistics (see the Monster Manual or appendix C in the Playerís Handbook), with the following changes:

    -The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
    -It appears with a number of temporary hit points equal to half your sorcerer level.
    -It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
    -At the start of its turn, the hound automatically knows its targetís location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.


Mental Prison 6th level spell DC 18 INT at disadvantage

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the targetís space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target canít see or hear anything beyond it and is restrained for the spellís duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.

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FIGHT! / Re: Round 1 - Isitaris vs Aweron
« Last post by Aweron on April 24, 2019, 04:37:36 PM »
He draws a massive greataxe and starts stomping towards you, yelling: "I am Gul'Ragg Godflayer, AND YOU'RE HERE TO GIVE YOUR SKIN FOR GRUUMSH! RAAAAARGH!!!", he bellows as he charges and leaps to strike you with an intense force.

[2 Greataxe strikes as an action and Staggering Smite(WIS Save 17) as a bonus action if one of them hits. Improved divine smite procs on attacks. I also have Great Weapon Fighting, so if I roll a 1 or 2 on a damage roll, I'll reroll in the next post.]
Greataxe 1st to hit 1d20+9 : 1 + 9, total 10
1st slashing damage 1d12+4 : 9 + 4, total 13
1st radiant damage 1d8 : 6, total 6

Greataxe 2nd to hit 1d20+9 : 10 + 9, total 19
2nd slashing damage 1d12+4 : 8 + 4, total 12
2nd radiant damage 1d8 : 4, total 4

Staggering Smite psychic dmg 4d6 : 2, 6, 5, 1, total 14

Spoiler: show
Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Great Weapon Fighting
You can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands.

Staggering Smite
The next time you hit a creature with a melee weapon attack during this spellís duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and canít take reactions, until the end of its next turn.
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FIGHT! / Re: Round 1 - Isitaris vs Aweron
« Last post by Isitaris on April 24, 2019, 04:29:48 PM »
Nakor frowns at this display of hatred, and resign himself to fight his way out of this, while at the same time the surreal excitement that threatened to take over his senses a few moments ago increase in intensity, and his blood pulse resonates in his ears. He grab his shield from his back with his left hand and waits to see what the half-orc in front of him does.
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FIGHT! / Re: Round 1 - Isitaris vs Aweron
« Last post by Aweron on April 24, 2019, 04:16:38 PM »
The huge figure flails around, striking at the mist around him, clearly confused. You hear: "Eh?! Who the fock's that?"

As he approaches closer, you see a tall, burly Orc half-blood, wearing equally heavy plate armor, though much dirtier and more worn than yours, covered in spikes, bones and a plethora of skulls. His eyes squint as he notices you, then his expression turns into an evil grin: "A human? Well, I've 'ad somethin' stuck in me teeths for hours now. Think I'll use ya bones to pick it out, eh?!"

Initiative 1d20-1 : 15 - 1, total 14
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FIGHT! / Round 1 - Isitaris vs Aweron
« Last post by Isitaris on April 24, 2019, 01:53:08 PM »
Nakor, in the full suit of plate armor he got used to wearing at all time during the time he spent in the Royal guard of Ethrynal and with a shield seemingly attached on his back, had been wandering around in this emptiness for a few hours, wondering what had brought him there, and what was this place, when the mist floating above the weird white ground suddenly started condensing in a whirlwind. That's when he spotted the figure, still enveloped in white strings of mist.
This vision instinctively pushes him to ready himself his staff. Something about this place weirdly messed with his otherwise quite cautious nature, and was arousing feelings of anger mixed excitement he had learned to control, nearly pushing him to rush at this new apparition.

"You!", he shouted at the figure, "who are you, and why am I here?"

[Copy from the other board: Initiative 1d20+1 : 6 + 1, total 7]

@Aweron
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Combatant Lounge / Re: Unlighted Land Tournament
« Last post by drobob on April 22, 2019, 09:29:56 PM »
That looks pretty awesome.
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Combatant Lounge / Re: Unlighted Land Tournament
« Last post by Harbinger on April 22, 2019, 06:04:49 PM »



Kreekreek
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Combatant Lounge / Re: Unlighted Land Tournament
« Last post by drobob on April 22, 2019, 03:51:40 PM »
Well, then. That was much more short lived than expected. All that anti-mage stuff, get 3 rolls to avoid going poof, and miss every one.

I will say, that was fun, though.
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FIGHT! / Re: Unlighted Land Tournament Round 1 (drobob vs Harbinger)
« Last post by drobob on April 22, 2019, 03:49:58 PM »
"Much better. Now it's time to pay, ma-" Rashigu suddenly vanishes before he can utter another syllable.
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