Okay, I realize that the way I am doing this After Action Report, is probable going to be Atypical, so I will have these Intermissions spread out through them which will probable be more accurate, and with pictures. Speaking of pictures here are two pictures showing the top 10 countries (By points) and religion (by authority).
As you can see, Hindu and Sunni who are my neighbours are very strong. Also the Nation of U-Tsaing has a high score, and a rather large army. So I need to play smarter then I have been. Yes I haven't been playing that smart, if you've read the other AAR.
The first few wars I did, I failed at. I am not used to people having holy orders, either being the same religion as me, or in religions that do not have much access to Holy Orders. I am also not really used to people buying Mercenaries, Never really seen this happen to my memory in all my history of playing Crusader Kings 2. But I should of realized if I can do both those things, so can the Hindus and Muslims in the area.
I am the nation with the red line through it. If I want to succeed and not be squished by any of the big powers. I have to be careful, and sneaky. If there is a major revolt in either the two big countries, and I can afford mercs, I should go to war to see if I can win some land. I know how much CK 2 likes to blob, so I guess I will try to myself Blob, in any way I can.
Most of the AAR will not be like this, but every so often I will do one of these Intermissions.
Wish me luck. Looks like I need it.
Wednesday, 6 November 2019
Tuesday, 5 November 2019
AAR - House Khon - Part One
Khon Sherab Tsulrim of Sayka.
Looked to the North and say two large kingdoms the ruling Queen of one country married to the King of the other country. Have to do my best to make both the King and the Queen like me. So that I can find a way to upgrade my life. So my land is lost between kids fighting.
South seems more viable. A small kingdom and a small dutchy [Raja] Lets go raiding both of them. Lets consintrate on the Raja. Found an axe. Good omen. Lets try to take some land from this guy.
Wait hold up. Wait. Hold he has money? How does he have money I raided all his land. Urg. Okay. Lets white peace this and go back to raiding. I seem to be good at the looting people.
Okay. So still have peace treaty with duchy lets try kingdom of Nepal. They have been really well looted. Should be an easy grab. Wait. Hold up. You have an ally with five thousand troops? Lets back out of that. Another white peace? Okay okay.
Back to looting. Okay I'm now in my late 30s and not any Closer to keeping my land together. The Raja peace treaty is over. They are looted. They have no allies. Due to being looted no one wanted to fight for them. What can go wrong with trying to claim the land that is mine because its on my border?
We are winning. No no no. Holy warriors? I guess you are not buddhist like me but are Sunni. You can gather holy warriors to beat me up. But if I white peace before the warriors beat me up I will still have an army. Yes do that.
Okay what do I do now? The North is still scary two kingdoms. My omen about the south was off. Dont own the right land to make a Raja of my own. Im getting into my 40s now. Need something.
Okay new plan go west. There is a few independent lords that way. We can go about stealing there land. Lets loot them first. Because thats never failed before.
Okay one down two ... Okay big emperor made west ward expansion limited. But when I have more money lets go west once more.
Wait hold up the peasants are revolting? Damn Sunni peasants. Time to extort my people to buy mercenaries to squish these revolting peasants. Oh crud almost went bankrupt. Time to loot some more.
Wait hold up. The peasants are rising up again? i was just about to go to war with this count dudette. All my allies pledge support but are too busy with other things. Okay so the peasants united these two counties together? Oh snap he might form the Raja before I can. Need to declare war now for my county back.
Got my old land back and now im 49 this isnt good at all. Okay going to be a truce breaker and declare war two years after the peace. Need the land to form the Raja. Yes. I am now the Galypo of Utteranchal.
Woot that was much easier. West was easy. Time to go back to looting. Okay Nepal ate the Raja very interesting. Whats this? A pair of Sai okay cool. But remember the axe. Not a sign.
Just rest, and loot. That is all I need to do, so I can afford Mercs encase I am invade. Just keep raiding people and avoiding there armys. Oh? One of my allies called me into war. Sure I will claim to support my ally, while not sending any troops to help.
Now I can relax slightly. The Two huge rulers have become one land ruled by one ruler. Which is really scary. But raiding away! Hmm? Whats this? A strange metal chest? Where was it found? To the south? In the Buddhist holy site, owned by the Large nation of Nepal to the south? I know i've done this twice before. But this time the stars have lined up that Buddhist land will grow.
To war I go! Oh no, Im losing. Call in the allies. Yes Nepal, I know have allies. A-ha. Im winning now. No, a Galypo in the north declared war on me. To gain the territory must stop him, but he is stronger then me. Hmm. What if I kill the leader, that might end the war.
That did not work. His child son is now leading the war. Okay. What if I killed his son, that must work. No now there is a young girl leading war effort. Okay that didn't work. I will have to let the large Buddhist kingdom to the North take land.
Will do my best to win the holy land because I will not have any other chance to win. Oh, I feel bad, being six eight years old. I might be dying. I am on my death bed, and Im leaving more land for my son, but also lost some of our starting land. Unsure if that is a win or a lose.
CK 2- AAR - House Khon - Set-up
House Khon, Khon Sherab Tsulrim of Sayka.
Buddhist count Other side of the mountains of Nepal.
September 15th, 1066 start date
Step three: Increase my fertility, because I want to groom a heir and have a family.
Step four: start the time ticking away
Friday, 15 February 2019
Unwelcomed Vistors Character Sheet
Finished Character sheet Followed by work shown to get final product.
Name: Flint IronBeard Age: 163 Gender: Male Race: Hill Dwarf
Class: Divine Soul Sorcerer 1 Background: Acolyte Level: Three
Barbarian 2 Deity: Torag
Strength 15 (+2) Dexterity 12 (+1) Constitution 16 (+3)
Intelligence 8 (-1) Wisdom 11 (+0) Charisma 13 (+1)
Hit Points: 32 Hit Dice: 1d6 + 2d12 Armor Class: 16
Proficiency Bonus: 2 Passsive Perception : 10 Initiative: +1
Proficiencies
Armor: Shields,
Weapons: simple weapons, martial weapons
Tools: None
Saving Throws: Constitution (+5) , Charisma (+3)
Skills: Arcana, Intimidation, Insight, Religion
Languages: Common, Dwarvish, Elvish, Halfling
Handaxe 1d6+2
Battleaxe 1d8+2
Darkvision. 60 feet
Cantrips: Mage Hand, Mending, Message, Minor Illusion
First Level: Cure Wounds, Feather Fall, Shield
Able to cast: 2 level one spells
Rage ( 2 times per long rest) (+2 damage)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column o f the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number o f times shown for your barbarian level in the Rages column o f the Barbarian table, you must finish a long rest before you can rage again.
U n a r m o r e d D e f e n s e
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity m odifier + your Constitution modifier. You can use a shield and still gain this benefit.
R e c k l e s s A t t a c k
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
D a n g e r S e n s e
At 2nd level, you gain an uncanny sense o f when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
To gain this benefit, you can’t be blinded, deafened, or incapacitated.
FAVORED BY THE GODS
Starting at 1st level, divine power guards your destiny.
If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
Equipment: Handaxe x 3, Battle Axe x1, Holy Symbol (amulet), Fishing Tackle, Shield, Blanket, bedroll, Tent (2-man), Set of street clothes x 2, holy robes
Coins: 15 gold Peices
_____________________________
_____________________________
_______________________
Start with standard array 15, 14, 13, 12, 10, 8.
Apply them to Stats.
Strength 15 (+2) Dexterity 12 (+1) Constitution 14 (+2)
Intelligence 8 (-1) Wisdom 10 (+0) Charisma 13 (+1)
Hill Dwarfs get +2 to Constitution and +1 to wisdom
Strength 15 (+2) Dexterity 12 (+1) Constitution 16 (+3)
Intelligence 8 (-1) Wisdom 11 (+0) Charisma 13 (+1)
HP: Max for first level + Con bonus + 1 for hill dwarf + Average for 2nd level + Average for 3rd level + con bonus(2) + 1 for hill dwarf (2)
Hit Points: HP: 6+ 3 + 1 + 7 + 7 +3(2) + 1 (2)
HP: 24 + 6 + 2
HP: 32
Normal Armour Class: 10 + Shield + Dex bonus
Shield=2 Dex Bonus = 1 Armour Class : 13
Barbarian Armour Class: 10 + shield + Dex Bonus + Con bonus
Shield = 2 Dex Bonus = 1 Con Bonus = 3 Armour Class: 16
Proficiencies
Armor: None
Multiclassing into Barbarian gives shields
Weapons: Daggers, darts, slings, quarterstaff, light crossbows
Multiclassing into Barbarian changes above to Simple weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight,
Intimidation, Persuasion, and Religion
Background Acoylte Adds Insight and Religion. So take Arcana and Intimidation
Background Adds two languages of choice, - Choose Halfling and Elven. Common races.
Race gives Dwarvish and Common.
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Name: Flint IronBeard Age: 163 Gender: Male Race: Hill Dwarf
Class: Divine Soul Sorcerer 1 Background: Acolyte Level: Three
Barbarian 2 Deity: Torag
Strength 15 (+2) Dexterity 12 (+1) Constitution 16 (+3)
Intelligence 8 (-1) Wisdom 11 (+0) Charisma 13 (+1)
Hit Points: 32 Hit Dice: 1d6 + 2d12 Armor Class: 16
Proficiency Bonus: 2 Passsive Perception : 10 Initiative: +1
Proficiencies
Armor: Shields,
Weapons: simple weapons, martial weapons
Tools: None
Saving Throws: Constitution (+5) , Charisma (+3)
Skills: Arcana, Intimidation, Insight, Religion
Languages: Common, Dwarvish, Elvish, Halfling
Handaxe 1d6+2
Battleaxe 1d8+2
Darkvision. 60 feet
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency. smith’s tools
Stonecunning. Whenever you make an Intelligence (History) check related to the origin o f stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Spells Known:Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Cantrips: Mage Hand, Mending, Message, Minor Illusion
First Level: Cure Wounds, Feather Fall, Shield
Able to cast: 2 level one spells
| Athelitcs: | 2 | Medicine: | -1 | |
| Acrobatics: | 1 | Nature: | 0 | |
| Animal Handling: | 0 | Perception: | 0 | |
| Arcana: | 1 | Performance | 1 | |
| Deception: | 1 | Persuasion: | 1 | |
| History: | -1 | Religion | 1 | |
| Insight: | 2 | Sleight of Hand: | 1 | |
| Intimidation: | 3 | Stealth: | 1 | |
| Investigation: | -1 | Survival: | 0 |
Rage ( 2 times per long rest) (+2 damage)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column o f the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number o f times shown for your barbarian level in the Rages column o f the Barbarian table, you must finish a long rest before you can rage again.
U n a r m o r e d D e f e n s e
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity m odifier + your Constitution modifier. You can use a shield and still gain this benefit.
R e c k l e s s A t t a c k
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
D a n g e r S e n s e
At 2nd level, you gain an uncanny sense o f when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
To gain this benefit, you can’t be blinded, deafened, or incapacitated.
FAVORED BY THE GODS
Starting at 1st level, divine power guards your destiny.
If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
Equipment: Handaxe x 3, Battle Axe x1, Holy Symbol (amulet), Fishing Tackle, Shield, Blanket, bedroll, Tent (2-man), Set of street clothes x 2, holy robes
Coins: 15 gold Peices
_____________________________
_____________________________
_______________________
Start with standard array 15, 14, 13, 12, 10, 8.
Apply them to Stats.
Strength 15 (+2) Dexterity 12 (+1) Constitution 14 (+2)
Intelligence 8 (-1) Wisdom 10 (+0) Charisma 13 (+1)
Hill Dwarfs get +2 to Constitution and +1 to wisdom
Strength 15 (+2) Dexterity 12 (+1) Constitution 16 (+3)
Intelligence 8 (-1) Wisdom 11 (+0) Charisma 13 (+1)
HP: Max for first level + Con bonus + 1 for hill dwarf + Average for 2nd level + Average for 3rd level + con bonus(2) + 1 for hill dwarf (2)
Hit Points: HP: 6+ 3 + 1 + 7 + 7 +3(2) + 1 (2)
HP: 24 + 6 + 2
HP: 32
Normal Armour Class: 10 + Shield + Dex bonus
Shield=2 Dex Bonus = 1 Armour Class : 13
Barbarian Armour Class: 10 + shield + Dex Bonus + Con bonus
Shield = 2 Dex Bonus = 1 Con Bonus = 3 Armour Class: 16
Proficiencies
Armor: None
Multiclassing into Barbarian gives shields
Weapons: Daggers, darts, slings, quarterstaff, light crossbows
Multiclassing into Barbarian changes above to Simple weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight,
Intimidation, Persuasion, and Religion
Background Acoylte Adds Insight and Religion. So take Arcana and Intimidation
Background Adds two languages of choice, - Choose Halfling and Elven. Common races.
Race gives Dwarvish and Common.
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
Spells Known:
Cantrips: Mage Hand, Mending, Message, Minor Illusion
First Level: Feather Fall, Shield
From Subclass: Cure Wounds
Cantrips: Mage Hand, Mending, Message, Minor Illusion
First Level: Feather Fall, Shield
From Subclass: Cure Wounds
Wednesday, 24 October 2018
Dwarf Gish 5e fjook
Name:
Sir
Roiranikov Rockenverse
Age: 102 Weight:
120 pounds Height: 4'5”
Hair Colour: Golden Race: Dwarf Background: Noble
Level: Fighter 2 / Sorcerer 4 (wild) Gender: Male
Hair Colour: Golden Race: Dwarf Background: Noble
Level: Fighter 2 / Sorcerer 4 (wild) Gender: Male
Stat Number Bonus Saving
Throws:
Strength: 13 +1 4 (* )
Dexterity: 9 -1 -1 ( )
Constitution: 14 +2 5 (*)
Intelligence: 8 -1 -1 ( )
Wisdom: 12 +1 1 ( )
Charisma 14 +1 4 ( *)
Strength: 13 +1 4 (* )
Dexterity: 9 -1 -1 ( )
Constitution: 14 +2 5 (*)
Intelligence: 8 -1 -1 ( )
Wisdom: 12 +1 1 ( )
Charisma 14 +1 4 ( *)
Hit
Points: 51 Hit Dice: 2d10+6d6 Armour Class: 19 Speed: 25
Profecency:
+3 Passive Perception: 11 Initiative: -1
P
r o f ic ie n c ie s
Armo
r : All armor, shields Weapons: Simple weapons, martial
weapons Tools: Dice
Saving
Throws: Strength, Constitution, Charisma
Skills: Athletics +4, History +2, Intimidation +5, Persuasion +5
Skills: Athletics +4, History +2, Intimidation +5, Persuasion +5
Equipment:
A set o f fine clothes, a signet ring, a scroll of
pedigree, and a purse containing 25 gp
chain
mail • war-hammer and a shield •
two hand-axes • an explorer’s
pack
Warhammer 1d8 Bludgeoning Versatile 1d10
Handaxe 1d6 slashing Light, thrown (range 20/60)
P o s i t i o n o f P r i v i l e g e
Warhammer 1d8 Bludgeoning Versatile 1d10
Handaxe 1d6 slashing Light, thrown (range 20/60)
P o s i t i o n o f P r i v i l e g e
Thanks
to your noble birth, people are inclined to think the best o f you.
You are w elcome in high society, and people assume you have the
right to be wherever you are. The common folk make every effort to
accommodate you and avoid your displeasure, and other people o f high
birth treat you as a member o f the same social sphere. You can
secure an audience with a local noble if you need to.
Fighting
Style: Defense
S
e c o n d W i n d
You have a limited well o f stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
You have a limited well o f stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
A
c t i o n S u r g e
Starting
at 2nd level, you can push yourself beyond your normal limits for a
moment. On your turn, you can take one additional action on top o f
your regular action and a possible bonus action.
Once
you use this feature, you must finish a short or long rest before you
can use it again.
Darkvision.
60 feet
Dwarven
Resilience. You have advantage on saving throws against
poison, and you have resistance against poison damage (explained in
chapter 9).
Dwarven
Combat Training. You have proficiency with the battleaxe,
handaxe, throwing hammer, and warhammer.
Tool
Proficiency. smith’s tools
Stonecunning.
Whenever you make an Intelligence (History) check related to
the origin o f stonework, you are considered proficient in the
History skill and add double your proficiency bonus to the check,
instead of your normal proficiency bonus.
Languages.
Common, Draconic and Dwarvish.
Dwarven
Toughness. Your hit point maximum increases by 1, and it
increases by 1 every time you gain a level.
Sorcery
Points: 2
F
l e x i b l e C a s t i n g
You
can use your sorcery points to gain additional spell slots, or
sacrifice spell slots to gain additional sorcery points. You learn
other ways to use your sorcery points
as
you reach higher levels.
Creating
Spell Slots. You can transform unexpended sorcery points into one
spell slot as a bonus action on
your
turn. The Creating Spell Slots table shows the cost o f creating a
spell slot o f a given level. You can create spell slots no higher in
level than 5th.
C
r e a t i n g S p e l l S l o t s
Spell
Slot Sorcery
Level
Point Cost
1st
2
2nd
3
3rd
5
4th
6
5th
7
Converting
a Spell Slot to Sorcery Points. As a bonus action on your turn,
you can expend one spell slot and gain a number o f sorcery points
equal to the slot’s level.
W
il d M a g ic Su r g e
Starting
when you choose this origin at 1st level, your spellcasting can
unleash surges o f untamed magic.
Immediately
after you cast a sorcerer spell o f 1st level or higher, the DM can
have you roll a d20. If you roll a 1, roll on the Wild Magic Surge
table to create a random magical effect.
T
id e s o f C h a o s
Starting
at 1st level, you can manipulate the forces of chance and chaos to
gain advantage on one attack roll, ability check, or saving throw.
Once you do so, you must finish a long rest before you can use this
feature again.
Any
time before you regain the use of this feature, the DM can have you
roll on the Wild Magic Surge table immediately after you cast a
sorcerer spell of 1st level or higher. You then regain the use of
this feature.
Bend Luck
When another creature see makes an attack roll, an ability check or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty to the creatures you to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Resilant - Charisma
Metamagic
Quicken Spell - 2 sorcery points to make a spell a bonus action
Subtle Spell - 1 sorcery
Spell Slots: 4 - first level, 3 - second level
Sorcery Points: 4
Bend Luck
When another creature see makes an attack roll, an ability check or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty to the creatures you to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Resilant - Charisma
Metamagic
Quicken Spell - 2 sorcery points to make a spell a bonus action
Subtle Spell - 1 sorcery
Spell Slots: 4 - first level, 3 - second level
Sorcery Points: 4
Cantrips: Acid Splash, Blade Ward, Chill Touch, Dancing Lights
1st
level: Fog Cloud, Magic Missile, Shield
2nd level: Blur, Misty Step
2nd level: Blur, Misty Step
3rd level: Lightning Bolt, Fireball
Monday, 30 July 2018
J. Nitiros Farmer
Name: J. Nitiros
Farmer
Race: Varient
Human Class/Level: Rogue 1 / Cleric 1 / Monk 1 / Cleric 1 XP: 300
Age: 53 Height: 5
foot 6 inchies Skin:
Caucausion
Strength: 12 +1
Dextertity 16 +3
Constitution: 12 +1
Strength: 12 +1
Dextertity 16 +3
Constitution: 12 +1
Inteligence 9 -1
Wisdom 18 +4
Charisma 11 +0
Wisdom 18 +4
Charisma 11 +0
Saving Throws: Dexterity, Intelligence
HP: 21
Hit Dice: 4d8
Passive Perception: 23
Passive Investigation: 17
HP: 21
Hit Dice: 4d8
Passive Perception: 23
Passive Investigation: 17
AC: 14
Profencies: Light
Armour, Medium Armour, Heavy Armour, Sheilds, Martial Weapons,
Simple Weapons, Longswords, Shortswords, Rapiers, Hand Crossbows
Thieves tools Set of
Dice Land Vehichles
Rapier, Short Bow 17
arrows, Quiver, Explorers Pack,
Leather Armour, Two
Daggers, Theives Tools
Insignia of Rank,
Broken Blade (trophy), Bone Dice, Set of Common Clothes.
Sneak Attack: +1d6
Languages: Dwarven, Common. Theives Cant
Skills: Acrobatics
+5, Athletics +3, Insight +2, Investigation + 2, Perception + 8, and
Stealth +7
Expertise: Perception, Stealth
War Priest: when you
use the attack action, you can use this to gain an attack as a bonus
action 4 times per long rest.
Guided Strike: An attack roll, you can use your channel Divinty to Gain a +10 to the roll. 1/day
Cantrips: Sacred
Flame, Spare the dying, Thaumturgy
1st
level: Command, Cure Wounds, Shield of Faith
Feat: Observant
read lips, languages I can speak
read lips, languages I can speak
+5 passive Wisdom,
and Passive investigation + 5
85 gold
39 silver
25 copper
2 x tankard full of
ale
3 x torchs
Crowbar
Hemp Rope +
Grappling hook
2 days of rations
Mess Kit
Martial Arts
Unarmoured Defence
Martial Arts
Unarmoured Defence
Friday, 22 June 2018
Maverik - Seige of Corcodia
Name:
Maverik Tonnika Race: Human Age: 23
Class:
Fighter Level: 8 XP: 250,001 Alignement: CG
AC:
-2 AC without Shield: 2
HP:
/ 67 Attacks: 2
Strength:
18/57 Augemented Strength: 19 +3 to hit
Dexterity:
14/05 +13 damage (using hands)
Constitution:
13/81 +7 Damage
Intelegence:
13 Gold Pieces: ____195__
Wisdom:
13 Silver Pieces: __________
Charisma:
18 Copper Peices: ________
Magical
Equipment:
Girdle
of Hill Giant Strength Gauntlet of Orge Strength
Elder
Sign – Causes fear in Elder Minions Shield of Missile Catching +2
Easy
Access Equipment___7___ – throwing knifes __2____ - Healing
Potion
___1___
- Regeneration Potion ___2___ - Potion of Heroism
___2___
- Oil Flasks Windshear Grandfather's ring
Winter
Clothes Hook Sword Case Hibieus Corpus
Full
Plate Armour
Other
Equipment
Lantern Canteen Tobagan
Whistle
Backpack
Equipment
lantern Good
Quality Paintbrush __1_ Potions of Heroism
_4_
Healing Potions __1_ cans of orange red paint __5_Oil Flasks
_1__
Darkvision Potion Carpenter Tools Deck of CardsNeedle and
Thread Bucket Camo Tent Putty Ruby (500 gp)
Bag
of Holding: The Elder seals
Special
Abilites:
1 per
day heal spell Immune to Fear Protection of fear Aura
90%
immune to mind effecting spells Saves +2 to Illusions
Active
up to negative 11 hit points
-2
save vs petrification
50%
bend bars / lift gates
Weapons
of Choice
+1
longswords +2 Hookswords +2 Flail
Weapons
Battle
Axe: 1d8 Spear: 1d6 Longsword: 1d8
Dagger:
1d4 Shortsword: 1d6 Flail: 1d8
Hookswords:
1d6 seperate / 1d8 together
Windshear - +3, +6 vs
fire using / dwelling creatures
Hibeus Corpus (Arcanus
Flailing) + 4 sheaded flail 1-8 (x3) 3 sperate attacks
2 hits save vs spell or
stun for 1-3 rds
3 hits save vs
paraleyzation or paralazed for 1-3 rds
exchange + Bonus for
ac for 1 rd
dispel at 12th
level 2/day
Cast feeble mind or
charm at 12th level ability / 2 per day
Cast confusion at 15th
level ability 1/day
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Grendin Ghoul Story Part 40.5
What? Oh we were not done talking? Hm? Okay where were we? Oh Yes night three. So on Night three I was reintroduced to Kel's dog. ...
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Where was I, young ones? Ah yes. The Tattoo Artist. Weird guy, I am not his biggest fan, but everyone likes Tattoo's. Even the undead....
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have done this plenty of times before, followed adventuring groups around this dull town. Some times they ignore me, and other times they t...
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So as you know I distrust and dislike magic .... Yes I distrust magic. What do you mean I trust magic? Yes I have a magic weapon but t...


