SATURDAY, SPRING 8TH, 1296 08:45, PARTLY CLOUDY ***************************************************************************************************************************************************************** YULYA CAN DO: ***************************************************************************************************************************************************************** AC17 STR+1 DEX+1 CON+2 INT-1 WIS+5 CHA+2 PERCEPTION 15 RELIGION +1, INSIGHT +7, MEDICINE +5 ADVANTAGE, PERSUASION +4 RESISTANT TO NECROTIC AND RADIANT DAMAGE HP[10/10] DEATH[0/0] MP[2/2] REST[0/8] INSPIRATION [1/1] APATHY (-4[-3]4) SPEED 30/15 SLOTS MAGIC WIS [20]+5 SPELL SAVE DC15 [1:2/2|2:0/0|3:0/0|4:0/0|5:0/0|6:0/0|7:0/0|8:0/0|9:0/0] INITIATIVE +1, AC 11 MOVEMENT 30FT, CLIMB 15FT MACE HIT vs AC 1d20+3(STR+PROF) DMG 1d6+1 (20) DOUBLE DAMAGE + EXHAUSTION (20) STAGGER 1 TURN [BLUDGENING] -HEALING HANDS [1/1] AS AN ACTION, YOU CAN TOUCH A CREATURE AND ROLL A NUMBER OF d4S EQUAL TO YOUR PROFICIENCY BONUS. THE CREATURE REGAINS A NUMBER OF HIT POINTS EQUAL TO THE TOTAL ROLLED. ONCE YOU USE THIS TRAIT, YOU CAN’T USE IT AGAIN UNTIL YOU FINISH A LONG REST. -EMBOLDING BOND [2/2] AS AN ACTION, YOU CHOOSE A NUMBER OF WILLING CREATURES WITHIN 30 FEET OF YOU (THIS CAN INCLUDE YOURSELF) EQUAL TO YOUR PROFICIENCY BONUS. YOU CREATE A MAGICAL BOND AMONG THEM FOR 10 MINUTES OR UNTIL YOU USE THIS FEATURE AGAIN. WHILE ANY BONDED CREATURE IS WITHIN 30 FEET OF ANOTHER, THE CREATURE CAN ROLL A D4 AND ADD THE NUMBER ROLLED TO AN ATTACK ROLL, AN ABILITY CHECK, OR A SAVING THROW IT MAKES. EACH CREATURE CAN ADD THE D4 NO MORE THAN ONCE PER TURN. ONCE YOU USE THIS TRAIT, YOU CAN’T USE IT AGAIN UNTIL YOU FINISH A LONG REST. -FEY TOUCHED [1/1] PER LONG REST, MISTY STEP OR ANY LEVEL 1 DIVINATION OR ENCHANTMENT SCHOOL SPELL. DC15 ALL CLERIC SPELLS AT LEVEL 1 WITH BOOK AND THE FOLLOWING: -SILVERY BARBS [CHARISMA], 1MP, 1 REACTION, 60FT, V, INSTANTANEOUS, A CREATURE YOU SEE SUCCEEDS ON AN ATTACK ROLL, ABILITY CHECK, OR SAVING THROW, MUST REROLL AND USE THE d20 LOWER ROLL AND ANOTHER CREATURE YOU TARGET GAINS ADVANTAGE ON THE NEXT ATTACK ROLL, ABILITY CHECK, OR SAVING THROW WITHIN 1 MINUTE. CANTRIPS: -GUIDANCE, 0MP, 1 ACTION, TOUCH, VS, CONCENTRATION 1 MINUTE, ADD d4 TO ANY ABILITY CHECK -LIGHT [CHARISMA],0MP, 1 ACTION, TOUCH, VM (A FIREFLY OR PHOSPHORESCENT MOSS), 1 HOUR, BRIGHT LIGHT 20FT, DIM LIGHT ADDITIONAL 20 FT, CAN BE ANY COLOR, AN OBJECT CARRIED BY A CREATURE CAN AVOID IT WITH DEX vs DC15. -SACRED FLAME, 0MP, 1 ACITON, 60FT, VS, INSTANTANEOUS, THE TARGET MUST SUCCEED DEX vs DC15 OR TAKE 1d8 RADIANT DAMAGE. -SPARE THE DYING, 0MP, 1 ACTION, TOUCH, VS, INSTANTANEOUS, STABILIZE ONE CREATURE WITH 0HP ***************************************************************************************************************************************************************** CAT CAN DO: ***************************************************************************************************************************************************************** AC14 STR+4 DEX+1 CON+3 INT-1 WIS+1 CHA+1 PERCEPTION 13 ATHLETICS +6, STEALTH +3, PERCEPTION +3, SURVIVAL +3 HP[15/15] DEATH[0/0] REST[0/8] INSPIRATION [1/1] APATHY (-4[0]4) SPEED 30/30 NATURAL CLAWS vs AC 1d20+6(STR+PROF) DMG 1d6+4 (20) DOUBLE DAMAGE + EXHAUSTION (20) [SLASHING] [20/20] NORMAL ARROWS LONG BOW (160/600) vs AC 1d20+3(DEX+PROF) DMG 1d8+1 USES 1 ARROW (1) DESTROYS THE ARROW (20) DOUBLE DAMAGE + EXHAUSTION, MISS LOWERS DURABILITY [N/G/F/P/S] [PIERCING] GREAT WEAPON MASTER - ON YOUR TURN, WHEN YOU SCORE A CRITICAL HIT WITH A MELEE WEAPON OR REDUCE A CREATURE TO 0 HIT POINTS WITH ONE, YOU CAN MAKE ONE MELEE WEAPON ATTACK AS A BONUS ACTION. - BEFORE YOU MAKE A MELEE ATTACK WITH A HEAVY WEAPON THAT YOU ARE PROFICIENT WITH, YOU CAN CHOOSE TO TAKE A -5 PENALTY TO THE ATTACK ROLL. IF THE ATTACK HITS, YOU ADD +10 TO THE ATTACK'S DAMAGE. ***************************************************************************************************************************************************************** ALICE CAN DO: ***************************************************************************************************************************************************************** AC14 STR-1 DEX+2 CON+2 INT-1 WIS+0 CHA-1 RESISTANT TO ACID, POISON, PSYCHIC DAMAGE, BLUDGEONING RESISTANT TO CHARM AND POISENED VULNERABLE TO COLD AND LIGHTINING IMMUNITY TO DEATH - STABLE UPON DOWNED ALWAYS PERCEPTION 12 ATHLETICS +1, STEALTH +4, ACROBATICS +4, PERCEPTION +2 HP[10/10] REST[0/8] INSPIRATION [0/0] APATHY (-4[-1]4) SPEED 30/10 ESCAPE ARTIST: 1" CREVICE REACH: LONG 10 FT ADVANTAGE TO ESCAPE GRAPPLE SPEAR (20/60) vs AC 1d20+1(STR+PROF) THROWN:1D20+4(DEX+PROF) DMG 1d8-1 (1D6+2) (20) DOUBLE DAMAGE + EXHAUSTION (20) [PIERCING] [20/20] ARROWS SHORT BOW (80/320) vs AC 1D20+4(DEX+PROF) DMG 1d6+2 USES 1 ARROW (1) DESTROYS THE ARROW (20) DOUBLE DAMAGE + EXHAUSTION, MISS LOWERS DURABILITY [N/G/F/P/S] [PIERCING] ***************************************************************************************************************************************************************** ASHLEY CAN DO: ***************************************************************************************************************************************************************** AC11 (IF SHIELD: +2 from behind, +5 from behind when crouched) IMMUNE TO FEAR RESISTANT TO NECROTIC DAMAGE HP[6/6] DEATH[0/0] MP[2/2] REST [0/8] INSPIRATION [0/0] APATHY (-4[-2]4) SLOTS MAGIC CHA [19]+4 SPELL SAVE DC14 [1:2/2|2:0/0|3:0/0|4:0/0|5:0/0|6:0/0|7:0/0|8:0/0|9:0/0] WILD MAGIC 1d20, IF 20, WILD MAGIC SURGE OCCURS WITH NECROTIC FLAVOR INITIATIVE +0, AC 11 MOVEMENT 30FT, CLIMB 15FT BLINDSIGHT 10FT CAN TRANSFORM INTO PANTHER WHEN MANA DEPLETES MANA DUMP: ASHLEY CAN DUMP MP IN ORDER TO TRANSFORM AT WILL BUT MUST SLEEP TO REGAIN MP TO TRANSFORM BACK. CAN ONLY LEARN TAIIANECRO SUMMON OR CURSE MAGIC, TWO SPELLS PER LEVEL CANNOT FIGHT IN HUMAN FORM (PACIFIST HUMAN) THIEVES' TOOLS [PICK LOCK, DISARM TRAP] [0/10 CHARGES] [DEX+2] SPELLS [CHARISMA DC14 (8+4+2)] + WILD MAGIC (SUMMON): TIDES OF CHAOS [1/1] GAIN ADVANTAGE ON ATTACK ONCE PER REST OR WILD MAGIC 50% SURGE ONCE CAN BE USED AS A RALLY. -SUMMON TAIIANECRO BEE DRAGON, 0MP, 1 ACTION, 30FT, VS, SUMMON, SUMMON ONE TAIIANECRO BEE DRAGON (3 MAX) -DAMPEN SPIRIT (CURSE), 0MP, 1 ACTION, EYE CONTACT,VS, CURSE, APATHETIC: CHARISMA DROPS BY 4, TARGET HAS DISADVANTAGE ON DEATH SAVING THROWS AND DEXTERITY CHECKS ON INITIATIVE, MUST IMPROVE QUALITY OF LIFE AND LONG REST OR LOSE INSPIRATION, -3 ON INSPIRATION POINTS -DAMPEN SPIRIT BOOSTED (CURSE), 1MP, 1 ACTION, EYE CONTACT,VS, CURSE, DEMORALIZED: CHARISMA DROPS BY 4, TARGET HAS DISADVANTAGE ON ALL SAVING THROWS AND ON DEXTERITY FOR INTIATIVE. -NAUSIA (CURSE), 0MP, 1 ACTION, 5FT, VS, CURSE, UNTIL SAVING THROW SUCCEEDS ON CONSTITUTION CHECK OR SHORT REST -EXTINGUISH LIGHT, 0MP, 1 ACTION, 30FT, VS, INSTANTANEOUS, EXTINGUISH ANY LIGHT SOURCE WITHIN A 5FT CUBE -TRUESIGHT, 1MP, 1 ACTION, 120FT, VS, 1 HOUR, SEE IN NORMAL AND MAGICAL DARKNESS, SEE INVISIBLE CREATURES AND OBJECTS, DETECT ILLUSIONS AND SUCCEED ON SAVING THROWS, PERCIEVE ORIGINAL FORM OF A SHAPESHIFTER, OR POLYMORPHED, CAN SEE INTO ETHERIAL PLANE. -SUMMON TAIIANECRO CAT, 1MP, 1 ACTION, 10FT, VS, SUMMON, SUMMON 1d2 TAIIANECRO CATS (MAX 3) SUMMON COMMANDS: RALLY GROWTH (ALL SUMMONS IN CONTROL THIS TURN ONLY) - ADD 1D4 TO AC - 50% MORE DAMAGE RALLY SPEED - ADD 50% TO MOVEMENT (ALL SUMMONS IN CONTROL THIS TURN ONLY) RALLY ATTACK - A SELECTED SUMMON WILL GAIN TWO ATTACKS THIS TURN AND IS IMMUNE TO CRITICAL MISS FOR THE FIRST ATTACK RALLY HEAL - A SELECTED SUMMON WILL HEAL FOR UP TO 50% OF THEIR TOTAL HP BASED ON THEIR HIT DICE ROLL ************************* ASHLEY PANTHER CAN DO: ************************* HP[13/13] DEATH [0/0] RESISTANT TO NECROTIC DAMAGE IMMUNITY TO FEAR INITIATIVE +2, AC 13 MOVEMENT 50FT, CLIMB 40FT TRUESIGHT: PERMINENT LOS PERCEPTION +4 ADVANTAGE ON SMELL - SCOUTING VS DC8 (PASSIVE PERCEPTION +4) - HUNTING VS DC10 PER HOUR (PASSIVE PERCEPTION +4) STEALTH +6 SURVIVAL +3 INTIMIDATION +6 DISENGAGE ON BONUS ACTION HIDE ON BONUS ACTION POUNCE: IF THE PANTHER MOVES AT LEAST 20FT TOWARD A CREATURE AND THEN HITS WITH A CLAW ATTACK ON THE SAME TURN, THAT TARGET MUST SUCCEED ON A DC12 (STR) STRENGTH SAVING THROW OR BE KNOCKED PRONE. IF THE TARGET IS PRONE, THE PANTHER CAN MAKE ONE BITE ATTACK AS A BONUS ACTION. BITE: MELEE WEAPON ATTACK: +4 TO HIT, 5FT, 1d6+2 PIERCING CLAW: MELEE WEAPON ATTACK: +4 TO HIT, 5FT, 1d6+2 SLASHING ON HIT, TARGET MUST MAKE CONSTITUTION SAVING THROW VS DC14 OR TAKE AN EXTRA 2 MAGIC DAMAGE AND THE WHOLE ATTACK BECOMES MAGIC DAMAGE.