Merle eyes go a bit wider as the sphinx lunges for Aulderoot. Cursing under his breath that he hadn't chanced activating the woods magic, he had been trying to defuse the situation, he began the chant that had became second nature to him (BA Shillelagh). As the magic from withing the quarterstaff stated to fill the the grains of the wood, he charges in the great creature. This was not going to go well for Merle but perhaps his friends can tame the beast while he, entertains it. He swings the staff around like a two-handed club.
Attack: 16 to hit, 6 magical bludgeoning damage ( rolled in log but used normal staff roll instead of Shillelagh)
Merle bravely advances on the air-sphinx and lands a solid blow with the quarterstaff. A resounding crack is heard as Merle feels the satisfying crunch of impact. Little hairline fractures appear at the point of contact on the sphinx's haunch.
Round 1
16 Sphinx-form (8 damage taken) - leapt at and maimed Aulderoot
15 Aulderoot - slightly scorched sphinx, taunted it, teleported and moved further away
Already poised behind the steel-blue beast when the fight erupted, Merry lets the clash of claws and quarterstaff mask his step. He flicks his whip in a sharp, coiling strike that bites toward the creature’s hind flank, the barbed lash aimed to carve a painful reminder it can’t face every threat at once. The instant the tip snaps back, he glides into a pocket of deep shadow along the wall, cloak drawn close and breath stilled. While the sphinx’s attention shifts to Merle’s bristling staff, Merry fades from sight—just another ripple in the darkness, waiting for the next perfect opening.
Move: remain behind the sphinx but moves within 10 feet, attacks then moves into a shadowy area if possible Action: attack, hit 18 for 8 damage, plus 7 if sneak applies (Merle being within 5ft) Bonus: Hide (DC 15), Stealth 27 (if possible at all)
Merry's covert motions are successful as the air-sphinx, goaded by the audacious one who gave the wrong answer, as well as the other upstart smacking her with a stick, already has other issues vying for its attentions. Even though the whip-crack causes a break in the thing's smooth "skin" or surface, with fractures splintering outward.
Round 1
16 Sphinx-form (23 damage taken) - leapt at and maimed Aulderoot
15 Aulderoot - slightly scorched sphinx for 2 damage, taunted it, teleported and moved further away
10 Merle - smacked the sphinx for 6 damage
10 Merry - whip-cracked for 15 damage and then melted into shadows
Poppy looks like she is singing a song, but it is silent to everyone except the sphinx who hears something strange inside its mind.. It is not very effective (DC13 wis save. 4 psychic damage on a failure and must use reaction to move away from poppy. 2 psychic damage on a success and no further effect.
(She will probably use cutting words as a reaction. Not sure how you want that to work in PbP. When a creature that you can see within 60 ft. of you makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of Bardic Inspiration; roll the Bardic Inspiration die and subtract the number rolled from the creature’s roll, reducing the damage or potentially turning the success into a failure.)
(She will probably use cutting words as a reaction. Not sure how you want that to work in PbP.
When a creature that you can see within 60 ft. of you makes a damageroll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of Bardic Inspiration; roll the Bardic Inspiration die and subtract the number rolled from the creature’s roll, reducing the damage or potentially turning the success into a failure.)
I always thought this can affect saves, but it doesn't list it. Is this the 2014 or 2024 rules version?
(This is 2024. But 2014 doesn't seem to do saves either. Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. Interestingly they have removed the immunity to the affect from 2014 to 2024. Also it is only used if they succeed now so it is not wasted as much)
Huh, after some research it seems –in my mind– I had this combined with the Unsettling Words feature which isn't a reaction but another bard subclass feature at lvl 3...
Poppy looks like she is singing a song, but it is silent to everyone except the sphinx who hears something strange inside its mind.. It is not very effective (DC13 wis save. 4 psychic damage on a failure and must use reaction to move away from poppy. 2 psychic damage on a success and no further effect.
(She will probably use cutting words as a reaction. Not sure how you want that to work in PbP. When a creature that you can see within 60 ft. of you makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of Bardic Inspiration; roll the Bardic Inspiration die and subtract the number rolled from the creature’s roll, reducing the damage or potentially turning the success into a failure.)
wisdom save 6
For the cutting words reaction, strange things can happen in a magical demiplane. If you get a 5 or 6 then you could cause one of the attacks against Aulderoot (I assume that's how it's being used?) to miss instead of connect, and we can just roll back a few grains of the sands of time.
Poppy's song unfortunately has little affect on the strange air avatar of the sphinx. (2 damage dealt)
Turning its faceless head in Aulderoot's direction, but he now being well out of the its reach, the air sphinx paws the stone ground in a sign of frustration, tosses its head as though to toss a strong inclination from consideration, then turns to Merle, the closest obvious target (Merry having cleverly moved into shadows away from the sphinx's notice) and bares the claws and fangs again.
Bite Attack: 17 Damage: 6
Claws Attack: 13 Damage: 10
(at disadvantage from Aulderoot's effect)
Then, with a flap of air-wings and a great buffet of wind, the thing leaps away towards Aulderoot, who I imagined to be about 60' away at this point, but halving that distance so 30' away from both Aulderoot and Merle (Merry and Poppy probably a bit further away in distance). The buffeting wind prevents you from taking an attack of opportunity.
Round 2
16 Sphinx-form (25 damage taken) - attacked Merle (rolls yet to be seen) and then moved in Aulderoot's direction
Merle not quite able to deflect the masive jaws that take a chunk out of his shoulder (bite attack hits), is able to use the chomping face to lever himself out of the way of the massive paw (miss). Turning back to retaliate, he is forced to shield his face from the unexpected wind storm that hits him.
Merle not quite able to deflect the masive jaws that take a chunk out of his shoulder (bite attack hits), is able to use the chomping face to lever himself out of the way of the massive paw (miss). Turning back to retaliate, he is forced to shield his face from the unexpected wind storm that hits him.
I think the attack on Merle was averted by Poppy's Cutting Words.
regardless, Merle's attacks are effective. The staff's blows cause larger cracks to appear in the thing's outer surface, and superfine blasts of air shoot out of them, so fine and powerful that they cut like a knife.
Merle, make a dexterity saving throw!
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Merle eyes go a bit wider as the sphinx lunges for Aulderoot. Cursing under his breath that he hadn't chanced activating the woods magic, he had been trying to defuse the situation, he began the chant that had became second nature to him (BA Shillelagh). As the magic from withing the quarterstaff stated to fill the the grains of the wood, he charges in the great creature. This was not going to go well for Merle but perhaps his friends can tame the beast while he, entertains it. He swings the staff around like a two-handed club.
Attack: 16 to hit, 6 magical bludgeoning damage ( rolled in log but used normal staff roll instead of Shillelagh)
Merle bravely advances on the air-sphinx and lands a solid blow with the quarterstaff. A resounding crack is heard as Merle feels the satisfying crunch of impact. Little hairline fractures appear at the point of contact on the sphinx's haunch.
Round 1
16 Sphinx-form (8 damage taken) - leapt at and maimed Aulderoot
15 Aulderoot - slightly scorched sphinx, taunted it, teleported and moved further away
10 Merle - smacked the sphinx for 6 damage
10 Merry -
6 Poppy -
Already poised behind the steel-blue beast when the fight erupted, Merry lets the clash of claws and quarterstaff mask his step. He flicks his whip in a sharp, coiling strike that bites toward the creature’s hind flank, the barbed lash aimed to carve a painful reminder it can’t face every threat at once. The instant the tip snaps back, he glides into a pocket of deep shadow along the wall, cloak drawn close and breath stilled. While the sphinx’s attention shifts to Merle’s bristling staff, Merry fades from sight—just another ripple in the darkness, waiting for the next perfect opening.
Move: remain behind the sphinx but moves within 10 feet, attacks then moves into a shadowy area if possible
Action: attack, hit 18 for 8 damage, plus 7 if sneak applies (Merle being within 5ft)
Bonus: Hide (DC 15), Stealth 27 (if possible at all)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Merry's covert motions are successful as the air-sphinx, goaded by the audacious one who gave the wrong answer, as well as the other upstart smacking her with a stick, already has other issues vying for its attentions. Even though the whip-crack causes a break in the thing's smooth "skin" or surface, with fractures splintering outward.
Round 1
16 Sphinx-form (23 damage taken) - leapt at and maimed Aulderoot
15 Aulderoot - slightly scorched sphinx for 2 damage, taunted it, teleported and moved further away
10 Merle - smacked the sphinx for 6 damage
10 Merry - whip-cracked for 15 damage and then melted into shadows
6 Poppy -
air-sphinx perception check with disadvantage, as a formality to respect Cyreon's high roll:
17
Poppy looks like she is singing a song, but it is silent to everyone except the sphinx who hears something strange inside its mind.. It is not very effective (DC13 wis save. 4 psychic damage on a failure and must use reaction to move away from poppy. 2 psychic damage on a success and no further effect.
(She will probably use cutting words as a reaction. Not sure how you want that to work in PbP.
When a creature that you can see within 60 ft. of you makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of Bardic Inspiration; roll the Bardic Inspiration die and subtract the number rolled from the creature’s roll, reducing the damage or potentially turning the success into a failure.)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
I always thought this can affect saves, but it doesn't list it. Is this the 2014 or 2024 rules version?
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
(This is 2024. But 2014 doesn't seem to do saves either. Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. Interestingly they have removed the immunity to the affect from 2014 to 2024. Also it is only used if they succeed now so it is not wasted as much)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Huh, after some research it seems –in my mind– I had this combined with the Unsettling Words feature which isn't a reaction but another bard subclass feature at lvl 3...
Cutting, Unsettling, ... the same really :)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
wisdom save 6
For the cutting words reaction, strange things can happen in a magical demiplane. If you get a 5 or 6 then you could cause one of the attacks against Aulderoot (I assume that's how it's being used?) to miss instead of connect, and we can just roll back a few grains of the sands of time.
I was going to save them for the next turn, possibly reducing either damage or attack depending on how high the attack roll is
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Ok, whatever you like obviously, just letting you know I'm not opposed to rewinding time a bit
Poppy's song unfortunately has little affect on the strange air avatar of the sphinx. (2 damage dealt)
Turning its faceless head in Aulderoot's direction, but he now being well out of the its reach, the air sphinx paws the stone ground in a sign of frustration, tosses its head as though to toss a strong inclination from consideration, then turns to Merle, the closest obvious target (Merry having cleverly moved into shadows away from the sphinx's notice) and bares the claws and fangs again.
Bite Attack: 17 Damage: 6
Claws Attack: 13 Damage: 10
(at disadvantage from Aulderoot's effect)
Then, with a flap of air-wings and a great buffet of wind, the thing leaps away towards Aulderoot, who I imagined to be about 60' away at this point, but halving that distance so 30' away from both Aulderoot and Merle (Merry and Poppy probably a bit further away in distance). The buffeting wind prevents you from taking an attack of opportunity.
Round 2
16 Sphinx-form (25 damage taken) - attacked Merle (rolls yet to be seen) and then moved in Aulderoot's direction
15 Aulderoot -
10 Merle -
10 Merry -
6 Poppy -
Poppy will shout at the sphinx "Tis but a scratch! And honestly not even that." reducing the first hit by 4 (turning it into a miss)
One bardic inspiration left to use.
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Merle not quite able to deflect the masive jaws that take a chunk out of his shoulder (bite attack hits), is able to use the chomping face to lever himself out of the way of the massive paw (miss). Turning back to retaliate, he is forced to shield his face from the unexpected wind storm that hits him.
I think the attack on Merle was averted by Poppy's Cutting Words.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Not sure why I read that as the first round attack lol
Aulderoot attempts to cover the sphinx in faerie fire Dex13 making it a much easier target.
Merle will continue his barage on the sphinx, chasing after it.
He run towards the creature, quarterstaff twirling above his head, jumping the final distance bring the staff down in an over the head blow.
22 to hit (23 if advantage by Faerie Fire) for 4 magical bludgeoning damage,
Using the momentum of the staff swing he attempts to launch himself into the creature, kicking with both feet: (Fury of Blows)
17 to hit for 3 bludgeoning
17 to hit for 4 bludgeoning
dex save for faerie fire: 19
regardless, Merle's attacks are effective. The staff's blows cause larger cracks to appear in the thing's outer surface, and superfine blasts of air shoot out of them, so fine and powerful that they cut like a knife.
Merle, make a dexterity saving throw!