Lol damn you all are fast. I've been crazy busy the last few hours and can't do much more than watch posts, let alone roll up a brand new lvl 20. I'm good with either 1 or 2 characters, just not entirely sure what I would want to play as my 2nd. IDEALLY, I would like to have Mystic drop with Xanathar's and I could roll my wonderful Nomad killing machine.
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
At Matthias, That Daisy you created is pretty funny. Wand of smiles and stuff. Here be happy you are kicking our butts. Not happy you just took 300 points of damage in a round, be happy we are a challenge to you. It will have mechanical benefits to it as well as some fun roleplaying. Staff of flowers...imagine if the enemy had an allergy to flowers. Or you know the enemy might either think you are befriending him or just plain foolish and not worth attacking. Too much of it and the 100 foot tall Hecatoncheire might try make Daisy his wife.
Will start this in the morning, gotta set up the map and stuff.
@Matthias are we adventuring with the Phun Pantheon now?
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
55' walking speed. 17 ki points. 147 HP. Slow Fall stops 85 points of damage. Wholeness of Body heals 51. Natural Explorer--Grassland. Favored Enemy--Celestials.
He speaks Celestial, Common, Primordial, and Sylvan, but Tongue of the Sun and Moon makes them rather pointless. Herbalism kit and mason's tools.
+15 to hit with his staff. +13 with unarmed strikes. Ki save DC 20.
I'll preload some spells once the knowledge roll is settled.
Aparently Initiative is considered an ability check. (I hadn't thought so.)
Halfling Luck for Archy's Initiative: 26
[Edit: in the future when I suspect a battle's coming on my other characters in gonna use guidance. Ooh la. I'll use it here if you'll let me: Archy, 3. Future, 3.]
The three Hecatoncheires are brothers, rumored to be named Briareos the Vigorous, Cottus the Striker, Gyges the Big-Limbed, a trio of ancient titan like aberrations who act as the unquestioned wardens of Carcerai the prison-like outer plane. Their job, to prevent souls from escaping to the Fairer realms. They are rarely matched in combat. Occasionally the gods will enlist these three in a god war, with these guys always on the winning side. They have 50 or more heads all over their body looking like human heads and a main head. They also have tentacle like arms and the creature is dark green color with the tentacles and legs being purple.
Immune to nonmagical weapons, poison and fire. As well as charmed, paralyzed, petrified, poisoned, frightened.
Darkvison:120, PP:33, Primordial language.
Collossal size, 50 feet by 50 feet and cannot be shoved, pushed, pulled or grappled by creatures of Gargantuan or smaller.
Divine Rank 1: He ignores damage resistances and damage immensities of any creature who does not have a divine rank. (full clerics are divine rank 6 in this battle).
Divine Rejuvenation:He cannot be slain beyond Carcerai permanently. If he is, his soul returns to a new body 1d10 days later. (You aren't fighting him there, you just want him to leave the planet).
Fifty Head: His perception proficiency is doubled, already included.
Immortality: He cannot die of age
Hundred One Handed: He can make opportunity attacks every turn and makes them with advantage because of the number of tentacles he has, 100.
Legendary Resistance 3 per day, can save on a saving throw if he fails.
Magic Resistance: has advantage on magical saving throws and other magical effects.
Magic Weapons: his attacks are magical
Regeneration: He regains 40 hit points at the start of his turn. This function ceases if he takes thunder damage during the round. He dies if he has 0 hit points and his regeneration doesn't function.
Multi-attack: every round the Hecatoncheire makes 10 grab or throw attacks
Grab: +19 to hit. 3d10+10 blunt damage and the target is grappled, dc 27 to escape.
Throw: one creature grappled is thrown 100 feet in a random direction and if the target hits a solid surface, it takes 1d10 damage for every 10 feet the target travels and is knocked prone.
Legendary actions
1. Titan's stride: He moves half his movement speed, this does not provoke Aoos and any creature in his path must make a str dc 27 or be knocked prone.
2. Warden of Carcerai, he can cast hold monster dc 22 without material components, costs 2 legendary actions.
When I try to look it up, it doesn't say his reach, nor does it say reach of a colossal creature. 3.5/pathfinder chart says reach is 30 feet, so that will be his reach.
Legendary actions is 3.
A group of terrorists have called upon him to win the war. The United Nations is doing everything they can to stop the terrorists and they know nothing about this summoned creature. The terrorist is about 1/2 mile from the creature and he knows he is up and about. The UN will do their part and bring these terrorists to justice, you do yours and send the creature back to its plane of existence. Nobody can feel the shake of the creature, unless you are really close by, because despite its size, it is only weighing 1,000 pounds.
You are in the arctic, every space of movement is 1.5 spaces of movement due to snow, it doesn't affect him as he is 100 feet tall. The blue things are mountains, you can climb them, but they are there for cover and hiding, though you have to take the hide action to actually hide among them, otherwise he can still see you. You have partial cover if a line drawn to the middle of his body to you cannot touch you without passing through the mountain, and 3/4 cover a line draw from any part of his body cannot touch you without passing through the mountain. The border has been covered with 500 feet mountains, so that he cannot throw you off the map You can re-position yourselves where you want.
This post has potentially manipulated dice roll results.
Lo-Tse pops up in front of the Hundred-Handed One, smiles, hits it with his staff (31) only to have it bounce off, tries again (Gloom Stalker's Dread Ambusher feature: 35) and connects for 17 damage, attacks again (Extra Attack from monk: 23) for 19 damage, curses the thing's absurd bonus to Con saves, unleashes a Flurry of Blows (24 and 14), lands one punch for 17 damage, removes the creature's ability to react, sets up a trap that would be potentially lethal to a lesser being (Quivering Palm), and leaps back 65 feet.
Fah'lin summons his steed, a great Elk named Yakul (no need for initiative I'm not expecting him to act independently. If he does I'll roll it then.) He casts Longstrider granting Daisy an additional 10 feet of movement speed. "Anyone else in a hurry? Vosiel?"
(Anyone who needs it let me know so I can deduct appropriate spell slots (Edit: Vosiel gets long stridden))
As the battle approaches (Future) Fah'lin Sings an ancient song of war and ruin. "Daisy, Daisy, give me your answer true I'm half crazy over the love of you" As he sings everyone is inspired. You have 1d8 to add to any one ability check, attack roll, or saving throw. If we are 6 characters he will have one left to pass out later. (Edit: we are 7. Everyone gets 1) Anyone within 10 feet also gains +6 to all saves.
Archy idly twirls his tied off coin by it's string. He casts Thaumaturgy and the earth rumbles faintly and persistently beneath your feet. the hour approaches. He tests the pull of his bow, lifts into the air on his broom, and puts Darkness on his coin once everyone is ready.
Fah'lin calls on the power of the gods. He casts Thaumaturgy creating a distant peal of thunder. He whirls his staff casting Shillelagh and in the same moment, is adorned with a Crusader's Mantle emanating a radiant aura out 30 feet. Everyone within deals additional 1d4 radiant damage with each weapon attack.
Lol damn you all are fast. I've been crazy busy the last few hours and can't do much more than watch posts, let alone roll up a brand new lvl 20. I'm good with either 1 or 2 characters, just not entirely sure what I would want to play as my 2nd. IDEALLY, I would like to have Mystic drop with Xanathar's and I could roll my wonderful Nomad killing machine.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Vosiel Initiative: 3
Already roll and add the HP increase from the feast.
I am ready to go.
For Bründir at least:
14 Initiative.
11 Hero's Feast HP
Feeling squirrelly, so I may try something I've never played before. Bard? Sorcerer? Anything from PHB above lvl 5?
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
At Matthias, That Daisy you created is pretty funny. Wand of smiles and stuff. Here be happy you are kicking our butts. Not happy you just took 300 points of damage in a round, be happy we are a challenge to you. It will have mechanical benefits to it as well as some fun roleplaying. Staff of flowers...imagine if the enemy had an allergy to flowers. Or you know the enemy might either think you are befriending him or just plain foolish and not worth attacking. Too much of it and the 100 foot tall Hecatoncheire might try make Daisy his wife.
Will start this in the morning, gotta set up the map and stuff.
For the scene of the fight, how about Daisy's permanent druid grove? Or has it already been decided?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Extended Signature
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
@Matthias are we adventuring with the Phun Pantheon now?
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Third character: Lo-Tse, variant human Open Hand monk 17/Gloom Stalker ranger 3 with Alert. Hermit background. XGtE as +1.
Staff of striking, tome of understanding, manual of quickness of action, iron horn of Valhalla, insignia of claws, bracers of defense, cloak of protection
Str 8 (-1); Dex 22 (+6); Con 14 (+2); Int 10 (+0); Wis 22 (+6); Cha 8 (-1)
1st-level spells (3 slots): absorb elements, detect magic, disguise self, longstrider
AC 25. All saving throws, because he's a monk. Insight +12, Medicine +12, Perception +12, Religion +6, Stealth +12, and Survival +12. +17 to initiative.
55' walking speed. 17 ki points. 147 HP. Slow Fall stops 85 points of damage. Wholeness of Body heals 51. Natural Explorer--Grassland. Favored Enemy--Celestials.
He speaks Celestial, Common, Primordial, and Sylvan, but Tongue of the Sun and Moon makes them rather pointless. Herbalism kit and mason's tools.
+15 to hit with his staff. +13 with unarmed strikes. Ki save DC 20.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Lo-Tse's initiative: 35
Lo-Tse's heroes' feast HP: 13
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Extended Signature
Extended Signature
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Hecatoncheire
The three Hecatoncheires are brothers, rumored to be named Briareos the Vigorous, Cottus the Striker, Gyges the Big-Limbed, a trio of ancient titan like aberrations who act as the unquestioned wardens of Carcerai the prison-like outer plane. Their job, to prevent souls from escaping to the Fairer realms. They are rarely matched in combat. Occasionally the gods will enlist these three in a god war, with these guys always on the winning side. They have 50 or more heads all over their body looking like human heads and a main head. They also have tentacle like arms and the creature is dark green color with the tentacles and legs being purple.
AC: 23, HP: 1075, Speed:100, Saving throws, Str:19, Con:20, Dex:2, Int:-2, Wis:5, Cha:5. Skills, athletics: 28, Intimidation:14, Perc:23.
Immune to nonmagical weapons, poison and fire. As well as charmed, paralyzed, petrified, poisoned, frightened.
Darkvison:120, PP:33, Primordial language.
Collossal size, 50 feet by 50 feet and cannot be shoved, pushed, pulled or grappled by creatures of Gargantuan or smaller.
Divine Rank 1: He ignores damage resistances and damage immensities of any creature who does not have a divine rank. (full clerics are divine rank 6 in this battle).
Divine Rejuvenation:He cannot be slain beyond Carcerai permanently. If he is, his soul returns to a new body 1d10 days later. (You aren't fighting him there, you just want him to leave the planet).
Fifty Head: His perception proficiency is doubled, already included.
Immortality: He cannot die of age
Hundred One Handed: He can make opportunity attacks every turn and makes them with advantage because of the number of tentacles he has, 100.
Legendary Resistance 3 per day, can save on a saving throw if he fails.
Magic Resistance: has advantage on magical saving throws and other magical effects.
Magic Weapons: his attacks are magical
Regeneration: He regains 40 hit points at the start of his turn. This function ceases if he takes thunder damage during the round. He dies if he has 0 hit points and his regeneration doesn't function.
Multi-attack: every round the Hecatoncheire makes 10 grab or throw attacks
Grab: +19 to hit. 3d10+10 blunt damage and the target is grappled, dc 27 to escape.
Throw: one creature grappled is thrown 100 feet in a random direction and if the target hits a solid surface, it takes 1d10 damage for every 10 feet the target travels and is knocked prone.
Legendary actions
1. Titan's stride: He moves half his movement speed, this does not provoke Aoos and any creature in his path must make a str dc 27 or be knocked prone.
2. Warden of Carcerai, he can cast hold monster dc 22 without material components, costs 2 legendary actions.
How many are we fighting?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
May we know his reach and how many legendary actions he has per round?
Extended Signature
When I try to look it up, it doesn't say his reach, nor does it say reach of a colossal creature. 3.5/pathfinder chart says reach is 30 feet, so that will be his reach.
Legendary actions is 3.
A group of terrorists have called upon him to win the war. The United Nations is doing everything they can to stop the terrorists and they know nothing about this summoned creature. The terrorist is about 1/2 mile from the creature and he knows he is up and about. The UN will do their part and bring these terrorists to justice, you do yours and send the creature back to its plane of existence. Nobody can feel the shake of the creature, unless you are really close by, because despite its size, it is only weighing 1,000 pounds.
Round 1 all heroes are up
Lo-Tse: 37
Aeotoris: 21
Tuon: 21
Future: 15
Vosiel: 14
Brundir: 14
Archy: 10
Hecatoncheire: 6
Round 2
Lo-Tse:37
Hecatoncheire legendary action 1
Aeotoris: 21
Hecatoncheire legendary action 2
Tuon: 21
Hecatoncheire legendary action 3
Future: 15
Vosiel: 14
Brundir: 14
Archy: 10
Hecatoncheire: 8
You are in the arctic, every space of movement is 1.5 spaces of movement due to snow, it doesn't affect him as he is 100 feet tall. The blue things are mountains, you can climb them, but they are there for cover and hiding, though you have to take the hide action to actually hide among them, otherwise he can still see you. You have partial cover if a line drawn to the middle of his body to you cannot touch you without passing through the mountain, and 3/4 cover a line draw from any part of his body cannot touch you without passing through the mountain. The border has been covered with 500 feet mountains, so that he cannot throw you off the map You can re-position yourselves where you want.
https://docs.google.com/drawings/d/1vvrtJ_ShJpn2MruLov2LR8bIaMo9FNKQbl4uNoS8yL4/edit
Each square is 5 feet, right?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Lo-Tse pops up in front of the Hundred-Handed One, smiles, hits it with his staff (31) only to have it bounce off, tries again (Gloom Stalker's Dread Ambusher feature: 35) and connects for 17 damage, attacks again (Extra Attack from monk: 23) for 19 damage, curses the thing's absurd bonus to Con saves, unleashes a Flurry of Blows (24 and 14), lands one punch for 17 damage, removes the creature's ability to react, sets up a trap that would be potentially lethal to a lesser being (Quivering Palm), and leaps back 65 feet.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Fah'lin summons his steed, a great Elk named Yakul (no need for initiative I'm not expecting him to act independently. If he does I'll roll it then.) He casts Longstrider granting Daisy an additional 10 feet of movement speed. "Anyone else in a hurry? Vosiel?"
(Anyone who needs it let me know so I can deduct appropriate spell slots (Edit: Vosiel gets long stridden))
As the battle approaches (Future) Fah'lin Sings an ancient song of war and ruin. "Daisy, Daisy, give me your answer true I'm half crazy over the love of you" As he sings everyone is inspired. You have 1d8 to add to any one ability check, attack roll, or saving throw. If we are 6 characters he will have one left to pass out later. (Edit: we are 7. Everyone gets 1) Anyone within 10 feet also gains +6 to all saves.
Archy idly twirls his tied off coin by it's string. He casts Thaumaturgy and the earth rumbles faintly and persistently beneath your feet. the hour approaches. He tests the pull of his bow, lifts into the air on his broom, and puts Darkness on his coin once everyone is ready.
Fah'lin calls on the power of the gods. He casts Thaumaturgy creating a distant peal of thunder. He whirls his staff casting Shillelagh and in the same moment, is adorned with a Crusader's Mantle emanating a radiant aura out 30 feet. Everyone within deals additional 1d4 radiant damage with each weapon attack.
He steps up to Daisy. "You ready for this?"
Extended Signature