Samara Oestel (Flying Dice)Class: Wizard23/23 HP left
Status: HealthyDeath Saves Remaining:3/3Resting HD Remaining:1d6/3Effects: Summoned Raven (No name, Current location: In a cave, Current status: Sleepy)
Abilities:
Spells Remaining TodayLv. 1:
3/4Spells PreparedCantrips/Fire Bolt, Light, Mage Hand, Prestidigitation
Rituals/Find Familiar, Alarm, Identify, Detect Magic
Lv.1/Shield, Grease, Sleep, Feather FallLv.2/Flaming Sphere, Misty StepArcane Recovery/Ready! (2 Spells)Action Points 1/7Portent (3, 7) 2/2 remaining
1. IF something tries to grapple Samara while in the water, THEN substitute the 3 for its roll.
2. IF something tries to grapple another party member while in the water, THEN substitute the 7 for its roll. If multiple party members are grappled simultaneously, give the 7 to the enemy targeting the party member least likely to avoid being grappled.))Wielding: Wizard Dagger
(A primitive weapon spellcasters used to carry for self defense, in the dark days before unlimited cantrips)Wearing: Practical linens and leathers
(Traveling outfit for an Elven woman with noble affectations-a scooped neckline, flared wrists, and a high collar. Tends to leave an impression. 13 AC)Magical ItemsWand of Chromatic OrbCurrent Charges: 2/3
Current Element:
ThunderThis fires the Chromatic Orb spell-it's element can be either acid, cold, fire, lightning, poison, or thunder, doing 3d8 damage. It regains 1 charge each day at dawn, to a maximum of three charges. If you expend the wand ’s last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. You can also use the wand at 0 charges, and it will be irrevocably destroyed afterwards.
http://www.myth-weavers.com/sheet.html#id=93752Aldeth (My Name is Immaterial)Class: Warlock27/27 HP left
Status: Healthy, creepyDeath Saves Remaining:3/3Resting HD Remaining:1d8/3Effects: ~
Abilities:
Spells Remaining TodayLv. 1:
1/2Spells KnownEldritch Blast, Mage Hand, Spare the Dying, Dancing Lights, Thaumaturgy, Darkness, Invisibility, Hex, Hideous Laughter, Charm Person, Dissonant Whispers, Detect Thoughts, Phantasmal forceAction Points 1/7Empathic Mindlink 3/3 Saves remain (Linked:)Wielding: Arcane Focus Staff
(When sanity blasting horrors appear, lean on this, and clutch your forehead. A simple wooden staff carved with meandering lines.)Wearing: Leather Armor+Mystics Clothing
(A long red dress, with a leather chest piece under the cloth. Comes complete with combat boots, it's sort of a metaphor for her dual nature. Bet you never got that. 13 AC)http://www.myth-weavers.com/sheet.html#id=93702Magical ItemsMagical Scarab NecklaceA magical key to something, somewhere...
Bag of Tricks (Animal)Anyone reaching into the bag feels a small ball of fur, scales, or shell. If the ball is removed and tossed away, it turns into an animal. The animal serves the character who drew it from the bag for an hour (or until slain or ordered back into the bag), at which point it disappears. The animal is seemingly random, being either a bat, crab, giant badger, lizard, snake, horse, mule, goat, cat or rat.
Current Charges: 10/10
Akira (kj1225)Class: Rogue24/24 HP left
Status: Healthy, DiscouragedDeath Saves Remaining:3/3Resting HD Remaining:1d8/3Mastermind Lessons: 1/1 Remaining (Nothing yet)Effects: Sneak Attacker/Does +2d6 with finesse weapons when ever attacking with advantage, or if allies are in 5 ft of enemy.
Abilities:
Action Points 1/7Wielding: Rapier+Dagger
(Standard equipment-these pitted twin blades show years of hard use, and frankly, neglect.)Wearing: Dark Hooded Clothing+Leather armor
(Akira usually doesn't like to be seen, and these weather-worn clothes reflect a lack of light, and muffle details of her appearance even to her closest friends. She also wears an Iron Collar, but it doesn't seem to serve any obvious function... 14 AC)http://www.myth-weavers.com/sheet.html#id=93450Tadhg Maeloc (Scriver)Class: Barbarian28/35 HP left
Status: Alright! Death Saves Remaining:3/3Resting HD Remaining:1d12/1Effects:
Abilities:
Rage/Ready! (3/3)Action Points 1/7Wielding: Standard Issue Maul
(More the sort issued to military engineers, it's not exactly designed for killing, but labor. A block of stout oak can easily punch a tent peg in the ground as it can blast through armor and jelly the bones and muscles of the enemy underneath. Kept in immaculate condition, even if it shows signs of recent heavy use.)Wearing: Armor Not listed on sheet
(Nothing really stands out behind Tadhg's normal wear-it seems the barbarous fellow enjoys comfortable, light colored cloth breeches and shirts-they seem to have been mended and patched many times by his own meticulous hand, and are in fairly good condition. An odd skill for a sailor, one might think, but a lifetime of mending sails makes one pretty deft at sewing holes in shirts. 15 AC)http://www.myth-weavers.com/sheet.html#id=93818Sarco Idous (Cript)Class: Fighter31/35 HP left
Status: Scale-sheddingDeath Saves Remaining:3/3Resting HD Remaining:1d10/1Effects: Great Weapon Fighter/Reroll 1's and 2's on damage dice when wielding a two handed weapon.
Abilities:
Second Wind/Expended (1d10+3)Action Surge/Ready!Superiority Dice/4 of 4 remaining (1d8)Action Points 1/7Wielding: Knight's Maul
(This royal looking hammer is made of dark blue and green steel-engraved in a fashion similar to a Dragon's open maw, attached to a long haft of pure steel, wound by a segmented spiral of small blue gems, like a serpents tail. It's seen better days, and seems to have undergone recent surface damage through wear and tear. It's clear this weapon was made with skill and attention to pure lethality, and it reflects a certain pageantry of a long lost age.)Wearing: Thick Chainmail
(Thick and heavy with overlapping layers of strongly woven mesh, Sarco enjoys the obvious advantage his strong build and armored scales afford him AC 18.)Magical ItemsWisp OrbCurrent Charges: 2/3
Soul Energy:
(1075xp) HUNGRY HUNGRY MORE FOODAvailable Abilities:
Shocking Swarm/The Wisps can now be ordered to directly attack opponents, as per the 'Shocking Grasp' spell-Sarco can order them to do this a free action on his turn. Every attack reduces the duration they are summoned by 10 seconds, so they can do at most 5 attacks before being forced to return. Enemies directly killed by this ability generate 50% more experience for the Orb. They may attempt to use this ability without your permission, on those close to death. They can only do a single ability at any one time.
Mist Shield/The Wisps can be ordered to guard a target as a free action-they will form a misty shield either in a 3x3 box (15ft by 15ft), or around a target, providing the same effect as half cover to all friendly characters within the shield, +2 to AC and an advantage on all dexterity checks from being targeted from outside the mist. They will cunningly deny this same advantage to hostile enemies who attempt to enter the cloud. Every turn they spend shielding reduces the duration they are summoned by 10 seconds, so they can do at most 5 turns before being forced to return. They can only do a single ability at any one time.
Soul Lantern/This ability mimics the Dancing Lights spell, but unlike the spell, you can control them mentally as a free action-though they are still limited to 60 seconds duration, and one combined 60 ft move a turn.
Feed on Death/This ability is not so much activated, as inherent-when any being dies while the wisps are summoned in their perception range, or their users, they will immediately disregard all previous commands, and rush to feed upon the energy released by the dying. The orb gains experience in this way depending on the strength of the slain, much like a player character, and as it levels it's power will grow-and it will become harder to control.
Imprison/This ability withdraws the Wisps back to their 'home', before their allotted time. They may attempt to resist this, if they have not been fed while summoned, or you are actively preventing them from feeding.
http://www.myth-weavers.com/sheet.html#id=93470Kawtari (GiglaDes)Class: Fighter35/35 HP left
Status: Healthy, stoic Death Saves Remaining:3/3Resting HD Remaining:1d10/3Effects: Two Weapon Fighter/When dual wielding, adds her ability modifier to the second attack
Abilities:
Second Wind/Ready! (1d10+3)Action Surge/Ready!Superiority Dice/4 of 4 remaining (1d8)Action Points 1/7Wielding: Meteor Hammer+handaxe
(An exotic weapon favored by Kawtari, versatile and surprisingly deadly-two round mace heads on a length of thick swing chain, it can be wielded in one hand or two. It's got decent reach, and the chain can be manipulating with deftness to strike from afar or around corners, or to hamper an enemies movement by binding their legs. Useful when you don't want to get very close to an opponent. Kawtari also carries a completely mundane handaxe in her other hand, handy for close encounters)Wearing: Baggy Clothes, beaked Helm+Studded Leather Armor
(One can't see much of the Kenku underneath this ornate armor, of which most notable is a hawk-beaked metal helmet. Is she trying to hide from the gaze of her enemies, or her friends? She seems to be sporting spiffy new, metal studded leather-what looks like old iron, fashioned into razor studs, not designed so much to slice as to catch and foil incoming blades. AC 15)http://www.myth-weavers.com/sheet.html#id=93531