The Wandering Archipelago (D&D 5e)

Home to all current Forum Games.
User avatar
thinkslogically
Game Master
Posts: 14388
Location: Florida

Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Fri Sep 14, 2018 2:32 pm

((cool! I knew that Varsk was pretty gifted, but I'm also used to INT being a dump stat :lol: ))

User avatar
Rodgeir
Chronically Blathering
Posts: 1655

Re: The Wandering Archipelago (D&D 5e)

Post by Rodgeir » Fri Sep 14, 2018 2:37 pm

((First character I ever rolled. I had an image of who Varsk was and put the stats accordingly. There was a reason he got off the streets, he was vicious and smart. Got complacent and it cost him. He could totally take Lurn.))

User avatar
Arch Lich Burns
Will NOT Shut Up!
Posts: 15328
UStream Username: burnsbees
Location: Behind you
Contact:

Re: The Wandering Archipelago (D&D 5e)

Post by Arch Lich Burns » Fri Sep 14, 2018 3:17 pm

(Having a level above him helps! :p)

User avatar
Nioca
Chronically Blathering
Posts: 1998

Re: The Wandering Archipelago (D&D 5e)

Post by Nioca » Fri Sep 14, 2018 10:49 pm

Syli gets to work...

Syli... [rolls with advantage]
Check for Local Plants (Nature & Herbalism +3 or +5): 23 or 25 (CRIT!)
Check for Local Fauna (Nature +3): 15
Injury Poisons for Weapons (Herbalism +3): 13
Contact Poisons for Mischief (Herbalism +3): 17
Enhancement Potions or tinctures if possible, else more Injury Poisons (Herbalism +3): 18
Natural Rearrangement (Survival +3): 15

((It's hard to get more specific than that without knowing some of what's available for her to work with (pending on those first two rolls); I can make it more specific with more info. Also, I rolled the wrong number of dice on it, so the natural rearrangement one is on its own separate roll. As for the Plant one, I wasn't sure if you meant to add a second proficiency bonus on top of the nature bonus Syli actually had or not, so I went ahead and included both results))

Post Reply