The Wandering Archipelago (D&D 5e)

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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: ))

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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.))

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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)

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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))

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