Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
c:ghr:secret:sessions:11:fight [2025/12/11 14:36] – removed - external edit (Unknown date) 127.0.0.1c:ghr:secret:sessions:11:fight [2025/12/11 14:36] (current) – ↷ Page moved from secret:c4:sessions:11:fight to c:ghr:secret:sessions:11:fight Kyle
Line 1: Line 1:
 +[[https://anydice.com/program/1aec5|Healing potions]]
 +====The Fight====
 +^Generic guard||||
 +^HP|1^AC|13|
 +^Sword|+2 hit^Dmg|5 Slash|
 +^Bow|+2 hit^Dmg|5 Piercing|
 +|Any significant damage will kill the guards||||
  
 +^Duke Miguel Rollo||||
 +^HP|100^AC|18|
 +^Runebreaker x2||||
 +^Hit|+10(+2)^Dmg|1d8+5(1d10+5)|
 +|While atunned to Runebreaker you can cast either counterspell or dispell magic once per long rest||||
 +^Villain actions||||
 +^I'm hit!|**(Reaction)** After being hit by an attack the closest ally to the attacker makes a single attack|||
 +^Get in here|**(Top of round)** 1d4 Guards come into the fight|||
 +^Man Down|**(Reaction)** If a special division member goes down the remaining members can move up to their movement and make an attack on whoever killed the member|||
 +^1x Superior Healing|**Bonus action** 30|||
 +
 +A large bald and shirtless human whose hands have been replaced with battle axes
 +^Cleaver||||
 +|Battle Master (Fighter)||||
 +^HP|95^AC|18|
 +^Actions||||
 +^2x B.Axe|+12 - 1d8+8|||
 +^5 Uses||||
 +^Commander's Strike|For go one attack, choose an ally they make a reaction to attack and add 1d10|||
 +^Lunging Attack|Increase range of attack by 5ft. If the attack hits add 1d8|||
 +^Menacing Attack|On a hit target makes a DC16 Wis Save else be frightened until end of Cleaver's next turn|||
 +^Precision Attack|Add 1d10 damage to a successful attack|||
 +^Riposte|When an attacker misses make an attack against them add 1d10 to damage|||
 +^Sweeping Attack|On a hit you can hit another target within range using same to hit, only use 1d10 damage|||
 +^Trip Attack|On a hit add 1d10 damage and target makes a DC16 Str save else be knocked prone|||
 +^1x Greater Healing|**Bonus action** 12|||
 +
 +A bog standard knight, unable to see any defining features or personality
 +^Maximus Genericus||||
 +|Champion (Fighter)||||
 +^HP|105^AC|20|
 +^Actions||||
 +^2x G.Sword|+8 - 2d6+8|||
 +^Abilities||||
 +^Improved Critical|Crit on a 19 or 20|||
 +^Great Weapon Fighting|Reroll damage dice of 1 or 2|
 +^1x Greater Healing|**Bonus action** 12|||
 +
 +^Randy||||
 +|Hunter (Ranger)||||
 +^HP|75^AC|18|
 +^Actions||||
 +^2x L.Bow|+10 - 1d8+8|||
 +^Colossus Slayer|Deal an extra 1d8 once per turn to an injured target|||
 +^Abilities||||
 +^Multiattack Defense|When hit gain +4 AC against all subsequent attacks from the attacker|||
 +^1x Greater Healing|**Bonus action** 12|||
 +
 +^ Vincent                                                                                                     ||||
 +| Monk/Warlock                                                                                                ||||
 +^ HP                         | 70                                                                    ^ AC  | 18  |
 +^ Actions                                                                                                     ||||
 +^ 2x Martial Arts            | +7 - 1d6+4                                                                      |||
 +^ 2x Eldritch Blast Cantrip  | +7 120 ft - 1d10+4 force damage                                                 |||
 +^ 2 Spell slots                                                                                               ||||
 +^ Counterspell               | +7, 3rd level or lower spell fails, DC equals 10 + the spell’s level            |||
 +^ 5 Ki                                                                                                        ||||
 +^ Flurry of Blows            | 1 ki for two unarmed attacks as bonus action                                    |||
 +^ Patient Defense            | 1 ki for Dodge as bonus action                                                  |||
 +^ Step of the Wind           | 1 ki for Disengage or Dash as bonus action, jump distance doubled               |||
 +^ Stunning Strike            | 1 ki point, Constitution save of stunned (DC 16)                                |||
 +^ Abilities                                                                                                   ||||
 +^ Deflect Missiles           | (reaction) reduce by 1d10+9                                                     |||
 +^ Dark One's Blessing        | When you drop an enemy to 0 hp you regain 5 temp hp                             |||
 +^1x Greater Healing|**Bonus action** 12|||
 +
 +^War Mage||||
 +^HP|60^AC|13(15 with Mage armour)|
 +^Spells|+7^DC|14||
 +^Cantrips (at will)|fire bolt, mage hand, poison spray, shocking grasp|||
 +^1st level (4 slots)|burning hands, mage armor, magic missile, thunderwave|||
 +^2nd level (3 slots)|flaming sphere, hold person, shatter|||
 +^3rd level (3 slots)|counterspell, dispell magic, lightning bolt|||
 +^4th level (1 slots)|ice storm|||
 +^Abilities||||
 +^Self-Defense Casting|(reaction) When hit can cast a cantrip against the attacker|||
 +^Over Channel|(bonus) Give target of spell disadvantage on save. Attackers have advantage until next turn to hit Mage|||
 +^Tactical Casting|Exlude any number of creatures from making a save and take no damage|||
 +^1x Greater Healing|**Bonus action** 12|||
 +
 +===Initative===
 +20 - Cleaver\\
 +19 - WarMage\\
 +16 - Maximus\\
 +11 - Vincent\\
 +7 - Miguel\\
 +6 - Randy\\
 +1 - Guards\\
 +
 +===Loot===
 +  * Duke Miguel
 +    * Runebreaker (Longsword +2 1d8+2(1d10+2))
 +    * A teleportation circle diagram. You don't know where it will take you. (Mulburg castle wizard tower)
 +  * Cleaver
 +    * Earring of whisper
 +    * +2 Battle Axe
 +    * +2 Chain mail
 +  * Randy
 +    * Earring of whisper
 +    * Sending stone
 +    * +2 Great Sword
 +    * +2 Scale mail
 +  * Maximus
 +    * Earring of whisper
 +    * +2 Long Bow
 +    * +2 Plate Armour
 +  * Vincent
 +    * Earring of whisper
 +    * Chime of opening (3 Uses)
 +    * +2 Leather Armour
 +  * War Mage
 +    * A pair of glasses that gives you 10’ darkvision.
 +    * Gloves that while worn spell attack and dc +1