Chapter Ten: Hunting Zariel
Concentration Checks as a Fighter?!?! Vs DC15, 10, 10. Rolled 26, 15, 21. I believe that means all successful so she keeps Spirit Guardians up.
If any live to tell the tale, Elsbeth would probably become one of those awe-inspiring stories to future Hell Riders. Not too big. Not too strong. The female warrior never-the-less engaged the likes of Haruman and Yeenoghu in battle. She paid the price physically for such stupidity, but carried on regardless.
This time was no different. She took three mighty blows. Haruman's sword followed the necromantic magic and only her adrenaline had saved her from being down. So once again she was staring death in the face. If this was her last moment, she would go down fighting.
Elsbeth clencher her jaw and came at him. She didn't have the enhanced strength from their first engagement, but she felt the tactics would play out the same.
"You took a vow to protect Elturel." He sword flashed forward toward his wrist looking to disarm him.
"Dragging it to Hell isn't protection." She stepped in with a shoulder followed by a thrust.
"Oathbreaker." She spun and slashed at his wrists.
"You should be on those spears." The last slash of her combo came in against his helm.
Bonus: Trigger Du'Crey Sword (+10temp HPs and Advantage for round)
Action: Attack (Maneuver save DC14)
Attack1 (Disarming Attack) 27 for 16 damage and Str save or be disarmed
Attack2 (Disarming Attack or Pushing Attack if successfully Disarmed) 21 for 16 damage and STR save or be disarmed or pushed 15ft if already disarmed
Free: Action Surge
Action: Attack
Attack3 (Disarm or Push) 22 for 19 damage and STR save or be disarmed or pushed 15ft is already disarmed
Attack4 (Disarm or Push) 26 for 20 damage and STR save or disarm/push
Goal is to disarm and then push him 15ft away from sword. Sentinel should lock him down so he can't easily retrieve it. If any miss, use Battle maneuver for Precision instead of Disarm/Push to increase chance to hit instead of added damage.
When Spirit Guardians triggers (Wis Save or 21 damage)
AC 19 HP 6/73 +10Temp
BONUS ACTION: Extra melee attack if Crit or Drop enemy to 0hps
1/1 Human Determination, gain Advantage - Short Rest
1/5 Battle Master Maneuvers (d10) - Short Rest
REACTION: Riposte, Sentinel
0/1 Second Wind, Heal 1d10+10, Bonus Action - Short Rest
0/1 Action Surge, +1 Action - Short Rest
0/1 Sword of Du'Crey - Long Rest
0/1 SoD Spirit Guardians - Long Rest
2/3 Lucky 3/3 - Long Rest
1/1 Indomitable - Reroll Save - Long Rest
10/10 Healing Dice - Long Rest (restore 1/2 with long rest)
0/1 Inspiration
1/1 Circlet of Blasting (Next Dawn)
Concentrating on Spirit Guardians
Elsbeth Du'Crey rolled 26,7,21 using D20+6,d20+6,d20+6 with rolls of 20,1,15. Concentration Check.
Elsbeth Du'Crey rolled 15 using 1d20+6 with rolls of 9. Luck reroll.
Elsbeth Du'Crey rolled 24,27 using d20+8,d20+8 with rolls of 16,19. Attack1 with Advantage.
Elsbeth Du'Crey rolled 15 using 2d6+4 with rolls of 6,5. Attack1.
Elsbeth Du'Crey rolled 1 using 1d10 with rolls of 1. Disarming Attack1.
Elsbeth Du'Crey rolled 21,18,6 using d20+8,d20+8,2d6+4 with rolls of 13,10,1,1. Attack2.
Elsbeth Du'Crey rolled 10 using 1d10 with rolls of 10. Disarm or Pushing Attack2.
Elsbeth Du'Crey rolled 22,18,11 using d20+8,d20+8,2d6+4 with rolls of 14,10,2,5. Attack3.
Elsbeth Du'Crey rolled 8 using 1d10 with rolls of 8. Disarm or Pushing Attack3.
Elsbeth Du'Crey rolled 26,17,12 using d20+8,d20+8,2d6+4 with rolls of 18,9,3,5. Attack4.
Elsbeth Du'Crey rolled 8 using 1d10 with rolls of 8. Disarm or Pushing Attack4
Elsbeth Du'Crey rolled 21 using 3d8 with rolls of 7,6,8. Spirit Guardians.
This message was last edited by the player at 01:09, Fri 30 Apr 2021.