- CHECK
- CHECK
- CHECK
- Level-up (4th) - CHECK +1 STR
- Level-up (5th) - CHECK
- Level-up (6th) - CHECK +1 STR
- Level-up (7th) - CHECK
- Level-up (8th) - CHECK +1 STR (note swapped initial scores w/ CON so now STR 18 CON 16)
- Level-up (9th) - CHECK
- (For 9th level sheet see Runi@Google Drive)
- Note gained Taarakian Call (1 hour = get a steed) 100ft telepathic contact (9th level Axe Beak, 13th level Hippogriff)
- Note Taarakian Dagger can be thrown, re-appears in hand at start of turn
- Note Taarakian Whip enables cool Bonus Action skills { Grasp, Grapple, Shove, Swing/Jump }
- Grasp = grab doorknob / lever / something free/light (5lbs) and pull to you / knock 1d12 feet
- To Grapple or Shove, must first successfully hit, then win (higher total) in contested roll (but you get "Expertise" on this, meaning double Proficiency) against target Athletics or Acrobatics (whichever they are better at)
- Grapple+hold = wrap around legs / arms - reduce Speed to 0 (except toward you)
- Grapple+let go = blood whip coils around and makes target Restrained (adv to attack target, target has disadv attacking & DEX saves)
- Shove = pull target 5ft in any direction except away from you
- Grapple+hold + (second contested roll) Bonus Action next turn (Shove) = can pull pull Prone (knocked down) or 10ft in any direction except away from you
- Hold = Each turn must contest to maintain grapple, if whip let go, then target Strength check vs Grapple bonus (13)
- Swing = whip-attack to catch anchor point as part of jump (DC 10 default) to get double jump distance (jumps are Movement, so always limited to your Speed total - so if > 30, would need to Dash Action to get full distance)
- Note Taarakian Longsword's lethal effect adds dice on a critical hit for both rolled 1's (which max) and rolled max (8)
- Note other Taarakian options have been dropped - now assumes use of Dual Longsword (Flame Tongue) + Taarakian
Gearing
- Moon Shield traded for Flame Tongue longsword (read here)
- Light / extinguish as Bonus Action
- Sheds 40ft bright + 40ft dim light, can ignite things as torch
- Does +2d6 fire damage on hit
- Ring of Immovable Object traded for Ring of Motion
- Speed cannot be reduced (Slow spell, Grapple, attacks, etc.) - hazardous terrain still applies
- Can use Reaction to instantly stand from Prone if knocked down (and not incur opportunity attacks)(
- Adds 3 ft to jump distance (high and long) - Runi's now 5ft high (10ft if run 10ft first) / 11 ft long (21ft if run 10ft first)
- When moving as jump, can move through occupied spaces (but not walls / solid and filled areas) - think of this as bullet time slow motion contortions through those areas
- Note this combines pretty powerfully with the Taarakian Whip Swing Bonus Action (which can double jump distances)
- White Half Plate blessed in a fountain in Myth Drannor,
- Still AC 15 + Dex mod (max +2)
- Medium Armor Expert raises AC +1 and also negates the disadvantage on Stealth
- Immune to rust / acid itself
- Gives wearer resistance to acid attacks
- can now (1/Dawn) invoke a 1 hour duration Shield of Faith (+2 AC)
Combat archetype - Swordmaster / two weapon focus
- Swordmaster/Samurai (two weapon focused)
[1st/ Two Weapon Fighting Style]
[4th/Dual Wielding Expert]
[6th/Medium Armor Expert]
[8th/Slasher] (Longsword, Axes, Scimitar, Whip)
[@10th/Advanced Two Weapon Fighting Style]
Alternates: Patient Fighting, Mobility Expert Feat
pros: lots of attacks and options, lots of damage output, very cool stylistically
cons: less durable
Adventures from 4th to 9th level
After Escaping the Underdark
Runi decided to head to her homeland to mourn and honor her father. The journey included traveling to meet with his friends along the way - including Daran Edermath in Phandalin. Vaxz joins Runi for the first part of the trip, heading back to his grove at the Place of the Unicorn.
Phandalin has drawn the interest and protection of a variety of odd allies - from the Dragonslayers who remained on to assist in rebuilding, to a necromancer, one of the Red Wizards of Thay, named Hamun Kost (who has a very weird dwarven friend named Mormesk), to a band composed of Goblins and Hobgoblins, under the command of Targor Bloodsword. Leaving this strangely-patrolled (skeletons and goblins) town and the huge blue dragon carcass, Runi headed further eastward on the Triboar Trail.
Triboar down the Long Road to Waterdeep
- elderly Ranger friend in Triboar
- horse-breeder friend in Amphail
Waterdeep, City of Splendors, Crown of the North
In Waterdeep
- Wizard friend is nowhere to be found
- visit many friends among the Griffon Cavalry
- Traded Ring of Immovable Object for Ring of Motion at the antiquities store The Curious Past
to Baldur's Gate by ship
Baldur's Gate, the City of Blood, "Halfway to Everywhere"
- now-mercenary friend in the Flaming Fist
- run afoul of some of the criminals (trying to be too honorable / wrong-righting) - hastily flee
Baldur's Gate joined caravan to Elturel
The Western Heartlands
Crossing the miles and miles and miles of rolling hills and grasslands of the Western Heartlands,
- Wanted to visit a friend in the Hellriders of Elturel
- But Elturel is missing! Locals afraid to speak of it - whole city eaten up by an orb and darkness
- In Berdusk, Gnome friend / one of the owners of the Flourished Flagon
- Iriaebor friend gone missing - perhaps taken by the Zhentarim to the Darkhold
sense danger even asking about the missing friend, so joined a military patrol heading to Cormyr.
Cormyr, Land of the Purple Dragon
Arrival in Suzail (the capital of Cormyr)
- In Cormyr met with Ornrion (Major) Theodora of the Purple Dragons, a long-time family friend
- Theodora suggests returning to Cormyr to join the ranks of the Purple Dragons
The Ruins of Myth Drannor
From Cormyr through the Dalelands
- Dwarf smith friend in the Thunder Peaks
- traded the Moon Shield for the Flame Tongue in the Dwarven forges
to Cormanthor and finally the last place for mourning: Myth Drannor (see also here)
- In Myth Drannor, spiritual funeral conducted by Elvish priests - includes blessing of the White Half Plate
- Tempted to remain there and assist in the containment / recovery of the ruined city, but returned to Cormyr
The Purple Dragons
Returned to Cormyr and joined the order the Purple Dragons as a First Sword (Sergeant Major) with Theodora's assistance. A significant number had been deployed on special missions concerning the threat from the Cult of the Dragon, who seem to have evolved from seeking to bring ancient dragons back as undead lich-dragons (Sconosciuto) and were now building a hoard of treasure to entice the attention of Tiamat, the Dragon Queen.
So the Purple Dragons usual duties in protecting Cormyr and the coast of the Dragonmere (Lake of Dragons) eagerly brought Runi under their wing and offered further adventures (and training - particularly relating to cavalry tactics).