Episode 1
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Is readying an action a hold over from Pathfinder and not actually a thing in 5e?
Does anyone else type out the formatting brackets like I do, and every damned time type "occ" as in Rifts "Occupational Character Class"
Going +2 AC with Combat Proficiency, +1 Attack. Bonus Action to rage. Javelin in normal range at (35'), Disadvantage on roll for underwater range beyond 5'.
Kray would ideally place himself to the left (preference) or right of Hinka in our defensive circle, to protect our guide.
EDIT: Both of those shots are +8 (DEX 5, Archery 2, CP 1)
Kray Mercon
link to main character sheet & group stats
Vitals
Combat Proficiency Setting (+3 available): Attack Bonus +1 / AC +2
AC: 20 (base 18) + (0-3 from set Combat Proficiency)
HP: 50/50
Status Effects: None
Death Saves: +0/-0
Initiative: +5
Hit Dice: 4/4 Fighter, 1/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Falcata / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage (1d6+5 )
Left Hand: Gaerimundi Knife / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+0 Left Handed)
Carried\
Yatagan / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d8+5)
Dagger / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Bow / Attack Bonus: (DEX 5+Archery 2) + (0-3 Combat Proficiency)
Quiver: Long Bow (15/15 arrows--recover? hit /miss / Damage: (1d8+5)
Tcho-Tcho Spear Guns/ Attack Bonus: (DEX 5+Archery 2) / Damage: (1d6+5) Javelins x3 -----They suffer -5 on Range ratings (both for normal and long range) when used above water. They gain a +5 on Range ratings (both for normal and long range) when used underwater.
When used underwater, they do not suffer Disadvantage if fired within 5'.
When used underwater, Critical Hits deliver an additional die of damage (though modifiers not added for a third time) and the victim's Movement Rate is reduced by 1/2 during its next turn.

Tactics
Refresh rest times noted in parentheses
Maneuvers: 4/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Lucky: 3/3 (long rest)
Rage: 1/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Commitment to Contract: 2/2
---Allows a mercenary PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +8
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +4
Deception +6
History +0
Insight +0
Intimidation +6
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +8 (Passive 18)
Performance +3
Persuasion +6
Religion +0
Sleight Of Hand +5
Stealth +8 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate
Rolls
Spear Gun - (1d20)
(7) = 7
Spear Gun Disadvantage - (1d20)
(12) = 12
Potential Damage - (1d6+5)
(4) + 5 = 9
Kray fires off a shot from the Tcho-Tcho javelin thrower. Immediately, Maeriks follows his action arching back and hurling his javelin as hard as he can at the same Deep One and then swims down and draws another javelin.
16 damage for best roll.
Maeriks Mac Hannoc ✎

Vitals
Combat Proficiency Setting (+2 available): Attack Bonus +2 / AC +0
AC: 12 (+2 DEX + 0 proficiency)
HP: 37/37
Initiative: +2
Status Effects: None
Death Saves: +0/-0
Hit Dice: 1/1 Druid, 3/3 Fighter
Weapons and Armor
Equipped
Armor: None
Right Hand: Javelin / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Thrown (range 30/120), piercing

Carried
Maul "Reave" / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (2d6+4) / Heavy, Two-handed, bludgeoning
Handaxe / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Light, thrown (range 20/60), slashing
Dagger / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard
Javelin x 3 / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Thrown (range 30/120), piercing
Tactics
Refresh rest times noted in parentheses
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Savage Attacker: 1/1 (turn)
Spell Casting
---Level 1 0/2 (long rest)
---AB: +6, Save DC 14
Barbaric Code of Honor: 0/0
---Nothing special, but it is worth noting still, who knows, maybe DMJ will read this and give the barbaric code some benefit
Tcho-Tcho luck: 1 use
---Any time during the next Moon Cycle (1 month) he can choose to reroll one Attack Roll, Saving Throw, or Ability Check. The announcement to use this Tcho-Tcho Luck can be made after the number of the roll is seen, but before the results of this original roll are provided, confirmed, or explained. Furthermore, the reroll attempt is made at Advantage!
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +2
Constitution: +3
Intelligence: 0
Wisdom: +6
Charisma:-1
Feats
Savage Attacker: Once per turn, reroll damage dice and choose result to take
Great Weapon Fighting: Reroll 1s and 2s on damage dice
Improved Critical: Crit on 19 or 20
Gourmand: Detect poisoned food, prepare special meal on long rests
Skills
Brown text indicates proficiency
Acrobatics +2
Animal Handling +6
Arcana -2
Athletics +4
Deception -1
History -1
Insight +6
Intimidation -1
Investigation -2 (Passive 8)
Medicine +6
Nature +0
Perception +4 (Passive 14)
Performance -1
Persuasion -1
Religion -2
Sleight Of Hand +2
Stealth +2 (Passive 12)
Survival +6
Tool Proficiency
Cook’s utensils, Herbalism kit, Vehicles: Water
Languages
Dannein - Native
Rolls
Tcho-Tcho javelin, thrown, and damage - (1d20+6, 1d6+4)
1d20+6 : (19) + 6 = 25
1d6+4 : (4) + 4 = 8
Rolling Crit damge, Tcho-Tcho javelin crit bonus die. - (1d6+4, 1d6)
1d6+4 : (1) + 4 = 5
1d6 : (3) = 3
Savage attack damage reroll, Tcho-Tcho crit bonus - (2d6+8, 1d6)
2d6+8 : (12) + 8 = 11
1d6 : (1) = 1

Vitals
Combat Proficiency Setting (+3 available): Attack Bonus +3 / AC +0
AC: 15
HP: 51/51
Status Effects: None
Death Saves: +0/-0
Hit Dice: 5/5d10 (Fighter)
Loadout
Equipped
Armor: Chain Shirt
Weapons: 1/2 Spears (useable with Tcho-Tcho slings) / Attack Bonus (melee/ranged): 7/4 (Str/Dex 4/1 + 3 Prof. Bonus) / Damage: (1d6+4/1)
Tactics
Refresh rest times noted in parentheses
Maneuvers: 5/5 (short rest)
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Commitment to Contract: 0/1 (once per day)
Fighting Style: Great Weapon Fighting (reroll 1’s & 2’s on damage rolls, keep new roll)
Saving Throws
Red text indicates proficiency
Strength: +7
Dexterity: +1
Constitution: +7
Intelligence: +3
Wisdom: +0
Charisma:+0
Feats
Observant
Martial Adept
Sentinel
Skills
Red text indicates proficiency
Acrobatics +1
Animal Handling +0
Arcana +3
Athletics +7
Deception +0
History +3
Insight +3
Intimidation +3
Investigation +6 (Passive 21)
Medicine +0
Nature +3
Perception +3 (Passive 18)
Performance +0
Persuasion +3
Religion +3
Sleight Of Hand +1
Stealth +1
Survival +0
Languages
Yuoric - Native
Dannein - Fluent
Carried Gear
* Great Sword / Attack Bonus: 7 (Str 4 + 3 Prof. Bonus) / Damage: (2d6+4)
* Two Handaxes / Attack Bonus: 7 (Str 4 + 3 Prof. Bonus) / Damage: (1d6+4)
* Urdav’s Knife
* Backpack containing: tinderbox, 1 torch, 1 day rations, waterskin, rope
* Coinpouch
Estimated 25 lbs armor & weapons, 25 lbs other equipment
Rolls
Attack / damage with spear sling - (1d20+4, 1d6+1)
1d20+4 : (4) + 4 = 8
1d6+1 : (1) + 1 = 2
In case of hit, reroll damage die (GWF) - (1d6+1)
(5) + 1 = 6
I tried typing out a circle of initials for our cluster, but Gamers Plane didn't like that. Starting with Hinka, and going clockwise, I'm envisioning H, K, R, I, M, B, T.
• AC: 17 (wears no armor, but Unarmored Defense)
• HP: 62/62
• Hit Dice: 1/1 Barbarian, 4/4 Fighter (Battlemaster)
• Death Saves: +0/-0
Conditions:
•
Tactics
• Initiative: +3
• Maneuvers: 4/4 (short rest)
• Rage: 1/2 (long rest)
• Action Surge: 1/1 (short rest)
• Second Wind: 1/1 (short rest)
• Fighting Style: Archery
Saving Throws
• Strength: +7
• Dexterity: +3
• Constitution: +6
• Intelligence: 0
• Wisdom: +1
• Charisma: +1
Loadout
• Net
• Trident
• Manica - functions as Small Shield
• Handaxes 2/2
Arsenal
• Right Hand: Trident - attack: +7, damage 1d6+5, thrown (range 20/60), versatile (d8)
• Left Hand: Net - attack: +7, damage: n/a, thrown (range 5/15), restrains target.
• Carried: Handaxe - attack: +7, damage 1d6+5, light, thrown (range 20/60)
• Armor: None
Feats
• Sentinel
• Durable
• Retiarius (homebrew feat)
Skill & Tool Proficiencies:
• Acrobatics +5
• Animal Handling +3
• Arcana +0
• Athletics +7
• Deception -1
• History +0
• Insight +1
• Intimidation -1
• Investigation +0
• Medicine +1
• Nature +0
• Perception +3
• Performance -1
• Persuasion -1
• Religion +0
• Sleight Of Hand +3
• Stealth +3
• Survival +3
• Net-Maker's Tools +2
• Navigator’S Tools +2
• Water Vehicles +2
Languages
• Yuoric (aka Common)
• Dannein
I know you are envisioning roughly a circle, cutting off the lower angles with the floor, and at the same time you are trying to give a little extra protection to the special resources, Hinka and Rutcranna. In the water, it doesn't have to line up exactly linear and rigid on the spacing. I think there is room to have the protected pair slightly inset, so that the protectors can hopefully waive off and intervene on attacks in their direction, but also ensure that Hinka/Rutcranna can still get in some shots of offense when possible as well if the situation allows it.
So I am moving forward with everyone dropping elevation as the Move Action, getting in position. I think it was a bit of a close call for little Hinka because he was the one furthest up when the bad news started becoming clear. I kind of picture it that Bryn and Kray kind of had to grab that guy and sort of pull/push him down to get him to position just in the nick of time before he could have gotten nabbed by a quick Deep One. Pays to win Initiative! They would have loved to have started off with a Grapple and swim away program with Hinka Red-Light during Top of Round 1 if they had prevailed.
So after Movement, or maybe a little bit During Movement, some of you have already started blasting which is great. On that, I'm just going to kind of roll with it that you are picking the targets that are within the Normal Range to avoid Disadvantage.
Ox, on your commentary of the band launch Javelins, that was a good review, but I did make one more entry adjusting Range Underwater to 30/45. Yeah, I did cut back that range length - just didn't seem realistic that these would go as far as a Javelin thrown on the ground in normal air.
So up to 30 feet - all normal Attack. Use DEX mods for Attack and Damage.
31-45 feet - Attack at Disadvantage. (it is not an auto miss like most underwater missiles after norm range)
There are some opponents in the normal Range already, so I'm going to be writing some Attack results from that.
I'm sneaking off a bit at work to make some entries to catch up. If I can't get it all right away, will try to follow up late tonight.
Top of Round 1 (TR1)
Attack: Hit
Disadvantage not applied, but both Attack rolls hit anyway with Mod applied.
Kray reaches upward to grab Hinka by the wrist and pull him into the protective circle. As he does so he points toward the Deep One that is swimming in close behind the Tcho-Tcho guide. Aim and release.
The strap springs forward and hurles the bolt outward in a trail of bubbles, sliding across the creatures back as it descends down towards the team.
TR1
Attack: Hit.
Critical noted and incorporated.
The javelin plunges into the side of the Deep One, sliding between two ribs in the area of the left lung. The Deep one is skewered. Blood punches out from the wound and the creature stops its motion abruptly and flounders, dying in the water.
TR1
Attack 1, Javelin launch: Hit
Which that is pretty much right now. They will Attack at BR1, but go ahead and send your 2nd Attack of TR1 now, and let's say Thorn holds and then jabs that bitch out right as Fishy Guys is lurching forward for the strike.
Underwater Javelins can be used as Melee weapons, avoiding Disadvantage for Underwater use, but the Tcho-Tcho launcher extra Critical Hit die will not apply to Melee Criticals.
TR1
So, send in an Attack as you want. I will consider it occurring moments before the opponent's Attack, at the end of TR1, just before BR1.
Which that is pretty much right now. They will Attack at BR1, but go ahead and send your 2nd Attack of TR1 now, and let's say Thorn holds and then jabs that bitch out right as Fishy Guys is lurching forward for the strike.
Bryn swims to the bottom with the group and waits for a proper opportunity to strike while keeping an eye out for any sort of plan from the attackers.
Rolls
Perception - (1d20+5)
(20) + 5 = 25
I will wait for them to come close with my javelin at the ready. Would I get sneak Attack with the javelin?
This is plain old approach and attack. You guys are using each other to guard flanking routes and cut down on some of the numbers of multiple opponents per each guy, but it's going to be a lot of toe-to-toe and multiple opponents each man, at least at the beginning.
We'll see as the combat starts rolling and maybe some positional advantages emerge or situational changes come up for exploitation, but right now it will just be normal Attacks.
You can do the Hold and then Attack, still at the bottom edge of TR1 if an opponent approaches (and they definitely do). So feel free to send that when ready.
On opponent strategy: some are coming in fast, some holding back, seem to be getting in optimal position for a flood of overwhelming barrage of opening attacks from as many angles as possible.
I like the idea of this, but I've always thought Hold/Ready Action had to apply to an entire action. (also PHB p.49 says Extra Attack should be happening on my turn). Since Thorn has already used up one attack in his action, he can't keep the rest of it Ready. I think he could have reloaded as a bonus action and fired as a second attack, but I was thinking of waiting and using the spear as a melee weapon to take advantage of Thorn's +4 strength (as opposed to his dex).
X, you become the second player, joining CB, to talk the DM OUT of a player-advantageous rule interpretation. Touché.