#2 failed saves are caused by a critical hit which is automatic with a melee attack against an incapacitated creature.
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finally watching last episode of neverafter. ylfa snorgelsson the bravest little girl in the world
#also um actually brennan i believe it's not an automatic 2 failed death saves when you take damage while unconscious.#2 failed saves are caused by a critical hit which is automatic with a melee attack against an incapacitated creature.#but rosamund took acid damage sooo. 1 failed save please and thank you.#if i'm forgetting a special rule about acid well kill me.#^ iirc it would be poison that stays around while you are unconscious. and either way it'd still be 1 automatic fail per round.#anyway this is negligible but if rosamund ''died'' there well i would have a few things to say. mr mulligan#neverafter spoilers
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Fate and Phantasms #158
Today on Fate and Phantasms we’re making the best blue dog in Chaldea since Cu Chulainn (And also the guy riding him) Avenger of Shinjuku! (If we really want to avoid spoilers, should we be calling them the Rider of Shinjuku?) As always with these servants, it’s hard to go into detail about who they are without spoiling stuff, so keep that in mind before going further.
Check out their build breakdown below the cut, or their character sheet over here!
Next up: Funny amogus reference!
Hessian Lobo are mostly a Shadow Sorcerer to summon a big scary dog and other magical nonsense we need stuffed into this spirit origin, but they also get a couple levels of Fighter, because the endgame levels of Sorcerer are bad, and you do hit things with a sharp stick from time to time.
Race and Background: You’re a Human, but you’re also a ghost that haunts a stretch of road, killing all you come across, so that makes you a Revenant as well. (I will tell you now, a lot of headaches would be solved if you just went with Halfling Revenant instead, but human’s still the most in-character.) This gives you +1 Strength, +1 Charisma, and +1 Constitution, as well as a Relentless Nature. This means you gain 1 HP each round if you’re bloodied, you can’t die permanently, and you always know the direction of your DM assigned goal. Once that goal is complete, you die instantly. Bit of a downside, but tbh D&D games take forever, you’ll barely notice.
In life you were a Soldier, and while that doesn’t fit the background of both members of your party, the Athletics and Intimidation training will come in handy.
Ability Scores: Make sure your Charisma is as high as possible, you are terrifying, and you know it. Strength is a close second, because heads are notoriously difficult to separate. After that is Constitution, not only are ghosts hard to kill, but you’re also invisible half the time, which makes things even harder Your Wisdom isn’t bad- you can tell where people are when it’s time to take heads, but you still don’t really have eyes. You don’t really get off your horse that much, so your Dexterity is pretty low, but we’re dumping Intelligence. One of you is literally brainless, and the other is an animal. You won’t be solving Sudokus any time soon.
Class Levels:
1. Fighter 1: Starting as a fighter nets you plenty of goodies, including extra HP and weapon proficiencies so you can use a real scythe. You also get proficiency with Strength and Constitution saves, as well as Animal Handling to keep the king of Currumpaw under control and Perception. You can see without eyes, that’s pretty skillful.
You also get a Fighting Style, and if you really want to play D&D without a head the Blind Fighting style is a must, giving you blindsense in a 10′ radius around you.
You also get a Second Wind once per short rest as a bonus action which’ll heal you a bit. I guess that’s your oblivion correction.
2. Fighter 2: Second level fighters get an Action Surge, letting you take an extra action in a turn once per short rest. I hope you like it, because this is the only way you’ll be able to attack twice per turn for ages.
3. Sorcerer 1: While I wouldn’t call you a wizard, you do some wacky tricks that you can only really do in D&D with magic. Since these come from your being dead/unethical spirit origin mad science, I’d say a Shadow sorcerer is the closest thing in the rules books.
First level shadow sorcerers get Eyes of the Dark, giving you 120 feet of darkvision, which is really impressive for someone without eyes. You also get the Strength of the Grave, letting you make a Charisma save when you drop to 0 HP once per long rest. If you succeed, you drop to 1 HP instead. This doesn’t work on radiant damage or critical hits, but all that makes you more ghostly, so that’s probably fine.
You also get Spells that you can cast using your Charisma. Friends will help you work with your slobbery partner more easily, while True Strike and Sword Burst add a bit of flair to your weapon attacks. You also get the cantrip Mind Sliver to track down your prey.
For first level spells, Mage Armor will help out with riding around in a suit, and Expeditious Retreat makes you a bit harder to escape from. Both these spells can also be pretty useful for Lobo once he shows up.
4. Sorcerer 2: Second level sorcerers are a Font of Magic, which lets you turn spell slots into Sorcery Points and vice versa. You can only have a number of sorcery points equal to your sorcerer level at most, and they refill on long rests.
You also learn the Jump spell to help the King of Currumpaw get around the crowded streets of Shinjuku.
5. Sorcerer 3: At third level you get two Metamagic options to alter your spells. Subtle Spell lets you cast magic without somatic or verbal components- very useful when you don’t have a mouth. Twinned Spell will let you cast spells on two targets instead of one, which is great for making both you and your ride invisible.
Enlarge/Reduce might not seem that useful, but trust me you’ll love it in a bit.
6. Sorcerer 4: Use your first Ability Score Improvement to bump your Strength up a bit for stronger melee attacks.
The cantrip Message will help you get around that whole “no mouth” thing to talk to your party members, and your first bit of Invisibility will make sneaking up on your target a breeze.
7. Sorcerer 5: Fifth level sorcerers get Magical Guidance, using your sorcery points to re-roll failed ability checks. I’m not saying the Hessian is magically glued to his saddle or anything, but you never see him fall off, do you?
You also get third level spells, like Hold Person, which makes taking peoples’ heads off so much easier.
8. Sorcerer 6: As a sixth level sorcerer, you finally get your Hound of Ill Omen. Using three sorcery points, you can summon a hound as a bonus action, targeting a creature within 120 feet of you. It’s mostly a Dire Wolf, with a few changes:
It’s medium, not large, and a monstrosity, not a beast.
It gets temporary HP equal to half your sorcerer level.
It can move through solid objects as if it was difficult terrain, taking 5 force damage if it ends a turn in something.
The hound automatically knows the location of the target at the start of each turn.
On top of all that, it can only move towards the target, and can only use its action to attack the target. Also, the target gets disadvantage on saves against your spell while within melee range of the hound. The hound disappears after it or the target hits 0 HP, or after 5 minutes.
The big problem here is the size; you’ll either have to use Enlarge/Reduce to ride it, or just Be a Halfling.
Either way, you can also use Haste to double a creature’s movement speed, give them an extra action each turn, and boost their AC and dexterity saves. The creature also has to take a turn to rest after the spell ends, but that’s probably fine.
9. Sorcerer 7: Seventh level sorcerers get fourth level spells, like Dominate Beast. I know I just said Lobo technically isn’t a beast, but it’s the thought that counts.
10. Sorcerer 8: Now that you have a mount, we can get Mounted Combatant, giving you advantage on attacks against creatures smaller than your mount, and they get evasion. You can also force attacks that hit them to you instead. Don’t do that though, you’re a sorcerer, and Lobo can be rebuilt on a bonus action.
You can also Charm Monster this level, which comes with the added benefit of actually working on your wolf.
11. Sorcerer 9: Ninth level sorcerers get fourth level spells, like Greater Invisibility, which lets one target become invisible for the duration regardless of how many heads they take off.
12. Sorcerer 10: Tenth level sorcerers get another Metamagic option, like Extended Spell. A lot of your spells are buffs, and it would be awkward for that invisibility to drop when you’re halfway through a hunt.
You also learn Minor Illusion, because I couldn’t really come up with a sixth cantrip to give you but now you can make your cape look cooler, and Hold Monster. Just ask Sanson, a disappointingly small number of the things you fight are actually human.
13. Sorcerer 11: For your fifth level spell, Tasha’s Otherworldly Guise both makes you scarier and makes you a stronger fighter, making you immune to Fire and Poison damage as well as the poisoned condition. You also get +2 to your AC, gain a flying speed, and you can attack with your weapon twice per action, using your charisma instead of strength, and it counts as magical damage.
14. Sorcerer 12: Speaking of, let’s bump your Charisma up a bit for stronger Strength of the Grave saves and better magic.
15. Sorcerer 13: Lobo is now so fast you can Teleport as an action, moving you and up to eight willing creatures to a destination on your plane of existence. There’s a slight chance for failure that goes up the less familiar you are with the destination, but that’s probably fine.
16. Sorcerer 14: At fourteenth level, shadow sorcerers can Shadow Walk, letting you teleport between areas of dim light or darkness within 120 feet of each other as a bonus action.
17. Sorcerer 15: Your seventh level spell, Dominate Monster, finally lets you put Lobo fully under your control. He might not like it, but he’s only alive for five minutes at a time anyway.
18. Sorcerer 16: Use your last ASI to max out your Charisma for the toughest saves, strongest spells, and strongest attacks while using your Otherworldly Guise.
19. Sorcerer 17: Speaking of strong spells, you can now use your Blade of Disaster to cause disaster for anyone banking on an intact neck. You can create a magical blade that deals two attacks per bonus action, dealing 4d12 force damage on an attack. On a critical hit, the damage is tripled instead of doubled, and it crits on 18s or higher. Also, it can pass through anything, including a Wall of Force.
To make that even scarier, you can cast it as an Empowered Spell, letting you reroll up to five damage dice each attack.
20. Sorcerer 18: Your capstone level gives you an Umbral Form, letting you use a bonus action to become a shadow that can move through physical objects and has resistance on all damage besides force and radiant for a minute. You take 5 force damage if you end a turn inside an object.
This is especially useful given the fact that you have a ride that can only go forward, and already moves through objects itself.
Pros:
Once you lock onto a target, it’s really hard to shake you. With a hasted dire wolf, you can go 100 feet per round, you’ll always take the shortest route possible, and they literally can’t hide from you.
Two levels of fighter on any sort of caster is very useful, thanks to your action surge giving you an even better version of Quickened Casting.
Mounted Combatant is a nice enough feat, but it doesn’t do too much to help out here since a lot of your spells aren’t really attacks. That is until you realize Blade of Disaster makes melee attacks, and Mounted Combatant doesn’t specify it only works on weapon attacks. This means you can make all those attacks with advantage, further increasing your odds of getting enormous crits with each swing.
Cons:
The reason that great combo above doesn’t quite work is simple, though: You need your concentration focused on keeping your mount around at all, since without Enlarge/Reduce you’re stuck with a medium sized wolf. That also means you can’t haste the wolf and ride it. Or turn it invisible. Or even charm it.
The biggest problem here is Flavor. You can either do all the cool things Hessian Lobo does, or you can ride the wolf. These are mutually exclusive, unless you A) are a halfling, B) have a cool DM, or C) just invest in a horse.
Despite being a frontline fighter, all those levels of sorcerer make you incredibly Squishy. With a low AC and low HP, you’ll have a hard time sticking around without your invisibility. Normally this would be made up for thanks to your mount keeping you out of trouble, but your wolf only knows how to run even further into danger.
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Monster Spotlight: Temeredaemons
CR 14
Neutral Evil Large Outsider
Pathfinder Bestiary 6, pg. 77
Some of the greatest minions available to Zyphus, God of Accidental Death, he ends up making a lot of these creatures in his daily outings since they are daemons who form from the souls of those who’ve died... drumroll please... from accidental deaths! Not JUST accidental, though, but preventable and often humiliating deaths as well. Knights tripping and falling on their own swords, peasants slipping on their front steps on the way out for the mail and breaking their necks, wizards who’ve cast the same spell a hundred times before sneezing in the middle of an incantation and blowing themselves to Kingdom Come, and other such embarrassing ends come together to craft the Temere.
Unlike Zyphus and his herald, the Gravedragger, who operate mostly via spontaneous acts of malice, Temere will patiently plot to take the most mortal lives possible. They can get just about anywhere they need to between their at-will Air Walk, Passwall, and Gaseous Form before using their at-will Bestow Curse, Stone Shape, and Telekinesis to set up a trail of dominoes that will knock down buildings or end entire city blocks. Telekinesis is especially useful in this regard, as Temere have no ability to disguise their hideous natures without outside help, necessitating the use of long-distance sabotage if they cannot secure a means to hide their massive and misshapen forms.
Temere usually use Stone Shape in combination with their 3/day Illusory Wall to permanently hide massive pits, dangerous traps, or the entryway to caverns where dangerous and hungry monsters lay. When less subtlety is required, they have Disintegrate 3/day to evaporate huge sections of any structure they see (or destroy one particularly hardy enemy), and can use Greater Dispel Magic 3/day as well to shuck protective magics off enemies or items to make the daemon’s foul plots more likely to succeed.
While their spells are usually good enough on their own, the real way a Temere causes accidents and tragedies to occur is via their 30ft Reaper’s Curse aura. Anyone in this aura who fails the DC 23 Will save even once is cursed for 10 rounds to cause mishaps and destruction every time they fail an action. Natural 1s on attack rolls are automatically rerolled against the attacker or their allies. Skill checks which fail to meet the DC of their chosen task always end in catastrophe. Casters who fail to cast their spells defensively automatically cause a spell mishap... and so many more, at the DMs discretion!
Though a Temere’s greatest pleasure is setting up accidental deaths, they’re also daemons and thus devoted to the extinction of all life, even if they have to abandon decorum to do so. Their Reaper’s Curse aura already makes melee extremely dangerous, but their scythes pull their own weight with an alright 2d4+8 damage and up to four strikes each round. As we all know, though, the true danger of any scythe isn’t its base damage, but its critical hit damage, and Temere threaten criticals on 19 or 20! A single crit can do--at the very least--36 damage in one blow, cutting a fourth or so of most player’s HP off in just one swing... but there’s more, because of course there is.
Temere can slap with their itty bitty baby hands for 1d4+2 damage each, but whether you’re slapped or slashed you’ll have to make a DC 23 Will save or be confused for 1 round, plus one more round for each successful attack. With the Reaper’s Curse stacking with Confusion, there’s bound to be a lot of allies attacking one another by accident, and we know that the most dangerous threat to a party is often its own members.
You can read more about them here.
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Bunkers and Badasses - Bandit Class
This is the beginning working draft of the Bandit class, with the Marauder and Psycho subclasses. A lot of info will display as TBD or X, as I plan on going through and tying things like leveling and other class ability titles together as necessary during first stages of editing.
Feedback is welcome! Also remember I am tagging as both “long post” and “bunkers and Badasses” for blacklisting and organizing purposes for others.
Bandit Class (General
HP Typical: 1d10 per level
Lvl 1 HP: 10 + Constitution Modifier
Lvl 2+ HP: 1d10 + Constitution Modifier per level up
Proficiencies: Heavy Shields, Shotguns, Buzzaxes, Short Clubs, Knives.
Saving Throw Proficiencies: Strength and Constitution.
Skills (may select 2 of the following): Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception, Survival
Starting Equipment (choose between the options): Heavy Shield OR weak healing shield; white assault rifle OR land mine grenades; Buzzaxe OR combat knife; white SMG OR white pistol; Vault Hunter Pack OR Pandoran Pack (see future packs list)
Subclass 1 - Marauder
Unlocked at lvl TBD
Ability to learn up to 3 tactics at lvl TBD from Tactics list, can add 1 tactic at lvl X, X, and X
Advantage Dice: Gain 4d8, which can be spent to use your tactics and are regained upon taking a long rest.
You may become an artisan in 1 field. (See future Artisan section).
Lvl 1: you may spend 1 minute of non combat time to observe and interact with another creature, and can learn if the creature is equal, stronger, or weaker, in maximum of 2 of the following areas: Strength, Dexterity, Constitution, Shield, HP, or Class Level.
Lvl X: Your Advantage dice change from 4d8 to 4d10, increasing to 4d12 at lvl X.
Lvl X: Gain 1 Advantage die during initiative if you are out of Advantages.
Tactics that are available (numbered list). Only two may be selected at starting level:
Orders: when attacking, you can forgo your attack and direct a companion to attack using an Advantage die. The roll of the Advantage die will be added to the damage of the companion’s attack as bonus damage.
Disarm: force an enemy to drop 1 item of your choice when attacking by using an Advantage die. This requires the enemy to use a Dexterity Saving Throw. If successful, enemy will only take half damage and will not drop their item. If failed, the enemy will drop the item, and the Advantage die roll will be added to your attack damage as bonus damage.
Distraction: when attacking, distract enemies using the Advantage die. This requires the enemy to use a Wisdom Saving Throw. If successful, enemy will only take half damage and will not be distracted. If failed, attention will turn to you, and the ally next attacking can roll with an advantage if against the distracted enemy. Additionally, the Advantage die roll will be added to your attack damage as bonus damage.
Dancing Feet: When attempting to dodge an attack, you may use an Advantage die to improve your chances. Your roll with the Advantage die will be added to your Dexterity modifier.
Knock Out: when attacking an enemy, you may pacify them by using an Advantage die. The enemy will be able to perform a Strength saving throw. If successful, enemy will only take half damage and will not be pacified. If failed, enemy takes full damage and is pacified.
Taunt: when attacking an enemy, you may taunt an enemy into attacking you during their next turn using an Advantage die. The enemy will be able to perform a Wisdom Saving Throw. If successful, enemy will only take half damage and will not be taunted. If failed, enemy will be taunted and prompted to attack you during its next turn. Additionally, the Advantage die roll will be added to your attack damage as bonus damage.
Lunge: (melee only) when attacking an enemy, you may extend your reach by a few feet using an Advantage die. Additionally, the Advantage die roll will add to your attack damage as bonus damage.
Formation: when attacking an enemy, you can move a companion into a better position on the battlefield using an Advantage die. Additionally, the Advantage die roll will add to your attack damage as bonus damage.
Fear Strike: when attacking an enemy, you can paralyze an enemy with fear for one round using an Advantage die. The enemy will be able to perform a Wisdom Saving Throw. If successful, enemy will take half damage and will not be paralyzed. If failed, enemy will be paralyzed with fear for one round. Additionally, the Advantage die roll will add to your attack damage as bonus damage.
Parry: (melee only) when attacking an enemy, you can parry the attack to reduce the total damage you receive using an Advantage die. The total Advantage die roll + your dexterity modifier will be used to nullify the hit damage you receive.
Sharpshooter: when attacking an enemy, you can add bonus damage to your attack using an Advantage die. The Advantage die roll will be added to your attack as bonus damage.
Driving Force: when attacking an enemy, you can force an enemy backwards to create distance between the enemy and yourself using an Advantage die. The enemy will be able to perform a Strength Saving Throw. If successful, enemy will take half damage and will not be driven backwards. If failed, enemy will be driven backwards upwards of 15 feet or so. Additionally, the Advantage die roll will add to your attack damage as bonus damage.
Rally: you can bolster a specific companion’s HP during your turn using an Advantage die. You can do this by combining your Advantage die roll and your charisma modifier.
Counter: (melee only) when being attacked by an enemy, you can react to a missed melee attack by attacking back using an Advantage die. If you roll and hit the enemy, you can add the Advantage die roll to your attack damage as bonus damage.
Spray n Pray: (gun or melee) when attacking an enemy, can extend the reach of the attack to hit an additional enemy near the first. This works only for melee weapons, assault rifles, smgs, shotguns, pistols, and rocket launchers, depending on range. The first enemy will receive full damage from your weapon, while the second enemy will receive damage based on the Advantage die roll.
Leg Sweep: when attacking an enemy, you can sweep underfoot and cause the enemy to lose balance using an Advantage die. The enemy will be able to perform a Strength Saving Throw. If successful, enemy will take half damage and will not be knocked down. If failed, the enemy will be knocked down. Additionally, the Advantage die roll will add to the attack damage as bonus damage.
Subclass 2 - Psycho
Unlocked at Lvl TBD
Lvl 1: Devastating Blow - you automatically do critical hit damage when rolling a 19 or 20.
Lvl X: Ripped Flesh - adds proficiency bonus to strength, dexterity, or constitution checks that don’t already have a proficiency. Additionally, you can now perform long jumps and exceed gaps up to 30 feet.
Lvl X: improve fighting style, gain proficiency in one additional weapon.
Lvl X: Explosive Mass - you automatically do critical hit damage when rolling 18-20.
Lvl X: Flesh Ripper - in combat, if you are at half-health or lower, you may regain 5 + Constitution Modifier HP at the start of each round.
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Armor!
Here are some new homebrew options for armor in your D&D game!
Reskinned Armor
Here's an interesting take on armor that cares more about what material the armor is made from rather than its make. The statistics are completely the same but the names are different.
Light Armor
Cloth/Cord: 5 gp, AC 11 (disadvantage on stealth)
Padded: 10 gp, AC 11
Treated Leather: 45 gp, AC 12
Medium Armor
Hide: 10 gp, AC 12 (Max Dex 2)
Bone/Shell/Ceramic: 50 gp, AC 13 (Max Dex 2)
Copper Mail: 50 gp, AC 14 (Max Dex 2) (disadvantage on stealth)
Bronze Scales: 400 gp, AC 14 (Max Dex 2)
Iron Mail: 750 gp, AC 15 (Max Dex 2) (disadvantage on stealth)
Heavy Armor
Steel Mail: 30 gp, AC 14, (disadvantage on stealth)
Bronze Plate: 75 gp, AC 16 (No Dex) (disadvantage on stealth) STR 13
Iron Plate: 200 gp, AC 17 (No Dex) (disadvantage on stealth) STR 15
Steel Plate: 1500 gp, AC 18 (No Dex) (disadvantage on stealth) STR 15
image credit: Jason Felix
Variants: Armor Damage and Repair
Armor often needs repairs, especially those designed to be easily replaced like leather, hide, and chain mail. Use one of these systems to simulate armor damage and repair. Note that magic armor will never need repair and will never break.
Narrative Armor Damage: Armor made from leather, hide, or mail must be replaced after an average-sized adventure or about 13 combat encounters; pretty much every time that you return to town during a big dungeon. Plate or splint armor does not need replacing, but will need repairs from getting dented or parts becoming totaled. After an average-sized adventure or 13 combat encounters, it must be repaired by spending an amount equal to 20% of its full price. Repairs take one week.
Armor Damage on Critical Hit: On a critical hit, the armor has a chance to wear down. On a critical hit, the armor has a 50% chance to gain a cumulative -1 penalty to the AC it provides. If the penalty would cause the armor to reach base AC 10 the armor becomes broken. Armor can be repaired at a rate of 20% of its full price per penalty removed by the repair. Such a repair takes 1d4 days per point of penalty removed.
Armor Damage from Wear: Whenever the creature takes bludgeoning, piercing, or slashing damage that would bring them below half their maximum HP, there is a chance that the armor breaks. The creature must make a DEX saving throw against a DC equal to 10 or the damage dealt, whichever is higher. On a failed saving throw, the wearer gains a point of wear. The armor does not get noticeably weaker, but if the armor accumulates enough wear, the armor needs to be completely replaced. Wear points can be removed by spending 10% of the armor's price per point removed. Light armor breaks once the armor accumulates 6 wear. Medium armor breaks at 8 wear. Heavy armor breaks at 10 wear. Leather armor accumulates 1 point of wear each day it is exposed to rain or snow or each hour while submerged in water.
Armor Break from Massive Damage: Whenever the creature takes 25 or more bludgeoning, piercing, or slashing damage from a single attack, the armor has a 50% chance of breaking. If the creature took 36 or more damage, the armor breaks automatically. Broken armor must be replaced.
Option: Type-Resistant Armor
Different types of armor tend to hold up better against different attacks. As an optional rule, use the following to alter damage based on the armor your character is wearing and the damage type. This would be in addition to Armor Class, not instead of. The damage reduction applied from this variant cannot reduce damage beyond a minimum of 1 damage. This reduction is negated if the creature has resistance to the damage type in question. For instance, a raging barbarian would have resistance to all nonmagic damage, which would overwrite their Hide Armor's reduction to bludgeoning damage.
This variant is more balanced for mid-level adventurers where this slight damage reduction would still matter (unlike in the 15-20 level range) but wouldn't be overpowered (like in the 1-5 range). This variant does require a tad of bookkeeping but since players don't change armor that often.
Remember that these resistances would apply to enemies' armor as well. Apply to creatures that don't wear armor by putting their natural armor into a category. For instance, a dinosaur or dragon might consider their scales to be Plate armor, while a Giant Toad might be considered Leather.
I paired Studded Leather and Ring Mail in with Leather and Chain Mail for those that still think they are worth including.
Padded: Bludgeoning damage and non-heavy piercing damage are reduced by 1.
Padded armor could consist of 20 to 30 layers of cloth that can help absorb impacts from arrows and bludgeoning damage, but not against heavy spears and the like.
Leather/Studded Leather: Slashing and bludgeoning damage is reduced by 1.
The padding helps resist bludgeoning blows while the hardened leather absorbs some slashing damage like a weak short of cutting mat.
Hide: Bludgeoning damage is reduced by 2.
Hide is thick and usually padded with several layers against hard blows.
Chain Shirt: Non-heavy slashing and piercing damage is reduced by 1.
A simple chain shirt could blunt slashing damage and the flexibility of the chain could disperse piercing blows, but not against heavy weapons with lots of weight behind them.
Scale Mail: Slashing damage is reduced by 1.
The scales of this armor are effective at deflecting slashing weapons away from the body.
Breastplate: Slashing and bludgeoning damage from non-finesse weapons is reduced by 1
Breastplate prioritizes the defense of the torso and sometimes the neck for improved mobility, but leaves the outer limbs exposed for those quick enough to punish them.
Half Plate: Slashing and bludgeoning damage from non-finesse weapons is reduced by 2.
Half plate by definition didn't cover the legs for improved mobility, so someone able to easily aim for that area would deal more damage.
Chain Mail/Ring Mail: Slashing and piercing damage is reduced by 1.
Chain mail could blunt slashing damage and the flexibility of the chain could disperse piercing blows.
Splint: Slashing damage is reduced by 2.
Splint mail can ward off slashes but has gaps between the splints where there is only fabric that piercing weapons would be drawn to as they skid around the metal. Bludgeoning could harmfully bend the splints, which were mostly used on arms and legs.
Plate: Slashing and bludgeoning damage is reduced by 2.
Plate armor is excellent at defending against most melee damage, but piercing damage concentrates each hit on one point and is able to pierce the armor.
New Armor Items
Brigandine: 2000 gp, 60 lbs. This suit of armor is as effective as Splint Mail and is Heavy Armor. It is made from steel plates sewn between elaborate patterned cloth. It is mainly meant as ornamentation for nobility rather than combat. Because of this, the wearer gains advantage on CHA skill checks to either seem like nobility or to persuade or intimidate as if a noble.
Lamellar: 200 gp, 30 lbs. Lamellar is a set of metal plates strung together and worn over your regular armor. It applies a +1 bonus to AC but imposes disadvantage on all DEX-based skill checks and saving throws. You must be proficient in medium armor to wear lamellar effectively.
Padded Jack: 5 gp, 10 lbs. A coat of cloth padding that can be worn over your regular armor. It applies disadvantage to all DEX-based skill checks and saving throws, but it reduces all incoming bludgeoning and slashing damage by 1. You must be proficient in light armor to wear a padded jack effectively.
Reinforced Trapper: 45 gp, AC 15 (disadvantage on stealth). Plates of iron used to reinforce a large chain shirt. You must be proficient in heavy armor to wear a reinforced trapper effectively.
Unique/Magical Armor
Coral Armor: Uncommon. Breastplate, Half Plate, Splint, or Full Plate armor can be made with enchanted coral. Armor of this type become virtually weightless in water, granting advantage on Athletics skill checks to swim in water.
Devilhusk: Rare. A set of +1 Leather, Studded Leather, or Hide armor that is made from a barbed devil's hide. Creatures grappling someone wearing Devilhusk take 1d10 piercing damage at the start of each of their turns. The wearer also has resistance to fire damage. The wearer's AC is considered to be 10+DEX when attacked with a silvered weapon.
Electrified Armor: Rare. Any metal armor can be made into electrified armor. This armor has been enchanted to rebuke attackers with electricity. Whenever the wearer is hit by an attack from a weapon composed mostly of metal, the attacker must make a DC 13 DEX saving throw or take 2d6 lightning damage.
Ghasthide Armor: Uncommon. Leather, Studded Leather or Hide armor can be made with the flesh of a ghast. Such armor can be used once per short rest to exude an awful stench using the wearer's action. Each creature in a 20 ft. radius must make a DC 14 CON save or become poisoned for 1 minute. The wearer also gains advantage on saving throws against paralysis.
Phasing Armor: Very Rare. A set of +1 Leather or Studded Leather armor that seems to be made of a teal mist that isn't entirely too keen on staying in the shape of armor. The wearer can enter the Ethereal Plane for 1 minute a number of times each day equal to their CHA modifier. The creature can move through solid objects but if they end their turn inside of an object they take 1d10 force damage. When they return to the Material Plane, if they are inside of an object, they are transported to the nearest unoccupied space and take 1d10 force damage.
Rhinohide: Rare. Heavy armor, AC 17 (No Dex) (disadvantage on stealth) STR 16 required to wear. Whenever the wearer of a set Rhinohide Armor moves more than 20 ft. in a straight line towards an enemy, the next attack they make against that creature takes an additional 1d6 bludgeoning damage.
Rune-Circle Armor: Very Rare. A Chain Shirt, Chain Mail, or Ring Mail set of armor can be made as Rune-Circle Armor. Each individual ring is enchanted as tiny a circle of protection. The Rune-Circle armor grants the wearer advantage on saving throws against magic. The wearer also cannot be charmed, frightened, or possessed by fiends, celestials, elementals, fey, aberrations, or undead.
Silenced Armor: Rare. A set of silenced armor grants advantage on Stealth skill checks, even if it would normally impose disadvantage on such checks. Any armor can be enchanted to become Silenced Armor.
Snailshell Carapace: Very Rare. This pearlescent Scale Mail armor is composed of magically treated shell from a Flail Snail and has an affinity for magic energy. Succeeding at a saving throw against a non-cantrip spell causes the wearer to gain 1d6 temporary hit points per level of the spell. The temporary hit points fade after 1 minute.
Stone Armor: Rare. +1 Breastplate, Half Plate, and Full Plate can be made with stone shaped by magic. This armor allows the wearer to cast Meld into Stone once per day. The wearer becomes immune to the petrified condition.
A Note on Studded Leather and Ring Mail Armor
In short, this armor didn't exist. It really only exists as a numeric increment in the game to provide more options for armor.
Adding nonessential studs to leather doesn't enhance its ability to deflect attacks, and instead might even help catch slashing weapons or become studded in the wearer's skin from a bludgeoning weapon. Studs only exist for ornamentation and historically only had the function of holding leather armor pieces together.
Ring mail is extremely rare in history and many historians believe it was either used beneath a full set of armor or is simply a misinterpretation of chain mail. In theory, it only seems only effective at deflecting slashing and bludgeoning attacks as it is literally a bunch of giant rings that don't interlock, leaving plenty of room to guide an arrow or pike right on through. It certainly doesn't earn the right to exist as a heavy armor in D&D.
Personally, I would remove these or else rename them. It's okay to have dramatic differences between armor increments sometimes. You could rename Studded Leather as like Masterwork Leather or Owlbear Leather. Ring Mail could instead be a Heavy Chain Shirt or a Light Splint Mail made from some fantasy material.
#armor#D&D 5e#homebrew#variant rules#Dungeons and Dragons#custom rules#DnD#DnD 5e#D&D#noblecrumpet#dorkvision#studded leather#ring mail#chain mail#plate armor#padded armor#repair#armor damage
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Destiny D&D Class: Titan
Titan:
Description: A hardened and disciplined warrior that places an emphasis on protection and mayhem, utilizing arcane abilities and brute strength.
Primary Ability: Strength
Saving Throw Proficiencies: Strength and Wisdom
Armor and Weapon Proficiencies: Medium Armor, Heavy Armor, Simple Weapons, Warhammer, Battleaxe
Skills: Choose two from Athletics, Intimidation, Insight, Perception, and Survival.
Leveling Up:
Hit Die: d12
Hit Die at 1st Level: 12 + Constitution Modifier
Level One:
Starting Equipment:
(a)Warhammer or (b)Battleaxe
One simple weapon
(a)Breastplate or (b)Chain Mail
Explorer's Pack
Natural Leader: You can use your Wisdom modifier for Persuasion or Intimidation checks.
Headstrong: You may add your Strength modifier to Initiative rolls.
Level Two:
Mayhem: At level 2, you gain a number of Mayhem Points equal to your Wisdom modifier + your Titan level. With these Mayhem Points, you can use abilities and maneuvers with a bonus action that can either aid your teammates or deal devastation upon your enemies. You regain a Mayhem Point upon scoring a critical hit or killing an enemy. At level five, this increases to 1d4 Mayhem Points regained, 1d6 regained at level 10, 1d8 regained at level 15, and 1d10 regained at level 20. You regain all Mayhem Points upon a Short or Long rest.
Heavy Strike - 1 Mayhem Point: Add 1d4 force damage to any melee attack. You can increase the damage by expending more Mayhem Points for an extra 1d4 force damage per Mayhem Point used, to a maximum of half your Titan level (rounding up).
Lift - 1 Mayhem Point: You can increase your long jump distance by 10 feet, and your standing jump distance by 5 feet for one turn.
Charge - 1 Mayhem Point: Give yourself advantage on the next melee attack in the same turn.
Barricade - 2 Mayhem Points: Create a temporary barrier for 1 round of arcane light that is 5 feet wide and 3 feet tall. You and any allies standing behind this barrier gain +2 to their Armor Class against ranged attacks.
Level Three:
Element of Mayhem: Choose an Element of Mayhem from Striker (Lightning), Sentinel (Necrotic), or Sunbreaker(Fire), (Listed in another document). Your Element of Mayhem grants you more Mayhem Abilities, as well as increases the power of your existing abilities at 3rd level, 8th level, 13th level, and 18th level.
Level Four:
Ability Score Improvement: You may increase one of your Ability Scores by 2, or two Ability Scores by 1, up to a maximum of 20.
Level Five:
Strong Mayhem: Mayhem Points regained upon a critical hit or upon killing an enemy increases to 1d4.
Level Six:
Unyielding Discipline: You can use an action to rally your teammates, giving all allies within earshot 1d4 + your Wisdom modifier Temporary Hit Points, as well as Advantage on Saving Throws against being Frightened or Charmed for 1 round. This requires concentration, and you cannot use this feature again until a long rest.
Level Eight:
Ability Score Improvement: You may increase one of your Ability Scores by 2, or two Ability Scores by 1, up to a maximum of 20.
Element of Mayhem Abilities: You gain more Mayhem Abilities per described by your Element (described in another document).
Level Nine:
Unbreakable Will: You can use your reaction to protect a teammate who is attacked within 30 feet or yourself with your sheer force of will. This adds your Wisdom modifier to your teammates or your Armor Class for the attack, which could cause the attack to miss. You can use this ability a number of times equal to your Wisdom modifier, which return upon a long rest.
Level Ten:
Powerful Mayhem: Mayhem Points regained upon a critical hit or upon killing an enemy increases to 1d6.
Level Eleven:
Unnatural Haste: You can spend an action to grant yourself or a teammate a temporary boost to their swiftness. This grants a +1 bonus to Armor Class, adds +10 feet to walking speed, and enemies cannot make attacks of opportunity towards the target for the duration. This ability lasts 1 round, and cannot be used again until a short or long rest.
Level Thirteen:
Ability Score Improvement: You may increase one of your Ability Scores by 2, or two Ability Scores by 1, up to a maximum of 20.
Element of Mayhem Abilities: You gain more Mayhem Abilities per described by your Element (described in another document).
Level Fourteen:
Unmatched Fury: You can use a bonus action to grant yourself the ability to add your Wisdom modifier to damage rolls with melee attacks for 1 attack. You can use this ability a number of times equal to your Strength modifier, which return upon a long rest.
Level Fifteen:
Indomitable Mayhem: Mayhem Points regained upon a critical hit or upon killing an enemy increases to 1d8.
Level Sixteen:
Unbeatable Resolve: You can choose once per short rest to reroll a failed saving throw. You must use the new number. If the saving throw is a success, you regain a number of Mayhem Points as if you had scored a critical hit or killed an enemy.
Level Eighteen:
Ability Score Improvement: You may increase one of your Ability Scores by 2, or two Ability Scores by 1, up to a maximum of 20.
Element of Mayhem Abilities: You gain more Mayhem Abilities per described by your Element (described in another document).
Level Twenty:
Godlike Mayhem: Mayhem Points regained upon a critical hit or upon killing an enemy increases to 1d10.
Unbroken: Your Strength and Wisdom scores now become 22, unless they are already higher. Once per long rest, you can will a feat of strength to succeed, automatically causing a Strength based attack to hit, a Strength check to succeed, or a Mayhem Maneuver to have no cost.
#ive been working on these for a while!!#im working on the hunter rn#as well as the elements of mayhem!#so expect those soon#destiny 2#destiny titan#dungeons and dragons#dnd#dnd 5e#dnd homebrew class#xath speaks#long post/
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Save Or Die!: Spells From 3.5e To 5e...
These Incredibly Powerful, possibly Player-Killing Spells, have been adapted from 3.5e to 5th Edition Dungeons and Dragons.
Feel Free to Play Test, Edit or Give Constructive Criticism to Improve These Spells…
Slay Living
5th Level Necromancy
Components: V, S Casting Time: 1 standard action Range: Touch Duration: Instantaneous
You can slay any one living creature.
You must succeed on a melee spell attack to touch the subject, and it can avoid death with a successful constitution save with a DC equal to Your Spell Save DC.
If the creature succeeds, it instead takes 3d6 points of damage +1 point per character level.
Destruction
7th Level Necromancy
Components: V, S Casting Time: 1 standard action Range: 30ft. (+ 5 ft./2 levels) Target: One creature Duration: Instantaneous
This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly.
If the target’s constitution saving throw succeeds (DC equal to Your Spell Save DC.), it instead takes 10d6 points of damage.
The only way to restore life to a character who has failed to save against this spell is to use true resurrection, or a carefully worded wish spell.
Holy Word
7th Level Evocation
Components: V Casting Time: 1 standard action Range: 40 ft. Area: Non-Good creatures in a 40-ft.-radius centered on you Duration: Instantaneous
Any non-good creature within the area that hears the holy word suffers the following ill effects.
Hit Dice Effect
Equal to caster level Deafened Up to caster level -1 Blinded, Deafened Up to caster level -5 Paralyzed, Blinded, Deafened Up to caster level -10 Death
The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Deafened - The creature is deafened for 1d4 rounds.
Blinded - The creature is blinded for 2d4 rounds.
Paralyzed - The creature is paralyzed and helpless for 1d10 minutes.
Furthermore, if you are on your home plane when you cast this spell, non-good extra-planar creatures within the area are instantly banished back to their home planes.
Creatures so banished cannot return for at least 24 hours.
This effect takes place regardless of whether the creatures hear the holy word.
The banishment effect allows a Wisdom Saving Throw (DC equal to Your Spell Save DC.) to negate.
Creatures whose Hit Dice exceed your character level are unaffected by holy word.
Word of Chaos
7th Level Evocation
Components:V Casting Time: 1 standard action Range: 40 ft. Area: Non-chaotic creatures in a 40-ft.- radius centered on you Duration: Instantaneous Any non-chaotic creature within the area who hears the word of chaos suffers the following ill effects.
Hit Dice Effect
Equal to caster level Deafened Up to caster level -1 Stunned, Deafened Up to caster level -5 Confused, Stunned, Deafened Up to caster level -10 Death
The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Deafened - The creature is deafened for 1d4 rounds.
Stunned - The creature is stunned for 1 round.
Confused - The creature is confused, as by the confusion spell, for 1d10 minutes.
Furthermore, if you are on your home plane when you cast this spell, non-chaotic extra-planar creatures within the area are instantly banished back to their home planes.
Creatures so banished cannot return for at least 24 hours.
This effect takes place regardless of whether the creatures hear the word of chaos.
The banishment effect allows a Wisdom Saving Throw (DC equal to Your Spell Save DC.) to negate.
Creatures whose Hit Dice exceed your character level are unaffected by word of chaos.
Dictum
7th Level Evocation
Components: V Casting Time: 1 standard action Range: 30 ft. Area: Creatures in a 30ft. radius centered on the character Duration: Instantaneous
Uttering dictum creates two effects.
If you are on your home plane when you cast this spell, non-lawful extra-planar creatures within the area are instantly banished back to their home planes.
Creatures so banished cannot return for at least 24 hours.
This effect takes place regardless of whether the creatures hear the word of chaos.
The banishment effect allows a Wisdom Saving Throw (DC equal to Your Spell Save DC.) to negate.
Creatures whose Hit Dice exceed your character level are unaffected by word of chaos.
Creatures native to the character's plane who hear the dictum and are not lawful suffer the following ill effects:
Hit Dice Effect
12+ Deafened
8-12 Slowed, Deafened
5-8 Paralyzed, Slowed, Deafened
1-4 Death
The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Deafened - The creature is deafened for 1d4 rounds.
Blinded - The creature is blinded for 2d4 rounds.
Paralyzed - The creature is paralyzed and helpless for 1d10 minutes.
Symbol Of Death
8th Level Evocation
Components:V, S, M (Mercury and Phosphorus, Powdered Diamond and Opal.) Casting Time: 10 minutes Range: See text Effect: One symbol Duration: See text
This spell allows you to scribe a potent rune of power upon a surface.
When triggered, a symbol of death slays one or more creatures within 60 feet of the symbol whose combined total current hit points do not exceed 100.
The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect.
Once triggered, the symbol becomes active and glows, lasting for 10 minutes per character level or until it has affected 100 hit points’ worth of creatures, whichever comes first.
Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered.
A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.
Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet).
To be effective, a symbol of death must always be placed in plain sight and in a prominent location.
Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally.
As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune.
Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune).
Once the spell is cast, a symbol of death’s triggering conditions cannot be changed.
In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning.
Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch.
You can’t use a symbol of death offensively; for instance, a touch-triggered symbol of death remains un-triggered if an item bearing the symbol of death is used to touch a creature.
Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe.
You can also set special triggering limitations of your own.
These can be as simple or elaborate as you desire.
Special conditions for triggering a symbol of death can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities.
Intangibles such as level, class, Hit Dice, and hit points don’t qualify.
When inscribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the effect.
Anyone using the password remains immune to that particular rune’s effects so long as the creature remains within 60 feet of the rune.
If the creature leaves the radius and returns later, it must use the password again.
You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time.
Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour.
Attuning a large group (as many as twenty-five creatures) takes 24 hours.
Attuning larger groups takes proportionately longer.
Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered.
You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them.
A symbol of death can be removed by a successful dispel magic targeted solely on the rune.
Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it.
Implosion
9th Level Evocation
Components: V, S Casting Time: 1 standard action Range: 30ft. + 5 ft./2 levels Targets: One corporeal creature per round Duration: Concentration, up to 1 minute
You create a destructive resonance in a corporeal creature’s body.
For each round you concentrate, you cause one creature to collapse in on itself, killing it.
This effect, being instantaneous, cannot be dispelled.
You can target a particular creature only once with each casting of the spell.
Implosion has no effect on creatures in gaseous form or on incorporeal creatures.
Wail Of The Banshee
9th Level Necromancy
Components: V Casting Time: 1 standard action Range: 30ft. + 5 ft./2 levels Targets: One living creature per level, within a 40ft. radius Duration: Instantaneous
When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself).
The spell affects up to one creature per character level, inflicting 10 points of damage per character level.
Creatures closest to the point of origin are affected first.
#magic#magic spells#spellcaster#higher level spells#save or die#dungeons and dragons#dungeons & dragons#dnd#d&d#dnd 5e#dnd 3.5#d&d 5e#homebrew#homebrew rules#homebrew spells#community#comments#communitymade#communityresponse#CreativeRogues
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Combat
Attacking & Defending
The player rolls for both sides in combat. Players attack by rolling their STR for melee attacks and their DEX for ranged attacks. The difficulty of the roll is the target's AC. On a natural 20, they deal critical damage; roll for damage twice and add both values together.
Players defend by rolling AC, which is derived from DEX according to the armour they wear. (If they are unarmoured, AC is simply equal to DEX.) The difficulty is the Hit Dice or Level of their opponent.
So if a character with no armour and 14 DEX is attacked by a 6 HD monster, the player must roll between 7 and 14, or a natural 20. Rolling a natural 1 when defending means the monster has scored a critical hit for double damage as above.
In order to dodge an attack you must roll equal to or under your AC, and over the target's HD.
In order to hit with an attack need to roll equal to or under your attribute, and over the target's AC.
If a player attacks another player, the AC to roll over is half their listed AC. (Monster ACs are generally in the range of 1-10, player ACs 3-19.)
Any bonus that increases your attribute over 19 will instead reduce the difficulty (opponent's HD or AC) by a like amount.
Initiative & Surprise
At the beginning of each combat round every player makes a simple DEX check; those who succeed take their actions before the monsters, those who fail take them after the monsters. Players with actions held from the previous turn automatically succeed.
When combat begins unexpectedly, all players make a simple WIS check for surprise. Those who succeed are not surprised and may act in the first round of combat; those who fail must wait until the second round. (A player who succeeded may spend their action to alert another player, who may then act immediately, but this means the original player does not get to act.)
If any player rolls a natural 20 for surprise, the entire party surprises the monsters, and gets a free round of attacks in addition to all PCs being able to act in the first round.
Difficulty may be occasionally be applied to these rolls for very fast or very stealthy enemies.
Holding Actions & Reactions
A Player who holds their action may act after any other player or monster in the round. If they have still not taken the action at the end of the round, they may act first the next round without making an initiative roll. Monsters holding their actions also act first, but after any players who were still holding actions.
A player may react to another player or monster's movement with a move of their own as outlined below. They may do this whether they have a held action or are still waiting for their action.
Range & Distance
Distance Notes Feet Squares Close Within melee range. 0'-5' 1 Near Within normal human movement range. 6'-30' 6 Far In the immediate area. 31'-60' 12 Distant Present but some distance away. 61'+ 13+ Elsewhere Possibly miles away. - -
Movement & Blocking
In addition to their action, every player and NPC may make a move, coming close to something or someone nearby, or nearby to something faraway. They may forgo their action to move twice, but may not block if they do so.
When a character makes a move to somewhere nearby from the perspective of another character who has not moved yet this turn, that character may move and block the path of the first character. This uses the blocking character's move for the turn, though they may still take their action in the normal sequence.
The blocked character does not get close to whatever they were moving to (usually a friend of the blocking character) but may attack the blocking character instead if they choose.
Damage & Injuries
When an attack succeeds that target loses HP equal to the damage dealt. A monster or player at 0 HP is unconscious or dead. Players who are taken out remain out of the fight until healed up to more than 0 HP or until an ally spends an action to check on them and bandage their wounds.
At this point roll on the following table/make a CON test:
Roll Result Effect 1 Unconscious No ill effect. 2 Wounded Disadvantage on STR, DEX & CON rolls until treated during long rest. 3 Injured Disadvantage on all ability rolls until treated during long rest. 4 Debilitated -2 to an ability, randomly selected or DM's choice. 5 Disabled Lose a limb or eye. Disadvantage on tests relying on that body part until healed with specialist magic, acclimated through training, or a prosthetic is obtained. 6 Doomed The character is dead or at the DM's discretion, mortally wounded.
If the player survives they gain 1d4 HP and are able to fight immediately.
Mortally wounded characters are incapacitated and assigned a duration die by the DM to determine their time left to live. Every time torches are checked, or every rest whether short or long, or every day during downtime, they must roll the die. Once the ud4 is exhausted the character dies. Only exceptional forms of healing will work on them; ordinary Cure spells will not save them.
AC & Armour
Your base AC is equal to your DEX. Armour can modify or replace this value. Monsters also have AC, but since their AC functions as a difficulty threshold and not an ability it will generally be lower than 10.
An AC test counts a DEX test if you are wearing light or medium armour.
D&D AC Armour Type Monster AC Player AC 9 None 1 DEX 8 Padded 2 DEX+1 7 Leather† 3 DEX+2 6 Studded 4 DEX+3 5 Chain Mail‡ 5 ½ DEX+9 4 Banded Mail 6 ½ DEX+10 3 Plate Mail 7 16 2 Field Plate 8 17 1 Full Plate 9 18 -1 - 10 -2 - 11 -3 - 12
† Disadvantage on spellcasting at or below this point. ‡ Disadvantage on stealth, swimming & delicate tasks at or below this point. § Custom order, may require a quest, favour, or Holdings check.
Shield: Gives you +1 AC but takes up a hand.
Helm: Gives you +1 AC but disadvantage on perception and non-intimidate CHA tests.
Weapon Types
One-Handed: Deal your damage.
Two handed: Deal 1 die type better than your damage.
Long: Advantage on attacks in the first round you and the target move to Close range.
Short: Advantage on attacks against wielders of Long weapons after the first round you entered close range.
Ranged: Use DEX and an ammunition usage die to deal your damage to foes at a distance. Ranged weapons specify the range at which they can fire with or without disadvantage. Cover also causes disadvantage. A foe who is both at long range and in cover cannot be hit unless you have some form of advantage. All ranged attacks have disadvantage if you are close to an enemy.
Dual Weapons: Any non-long one-handed weapon may be used in the off hand; if your attacks do not have disadvantage in a round, you may make a second attack with disadvantage, dealing improvised damage.
Ammunition
Roll the usage die with each ranged attack requiring ammunition. If you make multiple ranged attacks in one round, roll with disadvantage. If the die degraded during a battle, you can gather arrows after the fighting ends if the situation permits, and reroll the last 1-2 on the die.
Ongoing Damage
Attacks such as burning oil will deal damage every round following the initial attack; assign a usage die to these attacks and use it to roll. Spending an action may degrade the die or end the effect prematurely. Roll the die on the turn of the character who made the original attack.
Morale
If 50% of a group of NPCs or Monsters are taken out, or a single powerful NPC or Monster loses 50% of its HP, they must pass a Morale Test or become broken. When a foe is broken it is immediately apparent; on their next action they will attempt to parlay, surrender, or flee. If forced to fight they will fight defensively; add their HD and AC together for defense, they attack as 1HD monsters.
The GM tests Morale by rolling on or under the highest Creature’s morale value if they have one, or calling for a CHA test by the PC who scored the most recent kill (or most recent hit, in the case of a monster below 1/2 hp.)
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Fantasy Ikea
Unpoppable Cherry Double Bubble - Chewing this gum allows the user to blow a large red unpoppable bubble that surrounds the user’s head, making them feather light!!
Allows the user to levitate for 2d10 minutes
20 GP
Unpoppable Blueberry Double Bubble - Chewing this gum allows the user to blow a large blue unpoppable bubble that surrounds the user’s head, giving you a clean air supply!
Allows the user to breath under water for 2d10 minutes
20 GP
Morning Soul Wood - A prosthetic penis made of soul wood. Given time, it will attune to the wearer’s body and functions the same way a penis of the person’s flesh would.
Grants +2 on Persuasion rolls related to seduction.
60 GP
Coke bottle glasses - Pros: you’ll be able to see like you’ve never seen before. Cons: Everyone will think you’re a nerd :/
Grants +2 to Perception Checks and Passive Perception
90 GP
Large Print Proverb Bible - The easily accessible print and excessive use of phrases from back in the day make this Bible especially appealing to an older crowd
Can be used as a holy symbol. Grants +1 to the user’s spell save DC and spell attack rolls.
90 GP
Iridescent arrow and pendant - an arrow and pendant cut from the same moonstone. They say moonstone is the gem of travelers…
After attuning to the user’s body, the arrow and pendant can be used as a teleportation device. The arrow is shot anywhere within the range of the user’s bow and the wearer of the pendant switches places with the arrow.
When shooting the arrow, roll 1d6. If you roll a 1, the arrow breaks and the pendant shatters causing 1d4 piercing damage. All other rolls are successful, and, as long as the arrow is retrieved, it can be used until it breaks. Roll 4d20 to see how far you teleport. Can be used only 2 times a day.
80 GP
Hand knit sweater - There was a reason Grandma told you to never leave the house without one.
Grants the wearer resistance to cold damage.
40 GP
Rhinestone Shades - These aren‘t your everyday cheap sunglasses, these are cheap sunglasses with shiny baubles! Everyone’s too busy looking at your dazzling shades to notice who you are!
Add +3 to Deception rolls regarding your identity (i.e. as the local militia runs past, you point down the alley while bedecked in your stunning eye wear and yell: “The killer went that way!”)
40 GP
Chanel No 5 - Utterly irresistible
Forces disadvantage on saves against enchantment spells
200 GP
The Amulet of Sparky Sparky Boom Man - After attuning to it, once per long rest you can speak a power word over the Amulet of Sparky Sparky Boom Man, this summoning Sparky Sparky Boom Man himself. Sparky Sparky Boom Man is a fire elemental who is hell-bent on destruction. He springs into existence, makes two touch based attacks:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. After two touch attacks, Sparky Sparky Boom Man explodes, hitting anyone in a twenty foot radius with 3d8 fire damage. You have no control over who he hits with his touch attacks, although he'll never hit you. When he does his touch attacks roll 1d10. On a roll of 1, one of his touch attacks hits a random companion. A roll of 2-10 means both of his attacks will hit enemies. If there is only one enemy, he will automatically hit a companion and an enemy. Exactly who is hit is at the discretion of the dm.
100 GP
Stone of Far Speech - A small stone that can connect to other similar stones and allow for communication between the owners.
40 GP
Scuttle Buddy - A mechanical beetle that the user can use for spying. It will talk to the user, but won't have anything interesting to say beyond its primary function. The owner can wind it up four times before it breaks. The beetle can easily fit through small places and climb walls. It cannot fly and is very fragile.
100 GP
Wand of Switcharoo - Once a day, when pointed at another creature of similar size within 100ft, the target and the holder of the wand will switch places. If the target is unwilling to switch, it must succeed a DC 17 Constitution saving throw to remain in place.
200 GP
Slippies of Haste - Footwear that resemble house slippers with small aesthetic wings attached on the heel. These slippers give the wearer Advantage on initiative rolls.
90 GP
Haunted Doll - A very creepy looking doll. When the owner of this doll fails a third death saving throw, the doll will die in place of its owner.
200 GP
Cloak of the Manta Ray - A slick, black leather cloak that grants the wearer a +1 to AC. When the wearer in submerged in water, it grants the wearer +2 AC instead, grants water breathing, and allows 60ft of underwater movement speed.
100 GP
Shield of Heroic Memories -This perfectly round silver shield initially has a mirror finish. As a hero takes it into battle it remembers the enemies encountered, gaining a +1 to AC on any subsequent battle with creatures of that type. The events of the battle are intricately engraved onto the shield’s surface (which has a seemingly endless capacity for detail).
The bearer of the shield may also attempt to recount past battles (real or imagined) to the shield. Upon a DC 10 charisma check or DC 15 deception check, the shield confers a +1 AC against the creatures described in the tall tales.
3 failed attempts at recounting stories cause the shield to be cleared of all of its memories. The engravings disappear. It reverts to its mirror finish. All bonuses are lost.
300 GP
The Glutton's Fork - Once a day, this fork will allow the user to eat any non-magical item they can fit in their mouth and regain 2d6 hit points. Just tap the the fork on the item and it will turn edible.
60 GP
Plastic Sheriff's Badge - Adds +3 to deception skill checks when impersonating a person of authority.
60 GP
All-or-Nothing Coin - Once a day, the owner of the coin can substitute a regular 2-sided coin flip in place of a d20 roll. If the coin lands on heads, it is considered a Critical Hit. If the coin lands on tails, it is considered a Critical Fail.
50 GP
Ring of the Grammarian - The wearer of this ring can, once a day, alter one letter on a spell's title to alter the spell being cast for a different effect:
Example:
Cause Fear becomes Cause Bear.
The effect of these altered spells are determined by the DM, but with the caster's intentions taken into account.
100 GP
PHARMACY SECTION
Potion of Healing - All cow’s blood in this potion was obtained from free range, grass-fed cattle.
Heals 2d4+2 hit points upon consumption
15 GP
Nut Mylk - Every travelling party has that one vegan…
Heals 2d4+3 hit points upon consumption
16 GP
Alchemist Ring - When the wearer of this ring imbibes a healing potion, they recieve an additional 1d6 hit points.
50 GP
Vampire Facial - A facial made of vampire’s blood. How did we get vampire’s blood? Isn’t vampire’s blood super poisonous? To these accusatory questions we say: shhhhhhhhhhhhhhhh. This will make you beautiful and that’s all that counts.
This item permanently raises the user’s Charisma by one, but can only be used once— multiple exposures to vampire’s blood will cause the user’s heart to stop. You won’t be undead, just regular dead.
30 GP
Lord Tanygun the Rad’s Totally Medicinal Cave Moss - The dankest of herbs. Use it for back pain, to calm your anxiety, as a sleeping aid, or to get lit the fuck up.
An airbender who smokes it will gain a +4 to bending proficiency for the duration of the weed’s effects, but will be unable to cast concentration spells and will take a -1 to intelligence. Anyone else who smokes it will gain a +1 to bending and a +2 to charisma checks, but again but will be unable to cast concentration spells and will take a -1 to intelligence. The effects of the weed last 2 hours. When smoked outside a battle the user will fall asleep 20 minutes after smoking. The weed lasts for 10 individual smoking sessions, or 5 group sessions.
42.0 GP
Glitter Lotion - For when your skin is dry but you also want everyone to know you’re a party animal who’s always dtf, or maybe some type of fairy.
Since lotion is made primarily of water, water benders take a +2 to bending proficiency. Additionally this gives a +1 to charisma checks. The lotion’s effects last a day. This tube will give you ten uses.
40 GP
Iron Tablets - For when you’re kind of anemic and you hate leafy greens
An earth bender who takes an iron tablet at the beginning of each day with get a +2 to their bending for that day. This box contains 10 pop-out tablets.
30 GP
Santana Acosta’s Infernal Fire Hot sauce - You think maybe someone misplaced this in the pharmacy section, but there are like 10 bottles here. You suppose someone could get some medicinal use out of it, maybe.
A fire bender who takes a swig of hot sauce and succeeds on a constitution save will gain a +2 to bending for a whole day. The bottle contains 20 good sips.
50 GP
SPF 50 Sunscreen - Everyone should wear sunscreen, always. Slather that shit on. UV rays are dangerous!
Anyone wearing sunscreen can impose disadvantage on fire-based attacks. Has 10 uses, sunscreen application lasts 2 hours, or 1 hour if the wearer happens to get wet.
40 GP
CLEARANCE SECTION
Robe of occasionally useful items [16 total items] - When we first sold this item, we billed it as a Robe of Useful Items. Just one long shouting rant from a slightly scorched customer at our return desk later, and we now know that the items found within aren’t always strictly useful. Still! Sometimes they are, and wouldn’t you rather have this on hand, just in case?
If you want any common item (a crowbar, a rope, a candle, etc) you can try to pull it from your robe by rolling a d3. A roll of 3 gets you the item you wanted, a roll of 2 gets you an item that isn’t quite what you wanted, but is relevant to your situation, and a roll of 1 gets you an item that isn’t relevant to your situation, and could possibly be dangerous.
The exact item received on a roll of one or two is chosen at the dms discretion.
10 GP
Pocket Pickler - Okay, our manufacturers kiiiiiiiiind of fucked the bag real bad on this one. The Pocket Pickler is designed to pickle picklable perishables in your pocket once an hour, which it does! Stick a cucumber in there and you’ll have a sour dill in sixty minutes! It’ll just be very, very poisonous. Oops?
The Pocket Pickler comes with 5 starting cucumbers.
10 GP
Jar of Bees - Exactly what it says on the tin, err— glass?
An object limited only by your creativity and what our Dearest Mint will allow. Bees do 1d3 piercing damage per sting, plus 1d20 poison damage when the attacked individual has an allergy, so use your buzzy little friends wisely.
5 GP
Vial of Pink Fluid - It’s probably not great to go around drinking random, unlabeled vials, but it does smell /delicious/
Gives no bonuses, but will give the drinker an erection lasting 2 hours.
1 GP
Jar of Dirt - You've got a jar of dirt!
Earth benders can coat their hands with it at the beginning of the day to attune with their element, granting +1 bending proficiency for the day. Can also be used to earthbend in a pinch, though it does three less damage than your attack would usually do due to it's small size. Contains 5 uses, though using it as a bending material consumes it entirely
10 GP
Old Bottle of Water - Someone left this bottle put in the sun. Now it’s all cloudy and full of plastic chemicals.
Water benders can coat their hands with it at the beginning of the day to attune with their element, granting +1 bending proficiency for the day. Can also be used to water bend in a pinch, though it does three less damage than your attack would usually do due to it's small size. Contains 5 uses, though using it as a bending material consumes it entirely
10 GP
Travel-sized Lighter Fluid - Why anyone would allow lighter fluid on an airplane in the first place is beyond me.
Fire benders can coat their hands with it at the beginning of the day to attune with their element, granting +1 bending proficiency for the day. Can also be used to fire bend in a pinch, though it does three less damage than your attack would usually do due to it's small size. Contains 5 uses, though using it as a bending material consumes it entirely
10 GP
Jar of chalk dust (with glitter) - For gay gymnasts only
Air benders can coat their hands with it at the beginning of the day to attune with their element, granting +1 bending proficiency for the day. Contains 5 uses. You could also throw it in someone’s eyes to blind them.
10 GP
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d20 stats for the weapons from Bulletstorm
Does anyone even remember this game?
Bulletstorm Weapons
Peacemaker Carbine
The Peacemaker Carbine (PMC) is a basic weapon the player is given at the start of the game. This is the only weapon you can't swap out — you will always have the Peacemaker Carbine with you. The PMC appears to act like your standard assault rifle, but actually has the ability to be charged via the R2/Right Bumper/"C" key (PC), joining 100 bullets to fire a single lance of energy, which instantly burns the target's flesh, leaving them a charred skeleton. It is unknown where the mag for the charged shot is loaded. It also was suggested that the PMC could be equipped with attachments.
Trivia
The PMC may be a reference to the unfinished "Peacemaker" weapon from the original Unreal, a game also published by Epic Games.
Its abbreviation, PMC, also means Private Military Contractor in real life.
Heavy Echoes in Act 7 will use overcharged shots that are powerful enough to put Grayson at a near-death state.
When it's primed to charged, Grayson pulls back the cocking lever.
The player can't drop the PMC, unlike the other weapons; except in the unlikely instance that the player is lucky or unlucky enough to get a glitch that allows you to swap out the weapon.
All friendly NPC's use the PMC.
The PMC looks similar to the Lancer/Retro Lancer from the Gears of War series, also created by Epic Games.
The weapon appears to have a red dot sight with a simple ammo counter - the counter is just a bar that decreases the more you fire it - under the dot.
Peacemaker Carbine PL 6 Damage: 2d6 Magazine: 50 (box) Critical: 20 Size: Large Damage Type: Ball Weight: 7.5lb Range Increment: 90ft Purchase DC: 19 Rate of Fire: A Restriction: Mil+3
Peacemaker Carbine (Charge Shot) PL 6 Damage: 4d10 Magazine: 6 (Int) Critical: 20 Size: N/A Damage Type: Ball/Fire Weight: N/A Range Increment: 60ft Purchase DC: N/A Rate of Fire: Single Restriction: N/A
Special: Arming the Charge Shot is a Move Action
Anything within 5ft of a target struck, must make a DC 15 Reflex save or take half damage.
Weapon list Range PDC/
Weapons Dmg Type Crit Inc RoF Mag Wght SZ Res
Gravity Boots 2d6* Bludgeon 20x3 N/A N/A N/A 5lb^ Small^ 27/mil
Energy Leash 1d3* Electricity 19-20 15ft N/A 6(Cell) .5lb Tiny 28/Ill
*Non-Lethal Damage
^Weight/Size per boot, cost per pair
Gravity Boots
The Gravity Boots are an improvised weapon in Bulletstorm that allows the user to attach themselves to buildings or can repel enemies if kicked or slid into. A kick is an attack that can be done with the Gravity Boots. By pressing Circle (PlayStation 3) or "B" (Xbox 360) or "E" (PC), Grayson Hunt or your character in anarchy will perform a forward kick, sending the target flying. A slide is basically the same thing as a kick, but Grayson does a "homerun" style slide to kick an enemy. The kick is the only melee attack Grayson possess, unless one counts sliding as a separate attack. It slows enemies down for a few seconds in a Gravity flux field, which makes getting skillshots easier (except Burnouts, which just fly away from you). It is one of the easiest ways to push enemies back next to the boneduster shotgun. The Kick is used for many Skillshots such as Bullet Kick and Voodoo Doll.
Players can also kick hazards into enemies such as explosive barrels, a charged Cannonball, even other enemies with a flail attached to them. When an enemy is kicked they automatically lean towards an eviromental hazard though this doesn't mean players shouldn't aim their kicks. This also works the other way so when players kick environmental hazards towards enemies they will fly towards foes. Sliding towards an enemy will also cause the player to kick him though these enemies usually fly closer to the ground. Many enemies can avoid kicks from the player like the flaregunner and all the creeps. You may be lucky to kick a fast opponent but at the same time you may get shot or attacked by other opponents so try to avoid target fixation.
Trivia
Only Creeps can avoid kicks unless backed up against a wall or stunned from a previous attack..
At the end of Act 1 Chapter 1, Grayson, all pumped up from battle, kicks open a gate that swings back and hits him and he laughs about it.
d20 rules: When active the boots grants a +10 circumstance bonus to climb and balance checks, as a full round action, the wearer may kick an enemy within 5feet at their highest attack bonus. In addition to taking damage a targeted creature make a DC 20 Reflex save. If the target fails their save they are engulfed in a “gravity field” and thrown back 5 feet per point of non-lethal damage dealt by the kick and moving at a maximum of 15ft per round. While engulfed, they can take no actions and are considered flat footed. If the targets path is clear they drop with no additional damage (unless kicked into the air) if a solid structure blocks the target's path, the bubble is automatically broken and the target receives falling damage equal to the distance they would have fallen. A target can be kicked back, strait-up, or diagonally up or down and back.
Energy Leash
The Energy Leash is a whip-like energy rope used as a leash which can pull enemies towards Grayson Hunt and causes them to travel in slow motion for a limited amount of time. The Energy Leash is capable of two "attacks". The first is a simple grab-and-pull attack, and the second is the Thumper.
The Thumper is an attack in which Grayson grabs an enemy and flicks his wrist up and then down. When he flicks his wrist up, a ball of energy follows the invisible control line of his hand; when his wrist goes down, an area of effect explosion happens. This explosion throws enemies and miscellaneous objects (such as guns and barrels) into the air, and puts them in a sort of stasis field for 10 seconds.
Trivia
The Energy Leash is an "instinct moderated weapon" which are apparently illegal to use.
The Leash cybernetically links to its user, and attaching it can be a painful process.
Energy Leashes have built in radios, flashlights and databases that keep track of Skillshots.
Grayson obtains his Leash from a fallen Final Echo Soldier.
When Gen. Victor Sarrano used his leash on Ishi, he was able to control him, presumably through the cybernetics embedded in Ishi's brain.
The Energy Leash's effect is similar to both the Grapple Beam from Metroid Prime 3 and the Stasis Module from Dead Space.
D20 Rules:
Whip (The Energy Leash functions as a standard whip [max Range 15ft, no increments, +2 bonus on disarm attempts and attempts to be disarmed, trip attacks with a successful and can avoid a counter trip attempt by deactivating the Leash.] As a Move Action the wielder can initiate a grapple to hurl a target backward 15ft or drag them upto 15ft closer to the wielder if the target fails the opposed check.
Winch/Pulley(The Leash allows the wearer to make Strength check against targets upto 15feet away [+6 equipment Bonus to strength checks].
Ground Pound (as a Full-Round action, the wearer can make a grapple check [+4 equipment bonus] against a target upto 15ft away and slam them into the ground [target remains prone for 1d4 rounds plus 1 round per size category larger than small). If the target fails they are slammed against the ground suffering 4d6 points of bludgeoning damage and causing any hostile characters and unattended objects into the air, traveling 5ft per point of damage dealt to the primary target [float in the air for 1d6+1 rounds], anything caught in the air plummets to the ground taking appropriate fall damage at the end of the duration.
Power source(The Energy Leash uses a special bio-metric power system for normal operation and will not run out of power. For the ground pound, a special rechargeable battery that can hold upto 6 charges is used. Recharging the Battery is a move action per charge.
Two-Way Radio (Range 100miles)
Homing Beacon (+4 to Search, Survival and Navigate checks made to locate other people with energy Leashes)
KillSkill Database (statistically identical to a Cellphone Modem)
Flash Light (provides light equivelent to a Daylight spell into a 20ft radius)
Chaingun
The Chaingun is a weapon featured in Bulletstorm. It fires high caliber rounds, as it is able to tear through body parts. It also has a substantially high fire rate to compensate for its low accuracy, and runs on battery power when detached from a power source.
The player can choose to use the gun mounted or rip it off its mount and carry it until the battery is depleted. Grayson cannot carry the Chaingun on his back, so if he changes weapons he will drop it. The Chaingun is the best firearm to get the Full Throttle with, in which the player kills two or more enemies without letting go of the trigger.
Trivia
When the Chaingun was originally shown in the E3 trailer, it had unlimited ammo. To compensate, the Minigun easily overheated. The newer version present in Bulletstorm still possesses unlimited ammo, and still overheats. However, the Chaingun now runs on a battery, limiting its usefulness.
The battery will drain while you have the gun equipped, regardless if it is being fired or not. However, if the player drops the Chaingun it will no longer drain. This can be taken advantage of to conserve "ammo" and wait for the next wave of enemies to spawn before picking it back up.
The Chaingun is known for easily getting head shots at far range.
The Chaingun is the only weapon without an alternate fire.
The Chaingun is extremely useful for taking down hordes of enemies, mostly because of its high rate of fire.
Twice during the full game, Grayson can use a Chaingun with an unlimited amount of energy.
The Chaingun is not, in fact, a chaingun. Chainguns, by definition, only have a single barrel.
The Chaingun is used by Mini-Bosses at multiple times in the game.
In a weapon trailer for Bulletstorm, Cliff Blezenski says that the Chaingun "is a extension of Grayson's penis."
Chaingun (20mm) PL 6 Damage: 4d8 Magazine: Linked Critical: 20 Size: Huge Damage Type: Ball Weight: 65lb Range Increment: 90ft Purchase DC: 27 Rate of Fire: A Restriction: Mil+3
Special: After every 1d4 rounds of continuous fire the Chaingun must cool down for 1 round The chaingun is typically mounted on a turret mount for infinite battery life, if removed from the mount, its internal battery has enough life for 2d4+2 rounds of operation
Screamer
The Screamer is a revolver which is both powerful and accurate, making it a contender for the easiest weapon to quickly headshot multiple enemies with.
Finding it marks a point in the game in which the number of Skillshots available to the player dramatically increases.
It is the second weapon to be found by the player within the game world, after the PMC.
The Screamer has good range, accuracy and power - which is slightly offset by the single-shot firing rate.
When Charged, it fires a flare-type projectile which can kill enemies via explosion. The Charged shot can also set any nearby enemies on fire, which is convenient for setting up Afterburner Skillshots.
Screamers are carried by various Creeps and Skull Flaregunners.
Trivia
The Screamer has the most skillshots involving its charged shot.
It bears a basic resemblance in function to the Boltok Pistol from Gears of War. Like the Boltok Pistol, it has a lower firing rate, but makes up for it with higher stopping power and accuracy.
Screamer PL6 Damage: 2d8 Magazine: 8 (Cyl) Critical: 20 x3 Size: Medium Damage Type: Ball Weight: 4lb Range Increment: 50ft Purchase DC: 21 Rate of Fire: S Restriction: Lic+1
Screamer (Flare) PL6 Damage: 3d10 Magazine: 1 (Int) Critical: N/A Size: N/A Damage Type: Fire Weight: N/A Range Increment: 30ft Purchase DC: N/A Rate of Fire: Single Restriction: N/A
Special: Priming the Flare is a move action
Reflex Save DC 15 to avoid catching fire
Burst Radius 10ft, Ref15 for half damage
Flailgun
The Flailgun is a weapon featured in Bulletstorm. It fires two grenades that are strung together by a chain
Flailgun
The Flailgun in Grayson's hands
which will detonate after a few seconds but can be activated early by a button on top of the gun. The Flailgun's alternate fire is activated by pulling a lever located on the top of it, making fire shoot out of the pipes on the gun super-heating the chain, causing the chain to cut through enemies like butter. Tying an enemy up with the flail gun and kicking them into a crowd of enemies will result in the Gang Bang and/or Homie Missile or Smart Mine skillshot. Also, firing the Flailgun at an enemy's head and detonating it gets the Grenade Gag skillshot.
Trivia
The Flailgun was custom built.
The two grenades that are shot from the Flailgun will detonate after a certain amount of time but they can also be detonated remotely by a button on the top of the Flailgun's grip.
If fired at the feet of an enemy, it will trip them.
The Flailgun can be fired at Trishka and other friendly NPCs except for Rell and Whit, they will say something.
The gun is primed to charge when the lever on top of it is pulled.
Flailgun PL6 Damage: 4d6 Magazine: 2 (Int) Critical: N/A Size: Large Damage Type: Con/Slash Weight: 18lb Range Increment: 50ft Purchase DC: 12 Rate of Fire: Single Restriction: Ill+4
Special: Burst Radius 5ft, Ref 15
Remote Detonation, Detonates as a Move action or on its own after 2d4 rounds
Trip: Can be used to place flails as remote mines and use flails to make ranged trip attacks
Entangle: As a Full Round action the shooter may make a ranged touch attack against a single target, success means the target is wrapped up by the Flail, the target is treated as helpless and must spend a Full-Round Action to break free by making a DC22 Strength check or DC 25 Escape artist check
Chain Blade Round: As a move action, a single specialized chain munition can be loaded into the Flailgun, this chain-blade deals 4d8 points of Slashing and Fire damage to everything in a 15ft by 30ft area, a DC 17 Reflex save can be made to negate damage
Boneduster
The Boneduster is a weapon featured in Bulletstorm and is first found in the level Worst Family Fun Vacation Ever.
It is a four-barreled shotgun that shoots extremely powerful compressed-air shells, which will push your target away from you. This allows the player to then interact with the environment or completely rip the enemy in two.
When charged, the Boneduster will send out a shockwave which is so powerful it can cut through cover. At far range, the Boneduster does little to no damage.
Skull Shotgunners also use Bonedusters and are quite dangerous. They are easily identified by their size, and buffalo skull masks.
Trivia
It is hinted in this video that the inspiration for the Boneduster may have been from Cliff Blezinski's desire to include a shotgun-esque weapon in the original Unreal that was never completed. The weapon was named the Quad Shot and had four barrels, like the Boneduster.
When it's primed to charge, Grayson cocks the gun, unlike using normal mode. It is unknown how it is charged this way.
When charged, the shockwave can kill a Miniboss in one hit, granting you the Bossed skillshot. This one hit kill only applies when dealing with the Chaingun-wielding Miniboss, or after knocking off the armor of the other two varieties.
Boneduster (12gauge) PL 4 Damage: 4d4 Magazine: 4 (int) Critical: 20 Size: Large Damage Type: Ball Weight: 10lb Range Increment: 15ft Purchase DC: Rate of Fire: S Restriction: Lic+1
Special: -1 point of damage per range increment
Heat Wave: As a move action, the shooter can load a special round that occupies all four chambers, this round deals 4d8 Fire damage to everything in a 30ft Cone Ref DC 15 for half damage
Head Hunter
The Head Hunter is a sniper rifle with controllable bullets in Bulletstorm. If a player uses the scope, they can lock onto an enemy with the shot and control where the bullet goes. Time will slow significantly once the bullet closes in on its target, allowing the player time to adjust the shot. The Head Hunter's charge shot is an explosive round. Once a target is hit, the player can move that enemy around and then detonate the charge, killing multiple enemies in the surrounding area.
Trivia
The Creep Sniper doesn't use Head Hunter's steerable radio control bullet, obviously for gameplay balancing purposes.
The Head Hunter uses a revolving magazine, which explains why Grayson spins the magazine after he loads the gun.
Only Creep Snipers and Grayson use Head Hunter in the game.
The Head Hunter is similar to a weapon in Singularity named the Seeker Rifle which allows the user total control of the bullet from the second it is fired but does not require a target to lock on to.
Head Hunter PL6 Damage: 4d6 Magazine: 5/6 (Cyl/Int) Critical: 19-20 Size: Large Damage Type: Ball Weight: 14lb Range Increment: 150ft Purchase DC: 28 Rate of Fire: Single Restriction: Mil+3
Special: Scope: +75feet RI, Move action to acquire target
Guided Projectile: As a Full-Round action, the shooter may designate a single target within 2 range increments, the attack against that target receives a +4 bonus to the attack roll, but, the shooter is treated as Flat-footed and provokes attacks of Opportunity
Explosive Rounds: The Head Hunter has a secondary magazine for explosive rounds, switching feeds is a move action, explosive rounds deal concussion instead of ballistic damage have a 5ft splash (2d6 Conc Ref 15 negates), splash damage can ignite flamable objects/gasses.
Reload: Swaping cylinders is a full round action, reloading upto 3 explosive rounds is a move action, reloading 4-6 is a full round action
Bouncer
The Bouncer is a portable cannonball launcher originally used for mining. The launcher fires a high explosive cannonball that can rip enemies apart with a single shot.
The Bouncer's primary fire, activated by tapping the trigger, launches one ball that explodes on impact with any surface. Holding the trigger allows for the player to detonate the ball when he or she chooses, allowing the player to bounce the ball into hard to reach areas. The charged fire launches a ball bounces repeatedly, exploding with each impact. The charged ball can be kicked or leashed into enemies.
Trivia
The Bouncer has the same name as a weapon from the Ratchet & Clank series and both weapons have similar functionalities.
Single Weapon
Name(Caliber) PL Damage: 6d6 Magazine: 3 (Int) Critical: N/A Size: Huge Damage Type: Concussion Weight: 95lb Range Increment: 50ft Purchase DC: 29 Rate of Fire: Single Restriction: Mil+3
Special: Burst Radius/Ref (20ft/DC 17 for half)
Bounce (Can be used to make Skip-Shot attacks without the Feat)
Charged Shot (As a Full-Round action, a special bouncing round can be loaded into the weapon, this bouncing shot will travel 1 range increment and then begin bouncing in place, dealing the listed damage each round to anything that passes through the burst radius, the special round will continue to bounce for 1d4+2 rounds and any character can send the shot traveling 1 range increment with a successful DC 20 Strength check)
Penetrator
The Penetrator is a weapon in Bulletstorm. It shoots a rocket-propelled drill that impales enemies and will stick them to surfaces, other enemies, or send them into the sky.
Once charged, two things can be done: the weapon can be used as a melee weapon if rammed into an enemy (sliding into two or more enemies using this method will grant the Drilldo Skillshot) or the charged drill can be controlled when inside an enemy's body by pulling the trigger while aimed something or someone else.
If you leave the body in mid-air then you may kick the body and send it hurtling towards oncoming enemies, impaling their friend onto them as well. When fighting minibosses, you can launch the drill into the stomach of the boss and then kick it even further in their belly, killing them. Another thing that you can do with minibosses is when the boss is stunned, you can go behind him and kick him, doing so will make his butt cover to fly up. If you shoot the Penetrator into that area before the cover falls down, you will get a nasty surprise instead of the usual flame like on the Fire in the Hole Skillshot.
Single Weapon
Name(Caliber) PL Damage: 4d12 Magazine: 1 (Int) Critical: 19-20 Size: Huge Damage Type: Weight: 80lb Range Increment: 120ft Purchase DC: 30 Rate of Fire: Single Restriction: Mil+3
Special: Over Penetration: If the shot Kills (by raw damage or failed Mas Save) the Drill will peirce through the target and make a secondary attack against another attack against a second target upto 2 range increments away (previous attack bonus -6), if the secondary target is struck, it is knocked back 1 range increment. If a target struck is forced to make a Mas Save and succeeds, they are knocked back one range increment. If a target struck is backed into a wall by the Drill, they become stuck to it, and must make a DC 25 Strength check and a Full Round action to free themselves.
Guided Drills: As a Move action the wielder may load a special guided drill into the Penetrator, Once loaded, the Drill can be steered by the shooter as a Full Round Action (granting a +4 bonus to primary and if necessary to the secondary attack as well, stacks with the -6 penalty)
Ammunition
Name Quantity Purchase DC
PMC bullets 50 15
PMC Grenade 1 8
Leash Ground Pound 1 17
Screamer Bullets 40 15
Screamer Flares 3 15
Flailgun Flails 2 12
Flailgun Chain-blade 1 12
Boneduster Heatwave 3 16
Head Hunter Rounds 20 12
Explosive Head Hunter 6 13
Bouncer, Standard 3 18
Bouncer, Special 1 21
Penetrator, Standard 1 10
Penetrator, Guided 1 14
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Wild Incarnate
A great bulge of earth rises from the bog, forming a vaguely humanoid shape. Reeds cover its body, and water runs down its shambling form. -Wetland Incarnate Wild Incarnate (CR 8) Always NG Medium outsider (good) Init +5; Senses darkvision 60ft.; Listen +6, Spot +6 Languages Aquan, Auran or Terran ======================================== AC 19, touch 10, flat-footed 18 (+1 Dex, -1 size, +9 natural) hp 76 (9 HD); DR 5/- Immune poison, sleep, paralysis, stunning, critical hits, flanking Fort +6, Ref +3, Will +5 ======================================== Speed 30ft. (6 squares); earth glide Melee 2 slams +11 each (2d8+6) Space 10ft.; Reach 10ft. Base Atk +6; Grp +16 Atk Options Improved Bull Rush, Power Attack Special Actions environment abilities Spell-like Abilities (CL 9th) - see text ======================================== Abilities Str 22, Dex 12, Con 18, Int 8, Wis 11, Cha 13 SQ environment traits Feats Improved Bull Rush, Improved Initiative, Iron Will, Power Attack Skills Listen +6, Spot +6 Advancement 10-18 HD (Large); 19-27 (Huge)
Environment Traits All wild incarnates are born from specific sites in the heart of Lammania. The site from which the elemental is born alters its traits and special qualities as follows. The subtypes a wild incarnate possesses are listed in parenthesis. Waterfall (air, water): 10ft. swim speed, 10ft. fly speed (perfect), +4 bonus to Dexterity (increasing AC and touch AC, and Reflex saves by +2) Beach/Oasis (earth, water): 20ft. swim speed, +4 bonus to Constitution (increasing hp by 18, Fortitude saves by +2) Glacier (earth, water, cold): +4 bonus to Strength (increasing attack, grapple and damage rolls by +2), can travel over ice and snow without penalty Forest (earth, water): woodland stride (as the ranger ability), +4 bonus to Constitution (increasing hp by 18, Fortitude saves by +2) Wetland (earth, water): 10ft. swim speed, +4 bonus to Constitution (increasing hp by 18, Fortitude saves by +2) Desert (air, earth): 20ft. fly speed (perfect), +2 bonus to Dexterity (increasing AC and touch AC, and Reflex saves by +1) Environment Abilities (Su or Sp) Wild incarnates posses extra abilities based on the site from which they were born as follows. Save DCs are Constitution-based. Waterfall: As a standard action, a waterfall incarnate can call down a 20ft. radius, 50ft. tall cylinder of water from the sky. All non-magical fires enclosed within the area are automatically extinguished. In addition, creatures in the area must succeed on a DC 18 Reflex save or take 3d8 points of bludgeoning damage and be knocked prone. A successful save halves the damage and negates the knockdown. Waterfall incarnates are immune to the effects of this ability. Beach/Oasis: As a standard action three times per day, beach and oasis incarnates can create a powerful vortex within their waters. This ability is otherwise identical to the vortex ability of the water elemental. Glacier: As a full round action once per day, a glacier incarnate can cause a localised avalanche of rock and ice. The avalanche affects an area 200ft. long and 40ft. wide, dealing 5d6 points of bludgeoning damage to those caught in its path, with a reflex save DC 18 for half damage. Creatures that fail their save become buried beneath 10ft. of rock and ice, taking a further 1d6 points of non-lethal damage per minute. Glacier incarnates are immune to the effects of their own avalanches. Forest: Forest incarnates add summon nature’s ally IV (1/day) to their list of spell-like abilities. Wetland: As a standard action three times per day, wetland incarnates can turn their marshes into quicksand. The incarnate may instantly convert an area with a maximum radius of 30ft. centred on the incarnate. Creatures caught in the area on conversion must immediately make a DC 10 Swim check to avoid sinking beneath the surface. The dangers of quicksand are detailed in the Dungeon Master’s Guide. A wetland incarnate cannot fall victim to its own quicksand. Desert: As a standard action three times per day, desert incarnates can create a powerful whirlwind. This ability is otherwise identical to the whirlwind ability of the air elemental. Spell-like Abilities Wild incarnates can cast the spells from the domains associated with their elemental subtypes as spell-like abilities. First level spells are usable at will, second and third level are usable three times per day, and 4th level once per day. For example, a wetland incarnate can cast obscuring mist and magic stone at will; fog cloud, water breathing, soften earth and stone and stone shape three times per day; and spike stones and control water once per day. Forest incarnates also have access to the spells from the plant domain. Caster level is equal to the incarnate’s Hit Dice, the save DCs are Charisma-based. Earth Glide (Ex) A wild incarnate can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing wild incarnate flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Lammania, the Twilight Forest, is the home of realm unbound and unhindered by civilisation. Its unspoiled lands are home too the elemental forces of earth, air and water, and occasionally two or three of these elements coalesce to form a wild incarnate: a portion of the plane’s lands given life. Strategies and Tactics Wild incarnate tactics are simple but effective, and focus around gaining advantage using the environment. Waterfall, beach and oasis incarnates usually stay in the water, forcing attackers to swim, while glacier incarnates lure attackers to thick snowfalls. Wetland and forest incarnates use their enhanced mobility in their homes to their advantage, keeping ahead of their enemies. Desert incarnates tend to be the most aggressive, having no useful cover on the dunes. Sample Encounters Wild incarnates tend to be solitary, being rare enough that they are unlikely to manifest in similar positions. In areas of concentrated wilderness and raw magical energy, however, two striking different environments may appear next to each other, each with a different wild incarnate. Fire and Ice (EL 9): Deep in the jungle of Xen’drik, the morphic terrain has merged with a Lammanian manifest zone, causing a snowstorm to manifest within a desert. Here, a glacier incarnate and desert incarnate fight for supremacy but unite against other intruders. Ecology As elementals, wild incarnates have little ecology to speak of. They exist solely for the purpose of existing, as determined by the forces which create them. The awakening of incarnates seems purely spontaneous, their forms coalescing from the wilderness in areas of strong elemental energy. Although by far most common on Lammania, Eberronian wild incarnates have been known, forming during periods when Lammania is coterminous or within a manifest zone of that plane. Whatever the reason, or lack thereof, for their creation, wild incarnates seek to protect the balance in their home. No incarnate will tolerate a change in the status quo. Unsurprisingly, forest incarnates are particularly bitter about deforestation. Typical Treasure Wild incarnates carry no treasure. Wild Incarnate Lore Characters with ranks in Knowledge (the planes) can learn more about wild incarnates. When a character makes a successful skill check, the following is revealed, including the information from lower DCs. Knowledge (The Planes) DC - Result 19 - This creature is a wild incarnate, powerful elemental and manifestation of a particular environment. This result reveals all elemental traits. 24 – Wild incarnates can move through the earth as easily as a fish can swim through water. Some can also fly or swim. 29 – Wild incarnates possess powerful magical abilities able to alter their environment. This result reveals environment abilities.
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Fate and Phantasms #85: Karna
Today on Fate and Phantasms, we’re making the Hero of Charity and Arjuna’s eternal rival, Karna! While Arjuna’s build focuses on excellence in everything he does and very few combat tricks, Karna’s is the opposite: he specializes in variety in combat, and doesn’t have particularly interesting social encounters.
Check out his build breakdown below the cut, or his character sheet over here!
Next up: Gee, that heroine sure is mysterious...
Race and Background
Karna is the son of the sun, making him a Fire Genasi. This gives him +1 Intelligence and +2 Constitution, Darkvision, Fire Resistance, and the feature Reach to the Blaze. At first level, this allows him to Produce Flame using his constitution as the casting modifier.
Arjuna started at the top, but Karna had to work his way up, starting as a Folk Hero. This gives him Animal Handling and Survival proficiencies.
Ability Scores
Your highest score should be Strength- you need that for stabbing. After that is Charisma; I’d like this one to be lower honestly, but we need it for multiclassing. You’re smart, even in the middle of combat, so next is Intelligence. Everything past this point is frustratingly low, but we needed to make cuts somewhere. Your Dexterity isn’t great, but that’s what you have built-in armor for. Your Constitution is also a lot lower than I’d like, but it’ll get a boost from your racial bonuses. Dumping your Wisdom is the least in-character option, but wisdom’s also the only ability we don’t need for this build and we’re strapped for options.
Class Levels
1. Fighter 1: You may have noticed Karna’s build is pretty similar to Arjuna’s, and just like his half-brother he starts as a Fighter. Your spear may be massive, but you wield it one-handed and we can’t afford to spend the ASI on war caster, so the Dueling Fighting Style you get at this level will increase all its damage by 2. You also get a Second Wind, letting you spend a bonus action once per short rest to heal a bit. You’re fighting against the Hero of Benefaction, so you’ve got to be in it for the long haul.
As a fighter, you also get proficiency in Strength and Constitution saving throws, as well as two fighter skills. Athletics because you’re clearly in good physical shape, and Insight to help make up for the low wisdom.
2. Fighter 2: Second level fighters get an Action Surge, letting them tack an extra action to their turn once per short rest.
3. Fighter 3: You’re not going to be a bard, so if we want more spells we’ve got to go with Eldritch Knight. They can cast Spells using their Intelligence, and they gain a Weapon Bond. Over the course of an hour, you can bond with a weapon, preventing you from being disarmed and letting you summon said weapon from anywhere in the plane as a bonus action. I’m pretty sure that spear is a part of you; it would really hurt to get it ripped out.
For spells, Blade Ward toughens your skin as an action, giving you resistance to physical damage types. Green Flame Blade adds green flame to your blade, extending the damage of your attack to another target. Shield gives you a higher AC as a reaction, but Mage Armor does that for several hours. Also grab Jump. You may not be able to levitate like Arjuna, but you can still reach him by tripling your jump distance.
Finally, your Reach to the Blaze evolves, and you can cast Burning Hands once per long rest, also using your Constitution.
4. Fighter 4: Use your first Ability Score Improvement to become a Piercer, adding 1 to your Strength, the ability to re-roll one piercing damage die, and deal additional piercing damage on critical hits.
Also, pick up Burning Hands for stronger and more usable fire fighting.
5. Fighter 5: Fifth level fighters get an Extra Attack each attack action for two to four attacks per turn depending on if you use your Action Surge.
6. Warlock 1: You got your fancy spear from Arjuna’s dad Indra, and if Arjuna’s an Air Genasi Indra’s a Djinni. At first level, he gives you a Genie’s Vessel, a tiny object we went into more detail this time last build, but while touching it you can use a Bottled Respite and Genie’s Wrath. The former lets you enter the vessel once per long rest. You can store items in the vessel until it’s destroyed or you take it back out, and can stay inside for a number of hours equal to twice your proficiency. The latter lets you add your proficiency bonus in thunder damage to anything that’s caused by an attack roll once per turn.
You also get Pact Magic, which has its own unique set of spell slots that don’t mix with your fighter slots, you use Charisma to cast them, and you regain them on short rests. For spells, grab Create Bonfire and Hellish Rebuke for more fire power, Eldritch Blast because it’s cliche, and Detect Evil and Good so you’ll know if those Pandavas are up to anything.
7. Warlock 2: Second level warlocks get Eldritch Invocations. Beast Speech will let you talk to animals at will, because a frighteningly high amount of the animals in the Mahabharata could talk, so you should be able to hear them. Use the other one however you want, we’ll be switching things up next level anyway.
You also get a new spell, the Armor of Agathys, which automatically deals cold damage to anything that hits you in melee range. It doesn’t make you tougher, but you will get hit less.
8. Warlock 3: At third level you get your pact boon, and the Pact of the Blade nets you a cool magical weapon you can summon as an action. It can be whatever you want, but the in-character option is a spear. Or something bigger, if you don’t mind the complications. Either way, you also get the Improved Pact Weapon invocation, adding 1 to attacks and damage rolls made with your weapon and letting you use it as a spellcasting focus. You can also have ranged weapons as your pact weapon, but that’s more your brother’s forte.
You also pick up Mirror Image, making yourself harder to hit thanks to illusory duplicates. We can’t really dedicate too much in the way of Ability Scores to making your armor good, but we can improve it in other ways.
9. Warlock 4: Use your second ASI to become an Elemental Adept. Now when you deal Fire Damage each die is guaranteed to come up at least a 2, and you can ignore fire resistance with your spells. Since Reach to the Blaze lets you cast spells, it’s one of the few features that actually works with this feat. Wild.
Also, pick up Prestidigitation for minor magical effects, and Suggestion. Like I said in the last build, truly powerful warriors can speak events into being, and you’re very powerful.
10. Barbarian 1: You’re not perfect like your brother, but you have natural armor and sometimes you explode. That’s a barbarian, baby! At first level, you get Rages, which you can enter as a bonus action for physical damage resistance, extra damage on weapon attacks, and advantage on strength based checks and saves. You have a limited number per long rest, and they last for a minute or until the fighting stops. Also, you can’t cast or concentrate on spells while raging. You also get Unarmored Defense, giving you an AC based on your Dexterity and Constitution. It’s not good natural armor, but it is natural armor.
11. Barbarian 2: Second level barbarians get a Reckless Attack, gaining advantage on all attacks they make in a turn in exchange for taking advantage on all incoming attacks until the next. You may be hard to hit, but this is pushing your luck. You also get a Danger Sense, helping you avoid dexterity based effects you can see by getting advantage on those dexterity saves. Mirror images won’t protect against fireballs, but this will.
12. Barbarian 3: Our last level of Barbarian sets us down the path of the Storm Herald, giving you a Storm Aura when you rage. Technically you can switch these out on rests, but we’re only interested in the Desert aura, which deals 2 fire damage to all other creatures within 10′ of you when you rage and as a bonus action each turn. You’re the sun, standing next to you should be unpleasant. If your DM’s cool, you can also use the new Tasha’s feature Primal Knowledge to gain a barbarian skill, Nature is pretty nice. It’ll help you know more about the animal friends you get from your Beast Speech conversations.
13. Fighter 6: Sixth level fighters get another ASI, use it for more Constitution for more health, a higher AC, and stronger innate spells.
14. Warlock 5: Fifth level warlocks get third level spells, like Spirit Shroud, a buff that lasts up to a minute with concentration, and makes any attack you make extra shiny, dealing extra radiant, necrotic, or cold damage with each hit if it’s within 10′ of you. Creatures that take this damage also can’t regain HP until the start of your next turn. Finally, you also slow down creatures of your choice within the shroud by 10′. Arjuna speeds up, and you pull him right back.
For your invocation, you also get Eldritch Smite, burning a warlock slot for an extra 4d8 force damage on an attack.
15. Fighter 7: Seventh level eldritch knights know War Magic, letting them attack as a bonus action after casting a cantrip with their main action. Now you can keep up your defense with Blade Ward without being a sitting duck.
You also get second level spells now! Aganazzar’s Scorcher lets you shoot a line of fire out 30′ in front of you.
16. Fighter 8: Use this ASI to bump up your Intelligence for stronger spells, and also pick up Fire Sphere to create a fire sphere that you can move around and shove into people. There might be better uses of your bonus action, but it’s a great visual.
17. Fighter 9: At ninth level of fighter you become Indomitable, letting you reroll a failed save once per short rest. Arjuna has a lot of charms, but falling for them at this point would just be embarrassing.
18. Fighter 10: Eldritch Knights get Eldritch Strikes. When you hit a creature with your weapons, you impose disadvantage on them for one spell save you make within the next turn. You don’t have a lot of save spells, but now you can really make them count.
Speaking of spells, grab Fire Bolt and Scorching Ray for even more fire. You’re the son of the sun, it’s kind of your thing.
19. Fighter 11: Eleventh level fighters get another Extra Attack for three per action. You also get your final spell, Continual Flame. This one doesn’t actually hurt, but not everyone can have Darkvision cough Arjuna cough.
20. Fighter 12: For your capstone level, use this last ASI for more Constitution, netting you better concentration, stronger innate spells, more HP, and a better AC. Now you can save slots by never using mage armor again!
Pros:
You’re a versatile fighter, with spells to make your fighting better and fighting to make your spells better.
Your critical hits hurt a lot, and you have plenty of opportunities to show that off thanks to your reckless attacks and extra attacks. Tack on a Green-Flame Blade, Spirit Shroud, and Eldritch Smite, and you’re looking at 3d6+16d8+6 damage in one go.
You’re pretty hard to hit, in the sense that people won’t want to. With spells like Hellish Rebuke and Armor of Agathys making it a bad idea and Mirror Image making hitting you at all a bit trickier.
Cons:
You’re definitely not hard to hit in terms of AC. 14 isn’t bad, but it’s not good for a frontline fighter, especially when you’re dealing with a prick who’s only too happy to shove an arrow in your spine from 100 yards away. You can use Shield to match up with Arjuna’s AC, but that will eat your spell slots very fast.
Your build is also all over the place, and incredibly Multi Ability Dependent. You need strength for stabbing, dexterity and constitution for not dying, and Intelligence and Charisma for your spells. Add on having high wisdom is in-character, and you have no scores you can comfortably dump. As such, you’re okay at everything in a fight, great at nothing.
Also thanks to your mixing of classes, you have to deal with the classic Rage/Spell choice. Most of your best armor spells don’t need concentration though, so it isn’t quite as much of an issue as it could be.
All that’s fine though, just get in close and make sure your brother can’t make a run for it and you’ll easily be able to outlast him in a straight fight. Just don’t be surprised if he fights dirty.
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Core Rules
Tests
To overcome most challenges you will be asked to test an attribute. To make a test roll 1d20 and hope to roll as high as possible without exceeding your relevant attribute:
If you roll a natural 20, you succeed automatically, and may achieve a critical success.
If you roll over your attribute, without rolling a natural 20, you fail.
If you roll your attribute or lower, and over the difficulty, you succeed. Where relevant (e.g. when making an opposed roll) the number on the die indicates the strength of your success.
If your roll doesn't exceed the difficulty of the roll, you fail.
If you roll a natural 1, you fail, and may suffer a critical failure.
So if you are faced with a WIS test with a difficulty of 4 and your WIS is 12, then to succeed you must either roll between 5 and 12, or score a natural 20 in order to succeed.
Many tests will have no difficulty number specified; for these tests the difficulty is 1.
Types of Test
A test based on an attribute is always an attribute test in addition to however else it is described. For example, an AC roll is still DEX test even though it uses DEX modified by armour; a melee attack is still a STR test, and so on.
So a saving throw vs poison is both CON test and a Saving Throw, and will be affected by modifiers to either.
Advantage & Disadvantage
If you are said to have advantage on a roll, reroll if you fail and take the second roll if it isn't a critical failure. If you have disadvantage, reroll if you succeed and take the second roll if it isn't a critical success.
Advantage & disadvantage do not stack, but they do cancel one another out - if you have both advantage and disadvantage on a roll, you make the roll normally; if you have disadvantage from two different rules and advantage from one, you roll with disadvantage.
Bonuses & Penalties
If a penalty is applied to the roll, due to spell effects, circumstances or any other source, add it to the difficulty of the roll.
If a bonus is applied, add it to your relevant attribute for the purposes of resolving the test.
Attributes and Modifiers
Attributes range from 3-18 and through experience and have lower and upper caps of 2 and 19; reduction below 2 incapacitates the affected character, and increases beyond 19 become difficulty reduction as described below.
Attributes are rolled against directly for most tests, but sometimes an attribute is more of an influencing factor than a determining one - in these cases we need to make use of smaller attribute bonuses and penalties.
You gain a point of modifier at 13, 16 and 18. These are cumulative so an attribute of 18 has a modifier of +3.
Similarly you gain a negative point at 8, 5 and 3 or lower, so an attribute of 4 has a -2 penalty.
Attributes Above 19
Sometimes, usually due to a bonus, your attribute may exceed 19. Naturally there is no point in having an attribute at 20 because a roll of 20 is always a success regardless.
When this happens, instead of gaining a higher attribute, you gain difficulty reduction. Keep track of any excess points separately and deduct them from the difficulty of all tests. If your STR is 18 and you have a longsword +3, your make attack rolls with that sword against a STR of 19 (2) - one point of the +3 makes your attribute effectively 19, and the other two points mean every foe you face will have an effective AC two points lower than they normally would when defending against your attacks.
Opposed Rolls
Occasionally tests will be opposed by another player; if one player succeeds and the other fails, the player who succeeded wins the contest. Otherwise - if both succeeded or both failed, the one who rolled higher is the victor.
There may be additional consequences of failure. Two players trying to grab the same item may fumble and drop it if they both fail, even if one is technically victorious; on the other hand, if two players are arm wrestling and both fail one will still win; it will simply be an unedifying contest for any onlookers.
Monster Rolls
If a monster has to roll for something, you can use HD+10 as its attribute value. Significant NPCs can have Major/Minor values, the first representing their attribute in things they are good at (lore for a sage, combat for a man at arms) and the latter representing their aptitude for all other tasks.
Usage & Duration Dice
These dice track the consumption of resources or timed effects.
They will be noted as ud6, ud8 etc. When called upon to roll one, a result of 3+ has no additional effect. A roll of 1-2 causes the die to step down to the next lowest die type - a ud6 becomes a ud4. Once a 1-2 is rolled on the d4, the effect is ended or the resource is exhausted.
Saving Throws & Effect Tests
A saving throw is a test made by a player to avoid or mitigate an effect; a DEX test to dodge the beam from a wand, a CON test to survive poison or disease. Certain spells and effects modify saving throws but not other kind of tests, so it's important to be clear which tests are and are not saves.
An effect test is an inverted saving throw: When a player casts a spell or other effect that requires a save on a monster, the player makes an effect test to see if the target is affected. For example, if a Wizard casts a fireball at two monsters and a player, the player would make a DEX saving throw and the Wizard would roll a WIS effect test for each monster, with a difficulty equal to the monster's Hit Dice.
If a monster has to save against an effect not originating from a player, test against 10+HD. All of these types of roll are affected by modifiers that affect saving throws.
Fortune Rolls
A test will tell you if your skills are sufficient to succeed. But sometimes you are involved in something where the precise outcome is uncertain. Travelling through a jungle infested by poisonous insects and plants, with treacherous footing, exotic diseases, lurking predators, thick brush, heavy rains, oppressive heat, and limited supplies might require a dozens of small tests per day to deal with this complex situation. A fortune roll condenses these down to a single roll.
To make a fortune roll, the whole party rolls a d20 on a table prepared by the DM, who reads off the result. The party venturing through the jungle might become sick or get lost if they roll low; a higher result might mean the loss of rations to humidity; a high result, a shortcut or successful foraging.
Where player skill matters, the DM may define Roles. Each role is a responsibility one character will take within the group working toward the task at hand. Each role is usually defined by two attributes, to represent that it is a complex task involving a variety of different challenges.
For example, the players in the jungle may have a Quartermaster role who looks after their rations and forages for food and water, requiring WIS to notice supply problems and INT to anticipate them and identify safe sources of food and water.
Each player has an aptitude at each role starting at zero and calculated on the following table:
Condition Aptitude Attribute modifiers - combine both relevant modifiers and apply the total if positive 0 to +6 Each applicable background +1 Applicable Class +1 Attribute modifiers are negative -1 Conflicting class/background -1 Role with nobody assigned -2
Negative modifiers are applied immediately; positive ones are triggered by particular, relevant results.
For example, say the party has a +2 scout, a -2 navigator and a +1 quartermaster. They roll a 5 on the d20, the poor navigator brings that down to 4; according to the table this is an ambush [scout]. The scout bonus is applied to avoid the result, bringing the result up to 6: spoiled food [quartermaster]. The +1 brings us to 7, the woods have eyes [scout], -1 on random encounter checks. As the bonus for the scout role has already been applied, this is the final result.
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d20 stats for the Sontarans
http://aliens.wikia.com/wiki/Sontaran
Species Traits
Ability Modifiers: +4Str, -2Dex, +4Con, -4Wis, -4Cha.
Humanoid (Sontaran).
Medium Sized
Base Land Speed: 20ft.
Skills: Do to their single-minded nature, Sontarans recieve a +4 circumstance bonus to opposed Diplomacy and Sense Motive checks. Sontarans also take a -4 penalty to all Knowledge Checks execpt for Knowledge (Tactics)
Bonus Feats (Ex): All Sontarans recieve Personal Firearms and Light Armor Proficiancy as bonus Feats
Achileses Heel (Ex): due to the vulnerability of their Probic Vents, Melee attacks that deal bludgeoning or Piercing damage recieve a +2 Bonus when rolling to confirm a critical hit.
Mind Screen(Ex): Because of the nature of their creation, Sontarans are immune to all magical and mundane Mind Influnceing effects.
Manufactured (Ex): Sontarans are grown and trained in cloning facilities, as such they do not recieve starting occupations.
Level Adjustment:+0.
Progress Level: Human+2
Cordolaine Transmitter
A Cordolaine signal was a jamming signal that excited the copper atoms in bullets and caused their expansion within a gun barrel, rendering Earth-made guns useless. The Sontarans used this type of signal in their invasion of Earth. UNIT managed a counter-measure by using rad-steel coated bullets. This made the Cordolaine signal ineffective. (TV: The Sontaran Stratagem/The Poison Sky)
d20 Rules: generates a 100ft radius field centerd on the wearer, all ballistic weapons within that radius are treated as unreliable in semi automatic or automatically jam/fail in burst/autofire mode, when using normal bullets (including armor-piercing or Hollow Point special rounds). Some special ammo types (such as plasma coated) will allow a weapon to ignore this field PDC 27 weight 9lb
Rheon carbine
Rheon carbines were the standard Sontaran side-arm from at least 1985. (PROSE: The Two Doctors) They were wand-like weapons that emitted charged particles to kill their enemies. The weapon also had some capacity to penetrate armour. The carbine could be set to stun as well as kill. A safety catch was set into the butt of the weapon to prevent the carbine from being accidentally discharged. The Rutan Host could resist the effects of a single weapon's fire for a certain amount of time, but multiple bursts would defeat the Rutan's defences. (PROSE: Lords of the Storm, PROSE: Shakedown
d20 Rules: Rheon Carbines have a Heavy Stun Setting (Fort DC 18)
Sontaran fragmentation grenade
The Sontaran fragmentation grenade was one of the most dangerous weapons used by the Sontaran. It was a small, egg-shaped sphere with an indentation on the top. It would completely annihilate everything in a small blast radius once it was activated.
The Master obtained a fragmentation grenade and used it to try to kill the Third Doctor. He commanded Professor George Philips to throw it at the Doctor, but the Doctor and Jo Grant were able to convince him to stop at the last second. He threw it away from the Doctor, but Phillip was killed by the blast. (PROSE: Doctor Who and the Terror of the Autons)
Nic Reece was also able to obtain two fragmentation grenades. One he used to booby-trap his room on Peladon. The other he kept on his person and intended to use it if he was in danger, though Bernice Summerfield threw it off a cliff when he tried to use it on the Seventh Doctor. (PROSE: Legacy)
d20 Rules: Burst Radius 20ft Ref 17 for half damage
Sontaran blaster
Sontaran heavy duty laser rifles were a form of energy weapon used by the Sontarans. They were powered by Cobalt Blue. (AUDIO: Old Soldiers)
The rifles were used to great effect in the Sontaran invasion of Earth in 2009 and proved a great weapon against UNIT. They fired a red energy burst that could kill a human with a single direct hit without leaving any signs of exterior damage. (TV: The Sontaran Stratagem / The Poison Sky)
Commander Kaagh carried a submachine blaster, it was different than the other conventional blasters because of the size and was more compact. This gun also had a stunning setting as shown when Kaagh shot Sarah Jane Smith without killing or injuring her. Kaagh was forced to give it up to Sarah Jane after his defeat on Earth. It now lies in her attic. (TV: The Last Sontaran)
d20 Rules: The Blaster and Submachine blaster have a Heavy Stun Setting (Fort DC 18)
Weapon list Range PDC/
Weapons Dmg Type Crit Inc RoF Mag Wght SZ Res
Rheon carbine 2d8 Energy 20 40ft S 50(Cell) 2lb S 17/res+2
Sontaran blaster 4d6 Energy 20 80ft S,A 35(Cell) 9lb L 24/mil+3
Submachine blaster 2d8 Energy 20 50ft A 50(Cell) 5.5lb L 24/mil+3
Hand Grenades
Weapon list Burst Range Reflex PDC/
Weapons Dmg Type Radius Inc Save Wght SZ Res
fragmentation grenade 5d6 Slash` 20ft 10ft 17 .25lb Tiny 16/mil*
*per box of six
Armour
Sontarans wore distinctive battle armour, which resembled a thick and bulky grey space suit. Their helmets were dome-shaped and almost featureless except for two eye holes and a small, flat crest running from the forehead to the back of the neck. They generally carried around their rod-like weapon and a translating device. (DW: The Time Warrior) During a period in the early 21st century Sontarans had blue, less flexible, armour in a similar design. (DW: The Sontaran Strategem/The Poison Sky).
D20 Rules: Sontaran Battle Armor has the Environmental Seal and Integrated HUD gadjets.
Type/ Equip Bonus Dex Armor Spd
Armor Name Subtype Prof./Non Prof. Bonus Penalty (30ft) Weight PDC/Res
battle armour Heavy/Tac +8/+4 +1 -8 20ft 35lb 21/Lic+1
Sontaran Sphere
The Sontarans used spherical vessels, which were covered in square plates. They were generally only large enough for one Sontaran. (DW: The Time Warrior) Some had cloaking capabilities. (SJA: The Last Sontaran)
d20 Rules: The Sontaran Sphere is 4squares wide, 4 squares wide and 4 squares high, it has a completely enclosed atmosphere for extrended operation and provides total cover for the pilot. Operating the Sphere requires the aircraft operation (Spacecraft) feat.
Sontaran Hover car
When on a planet, the Sontarans would travel by the means of aircraft. These aircraft looked like the bottom half of a Sontaran ship, with seats and controls on the top half. (DWM: The Betrothal of Sontar)
d20 Rules: Sontaran Hover cars are 4squares wide by 4squares long and provide half cover to crew and passangers
Vehicle Top PDC/
Name Crew Pass Cargo Init/Man Speed. Def: Hard HP SZ Res
Sontaran Sphere 1 0 2tons -2/+1 1500(150) 6 20 36 H 43/mil
Sontaran Hover Car 1 4 1ton -4/-2 350(35) 6 10 30 H 37/mil
Sontaran Star ship Template (PL8)
The Sontaran Template can be added to any Colossal star ship
Power Plant: Zero-Point cell, replaces standard power plant (+8PDC)
Engines: As base vessel
FTL Drive/After burners: Adds a Drivewave Super Structure/Armor: As base vessel Defenses: As base vessel Sensors: As base vessel Communications: As base vessel Weapons: Heavy Maser Cannon Battery (if applicable, replaces standard battery weapon), Fire-linked Neutronium Driver (if applicable, replaces standard Fire-linked weapon), Battery/Fire-Linked Starload missiles (if applicable, replaces standard missile launcher[s])
Grapplers: As base vessel
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