#I am my own high int low wis build
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ase-trollplays · 1 year ago
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Suddenly remembering all the times I was asked out or taken on a date
Except I'm a Dense Motherfucker and literally didn't realize that that's what was happening and thought they were being completely platonic about it
My best friend in highschool, a boy named Danny, bought me roses and candy for Valentine's Day through a fundraiser the school was doing and invited me to the Valentine's Day dance that weekend. I thought he was just humoring me bc I'd spent the last two weeks bitching and moaning about being single. An hour into the dance, he had to pull me aside and explain that he had a crush on me and meant for that night to be a date. I was completely mind-blown.
The GSA at the community college I was attending was throwing a second-chance prom, and one of the girls asked if I was going. I said no bc I had no formal clothes or money to purchase any. She offered to let me borrow something of hers, but I declined because I'm bigger than her so I doubted anything she had would fit me. Plus, I felt like I didn't deserve to go since I already had my proms and experienced them exactly how I wanted to. Only years later, after talking with one of my LGBT friends, did I realize that she was trying to ask me to be her date for the prom.
Also during my community college days, a different girl invited me to read Marceline/Princess Bubblegum lesbian fanfic, took me to her favorite cafe, walked around town with me, and ended the night taking me to a really nice restaurant. Still had no idea.
My bff at the art school I went to spent the first three months of our friendship flirting with me, and I had absolutely no idea. She even took me out on a dinner-and-a-movie date, and only for a split second did it occur to me that maybe, this could potentially be a date. I then threw out the whole thought bc of course that's not what this is, and when did I become so arrogant as to think she's into me just bc we spend time together constantly? I didn't realize that she'd been down horrendous until just two years ago when she told me. Once again, mind blown. Mind you, we met way back in 2013. She thought I was fully aware and just trying to let her down gently by being unreceptive.
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bleepbloo · 5 years ago
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Reaction to The Lovers of the Fallen Tower (Part 1)
I am beyond late, I know, but better late than never right?
I am a little spoiled on the episode on some of the general things that happen, but not the how. So be prepared for ramblings and mind going off in different directions, and also we got so MUCH WORLD-BUILDING!!
Keeping that in mind, I hope y’all enjoy this!
So, off the bat, Olala is very cute. Not much else seems to be needed to say in that regard. She also handles people who died very well, but that’s only because she hasn’t experienced it happening in any relation to her. 
I don’t doubt that’s going to change when she realizes- or if someone makes her realize *looks at Sir Caroline, who is the exact kind of person to tell a child her family is dead* - that her family, her Sisters, died by the Kite’s hand. 
On the subject of Death, if the Queen didn’t call all the journeyman knights because Miller as a town was slaughtered, I will genuinely be surprised. Arum seems to be surprised twice by Olala; once when she mentions that she’s from the Garden of Death- which he recognizes - and when she mentions she’s ‘half-monster’. 
Arum seems to handle kids well, which- doesn’t bug me, necessarily, but it does raise the question of how. He’s been pretty hard-core ID’d as a hermit, both by analysis and the narrative itself, so while I doubt that he’s been around many children, it does lead me to think the Keep wasn’t the only one to raise him? I mean, the way he handled Olala is very different than how the Keep obviously raise Arum; he set boundaries, rules where the Keep indulges, he (tried) not to dump his baggage on her where the Keep sings and talks about everything, he sent her away to the Keep when he needed to have a grown-up conversation with Rilla- that speaks of someone who was taught by someone else. Or he could be just good with children, I’m not holding my breath here
Also, wow, Rilla did not handle anything well, but I mean. Who can blame her? A three person relationship is way different from a two-person one, and while they’re all talking to each other, they’re not communicating. Damien’s more or less committed treason - burning letters from ‘his true home’.
Does that include any letters Angelo might be sending??
How long has Damien been burning letters??
Do his parents even know he’s alive???????
I’m very concerned by this, if only because like- speaking from some personal experience- it can be very jarring to realize that you don’t have the same support network you thought you did, or that because of who you are now cannot coincide. Of course, Arum doesn’t understand it because 1) Hermit, 2) he’s always been accepted by his home, if nothing else. 
They’re all having a bad time of it. 
Still, shoutout to Damien for being a good person and deciding that he needed to be here to defend the child, and did it despite the communication issues with Arum and his own internal issues.
Also, Arum gets annoyed by the Citadel’s renaming of everything, but I have to wonder if the Southern Frosts has it’s own renaming of things?
Because, for those that don’t remember, what Rilla and Tal saw as a sea-shell, Caroline explicitly saw it as a court-house. Which says some interesting things about the Southern Frosts and how they correlate to the monster view of things, and how the Citadel quite clearly deviates from this by renaming things. 
I’m going to chew on that thought in a different post, but for now it’s worth noting. 
In that moment, where he asks to watch it again, he’s exactly the kind of person who would depress watch a show that makes him happy. And it’s done very well how Damien and Arum aren’t really talking to each other. At all. When Damien mentions he’s never heard that moniker before, he says it gently to Olala, not to Arum at all, and when Arum responds, it’s to tell Rilla to tell him.
Which, man. I’d lose my goddamn mind if I had to deal with that on a near-daily basis. (Also, it’s clear that despite Damien’s status as knight, he stays within the Northern border, and that there’s REALLY not a lot of visitors from the West, which kind of shows that despite the quite large amount of land there is in the world, people - of the West, South, North, and ESPECIALLY the East (if there’s anyone who lives out there)- don’t travel much, which contributes to the xenophobia of the North & South at the very least!)
I’m going to chew on this more - between college and life - but it’s clear that the West is something of a united front, at least where Olala was from. They allow monsters to visit and live with them, use magic and science hand-in-hand, are both in a place of death and yet holds so much life (fungi)- it’s literally the middle ground between the North and the South. Also, really glad that the Arum finally mentioned the entire North being called ‘the Second Citadel’ so I can stop referencing that one time early access content was allowed for all patrons. 
It’s also interesting that a place has emotions, but then, magic. Which we still don’t know how it works really. 
Also, I should mention that when I heard the name ‘emotional resonator’, I thought that it was going to- locate an emotion and fixate on it, drawing it out like a fish on a fishing pole. 
This was not that.
“Increase the anxiety-”, y’know what, I had to pause here, and say that you shouldn’t try and increase the anxiety of a place, ESPECIALLY NOT IN A PLACE THAT’S STILL VERY AND CLEARLY TRAUMATIZED!!!!!
This just proves that while Rilla and Arum have high INT, they both - together- have a very low WIS. And Rilla proves that she’s Marc’s sister by impulsively going when the experiment has been run. 
Parapet of the wilds. Hm. For those that don’t know, a parapet the part of a wall or a tower that stops you from falling off the top of a building. Then a two of the wilds, nine of some sort of mirror or snail (the East? Sage Helicoid??). Also, I want to take this moment to apologize for the length of this- school has kept me busy so to talk like this is very nice, except I’m still in the middle of it and I’m sure there’s going to be more to come. 
Poor Olala, caught in the middle. This is DEFINITELY NOT what Marc had in mind when he left Olala in the care of Arum. 
And, ah, the building does have a type. Conflicting lovers. 
Hm, so towers can be used to get magical currents. 
There’s also a story, called Babbalon, where, together, all of humanity was working together to ascend to heaven. And it was working, which made God, worried, so God broke the tower, and cursed people to have completely separate languages from each other so that they could never again get so close to Heaven. Considering present circumstances, with humanity and monsters, the same metaphor works here. 
I wouldn’t be surprised if there was one on the side of the world to the West, East, and South. 
Also, I have to wonder when Pix and David are- they clearly lived at the Terminus for a few years before everything went boom, and they were building the Bridge- aka the Fallen Tower - prior to getting attacked. I’ve wondered if it’s before or after the First Citadel fell. I mean, it’s probably before, but how much before?
Also, jesus Rilla, this- I know you want Damien and Arum to get along, but using it TWICE like this WHEN ARUM EXPLICITLY STATES IT’S *DANGEROUS* IS A BAD IDEA! Of course, she does it anyway. 
AND NOW WE GET CONFIRMATION THAT THERE ARE LIGHTS OFF THE EDGE OF THE WORLD, and also a name Zin? That’s going to come up again, mark my words. Every significant person in the world/story - Queen Mira, Sir Damien, Sir Absolom, David, Pix, Senator Calin(?mentioned by the nameless monsters at the end of the World)- everyone who has some sort of name, and I do mean name, is going to come up again. It happened with Queen Mira, Sir Damien, Pix, David, it’s going to be brought up with Sir Absolom soon, mark my words.
Anyway, point is, Pix saw lights!
Even if it’s like- Plateau's, where each land mass is separated by degrees of going down, or like, the Citadel Plateau’s is separated from the land mass below it, there’s still SOMETHING out there! I’m very excited for it. 
And, oh, it was just minutes after this that Pix and David died, wasn’t it? Oh. 
And oh, GOd. She’s looking for answers in the wrong place. She’s looking in a two-person relationship- her situation and theirs are- so far from different that it’s like looking through 3-d colored glass with just one eye. 
Their species are at war, and that- like it or not- still affects their relationship. 
I mean, I get it, but also, there are other things that could’ve been attempted first. 
Oh god, poor Olala. She’s stressed out, by the anxiety and by the machine and by everything that her body is literally changing out of stress! Honestly, mood, but also, huh. It means that who- or what, depending- these memories belong to, is also resonating with Olala. 
And the Bridge, destroyed. This IS STILL NOT BIDING WELL FOR WHEN WE ACTUALLY GET TO THE TOWER CARD. I am going to keep harping on this until I’m metaphorically black and blue. 
I don’t know if it’s the memory of the person or the machine glitching/repeating out on itself, or some combination thereof(you know, like a panic attack), but this certainly explains the description of the next episode.
Also, I love how Arum is so unimpressed with Damien’s ‘one miracle’, because functionally Arum(in D&D terms) like a Warlock to his Keep’s patronage, can create some thousand miracles and things that have never existed before, even though it’s still super impressive that Damien was even able to do the ONE miracle. 
Damien, when he isn’t being a xenophobic dingus, is actually quite smart. 
And that’s the end of the episode, part 1.
Also, the names at the end of the Episode fucking kill me, fucking superb you funky donators.
I’ll soon be back, with Part 2 reaction. And then we get to munch onto some good, good theories. 
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forgottenrealmsrp · 6 years ago
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Hello, I am very new to DnD and I would really like some tips on how to play and roll for certain things (Im not too good with examples) etc. etc.
Howdy! Mod Nate here coming at you with some Tips for Beginners. There’s a hell of a lot to cover that I cannot fit into one post (because, let’s be honest, that would be a nightmare), but I will try my best. So, without further ado, hold onto your butts.
The Three R’s
I find there are three main aspects to remember (and master!) when starting off in DnD or other such TTRPG’s. You can sort them into three categories: 
Rules,
Rol(l/e)s, and
Roleplaying
Of course there are heaps of other things to consider in game, but for a beginner, it can get overwhelming very quickly, so we’ll just stick to the Three R’s for now.
Rules
What better thing for a game than rules! The first thing you hopefully would have done if you were gearing up for your first game is to get your hands on a Player’s Handbook (For DnD 5e), or your RPG’s respective rulebook. Hobby stores, book stores, libraries, even video game shops might stock a physical copy of our favourite WotC volumes, but you can also secure them online wherever you may find them. 
Once you have your grubby little goblin hands on a handbook, give it to a friend, and have them read it to you. If that gets too boring, have them explain the rules in detail - you’ll need a pen and a notebook! If that is too time-consuming or - more likely - you don’t actually have any friends, you’ll have to settle for a hurried and often last-minute explanation of the core mechanics of the game, the finer details of which will be left unaddressed until you get your creative spirit crushed by your mean Dungeon Master, or local rules lawyer. 
(Remember kids, if you aren’t sure of where to locate one of these “rules lawyers”, simply talk out loud about your homebrew weapon or Pathfinder game, and they will be sure to find you!)
In this fabled Player’s Handbook you will find a fun breakdown and walkthrough of the game’s races, classes, and backgrounds, all of which you will need to read through several times and then immediately forget. Only after you have asked yourself “Which Bard School is going to make Sildaar Hallwinter not a steaming pile of crap?” for the fifth time in 10 minutes, can you move on to “equipment” and “rules”. Make sure to read these thoroughly, because you’ll learn them pretty quickly after your party’s Paladin once again forgets how many d10s to roll. It’s two, Derek. You asked the exact same question last round. 
Idiot. 
Rol(l/e)s
Once you manage to wrap your head around the rules, you get to the meat of the sandwich - rol(l/e)s. Whoever came up with this idiotic word hybrid (me) needs to report to their editor (also me) and get his ass whooped (still me). 
Now, I know you’ve gotten this far and thought “Wait, Nate, that may have rhymed but you haven’t actually given any tips yet?!??!?!?!!/1!?!?!?!?1?!???????????”. To that, I say yes (or no?), I have(n’t?) given you tips for how to play and roll for certain things, because the biggest tip I have for you is coming right up.
Wait for it.
You cannot build a dragon’s tower without strong foundations. 
Meaning: Only once you have “mastered” the rules and basics of roleplaying (and rolling!) will you be able to spread your beautiful dragon wings and soar as a damn good DnD player. This doesn’t necessarily mean that you will have to learn and remember every single mechanic or rule in the book! Because that would be a nightmare and if you can do it, you will be God. No questions asked. But hey! People make mistakes, or remember things wrong, or guess incorrectly, or even make it up as they go along. Having the handbook or Dungeon Master’s Guide on hand for these occasions will save everyone’s sanity at least once, but knowing when to draw the line between fairness and fun will make everyone’s play a whole lot better. 
So! Now that you’ve become God, rolling and role-ing (not a word) are your new best friends. And you know who makes the best friends? DICE! Just google it and have fun, kids, but remember that you have to eat and sleep somewhere warm and cozy tonight, so try not to build your hoard of shiny forbidden snacks too quickly, now. All you will need for starters is your standard 7-dice set: d4, d6, d8, d10*, d12, and d20.
*The d10 often comes in pairs to act as a percentile dice. The die with the ten’s (00, 10, 20, 30, etc.) will act as the ten’s place, and the other die will act as the one’s place. So, if you roll a 60 and a 9, you get a really funny number. If you roll a 00 and a 0, that’s 100! If you roll a 00 and a 1, however, that’s a 1. You die in game and you die in real life. Goodbye.
The handbook will tell you all the dice you will need to roll in order to both run the game, and make your character! That’s right! Maths begins even before the game does. Even Death themself cannot escape the point-buy system. Just submit. 
Stats are fun. 
What do they mean? What do they do? Who even knows what Constitution does?! I certainly don’t! But that’s where you’re in luck, bucko.
This post is already long enough without getting to the good stuff, so I’ll keep it simple. 
Strength - a measure of how well you can do stuff with your muscles. Skills like Athletics (aaaaaaand nope just athletics, huh, really? No fish-lifting skill? Huh? Cowards) will benefit from having some damn good muscles. Also you can stab stuff real good.
Dexterity - a measure of how deft, nimble, and stealthy one can be. Contributes to skills like Acrobatics and Stealth, unsurprisingly. If you can move good, you can groove good. I’d add a skill for dancing if I were you, WotC. 
Constitution - I lied before when I said I had no idea what constitution does, but it was only partly a joke. Constitution contributes to skills like not dying, staying alive, and stopping being dead. Sometimes it determines how much health you have. Sometimes it means you can drink an entire frog. Don’t ask.
Intelligence - Are you a smart cookie? Can you learn languages fluently in a short span of time? Can you destroy scores of defenceless troops with a single pillar of flame? Can you read? Are you kept awake at night by their screams? Intelligence makes you good (or not) at skills like History, Religion, Arcana, and being a nerd. Oh wait. No one is good at being a nerd. Sorry nerdlord. Also, if your intelligence is under 10, you can’t read! Just like me.
Wisdom - Not the smartest cookie in the shed? Like to eat leaves? You and me both, kid! Wisdom is a measure of your STREET SMARTS! so you can throw those nasty pervert kobolds off their rhythm. Unfortunately, starting equipment does not include a money clip. It makes you good at eating dirt and walking through forests and stuff. Also I think you can pet dogs really well?
Charisma - If you’ve ever played a bard, you would know what this is. If you haven’t played a bard, it’s not too late! Quick! Choose a Warlock or a Cleric if you want a Charisma based build! Choose the entertainer background if you must! -sigh- but if you insist, charisma is a measure of how easily you can quite literally charm the pants off a dragon. Also, sometimes you can roast people really well?
Having high skills is all fine and dandy, but the next tier of DnD player character power is owning your low skills. Have low constitution? Your tiefling is sickly or has a weak stomach! Low intelligence? Your character can’t read or write! Low charisma? You cause every single npc interaction to end with you being punched in the face. There is colour and interest in every aspect of your character, so make sure to let your character sheet represent your character as well as you can!
But how do you determine these stats?
Looking in your class description, you will see under the ‘Quick Build’ section the recommended stat scores, backgrounds and/or spells for that character. These are NOT mandatory, but I find them to be a helpful guideline for how to keep your character functional and, well, alive. Stat scores themselves can be determined a few different ways: Point-buy (I have no idea how this works but it looks like a lot of maths and that’s homophobic, so); Cascading, and rolling. 
Cascading (or at least that’s my name for it, I have no other way to describe it) is where you take the values 15, 14, 13, 12, 10, and 8 and assign each to one of your stats. For example, before adding racial stat modifiers, I could assign my barbarian’s stats as follows:
STR: 15, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12.
I may have a character-based reason for assigning my barbarian a relatively adequate Charisma score. Maybe he was a particularly intimidating character, or perhaps his iron-will makes his Constitution a 14. Maybe he likes to dance. You could have a particularly burly mage with a strength score of 15, just because you feel like it. Maybe your cleric is part of team sweet-flips? Or your monk could study tomes night and day to get her Intelligence to a lofty 17 points post-modifiers. Balancing stat scores so that you don’t die is awesome, but having a change to shout “YOU DO NOT SEE GROG!” and win 9 times out of 10? Priceless.
Rolling your stats is perhaps the most widely-used way to determine stats, but to be safe, ask your DM (or get crafty if you’re the DM!) about their preferred method. It’s pretty simple: roll 4d6 (the six-sided dice four times), noting down each individual roll. After four rolls, you cross out the lowest roll, and add the remaining three. Repeat five more times and you have some good good stats, bro! Don’t forget to add your racial stat modifiers before you assign your stat scores! 
Modifiers seem pretty confusing as a newbie, but there is a handy table in the PHB to help you keep track. Alternatively, you could subtract 10 from your score, and then half what you have left, making sure to round down! A score of 19 would have a modifier of +4 (19 - 10 = 9/2 = 4.5 ≈ 4, rounding down). A score of 8 would have a modifier of -1 (8 - 10 = -2/2 = -1). Pretty simple, right?
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So now I think I can finally address whatever the F*$# I mean by ‘Roles’. What the heck is a role? Do you mean roleplaying? No, dear reader, I do not. A ‘role’ is what I like to call your position in the party. Because yes, on the unlikely occasion that you do manage to wrangle a group of people willing (or able) to play DnD with you, you still have to play with other kids, Derek. That means that the typical balancing applies. You cannot just have a 7-person party filled entirely by bards. Or bees. Though I would prefer the bees. Who would want 7 bards? That sounds like the start of a bad joke. 
A good rule of thumb is to make sure you have enough bases covered in the traditional party makeup that you won’t die immediately, but you also don’t have to deal with 7 goddamn bards, Derek, I swear to God-
You’ll want someone to hit stuff, someone to get hit, someone to help those who get hit, and someone to hit things when you don’t want to get hit. This could be solved any number of ways. Get creative, go hog wild. But not buck wild, Derek. I will not have the “Seven Buskateers” at my table again, do you hear me?!
This brings us to the finale. I’ve been writing this post for half an hour, and we’re finally getting to the good stuff. Thanks for stick with me so far. How about dropping your favourite stardew valley bachelor/ette down in the replies if you’ve read this far? Mine’s Elliot, because he’s beautiful and I love him, just like I love you. :3
Roleplaying!
It’s in the title! The very mechanics of the game! So, the question you’re asking me is: “Nate, how the Flippity Doo Daa do you roleplay?????????” 
And I reply, “How are you making those noises with your mouth? Where am I?! Who are you? Why can I hear each individual question mark even though they shouldn’t have a place in the mortal coil? What are you?!”
And then I tell you about my favourite thing to tell my own players. 
The easiest character to play is one that exists. So? What does that mean???
It means that YOU, my dead, dear nerd, can’t just pull a self-insert every single dang game, Damn it Derek! No one LIKES YOU! GO HOME! You have this opportunity to think of a fun, unique concept, and roll with it. So, how can you create the next Taako, or Nott, or Yashee’rak or Caduceus? 
If you have a concept to work from, that’s great! If not, start from the ground up. Who is your character? What are their likes, dislikes, loves, hates, loyalties, vendettas? I often like to establish both a backstory and a goal for them to accomplish, the simpler the better, to get you on the right track. Perhaps a Neverwinter begger wishes to open their own tea shop in Ba Sing Se? A cursed child of an angel and a demon takes it upon themself to avenge their brother’s death? A simple farm girl falls in love and follows her princess Buttercup across Faerûn? You name it!
Some good questions to ask yourself about your characters personality could also include:
What would they kill for?
What would they die for?
What would they watch someone else die for?
What are some rumours your party members would have heard about your character?
What would they think of your favourite meme?
How do they treat their mum? How would they treat your mum?
Do they have any recurring nightmares? Why?
Etc. Etc. Think of them as a real being, with thoughts and feelings and hopes and dreams and fears! The more detailed you can get in theory might help in the long run. If you find yourself deviating from these details, however, don’t sweat! That’s a character’s natural development and progression as a character! In fact, if things don’t change as you play, you might have to have a look at your play style. Loosen up. No one is one emotion their entire lives. Characters lie! They hide things and change details and cheat and steal! But they also act kindly, even randomly, and change and grow. Encourage that. Let them grow. They (and your party members!) will thank you for it!
I think that’s all I have in me for now, and oh man there are so many more things I could mention. DMing in itself will have to wait for another day, of course, but I hope this helped! I’m going to die now. 
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ravenclawlitza · 7 years ago
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❛  kylo ren, hexblade warlock berserker barbarian
                    original character for DUNGEONS & DRAGONS fifth edition
                    WHAT ARE WE MADE OF BUT HUNGER AND RAGE?
                    born benjamin windfarer, he spent his childhood in various cities and outposts to avoid plots of assassination and kidnapping.  he saw little of his parents, raised mostly by their friends and allies.  their mother was often gone, aiding in the building of a new capital city and formation of their government, and he and his father fought more often than not.  most of ben’s childhood was spent with his twin sister, breha, and his younger brother aram, cloistered safely away from other children their age and bored to the point of reckless behavior, usually in the form of sneaking out and finding himself neck-deep in danger.
                    DARING BOYS WHO SOAR TOO HIGH CAN ONLY FALL DOWN.
                    when they turned thirteen, ben and breha left their various mansions to study under their uncle at his temple deep in the wilderness.  despite his uncle’s urges that he slow down and deny his passions, ben was headstrong and impatient, constantly driving for more experiences and more power.  brimming with excitement and energy, he found it impossible to sit still and meditate, and was often lectured and punished for not only endangering himself, but for convincing the other apprentices to disobey their instructions as well.  fluctuating between intense highs and brooding lows, he struggled not to be resentful of the slower apprentices who took up most of his uncle’s time, or the teachings that he felt were holding him back from achieving his full potential.
                    I AM FREE TO ACT AS DESPERATELY AS I WISH.
                    when they were finally allowed to adventure, traveling and dungeon delving and assisting strangers wherever they met, ben’s restlessness was temporarily sated.  he was a magnet for trouble, and he thrived on conflict, much preferring swordplay to the subtle use of magic.  he was thrilled when he was allowed to craft his own blade, oblivious to the attentions of a powerful hexblade warlock who secretly replaced ben’s newly-finished sword with an identical sentient magical weapon forged from the shadowfell itself. 
                    EMPIRES COLLAPSE WHEN THEIR RHYTHM BECOMES DERANGED.
                    the hexblade began manipulating his mind, subtly flaming his feelings of frustration and restlessness, convincing him he was the spirit of his deceased grandfather, a man mentioned only in whispers and fearful legend.  when ben found a book of lore describing a style of fighting that embraced passion and recklessness, he felt as though he had finally found what he’d been looking for. the dark influence of the blade led him to the eventual decision to attack his uncle and the other apprentices, including his siblings, and he managed to kill many of them before his uncle escaped with his siblings.  he was found by the hexblade warlock, changing his name to kylo ren and pledging himself to his new master, who immediately intensified his training to a level previously unimagined.
                    YOU ARE THE KNIFE I TURN INSIDE MYSELF.
                    when he was finally found and confronted by his father, his mind had twisted to the point of madness, every childhood slight both real and imagined exaggerated to immense proportion.  every emotion, previously controlled and constrained by his uncle’s teachings, had been set loose and fed by an increasing desire for power and stimulation, his reactions driven to the absolute limit of raw passion and fury.  he was chaos incarnate, obsessed with the idea of freedom through victory, victory through power, power through strength, strength through passion.
                    THROUGH VICTORY MY CHAINS ARE BROKEN.
                    memories were worthless if they weren’t driving him, sadness turning into devastation, grief into fury, and he sought ever new experiences to fuel the black hole of thirst within him until he was desperate for more and greater pain, seeking an ultimate unquenchable agony that would tear him open like a wound to the dark power he craved.  he stared his father in the face as he stabbed him through the heart, and he felt the reverberation of that despicable, unforgivable act to his very soul.  it poured into him like a dark black ink, obliterating everything but the overwhelming rawness of the moment, a son’s love turned ugly and monstrous in the crucible of his own self-created hell.  all temperance had long since been stripped from him, and he wanted no forgiveness, no pity, nothing but to burn endlessly.
❛  kylo ren, level one warlock barbarian
      STR  16 / +3 / +3   •   DEX  14 / +2 / +2   •   CON  16 / +3 / +3       INT  14 / +2 / +2*   •   WIS  10 / +0 / +2*   •   CHA  16 / +3 / +5*
      HP:  11   •   AC:  16   •   HIT DICE:  1d8       PROFICIENCY:  +2   •   ARMOR:  breastplate   •   LEVEL:  1       LANGUAGES:  common, orc, goblin   •   ALIGNMENT:  chaotic neutral
skills:
STR:  +5* athletics
DEX:  +2 acrobatics  •  +2 sleight of hand  •  +2 stealth
INT:  +2 arcana  •  +2 history  •  +4* investigation  •  +2 nature  •  +2 religion
WIS:  +0 animal h.  •  +0 insight  •  +0 medicine  •  +0 perception  •  +2* survival
CHA:  +3 deception  •  +5* intimidation  •  +3 performance  •  +3 persuasion
warlock abilities:
HEXBLADE WARRIOR:  you gain proficiency with medium armor, shields, and martial weapons.  in addition, when attacking with a melee weapon that you are proficient with that lacks the two-handed property, you can use charisma instead of strength or dexterity for the attack and damage rolls.
HEXBLADE’S CURSE:  once per short or long rest, you may place a baleful curse on an enemy as a bonus action. you curse one creature you can see within 30 feet of you for one minute.  until the curse ends, you gain a bonus to damage rolls against the cursed target equal to your proficiency bonus, any attack roll you make against it is a critical hit on a 19 or 20, and you regain hit point equal to your warlock level plus your charisma modifier if the cursed target dies.
spellcasting:
SPELL SLOTS:  you know 2 cantrips and 2 spells, and have 1 first level sell slot per short or long rest.
SPELL SAVE DC:  13
SPELL ATTACK MODIFIER:  +5
cantrips:
BLADE WARD:  one action, verbal / somatic, self, one round.  until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
MAGE HAND:  one action, verbal / somatic, 30 foot range, one minute duration.  the hand can manipulate an object, open an unlocked door or container, stow or retrieve and item from an open container, or pour out the contents of a vial within range.  you can move the hand up to 30 feet each time you use it.  the hand can’t attack, activate magic items, or carry more than 10 pounds.
level one spells:
HEX:  one bonus action, verbal / somatic / the petrified eye of a newt, 90 foot range, up to one hour with concentration.  you place a curse on a creature that you can see within range.  until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack.  also, choose one ability when you cast the spell to impose disadvantage on ability checks made with the chosen ability.  if the target drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn to curse a new creature.
WRATHFUL SMITE:  one bonus action, verbal, self, up to one hour with concentration.  the next time you hit a target with a melee weapon attack during this spell’s duration, you attack deals an extra 1d6 psychic damage.  if the target is a creature, it must make a wisdom saving throw or be frightened of you until the spell ends.  as an action, the creature can make a wisdom check vs 13 to steel its resolve and end this spell.
weapons:
LONGSWORD:  +5 to attack, 1d8+3 slashing, versatile 1d10
2 DAGGERS:  +5 to attack, 1d4+3 piercing, finesse, light, thrown 20/60
equipment:
CLOTHING:  black breastplate, heavy traveler’s clothes
EXPLORER’S PACK:  backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50 feet hempen rope, a component pouch
❛  kylo ren, level two warlock barbarian
      STR  16 / +3 / +3   •   DEX  14 / +2 / +2   •   CON  16 / +3 / +3       INT  14 / +2 / +2*   •   WIS  10 / +0 / +2*   •   CHA  16 / +3 / +5*
      HP:  19   •   AC:  16   •   HIT DICE:  2d8       PROFICIENCY:  +2   •   ARMOR:  breastplate   •   LEVEL:  2       LANGUAGES:  common, orc, goblin   •   ALIGNMENT:  chaotic neutral
skills:
STR:  +5* athletics
DEX:  +2 acrobatics  •  +2 sleight of hand  •  +2 stealth
INT:  +2 arcana  •  +2 history  •  +4* investigation  •  +2 nature  •  +2 religion
WIS:  +0 animal h.  •  +0 insight  •  +0 medicine  •  +0 perception  •  +2* survival
CHA:  +3 deception  •  +5* intimidation  •  +3 performance  •  +3 persuasion
warlock abilities:
HEXBLADE WARRIOR:  you gain proficiency with medium armor, shields, and martial weapons. in addition, when attacking with a melee weapon that you are proficient with that lacks the two-handed property, you can use charisma instead of strength or dexterity for the attack and damage rolls.
HEXBLADE’S CURSE:  once per short or long rest, you may place a baleful curse on an enemy as a bonus action. you curse one creature you can see within 30 feet of you for one minute.  until the curse ends, you gain a bonus to damage rolls against the cursed target equal to your proficiency bonus, any attack roll you make against it is a critical hit on a 19 or 20, and you regain hit point equal to your warlock level plus your charisma modifier if the cursed target dies.
ELDRITCH INVOCATIONS:  you know two eldritch invocations.
BURNING HEX:  as a bonus action, you cause a target cursed by your hexblade's curse to take fire damage equal to your charisma modifier.
FIENDISH VIGOR:  you can cast false life on yourself at will as a first level spell, without expending a spell slot or material components.
spellcasting:
SPELL SLOTS:  you know 2 cantrips and 3 spells, and have 2 first level sell slot per short or long rest.
SPELL SAVE DC:  13
SPELL ATTACK MODIFIER:  +5
cantrips:
BLADE WARD:  one action, verbal / somatic, self, one round.  until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
FALSE LIFE:  one action, verbal / somatic, self, one hour duration.  you bolster yourself with a necromantic fasimile of life, gaining 1d4+4 temporary hit points for the duration.
MAGE HAND:  one action, verbal / somatic, 30 foot range, one minute duration.  the hand can manipulate an object, open an unlocked door or container, stow or retrieve and item from an open container, or pour out the contents of a vial within range.  you can move the hand up to 30 feet each time you use it.  the hand can’t attack, activate magic items, or carry more than 10 pounds.
level one spells:
HELLISH REBUKE:  one reaction in response to being damaged by a creature within 60 feet of you that you can see, verbal / somatic, 60 foot range, instantaneous.  the creature that damaged you is momentarily surrounded by hellish flames and must make a dexterity saving throw vs 13 on take 2d10 fire damage, half damage on a save.
HEX:  one bonus action, verbal / somatic / the petrified eye of a newt, 90 foot range, up to one hour with concentration.  you place a curse on a creature that you can see within range.  until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack.  also, choose one ability when you cast the spell to impose disadvantage on ability checks made with the chosen ability.  if the target drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn to curse a new creature.
WRATHFUL SMITE:  one bonus action, verbal, self, up to one hour with concentration.  the next time you hit a target with a melee weapon attack during this spell’s duration, you attack deals an extra 1d6 psychic damage.  if the target is a creature, it must make a wisdom saving throw or be frightened of you until the spell ends.  as an action, the creature can make a wisdom check vs 13 to steel its resolve and end this spell.
weapons:
LONGSWORD:  +5 to attack, 1d8+3 slashing, versatile 1d10
2 DAGGERS:  +5 to attack, 1d4+3 piercing, finesse, light, thrown 20/60
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