#at level 12..... i will have my 20 int...
Explore tagged Tumblr posts
Text
![Tumblr media](https://64.media.tumblr.com/28ead10eaf8d6edda3f0814a84188764/c7a3ac24437ef5b5-84/s540x810/4b1f7d1a4e14546a2fe84a0bf41ea428850b7d4f.jpg)
So here's Obito.
Kakashi.
Read more info ⬇️
Obito is a half-elf who lived with his family for two decades, helping them. I imagine it as a small village with friendly people. Happy childhood with his parents . Average cottage life, a small sheep herd, garden and a bunch of pumpkins.
His parents ran away so they can be together. (I like half-Senju! Obito too much). Senju is a human clan and Uchiha are elves who hate each other. Boom. Drama.
One night, there was an attack on the village. It was Uchiha, a young elf, and Warlock. He killed Obito's parents (Itachi is a different story, and it's very raw, so bear with me). Obito manages to survive. He found refuge in the form of an old elf paladin who helped him. (Of course, it was Madara's setup)
He trained Obito. He became stronger and made an oath with God of Justice (Tyr if you wish, but I'm thinking do not mention any of the DnD canon names and Gods), so he became a Paladin of Devotion. He began to travel the world saving people and helping them.
But at one moment when he needed help the most, no one came to his aid. He began to contemplate the world and the gods. A moment in which an event occurs in direct opposition to Obito's oath and his God's domain. It's simple, but such a traumatic event can make one view the gods as selfish, callous, and inconsiderate of mortal affairs that do not affect themselves - which in turn leads to disillusionment with oath. As a result, he broke his oath because the gods did not like that he began to pry into their dark affairs. (Canonical hatred of the Shinobi system and rules dnd style and without Rin's sacrifice.)
I can imagine Obito becoming Oathbreaker because he wants to achieve justice but in his own, wrong way. He claims that God betrayed him. Obito is blinded by power and his hunger for it.
Obito returns to Madara and tells him about that. He is agitated by the disappearance of his power. Madara tells that he has to make a new pact to gain powers. Thus Obito was lured into making a pact with the goddess who now gives him power in exchange for his soul. Obito kills Madara. He's now an Oathbreaker Paladin and Warlock whose Patron is a moon Goddess herself. (I wanted it to be a Tharizdun, The Chained Mad God, but changed my opinion. Tho still sounds cool) So Obito was tricked into a pact.
Obito is traveling the world and destroying the Cults. He's 62 when he met Kakashi in the woods, running from an Owlbear. They fight together, but Obito gets hurt. They return to Kakashi's camp. A bit of talking and my writing.
"The gods betrayed me." Obito growled. "They betrayed us all. They claim to be benevolent, but all they care about is power, status, and their own selfish gains." Kakashi was surprised by the paladin's disdain for the gods. It wasn't often that he met someone who outright scorned the gods, especially a paladin. "I see," he said, continuing to tend to Obito's wounds. "You're quite the blasphemer."
So Kakashi is also trying to find a local cult. They decided to travel together. (There's a plot!)
Obito looked at Wizard with a steely gaze. "I no longer align myself with the gods, nor do I seek their favor. I have become an instrument of my own destiny, and I answer to no one but myself."
But Obito does not even suspect that Kakashi is looking for a cult not just to destroy it. But that's a story for another time.
Here's some stats and info for character sheet list in my head for nerds like me.
8 14 16 8 12 20 (STR, DEX, CON, INT, WIS, CHA) Level 14 8 Paladin 6 Warlock Oathbreaker (Aura of Hate, Control Undead, Dreadful Aspect) The Great Old One Pact (Mortal Remind) Pact of The Blade (Binded Weapon, CHA based)
#little gremlin obito#obito uchiha#украрт#dungeons and dragons#artists on tumblr#naruto#obkk#kakashi x obito#укртумбочка#український tumblr#dnd au#dnd art#paladin#oathbreaker#warlock#naruto au#naruto fanart#obito fanart
103 notes
·
View notes
Text
I don't have a full post on this, but here's my take on what characters they'd like in Baldur's Gate 3/D&D 5e:
Jayce: Wizard 10/Fighter 2 - Multiclasses for Action Surge, better armor, and the ability to wield the big fuck-off hammer he's been drawing his wizard-sona wielding every since he was a kid. It's a personal brand thing at this point. Is frequently mistaken for a Paladin at a distance and because of his mannerisms, until he gets talking about science/magic and people realize what a big fucking nerd he is.
Notable stats: Str. 17, Int. 16, Cha. 14. Wis. 8
Viktor: Wizard 12, no way he's giving up those godlike 6th level spells. Starts out very fragile but by 12th level is scaring the shit out of everyone with his judicious application of the most terrifying spells you've ever seen.
Notable stats: Int. 20 - St. 8, Dex. 8, Con. 8, Wis. 8, Cha. 8 (used shenanigans to basically create Raistlin and dump all other stats for Int.)
78 notes
·
View notes
Text
the first NPC from my ~NEW~ DnD campaign, 20-Count(down), Gizmo the First Aid Kit(ten)- he's better than potions AND he scales with the party!
*the text is non-canonical to Gizmo, he does not speak
if you'd like to run Gizmo in your own game, check out the Read More/Keep Reading below to get his stats and features
(this png is included for use as a tabletop icon, etc.)
GIZMO Small Construct, Neutral Good
AC: 13 (10 + DEX MOD + Party's PB) natural armor HP: 9 Speed: 30 ft, climb 30 ft
STR - 8, DEX - 12, CON - 10, INT - 8, WIS - 10*, CHA - 6
Saving Throws: Dex/Wis (+Party's PB) Damage Immunities: Poison Condition Immunities: Exhaustion, Poisoned Senses: Passive Perception 10* Languages: understands Common but cannot speak
Carved Rosewood Serval This rosewood statuette is of a stylized Serval named Gizmo. A command word can be used to change Gizmo from a figurine to a Construct.
While being touched, Gizmo can be turned from a Construct back into a figurine. When it reverts to this form in this way, it cannot assume ts construct form until 24 hours have passed.
If Gizmo is reduced to 0 HP while in construct form, it is forced back into its figurine form and cannot assume its construct form until 7 days have passed.
Adaptable Helper Gizmo is treated as a [party's level]-caster, with Wisdom as its innate spellcasting ability. Gizmo's WIS score increases by 1 for every 2 party levels (rounded up, minimum of 1).
Gizmo can cast spells without material components (unless the spell consumes the materials). Spells which consume materials must have the materials provided respectively.
Medical Meow-gic When first turned into its construct form, or after a Long Rest, roll [party level] x d10s, Gizmo will have that many spell slots until the next Long Rest.
Any 10 that is rolled can be counted as a lvl 9 slot OR can be rerolled as 2 additional d8s.
Cat Nap Restock Once per day, during a Short Rest, Gizmo can roll HALF the party's level (rounded up, minimum of 1) in d10s as detailed in 'Medical Meow-gic'.
Construct Maintenance Gizmo can remain in its construct form until reverted or its HP is reduced to 0.
While in construct form, Gizmo's HP can only be restored through use of a Tinker's Tools, Woodcarver's Tools, or spells like Mending.
(Use of any of these methods restores 2d4 HP)
SPELL LIST: Cantrip: Spare the Dying Spells: Cure Wounds, Healing Word, Lesser Restoration, Prayer of Healing, Mass Healing Word, Revivify, Greater Restoration, Mass Cure Wounds, Heal, Regenerate, Mass Heal, Power Word Heal
ACTION: Scratch. Melee Weapon Attack, +1 to hit, reach 5 ft., one creature. Hit: 1+1 slashing damage
REACTION: Without a Scratch. Gizmo can take this Reaction multiple times. In response to another creature dealing damage to Gizmo, Gizmo reduces the damage to 0.
This feature can reduce damage in this way 3 + [party's PB] times.
Gizmo regains all uses of this feature after a Long Rest.
-----
NOTE: The theme for Gizmo was for a cute little healer NPC while leaning into all the cat-isms. If you find that Gizmo's 'Medical Meow-gic' to be too random or unfun, simply give him the same spell slots allotted to a full caster- I choose the dice because I personally find it as a suitable tradeoff for being an NPC.
The spells chosen for Gizmo are due to the high-level nature of the campaign I'm running, adjust his list according to the power level of your own.
If you do NOT want to deal with his 'Without a Scratch' reaction, simply add more HP at a rate of [5 x Party Level] HP. 5 is chosen as that is what the non-rolled HP is for a cleric.
Feel free to make any other changes for your table, I only ask that if you find yourself using the art, text, etc., that you credit me appropriately
#artists on tumblr#original art#character design#dnd#dnd 5e#dnd NPC#dnd 5e homebrew#construct#20count#blankd art#art
31 notes
·
View notes
Text
Skull Peeler
Image © Paizo Publishing, accessed at Archives of Nethys here
[The skull peeler from PF2e's Bestiary 3 is a monster I wanted to like, but enough stuff bugged me about it that the version published isn't my favorite. For one thing, it supposedly is a specialist on sauropod dinosaurs, but as a CR 6 versus a CR 10 (at least) seems a little steep. It's described as being explicitly a "naturally evolved creature", but a mammal with insect wings doesn't strike me as something that can be claimed to be naturalistic, even for fantasy world evolution. Lastly, the slow speed and the excellent camouflage make me think it was originally intended to be a sloth monster, and got changed to a monkey monster at some point in development. I have made a number of tweaks to the mechanics and flavor text alike in order to bring it to my admittedly persnickety standards.]
Skull Peeler CR 6 N Magical Beast This creature looks like a monkey except for its translucent butterfly wings. Its forelimbs have oversized claws, and it has a long tongue studded with razor blades.
Skull peelers look cute, but their behavior is anything but. Skull peelers are predators of the canopy, feeding on birds, monkeys, lizards and browsing megafauna. A skull peeler will attack a giraffe, elephant or even sauropod dinosaur from ambush, tearing into its face and neck with razor sharp claws and a bladed tongue. Even if the prey survives the initial assault, it often bleeds to death from the creature’s supernaturally anticoagulant saliva. The skull peeler then lives up to its name, tearing off its victim’s head to eat the fleshy cheeks and the fatty brain. Skull peelers can go a long time between meals, and rarely descend to the forest floor to feed on the rest of the corpse. Scavengers and kleptoparasites tend to feed well in areas inhabited by a skull peeler.
Skull peelers are native to the First World, but have escaped onto the Material Plane through portals and the intervention of mortals and fey alike. Fey creatures and gnomes can often coax a skull peeler to remain in a particular area, but otherwise they are undomesticable, being semi-sapient in their own right. The combination of adorable appearance and vicious temper makes them popular as trophies and guardians by crime lords or rulers of a crueler bent. Skull peelers are notorious escape artists, however, and are adept at escaping into the wild and taking up residence in unexpected habitats.
Skull Peeler CR 6 XP 2,400 N Small magical beast (extraplanar) Init +8; Senses low-light vision, Perception +8
Defense AC 19, touch 15, flat-footed 15 (+1 size, +4 Dex, +4 natural) hp 66 (7d10+32) Fort +9, Ref +10, Will +5
Offense Speed 20 ft., climb 15 ft., fly 15 ft. (average) Melee 2 claws +13 (1d4+5), tongue +13 (2d4+5 plus bleed) Space 5 ft.; Reach 5 ft. (10 ft. with tongue) Special Attacks anticoagulant, bleed (1d4), giantslayer, sneak attack +1d6
Statistics Str 20, Dex 19, Con 16, Int 5, Wis 16, Cha 13 Base Atk +7; CMB +11; CMD 25 (29 vs. trip) Feats Acrobatic, Improved Initiative, Stealthy, Toughness Skills Acrobatics +10 (+6 jumping), Climb +17, Escape Artist +7, Fly +12, Perception +8, Stealth +13 (+17 in vegetation); Racial Modifiers +4 Stealth in vegetation Languages Sylvan (cannot speak) SQ fragrant, freeze (vegetation)
Ecology Environment warm and temperate forests (First World) Organization solitary or pair Treasure incidental
Special Abilities Anticoagulant (Su) Bleed dealt by a skull peeler requires a DC 21 Heal check to stop with mundane methods. Anyone using a healing spell to stop the bleed must succeed a DC 16 caster level check or the bleed persists. Fragrant (Ex) A skull peeler smells like vegetation as well as looking like vegetation. Creatures with the scent special ability must succeed a Perception check against the skull peeler’s Stealth check -10 to recognize the presence of a creature within their scent radius. Giantslayer (Ex) A skull peeler deals an extra +1d6 points of damage with its sneak attack for every size category larger the creature is than the skull peeler. Tongue (Ex) The tongue of a skull peeler is treated as a primary natural weapon that deals slashing damage.
46 notes
·
View notes
Text
3.5 to PF1e Conversion: Waterveiled Assassin
Welcome back! This is a conversion I've honestly been eager to do someday.
Back in the good old 3.5 days, there was this evil god, Tharizdun, who was basically like a previous version of Rovagug, in that it just wanted to wreck everything and had suckered the four evil Archomentals (Ogremoch, Yan-C-Bin, Imix and Olhydra) into working for his agenda. Each evil Archomental had some favored avatars for carrying out their will, which were appropriately called Avatars of Elemental Evil.
Since I liked those creatures well enough, and I thought they can easily be incorporated in the Golarion setting with only a few changes... I'd like to try my hand at converting them, starting with the Waterveiled Assassin. Enjoy, and please let me know what you think and where I can improve!
WATERVEILED ASSASSIN
![Tumblr media](https://64.media.tumblr.com/f011d30d5848ec6757ed875cce583ada/d21563b4bae23dfa-f4/s500x750/78005d2c63470f6fa2f6b5827a661f2d93a2d711.jpg)
Image (c) Wizards of the Coast, from Monster Manual IV, author Daarken
Before you stands a monstrous, vaguely serpentine shape made of water, with hateful eyes and a mouth turned into a wicked sneer barely visible in what passes for its face.
WATERVEILED ASSASSIN CR 15
XP 51’200
NE Large Outsider (elemental, evil, extraplanar, water)
Init +12; Senses darkvision 60 ft., Perception +22
DEFENSE
AC 28, touch 17, flat-footed 20 (+8 Dex, +11 natural, -1 size)
hp 225 (18d10+126); fast healing 5
Fort +18, Ref +19, Will +12
Damage Reduction 10 / -; Immune elemental traits
OFFENSE
Speed 30 ft., swim 60 ft.
Melee 2 slams +25 (4d8+8 plus grab)
Space 10 ft.; Reach 20 ft.
Special Attacks churn, drench, engulf (DC 27, 4d8+12), grab, water mastery
STATISTICS
Str 26, Dex 27, Con 24, Int 10, Wis 19, Cha 15
Base Atk +18; CMB +27 (+31 grab); CMD 45
Feats Cleave, Combat Reflexes, Engulf Revulsion, Great Cleave, Improved Initiative, Iron Will, Lunge, Power Attack, Skill Focus (Stealth), Vital Strike
Skills Acrobatics +22, Bluff +16, Intimidate +16, Knowledge (planes) +16, Perception +22, Sense Motive +20, Stealth +32, Swim +36
Languages Aquan
Special Qualities liquid body, malleable form, one with water
ECOLOGY
Environment any (Elemental Plane of Water)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Churn (Ex): As a swift action, a waterveiled assassin can batter opponents it has engulfed with mighty currents that it creates by controlling its own shape. All creatures currently engulfed within the waterveiled assassin’s body take 4d8+12 points of bludgeoning damage as the currents try to tear their bodies apart. A successful Fortitude saving throw (DC 27) halves the damage taken. The save DC is Strength-based.
Drench (Ex): The waterveiled assassin's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level 15th).
Liquid Body (Ex): A waterveiled assassin exercises supreme control over its watery form, allowing it to flow around attacks, flatten itself against the ground to avoid a spell’s blast, and so forth. Any effect or spell that allows a Reflex save for half damage has a 50% chance to have no effect on a waterveiled assassin. Even if it is affected, the waterveiled assassin can still attempt a saving throw against the spell’s effect as normal. This ability also gives the waterveiled assassin a greater reach on its melee attacks, effectively increasing its natural reach to 20 ft.
Malleable Form (Ex): A waterveiled assassin’s control overits form allows it to flow through tiny cracks in objectsand move through the earth, walls, and other obstacles.The assassin moves at normal speed through terrainthat slows movement. It can move through permeable objects at half speed, but it cannot move through completely solid barriers, such as those produced by a wall of stone or wall of force spell.
If a waterveiled assassin ends its movement completely within an object, opponents do not have line of sight or line of effect to it. Its reach drops to 0 feet. Any creatures engulfed within the assassin automatically break free of the grapple and fall prone in a square adjacent to the object. If only part of the assassin is in an object, but its remaining space cannot hold all the creatures within it, the assassin may choose which ones to release.
One With Water (Ex): A waterveiled assassin that is completely immersed in a volume of water that’s at least 15 ft. wide, 15 ft. long and 15 ft. deep is effectively invisible, as per the greater invisibility spell.
Water Mastery (Ex): A waterveiled assassin gains a +1 bonus on attack and melee damage rolls if both it and its opponent are touching water. If the opponent or the waterveiled assassin is touching the ground, the assassin takes a –4 penalty on attack and melee damage rolls. These modifiers also apply to bull rush and overrun maneuvers, whether the assassin is initiating or resisting these kinds of attacks.
A waterveiled assassin is a creature of living water sent by Kelizandri, the evil Elemental Lord of Water, to slay his cult’s enemies. This deadly killer can flow through the smallest cracks to ambush and engulf foes, and its fluid form and mastery of water lets it strike at opponents from unexpected angles.
The waterveiled assassin is a canny hunter, making use of terrain advantage and of all their special abilities to surprise foes and dispatch them quickly. A waterveiled assassin has no use for a fair fight; it usually approaches its target in open water, taking advantage of its invisibility, or hides within a wall or a large non-waterproof object that can contain its bulk. When its target closes, the waterveiled assassin surges forth, rolling over its foe and trying to drown him or batter him to death in its liquid body. A waterveiled assassin usually focuses on the least armored foes, knowing they are more likely to be arcane spellcasters or to have dangerous abilities, and drags them off to an isolated spot for the kill.
If a waterveiled assassin has a weakness, it is overconfidence – an assassin might leap on a party’s wizard or sorcerer while disregarding physically capable combatants, and giving them the chance to heap severe punishment upon the elemental.
A waterveiled assassin’s form is unstable, but it usually stands about 12 feet tall and weighs 1'000 pounds.
#conversion#d&d 3.5#pathfinder 1e#elemental#outsider#dungeons and dragons#waterveiled#assassin#tharizdun
22 notes
·
View notes
Text
Mawcor (Monster)
![Tumblr media](https://64.media.tumblr.com/3ce73e5c975daa0dd562f7e0abdb922d/7efb93e2c30997f2-23/s400x600/66e8cdb361f6b1171e38cc9a342c2a16db2b4c05.jpg)
(Mawcor by John Matson)
(The Mawcor card has two distinct designs; the newer one being a sort of blobby shape with strange limbs and two boxy heads that look like generic fantasy beasts. The other, which caught my eye, is this ethereal, alien wind rider. I figured it fits perfectly in the Plane of Air, and can serve as a cool- if highly unethical- chariot.)
CR7 CN Huge Outsider (Air)
Strange, silent beasts from the elemental plane of air, mawcor still the air around them and assault anything large enough to be perceived as a rival or a threat. They are intelligent, but possess few needs beyond the freedom of open, clean sky, and so are notoriously difficult to negotiate with.
Wild mawcor are a threat to large cargo or cruise skyships, but they have been known to be magically coerced into acting as servants, using their immense strength to pull lesser vessels and their Calm Air spell-like ability to provide smooth sailing. Mawcor are sentient creatures who rarely feel any sort of social need to share their strength, meaning they must be forced against their will to act as simple servants. Such a mawcor, if freed, is bitter enough to hold a vendetta against its captor and just grateful enough to give its liberator a minute to escape.
This strange creature looks like a giant, open, flapping animal mouth as it floats silently through the air Misc- CR7 CN Huge Outsider (Air) HD9 Init:+0 Senses: Perception: +12, Darkvision 60ft Stats- Str:20(+5) Dex:10(+0) Con:19(+4) Int:13(+1) Wis:10(+0) Cha:19(+4) BAB:+9/+4 Space:15ft Reach:15ft Defense- HP: AC: Fort:+10 Ref:+6 Will:+5 CMD: Resist: Immunity: Electricity Weakness: Vulnerable to Suffocation Special Defenses: DR2/- Offense- Slam +10(1d8+5), 2 Wing +10(1d8+5) CMB:+36 Speed:15ft, Fly 80ft (Perfect) Special Attacks: Breath Weapon (90ft Beam, 9d8 Slashing, Ref DC18 Half, Useable every 1d4 rounds) Feats- Iron Will, Mulltiattack, Flyby Attack, Skills- Escape Artist +12, Fly +20, Knowledge (Geography) +10, Perception +12, Sense Motive +12, Stealth +4 Spell-like Abilities- (Caster Level 9, Concentration +13) Calm Air, River of Wind (DC18) /at-will Aeroblast 1/day Ecology- Environment- Planar (Air) Languages- Auran Organization- Solitary Treasure- None Special Abilities- Vulnerable to Suffocation- Mawcor are beings of the air and require a near-constant flow of air to function. They take a -4 penalty to saves against spells and abilities that would cause suffocation, and can only hold their breath for 5 rounds before they begin requiring constitution checks.
34 notes
·
View notes
Text
Laios Statblock in PF1e
Laios Touden CR 13
Tallman inquisitor 1 / fighter (Lore Warden) 13 NG Medium human (tallman) Init +2; Senses Perception +21
DEFENSE AC 30, touch 14, flat-footed 28 (+13 armor, +1 Dex, +3 deflection, +3 natural) hp 126 (1d8 + 13d10 + 41) Fort +15 Ref +11 Will +13
OFFENSE Speed 20ft Melee Kensuke +26/+21/+16 (1d8+14/19-20) Special Attacks judgement 1/day, weapon training (heavy blades +2, light blades +1), know thy enemy Inquisitor Spells Known (CL 1st; concentration +3) 1st (2/day) -- cure light wounds, true strike Inquisitions Tactics
STATISTICS Str 22, Dex 16, Con 14, Int 18, Wis 18, Cha 10 Base Atk +13; CMB +25; CMD 38 Feats Cleave, Combat Expertise (Bonus), Greater Weapon Specialization (longsword),Heavy Armor Proficiency, Improved Vital Strike, Power Attack, Skill Focus (Knowledge [Arcana, Dungeoneering, Local, Nature, Religion, Planes]), Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword), Skills Acrobatics +12, Climb +18, Knowledge (Arcana, Dungeoneering, Local, Nature, Planes, Religion) +27 (+31 to identify a creature), Knowledge (Engineering) +8 (+12 to identify a creature), Knowledge (Nobility) +8, Perception +21, Languages Common, Elven, Dwarven Combat Gear fullplate, Kensuke (longsword), wooden holy symbol
SPECIAL ABILITIES
Hair’s Breadth (Ex): At 11th level, a lore warden can attempt an Acrobatics check as an immediate action to negate a confirmation role for a critical hit. The critical hit confirmation is negated (though the attack still hits and deals normal damage) if the Acrobatics check is greater than the opponent’s confirmation roll. This ability replaces armor training 3.
Know Thy Enemy (Ex): At 7th level, a lore warden can take a standard action to study a specific target in sight. He must make a Knowledge check to determine the target’s abilities and weaknesses as part of this standard action. If successful, the lore warden not only notes the appropriate abilities and weaknesses, as detailed under the Knowledge skill on page 100 of the Pathfinder RPG Core Rulebook, but also gains a +2 competence bonus on all attack rolls and weapon damage rolls made against that enemy. Note that this bonus on attack and damage rolls applies only to that specific creature. This bonus lasts for the duration of an encounter, or until the lore warden attempts a new Knowledge check to use this ability on a different target. This ability replaces armor training 2.
Here's a Laios Statblock, capped at level 14 since that's when an Arcanist can learn stone-to-flesh. It uses the ABP rules, bumped up to its equivalent for level 16 in order to account for the little-to-no-magic-items-itis that Dunmeshi has, as the alternate rule suggests.
Safe to say, he very much is pulling off Know Thy Enemy consistently, and if you want to increase his danger-level a bit, give him an extra level to make it a swift action.
I also screwed up in his armor in my initial post. It's some kind of plate armor, can't tell if it's halfplate or fullplate. So, we have to burn a feat. And yes, that's a good 6 feats dedicated solely to Skill Focuses. I haven't gotten around to statting Kensuke as a "magic" item yet, but he'd pretty much only be useful for an extra Perception roll.
(If I do more of them, I'll probably keep it so it's inline with the Dunmeshi universe. and call humanoids humans and humans tallmen.)
#d&d#pathfinder#dnd#dungeon meshi#dunmeshi#dungeons and dragons#delicious in dungeon#ttrpg#pf1e#character analysis#dunmeshi laios#laios touden#laios dungeon meshi#laios thorden#delicious in dungeon laios#laios dunmeshi#laios delicious in dungeon
11 notes
·
View notes
Text
A Brief Honor Mode Reflection 🎆
Hello!! Now that I've beaten BG3's HM (on Patch 6, Hotfix 19), I am here to share my builds (and a mini retrospective). 🥳👋
My team relied on stealth, a few instances of barrelmancy, and some amoral choices... 😔 But we did not use any illithid powers!
I did not have a main party and instead swapped characters out depending on the situation. I did my best to remember how combat encounters played out, and prepared accordingly! If I was really worried about an encounter, I tried to follow these awesome guide videos from YouTuber neek. 😁
(Possible spoilers ahead!)
Party Builds
The party that I brought to the final battle against the Netherbrain! A lot of white hair, lol.
Unfortunately, I don't remember my party's exact stats and I can't go into an old save to find them (haha) so I'll do my best to remember their key traits/items here.
All of my party members took the Alert Feat at Level 8! I consider this feat key, if not necessary, to winning Honor Mode.
Tav (Asa): 12 Monk, Way of the Open Hand (Drow)
20 STR / 14 DEX / 23 CON / 8 INT / 16 WIS / 10 CHA
Tavern Brawler Feat
Helldusk Armor
Gloves of Soul Catching
Amulet of Greater Health
Haste Helm
Boots of Uninhibited Kushigo
I got Asa to 20 STR by starting her off with 17 STR, using her Level 4 feat to take Tavern Brawler (+1), then pressuring Astarion for Araj Oblodra's potion (+2). (😭)
A Way of the Open Hand Monk is a superb DPR hitter that can also apply handy conditions to bosses, such as Stunned or Prone. It's a popular class with powergamers, and for good reason!! Personally, I really like it because I can pretend to be a wuxia heroine, haha.
Gale: 12 Wizard, Abjuration School
I don't remember his exact stats unfortunately, but I prioritized INT (20), DEX, and CON.
Robe of the Weave
Markoheshkir
Viconia's Walking Fortress
Gloves of Belligerent Skies
Boots of Stormy Clamor
Psychic Spark
Abjuration Wizard can hugely increase your chances at survival with Arcane Ward. My party was basically invincible by the time we reached Level 10, thanks to Gale's Arcane Ward and Shadowheart's Warding Flare!
I had Gale carry the Spellsparkler staff for basically all of Acts 1 and 2. I'm a huge fan, especially when combo-ing it with Magic Missile. 😁
Astarion (Vampire Ascendant): 4 Rogue (Thief) / 6 Ranger (Gloom Stalker) / 2 Fighter
See my build guide for Ascended Astarion! I followed that, but took his last two levels in Fighter rather than sticking with Ranger. Fighter's Action Surge came in handy a few times.
I forewent the Alert Feat on Astarion in favor of an ASI (+2 to DEX). His Initiative was already very high due to Gloom Stalker Ranger's Dread Ambusher.
Alongside my Tav (Asa), Astarion was easily doing the most DPR.
Shadowheart: 12 Cleric, Light Domain
I have a proper build guide in the works 😁 but I highly recommend prioritizing WIS, CON, and DEX if you can!
Amulet of the Devout
Luminous Armor
Luminous Gloves
Boots of Striding
Selûne's Spear of Night
Ketheric's Shield
Callous Glow Ring
Coruscation Ring
This build does highly rely on Radiant Damage, and there are a few enemies who punish you for using Radiant Damage (ie. the Undead Justiciars, Raphael, Viconia) - so be careful about where you're using her and how!
In most cases (especially with Invisible enemies), I had Shadowheart start by dropping a Radiance of the Dawn among clustered enemies. Thanks to her gear, this delivered a mass output of Radiant Damage and Radiating Orbs.
EDIT: Guide completed and posted on March 2, 2024!
Wyll: 12 Warlock, The Fiend, Pact of the Blade
See my build guide for Fiend Bladelock Wyll!
Unfortunately, the gear in the above guide ended up overlapping with other characters :') So instead of being a frontliner in this run, he was largely Eldritch Blasting and acting as the Party Face. As such, I had him in the following:
Potent Robe
Hat of the Sharp Caster
Daredevil Gloves
Envoy's Amulet
Band of the Mystic Scoundrel
Ring of Arcane Synergy
Lae'zel: 12 Paladin, Oath of Vengeance
Lae'zel was sadly kidnapped and killed by Orin. 😞 So her build isn't as complete, but I had her in the following for most of Acts 1 and 2:
Adamantine Splint Armor
Sussur Greatsword ➡️ Soulbreaker Greatsword
Crusher's Ring
Gloves of the Growling Underdog
Like my Tav (Asa) and Astarion, I would bring in Lae'zel when I needed an extra heavy DPR hitter! Paladins are a very powerful class if you don't mind Long Resting often, especially in the early game before you get Extra Attack on martials at Level 5.
Retrospective
To be honest, I'd already beaten the game five times (oops! 🥲) before completing my Honor Run. 😆 So I had a huge leg up just by virtue of remembering which encounters were where, and what was the best way to beat them! IMO, Foreknowledge, Initiative, and Stealth/Surprise are king in Honor Mode.
I also followed some tips that I normally find overly tedious:
Donate gold to traders to get better prices when buying + more gold when selling.
Meticulously collect camp supplies and barrels, especially smokepowder barrels.
Stock up on Invisibility Potions in case you need to Flee a combat.
Stock up on Strength Potions (Hill Giant, Cloud Giant) for your Strength-based builds, so you can prioritize other Ability Scores - particularly in the early game.
Always try to initiate combat with Surprise if you can.
Make good use of Shadowheart's buff spells!! I don't know why I never used Enhance Ability and Calm Emotions before this, haha!
Get two Hirelings through Withers: one Transmutation Wizard and one Cleric. The wizard was our camp alchemist, and the cleric was our camp buffer (Heroes' Feast, Freedom of Movement, upcasted Aid).
I even cut a deal with Philomeen for her Runepowder Vial then entered turn-based mode to kill her before she could flee the scene, thus securing the Runepowder Barrel as well. 😭
Sadly, I very much set aside my moral code for this run. :') Astarion got the extremely, extremely short end of the stick 😞 - and unfortunately, so did Wyll. 😭 I broke his pact with Mizora, but instead of rescuing his father and properly closing out Wyll's companion quest, I skipped the Iron Throne and Wyrmway quests... (I did not like my chances against the Steelwatch and Ansur...)
So, after fully building my party, we ended up briefly allying with Gortash (IYKYK haha) and heading straight for the Brain. Orpheus was our team's Mind Flayer.
The items I brought with me to the final Brain fight include:
4 Elixirs of Psychic Resistance
8 Potions of Flying (though I only ended up using 4)
10 Potions of Invisibility (though I only ended up using 5)
5 scrolls of Globe of Invulnerability (I only used 1, LOL)
10 Potions of Speed (I only used 2)
8 scrolls of Disintegrate ⭐
I will let you figure out what I did with those. 😁 (Unless you'd like to see my full strat, in which case I may post that later!)
Hope this helped anyone who's planning to attempt Honor Mode!! YOU'VE GOT THIS! 👏 Panic is the mindkiller in this version of the game, so just keep a level head, check your inventory before ending your turn, and read the BG3 Wiki (especially when facing bosses), haha - and you'll be a-okay 🥳🎆 !
Best of luck! 🍀✨
#chelle.txt#ch.build#oops this ended up longer than i expected HAHA#but if this helps someone - very much worth it!!!#good luck to anyone trying HM!!!!!
20 notes
·
View notes
Note
Can I ask about your bg3 Hank? What’s his class, who’s his guardian? Durge or no? Any romances?
You absolutely may ask about my Baldur's Gate 3 character who may or may not be Hank McCoy!
![Tumblr media](https://64.media.tumblr.com/38270f90fd393a2c586d4e4613293890/e4d1df5a5996ed94-36/s540x810/8c945a730c12403abd66434e077903a5f30711db.webp)
This is my most recent screenshot of him!
I have literally just finished Act 1, so please no spoilers, but at current, he is:
A Level 5 Bard in the College of Swords, with a Level 2 multi-class into Monk! I figured this made the most sense as a translation for Hank's high intellect and martial prowess while still maintaining a more pacifistic outlook - it also means he gets just as many funny answers in dialogue as he does wise ones.
A Half-Orc! This accounts for his incredibly cute tusks. The yellow eye make-up is meant to evoke his feline form's yellow eyes and give him a more striking look. The earrings are a holdover from Dark Beast, who has very similar rings in his art.
STR: 10 DEX: 14 CON: 12 INT: 14 WIS: 13 CHA: 16. These aren't necessarily what I think Hank's DnD stats would be, but frankly, Hank doesn't really have a dump stat, he'd be, like, 18-20 in everything, and you miss out on fun feats by doing that.
Currently wearing Gloves of Dexterity, setting his DEX to 18!
Currently wearing Warped Headband of Intellect, setting his INT to 17!
Not going Dark Urge for Hank. Doesn't feel like it'd fit - but I definitely plan on doing at least one other playthrough. I might do it as Dark Beast, who would definitely qualify - he might be a Rogue/Druid or something of that type? I know I want to mess with Druid at some point.
I actually didn't take any pictures of his Dream Visitor/guardian. Oops. Next time they appear in a cutscene, I will make sure to take caps!
Romances? Oh, hell yes. At the moment, I'm romancing Shadowheart, but flirting heavily with Halsin, since it's my understanding you can go poly with those two, and . . . honestly, I really like them both. Halsin's got the big daddy elf thing going on, and Shadowheart is honestly just sweet. She's nice. We cuddled.
Lae'zel craved Hank's moisture, but I did not relinquish it.
![Tumblr media](https://64.media.tumblr.com/86c26dac3079502f6546976a1d80af9c/e4d1df5a5996ed94-8a/s540x810/12c388fbeea1d2212db010904a2e27df6d894966.webp)
![Tumblr media](https://64.media.tumblr.com/ab348863775db8cc61d3c229eb66c985/e4d1df5a5996ed94-3a/s540x810/c72e2b6e8338b117d245bdfbf7d0849151646d28.webp)
I'm also wearing Minthara's At-Ease Clothes dyed yellow around camp because they feel very classic Hank, not least because they show off his muscles and chest hair.
If you want the exact settings (colour tones, hair, etc) that I used to make Hank, then let me know and I can post them - I'm playing on PS5, so everything available there will be available vanilla on PC. Wish I could have mods to give him glasses, but tbh, I'm very happy with how he's turned out so far!
19 notes
·
View notes
Text
little thing i've been thinking about as of late:
How could one make the Octopath Travelers II in Dungeons and Dragons?
the rules i've set for myself are as follows:
no variant human. that is boring.
we're going for flavour over optimization but my stupid optimizer brain will nonetheless be the architect behind this all so Watch Out
Unearthed Arcana and things of that sort ARE allowed. UA is my dear wife and to leave her out of my house would be a crime most unforgivable
stats will be calculated using the point buy method, simply because that is much easier than working with the other methods
in a similar vein to the previous, pre-Mordenkainen's Monsters of the Multiverse stat increases and abilities for races will be used (my best friend the Air Genasi gets burnt by this but sacrifices must be made)
characters will range from level 10 (agnea) to level 14 (osvald)
this is what the characters would look like at the END of their journeys, so abilities like the One True Magic would be taken into account
i'll link pages describing all of the things i use, all of which will be from my dnd site of choice, the DND 5th Edition Wikidot Site
that being said...
Ochette, the Hunter
Race:
Tabaxi (+2 DEX, +1 CHA)
Class(es):
Revised Ranger - Beastmaster Conclave - Level 8 Paladin - Oath of the Ancients - Level 3
Feats (if any):
N/A
Stats:
STR - 14 (+2) DEX - 19 (+4) CON - 15 (+2) INT - 10 (0) WIS - 8 (-1) CHA - 13 (+1)
Key Abilities/Explanations:
Tabaxi - Race: Ochette, while more of a fox than a cat, notably has many animal features similar to cats (namely her claws and ears), so the cat race fits her quite well
Cat's Claws - Tabaxi: ability most akin to Ochette's latent power ability Beastly Claws
Animal Companion - Beastmaster Conclave: this is the space for Akala or Mahina, since the BM is the only class/subclass that lets you have an animal companion in any way, not counting the wizard spell Find Familiar (which just doesn't fit Ochette. she aint a wizard)
Oath of the Ancients Paladin - Class/Subclass: at the end of Ochette's story she is touched by the Flame itself, bestowing upon her the power necessary to continue her immediate mission of Stop That Shadow Beast and ongoing mission of protecting the wilds of Solistia. serving something greater than oneself for a specific purpose (divine or not) is how 5e paladins have been flavoured, and the OotA subclass is explicitly based around being the light for the world, and has a general nature theme (see: green knights)
Castti, the Apothecary
Race:
Water Genasi (+2 CON, +1 WIS)
Class(es):
Artificer - Alchemist Speciality - Level 9 Paladin - Oath of Redemption - Level 4
Feats (if any):
Resilient (Wisdom)
Stats:
STR - 12 (+1) DEX - 9 (-1) CON - 14 (+2) INT - 13 (+1) WIS - 20 (+5) CHA - 12 (+1)
Key Abilities/Explanations:
Water Genasi - Race: first off, Castti obviously has a water motif. that's a guarantee. however, i also think that Water Genasi has some good flavour to it because before MMotM, it gave resistance to Acid damage. you know, like trosseau's poison rain. Castti was INSANELY resilient against that shit, and i think it could be fun if that was like. just a thing she did.
Class/Subclass - Alchemist Speciality Artificer: this is the place to go when it comes to apothecaries. i really wanted to make her a warlock of Malaya as well but the best fitting subclasses (Fathomless, Celestial, and Undead) didn't have abilities that fit her very well. regardless, you've gotta be an Alchemist if you wanna be an apothecary
Class/Subclass - Oath of Redemption Paladin: PLEASE go read the tenets of the Oath of Redemption. like yeah its about redeeming yourself but more importantly its about pacifism (that's castti), patience (that's castti), and protecting the weak (that's castti). shes SO Oath of Redemption that it isn't even funny
Experimental Elixir/Restorative Reagent - Alchemist: this is Concoct, to a T. Experimental Elixir allows you to bestow a variety of different effects onto an ally, ranging from healing to haste to defense. just. like. Concoct. also the Restorative Reagent feature that castti would get at level 9 just adds to the healing aspect of EE so like. yeap that tracks.
Lay On Hands - Paladin: Sounds an awful lot like a mix between castti's Healing Hands and Rehabilitate abilities, with a mix of healing damage and disease specifically via touch.
Resilient - Feat: you'll notice that i made Castti's highest stat her Wisdom, which a keen-eyed D&D player might mark as strange, since Artificers are an Intelligence-based class, and Paladins are Charisma-based. well, this in conjunction with Resilient giving her proficiency in Wisdom Saving Throws (basically making her very good at holding on against fear, mind control, and things that affect sanity), are all because of one of my personal favourite Castti moments: she has canonically read the Book of Night and it couldn't do jack SHIT to her. her mind is made of IRON.
Throné, the Thief
Race:
Shadar-Kai (+2 DEX, +1 CON)
Class(es):
Rogue - Assassin Archetype - Level 11 Fighter - No Subclass - Level 2
Feats (if any):
Shadow Touched (spells gained: Invisibility, Silent Image)
Stats:
STR - 11 (0) DEX - 20 (+5) CON - 10 (0) INT - 14 (+2) WIS - 12 (+1) CHA - 14 (+2)
Key Abilities/Explanations:
Shadar-Kai - Race: grabbed simply because i think that being a Dark Elf™ fits Throné really well. technically it also gives her teleportation which would be a cool in-universe explanation for Aeber's Reckoning but honestly this one's for the funsies
Inflitration Expert - Assassin Archetype: she straight-up does this in the first chapter. like full stop. that is the thing that this ability does. also i know it's very much not one-to-one but i also think this is how she would use Disguise but that ventures into headcanon territory
Action Surge - Fighter: the SPECIFIC reason that i gave Throné fighter levels. Action Surge allows the user to, once per short rest, USE TWO ACTIONS IN ONE TURN. THAT IS LEAVE NO TRACE. EXACTLY.
Shadow Touched - Feat: flavour for infiltration stuff but also sort of works as an expy for Veil of Darkness. Silent Image can be used to create a fairly large illusion, including but not limited to a quick and easy way to throw enemies off their game in terms of their attacks. Disguise Self was also considered as an option for the spell to take (Invisibility is always given) but i passed on it because she was already getting Infiltration Expert from her subclass.
Osvald, the Scholar
Race:
Goliath (+2 STR, +1 CON)
Class(es):
Wizard - School of Evocation - Level 14
Feats (if any):
N/A
Stats:
STR - 12 (+1) DEX - 10 (0) CON - 16 (+3) INT - 20 (+5) WIS - 14 (+2) CHA - 8 (-1)
Key Abilities/Explanations:
Goliath - Race: Professor Osvald V. Vanstein is, amoungst other descriptors, fucking MASSIVE. that man is canonically like 6'7" or something. goliaths, the Biggest race in D&D 5e, are absolutely the best fit for him. as a bonus, they give him resistance to Cold damage, a fun reference to that teeny little stay on Frigit Isle
School of Evocation - Subclass: Osvald is canonically very much an offensive caster. that's clear. the School of Evocation, in D&D, is the one with the easiest access to Spells like Fireball, Lightning Bolt, and Cone of Cold, meaning that Osvald "Fire-Ice-Lightning" V. Vanstein simply MUST be one
Overchannel/Sculpt Spells - School of Evocation: neither of these two abilities, on their own, would equate to anything Osvald-y. Overchannel allows the user to make one damaging spell do max damage (and do it more at an HP cost), and Scupt Spells allows them to exempt certain targets from AoE spells. together, however, they form a decent expy for Concentrate Spells, Osvald's latent power
Prismatic Spray - Spell: this spell is a seventh level evocation spell. level 14 is the first time wizards have access to seventh level spells, and Osvald is an evoker. this spell is also a MASSIVE FUCK-YOU RAINBOW BLAST. i won't go through its actual abilities because they dont line up to the One True Magic very well, but aesthetically they're damn-near identical
Partitio, the Merchant
Race:
Human (+1 to all stats)
Class(es):
Paladin - Oath of Devotion - Level 6 Bard - College of Eloquence - Level 5
Feats (if any):
Inspiring Leader
Stats:
STR - 15 (+2) DEX - 11 (0) CON - 14 (+2) INT - 12 (+1) WIS - 10 (0) CHA - 18 (+4)
Key Abilities/Explanations:
Oath of Devotion Paladin - Class/Subclass: mostly based around how Partitio is just. endlessly all about that helping people. you dont need to worship a god to be a paladin, folks, you just need to have a cause that you stand insanely firmly by. that's why they're Charisma-based. anyways Devotion fits Parti best so he gets it
Silver Tongue - College of Eloquence: half of this ability (bonus to Deception) is positively worthless to Partitio because he really doesnt lie much, but the other half (bonus to Persuasion) is DEATHLY important to this build. Partitio is a man built on being extremely good at talking to people, and it really shows in this. also, SILVER Tongue. Oresrush silver. get it? huh? huh?
Inspiring Leader - Feat: genuinely the most Partitio feat ever. it literally has the user make an inspiring speech for a mechanical benefit and if that ain't Partitio i dont know what is
Agnea, the Dancer
Race:
Spring Eladrin (+2 DEX, +1 CHA)
Class(es):
Bard - College of Glamour - Level 10
Feats (if any):
Mobile
Stats:
STR - 8 (-1) DEX - 16 (+3) CON - 12 (+1) INT - 11 (0) WIS - 12 (+1) CHA - 18 (+4)
Key Abilities/Explanations:
Eladrin - Race: this is the most whimsical and fun race ever and i love it. spring Eladrin are the joyous and celebratory version of this race, so it fits Agnie pretty damn well. it also offers a teleportation option in the form of Fey Step (the season-themed version of Throné's teleport), which i feel like she would incorporate into her shows
College of Glamour Bard - Class/Subclass: this is the main performer bard for performers that dont use musical instruments, so it simply had to be Agnea
Enthralling Performance - College of Eloquence: this ability is effectively a make-your-performances-better card, which is exactly the kind of thing that Agnea would pull out if she needed to really bedazzle a crowd (see: Agnea chapter five)
Magical Secrets - Bard: this allows the user to gain two spells from any spell list. Agnea's would be Control Winds (Windy Refrain) and Beacon of Hope (Song of Hope). the latter is a much rougher expy than the former, but it's got hope in the name and i am nothing if not predictable. see the links below for what those spells do
Mobile - Feat: this is meant as an expy of the Dancer ability Ever Evasive, and to a degree Agnea's high base Speed and Evasion, since the Mobile feat both makes it more difficult for enemies to land hits on you, and improves your movement speed
Temenos, the Cleric
Race:
Changeling (+2 CHA, +1 WIS), pretends to be Half-Elf
Class(es):
Rogue - Inquisitive Archetype - Level 4 Cleric - Knowledge Domain - Level 9
Feats (if any):
Keen Mind (+1 INT)
Stats:
STR - 8 (-1) DEX - 10 (0) CON - 8 (-1) INT - 18 (+4) WIS - 18 (+4) CHA - 16 (+3)
Key Abilities/Explanations:
Changeling - Race: i think it would be really cool because Temenos is such a goddamn liar. im so normal about it. sososo normal about it. i just feel that he would lie persistently about his identity lie that because just. i am hopelessly in love with the aspect of Temenos that he does not let anyone know anything ever
Inquisitive Archetype Rogue - Class/Subclass: one will note that this is the first class listed rather than his actual in-game class of Cleric. this is because i think that before he was a cleric, before he was found by the church, Rogue was a deeply fitting class for him. i think it was his base class, and grew into the Inquisitive subclass AFTER taking Cleric levels
Channel Divinity: Read Thoughts - Knowledge Domain: this is the equivalent of Temenos's Coerce path action; both are obviously magical in nature and involve to a certain (albeit different) degree looking into the target's mind. not a lot to say it's just a very good stand-in for Coerce
Legend Lore - Spell: this is the expy for Temenos's doubt-is-what-i-do mystery solving sections (like when he's in the cathedral with Crick investigating the death of the pontiff). it's not exact since Legend Lore targets an object and Temenos's thing targets a location, but i think it's close enough to be good enough. also it's a free spell you get for being a Knowledge Cleric so i think it's a good fit
Expertise - Rogue: this ability allows you to take two skills and become SUPER good at them. this would be Deception and Insight for Temenos, and i think it was important that i bring it up
Hikari, the Warrior
Race:
High Elf (+2 DEX, +1 INT)
Class(es):
Fighter - Samurai Archetype - Level 11 Sorcerer - Shadow Origin - Level 1
Feats (if any):
N/A
Stats:
STR - 18 (+4) DEX - 16 (+3) CON - 16 (+3) INT - 10 (0) WIS - 10 (0) CHA - 10 (0)
Key Abilities/Explanations:
Shadow Origin Sorcerer - Class/Subclass: homeboy's got the blood of D'arqest in him, so he simply MUST have some kind of spooky class. the other class in the running was Hexblade Warlock, but Shadow Sorcerer ultimately won out mostly for mechanical reasons (SO's Strength of the Grave was considered more flavourful than HB's Hexblade's Curse)
Fighting Spirit/Tireless Spirit - Samurai Archetype: these abilities are about the user powering up by sheer force of will and that's literally the most Hikari thing i have ever heard in my life
Fighting Style: Superior Technique - Fighter: this fighting style allows the user to gain one Battlemaster Fighter maneuver. the one selected for Hikari is Riposte, which serves as an equivalent to Hikari's Vengeful Blade ability (both of them are counterattack options)
Extra Attack 2x - Fighter: fighters are the only class that gain access to more than two attacks per turn, similarly to Hikari's Aggressive Slash ability giving him access to the greatest number of hits out of any class in-game
Links:
Ochette, the Hunter
Tabaxi
Ranger, Revised
Beastmaster Conclave
Paladin
Oath of the Ancients
Castti, the Apothecary
Water Genasi
Artificer
Alchemist Speciality
Paladin
Oath of Redemption
Resilient
Throné, the Thief
Shadar-Kai
Rogue
Assassin Archetype
Fighter
Shadow Touched
Silent Image
Osvald, the Scholar
Goliath
Wizard
School of Evocation
Prismatic Spray
Partitio, the Merchant
Human (yeah im linking that)
Paladin
Oath of Devotion
Bard
College of Eloquence
Inspiring Leader
Agnea, the Dancer
Eladrin
Bard
College of Glamour
Mobile
Control Winds
Beacon of Hope
Temenos, the Cleric
Changeling
Rogue
Inquisitive Archetype
Cleric
Knowledge Domain
Keen Mind
Legend Lore
Hikari, the Warrior
High Elf
Fighter
Samurai Archetype
Sorcerer
Shadow Origin
Riposte Maneuver
#octopath traveler 2#octopath traveler 2 spoilers#d&d#ochette#castti florenz#throné anguis#throne anguis#osvald v. vanstein#osvald v vanstein#partitio yellowil#agnea bristarni#temenos mistral#hikari ku#iris originals
38 notes
·
View notes
Text
Neko Buster - CR 11 Humanoid
An android with a big gun from the hit game Nekopunk 20W0.
![Tumblr media](https://64.media.tumblr.com/108570f40f9fb794d0d6a7fc7fcb7925/4ce2cfdeeb3af307-a6/s540x810/6c37ab7c86ac8d8ccd3f9b4fd27aed4c91500bd3.jpg)
Artwork by TuwaLG on DeviantArt.
Logically, this should probably be statted out as a Starfinder enemy instead, but instead of doing that, I, uh, didn't. I made this and then I teleported my players into a cyberspace plane that was inspired by Tron, and where every single creature and many objects had glowing cybernetic cat ears and a tail. Because that's a reasonable thing to do in a Pathfinder campaign. And I called it Nekopunk 20W0.
This is an android, but rather than using class levels, it's statted out as a unique creature. Some of the abilities were inspired by Mega Man, and more specifically by this Starfinder adaptation of Mega Man by Luis Loza at Monstrous Physique. You're free to remove the catgirl aspect and just make this a more normal-looking android, but I'll be disappointed.
Neko Buster - CR 11
The artifical humanoid is wearing a glossy skin-tight body suit that glows with circuit-like patterns. One of its arms is a large cannon.
XP 12,800 N Medium humanoid (android) (see Constructed) Init +5 Senses Darkvision 60 ft.; Perception +10
DEFENSE
AC 25, touch 17, flat-footed 20 (+8 armor, +2 deflection, +5 Dex) hp 142 (15d8+75) Fort +13, Ref +15, Will +9; +4 vs. mind-affecting, paralysis, poison, stun Defensive Abilities constructed Resist acid 10, cold 10, electricity 10, fire 10, force 10, sonic 10 Immune disease, emotion, exhaustion, fatigue, fear, morale bonuses, sleep
OFFENSE
Speed 30 ft. Melee unarmed +14/+9/+4 (1d3+3) Ranged +3 buster cannon +20/+15/+10 (4d6+3/19-20 force damage plus daze on crit, see text) (80 ft. range increment) Special Attacks charged shot, crash bomber, energy image (2/day)
STATISTICS
Str 16, Dex 20, Con 20, Int 14, Wis 12, Cha 8 Base Atk +11; CMB +14; CMD 31 Feats Deadly Aim, Great Fortitude, Improved Vital Strike, Iron Will, Point Blank Shot, Precise Shot, Vital Strike, Weapon Focus (buster cannon) Skills +20 Acrobatics, +11 Climb, +18 Perception, +9 Knowledge (dungeoneering, engineering, local), -3 Sense Motive, +8 Stealth; Racial Bonuses +2 Perception, -4 Sense Motive Languages Auran, Common, Ignan SQ nanite surge Gear buster armor, buster cannon
EQUIPMENT ABILITIES
Buster Armor A neko buster's technological armor is treated as light armor which grants it +8 AC and has no maximum Dexterity bonus and no armor check penalty. Additionally, it grants the neko buster a +2 deflection bonus to AC, a +1 resistance bonus to saving throws, and grants 10 points of acid, cold, electricity, fire, force, and sonic resistance. The armor has hardness 2 and 10 HP. It only functions for the neko buster, and cannot be removed from the neko buster without destroying it.
Buster Cannon A neko buster has an energy cannon mounted on its arm which is capable of making ranged attacks, and is treated as a manufactured weapon with a +3 enhancement bonus. Attacks with a buster cannon have an 80 ft. range increment, crit on a 19-20, and deal 4d6 force damage. A target hit by a critical hit with a buster cannon is automatically dazed for 1 round with no save. A buster cannon has unlimited ammunition.
A neko buster's buster cannon only functions for the neko buster and cannot be removed from its arm without destroying the cannon. It has 16 hardness and 40 hit points. The arm that the buster cannon is mounted on has the hand surgically attached to the cannon, causing the hand to be unable to be used for anything else except firing the cannon.
SPECIAL ABILITIES
Charged Shot (Ex) When performing an improved vital strike, a neko buster can spend a move action charging up the attack and aiming carefully in order to gain a +2 bonus to its attack and damage rolls.
Constructed (Ex) For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), neko busters are treated as androids, and thus count both as humanoids and as constructs.
Crash Bomber (Ex) As a standard action, a neko buster can fire a small bomb as a ranged touch attack (typically with a +15 bonus) at a target within 30 feet. If the attack hits, the bomb attaches itself to the target; otherwise, it attaches itself to the ground below the target's feet. The bomb detonates at the start of the neko buster's next turn, dealing 12d6 points of fire damage to the target the bomb was attached to and all adjacent creatures and objects. Adjacent creatures can halve this damage with a successful DC 22 Reflex save. The neko buster that fired the bomb gains a +8 circumstance bonus on this saving throw. The save DC is Dexterity-based.
A creature that has a bomb attached to it or is within reach of a bomb can remove the bomb and attach it to a creature or object within its reach as a standard action. Removing or attaching a bomb to an unwilling creature requires a touch attack. If the touch attack to attach a bomb fails, the creature holding the bomb can choose to drop it instead.
Energy Image (Ex) Twice per day as a move action, a neko buster can cause 3 holographic images of itself to appear, copying its movements and functioning as the mirror image spell.
As a standard action, a neko buster can cause any number of these energy images to transform into electrical energy and fly towards an enemy within 60 ft., making ranged touch attacks against that target (typically with a +15 bonus). These energy images may be fired at the same or different targets, but all energy images must be aimed at targets within 30 feet of each other and fired simultaneously. A successful attack with an energy image deals 6d6 electricity damage, and the target must succeed on a DC 22 Fortitude save or be dazed for 1 round. The save DC is Dexterity-based.
Nanite Surge (Ex) A neko buster's body is infused with nanites. Once per day as an immediate action, a neko buster can cause its nanites to surge, granting it a +14 bonus on any one d20 roll; this ability must be activated before the roll is made. When a neko buster uses this power, its circuitry-tattoos glow with light equivalent to that of a torch for 1 round.
4 notes
·
View notes
Text
Ok, Dungeons and Dragons au because I can. And because a mutual asked for their main stats and now im thinking thoughts. They've all got the pirate background unless stated otherwise. I'm also only going to give Buttons a race but I imagine that porting them into D&D would make them elves and halflings and the like.
So there's like a few parties going on here. There's Ed's original Adventuring party which has since split up:
Ed: Warlock, fathomless pact, pirate background, Level 17, Str: 11 Dex: 14 Con: 15 Int: 20 Wis: 19 Cha: 20; strong focus in illusion spells, his patron, the Kraken has protected him at pivotal moments but overall their relationship is antagonistic.
Jack: Rogue, Swashbuckler archetype, level 17, Str: 13 Dex: 17 Con: 18 Int: 8 Wis: 15 Cha: 20, Whip is his main weapon and he's not like other swashbucklers tm
Anne: Rogue, Assassin archetype, Noble background (fight me about it), level 17, Str: 8; Dex: 20; Con: 14; Int: 14; Wis: 12; Cha: 17
Mary: Fighter, Champion because it's the best one, Level 17, Str: 20, Dex: 13, Con: 16, Int: 12, Wis: 15, Cha: 9
Fang: Ranger, Beastmaster archetype (I'm sorry from the perspective that it is the worst ranger subclass but yay puppy), Level 17, Str: 20, Dex: 11, Con: 15, Int: 13, Wis: 20, Cha: 13, used to have a dog but it died and it was Eds fault that it died. Now his animal companion is a goat. The goat drinks rum.
---
And then there's the revenge crew who is yet another group, they used standard array and get a racial +2/+1 for my convenience:
Jim: Rogue, Assassin archetype, probably some homebrew raised in a cult background that I can't believe they haven't put out yet, or maybe haunted one but that seems wrong, Level 5, Str: 8; Dex: 17; Con: 14; Int: 13; Wis: 13; Cha: 10.
Olu: Paladin, oath of devotion, pirate also seems wrong for him but idk; Level 5: Str: 14; Dex: 10; Con: 13; Int: 11; Wis: 12; Cha: 15, the oath is of devotion to his family which is Jim xoxo.
Lucius: Eloquence Bard, guild artisan background which lists scribes; Level 5; Str: 8; Dex: 12; Con: 10; Int: 15; Wis: 13; Cha: 17
Pete: Fighter, not sure what subclass open to suggestions, Level 5; Str: 16; Dex: 13; Con: 16; Int: 12; Wis: 10; Cha: 8
Frenchie: Artificer (I feel like a homebrew subclass or alchemist), Entertainer background, Level 5; Str: 8; Dex: 10; Con: 12; Int: 17; Wis: 13; Cha: 15
Wee John: Eldritch Knight fighter, level 5; Str: 17; Dex: 8; Con: 12; Int: 14; Wis: 10; Cha: 14; The DM is letting him take a bunch of evocation spells because the base rules for this subclass are dumb as fuck (i know the spells are school locked i just dont remember to which two schools) he will be able to cast fire ball by 13th level. Let Eldritch Knight and Arcane trickster take whatever spells they want 2k24 rogues don't need to be more invisible they do need to be able to cast identify.
Roach: life cleric, level 5; Str: 8; Dex: 13; Con: 15; Int: 12; Wis: 17; Cha: 10; his god is a homebrew deity who is the patron of all things that refuse to die and its holiest creature is the humble cockroach and once they entered the temple and the dm pulled up a gospel cover of I'm a Survivor by destiny's child for background music.
Buttons: Druid, Circle of the Moon, Hermit Background, Hexblood lineage, level 5; Str: 12; Dex: 11; Con: 14; Int: 13; Wis: 17; Cha: 8
Swede: Bard, College of Glamor (mostly because I'm still not convinced his name wasn't stolen by the fey), level 5; Str: 13; Dex: 12; Con: 16; Int: 8; Wis: 10; Cha: 16
Archie: Barbarian, zealot, same background as Jim but a different cult, level (whatever they're at by season 2); Str: 14; Dex: 13; Con: 17; Int: 8; Wis: 10; Cha: 13 (plus an ASI presumably which would go into strength); Archie and Ivan have the same Player that's why Ivan died. Very sad. Oh well there's other fighters.
---
Miscellaneous
Zheng: Bard, College of Eloquence or College of swords, Level 17; Str: 9; Dex: 20; Con: 14; Int: 17; Wis: 12; Cha: 20; alternatively? Hexblade Warlock (to parallel Ed) and Auntie is the sword. Same stats if true
Spanish Jackie: Mastermind Rogue, criminal background (it's like a pirate background but less boat oriented), Level 15; Str: 10; Dex: 18; Con: 13; Int: 20; Wis: 15; Cha: 18; retired adventurer who owns a bar that the party doesn't find out has levels until they fuck around and find out in her bar
Ivan: Fighter, Champion, Level 10; Str: 19; Dex: 10; Con: 16; Int: 10; Wis: 12; Cha: 13; player got board of playing a fighter and didn't really flesh him out :(
Izzy: Fighter, Champion, Soldier background (no water vehicle proficiency), Level 3 (he has not leveled up in 8 years, very sad); Str: 15 ; Dex: 14 ; Con: 6; Int: 8; Wis: 5; Cha: 6; I actually rolled this one up. 3d6 no rerolls, no dice box, and if it falls on the floor it's a one. Believe it or not this is after the +2/+1 to any stat. Anyway I'm an Izzy apologist now. Yes he did awful things but truly how can we blame the little guy when his charisma modifier is a -2 and his wisdom modifier is a -3. He had no idea what was going on and he couldn't talk his way out of a wet paper bag.
Stede: Barbarian, path of wild magic, Noble background, level 2 (wow, he's only been adventuring for a few weeks and he's already leveled up!); Str: 17; Dex: 8; Con: 15; Int: 16; Wis: 11; Cha: 10; I also rolled this stat array but this time 4d6 drop lowest. Also he's taking the lucky feat as his first feat. Whether that's at level one because he's human or at level 4 because he's something else is up to interpretation.
#long post#ofmd#our flag means death#dungeons and dragons#anyway very pathetic of all these high level characters to be beefing with Stede
12 notes
·
View notes
Text
The Rough Tempest - a Gale build
"A rough tempest I will raise."
Gale is an Evocation Wizard, bringing down the wrath of the skies on his enemies. This build but has a strong focus on Lightning and Thunder damage, as well as their respective conditions.
[check out my other builds!]
Gameplay Notes
The general gist is trying to build up and make use of Lightning Charges and Reverberation, prioritizing Lightning and Thunder damage to do so. If you have a Druid or Cleric in the party who can cast Create Water, that's even better, since Wet targets are vulnerable to Lightning and will take double damage. Several of the key items in this build are available in Act 1, which makes this one of my most used Gale builds, if only because it’s so convenient.
Stats and Leveling
Final build: Level 12 Evocation School Wizard
Gale’s (default) stats: STR 8 / DEX 13 / CON 15 / INT 17 / WIS 10 / CHA 12
Level 1 - Wizard Level 1
Cantrips: Shocking Grasp, Minor Illusion, Fire Bolt
1st Level Spells [Thunderwave, Witch Bolt, and Chromatic Orb are most on theme]
Level 2 - Wizard (Evocation School) Level 2
Sculpt Spells [I am so in LOVE with this passive - like truly madly deeply]
Level 3 - Wizard (Evocation School) Level 3
2nd Level Spells [Shatter is great]
Level 4 - Wizard (Evocation School) Level 4
Feat: ASI+ DEX>14, INT>18
Cantrips: add Mage Hand
Level 5 - Wizard (Evocation School) Level 5
3rd Level Spells [Lighting Bolt! Glyph of Warding!]
Level 6 - Wizard (Evocation School) Level 6
Potent Cantrip [this sounds much cooler than it is]
Level 7 - Wizard (Evocation School) Level 7
4th Level Spells
Level 8 - Wizard (Evocation School) Level 8
Feat: Elemental Adept (Lightning)
Level 9 - Wizard (Evocation School) Level 9
5th Level Spells
Level 10 - Wizard (Evocation School) Level 10
Cantrips: add Bone Chill [I guess]
Empowered Evocation [more damage is good!]
Level 11 - Wizard (Evocation School) Level 11
6th Level Spells [Chain Lightning!!! Glove of Invulnerability is essential too]
Level 12 - Wizard (Evocation School) Level 12
Feat ASI+ INT>20
Items
Armor -
The Protecty Sparkswall (1 Grymforge)
Robe of the Weave (3 Ramazith's Tower)
Melee Weapon -
The Spell Sparkler (1 Waukeen's Rest)
Markoheshkir (3 Ramazith's Tower)
Adamantine Shield (1 Grymforge)
Ketheric’s Shield (2 Mindflayer Colony)
Ranged Weapon - n/a
Amulet -
The Blast Pendant (1 Selunite Outpost)
Spineshudder Amulet (2 Moonrise Towers)
Helmet -
The Lifebringer (1 Myconid Colony)
Hood of the Weave (3 Philgrave’s Mansion)
Ring 1 - The Sparkswall (1 Arcane Tower)
Ring 2 - Ring of Protection (1 Emerald Grove)
Gloves - Gloves of the Belligerent Skies (1 Creche)
Boots - Boots of Stormy Clamour (1 Myconid Colony)
Cloak - Cloak of the Weave (3 Devil’s Fee) [I would also recommend another party member, probably a frontliner, wearing the Thunderskin Cloak (2 Moonrise Towers)]
Lore and Flavor
So, we all know that Gale is a very powerful wizard. For him, perhaps more so than any other companion, it’s clear that he was once a much higher level than he is when we find him in the portal. How else would be have become a wizard of such renown and stature? Well, as he says himself: “Apologies, I’m usually better at this…” I suppose having a brain worm and a hungry magic orb in your chest is a good enough excuse. :)
Anyway, he ends up being a Professor of Illusion in his good ending, and we see time and time again throughout the game that he really really likes illusion magic. Whether you’re romancing him or not, he’ll create the most gorgeous night sky just to sit under for a moment. But his love for Illusion magic doesn’t mean that is his main focus, especially during the trials and tribulations the party faces on the road. Plus, there is a letter from Elminster, received during a God of Ambition ending, where Elminster mentions he cast Fireball as an 8 year old — clearly, he can do Evocation magic as well. [side note - does anyone have a bg3wiki link for that letter? I can only find it on tumblr] Evocation is also his default subclass on leveling up, which feels right to me. It’s clearly the most combat focused of the schools, without diving into something hyper-specific like Necromancy. So, ok, Evocation School it is, basically!
I won’t lie, a big part of the reason I like this Lightning/Thunder damage build for Gale is because it plays well in game, with lots of really fun synergies. I like building Gale with strong themes around elemental damage types, and I’ve found that my favorites for his character are Cold, Lightning, and Thunder. Fire is fun as well, but mostly because of the Hat of Fire Acuity, and I pretty regularly have other spellcasters who would benefit from Arcane Acuity more. (Also, I never feel great about a Poison build unless I’m leaning into Necrotic damage/Necromancy later in game. I don’t really know why those are connected in my head - something about Poison damage just feels evil, I guess.)
[check out my build disclaimer for info about how and why I don't min/max or completely optimize builds, prioritizing lore and vibe instead]
15 notes
·
View notes
Text
Slig
![Tumblr media](https://64.media.tumblr.com/0b536a893081265e56f3f63595918a36/4ac14c844575d649-d8/s540x810/0abf5c632a131cc6280445894f048f212404148c.jpg)
Concept art by Steven Olds, © Oddworld Inhabitants. Accessed at the Oddworld Wiki here
[Sponsored by @martyslittleusedblog. They're been trying to get me interested in monsters from platforming games for a while, and this is what hooked me. Partially because I remember Oddworld and Abe's Odyssee for the PS1. My cousin was the one with the Playstation, and he didn't like the game, but I remember poring over the manual and delighting in the concepts and the art. A dystopian game where a low level employee at a meat packing plant fights a corporate empire and becomes a reluctant Chosen One? Yes please!
The sligs are the main grunt force of said corporate empire, the Magog Cartel. Imagine if koopas carried shotguns. Apparently a slig slave revolt is a plot point in one of the later games. Good for them. If you're super worried about game balance, this is another monster, like the watchuka, that has a lot of treasure for its CR because guns and other ranged weapons are very expensive in Pathfinder 1e.]
Slig CR 4 NE Aberration This green skinned creature has a squid-like head with five finger-like feelers surrounding its mouth. It has large muscular arms and metal legs. It wears a set of red-tinted goggles and carries a large gun.
Sligs are eusocial mollusk-like creatures native to the swamps of the planet Mudos. They are most commonly found elsewhere as grunts, soldiers and assassins, as their queens have gladly sold the entire species to the Magog Cartel, a massive industrial empire. In exchange for unquestioning service, the Cartel provides sligs with greater mobility. A slig is born with strong forelimbs and stunted hind limbs, perfectly serviceable for pulling themselves between bodies of water, but good for little else. A slig in slig pants, however, can walk, jump and use its arms for carrying weapons; typically guns. Sligs love guns. Most sligs also wear goggles on a regular basis, both to protect their eyes (they are naturally nocturnal and live in foggy swamps) and because higher ups in the Magog Cartel find their beady eyes aesthetically displeasing.
Few sligs are very bright, but most of them are very cruel. Unlike many other eusocial sapient species but more similar to bumblebees and paper wasps, there is frequent infighting among sligs as they jockey for rank. The Cartel has managed to channel that into organized contests like kill counts, employee of the month bonuses and frequent games. Another privilege is the use of names—all sligs have a name, but using it publicly instead of a number and rank has to be earned by service to the Cartel. Sligs off duty are often found playing card games or sports, and those not playing are usually betting their spare income on such matches.
A slig stands about five feet tall. They are short lived, and considered adults by 2 years and ancient by 20.
Variant Sligs Sligs are naturally morphologically plastic, as they respond quickly to changes in hormone levels. In addition, different sligs may have different abilities due to different equipment and cybernetics bestowed on them by the Magog Cartel. For example, Big Bro sligs are Large sligs who have to be equipped with special four-legged slig pants to support their weight, and are often given automatic weapons. Some sligs are given flying harnesses instead of pants—they have a fly speed of 40 feet (perfect), but no land speed. Other sligs, especially with class levels, may be equipped with heavier armor, flamethrowers, or rocket launchers.
Slig CR 4 XP 1,200 NE Medium aberration (aquatic) Init +2; Senses darkvision 60 ft., Perception +6 Defense AC 17, touch 12, flat-footed 15(+2 Dex, +3 natural, +2 armor) hp 47 (5d8+25) Fort +5, Ref +3, Will +4 Weakness light blindness Offense Speed 30 ft., swim 20 ft. Melee 2 slams +4 (1d6+1) or heavy mace +4 (1d8+1) Ranged masterwork shotgun +6 (1d8) Statistics Str 13, Dex 15, Con 18, Int 8, Wis 10, Cha 11 Base Atk +3; CMB +5; CMD 16 Feats Deadly Aim, Exotic Weapon Proficiency (firearms) (B), Gunsmithing (B), Point Blank Shot, Toughness Skills Acrobatics +8 (+12 when jumping), Craft (firearms) +2, Knowledge (engineering) +5, Perception +6, Survival +6 Languages Common, Slig SQ amphibious, slig pants, uplifted Ecology Environment any land Organization solitary, pair, squad (3-8), troop (9-24) or army (25-100) Treasure standard (veemod goggles with brown veemod, 2 batteries, masterwork shotgun with 10 pellet cartridges and 10 slug cartridges, heavy mace, other treasure) Special Abilities Slig Pants (Ex) Most sligs encountered wear slig pants, a set of robotic lower legs designed for a slig to sit in and control. These pants grant the slig a 30 foot land speed, a +2 armor bonus to AC (that doesn’t stack with worn armor) and a +4 racial bonus to Acrobatics checks. A slig without its pants on has a land speed of only 5 feet, and cannot use manufactured weapons as it needs its hands to move. A slig without pants is a CR 3 creature. A slig’s pants are destroyed when the creature is slain (and cannot be worn by anything besides a slig regardless). Uplifted (Ex) A slig gains Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats.
95 notes
·
View notes
Text
PF1: GRAVE HAG
Hello! Here's another of my attempts at retro-converting a 2E critter to 1E stats. After the Rust Hag, I surely couldn't pass up the Grave Hag, especially since I think Hags are kinda underrated and can be just as terrifying and versatile as vampires and liches when it comes to being evil masterminds.
Again I've tried to be as close as possible to the original version, though I had to drop a few special abilities in the process, since I was afraid they would have made the conversion overpowered. I'm still wondering if my conversion here might be a bit much... but I'll let you guys be the judges of that.
Hope you enjoy it!
GRAVE HAG
Image © Paizo Publishing. Accessed at Archives of Nethys here
This woman has a cadaverous appearence, with greying flesh, filthy black hair and bloody sores all over her body. Her nails are long, ragged claws, and her clothes are soiled with grave dirt.
GRAVE HAG CR 9
XP 6’400
CE Medium Monstrous Humanoid
Init +3; Senses darkvision 60 ft.; Perception +18
DEFENSE
AC 23 (+3 Dex, +1 dodge, +9 natural), touch 14, flat-footed 19
hp 104 (11d10+44)
Fort +8, Ref +10, Will +11; +4 vs. disease, fear and paralysis
Defensive Abilities negative healing
Damage Reduction 5 / cold iron; Immune energy drain, poison; Spell Resistance 20
ATTACK
Speed 30 ft.
Melee improvised weapon +16 / +11 / +6 (1d8+7) or 2 claws +16 (1d6+5 plus grab)
Ranged grave ray +14 touch (4d6)
Special Attacks curse of the grave, grave ray
Spell-Like Abilities (CL 11th, concentration +14)
1/day – cloudkill (DC 18)
3/day – animate dead, contagion (DC 18), enervation (DC 18), vampiric touch
At will – bleed (DC 14), cause fear (DC 15), command undead (DC 16), death knell (DC 15), speak with dead (DC 17)
STATISTICS
Str 20, Dex 17, Con 16, Int 19, Wis 18, Cha 17
Base Atk +11; CMB +16 (+20 grapple); CMD 29
Feats Catch Off-Guard (B), Dodge, Great Fortitude, Power Attack, Spell Focus (necromancy), Toughness, Undead Master
Skills Bluff +14, Climb +10, Craft (any one) +10, Heal +11, Intimidate +15, Knowledge (arcana) +14, Knowledge (religion) +16, Perception +18, Sense Motive +12, Spellcraft +12, Stealth +14, Survival +10
Languages Aklo, Common, Giant, Necril
Special Qualities undead mien
ECOLOGY
Environment any
Organization solitary or coven (3 hags of any type)
Treasure standard
SPECIAL ABILITIES
Curse of the Grave (Sup): Three times per day, a grave hag can put a curse on a creature, rendering it more enticing to the ravenous undead. A target can avoid this effect by making a successful Will save (DC 18). If the save is failed, the target starts drawing the undead’s attention, granting them a +4 bonus on Perception checks to notice the affected creature and on saving throws to resist spells that hide or disguise the affected creature from undead (such as hide from undead). Once an undead notices the affected creature, it feels compelled to kill and devour the affected creature, and gains a +2 profane bonus on attack rolls made against the affected creature and a +2 profane bonus on saving throws against the affected creature’s spells and special abilities. The undead also ignores any concealment less than total concealment that an affected creature has. A curse of the grave lasts for 24 hours or until removed with a successful remove curse, dispel magic, break enchantment or similar magic (against a casting level of 12). The save DC is Charisma-based.
Grave Ray (Sup): Once every 1d4+1 rounds, a grave hag can fire a black beam of bone-chilling negative energy to a maximum range of 60 feet. If the grave hag succeeds at a ranged touch attack, the beam inflicts 4d6 point of negative energy damage, which can be halved on a successful Fortitude save (DC 18). A grave ray can be used to heal undead creatures, or the grave hag herself, in this way. The save DC is Charisma-based.
Negative Healing (Sup): A grave hag is healed by negative energy and harmed by positive energy as if she were an undead creature.
Undead Mien (Ex): A grave hag counts as an undead creature for the purpose of spells, spell-like abilities or special abilities that detect undead. She also gains a +4 racial bonus on saving throws vs. disease, fear and paralysis effects.
Grave hags are a particularly powerful breed of hags with an affinity for undead and negative energy, who make their liars in cemetaries, mausoleums or other burial sites, where they surround themselves with undead servitors and form a kind of twisted mockery of a court. Unlike most hags, grave hags do not have the ability to alter their appearence into a more reassuring shape, and are forced to hide where few people would want to seek them out. However, grave hags are grieviously arrogant and self-centered, and believe that this kind of life is beneath them, so they spend most of their time concocting plans to expand their territory and set themselves up as petty rulers of undead-infested regions.
Even for the standards of hags, grave hags are extremely smug and self-important, seeing themselves as the most powerful, cunning and strongest of all hags, and demanding respect and unconditional obedience from any “lesser” kind of hag. They tend to mock other hags’ abilities that they don’t possess (such as the ability to alter self) as pointless parlor tricks who have no inherent use to them. The exception to this are night hags, whom are seen by grave hags as role models, and to whom a grave hag will gladly submit.
In combat, grave hags tend to hold back and harass opponents with spells and withering blasts of negative energy while their undead minions tear their victims apart. They often open up combat by casting cloudkill and then letting their minions, unaffected by the poison, have their way with the opposition. Grave hags can put a curse on their victims, making them more enticing for the undead to attack. However, if forced to hand-to-hand combat, a grave hag can give as good as she gets, often using digging tools like shovels or mattocks as improvised weapons with surprising skill.
A grave hag usually stands between 5 and 6 feet tall and weighs between 120 and 180 pounds. The bloody sores she naturally sports on her body can make her look crippled and weak, but are merely cosmetical and do not hinder the grave hag in any way other than giving her an unsightly appearence. When a grave hag joins a coven, the coven adds harm to its spell-like abilities and shares the grave hag’s negative healing ability, but a grave hag will rarely join a coven that doesn’t have either herself or a night hag as leader.
42 notes
·
View notes
Text
Cheat Sheet: Hybrid Incantations
![Tumblr media](https://64.media.tumblr.com/67858051e95f9140eda00d8f8602d758/2cbeb403d40594fa-bf/s540x810/fda9729e80c479b1d0add30b2347ef8ac18d4a9e.jpg)
So you want to play hybrid incantations? (X) - more Cheat Sheets
This series started as a reference for planning my ER characters, and also as notes for spells types. Ive tried to the info dense and not just list things you can pull from a wiki/build tool.
As always, I recommend the following for specific with math and details
Build and Inventory Planner by sovietspaceship
Sacred Seal math by Chrightt
Magic Schools Overview
Golden Order Fundamentalist
Stat: INT=FTH or INT only min - Order Healing (11 int, 11 fth) max - Radagon's Rings of Light (31 int, 31 fth) or Law of Regression (37 fth)
Normal requirement is equal Int+Fth. However, the 2 "Law" spells that only require Int. Contains most of the game's offensive holy spells - if you want to sling holy magic, this is it. Besides that, the school contains a grab-bag of very unique support spells of variable quality.
Discus of Light is cheapest 'magic missile' type attack in the game (3 FP cost).
Law of Regression is the only way to remove enemy buffs.
The 'anti-undead' spells (Order's Blade etc.) are worse than just using throwing pots/weapon arts.
Dragon Communion
Stat: FTH>ARC min - Magma Breath (14 fth, 10 arc) max - Greyoll's Roar (28 fth, 17 arc)
Infamously flashy, every spell is big and costly. Power level ranges from 'game-breaking' to 'above average', there are no real bad choices here. DC Spells come in 2 types; up-close physical strikes and long-range elemental breath.
Rot Breath(s) give the easiest access Scarlet Rot status. Being long range + low stat requirement.
Glintstone/Ice Breath(s) are the only magic damage incantations. Ice Breath(s) also apply Frost status, which is rare for incants.
Dragonmaw is single largest hit in the game (600+ at base)
Greyoll's Roar applies the rare debuff of reducing enemy damage/defense. Only 2 other sources of this effect exist (Sword of Milos, Winged Greathorn).
Blood Oath
Stat: FTH + ARC min - Bloodflame Blade (12 fth, 10 arc) max - Bloodboon (14 fth, 17 arc)
Focused on applying the 'Bloodflame' effect - a bleed status that gradually fill-ups after the hit. Low stat requirements + poor direct damage make them good support spells for a variety of other builds.
Bloodflame does not scale with Arcane, the bleed amount is fixed (~20 buildup over 2 seconds).
Bloodflame Talons is the only spell with notable direct damage
Sacred Seal Breakdown
The 'real meat' of hybrid incantations. Compared to sorcery staves, the choices here are both good and diverse. Every item here is a guaranteed treasure - there is no need to farm. Additionally 2 of 4 can be found very early in the game.
For spell scaling comparison, assume 60 Faith on Godslayer Seal (~291).
Golden Order
Stats: INT + FTH, ~296 scaling at 40/30 or 35/35
Scales INT+FTH equally, solid choice if Int>Fth or Int=Fth. At 'post-meta' levels (80/80), this seal has the most damage.
has 0 weight, can be found without killing any bosses.
Dragon Communion
Stats: FTH + ARC, ~304 scaling at 45/25
Scales better to ARC than FTH, more damage that most pure-FTH seals at 'reasonable NG levels'.
has 0 weight, can be found at the start of the game.
scaling is 'front loaded', the 15-30 ARC range will give the bulk of it's damage.
Frenzied Flame
Stats: STR + DEX + INT + FTH
Has 0 stat requirements and 0 weight. Damage is *very low* unless you have 40+ in all stats, its main use is casting utility spells on any build.
Clawmark
Stats: STR+FTH, ~248 scaling at 40/30 or 35/35
Scales STR + FTH, can be used 2H for extra STR scaling. Thanks to weapon arts, projectile weapons and consumables - there is no shortage in range or utility for non-caster builds. Is Clawmark better than keeping a bow and some weapon grease on hand? debatable - but if you want to cast on a Str build, it does the job.
Closing Thoughts
While hybrid Incantations have fewer magic schools than their Sorcery counterpart, they have 3 major advantages.
Spell Quality
Incantations as a whole have distinct niches - the hybrid schools are no exception. In terms of function, there's nothing like Bloodflame or Dragon Breaths among the regular pure-Faith incants.
2. Equipment
All hybrid seals are good - either having solid numbers or a specific niche.
3. Diverse Strategy
Incantations have good variety even at low Faith - you lose out less options when spreading between FTH and a hybrid stat.
Put simply, hybrid incants are *very* open ended in how you build. How much are you going to use a regular weapon? what level range do you need the build to work at? Is this a PvP or PVE focused build? Unlike hybrid sorcery, the combinations are endless.
8 notes
·
View notes