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Tuesday again! (requests by anons)
The first one is TF-EF only. And the NeptuneSuzy hair is PF-CF. And I stole the Anto Darren recolor from Chocolatemilkbag.
6 natural colors, gray linked to black. Meshes and bodyshop swatches are included, enjoy! :)
Credits: Simpliciaty, CharismaSkill, XM Sims, NeptuneSuzy, Windkeeper, Anto, Martini, Platinumaspiration, Megamassikalove, Chocolatemilkbag, Simgaroop
Download Simpliciaty Stella (10.4K polys) - Alternate
Download XM Sims Sue 4 (3.1K polys) - Alternate
Download NeptuneSuzy 64 (928 polys) - Alternate
Download Ade Darren M2F (11K polys) - Alternate
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Newsea Bella Retextured
Mesh: Newsea Conversion: Martini, resized by CharismaSkill/@charismatictrait Textures: Io Colours: Pooklet, Hat, DigitalAngels, Io, Lillith-sims, TheRaven (swatch) Ages: Child-elder Polycount: ~13k
DOWNLOAD: SFS /// Google Drive
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I didn’t get a lot of photos from the kava party for whatever reason, but I did get this picture of Maria making the kava right after starting the party. We just had a small little party at our house where we invited all our friends and Sergio, of course. Things at the party actually got a little hectic, which is why I guess I didn’t get that many cute screenshots, but our bathtub and sink broke right before and during the party, so Maria had to fix those because we don’t believe in paying people to repair it when we can just fix it ourselves XD. So anyway, our repair skill went up because of that. I don’t know what we’re at currently, but I’ll post an update of all the skills and where they’re at in the near future. I know that during the party, we got our charisma skill up to a level 5, so we’re also halfway done with that skill. And we wrapped up the party at Gold, so that part of the Island Living aspiration is complete and we got a cool little reward for getting gold as well. Unfortunately, I had to take a vacation day for Maria because the party took longer than I expected it to and now we’re off work for the next three days? Is it a good idea to try and figure out how to become a mermaid or something in these next three days? I mean...it’s that or something soon because we’re aging up day by day.
Thanks for reading and see you guys soon! -- Jess
#ts4#thesims#thesims4#thesimsislandliving#thesims4islandliving#ts4islandliving#kava#kavaparty#supersim#mariahu#supersimchallenge#jamesturnersupersimchallenge#sulani#islandliving#charismaskill#repairskill#islandlivingaspiration#aspiration#goldlevel#goldlevelevent
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Divine Gunslinger Class concept for wild west campaign
I’ve posted this up before, but I thought a new year and get back into things. Here’s the first of many classes I’ve homebrewed for a wild west D&D setting.
I have crafted three classes and a few subclasses for a campaign taking place in a wild west setting. The first class I created is the Divine Gunslinger. Part paladin and cribbed from Critical Role's gunslinger subclass for fighter. This is the class, the three subclasses and two spells used by the Code of the Healer. Long Post is Long!
@dr-archeville this might be something you might be interested in as well.
Divine Gunslinger
Standing in the dusty street of a small backwater town just outside Deadwood, Montana Territory, a figure clad in black leathers and a steel plated cuirass stares down a crazed gunslinger. A hand hangs next to a gunbelt as the man shouts obscenities and threatens to kill all in his path. In a quiet voice, the black clad figure orders the man to stop, but when the gunman turns his own weapon on the figure, the end result is quick and bloody.
A woman pulls her stetson down close to her eyes and mutters a quiet prayer in a recent battlefield outside of Wascana, Assiniboia Territory. Suddenly surrounding the fallen is a dark cube and five ethereal nurses appear as they along with the woman begin tending to the wounded.
An elf pulls back his hood and leans against a tree just outside of North Portal, Assiniboia Territory, aiming his rifle. He listens carefully until he hears the cry of a red tailed hawk and takes his shot. Successful, he straightens himself and begins to walk forward as the hawk glides in for a landing on his shoulder.
Whatever their path, the Divine Gunslinger is the one last true hope for the mortal races on Earth. Most see them as loners, pledging allegiance to no king, no country, and no race. They walk the world only to aid those less fortunate. It can be a lonely road, but they walk it nonetheless.
The path of the righteous man The Divine Gunslinger comes to their calling not through years of training, but with the realization that something must be done. Someone is needed to defend the weak, the poor and the downtrodden. Sometimes this comes in a begrudging manner. These gunslingers with a higher calling take different Codes through their path. Often they are seen as outlaws by the establishment, but saviours by those they thanklessly defend. Though their actions are violent, they do hold kindness in their hearts. They know that the road to hell is paved with good intentions and if they must burn so others can live free, then so be it.
A long and lonely road Those who become Divine Gunslingers are well aware that they may live their entire lives with very few friends and acquaintances. They drift from town to town, and there are times when they will wake up some place because the deity they follow has chosen a task for them. They go about these tasks without complaint. While they appear serious and dower in appearance, Divine Gunslingers do know how to spread joy. Whether it be to help a poor share cropper gather in the harvest or tend to those in need of medical help, they leave a mark on those they meet.
Creating a Divine Gunslinger Always keep in mind the importance of what a Divine Gunslinger believes in and strives for, and plan accordingly for when they take their Code at level 3. Is your focus on upholding the law? Perhaps you are a tracker that hunts down evil stealthily. Or maybe you focus on healing, as you help the sick and tend to the wounded. How did you answer the call to serve as a Divine Gunslinger? Did you help refuges cross a dangerous territory? Did you take vengeance against an evil dictator of a mayor in some backwater town of the Territories? Or did one of the many legends call out to you and lay out your path? Perhaps you always knew you would become one of these lonely beacons of hope since you were a child.
As Divine Gunslingers fight evil and corruption, they are never of an evil alignment, but can range from lawful, neutral or chaotic. As many see them as outlaws, Divine Gunslingers are often chaotic as they do the right thing, just in the wrong way.
Divine Gunslingers rely on quick reflexes and the ability to calm a situation with just a look. As such Dexterity is your main ability score with Charisma second.
The Divine Gunslinger Table
Level | Proficiency | Bonus | Features | —Spell Slots per Spell Level— 1st 2nd 3rd 4th 5th
1st | +2 | Lay on Hands, Gunsmith, Grit, Gun-fighting | — — — — —
2nd | +2 | Spellcasting, Special Ammunition | 2 — — — —
3rd | +2 | Divine Health, Fireback, Gunslinger's Code | 3 — — — —
4th | +2 | Ability Score Improvement | 3 — — — —
5th | +3 | Extra Attack, Improved Grit | 4 2 — — —
6th | +3 | Aura of Protection | 4 2 — — —
7th | +3 | Code Feature, Evasion| 4 3 — — —
8th | +3 | Ability Score Improvement | 4 3 — — —
9th | +4 | — | 4 3 2 — —
10th | +4 | Aura of Courage, Fast Reload | 4 3 2 — —
11th | +4 | — | 4 3 3 — —
12th | +4 | Ability Score Improvement | 4 3 3 — —
13th | +5 | Cheat Death | 4 3 3 1 —
14th | +5 | Cleansing Touch | 4 3 3 1 —
15th | +5 | Code Feature | 4 3 3 2 —
16th | +5 | Ability Score Improvement | 4 3 3 2 —
17th | +6 | — | 4 3 3 3 1
18th | +6 | Aura Improvements | 4 3 3 3 1
19th | +6 | Ability Score Improvement | 4 3 3 3 2
20th | +6 | Code Feature | 4 3 3 3 2
Class Features
As a Divine Gunslinger you gain the following class features.
Hit Points Hit Dice: 1d10 per Divine Gunslinger levelHit Points at 1st Level: 10 + your Constitution modifierHit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st ProficienciesArmor: All armorWeapons: Simple weapons, martial weaponsTools: Tinker's ToolsSaving Throws: Dexterity, CharismaSkills: Choose two from History, Intimidation, Medicine, Perception, Religion, Stealth or Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background: (a) a pistol and a rifle or (b) two pistols (a) brass knuckles or (b) any simple melee weapon (a) a healer’s pack or (b) an explorer’s pack Cuirass and a holy symbol
Lay on Hands
You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Divine Gunslinger level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Gunsmith
At the 1st level, you can create firearms and craft bullets for all types of firearms. You are not limited by the normal 5gp per day rule for crafting firearms and bullets.
Crafting Firearms: You can craft a firearm for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 100 gp of the firearm’s total price. Crafting Ammunition: You can craft bullets and pellets for a cost in raw materials equal to 10% of the price. Crafting bullets takes 1 day of work for every 50 gp of ammunition.
Grit
At the 1st level, a Divine Gunslinger has a number of Grit points equal to their Charisma Modifier (minimum 1). The number of Grit points the Gunslinger has can never exceed their Charisma Modifier. The Divine Gunslinger can regain Grit points in the following ways: Completing a short or long rest:Upon completion or a short or long rest, the Divine Gunslinger regains all spent Grit points. Critical Hit with a Firearm: Each time the Divine Gunslinger scores a Critical Hit with a Firearm attack, they regain 1 Grit point. Killing Blow with a Firearm: When the Divine Gunslinger reduces a creature to 0 or fewer hit points with a Firearm attack, they regain 1 Grit point. Gunslinger’s Charm: When the Divine Gunslinger succeeds on any Charisma check on another person, they regain 1 Grit point.
Gun-Fighting
At the 1st level, you gain one of the following benefits and you ignore the loading property of that firearm: Pistol: Your attacks with pistols gain a +2 to the attack roll. Rifle/Musket: Your attacks with a rifle can be made up to maximum range without disadvantage. Shotgun/Scatter Gun: Your shotgun gains the Burst Fire property (DMG p. 267) With a shotgun, the burst fire action uses 3 Bullets instead of 10.
If you choose Pistol gun-fighting you may reload two pistols at once.
Special Ammunition
At the 2nd level, you gain the ability to craft special ammunition worth 1d4 of the desired damage type. At 8th level this is upgraded to 1d6, and at 14th level this is upgraded to 1d8.
Spellcasting
By 2nd level, you can cast paladin spells.
Preparing and Casting Spells
The Divine Gunslinger table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell-list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your charisma modifier Spell attack modifier = your proficiency bonus + your charisma modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.
Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.
Fireback
At the 3rd level, if an enemy misses you with a ranged attack, you can use your reaction to fire a shot back at it. By spending 1 grit point you can drop a bullet into your gun to perform this reaction if you do not have the bullets loaded, as part of the same reaction.
Code of the Gunslinger
At 3rd level, the Divine Gunslinger chooses the code they will focus on. There are three to choose from:
Code of Law You focus your intimidating stature and mere presence to enforce the law.
Code of the Tracker Focusing on the land around you, you can use your abilities to commune with nature to aid in your quest to end corruption.
Code of the Healer Curatives, healing spells and medicine are your focus.
Extra Attack
Beginning at 5th level, you are able to fire an extra shot from a firearm. This increases to a total of three shots at the 10th level and four at the 20th level.
Improved Grit
At the 5th level, your number of Grit points is now equal to twice your Charisma Modifier. At the 15th level, your number of Grit points is now equal to three times your Charisma Modifier. Aura of Protection Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.
Evasion
At the 7th level, When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Fast Reload
At the 10th level, you can ignore the reloading property of all firearms.
Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet
Cheat Death
At the 13th level, whenever the Divine Gunslinger is reduced to 0 hit points or lower, the Gunslinger can immediately spend all remaining Grit points to instead be reduced to 1 hit point. This cannot be used if your hit points were 1 before you took the damage.
Cleansing Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. Smithing Shot At the 19th level, when the Divine Gunslinger scores a critical hit against a creature with less than 100 HP, you can spend 1 grit point to deal normal damage, and the target must succeed at a Constitution saving throw (DC 5 + damage dealt). On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit or making a killing blow. Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Divine Gunslinger Codes
Code of the Law
Those who follow the Code of the Law are bound to uphold the law. That does not necessarily mean they will uphold a law which is evil. Divine Gunslingers who follow this code have their own set of laws. And through force, intimidation and sometimes extreme violence they will make sure that the law is obeyed.
The Code of the Law
Divine Gunslingers who follow this code follow a strict set of rules.
Truth. Your word is you bond. What you say, you will do.
By Any Means. Sometimes force is necessary in order to get the job done.
Fear. Those who would embrace evil are fearful of the unknown. Use this against them and those who would take orders from evil, the selfish and corrupt.
A Shield For The Weak. Not everyone can defend themselves nor do they know how to defend themselves. You are not only their sword but also their shield.
Duty. You have a duty to uphold the law. The selfish and corrupt will bend to your will if you uphold the basic laws and rights of those you protect.
Oath of the Code
When you take this oath at 3rd level, you gain one of the following two skill proficiencies: Insight or Intimidation.
Spells of the Code
You gain spells at the Divine Gunslinger levels listed.
Code of the Law spells
Divine Gunslinger Level |Spells
3rd | Command
5th | Branding Smite
9th | Slow
13th | Ev.'s Black Tenticles
17th | Dominate Person
Thousand Yard Stare At 7th level those who follow the Code of Law are able to extract information, gaining advantage on insight and intimidation skill rolls whether they are proficient in the skills or not.
Fist Full Of Bullets At 15th level those who follow the Code of Law gain advantage to all attacks if there is more than two targets in combat.
Long Arm of the Law At 20th level those who follow the Code of Law gain a +5 to all initiative rolls.
Code of the Tracker
Divine Gunslingers who follow the Code of the Tracker use stealth, cunning and knowledge of their natural surroundings to find their targets. With the help of the animals around them, they are able to complete quests, often times using their surroundings to do so.
The Code of the Tracker
Divine Gunslingers who follow this code follow a strict set of rules.
Honor the Land. Do right by the very land you walk on, and she will do right by you.
Always be there for sanctuary. You can provide shelter and peace for those in dire need.
Guidance. Through your guidance, you can help others treat the land with respect.
Where swords do not work, use your plowshare. Often times fighting a great evil is to help provide for those oppressed by it.
Follow the hunt. Follow the predators of the wilds. They know a great deal and can help you.
Oath of the Code
When you take this oath at 3rd level, you gain one of the following two skill proficiencies: Animal Handling or Nature.
Spells of the Code
You gain spells at the Divine Gunslinger levels listed.
Code of the Tracker spells
Divine Gunslinger Level | Spells
3rd | Hunter's Mark
5th | Animal Messenger
9th | Phantom Steed
13th | Freedom of Movement
17th | Treestride
Animal Companion Beginning at 7th level, the Divine Gunslinger who follows the Code of the Tracker may have one animal companion. This may either be a wolf, coyote, cougar, lynx, bear, prairie dog, raccoon, skunk, raven or red tailed hawk. The animal companion has the basic stats for the companion chosen.
Favoured Enemy You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. At level 15, choose a type of favored enemy: aberrations, beasts, celestiais, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select; celestials and fiends, or oozes and plants, or two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Wisdom (Perception, Insight) involving your favored enemies and on Intelligence checks to recall information about them. You also gain a +2 bonus to damage with weapon attacks. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Primeval Awareness At level 20, you gain an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Code of the Healer The Code of the Healer is the most benevolent of the three Gunslinger Codes. Divine Gunslingers who follow this code are focused on tending to the sick and wounded. They will work tirelessly to cure those they find stricken with disease, and are often called miracle workers for their abilities.
The Code of the Healer
Divine Gunslingers who follow this code follow a strict set of rules.
Heal the wounded. War is a blight on the world. Those caught in the crossfire need you attention.
Tend to the sick. You must provide comfort and care in times of need.
Compassion. An empathic bedside manner is often the best medicine.
Kindness. A kind word and caring attitude will win over many.
Caring. Often you are not dealing with just the sick, but also their families. A caring attitude will help set them at ease.
Oath of the Code
When you take this oath at 3rd level, you gain one of the following two skill proficiencies: Medicine or Religion.
Spells of the Code
You gain spells at the Divine Gunslinger levels listed.
Code of the Healer spells
Divine Gunslinger Level | Spells
3rd | Purify Food & Drink
5th | Prayer of Healing
9th | Create Food & Water
13th | Douglas' Hospice Nurse
17th | Douglas' Hospice
Naturally Gifted Beginning at 7th level, Divine Gunslingers that follow the Code of the Healer can use an action to expend one use of a healer’s kit to tend to a creature and restore 1d6 + Divine Gunslinger level hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feature again until it finishes a short or long rest. Divine Gunslinger’s also have double proficiency on Wisdom (Medicine) skill checks, if already proficient. If the Divine Gunslinger does not have proficiency in Medicine, they get it from this feature. In addition, Healer's gain 2 extra hit points per Healer level.
Cleansed Spirit At 15th level, you can cast greater restoration without expending a spell slot once per long rest.
New Limb At 20th level, the Divine Gunslinger can cast regenerate to restore a lost or damaged body part once per long rest. This action takes one spell slot.
Here are the additional spells created that the Code of the Healer has. They are cleric spells.
Douglas' Hospice Nurse
4th level, conjuration
1 action, range 60 ft., duration 1 hour
V, S, M (a piece of string and a bit of wood)
This spell creates an ethereal force that performs simple medical tasks at your command until the spell ends. The nurse appears to be a woman dressed in an old nurse's cap and gown. The nurse springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the nurse to perform basic medical tasks within 15 feet of the caster. The nurse can perform small healing spells, repair cuts and sooth bruises.
If you command the nurse to perform a task that would move it more than 60 feet away from you, the spell ends.
Douglas' Hospice
5th leve, conjuration
10 minute casting time, range 120 ft., duration 24 hours
V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. This cube may only be cast on an area of a battle.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
• Sound can't pass through the barrier at the edge of the warded area.
• The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
• Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
• Creatures in the area can't be targeted by divination spells.
• Nothing can teleport into or out of the warded area.
• Planar travel is blocked within the warded area.
Casting this spell also grants five of Douglas' Hospice Nurses. These nurses act in the same way as if you have cast Douglas' Hospice Nurse with the exception that they last for the duration that Douglas' Hospice lasts.
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