#dnd Jacques
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shadowtoons ¡ 11 months ago
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:ring:Barnaby, Scampton and Jacques the Jester
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Three men, ones confuse and two don’t believe that xD
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merrigel ¡ 2 months ago
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Chipping away at smth long and very self indulgent hehe
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everybodyloveshippos ¡ 4 months ago
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Valentine and their Friend, Jacquerie
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page-28 ¡ 1 year ago
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elorasaurus-gaming ¡ 1 year ago
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Not quite finished, I need to add the shading and final touches but Mathilde is almost finished!
Mathilde is my favourite so far out of the new campaign ❤️ I’m aiming to do the main 4 again like I did the first campaign…
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grailfinders ¡ 5 months ago
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Grailfinders Viewers' Choice #28: Jacques de Molay (Arcade)
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howdy y’all, we’re back at it again, giving arcade characters a new lease on life! today we’re building Jacques de Molay, a totally unique character we have never seen in FGO before. like every other arcade servant, there’s frustratingly little info on him in english, but we’ll make it work! Jack’s a Redemption Paladin because he’s a paladin, but he seems to like to talk stuff out more than win by force. he does have plenty of force though, smites are very much still on the table.
check out his build breakdown below the cut, or his character sheet over here!
Ancestry & Background
as you’d probably suspect, Jacques is a Human, and that gives him +1 Strength and Intelligence, as well as proficiency in Intimidation, and the human-specific feat Prodigy, that gives you fluency in a language of your choice, as well as proficiency in Persuasion and Cartographer’s Tools, and expertise(that’s double proficiency) in Religion!
oh, have I not mentioned where you get proficiency in religion in the first place yet? Jacques is also starting off as an Acolyte, which is where that and your proficiency in Insight come from.
Ability Scores
your highest stats should be in charisma or strength, but Jacques is kind of a nerd and if we don’t stock up on Intelligence now when will we? after that are the usuals- Charisma, then Strength. then we’ll make Wisdom above average since you have glasses (which should probably make your wisdom lower tbh but anime glasses never come off). that means your Constitution is pretty low- the one translated part of your bio mentions you get sick easily, but I’m not cruel enough to make a paladin with negative constitution. that means your Dexterity gets stuck with the short stick. I don’t think Jacques is particularly clumsy, but we need it less than anything else since you’ll have heavy armor.
Class Levels
1. starting off as a paladin gives you a Divine Sense to detect zombies and other monsters a couple times a day. this won’t tell you exactly what you’re looking at, but you’ll know that oddly pale nobleman who refuses to appear during the day might be more than just quirky.
you also get Lay on Hands to heal people when you touch them- and for once, it’s part of your official kit! you get 5 HP per level a day, and you can spend 5 HP all at once to heal a disease or a poisoning.
finally, your proficiencies- Wisdom and Charisma saves, as well as Medicine and Athletics.
2. at second level, paladins learn to cast Spells, which you cast and prepare using your Charisma. since you can pick your spells every day, don’t sweat getting them exactly right. I’d suggest using spells that can protect or heal your allies, smite your enemies, and possibly summon vengeful divine spirits to destroy your foes. so what I’m saying is, use the paladin spell list. yeah, his skill set just happens to match D&D’s idea of a generic paladin perfectly, so you really can’t go wrong here!
if you’d rather do something more straightforward, you can spend those spell slots on Divine Smites instead! they add a bunch of radiant damage to your melee weapon attacks, though you have to spend a spell slot every time you connect.
speaking of connecting attacks, you should make sure your enemies can’t do that! with the Protection fighting style, you can put your shield between an enemy and a friend, forcing disadvantage on the attack.
3. at third level, you set down your path of Redemption, which lets you Channel Divinity in one of two ways each shot rest. you can either become an Emissary of Peace to get a +5 bonus on all persuasion checks for 10 minutes, or you can Rebuke the Violent to counter an attack with a wisdom save. if the violent fails, you deal whatever damage they just did back at them as radiant damage!
you also get Divine Health so you can’t get sick any more, as well as your oath spells Sanctuary to protect an innocent in the heat of battle, and Sleep to end confrontations non-violently. at least until the sleeping person wakes up.
4. at level four you get your first Ability Score Improvement, so bump up that Strength so you can actually hit stuff!
5. fifth level pallies get an Extra Attack each attack action, so now you get to hit stuff twice as often! you also get second level spells like Calm Emotions and Hold Person. the latter one can technically be used to stop combat while you talk stuff out, but it’s more often used by paladins to absolutely wallop a dude since it gives you advantage to hit and guaranteed crits when you do. either way it’s not technically in character, but good golly does it help.
6. at sixth level, your Aura of Protection adds your charisma modifier to every save made in a 10’ radius around you. it’s simple, but effective, like this build.
7. seventh level redemption paladins get an Aura of the Guardian which is not just Aura of Protection after wotc found a thesaurus shut up. now you can use your reaction to take the hit for anyone within 10’ of you, with no way to reduce it. it’s not a great idea given your constitution, but it’s definitely the knightly option.
8. since we’re getting more charisma-based stuff, let’s bump up your Charisma with this next ASI. better auras, stronger spells, what’s not to love?
9. ninth level paladins get third level spells! your freebies this time are Counterspell and Hypnotic Pattern. neither of those are super in-character, but you could at least make an argument for counterspell being like, you putting up your shield to block a magic attack or something.
10. at tenth level you exude an Aura of Courage, so people don’t get frightened while they’re around you any more. the knights templar made a skinny nerd with stomach pains their boss so you know there must be something about Jacques that makes him feel like leadership material. it’s good vibes.
11. or maybe its the fact that you have Improved Divine Smites, giving every attack you make a little radiant stank on it. not that radiant damage smells or anything, just- y’know what let’s just move on.
12. another ASI, another boost to Charisma. moving on.
13. thirteenth level paladins get fourth level spells! this time you get Otiluke’s Resilient Sphere and Stoneskin- again neither one quite works afaik, but at least stoneskin helps you stay in the fight longer with your middling constitution.
14. we don’t normally get this far in paladin, I’m actually having to look stuff up again. at level 14 you get something called a Cleansing Touch. charisma modifier times a day, you can touch yourself or a friend to end a spell affecting them. debuff cleanse, nice! you actually get debuff immunity, but it’s close enough with your aura and everything.
15. fifteenth level redeemers can summon a Protective Spirit whenever they’re below half health, healing themselves a little bit each turn as long as you haven’t hit 0 yet. your spirits tend to be more violent than this, but any way to stay in the fight longer is a good thing to have.
16. speaking of, I think it’s long overdue to spend an ASI on some Constitution. yes it’s supposed to be bad, but it should at least be good enough to survive with.
17. at long last you gain access to fifth level spells, including your freebies Hold Monster and Wall of Force. the former, while undeniably useful, isn’t really in your repertoire, and the latter fits Mash better anyways. that being said, all is not lost! I recommend you add Holy Weapon to your spell list to really pile the holy spirit energy into your sword. every attack you make with the enchanted weapon deals extra radiant damage, and you can even end the spell early to deal a massive blast of damage that can blind enemies.
18. eighteenth level is pretty plain, at least on paper. all of your auras grow in size, covering a 30’ radius instead of a 10’ one. once again, it’s plain, but effective.
19. for our last ASI, we’ll take a crack at fixing up your HP without increasing your constitution any. with the Inspiring Leader feat, you can give up to six friendly creatures (including yourself) temporary HP. this takes ten minutes, and you can’t do it again until you finish another short rest, but it’ll give you an extra 20 plus HP to work with, which is nothing to sneeze at.
20. our final level turns you into an Emissary of Redemption, not only giving you resistance to all damage from creatures, but a reflective radiant damage shield that hits back whenever you get hurt. the only catch is this stops working on any creature you attack or cast a spell on for the rest of the day. still, it’s nice to give people a chance before you whoop them.
Pros & Cons:
Pros:
your protective auras are massive, probably the biggest we’ve ever had on this blog. that means you don’t have to worry about positioning yourself to give everyone a hand nearly as much as most paladin builds.
with your semi-permanent resistance to damage and all your self-healing options, you’re surprisingly durable given your low constitution. fighting is really all about not dying, if you think about it, so you’re ahead of the game!
you’re damn good at perusasion, intimidation, and insight, making you pretty well suited to being the party face! depending on how much you play up the “lawful” part of lawful good, I guess.
Cons:
ironically, one of your biggest cons is your Con...stitution. sure we get plenty of ways to deal with it by the end of the build, but before your capstone you’re pretty frail for a paladin. especially one that is supposed to be taking hits for the rest of the party.
ngl this build feels a little plain to me. admittedly it’s nice to not have to juggle three different classes for once, but there’s not a ton going on that makes me think of this specifically as “Jacques de Molay”. admittedly this one’s more of a personal gripe- it’s nobody’s fault that arcade gave him a skillset that just happens to match the baseline D&D paladin.
speaking of “generic paladin problems”, you don’t get any ranged attacks this way. pray you don’t have to fight too many flying enemies. and if you have to fight angels, just run.
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memento-morri-writes ¡ 8 months ago
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Hey!!! Since you said you have a lot figured out for your WIPs I'm interested in your answers!!
what natural resources does each nation have that the others don't? do they export/trade it at all? (For any WIP you wanna answer for!)
@bloodlessheirbyjacques 👀❤️‍🔥
JACQUES, I LOVE YOU!!!!!! I'll try to keep this at least somewhat brief, but be warned, you have NO idea what floodgates you have just opened. (I actually intended to make a post like this literally over a year ago, so thank you for helping me make it!!)
Get ready for:
Econ 101 - A Crash-Course in Continental Trade Policy
Before we get started, here's some things you might find helpful:
a map of the continent (see below)
an explanation of why Anvia and Oryn don't get along
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under the cut because hoo boy, this is a LOT.
Anvia, the kingdom where ATQH takes place (and which Fallon rules) is primarily an agricultural society. The country's position in the middle of the continent, plus the river running through the kingdom providing fertile land, gives makes it the best-suited area for agriculture on the continent. (Side Note: It gets colder as you got west-northwest on this continent. Oryn is cold, with long winters and short summers, while Oraine is extremely hot and the land dries up quickly.)
They grow crops and raise animals not only for their own survival, but for export to the neighboring nations. Anvia also has a decent number of craftspeople living in its larger cities, who use crop byproducts (or non-food crops) and animal products to make other products, such as textiles, leather products, etc.
Thus, Anvia's main products/exports are food crops (apples, wheat, strawberries, blueberries, raspberries, lettuce, cabbages, carrots, peas, hops, among other things), created food products (wine, ale, baked goods, jams, jellies, preserves) as well as animal products (largely wool, but things like eggs, cheese, and milk may also be exported), and craftsproduts (textiles and leather products, for example).
Due to the fact that most of Anvia is farmland, be it crop fields or livestock pastures, there is very little opportunity for logging. Even the areas that haven't been developed for farming are largely prairie-like areas. Also, Anvia lacks substantial access to mountains or mineral deposits for mining. So they are lacking in construction materials such as timber, stone, and metals.
Oryn, on the other hand, is ripe with construction goods. They have massive mines scattered throughout the kingdom, especially along the mountain range that borders with Anvia. (Ironkeep, the fortress to the Northeast of Westcliff, is a major stronghold built to protect Oryn's most profitable mines.) Additionally, a massive portion of the kingdom is covered in forests, so logging is another major industry.
(Side Note: Kristopher's father and the current king of Oryn, Pierre, has increased both of these industries massively. The working conditions in both tend to be hazardous, with many people being injured or killed. (Fun Fact: If you want to know how Pierre runs his kingdom, listen to Eat Your Young by Hozier.) Kristopher believes that his father is ruining Oryn, not only by ruining much of its natural land, but also by working the people so hard.)
Notably, Oryn is also home to significant number of craftspeople, specializing in blacksmithing, metalworking, and jeweling. Orynian weapons and armor are said to be stronger and more durable than any others, and jewelry made by Orynian jewelers with Orynian stones is highly prized across the continent and beyond.
Oryn's main exports are lumber, stone, metal (raw, processed, and crafted into items), and jewels (raw, processed, and made into jewelry).
However, what Oryn severely lacks is fertile farmland. Not only is most of the land covered in trees, but the soil is quite rocky -- far from ideal for large-scale farming. (The hilly, mountainous terrain doesn't help.)
So, you can probably see why Oryn and Anvia need each other. They are forced to trade with one another to ensure the survival of both kingdoms. However, as I've explained in the past, the two kingdoms have a long history of tension between them -- which actually was the result of conflict over resources to begin with. However, despite this obvious codependency, neither one has been willing to suck up their pride and open direct negotiations between the two nations. (Fallon has tried several times during her rule, but has never once received a response from Pierre.)
So, this is where Oraine steps in. Oraine has a very hot environment, and aside from a few choice crops, not much of trade value grows there. (Their main exports, aside from a few "exotic delicacies", are fancy goods, such as fine clothes, art, and fancy furniture.) However, what Oraine does have is massive amounts of accessible coastline. Because of this, they have a long history of ship-building and maritime trade. Fortuitously for Oraine, Anvia and Oryn's border is mostly treacherous mountains, which makes overland travel difficult.
So, at some point in the past few centuries, some clever Orainian had an idea, and Orain graciously stepped in, offering to conduct trade between the two kingdoms -- for a fee, of course. Eager to continue their mutual cold-shoulder treatment, Anvia and Oryn were quick to accept the proposal. It was agreed upon that both Anvia and Oryn would be able to use Orainian ships to send their goods to each other, to Oraine, and beyond.
There are multiple companies (each owned by wealthy merchant families) that offer these services, both within the continent and beyond, and each is free to set their own price and negotiate their own service contracts with individuals, companies, or the nations themselves. However, they are charge a hefty tax that goes directly to the pockets of the ruler (currently Empress Adrienne) of Oraine.
Not only that, but Orainian merchants are well aware of how necessary their services are to both Anvia and Oryn. As such, their fees are often ridiculously overpriced. And Anvia and Oryn pay them, because they don't have any other choice. (Well, they could choose to talk to each other and begin their own trading initiatives instead of settling for Oraine's horrid prices, but why would they ever do that?)
To tie all this back to the messy international politics of the continent, the Empress of Oraine has her own fleet of trading ships that carry out trades on her behalf. It is these ships that the rulers of Anvia and Oryn are required to use when they wish to send something more between them for political purposes. Orainian leaders have long claimed this is to "supervise" and "prevent increased hostility", but in reality it's just another way to line the ruler's pockets.
The rulers of both kingdoms have signed contracts with the Empire, including a rate of charge for the service. The Empress continually pushes to raise said rate, with the monarchs attempt to negotiate a lower price -- or at least keep the same one they had before. But it's a precarious slope, because if they push too hard, the Empress could retract her offer altogether, which would be disastrous (at least in the short term) for the two kingdoms, until they were able to communicate in a civil manner and establish their own trade barriers. (Of course, the Empress has no intention of actually rescinding her offer -- it's far too profitable -- but the monarchs don't know that...)
And that's all, folks!! To anyone who read all 1,092 words of this, I am hugging you (if you accept), and buying you your favorite meal. Hopefully this isn't too boring of a read...
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the-elven-jester ¡ 10 months ago
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Get down on one knee and opens a box with the freshest baguette "will you be my friend"
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“Jacc accept the friendship!”
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prismagirlart ¡ 2 years ago
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RADICAL!!!!!!
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My OC shooting a cyber-arm lazor-‘splosion
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shadowtoons ¡ 11 months ago
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Jacques the Jester, fully colored!
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tearsofaraptor ¡ 6 months ago
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Got to draw in people’s yearbooks today!!
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Someone in my dnd club requested Waldo
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My friend wanted Pikmin! I based this one off of Jacques-Louis David’s Napoleon Bonaparte crossing the Alps at Grand Saint Bernard (not the biggest fan of some of the colors, but I only had highlighters and some pens on me)
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luna-figs-art ¡ 2 months ago
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Today I present my beta design of a new DnD character of mine: Jacques seir Astralis, a merchant of all trades
My dear Jack of all Trades :)
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Do to a really chill dm and some house rules he has two levels in bard and one level in 8 other classes, it’ll be fun to play this campaign
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elorasaurus-gaming ¡ 1 year ago
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My Mathilde and Jacques fanart is finished! ❤️
Next up will be Chip, I'm aiming to do all four as a set like the last time ^^
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dehemetera ¡ 6 months ago
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Jacques D'Arabelle.
Monk/Paladin tiefling, birthday gift for a dnd party mate.
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cupophrogs ¡ 5 months ago
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Finished commission!
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One of my DnD buddies commissioned me for a ref of his guy Jacque (and Watson), and here he is in all his sleep deprived and coffee addicted glory! I love him.
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