#like a balanced str and dex build
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Currently the limited internet access of my situation has blessed me with energy and time to finish that Licht sketch from the earlier.
Applied quick coloring too :0 Well done me!
Also me half way through Licht's dramatic route and being all sad and suspicious about the things going on there.
Also I forgot to say, but really, thanks for all the kind comments and tags people have written in my ikepri posts. It has given me hope that maybe fandom communities are not as dead as they seem. 🙏
#ikepri fanart#digital art#fanart#ikemen prince#ikemen series#ikepri#licht klein#not sure if I should have made him more bulkier#but maybe he is more of sports car kinda wolf#like a balanced str and dex build#and he does have his clothes on
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In regards to the unit identity conversation going around in FE spaces right now i wanted to throw in my general thoughts...
When people say "unit identity" in regards to gameplay, i feel like most people mean how the character in the story matches how the unit plays.
Fates has the best reclassing system imo, because units have to build support with other units to get their class via the friendship and partner seals. Building support levels has another function in that sense, and it's another incentive to experiencing them.
This creates another way supports effect the ways you can play. As for an example, when Takumi teaches Corrin how to shoot a bow in their support chain, Corrin literally gains access bows via the Archer class.
Fates also has heart seals which change the units class based on stats, skills available, personality, or personal background (They also function as partner seals iirc, but that's more of a waste, i feel).
Three Houses, due to its lack of a weapon lock, essentially created a system where "just put everyone in x, y, or z class to make them good" has become some of the most common advice to new players. This problem existed before, but essentially making classes little more than "this one has good stats, this one has bad stats put them in the one with good numbers."
Sure, it allows those "all mage" runs that are fun to mess around with a lot easier, but it also reduces classes down to just their stats. Want to use bow? Bow Knight's a good class, but can always go for Wyvern. Want to use axes? Try Wyvern. Swords? Swords aren't good, at least use lances or axes in Wyvern.
Engage has the same problem. In fact, despite having weapons locked to classes again, it's now even more of a problem (imo). This time the problem is that so many units are incredibly same-y. The difference between Etie and Alcryst is a couple of points in Str and Spd, same for Lapis and Diamant, for Zelkov and Yunaka it's Spd/Res/Str trade.
The characters feel same-y. Unsurprisingly if you watch build guides on these characters from multiple different people, you'll see the same couple of classes recommended repeatedly. Warrior, Wyvern, Griffin. Few Sages and Personal Classes, but besides that, most characters sit in those three.
Although i like the concept of passive skills unique to certain classes, i feel like they're often times incredibly weak. Or don't synergize well with the class itself. High Movement Bow Knight has a skill that increases hit rate when not moving (the one bow using class that can make good use of Momentum and having high movement and being a Cavalry type should sit still??? It's even more offensive because bows don't have particularly horrible hit rates, and bow units typically have decent Dex/Skill).
We can all agree Berserker getting a pretty weak skill for a weak weapon type that the okay at best defense class typically doesn't want to use... might not be a good balancing tool against the other infantry Axe class with Bow access and better caps in Warrior? Or the flying mobility and Lance or Sword access in Wyvern? Or hell, even the Defense from Great Knight? (although this class is another meme pick)
Don't get me started on S rank weapons also being mid, if not outright bad
I think if there were better skills for classes with lower stats (including movement), less weapon access, then that'd be cool. Or they could do a "Infantry classes have lower growths, but higher stat caps. Therefore they've about caught up midgame, and are better for combat late game, but have less utility due to not being able to ride a horse/flier"
If Personal skills were stronger, and units had more differing stats, Weapons/Proficiencies, or had access to more personal class and/or personal weapons, i think i wouldn't care about how easy it is to get into classes, because the units themselves would actually be unique in how you can play them, even if everyone is in the same class.
I mean, look no further than the bow users in Fates, since that weapon type and its weilders have been getting a lot of attention lately. Takumi has a personal bow with crazy might that gives him the ability to move without being impeded by terrain. Niles doesn't have a unique bow, and his class is already represented in Shura, and DLC Anna on the Adventurer route, and potentially Selena and Laslow for the Bow Knight route, but he has access to capturing generic units to fight for you and has stats that definitely differ from all of them.
Setsuna has a basic archer stats, a weak personal skill, and no personal weapon, and is naturally the perfect example of a bad archer. While Reina has good stats and a useful PS that essentially make her Birthright Camilla except with lances and bows instead of axes and tomes (and Kinshi isn't really seen as a good class!). Shura's whatever in CQ, but in RV he has maxed weapon ranks, giving him access to useful Stages ASAP and decent bow chip, especially with his debuffing PS. (Not much to say about Anna except why is she not in the Merchant class by default?? Magic Anna is not more important than Capitalism Anna 😤)
But i'm rambling, so i'll just say that with the unit/class design we have now, i'd rather have limited classes so that we can at least say:
"They may not be the best unit... But they are the best Swordmaster/Bow User/Magic Unit/etc."
(sorry for the length btw!)
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im gonna try to think of better questions than this but im trying to finish my 1st run now (been playing for over a year, i am slow cause i like to loot every crate and vase i find) and im thinking 2nd run will be a durge run!! im a lifelong bard player in every dnd-type game but i wanna try something new! what kind of multiclass build would you recommend i try? :0 my play style is stupid and reckless, and i plan on romancing gale in my 2nd run, if that helps lol
Depends whether or not you wanna go martial or caster
favorite martial/weapon using builds:
open hand monk 8/thief rogue 4 (requires tavern brawler feat and club of hill giant STR in the off-hand, although i guess you can use STR elixirs daily too)
berserker barbarian 8/thief rogue 4 (requires tavern brawler feat and thrown weapon, preferably returning pike or nyrulna)
battle master fighter/thief rogue 4 (the key is dumping STR and prioritizing DEX with ranged and finesse weapons, and choosing the two-weapon fighting style)
eldritch knight fighter 12 (much like the throwzerker, requires tavern brawler feat as well as any thrown weapon to bind--i personally prefer the lightning jabber you can loot off the cursed kua-toa chief)
gloom stalker ranger 4/swords bard 8 (the key is using both the strange conduit ring and the diadem of arcane synergy, and concentrating on/inflicting hunter's mark. since arcane synergy uses your spellcasting modifier, make sure to have high CHA from the bard class)
paladin 2 (class irrelevant)/swords bard 10
Favorite caster builds that utilize martial or weapon attacks:
fiendlock 5/swords bard 7, fiendlock 5/paladin 5/fighter 2, fiendlock 8/thief 4 (requires hand crossbow in off-hand and gloves of the balanced hands, as well as high DEX in addition to high CHA)--all of these should have pact of the blade
light cleric 6/open hand monk 6 (best if used while wearing luminous armor, with shield, tavern brawler feat, and STR elixirs)
Favorite caster builds:
GOOlock 6/assassin 4/fighter 2 (requires shovel to surprise enemies before combat)
draconic bloodline sorcerer 12 (i know people vouch for fire sorcerer, but choosing white bloodline and using elemental cantrip augmenting gear as well as having a party member who can make enemies wet really makes ray of frost the deadliest cantrip in the game)
tempest cleric 12
land druid 11/life cleric 1
abjuration wizard 11/draconic bloodline sorcerer 1 (white for armor of agathys)
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D&D as Disability Metaphor
N.B. Most of the ideas herein about spell slots/cantrips and mana/health points were sourced from various tumblr posts; please reblog with links if you have them! Also reblog with additional links to those tumblr posts about forks and knives!
In this metaphor, YOU are a D&D/RPG character!
Your CHARACTER BUILD reflects your strengths and weaknesses.
First: you have your basic STATS – INT, CON, WIS, DEX, STR, CHA – these are primarily determined by your baseline nature and your early nurture. (e.g., you may be born with a certain facility for learning, a natural sense of balance, perfect pitch, etc., or you may have spent much of your life playing sports and building strength and dexterity, or have been forced by circumstance to become Very Good at identifying people’s true motives and/or playing the part you need to play in any given situation, etc.)
Secondly: You have your basic ADVANTAGES and DISADVANTAGES. These are primarily determined by your baseline nature but can be affected by nurture and change over time just as you do!
For example, you may be vision impaired – any task requiring good vision will have you at a natural disadvantage that can be mitigated by the use of an accessory or tool. So long as you have your accommodation, your natural disadvantage is entirely or partially nullified – instead of a negative 3 to skill checks involving vision, you might have a modifier of only negative 1 or even zero!
Another example:
You might be autistic or have other sensory processing issues that mean certain textures are ILLEGAL – any time you’re required to interact with that texture, you have to roll a WIS save to see how it impacts you.
On a bad day (in the metaphor, you roll a 1), you might be completely incapacitated for a time. On a good day, you might be able to use a positive modifier from a learned skill like DISTRESS TOLERANCE or DISENAGE to overcome the badness and only be partially incapacitated, or maybe not even incapacitated at all, just inflicted with a DEBUFF of some kind for a period of time. (This gives you a negative modifier for future skill checks and saving throws until the debuff expires or you take a LONG REST.)
On any given day, your disability (physical, mental, developmental, etc.) may give you a GENERAL DEBUFF that affects your skill checks and saving throws.
For example, if you have bipolar disorder and are in a depressive episode, you might have a negative 1 modifier to any social interaction, even if ‘normally’ you have a plus 3.
Or you might have chronic migraines and be having a debilitating headache that actually precludes the use of some skills/spells/actions at all – you might be incapable of leaving a dark room or of using your computer/phone.
Thirdly: In general, you can think of your overall capability to COPE as mana points, stamina points, spell slots, or anything similar. SPELL SLOTS is the easiest metaphor, just because of how the magic system is structured.
You have a given number of SPELL SLOTS on any single day, although a DEBUFF might reduce your baseline of slots for the day or a BUFF might actually give you an extra one! These spell slots correspond to the energy needed to perform various activities/tasks. The more difficult the task, the higher level of spell slot is required. BUT! If you’ve already used your third level spell slot for the day and need to “cast” another third level spell (another difficult activity), you can sacrifice multiple lower level spell slots in order to do so, with the disadvantage of having fewer slots left until your next LONG REST.
Some activities don’t drain you at all and can be done at any time (in this metaphor, they can be considered CANTRIPS). Some might even return used spell slots! (Think of this as taking a SHORT REST.) CANTRIPS are typically less effort or are of such benefit that they cancel out the level of effort required. They vary wildly based on the individual. An example for one person might be listening to an audiobook or taking a hot shower, while a different person might consider both of those first level spells.
Finally: The final part of this metaphor switches genres a little bit, so bear with me. This doesn’t tend to happen in the most well-known tabletop RPGs, but you’ve probably seen it in other popular media. Sometimes, you’re completely out of spell slots / mana / stamina, but you’ve got something you absolutely HAVE to do – either because it’s a necessity for your survival, or because you simply care about the thing so much that you’re willing to borrow against your future self.
In this kind of situation, you can ‘borrow’ spell slots from your future self (meaning you use it now, and therefore don’t have it available to use the next day), or you might start using your own health points in place of the missing mana.
Think about in fantasy media, when the magic user runs out of magic in the FINAL BATTLE and starts sacrificing their own life force to continue powering the spell. In some circumstances, they might drain themselves so completely that they can never use magic again, or it takes them years to recover. Similarly, a person with CFS who pushes themselves too hard one day might end up bedbound for days, weeks, or even months following.
Another example:
Someone with a torn ACL who stresses it during the healing process might find that it never heals completely/properly, permanently affecting their athletic ability.
TL;DR – D&D is actually a great extended metaphor for both short-term and long-term disabilities and how they impact a person’s life!
But it does. Uh. Require some background in RPG terms and tropes in order to fully understand it. If the person you’re trying to explain the concepts to is completely unfamiliar with RPGs, you may be better off with sticking with something more basic like Spoon* Theory (or the Unified Cutlery** Theory).
Citations etc. under the cut.
*See Christine Miserandino's spoon article here: https://butyoudontlooksick.com/articles/written-by-christine/the-spoon-theory/. Learn more @thespoontheory
**Unified Cutlery Theory, very overly simplified: Spoons = Energy, Forks = Things That Make Your Spoons Worth Less, Knives = Something You Need Help Addressing Or It’ll Make Things Worse
See @jenrosess' original post here: https://www.tumblr.com/jenroses/635100154258735104 and the update including knives here: https://www.tumblr.com/jenroses/635100154258735104/sheepscot-cipheramnesia-jenroses-have-i
(Apparently there are two competing Fork Theories? The one I'm used to is the one referenced above.)
***Mana and spell slots metaphors are really hard to source, y'all, so if you have links please add them in your reblogs!
#disability#spoon theory#chronic illness#chronic pain#actually disabled#actually autistic#spoonie life#neurodivergence#chronic fatigue#metaphor#mental illness
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I began writing this Elden Ring review when I felt the game nearing a close. Today I finished it. First "AAA" game I've ever played to completion, and I have mixed but mostly positive feelings. At any rate, my life to come is going to be a bit different not fighting wolves for hours each week.
Graphics
Anywhere from "fine, but relentlessly grim" (Caelid, much of the Mountaintops) to "I want to move here right now" (Siofra/Nokron, Leyndell, the Roundtable Hold). The game looks very good, though I can't say the same about some of the enemies and NPCs. When the designers cared, they made some very cool-looking stuff - Astel, Naturalborn of the Void is one of my favorites.
Music
The region themes were definitely a highlight. Above all, the terribly sad theme of Leyndell, a lone city clinging to life in a world falling gradually to pieces. The way the horn-using enemies harmonized with that theme was a beautiful touch. I wasn't as impressed with the boss themes though that might just be my personal preference for chiptunes.
Characters
Overall, this isn't a character-driven game, and that's fine. The voice acting definitely lends a hand with best boy Margit/Morgott and other characters like the Blackguard; but most characters who are memorable are memorable because of their designs or combat abilities. I do have to ask, though, why do most of the characters have to die? Even characters whose arcs I completed just up and died at the end. Alexander should've survived!
Combat
I think for the most part this aspect was fun. I definitely can criticize certain enemies getting reused (those awful ulcerated tree spirits, if you're going to reuse a boss that many times at least pick one that's fun). The balance was a bit off, as the game very clearly expects you to be playing a Str/Dex melee-focused build with a lot of dodging, weaving, and blocking, and doesn't bother balancing for anything else. Never mind that you can snipe enemies from a distance one by one or mow them down on Torrent, and then certain boss fights are MUCH harder doing anything except melee. (Hi, Rennala... or any of the Crystalians.) I don't know if it was intentional that some dungeons are torture but have easy bosses at the end.
I played Dex/Fth, using the Treespear for most of my run until I went for the Blasphemous Blade later in the game, with the Cipher Pata as a backup. I was terrible at dodging and only attempted it on bosses with telegraphed attacks like Mohg and the Fire Giant. I spent most of my time on Torrent, because the Treespear is an S-tier mounted weapon, and turned into a stealth-sniper every time I was in a dungeon. People sleep on bows and crossbows - their damage is terrible, but they're fantastic for aggroing one enemy at a time or hitting those dungeon pillars that breathe fire.
Despise the weird balancing, I think my only major quibbles with the combat in Elden Ring would be that, one, items are mostly useless - why use a Rune Arc to try to beat a hard fight when it's not enough of a buff to guarantee a win, and you lose it permanently? - and that the boss fights being occasionally hard throws progression out of whack if you're anything other than very, very stubborn. Which leads me to my main complaint about this game.
Questlines
Oh dear lord. I've always hated "guide dang it"-type content in games, but it's fine if it's like, secret rooms that have a bunch of coins and a cool sword. Not if there are obscure quests that you're all but required to play for much of the game's plot to make sense. (Rogier! I'm talking about Rogier!) I'll get into this more in the "story" section but I scarcely had a clue what was going on for most of the game, because almost all the lore for the game is hidden deep in questlines which can easily be permanently missed. I praise Miriel his Holy Turtleness every day for being one of the only NPCs who tells you about the gods without you having to find the Dubious Runebear Medallion first (or whatever). Without him I'd have had no idea who Marika even was.
The game also punishes you, over and over, for daring to explore areas early. Nepheli and Corhyn both died because of this in my playthrough - I'd already explored the Albinauric Village and the cliff by the Royal Colosseum, respectively, so I didn't re-explore once they moved to those locations. Then they just both died when I burned the Erdtree. Thanks, game. Really appreciate it.
While I'm at it - gesturing should never have been a mechanic in questlines except when you're explicitly told what to do (like the Finger Snap to summon Blaidd). Same with the Prattling Pates - there was zero indication they were anything but a joke item and then suddenly, dead Boc because you missed the single chance the game gives you to use one. (Rebirth with Rennala didn't kill me the three times I did it... so why did it kill Boc?)
I'm not sure I'd have completed even a single quest had I not had the bright idea to look them all up after the Fire Giant. (Maybe Fia's?) Turns out that was already a bit too late.
Story
I will say that the game's story and world is very, very good. It's a shame it's so hurt by the poor quest design, because I genuinely wanted to learn everything I could about the demigods, about the conspiracies and factions and everything else. Unfortunately I've learned more from the game's wiki than from the game itself. Even when I burned the Erdtree I wasn't totally sure why I was doing it, except that Melina told me to.
I was told by a friend not to heavily RP my character because it'd make the game too hard, but I did do a bit of it. I played a tough old lady, pious but brutal, who would never dare talk to the Three Fingers or do the bidding of a heretic, but wouldn't hesitate to slay a god. I intentionally skipped Tanith's questline because of this, and left the Dung Eater to rot.
Endings
I accidentally picked Ranni's ending. I was in the boss room after finally beating that obese flying salamander and instinctively pressed E when I saw a message below me, and instead of asking to confirm the game went straight into the cutscene. (Yet another example of this game being poorly designed for PC!) I think I was eligible for two other endings, and Fia's was my favorite concept of the three, though its 20-second cutscene I watched later on Youtube wasn't much. It does feel like the endings have the same issue as the rest of the game - very good ideas that never get explained well enough to be appreciated.
Overall
7/10; an amazing world with passable characters and very fun gameplay, but held back by the terrible quest design. If the game provided a lot more lore by default (for example, at the end of each major boss fight, or through Gideon and other NPCs who rarely change location), and made it very clear what the quest breakpoints were, it could easily be a 9/10. The game breaks the unspoken rule that hidden content should never be core to the plot. Anyone who plays this game should do it with a guide - not an exhaustive 100% checklist, but enough of a guide that nobody ends up dead without you intending it, and that you don't miss the most plot-relevant quests in the game.
#elden ring#elden ring review#i probably will genuinely just look up the lore aspects of the dlc instead of playing it#PRAISE MIRIEL#lol#video games
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Blog Update: Biography added for Arzan Ancunín
BASICS
NAME: Arzan Ancunín NICKNAME: Zan AGE: Late 20s to early 30s, but depends on time frame RACE: Dhampir (high elf) GENDER: Cisman PRONOUNS: He/him SEXUALITY: demiromantic pansexual CLASS: Fighter ALIGNMENT: Chaotic good
STATS: STR - 15 DEX - 14 CON - 13 INT - 11 WIS - 12 CHA - 13
APPEARANCE
HEIGHT: 5'9" | 1.75 M BUILD: Thin like most elves, but has some decent muscle build from training HAIR: Bright red with a shock of white bangs. Typically worn to shoulder length, sometimes pulled back. EYES: Normally blue with specks of red, but will turn red when in a heightened state SKIN TONE: Light golden hued, a bit pale by sun elf standards OTHER FEATURES: Has some scars that I need to detail
FAMILY: Talilah Bluethorn (mother), Astarion Ancunín (father), Kyrirthlila Bluethorn (grandmother), Arakhivaen Saliriador (grandfather)
PERSONALITY: Confident, to the point it almost borders on cocky. Arzan is defiant in nature, not letting people push him around for his dual heritage. He has someo fthe high elf pride, as well. He has a fiery temper and doesn’t like to suffer any insults. He has a silver tongue and isn’t afraid to use it to cut someone down. He won’t hold back on his thoughts and opinions. He respects only a few people, so a person is lucky to have that. He will help people who need it, but he’ll act like it’s a favor to them and they’re lucky he’s there.
BACKGROUND SUMMARY: Arzan was a surprise to both of his parents, to say the least. With low fertility rate of high elves as well as the requirements for a vampire, much less a vampire spawn, to be able to have a dhampir child is very strict. But Arzan was born not long after the events that happened in Baldur’s Gate (dependent on discussion).
SPAWN!ASTARION: Arzan was raised by both his parents, trained and taught in both their skills, balancing and being a fighter by his dhampir nature as well. As Arzan grew, he started to learn the finer points of vampire hunting from an older dhampir he met. Arzan’s goal is to find a cure for vampirism that can be widely used beyond the True Resurrection or the religious ritual involving the vampire’s creator’s heart while fighting vampire masters to free their spawn.
ASCENDED!ASTARION: Arzan was raised by his mother, who realized her mistake and left his father. Arzan grew, his mother keeping him a secret from the vampire lord Astarion. As he grew, he studied and learned, eventually meeting an older dhampir who taught him the finer points of killing vampires. His goal now is to stop his father from his plans of domination—by any means necessary.
#OOC#why do I have him? bc a friend told me to design a 'what if' kid#and I love dhampirs so here we are#if you have any second gens with any other origin companions we should do things
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[Pathfinder 1st Edition] A Guide to the Burglar Rogue
[by kcmorris / HobbyLark]
You’ll never see him coming.
The Overview
The burglar archetype (Advanced Player’s Guide p.132) is short and simple, but the idea is well-executed mechanically. Some (perhaps too many) of Pathfinder’s archetypes either give too little or give up too much to create a different sort of character, but with the burglar, the designers found that perfect balance between the two. With a bit of specialization, a burglar character can handle just about any trap a Game Master can devise, and, unlike the trapsmith (Advanced Player’s Guide p.135), will be more well-rounded than hyper-specialized.
At 4th level, the burglar gives up uncanny dodge to gain the careful disarm ability, which makes him less likely to set off traps he’s trying to disarm. With maximum ranks in Disable Device, a good Dexterity, and the bonus from trapfinding, the burglar’s likely able to tackle any trap he encounters. Obviously, you want your burglar to have a high Perception score to ensure you’ll be able to find the traps, but since you’re giving up uncanny dodge, you probably want to do that anyway to minimize the times you’re caught flat-footed. Careful disarm goes a long way to make you quite capable of handling any trap-happy Game Master by itself, but you can combine it with rogue talents such as quick disable and trap spotter to solidify your expertise here.
Unlike the large number of highly specialized archetypes out there (such as nearly every fighter archetype), the burglar turns you into more of a generalist character, spreading your talents into two areas, rather than one. Instead of another trap-related ability, the burglar trades improved uncanny dodge for the distraction ability at 8th level. This gem of an ability lets the rogue attempt a Bluff check if he’s ever detected while using the Stealth skill as a way to remain undetected. This can be a life-saver, as sometimes a lucky Perception roll can spell death for your rogue while scouting (and, as good at you are at disarming traps, you’re likely to be doing that often as a burglar!). Combine this with the honeyed words rogue talent to give you a once-per-day +10 bonus to such a crucial Bluff check, and you’ve got a great insurance policy for your scouting missions.
It probably goes without saying that the burglar benefits greatly from the skill mastery advanced rogue talent (you’ll want Bluff, Disable Device, Perception, and Stealth to be your first choices). By 10th or 12th level, you can be a veritable master scout for your party, on top of being able to lighten the local baron’s treasury without breaking a sweat, if the opportunity arises.
This archetype comes highly recommended for any game that features a preponderance of traps, and for a game that doesn’t, the distraction ability is still very solid for any rogue that does a lot of scouting or other solo work that requires a great deal of stealth.
Sample Build
There are a lot of ways to go about playing an effective burglar. Just about anything that would work for a standard rogue should work well for the burglar. You can approach combat however you want because you don’t need specific feats to make good use of the burglar’s tricks. With that in mind, the following foundational build is just one example. I’ve chosen to buck the trend a little bit and go with a half-orc, giving you greataxe proficiency, which keeps your damage high even when you don’t get the opportunity to sneak attack.
Half-Orc Rogue (Burglar) 5 Ability Scores (15 Point Buy): Str 17, Dex 13, Con 14, Int 8, Wis 10, Cha 12 Feats and Talents 1 Improved Initiative 2 Rogue Talent: Trap Spotter 3 Weapon Focus (greataxe) 4 Rogue Talent: Quick Disable 5 Power Attack
This is all very basic, but it’ll set you up for success as an effective damage dealer and gives you the edge against traps. Remember, you’ll also want to keep Bluff, Disable Device, Perception, and Stealth maxed out to make the most out of your burglar abilities. This does mean you shouldn’t dump Charisma as you would otherwise like to (leaving Intelligence as your best dump stat—but you’ve got the skill points per level to handle that). With higher point buy, you definitely want to get that Intelligence out of the gutter.
That’s it for the burglar. If you’re looking to create a well-rounded rogue with a focus on traps and stealth, this is one of the best archetypes you can take.
[source]
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Hello! I'm back with one of my conversion ideas for Pathfinder 1E, and this time, I'm converting one of my favorite 2E monsters - the Rust Hag from the AP "Blood Lords". To be more exact, the Rust Hag was statted in "Graveclaw", the second issue of that particular adventure path.
I've tried to be as faithful as posssible to the original while at the same time make it as balanced as possible, but I will admit I'm kinda new at this. So, if anyone wants to make suggwstions or corrections, they are welcome to.
With that said, I hope you like this retro-conversion! ^^
RUST HAG
Image © Paizo Publishing. Accessed at Archives of Nethys here
This vile crone’s skin is the color of rusty metal, with wild white hair and filthy, torn rags for clothing. Her face is deformed into a sadistic smile, and she wields a pair of deadly-looking handguns.
RUST HAG CR 8
XP 4’800
CE Medium Monstrous Humanoid
Init +6; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC 22 (+6 Dex, +6 natural), touch 16, flat-footed 16; +4 dodge vs. firearms
hp 95 (10d10+40)
Fort +9, Ref +13, Will +10
ATTACK
Speed 30 ft.
Melee 2 claws +13 (1d6+3 plus rusting touch)
Ranged mwk pistol +15 / +10 (1d8 / x4) and mwk pistol +15 (1d8 / x4)
Special Attacks rusting touch
Spell-Like Abilities (CL 10th, concentration +12)
At will – Alter self, fabricate bullets, jury-rig, longshot
3/day – Acid arrow, named bullet
STATISTICS
Str 16, Dex 22, Con 18, Int 15, Wis 17, Cha 14
Base Atk +10; CMB +13; CMD 29
Feats Deadly Aim, Exotic Weapon Proficiency (firearms) (B), Great Fortitude, Gunsmithing (B), Point-Blank Shot, Quick Draw, Two-Weapon Fighting
Skills Climb +11, Craft (firearms) +15, Intimidate +15, Knowledge (arcana) +12, Perception +16, Survival +16, Swim +11
Languages Aklo, Common, Giant, Terran
Special Qualities dodge bullets, greater wielding, hagshot
ECOLOGY
Environment any urban
Organization solitary or coven (3 hags of any type)
Treasure standard plus two masterwork handguns with 20 bullets
SPECIAL ABILITIES
Dodge Bullets (Ex): A rust hag gains a +4 dodge bonus to her Armor Class against any attack with firearms.
Greater Wielding (Ex): Firearms wielded by a rust hag are considered light weapons for the purposes of the Two-Weapon Fighting feat and to determine penalties for two-weapon fighting.
Hagshot (Ex): Any firearm wielded by a rust hag never misfires. It is also considered as having the ghost touch weapon ability for the purpose of hitting and damaging incorporeal creatures.
Rusting Touch (Sup): A rust hag’s touch quickly corrodes metal. If a rust hag hits with a claw attack, a single metallic object that the target is wearing or wielding takes 2d6 points of damage, ignoring its hardness. This damage is not halved as usual for attacking objects.A successful Reflex saving throw (DC 17) avoids damage, but an unattended object is not allowed a saving throw against this ability. Against a ferrous creature, this ability instead deals 2d6 points of extra damage per successful attack, with no saving throw allowed. Objects made of starmetals like adamantine or orichalcum are immune to this ability. The saving throw DC is Charisma-based.
Rust hags are an unusual breed of hag with a knack for technology and firearms. They dwell in slums, abandoned factories and other places of urban decay, where they hide out amongst the dregs of society, corrupting or preying on them as their whims dictate. A rust hag mocks the convinction that towns and cities are symbols of civilization and offer greater safety to their people, and seeks to undo these delusions by inciting violence, plunging a seemingly peaceful quarter in bloody riots, or by forcing city dwellers out of the buildings that they wrongfully see as a defense against chaos and savagery. Many rust hags set themselves up as leaders of violent street gangs, using their skills with firearms to command awe and obedience from their underlings. Other rust hags are solitary, concocting plans to drive city dwellers away and turn a once-flourishing town into a dismal ruin.
A rust hag is particularly tall and brawny for hag standards, easily standing more than 6 feet tall and weighing just a little below 200 pounds.
When a rust hag joins a coven, the coven adds discharge, foster hatred and protection against technology to its spell-like abilities.
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Lies of P - First Impressions and Thoughts
(This might be a tad weird, but, a couple things before talking about this. I am using this, and future posts going forward as a way to hopefully develop some semblance of writing skill. I graduated not to long ago and have plans on attempting to become a journalist. My goal in writing these is purely based on trying to get better at writing, listen to feedback, and hopefully engage in some sort of conversation. But, Enough prelude! Onward to the actual post!)
With the Lies of P Demo being released not to long ago, I have had a chance to play through it once... or twice... three times or so. The demo gives you access to three bosses, and the levels leading up to them. You play as the puppet Pinocchio as he makes his way through the city of Krat, Fighting Puppet and human alike. Boasting an environment filled with a Victorian Gothic Architecture, Brutal depictions of what went wrong, and puppets gone haywire, it honestly creates a lovely package over all.
The world design is very well done. With a good amount of unlockable short cuts, varied level design, and a lot of verticality. Even if its actually a small area, it feels so much larger when you are traversing roof tops and dodging electric projectiles being thrown at you. Over all, I really appreciated the level design we’ve seen so far.
The designs of the enemies, bosses, and NPCs is distinguishably good. With the NPCs receiving a good amount of individuality, and interesting characterization. While repetitive in the demo, the puppets you fight are designed and handled well. Nothing to overwhelming if you take your time to fight them, or run past them.
One of the big stand outs was the boss design. Especially the design of the Electric Watchman. When I first saw the Watchman, it was genuinely intimidating. Watching this big, sharp toothed, red eyed puppet, standing on all fours making its way towards you like a predator trying to hunt its prey. That thing even now kind of freaks me out.
Now, this is just the demo. Which is why I was so shocked by the impression it left on me. I found myself not only replaying the Demo, but thoroughly enjoying every second! From the start of a story, to the many questions I was left with, It had me eagerly waiting to be able to keep playing. In my mind September can’t come soon enough!
Now, to quickly talk about more gameplay elements. You start out with one of three choices for classes in the demo.
-Path of the Cricket (Balance, Puppet’s Blade)
-Path of the Bastard (Dex, Wintry Rapier)
-Path of the Sweeper (Str, The Greatsword of Fate)
My first play through I went path of the Sweeper. I just generally tend to enjoy Strength builds in games, especially in souls likes. The Class is what determines your starting stats and weapon. So for me, I had “The Greatsword of Fate” as my first weapon. High Damage, low stamina. And I loved it!
Now having played through with all three of these paths, I find the Bastard and Sweeper to be my favorites. This might just be me, but I find balance awkward to play. That's not a unique thing to this game in my case either. I just find fully dedicating to dexterity or Strength always feels more smooth. However, every player is different. One might find Balance to be best suited to there run, and I encourage everyone to try them all out!
As far as flaws go, the only ones I was able to really come up with are superficial at worst, unnoticeable at best. With my main nitpick being the heavy sword’s blocking animation. It almost humorously just passes through Pinocchio's neck to achieve the blocking stance. Truthfully, I can’t even fully fault them for it, cause I don’t know a better way to handle it. Maybe it will be modified in the official release of the game, but I wouldn’t hold it against them if it remains the same.
Now, to address one thing I have already seen cropping up. Is this a Bloodborne clone? Absolutely not. Does it take inspiration, perhaps even heavy inspiration from Bloodborne? Absolutely. There is nothing wrong with that however. They have taken the aggressive, fast paced gameplay of bloodborne, gave it a twist, and made it there own.
To a souls fan, I would Describe the Lies of P demo as the Bloodborne PC port everyone has wanted, while still remaining distinctly unique. To a non-souls player, I would describe it as a dark, challenging RPG game where you play as Pinocchio. In both instances, I highly recommend the game.
So, with that I leave with this. For whatever its worth, coming from a random person on the internet, do yourself a favor and play this game. I believe we have something special to keep an eye out for. For that matter, if the game holds up, I think it has a great chance to break into my top five of all time list!
And with that, I leave with this,
Thank you all so much for reading! I hope you enjoyed this at least a little bit, even if I’m sure much of what I’ve said has already been stated by others. I have some other stuff I’ll be writing about in the future, so we shall see how that goes! Anyway, have an amazing day!
- Lad
https://www.youtube.com/watch?v=FRdRx1OMpJQ (also check out this song!)
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Arrays for PHB 2024 Characters
If you are new to the Blog, then check out my old "rant" post, one in a series of "doing the math" where I listed all the 5e arrays that are mathematically possible, https://charaday5e.tumblr.com/post/147710850223/arrays-doing-the-math
Since I've gotten early access to the digital PHB 2024, apparently the combination of having a DNDBeyond Master Membership and a digital pre-order. In the spirit of this Blog, I'll be posting one new character each day (and sometimes two or more) and then I'll have rant posts like this one where I talk about my thoughts about characters, mostly about the crunch and mechanics of the system, sometimes about roleplaying topics, but mostly about how to build characters and encounters to be a better player and DM.
I have no assumptions that anyone reads these rants besides my future self. Occasionally, I'll get a like or a repost but rarely on a rant-post, if ever it's one of my themed characters that usually sparks interest because of the fantasy name or even the art that I used to scrape from the internet.
This post, my rant-post, might as well be part of a series of posts called "doing the math" where we look at the mathematics behind character design.
Kane is my first 6E character (https://charaday5e.tumblr.com/post/760726854525140992/kane-wizard-criminal-human-lucky)
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Kane uses the array 15,13,13,12,10,10 An array that is dear to my heart, and I used for Variant Humans in 5e all the time, especially when they choose a starting feat that also boosts a third stat, like Resilient. Now that One D&D is the current meta, the Resilient feat has been altered, not upgraded, to include a 4+ level prerequisite. I'm assuming that this steep requirement is going to make this feat nearly obsolete, but I'm sure I'll have an entire rant about this feat in another post.
Since I love 1st level characters with a 14 Constitution Score and I rarely play a character with a 12 or lower, this array will probably be king for a while, especially since all races have the same Ability Score Increases at 1st level and there are no longer any racial arrays, like in 5e. For 1st level builds, limited to Origin Feats, this might be as good as it gets, at least until level 4+
15,13,13,12,10,10
Three odd stats might be the best way to spread around point buy. This also means that until custom origin rules are observed, we get to make a matrix of class to origin optimizations.
I like Criminal for all the wrong reasons. Dex, Con, Int, this a criminal does not make. This is more of a spry, healthy, intelligent character who is scholarly, hardy, and acrobatic. For some reason, I think street smarts is less Intelligence and more Wisdom. Less "book smarts" and more "common knowledge". Hopefully, there will be a tower flower, born to scholars, sheltered from the world, who learn and boost their Intelligence but also their non-strength physical stats. That's how I'm justifying Criminal, the young mage who knows a little about magic, has a healthy body, with good balance. Like a cat burglar, I guess I can see it.
I should also mention that 6E has a chart called, "Standard Array by Class." For Wizard the standard array is distributed 8,12,13,15,14,10 which gives a lot of points to Wisdom, not really that important to scholars. Wisdom for scholars is like teaching a know-it-all to have manners. Also the odd stat Con, I can get behind. It's just that with the three +1 spread, it almost invalidates standard array as an optimal 1st level option, because one of your +1 will be wasted until you can fill it with a Level 4+ feat stat boost. Compare 8,12,13,15,14,10 with 10,13,13,15,12,10. Sure you can (Dex +2, Int +1) or even (Int +1, Wis +2) but honestly neither of those character are recognizable. What they should have done with standard array for wizard is 8,13,14,15,12,10 (Str +1, Dex +1, Int +1) I recognize that character, 9 strength to increase carry capacity slightly. The final array ends up being less optimized than Kane's array because you spent two points to increase Con from 13 to 14 and wasted a +1 on an even Str of 8 when you could have taken those two points to make Str into 10 and spent the Origin +1 making Con 14. I'm not even sure there is a (Str, Dex, Int) Origin, but this further reinforces that I need to rant about optimized matrix of Origin vs Class.
16,14,14,12,10,10
No negative stats. Two dump stats with +0 (Str, Cha). The obligatory +1 Wisdom which lends to a +3 Perception. Naked AC 12, with extra +2 hitpoints from Constitution Mod each level. Ending with Intelligence +3, the primary stat for spellcasting being the highest max stat for 1st level
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Mort uses 15,14,14,10,10,8 and the classic Dwarf Racial stat bonuses (Con +2, Wis +1). This array is one of the primary 5e non-human arrays. Sure you get a single dump stat with a negative modifier but you also get two 16s.
I also just realized that depending on how you allocate your +2/+1 in your given Origin, you can shift the stats with no effect on the final array. Meaning, who's to say that Mort isn't a Hermit with (Con +1, Wis +2)
Hermit is to me the new Dwarf. Hermit boosts stats for (Con, Wis, Cha) which is also a head scratcher for me, since my image of a hermit is someone who lacks social graces. Constitution makes a lot of sense because of all the poisonous things in the forest you might accidentally consume. Wisdom is the knowledge you gain from communing with nature and speaking with animals. I guess hermits are really just those two things, you can't really give him Strength or Dexterity and Intelligence doesn't fit at all. So great work game-designers, hermits get Charisma because it's the third most likely choice. This will lead Warlocks and Sorcerers to take Hermit (Con +1, Cha +2)
15,14,14,10,10,8
What can I say about this array? It totally rocks! If I were the authors of 6E, I would definitely post about using the Standard Array but then I would champion this array. The Better Standard Array. Call it min-maxed-point-array, I'm not offended being called a min-maxer. But seriously, two 16s or 16 with no negative stats, or even 16 with support for secondary 14, tertiary 14, and a quaternary 12. Hey that sounds a lot like Kane's array, but less efficient with the point buy, leaving you with a dump 8. Since we're doing the math, I'd say this array is actually no good for anyone who doesn't need double 16s.
16,16,14,10,10,8
One negative stat. Two primary stats. One tertiary 14 then three dump stats. This is the pinnacle for most 5e characters. It gives you more hitpoints when the second 16 is in Con. It gives you a second fighting style if you go Str 16, Dex 16, Con 14. There is nothing wrong with that. It's elegant and efficient, it's amazing.
Cleric Standard Array by Class is 14,8,13,10,15,12 which is surprising because Charismas used to be a secondary stat for Clerics. Giving Standard Array Clerics a 12 Charisma is not tertiary, it's quaternary, which is the top of the dump side of standard. Also the 13 Con is just terrible. This is the main problem with Standard Array in 6E, optimized point buy focuses on arrays with three odd stats and the only time that two odd stats are useful is when the 13 goes into a Spellcaster stat for multi-classing or the 15 goes into strength for Armor requirements. I'm sure I will use standard array in future character posts for both of these cases.
What a day, what a post. This is some good stuff here. So much new math to consider, with the simple change of three +1 Origin option and hey Origin stats to begins with is quite a refreshing take on stats and stat distribution. I'm really getting the shape and feel of 6E. I'll also keep calling it 6E because it's easy to say and type and non one wants to read ONEDND or even DNDONE (might as well be DND-DONE) gets the same message across, no more editions, no more revisions (yet), and I just can't get used to typing PHB 2024 every time I want to refer to the new rules.
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Adventures of Zwan: Wizard Mimicry
Many weapon arts might as well be 'spells cast with a weapon' - so why not make a build entirely out of them? The Adventures of Slinger Zwan, a full dex 'caster',
Ive wanted make a "wizard mimic" - a build that combines several 'spell-like' weapon-arts to create the feel and playstyle of a wizard. This is not Flame Strike spam; we need to be long ranged and lightly armoured.
You see, its not just about weapon art spam - its about making a wizard the most ass backward way.
1. Overview
Pros
Simple - weapon arts cover for ranged and area, weapon attacks for closeup fights.
Works from the start, no need to cheese later areas
Main damage is physical, no need to care for element resistant enemies
Easy respec for PvP
Cons
Requires alot of weapon swap and grip changing
Made for insane people
Squishy
Heres the stats and gear, indepth discussion below.
Yup, 6 weapons (not necessary or even ideal - but Ive never had a chance to use all weapon slots and this character justifies it *kinda*)
Dual-wield Straight Swords (main-hand Stormblade, off-hand Hoarfrost Stomp/Vacuum Slice)
The main setup; Stormblade is your basic damage 'spell' - good balance of speed, damage and stagger. Dual Sword gives sustained damage for enemies that get close.
Hoarfrost for groups/frostbite status - I have it on off-hand as these are situational uses; we don't need it on fast swap. Vacuum Slice gives better damage/range but appears late-game only and has no utility.
I used Lordsworn for fashion/easy to find 2 copies. The others are just rarer or suffer the "dex-tax" (more on that later). But really, any infusable straight sword works here.
Main Hand 2 - Cleanrot Sword/Urumi + Thunderbolt/Beast Roar
Beastroar has very strong stagger, able to push away small enemies. Thunderbolt is fast lightning damage.
Cleanrot Sword for fast poke or pursuit. Urumi for ranged damage without fp, also the strongest dex scaling for wep-art damage. Your choice.
Main Hand 3 - Gransax/Zamor Sword/Guardian Swordspear + Phantom Slash/Any Spear + Ice Spear (Optional)
The 'flashy' slot, the idea is to mimic big, impactful spells. This is optional and where the only 'heavy weapon' goes.
Gransax is a great opener from very long range (ie. Loretta bow-like). Zamor is the weapon version of its sorcery namesake, also the only major hyperarmour attack we have.
Swordspear+P.Slash if you need a long dash. Ice Spear is the earliest available option, also safely applies status effect from range.
Off-hand 2 - Any Dagger + Chilling Mist (Optional)
When you need to frostbite quickly.
Off-hand 3 - Any Dagger + Golden Vow (Optional)
Buff stick, use it and put away.
Armour
Tanith Mask for +1 dex, all else is fashion.
2. Optimizing for Sanity
Here, I am using 6 weapons and 29 mind; because I am deranged and like to PVE in style.
You can easily cut this down to 3 weapons (dual swords + flex option) saving endurance. Not using Gransax saves points in str. Mind can be easily cut to 16.
The build really only has 2 stat requirements: 60 vig + 60 dex, all else is to taste. So what to do with the extra points?
Endurance for heavier armour or lightroll
Push for 80 dex
This leaner, cleaner style is essentially a pvp respec. Becoming a rather standard 'dex shell' with extra mind investment.
3. Leveling
Start as a Vagabond, grab any straight sword and buy Storm Blade from Bernahl. Early levels are Vig and Mind; this build is fp intense from the start.
Kill the Limgrave Knight for Golden Vow (but its not worth using early). You can farm Godrick Soldiers for a second straight sword.
Liurnia unlocks Hoarfrost, Chlling Mist, Ice Spear, Urumi and Carian Filigree Creast. Gurranq gives Beast Roar at 4 deathroot. Grab any spear and throw Ice Spear on it. Hoarfrost/Mist goes on anything, you can use the unique frost axe. The build is mechanically complete at this point.
Lategame unlocks the 'flashy' options - Gransax, Zamor, Phantom Slash and Vacuum Slice. Alex shard gives the biggest damage boost and is our only 'mandatory' talisman.
4. Technical Discussion
Damage Stat (or why dex?)
Went with Dex due to good variety of ranged wep-arts and low-weight weapons. Int, Arc and Fth are also doable, but thats a different build entirely.
Besides keen+lightning, Dex also dips into quality and cold. It is the stat that bridges the most element affinities, hence best variety. Many of the quality wep-arts also do more damage on keen infusion at meta levels.
This also adds a wind/weather theme - something not well represented in the main spell roster.
Why that weapon selection?
Since 1 weapon = 1 weapon art, we are limited to 6 "spells" without swapping. Weapons also have weight, so each "spell" comes with an endurance tax.
Using an off-hand wep-art, requires 2-handing it (ie. takes more time). Therefore off-hand options should be situational, main-hand the "bread and butter".
Weapon arts that shoot a projectile (really, anything not a weapon swing) ignores your weapon's damage. Trying to optimize these 'bullet' arts is very complicated - so heres a detailed video explanation
All this means that we want many light-weight weapons, raw ar is not as important as good scaling. Which leads to...
The Secret 'Dex Tax'
There is a hidden mechanic where weapons with an innate str/dex bias get worse wep-art scaling than no-bias weapon - assuming both are infused to heavy/keen.
In short, within a weapon type - the version with better natural dex is worse for us. This is why we dont use Warhawk Talon as our main sword. Though as usual, exceptions exist (eg. Urumi, Swordspear)
Consumables?
An unexpected upside to this build is consumable item. Dex + ranged playstyle makes good use of Throwing Knives. Physical weapons mean buff items are an option - though our playstyle almost never uses them.
Other Weapons
Why not Highand Axe+Beast Roar? - forgot that combo existed, but is pretty solid.
More Wind Ashes?
The other wind/storm ashes mainly care about your weapon's damage? They're also much more melee centric.
5. Closing Thoughts
My main issue was how similar in function alot of ranged weapon arts are. Stormblade, Beast Roar and Thunderbolt all fill the niche of fast ranged projectile - and they were by far the strongest tools in our kit. This meant the ranged playstyle was quite 1-note; sure you can run in and attack - but thats not the focus of this build.
On a side note, I find that weapon arts are better ranged attacks than *many* spells - but thats another rant entirely.
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If you're going to demand feedback on your "masterpiece," I'm not going to hold back on my criticism.
(It's not all negative, I promise.)
DNDBeyond's homebrew creation system isn't great with subraces, so I would have lumped them all together under a single trait with options, call it something like "Shell Type." The way it's laid out right now makes it sound like you get all of those shells all at once at first glance.
There's a lot of talk about manipulating quarks and gluons... I'm not sure you get what that would actually do. If you were able to directly manipulate subatomic particles you would have control over all matter and antimatter. Given that this does not appear to have any bearing on the race's abilities, however, I'm going to choose to ignore that as flavor text.
Ark Energy Sight: "A hidden object" is poorly defined here. In D&D, the Hidden condition specifically refers to something that you do not notice - generally due to stealth. This ability says you notice it anyways. Meanwhile, "You also gain advantage against invisible enemies and sneak attacks." That's... Not how either of those things work. Advantage is something you gain on a roll. Are you gaining advantage on attack rolls, perception checks, initiative rolls, saving throws? Finally, I assume here that "sneak attacks" is intended to refer to being Surprised rather than the Sneak Attack feature on the Rogue class, on the basis that D&D is not meant to involve pvp. Even in that case, however, Surprised is a condition, and not generally one you make a saving throw against; the DM says "roll initative, you're Surprised for your first turn." It may be worth looking into the Alert feat for ways to word this ability.
Ark Energy Flow: You never define what these "spells" do, and I'm unable to find them in the homebrew creator. As such, I'm going to assume they're like a Tiefling's racial spells and leave it there. Note that Tieflings slowly get their spells, though - cantrip at 1st level, 1st level spell at 3rd level, 2nd level spell at 5th level. This seems to get them all at once - though no spell level equivalents are shown here.
Finally, the subraces/shells. These look like they have the race's Ability Score Increases wrapped up in them - not a good thing or a bad thing, but for some of the subraces that's all they get.
Judging from Insect Type, I'm guessing the bonus is to the ability score, rather than to the modifier - that's something you need to note to avoid confusion. Seems like a decent baseline, very comparable to Tiefling, trades Darkvision and Standard Delayed Magic for Ark "Spells" and Arkvision. Stat spread is pretty poor though - most builds only want one of Strength or Dex, not both, so your lack of focus here tends to be detrimental.
(I know it's not actually called Arkvision but the pun was too easy to make.)
If Insect is relatively balanced, Mechanoid is completely broken. +2/+2 ASIs far outweigh the -2 Dex (assuming you have sane players that will build characters to emphasize their strengths and mitigate weaknesses, as opposed to pkayers that will build wizards with 10 Intelligence.) You also gain heavy armor proficiency (which is weird to have when you dont have medium or light armor proficiency.) And then you also get +3 AC for existing. Being a Warforged only gives you +1 and that's already straining the limits of balance for a race. And +3 AC isnt three times better than having +1 AC, because as your AC increases the amount of hits you can take increases exponentially.
Meanwhile, Shell-less veers the complete opposite direction; having +2 Dexterity and -1 to both Strength and Constitution is really bad when most races have +2/+1. To be fair, dumping Strength is pretty common, but losing -1 con with literally nothing to show for it is... Not good.
Star Shell: +1 to all mental stats, -1 con/str, medium armor proficiency. I have no idea why this gives medium armor prof, seems paradoxical when -1 con implies you're squishier than usual. Most builds have little use for multiple mental stats, so you're effectively getting +1 in your main stat for -1 constitution, which again is a bad trade when most races have +2/+1. Medium armor helps, and a few builds like a skill-heavy Bard can make use of the extra stats, but that really doesnt make up for the downside of having less stats to work with.
The Lizardfolk race gains the ability to craft armor. Might be worth looking into that wording for the Stellarweave here. Aside from that you also have +1 dex, +1 int, and two tool proficiencies for some reason because apparently even you can't be assed to justify your choices here. Again, having less stats than other races is doing you no favors here.
There are issues with style, formatting, system knowledge, and balance here. That is fine; those things can be learned. And on the bright side, you do have a unique flavor and lore for this race, which is the hardest part of creating a race. So I hope this doesnt discourage you from further improving and refining your work.
As a first step, perhaps it would help to bring up the Insect type for your baseline? Giving it a more optimized ASI spread and perhaps an additional feature would help it stand out, and perhaps help you rebalance the rest of the subraces around it.
Hey, like 2-5 people who think I'm cool. I dabble in some DnD homebrew, and made this l, my "masterpiece". Tell me what you think of it. OR ELSE.
https://www.dndbeyond.com/races/1422628-arkravi
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Phytoi
Image © @chimeride
[The Alexandrian Romances are a genre of medieval fiction we’ve seen before on the Codex, with the skolex and the odontotyrannus. A staple of the genre is Alexander’s army encountering one or more of the “monstrous races”, the various humanoids said to live outside the boundaries of civilization. Some of these, like the blemmyae and the sciapods, are found in Pliny, but others, like the phytoi, are unique to specific versions of the Romances (and the ones that later plagiarized them). ]
Phytoi CR 9 CN Monstrous Humanoid This enormous humanoid giant is taller than a building. It has long, thin horns and long craggy feet, and serrated blades grow along its arms from wrist to elbow.
The phytoi are enormous giant-like humanoids that dwell in forested hills. They are renowned for their skill at woodcraft, using their immense bladed arms to cut down trees and process lumber. They tend to dwell in small villages in rough terrain, surrounded by a palisade for extra defense. Phytoi are omnivorous with a taste for nuts and fruit, and their villages are surrounded by food forests that provide their staples and attract game.
A phytoi is not necessarily hostile to all comers, but they expect others to respect their boundaries and leave their territory alone. Phytoi are very large and intimidating, and usually try to stop fights before they occur with their size and threats. If combat ensues, they prefer to use their natural weapons rather than manufactured ones, although they will hurl trees as missiles if enemies keep their distance. They are sure-footed, and attempt to flee over cliffs or crags in order to slow pursuers.
A phytoi stands about 35 feet tall. Male phytoi have horns growing from their crown, but these are delicate and more useful for display and ritual sparring than for lethal violence.
Phytoi CR 9 XP 6,400 CN Gargantuan monstrous humanoid Init +1; Senses darkvision 120 ft., low-light vision, Perception +14 Defense AC 22, touch 7, flat-footed 21 (-4 size, +1 Dex, +15 natural) hp 114 (12d10+48) Fort +10, Ref +9, Will +11 DR 3/- Offense Speed 40 ft. Melee 2 armblades +17 (3d6+8) Space 20 ft.; Reach 20 ft. Special Attacks deadfall burst, trample (3d6+12, DC 24) Statistics Str 26, Dex 13, Con 19, Int 11, Wis 16, Cha 12 Base Atk +12; CMB +24 (+26 sunder); CMD 35 (37 vs. sunder) Feats Dazzling Display, Great Fortitude, Improved Sunder, Intimidating Prowess, Power Attack, Weapon Focus (armblade) Skills Acrobatics +12 (+16 jumping), Climb +23, Craft (carpentry) +11, Intimidate +21, Perception +14, Survival +14; Racial Modifiers +4 Acrobatics, +4 Climb Languages Common, Giant SQ sure-footed Ecology Environment temperate hills Organization solitary, pair, party (3-8) or clan (4-40) Treasure standard Special Abilities Armblades (Ex) The armblade of a phytoi is a primary natural weapon that deals slashing damage. Attacks made with an armblade ignore the first 5 points of hardness of a wooden creature or object. Deadfall Burst (Ex) As a standard action, a phytoi can throw a log or tree 100 feet. It bursts in a 5 foot radius, dealing 2d8+8 points of bludgeoning and piercing damage to all creatures in the area (Reflex DC 24 halves). The save DC is Strength based. Sure Footed (Ex) A phytoi gains a +4 racial bonus on Acrobatics and Climb checks, and is not considered flat-footed while balancing or climbing.
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Pure Thief Rogue (final itemization, feats, buffs, combat), or as I call it, "The Action Economy is Just Fine"
fiendlock build nature cleric build eldritch knight build
Starting Stats: -8 STR (will eventually be respecced to 12 after acquiring the Amulet of Greater Health) -14 CON (8 after amulet, will be set to 23) -16 DEX -8 INT -12 WIS (14 after amulet) -16 CHA
Quest-Sensitive Requirements: -Must save the grove to be able to invite Arabella to camp for the Shadow Blade ring* and buy the Evasive Shoes off of Mattis -Must kill Valeria and become an unholy assassin to be able to purchase Bhaalist Armor
*To acquire dual Shadow Blades from the ring, recruit a hireling, have them cast Shadow Blade (normally just a concentration spell that summons a shortsword that deals psychic damage), dismiss them via Withers and immediately re-recruit them without exiting dialogue. This makes it so a Shadow Blade shows up in their inventory not as a concentration spell, but as a physical weapon. This process can be repeated to create as many as you want.
Feats: -Ability Improvement at level 4 (+2 DEX, increase 16 DEX to 18) -Sharpshooter at level 8 (Flat +10 damage to all ranged weapon attacks, -5 attack penalty) -Ability Improvement at level 10 (+2 DEX, increase 18 DEX to 20) -Savage Attacker (Roll twice for damage on melee weapon attacks, take higher result)
Permanent Buffs: +2 DEX at Mirror of Loss (increase 20 DEX to 22)
Armor: -Marksmanship Hat (+1 to ranged attack rolls) -Cloak of Protection (+1 to AC and all saving throws) -Bhaalist Armor [(All enemies within 2m gain piercing vulnerability), replace The Graceful Cloth (Advantage on dexterity checks, +2 DEX up to 20) with this once reaching 20 base DEX] -Helldusk Gloves [(Deals an extra 1d6 fire damage to weapon attacks and 1d6 necrotic damage to unarmed attacks), replace Gloves of the Balanced Hands (grants Two-Weapon Fighting passive) with these once you defeat Orin and have the Bhaalist Armor] -Evasive Shoes (+1 to AC)
Jewelry: -Amulet of Greater Health (sets CON to 23, respec stats once acquired) -Risky Ring (Grants advantage on all attacks and disadvantage on all saving throws) -Caustic Band (Deals a flat +2 acid damage to all weapon attacks)
Weapons: -Bloodthirst [main (bound to wielder, inflicts piercing vulnerability on enemies struck with weapon), replace Shadow Blade once acquired] -Crimson Mischief [off-hand (deals an extra 1d4 necrotic damage, when wielded in off-hand gives two-weapon fighting passive), replace Shadow Blade once acquired] -Hand crossbow +1 (main) -Ne’er Misser (off-Hand, deals force damage instead of piercing and gives wielder a 3rd-level magic missile once per short rest)
To keep in inventory: -Resonance Stone [(Gives everyone psychic vulnerability within a 9m radius) Keep in container to prevent it from losing function, get rid of it once no longer using Shadow Blades] -Drakethroat Glaive (Equip it, drop Ne'er Misser on the ground, use it to infuse NM with a +1 to attack rolls and 1d4 elemental damage of your choice, pick up NM, then re-equip NM and melee weapons. Buff lasts all day.)
What a Turn of Combat Looks Like (main action): -Due to the Risky Ring’s benefit of always having advantage on attacks (save for circumstances, such as shapeshifters or foes out of range, that impose disadvantage), your main hand attack is almost always allowed to be a sneak attack. -You have your choice between melee and ranged combat, but by act 3, melee becomes much more powerful due to inflicting either psychic or piercing vulnerability on your foes, depending on your itemization. -Either way, you’re dealing a flat +2 acid damage per attack thanks to your other ring.
Bonus Actions: -Whoever you don’t kill with your sneak attack can be finished off with your two off-hand attacks. If you decide to use your ranged weapon for your off-hand attack, you’ll be dealing force damage, 1d4 infused elemental damage, and 2 acid damage. -If you decide to use your melee weapon for your off-hand attack, you’ll be dealing piercing damage, necrotic damage, and acid damage, or psychic and acid damage. -If for whatever reason you’re too far away from an enemy you want to attack, you can use one of your bonus actions to dash, sacrificing a potential off-hand attack.
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I posted 4,848 times in 2022
1,253 posts created (26%)
3,595 posts reblogged (74%)
Blogs I reblogged the most:
@beatrice-otter
@lupinerage
@magnesiumflare
@ltleflrt
@tanoraqui
I tagged 1,551 of my posts in 2022
#i eat fic for breakfast - 774 posts
#fic recs - 774 posts
#schrödinger's content warnings - 774 posts
#via:pinboard - 773 posts
#queue me up scotty - 773 posts
#just talk to your therapist mkp - 69 posts
#nona the ninth spoilers - 49 posts
#fandom ate my soul (fanart edition) - 20 posts
#ho shit how do you talent - 20 posts
#current events - 14 posts
Longest Tag: 140 characters
#i suppose it's nice that other people are feeling validated by this post but literally it is one of the most upsetting and infuriating takes
I sent 1 gift in 2022
My Top Posts in 2022:
#5
wake up babe new pain scale just dropped
Discernible
Distracting
Distressing
Disabling
(Wish I Were) Dead
16 notes - Posted February 13, 2022
#4
he is wearing BOOT SOLES as PAULDRONS, this KID
(@kedreeva, mkp's znation liveblog, take 2)
19 notes - Posted May 17, 2022
#3
Was trawling back through my AO3 history and I started deleting deleted fics, which reduced the page count by like, 20 before I’d even gotten a 200 pages back from the oldest entries, so this is your reminder to check out and regularly use @nianeyna‘s ao3 downloader!!
(all gods bless you for sharing that, for serious, especially the pinboard functionality as apparently I AM a fandom dinosaur which is hilarious and somewhat inspirational at the same time)
(I am having some difficulties now finding and downloading the stuff I missed because it isn’t bookmarked on Pinboard from the AO3, only from LJ or whatever, which is why I started trawling my history in the first place and huh it looks like for the first few years I only left kudos when my head had been practically blown off, unlike my current categorizing system of ‘seen - tried, didn’t like’, ‘kudosed - read, liked’, ‘pinned to pinboard - read, liked enough to re-read’, ‘bookmarked on ao3 - read and holy shit i need a quick link to this fucker so i can read it again immediately on demand, and/or oh hey! series!’)
(I’m trying to make use of some other Python utilities I found for scraping my personal AO3 reading history but uh. I keep running into problems. u_u)
24 notes - Posted March 16, 2022
#2
D&D as Disability Metaphor
N.B. Most of the ideas herein about spell slots/cantrips and mana/health points were sourced from various tumblr posts; please reblog with links if you have them! Also reblog with additional links to those tumblr posts about forks and knives!
In this metaphor, YOU are a D&D/RPG character!
Your CHARACTER BUILD reflects your strengths and weaknesses.
First: you have your basic STATS – INT, CON, WIS, DEX, STR, CHA – these are primarily determined by your baseline nature and your early nurture. (e.g., you may be born with a certain facility for learning, a natural sense of balance, perfect pitch, etc., or you may have spent much of your life playing sports and building strength and dexterity, or have been forced by circumstance to become Very Good at identifying people’s true motives and/or playing the part you need to play in any given situation, etc.)
Secondly: You have your basic ADVANTAGES and DISADVANTAGES. These are primarily determined by your baseline nature but can be affected by nurture and change over time just as you do!
For example, you may be vision impaired – any task requiring good vision will have you at a natural disadvantage that can be mitigated by the use of an accessory or tool. So long as you have your accommodation, your natural disadvantage is entirely or partially nullified – instead of a negative 3 to skill checks involving vision, you might have a modifier of only negative 1 or even zero!
Another example:
You might be autistic or have other sensory processing issues that mean certain textures are ILLEGAL – any time you’re required to interact with that texture, you have to roll a WIS save to see how it impacts you.
On a bad day (in the metaphor, you roll a 1), you might be completely incapacitated for a time. On a good day, you might be able to use a positive modifier from a learned skill like DISTRESS TOLERANCE or DISENAGE to overcome the badness and only be partially incapacitated, or maybe not even incapacitated at all, just inflicted with a DEBUFF of some kind for a period of time. (This gives you a negative modifier for future skill checks and saving throws until the debuff expires or you take a LONG REST.)
On any given day, your disability (physical, mental, developmental, etc.) may give you a GENERAL DEBUFF that affects your skill checks and saving throws.
For example, if you have bipolar disorder and are in a depressive episode, you might have a negative 1 modifier to any social interaction, even if ‘normally’ you have a plus 3.
Or you might have chronic migraines and be having a debilitating headache that actually precludes the use of some skills/spells/actions at all – you might be incapable of leaving a dark room or of using your computer/phone.
Thirdly: In general, you can think of your overall capability to COPE as mana points, stamina points, spell slots, or anything similar. SPELL SLOTS is the easiest metaphor, just because of how the magic system is structured.
You have a given number of SPELL SLOTS on any single day, although a DEBUFF might reduce your baseline of slots for the day or a BUFF might actually give you an extra one! These spell slots correspond to the energy needed to perform various activities/tasks. The more difficult the task, the higher level of spell slot is required. BUT! If you’ve already used your third level spell slot for the day and need to “cast” another third level spell (another difficult activity), you can sacrifice multiple lower level spell slots in order to do so, with the disadvantage of having fewer slots left until your next LONG REST.
Some activities don’t drain you at all and can be done at any time (in this metaphor, they can be considered CANTRIPS). Some might even return used spell slots! (Think of this as taking a SHORT REST.) CANTRIPS are typically less effort or are of such benefit that they cancel out the level of effort required. They vary wildly based on the individual. An example for one person might be listening to an audiobook or taking a hot shower, while a different person might consider both of those first level spells.
Finally: The final part of this metaphor switches genres a little bit, so bear with me. This doesn’t tend to happen in the most well-known tabletop RPGs, but you’ve probably seen it in other popular media. Sometimes, you’re completely out of spell slots / mana / stamina, but you’ve got something you absolutely HAVE to do – either because it’s a necessity for your survival, or because you simply care about the thing so much that you’re willing to borrow against your future self.
In this kind of situation, you can ‘borrow’ spell slots from your future self (meaning you use it now, and therefore don’t have it available to use the next day), or you might start using your own health points in place of the missing mana.
Think about in fantasy media, when the magic user runs out of magic in the FINAL BATTLE and starts sacrificing their own life force to continue powering the spell. In some circumstances, they might drain themselves so completely that they can never use magic again, or it takes them years to recover. Similarly, a person with CFS who pushes themselves too hard one day might end up bedbound for days, weeks, or even months following.
Another example:
Someone with a torn ACL who stresses it during the healing process might find that it never heals completely/properly, permanently affecting their athletic ability.
TL;DR – D&D is actually a great extended metaphor for both short-term and long-term disabilities and how they impact a person’s life!
But it does. Uh. Require some background in RPG terms and tropes in order to fully understand it. If the person you’re trying to explain the concepts to is completely unfamiliar with RPGs, you may be better off with sticking with something more basic like Spoon* Theory (or the Unified Cutlery** Theory).
Citations etc. under the cut.
*See Christine Miserandino's spoon article here: https://butyoudontlooksick.com/articles/written-by-christine/the-spoon-theory/. Learn more @thespoontheory
**Unified Cutlery Theory, very overly simplified: Spoons = Energy, Forks = Things That Make Your Spoons Worth Less, Knives = Something You Need Help Addressing Or It’ll Make Things Worse
See @jenrosess' original post here: https://www.tumblr.com/jenroses/635100154258735104 and the update including knives here: https://www.tumblr.com/jenroses/635100154258735104/sheepscot-cipheramnesia-jenroses-have-i
(Apparently there are two competing Fork Theories? The one I'm used to is the one referenced above.)
***Mana and spell slots metaphors are really hard to source, y'all, so if you have links please add them in your reblogs!
71 notes - Posted December 5, 2022
My #1 post of 2022
testing something
525 notes - Posted October 22, 2022
Get your Tumblr 2022 Year in Review →
#tumblr2022#year in review#my 2022 tumblr year in review#your tumblr year in review#oh my god i know why the number 1 post is number 1 but also i'm still dying#that's just#objectively possibly the most hilarious post for it to have been
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Tommyinit “The Big man” Thomas Careful Danger Kraken Innit AKA Theseus the Destroyer of Statues and Other Nice Things People Built. (dang that’s a lot of nicknames y’all)
Human Fighter(Mobile fighter)16 XP76800
Chaotic Neutral Medium Humanoid
HP158(16d10+48)
AC33(+4Dex+4Shield+3Deviation+9Armor+3Natural)
BaB+16 CMB+23 CMD+36
FORT+17 REFL+14 WILL+13
Racial traits: Extra feat(Cosmopolitan), +1 Skill point/level
Traits: Reckless, Scarred.
Class abilities: Bonus feats(Weapon focus, Greater weapon focus, Improved shield bash, Shield slam, Shield master, Power attack, Penetrating strike, Greater penetrating strike, Spring attack), Agility+4, Leaping attack+3, Armor training+2, Rapid attack, Fleet footed.
STR24 DEX18 CON14 INT10 WIS14 CHA14
Feats: Mobility, Dodge, Master craftsman, Point blank shot, Precise shot, Weapon specialization, Greater weapon specialization, Quick draw.
Skills: Acrobatics+10, Climb+11, Craft(Alchemy)+4, Handle animal+9, Intimidate+9, Knowledge (Dungeoneering)+4, (Engineering)+4, Perform(Oratory)+10, Perception+15, Ride+12, Swim+15, Survival+10, Use magic device+25.
Languages: Common, Draconic.
Equipment: Amulet of natural armor+3, Ring of protection+3, Balanced mithral breastplate+3, Spiked volcanic shield+2, Adamantine battleaxe, Adamantine longsword of speed+3, Composite longbow(Str+6), 50+1 Arrows, Boots of speed, Cloak of resistance+5, Belt of physical might+4(Str, Dex), Handy haversack, Rod of absorption, Efficient quiver, Manual of war(Signed by Technoblade), Cap of the free thinker, Ring of persuasion, Headband of mental prowess+2(Int, Wis, Use magic device), Bracers of the glib entertainer, 2 Snapleaf, Wand of cure light wounds, Fighter kit, Dungeoneering kit, Combat trained horse with MWK Hide barding, Military saddle, Bit and bridle, War saddle, Military bags, Horse rations for 4 days, 1080gp.
Background: Tommynit is one of the founding members of the land and he is the living definition of a rebellious child (with a lots of PTSD). He and Tubbo have been like brothers ever since the beginning and had a rollercoaster of a life with both of them participating in the war, rebuilding the government, breaking up after his exile, their tearful reunion, the hopeless fight against Dream followed by his imprisonment in Pandora’s vault and then being shoulder-to-shoulder when the Green man escaped the prison to support his mental health. Tommy had lot of help also from Philza whom he considers like a father/mentor figure and had build many relationships with the other members of the land; literally almost EVERYONE knows him(especially for his shenanigans and acts of theft) and he is a literal “face” of the events that transpired across the many places. Name a place, a time and event and Tommy was likely there, for some reason. Recently, he decided to fortify his last safe house (Tubbo’s old house) and allied with Sapnap to devise a plan to end Dream once and for all. One day, Tommy was having a nightmare remembering his long exile in Logstedshire and the tortures that Dream inflicted upon him. He woke up, distraught. When he stood up, he wobbled toward the tiny windows to look outside to check if the green man was around. As he saw that the coast was clear, he decided to go and meet Tubbo to see if he needed any help with Micheal after the death of Ranboo. He was about to open the door when he heard a voice. “Poor kid, so much trampled over by others.” Tommy immediately grabbed his sword. “You are not Dream. Who are you? What do you want?” A giggle was heard behind the door. “Who i am matters only if you hear first what I want. I want to propose a challenge; to you and your friends.” Tommy asked puzzled. “A challenge? And what is the prize?” The mysterious individual tapped on the door a few times. “Find me. Simple as that. And i will grant your wish. ANY wish. A wish limited ONLY by your imagination.” Tommy was stunned by this proposal but he had his share of lies and tricks so he backed a little. “Why should i trust you?” The voice answered: “They have already accepted.” Tommy was staring at the door in disbelief. “The man in green, the pig king, his crow friend… the lover of bees…and the rest.” Disbelief became terror: If Dream was involved… Tubbo was not safe. And Dream could have asked to torture them for all eternity. “The game has already started.” Concluded the voice. Tommy shouted the loudest, most fierce war cry that he had ever done in his life as he opened the door, charging through. The light enveloped him and he found himself in a new place, with new items and… Tubbo! He was in front of him, and there was a giant bee. “Tubbo, there is a bee of the size of a horse behind you.” Tubbo went to cuddle the large creature. “I know, he is my animal companion.” Tommy was stunned. “Your what?”
Tubbo “Mr Cookie gadget” Big Law/Crime the Beloved Bee Boy.
Human Hunter(Verminous hunter)16 XP76800
Lawful Good (With various split personalities/personas) Medium Humanoid
HP140(16d8+48)
AC34(+8Dex+3Shield+2Natural+2Deviation+9Armor)
BaB+16 CMB+13 CMD+31
FORT+16 REFL+21 WILL+11
Racial traits: Extra feat(Weapon finesse), +1 Skill point/level
Traits: Destined diplomat, Scarred.
Class abilities: Verminous companion Giant bee(Use Giant wasp for statistics), Vermin empathy, Vermin focus(Bee +8 Perception), Swarm stride, Nature training, Precise companion (Outflank), Track, Hunter tactics, Teamwork feats, Improved empathic link, Bonus trick(sic��ed, Surprise shift), Second animal focus (Moth), Darkvision 20ft, Blindsense 10ft, Swift tracker, Raise animal companion, Speak with master, Greater emphatic link.
STR10 DEX26 CON16 INT10 WIS16 CHA10
Spellcasting CL16 DC13 Spells per day 5/5/5/4/3/1 Spells known:
6-Dispel magic greater, Ironwood.
5-Cure critical wounds, Tree stride, Sturdy tree fort, Companion transposition.
4-Cure serious wounds, Dispel magic, Repel vermin, Warp metal, Freedom of movement.
3-Water breathing, Protection from energy, Meld into stone, Cure moderate wounds, Magic fang grater.
2-All food, Versatile weapon, Eagle eye, Bearskin, Flame blade, Insect scouts.
1-Air bubble, Burning disarm, Endure elements, Cure light wounds, Hide from animals, Gravity bow.
0-Detect magic, Read magic, Create water, Light, Mending, Resistance.
Feats: Mounted combat, Extended animal focus, Craft wondrous items, Brew potions, Vital strike, Improved vital strike, Divine interference, Spirit’s gift.
Teamwork feats: Coordinated charge, Pack flanking, Distracting charge, Shake it off, Paired opportunist(s).
Skills: Acrobatics+20, Climb+8, Craft(alchemy)+13, Diplomacy+11, Handle animal+16, Heal+10, Intimidate+11, Knowledge (Dungeon)+4, (Geography)+4, (Nature)+8, Perception+16, Profession(Beekeeper)+7, Ride+20, Spellcraft+13, Stealth+20, Survival+12, Swim+10.
Languages: Common, Bee empathy.
Equipment: Amulet of natural armor+2, Ring of protection+2, Scarab breastplate, Tempest shield, Called rapier+3, Short bow+1, 50+1 Arrows, Belt of incredible dexterity+6, Cloak of resistance+3, Circlet of persuasion, Boots of striding and springing, Handy haversack, Eyes of the eagle, Ioun stones: Lavender and green ellipsoid, Pearly white spindle, Pink rhomboid, Bracers of archery, Horn of fog, Page of spell knowledge I, Feather token tree, Ranger kit, Alchemist kit, Grappling hook, Holly&Mistletoe, Signal whistle, Cold weather outfit with Snowchester symbol, Veterinarian kit, 300gp, 5sp.
SPINS - Animal Companion - Large Bee (stats like giant wasp) Initiative+4
Speed 20ft Fly 60ft (Good)
HP13d8+52(110) AC36(+12Natural+4Dex+11Armor-1Size) Sting+19 1d8+10+Poison DC22 1/round for 6rounds 1d4 damage 1 cure DC Con based.
Racial: Darkvision 60ft Immune to mind effects Poison
Class: Improved evasion, Ability score increase (+1Str +1 Dex +1 Wis), Multiattack, Devotion, Share spell, +8 vs trip CMD.
Str 24 Dex 18 Con 18 Int- Wis14 Cha4 BaB9 Saves 11/11/6
Feats: Armor proficiency x3 (light, medium, heavy), Power attack, Improved overrun, Improved bull rush, Improved poison.
Skills: Acrobatics+8, Fly+8, Perception+9, Stealth+11, Survival+6, Swim+12
Tricks: Stay, Guard, Attack, Defend, Seek, Track, Work, Heel, Fetch, Down, Come, Perform, Charge.
Equipment: Amulet of mighty fists+3, Darkwood Spiked Full plate barding+3, Headband of thunderous charging, Pauldron of the bull, Bit and bridle, Military exotic saddle with bags and 5 rations.
Background: Hyperactive, earnest, naive, easygoing, optimistic, loyal. This is what defines Tommy’s best friend, Tubbo. Together they had been through a lot and if he could or would write a book about it, it would be a really LONG saga. Tubbo was a figure of administration that lasted longer than any other did or could. Especially after Schaltt government and the Doomsday. He also founded the Dream Hunters and joined the Butcher army in an attempt to stop Technoblade. After Dream imprisonment he built Snowchester as a colony of survivors and NOT a government to avoid the anger of the Blood God. There he commissioned Foolish to build a mansion for his new lover Ranboo and his adoptive son Micheal. After Dream escaped from prison, both his beloved and his son disappeared and went to search for them along with Techno and Eret. They discovered that it was Awsamdude fault for kidnapping both of them and also for the “accidental” murder of his husband. After punishing the warden, he returned Micheal to the mansion in Snowchester where he met Boo the ghost of Ranboo. One day, Tubbo woke up at the sound of a door opening. He went to check for Micheal, but he was not in his room. Panicking, Tubbo went to search for him only to find him in the main hall with the chandelier, above a cloud. “What? What is that? What are you doing Micheal? How are you…?” He could not believe is eyes, there was a large, fluffy cloud in the main hall and his adoptive son was above it, as if nothing was occurring. “Your child is quite unique. But he doesn’t seem so safe. It has already been proven.” A voice echoed in the room, the owner nowhere to be found. “Release my son! Whoever you are!” Silence was cut short by the mysterious voice “I am not holding him hostage. On the contrary, i am protecting him. For your will i do understand. And i come here with a challenge: I shall grant you a wish. ANY wish. But only if you can find me.” Tubbo was adamant in his next answer “I am going through the five stages of grief, do you mind? Give him back, NOW.” But the voice continued: “They have accepted the challenge. All of them. If they find me first… he will never be safe. But i can grant you, your child and your friends the safety you oh-so look for.” Stairs of smoke formed and Tubbo climbed and reached Micheal for a hug. “I accept. But only if you will grant me that Micheal will stay here in this mansion, safe and sound.” The mysterious individual snapped his fingers. “It is done.” The could shifted and turned into a giant bee with brit, bridle, saddle and other items equipped. “A loyal companion. One that will follow you to the end of the world.” Tubbo looked in disbelief as he somehow recognized the bee: “SPINS? Is that you? HOW…?!” The large creature made a strange buzzing sound. Tubbo re-asserted himself as he gently put Micheal down “Go back to your room, boy. I am going away for a short time.” The Piglin made a snorting sound and walked to his room. “Let’s make this quick, ok?” The figure snapped his fingers again. “Oh that depends entirely by you.” And the world shifted and so did his equipment. He found himself in a new place, he dismounted and saw… Tommy! He was in front of him. “Tubbo, there is a bee of the size of a horse behind you.” He said. Tubbo embraced Spins. “I know, he is my animal companion.” Tommy was stunned. “Your what?”
Link for image: https://at.tumblr.com/periwinklemoonlight/stay-clingy/yku27vq2ff43
Art belongs to the amazing https://www.tumblr.com/periwinklemoonlight
#minecraft#dream smp#tommyinit dsmp#tommyinit fanart#tubbo dsmp#tubbo my beloved#tubbo fanart#Pathfinder Roleplaying Game#tabletop game
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