#rogue rolled a 1 on a stealth check
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"Shit."
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Feathers are Getting Ruffled ||@unluckyuncle
It had been some time since he'd visited Legato again, feeling far more energized now he wanted to hunt. He missed it, the feeling of prowling around in the dark of night, stalking prey unaware of his presence.
What he hadn't expected was to find a duck with a shirt. Strange, but it was a huge thing, a good feed with very little struggle. Birds weren't his favorite, but he didn't feel like chasing down a boar and wrestling it to the ground either. It was far better than a rat.
He slipped from shadow to shadow before being forced to cross the street, passing under the light for a brief moment. Eyes flashed like a cat's hunting it's prey before he slipped once more into darkness, half hidden and stalking the duck-like being right into an alley as they fled.
A chase!
He moved, fluid and fast, yet not nearly as fast as he once was, curse this place. Still, he moved, flowing from foot to foot until they reach a dead end. He grins, flashing sharp fangs as red reflected, nearly glowed from his eyes.
"Now now. No need to make any noise, little one. It'll all be over soon, I promise." Astarion's voice is low, a sultry sweet tone dripping with murderous intent, shrouded in the dark of night as he slowly approached the shirt wearing bird.
Tonight, the vampire would feast on a true hunt again.
#To A New Adventure {Thread Start}#unluckyuncle#unluckyuncle Th 1#Thread 6#11+2=13 stealth roll with prof in stealth (rogue)#17+2=19 intimidation check with prof in intimidation (assassin)#rip donald#he was a peaking duck
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Neoclassical Geek Revival is a really weird game. While the name would make one think it's some crusty OSR game that is mostly just remixing old ideas that could not be further from the truth. It's a strange game that is in many ways very old school but is more than a simple heartbreaker (mostly because in contrast to the archetypal heartbreakers this game is clearly written with an awareness of movements and games within the hobby besides just D&D).
First of all, it's a game that is particularly interested in its own weird dice and number tricks. Dice can explode. Sometimes you're specifically looking for the maximum of a given die (for an example: if a character is out of combat for maximum of d6 rounds, marked as ?d6, it means it's checked every round by rolling a d6 and on a 6 they are no longer out). There is a dice chain where dice can "increase" or "decrease" in strength, like a d10 becoming a d12 or a d8 becoming a d6. You can INVERT dice, so a d4 becomes a d12 or a d10 becomes a d6. Besides a normal linear progression, some rules utilize a cumulative progression of 1, 3, 6, 10, 15, etc.
Then you start getting into the specifics and things are once again weird: there are classes but instead of picking one class and sticking to it you basically build your character by allocating pieces into the different classes. Level 1 characters start with three pieces of pie. You COULD allocate all three into Warrior, to make a pretty straightforward fighty type, or you might want to mix it up by adding a single piece of Bard into two pieces of Warrior for something not unlike a warlord, kinda. The number of pieces you allocate to a class also ends up affecting a specific modifier, used in a wide variety of conflicts. Warrior adds to Combat, Rogue affects Stealth, Mystic affects Occult, Bard affects Presence, and any pieces allocated to Fool (basically the class that represents someone who survives adventures based on pure luck instead of skill) affect Faith.
This is where you get one of the things that sets the game apart from most OSR games: many old school games are often based around the idea of singleton mechanics and procedures to cover specific situations. NGR rejects this in favor of a single conflict system that then gets applied to situations besides combat! It is literally what some people think of when they hear mechanics for social interaction, i.e. dealing 1d6 rhetorical damage to an opponent's argument to get them to relent, but applied to multiple different situations.
Interestingly, the game does not have hit points: all damage accrues against stats. In an argument "social damage" (called Influence) accrues against a character's Will, and once it exceeds it the character has lost the argument. But characters have a pool called Luck (which you can increase by allocating pieces to Fool) which can be used 1:1 to mitigate damage of all kinds. The game even has tricks for FORCING opponents to spend Luck, as a means to chip at their defences before targeting them with something that REALLY hurts (like insulting an opponent in a physical conflict).
The game also has no list of spells, instead just giving players the systems for making their own spells. Same with monsters in fact.
And sometimes you just get hit with a rule that makes you think "why has no other game ever done this." Like the rule for giving experience in dungeon crawl focused campaigns where each new room explored after the first is worth 10 cumulative XP. So if characters end up exploring five new rooms they get 100 XP (after the first one, 1+2+3+4 times 10).
Anyway it's a neat game, worth looking at and mining ideas from imo.
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[D&D 5.5] The Sneak Attacker's cheat sheet: ways to attack with advantage
This list is drawn from the 2024 PHB and DMG. I'm listing first general rules that apply, and then specific methods arranged by the level when they become available.
The list can serve as reference for any Rogue handbook. But it's also, rather accidentally, a list of how to impose all the relevant conditions (blinded, stunned, etc), so I think it's useful for the whole party, and especially debuffers. Check this out if you enjoy using spells and abilities to debilitate opponents, so that your sword-swinging buddies can then swoop in and finish them. Teamwork!
The Basics: you roll with advantage when you
attack while Invisible [see below]
attack a Blinded target [see below]
attack a Prone target within 5 ft (negated if you use a Ranged weapon, de-negated with Crossbow Expert (lvl 4))
attack a Stunned target
attack a Restrained target
attack a Paralyzed target
attack a Petrified target
attack an Unconscious target
[but NOT when you attack an Incapacitated target: this condition now means you can't take actions, but you can still move]
The Invisible condition
can be gained both by magical means and by taking the Hide action: whether you cast a spell which alters the very fabric of reality or you just lunge behind some crates, by the rules you're Invisible
please note that stealth rules make no sense and nobody knows how they work, just assume that IF it works, you get advantage
the advantage is negated if "the creature can somehow see you" (whatever that means)
the advantage is negated if you're in range of the target's Blindsight
the advantage is negated if you're in range of the target's Truesight (including from the True Seeing spell) or See Invisibility spell, even if you gained the Invisible condition by taking the Hide action [this is RAW, not a suggestion; my suggestion is fuck this stupid rule]
Tremorsense doesn't matter
The Blinded condition
the advantage is negated if you're in range of the target's Blindsight
if the condition comes from trying to see in Darkness, the advantage is negated if you're in range of the target's Darkvision (unless you're a Gloom Stalker)
Tremorsense doesn't matter
LEVEL 1
attack while Invisible from the Hide action, 1 attack normally but you can retain the Invisible condition with Cunning Strike: Supreme Sneak (Thief 9), or the Skulker feat (4) if you miss
attack after you've damaged the target with a Vex weapon
attack after an ally within 5ft of the target used the Help Action to Assist an Attack Roll
attack spending a Luck point from the Lucky feat (1), prof. bonus times / long rest
target is affected by Faerie Fire (Bard/Druid 1st, Drow Elf 3, Magic Initiate feat 1), negated if you can't see the target, though the spell does negate the benefits of Invisible, up to 1 minute with concentration, 20-ft cube evocation, DEX save
target is affected by Guiding Bolt (Cleric 1st, Magic Initiate feat 1), 1 attack
target is Blinded because you are located in Darkness (assuming you can see, so generally you need Darkvision or Blindsight, unless somehow you're in Darkness but the target is not)
target is Blinded because you and/or it are located in Heavily Obscured space (assuming you can see, so generally you need Blindsight)
target is Blinded from Colour Spray (Bard/Sorcerer/Wizard 1st, Magic Initiate feat 1, Shadow Touched feat 4), ~1 round, 15-ft cone illusion, CON save
target is Prone from Unarmed Strike: Shove
target is Prone from a Topple weapon
target is Prone from Ball Bearings (Utilize action, 10-ft square, Dex DC 10)
target is Prone from a Goliath's Hill's Tumble, Hill Giant lineage, 1/day
target is Prone from Command: Grovel (Bard/Cleric/Paladin 1st, Magic Initiate feat 1, Fey Touched feat 4)
target is Prone from Grease (Sorcerer/Wizard 1st, Magic Initiate feat 1), 1 minute, 10-ft square conjuration, DEX save at casting/entering/ending turn
target is Prone from Tasha's Hideous Laughter (Bard/Warlock/Wizard 1st, Magic Initiate feat 1, Fey Touched feat 4), up to 1 minute with concentration
target is Prone from Thunderous Smite (Paladin 1st)
target is Restrained from Ensnaring Strike (Ranger 1st), up to 1 minute with concentration
target is Restrained from Entangle (Druid/Ranger 1st, Magic Initiate feat 1), up to 1 minute with concentration, 20-ft square conjuration, STR save at casting, Athletics checks every round
target is Restrained with Manacles that are fixed in place (Utilize action DC 13 Dex (sleight of hand), target must be grappled etc to begin with)
target is Restrained with Rope and their legs are bound (Utilize action DC 10 Dex (sleight of hand), target must be grappled etc to begin with)
target is Restrained with a Net (replaces attack, DC 8 + Dex + proficiency bonus)
target is Unconscious from Sleep (Bard/Sorcerer/Wizard 1st, Magic Initiate feat 1, Fey Touched feat 4), 1 attack, 2 successive saves for unconsciousness, up to 1 minute with concentration
LEVEL 2
attack with Reckless Attack (Barbarian 2) applies to Str-based attacks
target is Prone from being hit by an Elk / Mastiff (Druid 2 wild shape)
LEVEL 3
attack while Invisible from Invisibility (Bard/Sorcerer/Wizard/Warlock 2nd, Shadow Touched feat 4), 1 attack only
attack a target that relies on Darkvision to see while in Darkness and Invisible from your Umbral Sight (Gloom Stalker Ranger 3)
attack with Steady Aim (Rogue 3) bonus action, and cannot move in this turn at all, unless you're an Assassin 9 in which case you can move after the attack
attack with Assassinate: Surprising Strikes a target that hasn't taken a turn yet during the first round of combat (Assassin Rogue 3)
attack with Feinting Strike (Battle Master Fighter 3) bonus action
attack while both you and your duplicate from Invoke Duplicity are within 5 ft of the target (Trickery Cleric 3) bonus action to cast / move the duplicate 30 ft
target is Restrained from Web (Sorcerer/Wizard 2nd), up to 1 hour with Concentration, 20-ft cube conjuration, DEX save at entering/starting turn, Athletics check every round
target is Restrained from Nature's Wrath (Oath of the Ancients Paladin 3) 1 minute, targets you can see within 15 ft, they save every round
target is Paralyzed from Hold Person (Bard/Cleric/Druid/Sorcerer/Warlock/Wizard 2nd, Abyssal Tiefling 5), up to 1 minute with Concentration, target saves every round
target is Blinded from Blindness/Deafness (Bard/Cleric/Sorcerer/Wizard 2nd), lasts up to 1 minute, target saves every round
target is Prone from a Trip Attack (Battle Master Fighter 3)
target is Prone from Open Hand Technique: Topple (Warrior of the Open Hand Monk 3)
target is Prone from being hit by Primal Companion: Beast of the Land (Beast Master Ranger 3)
target was hit by an ally's Distracting Strike (Battle Master Fighter 3)
target is within 5 ft of an ally using Rage of the Wilds: Wolf (Path of the Wild Heart Barbarian 3)
[2014 Legacy] attack after you've used a bonus action for Insightful Fighting (Inquisitive Rogue 3) requires an Insight vs Deception check, lasts for 1 minute
LEVEL 4
attack with Mounted Strike from the Mounted Combatant feat (4) while mounted, a target smaller than your mount and within 5ft of your mount
target is Grappled by you and you have the Grappler feat (4)
target is Prone from being bashed by someone with the Shield Master feat (4)
target is Prone from being hit by a Giant Goat / Warhorse (Druid 4 wild shape)
target is Restrained from being hit by a Crocodile (Druid 4 wild shape)
target was critically hit with a bludgeoning weapon by someone with the Crusher feat (4), 1 round
LEVEL 5
target is Stunned from Stunning Strike (Monk 5)
target is Blinded from Hunger of Hadar (Warlock 3rd), only if you can see in magical darkness, up to 1 minute with Concentration
target is Prone from Eldritch Smite (Warlock 5)
target is Prone from Cunning Strike: Trip (Rogue 5)
target is Prone from Sleet Storm (Druid/Sorcerer/Wizard 3rd) area effect
target was hit by Shining Smite (Paladin 2nd), up to 1 minute with Concentration
LEVEL 6
attack while Invisible from your Steps of the Fey: Disappearing Step (Archfey Patron Warlock 6), 1 attack only
attack a target you've connected to via Awakened Mind: Clairvoyant Combatant (Great Old One Warlock 6) Wis save, 6+ minutes, 1/short rest normally
LEVEL 7
attack while Invisible from Greater Invisibility (Bard/Sorcerer/Wizard 4th), up to 1 minute with Concentration
target is Blinded from Fount of Moonlight (Bard/Druid 4th) until the end of the next turn
target is Restrained from Evard's Black Tentacles (Wizard 4th)
target is Prone from Telekinetic Thrust (Psi Warrior Fighter 7)
LEVEL 8
target is Prone from being hit by a Brown Bear / Dire Wolf / Tiger (Druid 8 wild shape)
LEVEL 9
attack while Invisible from your Mislead (Bard/Warlock/Wizard 5th), 1 attack
target is Blinded by Blinding Smite (Paladin 3rd) up to 1 minute with Concentration, target saves every round
target is Blinded by Jallarzi's Storm of Radiance (Warlock/Wizard 5th), up to 1 minute with Concentration, no save, area effect
target is Paralyzed from Hold Monster (Bard/Sorcerer/Warlock/Wizard 5th), up to 1 minute with Concentration, target saves every round
target is Prone from Yolande's Regal Presence (Bard, Wizard 5th)
target is Restrained from Telekinesis (Sorcerer/Wizard 5th), 1 round
target is Restrained from Conjure Elemental (Druid/Wizard 5th), up to 10 minutes with Concentration, target saves every round
LEVEL 10
attack after an you or an ally used Zealous Presence (Path of the Zealot Barbarian 10), bonus action, 1 round
LEVEL 11
target is affected by Otto's Irresistible Dance (Bard/Wizard 6th) up to 1 minute with Concentration
target is Unconscious from Eyebite (Bard/Sorcerer/Warlock/Wizard 6th), 1 attack only
target is Restrained or Petrified from Flesh to Stone (Druid/Sorcerer/Wizard 6th)
target is Restrained from Otiluke's Freezing Sphere (Sorcerer/Wizard 6th), 1 minute, Str (Athletics) to break free, targets swimming on the surface only!
target is Blinded from Sunbeam (Cleric/Druid/Sorcerer/Wizard 6th), 1 minute
LEVEL 12
target is Prone from being hit by an Elephant (Circle of the Moon Druid 12 wild shape)
LEVEL 13
attack while Invisible from your Psychic Veil (Soulknife Rogue 13), 1 attack that deals damage only
attack with Studied Attacks (Fighter 13) 1st attack after you've attacked target and missed
target is Blinded or Stunned from Divine Word (Cleric 7th)
target is Restrained, Petrified or Blinded from Prismatic Spray (Bard/Sorcerer/Wizard 7th)
target is Stunned from Staggering Smite (Paladin 4th), until the end of the caster's next turn
target is Unconscious (1 attack) or Stunned (1 minute) from Symbol (Bard/Cleric/Druid/Wizard 7th)
[2014 Legacy] attack a target previously hit in the first round of combat with Ambush Master (Rogue Scout 13) lasts until the start of the Scout's next turn
LEVEL 14
attack while Invisible from your Nature's Veil (Ranger 14) bonus action, lasts until the end of your next turn
target is Prone from Power of the Wilds: Ram (Path of the Wild Heart Barbarian 14)
target is Unconscious from Cunning Strike: Knock Out (Rogue 14), 1 attack
target is Blinded from Cunning Strike: Obscure (Rogue 14), lasts until the end of target's next turn
target is Blinded from Searing Vengeance (Celestial Patron Warlock 14), lasts until the end of the current turn
LEVEL 15
target is Prone from Earthquake (Cleric/Druid/Sorcerer 8th)
target is Blinded from Holy Aura (Cleric 8th)
target is Stunned from Power Word Stun (Bard/Sorcerer/Warlock/Wizard 8th)
target is Blinded from Sunburst (Cleric/Druid/Sorcerer/Wizard 8th), 1 round
LEVEL 17
attack while affected by Foresight, lasts for 8 hours (Bard/Druid/Warlock/Wizard 9th)
attack while a duplicate from Improved Duplicity is within 5 ft of the target (Trickery Cleric 17)
attack while Invisible from your Cloak of Shadows (Warrior of Shadow Monk 17), lasts up to 1 minute under conditions
target is affected by your Hunter’s Mark (Ranger 17) up to 1 hour with Concentration
target is Prone from Destructive Wave (Paladin 5th) 30-ft emanation (sphere), CON save
target is Blinded, Restrained, or Petrified from Prismatic Wall (Bard/Wizard 9th), 1 minute
target is Restrained or Unconscious from Imprisonment (Warlock/Wizard 9th), until dispelled
target is Stunned from Rend Mind (Soulknife Rogue 17), 1 minute, saves every round
[2014 Legacy] use Master Duelist (Swashbuckler Rogue 17) to reroll with advantage an attack that missed
LEVEL 19
attack while Invisible from the Boon of the Night Spirit epic boon feat, 1 action’s (or bonus action, or reaction) worth of attacks only
MAGIC ITEMS
attack within the 30-foot radius Dim Light shed by a Candle of Invocation (very rare)
attack within 72 hours after drawing a Jester on the Deck of Many Things (legendary)
attack your sworn enemy with an Oathbow (very rare)
attack elementals while wearing a Ring of Elemental Command (legendary)
attack a creature that dealt damage to you, as a Reaction, with a Sword of Answering (legendary)
FOR COMPLETION'S SAKE
Optional Rule: at the DM's discretion, you may roll with advantage when you attack a Frightened creature. (Flanking is not an optional rule any more.)
Note: the number next to classes is class level where the relevant ability is gained, the number next to feats is class level required to take it, and the number next to spells is spell level, e.g. "Paladin 2nd" is a 2nd lvl spell, filed under Level 5 when Paladins get it.
[wordpress link]
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Grailfinders #346: James Moriarty (Ruler)
today on grailfinders we’re building for the very first time James Moriarty, because even FGO got tired of that true name-hiding bullshit. also because archer of shinjuku (ruler) just sounds ridiculous. anyways, Jim-boy is still a Mastermind Rogue to mastermind some roguishness, but he’s also a Lore Bard now to play his part to perfection.
check out his build breakdown below the cut, or his character sheet over here!
next up: how many times do we have to teach you this lesson, old man?
Ancestry & Background
as before, Moriarty is a Human, but he’s a fictional human, so he gets +1 Dexterity and Charisma, as well as proficiency in Sleight of Hand and the Martial Adept feat. with this, your slide rule can slide to any length, letting you perform one Lunging (extra reach) or Sweeping (multiple targets) attack per short rest.
I hope this isn’t shocking, but James Moriarty is a Criminal. if that is, I guess that’s his Deception and Stealth at work.
Ability Scores
Moriarty’s highest score is Charisma. he’s real great at lying, and playing to his character. after that is his Intelligence. we don’t really need it for this build, but moriarty is one smart cookie. wait sorry, wrong gacha. third is his Dexterity. that’ll help you slap people with a ruler and also multiclass! your Constitution is also positive since you need to live to the ripe old age of Archer, so your Strength is just kind of meh. turns out professors are not bodybuilders. except for that one guy, but I don’t think Frankenstein counts. this all means we’re dumping Wisdom. playing the perfect villain is your biggest strength and weakness- you’ll always succeed right up to the last step, but then you need to take a fall. that sounds a lot like being hypnotized, so your wisdom saves are trash now- we’ll patch up the abilities as we go.
Class Levels
1. Rogue 1: starting off as a rogue lets us get started on that right away, giving you proficiency in Insight, Perception, Performance, and Persuasion, as well as Dexterity and Intelligence saves. if that cool +2 isn’t enough for you, you can also get Expertise in two skills, doubling your proficiency bonus in them for a nice +4 to Deception and Persuasion.
rogues also get a Sneak Attack once per turn, adding 1d6 to your damage if you hit someone with a ranged or dexterity-based attack, and you either have an accomplice nearby, or advantage on the attack roll.
also you know Thieves’ Cant now, it’s a language that thieves can learn!
2. Rogue 2: second level rogues have a Cunning Action they can use as a bonus action, letting you dash, disengage, or hide without wasting your chance to stab someone this turn.
3. Rogue 3: if you’d rather waste every other part of your turn to stab really well, you can use your Steady Aim to get advantage on an attack at the cost of not moving that turn. but you’re also a Mastermind now, making you a Master of Intrigue. with this you learn even more languages, as well as proficiency with the disguise and forgery kits. also, if you listen to someone speak for a least one minute you can copy their accent. that’s why you don’t sound british.
if you were hoping for something even remotely combat-based, you can at least check out your Master of Tactics, which lets you help as a bonus action, giving someone else advantage on an attack, with an expanded range to boot!
4. Rogue 4: use your first Ability Score Improvement to bump up your Dexterity! that’ll improve your AC, your attack damage, and your accuracy!
5. Rogue 5: fifth level rogues get an Uncanny Dodge, so if you’re hit by an attack you can react to halve the incoming damage. as a ruler your damage should always be halved, but we’re only level five, we’ll get there when we get there.
6. Bard 1: now you’re definitely villainous, but are you an antagonist? we’ll sure try to make you one! as a bard you get another skill proficiency, and while I don’t think you’re great at Medicine you’re definitely better than a -1, so now you’re proficient.
as a bard, you can use Bardic Inspiration to inspire your henchmen to new heights, maybe even making them a villain of the week! right now it just means a d6 on their next check or attack, but still!
you also learn Spells which you can cast using your Charisma. with Blade Ward you take half damage from all physical attack types, and Prestidigitation is just the kind of bullshit spell you give someone who needs to be ready for anything. with Bane you can give your enemies “protagonist in a cutscene” syndrom, reducing all their attacks and saves by 1d4 for up to a minute. if you really need to mess someone up, Silvery Barbs basically gives them disadvantage on an attack check or save, and an ally of yours advantage on their next one!
also you’re a rogue, so Disguise Self and Distort Value. you could probably do both of those already, but now you have magic to do it for you!
7. Bard 2: second level bards are Jacks of All Trades, so all your checks are made with at least half your proficiency bonus. also you have a Song of Rest which marginally helps heal during short rests, and your Magical Inspiration lets your minions add your inspiration to their magical healing or damage. I bet Arjuna Alter would make a great minion, he seems easy to manipulate.
speaking of, you can cast Command now, to force a creature to villainy! but it has to be a one-word command, and also they have to fail a wisdom save first. again, we’re starting out.
8. Bard 3: at third level you become a Lore bard, giving you three more proficiencies in Animal Handling, Survival, and Intimidation, filling out all your wisdom- and charisma-based skills. if that wasn’t enough, you also get another round of Expertise, doubling down on Sleight of Hand and Intimidation. clowns are scary in america, and sherlock gets really rattled when you show up in traum. it’s not the best reason for expertise but you’ve got so many skills I’m kind of grasping at straws here.
you can also cast Suggestion now, convincing a creature to commit crimes with a sentence or two. you can’t get them to do obviously harmful acts, so “hey, punch that tarrasque” is off the table. you can also set the condition to trigger remotely, giving you sleeper agents in the field!
one last thing- lore bards get Cutting Words, letting you use your reaction and inspiration to weaken an attack or check from an enemy.
9. Bard 4: bump up your Charisma for stronger bonds with your minions. and by bonds I of course mean mind control.
for even more weakening, the cantrip Vicious Mockery deals psychic damage and forces disadvantage on the target’s next attack roll! dying is a major obstacle, so just don’t do it. if there’s any other obstacles in your way that you somehow don’t have a proficiency to deal with, Borrowed Knowledge can help out, giving you another proficiency for an hour.
10. Bard 5: the fifth level is huge for bards, growing your inspiration dice to d8s and making you a Font of Inspiration, so it recharges on short rests. also you learn third level spells, like Enemies Abound. this arguably doesn’t make a creature evil, but as long as they’re attacking the good guys it’s close enough for horseshoes.
11. Bard 6: at sixth level bards get Countercharm but enough about that, you also get Additional Magical Secrets! scientists are still hard at work to figure out what they’re additional to, but we don’t need to worry about that.
now you can use Fireball to finally use your NP! its kind of weird how much more difficult one of your skills is compared to your NP, but sometimes these things happen. speaking of, while “flip target’s alignment” probably isn’t in Bestow Curse’s wheelhouse, there’s nothing saying you can’t use it for that, so why not.
also for your normal spell you get Dispel Magic to break through any magical obstacles between you and world domination.
12. Rogue 6: sixth level of rogue isn’t as flashy, but the Expertise in Stealth and Insight are still very much appreciated.
13. Rogue 7: seventh level rogues have 4d6 sneak attacks, but they also get Evasion! now every failed dex save is a success, and every success is like you never fell into your own fireball in the first place. I mean, obviously you would never, right?
14. Rogue 8: at eighth level, you get another ASI, so bump up your Dexterity again to really wallop people with that slide rule.
15. Rogue 9: a ninth level mastermind is an Insightful Manipulator, so spending one minute with any creature can score you insight into its soft stats or its backstory! the villain always seems to suss out the hero way faster than the other way around, right?.
16. Rogue 10: use your tenth level ASI to max out your Charisma for the strongest magic you can get- plot armor.
17. Rogue 11: by eleventh level rogues have a Reliable Talent, which means any checks you make with proficiency always score at least a 10 on the roll. that means no more critical failures, and even with negative wisdom every wisdom-based check is at least a 15.
18. Bard 7: Bouncing back to bard gives you access to fourth level spells like Charm Monster. if you make someone friendly to you, they’ll be hostile to good, which makes them evil!
19. Bard 8: use your last ASI on the Tough feat for a bonus 38 HP now and another two at level 20. rulers can take a beating, and now you’re no exception.
20. Bard 9: ninth level bards get fifth level spells, and we can finally get the best evilmaking spell in the game, Dominate Person. if they fail a wisdom save they’re charmed for up to a minute, during which they’ll obey any command you give them, and you can even control them directly if you so wish. if you want evil done well, you have to do it yourself.
Pros & Cons
Pros:
reliable talent plus your ungodly number of skills means you’re really good at skill checks of all kinds. even if you need to do something physical, you can slap down a borrowed knowledge and power your way through that locked door or over that wall.
you’re almost always in control of a situation, with plenty of ways to turn a situation with your advantage with a bit of creativity. you can empower yourself or your allies, weaken your enemies, talk people into things they wouldn’t do otherwise, and worst case scenario just literally take control of someone to make them do what you want.
we didn’t give a lot of focus on your slide rule in the build itself, but you shouldn’t underestimate a weapon with extra length on command. that added flexibility can mean the difference between attacking someone this turn or giving them an extra turn to escape.
Cons:
you only get one lunging or sweeping attack per short rest, and your bardic inspirations also don’t recharge until the day’s done until level 10, so actually using all your cool abilities saddles you with some time off for most of the build.
speaking of time off, everything but your main action is super crowded, with your bonus action helping your mobility, stealth, spells, inspiration, help, and aiming, while your reaction can block damage, deal damage, and use silvery barbs. so there’s a lot of off time when you don’t want it, and no off time when you do.
while we made your wisdom skills stronger, your wisdom saves are still absolutely terrible, especially considering you’d’ve gotten proficiency in them if you were just a regular rogue. as you very well know from your own toolkit, failing a wisdom save can be a serious issue for your party to deal with.
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Veth v. Laerryn: the hypothetical fight mechanics breakdown no one asked for
The weasels have the wheel and they want to figure out how such a fight would go mechanically (based off of the information we have on critrolestats).
Cause if they don’t have the right spells, a high level rogue can fuck a wizard’s shit up.
The biggest advantage to a rogue is their bonus action hide. You Can’t Hit What You Can’t See still (mostly) applies for casters. Laerryn’s Passive Perception of 17 isn’t bad, but it doesn’t compare with Veth’s 25 minimum roll with Reliable Talent. And even if she wastes her action to look for Veth... okay: with a +7 to Perception, against Veth’s +15 (at an equivalent level 14 at least)... that’s a 1.5% chance Laerryn has of actually spotting Veth. Ooph. So. Laerryn pretty much can’t see Veth. That takes a considerable number of her listed spells out of the running.
Basically Laerryn’s gonna need to use the LORGE AN CHONKY AoE spells that don’t require line of sight. There’s only two listed on Laerryn’s CRS character sheet, but iirc that only reflects what’s been used in game, so let’s go over some other possibilities! (* for those she may not have)
Fireball: ol’ reliable right here is a great one with excellent damage output. The only problem is that it’s a Dex save, and even if she failed (she has a +10), with Evasion the most Veth would end up taking is half damage.
Reverse Gravity: depending on the environment/if there’s a ceiling, this could royally screw Veth out of her ability to hide. She’d need to be really quick in casting Invisibility before she’s dragged up and out of her hiding place so Laerryn couldn’t just wreck her once she’s out in the open. And with Feather Fall as a reaction, there’s no fall damage when the spell ends.
Slow*: would limit Veth to either an Action or Bonus Action — meaning no more hiding after she attacks! If Laerryn cast this in order to end concentration on Reverse Gravity, this would remove Veth’s reaction, meaning no Feather Fall and Veth would take full damage. But.. Veth is proficient in Wisom saves thanks to her Resilient feat.
Storm Sphere*: continuous damage on a failed Strength save? Hell yes! The damage is fairly minimal, but the description says that the lightning bolt strikes out towards a creature of your choice within 60 ft of the storm... it does not say that you have to see them.
Horrid Wilting/Cloudkill/Sunburst*: these are all large-AoE damage spells, each requiring a Con save (which Veth only has a +1 in). Sunburst, which blinds enemies on a failed save, is particularly useful.
Basically, Laerryn’s win is going to rely on what other spells she has in her arsenal, as without those it’s insanely unlikely she’ll be able to spot Veth in time to prevent a sneak attack or use one of her targeted attack spells. With just the spells we currently know? ...It doesn’t look great.
Veth’s win is going to rely on making her saving throws while staying hidden, and whittling down Laerryn’s 142 hit points (175 with Arcane Ward). But with 8d6+5 damage every round that she’s hidden? I think she could actually do it. She’s crazy enough to pull it off, she has some solid saving throws, and she has a ridiculous stealth check. Unless Laerryn preps the exact right spells, Veth could take this whole thing.
#if it's “who’s the most wizardy” then it’s Laerryn by a long shot#but I’m not talking qualifications I wanna see a FIGHT.#world wizard entertainment#laerryn coramar seelie#veth brenatto#laerryn went to the James Cagney Birdman school of Dont Fuck With Rogues#critical role
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Random HC:
The first years (+Ortho) playing DnD in Ramshackle Dorm
Yuu/MC is DMing of course
Player characters (I won't go too deep into their character details tho)
I feel like Ace'd be a Human Rogue, it kinda fits his personality imo. I personally don't see him as someone who uses brute force or blast magic, so Rogue it is. Specifically, I feel like he'd be an arcane trickster.
Deuce's character would be a Monk 100%. As for the race I can sorta see him being a Tiefling. Now you might be asking, "why a Monk and not a Barbarian?", While I do acknowledge his tendency to go apeshit at times, he actively tries to grow and change from his past habits. Perhaps his character could be an ex-barbarian who is training hard to be a Monk (multiclass)?
Jack's character'd be a Goliath Fighter, the only justification I have for this is that I feel like the competitive nature of a Goliath and their desire to push beyond new limits fits him like a glove, also the fighter class suits him just fine imo.
Given his background, I feel like Epel would be a Druid (they're basically magic farmers/gardeners). However, he'd give his character cantrips like Poison Spray, various spells but no healing spells (yea this party is pretty much fucked). You can fight me on this but post-character arc Epel would be a Halfling, he'd use his size as an advantage in combat.
As for Sebek, I can't see him being anything other than a Paladin. He'd most likely be an Aasimar... or maybe a half-elf? No? Too on the nose? Anyways, he'd give his character enchantment spells, and maybe some healing spells like Cure Wounds.
Ortho is the party's main support, with him being a tiny fairy bard (now you see why I had to bring Ortho in this otherwise the party won't even survive the winter). He's just a little lad who loves berries and cream :). He also provides bgm and sfx for the campaign.
I'm sorry but I have very little to no faith for this party. But I'm sure they'll somehow survive.
Together, the fate of the world somehow lies in the hands of these murder hobos.
Random shenanigans
Ace attempting to steal a treasure/sacred item from a monster's lair, only to miserably fail a stealth roll. Everyone had to haul ass out of there.
Deuce getting emotionally attached to an Npc with tragic backstories and/or noble goal, and then stubbornly tried to save that npc and getting upset at the DM for killing them.
something tragic happens and someone just says "this is so sad, Ortho play the acoustic rendition of Piece of My World"
Ace, to every barmaid bc he's broke: "hey (with rizz)" *rolls a Nat 1 Charisma*
With how hotheaded the NRC kids are it's only a matter of time until an npc taunted or look at them the wrong way and they'd be like "oh that's it, now you're gonna get it! I ROLL FOR INITIATIVE!" completely unprompted (like in the second half of the Halloween event bc I still find it insane how everyone immediately resorts to violence, even some of the more levelheaded students).
The one time Ortho and/or Sebek can't make it to a session, Jack gets knocked out by an enemy and the gang tried to heal him. Ace: "ok but can we try slapping him awake?" Deuce:"oh that's a good idea! Can we, Yuu/MC?" Yuu/MC:"...roll me a strength check" (they forgot that they have a healing potion)
The DM sitting there horrified while watching the party using the "power of friendship" on an NPC
I feel like half of them would brute force puzzles in a dungeon and it works like one out of three times or something.
"why do I hear boss music?"
Yuu, the DM, puts their hands together in front of them, a strange smile plastered on their face as they calmly said; "everyone, I want you to roll for initiative 🙂"
#disney twst#disney twisted wonderland#twisted wonderland#twisted wonderland x reader#twst#twst headcanons#twst hcs#twst x reader#ace trappola#deuce spade#jack howl#epel felmier#ortho shroud#sebek zigvolt#twst ace#twst deuce#twst jack#twst epel#twst ortho#twst sebek#twst crack#twisted wonderland headcanons#twisted wonderland hcs#I might write one for the overblot boys idk#this is actually my first time writing something like this#twst ttrpg AU
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Only a Badge
WARNING: ANGST, MENTIONS OF VIOLENCE
Part 1, Part 2
Summary: Sweetheart gets sent out on a mission, however it’s been several days and they still haven’t returned…
“Hun, I’m heading out to work. They’re putting me on the field today so I’ll probably be home late.” Sweetheart called to Milo as they secured their belt. Their loving partner had a long night before and was still resting in bed. However, they knew he heard them.
“Hang on Sweetheart.” They heard his tired voice echo throughout their new house. The padding of his footsteps came closer from behind them as they heard their bedroom door shut.
“What’s going on Mil-“ Before they could finish their sentence he wrapped his arms around them and fastened their badge in place with seasoned skill. He put it just the way he knew they liked it, they were very particular in making sure it didn’t fall off so when they showed him how to put it on them, he practiced quite a few times.
They placed their hands over top of his as he tucked his head in the crook of their neck. He peppered a few kisses there as they giggled out loud. The sound lighting up the dimly lit room. This felt so domestic, so sweet, and warm. It was nearly impossible for the stealth to pull themself away…but they had to. They lightly tapped his hand a few times to signal to him it was time for them to go but he just clutched them tighter.
“Milo, I gotta go to work hun.” they turned their head slightly to see his dark, tired orbs. The curls of his hair tickled their cheek as they smiled down at him, kissing the top of his head.
“Can’t you stay for a little longer?” He mumbled face now pressed into their shoulder. They were wearing the new scent he got them. It touched each of his senses with hints of bergamot, cardamom, jasmine, violet, and just the perfect drop of musk. He absolutely loved it. The polyester fabric of their shirt reminded him of their soft sheets and almost had him drifting off to sleep.
Almost.
That was until, of course, they cloaked and phased through his arms. Offering him their signature smile as he stumbled forward, the cold counter he grabbed onto a poor substitute for his partner. He offered them a glare that held no real malice before they walked to the door.
“Love you Honey~” they said said in a teasing tone as he rolled his eyes.
“Yeah yeah, get on. I’ll have dinner ready when you get home Sweetheart.” He offered them as they shut the door. He shook his head and padded back off to the room, that was until he realized he never told them “I love you.” back. He burst through his bedroom door out to the front. Just as he saw their car pulling out of the driveway.
The all black Nissan Rogue halted in its tracks as the stealth saw their partner running to the car at full speed. They gave him a confused look as they rolled down their window right as their partner appeared next to it.
“Milo wh-“ they were cut off by a kiss. It was sweet and surprising catching them totally off guard as they separated far too soon.
“I forgot to say it.” He panted as he held their cheek.
“Say what hun?”
He offered them his signature shit eating grin. “I love you Sweetheart.” He smiled as he kissed them one last time before sending them off. They tried to hide their smile to no avail. He laughed to himself as he stood in the driveway watching them drive off.
**********
That was two days ago. Since then he hadn’t received a call. Text. Or any kind of word from his stealth. He was pacing back and forth in his living room as people passed in and out. After the first day of them being considered missing by him he notified David and the rest of the pack.
His mom had set up in the large kitchen and had been cooking for any guests that stopped by. David would come in and check on Milo every few hours, and tank had taken up to sleeping in Milo’s living room so that he would never be alone. Asher had been going out to the store to get whatever Milo wanted/needed and accompanied David to the department building to put pressure on the search for their stealth.
“Milo you have to eat something.” Marie called from the kitchen. Milo had done so much worrying and pacing that he practically for for about eating drinking or sleeping.
“How can I mami?” He asked his voice cracking a bit. “It’s not like they were dispatched on a mission. They were just supposed to be looking into some loose ends on a case. They aren’t here and I can’t breathe.” He put a hand to his chest and pulled at his shirt like it was suffocating them. Tears began to prickle at the corner of his face. “I can’t breathe without them here.” He began to fold in on himself and Tank immediately shot up from the couch. They held him tightly and brought him over to sit on the couch with them and just kept him close.
Tank was not one for hugs and often hated physical contact, but they hated seeing, who was essentially their brother, like this more. They rocked him back and forth and comforted him softly. The door creaked open and every eye went to it, falling in slight disappointment when Asher and David walked in. They shook their head signaling that they had no new information. Once they both made their way to the couch David decided to check in on his friend.
“Milo.” He said kneeling on the floor. “They will be okay.” He said putting his hands on the side of his friends face. “They will come home to you.”
Milo sniffed and whipped roughly at his eyes to get the tears to stop from falling. “Thanks David.” The sound of the doorbell ringing caught them all off guard and everyone stood in silence. The air suddenly felt very heavy, like there was something on the other side of that door to be afraid of. The door bell rang again.
“I’ll get it.” Asher said beginning to make his way over.
“No no I got it Ash.” Milo said standing up. He hoped that maybe it was Sweetheart and they forgot their keys. But normally if they did that, they would just call him, or phase through the door. But hey maybe they were tired. He tried to silently reason with himself.
By the time Milo reached the door it rang for a third time. Suddenly, the large oak door seemed much more intimidating. He wrapped his hand around the cold golden door knob and twisted it open. Standing right there, on his porch, were two department agents. He could tell by the lanyards they were wearing that had their badge handing from it. They both looked tired and shifted their weight awkwardly.
“Are you Milo Greer?” The larger one asked struggling to make eye contact. By now everyone in the house was listening in, Tank even standing in the hallway so they could be there if he needed them.
“Yes.” He said shortly, his tired eyes glaring daggers into the man.
“Ahem.” The smaller one cleared his throat. “We are frie- Co-workers of… stealth. We thought it’d be best if we…” he stumbled all throughout his words struggling to complete a sentence.
“We…” the larger one cut in. “I… We completed our search.” He said with a tone of finality that had Milo’s stomach turning.
“And?” Milo said his hands shaking and his voice wavering ever so slightly. He gripped the doorframe to stabilize himself but by now it was beginning to splinter.
“We we’re only able to find this…” he spoke holding out Stealths badge.
Milo snatched it from the man and looked it over. His eyes tearing up. No this can’t be right. He put it on them the right way. They wouldn’t separate from their badge unless… but that was impossible. They were still alive they had to be. However, the blood that stained the golden badge in his hand suggested otherwise. A shaking hand that Milo recognized as his own came to hold over his mouth. His stomach turned as his world began to spin. Suddenly he was falling back and a pair of tattooed arms caught him.
“I’m so sorry.” The smaller one spoke. “As of now they have been declared Presumption of Death and KIA.” He said sorrowfully before retreating down the steps back to his all black department grade van.
Tank picked the man up and set him down on the cushion as he clutched the badge to his chest. He began hyperventilating and shaking his head. No one in the room knew how to react, how to comfort him. He kept muttering words before he stood up and went to the wooden coat rack.
“No. This… I can’t…” he said as he grabbed his coat. He began slipping his arms through the wool sleeves when his mom stepped forward.
“Milo. Papi. Where are you going?” Marie asked as she grasped Milo’s hand.
“They are out there Ma. Alone and cold and hurting. I can’t just sit here while they are.” Everything seemed to hit him right then.
“Milo come sit down…” his mom pulled him from the door. She was able to get him out to the living room but before he could make it back to the couch he pulled away and ran to his room, locking himself inside.
He kept the light off and just sat at the edge of his bed, looking around the room that now seemed so much lonelier. Reminders of his Sweetheart sat all around the room. Even when he laid back on his bed, the scent he bought them still lingered behind. Even though they weren’t there… he couldn’t escape them. He needed them home now more than ever.
***Pt 2???***
#redacted asmr#redacted audios#redacted darlin#redacted david#milo redacted#redacted asmr asher#redacted shaw pack#redacted asher#redacted milo#redacted milo greer#milo x sweetheart#redacted david shaw#redacted marie#redacted fic#redacted fanfic#redacted dump#redacted sweetheart
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Werespider Poisoner - CR 4 Rogue
Spins a web, five by five; catches rogues, just like flies...
Artwork by Conor Burke on ArtStation.
The werespider is an entothrope - basically the term for a lycanthrope of any species that has an exoskeleton - introduced to Pathfinder in Bestiary 6. The default werespider is a rogue, but is only CR 2. This one is a couple levels higher and has some abilities that actually fit the idea of a werespider.
The official werespider art only has two arms and two legs, but holy shit that's lame. Give the poor man some extra limbs. They don't have to be mechanically useful (although this particular werespider has a climb speed).
This werespider would make a good assassin to attack the PCs in their sleep. I'm generally in favor of starting such encounters by having the death of an NPC wake the PCs up and force them to fight without their armor, rather than by telling a level 3 player to roll a DC 31 Fortitude save against a coup de grace or instantly die, but I mean, it's your game, so you do you. Definitely use its web ability to set traps for people to step into though.
This is an afflicted werespider. A natural-born werespider has DR 10 instead of DR 5.
Feel free to decide that lycanthropes and entothropes in hybrid form count as monstrous humanoids rather than humanoids in your game, because, like, dude. Why? Why does the monstrous humanoid creature type even exist if lycanthropes aren't included? Werewolves are the most "monstrous humanoid" of any monster ever conceived. I wouldn't recalculate hit points, BAB, or saves though. Just make it count as both humanoid and monstrous humanoid for the purposes of effects dependent on type.
Werespider Poisoner (Hybrid Form) - CR 4
The arachnid form of the person perched on the corner of the ceiling above you catches your eye just a little bit too late as he drops down from the shadows and attacks.
Human toxic talon rogue 4 NE Medium humanoid (human, shapechanger) Init +8 Senses darkvision 60 ft., tremorsense 60 ft.; Perception +8
DEFENSE
AC 19, touch 14, flat-footed 17 (+3 armor, +4 Dex, +2 natural) hp 33 (4d8+12) Fort +4, Ref +8, Will +3; +4 vs. mind-affecting effects; +1 vs. poison Defensive Abilities evasion, insect mind DR 5/silver
OFFENSE
Speed 30 ft., Climb 20 ft. Melee mwk short sword +8 (1d6+4/19–20 plus medium spider venom (DC 15)), bite +3 (1d6+1 plus curse of entothropy and poison) Ranged mwk blowgun +8 (1d2 plus medium spider venom (DC 14)) Special Attacks catalyst (1/hour, already used) , sneak attack +2d6, web (+5 ranged, DC 13, 2 hp), vanish (2/day)
STATISTICS
Str 14, Dex 19, Con 17, Int 8, Wis 14, Cha 8 Base Atk +3; CMB +5; CMD 19 Feats Improved Initiative, Extra Rogue Talent (Expert Leaper), Weapon Focus (bite) Skills Acrobatics +10, Bluff +6, Climb +16, Disable Device +11, Escape Artist +10, Knowledge (local) +6, Perception +8, Stealth +11 Languages Common SQ change shape (giant spider, human, and hybrid; vermin shape II), entothropic empathy, rogue talents (expert leaper, shadow duplicate, ninja trick [wall climber]) Gear mwk short sword, mwk blowgun, mwk studded leather armor, 3 doses of medium spider venom, 1 potion of delay poison, healer's kit
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Catalyst (Su) A werespider poisoner can use secret alchemical techniques to enhance a poison when applying it to a weapon, increasing the save DC of the poison by 1. This increase to the save DC lasts for 1 minute or until the poison is used up, whichever comes first. A werespider poisoner can use catalyst once per hour.
Expert Leaper (Ex) When using the Acrobatics skill to jump, a werespider poisoner is always considered to have a running start and adds +4 to the check result. Whenever it deliberately falls, a successful DC 15 Acrobatics check allows it to ignore the first 20 feet fallen. For every 5 by which it exceeds the DC of this check, it can ignore an additional 10 feet of distance fallen.
Debilitating Injury (Ex) Whenever a werespider poisoner deals sneak attack damage to a foe, it can also debilitate the target of its attack, causing the target to take a penalty for 1 round. The werespider poisoner can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the werespider poisoner. At 10th level and 16th level, the penalty to AC against attacks made by the werespider poisoner increases by –2 (to a total maximum of –8). Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the werespider poisoner. At 10th level and 16th level, the penalty on attack rolls made against the werespider poisoner increases by –2 (to a total maximum of –8). Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Poison Adept (Ex) A werespider poisoner is trained in the use of poison and cannot accidentally poison itself when applying poison to a projectile weapon. It can apply poison to a projectile as a move action.
Shadow Duplicate (Sp) Once per day as an immediate action when the werespider poisoner is hit, the werespider poisoner can create a single shadow duplicate of itself, as per mirror image. The GM randomly determines whether the attack hit the werespider poisoner or the shadow duplicate. The shadow duplicate lasts for a number of rounds equal to the werespider poisoner's level, or until the shadow duplicate is dispelled or destroyed.
Wall Climber (Su) The werespider poisoner has a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces. A werespider does not need to have its hands free to climb, and can use both of its hands while climbing.
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Rogue: The Generalist (V0.2)
Alright, here's an updated version of the subclass. Thank you @homebrew-a-la-traumaverse for your feedback! I am also starting to reword somethings to fit typical subclass wordings, giving names for each feature, etc. I also have two potential revisions for the 17th level Magical Studies, with the other being at very bottom of the post, denoted by a *.
Flavor: It is to be expected for adventurers to learn and grow as they venture out into the world, but some rogues take this to the extreme. Generalist rogues are those who have dedicated themselves to learning various disciplines, though not necessarily mastering them. As such, they have learned to pick up on various skills through mere observation and putting them into practice with a combination of keen intuition and muscle memory.
There are various reasons a rogue would follow this path. They may be an exceptionally curious individual who wishes to learn all they can, not restricting themselves to a singular line of study. Or perhaps if they are a spy or charlatan, they follow this path in order to make their disguises even more convincing. After all, you can't make a convincing wizard if you are unable to cast even a single spell.
Quick Study (3rd Level): You gain a new action called Study. Using your action or bonus action while observing a creature use a skill or tool they are proficient in allows you to mimic said proficiency. An unwilling creature can make a Charisma (Deception) check against your Study DC (DC = 8 + proficiency bonus + Intelligence), with you failing to mimic the proficiency if they succeed. These mimicked proficiencies are imperfect, granting only half your proficiency bonus to checks made with said mimicked proficiency and cannot be increased by features such as Expertise. However, the bonus increases at certain levels, granting your proficiency bonus to mimicked proficiencies at 9th level and double your proficiency at 13th level.
You can have a number of these mimicked proficiencies equal to your amount of Sneak Attack die, with any new mimicked proficiency replacing one of your choice.
Keen Insight (3rd Level): You can use your Study action to instead observe a creature mannerisms, as long as you can see said creature. They make a Charisma (Deception) check against your Study DC. If they fail, you can automatically add your Sneak Attack to the next attack made against that creature without needing to meet Sneak Attack's usual requirements. You also gain the following benefits: you have advantage on Insight and Charisma checks made against this creature for the next minute and you learn if this creature has any resistances.
Preferred Subject (9th Level): You further your studies, either dipping into the study of magic or the use of martial weaponry. Choose one of the following:
Martial Studies: You gain proficiency in the Athletics skill, or double proficiency if you are already proficient. You can use your Study action to now mimic proficiency in a weapon or armor. Any melee weapon you mimic cannot have the two handed or heavy property and you can only mimic proficiency in medium armors or shields. Weapons you mimic proficiency in have the finesse property for you and any armor you mimic proficiency in do not cause you to roll at disadvantage for Stealth checks. You can have a number of martial proficiencies mimicked equal to half your Rogue level (rounded down).
Magical Studies: You gain proficiency in the Arcana skill, or double proficiency if you are already proficient. You can use your Study action to mimic the use of a spell. The spells you mimic are known to you and Intelligence is your spellcasting ability for these mimicked spells. You can mimic a total amount of spells equal to half your Rogue level (rounded down), where the base level of each spell counts towards this limit (ex. a 10th level Rogue can mimic one 3rd level spell and one 2nd level spell). Cantrips count as 1/2 a level. You also gain a pool of magical energy, known as Spell Points, that are used to cast these mimicked spells. The amount you have is equal to the amount of Sneak Attack die you have and they are regained on a long rest. The amount of points used to cast a spell determines the level of the spell cast, meaning you may up-cast a spell by using more points. Cantrips do not consume points.
Worldly Knowledge (13th Level): You have become exceptionally canny thanks to your travels. You gain proficiency in up to five of the following things: a language, a tool, or a skill.
You can also mimic how a language is spoken (if you hear it be spoken) and/or written (if you see it be written) if you observe a creature proficient in said language used in one of the previously stated ways for one minute. This proficiency is flimsy, only lasting for 10 minutes and only granting you the ability to get across basic concepts in the language.
Prying Eye (13th Level): You are able to deduce even more about someone through your observation. You gain additional benefits when using your Keen Insight feature: you learn if it has any immunities (damage or condition), the creature has disadvantage on attack rolls made against you until the end of your next turn, and you can confer the benefits of your study to another creature that can hear you immediately as a reaction.
True Polymath (17th Level): Your ability to learn has far exceeded expectations. You gain the other option you did not choose for your Preferred Subject feature and the one you did is enhanced in one of the following ways:
Martial Studies: You can now mimic proficiency in heavy and two handed melee weapons, as well as with heavy armors. You can also make a second attack when attacking with either a weapon you are normally proficient in or whos proficiency you mimicked.
Magical Studies: You can cast a spell you mimicked without using Spell Points once per day, for each of the spells you mimicked, as long as it is 5th level or lower. You also regain any expended spell points on a short rest.
*The other potential Magical Studies feature at 17th level would replace the free cast with: When you make a spell attack with a spell you mimicked, you can add half your Sneak Attack die (rounded down) to the damage of the spell, as if it was an attack made with a finesse or ranged weapon. This can be done as long as the attack follows the other requirements of the Sneak Attack feature.
Again, any feedback or suggestions are welcome! Thank you!
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Ya storm boi leveled up. As such, I get an ASI. I'm trying to decide what to take for a feat.
The main 3 choices I have narrowed it down to are:
War caster - this is the "safe" pick. It's the one that feels expected of me. It's the one that feels like the one a caster should take which may be why it bores me. Advantage on concentration would be huge, but I don't much care for the other 2 parts of the feat. I've already got 2 reaction spells (shield and counter spell) which I use A Lot so I don't feel like I'd get much mileage out of being able to use opportunity attacks to cast an attack spells. Also the opportunity attacks spell can only target one target and most of my stuff is AOE. Also my sorcerer does not have an actual weapon. He has a quarter staff in his inventory but never actually used it.
Stealth expertise: our party has no rogue or ranger. My storm boi is a fairy and his small size and ability to fly (plus dark vision from goggles) makes him well suited for scouting runs. Not to mention with Detect Thoughts he can track intelligent beings around him even without being able to see them. It's become a bit of a running gag that even tho he's small and flies, he fails literally every stealth check so far. Having supercharged stealth would be really good for utility and exploration, but his botching every stealth check to date has lead to some hilarious moments.
Insight expert: this one is almost entirely flavor. He's telepathic and does A Lot of sensing surface thoughts. I figured having him be an empath as well as telepathic would be a fun way to take his character. We don't really have any wisdom peeps in our party and so we don't have anyone who is good at insight. This would be fun but I don't get the impression that I'd get a lot of mileage out of it.
In theory I could do perception expert instead of insight and have him generate a bit of a sixth sense.
For some added clarity. My dude is a level 16 (or will be tomorrow) fairy storm sorcerer. We're kind of getting into the final act so I don't know when/if he'll hit 19. All his stats are currently at an even number and so I'd need to take a full ASI or do two feats that give +1 to get a stat bonus. His CHA is max but all his other stats are between 10 and 14. (I rolled kinda mid on all his stats and had to sink a few ASIs into CHA to get that where it is now)
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My first thought for the skill check challenge was a high-level rogue making a stealth check, so I'll start there: a level 17 or higher rogue with expertise in stealth (+12) and 20 dexterity (+5) automatically gets a +17 to all stealth checks, meaning a natural 20 gives us a 37. If we have a druid or ranger in the party, the Pass Without Trace spell will let us add +10 to all stealth checks for up to an hour, and a cleric with the Guidance cantrip could let us add a d4 to a single ability check. Bardic inspiration at this level would be a d12, so max rolls on that and the Guidance plus the Pass Without Trace gives us a stealth check of 63 on a natural 20. Assuming our DM allows the artificer class, a party member with at least 7 levels in artificer and 20 intelligence could use their Flash of Genius feature to add +5 to our roll, bringing us to a total of 68!
That's without using any magic items; a high-level rogue with an Ioun Stone of Mastery (+1 to proficiency bonus), a Manual of Quickness of Action (+2 maximum dexterity), and a Stone of Good Luck (+1 to ability checks and saving throws) could theoretically get as high as 72.
Even without an artificer in the party or a ridiculous combination of magic items, I can think of one other way to get a stealth check of 68 or higher — but not with a rogue. A high-level ranger with the same 20 dexterity and expertise in stealth can go even higher, if they have a minute to prepare first, by using their Hide in Plain Sight feature to camouflage themselves. This ability only works as long as they don't move or take actions (which is why the Nature's Veil option from Tasha's is better), but it does give them an additional +10 to stealth, which combined with Pass Without Trace, Bardic Inspiration, and Guidance gives us a maximum stealth roll of 73!
That's 78 with Flash of Genius, 82 if your DM has truly just given up and let you have all the magic items your sneaky little heart desires.
i feel thoroughly bested ... i feel like vizzini getting my ass got at my own riddle ... amazing work. the scaling of this is truly bonkers. 5e considers a dc 30 to be of godly difficulty and yet a ranger just being really really still can nearly triple that. what does that even look like in universe ... i think they just literally momentarily cease to exist. the gods forget about them. one with the trees. i think taking a nap during an 82 stealth check would fix all my problems permanently
anyway because you got me and this is so inherently hilarious i think you should get two free homebrew downloads so let me know which ones you want. humbly offering my wares like an old tricksy merchant who saw goodness again and has decided to stop scamming people. im turning a new leaf (i promise i dont scam people)
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This is my Tav, Asa, whom I beat Honor Mode 🏆 with! She's my take on the Tavern Brawler Open Hand Monk (TB OH Monk).
I didn't take a dip in Thief Rogue for the Extra Bonus Action, and I took her Strength to 20 instead of relying on potions for the whole game – so her damage could definitely be improved. However, I was already more than happy with her combat performance. 🫡
(More details below!)
Summary
Class: Level 12 Monk (Way of the Open Hand)
Ability Scores: 20 Strength, 14 Dexterity, 23 Constitution, 8 Intelligence, 16 Wisdom, 10 Charisma
Saving Throws: +9 Strength, +6 Dexterity, +6 Constitution, -1 Intelligence, +3 Wisdom, 0 Charisma
Race: Seldarine Drow
Background: Criminal
Hit Points: 135
I created Asa as a Drow for the Darkvision and to easily pass a lot of the Act 1 checks (the goblin camp). She took the Criminal Background for the proficiency in Stealth (my parties are usually designed around Stealth and Surprise rounds).
Other
Skills: Athletics (+9), Stealth (+6), Insight (+7), Perception (+7), Deception (+4)
Feats: Tavern Brawler, Alert, ASI
Tavern Brawler is one of the most broken feats in the game. 😁 Alert is pretty crucial for Honor Mode, as you can easily take the upper-hand in combat by just having high initiative.
Equipment
Headwear: Haste Helm
Smooth Start: At the start of combat, the wearer gains Momentum for 3 turns.
Monks are a very melee-dependent class, so it's important to make sure that your Monk is able to zip around the combat zone.
Cloak: Fleshmelter Cloak
Caustic Reprisal: Whenever a creature deals melee damage to the wearer, that creature takes +1d4 Acid Damage.
Monks will almost always be in melee combat.
Armor: Helldusk Armor
You are considered Proficient with this armor while wearing it. (This is the only Heavy Armor I know of that offers this passive.)
Infernal Retribution: When you succeed a Saving Throw, the caster receives Burning for 3 turns.
Prime Aegis of Fire: You have Resistance to Fire Damage and cannot be Burned. You take 3 less damage from all sources.
Fly: Grants the ability to Fly.
As of Patch #6, Hotfix #21, the extra movement speed granted to Monks by Unarmored Movement is not lost when wearing this armor.
Because Monks don't have any armor proficiency (earning them the "glass cannon" nickname), I put Asa in the best "grants proficiency" armor in the game.
Handwear: Gloves of Soul Catching
Soul Fist: Your unarmed attacks deal an additional +1d10 Force damage.
Soul Catching: Once per turn, on an unarmed hit, you regain 10 HP. Alternatively, you may forego healing to gain Advantage on Attack rolls and Saving throws until the end of your next turn.
Constitution +2, up to 20.
Footwear: Boots of Uninhibited Kushigo
Experienced And Deadly: The wearer deals additional damage equal to their Wisdom Modifier with Unarmed Strikes.
Amulet: Amulet of Greater Health
Sets the wearer's Constitution score to 23. The enchantment has no effect if their Constitution score is higher without it.
Advantage on Constitution Saving throws.
After getting this amulet, I dumped Asa's Constitution score and put those points towards Wisdom instead (for the Boots of Uninhibited Kushigo and Manifestation Passive (Way of the Open Hand)).
Ring A: Ring of Flinging
Throwing Boost: The wearer gains a +1d4 bonus to Throw Damage.
Ring B: Burnished Ring
Paralyzing Ray: Cast as a Level 3 spell (Recharge: Long Rest).
I don't think I ever used this spell, but it was nice to have just in case!
Main Hand (Melee): N/A
Unarmed Strikes all the way. 😎
Main Hand (Ranged): Bow of the Banshee
I don't think I ever used the bow (instead relying on Throwing Weapons), but like the Burnished Ring, it was nice to have just in case.
Combat Performance
Melee Damage: Unarmed Strike
Attack Roll Bonus: +14
Damage (Bludgeoning, +1d4 Radiant, +1d10 Force): 19-38
Flurry of Blows Damage: 38-76
Stunning Strike Save: 17 DC
Flurry of Blows (Condition) Save: 17 DC
Ranged Damage: Thrown Dagger
Attack Roll Bonus: +14
Damage (Piercing): 12-18
Most of the time, I would have Asa land two Unarmed Strikes (often a Stunning Strike) and a Flurry of Blows on a high HP target. Because her Attack Roll Bonus is so high, she was almost always doing 76-228 Damage per round.
#chelle.txt#ch.build#tav: asa#i love asa so i just wanted to share her build haha :') playing a monk is so much fun#partly bc it's OP LOL partly just bc it's so freaking cool#martial artists are amazing!!
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My D&D 5e Character Build for Niffty
Our favorite hyperactive psycho is ready for her dive into D&D.
We're going to build her to be zippy and capable of falling a powerful angels like Adam.
Stats (From highest to lowest)
Dexterity - Top stat. Niffty is fast little thing, sprinting around the hotel cleaning and this stat will be her main characteristic for attacks and dealing damage.
Wisdom - 2nd highest. Niffty knows a bad boy when she sees oine.
Charisma - 3rd highest. Niffty is cute and everyone in the hotel tries to protect her . . .from herself sometimes.
Constitution - 4th highest. She does clean with strong chemicals. She almost made mustard gas in the club.
Intelligence - 5th highest. She doesn't come across as bright, but this shouldn't be her lowest stat.
Strength - Dump stat. She's a tiny thing. And in Angel's words, she's ten pounds soaking wet.
Race
We're going to use a reskinned Halfing - Lightfoot for her race. She's small and fast, and since she gets the drop on an Overlord Valentino and a powerful angel Adam, she's naturally stealthy.
Adds +2 to Dexterity which we'll need to max out her Dexterity as soon as possible. As a Lightfoot, she'll add +1 to Charisma.
Her size is considered Small.
Speed is 25 ft
Lucky - Whenever she rolls a Nat 1, she can reroll it, but must take the second result.
Brave - she has advantage on saving throws against being frightened.
Nimble - She can move through spaces of creatures one size or more larger than her.
Background
Urchin will give her proficiency in Stealth and Sleight of Hand.
We're going to start Niffty into a class I know she's perfect for.
Level 1 - Rogue 1st Level
For Skills choose Intimidation, Perception, Investigation, and Acrobatics.
As a first level Rogue, Niffty gains Sneak Attack. Once per turn, when she lands an attack with advantage she does bonus damage which is 1d6 at this level.
She also gains Expertise. She can double her proficiency in ability checks for two of her skills. Select Stealth and Perception. She's sneaky and she also on the hunt for roaches.
Level 2 - Rogue 2nd Level
As a Rogue, she gets Cunning Action - she can use a bonus action to Dash, Hide, or Disengage which lets her evade enemies quickly, and hunt bad boys and roaches.
Level 3 - Rogue 3rd Level
Niffty's Sneak Attack damage increases to 2d6.
She can also go into a Rogue Archetype; for this build we're going with Assassin. This will allow her to be more lethal in combat as long as she gets the drop on unsuspecting enemies.
Assassinate - She gets advantage on any enemy who hasn't had a turn in the first round of combat. And any hit against a surprised enemy is an automatic critical.
Level 4 - Rogue 4th Level
Ability Score Improvement - Put both points into Dexterity so she can run fast and get the drop on enemies.
Level 5 - Rogue 5th Level
Sneak Attack bonus goes up to 3d6.
Niffty gets Uncanny Dodge. When a hit lands against her, she can use her reaction to halve the damage.
Level 6 - Rogue 6th Level
Niffty gets Expertise again, meaning she can choose two more skills to double her proficiency during ability checks. Choose Intimidation and Acrobatics.
Level 7 - Rogue 7th Level
Niffty's Sneak Attack bonus increases to 4d6.
She also gets Evasion which allows her to evade any damage from area effects on a successful save or only half damage on a failure.
Level 8 - Rogue 8th Level
Ability Score Improvement - Again, both points should go into Dexterity which should be maxed out this time around. If there's an extra point, add it to any odd number score to round it out.
We're going to leave Rogue behind to go into Ranger to deal extra damage.
Level 9 - Ranger 1st Level
At first level Ranger, Niffty can select a Favored Enemy which grants her advantage on Wisdom checks on tracking them as well as Intelligence checks on recalling information about them. I would choose Beasts as that would cover roaches and rats.
She also gains Natural Explorer granting her numerous benefits in her chosen terrain. I would talk with the GM and see if you could select Urban or City.
Level 10 - Ranger 2nd Level
As her Fighting Style, choose Dueling which grants her a +2 bonus to damage rolls when she fights with a one handed weapon with no other weapons. Think of her fighting with a needle (rapier).
She also gains access to Ranger spells. You can flavor it as her having a demon ability or cleaning equipment. And you can choose whatever spells you like, as the ones listed below are the ones I believe suit her character.
Hunter's Mark - As a bonus action, Niffty zeroes in one an enemy, adding 1d6 to her damage rolls against that target. When the enemy goes down, she can use a bonus action to recast it on another enemy.
Detect Poison and Disease - Niffty can sense the location of any poisons or diseases within 30 ft around her. She can also determine what they are. She does work with strong cleaning chemicals and rat poisons.
Level 11 - Ranger 3rd Level
Niffty now has Primeval Awareness. She can spend a spell slot to sense the presence of aberrations, celestials, dragons, elementals, fey, fiends, and undead within 1 mile within her favored terrain. This effect lasts one minute per level of the spell slot used.
She can also go into a Ranger Conclave. The one for Niffty is Hunter.
For Hunter's Choice, choose Colossus Slayer - once per turn, Niffty can add an extra 1d8 to an weapon attack against a creature with less than maximum hit points. Couple this with Sneak Attack with Hunter's Mark, then she's dealing serious damage.
Level 12 - Ranger 4th Level
Ability Score Improvement - By now, Dexterity score should be maxed out. If it is, then you can use the points to round out odd number scores, or put them both into Wisdom so Niffty has an easier time hunting for bugs and rats, but then again, we have the option to give her a feat instead.
Let's give her Alert. This will give her a +5 bonus to initiative (good for the advantage she has as a Rogue Assassin) and she cannot be taken as surprised so other creatures do not have advantage on her when attacking her unseen.
Level 13 - Ranger 5th Level
With Extra Attack, Niffty can attack twice when she performs the Attack action. That gives her two chances to land a critical hit with Assassinate.
Secondly, she gets access to 2nd Level Ranger spells. We'll go with:
Pass Without a Trace - Niffty can cast this on herself and a group to have +10 bonus to Stealth checks and they cannot be tracked except through magical means.
Darkvision - Niffty can see in the dark for 60ft
Level 14 - Ranger 6th Level
Niffty can choose an additional Favored Enemy, so let's go with celestials this time so she can help fight the Exorcists.
She can also choose another Favored Terrain, so feel free to choose whichever would best suit your campaign.
Level 15 - Ranger 7th Level
With Defensive Tactics, choose Multiattack Defense. If Niffty gets hit, she gains +4 bonus to AC for any following attacks from the same attacker.
Level 16 - Ranger 8th Level
Instead of an Ability Score Modifier, we'll go with a feat that will allow Niffty to deal more damage with a needle (rapier).
We'll go with Piercer. Put the extra point into Strength since Dexterity should be maxed out by now. If it's not, then go ahead and add it to Dex. The winning argument for this feat is once per turn when she lands a hit, she can reroll one of the damage die and take the second result. Also, if she crits, she can add an additional damage die to the roll!
Level 17 - Ranger 9th Level
With access to 3rd Level Ranger Spells, we'll go with:
Protection from Energy - Niffty can grant herself or a willing creature resistance to one type of energy, choosing from acid, cold, fire, lightning, or thunder.
Elemental Weapon - Niffty can imbue her weapon with an elemental type such as acid, cold, fire, lightning, or thunder. For one hour, her weapon has a +1 bonus to attack rolls and deals an additional 1d4 damage of the chosen elemental type.
Level 18 - Ranger 10th Level
Niffty can now Hide in Plain Sight. She can use material around herself to camouflage herself, giving her Stealth check a +10 bonus as long as she doesn't move or take actions. If she does so, she must camouflage herself again to take advantage of the benefit.
Level 19 - Ranger 11th Level
In a tight situation, Niffty can become dangerous. With Multiattack - Whirlwind attack. She can make melee attacks against any creatures within 5 ft of her.
Level 20 - Ranger 12th Level
For our last level, instead of Ability Score Improvement, we'll pick a feat instead. Go with Defensive Duelist. As long as she fights with a finesse weapon (needle/rapier), if a creature lands a hit, she can use her reaction to add her proficiency bonus to her AC to cause that attack to miss instead.
With this build, she can either outright avoid an attack or halve the damage, making her pretty resilient in encounters.
And there we have it. Niffty who can one shot kill an angel with all the damage bonuses she'll accumulate through Sneak Attack, Assassinate, Hunter's Mark, Colossus Slayer, Piercer, and Elemental Weapon. She's fast, stealthy, and deals devastating blows to unsuspecting angels and Valentino.
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As I'm working my way through Campaign 1 of Critical Role, I really wish they had a "Cloak of Stealth-Sharing" or something.
Said cloak would allow the wearer to pick up one (1) willing creature smaller than themselves to stash under the cloak to hide. When two creatures were sharing the cloak, they'd each roll their stealth checks as usual, but their final results would be averaged and they'd both share that number. (Would probably need to come with some kind of penalty on movement or duration limit to account for the difficulty of hauling another person--even a small one--around.)
Obviously, this would blatantly be patching the problem of unstealthy gnomes, since the stipulation that the other person has to be smaller would prevent the twins from using it on anyone else from the party, and they're the only ones who would reliably average out a bad stealth roll. But even with that limitation, they could get so much use out of being able to scoop up an absently humming bard or clanky/glowing cleric to spend some quality time with their rogue or ranger instead of blowing everyone's cover.
Plus, it being obviously designed to help the gnomes would make it all the more entertaining whenever it clicked that it doesn't say the primary wearer has to be the stealthier of the two, only the larger... Cue a cloaked Grog sneaking down a hallway, weapon in one hand and Vax awkwardly tucked under the other arm, trying to quietly steer Grog around the creaky floorboards. 😁
(Vax did try to cover other allies with his Cloak of Elvenkind during the Trials of the Take, but it was ruled that that couldn't actually help anyone else's stealth. Which makes sense as a general game ruling, but 1) I feel like there's a fair argument for a gnome being more feasible to hide/muffle under a larger person's cloak and 2) the last episode I watched involved Vax and Pike both wishing to stealth and vanish to escape the same situation, and I just think Pike deserves to be able to leap into Vax's arms and vanish as a treat an escape from an extremely awkward situation. With a bonus that maybe Vax wouldn't skulk off to get quite as mopey and morose if he had to vanish with Pike. Might even (crazy idea, I know) actually talk to a live person in his party about what's bugging him.)
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Grailfinders #329: Sakamoto Ryouma (Lancer)
today on Grailfinders we’re building the best argument for a completely superfluous Grailfinders episode, Sakamoto Ryouma (Lancer)! it’s Sakamoto, but again! in-game it’s a stronger version of the original, but here we take all the builds to level twenty regardless of their rarity. what I could do to differentiate this build from the first stumped me for a while, but I think I’ve hit on something.
Ryouma’s still an Echo Knight Fighter to summon his wife as a bonus action, but now instead of a monk and a rogue, he’s a Lore Bard to learn some buffing spells for oryou’s super-saiyan mode.
check out their build breakdown below the cut, or their character sheet over here!
next up: you better watch out, you better watch out, you better watch out! you better watch out!
Ancestry & Background
I won’t bore you too much here, it’s exactly the same as before (except for one thing). Variant Human, so that’s +1 Wisdom and Charisma, Stealth proficiency, and instead of that UA feat we’re getting Magic Initiate for some Druid spells. Primal Savagery is how oryou will be attacking most of the time now, using her acidic claws instead of your piddly strength score. you also embrace modern technology like weather stations with Druidcraft, and Oryou can keep you safe thanks to her Protection from Evil and Good. Ryouma’s still a Soldier though, so that’s some History and Intimidation proficiency for you.
Ability Scores
this one’s 100% the same. highest to lowest- Charisma, Dexterity, Wisdom, Intelligence, Constitution, Strength. I would love to be able to stat up oryou this time around, but sadly Ryouma’s still the main servant.
Class Levels
1. Fighter 1: this Ryouma’s a bit more martial since he’s a knight class, so he’s starting off as a Fighter. this means his starting proficiencies are completely different, getting proficiency in Strength and Constitution saves, as well as Insight to see through political bullshit and Animal Handling to stretch the definition of “animal” to its breaking point. and “handling”, for that matter.
also, starting as a fighter gets us oryou’s Fighting Style earlier, so pick up Unarmed Fighting, just in case those claws don’t work out. if you’d rather grab something for Ryouma, I’d just go with Two-weapon Fighting and reflavor a rapier as a light spear, with a shortsword in his off-hand.
you also get a Second Wind once a short rest, giving you back some HP as a bonus action thanks to the power of oryou’s healing spit. …she does really have healing spit, right? I didn’t just hallucinate that while forcing my way through the event?
2. Fighter 2: second level fighters can make an Action Surge once a short rest, adding an action to your turn so you can fight like there’s two of you. because there is.
3. Fighter 3: as a third level fighter you become an Echo Knight, letting you Manifest Echo as a bonus action. now oryou can float around in her own space without using your action to move, as long as she’s within 30’ of you whenever your turn ends. it has a good AC but only one HP, so expect to spend your bonus action bringing oryou back a lot. while she’s out you can swap places as a bonus action, and you can attack and make attacks of opportunity from her space. primal savagery doesn’t count as an attack for this, so I guess oryou’s relying on her fists when she’s not hanging around you. that’s disappointing, but we’ll find a way to make her awesome later on.
also, you can Unleash Incarnation once a day to make an extra attack from the echo’s position. if you want to let oryou use a dex weapon, I won’t tell anyone, promise.
4. Bard 1: bouncing over to bard gives you proficiency in Persuasion, as well as the ability to cast Spells using your Charisma. you can also give Bardic Inspiration to your allies Charisma Modifier times per day, letting them add a d6 to any one attack roll, save, or check they make in the minute after you hand it over.
to be more specific about spells, you have Blade Ward to be protected by oryou physically with resistance to weapon damage, and Mage Hand to have her carry random stuff around, for your cantrips. you also get spells like Distort Value to be a smooth-talking bastard that can convince a whole town to sell him their rice supply, Heroism to make everyone else more ardent supporters of restoration, Feather Fall so oryou can save your frail ass from falling, and Thunderwave so she can punch people so hard they go flying.
5. Bard 2: second level bards are Jacks of All Trades, so now you’re at least half-proficient in every skill. you also have a Song of Rest, so you can add more health to your party over short rests. your gf with one hit point will be grateful.
you can also use Unseen Servant now; in case you need to send oryou off on some errands. a vastly, vastly weaker version of oryou, but an oryou none the less.
6. Bard 3: third level bards can learn up on some Lore, giving you an extra three proficiencies, like in Deception, Arcana, and Athletics. this is still Ryouma after all, did you think I’d forget deception? this is also the level you get Expertise in two skills, doubling your proficiency bonus in Insight and Persuasion.
you also get second level spells like Gift of Gab. Ryouma’s good with words, but you probably aren’t. at least, not as good as he is. with this spell you can undo any unfortunate wordings and rewrite your last six seconds of dialogue.
when you want painful dialogue, you can use Cutting Words to spend inspiration on weakening a creature’s attack, check, or damage roll. if your wife only has 1 HP, she’ll need some protecting too. only a little.
7. Bard 4: fourth level bards finally get an Ability Score Improvement, so you can bump up your Dexterity for better spearing an better dodging.
you also learn the Friends cantrip to force your way into conversations, and the Aid spell for our first taste of healing. is giving your echo an extra 5 HP a good use of a spell? god no. could it be cool? maybe! at least you can also give that buff to a couple other friends at the same time.
8. Bard 5: at fifth level you are a Font of Inspiration, so your inspiration dice refill on short rests as well as long ones. they’re also d8s now, so they’re more effective over-all. on top of that, you get third level spells like Mass Healing Word to top off the whole party in one go.
9. Bard 6: sixth level bards get Countercharm, but that’s pretty much useless, we’re here for Additional Magical Secrets, a feat that I will never get tired of pointing out comes before the first magical secrets. basically, you get two extra spells, and they can be from any spell list. use Tidal Wave to send a little splashback at your enemies, and Primal Savagery again to use charisma instead of wisdom. it’s still tied to just you, but now we’re using your good casting modifier.
for his normal spell Sakamoto gets Motivational Speech, a slightly more offense-based heroism, because by this point Acquisitions Incorporated might as well be bankrolling this build.
10. Bard 7: seventh level bards get fourth level spells, and now oryou can finally set off completely on her own with the help of the spells Phantasmal Killer. every turn the target has to make a wisdom save or they’ll take psychic damage. real simple, but real effective.
11. Bard 8: use this ASI to bump up your Charisma for stronger spells and more inspiration, and now you can Charm Monsters. I mean, you already charmed one!
12. Bard 9: ninth level bards have a better song of rest, and you can also use fifth level spells like Scrying. literally just. send oryou off to spy on people.
13. Bard 10: tenth level bards have d10s for inspiration, plus another round of Expertise! now you’ve got better animal handling and deception. you also get Thunderclap for a free oryou punch, and another round of Magical Secrets!
now you can Summon Draconic Spirit for a full oryou summoning with much more than 1 HP. they get a bunch of resistances, and she even shares one of them with you! on top of that even at the lowest level you can cast it at, oryou will be able to make three attacks each turn! if you just want uppies, you can use Freedom of the Winds to get a piggyback ride from oryou, giving you a flight speed, as well as advantage against being grappled, restrained, or paralyzed. oryou can also yeet you away from an incoming attack or spell, and if you land outside of its range, you take no damage. of course, this also means your ride is over.
14. Bard 11: remember how I mentioned Ryouma conned a whole town out of their food? now it’s time to use it. Heroes’ Feast gives everyone who partakes a panacea against disease and poison, immunity to poison and being frightened, advantage on wisdom saves, and increased HP, all for 24 hours. this is the benefit of being a 5 star.
15. Bard 12: use your last bardic ASI to receive the Gift of the Metallic Dragon. with this, you can cast Cure Wounds once a day for free or by spending spell slots, and oryou can shield you or your allies as a reaction, adding your proficiency bonus to their AC, and you can do that proficiency times a day.
16. Bard 13: thirteenth level bards get seventh level spells like Etherealness. for up to eight hours you can travel around the ethereal plane without having to worry about anything on the material plane, creatures or objects. this seems out of place for Ryouma, but tbf literally every servant should have this spell.
17. Bard 14: at level fourteen your Peerless Skills lets you add inspiration dice to any ability check you make. you’re two people, you should roll like two people. well, one and a half. you both have your weaknesses and it evens out.
you also get one last round of Magical Secrets, turning yourself into oryou in one of two ways! if you want raw power, Tenser’s Transformation gives you plenty of extra health and stronger attacks, but if you want a more thematic transformation, there’s always Draconic Transformation, giving you blindsight, a breath weapon, and wings.
18. Fighter 4: going back to fighter gets you yet another ASI, so bump up your Dexterity for more lancing.
19. Fighter 5: fifth level fighters get an Extra Attack each attack action, that’s two per turn, four with action surge, and up to five with unleash incarnation. sorry it took so long to get this, I just felt the dragon stuff was higher priority.
20. Fighter 6: fighters are awesome, so we get to end this build with another ASI! this time we’re getting the Gift of the Chromatic Dragon, allowing you to add elemental damage to your weapon for up to a minute, and you can react to gain resistance to one instance of elemental damage proficiency times a day. now oryou protects you from everything!
Pros & Cons
Pros:
you have a lot of Protection, so actually getting a solid hit in on you is tough. you have a pretty good AC, plus many, many ways to increase your AC or your save or reduce incoming damage.
you’re also great outside of combat, with tons of expertise in social skills, high charisma, and a way to add even more dice to your skill checks. you will definitely be the face of the party. either you or oryou, at least.
I know I bring this up every time, but flying is awesome. it nullifies most enemies, and it’s just a really cool way to get around.
Cons:
you need all that protection because you’re a politician, not a fighter. you have barely over 100 HP, so a sneeze will put you into power word kill range.
echo knight is super fun, but this time it’s hard to use in combat for us, since oryou’s in-character options for hitting anything are “attack with a -1 to hit” or “hope the DM is kind enough to bend the rules for you.” without a good way to deal damage, the echo knight stuff is just an easily popped balloon.
our biggest goals don’t happen until late game, so for most of the campaign your build will be more awkward than anything else.
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