#step 2: get the war caster feat
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Me: *breezes through the Lorroakan fight by sticking him in Otiluke's Resilient Sphere*
My brain on repeat: "Bad and naughty wizards get put in The Orb"
#bg3#step 1: play a knowledge domain cleric#step 2: get the war caster feat#step 3: put sufficiently scary enemies in the time out orb and run around avoiding damage/healing/buffing while your party kicks major ass#this is the way
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Rangerlock Wyll Build
Theorycrafted how I'd make Ranger/Warlock Wyll in game. The idea is that once he knows he will be released from the pact at some point (at the end of act 2), which allows him to get acquainted with the ranger class while still using his warlock powers.
TL;DR: Fighter 2, Beast Master Ranger 5, Pact of the Blade Warlock 5. Hits nice and hard.
Light spoilers for the epilogue and my build under the cut.
We know from the epilogue from the Blade!Wyll ending that:
He became a ranger and has a wolf named Lily, which means he took the Beast Master subclass
He uses shortswords which means he is a Two Weapon Fighter
And he had to unlearn using his warlock powers, which means he kept using them till it was over.
With that in mind, the optimal build I think for Rangerlock Wyll is Beast Master Ranger 5, Fiend Pact of the Blade Warlock 5, Fighter 2. Here's how I would level him. (Note: Everything here is purely my opinion, you should definitely pick and rearrange whatever you like more.)
Level 1: Start with Fighter so you get access to heavy armor.
8 Str, 16 Dex, 14 Con, 8 Int, 10 Wis, 17 Cha.
Take Two Weapon Fighting Style (or Dueling or Great Weapon Fighting if you prefer that more. Dueling allows Wyll to hold a shield) and whatever skills you fancy.
Level 2: Continue with Warlock.
Patron: The Fiend.
Cantrips: Eldritch Blast + Friends if you're the party leader, or Mage Hand if no one else has it.
Spells: Hellish Rebuke and Hex. Use Hex: Strength at the beginning of every fight. Use Eldritch Blast when you can't reach the enemy.
Level 3: Warlock 2.
Eldritch Invocations: Agonising Blast and Beguiling Influence if you're the party leader, or Devil's Sight.
Spell: Armor of Agathys.
Level 4: Warlock 3. Pact Boon: Pact of the Blade. From now on, always bind your weapon after every Long Rest (important!).
Spell: Darkness. From now on, use Darkness at the beginning of a fight, try to only cover enemies. (Darkness is stupidly powerful against enemies, and having Devil's Sight means you don't get blinded. You are now a force to be reckoned with. Give your allies anti-blind items and they can join you.)
Level 5: Warlock 4.
Cantrip: Blade Ward.
Spell: Misty Step or Hold Person.
Feat: War Caster so enemies don't smack you out of dropping darkness.
Level 6: Warlock 5.
Eldritch Invocation: Beast Speech or Repelling Blast if you like to knock things off ledges.
Spell: Counterspell (so good).
You now have Deepened Pact, which gives you an extra attack. Unlike other extra attacks from other classes, this stacks! (except on Honour Mode)
Level 7: Finally on to Ranger. (You can also get Fighter 2 here if you want, it's up to you.)
Get any proficiency you like.
Favored Enemy: Bounty Hunter.
Natural Explorer: Wasteland Wanderer Fire (other options are fine too).
Level 8: Ranger 2.
Fighting Style: Defence.
Spells: Ensnaring Strike and Longstrider.
Level 9: Ranger 3.
Subclass: Beast Master (Lily, finally!)
Spell: Enhance Leap or Cure Wounds.
Level 10: Ranger 4.
Feat: Dual Wielder or Ability Improvement (+2 Cha)
Level 12: Finally, Fighter 2.
Level 11: Ranger 5. We get an extra attack (which stacks with Deepend Pact which is soooo sexy) and Lily gets stronger.
Spell: Lesser Restoration.
All together, you should be a melee monster. You can hit 3 times in 1 turn, Darkness and high AC from heavy armor and your bonuses means enemies can't hit you but you can hit them quite well. Even without Darkness, Wyll and Lily can make mincemeat of monsters.
Other multiclasses you can try for Wyll are Paladinlock or Bardlock because of their matching stats, or Beast Master Ranger 11 Fighter 1 for a very strong wolf.
#I hope this build is clear for everyone!#poke me if something doesn't make sense <3#wyll ravengard#bg3 wyll#baldur's gate 3#Wyll Epilogue#Ranger Warlock Build#Build Theorycrafting
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Building Zelda in BG3- Sorcerer
@benilos asked for it, and I'm delivering!
So, we've got two options for Zelda; a Sorcerer and a Wizard. A cleric might also work, but I haven't really settled on the specifics yet. The Sorcerer build is below the cut. I'll do the Wizard build next
We'll start with the version I use in the Isekai series I've been posting. I call this one...
The Dragon Queen
Background
Race: Elf (High Elf)
Background: Noble
High Elf Cantrip: Ray of Frost
Now High Elf I feel is self-explanatory, and Ray of Frost is the cantrip because she's more aligned with Naydra and her ice powers. As for the Noble background, I choose that over Sage because this Zelda is when she's really stepping into her role as Hyrule's regent. She's building a rapport with her people and is comfortable using her status as "Princess of Hyrule." Though if you disagree and think Sage is more appropriate, I can't really argue with you.
Abilities
Strength: 8 (-1)
Dexterity: 10 (0)
Constitution: 10 (0)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 17 (+3)
Charisma is the main stat because that's a Sorcerer's spellcasting modifier, and even though Zelda is the Wisdom part of the Triforce, this version of her is much more of an intellectual than a philosopher. I felt the need to give her a tiny boost to Dex and Con becuase she's bound to be good with precision tasks and she's been through quite a bit.
Class & Levels
Class: Sorcerer
Sub-Class: Draconic Bloodline
Draconic Ancestry: White (Cold)
Sorcerer is a natural choice due to the inherited nature of her divine powers, and Draconic Bloodline fits perfectly since this is post-TotK Zelda, who deserves to keep some of her Draconic aspects. (Note that Draconic Bloodline gives you Draconic Resilience, making Mage Armor unnecessary.)
Proficiencies: Arcana, Religion
Cantrips: Shocking Grasp, Light, Friends, Blade Ward
Spells: Thunderwave, Witch Bolt
Arcana and Religion just fit way better than your other options. Shocking Grasp from Urbosa, Light because duh, Friends because her high Cha makes her a natural choice as the party's face, and Blade Ward because of her desire to protect those around her. Thunderwave and Witch Bolt are also thanks to Urbosa.
Level 2
Spell: Feather Fall (She floats sometimes)
Metamagic: Careful Spell, Extended Spell
Level 3
Spell: Gust of Wind (Revali)
Metamagic: Subtle Spell
Level 4
Spell: Hold Person (Calamity Wrangler/Stasis)
Cantrip: Mage Hand
Feat: Ability Improvement (Cha +2)
Mage Hand because she'd love it for efficient research. When you up your Charisma to 19, you'll likely be near the point where you're facing Auntie Ethel and you'll probably be able to get her boon easy enough to top Zelda up at 20 Cha.
Level 5
Spell: Slow (Sage of Time)
Level 6
Spell: Lightning Bolt (Urbosa)
Level 7
Spell: Ice Storm (Naydra)
Level 8
Spell: Banishment/Daylight
Feat: War Caster
Banishment because that's what Zeldas tend to do to Ganon in the series and Daylight because of the divine light she tends to generate. War Caster is just a necessary choice for any spellcaster.
Level 9
Spell: Hold Monster (Calamity Wrangler/Stasis)
Level 10
Spell: Telekinesis (Shiekah Tablets)
Cantrip: Dancing Lights (Divine Light)
Metamagic: Distant Spell
Level 11
Spell: Sunbeam (Divine Light)
Level 12
Spell: Chain Lightning/Cone of Cold/Globe of Invulnerability/Dimension Door
Feat: Mobile/Resilient- Wisdom/Spell Sniper
So, once I get to level 12, I find my main issue with Sorcerer; the lack of spells. You're plenty powerful, but not as utilitarian as you might like. Anyway, by the time you get to your max level, you'll have a Zelda that is as much a force of personality as a force of nature.
#Baldur's Gate III#Baldur's Gate 3#BG3#Legend of Zelda#LoZ#Breath of the Wild#BotW#Tears of the Kingdom#TotK#Zelda#BG3 build
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BG3 "Succubus" Bard/Warlock
Build taken from YouTube user Senpai Ziah. Note that he recommends going Asmodeus Tiefling for the sake of the level 5 darkness, but that Githyanki and Drow are also very good stats-wise. Tiefling is the best thematically. This build is equal parts theme and power.
WARLOCK, ARCHFEY
Cantrips: Eldritch Blast, Friends
Spells: Hex, Charm Person
Abilities: 8 / 16(15+1) / 14 / 10 / 10 / 16(14+2)
2: Faerie Fire (though this is very optional since Hex and Darkness are also concentration spells), Eldritch Invocations: Agonizing Blast, Devil's Sight
3: +BARD: Cantrips: Minor Illusion, Mage Hand, or just whatever you want. Spells: Tasha's Hideous Laughter, Dissonant Whispers, Thunderwave, Sleep
All levels from this point on are Bard.
4: Feather Fall
5: Subclass: College of The Lore. Hold Person
6: Whatever cantrip you want. Heat Metal, Invisibility, Detect Thoughts.
FEAT: War Caster or (recommended) bump Charisma to 18.
7: Hypnotic Pattern
8: Glyph of Warding or whatever spell. Magical Secrets: Haste, Fireball, Counterspell or Darkness somewhere in there, but ideally another party member has Darkness.
9: Dimension Door, Confusion, Greater Invisibility
10: Whatever spells.
FEAT: War Caster or bump Charisma to 20
11: Dominate Person, Hold Monster, Mass Cure Wounds
12: Magical Secrets: there's so many options just take whatever.
RECOMMENDED GEAR:
ACT 1: Amulet of Misty Step (Can either get from Omeluum in Myconid Colony, Underdark (must speak to Blurg to find Omeluum) or from a gilded chest inside the Goblin Camp, I think in Priestess Gut's bedroom.)
[another Misty Step option] Disintegrating Night Walkers (dropped by Nere in Grymforge)
The Spellsparkler (reward option for saving Councilor Florrick from the burning building in Waukeen's Rest)
Blazer of Benevolence (given as reward by Volo for rescuing him from the goblin camp)
ACT 2: Potent Robe (given as reward from Alfira for saving the tieflings from Moonrise Towers)
ACT 3: Birthright (sold at Sorcerous Sundries)
Boots of Very Fast Blinking (won from Akabi at the circus, but these are pretty silly.)
Markoheshkir (found in Ramazith's Tower)
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How to Play as Kiribaku in DnD 5e
In my last DnD post, I talked about translating the Fantasy AU versions of Kiribaku to DnD as those sort of translated better. But now, I also want to give a chance to building Bakugou and Kirishima in their canon forms as DnD characters. Before I continue, however, I want to make one thing very clear: Quirks are very hard to translate. It is exceedingly difficult to create a character in DnD with such a narrow, specific ability like “hardening skin” or “antigravity”. There may be a few subclasses, spells, or feats that have similar concepts, but centering an entire build around the concept might not be so easy, and may even be clunky as hell. As such, I’ll try to give two builds for the characters. One which takes their actual quirk into consideration, and one that take more of their character and personality into consideration and translating what they would be into a DnD class.
BAKUGOU KATSUKI
At a cursory glance, Bakugou is a human, but anime characters tend to be above human, and indeed in My Hero Acadmeia, this is actually the case. Those with quirks are actually mutated or evolved humans. As such, Bakugou is a Variant Human. Bakugou’s stat boosts vary depending on his class, as does his free skill of choice, though he should seek to have: Acrobatics, Athletics, History, Insight, Intimidation, and/or Perception. For his free feat, my top choice would be the Charger feat, as it lets Bakugou charge toward an enemy and then hit them with a melee attack, allowing Bakugou to chase after and hunt down his enemies. However, some possible builds benefit from other options either in substitution or addition to the Charger feat.
For his background, Bakugou is a trained Athlete, giving him proficiency with Acrobatics and Athletics.
FIGHTER
You may be confused as to why such an angry character like Bakugou isn’t a Barbarian, and part of that is: Bakugou may be rabid and crazed, but when he fights, Bakugou is surprisingly calm and collected. He becomes very focused on his opponent and what he’s doing. He really doesn’t tend to submit to his anger so much in a fight. At least, it doesn’t control him. Fighters also get action surge and extra attacks, letting Bakugou create a barrage of attacks. Second Wind also lets Bakugou recover his stamina and stay in a fight longer. The Fighter’s ASI also goes a long way to giving Bakugou stats that are more accurate to the OP nature of Anime characters.
ELDRITCH KNIGHT
The weapon bond doesn’t really work since his fighting style would be Unarmed Fighting, but everything else that lets him use melee combat in tandem with casting spells gives Bakugou a lot of versatility in utilizing hand-to-hand combat as well as his quirk. Between his Improved War Magic and Eldritch Strike, Bakugou can caste Haste on himself to chase down a fleeing enemy, punch them as a bonus action, and then on the next turn, hit them with a Fireball they have a disadvantage on avoiding. This can reflect Bakugou’s relentless onslaught approach to wearing out or breaking down his enemies in a fight. Because all of his damaging spells rely on dealing Fire or Thunder-type damage, and he gets extra ASI as a Fighter, it may be a good idea to drop an ASI on getting the Elemental Adept feat, especially since a lot of creatures resist Fire Damage.
VARIANT HUMAN +1 STR/+1 INT Arcana or History Proficiency Charger, Elemental Adept (Fire), and/or War Caster Feat
FIGHTING STYLE Unarmed Fighting
SUGGESTED SPELLS
C Fire Bolt, Light, Thunderclap 1 Burning Hands, Fog Cloud, Longstrider, Jump, Thunderwave 2 Aganazzar’s Scorcher, Scorching Ray, Shatter 3 Ashardalon’s Stride, Fireball, Haste, Thunder Step 4 Elemental Bane (Fire)
MONK
Bakugou doesn’t really wear armor. The only real armor on his hero uniform is knee guards and his grenade gauntlets. Everything else is just cloth fabric. Yet, Bakugou is very difficult to hit or pin down, using his explosion quirk to evade as well as to attack. Bakugou also works well mechanically as a Monk, as he is rather flexible and perceptive. Monks also gain the ability to walk up walls and over water, which you could always just flavor as Bakugou launching himself with his quirk. The Monk Features of Evasion and Diamond Soul also work in tandem to make Bakugou even harder to take down, and the Monk’s increased movement speed can likewise be attributed to his qurik.
WAY OF THE FOUR ELEMENTS
Although this subclass is considered suboptimal due to it burning through your ki points for its primary features, I still felt it was worth including albeit below the better option. Monks, like Fighters, can unleash a barrage, only this time, Bakugou can spend 1 more ki point to make all of his punches explosion-flavored. While the Four Elements Monk is rather poorly built, the fire elemental spells are objectively better overall, since Bakugou does at least get access to Fireball, a fairly good spell.
VARIANT HUMAN +1 DEX/+1 WIS Intimidation or Perception Proficiency Charger and/or Savage Attacker Feat
ELEMENTAL DISCIPLINES Elemental Attunement (Shower of Sparks, lighting candles) Fangs of the Fire Snake (fire punches) Sweeping Cinder Strike (Burning Hands) Flames of the Phoenix (Fireball) Gong of the Summit (Shatter)
TRANSLATING BAKUGOU
BARBARIAN
If we take Bakugou’s quirk out of the equation entirely and just translate his general style, Bakugou’s anger is probably his most defining feature. In earnest, Bakugou is closer to a very angery tactician, falling more in line with a Battle Master Fighter, but I felt I had to at least address Bakugou’s anger management problems by showcasing him built as a Barbarian. Beyond just being angry, the Barbarian doesn’t need a lot of armor, like the Monk, and can also throw caution to the wind in order to go on a savage rampage, which can be fitting for Bakugou when he’s worked up and not thinking clearly.
PATH OF THE BERSERKER
I know a lot of people dismiss this subclass because of the level of exhaustion that comes with it, but I’m going to defend it. Bakugou would only suffer exhaustion if he’s already raging and decides to go into a full on Frenzy, which is completely optional to trigger, and does not happen every time he rages. The Berserker subclass pretty much looks at you and says “Hey, so I hear you like being angry. But what if... you were twice as angry?”. Bakugou becomes so angry that his mere presence can intimidate people, and he can immediately retaliate against anyone who hits him.
VARIANT HUMAN +1 STR/+1 CON History or Insight Proficiency Charger and/or Fighting Initiate* Feat
FIGHTING STYLE* Unarmed Fighting
KIRISHIMA EIJIROU
For our human puppy dog Kirishima, we’ll make him a Variant Human also, just like Bakugou. We’ll give him +1 STR/+1 CON, give him Persuasion for his free skill so he can get on people’s good sides, and for his free feat, if he’s a Barbarian, give him Fighting Initiate so he can get Unarmed Fighting to ensure that he really packs a punch. Otherwise, if he’s a Paladin, give him the Tough feat to make him stupidly strong.
For his background, Kirishima works well as a City Watch, patrolling the streets and stopping criminals. He gets Athletics and Insight as his skills of choice.
BARBARIAN
On paper, Barbarian doesn’t feel like it fits so well for Kirishima, as he’s a very friendly guy. However, many of the mechanics work surprisingly well. Namely, Kirishima is hard to hurt, indicating a high AC. On top of that, Kirishima’s party role would obviously be a Tank. Considering that if he makes it to level 20 in Barbarian, he can have a CON stat of 24, this is by far the best class to be a brick wall. Even on minor details, the class fits Kirishima. He mostly fights shirtless, and even his pants aren’t really very protective. So Kirishima’s lack of protection translates very well into Unarmored Defense. Barbarians also suffer from a Reckless Attack, a fault that costs Kirishima his midterm exam. He’s so focused on busting through the blockades in his way that he tires himself out instead of seeking a smarter solution. It’s also worth pointing out that when Kirishima fights, he is a lot more aggressive than normal, and you could always just flavor his “rage” as single-minded determination or being overcome with chivalry and manliness. If you know your campaign isn’t going to reach level 20, feel free to take 1 level of Fighter for the fighting style and use your Variant Human feat on Tough instead.
PATH OF THE TOTEM WARRIOR
If you want Kirishima to be able to shrug off most damage, this is the best way to do it. There are other subclasses that reduce melee damage, but the Totem Warrior is the best way to shrug off almost all kinds of damage. Raging already reduces the damage dealt to Kirishima, but the Totem of the Bear at 3rd Level gives him resistance to every kind of damage except for psychic. At 6th Level, he can pick the Totem of the Bear again to be better at breaking, lifting, and pushing heavy objects around like the big muscle-head that he is. Finally, at 14th level, he can take the Totem of the Elk to break out Red Riot’s signature move the Red Gauntlet, bulldozing enemies in his way and knocking them down in the process.
TRANSLATING KIRISHIMA
PALADIN
If I had to make Kirishima any class, it would definitely have to be a paladin. Not only do they cast with Charisma, which Kiri has in spades, but the paladin has a strict moral code that they adhere to. I’ve found very few characters in media that would map well onto a paladin, as there may be characters with strong convictions, but characters in fiction don’t really tend to live by a creed per se. But Kirishima extols the virtues of manliness so much that he maps very well onto a paladin.
OATH OF THE CROWN
All four of the tenants correlate to Kirishima’s code of manliness really nicely. In Kiri’s worldview, a man should strive to be an upstanding citizen, loyal, brave, and faces the consequences of his actions honorably. Paladins of the Crown are often government-sactioned and serve the local authority, a pretty nice translation of Kirishima’s role as a pro-hero-in-training. Having Kirishima be a city guard sworn to protect the innocent and uphold the law is a surprisingly fluid translation of his backstory and character to fit into the world of Dungeons and Dragons.
OATH OF GLORY
With the tenants of this Oath, Kirishima shows more of his grit and determination, which also lines up with his virtues of chivalry and hard work. He believes that taking action is more valuable than using words, that hardships and pain are a means of toughening a hero and testing their resolve, that his body must be broken before it can grow strong, and that rigorous discipline is needed to be an effective hero. Whereas the Oath of the Crown is focused on serving and protecting the people, the Oath of Glory is a little closer to Kirishima’s personal desires: to be famous and receive recognition. It’s a big part of his character. He feels invisible because of his boring hair color and common quirk, so he goes out of his way to draw attention to himself and make people take notice of him. So a paladin oath focused on achieving greatness is a great fit for Kirishima’s personal aspirations.
SUGGESTED SPELLS
1 Cure Wounds, Heroism, Searing Smite, Thunderous Smite 2 Branding Smite, Lesser Restoration, Magical Weapon 3 Aura of Vitality, Blinding Smite, Crusader’s Mantle 4 Death Ward, Summon Greater Steed, Staggering Smite 5 Holy Weapon, Destructive Wave
Because quirks are hard to translate nicely to DnD, I figured approaching the characters from multiple build angles would be the best way to translate them to the setting of DnD without losing what makes them who they are. Obviously, feel free to mix and match as you see fit. If you think both of them should be barbarians, go for it. If you think I’m stupid and Bakugou should have been a Phoenix Sorcerer, then prove me wrong and built the character the way you see fit. But I hope this serves as a helpful guide to making Kiribaku a strong team on the battlefield for your next DnD session. Just make sure you get yourself a sturdy horse that refuses to go down.
#kiribaku#bakushima#krbk#bakukiri#bakugo#bakugou x kirishima#bakugo x kirishima#bakugou#kirishima#kirishima eijirou#bakugou katsuki#katsuki#katsuki x eijirou#katsuki x eijiro#eijiro kirishima#kacchan#dnd#dungeons & dragons#Dungeons and Dragons#dnd 5th edition#dnd fifth edition#dnd 5e#5th edition#Fifth Edition
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Predictions/Options for level 4 ASI/Feats:
Robbie/Dorian: I’m hoping he goes ASI for Charisma so he gets another inspiration and a DC increase, but as a guest character he isn’t under as much pressure and could take a cool feat as well. The world is his oyster.
Marisha/Laudna: doesn’t get one as I think she's level 2 in both her subclasses. (I think she mentioned being a level 1 sorcerer when they were discussing her Shadow Sorcerer abilities in a previous ep.)
Sam/Fresh Cut Grass: I hope they take ASI for +2 Wisdom, but Sam tends to lean towards feats early on. Maybe the Healer feat?
Ashley/Fearne: I would LOVE it if she leaned into the Feywild part of Fearne and took Fey Touched. It would boost her Wisdom by 1 and she’d get Misty Step (and 1 other Divination/Enchantment spell). Ashley never took ASI as Yasha, but I wonder if that might change in which case maybe: +1 Int, +1 Wis?
Laura/Imogen: Honestly either +2 Charisma through ASI or maybe War Caster? Though she could also take Resilient to become proficient in those Wisdom saves she has to make.
Liam/Orym: Hoping for ASI for that sweet 20 Dexterity for my little ballerina man, BUT he could also take the Alert feat and complete the DM nightmare feat hat trick (Lucky, Keen Mind, Alert). I take it back, I’m hoping he takes Alert lmao.
Taliesin/Ashton: *chanting* Crusher Feat! Crusher Feat! It gives a plus 1 to Strength and has a fun bonus effect for his hammer. Either that or a +1 to Dex and +1 to Con so his AC goes up by 2, also his thieves’ tools roll would go up too.
#these are mostly just my ramblings and wishes#not to be taken serious lmao#cr3 spoilers#critical role
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For the ask meme: burning bright, anything about the parts at the table with the Nein. You write their banter so well!
FIC SPOILERS BELOW!
Burning Bright on AO3
The entire dinner scene hit me like a bolt of lightning while I was working on this fic. It started with Beau’s outburst, and then Veth’s willful denial and subsequent fit, and I built the two scenes around that.
Diving into particulars….
“Uhm,” he said, intelligently, but quickly recovered and flashed his friends a smile. “It is most impressive. Certainly a step up from a tiny hut.”
A direct reference to the name of the spell. Originally it was Leomund’s tiny hut. I have no clue why in 5e Wizards decided to 86 the attribution names on so many spells like Otiluke’s resilient sphere and Tasha’s hideous laughter. Things like that always made me curious about the (what I assume were) PCs the spells were named after. I had thought maybe it was because the characters who diegetically invented them were specific to one setting, but in that case I don’t know why Bigby’s hand is still Bigby’s but Evard’s black tentacles are no longer Evard’s. I don’t like it. As an aside, Widowgast’s Nascent Nein-Sided Tower is, mechanically speaking, Mordenkainen’s Magnificent Mansion. Anyway. Moving on!
It was delectable that Caleb wanted to impress him.
This boy hungry and not just for soup
Flustered, Essek tried to fend them off, but it was Caleb that did him in. It was always Caleb. The human took a large roll from his own plate, broke it in half, and offered one of these parts to Essek, who tried his best not to choke.
“You need to keep your strength up, ja?” Caleb implored him quietly.
The steady hand that accepted was a point of pride because it very much wanted to quake. The Kryn weren’t bread people, but...did he have any idea what this gesture would mean in Rosohna? Any inkling at all?
This is another one of those places where I delight in playing to cultural differences. What I’d had in mind for what that gesture—breaking food into two pieces and offering half to someone—WOULD mean in Rosohna was a bit nebulous, as I like to keep the reader guessing a bit and let their imagination fill in the blanks; but my rough idea was that it’s a courting gesture that signifies “I can and will provide for you, even if it means less for me.” An expression of selfless caregiving and an offer of partnership. Not wholly unlike a bird bringing food to a prospective mate.
And actually it’s a little bit funny coming from Caleb, who has fuck-all to his name but his name, when Essek is a rich bitch who answers directly to the Bright Queen.
Not that he was about to say it out loud, but he was a quick convert to this whole bread thing. To say that it won him over would be an understatement. That seemed to be a recurring theme here.
I imagine if I’d grown up never really eating bread and was introduced to it in adulthood I’d be like “Where have you BEEN all my life?!” But also: the bread is friendship, the bread is the Mighty Nein, the bread is communion in the spirit of sharing rather than politics and appearances and power plays—things he thought he was fine without until they were foisted upon him.
Somewhere in the course of the multiple conversations going on at one time, Jester got an Idea, as she was prone to doing. He became increasingly aware of her talking about kissing, of all things, and this culminated in her shouting above the din, cheeks flushed purple though he hadn’t seen her touch any wine: “I have an idea you guys! Why don’t we all go around and say how many people we’ve kissed?”
Jester is the most wonderfully convenient deus ex machina if you ever need to insert an awkward or embarrassing conversation among the Mighty Nein, because this is exactly the sort of shit she would do.
Jester leaped up and slammed her hands onto the table. “Caduceus you’ve never been kissed?! That’s so sad!”
The firbolg was unfazed. He merely shrugged and said, “It hasn’t come up and I haven’t gone looking. Not something I’ve ever thought about, really.”
Jester’s tail lashed back and forth behind her like an overstimulated cat. “Do you want me to kiss you?”
Fjord went a bit wild-eyed at this. Caduceus smiled gently and said, “No thank you.”
Three things about this part:
1) Jester’s tail doesn’t get NEARLY enough mention in fic! If I’m playing (or writing) a character with a tail you can be damn sure you’re gonna know what it’s doing! Makes me wanna play a tabaxi tbqh.
2) Cad’s “No thank you” is the sum total of his sexuality, lol. Jester was raised in a pretty highly sexualized setting, didn’t really get out much before she fled Nicodranas, and can be pretty naïve, so she doesn’t really get the whole aroace thing; but it never crosses Cad’s mind that this would be “abnormal“ or ”sad” in any way—it causes him no distress, as it shouldn’t. This is yet another “Same planet, different worlds” moment.
3) Fjord is physically restraining himself from yelling “JESTER WHAT THE FUCK” lmao
Veth kept picking at it. “So you’re um. You know. Into the fellas?”
Beau snorted. “I could’a told you that months ago.”
“Yeah you could’a!” Veth pouted with a self-conscious curl to her shoulders.
I saw a comment on Tiktok that said Veth was being borderline homophobic, but that wasn’t my intent! It’s just that she inherited a certain blind spot for male queerness from her player, and as hard as she’d been trying to encourage Caleb to hook back up with his female ex, it never occurred to her that he had a male ex, too—and given that they’ve been so close for so long, she’s feeling pretty self-conscious about the fact that she never figured out that Caleb is bisexual in all that time, as well as kind of upset that no one—Caleb especially—told her. She’s having a moment of “Why didn’t I know this? Did you think it was going to change things between us? Did I make you feel unsafe?” And also a little bit of “Okay well, now I have to get him to hook up with TWO people AT ONCE because my boy deserves threesomes 😤”
Jester went goggle-eyed at him. “You’ve only been with one person?” she exclaimed. “But you’re like a hundred years old! And very handsome. I would have thought you’d get like, all the ladies.”
Ladies. Right.
Veth might not be the only one with a certain blind spot.
Beau gave her a funny look, snorting. “I dunno, he seems like the kinda guy who turns down those offers left and right.”
..…But Beau’s got his number, for more than one reason. She’s got super gaydar, for one, and has him pegged as the type who’s very choosy about his partners (also mind you, this was before demi!Essek was canonized by WoG, so I was still rolling with my hc that Essek got around when he felt like it).
The uproar was instantaneous. Everyone—almost everyone—started talking or shouting at once. Beau’s voice rang out among the din with, “HOLY SHIT ESSEK FUCKS.” Strangely pleased with himself, he downed the rest of his wine in one gulp and spent the next few minutes fending off increasingly prying, personal questions until the Nein grew bored with his lack of answers and someone changed the subject.
There it is, the line that spawned two entire scenes!
He was not a war mage, but he was experienced and wily, and he was damned good at what he did, and as long as there was breath left in his body, the Mighty Nein would not fall here.
Joke’s on me, motherfucker literally has the War Caster feat -_-
But like in my defense, that’s just what it’s called in the book. The feat just means that you have either the training or experience to cast well during a fight, which I see as not necessarily the same thing as a war mage, which was my way of saying an arcane caster who is a soldier.
Veth stared at her blankly as if willing herself not to understand. “Caleb? With who?”
She breathed steadily. “...Essek. Caleb and Essek.”
Beside her, Jester squealed and brought her fists to her face.
Veth was less enthused. “WHAT.”
Beau’s mental commentary here is dead on. Veth still doesn’t really trust Essek at this point and has been pretty vocal about that…despite being the one to declare him part of the Mighty Nein? Eh, she’s allowed to have complicated feelings on the guy, all things considered. But I find it kind of comical and very Veth (and very Sam) for her to be all full of zest for trying to get Caleb back together with the frigging Volstrucker who is actively working for his abuser and worst enemy but balk at him hooking up with Essek.
Jester “explained” in a delighted yell: “Caleb and Essek are gonna fuuuuuuck!”
I don’t know, is this too unsubtle to call foreshadowing? The line flowed naturally in the dialogue, but it’s also letting the reader know exactly what they’re in for next, lol.
“...He’s going to break that little elf twink, you know,” Veth said, sounding distant. Seemed she was having some difficulty processing. Not too surprising, considering how adamant she was about wanting their wizard to hook back up with his old flame, the fucking Volstrucker. “We’ve all seen his dick.”
This was 100% taken from Sam’s little throwaway line “It’s above-average” but it turned out to serve two purposes other than reminding the reader that all of these people have seen Caleb naked:
1) It’s yet another thing Veth thinks she understands about him but doesn’t. Caleb’s a top like Dalmatians are purple and if you disagree then I respect your right to be incorrect ;)
2) That said, it is, in fact, foreshadowing for the sequel, in which Essek experiences a great deal of frustration. (I haven’t touched the damn thing in weeks, feels like; I’ve been too busy with work, being exhausted from work, and being in a tizzy about my upcoming surgery.)
Fjord blurted out, “I’ll join you.”
Poor Fjord has had such an uncomfortable night!
Hoo boy that was a lot. Thanks for the ask, this was really fun!! And sorry it took so long; I work Saturday nights and things got really busy for a bit there.
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You want a fun way to abuse a DnD 5e mechanic?
A Dhampir's bite attack is based off of your constitution modifier and the bonuses it provides are based off the piercing damage it does so it can be very difficult to improve. Common methods of improving damage such as barbarian rage or fighting styles do not work with this bite attack because it's a weapon that does not use strength, and it is not wielded in a hand. A rogue's sneak attack doesn't work either becuase it isn't a finesse weapon. Even spells such as divine favour do very little because you want to improve the piercing damage.
So, how can it be improved? The Ranger Class provides a variety of benefits, the optional feature Favoured Foe let's you add an extra 1d4 to the bite attack of the same damage type as the bite, increasing the healing or bonus to your next abilty check/attack roll by 2.5 on average. Then the ranger gets access to hunter's mark, which is a better favoured foe which does 1d6 instead of 1d4, for an average improvement of 3.5. But then we get to the Ranger Conclave where we'll choose the Hunter Conclave and choose Collosus Slayer, giving you an extra 1d8 once a turn, which can provide an average of 4.5 on top of hunter's mark. So at 3rd level, if you hit an enemy below half health with hunter's mark active with your bite attack, you get on average 10.5 + Constitution Modifier in healing or an attack bonus up to twice a day.
But we can go further. At 4th level take the charger feat. which let's you add 5 damage to the attack roll if you dash and move 10ft in a straight lane as an action. Now we can go into Fighter to get to the Battle Master Subclass, which offers us Superiority dice to improve our bite attack, adding another 1d8 at 3 fighter levels. At 4th level Fighter get Savage Attacker which lets you reroll one of the damage die for your bite attack increasing the average a fair bit. At this point you should have 5 ranger Levels for multi-attack and 4 fighter levels, not even including the Savage Attacker bonus, your bite does 1d4+1d6+2d8+5+Constitution Modifier for an average of 20+Your Constitution Modifier in healing or bonuses 3 times a day.
But we can go even further still! Take 8 levels in War Cleric, that access the divine smite which adds one last d8 to our total. Take the Piercer Feat which lets ys re-roll another damage die like Savage Attacker. And our final step, is to take 3 more levels in a full caster class to enchant our fangs with the most powerful magic weapon spell. For a total amount rolled of 1d4+1d6+3d8+8+Constitution modifer for an average of 27.5+Constitution modifier plus re-rolled dice and a maximum critical hit of 52+Constitution Modifier of healing (or if you needed to be able to have a +52 for an ability check) 4 times a day and with one less point another 2 times.
If you don't want to be dashing around the College of Swords Slashing Flourish can (somewhat debatably) add 2d6 instead of the charger feat. +5, but since it's debatable I did not include it in my calculations.
Thanks for reading and sorry to your DMs
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Fate and Phantasms #70: Scáthach
Today on Fate and Phantasms, we’re making the queen of the Land of Shadows and Witch of Dun Scaith, Scáthach!
Or at least we’re trying to, because to properly make her, you have to make someone who’s great at literally everything. Don’t worry though, you’ll just have to settle for being very good at most things instead.
Check out below the cut for the full breakdown, or you can look at the character sheet over here!
Note: I’m not changing the build around for it, but Tasha’s added the ability to cast cantrips as weapon attacks to the sixth level of bladesinger, so it might be worth the effort to shift things around to get that benefit.
Race and Background
Scathach used to be human, but now she’s half divine and guards the underworld. Fallen Aasimar would be more flavorful, but Half Elf gives us more to work with, also makes us half human, and will appease any stickler DMs when it comes to level 10. They get Darkvision; Fey Ancestry, giving you resistance to being charmed and immunity to magical sleep, and Skill Versatility, making you proficient in two skills of your choice. Here we’re going with Athletics and Religion to balance your physical and mental skills. You also get +2 Charisma and +1 in two abilities of your choice, here Dexterity and Wisdom.
Guardian of the Underworld is one hell of a resume, but it keeps you away from the rest of humanity and makes you a lot smarter than most people, so Sage is a pretty close approximation, giving you proficiency in Arcana and History.
Stats
Make your Dexterity as high as possible- you know where to stick those spears, and you’re also remarkably hard to stick spears into. Second is your Intelligence, you mentor some of the greatest warriors and mages in Ireland, so you’re pretty smart. For that same reason, make Wisdom third. Your Constitution isn’t as high as we’d like it. You’re supposed to be immortal, but we have plenty of ways to make that a nonissue. Same for your Strength, we don’t really need it, but it should be a lot higher than 10. Finally, dump Charisma; you can be hard to get along with sometimes, especially when people bring up your age.
Class Levels
1. Fighter 1: Starting off as a fighter gives you proficiency in Strength and Constitution saves, as well as in two fighter skills, like Acrobatics and Intimidation. You also pick up a Fighting Style. Two-Weapon Fighting will make your left hand just as strong as your right... just as soon as you can dual-wield your spears. We’ll get there. You also get a Second Wind, letting you use your Bonus Action once per short rest to heal yourself. You’ve got tons of runes, one of them has got to be able to heal you.
Eventually, you’ll be dual-wielding spears, but for now just focus on using the one.
2. Monk 1: Hopping over to Monk nets you Martial Arts, letting you use your much stronger dexterity instead of strength for weapon attacks, a d4 for unarmed attacks, and your bonus action to make an unarmed strike after making a weapon attack with your action. You also get Unarmored Defense, giving you an AC of 10+your dexterity modifier+your wisdom modifier when not wearing armor. I’m not sure what you’re supposed to be wearing, but it’s definitely not armor.
3. Fighter 2: Back in Fighter now, you get an Action Surge, letting you tack an extra action to one of your turns once per short rest.
4. Fighter 3: Grab Eldritch Knight as your martial archetype, gaining Spells that use your Intelligence to cast and the ability to Weapon Bond. If you spend an hour performing the ritual, you can bond a weapon to yourself, making it impossible to disarm you unless you’re incapacitated, and you can summon one bonded weapon as a bonus action as long as you’re in the same plane. You can have up to two weapons bonded at once.
For your spells, Create Bonfire and Frostbite are fire and ice runes, respectively. Protection from Evil and Good will make you more of an anti-divinity powerhouse, Shield will boost your AC higher and protect you from missiles, and Sleep’s just useful.
5. Fighter 4: For your first feat, grab Dual Wielder to increase your AC by 1 while holding two weapons, finally allow you to dual wield spears, and draw two weapons at once. Summoning weapons is cool, but maybe you should just keep some on hand too.
For your spell, Magic Missile can be even more summoned spears that always hit their target.
6. Fighter 5: Fifth level fighters get an Extra Attack, letting you attack twice per action. This adds up to two times normally, three times with your off hand/martial arts, four times with your action surge, and five times altogether.
7. Fighter 6: Use your next ASI to become a War Caster, giving you advantage on concentration saves, the ability to cast spells as opportunity attacks, and best of all, the ability to cast somatic spells with both hands occupied by weapons. If you’re going to dual wield, you better do it right.
8. Fighter 7: With our last level in fighter for a bit, you learn some War Magic. If you use your action to cast a cantrip, you can attack with a weapon as a bonus action. Now you can really mix your magecraft and weapon wielding!
For your spell, grab Darkness to bring a bit of Dun Scaith back to the material plane.
9. Wizard 1: We’ll be heading back to the fighter levels soon, but we’re taking a quick detour for some extra magic power. When you become a wizard, you gain another set of Spells that also use Intelligence to cast, but are kept in your Spellbook and have to be prepared ahead of time. You also gain Arcane Recovery, letting you recover a number of spellslots on a short rest with a total level equal to half your wizard level, rounded up.
You also get a ton of spells at level one, most of which will be your Wisdom of Dun Scaith helping you steal some abilities from other classes. Jump and Featherfall from monks, and Comprehend Languages and False Life from Warlocks, specifically. You also get Detect Magic and Indentify to help you sniff out magical artifacts that you probably already know about. Finally, you get Booming Blade, Chill Touch, and Message as cantrips.
10. Wizard 2: Second level wizards specialize in a school of magic, and being a half-elf qualifies you for becoming a Bladesinger. Bladesingers gain Training in War and Song, a long way of saying Performance proficiency, and the titular Bladesong, which you can activate as a bonus action. It lasts for a minute, and while active you add your Intelligence modifier to your AC and concentration saves, add 10′ to your movement speed, and have advantage on acrobatics checks. You gain a number of bladesongs equal to your proficiency per short rest, and it will end early if you wear medium or heavy armor, a shield, or make a two-handed attack with a weapon. None of those should be issues for you.
For your spells this level, grab Longstrider for extra mobility and Cause Fear because you tend to have that effect on people. Especially your pupils.
11. Wizard 3: Third level wizards get second level spells. Cloud of Daggers lets you summon a swarm of Gae Bolgs in a 5′ cube, dealing damage to those who enter. Hold Person lets you stun a Humanoid for up to a minute if they fail a Wisdom save each turn, for free advantage on attacks in guaranteed critical hits.
12. Wizard 4: Now that we can finally use spells and spears at the same time, we can use these ASIs for stats. Bump up your Intelligence for more wizard spells, stronger spells in general, and a stronger bladesong.
You also learn how to cast Gust for a wind rune, can Misty Step for high-speed movement, and Detect Thoughts for some more Clairvoyance.
13. Wizard 5: Our last wizard level gives you some third level spells! Magic Circle lets you carve protective runes to ward off or capture extraplanar beings, and Haste makes you anime-character level fast, doubling your movement and giving you an extra action each turn.
14. Fighter 8: Another ASI, this time bumping up your Dexterity for more damage to others and less damage to you. You also learn how to use your clairvoyance to Locate Objects.
15. FIghter 9: You become Indomitable, letting you reroll a failed saving throw once per long rest.
16. Fighter 10: Tenth level Eldritch Knights can make Eldritch Strikes, imposing disadvantage against the next spell save a creature makes before the end of your next turn when you hit them with a weapon attack.
For your spells, you can Encode Thoughts, making a physical copy of either your own thoughts, or those you read with Detect Thoughts, to literally steal people’s skills. You also learn how to combine your summoned spears with an ice rune to create Snilloc’s Snowball Swarm.
17. Fighter 11: Thanks to another Extra Attack, you get a third attack each action. You also learn to combine your summon spears with a fire rune to make some Scorching Rays.
18. Fighter 12: Another ASI. Use this one to improve your Intelligence for stronger spells and songs.
19. Fighter 13: You gain a second use of Indomitable per rest, and learn how to carve a Glyph of Warding. It can either be used as an explosive trap, or to cast a 3rd level or lower spell on activation. All you have are 3rd level or lower spells, so that’s not much of an limitation.
20. Fighter 14: Use your last ASI to empower your Constitution for more health and stronger concentration saves. You also get your final spell, Melf’s Minute Meteors, to summon some lasting spears, launching a few each turn as a bonus action.
Pros:
You have a really strong Armor Class, ranging anywhere from 17 with only your weapons to 26 with your bladesong and spear active, meaning you can last for a while on the front lines.
You also have plenty of options for dealing with enemies, ranging from spell-enhanced physical combat to using regular damaging spells.
Finally, you’re really smart, and have great focus. You have a high intelligence score and proficiency in most intelligence checks, meaning you’re always caught up on whatever lore the party needs to know. Your Concentration is also solid, thanks to War Caster and your Bladesong.
Cons:
Overall, the build is kind of unfocused. In FGO, being a good fighter and spellcaster makes you extra powerful. In D&D, it makes you spread thin.
Grabbing all that extra martial ability means you’re stuck with low level spells. Upcasting a glyph of warding to level 5 is nice, but let’s be honest; high level spells are just better.
Your Charisma is pretty low, and you don’t have proficiency in any interpersonal skills. Knowing the right thing to do won’t help much if you can’t convince others to go along with your plan.
Next up: If I had a nickel for every dual-wielding magical spearperson I’ve built, I’d have two nickels. It’s not a lot, but it’s strange that it happened twice.
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5e Lux, the Lady of Luminosity build (League of Legends)
(Artwork by Riot Games)
Quick it’s been a whole 3 updates without Lux getting a skin! Make her a D&D build instead!
Jokes aside (which are actually inaccurate since Ezreal currently has the most skins but...) I’ve been having a blast playing Lux personally in soloqueue. Along with the fact that she is practically the poster child for both Demacia as a Region and League of Legends as a game it’s only fair to make a build for her.
This build is going to give me some sort of terminal illness though because I get to make a full level 20 build in one of my infamously most despised classes to build characters with.
GOALS
Illuminate the enemy - Lux is a light mage, so we’ll need a whole lotta light spells. Light Cleric? Nooo that’s crazy talk.
We can do this - Unlike most full AP “supports” Lux actually has a shield, which at least gives her more to do than just steal kills.
The superior tactic is to never give up - Lux also has a good amount of CC in her kit with Slows and Roots. And the laser; can’t forget the laser.
RACE
You may be surprised to hear that Lux is a human, and unlike most magic humans where I make some excuse to use the Eberron Dragonmarks this time Lux will actually just be a plain old Variant Human! Variant Humans get an increase in two Ability Scores of their choice: Intelligence and Wisdom will let you focus on the tactics, focus on the enemy, and focus on the battle. You also get a skill of your choice like Deception to hide any secrets you may have, and a language where we always pick Celestial for the Demacian good girls.
Of course the main feat of Variant Humans is their ability to get a Feat at level 1. The little light needs a single spark so Magic Initiate will give you that spark! Go into Cleric to get a Lucent Singularity in the form of Sacred Flame, and while you could grab Word of Radiance for a close-ranged burst of light I’d instead suggest Guidance: magic can be used for protection or harm. For your first level spell Shield of Faith will let you throw out your wand to shield your allies. Sure there are probably stronger spells to pick but this is the most in-character.
NOTE: If you want a stronger build with less Radiant damage Resilient (Constitution) or War Caster are very good picks to keep Concentration spells up.
ABILITY SCORES
15; INTELLIGENCE - Lux is a master of superior tactics. That is to say that this isn’t a Cleric build.
14; DEXTERITY - For once this isn’t “something something Medium Armor” but rather that I’d just like to have AC that’s not godawful?
13; WISDOM - In part so that Magic Initiate isn’t terrible, in part so we can see the truth in people.
12; CONSTITUTION - I have no reason for this other than “it’s nice to not have completely godawful health?
10; CHARISMA - There has to be some reason Lux is getting all those skins but ultimately we need other stats more.
8; STRENGTH - You’ve got a big brother to do the heavy lifting. It’s your job to keep smiling!
BACKGROUND
Lux is many things depending on what skin you decide to wear, but officially she’s a Noble of the Crownguard family. As a noble you get proficiency in History and Persuasion as well as a gaming set of your choice. (Lux seems the type for chess? So choose a Dragonchess set unless your DM allows Tellstones instead.) You also get a language proficiency of your choice so pick whatever your ADC will understand. Unfortunately Giant Ape isn’t an option.
As a Noble you have a Position of Privilege. You are welcome in high society, and people assume you have the right to be in suspicious places. Commoners make every effort to accommodate you and other nobles treat you with respect. And if you need to you can have a meeting arranged to meet the local nobles.
(Artwork by Riot Games)
THE BUILD
LEVEL 1 - WIZARD 1
END MY SUFFERING. Welcome to my favorite class of all time to talk about: Wizard! As a Wizard you get two proficiencies from the Wizard list like Insight to see into the hearts of others and Religion since Lux probably went to church. Truthfully just about anything makes sense but these are the two that make the most sense. Feel free to take Arcana if you have to be the obligatory Wizard with Arcana proficiency.
As a Wizard you get access to some Cooldown Reduction thanks to Arcane Recovery, which lets you recover a number of expended spell slots on a Short Rest. The total level of the slots is equal to half your Wizard level (rounded up), and you can’t recover any spells that are higher than 5th level. So in short if you’re level 5 you can recover three total levels of spells: either three 1st level spells, a 2nd level spell and a 1st level spell, or a 3rd level spell.
And of course with the ability to recover spell slots you get access to Spellcasting, which is my favorite part about Wizards because they get an absolute boat load of spells at first level! So with that in mind...
CANTRIPS
If you want to illuminate the enemy grab Firebolt, because light comes from fire after all.
For a little light Prestidigitation will let you do a bunch of things, including create a little light.
Of course the light mage needs to know the Light spell.
SPELLS
It may seem weird but you’re gonna want Alarm. Trust me.
To shield yourself grab both the Mage Armor and the Shield spells.
To protect others from dangers outside of Demacia take Protection from Evil and Good.
If you find any strange stuff around old family tombs then Identify will be helpful. That, and you are the Wizard.
For some offensive light Color Spray will let you blind enemies for a turn, based on their health.
We may not have much yet but we’ve all gotta start somewhere. Now you’re probably wondering why I didn’t pick Light Cleric for this build. Well that’s because...
LEVEL 2 - WIZARD 2
Second level Wizards get a Prismatic Barrier if they go to the School of Abjuration. Along with being an Abjuration Savant (letting you learn Abjuration spells at half the cost and time) you also have an Arcane Ward. When you cast an abjuration spell of 1st level or higher (this includes your Magic Initiate spell!) you create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier.
Whenever you take damage, the ward takes the damage instead. If the damage would reduce the ward to 0 you take any remaining damage. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell, even if the ward was at 0. At the end of a long rest the ward disappears, and you have to make a new one.
Hey that’s why I told you to take Alarm, as you can ritual cast it to heal your ward! (2 HP at a time!) But speaking of Alarm you can learn another 2 spells: while Detect Magic might be more of Sylas’ thing you are still the party Wizard, and if you want to actually do some damage Earth Tremor is a good replacement for Lucent Singularity. I mean, it does bludgeoning damage but it slows in an AoE!
LEVEL 3 - WIZARD 3
Third level Wizards can learn second level spells. Weird I know. Regardless Hold Person will let you root the enemy with Light Bindings, and Scorching Ray will be a beginner spark that only does Fire damage.
LEVEL 4 - WIZARD 4
Fourth level Wizards get their first Ability Score Improvement. Naturally as a Wizard your main stat is Intelligence, so increase that.
You also learn 2 more spells along with a cantrip! For your cantrip to keep yourself from getting dove Thunderclap is a big burst of AoE damage that also causes a big boom. For your leveled spell Flash is always good to bring so grab Misty Step, and to keep yourself hidden I’m actually going to recommend Nystul’s Magic Aura, which will help you hide your true self from any detection spells. Yeah you probably won’t need it but it’s still incredibly good to have in case the Mageseekers come looking for you.
(Artwork by Riot Games)
LEVEL 5 - WIZARD 5
5th level Wizards can learn 3rd level spells and hey look I’m actually allowed to take Fireball without it being “not in-character.” Big burst of light big damage woo! Other than that it’s kinda your job to cast spells like Counterspell so...
LEVEL 6 - WIZARD 6
6th level Abjuration Wizards can finally shield their allies with Projected Ward. If an ally within 30 feet takes damage you can use your reaction to make your ward take the damage instead! Of course if the ward breaks protecting them they take the remaining damage as expected.
You can also learn two new spells at this level. You know what shoots in a big line and doesn’t do Radiant damage? Lightning Bolt, because it does lightning damage. Meanwhile if you want to keep your allies safe from anything stupid they might do Remove Curse will get rid of the stupid for you. Shame that you will still be eternally cursed to have a Yasuo on your team.
LEVEL 7 - WIZARD 7
7th level Wizards can learn 4th level spells. Time to grab our first Radiant damage spell with Sickening Radiance. Burn enemies with the light and slow them down with Exhaustion. Magic isn’t evil!
For a more instant detonation of your E Vitriolic Sphere will do a sudden burst of not Radiant but Acid damage in an AoE. I assure you magic isn’t evil!
LEVEL 8 - WIZARD 8
At 8th level you get another Ability Score Improvement which means it’s time to cap off that Intelligence.
You can also learn another two spells and you know what I like? Lines of damage. It’s a bit more than a “final” spark but Wall of Fire will let you create a big line of damage for the enemy to deal with. And again because it’s kinda your job Banishment will let you hit an enemy with Zhonya's, taking them out of the fight until you lose Concentration. More of Bard’s thing but you are the Abjuration Wizard here.
(Artwork by Riot Games)
LEVEL 9 - WIZARD 9
9th level Wizards can learn 5th level spells like Dawn and Wall of Light, to banish the shadows! That’s all the Radiant damage Wizard spells at 5th level!
LEVEL 10 - WIZARD 10
As a 10th level Abjuration Wizard you have Improved Abjuration, letting you add your proficiency bonus to abjuration spells that force a skill check like Counterspell. Consider it a boost to your shields to block oncoming skill shots.
You can also add two more spells to your spellbook: Hold Monster is like Hold Person, but it works on Dragons. And because it’s my build grab Synaptic Static because I like this spell. Hey: slowing the enemy does make it harder for them to hit you or dodge your attacks!
You also get another cantrip! Message will allow you to speak outside of /all.
LEVEL 11 - WIZARD 11
11th level Wizards can learn 6th level spells. Hey you know the joke that Lux’s ultimate has no cool-down? Well Sunbeam will let you shoot out Final Sparks with no cool-down to do massive damage and blind them. If you want a more deadly, single-use laser however try Disintegrate to turn your enemies to ash! Nope: magic still isn’t evil!
LEVEL 12 - WIZARD 12
12th level Wizards get another Ability Score Improvement but seeing as your Intelligence is maxed out you have a few options: you can increase your Dexterity for better armor, Constitution for better health and Concentration checks, or Wisdom for better Magic Initiate spells. There are also plenty of feats you can take like Tough for more HP, Warcaster or Resilient (Constitution) for better Concentration checks, Elemental Adept (probably for Fire) to make your attacks stronger. Heck, you can even grab Actor to pretend that you’re not actually a mage or Healer to provide some Redemption. These are all just suggestions though so take whatever you think will be good, since I can’t make your character for you completely peace meal.
I can suggest new spells for you though: we’re actually going to hop back a few levels for Dimension Door at 4th level to teleport back to lane, and Tasha’s Hideous Laughter at first level because... well that’s certainly a way to describe Lux’s laugh.
(Artwork by Riot Games)
LEVEL 13 - WIZARD 13
13th level Wizards get 7th level spells. More Radiant damage, anyone? Crown of Stars gives you some radiant projectiles to fire at enemies for big burst of illuminating damage!
But if you want to hold Lucent Singularity for awhile take Delayed Blast Fireball. As the name suggests the spell is delayed, and it gains power as it charges up. Keep the enemy in the AoE until they explode! "Shine bright!"
LEVEL 14 - WIZARD 14
14th level Abjuration Wizards can now buy Adaptive Helm. Spell Resistance? Advantage on all saving throws against spells? Resist all magical damage? Yes please!
And you get two more spells: for some varied light take Prismatic Spray, and if you need to teleport back to base? Use Teleport!
LEVEL 15 - WIZARD 15
Hey 8th level spells! Time for the final Radiant Damage spell: Sunburst! Other than that I think the ability to respawn would be nice: Clone lets you do exactly that, granted with a hefty cost on your CS so... do try not to die too much.
LEVEL 16 - WIZARD 16
16th level means another Ability Score Improvement:
You can increase your Dexterity for better armor, Constitution for better health and Concentration checks, or Wisdom for better Magic Initiate spells. There are also plenty of feats you can take like Tough for more HP, Warcaster or Resilient (Constitution) for better Concentration checks, Elemental Adept (probably for Fire) to make your attacks stronger. Heck, you can even grab Actor to pretend that you’re not actually a mage or Healer to provide some Redemption. These are all just suggestions though so take whatever you think will be good, since I can’t make your character for you completely peace meal.
You also get two more spells. Want an Elder Dragon buff? Illusionary Dragon will summon a big (illusionary) dragon to fight for you! Need a safe place to hide from it all? Demiplane will let you do just that.
(Artwork by Riot Games)
LEVEL 17 - WIZARD 17
17th level Wizards can learn 9th level spells! These are your ultimate powers, and boy are there a lot of them! Start with a Deathcap special: Meteor Swarm! For an ultimate spell of protection Prismatic Wall does a lot of stuff but will absolutely stop your foes with the power of light!
LEVEL 18 - WIZARD 18
18th level Wizards have Spell Mastery, allowing them to cast a 1st level and 2nd level spell at will. By this point your cantrips are probably more effective than your low level “damage” spells, but you can still use some defensive aid from Mage Armor (if you haven’t found something better than Mage Armor to defend yourself with) or Shield. For your second level spell if you’re still fighting humanoids Hold Person will always be useful, but if you want to open the training tool unlimited Misty Step is a powerful option!
And with two more spells in your spellbook you may as well grab the ones at 9, because even if you only have one 9th level slot these spells still cost a ton to learn normally. For a massive burst of magic grab Psychic Scream, and of course you can’t have 9th level spells if you can’t Wish upon a star.
LEVEL 19 - WIZARD 19
19th level Wizards get our last Ability Score Improvement:
You can increase your Dexterity for better armor, Constitution for better health and Concentration checks, or Wisdom for better Magic Initiate spells. There are also plenty of feats you can take like Tough for more HP, Warcaster or Resilient (Constitution) for better Concentration checks, Elemental Adept (probably for Fire) to make your attacks stronger. Heck, you can even grab Actor to pretend that you’re not actually a mage or Healer to provide some Redemption. These are all just suggestions though so take whatever you think will be good, since I can’t make your character for you completely peace meal.
You do also learn 2 more spells but by this point you have so many spells I can’t give you many more to choose from. Just grab whatever you like since its unlikely you’ll even get to level 20 anyways. (Abjuration spells would be a good idea though.)
LEVEL 20 - WIZARD 20
20th level Wizards get signature spells! Choose two spells of third level: these spells will always be prepared, and you can cast them once at third level without expending a spell slot. If you want to cast them again or cast them at a higher level you’ll use the slot as normal. Naturally you’ll want constant access to Lucent Singularity, so take Fireball to always have it at the ready. And if you want lasers Lightning Bolt makes sense, but technically you are still an Abjuration Wizard so Counterspell is kinda your job?
Oh and don’t forget you get two more free spells.
FINAL BUILD
WHY NOT LIGHT CLERIC?
As stated earlier in the build the main reason I went for Abjuration Wizard over Light Cleric was the Arcane Ward ability from Abju Wiz. But Light Cleric doesn’t have much that would be in-character for Lux: Warding Flare could work as a shield but Lux doesn’t really blind people, and the ability is just generally far more limited than Arcane Ward. Radiance of the Dawn lets you banish the shadows but Lux doesn’t have a light burst that originates from her own position, and likewise Corona of Light isn’t something Lux does.
There’s also just generally the fact that Lux doesn’t do Cleric stuff? She doesn’t heal nor does she get her power from god. Lux is mostly a Wizard who focuses on casting many powerful spells. But that being said there are a lot of good Cleric spells that are very Lux-like (Flame Strike, anyone?) and if you wish you could easily make a Lux build going full Light Cleric instead of full Abjuration Wizard. Heck, you could even split between the two if you want.
PROS
No more holding back! - You’re a fully level caster. That means 9th level spells, accompanied by all the spell levels beforehand! Shape the world with your magic!
Take courage in the light - You are also a very powerful support with a 45 health Arcane Ward to shield allies and yourself, not to mention plenty of Abjuration spells and general spells to keep enemies at bay.
A beacon in battle - Even if you’re a squishy Wizard Spell Resistance will give you, well, resistance to most dangers at high levels. Almost everything at high levels is magical, and you take half damage and have advantage against it all! And if they come at you with martial weapons? Well there’s spells for that too!
CONS
Curiosity's gonna kill one of us - Even with resistance you’re still a squishy Wizard with a little over 100 health if you’re lucky. Power Word Kill, anyone?
I don't have dark secrets; I have bright ones - You’re not the most adept out-of-combat, having very few non-combat utility spells and rather weak skills for socializing and exploration.
Into battle with hearts aglow - I took Magic Initiate mostly for RP. Truth is that the feat isn’t good for you. I’d really recommend taking a different feat instead, or at the very least grabbing Healing Word instead of Shield of Faith.
But there’s few problems that can’t be solved with a smile, and even fewer that can’t be solved with a laser. Blast away your enemies and defend your friends: focus on the tactics, focus on the enemy, and focus on the battle! And keep laughter to a minimum. Please.
(Artwork by Riot Games)
#dnd#DnD build#dnd guide#dnd wizard#yeah it's full wizard#League of Legends#League of Legends Lux#DnD 5e#sunshine#double rainbow
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Summoned: “Fu Fu... It is never enough to step around and off the Thrones. Oh? You thought you summoned me? No, it is I who chose you. Don’t worry, I will take good care of you as long as you show me an exciting time. Class? Oh my, it seems I am a Foreigner this time. I wonder how that came to be when I am my own source of power...” Level Up: “Careful now; it’s hard enough not to swallow everything up as is” 1st Ascension: “Fine. That coat was getting stuffy. I wonder if using a Taikyoku value of five will suffice your desire to make me stronger?” 2nd Ascension: “Once again, you push my patience. What a fool for a servant I have... But very well, you may touch if you wish, no need to be gentle” 3rd Ascension: “What? Did you expect me to get naked for you? Get back to work” 4th Ascension: “So this is your limit to paying attention to me? I know your limits better than you do, a few rare individuals in this version of the Throne’s Universe would likely give me more, but that is only for sheer statistics that matter just as little as they are small. You raised someone who could destroy this world and its logic with a snap so boldly; perhaps you deserve a reward. A shame it won’t be coming from me”
Battle Start 1: “Does it even matter if I acknowledge a small dot in existence?” Battle Start 2: “If you have no strategy, obey. I have dealt with worse than fools who stand against me” Skill 1: “Be blessed by the Throne, Duality is a fragile thing” Skill 2 (1): “None can touch everything unless they are everything themselves” Skill 2 (2): “The God Head rejects all attempts to reach the Throne” Skill 2 (3): “Can you still show me your all?” Skill 3: “Too fun to die” Attack Selected 1: “Is there even an enemy?” Attack Selected 2: “Very Well” Attack Selected 3: “Duality has chosen” Noble Phantasm Selected (1): “And There I Stood, Splinting Ying and Yang” Noble Phantasm Selected (2): “Have they sinned that much?” Attack 1: “Vanish” Attack 2: “Take the mercy of death” Attack 3: “Why do you struggle?” Extra Attack: “A glimpse of the Throne” Noble Phantasm: “I am the Truth of Existence. I declare Duality. You are the Evil in my way and eyes. I am everything, everything is me. And I reject you. Atziluth-Tai: Unrecorded Law of Duality” Regular Damage: “I will allow it” Damage from Noble Phantasm: “So that is your feat?” Defeated 1: “Woe is me, for here I fall. Puahahahahahhahah!” Defeated 2: “Well done. I will take my leave, even if I can keep going. Fairness is Good at times, no?” Battle Finish 1: “A nice exercise” Battle Finish 2: “Rest your throats first, you talk and yell a lot. What?”
Bond Level 1: “I am the progenitor of the Throne, the Truth of the Universe, but my records are already unfitting with this universe. I truly am a Foreigner, am I not?” Bond Level 2: “Classes? Caster, Saber, Ruler. I try to stay separate in how I fight with them so I do my best to not mix weapons. Hmm? Ruler? Yes. How can the supreme Good not be a Saint?” Bond Level 3: “You lasted longer than most of the ones I give chances to. They are usually far too demanding or try to give me human sacrifices... It was a phase, a phase! Why does no one let that go... Even worse are the ones who think themselves a Master when they can’t even master their own fingers, let alone someone else” Bond Level 4: “You’re still here? I would apologize, but I am not sorry. When you watch everything with eyes that would make even the Grand Caster green with Jealousy, you lose track of the situation of every aspect” Bond Level 5: “Geez, you really don’t know when or how to quit, do you? I don’t think anyone’s done this much bonding with me since Naraka... Say, how do you like chairs? I prefer to keep such things limited to Caster, but perhaps I can do something for you”
Dialogue 1: “Your sense of decoration is terrible. You don’t need heroes to save the world, you need a decorator to save your room!” Dialogue 2 (Before London): “Petty. Saving the world? Petty. Your aims are so small and unimportant it really is laughable. I declare it Evil; now go find something better to do with your time, I hear you haven’t even invented proper space travel” Dialogue 3 (After London): “You met Solomon, personally at that. You talked. Your desire to save the world is Evil so stop that” Dialogue 4 (After Finishing Arc 1): “Evil and Too Late. Sympathize with Goetia? Don’t get me wrong, he had the correct intentions but his methods were too small scale. No, what is evil was your goal. I saw Romani, I saw the information beyond this world and time. You saved the world and lost someone important to you, you nearly lost two people important to you. You need someone to blame? I am right here. Kick, punch, scream and be a useless speck against the Multiverse but face facts and pin it on someone else” Dialogue 5 (After the Start of Arc 2): “Good or Evil you ask? You know how I feel about saving the world, bother someone else with questions like that” Dialogue 6 (After Bond 3): “Why do I talk so much? Wouldn’t you like to know, pretty boy/girl?” Dialogue 7: “It is lonely at the top, is it not?” Dialogue 8: “Cherish that Mashu Girl. Every commander needs someone close to them to care for and be cared for” Dialogue 9 (After Bond 10): “Masochist? I’m not a Masochist! I’m just fair! What? Let Muzan stab me through? Yes, I did, but what does that have to do with anything?”
If You Have Ozymandias: “I found someone talking about Gods who can speak more than me. This is Evil. Punish that Pharaoh if you want to avoid a battle of speeches” If You Have Lancer Arturia (After Camelot): “The Lion King is here? Is she still trying to freeze everyone to save them? It reminds me of someone I used to will have know. Eh? It’s not her? A shame. And yes, it is correct, talking about events on a level I am is difficult in your temporal sense” If You Have Nobunaga (Any Version): “Demon King of the Sixth Heaven? The Hajun Brat found a new retainer?! Get behind me, fool, the last time that brat did something all of existence was threatened” If You Have Gilgamesh: “Originals of Noble Phantasms? Originals. Originals!? BOI!” If You Have Altera: “I heard someone call things and people Bad Civilization? For some reason I feel like there is an odd overlap for some reason...” If You Have Kama: “That girl... Fu fu fu... To think a Walking Universe is here” If You Have Muzan: “The Remorseless. The one who dethroned me... Oh how I missed his sword... A shame Chaldea would be unable to survive the two of us clashing” If You Have Satanel: “I tried giving the Angel Maker a salt Popsicle once. Never have I been so frightened of someone licking away at ice cream with a straight face” If You Have Mercurius: “Ah yes... That Dedicated Snake... The one who remodeled the very basis of my Throne. As impressive as he is, how much death do you think would have been avoided if he simply started swallowing his own tail?” If You Have Reinhard: “The Golden Beast himself! I hear people jump into fire when he talks, but he’s not that bad and he even managed to achieve a feat unknown to humanity still by making his hair defy gravity. A shame for him that he cannot embrace himself, to my knowledge, but he simply needs someone to do it for him, no?” If You Have Fuji Ren: “Ah yes, the Frozen Lover. I can enjoy him for moments at a time and his dedication is admirable to extents few can match; but he is fundamentally someone I cannot spend long with either, he is an enemy of progress and I am the leader of Progress” If You Have Marie: “The Beached Golden Beauty... I can see why the Snake loved her so” If You Have Hajun: “And here I thought you were trying to save the world. Perhaps he came because all else is already gone here. Keep more than two eyes on him, if you’re lucky he will keep none of his three on you”
Something You Like: “I could name a lot of things, but the things I have grown up with are no longer of this universe” Something You Dislike: “I am the Truth and I am Duality. The question itself is Evil; the things I dislike are Evil and the ones I especially like are Good” About the Holy Grail: “I see people never stop dying for trivialities. If you have a wish, say it to me and I will grant it so long as it’s actually worth my time and impressive enough. I have the power, but do you have the dreams to want something an entity beyond Creation would find interesting?” During an Event: “Someone is making a mess of things... Do you want to go check it out?” Birthday: “You survived a year and want a party for it? Fine, but only because we are at war; your war, but even so. What do you desire? I’ll make an exception to my Wish rule just this day”
#The Records Speak as Such (Headcanons)#The First but In the Universe of Another (ic) [Mithra] {Foreigner Verse}
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Musing on builds for Beatrice
Booming Blade gets a damage bump at level 5, which makes it better than a regular attack for levels 5 and 6 until she gets extra attack at level 7. The potential bonus damage also makes it better for levels 1-3, although Blade Flourish is better for the 3 times/day I can spend Bardic Inspiration on it during level 4. After level 7 Blade Flourish remains generally better unless I specifically want Booming Blade’s effect.
Picking up Shadow Blade with Magical Secrets will more than double her damage, but only if she can maintain concentration. And since Bards don’t get proficiency with constitution saves, that might be hard even with the War Caster feat.
Two weapon fighting offers a bit more damage than dueling, although it doesn’t beat Booming Blade til she gets extra attack either. She’s fine with spending her bonus action on an attack since she isn’t using it to grant Bardic Inspiration, but the problem is that using both hands stops her from casting most spells and Shield in particular. I think that 17 AC is low enough that she’ll generally want to have Shield available. Dual rapiers WAS her originally concept in Pathfinder tho.
War Caster solves the casting with hands full issue, and comes with the added bonus of Booming Blade opportunity attacks when she isn’t Shielding and better concentration for Shadow Blade. That’s now 3 feats including Mobile though, which is starting to leave her actual stats low. And Shadow Blade might want ANOTHER feat for Resilient to get proficiency on Con saves. If the hypothetical DM let her get shields instead of medium armor War Caster is probably worth it even without Duel Wielding for that +2 AC (or more with the possibility of a magic shield, since she isn’t getting an AC bonus from any magic armor she won’t be wearing). That’s 1 more AC than Dual Wielder while retaining the ability to react with Shield and a bonus action for casting Healing Word (or maybe Misty Step from Magical Secrets?) which is probably worth it.
I’m not sure how important the Mobile feat is. The most important part is being able to retreat without provoking opportunity attacks. Blade Flourish does kind of cover that for the 3 times I can use it per short rest, if she pushes the target with Mobile Flourish and chooses not to follow. Blade Flourish DOES requires a hit though, and is limited use until she hits level 15. Misty Step or Zephyr Strike at 11 w/ Magical Secrets is also another way to exit combat.
hm hm hm
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Building Zelda in BG3- Wizard
So now we've got a more fitting build, even if we can't give her dope Dragon scales.
Link's Fighter build is next.
The Silent Scientist
Background
Race: Elf (High Elf)
Background: Sage
High Elf Cantrip: Ray of Frost
Abilities
Strength: 8 (-1)
Dexterity: 10 (0)
Constitution: 10 (0)
Intelligence: 17 (+3)
Wisdom: 16 (+3)
Charisma: 13 (+1)
Class & Levels
Class: Wizard
Proficiencies: Religion, Investigation
Cantrips: Shocking Grasp, Light, Blade Ward
Spells: Thunderwave, Witch Bolt, Shield, Mage Armor, Feather Fall, Sleep
The distinct difference between Wizard and Sorcerer is that a Wizard learns two spells every level and can learn new spells from magic scrolls you find throughout the world. You still have a limited number of spells you can have prepared at any given time, but it still gives you more options than a Sorcerer. Which for our purposes, means choosing spells isn't quite as important, so I'll just show what spells are most appropriate for Zelda to be able to use.
Level 2
School: Divination
Spells: Longstrider, Enhance Leap
Divination makes sense because of all the prophecy and time hijinks going on with Zelda. Plus having those portent dice in your back pocket is very useful.
Level 3
Spells: Flaming Sphere, Gust of Wind (Daruk+Revali)
Level 4
Cantrip: Mage Hand (For efficient research)
Spells: Hold Person, Magic Weapon (Stasis Rune+Charging the Master Sword)
Feat: Ability Improvement (+2 Intelligence)
For the ability improvement, same deal except Wizards use Int for their spellcasting modifier. Plus Auntie Ethel's boon might be a bit trickier to get, but still worth it.
Level 5
Spells: Slow, Remove Curse (Sage of Time+Healing Gloom)
Level 6
Spells: Lightning Bolt, Glyph of Warding (Urbosa+Calamity Wrangler)
Level 7
Spells: Fire Shield, Ice Storm (Daruk+Naydra)
Level 8
Spells: Feign Death, Misty Step (Slumber of Restoration+Teleportation Rune)
Feat: War Caster
Level 9
Spells: Hold Monster, Telekinesis (Calamity Wrangler+Magnesis Rune)
Level 10
Cantrip: Dancing Lights/Friends
Spells: Banishment, Stone Skin (Traditional Zelda ability+Daruk)
Level 11
Spells: Sunbeam, Chain Lightning (Divine Power+Urbosa)
Level 12
Spells: Globe of Invulnerability, Cone of Cold (Divine Shield+Naydra)
Feat: Spell Sniper/Polearm Master/Resilience- Charisma/Mobile
If you do choose Spell Sniper, I think Sacred Flame is the most fitting choice of Cantrip to go with it.
Not as much to say about this, it's just about kitting her out well, but that's more in-depth than I'd like to go.
#Baldur's Gate III#Baldur's Gate 3#BG3#Legend of Zelda#LoZ#Breath of the Wild#BotW#Tears of the Kingdom#TotK#Zelda#BG3 Build
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Throne of Night Theory Builds Part 5: The Drow Demon Binder of Book 4
Continuing the posts of wondering what the builds of certain encounters would be for this AP, here’s a drow queen that has at least two demons under her command.
Like the other post, this uses only OGL material. I had discussed things with the Paizo legal team (it was suggested I do so and it’s good that I did), and to do this without any legal issues from their side, I would have to abide by the same rules that Gary did. I’m okay with that. However, Kickstarter is out of their jurisdiction so they couldn’t comment on anything further regarding that. I’m still being careful of what information I’m sharing (despite it being six years later and most of the public now has access to the updates anyhow).
Also, I didn’t note this in the last one, but any monsters that don’t change stats and are directly part of the encounters, I’ll just link them directly. Summons don’t count though as that can change from GM to GM. Tactics can be ignored if the NPCs have gained information about the party and this would cause them to act differently.
For space reasons, cropping the encounter build.
Again, all images shared here were done by the forever fantastic and amazingly talented Michael D. Clarke, aka SpiralMagus.
EDIT: Cleaned up the stats and fixed the broken link.
Book 4 discussed entering the drow city, for whatever reason that may be. It could finally be time for revenge for the drow siblings or maybe the dwarves wish to finally avenge the svirfneblin back in Book 1. Either way, the party enters here, take on an arena with spider riders and confront drow royalty that looks exactly like a dark elf version of a marilith. Both of these I’ve done previously, and have linked to those blog posts.
The situation here is that the party encounters the queen after they witness what looks to be some kind of civil war between drow families. One side are all regular drow surrounded by darkness, while the other is surrounded by flames and winged demons. My assumption is that you side with one of the two warring factions.
Ignoring that one or two of the encounters might include drow troops, I’m jumping straight to the main course. In Way of the Wicked, this same spot was a CR 18 encounter. Unfortunately, the picture doesn’t tell the entire story because no matter how I try, I can’t balance it that high without adding in a fourth party that’s not in the picture.
Meet Queen Alyarra Aleanmtor. Her name literally means “Legendary Queen of the noble line of the Abyss.” I used this generator. She’s described as a merciless monarch who wants to rule over everything, and wants to destroy the empire the party is trying to create.
Thinking about the drow side of the AP, I thought it’d also be interesting if she was also the antagonist that was responsible for their mother’s death and their banishment. It’d be a great story beat if that was the case so they could finally get their revenge on her. If this wasn’t the case in the original story, then it definitely should be now.
The best part of this build is I even got to use a feat from Fire Mountain Games Book 5 (which I’ll attach a link to it). I’m assuming that he would have used at least something from his previous publication. It’d be too sad to have made those feats, class archetypes, items, and spells only to have them appear once. This all takes place in the same universe, after all.
Don’t forget to add the +2 hp/HD for any and all demons the queen summons with summoning spells. As well, as the extra +1 for Superior Summoning and bonus to stats for Augmented Summoning (which grants even more hp) or all creatures summoned.
QUEEN ALYARRA ALEANMTOR OF HOUSE UNDORIEL (CR 16; 76,800 XP) Female blasphemous covenant drow noble conjurer (teleportation) 16 CE Medium humanoid (elf) Init +8; Senses darkvision 120 ft., see invisibility; Perception +3 DEFENSE AC 19, touch 15, flat-footed 15 (+4 armor, +1 deflection, +4 dodge) hp 110 (16d6+52) Fort +6, Ref +9, Will +11; +2 vs. enchantments, +2 vs. continuing effects Immune sleep; Resist fire 30; SR 27 Weakness light blindness OFFENSE Speed 30 ft. Melee mwk staff +8 (1d6–1) Arcane School Spell-Like Abilities (CL 16th; concentration +22) 10/day—shift At will—dimensional steps (480 feet/day) Conjurer Spells Prepared (CL 16th; concentration +22) 8th—maze, quickened wall of fire, summon monster VIII 7th—caustic eruption (R-DC 25), quickened fireball (R-DC 24), quickened haste, reach mass bull's strength, summon monster VII (usually shadow demons) 6th—conjure black pudding, globe of invulnerability, greater dispel magic, planar ally (already cast; hezrou), quickened acid arrow 5th—acidic spray (R-DC 23), cone of cold (R-DC 22), hungry pit (R-DC 23), reach greater invisibility, wall of force, whip of centipedes 4th—acid pit (R-DC 22), black tentacles, greater invisibility, solid fog, touch of slime (F-DC 22), wall of ice 3rd—displacement, fireball (R-DC 20), mad monkeys, rain of frogs, slow (W-DC 20), stinking cloud (F-DC 21), twilight knife 2nd—acid arrow, create pit (R-DC 20), glitterdust (W-DC 20), mirror image, see invisibility (already cast), resist energy, web (R-DC 20) 1st—grease (DC 19), heightened awareness, magic missile (2), mudball (DC R-19), shield, vanish 0 (at will)—mending, message, read magic, resistance Opposition Schools enchantment, necromancy Spell-Like Abilities (CL 16th; concentration +19) Constant—detect magic At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate 1/day—divine favor, dispel magic, suggestion (DC 16) Hedge Wizard Cloak Spell-Like Abilities (CL 1st) At will—acid splash, prestidigitation 1/day—mage armor, unseen servant TACTICS Before Combat Queen Alyarra casts mage armor from her cloak, then heightened awareness, resist energy (fire), and see invisibility. If there’s time, she casts greater false life from her scroll. During Combat On the first few rounds, Queen Alyarra casts mass hold person and quickened fireball, before dropping them into a pit spell or hitting them with black tentacles. Afterwards, she summons as many allies to the front lines as possible while her demon bodyguards protect her and attack anyone who gets too close. Queen Alyarra starts with summon monster VIII, calling greater fire elementals, surrounding as many targets as she can and using a quickened wall of fire to trap as many creatures with the elementals. Anyone heavily armored becomes the target of her maze spell, with healers being a prime candidate. Arcane casters have the best chance of inhibiting her summons and countering her spells, so she targets them with quickened acid arrow and mudball, hoping to blind them, then using globe of invulnerability to make them ineffective against her.
In following rounds, she turns invisible and buffs her allies with her quickened haste, reach bull’s strength and reach greater invisibility, before using levitate to survey the battleground. Using her wall spells to control the fight, Queen Alyarra traps opponents and summons shadow demons with summon monster VII, or frogs and monkeys, to battle those within her created barriers. If anyone turns invisible, she hits them with faerie fire or glitterdust. Queen Alyarra never stays in one place for too long, utilizing her shift ability as best as she can.
If forced into melee combat, she casts displacement, and mirror image, then divine favor, and summons a twilight knife and whip of centipedes to attack the would-be attackers. Morale Queen Alyarra does not fear death thanks to her aegis of recovery and countless summoned minions. If the aegis is used to keep her alive, she calls her summons to protect her. Her pride does not allow her to leave the battle, and fights to the death. Base Statistics Without greater false life and heightened awareness, Queen Alyarra’s stats are hp 90; Senses Perception +1; Skills all Knowledge skills are 2 lower. STATISTICS Str 8, Dex 18, Con 12, Int 24, Wis 12, Cha 16 Base Atk +8; CMB +7; CMD 26 Feats Augment Summoning, Contract Master (FMG #5), Craft StaffB, Improved Initiative, Quicken SpellB, Reach SpellB, Spell Focus (conjuration), Scribe ScrollB, Spell Penetration, Superior Summoning, True Name (greater planar binding [nalfeshnee], planar binding [glabrezu]) Skills Appraise +17, Diplomacy +19, Fly +11, Knowledge (arcana, dungeoneering, history, local, nature, nobility, religion) +22, Knowledge (planes) +27, Linguistics +15, Sense Motive +17, Spellcraft +20 Languages Aboleth, Abyssal, Aklo, Common, Draconic, Drow Sign Language, Dwarven, Elven, Gnome, Skis'raal, Terran, Undercommon SQ arcane bond (staff), compression (belt), summoner’s charm (8 rounds) Combat Gear scroll of greater false life, scroll of mass hold person, acid (2); Other Gear ring of protection +1 (signet ring), Aleanmtor Crown (acts as a headband of vast intelligence +4 [Diplomacy, Sense Motive]), aegis of recovery, belt of the weasel, cloak of the hedge wizard (conjuration), jaunt boots, spellguard bracers, staff of speaking (bonded object), ring of counterspells, spell component pouch, traveling spell book (contains all prepared spells plus all Core cantrips, scorching ray, whip of spiders, and fly) SPECIAL ABILITIES Blasphemous Covenant (Ex) Since their twisted beginnings, the drow have consorted with demons. Some drow have strong ties with these creatures and may call upon ancient and obscene associations to sway demonic cooperation. Drow with this racial trait gain a +2 bonus on Diplomacy checks made against unbound creatures with the demon subtype. Furthermore, demons conjured with any summon spell gain +2 hit points per Hit Die. Lastly, the cost of bribes or offerings for any planar ally spell cast by these drow to summon a demon is reduced by 20%. This racial trait replaces keen senses and poison use.
--name means “legendary queen of the noble line of the abyss”
UL'GUTH XELGRARITH (CR 14; XP 38,400) Nalfeshnee
VOROK BASTROR (CR 13; XP 25,600) Glabrezu
TOZZAN (CR 11; XP 12,800) Hezrou
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And that’ll do it at this time. If I come up with anything else that needs stats, I’ll probably do another one of these. We’ll see though.
These are my own designs for how I thought things would go, and can be changed or ignored entirely. It was just something I wanted to do for myself. The itch has been scratched for the time being.
#michael clarke#gary mcbride#throne of night#adventure path#dwarf campaign#drow campaign#drow elf#drow#dwarf#pathfinder#pathfinder 1e#D&D#dnd#dungeons & dragons#Dungeons and Dragons#book 4#fire mountain games#SpiralMagus#dark elf wizard#Michael D. Clarke#roleplaying#ttrpg#roleplaying game#deviantart#deviant art#d20#kickstarter#pathfinder rpg#ttrpg art#dark elf
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{ooc}
D&D statting of Magus incomplete attempt below:
I decided to stat him as both sort of an NPC with class features. NPC because that means I can make him a little bit overpowered and add extras that couldn’t “legally” be allowed. I decided on using a high level with Wizard 16 and Fighter 3, his first level being wizard, but dipping into fighter early. I would use the stats of the halberd in place of a scythe.
Janus “Magus” Zeal.
Medium humanoid (human), Chaotic neutral
AC: 16 (+2 leather armor) (19 with mage armor)
HP: 100 (16d6 + 3d10 +19)
Speed: 30 ft.
STR: +2 (14)
DEX: +3 (16)
CON: +1 (12)
INT: +5 (20)
WIS: +2 (14)
CHA: +2 (14)
Skills: Arcana+11, History+11, Intimidation+8, Stealth+9
Senses: Passive perception 19, Passive intelligence(Investigation) 25
Challenge 16
Spellcasting. Magus is a 16th-level spell caster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). He has the following wizard spells prepared*:
Cantrips: Create Bonfire, Dancing Lights, Chill Touch, Gust, Mage Hand, Minor Illusion, Prestidigitation
1st level(4 slots)-Absorb Elements, Detect Magic, Feather Fall, Mage Armor, Burning Hands
2nd level(3 slots)-Darkness, Darkvision, Invisibility, Levitate, Misty Step, Shatter
3rd level(3 slots)-Fireball, Animate Dead, Fly, Hunger of Hadar
5th level(2 slots)-Scyring
6th level(1 slot)-Programmed Illusion, Harm
7th level(1 slot)-Prismatic Spray, Plane Shift
8th level(1 slot)-Demiplane
*This is in case of having him more like an NPC, as a PC his prepared spells would change on a daily basis of course.
Class Feats:
Fighter:
Great Weapon Fighting- When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can preroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Second Wind-You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest.
Action Surge-You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
Weapon Bond-At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you incapacitated. If it is one the same plane of existence you can summon that weapon as a bonus action on you turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bandwidth one of the other two.
Eldritch Knight Spellcasting.
Wizard:
Wizard Spellcasting.
Arcane Recovery- You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Arcane Tradition- Evocation
Evocation Savant- Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
Sculpt Spells- Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Potent Cantrip- Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Empowered Evocation- Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Overchannel- Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Feats:
Observant, War Caster
I was thinking that maybe he should have Skulker as well or instead.
——
This is still incomplete, I would say his scythes are magical with +1-3 extra damage. I added Hunger of Hadar because even though it shouldn’t be there it’s a close analogue to Dark Matter. Dark Matter maybe can just be an added homebrew spell, in place of Harm. I tried to look for spells that do area of effect damage so I didn’t put lightning bolt and stuff like that.
Still dunno what to think, I mean I won’t ever use him in a real game, this is just if I want to get into dice roll shenanigans for some reason like @atieflingwarlock does. Though if that’s the case maybe I just be even more flexible with it.
Here’s a homebrew idea that I could also use that I think would work with a few tweaks, it’s a Warlock archetype but maybe I can fudge things and there:
https://www.dandwiki.com/wiki/The_Shadow_Weave_(5e_Archetype)
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Animorph d20 Modern part2 the Yeerks
I made the Iskoort plants based on an off hand comment from a Reddit forum on how ethical the choice to create them actually was
Yeerk
"Yeerks are parasites. A Yeerk enters a host through the ear canal, flattens itself out on the brain, and takes over completely. The host creature can't scratch an itch unless the Yeerk wants it to. We call a being who has been taken over that way a Controller. You must be thinking the Yeerks are pure evil. But let me tell you what it's like to be a Yeerk who isn't in a host. Yeerks are basically gray slugs. No hands, no legs, no eyes, no ears. If a Yeerk wants to be free, free to really move, free to see the beauty of the world around it, free to hear music or even the sound of rain on leaves, if a Yeerk wants that, it has to have a host. If a Yeerk wants to be free, it has to make another living creature a slave. Not an easy choice, is it?"―Cassie
Species Traits
Creature Type (Ex): Yeerks are considered Outsiders with the Native and Aquatic subtypes.
Blindsight (Ex): Yeerk are blind but can ascertain all creatures and objects within 120 feet by non-visual means, while completely submerged in water or Yeerk pool liquid. Beyond that range or when not submerged, all targets have total concealment with respect to the Yeerk.
Kandrona Dependance (Ex): Yeerks do not require normal sustenance, how ever they must absorb Kandrona radiation from their native star (or suitable artificial source), this radiation must be filtered through a Yeerk Pool (a liquid substance with a similar viscosity and color to syrup), If a Yeerk does not spend at least 1 hour in a Yeerk pool every 72 hours they will begin tosuffer the normal effects of starvation and eventually die. A dead Yeerk will be expelled if currently possessing a host.
Abnormal Weakness (Ex): Maple or Ginger Instant Oatmeal can some how simulate the effects of Kandrona radiation when a Yeerk is possessing a host, however, consuming Plain Instant oatmeal comes with a High addiction chance, and prolonged consumption will cause the Yeerk to permanently fuse with the host's brain, dealing 2d6 points of Intelligence drain to the Yeerk.
Host (Su): If it succeeds at a melee touch attack roll against a restrained or willing living creature at least one size category larger than the Yeerk (and with a minimum Intelligence of 2), it can enter the creature’s body through an exposed orifice (usually the ears). The target gets a Will save (DC 10 + Yeerk's Hit Dice + its Charisma modifier) to keep the Yeerk from entering and taking control of its body. If the save fails or the potential host chooses to willingly fail the save, the Yeerk seizes control of the creature’s body. A remove curse spell can expel a Yeerk from a creature’s body, but the caster must succeed at a level check (1d20 + caster level) or the spell fails (DC 10 + Yeerk's Hit Dice + its Charisma modifier). If the host drops to 0 or fewer hit points, the Yeer inside will typically “emerge” from the host ears, and attempt to flee if possible. While possessing a creature, Yeerks cannot be physically attacked directly, however they are still subject to effects such as falling damage and some FX effects. If a Yeerk takes a non-sentient (Int 2) Host, it must make a Will save each day it remains in the host or suffer 1d4 points of temporary cha damage, if the Yeerks Cha is reduced to 0 it is expelled from the host, the Charisma damage will only restore at the normal rate if it takes a sentient host.
Combined Challenge Rating: The Challenge Rating of a Yeerk with a host is equal to the host’s Challenge Rating +1.
Host Protection (Ex): An attached Yeerk uses its host’s base saving throw bonuses if they’re better than its own. Effects that target Outsiders can’t affect a Yeerk possessing a non-outsider host.
Immunities: Yeerks are immune to mind-influencing effects. This ability is conferred upon the puppeteer’s host as well.
Resistance to Massive Damage(Ex): Like Vermin Yeerk gain a +5 species bonus on Fortitude saves to negate the effects of massive damage. This ability does not benefit the host.
Shared abilities: The Yeerk retains its skills and feats when it takes a host (Except Hide and Swim), and also has access to all Skills, Feats, Special Qualities and Talents available to the host. If both the Yeerk and Host share a skill, the Yeerk may use which ever skill has the higher value with a +2 circumstance bonus.
Typical Yeerk CR. Tiny Outsider (Aquatic, Native) HD:3d8-9.HP4. Mas5. Init:+4. Spd: 5ft, swim20ft. Defense:17, Touch16, FF13(+2size, +4dex,+1Nat). Bab+3. Grapl-8. Atk/Full Atk:+2melee touch(None, initiates Host). FS:2.5ftx2.5ft. R:0ft. SQ: Outsider, Aquatic, Blindsight, Kandrona Dependance, Abnormal Weakness, Host, Host Protection, Immunities, Resistance to Massive Damage, Shared abilities. AL:.Sv Frt+0,Ref+7,Wil+3. AP:0. Rep+0. Str5, Dex18, Con5, Int14, Wis11, Cha14.
Skills: Bluff+7, Drive+9, Hide+12*, Intimidate+7, Listen+2, Pilot+9, Read/Write/Speak (Yeerk), Sense Motive+5, Spot+2, Swim+5*
Feats: Alertness, Simple Weapons Proficiency
Advancement: None
*Does not benefit from Shared abilities
Gedd
"Over time, the Gedds evolved. They were a sort of... like a monkey, I suppose. We were in the Gedds till the Andalites first came. Some of our people still have nothing better than Gedds for hosts."―Temrash 114 to Jake
Species Traits
Humanoid type: Gedds are considered humanoids with the Gedd subtype.
Bumbling (Ex): Gedds suffer a -2 species penalties to all Strength and dexterity based skills.
Gedd CR1/2. Small Humanoid (Gedd) HD:2d8. HP9. Mas11. Init:+2. Spd 20ft. Defense:15, Touch13,FF13(+1size, +2dex,+2Nat). Bab+1. Grapl-4. Atk/Full Atk:+melee(1d3-1 bite) or +ranged (1d4-1 RI;10ft, thrown rock). FS:5ftx5ft. R:5ft. SQ: Bumbling. AL: Tribe or Yeerk Empire. Sv Frt+0, Ref+2,Wil+3. AP. Rep+.Str9, Dex14, Con11, Int6, Wis7, Cha6.
Skills: Climb-2, Hide+4, Listen+0, Speak (tribal dialect), Spot+0.
Feats: Simple Weapons Proficiency, Weapon Focus (Bite)
Possessions: None
Advancement 3-4HD (Small)
Vanarx
"Where the Andalite head had been, there was now a long, thick tube. There was an opening like some horrible mouth at the end of the tube. The thing was purple, but translucent. You could almost see through it, although I wasn't sure if that was because it was a hologram, or if the animal itself was that way. The hologram Visser lowered the tube-mouth toward Chapman's head. The mouth opened, revealing hundreds, maybe thousands, of tiny suckers, each dripping slime."―Rachel
Species Traits
Magical Beast (Ex): Vanarx have all traits common to magical beast.
Darkvision: Vanarx have Darkvision out to a range of 60ft
Scent (Ex): This ability allows a Vanarx to detect approaching enemies, sniff out hidden foes, and track by sense of smell. It can also identify a Yeerk controller within 30ft.
Improved Grab (Ex): To use this ability, a Vanarx must hit an opponent of its size or smaller with both claw attacks. If it gets a hold, it may initiate a grapple attempt as a free action. If the grapple check succeeds it will attempt to draw the Yeerk out of a target on the next round
Feed (Su): A Vanarx that begins the turn with a grappled Yeerk controller, it may attempt to draw out the Yeerk and devour it as a full round action. The Vanarx makes a Grapple check opposed by the Yeerk's Will save, if the save fails, the Yeerk is drawn out and consumed by the Vanarx, if the Will save succeeds the Yerk may make a grapple attempt, on a success break free, on a failure, they are still grappled and the Vanarx can attempt to draw out the Yeerk again on the next round.
Vanarx CR3. Medium Magical Beast HD:3d10+9. HP25. Mas17. Init:+2. Spd 60ft. Defense:,Touch,FF(+2dex,+5Nat). Bab+3. Grapl+7. Atk:+7melee(1d3+4 claw). Full Atk:+2melee(1d3+4, 2 claws). FS:5ftx5ft. R:5ft. SQ: Magical Beast traits, Scent, Improved Grab, Feed. AL: None or Pack. Sv Frt+6, Ref+5,Wil+2. AP: N/A. Rep+0. Str19, Dex15, Con17, Int2, Wis12, Cha10.
Skills: Hide+11, Jump+13, Listen+11, Spot+11, Survival+9.
Feats: None
Advancement: 5-8HD(large), 9-12HD(huge)
Iskoort
"The Isk were true symbiotes. The Isk cannot live without the Yoort. And to ensure that this symbiosis would be real, the Yoort, too, were modified. Now Yoort cannot live without Isk and Isk cannot live without Yoort. They are one creature with two parts." "Oh, my God. Of course. It's the way. The only way. Parasite becomes symbiote. No more infestation. They create the next step in their own evolution and become true symbiotes." "No more war. No more need to conquer new species, to infest and enslave." "The Yeerksdon't know about this. Even the Yeerks who want peace cannot imagine a way out, a way to end the cycle of conquest.""These Yoort could be related to the Yeerks. They may be the same species, somehow separated long ago, perhaps carried from the Yeerk home worldby some forgotten race."―Guide, Cassie, Erek King and Ax
Culture
The Iskoort are a strange, capitalistic race that deal in a variety of goods in services. To manage all these aspects of trade, they are divided into castes which are organized into guilds, each created to monitor and handle a specific service.
Guild of Traders
Criminal Guild
Warmaker Guild
Servant Guild
Shopper Guild
Worker Guild
News, Gossip, and Speculation Guild
Superstition and Magic Guild
Species Traits
Plant Type: Iskoorts have all traits common to plants.
Low-light vision (Ex): Iskoort can see twice as far as humans in poor light conditions
Bonus Feats: An Iskoort's bonus Hit dice grant it feats like an Outsider
Skills: An Iskoort's bonus Hit dice grant it Skill points like an Outsider
Kandrona Dependance (Ex): Like their probable Yeerk cousins, every 72 hours a Iskoort must seperate into its component Isk and Yoort parts so that the Yoort may absorb Kandrona radiation, while separated the Isk loses access to all skills and feats and its mental abilities change to (Int---, Wis11, Cha1), While outside of its assigned Isk, a Yoort is statistically identical to a Yeerk. If prevented from absorbing Kandrona radiation for more than 72 hours, a Yoort will begin starving and eventually die, if a Isk remains separated from a Yoort for more than 24 hours it will suffer 1 point of Con damage every hour until it is re connected or reduced to 0 Con (at which point it dies).
Iskoort CR6. Medium Plant HD:5d8+15. HP37. Mas16. Init:-1. Spd 20ft. Defense:19, Touch9, FF19(-1dex,+10Nat). Bab+3. Grapl+7. Atk: +7melee(1d6+4 slam) or +2ranged. Full Atk:+1melee(1d6+4, 2 slams). FS:5ftx5ft. R:5ft. SQ: Plant traits, Low-light vision, Kandrona Dependance. AL: Yoort Empire. Sv Frt+7, Ref+0, Wil+1. AP: N/A. Rep+0. Str18, Dex9, Con16, Int14, Wis11, Cha14.
Skills: Bluff+7, Drive+4, Hide+4, Intimidate+7, Listen+7, Pilot+4, Read/Write/Speak (Yoort), Sense Motive+5, Spot+7, Swim+9
Feats: Alertness, Simple Weapons Proficiency
Possessions: Various gear and personal possessions.
Advancement: By Character class
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