#you think Girls in their 20-30 would be civil but no dice
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andreabaideas · 11 months ago
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About me: Stuck in the middle
Sometimes i feel really isolated in certain fandoms, mostly those with love triangles, because i just love them, and its very difficult for me to "choose" a side...Because i like them both, so it feels like i'm in the middle of "the girlies war" in my friend group:
It happened with -drumroll and shivers in fear- :
First was ... Twilight (Team Edward/ Team Jacob/ Me: Team Bella just be okay girl...and go to therapy ASAP)
Then It continued with... The Hunger Games: (Team Peeta/ Team Gale/ Me : Team Katniss rocks+ Finnick is the hot one you all...)
And later with... Daisy Jones and the Six (Team Daisy Billy/ Team CamiBilly/ Me: Team I wish everyone of this messy group of souls happiness in Life and Please dont get overdosed, thank you very much.)
Wonder What Will be the next Ship drama for me to be in the middle tbh.
Help, please.
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hellyeahheroes · 5 years ago
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Building Rose Wilson in D&D 5e
I kinda cannot find myself other things to do, especially as I decided to not do anything for April Fools this year because, well, how do you even top the nonsense that is happening. And feel like making one more of those, so let’s build another daughter of an assassin
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Because I shamelessly lifted the template for writing these from Tulok the Barbarian, let’s start with defining some goals for this build. First of all, we need to be able to move and strike like a daughter of enhanced super-soldier with assassin training would. Second, we need to be able to see the future and use it to our advantage. Third, we need a sword striking like a weapon from the future. Finally, we need to be able to do all the acrobatic fighting in armor. Rose’s most popular costume is some weird-ass skintight chainmail, which is likely bad for the skin as hell. Don’t worry, if you’d rather have her indifferent, lighter outfit, I’ll leave a few alternatives to make that work too.
For Ability Scores, we’ll be using Standard Point Array, 15, 14, 13, 12, 10, 8. If you or your DM prefers a point buy or rolling, use these as guidelines, just remember you need to have at least 13 in Charisma, Dexterity, and Intelligence, there is going to be some multi-classing here.
Strength: 10, we don’t need it but you are supposed to have at least somewhat enhanced strength.
Dexterity: 14, you’re extremely acrobatic and fast, enough to keep up with likes of Cass Cain or your asshole father.
Constitution: 12, you can take a hit and sadly we’ll be straying from higher hit dices this time.
Intelligence: 13, you are much smarter than some give you credit for. 
Wisdom: 8, you tried to challenge Big Barda to a fistfight, that’s the opposite of this ability score.
Charisma: 15, you may act aloof to people but if you can interrupt Wonder Girl and Supergirl romantic moment with a rocket launcher and not get pulverized, you know how to talk yourself out of trouble.
Race: It’s how D&D calls species! Sorry, Christoper Priest was about burst through the door to remind us Rose is Hmong, and that’s a serious quarantine breach. Anyway, I think she counts as a metahuman, which sounds a lot like Variant Human. If you have an issue with it, pick Half-Elf, but we’ll go with Human. Variant Humans get +1 to two Ability Scores, pick Charisma and Intelligence. You get one free skill proficiency, I’d go with Acrobatics, and one free language, pick something campaign relevant. Finally, you get a free feat. Human Determination allows you to add +1 to your Dexterity and once per long rest give your self an advantage on an ability check, attack roll or a saving throw.
Unarmored Rose: Redistribute +1s so that you have 16 in Charisma and Dexterity.
Background: I wasn’t exactly sure which one to pick, but Rose and her father share that weird thing in their outfits that make them look like pirates so why not, let’s go with that. Criminal and Soldier can also work if, but I like the idea too much. Pirate gains proficiency with Athletics and Perception, navigator’s tools and water vehicles and gain Bad Reputation, which lets you get away with minor offenses in a civilized settlement because people are afraid of you and won’t report it. Rose can be rude to people and get away with it after all.
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Now to the meat of the building, character levels
1st Level: We’ll start as a Rogue, gaining proficiency in 4 skills - Intimidation, Deception, Stealth, and Persuasion - Thieve’s Cant secret language, Dexterity and Intelligence saving throws, thieve’s tools, simple weapons, short and longswords, rapiers, hand crossbows, and light armor. Moreover, you can gain expertise in two I’d recommend Acrobatics and Athletics - of those, doubling your Proficiency modifier for them.
Rogue’s also gain Sneak Attack, allowing you to add 1d6 to a ranged or melee attack made with a light or finesse weapon when you have an advantage to attack roll or another, not incapacitated, an enemy of the target is within 5 feet of it and you don’t have a disadvantage on the attack roll. Rapier is a finesse weapon and can easily be refluffled to serve as a stand-in for majority of swords Rose uses.
2nd Level: We’ll now take a quick dip into the Warlock to get you that sword.
Warlock gets an Otherworldly Patron. Hexblade has one forged with some sort of weapon of unknown origin that may be sentient. It has been sort of left ambiguous if Willow is a spirit possessing you or split personality caused by brain trauma, but whichever version you want you can work into this. As Hexblade you are Hex Warrior, gaining proficiency with Medium Armor, shields and martial weapons. Once every long rest you can pick a single weapon you are proficient with that isn’t two-handed and can use your Charisma in place of your Dexterity or Strength for attack and damage rolls made with it.
You also get Hexblade Curse, letting you once per short or long rest curse a single opponent within 30 feet from you that you can see as a bonus action. As long as the target is cursed, which is until a minute passes, either one of you dies or you are incapacitated, you add your Proficiency Bonus to damage rolls against it, crit against it on roll of 19 or 20, and if they die you regain hit points equal your Warlock Level + your Charisma modifier.
As a Warlock, you gain access to Spells. You know two cantrips and two spells and have a single spell slot you regain on short rest. Spells that require an attack roll do it with modifier equal your Charisma Modifier + your Proficiency Bonus, if your target needs to make a saving throw against your spell, Difficulty for it equals the sum of these two numbers +8.
Blade Ward is a Cantrip that until the end of your next turn grants you resistance against bludgeoning, piercing and slashing damage. Your HP will not be something to write home about, spoiler warning.
Booming Blade lets you attack as a part of casting a spell, on a hit your target takes damage as from normal attack but if they willingly move until the start of your next turn they take 1d8 thunder damage. 
Hex lets you curse one creature you can see with 90 feet, making you deal it extra 1d6 necrotic damage when you hit it with an attack and grants it disadvantage on all checks for one Ability Score of your choice. It is a concentration spell and lasts up to 1 hour and if your target dies early, you can just move it to another target as a bonus action on your next turn.
Shield is cast as a reaction when you are hit by an attack or Magic Missile, allowing you to add +5 to your AC until your next turn, including against the attack or Magic Missile that caused you to cast it. Play it as you being hit was just your vision and you managed to avoid the damage.
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3rd Level: Back to the Rogue now, 2nd Level Rogue gets Cunning Action, allowing you to take Dash, disengage or Hide as a bonus action or use said bonus action to Aim, giving you an advantage on next attack as long as you don’t move during this turn.
4th Level: 3rd Level Rogue bumps their Sneak Attack to 2d6 and gets to choose Roguish Archetype. Swashbuckler gains rakish audacity, letting you add your Charisma bonus to your initiative rolls and use Sneak Attack if you are within 5 feet of an opponent and no other creature is within 5 feet of you and you don’t have a disadvantage on the attack roll. You also gain Fancy Footwork, meaning if you make a melee attack against a creature, it cannot make opportunity attacks against you until the end of your turn. So if your dad drugged another heroine to fight you, you can strike her, don’t even need to hit, and then just slip past her to stab Slade next turn. And if you hit her with Booming Blade she cannot even chase you without taking more damage.
Have I mentioned your dad sucks?
5th Level: 4th Level Rogue gets an Ability Score Improvement, but we’ll go with a feat - Medium Armor Master lets you increase your Dexterity by 1, increases maximum bonus from Dexterity to AC you gain in Medium Armor from 2 to 3 and removes disadvantage Medium Armor imposes on Stealth checks. Rose’s iconic suit is some weird skintight chain shirt or scale armor, but you can even pick up Half-Plate for a total of 18 AC, 20 with a shield, if you want.
Unarmored Rose: Take the feat we will be taking when Rose hits Rogue 8 
6th Level: 5th Level Rogue gains Uncanny Dodge, letting you use your reaction to halve damage against you when you are hit by an attack. Again, play it as you seeing the vision of attack and using that to be able to avoid it. Also, your Sneak Attack increases to 3d6.
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7th Level: One more detour, time to start messing with the fate some more. No, not with Doctor Fate, that would be lethal. Anyway, 1st Level Wizard gets a Spellbook with 3 Cantrips and 6 1st Level Spells and 2 1st level Spell Slots. The Save DC and Spell Attack rolls are like Warlock’s but use Intelligence instead of Charisma. Wizard and Warlock count their spell slots separately but you can use one class spell slots to cast spells you know from the other class. Wizard recovers them on a long rest but Arcane Recovery lets you once per day on a short rest recover a number of spell slots equal half of your Wizard level, rounded up.
Friends lets you for the duration gain advantage on all Charisma checks against one creature, but once it ends it is aware what you did and gets angry at you. The fact this is a cantrip explains some things about few of Rose’s relationships.
Message lets you send a small message to another creature and get a short reply. You can use it as a team communicator for rest of the Titans.
Shocking Grasp is a paralyzer, letting you make a meele spell attack against a single target to deal it 2d8 lightning damage (it scales as most damage-dealing cantrips) and making it unable to take reactions until start of it’s next turn.
Cause Fear is a vial of fear toxin you stole from Scarecrow that forces a target to make a Wisdom Saving throw or be frightened of you for the duration or until it akes a saving throw on one of its turns. Doesn’t work on constructs or undead. Honestly, it would be much better as a Warlock Spell but I wanted to get Shield faster, feel free to switch the two around.
Disguise Self is your holographic projector that lets you alert your looks to make you look like another humanoid in the same size category and having the same array of limbs.If fails under closer scrutiny as it is an illusion.
Feather Fall lets you slow down the fall of you and up to five creatures within rage and if those affected reach the ground before the spell ends, they take no damage. I guess it’s your parachute.
Fog Cloud is a fog grenade, obscuring heavily everything within the area for up to 1 hour or until wind disperses it. Use it to retreat if things go badly.
Protection from Evil and Good gives all aberrations, celestials, elementals, fey fiends and undead disadvantage on attack rolls against you (or someone else you use it on), makes you immune to being charmed or frightened by them or, if you already were, grants advantage on saving throws to break out of it. I don’t know if Granny Goddess counts as a celestial but this could be pretty useful against mind control stuff done by Hellfire Club or when Blackest Night falls from the sky again.
Sleep allows you to roll 5d8, add the results and then put to sleep creatures in the spell’s rage of your choice, starting with the one who has the least amount of HP, are put to sleep until the combined HP of creatures you put down this way equals the sum of your rolls. Sleeping gas, a friend of any human fighting superheroes and supervillains on regular basis.
8th Level: 2nd Level Wizard gets an extra Spell Slot and gets to choose a School. School of Divination grants you Portent - after finishing a long rest you roll 2 d20s and write down the results. Until next long rest, you can use these rolls in place of an attack roll, saving throw or an ability check made by you or a creature you can see. The downsides are you have only two of them, each is of single-use, if you don’t spend them they’re lost, you need to declare you use them before the dice is rolled, and you can only do it once per turn. But these are extremely powerful and let Rose act in accordance of visions she sees. Hell, it can easily be played in line with how Doctor Villain theorized her powers work
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Pretty much how it is working.
9th Level: So now that made these detours, let’s go back to Rogue for some more fighting prowess and better skills. 6th Level Rogue gains Expertise in two more skills, I’d go with Intimidation and Persuasion.
10th Level: 7th Level Rogue gains Evasion, letting you take no damage instead of half damage if you succeded on Dexterity Saving Throw against all spells and effects that ask of one. Your sneak attack increases to 4d6.
11th Level: 8th Level Rogue gets an Ability Score Improvement, but we’ll instead take one last feat - Lucky gives you 3 luck points per long rest that you can spend to roll one additional die on an attack roll, ability score or saving throw and choose which result is used. You can also spend them when a creature attacks you to roll a d20 and decide which roll the attacker is using.
Unarmored Rose: Spend the rest of your Ability Score Increases to round up first your Charisma and then Dexterity.
12th Level: 9th Level Swashbuckler gains Panache, letting you make a Persuasion check against target’s Insight - if they fall nonhostile creature is charmed by you for one minute and hostile one gains disadvantage on attack rolls against creatures other than you and cannot make opportunity attack against a creature other than you for 1 minute or until you are more than 60 feet apart or another ally hits them with an attack or a spell. Also, your Sneak Attack increases do 5d6.
13th Level: 10th Level Rogue gets an Ability Score improvement, time to invest into Charisma.
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14th Level: 11th Level Rogue you gain a Reliable Talent - whenever you roll for a skill you are proficient with, you treat rolls below 10 as 10. And your Sneak Attack increases to 6d6.
15th Level: 12th Level Rogue gets another Ability Score Improvement, round up your Charisma.
16th Level: 13th Level Swashbuckler can execute an Elegant Maneuver to, as a bonus action gain an advantage on the next Acrobatics or Athletics check you’ll make during the same turn. And your Sneak attack rises up to 7d6.
17th Level: 14th Level Rogue gains Blindsense, which lets you discern the location of hidden or invisible creatures near you.
18th Level: 15th Level Rogue gains Slippery Mind, which means proficiency in Wisdom saving throws. Which is good if Slade tries to gaslight you into his new bullshit again. Your Sneak Attack increases to 8d6. Also, your dad sucks, have I mentioned that?
19th Level: 16th Level Rogue gets our las Ability Score Improvement, increase your Constitution for better Hit Points and Concentration, remember your HP increases also retroactively.
20th Level: Our capstone is the final ability of Swashbuckler, Master Duelist, which lets you reroll an attack roll with an advantage if you miss it once per long rest. And your Sneak Attack increases to 9d6
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Overview: Rose Wilson is a Swashbuckler Rogue 17/School of Divination Wizard 2/Hexblade Warlock 1. Let us see how good this build is:
Pros: First of all you are incredibly hard to hit or hurt in general, with AC around 18 or 20 and multiple ways to reduce the damage or turn a hit into a miss - Uncanny Dodge, Evasion, Shield, Portent, Lucky. Second, you have a lot of ways to screw with your own dice, making them do what you want through a combination of luck and foresight. There is a reason why Lucky Divination Wizard is seen as one of the most powerful things in the game and you add to this Reliable Talent, Master Duelist, Elegant Maneuver, Friends, Hex and Hexblade Curse. Third, with Hex, Hexblade Curse, Booming Blade and Sneak Attack you can deal huge damage, especially with your increased crit chance. You are also very  Finally, you are incredibly mobile for someone in a half-plate, which will catch many opponents off-guard.
Cons: Your HP is decent but nothing to write home about, few hits will drop you into the danger area of Power Word: Kill easily. Your sword may be enhanced but is not magical so unless DM gives you a magical weapon a lot of enemies will be able to resit your damage or simply be immune to it. A lot of your abilities compete over your use of reaction or bonus action as well, making them somewhat redundant. Finally, your Intelligence and Constitution are not that good and it’s gonna hurt some of your spell rolls, especially concentration. Also, if you abuse your future-seeing powers too much DM will hate you.
Overall, however, you are a very good party member, fitting as both a skill monkey and damage-per-turn and even a small-part controller or defender in a pinch with power to bend dice to your will. Sweep into the battlefield, hit hard, move out and have the opponent have to go through Superboy to hit you back. Just remember that you work better as a part of a team so maybe don’t antagonize party members too much. Except if you’re on a team with Slade.
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Your dad sucks.
Alternatives: 
If you don’t like the whole Willow thing and don’t feel like refluffing and fixing it, skip Hexblade level for one more of Rogue, you’ll gain Elusive, ensuring no attack against you is made with an advantage.
If your Ability Scores are so high you can get an extra feat, consider either Defensive Duelist, which lets you use your reaction to add your Proficiency bonus to your AC when a creature hits you with a melee attack. Or, if you play Half-Elf Rose, Elven Accuracy for +1 to either Dexterity, Intelligence, Wisdom or Charisma and an ability to roll an additional dice when you make an attack roll with advantage using any of these 4 Abilities.
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