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#And he's proficient in running and that's so fitting :'D
wtevrthefkiwant · 9 months
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My Qunari mage for my Dragon age table top game
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otaku553 · 6 months
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As it goes with every new brainrot I have, it’s time for Kirby crossover again :)
Kirby in one piece! With one piece’s strong focus on dreams and found family, I thought it would fit for Kirby to be a pirate that dreams of sailing to the stars and beyond. Not that this is very achievable by normal means, but we know that it’s at least possible with Eneru and the Skypiea arc :D
More notes in the read more!
Kirby has the devil fruit power of the copy-copy fruit! A paramecia activated by contact and only able to copy one fruit at a time. It can copy logias and paramecias with no problems, though actual ability using the fruit’s powers is up to Kirby to practice and figure out. Zoans can only be copied to partial transformations and cannot be awakened. Kirby doesn’t have much of a mind for haki but has a lot of latent conquerer’s haki that he doesn’t realize— it’s one of the reasons he’s able to make friends so effortlessly.
Meta Knight in this AU is a retired marine, between Captain and Rear Admiral level. He has a bat model zoan fruit that allows him to grow wings, and is a skilled swordsman. He’s retired from the marines but acts a his own separate party that is neither revolutionary, marine, nor pirate, keeping his own fleet known as the Meta-Knights. Their actions are similar to pirates despite not flying a Jolly Roger. They claim territory to protect and occasionally fight other pirate crews, and they claim no allegiance to the world government. They simply go where they are needed. Meta Knight will sometimes sail with Kirby on his small ship, the Popstar, just to keep Kirby out of trouble and make sure the ship is well stocked and well-maintained and able to be seaworthy.
Dedede is the king to one of the small countries that isn’t represented at the Reverie. That means he has a lot more freedom to do his own thing, including setting sail while taking a crew of Dees with him and leaving the country in the hands of some administrative Dees. Dedede splits his time between exploring and sailing and returning home to run his country, with the help of his trusty second in command, Bandanna Dee. Dedede has a penguin model Zoan fruit, and Bandanna doesn’t have any devil fruit but is proficient in coating their spear in haki. They’re the designated save-the-fruit-user-from-drowning person when they’re on deck.
Kirby’s crew changes because a lot of the people he recruits tend to have their own responsibilities. His crew is also full of people he’s beaten. It’s not uncommon for Kirby to sail alone, though he gets into more scrapes than usual with bad weather and rough waves. It can hardly be called a pirate crew, but Kirby has collected all the most heinous criminals under his banner and as such, the world government treats it as a threat.
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AITA for not telling a player why I'm dropping them from my table?
I am running a D&D game, and it has been going on for a few months. It was intended to be a short game an we only have a few weeks left. When I invited everyone to the game, it was with that knowledge, and with the pre-requisite that they are an experienced player. I established what kind of game it would be from the start.
This guy, Quinn (not irl name) said he met the requests and was excited to play. As we began, it became apparent he was incredibly inexperienced with D&D (not knowing what a proficiency bonus is, not understanding action vs bonus action, etc). All of the players and I were patient with him, and this wasn't a problem. But we did have to shorten goals in the game because he slowed down combat drastically. We were still on a set timeline. My only issue with this was that he lied to me from the beginning.
Many other things were red flags: him getting upset when players couldn't make a session (giving notice), but him showing up late to every session. Dominating rp and not being interested when it wasn't about him, not really listening to me as a DM (I am femme presenting), but listening to my partner (m) who I'm co-running the game with. We had tried to talk to him about issues in the past, and he was receptive and gently corrected his behavior.
Before this recent session, the players made a wild turn and we are rolling with it. But, due to this sudden change, another player asked if we could come back to those side adventures as a 2-3 shot later. I agreed. But Quinn then pushed for us extending the game as a whole. I was very firm that we were ending on the 10th, to respect other people's time. Later, a player had covid exposure, but ended up being negative after 5 days and tests, but I requested everyone wear masks anyway because we had all recently had more warnings of exposure. Everyone else preferred this, except him, who outright refused, and I told him he could call in instead and we'd set up a camera.
These last few things rubbed me the wrong way, so I asked all the other players privately how they were feeling, without goading them by expressing my gripes. It didn't want to start a hate train, only see where evryone was at. I was already of the mind that I would not have him back at my table after these sessions, but would finish out the game with him.
When my players reported back, I found out that Quinn had made the only female player feel incredibly uncomfortable, reaching out to her privately, relentlessly attempting to flirt with her character (which as always shut down by me or even another player). Additionally another player got back to me saying they were very uncomfortable because Quinn had been pressuring them to hang out outside of the game, and not taking "no" for an answer. Various other things were brought to my attention, but those two responses were what made me decide to remove him then and there.
I never spoke to the other players about what each of them had said, so some people were confused because, while they didn't like him much, they thought removing him was sudden.
Quinn blew up in a chat with me and the co-DM, demanding a reason. He messaged me privately with some aggressive claims that he deleted soon after. We called him that night to talk, and told him we'd offer his information to the other players should they want to reach out as friends. I only listened in on the phone call due to the agression in his messages to me.
On the phone, my partner simply explained to him he wass no longer a good fit, and we are doing what is best for our table and players. Quinn berated him for more information, targeting the content of his character and skills as a DM in order to get a reaction, but my partner just told him, "responses were kept private. I will not divulge any more information, but we will no longer have you at our able moving forward."
Quinn's behavior during the call only solidified that this was the right choice (saying we have god complexes, are alcoholics because we got drunk during one game, announcing he'd slander us to the community at the local game shop, reminding that he knows where we work as a veiled threat).
The thing Quinn kept pressing for was asking how he can correct his behavior if he doesn’t know what he did. But we refused to tell him because it would directly out some of our players, who we promised anonymity.
I know I'm not wrong for booting him from the table, but AITA for not explaining why so that Quinn can correct his behavior?
What are these acronyms?
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chronotsr · 2 days
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No. 5 - D2, Shrine of the Kuo-Toa (August 1978)
Author(s): Gary Gygax Artist(s): David C. Sutherland III (Cover), David A. Trampier Level range: Average of 10, preferrably party size 7+ players Theme: Underground exploration Major re-releases: D1-2 Descent into the Depths of the Earth, GDQ1-7 Queen of the Spiders
I'm almost speechless. This is the most 1e module cover to ever have 1e'd. It is perfection. The way the combat is perfectly perpendicular to the step pyramid. The bondage gear fishman who has a complete fishhead so you 100% understand he's a fishman. Lobster mommy saluting the troops. It's just….it's what dreams are made of.
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So I'm already in love with this module, deeply and irrationally in love with it, before breaking the cover. If you're BORING you might prefer the later Jim Roslof cover art that's got lame things like technical proficiency. Ugh. The shit I have to put up with.
Anyway, there's a lot to talk about with D2! It's a lot of firsts for an official TSR product, and critically it's a lot of GOOD firsts.
It's the debut of the Kuo-Toa, one of the most fun groups of people in D&D! It's the first module that doesn't presume the enemy will be inherently aggressive! It's got a lot of negotiation and learning! The only good type of gnomes debuts with the Svirfneblin! This model of "alien settlement where you are not instantly attacked but you gotta learn the social rules and play along" is just the best. This will be done again in U2 and I adore U2. Yeah it's how it feels to go to a different country, especially one that doesn't speak your language, and just have everything be a little "off" compared to what you're used to, but. To me, it will always be The Autistic Experience. How well and quickly can you learn these bizarro social rules you can't intuit and what's the fewest number of whacks to the head it takes to get there? How long can you swallow your complaints when you see stuff that's obviously cruel, but the people around you don't perceive it as cruel anymore because it's The Way Things Are and they will actively defend the cruelty of it?
Ok, ok, back to your regularly scheduled program.
Gary starts off this week's festivities by telling you to be toxic to your players:
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Sometimes it feels like there's three Garys in a trenchcoat and they take turns writing the modules.
So D2 starts in the cave at the immediate end of D1 and, let me derail already by saying that I really, really hate old-style hex maps. I cannot follow them -- I don't mean I don't understand how you're supposed to follow them, I mean it's nearly impossible for me to follow the diagonal to the destination. Your coordinate here is R20. Here is your map. Follow the 20 axis diagonally upward and rightward until you intersect with the R row. Can you do it?
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Personally, I can't. My eye cannot follow that straight line, it will get lost in the mix of blank identical hexes and occasional interest objects. I sat here trying to follow it for 5 minutes and I couldn't do it. I need a straightedge to do it. The correct answer is that if you follow the light blue area from the bottom right towards the top left, it's the hex up and left of the fourth fully black hex you run into -- the leftmost of the two touching black hexes. I tested this against a few guinea pigs and no-one else could mange it either. Later we will admit defeat and that this axial coordinate system for hexmaps is, uh, really fucking bad, and replace it with offset coordinates (or even better, double coordinates) which more closely resemble normal cartesian coordinates, and by extension are not Eye Strain Central. They have the downside of different eyestrain (tiny font) and that you literally cannot fit as many hexes on the page, but the point of a graphic is to communicate information and the axial coordinate hexmap is bad at that unless you're playing on a huge table with like, two DM screens.
Yes this rant should've gone in D1, mea culpa. In my defense, D1-2 is, basically one module in two parts, they're not really separable.
Here's the coordinate lined out for you, since I imagine many of you have the same issue:
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So, now that I have a headache trying to read, we can get to the actual text of the adventure again. Now keep in mind that max movement rate is 1 hex per 1 inch of movement for the slowest member of the party (so like, your guy wearing platemail has 60ft of movement, 10ft to the inch: 6 hexes per day). This means you could hypothetically arrive at the final location as quickly as 22/6=4 days of gameplay, 3 if no one including hirelings wore plate. That is, if you beelined to D2 by sheer luck, never got lost, never got distracted, never got slowed down, never had to take a rest day. Which is good because the food in The Depths seems questionable.
The first segment of the adventure is mostly reprinted from D1 -- random tables and maps and the like. We do get the addition of everyone's favorite early DND trope: a slavery table! And also happilly we get some goopy guys to move your eyes away from that shit:
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Which, is a lot more my speed. More goopy guys. It's a roper, actually, although I frankly didn't recognize it. It looks more like the monster from Dexter's Lab? Apparently Ropers have changed a lot in the last 50 years.
So it's all random tables teasing that we're going to end up arriving at a shrine soon. There is a special entry in the back for the new Kuo-Toa and Svirfneblin, and oddly the Svirfneblin don't get a header? We don't learn much. We know that they're natural elemental summoners, that they're "natural fighters", and that they live at some unstated cave somewhere. They like their stun gas darts, they "communicate with racial empathy" (which I guess means body language?) outside their own domains, deep gnomish at home, and underworld cant when they're trading, plus earth elemental-ese. So they learn a lot as kids. They love them some traps, too, basically they're the gnomish Rambos and I love them for it.
Meanwhile, our titular Kuo-Toa get a pretty standard write-up. Driven underground, human sacrifice, raiders, like their war parties. Their priests like their mancatchers, which are based on lobster claws, they spawn in pools, they can spontaneously generate lightning by holding hands (???), are too slippery to grab, can see both infrared AND ultraviolent, can see you moving through basically any magical means, immune to poison, paralysis, charming, sleep, and are resistant to magic missile and lightning. This is, very very weird. They are wildly powerful compared to their later versions, and the only upshot is that they're readily blinded by light spells. Apparently they go insane with such regularity that they have a dedicated social role to controlling or killing the crazed? Yeah these people are a piece of work.
We get a little setpiece moment here where, essentially, there's a rogue kuo-toa who will offer you a trip across the river for 10g. He only speaks kuo-toa and he'll sicc his giant fish on you if you don't say yes fast enough. In fact, a lot of ink is spilled on this little moment, which in all likelihood will be a brief conversation and some passing of money.
Before you get into the shrine proper, some svirfneblin offer to help you in the shrine if you go halfsies on treasure (with almost that exact wordchoice).
Finally, we end up in the shrine proper, which is keyed so let us enter Keyed Mode ™️
The whole area is lit by glow-in-the-dark lichens, which is a spooky way to reveal the lobster lady idol up on the pyramid
While the party can choose to politely integrate into the crowd and play along, there's lots of little things to harass them into nonconformity. Leeches, horrifying offerings, offerings of increasing amount, having to correctly pronounce nonsense names (Blibdoolpoolp????????), holding a live lobster, it's a good bit.
You can, in fact, visit the goddess, who will give you a boon (if you give an offering) or a geas (if you don't), which also grants you kuo-toa speech and also a mark of loyalty, which is neat. You can also encounter her if you fuck around in the prince's treasure room, so the odds of meeting her are actually pretty good! Note that this is pre-"Kuo-Toa believe their gods into existence" so in this case they are worshipping a (hypothetically) permanent, naturally-occurring deity. Being that this is 1e and she is a she, she is Extremely Naked. She is later called The Mother of Lusts, which is one hell of a title.
If you fail to get the priest-prince when you meet him, he actually has a pretty rock-solid escape plan and will come back with an army. So, probably whack him if possible. I really like when antagonists have the sense to piss off and come back armed, rather than pridefully stand and die. You get the sense that Va-Guulgh is priest-prince because he plans contingencies like this, whereas other Kuo-Toa simply vibe. That being said, the Kuo-Toa are apparently not equipped for a search, so it's pretty easy to ditch them.
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Sigh.
We do not have a dramatic declaration of THE END anymore, which is a terrible shame. We instead get a more reasonable "This is the end of the section."
The magic of D2 is more in the play and less in the overview. Like, look at this map:
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This is a pretty naturalistic map. This is just how you'd arrange a major structure, rather than the kind of nonsense layouts you see in a lot of early dungeons. I don't put much stock in "Gygaxian Naturalism", I think Gary presented pretty intensely game-y spaces and they only seemed naturalistic by 1970s published product standards, but nonetheless he was paving the way compared to some of the silliness you got in pre-G1 modules. This map is good, I think, in that it becomes super extremely obvious to the players from the moment you enter that they extremely do not want to provoke a full alarm -- this is a shrine where you want to kill as few Kuo-Toa as you can, and as many of those as you can behind closed-doors -- it's time to straight up bail if the alarm goes off because you are not beating the hundreds of guys here if you you provoke them up front.
We end with some rust monster art, my favorite monster that I never use because I think I'd get shanked if I did. See you next time in D3!
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bambiraptorx · 5 months
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How fast do the GMTT develop mentally? Like, I'm assuming they have their teenage bodies; at what rate are their brains catching up?
okay this is complicated, just because development itself is complicated and hard to truly categorize, and also because their development is hugely impacted by the fact that they're also adapting to new bodies with new/different capabilities.
For example, their hands. Using hands is actually incredibly complex, and because the turtles were, well, turtles for their existence pre-mutation, their fine motor development is relatively delayed. While a human baby is slowly learning to use their hands from birth, the turtles (Raph especially as the oldest pre-mutation) have spent a lot of time living without hands. They all struggle with reaching, grasping, holding, carrying, and more, largely because they straight up did not have that capability until mutation.
However, that developmental delay isn't the case in all areas. They're all very good with crawling/walking on four legs and have relatively excellent depth perception, for example, because that developed prior to mutation. For Subjects L, R, and D, they are all proficient swimmers as well: again, because they learned that before being mutated.
And of course, within the first days after mutation they could all recognize faces/ face-like patterns, like human newborns. (Fun fact, though: they don't quite have the object permanence to recognize Draxum as himself without his mask on. In their defense, he rarely takes it off around them.)
So their development is largely a toss-up based on what abilities they had before, what abilities are more or less innate for human newborns/infants, and what abilities are developed over years of life.
For example, that newest comic I did for Leo where he flips over the bowl of soup? Part of that is because he simply does not have the motor skills yet to pick the bowl up. That boy's still largely running on turtle brain software, so he doesn't yet have the wiring to say "grab bowl of hot soup in both hands and lift to face without spilling." Which is, by the way, an incredibly complex task for someone who's only had hands for threeish months (if we're going by their age in the goober comp that's currently running).
All that being said, they are definitely developing faster than a normal human baby would. There's a reason I'm referring to them as toddlers, and it's not just because it fits the cadence of the original title. Physically and cognitively, they're quickly reaching the developmental milestones of toddlerhood. Emotionally? We'll see about that eventually, I think.
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fawnheartedly · 2 years
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Some Cookies as DnD classes and races
Because some cookies are walking DnD character tropes, they very much have dungeons and dragons and I'm both cookie run and critical role brainrotting so enjoy :D
Starting with the ancients cause they're basically an ex DnD party
Pure Vanilla Cookie : a cleric for sure. Probably life or light domain. He would be an Aasimar because cookie jesus.
Hollyberry Cookie : Barbarian. Let this woman rage. Path of the zealot or berserker. As for race, goliath or orc. That would have fun consequences for Princess and Tiger Lily
Dark Cacao Cookie : Paladin. He broke his previous oath and is now following an oath of vengeance. He's a dragonborn.
Golden Cheese Cookie : Hard to figure out just yet. Pretty sure she would be an aarakocra but class... Hmm... Fighter the safest bet for now ? Maybe possibly monk.
White Lily Cookie : She's a druid. I don't care if it turns out to contradicts when she's released, she's a druid in my heart. A circle of moon druid, specifically, let her turn into sabertooth tigers when she craves violence. As for race, either tiefling or fey being. Little chaos and small mischiefs behind those sad eyes and innocent smile.
Other cookies I have a take on for a DnD AU :
• Madeleine Cookie : He's the one I was refering to saying some cookies are just DnD tropes. He's a textbook Paladin. He's an Aasimar, like PV. I know they're very rare but... only those two I swear. And that would explain why he's so beloved be almost everyone.
• Espresso Cookie : Wizard tiefling. Nothing else to add. You know i'm right.
• Sparkling Cookie : Half elf. And he's the owner of the tavern everyone meets in. Since he's a healer I was first inclined to say cleric but then I thought that his best stat being charisma would make more sense so sorcerer. I think he's cool enough to be a sorcerer and some subclasses provides healing.
• Herb Cookie : Druid druid druid druid. No one is more druidic than him. He's a fey being as well, maybe a satyr or faun ?
• Vampire Cookie : A Dhampir. I feel like Rogue would be a good class for him, funnily enough.
• Mint Choco Cookie : I mean... He's a bard. Cannot possibly pick anything else than a bard for him. Charisma duo with Sparkling, they're here to smile and wink at people until they get what they want. Species I've not made up my mind yet. Tiefling is my first thought but i'll come back on that probably.
• Cocoa Cookie : I hc her as being smol, so a dwarf maybe. I feel like it fits her. Now she's a tricky one for class. She's one of the least dnd tropey character. However, Devsisters made the very interesting choice of putting her in the defence class. And if you think about the amount of milk she must be drinking everyday from her cocoas, she got tough bones. So she tanky. I'll make her a barbarian. Soft but can take a hit or ten. Not afraid of punching <3
• Cherry Blossom Cookie : Rogue. Rogue who wears pink and pink only. Rogue who isn't edgy. Rogue who loves people and picnics and making food and having a good time with friends. Softy rogue. I love a good trope subversion sometimes. She's an air genasi, idk it makes sense.
• Red Velvet Cookie : Ranger or fighter. I thought about Blood Hunter but killing monsters is quite literally the opposite of his goal. As for race, elf with dragon traits due to an incident.
• Pastry Cookie : Human. And the most ecclesiastical class would be cleric. Let's say she just doesn't like to heal. Or a domain that's less healing based.
• Latte Cookie : Elf sorcerer.
• Milk Cookie : I wanted to have him be the basic-est thing possible in DnD, an human fighter, but then realised I could just have Gingerbrave be that and Milk is closer to be a paladin so... Human Paladin.
• Purple Yam Cookie : Textbook barbarian. He's a goliath.
• Dark Choco Cookie : Human with dragonborn traits but not in the same way as RV. And he's a paladin.
•Crunchy Chip Cookie : Ranger. I've never seen someone as ranger as him. Halfling because smol~
• Caramel Arrow Cookie : Fighter for sure, proficiency in ranged weapons. Race i'm not sure yet again. Shoot me ideas o/
• Wildberry Cookie : Human. But a very tall one. And a Barbarian too.
• Financier Cookie : Part of me wants her to be a Firbolg or a goliath (have you noticed how big her sprite is in game ? She's taller than Dark Cacao). One of the half giants races at least because she's huge. And she's a paladin, there again cannot pick anything else.
• Clotted Cream Cookie : Human or half elf. And I want him to be a warlock. I know a sorcerer would make more sense but ... Ok ok, compromise. Both. Multiclass Sorcerer/Warlock. He can do it, I believe in him.
I do have some more ideas but it's getting long. If you want my input on other cookies, a more in depht research on those cookies or just to talk about DnD AU, don't hesitate ! I might even draw them, who knows :D
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wyllzel · 5 months
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currently very much enamoured w how i have outfitted the lads 😎🤌 functional and flattering...
also the lighting is very nice at rosymorn 😆
it's kinda interesting how much the vibe of the game can change w just a simple wardrobe change???
like i feel like i keep changing how i armor gale?????
when i was romancing him (game #2), i was distressed by his constant dying (LOL) and leaned into the "war caster" vibes... gave him medium armor proficiency and had him in adamantine armor the whole time...
when i was a paladin (game #3), i had gale in light armor most of the time bc it fit my party's ragtag "run around and smash kill destroy" vibe haha, without using a feat or class dip for other armor
now in game #4 (playing as wyll), i feel like i'm leaning more into his true archmage vibe??? like he's actually in robes LOL and is equipped w spell-enhancing gear...
meanwhile, with wyll...
i tried putting him in heavy armor in game #3, but it looked really weird??!! like ever since wyll leaped onto screen as the blade of frontiers at the grove, i've always gotten a more swashbuckling vibe than a soldier sort of vibe 🤔 plus one of his highest stats (imo) should be dexterity (for the rapier) and i feel like the heavy armor visually hinders that 😮‍💨
now in game #4, i'm running a stealthy team so we've all got light armor (or robes lol) :'D again i personally think the light armors better fit wyll's vibe...
honestly my equipping for astarion is pretty standard and just goes [minthara's armor] > .... > [whatever other enchanted light armor i can get my paws on]
lae'zel has a bazillion options as a fighter but i really like respec-ing her to swords bard 😆
i know i should take advantage of shart and the radiant orb stuff but she has been sitting at camp a lot recently 🥲
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nerdythebard · 2 years
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#53: Kratos [God of War]
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(Art Credit: Raf Grassetti) ---
My friends, it's time for the man! The myth! The legend!
Thanks to an anonymous reader, we're gonna traverse the worlds of D&D as Kratos. The Ghost of Sparta. Godslayer. The God of War. Farbauti. We'll do the 2018 version, as God of War: Ragnarök approaches. Also, heads up, this will be just Kratos and, sorry to disappoint you, only wielding the Leviathan Axe. We have to restrain him somehow ;) Enjoy!
Next Time: Have you ever used the yellow pages to hire a wizard from Chicago?
...Read it, boy.
I... Would Like... To... RAGE: There's no denying it, Kratos might just be the strongest character in video games. His ability to channel his rage into pure power is legendary, especially when he manages to control it in the 2018 game.
Let Me Axe You a Question: Kratos's new toy, the Leviathan Axe, is a magical weapon capable of channeling ice magic. It always return to him when called.
I AM MY SCARS: There's no running away from one's past and Kratos really owns up to his. The time spent in Midgard really made him wiser and, although not purely altrustic, he's gained some degree of empathy.
---
Kratos is a son of Zeus, and a god of his own, but we're going to focus on his power and might rather than his birth heritage. We're going with a Goliath from the Mordenkainen's Monsters of the Multiverse version. We get a +2 and a +1 to two abilities of our choice (Strength and Constitution respectively), and thanks to the Little Giant feat we gain proficiency in Athletics and count as one size larger when determining carrying and lifting capacity. As Mountain Born, we have resistance to cold damage and can survive high altitudes with no negative consequences. Stone's Endurance allows us to use our reaction to shrug off damage (1d12 + our Constitution modifier) a number of times equal to our proficiency bonus per long rest.
Kratos's past haunts him to this very day, so making him a Haunted One seems to fit the most. We gain proficiencies in two skills from the list (Investigation and Survival), learn two languages (although we should leave it to the Boy), and get the Heart of Darkness feature. Although others might be intimidated of us (and let's be honest, who wouldn't be?), they may extend courtesy and attempt to aid us to the best of their ability. It doesn't mean they would fight or die for us, but a shelter or a meal (or upgrading our axe) is definitely on the table.
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ABILITY SCORES
We'll start with the obvious ones: Constitution will be first (if using Standard Point Array) and Strength will be second; that way, we'll put it both at 16 from the start. Dexterity will be next, Kratos can roll around and dodge quite well.
We'll follow that up with Charisma, as Kratos's intimidation can also act as very effective persuasion. Wisdom will be a little low, especially since Kratos became a rather skilled survivalist, and we're dumping Intelligence; Kratos is from Sparta, not Athens.
CLASS
Level 1 - Barbarian: I mean... was there ever any doubt? Barbarians get d12 as their Hit Dice, [12 + our Constitution modifier] initial Hit Points, proficiencies with light armour, medium armour, shields, simple weapons, and martial weapons. Kratos wears a variety of armours or none at all, so what you choose it doesn't matter here. We are going to grab a shield and a battleaxe (because it can be used in one or both hands, as opposed to a greataxe). Our saving throws are Strength and Constitution, and we get to pick two class skills from the list (Intimidation and Perception).
Barbarians begin their journey by tapping into the vast ocean of Rage. As a bonus action, twice per long rest, we can Rage for up to 1 minute (or until we end it/are knocked unconscious/hadn't attacked a creature or received damage during our last turn) as long as we're not wearing heavy armour. While Raging, we gain the following benefits:
We have an advantage on Strength checks and Strength saving throws.
When we make a melee weapon attack that uses Strength, we get a +2 bonus damage (increases as we level up).
We have resistance to bludgeoning, piercing, and slashing damage.
With Unarmoured Defense, our AC is [10 + our Dexterity modifier + our Constitution modifier] as long as we're not wearing any armour. We can still use shields.
Level 2 - Barbarian: Thanks to our divine Danger Sense, we have an advantage on Dexterity saving throws against dangers that we can see, such as traps and spells, as long as we're not blinded, deafened, or incapacitated. We have Head and Boy to warn us against attacks.
We also have an option to make Reckless Attacks. When making the first attack on our turn, we can choose to make it Reckless. Doing so, gives us advantage on Strength-based attack for the entire turn, but all attack made against us until our next turn also have advantage.
Level 3 - Barbarian: Starting now, we can Rage three times per long rest.
Time to pick our first subclass, to walk our Primal Path. Since Kratos gained divine power and was a servant of Ares, we will make his Rage truly godly and choose the Path of the Zealot. Thanks to Divine Fury, the first creature we hit with a weapon attack takes extra [1d6 + half of our Barbarian level] radiant or necrotic damage (our choice, but we cannot change it).
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As a former Warrior of the Gods, we are brought back to life more easily. Spells such as Raise Dead or Revivify, or any other that would bring us back from death, require no material components when used to us. Death can have us when it earns us.
Level 4 - Barbarian: Time for our first Ability Score Improvement. Let's make our punches and attacks deal more damage, and put two points into Strength.
Level 5 - Fighter: Time to get more technical and get into contact with two grumpy dwarfs. Multiclassing into Fighter doesn't give us any new things, but we can adopt a Fighting Style. We have a weapon, but our unarmed attacks need power, too, so we're gonna pick Unarmed Fighting. Our fists now deal [1d6 + our Strength modifier] bludgeoning damage. If we're not holding a weapon or a shield, that d6 can become d8. In combat, at the beginning of our turn, we can also deal 1d4 damage to any creature grappled by us.
With Second Wind we can use our bonus action to heal [1d10 + our Fighter level] Hit Points once per a short or long rest.
Level 6 - Fighter: Thanks to Action Surge, once per a short or long rest we can take one additional Action in combat during our turn.
Level 7 - Fighter: We pick our second subclass here, our Martial Archetype. We can now breathe some magic into that axe of ours by becoming the Eldritch Knight. First and foremost, we unlock Spellcasting with Intelligence as our casting ability. We know two cantrips (Ray of Frost and Thunderclap) and three 1st-level spells (Absorb Elements, Earth Tremor, and Frost Fingers).
Finally, we gain Weapon Bond. By bonding our axe to ourselves, we can never be disarmed (as long as we're not incapacitated) and summon the weapon back to us wherever it is (as long as we're on the same plane of existence) as a bonus action.
Level 8 - Fighter: Another ASI. The only reason, we didn't switch back to the Barbarian here is so we can grab the Strike of the Giants feat from the 2022 Wonders of the Multiverse Unearthed Arcana. As a bonus action, we can imbue our weapon with magic of the giants. For the next minute, the first strike we make with that weapon causes additional effect depending on the magic chosen. We're picking magic of the Frost Giants, which deals extra 1d6 cold damage. If the target is a creature, it has to make a Constitution saving throw or have its speed reduced to 0 until the start of our next turn.
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For our final spell, we're gonna get a few more Hit Points with False Life.
Level 9 - Barbarian: Going back to improve the quantity instead of quality of our attacks, we get Extra Attack. We can now attack twice instead of once during a single Attack action. Our ground speed also increases by 10 feet (if we're not wearing heavy armour) thanks to Fast Movement.
Level 10 - Barbarian: Halfway through the build, we can now Rage four times per long rest. We also get a new subclass feature: Fanatical Focus. If while Raging we're fail a saving throw, we can re-roll once per Rage. However, we have to use a new result even if it's worse than the original.
Level 11 - Barbarian: With our Feral Instincts, we now have an advantage on Initiative rolls. Additionally, any ambush or surprise that would happen during combat do not work on us.
Level 12 - Barbarian: Another ASI! This time, we're gonna bump our Constitution by two points.
Level 13 - Barbarian: Whenever we get luck, enemies die! With Brutal Critical, whenever we score a melee attack Critical Hit, we can roll additional damage die (e.g. a battleaxe's damage die is 1d8 [or d10 if used two-handed], so on a Natural 20 we roll 2d8 [or 2d10]). It is also here that bonus damage from our Rage becomes a +3.
Level 14 - Barbarian: Time for another subclass feature: Zealous Presence. As a bonus action, we unleash a rage-filled roar that encourages up to ten creatures within 60 feet of us, giving them advantage on attack rolls and saving throws until the start of our next turn. We can do so once per long rest.
Level 15 - Barbarian: We can now tap into Relentless Rage. Now, we can keep fighting even if we're dead... kinda. If we drop to 0 Hit Points while Raging (and not be insta-killed), we can make a DC 10 Constitution saving throw. On a success, we recover 1 Hit Point. The DC increases by 5 each time we use this feature after the first. After we finish a long rest, the DC resets back to 10.
Level 16 - Barbarian: One more ASI for the road, and we're gonna grab every tank's friend – the Tough feat. Our Hit Points Maximum increase by [our level x2] and every level-up henceforth gives us +2 Hit Points. Additionally, we can also Rage 5 times per long rest now.
Level 17 - Barbarian: We improve our Brutal Critical. On a Critical Hit, we now roll two extra damage dice.
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Level 18 - Barbarian: For the final subclass feature, we'll be able to Rage Beyond Death. When we drop to 0 Hit Points, we don't go unconscious. We still have to make Death Saving Throws, and suffer the normal consequences, but we only drop unconscious when our Rage ends and we're at 0 Hit Points then.
Level 19 - Barbarian: We can stay angry for an unlimited amount of time with Persistent Rage. Our Rage can only end if we choose to do it or if we drop unconscious. With the previous level's feature in mind, in theory we now can never be unconscious.
Level 20 - Barbarian: Our capstone is Barbarian 16, which gives us... an ASI. Yeah, ending it on a low note, unfortunately, but at least we can capstone our Strength with a 20.
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And that is our boy... err... Kratos. Ekhm, let's see what we got:
First of all, we've made the most durable build. Kratos is a frontline powerhouse whether he wields a weapon or not. We can soak damage and deal damage, and our Rage lets us turn the battle to our favour. Kratos has the largest Hit Points pool of all the builds we've done so far: beating both Songbird and Edelgard. With several ice-themed attacks, we can also keep enemies stationary for us or our party members.
Our AC is 17 (with a shield), we have a +1 to our Initiative, and a whoppin' 250 Hit Points on average.
Unfortunately, by focusing on Kratos's physical might, we've sacrificed pretty much all remaining abilities. With a negative Intelligence modifier and a low Wisdom and Charisma score, we also might be vulnerable to Charmed and Frightened effects. It's a shame we couldn't grab the next two Barbarian features (Indomitable Might and Primal Champion), as they would make us even better. What I would suggest is hunt in your game for Belt of Dwarvenkind, which would increase your Constitution by 2 (and give you a swanky dad-beard).
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Another one off the list! This was pretty straightforward and seems situational, but this is the best I could think of. I hope the requestor is satisfied, and I'll see you in the next one, my loves!
-Nerdy out!
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citrucee · 2 years
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Bro I don't even know the names of all your blorbos. Give me the character master mega post!!! I have trouble with names + faces so I'd love a guide to who's who with a little bio about them.
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OKAY HERE'S AS MANY OCS AS I COULD FIT HERE LOL I was gonna color this but there's so many i don't think i could. with all the names put out here, you could look them up on my blog and find other pieces of art i've done of them. (though some have no pieces up here yet)
i'm gonna try adding bios to all the characters under the cut :) thank you for sending in this ask and giving me a chance to share!
FOTC Main Story
Vincent - the unwilling protagonist to the story. used to be a legendary hero but people don't know its him without the helmet. adoptive father to Marco. quiet and reserved.
Tony - an ex-Order knight, married to Adrianne. he joins the party along with his husband. kind of a himbo.
Adrianne - a famous duelist who quits dueling to join the party, with an aim to save Marco and dismantle the government. married to Tony. very eccentric.
Marco - The Little Prophet, granted reality-altering powers by the Cosmos. escaped the Headmaster and is now trying to find out what he wants to do with his life as well as avoiding people who want to use his powers for their own gain.
Side Charas
Jackson - hitman that's currently working for the Order. i can't actually talk too much about him since he's in d&d campaign and that would be spoilers. he's stoic and neurotic.
Jacob - driver for Chattering Inc. henchman for Chatterbox. he works with Bagboy to deliver packages. he's also a zombie, essentially. though he keeps a good attitude about it
Anne (Bagboy) - does delivery for Chattering Inc. she's the one that moves the packages around. she's trying not to get too involved with the company since she knows they get kinda shady, but hey it pays well. pretty cheerful and pleasant to be around.
Tío - its honestly kind of hard to describe his role. people just know them as a strange figure that keeps people from going too deep into the Kyorian Jungle. a mysterious, powerful user of magic.
Sammy - a proficient wizard, and Vincent's lost twin sister. she hides away in a tower and studies the imbalances of the Cosmos, hoping to find a fix to its ills. she's very smart, but a bit unhinged at times.
Chatterbox - an avatar and CEO of his own company. is as trustworthy as a used car salesman. no one knows what shady deals he's getting up to.
Amy - an avatar and keeper of a magical library, which he's bound himself to in order to keep it safe. calm and collected, if not quite lonely.
Kyrvon
(those bios were really long so i'll just talk about what stories these characters belong to)
Little Knight & Big Guy - i run the ask blog with them! there IS a whole story planned i just have to get to it!
Salvadore & Garcia - an ex-Order knight and a mercenary. they both travel around and try to help out the Kyorian resistance wherever they can.
Little Ironhide - no story or really a character planned out i just draw them over and over and gave them an honorary spot on the blorbo list.
Ricardo & Alouiscius - i'm making an RPG maker game with them :D you'll hear more about it soon!!
Solar Austus & Swordsman Ciel - two npcs for a series of oneshots im running!
Max - has a tragic beginning that leads to a tragic end, i haven't really done much with him other than ship him with a friend's oc :')
Other Settings (D&D)
Algas & Angel - oh god these two occupy my brain so much i don't even know where to start. they're for a friend's game and they're besties. things might go wrong in their story but since that campaign hasn't happened we just don't know! i've talked about their story on here before
Erol - for a campaign called Starfall! stupid little samurai who loves his friends so much. also definitely doesn't have a dark secret.
Willam - a Carcosan bard who i really wanna play! character voted most likely to betray the party
Daityas - a scientist who caused the destruction of his entire universe by summoning an old god that ate the whole thing. remnants of his magical experiments fucked him up forever after that. his campaign is ongoing!
Aubrey - a divination wizard who was tormented by prophetic visions. also had some issues with his ex that were eventually reconciled in-game
WOOO THATS EVERYTHING I PUT ON THIS PAGE! if you make it this far thank you so much for reading about my silly little ocs! :'D
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So I was thinking about the childhood friends au and how the twins living in Zephrah instead of on the run changes the mechanics of the characters. Like the only reason Vax is an assassin rogue is everything with The Clasp but if the twins never have to deal with The Clasp, then what?
I have some ideas but I definitely want to hear what you and others who have more experience with actually playing D&D think. I have 2 different thoughts for each of the twins, one with just a different subclass and one with a different class for each of them. Also I know one of the posts early on says that Vax gets his Druid level earlier and probably gets at least one more and I think if it happens before Team Half-Elf leaves for Keyleth’s Aramenté, Vex has to get at least an equal number of Druid levels, if not more.
So easiest first, obviously Keyleth stays the same as in campaign, full moon Druid.
If Kiki is easy, Vex is straight forward. At least to me it seems. If Vex goes full Ranger, instead of taking 7 levels of Rogue cause she ‘learned that stuff from watching her brother’ but Vex doesn’t have any stuff she either can or wants to learn from her brother from the choices I made for him, she is going Horizon Walker. (I know it didn’t exist when campaign 1 was a thing. Do I care? No.) Yes, this does make Trinket just a pet, but let’s be real, when Laura took those 7 levels of Rogue that’s what he became. If she changes her main class she keeps 3 levels of Beast Master Ranger and then goes Circle of the Shepherd Druid. She’s already the magically inclined twin and that’s just from self teaching, if you put her in Magic Druid school I think she’d jump right into it and go right for summoning more bear cubs for Trinket to play with.
If Kiki is easy, and Vex is straight forward, Vax is A PAIN IN MY ASS CAUSE OF ALL THE MULTICLASSING HE DID!
First, if Vax were to stay a Rogue I think he goes Scout as subclass. From what I can see it’s the nature-y Rogue and gets proficiency in Nature and Survival and gets expertise in those checks. If he changes his main class I think he’s joining the Tempest Blades and if he does he’s going battle master-Fighter just like the other two Tempest Blades that we know. Druids get their circle at level 2 and I just don’t know which, if any, fit him so I GAVE UP on that one. Also, I don’t know if a Vax who spent so much time in Zephrah when young and then lived there for years as a teen ever goes Paladin. I remember Marisha talking about Keyleth’s outlook on the gods but don’t remember if she was talking specifically about Keyleth or about the Ashari in general. But either way Keyleth probably got that outlook from Korrin and those are the two people from Zephrah he’d be spending the most time with. And if he doesn’t go Paladin I don’t know how his levels get split between Rogue and Druid or those two and Fighter.
This is super interesting!
So I think that because I personally don't like to change their entire personalities/classes for aus, I'd keep Vex as a ranger and Vax as a rogue. I think that Vex would be a full ranger and horizon walker is a really good subclass for her, but I don't think that she would have any levels in druid.
As for Vax, I think that he's probably got three levels of druid and would also be circle of the moon because he learns everything from Keyleth and Korrin. As for rogue subclass, Scout could definitely work for him, but I could also see him becoming a Tempest Blade and learning a lot from Derrig about fighting styles and things like that which would make him a really good Inquisitive Rogue.
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katyobsesses · 1 month
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Finally introduced my new D&D character to the party! I love her so much she's so much fun to play!!!
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Meet Ethereal Sunset of the Living Woods Clan. Or Effie for short. She's a tabaxi rogue/druid multiclass with trust issues, she's joining the established party as they traverse different planes of existence, because she's trying to track down the whereabouts of her partner Tranquil Sunrise (Quil).
Once upon a time Effie and Quil were well known in certain circles for being high calibre criminals. Effie a thief and Quil a forger. They'd taken up this life after leaving home, neither quite fitting into the families they were born into, both having a strong sense of wanderlust. But running away isn't cheap, so the two found themselves using their skills to get by.
Effie was dexterous, intelligent, and charismatic, able to sneak by unnoticed as she blended into the shadows and turned into a cat to gather intel for various criminal groups. Quil was smart and charismatic above all else, and proficient with a paintbrush, able to forge things from documents to paintings for the black market.
But the two renounced their criminal ways as they grew older and acquired enough money to live comfortably. They settled into a cosy cottage on the shore of a lake surrounded by woods that reminded them of the more happy moments of their childhood. They lived peacefully, Quil painting in the dappled light of the sun through the leaves, selling their own works instead of forgeries, now. Effie reading book after book and journalling her every thought, writing the short stories that would fill her mind. Sure, she would occasionally steal the odd knickknack, but she wasn't the thief she once was anymore.
But then The War started. The fall of a god, the talk of vampires and zombies and krackens. Of shadows and stolen souls. And one day Effie came home from the market - new canvases and paint, some spices plucked from an overfull market table, a loaf of fresh bread - to find Quil missing, no sign of a struggle. The only thing out of place a cryptic note that leads Effie back to the criminal underbelly of the world and eventually to the knowledge that Quil has been imprisoned on another plane of existence.
But That Adventuring Party had to go and blow up the only way to traverse through planes, a tree that contains a portal, so Effie goes on a long hunt for other ways, until she hears that, somehow That Adventuring Party has planted a new portal tree.
And so, when they turn up in the refugee town she's been staying in, she decides to follow them.
She follows the stone man into the forests first, watches him for a bit but he's not very interesting, takes long breaks of doing nothing but staring out into the wilds - he does nickname her cat disguise Jeff, though.
Then she follows the girl with the long braid, but she's also rather boring, quiet and withdrawn often in the library researching, or helping a dragonborn she seems to know well with the community soup kitchen.
Then there's the boy with the curls, he's more fun to watch, because he spends a lot of time out at the tavern drowning himself in booze and his drunken antics are entertaining.
They all go back to an old abandoned looking artificer's shop at the end of the day, and Effie cases the place, steals a couple of interesting looking things too because why not.
But finally she hears The Party talk of portals and planes, and it's time for Effie to reveal herself to them, and time for her to finally find Quil.
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grayintogreen · 7 months
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LOST CHARACTERS AND D&D CLASSES
Welcome to posts that cater specifically to my brainrot, I'm your host, a girl who thinks too much about D&D classes and characters from her other fandoms because what is brainrot but something that infects every other possible interest.
Some notes before I begin:
I did not do every character. There are like 40 characters in this show of narrative significance. Some people have to be fucking commoners okay. If you're offended by who I left out, I don't know what to tell you. For the most part, the characters I left out were either not around enough or didn't have an arc significant enough for me to imagine their forward progression as a D&D character or who served such mad NPC energy that the speculation was pointless. Or the answer was really boring (most of the antagonists fall under this heading).
Jacob and Smokey are deities and therefore were not included for that reason.
I didn't include Walt because the only thing I could think of for Michael was Oathbreaker Paladin and while accurate, it requires a significant amount of DEEPER thought I didn't want to go into for something that's just for shits and farts. And including Walt but not Michael felt mean. That said, Walt is basically a conjuration wizard in canon, which means it's kinda boring because there's no fun speculation. it's right there.
There aren't a lot of arcane magic-users, not because I wanted to be boring and stupid, but because this is just not a bunch of people who lend themselves to fucking magic.
I'm putting this under a cut because it got long. SO LET'S GO.
Jack Shepherd, Cleric
Jack is a cleric in the same way Kingston Brown is (or the same way Zerxus is a paladin). There's no god here, just commitment to the practice. Tragically, there's no "science" domain, so I think the closest would be the Order Domain, which fits his control freak tendencies and leadership vibes. I mean Voice of Authority? That's his entire thing.
Kate Austen, Ranger
Kate is a weird one because I think what she is and what she values about herself kinda run at opposition sometimes. And "commiter of arson that one time that led to subsequent crimes" doesn't actually define you as a class. Ultimately, what Kate loves is running off into the jungle, so I went with Ranger (with the possibility of multiclassing into rogue for evasion/disengage). Subclass is a little iffy, especially because Kate isn't as much a murder machine as some of the other characters (ironic given she is the one billed as the murderer), but I think Fey Wanderer works best given a lot of the spells and bonuses it grants involve GETTING AWAY and that's her whole thing.
James "Sawyer" Ford, Fighter
Sawyer was hard because, like Kate, 'con man' is not a class, it's an occupation, but I also didn't want him to be a Mastermind rogue for reasons I'll get to later and also compared to the ACTUAL Mastermind rogue in the (massive, massive) party, he's penny-ante at best. Sawyer is, aside from that time he missed the marshal's heart at point blank range (anyone can crit fail), a gun guy. I feel like Gunslinger is the most appropriate option for him. High charisma and boosted proficiencies in deception and persuasion make up the con man stuff.
John Locke, Ranger/Paladin
John is such a fucking ranger, the island desires him carnally. I think I'd be remiss to suggest he be anything but a Hunter, but UNFORTUNATELY, Hunter is not good for John, like, at all. John's a Gloom Stalker, because John is hardcore.
That said, I think Locke multiclassed into Paladin of the Island pretty damn quickly to the point where his Ranger stuff is background to that. Oath of the Ancients, specifically.
Hugo "Hurley" Reyes, Bard
Hurley is the most goddamn bardic character on this show besides Charlie. I, an audience member, get Bardic Inspiration every time he talks, he's just that fucking lovable. You cannot talk to Hurley and not feel empowered. He is a GOOD BOY.
I think ultimately his role as Island Guru and his propensity to talk to and see dead people makes him well-suited for College of Spirits.
Charlie Pace, Bard
Charlie almost didn't make it on this list because the answer would be so boring and he's a way more generic, traditional bard than Hurley, but then I had to think about what his college would be. I think given everything, he's hilariously suited to Tragedy Bard, and I don't think you can find a single reason to tell me I'm fucking wrong, especially given his ultimate ending.
Jin-Soo Kwon, Ranger/Rogue
Jin almost didn't make it on this list because like "ranger with an ocean favored terrain" is as far as I got. Also jesus there's so many rangers on this island already. But THEN I got to thinking about Jin's life as a thug for Sun's dad and was like could he have taken levels in assassin rogue that overwhelmed his humble fish ranger beginnings? Absolutely.
Sun Paik-Kwon, Rogue
Sun is a unique one in that I don't think she found her class until after she got off the island and then immediately went "I'm a Mastermind Rogue now" and we love that for her.
Sayid Jarrah, Artificer/Fighter
Sayid was a goddamn hard nut to crack, because his chief skills are "technology" and "torture." Initially, I thought he should be an assassin rogue, but Sayid's heavily tactical and plays too well with others to sell rogue, so I went with Battle Master. Also there is no goddamn Artificer class that suits "communications officer," so that's just gonna be up in the air.
Desmond Hume, Barbarian
Desmond is the only barbarian. No I will not be taking criticism. Subclass is funky because my first thought is Path of the Zealot with the electromagnetism oracle superpowers just being flavor worked in, but honestly what would be funnier if he was a Chaos Barbarian like Ashton and the mechanics are broken, since it fits his weird time travel bullshit.
Mr. Eko, Paladin
Eko is such a paladin, like oh my god. What I can't decide is if he's an Oathbreaker paladin working to reform himself or just an Oath of Devotion Paladin who speedran the whole process, but still feels he has much more to do.
Ben Linus, Rogue
Ben is a Mastermind Rogue. Ben is THE Mastermind Rogue. Ben is so good at being a Mastermind Rogue that he forgot his subclass doesn't have a great fight build and kills you anyway. With a nightstick.
Also I think he spends a lot of his time in later seasons with levels in Twilight Cleric since he was effectively Smokey's Richard. He didn't do anything with the power it was just "my evil god who looks like my dead ex-husband whom I murdered gave me these spells I guess."
Juliet Burke, Cleric
Like Jack, I think Juliet's faith goes into either people or abstract concepts, like idk Cleric of Women's Reproductive Rights. Personally, given everything, I think Life Cleric suits her best, which means she has the potential to make some of the funniest jokes ever during her villain era.
Charles Widmore, Warlock
Charles Widmore is 100% a Warlock of the Island, which makes Ben ousting him as President of Everything so much funnier, like bitch the island gave ME magic. I actually have no idea what subclass. I didn't get that far because I'm too busy imagining Alan Dale throwing eldritch blasts at Michael Emerson and still losing.
Daniel Faraday, Artificer
Can Dan be an artillerist simply because of his "i'm gonna detonate a hydrogen bomb line?" No? TOO BAD. i actually don't know about Dan, like artificer fits, but ya boy's a physicist and D&D doesn't care about physics. I don't know why I put him here. I think Dan should get to make magic bombs I guess.
Miles Straume, Cleric
Miles is a grave cleric who has never healed anyone in his life and will not start now, he just uses his Grave Powers to talk to dead people and find where the bodies are.
Richard Alpert, Cleric
It was a tough decision between cleric or paladin for Richard, but let's be real, since he gives off way more long-suffering energy, he might as well be the cleric. Paladins only suffer like that if their name is Zerxus. My suggestion is Light Cleric since Jacob is the being of light on the island. It's poignant.
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dhampiravidi · 8 months
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D&D OC - Rose
template from here:
BASIC DESCRIPTION
Full Name: Rose Pashar-Covenwood Age: (plot-dependent) mid 30s to 140 yrs Species: Tiefling (technically; Calishite & Illuskan) Gender: Cisgender Woman (she/her) Sexuality: Bicurious (fem-leaning)
APPEARANCE (FC is Antonia Thomas)
Rose is 5'1" (1.55 m), with tanned light brown skin and the toned physique of an average female in their thirties. Her curly hair is a brown so dark it's almost black, which is usually pulled back in a ponytail. Her eyes have bright blue irises with black slit pupils. Two small (1.5" or 3.8 cm), bronze horns rest on her head, and she has a forked tongue, fanged canines, and six fingers with black, retractable claws. Despite this, she's considered to pass for human better than most other tieflings and/or half-fiends. She wears medium armor: a bronze breastplate and bracers, which are worn over a close-fitting, long sleeved black dress with white lining, and black pants and boots. Sometimes she also wears a white cape and black gloves.
PERSONALITY
Neutral Good; Sorcerer (Arcane/Dimensional Magic): Rose is extremely loyal to those within her small inner circle. Though she typically is open to helping those in need, she isn't above using her natural intuition to manipulate people so she gets the outcome that benefits her most. When she takes on a case, she works extremely hard to close it, sometimes enduring weeks of hard travel and dangerous conditions to do so. Often, cases become "personal" to her when the creature(s) she's after has tricked her or stolen something of hers.
BACKGROUND
Her new life began when an illithid nautiloid fell and crushed her house, killing her mother and stepfather instantly. Little Rose had been playing in the nearby meadow, so she had survived. Shock drove her to run to the crash site, trying to find her parents amongst the rubble and flames. Some mindflayers managed to crawl out of their ship, and they were about to kill her before someone cleared their throat. Surprised, both Rose and the mindflayers turned to see a scruffy blond man. He muttered something under his breath and blew the illithids to pieces. He'd tell her that he was the John her mother always talked about--her biological father. John sent the eleven-year-old Rose to study with a wizard friend of his, to keep her safe from all the enemies he'd made during his time as a private investigator/wizard-for-hire (and to teach her how to control her inherited magic). Rose proved to be a great student, not to mention a naturally gifted magic user. Because her father was himself a talented warlock, and one who had made deals with several non-human beings (including devils), Rose was born with some demonic blood, which gave her her unique appearance and an edge in magical combat. She initially studied Conjuration, then realized she had an aptitude for Dimensional Magic. It wasn't long before she became an adult and set off on her own, earning money as a hunter of fiends, undead, and the occasional aberration.
SKILLS
Deception: natural talent for lying, shared with her dad Investigation: like her father, she's a PI for magical mysteries Arcana: her extensive education & her experiences Insight: she can read body language, intentions & motivations Stealth: Rose doesn't cast a shadow
OTHER PROFICIENCIES
Tools: dungeoneer's pack, a quill, a component pouch Spells: infernal wrath, banishment, black blade of disaster Languages: Common, Infernal, Draconic, Undercommon Weapons: two daggers, a short knife, a shortbow (& arrows) Race Trait: darkvision, low-light vision, thaumaturgy cantrip
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gunnygazette-blog · 11 months
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Round #1: Game #2
G#2 (7) #12 Du-vowel Kitties (6-3, 1-0) @ (2) #9 Hooded Snakes (9-1)
This should make for an interesting juxtaposition of styles…as well as the only game where the “former FFA squad” is the lower seed to a non-FFA squad...  
The Kitties can barely claim the FFA mantel because they’re last run in the FFA was 2011...but they were a founding member in 2008 and that first year was easily their best year as they went 10-0 and fell one game shy of the championship…  This version rolls in with the #14 ranked offense...putting up 24.0ppg...but this is the complimentary side of table.  The O-line has size...but can be overwhelmed with numbers...as they don’t check out of pressure...and the center does not handle quick Noseguards well.  The RBs will run the lane, but are not spectacular in any facet of the position...not quick twitch shifty...no turbo gear...no plowing the Defenders into the ground...no spectacular catches…  Just serviceable…  The same could be said of the WRs...just serviceable...but than again they don’t really get to show off their ball-in-the-air skillsets…  Which leads us to the QB...whom seems ill-fitted to the unit’s shortcomings…  I don’t know if doesn’t read pressure (since his “looking over the defense” looks more theatrical than actual analysis) or has no way to audible out of bad plays …  He has a lot of unforced errors and seems to predetermine his target before they are even at the line...which makes for some bad decisions…  And his arm strength is not where he will zip it into lanes or get any distance/velocity when he can’t set his feet.  They should roll the pocket more…  Hot reads can be your friend…  His play will determine this game...good or bad...  
Defensive uni..ranked #8...is the strength of this team.  They’ve held teams to 13.3ppg and have kept them in games all year...BUT...they are prone to be undisciplined…jumping off-sides...losing outside containment...and assignment/alignment errors…  The D-line has bulk but too often has their eyes in the backfield too early...making it difficult to disengage and pursue…but that’s bonus...they will eat-up the blocks and that is prime  The LBs look the part...but do get caught up with eye discipline...leaving them flat-footed and out of position...but do flow well to the ball when they dissect it right and will deliver the lumber given the chance…  The DBs will come up and force...not shying away from contact…and the safety will fill a lane...  So view those quick passes at the line of scrimmage as a set-up play and not expect much…  The biggest problem this unit has...is spending too much time on the field…  
What little I have seen of the Hooded-ones, the #13 ranked offense is the strength of the team...and average 25.2ppg…  The O-line is big...and mostly road graders...but not the most nimble on the edges for pass pro...but the coaching staff does a decent job of managing that liability in the play-calling…  The Rbs can find the holes (which is a lot at this level) and quietly amass stats.  While the passing game is average...and that’s all they need this week… The QB only has to manage this game...not win it...so play-action is his friend...and ball security his mandate.  The WRs are not particulary shifty or fast...but are smart enough to eat up a zone… Don’t think they would be as proficient against a decent bump and run D-backfield.  Defensively the #12 ranked defense has some size...but in general the defense lacks team speed…  The front seven may be stout...but they do not get off blocks quickly adding another step or two of “slowness”.  If you have a real speedster you get him behind this defense. ..but luckily that is not this weekend.  
This is the one FFA vs non-FFA match-up that the Algorithm does not like the FFA team...picking the Hooded-ones...20-14…  I think if the Kitties do go down...it’ll be close…
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potatolordofficial · 1 year
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!! :D
hello (this is for the 'send an !! get an oc' game)
so i'm gonna do meren bc i dont ever talk about him; once again I am basing this off of both oc lore and the multiple Dragonborn au my partner and I have going
cw for child abandonment and neglect, murder under the cut
so meren litdur is an altmer (so he's an elder scrolls oc) that was born supposedly in Anvil, Cyrodiil. at some point he was abandoned by his parents and left to fend for himself on the streets and in the wilderness. thing is, he has a weird ability to commune with animals, they naturally gravitate towards and understand him (probably because one of his ancestors fucked a spriggan or something). so he was able to stay warm at night huddled with the stray dogs and cats. he's also able to detect lies, this comes in later.
Eventually he, while starving, drowned a fellow beggar for the bread the other man had. this murder caught the attention of the dark brotherhood, and Lucien Lachance was sent to find him. He was expecting an adult, and instead found a half-starved kid that tried to run from him. Lucien brought him back to the sanctuary and for the first time, Meren had a home. he was taught how to kill for a living as an assassin, and as he grew up he became proficient enough that he became lucien's protege, and then his Enforcer, the one to carry out high level kills. he is given vampirism as a gift by another assassin (he's happy with the gift).
The whole plotline of the Cheydinhaal sanctuary happens, and then when meren finds the mutilated corpse of lucien, he notices mathieu bellamont, another assassin, is lying when he says the traitor to the brotherhood is dead. so he does a bit of looking, finds the guy's journal, and in a fit of rage kills him before throwing the evidence at the other people in charge and fleeing.
he ended up in the summerset isles, where altmer come from, again starving, and in a fit of desperation joined the aldmeri dominion's army as they were headed for the great war. I’m going with the soldiers weren’t told what they were doing until they reached the imperial city, and at that point Meren figured out what they were doing. He had befriended/was kind of dating another person, Lithion, who was also in the army. When he deserted, he tried to get Lithion to go with him, but they refused. Meren also assassinated several of the brass bc he was horrified by the sacking of his old home. Lithion gave chase, and in the ensuing fight carved a brand into Meren’s cheek, and Meren took out their right eye.
He ended up fleeing and at some point got stuck in the soul cairn, where he spent several years until Laria found him during one of her weird expeditions. He then ended up in Solstheim where there wasn’t much thalmor presence. He met Teldryn Sero there and the two ended up together.
Then Miraak shows up and whoops, he’s one of the Dragonborn, so he has to help fix that mess.
Meren is paranoid about potential spies and people chasing him, and covers his face when in public. He’s sweet though, genuinely kind, and tries to help people. He’s shy and often visibly autistic, and his big goal is to end up somewhere that he can be free to live without hiding, and be left alone to raise livestock and crops.
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chromatophorium · 2 years
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How to Play Ginko from Mushishi in D&D 5e
Right, this is the second D&D build I have posted in a short time, and this one is decidedly the one with less effort put into it, because I am kinda burned out from the last one. But I still wanted to do this. So, hope you enjoy!
STATS: Use point buy and do this: STR 10 DEX 10 CON 10 INT 14 WIS 15 (+1 from Variant human) CHA 13 (+1 from Variant human)
(Ginko is mostly just a normal guy, with good soft stats.)
RACE: Variant human: Size: Medium Speed: 30 ft Languages: Common, Primordial (Language of the basic elements of the world, I think it fits) Ability Score Increase: Choose WIS and CHA, they get +1. Skills: Gain proficiency in Arcana or Perception, your choice.
Feat: Gain the feat Eldritch Adept and choose Eldritch Sight (This is the way we get the seeing mushi thing, a way of always being able to see things others can’t)
BACKGROUND: Hermit Skill Proficiencies: Medicine, Nature (Ask your DM to switch Religion for Nature) Tool Proficiencies: Herbalism kit Languages: Sylvan (Language of beings itrinsically connected with nature, I think it works)
Feature: Discovery, work with your DM to work in mushi or some kind of variant of it. Like, maybe this Ginko character can see expressions of the weave of magic, and he interprets them as creatures? So this revelation about the world could be like, weave of magic related. (If your DM wants to include mushi in the world, then the discovery could just be: Mushi are a thing. They do stuff.)
NOW I HAVE SOME OPTIONS!
Option 1, Play Ginko being a Mushishi from lvl 1
LEVEL 1 Cleric 1
Proficiencies gained: Combat stuff: Light armor, medium armor, shields, all simple weapons Saving Throws: Wisdom, Charisma Skills: Choose Insight and Persuasion
Features:
Devine Domain: Choose Twilight
Eyes of Night: Gain a really good darkvision (From the Tokoyami) Yu ccan also share this darkvision with people within 10 ft for one hour (Which I choose to believe is Ginko just pointing out things in the dark to people, and then getting tired of doing so after an hour)
Vigilant blessing: Give one creature you touch advantage on their next initiative roll. (I interpret this as like, Ginko laying a hand on a creatures shoulder and saying like, Be careful or Be on your guard)
Spells: (I’m just going to describe the number of Spells you can prepare at different lvls, ok?)
Cantrips: Guidance (Just some extra advice and encouragement that someone can do it) Resistance (Also more encouragement or advice, but for enduring stuff) Spare the Dying (Just doing some emergency care)
1st lvl spells: Detect Evil and Good (This is detecting some otherworldy creatures, which is good for a Mushishi) Detect Poison and Disease (A good spell for any health care worker) Cure Wounds (Again, a good spell for any health care worker) Sanctuary (A good spell for a non-combat character, like Ginko)
Already prepared: Faerie Fire, Sleep (None of these are really in character, I think, but could maybe work with some flavor I haven’t thought of…)
LEVEL 2 Cleric 2
Features:
Channel Divinity: Turn Undead This makes undead creatures run away from you. (Just ignore this feature, it’s not in character)
Channel Divinity: Twilight Sanctuaty This makes a 30 ft radius Sphere centered on you filled with dim light. (Maybe think of this as Ginko pulling out like, a lantern? Or a weird mushishi artifact? Idk) When a creature ends it’s turn in the sphere, you can grant the creature either:
1d6+Cleric lvl temporary hp (More Ginko encouragement)
End one effect on it causing it to be charmed or frightened (Ginko getting people to their senses with his wisdom and chill vibes)
Spells: 1st lvl spells: Bless (Even more Ginko encouragement)
LEVEL 3 Cleric 3
Spells: 2nd lvl Spells: Prayer of Healing (Once again, good for any healthcare worker)
Already prepared: See invisibility (This is the thing we came to this class and domain for, Seeing invisible creatures) Moonbeam (This one isn’t really in character, I think, but could maybe work with some flavor I haven’t thought of…)
LEVEL 4 AND ONWARDS: (I just don’t really have much time or energy for the details)
Go Multiclass with Druid, Circle of Spores (the spores are just mushi, it fits kinda well) to get Locate Creature (Mugura looking for people) and Commune with Nature (Mugura again) Also, Gust of Wind (Wind bird mushi, can’t remember the name right now, from the 8th episode of Next Passage) if you want.
Get the 4th level in Cleric, to get the feat Skill expert to gain proficiency in Arcana or Perception, gain Expertise in Medicine and use the one increase ability score on… something. Or the Skilled feat for Proficiency in Perception/Arcana, Investigation and Athletics (good for all that wandering Ginko has to do)
Go 2 levels into Artificer (casting your spells with Alchemist's Supplies, or the Herbalism Kit, if that is allowed) to get
Ersatz Eye (From the 2nd episode) Mind Sharpener (Just good for a guy who has Detect magic up basically all the time) Heward's Handy Spice Pouch (Who knows what Ginko has in his box) Sending Stones (Uro-san, from the 17th episode)
You could maybe go further into Artificer, with the Alchemist specialty if you want that.
Option 2, Play Ginko learning to become a Mushishi, Mushishi from lvl 4 (This is one I like the most, think it might be the most in character if you play it)
LEVEL 1 Sorcerer 1
Proficiencies gained: Combat stuff: Daggers, darts, slings, quarterstaffs, light crossbows Saving Throws: Constitution, Charisma Skills: Choose Insight and Persuasion/Arcana
Features: Sorcerous origin: Choose Shadow Magic
Eyes of the Dark: Gain a 120 ft darkvision. (From the Tokoyami) And more stuff at 3rd lvl. Will mention it then.
Strength of the Grave: When getting to 0 hp, you can make a Charisma save (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. Can’t be used on Critical hits or Radiant damage. (In Cushion of Grass, Ep 11 Next Passage, the Tokoyami hinders Ginko from dying, maybe this could be something like that)
Spells: Cantrips: Poison Spray (Mushi-cigarette smoke?) Mending (Useful for a traveler) Blade Ward (Prepares for an attack, and is ready to deflect) True Strike (Getting people to focus)
1st lvl Spells: Mage Armor (Ginko getting into an alert state to be better at not getting hit) Silvery Barbs (Ginko distracting someone, and then giving advice to someone else)
LEVEL 2 Sorcerer 2
Features: Font of Magic: Gain Sorcery points. You can only make them into Spell slots, and Spell slots into Sorcery points, currently.
Spells: 1st lvl Spells: Expeditious Retreat (Ginko decides he might want to get out of the situation he is currently in)
LEVEL 3 Sorcerer 3
Features: Metamagic: Choose:
Extended Spell Double a spell’s duration with 1 sorcery point (Use this to get more out of See Invisibility) Subtle Spell Cast a spell without any somatic or verbal components with 1 sorcery point (Good for spells that maybe are just Mushi doing stuff)
Eyes of the Dark: Learn the Darkness spell for free. Ginko can cast it with 2 sorcery points or a spell slot. If casted with sorcery points, you can see through the darkness created by the spell. (Tokoyami stuff, maybe? Idk, pretty ooc…)
Spells: 2nd lvl Spells: See Invisibility (See invisible creatures, that’s what Ginko is all about!) Darkness (Tokoyami stuff, maybe? Idk, pretty ooc…)
LEVEL 2 Sorcerer 2
Features: Ability Score Improvement: Choose a Feat instead.
Healer Ginko becomes able to heal people!
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest
Spells: 2nd lvl Spells: Enhance Ability (More Ginko encouragement/advice! Yay!)
Now I am happy.
Then you get to play ginko as mostly just a normal person, but with traditional medicine knowledge. Solve problems with stuff that is around in nature, without just using magic as a cure all, you know? That gives me Ginko vibes.
(Maybe work with your DM to maybe find ingredients to, like to cast other spells and do rituals? Like, maybe you and your DM can do a variant of the Creating magic items, Spell Scrolls specifically, to be able to one-time cast spells like, (Mugura stuff) Locate Animals or Plants, Locate Creature, Scrying, Commune with Nature and (Court of Mushi stuff) Commune/Contact other Plane)
LEVEL 5 AND ONWARDS: (I just don’t really have much time or energy for the details)
Go 2 levels into Artificer to get Ersatz Eye (From the 2nd episode) Mind Sharpener (Just good for a guy who has Detect magic up basically all the time) Heward's Handy Spice Pouch (Who knows what Ginko has in his box) Sending Stones (Uro-san, from the 17th episode)
Cast your spells with Alchemist's Supplies, or the Herbalism Kit, if that is allowed. Get Guidance and Resistance as Cantrips, and something else for other spells. Just maybe try to avoid magical healing? Idk. Do what you want.
You could maybe go further into Artificer, with the Alchemist specialty if you want that.
When getting the next Ability Score Increase, get the feat Skill expert to gain proficiency in Arcana or Perception, gain Expertise in Medicine and use the one increase ability score on… something. Or the Skilled feat for Proficiency in Perception/Arcana, Investigation and Athletics (good for all that wandering Ginko has to do)
Maybe, Maybe, If you want, you can go Multiclass with Druid, Circle of Spores (the spores are just mushi, it fits kinda well) to get Locate Creature (Mugura looking for people) and Commune with Nature (Mugura again) Also, Gust of Wind (Wind bird mushi, can’t remember the name right now, from the 8th episode of Next Passage) if you want.
Option 3, The most accurate one, with the PC having most of the ablilities Ginko has.
Not going into this one. Only if people like, urge me to. Then I will do this one. I’ve got thoughts, and plans, but like, man. Don’t want to put in the work currently. You know how long the Simon (SOMA) build took me? A lot of time and effort. I don’t know how Tulok does this…
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