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#bardic-recovery
dndcharactersinfo · 1 year
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Karamela's White Day Return Gift
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thedemonofcat · 6 months
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Trapped amid the early stages of the Northern War, Jaskier faced Nilfgaardian captors certain he possessed vital details about Geralt's plans for Ciri. Sadly, within the confines of captivity, Jaskier endured a nightmarish ordeal—a torturous blend of memory manipulation and fear conditioning. Venom and magic intertwined to link fear with specific recollections, distorting his memories and inducing hallucinations.
The tormentors succeeded in brainwashing Jaskier, erasing his bardic identity, and reverting him to Julian Pankratz, the Viscount of Lettenhove—an unwitting pawn in Nilfgaard's scheme.
Rescued a month later and brought to Kaer Morhen, Jaskier struggled to make sense of his surroundings, his very essence altered. Geralt, eager to aid his friend's recovery, faced a daunting challenge as Jaskier now harbored an overwhelming fear of him.
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havenoffandoms · 2 years
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Without Your Kisses (I’ll Be Needing Stitches)
Pairing: Geralt x Jaskier (Geraskier)
Warnings: None
Summary: 
It was probably what most people would call a peaceful evening. The sun was slowly setting behind the hills, basking their surroundings in warm hues of orange and red, giving way to an inky purple, cloudless sky. The first stars appeared on the canopy above just as the hot summer air progressively cooled with the impending evening. There was no noise, no disruption, nothing that would otherwise indicate that something was just about to disturb the peaceful silence that had settled over the Gwenllech valley.
Until-
“Son of a bitch”
Notes: Guess who’s back (back, back), back again! It’s been a long hiatus (sorry!) but hopefully this wee Geraskier drabble will make up for it :) 
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It was probably what most people would call a peaceful evening. The sun was slowly setting behind the hills, basking their surroundings in warm hues of orange and red, giving way to an inky purple, cloudless sky. The first stars appeared on the canopy above just as the hot summer air progressively cooled with the impending evening. There was no noise, no disruption, nothing that would otherwise indicate that something was just about to disturb the peaceful silence that had settled over the Gwenllech valley.
Until-
“Son of a bitch,” a loud, some would say dramatic, voice shrieked unexpectedly, startling a murder of crows out of a nearby tree which took flight in a cacophony of hoarse caws and grating coos. “That fucking hurts, you brutish, brusque, uncouth bastard witcher-”
“Stay still,” Geralt snapped, his eyes shooting up to glare at his companion. “You know, I have very little sympathy for you right now.”
“Don’t remind me!” Jaskier hissed in anticipation of the pain, even though Geralt was nowhere near his injury yet. “You are showing an incredible lack of empathy considering the love of your life is on death’s doorstep.”
“You’re not dying, Jaskier. It’s just a dislocation. You will live.”
“I might die from pain if you keep tugging at it like the brute you are!” Jaskier complained in a snippy tone, eyeing his dislocated knee like it might catch fire any second. Geralt heaved a deep sigh as he tried to find the right words to placate Jaskier and convince him that the next step was crucial to his recovery.
“I need to relocate the kneecap before we immobilise the leg. If I don’t, you’ll probably have to walk with a limp or a cane for the rest of your life. Is that really what you want?”
“I can sing and compose just as well with a broken leg,” Jaskier maintained stubbornly, crossing his arms defensively over his chest. Geralt felt like strangling this ridiculous peacock of a man.
“Good luck getting off this mountain in spring with a dislocated leg. Unless you’re happy for your only audience to be Vesemir.”
“You wouldn’t leave me up here all by myself.” Annoyingly, Geralt found himself agreeing with the bard. He was all up for teaching Jaskier a lesson, but he wasn’t cruel. If Jaskier asked, Geralt would probably carry him down the mountain.
“Even if I felt so generous as to help you down this mountain, I certainly wouldn’t be spending my time taking you to various bardic competitions because you couldn’t be bothered to properly heal your leg.” That was already a few inches closer to the truth, although Jaskier really didn’t need to know just how far Geralt would go to keep him happy. “And you know what will happen if you don’t show your face at those competitions, do you?”
Jaskier scowled at Geralt, clearly in a stroppy mood, but Geralt knew that he had hit a nerve already. With a small smile tugging at the corner of his lips, Geralt delivered the final blow.
“Would you rather put up with the pain for next few weeks while your leg heals properly, or live for the rest of your life knowing that you let Valdo Marx win the prize that you have been holding for five years straight?”
“Eight years,” Jaskier corrected Geralt vehemently, a new heat to his tone that Geralt rarely got to witness from his bard… unless, of course, the topic of conversation turned to Valdo Marx. “Eight years, and he will not take that from me, the opportunistic bastard.”
“So, does that mean-”
“Yes, yes , fine!” Jaskier relented, his gaze turning pleading as he met Geralt’s eyes again, “but do be gentle with me dear, alright? I am a delicate bard, unused to the harsh lifestyle you and your brothers have come to call normal over the centuries.”
“Delicate is not the word I’d use.”
“Oh, pray tell witcher, what word would you use to describe your sweetheart?” Jaskier challenged, raising an eyebrow quizzically. “Choose your next words wisely, or you might end up sleeping on your own tonight.”
“Don’t threaten me with a good time,” Geralt deadpanned, fighting the smile threatening to break across his face as Jaskier scoffed in affront.
“That’s it, you’re sleeping in Eskel’s room tonight! Or Lambert’s, or Vesemir’s, I don’t care. Not with me, that’s for-”
“Jaskier,” Geralt interrupted the bard, his tone turning softer and patient like it did when he tried to coax stubborn Roach into compliance, “that’s enough trying to distract me from the task at hand. The quicker I do this, the quicker you can go back to whatever it was you were trying to do before you fell down the stairs.”
“Not my fault your stairs are dangerously slippery!” Jaskier defended himself, though there was no mistaking the edge in his tone. Geralt had been in the witchering business long enough to recognise fear when he saw it.
“Jaskier…”
“Alright, alright.” Jaskier readjusted himself so his back was pressed against the wall, grimacing when the action tugged at his injured leg. Geralt nearly winced in sympathy, though he knew that showing his own discomfort would only encourage Jaskier’s panic. After taking a composing breath, Jaskier closed his eyes and declared that he was ready with all the confidence of a rock troll ice skating over thin ice.
“I’ll count down from ten,” Geralt said reassuringly, watching Jaskier tense at those words. “You need to relax, Jask, or it will hurt more.”
“Said the man whose knee is currently still in the correct socket…”
“I’ve suffered enough dislocations in my lifetime to know what I’m talking about,” Geralt retorted, if a little defensively. “Deep breaths while I count down. Ten, nine,...”
Predictably, the knowledge that he still had another eight seconds before the pain came was enough to encourage Jaskier to relax ever so slightly, which was exactly what Geralt was counting on. He knew he had to work fast if he wanted to keep Jaskier’s pain levels at a minimum (and if he could simultaneously spare his and his brother’s ears in the process, well, that would be the cherry on the cake).
“Eight,... one.”
With practised movements, Geralt extended Jaskier’s leg with his right hand, and with his left pushed the dislocated kneecap back into line with the rest of Jaskier’s limb. A sharp cry and several passionate ow, ow, you lying, conniving bastard later, Geralt managed to gently lower Jaskier’s leg to the mattress and rise from the bed to look for anything that could serve as a brace for the next few days.
“You said you were counting to ten !” Jaskier accused, still panting and wiping the rogue tears rolling down his cheeks.
“No, I said I would count down from ten. There’s a difference.”
“There’s a difference,” Jaskier mocked Geralt in a forced baritone before flipping him the bird, “here’s what I think of your apology!”
“I wasn’t apologising,” Geralt remarked casually all the while rummaging through his chest for spare knee pads that he might use to immobilise Jaskier’s leg, “I needed you to relax your leg and that wouldn’t have been the case if you knew when to expect the pain. You tensing at the wrong moment could’ve made things worse.”
“Is that so, or are you lying to me again? You know, like when you gave me ten seconds to prepare myself and then snapped by knee back into place after three seconds!” said Jaskier petulantly, earning himself a pointed eye roll.
“You’re being dramatic.”
“And you’re being a little bitch!”
“Would an apology make it all better, dear?” Geralt snarked in response, his patience slowly waning. When he looked up and met Jaskier’s hurt expression, however, something old and tired twisted in his chest. Guilt washed through him despite his better judgement at the sight of Jaskier’s pout, his wet cheeks and the arms crossed over a strong chest. With a heavy sigh, Geralt rose to his feet and walked to Jaskier’s side of the bed. Wordlessly, Geralt leaned down and pressed an apologetic kiss to Jaskier’s temple, taking a minute to nuzzle at the fine brown hair and inhale Jaskier’s familiar scent.
“Forgive me, little lark,” Geralt whispered genuinely in Jaskier’s ear, voice soft and contrite. “I didn’t mean to cause you any more pain.”
Jaskier physically deflated at the tender words, groaning under his breath as he leaned into Geralt’s touch.
“You do make it difficult for me to stay mad at you, dearest witcher.”
Jaskier tilted his head so that his nose brushed against Geralt’s, silently beckoning for another kiss which Geralt was weak to refuse. Their lips met in a slow, loving kiss that went straight to Geralt’s toes, and when Jaskier pulled away Geralt almost felt compelled to chase these delectably soft lips. He managed to reign the urge in, just about.
“You’re forgiven, of course. Thank you for returning my knee to its rightful location, my love.”
“Hm.”
“Ah, yes. I love you, too. Boorishness and all.”
“Ain’t I lucky?”
Despite the teasing tone, Geralt’s words were spoken with the kind of hidden sincerity that many people wouldn’t have known to look for if they didn’t know Geralt well enough. Not Jaskier, though. Geralt was an open fucking book to Jaskier.
“Yes, you very much are, dearest.”
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pathfinderunlocked · 10 months
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Cygnal Agathion - CR6 Agathion
A humanoid celestial with the grace and appearance of a swan.
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Artwork by HEX_jjung on Twitter.  Apparently someone owns an NFT of this image, which kind of makes me feel like I should make the creature a fey trickster that scams people instead.
There aren’t many stat blocks for agathions.  I wonder how many people who play Pathfinder don’t even know what they are.  An agathion is a type of celestial that lives in the plane of Nirvana, and usually looks like a humanoid with some animal parts, although a few just look like fancy animals.  Each one is themed after a different animal.  There’s already a generic “bird” agathion, but I wanted to make a more specific swan-themed one.  Agathions often take the very goofy-looking combination of an animal’s head on a human’s body, which I tried to avoid with this one.
Cygnal agathions spend their time composing music and practicing dances on the ponds and rivers of Nirvana, trying to make their realm more beautiful even if no one is around to see it.  They memorize these pieces rather than writing them down.  Other agathions almost all see these endeavors as worthwhile, and perceive cygnal agathions as frail artists that must be protected.
This is very much a support and healing creature.  It has basically no way to deal damage on its own, so if it doesn’t have an ally to use Galdrar of Vigor on, it typically surrenders.  The Fey Performance feat lets it expend extra rounds of bardic performance to increase the range of its performances, and it uses this to stay as far from battle as possible.
Wave Shield grants it DR 4/—, which doesn’t stack with its natural DR 10/evil or silver.  Only the highest DR applies against any given attack, so Wave Shield is only useful against evil or silver attacks.  With its arcane sight, a cygnal agathion can attempt a Spellcraft check as a free action to identify whether an enemy’s weapon is magically evil-aligned, and it can attempt a DC 20 Appraise check as a free action to identify a silver weapon, so it usually knows which attacks to use its wave shield against.
Cygnal Agathion - CR 6
This graceful humanoid has large white feathered wings emerging from its shoulders and wrapping its body, and long pure white feathers in place of hair.  White markings, possibly paint, form symbols and patterns on its torso and legs.  The only clothing it wears is a pair of long flowing translucent sleeves.
XP 2,400 NG Medium outsider (agathion, extraplanar, good) Init +6 Senses arcane sight, appraising sight, aura sight, darkvision 60 ft., low-light vision; Perception +13 Aura fast healing aura (5 ft.)
DEFENSE
AC 18, touch 17, flat-footed 11 (+6 Dex, +1 dodge, +1 natural); +2 deflection vs. evil hp 52 (8d10+8); fast healing 2 Fort +3, Ref +12, Will +8; +4 vs. poison; +2 vs. evil DR 5/evil or silver Immune electricity, enchantment and possession vs. evil, petrification Resist cold 10, sonic 10
OFFENSE
Speed 30 ft., fly 100 ft. (average) Melee unarmed +6 (1d3-2) Special Attacks bardic performance (fascinate, inspire courage, inspire competence), galdrar of recovery, galdrar of vigor Spell-Like Abilities (CL 8th; concentration +15)     Constant—arcane sight, aura sight, protection from evil, water walk     At will—dancing lights, water walk, wave shield     3/day—glitterdust (DC 19), feather fall, fly, good hope     1/day—break enchantment, nixie’s lure (DC 20), sculpt sound (DC 21)
STATISTICS
Str 7, Dex 22, Con 12, Int 17, Wis 14, Cha 24 Base Atk +8; CMB +6; CMD 23 (+25 vs. evil) Feats Dodge, Fey Performance, Flyby Attack, Spell Focus (transmutation) Skills Acrobatics +14, Diplomacy +11, Appraise +14, Bluff +14, Fly +17, Knowledge (nature) +10, Perception +13, Perform (dance) +14, Perform (sing) +14, Spellcraft +11, Survival +6, Swim +9 Languages Celestial, Draconic, Infernal; speak with animals, truespeech SQ trackless step
SPECIAL ABILITIES
Appraising Sight (Ex) A cygnal agathion can appraise items by sight as a free action.
Bardic Performance (Su) A cygnal agathion has 11 rounds per day of bardic performance (based on its Charisma modifier).  It can begin a bardic performance as either a move or swift action, but maintaining it each round is a free action.  Changing a bardic performance from one effect to another requires the cygnal agathion to stop the previous performance and start a new one as a standard action.  A bardic performance cannot be disrupted, but it ends immediately if the cygnal agathion is prevented from taking a free action to maintain it each round.  A cygnal agathion cannot have more than one bardic performance in effect at one time.
A cygnal agathion can begin a bardic performance as a dance, requiring its allies to see it, or as a song, requiring its allies to hear it.  If blinded, it has a 50% chance to fail a dance, and if deafened, it has a 20% chance to fail a song.  The Fascinate bardic performance uses both a song and a dance, while Inspire Courage and Inspire Competence use either one or the other (the cygnal agathion’s choice).
A cygnal agathion has access to the following bardic performances, treating its bard level as 8 for these performances: Fascinate (DC 21), Inspire Courage (+3), and Inspire Competence (+3).
Create Feather Token (Su) Once per week, as a full-round action, a cygnal agathion can remove a feather from its head and transform it into a swan boat feather token.  This feather token becomes a non-magical feather if not used within one week.
Fast Healing Aura (Su) A cygnal agathion and all creatures adjacent to it (including enemies) gain fast healing 2.
Galdrar of Recovery (Su) While performing a bardic performance, a cygnal agathion can sacrifice 2 rounds of its bardic performance and immediately end its performance as a standard action to heal one willing ally within 60 feet that can perceive its bardic performance for 3d8+8 hit points.  This is a positive energy effect; undead are harmed instead of healed by it.
Galdrar of Vigor (Su) While performing a bardic performance, a cygnal agathion can sacrifice 2 rounds of its bardic performance and immediately end its performance as a standard action to immediately allow one ally within 60 feet that can perceive its performance to take a move or standard action.  If the target takes a move action and uses it to move, it gains a +6 dodge bonus against attacks of opportunity during its movement.
Trackless Step (Ex) A cygnal agathion leaves no trail in natural surroundings and cannot be tracked.  It may choose to leave a trail if so desired.
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nerdythebard · 2 years
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#50: Erin Solstice [The Wandering Inn]
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(Art Credit: cmarguel on Twitter) ---
Welcome back, my lovelies.
I will be honest with you, I've been putting this one on hold for some time because I wasn't sure if I can do this right. One of our newest friends, @bomoboo, gave me quite a challenge. I didn't want to straight-up deny a request, so it kinda sat there until I got my things together. This one's not perfect, and I know it, but I hope we can work on those together and enjoy creative D&D plays henceforth. Anyway, Erin Solstice, would you mind inviting us for a game of chess?
Next Time: You either die a hero or... well, you don't become a myth.
So, what is our strategy for this game?
Isekai Protagonist: Erin is a human girl from Michigan, who ends up in a fantasy realm after walking into the bathroom. It really doesn't get more anime than that.
Peaceful Warrior: Just because Erin doesn't like fighting, doesn't mean she can't. She'll take on an entire army for you, and then happily invite you over for a game.
Jacqueline of All Trades: Anything you can think of, Erin can probably do. She crafts, she plays chess, she cooks, she brews her own ales.
---
The story gives it to us right away, Erin is a Human. But since she's essentially an anime protagonist, we're making her a Variant Human. This gives us a +1 to two abilities of our choice (Intelligence and Charisma), we can speak Common and one other language of our choice (perhaps Goblin?), we gain proficiency in one skill of our choice (Persuasion), and we get to pick a feat; for the best [Innkeeper] in Izril, we gotta pick the Chef feat from Tasha's Cauldron of Everything. We can increase our Constitution or Wisdom by 1, proficiency with cook's utensils, and the ability to prepare some food and treats during a rest that provides those that eat them with some extra Hit Points. Just like mama used to make <3
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Since Erin literally came to Izril from another world, we're gonna make her a Far Traveler. We gain proficiency in Insight and Perception skills, proficiency with one musical instrument or gaming set (do I need to say anything?), and one more language proficiency. The All Eyes on You feat definitely makes us stand out at first, but those curious glances and whispers could be used to our advantage to, for example, secure an audience with somebody important in exchange for a tale or two from our homeland.
ABILITY SCORES
While Erin is a talented chess player and a very pragmatic thinker, we're gonna put Charisma as our priority for her persuasion and manipulation capabilities. For her equally impressive willpower, we're getting Wisdom next (both are the most common saving throws against compulsion), followed by Intelligence.
Constitution will be next, as Erin's alcohol immunity, endurance, and recovery seem to be pretty good. Dexterity is on a lower end, and we're gonna dump Strength.
CLASS
This one was difficult, but when accounting for all of Erin's skills and items, we have to go with a Bard, start-to-finish. Bards get the d8 as their Hit Dice, [8 + our Constitution modifier] initial Hit Points, proficiencies with light armour, simple weapons, hand crossbows, longswords, rapiers, and shortswords (feel free to pick whatever, for the purpose of the build we'll go with the classic leather, also perhaps include a dagger to mimic the knife she got from Pelt), as well as three different musical instruments. Our saving throws are Dexterity and Charisma, and we get to pick any three skills (Investigation, Performance, and Survival).
Level 1: We start with Bardic Inspiration, the class's staple. Through the means of singing, poetry, or a little entertaining jig, we can give a creature within 60 feet of us an Inspiration Die. The creature can use the Inspiration Die to add its result (starting at d6, increasing as we level up) to the next saving throw, ability check, or attack roll it makes within the next 10 minutes. We have a numer of Inspiration equal to our Charisma modifier and we regain all expended ones after a long rest.
Bards also gain Spellcasting at level 1. Charisma is our casting ability and we know cantrips, regular spells, and rituals. Bards have access to their entire spell list and get a fixed number of spells as they level up. We start with two cantrips (Friends and Prestidigitation) and four 1st-level spells (Charm Person, Cure Wounds, Detect Magic, Heroism).
Level 2: We can now reach one of our goals and became a Jack of All Trades. From now on, we can add half of our proficiency bonus (rounded down) to any ability check that we lack proficiency in. We also learn the Song of Rest: during a short rest, we can revitalise our allies with songs and stories. If the characters spend Hit Dice for healing, they can add extra 1d6 HP (the dice value changes as we level-up).
We also learn one more 1st-level spell. Since we're an innkeeper, we need to resupply. How about getting some better prices for our wares with Distort Value.
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Level 3: At this level, we get to pick our subclass, our Bard College. Since Erin relies a lot on her charisma and persuasive skills, we're going to pick College of Eloquence. By carefully and beautifully weaving our words, we can resolve conflicts and achieve our goals without the need to draw a weapon. We start with Silver Tongue: whenever we make a Persuasion or Deception check, we cannot roll lower than 10. This essentially give us Rogue's Reliable Talent (a feat from Level 11). We also get to speak Unsettling Words: as a bonus action, we can spend one Inspiration Die and choose a creature within 60 feet of us. The targeted creature then have to deduct the ID result from the next saving throw it makes before the start of our next turn.
At level 3, we also get the first part of Expertise. We get to pick two skills and double our proficiency bonus to any ability check used with those skills. Let's pick Insight and Persuasion.
We also unlock 2nd-level spells. Let's pick Borrowed Knowledge.
Level 4: We get our first Ability Score Improvement. Let's bump our Dexterity up by two points for better AC. We also get a new cantrip (Vicious Mockery) and another 2nd-level spell (Locate Object).
Level 5: At this level, our Bardic Inspiration die increases its value to d8. We also become a Font of Inspiration, and now we can recover our Inspiration Dice during a short or long rest.
We unlock 3rd-level spells here, so let's grab Motivational Speech.
Level 6: We get Countercharm. As an action, we start a performance that lasts until the end of our next turn. During that time, creatures within 30 feet of us (ourselves included) gain an advantage on saving throws against being frightened and charmed.
For this level's spell, let's get Nondetection to mimic Erin's anti-scrying ring.
Level 7: We don't any new features here, but we do unlock 4th-level spells. Feel free to grab Dimension Door, in order to replicate Erin's Magical Door.
Level 8: Time for another ASI. Let's increase our Constitution by two points for that nice HP bonus. For this level's spell, we're gonna go back a level and pick Summon Fey Spirit.
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Level 9: Our Song of Rest value now becomes d8, and we unlock 5th-level spells. Let's grab Mass Cure Wounds to better support our allies.
Level 10: Halfway through the build and we get a bunch of goodies. First of all, our last cantrip of the build (Mending), then our Bardic Inspiration Dice become d10s, we get two more skills to put Expertise into (Perception and Survival) and a massive spell boost with Magical Secrets. We can choose two spells from any spell list and add them to our repertoire, as long as they're of a level we can cast. We're gonna grab the 1st-level Shield spell for some AC boost and the 4th-level Fabricate spell.
Level 11: At this level, we don't gain any new class levels, but we unlock 6th-level spells. From now on, our spell gain is slowing down, so we have to make it count. Since the best Innkeeper has to serve the best food, it's clear we're gonna go with Heroes' Feast.
Level 12: Another ASI. This time, we're gonna bump up Dexterity by two points.
Level 13: Our Song of Rest now becomes d10. Additionally, we unlock 7th-level spells, and it's finally time for us to get our beloved Wandering Inn (and it actually will be wandering!) with Mordenkainen's Magnificent Mansion.
Level 14: Time for another magic haul. From our subclass we gain Infectious Inspiration. Whenever we successfully inspire someone and they use their Inspiration Die, we can use our reaction to automatically inspire another creature (other than ourselves) within 60 feet of us without losing an ID. We can do that a number of times equal to our Charisma modifier per long rest.
We also get to pick two more Magical Secrets. This time, let's grab Guards and Wards to have complete control over our inn, as well as Drawmij's Instant Summons to always have a pick-me-up at hand.
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Level 15: Our Bardic Inspiration dice now become d12. We also unlock 8th-level spells. Let's grab Glibness to raise our charisma to the level of gods.
Level 16: Time for another ASI. Let's grab some more power before the endgame and bump up our Charisma by two points.
Level 17: Our Song of Rest value now becomes d12. We also unlock the pinnacle of D&D magic (for players), the 9th-level spells. However, let's grab the Mind Blank spell from level 8. Just wait and see...
Level 18: We get two more Magical Secrets here, and it's time to make an actual wandering inn. As long as we'll get the funds for it. And we will, because the final spells of this build are Mighty Fortress and Wish.
Level 19: For the final ASI, we're gonna bump up our Dexterity by two points.
Level 20: Our capstone is Bard 20, which gives us Superior Inspiration. Whenever we roll Initiative, if we don't have any Inspiration Dice left, we regain one.
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---
And that's the lovely Erin Solstice. Let's see how we did:
First of all, we're a master manipulator. With a Passive Perception of 24, we know what happens in our inn while being in its basement. With our subclass and Expertise in Charisma-based skills, I can assure you most of your conflicts will end before they even begin.
Our AC is 14 (with a standard leather armour) or 19 (with the Shield spell), we have a +3 to our Initiative and the average of 136 Hit Points.
As you can clearly see, this build was made for support purposes. We're not a frontline fighter. Our job is to make sure our allies can defeat their enemies, and then live to fight another day. Our strengths lie outside the battlefield, and we're a strong candidate for the party's Face.
---
Phew, now that was something. Once again, I cannot express how thankful I am for your patience and support, my darlings. Things are starting to come up Nerdy, so I hope I can return to my groove.
I'll see you soon <3
-Nerdy out!
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captain29thegamer · 9 months
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Let’s have an open discussion post about Hermeus Mora (Herma Mora), and his Black Books. Out of all of the Black Book quests which is your favorite? And which is your least favorite? What do you think of the Seekers when you’re in Apocrypha?
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When you go into Epistolary Acumen you have three choices of powers that you can obtain (just like with every Black Book). The first is, Dragonborn Force. When you use your Unrelenting Force shout, it causes more damage and has the chance to disintegrate your opponent. The second is, Dragonborn Flame. When you use your Fire Breath shout and your opponent dies, a fire wyrm appears and will fight for you for 60 seconds. The third is, Dragonborn Frost. When you use your Frost Breath shout it encases your opponent in ice. Which of these do you typically choose?
When you go into Filament and Filigree, you get the choice of a new additional power you can obtain. Secret of Arcana causes your Magicka not to drain for 30 seconds. Secret of Protection causes damage halved from all physical attacks and most magical attacks for 30 seconds. Secret of strength causes your stamina not to drain for 30 seconds. Which would you choose?
In the Hidden Twilight you get three more choices. Mora’s Agony summons a field of writhing tentacles that poisons foes. Mora's Boon completely replenishes Health, Stamina and Magicka. Mora's Grasp freezes the target between Oblivion and Tamriel for 30 seconds, making them immune to all damage. Which OP power would you choose?
The Sallow Regent introduces skill buffs. Seeker of Might causes 10% more effective combat skills, 10% improved Smithing. Seeker of Shadows causes 10% more effective stealth abilities, 10% improved Alchemy. Seeker of Sorcery causes 10% reduction in cost of all spells, 10% improved Enchanting. Which buff set sounds most appealing to you?
The Winds of Change will throw you off with the diversity of choice you have this time around. Companion's Insight: Your attacks, shouts, and destruction spells do no damage to followers.
Lover's Insight: +10% damage to and 10% better prices from people of the opposite sex.
Scholar's Insight: Reading skill books provides 2 level increases for the skill.
Untold Legends has some awesome perks that you can choose from when choosing your power. Bardic Knowledge: A spectral drum that plays for 300 seconds replenishing stamina recovery. Black Market: A Dremora merchant spawns for 15 seconds. Secret Servant: A Dremora butler spawns for 15 seconds, total carrying capacity 148 points.
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And last but not least, we have Waking Dreams, which does not offer any choices. It’s found in the Temple of Miraak during the main quest line. This Black Book allows you to reset a skill tree and refund spent perk points at the cost of a dragon soul. Which skill tree would you reset? And is it worth the dragon soul, when you can just Legendary your skill tree?
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genderhawk · 5 years
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∞ - chill/relaxed
“but heavy is the crown that is always hidden
tender is the heart you never see
hard and fast shines the grin that we flash 
but there is a vulnerable stripe or two on me“
-Cheshire Kitten - S.J. Tucker
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dndtreasury · 2 years
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Staff of the Life Herald
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theamazonpoet · 5 years
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Writing for my own therapy and working out my inner demons
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gorgugplushie · 4 years
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i cant edit my carrd rn but block me if u have an ed blog / ed sideblog
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Ren didn't tell Doc about the other book: the dusty book of fables by some long-dead bard rattling around Renbob's van (he doesn't know why Renbob has it, but why does Renbob have anything, really?). In cold, empty hyperspace, the legends of old kingdoms rising and falling and soldiers waging bloody wars kept him company. He obsesses over the characters- he even finds himself dreaming about himself in the book's events. What can he say, he's a sucker for good fiction! ...It IS fiction, right...?
His favorite legend? That of an ancient, blood-stained King and his Hand, driven together through victory and defeat to their final, inevitable fate. He doesn't know quite why it connected with him so...but it was a good read during his recovery! It made him feel strong, and comforted, and able to face whatever came next after such harsh changes and hardships as what he'd just been through.
As it turns out, bardic inspiration has no expiration date. It can linger on a page for years. Steeped in the scent of old paper and blood, words racing to the practiced rhythm of a pounding shield, a scrap of treasured red fabric tucked beneath the cover, the memory of blackened fingertips scribing ink by firelight around a circle of trusted companions and brothers in arms...this is a magic that can last for centuries.
It can last for as long as Ren needs.
- Mod Shade
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dndcharactersinfo · 3 years
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autumnslance · 3 years
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🖤— Random romantic headcanon
I'm actually fairly bad at figuring out typical romantic things, so here's my headcanon for how these fools even connected to eventually get together:
During Thancred's recovery post-Lahabrea was when he and Aeryn learned they have similar literary tastes, and began talking about books and reading together. It was a good way to stay distracted and pass the time when he wasn't allowed out yet, and she was back from and between whatever missions and adventures she was on. After all, Thancred's cover back then was "bard" (of the minstrel variety) which he was fairly good at to maintain that charming cover for so many years (and seemed to use as insight into people, like in ARR patches when he's talking about Ishgard literature briefly in a click dialogue), and Aeryn's own background had fostered similar interests, and she actually trained a bit with Jehantel before turning to red magic.
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Over time, reading together has become one of their main ways of spending time with each other, especially with how busy their lives can be, and how wildly unpredictable. They used to sit at a table somewhere to read and discuss; nowadays they curl up in a chair, couch, or bed together with beverages and blankets and usually take turns reading out loud. If one of them is stressed/tired and the other taking care of them, they might not share reading duties.
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It was never unusual to see them walking and talking about literary topics, or sitting at a table discussing it, and still happens around the Rising Stones. What can clear a room quickly is when they start to argue about books or authors, or a point of critical theory. This can go on for bells (and some of their friends are fairly certain it's a form of foreplay, but haven't dared express that even to tease yet). There is a FFXIV Write 2020 entry about their literary arguments, even. There's a few scattered other writings about how they spend needed care time reading together.
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In the end, though, these two connected over their bardic interests; stories, songs, and dance, and while it's not a primary discipline for either of them, they enjoy and are fairly good at said interests, and so being literature nerds formed the basis of their initial friendship and now their romantic relationship.
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paperanddice · 3 years
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Looking like a demon's version of a nautilus, spirraxes are strange bioweapons that hail from a dying demiplane. A 16 foot diameter spiral shell flecked with streaks of adamantine and other metals, a half dozen blue octopus arms covered in suckers and tipped with a small, roiling mass of void spill out of the opening, with a single massive, bulging eye looking past them out at the world. Spirraxes harness immense destructive energy to fight, the void tipping their arms scouring away organic material and devouring it and able to unleash the void into a powerful beam or blast. The few times they've been seen there's been no negotiation or possibility of peace, as they begin methodically wrecking unparalleled destruction in perfect spirals or carefully measured grid patterns. All that remains after a spirrax passes is stone, metal, and a fine dust coating.
The reason for this single-minded destruction is that spirraxes are created and directed to consume as much living matter as possible, storing the energy of it inside of their bodies and returning to their home demiplane to infuse that energy back into it in order to stave off the inevitable end. The people who created the spirraxes have never been met, as no one has been able to reverse engineer where spirraxes travel to when they leave, and the creators seem to have no interest in visiting the world they're harvesting of resources.
Adamantine is the only inorganic substance that draws a spirrax's attention, and it will gather all adamantine it finds, holding it within its shell when it returns home. This adamantine is used to craft the massive, incredibly durable shells all spiraxes wear. These shells provide exceptional protection to the spirrax, fending off most weapons and granting exceptionally fast and agile flight. They are not invincible however, and eventually will collapse under a powerful enough assault, which is usually the cue for the spirrax to try and escape back to its home. Outside of its shell they are much slower and more vulnerable to attack, unable to fly and forced to drag themselves along the ground with their arms. A shelled spirrax still has access to its void harnessing powers, and should not be underestimated so long as it still lives. If it escapes, it can build a new shell on its home demiplane, and will eventually return to harvest more material, though likely seeking to make land somewhere far from where it was last driven away to avoid the threat that defeated it.
Originally from the 3.5 Monster Manual V. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as a spot on the Paper and Dice Discord server, consider backing me there!
5th Edition
Spirrax Gargantuan aberration, unaligned Armor Class 22 (natural armor) Hit Points 279 (18d20 + 90) Speed 20 ft., fly 50 ft. (hover) Str 25 (+7) Dex 10 (+0) Con 21 (+5) Int 12 (+1) Wis 13 (+1) Cha 14 (+2) Saving Throws Con +11, Int +8, Wis +7, Cha +8 Skills Perception +7, Survival +7 Damage Resistances bludgeoning, piercing, and slashing (from adamantine shell) Senses passive Perception 17 Languages Spirrax Challenge 18 (20000 XP) Adamantine Shell. The spirrax is encased in an organic shell laced with adamantine. As long as the spirrax has its shell, it has an AC of 22, a fly speed of 50 feet, resistance to bludgeoning, piercing and slashing damage, and whenever it is hit by a critical hit, it can roll a d20. On a result of 11 or higher, the critical hit is negated. If the spirrax is reduced to 70 or fewer hp by any damage besides psychic or poison damage, its shell collapses and the spirrax loses its fly speed, resistance, and the ability to negate critical hits, and its AC is decreased to 14. It takes the spirrax 1 month to build a new shell. Legendary Resistance (3/Day). If the spirrax fails a saving throw, it can choose to succeed instead. Sense Emotion. The spirrax can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. Innate Spellcasting. The spirrax's spellcasting ability is Charisma (spell save DC 16). The spirrax can innately cast the following spells, requiring no material components: At will: plane shift (self only) Actions Multiattack. The spirrax makes three tentacles attacks. It can replace one of these attacks with one use of Consumption. Tentacle. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 14 (2d6+7) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained. The spirrax has 6 tentacles, each of which can grapple one target. Consumption. One creature grappled by the spirrax must succeed on a DC 16 Constitution saving throw or take 21 (6d6) necrotic damage and have its hit point maximum reduced by an amount equal to the necrotic damage taken. The target dies if this effect reduces its hit point maximum to 0, and its body crumbles into a fine dust, along with any nonmagical equipment it is wearing or carrying that is not made of metal or stone. Void Blast (Recharge 5-6). The spirrax unleashes a burst of pure void in a 120-foot line that is 5 feet wide, or in a 50 foot radius centered on itself. Each creature in that area except the spirrax must make a DC 19 Dexterity saving throw, taking 70 (20d6) force damage on a failed save, or half as much damage on a successful one. Unattended nonmagical objects that are not made of metal or stone in that area are disintegrated, and a creature reduced to 0 hp by this damage is desintegrated, along with any nonmagical items it is wearing or carrying that are not made of metal or stone. Legendary Actions The spirrax can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The spirrax regains spent legendary actions at the start of its turn. Tentacle. The spirrax makes one tentacle attack. Consumption (Costs 2 Actions). The spirrax uses Consumption. Indifference Aura (Costs 3 Actions). Each creature of the spirrax's choice within 60 feet of it must succeed on a DC 16 Charisma saving throw or become charmed by the spirrax. While charmed in this way, the target can't use actions, bonus actions, or reactions, and the effects of abilities such as barbarian rage or bardic inspiration dice are suppressed. This effect ends if the target ends its turn more than 60 feet from the spirrax or if the target takes any damage from the spirrax. If the target's saving throw is successful or the effect ends for it, the target is immune to the spirrax's indifference aura for the next 24 hours.
13th Age
Spirrax Huge 11th level wrecker [aberration] Initiative: +15 Void Tipped Tentacle +16 vs. AC (3 attacks; can target nearby enemies) - 50 damage Natural Even Hit: The target pops free from each enemy and is moved to engage the spirrax, which grabs it. The spirrax can grab up to 6 enemies at once. Miss: 20 damage. Consuming Void +18 vs. PD (one enemy it’s grabbing; includes +4 grab bonus) - 75 negative energy damage. Natural 16+: The target loses one recovery and is weakened (save ends). Limited Use: 1/turn, as a quick action. C: Void Blast +14 vs. PD (1d4+2 nearby enemies) - 125 force damage. Natural 16+ or Target Reduced to 0 hp: The target must start making last gasp saves. On the fourth failure, the target disintegrates into a fine powder, leaving just its metal and stone equipment behind (and any magic items). Limited Use: 1/battle, when the escalation die is 3+. Adamantine Shell: The spirrax wears an organic shell laced with adamantine. This shell lets it fly, gives it resist weapon damage 12+, and whenever an enemy scores a critical hit against the spirrax it can roll a saving throw. On a success, the critical hit deals regular damage instead of double damage. When the spirrax is reduced to 200 hp, its shell collapses and it loses all these abilities and takes a -8 penalty to AC and PD until the end of the encounter. Indifference Aura: If a nearby enemy attacks the spirrax and rolls a natural 1-5, it loses its next standard action. Teleport Out: When the spirrax’s adamantine shell breaks, it begins attempting to escape the battle. At the start of each of its turns it attempts a hard saving throw (16+). On a success, it teleports away safely, allowing it to rebuild its shell over the course of several weeks and eventually return. AC 30 PD 30 MD 21 HP 800
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Chapters: 1/1 Fandom: Rusty Quill Gaming (Podcast) Rating: Teen And Up Audiences Warnings: No Archive Warnings Apply Relationships: Azu & Hamid, Azu & Wilde Characters: Azu (Rusty Quill Gaming), Hamid Saleh Haroun al-Tahan, Oscar Wilde (Rusty Quill Gaming) Additional Tags: Hurt/Comfort, Post-EP207, Pre-Ep208 (because OP has not seen it as of publishing), Fluff, Recovery, Mild breakdowns, Friendship, Azu POV, Canon Divergence, It's like the Safehouse Era! But in Hell! Summary:
[Spoilers for EP207] They all need something to get their mind off things. Uncertain of how to help their friends through their grief, Azu offers to assist Hamid practice flying with his new wings and Wilde practice a few bardic spells. Emotions flare - but given all that's happened, Azu is just glad that they're still here.
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omniscientwreck · 2 years
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also twelve pls. i need to know.
Ok so.
The thing about this playlist is, that a lot of it is based on Vigil's bardic subclass so that means there are songs I actually... don't really like on it. B U T it's still important so!
#12 is: Sabotage by the Beastie Boys (listen here)
Ok so this song is about their... producer I think. They felt he was holding them down and sabotaging their art. The lyrics really don't have much connection to Vigil or his life.
The thing about the Beastie Boys is that none of them are particularly good at their instruments from what I understand, like they can certainly play but it's not like... prog rock playing. The point is not to be virtuostic, the point is to be loud.
I mentioned in another post that Vigil made money playing music, his instrument was the guitar (it's called a Yarting in 5e, it's... it's a guitar, he plays the guitar). He played in a very typical bardly style at that point, like classical guitar music essentially and he was good at it, he found he had some small amount of innate magic but never developed it.
After he lost his arm he spent a while just... addicted to opioids living in the sewers with other veterans, poor people, users (organic and Warforged alike). It took him a long time to recover from that and his recovery didn't really start until an artificer who was living down there approached him to see if she could make a clockwork arm for him. So they spent a long ass time building and testing this prosthetic and something she suggested to help with fitting and calibrating the movements was an activity that involved fine motor control. So he picked up the guitar again.
He's left handed, but plays right handed and he lost his right arm so that means his picking hand no longer had the precision he needed for a lot of what he was playing before, so he just started fucking around and eventually landed on this very loud and angry sounding music. (This decision has a lot to do with how art changed after the horrors of WWII, the reaction to chaos and horror is often loud, angry, fearful, discordant music).
So Sabotage is very much what his music sounds like. He's a homebrew bardic subclass that has no title currently but is based on magical guitar pedals. So he and this artificer worked to develop magically infused pedals to amplify and enhance his sound and he ended up with stuff like looper pedals, fuzz, distortion, chorus etc that all add different effects to his spells. His music isn't about being good it's about being righteously angry and making sure everyone can hear you.
The lyrics aren't important at all here so I don't have lyrical picks but! There ya go my dude <3
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