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#cantrips and catastrophes
naluwa · 5 months
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Wild Shot - Fighter Subclass 5e
Made by Me!
Mixing the new technology of explosives and guns with the exponential possibilities of magic and the arcane circles leads to amazing, yet catastrophic results. Care to see what happens, dear traveler?
Wild Shot Surge
This new temperamental mix of machines and magic can lead to unpredictable surges of untamed magic. Immediately after you use a Wild Shot, you must roll 1d20 If you roll a 1, the DM will roll on the Wild Magic Surge table to create a random magical effect. For each roll that you make like this that doesn't create a wild shot surge, the DC for this check increases by one. The DC resets when you create a wild shot surge.
Lucky Shot?
Starting at 3rd level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll using a ranged weapon, imminently causing a wild shot surge. You can do this a number of times equal to your Proficiency bonus before finishing a long rest and regaining any expended uses.
Arcane Gunsmith
At 3rd level, you seek to enhance your gunsmithing abilities using the secrets of magic. You choose to gain proficiency in the Arcana skill and with tinker’s tools. You also learn the mending cantrip. If you already have proficiency with tinker’s tools, then you can choose to be skilled with another artisan’s tool such as smith’s tools.
Wild Shots
At 3rd level, when you gain this feature, you learn to infuse your ammunition with special magical effects. When you gain this feature, you learn two Wild Shots options of your choice (See “Wild Magic Shots” below). Once per turn, when you shoot a firearm as part of the Attack action, you infuse the ammunition with one of your Arcane Ammunition options to the shot. You decide to use the option when the shot hits unless the option doesn’t involve an attack roll. You have a number of uses equal to your level of this ability, and you regain all expended uses when you finish a short or long rest. You gain an additional Wild Magic Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Curving Shot
At 7th level, you learn how to direct a ranged attack toward a new target. When you make an attack roll with a ranged weapon and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target, raising the Wild Shot Surge DC by 2.
Sharp Eyes
Starting at 18th level, when you make an attack roll with a firearm, you now land critical hits on a roll of 18-20, additionally picking a injury on the Lingering injuries table
Wild Shot Options
Blinding Shot.
You infuse evocation magic into your shot. As the shot hits the creature, it flares with a bright light. The creature hit by the shot takes an extra 1d6 radiant damage. The target must also succeed on a Constitution saving throw, or be blinded until the start of your next turn. A creature blinded by this shot makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. After you reach 18th level in this class, a target also takes 2d6 radiant damage when the shot hits it.
Agonizing Shot
You infuse necromantic magic into your shot. The creature hit by the shot takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or can’t regain hit points until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.
Concussive Shot
You infuse your shot with force energy drawn from the school of evocation. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The target is also deafened until the start of your next turn. The force damage increases to 4d6 when you reach 18th level in this class.
Enfeebling Shot
You infuse necromantic magic into your shot. The creature hit by the shot takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.
Freezing Shot
You infuse evocation magic into your shot. The creature hit by the shot takes an extra 2d6 cold damage. The target must also succeed on a Constitution saving throw, or its speed is halved and it can’t use reactions until the start of your next turn. The cold damage increases to 4d6 when you reach 17th level in this class.
Healing Shot
You infuse evocation magic into your shot. The creature hit by the shot takes no damage and instead regains hit points equal to 2d6 + your Charisma modifier. The healing increases by 2d6 when you reach 18th level in this class.
Incendiary Shot
You infuse evocation magic into your shot. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 fire damage each. The fire damage increases to 4d6 when you reach 18th level in this class.
Storm Shot
You infuse evocation magic into your shot. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 lightning damage each. The lightning damage increases to 4d6 when you reach 18th level in this class.
Toxic Shot
You infuse conjuration magic into your shot. The creature hit by the shot takes an extra 2d6 poison damage. The target must also succeed on a Constitution saving throw or is poisoned. A creature poisoned by this shot makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer poisoned. The poison damage increases to 4d6 when you reach 18th level in this class.
Guiding Shot
When you hit a creature with a ranged weapon attack by a firearm, one ally of your choice gets advantage on their next attack against the creature you hit. Your ally must not be incapacitated, they must be able to see the target, as well as see and hear you to benefit from this feature.
Beguiling Shot
Your enchantment magic causes this shot to temporarily beguile its target. The creature hit by the shot takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. The psychic damage increases to 4d6 when you reach 18th level in this class.
Seeking Shot
Using divination magic, you grant your shot the ability to seek out your target, allowing the shot to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the shot to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the shot, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The force damage increases to 2d6 when you reach 18th level in this class.
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dailycharacteroption · 2 months
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Class Feature Friday: Emotional Acceptance Subconscious Mind (Pathfinder Second Edition Psychic Subconscious Mind)
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(art by NaouriRedouane1998 on DeviantArt)
And now we end off the week with our first look at Second Edition’s version of the psychic class, which first appeared back in First Edition!
While the first “true” casters of the occult spell list was the bard, the psychic has found a way to truly hold it’s own and be it’s own thing despite that overshadowing it. In particular the psychic is very much about comboing into special focus spells and cantrips as well as the ability to temporarily enter a boosted state when they unleash their psyche, the exact effects and special actions in this state being determined by their subconscious source of power.
Which brings us to today’s subject. For the Second Edition version of the psychic class takes the disciplines of it’s former version and splits them into two base ideas, the subconcious mind, representing the source of their focus and power, and the conscious mind, representing how they shape said power and what sorts of spells they prefer (the latter of which feels a wee bit like the old 3.5 psion “schools” which existed as parallel to wizard schools, but that’s fine.)
The subconscious minds may not grant as many abilities as the disciplines, but they do offer flavor for exactly how and why they are able to do what they do.
The emotional acceptance subconscious in particular is all about processing emotions, accepting that it is alright to feel certain ways about certain things and about learning to ride those emotions in a healthy way rather than letting them consume you or trying to suppress them.
As such, these psychics call upon those emotions and memories to focus their spells, a happy feeling may grant flight, while an attack spell might call upon a feeling of anger.
However, it’s not just about the psychic’s emotions. Accepting and embracing their emotional state gives them insight into the emotions of others, allowing them to support others in their time of need, or coax enemies into behaving a certain way.
Being defined by their emotions, these psychics use their force of personality to fuel their abilities.
What’s more, when they unleash their psyche, they can project feelings of reassurance and positivity to their allies, healing them or bolstering their minds against outside influence.
Additionally, There is one feat associated with this choice: Emotional Surge, which lets the psychic gain a rush of positive emotions while their psyche is unleased to bolster their attacks and actions for a few brief moments.
Other feats that they may find useful include Counter Thought, Mental Buffer, Psi Burst, Psychic Rapport, Mental Balm, Astral Tether, Violent Unleash, Dark Persona’s Presence, Mental Static, No!!, Psi Catastrophe, Target of Psychic Ire, Deepest Wellspring, and Unlimited Potential, though other feats may also appeal to you.
This subconscious mind is naturally supportive and pairs well with builds that buff themselves and others. However, remember that this will also pair with a conscious mind, further developing your build. You might choose to pair it with a more defensive or supportive conscious mind to double down on that role, or maybe you want to wield both positive and negative emotions to aid with one thought and tear apart a foe with the next with the help of a more offensive choice?
Like I said before, this form of a psychic’s power is based on accepting one’s emotions, but that doesn’t have to mean that they have already succeeded in doing so at the start of their journey. While it can be fun to play a character who’s already got it all figured out, it can also be interesting to play a character that is still figuring things out, perhaps dealing with emotional trauma or the demons of their past. In such a case, leveling up can represent how they’ve grown to accept themselves.
Old Master Jokk has long guarded the sacred meeting grounds of the Barasha orc tribes, and he is a genial sort, a tremendously patient bear beastkin who will happily share a drink with respectful visitors. However, like the ursine beast he sometimes resembles, his fury is terrible when roused, foes being torn and shredded by his mind before he even lays hands upon them.
When her family was slain by a flame drake, Bira’s psychic power first manifested, but ever since that time she has struggled to direct and control it, still haunted by the memory of that tragedy. Whenever she attempts to channel heat, she sees visions of the drake’s fiery breath. She desperately wants to be rid of these visions and the guilt, but only by accepting them can she move forward.
Broken by too many tragedies in his long life, the old man of Whitemoor manor surrounds himself with illusions of better times, and those who visit him are often caught up in his whims and fancies. Most avoid the place if they can, but many cannot, for his power and skill is unparalleled if his mind can be focused.
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jazz-dude · 6 months
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The cantrip and its consequences were a catastrophe for wizards with guns.
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v-l-d-s · 1 year
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Burden of Rebirth
When the natural world is threatened by the needs of growing industry, the ravages of war, or a catastrophic event, the gods may choose a martyr to protect the wild places of the world. Martyrs with this burden don’t seek to prevent the destruction of the world; that would be impossible given the number of factors that threaten it. Instead, those tasked with the Burden of Rebirth give their lives to regenerate what has been razed, ushering in new life in places devastated by death.
BURDEN SPELLS You gain burden spells at the martyr levels listed.
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CANTRIPS Starting at 1st level, your divine mission grants you a sliver of divine magic. You learn the druidcraft and shillelagh cantrips, and one other cantrip of your choice from the druid spell list. You do not lose hit points for casting these spells. Wisdom is your spellcasting ability for these spells.
FRIEND OF THE FOREST Also at 1st level, you can cast the speak with animals spell without losing hit points to cast it. When you do so, you have advantage on Charisma ability checks made against beasts for the duration of the spell. Once you cast the spell in this way, you can’t do so again until you finish a short or long rest.
SACROSANCT SPELL At 6th level, when you cast a spell with a casting time of 1 minute or longer, or a spell that has the sole effect of restoring hit points, you lose no hit points from casting the spell if you cast it at its lowest level. Casting the spell still counts  against your total number of spell uses.
VERDANT RESILIENCE Beginning at 14th level, as a bonus action on your turn you can enter a state of natural regeneration for 1 minute. When you do so, and again at the start of each of your turns during this time, you regain hit points equal to your Wisdom modifier. Also during this time you have resistance to bludgeoning, piercing, and slashing damage and you can’t cast martyr spells. You can use a bonus action to end your verdant resilience early. Once you use this feature, you must finish a short or long rest before you can use it again.
TURN OF THE WHEEL Starting at 18th level, you can cast the reincarnate spell without providing material components or losing hit points. When you do, you can choose which race the target reincarnates as rather than the GM rolling randomly. If you wish, instead of targeting a dead humanoid with this spell, you can target yourself. Once you cast the spell using this feature you can’t do so again until you finish a long rest. If you die without using your Final Martyrdom feature, you can return to life 24 hours after you die as if you were targeted by the reincarnate spell. You can choose which race you reincarnate as instead of the GM rolling randomly. Once you return to life in this way, you can’t do so again for 100 days.
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dreadlord-mr-son · 2 years
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I don’t think my rewrite attempt of my fic now known as Fireseeds would have gone so well, were it not for the long-ago discussions Mary and I had about the version of Wynn who -- instead of falling into ATLA (Embers), fell into Fullmetal Alchemist, and then Trigun.
When I got to a key moment in Wynn’s arrival where a spirit is influencing the other characters and decided Wynn can feel it, I was echoing moments from Wynn shlepping her way through the desert with Vash and co, trailing after Knives and his growing collection of Plants. Feeling absolutely ill from her ability to sense the foul energies he’s putting off.
In this case the energy she can feel isn’t quite so poisonous to her system, but it is intense and a great shock.
It’s going to have further affects on her as the story progresses though. Embers is a fic full of spirits and their influence. I’m still wrapping my head around how to handle the spiritual system underpinning the world in Embers. I’ve already decided Wynn’s magic is NOT the same thing as Spirit. They’re compatible, but not the same. Which is actually good for Wynn or me giving her bending would interfere more with her magic. :p
Her magic will likely be weakened, though. This is something I’ll say again when talking about her various AUs but.
Wynn’s two “starter” worlds -- Minecraftia verse and Book verse -- are absolutely SOAKING with magic. Magic is so thick it forms actual fluid pools of raw mana some places. Random peasants can stumble into learning cantrips, though more advanced magical skills take study and practice. When traveling to other worlds, Wynn’s ability to tap into the magic around her is dependent on the amount of magic that’s... loose. That’s in the air and earth and nature around her.
In FMA, it was severely reduced and she was mostly reliant on her internal magic stores. She kept large magical stunts for emergencies because she just didn’t have the power, and it would leave her drained for a while. She did show off in front of Roy though just to tease because SHE can create fires in the rain. :p Only very late in the plot does she suddenly gain a bunch of extra power, as she starts talking with the folks from Xing -- particularly Mei -- and is clued in that oh. Most of the magic in this world is tied up in ley lines. Once she knows to look for those, she can tap into them and throw around spells as powerful as she could at home, as long as she’s close enough to one.
In Trigun Wynn’s magic was catastrophically reduced. There are no landlines. There is no natural loose magic. Wynn isn’t just reduced to her internal stores but those stores also refill extra slowly. The planet is DEAD. Wynn only feels a little relief hanging around Vash. For headcanony reasons, he feels both magically gross to her, but also like a tiny spring in the middle of nowhere -- not enough for drink freely, but a few sips to keep her going. Which is why she chooses to follow him, at first.
I’m going to be running her in Fireseeds as a bit better than FMA. Her magic is partially reduced. She’s fairly reliant on her internal stores. There’s loose magic around, but so much of it is tied up in the spirit world and isn’t accessible to her. Like trying to get a drink when most of the water is soaked up into towels. She won’t get the horrible effects of chronic mana depletion she gets later in the Trigun plotline. Even if she overexerts herself.
I have no idea how fast I’m going to write this story. I’m two pages in. I’m a slow writer. I’ll keep rambling here whenever I have thoughts I want to throw into the Tumblr maelstrom.
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cherrykitkat · 4 years
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drew a percival cause i finally have my drawing tablet
@cantrips-and-catastrophes
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Tomorrow is session 0 for Reaya. 
Enter the world, where everything is not what it seems~
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mllekurtz · 2 years
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wip wednesday
the scourger au i'm writing has possessed me and has yet to spit me out of its mouth, so have a snip from split difference, the next fic in the series...
(previously in the scourger au: essek met a young delegate of the cerberus assembly at a couple of very boring dinner parties; bren flirted with him until essek agreed to share forbidden magic in exchange for an equal partnership.)
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In the end, Bren makes him wait for three days. Essek has contemplated every possible scenario, from a change of heart to a catastrophe to more mundane, plausible explanations. Then Bren’s voice rings into his ears, smooth and rich like polished mahogany, and Essek almost drops the book he’s holding in the bathtub.
“Apologies, my friend. I will be free from my current engagement on Conthsen. Dinner? Choose the place, I will return the favour next time.”
Essek sighs inwardly, then changes his mind and lets the spell carry his exasperation. He’s used to the deflections one has to make when one has to Send in mixed company, but making it sound like a date is just in bad taste. “I expect you to know where I live. Through the garden, please. I will meet you on Conthsen for ‘dinner’.”
This time, he doesn’t expect a reply and he’s not disappointed when he doesn’t get one. He doesn’t need a spell to imagine Bren’s smugness.
It’s three days, again, until Conthsen, but this time Essek has something to look forward to, so the wait is excruciating in a much different way. Like the rest of his towers, his laboratory is generally always kept in pristine conditions, but he checks that every surface is immaculate, and he reviews his shelves of books, scrolls and components to make sure they’re properly organised. He knows they’re not really having dinner, but he figures wine won’t hurt. Some cheese too, maybe. He briefly wonders if this meeting deserves the Solvia he’s been saving for a special occasion, but he decides to save it, choosing a dark red Oveso instead.
By the very nature of his hovering cantrip, he can’t pace, but the hem of his best dressing gown—the lilac one with billowing leaves and embroidered vines running over the hems, tightened around his waist by a large sash also made of spider silk, but in a contrasting eggplant hue—has swept the floor of his study back and forth several times by the time the Message reaches him. “I believe I’m at your doorstep, Shadowhand. I am disguised as a drow. Thought it best.”
As he floats downstairs, Essek nods to himself. He opens his mouth to reply, but the Message continues.
“You live in a beautiful place. Are the neighbours annoying, at least? There has to be some downside to all this, it can’t be that perfect. I would like to take a closer look at your arcane weather vane, if you’ll allow me. It looks fascinating from down there.”
He always talks so much. Essek doesn’t know if he’s more exasperated or amused by the time he reaches the glass door that leads to the garden. He sees a shape on the other side, slightly warped by the glass. He opens the door with a cantrip that also momentarily lifts the wards on his towers, and just like that he’s not alone anymore.
He’s wearing a face Essek has never seen before, and looking up at the ley lines tracking device while holding a string of copper to his lips with both hands.
Essek may have never seen this person before, and yet the unruffled ease of his stance, the tilt of his head, the way his ruby-red eyes lock on Essek’s as soon as he appears in his field of vision—it all says Bren.
The smile Essek was fighting threatens to tug at his lips again, and he smothers it. “I’m glad to find you in a good mood,” he says drily. “Was the conclusion to your… engagement satisfactory?”
The drow’s grin is Bren’s, only on another face. Essek wonders if his disguise as Dezran Thain perturbed him the same way, but if it did, he masked it very well. “I would love to tell you all about it,” he says, “but then I would have to… you know. May I?”
There are not always clear cut, the moments when things change and turn into something else. Stepping over a ledge, diving into an abyss, inviting your natural enemy in your home. Essek knows everything has been building towards this moment for weeks, and yet he can still close the door, change his mind, banish Bren Ermendrud and his siren’s song from his life. There will be a before and an after and the power to operate an irreversible, lasting change is in his hands.
Bren is looking at him with eyes that are not his but shine with his expectations, his confidence.
“Come in,” says Essek.
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curiouscodex · 4 years
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God Jul 😘😘🎄🎅🎁🇳🇴💋
And a happy holidays to you too!!
“And from this curious chronicler of catastrophic cantrips!”
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wearemage · 5 years
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Fact: it is possible, with very little effort, to make a character capable of dealing 4d10+20 damage every 6 seconds at 200 yards range, 400 yards with some basic metamagic, using only a cantrip. Mages: they will fuck you up (especially if they have a racial flight speed).
Though I never played a fully optimized Mage, there are indeed several ways to deal catastrophic damage… You just need to take the damage to your environnement in account.
Also, your ask reminds me of this post about a fighter throwing like six axes every round…
Almost every class (and multiclass) can be overpowered in a ridiculous way which is hilarious and I love it. As long as it doesn’t ruin a game when you one-shot a major antagonist. Which can be fun, under some circoumstances…
Long story short
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timholtorf · 5 years
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Character creation
Everybody creates that one character that not only clicks with them right away, but also a lot of people in a specific community get behind.  I’ve been lucky to have quite a few.
Here now is a short list.
Flintlock Burnfur - I’m starting off with a newer one, but not so new.  Flintlock has been a character I had in mind since the announcement of Guild Wars 2.  So when I got my copy of Guild Wars 2 and installed it, the first character I made was an Iron Legion charr named Flintlock Burnfur.  It sounded cool.  I just had the name at first.  I picked a female charr primarily because I liked the sleek look of the faces.  They looked very cat-like.
Flintlock began life as an engineer, but I really couldn’t get into that build.  So I left the character alone for a bit, and moved on to make a thief by the name of Shani Wennemein (more on her later).  A couple of months passed and I rerolled Flintlock as a thief.  It went from there.
Flintlock became a dual daggers and dual pistols thief who could tan leathers, make pistols and cook.  Eventually, I expanded the number of crafting she could do and added artificing to her list.  And then I met the guild Miryssa’s Tea Shoppe.  And then Flintlock began working there.  A charr working for a tea shop in Shaemoore.  Flintlock’s story began to take shape, and because of that she met @luxelen and the Rurikton Roses and all the others that are part of that group.
And of course, Flintlock lives in more than just Tyria. There is a version I made in Skyrim.  Flintlock is a Khajiit who carries a rifle and fights with her fists.  I’m even considering making a version of her as a D&D character as a possible (paw-sible) backup for Cantrip Catastophies current campaign (more on that later).
Shani Wennemein - Shani is one of my oldest characters.  She has gone through several incarnations.  From a tiefling in an NWN persistent world server to a grey elf in that same persistent world server.  Then a human in Guild Wars, back to an elf in a book I wrote, back to a human in Guild Wars 2.  She’s been a rogue, a bard, a thief, a gunslinger.  And even with her resting bitch face look, she manages to attract attention.
Some of that resting bitch face may come from past lives (I have thought of story ideas where the dimensions fold and all the incarnations of Shani have to work together).  But in the more recent version of Shani, she was the adopted mother of Flintlock Burnfur.  She has her brother Sywyn (who also has had several different incarnations) and her sister Wren (who has also had several different incarnations).
And like Flintlock, Shani hooked up with the Rurikton Roses in GW2.  By chance, I made her the sheriff of Dry Top and guided a number of Roses through the desert, even making sure @luxelen got her dog Glint back.  And then came the loose alliance with the Roses.  Not a full fledged Rose, Shani finds the group to be quite affective.  She, along with her siblings, have even had adventures with @gulmontjonty.
Grifter Burnside - Grifter began his life as a Guild Wars 2 character.  Around the time I decided to actually try my hand at engineer.  So I made an Iron Legion charr engineer, made him an adopted brother for Flintlock with a little sister in Mia (an elementalist I created) and went to town.
Grifter didn’t get nearly as much notice GW2, but like Flintlock, I enjoyed the character concept a lot and so made him again in Skyrim as a Khajiit archaeologist with an interest in dwemer technology. And then I made him again for our D&D session with @feyundead, @dammitjakz, @tenebour and @swordpal (and a few other guests).  Grifter became friends with Finn, Pete and Dirt.  Dirt especially just because the two (one being Tabaxi and the other being an Aarakocra ... blue jay, in fact) both had names that were adjectives and adverbs. “Ya really think my parents named me Grifter.”
Avalona Xanthe/Avalona Axe-Grinder - Like Shani, Avalona also goes back a long way.  Starting as a halfling paladin in a 2ED table top game, then an NWN persistent world server.  She became human for Guild Wars and then norn in GW2.  And now she’s the mom of a group of adventurers in Cantrip Catastrophes.  Which reminds me...
https://cantripcatastrophes.podbean.com/
https://podcasts.apple.com/us/podcast/cantrip-catastrophes/id1467702815
https://twitter.com/CantripC
https://cantrip-catastrophes.tumblr.com/
That’s podbean and Apple iTunes for the podcast, the twitter account and the tumblr.
And finally ...
Tinker-Tot - Tinker-Tot is a one off character who saw life begin last Monday in a chaos campaign we did.  He’s a small tabaxi rogue, really high dex but dumb as a post.  He has one brain cell and that brain cell tells him to just pick pocket people.  Black furred, big hazel eyes, stands 4′8″ tall and weighs about 65 pounds soaking wet.  We did the calculation; Tinker-Tot is carrying 35 pounds of gear, which actually means he weighs 30 pounds.  But he’s 21!  Really!
But he got traction for one reason only.  This thing that @swordpal posted in our discord with the question “guess which one is Tinker-Tot”;
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A fine example indeed. (If you’re having trouble, it’s the black one on the right).
And those are some of my characters that I’ve really enjoyed, thanks in part to the participation with other players.
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kytri · 5 years
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abad1dea replied to your photo: Okay, new bonus content on Crypts and Cantrips!...
Hey remember the time you catastrophically failed a simple look check and the DM decided you hallucinated that the entire building was all doors
OMG I forgot about that
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wiresandstarlings · 5 years
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it would be a hundred times easier if we were young again
Game 3 on the draw against Eldrazi Tron, keep Looting, Looting, Opt, Manamorphose, Sinkhole, Steam Vents, Delta. Sideboarding was -4 Bolt, -1 Dart, -2 Aria, -2 Surgical, +2 Rejection, +2 Force, +1 Sinkhole, +1 Abrade, +1 Spree, +1 Blood Moon, +1 Seasoned Pyromancer. 
Opponent (Sean Gifford in round 13, at X-2) plays Temple + Map. You draw Force and play Steam Vents tapped. (Debatable over casting Opt but I think fine after drawing Force.) Opponent plays Temple + TKS, takes Force. You draw Manamorphose and fetch for Island, cast Manamorphose, make UR and draw Thing in the Ice. 
Decision point 1: Cast Thing or continue casting spells? 
The problem with casting Thing is that he's very likely to have Chalice next turn given he took Force, which would make casting cantrips impossible. The problem with casting spells is that the strongest sequence of spells to cast is second Manamorphose for RR, Looting, Sinkhole, and Chalice only stops one of those anyway. Flipping Thing without the Manamorphose would also then require an untapped fourth land and favorable draw steps against a Chalice. He could also play a second TKS and take my only threat. An upside of casting spells is that if there's a Phoenix in the top 3 cards (a 22.55% chance), then I get a Phoenix in. Overall, I like playing Thing, and I did. 
Opponent plays his Chalice and an Urza land, passes with a mana up. You draw Scalding Tarn, fetch for Mountain, cast Manamorphose with Vents up for RR, draw third Looting. Cast Looting into Chalice to fuel Delve and Thing, Sinkhole TKS, and draw Spree off the trigger. All this resolves. Now Thing has one counter and your hand is Opt, Looting, Looting, Spree. Opponent has 3 cards in hand. 
Decision point 2: Cast Looting and flip Thing to get in for 7, or pass with Opt up to play around Dismember. 
Given my opponent knows about my Opt, I didn't really even consider this a decision at the time. If my opponent had Dismember, he "should" have played it in response to Manamorphose so I 100% couldn't flip it in response with instants, or at least in response to one of the other 2 triggers that turn. He actively presented me the option of just passing the turn with the instant he knew about and blanking Dismember forever, and the Thing flip invalidates many of his proactive plays. There's a lot of going in against a Sicilian with death on the line-type stuff here, but the upside of waiting on Dismember for him is a probably dead cantrip and the downside of waiting is catastrophically bad. (I know the cantrip isn't dead, but he doesn't.) His draw was also so strong that there was no reason to suspect he had Dismember to begin with, past 2 outs in 3 random draws. But mostly because of the massive payout imbalance, I thought he couldn't possibly have Dismember, except he did. I cast Looting and lost a card, my Thing, and probably the game to it.
I still think casting Looting was the right line, but that's also the kind of spot I consistently get wrong because I just don't account for my opponents playing on autopilot or not fully thinking things through. Like it was very natural for my opponent to try to get me to cast the maximum number of spells into his Chalice.
From my perspective, the downside of waiting is mostly that I miss 7 damage, because of the Thing reset. But 7 damage is a ton of damage, and my opponent has Karn 4s and All is Dusts and Endbringers that give him inevitability. Plus, those cards are his most likely holdings. 
I don't know. It's always tough when you have a line that could have won and you didn't take it. 
Games like this are why people who hate modern baffle me. Like sure, I didn't have all that many decisions this game, but the ones I had were far harder and more interesting than the decisions I typically face in standard or limited. Modern has some warts, for sure, but so does every format. Even the games I played against Hogaak at this tournament (PT Barcelona) were incredibly close and interesting. I'm not sure whether or not I made a mistake here, and I certainly made a bunch of other mistakes through the course of the tournament. 
On the other hand, I did have a worse constructed record than Ben Hull, who played my exact 75 on literally no practice. 
Even though I'm on my way out, I sure hope the Pro Tour is still here in a year’s time. 
Thanks for reading. Hopefully it isn't another six months until the next one of these. 
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v-l-d-s · 1 year
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Burden of the End
The gods have seen a great cataclysm on the horizon and tasked their martyr with protecting the world from catastrophe. The exact nature of the coming End may vary: sometimes the awakening or arrival of an evil entity, sometimes the discovery and abuse of a powerful artifact, and sometimes a singularly destructive event that endangers the gods themselves, but the martyr must be dedicated to give their lives to stop it. To this end, the gods imbue their martyr with ancient and powerful spells, tools once gifted only to prophets. When the coming cataclysm threatens the world, a martyr would be ill-served to ignore their call, for the cataclysm imperils them directly—as well as the lives of their family and companions. The life of a martyr is always forfeit, but the rest of the world can yet be saved.
BURDEN SPELLS You gain burden spells at the martyr levels listed.
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CANTRIPS Starting at 1st level, your divine mission grants you a sliver of divine magic. You learn the sacred flame and thaumaturgy cantrips, and one other cantrip of your choice from the cleric spell list. You do not lose hit points for casting these spells. Wisdom is your spellcasting ability for these spells.
HERALD OF THE END Also at 1st level, your magic is empowered with foreknowledge of the end times, heightening its force. When you cast a martyr spell that deals damage, you can choose to reroll all of its damage dice and must keep the new rolls. Once you use this ability, you can’t use it again until you finish a short or long rest.
SACROSANCT SPELL At 6th level, when you cast a spell with a casting time of 1 minute or longer, or a spell that has the sole effect of restoring hit points, you lose no hit points from casting the spell if you cast it at its lowest level. Casting the spell still counts  against your total number of spell uses.
EMBRACE THE INEVITABLE Starting at 14th level, once on each of your turns, when you cast a martyr spell of 1st level or higher which calls for a saving throw to resist its effects, you can spend additional hit points equal to half the cost of the spell to cause the creature to roll its first save against the spell with disadvantage.
HALT APOCALYPSE By 18th level, the gods have blessed you with precious time enough to forestall catastrophe. At the end of your turn, you can choose to take another turn immediately. Once you use this ability, you can’t use it again until you finish a long rest.
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solus-manet · 5 years
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if you're still doing the d&d ask thingy: 2, 5, 17, 19, 29 and 33 :)
thanks so much for asking!! i love answering these haha :)
2. Your favorite character that someone else has played
my partner is currently playing a goblin bard named le’mon, he is lemon-themed and a one hit wonder and an absolute diva and i love him lmao he is so much fun, he plays a yellow lute shaped like a lemon and all his songs are citrusy parodies of emo music, like one of them is a parody of bring me to life by evanescence called bring me a lime and it is actually the greatest thing ever lol he is so entertaining i love him
5. Favorite NPC
my favorite NPC was probably a cleric named Saint John who helped mentor our party, simply because she was really nice and likable haha, sorry thats not a particularly deep answer but yeah lol
17. What are some house rules that your group has?
well, we allow homebrew classes and races, so theres that, but in terms of actual rules theres not too much? we do play with exaggerated nat 1s and nat 20s, so rolling a 1 is absolutely catastrophic and a 20 is incredibly amazing, oh also we have a house rule for spellcasting where if you are able to cast two spells in one turn, yknow bonus action + action, then instead of one needing to be a cantrip, you just have to have their combined level be equal to your highest level spell slot so yeah
19. Do you or your party have any dice superstitions?
i am not *superstitious* about my dice per se, however, i will swap out dice that are rolling badly, and i will change up my way of rolling them to try and recalibrate my luck lol, like i will switch to my left hand, or will shake extra hard, or just kinda drop them, stuff like that, just to mix it up if my rolls are going poorly
29. Do you prefer RP heavy sessions or combat sessions?
RP HEAVY SESSIONS ALL THE WAY i am such a slut for rp oh my god i live for character interactions, maybe its just the theatre kid in me, but i fucking love acting, its my favorite part of rpgs, not that combat cant be enjoyable too, its just, i love actually role-playing so fucking much, i love inhabiting my character and just talking with all the other characters, it really helps flesh them out and make them feel three-dimensional, yknow? i think the dialogue and acting and interpersonal relationships are the most interesting parts so yeah lol thats my onion
33. How do you write your backstory, or do you even write a backstory?
i always write a backstory but i dont have a specific method?? i just, think about what kind of character i want to play, what kind of personality and abilities, and then i think about what would make an interesting background for my character concept, sorry i dont have a more specific method or more interesting answer, i just kinda, think really hard and eventually i come up with a character lol
thanks again for the ask!
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cherrykitkat · 4 years
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heey ik i reblog the chapters all the time but,,,but,,,
if y'all like dnd OR dramatic stories about the walking definition of a disaster coexisting with people that have their shit together(or don't) then,,,I'd suggest,,following @cantrips-and-catastrophes
and,,,,maybe reblogging stuff with a comment on it,,it's motivating
or ask questions! i'm always open to answer questions abt the story there
idk shameless promo i feel like it
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