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#think he’s dropping all his stats into str
commander-yinello · 4 months
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Rangerlock Wyll Build
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Theorycrafted how I'd make Ranger/Warlock Wyll in game. The idea is that once he knows he will be released from the pact at some point (at the end of act 2), which allows him to get acquainted with the ranger class while still using his warlock powers.
TL;DR: Fighter 2, Beast Master Ranger 5, Pact of the Blade Warlock 5. Hits nice and hard.
Light spoilers for the epilogue and my build under the cut.
We know from the epilogue from the Blade!Wyll ending that:
He became a ranger and has a wolf named Lily, which means he took the Beast Master subclass
He uses shortswords which means he is a Two Weapon Fighter
And he had to unlearn using his warlock powers, which means he kept using them till it was over.
With that in mind, the optimal build I think for Rangerlock Wyll is Beast Master Ranger 5, Fiend Pact of the Blade Warlock 5, Fighter 2. Here's how I would level him. (Note: Everything here is purely my opinion, you should definitely pick and rearrange whatever you like more.)
Level 1: Start with Fighter so you get access to heavy armor.
8 Str, 16 Dex, 14 Con, 8 Int, 10 Wis, 17 Cha.
Take Two Weapon Fighting Style (or Dueling or Great Weapon Fighting if you prefer that more. Dueling allows Wyll to hold a shield) and whatever skills you fancy.
Level 2: Continue with Warlock.
Patron: The Fiend.
Cantrips: Eldritch Blast + Friends if you're the party leader, or Mage Hand if no one else has it.
Spells: Hellish Rebuke and Hex. Use Hex: Strength at the beginning of every fight. Use Eldritch Blast when you can't reach the enemy.
Level 3: Warlock 2.
Eldritch Invocations: Agonising Blast and Beguiling Influence if you're the party leader, or Devil's Sight.
Spell: Armor of Agathys.
Level 4: Warlock 3. Pact Boon: Pact of the Blade. From now on, always bind your weapon after every Long Rest (important!).
Spell: Darkness. From now on, use Darkness at the beginning of a fight, try to only cover enemies. (Darkness is stupidly powerful against enemies, and having Devil's Sight means you don't get blinded. You are now a force to be reckoned with. Give your allies anti-blind items and they can join you.)
Level 5: Warlock 4.
Cantrip: Blade Ward.
Spell: Misty Step or Hold Person.
Feat: War Caster so enemies don't smack you out of dropping darkness.
Level 6: Warlock 5.
Eldritch Invocation: Beast Speech or Repelling Blast if you like to knock things off ledges.
Spell: Counterspell (so good).
You now have Deepened Pact, which gives you an extra attack. Unlike other extra attacks from other classes, this stacks! (except on Honour Mode)
Level 7: Finally on to Ranger. (You can also get Fighter 2 here if you want, it's up to you.)
Get any proficiency you like.
Favored Enemy: Bounty Hunter.
Natural Explorer: Wasteland Wanderer Fire (other options are fine too).
Level 8: Ranger 2.
Fighting Style: Defence.
Spells: Ensnaring Strike and Longstrider.
Level 9: Ranger 3.
Subclass: Beast Master (Lily, finally!)
Spell: Enhance Leap or Cure Wounds.
Level 10: Ranger 4.
Feat: Dual Wielder or Ability Improvement (+2 Cha)
Level 12: Finally, Fighter 2.
Level 11: Ranger 5. We get an extra attack (which stacks with Deepend Pact which is soooo sexy) and Lily gets stronger.
Spell: Lesser Restoration.
All together, you should be a melee monster. You can hit 3 times in 1 turn, Darkness and high AC from heavy armor and your bonuses means enemies can't hit you but you can hit them quite well. Even without Darkness, Wyll and Lily can make mincemeat of monsters.
Other multiclasses you can try for Wyll are Paladinlock or Bardlock because of their matching stats, or Beast Master Ranger 11 Fighter 1 for a very strong wolf.
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skitpost · 8 months
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feel no pressure to answer this ask but do pls drop astarion's build. that damage is insane
ok SO i'll start with his class/feat stuff and then i'll get into gear.
i messed with his stats a bit with withers (i'm playing his origin and he's doing a lot of talking so the 10 charisma wasn't cuttin it lol), as well as gave him ethel's boon to bump his dex by 1
6 levels in assassin rogue = sneak attack on anyone who hasn't taken their turn in combat. not as much burst damage as a full rogue of course but the rest of the build makes him a more reliable damage dealer overall.
6 levels in champion fighter = medium armor proficiency, 2 main hand attacks and crit range lowered by 1. i took two-weapon fighting style so he gets a solid 3 attacks per turn, 5 with action surge.
took the alert feat at level 4 for the +5 initiative to make sure he always goes first and always gets sneak attack on the first round, took dual-wielder feat at some point (i don't remember sorry) for the ac buff, other ASI went into getting his dex to 20
and here is his gear! i don't know how to do the thing where it displays all of the descriptions at once so bear with me.
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off-hand weapon is the knife of the undermountain king, bought from the githyanki creche in the mountain pass. +2 shortsword, sets his crit range to 19, and whenever he rolls a 2 or less on damage it rerolls automatically
main hand weapon is bloodthirst, +2 dagger looted from orin in act 3. it actually has different benefits for being main hand vs off-hand but the main hand effect gives enemies vulnerability to piercing damage for a round, which goes crazy when he has 3 attacks that all deal piercing damage. also lowers his crit range by 1
bow is the dead shot, +2 longbow that i believe i bought from karlach's weapon merchant buddy in act 3, though i don't fully remember sorry. lowers crit range by 1
hat is sarevok's horned helm, medium armor obtained by beating the shit out of sarevok in the murder tribunal. gives a +1 to con saves and he can't be frightened which is cool, but the real reason he's wearin it is bc it lowers crit range by 1
armor is the armor of agility, bought off the armor merchant by sorcerous sundries in act 3. base ac 17 medium armor, doesn't impose disadvantage on stealth and he can add his full +5 dex mod to it
cape is the cloak of displacement, i don't remember where i got this tbh it mostly just serves as a little extra defense. my only regret with this build is that i can't give him the durge cloak, that would make him truly insane
gloves are legacy of the masters, i believe i got em from dammon in act 3. medium armor, gives him a +2 to all weapon attack and damage rolls, +1 str saves
boots are nere's disintegrating night walkers, gives him 1/short rest misty step. great for getting up close to bosses in the first round
necklace is the surgeon's subjugation amulet from the creepy doctor in the house of healing, can paralyze on a crit 1/day
rings are the ring of free action (ignores difficult terrain and can't be paralyzed or restrained) from creepy blood lady in moonrise towers and ring of truthfulness (gives advantage on insight checks - very necessary bc he's my face lol) idk where i got this one
so, for a final tally: he's got 3-5 attacks, crits on a 15, can paralyze on a crit, gives enemies vulnerability to piercing damage, and can't roll minimum damage. i gave him the luck of the far realms tadpole ability for the autocrit but tbh i do not think he needs it. cheers!
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allsystemsblue · 2 years
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This makes my heart so happy. 🥺
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lananiscorner · 2 years
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FE3H DimiMari Playthrough - Maddening ch. 1-3: A Man on a Mission
Welcome to my DimiMari playthrough--my first Maddening playthrough with the extra difficulty of no NG+ and only being allowed to use Holy Knights Dimitri and Marianne! Today, we look at how chapters 1 to 3 went beneath the cut.
Chapter 1/Prologue:
I am lumping these together since they are so short. In the prologue, I let Byleth collect everyone’s weapons for the convoy, while Dimitri takes their vulneraries and goes to town on Kostas’s bandits. Even his very first level up proves that he is not messing around--my Maddening!Mitri is a man on a mission:
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You might think this was a fluke, but oh no. Here’s level 3:
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He is level 12 at the time of this writing and all but 1 of his level ups have been like this. Dimitri is channeling the “parry this, filthy casual” meme, but of course he’s being humble as ever about it:
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Next up is my first exploration. I switch everyone on my team into summer outfits, because team solidarity and I love those outfits. I also take their items, give Dimitri the Chalice of Beginnings and the Sacred Snow Melt Drop (STR +3). After 9 playthroughs, I finally notice that there is a function to change everyone's attire at once. I do my rounds, feed Flayn, take loving care of Dedue's seeds, and have dinner with Marianne and Dorothea, since I want to recruit both of them earlier (Marianne because it’s not a DimiMari playthrough without her and Dorothea because her paralogue is one of the earliest available and I know from my Felannie playthrough that there will barely be time to do all the pre-skip paralogues).
When I get to the mock battle, I start to realize that the UI is a filthy liar. Recommended level: 1, actual enemy level: 7. Wtf? Guess I’ll be heading over to the wiki (the .org one) for enemy/reinforcement information per map, so I don’t run into this completely unprepared. Thanks to the Chalice, Dimitri ends up getting past the first three students fairly well and masters Noble, before luring out Hilda. Though Claude is the only one on this map who is fast enough to double Dimitri and I wanted to avoid him, I had to put myself in his range to take out Hilda and keep Byleth out of combat. Dimitri takes revenge for nearly dying by scoring a 42 DMG hit on Claude thanks to his crest proc. RIP that iron lance. Hanneman's range far surpasses Dimitri's, so I have to bait him from the forest, which ends up better than expected even though Dimitri’s RES is pitiful.
This unfortunately trigggers the remaining Eagles to advance, and Ferdinand and Edelgard actually try to flank Byleth. I decide to risk baiting Ferdinand and take him out with another Tempest Lance. At this point, I have already used more combat arts than I usually employ in an entire playthrough. I hide from Edelgard in the forest, because her STR stat is scary. Thankfully, not as scary as Dimitri's Tempest Lance and great level ups (he is now level 6 and will actually be able to switch into a beginner class, woohoo!) Manuela is a piece of cake. Dimitri once again thanks everyone for all the hard work that he did so well solo lol.
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Chapter 2:
Since Dimitri will only need lance rank C to wield a Killer Lance and go into Holy Knight, and SPD+2 is nothing to sneeze at in Maddening, I put him into Myrmidon instead of Soldier. This will turn out to be a great decision, because combined with his good level ups, he ends up doubling nearly everyone for the next two chapters.
During this first week's exploration, I recruit all the Ashen Wolves (and put them into summer outfits of course!) and have lunch with Dimitri and Marianne, as well as Hilda and Raphael. I switch all the boys to Axe and Flying, except Dimitri (Authority and Faith), as well as most of the girls to Reason and Flying (except Ingrid, who gets Lances, and Hapi, who gets Lances and Flying). My first instruction priority is to unlock Dimitri's budding talent in Riding and helping Yuri and Balthus get onto wyverns. Both their banes are awful for mobile classes (Balthus has banes in Lances and Flying, so he is always half-handicapped when trying to get into Riding/Flying, Yuri has banes in Lances, Axes, Riding, AND Flying, so fuck him), which is also why I put them on sky watch together until they reach support level B. Then someone else will get the honor (probably Dedue and Shamir).
During the practice battle, Dimitri thankfully doubles everyone and gets to lance rank C. He also manages to get Jeralt’s Mercenaries to level 5 and red health, which means I now have a good battalion for his Battalion Wrath/Vantage shenanigans. As usual, I take Seteth's seminar for the authority boost. I also buy a javelin and a steel lance just in case.
During Red Canyon Dominance, Dimitri gets his first poison strike from an archer, as well as his first critical hit on an enemy. Since there is no way for Dimitri to cross Kostas’s range to get to the archer hiding out in the east (I should have taken him out first), he has to take the long way around. If I can't milk Kostas for experience, I'll at least get the archer!
Chapter 3:
During this chapter’s first exploration, I complete Manuela's faculty training quest ASAP, since I will need to train riding to get Marianne early, and get the Roster Retrieval mission from Constance. I also recruit Anna, who cannot be put into a summer outfit (HERESY!) and have a meal with Marianne and Lysithea. I also hire the Seiros Holy Monks and Knights of Seiros for their Stride/Blaze gambits.
In the second week, I have lunch with Dimitri and Marianne, and faculty training with Jeralt and Hanneman (I need to get to at least E+, preferably D in Riding to recruit Marianne at B/B+). I save scum these a bit, so I can get "great" in training instead of "good" for the extra boost in points. I would love to explore for motivation in the third week as well, but I want to get the roster retrieval done so Dimitri can get to level 10 and Cavalier before fighting Lonato, and week 4 has a meal event, so battling it is. He also reaches D in Faith, so I can now let him focus solely on reaching A in Authority (he will grind his faith rank to B+ in one or two auxiliary battles once I have the Knowledge Gem). In the fourth week, I have lunch with Marianne and Dimitri again, train Riding with Hanneman, and since I am only 305 points away from professor rank D+, I also have lunch with Bernadetta and Ferdinand, and do some fishing.
Finally, I tackle Magdred Ambush, already mentally preparing myself for the fact that I will not be able to keep both of Catherine's church goons alive. I make sure that Dimitri has two fresh iron lances and a steel lance, and buy some torches for Byleth, before heading into battle. I hope Catherine is as sturdy here as she is in Normal/Hard mode. So far this run has been going suspiciously well, so I am waiting for things to go wrong.
Predictably the first church soldier dies in turn 2. Dimitri keeps missing some of his 87% hits which is :( I spend all my divine pulses on fog missteps (put Byleth a little too far forward and got her into someone’s range), so by the time I defeat the dark mage commander, I just have to hope Dimitri will be fine for the rest of the map. Cat's 2nd church goon dies soon after. A lot of Lonato's men commit suicide by Catherine. At the end of the fight, with no divine pulses left, I decide to risk Catherine acting as she should (i.e. not attacking Lonato) and gallop Dimitri back to the start to take out the archer and soldier hiding in the forest in the north. This thankfully works. On the way back to Lonato, I equip Dimitri with a steel lance so he can Knightkneeler him. Out of sheer force of habit, I accidentally use Tempest Lance instead lol. Lonato still goes down in two rounds. Dimitri's motivation is maxed out after killing one of his lords. Oops.
Thus concludes chapters 1-3. Have a summer squad to celebrate:
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rainbow-dunk · 3 years
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the man. the myth. the legend. pig man himself
full build and rambling under the cut!
Technoblade
3 battlemaster fighter/5 juggernaut barbarian
firbolg
outlander
stats:
str - 18
dex - 16
con - 16
int - 14
wis - 10
cha - 6
miscellaneous:
saves: strength, constitution
proficiencies: athletics, perception, survival, intimidation (str), animal handling
tool proficiencies: alchemist's supplies
languages: common, elvish, giant, orc
armour: light, medium, shields
weapons: simple, martial
fighting style: defense
optional class features: primal knowledge
feats: great weapon master, sentinel
speed: 40ft
maneuvers: feinting attack, menacing attack, grappling strike
ahhhhhhhh, technoblade. my beloved. this is the build that started it all. it's changed slightly over time, but the base has stayed the same. iconic.
barbarian was a given from the get-go. originally i chose juggernaut for him, because it's about moving people around the battlefield while staying immovable yourself, and if that isn't skywars/bedwars then i don't know what is. but eventually i decided on zealot. how could i not? blood for the blood god is his catchphrase for a reason. zealot is also about being unkillable, and while this specific build isn't high enough level for rage beyond death, it fits him perfectly. i also added in battlemaster to balance out the unrestrained fighting style of the barbarian class with technique and more in-battle options.
firbolg is one of my favourite dnd races, and it's one of the best suited to techno. a strength/carrying capacity increase? reclusive nature? animalistic traits? i shifted the animal focus from the more cow-styled to pig, but it works. honestly, if i didn't love pig techno so much, he could have ended up as a half orc! strength/constitution, intimidation, tusks... honestly, both races work incredibly well for him. it just so happens that i adore firbolgs. also, firbolgs are tall as FUCK and i just love the idea of techno towering over the rest of sbi at a solid 7'9". he's almost two whole feet taller than phil, it's amazing. firbolgs can also turn invisible! i just have this image of dream vanishing into darkness to try and get a good strike on techno, and techno just dropping a torch to find him, turning invisible himself and hitting dream from behind. i think those two spar a lot. firbolgs' natural magic also includes the disguise self spell, so human technoblade is absolutely a thing in this. just for one-hour periods.
okay, so i haven't really talked about ability scores in the other posts, but i just had to give techno low charisma. he's said it himself - social interactions are his worst situation. he needed something to balance him out and give him a flaw. i also gave him low-ish wisdom because he's not the best at noticing things, especially other people's intentions, and wisdom and charisma are the two abilities most commonly used when resisting charm-style effects. if techno can be forced into killing tubbo, then i feel like he'd absolutely be susceptible to those kind of things.
originally i only gave him the great weapon master feat, but i just had to add sentinel too! i love that feat a lot, and party composition wise, techno plays the role of defender in sbi. adding grappling strike in there too just adds to that. i went with a greatsword as his primary weapon because he mainly uses a sword in canon, and god damn do i love greatswords.
this ramble is alreally really long, but i just love techno a lot! design wise, i originally wanted to go with unarmoured defense and give him a sort of formalwear, but the design i tried ended up too similar to his canon one for my tastes. so i decided to try the big-cloak-and-armour route, and my brother had the brilliant idea of stylising the armour, which led to the eventual bronze half-plate with gold skeleton detailing. it's mostly a human skeleton, but i ended up going with pig bones for the feet area, just to add in the more animalistic style. i adore it so much. also, a tiny detail on the crown is that the red gems? they're shaped like human hearts. i just really like that little detail.
and, finally. the build that could have been. half-orc lycan bloodhunter. i think my build fits him a lot better, but i do really like the idea of techno's lycan form being a huge pigman. if my finalised build is pigman that shapeshifts into human-ish, the bloodhunter build is human-ish that shifts into pigman lmao. maybe i'll make that at some point. it would be fun.
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spitebears · 2 years
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Sora Shiraishi
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Age: 19
Alignment: Chaotic Good
Race and Class: Human, Airbender, (monk build, but we home-brewed this)
Stats:
STR: 12
DEX: 18
CON: 13
INT: 14
WIS: 12
CHA: 14
Goals: stop a bomb from going off during the opening festival at a newly formed Republic City, prove herself to the Avatar, and learn bending in secret so she can protect her family and find her father. It's been a crazy couple days.
Playlist
Backstory:
100 years ago, the temples were destroyed, the air nomads were wiped out, and the few survivors that remained became wanted criminals for daring to defy the fire lord. To escape, they gave up the sky, and joined other nations as nonbender refugees, hiding amongst the common people and forgoing their use of bending to keep beneath the notice of the guards.
Sora's family took up residence near Omashu. Her father left her family when she was quite young after a trusted family friend betrayed their trust and turned him into the authorities. He fled to protect his family, leaving her to look after her recalcitrant mother and problem child of a younger sister. When her sister pelted rocks at a fire nation soldier and he tried to attack her, Sora stepped in, and acting on instinct, used airbending to get her sister away.
They thought she was a nonbender, but now with her newly revealed abilities, she must keep up the act and never use her bending to avoid drawing suspicion. She grew up always looking over her shoulder, and putting on an act, only ever able to drop her guard when she was sure she was alone to practice. She's a fantastic liar, and she fights with a walking stick and slingshot - boosting the projectiles with a subtle breeze to make sure they always hit their target. She's a friendly, helpful fixture of the town, because she knows people are less likely to suspect if she gives them no reason to think she's hiding something.
When the war finally ends, it's the first time she's had hope of change in a long time. When the chance to go to Republic City comes up, she jumps at the opportunity to travel, learn more about her culture, and maybe have the chance to finder her father and bring him out of hiding, so she registers to attend as a nonbender and packs her bags.
Iconic Moments:
Met the avatar by falling off a gryphon ride, after all the other members of the parties (who are not airbenders) were able to fly no problem, and Aang had to save her.
Made the avatar cry with a heartfelt speech about how she’s a bad air nomad because she couldn’t diffuse a crisis and took responsibility for the trouble even though it wasn’t her fault - effectively guilting him so hard we got away with barely a wrist-slap for starting a fight in the middle of a festival.
Discovered a bomb plot through deductive reasoning and an healthy amount of paranoia
Dunked the Fire Lord in a river by winning a game of dunk tank.
I scammed all the other players into thinking I was a nonbender, and then revealed my powers after the party separated and my friend got knocked out, so I get a second big reveal in-character later
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stemgaysupreme · 3 years
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On Carrying Capacity - A Critical Role Math Problem
I’ve been getting kind of annoyed (read: extremely anxious about the m9′s survival) every time Matt doesn’t let a polymorphed giant eagle or giant owl carry three party members (one of which is Veth) without their speed being halved, so I wanted to do some digging on the rules for carrying capacity and see if Veth’s weight was actually pushing the party over the max the creature could carry at full speed. After I did all of this I really felt the need to share it so... Here you go...?
I’ll go into specifics of things under the cut but for those who just want to know the answer, technically a giant eagle’s max carrying capacity is 480lbs and a giant owl’s is 390 lbs. Based on some math and some guessing of some character weights, the party, excluding the polymorphed Caleb and Jester, can be split with Yasha and Fjord on one bird and Caduceus, Beau, and Veth on the other and have their total weights be 386lbs and 380lbs respectively. 
Even if they were playing with the variant encumbrance rules (explained under the cut) their speeds would only drop by 20 feet rather that be halved, so the eagle would still be going 60 feet/round and the owl would be going 40 feet/round rather than 40 and 30. Heck, if they’re eagles, as long as Veth is on the bird with three people, they would both be able to do 60 feet/round. But I SERIOUSLY doubt they’re using encumbrance because, if they were, heavily encumbered creatures (like the birds would likely be when Matt halves their speed) would have disadvantage on all Dex, Str, and Con ability checks, attack rolls, and saving throws. So, really, if they aren’t playing with encumbrance, either they should be half speed when only carrying two people, or they should still be at full speed when carrying three people.
TL;DR: Matt, please, either let them fly faster, or tell me what the rules you’re using are.
I broke this up into sections so that if you already know the rules of carrying weight, or don’t care how I got character weights, you don’t have to read that bit.
Carrying Weight Rules
Ok, so, first things first, how much are these birds supposed to be able to carry? Well, the player’s handbook says a medium creature’s max carrying weight is 15 times their strength score, and twice that amount for a large creature (which is what the birds are) so we get
Giant Eagle (STR: 16) : 16 x 15 x 2 = 480lbs
Giant Owl (STR: 13) :  13 x 15 x 2 = 390lbs
If they are using the encumbrance variant rule, they either become “heavily encumbered” at 10 times their strength score, or 20 times, depending on whether you interpret the rules to say that this value is doubled for large creatures or not. This doesn’t really matter for us because, either way, even just two party members usually means they would be considered heavily encumbered, meaning their speed would decrease by 20 feet, and they  would have disadvantage on all Dex, Str, and Con ability checks, attack rolls, and saving throws. 
Important to note: I couldn’t find any rule that had a creature’s speed cut in half due to carrying weight, but if someone knows of one, let me know, as if it exists, it’s likely what Matt is using, though I suspect he is just making it up (WHICH IS 1000000% VALID)
Character Weights
Some character weights were much easier to find than others, and honestly, all but one is an estimation, but in general, I followed the same process. 
1. How tall are they? - While some characters have their exact heights, others are guesses, and a few are basically me saying “I swear I remember so-and-so saying they were this tall in-game”
The exact heights (from Crit Role Stats) are: 
- Yasha at 5′11″
- Veth at 3′6″
The “I swear  I remember so-and-so saying they were this tall in-game” ones are:
- Caduceus at 7′0″ (the fandom wiki backs me up on this one)
- Beau at 5′5″ (It’s either this or 5′4″ I think, but I went with this)
The only true guess:
- Fjord at 6′0″ (Fjord thinks he’s not very big but Ashley insisted on Talks once that Yasha was shorter than Fjord so this is the best compromise I had)
I didn’t bother with doing Caleb or Jester because, well, they’re the owls usually.
Shoutout to Crit Role Stats for existing and having like, half the character’s heights. If a height or weight seems off, I’m sorry, I did what I could to get a good guess. If there is a CONFIRMED height/weight that I don’t have here, let me know! But if you think Jester is an inch taller or shorter than what I have, I don’t know what to tell you other than “sorry???”
2. What is their race’s average weight for their height? - This is the most math intensive part of all this, but it’s not too bad. Each race has a base height, base weight, height modifier, and weight modifier. The base height and weight are just numbers, so for humans their base height is 4′8″ and their base weight is 110lbs. The modifiers are determined by rolling dice associated with the race, so for humans their height modifier is 2d10 and their weight modifier is 2d4. Your final height would be the base height plus the number you rolled for your height modifier in inches. Then, your final weight would be the base weight plus your height modifier times your weight modifier. By knowing the base heights of each character’s race, and having their height, we can find their height modifier, and use that to determine their maximum and minimum weights, and use those to get their average weight. This is a lot of information, so I made a chart for it
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A note on Halflings: Turns out, Halflings are one of the races (others being Gnomes, Goblins, and Kobolds) that don’t multiply their height modifier by anything when applying it to their weight.
3. Adjusting for body type - Based on what we know about these characters, some of the average weights just don’t feel right, so I ended up changing some of them.
- Veth: I left hers as is because Halflings always have a weight modifier of one.
- Yasha: I left hers alone as well because it feels pretty good for a buff barbarian. She’s all muscle.
- Beau: I took her weight down because, as a 5′5″/5′6″ ish woman, I really don’t think someone built for speed and agility is going to be 155 pounds. I guessed roughly 130lbs, though it could be closer to 140lbs, I have never been the owner of a six pack, so I don’t entirely know how much weight that much muscle adds.
- Caduceus: Once again I’m going to mention that the fandom wiki backs me up here by saying that Caduceus is “not necessarily healthily thin” so I took him down to 210lbs. I probably could’ve gone down even a bit more but opted to play it safe to balance out any issues with Beau’s weight.
- Fjord: He’s a notoriously small dude, no way he’s 238 pounds, and given how large his possible weight range is, and his less than impressive strength score, I bumped him down to 195 which seems fair for a guy that’s 6 feet tall, but when you compare it to Yasha, either hers is too high, or his is, but since all of my adjustments are decreases from the average, I’m hesitant to lower either any more.
4. Final Weights - After all that,  we’ve got the party sitting at the following weight approximations:
Yasha - 185lbs
Beau - 130lbs
Caduceus - 210lbs
Fjord - 195lbs
Veth - 46lbs
Putting It All Together
As it turns out, based on these weights, Fjord and Yasha combine to be just six pounds lighter than Veth, Cad, and Beau combined at 380lbs versus 386lbs. In fact, this combination is the only way both groups stay under the girant owl’s maximum carrying capacity of 390lbs. So effectively what this means is if Caduceus has ever been on a giant owl with Fjord or Yasha, the owl shouldn’t have been able to move. That is important. Because if Caduceus has ever been on an owl with Fjord or Yasha, it means that the determining factor of whether or not a giant bird can fly is not the total weight it is carrying, rather it is the number of people it is carrying.
Personally, the best part of this whole thing is knowing that they combination they used at the start of c2e124 was one of only a few that wouldn’t allow both eagles to move at full speed. 
Also, when it comes to encumbrance rules, all of the combinations still only reduce speed by 20 feet per round, so even with those rules they would be going faster than Matt is allowing. 
And One More Thing
I did this because I found it interesting, not because the way Matt is doing things is “wrong” or something. He gets to decide. End of story. But in the case that Matt doesn’t know (lol Matt Mercer not knowing every DnD rule ever? wild) what the rules “technically” are, then I’d love it if he found out and changed how he ran things. 
Basically I’m saying don’t start fandom discourse with my fun DnD math problem. I did it for me and anyone else that cares, and Matt can do what he wants. For all I know I’ve gotten a character weight wrong and it completely ruins the entire thing.
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raeynbowboi · 4 years
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How to Play as Cyborg in DnD 5e
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Next up in our Teen Titans marathon of builds, we’ll build Victor Stone, better known as Cyborg. I sure thought this was going to be a much simpler build, yet I’ve spent two days working and reworking it, and it ended up being nothing like I initially assumed. But in the end, I’m positive this was for the better, as it turned out much better than I expected.
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Our first instinct is probably to make Cyborg a Warforged, but here’s the problem with that: Cyborg was born human. He needs to eat, sleep, breathe, these are all things Warforged don’t do. And Cyborg has multiple episodes fixated on maintaining his humanity. To not make him a human is to completely miss the point of his character. Obviously, he is no longer a Standard Human. He has changed. We’ll call him a Variant Human, and we’ll give him Heavy Armor Mastery to reduce non-magical melee damage by 3. We’ll give him +1 INT/+1 CON and he’ll get +1 STR from his free feat.
Mythic Odysseys of Theros gave us the Athlete background. You get proficiency with Athletics and Acrobatics. Next, we’ll pick two Fighter skills, we’ll go for Intimidation and Perception. You’re a big tough guy, and there’s probably a radar or GPS somewhere in all that machinery.
We’re largely a team player, but on more than one occasion we’ve left the team to try and become a solo hero or lead another team. I’d say we’re Chaotic Good.
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FIGHTER Brute
We’ll kick off our Cyborg Build as a Fighter. Don’t worry, we’ll be multi-classing, but starting as a Fighter starts us off with Heavy Armor proficiency, which is nice. Plus, we were a human athlete long before we ever became part robot. The Brute Fighter adds 1d4 to every damage roll, meaning you really pack a whollap. It’s almost as if you’ve got brass knuckles or something. Speaking of knuckles, Cyborg likes to punch things, so we’ll pick Unarmed Combat from the Fighting Style options. We deal 1d8 + STR bludgeoning damage when punching with two hands, or 1d6 + STR when our other hand is busy holding something. At 7th level, we get to add 1d6 to saving throws, and if that puts the roll above 20, it’s treated as rolling a nat 20. At 10th level, the extra 1d4 damage increases to 1d6. At 15th level, when you land a crit, you add your Brute Fighter Level to the damage roll, meaning you’re putting out 2d8+5+1d6+15 (23-42) with two hands, or 3d6+20 (23-38) when you’re one-handed. That’s a whole lot of ouch. The next level up is even better, since at level 16, your extra 1d6 damage becomes 1d8. Meaning that by level 16, you’re dealing 3d8+21 (24-45) damage on a two-handed crit, or 2d6+1d8+21 (24-41) on a one-handed crit. And with three actions per turn, the odds of landing all that ouch are pretty high. If you’re allergic to UA subclasses, Champion also works, just not as well.
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ARTIFICER Artillerist
Once you’ve started as a Fighter, we can hop on over to Artificer and choose the Artillerist. This gives us an Eldritch Cannon, which we’ll make Tiny so we can hold it in our right hand. We’ll be primarily using the Force Ballista, which has a range of 120 feet, deals 2d8 force damage, and pushes objects 5 feet away from the cannon. If you really want to focus on the cannon, it’ll increase to 3d8 at 9th level, but Cyborg is supposed to be the Tank/DPS of the party. Firing from long range is Starfire’s specialty. Instead, it’s better to have more levels of Fighter and hit more often, and just have the Artificer as much as necessary for ranged combat. But don’t fret, because that Cannon is going to get a lot of usage, because it can be fired on every bonus action, which as a Fighter means you’re going to be dishing out a ton of pain. You can be one-arm boxing an enemy within melee range, while sniping another enemy clear on the other side of the battlefield, and with 3 attacks per turn in the late game, Cyborg has the option to be dishing out 4 attacks total per turn. There’s a reason he’s the muscle of the team.
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CYBORG’S SPELLS
Cantrips Mending Message (Titan Communicators)
1st Level Grease Longstrider Jump Shield Thunderwave
To be fair, if we’re going to use our spell slots for anything, its building another Eldritch Cannon if the first one is destroyed. Plus, everything Cyborg could do at first level, Raven can do better, and she has a lot more spell slots to put to it.
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ARTIFICER INFUSIONS
Due to our low level, we only get 4 infusions. Now some specify having weapons, but we chose Unarmed Combat. Me personally, I take that as meaning our hands are our weapons, but check with your DM how they consider it, because there’s also a lot of fighter features that only trigger with a weapon attack, so don’t use this build if your DM is stingy about Unarmed Combat not counting as a Weapon attack, because otherwise a lot of your features aren’t going to trigger.
ARMOR OF TOOLS Integrate Tinkerer’s Tools into your armor, add your INT mod to tool checks made with those Tinkerer’s tools.
ENHANCED DEFENSE Increase your AC by +1.
MIND SHARPENER If you fail a spell concentration saving throw, use a reaction to pass instead.
REPLICATE MAGIC ITEM: GOGGLES OF NIGHT Cyborg can create Goggles of Night, letting him see in the dark.
If your DM lets you treat your Hands as weapons drop Mind Shapener and pick up Enhanced Weapon.
ENHANCED WEAPON Add +1 to weapon attack rolls and damage rolls.
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ARMORY
Cyborg needs Heavy Armor to act as his robotic body. Molten Bronze Skin (Plate) from Mythic Odysseys of Theros is a new rare heavy armor that is skin-fitting and can be worn under clothes and doesn’t impose stealth disadvantage, which is important, because Cyborg has never made so much noise that he gave away his party. Because it’s molded to his body, it can’t be removed unless he chooses to doff it. Thus,  we have a human who is basically made of metal. How bout that?
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As the Tank of the party, only three stats really matter to Cyborg’s Build: Strength will determine how much damage he deals with his punches, Constitution will ensure that he has a big pool of health so he doesn’t die all the time like a wimp, and Intelligence because his Eldritch Cannon’s accuracy is aimed like casting a spell. Because he’s heavily armored, his Dexterity won’t affect his AC, and to be fair, Cyborg isn’t very nimble. He seems quite bulky and heavy-footed. All those Fighter ASI give us the kind of stats I’d hoped to give Starfire.
STR 20 DEX 10 CON 20 INT 18 WIS 10 CHA 8
I spent one of his too many ASI to give him Tough to further maximize his HP. You could max out his INT, but as Raven is the party Intelligence caster, it’s valid to want her INT to be higher than Cyborg’s. With a final HP score of 260 and an AC of 19, Cyborg is starting to look a bit like a one-man army. Not only that, but he reduces non-magical melee damage by 3, and adds 1d6 to saving throws, meaning ranged spell attacks are the only great way to hurt him without him possibly reducing the damage.
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HAVE A HEART, TIN-MAN Brute Fighter (16) Artillerist Artificer (4)
STR 20 DEX 10 CON 20 INT 18 WIS 10 CHA 8
ARTIFICER INFUSIONS Armor of Tools Enhanced Armor Enhanced Weapon/Mind Sharpener Replicate Magic Item: Goggles of Night
Between the super charged melee damage, and the fact that Cyborg can also fire his Eldritch Cannon as much as he wants makes this a great combination. He doesn’t need spell slots just to shoot it like some other casters, making it a truly great dual-wielding option. He’s got the HP to shrug off damage, and the power to decimate his opponents. He becomes weaker when he pulls out his cannon in terms of melee combat, but it’s twice as powerful as his two-handed boxing, so it’s a good trade-off.
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Variant Rule: Mythic Odysseys of Theros
Unscarred. As a reaction, reduce damage taken by 1d12 + CON mod once per long rest.
Piety: Purphoros, God of the Forge
+3 Cast Shield of Faith equal to your INT mod per long rest. +10 Cast Heat Metal once per long rest. You have advantage against being knocked prone. +25 Use your reaction to avoid being pushed. +50 Increase your Strength or Intelligence by 2 to a maximum of 22.
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We set out to make Cyborg a high damage DPS striker who could tank a hit like it was nothing, and I think we’ve accomplished that with this build. Some might argue for a 12/8 split, and it’s certainly passable, but Cyborg really doesn’t need it. He’s not a caster. Cyborg is the muscle, and that’s what he’s doing. He’s only an Artificer for the arm cannon, otherwise, he’s primarily a melee fighter, and I don’t want to waste his levels on something that’s not his primary focus.
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solomon-rincewind · 4 years
Text
Yolen Part 1:
I lay in my bed, feeling sorry for myself. Today I had been feeling terrible, I liked to kid myself into thinking that I wasn't ill at all but couldn't keep up the visage once I stood. So, I avoided standing and lay in my bed with the curtains of the room closed and music playing in the background.
The music stopped.
"Hello Ross."
I sat up with a start, my head instantly feeling like it was about to burst. "What the..." I started, looking around for the source of the voice that had just called my name.
"Hello." I caught sight of the source, it was my speaker, glowing as it spoke. "I suppose you should brace yourself for what comes next."
"What's going on?" I asked the speaker, getting up from bed, I still felt a little queesy but I was pushing past that. "Is this a joke?" I walked to my door to open it.
"Good luck. Arcanum." Said the speaker.
I opened the door. Normally I would've seen the hallway of my apartment, that is not what I saw right now.
"Jesus." I muttered as I looked out of my room to a field of grass and houses thousands of feet below. "The hell is this?"
Tentatively, I poked my foot out of the threshold, instantly I was thrust from my room by the foot, flung out into the open air. I spun, trying to reach for the door but my room wasn't there, nothing but blue sky as I started to descend. "Aaaaaaaa!" I screamed as I fell, too panicked to register my clothes evaporating, too terrified to see the grand city in the distance, too worried to notice that my illness had gone. I passed out.
--
I awoke to the smell of straw and urine. "Oh god, that stinks." I opened my eyes and finally noticed that my hands were bound with thick ropes and I was sat in a stone cell with wooden bars separating my from the other prison cells. There was no one else in the other cells something strange floated in front of my face. A green screen like what you would seen in a video game.
NAME - N/A
RACE - N/A
LVL - 1
HP - 100
HP/s - +0.1
MP - 80
MP/s - +0.4
JOB - N/A
INDIVIDUAL SKILL - GENESIS/DESOLATION
STR - 10
AGI - 10
CON - 10
INT - 15
FTH - 2
ABILITY POINTS (15)
'What is this?' I asked myself, I'd seen things like this before, in videogames and manga. It was without a doubt a status screen. If I was someone else I would probably have freaked out or assumed it was all a dream, and yet I didn't, I knew from the bottom of my heart that this was reality.
'I wonder why the name and race are blank?' I reached towards the name section, the word glowing brightly before another window and a keyboard appeared in mid air.
CREATE NAME... ... ...
'I guess this thing wants me to make a name.' I had realised my situation pretty quickly, I had fallen from the sky into a fantasy world and was locked up because they didn't know what I was, I was even dressed in Skyrim esc prison clothes.
YOLEN ARCANUM
CONFIRM NAME? Y/N
I pressed the Y and was brought back to the main stat screen. I felt like something had changed, but my name was still Yolen.
"What the..." Something big had changed. I no longer held any attachment to the name Ross, infact when I thought of myself the name that I had just written popped up in my head.
"I guess it really is real."
I pressed the race button, my finger not actually touching anything but the screen still lit and another window opened.
RACE WILL GIVE EXTRA BONUSES AND SKILLS TO -YOLEN- LIST IS AS FOLLOWS. PLEASE NOTE THE CHOICE WILL CHANGE THE COMPOSITION OF -YOLEN-
HUMAN
ELF
DWARF
HALFLING
GNOME
DRAGONBORN
UNDEAD
DEMON
CELESTIAL
SLIME
GOBLINOID
BEASTKIN
ELEMENTAL
GIANT
ORC
There sure were a lot to choose from. I hovered a finger over celestial and a separate window opened again.
CELESTIAL
A HEAVENLY BEING, DIVINE IN NATURE AND AWE INSPIRING TO THOSE WHO LOOK UPON IT.
+5 TO INTELLIGENCE AND FAITH. +2 TO STRENGTH.
GAIN SKILLS CELESTIAL FORTITUDE AND CALMING PRESENCE.
It hadn't made me instantly choose the race which I was glad about. But the presence of skills jogged my memory on something on the main screen. I directed my attention towards the main screen, the other windows faded a bit and spun to my peripherals. I pressed on the individual skill with genesis/desolation next to it and another window opened up.
GENESIS/DESOLATION - LVL 1
INDIVIDUAL SKILL POSSESSED BY -YOLEN- IT IS THE VERY ESSENCE OF CREATION AND ITS COUNTERPART DESTRUCTION -YOLEN- CAN CREATE MATTER FROM HIS IMAGINATION AND DESTROY MATTER HE TOUCHES AT WILL. CAPABILITIES OF THIS SKILL GO UP WITH THE SKILL LEVEL.
MANA COST - 0
The skill level was only at one but it had a lot of potential. "Alright, let's give it a try." Focusing on the ropes binding my hands I tried to make an exact copy, just not binding me.
Small, dully glowing dots of blue light popped into existence, coming together in clumps, slowly changing colour and texture to make the rope.
"Wow." I muttered to myself in amazement, dropping the rope to the floor, now I focused on the ropes around my hands and tried to destroy them. Black lines spread across the rope like veins, draining the colour from it before it crumbled to dust and disappeared. "That's useful." But I didn't want to rush anything so I picked up the rope I had made, destroying it and making a copy on my wrists, once again binding myself.
Turning my attention back to the race screen I pondered my choices, checking a couple of others.
In the end I narrowed it down to celestial, demon(fallen), elemental(Lightening) or undead(ghost).
"Honestly got no clue, I'll flip a coin, celestial and demon or elemental and undead. Heads or tails." A coin appeared in my hand, I flipped it.
"Heads." So, celestial or demon.
The coin went up again.
"Demon it is." I hovered a finger over the demon and read it's description.
DEMON
SUBRACE - FALLEN
A CELESTIAL, FALLEN FROM GRACE AND CORRUPTED BY SIN.
+5 TO STRENGTH AND CONSTITUTION. +1 TO INTELLIGENCE AND AGILITY.
GAIN SKILLS HELLISH FORTITUDE AND CORRUPTING INFLUENCE.
FALLEN SKILLS - GAIN DEEP TRAVERSAL
'Alright, let's do this.' I confirmed my race choice.
RACE CHOSEN, -YOLEN- ENTERING TRANSMUTION STATE.
'What?' I thought, before passing out.
--
I awoke, looking over my body for changes, there were several. My skin was almost ashen it was so grey, my previously weak and unnoticeable muscles were now larger and defined, more of an agile build. No wings though. Not sure if I was glad or disappointed at that fact. I reviewed my stats, expanding the skill windows.
NAME - YOLEN ARCANUM
RACE - FALLEN
LVL - 1
HP - 100
HP/s - +25
MP - 100
MP/s - +0.5
JOB - N/A
INDIVIDUAL SKILL - GENESIS/DESOLATION
STR - 15
AGI - 11
CON - 15
INT - 16
FTH - 2
ABILITY POINTS (15)
GENESIS/DESOLATION - LVL 1
DEEP TRAVERSAL - LVL 1
HELLISH FORTITUDE - LVL MAX
CORRUPTING INFLUENCE - LVL 1
My HP regen had gone up greatly, and my stats had improved. Checking the screen I also noticed the unused points. I pressed on them to check.
ABILITY POINTS
MAY BE USED TO INCREASE A STAT BY 1 PER POINT USED.
I had no idea when I would get anymore of these so I thought long and hard on what I would upgrade, in the end I decided to check the jobs first.
JOB
-YOLEN- MUST CHOOSE A JOB TO PERSUE, JOBS GIVE -YOLEN- EXTRA SKILLS AND ABILITIES, SUCH AS SPELL CASTING OR MARTIAL ARTS. THE JOB LIST IS AS FOLLOWS.
NECROMANCER
WIZARD
WITCH
WARLOCK
SORCERER
TRANSMUTER
ELEMENTALIST
ENCHANTER
ILLUSIONIST
ARTIFICER
SMITH
COOK
MERCHANT
APOTHECARY
ALCHEMIST
BUILDER
RANGER
DRUID
SHAMAN
WITCH DOCTOR
TAMER
THIEF
ASSASSIN
ACROBAT
SCOUT
FIGHTER
BARBARIAN
SHIELD KNIGHT
CLERIC
PALADIN
PRIEST
SPIRITUALIST
SHRINE MAIDEN
MONK
WITH THE OPTIONAL CHOICE OF.
MANA WEAVER
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hanbeihood · 4 years
Text
A D&D 5e Build: Ron Stoppable
I did one of these sometime last year for Halloween and just wanted to do another, so here it is. First up: Why am I attempting to build Ron and /not/ KP? Simply put, Kim is a fairly straight forward build in 5e terms. She’s an Inquisitive Rogue with a single dip into Monk. You could give her some Fighter levels (that UA Unarmed Fighting Style is so tempting) to keep up with Shego’s combat prowess, but her brain is honestly her key feature, making those Rogue levels very valuable (11 at minimum as far as I’m concerned). She’s you’re basic, average girl, and she’s here to save the world. Ronald, on the other hand, is remarkable by just how unremarkable he is while still somehow keeping up with Kim. Barely. For those who didn’t watch Kim Possible when they were younger or don’t have Disney+, he might not even seem like an adventurer. But Ron’s amazing in game terms; he’s at that level of naco cheesiness I just love to play. Plus, he has Rufus, and everyone loves Rufus. Spoilers may appear.
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Let’s get into it:
I’m going to be using the standard point array from the PHB. If you would like to roll for stats, just keep in mind where to put your higher and lower rolls.
Ron’s 15 is going into Wisdom. He may seem like a totally inept doof, but he’s incredibly insightful and holds onto his own philosophies. Also, his best friend aside from KP is a naked mole rat (a very smart one at that, but that’s cartoon logic). I’m going to put 14 in Charisma. Ron isn’t intended on being conventionally attractive, but Charisma =/= being hot. It’s all about your presence and ability to get people to listen to you and consider what you’re saying. Ron is somehow able to casually talk with so many villains, so his CHA must be high. Also, he’s an honorary Pixie Scout. 13 is going straight into Constitution. He is R-unstoppable after all... He can take a real beating from even the more threatening foes and eats so many nacos that an above average CON is the only reason he hasn’t been hospitalized for his diet. I’ll give 12 to his Dexterity. He’s dodged lasers, booby traps, and incoming fire from all sorts of things. An adolescence of fighting robots and super-humans will leave you light on your feet and your hands. This may sound weird, but I’m giving his Strength the 10. He’s worked in retail and has lugged around some pretty heavy looking things. And that leaves Intelligence with 8. Ron isn’t the sharpest tool in the shed. He says good stuff, but don’t ask him to tutor you for the upcoming exam unless it’s a subject he excels at without question. I know he was kind of a genius when he became evil that one time, but I’m going to rationalize that as his INT & WIS swapping places when his alignment got shifted. Ron’s a Neutral Good guy with Chaotic leanings, so going Evil is bound to mess with your brain in more ways than one.
STR 10 || DEX 12 || CON 13 || INT 8 || WIS 15 || CHA 14
Ron’s a Human of the Variant variety, but if you want to play him as a Bugbear, that’s cool I guess. I’m not your dad. I’m going to bump up his WIS to 16 and CON to 14. And I’m going to give him the Magic Initiate (Wizard) feat. Prestidigitation & Mending can reflect parts of his Movie Makeup Magic Kit, but I’m really taking this feat for Find Familiar so we can have Rufus right off the bat. He’ll also get the Animal Handling skill because Rufus loves him.
For his Background, I’m going with Entertainer for proficiency with Acrobatics, Performance, Disguise Kits, & a musical instrument of your choice. This solidifies his place as the Middleton Mad Dog mascot, the costume of which he made using his MMMK, and he has disguised himself as Mr. Dr. Possible & The Fearless Ferret. However, if you feel that the By Popular Demand feature doesn’t fit Ron quite right, go with the Rustic Hospitality feature from the Folk Hero background.
Oh boy, time for the class.
Ron is a Monk, first and foremost. Despite his clumsy, slacker nature, he’s incredible capable when it comes to dodging blows from Shego & Kim even with his hands behind his back. In addition to Martial Arts & Unarmored Defense, he’ll receive proficiency in Cooking Utensils, Insight, Stealth. He will continue down this class for some time, but what kind of Monk would he be? In the show, he eventually becomes the Supreme Monkey Master as recognized by Master Sensei (I know what you’re thinking.), so we should probably begin with looking for which subclass could best emulate Monkey Kung Fu.
There is a lot of history when it comes to Kung Fu, more than I’m going to type out. That’s not even to mention the 5 variations of the Tai Shing system. I bring this up because Ron’s arch-nemesis, Monkey Fist, is a pracitioner of Tai Shing Pek Kwar and probably would be best described as a user of Wooden Monkey. However, the beauty of 5e is that many different martial art styles can be emulated based on how you use your action economy and describe your attacks & movements. Flavor is everything.
If I were to put all the Monkey magic from the show aside, I would guess Ron could pass as a user of various styles due to him not being nearly trained as much as Monkey Fist in a particular discipline. For D&D 5e, he could be seen as a Drunken Master or Open Hand Monk, but he does have that Monkey magic, putting Four Elements on the table even if we want to say the more mystical side of his simian abilities are due to multiclassing.
At 2nd level, Ron gets access to Ki Points that he can use for Flurry of Blows, Step of the Wind, or Patient Defense. PD is especially handy for the sidekick who would rather avoid danger. He also gets Unarmored Movement which is incredibly useful for a guy like Ron. His running ability landed him a spot on the Middleton High School American football team. Crazy right?
With all that out of the way, I’m going to say once he reaches 3rd level of Monk, Ron will adopt the Way of the Four Elements, learning Elemental Attunement (a more elemental version of Prestidigitation that we can swap out later) & one other viable Four Elements Discipline of your choice. Fist of Unbroken Air is a great option for pushing a foe back while dealing damage. He also gets the ability to Deflect Missiles which is always good.
4th level Monks get the option for an Ability Score Increase or a feat. Take the Lucky feat. It’s honestly super impressive that Ron survived so long fighting baddies before he started his martial arts training. Remember, Kim Possible is one of those shows that has stuff going on off-screen, so there have been many missions between the episodes we see. Monks get Slow Fall here too; Ron falls a lot and this may be how he’s avoided concussions when he should clearly get one.
5th level gives Ron an Extra Attack and Stunning Strike. The best way to avoid a punch is to insure your opponent can’t even throw one. Also, your Martial Arts die is now a d6.
At 6th level, Ron can gain a new 4EleDis as well as swap one out for another. Drop Elemental Attument like I mentioned earlier for Gong of the Summit. This allows you to cast Shatter, and we can flavor this to be a sort of mystical monkey screech. Pick up Clench of the North Wind so you can cast Hold Person; KP will have an easier time boppin’ bad guys when they aren’t moving. Also, your unarmed strikes are now magical when it comes to overcoming resistance and immunity against non-magical attacks & damage. Talk about that Ron factor.
7th level Monks get Evasion for even more ways to avoid danger & Stillness of Mind; he may seem like a coward, but Ron Stoppable won’t be swayed into abandoning his friends.
8th level gives Ron another chance for an ASI/feat. Bump up DEX by 2 to 14 so you can start dealing more damage and have a higher AC. 15 isn’t great but PD has probably served you well if you’ve survived this long.
At 9th level, Ron’s Unarmored Movement is improved so you can have him run along walls or over liquids as long as you keep moving. This isn’t super in-character, but it’s useful.
10th level of Monk gives our boy Purity of Body, making him immune to disease and poison. Looks like he won’t be able to miss school unless he fakes being sick.
11th level is really what we wanted from the Four Elements because now Ron can use Ride the Wind to cast Fly on himself like the Supreme Monkey Master he is. Plus, his Martial Arts die is a d8 now.
For 12th level, we have another ASI/feat opportunity, so that’s another +2 to Ron’s Dexterity for a 16. This gives him an AC of 16 with the ability to take the Dodge action as a bonus action with PD.
I’m going stop here with this build because I think this is a solid place that could potentially coincide with the show, but if you want to take Ron to 20th level, Monks do get two more ASI/feat opportunities at 16th & 19th level. Use these chances to bump up your DEX & WIS to 18 each, or make one of those a 20. Four Elements Monks also get one more Discipline they can take at 17th level; Ron would probably take the Fist of Four Thunders in order to cast Thunderwave. However, if you don’t want to continue levels in Monk, almost any subclass of Fighter or Thief/Swashbuckler Rogue (if your DM is cool with Martial Arts counting towards Sneak Attack) could be viable.
If you decided to opt out of the Magic Initiate feat I took at 1st level, you could easily just take the pet mouse from the Urchin background equipment. Or you could make Rufus a player character with an Awakened Rat as the race if you want him to be more involved.
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dr-archeville · 4 years
Text
My High School D&D Group
So as I’ve been doing this long-term substituting gig, some of the kids in my 4th period class put a D&D (5E) game together, and invited me to play.  I agreed, because A] I’d need to supervise something like this anyway, B] they could really use my assistance (the one who’s DMing has only played once before, the others have never played), and C] it means I get to play D&D!
We rolled stats (4d6, drop lowest one), started at level 2.  The DM also let us have one special thing, either an item or racial or class feature or something.  Homebrewed adventure/setting.
I made a Neutral Good female Dwarf (Mountain) Druid (Circle of Spores).  She was more interested in fungi than stones or gems, and was ostracized from her family that was heavily involved in working with precious metals and gems.  She lived with other fungal farmers for a time, went to deepest, oldest parts of fungal caves, and communed with the 'shrooms... and they started talking back to her.  Playing her as a "Hippie Grandma" type, wearing multiple layers of moldy clothes.  Her special thing is that she knows the Find Familiar spell, and has a mold-infested rat as a familiar.  Well, rather, the mold itself was her familiar, inhabiting & animating the corpse of a rat.
(I chose a high-WIS character in part b/c I figured the party -- and players -- would need some guidance.)
Others students make their characters.  But DM keeps us separate, we only know each other’s race & class.  I know there’s a Tiefling Rogue, another Druid, a Goliath Barbarian, and a Human Monk.
Adventure starts.  We wake up in an underground cell, three of the walls are interlocking gears behind glass-like sheets, last is iron bars with a door in it.  We are without our weapons or spell components.
There's a skeleton chained to wall.  It asks to be let down.  It introduces itself as “Broccoli.”  (It's a PC, homebrewed Skeleton race.)
A Tiefling is in cell with us (another PC), finds he still has his lock picks on him.  Frees skeleton.
Other two PCs in cell -- a Human Monk and a Goliath Barbarian -- look out door, find a clockwork guard outside.  Keyring on its hip.
Monk pees on the clockwork guard.  No reaction.
Goliath tries to grab keys, does so.  Clockwork Guard watches this, but does not react.
Monk takes keys from Goliath, unlocks door.  Clockwork guard turns, clanks down hallway.
Goliath & Monk follow, intent on destroying it.  Skeleton follows.  My dwarf druid follows.  We think Tiefling Rogue is following, but no, he's gone off in the opposite direction.
Groups goes down hall -- which is also made of interlocking gears behind glass panes -- which ends in pile of rubble.  Locked door to side.  We ask Tiefling to pick lock, and realize he's not with us.
Goliath punches door, rolls a STR check to break it.  Gets a 2.
Tries again, rolls a 1.
Monk helps, now Goliath rolls with advantage.  Rolls a 3 and a 12.  Still not enough.
My druid point out the keyring the Monk still has.
Monk tries keys, one opens door.
Opens to a "closet" where Clockwork Guard is connected by some tubes and such.  Recharging?  Communicating with someone?
Roll for initiative as it stirs to life!
Monk punches it.  Goliath punches it.
Guard disengages from room, punches Goliath.
Monk punches again.  Rolls max damage.
Goliath pees on it.  Sorry, into it: player wanted to pee into what looked like a fuel port.  And rolled a nat 20 on the attempt.
Skeleton & my dwarf can't do much -- we have no weapons, and all my spells do either necrotic or poison damage, which I figure it's immune to.
Tiefling appears, throws things at us -- our weapons!  And my Druid’s rat familiar, scurrying along behind him.
Goliath's weapon is a greatclub-sized stale breadstick, which he can use as a weapon & he can nom on it to regain health 3/day (and it regenerates).  Monk's weapon is a shortsword that glows and can heal those it stabs.  Skeleton's "weapon" is a magic bag he can pull poisons out of, though the more specific he is with what he wants, the less chance he has of getting it and instead pulling out some inert goo.  My Druid also gets her quarterstaff & handaxe.
Skeleton tries to capture my “obviously sick” rat, so he can harvest its diseases, but fails.
Goliath & Monk attack clockwork guard, with their weapons.
Monk lands killing blow, stabs it in neck and pries/flips its head off.  Goliath pees on remains.
Tiefling tells us he found a room with vending machines.  But he set it on fire.  Turns out there were two Clockwork Guards in it, between the vending machines, but they were destroyed by the fire... so he’s technically got the most kills.
Session ended.
At this point I learn that
“Broccoli” had been a (human) employee at a Blockbuster Video, but was warped into this world, becoming a skeleton in the process.  He’s also a Druid (somehow), but wants to become a contagion-spreading Necromancer.
The Goliath Barbarian is named “Olive Garden.” He has an INT of 5, is Chaotic Evil, diabetic, emo, and a transgender man who will become pregnant & give birth to his next character.  Also, his greatclub-sized breadstick got its powers from having been dipped into the Fountain of Youth.  (And his player is a huuuge troll.)
Human Monk is “White!Blade” (as in, Wesley Snipes’ Blade, but White). He had been mind controlled by an Evil Sorcerer in the past, and forced to do Horrible Things, but broke free, and now seeks revenge.
Still don’t know Tiefling Rogue’s name, but his special item is a grappling hook device attached to his tail.
I knew they’d need some guidance, but I didn’t expect this much.
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lee-jinkis-ponytail · 4 years
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Haunts & Hellhounds: A Player’s Handbook
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Hi, Writeblr. :) If you’re joining me on this spooky, whacky adventure that is Haunts & Hellhounds over on Wattpad, here’s a more detailed (albeit very rough) glimpse into the ancient and irreverent “Player’s Handbook” that the characters flip through in Chapter 1! The “game” is basically just a very watered-down version of D&D with horror elements. I may add to this as time goes on if I’ve overlooked anything that pops up as I write the story. If you have any questions or think I’m missing anything important, let me know! I’m very new to tabletop gaming and am still learning the ropes. This whole project is basically just a way for me to combine my love of writing horror stories with D&D practice (as both the GM and the player).
Just a content warning--the fictional creator of H&H was a huge, racist, sexist douchebag who leaned heavily into some very problematic horror tropes when writing the rules of this game, so there are some descriptions of the characters that may be offensive. H&H is intended for mature audiences, 18+! It’s a horror story. There is violence, gore, and murder.
Anyway, I’m using this unpolished “handbook” to guide every single action and reaction in every single scene of the story.
Who will die? Who will survive? Even I don’t know! It’s all in the hands of the dice gods...
Welcome to Haunts & Hellhounds, Survivors...
Instead of classes, H&H players choose their role from a list of 7 classic horror movie tropes, each with their own strengths and weaknesses.
The Nerd: Proficiences: With an inclination towards knowledge, the LVL 1 Nerd will be proficient in ALL knowledge-related skills (EXCEPT FOR INSIGHT, because Nerds may like to read books, but they aren’t usually good at reading the room), and their attribute specializations are knowledge and dexterity. These scrawny losers tend to be weak and clumsy, however, and will always roll attack, athletic, and acrobatic checks at a disadvantage. Unlike the other tropes, Nerds can never take the average Hit Points of their hit die upon leveling up; they must roll a d6 (plus their constitution modifier), and whatever the result, they must always subtract 2 from the total (yes--that means, depending on their constitution modifier, it is possible to roll at a loss, because Nerds are just unable to endure these horrific scenarios for very long). If you’re a Nerd, you’re likely to die in a moment of lapsed judgment, foolish enough to believe that if you’re just brave enough you might defeat the evil once and for all and get the girl. Silly Nerd; good guys never win.
The Jock: Proficiencies: Meat-head jerks like the Jock specialize in strength, dexterity, charisma, and constitution, with skills in athletics, acrobatics, and an additional dexterity- or charisma-related skill for a total of 3; additionally, they can choose proficiency in the weapon of their choice, either ranged or melee. They are often too dumb to string a coherent sentence together, and thus roll knowledge checks at a disadvantage. A Jock’s starting defense points are the base 15 plus their constitution modifier, and if they are wearing sports gear, they add 2 more points per piece of gear to their total defense. Their beginning HP is 18 plus their constitution modifier. If you’re a Jock, you’re stupidly confident, you’ll probably get all the girls, but you’re going to charge into battle knowing that you’ll die a heroic, sacrificial death. Thing is, you care more for glory than logic or organized progress. Ah, well. You served your purpose.
The Party Animal: Everybody likes the party animal. Proficiencies: Charisma is this character’s number one attribute, and thanks to the dulling effects of whatever illegal substances they’ve pumped into their body, they have a surprisingly high endurance and are thus proficient in constitution as well; as far as skills go, they are proficient in deception and persuasion, and may choose one other skill for a total of 3, as long as it is not a dexterity-related skill. Why, you ask? Well, that’s because when the Party Animal rolls dexterity-saving throws, they always roll at a disadvantage, as they are likely too drunk or high to walk in a straight line. And so they cannot be proficient in any dexterity-related skills. As the Party Animal, you might make it close to the end through sheer, dumb luck. But that luck will run out and you will die eventually. It’s inevitable. Lucky for you, you’re probably too wasted to care.
The Harlot: The Harlot has a reputation too, but not for anything good. Proficiencies: Like the Party Animal, the Harlot’s number one attribute is charisma, and since she’s usually tiny, she is proficient in dexterity as well; also like the Party Animal, her skills include deception and persuasion, and she may choose one other skill for a total of 3, so long as it is not related to knowledge. You guessed it--that’s because there isn’t much going on in that pretty little head of hers. She’s dumb. Even dumber than the Jock. Vapid. Shallow. All of her knowledge checks are rolled at a disadvantage. So you picked the Harlot. The only thing standing between you and the killer is a Token Minority. Hope the premarital sex was worth it.
The Token Minority: Why did you even bother creating this character? The Token Minority is basically cannon fodder and will likely be the first to die. There may be only one Token Minority per group of survivors. Proficiencies: Pick whatever two attributes, and one skill you want for this character. Who cares? The only rule is that whatever d6 results you get rolling for your attributes, the lowest goes to constitution, and all constitution saving throws are made at a disadvantage. You won’t be playing very long as the Token Minority, so why waste time creating a whole backstory? Have fun being the first to die.
The Recluse: The Recluse is basically a stronger Nerd. All that time spent on the outside of the social jungle has allowed this character to become well-versed in all things weird and macabre. Proficiencies: He or she will have a knack for dexterity, knowledge, and serenity; able to keep calm in the most horrific situations and plan ahead because they know the horror genre inside and out, the Recluse is always proficient in arcana/witchcraft and sanity; at LVL 1 they may also choose an additional 2 skills that fall under the dexterity or knowledge branches. Like the Token Minority, there may be only one Recluse per group of survivors. As the Recluse, you’re likely to become BFFs with the Final Girl and tragically die just before the story’s end. Pity. If you were just more milquetoast like the Final Girl, you might have made it to the end, but alas, the audience couldn’t stomach your obnoxious need to "stand out from the herd.”
The Final Girl: The star of our show. The well-rounded goody-two-shoes. Like the Token Minority and the Recluse, there may only be one Final Girl per group of survivors. In fact, there MUST be a Final Girl in every game. At LVL1, her HP begins at 18 plus her dexterity modifier. When she rolls her 4d6 to determine her base stats at LVL1, she should discard any result lower than a 10 and roll again. Proficiencies: She is proficient in all attributes and all weapon types and can choose any 10 skills from the list of 19. All of her attack rolls, checks, and death saving throws are rolled at an advantage. If you’re playing the Final Girl, you’re nearly as immortal as the unkillable slasher. You’re guaranteed to survive... almost... every time. So long as you follow the rules of the genre.
Attributes: Much like D&D5e, there are 6 attributes in H&H. If a character is proficient in specific attributes, they roll saving throws of those attributes at advantage. The attributes are:
Strength, measuring physical fitness
Dexterity, measuring agility
Constitution, measuring health and endurance
Knowledge, measuring booksmarts, street smarts, and common sense
Serenity, measuring calmness and sanity
Charisma, measuring popularity, confidence, and charm
To determine the character’s numeric value of these attributes, roll 4d6, drop the lowest result, and add the remaining 3 together. Do this 6 times (1 for each attribute), and assign numbers where you feel they would be best. It is recommended you assign the highest numbers to the attributes your character is proficient in.
Skills: There are 19 Skills in H&H, each related to a specific attribute. Similar to attributes, if a character is proficient in a skill, they roll checks of those skills at advantage. Please see your trope’s description to see how many skills you may choose:
Acrobatics (Dex)
Alchemy & Chemistry (Kno)
Animal Handling (Cha)
Arcana & Witchcraft (Ser)
Athletics (Str)
Crafting (Dex)
Deception (Cha)
History & Lore (Kno)
Insight (Kno)
Intimidation & Distraction (Cha)
Investigation (Kno)
Perception (Ser)
Persuasion (Cha)
Religion & Occultism (Kno)
Sanity (Ser)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Kno)
Technology (Kno)
Proficiency Bonuses: All LVL1 characters start with a +2 proficiency bonus, meaning if they roll a check of an attribute or skill they are proficient in, they add 2 to their total roll. Proficiency bonus for all characters increases by 1 point every odd level--so at LVL3 it will be +3, at LVL5 it will be +4, etc. NOTE: Unlike other tabletop games, H&H only uses proficiency bonuses in skill rolls, NOT in attacks/hits; for example, if a character is making a dexterity saving throw and they are proficient in dexterity, they will add their proficiency bonus to that roll, but even if they are proficient in firearms, they will NOT add their proficiency bonus to attack or hit rolls in combat with a firearm. Combat proficiencies simply allow the character to roll attacks with those weapons at an advantage.
Attribute Modifiers: Your character’s attribute modifiers are used to give them a boost during attack rolls, saving throws, and checks. To determine your character’s H&H attribute modifier, subtract 10 from that attribute’s total, divide by 2, and round down. For example, if a character has 15 constitution, subtract 10 (5), divide by 2 (2.5), and round down (2)--which means, when rolling a constitution saving throw, the character would add +2 to whatever they roll.
Skill Modifiers: Skills also have modifiers. If a character is NOT proficient in a certain skill, their modifier is equal to the attribute modifier that skill falls under. For example, a Jock is not proficient in insight, a skill that falls under knowledge. So if the Jock’s knowledge modifier is +1, so is his insight modifier. If a character IS proficient in a skill, add their proficiency bonus plus the modifier of the attribute the skill falls under. So, for example, Jocks are proficient in the athletics skill. At LVL1 with a +2 proficiency bonus and a +3 strength modifier, the Jock would have a total of +5 for his athletics modifier.
Hit Points & Hit Die: Your LVL1 character’s maximum HP is always 18, except for Jocks and the Final Girl, who add their constitution and dexterity modifiers respectively. For every level after that, additional HP will be determined by a roll of the character’s highest unarmed hit die. Jocks and the Final Girl will roll a d10 as their hit (unarmed) die. Recluses, Token Minorities, Harlots, and Party Animals use d8, and Nerds use d6. The Nerd must ALWAYS roll their hit die to determine their new HP upon leveling up, and then must subtract 2 from the total. Every other character can opt not to roll the die, but to take the average roll of their die instead (d10=5, d8=4). Every EVEN level, the character adds a hit die (so LVL2=2d10 for a Jock, LVL4=2d10, and so on). In battle, ranged weapons such as firearms are rolled with a d10 plus the character’s dexterity modifier; melee weapons such as bats are rolled with a d10 plus the character’s strength modifier. *Note: Jocks, the Final Girl, and any character with a proficiency in weapons roll a d12 as their hit die if they are armed.* Upon a short rest, half HP is restored. Upon a long rest, full HP is restored. Characters may also eat food, drink water, bandage and tend wounds, or use a health potion to speed up the healing process if they have the necessary supplies in their pockets or backpack. If used during battle, consumption of these healing items count as a bonus action.
Defense Stat: If we were playing another tabletop RPG, this would be your character’s “Armor Class.” All characters except for the Jock, the Final Girl, and the Recluse start with a base defense of 15. The Jock and the Final Girl begin with the base 15 and add their constitution modifier, while the Recluse adds their dexterity modifier. Upon leveling up, the defense stat DOES NOT increase. (The exception is for the Recluse, Final Girl, and Jock, who CAN increase their defense stat if they increase their respective modifiers upon leveling up.) Defense stats can be increased at any time in one of 3 ways: (1) if a character dons armor (i.e. helmets, sports gear, even duct tape to defend against zombie bites, etc.--+1 defense per piece of armor [helmet, torso guard, arm guards, leg guards, gloves, boots] for every character except the Jock, who gets +2 per piece of armor), (2) if a character crouches behind cover (+2 defense), or (3) if a character takes up a shield (+2 defense). There are also some magical artifacts that can increase a character’s defense stat, both temporarily and permanently.
Sanity Points: In addition to traditional HP, H&H characters have sanity points. Everyone begins with a base of 20 Sanity Points, except for the Recluse and the Final Girl, who begin with 23. At the end of every hellish battle, all playable characters involved must make a sanity saving throw with a d20 plus their serenity modifier. If they roll 10-19, they are safe and do not lose or gain any SP. If they roll a natural 20, they permanently gain 4SP, even if they go above their original maximum. If they roll 2-9 or lower, they must roll a d4 to determine how many SP they lose. If they roll a natural 1, they automatically lose 4SP. If a character’s sanity falls to 0, they must roll a sanity d20+serenity modifier check along with every attack roll against an enemy. If they roll a sanity check below a 5, there is a chance of friendly fire and/or self harm that turn. The player rolls a d20 against all characters within 5 feet of them, including themselves; if they roll greater than the target’s defense stat, the insane character lashes out in blind fear and must roll a hit die against their nearby allies and/or themselves as if attacking an enemy. Sanity points cannot be regained during rests. Anxiety medications and certain potions may provide relief, if you can find them.
Death Saving Throws: Like other tabletop RPGs, H&H uses the 3-strike strategy. Upon reaching 0HP, you become unconscious and must make 3 attempts to cling to life. Roll a d20 with NO modifiers. Rolling a 10 or more is a success; anything below 10 is a failure. If you roll 3 successes, your character remains unconscious but alive, and it is up to your companions to get you back up on your feet by offering you a nourishing sip of water (+1HP), or tending your wounds (+3HP), or giving you a health potion (+5HP), or using a healing spell (regained HP varies depending on spell); if you roll 3 failures, you die a permanent death. If you roll a natural 20, your character reawakens with 1HP. If you roll a natural 1, you take 2 failure strikes. BEWARE: Some enemies have the ability to “double tap” and make sure you are really, truly dead on their next turn. It is in everyone’s best interest to work as a team and distract the enemy once a friend is down...
Rolling at Advantage and Disadvantage: When a character is asked to roll checks or attacks at “advantage” or “disadvantage,” they roll 2d20 and take either the higher of the 2 rolls (advantage) or the lower (disadvantage).
Extra Proficiencies: Aside from the skills and attributes above, your characters may have other specialties depending on their role and backstory. For example, Jocks are proficient in firearms, and the Final Girl, known for being quick on her feet and good at improvising, is proficient in all weapons. Your characters’ backstory may lead them to have certain training in useful foreign languages or subjects. For example: -Latin -Folklore and Mythology -Engineering -Driving -Herbology -And more The possibilities are endless. Choose whatever you think might help your characters get out of sticky situations. However, to prevent your character from becoming too much of an overpowered know-it-all, limit these additional proficiencies to a total of 5. As there are no hard and fast rules to these extra proficiencies, the GM and the player must often collaborate to determine how this additional feature will benefit the player. For example, perhaps the GM and the player decide that being an Art Student grants the character a +1 bonus to crafting tools and weapons.
Magic: Depending on the dungeon you play, magic may factor into your story. Characters with a proficiency in arcana & witchcraft are able to learn spells, curses, and hexes in books they may find from vendors or when they loot enemies’ bodies. When a character unlocks magical abilities, they receive a spell attack stat to be used in magical attack rolls; the spell attack is their proficiency bonus plus their serenity modifier (so a LVL1 character with a +2 proficiency bonus and a +3 serenity modifier would have a total of +5 spell attack power). When using magic in battle, roll a d20 plus the character’s strength modifier to determine if the spell strikes its target. If the strike is successful, the spell’s damage is determined by rolling a d10 plus the character’s spell attack bonus. Healing spells do NOT require the player to roll a d20 to check if their spell reaches its target. Each healing spell has unique requirements, such as being a certain distance from your companion, or rolling a specific die to determine how much HP is restored, but it will always be successful. There are many different kinds of spells, from mind control to healing magic, but the character using the spell does not need to choose a specialization. As long as they have a proficiency in arcana & witchcraft, they may use any spell they stumble upon if they think it will help. However, magically-inclined characters do have a limited supply of magical points, or MP. Each spell costs a certain number of MP, and when that MP runs out, the character must resort to physical attacks against an enemy. Half MP is restored upon a short rest, and full MP after a long rest. MP potions may also be purchased from vendors or looted from enemies. MP increases like HP; upon unlocking magic, the character begins with 15MP, and upon leveling up, they must roll their hit die to determine how much their MP will increase. Oh, and the magically-inclined may want to seek out an animal familiar. Having a little friend along for the ride will double your MP total.
Experience Points: After every battle, survivors will gain experience points along with anything else they loot off the enemy’s body. Players reach LVL2 at 200EXP, and levels rise exponentially after that every time the character’s total EXP is doubled. For example: LVL2 - 200 points LVL3 - 400 points LVL4 - 800 points LVL5 - 1600 points ...and so on. Upon leveling up, a character may opt to either choose 1 new ability (see below) or add 2 points to their attributes. The latter is especially useful if a character’s beginning attributes are below 10.
Abilities: Each character starts at LVL1 with 2 abilities unique to them. These are special attacks, bonus attacks, spells, and battle maneuvers that have notable conditions that set them apart from regular attacks, such as the ability to knock an enemy prone. Every time the character levels up, they gain 1 more ability. See the appendix for a full list. The GM may also add abilities specific to individual players as he sees fit. (For example, a character who plays a sport that is not listed under the Jock abilities may be given an ability unique to that sport.)
Inventory: Characters can carry either: (1) one or two small weapons, (2) one medium weapon and a shield (one per hand), or (3) one large two-handed weapon. Additionally, they may carry as much loot as they have pockets. If they have 0 pockets, they may carry 0 additional small objects, if they have 2 pockets, they may carry 2 small objects, etc. (Cargo shorts, though hideous, do come in pretty handy here!) Characters may also find backpacks to increase their inventory size. Backpacks have a carry capacity of 5 small objects and 3 medium to large objects. Holsters, sheaths, and belt loops can also be used to store additional weapons if the character finds any.
The Safe Room: Every dungeon must have at least one safe room where the characters can rest, heal, interact with vendors (if there are any), and plan their next moves. Enemies are not allowed to enter these rooms. (The GM can decide why this is the case in a way that best fits the dungeon's lore. For example, perhaps the room is protected by a powerful spell, blessed by a priest, or simply locked and barricaded.)
Act Wisely...: Certain actions will act like echo-location for enemies. If your character opts to do any of the following during roleplay, the nearest enemy--whether they are a mere minion or a boss--will suddenly appear. (If the act occurs in a safe room, don't be surprised to find an enemy waiting just outside the door for you.) Do NOT: (1) drink alcohol or do drugs (2) have sex or undress (3) steal, vandalize, or otherwise break the law (4) let your cell phone ring or vibrate You’ve been warned...
Have fun--while you still can.
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dnd-homebrew5e · 5 years
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I find this topic kinda fascinating from a luck standpoint bc in all the characters my group has made, we've had the same rule of "4d6, drop lowest" and THATS it, no extra rules. When one of my friends joined in for the first time, she got like... 18s across the board pretty much. Her lowest was a 16. It was terrifying how well her rolls were, but ONLY for her. If we used her dice? Normal or bad rolls. If she used other peoples dice? Good to great rolls. It was insane.
I hope she played a Warlock because she definitely made a dark pact for that shit. My stats usually always come out the same. I roll super duper bad. Since it goes below 72 I reroll again and then it comes our so much better for some reason.
I rolled stats for Radish too early cuz my DM wants us all together when we roll stats for our next campaign and I am praying my stats come out well. I pretty much only care about having three good stats. For him as a Druid it would be Dexterity , Constitution, and Wisdom that I would want good stats for. I think him having low Strength, Intelligence, and Charisma is great for roleplaying.
Eridonis had very average across the board stats, but as he leveled up his stats got better. Without an ability score improvement his Wisdom went up by 2 because of a Blessing and his Constitution went up by 5 because of buying two Manuals of Bodily Health (my DM forgot I bought one previously) + Resilient Feat. Oh! And his Dexterity went up by 1 because of down time. His current stats as a level 16 character are...
STR: 11DEX: 14CON: 19INT: 13WIS: 14CHA: 22
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creativerogues · 5 years
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Making Vecna!
Vecna is one of the most famous and powerful entities in all of D&D.
And I've been trying to make a full blown stat block for a while now. And using my research of Liches, Wizards, and Vecna himself, with a teeny bit of internet help, I think I may just do it right.
This is a warning though, Vecna is a Deity and this stat block is LONG!
This stat block is for a Vecna with both the Hand of Vecna and the Eye of Vecna in his possession. 
If you want a Vecna without the Hand and Eye of Vecna, simply remove the "Eye of Vecna", "Hand of Vecna" and "Hand and Eye of Vecna" Traits from the stat block, as well as the "Surprised" Condition Immunity, and adjust Vecna’s Strength Score accordingly.
And if you think the numbers don't add up, or you think Vecna should be less powerful (or more powerful if you're truly evil), then leave a comment, or re-blog with your ideas and feedback.
Anyways, I present to you, my version of the Whispered One himself, reformed in full with his old Hand and Eye... Vecna!
Vecna, The Whispered One
Gargantuan Undead (Deity), Neutral Evil
Armor Class: 23
Hit Points: 1550 (140d20 + 80)
Speed: 30ft., Fly 60ft.
STR: 20 (+5) DEX: 16 (+3) CON: 16 (+3)
INT: 30 (+10) WIS: 22 (+6) CHA: 16 (+3)
Proficiency Bonus: +6
Saving Throws: Int +16, Con +9, Wis +12
Skills: Perception +12, History +16, Arcana +22, Insight +12
Damage Resistances: Cold, Lightning, Necrotic
Damage Immunities: Poison, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Prone, Blinded, Surprised.
Senses: Truesight 120 ft., Unmastered Omniscience, Passive Perception 22
Languages: Common
Challenge: 30 (155,000 XP)
Legendary Resistance (5/Day): If Vecna fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity: Vecna is immune to spells of 5th level or lower, unless he wishes to be affected.
Discorporation: When Vecna drops to 0 hit points, his avatar form is destroyed, but his essence travels back to his phylactery demiplane just beyond the Prime Material. He is unable to take physical form for an undisclosed time.
Turn Resistance: Vecna has advantage on saving throws against any effect that turns undead.
Regeneration: Vecna regains 50 Hit Points at the start of his turn. If Vecna takes radiant damage, this trait doesn't function at the start of Vecna's next turn. Vecna dies only if he starts his turn with 0 Hit Points and doesn't Regenerate.
Spellcasting: Vecna is an ascended god. His spellcasting ability is Intelligence (spell save DC 26, +10 to hit with spell attacks). 
Vecna has the following wizard spells prepared:
Cantrips (at will): Chill Touch, Firebolt, Mage Hand, Prestidigitation, Ray of Frost
1st level (4 slots): Detect Magic, Magic Missile, Shield, Thunderwave
2nd level (3 slots): Acid Arrow, Detect Thoughts, Invisibility, Mirror Image
3rd level (3 slots): Animate dead, Counterspell, Dispel Magic, Fireball
4th level (3 slots): Banishment, Blight, Polymorph
5th level (4 slots): Cloudkill, Dominate Person, Hold Monster, Scrying, Telekinesis
6th level (3 slots): Circle of Death, Disintegrate
7th level (4 slots): Forcecage, Plane Shift
8th level (4 slots): Dominate Monster, Feeblemind, Maze, Power Word Stun
9th level (3 slots): Meteor Swarm, Power Word Kill
Eye of Vecna: Vecna can use an action to see as if he was wearing a Ring of X-ray vision. Vecna can end this effect as a Bonus Action.
The eye has 8 charges. Vecna can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: 
Clairvoyance (2 charges), Crown Of Madness (1 charge), Disintegrate (4 charges) Dominate Monster (5 charges), or Eyebite (4 charges).
The eye regains 1d4 + 4 expended charges daily at dawn.
Hand of Vecna: Any melee spell attack made with the hand and any melee weapon attack made with a weapon held by the hand, deals an extra 2d8 cold damage on a hit.
The hand has 8 charges. Vecna can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: 
Finger of Death (5 charges), Sleep (1 charge), Slow (2 charges), or Teleport (3 charges).
The hand regains 1d4 + 4 expended charges daily at dawn.
Hand and Eye of Vecna: Vecna is immune to all diseases and poisons. In addition, Vecna gains the following additional benefits:
Vecna may use the eye's X-ray vision without suffering exhaustion.  
If Vecna starts his turn with at least 1 hit point, he regains 1d10 hit points.
If a creature has a skeleton, Vecna can attempt to turn its bones to jelly with a touch of the Hand of Vecna. Vecna can can do so by using an action to make a melee attack against a creature he can reach, using his choice of his melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.
Vecna can use an action to cast Wish. This property can't be used again until 30 days have passed. 
Actions
Paralyzing Touch: Melee Spell Attack: +16 to hit, reach 5 ft., one creature. Hit: 14 (4d6) cold damage. The target must succeed on a DC 26 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Actions
Vecna can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Vecna regains spent legendary actions at the start of his turn.
Cantrip: Vecna casts a cantrip.
Paralyzing Touch (Costs 2 Actions): Vecna uses his Paralyzing Touch.
Frightening Gaze (Costs 2 Actions): Vecna fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 26 Wisdom saving throw against this magic or become Frightened for 1 minute. The Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Vecna's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions): Each non-undead creature within 20 feet of Vecna must make a DC 26 Constitution saving throw against this magic, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one.
Lair Actions
On initiative count 20 (losing initiative ties), Vecna can take a lair action to cause one of the following magical effects; Vecna can’t use the same effect two rounds in a row:
Vecna rolls a d8 and regains a spell slot of that level or lower. If he has no spent spell slots of that level or lower, nothing happens.
Vecna calls forth the bodies of creatures that died in his lair. 1d8 Skeletons (Monster Manual, Page 272) rise from the ground and begin attacking any creatures within range that are hostile to Vecna that Vecna can see within 60 feet of him.
All combatants hostile to Vecna lose existing resistances to necrotic damage until the next lair action.
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anamelessknight · 5 years
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Oh god I played like ten hours of Golden Deer and never posted once my memory is gonna be hell.
I’m just dumping everything under a Read More cut since I’m just gonna be spoiler-laden up to Timeskip stuff and for the battle and cutscenes after.
Let’s see, I did the Hilda/Cyril paralogue and the Felix paralogue.
-Saved everyone in the Felix paralogue, civilians and soldiers even if there’s no reward for the latter. 
-Rodrigue missed every single enemy.
-I forgot about the Relic Shield and accidentally left it on Byleth but it works real well for him so I let it stay.
-God flying units are so good.  No wonder they make them so hard to get.
-The Hilda/Cyril paralogue was also super easy because of that.
-Hey Hilda got her huge-ass ax!  Yeah, you can keep that and stomp everything ever.
-It’s weird going from one relic + whatever-Edelgard’s-is to so many like this.
-Incidentally I keep forgetting to look at those crescents that dropped from Remire.
-On to the sealed forest.  Sothis’s sacrifice is still done good.  Everyone going “baiting this trap means you put yourself on the hook you dipshit” to Solon is still super great.
-Byleth can’t even one-round that armor with the sword yikes.  His STR has been kinda low but the SPD has carried him until now.
-Lysithea mastered her classes again.
-Raphael/Flayn B: RAWR!  This is practically a Seteh request in and of itself.
-Lorenz/Mercedes B: I don’t think anyone can top just how badly Mercedes roasts Lorenz holy crap.  Like, even Dorothea who just flat-out hates his ass is less venomous.
-Lorenz/Catherine B: Hey, there’s Catherine’s real name.
-I randomly asked Annette if she wanted to join and she did.  What did she even what?  I have no idea.
-Ashe I asked to join and he rejected, but then he asked to join during the week.  I think getting a B-rank means they’ll choose you regardless of stats?
-I just barely managed to get Ingrid’s stats and support high enough to recruit her.
-And Sylvain came to join.  That’s everybody!  Because Seteth just joins without fanfare after the cutscenes lol.  Also more evidence that them asking to join is less dependent on stats since I just asked Sylvain to join right before I went to the Tomb.
-My poor vain hope that spending every moment I could on El support didn’t pan out.  Alas.  Tomb was unremarkable otherwise.
-I missed Rhea B somehow?  Like, I didn’t go out of my way to bombard her with gifts but I was probably 90% on training/correct answers with her.  Huh.
-Defending Garrag Mach is pretty damn cool too.  Holy shit did the empire hate that priest at the start though.  Five guys all targeted him.  Only allied NPC who died though.
-Lysithea one-shot the DK like it’s her job.
-Hilda got some good use out of her Relic.
-Byleth I had engage Edelgard like I’d planned and was doing some math on percentages since she could two-shot but had a low hit chance and--oh, Byleth crit and one-shot, never mind.
-Oh wow an actual real cutscene for defending the Monastery.  This has so much more effort compared to the Eagles.  Considering how things went it increasingly feels like the Eagles got finished last and rushed out to meet the deadline.
-Yet I still loved it.
-It took 40 hours to reach the timeskip this time.  NG+ is supposed to be faster, not slower!  Having so much more free time extends everything yikes...
-Man, without Byleth to anchor her Edelgard really does go off the deep end.
-I’ll still side with my El in the end but watching these perspectives is really necessary.
-It also reinforces once more just how much Byleth is valued.
-Hi Claude.  Boy you’re handsome.  Nice bow.
-Wow this state of affairs different compared to the Eagles.  A battle too?  Wow.  When thinking of where to put extra maps to bring Eagles up to the other routes’ numbers my second thought was Byleth returning to the Monastary under siege by the Knights and whatnot catching El and the others out of sorts.
-Holy shit these thieves are fast.  I get doubling Lorenz but Ignatz too?  He was a decent unit!  Now he’s kinda bad...
-Leonie, Hilda and Lysithea are still amazing though.  And deathblow on gauntlets can only be so bad and it’s not like stats are hard needed for healing.
-I actually had to Divine Pulse multiple times because of ass luck.  Five 90% misses in a row for me?  5 30% hits in a row for enemies?  What the hell.
-Oh, lol, I was trying to get Claude a level and lance rank so I was slowly plinking the boss.  Then it became a “stop the boss from running” objective while I had everyone standing idle.
-And we’re back together again.
-With the Knights too!  Wonder if they’d have shown up on the Eagles if I’d recruited them.  Hrm.
-The pacing on the Eagles’ side is certainly snappier compared to Deer.  I think I like it more too since the map was kind of a irrelevant chore.
-Leonie probably has one of my favorite designs in the game, just to put that out there.
-Time to explore!  Let’s see how everyone I poached has been doing too.
-Byleth had 15 supports locked by the timeskip.  15.
-How did Marianne end up as Byleth’s top?
-Oh god I have like an hour of supports to go through...
-Lorenz’s middle name is Hellbane and I never noticed.
-Hilda/Caspar A: “Hey, Hilda, why did you never try and get me to do your work like you do everyone else?” “You are literally too dense for that to work on.  Hey, do you want to come back to my room? *wink wink*” “For what?” “To move furniture, dumbass.”  I mean, furniture would be moved...
-Two of Byleth’s are still timelocked too.  And they’re all in Explore.  Weird.
-Six of them were outside Byleth’s room.
-Some of them aren’t as changed as I’d liked considering...
-Linhardt ended up on top after it was done.  It did take an hour oh god...
-Bernie’s retreated back to her room.  She didn’t do that on the Eagles (I think).
-There’s whiplash between getting Dorothea’s A support then speaking to her being surprised Byleth’s back.
-Even worse with Alois who’s in the damn meeting cutscene.  Also got his B support and... well that’s certainly some goddamn truth!  If a crest-blood infusion can boost life expectancy, why does two crests cut it?
-Hilda, Annette and Flayn are the only three characters shorter than Edelgard.
-Nearly everyone’s history in the Roster is the exact same thing at this point.
-God Flayn is terrible at hiding her identity.  No wonder Seteth is always so overprotective.
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yourplayersaidwhat · 6 years
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Out Carrying Atlas
Context: so I’m part of a 3.5 campaign, and I’m the only veteran player in the group so I do A LOTof carrying to keep the party from dying. both in and out of character. a majority of the party thinks i’m exaggerating on how much I’ve carried them throughout the campaign so far, so this was a side quest the GM and I came up with to mess with them. (we toooootally didn’t rip off one of heracles’s 12 labors lol)
GM: so you finally reach the top of Mt. Atlas, and you see the massive Titan himself kneeling with the sky on his shoulders. he looks down upon you all and speaks in a deep, booming voice, “adventurers? to what do I owe the pleasure?”
Cleric: “yo Atlas! we could really use one of those golden apples from Hera’s garden! do you think you could get your daughters to help us?”
Atlas: chuckles “I could get you that apple myself, but I would need at least one of you to hold up the heavens, in my stead, while I did.”
Me (the Dex main psychic rogue/battledancer): “I can do that”
Barbarian/Monk (highest Str stat in the party): pfff as if you could carry the sky! “Let me do it I’m the strongest in the group" 
GM: all right, roll a strength check, plus fort and will saves.
Fighter: wait why the saves?
GM: because the size ratio between you and Atlas is the same as this [1 inch tall] token and me (the 5'8” GM)……
Fighter: fair point…..
—cue the 3 PCs (B/M + Cleric + Fighter) with the highest Str stats trying, and failing, to hold up the sky (both separately and together,  with not a single one rolling higher than a 5) as Atlas spotted them (as to keep the heavens from crushing them, and falling the the ground)—
Me: smiling from both amusement and slight knowledge of what’s to come (spoken both IC & OOC) “I thought you guys said you had this?”
Cleric: well if you think it’s so easy how about you roll then?! 
Me: sure thing! proceeds to roll 3 nat 20s in a row for the 2nd time ever
—cue everyone’s jaws dropping as I start laughing my ass off, followed shortly by the GM joining in the laughter (as i later found out he was going to let me pass with anything that wasn’t a nat 1)—
Me: through the tears & laughter any doubts I had in higher powers is gone! be it god or karma, it exists and it has a sense of humor and poetic justice!
—after the GM recovered—
GM: alright, so you see [my character’s name] walk over and casually take the sky from Atlas with a single hand, carrying it around as if it was waiter’s serving tray. [my name] you get both a limited wish and inspiration to use later for that.
—rest of the party and Atlas take another 5 minutes to recover from the shock—
Atlas: “h-how??”
Me: “you try carrying these idiots people for as long as I have, and you’ll understand.”
Fighter: “well, i guess we’ll have Atlas take us to get that apple”
Me: via telepathy (aka text) to Atlas “if you keep them alive, I’ll craft you something to help ease off the weight of the heavens as you carry it”
Atlas: via text telepathy still “deal”
—flash forward 1 month in game (95% travel time)—
Party: “we’re back!”
Me: waking up from nap IC “huh? wha- oh… your back." to Atlas via text telepathy "so how’d it go? I see they’re all still alive.”
Atlas: exhausted “it was horrible, the fighter and cleric wouldn’t stop flirting with my daughters, and then the B/M picked a fight with the dragon… IT’S LIKE THEY’RE TRYING TO GET THEMSELVES KILLED!”
Me: “yep, sounds about right”
—I then hand over the 2 items I crafted, while they were gone, to Alas (both of which increase his carry capacity by a total of x6, & effective cutting the effort he needed to carry the heavens by 1/6th), and that’s how I out carried Atlas—
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