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Okdes

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Posts posted by Okdes

  1. 3 hours ago, Trusk'our said:

    More money, more resources. Though, you do have a good point; it would probably be like adding a penny jar to a vault of cash.

    Gold is also only useful for decoration at that point. So why bother. 

    The only reason we see gold as valuable is because we assigned it value. They assigned it to spheres. So gold is just any other shiny metal. Since it CAN be soulcasted, it probably has little real value 

    It's not really useful as a resource unless it's being used currency 

  2. 3 hours ago, Random Bystander said:

    "The raids have been happening about every other week. The amount of raiders are varied. No one really seems to know how many are attacking. We're able to drive them back, but a couple goblins got in and out before we were able to defeat them during the last raid. That's all I know." He went back to work.

    "So nothing." Rastiel grunted. "Who would be able to tell me more? Guards? Mayor?" His gaze lingered, hard and unmoving. 

  3. Just now, Ironeyes said:

    Funny, those are two abilities I borrowed wholesale from other classes. Strength of Squires is Bardic Inspiration, and Ideal of Crusade comes from the Vengeance Paladin. I wanted Skybreakers to control battlefields, which is why they have Compelled Duel and Hold Person, and other similar spells. It seemed thematically appropriate for them to lock down parties they think deserve some melee-flavored justice. 

    I'll consider that a compliment :) I either wrote or tweaked all the abilities, then borrowed official art from Brandon's website and the Kickstarter art package. Let's just say my cell bio lecture is really boring. 

    I'm pretty sure I misread the squire thing, then. Which happens. That aside, the rest looks more or less fine. Soulcasting is a bit.... odd, but it seems fine.

  4. 5 minutes ago, Ironeyes said:

    The hit die was originally a d10, but with cheap self healing, that felt like it would instantly outclass every other tank in the game. I gave Stonewards an extra HP boost that's equivalent to making their hit die a d10, and powered up Truthwatchers' healing factor. They should be the tankiest subclasses. 

    I definitely struggled with the scaling on heavy armor. Should it just be a static boost until Lv17 then? 

    The hit die thing is fine then. I retract that one. 

    I think it should function as any chosen heavy armor +1 until level 17. The resistance is pretty strong imo.

    Edit:

    Working at the subclasses- windrunner squires seem a bit situational. 

    Skybreaker attack of opportunity thing seems a bit weird for a level 10 feature? It doesn't seem to gel with the rest of the kit in my opinion 

  5. I haven't seen the subclasses yet. 

    However. 

    IMO the hit die should be a d10

    The heavy armor shardplate feature of "5 + level" shouldn't kick in until level 17

    It's not very strong at level 11. It'll be outclassed by any heavy armor you have at that time. At level 17 it's much better 

     

    The rest seems pretty cool!

  6. The Aasimar made a confused face for a second, before smoothing it out as he stood. "Dressed like an adventurer, with no clue that here one is brewing? Generally they flock to these things, but this one is unaware. Lucky? Perhaps. Patrons of luck tend to favor the wanderer and the minstrel. It would make sense." He seemed lost in thought, saying observations out loud. He fell silent for a time, examining the other Aasimar
    "I am Rastiel Drusus Decimus, Captain of the Statute. The last true one at that." He finally provided. "This village needs protection, and as I am alone, I cannot in good standing engage in a long term contract with them. Thus, I will be likely collecting one-sixth of a company's share as a one time compensation."

  7. The Aasimar snorted.
    "I am here to protect this village." He said, gold eyes boring into the bard. His expression was unchanging, meticulously impassionate. "I have no stories for you. None that matter here."

  8. The grand finale was met with a stony silence from the back of the room. From one table in particular. 

    The figure in armor sat there, his sword propped up against the wall. Nearly as tall as he was, adorned with a simple pattern on the pommel. 

    "Unlikely heroes indeed." He said, mostly to himself. Hair like solid gold and eyes of the same color, he tapped the table idly. 

    It may have be possible to miss the emblem at his shoulder. Round, about the size of a palm, bearing a symbol some would know with trepidation. The flaming sword, pointing downward, wrapped by a chain. The mark of a captain of The Statute. 

  9. Just now, deepspace21 said:

    It's Intelligence not IQ in 5e, and you should be fine with average INT

     

    Your saving throws are just your state bonuses except for two (determined by class, Con and Cha for sorcerer) you add your proficiency to those two. 

    Your HP is your hit die maximum+con. sorcerers get 6+con starting HP, and add 1d6+CON every level. your total HP at level 2 should be 6+1d6+con+con, so roll 1d6 and add it to ten.

    as a sorcerer, you are only proficient in daggers, darts, slings, quarterstaffs, and light crossbows. the sorcerer overall isn't really a Melee class, with one of the lowest HP pool in the game. Quarterstaffs use your strength, so you would get a +2 (STR+Prof) bonus to attacks and a +0 bonus to damage. your sling bonus is +5 (dex+prof) and a +3 to damage roll.

    this is what gives you your racial spells.

     

    Have you picked a sorcerous origin (Subclass)?

    I really like your concept but I'm worried that sorcerer might not be the class for it. if you want to play a sword and spell character, I would suggest eldritch knight fighter, Paladins, arcane Trickster rouges, or blade singer wizards. sorcerer works best as a pure casting class.

     

    Agreed. You don't have proficiency with swords as a sorcerer.

    Also your armor class is 13. 10 + dex mod.

  10. Spoiler

     

    Rastiel Drusus Decimus

     

    STR: 15 (+1, Fallen Aasimar)- 16: +3

    DEX: 12: +1
    CON: 13: +1
    INT: 8: -1

    WIS: 10: +0

    CHA: 14(+2, Aasimar)- 16: +3

    Aasimar features: Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

     

    Celestial Resistance. You have resistance to necrotic damage and radiant damage.

    Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

    Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two black feathered,  flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

    Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

    Once you use this trait, you can't use it again until you finish a long rest.

    Soldier Background

    Background Proficiency: Cards, Horseback Riding

    Proficiency: +2

    AC: 17 (19 when using Shield and Mace)
    Chain mail: 16, +1 from fighting style
    HP: 26

     

    Equipment: Greatsword, Chain Mail, Shield, Mace, Holy Symbol, Explorer’s Pack, Captain’s Emblem (The Statute), Broken Demon Cultist’s blade(Trophy), Deck of Cards, 10 gold

     

    Actions: Divine Sense(4/day)
    Lay On Hands: 15hp/day

    Fighting Style: Defense- +1 AC

    Divine Smite: 2d8, +1d8 vs Undead
    Greatsword: 1d20+5 to hit, 2d6+3 slashing damage
    Mace: 1d20+5 to hit, 1d6+3 bludgeoning damage

    Channel Divinity: Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

    Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

     

    Spell Save DC: 13
    Spell Attack Bonus: +5

    Spells: 

    Cantrips: Light(racial)

    1. Command, Armor of Agathys, Searing Smite, Thunderous Smite, Wrathful Smite, Shield of Faith
       

    Passive: Divine Health- Immune to Disease.

    Skills: 

    Acrobatics: +1

    Animal Handling: +0

    Athletics: (proficient) +5 

    Deception: +3

    History: -1

    Insight: (proficient) +4

    Intimidation: (proficient) +5

    Investigation: -1

    Medicine: +1

    Nature: -1
    Perception: +1
    Performance: +3

    Persuasion: (proficient) +5 

    Religion: +1

    Sleight of Hand: +1
    Stealth: +1

    Survival: +1

    this is a bit janky, but I am currently limited in time and tools so here you go

  11. Just now, deepspace21 said:

    Hey! Im interested in joining! got room for one more? Im a pretty experienced player, so I can help out if anyone needs a hand.

    Likewise- I've done a lot of 5e. I'm down to help, I'm just not sure what attribute method we're using 

  12. I got busy, sorry. 

    Anyway! 

    I'm thinking fallen aasimar LE Paladin of Conquest.

    I'll have an actual character sheet tonight. Kinda juggling some stuff. How are we doing stats? 

    Name: Rastiel Drusus Decimus 

    (Backstory is prone to change if it conflicts with the world)

    Descended from an Erinyes, an angel (sometimes considered a fallen angel) that dwells in the Hells to punish the souls there, Rastiel firmly believes in contract and structure. If he agrees to something, he will fulfill it. But he often will resort to brutal measures and is more than willing to exert his power to fulfil his duty and get what he wants. 

    Rastiel was briefly a members of a roving band of soldiers more akin to bandits. They called themselves The Statute, and would protect small towns for a price, but force the town to follow their rule set. Rastiel left after one member broke the contract with the village, leaving in disgust. He's not a good person, but he's here to punish wrongdoers. Breaking the contract was anathema to him, and now he is out on his own to accomplish the same goals.

    Wrongdoers will be annihilated. 

  13. 55 minutes ago, Quantus said:

    Skybreakers, and presumably their Spren, are VERY pragmatic.  And the use of Shardblades is entirely Legal (if sometimes regulated) in most Lands.  They might not use one themselves due to all the screaming, but they'd probably let allies use them. 

     

    Skybreakers do be whack 

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