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Re-Balancing Acts: 3 Character/NPC Studies

2/5/2022

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I've been running campaigns long enough that I've stacked up NPCs like Pokemon cards, ready to unleash them onto unsuspecting players.  Sometimes they work wonders, other times they suck wind through a straw.  Let's take a look at a few and see what I could have done better.  
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Jedrek Remo - Blackweave Monk
Gray Owls, Book 1 - 6th Age

Core Concept: Jedrek is a one-man army.  Built by a broken monastery as a final solution, a Blackweave monk wields the power of the broken weave.  Using his skin as parchment, a Blackweave covers himself in arcane runes and tattoos, each connected to an ancient power.  By engaging a tattoo, he can cast the spell that was inscribed upon him, wielding the cosmic powers of the lost tribes of wizards.  But once the tattoo was spent, the ink burns off of him, lost forever.
  A Blackweave can add permanent augmentations to his body by inscribing runes upon the skin, and burning them over 100 days.  These marks become infused scar tissue, sewn with residual power.  One can use this technique to add extra ways to manipulate their Ki, make their bodies more formidable, or make their minds sharper.
Version 1.0: A Way Of The Long Death Monk at Level 17, with a Level 14 Gunslinger as backup VS a party of five level 10 adventurers.  Low Con saves and lucky rolls on my end put the melee friends on the stun train pretty fast, but things got pretty close.  A Tattoo of Contingency - Revivify was placed on him as a last resort by his Compendium (the order branch), which saved his skin.  Using Step Of The Wind, he escaped, healed, and returned for his quarry, killing a PC and taking the body. 
  Notes: It was a tough encounter and a decent field test for the build, but he didn't use a lot of his tattoos.  As it stood, his action economy required use of his Bonus Action to engage a tattoo.
Version 1.5: The players, now at full force: 10 characters at Level 13 VS 1 Level 18 Long Death Monk.  Taking no chances, the resident pyro cast instead Telekinesis, holding Jedrek aloft and restraining him.  As Telekinesis is a contest of checks, not saves, Jedrek's Diamond Soul (proficiency in all Saving Throws) doesn't engage.  Good job party!  However, because of one small wording technicality in Jedrek's build language...he wasn't entirely shut down.  He still had access to ALL of his Weave, so every round he'd struggle against the Telekinesis (fail), then spend a Bonus Action to engage a spell that was laced onto him.  It was a "chip damage" fight; still interesting and dangerous, but felt off somehow.  It also took a long time.  They killed him and burned the body (evidence), and felt good about avenging their ally.

Future Adjustments: We finally figured out what was bugging me.  Engaging the tattoos can still be a Bonus Action, but I propose a few limiting factors.  Certain on 1 and 2, entertaining 3 and 4.
1) He has to touch the tattoo, which requires movement.  If he's restrained, he can't do that.  Telekinesis should have shut him down completely.  It's the anti-monk spell!
2) There should be a Ki cost to engage the spell.  Either Spell Level = Ki Points spent or 1/2 Spell Level (rounded up) = Ki Points spent.  Cantrips are always 1 Ki Point.
3) I'm considering a spell level limitation.  Like no spells above 7th...  Then again, even with a 20th level monk, using 9 Ki to cast that crazy Meteor Swarm that others at my level can also crank out ...as a Bonus Action...  Yeah, no.  We're limiting this crap.  No 8th or 9th level spells.  7th I MIGHT be okay with.  We'll play with it.
4) The Runes he's burned take up attunement slots, or 1/2 an attunement slot.  They take a lot to get, including cost and training (100 days, remember), but they *are* permanent; so someone with a lot of time and resources can add on Runes easily.  They already have a maximum of 3 Runic Augments before their body can't take the strain anymore, but after that we've got Bracers of Defense, a Ring of Protection, and a Cloak of Protection (a total +4 AC, and a total +2 to all saves).  With Runes that make your Martial Arts 1d12 (instead of 1d10), allow you to Hunter's Mark, and others that grant you Sneak Attack for Ki...  Don't want anyone to get too beefy too fast.

Why?: Action economy is too far broken.  He can be a better wizard than a wizard, and still PUNCH REALLY HARD.
Is the Blackweave dead?  Nah.  But it requires more tweaking as a subclass.  Monks have A LOT of options already, so it may serve better in another class (Ranger could be interesting), open-ended to all classes (needs some secrecy), or needs a few more limitations/refinement.
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Slyana Jedaya / "Sly" / Knight Of Sloth
D&D Campaign 2 - 3rd Age

Core Concept: The Daughters of Syn had been a consistent villain group all throughout campaign 2 on Tuesdays, and I'm a big fan of using common mythos and turning it on its head.  In this case, we're using the Seven Deadly Sins as our model.
  "Sly" is Sloth.  Laid back and lazy, this knight doesn't want to do much, instead opting for her familiar, Freya, to do most tasks for her.  But for all her laziness, if ever you were to hurt Freya, or try to hurt her more severely, she would finally show you her true power - frightening and efficient, she'd like to end the fight as soon as possible, so she can return to her nap.

Encounters and Impressions:  Sly was my absolute favorite side villain.  Every moment the party encountered her, they fell in love with her dry wit and lack of commitment.  She would often show up on the outskirts of a battle (showing that she was always watching for her mistress, Syndrosa), smoking a pipe and giving raucous commentary of the fight, quick to crack jokes or just shrug at veiled threats.  In fact, the first time she met the group, she helped most of them escape the Underdark (I wonder if that endeared her to them a bit).  She was really just gathering information on them at that point, but she really didn't care either way, so killing them would be boring.

Fight 1: The first real encounter with Sly involved the group trying to rescue a little girl trapped in the Underdark.  Sly had an amulet on her person with a soul trapped inside (but the party didn't know that, only that she had a nice amulet, it looked valuable).  The party turned into bugs and snuck into her room, while others tried to deal with Sly's partner, an Oathbreaker Paladin named Naz (Pride).  For most of the fight, the party simply kept Sly occupied as she played with them, always at the edge of caring.  It wasn't until Naz was killed that Sly began to show her true ferocity.  Sly's first boon involves Freya; the fire fox fuses with her form, granting her lycanthropic strength and speed, as well as some Greater Invisibility.  Couple this with the fact that she's already a Level 16 Druid by now...and we've got something serious on our hands.  The party has A LOT of close calls, but manages to kill her, her form crumbling away in strips of...ice?

Fight 2: MUCH TIME PASSES and the group assault the now Queen Syndrosa in her OWN LAIR, and are promptly defeated.  Despite this Full Party Capture moment, the players were SO HAPPY to find out that Sly was indeed alive, and the version they killed was some sort of Clone or Simulacrum.  Heck, she even helps them escape the follow-up encounter (again: she doesn't really care).  But upon returning to the Fortress of Syn, now better prepared and after taking out Lust and taking some weapons from Wrath, they come across the real Sly.  She toys with them a little...and then the Paladin kills the fire fox.
  A Storm of Vengeance, and A LOT of near-death experiences (2 deaths total, but yay Revivify), a well-timed Power Word Kill drops Sly for good (strange, she could have totally Counterspelled, but she didn't...).  The party was the SADDEST I have seen them after this fight - they didn't want it to end!


Build and Boons
Class: Druid 20, Circle of the Moon (not that she cares)
Standard Boons: Boon of Fortitude (HP +50, Temp HP Ward +20), Boon Fey Step (Movement +30 as a Misty Step)
Boon of the Fire Fox - grants the Knight a familiar in the form of a fire elemental.  This familiar can heal you from a distance and merge with you to grant extra physical bonuses and a burst of fire damage at the end of every one of your turns.
Boon of the Sloth - Aura of Relaxation (little things don't stress you out, Calm Emotions at all times, advantage on saving throws against being charmed).  Social power of Disarm (disadvantage for foes to resist your relaxed charm).  You have entertaining and informative visions involving the people you observe; you no longer sleep, but napping opens these visions to your perfect memory.  Whether you act on them...is totally up to you.
Is Sly gone for good? - Mmm.  Tricky thought; death can get weird in D&D, and resurrection moreso.  Depends on where her soul ended up, and who cares enough to get her back.  I have a feeling her return would not be an unwelcome one, at least by a few PCs. ;)
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ANOX / The Immortal General
D&D Pirates Campaign - 4th Age

Core Concept: A Circle Of Spores Druid hell-bent on conquering the world of beasts, controlled by the Mantle of the General; an ancient artifact forged by the Erlking of the Feywild.  Woof.  That's heavy.
  Anox was a product of the Erlking's choices; after the Archfey took the Helm of the Hunt, his purging Valkyries decimated the forces of Anox's predecessor, Gurlanik, the Fade.  To rectify this, Anox used his only son as a lure to other beings touched by Fey energy, and used his Circle to "seed" them with necrotic powers - and his control.  The resulting Treant-Hybrid army, coupled with the stolen Mantle's innate power to call nearby beasts under his command, Anox began preaching dominion over the Wilds beyond and amassing an army of druids who shared his ideals.
  His son, Darius, finally fed up with the loss of innocent life, formed his own pack of druids - attempting first a coup, then, when that failed, an all-out-assault upon his father, while freeing those that would be hunted for his dark purpose.  This betrayal marked the beginnings of Anox's madness, and the Mantle began to wrestle control away where it could.  Soon, the two entities became indistinguishable from one another, and the more Anox used the Mantle to augment his magic, the more it took from his mortal body...but he could not die as long as it was bound to him.


Boss Fight: This fight was...problematic.  There was a spore lair with infectious actions, a whole one on one duel where the PCs made strange tactical decisions and then got mad when they didn't work out.  And this was already a difficult campaign to run; huge mix of experience levels and play styles clashing all over the place.  If I were to run this in the now, 4 years wiser, I'm confident it would have been earned.  Honestly, I was still cutting my teeth on this one.
    There were personal stakes with a PC, which, in any other case, would have made this much more charged - the end result here...was confusing.  Misinterpretations of rules and descriptions, intentions, and flow; it got pretty awkward at times.
  What I WANTED to happen was a dynamic battle of shifting landscapes and status effects, a ticking time bomb of spore growth, and a possible moral quandary of tearing the mantle free to destroy it or don it yourself.  Instead, it was a jumbled mess with a few great moments (I'll give that to my seasoned players), tarnished by that constant confusion or rules-lawyering.  Different group, different time I guess.


The Build: Druid 18 [Circle of Spores], Warlock 2 [Great Old One*]
  The Warlock element of this build required a lot of homebrew.  This Great Old One ends up being the Mantle itself, a semi-sentient immortal object (one of my "Legacy Artifacts") that has held many hosts before, and draws power equally from the Shadowfell and the Feywild.  It had regenerative properties, negated by radiant damage, and the Mantle has its own suite of innate daily spells - it could even cast additional spell effects by placing levels of Exhaustion on its user.  
  At the time, I wasn't confident with custom Legendary Actions, but a second go would simplify Anox's action economy to that of a standard druid, and the Mantle would act with Legendary Actions of its own, illustrating the dichotomy of the two entities joined.  I could then drop better hints as to the artifact's nature, and I would allow the PCs to attack the Mantle directly, adding a puzzle to this duel of fates.
  As it stands, Anox - and myself - learned a lot from this boss fight, and we haven't seen the last of his character.  Perhaps a new version will retcon the old for us all. 


Anywho.
It's important to look back now and again.  To consider where our lessons lie, and what new adventures we can craft with them in mind.  Maybe I'll do this again - I've got plenty stashed in the mental basement.

If you enjoyed this, maybe say so, or check out the Patreon (it could always use some love).  
Stay warm out there.
-Adamus


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Cthulhu Calls - Making An Investigator

9/5/2020

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Let's take a quick look at a lovely little game of sanity, horror, and the cosmos.
  Call Of Cthulhu has had a long, satisfying run, and though the major mechanics have pulled away from the influences of 4th edition and Pathfinder (like COC D20) in favor of more nuanced D100 play, the theming and expectations have stayed consistent.  
Let's get one thing out of the way immediately: this is not a game of HEROES.
  In fact, so much of what we see in play and in its surrounding lore supports and reinforces the idea that each of us, though a cut above the average human and exceptional in some way, are just regular people.  And with that, subject to mental breakdowns, psychic attack, possession, and a quick, gruesome death.  We are squishy, delicate bags of flesh just doing their best against forces we have little knowledge of.  
  This is ELDRITCH HORROR.  Dark shadows, tentacle beasts, unexplained occult, and the energy of grasping at the very edge of understanding - just enough to be able to act - in the face of very likely doom.

And anyone who plays this game, KNOWS THAT.  They know they might get decapitated if they take a wrong turn and roll badly; they know that their character's life is inconsequential to the grand scheme of the universe, and they're here for it.  This is a game of atmosphere, immersion, PROPS, and cosmic horror.  

So, noting the fact that I am alone in my den while my wife is at work pondering about my singular not-hero in a cosmic horror dystopia without the help of a Keeper (the GM)...I still find the best way to begin understanding a system is to comb through and make yourself an adventurer!  ...I mean...INVESTIGATOR!

Generating Characteristics

This is not your daddy's D&D.  Call of Cthulhu 7th Edition utilizes 8 "pools" of specific characteristics for your Investigator, plus a Luck attribute.  Each one is generated *a little* differently, but each one will use some combination of rolling some D6's and multiplying by 5.  
We'll take a look at each one while we generate it:

STRENGTH (STR) - 3d6 x 5
My roll: 15 x 5 = 75

  Strength is tied to one's athleticism and ability in hand-to-hand combat.  Pretty straightforward.

CONSTITUTION (CON) - 3d6 x 5
My roll: 12 x 5 = 60

  Constitution is your health, vigor, and vitality.  Your resilience to injury, poison, and attack.

SIZE (SIZ) - 2d6+6 x 5
My roll: 9 + 6, 15 x 5 = 75

  Size...worries me.  It is supposed to represent height and weight as a single number, the higher it is, the bigger you are?  Can...can creatures reduce that score?  (Probably)

DEXTERITY (DEX) - 3d6 x 5
My roll: 11 x 5 = 55

  Dexterity is what you think it is.  Agility, coordination, flexibility, and quickness.

APPEARANCE (APP) - 3d6 x 5
My roll: 16 x 5 = 80

  Appearance can be equated to one's "charisma" score, carrying with it both one's physical attractiveness and personality.

INTELLIGENCE (INT) - 2d6+6 x 5
My roll: 6+6, 12 x 5 = 60

  Think of Intelligence in this case as a combination of Int and Wisdom; investigative ability, remembering and sorting information, and solving puzzles.

POWER (POW) - 3d6 x 5
My roll: 16 x 5 = 80 (woot!)

  Your Power score also creates your Sanity score (at least for now!), so I feel good.  Power, unlike Strength, is your force of Will.  It's your mental fortitude and presence; personal, intrinsic, even mystical, power.

EDUCATION (EDU) - 2d6+6 x 5
My roll: 10+6, 16 x 5 = 80 (yay, I think)

  Education is your book knowledge and level of, well, education!  Higher the score, the more educated you are.

LUCK (Luck) - 3d6 x 5 (though later in the text it says roll 3d6 x 5...weird)
My roll: 8 x 5 = 40 (oops!)

  Luck is used in the game to alternate the fickle hands of fate.  Looks like I'm none too lucky.

What My Numbers Mean

STR: 75
  Well above average strength, and approaching "one of the strongest people you've ever met."

CON: 60
  Slightly above average healthy human.

SIZ: 75
  Pretty tall and strongly built.

DEX: 55
  Average human.  Sigh.

APP: 80
  Exceedingly charming human.

INT: 60
  Slightly above average human intellect.

POW: 80
  Strong willed, driven, and possessing a high potential to sense and connect with the unseen and magical.

EDU: 80
  Master's degree held, and a Bachelor's to boot!

AGE MODIFIERS 
Unfortunately, we now make adjustments based on our Investigator's age.  I'll keep mine around 35 to keep it simple.  According to the chart, I need to make an Improvement Check on my Education, meaning I need to roll 1d100.  If I roll higher than my current EDU score, I get to roll a D10 and add that to my EDU.  My roll: 29.  Guess I took a year off to get exceedingly handsome.

DAMAGE, BUILD, and HP
We add our STR and SIZ scores together first: 150
My Damage gets a +1d4 bonus, and my Build gets a +1.

If I add my CON and SIZ scores together (135), then divide by 10 and round down, I get my Hit Points!
HP: 13
...Remember what I said about being squishy?

There are a few other derived statistics, but let's keep going.

Determine Occupation

Now it's time to figure out my class!  Yes!  The best part...the best...
  Right.  This isn't going to work the same way, is it?  
Not in the slightest!  Let's go!

An Investigator's Occupation isn't their class, like in D&D.  In fact, there's nothing of the sort.  COC isn't a game about level progression or powerful features or capstone abilities.  It's a dark, horror fantasy that is all about personal, terrifying storytelling.  
  The Occupation determines what Characteristics grant you Skill Points (for allocation), Credit Rating (more on that later), Suggested Contacts based on that Occupation, and the 8 skills that define the Occupation.  There's an extensive list, and it's not even close to complete or comprehensive, because you're invited to MAKE YOUR OWN Occupation based on the time period you're operating in.  
Because I don't know what I'm doing, I'll just pick a Diver.

DIVER
Skill Points are your EDU x 2 + DEX x 2
My Skill Points: 110+160, so 270 (yay?)
Credit Rating: 9-30
Contacts: law enforcement, smugglers, coast guard
Skills: Diving, First Aid, Mechanical Repair, Pilot (boat), Science (Biology), Spot Hidden, Swim, and one specialty.

Allocating Skill Points

This is where I need to stop and ask some questions.  
Do you only have access to skills tied to your Occupation, or can you take a skill not on your list?
--- You can take skills not connected to your Occupation.  These are Personal Interest Skills and whose points are derived from your INT score x 2 (so 120 for me).
What is the benefit between Occupation skills and "untrained" skills?  Can you even do a thing untrained?  
--- Seems that I add the additional "percentages" to skills that have my Occupation?  Unfortunately, it seems the RAW is particularly vague on this, despite it's apparent mechanical lynchpin importance!  It clears up a few things by offering an anecdotal walkthrough, but why didn't they have that in the actual workflow of the rulebook?

For now, I'll place my points in what I know well, and allocate my personal ones in some sick brawling and knife fighting skills.  As a diver, I'd assume I'd know how to at least defend myself against an eel or two, right?

Backstories and Equipment

Personal descriptions and backstories can be decided randomly by rolling on tables, or just used for inspiration.  Here you decide your ideologies, people and locations significant to you, treasured possessions, traits, and any other backstory connections.

After that, your Credit Rating comes into play to give you an idea of overall wealth and lifestyle, also letting me equip a few things, but not much I need to go into here.  I've got the important stuff, and after that it's up to my Credit Rating to explain away certain expenditures.  Just like any other value in the game, it's something you roll for.

And That's Part One...

With my Investigator made, the next step is to deep dive and put the little sucker into practice.  I am very much a kinesthetic learner, so experience goes a long way in amplifying a system and understanding it on my terms.
  Stay tuned!

I'd apologize for the cliffhanger, but I don't actually care.  ;)
​-Adamus
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Character Build: Keesh the Kobold Culinary Artist

4/14/2020

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The Core Concept (I love Kobolds)

Kobolds are cute.  Always have been.  
  There's something pitiful in their representation, and they can feel like fodder if you're not careful, but I'd argue there's a depth to them we often don't get the chance to explore.  They can be industrious, courageous, intelligent, even empathetic - their presentation suffers from always requiring a draconic master or a simplistic society or some other measure that keeps them downtrodden and low.
  That's why in Io, though there ARE the "traditional" Kobold clans, there are still many others that break from that tradition and embrace their heroic natures.  Whether it be the courage to fight, or the courage to study, there is a wide spectrum to the nature of accomplishment a race could achieve after a millennia of working with whatever they had to spare.  That's something we may not realize; there are Kobold inventors, fliers, alchemists, bombers...these little guys build stuff.  They dedicate themselves to industry...but their resources are often sub-par.  Imagine what a Kobold could accomplish with access to the resources of a Dwarven forge, or an Elven library, or a Human leatherworker.  Their weakness of station has little to do with their personal intellect and a lot to do with their environmental experience.
  So with the understanding that a Kobold with proper resources would dedicate herself to the study of a craft, even if the methods may go awry or be haphazard in nature, would this not create a powerful master in this study?  Skilled in unorthodox mixtures, brilliant workarounds, and a keen observation of new possibilities, a Kobold's need to survive opens the door to innovation.  
This is where you track with me to the obvious Kobold Artificer...and I keep walking.  For this study is a discipline of the mind, body, and soul, and for that to ring true, the more appropriate answer is the Monk.
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Martial Discipline Carries Over

Any martial artist that's dedicated enough energy and time to their art can tell you: this isn't about fighting, it's about learning.  In fact, a lot of the martial disciplines teach oneself, yes, how to move well, how to defend yourself, but moreso how to cultivate one's understanding of the world that surrounds them by learning how to learn for themselves.  A disciplined martial artist isn't simply learning how to kick or punch or block, but how to navigate their world with intelligence and wisdom with the confidence that is only derived from a dedicated practice in self-improvement.  Once you know how to learn, and you have cultivated your discipline to support the hard work needed, the world opens to you.  
  This is why swordsman drew calligraphy, archers played music, generals wrote poetry, and monks...learned to cook.
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The Actual Build

DUNGEON COACH'S APPROACH
I'm not rolling stats the same way this time.  Instead, I'd like to take a page from Dungeon Coach's book (linked HERE), and try an alternative roll.  See, sometimes I get really lucky in my spread, and sometimes I stink hardcore, but Point-Buy doesn't thrill me and to me, Standard Array is boring.  I still enjoy rolling quite a bit, even if the outcome is less than optimal.
  So "DC" proposed something a bit different.  First, we roll FIVE stats using our standard 4d6, drop the lowest, sort of fare.  I'll do that now...

10 (blargh)
12
6 (oh gods why...)
16
12

OUCH.  Now, my DM in charge *might* take a look at this trend and say "Nope.  Start over."  BUT NO SIR!  WE'RE TRYING SOMETHING DIFFERENT TODAY.
  Because DC's idea involves one more step.  I add up all of these (shudder) numbers and I get...56.  I then take a magic number that DC has discovered is the total of your numbers whenever you use the Standard Array - 72.  I subtract the two, and I get my sixth stat: another 16.
  The philosophy here is that for all the possible suckage one could roll out, you'd be guaranteed at least one decent stat out of everything, and conversely if you rolled remarkably well, you're guaranteed one stat as your main flaw - something we openly embrace around here.  It's no fun playing characters that are just good at EVERYTHING.

​RACIAL MODIFIERS AND WHERE THE STATS GO
Kobolds get some nice little bonuses, but their penalties are nasty in Volo's Guide, with a +2 Dexterity bonus but a -2 Strength penalty.  Lump onto that some lovely SUNLIGHT SENSITIVITY and you've got a LOVELY little Package of Argh.  But Pack Tactics is nice for the "group up" mentality and, though I hate the name, "Grovel, Cower, and Beg" will be great for setting up my (hopefully) Rogue and Barbarian allies.
  Keesh is intended to be quirky, smart, observant, and adorably weird.  The latter might convince you to put that already low 6 into my Charisma BUT NO I say!  No, no.  ADORABLY weird.  Nah, I'm going to lean into that Strength penalty like WHOA.  Monks need Dex and Wisdom, so let's save our 16 and (now) 18 for that madness.  We're level 7 for his little adventure, so I'll need to pick a Feat or max out my Dex, but I'm getting ahead of myself.  All told, my Attributes are as follows:


STR - 4 (!)
DEX - 18
CON - 10
INT - 13
WIS - 16
CHA - 12

​But who needs Strength when I'm FAST and cute!  He said, unknowing of the horrors his friend DM will unleash upon him for his birthday.  Lawl.
  By Level 7 I've got most of the things that make Monk great: Evasion, my fists overcome resistances, stunning strike, DEFLECT MISSILES, Ki, and Unarmored Defense.  Next, I have a Feat to consider, and in a game that supports most raw numbers better than flavor, my first experience with 5E monk in a full campaign avoided Feats in favor of maxing out that beautiful Dex score.  However, Mobile has served me well in the past (but Drunken Technique will open that door nicely) and Lucky or Alert are always super helpful.  This time around, I'm favoring story over numbers, and I like the idea that this little Kobold can be favored by decent luck when things go awry; another testament to his survivability.  Tonight I choose Lucky, and call it a day.  Meaning, I shall shape up as such:


Name: Keesh
Race: Kobold
Class: Monk - 7 (Way Of The Drunken Master)
AC: 17
HP: 49
STR - 4 (-3)
DEX - 18 (+4)
CON - 10
INT - 13 (+1)
WIS - 16 (+3)
CHA - 12 (+1)

I'm going to use stale potatoes as projectiles, jerky as nunchucks, and spices as emotional currency.  Keesh seeks to improve everyday cuisine by unlocking your senses, enhancing your flavor palette, and pairing everything with chocolate - because you can't go wrong with chocolate.  Ever.
I'll let ya'll know how he plays at the table.
See you there.
-Adamus
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Character Study: Valorie Essex - Gray Owls

12/17/2019

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Sometimes I'll have a character concept in mind and I will commence scouring the internet for something that fits said image, at least enough to be representative.  Then, while searching for such an image, I'll stumble across something else entirely, and it sends my mind aflutter with ideas, backstories, voice, and an in-depth concept.  It was in one of these particular moments that I stumbled across this particular image.
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Alluring, I know.  But also completely badass.  And that's what got my mind running.  

See, at the time, the players were visiting the sister city to Stormwrack (where they've spent nearly a year of play time - about 3 weeks in game time), called Feathertongue.  Feathertongue is a high art, high class society.  Low crime, pleasant areas, knowledge and art celebrated.  It became a running joke in the city that platinum was like their gold here, and they weren't wrong.
​  So where does this woman fit in?  How does one get to such a point where you're that comfortable, and also extremely capable and dangerous.  I got to thinking what this person's story could be.

- Slates -
The Rock Stars of Feathertongue

Slates are the rockstar duelists of Feathertongue.  There are hundreds of them, and new ones sprouting up all over the place.  Now, to become a Slate, you need to win three competitive duels, and these are won in the streets, THEN you need to be offered the Queen's Favor, which is a ticket into a seasonal tournament where you need to win 3 matches in a row.  THEN, you have become a Slate. 
  Slates swear an oath to the crown, specifically the Queen, and act as a powerful and skilled militia at her service.  And for this esteem, you earn a generous pension and receive some nice perks in the city.  Get high enough, and you are awarded your own estate.  And, everyone knows your name and your exploits.  These are the celebrities of the city, and if you ever break your vow, all that fame and fortune is stripped from you.  You live instead as a Bruthan; a Slate who failed to uphold their code - and they can never return.
  It's a big deal, and a high honor.  So, if someone abuses it...

The Sins Of Lineage

Junaru Sumala was a decorated Slate.  Famed for mastering the "Art Of The Third Sword," Junaru was a charismatic favorite among the people.  He would frequent the bars and taverns of Caskmane, making a name for himself as a lucrative bachelor and a man of the night.
  But the secret no one knew was that while he galavanted the days away with his pension, he had a daughter at home.  Hair hidden and tied back, wearing rags and reading quietly each night, she stayed hidden from the world.  At market, it was assumed she was always someone else's child.  Big man Juna named her Sorro, but no one else knew this.  No one knew her, because she was his shame.
  So he drank his shame away each night, and met the harsh hangover each morning.  Meanwhile, she practiced.  Practiced with his discarded blades, forgotten armor; she pawned his rings and used spare change for food.  Whatever she took he forgot about.
  And then one night, he didn't come home.  And then it stretched into a week.  Then two.  Then it was the talk of Caskmane.  Junaru snapped, they said.  Drew blood on a unarmed boy, spewing belligerent epitaphs and shaming his name.  He tried to apologize, but Queen Ymir showed no mercy.  He was proclaimed a Bruthan on the spot, and now sits in Correnak Stockade.

Cutting Free Of The Past

With such a disgrace dragging her family name through the mud, and little hope of picking it back up, Sorro left it there.  She donned a new life, and a new visage; like her father before her, she would remake herself.  But not as a drunk, or a disgrace.  No, the armor she wears is more than a metaphor.   
  And knowing that so few had ever seen her timid face, knowing that no others could ever fathom who she really was, an opportunity grew inside her; a catch of wildfire on fallen leaves.  No longer would she hide in the tiny hovels of Caskmane, no longer shrouded by the din of alcohol and broken promises.  No, she take the poison fed to her father by his own hand and douse what little she had left.  And there, in the alley behind her four walls and a roof, she would light a single match, and set fire to her past.  
  The creature that emerged from that alley would not resemble her in the slightest.  Fitted in layered full-plate, ceremonial but functional, a shield slung over her back and a broadsword resting drawn upon her shoulders, the Knight saunters out from the catching flames.  After she's a few blocks away, she discards the helmet in a trough, smooth locks of black hair flowing free at last.  A slight hitch in her step as she feels the eyes upon her.  But her father taught her well.
  She relaxes her hips into a confident stride, the armor still clinking awkwardly, and rocks her head in the direction of a gasp.  She winks, blush spreading across the face of the lady in the crowd.  More people gather, whispers as she passes, then a man calls out from the crowd: "What's your name?"
  They think I'm a Slate already.  "You may call me Valorie.  Valorie Essex.  Now point me to the nearest duel!"  Always eager for a new hero, the crowd would embrace her.  

Reclamation

As the years went on and her bouts grew more lucrative, her armor would become better fitted, customized, lightweight, and strong.  Also, she would grow lonely.
  Earning a modest income as a smith and weapons trainer by day, Valorie would drift into steady brothel visits in the evenings.  An entity of the night herself, only in intimate company could she feel truly alive.  She is forceful, confident, and athletic - a companion many in the business vie for, and though she had favorites, nothing was truly the escape she needed.  It was around this time that a gentleman Slate found her.  
  On a fateful night, she found herself standing outside Duunspear, a bottle of amber liquid loosely gripped in one gauntleted hand.  It is full, and currently corked.  The methodical clip of finely made boots twitches her ears.
  "Miss Essex, I presume."  The voice is slow and weighted, but smooth like silk.  
"You presume correct.  Who's asking?"  She doesn't turn to look, instead letting her gaze drift upward to a pretty tiefling man perched on the upper railing of the building.
  "Someone who knows your father."
The bottle drops and her sword is drawn before it shatters.  She whirls to face the man, and is left between decisions.  The well-dressed gentleman in front of her wears a stylish set of pauldrons and gauntlets, effortlessly woven into a beautiful doublet and ascot.  A man of toned frame, his stance is both defensive and non-threatening.  He is motionless, hand rested on the iconic hilt of a sheathed sapphire rapier, lazy arcs of lightning shuddering into existence around it.  Only his half-cape billows in the wind from the surf.  Any idiot would recognize the greatest Slate the city would ever know, Lir Obidiah Skurr.  Legend has it he's saved the King and Queen of Feathertongue countless times, and is probably one of the very few that could be called their friend.
  "Come.  We don't have much time."
She sheathes her sword, and abandons her quest for companionship this time.  Instead, Obidiah leads her down to Correnak Stockade.  Moss clings to the walls, and the surf crashes angrily against the tower.  And here, no guards in sight, deep in its recesses, sits an unshaven, filthy man...gently singing to the dirty walls.
  At first he tried to hit on her, but when she grabbed him by the shirt and slammed him a few times into the bars, his eyes clarified, a tiny sound escaping his parched lips.  A word, laced in wonder, and deep, deep shame.  "Sorro?"
  "My name is Valorie.  Valorie Essex.  I don't know you, and you don't know me.  ...Your name is Alejandro.  Alejandro Esuarve.  The greatest duelist this city will ever see.  Never forget this.  ...Or I will kill you where you stand."

In Finished Form

Valorie became a player favorite quickly.  Nonchalant and no BS, she tells it like it is and won't wait around to let you know what she thinks of you, which makes sense.  On paper, she's more intimidating than persuasive, but definitely inherited her father's natural charisma.  Where she departs from him, though, is in her primal resolve.  As a sword and board fighter, she's strong as heck, and comes off more aggressive than most.  There's a lot of pent-up anger to sort out, so opportunities to throw down are always welcome.  But sometimes, if you can move past her fronts, you might actually catch a glimpse of that little bookworm still clinging to old dreams.

HP: 192 --- AC: 21
Levels: Fighter 14 --- Style: Protection
Feats?: Sentinel, Mage Slayer
Notable Equipment: Giant Slayer Broadsword, +1 Shield, Fitted Slate Armor (+1 Full Plate)
STR: 20, DEX: 14, CON: 20, INT: 12, WIS: 13, CHA: 15

Some of these stats, and now her backstory, might also explain how undeniably frustrated she was when a PC came on to her only to LITERALLY RUN AWAY.  Oh boy.  Sir Gavin, you will have a hard day in the future.
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A Random Kobold Monk

11/10/2019

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So my buddy Shelley showed up to an event without a character.  She warned me first, like a good player, maybe about 6 hours ahead of time.  Lords bless my DnD Beyond subscription and knowledge of the game, because I made this character in 30 minutes flat and brought it to the game for her to play...and it was AMAZING.
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The Core Concept

Normally she plays casters, so I asked if she wanted something familiar, or something new.  She picked the latter, citing that a non-caster would be welcome.  Knowing her, and her trust in me, I decided to give her something with enough technical choices to engage her caster experience, without worrying about spells, and had enough oomph to keep her on the front lines (when normally she doesn't put herself there), and finally some quirk to make things a little silly.

She's mentioned wanting to one day try a Kobold, so now's a great time to try it out.  
To keep her AC high, I've awarded her a Ring Of Protection and some Bracers Of Defense.  We rolled a decent array so I'll put a high stat in Dexterity and round out her Wisdom, and our Unarmored Defense will take care of the rest.

Race, Stats, and Features

So we started with an 18, 16, 14, 13, 12, and a 6.  We'll put that 6 in Charisma because that's hilarious, and the 14 in Strength.  18 and 16 in Dexterity and Wisdom respectively, and we'll fill out the 12 and 13 in Constitution and Intelligence.

Kobolds are one of the few races in 5E that suffer an attribute penalty.  -2 Strength and +2 Dexterity brings our Strength modifier to a lovely little +1 and our Dexterity already maxed out at 20 for a +5.  To keep this little spitfire moving, I grant the Mobile Feat (+10 feet of movement!, among other things) at Level 4, and then we'll up her Wisdom to 18 (so her AC goes up too).  

Add on her Grovel, Cower, and Beg feature, Darkvision, and Pack Tactics, this is rapidly becoming Team Advantage!  Slap a pair of sunglasses on that sucker, and Sunlight Sensitivity is no problemo.

Final Look

Name: AKI
Race:  Kobold       Class: Monk 8, Way of the Open Hand
HP: 64    AC: 22    Speed: 55    Initiative: +5    
STR 12 (+1)   DEX 20 (+5)   CON 12 (+1)   INT 13 (+1)   WIS 18 (+4)   CHA 6 (-2)
Saves: STR +5, DEX +9   
Gear: BAGPIPES (used hilariously as a sled, and played every time she fells an enemy),
​Bracers of Defense*, Ring of Protection*, Ring of Mind Shielding* (just because)
In practice, Aki is bloody hilarious.  When paired with our spry halfling barbarian, the small brigade is a force to be reckoned with, felling just about every big foe I can throw at them.  In character interactions, Aki is adorable, ravenous, and entirely loud at the worst times.  Mechanically, she has lots to work with using her Ki Points, but it's always the same list, and Open Hand gives her plenty of options to pivot to what needs to be shut down each round - whether it be Reactions, pushing them away, knocking them down - plenty of choice points.  

As it stands, Aki is currently level 12 in our Knight Owls Season 3 campaign.  
I'd say the character was a hit.


See you at the table.
-Adamus
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4E Builder - Gnome Warlock

7/16/2019

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1) The Concept

Small, but mighty they call me.  And when they say cute and cuddly, effervescent and mirth, I shall call the lightning upon their hubris and laugh maniacally in their wake.
  Small, but mighty indeed!

2) Heroic Array = 17, 15, 14, 12, 11, 10

3) Racial Traits

Slight and sly, Gnomes are smart and charismatic, doing what they can to slip by unnoticed (if they want).  
So YAY, +2 Intelligence, +2 Charisma.

Fey Ancestry - I'm fey when it counts.
Master Trickster - Ghost Sound cantrip for free.
Reactive Stealth - stay hidden when initiative starts.
Trickster's Cunning - extra bonus to saves vs. Illusions.

Fade Away - Racial Encounter Power that allows me to go invisible when I take damage!

4) Class Traits and Abilities

Warlocks act as Strikers - bringing divine punishment upon their enemies, but they're not tank-y in any way.  My key abilities are Charisma, Constitution, and Intelligence, in that order, so my Gnome racial bonuses are BOSS.  Let's stat it out:
STR 11 (+0)
DEX 12 (+1)
CON 16 (+3) = 15 + 1 at Level 4.
INT 16 (+3) = 14 + 2
WIS 10
CHA 20 (+5) = 17 + 2 + 1 at Level 4.

Being Small, my speed is only 5 squares, but it helps to have some Low-Light Vision too.
Armor is Cloth and Leather only, but my Defense Bonuses are +1 to Reflex and +1 Will.
Weapon Proficiencies: Simple Melee, Simple Ranged

1) ELDRITCH BLAST - Your At-Will powers are intrinsically tied to your class choice by theme and pact, so Eldritch Blast is an automatic At-Will power.  Your Eldritch Pact decides your other At-Will power...
2) ELDRITCH PACT - You get three choices: Fey, Infernal, Star.  This selection decides your second At-Will power, as it is mechanically tied to the flavor of the pact.  Star punishes movement toward you with Dire Radiance (Movement), Fey makes you Invisible with Eyebite (Buff), Infernal channels additional damage to a target when I take damage with Hellish Rebuke (Offense).  Each one is still an initial attack roll, with the appropriate follow-up bonus.  I'm going with Hellish Rebuke, because the language specifies that the target doesn't have to be the one that damages me; I could take damage from something else entirely, and still automatically deal 1d6+3 fire damage to my chosen target.  That's nice.  Also, I get Dark One's Blessing, which grants me temporary HP when a creature under my Warlock's Curse (see below), dies.
3) PRIME SHOT - As long as I'm the closest to my target (so no ally is closer than I), I get a +1 to all ranged attack rolls against that target.  Nifty.
4) SHADOW WALK - As long as I travel at least 3 squares on my turn, I gain Concealment until the end of my next turn.  Which is great, because I plan to keep my distance whenever possible.
5) WARLOCK'S CURSE - once per turn, as a Minor Action, I curse a dude.  That dude is more vulnerable to my nasty attacks and takes extra damage (+1d6 for now).  So there.
6) IMPLEMENTS -  Warlocks make use of specific powerful wands or rods or pact daggers that add extra powers or bonuses to their spells.  Cool beans.

5) Powers (Spells)

A Level 4 dude has 2 At-Will Powers, 2 Encounter Powers (not including other class features, or racial abilities), 1 Utility Power, and 1 Daily Power.  Many of my powers are already pre-determined by my Infernal Pact choice, so let's just lay them out.

At-Wills 
1) Eldritch Blast - you can choose your Charisma or Constitution to help out with this spell, but you can't change later.  Charisma is my OBVIOUS CHOICE with a +5 modifier.  With the added benefit of this spell counting as a basic ranged attack, allies that grant such opportunities open up a world of hurt against our enemies.  
2) Hellish Rebuke - Constitution-based ranged attack vs. Reflex, so 1d6+3 fire damage if I hit.  The added bonus is they take an extra 1d6+3 fire damage if I take ANY damage before the end of my next turn.

Encounters
Racial) Fade Away - We've talked about this.  Take damage, go invisible!
1st Level) Diabolic Grasp - Another Constitution-based power that hits nice for 2d8+3, and will move the target 4 freaking squares!  
3rd Level) Fiery Bolt - 3d6+3 fire damage, and burst 1 with 1d6+3 fire damage, with another +3 for my Intelligence.  Ouch.

Daily
1) Armor of Agathys - Gain some 13 Temporary Hit points and any enemy that starts its turn adjacent to me takes 1d6+3 Cold damage until the END OF THE ENCOUNTER.

Utility - Daily
2nd Level) Fiendish Resilience - Minor Action to give myself 8 temporary hit points.  Meh.  No choice in the matter.

FEAT SELECTION
1) Improved Initiative - the earlier I go, the better.  +4.
2) Improved Dark One's Blessing - when a Cursed enemy drops to 0, I'll gain 7 temp HP instead of 4.
​4) Magic Of The Mists - retain Fade Away when I attack.  Booyah.

6) Gear and Overview

Basic Melee = Sickle; +4 to hit, 1d6 damage --- Sickles have +2 Proficiency, + Strength (0) + 1/2 Level (2)
Basic Ranged = Hand Crossbow; +5 to hit, 1d6+1 damage --- Hand Crossbows have +2 Proficiency + Dex (1) + 1/2 Level (2)*
**I don't plan on using this, as my Eldritch Blast counts as a Basic Ranged Attack.  1d10+5, with a +9 to hit is way better.**
Implement: Magic Tome = +1 Attack and Damage rolls, but on a Critical add 1d6 damage.
At-Will Powers: ELDRITCH BLAST, Hellish Rebuke
Encounter Powers: Fade Away [R], Diabolic Grasp, Fiery Bolt
Daily Powers: Armor of Agathys

HP: 30 (15 at level 1, +5 per level [15])
Healing Surges:  9 (6+3)   Surge Value: 7
AC: 15 --- (10+1/2 level [12]+Dexterity Mod [1]+Leather Armor [2]
Fortitude: 15 --- (10+1/2 Level [12]+Con Mod [3])
Reflex: 16 --- (Int +3 + 12 + 1)
Will: 18 --- (Cha +5 + 12 + 1)
Trained Skills: Arcana, Bluff, Intimidate, Streetwise

Gnome made.  Let's blow some stuff up.
See you at the table.
​-Adamus
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4E Builder - Deva Avenger

7/9/2019

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1) The Concept

Recently, I've been drawn to the image of an almost Dr. Whovian holy warrior.  The idea being that through the ages, this warrior has been reincarnated and reborn in many different bodies, all attempting to vanquish evil  This can be hard to pull off with mechanical justification without homebrew in 5th Edition, but 4TH EDITION has this concept down with the addition of the racial option, Deva (from the Player's Handbook 2).  Couple this with the class option (also from Handbook 2) of Avenger, and we've hit the ground running.

2) Heroic Array - 17, 15, 14, 12, 11, 10

3) Racial Traits

Devas are immortal spirits that are born and reborn perpetually into new physical lives, so it follows that the bonuses they enjoy are more mental representations.  
Long way of saying, YAY, +2 Intelligence, +2 Wisdom.

Astral Majesty - +1 to all my defenses against bloodied creatures.
Astral Resistance - resistance to necrotic damage and radiant damage.
Immortal Origin - I guess I'm considered Immortal when it counts.
Memory of a Thousand Lifetimes - Racial Encounter Power that adds a 1d6 bonus to an attack, save, skill, or ability check.

4) Class Traits + Ability Distribution

Avengers act as Strikers - bringing divine punishment upon their enemies, but they're not tank-y in any way.  My key abilities are Wisdom, Dexterity, and Intelligence, in that order, so my Deva racial bonuses are right ON POINT.  Let's stat it out:
STR 11 (+0)
DEX 18 (+4) = 17 + 1 at Level 4.
CON 12 (+1)
INT 16 (+3) = 14 + 2
WIS 18 (+4) = 15 + 2 + 1 at Level 4.
CHA 10 (+0)

Armor is Cloth only, so I'm pleased that my Defense Bonuses are +1 to Fortitude, Reflex, and Will.
Weapon Proficiencies: Simple and Martial Melee, and just Simple Ranged (so I guess I'm going up close and personal)
Now, that Armor proficiency feels a bit disappointing, but the Avenger gets a few little features to help out their "battle cleric" status:
1) ARMOR OF FAITH - as long as I'm not in heavy armor or using a shield, my deity rewards my courage in the face of certain doom with a +3 bonus to my AC.
2) AVENGER'S CENSURE - I choose one of two bonuses that tie directly to a creature that is the target of my Oath Of Enmity (what up, 5E Vengeance Paladin?), Pursuit or Retribution.  I like the damage bump (3 from my Int) of Retribution, as well as the synergy in Power selection later (you'll see), so I'll go with that.
3) OATH OF ENMITY - select a chosen prey, and take the best of two attacks on them until the end of the Encounter as a Minor Action.  Woof.  Probability is now on my side.
4) CHANNEL DIVINITY - you start with two Channel Divinity powers (more if you take certain Feats): Abjure Undead (deal sick damage to one undead target and immobilize them) and Divine Guidance (let an ally roll twice for an attack).  Both Encounter powers, so I've got 'em each fight.

5) Powers

A Level 4 dude has 2 At-Will Powers, 2 Encounter Powers (not including other class features, or racial abilities), 1 Utility Power, and 1 Daily Power.  Let's get to it.

At-Wills - my focus is on dealing decent damage and chasing down opponents so I can smite the crud out of them:
1) Bond of Pursuit - Weapon attack plus Wisdom Modifier damage, but the kicker is that I can chase down the target if he ends his turn away from me.
2) Bond of Retribution - decent damage and radiant damage tied to my Intelligence if an enemy other than my target smacks me.  That'll learn 'em good.  :)

Encounters
Racial) Memory of a Thousand Lifetimes - didn't like that roll?  Let's add 1d6 to it!
Class Feature [CF]) Oath of Enmity - roll two attacks and take the better result for the whole fight or when the thing dies.  All that for a Minor Action.
CF) Channel Divinity: Abjure Undead - immobilize and wreck one undead creature.
CF) Channel Divinity: Divine Guidance - when an ally attacks your Enmity target, have them roll twice and take the better result.  Yes please hit my quarry!
1st Level) Avenging Echo - Don't stand so close to me!  Until the end of my next turn, enemies near me take 8 radiant damage (5 + 3 from my Int because of Censure of Retribution).
3rd Level) Halo Of Fire - same deal as Echo, but better weapon damage, and this time it's 8 fire damage.


Daily
1) Temple Of Light - Double weapon damage + Wisdom radiance AND it creates a zone of extra damage that follows the target.  Creatures struck by me in such a zone take extra damage.  I see this limiting a target's movement, as the spillover damage to their own allies is less than helpful.

Utility - Encounter
2nd Level) Resonant Escape - triggered by being hit, or missed, I get to teleport a few squares away.  Cool.

FEAT SELECTION
1) Improved Armor Of Faith - an additional bonus to AC that increases at later levels (+1 for now)
2) Melee Training - effectively (if I pick Dexterity) turns my basic melee attacks into 5E finesse weapons, so I can use my Dexterity modifier to slice the junk out of enemies instead of Strength.
​4) Melora's Tide - another Channel Divinity option that grants some regeneration to me or an ally until we're not half dead.

6) Gear and Overview

Basic Melee = Longsword; +9 to hit, 1d8+4 damage --- Longswords have +3 Proficiency, + Dexterity (4) + 1/2 Level (2)
Basic Ranged = Crossbow; +8 to hit, 1d8+4 damage --- Crossbows have +2 Proficiency + Dex (4) + 1/2 Level (2)
At-Will Powers: Bond Of Pursuit, Bond Of Retribution
Encounter Powers: Memory of a Thousand Lifetimes (Racial), Oath Of Enmity (CF), CD Abjure Undead (CF), CD Divine Guidance (CF), Avenging Echo, Halo Of Fire, Resonant Escape (Utility)
Daily Powers: Temple Of Light

HP: 33 (15 at level 1, +6 per level [18])
Healing Surges: 8     Surge Value: 8
AC: 20 --- (10+1/2 level [12]+Dexterity Mod [4]+Armor Of Faith [4]
Fortitude: 14 --- (Con Mod [1] + 12 + 1)
Reflex: 17 --- (Dex +4 + 12 + 1)
Will: 17 --- (Wis +4 + 12 + 1)
Trained Skills: Religion + Acrobatics, Heal, Perception

Time to kick some butt, Vered Felstaff.  Let's rock.
See you at the table.
​- Adamus
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High Rollers - Swiftstrider Monk, 5E

7/2/2019

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The Rolled Array - 13, 15, 18, 16, 16, 12

Woof, dude.  Let's make something powerful.  We'll build to Level 5 for now.

1) Race + Class Choices

RACE - Shifter, Swiftstride Subrace
​  Shifters are from the Wayfarer's Guide To Eberron, and act essentially as were-touched individuals.  
Shifters enjoy an automatic +1 to their Dexterity, and Swiftstride grants another +1 Dexterity, with a +1 Charisma bump.  If I allocate correctly, I've got a 20 Dexterity at Level 1, so Monk or Rogue is a pretty clear choice.  Without a Wisdom bump, I'd normally be questioning it, but my other extremely high stats back me up and open the door to any class I like.  ;)
  Tack on the fact that Swiftstride grants Proficiency in Acrobatics, Perception, Darkvision, additional movement speed, and a circumstantial "Mobile" feature (moving without triggering attacks of opportunity), and this choice is feeling more and more obvious.  Plus, the Shifting feature gives me a small damage buffer (+8 Temporary HP, Level+Con Modifier) if I really need it.  


CLASS - Monk, Drunken Master
  So let's map these stats:
STR: 13 (+1)
DEX: 18+2 = 20 (+5)
CON: 16 (+3)
INT: 12 (+1)
WIS: 16 (+3)
CHA: 15+1 = 16 (+3)

I'll decide to avoid all those awful Opportunity Attacks and take Mobile at 4th level, increasing my movement speed by 10 more, so by Level 5, I'm running circles around the board with 55 Speed.
Lump onto this all the great features from Drunken Master like:
  1) Ki and Flurry of Blows
  2) Stunning Strike
  3) Drunken Technique - grants Disengage + 10 speed every time I Flurry.
  4) An extra proficiency in Performance won't hurt the busking in the street for some much-needed coin.  :)

2) Gear and Loadout

The beauty of selecting Monk here is a veritable lack of gear dependency, so this section is donezo.

3) Powers and Effectiveness

FLURRY OF BLOWS and MARTIAL ARTS
Ki Points: 5
Martial Arts: +8 to Hit, 1d6+5 bludgeoning damage
Stunning Strike DC: 16
Total Possible Attacks Per Round: 4

AC and Defenses
AC = Wisdom Mod + Dexterity Mod + 10 = 18 (will rise in later levels as I max out my Wisdom score
Saves = Strength +4, Dexterity +8, Constitution +3, Intelligence +1, Wisdom +3, Charisma +3
Speed = 55 Feet

Swiftstride Bonus Ability: once per short or long rest - SHIFT into a bestial form for +8 Temporary Hit Points, +5 movement speed, and a Reaction option to move 10 feet without provoking Attacks of Opportunity.

Last Notes

Name: Paw Dugan
Gender: Neutral
Weight: 185 lbs.
Height: 6' 1''
Hair: Amber
Eyes: Hazel
Hit Points: 51
AC: 18
Level: 5


Should be fun to try out.
See you at the table.
- Adamus
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4E Builder - Dragonborn Ranger

6/25/2019

1 Comment

 
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Why This One?

The first creature I played in 4th Edition was a Dragonborn Ranger.  I loved the idea of dual-wielding swords and breathing lightning.  It was dream come true.
  I was mobile, strong, and very dangerous up close.  I didn't have a bunch of Hit Points, but my enemies were often dead before they could deal much damage.  I was beautiful.  And with many fond memories flooding back, I figured I could ride this momentum into our first main build in this system.

1) Ability Scores, Racial Improvements, and Distribution

Though I'm usually in favor of rolling for my ability scores, luck tends to kick me in the face for this edition.  It is strangely much better to go with the standardized heroic array found in the Player's Handbook.  So, for each of these builds going forward, our choices are: 16, 14, 13, 12, 11, and 10.

RANGER Key Ability Scores: Strength, Dexterity, Wisdom
Dragonborn Ability Score Improvements: +2 Strength, +2 Charisma

So, the race bonus didn't entirely line up with my needs, but I didn't really care.  Plus, since we're building each of these to LEVEL 4, so I've got an ability score increase to think about too.  Let's flesh out my scores.
STR = 14+2 = 16 +1 at Level 4 = 17 (+3)
DEX = 16 (+3)
CON = 12 (+1)
INT = 11 (+0)
WIS = 13 +1 at Level 4 = 14 (+2)
CHA = 10+2 = 12 (+1)

2) Race Features

DRAGONBORN 
Pretty run of the mill here.  Medium creature, moves 6 squares each round, no darkvision (bummer).
Draconborn Fury - when I'm Bloodied (down to half or below half my Hit Points), I get a +1 bonus to all my attacks.
Draconic Heritage - makes my Healing Surge value bigger (1/4 my total HP + my Constitution modifier).
DRAGON BREATH Power - the reason I took the race in the first place...  An excellent Encounter Power.

3) Style, Powers, and Feats

Rangers operate from two main battle paradigms: Ranged and Dual-Wielding.  I'm going with the latter, and fulfilling my original idea of an up-close Striker.  This choice also grants Toughness as a Bonus Feat.

On top of this, a Ranger gains the Hunter's Quarry feature: as a Minor Action, you can designate the nearest enemy to you that you can see as your Quarry.  Once per round, you can deal extra damage to that quarry when you hit them, and that damage increases every 10 levels or so (ours will be at +1d6 for now).

At level 1, I need to select 2 At-Will Powers, 1 Encounter Power (useable once per fight), and 1 Daily Power, plus my Racial Power.  Level 2 I get a Utility Power, Level 3 another Encounter Power, and Level 4...an ability score increase.  Also, at Levels 1, 2, and 4, I select a Feat.

At-Wills are pretty obvious here:
1) Twin Strike - effective double attack.
2) Hit and Run - run past, slice through, keep running and no Attack of Opportunity.

Encounters
Racial) Dragon's Breath - we'll go with lightning, I think.  :)
1st Level) Evasive Strike - I can shift around the board 2 squares before or after the attack, and I deal double weapon damage + my Strength modifier.
3rd Level) Thundertusk Boar Strike - another double attack with a push; if both attacks hit, I push 'em a number of squares equal to my Wisdom Modifier (which I want to increase!).


Daily
1) Hunter's Bear Trap - Double weapon damage + Strength + slowed target + 5 ongoing damage if they can't save to stop it.  Ha.

Utility - Encounter
2nd Level) Yield Ground - triggered by being hit, I can move away and gain a +2 bonus to all of my defenses.  Gotta watch myself!

FEAT SELECTION
1) Dragonborn Senses - gain Low-Light Vision, and +1 to Perception
2) Enlarged Dragon Breath - increases the size of my Dragon Breath.  Booyah.
​4) Dragonborn Frenzy - +2 damage when I'm bloodied.  Because often the best protection is to eliminate threats faster, and that's damage.

4) Gear, Skills, and Proficiency

+ For Armor, I'm proficient in Cloth, Leather, and Hide only, so I'll pick standard Hide for a +3 to my AC.
+ Weapons are a little more vast, with Simple and Military grade melee and ranged.  Let's snag two Longswords to lay down the law with a little higher accuracy, and a Longbow for good measure. 
+ Defense Bonuses: +1 Fortitude, +1 Reflex
+ Hit Points at first level end up being only 13 (12+Con modifier), with increases of 5 per level, so add another 15 on for only 28 HP at level 4.  Even with Toughness, that only raises it to 33 HP.  Argh.  We'll see if we can do something about that.
+ Healing Surges = 7 per day, at 8 HP per surge (thanks Dragonborn).
+ Trained Skills (+5 training bonus): Dungeoneering or Nature (I pick NATURE), plus four others from a decent list - let's go with Acrobatics, Athletics, Perception, and Stealth.

5) Overview and Future Choices

Basic Melee = Longsword; +8 to hit, 1d8+3 damage
Basic Ranged = Longbow; +7 to hit, 1d10+3 damage
At-Will Powers: Twin Strike, Hit and Run
Encounter Powers: Dragon's Breath, Evasive Strike, Thundertusk Boar Strike, Yield Ground (Utility)
Daily Powers: Hunter's Bear Trap

HP: 33
AC: 18 --- (10+1/2 level [2]+Dexterity Mod [3]+Armor Bonus [3]
Fortitude: 16
Reflex: 16
Will: 13

Yeah.  That's about right.  Welcome back, Helaku Stormwind.  Let's play.

See you at the table.
- Adamus
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4th Edition Character Types

6/18/2019

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What The Black Sheep Did Right

So recently we hit up 4th Edition as a one-shot.  One 6-hour foray back into the black sheep of the D&D legacy at level 2, and...it was pretty cool.
  Now, I'm not new to 4th Edition.  I cut my teeth on 1st edition, and scaled those characters through 3.5 and Pathfinder, then we churned out a new campaign in 4th Edition.  Sure, there were elements I didn't like - the out-of-left field feel, the power sets, the strange board game nature of it all - but it was still D&D, and we played it through all the same.  The mechanics were just the mechanics; we still had our story to tell.
Fast-forward to 5th Edition, and our now about 4 years teaching it and running it, and returning to 4th edition is...not that bad.  
There are a great many things that 4th Edition does very well.
1) Roles are clear.  Each class is broken down into one of four main categories of roles: Controllers, Defenders, Leaders, and Strikers.  With your lives on the line, and the mechanics to back it up, there's never a question of what role you are supposed to fill; maybe a question of a secondary role, but not the primary.
2) Tactics are KEY.  Immediately, in fact.  Our first fight we played like 5th edition - Goblins, no trouble, right?  Wrong.  Each goblin has more hit points than I do (and I'm a Minotaur Warlord), and none of us could go toe-to-toe with any one of them.  It's expected at a fight that two things happen - you immediately use your Encounter powers (more powerful attacks/spells usable once per fight) to eliminate threats early and second, you draw fire to the Defender, while everyone else wrecks enemies from a protected position.  Oops.
3) Action Economy Works.  On your turn, you have a Standard Action, Minor Action, and a Move Action.  Now, these aren't necessarily the same as 5E's Action, Bonus Action, and Movement, mainly because EVERYONE has a Minor Action (like drawing a weapon, opening a door, etc.) available, and certain powers or abilities consume one of those three actions.  As long as you have the action type available, you can spend the power, so if you've got a power that's a Minor, another a Standard, and another a Move...you're using three cool things that turn.  You're not moving, but still, three cool things.  Also, also, you can make your Standard into two more Minor Actions instead, making the economy more flexible.  When you're learning the game, that can add time, but, just as with any system, you get faster.  And, because this system IS so mechanic-driven, it's rare that you'd have a strange interpretation mix-up that would bog down play anyway.
4) All of your stats are important, with three mains.  For each class, there are at least three primary ability scores, and each of your powers will use one of them.  Often, INTELLIGENCE is one of those, so the worth of your stats is elevated and definitively depends upon your class, which is refreshing.
Now I said before that there were certain roles meant to be fulfilled by each class.  In a balanced party, you need at least one of each role represented.  If you have more, good job, but one of each is definitively needed to avoid a dreaded a TPK.  ;)

Controllers

Controllers deal with large numbers of enemies at the same time. They favor offense over defense, using powers that deal damage to multiple foes at once, as well as subtler powers that weaken, confuse, or delay their foes.  Wizards are obvious Controllers from the first Player's Handbook, with the Druid, Invoker, Psion, and Seeker joining up from the PHB 2, and PHB 3.

Defenders

Defenders have the highest defenses in the game and are good for close-up offense. They are the party’s front-line combatants; wherever they’re standing, that’s where the action is. Defenders have abilities and powers that make it difficult for enemies to move past them or to ignore them in battle, taking the fire off the other more "squishy" classes.  The proverbial "TANK" of the game, this is where you find your Fighters, Paladins, Warden, and Battlemind.

Leaders

Leaders inspire, heal, and aid the other characters in an adventuring group. Leaders have good defenses, but their strength lies in powers that protect their companions and target specific foes for the party to concentrate on, as well as strike and give bonus attacks, movement, or defenses to allies.
These classes encourage and motivate their adventuring companions, but just because they fill the leader role doesn’t mean they’re necessarily a group’s spokesperson or commander.  The party leader—if the group has one—might as easily be a charismatic warlock or an authoritative paladin.  Leaders (the role) fulfill their function through their mechanics; party leaders are born through role-playing.  Obvious Leaders are found in the Cleric and Warlord, with the Bard (duh), Shaman, Ardent, and Runepriest fulfilling it later.

Striker

Strikers specialize in dealing high amounts of damage to a single target at a time. They have the most concentrated offense of any character in the game. Strikers rely on superior mobility, trickery, or magic to move around tough foes and single out the enemy they want to attack.  The term we might swing toward them is "DPR" or "damage-per-round," which is our way of saying you deal a bunch of damage to one dude at a time.  Not always a glass cannon, the Striker might last a bit longer than a Controller, but still shouldn't act like a tank to survive.  Strikers in 4E are found in the Ranger, Rogue, and Warlock (blaster), with the Avenger, Barbarian, Sorcerer, and Monk joining the fray.

Perspective

If nothing else, I find it enlightening to have the roles well-defined and supported by their mechanics.  When learning the game, new players can lean on only the powers they've selected; options are clear, and their expectations are understood.
  In a lot of ways, a blank canvas can be terrifying, so the embedded structure of 4th edition helps support new players in selecting limited powers that further their selected role.  Because of this, I thought it fun to further explore this through character building.  So, for a little while, each Tuesday at noon, expect a bonus blog on character building...and we'll kick it off with the Ranger in 4th Edition.  See you there.  
Get rolling.
-Adamus

PS: there's a lot of writing coming down the mountain, and a severe lack of sleep for this author.  Help me out with some coffee or some patronage?
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    Adam Summerer

    Professional Game Master musician, music teacher, game designer, amateur bartender, and aspiring fiction author.  
    ​In short, I'M A BIG NERD.

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