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#im always either a magic or a stealth class
mono-red-menace · 6 months
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decided to move away from hybrid roles in my system, and instead im just using the 3 core roles, which are
Fighter, a combat-focused role, which uses unarmed, weapons, armour, shields, or any combination of them in combat. They are still good at some skills out of combat, but their scope is more narrowed.
Expert, a skill-focused role, with a combat identity based on using skills in combat (e.g. inventors using inventions, assassins using stealth, and investigators using perception), and often a focus on non-magical mobility, such as climbing or sprinting.
Mages, a magic-focused role. They tend to be equivalent to fighters in terms of skills, as in they're only really good at one or two of them, and they tend to be worse than the others in terms of martial combat, but they make up for both by casting spells, which makes them the most versatile class if they can budget their magic right.
i originally had hybrid roles of Daredevil (Fighter/Expert, good in martial combat, but takes a more guileful or underhanded strategy, such as fighting dirty), Keeper (Fighter/Mage, a martial character that can also cast spells, though neither as well as the full class), and Seeker (Expert/Mage, a skill-monkey/spellcaster), but I realised that the spellcasting hybrids could be put into the Fighter or Expert class and get spellcasting from their features, and the Daredevil classes can be split into either Fighter or Expert, whichever they fit more (mostly Fighter)
This does like. Bulk up the first 2 classes, but the way it was before, mages had like 12-ish classes and Fighters/Experts/Daredevils/Keepers/Seekers had like. 2-4 each.
The Roles/Classes thing is basically like. a Role is what you do, it's the vague identity your class falls under, and a Class is like the DnD/Pathfinder classes.
But also I'm planning on making an "advanced ruleset" which allows you to make your own "Class" by picking a role and picking perks from it, but i know that an RPG system that focuses entirely on being as customisable as possible would be really overwhelming to first learn, so i'm making "Classes," which are kinda like "templates" using either preexisting fantasy themes (e.g. Paladin, Rogue, Wizard), or using ideas from my setting (e.g. Reavers, Couturier-Enchanteurs, or Blood Shepherds), allowing me to create "base classes" so players who don't want to learn a whole system of hundreds of feats can still play, as well as flavoured "subclass-like" classes, which was something I always found as a strength of the Class/Subclass system of 5e/PF2e.
The classes using ideas from my setting would probably behave much more like subclasses, where they get a bunch of features at preset levels, but where there aren't features you would choose a "package" of features to give your character a certain playstyle on top of it, like a Reaver choosing to use two-weapon fighting or something.
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ars0nism · 3 years
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me, someone who is absolutely terrible at stealth and usually tanks damage: *always picks the stealth class*
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bemey · 3 years
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[found this in my drafts] Skwisgaar, Toki, and Murderface in Tamriel
combining my hyperfixations let's gooooooooooooooooo
Skwisgaar Skwigelf
it's very obvious that as a Swede, his race in a fantasy universe would be that fantasy universe's version of our world's ye olde Scandinavians (aka, he'd be a Nord, duh) BUT i like to think if you gave him a pair of fake elf ears matching his skintone, he'd pass as just a really pale Altmer
he's beautiful, tall, slender, arrogant and talented, im sure he'd fit right in with either group, maybe even less so with Nords since Nord society values brute strength and high tolerance for alcohol, of which Skwisgaar has neither (I know he beat up that one guy with his guitar once BUT!!! he's absolutely the least violent fifth of Dethklok)
as a non-metal-musician in Tamriel im sure he'd have mastered a magic school instead of electric guitar, but i can't really figure out *which* school, *maybe* enchanting, *maybe* mysticism, but if i had to pick i'd settle on one of the schools governed by Willpower (alteration, destruction and restoration) because, let's be real, he's more dedicated (to his life passion) than he is intelligent >_>;;
the thing is, i'd make an argument that epic guitar solos heal people (not physically), so that'd be restoration, BUT if he was in a party of sorts I can't really imagine him as just a healer on the sidelines (that's Toki and Mface's thing hehehe), he needs something, hm...... Flashier. like fireball spells, but then again he's not really violent on the show and doesnt get into many fights (unlike SOMMMEEE people), so i'd say both Destruction and Restoration
BUT there's also Illusion magic, with which you seduce, make yourself shiny, paralyse, calm people etc and i cant think of a better analogy for guitar playing that stuns you and puts you into a trance because it's just so good
(also FYI nord males get a penalty in willpower and personality but i suppose he overcomes that, because i have trouble imagining him not heavily using skills governed by those stats)
and for the class- im forcing myself to pick from the set of 21 standard classes and looking at (this page) for reference because if i took custom classes into account it'd really complicate things-
an obvious answer'd be Bard, which makes sense because, you know, being popular and attractive, but in a gameplay sense it's more stealth and less magic (also if we picked bard just because he's a musician in the MTL universe, all other DK members would be bards too and that's pretty lame)
looking at the page i linked, the ''Healer'' class fits the bill, governing personality, willpower, destruction, restoration, speechcraft, and illusion. i wont lie, it doesnt sound the coolest (compare to a class desc like Nightblade, now that shit's awesome), but it makes the most sense to me
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TL;DR nord by blood BUT looks and acts like a high elf, class: healer
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Toki Wartooth a nord as well but! i've met plenty of nord dudes in ES games who are really nice to me but kind of not too smart (think Thrud in Godsreach in Mornhould the city that came with Tribunal the DLC for TES3 Morrowind), and im not saying Toki isn't smart (he's educated enough, has geeky interests, knows a thing or two about model-plane building, i think he might be one of the smarter DK members actually) but a nearly-fatal flaw is his naivety which would unfortunately translate into a low intelligence or maybe personality stat in a TES game
when you have a low personality stat, NPCs dont like you as much, and (in Morrowind) whatever options you pick while Persuading an NPC are less effective, even taunt and intimidate)
but i wanna argue in the case of Toki in Tamriel, that low personality stat wouldn't come in the form of being an intimidating douchebag, because we all know Toki's really, really nice, and he has his moments of being a jerk on the show, but he's mostly kind and polite, especially to strangers, and *definitely* holds the title of ''Dethklok member most likely to agree to an autograph and selfie with a fan after a concert and then give them a friendly hug''
it's difficult for me to decide which attributes he'd govern, and a lowered luck isn't possible at character creation, but i'd lower it if possible
high strength, yes, i can imagine Toki with either a blunt or blade
high willpower, competent with restoration and destruction like Skwisgaar, but not as dedicated to the mastery, duh
high endurance- knowing the shit he's been through, might be pretty high
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(''cheats death'' and ''unpredictable'' are both keywords i'd describe Toki by)
i have my eyes on either Crusader or Spellsword BUT I thought the class description for Scout fit Toki just perfect and I even made a little joke about it to my friend once
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TL;DR nord spellsword or crusader, but i'd pick spellsword if i was forced to choose
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William Murderface
ive been so exicted to get to this one because, hear me out- khaijit pilgrim
Murderface's spirit animal is a dang tiger, man, and now it's true Murderface isn't very athletic or agile like a khaijit BUT listen, in Oblivion Khaijit get a daily power that let's them intimidate opponents because they're like, big cats, literally, like a tiger or lion and wouldn't you run if you saw one IRL? AND Murderface isnt very popular with fans, which I'd imagine would translate into low personality maybe, but Mface is dare i say pretty dang skilled at making people hate him or hate others or get into fights, aka using a high personality stat for bad (taunt/intimidate) not good (admire), which is why I instantly thought he'd be a Pilgrim (''They profit in life by bartering in the market, or by persuading the weak-minded.'')
look me in the eye and tell me lockpicking, sneaking and punching people arent things Murderface would love to do, also scamming merchants and stabbing people, and khaijit conveniently get a small bonus in Blade and you know who loves knives? M u r d e r f a c e
inappropiately urinating in places? cat. face like an inbred white tiger? cat. sneaky jerk? cat. also i just really want him to be a catboy, man
i did think of him as an Orc too because of the whole martial culture and being a race that was cursed with 'ugliness' (not always true, some orcs are pretty hot), *but* the martial culture orcs have isnt really the barfight kind nords or dunmer have, it's more organised and honourable is it not? they take fighting seriously
would you say Murderface'd rather practice like blunt weaponry all night and day, then go to war and die for his clan, *or* would he sneak in a tavern, steal shit, insult someone, then get into a bar fight? that's what i thought !!!!
fuckin obviously you cant appoint the latter to khaijit because that'd be racist and im not a huge fan of discrimination against beastfolk myself, an orc could be a thief too, but have a look at this:
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(for orcs), and the minuses in intelligence is mostly what makes me think Murderface wouldnt be an orc because he's pretty smart
smart as in street-smart and smart with people, specifically at what makes people mad or do ugly things, and thats something I have to hand to Willy, he's cunning even if not always sucessful in that endeavor because of his bad luck and unattractiveness, but in terms of raw people-skills he's not so bad
and for his class- I know i said pilgrim earlier but i wanna consider some alternatives: rogue or thief
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''a tongue as sharp as a blade'', and ''profits from the losses of others''? both Murderfacecore, but I might wanna stick with Pilgrim just because they're history nerds
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TL;DR Khaijit pilgrim
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(this was an old wip i found in my drafts so i havent written Pickles's or Nathan's parts yet >_> sorry, i do have the ideas ready in my head though) (also feel free to share your opinions)
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goose-books · 3 years
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okay i don't know if you like dnd at all but the concept of the darkling characters playing dnd popped into my head and it is the single funniest thing i have ever thought of in my LIFE. pls share if you have any thoughts about that would go
IVE HAD THIS SIMMERING IN THE BACK OF MY MIND ALL DAY WHWHFBWFBS... the thing is that i actually have a TMR-as-a-dnd-game AU so it’s not like i’m NEW to the concept but i’ll admit the darkling characters are giving me a bit more trouble because they do not... know how to have fun. that said i did sit down to put down like two ideas and then more just kept spawning
rory is old hat at this, like, they definitely play dnd online with people and they know all the rules and have the handbook half-memorized so they’re the dm by default. this robs them of their desire to have a character with an incredibly elaborate novel-length backstory. they cope with this by giving all the NPCs elaborate novel-length backstories instead
vee starts cataloguing all the NPCs and drawing out their family trees because he knows he’s not gonna remember them otherwise
no one else is either but they don’t care
EXCEPT cressida who has an unnervingly impeccable memory for this sort of thing
vee also draws everyone’s character during the game but the downside of this is that they’re never paying attention and keep getting lost in their sketchbook and then looking up and going “wait where are we”
im not sure about ALL the character races but gracen’s a tiefling, ruby’s an elf, and jasper is -
“a half-elf?” gracen and ruby both guess at once
“what the fuck is that supposed to mean,” jasper says
“nothing,” ruby says
"it’s rude of you to assume -”
“well what are you then,” gracen says
jasper:
jasper: well. now i don’t want to say </3
cressida’s and jasper’s characters are both high int low wis but like. in very different ways
cressida in the “takes everyone flatly at their word and walks into traps” way
jasper in the “literally not a single ounce of critical thinking before acting” way
cressida gets really into the mechanical aspects of it all (like, the XP... the HP... the leveling up... the Moves... i don’t know very much about dnd DFHKDSFBSFBSFS)
similarly, gracen is very much into the Strategy of it all... she’s a chess player she’s not as good with self-made stories
ruby plays a barbarian but also boosts her stealth stats as much as she can she has a very specific secret-agent-esque skillset in her mind and she’s determined to make it come true at all costs also she’s the one focused on collecting in-game money
dany also plays a barbarian but she keeps putting herself in Situations and fucking dying and if rory has to revive her one more time they’re just gonna obliterate her character through some kind of unfair word of god move
jasper cheats.
WELL. he either cheats or he is actually rolling nat20s, like, every other turn. no one believes this but they haven’t caught him yet
his character is. god i don’t know things about dnd classes. one of the ones that does magic. he just casts charm spells on everyone they meet
and it always works!
one of these days rory’s gonna figure out how he’s cheating.
they swear to god. watch them.
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shoezuki · 3 years
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Hello, I just read though your carrd for the first time and I was wondering if dishonored is worth the play ? (Also I started playing Hades because of you and mmmmm good game )
YOOOOOOO HADES!!!! im glad u enjoy it its one of my Favourite games :D
dishonored is also REALLY GOOD. it’s a stealth game that is like. the main jist is you play as the lover/body guard of the former empress, who was killed in front of you and your daughter is kidnapped. you are blamed for her murder so you are arrested and going to be executed for murder but a group of rebels break you out. 
its EXTREMELY good the plot is somewhat simplistic but the world building is phenomenal. there’s a plague sweeping through the city so there’s a Lot of death and lower class people suffering while the rich are having Grand Parties with Hundreds of people and So Much Food while people are starving and dying. you can find books and notes all around the words with stories, songs, or the last words of the dead. the game overall has a very pessimistic feeling to it. one of the most notable little notes for me is finding two corpses in the sewer embraced, with a note about how they only had enough of the elixir (wards off the plague) for one of them but they chose to stay together for their final moments regardless. 
also the environment and plot change according to your actions! there’s ‘high chaos’ runs, where you kill everyone ruthlessly with only the intent of getting your daughter back and taking revenge on the city, or the ‘low chaos’ route where you can sneak past and knock people out silently with minimal bloodshed. if you chose high chaos the city gets worse and worse for every mission; more weepers (think plague zombies) swarms of deadly rats, guards, and bodies all around. its kinda punishing if you go all Death and Blood without remorse the game like. Wants you to be merciful without forcing it on you which i love
i havent mentioned the magic element yet which is like. my favourite part of the world. theres a figure called the Outsider which is an eternal being who’s extremely chaotic neutral and he lives in the Void. he watches over the world and sometimes gifts powers to people who he thinks are interesting in order to  spice things up a bit. people go mad for his power and people are terrified of him,. hes an insufferable twink i love him
some slight warnings though. the game can be extremely gorey and violent if you play it that way. but i always do Stealth because i enjoy it more so its not so bad then. although the plague and the weepers are disgusting so strong warning for emetophobia. the first game also has like. theres one particular ‘pacifist’ route you can take where instead of killing a rich noble woman you give her to a guy who is disgustingly obsessed with her and kidnaps her. thats self explanatory. 
all women in the first game either get killed or are sex workers or have. that happen. although the devs had said they would rewrite that one mission if they could, and in the second game you play as emily (your daughter you save in the first) and in the third you play as a bisexual black woman who i love.
this got extremely long. im So passionate about dishonored lmao. but ya if it feels to be ur vibe like. i recommend it
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natsvos · 6 years
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can u tell me a lil abt the second year ua students u made??? if u dont want to thats okay slkjflsjfkjaslkjf
Alsksljdld sure yes omg
There are a lot of them, I can tell you about a few of my favorite ones so far. Most of them don’t have names yet either because I’m horrible at coming up with those lol im so sorry. (also I’m typing this on mobile so I’m sorry if the formatting is weird)
Two of my favs are a pair of best friends in class 2’s support course. The first is an bubbly girl I’ve been calling Mako. Her quirk is called Magic Marker which lets her write on anything (including air, though it will dissipate after not too long) using her index finger. She can even control the type of ink! She puts a signature on everything she makes and when she’s thinking she’ll write notes to herself all over everything. She’s following in her dad’s footsteps to eventually take over his design company.
The second doesn’t have a name yet, but his quirk is called Flowerwalk and basically that means flowers grow wherever he steps. The type change with his mood and they disappear anywhere between 6-8 hours after they sprout. He hates his quirk because it makes stealth extremely difficult, which prevented him from being the hero he wanted to be as a kid. Also he got bullied for his quirk a lot because it’s (almost) useless aside from creating a mess. Slowly, though, he starts to accept his quirk when his friends help him find the beauty in it. He also starts to find uses for it, too. He does support stuff because he still wants to help heroes even if he can’t be one.
There’s also a general course student who has a powerful sound related quirk that allows him to sing commands to others. If the target hear his short song, they’ll be inclined to do whatever the melody instructed. It’d be extremely powerful if not for one small problem which is that this poor boy is terrible at lyrical improve which means he can rarely get this quirk to work. He doesn’t qualify for the hero course his first year, but with help from mic, he is able to move up in his second year!
As for the hero course, their are a lot of neat characters. Like a girls who’s quirk is Bat (aka she can do anything a bat can and she is very sleepy always) and another with the quirk Shadow Form that allows her to become a shadow (she got in off recommendations) and a guy whose quirk is literally just the ability to turn his hands into those sticky hand toys.
By far tho my favorites are the ones I came up with first, a group of triplets who aspire to be a rescue team like the wild wild pussycats. The eldest has the quirk Watchman, which allows her to see through the eyes of any person within a certain range. She’s a goofy trickster who uses her quirk to cheat on tests and play pranks. The drawback is that she can’t see through her own eyes when she uses her quirk and they glass over which is a very obvious tell. She’s not the brightest though she’s extremely passionate.
The middle sibling has the most powerful of the three quirks in that it allows her to “possess” another person within a radius (provided they allow her to). She can then control their movements and quirk however she needs to in the moment. She loves harmless pranks on people and she’s got the smarts to pull them off without a hitch. She plans out almost everything and follows a very specific routine.
The youngest triplet has a quirk similar to mandalay’s telepath that allows her to relays messages between people through their mind. She’s the most serious and usually uses telepath to stop her sisters from doing anything stupid, but she’s not a kill joy and does secretly enjoy a lot of the pranks they pull.
They were kind of an anomaly at the entrance exams because it’s not often you see more than one sibling pass, especially ones without flashy or destructive quirks. The way they got through the entrance exams was by working together to rack up both combat and rescue points from each other. The middle sister made sure not one of them got too many points than the others. The oldest one helped her younger siblings land finishing blows to robots, and the youngest one made sure they were all communicating properly. Idk it might be stupid but I thought it was neat
This ended up being a lot longer than I meant it to be but uhhh oops I’m sorry I’ve never really talked about these guys before so I guess I started to ramble. Anyway thanks for asking about them!
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death-knight7 · 7 years
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Ghost of Abranor class finished edition
(Note:Tumblr refuses to post this correctly and goddamn it if i’m tired of fixing it. so im not. sorry)
There has always been words and rumors about a group of individuals that have been working as ghosts since the one known as Empress Abranor ruled over a large and prosperous nation. This nation was home to a great peace that many think is unachieveable today, and a bulk of it was thanks to those known as the Ghosts.
The Ghosts were widely known as some of the greatest spies and assassins in the world with the seemingly innate ability to disappear and reappear at will, blessed with the legendary sight and ethereal like body of Abranor. They followed Lady Abranors orders to the letter, doing so until the fall of the Empire. It was thought that the Ghosts died along with the Empire, those who think that would be wrong.
They still operate even now, following the Empresses last orders; keep the world from falling to any darkness that may appear at whatever costs. Recruits are found through their want to keep the world safe for the people they care for and approached by a descendant of Abranor or a senior member of the Organization, granting them the sight or the ethereal body of the late empress in exchange for their service in making the world better for everyone.
Those who call themselves Ghosts bear a few things; a ring of adamantine bearing the mark of Abranors Empire, a mark invisible to the naked eye that those only who know of the Ghosts can spot or those who have unnatural sight, and the blade of a Ghost that has passed on to serve Abranor in the next life, carrying on the undying loyalty of the Ghosts.
1st level: Favored enemy, Natural Explorer, Thieves Cant 2nd level: Fighting Style, Spellcasting 3rd level: Path of Abranor, Primeval awareness 4th level: Ability score improvement 5th level: Extra Attack 6th level: Natural explorer, Favored enemy improvements
7th level: Path of Abranor feature
8th level: Lands stride, Ability score improvement
9th level: Uncanny dodge
10th level: Hide in plain sight, Natural explorer improvement
11th level: Reliable Talent, Path Abranor feature
12th level: Ability score improvement
13th level: -
14th level: Vanish, Favored enemy improvement
15th level: Path of Abranor feature
16th level: Ability score improvement
17th level: -
18th level: Elusive
19th level: Ability score improvement
20th level: Foe slayer
Hit Dice: 1d10 per Abranor Ghost level
Hit points at 1st level: 10+con mod
Higher level: 1d10 plus con mod
Armor: Light Armor, Breast plates
Weapons: Simple weapons, Longbows, Longswords, Rapiers, Heavy crossbow, Shortswords
Tools: Thieves Tools
Saving throws: Dexterity, Wisdom
Proficiencies: Chose three skills from; Acrobatics, Deception, Insight, Investigation, Perception, Persuasion, Sleight of hand, Stealth, Nature, Survival, Animal handling, Intimidation
Equipment
1: Leather armor or a Breast plate
2: A rapier and two daggers or A longbow and 20 arrows
3: a dungeoneers pack or an explorers pack
4: Thieves tools and a shortsword
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language o f your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
You are particularly familiar with one type o f natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp,
or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your
proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical
means.
• Even when you are engaged in another activity while
traveling (such as foraging, navigating, or tracking),
you remain alert to danger.
• If you are traveling alone, you can move stealthily at
a normal pace.
• When you forage, you find twice as much food as you
normally would.
• While tracking other creatures, you also learn their
exact number, their sizes, and how long ago they
passed through the area.
You choose additional favored terrain types at 6th
and 10th level.
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
At 2nd level, you adopt a particular style o f fighting as your specialty. Choose one o f the following options.You can’t take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
By the time you reach 2nd level, you have learned to use the magical essence of your blessings as a ghost to cast spells, much as a ranger or arcane trickster does. See chapter 10 for the general rules of spellcasting and the Ghost spell list.
Spell Slots
The Abranor Ghost table shows how many spell slots you have to cast your spells o f 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell hunters mark and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells o f your choice from the
ranger spell list. The Spells Known column of the Ghost table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Ghost spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Wisdom is your spellcasting ability for your Ghost spells, since your magic draws on your attunement to
the blessings of Abranor. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
At 3rd level you chose a Ghost of Abranor path that you choose to follow: Path of The Eye or Path of The Half Body. Both are described at the end of the class description. Your choice grants extra features at 3rd, 7th, 11th and 15th level.
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on
the region around you. For 1 minute per level o f the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creature's’ location or number.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score o f your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can
also pass through nonmagical plants without being slowed by them and without taking damage from them if
they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws
against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Starting at 9th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface,
such as a tree or wall, that is at least as tall and wide  as you are. You gain a +10 bonus to Dexterity (Stealth)
checks as long as you remain there without moving or taking actions. Once you move or take an action or a
reaction, you must camouflage yourself again to gain this benefit.
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll o f 9 or lower as a 10.
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
At 20th level, you become an unparalleled hunter o f your enemies. Once on each o f your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one o f your favored enemies. You can choose to use this feature before or after the
roll, but before any effects of the roll are applied.
Abranors Blessing
Blessing of The Eye
When you chose to follow this Blessing, the essence of Abranors legendary sight replaces one of your eyes and enhances its sight among other things. At third level, you can reveal your eye and scan an enemy  to learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice as an action:
• Strength score
• Constitution score
• Armor Class
You may only do this a number of times equaling once per long rest.
Along with this, you also gain the ability of far sight. Revealing your eye grants you the ability to see things clearly up to a mile away. Any ranged attacks you make are not at disadvantage if you firing at the weapons long range.
At 7th level If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. You have a +5 bonus to your passive Wisdom
(Perception) and passive Intelligence (Investigation) scores. You have advantage on perception and investigation checks on items less than 10 feet away from you and gain proficiency and advantage on Insight checks on creatures you are speaking to or observing.
You also gain the ability to cast Arcane Eye once per long rest.
At 11th level, you gain the ability to cast see invisibility at will a number of times equalling your half your wisdom modifier (minimum of 1) per short or long rest. For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Along with this, once per day you can stare into the eyes of one creature that you can see and is aware of your presence and either chose to charm it or cause it to be afraid of you. It must make a wisdom saving throw against your spell DC or be under the effects of either charm person or the fear effect by you for one minute.
At 15th level, you can become a ghost to those around you. You select a number of creatures equaling your wisdom modifier (minimum of 1) to make a wisdom saving throw against your ghost spell DC. On a failure, those selected are no longer able to see you. Any attacks made against you are made with disadvantage and you have advantage on attacks made against them for a minute.
A creature who has true sight automatically succeeds the saving throw and a creature affected by this may repeat the saving throw at the end of it’s turn in an attempt to see you. Should they succeed, they are freed from the effect. If you fall unconcious, any and all creatures who are affected by this are freed from it’s effect. You may only use this once per long rest.
You may now use your first blessing twice a day.
Blessing of The Half Body
When you chose this Blessing, you are blessed with Lady Abranors ethereal half body. You feel hollow, lighter as though you may blow away with the wind though you are in fact still whole. At 3rd level, you gain the dexterity of Abranor, granting you the ability to use unarmored defense. Your AC is 10+Dex mod+Wis Mod. You also become proficient in stealth, if you are already proficient, you gain expertise in the skill.
Your speed also increases by ten feet and should you move more than ten feet before attacking an enemy, you have advantage on the attack and do an additional d4 of the weapons damage type, your speed enabling you to strike with a deathly amount of speed.
At 7th level, you can use a reaction to turn your body into a mist like substance for a short amount of time. Until turn, any attacks made against you are at disadvantage and if they hit you take half damage. You may only use this once per long rest.
You also gain the ability to cast Invisibility a number of times equaling half your wisdom mod (minimum of 1) as well as the ability phase through any wall as long as it isn’t thicker than 10ft. Doing so costs 2 extra feet of movement per foot of substance. You can only use this feature once a long rest.
At 11th level, you gain the ability to step into the ethereal plane itself. Your movement remains the same and you can only see within a 30 ft radius of you. You may move around and through walls and objects at the cost of extra movement. Any creature around you can not see or interact with you unless they have the ability to see into the ethereal plane. You may use this a number of times equaling half your wisdom mod (minimum of 1) and can remain in the ethereal plane until your next turn.
Your speed increases another 10 feet and after moving 10 feet you do an additional 2d4 of the weapons damage as long as it is a melee weapon. In addition, if the weapon has piercing damage and they are within 5 ft of a wall, they must make a dexterity saving throw against 10+your Dex or Str mod or be pinned against the wall and restrained.
At 15th level, you gain the ability to cast greater invisibility once a day. Along with this, once a day, if an enemy rolls a crit against you, you can choose to take half of the critical damage rather than all of it as a reaction.
While you are in the ethereal plane, you may now attack enemies from the plane as long as you can see and are within range of them. These attacks have disadvantage and deal force damage rather than the weapons type. With each successful attack the target must make a wisdom saving throw or become afraid for the next minute.
 Spell List
Cantrips
Mage hand
Life Thread (Dark Arts)
Dueling shadows (Dark Arts)
Umbraturgy (Dark Arts)
Message
Shocking Grasp
Minor Illusion
Mold Earth (EE)
Thunderclap (EE)
1st Level
Disguise self
Feather Fall
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Fog Cloud
Silent Image
Identify
Hunter’s Mark
Jump
Longstrider
2nd Level
Invisiblity
Blur
Detect Thoughts
Cordon of Arrows
Darkvision
Find Traps
Lesser Restoration
Mirror Image
Locate Object
Pass without a Trace
Protection from Poison
Silence
Misty step
Blindness/Deafness
Alter Self
Spider Climb
3rd Level
Bestow Curse
Conjure Barrage
Flame Arrows (EE)
Lightning Arrow
Nondetection
Feign Death
Protection from Energy
Slow
Water Breathing
Water Walk
Haste
Fly
4th Level
Dimension door
Freedom of Movement
Greater Invisiblity
Polymorph
Hallucinatory Terrain
Arcane Eye
5th Level
Mislead
Conjure Volley
Swift Quiver
Shadow Stride (Dark Arts)
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irmacornelia · 7 years
Text
Freeform Brainstorming fic ideas instead of like Actually doing anything with the plot bunnies under the cut
Crossover debating-
HTTYD- hmmmmm nah that wouldnt mesh too well and theres a huge time gap for both the movie and the book. HTTYD is pretty mundane(in terms of magic)
DnD- HUGE potential, drop them in in the plane and set them on monsters and let them be adopted by dragons. Not much plot though. Maybe a rp campaign. I play 1e and very rarely 3e so not sure what kind of spellcrafting shenanigans and what class to shove them in... They dont even count as human really in DnD so Dragonborn??? and IDK Paladin? For all of them bc the guardian thing? Or wizard? Hmmm
Wings of Fire- Dump them in dragon hell (either with lovely new scaly avatars or as-is) and let them Freak Out about the whole ‘humans are weird fuzzy tiny things and sometimes we keep them as pets or eat them’ thing. Also poor Moon and Taranee can have a ‘severely anxious psychics’ party. Hay Lin can love the Rainwings to death and they can all bond over Chosen One Child Soldier Bullshit it will be awkward and sad and full of dragons.
Dragon Orb- Because dumping them in an extremely gory parallel world where they will probably end up with a telepathically bonded dragon soul mate companion each is a terrible idea. A terrible idea I would capitalize on except there are only 4 dragon breeds.
Pern- This Is A Bad Idea. We All Know About Anne McCaffery’s Telepathic Soul Bond Prototype-A/B/O Dynamic Scalie...... Thing.
....And If You Dont You Sure Do Now. (Anne can like whatever she wants but UH OK) I mean I could just... Not have the whole Thing but I mean why would you dragonrider AU if you didnt give them dragons it defeats the purpose and not having the Weird Shit breaks some stuff about Telepathic Networking The Whole Population Basically With Genetically Modified Lizards With A Color-Coded Hierachy and im not sticking children in that mess so No on the Pern.
Stargate- GOOD. IDEA!!! Someone hops a stargate to Meridian. Kandrakar is Ancients. SG-1 is now Invested in the tiny dragons. I cry a lot.
TLDC- Everything I write is actually a stealth HDM and TLDC crossover. Oops. Importing Fain=Dust/Dark Matter=Living Magic and IX=The Corruption into everything still hasnt snagged on much yet. 
Bleach- This Will Be Bad. Either Kandrakar=Kings Realm or Hogyoku=Artificial World Heart. Either way the entire Bleach cast will be having Kittens over the overpowered tiny children and it will be hilariously terrible. I will write this one day.  ....Maybe
Nasuverse(Fate series)- The Ultimate In Bad Ideas(tm). First off the only safe and not uncomfortable and horrifying crossover would be Fate/Stay-Night anime version because of The Prana/Mana Thing (unless you wanna count blood drinking as a viable method for recharge which im not sure is canon in Nasuverse but several fics ive read say ok so meh.) and the whole thing in Heavens Feel route. Also you have to Kill the rest of the servants so maybe not good for the kiddies. The whole series is bad for the kiddies. If we go the other way, dumping FSN Archer in W.I.T.C.H. to Do Shit(tm) seems like a good vacation for him and awkward talks about heroism and hardcore pragmatism for everyone else. Or any other character to dump there instead of making the poor dragon kids deal with Nasuverse shenanigans. Thats something hmmm. (Saber being Saber is always a good addition to anything) It avoids the Dark And Fucked Up Nasuverse Problems and keeps all the lovely charas I like. HMMMM.
ok its late im done now
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