Saturday, December 5, 2015

BiFrost: Kiersey Tempermants as Races


Working on my BiForst world I figured I needed something to replace the races, as everyone being human would get extremely boring. I don't ever play human, so if forced into it I want a few options. Thinking of ways to differentiate it, I went through several options: talents similar to the d20 modern classes, zodiac signs, etc. But ultimately I decided that picking from the 4 temperaments of the Kiersey sorter would make sense. I looked at half-elves for balance and am trying it out in a game right now. We'll see how it works!

Explorer
Explorer’s want to experience the world. Often living one day at a time, they want to get the most of out of their time and will not stand for boredom when there is something more fun waiting to be done. Always wanting to enjoy the present moment, they value freedom and beauty. Explorer’s make up roughly 30% of the human population.
Ability Score Increase. You gain a +2 to your Charisma score and +1 to two other ability scores of your choice.
Alignment. Explorers enjoy freedom and often lean towards Chaotic alignments.
Size. Your size is medium.
Speed. Your walking speed is 30 feet.
Languages. You can speak two languages of your choice.
Tool Proficiency. You gain proficiency in one type of artisan's tools, musical instrument, or vehicle.
Skill Versatility. You gain training in two skills of your choice.
Bold. You gain advantage on saving throws to resist being frightened.

Analyst
Analysts approach the world rationally. They see the world as a collection of systems to be understood and mastered. They have little time for those who stand in the way of their vision, and appreciate those who facilitate the accomplishment of their goals. Analysts make up roughly 10% of the human population.
Ability Score Increase. You gain a +2 to your Intelligence score and +1 to two other ability scores of your choice.
Alignment. Analysts lean towards lawful alignments, believing that there is a best way to do things.
Size. Your size is medium
Speed. Your walking speed is 30 feet.
Languages. You can speak two languages of your choice.
Knowledgeable. You gain training in one Intelligence skill of your choice. Choose a specific area of knowledge in that Intelligence skill; whenever you make an ability check concerning that area of study you add double your proficiency bonus.
Rational. You gain advantage on an Intelligence saving throw or ability check. You can use this ability again after a long or short rest.

Diplomat
Diplomats see the world as it should be. Their ideals guide as they shape the lives of those around them. Their goal is to understand themselves and achieve fulfillment. They dislike confrontation, but will stand up for what they believe in. Diplomats make up roughly 20% of the human population.
Ability Score Increase. You gain +2 to your Charisma score and +1 to two other ability scores of your choice.
Alignment. Diplomats like for people to find their own paths and lean towards Chaotic alignments.
Size. Your size is medium.
Speed. Your walking speed is 30 feet.
Languages. You can speak two languages of your choice.
Empathetic. You gain training in Insight and one Charisma skill of your choice.
Authentic. You gain advantage on a Charisma saving throw or ability check. You can use this ability again after a long or short rest.

Sentinel
Sentinels are hardworking and loyal. Valuing security, Sentinels look to the past for wisdom and take time to plan for the future. They use practical and traditional methods to achieve their goals. Sentinels make up roughly 40% of the human population.
Ability Score Increase. You gain a +2 to your Wisdom score and +1 to two other ability scores of your choice.
Alignment. Sentinels care about tradition and lean towards Lawful alignments.
Size. Your size is medium.
Speed. Your walking speed is 30 feet.
Languages. You can speak two languages of your choice.
Wisdom of Traditions. You gain advantage on a Wisdom saving throw or ability check. You can use this ability again after a long or short rest.
Durability. Your hit point maxiumum increases by 1. It increases by another 1 every left after that.

Sunday, October 4, 2015

D&D Bones: Seeley Booth

Seeley Booth is a steely-eyed jock of a character. He believes in justice and the law. He is exceedingly handsome and little bit ignorant. He is one of my favorite characters on the show because he shows real growth, but also defends his lifestyle. Seeley doesn't back down from not being intellectual and he helps ground the team. He is exceedingly imperfect and its lovely. Plus he is really handsome.
I mean, look at that face.
Let's see he would 1000% be a paladin. Good at fighting, all about justice, really high charisma. All check marks leading to paladin. One issue, Paladin's smite only work with melee weapons, but he was a sniper. Is it viable to have a paladin that doesn't use his smite often? I suppose he would just use the spell slots that they consume. Maybe I'll make a feat for that. In the mean time I would say Seeley is a Paladin of Vengance with a focus on Redemption.

First that feat:
Ranged Vindicator
Prerequisite: Divine Smite class feature
You have learned to channel your spellpower into ranged attacks as well as melee. 
  • Increase your Constitution or Dexterity score by 1, to a maximum of 20. 
  • You can use your Divine Smite and Improved Divine Smite class features with ranged weapons. 
Seeley Booth
Level 1 Variant Human Paladin
Background: Soldier
Str 14 (+2), Dex 14 (+2), Con 12 (+1)
Int 10 (+0), Wis 12 (+1), Cha 14 (+2)
HP 11, AC 16, HD 1d10
Saves: Wis +3, Cha +4
Speed 30 ft.
Languages: Common, Draconic
Skills: Athletics +4, Deception +4, Insight +3,  Intimidation +4, Persuasion +4 
Proficiencies: Playing cards, vehicles (land)

Longsword +4, 1d8+2 slashing, versatile 1d10
Heavy Crossbow +4, 1d10+2 piercing, range 100/400, two-handed, heavy, loading
Club +4, 1d4+2 bludgeoning, light

Divine Sense
Lay on Hands
Feat: Crossbow Expert

Gear: A badge, a familial token, a deck of cards, a set of common clothes, longsword, hand crossbow, a club, an explorer's pack, chain mail, and a holy symbol. 

Leveling Booth: This turned out alright. I would've liked to use the hand crossbow, but honestly it just sucks, so I figured we'd use the heavy crossbow. Good for sniping anyways. Take the Ranged Vindicator and Sharpshooter feats as soon as possible then just up the Str, Dex, Con, and Cha as you see fit. Is he optimized? God no. But it works and would be pretty fun to play. 

Sunday, September 20, 2015

D&D Bones: Temperance Brennan

I love Bones, and my boyfriend and I have been watching it a lot recently. I really enjoy how well the team works together and how the characters play off each other. I am a huge fan of the show, and I decided that maybe they might make some fun D&D characters.

So lets start off with the titular character: Dr. Temperance Brennan. A forensic anthropologist with a family that left her behind. She can fight, shoot a gun, and is the top of her field. Admittedly a limited field, but a field none the less. To be good at all that I'm going to say she is a....oh wow this is going to be hard. I like Rogue and the Bard for their expertise, but both fluffs are way off. Wizard is the closest for that, but lacks the expertise I would like to see. Hrmmm, maybe thats what I do. Make a new tradition for wizards.

Scientific Tradition
While some wizards focus on the powers of spellcasting, many others see them as tools for understanding the world around them. These academics care more about what the wizard spells can help them understand than the mechanics of the spells themselves.

Expertise
At 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies,

Attuned Senses
At 2nd level, you gain the ability to open your sense and perceive what others have trouble understanding. As an action, you can detect magic, poison, and disease in a 60 ft. cone.

Language Expert
Beginning at 6th level, you have an unnatural understanding of languages. As an action, you can cast the comprehend languages or tongues spell at-will. You can use this ability again after a long or short rest.

Uncanny Perception
Starting at 10th level, supernatural perception increases in power.You gain darkvision and true sight out to 60 ft. for 10 minutes as a free action. You can use this ability again after a long or short rest.

Logical Leap
At 14th level you can make logical leaps that leaves others dumbfounded. When you make an Intelligence skill check you can declare success no matter what you rolled. You can do this after you roll, but before your DM declares the result of the roll. You regain this ability every time you finish a short or long rest.

Dr. Temperance Brennan

Level 1 Variant Human Wizard
Background: Sage
Str 10 (+0), Dex 12 (+1), Con 12 (+1)
Int 16 (+3), Wis 14 (+2), Cha 10 (+0)
HP 7, AC 11, HD 1d6
Saves: Int +5, Wis +4
Speed 30 ft.
Languages: Common, Elvish, Dwarven, Halfling
Skills: Arcana +5, History +5, Investigation +5, Medicine +5, Religion +5





Dagger +3, 1d4+1 piercing, 20 ft./ 60 ft., light, finesse
Unarmed Strike +3, 1d4+1 bludgeoning, light, finesse

Arcane Recovery
Martial Arts
Cantrips: Prestidigitation, Shocking Grasp, Mage Hand
Spellbook
1st-level: Comprehend Languages, Detect Magic, Grease, Identify, Tenser's Floating Disk, Unseen Servant

Gear: A bottle of black ink, a quill, a small knife, a letter from a colleague, a set of common clothes, dagger, component pouch, scholar's pack, and a spellbook.

Leveling Temperance: As she levels up, she should focus in on spells that help reveal what happened to dead bodies. She would be perfect for a mystery solving group. Feats like Keen Mind and Observant would be perfect, and so would Weapon Master and Martial Adept. Lots of options to make her amazing.

Tuesday, September 1, 2015

D&D Avengers: Ant Man

So I loved the Ant Man movie. It hit all my buttons: sarcasm, Paul Rudd, bugs, science, Paul Rudd, heist movies, good minor characters and a compelling story (if confusing villain), and of course Paul Rudd shirtless. So I figured, he'll be an Avenger soon, why not make him into a D&D character as well.

Given how weird his powers are, but how much they revolve around punching, I figured I make him into a Monk similar the way I did with my speedsters. The fluff for the hard hits is quickly density and I can throw some powers his way that let him control vermin and change size (I think I'll go big and small considering I'm pretty sure that is where they are going with the films.)

Way of Vermin
Monks of the Way of Vermin venerate what others find distasteful. Where others fear the alien nature of the mindless hordes, those who follow this path see beauty and precision in the hive mind. By attempting to emulate these creatures, these monks find a closer connection to the beasts and are able to control them and emulate their size, strength, and dedication. Many vermin monks focus on one type: bees, ants, rats, etc. and take up important professions associated with that creature.

Vermin Arts
Starting when you chose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend to 1 ki points to cast speak with animals but only affecting vermin, or 2 ki points to cast animal messenger (using a vermin), enhance ability, enlarge/reduce, pass without trace, or protection from poison without providing material components.

Vermin Size
At 6th level, you gain the ability to shrink down to the height of an inch. As an bonus action, you can spend 2 ki to shrink down to a height of one inch until the start of your next turn. While you are this height, attacks against you have disadvantage and you gain advantage on Dexterity (Stealth) checks. Each round you can maintain this size by spending 1 ki at the start of your turn. If you do not spend 1 ki at the start of your turn and if there is not enough space for you to return to your original height, you grow to the largest size possible, take damage equal to half your level, and have disadvantage on all abilities, attacks, and checks that round.

Army of Vermin
By 11th level, you have a deep connection with the mindless creatures. As an action, you can spend 5 ki to cast giant insect or 6 ki to cast insect plague.

Shrinking Dodge
At 17th level, you can exploit your shrinking ability when you are targeted by an attack. Whenever you are targeted by an attack you may use a reaction to spend 4 ki and shrink to negate all damage from the attack before immediately returning to your original size.

Scott Lang
Level 1 Human Monk
Background: Criminal
Str 12 (+1), Dex 16 (+3), Con 12 (+1)
Int 14 (+2), Wis 14 (+2), Cha 11 (+0)
HP 9, AC 15, HD 1d8
Saves: Str +3, Dex +5
Speed 30 ft.
Languages: Common, Elvish, Deep Speech

Skills: Acrobatics +5, Athletics +3, Deception +2, Stealth +5
Proficiencies: Playing Cards, Thieves' Tools, Tinker's Tools

Shortsword +5, 1d6+3 piercing, finesse, light
Unarmed Strike +5, 1d4+3 bludgeoning
Dart +5, 1d4+3 piercing, 20/60

Unarmored Defense
Martial Arts

Gear: A crowbar, a set of dark common clothes including a hood, a shortsword, a dungeoneer's pack, and 10 darts.

Leveling Scott: So we've got a criminal who learns to forge a mystical connection with ants to become more like them, for either good or ill. I like it. As he levels up, grab the archetype I made for him and maybe some feats like Skulker or Durable. Be sure to get your Dex way up there and maybe Wisdom as well to help with the spells. All in all he should be a fun scouty monk who is an alternative to the shadow monk. 

Tuesday, August 25, 2015

D&D Avengers: Falcon

Alright, we are nearing the end of this series. Time for the new more minor characters who are part of the Avengers. I'm going to ignore Warmachine because he is basically Iron Man with more guns and that feels unnecessary. Instead we are going to do Falcon and then, my personal favorite Ant-Man. It is also super likely I do Guardians of the Galaxy next and then the Gaang. So many groups! So much fun!

Anyways, Falcon. He has wings, but he was a soldier, at least in the movies. However I know in the comic book he has a real cool buddy Redwing and can meld minds with birds. That is kind of awesome and so we're going to do it!

First, a magic item to make our hero a real flyer, but not insanely powerful.

Pack of Steel Wings
Wonderous item, uncommon
This backpack weighs about 10 pounds and conceals a pair of steel wings that come out of the sides when the command word is spoken. While the wings are extended, you may hover in the air and fly with a speed of 50 feet. The wings can lift up to 400 pounds, but its flying speed is 30 feet while carrying over 200 pounds. You cease to hover when you land.
    While the wings are being used, you can use each wing as a short sword that deals slashing damage as melee weapon attacks. You cannot use the wings as weapons while holding an item or another weapon.

Boom! Problem solved.

Sam Wilson
Level 1 Variant Human Ranger
Background: Soldier
Str 14 (+2), Dex 14 (+2), Con 14 (+2)
Int 10 (+0), Wis 14 (+2), Cha 10 (+0)
HP 11, AC 16, HD 1d10
Saves: Str +4, Dex +4
Speed 30 ft.
Languages: Common, Elvish, Deep Speech

Skills: Acrobatics +4, Animal Handling +4, Athletics +4, Intimidation +2, Survival +4
Proficiencies: Playing Cards, Vehicles (Land)

x2 Shortsword +4, 1d6+2 slashing, finesse, light
Longbow +4, 1d8+2 piercing, 150/600 range, two-handed, heavy

Feat: Observant
Favored Enemy: Aberrations, Monstrosities
Natural Explorer: Forest

Gear: An insignia of rank, a momento of war, a deck of cards, a set of common clothes, scale mail, two daggers, an explorer's pack, a longbow and a quiver of 20 arrows, and a pack of steel wings. 

Leveling Falcon: Alright, not so bad. His "spells" should focus on working with animals and any that could be explained as technology or hyperhuman senses. Up his physical ability scores and pick the Beast Master archetype and grab a falcon for your friend. This should get you a pretty badass ranger who can fly around with his falcon, slashing up buddies.



Wednesday, August 19, 2015

D&D Avengers: The Vision

The Vision! The appearance of this character honestly shocked me and may be why I like Avengers 2 so much. Jarvis was always a favorite character and to have him in this role and transform into this new hero was impressive. The only thing is, I wish they would've spent more time on what his crazy android body could do. The phasing, the laser beam, the density control. You know, all that jazz. So how can we make our beloved Vision into a D&D character? My version is going to be a Warforged Sorcerer with a new origin called Awakened.

Awakened
You had an experience, a life changing moment, that awakened a slumbering power within you. Perhaps this was from contact with a mystical artifact, or maybe instead it came during a time of crisis. No matter the catalyst, you have come upon great power that allows you to tamper with the world around you. The effect of your meddling is for you to decide.

Streamlined Biology
The power controlled in your mind is able subtly alter your body to improve its health. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
     Additionally, your skin hardens as a response to incoming attacks. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Mental Acuity
You know the comprehend languages spell. In addition, you can cast it once a day without using a spellslot; this ability recharges after you finish a long rest. At 5th level you know the spell tongues and can use this ability with tongues instead of comprehend languages, but only targeting yourself.

Phasing
Starting at 6th level, when an attacker you can see hits you with an attack you can use a reaction and spend 1 sorcery point to halve the damage. In addition, you know the spell gaseous form.

Unshackle
At 14th level you gain the ability to control your density to allow flight. You gain a fly speed equal to your walking speed. While flying your density is minimized, granting disadvantage on Strength ability checks and saving throws.

Mental Projection
Beginning at 18th level you can focus your immense mental power into a concentrated beam. As an action, you can force creatures in a 120 foot line to make a Dexterity saving throw. On a failed save, a creature takes 10d6 force damage or half as much on a success. This ability recharges after a short or long rest.

The Vision
Warforged Sorcerer 1
Background: Guild Artisan
Str 12 (+1), Dex 12 (+1), Con 12 (+1)

Int 12 (+1), Wis 12 (+1), Cha 15 (+2)
HP 8, AC 15, HD 1d6
Saves: Con +3, Cha +4
Speed 30 ft.
Languages: Common, Elvish, Dwarven
Skills: Arcana +3, Insight +3, Persuasion +4, Religion +3
Proficiences: Tinker's Tools

Dagger +3, 1d4+1 piercing, 20 ft./60 ft.
Quarterstaff +3, 1d6+1 bludgeoning, versatile 1d8

Composite Plating
Living Construct
Sorcerous Origin: Awakened Mind (Streamlined Biology, Mental Acuity)
Cantrips: fire bolt, ray of frost, true strike
1st-level spells: comprehend languages, detect magic, feather fall

Gear: Tinker's tools, a letter of introduction, a set of traveler's clothes, a quarterstaff, a wand, an explorer's pack, and two daggers

Leveling The Vision: He is a Guild Artisan because...he was a butler before a sorcerer? I'm not sure, it just fit best of the basic options. As he levels up, The Vision should up his Charisma real high and grab feats that improve and expand his spell casting or reflect his heightened physiology. Feats like Alert, Athlete, Durable, Keen Mind, Ritual Caster, Observant, Spell Sniper; honesty he is supposed to be so awesome that really any could fit well. You could even grab Tavern Brawler or Martial Artist if you want to get him closer to the movie version. Spells should focus around transmutation, divination, and beams of energy. Changing his own body, being super smart, and head cannon respectively. 

Monday, August 17, 2015

D&D Avengers: Maximoff Twins

Long time no talk! I've been busy getting ready for a new job at a new school and its has been a mess. Actually, today is my first day back with kids and it was an adventure. Anyways, time to finish translating the Avengers to D&D characters because...well I started, I might as well finish.

Pietro Maximoff is just the Way of Celerity Monk I made back for Wally West, but with a Criminal or Urchin background.

Pietro Maximoff
Level 1 Human Urchin Monk
Str 13 (+1), Dex 16 (+3), Con 14 (+2)
Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
HP 10, AC 14, HD 1d8
Saves: Str +3, Dex +5
Speed: 40 ft.
Languages: Common, Orc
Proficiencies: Disguise Kit, Thieves' Tools
Skills: Acrobatics +5, Athletics +3, Insight +3, Sleight of Hand +5, Stealth +5

Shortsword +5, 1d6+3 piercing
Unarmed Strike +5, 1d4+3 bludgeoning
Dart +5, 1d4+3, range 20/60

Feat: Mobile
Unarmored Defense
Martial Arts

Gear: a shortsword, an explorer's pack, 10 darts, a small knife, a map of Sokovia, a token to remember your parents by, and a set of common clothes.

Leveling Up Pietro: Alright, so leveling up Pietro, up his Dex as much as possible and grab the new Way of Celerity path I made. He should be a punching machine who is always in the right place. Good luck getting away from this speedster. I'd like to see him and Wally duke it out. 


Now its time for his sister Wanda. She is basically a straight up Wild Magic Sorcerer (wow I'm not doing much homebrew this time). Great idea! New feat called Volatile. Similar to the Magic Initate but allows you to overcharge the spell you learn. 

Volatile 
You have trained hard to bring out an explosive power in your spells.
Prerequisite: Able to cast 1-st level spells
  • Using this feat, you can cast a spell you know at one spell level higher without using a higher level spell slot. For example you could cast a 3rd level fireball as a 4th level fireball, but using only the 3rd level slot. You must finish a long rest before you can use this ability again. 
  • Your volatile nature channels your energy at the expense of your health. As a bonus action, you can expend a hit dice and add its damage to a spell attack. 
Wanda Maximoff
Level 1 Human Urchin Sorcerer
Str 10 (+0), Dex 10 (+0), Con 10 (+0)
Int 14 (+2), Wis 14 (+2), Cha 16 (+3)
HP 6, AC 10, HD 1d6
Saves: Con +3, Cha +5
Speed: 30 ft.
Languages: Common, Orc, Giant, Goblin
Skills: Deception +5, Insight +4, Persuasion +5, Sleight of Hand +2, Stealth +2

Quarterstaff +2, 1d6 bludgeoning, versatile 1d8
Dagger +2, 1d4 piercing, range 20/60, finesse, light

Feat: Volatile
Sorcerous Origin: Wild Magic (Wild Magic Surge, Tides of Chaos)
Cantrips: blade ward, friends, mage hand, mage slap
1st-level spells: charm person, thunderwave 

Gear: a quarterstaff, an explorer's pack, two daggers, an orb, a small knife, a map of Sokovia, a token to remember your parents by, and a set of common clothes.

Leveling Up Wanda: Pump her Charisma and maybe grab some feats to make her a little less squishy. Her spell choice should center around hypnosis and telekinesis. This can include some illusion effects that target only one creature and thunder spells that simulate telekinesis, like I did with thunderwave. She should be a pretty fun character. 

Tuesday, July 21, 2015

D&D Avengers: Nick Fury

So I've been gone a very long time. I'm not sure why, considering I've been on summer vacation, which you think would make it easier to write these. But it hasn't. I think I mainly used these as an escape at work, but without work I don't need an escape. Even if that what these are, I want to keep doing them, I enjoy them, even if just thought projects, and I seem to get a few views from it.

Anyways, lets talk about Nick Fury. Spy extraordinaire, and current spy master for the avengers. He is a bad ass, which is why they got Samuel L. Jackson to play him. As a D&D character, I feel like rogue is the obvious choice, perhaps with the Assassin archetype, except he is way more into gathering information than attacking. Instead, I'll create a new archetype for the rogue: The Spymaster. It'll be a more supportive and feet on the ground kind of archetype without diminishing the classes combat potential. 

Spymaster
The spymaster isn't like other rogues, his skills don't focus on infiltration, but rather on facilitating that work in others. Usually at the head of a cell of conspirators, if not the leader of an entire organization, the spymaster gathers contacts and information to improve his groups chances of succeeding on missions. 

Bonus Proficiencies
When you chose this archetype at 3rd level, you gain proficiency with the disguise kit and forgery kit. 

Coordinated Assault
By 3rd level, you are most deadly when working with allies. When you would deal sneak attack damage against an enemy, you can instead grant advantage to a number of ally attack rolls equal to half the number of sneak attack dice you get to roll. This benefit lasts until that number of attacks have been attempted against the target, or the battle has ended. 
      In addition, your allies within 30 ft. of you can use half your proficiency, including expertise, when making Dexterity (Stealth) ability score checks. 

Gather Information
Starting at 9th level, you gain advantage on all Charisma checks to gather information.

Call In Favors
At 13th level, your connections span across the world. Once a day, you are able call in a favor from any non-hostile NPC. The DM ultimately decides what caliber of favor they can grant you, and may require a check, but no matter what, they will help you. 

Ambush
Starting at 17th level, you and you allies gain advantage on initiative checks. In addition, during the first round of combat, you grant your allies a damage bonus equal to half your sneak attack dice using the same requirements for the sneak attack ability. 

Once again, this is likely overpowered, but I like it. We get a guy who can give out disguises and documents, improve his allies stealth constantly, and grant them advantage against a specific target. He is great at getting information, whether through intimidation or some nicer means, can call in random favors like a boss, and eventually grant his allies some of his roguish awesomeness. 

Nick Fury
Level 1 Human Rogue
Background: Spy (Criminal Variant)
Str 12 (+1), Dex 16 (+3), Con 14 (+2)
Int 12 (+1), Wis 12 (+1), Cha 13 (+1)
HP 10, AC 14, HD 1d8
Saves: Dex +5, Int +3
Speed: 30 feet
Languages: Common, Goblin, Orc, Thieves' Cant
Proficiencies: Thieves' Tools, Chess Set
Skills: Deception +5, Insight +3, Intimidation +3, Investigation +3, Perception +3, Stealth +7

Rapier +5, 1d8+3 piercing, finesse
Hand Crossbow +5, 1d6+3 piercing, 30/120 range, light, loading
Dagger +5, 1d4+3 piercing, 20/60 range, finesse, light

Expertise: Deception and Stealth
Sneak Attack 1d6

Gear: A Crowbar, dark common clothes, a rapier, a hand crossbow and 20 bolts, an explorer's pack, leather armor, two daggers, and thieves' tools. 

Leveling Fury:
Grab the Spymaster archetype I made earlier and use your Ability Score Increases to bump up your Dex and probably Charisma. Grab feats that fit, like leader and all that jazz, anything that makes you a better leader or a better sneak. This should be a pretty fun character to play, especially if you take ont he personality of the movies, of the secretive and yet demanding leader of the avengers. 

Tuesday, June 30, 2015

D&D Avengers: Hawkeye

Hawkeye....Hawkeye. Honestly, he is the exact same as the Artemis from Young Justice. He is a great with a bow and other ranged weapons while also being a strong and capable athlete. A dexterity focused Battlefield Master Fighter makes the most sense, especially with the Clever Quiver I created for my first lady of snarky crime-fighting. However, unlike sweet Artemis, Clint is going to have the Folk Hero background to reflect his farm self.



But this is supposed to be my homebrew post. I should be creating something, not just resting on my, well not laurels, but previous work at least. So I think, what I'll do is...I can't think of what to do. Should I make a Monk archetype that focuses on ranged weapons? That would make some sense. He is basically the heart of the avengers, the everyman, so I fear monk would make him too magical. A bard? Since he helps out others? Or maybe a new feat? Yeah, maybe that's it.

Hawkeyed
You have a high perception and can see things others would never expect.

  • You gain advantage on Wisdom (Perception) checks that rely on sight. 
  • You can use the Help action to give an ally that can hear you advantage against a target within 60 feet instead of 5 feet.
This might be a little underpowered, but few other feats provide advantage for such a common check. If you want to increase the power, give it a +1 to Wisdom. 

Alright, lets make this dude. 

Clint Barton
Level 1 Variant Human Fighter
Background: Folk Hero
Str 14 (+2), Dex 16 (+3), Con 13 (+1)
Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
HP 11, AC 14, HD 1d10
Saves: Str +4, Con +3
Speed: 30 feet
Languages: Common, Halfling
Proficiencies: Woodcarver's Tools, Vehicles (Land)
Skills: Animal Handling +3, Athletics +4, Perception +3, Survival +3

Longbow +7, 1d8+3 piercing, 150/600 range, heavy, two-handed, loading
Hand Crossbow +7, 1d6+3 piercing, 30/120 range, light, loading
Dagger +5 (+7 if thrown), 1d4 +3 piercing, 20/60 range, finesse, light
Longsword +4, 1d8+2 slashing, versatile 1d10

Feat: Hawk-eyed
Fighting Style: Archery
Second Wind 1/rest

Gear: Woodcarver's tools, a shovel, an iron pot, common clothes, leather armor, a longbow and 20 arrows, a hand crossbow and 20 bolts, a longsword, two daggers, and an explorer's pack. 

Leveling Clint:
The bad thing about the Hawkeyed feat is that he has to wait for level 4 to grab Sharpshooter, but I think the two effect each other well. You might also grab Crossbow Expert for the other ranged weapon benefits. Otherwise spend your Ability Score Improvements actually improving your ability scores. Make sure you grab the Battle Master archetype for all the fun trick shots and see if your DM will give you that Clever Quiver I made for Artemis. Even if you don't have that, this should be a fun character. 

Tuesday, June 23, 2015

D&D Avengers: Captain America

He's beauty and he's grace; he'll punch Hitler in his face; he's.....Captain America!

Most people's favorite of the Marvel Cinematic Universe, played by the wonderfully handsome Chris Evans, Captain America is the champion of our hearts. He is everything America is supposed to be, truly standing for freedom, justice, mercy, and biceps.

So how does Captain America stack up as a D&D character? How would you make one that fits the shield throwing hero of the 40's? Well, I'm pretty sure he is a fighter, and a battlemaster fighter at that. He can inspire, and he can do some cool maneuvers, so I think that fits best. Background? Soldier. Duh. And we'll make a new magic item for the vibranium shield.

Ricochet Shield
Shield, uncommon; +1, rare; +2 very rare (requires attunement)
This round shield is made of a light metal alloy which looks simple, though it is anything but. The shield can be wielded as a weapon that deals 1d6 points of bludgeoning damage on a hit. The shield can also be removed and thrown with a range of 30 feet as an Attack action, returning to the owners hand after the attack is resolved. The shield can be reequipped after being thrown as a bonus action. If the user receives more than one attack, each subsequent attack, when throwing the shield, gains a 30 foot range from its last target. If the shield has an enchantment bonus, it applies it to the attack and damage as well as to armor class.
     In addition to its weapon properties, a ricochet shield can be activated as an immediate action to receiving bludgeoning, thunder, or force damage to negate all damage from that attack. This ability can be used again after a short or long rest.

This seems cool. The vibranium collects powerful energies sound (thunder), bludgeoning, and other force. It also can be thrown and return, which is necessary for our Cap to be iconic.

I feel like Cap also needs a feat, but I can't decide between making his fists effective weapons with Tavern Brawler or making him a Shield Master. The Shield Master seems obvious, based on the name, but its more for the pusher than the acrobat. Now lets build him.

Steven "Steve" Rogers
Level 1 Variant Human Fighter
Background: Soldier
Str 16 (+3), Dex 14 (+2), Con 14 (+2)
Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
HP 12, AC 18, HD 1d10
Saves: Str +5, Dex +4, Con +4
Speed: 30 feet
Languages: Common, Elvish
Proficiencies: Gaming Set (Playing Cards), Vehicles (Land)
Skills: Acrobatics +4, Athletics +5, Insight +2, Intimidation +2, Persuasion +2

Ricochet Shield +5, 1d6+3 bludgeoning, 30 feet
Hand Crossbow +4, 1d5 +2 piercing, 30/120 feet, loading

Feat: Shield Master
Fighting Style: Protection
Second Wind

Gear: Army insignia, a lost friend's insignia, a deck of cards, a set of common clothes, chain mail, ricochet shield, hand crossbow, 20 bolts, explorer's pack

Leveling Steve
Steve should throw his ability score bonuses into Str, Con, and Dex. I can also see him doing some Charisma. If you go for feats, go for ones that increase his potency with his shield like Savage Attacker, or set him up above others like Athlete. Take the Battle Master archetype and grab some fun tricks to use with the shield like Disarming Attack, Distracting Strike, Maneuvering Attack, and Trip Attack. You could also throw in Commander's Strike and Rally if you want to go for the leader of the Avenger's feel in mechanics. 

Thursday, June 18, 2015

BiFrost: Auras

I had an idea.
I was thinking that the world lacked internal consistency.
Where did the powers for the spells and the class abilities come from? The Hero's health for the second wind and action surge, the Prowlers speed for the cunning action? Those who've never been through a BiFrost do not have a class. So what gives those who have their power?

The BiFrost that makes them delvers gives them that power. It infuses them. And when they use their powers, a bit of its power shows itself. Earlier I talked about spell effects and now I'm going to update them. I decided each subclass shouldn't get its own spell effect though, that might muddy it. But perhaps each spell gets its own flavor as its already described in the PHB.

Brawler - Glowing fists
Dynamo - Heat waves of energy off the body
Hero - Glowing eyes and blood
Hunter - Animal spirit overlay, tusks, snout, fur, feathers, etc.
Incarnate - A halo around head and wrists
Juggernaut -  Fissures of light across skin
Knight - Small and vague spectral wings of light
Mage - Glyphs and circles appear almost tatoo-like on the skin
Naturalist - Spectral plants appear
Performer - Spectral mask
Prowler - Light from soles and palms.
Witch - Spectral horns

The effects only show up when casting a spell or using a feature (cunning action, ki power, action surge, casting a spell, rage, etc.) It doesn't work come out for always ones like weapon style or the extra damage on a monks unarmed attacks.

Visual effects can be suppressed if you also concentrate? That makes it too easy for fighter types, though does mean raging barbarians can't hide it, which I like.

Monday, June 15, 2015

D&D Avengers: Thor Odinson

Do you hear the rumble? Do you hear the shake? The quake of the oncoming storm?

That's right, if you couldn't tell from the title, today we'll be making the D&D version of Marvel's Thor! Now, there is going to be some contention here between original Thor story of man imbued with awesome power, and Marvel Universe Thor who is super strong already and just gets like a kick-ass hammer. The first is very obviously a Tempest Cleric while the later is either a Paladin with a new Oath or a Fighter with an artifact. Because this is homebrew day I'm going to make an Oath of Storm Paladin. I mean, Thor has got to be worthy, doesn't he?

Oath of Storm
The Oath of Storm binds a paladin to specific ideals of worthiness. The oath of storm requires a paladin to be strong in character and to be stalwart fighter in the face of danger. The oath of storm grants powerful abilities over weather and nature to those who are worth its might. Paladins of this oath do not hold them self to high conduct, but are usually loud and boisterous. They do, however, hold themselves to always be good and do what is best for their community before themselves. Many who swear this oath are devoted to gods of righteous war, competition, and strength. As such, paladins of storm often add motifs of mountains, weapons, rivers, glaciers, and of course clouds and lightning as motifs in their armor. 

Tenets of Storm 
Though the exact words of the oaths vary, all who take the Oath of Storm must hold to these tenets. 
Sincerity. Do not lie to those you care about. 
Joy. Life is a gift, enjoy it. Spread that joy to those around you.  
Generosity. Give freely of your riches, even when you have little. 
Bravery. Do not hesitate to face difficult challenges. 
Strength. Be resolute in your decisions. 

Oath Spells
3rd     thunderous smite, thunderwave
5th     magic weapon, gust of wind
9th     fly, call lightning
13th  control water, ice storm
17th  destructive smite, commune

Channel Divinity
When you take this oath at 3rd level, you gain he following two Channel Divinity options. 
    Thunderhead. You can use your Channel Divinity to invoke the storms to strike your enemy. As an action, you can cause a 10 foot radius cloud to appear within 60 feet. The cloud produces a gentle rain and, as a bonus action, can shoot lightning requiring one target of your choice beneath the cloud to make a Dexterity save or take 1d6 lightning damage. This thunderhead lasts until it produces lightning a number of times equal to your Charisma modifier (minimum 1), or after 1 minute. 
    Cow the Weak. As an action, you present your holy symbol and speak a prayer censuring those who are weaker than you. Any creature within 30 feet whose current hit points are less than yours must make a Wisdom saving throw. If the creature fails its saving throw, it is frightened for 1 minute or until it takes damage. 

Stormwalker's Endurance
Beginning at 7th level, the power of storms have made you durable enough to withstand their punishment. You have resistance to bludgeoning, piercing, slashing, lightning, and thunder damage. 
   At 18th level, you gain resistance to all damage. 

Lightning Lash
At 15th level, you can cast a 3rd level lightning bolt without expending a spell slot. You may use this ability again after you finish a long or short rest.
    In addition, strong winds have no effect on you. 

Thundering Champion
At 20th level, as an action you become master of storms. For 1 minute a storm surrounds you in a 30 foot radius and you gain a fly speed of 60 feet. This storm provides total concealment for you and  your allies in the storm. 
     Whenever an enemy creature starts its turn in the storm, the creature takes 10 lightning damage. 

I don't feel like making an Asgardian race since they really aren't that special, so he'll just be a human. Finally the background should be noble, he is the son of Odin after all.

Now that that's done, lets make us a Level 1 Thor Odinson.

Thor Odinson
Human Paladin 1
Background: Noble
Str 16 (+3), Dex 12 (+1), Con 14 (+2)
Int 10 (+0), Wis 12 (+1), Cha 14 (+2)
HP 12, AC 16, HD 1d10
Saves: Wis +3, Cha +4
Speed 30 ft.
Languages: Common, Dwarvish, Elvish
Skills: Athletics +5, History +2, Insight +3, Persuasion +4

Warhammer (Mjolnir) +5, 1d8+3 bludgeoning, versatile 1d10+3
Battleaxe (Jarnbjorn) +5, 1d8+3 slashing, versatile 1d10+3
Javelin (x5) +5, 1d6+3 piercing, range 30/120

Divine Sense 3/day
Lay on Hands

Gear: A set of fine clothes, a signet ring, a scroll of pedigree, a warhammer, a battleaxe, five javelins, an explorer's pack, chain mail, a piece of frozen lightning (holy symbol)

Leveling Thor
As Thor levels up, grab dueling fighting style and then the Oath of the Storm I made earlier. Thor should choose spells that grant him increased power. You can easily fluff his smites as electric looking.
    Ability Score Improvements can be used for warcaster and other such feats, and should also definitely be used to up Strength and Charisma. 

Tuesday, June 9, 2015

D&D Avengers: Black Widow

Alright, so it has been some time since I last worked on these. I'm still not very happy with what I did for the Hulk and will likely revisit him. But in the mean time, I'm going to move forward to our next hero to show up in the Marvel cinematic universe: Natasha Romanoff the Black Widow.

Natasha is a cunning woman with amazing skills of subterfuge. She is an agile combatant and a master of manipulation. Without a doubt, she is an Assassin Rogue. There really isn't much to do there. She likely has the Martial Artist feat I made for Dick Grayson back when I did the Young Justice posts, and she also should have some kick ass gear.

The big thing I remember her having were the electric batons. Lets see what those would look like:

Shocking Batons
Two +1 Clubs, Rare (requires attunement)
This pair of black batons look similar to nightsticks carried by city guards, but carry immense power. Each baton deals electric damage in addition to bludgeoning damage. After making an attack, but before you know whether it is a hit, you may expend a choose to stun the target on a hit until the start of your next turn. You may do this once per baton, and this ability recharges during a long rest.

I like this. It gives her the ability to do some control on top of just hitting people hard, while still enabling her to hit people hard. Giving advantage on the next attack is a huge deal for a rogue. 

Now that we have the awesome magic item out of the way, lets build her.

Natasha Romanoff
Variant Human Rogue 1
Background: Charlatan
Str 12 (+1), Dex 16 (+3), Con 10 (+0)
Int 12 (+1), Wis 12 (+1), Cha 14 (+2)
HP 8, AC 14, HD 1d8
Saves: Dex +5, Int +3
Speed 30 ft.
Languages: Common, Orc, Thieves' Cant
Skills: Acrobatics +3, Deception +6, Insight +3, Investigation +3, Persuasion +6, Sleight of Hand +5, Stealth +5
Feats: Martial Artist

Shocking Batons +6, 1d4+4 bludgeoning and electricity
Dagger +5, 1d4+3 piercing, 20 ft./60 ft.
Hand Crossbow +5, 1d6+3 piercing, 30/120 ft., light
Unarmed Strike +5, 1d4+3 bludgeoning

Feat: Martial Artist
Sneak Attack 1d6
Expertise: Deception and Persuasion

Gear: A fine set of clothes, a disguise kit, papers for Natalie Rushman, shocking batons, hand crossbow and 20 bolts, a burglar's pack, leather armor, two daggers, and thieves' tools

Leveling Natasha: As she levels up, give her the Assassin archetype and use the ability score improvements to up her dexterity and charisma. Another good idea would be to get her the crossbow expert feat. She should be able to make all the NPC's do as she wants and clock anyone who talks bad about her. In addition, her disguise abilities ought to make her a bad ass spy. I'm sure she'd be damn fun to play.

Friday, June 5, 2015

D&D Next Class Quiz

Here is a link to my D&D Next Class Quiz!

I've spent a lot of time trying to figure out how to best do this. It's still not completely where I want it, but I'll likely have to learn Javascript to get the results I really want. Until then, this will do.

I've been working on this quiz for a bout a month now, but honestly its been years in the making. I've made a few in Excel for pathfinder just based on personality, but this one also takes into account what your ability scores make you suited for.

Really, it is better for the BiFrost setting and acting like the tailor, who would, no doubt,  try to stop you from choosing a class you aren't well suited for.

Remember:
Barbarian = Juggernaut
Bard = Performer
Cleric = Incarnate
Druid = Naturalist
Fighter = Hero
Monk = Brawler
Paladin = Knight
Ranger = Hunter
Rogue = Prowler
Sorcerer = Dynamo
Warlock = Witch
Wizard = Mage

Friday, May 29, 2015

BiFrost: Spell Effects and Flavor for my Organizations

For the past few weeks I've been working on a class quiz for 5e classes which acts similar to how I want the tailor to act in BiFrost. I've been working the alchemy to get it right with HelloQuizzy, but I'm hitting a lot of snags.

On the bright side, it has given me a lot of time to think about the different subclasses and how the differ. This led me down another path, which is the manifestation of powers and the effects they have. I like the idea that there are themes to the spell effects, but that they can differ based on person and on class/subclass. For example, Incarnates would have halos/circlets when they cast their spells and the effects would have similar qualities. An Incarnate of Light would gain a halo when they cast their spells, and any visual effects would be light-based, while an Incarnate of Knowledge would get a halo of runes and letters around their head, and their effects would be similar. 

I like this becaus it adds a little more magic to the world. Lets see if I can come up with a few effects while I'm here. 

Brawler - Auras: Power=White, Shadow=Black, Elemental=Shifts based off last ki power used
Dynamo - Monstrous gets crackles of energy, Wild gets 
Hero - Eldritch Knight looks like mage (Right triangle & Ovals)
Hunter - Change to bestial eyes
Incarnate - Halos (Runes, Fluid, Light, Horn and Leaf, Clouds, Smoke, Chakram)
Juggernaut - Bulging muscles like Dragon Ball Z for berserker, fur/feathers for totemist
Mage - Shapes within circles (Abjuration - Oval, Conj - Pentagram, Divination - Heptagon,
             Ench - Spiral, Evok - Right Triangle, Illu - Equilateral Triangle, Necro - , Trans - Pentagon)
Knight - Small Wings (Light for Devotion, Animal for Light, Smoke for Vengeance)
Naturalist - Land gets spectral plants, rivers, and mountains; Beast gets spectral beasts
Performer - Musical plays: melodious and playful for Lore, grand and aggressive for Commander
Prowler - Arcane trickster looks like mage (Spirals & Equi. Triangles)
Witch - Fey get faeries and bursts of chills and warmth; Infernal get smoke, cinders, and frost; Void get coiling shadows with hints of eyes and mouths. 

I also have the idea that the spellbooks wizards carry are books they pick and only other wizards and tome witches can see what is inside them. Stuff like that, to just give the world a little more flavor. 

Along the same lines, I've been thinking about how the organizations I came up with are great powers, but lack flavor. That is something I need to work on in the future, Mostly, this post is a reminder to me to not let those orgs be boring. 

TTFN

Tuesday, May 26, 2015

D&D Avengers: The Hulk

The Hulk! Doing these in the order of their appearance in the cinematic universe is fun, it's helping me see how that area has evolved and how old that world is getting. Officially I could do Nick Fury right now, but he literally just shows up at the end of Ironman, so I don't feel like we've seen enough of him to make a character. At least, not yet.

But anyways...THE HULK!

Dr. Bruce Banner was hit by a blast of gamma radiation that turns his anger management issues into a superpower. Basically he is a Barbarian with a Sorcerer origin. Since that is way too complicated to work with I'm just going to make a new Barbarian archetype that allows a change in size and gets rid of the need to keep attacking, but also gets rid of some agency. That should make it a little more even and give us that nice, rampaging Hulk feel that we love so much. Would it probably be easier to do a later Hulk who has control and stuff like that? Yeah, probably, but where is the fun in easy?

Path of the Giant
Some barbarians don't control their rage, instead it consumes them. The Path of the Giant is a path of great power, but also of of great destruction. As you enter your rage, you become a mindless beast driven by anger and chaos.

Colossal Anger
Starting when you choose this path at 3rd level, you change size when you rage. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example - and increases your stride, doubling your walking speed. Your weapon and armor grow to match your size. While your weapons are enlarged, including unarmed strikes, your attacks with them deal 1d4 extra damage. When your rage ends, you suffer one level of exhaustion.

(DM Option: You can allow the rage to last until all threats are defeated if you also require a Wisdom saving throw with a difficulty of 15 to control the character each turn.)

Powerful Transformation
At 6th level, your transformation into a huge monster also toughens your skin. While raging, you have resistance to all damage except psychic. In addition, you deal double damage to objects.

Improved Metabolism
At 10th level you become immune to disease, poison damage, and the poisoned condition. In addition when you enter a rage, you heal a number of hit-points equal to your barbarian level.

Thunderclap
At 14th level you can clap your hands together with amazing force. As an action, while raging, you can clap your hands together to create wave of thunderous force that sweeps out from you. Each creature in a 30-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 8d8 thunder damage and is pushed 40 feet away from you. One a successful save, the creature takes half damage and is pushed only 20 feet.
    In addition, unsecured objects that are completely within the area of effect are automatically pushed 40 feet away from you by the effect of the thunderclap, and the clap emits a thunderous boom audible out to 300 feet. You regain the ability to use this thunderclap after a short or long rest.

I tried to make it pretty dissimilar from the Path of the Brawler I did for Superboy and his super-strength ilk. I ended up taking away the madness, allowing it to be role-played instead, though I could see it as the downside to Colossal Anger instead of the exhaustion. This build is definitely all about a crazy strong rage. I could also see a mechanic more similar to the Druid wilshape, but that feels a little like stepping on the druid's toes. I think it's okay that this isn't min-maxed at all. In fact, I could see explaining a high strength as being residual effects, where the monster only shows up when raging. I like this explanation.

Bruce Banner
Level 1 Variant Human Barbarian
Background: Sage
Str 16 (+3), Dex 10 (+0), Con 14 (+2)
Int 14 (+2), Wis 10 (+0), Cha 10 (+0)
HP 14, AC 12, HD 1d12
Saves: Str +5, Con +4
Speed: 30 feet
Languages: Common, Gnomish, Orc, Giant
Skills: Arcana +4, History +4, Medicine +2, Nature +4, Perception +2

Unarmed Strike +5, 1d4+3 bludgeoning, on a hit use a bonus action to grapple
Longsword +5, 1d8+3 slashing, versatile 1d10+3
Dagger +5, 1d4+3 piercing, 20/60, light, finesse
Quarterstaff +5, 1d6+3 bludgeoning, versatile 1d8+3

Feat: Tavern Brawler
Rage 2/day
Unarmored Defense

Gear: A bottle of black ink, a quill, a small knife, a letter from a colleague about your "condition", a set of common clothes, a shortsword, a quarterstaff, an explorer's pack, four daggers

Leveling Bruce: As Bruce explore his hulk personality more and more, he will grow in power. Up his Str, Con, Int, and Wis. This expresses his conquering his base nature and also growing in strength as the magical radiation spreads within him. Take the Path of the Giant to grant him size, speed, and eventually destruction, healing, and thunderclap. He will be a veritable monster when raging, and still pretty useful when not. I would probably play him mostly as a skill monkey who chooses to fight only when it is necessary. He calls on his gifts (a high str, and con) when he must and maybe looks more muscled then. But when he rages, the beast is unleashed, growing in size and power.

I might do this again as a druid. We'll see. I added a DM option on Colossal Anger in the hopes of adding some fun if both the DM and player are comfortable with it.

Thursday, May 21, 2015

D&D Avengers: Iron Man

I decided I'd go in order of the release of the movies leading up to the Avengers. This is mostly by memory, so if I get htings out of order I apoligize. What I do remember is that Ironman and one Robert Downey Jr. started it all.

First lets pick a race, thats the easy part. Tony Stark is human to the core, he is good and pretty chaotic, but can be neutral to evil when upset or worried about the safety of those he loves. I would love to see people change his race to something more fun like gnome, or half-elf, but for now we'll go with our canon human.

Next up is background. Looking through our options, Noble looks like the best bet. He grew up in money and inhereted his daddys firm and important name. If that isn't aristocrat entitlement I don't know what is.

Finally, we've got class. You could jury rig something out of a Warlock and add a Technology pact, but a long time ago I created an Artificer class, and given Mr. Starks ability to tinker and create, I think it would be the best fit. I'm not sure between Tinkerer and Battlesmith. Ultimately, while battesmith would give him better armor, tinkerer gives him more spellstoring items, which works better. We'll just make the armor an artifact.

Or better yet! I'll make a new tradition, the tradition of the Bulwark

Tradition of the Bulwark
Bonus Proficiencies: When you enter this tradition at level 3, you gain proficiency with medium armor, heavy armor, and smith's tools.

Bonded Armor: At 3rd level, you learn a ritual that creates a bond between you and one set of armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. The armor must be within your reach throughout the ritual, at the conclusion of which you touch the armor and forge the bond.
    Once you have bonded the armor to yourself, it cannot be removed from you unless you are
incapacitated. If it is on the same plane of existence, you can summon the armor onto yourself as a bonus action, causing it to instantly appear on you.
    You can have up to two bonded armors, but can summon only one at a time with your bonus action. If you attempt to bond with a third armor, you must break the bond with one of the other two.
     You can use your armor as an implement for satisfying the material component of spells, assuming the material component doesn't have a listed cost.

Power Armor: At 6th level, you can cast a cantrip as a bonus action while wearing your bonded armor.
    In additon, as a bonus action, you can expend a use of your Infused Equipment die when casting a spell in your bonded armor and add the result to the spell's damage.

Perfect Integration: At 14th level, your understanding of your bonded armor has become transcendant. You can concentrate on two spells while in your bonded armor, as long as both spells only target yourself.

This might be insanely overpowered with multiclassing, but looking at it now it'll just be a cantrip throwing (so makshift wand basically), armored, monster. The only real spell combos with perfect integration are things like Invisbility and Fly, or Stoneskin and Alter Self. Nothing terribly terrifying and you can only do it on yourself.

Tony Stark
Level 1 Human Noble Artificer
Str 11 (+0), Dex 11 (+0), Con 12 (+1)
Int 16 (+3), Wis 11 (+0), Cha 16 (+3)
HP 8, AC 11, HD 1d8
Saves: Con +3, Int +5
Speed: 30 feet
Languages: Common, Elvish, Dwarven
Proficiencies: Tinker's Tools, Playing Cards
Skills: Arcana +5, History +5, Investigation +5, Persuasion +5

Infused Light Crossbow +5, 1d8+3 piercing, 80/320
Infused Dagger +5, 1d4+3 piercing, 20/60
Makeshift Wand +5, 1d8 fire or thunder, 60

Artificer Knowledge
Cantrips: infuse weapon, makshift wand, mending
1st-level Spells: inflict damage, repair damage, mage armor, jump

Gear: A light crossbow and 20 bolts, a wand, a scholar's pack, leather armor, a dagger, tinkerer's tools, fine clothes, a signet ring, and a scroll of pedigree

Leveling Tony Up
Grab the new Bulwark tradition I made to give him some awesome armor and great abilities to go with it. He'll be a blasting tank that can fly and go invisible. Who wouldn't love that?
    With the ability score increases, go for Int and then grab some feats that look fun like Crossbow Expert.
    Finally for spells, Tony is mostly about buffing himself and also a bit about knowledge, grabbing all the buffs and divination spells would fit really well with his character.


Tuesday, May 19, 2015

D&D Avengers: The Plan

It was a ton of fun to work on the D&D Young Justice, but unfortunately a lot of my friends and supporters had no idea who they were. Well, Avengers 2: Age of Ultron just came out and I'm pretty sure everyone has seen it. So it makes sense to give them the same treatment I gave my favorite animated team. The question is who I should start with. If we look at the Avengers, so many of them are similar to the Young Justice team. Quicksilver is no different from Kid Flash, and Robin and Black Widow are crazy similar, same goes for Vision and Miss Martian. There are differences in background and stats though. I think I'll have to do other homebrew then, things like spells and feats. Also, the team is VERY human, I'm thinking it would make sense to introduce my Modern Races as well. Though maybe I'll start using them before I fully explain them.

Captain America - Human Battlemaster Fighter with a magical shield
Thor - Human Champion Fighter with an artifact hammer
Hulk - Human Hulking Barbarian
Hawkeye - Human Battlemaster Fighter with that quiver I gave Artemis
Ironman - Human Noble Bulkark Artificer
Black Widow - Human Assassin Rogue, with Electric Clubs
Nick Fury - Human Spymaster Rogue

Vision - Warforged Enlightened Sorcerer
Quicksilver - Way of Celerity Monk
Scarlet Witch - Wild Magic Sorcerer

Tuesday, May 5, 2015

BiFrost: A Question of Genre

I've been working on this BiFrost campaign for several months now. And while I think it is shaping up nicely, it is missing a lot of "things" still. Usually I don't like to be vague and just say "things" I want to tell you what those specific unknowns are, but unfortunately they are currently unknown. In this post I hope unobscured the goals of what is taking the honestly boring world of BiFrost and put it into the "hey this is a real cool setting" area.

1) As I write this, I suddenly realize that my world is missing characters. Presidents, leaders, famous people, outlaws, vigilantes, etc. While I had the foresight to focus in on organizations, I didn't think that maybe some real people, with real personalities, should head those organizations. This is something I still need to do. Not just potential characters, but real power players.

2) I need to pick a genre and tone, or at least have a few possible genre and tones in mind. Currently I'm skimming somewhere around literary fiction and urban fantasy. I like that area, but honestly I don't feel comfortable that I've teased out the parts of those two genres I like to work them into the world.

3) Art. Even if it doesn't fit perfectly, I need to start grabbing inspirational art to help me visualize the world. I imagine this can do a lot for making these posts more palatable as well.

When I think of my favorite fantasy worlds, I want to think about what I like most about them. Eberron, Tortall, Golarion, etc. What do I like about them?

Well from Eberron I like the noir feel, the funky but realistic religions, the inclusion of psionics, and the importance of each race. I also love the prevalence of magic, the dragonmarked houses, and the fact that most races aren't monstrous, thought some segments of them are still enemies. It doesn't completely upend the tropes of traditional D&D, but it certainly takes a good long look at them.

From Tortall, it is mostly the tone of bucking stereotypes and being at the forefront of progressive policies. I also really enjoy that a good chunk of people in these novels are complete assholes, and that the cultures are always treated with respect, even if they might do some awful things like slavery, genocides, etc. Pierce obviously has things to say about the world, and she says them.

Golarion I don't actually like that much. It's regions around that middle lake is all kinds of crazy and it seems a lot of segments of its population east in near isolation. However, I don't think that is crazy, and in fact many of the areas I like a lot. Specifically I love their takes on a an African and Asian inspired continent. With both Garund and the Dragon Empire they are able to pull from stories and history of these non-western civilizations without making them look ridiculous or over romanticizing them. In fact, I would say that of all the real-world inspired fantasy worlds, (Westerns, Faerun, etc.) Golarion does the best job of being inoffensive while still not shying away from different cultures.

I'm not sure what this means for BiFrost, but it was a good thought experiment to discuss it, and hopefully by next time I will have tagged down a tone and a few genres.

Monday, April 27, 2015

BiFrost Homebrew: Modern Backgrounds Pt. 5

Religious
Ordained clergy of all persuasions, as well as theological scholars, are all in the religious occupation. You are a leader of your faith or at least well respected and are recognized by those who share your faith. How did you get called to this profession, was it fate or were you trained for it? Did you attend seminary? Are your views controversial or are you conservative? Is the faith you follow the majority where you are or are you in danger if you get too loud?
Skill Proficiencies: Humanities and Insight
Languages: Two languages of your choice
Equipment: A holy symbol, a set of professional clothes, a holy book, and $500.
Feature: Faithful Flock
You are well respected in the community of your chosen faith. Others will recognize you as a leader or scholar and offer you short term aid if you require it.

Rural
Farm workers, hunters, ranchers, and others who make a living in rural communities fall under this occupation. You work close to the earth and practice one of the oldest and most important professions. Are you the stereotypical simple farmer, or are you cultured, but enjoy working the land? What do you grow or raise? Do you do well, or are you struggling?
Skill Proficiencies: Animal Handling and Survival
Tool Proficiencies: One musical instrument and Vehicles (Land)
Equipment: A small knife, a musical instrument, a set of comfortable clothes, and $500.
Feature: Hospitality
You are easily identified as country folk and others of that ilk will take a liking to you and help you when you are in need as long as it doesn’t affect them too much.

Student
A high school, college, or graduate student. Your main activity is learning. This might be in preparation for your future career, or it might be for the love of knowledge. What are studying? Why are you studying it? Are you on scholarship, are you taking out loans, or are you working as well? Do you socialize with other students or stay focused on your studies?
Skill Proficiencies: Current Events and one of either Humanities or Science.
Tool Proficiencies: One set of artisan’s tools, musical instrument, or gaming set
Languages: One language of your choice
Equipment: A set of comfortable clothes, a book, a pen and pad, $250.
Feature: Find your Tribe
You’ve got some larger group - a sorority, professional society, anime club - that will help you in times of need and give you what information they can.

Technician
Scientists and engineers of all types are technicians. A technician focuses on the application of science to invent, study, experiment, and create useful tools. They are focused on technology either through hardware or software. You have immense technical skills, more than just how to fix, but also how to create. What kind of technician are you; do you work with robotics, on bridges, or with some form of a telescope? Do you enjoy your work? Are you at the forefront of your research or do you work below someone else who receives the glory? What are you hoping to create?
Skill Proficiencies: Science and Investigation
Tool Proficiencies: Chemist’s Tools and Computing Kit
Equipment: A set of professional clothes, pen and pad, and $750.
Feature: Mechanical Acumen
You can attempt to fix and create small devices with the materials you have. The DM is ultimate decider of what you can create or fix quickly and the difficulty of doing so, but where others would need hours, you need minutes to jury rig something mechanical.

White Collar
Desk jockeys, lawyers, accountants, insurance agents, bank personnel, financial advisors, tax preparers, clerks, sales personnel, real estate agents, and a variety of mid-level managers fall within this occupation. A white collar worker is usually considered average, but some have loftier jobs like CEO or Partner at a law firm. They are usually good with business in some respect. What kind of job do you have; are you a clerk or a manager? Do you enjoy your job, or is it a means to an end? Do you like your coworkers, or are they the bane of your existence?
Skill Proficiencies: Persuasion and Insight
Tool Proficiencies: One gaming set
Languages: One language of your choice
Equipment: A set of professional clothes, business cards, a pen, and $750.
Feature: Networking
You have skill using your contacts and affiliations to move forward in the world. After spending some time in a location, you can use professional contacts to get certain favors such as finding a new job, clients, or even discounts. If you have notice you can arrange for favors in other cities as well through your contacts.

Sunday, April 26, 2015

BiFrost: The Daredevil Effect & The Tailor

1) Sorry this is late

2) Like most people with Netflix, I have just finished watching Daredevil. I love it. I really enjoyed the gritty feeling, and the various skills everyone brought to the team. I actually liked that the plot of the "mundanes" and that of Daredevil ran side-by-side, especially getting to see all the villain stuff as well. Kingpin was a bit of a wildcard, but it was all very solid.

Something that the show did well is making the inclusion of the ninja's, the "fire-vision," the Stick, and the mystical Madam Gao, feel seamless. Even their offhand mentions of the events of the Avengers film fit in really well. Overall I think it was a good show, go watch it.

My real point is that it got me thinking about how surely some of the delvers in this setting would try to be vigilantes. I'm going to guess, to little success if they try and go the superman route of being out and proud.A good chunk of the police and villains can and likely will be delvers as well, so their acceptance of those outside the law will likely be little. However, it's nice to imagine a few vigilantes who are able to either successfully work from the shadows or are a dirty little secret of the local police.

So the real point of this post is to be a post-it note. There will be delvers who try to better the world from behind the scenes, and would likely take up superheroesque personalities. The Black Witch of San Diego, the St. Louis Hero, the Badger of Ann Arbor, etc.

3) I've been thinking and rethinking how characters will choose a class. And I keep thinking back to something like the Sorting Hat, but I want there to be a little more choice. I kept trying to do something where the characters choose from symbolic locations and items. However, everyone interprets things very different ways, and I hate the idea that someone would get the wrong thing just because they think differently from me.

My solution is an entity, similar to the sorting hat, who I'm calling the Tailor. He helps people find a set of powers that fits them best, he looks at their natural talent (ability scores) and makes suggestions and explains what's going on. He'll likely offer them symbolic items and energies and do a little explaining, but he'll still be enigmatic and mysterious.

The more I talk about this idea, the better I like it.

Monday, April 20, 2015

BiFrost Homebrew: Modern Backgrounds Pt. 4

Round 4 of these new backgrounds! I feel a little ridiculous just copying and pasting these from the file where I worked on them. So to make it a little more interesting I'll come up with a little character for each one, starting now!

Law Enforcement
Uniformed police, state troopers, federal police, federal agents, SWAT team members, and military police or all law enforcement. Law enforcement focuses on upholding the laws and statutes of land and keeping the peace. They are given a lot of power over others and can be deemed heroes or reviled. Do you strive to be a good idealistic cop or are you jaded? Have you abused your power before, or seen others abuse theirs? Have you been hurt in the field or lost a partner? How do you view criminals?
Skill Proficiencies: Intimidation and Perception
Tool Proficiencies: Vehicles (land) and one gaming set
Equipment: A uniform, a set of comfortable clothes, a badge, a club, and $500.
Feature: Political Pull
You know a long line of other officers and justice officials. You can ask for favors getting people out of jail, having their sentences shortened, having people harassed by the police or having the case go against them.

     Sgt. Daniels, an MP at Fort Hood didn't mean to become a delver, not exactly. During her basic training, they were taken out to a field and told to make their way back to camp using only the tools they had. She wasn't well liked among the other recruits and they soon "lost" her while she was making use of a bush. Never one to give up, Ashlin followed their tracks, or at least attempted to. Her efforts led her to a stream where any chance she had to track them fell away. She camped at the stream bed that night, and in the distance she saw a light. Though she knew she was far from camp, she marched towards the light and discovered a harsh column splitting open a boulder, a bifrost. Fascinated she touched it and fought the horrors within.
     Sgt. Daniels made it out of the dungeon, out of the bifrost, and out of the woods. When she returned hours before the others, it became clear the Sgt. Daniels was extraordinary. And Ashlin felt extraordinary. Since leaving the bifrost she has had a closeness with nature that has guided her on patrol and aided her in protecting Fort Hood and its community. Her senses are extra keen and her bruises and scrapes heal quickly. She is quicker than others at the MMA gym and part of her wonders if she could go professional. Ashlin hasn't told anyone about that day, but she wonders if others are starting to suspect. 

Medical Technician
A physician, a surgeon, a psychiatrist, or a nurse. You earn your money helping people in the medical field and your knowledge is always sorely in need. A doctor focuses on healing the sick and often works long hours to prepare for their entrance into this field. What field of medicine do you specialize in? Do you work at a hospital, for a small practice, or for a clinic? Have you lost an important patient?
Skill Proficiencies: Insight and Medicine
Tool Proficiencies: Chemist’s Tools
Languages: One language of your choice
Equipment: A lab coat and a set of professional clothes, first aid kit, and $1000.
Feature: Red Cross
People recognize your skill and like to keep you around especially in places where they are sorely needed. They will give you room and board in exchange for medical help. Those you help without charge will feel indebted to you. In times of emergency others will defer to your leadership if it is medically related.

     David Kim meant to find a bifrost. He had heard of what they could do on the news, seen the footage of the terrorists and the saviors, the boxers and the magicians. Everyone who came out of those things seemed to be a star, and David wanted some of that. He didn't want to be a nurse, no matte how noble the profession, anymore. Or at least, not just a nurse. 
     He found a group through Delvr that was willing to take him on his first run, if he took less of a portion of the loot. David agreed, knowing it would be safer to get his powers with an experienced group than bumbling in and becoming a statistic. When the say came, he arrived at the abandoned warehouse with butterflies creating a whirlwind in his stomach. The others arrived late and greeted each other with friendly grasps but completely ignoring him. When it came time to enter the building, he saw one of them place a hand to the door before a loud knock echoed through the afternoon and the door swung open.
     Every nerve in his body told David to run, but when they finally called for him by name, the weight of his social responsibility dragged him forward. They pushed him in, shoved him at least, reminding him to keep his head low. He came out on the other side with a heavy mace, scale armor, and a strong urge to seek light. The others never made it through the pack of fire-breathing wolves and he orcs who bred them, but David burned them alive before healing his own wounds and rushing towards the abandoned warehouse. 
     David is a professional delver now, though at times he has to supplement it with odd-jobs he can accomplish around town. He also volunteers his healing services at a clinic, both his spells and his expertise. Every now and then his old boss begs him to return, but David only laughs and tells him he'll see her next week. 

Military
All branches of the armed forces including elite training units. You earn your income by working directly for the armed forces of your country and serving wherever your country needs you. Do you enjoy working in the military, do you agree with all its decisions? Have you been in a war? Have you been deployed anywhere exotic? What is your rank? What branch do you work for?
Skill Proficiencies: Athletics and Survival
Tool Proficiencies: Vehicles (any one) and one gaming set
Equipment: A uniform, a small knife, and $500.
Feature: Rank
You have a rank in the military which is recognized by other soldiers. They will give you help when you are needy and defer to your judgement if you are above them. You can expect legal help from the military if you are in trouble, and if you die they will pay for a funeral.

     There are many delvers among those in the military. Like the military it is dangerous and it is lucrative. Private Fist Class Mark Holiday joined the marines for all these reasons, and so when some buddies said they were going out to get superpowers from one of those portals nearby, he went with them. Who didn't want superpowers? Of course, most people who entered them never came out alive, but he had already been on a tour in Afghanistan. If that didn't kill him, what could?
     In the dungeon, Mark and his friends plowed through a horde of angered wild beasts before reaching the lair of a witch who tried to harvest their hearts for dark rituals. They defended themselves, Mark himself landing the final blow with a well placed streak of energy,
     Upon discovery of their actions, the group was reprimanded before being offered positions in a new force the marines were creating to combat other powered individuals with aspirations to bring down the United Stats of America.
     Seven months later Mark was dishonorably discharged and now sulks in his parents house, drinking beers and refusing to work. He doesn't consider delving, sure it is beneath him, but as his funds and parent's patience dwindle it looks more and more appealing. 

Friday, April 17, 2015

Lisa and the Light Pt. 12

An old woman with grey skin, sickly, almost deathly almost decayed almost dead, skin, replaced the party and with it went the warmth, the revelry, the revelers, the wine, the food, the couches, the harps, the sheets, the fun, the joy. In its place was snow and an old gray woman, her face shrouded like the revelers.

The woman reached out a hand to help Lisa up, and she hesitated. So much couldn't be trusted, the monsters earlier had rampaged, but then fled; the kind woman who gave her boots and brad had lost a child; and this party was not a party, but a woman. Lisa had almost convinced herself this was not a dream, the pain in her side, the exhaustion, the tears on her face when she admitted the unadmittable - it must all be real, but all together it couldn't be.

The woman reached out a hand to help Lisa up, and she hesitated before grasping it and anchoring herself to its surprising weight, the rest of her gliding up with it until she was standing up, her eyes meeting to ghostly shadows behind the woman's veil.

"Where did everyone go?" Lisa asked, her voice hoarse.
"They retreated from your admission," the woman replied, "you scared them off."
"I don't know if I wanted them to go away," said Lisa, "I was enjoying myself."

The woman's voice seemed to belie a smile as she replied, "That wasn't your choice to make. Where are you going my child."

"I don't know," Lisa replied, "I'm not even sure how I got here, I'm not even sure if this is real. I probably just need to wake up."
"Then wake up," said the woman, "what's stopping you?"
"Well I can't just wake myself up, that's not how it works," said Lisa, "and I'm not even sure that's how it works."

The woman sat down a stump, and began to pick her nails, obviously bored with the situation, "Then how does it work? You seem to know a lot about it for a person who doesn't know where they're going."

"I don't know, I guess. Fall, maybe, I've seen that before in movies, and I mean you hear about it too, people always wake up when their falling."
"Then fall," said the woman, "but maybe, fall towards something."
"Did you cause the party to appear, did you like summon them or some other weird magical dream thing? I wouldn't need to fall if I could just feel like they made me feel again."
"It was me and I am them," she said, "and you changed us o this when you scared me off with your unfortunate truths."
"Well you don't have to get bitchy, its not my fault you get weirded out by what people say," said Lisa before thinking, though the woman didn't seem offended.

The silence settled between them, and though the old woman only continued to pick at her grey skin, Lisa became quickly unnerved. She had to do something, she couldn't wait for something to happen, she had to walk, or jump, or fall or fight there had to be another part of this dream before she woke up.

"There is," said the woman, "you have to head towards the castle and find that woman's child and bring it back to her. Of course its being guarded by monsters and an evil sorcerer, but you can handle that, or maybe you can't."

"How do you know I have to do any of that, how did you know"
"What you were thinking? So predictable, so understandable, and so easy to see. I'm surprised you didn't see it for yourself young mother. You are on an adventure."
"And if I don't want to be you old bean bag?"
"Then you'll die here, from exposure, and hunger, or something else I guess. Perhaps the wolves will get you."
"I don't want that,"
"You don't get a say. You get to fall."

And Lisa thought for a second, but then couldn't think anymore.
"So what direction do I fall? Where the hell is this castle?"
And the old woman showed her the way.