Showing posts with label magic item. Show all posts
Showing posts with label magic item. Show all posts

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.



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. 

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.

Tuesday, March 3, 2015

D&D Young Justice: Artemis

I'm going to be open here and let you know that Artemis is my favorite. She is the tough girl, but has plenty of flaws. Mostly she is a little unwise and has that awesome dark and mysterious past. Artemis is the fifth in my series so far. I've done Aqualad, Miss Martian, Superboy, and Robin. Like Robin, she doesn't have any superpowers. The closest thing she has is a complete control of her body and amazing skill with a bow. When I think of a non-mystical weapons expert, I'm thinking Fighter.

Artemis is a Fighter then, with a Criminal background? It should probably be Charlatan, but I already have that for Miss Martian and though Artemis wasn't ever a criminal, she was raised by them and knows that textbook backwards and forwards. 

What kind of archetype then to pick at 3rd level? I'd say Battlemaster, because then all her trick
arrows just become tricks.

Was this really that easy? Are you not going to do any homebrew today Mr. Stigler?
I AM!

Because I think all her trick arrows are still actually super cool, I'm going to giver her a Clever Quiver. This is a quiver that makes the arrows you pull out of it special in some kind of way. However, it can only enchant ten arrows a day, so it isn't unlimited at all. 

Clever Quiver
Wondrous Item, Rare (requires attunement)
This green leather quiver is just big enough to hold twenty arrows or bolts comfortably. It looks simple, but ten times a day the user may add a magical effect to the arrow they pull from the quiver. A user can give the ammunition a +1 enchantment; allow the ammunition to deal cold, fire, lightning, or thunder damage instead of its usual type; or make a creature succeed a DC 15 Constitution save on a hit, or be incapacitated for one round. These effects enchant the ammunition for a minute before the magic dissipates. You cannot enchant more than one piece of ammunition at a time. 

Is this overpowered? Maybe. I am away from the DMG right now, so I'll adjust it later once I can compare it to other Rare items. 

Artemis Crock
Level 1 Variant Human Fighter
Background: Criminal
Str 14 (+2), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 10 (+0), Cha 10 (+0)
HP 11, AC 14, HD 1d10
Saves: Str +4, Con +3
Speed: 30 feet
Languages: Common, Goblin
Proficiencies: Playing cards, thieves' tools
Skills: Acrobatics +4, Athletics +4, Deception +2, Perception +2, Stealth +5

Longbow +7, 1d8+3 piercing, 150/600 range
Hand Crossbow +7, 1d6+3 piercing damage, 30/120 range
Dagger +5 (+7 if thrown), 1d4+3 piercing damage 20/60 range
Longsword +4, 1d8+2 slashing, Versatile 1d10

Feat: Sharpshooter
Fighting Style: Archery
Second Wind 1/rest

Gear: Crowbar, dark common clothes, leather armor, longbow, 20 arrows, hand crossbow, longsword, two daggers, dungeoneer's pack.

Leveling Up: The great thing about being a fighter is all the feats. Grab the Martial Artist or Tavern Brawler feat for when you are weaponless, grab Resilient for Dexterity to up your saves, and then just pump your ability scores starting with Dex and Con probably. For her archetype choose Battlemaster and give her tricks like Distracting Strike, Precision Strike, Maneuvering Strike, Trip Attack, really any that aren't melee. if you want more tricks take the Martial Adept feat.

Next week I'm doing Kid Flash. I think monk would fit best as a far as showing how fast he is, and we can just call Ki the speed force. But he got his powers through science/magic. Which makes me think sorcerer. But I'm unsure. Hopefully I'll figure this out by Monday.