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.