caster4life's Untitled Campaign (Inactive)

Game Master caster4life


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I think it went well all things considered


Haha. If that's how you describe a TPK, then sure! I think the fight was definitely difficult but might be winnable with a bit better teamwork.


"all things considered" lol, I think the main problem is synergy and the various levels thereof, for example, a Cleric|Sorcerer it has a type of synergy with abilities but is still MAD where a Warlock|Sorcerer could still have healing and synergy with abilities but is SAD. Another issue is people being careful not to go "this build will be so cool at X level" and not making sure the character is viable between 1 and X (I have this problem all the time).


Yeah that was probably part of the problem. We'll see how the mulligan run goes. It was also hard for you guys because none of you really went the battlefield control route, which admittedly doesn't synergize particularly well with any cool gestalt options. It just happens to be a fundamentally vital party role in many fights (like this one).

Everyone: Per the above discussion, be aware that I would like to recruit at least one battlefield controller when I run this campaign. A build that finds cool synergies in that role (which is hard, admittedly) will get very serious consideration from me.


I'll bite on battlefield controller.

How about a wizard/fighter with polearm mastery?

Will take suggestions.


Decimus Observet wrote:

I'll bite on battlefield controller.

How about a wizard/fighter with polearm mastery?

Will take suggestions.

Hahaha! Now that's some battlefield control!


I think my original idea might've fit battlefield control well... XD Once they get another level, anyway.

Eina (Character Idea):
Eina

Appearance

Justiciar 1/Mystic 1
LG Cloistered Scholar Variant Human
Initiative: +2, Proficiency: +2, Inspiration: No, Passive Wisdom (Perception): 12
XP: 0/300
Guide: [A]dvantage, [D]isadvantage, [J]usticiar, [M]ystic, [R]ace and Background
----------
Resources
----------
. . Attunement: 0/3 | Passive | Change With Short Rest
. . Lucky: 3/3 | No Action | Per Long Rest
. . Psi Points: 4/4 | Variable | Per Long Rest
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Defense
----------
AC: 19 (14 Armor + 2 Dex + 2 Shield + 1 Fighting Style)
Saving Throws: Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0
HP: 12/12, Hit Dice: 1/1
Death Saves: Successes: 0, Failures: 0
Boons:
Conditions: Disadvantage on Stealth (Armor)
----------
Offense
----------
Attacks:
. . [u]Whip:[/u] +4, Melee, 10-foot range / 1d4+2 Slashing | Attack
. . [u]Mind Thrust:[/u] Int Save, 120 feet / 1d10 Psychic (+2 with Psychic Focus in Psychic Assault), 120 feet| Cast a Spell
. . [u]Psionic Blast:[/u] Auto-Hit, 60 feet / 1d8 per psi point, 60 feet | Cast a Spell
Recovery:
. . [u]Mend Wounds:[/u] Touch / 1d8 HP healed per psi point | Cast a Spell
----------
Spellcasting and Psionics
----------
Psionic Disciplines Known: 1 + 2 Bonus Order Disciplines
Psi Points: 4
Psi Limit: 2
Discipline Save DC: 13
Discipline Attack Modifier: +5
. . [u]Disciplines:[/u] Precognition, Psionic Restoration, Psychic Assault
. . [u]Psionic Talents (Unlimited):[/u] Mind Thrust
----------
Abilities
----------
Strength: 10 (+0), [u]Save Proficiency:[/u] No
. . [u]Athletics:[/u] +0, Prof: No
Dexterity: 14 (+2), [u]Save Proficiency:[/u] No
. . [u]Acrobatics:[/u] +2, Prof: No
. . [u]Sleight of Hand:[/u] +2, Prof: No
. . [u]Stealth:[/u] +2 [D], Prof: No
Constitution: 14 (+2), [u]Save Proficiency:[/u] No
Intelligence: 16 (+3), [u]Save Proficiency:[/u] Yes [J/M]
. . [u]Arcana:[/u] +5, Prof: Yes [J]
. . [u]History:[/u] +5, Prof: Yes [R]
. . [u]Investigation:[/u] +5, Prof: Yes [R]
. . [u]Nature:[/u] +5, Prof: Yes [M]
. . [u]Religion:[/u] +5, Prof: Yes [R]
Wisdom: 10 (+0), [u]Save Proficiency:[/u] Yes [J/M]
. . [u]Animal Handling:[/u] +0, Prof: No
. . [u]Insight:[/u] +2, Prof: Yes [M]
. . [u]Medicine:[/u] +0, Prof: No
. . [u]Perception:[/u] +2, Prof: Yes [J]
. . [u]Survival:[/u] +0, Prof: No
Charisma: 10 (+0), [u]Save Proficiency:[/u] No
. . [u]Deception:[/u] +0, Prof: No
. . [u]Intimidation:[/u] +2, Prof: Yes [M]
. . [u]Performance:[/u] +0, Prof: No
. . [u]Persuasion:[/u] +2, Prof: Yes [M]
Languages: Celestial [R], Common [R], Infernal [R]
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Equipment
----------
PP: 0, GP: 10, EP: 0, SP: 0, CP: 0
Equipped Gear: Whip [J], Scale Mail (AC 14+Dex) [J], Shield (AC +2) [J]
Other Gear: Scholar's Pack [J], Scholar's Robes [R], Book [R], Writing Kit [R]
Attuned Items: None
Weapon Proficiencies: Simple Weapons [J/M], Martial Weapons [J]
Armor Proficiencies: Light Armor [J/M], Medium Armor [J], Shields [J]
Other Proficiencies (Tools, Vehicles, Instruments, etc.): None
Weight: ?/?
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Social
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Personality Traits: Kind, forgiving, determined, bluntly honest
Ideals: Justice, Honor, Compassion
Bonds: To Be Formed
Flaws: Eina can be a bit rigid at times. While she accepts that sometimes you have to compromise for the greater good, she has firm opinions on lines that can and can't be crossed.
Appearance: [u]Age:[/u] 22, [u]Height:[/u] 5' 3", [u]Weight:[/u] 115, [u]Eyes:[/u] Red, [u]Skin:[/u] White, [u]Hair:[/u] Gray
Allies & Organizations: Arcane Court (Apprentice)
Other: N/A
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Special Abilities
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Awakened Talent: At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation (Picked), Investigation, Perception, and Persuasion (Picked). [Mystic 1]
Bonus Disciplines: At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines. Chosen: Precognition, Psychic Assault [Mystic 1]
Fighting Style: Defense: While you are wearing armor, you get a +1 bonus to AC. [Justiciar 1]
Judicial Education: In the schooling you underwent to become worthy of entering the Arcane Court, you spent hours poring over ancient lore books and exploring the dark corners of old libraries, granting you an encyclopedic knowledge of the monstrous creatures you must know how to subdue. You can recognize a non-shapechanging creature's type without making an ability check, unless it is using magic to disguise its nature. As a bonus action on your turn, you can further study a creature within 60 feet, learning your choice of the following without making an ability check:
* One type of damage the creature is vulnerable to, if any.
* One type of damage the creature is resistant or immune to, if any.
* One condition the creature is immune to, if any.
* If the creature is resistant or immune to bludgeoning, piercing, and/or slashing damage from nonmagical weapons.
*If the creature is in its true form.
* The creature's Challenge Rating. [Justiciar 1]
Library Access: Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar. [Background]
Lucky (3/Long Rest): You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest. [Racial]
Mystic Order (Awakened): At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level. [Mystic 1]
Order of the Awakened: Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns. [Mystic 1]
Psionic Disciplines (1+2): A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. [Mystic 1]
At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. [Mystic 1]
Psionic Talents (1): A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent. [Mystic 1]
Psionic Talent: Mind Thrust As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Psi Limit (2): Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have. [Mystic 1]
Psi Points (4/Long Rest): You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points.
The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum. [Mystic 1]
Psychic Focus: You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines. [Mystic 1]
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Disciplines
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Precognition: By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.
. . [u]Psychic Focus.[/u] While focused on this discipline, you have advantage on initiative rolls.
. . [u]Precognitive Hunch (2 psi; conc., 1 min.).[/u] As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.
. . [u]All-Around Sight (3 psi).[/u] In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.
. . [u]Danger Sense (5 psi; conc., 8 hr.).[/u] As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.
. . [u]Victory Before Battle (7 psi).[/u] When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.
Psionic Restoration: You wield psionic energy to cure wounds and
restore health to yourself and others.
. . [u]Psychic Focus.[/u] While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.
. . [u]Mend Wounds (1–7 psi).[/u] As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent.
. . [u]Restore Health (3 psi).[/u] As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.
. . [u]Restore Life (5 psi).[/u] As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.
. . [u]Restore Vigor (7 psi).[/u] As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.
Psychic Assault: You wield your mind like a weapon, unleashing salvos of psionic energy.
. . [u]Psychic Focus.[/u] While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage.
. . [u]Psionic Blast (1–7 psi).[/u] As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability.
. . [u]Ego Whip (3 psi).[/u] As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.
. . [u]Id Insinuation (5 psi).[/u] As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage.
. . [u]Psychic Blast (6 psi).[/u] As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more psi point on this ability.
. . [u]Psychic Crush (7 psi).[/u] As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.
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Background
----------
When people think of the Arcane Court, they usually don't think of a cheerful, almost too friendly face. On the other hand, to be fair to the Court, Eina isn't a full member yet. Instead, it would be more accurate to refer to her as an apprentice of the Court, charged with developing her abilities on independent assignments before returning home for either promotion into the full ranks or dismissal out to the streets.

The Arcane Court is a planar institution charged with upholding general law and order, particularly in regards to magic and the use thereof. The organization can be harsh when necessary, but it leans good - Paladins are generally inclined to cooperate with it (though few consider themselves bound by its rules), and it's recognized as a legal authority in many non-chaotic regions. The Court's main force consists of Justiciars, investigators and wardens given extensive training about possible targets and taught various methods of restraining foes so they can be brought in for justice - or summarily executed, if the situation permits. It would, frankly, be rather difficult for the Court to do full trials for everyone. Instead, the agents of the court are given significant latitude to decide for themselves if a case is clear enough to be resolved immediately.

The headquarters of the court is located in a heavily law-aligned and mildly good-aligned demiplane, rumored to have been created by a friendly wizard in ages past. The plane has a permanent portal to a crossroads realm, but cannot otherwise be entered or exited by planar magic unless one is a High Justice (one of three) in the Arcane Court.

Despite all of her training, though, Eina's greatest asset is her intellect and determination. While not a genius, she's measurably sharper than most humans and received enough training to put her mental abilities to good use. She's capable of manifesting a number of effects through pure willpower, ranging from psychic assaults to healing injuries. She's also somewhat precognitive and good at detecting events before they happen, though she's yet to develop the reserves of energy needed to unleash the full power of these mental disciplines. Sadly, at the moment, she can only unleash their mildest effects - and even those drain a lot of her power, so she's very judicious about how and why she expends that energy.

Since mental powers alone aren't enough to get the job done, Eina also wears medium armor (which doesn't interfere with her mental abilities), carries a shield for defense, and often strikes at foes with a whip. The extended reach of the weapon works well for her and helps discourage foes from getting too close.


What's the BFC punchline, Rednal?


Level 2. XD

Binding Cell:

Also at 2nd level, you learn to manipulate your arcane energies to create a cell that holds and repels creatures. As an action, you can choose a point within 30 feet that you can see, creating a 10-foot-radius, 30-foot-high cylinder centered at that point.

A creature hostile to you that attempts to pass through the cell’s barrier must make a Charisma saving throw against your spell save DC. On a successful saving throw, the creature passes through the barrier. On a failed save, the creature can’t penetrate the barrier, and its speed drops to 0 for the remainder of the turn.

A creature must make this saving throw each time it attempts to pass through the barrier. A creature that can cast at least one spell makes this saving throw with disadvantage. Alternatively, a creature pushed or thrown across the cell’s barrier by a creature hostile to it passes through the barrier without making a saving throw. The cell lasts 1 minute. Your cell dissipates when you use this feature to create a new cell, or you use a bonus action on your turn to dismiss it.

You can create a number of cells equal to the number shown for your justiciar level in the Cells column of the Justiciar table (2-6, unlimited at Level 20). You regain all of your expended cells when you finish a long rest.


Ah cool!

Shadow Lodge

So in an ideal four man squad here,
Battlefield control
Healing
Skill monkey/sneaky
Other

With at least one melee DPS and one ranged DPS in that group

We have plenty of DPS characters so that should be no issue


That Other should probably be Tank/DPS. XD Battlefield Control helps, but it's no substitute for an actual body between the squishy characters and their enemies.


A few questions:
1. Are we going to do a 2nd test run?
2. Any further thoughts on race, such as those from Plane Shift?
3. How will dual casters be handled? The way I was doing Cathirix was he had both full cleric and sorcerer slots and able to use abilities freely between the two but only casting cleric spells with cleric slots but able to use Metamagic on them.
4. Number of characters yiu will be taking?


If we do a 2nd test run, you might wanna have us try out higher level characters, so you can get a feel for how (especially casters) are going to play at the higher level.


Okay, here is my submission:

Rina:

CG Human Sorcerer/Warlock 1

STR 10
DEX 10
CON 16
INT 11
WIS 10
CHA 16

HP 12
AC 16
Prof +2
Init 0

Saves: Str: 0; Dex: 0; Con: +5; Int: 0; Wis: +2; Cha: +5

Speed 30'

Spell Attack: +5 to hit
Spell DC: 13
Dagger: +2 to hit; 1d4 damage

Skills: Arcana +2, History +2, Intimidation +5, Perception +2, Religion +2

Feats: Warcaster

Class Features:
*Sorcerer: Sorcerous Origin (Stone; Metal Magic, Stone's Durability)

*Warlock: Otherworldly Patron (Celestial; Extended Spell List, Healing Light: 2d6, bonus action)

Spell Slots:
*Sorcerer: 2

*Warlock: 1

Spells Known:
*Sorcerer:
0: Acid Splash, Firebolt, Frostbite, Thunderclap

1: Burning Hands, Magic Missile

*Warlock:
0: Eldritch Blast, Magic Stone, Light, Sacred Flame

1: Guiding Bolt, Hellish Rebuke

Equipment: 5 Daggers (sold, +5 gp total), 2 Maces (Sold, +5 gp total), Component Pouch x2, Explorer's Pack, Leather Armor (sold, +5 GP), Common Clothes, Belt Pouch with 10 gp

Background: Sage
Specialty: Wizard's Apprentice
Feature: Researcher

Ideal: The path to power is through knowledge
Personality Trait: I'm willing to listen to every side of an argument before I make a judgement.
Bond: I have ancient magical knowledge that would destroy the world in the wrong hands.
Flaw: WHAT DO YOU MEAN I HAVE A SHORT FUSE? YOU TRYING TO START SOMETHING?

Backstory:

Rina is a wandering sorcerer, travelling the world to get rich and enjoy good food. She is fond of killing bandits, and has a reputation that is way more powerful that is way more powerful than her abilities. She is the keeper of the magic necessary to summon the celestial being that she made a pact with to this realm.

As the being that she has a pact with is good, it cares little for collateral damage, and will destroy nations to complete it's aims.

In the wrong hands, such power misused would be devastating.


Elbow: 1. Yes if people want a mulligan on the TPK run, I'm game.
2. We're not going to use the plane shift races but it's fine for the test run.
3. As you are describing except slots from either class can be used for spells from either class.
4. 4-5

Vrog: Perhaps but first I had in mind a mulligan of the TPK run. At least two people seemed interested in that. I'm waiting to hear from the others.


Thinking combinations.

Eldritch Knight / Bladesinger would have a decent AC from the looks of it. It does require being an elf, which works for the wizard part.

Battlemaster / Evocation or Conjuration for more focus on the actual spells.

War Caster seems a better feat.


Sure, why not.


I'm interested as well.


I’d be interested in the test run if there is still room.

Name: Lady Kyrenthel Songwind, The Green Warden

Eladrin, Oath of the Ancients Paladin/Revised Beast Master Ranger


Sure. Let them know in discussion. It looks like at least one of them doesn't feel particularly interested in a rerun.


Enizver:

Male Gnome Rogue / Artificer Gestalt 1
Chaotic Good

Initiative; +3 Passive Perception 12
--------------------
Defense
--------------------

AC 15
hp 9
Saving Throws
Strength -1, Dexterity +5, Constitution +3, Intelligence +5, Wisdom +1, Charisma +0

--------------------
Offence
--------------------

Speed 25 ft.

Close - Rapier - +5 to Hit - 1d6+3 Piercing Damage
Ranged - Thunder Cannon +5 to hit - 2d6+3 Piercing Damage - Range 150 - 200ft.

--------------------
Statistics
--------------------

Str 9, Dex 16, Con 12, Int 16, Wis 12, Cha 10,
Proficiency Bonus +2

Racial Traits
Darkvision - See in total darkness for 60ft.
Gnome Cunning - Gain Advantage on all Charisma, Wisdom and Intelligence saving throws against magic.
Natural Illusionist - Gain Minor Illusion as a Cantrip, using Intelligence.
Speak With Small Beasts - Through gestures and noises, communicate with small or smaller animals.

Skills Athletics -1, Acrobatics +3, Animal Handling +1, Deception +0, Investigation +3, Intimidation +0, Nature +3, Performance +0, Persuasion +0, Medicine +1, Sleight of Hand +3, Religion +3.
Proficient Skills Arcana +5, History +5, Perception +5, Insight +5, Survival +3, Stealth +5.
Tool Proficiency - Alchemist’s Tools +5, Thieve’s Tools +5, Tinker’s Tools +5, Smith’s Tools +5, Cartographer’s Tools +5
Languages Common, Draconic, Gnomish

Combat Gear - Thunder Cannon, Rapier, Studded Leather Armour,
Tools - Thieve’s Tools, Tinker’s Tools, Smith’s Tools
Gear 1 x Common Clothes, Case Containing Map, Bullseye Lantern, A Miner’s Pick, Shovel, Two Person Tent.
Backpack, 1000 Ball Bearings, 50ft Rope, Hooded Lantern, 2x Pints Oil, Tinder Box, 5x Rations, Waterskin.
Cash 5gp

--------------------
Special Abilities
--------------------

Background - Archaeologist - Those who study and respect the knowledge of the ancients.
- Dust Digger - A trinket from an old dig (Sledehammer)
- Historical Knowledge - Identify the builders of ancient ruins, and the worth of art more than century old.

Expertise - Choose two skills, or the use of Thieve’s Tools (Perception and Insight). Add double Proficiency Bonus.
Sneak Attack - Add an additional 1d6 to damage to one attack when you have Advantage on an attack or another enemy is within 5ft of the target.
Thieve’s Cant - Communicate with anyone else who can also speak it, and read signs left with important information.

Artificer Specialisation - Gunsmith - The art of building firearms.
- Gunsmith - Gain proficiency with Smith’s Tools, and learn the Cantrip Mending.
- Thunder Cannon - Build and operate a heavy gun that inflicts 2d6 damage. Replacing it costs 100gp and 3 days effort.
- Arcane Magazine - The ammunition source for the Thunder Cannon. Each long rest creates 40 rounds, and each short rest creates 10. A new one can be built for 25 gp as part of a long rest.
Magic Item Analysis - Gain the use of Detect Magic and Identify as spells, and can be cast as Rituals. If cast as a ritual Identify doesn’t require a material component

Appearance:
Standing at just over 3ft tall and fairly slight, many larger races would overlook Enizver, and find the fact he’s carrying a strange looking metal and wood stick with a metal drum of some kind over one shoulder odd at best, but Enizver smiles cheerfully. He keeps grinning when the strange stick is aimed, too, and when he pulls the trigger…

Dark skinned, with wild hair and a neatly trimmed, braided beard, Enizver looks much like most of his kin do. He wears a long, heavy and fur lined coat of the darkest green leather with black wooden buttons over his armour and travelling gear, and an almost comically large packpack with various odds and ends all over it. Much of his equipment is hooked onto this bulging bag.

Atop his wild hair usually sits a wide brimmed hat the same green as his coat with a thick band around it. He speaks in a strong alto voice and typically smells of metals and grease.

Personality:
Curious and mercurial, Enizver is on a hunt for power and knowledge. For him they are more or less the same thing. The deeper his understanding of the world, magic and existence work the greater things he can create, and the more power he gains.

It would be fair to say that, at this point, that hunt is both the journey and the destination. Enizver currently has no greater goal, no burning ambition or dream he seeks to achieve. Many have been led astray by such a thing, and it’s certainly possible that Enizver could be too, that the lure of power could take him to dark places.

But he also has the loose idea that knowledge such as this could and should be used to make lives better. Take his handcannon, a weapon of immense destructive potential. But just like a bow it can also be used to defend, or to hunt food. With a handcannon and clean kill be performed at a greater distance. Less training and skill is required to use it. And thus, lesser hunters can go from being unable to provide to putting food on the table. A guard could fight off a monster with minimal training and at great range.

Of course, balance is an issue too. Such a change could shift things dramatically. And knowledge could be used to understand those changes and smooth over the worst of it. So for now...he seeks knowledge

History:
A simple Gnome from a simple village, Enizver would likely have remained a simple forest Gnome if not for a simple piece of luck. An old tomb complex, buried deep in the woods, far from everyone. It had long since been picked clean by countless adventurers and monsters, and its traps long disarmed and destroyed, but it was a fascinating place for a young man to explore.

Enizver spent countless hours wandering the complex, studying the images carved in to its walls, the traps in the walls, the bones of its defeated guardians. As he grew older, he noticed something odd. A section of the building in the middle, without a doorway or entrance. He became convinced that somewhere in that section was untapped treasures that no one had been able to find, but also knew that such areas were likely to contain traps, or monsters.

So he learnt the skills he needed to deal with such things, the art of disarming traps or picking locks, and the skills to fight. Perhaps not too surprisingly it turned out the best place to learn such a skillset was the local thieves, who used a combination of blade work, stealth and lock picks to lighten the load of various ‘acceptable’ targets, which comprised mostly of merchants knowing for being especially unfair in their dealings and tax collectors.

Despite this extensive education, Enizver still could not locate the hidden door that he was certain was there. Feeling he was going a little mad, he eventually came up with a plan that someone less obsessed may have thought twice about - taking a sledge hammer to a section of wall already cracked by time and wear.

Surprisingly, it worked. Perhaps more surprisingly, Enizver was right. Beyond the wall was ancient rooms and corridors that hadn’t seen the light of...well, anything for uncounted centuries. In such a time even the finest materials crumble, the most powerful of spells fade, and as such there wasn’t much beyond those walls. Strange odds and ends with just a hint of power remaining, holding the delicate materials together. Stone carvings in tongues no one could speak, now. And in one room a strange tube. Its handle had long since gone, and its body of metal was nothing but rust, and the bronze shells next to it were a mystery...but nevertheless the ruined weapon intrigued Enizver.

Even without being able to read the runes on the wall, the images showed the thing being used. Using those odds and ends to fund it, Enizver bought books of alchemy, learning the principles behind the strange weapon, a firearm of some kind. This one seemed a little different, however, incorporating elements of magic. It took a lot of trial and error, a lot of effort, and more than one pair of eyebrows.

But eventually Enizver had a functioning handcannon. Not only that but he was able to put a bullet through a solid brick wall at 50 paces. Impressed by the untamed lethality, and pleased that his work had also resulted in a solid understanding of magical items if not magic itself, Enizver looked around for something to do with this knowledge and power and realized that it was not suited to a sleep village, nor casual theft the next town over. He yearned for greater things. So he packed up what he could and went to find something more.


Official recruitment thread is now up.

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