Aron Kir

Nycholas Hyll's page

197 posts. Alias of Crisischild.



Liberty's Edge

Namely, an entire mechanic?

Alignment: A mysterious avenger must be of a good alignment, and must be dedicated to the protection of the good and the powerless under her care. If she ceases to be good or betrays the trust of those she was sworn to protect, she loses her secret identity and greater charmed life class features. She can regain them if she atones for her violations by some means that the GM sees fit (possibly by way of the atonement spell if the mysterious avenger is especially religious).

What does this secret identity do for me? Why do I need to maintain it? How does losing it work? Can I suddenly not don my costume, suddenly be unable to claim to be Zorro? Does everyone magically know who I am, but forget once I've repented? If I lose my secret identity, say I'm captured and exposed to the city, do I lose Greater Charmed Life? Can I lose my secret Identity via the aforementioned mundane method?

Secret Identity: At 3rd level, a mysterious avenger's force of personality and dedication to her cause give her the ability to keep her true identity secret, even from magical prying. She gains a +4 bonus on Disguise checks in a single disguise of her choice, typically her avenger persona. Once this disguise has been chosen, it can't be changed. She also gains a +4 bonus on saving throws against divination effect. At 11th level, she becomes immune to all scrying effects and other magical effects used in attempts to uncover her secret identity.

Why would I want to do this? I could wear a full face mask for 1 Silver and Batman my voice and get +99 to my persona disguise. This loops back on my previous questions of why the secret identity even matters, why I should care about maintaining it, why I should bother with the 1d3 + 10 or whatever minutes it takes to put on a disguise. Why I would bother with not being able to to travel with my party during the day. "Well, those five always hang out together, I hear that swashbuckler fellow is quite the combatant. But when the group is gallivanting about slaying foes, the swashbuckler fellow is replaced by...a swashbuckler fellow in a mask...my god..."

I was originally thinking Avengers getting Finesse at lvl 2 was just an editing error, from back when swashbucklers got finesse at level 2, but now I'm thinking that it is in fact correct, and Avengers were supposed to get some sort of Secret Identity mechanic in its place at level one. At least, I hope that's the case since it's a hell of a lot more interesting than an arbitrary alignment restriction and some useless secret identity fluff that literally any other class could do except for maybe certain classes with arbitrary alignment restrictions.

Liberty's Edge

"A brawler’s unarmed strike is treated as both a
manufactured weapon and a natural weapon for the purpose
of spells and effects that modify either manufactured
weapons or natural weapons."

"When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon."

Can I apply weapon blanch's to my fists/body?
How much damage does 'a hot flame' do per round?
I know you can't enchant fists since they're not masterwork, but blanch's don't need masterwork to work.

Classes/Levels

Male Half-Orc Fighter/Level 4/HP:36/36 /AC:17 /Init: +2/Perc:+2/HD: 4/4

About Ragar "Two-Fisted" Coughlin

Ragar "Two-Fisted" Coughlin, Half-Orc Outlander Fighter Champion 4
HP 36/36, AC 17, Initiative +2, Speed: 30', Proficiency +2
Inspiration 1
Exp 849/900
STR 18 DEX 14 CON 15 INT 12 WIS 10 CHA 8

Attacks:

Greataxe: 1d20+6, 1d12+4 Slashing Damage (Two-Handed))
3 Handaxes: 1d20+6, 1d6+4 Slashing Damage (Thrown - Rage 20/60)

Proficiencies:

Saving Throws: Strength (+6), Constitution (+4)
Skills: Acrobatics (+4), Athletics (+6), Intimidation (+1), Perception (+2), Survival (+2)
Weapons: All Simple and Martial Weapons
Armor: Light, Medium and Heavy Armor and Shields (Splint or Studded Leather)
Tools: None
Languages: Common, Orc, Dwarf

Other Class, Race and Background Features:

RACE FEATURES:
Darkvision Thanks to Orc blood, you have superior vision in dark and dim conditions. Can see 60' in dim light as if bright, and can see in darkness as if it were dim light.
Menacing Proficiency in the Intimidation skill.
Relentless Endurance When you are reduced to 0 hit points but not killed outright, you can drop to 1 HP, instead. You cannot use this feature again until after a long rest.
Savage Attacks When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
CLASS FEATURES:
Fighting Style - Great Weapon Fighting When you roll a 1 or 2 on damage dice for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if it is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Second Wind You have a limited well of stamina that you can draw upon to protect yourself from harm. On your turn, you can use a bonus action to recover HP equal to 1d10+fighter level (3). Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge You receive an extra Action on your turn above and beyond your Action and any potential Bonus Action. This is replenished after a short or long rest.
Martial Archetype Champion
Improved Critical Your weapon attacks score a critical hit on a roll of 19 or 20.

BACKGROUND FEATURES:
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements and other features around you. In addition, you can find food and fresh water for yourself and up to five others each day, provided that the land offers berries, small game, water and so forth.

Inventory:

Coins & Gems:
PP:
GP: 751
EP:
SP: 3
CP: 7
Gear: Splint Mail, Studded Leather, Bear Claw on Leather Thong Around Neck, Tinderbox, Mess Kit, 5 torches, 10 days rations, waterskin, Bedroll, 50' Hempen Rope, Traveler's Clothes Made of Buckskin, A petrified potato that resembles Ragar's mother, 3 Potions of Healing (2d4+2)

Background:

Outlander - Tribal Marauder
You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explore, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.

Personal Characteristics:

Alignment: Chaotic Neutral
Personality: Ragar watches over his friends as if they were a litter of newborn pups. Ragar is very close with those members of what he considers his "Tribe". They are like his family, and he is very interested in protecting them and pursuing a common goal. Although he has been an outlander for most of his existence, he craves the tribal bonds that served him so well as a marauder working in concert with others. While he is crass, he can be good-natured and lovable. He is, however, very unstable and violent with others not a member of his "tribe". The violence that Ragar so easily demonstrates also creates a fear in him. He abhors the cruelty of orcs, but he sees this in himself when he, or those he cares about are in any way threatened. He loves spending time with humans, but their feelings towards him are obvious, and this makes him slow to trust any race. He is truly a member of two races and none at the same time.
Appearance: Ragar is extremely tall and intimidating, standing 6'5" and weighing 235 lbs. of solid muscle. He has a grayish-green tint to his skin with overly large tusks and a shock of red hair which he keeps tied back in a pony tail. He appears very intimidating at first glance, and his voice is very gravelly. However, after sitting and speaking with him, he is found to be quite good-natured and well-spoken for such a tribal marauder.
Ideal: Ragar must earn glory in battle, for himself and my clan.
Bond: When an orc raid drove Ragar's family from their home, the people of Greenest took you in. Anyone who threatens Greenest is your sworn enemy.
Flaw: Violence is Ragar's answer to almost any challenge.

Back Story:

Ragar "Two-Fisted" Coughlin was born in captivity amongst the Orc Tribe of the Bear. He is the bastard son of a fierce warlord of the Orcs who planted his seed in several enslaved females captured in raids on the farmlands near Greenest. His mother, Mirra Coughlin, a native of such a farm, escaped with her son, Ragar during his adolescence.

Ragar and his mother were taken in by the town of Greenest. He received extensive training in great weapon fighting by local fighters and adventurers. Most notably, Ragar considers Bjorn Ulafsen, former adventurer and now tavern keeper, a true friend. Bjorn once weilded a greataxe in his prime, and has spent years training with Ragar. He is suspected of holding some interest in Ragar's mother of a romantic bent, but this suits Ragar fine. Ragar considers Greenest his tribe and family. Any threat to Greenest would surely raise the violent tendencies of Ragar.

Ragar often travels into the wilds, but he has yet to locate his father or prior clan. After living in a civilized society, Ragar is torn between his tribal origins and the goodness of his mother. He does still seek revenge upon his father for the acts committed upon his mother so long ago. If he were to find the orc, then Ragar would dole out the punishment necessary in single combat.

He earns his living as a bouncer in the local tavern, caravan guard, and hired strong-arm for anyone willing to pay the right price, but he is ready if called upon to aid the local militia to protect Greenest against any threat.

Campaign Tasks:

Infiltrate Caravan - Find Stolen Loot Onthur Frume says the he works for the Order of the Guantlet, and Leosin Erlanther a member of the Harpers. The top concern of both groups is the Cult of the Dragon. In the past, the cult was more active to the east and it was focused on creating dracoliches. Its shift to the Swoard Coast and new emphasis on living dragons and on Tiamat are cause for concern. Your skills best fit now in a clandestine aspect, we need to track the treasure and find out exactly what the cult is doing with it. They would like you to join the cult's caravan and accompany it on the journey. Get yourselves hired out as guards in the caravan, if not for the cult then merchants traveling with it. Frume says he has contacts among many merchants and can get you hired out and is certain he can arrange the work.