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Xerin

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  1. Due to being unable to keep up with post rates, I am stepping down. I apologize for the trouble this will cause but I think this will make gameplay easier in the long run. Please feel free to use Zhasi in any way or form that is needed as a NPC, I would rather the party not lose a healer just because the healer lost it's player. Best of luck to you guys and I'll see you on the weave.
  2. HP: Either, dice upper average (4 on a d6, 5 on a d8), or straight roll. May luck be in your favor. Languages: Either human languages (Spanish, French, ASL, etc) or Advanced Monstrous languages (draconic, giant, celestial, etc)
  3. Zhasi Yuan-Ti Life Cleric ACChainmail 16 + Shield 2 18 | HP1D8+3 No damage 11/11 (1/1D8+3) | Darkvision 60ft | Resistances Poison/Magic Str 16 | Dex 12 | Con 16 | Int 16 | Wis 18 | Cha 14 Spellcasting +6 DC 14 | CantripsAnimal Friendship (snakes only) Guidance Mending Poison Spray Sacred Flame| 1st Level SpellsBless Cure Wounds Healing Word Create/Destroy Water 2/2 Primary: Mace (+5, 1D6+3) | Secondary: Shield IC - “My words,” Zhasi said. | ‘My thoughts,’ Zhasi thought. | My actions. Zhasi had been somewhat miserable for most of the day. Apparently, the time in the cold and wet didn't get resolved with a single night's sleep in the inn, no matter how good the food was. And as such, he had been fighting a fever and a series of sniffles that made him both look and feel pathetic despite his size and well-cared-for body. He kept his misery to himself, however, no one cared for a whiner and Zhasi had survived harsher, even if it had been in distant memory. But truth be told, he was in his own little world when the group arrived at the village of Nightstone. With a sniffle he draws himself back to the world and retightens his cloak around his shoulders. With a practiced motion he draws his mace and starts strapping on his shield. "Dangerous times." With that, Zhashi mutters something to himself and then makes a deep inhale before spitting behind the rest of the group with a spit that leaves a burning acidic weep on the ground. That was neither polite nor proper, but Zhasi felt that he would need to be able to breath with how this village looked, and propriety and respect could wait when others were in need. "I agree with Yod. We stay together, handle the wargs so we don't get pincered, and then rescue the church folk." OOC Knowledge History Check To Whom It May Concern . . .
  4. Level: 3 Stats: 2D6 + 6, point-buy, or common set stats. Starting Equipment: 300gp, 1 uncommon magic item, 1 *specialty item, starting class/background equipment Race/Classes: Almost all allowed, just make sure it isn't banned. If you're unsure, please feel free to ask. Specialty Item This needs to be something unique to your character. It can be a weapon, armor, ring, mount, whatever. This being said it needs to stand out for your character, something that people might comment on you about. Adventurers are the setting's modern-day celebrities. Many will have something that helps them stand out. The item should be of uncommon rarity or less, or of equivalent value. 'James the Crimson' specialty item - Mythril chain shirt that has been dyed deep crimson, looted from a hobgoblin gang boss. 'William ShadowStep' specialty item - Cloak of Elvenkind dyed deep black and makes him seem to blend with every shadow near him. "Sara of Sunlight" specialty item - circlet of blasting, looking of woven white gold "Carl, the a-hole" specialty item - wand of web - looks like a rapier hilt made of spiderweb.
  5. Anything that is mana-enhanced is practically immune to ordinary damage. This makes your magical cloth armor immune to most weapon attacks in the ordinary world and why there's a HUGE demand for even the most mundane things from a Gate trip. That said, the argument of 'why don't we modernize gate items for our adventurers' is harmed by how modernized our equipment is. To mass produce the weapons we need with the precision we need, requires quite a few machines to 'touch' the bullets. And each of those machines must be mana-enhanced. And any machine used to maintain the quality of those items must also be mana-enhanced. And while new gates showing is common, storing the amount of metal needed to make modern machines and keep the quality is often seen as inefficient especially when a Smith with a magical hammer and a good forge could make working weapons and armor of medieval quality with relatively no extra expenses. That being said, many home-made ammo enthusiasts and several military organizations have managed to craft modern ammo for the more commonly used weapons and are often used by cops or the military. But this means that most individuals on the ground only have a single clip, or at most two, to deal with gate crashes.
  6. Money Money in this setting is HARD to judge. Usually, 1 silver equals about 1 dollar, this isn't consistent across the board though, and will be subject to change and exchanges. Gold pieces may be provided by slain enemies, but more often Gates will have rewards based on certain things requested to be harvested. 'We're looking for metal, or crystal, or plant matter, etc.' Party members taking time to loot for correct items can improve money investment. Semi-Auto Pistol Weapon Firearm, modern, martial weapon, ranged weapon 3 lb. 2d6 piercing - ammunition (50/150 ft.), reload (15 shots) Range A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Reload A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Rifle Weapon Firearm, modern, martial weapon, ranged weapon 8 lb. 2d8 piercing - ammunition (80/240 ft.), burst fire, reload (30 shots), two-handed Range A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Burst Fire A weapon that has the burst fire property can make a single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition. Reload A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Two-Handed This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. Hunting Rifle Weapon Firearm, modern, martial weapon, ranged weapon 8 lb. 2d10 piercing - ammunition (80/240 ft.), reload (5 shots), two-handed Range A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Reload A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Two-Handed This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. Ammunition Medieval Ammo is at the price in the book. Modern Ammo is at ~1 gp per bullet, So $10 per bullet, or around $150 per clip.
  7. So to make things typically easier, I won't be paying TOO much attention to weight, most people don't, but there is actually an in game reason behind this. In the setting of Gate Crash, the 'average human' stats are considered 6. 4 being weak, 8 being peak. This means that your average wizard with an 8 strength and an 18 int can read through ancient tomes and crack mystical codes in hours because they are literally just that much smarter than the average person. In turn, a wizard can hold their own physically against an Olympian athlete in carrying capacity and lifting capacity. This means any character can lift and carry any other character... just not necessarily that person's gear. Adamantine armor is like wearing a car. Second note, Adventurers are mana-enhanced. This means that they can't be injured by most 'non-mana' events. You are still subjected to physics, but if you get thrown through a few walls, you will come back fine. Most of your injuries would actually come from the impact causing you to accidentally hit yourself. This means that out of the gate, Adventurers are considered basically demi-gods, and the general belief that these gates existed once before and they are the origin of our gods and monsters is a highly argued debate.
  8. No backgrounds that provide feats. They aren't balanced off of other feats and don't work outside of their particular setting. No races that don't fit 'humanoid' descriptions. While I don't mind roleplaying the more bestial races as 'shifters' and needing an action to activate their special features. Or having the non-bestial races like elves, goliaths, and dwarves being hand-waved. I'm not going to try and figure out an in-game reason for how you suddenly grew a second pair of legs. No Artificer. One of the key points of this setting is that magic and technology DON'T work together. The class that blatantly ignores that rule is banned.
  9. While D&D doesn't have your typical modern background, many can easily be associated with something in the modern day. City Guard can be a cop, Entertainer can be an influencer or movie actor, Hermit can range from isolated researcher to armchair NEET. These backgrounds will give you access to proficiency in 'non'-d&d skills, abilities, and weapons. For instance, a sage, scientist, and hermit with the right explanation can be considered proficient in any computer-based skill. Meanwhile, backgrounds like Soldier, Urban Bounty Hunter, and Investigator will turn firearms into a martial weapon category, allowing fighters, barbarians, and rangers to use them without hesitation. Finally: No use of enhanced setting-specific backgrounds. No lorehold or witherbloom backgrounds for example. If you're unsure, contact me.
  10. Thaumaturge Bloodline Some claim that you must be born of magic, gifted magic, or study magic in order to cast spells. Your fellow sorcerers all trace their lineage back to some great demon, dragon, fey, or celestial being. But you, you are different. Your magic comes from personal sacrifice in a way that they don’t understand. Your magic came from a moment of need, a moment of need so great that you were willing to burn your blood, your body, for the minuscule pieces of magic that reside in all living things. While that moment of need has passed, you have permanently stepped through the threshold into being a person of magic. Body of Magic You know more than others that your body is a source of magic. You draw upon your own body in ways that others don’t have the will or endurance to match. Starting at 1st level you may use your Con instead of Cha for your casting modifier. Burning your Blood From 1st level on, you may cause your body physical injury to recover spells. As a bonus action, you may roll up to your level of hit dice. The sorcerer then takes the damage rolled. If the sorcerer is still conscious, they can recover their spells in the following way. 1 Hit Die rolled = 1 1st level spell 2 Hit Die rolled = 2 1st level spells, or 1 2nd level spell 3 Hit dice rolled = 3 1st level spells, 1 2nd level spell and 1 1st level spell, or 1 3rd level spell And so on. The sorcerer may only spend up to their level of hit dice. This ability can only be done a number of times per day equal to ½ their constitution bonus rounded down. You regain this ability after a long rest.If Burning Blood would render you unconscious, you are counted as automatically stabilized. Hardy At level 6, you gain the tough feat. Additionally, when you are successfully stabilized while dying, you regain hit points equal to your constitution modifier (minimum of 1) Blood Calls for Blood Starting at 14th level, your attack spells add your Constitution modifier to damage. Battleborn Body At 18th level, your blood has turned magically caustic. When you are hit by a melee attack, you can use your reaction to deal acid damage to the attacker. The damage is equal to your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
  11. Subclass 3: The Awakened Monk The Path of the Awakened The Awakened Monk is one who has started to find true balance between their mind and soul. These monks radiate impressive energies with their ki and make devastating blows with their attacks. Yin Yang Strike (3) The Monk chooses the signs of their yin and yang (poison/acid, thunder/lightning, radiant/necrotic, fire/cold) when they gain this feature, this will not change as they level. At the start of each day they choose either their yin or yang power. For the rest of the day, the monk may deal an additional 1d4 of their chosen element with each strike. Balanced Mind At third level your soul and mind are at ease. You no longer have to sleep, and instead may meditate for half your usual rest period. Wholeness of Body (6) At 6th level: You gain the ability to heal yourself. As an action, you can regain hitpoints equal to three times your monk level. You must finish a long rest to use this feature again. Tranquility (11) At 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end earl as per normal). The saving throw DC for the spell is 8+ your wisdom modifier + your proficiency bonus Awakened Body (17) At 17th level you gain resistance to bludgeoning, piercing, and slashing damage, as well as resistance to your counter element (ice if you chose fire, radiant if you chose necrotic, etc).
  12. Subclass 2: Unseen Fist The Way of the Unseen Fist The monks of the Way of the Unseen fist learn to channel their life energy into nearly imperceptible bolts of force. They teach ways to move and attack that seem unnatural to those around them. The Extended Fist (3) Starting when you choose this tradition at 3rd level, you can hurl bolts of magical force. You gain a new attack option that you can use with the attack action. The special attack is a ranged spell attack with a range of 30ft. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is force, and its damage die is equal to your unarmed strike. The Extended Palm (6) At 6th level, your Deflect Missiles ability now increases to cover all allies within a 15ft radius. Superior Mobility (11) At 11th level, your walking speed increases by 10 feet. If you have a climbing, swimming, or flight speed, this increase applies to that speed as well. Master of a Thousand Strikes (17) Starting at level 17, your mastery of your martial arts lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do, you can’t use this feature again until you finish a short or long rest.
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