ChrSch / Aizashi Nobara

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May 8, 2024 1:44 pm
I'll take a look at it and get it fixed :)
May 10, 2024 4:04 pm
So...

Martial arts mastery, with water discipline should be an option now, right?
May 10, 2024 5:25 pm
Martial arts master is a prestige trait that you can get after becoming a veteran, which you now are. Once you have 10 xp then you can get with 2 Disciplines, each of which has 2 techniques.

So for now pick or create something that will help you out in other ways.
[ +- ] Basic Traits
May 11, 2024 11:31 am
What does tough mean exactly?
And how would defender work?
May 11, 2024 12:57 pm
Tough gets you +2 HP. So, if you have 6 HP now, you'd have 8 HP after taking it.

Defender means that if one of your adjacent allies gets hit, you can instead make that hit (and its subsequent damage) hit you instead. It's a good one for a tank that lets them protect squishier teammates.

What are you looking to do? There are several thematic options for you to take.
- Sneaky: get advantage when trying to be sneaky or hidden. Go ninja!
- Resolute: get advantage on all Save Tests.
- Perceptive: get advantage for all Tests to see, hear, or notice things. Even works while you are asleep!
- Vigilant: gain advantage in initiative. Helps prevent being surprised.
- Brawler: when evading and fighting unarmed, you roll with 2d6 instead of just 1d6.
- Fleet of Foot: you gain advantage when pursuing or running away. When moving on a grid, you get to move a couple more boxes than others.
- Opportunist: If an enemy makes a failed melee attack against you, you get to make a free attack at Disadvantage against them on their turn. This can be done against multiple enemies on the same turn, and does not affect your normal actions or attacks.

Or go against type and pick one of the others. Hope this helps!
May 11, 2024 1:33 pm
Brawler only differs from martial arts in that martial artist get mastery of their unarmed attacks and brawler does not

acrobat, sneaky, fleet of foot, opportunist, and barfighter are all good martial arts additions

barfighter is nice in that it lets you use anything as a weapon for normal attack rolls and gain 1 extra attack (that can not have advantage).
May 11, 2024 5:20 pm
I shall be taking the opportunity to be be an opportunistic opportunist then.
May 14, 2024 3:20 pm
So I noticed with archery you have to spend an action to nock and arrow. With Aizashi having darts, what are the mechanics for this and how fluent would the change between the two be?
May 14, 2024 3:59 pm
I treat his darts as a light weapon with a range of 25 feet. Same mechanics as say a shirt sword, attack targets in your zone and 1 point of damage. Just thematically different.
May 14, 2024 5:51 pm
Alrighty, so mechanically speaking it's a melee weapon?
May 14, 2024 7:17 pm
Yeah. They're has been discussion about thrown weapons but I never finalized anything other than this work around. You can throw it at close range.
But do that to many times without being able to later recover them and I might call you on it
May 14, 2024 8:07 pm
Alright. I'll keep that in mind :)
May 16, 2024 9:11 pm
As a bit of background, here's what is kinda going on.

The Base we are working out of is set in the ruined city of Paphos. There are random sections of the city that are still mostly preserved that are call Remnants. The base controls two of these Remnants, and there are two others nearby that are not controlled by the base. (There are several others, too, all under the control over various factions.) Skeeve (and others) have found out that much of the old magic in these Remnants can be controlled and used by "citizens of Paphos". Some functions require that citizen to be a leader, too. In addition, citizens can designate others (like us) to be their authorized agents. In that case, we get the abilities of a citizen, even though we are not. So, what Skeeve is trying to do is first, figure out how to be authorized by a citizen so we can make use of the magic of Paphos. With that, we can explore and use what we find much, much more easily. After that, he wants to find out how someone can become recognized as a citizen of Paphos on their own.

We were told that the undead Commander and a sentient construct both have information on how all this works. So, we are going to talk with each of these individuals to see what information we can get. Armed with, hopefully, useful information, we will then do the fetch quest that the Lady we just talked to wants handled. Doing that should convince her that we can be trusted to be her authorized agents. At that point, we can try to take more advantage of the Remnants and do more in them, maybe even gain control of them for the use by the Base.

As a long term goal, he wants to see if he can get the current Base Administrator recognized as the "Mayor of New Paphos" (or something like that). Doing that would then give him, and by extension, us, more access to more capabilities of the Remnants.

And, with luck, we'll find cool loot and goodies along the way. This isn't purely altruistic! :-D
Aug 1, 2024 8:23 am
Whoooops... I totally did not see this before now.
Thanks for catching me up though😅
Oct 4, 2024 8:30 am
Can someone give me some quick advise on something?
If I understood everything right so far I could invest my xp into this now:
Water Discipline: Flowing Stance (evade with 3d6) and Healing Chi (heal 3 HP with successful test)
Correct?
Which is nice with getting some extra heals. Which actually reminds me, does it work to heal others or is it a self-heal?

Anyways, my HP seem to be kinda low. So would you advise to get the trait and heals or rather improve HP first?
Oct 4, 2024 12:57 pm
WATER DISCIPLINE is fluid and nourishing, providing defense and aid, agility and shapelessness.
Flowing Stance: When you Evade, you Evade with 3d6.
Healing Chi: Test. If successful, you can heal 3 Hit Points for an adjacent target or yourself.

Add Earth as your 2nd discipline for a more resilient character
EARTH DISCIPLINE deflects, supports, and absorbs, striking with rolling thunder, and standing firm.
Avalanche Strike: Make an Unarmed Melee Attack. If successful, your target is also knocked prone, and must spend one Action to stand on their next turn.
Stone Stance: After you go into Stone Stance, you gain the ability to absorb damage. After you are hit, make a Save Test. On a success, the damage is negated, and you may heal yourself 1 Hit Point.

With critical hits and heavy weapons there is a chance of high damage happening with a single attack and there are also situations where you could get ganged up on so extra HP is not a bad idea but this is a bit rare. Taking the spiritual armor as you requested is a good option. If you want to bump your HP then take the Tough trait.

Tough: You gain 2 additional Hit Points.

I think all are good options
Oct 6, 2024 8:21 pm
Water discipline it is then :)
Oct 6, 2024 10:45 pm
FYI : An Grandmaster may select two of the below to represent their school of martial arts. Each Technique takes one Action to do and follows any of the rules there. A Grandmaster knows all the Techniques in their Disciplines. Each Discipline contains two Techniques.
add another :)
Oct 6, 2024 11:27 pm
Here's another cool one:
HUNTING LION DISCIPLINE focuses on claw strikes, sudden movements, and agility.
• Raking Claws: You may make three Unarmed Melee Attacks as one action.
• Pounce: Test. You may attack an opponent within 30 feet with an Unarmed Melee Attack. You move next to them.

The first one gives you three attacks in one Action with no downsides. (Usually something like this would impose Disadvantage on the flurry of attacks. This doesn't.). The second one basically lets you Move AND Attack in a single Action, again with no downsides. So this one is pretty cool just in that alone.

As an additional note, I recommend against using the Tough trait. You have a hard limit on the number of traits you can acquire. You can buy HP separates from Traits. Yes, buying two HP separately costs 12 XP and Touch only costs 10 XP, but accepting that 2 XP penalty keeps an extra trait available for something else.
Oct 7, 2024 4:18 pm
Another idea: Aizashi should buy this from Fiznik's shop:
$250 Amulet of Compassion: 4 charge* Heal
* charged items may be recharged for $50

Assuming "Heal" does the same as a healing potion, this is awesome! Basiically, you are paying the equivalent of five potions for an amulet that heals four times. But, when recharged the first time, you are just paying the equivalent of a single healing potion for four more applications. It more than pays itself on the first recharge. But it requires no Test; activate and automatically heal.

Just a thought. You may view it as redundant after taking the Water Discipline.
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