Mar 31, 2018 9:35 pm
OOC Thread
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Apr 1, 2018 4:47 am
lenpelletier says:
...I still have to define the magic weapons for Ander and Ryvid. Any suggestions or wishes?Apr 1, 2018 7:47 am
Here's one I came up with:
The Sling of Solomon
Weapon (sling), uncommon (requires attunement)
This weapon grants the bearer an additional number of superiority dice equal to their wisdom modifier (minimum 1). These superiority dice are d4s can only be used with The Sling of Solomon.
You can choose to deal nonlethal damage when making ranged weapon attacks with this weapon.
The Sling of Solomon
Weapon (sling), uncommon (requires attunement)
This weapon grants the bearer an additional number of superiority dice equal to their wisdom modifier (minimum 1). These superiority dice are d4s can only be used with The Sling of Solomon.
You can choose to deal nonlethal damage when making ranged weapon attacks with this weapon.
Apr 1, 2018 5:47 pm
Oooh, I like it.
Would I be able to swap my Con and Wis?
Would I be able to swap my Con and Wis?
[ +- ] or add any of these?
1. When you hit a creature with this weapon, the ground beneath binds to its feet, slowing its speed by 5 feet until the end of its next turn. This has no effect on creatures that are flying or swimming.
2. The weapon contains a pool of healing energy that can restore up to 30 hp. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are showered in warm rain that restores 1 hp per round. A long rest restores 1d6 hp of energy to the weapon's pool.
3. When the bearer hits a creature with this weapon, they may deal their proficiency bonus in acid damage to a different creature within 5 feet of the target.
4. The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours.
5. Wounds inflicted with this weapon cause no pain.
2. The weapon contains a pool of healing energy that can restore up to 30 hp. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are showered in warm rain that restores 1 hp per round. A long rest restores 1d6 hp of energy to the weapon's pool.
3. When the bearer hits a creature with this weapon, they may deal their proficiency bonus in acid damage to a different creature within 5 feet of the target.
4. The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours.
5. Wounds inflicted with this weapon cause no pain.
Apr 3, 2018 3:48 am
I'm glad you like it. Go ahead and switch wis and con if you like. I feel like this item is the most powerful I've given out in this game so far. But, I also recognize that you have chosen a sling instead of a longbow which would have had significantly more damage and range, so I want you to have a badass sling to enable you to do the things you want this character to do.
I'll be happy to give it the additional property: You can choose to deal nonlethal damage when making ranged weapon attacks with this weapon. (normally you can only do nonlethal on melee weapon attacks).
I'll be happy to give it the additional property: You can choose to deal nonlethal damage when making ranged weapon attacks with this weapon. (normally you can only do nonlethal on melee weapon attacks).
Apr 3, 2018 5:47 am
Hey Naatkinson, I've noticed that the new Ranger archetypes in XGtE all get extra spells that align with the flavour of the archetype. I did some digging and the D&D designer Dan Dillon - biggest defender of the beast master I know - suggests doing the same for the PHB Rangers.
You learn the following spells at these levels. They do not count toward the number of spells your character knows.
3rd: Animal Friendship
5th: Beast Sense
9th: Conjure Animals
13th: Dominate Beast
17th: Awaken
Since you have already selected Animal Friendship you can pick another spell!
Also, Ander's magic weapon (feedback appreciated):
Snapjaw
Weapon (short sword), uncommon (requires attunement)
When the bearer makes a successful melee attack with this weapon, your beast may use a bonus action to make an attack against the same creature. You may use this feature a number of time equals to your ranger level divided by 2 per long rest.
You learn the following spells at these levels. They do not count toward the number of spells your character knows.
3rd: Animal Friendship
5th: Beast Sense
9th: Conjure Animals
13th: Dominate Beast
17th: Awaken
Since you have already selected Animal Friendship you can pick another spell!
Also, Ander's magic weapon (feedback appreciated):
Snapjaw
Weapon (short sword), uncommon (requires attunement)
When the bearer makes a successful melee attack with this weapon, your beast may use a bonus action to make an attack against the same creature. You may use this feature a number of time equals to your ranger level divided by 2 per long rest.
Apr 3, 2018 5:49 am
Hey all, we will get started with the wagon ambush scene tomorrow with Jacketch, Starrbeardo, HypCo, and Naatkinson. Looks like Jabes isn't back yet and McDunno is out for awhile, and we'll start their scene when they are ready.
Apr 3, 2018 8:42 am
Okay, went ahead with the switch. I believe I hit everything that changed but if you notice something I missed, tell me. Thank you. Maybe I was spoiled by your site with them having two attributes but you hit the target perfectly. I was looking for something that didn't add much but was still a fun little bonus.
Also, so I don't make the mistake during the game, are we starting with these or gaining them later?
Also, so I don't make the mistake during the game, are we starting with these or gaining them later?
Apr 3, 2018 6:34 pm
lenpelletier says:
Hey Naatkinson, I've noticed that the new Ranger archetypes in XGtE all get extra spells that align with the flavour of the archetype. I did some digging and the D&D designer Dan Dillon - biggest defender of the beast master I know - suggests doing the same for the PHB Rangers. You learn the following spells at these levels. They do not count toward the number of spells your character knows.
3rd: Animal Friendship
5th: Beast Sense
9th: Conjure Animals
13th: Dominate Beast
17th: Awaken
Since you have already selected Animal Friendship you can pick another spell!
Also, Ander's magic weapon (feedback appreciated):
Snapjaw
Weapon (short sword), uncommon (requires attunement)
When the bearer makes a successful melee attack with this weapon, your beast may use a bonus action to make an attack against the same creature. You may use this feature a number of time equals to your ranger level divided by 2 per long rest.
So, for the weapon, I'm slightly confused because my beast doesn't get ANY actions at all unless I tell it to take one as my action, so having this use the beast's bonus action vs regular action doesn't really make a difference.
Though at level 5, I guess I could have it attack, me attack, and then it uses its bonus action for another attack... Hmm... I see possibilities! Ignore my previous critique
I'm definitely not going to turn down a magical weapon, but I wanted to point out that I'm mainly an archer. I plan on using both melee and my bow, but the archery is definitely my top choice. Once again, it doesn't matter much to me at all, but I just wanted to make sure you were aware of that :)
EDIT: Other than that stuff, I'll think on it and see if I have any other critiques. On first look I like it, though.
Last edited April 3, 2018 6:36 pm
Apr 3, 2018 8:39 pm
I think I'll switch it up to a ranged magic weapon, but I'd like to discuss your critique because talking rules with Naat is fun:
So, for the weapon, I'm slightly confused because my beast doesn't get ANY actions at all unless I tell it to take one as my action, so having this use the beast's bonus action vs regular action doesn't really make a difference.The wording might need some work, but the idea is that, just like you can take an action to grant your animal companion an action, attacking with the magic weapon grants your beast a bonus action. I believe this works at level 3 ... you use your action to attack, and then the wolf is granted a bonus action to attack. After all, you can use a bonus action without using an action. For example, you can cast 'Healing Word' without taking an action.
And like you mentioned, I decided to grant a bonus action so that at level five you can get your beast to attack twice and still attack.
Does any of that not jive? Maybe the wording is off? No rush on responding, this is just fun theory crafting between nerds.
Sure, let's make it a ranged weapon. Let's just give you a quarrel of five +1 arrows for now, and we will either retcon it or find something later on. I want to get this scene started! Feel free to toss some suggestions my way.
Naatkinson says:
So, for the weapon, I'm slightly confused because my beast doesn't get ANY actions at all unless I tell it to take one as my action, so having this use the beast's bonus action vs regular action doesn't really make a difference.
And like you mentioned, I decided to grant a bonus action so that at level five you can get your beast to attack twice and still attack.
Does any of that not jive? Maybe the wording is off? No rush on responding, this is just fun theory crafting between nerds.
Quote:
I'm definitely not going to turn down a magical weapon, but I wanted to point out that I'm mainly an archer. I plan on using both melee and my bow, but the archery is definitely my top choice. Once again, it doesn't matter much to me at all, but I just wanted to make sure you were aware of that :)Apr 3, 2018 8:40 pm
HypCo says:
Okay, went ahead with the switch. I believe I hit everything that changed but if you notice something I missed, tell me. Thank you. Maybe I was spoiled by your site with them having two attributes but you hit the target perfectly. I was looking for something that didn't add much but was still a fun little bonus.Also, so I don't make the mistake during the game, are we starting with these or gaining them later?
Apr 3, 2018 8:59 pm
lenpelletier says:
I think I'll switch it up to a ranged magic weapon, but I'd like to discuss your critique because talking rules with Naat is fun:Naatkinson says:
So, for the weapon, I'm slightly confused because my beast doesn't get ANY actions at all unless I tell it to take one as my action, so having this use the beast's bonus action vs regular action doesn't really make a difference.
And like you mentioned, I decided to grant a bonus action so that at level five you can get your beast to attack twice and still attack.
Does any of that not jive? Maybe the wording is off? No rush on responding, this is just fun theory crafting between nerds.
Quote:
I'm definitely not going to turn down a magical weapon, but I wanted to point out that I'm mainly an archer. I plan on using both melee and my bow, but the archery is definitely my top choice. Once again, it doesn't matter much to me at all, but I just wanted to make sure you were aware of that :)I'll do some thinking on a ranged weapon and get back to you. Ideally, it would also jive with my pet like the sword did
I wouldn't mind having the sword on top of a bow ;)
Apr 3, 2018 10:03 pm
Okay, threads up for those involved in the ambush! Jabes and McDunno, let me know when you're available and we'll get the Lonely Tower scene started too.
It's been awhile since I've done pure theatre of the mind, so if something doesn't make sense in the battlefield layout, just ask :)
It's been awhile since I've done pure theatre of the mind, so if something doesn't make sense in the battlefield layout, just ask :)
Apr 3, 2018 10:24 pm
I'm around and checking in, but doing more than dice rolling is a little difficult. If you have something you want me to start working on, I can probably get back to you in a day or two. By the way, I was looking at Kit's spell list. Quite a few of his spells require no material component, and most of the ones that do are pretty mundane, like a bit of fleece or make-up, a drop of water, a pinch of fine sand.
Apr 3, 2018 10:32 pm
Quickly dropping in to mention players can take their turns in any order in this fight :) I'll get back to you tonight McDunno!
Apr 3, 2018 11:59 pm
Haven't gotten around to writing it down on my character sheet, but Pageflap learned flaming sphere and scorching Ray in the past weeks.
Apr 5, 2018 5:12 am
lenpelletier says:
OOC:
Oh damn, quoting dead party members while striking their murderer with deadly magic is worth INSPIRATION! While you have inspiration you can give yourself advantage on any single d20 roll.Quote:
OOC:
Edit: you can hit Skeetz without hitting the horses but he is prone, so ranged attacks have disadvantage. Probably safer to hit the back rowApr 5, 2018 5:17 am
Sorry folks, got hit hard with surprises at work today. Still sorting it out tonight. Will try to post asap.
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