Talk:Bert's Character Sheet: Difference between revisions

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(Created page with "==feat choices and alternates== *polearm mastery probably the best martial feat, just throwing or spinning around a magic spear as needed, probably the best use of bonus action in combat *rework stats and background to go to cow college and chef feat *rework stats for observant, can't go wrong with more passive perception, and might have the best investigation *rework stats for skill expert if expertise for a particular party role is better")
 
 
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==feat choices and alternates==
==feat choices and alternates==
*polearm mastery probably the best martial feat, just throwing or spinning around a magic spear as needed, probably the best use of bonus action in combat
*change Skill Expert skill if needed for story/background
*rework stats and background to go to cow college and chef feat
*without Polearm Master, javelin is unquestionably better than spear, and sword/battleaxe/warhammer are better damage (but without throw). could even go for 2h reach weapons if wanted, but it's so hard to give up a shield.
*rework stats for observant, can't go wrong with more passive perception, and might have the best investigation  
*rework stats for Polearm Master is probably the best martial feat option, just throwing or spinning around a magic spear as needed and is also probably the best use of bonus action in combat and the best way for melee to be much better than spell blasting. another good combat option would be Sharpshooter, but looks like there's fucky interactions with thrown weapons other than darts not being "ranged weapons" so only able to qualify for the range and cover sections but not the -5 to hit/+10 damage section. (this subclass as a dart throwing build could probably make a fun Yondu-like deadly dart controller just using their mind and magical control to fling a dart from target to target through a crowd, but isn't what i was going for). Telekinetic would likewise be a useful bonus action, but probably not a good fit for background.
*rework stats for skill expert if expertise for a particular party role is better
*change to Observant, can't go wrong with more passive perception, and might have the best investigation
 
==infusion options (enhanced defense and subclass feature always selected) 3 others known, 1 other able to be in use at same time==
*Enhanced Weapon would just be for buffing another weapon user in party and may be useless or better replaced by Enhanced Arcane Focus on a blaster caster depending on party makeup.
*Replicate Magic Item (class items): can be selected multiple times with different options.
**Alchemy Jug: my favorite magic item. you can't beat it. all you really need to live on and have fun times right there.
**Bag of Holding: if you have the loot to need one you need one. ability to recreate means you can purposely destroy it.
**Sending Stones: also great if you have a need for them, otherwise not. (also any job should have to provide the communication equipment)
*Replicate Magic Item (common magic items): some may be worth using mostly for the ability to make a new one daily
**Hat of Wizardry: (RAW it's Wizard-only but was published before Artificer release and would fit well with college background as a "study aid") probably would look more like a purple, black, and white hood or alchemists cap or something and would work especially well with Skill Expert (Arcana) feat choice. can be used as a spell focus and can try a DC 10 Arcana check to cast an Artificer cantrip you don't know. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
**Masque Charm (if SCC items allowed): dc 13, 6-hour duration ''Disguise Self''. if someone in the party needs to be frequently disguised. like other infusions could be used by self or given to another PC or NPC as needed.
**Mystery Key: if there's a lot of lock-picking, 1/20 chance to get into any locked door. would probably annoy the GM with always rolling for it when encountering any lock until it works. probably a bit too weird for this background
**Perfume of Bewitching: similar to ''Enhance Ability(CHA)'' but the "challenge rating 1 or lower" means it probably would never be useful in important interactions or anything after very early games.
 
==advancement==
*purchasing/crafting plans: half-plate asap (purchase or else has tool proficiency to craft it himself (though doing so is still pretty expensive and time-consuming at 375gp and 8 downtime weeks)).
**not as bad as a wizard, but can still easily burn through all income just creating scrolls. 1st level spells are 25gp and 1 day of work. try to stock all party members capable of reading one with a ''Cure Wounds'' scroll at all times and try to keep on hand at least a few less commonly needed but possible emergency spells like ''Detect Magic'', ''Disguise Self'', ''Faerie Fire'', ''Feather Fall'', ''Purify Food and Drink'', etc depending on which spells and rituals other party members have available.
**uncommon magic items (long-term plans and extended downtime): All Purpose Tool (multi-tool with +1 DC/to hit but would be limited to out of combat use as a spell focus if wielding a shield and javelin), Broom of Flying (powerful but flying is usually annoying), Eyes of Minute Seeing (advantage on Investigation), Sentinel Shield (advantage on Initiative and Perception), Pearl of Power (slot recovery), Stone of Good Luck (+1 saves and ability checks)
*level 4: +1 spell prepared, ASI (INT) (which will result in an additional +1 spell prepared as well as increase in spell and weapon to hit/damage and spell DC)
*level 5: extra attack, Level 2 Spells and Slots, ''Spiritual Weapon'' and ''Warding Bond'' always prepared
*level 6: +1 spell prepared, expertise on proficient tools, +1 infusion, new replicate magic item options

Latest revision as of 05:15, 16 September 2024

feat choices and alternates

  • change Skill Expert skill if needed for story/background
  • without Polearm Master, javelin is unquestionably better than spear, and sword/battleaxe/warhammer are better damage (but without throw). could even go for 2h reach weapons if wanted, but it's so hard to give up a shield.
  • rework stats for Polearm Master is probably the best martial feat option, just throwing or spinning around a magic spear as needed and is also probably the best use of bonus action in combat and the best way for melee to be much better than spell blasting. another good combat option would be Sharpshooter, but looks like there's fucky interactions with thrown weapons other than darts not being "ranged weapons" so only able to qualify for the range and cover sections but not the -5 to hit/+10 damage section. (this subclass as a dart throwing build could probably make a fun Yondu-like deadly dart controller just using their mind and magical control to fling a dart from target to target through a crowd, but isn't what i was going for). Telekinetic would likewise be a useful bonus action, but probably not a good fit for background.
  • change to Observant, can't go wrong with more passive perception, and might have the best investigation

infusion options (enhanced defense and subclass feature always selected) 3 others known, 1 other able to be in use at same time

  • Enhanced Weapon would just be for buffing another weapon user in party and may be useless or better replaced by Enhanced Arcane Focus on a blaster caster depending on party makeup.
  • Replicate Magic Item (class items): can be selected multiple times with different options.
    • Alchemy Jug: my favorite magic item. you can't beat it. all you really need to live on and have fun times right there.
    • Bag of Holding: if you have the loot to need one you need one. ability to recreate means you can purposely destroy it.
    • Sending Stones: also great if you have a need for them, otherwise not. (also any job should have to provide the communication equipment)
  • Replicate Magic Item (common magic items): some may be worth using mostly for the ability to make a new one daily
    • Hat of Wizardry: (RAW it's Wizard-only but was published before Artificer release and would fit well with college background as a "study aid") probably would look more like a purple, black, and white hood or alchemists cap or something and would work especially well with Skill Expert (Arcana) feat choice. can be used as a spell focus and can try a DC 10 Arcana check to cast an Artificer cantrip you don't know. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
    • Masque Charm (if SCC items allowed): dc 13, 6-hour duration Disguise Self. if someone in the party needs to be frequently disguised. like other infusions could be used by self or given to another PC or NPC as needed.
    • Mystery Key: if there's a lot of lock-picking, 1/20 chance to get into any locked door. would probably annoy the GM with always rolling for it when encountering any lock until it works. probably a bit too weird for this background
    • Perfume of Bewitching: similar to Enhance Ability(CHA) but the "challenge rating 1 or lower" means it probably would never be useful in important interactions or anything after very early games.

advancement

  • purchasing/crafting plans: half-plate asap (purchase or else has tool proficiency to craft it himself (though doing so is still pretty expensive and time-consuming at 375gp and 8 downtime weeks)).
    • not as bad as a wizard, but can still easily burn through all income just creating scrolls. 1st level spells are 25gp and 1 day of work. try to stock all party members capable of reading one with a Cure Wounds scroll at all times and try to keep on hand at least a few less commonly needed but possible emergency spells like Detect Magic, Disguise Self, Faerie Fire, Feather Fall, Purify Food and Drink, etc depending on which spells and rituals other party members have available.
    • uncommon magic items (long-term plans and extended downtime): All Purpose Tool (multi-tool with +1 DC/to hit but would be limited to out of combat use as a spell focus if wielding a shield and javelin), Broom of Flying (powerful but flying is usually annoying), Eyes of Minute Seeing (advantage on Investigation), Sentinel Shield (advantage on Initiative and Perception), Pearl of Power (slot recovery), Stone of Good Luck (+1 saves and ability checks)
  • level 4: +1 spell prepared, ASI (INT) (which will result in an additional +1 spell prepared as well as increase in spell and weapon to hit/damage and spell DC)
  • level 5: extra attack, Level 2 Spells and Slots, Spiritual Weapon and Warding Bond always prepared
  • level 6: +1 spell prepared, expertise on proficient tools, +1 infusion, new replicate magic item options