Talk:Karoz's Character Sheet: Difference between revisions

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==tactics==
==tactics==
at level 1 equally good at shoot or slash. standard equipment would be shield and scimitar or rapier in big hands, hand crossbow and free hand in little hands, but able to remove shield and use bigger crossbow in big hands for extra range while keeping a scimitar or shortsword in small hands instead. bloodhunter abilities and hand crossbow mean try to stay within 30' of enemies, but pretty good ac and hp. after level 2 try to stay in ranged as much as possible.
bloodhunter abilities and hand crossbow mean try to stay within 30' of enemies, but pretty good ac and hp. stay close and keep shooting. blood rite at first sign of trouble then double-shoot any round there's not some big thing to blood curse. try not to die from self-injury
 
==alternates==
switch to medium armor and go melee focused instead (though probably still DEX finesse), maybe rework stats to allow multiclass


== Level Advancement Plans ==
== Level Advancement Plans ==
*bloodhunter 2: archery fighting style, crimsom rite (lighting damage for weapon)
*NEED TO CHECK CRIMSON RITE CODE or maybe rewrite it as separate weapons?
*bloodhunter 3: ghostslayer subclass (Rite of the Dawn (radiant damage plus light, necrotic resistance, and extra damage to undead), curse specialist(1 extra blood maledict known(probably Fallen Puppet), 1 extra use per rest, can target creatures with no blood))
*bloodhunter 4: feat
*bloodhunter 5: extra attack, hemocraft die goes to d6
*bloodhunter 5: extra attack, hemocraft die goes to d6
*bloodhunter 6: Brand of Castigation,  
*bloodhunter 6:  
*Feats: crossbow expert for extra shooty, Skill Expert(+1 Dex, +1 skill prof, 1 proficient skill gets expertise (probably perception or maybe stealth to get it super high), DEX ASI, sharpshooter
**Brand of Castigation - when you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature (no action required). You always know the direction to the branded creature as long as it's on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your Hemocraft modifier (minimum of 1). Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half your blood hunter level (maximum 9th level). Once you use this feature, you can't use it again until you finish a short or long rest.
**Blood Maledict Improvement:Beginning at 6th level, you can use your Blood Maledict feature 3 times between rests.
**Extra Curse (probably Blood Curse of the Eyeless (probably too annoying) or Blood Curse of the Fallen Puppet or Blood Curse of Bloated Agony (would make Muck even even overpowering at grapple)
*bloodhunter 7: Aether Walk (see ethereal and walk through objects/walls), additional crimson rite (probably fire)
*bloodhunter 8: feat
*multiclass possibilities: i miss having spells, but base class does get enough cool stuff for many levels
**cleric (peace domain) - 1 level dip would get some great group buff spells, 3 cantrips, and a cool pseudo-bless power that scales off proficiency bonus so would be great for a dip. 2 levels would get a cool disengage/group heal power and turn undead
**rogue - probably not worth it due to usually having other good bonus actions, but 2 levels for more movement and hide would be nice or 3 for arcane trickster if spells are a goal
*Feats: Skill Expert(+1 Dex, +1 skill prof, 1 proficient skill gets expertise (probably perception or maybe stealth to get it super high), DEX ASI, sharpshooter

Latest revision as of 05:01, 2 March 2023

tactics

bloodhunter abilities and hand crossbow mean try to stay within 30' of enemies, but pretty good ac and hp. stay close and keep shooting. blood rite at first sign of trouble then double-shoot any round there's not some big thing to blood curse. try not to die from self-injury

Level Advancement Plans

  • NEED TO CHECK CRIMSON RITE CODE or maybe rewrite it as separate weapons?
  • bloodhunter 5: extra attack, hemocraft die goes to d6
  • bloodhunter 6:
    • Brand of Castigation - when you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature (no action required). You always know the direction to the branded creature as long as it's on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your Hemocraft modifier (minimum of 1). Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half your blood hunter level (maximum 9th level). Once you use this feature, you can't use it again until you finish a short or long rest.
    • Blood Maledict Improvement:Beginning at 6th level, you can use your Blood Maledict feature 3 times between rests.
    • Extra Curse (probably Blood Curse of the Eyeless (probably too annoying) or Blood Curse of the Fallen Puppet or Blood Curse of Bloated Agony (would make Muck even even overpowering at grapple)
  • bloodhunter 7: Aether Walk (see ethereal and walk through objects/walls), additional crimson rite (probably fire)
  • bloodhunter 8: feat
  • multiclass possibilities: i miss having spells, but base class does get enough cool stuff for many levels
    • cleric (peace domain) - 1 level dip would get some great group buff spells, 3 cantrips, and a cool pseudo-bless power that scales off proficiency bonus so would be great for a dip. 2 levels would get a cool disengage/group heal power and turn undead
    • rogue - probably not worth it due to usually having other good bonus actions, but 2 levels for more movement and hide would be nice or 3 for arcane trickster if spells are a goal
  • Feats: Skill Expert(+1 Dex, +1 skill prof, 1 proficient skill gets expertise (probably perception or maybe stealth to get it super high), DEX ASI, sharpshooter