Talk:Bert's Character Sheet

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feat choices and alternates

  • Polearm Master is probably the best martial feat, just throwing or spinning around a magic spear as needed and is also probably the best use of bonus action in combat. 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 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. Likely options would be Arcana, History, Investigation, etc.

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

  • level 4: ASI (INT)
  • level 5: extra attack, Level 2 Spells and Slots, Spiritual Weapon and Warding Bond always prepared
  • level 6: expertise on proficient tools, new infusion and replicate magic item options