Talk:Join's Character Sheet: Difference between revisions

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== Alternate ==
== Alternate ==
*might be better to redo with barbarian instead of monk for better weapons and more HP and AC (would allow a shield) while still following the speedy unarmored brawler radical preacher theme. rage would interfere with spells but could be used mostly to avoid damage and it wouldn't stop any of the cleric domain abilities.
*maybe Drunken Master monk instead for even faster movement or Open Hand monk to only 5 (probably not as they're not nearly as as bad-ass as tons of elemental damage and freaky dragon wings)
*maybe Drunken Master monk instead for even faster movement
*would probably work well as a [redacted], kobold or other Monster Town area background, or pretty much anything besides dwarf or elf
*or Open Hand monk to only 5
*redo ability scores, probably increasing CHA, for different race or to have an odd score for eventually picking up Fey Touched or Crusher (especially if +DEX UA version was allowed), though getting WIS to 20 ASAP should be top priority ASI-wise
*possibly redo ability scores to have odd ones for Fey Touched or Crusher feats, though getting WIS to 20 should be top priority


== Level Plans ==
== Level Plans ==
*Would require very little spending especially once they have magical ways of creating food. No need for armor or scrolls, doesn't even need a weapon
*requires very little wealth especially once they have magical ways of creating food: can't scribe scrolls, better off not using armor or shield, doesn't even really need a weapon. would probably eventually want some of the expensive spell components like a diamond for Revivify, but otherwise probably has nothing besides ragged clothing, a walking staff, and a crude holy symbol.
*7-10: Likely Monk(Ascendant Dragon) to Monk 5 then Cleric 5
*7-10: Likely Monk(Ascendant Dragon) to Monk 5 then Cleric 5
*Level 12: Monk 6/Cleric 6: 6 ki/short, extra attack, elemental damage on unarmed strikes, stunning strike, 2d6 elemental breath weapon(20' cone or 30' line), flight, level 3 spells, Protective Bond to teleport allies!, 2/short channel divinity
*Level 12: Monk 6/Cleric 6: 6 ki/short, extra attack, elemental damage on unarmed strikes, stunning strike, can replace 1 attack with 2d6 elemental breath weapon(20' cone or 30' line), flight, level 3 spells, Protective Bond to teleport allies!, 2/short channel divinity
*Beyond: probably all Cleric
*Beyond: probably all Cleric
*Feats in likely order: WIS ASIs, maybe Magic Initiate for Shillelagh and Absorb Elements or Goodberry, DEX ASIs
*Feats in likely order: WIS ASIs, maybe Magic Initiate for Shillelagh and Absorb Elements or Goodberry, DEX ASIs


== Tactics ==
== Tactics ==
probably more of a support character than i would actually want to play with a focus on buff abilities and spells but still able to dish out a bit of melee damage. spend ki mostly to dodge, disengage, or dash at least a few rounds per rest which would probably be needed due to fairly low AC. would need to stay close to allies and enemies for most abilities. despite being a follower of the peace domain this is much more of a character always wanting to fortify and radicalize everyone around them into being a better fighting force magically rather than by charismatic leadership or intelligent planning. start each day casting Aid and using domain powers pretty much every combat, frequently combining with Bless for 2d4 boost.
probably more of a support character than i would actually want to play with a focus on buff abilities and spells but still able to dish out a bit of melee or magic damage. spend ki mostly to dodge, disengage, or dash (or eventually fly) at least a few rounds per rest which would probably be needed due to fairly low AC. would need to stay close to allies and enemies for most abilities. despite being a follower of the peace domain this is much more of a character always wanting to fortify and radicalize everyone around them into being a better fighting force magically rather than by charismatic leadership or intelligent planning. start each day casting Aid and using domain powers pretty much every combat, frequently combining with Bless for 2d4 boost.

Revision as of 01:15, 24 January 2021

Alternate

  • maybe Drunken Master monk instead for even faster movement or Open Hand monk to only 5 (probably not as they're not nearly as as bad-ass as tons of elemental damage and freaky dragon wings)
  • would probably work well as a [redacted], kobold or other Monster Town area background, or pretty much anything besides dwarf or elf
  • redo ability scores, probably increasing CHA, for different race or to have an odd score for eventually picking up Fey Touched or Crusher (especially if +DEX UA version was allowed), though getting WIS to 20 ASAP should be top priority ASI-wise

Level Plans

  • requires very little wealth especially once they have magical ways of creating food: can't scribe scrolls, better off not using armor or shield, doesn't even really need a weapon. would probably eventually want some of the expensive spell components like a diamond for Revivify, but otherwise probably has nothing besides ragged clothing, a walking staff, and a crude holy symbol.
  • 7-10: Likely Monk(Ascendant Dragon) to Monk 5 then Cleric 5
  • Level 12: Monk 6/Cleric 6: 6 ki/short, extra attack, elemental damage on unarmed strikes, stunning strike, can replace 1 attack with 2d6 elemental breath weapon(20' cone or 30' line), flight, level 3 spells, Protective Bond to teleport allies!, 2/short channel divinity
  • Beyond: probably all Cleric
  • Feats in likely order: WIS ASIs, maybe Magic Initiate for Shillelagh and Absorb Elements or Goodberry, DEX ASIs

Tactics

probably more of a support character than i would actually want to play with a focus on buff abilities and spells but still able to dish out a bit of melee or magic damage. spend ki mostly to dodge, disengage, or dash (or eventually fly) at least a few rounds per rest which would probably be needed due to fairly low AC. would need to stay close to allies and enemies for most abilities. despite being a follower of the peace domain this is much more of a character always wanting to fortify and radicalize everyone around them into being a better fighting force magically rather than by charismatic leadership or intelligent planning. start each day casting Aid and using domain powers pretty much every combat, frequently combining with Bless for 2d4 boost.