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Post by zaealix on Feb 19, 2015 2:55:58 GMT
Hrrm...That Hammer of the Molten Skies is interesting! Given it's style, part of me wants to slightly rename it as something like 'Black Hammer of the Molten Skies' or 'Hammer of the Molten Steel Skies'... It looks pretty solid...Thooouuughh... This MIGHT be a bit more complicated than what you'd want, but maybe the damage attunment deals varies depending upon your class? Alternatively, the attunement works sorta like the 'curse' where you end up getting one of the four attunment 'tests' and which one you get determines what tricks you get/ what stats those tricks have. Like the 1d6 per ten minutes gives you the +4 to hit, while the 1 every minute for the hour grants maybe extra damage on hit (an additional 1d4 maybe? upping the power of attacks with dice-based stuff always was weird to me.) Possibly with the ability to 'try again' or take an 'additional test' later on if you get the lighter trials, survive, then want the bigger bonuses from the more severe levels... On some level I'm slightly questioning the power of this thing, but I can't tell if it seems weak to me due to not fully understanding the benefits or simple inexperience on my part... I think it's the drawbacks-the attunement seems more dangerous than normal, and the forge clause strikes me as a rather unpleasant additional handling problem. Plus, one of the buffs is instant getting to be a smith but that one seems like not necessarily all that useful...Though I guess the idea there is it's a reason to hit the forge thing in the first place.
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Post by frostwolf on Feb 19, 2015 4:06:16 GMT
A friend of mine brought up the idea of making the call back as a bonus action, which would make it so you could move your character (and thus the position of the chain if you threw the hammer) to position the hammer so when you call it back it hits a creature. That part I felt pretty damn fun.
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Post by frostwolf on Feb 20, 2015 5:25:05 GMT
My first sentient weapon attempt!
Sentient weapon #1 Ripple Weapon (club) Legendary (requires attunement from someone who has not touched a sword in 24 hours)
+1 to attack and damage rolls made with this weapon. Resistance to slashing damage made from swords (all types), magical or nonmagical. Resistance to piercing damage made from swords (all types), magical or nonmagical. Anything that would bypass this resistance fails to do so. Gain advantage on attacks against enemies with swords. When wielding this weapon you treat your melee weapon attacks as if you had 20 str. If you already had twenty strength then this need not apply. When you hit a creature with a melee attack you may make it roll a DC 17 constitution save. On a failure, the target takes 6d6 force damage and stunned for a minute. On a successful save the target takes half damage The target may roll their constitution save each turn, decreasing the DC by 2 with every attempt, if it succeeds then the effects end. If it fails the effect repeats itself. Sentience
Stats Cha: 18 Wis: 8 Int: 10
Has hearing and darkvision (Based on sensing vibrations) up to 120 feet. Alignment: Chaotic Good Glory seeker: This item seeks renown as the greatest magical item in the world, as such it tends to focus on actions that lead its wielder to become a famous hero or legend. As boastful as it is, it will never claim a deed it or its wielder has not accomplished. Talent: Great at impersonations Mannerisms: Speaks loudly, usually without noticing it. Traits: Arrogant and Hot tempered Bond: Swords are jerks, they need to be brought down a peg. Flaw: inferiority complex
The item can speak, read, and understand common.
Whenever one imagines heroes of legend, there is always one weapon that comes naturally to them. Swords. Swords, swords, and more swords. It seems that almost every hero of legend uses a sword rather than say an ax, a spear, or even a flimsy little club. They use swords so much that they come in so many different shapes and sizes! This wooden club hates swords, feeling that they're too overhyped. So they can stab or cut stuff, big deal! They're too flimsy to really last long in a “real” fight anyway. This club wants to show the world that swords aren't the best weapons, that they shouldn't be getting all the glory while other weapons seem to get covered in dust, or only get used by the hands of villains or thugs. The club will do anything it feels it needs to gain a step over swords, and tends to pick fights (much to the displeasure of its wielder) with people who either A) wield a sword B) mock it C) mock its wielder or D) do all of the above. If its wielder backs away from confrontation it will usually try and start a fight. It also doesn't respond well to being asked to be quiet, unless asked politely. Secretly the club thinks that it and weapons like it are indeed worthless, and that it's only kidding itself by trying to prove otherwise, never changing anything.
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Post by zaealix on Feb 20, 2015 13:45:40 GMT
:3 I suppose you're fond of blunt weapons then Frost?
As far as Ripple goes, I'm bemused at the idea of this apparently legendary weapon that looks like a simple wooden club, like a dude picks it up thinking it's just an ordinary club, and then it turns out to be Ripple itself, much to his dismay.
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Post by frostwolf on Feb 20, 2015 16:11:06 GMT
Honestly it's because most magic weapons seem to be swords. I know you can change them to other weapons, but I felt like it'd be best to make some other magic weapons.
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Post by demonnachos on Apr 5, 2016 20:42:48 GMT
I just realized something. In DnD 5e there is no penalty to using magic spells while in armor, you just lack proficiency with martial weapons and armor. That means if you start off as a fighter and all your levels are put into Wizard you are basically a wizard who can use any weapons and armor (And you aren't quite as squishy HP wise). If you start as a Paladin that means you get a few healing spells as well, which would make you pretty bad ass all things considered.
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Post by Canuovea on Apr 5, 2016 21:29:56 GMT
Perhaps, but you'll be pretty far behind the other wizards in terms of spell slots. Like, a lot.
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Post by demonnachos on Apr 5, 2016 21:45:01 GMT
Only one level.
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Post by Canuovea on Apr 5, 2016 22:22:44 GMT
One level makes a lot of difference.
A level 2 wizard can't actually cast level 2 spells.
My character started level 3... can cast 3 cantrips, 4 lvl 1 spells, and 2 lvl 2 spells.
That being said, my wizard is a bit of a battle wizard, able to cast and use a tower shield and sword at the same time. No proficiency, but it is still possible.
The group's alchemist took a level in fighter and can use medium armour. But has missed out on some of the cooler 3rd level stuff because of it.
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Post by frostwolf on Apr 6, 2016 20:25:26 GMT
Really if you wanted a wizard/spell caster with good armor without using feats, you should just play a dwarf for medium armor proficiency and a few weapon proficiencies. Paladins only get spells at level 2 (which to be honest, are only good when they are mixed in combat if you ever use them. Wizard/any other full spell caster has a better selection) and their healing thing only gets better with paladin levels (and paladins get some of the best capstones, so multiclassing out of paladin is usually not the best idea mechanically).
This just makes me think that dwarven kingdoms would have abjuration wizards in their military. Give your wizard dwarves some armor, make them use shield spells and abjuration wards in their unit, and BOOM! Every squad as a defensive magic user that isn't a cleric.
Dwarves use clerics too often.
And yes I know I haven't posted in a long time. Senior College life is frustrating and League has taken up a lot of my free time.
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Post by Canuovea on Apr 6, 2016 21:00:14 GMT
Senior college would be frustrating indeed.
Enjoying League of Legends? Nice.
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Post by frostwolf on Apr 6, 2016 21:08:08 GMT
Yeah. I ended up becoming a Sion main (and wrote a fic about him, probably my only good league fic). I haven't played ranked, mostly because I don't understand what the system is suppose to test. Why am I judged on individual skill when it is inherently a team game? Counting that with the mindset of "carry yourself out of bronze." and you'll find that I'm not in the mood to fight 9 people over 5.
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Post by demonnachos on Apr 6, 2016 21:14:04 GMT
You know, perhaps a Cleric start and Wizard there after might be better since Clerics start with healing spells and good armor/weapon proficiencies.
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Post by Canuovea on Apr 6, 2016 21:14:51 GMT
I played a bit of League, but never did anything in ranked. Ranked just seems... strange.
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Post by frostwolf on Apr 6, 2016 21:20:18 GMT
You know, perhaps a Cleric start and Wizard there after might be better since Clerics start with healing spells and good armor/weapon proficiencies. I don't think their proficiencies are any better than the wizard (unless you are a dwarf). But I'm away from the book, so I could be wrong. Though if you want healing spells, having one level of cleric isn't really going to cut it. Bard might be better if you want healing and near wizard level of versatility (and better weapon proficiencies) since they have access to healing spells. Lore bards can grab any spell they want three times I think. You don't even need an instrument to be a bard; you could hum, tell jokes, be a poet or novelist (not sure how that translates into combat, but whatever) or a dancer. Any form of entertainer can work as a bard. Hell, why do bards even need to entertain?! I see no reason as to why I can't play a Bard that refuses to use music. As for ranked being weird, it is. I prefer normals, less pressure.
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