Quickleaf
Legend
Still chewing on the stuff here. For questions, should I post them here or would a PM be more appropriate?
Whatever's clever.
Still chewing on the stuff here. For questions, should I post them here or would a PM be more appropriate?
Our approach has been that you can re-interpret 'Archery' and 'Sharpshooter' as applying to firearms, bows, or both...whatever best fits your character concept. Whether it applies to cannons, I'm leaving up to you and your character concept.Starting with some basic questions, which may help narrow the field of concepts:
1. Would the 'Archery' fighting style apply to cannons and similar heavy weapons? How about the Sharpshooter feat? If no in either case, could a similar style or feat, specific to heavy weapons, be created? (for a gunner-type)
Yes, you could use Expertise for surgeon's tools.2. Could one use an Expertise slot for surgeons tools? Or would Expertise in Medicine apply to surgery rolls? (surgeon, obviously)
The Pirate class is already something of a mash-up intended to accommodate "lightly armored warrior of the seas" concepts that don't fit into the normal multi-classing rules.3. For the Pirate class in the pdf, would multiclass requirements be DEX and CHA, or just DEX? (ex-zombie half-orc wants to know)
Sounds good.I've got a few more that I'll probably put up when I start pitching concepts, but I figured I would get these out for now.
Tome of Magic said:A knight of the sacred seal is never alone because she has formed a true partnership with a single vestige. Her oath requires her to champion and protect her patron vestige, take its seal as her symbol, and to advance its goals in the world.
Buer
Inherent:
- You gain vestigial knowledge on Intelligence (Nature), Wisdom (Medicine), and Wisdom (Survival) checks, including checks to track a creature.
- Spell: Healing Word
- Fast Recovery: If you have less than half of your maximum hit points when you roll initiative, increase your hit points to half of your maximum.
Advanced:
* Binder level 3: Spell: Hunter's Mark.
* Binder level 5: You and all allies within 30 ft. have advantage on saves against poison and disease. When you bind Buer during a short rest, you or any of your allies who are below half maximum hit points are healed to half maximum hit points. This healing occurs before you or your ally spend any hit dice.
* Binder level 7: Spell: Aura of Purity
* Binder level 9: Spell: Mass Cure Wounds
Ultimate:
+ Fast Healing: At the start of your turn, if you have at least 1 hit point, you are healed for 5 hit points.
Focalor
Inherent:
- You can breathe underwater.
- You gain proficiency on Dexterity saving throws.
- Spell: Thunderwave
- Cantrip: Ray of Frost
Advanced:
* Binder level 3: Aura of Sadness: Adjacent enemies can't use the Disengage action.
* Binder level 5: Spell: Call Lightning
* Binder level 7: Spell: Control Water
* Binder level 9: Aura of Sadness: Adjacent enemies also suffer disadvantage on attacks and skill checks.
Ultimate:
+ Aura of Sadness: Adjacent enemies also suffer disadvantage on all saving throws.
Orthos
Inherent:
- Cantrip: Message
- Displacement: Your image is displaced, and attack rolls against you have Disadvantage until you are hit by an attack, which ends your displacement. You can use an action to regain displacement.
- Whirlwind Breath: You can expend a spell slot to exhale a 30 foot cone of cutting wind. Each creature in the cone suffers 2d6/slot level magical slashing damage, or half on a successful Dexterity save. Additionally, each creature must make a Strength saving throw, or be pushed back 10 feet per spell slot level.
Advanced:
* Binder level 3: Spell: Gust of Wind
* Binder level 5: Spell: Wind Wall
* Binder level 7: Spell: Greater Invisibility
* Binder level 9: You can regain displacement as a bonus action. Your Whirlwind Breath cone is 60 feet long.
Ultimate:
+ You gain Blindsight out to 30 feet, you automatically regain displacement at the start of your turn without using an action, and your Whirlwind Breath deals 2d10/spell slot level magical slashing damage.
Aym, the Avaricious Azer [Elemental, Fire]
Inherent:
- You gain proficiency on Strength saving throws.
- You gain vestigial knowledge on Strength (Athletics) checks.
- Beard and Crown of Fire: As a bonus action, you can ring your face with flame. These flames don't harm you or your equipment. The flames provide illumination like a torch, and make stealth impossible. Any foe who strikes you in melee suffers 5 (1d10) fire damage as your beard lashes out in retaliation. EDIT: love the flavor, but it's OP
- Spell: Burning Hands
Advanced:
* Binder level 3: Spells: Flame Blade, Flaming Sphere
* Binder level 5: You gain resistance to fire damage.
* Binder level 7: While your Beard and Crown of Fire is active, all of your melee attacks deal +1d4 fire damage.
* Binder level 9: Spells: Conjure Elemental, Flame Strike
Ultimate:
+ You gain immunity to fire damage. While your Beard and Crown of Fire is active, foes who strike you in melee suffer 15 (3d10) fire damage.