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<blockquote data-quote="James Gasik" data-source="post: 9711036" data-attributes="member: 6877472"><p>The Fighter: Weapon Master (the ToV Battle Master). Sword + Board. High AC, good hit points. Has an ability similar to protection fighting style (bonus action, select an enemy within 5', the first attack that enemy makes each turn against you or an ally within 5' of you has disadvantage so long as the enemy stays within 5' of you). Was out of "stunts" (maneuvers).</p><p></p><p>The Bard: total support, carries a rapier, doesn't use it often. Had one use remaining of a bardic performance that can be maintained for 1 minute, at the start of the turn, allies who can hear the performance may spend a Hit Die and recover hit points equal to the die result + the Bard's +4 charisma mod. Normally quite useful, but the consequence of this ability is that the players often run out of Hit Dice (I think everyone had a single Hit Die left at this point). The only spells they ended up casting were Cure Wounds. They have an ability to Help as a bonus action.</p><p></p><p>The Sorcerer: all about cold damage. Has built around being able to turn other spells into cold damage. Favorite spells are Shatter and Magic Missile (and Ray of Frost).</p><p></p><p>The Mechanist (ToV's answer to the Artificer): can cast utility spells in a roundabout way. Uses a firearm that they can generate infinite ammo for that counts as magical.</p><p></p><p>-</p><p></p><p>The initiative went thusly: Minotaur, Ranger, Weretiger, Sorcerer, Mechanist, Bard, Sorcerer, Fighter.</p><p></p><p>The Minotaur came in with his charge attack first, hitting the fighter with it's gore and greataxe (as he was first in the room). The Ranger saw that the weretiger had a bow, and decided to pin down the archer (he couldn't reach the enemy sorcerer). He could have focused on the Minotaur, but I can't totally fault his logic, especially since the weretiger could make four longbow attacks per turn (not that anyone knew that besides me).</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9711036, member: 6877472"] The Fighter: Weapon Master (the ToV Battle Master). Sword + Board. High AC, good hit points. Has an ability similar to protection fighting style (bonus action, select an enemy within 5', the first attack that enemy makes each turn against you or an ally within 5' of you has disadvantage so long as the enemy stays within 5' of you). Was out of "stunts" (maneuvers). The Bard: total support, carries a rapier, doesn't use it often. Had one use remaining of a bardic performance that can be maintained for 1 minute, at the start of the turn, allies who can hear the performance may spend a Hit Die and recover hit points equal to the die result + the Bard's +4 charisma mod. Normally quite useful, but the consequence of this ability is that the players often run out of Hit Dice (I think everyone had a single Hit Die left at this point). The only spells they ended up casting were Cure Wounds. They have an ability to Help as a bonus action. The Sorcerer: all about cold damage. Has built around being able to turn other spells into cold damage. Favorite spells are Shatter and Magic Missile (and Ray of Frost). The Mechanist (ToV's answer to the Artificer): can cast utility spells in a roundabout way. Uses a firearm that they can generate infinite ammo for that counts as magical. - The initiative went thusly: Minotaur, Ranger, Weretiger, Sorcerer, Mechanist, Bard, Sorcerer, Fighter. The Minotaur came in with his charge attack first, hitting the fighter with it's gore and greataxe (as he was first in the room). The Ranger saw that the weretiger had a bow, and decided to pin down the archer (he couldn't reach the enemy sorcerer). He could have focused on the Minotaur, but I can't totally fault his logic, especially since the weretiger could make four longbow attacks per turn (not that anyone knew that besides me). [/QUOTE]
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