robo-knight
robo-knight
TTRPG Builds
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robo-knight · 5 months ago
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The Mechanic
System: Lancer RPG
Suggested Name: Alexander
Suggested Callsign: Brooks
Background: Before Brooks became apart of whatever group he joins, he was a Mechanic, repairing whatever lancers that come into his shop, then of course he signs up to join
Starting Skills: The four skills that we are picking up at the beginning are Hack or Fix, Apply Fists to Faces, Threaten, and Get a Hold of Something
Starting Talents: The Three Talents we are grabbing at the beginning are Brawler (Hold and Lock), Engineer (Prototype), and Juggerment (Momentum).
Starting Mech Skills: Given that we have two points to spend on Mech Skills. we are putting one into the System skill, and the other into the Engineering Skill
Pilot Gear: So when it comes to the Armor, we are going to be using the Heavy Hardsuit. For the Weapons we are taking Medium Signature (Shotgun) and Medium A/C (Brass Knuckles). and finally for the other gear we are grabbing a Tertiary Arm, an Omnihook, and Frag Grenades.
Mech: So given that we don't have any License Levels at the moment we are starting off with a GMS Everest which we are calling Schrödinger's Hammer, which does have a Prototype Weapon I in it's Integrated Mount thanks to the Engineer talent. in the Main Mount we are taking the Shotgun, A Tactical Melee Weapon in the Flex Mount, and an Anti-Material Rifle in the Heavy Mount. and for the systems we are taking an Eva Module for one system point, Stable Structure for two system points, a Type-3 Projected Shield for another two system points, and a set of Manipulators for the sixth system point
License Level 1
as we gain a level up we are going to put another skill point into Apply Fists to Faces, gaining another talent level into Brawler to gain the Sledgehammer feature in it, and putting another level into the System Mech skill. additionally since we are able to get our first license level into another mech outside of the Everest, we are going to get the first License Level in the Tortuga Mech, which gives us a Deck-Sweeper Automatic Shotgun (which we are swapping the shotgun in our main mount out for) and a Siege Ram (which we are swapping out our Manipulators for).
License Level 2
Gaining another license level, and gain another skill point that we are putting into Threatening. for the talent selection section we are taking Engineer (Revision). and for our additional mech skill we are putting it into Engineering. and for the unlock license stage we are gaining the second level of the Tortuga License, which gives us the Tortuga Frame, Daisy Cutter, and Catalytic Hammer. and with this we are going to switch to the Tortuga Frame, naming the frame Phlogiston Pump. the Integrated Mount we are using is the Prototype Weapon II. for the main mount is going to be used for the Catalytic Hammer. and the Heavy Mount is going to have the Daisy Cutter. and as for the systems we are going to equip onto our new frame is the Siege Ram for two system points, Stable Structure for another 2 system points, Type-3 Projected Shield for yet another 2 system points, and Expanded Compartment for our final system point
License Level 3
Ok so going onto License Level 3, we are going to put our skill point into Hack or Fix, then for the trait we are taking Juggernaut (Kinetic Mass Transfer) and for our fifth Mech skill point we are putting it into Engineering. and we are taking the third level of the Tortuga License, gaining Throughbolt Rounds and Hyperdesne Armor. and for the Core Bonus (a new thing) We are taking the ISP-Northstar Briareos Frame. we are also going to swap the projected Shield for the Hyperdense Armor.
License Level 4
Going onto the 4th License Level, we are putting another point into the "Get a Hold of Something" skill. putting the Talent point into Brawling to get Knockout Blow, and putting the Mech skill point into system. and for the new License we are going with Barbarossa, to gain "Roller" Directed Payload Charges and Siege Stabilizers
License Level 5
Now onto the 5th License Level, we are putting the skill Point into Apply Fists to Faces, we are putting the Talent Point into Engineering (Final Draft), the Mech Skill Point into Engineering, and the new level for the Licenses we are doing is another one into Barbarossa, gaining the Barbarossa Frame, Autoloader Drone, and Flak Launcher.
Now we are going to swap to the Barbarossa Frame, Naming it "Immovable Force". with the two Integrated Mounts we are putting Apocalypse Rail and Prototype Weapon III. for the two main weapon mounts we are doing the Deck Sweeper Automatic Shotgun with the Throughbolt Rounds (which the Throughbolt Rounds does take up two system points) and the Catalytic Hammer. and the Heavy Mount is going to have the Daisy Cutter. and as for the other systems we are doing Hyperdense Armor for three system points, Siege Ram for two system points and Siege Stabilizers for one system point
License Level 6
For the 6th License Level I am putting it into Threaten, the talent selection into Juggernaut (Unstoppable Force), putting the Mech Skill Point into system, and the new License into Barbarossa License level 3, gaining the Siege Cannon weapon and External Ammo Feed. and for the Core Bonus we are taking Superior by Design
additionally we are going to swap the Daisy Cutter for the Siege Cannon, and going down to just the Catalytic Hammer in one of the Main Mounts since the Siege Cannon takes up both the Heavy Mount as well as one of the Main Mounts. and we are putting our two last system points we got back into the autoloader drone, also we are swapping the Frag Grenades out for a pair of Antiphoton Visors
License Level 7
For License Level 7 we are going to upgrade Hack or Fix with the new Skill Point, as for the Talent we are going to unlock the first rank of the Brutal talent to gain the Predator feature. we are also going to upgrade the Engineering Skills with the newly gained mech skill point. and as for what license we are taking we are going to go with the Iridia Demonworks Psyche from the Field Guide to Iridia to gain Woven Aegis and Aurora Barrier
License Level 8
ok Now for License Level 8 we are going to put our new Skill Point into Get a Hold of Something. We are going to put the Talent upgrade into Brutal to get Cull the Heard, and put the Mech Skill Point into system. and for the License Upgrade Section we are going with Psyche Level II to get both the Psyche and Psyche mk. II "Forsaken" frames, as well as Solemn Vigil and Gravitic Clamps
Now before we are going to add the Aurora Barrier and upgrade the Prototype Weapon from Prototype Weapon II to the Prototype Weapon III to our Barbarossa Frame. we are also going to put an Eva unit and a Custom Paint Job (both 1 system points) onto our Tortuga.
Now we are Also going to put the Psyche mk. I frame into our hanger with the name Statistician. Now the Integrated Mounts have both the Rift Nexus and Prototype Weapon III. and for the Flex Weapon Mount we are going to have a Charged Blade. as for the systems, we are going to install an EVA module for one system point, Solemn Vigil for three system points, Woven Aegis for two system points, Flak Launcher for another two system points, Stable Structure for yet another 2 system points, Gravitic Clamps for 2 more system points.
We are of course going to switch between the Barbarossa, the Tortuga, and the Psyche frames depending on what sort of mission the crew is going on, such as if the group is going into space then we'll use the Psyche frame, if we are going onto a maritime mission then we'll use the Tortuga, but if the mission is on dry land we will do the Barbarossa.
License Level 9
For the 9th License Level, we are going to put our skill point into the Spot skill. for the talent upgrade we are going to grab Brutal (Relentless), and for the Mech skill we are going to put it into Engineering. and for the Mech License we are getting the 3rd level in the Psyche license, which gives the Reflective Beam weapon and Panacea. and for the Core Bonus we are taking Sacred Armaments.
As for adding things for to our arsenal, we are adding the External Ammo Feed to the Tortuga (costing three system points), The Solemn Vigil to the Barbarossa (three system points), and the type-I Flight System to the Psyche (three system points)
License Level 10
ok now that we are at License Level 10 we are going to put our new skill point into spot, for the Talent we are going to take Nuclear Cavalier (Aggressive Heat Bleed), and we are going to put the Mech Skill Point into the Systems Skill. and for the new License we are going to take the Grimm & Sons John Henry License gaining Myomuscular Reinforcement and Impact Harness
additionally we are going to swap out the Solemn Vigil for the Myomuscular Reinforcement and Impact Harness (the combined System Points for the two being 3)
License Level 11
For License Level 11, we are going to put our skill point into Pull Rank, we are putting our Talent Selection into Nuclear Cavalier (Fusion Hemorrhage), our Mech Skill Point into Hull, our license level into the John Henry License to get the John Henry Frame, Molten Driver weapon, and  Hyperimpact Brachial Mods. of which for our Tortuga we are adding both the  Hyperimpact Brachial Mods and the Myomuscular Reinforcement (combined 4 system points). for the Barbarossa frame we are doing the Hyperimpact Brachial Mods and putting the Throughbolt Rounds mod onto our Siege Cannon (both needing a combined 4 System Points) and for the Psyche frame we are putting the “Roller” Directed Payload Charges and Panacea systems (for a combined 4 system points)
License Level 12
Ok for the last license level we are going to take a second rank of Pull Rank. we are taking the third rank of the Nuclear Cavalier talent for the "Here Catch" feature and the Fuel Rod Gun integrated weapon and taking the second rank of the HULL mech skill. and we are taking the third rank in the John Henry License for the Big Bend Pilebunker and Dynamite Drive system finally for the core bonus we are going to take the Clanner's Pride core bonus.
and as for final changes to our mechs we are swapping out our main and heavy weapons for our Tortuga mech out for the Big Bend Pilebunker and all three of our mechs gain the Fuel Rod Gun Integrated System Weapon.
final though not needed we are going to build out a John Henry frame, calling it "Performance Review". it has the integrated systems of Prototype Weapon III, Rail Driver, and Fuel Rod Gun. for the main weapon we are going to go with the Molten Driver and the Anti Material Rifle for the Heavy Weapon slot. As for the System we are going to take the Throughbolt Rounds (2 system points) onto the Anti Material Rounds, we are also going to take Hyperimpact Brachial Mods (2 system points), Impact Harness (1 system point), Dynamite Drive system (2 system points), Myomuscular Reinforcement (2 system points), Armament Redundancy (1 system point), a Type-I Flight System (3 system points), and Solemn Vigil (3 system points)
Finishing Notes: So when it come to this build I wanted it to be one that maximizes the System points that our Lancers use while still being somewhat fun and in addition be able to pull of melee and ranged depending on the player's choice. finally when I was originally making this build I was going to maximize the HULL stat (which reflects in the first part of the build) but realizing that having the ENGINEERING skill and the SYSTEM skill to maximize the system points for the mechs that we have. but hopefully you enjoy the build
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robo-knight · 6 months ago
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Build #2: The Exec
System: Cyberpunk Red
Suggested Name: Elianora
Stats
Intelligence: 6
Reflex: 6
Dexterity: 6
Tech: 6
Cool: 6
Will: 8
Luck: 6
Move: 6
Body: 6
Empathy: 6
Life Path
So though when you go through your Lifepath when making this character you can choose or roll for any of the options, but these are what I am suggesting.
Your General cultural region is North America, the Language that we are choosing is English. for the "What are you like" I would suggest Stable and Serious. for Dress and Personal Style go with Businesswear and for hairstyle go with Short and Curly. and as for Affection you are never without is Spiked Gloves. for what you value most go with knowledge and as for how do you feel about most people go with "People are wonderful" even if you are not going for a happy-go-lucky type character. Now for the person you value the most it is a mentor and for your most prized possession it is a recording. and as for your Original Background go with Corporate Execs, with the description of "Wealthy, powerful, with servants, luxury homes, and the best of everything. Private security made sure you were always safe. You definitely went to a big-name private school." with your childhood environment being that spent in a safe corp zone walled off from the rest of the city, and your background is that your family is involved in a long-term conspiracy, organization, or association, such as a crime family or revolutionary group. and your life goal is to gain fame and recognition. also though we skipping over the friends and enemies stuff we are going to the role specific stuff. so the kind of corp we work for is a energy production corp, with us working in the Human Resources division, and our corp is always working for good, fully supporting ethical practices. Additionally our corp is based statewide, we have a rival corp who is in the same industry who is gunning for our group, and our current boss gives us a free hand and doesn't want to know what we're up to.
Skills
Basic Skills
Athletics: 2
Brawling: 2
Concentration: 2
Conversation: 2
Education: 2
Evasion: 2
First Aid: 2
Human Perception: 2
Language (Streetslang): 2
Local Expert (Your Home): 2
Perception: 2
Persuasion: 2
Stealth: 2
Language (English)*: 4
*As mentioned before, stuff like the language from our cultural origins and life path is up to you, these are just what I am suggesting
Bought Skills (Using the "Complete Package" amount)
Human Perception: 2 -> 6
Perception: 2 -> 6
Persuasion: 2 -> 6
Education: 2->6
First Aid: 2->6
Interrogation: 6
Handgun: 6
Bureaucracy: 6
Accounting: 6
Deduction: 6
Forgery: 6
Business: 6
Lip Reading: 6
Paramedic (x2)*: 6
Melee Weapon: 6
*Paramedic is a x2 skill when it comes to the system of Cyberpunk Red, which means when you are using the 86 points you get to buy skills at character creation (and upgrading skills in the future to my understanding) you would be using 12 points instead of the usual 6, but the rules better explain it then I can.
Equipment
You would need to get these over the course of a campaign
Non-Cyberware
Excellent Quality Very Heavy Pistol w/ the Smartgun Link (2 Slots) and Drum Magazine
Executive Armor
Light Armorjack (Helmet)
Smart Glasses [Core Rulebook] w/ VIC Jammer [Mixing Drinks-Changing Lives]
Smart Lens x2 [Micro Chrome] both with Image Enhance [Core Rulebook]
Cyberware
Neuroport (Install at Character Creation, allows you to lose no humanity) [Edgerunners Mission Kit
Sycust Cyberspine [The 12 Days of Redmas]
Cyberskull [Interface Red 3]
Reflex Co-Processor [Interface Red 3]
Cyberarm x2 [Core Rulebook]
Self-ICE x3 [Edgerunners Mission Kit]
Gorilla Arm w/ Tungsten Reinforcement [Edgerunners Mission Kit 1 & 2]
Gorilla Arm w/ Hydraulic Ram {Edgerunners Mission Kit 1 & 2]
Subdermal Grip [Core Rulebook]
Grapple Arm [Core Rulebook]
Cyberaudio Suite [Core Rulebook]
Amplified Hearing [Core Rulebook]
Level Damper [Core Rulebook]
Signal Jammer [Mixing Drinks-Changing Lives]
Cybereyes x2 [Core Rulebook]
Anti-Dazzle x2 [Core Rulebook]
Low Light/Infrared/UV x2 [Core Rulebook]
Do keep in mind that, whenever you do get new cyberware you, make sure that you do get therapy so that you don't become a cyberpsycho
Role Ranks
Exec Rank 1 Signing Bonus: at rank 1 of the Exec role you do gain a Signing Bonus, that being a businesswear Jacket, Top, Bottom, and Feet that helps people identify them as a member of the business elite, with the understanding that the suit can't be sold without raising suspicion.
Exec Rank 2: at Exec rank 2, you do gain access to one of your company's corporate Conapts, and so long as you stay a member of that corporation you are able to stay there without paying rent or other fees. you would of course still need to buy stuff for your own lifestyle separately each month. and if the you leave your current corporation for another one then they will extend you the same offer, and even pay to move all your stuff to your new apartment.
Exec Rank 3: starting at exec Rank 3 the Exec gains Team members, and though I won't go into the specific rules of how the "Team Members" feature works you only have one team member at rank 3, and make sure to keep their loyalty up. and out of the 5 possible team member options you can choose from I would suggest taking the Company Driver so that you can have a person to drive you around in case you don't have a nomad, or if you do you don't need to rely on them to drive around
Exec Rank 4: though the feature doesn't have a specific name fore it, the Cyberpunk Edgerunners Mission Kit at rank 4 of Exec does give you the ability to source expensive items on a piece-by-piece basis, even when they would otherwise be unavailable.
Exec Rank 5: At Rank 5 of exec, you gain a second team member, or to put it another way have up to two team members work for you. I would say get a Company Technician so that you can have someone to repair the team's gear
Exec Rank 6: at Rank 6 of the Exec role, we gain Corporate Health Insurance, which gives our character Trauma Team Silver Coverage which is paid for by your corporation, and if you leave your current corporation for a new one you do gain the same coverage at the new corporation.
Exec Rank 7: At Rank 7 of the Exec role, the corporate housing gets upgraded from a conapts to a Beaverville House in the Executive Zone.
Exec Rank 8: all you get from Exec rank 8 is that your Corporate health insurance is changed from the Silver coverage to the Executive coverage
Exec Rank 9: At the 9th rank of Exec we do gain the ability to have up to three team members. and so we are going to grab the Company Netrunner so that, even if the team your on does have a Netrunner, we can have someone to either do net actions or to help the Netrunner that's already apart of the crew
Exec Rank 10: Finally at the 10th rank of the Exec role, our corporate housing is upgraded again from the Beaverville House to either the Beaverville McMansion in the Executive Zone or to a Luxury Penthouse in the Corporate Zone. I would suggest going with the Penthouse but either works for the build.
Conclusion
Overall, for it just being a basic one role build for Cyberpunk Red, I do think that this build, if done right, can be a lot of fun, but also make sure that before making this character to double check with your game master to make sure that you are able to use Smart Glasses and Smart Lens along side the Cybereye cyberware just to make sure everything is up to snuff with your group.
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robo-knight · 6 months ago
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Build #1: The Artificer
System: Dungeons and Dragons 5th Edition
Suggested Name for Character: Zachary Hazard*
Starting Stats (using Standard Point Array)
Strength: 12
Dextarety: 14
Constitution: 13
Intelligence: 15
Wisdom: 10
Charisma: 8
Species: the species of this first build is the Humblewood species of the Mapach. now with this species, you gain a 30ft walking speed and a dark vision of 60ft. Additionally thanks to "Climbing Expert" this character has a 20ft climbing speed. also, You have an advantage on saving throws against poison and resistance against poison damage thanks to "Resilience" as well as an advantage on stealth checks in both dim lighting and darkness. finally, with the Scroungecraft feature, you gain proficiency with Tinker's Tools, as well as being able to make crude yet functional versions of common items that last for 10 minutes so long as the materials are around you in the area. and if you have the proper materials and the time to do so before it falls apart you can spend 8 hours to make the Scroungecraft version into its permanent version but it all depends on the materials that the Game Master says are around you. Now moving on to the ASI and the Languages, the +2 is going into Intelligence making it a 17 and the +1 is going into Constitution making it a 14. and Besides Common, the languages that Zachery has are Common Sign Language and Dwarvish
Background: Zachary's Background is that of the Soldier, specifically the 2014 soldier background. their rank was that of a support staff, and thanks to the Military Rank feature he can invoke his rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use if the soldier was of a lower rank than him. additionally he can also usually gain access to friendly military encampments and fortresses where your rank is recognized. he also gained proficiency with Athletics, Intimidation, A Deck of Cards, and Land Vehicles.
Levels 1-20
Level 1 - Artificer
starting with the first Level, the first level feat I am going with is that of the Crafter Feat which I am grabbing because of the bonus three proficiencies for any artisan's tools you want, but for the build, I am going to say pick up Carpinter's Tools, Alchemist's Tools, and Mason's Tools. Additionally thanks to the first level being in the Artificer Class, it gives us proficiencies in Thieves' Tools, Tinker's (which is going to be swapped out for Leatherworker's Tools due to the double proficiency from two separate locations), and an additional artisan tool (which we will take Weaver's Tools). It also gives us proficiency in Light Armor, Medium Armor, Shields, Simple Weapons, Constitution and Intelligence Saving Throws, as well as proficiency in two skills ( the list being Arcana, History, Investigation, Medicine, Nature, Perception, & Sleight of Hand) for the purposes of our build we are taking Arcana and Perception also we are going to assume that they are proficient in Firearms due to their tinkering and time in the military. Now in terms of actual features that are gained, we gain the Magical Tinkering and the Spellcasting features, both of which can be useful. additionally, the three spells that we are grabbing are the two cantrips of Mending and Thorn Whip, as well as the first-level spell of Tasha's Caustic Brew
Level 2 - Artificer
Moving onto Level 2, and gaining another level in the Artificer Class, the things we get in another prepared spell (which we are taking Feather Fall) as well as the infuse item and Artificer Infusion Features, with the options we are taking are the Mind Sharpener, Replicate Magical Items (Bag of Holding), Enhanced Arcane Focus, and Hermonulos Servant Infusions for the purposes of our build
Level 3 - Artificer
For the 3rd level, we gain a third slot to prepare something, so we will take cure wounds. additionally, we are getting the "The Right Tool for the Job" feature as well as gaining an artificer specialist (aka the subclass) which we are going to go with the Artillerist, which gives us proficiency with Smith's Tools, and also the Eldritch Cannon feature. we also gain the Shield and Thunderwave spells thanks to the subclass
Level 4- Artificer
Now going into Level 4, and picking up another level of Artificer, and picking up another spell being that of the Sanctuary spell. additionally, thanks to gaining an Ability Score Increase, we are picking up the Warcaster Feat which we are going to take for the ability to do somatic abilities whether we have one or both hands full
Level 5 - Artificial
For Level 5 we are, surprise surprise, taking another level in artificer. with it we gain access to 2nd level spells and the artillerist feature "Arcane Firearm". additionally, we are going to snag "Kinetic Jaunt"
Level 6 - Artificer
So now for Level 6 artificer. we gain two additional infusions known (which we are taking the Spell-Refueling Ring and a second Replicate Magic Item for the Cloak of Elvenkind). Additionally, we gain the Tool Expertise feature and another prepared spell slot, for which we are going to be adding the Vortex Warp and Continual Fire spells to the list of spells prepared.
Level 7 - Artificer
For Level Seven, and continuing with Artificer, the only new thing that we gain is the "Flash of Genius" ability, which can be useful for certain situations
Level 8 - Artificer
Level 8, and going into another level of artificer, we gain another Ability Score Increase, but we are going to grab another feat. specifically the Elemental Adept feat, in which we are gaining another increase in Intelligence, as well as choosing the Fire option, mostly for our Fire Damage spells as well as the Flamethrower option for our Eldritch Cannon as for our new spell we are gaining Lesser Restoration
Level 9 - Artificer
Gaining a 9th level in Artificer we gain the "Explosive Cannon" feature. also, we gain access to 3rd-level spells, so we are switching out Continual Flame for Haste.
Level 10 - Artificer
onto the 10th level and putting it into artificer, and gaining another spell, so the spell we are grabbing is Revivify. additionally, we gain 2 additional Infusions so we are getting Helm of Awareness and Eyes of the Eagle. we also gain the item "Magic Item Adept" which is useful since it gives us a fourth attunement slot. we also gain another cantrip, which we are taking Mage Hand
Level 11 - Artificer
For the level 11, the only thing that we get is the "Spell-Storing Item" feature, which means that we can store a spell of ours that is of 1st or 2nd level and has needs an action to take(but it doesn't need to be prepared) into an item and allows us to share it with a friend if wanted
Level 12 - Artificer
Now, on Level 12, we gain yet another ASI, but instead, we are going for another feat, specifically that of Gift of the Gem Dragon, which gives +1 to intelligence and the ability to push enemies back out of range of hitting you. And since we have an intelligence score of 20, we can now prepare 2 more spells. So, we are going to go with Tiny Servant and save the other one for the next level.
Level 13 - Artificer
For the 13th level of Artificer, we gain access to 4th Level spells, so we are going to prepare the Arcane Eye spell
Level 14 - Artificer
so going into the 14th Level of Artificer, we gain two more Infusion options so we are going to gain two more "Replicate Items" infusions for Ring of Protection and Gem of Seeing. we also gain Magic Item Savant (which allows us to attunement up to 5 magic items as well as ignore all class, race, spell, and level requirements on attuning to or using a magic item). and also a 3rd cantrip and another spell being able to be prepared. we are going to take both the Swordburst cantrip and Otiluke's Resilient Sphere
Level 15 - Artificer
at Level 15 of Artificer we gain Fortified Position from the Artillerist Subclass which allows us to have two cannons at once as well as allowing us and our allies to have half cover so long as they are within 10ft of one of our cannons
Level 16 - Artificer
now at level 16 in Artificer we gain a fourth Ability Score Increase as well as being able to prepare a 13th spell. I am going to say grabbing the spell Freedom of Movement. as for the Ability Score Increase swap it for the Athlete feat, which gives us an additional 10ft of climbing speed, the ability to use only 5ft of movement to get up from the prone condition instead of using half your walking speed, and being able to make a running Long or High Jump after moving only 5 feet, as well as a plus one to dexterity.
Level 17 - Artificer
at the 17th level of Artificer, the only thing we get is 5th Level spells, which we are going to swapped out the previously prepared Freedom of Movement for Greater Restoration.
Level 18 - Artificer
At Artificer level 18, we gain another slot for a prepared spell so we are going to prepare the Bigby's Hand. we also gain two more infusions so we are taking Enhanced Weapons and Enhanced Armor. Finally, we gain the Magic Item Master feature, allowing us to attune 6 magic items
Level 19 - Artificer
Now onto the 19th level of Artificer, we gain once more Ability Score Increase, which we are taking the Piercer feat for the plus one to Dexterity, being able to, one per turn, when we hit a creature with an attack that deals Piercing damage, we can reroll one of the attack’s damage dice, but we must use the new roll. additionally, when we hit a critical hit with a weapon that deals piercing damage we can roll one additional damage die when determining the damage the enemy takes.
Level 20 - Artificer
Finally, with the 20th level of Artificer. we gain the Soul of Artifice, we also get one last spell slot, we are going to switch Sanctuary for Freedom of Movement, and finally, prepare the Creation spell. as your fifteenth spell
Magical Items
so with 6 attunement slots, and not needing to worry about the requirements help us be able to choose what items we use.
Item One: The first item we will get and attune to is the homebrew item of Spellbane (a magical rifle made by TheAnimeDM), which can duplicate itself as well as an ability called Overwatch.
Item Two: The Second item that we are attuning to is the Very Rare version of the Barrier Tattoo, giving us an AC of 18
Item 3: Item 3 is a homebrew +3 Arcane Focus Tattoo which to note though it says that it requires attunement by a sorcerer, warlock, or wizard we can overcome this requirement thanks to Magic Item Savant. additionally, since it is a tattoo we don't need to worry about dropping Spellbane or not
Item 4: Item 4 is an Ascendant Dragon Vessel, which we are going to attune to for all the Potion Options that it has
Item 5: The fifth Item for this build is the +3 variation of the "Fate Dealer's Deck", and we can draw a card as an action to expend and roll one of your Hit Dice and add the deck’s bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.
Item 6: The sixth item we are giving this build is a Bag of Holding, which we will use to hold anything we aren't using at the moment.
Item 7: the final item that Zach has is the homebrew item Moirai mostly for allowing us its Restraint and Armor of Threads features, but the other features will be used as needed
Now to close things off, If you want to get a mount for this build, though any would do, I would say go with a Warhorse-drawn Chariot so that you can go around faster than you normally would, but go with whatever you feel is right
*Note: I got the suggested name of "Zachary Hazard" from the Youtuber/Twitch Streamer named Zach Hazard (His YouTube channel/His Twitch Channel) and had gotten permission to use a play on their name for the suggested name for the build
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robo-knight · 6 months ago
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My Content
Hello Everyone, before I start making the content that I have planned I should make a post going over what I have planned for this blog. As the blog title might suggest, the plans are to make builds for different Table Top Roleplaying Games. With the main games that I am going to be making builds for are
Dungeons and Dragons 3.5 edition
Dungeons and Dragons 5th edition (2024)
Pathfinder 2nd edition
Cyberpunk Red
Avatar Legends
Lancer RPG
I am also going to be doing builds for other tabletop roleplaying games alongside the ones listed above but the ones listed above are the main ones that I will be focused on. Additionally, when making the builds I will note what system the build is for since though people could probably know what the system the build is for it would just help to know from the beginning what game it is for, like noting that a build is specifically for DnD 5e instead of DnD 3.5e for example. as for the materials (materials being used in broad meaning here) I will be using going from will use first to will be used last are as followed
Official Material: Official Material includes things like the Dungeons and Dragons 5e 2024 Players Handbook, the Cyberpunk Red Black Chrome book, and the Avatar: Legends Core Rulebook. This just means that the materials that are in these books have been tested enough to where the people behind the material will be able to release said material in the state that they are in.
Partnered Content: so partnered content are materials like Explorer's Guide to Wildmount, Dungeons of Drakkenheim, and the Humblewood Campaign setting which all three examples are partnered content for DnD 5e. But in basic terms, partnered content is fully published content made by a third party to fit into the pre-existing world(s) of whatever system the content was made for.
Unearthed Arcana: though the term Unearthed Arcana is often used in the Dungeons and Dragons community, it just means the content that is released is still going through the public playtesting phases before it is updated and released into any form of official books or content update.
Homebrew: Homebrew, for those who are not familiar with the terminology, is new custom game content that can't be found in any official content (such as custom spells for Dungeons and Dragons or a new Frame for the Lancer RPG)Butut to summarize, outside of being made for a specific game system the piece of homebrew content has no connection to the original company behind the system.
additionally, none of my builds will ever be optimized. I say this because though yes in theory, the making of builds is supposed to be somewhat optimized I am simply making the builds for fun, and plus, I wouldn't want to make a build that I don't think would be fun in some way shape, or fashion. but hopefully, if you decide to play one of the builds I make I hope that you can also have as much fun with them as I have making them
EDIT: So as I am making my first build (for the game of Dungeons and Dragons 5e anyway) I should make note that 1. I am going to be using stuff from before the 2024 players handbook for DnD in the DnD 5e builds. Number 2. for the species seen in the books before I believe Tasha's Caldron of Everything but for sure before the 2024 player's handbook I am going to be using the "Origin Ability Score Increases" (aka a +2 and a +1 to any of the stats scene in the game) and the "Origin Languages" (aka besides common getting to pick any two languages I want) so that I can make sure that I can still use the species seen in those books in my builds. and 3. I am going to be giving every build a level-one feat, which means that (assuming that the person running your games allows for a first-level feat outside those given by the build's species (like via Variant Human) and Background(like the 2024 Player's Handbook version of the Soldier background) a build could give the player up to 3 feats at level one, but ALWAYS make sure to ask your Game Master if you could take a level one feat before you do so
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