#and how they supplement their magic with hand to hand combat
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i want to go treasure hunting with maps n traps. any recs?
THEME: Maps, Traps & Treasure.
Hello friend, you seem to be in the market for a dungeon game. I have good news for you: there are many dungeon games!
For most OSR games, the book might come with some rules on how to make your own dungeon, rather than coming with pre-written maps. If you donât want to create your own dungeon, there are oodles of pre-written dungeons that should be pretty easily convertible for whatever OSR game you choose to play. Iâll list a few below!
Dungeoneering, by Grinning Rat.
DUNGEONEERING is a quick-and-dirty tabletop role-playing game where players explore dungeons, gather treasure, and fight monsters. Game Masters are encouraged to use the sample dungeon within, or generate their own with the creation tools, to facilitate these dangerous delves.
Dungeoneering feels like a quick one-shot type experience about gathering as much loot as you can inside a dungeon run. The amount of treasure you gather is also a measure of how well you did - a âscoreâ, if you will. The game states that it is best built for exactly 4 players, each with a different character class and skill-set. For the dungeon master, the game has instructions on how to build a dungeon, complete with roll-tables for dungeon types and layout. Youâll probably do well enough with a grid map and some markers, although the creators of the game have a few supplements available: Catalysts, which expands character options and Wanderers which not only provide two new roles, but also gives you more dungeon options and loot.
Errant, by Kill Jester.
You have no home. You have no job. You have no friends. You have no family. You have no prospects.
What you do have are a handful of pennies, a blithe disregard for your own life, and a particular set of skills. The kind of skills that make respectable folks avoid you.Â
Out there, beyond civilization, lies danger: monsters and magic and ancient ruins pregnant with treasure. Death is likely, but what did you have to live for anyway? At least out there is the chance to make something of yourself, and maybe even get back at those who wronged you. This is no life for decent folk, but youâre not decent folk. You are an Errant.
What is Errant? Errant is a classic fantasy role-playing game in the vein of the first few editions of that role-playing game and its many imitators and descendants such as Knave, Into the Odd, and The Black Hack. It is freely compatible with material for all those games as well as the newest edition of that role-playing game, with conversion guides provided within.
With over 200 pages of rules, Errant provides detailed instructions for all kinds of things that could happen in play: travel, magic retainers, exploration, combat, and more. The players will create a map as they play, filling it in according to what they understand - and importantly, not necessarily accurately. The GMâs map may have many more secrets or truths that the characters will likely have to work to discover.
Errant happens over the course of different kinds of turns, which have a different procedure depending on what is happening in the game. There is a process for Exploration, for Combat, and for Downtime, which might provide you with the structure to move from one part of the story to the next⌠but it also might be a bit slower than the kind of game youâre looking for.
If you want content for Errant, itâs certainly out there! Kill Jester has an adventure called Tomb Robbers of the Crystal Frontier, as well as a module called The Curse of the Ganshogger, to get you started.
Crowns, by Ward Against Evil.
Humanity hides in sheltered villages. Monsters prowl the wilderness. You are the few foolish enough to leave safety. Find your fortunes in the dungeon. And try not to die.
Crowns is a simple enough dungeon system with advancement tied to the amount of gold you acquire - so I think it meets the treasure requirement for sure! There are very specific rules for line of sight, doors, lighting, and creating your own openings in the cracks and nooks of the dungeon, which can help make the dungeon feel alive and exciting - although definitely not safe.
As is typical in the OSR style, you wonât find a fully fleshed out dungeon in the rules, although you will find rules on how to make your own. If you want some extra bits to play with, Crowns does have some interesting supplements, such as Season of Crows, a war-based expansion event, and Armies of Man, a bestiary that looks like it works rather well with Season of Crows.
Crawlr: Basic, by BLK Feather Press.
From the Black Sludge seeping from the lip of the Primordial Cauldron crawls the descendants of dead men. YOU are born from that sludge, and when you die, you shall return to the sludge.
CRAWLR is a table-top role-playing game where you and your friends take on the role of adventurers, cutthroats, profiteers, and even heroes all in the collective imagination of your minds. All you need is pen, paper, and 2d6.
Crawlr: Basic is rather lightweight, but it has rules for changing the dungeon as you go, and a neat little mechanic for timing how long a torch lasts, which might heighten the danger of the dungeon. It also has a table for creaturesâ reactions upon stumbling upon you, and a d66 table for useful items that you might pick up. When it comes to traps, I think you might have to get ideas from other modules, but the creator looks like they might be releasing an âAdvancedâ version in the future.
You can also get blank monster cards and character sheets for free!
.dungeon remastered, by snow.
Welcome to the ruins of Annwn. The once populated hills of this massively multiplayer online game are now void. They call it a Dead MMO. A polygonal mess of PS1-era graphics, empty plains, and dungeons that grow and grow and grow from the inside of the planet's wounds. Up above, the eye of the sad god glares its chromatic light down upon the remaining players, while its tormented hand contorts into magical shapes, rarely crossing paths in their messy orbit. When they do, the shadow magic that powers the game explodes with its ancient might.
In .dungeon, you play through character creation as if it was a game of its own, with each step formatted like the room of a dungeon. You generate the world using dice rolls, while the game itself is played using a hex map. You can run an adventure like a hex crawl, which generates interesting encounters and scenery every time your characters move to a new hex. You can use elements from the book to generate a hex crawl, but it looks like thereâs also a âtutorialâ level that your characters will encounter directly after character creation.
.dungeon is also fantasy-ish: it takes place in a video game, so your adventurers are likely to run into a few places or things that have something a bit more sci-fi in nature. I think that overall, the layout of this book makes the game easier for the group to learn how to all play at the same time, which might be good for a GM who wants to spread the responsibility of game knowledge a bit more evenly. Iâm not entirely sure how a hex-crawl would map onto a dungeon, but I think that a lot of the vibes carry across.
Slash Hex, by Danielaurence
Slash Hex is an adventure role-playing game in which players will use their creativity and imaginations to explore a wild and dangerous world, hunting for treasure, defeating monsters, and engaging in other mostly heroic exploits.
This game is heavily inspired by giants that have come before, most notably in name by the /X side of the original B/X books, but also Basic Fantasy, Knave, White Box, and The Black Hack.
While it is inspired by the aforementioned games, Slash Hex has morphed into something that has a footprint of its own, while still remaining largely compatible with classic modules.
What I think Slash/Hex has going for it is the list of fantasy monsters - typical monsters, but thereâs a lot of them - as well as the well-detailed list of magic items that you can pick up and use while exploring a dungeon. Most of the focus of this game is on character abilities, so if you want a more unique character, you might like this game. The downside is that the game as it is has little to no advice on how to create a dungeon; Iâm thinking that perhaps the creator is relying on you to find other established dungeon modules and use their rules to run through those.
Dungeon Crawl Classics, by Goodman Games.
Youâre no hero. Youâre an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them.Â
Return to the glory days of fantasy with the Dungeon Crawl Classics Role-Playing Game. Adventure as 1974 intended, with modern rules grounded in the origins of sword & sorcery. Fast play, cryptic secrets, and a mysterious past await you: turn the pageâŚ
DCC RPG is a fast-paced, open-feeling rules set allowing for epic game experiences without unnecessary tethers. It uses modern game-play while paying homage to the origins of role-playing and the fun that it inspired.
Dungeon Crawl Classics is one of the largest, most popular OSR titles, with more than just fantasy up its sleeve. You can find the same rule-set in its sister products, such as Mutant Crawl Classics (post-apocalyptic), or X Crawl Classics (dystopian fantasy). Thereâs also oodles of content built for this rule-set, which will give you a story or adventure ready to run right out of the box. This is traditional dungeon-crawling, complete with treasure as a reward, and plenty of puzzles and traps to work through.
You can get the free Quickstart rules here, and Iâve heard that the fanbase and creative community is also very supportive!
Some dungeon modules to consider include:
White Scales, by 1pagedungeons, which introduces a low-level dragon.
The Valley of Flowers, by Phantom Mill, which was Ennie-nominated this year!
Trouble in the Gladden Brook Reservoir, by AoSmiles, a short tri-fold adventure about a body of water that refines crude magic.
Candleberry Jam by GLASS/CUTTER, a murder mystery on a sleepy island!
Other NotesâŚ.
You might also like Cairn, by Yochai Gal, which has a 1st and a 2nd edition, both of which are free. There are many many supplements for this game, and it often matches well with Into the Odd adventures as well.
Iâve also talked about Sojourn in the past, as a dungeon-crawling game with some solid high-ranking reviews.
You can also give me a tip by donating to my Ko-fi!
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Sixth Pillar (Pathfinder Second Edition Archetype)

(art by RemnantXao on DeviantArt)
Named as the newest and most experimental branch of the Five Pillars Academy, the most prestigious magical school in the Tian city-state of Goka.
Essentially, what sets this âSixth Pillarâ apart is their focus on blending magic, particularly innate magic such as that which sorcerers are born in possession of, with martial arts, seeking perfection and harmony between body, mind, and soul through their personal magic.
While initially invented with sorcerers in mind, casters of all stripes can learn a thing or two from these teachings, giving them an opportunity to hold their own in close combat in a way we rarely see with most casters.
This archetype originally appeared in book two of the Fist of the Ruby Phoenix AP, which makes sense given the party is expected to fight in a martial arts tourney hosted in the city, but it also got reprinted with a little expansion and rewriting in the compiled hardback version of the AP, though some feats got rewritten or strangely share a name. Iâll be including any non-repeats for posterity, of course.
In any case, this archetype might appeal to you if you want to be able to throw a punch in addition to casting your spells.
The base dedication of this archetype improves the mageâs aim with unarmed strikes or magic to improve to match the other, if one is higher than the other, in addition to bolstering their athletic ability.
Mobility is key for may of these casters, and so they learn to move while casting in the same action.
Many also learn the sixth pillar stance, which focuses on serene focus and fluid dodging to allow them to better cast spells while in melee combat without reprisal, as well as funneling a little bit of excess magic into their limbs to empower a follow-up strike.
Further mastery allows them to improve the conduction of follow-up spells after they strike, as well as enhancing their accuracy when they strike after casting, benefitting them no matter what order they choose when casting and striking.
While many spells attack at range, sometimes a point-blank strike is what is needed. As such, many of these students learn how to channel such spells into direct touches, forgoing any additional targets to gain surprising accuracy and channeling the excess magic into a shockwave that bowls the foe over.
Whether youâre playing a monk with a casting archetype, or a caster with a decent unarmed if not the monk multiclass archetype, this archetype offers a way for a spellcaster to hit hard in melee when they need to, with some additional benefits. Itâs not quite as dedicated to martial/magical blending as the magus archetype, but thereâs no need for added equipment to make it work. (Mental note, work on homebrewing for unarmed 2E Magi soon). No matter what youâre specific build is though, this archetype should probably be taken with the assumption that the character is not going to be afraid to get up close and personal when needed.
While thereâs no denying that these adepts make great strides in mastering both their bodies and their magics, I imagine that there are a few purists out there who assume that splitting their focus limits their overall ability. Does your character care what such detractors think? Do they want to prove themselves to them or themselves?
In the nation of Vikoss, a new regime is rising that decries that all magic not controlled by the state, especially the inborn magic of sorcerers, is an aberration to be destroyed. Unfortunately, a significant portion of the population is falling for their propaganda, forcing magic users outside of the regime to either leave, or learn hand to hand skills to supplement their magic.
No elf has set foot in the Vale of Silver Leaves in a century, no living ones, at least. However, there is one who still watches over that sacred place: an automaton of elegant make with the soul of itâs final guardian, waiting for someone to come and learn their arts both magical and martial from them, to begin a new age for the elven people.
Though he is small and weak, Ion of the Truestar, or just Ion, is brave ring archon eager to see justice done. He has been sent to the material plane to guide a young sorcerer of celestial blood. What he hasnât been told is that the child is also a tiefling nephilim being raised in a monastery, the orderliness of which chafes them.
#pathfinder second edition#archetype#sixth pillar#elf#automaton#ring archon#Pathfinder 167 Ready? Fight!
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Soooooo not that long ago, I finished Octopath Traveler 2. I hadn't played the first mostly out of disinterest and hearing that the party doesn't really interact much, but my interest piqued with the second after hearing about it and watching a friend play it in call. Now that I've played it myself, uhhhhhh yeah is probably in my top 3 for this year.
I love each member of the cast (it's hard to choose my favorite but at the time of writing it's either osvald or partitio), I love each of traveler's stories and how they weave not just into some greater plot resolved at the end of the game, but how they contribute to painting the world and cities you visit with their differing perspectives. Oh and I absolutely love the combat in this game, the shield and break mechanics add not only a nice bit of nuance to fights, but also to your party selection and tactics, and I like how things like boosting, secondary jobs, and latent powers (new to this game) open up the party's versatility by quite a bit. Anyone can be anything, but some characters do it better than others.
I'd go further on my thoughts, but this is more or less preamble for a fun little art project to do with my characters. There are 8 jobs (4 more if you count the secret jobs) with 6 elements and 6 weapon types split between all of them, and each character has a starting one, and a second one they can later equip. Basically, I just wanted to draw my rats and 1 cats in outfits that matched the job i'd imagine they'd fit the most. And wouldn't you know it, they came out pretty well actually.
As you can see, Volt became a Apothecary and Scholar, Kilua a Thief and Hunter, and Skye a Warrior and Dancer.
Kilua's is probably the easiest to explain. Her characterization already paints her as a thief, her main weapon is a dagger, she has access to some form of darkness manipulation with the shadow manipulation and the dark typing, it's kind of a given. She could've done fine with just Thief, but her outfit is based off of Ochette's thief attire, who's normally a hunter. And with a hunter's use of electricity, focus on the critical stat, and particular brand of debuffs like abating orb and leghold trap fit pretty well with Kilua's multifaceted skillset.
Skye is also kind of easy to explain. With moves like eneverating slash and vengeful blade, I get the impression Warrior in this game fights closer to a iaido sword style, and that's exactly what Skye does. As for the dancer addition, it's less because of the outfit choice, as Skye's take on the attire is based off of Temenos's take on it whereas he's normally a cleric. No instead, it's because Dancer has wind magic, and provides buffs that increase damage and turn order speed, which I think just makes sense based on how I imagine Skye uses wind magic, which is less offensive, and more supplemental.
Lastly is Volt, and honestly it probably seems like it would've made more sense to make Volt a scholar, right? I mean Volt's main shtick is having really powerful electricity, Scholar is all about offensive magic and boosting it to immense amounts, it just works. And that's not wrong, but I chose apothecary because I think not only does the outfit translate to Volt's quite well, but apothecary as a kit (in OT2 at least) is a bit closer to what I imagine Volt's approach to a fight is otherwise. Apothecary I think is a very versatile class that excels in support (with healing and poisoning) and surprisingly strong DPS with things like drastic measures, all made better by the class's high hp to help tank hits and keep everyone up. A versatile class that I think helps work with Volt's more adaptive approach to a fight, albeit in a way that I don't normally think of for them. Volt's normal weapon is them using Iron Tail, but since that can't really fit the theme, sword or axe can make for fine enough replacements. Plus, I do kind of think Castti's want to lend a helping hand to all she can does translate to Volt's personality in some way, even if means they both get thrown into life threatening stakes.
And that's basically all I feel like showing right now. Full transparency, I was wanting to make individual posts with larger doodle pages for each character, and tbf, I might post more doodles related to this concept if I feel like it later, but I didn't really feel like putting that much into it all considering how long it takes me to finish things. Besides, I like how this is now.
Also funny little thing to leave you off with. When a character equips a secondary job in Octopath (either the first or second game), their costume changes to match that of the new class, with no way to change it otherwise unless you swap to another job. While I don't really care about applying that logic to my characters, if I did, then Volt's original class would've been scholar, kilua's would've been hunter, and Skye's would've been dancer. It'd be funny to sketch up what each of them might look like in those classes attires, but maybe another time.
Thank you for reading, and you have a good rest of your day!
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4e: Many Hands Make Fight Work
Yeah Iâm stretching for an aphorism, donât @ me. Thereâs a term you may have heard in the context of tabletop games, usually in the context of combat-focused tactical games, but not always, and sometimes in the context of videogames or TCGs, which is the idea of Action Economy.
But what is, an action economy?
An Action Economy, in the broadest possible way, is the way in which a limited pool of resources in the context of a play experience are distributed to competing interests within that space. What this usually means is that if a game gives you a limited number of things you can do, and a limited amount of opportunities to do them, typically, being able to get more than your âfair shareâ of actions is going to give you an advantage.
And this is a really broad way to describe it! Not every game has this â Blackjack, for example, is a game where every player in a hand has the same total amount of hands in a round (and yes you can split and double, but thatâs still all from the same hand). In a game like Starcraft you can get all sorts of actions in during the timing of the game â they wonât all be good, or meaningful, or have a positive effect on the outcome of the game, but you can have a lot of actions.
In turn-based games, like Magic: The Gathering, the âaction economyâ is a bit less constrained â it uses resources like mana and cards to keep you limited on doing too much in a single turn. Action economies are much more important in games like Wingspan, where you have a limited number of actions every game, meaning any game piece that lets you take extra actions has a direct contribution towards you maybe winning the game.
Didnât come to talk to you about Wingspan though.
Came to talk to you about pets.
In 4th edition D&D, you could have a pet. There were ways to do it, including buying one with gold, and typically, they sucked. Pets purchased with gear money didnât tend to scale, didnât tend to have good stats, and werenât usually worth the money unless you were very coldhearted and planned on buying a lot that were, to you, cheap, as a sort of expendable supply of bodies. Particularly, though, they werenât that good because to direct one of your pets to do something was a standard action, and you only got one of them. Plus, all your best actions, usually, were standard actions!
This was a deliberate thing, as part of the systems of the game were about dividing up certain types of power. Gear was good! Gear was bought with gold, and gold could be pretty freely available. The best gear was the stuff that interacted with your own powers and abilities, like weapons and armour, but that didnât mean that was everything â there were all sorts of things that were cheap and expendible, to give you some control over what happened to you in short term. Investments for the future versus immediate needs, that kind of thing.
Instead, if you wanted a good pet you ideally wanted it to come from a class feature. You could do that with some classes, like the druid and the rangerâs pet features, which present the problem of taking a dope class that can do cool things and replacing them with a much less cool thing. The Cavalierâs mount feature â which they only got thanks to a Dragon magazine supplement that kinda feels like a rules patch thatâs so good it highlights how the thing itâs fixing sucks a little, but the mount canât really behave like a pet. Most of the mountâs rules are a âmount abilityâ which means they donât do anything unless youâre mounted on them and have the mounted combat feat. That feat, by the way, didnât do anything meaningful aside from letting you access those abilities.
Thereâs got, he says, in infomercial cadence, to be a better way!
And there are better ways! In the world of Themes, the two default themes for power level are the Guardian (âdo you do melee and have a good melee basic?â) and the Fey Beast tamer (âare you anything else?â) The Fey Beast Tamer let you have a pet, and also let you use that pet in a way that didnât bust the action economy, but did smooth over its roughest spots. If you moved, the Fey Beast moved as well. The Fey Beast could take its own opportunity attacks. If you had a reaction you could pass on to the Fey Beast, you could use it or they could use it, which meant for a lot of characters, the Fey Beast represented a solid block of something you could put in melee to impede your enemies, but which enemies typically did not want to spend actions attacking. It was harder to hurt than you were, after all.
The Fey Beast Tamer sticks onto anything you want, and thatâs a very important thing for improving flexibility of all those classes. The Fey Beast can do a lot of different things, but it also serves as a perfectly solid little creature for a supporter to enable. A baby owlbear is swinging 1d12 attacks with a +2 bonus over normal damage, which means if youâre granting them attacks as say, a Warlord or Bard, youâre actually getting a pretty respectable chunk of damage on a unit you can transport around the battlefield safely.
Another important thing about the pet is the Fey Beast doesnât just get you other potential actions (in the form of movement and opportunity attacks) it can also serve as a way to block spaces. Itâs a material entity that you can use to occupy spaces that would otherise be left available for enemies, and they can punish opponents for entering them and doing things. You can even use them to harrass spellcasters, by using your movement action to move you into one square, then the other into a square near an artillery unit and attack them when they make a ranged attack or move.
This runs into a problem Iâve described when talking about the Spelldancer, which is there is a powerful option that players are naturally pulled towards. Itâs not as outsized as the Spelldancer â itâs broken and players will discover how itâs broken pretty conveniently â but it is one of the best options, power-wise, which players are going to be pulled towards pretty easily because itâs not just powerful, itâs also cool.
Itâs a good sign for how 4e is balanced that this doesnât really present any kind of a problem. Characters can have cool powers that maybe slow combat down a little for a cool pet, and the pets donât represent an outrageous power balance. Characters with supporting powers can benefit from something under their control, but itâs hard to push them to the limit like theyâre a type of Radiant Mafia enabler, or a Wintertouched agent. Theyâre just a body, and a way to get a tiny bit of extra actions.
Itâs hard to complain about the power of the Fey Beast Tamer in this context, then, because itâs a cool thing, itâs a pet, pets are a good way to express character, and those pets are safe â even if they die in combat, itâs just a disappearing into the feywild, with them being resummonable.
Check it out on PRESS.exe to see it with images and links!
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oh youre right, i could totally see dsmp as a dnd campaign with the rp and bloopers are nat 1s while rolling a dice. what classes would u think dteam be?
HI ANONIE this will be so long bear with me. i love dnd i love it so much i think about it every day of my life
like youre so right with the nat 1 analogy i just know sapnap could say the most awesome action ever and be hit by one and having their dm just describe in detail how badly he fucked up. Anyway, based on lore
i think dream would either have a warlock or a druid. with the first, THE DRAMA. i feel like him getting the book of revival and making a literal deal with the devil to revive people an becoming bent into learning everything about that power, its limits and how it can be used is soooo warlock also he would love to fuck with them dark magics and his character would be so fucking dramatic and i'm all here for it. also like this is so cdream
Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.
for the second i just think necromancer druids are just so fucking COOL and dream would adore to have animals on his side IS HIS DISNEY PRINCESS SWAG also he can still have magic nd stuff just less powerful -> maybe more focus on fighting? maybe even be the healer of their group
sapnap would obviously be the tank he'd love to have the physical prowess and buff and i just think he'd find it just fun to do the battle scenes â so like obviously barbarian and fighter are options. but i also think Maybe paladin? csapnap is just so loyal and is so faithful. he'd taje the blade oath but also he'd never get as good as other members of it <- about to throw up. OR PALADIN OF THE SHIELD. thinking outside of the dsmp and onto another character i think he'd have so much fun with is of course a ranger, also it would make for such awesome lore for druid dream + ranger sapnap growing up together in the forest. My dreamnappies they're family....
finally. george astounds me. a part of me says ranger too because of the stealth and the way he kind of slips into the foreground to get what he wants on the dsmp, but i also don't know if that's something he'd enjoy ... a While ago i shared more thoughts about dteamDnd but i can't find them and honestlu i just Don't Know... my gut says sorcerer or artificer tho. But idk if he'd have Fun. Maybe bard for the cunt of it all ... honestly if you have any idea .. cgeorge is a rogue tho no doubt of it
#SORRY FOR INFODUMPING AND THANK YOU FOR GETTING THE DND OF IT ALLÂĄ!!!!!!!!!#star anons#dteam dnd au
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Vinian - 5â
Title : Vivi the Magnificent!
Path : Nihility
Element : Imaginary
Combat Type : Debuff/CC
Faction : Masked Fools
Introduction : The life of a traveling magician can be difficult but Vinian finds enjoyment wherever they go. If it canât be found, it can be made, and seeing the astonished faces of the crowd is their greatest joy. Thereâs always a trick up their fashionable sleeve, to delight and amuse both the magician and the audience.
Combat Kit and Voice Lines under the cut
we stay silly :3
â Ability
(*Combat kit isn't 100% set in stone, still fiddling with it)
Basic ATK : Hidden Arsenal - Vinian produces several throwing knives from their coat and throws them all in quick succession at a single enemy.
Skill : Mirror Box - Imprisons an enemy in a trick box for 1 turn; when they are released, sets Disorientation on them for 2 turns - makes them auto-attack a random ally instead of using skill or ult (same as Dominated from Kafka. Could make them attack themselves instead?)
Ultimate : Grand Finale - lights go dark. A single spotlight highlights a large painted wheel to which an enemy is strapped. Vivi produces two handfuls of throwing knives and an eerie grin. deals massive damage to a single enemy and x2 damage to enemies with Disorientation
Talent : Over Here! - Vinian can evade an attack every five turns by trading places with an illusion. The turn count carries over from battle to battle. An enemy whose attack is evaded with this Talent gets the debuff Disorientation for 1 turn.
Technique : Keep Them Guessing - resets the turn count for âOver Hereâ to 4, and randomly shuffles Vinian in the attack order for the first turn.
Possible Idle Animation: Takes off hat, inspects inside, makes a surprised :O face and after winking at the camera (no matter where camera is in relation to them), disappears into their hat which spins and settles onto the ground upside down. Pops back out after a second with a spray of flowers.
â Eidolons
Happiness is for Sharing - adds a 50% chance to trap an extra enemy in Mirror Box
Joy for Your Troubles - if Vinian is afflicted with a status effect when Over Here! triggers, trading places with the illusion causes the status effects to disappear.
Simply Dizzy with Bliss - Extended the duration of Disorientation on enemies by +1 turn.
Unwavering Euphoria - +2 to Basic and Skill
Jubilation of Victory - When Vinian defeats an enemy, they are shuffled randomly in the turn order and the count for Over Here is set to a random number between 1 and 4. This can only occur once per round.
Elation Beyond Measure - +2 to Ult and Talent
â Character Lines
First Meeting : Gather 'round, everyone! Guaranteed to amaze and delight, Vivi the Magnificent will perform for you a show unlike any you've ever seen! Now, watch carefullyâyou won't want to miss a single second of this spectacle!
Greeting : You know, you really ought to keep more tidy. Whyâgoodness! You shouldn't be storing coins behind your ears, friend! (laughter)
Parting : Alas, our time together has come to an end, and I must bid you adieu. Don't frown so, my dear. We shall meet again, I'm sure.
About Self - [Magic Shows] : I started performing magic and sleight of hand at quite a young age, to supplement my family's earnings. I got exceedingly good at it, and suddenly I found my performance in such high demand I hardly knew what to do! Soon I had to pack up and take the show on the road, traveling the stars and delighting all sorts of people with my illusions before taking off again.
About Self - [Hat] : Ah, you're wondering how I manage to make myself disappear with only this simple hat, are you? *clicks tongue* Don't you know a magician never reveals the secrets of their tricks? But since we're such good friends, I'll give you a hint: this one has a bit of help from a higher power~
Chat - [Children] : Kiddos make the best audience, honestly. Wide-eyed and full of wonder, and they haven't learned to be skeptical of things that shouldn't be able to happen. They'll cheer and laugh without restraint, their cheeks all rosy and their little eyes a-sparkle with joy⌠now that's what makes everything worth it, you know?
Hobbies : I took a bit of interest in fashion along the way, out of necessity at first, but it's become a fun and soothing past-time for me. Vivi's stage outfits are all designed and hand-made by yours truly. *small gasp* You know, I'm working on a newer, flashier one for Garidon-II in a couple months. Want a sneak peek?
Annoyances : I don't get too many hecklers, but I suppose their presence is how one knows one's made it. If they get too rowdy, I can simply incorporate them into my show, and they seem to learn their lesson quickly enough.
Something to Share : Shall I teach you a little something to dazzle your friends with? Watch carefully. Practice the movements and the misdirection at the same time. That's half the work of illusion - they'll watch the flash and completely miss the real work being done.
Knowledge : I can't possibly keep track of how many different worlds I've been to. After a while they all start blurring together, and that's how I know I need a good vacation. My favorite? Ahhh... well, Epsilon has become something of a second home to me, you might say. Some of my favorite people in all the universe hang around there~
About Madame Brughel : A new friend, but a dear one. We've had the most wonderful time together dodging her terrifying suitor and enjoying all the joys the city has to offer. I'll be so heartbroken when we have to part.
About Giovanni : Now there's an interesting fellow! Seems very committed to that mask. He is, of course, also committed to the bit, to laughter and amusement like the rest of us, but one has to wonder why he keeps that thing on... sometimes I wonder if he bathes with it on, you know?
<pending more once we actually meet some people on Penacony>
â Combat Lines
Battle Begins - Weakness Break : Let's begin, shall we?
Battle Begins - Danger Alert : Perhaps we're out of our league here⌠still going to try? That's the spiritâŚI think.
Turn Begins I : I'll try not to hog the spotlight~
Turn Begins II : Break a leg~
Turn Idling : The show must go on, my dear⌠we've not a moment to lose.
Basic ATK : Hah!
Skill : Can you find your way out? Good luckâŚ
Hit by Light Attack : Oof! Mind the coat, will you?
Hit by Heavy Attack : Augh! They're getting serious nowâŚ
Ultimate: Activate : And now, for the grand finale!
Ultimate: Unleash : 1x: Ah, a volunteer! We can't keep the audience waiting⌠let's give them a show to REMEMBER! (2x: It was knife to meet you, but I'm afraid I have to cut our time short!)
Talent : *giggles* Missed me!
Downed : You haven't-seen the lastâŚof meâŚ
Return to Battle : Ta-daaah~!
Health Recovery : My gratitude is yours, darling.
Technique : *light gaspâŚ. a soft pinging noise as they wink* *self-satisfied hum when they reappear*
Battle Won : How exhilarating!
Treasure Opening : Let's see what sort of trinkets have been left for us, hmm?
Successful Puzzle-Solving : And there you have it!
Enemy Target Found : Let's have some fun, shall we?
Returning to Town : Let your hearts be at ease, for Vivi the Magnificent has returned once again!
#oc: vinian hsr#honky Stars#not 100% finished and i have yet to finish their art but these templates are a lot of fun#the reason Vivi knows Brughel is that once interstate flight was reestablished for Belobog she found herself*#*inundated with proposals from wealthy men trying to get out into the wider markets... which sounded fine to her!#the only problem is the guy is pretty much a stalker so sampo does what he does best and disappears and runs into V at their hotel bar#where they share a very lovely evening with drinks and dancing#Vivi is a latecomer to the Fools but feels like it's where they belonged all along#anyway. having fun. but this is also the second time i started up to 4 am finishing one of these#last one was for hyacinth lol#my oc stuff
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Hey so with Fanfest coming up in a couple weeks I figured I should post the ideas that I've been tossing around inside my head for a while before it gets shot down. The image is mostly quick sketches/proof of concepts that I've coloured a lil but they're not polished or super clean. But I'll also just talk a lil about the basics of their lore and mechanics, both flavour and how they'd actually play. All the weapons are the Padjali weapons bc this was meant to be quick and dirty, all info under the Readmore!
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Time Battlemage (TBM) - Represented here by a female Duskwight Role: Tank Weapons: Hammers, Clubs, and Maces Limit Break: Temporal Equilibrium Culture of Origin: Sharlyan
Lore: A recent Sharlyan discovery, Time Battlemages came about with the rediscovery of Time Magic, works by magi such as the famous Quan that were formerly lost to history. However, as raw time magic is so dangerous, the Sharlyan scholars and sages figured its best application in combat would be as a supplement rather than a primary focus, so they started training regiments of magic knights, using their time magic to boost their speed despite their heavier gear. To take full advantage of this, TBMs use the large, blunt, and heavy hammers and clubs, partially due to how similar they feel to some of the staves of conjurers and thaumaturges, but also because of how time magic can be used on them, speeding them up to keep their raw bludgeoning power without leaving many major openings during combat. Some TBM weapons even have timekeeping devices such as clocks, sundials, and hourglasses incorporated into their design, which helps a TBM focus and channel their magic through their weapon.
Mechanics: The weakest tank in terms of raw damage output, similar to a Warrior's level, however, it empowers itself with many buffs and can spread them throughout the party, and focuses on using debuffs on the enemy for damage mitigation. It builds up Haste stacks through attacking, which help lower the TBM's GCD and everyone in an area around the TBM autoattacks faster. The TBM can also consume these Haste stacks in order to fuel both OGCD offensive and defensive abilities. The TBN's Invincibility ability involves them taking all damage until they hit 0, but then all attacks after that point restoring health as they "reverse" all the incoming damage.
Extra fluff: The teeth on the metal armour is based on both the teeth of gears, incorporating a timekeeping theme into it, but also on the tops of castle turrets to bring in a bit of an Alexander reference. Their armour is lighter than other tanks, but the colour scheme and pointed hat is supposed to invoke the classic Time Mage aesthetic.
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Apothecary (APH) - Represented here by a male Dunesfolk Role: Healer Weapons: Censers and Lanterns Limit Break: Requiem Culture of Origin: Ishgard
Lore: Both during and after the end of the many wars that dot Eorzea's history, the most efficient healers on the battlefield tended to use aether, which left their numbers somewhat limited and many medics frustrated that they were left in the dust. Understanding, but still frustrated. A small group of chirurgeons with minimal ability for aetheric manipulation banded together, their combined knowledge of alchemy and medicine intertwining with each other created a new job, perfect for those with little requirement of personal aether, yet still requiring the skills and trained hands of a medical professional. Apothecaries use herbs and incense that are placed in a charged censer, which they swing around to spread the smoke and vapors to reinvigorate allies, and smoke bombs to launch their medicines even further. Their skills in alchemy have also allowed them to create toxic fumes and gasses to debilitate and disrupt foes, as well as hide allies within their thick fogs. Soon after its creation, some conjurers and other magical healers picked up the art, finding it just as efficient as their own prior job, and even helping create some new vapors such as one that can rapidly restore aether to an individual. However, the difference between an APH with shallow or deep aetheric reserves is inconsequential, both will last a battle with minimal difference in resources, and the job ended up being a great equaliser for field medics across Eorzea.
Mechanics: A pure healer with a greater focus on DoTs and HoTs than direct damage and healing. Most of their abilities affect a wide area, and for some of them, the distance to the centre of the ability zone determines the effectiveness of their damage or healing. They also have an ability that can provide damage reduction for allies "hiding" in the smoke, and another ability that rapidly restores personal MP. As they do constant ticks of damage or healing, they build up a resource, which they can spend on greater direct damage, big heals, small shields, or, for their big two minute ability, a combination of all three.
Extra fluff: Obviously based on Chemists from previous entries. I initially had the idea of them using a crossbow as a slingshot to launch their potions, but hearing articles about how MCH used to be a potion slinging healer and that not working out, plus how SGE apparently used to be closer to a chemist conceptually but they spent months iterating on it, I figured to steer away from a more offensive looking weapon for my take on the job.
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Tyrant (TYR) - Represented here by a female Xaela Role: Melee DPS (Scouting) Weapons: Whips, Chains, and Flails Limit Break: Nine Tales Culture of Origin: Unknown
Lore: Tyrants take on their names with pride, even if it was thrown at them in scorn. Primarily consisting of nomads and wanderers, the precursors to the Tyrants found themselves constantly under attack by bandits and poachers who wished to harm the lands they lived on. They discovered that through giving the land their blood, the land would often give back, granting great strength and power to channel the land's fury through them. As such, they self flagellate, sacrificing their own physical self to defend both themselves and the place they call home. This terrifying form of magic has given them the title of Tyrant, as they appear to dominate and subjugate all that cross their path, even if it comes from a desire to protect the planet. They use their whips and chains to continuously strike down their foes nomatter how fast they try to run, and they often have barbs and thorns to increase pain to themselves and their opponents. TYRs are masters of using their strange art and terrifying presence to try and make the world a better place, even if it is as pariahs.
Mechanics: Tyrants are a dexterous job, using their weapon to keep a greater distance away from their target than most other melees. This is helpful as their main mechanic is using 10% of their current HP to get strong buffs to their attacks, such as a raw damage increase, a GCD cooldown reduction, or even the ability to apply a DoT. Each boosted ability has an HP drain effect attached to it, meaning a Tyrant doesn't lose their HP for long, especially when combined with a Bloodbath. The more HP that is drained by activating their various power up, the longer the buff lasts. Tyrants also gain a resource by attacking while powered up, effectively draining an opponent's blood in order to build up to powerful team wide buffs and defensive abilities, such as increasing movement and autoattack speed or applying shields and a small heal. They also have great mobility, using their weapon to bring themselves closer to a target or to spin out of the way like a beyblade.
Extra fluff: One of the weaker job ideas I have. Originally they were meant to be far more leather dominatrix vibes in appearance, but I figured making them into a forest warden/ranger could be a more creative take on the idea, especially given to the evolution of the Hunter job mentioned below. They were originally supposed to purely rely on blood magic but I figured a darker path to a Conjurer might also be fascinating, focusing more on a Druidic nature aspect as opposed to the natural elements, which will mostly be filled by the Geomancer below.
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Geomancer (GEO) - Represented here by a male Rava Role: Magic DPS Weapons: Bells Limit Break: Nature's Wrath Culture of Origin: Othard
Lore: As Astrologians focus on the star above, Geomancers focus on the star below. An old Othardian art that focuses on divining the health of the land by using the terrestrial elements of earth, wind, and water. Unlike Astrologians, they have a much more aggressive approach to dealing with impurities and evil forces, by using the elements of nature to purge them from this plane. They used to be a celebrated part of Othardian culture, but as time went on, the art was forgotten and the name was perverted by charlatans trying to make a quick buck off of the name. Many true Geomancer lines have laid dormant since, but as greater knowledge of the art has been made more available, it seems the school may be making a comeback across the Far East.
Mechanics: It focuses on supporting the whole team, kind of like a DNC with its buffs. They summon "cleansing circles", kind of like a BLM's Leylines except they affect any party member standing in it with various buffs, the type of buff depending on the currently attuned element; Earth, Wind, or Water. GEOs can also bring the Cleansing Circle to them as they move around an area, as opposed to a BLM's Between The Lines ability, but if they wander too far away, the Circle disappears and the buffs dissipate, causing the GEO to have to start their cycle again. They also place a DoT on a target, one that does matching elemental damage and every few ticks, it pulses, causing allies near to the target to gain a shorter lasting buff of the relevant element. Once all three elements are shifted through, the GEO can purify their circle, causing all party members to gain enhanced versions of all three elemental buffs all at once, and dealing hefty damage to all nearby enemies upon the initial purification, as all the negative energy from the fight is purged into them. If a DoT is active on a foe when the circle is purified, it deals all the rest of its damage all at once, before mutating into a more powerful DoT, that lasts as long as the Purification does.
Extra fluff: Probably the idea I've had the longest. The design was mostly inspired by FF11's take on the Geomancer. However, I wanted to make a callback to some of the Geomancer designs of the past, which is why it takes the general blue colour scheme from FF3, the stripey pyjama legs from FF5, and the cropped top from Tactics. Since the Swallows Compass dungeon was also heavily based on Geomancy and the final boss of that was effectively Sun Wukong, I gave Geomancer the floating silk ribbon that you tend to associate with him but also Chinese gods of all sorts.
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Hunter (HNT) - Represented here by a female Hellsguard Role: Ranged DPS Weapons: Crossbows Limit Break: Shatterheart Culture of Origin: Gyr Abania
Lore: In the ancient deserts of Gyr Abania's past, it is tough to survive, let alone survive while opposing groups try to take your resources for your own. Sometimes, it takes subterfuge to get an advantage, but when you are always on the move and lacking the time to raise a generation of fighters while also just trying to cling to life, what alternatives are there? Archery requires incredible arm strength, and many other groups had decades of training under their belts. Thaumaturgy can be slow and loud with its chants and casts. For those that are weak of arm yet desire to stay stealthy, there is an option. The art of the Hunter. They quietly stalk their marks, using every trick in the book to hide their presence, and being able to sense everything that happens around them. Their use of the crossbow ensures a near soundless weapon that can take down targets from far distances without their target even being aware of the Hunter's existence. To add to their arsenal and awareness, Hunters have learned to create simple aetheric structures, traps that can be placed that when triggered, wound or bind their prey. And the Hunter's aetheric connection to the trap, ensures they know exactly where their mark lies. To further sow confusion and disruption, Hunters can create decoys of themselves, misdirecting targets and throwing them off their real location, giving the Hunter plenty of time to line up the shot.
Mechanics: Like the RPR, the Hunter focuses on using and maintaining a debuff on the opponent, causing more damage to be taken, manifesting as a target mark. The Hunter can then use more traps that open up various weaknesses in an opponent, such as applying a DoT, giving a short damage down debuff, or their two minute cooldown, a universal damage taken increase, like a NIN's Mug. Their traps also assist in world bosses, FATES, and dungeons by also applying Slow to those in a small radius around the triggered trap. The Hunter also can create temporary aetheric decoy constructs that can attack multiple targets (or one target for increased damage), create a personal shield, or to dash into stealth, lowering emnity like a Shirk would.
Extra fluff: Originally it was meant to be much closer to the Ranger from previous entries aesthetically and was supposed to be from the Black Shroud, but I wanted to have a different cultural influence. I thought of the Persian empire and the bright and unique clothes and culture that was not represented in game and figured it could be a good source of inspiration (note the outfit was cobbled together from several designs and is not representative of a true Persian design, if I had more time I would have done more solid research into getting a historically cohesive outfit together). As I still like the traditional Robin Hood style design, it was passed down onto the Tyrant instead.
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Anyways thank you for making it to the end of the post, hope this was an interesting read and give thoughts if you feel like it! This was fairly quick and dirty so there's probably quite a few holes in them but again, just wanted to get these out there and into the community to share!
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The Tome of Battle: The Book of Anime Fighting Magic
It has been an unacceptable amount of time since I last 3.5posted. I shall fix this.
The Tome of Battle (ToB) was a supplement released back in 2006. It's goal? Make martials great again.
One of the issues that has plagued 3e/3.5 and 5e/5.5 is the martial/caster disparity. Where casters get more spells that do more stuff, martials mostly get to hit things more. This wasn't necessarily such a problem back in the days of TSR's DnD. Primarily because it took longer for casters to level up than it did fighters and rogues. However, when 3e came along, everyone started leveling up at the same xp thresholds. Hence, the casters would quickly outpace the martials. Now, 3e/3.5 still had a couple things holding casters back. Their early levels were still quite dangerous, and they were beholden to less armour proficiencies and a d4 hit die for wizards and a d8 for clerics and druids. Clerics and druids were of course far better of than your wizards and sorcerers, and are generally considered the two most powerful classes in the game. Now, wizards, clerics, and druids were still required to prepare in the proper vancian style: preparing spells into their spell slots at the start of the game. Spontaneous casters, of course, had spells known, and generally had more spell slots but less overall versatility, basically required to take the best spells and make do.
In this we find the Tome of Battle. The ToB was an early attempt at the 4e combat system, introduced as a semi-playtest in the latter days of 3.5. It introduces three classes: Warblade, Swordsage, and Crusader. Warblades are better fighters, swordsages better rogues and monks, and crusaders better paladins.
Note that I did say better versions of preexisting classes. While this is a little tongue and cheek, the options of the ToB vastly outstripped many other martial classes, to the point where if you were playing with it, you were pretty much forced to take a level or two in one of the classes from the ToB (initiators). That or take a feat.
How the system worked is that, as the title implies, it gives maneuvers, that are definately 100% not spells. They come in three forms: strikes for hitting stuff, counters for when you get hit or doing stuff not on your turn, and stances, for buffs. Initiators are closest to spontaneous casters in this analogue, with maneuvers and stances known, although they could only actually prepare another subset of these manuevers so the comparison breaks down a little.
The maneuvers aren't as powerful as magic, however this is counter-acted by the fact that they are refreshed every encounter. Some are spell-like, particularly from the desert wind and shadow hand disciplines. Which disciplines you have access to depends on which initiator you pick. You can, of course, take a feat to gain a specific maneuver that you qualify for. And another for a stance of the same discipline.
Initiating is more versatile than spellcasting. The character building rules for spellcasters go as follows: don't fucking multiclass. This is because you will end up gaining new spell levels slower, and your caster level goes down, which means you cannot overcome spell resistance as easily. Initiators don't have this problem, your initiator level (IL) is equal to your level in an intiator class, and also half your level in all other classes. This allows for greater versatility and multiclassing, something which became a staple for martial builds. Usually by necessity.
Also with the initiator classes came a host of prestige classes of various flavours of fun and cool.
Overall, the ToB is a very well balanced book, and I personally think it is perhaps the finest way so far displayed of closing the martial/caster gap. Of course it doesn't completely remove it, but it does make it better. The classes are tier 3 (not explaining right now), which sets them in the well balanced category, along with other such darlings as the duskblade and binder. Overall, I prefer the approach in ToB than in 4e, as it provides extra power to the martials, while keeping the mechanical distinction to casting, something that doesn't exist in 4e.
It also got nicknamed the book of anime fighting magic the reasons for which I shall leave as an exercise for the reader.
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Pagan Classes
Following from this post, ideas on how to make divinely-powered classes without the leftover Christian flavoring of clerics.
The first option would be to stick to following one god, like modern clerics, but having the class more closely stick to the themes of that god.
As an example using real-world gods for clarity, a follower of Thor would be primarily a warrior, with some thunder and lightning spells as backup. A follower of Loki would be a sneaky thief-like class, with some illusion spells to supplement their abilities.
As a way to actually implement that in gameplay, you either have a class specific to each god in the setting, or a single class with middle-of-the-road stats and a selection of 'Domains' that form the larger part of their class features, and without spells.
The second idea would be a dedicated spellcaster, but hewing more closely to how god-work is done, with inspiration from historical ideas of magic.
Instead of praying to one god for specific spells, they would have a list of deities they can do work with, picking a small selection each day, and getting a handful of spells from each. So, for example, before setting on a naval adventure, they might commune with a sea god, and get a small list of water-themed spells; before a dungeon crawl, they might pray to a god of battle and bravery, and get combat spells.
This would result in a spellcaster who is versatile on a broad level, with a wide variety of spells, but not quite able to have a tailor-made spell list the way a wizard can.
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Characters from magical world called "Gateway Masters". The story was inspired from The Owl House, Avatar: The Last Airbender, & RWBY. I'm just a writer so if you want to contribute your talents and skill in fleshing them out, feel free to message me!
Ravi, the Warrior - Light & Dark
Backstory:
His father instilled in him discipline and a hard regimen to become a fierce combatant. Ravi grew believing he would rule the world with an iron fist. With having the mastery of Light & Dark, he struggles to find the balance in these opposing elements. Inherently, Ravi is a kind, gentle soul who would rather live his days free of the responsibilities heâs come to know. As his control and power grows, Ravi will have to make a choice in being more authentic, being what is asked of him, or something else entirely.
Weapon of choice:
Scythe
Sheng, the Renegade - Earth & Null
Backstory:
Growing up as an orphan in a hard unforgiving city, Sheng learned to work with the world's hardest criminals. Heâs stolen, threatened, and killed many for survival, but now heâs wanting out of the clutches of his boss. His current boss has kept him alive and Sheng has proven far too useful to be let go now. To escape, Sheng faked his death and has been on the run ever since. His stoic and antisocial nature has kept him alive, but he worries that one day, his boss will find him and make the rest of his days a living hell. As of now, Shengâs only focus is maintaining his newfound freedom by being a traveling mercenary.
Weapon of choice:
Gauntlets
Cam-rin, the Noble - Fire & Energy
Backstory:
Cam-rin is a high-ranking noble of a weapons manufacturing company. From a young age, heâs been taught the art of war, consistency, and the value of money. From dawn âtil dusk, Cam-rin ventured in the jungle of high society and learned of many scandals that could turn the world on its head. The problem with that is: heâs learned too much. Cam learned about a vein of corruption that runs deep in his family and a few others. In order to clean that corruption out, heâs chosen to leave the safety of his posh home and travel the world to intercept this corruption on the frontlines.
Weapon of choice:
Twin flintlocke pistols
Sniper rifle
Cloud, the Seeker - Air & Lightning
Backstory:
Tranquility and peace are the cornerstones of Cloudâs culture. They grew up sheltered from the outside world protected by a great storm that shelters the mountain where they and their people live. What drives them out of the security of his home is a pilgrimage to add new life to their culture. Cloud must find something new in the outside world to supplement in the tapestry of his home. In the past, people have brought new food, inventions, beliefs, and even new people but Cloud wants to add something thatâs never been added before. They just donât know what it is, but they wonât come back until they find it.
Weapon of choice:
Open hand
Josuk, the Performer - Water & Mind
Backstory:
Raised in a traveling circus, Josuk has known the pleasures that come with living life on the edge. His aunt and uncle raised them like their own and taught him gymnastics, swordplay, and how to captivate an audience. Throughout his travels with the circus, heâs courted many and broken many hearts. Unfortunately, he broke the wrong heart; the heart of a warrior prince and princess. Many of his fellow performers were harmed and killed as revenge for breaking the prince and princessâ hearts, and now heâs on the run. Josuk now travels the lands and uses his talents to perform on the streets for food and money, a much smaller stage than what he has come to know.
Weapon of choice:
Twin scimitars
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Rogue (5.5e)
Rogues rely on cunning, stealth, and their foesâ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows.
Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogueâs relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
Primary Ability: Dexterity
Hit Dice: d8 per level
Hit Points at first level: 8+ your Constitution modifier
Saving Throw Proficiencies: Dexterity and Intelligence
Skill Proficiencies: Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand and Stealth
Weapon Proficiencies: Simple Weapons and Martial Weapons that have the finesse or light property
Tool Proficiencies: Thieves Tools
Armor Proficiency: Light Armor
Starting Equipment: Choose from either: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 arrows, Quiver, Thieves Tools, Burglar's Pack and 8 Gold Pieces or (B) 100 Gold Pieces to buy yourself
Proficiency Bonus: +2 at level 1, +3 at level 5, +4 at level 9, +5 at level 13 and +6 at level 17
Level 1 Expertise: You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At level 6, you gain Expertise in two more of your skill proficiencies of your choice. For those who don't know Expertise you pretty much add half your Proficiency Bonus to whatever you have proficiency in.
Level 1 Sneak Attack: You know how to strike subtly and exploit a foeâs distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damageâs type is the same as the weaponâs type.
You donât need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally isn't Incapacitated and you donât have Disadvantage on the attack roll.
The Sneak Attack damage is 2d6 at level 3, 3d6 at level 5, 4d6 at level 7, 5d6 at level 9, 6d6 at level 11, 7d6 at level 13, 8d6 at level 15, 9d6 at level 17 and 10d6 at level 19
Level 1 Thieves Cant: You picked up various languages in the communities where you plied your roguish talents. You know Thievesâ Cant and one other language of your choice.
Level 1 Weapon Mastery: Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 2 Cunning Action: Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3 Rogue Subclass:You gain a Rogue subclass of your choice. Arcane Trickster Assassin Soulknife or Thief. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclassâs features that are of your Rogue level or lower.
Level 3 Steady Aim: As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you havenât moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Level 4 Ability Score Improvement: You gain the Ability Score Improvement feat or another Feat of your choice for which you qualify. You gain this feature again at level 8, 10, 12, and 16.
Level 5 Cunning Strike: You have developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attackâs damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attackâs damage before rolling.
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
Poison (Cost: 1d6): You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target is Poisoned for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. (All Poisoned does is disadvantage on attack rolls and ability checks)
To use this effect, you must have a Poisonerâs Kit on your person.
Trip (Cost: 1d6): If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition. (Prone Condition is. Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your speed is 0 you can't right yourself. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise that attack roll has Disadvantage.)
Withdraw (Cost: 1d6): Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Level 5 Uncanny Dodge: When an attacker that you can see hits you with an attack roll, you can use your Reaction to halve the attackâs damage against you (round down).
Level 7 Evasion: You can nimbly dodge out of the way of certain dangers. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You canât use this feature if you are Incapacitated.
Level 7 Reliable Talent: Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10
Level 11 Improved Cunning Strike: You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 14 Devious Strikes: You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
Daze (Cost: 2d6): The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
Knock Out (Cost: 6d6): The target must succeed on a Constitution saving throw, or it is Unconscious for 1 minute or until it takes any damage. The Unconscious target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Obscure (Cost: 3d6): The target must succeed on a Dexterity saving throw or it is Blinded condition until the end of its next turn.
Level 15 Slippery Mind: Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 18 Elusive: You are so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you are Incapacitated
Level 19 Epic Boon: You gain an Epic Boon feat or another Feats of your choice for which you qualify.
Level 20 Stroke of Luck: You have an uncanny knack for succeeding when you need to. If you fail a d20 Test, you can turn the roll into a 20.
Once you use this feature, you canât use it again until you finish a Short Rest or a Long Rest.
@doodl3
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9, 11 and 25 for Makk and someone else you'd like to ramble about!
9. makk is actually super squeamish around blood and cant help anyone XD best he could do is construct a healing turret for some passive wound closing?
yaria is something of an herbalist and field medic, though her skills aren't on par with an actual doctor. she can patch you up well enough to get to one.
halle had to put his skills with needle and thread to work in verdant brink after the pact ships went down, stitching wounded soldiers together. he doesn't LIKE medical work, but he can and will do his best if situations happen.
11. makks weapons have to be things he built or can do physical damage with. guns, explosives, a giant wrench he can use as a hammer, etc. hes no good at all with arcane weapons like foci or scepters, unless he can bonk you on the head with it.
marda does have daggers on her to use in a pinch, but shes kind of bad with them XD long range weapons are way more her speed
25. i played a long time in an rp guild that encouraged canon compliance, so i dont have a whole lot of non-in game magic.
makk is a pretty straightforward engineer who works with his hands a lot, though he does magic up some aspects of his gear like bombs and turrets so i can handwave him just having those things.
halle is necromancer, but has learned how to use his own life force to 'tether' someone on the brink of death and buy them time, if that counts?
yaria treats her undead minions like pets. shes named her flesh golem aloycious and usually has him out and lumbering around behind her for combat, heavy lifting, what have you. she also sometimes holds onto the 'tail' of her blood fiend for comfort, like a kid with a balloon. she tends to supplement her magic with various toxins, and she was doing that well before harbinger dropped :D
#guild wars 2#gw2#makk#yaria#marda#thanks for the ask! i want to ramble more especially about halle so this has been fun :3
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(Cracks fingers)
If I ever had this time, I would take it to run away with all my tf headcanons and build more Cybertronian lore and fulfill my fantasy cravings, so-
MAGIC AND MAYHEM!
Fairy tales, urban legends, and Gothic Americana meet off-worlders! (We might as well tap into the surge of fantasy and supernatural settings, right?)
Lead cast: Kup, Thundercracker, Roadbuster, Hot Rod, Nova Storm, Greenlight, and Springer
(One badass grandpa, one responsible adult, one Fun Uncle of a Wrecker adult, and four kids)
Their escape pods crashed into a part of Earth, somewhere in the Northern Hemisphere, where things aren't what they seem on the surface.
Just a friendly town where neighbors greet their Neighbors, stores run 24/7 but locations will vary by weather and certain weeks of the year, farmers' markets and antique shops will sell everything and anything for a price, HOAs are the local meetings of hedgewitches, and reality tends to warp every now and then.
The faceless shadow of a mayor feels for these off-worlders' plight. They really do. After all, it isn't the first time the Void had spat out strangers and certainly won't be the last time.
It's unanimous. The City Council has agreed to help the trapped Autobots locate their brethren from the stars ("Or alternative reality," pips up a shadowy figure with ties to the local university's physics department and the high school's creative writing club.)
In return for room and board, the Autobots will utilize their skills for the community, which include but not limited:
Artillery training for potential employees of the surrounding day cares and hand-to-hand combat hours to settle the prerequisites for hospitals
Trainers for the bank's annual renewal of weapons-handling and high-stakes negotiations
Supplement teachers for the scouts and after-school programs
Scouts for possible HOA meetings. The Hedgewitches of Archibald's would prefer locations with an Archibald's, but will accept abandoned mines and dilapidated military sites/lone manors. Haunted locations are a bonus. The initiates and high schoolers need to get a feel for art of necromancy and perform a banishment.
Advisors for potential collateral damage for the university's yearly student research projects. (Some students get overzealous.)
Pruning services. The town does have a massive community garden between the hospitals and schools, but sometimes a researcher can get over their head and create a hybrid crop that's pest-resistant, fire-resistant, and a weapon of mass destruction.
Impartial judges for the monthly talent shows and the weekly opening of the Courts of Trade Settlement. Wording is both tricky and so very fluid. After all, one should be very clear about which definition is being applied.
Wrangling stray fliers that miss the sky-net and stray away from the Zone.
"Oh, and the children must go to school by next week. Paula here shall help with the process."
So Hot Rod, Springer, Nova Storm, and Greenlight get their first taste of formal education where there's intelligent, talking animals and undead teachers, the doors move, no one knows how big is the building, clubs are mandatory, and Spirit Week is an Experience.
Congratulations! Hasbro has agreed to let you write for a Transformers story! However, there's a catch. As you're a new writer, they aren't ready to trust you with their most popular/lucrative characters yet.
You must pitch a cast that does not include:
Optimus Prime
Megatron
Bumblebee
Starscream
Ratchet
Shockwave
Wheeljack
Soundwave
Grimlock
Arcee
If you wish to have human characters, you may not reference Spike Witwicky
Who is your lead cast?
#transformers#fic ideas#kup#thundercracker#roadbuster#greenlight#hot rod#springer#nova storm#lost and found family#parental relationship#sparklings#bitlets#creature#magic#maccadam#my thoughts#my writing
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The Power of Barley Grass: Key Nutrients and How to Incorporate It Into Your Diet
In the UAE, where sunshine and a focus on well-being go hand in hand, many are seeking natural ways to elevate their health. Enter barley grass, a rising star in the superfood world, packed with concentrated goodness in a convenient powder form.
Barley grass juice powder, readily available online at Al Tayba, the UAE's leading dietary supplement store, is derived from the young shoots of the barley plant. This seemingly simple green powerhouse boasts a wealth of vitamins, minerals, and antioxidants that can significantly enhance your diet.
Key Nutrients in Barley Grass:
Vitamins: A powerhouse of vitamins, barley grass offers a complete B complex (including the elusive B12!), essential for energy production, as well as Vitamins C and K, crucial for immunity and bone health, respectively.
Minerals: Barley grass is a natural source of iron, vital for oxygen transport, calcium for strong bones, magnesium for muscle function and relaxation, and potassium for regulating blood pressure.
Fiber: This dietary hero promotes gut health, keeping your digestion regular and aiding in feelings of fullness, which can be beneficial for weight management.
Chlorophyll: This pigment, giving barley grass its vibrant green hue, boasts potential detoxifying properties and may contribute to a stronger immune system.
Antioxidants: These fighters help combat free radicals, unstable molecules that damage cells and contribute to aging and chronic diseases.
Why Consider Barley Grass?
While more research is needed to solidify all its benefits, barley grass has gained popularity for its potential to:
Support Weight Management: The high fiber content in barley grass can promote satiety, keeping you feeling fuller for longer and potentially reducing calorie intake.
Enhance Energy Levels: The abundance of vitamins and minerals in barley grass might contribute to increased energy production, leaving you feeling revitalized throughout the day.
Improve Digestion: The fiber in barley grass acts as a prebiotic, promoting the growth of good bacteria in your gut, leading to smoother digestion and improved gut health.
Support a Healthy Immune System: The combination of vitamins, minerals, and antioxidants in barley grass may contribute to a stronger immune system, better equipped to fight off illness.
Beyond the Basics: Barley Grass and Your Specific Needs
Barley grass might also offer additional benefits depending on your individual needs:
Skin Health: Some studies suggest barley grass may improve skin health due to its chlorophyll content and antioxidant properties.
Detoxification: Barley grass is believed to help the body eliminate toxins and heavy metals, promoting overall well-being.
Athletic Performance: The presence of vitamins and minerals in barley grass might contribute to improved stamina and recovery for athletes.
Incorporating Barley Grass into Your Diet:
Barley grass juice powder offers a convenient way to add a powerful nutritional boost to your daily routine. Here are some creative ways to integrate it:
Morning Boost: Start your day right by adding a scoop of barley grass powder to your morning smoothie or protein shake.
Greenify Your Juice: Give your favorite juice recipe a nutritional upgrade with a spoonful of barley grass powder.
Soup it Up: Sprinkle some barley grass powder into your next bowl of soup, stew, or even yogurt for a hidden dose of nutrients.
Baking with Benefits: For the adventurous baker, consider adding a small amount of barley grass powder to baked goods like muffins or pancakes for an extra nutritional punch.
Remember:
It's always wise to consult with your doctor before introducing any new supplement, especially if you have underlying health conditions or are pregnant/breastfeeding.
Start with a small amount of barley grass powder to assess your tolerance and gradually increase the dosage as needed.
Barley grass is not a magic bullet for weight loss or any other health concern. Integrate it into a healthy lifestyle that includes a balanced diet and regular exercise for optimal results.
Unlock the Power of Green with Al Tayba:
Browse Al Tayba's extensive online selection of high-quality barley grass juice powder to find the perfect one for you. Embrace the green revolution and experience the potential health benefits this superfood has to offer!
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Insta-Tox Reviews: Is It Legit Or Scam?
"In the vast landscape of anti-aging products, the pursuit of one that truly lives up to its promises can feel akin to searching for a needle in a haystack. However, amidst this challenge, Insta-Tox emerges as a serum poised to revolutionize the journey to youthful skin, promising instant and remarkable results. In this comprehensive exploration, we dive deep into the intricacies of Insta-Tox, aiming to unveil whether it genuinely merits the spotlight it commands.
Unveiling Insta-Tox:
Born from the hands of Serious Skincare, a beauty brand dedicated to delivering excellence, Insta-Tox stands out as an anti-aging serum meticulously formulated to provide immediate tightening and smoothing effects on facial skin. Its mission? To effectively diminish the appearance of fine lines, wrinkles, and enlarged pores, it bestows a rejuvenated complexion upon its users.

The serum's ethereal composition showcases a harmonious blend of key ingredients, with sodium silicate and magnesium aluminum silicate taking center stage. Working in tandem, they create a temporary tightening film upon applicationâa transparent, invisible facial mask that artfully smoothens out wrinkles and fine lines, yielding instantaneous results. Beyond this, Insta-Tox integrates hyaluronic acid, retinol, and plant extracts, addressing hydration, collagen production, and skin elasticity. All this is encapsulated in a non-comedogenic, fragrance-free formula suitable for all skin types.
Cracking the Code: How Insta-Tox Works Its Magic
Insta-Tox supplement asserts its prowess in achieving skin-smoothing and tightening effects through several key mechanisms:
Forms a Tightening Film: The dynamic duo of sodium silicate and magnesium aluminum silicate tightens and contracts the skin's top layer upon application, immediately reducing the appearance of wrinkles and pores.
Boosts Hydration: Hyaluronic acid, a humectant, steps in to draw and retain moisture in the skin. This not only combats fine lines resulting from dehydration but also imparts a plumping effect.
Stimulates Collagen: Retinol takes center stage by enhancing collagen synthesis, fortifying the skin matrix, and promoting improved elasticity, firmness, and texture over time.
Fights Free Radicals: Antioxidants within the formula act as guardians against environmental damage from UV rays, pollution, and toxins, preventing collagen degradation.
This multi-faceted approach positions Insta-Tox as a dual-force solution, delivering both immediate smoothing results and long-term anti-aging benefits.
Decoding the Ingredients of Insta-Tox:
Zooming in on the star players within the Insta-Tox serum:
Sodium Silicate: Forms a micro-thin transparent film on the skin, instantly concealing fine lines and wrinkles, providing an immediate tightening and smoothing effect.
Magnesium Aluminum Silicate: Tightens facial skin and muscles upon application, reducing wrinkles and expression lines.
Hyaluronic Acid: A moisture-retaining humectant that plumps up the skin, improving elasticity and reducing dryness.
Retinol: Stimulates collagen production and cell turnover, strengthening the skin matrix and promoting even skin tone over time.
Jojoba Seed Oil: Nourishes and softens the skin while offering antioxidant effects to combat free radical damage from the sun.
Vitamin E: Acts as a shield against oxidative stress, supporting collagen and aiding in the repair of aging signs.
Supplementing these core components are additional antioxidants, amino acids, and plant extracts, working in harmony to deliver both immediate and enduring anti-aging benefits.
Mastering the Art of Application:
For optimal results, a guide on how to properly use Insta-Tox is essential:
Cleanse: Thoroughly cleanse and pat dry your face before applying the serum. Apply: Spread a thin, even layer across your face and neck. Wait: Refrain from moving facial muscles for 2-3 minutes during the drying process. Follow Up: Once fully dried, follow with your preferred moisturizer and additional skincare products.
For best results, use Insta-Tox twice daily. The lightweight serum swiftly absorbs into the skin, making it compatible with makeup and other lotions.
The Perks of Choosing Insta-Tox:
Numerous reported benefits of Insta-Tox, both by manufacturers and users, include:

Instant Smoothing: Effortlessly smoothens fine lines and wrinkles immediately. Firming Effect: Tightens and firms facial skin right after application. Refined Texture: Reduces enlarged pores for a polished skin texture. Hydration Boost: Plumps up the skin, reducing dryness. Collagen Enhancement: Boosts collagen production for firmer skin. Even Skin Tone: Evens out skin tone and aids in fading spots. Makeup-Ready: Enhances makeup application for a flawless finish. Skin Compatibility: Non-greasy and suitable for all skin types. Fragrance-Free: Delivers results without any added scent. Professional Results: Comparable to the effects of professional cosmetic procedures.
With consistent usage, Insta-Tox boldly asserts its ability to make wrinkles nearly undetectable while offering robust anti-aging effects.
Echoes from the Crowd: What Customers Have to Say:
Customer reviews of Insta-Tox generally sing its praises. Highlights from user experiences include:
Instant Results: Noticeable tightening and smoothing of fine lines upon application. Reduced Creases: Significant reduction in the appearance of crow's feet and forehead creases. Dramatic Improvement: Skin texture and enlarged pores exhibit a remarkable transformation. Luxurious Feel: The serum imparts a silky feel without any greasiness or stickiness. Makeup Harmony: Works seamlessly under makeup without pilling or disruption. All-Day Hydration: Leaves the skin feeling hydrated and soft throughout the day. Continuous Improvement: Results continue to enhance with regular daily use. Affordable Elegance: Comparable results to professional treatments at a fraction of the cost. Gentle on Skin: No reported irritation, even for those with sensitive skin.
Accompanying before-and-after photos showcase a compelling reduction in wrinkles and an improvement in skin texture. However, as with any beauty product, individual results may vary.
Navigating Potential Side Effects and Considerations:
Insta-Tox serum prides itself on being non-irritating and safe, even for sensitive skin. Customers have reported minimal side effects, with the occasional mention of mild redness, dryness, or peelingâa common occurrence with new retinol products. Typically, these effects diminish with continued use.
For individuals with exceptionally dry skin, layering a richer moisturizer on top of the serum may prove beneficial. As with any new skincare addition, patch testing is recommended. Avoid contact with eyes or broken skin, and note that the product is not suitable for those under 18 years of age.
Securing Your Insta-Tox Supply:
To obtain Insta-Tox, head to the Serious Skincare website, where various package options await:
1 fl.oz bottle: $39.95 2 bottles: $63.95 3 bottles: $89.95 Opting for multi-bottle bundles comes with the added perk of free shipping. Each bottle contains a 30- to 60-day supply, depending on usage.
Crucially, Insta-Tox can only be acquired through the official website to guarantee authenticity and eligibility for any promotional offers and discounts. Exercise caution against counterfeit products from unauthorized sellers.
For those exploring alternative avenues, Insta-Tox might also be available through authorized retailers such as QVC, depending on ongoing promotions.
Return Policy: Your Safety Net
Serious Skincare takes customer satisfaction seriously, offering a 30-day money-back guarantee for those unsatisfied with Insta-Tox. Simply reach out to customer service to initiate the return process for used bottles within 30 days of the purchase date, and receive a full refund minus shipping costs.
This risk-free trial period allows users to test the anti-aging serum without financial concerns. Many customers report noticeable results well within the 30-day timeframe, enabling informed decisions on the efficacy of the product.
Our Verdict:
In summation, Insta-Tox emerges as a truly innovative anti-aging serum, delivering visible tightening and smoothing of wrinkles instantly while actively enhancing skin quality over time. The dual action of temporary skin tightening and the infusion of hydrating, collagen-boosting ingredients presents a holistic approach to combating signs of aging.
While individual results may vary, a multitude of positive Insta-Tox reviews, coupled with compelling before-and-after visuals, suggests the serum is a reliable contender for meeting its claims for most users. The 30-day refund policy further encourages risk-free exploration, allowing users to discern the impact on their skin.
Ensure authenticity and follow the recommended usage guidelines by purchasing directly from the manufacturer's website. Insta-Tox could prove to be an invaluable addition for those seeking a non-invasive yet powerful solution for wrinkle reduction and anti-aging effects."
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SIGHT CARE - (â ď¸DOCTOR'S WARNING!!âď¸) â SIGHTCARE â SIGHTCARE REVIEWS â SIGHT CARE REVIEWS

Sight Care Reviews: A Hands-on Analysis of the Game-Changing Vision Supplement
In the sprawling world of health supplements, there's always something new on the horizon, promising to be the magic elixir to address a multitude of concerns. But, in my experience, very few truly deliver on their promises. Enter Sight Care â a vision supplement that not only stands out but also offers a compelling blend of ingredients designed to fortify eye health and combat age-related vision challenges. Here's my hands-on analysis of this groundbreaking supplement.
1. Understanding Sight Care and SightCare: Beyond the Name
Firstly, let's get the terminology straight. Both "Sight Care" and "SightCare" refer to the same pioneering product we're discussing today. Regardless of how you spell it, the core mission remains: to offer an exceptional supplement that targets and enhances vision.
2. Unveiling the Science and Formula Behind Sight Care
The Sight Care formula is genuinely at the vanguard of vision enhancement. Central to its efficacy is a combination of essential vitamins and minerals. Vitamin A emerges as a powerhouse, pivotal in maintaining vision in diverse light conditions. Sight Care's inclusion of Vitamins C and E as antioxidants further ensures protection against free radicals. With such a robust formula, SightCare Reviews consistently highlight its potency and effectiveness.
3. Sight Careâs Unique Edge: A Multi-pronged Approach
Where Sight Care sets itself apart from the rest is in its multi-faceted approach to eye health. Not just stopping at vitamins, SightCare Reviews often point out the inclusion of Zinc â instrumental in clear vision and boosting the immune system. The formula also champions Lutein and Zeaxanthin, renowned for shielding eyes from blue light damage.
4. The Ingredients Dive: Why Sight Care is a Cut Above the Rest
An exciting inclusion that pops up in SightCare Reviews is the presence of Omega-3 fatty acids. Not only essential for general health, but these fatty acids are also particularly potent for eye health, offering much-needed anti-inflammatory properties. For those wading through the age-related vision challenges, this is a godsend.
5. Real-world Experiences: Sifting Through Sight Care Reviews
A supplement can claim the world, but itâs the real-world feedback that truly speaks volumes. Sight Care Reviews, in my experience, overwhelmingly lean positive. Users are thrilled about the plethora of essential nutrients that enrich and shield their vision, especially as they tread into their senior years.
6. The Verdict: Is Sight Care Truly Worth the Hype?
Sight Care is more than just a supplement; it's a commitment to holistic eye health. For those keen on preserving and enhancing their vision, Sight Care Reviews might just offer the insights you need to make an informed choice. However, a word of caution: always purchase from the official site to guarantee product authenticity and quality.
In Closing
Eye health is paramount, and Sight Care, from my hands-on analysis, appears to be a worthy contender in the realm of vision supplements. Remember, while Sight Care offers a plethora of benefits, it's essential to consult with a healthcare professional before incorporating any supplement into your regimen. Stay informed, stay healthy, and always prioritize your vision.
If you want to purchase Sight Care, please visit the Sight Care website for more information. According to the manufacturer, Sight Care does not authorize the product to be sold on Amazon or any other online site.
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#sightcare #sightcarereview #sightcarevisionsupplement
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