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#doing insane amounts of damage while taking damage (+ with temp hp and then just a lot of hp. im taking the tough feat as soon as possible)
wizardnuke · 6 months
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i love dnd..i love playing heavy utility/support/backfield and i love having three to six attacks in a turn and an insane ac. at heart im a support player ill get my hands on whatever we're missing in a group
#looks at a druid a fighter and a bard fighter. okay cleric time.#i LOVE playing cleric turns out.#though abjuration wizard is still super super fun its a different flavor of support#it's not buffs it's 'i am going to transfer literally all that damage to myself and war caster style succeed my witchbolt concentration'#doing insane amounts of damage while taking damage (+ with temp hp and then just a lot of hp. im taking the tough feat as soon as possible)#aabria iyengar was right these abjuration wizards are craaaazy. but war domain clerics also fuck hard#my abj wiz is very much an experiment in 'what if someone who is not at all suited to this life tries to adapt as well as she can'#the point is that she isn't a cleric. do u understand. she's not a cleric and that's the point it's the. hbbbgbfhb. she's out here#functioning as a combat medic on some aasimar features + healing kits/potions + arcane ward. Look At Me#i also really enjoy playing nonreligious characters in these worlds where deities 100% exist not in a 'fuck the gods' way but in#a way somewhere between 'i'm all i need' and 'i called and no one answered' and 'may or may not go on an insane power hungry spiral and#try to get a touch of godhood' which is in part very due to my own agnostic and people-loving heart and 'haha what if i icarused this girl'#a resentful caution towards gods an immense respect towards religious companions and 'when your god isn't here to help. i will be'#anyway REACTION arcane ward you don't take damage im fine. next turn reaction shield ward's back up. the thing is.#she will drive her hp down. the ward isn't much like it goes past that temp hp. it's 14hp that shit goes down and carries to her hp#but it never drops. any leveled spell puts hp back into the ward. a 1st lvl shield puts it at 2hp and she can use it again#she is not suited for these conditions but my god it is fun to watch. i care her.#i explained that subclass feature to a player that's not in that campaign and said. like. yeah she can take damage. when her ward drops to#0 it carries to her. any leveled abj spell puts it back up. and she can use it and drive her hp down again.#do u understand what i am explaining to u! do you get it! she is and has always been a punching bag!#she was a very valuable asset to the army and the group she was drafted! into. because when she's there. people just don't fucking go down#aside from her. aside from her. AAAAH. she's so cool. she is very smart i am still riding the high of critting every turn w witchbolt and#reacting to ward a party member against a crit that would have dropped him by taking the hit herself. and she didn't break concentration#badass
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skelletors · 8 months
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MCYT as D&D Characters 3 - Technoblade
🎵It's been a while🎵
Yeah, not that frequent of a poster on Tumblr, I already posted this on Reddit months ago but I realized I never posted it here, lol!
Also, before I say anything, u/CarbonatedChlorine on Reddit actually made a truly fantastic build for Technoblade as a Zealot Barbarian. Now this is an excellent choice for Techno, but I don’t want to rip them off so I’ll be going for a different approach, but seriously. It’s very good, I will be linking their post at the end of mine.
Before we begin, here are the ground rules I’ll be working with
This will not be balanced and the builds may not be very good. This isn’t for the minmaxers (not that there's anything wrong with that), this is purely based on either stories these people have participated in or their overall persona on the internet
These characters will go up to level 20, but in no way do you have to play them to the max level to get all the mechanics that make up the character
There will be no homebrew for this build
I will be using standard array for all of these characters (15, 14, 13, 12, 10, 8) when determining the stats for these characters for my own ease of use.
Character Traits to Emulate:
BLOOD FOR THE BLOOD GOD! Insane, busted warrior
Techno never dies, and neither will this build
Pig
The peer pressure is strong, but the tactics are stronger
Race, Class, Background and Stats
Race: Shifter (I chose Shifter for a handful of reasons. One, it handily gives the pig aesthetic while acknowledging the more humanoid Techno art. The specific Shifter type I would choose is Beasthide, considering it just makes someone more beefy).
Ability Score Increase: +2 to one stat, +1 to another (Charisma and Strength respectively).
Darkvision: You can see in the dark! Sweet!
Bestial Instincts: You can have proficiency of one of the following skills: Acrobatics, Athletics, Intimidation or Survival. Let’s go for Survival.
Beasthide: When you shift, you gain a +1 to Armor Class and 1d6 temp hp
Background: Soldier (I think this is pretty obvious, but from any perspective you look at Techno, either from SMP Earth, the Dream SMP or just his general prowess in PVP, there’s no better fit than Soldier for a background).
Proficiencies: Athletics, Intimidation, land vehicles, a gaming set (Chess since why not)
Class: Paladin (Now while Barbarian or Fighter may be the first instinct for a D&D build of Techno, but I think this is a more interesting take for reasons you’ll see when we get to the subclass).
Stats:
Strength: 13 + 1 = 14
Dexterity: 
Constitution: 14
Wisdom: 8
Intelligence: 12
Charisma: 15 + 2 = 17
Level 1: Paladin
Divine Sense: You’re able to sense any celestial, fiend and undead within a 60ft radius, how many of them there are and the type. You can do this a number of times equal to 1 plus your Charisma modifier. 
Lay on Hands: You can heal people from a pool of hit points from which you can restore people equal to your paladin level x 5. You can also do this to yourself! Yet another way that you will not go down.
Level 2: Paladin
Fighting Style: There are numerous good fighting styles for Technoblade, but I decided on Great Weapon Fighting, where if you roll a 1 or a 2 on a melee weapon attack’s damage, you can reroll the die.
Spellcasting: One word. Smite. Pick and choose your smite at your leisure and revel in the obscene amount of damage. Almost as if you were blessed by the Blood God himself…
Divine Smite: Oh, did I say I was done with smite? No, you get more smite-age. Whenever you hit a creature, you can expend a spell slot to deal extra radiant damage, starting at 2d8 for a first level spell slot and increasing by 1d8. This damage is further increased by 1d8 if the target is undead or a fiend. Again. Revel.
Level 3: Paladin
Divine Health: You’re immune to disease
Subclass Time! Subclass Time! The lucky subclass being, of course…
Oath of Conquest! Just look at the tenants, it screams Technoblade energy. A blade can end a life. Fear can end an empire. Ah it’s SO GOOD you guys. This will give you access to a couple of handy spells, but that’s not the main interest of Oath of Conquest.
Channel Divinity: You get two options for your Channel Divinity as a Paladin, both being excellent options that really exude Techno energy. You can use one of these options once per short rest.
Conquering Presence - You inspire fear. You make a creature within 30ft of you make a Wisdom saving throw or be frightened of you for a minute. They can reroll this check once per turn.
Guided Strike - You have supernatural accuracy. Whenever you make an attack, you can add 10 to the roll before the DM says whether you hit or not, but after you see the roll.
Both of these are super fitting for Techno, being both an intimidating force on the battlefield and not one to miss his strikes.
Level 4: Paladin
Ability Score Improvement: Every few levels, you can add to your ability scores (either a +2 to one or +1 to two) or take a feat. This time, we will be adding a +1 to Strength and +1 to Charisma, bringing them up to 15 and 18 respectively.
Level 5: Paladin
Extra Attack: You get to attack more, hell yeah! More attacks = more smite = more carnage. Truly, the peak of D&D
Level 6: Paladin
Aura of Protection: Whenever you or an ally within 10ft of you makes a saving throw, they can add your Charisma modifier to the roll. Who wouldn’t feel stronger when fighting alongside The Blade?
Level 7: Paladin
Aura of Conquest: Whenever a creature is afraid of you and within 10ft of you, even in total cover, their speed is reduced to zero. Along with this, they take psychic damage equal to half your turn if they’re in that zone at the top of their turn. I’d be scared if I was staring down Techno in hypothetical combat.
Level 8: Paladin
Ability Score Improvement! Let’s go for the Tough feat this time. Your hp is increased to an amount twice your level, and then +2 for every subsequent level. Again, just more hp so you can keep swinging.
Level 9: Paladin
Nothing really happens at this level but the standard spell slot increase.
Level 10: Paladin
Aura of Courage: All allies within 10ft of you cannot be frightened.
Level 11: Paladin
Improved Divine Smite: Hey, if you thought smite was good, it just got better. Whenever you hit a creature with a melee weapon you do an extra 1d8 radiant damage. Just in case you were worried about not doing enough murdering, or something.
Level 12: Paladin
ASI time baby! We’re taking another feat, Great Weapon Master. You do extra damage on a crit with a melee weapon and can choose to take a -5 to hit for a +10 to damage.
Level 13: Paladin
Again, nothing happening out here.
Level 14: Paladin
Cleansing Touch: You can end a spell cast on yourself or on someone else. You can do this a number of times equal to your Charisma modifier and regain all uses after a long rest.
Level 15: Paladin
Scornful Rebuke: To those who dare to attack you, they suffer psychic damage equal to your Charisma modifier. Those who step to the Blood God will suffer the price.
Level 16: Paladin
ASI! This time, we’re actually improving the ability scores, going to add a +2 to Strength, bringing it up to 17.
Level 17: Paladin
Nothing happens at this level, alas. Just more spell slots for smiting.
Level 18: Paladin
Aura Improvements: All of your aura’s radius increases to 30ft.
Level 19: Paladin
Ability Score Improvement, for the last time. We’re taking the Savage Attacker feat, where once per turn, you can reroll melee attack damage.
Level 20: Paladin
Here we are. Your capstone ability.
Invincible Conqueror: You become an avatar of conquest and for a minute gain the following effects
You’re resistant to all damage
Whenever you make an attack, you make another attack.
Your melee attacks crit on a 19 and 20
You regain this ability after a long rest
Truly, an ability befitting Technoblade. Just think of all the insane clutch moments this would apply to!
I hope this was satisfying and clear for all of you! I put a lot of thought into what I could customize about this and I hope it lives up to Techno’s legacy.
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monstersdownthepath · 3 years
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Spiritual Spotlight: Zyphus, the Grim Harvestman
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Neutral Evil God of Accidental Deaths, Graveyards, and Tragedies
Domains: Death, Destruction, Evil, Plant, War Subdomains: Blood, Catastrophe, Daemon, Decay, Murder, Thorns, Undead
Inner Sea Faiths, pg. 88~93
Obedience: Spend an hour sitting on the grave of someone who suffered an accidental death. You must reflect on how chance has wronged you and vocally reject the influence of any gods associated with these wrongs. If no suitable grave exists, spend an hour telling strangers how their religious beliefs and hopes for a just afterlife are folly and of no consequence. Alternatively, you can write this screed and post it in a public place within a settlement. If you’re away from civilization, you can instead spend an hour sabotaging a path, bridge, tool, or other device so that it’s dangerous for the next person who uses it. Benefit: You gain a +4 profane bonus on Craft (traps) or Disable Device checks, chosen when you complete the obedience. 
i’m glad the grim harvestman covers his basis but also jesus
Anyway, Zyphus is one of the most petty and spiteful of the gods, and this is no better shown than in this Obedience. A typical adventurer wandering the countryside must actively make the world a worse place for everyone else involved, and the clause “next person who uses it” means that you have to either toss aside your party’s good will, or take up the dreaded spot at the back of the marching order. Should you find yourself in a public area, you become just as much of an obnoxious git as a follower of Groetus, except this time you’re personally spitting on their beliefs... However, if you wish to be significantly more tolerated by society, you should do as Zyphus encourages his followers to do and disguise yourself as a Pharasmin or the faithful of another god of order and afterlives and very carefully disguise your blasphemy as “misguided” teachings. At worst, you can feign ignorance and/or explain that you’re new to the faith and had no idea that what you’re saying is wrong. You can even blame other Zyphans for muddying your understanding of the truth, an act I’m sure the Harvestman finds extra ironic!
Telling someone that their practices don’t matter because Pharasma has already decided your fate is the easiest way to go, and the best part is it’s not even inaccurate! NPCs don’t have the spiritual freedom PCs do, so their path is already nearly impossible to change! Get pranked, idiots! Masquerading as one of Pharasma’s flock comes in especially handy when performing the first and ‘easiest’ ritual, as well, because tending to graves is something the Lady of Graves wants people to do in the first place. Make sure to be careful with how you word your vocal casting away of the god’s will, however, or you may arouse more suspicion than you soothe.
The benefit is subpar. Crafting traps is alright, but you’ve likely got better things to use your gold on--wait, there’s no restriction on the CR of traps you can craft, so long as you can beat the DC and have the gold? Well. Go crazy, go stupid, I guess! Here’s a list of everything you can make! The most cost-efficient and useful, however, is the CR 1 bear trap, which--make no mistake--will absolutely shred lower level encounters, but will lose a lot of its spark later on. At least it costs basically nothing to make! Traps are usually the domain of the DMs, but if you need to hold an area? They can come in very, very handy. Otherwise, you’re just leaving them behind you on lonely roads in the hopes some fool will step on them.
Disable Device is normally the way you want to go, shutting off traps that could be a potentially lethal danger for most of the party at most levels. And, of course, rearming them so some fool behind you can stumble into them later. Even if your adventure doesn’t contain many traps, you should never underestimate the strength there is in doing something as simple as popping a lock.
Boons are acquired slowly: the first once you reach 12 hit dice, the second at 16, and the third at 20. However, the Evangelist, Exalted, and Sentinel Prestige Classes can be entered as early as level 5; doing so grants you the Boons at levels 8, 11, and 14 instead. As Zyphus is a true deity and does not require Fiendish Obedience, you earn the right to enter the classes earlier than those who serve fiends!
-------- EVANGELIST --------
Boon 1: Champion of Cruel Chance. Gain Deathwatch 3/day, False Life 2/day, or Healing Thief 1/day.
Decent all around! And by “decent” I mean “they have niche uses, but shine in those uses.” Healing Thief is the most interesting one, establishing a link between you and a creature you touch that causes the victim to heal only half as much from magical or supernatural means, with you gaining the other half. Creatures who gain Fast Healing or Regeneration through supernatural circumstances can become a boon to you, while enemies relying on Channeled positive energy or in-combat healing will find themselves struggling. The best part is that it doesn’t even offer a saving throw!
Of course, it’s still a touch attack, and you have to remain within an extremely tight radius around the enemy (25ft + 5ft/level) to maintain the siphon. This is a little riskier than I’d like, not to mention it’s completely useless if your foe doesn’t use any in-combat healing. Also, at only 1/day, I’d probably settle for the significantly more boring False Life for a nice 1d10+8 (up to +10) temp HP that lasts for a million years. It’s not much, but you can use it twice and it might stop some scratch damage, and every point between you and 0 HP is nice.
Deathwatch lets you instantly know if you’re looking at an Undead or disguised Construct, which is its primary function in my book. With a duration of 10 min/level, it’s likely to last for entire dungeon floors and makes you an expert at calling out foes who’re on their last legs but otherwise looking healthy. It’s a decent spell if you’re unsure of what you’re going up against or want to be the pointman for your team, but otherwise False Life is the typical go-to.
Boon 2: Resiliency. 1/day, you can gain a number of temporary hit points equal to your Hit Dice, lasting for 1 minute. Activating this ability is an immediate action that can be performed only when you would be brought below 0 hit points, and can be used to prevent you from dying. If you have the Resiliency ability from another source, you can activate these abilities separately or as part of the same immediate action.
As far as I can tell, there is exactly one source for the Resiliency ability as it’s written here, and that’s a single Rogue Talent. It’s... eeeeeegh, not so good. It lets you stall death’s timer for a single minute, usually long enough to end the battle (or be ended) and get some real healing. It will likely save your life at least once in a campaign, but the goal here is to avoid being brought to 0 in the first place! Especially since this will, if obtained ASAP, only shield you for 11 HP, which is one--maybe two--attacks from a creature with a similar CR and basically nothing against spells being flung around at that level. This Boon is actually worse in many ways than just giving +1 HP per HD you have, especially since you technically already have access to the same amount of temp HP in False Life.
I suppose the most amusing use of this power is to fake being down and out until your foe turns away, but that carries risks of its own. If you’re brought to -20 or something and the temp HP only takes you to -5, you’re still knocked out but at least have some mercy time before you start dying for real. I’d advocate for combining this with Diehard if you want to get the most out of it, because otherwise this is an extremely subpar “Life Insurance” Boon that will really only impress the group maybe once or twice in a campaign and be boring or underwhelming in all other moments.
I’d want it to be at least 2 or even 3/day.
Boon 3: Tragic Minion. By spending 1 minute praying over the corpse of a Humanoid opponent or a Humanoid who has died a tragic death, you can summon an Allip to serve you. Unlike a normal Allip, this Allip is of an alignment that matches yours, and has a number of hit points equal to half your total. It receives a +4 bonus on Will saves to halve the damage from channeled positive energy, and it can’t be turned or commanded. This Allip serves as a companion to you and can communicate intelligibly with you despite its madness. You can dismiss it as a standard action. If the Allip is destroyed or dismissed, you can’t summon another for 7 days. This ability allows you to have only one Allip companion at a time.
Oh, that’s cute! You get a little insane friend! Unfortunately, as you can see here, it’s about 10 levels too late to actually be useful. At the level you can finally summon one, your Allips are extremely fragile, as even with their boosted HP they’re still only protected by an AC of 14 and no outstanding resistances aside from their incorporeality. Enemies with magic weapons are almost a certainty by level 14, and even enemies without magic weapons will rarely ever fail their save against the Allip’s Touch of Madness, whose save DC doesn’t scale past 15. You’d be relying wholly on it scoring critical hits, which make the Wisdom damage and drain irresistible, but that’s obviously not viable.
Really, all parts of Tragic Minion are ironically accurate. The Allip can’t even really serve as a scout, because they constantly Babble to themselves in a way that hypnotizes everyone within 60ft of them. Even with their +8 Stealth, a bunch of mooks suddenly stopping and standing still will alert enemies who can succeed the DC 15 Will save that something strange is going on. Adding in that Allips have no ability to hide or disguise themselves, just walking around with one is enough to turn heads. And don’t even think about just dismissing it and summoning another one, or using it in combat with any level-appropriate foe, or this is a blank Boon for an entire week!
Seriously, the 7 day ban on summoning another one is a serious kick in the teeth when the “only one at a time” limit was restrictive enough. You’d think Zyphus would be happy to grant his most powerful Evangelists more than one CR 3 minion at a time, but no! If you lose this extremely fragile minion, no more for 7 days! That’ll teach you to take good care of your toys! And that’s more or less the Allip is; a toy. An accessory.
-------- EXALTED --------
Boon 1: Catalyst of Destruction. Gain Break 3/day, Find Traps 2/day, or Spiked Pit 1/day.
Well I certainly hope there’s traps, given who you’re working for! But it’s good to have insurance that they’re not aimed at you. Find Traps lasts a decent time (1 min/level) and grants a monstrous Perception bonus to spotting them, automatically triggering a Perception check if you draw too close to a trap as well which--depending on how you interpret the spell--alerts you to the fact one is nearby even if you don’t see it. Then you can use Zyphus’ granted +4 to Disable Device to knock it out!
Break can have its uses, shattering enemy equipment even as they wield it. Just remember that targeting an attended object allows the wielder to make a saving throw in its place, while an unattended object gets no saving throw (provided it’s nonmagical). And since Break targets Fortitude, it’s not likely to affect the targets you’d really need it to (Fighters in heavy armor and Barbarians with big weapons), but if your teammates can knock their weapons from their hands, they’re free game. However, the use of Break in combat doesn’t nearly compare to what it can do out of combat; weakening doorways, crumbling containers, sabotaging enemy equipment they’d otherwise grab later, and cracking open items made of skymetal. Note that a second casting of Break outright destroys an item that’s already broken, and you have three each day! Personally, I’d save it for the times you need to sabotage something or bypass a small obstacle, rather than risk a high-Fort-save enemy succeeding in combat and wasting your turn.
And I’ve spoken about Spiked Pit before, here and here, but to reiterate:  it’s a pseudo Save-or-Suck that seriously waste the time of anything without a decent Strength score or some Climb skill as they crawl back out of the pit, while you and your allies either deal with other foes, or rain destruction down on them from above. Even if the victim makes their initial save, the pit doesn’t go anywhere, letting you push your targets in one at a time if need be. Since it’s literally just a huge hole in the ground, you can even hurl multiple enemies inside! AND it’s filled with damaging spikes! The spikes don’t do much, but every little bit helps.
Boon 2: Ever Vigilant. You are protected by a constant Death Ward, The immunity to energy drain ends after the effect has prevented a number of negative levels equal to your Hit Dice*, which resets when you next perform your Obedience. In addition, you gain a +2 profane bonus on saving throws against effects that occur before your first turn in combat.
*it says “Exalted level” but that would mean that this could have zero effect if you don’t class into it, so it’s been changed to prevent it from being a dead Boon.
Huh, this is pretty g--wait. Hold on, let me read this a little closer
“The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy.“
and what did Ever Vigilant say? “The immunity to energy drain ends--”? But that implies that the rest of Death Ward stays up, right? ... right :)
A lot of Boons grant you an everlasting spell effect for your trouble, but none of them are quite as potent as this one. Death Ward UTTERLY stops negative energy effects, crushing the entire school of Necromancy underfoot, crippling the offensive power of most forms of Undead, and ironically making the devotees of the God of Tragic Death some of the hardest sons of guns to actually tragically kill. Even if an incoming death effect offered no save (such as Power Word Kill), Death Ward forces one, and because you’re Ever Vigilant you don’t even have to know you’re going to face one to begin with!
Also, a universal +2 bonus to saves when out of combat, and for the first round in combat! A nice and cute addition, making it slightly harder for enemy casters or monsters relying on their powers to get the jump on you. Ever Vigilant makes you one of the best Undead hunters out there... Which is why it’s--ironically--tragic that Zyphus, an Evil god, gives it out. In an Evil vs Good campaign, you’re not likely to actually be combating enemies who use negative energy, death effects, or anything else Death Ward protects against. The real sauce in this ability comes from an Evil vs Evil campaign, or a campaign in which you’re pretending to be Good, or at least Neutral! Just... make sure it ends before level 14, because...
Boon 3: Visitor From Abaddon. 1/day as a standard action, you can summon a pair of Greater Ceustodaemons as if with Summon Monster II, and gain telepathy with them to a range of 100 feet. The Ceustodaemons follow your commands perfectly for 1 round per Hit Die you possess before vanishing back to their home on Abaddon. The Ceustodaemons don’t follow commands that would cause them to perform overly good acts or save mortal lives other than your own, and they immediately vanish if your orders contradict these restrictions.
...it’s going to be very difficult why a Pharasmin can summon two daemonic gorilla-men who breathe electricity. Ceustodaemons are bred to be the dumb muscle of Abaddon, but they’re still capable warriors in their own right with decently damaging claws (2d6+6) and a bite (1d6+6) and the ability to exhale 6d6 points worth of Electricity damage in a 30ft cone. There’s also their spell-likes, an at-will Dimension Door letting them infiltrate and scout for you, a 3/day Fly to make your party a nightmare to fight, and a 3/day Dispel Magic to crack enemy magic open.
However, they’re only CR 7, unlikely to stand up on their own against level-appropriate threats. So, the key here? Don’t use them against level-appropriate threats, as is normal with summons dramatically weaker than you are. They’re terrors that shine brightest against enemies hovering around the CR 10 or so range, their resilience and immunity against--and I’m not exaggerating--nearly every status effect in the game except petrification and their DR 10/Good or Silver letting them slug it out with mid-level foes and rip apart nearly anything else lower than that.
There’s also the fact that they can be summoned as a standard action with a range of Close, letting you teleport your gorilla fiends right at the enemy’s vulnerable backline or in front of their melee bruisers to tie them up while the rest of your team flanks. The standard action summoning is the biggest treat here, because being able to have two more beefy bodies available immediately shifts any battle in your favor... But know that if your campaign keeps going past level 14, your gorilla men are going to have a harder and harder time standing up to level-appropriate enemies, and it’ll eventually cause them to be summoned to fight against minibosses only or--eugh--being sent on scouting missions. They’re good at them, mind, but you know how it is.
At their absolute worst, though, they’re still six castings of both Fly and Dispel Magic. There’s worse things out there.
-------- SENTINEL --------
Boon 1: Walking Disaster. Gain Bungle 3/day, Spontaneous Immolation2/day, or Deadly Juggernaut 1/day.
Bungle is a fun spell, slapping a target with an insurmountable -20 penalty to their next attack roll or check requiring a d20 roll, but since the spell is only level 1 and takes your concentration to maintain, it’s not likely going to stick. Granted, it lingers for 2 rounds after you stop concentrating so you can focus elsewhere, so there’s certainly worse spells to use... but it only affects one attack roll or check at a level where most enemies have two or even three attacks, making it significantly less useful than it looks. It’s best if you use it out of combat to scramble a skill check a foe is trying to use, but it’s negated by a Will save entirely so it loses a lot of potential oomph. And I just read the spell even closer and it says it only works on Humanoid targets, so it’s even worse than I previously thought!
Spontaneous Immolation is infinitely funnier to use, anyway. Why make someone flub a speech or fail an Escape Artist check when you could have them suddenly burst into flames from within? With no component requirements, Spontaneous Immolation is TRULY spontaneous, the victim exploding into fire without having an idea of the source. You could potentially make people believe it’s the wrath of your god, the power of some curse you possess, or even the wrath of their god if you can spin it well enough. The damage is middling--3d6--and is halved on a successful save, but it’s got a range of Medium and sets its victim alight if they fail their save so you can create a single spark in a crowd that becomes a roaring inferno as the panicking victim grabs onto whatever they can to try and put themselves out.
As God of Sudden Death, it’s a perfect spell for both in and out of combat, slaying random citizens in bursts of horror and pain they’d have no chance to realize is coming, I’m sure Zyphus approves of using it to malice citizens just as much as he enjoys watching his faith’s foes burst into flames. This leaves Deadly Juggernaut, a spell that a martial character such as yourself would normally LOVE getting... if it weren’t for the final clause stating that the effect doesn’t trigger unless you slay a foe within 4 HD of yourself. While that prevents the effect from being exploited with a Sack Of Rats, it also makes it far less likely to activate if you’re fighting swarms of lower-level enemies. It DOES mean that battling creatures of roughly equal strength to your party has some pretty high snowball potential, but since you, personally, have to reduce the target to 0 HP, unless you’re the party’s DPS you may just end up missing out on most of the spell.
I’d personally just tuck Makes You Explode under your belt each day. If nothing else, it’s a funny prank to pull on the locals.
Boon 2: Tragic Accident. 1/day as part of a successful attack, you can target your opponent with either Inflict Critical Wounds or Poison as a free action. The DC for this ability is (10 + 1/2 your Hit Dice + your Cha mod). You don’t have to declare the use of this ability until you know the attack is successful.
More than almost any other god I think I’ve encountered, Zyphus encourages lying, subterfuge, and you looking as harmless as possible. Even the ostensible God of Secrets and Murder, Norbergorberburgerhurger, inspires less subtlety in me than Zyphus, because his domain is specifically accidental deaths. You gotta make your kills look like mistakes no one could have seen coming, which makes Tragic Accident yet another tool in inspiring fear and terror than actually being useful in a fight.
Give someone a playful slug on the shoulder and scream as they fall over, dead. Deck some guy who’s hitting on you in a bar in the chest and feign horror as he suffers an apparently fatal heart attack as Poison rips through his body. Hit someone with a blowdart or even just hurl a pebble at someone and strike them down with nearly no trace, since this ability can work with ranged attacks as well. Coming up with subtle ways to use this power out of combat is significantly more fun than thinking of ways to use it in battle, because as a 1/day negated (or halved, in Critical Wounds’ case) by a save is just asking to be disappointed.
Especially in the case of Poison, because if you want someone dead in combat, hitting them usually works better than slowly, slowly, slowly hoping and praying that their Con hits 0. Inflict Critical Wounds is a little more useful if you’re using it to speed up an opponent’s death in combat, dealing 4d8+11 (+1 per level) damage... or healing an Undead ally. Yes, you have to hit with an attack, but as I’ve already stated above, the attack doesn’t have to deal much--or ANY--real damage to trigger a Tragic Accident. I do appreciate that Zyphus assures your attack connects before you trigger this ability, a lot of other Boons are not so gracious. Like...
Boon 3: Unfairness of the World. 1/day, you may fill an attack with negative energy. You must declare your use of this ability before you roll the attack roll; on a hit, the target gains a number of negative levels equal to 3 + 1/2 your Hit Dice unless it succeeds at a Fortitude saving throw (the DC for this ability is the same as Tragic Accident’s DC). If you openly wear an unholy symbol of Zyphus, the saving throw DC to resist this effect increases by 2.
... This one!
Hah. Well. Whatever you hit with this is dead. Like, straight up dead. The name of this Boon is as accurate as can be. There is NO recovering from being slapped with ten negative levels (+1 for every 2 levels you have!), because even if your victim survives the initial onslaught of energy, that’s a -10 to every single roll they make and the loss of some or even all of their high-level spells and most potent abilities. This isn’t so much a Save-or-Suck as it is the mother of all signals for your entire party to unload every SoS they have on their person upon your victim.
IF it lands.
Because not only do you have to succeed an attack roll to use this ability or have it dissolve into the aether, but they also have to fail a Fortitude save. That’s two possible points of failure for this ability which seriously reins in its potential, but with just a LITTLE bit of setup you can cut your unfortunate victim in half. It’s definitely both a possible end to a fight AND something you can smite a random citizen with by using the same “things that count as an attack roll” exploits I listed Tragic Accident. By the time you get this power, you can also shamelessly reveal your faith in the Harvestman to make the DC 2 higher, but you may want to keep that to yourself if you’re still masquerading as something else, breaking it out only for boss fights.
Most gods in Inner Sea Faiths leave a lot to be desired, so it’s nice to see a god give so generously! It’s just too bad it has to be the God of Pettiness and Inconvenience.
You can read more about him here.
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meat-wolf · 3 years
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Hey guys, did you know that in terms of male human and female Pokémon breeding, Vaporeon is the most compatible Pokémon for humans? Not only are they in the field egg group, which is mostly comprised of mammals, Vaporeon are an average of 3”03’ tall and 63.9 pounds, this means they’re large enough to be able handle human dicks, and with their impressive Base Stats for HP and access to Acid Armor, you can be rough with one. Due to their mostly water based biology, there’s no doubt in my mind that an aroused Vaporeon would be incredibly wet, so wet that you could easily have sex with one for hours without getting sore. They can also learn the moves Attract, Baby-Doll Eyes, Captivate, Charm, and Tail Whip, along with not having fur to hide nipples, so it’d be incredibly easy for one to get you in the mood. With their abilities Water Absorb and Hydration, they can easily recover from fatigue with enough water. No other Pokémon comes close to this level of compatibility. Also, fun fact, if you pull out enough, you can make your Vaporeon turn white. Vaporeon is literally built for human dick. Ungodly defense stat+high HP pool+Acid Armor means it can take cock all day, all shapes and sizes and still come for more.
Hey, did you know that in terms of male human and female Pokémon breeding, Vaporeon is actually not the most compatible Pokémon for humans? This is a common and understandable misconception, however Vaporeon has it's human on Pokémon breedability outclassed by it's cousin evolution, Umbreon. Umbreon weights approximately 60 pounds, or around 27 kilograms, and is 3'3" tall (About a meter), making it not only large enough to appropriately handle human genitalia, but also light enough to easily be lifted, and promptly set back down repeatedly. It's relatively small size would also prove a tight entry, which is always a good thing. Umbreon also boasts an extremely impressive defensive stat spread. With it's combination of very high HP, Defense, and Special Defense stats, it can take a great pounding and come back for more! It's ability, Inner Focus, allows it to keep slamming attentively, without getting fatigued. Umbreon also has access to the ability Synchronize, which allows it to share it's current status with you, meaning you will receive all of the pleasure it feels COMBINED with all the pleasure you're getting from pounding this perfect breedable Pokémon. Umbreon also has the capability of seeing perfectly in pitch-black darkness, allowing it to effectively attend a midnight fornication session. Even if you do manage to drain Umbreon's energy with all the furious thrusts, it can recover very quickly with its access to the move Moonlight. Its black fur is also a giant positive attribute, allowing all the excretions you make to be easily seen all over its body. A great fun fact, Umbreon can excrete toxins in its sweat, which would in turn soak into your member and swell it up, making it even more sizable and sensitive. This would not only enhance the experience for you, but for your Umbreon as well (Which with Synchronize, ends up pleasing you exponentially more). Umbreon's wide movepool also supports the hypothesis that Umbreon is the best Pokémon to breed with. It can learn Payback, which doubles in power after the Pokémon is hit, meaning Umbreon with throw it back twice as hard as normally if you're hitting it good. Umbreon can also learn Guard Swap; it could give YOU its insane durability, and go crazy on you all night with your now massive endurance. Speaking of endurance, Umbreon also has access to Endure, making it practically immune to fatigue, it will always have energy left over. Charm is also within Umbreon's movepool, letting it be extremely seductive towards you, easily getting you in the mood. Umbreon can also use Taunt, in turn making you ONLY able to to attacking moves such as Slam, Pound, etc; none of that foreplay shit, right into the action. It also has access to Sleep Talk, giving it the ability to not only give consent in its sleep, allowing access to any of its ports and any time, but also move in it's sleep, making it an effective 24/7 fuckmate. Umbreon still has even more great moves that good to have while smashing, such as Quick Attack, allowing swift slams and bounces, which can have even greater power if Umbreon uses Curse beforehand. Curse would also raise Umbreon's defense, making it able to take powerful thrusting for almost any duration. Looking back, Umbreon's slightly small size ensures a gorilla grip cavity and easy physical manipulation. Its ungodly bulk allows it to take poundings for hours on end and resume after recovering with moonlight (Which works even better when it's sunny). It's access to the abilities Inner Focus and Synchronize allow it to unwaveringly throw it back and add all of its pleasure onto yours, effectively making it twice as amazing as any other Pokémon, or even FOUR TIMES, factoring in the doubled power of payback of course. All of this information in combination with its extremely useful movepool in the world of intercourse makes Umbreon the Pokémon most qualified to breed with humans; able to take dick of any shape, any size, in any position easily for extensive periods of time, while having the ability to return for even more mere seconds later.
Hey guys, did you know in terms of human and Pokémon breeding, neither Vaporeon or Umbreon are the most compatible for humans? I'm actually quite disgusted at the amount of misinformation going around this community relating to them. They're actually both outclassed by another one of their Eeveelutions, Glaceon. Both genders, too. Let me explain. Glaceon is 2 feet and 7 inches tall in height, giving it the perfect composure to fuck. It weighs approximately 57.1 pounds, giving it a small enough weight to move around during fucking, but also enough to not feel too light or too heavy when you're using your dick on it. Glaceon's stat spread is also incredibly versatile for sex, with incredible Defense and Special Defense. It has lackluster Attack, but the best part is its Special Attack. You'll see why later. As an ice type, having such good defenses is incredibly rare. You also might be thinking, "but your dick would freeze inside of its puss-puss!" This is not true! Here is its Pokédex entry from Pokémon Sun, circa 2016. "It can control its body temperature at will. This enables it to freeze the moisture in the atmosphere, creating flurries of diamond dust." Glaceon can control its body temp at will, so if you don't want your dick to be frozen, you can create the perfect environment for dicking it down by telling it to change its temperature! This way, you can fuck it in so many different ways, temperatures, and more! Now onto its moves, which are also incredibly useful for sex. By level up, it learns Helping Hand. This allows it to increase your fucking power by double, increasing your pleasure times two! It also learns Bite, meaning it can get freaky and tune to whatever shit you like in the bed. Best of all, it can use MIRROR COAT. This means whenever you cum, it can double back the pleasure like a special attack, meaning you'll feel all the pleasure IT had during sex times TWO! Combine this with Helping Hand and you'll be turned into a human cum nozzle! Glaceon also learns Barrier, which if used just thrice, turns it into a massively defensive tank, so it can take physical attacks for days, literal fucking days! It can also use Hail. Now, if you use it outside, it will Hail outside. Go back inside and the Hail won't affect you! Best of all, combine the Hail with Glaceon's ability Ice Body, and it will gradually replenish it's Health Points during a hailstorm! This means it will NEVER fucking stop enduring all your "hits," so you can fuck it over and over and over, combining this with Barrier, and you could probably fuck it for 24 hours straight, if not more! It also learns Baby Doll Eyes, Charm, Captivate, and Yawn, allowing it to get itself right in the mood, along with you too! It even learns Fake Tears, Covet, and Tickle, allowing you to roleplay with it if you're in the mood. It even learns Stored Power, meaning if it uses enough Barriers, it can release all of the Defensive energy it has into, you guessed it, fucking SPECIAL ATTACK!!! And with its absolutely GODLY special attack stat, you'll be drowning in waves of pleasure due to this attack! And it doesn't get rid of the Barrier boosts, so as long as you have enough ethers, it can do this over and over WHILE you're fucking it! Hell, it even learns attract, which makes you fall so deeply in love with it that you'll be in a trance of fucking! It can take charge with that as well and use your love to make it fuck it how IT wants! Which means it's not just pleasurable for you, it's also pleasurable for your Glaceon! It even learns Aurora Veil, which in the Hail, protects it even fucking MORE from taking too much damage! Combine this with Ice Body and Barrier and you can fuck it for decades without either of you ever getting tired! Glaceon also learns refresh, so if that wasn't enough, it can never get sick while you're fucking it, protecting you from any and all STIs and STDs! I rest my case, Glaceon is the BEST Pokémon you can fuck. :)
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