#helps that I have mods improving the spells and perks
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Everyone constantly talks about all of their builds becoming stealth archers but that never happens to me. I instead become a mage every time
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What mods do you have running for your games?
I'm just gonna share the ones i have in mind for Tei's games bcus I use Vortex's profile feature to make multiple modded playthroughs & that'll just go on forever sharing those lists lol
Note this is an SSE modlist (that gets a lil long) & doesn't represent the load order these mods are in. There's are 4 specific lists for mods I added for: followers, fun/flavor, for general bug fixes/QOL improvements, & the respective patches
also note that im kinda tired atm & also just lack braincells so if there's something wildly misspelled lmk so i can fix it asap lol
Alrighty here we goooooo
FOLLOWERS + FRAMEWORK
Extensible Follower Framework
Interesting NPCS
Lucifer - Argonian Custom Voiced Follower
Khash The Argonian (A Fully Custom Voiced Follower)
Scouts-Many-Marshes Improved
Inigo
Nebarra
Miraak - Dragonborn Follower SE
Kaidan 2
Lucien - Immersive Fully Voiced Male Follower
Auri - Song of the Green
Gladys the Corgi
FUN/FLAVOR/VANILLA+/WHATEVER CAUGHT MY EYE LIKE THE EASILY AMUSED FOOL I AM
SkyHUD
A Matter of Time
Fuz Ro D'oh
More Informative Console
Alternate Start Live Another Life
New Beginnings - Live Another Life Extension SSE
Simple Follower Sandbox
Pronouns
Classic Classes and Birthsigns (Reimagined) _ Racial Levelling addon
Experience
Optional Starting Spells
SUNS - Season Unending Neutral Stance
Campfire
Simply Rest Anywhere
Immersive Movement
True Storms Special Edition
Supreme Rainstorms SE
Supreme Blizzards SE
Wet and Cold
iNeed [Will be replacing with Last Seed - Primary Needs]
Touring Carriages
Simply No Fast Travel
Weighted - A Compatible Item Weight Mod
Civil War Aftermath SE
Civil War Neutrality SSE
Diverse Skyrim SSE
Hearthfire Multiple Adoptions and Custom Home Support SE
Forgotten Magic Redone
Mysticism Spells for NPCS (high level + spells for spellcasters files)
Mysticism - A Magic Overhaul
Adamant - A Perk Overhaul
Arena - An Encounter Zone Overhaul + Harder Easy Spawns optional file
Apothecary - An Alchemy Overhaul + Food and Drink Addon
Apothecary - Instant Restore Potions (separate mod someone made to undo the recovery time change Apothecary added to potions)
Pantheon - Worship and Prayer
Pilgrim - A Religion Overhaul (NOTE: THE HIRCINE SHRINES WILL NOT WORK IF YOU HAVE HUNTERBORN ENABLED! IF YOU WANT HIRCINES BLESSING - GET IT FIRST THEN ADD ON HUNTERBORN)
Blade and Blunt - A Combat Overhaul
Incremental Injuries
Strike Obstruction Systems - Combat Blocking Overhaul
Leviathan Animations...All of em
Manbeast - A Werewolf Overhaul
Canis Hysteria
Diverse Werewolves Collection
Diverse Werewolves Collection - Player Replacer
Werewolf Feral Beast Run - Faster Werewolves
Simple Werewolf Favorite Howls Menu
Unlimited Werewolf Transformations
Werewolf Loot and Activate
Bigger Tails for Werewolves
Hypertrichosis - Alpha Extra Gore Edition-
Hircine Restoration Project
Mundus - A Standing Stone Overhaul
Aetherius - A Race Overhaul
Dragonborn - Shouts Perk Tree + portable optional file
Dragon War - A Dragon Overhaul + Variants Optional File
Forceful Tongue - Shouts Overhaul
Sil Gahrot - Improved Shout Learning
Dragon Combat Overhaul UPGRADED BABY YEAH
Aurbic Alduin
Talkative Dragons
Enigma Series -AIO-
Play as a Dragon
Sets of Skill - A Skyrim Class Mod
You Are Not a Novice - High Level Start (To be soon added)!
TK Dodge SE
TK Hitstop SE
Ultimate Combat SE
True Directional Movement
True Directional Movement - Tail Behavior Fix
Better Jumping SE
d13 Faster Get Up Stand Up SSE
Immersive Armors SSE
Immersive Weapons
Practical Female Armors SE
Redguard Noble Armor
Signature Equipment
Bandolier Bags and Pouches Classic SE
Guard Dialogue Overhaul SE
Immersive Patrols SE
Immersive Citizens - AI Overhaul
Immersive College of Winterhold
Better ICW Map
Convenient Horses
RaceMenu
Racial Body Morphs
Bodyslide and Outfite Studio
CBBE
CBBE Rugged Preset
Pride of Valhalla CBBE
HIMBO (quick note: you don't need the NSFW mods in the requirements list! If you're messing around w/ mods of that nature it's required but if not, it's safe to just up n download the file - just use the underwear options when batch building)
Vanilla Warpaints Absolution
Authentic Eyes
BeastHHBB + Immersive Encounters file + Kharjo alt file
Beast Race Bodypaints SE
Forgotten Argonian Roots (FAR)
Horns Are Forever SE
Argonian Improvement Horns SSE
Digitigrade Beast Races for Skyrim SE
Better Claws and Gauntlets SSE
BAT - Bigger Argonian Tails
Tail Armors
Interesting Beasts and Beards to Find Them
Dominions More Argonians
Adoptable Argonian Hatchling Chases Starlight SSE
My Little Hatchling Ram-Ku
Cyb's Interesting Natural People NPCs SE -3DNPC-
Real Bosses
EVE - Arvak Burning Hooves Restored
EVE - Footstep Sounds Restored
EVE - Giant Campfires Cast Shadows (Standard Vers)
EVE - Tavern Ambiance Sounds Restored
EVE - Ice Skating Fixed
TESL- Loading Screens
Less Boring Loading Screens
Loading Screen Smoke Removed
Immersive World Encounters SE
SkyTEST
SkyTEST Bellyaches HD collection
SkyTEST - Better Sheep SE
SkyTEST - Mihail's chicks replacer
SkyTest- Mihail's goose replacer
Hunterborn
Seagulls of Skyrim
Serana Dialogue Edit
Vampiric Serana
The Choice is Yours
Timing is Everything SE
At Your Own Pace (Misc & Main files)
Thieves Guild Requirements SE
Barenziah Quest Markers SSE
Autumnwatch Addition
Pandorable's Kaidan SE
Mannequin Stay Put
Simple Forsworn
Simple Outfit Manager (Might need to toss this one, I think EFF handles outfits as well)
Run For Your Lives
Sarcastic Player Dialogue
Let Me Drop It
More Tavern Idles - compatibility version
Honed Metal SSE Updated
Honed Metal Revoiced
Honed Metal - Additional Materials
Death is Highly Overrated 2021
Save the Dark Brotherhood
Your Choices Matter - Dark Brotherhood Expansion SSE
Shut Up Night Mother
Skald's Mail
Missives
Headhunter - Bounties Redone
Store Entrance Doorbells
Paarthurnax Quest Expansion
The Library of Paarthurnax
Immersive Good Boy
Smart No More Stupid Dog
PC Head Tracking
Alternate Conversation Camera
Realistic Ragdolls and Force SE
Redguard Children Skintone Fix
Skyland 8K Night Skies
Wearable Lanterns
Wearable Lanterns MCM Fix
Xbox Control Scheme (Full file version)
IN GENERAL BUG FIXES/QOL IMPROVEMENTS/MAIN REQS FOR A GOOD CHUNK OF THESE MODS
SKSE 64
Unofficial Skyrim Special Edition Patch
SkyUI SE
SkyUI - Flashing Savegames Fix
Cutting Room Floor
Enhanced Lights and FX
UIExtensions
Static Mesh Improvement Mod
Underwater Visibility Fix
Engine Fixes
NetScriptFramework Skyrim SE
Papyrus Extender SSE
PapyrusUtil SE
Address Library for SKSE Plugins
Face Discoloration Fix SE
Jaxonz MCM Kicker SE
MCM Helper SE
Monster race crash fix
Spell Perk Item Distributor - SSE (SPID)
PATCHES...SO MANY PATCHES
Save the Dark Brotherhood Patch (available under the Your Choices Matter file tab)
Unoffical Enhanced Lights and FX ELFX SMIM fps patch for SE (own mod under same name)
Alternate Start ELFX Hardcore Patch (own mod under the same name)
Apothecary USSEP Patch (Available under Apothecary's files)
Apothecary SktTEST patch (currently unavailable)
Apothecary Hunterborn & Campfire Patch (Both available thru "Apothecary Food and Drink patches")
BEASTHHBB - Immersive College of Winterhold Patch (Available in BeastHHBBs file tab, might need to do a bit of scrolling)
Dragonborn - Adamant Patch (Available in Dragonborn - Shouts Perk Tree's optional files tab iirc)
Talkative Dragons Enigma patch (under files for "Enigma Series Compatibility Patches (Official)")
Forceful Tongue - SimonRim Patch (Under "Forceful Tongue"s file tab)
iNeed Universal Water Patch (own mod under the same name)
True Storms - Supreme Rainstorms Patch (Under Supreme Rainstorms SE files tab)
Interesting NPCs Cutting Room Floor, EFF, Alt Start patches (all available under the Interesting NPCs file tab)
Inigo Marriage Commentary Patch for Kaidan 2 (own mod under same name)
Missives -Solstheim Patch (under Missives Worldspace Additions)
Khash the Argonian Patches (under Khash's file tab)
kryptopyr's patch hub installer (its own mod under the same name, has a lil fomod to help pick out your patches)
lilebonymace patches (same as above)
#skyrim mods#skyrim mod list#skyrim modlist#im PRETTY sure thats everything but idk i might have skipped a mod or two#but still a hefty collection of 157 active plugins and 71 light ones lol#might dump missives too tho it was fun at first but apparently its script goes to shit p early on and the board becomes unusable#anonymous
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Fate and Phantasms #23: Medusa
Welcome back to Fate and Phantasms, today we’re making your sweet baby sister (and also kind of the oldest sister? It’s complicated), Medusa. Exile of the Shapeless Isle, Wielder of the Nameless Dagger, and just generally not well-explained at all, Medusa has a lot of skills, which we’ll break down into three goals.
The Obvious: Your mystic eyes can break down anyone you look at, up to and including turning them to stone.
The Not-So Obvious: You can summon a Pegasus by nicking your neck, and if we’re going through the effort to give you a Pegasus, by god you’re going to be good at riding it.
Chains and Whips Excite Me: Your Nameless Dagger is half dagger, half whip, and you’re good at using both ends.
As usual, a spreadsheet for this build can be found here, and there’s an explanation below the cut!
Race and Background:
Like your sister, you’rea Yuan-ti Pureblood, giving you +1 Int and +2 Charisma, Magic Resistance, 60′ of Darkvision, Poison Immunity, and free use of the Poison Spray cantrip and Animal Friendship (On snakes only), using Charisma for casting. Being an ex-god does have perks sometimes.
You’re not really and Archeologist, but you are old enough to tell ruins apart, so you’ll get proficiency with History and Survival.
Stats:
Put your highest score in Dexterity; you can move around the battlefield so fast you might get mistaken for an Assassin. Next is Charisma; you’re pretty intimidating, and we need to power up your mystic eyes. Wisdom is next, more for multiclassing than anything, though resisting the urge to punt your sisters into next week does fall under a wisdom save, I think. After that is Strength, which should be higher, but we need the other stats more, and we’ll be using Dexterity for attacking anyway. Pick Constitution next because we really don’t want to dump that, and that leaves us with Intelligence. You’re not dumb, we just really needed the other stats more.
Class Levels:
1. Monk 1: When you start as a monk, you gain proficiency with Strength and Dexterity saves, and two skills from the monk list. Grab Acrobatics and Stealth for more mobility. You also have Unarmored Defense, making your AC 10 + your Wisdom mod + you Dexterity mod. That’s not amazing at the moment, but we’re working on it. You also have Martial Arts, letting you replace unarmed strikes and monk weapon attacks with a d4, as well as use your dexterity instead of strength when attacking. You can also make an unarmed strike as a bonus action after attacking normally.
2. Monk 2: At this level, you gain Unarmored Movement, giving another 10′ of movement as long as you aren’t wearing any armor or shields. You also gain Ki, which at this level can be spent to gain more attacks, dodge as a bonus action, or increase your mobility for a turn.
3. Monk 3: At third level your Innate Spellcasting kicks in again, letting you cast Suggestion once per long rest. You also learn to Deflect Missiles, catching arrows (or swords, I guess, depends who you’re fighting) out of the air and throw them back. You also pick a Monastic Tradition at this level, so get ready to be a Kensei. At this level, you get two Kensei Weapons. Pick Dagger, for the obvious reasons, and Sling, because we’re obliged to grab a ranged weapon. You also have an Agile Parry, letting you add 2 to your AC if you make an unarmed attack during your action, and a Kensei’s Shot, adding 1d4 to your ranged kensei weapon attacks.
4. Monk 4: Throw your ASI into Dexterity for more damage and AC, and also get Slow Fall, reducing your fall damage by 5x your monk level. You’ll need it for all those anime jumps you do.
5. Monk 5: You can use an Extra Attack each turn, and also get a Stunning Strike. Spend a ki point to force a Con save or your target is stunned until your next turn. Are you hitting them so hard bits of them turn to stone? Yeah, probably let’s go with that. Your Martial Arts die increases to a d6, making your everything just a little more deadly!
6. Monk 6: You now have Ki-Empowered Strikes and are One with the Blade, making your unarmed and Kensei attack magical. You can also use Deft Strikes, spending a ki to add an extra Martial Arts die to your attack. Your unarmored movement also increases, giving you another 5′ to work with.
You also gain another Kensei Weapon, so pick up that Whip so you can fully use your Nameless Dagger. Now it’s time for your mask to come off and start learning some spells.
7. Bard 1: When you switch over to Bard, you get one skill proficiency of your choice. Grab Intimidation, you’re a pretty scary person, even when you don’t want to be. Bards gain Spellcasting using their charisma, and Inspiration Dice that can help your friends with skill checks and saves. Right now those are d6. For spells, you get two cantrips and four 1st level spells. Grab Message to keep your master abreast of the situation, True Strike to improve ambushes, Earth Tremor to remind those humans why they should fear you, and Longstrider for even more mobility. Start loosening up that mask a bit and let your mystic eyes start to boot up with Bane to weaken enemy saving throws and Dissonant Whispers to force them back.
8. Bard 2: You become a Jack of All Trades, adding half your proficiency to any check you aren’t already proficient in, and gain a Song of Rest, adding an extra d6 of healing when people use their Hit Dice. This level, grab Healing Word for a bit of, you guessed it, healing, without having to sacrifice that cool whip/dagger fighting style you’ve got going on.
9. Bard 3: As a 3rd level Bard, you graduate from the College of Valor, giving you proficiency with martial weapons. You also get medium armor and shields, but we’re probably not using those. You also have Combat Inspiration, letting your friends add inspiration to their damage roll, or to their AC when they’re attacked. You also gain Expertise in two skills, doubling your proficiency in them. Pick Intimidation for maximum scariness, and Acrobatics for maximum mobility.
For your spell this turn, grab Hold Person to paralyze enemies. It’s not quite turning to stone, but we’re working our way up to that.
10. Bard 4: Use your ASI to round out your Dexterity and Wisdom for more damage, more armor, and harder Ki saves. For spells this turn, grab the Mending cantrip to keep your mask together (that’s important), and See Invisibility to make your eyes even more powerful.
11. Bard 5: Your Inspiration die increases to a d8, and you become a Font of Inspiration, regaining inspiration dice on short rests. Your mystic eyes continue to grow in power with Bestow Curse, adding one of a variety negative effects to a creature for up to a minute. There’s a whole list of them in the spell’s description, but you can even make up new ones if the DM goes along with it. Petrify their blood and lower their speed! Or remove their reactions for a minute! The sky’s the limit. Technically this is a touch spell, but shut up.
12. Bard 6: You gain the ability to perform a Countercharm, and also another extra attack. Both of these are useless for us, though. For your spell this turn, grab Fear, because sometimes a +11 to Intimidate won’t be enough.
13. Bard 7: Seventh level bards don’t get much, aside from 4th level spells. Grab Freedom of Movement to help you or another creature ignore difficult terrain, which is great if you get a bit Earth Tremor happy.
14. Bard 8: Grab the Mounted Combatant feat with this level’s ASI. This will make more sense in two levels, I swear. For now, you have advantage on melee attacks made against unmounted creatures smaller than your mount, if your mount is attacked you can redirect the hit to you instead, and your mount makes dexterity saves with Evasion, like you would have if you could’ve taken one more level of Monk. Ah well, hindsight.
For this level’s spell, grab Greater Invisibility so you can enter your spirit form.
15. Bard 9: Your song of rest becomes a d8, and you get another spell. Grab Hold Monster for more paralysis power. Stay calm, we’ll get real petrification soon enough.
16. Bard 10: Your inspiration dice become d10s, you get another round of Expertise, (pick Stealth and History) and you gain another cantrip! (Blade Ward) More importantly, you get Magical Secrets, two spells from any class. This boost in power needs fuel, so grab Enervation to drain some blood. Finally, grab the main event of this level, Find Greater Steed to summon Bellerophon into battle. You can also summon other creatures with this spell, but why would you?
17. Bard 11: Take a breather this level, you’re only getting a spell. Grab Eyebite for even more eye-based powers, letting you knock an enemy unconscious each round, frighten them, or sicken them, giving disadvantage on attacks and checks. Your pegasus can also get a copy of this spell if you’re mounted when casting it for double the fun.
18. Bard 12: Use your last ASI to improve your Charisma for more special eyes.
19. Bard 13: Your song of rest becomes a d10, and you learn Mirage Arcane, letting you make your Bloodfort Andromeda for the low, low, price of 10 minutes.
20. Bard 14: Cap off the build with Battle Magic, letting you make a weapon attack as a bonus action after using your regular action to cast a spell, and another round of Magical Secrets. Finally grab Flesh to Stone to do what you came here for, and make sure people remember you’re an earth goddess with Investiture of Stone, giving you barbarian style damage resistances, the ability to make small earthquakes around you, and the ability to walk straight through stone without issue, as long as you end your turn in an empty space.
Pros: Even ignoring your steed, you have high mobility, with 45′ of movement, extra dashes when you need them, and the ability to run straight through walls without stopping. Add to that the ability to fly (again, through walls) and that you’re using a reach weapon means that you’ll rarely have to worry about melee classes.
Cons: Rules as written mounted combat is a little bit awkward, as you can’t fly down to an enemy, hit them, and then fly back up. Also, you’ll be needing all that mobility, because you don’t have a whole lot of heath.
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Nora Valkyrie is one of the most engaging characters in RWBY, because she’s always engaging with other characters. And as much fun as she has doing so, especially with her hammer, you’d be forgiven for thinking she’s just another boisterous bruiser genki girl hybrid. But when it comes to Dungeoneering, Nora ain’t nobody’s fool.
When coming up with this build, I found out that I had a lot of goals I wanted to kit. Obviously Nora wouldn’t be complete without her Legendary Boomhammer, so I needed a way to let her blow things up and smash things to bits. I also needed to figure out how to represent her skills at scavenging, I don’t think she lost that from her early days. And of course, she needs to be fun but able to lecture people about their emotional constipation at a moment’s notice.
This all led me to an interesting realization: Nora’s highest stat would have to be Wisdom. It’s the ‘notice things’ stat for a reason, so 15 points go into it. And next, after some very careful consideration, I figured 14 points of Dexterity would be good to handle some multiclassing requirements. 13 points in Constitution fits her prodigious appetite quite well, and 12 points in Strength gives her hammer a little extra oomph. Admittedly, 10 points in Charisma doesn’t quite fit with how bold a personality she has, but for all her boldness she’s only pressed her opinion when it absolutely needed to be pressed. And that leaves 8 points for Intelligence, which is booksmarts, which... Nora’s not dumb, but she didn’t really have a formal edumacation.
Variant humans are a bundle of nice little goodies, like two Ability points to even out Wisdom and Constitution, a free skill training so Nora can learn Survival, and a feat of choice--the Fell Handed feat is perfect for a hammer-wielder, giving a +1 to all attack rolls with the hammer, a chance to knock an enemy prone if the attack has advantage, an equal chance to deal Strength damage on a miss if the attack has disadvantage, and the ability to knock away an enemy’s shield if Nora is helping somebody else attack them. I mean not many people use shields on Remnant, but the option is there.
As for background... sigh. The background’s name is Urchin. Sorry, that’s just how it is sometimes. Nora gets proficiency in Stealth, Slight of Hand, Thieves’ Tools, and Disguise Kit. She also gets the City Secrets feature, which means she just knows how cities work and can find shortcuts anywhere. Is it the most useful skillset? No. Is it in character? Mmmyah.
Now, I looked at Barbarian for Nora. I really, really looked at it. At the Rage feature. At all the subclasses. And in the end... I decided we could get what we wanted without having to give up casting, just through careful application of other classes. So no, Nora isn’t a Barbarian. She’s four levels Hunter Ranger, eight levels Zeal Cleric... and first and foremost, 8 levels of Kensei Monk.
Yes. Monk. You heard me. Nora is a Monk. This will make sense shortly.
Monks get proficiency in simple weapons, and also shortswords (but we’ll be multiclassing into Ranger so we get proficiency in all martial weapons anyway). They can also choose one set of Artisan’s Tools or one Instrument to be proficient in; Chibi Nora was apparently good with drums, buuuut realistically I kinda think maybe Nora would be better served with Leatherworker’s Tools. They get Strength and Dexterity saving throws and, oh yeah, two skills--Athletics and Insight would fit pretty well.
At eight levels of Monk, Nora gets a lot of special traits--Unarmored Defense means that if she’s not wearing armor her AC is 10+her Wisdom Mod+her Dexterity Mod, Unarmored Movement means she gets +15 feet of movement on top of that, Slow Fall lets her reduce falling damage by 40 points as a reaction (great landing strategy!), and Evasion means if she has to roll a saving throw to take half damage, she takes half if she fails and none if she succeeds. Also she gets Stillness of Mind, letting her shake off one condition making her Charmed or Frightened; admittedly that’s not a good name for a Nora skill, so maybe she comes at it the other way, having a mind so chaotic that she can just bulldoze through mental effects.
Of course Monk also gives Nora Martial Arts, letting her use Dexterity in place of Strength on attack and damage rolls with unarmed strikes or her monk weapon (Remember that! Remember that!). Unarmed attacks deal 1d6+Dexterity Mod damage, count as magical for purposes of determining resistance, and she can use a bonus action to make an unarmed attack after she takes the Attack action. Nora also gets Ki points to spend, eight in total which recharge on a rest, and she can use them for a Flurry of Blows, Patient Defense, Step of the Wind, Deflecting Missles, or a Stunning Strike, all great in combat. Also she gets an Extra Attack, letting her make two attacks per Attack action.
This all comes together with the Kensei Way, which lets us choose two weapons--one ranged, one melee--that aren’t heavy or special, and make them into Monk weapons. And Warhammers are versatile, not heavy, so they’re a valid option. As are Light Crossbows, which are about the closest thing in the book to a grenade launcher? At eight levels Kensei weapons are considered magical and can be used to make an Agile Parry, giving +2 AC after every turn Nora makes an unarmed attack as part of an attack action, give the ability to give her ranged attack +1d4 damage, and the ability to spend a ki point to do an extra 1d6 damage to attacks with those weapons. Also, Nora gets proficiency with Painter’s Supplies. I’m sure that will be very important.
Multiclassing into Ranger gives us proficiency in Light Armor, Medium Armor, and Shields, but really why would we use any of that with Unarmored Defense? Also we get proficiency with Martial Weapons, but Nora’s already got a really, really good hammer. But we do get an extra skill proficiency, and picking up Perception couldn’t hurt. We’re mostly here for the four levels of ‘I know how to survive in the wild’ this gives us.
Favored Enemy lets a Ranger pick a certain kind of enemy, making them easier to track, and boy howdy are there a lot of Grimm on Remnant! We’re actually going to swap out Natural Explorer for Deft Explorer, a variant feature which lets us pick up the Tireless trait; Nora can regenerate 1d10+her Wisdom mod HP, a number of times equal to her wisdom mod per long rest, and also reduces her exhaustion level by one every short rest. Of the Fighting Styles, I chose Druidic Warrior, giving Nora two Druid cantrips on top of the spells she’s going to get from Cleric and Ranger--there’s a reason for that, but I’ll wait till we get to the spellcasting to explain. The Hunter archetype gives us one of three traits, and Horde Breaker lets us make an extra attack on a creature next to another creature after we hit the first creature with a weapon. And of course Primeval Awareness gives Nora the ability to melt a spell slot so she can sense Grimm in the area. Or jerks. Actually, make her favored enemy “Jerks” if the GM will let you get away with it, she’s partners with Ren and he can spot all the Grimm for her.
Eight Levels in a Cleric of Zeal is mostly good for spells, but there are some side perks. Proficiency in Heavy Armor is one of them, and Priest of Zeal is another, letting Nora make a bonus attack when she hits something with a weapon attack a number of times equal to her wisdom modifier per long rest. Resounding Strike lets her shove something back ten feet every time she does Thunder damage, and Divine Strike gives her an extra 1d8 damage to one weapon attack per turn. And then there’s Channel Divinity, which she can use twice per rest; either to Turn Undead, making them scared of her and any less than CR 1 just flat out die, or engaging in Consuming Fervor, letting her max out any Fire or Thnder damage she does on an attack.
Now that all has stunning implications for Nora’s spells, but before we can figure out what spells she has I think we should talk about the 5 Ability Improvements this build gives us. That’s ten points to spend on abilities, which is just enough to max out Wisdom and Dexterity at 20 each. If you’ve been paying attention, that really adds extra oomph across the board for the girl.
And now, the spells. The Zeal Domain means Nora automatically knows a few spells, and Fireball works great for her grenades, but for the rest I aimed mostly on either mimicking her semblance or giving her new and creative ways to smash with her hammer. There’s a lot of thunder spells. A lot. So in total Nora has four cleric cantrips and two druid cantrips, and she knows three ranger spells up to level one and all the level 1-4 Domain of Zeal spells, and... huh, I miscalculated, I thought it was half her cleric level plus her wisdom mod, but it’s her total cleric level plus her wisdom mod cleric spells she can prepare. Oh well, it’s almost midnight, just add four more cleric spells up to level 4 that you like. And here’s the list:
Cantrips:
Gust (Druidic Warrior)
Mending (Cleric)
Sacred Flame (Cleric)
Thaumaturgy (Cleric)
Thunderclap (Druidic Warrior)
Toll the Dead (Cleric)
L1 (four slots):
Absorb Elements (Ranger)
Guiding Bolt (Cleric) (Concentration)
Hunter's Mark (Ranger) (Concentration)
Inflict Wounds (Cleric)
Sanctuary (Cleric)
Searing Smite (Zeal Domain) (Concentration)
Thunderous Smite (Zeal Domain) (Concentration)
Wild Cunning (Ranger)
L2 (three slots):
Deafness (Cleric)
Locate Object (Cleric)
Magic Weapon (Zeal Domain) (Concentration)
Shatter (Zeal Domain)
Silence (Cleric)
L3 (three slots):
Haste (Zeal Domain) (Concentration)
Fireball (Zeal Domain)
Remove Curse (Cleric)
L4 (three slots):
Banishment (Cleric) (Concentration)
Fire Shield (Zeal Domain) (Warm Only)
Freedom of Movement (Zeal Domain)
Stone Shape (Cleric)
L5 (two slots):
Two slots, no spells
Lots of fun and interesting variations on ‘hit it with your hammer’ here. Mostly based on causing a lot of noise, moving things around, or pulling out a grenade and using a touch of flamey booms when she needs it. Plus a few utility spells to make life on the road easier.
So yeah, that’s Nora.
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Hi there! So let’s try this again! Could you do a headcannon scenario of Hilary as a witch and ray and her becoming a couple for the first time? How they get together or whatever and how they handle her being a witch is totally up to you! I’m curious! Thanks!
Mod Note: THANKS SO MUCH FOR THE REQUEST BBY. glad it finally went through. I tried to impose some realistic and fictional aspects of witchcraft here. From someone who practices, this was cute to write. I appreciate the prompt!!!
When thinking about the kind of witch Hilary would be, I imagine her working with greenery and crystals and primarily using her abilities to help others. Her spells seldom revolve around herself. She doesn’t ask for love, or pray for money, and neither does she wish to improve her own skills as a blader. She would rather construct small spell jars for those having a hard time. She often leaves them in places where she knows that person will be or gifts them under the guise of them being a “cute art project” (because she doesn’t want people to freak out or question her when she says what the jar really is and how it works). In other words, Hilary takes all of her good intentions and kind wishes and places that energy into things in order to make someone else’s desire come to life. Her magic is very subtle, but extremely pure and bright. So long as she remains selfless, the power behind her magic remains strong.
Hilary has always used her magic to help Ray out to the best of her ability. Whenever she wants to cast a spell for him, she has to distance herself from other people (aka the rest of the team) in order to begin chanting the first few lines of her spell. She always covers her mouth in some way to make sure no one can see her talking to herself. In the few instances when Ray has looked up to see where Hilary has went, he has caught her mumbling to herself a few times and ended up slightly concerned. He always assumed that her actions were out of worry or she had a lot on her mind, so he gave it his all to win quickly so she could relax. Funny enough, he always seems to win effortlessly when he sees Hilary “worrying” about him, but part of it is due to her magic. Her magic doesn’t increase his skills by any means. Ray still wins on his own. The magic just makes things more favorable around him (like the reduction of noise, the calming of winds, less antagonism from his opponent, if a blade explodes in the match then no pieces end up hitting him, etc.). Ray silently thinks of Hilary as his good luck charm, so he encourages her to watch him whenever she can.
The first time Ray found out that Hilary was a witch was completely by accident. At first, Hilary thought she was alone. She was making her way over to Tyson’s house when she saw a dry and drooping flower hanging out of its basket. Under the impression that no one was around, Hilary flicked her wrist and watched as the flower became rejuvenated again in order to perk up alongside the rest of the floral bunch. The magic was small and simple; even she didn’t think much about it. Well, that is, until she heard Ray call her name from behind. When she turned around to see him, he had a completely dumbfounded expression. He was under the impression that he was just exhausted from training and what he saw was a simple illusion. Hand collides with forehead and he feels the need to sit down. Hilary runs to his side and laughs nervously, trying to focus on his condition instead of giving attention to her previous actions. She hoped that her attentiveness could serve as some kind of distraction. Hilary always carries healing crystals and although she wanted to use one on Ray, she knew it would only make things worse so she simply sat by his side and anxiously talked his ear off.
Upon calming down, Ray was finally able to tell Hilary about what he saw. In fact, he urged her to do it again, just to make sure he wasn’t hallucinating. Hilary tried to laugh it off by saying “magic isn’t real” but Ray replied with, “but yours is.” Hilary had never seen Ray so serious and invested in something like her craft. She thought it was dangerous at first to expose him to her abilities (because who knows how he’d react), but upon repeating her previous spell, his grin only grew. Ray was actually extremely excited to find that Hilary was a witch. When he realized how she used her magic and what it was usually for, he was impressed with her desire to impose good on the world. Ray had always known Hilary was generous and selfless, but he never really realized to what extent. Suddenly, everything started to make sense, but only good things seemed to happen when she was around.
At some point, Ray ended up doing the most unintentional, but cheesiest thing ever. After spending more time with Hilary and seeing how comfortable she got with using her abilities around him, Ray interrupted her with a question. He asked if she had ever put a love spell on someone and when she said “no” he breathed a sigh of relief and revealed that he was glad that the feelings he developed for her were of his own free will. Neither of them anticipated hearing a confession in that moment, so they were both red in the face and quiet. How do you even recover from something so unexpected? Ray ended up laughing it off. Suddenly, he felt his confidence restored and asked, “so, cat’s out of the bag. What do you say? Think a witch like you could settle for a normal guy like me?” Hilary had to snap herself out of that sudden daze, but she instantly accepted, thus starting the beautiful beginnings of their relationship.
Ray ends up getting into witchcraft fairly easily because of her. He helps her collect flowers, herbs, and other fauna and also goes crystal shopping with her. He was able to pick out his own pendulum and regularly smudges with her. He’s extremely enamored with her and because he’s willing to try new things, he doesn’t mind embracing her method of practice and exploring that new sense of spirituality. Honestly, those small activities ends up bringing them a lot closer. However, he does politely ask her to not impose any kind of influence on his matches. If he gets hurt or the elements aren’t in his favor, he wants to deal with that on his own in order for it to feel fair. Through their relationship, Hilary learns when it is and isn’t okay to interfere, but it can be hard at times since she does want the best possible outcomes for Ray. But, the happier he is, the stronger he feels, so it all seems to be working out.
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Witchcraft Servers Master List Pt.1
Full Moon Coven Welcome to Full Moon Coven! Great for learning witchcraft! For Baby Witches and Elders! Anyone can come and learn!
-Birthday Bot
-self roles
-many channels A just starting server! Join and watch this community grow! https://discordapp.com/invite/73TymR8 The Coven of Evergreen Join our coven! We've got... ✧ Cute colors and 70+ self roles! ✧ 30+ magick based channels! ✧ Mentorships, Events, daily questions, and more! ✧ Friendly community! ✧ Safespace! https://discordapp.com/invite/fZ4FUFm Pestle & Mortar We are the Pestle and Mortar, an inclusive server for ANYONE of any religion to learn more about Paganism/Wicca, as well as for Pagans, Wiccans, Witches and others to come and be part of a community and discuss their craft. Anyone is welcome here, so long as they are respectful. Disagreement is fine, but openly saying that you think witches should burn in hell, for example, won't be tolerated. We offer: -Active staff! -Reaction roles! -Respectful debate! -Teaching and student roles!
https://discordapp.com/invite/Wsn72HM Tranquil Springs Here at Tranquil Springs, we try to provide a safe learning environment for those who delve into the more veiled side of life! We are a small group at the moment hoping to grow into an amazing community! Energy work, spirit work, witchcraft, and more are widely accepted and the main topics of discussion! https://discordapp.com/invite/kJeEJxk cottagecore kids our age range is currently anywhere from 13 to 18, with the average member being about 15 to 17 years old. So far we have 14 members, and as we promo we hope to grow to a large community! Of these 14 members, we have two admins (including me) and are open to submissions to be a helper! we have a blacklist where you can have the server mod add your triggers to the list. We always try to have everyone tag for everything on the blacklist or put them in a specified channel that you don’t have to look at. We're trying our very best to make this a happy space for everyone. our server is LGBT friendly! we have channels for LGBT, for age regression (optional), witchy stuff (optional), nsfw (optional, and specific to age), and more~ please do not apply if -you are over 20 or under 13 -you are not willing to respect the rules that have been laid out -you are homophobic/transphobic/misogynist/racist/ a bigot of any kind https://discordapp.com/invite/hpj5Xfw 𝓌𝒾𝓉𝒸𝒽 𝒸𝑜𝓉𝓉𝒶𝑔𝑒 - A server heavily focused on paganism, witchcraft, and Wicca. This is a safe place for practitioners of witchcraft, Pagans, and Wiccans alike, no matter how new to the craft they are. Non-witches are allowed too! However, they must equally abide by the rules and be respectful! | what we offer | fun roles and role-exclusive channels! plenty of witchcraft resources. a safe, LGBTQ+ community anti-gatekeeping server and rules to reinforce this mentality. Open to practitioners of both the left-hand and right-hand path. https://discordapp.com/invite/mcKPfZZ Witchcraft and Wicca We are a small Discord server dedicated to the practice of Paganism, Wicca, and Witchcraft! This is NOT an RP server, this place is filled with real people with real practices and beliefs! Join and make friends, learn through our evergrowing library of Online PDF's, and have fun! :D https://discordapp.com/invite/xQQW6be The Snowlight Coven Welcome to The Snowlight Coven! We are a new forming coven/server for people of all Religion/Blief systems. If you practice witchcraft, you found your place! Here we offer: - Self Assignable Roles - Leveling System with Role Rewards - A friendly Moderator team - No @everone/here pings! - Bots (few now but more to come) - Teachers to help you with the craft - A Coming Online BoS - And More Come down to join us! https://discordapp.com/invite/AJRR7nT The Raven's Perch The Raven's Perch is a discord server specifically designed to help people on their journey to practising Witchcraft. If you also want to learn about it but not practice it then this is the place for you. In The Raven's Perch, we have many features such as: ● Self Assignable Roles ● Suggestion System ● Happy Thoughts channel where you can share happy thoughts to spread positive energies ● A Venting channel where you can vent about everyday issues ● Weekly discussions for all users to participate in ● Classes on different magickal topics every month ● No anti-curse policy https://discordapp.com/invite/7kqnuhW Witch's Hollow We are a small but close knit community of witches from all paths. We strive to maintain and create relationships among our members so that we may grow together. https://discordapp.com/invite/QWczaxA The Witchy Academy The Witchy Academy is a tiny, hope to be grown soon discord group for learners and practitioners of Wicca and Witchcraft! We aspire to teach new comers and to provide a safe and friendly environment for chatting, meeting new people, learning about the craft, and helping others on their journey! The chat is just a baby right now, so be prepared for things to need some work! :p we hope to see you soon! https://discordapp.com/invite/QmFgn9W Ouroboros Ouroboros is a brand spankin' new witchcraft server for all races, peoples, genders, sexualities, and magickal practices and/or religions! We want to create a tight knit community of open minded people and a space for practice, interaction, and learning! -Suggestions are welcome! -Swear to your heart's content if you wish! -Discussion/debate, writing prompts, media sharing, and even memes! -Classes & Teachers to come soon! -Automatic role assignment! -Many more things to come with YOUR HELP! https://discordapp.com/invite/NxXSbam Witch Coven Welcome to Witch Coven ! A server coven welcome to all who seek knowledge in the world of magic,wicca,witchcraft,paganism, spells, herbalism,crystals or how you name it! We have it all, and we are going to expand all your consciousness together! All ages, races, sexualities, genders, and level of knowledge are welcome here,nobody is excluded We're all learners so why not learn this together and improve all that we practice and walk in this direction all together? We are a coven,we will help each other when we need,we will be like a second family: we will be united as one thing. I hope that somebody that know more will join in our group too for giving us some advice sometimes :-) So,what do you waiting for? Come on,join in my group and enjoy Love you all <3 https://discordapp.com/invite/a3aqsvx Wonderful Witchcraft Dear lovelies, Over a month has been spent working on Wonderful Witchcraft. It’s safe to say the members are silly and magical and our coven is witchy, making me find work magical. Come join, and get access to a commissions channel, book of shadows channel, witch books channel, resource channels, bot channels, movie and book channels,everything from green magick to meditation magick, 18+ chat, free readings and free sigils roles, and plenty of types of witches! - Mod Clara https://discordapp.com/invite/MEVSJvc Come and Be Welcome This is a server for fellow witches to share experiences and ideas with each other! If you're new to the craft, no problem! There are many experienced practitioners in the community to help you along the way! https://discordapp.com/invite/mjVkRa8 Educational Witches
https://discordapp.com/invite/TYRpxEd RiverGreen
This is a pretty small server that is focused upon the community aspect of wicca and witchcraft. Come join and enjoy your stay! Blessed be! https://discordapp.com/invite/UYzXNux Of Death Witches and Dark Deities This is a discord open to all, but with a focus on death witchcraft, sprit work, and the darker aspects of the craft. It also has a focus on dark deities and spirits, either but popular opinion or by society. This includes cthonic deities (underworld deities), deities associated with death in any way, psychopomps, war, strife and slaughter deities, that sort of thing. https://discordapp.com/invite/gG34QHD Artis Alchemia Artis Alchemia is a witchcraft network dedicated to connecting and helping other witches in the community. You must be 15 years or older to join. https://discordapp.com/invite/Pe3xtDV The Nightshade Circle If your looking for a chill, fun, and relaxing place to meet new witches and to learn more about your craft then do I have the place for you. Join The Nightshade Circle’s Discord. The Nightshade Circle is a fun Discord server of all paths. We accept anyone from any path, as long as you bring good intentions and good vibrations. We are here to make friends and share our knowledge. Come join our 400+ members! https://discordapp.com/invite/rwSAm8T Witches and Sandwiches Hey, what's up! This is a server dedicated to talking about Witchcraft, Wicca, tea, earth based spirituality, and just about anything related, really. Yes, there are a bunch of rules, but they're pretty common sense and boil down to don't be a jerk. This might be the only Witch server on Discord that doesn't resemble 1984 with regards to political correctness and censorship. Recommended for people who are 15+, and especially for newcomers to Witchcraft. Come hang out if you want. https://discordapp.com/invite/xDdGw4B witch's cove not an rp server this is a server for all paths of witchcraft! 15+ https://discordapp.com/invite/y3avt4e Tribe of Male Witches This server is dedicated to celebrating males in witchcraft, paganism, and general occultism. We work on strengthening our divine masculinity and erasing toxic masculinity. This server is also just to mingle with others and make friends. We pride ourselves in maintaining a positive and respectful space. Here you will find many people, resources, bots and more to help you grow your craft! We hope to see you there! https://discordapp.com/invite/bMkYjMU witch squad Are you a witch or interested in practicing? This is the place for you! This is a new server, so it's still small, but growing! PERKS ~classes taught by other members ~server book of shadows, located on google drive (email needed for full access) https://discordapp.com/invite/q5wqShd Coven of witches Welcome to the Coven of Witches A group of servers welcome all those seeking knowledge in the world of magic, wicca, witchcraft, paganism, spells, herbal medicine, crystals or how they are named! We have everything, and we're about to expand your whole consciousness together! Here all ages, races, sexuality, genres and level of knowledge are welcome, no one is excluded! We are all students so why not learn it together and improve everything we practice and walk in this direction all together? We are a coven, we will help each other when we need it, we will be like a second family: we will be united as one. I hope someone who knows more will also join our group to give us some advice sometimes So, what are you waiting for? Let's start this adventure together! Join our group <3 https://discordapp.com/invite/686A9Jc The Witches Guidebook A Fun witchcraft discord! Keep in mind that this is a new server so things will be added! https://discordapp.com/invite/qtFMTke Urban Coven Cafe Welcome to Urban Coven Cafe, a digital coven for spell casters, star readers, crystal collectors, and tree huggers! We are looking for more members to build up our magical community, whether you're new to all things spiritual and strange, or if you are well versed in magick, you are welcome here in our little occult cafe! We cover all sorts of topics from herbalism to tarot to ancient mythology, and magical memes, of course. We'd like to build a close knit group of witches and warlocks to have discussion with, learn from, provide support to, and grow together. We welcome all ages, sexualities, genders, races, and levels of experience here. There are a few fun bots including Helios, the cat familiar bot for the occult to make things more interesting. As of posting this we have just a handful of members and buds, and we are seeking real contributors for the server to become more lively and interactive. So come and join us today if you want to make some new witchy friends :3 https://discordapp.com/invite/AfK36t6 Cottage Witch Coven I created this server with the sense of community and learning in mind. We focus more on cottage witches but we definitely welcome all kinds of magic! Please join us on our journey and help one another learn the craft and make new friends of like minded interests~! Once we get more members we'd love to do more game and movie nights and potentionally do contests around the holidays. https://discordapp.com/invite/mEdvmH9 The Eclectic Coven }:{The Eclectic Coven}:{ Come join us for inclusive magic discussions, new friends and more! Our server is fairly new... so come help us forge it to a finale! https://discordapp.com/invite/96A2n4f Bondage and Broomsticks Welcome to Bondage and Broomsticks!! We are a server dedicated to creating a safe space for all kinks and witchiness. This server can serve to function as a place to discuss your kinks, share kink resources, and even discuss your craft! In order to join B&B, you must be over the age of 18 and provide proof of this. We're constantly expanding our channels and the like as well! https://discordapp.com/invite/BFDfw68 Witch Sanctuary This is a brand new server welcoming witches of every age and experience level! This is a server where witches and wiccans can share their knowledge with each other to help each other learn. https://discordapp.com/invite/sravUvB Children of Mother Earth This is a friendly server where we like to have discussions whether it's about otherworldly entities or what your cat ate for dinner. https://discordapp.com/invite/XQgkw6k coven this is a server for all witches! blessed be https://discordapp.com/invite/rHhyB42
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skyrim pc cheats skill points
⭐ ⏩⏩⏩️ DOWNLOAD MOD - LINK 🔥🔥🔥🔥🔥 Few console commands Skyrim will help you instantly complete quests; access spells IncPCS – It will increase your skill points by one point. (ENGLISH) In this guide,I'll explain how to raise your skill points in 5 minutes. WARNING: You have to use the console, so this are "cheats". You can use AdvSkill command to improve your skills. AdvSkill xxx Gives the player the desired amount of skill usage points. Go to the Guardian Stones and find a book that will grant you a cheat menu to give yourself items, make yourself invincible or change your. additem f - El máximo por cada vez que usamos el truco es de de oro, pero podemos usar el comando las veces que queramos. Muy buenas, recien adquiri Skyrim para PC y pensaba subir ciertas habilidades mediante codigos, pero al subirlas aumento mi nivel y la verdad es que no me. No para reiniciarlas pero sí puedes eliminar perks que no te interesen aunque no te devolverá la ventaja para agregarlo a otro perk, pero puedes agregar los. DeepThought 18 abr. Thank you for your work in making this Trainer for Skyrim SE. I have one observation, the Unlimited Weight Cheat seems to stop after.
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sims 4 realm of magic cheats free D62!
💾 ►►► DOWNLOAD FILE 🔥🔥🔥🔥🔥 To turn on Cheats, press CTRL + Shift + C if you're on a PC to bring up the cheat console. For Mac, it's CMD + Shift + C. For the PlayStation 4. In this Sims 4 Realm of Magic Cheats guide, we'll talk you through how to unlock every perk, curse, Spellcaster rank, Bloodline Trait. Untamed Magic Spells ; _spell spells_Untamed_3_MindControl, Minionize Control another Sim's mind and bend them to your will. ; _spell. To obtain cheats when playing the game, open up the cheats menu and press CTRL + SHIFT + C. Next, you'll want to enter 'testingcheats on' into the box provided. the sims 4 realm of magic cheats to turn on cheats press ctrl shift c if youre on a pc to bring up the cheat console for mac its cmd shift c. You can make your Sim a Spellcaster , become the best Virtuoso, finish your Spellbook without studying, and a lot more. To activate the cheats below, type the code testingcheats true first. With this hack, your Sim may learn to perform spells. Have you ever wished that you might be a part of an ancient line of great spellcasters? With these tricks, even non-magic users may participate. Because of these limitations, however, only one trait can be used at any given time. Excellent news! Here are some unstable hacks I discovered that can quickly raise your Spellcaster level so that you can become a Virtuoso. It has been discovered during our testing that the interface for your Spellcaster Perks may get corrupted if you use the tricks listed below. Caution should be exercised when using. To activate the cheats below, type the code testing cheats true first. The use of curses is universally disapproved of. Replace characteristics as needed. Put characteristics into equip trait. To break the spell, use the remove trait function. Unlock new Reward Traits or even become an immortal Sim. To use bb. There is no longer any need for your spellcasters to report to an impersonal central location anymore; you may now construct your own magical headquarters. But, like with the previous cheats, they can only be used with a mod. Is getting charged or overcharged an opportunity for some creative photography? For this secret advantage to take effect, a mod is necessary. You may access this option from any bookshelf by just clicking on it. Unfortunately, this secret benefit lasts until the next loading screen. This enhancement is similar to others in that it needs a mod to work. Search for: Search. Posted by by Manish Badhani 9 minute read. All of these cheats have been tried and proven to work. Article Contents. Help Us Improve: Rate this Article. Post navigation. Related Articles. Posted in Sims. Knowledge Is Magic Sim read and does computer research at a faster rate. These interactions also provide Magical experience over time. Mote Hound Sim can now always see Magical Motes and collect them. Motes can be consumed for experience and minor, random motive boosts. Also increased success chance of potion making, drinking and spellcasting. Frugal Combination Chance on potion creation that all of the required ingredients will not be used. A Little Extra Chemistry Potions crafted by this Sim are surprisingly tasty and have an additional small benefit triggered when the potion is consumed. Mix Master Extra servings will be in the Cauldron each time a potion is successfully created. Sim can now Hex their Potions to have them always fail. Power Shunt Casting a spell now adds significantly less Spellcaster Charge. Spectral Reach Sim can now cast long distances without having to move closer to the target. Master Duelist This Sim has significantly increased chances of winning a duel and reaps better rewards from them. Incredible Forager This Sim receives more items when harvesting magical ingredients in the Magic Realm. Insightful Eye Research, experiment, and tome reading speeds are all greatly increased. Natural Mentor Increased relationship and skill gains when training or experimenting with other Spellcasters. Experimenter When experimenting and practicing, Sim gains experience faster with less failures. But where are they now?! Good luck trying to sleep. Curse of Unwarranted Hostility For some reason everyone just wants to be mean to you and even start fights with you. Curse of Repulsiveness What a horrifying visage! This will cause terror and disgust in all nearby Sims. Socializing will be much harder. Curse of Uncleansable Stench You are eternally drenched in the smelliest of gym sweat constantly. Showering does nothing! Casting will sometimes have random powerful results. This will turn your Sim into a Night Stalker Ghost. Death By Spellcaster Overload Overload Ghosts are valid targets for Magical interactions including duels, training, and more. Ghastly Consequences The pursuit of immortality is full of failures and accidents. Luckily, it looks like this will pass in a while. Try to enjoy your phantasmal existence while you can. Warning: This trait does not auto-remove even when the description does say so! Slinger of Spells A Slinger of Spells generates much less charge when casting spells. Master Mixer A Master Mixer rarely fails when using potions on themselves. Transportalate Move instantly to another location, regardless of distance. Luck of the Spellcaster Feeling Lucky? Sims will gain random ingredients or money from Experimenting on the Cauldron and performing other household interactions. Must have Luck of the Spellcaster to work Luck will always grant ingredients.
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Sooo, speaking of mods for skyrim, can you give me a list of ones i should get? i have the Special edition, and i've only ever played the game on Xbox. I'd like something to make my Nord PC pretty. and the graphics.
hoooooooooo boy. *deep breath*
First of all, definitely get Nexus Mod Manager, it’s a lifesaver when it comes to downloading, installing, and organizing mods. For the mods themselves…
THE UNOFFICIAL SKYRIM PATCH:
Get this. No questions asked. It fixes so many bugs. It deserves its own topic, that’s how vital it is.
Graphics:
I use a combination of Total Character Makeover (for basic character creation) and Diversity (for the rest of Skyrim) to make everybody look good, but still unique and lore-friendly. No anime to be found here! Load TCM first and have Diversity at the bottom of your load order, and it’ll work fine.
I also like Northborn Scars for the scar textures and some new scars (like burns). Just load it after TCM and before Diversity.
For kids, there’s RS Children Overhaul, which is really good but needs patches for like…everything. I’d install that last (so you know what you want to patch) but move it to first in your load order.
ApachiiSkyHair adds more hairs than I care to count to character creation. I’m not a fan of all of them, but a lot of mods have it as a requirement (including the above-mentioned Diversity), and some of the options are really nice. I also like KSHairdos.
For general graphics (objects, nature, etc), there’s Static Mesh Improvement Mod, Realistic Water, Skyrim Flora Overhaul, Enhanced Blood Texture, Vivid Weathers, Better Shaped Weapons, Book Covers Skyrim, and Enhanced Lights.
Footprints is a nice little touch-up mod that has you leave footprints in the snow!
Realistic Ragdolls and Forces tones down some of the over-the-top flopping people do when they’re ragdolled by Fus Ro Dah or killed in general.
UI:
SkyUI fixes the UI to be more friendly for a PC-user, since the original is more suited to those on the XBox.
Overhauls:
Everything by EnaiSioin, but especially Ordinator. Ordinator is a perk rehaul system that makes so many builds available. Want to play a cleric-type? The Restoration tree now has perks that let your spells burn with sacred fire, or perks for a plague doctor. Necromancer? Conjuration has separate perks for Necromancy, Bound Weapons, and Summoning. Useless trees in vanilla, like Pickpocket and Speech, are completely re-hauled–Speech especially is tied to your Thu’um, so you can make Shout-specific builds.
The rest of Enai’s stuff is also great; Thunderchild adds more Shouts (it’s where I got the snowstorm one) and more objects for Shout builds. Wildcat is a combat overhaul that adds things like injuries and makes it a lot more challenging. Sacrosant overhauls vampires, Andromeda overhauls Standing Stones, Imperious overhauls races, Apocalypse adds over a hundred new spells…look just get everything from him.
Immersion:
Immersive Citizens and Run For Your Lives, in combination, improve the AI of friendly NPCs. Now you no longer have an unarmored, dagger-wielding blacksmith charging the rampaging dragon.
Immersive Patrols does exactly what it says, it adds more patrols for the various factions–Dawnguard, Civil War, Thalmor (ambush time bitches!). It also makes the Civil War feel more like a war; if Stormcloak and Imperial patrols cross paths, they’ll fight, and you often run into such fights while travelling.
Frostfall, Campfire, and INeed together form a great “survival mode”, if you’re a fan of Fallout’s. Skyrim’s wilderness feels deadly in the far north, and even in the south/middle is still something to be respected. Now you have to worry about eating, sleeping, and staying warm.
Armors and Weapons:
Immersive Armors adds a lot of beautiful, lore-friendly armors to the game, including the one my character is wearing (Apotheus Armor) and the one she has her eye on (Ritual Armor of Boethiah).
Cloaks of Skyrim adds cool GoT-style cloaks and capes to the game! They also help with the Frostfall-survival package above.
Zim’s Immersive Artifacts buffs up the underpowered artifacts in the game, and makes some unique ones when appropriate��for example, in vanilla, becoming Thane nets you a generic weapon. With this, you get something unique and good.
Gameplay:
Ars Metallica Smithing Enhancement adds more things to smithing, like arrows, lets you melt down unwanted armor and weapons, and grants experience for smelting or forging leather. It definitely helps with leveling up this tree (like say, getting to the 90 you need for dragonbone/dragonscale armor and weapons).
Sneak Tools SE is the mod I mentioned, that let me commit crimes without getting a bounty if I was masked. It also adds a bunch of useful stuff if you want to do a thief-type build, like fire or noisemaker arrows.
Other:
Cutting Room Floor adds back a bunch of cut content into the game (for example, if you join the Companions, Aela can be the one on your mission in Proving Honor, and has a whole lot of her own dialogue), and is just really nice.
The Choice is Yours. Are you like me and hate having your journal fill with quests you don’t want to complete, just because you overheard something? This changes that. You have to choose to pursue a quest for it to pop up in your journal, they’re no longer added automatically.
Achievement Mod Enabler. For some stupid reason, Bethesda decided that modding your game meant no more achievements. Well, now you can have your cake and eat it too.
Better Dialogue Controls does what it says, makes dialogue easier to navigate so you don’t accidentally click the wrong option and get mobbed by the guards you wanted to surrender to.
Relationship Dialogue Overhaul adds thousands of voiced lines to make your relationship with NPCs feel less bland and repeat-y. Rivals, friends, spouses, have much more to say. It also fixes dialogue bugs!
The Paarthurnax Dilemma. What’s that, Delphine? You want me to kill my friendly dragon mentor or you’ll withdraw your support? Screw you, I’m the Dragonborn and you obey me! Basically lets you put your foot down on that whole quest, keep your mentor, and keep your Blades.
Hearthfire Multiple Adoptions. Look I’m a softy and I hate that there are four orphans in the cold but I can only adopt two. Now you can adopt up to six!
I, uh…I have a lot more, but I tried to tone it down to just what I’d recommend for everyone. Basically, I excluded followers, guild overhauls, new guilds, smaller mods, and what I’d call “HARD difficulty” stuff (like overhauling the economy to be against me and oh my gosh I’m so poor). If you have any questions or want recommendations for other things, feel free to ask about them. But this is basically what I’d recommend for a beginner.
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I'm going to break down the loadout of mods and their configs along with some key features that stand out to me. Then I'm going to really try to give a description to explain why I made these choices and in the process of doing so, hopefully shed some light on how to break into it and what to expect when it all comes together. But it's on you to read mod descriptions to really fully understand all changes and feature each mod has as it's utterly pointless for me to try to describe a mod's features in more detail than the actual author. I'll, however, explain my own tweaked version of another mod. I'm (trying) to make a video to really home in on certain aspects of combat, especially the little things that add up, like avoiding getting hit.SKIP THIS IF YDGAFAll in all, I suppose an intro is due to try to sell my 'way to play'. Good combat, to describe it in a vague way we can all agree upon, depends on two skills, actively dealing damage and actively mitigating damage. Bad combat leaves little room to be good or bad at either of these outside the raw numbers being put in. Good combat is difficult but does not force the player into looking for cheese strategies (and hopefully restrains one's ability to indulge in them) nor is luck the majority determining factor in the outcome of a battle. Good combat is varied not only to prevent stagnation but to keep the challenge evolving in such a way that the player does not learn a single strategy or trick to win every battle. A game as massive as skyrim has it's limitations in consistency and mods assist in but don't always succeed in overcoming these limitations. For example, even with my mods, you may find these overpowered one-trick builds. However, remember if you feel you're becoming overpowered you can always increase spawns or if necessary enemy stats (NPC releveler) to restore challenge. I don't recommend tweaking difficulty. There's so many reasons that I don't care to list them all but essentially damage dealt/damage received is worse than so many imaginable alternatives which is part of why we're using mods in the first place.(Even simply jacking up healthpools, as cheesey as it sounds, is a much better method of increasing difficulty from a balance perspective. Take vigor for example, if enemies deal 3x damage and you deal .5, it doesn't matter what armor you wear, you're going to get 1 hit staggered by just about every enemy. Poise is then rendered useless, and heavier armor though slower and more stamina consuming, doesn't have any added benefit and we mine as well be using an 'every hit staggers' system on your end. Meanwhile, enemies will eat 2 handed powerattacks without staggering. You get the point.)Guide Starts HereFirstly, make sure you download SSEedit, the Creation Kit, and a BSA Extractor (http://ift.tt/2w4sjmz)Simple Must-Haves I won't comment on (for now at least):Alchemy Fixed (http://ift.tt/2uQiq9S?)Harder Lock Picking (http://ift.tt/2wF3yzF?)Scarcity (http://ift.tt/2uPZtUS?)Serio's Spells & Shouts Hotkeys (http://ift.tt/2wFCznL?)Harder Barter Settings (http://ift.tt/2vfGiVo?)Realistic AI Detection (http://ift.tt/2wFq5fY?)Enai's whole catalogue. I don't consider myself an Enai fanboy [as much as anyone that uses all of his mods can claim not to be] and I accept no mods are perfect however great their author. If I were a dick I could even point out some seemingly poor decisions made here and there (fucking technomancers) but I just don't see the point in playing without his perks, races, standing stones, spells, enchants, and so on. I don't know of any replacements that are as interesting and balanced. Essentially, everything he's added simply improves the vanilla experience. Make sure to get thief skills rebalance from the ordinator download page.For Ordinator, open it up in Creation Kit and find perks under 'actor' in the object window. While in perks, search 'vancian', double click the perk that pops up and in the window that pops up from there find conditions. The first condition says 'GetBaseActorValue', double click that and in the small window that pops up change the 'Value' (should be 30) to 70. Make sure you 'Okay' out rather than exit the windows, but close them. Now search 'Quadratic' do the same for that perk but make the Value 75. Finally search 'Dungeonmaster' do the same here but make the Value 80. If you grasp what I'm doing here then you can select your own values, otherwise stick to mine. There's good reasons for this, one being I highly (and I mean highly) recommend the ordinator version of this mod: http://ift.tt/2vgoGsy? More on that later.For Apocalypse, open it up in Creation Kit and find 'spells' in 'Magic' tab in the object window. Once selected, search longstride, open it up, in the inner window titled 'Effects' you should see two effects listed. Click the first one and set the magnitude to 80. Click the second and set to 160. I encourage you to play around with this to come up with a fair value, but the reason for this is Athletik Combat and (were you to not use it) Vigor reduce movement speed while casting which ends up making longstride not worth casting since you can just run that fast (or faster) without casting.For Wildcat, configure 0 cost for everything and disable bow draw stamina drain (we'll rely on vigor for this), Turn off the slowdown at low stamina (same reason), I prefer injuries off nowadays as I find everytime I'm injured I mine as well be dead, everything else on. I also (sorry again Enai) recommend you download SSEedit, load Wildcat, find 'fDiffMultHPToPCN' and 'fDiffMultHPByPCN' and set their values to 1.0 instead of 1.5. This is because one shotting is not conducive to balance on either end, in my opinion (You can still obviously potentially 1 shot enemies that are much weaker than you).http://ift.tt/2v6lkMO - First read and do this: http://ift.tt/2vpox57 is the first mod mentioned, you only need to do the ini edit for perks since we're not using it for spells. Next run it (Data/Skyproc Patchers/Asis) and only check perks. NPC perks is an excellent method of increasing their statistical power in a less artificial, more interesting manner than just tweaking damage dealt/damage received.http://ift.tt/2v6AvFB - I recommend my tweaked version, obviously, as I made it for my own use originally, but I'll link Alex9ndre's real version as well.First, the config. Again, I find injuries to be automatic death far too often (maybe it's just me). Turn off conditional damage in favor of Wildcat's.Vigor has a fatigue and stamina action system which I've altered and expanded on. Running (not sprinting) doesn't debuff stamina regeneration In my version as I believe you shouldn't be encouraged to stand still, however low stamina results in worse stamina debuffs [up to 60% slower] so that it becomes harder to avoid damage and reposition the lower your stamina. Also Low Magicka [Disorientation] results in slower movement speed as well, and casting costs a small amount of stamina 5-15 depending on how low your magicka is.Original - http://ift.tt/2v8Fplx Tweaked Version - http://ift.tt/2vpildv Overhauls Combined and MLU Simplified - The variety of enemies in Vanilla skyrim is appalling and you may not even realize it until starting a game with Encounter Overhauls Combined. Even enemies that differed, didn't differ like this. Their speed, their attack types, and abilities really inspire a more adaptive mindset. This, in my opinion, is why EOC is the core of this loadout. Not only is it incredibly well designed from a challenge viewpoint, it does so without "cheating" or breaking lore in any jarring ways given that you dont decide to load up all the SoT features alongside it. This is, in my opinion, the best addition to skyrim's combat. The author is so conscientous about balance issues and jarring lore-issues that emerge from combining (or using) some of these mods and works hard with frequent updates. See his page and every mod he mentions having a patch for MLU for download and install. USE MORROWLOOT ULTIMATE SIMPLIFIED. Then download all the mods his mod combines and tweaks which he also lists. His recommended loadout, even the extended one, are pretty solid and they work well with the rest of the mods in this guide.For configuration, activate OBIS and don't change anything. Sands of Time is where it gets tricky because the authors are insane.. seriously. Equip 'ring of danger', which summons the Sandman. Activate Mod. I have most experience with 'Ale Drinker' difficulty and it's not all that easy. Then ask the Sandman for the Revelation books. First, if you don't like seeing things that make no sense in Tamriel let alone Skyrim (and I hardly know shit about either's Lore), open up the Ruminari/Assassins book and disable the zombies alltogether. The SoT team have their own lore behind all three groups featured in this book but the zombie one has some jarring issues like "Hell Knights" and with everything going on they simply feel out of place but if you don't care, go for it. The EOC developer Tzu, is still working on balancing out the equipment of the two assassin groups which was their main issue especially early game. They're still absurd IMO but beatable especially in cities with guards, but if you are having trouble early on just disable them everywhere until your character strong enough to take them on. Just remember, sometimes running or getting help is okay. Go to toggles and turn off both of them. Open up the other Revelations book select Lore -> Lore Toggle and Disable Non-Lore Friendly. I now know this doesn't turn all the others off so just to every one like chests, armors, and burning inferno and turn them off as well, it's just too much and often imbalanced. Back out and go to Walking -> Spawns -> Half as Many, at least early game. In Misc toggles turn off outside spawns and dungeon spawns, at least early in the game. This reduces the chance you'll suddenly be mobbed by a horde of enemies you have no shot of overtaking. Again the SoT teammembers are as insane as they are talented.The SoT encounters are usually fantastic. They help even out a sometimes inconsistently challenging game. For example, that single Draugr boss in bleak falls that adding enemies around doesn't help improve because he only spawns after you get the first shout.. he pops out as you're approaching from the stairs. Little encounter tweaks that just make sense gameplay-wise are part of what makes SoT great when configured. I even recommend increasing the spawns as you become more powerful and the game (potentially) gets easier. Roguelike just adds a variety of different, mostly Lore-friendly enemies to the game and with the help of the author of EOC places them logically and they're usually very well balanced. I feel EOC cleans up some of the whackiness and balance mishaps much like it does for SoT.Advanced Adversary Encounters alters enemy types in a more conservative way to make combat more challenging and interesting without arbitrarily cranking stats up. EoC integrates changes and integrates them into the other encounter mods. Different enemies have different weaknesses and resistances. Has it's own compatibility patch page.MLU Simplified is just MLU stripped of features like deleveling. Loot is more important and placed logically. Grab patches from the MLU page not MLU Simplified page. I'll link both. I highly recommend using the slower skill leveling addon.For MLU Slower Leveling, go into Skyrim -> Data -> Plugins -> Sumwunn and open the ini file with notepad. See all those 0.5's next to skill names? Change those to 0.25's. Or use my preferred, even slower setup balanced with different rates between spellcasting, craft, and physical combat skills: http://ift.tt/2vqRzSc: http://ift.tt/2v8ypVP S: http://ift.tt/2vrnGRL (for Slower Leveling & Patches): http://ift.tt/2voRs9D & Watchtowers Reborn - Genesis was intended to be an addon to Sands of Time. When I first tried it, I didn't understand how it could differ from SoT's spawn system. Then I played with it for a bit and it felt much better on default settings compared to SoT's increased spawns. From what I understand now, Genesis literally randomly generates more well-placed spawns to every dungeon in the game so that going through the same dungeon again will be a different experience. Watchtowers does this for watchtowers. Genesis config: For spawns, keep the default settings but obviously remember you can increase or decrease these spawns depending on your experience. Change Spawn Always to (Yes). Disable the treasure module as this can throw off the gold economics of the playthrough. Genesis features a releveler if you feel the mobs it spawns get out of control BUT I recommend if you want to use something like this, use NPCs Releveled (I don't recommend using either until you try the game for a bit without as I believe there should be greater variability in stats and it can't account for some encounters where the stats of enemies are very intentionally unusual.): http://ift.tt/2wFNHAK? It uses a more logical scaling system that accounts for different enemy types. You can add exceptions to the releveling but the obvious ones are like followers are already exempt from the effect. I recommend, if you use it, to turn off the size scaling on minibosses. It can cause some issues in my experience.Genesis: http://ift.tt/2v90IUd Reborn: http://ift.tt/2v6fJGk Enemies & Athletik Combat - These two combine to ensure fair mechanics between you and the enemy but also improve the feel of melee combat in particular. Firstly, dodging is made much more possible through imperfect accuracy, increased strafe speed, and limited rotational range when swinging. This just feels right even as the one swinging. I didn't forsee how much this would impact the enjoyment of combat especially swinging a two handed mace around.Mortal Enemies: http://ift.tt/2vrj7Xo Combat: http://ift.tt/2vpmq1c Tweaks (Required by EOC & Skytest Harder Creatures - These two cover all non-humanoid enemies in the vanilla game. They alter stats and AI behavior but Harder Creatures also add new attacks animations. Make sure to grab compatibility patches from AAE's patch page.Animal Tweaks: http://ift.tt/2v8n1Jv Harder Creatures: http://ift.tt/2v5OQ5i Spawns (Only Boss x2) - Install increased Spawns, either version, but only keep the Increased Boss Spawns esp. This is interesting. For example, where there's usually that named bandit boss, there's that named bandit boss and a generic bandit boss and usually of a different race and setup. In dungeons, I've seen different boss types altogether along with EOC. This ensures those bosses that don't already have a couple grunts around them aren't as easily dispatched.http://ift.tt/2vp1Yxt Edition Followers & Amazing Follower Tweaks (AFT) - SE Followers doesn't sound like much but it really makes followers worth having for purposes other than loneliness. It adds uniqueness and value to followers. Shit, even Sven has some impactful tricks up his sleeve.Regarding AFT config, talk to a follower: tweak options -> settings -> NO COMBAT RECOVERY, no skill synergy, limit to 3 followers.Here's a potentially really important tweak you need to make if you're using followers. Open console click one them and enter this one by one: forceav attackdamagemult .33 You can adjust this to your liking but remember to do it to each new follower you acquire. This ensures that you can't just sit back and watch followers win fights for you, but rather they will rely on you. With specialized followers they'll have tricks and sometimes it's adding extra damage (like Faendal's magic arrows) but it's all supplementary to your performance. Not to say Lydia's "lay on hands" hasn't saved my ass 100,000 times but you can't just mindlessly mash attack while your followers do the heavy lifting. The reason I keep extra stats is so that they're not just cannon fodder that get leveled at the start of every fight, with their general AI, they need that defensive boost (ironically though, one of Jenassa's ability can make her pretty resilient). I personally don't assign combat AI through AFT because I'm not sure how it could interfere with Specialized Followers. I recommend you don't either.Special Edition Followers: http://ift.tt/2vreDQs Follower Tweaks: http://ift.tt/2v5RNTz - We don't have a dodge mod in SE. This takes some getting used to but it's a pretty decent placeholder. Again you can avoid damage through good movement, but it doesn't hurt to have a short burst of speed for some stamina. Works best when moving side to side as with this loadout backing up is usually too slow to make swooshing backwards a reliable method of avoiding damage. Choose the faster option. http://ift.tt/2vp7tMZ require Perks (Ordinator) - Just as the name describes. No more, casting master level spells as a novice mage. No more warrior that hasn't used a spell all playthrough buying an advanced spellbook and learning to make meteors rain from the sky. I chose the default version but many of you will probably prefer the No Novice version which allows anyone to cast novice spells without perks.All Trainers & Unlimited Training - We're using a tough barter mod, we've reduced skill leveling to a quarter of vanilla, and we've restricted spells' use through perks . Wondering why (Barter is multipurposed)? Because Skyrim's system isn't deliberate enough to REALLY BUILD characters with strengths AND weaknesses. What do I mean? I mean, I'm this wandering 2handed scimitar wielding, contingency buffed elf mage shooting fireballs from my sword and that's fine but when does it stop? I don't have potions, how do I get health back between fights. If I'm injured and I get away, how do I heal up. You buy flash heal and before you know it your restoration skill is tailing just behind your destruction and enchanting skill because you use this spell so often not even just in combat, but for time-saving convenience. Pretty much every mage ends up a cleric. Now, I have to grab the novice perk (not if you use No Novice) and take Healing instead of Flash Heal. and now my Restoration skill level won't skyrocket.So we install Unlimited Training. Now we can spend our precious gold on skill levels all we want. With all these mods in place, you can still level skills up by using them and will, but training becomes a staple for leveling your primary skills. So you're actually deliberately choosing what's going to level up the most and with economic consideration. But now I have to travel 800 miles this way and 400 miles that way everytime I want to train? Not with All Trainers. With this Oldrim mod there's a trainer for every skill in Whiterun. All you have to do is extract the folders/files from the BSA and drop them in your data folder along with the ESP. There's one little issue. "The Guaridan" (Block trainer). Open the mod up in CK, go to actors tab and search the Guaridan. Correct the typo. Save.All Trainers: http://ift.tt/2v8zDQU Training: http://ift.tt/2v5BENI Act Like Shields & Better Wards - Wards are particularly weak, even with this loadout, with a lot more magic being casted against you. These 2 mods make them actually useful. With these a wards and shields are similar yet with their own pros and cons: shield is faster, has timed block, doesn't cost mana, can bash; but a ward protects against spells, random chance of stagger, and also allows you to attack or cast with the other hand while being maintained.I use many other mods but these are the one's that affect gameplay. I also use Nexus Skyrim Overhaul, which believe it or not is compatible with all of these, and every single weapon/armor mod EOC provides a VIS patch for.Shields Act Like Shields: http://ift.tt/2vrzcMN Wards: http://ift.tt/2vp6fkA StylesTip: I found 3rd person much better for learning dodging without swoosh and getting behind enemies for backstabs (Wildcat). Try it out even on mage/archer, just zoom out when enemies close in. I happen to use 3rd Person fake dodge which makes it fun and engaging: http://ift.tt/2v87CZz this loadout, even typical grunts can give you trouble if you're careless. Of course there're always trash fights where you can sit back and spam to win, but I'd argue these are a necessary gameplay feature. What really matters is if the game is frequently challenging and varied enough to stimulate you.However, as far as Combat Styles go, the two heavy hitters are vigor and Wildcat. Firstly, enemies will block pretty much any frontal attack if they have the stamina to do so. They'll bash stagger you if you let them work in and without good attention to positioning this will lead to you being pummeled by other enemies which may then result in a poise stagger; a potentially fatal combo. On top of this, enemies are just much more persistent and consistent. They react more believably but are smart to the point where it can leave you wondering, initially, what can I even do here? This is good. It's good because not immediately recognizing how to defeat basic enemies when the odds are against you stats and numbers-wise is the basis of solid combat so long as the challenge is surmountable and without relying on luck. The second main ingredient, as mentioned previously, is variation because otherwise once you truly master defeating a single type of threat, the game becomes a cakewalk. By adding different threats to keep the game from becoming too predictable, challenge is maintained.Here's a couple tips for fighting basic enemies. Firstly, Mortal Enemies and Athletik Combat make dodging possible even without Swoosh and it's rewarding. Always try to bait an attack in one direction while circling to avoid once the animation begins. Then, of course, you have to keep an eye on where you're moving in relation to the other enemies, if there are any, which there very often are. Stay moving against large packs of enemies, and check your blind spots when you know your safe from the front for a second. Swoosh takes some getting used to. Just remember one rule, don't backpedal with it or you'll just waste stamina. Secondly, given the opportunity pepper blocks with attacks that don't overcommit you (directional power attacks) unless you know the power attack will break the block. Also, anticipate dodging when power attacking and you'd be surprised what some FPS snapping can get you. A good power attack trick in a situation where it won't get you surrounded is to forward power attack from absolute max distance. This can catch enemies offguard and keeps space between you and them. Timed blocking and bashing are obvious gotos BUT it's best not to play purely reactively, unless, potentially, your build works with that style. Often playing aggressive with good positioning and movement is more effective especially when the odds are against you and you need to thin the enemy ranks quickly as possible.I recommend bumping SoT to Spartan when you become familiar with mechanics like dodging without swoosh or if you're simply finding it too easy, otherwise you might see it as impossible BSCharacter BuildingWhen it comes to Character Building, fun comes first. You can always tweak mod configs to increase or decrease the challenge. Adding restrictions like perk requirements for spells may sound deceptively like favoring balance in place of fun but imagine you're playing a pure warrior character and you get a full set of daedric gear before you even kill your first dragon. Spells are now something not only to build for, but to look forward to as a spellcaster. The reason Vancian Mage and it's successive perks are made to require high alteration is because of how vastly powerful they become with this setup. Vancian mage means you can cast any spell in the game without required perks, but only 20 times before resting (however 5 more skill levels in Alteration and you can grab Quadratic Wizard and start building those uses). This is actually a cool concept for Alteration mages that take this path. They obviously can't use these spells to the same effect as mages with many perks in the spells' school but they suddenly acquire immense utility. Rather than allow an Alteration based character to get this in Embershard or Bleak Falls, they now have to experience the restrictive system for a while and will really feel the worth of Vancian. I'm not even sure 70 is fair tbh, but I've come to be less obsessively nitpicky so 70 is good enough for me.. for now.My experience so far with this setup is spread your perks too thin and you may struggle, yet there's always periods where an investment in a side tree can be more beneficial than continuing to climb.Primary Characters I've Been Testing WithFirstly, the game does not start out super difficult. While, there were a couple sticking points for me early on, I actually contemplated employing increased spawns for non-boss enemies. Now, on my level 26 I realize that would've been a pretty terrible idea. Even if the game managed to simply never challenge me enough, I'd increase difficulty through configuration the mods I already have. I have a level 26 Destruction(high)/2handed(high)/enchanting(mid-high)/alteration(mid) mage and while he's incredibly strong against single enemies, even bosses, his perks are spread too thin and he lacks the longevity to fight big groups or prolonged battles without struggling. I'm still fully able to progress but I have to REALLY play, and die a lot. With that said I die a lot on every character.I have a Conjurer around level 20 and even with a really optimized build, I'm at the border right now of increasing the difficulty. Ustengrav happens to be a pretty easy dungeon beyond the first two fights or so and I did die in the second fight against all those undead and I wasn't playing carelessly. Turning SoT spawns on the lowest possible setting or cranking up Genesis' spawns would probably put the difficulty in a very nice spot for me. So far, I've a poorly optimized build with some overpowered perks (Spellscribe and its successors may need a requirement bump, but its so fun I haven't gotten around to it yet) that usually has tough time but can demolish single enemies and a well optimized build that isn't exactly rolling over everything but could use a little difficulty bump to spice things up AND it's easy enough to do that. The simplest solution is enabling/increasing SoT/Genesis spawns. I plan to keep tweaking as I see necessary and should keep this updated as well.I'm not sure reddit is the best place for it (it may be out of sight within a day or two) but reddit is what I know so for now it's here.Any input or questions? just leave a commentSorry, I'm continuing to fix format and typos. I know it was horrid at first. Just cleaned Enai's mods section. via /r/skyrimmods
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Lie Ren may be an understated member of team JNPR, but he’s still a very important part of the group, providing sage advice... when he’s not, uh, you know, bottling everything up. So let’s see what prettyboy has.
For starters, Ren doesn’t wear a lot of armor but he does do a lot of ninjaing so we’ll need to factor that into this build. He’s also called Lie Zen by some parts of the fandom for his special talent. And of course there’s the little thing he does where he just, suddenly, notices stuff? That’s actually kinda nifty.
Pulling out the point array we’re just going to start by putting 15 in Dexterity, Ren is kind of a flippy guy. Next is Wisdom and Charisma, 14 and 13; he’s quick to pick up on stuff and, yeah, I’m not just calling him prettyboy for no reason. Intelligence is next at 12, Ren has a good level of study to him, and then 10 in Strength after that because he’s not, you know, too incredible in lugging things around. That leave 8 in Constitution, and Ren is a little frail, I’ll admit that, but don’t worry he won’t be pushed down by a breeze.
Variant Humans get two ability points and I’m going to suggest evening out Dexterity and Charisma, 16 and 14. They also get a skill proficiency of their choice, I’d pick Perception because we’re not going to get it anywhere else in this build. And finally, they get a free feat, and there’s no way we’re not taking the Gourmand feat. It gives Ren +1 to his constitution, proficiency with Cook’s Utensils, the ability to check food for poison, and the ability to prepare a meal during a long rest (which helps regenerate hit dice and gives advantage on Constitution saving throws but shut up there’s food).
As for background, I’mma going to go with Hermit. Not that young Ren was a hermit in the traditional sense, but, uh, what else are you going to call the sole survivor of a village? Hermits get proficiency with Medicine, Religion, and the Herbalism Kit. They technically also get the Discovery Feature, which means that Ren should hypothetically know some deep forgotten secret about the nature of Remnant, but... the show doesn’t say he doesn’t know, it’s just not brought up if he does. Maybe the secret is Nora. I have serious theories about that girl...
Right off the bat we are nipping up twelve levels of Kensei Monk, for proficiency in Strength and Dexterity saving throws as well as all simple weapons and Shortswords. Also we get one proficiency with a set of Artisan’s Tools, and Ren’s clothes are too pretty for it to be anything BUT Weaver’s Tools, and two skill proficiencies and you just know we’re picking up Athletics and Acrobatics. The remaining eight levels are going to be college of Swords Bard yes I said Bard which gives us proficiency in Light Armor, not that we’re going to use that, as well as an instrument and a skill. Ren is lord of the dance, so the Performer skill works pretty well, and as for instrument... I honestly have no idea. Maybe a pan flute? Sounds like something young Ren would pick up.
With twelve levels of Monk Ren can really get around. Unarmored Defense gives him an AC of 10+his Dexterity mod+his Wisdom mod, Unarmored Movement not only ups his speed by twenty feet but also lets him run across water and up walls, Slow Fall lets him reduce his falling damage by 60 (what is his landing strategy?), and Evasion means that when he rolls a save to take half damage, he takes half on a failure and none on a success. He’s also got Stillness of Mind, letting him shake off an effect that’s keeping him charmed or frightened, and Purity of Body, making him immune to poison and disease. But not exhaustion, apparently. It doesn’t come up often, but it’s mildly important.
Of course the real draw of the Monk class is the Martial Arts, which means as long as Ren is either using Monk weapons or unarmed strikes, he can roll attack and damage with his Dexterity mod, use 1d8 instead of the usual die on his damage roll, and make an unarmed strike as a bonus action. He also has an Extra Attack every attack action he makes, and his Ki-Empowered Strikes mean his unarmed strikes count as magical for the purposes of overcoming resistance. And speaking of Ki, he has a total of 12 Ki points that regenerate on a rest, which he can spend to make a Flurry of Blows, engage in Patient Defense, take a Step of the Wind, dramatically Deflect Missles, or whip out a Stunning Strike.
Of course, being a Kensei monk means that Ren gets to pick two Kensei weapons--one melee and one ranged. Like, I don’t know, Scimitars and Hand Crossbows. Not only do these count as Monk Weapons for the above benefits, and as magical weapons for damage resistance, but he can use an Agile Parry to give him +2 to AC every time he makes an unarmed strike as part of an Attack action, and take a bonus action to give his ranged attack 1d4 more damage. If he spends one Ki point he can also deal an extra 1d8 points of damage with his weapon, and he can also use a bonus action to spend Ki points in order to boost his attack and damage rolls with the weapon--making it easier to hit targets and to do damage. And of course, Way of the Brush gives him proficiency with Calligraphy Supplies.
The eight levels of Bard are, admittedly, mostly for spellcasting purposes, but they do come with some perks. Ren can use Bardic Inspiration to give an ally a 1d8 they can use on any roll of theirs in the next ten minutes. He can do this a number of times equal to his Charisma Modifier per rest, and speaking of rest Song of Rest lets him and his friends regain an extra 1d6 hitpoints during a short rest. Jack of All Trades lets Ren add half his proficiency bonus to any skill check he’s not proficient in, and he also gets an Expertise; bumping up his Cook’s Utensils will make him an amazing chef. And of course there’s Countercharm, which gives everyone advantage on saving throws against being charmed or frightened.
A Bard of Swords, meanwhile, gets proficiency in Medium Armor (which we’re not going to be using) and Scimitars (which we’re already proficient in). Also, we can cast spells with them, which is going to be very important for Ren. He gets to pick a fighting style, and Two-Weapon Fighting lets him add his ability modifier to a second attack. And of course there are the Flourishes, which he can spend Bardic Inspiration on; Defensive Flourish, to up his damage and AC, Mobile Flourish, to shove his enemy around, and Slashing Flourish, letting him hit two enemies at once.
This build gives us five Ability Score Improvements to work with, but we’re going to burn one for the Tracker feat. That ups our wisdom by one, lets us cast the Hunter’s Mark spell for free once per long rest, and gives us advantage on checks to track creatures. We’ve still got eight points left to spend, though, so let’s put one in Wisdom and Constitution, evening those out to 16 and 10, two in Charisma to bring it up to 16, and four in Intelligence to also bring it up to 16. That gives us 16 in Dexterity, Wisdom, Charisma, and Intelligence, and 10 each in Strength and Constitution.
At eight levels of Bard, Ren knows eleven Bard spells up to level four, plus three cantrips, and he has 4 first level slots, 3 second level slots, 3 third level slots, and 2 fourth level slots. Most of the spells I selected are built around either noticing things or keeping people from being noticed by the Grim, but there are a couple utility spells in the list.
Cantrips
Blade Ward (Bard)
True Strike (Bard) (Concentration)
Prestidigitation (Bard)
L1 (four slots)
Detect Magic (Bard) (Concentration)
Hunter’s Mark (Tracker feat)
Longstrider (Bard)
L2 (three slots)
Calm Emotions (Bard) (Concentration)
Detect Thoughts (Bard) (Concentration)
Locate Animals or Plants (Bard)
Locate Object (Bard) (Concentration)
Thought Shield (Bard)
Silence (Bard) (Concentration)
L3 (three slots)
Nondetection (Bard)
L4 (two slots)
Freedom of Movement (Bard)
Locate Creature (Bard) (Concentration)
All in all we’ve got a build that can harass the Grimm while the heavy hitters on JNPR work on hitting heavy, then settle in for a brief rest before leading the group toward the next big problem. And hey, Ren’s very good at picking up on problems, even if he’s... not always the best at solving them.
So yeah, that’s Lie Ren.
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