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#so level 1 all he has is decent armour numbers and the ability to shield wall.
talltarakona · 1 year
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The Weight of The Banner
Recently played through the whole Banner Saga trilogy with a good buddy who’d never tried the games before. He fell so in love with it I had to make him a piece based around the choices he made. (Also @ all my pathologic followers, if you like games about slow walking and starving to death with good character writing, try the banner saga series PLEASE)
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nerdythebard · 3 years
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#7: Anubis, God of the Dead
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Well, now we've done it, Gods and Goddesses!
In our journey through the deserts of Egypt, we took a detour and found ourselves in the Land of the Dead. Now, we are under the watchful eye of Anubis. This psychopomp shall lead us to the Hall of Two Truths, were our soul will judge itself. Let's take a walk, shall we?
Next Time: I AM THE ETERNAL DRAGON! SPEAK YOUR WISH AND I SHALL GRANT IT! Sudden change of plans, dearies... Next time, we take a look at a strapping young lad who knows a thing or two about yard decorations. He got it from his daddy dearest.
So, what can we do to make Anubis chill our enemies to the bone:
Friends on the Other Side: Anubis has a connection to the spirits of the dead. He can grant them a facsimile of life to act on his behalf, damage and slow enemies in a wide AoE.
Crowd Control: Anubis can call upon a plague of locusts to damage enemies in a cone in front of him, as well as keep foes restrained with mummy bandages.
Death Glare: Anubis's Ultimate is a literal death glare, his sight becomes a piercing beam of necrotic energy heavily damaging enemies in front of him.
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Anubis's D&D race is a much more difficult case than I first imagined. Now, there is a race called Khenra
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which would be a dead-ringer for Anubis, but their stats from the Plane Shift: Amonkhet document is... honestly, it's pretty bad and wouldn't make for a nice build.
Instead, let's take a look at the closest we have to a lycanthrope in player options, the Shifter race. More specifically, the Wildhunt Shifter, who are described to often be "the spiritual leaders of the shifter communities", which I'd say fits Anubis pretty well. As a Shifter, we get +2 Wisdom and +1 Dexterity, 30 feet of walking speed, 60 feet of Darkvision, and our only known language is Common. As a Natural Tracker, we get proficiency in Survival skill, and our key trait is our Shifting ability. As a bonus action, we can assume a more beast-like form (in this case, jackal-like). The transformation lasts for 1 minute/until we die/until we dismiss it as a bonus action. When we shift, we get Temporary Hit Points equal to [our level + Constitution modifier], as well as a feature unique to the type of shifter we choose. Wildhunt Shifters gain an advantage on Wisdom checks while shifted, and no creature within 30 feet of them can impose a disadvantage unless the shifter is incapacitated.
For our background, I think picking Acolyte is the most suitable choice. We get proficiencies with Insight and Religion (to better judge the intentions of a soul) and the Shelter of the Faithful feature, which grants us safety at any temple dedicated to the deity we're the acolyte of (either Kelemvor or Jergal are a good option here).
ABILITY SCORES
Anubis is a light armour caster-type, so we're going to focus on those stats. We will start with Dexterity to pull off that leather armour, and follow it with Wisdom; we must be wise in our judgment, and it's also our spellcasting ability. Constitution is next, as it's pretty important for casters to have decent Hit Points.
The stats on the down-low side of things shall be Intelligence, followed by Charisma, and we shall dump Strength.
CLASS
Yet another pure build. To keep the flow of souls at a steady pace and guide them to Osiris's Halls, Anubis is a Cleric.
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As a Cleric, we get the d8 as our Hit Dice, [8 + Constitution modifier] initial Hit Points, proficiencies with light armour, medium armour, shields, and simple weapons. For this I suggest a studded leather armour and a dagger (perhaps like the one Egyptians used in the mummification processes, eh? :D), since this is a primarily spell-heavy build. Our saving throws is Wisdom and Charisma and we get to pick two class skills: let's go for Persuasion and History.
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Level 1 - Clerics are full-casters, so from the very beginning we get our Spellcasting feature. We know cantrips and ritual casting, and we get access to the entire Cleric spell list, from which we can prepare a number of spells equal to [our Wisdom modifier + our Cleric level]. Starting with cantrips, we get to select three:
Guidance lets us give a creature we touch an extra d4 to their next skill check performed within 1 minute of casting (concentration). Very useful for "skill monkeys" like rogues or bards.
Sacred Flame is a good source of radiant damage. It requires a Dexterity saving throw from a target within 60 feet of us, or results in 1d8 radiant damage (damage increases with our level).
Toll the Dead fits Anubis's theme. Calls the soul for their final judgement. Forces onto them a Wisdom saving throw. On a failed save, the target take 1d8 necrotic damage. If they already have some Hit Points missing, they take 1d12 damage instead.
We start with two 1st-level spell slots and we can prepare four 1st-level spells:
Bless gives up to three creatures of our choice an extra d4 to all attack rolls and saving throws for 1 minute (concentration).
Cure Wounds is THE staple healing spell at lower levels, and it reflects Anubis's theme of preparing and embalming the body for their journey to the afterlife. A creature we touch regains [1d8 + our spellcasting modifier] Hit Points. It doesn't work on undead or constructs.
Guiding Bolt deals 4d6 radiant damage and applies advantage to the next attack roll made against the target (it can be ours or somebody else's).
Sanctuary protects a creature from harm for 1 minute. When attacking somebody who's under the effect of Sanctuary, the attacker must make a Wisdom saving throw or choose a different target.
We're not done with Level 1 features yet, because that is also where Clerics get their subclass, their Divine Domain. There are two official subclasses that mention Anubis by name, but for this build I feel like Grave Domain works best. As a Grave Cleric we get access to some more spells - those are always prepared for us and we don't count them against the number of spells we can prepare:
Bane works similarly to Bless, except the target has to make a Charisma saving throw or subtract 1d4 from each attack roll and saving throw they make for 1 minute (concentration).
False Life transforms necromantic energy into a facsimile of life, giving us 1d4+4 Temporary Hit Points for 1 hour (or until they're lost).
Grave Cleric's first subclass feature is Circle of Mortality, which boosts our healing spells. Where normally we would have to roll dice on healing spells (like 1d8 on Curse Wounds), we can instead automatically use the highest number on the die. We also learn Spare the Dying cantrip, which saves a fallen creature from making Death Saves. For us, the cantrip has 30 feet reach instead of touch.
We also get Eyes of the Grave. It works similarly to the Paladin's Divine Sense except this one only shows us the undead present within 60 feet of us.
And that's it for Level 1. Clerics, man... they're early game powerhouses.
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Level 2 - This level gives us access to the Channel Divinity feature, which lets us tap into the Divine Energy of our deity to perform amazing features. For now, we can use it once per short or long rest. All Clerics get the Turn Undead effect - each undead within 30 feet of us must make a Wisdom saving throw or become turned (they cannot move towards us within 30 feet, and must spend their turn trying to move away from us as far as they can) for 1 minute. The Grave Domain gives us another CD effect - Path to the Grave. This effect curses a target of our choice within 30 feet of us, until the end of our next turn. During that time, the next attack that damages a target makes it vulnerable to that damage type (damage dealt increases by half) and the curse ends.
We also get a new spell - Inflict Wounds deals 3d10 necrotic damage on a successful touch.
Level 3 - We unlock 2nd-level spell slots. This means, we can now get a 2nd-level spell: Hold Person forces a Wisdom saving throw on one (or more, if using higher-level spell slots) humanoid target within 60 feet. On a failed save the target is paralysed for 1 minute (concentration). Flavour it as mummy bandages and we've got one Anubis ability down.
Our subclass also grants us two spells at this point:
Gentle Repose prevents a corpse from decay and turning into an undead (suck it, Ah Puch!). Useful if you cannot afford the resurrection of one of your party members, but besides that, it's pretty situational.
Ray of Enfeeblement is like a demo version of Anubis's Ultimate. On a successful hit, the target's damage that uses Strength deals only half the normal amount for 1 minute (concentration).
Level 4 - Time for our first Ability Score Improvement! Let's get some better HP with 1 point in Constitution, and we'll put the other point in Wisdom.
We get another cantrip: Thaumaturgy gives a list of multiple effects we can perform for, lasting for 1 minute (making our voice louder, dimming and brightening lights, locking and unlocking doors and windows, etc.)
We also get another spell: Blindness/Deafness forces a Constitution saving throw on one creature within 30 feet. If they fail, they are blinded or deafened (our choice) for 1 minute. They can repeat the saving throw on each of their turns to try and shake off the effect.
Level 5 - At this level, our Turn Undead becomes Destroy Undead. It works only on the undead with the CR of 1/2 and below (shadows, zombies, skeletons, etc.), but if they fail their saving throw, they are instantly destroyed.
We also unlock 3rd-level spell slots and spells: Speak with Dead lets us reanimate a corpse for a short while (10 minutes), enough to ask it five questions. The dead can answer only what they knew in life, and the answers are usually brief/cryptic. They may also lie if we're the one that killed them, or they're hostile in general.
Additionally, we get two more spells from our subclass:
Revivify might go against Anubis's ways, but it is a staple Cleric spell. Sacrificing a diamond worth at least 300 gold pieces, we bring a creature who died within the last minute to life with 1 Hit Point. The spell doesn't restore missing body parts.
Vampiric Touch lets us deal 3d6 necrotic damage to a creature we can touch, and give us the same amount of Hit Points. Until the spell ends (1 minute, concentration), we can use the spell again as action without a need to make a spell attack.
Level 6 - Our Channel Divinity has now two uses between rests, and we gain a new subclass upgrade. Sentinel at Death's Door is one of the more annoying features in all of D&D (speaking from the DM's point of view here). Whenever a creature within 30 feet of us is attacked with a Critical Hit (Natural 20 roll, doubles damage dealt), we can use our reaction to cancel that critical and turn it into regular damage.
Spirit Guardians is a spell that summons a horde of spirits in a 15 feet radius from us. We can select who is unaffected by the spirits when we cast it. Those who are affected have their speed halved, and whenever they end their turn within the spirits' radius (and first time walk into it) must make a Wisdom saving throw or take 3d8 radiant damage (if we're good/neutral; if we're evil, it's necrotic. Half damage on a successful save).
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Level 7 - Here, we only unlock 4th-level spell slots.
We get two more subclass spells: Banishment forces a Charisma saving throw on one target within 60 feet. On a failed save, the target disappears from the Plane it resides on. (right into the Shadow Realm! Egyptian Underworld) If the target isn't native to the Plane it disappeared from, it returns to its home Plane. If the target is native to the Plane it disappeared from, it gets transported into a pocket demiplane. If nothing interrupts our concentration for the entire duration of the spell (1 minute), the banished target doesn't come back (non-native), or it returns to the same space (native).
We also have subclass spells here:
Blight drains vitality from one creature within 30 feet of us. They must succeed on a Constitution saving throw, or take 8d8 necrotic damage (half damage on a successful save). It doesn't work on the undead or constructs, but if the target is a plant creature or a magical plant, it makes the save with disadvantage and receives the maximum possible amount of damage (64). If the target is a non-magical plant, it doesn't make a save - just withers instantly.
Death Ward prevents a person's death before their scheduled time. A creature we touch gains protection against being killed for 8 hours. If they drop to 0 Hit Points, they immediately recover one point. Any effect that causes instant death (such as a trap, a curse, or even Power Word: Kill) is also blocked.
Level 8 - We get another ASI. Let's get a +1 Wisdom and +1 Constitution again.
Because of our Wisdom modifier changing from 3 to 4, we now can get two new spells at this level. For this, I'd actually suggest taking just one spell and ask your DM whether we can save the remaining one for later. Otherwise, pick any throwaway spell to replace later.
Guardian of Faith summons a Large-sized spectre at a point within 30 feet of us for 8 hours (no concentration). Any creature moving within 10 feet of the guardian must make a Dexterity saving throw or take 20 points of (unspecified) damage (half damage on a success). The guardian disappears after dealing a total of 60 points of damage.
Level 9 - We unlock 5th-level spells here. If we have an empty spell from the previous level, we can now take two spells here. Plus, we also get two spells from our subclass!
Greater Restoration is a great healing spell. It is able to remove one curse/petrification/charm/reduction of Hit Points Maximum on top of removing one level of exhaustion. Really useful.
Insect Plague basically lets us re-enact the Prince of Egypt. We fill a 20-foot-radius sphere with a swarm of buzzing, biting locust. All creatures within the sphere have to make a Constitution saving throw or take 4d10 piercing damage (half damage on a successful one). This saving throw must also be done when entering the sphere or ending the turn in it.
Now, for the spells from our subclass:
Antilife Shell creates a 10-foot-radius dome around us. It lasts for 1 hour (concentration) and during that time, nothing organic/alive can enter the barrier. Only undead and constructs can get through. It also lets in projectiles and spells.
Raise Dead is what happens when Anubis says 'I quit'. The spell targets one corpse that died within the last 10 days and brings it back to life with 1 Hit Point. The raised creature gets post-resurrectional penalty of -4 to all of their saving throws, attack rolls, and ability checks. The penalty is reduced by 1 for each long rest taken.
Level 10 - Halfway through the build and we receive one of the Cleric's best feature. With Divine Intervention we can petition our patron deity to directly help us with a problem. We roll a percentile dice and if the result is equal to or lower than our Cleric level, the prayer is successful. The interpretation of 'divine help' is up to our DM; it can be a vision, a single-use spell that's gonna be helpful, etc. If the prayer is successful, we cannot use this feature for a week. If the prayer fails, we can try again after finishing a long rest.
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We get our final cantrip: Word of Radiance is a good anti-close range spell. It forces a Constitution saving throw on all creatures within 5 feet of us, and deals 1d6 radiant damage on a failed one (damage scales as we level up).
For our next spell, Holy Weapon infuses our weapon with divine energy for 1 hour (concentration). The weapon sheds bright light in 30 feet radius (and dim light for another 30), it becomes magical for the purpose of overcoming resistances, and all successful attacks deal extra 2d8 radiant damage for the whole duration of the spell.
Level 11 - Our Destroy Undead effect of Channel Divinity gets enhanced. It now affects undead with a CR of 2 or lower (ghouls, spectres, poltergeists, will-o'-wisps, etc.).
We also gain access to 6th-level spells. Find the Path represents Anubis's role as a guide of souls. It can last up to 1 day (concentration) and allows us to find the shortest and most direct path to a location we name that we're familiar with.
Level 12 - Time for another ASI! First, let's round up our Constitution to a nice, even number, and then let's start boosting our weaker abilities by raising our Charisma.
For this level's spell, Planar Ally allows us to summon an otherworldly minion (celestial, elemental, or fiend), which we could ask to carry out a small task in exchange for payment. The creature is under no obligation to listen to us but can be bargained with.
Level 13 - We don't get a class feature this time, only unlock 7th-level spell slots. With Etherealness, we can step into the spirit world for a brief amount of time (up to 8 hours, no concentration). While inside the Ethereal Plane, we can only interact with creatures from that plane. We see and hear into the Plane we departed from and can move in any direction (moving up and down costs +1 foot for every foot of movement). We can also pass through objects and walls of the Material Plane.
Level 14 - We have upgrade to our Destroy Undead effect. It can now affect the undead with a CR of 3 or lower (mummies, wights, phantom warriors, etc.).
With Regenerate, we restore one target's health by 4d8+15 Hit Points. Following that, for 1 hour the target recovers 1 Hit Point per turn (10 HP per minute) until reaching their Hit Point Maximum. The spell also regrows missing organs and limbs 2 minutes after casting.
Level 15 - Once again, no new class features. We do unlock 8th-level spell slots. Antimagic Field creates a 10-foot-radius invisible sphere, where no magic can exist; spells fizzle out, summoned creatures disappear, magic items become regular. When you stand before the final judgment, no magic will help you.
Level 16 - We get another ASI. Let's raise our Charisma and Strength.
Although we do have access to 8th-level spells now, we can back up for a moment and take Planar Shift. This spell lets us travel into another Plane of Existence, as long as we a metal rod worth at least 250 gold pieces and is attuned to our desired destination. The spell transports us, along with up to eight willing creatures. Alternatively, we can banish a creature within our melee range into the particular Plane, granted they fail a Charisma saving throw.
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Level 17 - This is a big one. First of all, our Destroy Undead reaches another upgrade, allowing us to disintegrate undead with a CR of 4 or lower (the banshee, ghosts, flameskulls, deathlocks, etc.).
We also get our final subclass upgrade - Keeper of Souls. If a creature we can see dies within 60 feet of us, we can choose another creature we can see within 60 feet and restore their Hit Point by the now-deceased enemy's remaining Hit Dice. We can use this feature once per turn.
At this level, we also unlock the pinnacle of Divine Magic - 9th-level spells. True Resurrection can restore a creature who has been dead for no longer than 200 years back to life with a full amount of Hit Points. The spell closes wounds, restores missing limbs, lifts curses, and neutralizes poison and disease. It turns undead into their non-undead form. If there is no body to resurrect, the spell can provide a new body for the soul to inhabit. The only thing the spell cannot restore is if death came from old age.
Level 18 - Our Channel Divinity feature can now be used three times in-between rest.
Mass Heal is a powerful restorative spell, which targets all creatures within 60 feet of us. We can restore a total of 700 Hit Points, divided evenly between all creatures affected, who are also healed from all diseases as well as blindness or deafness. The spell doesn't work on constructs and undead.
Level 19 - We get our final ASI of this build. Before the final boss battle, let's boost our Constitution by 2.
Gate creates a portal linked into another Plane of Existence. We can determine a specific destination by naming a location in the target Plane. The portal lasts for 1 minute (concentration). Alternatively, we can name a creature we know resides in the target Plane and pull them through the portal into our location.
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(yes, Doctor Strange is a Cleric in D&D terms, fight me!)
Level 20 - Our build capstone is Divine Intervention Improvement. At this level, whenever we decide to use our Divine Intervention hotline, the prayer is always successful, without a need to roll.
For our final spell, we get Astral Projection
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The spell makes us and eight willing creatures go on a trip into the Astral Sea. Our soul leaves the body (which is in suspended animation, requiring no food, air, and doesn't age) and enters the dimension of pure thought and psychic energy. There is a series of rules in the spell description, but it can be used to survey other planes of existence by entering the right colourful portal.
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And that's the end of it. Anubis, the Egyptian psychopomp. Let's see how we did:
We have good abilities, two 18s and a 16 where it counts, average Hit Points of 151 and 15 AC with studded leather armour. We're not the designated HealBot, but we have a few good higher-level healing spells for when things go sour.
Can't wait to show you folks the next one. I have a feeling some of you might enjoy it!
- Nerdy out!
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addcrazy-blog · 7 years
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New Post has been published on Add Crazy
New Post has been published on https://addcrazy.com/a-12-months-in-the-past-chris-jones-took-it-in-stride/
A 12 months in the past, Chris Jones took it in stride
The ones four phrases—mouthed by using defensive lineman Chris Jones after he finished his forty-yard sprint at closing 12 months’ NFL integrate—showed to all of his supporters watching at a sports bar back in Mississippi, that sure, they did just see what they idea they’d seen.
Jones’s father, Chris Jones Sr., left work early to meet approximately a dozen different buddies who had accumulated to look at his son, the pride of Houston, Pass over., entire his integrate circuit. Of path, there without a doubt isn’t all that tons of fans to peer throughout the once a year accumulating in Indianapolis as visitors aren’t shown the important medical assessments and group interviews. Rather, they’re dealt with to an array of drills which might be both myopic—How excessive are you able to bounce? How a long way is you able to jump?—or totally inscrutable, an l. A. the punch, hand, shiver drill. But then there may be the 40-backyard dash, the defining event of the NFL’s Underclothes Olympics.
Whereas other integrate moments are overcomplicated or understimulating, the forty is neither. It is simple,Gif-in a position and uncooked. It’s an opportunity for younger football stars, stripped of the physical and symbolic separation their game usually provides, to blow everyone away. However, it’s additionally an opening to explode for all of the incorrect motives—like Vick Ballard did in 2012, stumbling out of the gates and disposing of a tripod. Even future Hall of Famers like Tom Brady and Aaron Rodgers appearance again on their runs with a twinge of regret—Brady admitting “I used to be truly sluggish again then” and Rodgers trying to label his four.Seventy-one time as #fakenews.
The Law of the truly Huge Numbers way that, in reality, foibles transpire all over Lucas Oil Stadium all through the integrate. But the Regulation of Social Media way it most effective topics if a person sees it—and stocks it—making the forty-yard stretch of white paint the maximum likely level for embarrassment at this yr’s combine. Yet, with conviction equal to a natural Regulation, we will appropriately say that no person will pinnacle Chris Jones.
On his final day on the combine, Jones desired to face out. So while his peers donned green and gray tights, he opted for black ones. He notion they’d make him appearance quicker. As he walked up to the starting line, a person hollered, “Dang Chris, where’d you get Those black tights from?” He responded, “They’re the one and handiest.” In truth, that they had come from a huge pile of swag he’d been given by way of Beneath Armour, Nike, and Adidas. “I grabbed it all,” he says. “I didn’t let something bypass with the aid of.”
As he lowered himself into his beginning stance, Jones’s important concern become taking his time and controlling his breathing earlier than triggering the reputable timer. Although Jones become acknowledged for a fast first-step in college, his teacher, Pete Bommarito, clearly said the start of the run offered Jones with the maximum troubles, for the reason that a forty-backyard-sprint stance is one of a kind than a lineman’s ordinary pre-snap pose. But over the course of a month in Miami, Jones placed inside the paintings to ideal the technique. Keen on his sleep in Starkville, Jones got up at 6 a.M. each day to be the primary one in Bommarito’s door. In Indianapolis, he even ran drills in motel hallways to live sharp. That work paid off as he sprung out of the blocks, posting the second one fastest 10-backyard cut up among shielding linemen over three hundred pounds. However that wasn’t what might earn him viral reputation.
2011 NFL Pre-Draft crew Tablets
1) INDIANAPOLIS COLTS: Despite “Superman” at QB, the Colts have been overachievers ultimate season due to accidents, finishing at 10-6 and dropping a hard one to the Jets inside the 1st spherical of the NFL playoffs. When looking at this franchise, they are all approximately outscoring their opponent. They showed that they can “plug and play” at WR with the talent they’ve proven the last few years with the emergence of Garcon, White and Collie. However, the Colts universe nevertheless revolves round Manning and also you do not preserve your Ferrari parked in the road do you? No you guard it and that’s what the Colts will do early in this draft. They still had been near the pinnacle of the league with only 17 sacks allowed on Manning in 2010 However lots in their troubles on the OL had been disguised with the aid of Manning’s uncanny capability to examine defenses and get the ball out of his palms quickly. Look for the Colts to cope with the road at pick 22 in what is amounting to a pretty deep draft within the trenches. Carimi or Castonzo could be exquisite But are not anticipated to be there for his or her choose. I suppose Tyron Smith from USC may be an awesome fit here for them as he is large at 6’5and nevertheless has room to grow his frame at 290. Rackley from Lehigh could additionally be a strong choice here too if available. The relaxation of the draft have to concentrate on the defensive side of the ball. they are plenty deep at WR, Clark isn’t always getting younger at TE But this draft isn’t always true if you need a TE so they’ll bypass here. RB will be an alternative in rounds three-4 as Brown is bordering on a bust relying at the 2011 season and Addai, at the same time as showing awesome symptoms of lifestyles remaining 12 months, just can’t remember on for production and staying healthful. With Sanders now long gone in the returned cease, the Colts need to shore up their secondary. I really like them going CB, maybe even in the first and crossing their hands that the expertise at OL holds up until their 2nd pick. They also can constantly use assist on the DL role to loose up Freeney so this is an option as nicely.
2) HOUSTON TEXANS: every person’s favorite pre-season pick out to surprise did so once more, best on the drawback as common. They began out the season strong But misplaced a few near ones along the manner to once more finish a disappointing season at 6-10. Kubiak miraculously returns, typically due to the fact the offense is his forte and isn’t the trouble. that is why owner, Bob McNair gutted the protecting staff and elected to bring in “Uncle Wade” to shore things up and transfer over to a three-four the front. There is often a studying curve with that and getting the right employees up front is a venture so do not count on large strides in 2011. But, they’ll spend the majority of this draft searching out help on that facet of the ball and they will mainly discover it in a deep DL, OLB and first rate now not wonderful CB draft. The Texans know they want to fix the secondary that’s why they went CB inside the first in 2010 However Kareem Jackson disenchanted in 12 months 1. At #eleven, Peterson, Prince, Jimmy Smith or Rasi Dowling should all be to be had and likely are proper fits to as a minimum begin improving this secondary that has to play Peyton twice a 12 months. The alternative right information for the Texans is there are a decent amount of bypass speeding OLB’s in this draft that they are able to opt for in spherical 1 or 2 in all likelihood. Cushing and Barwin should make the transition excellent But including a man like Justin Houston of Georgia, Chris Carter, Fresno or Akeem Ayers from UCLA may be a terrific match. Of direction of paramount importance is always the NG inside the three-four and some groups were looking for that player for years. That is the anchor of this defense and 330 lb. gamers that still have quick ft do not develop on trees so it could take a while to get one.
three) JACKSONVILLE JAGUARS: Forever on the recent seat, coach Jack Del Rio will need to get immediate production from this draft if he goes to stick around for a while. in this QB pushed league, it is no marvel that he has had in general subpar seasons with preceding bust Byron Leftwich and now the very average David Garrard. Should this be the 12 months the Jags appearance to in the end land a franchise QB? nicely there is a lot of intensity at that function However franchise QBs? I don’t suppose you have more than a pair that would turn out that manner But nobody in an effort to assist immediately. If they cross QB early, it tells you all you want to recognize about GM Smith’s feelings on Del Rio’s long time ability as coach. Garrard is serviceable at quality and won’t be prevailing any championships, let alone a division with Peyton Manning around any time quickly. So what is going to the Jags do? They should pass generally protection yet again in this draft with a focal point on WR as nicely. Sims-Walker turned into an enigma closing year and is most possibly now not going to be resigned after underachieving. Mike Thomas regarded true last yr But Hill, Dillard and Underwood aren’t exactly household names at WR. They need some assist right here. At pick out 16, they probable will not have a shot at inexperienced or Julio Jones within the draft unless they trade up and they have too many needs on defense to provide away alternatives. A man like Torey Smith or Tandon Doss can be a great match inside the second. On protection and in all likelihood in the 1st spherical, they may cross where the expertise runs deep at DE. Jordan or Kerrigan might be top compliments to Aaron Kampman who’s coming off a season-finishing knee harm and this may additionally disguise some of the worst secondary play within the league. If there have been a sport changing Protection on this draft, that might be the choose But sadly for the Jags, that does not exist this yr.
four) TENNESSEE TITANS: The coolest news is the Titans have the eighth select inside the draft as a praise for their disappointing 6-10 end. The awful information is they want a QB and you can argue that all 7 teams in front of them, besides perhaps Cleveland In the event that they genuinely like McCoy, also needs one. The depth at this role rings a bell in my memory of 1983 But I don’t preserve as a whole lot hope that we are searching at the next Marino, Eason, and O’Brien, extra like lots of Todd Blackledge. Out are Jeff Fisher after sixteen seasons and the controversial Vince younger, we suppose. Kerry Collins remains serviceable But isn’t the answer so Search for the Titans to peer what takes place in front of them. If a guy like Gabbert, Mallett or even Newton (new and advanced VY?) are to be had, they’ll pull the trigger to create the new face of the franchise going ahead. the next biggest need for the Titans might be shoring up their DL which has been pedestrian due to the fact “Fat Albert” became the Redskins problem. there may be a chance that Nick Fairley Ought to fall and deliver the Titans the hazard to add him to the mixture. This would be a good flow despite the fact that there are questions on his determination and choice (assume Gaines Adams from several years ago). I really like Stephen Paea as nicely right here as someone who can upload some size and strength to this DL. As for the rest of their draft, I like the Titans to recognition at the OL side of the ball with Munchak now the HC in Tennessee and if the Titans pass for a TE on this shallow function within the draft this year, it’s going to tell you what the brand new regime thinks of a longtime prospect Jared Cook.
NFC SOUTH group DRAFT desires
1) NEW ORLEANS SAINTS: The 2009 High-quality Bowl champs had a difficult year defending their crown with a rash of accidents and an getting older protection in 2010. The Saints face a few decisions inside the offseason with a number of their loose Retailers (each time we have FA once more) and so will need to focus on replacing a number of Those capacity missing parts. Further, the NFC South has unexpectedly taken flight with arguably some of the pleasant younger QBs in the game sandwiched into this division with Ryan, Freeman, Brees and whoever the Panthers in all likelihood choose with the primary choose this year need to discover help in pressuring opposing QBs. With the 24th pick, they may Leave out-out at the definitely impactful DE skills However nevertheless Could locate an impact participant to help in the five method of the competitive style DC Gregg Williams like to play. If D’quan Bowers is surely in freefall, he can’t slip beyond the Saints who will get splendid ability upside at this choose for a man who changed into arguably the top DE inside the early draft prognostications of February. The rest of the Saints draft has a whole lot extra to do with FA. they have selections to make, albeit smooth ones, on the RB function where Reggie is due a big $eleven.eight million revenue for 2011 and Thomas already a unfastened Agent after an injury-plagued 2010 put him in Sean Payton’s doghouse. Chris Ivory became out to be a extremely good find as an undrafted FA, reinforcing the idea to neglect approximately taking RBs early. both manner, he will want assist In the event that they pass on so Search for spherical three to be where the Saints cope with this need. In spherical 2, I see the Saints looking to certain up their OL where there may be respectable depth at the position. OT Bushrod and C Goodwin are unrestricted FA’s this year so they will at minimum want to add a few assist to the offensive the front to defend their funding in franchise Drew Brees. I suppose Rackley out of small-school Lehigh Could stay on the board until this select and could be a superb locate that could without problems put him inside the starting lineup proper away If they lose both guys to FA. The rest of their draft in all likelihood will focus again on the defense, specially LB and S in which Darren Sharper seem like the elderly 5 years after their Super Bowl season and Roman Harper is also a FA this yr. unfortunately this position lacks proper playmakers so the Saints likely will not discover their substitute on this draft.
2) CAROLINA PANTHERS: The Panthers have the unenviable role of being rewarded for having the worst group in 2010 with the primary select in this 12 months’s draft. This spot is constantly greater of a burden than a blessing and the economic and bust risk at this spot is greater than Jamarcus Russell’s urge for food at an all you can eat buffet. The Panthers went Clauson in spherical 2 at QB in 2010 and he become to be a can’t Pass over, prepared to play prospect coming out of Charlie Weiss’s system. This became clearly now not the case as Clausen appeared lost via his 10 begins remaining yr with three TDs and nine INTs. The question for new HC, Ron Rivera is, do you burn two top selections in consecutive years for a “franchise” QB? if you do, which one do you’re taking this 12 months with a deep magnificence However full of growth or bust ability. Rumor abound regarding them taking Newton However I just can not trust that they are critical in taking him with the primary choose. He may additionally turn out to be a terrific pro QB, But top pick out? What number of strolling, misguided, big armed QBs do we should see before we recognise that this isn’t the prototype for a prevailing QB in the NFL? My bet is finances are going to play a role in deciding this pick out right here as properly. they’ll go Dareus at DT right here or Vonn Miller at OLB given Rivera’s penchant for protection. On The alternative aspect, it could be hard to withstand a skills like AJ inexperienced or Julio Jones although it is the top pick out within the draft and WR’s normally run at around a 50% bust ratio. If green clearly is the second one coming from Calvin Johnson, are you able to pass him up with Steve Smith getting lengthy within the enamel and the want for factors on this division? I say That is the interior play here as they study what the Bucs have given Josh Freeman to work with earlier than they determine that Clausen isn’t the answer at QB. with the intention to be the first of many surprises on this year’s draft.
three) TAMPA BAY BUCCANEERS: become it the time table, did the Bucs overachieve or are they without a doubt an up and coming younger group some years far from contending? 2011 will cross a protracted manner to answering that query. at the same time as the Bucs just ignored the playoffs with a ten-6 record, they nevertheless have many regions of want and Talib brought to that trouble with his offseason antics gambling target practice together with his mother on his sister’s boyfriend. This definitely complicates things because with Ronde Barber having perhaps a year or so left, their secondary unexpectedly could be very young and beatable. As mentioned before, the way to improve the backend of the defense is to use greater stress up the front and last yr, the Bucs have been one of the worst at that notching simplest 26 sacks all season. The Bucs will move OLB right here and are said to like Houston However I assume they might not be capable of bypass on Bowers if he freefalls to their twentieth pick (reminding Bucs fans of the fall that Sapp took right into their lap before). both manner, they will Search for someone to strain the passer which is a ought to inside the NFC South. As for the relaxation of the draft, the Bucs are going to need some help at ILB in which they just do not appear to admire the work that Barrett Rudd has accomplished over time main the crew in tackles two consecutive years. he’s rather undersized and could need a large agreement this 12 months and the Bucs can be greater willing to appearance to replace him thru FA or the draft. The Bucs may also need to find a CB someplace inside the first 3 rounds and also will want to add to their suspect OL and RB function as they may lose Davin Joseph RG to FA. Cadillac Williams is a FA this 12 months and is a exceptional story and cherished in Tampa But they may want to upgrade right here as well In the event that they don’t believe that Kareem Huggins can come back from tearing up his knee. That is an vital draft for the Bucs If they have long term plans on constructing on the 2010 season and up to now Marc Dominik has been as much as the mission finding high-quality expertise inside the center rounds like Mike Williams WR inside the 4th and Cody Grimm S within the 7th.
4) ATLANTA FALCONS: The Falcons came off one of their first-rate seasons in franchise history at 13-three But a disappointing loss to eventual champions, inexperienced Bay proved that this team nevertheless has some missing parts to be determined if it’s miles going to contend for a Awesome Bowl. One component that they learned is that Roddy White by using himself isn’t enough to overcome the elite defenses. Matt Ryan needs some other weapon as Harry Douglas was no longer the solution and Tony Gonzalez is at the crease of his HOF profession. I just like the Falcons to study a speedster with their twenty-seventh choose a great deal inside the mould of a DeSean Jackson as a way to back up the defenses. I really like Titus younger, Boise Country, Randall Cobb, Kentucky or Maryland’s Torrey Smith to fill this need if nevertheless available and as a minimum certainly one of them if now not all ought to be. The Falcons also may fit to the TE position seeing that handiest Kyle Rudolph in reality initiatives as a 1st spherical talent at TE and he Should get on the field with Gonzalez in two TE units and examine a number of the intricacies of the game from one of the excellent. every other location in which the Falcons need to find assist in is the secondary. They might usually use extra assist up the front to apply strain But they have been exposed as opposed to top QB play like Aaron Rodgers in last yr’s playoffs so I would not be amazed If they went CB in the first and regarded to discover their speed WR inside the second or later. At 27 they may no longer find the likes of Patrick Peterson or Prince Amukamara at that spot But Ras-I Dowling out of Virginia could be a terrific locate and is a excessive man or woman man that’s a part of Dimitroff’s winning method considering taking up for Wealthy McKay as GM.
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nerdythebard · 3 years
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#10: Trevor Belmont [Castlevania]
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Time to finish this little special with the man, the myth, the drunken legend of the series, Trevor Belmont of the House of Belmont. Poor Treffy, saved for last, and with such a long delay. Well, let's see what he brings into the game!
Next Time: Nothing like the refreshing taste of coffee with honey, eh?
Y'all know the drill. Let's examine what we need to make Trevor shine on the battlefield:
Whip It Good: The main weapon of the main man. Trevor's proficiency with the whips goes beyond the bedroom. He's precise enough to poke a guy's eye out. He's also pretty good with, well, anything he can find, including tavern mugs, rakes, or just his very own fists.
Monster Lore & Tactics: Now, Trevor himself said he's not been that keen on learning from his family's library, but we see him dropping bits and pieces of that monster hunter's lore. He also can sense magic and lead untrained villagers against a night creature attack.
Fancy Feet: Trevor is quite agile, able to keep up with Alucard's super-speed, climb up trees with ease, and do some nice tricks with his whip... and of course, reflexes like a cat!
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There's nothing troublesome about Trevor's race; just like Sypha, he's Human. Humans (Variant) get a +1 to two abilities, let's get Dexterity and Constitution, proficiency in one skill their choice (Acrobatics), they know Common and one additional language, and they can take a feat. Tavern Brawler gives us several benefits, fit for a rough-and-tumble monster hunter:
We increase our Strength or Constitution by 1;
We are proficient with improvised weapons (which means anything from broken glass to a dead vampire can be our weapon now);
Our unarmed strikes now use a d4 for damage instead of our Strength modifier;
When we hit a creature with an unarmed strike or an improvised weapon, we can use our Bonus Action (instead of Action) to grapple a target.
Since Trevor is the last member of the House of Belmont, and stores quite a number of artefacts and knowledge in the Belmont Hold, I think the Inheritor background from Sword Coast: Adventurer's Guide fits him well. We gain proficiency with Survival and one other skill from the list (let's get History), we learn one more language, proficiency in a gaming set or a musical instrument, and we get the Inheritance feature, which lets us create the Belmont Hold. Work out the details with your DM.
ABILITY SCORES
Our main ability will be Dexterity, it will work great when we get our whip. Constitution is next, we can take a few punches and we sober up pretty quick. Trevor loves his ale, much to Sypha's annoyance. Follow that up with Strength; some of Trevor's weapons use that instead of Dexterity.
Wisdom is next, we know what to do when fighting night creatures, even with common household objects. Intelligence is a little low, but Trevor himself said he was never really a fan of learning and doesn't know much about magic. Finally, we're going to drop Charisma... Trevor's social skills are lacking, and there's a reason he's the main himbo of the show.
CLASS
Level 1 - Fighter: We start off simply, as a Fighter. Our Hit Dice is a d10, and we start with [10 + Constitution modifier] Hit Points. We get proficiency with light armour, medium armour, heavy armour, shields, simple weapons, and martial weapons. Although we don't really see Trevor donning any protections (Giggity), we could assume give him leather or studded leather armour, and of course a whip as his main weapon. Our saving throws are Strength and Constitution, and we get to pick two class skills: let's get Intimidation and Perception.
Fighters begin by choosing their Fighting Style, and similarly to Alucard, we're going to pick Duelling. It gives us a +2 to our damage rolls if we're using only one weapon in hand.
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We also get Second Wind, which lets us heal for [1d10 + our Fighter level] once per short or long rest, as a bonus action.
Level 2 - Fighter: At this level, we gain Action Surge. Once per short or long rest, we can take extra Action on our turn.
Level 3 - Fighter: This is where we select our subclass, our Martial Archetype, and what else fits a Belmont other than Monster Hunter from 2016 Unearthed Arcana. Starting as a Monster Hunter, we get some skill proficiencies (pick Insight and Investigation), and Combat Superiority feature. We get four d8 Superiority Dice, which we can use for a number of different benefits:
When making a weapon attack against a creature, we can roll a Superiority Die and add the result to the attack roll.
When making a weapon attack against a creature, we can roll a Superiority Die and add the result to the damage roll.
When we're making an Intelligence, a Wisdom, or a Charisma saving throw, we can roll a Superiority Die and add the result to the roll.
When making an Insight check or a Perception check, we can roll a Superiority Die and add the result to the roll.
We regain all expended Superiority Dice after finishing a short or long rest. We gain additional die at the 7th and 15th level.
With Hunter's Mysticism, we can cast Detect Magic as a ritual spell. Trevor was able to smell lingering traces of magic on artefacts and in locations. Once per long rest we can also cast Protection from Evil and Good, with Wisdom as our spellcasting ability. In addition, we learn a language wielded by supernatural creates: Abyssal, Celestial, or Infernal.
Level 4 - Fighter: Time to get our first Ability Score Improvement! Let's put one point in Wisdom, and the other in Strength.
Level 5 - Monk: Jumping into a more nimble class for a moment. At their 1st level, Monks get Unarmoured Defence, which makes our AC equal to [10 + Dexterity modifier + Wisdom modifier], provided we're not wearing armour.
With Martial Arts, we increase our hand-to-hand combat capabilities, which works pretty well with our Tavern Brawler feat. We can use Dexterity instead of Strength for our unarmed strikes and monk weapons. When we use an unarmed strike/monk weapon as an Attack, we can make two unarmed strikes as a bonus action.
Level 6 - Monk: We get access to the Ki energy. Starting with 2 Ki Points, we gain access to the following abilities:
Flurry of Blows lets us spend 1 Ki Point to make two unarmed strikes as a bonus action;
Patient Defence burns 1 Ki Point to let us take the Dodge action as a bonus action;
Step of the Wind doubles our jump distance and lets us take the Dash or Disengage action as a bonus action.
At this level, we also get Unarmoured Movement. Our ground speed increases by 10 feet, provided we're not wearing armour.
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Level 7 - Monk: Here, we pick our second subclass, our Monastic Tradition. With Trevor, who is undoubtedly the master of all weaponry, going with Way of the Kensei is an obvious choice. The Kensei Monks take training with their weapons to a whole new level, and the Path of the Kensei feature presents that perfectly. We get to choose two weapons: one melee and one ranged (whip and darts), those become our Kensei Weapons that gain special properties as we level up in this class. We gain three Kensei benefits when we choose this subclass:
Agile Parry gives us +2 on our AC if we have a Kensei weapon in our hand, and if on our previous turn we used it/made an unarmed strike.
Kensei's Shot lets us use a bonus action to improve our ranged weapons (we've seen Trevor using throwing knives, so darts seem to be the best equivalent). When we use our ranged attack, we can add 1d4 to our damage roll. We retain this property until the end of our turn.
Way of the Brush: We gain proficiency with either calligrapher's supplies or painter's supplies.
At this level, we also gain Deflect Missiles ability. If we're hit by a ranged attack (not a spell), we can use our reaction to reduce the damage by [1d10 + our Dexterity modifier + our Monk level]. If we manage to reduce the damage to 0, we catch the projectile, and we can use our reaction to make a ranged attack (20/60) with it.
Level 8 - Monk: We get another ASI! Let's put one point in Wisdom and another in Dexterity.
We also get Slow Fall. If we're falling, we can use our reaction to reduce the falling damage by [our Monk level x5].
Cat reflexes.
Level 9 - Fighter: Coming back to Monster Hunter, we get the Extra Attack feature. We can now attack twice instead of once when using our Action to attack.
Level 10 - Fighter: Halfway through the build, and it's time to get another ASI. We shall put another point into Dexterity and one into Charisma, to slowly get rid of the negative modifier.
Level 11 - Fighter: We get our first Monster Hunter upgrade. With Monster Slayer, whenever we expend one Superiority Die for whatever benefit, we can instead expend two. The Dice are expended as they normally would, but if the target is an aberration, a fey, a fiend, or an undead, we add the maximum number to the damage.
Level 12 - Fighter: Another ASI! Let's put +2 to our Dexterity to max it out (and actually giving our whip decent damage).
Level 13 - Monk: We jump back to Kensei for a second. This level would give Monks Extra Attack, but we already have that feature from the Fighter. If your DM agrees, pick the optional class feature, Focused Aim, from Tasha's Cauldron of Everything. When we miss an attack, we can spend from 1 to 3 Ki Points to get +2 to our attack per each Point, to potentially turn the miss into a hit.
We also get Stunning Strike: when we hit our target with a melee weapon attack, we can spend 1 Ki Point to attempt to stun it. The target has to make a Constitution saving throw (DC = 8 + our proficiency bonus + our Wisdom modifier) or be stunned until the end of our next turn.
It is also at this Monk level (6th) that our Martial Arts die changes from a d4 to a d6,
Level 14 - Monk: Our punches become extra punchy with Ki-Empowered Strikes. From this point onwards, our unarmed strikes count as magical for the purposes of overcoming resistances and immunities to non-magical damage.
We also get an upgrade to the Kensei subclass. Thanks to One with the Blade we now get access to the Morningstar whip.
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Our weapon attacks now count as magical, for the purpose of overcoming resistances and immunities. Additionally, once per turn, when we hit a creature with our weapon, we can add extra damage equal to our Martial Arts die roll.
At this level, our Unarmoured Movement gains extra 5 feet.
Level 15 - Fighter: At this level of Fighter, we get the Indomitable feat. Now we can re-roll a failed saving throw once per long rest. We have to use the new roll, even if it is lower.
Level 16 - Fighter: We get another subclass upgrade with Improved Combat Superiority. Our Superiority Dice change from a d8 into a d10.
Level 17 - Fighter: At this level, we get additional Extra Attack. We can now attack three times, whenever we use the Attack action on our turn. That gives us a possibility of up to six attacks when combined with Action Surge.
Level 18 - Fighter: Time for another ASI. Let's put one point into Charisma and one into Wisdom.
Level 19 - Fighter: Our Indomitable feature improves to two uses per long rest.
Level 20 - Fighter: Our capstone is Fighter 14, and we end it with an ASI. We put one point into Wisdom... and I hate to leave an odd number, but we have to distribute it somewhere. Let's put it into Intelligence.
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We've got Trevor Belmont. Let's see how he turned out:
To start off, we've got a really good defence. With an AC of 18, +5 to our initiative, and 45 feet of ground speed, we have a pretty good battlefield presence. We also have 181 Hit Points on average, so we can take a punch or two from a vampire.
Unfortunately, we have to manage our resources with five Superiority Dice and six Ki Points, making sure they don't fly by. We also are pretty vulnerable to Charisma and Intelligence saving throws.
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And that is it, that's all for the Castlevania trio. Once again, I am accepting requests for any fictional character you wish to see, and if not - we're going back to SMITE gods. That's it for now, tune in next time!
- Nerdy out!
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