Give yourself one more physical ability so I can feel a little more secure for her safety. But other than that, Tiki is accepted, if you need help thinking of something shoot me a PM my Fire Emblem compatriot.
Awesome! I've actually been meaning to ask if we may know a little bit more about how exactly our characters will be starting out, as far as talking to our new Goddess or whether or not we'll be scattered around the map.
• The bus accident happened moments ago, goddess summons you and gives her speech saying “Git gud and fight the darkness.” and the characters will just fall from the sky landing in one general area.
• Look for the three little circles on the map I posted, that’s where the story begins.
They’ll realize their race and appearance changes when they look at their hands and the others who are summoned. Their abilities they will not be aware of, it’ll be something they’ll have to learn about organically.
Didn't get notified before, terribly sorry to be late here. Anyways, I can add the Lizardman description with ease. As for offensive magical abilities, I can add some attack spells, I'll have to take a glance at the D&D stuff. Artificers aren't really your standard class, since they're the support guys. But some of their stuff gets...wild. And gotcha, if there's no need for the folding boat, I can replace that with something else, and develop it later down the line. I also left out one of the more hilarious items, since being able to make a mechanical creature that fights with you is a bit crazy. Additionally, Alchemical Fire and Alchemical Acid are attack skills/spells. Healing Draught is just "hey you want a health potion that can be used regularly, but still needs a minute to cool down?" Artificers are just fun to play with. I considered the Gunsmith sub-class in place of the alchemist, but also figured I could always find a way to justify that later. Unless you don't mind me merging two sub-classes into one?
That Goddess Lady is gonna get a Lizzieman asking her for directions at some point.
Anyways, yeah, I'll make edits tonight, when I get settled in at dorms, no time to go through things seriously atm. Thanks again for feedback! Again, sorry to take a bit here, I forgot to put this thread in my subs list, and I wasn't getting notifs from tags, lol.
@Epsir When I was first starting out with D&D, about six months back, I didn't know the items that well, and the wiki I was using didn't provide links to what I was looking at. But man, when my friend who's a D&D nut told me what a Folding Boat was, I went "I have to have that." I'll probably look at that Haversack later, see if the wiki I'm using has info on it.
It's not like this is a DnD RP to begin with, Doc. So it probably doesn't matter what you tie things up together with, as long as, you know, it makes sense with regards to the legend or your whole theme.
They’ll realize their race and appearance changes when they look at their hands and the others who are summoned. Their abilities they will not be aware of, it’ll be something they’ll have to learn about organically.
Working on my CS. just finishing the magic skills part.
Regarding what you said, characters with heightened physical abilities will have them ready from the get-go, right? (at least the basic ones)
Everyone has the abilities listed on their sheets from the get-go, but the question was more so “if they knew” which they do not. If your character has a plethora of spells to cast, it’s their job to figure out how to use them organically. It’s not like you’ll need to level up to learn them, they’ll just need to learn how to draw mana from leylines organically.
Yeah, I'm tracking with the whole not being D&D based. That's partly why I didn't go directly for standard Artificer. I'll make fixes when I can, not feeling tip top. I'll be on Discord in a moment though!
@DocRock The Haversack and the Bag of Beans really just give you the most (potential) bang for your buck and feature a lot of QoL stuff when needing a boat is not necessarily guaranteed despite having a boat being awesome. A shockingly realistic drawback, actually. Anyway to get away from DnD since we're not DnD, imo it's totally for the better if you just take the concept of Artificer and act like you don't know much else about it; it's a very troubled class a lot of people would say in that it doesn't really... go anywhere as it grows. Hollow specializations, generalist identity as a third-caster with con saves, bunch of stuff.
As far as suggestions go, this isn't necessarily an attack but it is a more combative feature that might satisfy the GM's request. Since the character is an enchanter by nature you could say they work with magic on a very technical level and in doing so garner a more definitive understanding of what makes magic work- and not work, in certain circumstances. Not sure if it's appropriate to the thread but some manner of counter-magic or dispel feature would give your Saint Artificer more to do in combat that doesn't necessarily detract from their super utility focused identity.
Just wanted to post it here so you guys could see it too. :-)
Name:
Amaris Mallory
Age:
18
Gender:
Female
Race:
Huma
Appearance:
With a petite, fragile and delicate body together with both a hair and a skin as white as the freshly fallen snow, Amaris could certainly be described by having a doll like or an ethereal beauty. Delicate, fragile, pure and untouchable... Only if it wasn't for her eyes. Not blue, nor golden nor even brown eyes like the vast majority of the Humas, Amaris' eyes are as black as the night itself.
Her unusual appearance, coupled with the gothic lolita style dresses she often enjoys using give her a very striking and hard to ignore presence. Not always for the best as it seems to attract the wrong type of attention from those who believe in the holy church.
Unlike some students who were able to enter the Kurtzpel University due to money, importance, prestige or connections, the only reason for Amaris to being able to enroll in such university was her brilliant mind. Unlike some students who needed to work hard to merely have a chance to attend Kurtzpel University, Amaris could be considered a natural genius. Brilliant, but difficult to deal with.
Being the sole daughter of a family of relatively minor importance in the world, while she definitely was far away from being poor, she was also nowhere nearby of having the same amount of money and power the families from the other students had. Due to this same reason, she was seen by her parents not as their child, but as a chance for their family to be relevant in the world. A 'ticket' to fame. As such, Amaris was raised with an incredible pressure on her shoulders. Anything other than excelence and perfection were inadmissible for her. All those factors coupled with her already gloomy personality made Amaris a girl that had no motivation for anything.
For Amaris, her life was dull. Nothing really interested her. Studies were too easy for her, dealing with money, politics and other people was something that she didn't understand and didn't want to understand. Other than the few distractions she had such as books, games and the dresses she liked to wear for herself (it's not like she would go to any parties wearing them or anything), nothing really had a reason for her.
As such, on the day of her death, Amaris felt nothing. The pain was certainly there, but after trying to move a few times, she realized that if she stood still, it would eventually go away. She knew she was dying and yet, she didn't even had enough motivation to try and save her own life. As the bus crashed into the 18-wheeler, she could only stay there and feel the last of her strenghts leaving her body as she observed the bodies of the other students. Some had their head splattered against the window, killing them instantly, others still screamed, agonizing in pain as Amaris simply stood still, her delicate and small body pierced by glass shards and a huge metal pipe going through her stomach. The gruesome sight meant nothing to her, in fact, it even had a certain... beauty to it, almost like the dark fantasy books she often liked to read. Just a bit more... gorey and real...
Legend: The Witch of the Dark Thorns
For some, a cursed soul, forgotten by the goddess, a heretic that meddles with the forces of darknes and evil... a witch that deserves to be purged. For others, a sad, alone and misunderstood soul abandoned by all, even the goddess due to its ancestral, terrifying and forgotten powers, posessing nothing but magic and knowledge, a poor young girl that needs to be saved.
Many legends exist about the Witch of the Dark Thorns. Their origin, always as uncertain as the contents of the legend itself. Some say that the Witch was an unlikely and one of the strongest allies of the heroes of the light, others say that she fell completely for the darkness inside her own heart and became a terrible threat for them and yet, some others say that she never took a side on the conflict, isolating herself, taking her knowledge and powers with her to never being seen again.
Notable Items:
Sta 2
Str 1
Dex 2
Int 20
Fai 0
Physical Abilities:
Small Body - Having a small and delicate body means she is useless in a physical fight, but it also brings some advantages. Amaris is able to pass through tight places where others wouldn't.
Writing and Painting - Studies about macic, leylines, grimoires, scrolls and sometimes... the landscape. Since Amaris has no one to do those things to her, she became quite proficient at them.
Quick Thinking - Amaris has a delicate and fragile body. She is by no means a fighter. But in the other hand, she developed quite the fast reaction speed and the ability to stay calm and think about a multitude of things at the same time.
Magical Abilities:
The Shadow Grove Amaris uses her power to transform the area into the Shadow Grove temporarily. The size of the conjured Shadow Grove depends on the user's intellect. The Shadow Grove is a dark, dense and ancient forest replete with ancestral, wild shadow magic. Every branch, leave and root has thousands of thorns. Inside this area, the air is thick with wild, ancestral magic, making other types of magic less powerful and more difficult to cast. Amaris has many benefits when casting her own spells inside the Shadow Grove and even moving herself inside it as she is unnaffected by all the thorns and plants, being able to completely ignore and 'phase through' them. It also seems to cause hallucinations, making those inside it hear and see things, which are always terrifying.
Dark ThornsUser can control Shadow Thorns that erupt from the ground. These shadow thorns are incredibly resistant to most types of magic and cannot be cut with blades but they are vulnerable to fire. Shadow thorns erupt from the ground to bind and constrict an enemy, tearing their flesh apart slowly as they do so, causing an agonizing pain and bleeding. It can be also used as a 'spear' of sorts, piercing through an opponent instead of ensnaring it. It can also be used to create a dense wall of thorns to either protect Amaris or block her enemies.
Dark Faeries Amaris conjures small shadow fairies. They listen to her orders and she can use them as her own eyes and ears. The number of Shadow Sprites that can be controlled at the same time varies according to the user's intelligence. The number of Dark Faeries conjured increase if Amaris is inside the Shadow Grove. She can also send them on a frenzy to attack her enemies. Albeit small, these Dark Faeries have razor sharp wings that they use to inflict thousands of small cuts on their enemies. Faeries are mischievous and cruel beings if provoked and they will not hesitate in using the most cruel tactics to get rid of its enemies.
Dark Faerie Queen's Blessing The user has the favor of the Dark Fae Queen, having an unique bond with dark faeries and being loved by them. The Dark Fae Queen is a whimsical and mischievous being though and the concepts of 'good' or 'evil' does not apply to her. She can either help the chosen one, make the chosen one pass through tests or even play tricks just for her amusement. As an side effect of said blessing, the user enjoys the protection of the Dark Faerie Queen, meaning that as long as the user is surrounded by shadows, they become essentially invisible, melding themselves with the shadows.
Ancestral Blood The user is intimately connected to dark ancestral magic which has been forgotten by the ages. Due to not existing any masters of said magic other than the Dark Faeries themselves, the user will have to discover them by himself (maybe with some help by the dark faeries or their queen), being able to use ancestral curses, curse magic and Fae Fire if they're able to master it.