Grave robber darkest dungeon 25/1/2023 Toxin Trickery: You have such familiarity with poisons and using them, and anti-toxin on yourself that you have created a solution from your poison kit for your unique physiology. The effect that she experiences will depend on the poisons she consumes, allowing her to cure a wide variety of conditions.Īgain, thanks for your input. When the Grave Robber's uses "Toxin Trickery", she consumes poison direct from her poisoner's kit, knowing that the doses and combinations will cure or invigorate her, rather than harm her. Blood thinners can make you bleed to death. Medicine and poison are two sides of the same coin. Yes, I suggested that the Grave Robber's potion should do things like end the blinded, deafened, paralyzed, poisoned, or stunned conditions (or one disease). It is an interesting idea, but I don't see how this could be achieved with only a poisoner's kit proficiency. I assumed that meant alchemy, kind of like the alchemist 3rd level ability Experimental Elixir which is a potion that has 6 distinctly different effects. I thought you suggested that having a potion that did things like: end the blinded, deafened, paralyzed, poisoned, or stunned conditions (or one disease). I must have misunderstood this point then. She even gets bonuses for being hidden or for her target being sick. Meanwhile, the Grave Robber lacks the Dueling Style because she cannot deal good damage with a one-handed melee weapon unless her target is busy with her allies in front of her. The names of his skills and their effects even reflect this (Duelist's Advance, Riposte). You don't need fighting styles to represent these things.įighting Styles represent a trained warrior's superiority, not because of circumstantial advantages and unfair tactics, but because of pure technique.įor example, the Highwayman could be represented with the Dueling Style because he deals incredible damage with a one-handed melee weapon, no matter the circumstances. Rogues already have a lunge attack, and Rogues can already throw two daggers. Dueling and Two Weapon fighting both reflect those options and allowing a fighting style without multiclassing seemed appropriate to me. had both the lunge attack and could throw two daggers. I have put limitations in the campaign concerning race (humans only), class (no multiclassing), and ASI/feats (none). I had started a thread about it awhile back, but think it is too old and dead to bring back now. This was initially just a one shot that has turned into a home brewed 5e campaign after our regular game was interrupted. So far so good though as the players are having fun. It is difficult to carry all the things I like about the video game into role playing. You sound like you enjoy the game Darkest Dungeons as much as I do. So widening the Grave Robber's skills beyond poison into alchemy steps on another player's special skills. The Plague Doctor does, they are an artificer subclass. The Graverobber's Toxin Trickery is a 9th level feature, so it should be have a similar variety and intensity of effects.The thing is they don't have an alchemy skill. This costs 1 ki point, and it gets 6 ki points per short rest. ![]() I think the idea of having a potion with side effects is really cool! But you need the main effects to be more dramatic and less situational.Īt 6th level, the Way of Mercy Monk can use his action to end the blinded, deafened, paralyzed, poisoned, or stunned conditions (or one disease) on a target. you have vulnerability to all poison damage.you have disadvantage on saves versus poison.you have the poisoned condition immediately.If a second dose were taken before a long rest, not only would there be no benefit, it would also have the reverse effects for 2 hours: This solution is hard on your body and only works once per long rest. you gain resistance to all poison damage. ![]()
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