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pokemon daggerheart prep

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  • Lonestar85
    Lonestar85 Member Posts: 2,061 ✭✭✭✭✭
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    @clasingla Will you use the optional Massive damage threshold or will it be standard Minor/Major/Severe?

  • clasingla
    clasingla Member Posts: 7,758 ✭✭✭✭✭
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  • Lonestar85
    Lonestar85 Member Posts: 2,061 ✭✭✭✭✭
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    @Hades0918 @Evolve8eon @UnovanZorua @Morpekofreako @PikaCarter2025

    Hello Group B. Below are character sheets(for those GM managed to complete) along with helpful and pertinent information for the entire group.

    @UnovanZorua Mildred the Bard. You have Deft Deceiver and Book of Tyfar Domain cards. I don't know your Ancestry perks yet because GM hasn't created them yet 🤣 That goes for everyone sadly. Deft Deceiver costs a Hope to use but gives advantage on situations where you're trying to Deceive a target(aka lying to them). Book of Tyfar gives you three spells: Wild Flame Spell(melee range) that can target up to three enemies. On success deal 2D6 Magic Damage + Stress to the target(s). Magic Hand permits you to grab anything you can within Far Range and Mysterious Mist permits you on success(difficulty of 13) to cast a thick fog that obscures everything with Very Close Range of you. Your Community perk permits you to spend one Hope per Session to pull an item out of your Nomadic pack to help you in a given situation (kind of a unique Experience mechanic as I see it).

    I should note your Class Feature(Hades pay attention this applies to you too). Bards give every player in the Party a D6. This is known as a Rally Die since Bards rally or support the Party. Since there are two Bards everyone gets two of them. You can then spend these Rally Die on any action roll, reaction roll, damage roll or use them to clear stress(amount removed based on roll). Rally Die may only be spent on yourself, which is a bummer if an Ally needs it. Even so, clearing Stress can be quite helpful for certain Classes. These Die replenish every Session so use them.

    Your Class Hope Feature(costs 3 Hope) applies a -2 Difficulty debuff to a target within Close Range. Costly but could prove useful.

    Your Subclass perk(Hades pay attention too) permits you to apply various buffs/debuffs based on the song you do per long rest. You can cause yourself and all allies within Close range to clear a Hit point(aka replenish a Hit Point), Make a Target within Close Range Vulnerable(aka rolls against it have Advantage or + D6) and cause yourself and all allies within close range to gain a Hope. Maybe you can give the group a rousing performance to honor the start of the Campaign and give everyone a Hope(just a thought).

    Since there are two Bards with the same Subclass, this can be done twice(once by each of you).

    @Morpekofreako

    Nom the Wizard has two Codex Grimoires to go with a Seraph Spell. Like with Mildred, I don't know your Ancestry perks yet but your Wizard has one powerful Class Feature in Strange Patterns. It permits you to pick a number from 1 to 12. If that number appears on either Duality die(Hope or Fear) you gain a Hope or clear a Stress. You must note this number at the first Session and can change it during a Long Rest. Your Hope Feature, while costly at 3 Hope, can force the GM to reroll an attack or damage roll that is within Far range of your character.

    Given that you have Two Rally Die from your Bard companions, I highly recommend taking advantage of your Adept subclass perk at every opportunity to gain +4 boost to your rolls by calling upon your Experiences and marking a Stress instead of paying a Hope. Your Rally Die can then clear the Stress you accrue.

    Domain abilities are as follows:

    Bolt Beacon costs one Hope(on success), has Far range and deals D8 +2 Magic damage(based on Proficiency) and makes target Vulnerable.

    Slumber: Very Close range, causes target on success to fall asleep and stay that way until cleared by GM or they take damage.

    Arcane Barrage: Once per rest, spend up to 6 Hope to hit a target within Close range. Roll D6's based on number of Hope spent to deal that much Magic damage to the target. ← Magic Missile since it ignores Hit Check.

    Telepathy: Costs a Hope to establish connection with target you can see. Lasts until next rest or you cast the spell again.

    Wild Flame: Melee range and hits up to 3 targets. On success deal 2D6 Magic damage + Stress to each enemy hit.

    Magic Hand: Can grab anything you can within Far Range

    Mysterious Mist: Difficulty of 13, on success obscures everything within Very Close Range of you.

    @PikaCarter2025

    Your Rogue is pretty deadly if you take advantage of its Class features and Subclass perks to the fullest. As a Nightwalker Rogue, you can mark a Stress to step behind your ally(on their Shadow) and reappear at another location with a Shadow up to Far distance(12 squares on a combat grid). You can do this as often as you like because you have two Rally Die thanks to your Bard allies that can then be rolled to remove Stress you accrue or be used to impact your Attack rolls. Too lazy(ATM) to hunt down your Domain cards but Rogues are simple to understand. Lmk if you got questions.

    @Evolve8eon

    Here's Johnny Shelly. Just remember that your Stalwart Subclass is built for tanking. Iron Will perk permits you to mark one additional Armor slot to reduce incoming Physical damage(not Magical) by one Severity. Meaning that with Get Back Up domain card ability, you can mark a Stress to cut Severe damage to Major, cut it to Minor by marking an Armor slot and if it's Physical, use Iron Will to nullify it by marking another Armor slot. You can then clear those Armor slots via your Class Hope Feature and thanks to your Bard, you can clear the Stress via the Rally Die they provide.

    If anyone has any questions, feel free to ask. Ancestry is not done yet afaik so I can't answer your ability or Pokemon moves yet.

  • Evolve8eon
    Evolve8eon Member Posts: 6,337 ✭✭✭✭✭
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    when is it?

    Because I might not be able to make group B day one,

    Or a maybe might it depends

  • Lonestar85
    Lonestar85 Member Posts: 2,061 ✭✭✭✭✭
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  • Hades0918
    Hades0918 Member Posts: 20,664 ✭✭✭✭✭
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    Okay my paper isn't ready I see

    I'd rather do a dance then sing for that perk we discussed

    Nice joke with Shelly

  • Lonestar85
    Lonestar85 Member Posts: 2,061 ✭✭✭✭✭
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    edited July 20 #1108

    Forgot yours but your Class Features and Subclass perks are the same as Unova's. The only difference is your Traits, and Domain cards if memory serves along with your Equipment loadout. That and Ancestry obviously but that hasn't been Homebrewed yet. I'll be lending a hand on this since GM is very busy.

  • Hades0918
    Hades0918 Member Posts: 20,664 ✭✭✭✭✭
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    Yup!

    I chose two Codex!

    None of the Grace looked interesting for her..

  • Lonestar85
    Lonestar85 Member Posts: 2,061 ✭✭✭✭✭
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    If memory serves, these were the Abilities that you all picked.

    Shelly: Battle Armor(Kabuto)

    Mildred: Poison Point(Budew)

    Nom: Hunger Switch(Morpeko) ← only option

    Bailonda: Moxie(Quaxly)

    Shiroboshi: Protean(Froakie)

    @clasingla These are just some ideas as to what the ability perk can be along with an ancestry perk based on Dex entry.

    For Shelly:

    Battle Armor: Prevents Critical Damage

    Hard Shell: Damage Threshold increased by Proficiency

    Battle Armor behaves just like in Pokemon. For Daggerheart, a Critical Hit would take the max damage possible and add it to a typical damage roll. For example let's say you crit with a D10 +2 weapon. You'd roll normally(roll an 8) and then add the max possible(10) to the roll or 8 + 2 + 10(Crit) = 20 damage as opposed to 10 normally. Extremely strong ability. For ancestry perk, Kabuto have extremely durable and hard shells so I kind of pulled from existing Daggerheart Ancestry by giving you the Galapa or Turtle people perk by increasing Damage thresholds by Proficiency. Basically as you level up, so too does your ancestry perk. You basically get +1 to damage thresholds to start that goes as high as +6, which will stack with your Stalwart subclass perks.

    For Mildred:

    Poison Point: When adversaries within Very Close range make a Physical attack against you and succeed, they must roll a D10. On a result of 1, 2 or 3, they are Poisoned.

    Pedal Sensitivity: +1 Bonus to Instinct.

    Pretty straightforward with a 30% Poison chance on physical attacks since Magic doesn't make contact. Gave a bonus to Instinct since Budew is highly sensitive to changes in temperature.

    For Nom:

    Hunger Switch: Every session, you start in Full Belly form. When spotlight switches to GM, you change form. While in Full Belly, Electric Type attacks always hit. While in Hangry form, Dark Type attacks always hit.

    Hunger Pains: Gain a bonus depending on which mode you are in. If Full Belly, gain +1 to Knowledge. While in Hangry mode, gain +1 to Presence.

    I honestly didn't know what to do for Morpeko. He might be the most difficult Pokemon to adapt for Daggerheart. Your ability permits you to change between forms and which form you take dictates which Pokemon moves ignore the hit check. You also gain a trait boost depending on the form. When you have Full Belly, you are composed and are able to comprehend things around you. Yet when in Hangry mode, you lose control and make a scene, often to intimidate or deceive those around you in order to feed your insatiable appetite.

    For Bailonda:

    Moxie: Gain +1 to Damage rolls, up to +6, for each adversary you defeat until the end of combat.

    Strong legs: +1 to Strength

    Opted to use Hades form of Moxie. Actually feels fair and appropriate for Daggerheart. Quaxly have strong legs, hence a modest boost to Strength.

    For Shiroboshi:

    Protean: When making a Pokemon attack, your typing can change to match that of the move used. May only be done once per combat.

    Frubbles: When an enemy makes a successful attack against you, roll a D4. Reduce incoming damage by the result.

    Protean isn't exactly made for Daggerheart but I figured I'd make it to where you can be a chameleon in a sense by changing your Typing. Your Frubbles reduce incoming damage, behaving like my Rune Ward spell but is more consistent.

    @clasingla Feel free to use these. Also when we evolve, I assume our ancestry will change no?

  • clasingla
    clasingla Member Posts: 7,758 ✭✭✭✭✭
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    when you evolve your ancestory will change yes

    Also I was thinking for Morpeko second ability you heal additional hp equal to your tier when you eat a berry

    I already made kabuto second ability and applied it to their character sheet which they get a +1 to armor score

    I feel like hunger switch should be something that should be activitated instead of natural and should have some sort of additional effect that causes the marking of stress (You may mark a stress to change form while in full belly form you may subtract incoming damage to you by 1d4 while in hangry form you may deal an additional 1d4 damage on a hit (aura wheel if you have it changes type too)

    I feel frubles is a decent idea I think it should have a range of very close and farther Ranges


    Those are just my thoughts though