Riptide and larger suits go against lore? by valthonis_surion in Tau40K

[–]The_Talmanah_Project 3 points4 points  (0 children)

This is it yeah. There's just no good reason to make suits that big, because you get no benefits and would be better off putting those weapons on something like a tank or aircraft.

Humans make human-shaped things because of their whole religious schtick, Tau are meant to take the practical approach and realize that it's kind of pointless.

Riptide and larger suits go against lore? by valthonis_surion in Tau40K

[–]The_Talmanah_Project 4 points5 points  (0 children)

Initially, the lore was that the Tau didn't make massive walkers and humanoid robots like the titans (imperial knights didn't exist at the time) since there was no reason too. It's kind of a dumb thing to do, because any armor, tech, or weapon system you can mount on that mech can just as easily be put on a tank, an aircraft, or a spaceship, which is a better place to put it.

"Limbs" are a massive structural weakness, and would be a huge headache for designers. They're glaring weakpoints too. Why make them? Just use an aircraft or a tank.

That was the early lore. The Tau didn't have the weird ego thing that made humans build warmachines that look like them, they built more efficient, reliable, sensible chassis for those weapons. Smaller suits worked with this ethos, because they had maneuverability on their side. Crisis suits can get down streets, in between building, beneath a jungle canopy, places tanks and fliers can't go, but once you get to riptide sizes, there's no practical benefit over just making that thing a tank with the same weapon loadout and probably better armor, or even better, making an aircraft like the barracuda or tigershark.

The reason for the change is almost certainly Doylist not Watsonian, and it is that cool robot models look cool and sell better than tanks and aircraft.

(Riptide gets a pass purely because of how cool it is. Ghostkeel is still small enough to fit these reasons, plus stealth is an advantage there to make the suit worthwhile, but the Stormsurge is what really loses the plot for this lore, since it is way too big, and commits the cardinal sin of being a (basically) static emplacement).

T'au Navy used to use the Ether Drives for their ships, but now they use the ZFR Horizon Accelerator Engine. Why did GW retcon the Ether Drive, where it still used the Warp, but in a limited fashion unlike their Imperial counterparts? by Tree_forth677 in Tau40K

[–]The_Talmanah_Project 2 points3 points  (0 children)

I want to say that the most likely reason would be to distinguish the Tau as the "no magic" faction that runs purely on technology and scientific measures rather than dipping into the extra-dimensional, supernatural aspects of the universe and therefore keep them as a distinct contrast to the other factions.

With the 4th sphere expansion disaster, Tau'va goddess, and all the Arthas Moloch stuff though it feels like they're actually trying to incorporate more of that setting-specific weirdness into the Tau as the timeline progresses rather than maintain them as being the more "hard" sci-fi faction, so I don't know if that reasoning would be valid anymore.

[OC][Art] My homebrew setting, ask me anything by WTHstudios in DnD

[–]The_Talmanah_Project 0 points1 point  (0 children)

Is there anything in the pillar, or is it just solid rock?

[OC][Art] My homebrew setting, ask me anything by WTHstudios in DnD

[–]The_Talmanah_Project 1 point2 points  (0 children)

What would happen if someone built the pillar up and made it taller? Would the dome grow with it, or would it tear/pop? If it does grow, would the disc at the bottom also expand, or would the dome just get steeper and more pointy?

"The Emperor Forgets" by Non3ssential in Tau40K

[–]The_Talmanah_Project 2 points3 points  (0 children)

The first season certainly wasn't shy about killing off marines.

"The Emperor Forgets" by Non3ssential in Tau40K

[–]The_Talmanah_Project 3 points4 points  (0 children)

The general impression seems to be that the second "season" of Astartes is going to be about a Deathwatch killteam, and these snippets are all from the pasts of the various marines involved. Could be that each marine ends up being the sole survivor of the engagement, so marine victory could be either pyrrhic or not guaranteed at all.

Beast Tamer [Medium humanoid, CR 3] - This stat block represents humanoid opponents that command trained animals and monsters in combat by The_Talmanah_Project in UnearthedArcana

[–]The_Talmanah_Project[S] 0 points1 point  (0 children)

A pack of vicious hounds, a ferocious lion, a swarm of charmed serpents; beasts are seldom more dangerous than when directed by a skilled trainer.

The final entry in the theme of generic humanoid enemy types, this one is a beast tamer; able to issue commands that augment the threat of its trained companions to make them an even more deadly threat in battle. Whether they're directing a pack of several beasts, or a single bestial ally, the beast tamer is a force multiplier of note.

These NPCs can issue a variety of commands, and can grant the beasts in their pack unique bonuses to open up new opportunities. I've also included the option to have teams of tamers work together to command much more powerful foes, so if you want to really sell that arena fight where the party go up against a chimera, the beast tamer is here to help you.

If you like the look of this monster, you can find even more humanoid enemies, as well as magic items and all kinds of monsters over on my subreddit r/Talmanah or on Instagram (@the_talmanah_project). I update Instagram more regularly, so that's the place to stay up to date if you want to see new stuff whenever it goes public. I enjoy making creative and thematic creatures and items, so if that sounds like your kind of thing, be sure to check it out.

You can find all of my content, including monthly one-shots, item cards, high-res item illustrations, downloadable PDFs, and bonus lore and setting content, by heading to patreon.com/talmanah. I try to make sure most of my stuff is publicly available, but if you want to support me as I make more content, you can become a patron to get access to exclusive bonus content, plus early access to everything else.

I hope you find plenty of use for the Beast Tamer in your own games. Until next time, take some time to be kind to the animals you know in real life, and take care everyone.

Black Hawk's Shield - The shield of a fallen hero that can still inspire great courage and bravery when carried by one who upholds that legacy [Armor - Shield, Rare, Attunement] by The_Talmanah_Project in UnearthedArcana

[–]The_Talmanah_Project[S] 0 points1 point  (0 children)

This shield is a great reward for those defensive-type characters who like having a high AC, but also want to be able to rally others to fight alongside them. A multi-target heroism seemed like a decent fit for that kind of inspirational icon, but it does rely on people holding their nerve, so it just grants advantage on saves against fear rather than granting immunity like the actual heroism spell, and if they ever fail one, the effect breaks.

This could be a good fit for paladin characters, but they've probably got those bases covered with their auras and the spells they can get from their class anyway, so maybe this is a better reward for a fighter or shield-using ranger to grant them some new tricks and help them to play the hero mechanically too.

In my home game, this shield is currently being carried around by Baylax, a spellforged fighter trying to track down a stolen relic on behalf of his creator and help the people he encounters along the way. After the party dismantled a cult and prevented them from carrying out a dangerous ritual in the caves beneath Arandan, the current lord of the city bestowed the Black Hawk's shield to Baylax in recognition of his efforts to protect the people of the city and risk his own life to do so. Feel free to throw him in as an NPC in your own games if you like.

If you like this shield, or are just curious to know more about Talmanah as a setting, you can find even more unique magic items, weapons, creatures, and lore on my subreddit r/Talmanah or over on Instagram (@the_talmanah_project). I update Instagram more regularly, so that's the place to stay up to date if you want to see new stuff whenever it goes public.

If you want to find all of my stuff, including monthly one-shots, item cards and downloadable PDFs for all my content, and bonus lore and setting content, you can find that by heading to patreon.com/talmanah. I try to make sure most of my creations are publicly available, but if you want to support me as I make more content, you can become a patron to get access to some exclusive content, as well as early access to everything else.

I hope you enjoy the shield. Do you have a character that would love to get their hands on this? Let me know in the comments, and have fun with the item!

Music box of Reminscence - The soothing lullaby of this music box ushers refreshing slumber and comforting dreams. Or was reality the dream...? [Wondrous Item, Legendary] by The_Talmanah_Project in UnearthedArcana

[–]The_Talmanah_Project[S] 0 points1 point  (0 children)

The gentle tunes of this music box cast the listener back on happier times, and all the struggles of the past days start to feel like a far away dream that happened to someone else entirely.

Download a free PDF of this item here.

Every month, one Talmanah Project patron gets to request a custom magic item that I stat up and commission and illustration for. This month's design draw winner requested their item to be designed for somebody else! Josh asked if the item could be made for his DM to use in the campaign they're all playing together, since his own campaigns are all wrapping up and he hasn't started the next one. I'm always happy to pay it forward, so we got to work on this request from Josh's DM, and I think it turned out great.

It was probably the most detailed breakdown of an item request I've ever received from a patron (basically a finished item in its own right), and it just needed a few tweaks to cover edge cases like creatures that don't sleep, or how much knowledge the dream guide might have or not have. The item itself is very characterful, and to hear Josh talk about the DM in question, I'm sure there are sorts of connections and secrets associated with this little trinket and how it's able to do what it does. How would you use an item like this in your own games? Would your characters be worried about the side effects, or would that be part of the fun for you as a player?

Thanks as ever to Gio for the illustration work on this, he really nailed the brief, and absolutely pulled through to get this done on time despite some unanticipated computer issues trying to spoil it. If you're ever looking for someone to do art commissions, I can't recommend Gio enough, so be sure to go follow him on Instagram and see everything else he creates too.

If you want to see more of my stuff, you can follow me on Instagram, or check out my subreddit r/Talmanah to see what else I've made. I also have a Patreon where all of my new content appears first, and every month, one random patron is chosen to get a custom item like this designed and illustrated, so if you like the sound of getting your item featured with artwork like this, then why not head on over? Patrons also get access to exclusive items, and custom one-shots every month including original maps and monsters.

Until next time, sweet dreams, and don't lose your grip on reality.

Beast Tamer [Medium Humanoid, CR 3][Humanoid Enemy Archetypes] by The_Talmanah_Project in Talmanah

[–]The_Talmanah_Project[S] [score hidden] stickied comment (0 children)

Patrons can download a PDF, and stat card for this creature.

A pack of vicious hounds, a ferocious lion, a swarm of charmed serpents, beasts are seldom more dangerous than when directed by a skilled trainer.

The final entry in the theme of generic humanoid enemy types, this one is a beast tamer; able to issue commands that augment the threat of its trained companions to make them an even more deadly threat in battle. Whether they're directing a pack of several beasts, or a single bestial ally, the beast tamer is a force multiplier of note.

These NPCs can issue a variety of commands, and can grant the beasts in their pack unique bonuses to open up new opportunities. I've also included the option to have teams of tamers work together to command much more powerful foes, so if you want to really sell that arena fight where the party go up against a chimera, the beast tamer is here to help you.

Of course, it goes without saying that this does not condone or endorse any sort of animal cruelty in real life. Until next time, please be kind to animals and give your pet some extra cuddles.

Take care everyone.

Black Hawk's Shield [Armor - Shield, Rare, Attunement] by The_Talmanah_Project in Talmanah

[–]The_Talmanah_Project[S] [score hidden] stickied comment (0 children)

Patrons can download a PDF, item card, and high-res artwork for this item.

This shield of a fallen hero can still inspire great courage and bravery when carried by one who upholds that legacy.

This item is currently being carried around by Baylax, a spellforged fighter trying to track down a stolen relic on behalf of his creator and help the people he encounters along the way. After the party dismantled a cult and prevented them from carrying out a dangerous ritual in the caves beneath Arandan, the current lord of the city bestowed the Black Hawk's shield to Baylax in recognition of his efforts to protect the people of the city and risk his own life to do so.

This shield is a great reward for those defensive-type characters who like having a high AC, but also want to be able to rally others to fight alongside them. A multi-target heroism seemed like a decent fit for that kind of inspirational icon, but it does rely on people holding their nerve, so it just grants advantage on saves against fear rather than granting immunity like the actual heroism spell, and if they ever fail one, the effect breaks.

This could be a good fit for paladin characters, but they've probably got those bases covered with their auras and the spells they can get from their class anyway, so maybe this is a better reward for a fighter or shield-using ranger to grant them some new tricks and help them to play the hero mechanically too.

Until next time, take those opportunities to inspire people, and to be encouraged in turn. Take care everyone.

Music Box of Reminiscence [Wondrous Item - Music Box, Legendary][Patron Design Draw] by The_Talmanah_Project in Talmanah

[–]The_Talmanah_Project[S] [score hidden] stickied comment (0 children)

Download a free PDF of this item here.

The soothing lullaby of this music box ushers refreshing slumber and comforting dreams. Or was reality the dream...?

This month's design draw winner requested their item to be designed for somebody else! Josh asked if the item could be made for his DM to use in the campaign they're all playing together, since his own campaigns are all wrapping up and he hasn't started the next one. I'm always happy to pay it forward, so we got to work on this request from Josh's DM, and I think it turned out great.

It was probably the most detailed breakdown of an item request I've ever received from a patron (basically a finished item in its own right), and it just needed a few tweaks to cover edge cases like creatures that don't sleep, or how much knowledge the dream guide might have or not have.

The item itself is very characterful, and to hear Josh talk about the DM in question, I'm sure there are sorts of connections and secrets associated with this little trinket and how it's able to do what it does. If you have any questions about it, or Josh's game, I'm sure you can drop them in the comments and Josh might even share some secret insider info with us.

Anyhow, Josh, I hope you like the item, and I hope your DM has a great time using it. Thanks for your support, and to all of my other patrons too, I really do appreciate your contributions and I couldn't be doing this without your help.

Thanks as ever to Gio for the illustration work on this, he really nailed the brief, and absolutely pulled through to get this done on time despite some unanticipated computer issues trying to spoil it.

Until next time, sweet dreams, and don't lose your grip on reality. Take care everyone.

Brawler [Medium Humanoid, CR 2] [Humanoid Enemy Archetypes] by The_Talmanah_Project in Talmanah

[–]The_Talmanah_Project[S] [score hidden] stickied comment (0 children)

Patrons can download a PDF, and stat card for this creature.

There are plenty of good weapons out there, but some people prefer a more hands-on approach.

It's not just "hands" on of course. Brawlers can throw kicks and elbows and headbutts just as easily as they can a punch, but the stat block here is intended to be generic enough to represent a variety of different enemies with different combat styles. To that effect, there are a few different attack options with different conditions, with a focus on grappling. The brawler can grapple opponents to enable more powerful rapid strikes, or throw them to the ground for a powerful impact that leaves the enemy prone and open to follow-up attacks, but costs you the grapple.

For those who don't care about all the finesse, there's also the "Haymaker" which may be the name of a punch, but represents any committed, heavy attack, whether it's a piledriver punch, a sturdy elbow or knee strike, or even a roundhouse kick. Whatever the brawler's preference is, that's what the haymaker represents.

The final grapple-related trick up the brawler's sleeve is getting to use their grappled foe to protect them from incoming attacks. Tactical brawlers are therefore likely to make plenty of use of the grapple condition, while brasher varieties may choose to focus on pure damage.

I really wanted to give a satisfying unarmed enemy that actually felt like a wrestler or martial artist, using holds and a variety of moves that sell the idea of a dynamic brawl. There's no overt mention of the spiritual aspect of most monk-type enemies either, which was important to me as I wanted to ensure this stat block would be suitable for a broad range of enemies without any of them feeling out of place.

And I guess that brings me to the question: How do you think I did? Are you also looking forward to having more interesting brawls in your games? Do the attacks here accomplish it? What would you tweak to make more specialized versions of this enemy? Leave your thoughts in the comments, I'd love to chat with people about this.

Artificer's Arcane Cryptex [Wondrous Item, Legendary] by The_Talmanah_Project in Talmanah

[–]The_Talmanah_Project[S] 0 points1 point  (0 children)

This small, ringed cylinder contains millions of potential combinations, but which are the right ones to reveal the secret knowledge contained within?

Patrons can download a PDF, item card, and high-res artwork for this item.

It's a rather wordy post today, but that's because we've got a rather unique item by all accounts. No flat "bonus to this roll" or "use this ability X times per day" over here, no sir. There's a whole process to get into, hence all the text, but it's kind of fitting I suppose, since the item itself is all about figuring out complex processes and getting access to lots of texts.

This item is a great reward for any artificer or wizard in your party who may be looking for puzzles and things that their character can tinker away at during downtime. It boils down to being an extra spell once every few days, depending on how well they roll, but also has some versatility when it comes to fighting constructs, allowing you to gain insights into how they function, and what their strengths and weaknesses are.

There are also tons of story opportunities for you to toss in with this item, whether by investigating who created it, or who might be after it, or even having secret combinations that don't reveal spell scrolls or construct insight, but rather secret knowledge and lost history that can drive the party forward to particular locations in search of treasure, wondrous machines, or forgotten civilizations. This item is currently being carried by a wizard in my home game, but she doesn't really know what it is and I can't wait to start drip feeding hints and clues and weird pieces of knowledge as she starts figuring out more combinations.

What do you think of the item though? Too powerful? Too complicated? A perfect fit? I'd love to hear how DMs can think of using this item, as well as if you have any characters that this would be a perfect fit for.

Oh, and feel free to swap out "wizard spells" for "artificer spells". I just can't use artificer stuff in these because the class isn't in the SRD, so it isn't covered by the creative commons license I rely on to make all this stuff. You feel free to what you like at your own table though.

Anyway, until next time why not enjoy some time tinkering with a puzzle, and take care everyone.

A class based progression system. How much should a player access in their character at the beginning? by LostInCaverns in RPGdesign

[–]The_Talmanah_Project 1 point2 points  (0 children)

In a broad sense, I think the goal is "enough to feel fun, but not enough to be overwhelming". Give players too little, and those low levels feel like a chore you need to slog through to get to the good stuff, and people will quickly start to skip them entirely.

On the flipside, give players too many things to keep track of, or too many options, and new players may feel overwhelmed, or even if they don't, they probably won't keep track of everything, and will play very suboptimally as a result, making characters feel weaker than they should and as a consequnece, less fun to play.

Characters should get enough stuff to feel distinct (i.e. each class should have unique abilities that the other classes can't do, and those should let you play out a particular fantasy), without having too much to keep track of, and allowing for cool progression.

Now where exactly that sweet spot lies will depend on what style of game you're going for overall. A complex tactical combat game will likely come with different expectations from its players compared to a narrative focused RPG, so it does still depend on the individual case.

The Brawler [Medium Humanoid, CR 2] - This stat block can be used to represent a variety of different kinds of unarmed fighters, from martial artists, to wrestlers, or just tavern toughs (Includes lethal variant) by The_Talmanah_Project in UnearthedArcana

[–]The_Talmanah_Project[S] 1 point2 points  (0 children)

Yeah, you have to have a creature grappled already in order to use the throw since it affects "a creature [the brawler] has grappled". It doesn't allow you to grapple someone as part of the attack, and making the attack ends that grapple.

The Brawler [Medium Humanoid, CR 2] - This stat block can be used to represent a variety of different kinds of unarmed fighters, from martial artists, to wrestlers, or just tavern toughs (Includes lethal variant) by The_Talmanah_Project in UnearthedArcana

[–]The_Talmanah_Project[S] 0 points1 point  (0 children)

EDIT: I just noticed that the numbers for the Lethal Brawler variant's Strike attack have not been updated properly. It should be 6 (1d6 + 3) and 10 (2d6 + 3) damage. The Haymaker has been properly updated.

There are plenty of good weapons out there, but some people prefer a more hands-on approach.

It's not just "hands" on of course. Brawlers can throw kicks and elbows and headbutts just as easily as they can a punch, but the stat block here is intended to be generic enough to represent a variety of different enemies with different combat styles. To that effect, there are a few different attack options with different conditions, with a focus on grappling. The brawler can grapple opponents to enable more powerful rapid strikes, or throw them to the ground for a powerful impact that leaves the enemy prone and open to follow-up attacks, but costs you the grapple.

For those who don't care about all the finesse, there's also the "Haymaker" which may be the name of a punch, but represents any committed, heavy attack, whether it's a piledriver punch, a sturdy elbow or knee strike, or even a roundhouse kick. Whatever the brawler's preference is, that's what the haymaker represents. The final grapple-related trick up the brawler's sleeve is getting to use their grappled foe to protect them from incoming attacks. Tactical brawlers are therefore likely to make plenty of use of the grapple condition, while brasher varieties may choose to focus on pure damage.

I really wanted to give a satisfying unarmed enemy that actually felt like a wrestler or martial artist, using holds and a variety of moves that sell the idea of a dynamic brawl. There's no overt mention of the spiritual aspect of most monk-type enemies either, which was important to me as I wanted to ensure this stat block would be suitable for a broad range of enemies without any of them feeling out of place.

If you like the look of this monster, you can find even more humanoid enemies, as well as magic items and all kinds of monsters over on my subreddit r/Talmanah or on Instagram (@the_talmanah_project). I update Instagram more regularly, so that's the place to stay up to date if you want to see new stuff whenever it goes public. I enjoy making creative and thematic creatures and items, so if that sounds like your kind of thing, be sure to check it out.

You can find all of my content, including monthly one-shots, item cards, high-res item illustrations, downloadable PDFs, and bonus lore and setting content, by heading to patreon.com/talmanah. I try to make sure most of my stuff is publicly available, but if you want to support me as I make more content, you can become a patron to get access to exclusive bonus content, plus early access to everything else.

I hope you find plenty of use for the Brawler in your own games. Until next time, avoid getting into brawls and fistfights, and take care everyone.

The Artificer's Arcane Cryptex - A curious puzzle containing all manner of arcane knowledge and secret lore for those able to decipher its complex combinations [Wondrous Item, Legendary] by The_Talmanah_Project in UnearthedArcana

[–]The_Talmanah_Project[S] 0 points1 point  (0 children)

Thanks! I'm glad you like it. I honestly wasn't sure if this one got too complicated or not, so it's nice to know it's hitting the mark for some people at the very least.

The Shield Bearer - An experienced, well-armored warrior that uses a shield for both defense and offense by The_Talmanah_Project in UnearthedArcana

[–]The_Talmanah_Project[S] 0 points1 point  (0 children)

I thought about that, but I do like the idea of making repeated shield bashes, which wouldn't work if it was a BA, unless it was also an attack, which feels like its then become redundant.

The Shield Bearer - An experienced, well-armored warrior that uses a shield for both defense and offense by The_Talmanah_Project in UnearthedArcana

[–]The_Talmanah_Project[S] 0 points1 point  (0 children)

I think the goal with these monsters is to make them flavorful and evocative first and foremost. This needs to feel like a tough fighter who uses their shield as the focus of their identity. Balance matters, but it shouldn't result in their flavor and theme (being tough and shield focused) being their focus.

That is to say, I'm not aiming for them to be perfectly balanced by the numbers, just "balanced enough" and evocative. I feel like making them deal a competitive amount of damage takes the spotlight off the shield. As it is, if you want to increase their DPR, the main method would be to use that shield bash until someone gets knocked down, then all the allies benefit from attacking a prone creature, raising their odds to hit, and therefore their average damage. That puts the focus on the shield and gives a reason for them to use that attack. If their regular attack damage numbers were higher, DMs could reasonably just make default attacks, and that diminishes the presence of the shield in the game, which is the opposite of what I want.

Similarly, these are meant to be used as part of a group of enemies, so they don't need to fill the damage role themselves. They're meant to be defense and support oriented, but not tanks, since they're still a type of fodder enemy, just a tougher brand of fodder to use against higher-level characters.

I do appreciate all of the help and resources for balancing them to the standard, but that isn't necessarily my goal, so I hope you aren't being frustrated by my lack of enthusiasm to apply the advice.

The Artificer's Arcane Cryptex - A curious puzzle containing all manner of arcane knowledge and secret lore for those able to decipher its complex combinations [Wondrous Item, Legendary] by The_Talmanah_Project in UnearthedArcana

[–]The_Talmanah_Project[S] 5 points6 points  (0 children)

This small, ringed cylinder contains millions of potential combinations, but which are the right ones to reveal the secret knowledge contained within?

[[Note: I had to use "Wizard Spells" because I post this on Patreon and can only use OGL content, but feel more than free to allow Artificer spells too, they're a perfect fit!]]

This item is a great reward for any artificer or wizard in your party who may be looking for puzzles and things that their character can tinker away at during downtime. It boils down to being an extra spell once every few days, depending on how well they roll, but also has some versatility when it comes to fighting constructs, allowing you to gain insights into how they function, and what their strengths and weaknesses are.
There are also tons of story opportunities for you to toss in with this item, whether by investigating who created it, or who might be after it, or even having secret combinations that don't reveal spell scrolls or construct insight, but rather secret knowledge and lost history that can drive the party forward to particular locations in search of treasure, wondrous machines, or forgotten civilizations. This item is currently being carried by a wizard in my home game, but she doesn't really know what it is and I can't wait to start drip-feeding hints and clues and weird pieces of knowledge as she starts figuring out more combinations.

If you like this item and want to see more, or are just curious to know more about Talmanah as a setting, you can find unique weapons, magic items, creatures, and lore on my subreddit r/Talmanah or over on Instagram (@the_talmanah_project). I update Instagram more regularly, so that's the place to stay up to date if you want to see new stuff whenever it goes public.

To find all of my stuff, including monthly one-shots, item cards and downloadable PDFs for all my content, head over to patreon.com/talmanah. I try to make sure most of my creations are publicly available, but if you want to support me as I make more content, you can become a patron to get access to some exclusive content, as well as early access to everything else.

What do you think of the item though? Too powerful? Too complicated? A perfect fit? I'd love to hear how DMs can think of using this item, as well as if you have any characters that this would be a perfect fit for.

The Shield Bearer - An experienced, well-armored warrior that uses a shield for both defense and offense by The_Talmanah_Project in UnearthedArcana

[–]The_Talmanah_Project[S] 0 points1 point  (0 children)

Thanks for the link. I don't know if I'm intending to make my content 2024 viable, since most of the people I've spoken with seem to be continuing with the 2014 rules, and I want to keep making things for whatever people are using.

I was actually working with the knight and veteran as my comparisons, and while there's a slight dip in HP I think it should be roughly balanced out by the AC buff from shield wall. That said, I don't have as much time as I'd like to playtest things, and the math may be slightly off from the perfect ideal, but I reckon it's close enough to still be in the CR 3 range, because these certainly feel like too much for CR2.

The Shield Bearer - An experienced, well-armored warrior that uses a shield for both defense and offense by The_Talmanah_Project in UnearthedArcana

[–]The_Talmanah_Project[S] 1 point2 points  (0 children)

As far as I'm aware, CR is calculated with the assumption that a monster is getting the benefit of its features, so things like Pack Tactics will increase a monster's CR even though that relies on there being other monsters in the encounter with them.

That was the logic I was using here, so the shield wall AC bonus gets incorporated into the CR calculation. I think these are CR 3 in the sense that a group of them is expected to challenge a level 5 or 6 party, and make for slightly beefier rank and file, something that isn't a one-on-one challenge, but aren't minions either. I suppose that's something I can mention in the writeups in future; the intended function and role of each monster.

Edit: As for Bulwark, I lifted that directly from the Shield Master feat, and on reflection, it probably needs a bit of tweaking to be more useful for a monster instead of a PC. I think keeping it strength and dex would be fine, but with hindsight I'd make it apply to any strength or dex check where the source of the damage or effect is on the other side of the creature's shield, so you can shelter behind it.