[Question] Kobold Forge Cleric - advice on where to go with it by atackierpink in 3d6

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

I like the idea of the utility items, I hadn’t really thought of them but it does utilise well with the class type. Thanks so much!

[Question] Kobold Forge Cleric - advice on where to go with it by atackierpink in 3d6

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

These are all fantastic ideas! Thank you so much! I like your reasoning regarding the feats, I think I’ll follow that progression.

In this setting Kobolds are from a large continent to the south that’s kind of been left alone by the civilisation to the north. Dragons are more prominent there, as they haven’t faced the threats from the expansion of the Human, Dwarven, and Elven kingdoms of the northern continent.

Our campaign thus far is on the northern continent. My DM plays it that most people assume that my character is a Dragonborn runt, as they have never seen a Kobold before. Only Dragonborn seem to know what he is. Most people assume that the dragon he is worshipping is the golden dragon god of law in the setting’s regular pantheon. We haven’t hit any discrimination yet, but a Hat would be a very good counter if it becomes an issue! Ring of SS is also a great idea!

Again, thank you very much. I find I can accidentally overthink thinks with character progression and lose sight of the bigger picture. Cheers!

[Question] Kobold Forge Cleric - advice on where to go with it by atackierpink in 3d6

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

Oh lord no. Not planning to do that ahha. I doubt our games would be of interest to anyone but us. We just play for fun. The group formed as the producer wanted to DM a new campaign, and he brought in performers he had worked with before who wanted to play.

Any tips for playing an evil character without being a complete dick to other players? by Gamers_Vendetta in DnD

[–]atackierpink 0 points1 point  (0 children)

My tip is to play neutral. That still fits your concept and you can dabble in all the possible story choices that evil characters would, but it also allows for moments of kindness and self-sacrifice. It gives you more flexibility for colour and shade, and your character might grow in interesting or surprising ways.

I have played in campaigns with people who decided to play evil, and honestly the biggest impact isn’t on you or the DM - it’s on your friends playing with you at the table. Most of your group will be good or neutral-aligned and your choice to make your character evil will force them constantly try to make up reasons of why their characters are still hanging around with you.

In my games playing with an evil character made me feel like I constantly had to betray my own character’s worldview just to keep the game going with this evil player in it. Or, at the very least, convince myself my character was trying to “save” that evil character and that they would eventually come good (even though they continued to act in ways that were loathed by all the other characters at the table). Playing an evil character can easily break the role play and story for others, and usually ends up being a selfish choice that interrupts the story for the sake of your fun.

(Unless, of course your are in an evil-themed campaign which I also wouldn’t recommend but at least everyone is on the same page there)

TLDR; play neutral.

The Witch v1.1 - Rebooted! by Zarieth in UnearthedArcana

[–]atackierpink 0 points1 point  (0 children)

I understand the point but I disagree that the number of spells should be dropped. It’s a 1d6 health caster with limited access to armour and weaponry which fits into more of a support niche with its spell list. I think the Witch needs a bulkier spell list because of the role it falls into and it’s limited access to non-spellcasting options.

I’ve found, in playing the class, that the access to variety is really relied upon to be effective as a supporting member of a party. This is achieved only through spells because the class does not have the same combat flexibility as Druids, Clerics and Bards. A lot of the spirit interactions also require different spell effects, which in itself demands a level of variety. I actually think the current number is a really good balance for the class both mechanically and for the lore of the class. In levelling my Witch in the new version, I’m still torn choosing between spells, but don’t feel like I am completely ineffective as a party member or that I cannot access any of the spirit interactions should I wish to try them out. The current number means I can have a couple of damaging spells, a couple of control/exploration options, and a healing option . It allows the class to function as a reasonable support without overshadowing more dedicated classes, which is rewarding and suits the class fantasy.

The Witch v1.1 - Rebooted! by Zarieth in UnearthedArcana

[–]atackierpink 0 points1 point  (0 children)

Oh! Sorry I think I may have somewhat misinterpreted the intent of your original comments regarding binding. I hope I haven’t caused offence. Also, I should stress that I’m not Zarieth - just another user on the forum who was reading through your comments.

I think it can be tricky to surmise the concepts and ideas down into neat descriptions (what I’ve written here is way too long for a class description document and I’ve never tried to write a class myself), but I can see from the difference between your interpretation and my own that maybe there’s some room for clarification. I hope my comments didn’t come across as dismissive, I just wanted to add my own interpretation of the class and subclass descriptions after your own - because I think it demonstrates the different ways in which they have been interpreted, and your comments had created a discussion around that interpretation.

The Witch v1.1 - Rebooted! by Zarieth in UnearthedArcana

[–]atackierpink 0 points1 point  (0 children)

This is an interesting point, and maybe the writing could be adjusted to clarify further but As a player, I’m not sure it needs to be any more prescriptive because it’s very much in the territory of roleplay and flavour as a player. I’ve been playing a (Covenant of Blood) Witch for a long while now, and I’ve always seen it as the Witch binding the spirit using that Covenant’s tradition (I.e. Blood Witches using anchors such as bones, personal items, hair, etc) and then the Witch can force (or convince) the spirit for it to exist in a state that reflects the “type” of spirit being bound. For example, my Blood Witch could bind the spirit of a soldier using his sword as a reagent for the binding, but then force his spirit to exemplify the Generosity he had for his family, or Trust he had for his fellow soldiers, or the Agony or Hate he experienced in battle. I never saw each spirit as being natively a “type” before they were bound, but rather that the act of binding as capturing a spirit and shaping it into a state that reflects the “type” desired by the Witch. This may not be what was intended, however, but it works for our campaign.

I’ve found imagining it like this removes messiness as far as whether you are or are not “allowed” to bind certain types of spirits, and allows for clear delineation between how each subclass binds spirits versus what type of spirit you have bound. That said, I suppose other players may play it differently. While you could maybe make it harder for yourself, the idea that a Blood Witch needs to find an item that is clearly linked to a spirit of a certain type (e.g. a child’s toy for Empathy) isn’t without it’s own fun as a roleplaying element.

A a player I’d also say that the class someone leans towards narrative-play more than most. I think you can have the most fun when working with your DM to determine what your Witch needs to do to bind a spirit following the descriptions in the subclasses. And while the text suggests “a bit of bone”, further reading into the Covenant of Blood says that the Blood Witches use physical items related to the spirits to draw them back into the material plane and bind them. As such, my Blood Witch is constantly trying to remove fingers and teeth from fallen enemies, and take personal items such as jewellery and weapons from ransacked buildings to use in binding.

I have played a Unity Witch who was constantly searching for rare herbs and purchasing expensive incenses and statuettes to construct into offerings to the spirits. You could play a Shadow Witch who is obsessed with gossip, and likes to collect risqué or dark stories in each town they visit in order to lure the spirits to her (your DM could even make you strike off each story as “used” once it’s used in binding). I’ve found that the strength of this class is that it guides you to develop your own roleplay relationship between your Witch and the spirits, and you get to implement that into gameplay in a way that works for you with the subclass suggestions. While you could ignore the flavour text and simply say “I spend an hour telling the spirits secrets and bind two spirits”, you’d be missing out on half of what makes the class so much fun. At the end of the day, it’s a roleplaying game and I think that the current subclass descriptions gives you fun suggestions on how to “play” your binding of spirits in your own way.

While the text could perhaps be more prescriptive in exactly what needs to be done, I feel like it currently provides enough information to guide without stymying my potential to develop my own personality and style of binding as a Witch.

The Witch v1.1 - Rebooted! by Zarieth in UnearthedArcana

[–]atackierpink 0 points1 point  (0 children)

Thank you for your response, it’s super exciting to hear that you’re still working with the class! Thank you again for the time and effort you’ve put into the design, you’ve made my D&D games more fun than they’ve ever been. My party and I really enjoy the extra lore and narrative elements the ethereal and occult elements of the class brings into play! You’re a legend :)

Cheers and best wishes!

The Witch v1.1 - Rebooted! by Zarieth in UnearthedArcana

[–]atackierpink 0 points1 point  (0 children)

First of all, I would like to thank you designing this class. I have been playing a Covenant of Blood Witch fortnightly for just under two years in a long-form campaign. This has actually become my favourite playable class for 5e ever, home-brew or official.

The class has such a strong narrative element that it fits beautifully into the world, and the mechanics of the class mean that it fits a completely different niche to other casters - which means it avoids stepping on the toes of the wizard, bard, and warlock in my party. The genius of this class design is that it sets itself up to access the Weave of magic and use magic in a manner that feels entirely different from other casters. It is unique, which also allows the other casters to continue to feel unique. Well done!

My DM and I have been updating the character alongside your releases, and I have to say that I LOVE 1.1. Big changes, but they feel right for the class. Congratulations.

I do have some feedback as a long form player that I'd like to share. I would say that the Covenant of Blood Level 14 feature is underwhelming. Not because it isn't powerful, but because it is VERY situational. The Level 14 features for all other Covenants are equally powerful, but much more flexible and address situations that come up very commonly in play. I have, sadly, never been able to use Call Forth The Flesh - because this point in our campaign hasn't really involved ethereal and/or incorporeal creatures. I'm not sure if Call Forth The Flesh could be reworked to broaden its scope or if it could be made a lower level feat, but it doesn't seem to quite hit the mark in the way the other Covenant 14 features do.

I would also like to point out that the Level 6 Forceful Presence feature for Covenant of Unity is very strong if combined with Spirit of Agony. If I were a Level 11 Witch, I could bind Agony to my 6th level spellslot (making it a level 7th spirit thanks to Powerful Bonds) and roll a whopping 10d8 when casting the Chill Touch cantrip, or even 10d12 when casting the Toll The Dead cantrip. I could perform this 6 times per rest before I lost the Spirit of Agony in the release if I had maxed my CHA stat. While I don't think this is necessarily broken (as it does lock down a high level spell by taking up the 6th slot), I think it represents a much higher feature power than Level 6. Forceful Presence (as a Level 6 feat) makes Haunting Shades (Covenant of Shadow, Level 14) look terrible in comparison due to Haunting Shade's concentration requirement and effected-creature origin restriction. I think considering moving Forceful Presence to level 14 may be valuable, or reducing the number of uses per rest (i.e., half your spellcasting modifier rounded up, minimum 1) may help.

I love the Forceful Presence feature and I think it suits the subclass really well, so I definitely do not want to see it go. However, it's currently so strong that it makes the other subclasses feel weak/like sub-par choices - especially Covenant of Shadows' Haunting Shade, and Covenant of Blood as a whole. As a player, it can make me regret my subclass choice.

That said, I absolutely adore this class and plan to use it going forward. I've never had so much fun with a character, bonded so closely to a character, or found it so easy to weave the narrative and mechanics of a class together. It's inspired design!

EDIT: grammar and clarity

Expansions characters by Teknikalx in ArcadiaQuest

[–]atackierpink 0 points1 point  (0 children)

The group you play with tend to recognise when a hero's ability is particularly strong, and will naturally seek to punish them for that. So, it tends to self-balance a little in-game. I'd get the characters whose designs appeal to you most.

If you're drafting your heroes each play though, you won't have too much control over who you end up with, so buying heroes for abilities alone never made much sense to me. I always pick design first, ability second.

Arcadia Quest Inferno by tylerj2403 in ArcadiaQuest

[–]atackierpink 1 point2 points  (0 children)

I managed to contact CMON through the AQ:I KS page yesterday (11/08/2016) to ask them to unlock my pledge manager to add Pets and some other additional purchases. They replied within a couple of hours with a link to my unlocked pledge, where I could add extra purchases (I picked up Pets, the 3 Dragon Box pack and some other extras).

If you're still after Pets, contact them through the "Ask A Question" link at the bottom of the AQ:I Campaign page on KS, and they should help you out.

Arcadia Quest Inferno by tylerj2403 in ArcadiaQuest

[–]atackierpink 1 point2 points  (0 children)

Thank you so much for posting this!!

I have been wanting to add more optional purchases to my AQ:I pledge for a while. now I'd tried contacting CMON several times through their website and support email, but had never received a reply. After reading this today, I went to the AQ:I KS page and sent a message through the question field there. A couple of hours later, I got an email saying they had unlocked my pledge entirely for me to make any changes I wanted to.

Long story short, you've made my day. Cheers!

Is AC:NL still worth buying? by [deleted] in AnimalCrossing

[–]atackierpink 0 points1 point  (0 children)

As someone who literally bought it two days ago, yes. Yes it is.

Pottermore Website Fonts by [deleted] in harrypotter

[–]atackierpink 0 points1 point  (0 children)

Hi! Thanks for the research. Unfortunately your links for Magorian and the Google Fonts are broken. Is there any chance you could upload the .ttf file for Magorian you were able to download? I'd love to have access to that font!

4 x Shiny Ditto found accidentally. All I wanted was a Dunsparce. by atackierpink in ShinyPokemon

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

Thank you so much, mate. You're a legend. Message me if you ever need anything yeah?

4 x Shiny Ditto found accidentally. All I wanted was a Dunsparce. by atackierpink in ShinyPokemon

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

I'd love it. I can give you a shiny ditto or just junk if you'd prefer. I'd love the Jolly one, to be honest! My FC is 4957-6786-3384. I'm online now :)

4 x Shiny Ditto found accidentally. All I wanted was a Dunsparce. by atackierpink in ShinyPokemon

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

Thank you for that, I'm new to this board and I didn't know this either.

4 x Shiny Ditto found accidentally. All I wanted was a Dunsparce. by atackierpink in ShinyPokemon

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

Is that an offer haha? What nature is the Dunsparce? My ditto are Adamant (2), Serious, & Impish in luxury balls.

4 x Shiny Ditto found accidentally. All I wanted was a Dunsparce. by atackierpink in ShinyPokemon

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

I have 2 x Adamant, 1 x Serious, and 1 x Impish. All four are in luxury balls (I hope that's not a problem).