Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

C-02 -- Character Thread -- Rogar Marrone

Be welcome to expand on your character's description, personality, beliefs and views As well as use this for any wish lists or ideas you might have, character build progression, or random musings. Open to all.
Can't get myself to write full story >_> Well, anyway.  Rogar at the time of ep.9: State: confused af. Young body full of fukken hormones, smaller body with different balance overall, different looks and voice and eyesight and no mustache! Also, last memory of his previous life is his wife, who was slender and ladylike, killing him with damned zweihander with eyes full of passion of sorts. He don't remember much of time in soulstone. Maybe he was participating in Great War, maybe he was just lying down there in the pile of soulstones waiting for his soul to be drained. But suddenly - bang! - His soul is free and someone grabbin' it and tying to his son's body. And then info about Frank's family being fucking eaten. Talk about confusing. TODO list: 1. Remember and relearn lost things and skills and get used to this body. 2. Find anti-fiend weaponary. Magic weapons, enchanted and alchemy bolts, maybe some guns. 3. Get info about what happened with his wife and younger chldren. He kinda afraid do dig that info atm. 4. Getting tired each day to not see any dreams. Educating and doing things with rangers, cleaning rubble, getting drunk. Anything that gets him tired af each day.
Let me know if I correctly understand what Rogar is going to do with downtime... 1. game design: you'd like to swap crossbow use for gun use? (I'll have firearm rules for you tomorrow+. we'll have to see what changes for your feats etc) 2. establish relations with a gun dealer for you to upgrade equipment. 3. improve Cragwood Fortress defenses. (anything specific in mind?) for finding a gun dealer, I'll need an Investigation roll to see how successful you are in establishing contact with a gun dealer Tusk could provide you with advantage... touch base with Jared to see if that's something he'll do with his downtime. as for cragwood defenses... tell me what you're thinking of.
1. Well, it kinda confuses me, when character can reload crossbow 7 times in 6 seconds, lol. So, while I'm ignoring reloads (from feat) I thought that switching on something more fast-firing would be nice, just for better looks. Also, I think I want some tinkering with bullets/arrows/bolts fused with some interesting effects. Like, using small weapon encancement crystals for bullets, get alchemical bolts, or having special gun for bigger (and infused) rounds (which is slower-firing for teh sake of balance, for example) 2. This. I want my personal gun/crossbow saint. Mad scientists of guns. Or weird old ex battle alchemist. Rogar is gathering rumors, talking with his pals from previous life (trying not to reveal himself, though). Well, simple and reliable magic armament is nice too. Also, how do I do the roll? I'd be glad to have help here, I guess. Aaaaand now I rolled in roll 20, lol. I have nat 1 without support or non-nat 20 with it. 3. Basically, watching at fortress from the gunner point of view. Seeing weaknesses. Redo that module. Scout area around fortress, learn about blind points of it etc etc. It's more about future positioning of gunnery and patrols routes, I think. As for personality: 1. I like a job well done, especially if I can convince someone else to do it. 2. I’m committed to my crewmates, not to ideals. 3. I skipped bonds, because story ones were enough for me, I guess? 4. Once I start drinking, it’s hard for me to stop.
1481132648

Edited 1481132763
Personality -- we should random a bond anyway, because it's fun.  Thanks for the update. 1 and 2 -- As for weapons... there's not much technical difference between crossbow/bow/firearms initially.    I'll put some spin on the damage type for fun but I have no problem with unlimited ammo for normal use, and you picking up disposable 1 use augmentations... nat1? Ouch.  thanks for the roll. :P  we'll see if someone will back you up on that or not. 3 -- defenses and what not... sure, we can use that as a sort of catch all for random stuff...  i'll grant you a few unannounced bonus rolls at the start of next session.  muahahaha
Random bond is 2: The ship is most important—crewmates and captains come and go. Guess, after gunsmith I'll start searching for some nice boat. Well, if someone will give me some assistance I'll be glad. <= Hint hint.
1481149365

Edited 1481149396
I'm pretty sure Frank, THX and Tusk have a slot open to assist on your roll.
1481651349

Edited 1481651384
So, favour Rogar asks for, if he wins: Basicaslly: Linda is not posessed, she retain any granted powers, she have free will and some resources to spare. Give her teleport to twins location if she want. Give her a message from Rogar. Also, resurrect any willing Frank's relative, that was killed by that doge-archon thing (I know it's unusual for mortals to want to come back, so "willing"). If Rogar wins, he don't want to go to Linda because he's in their son's body and that is kinda awkward. And, well, that son needs some saving. And let Rogar look like he's in his real body in that dream. And have his old weapons (with same stats as crossbows). Twin gunblades, force gun and mercenary battle uniform.
that's like, 6 favors. how about I roll a 1d6 if Rogar manages to win?
Well, I see 2 favors here. Even one, if he'll go with "remove all your mess you've done with my life and lifes of my loved ones/friends", just expanded, explained and with some sign of regretting doing evil shit while technically being good. But basically, first intention of Rogar is Linda out of any mind control and divine/fiendish influence.
I'm messin' with ya.  If you're able to solo this guy, I'm not gonna split hairs. :P
Lvl 1: Fighter 1 style - archery (+2 attack with ranged weapons). Second wind (1d10+fighter lvl healz) Ranger 1: fav enemy: humanoids. +2 damage, adv on tracking checks, adv on int rolls to recall info, 1 more language. Natural explorer: ignore difficult terrain, have advantage on initiative rolls, on first turn during combat, have advantage on attack rolls against creatures that have not yet acted. Group benefits: Difficult terrain doesn’t slow your group’s travel. • Your group can’t become lost except by magical means. • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. • If you are traveling alone, you can move stealthily at a normal pace. • When you forage, you find twice as much food as you normally would. • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Lvl 2: Fighter 2: Action surge (1 use/rest) Ranger 2: Combat style - mariner (+1 AC if not in heavy armor and without shield, climbing and swimming speed = walking speed); spellcasting: 2 known spells (cure, hunter's mark), 2 spellslots. Lvl 3: Fighter 3 - Archetype - Arcane Archer. 2 skills (nature, arcana), special arrows (2/rest, conjure with bonus action, 2d6 bonus force damage + special effect). Special effects - 1. AOE shoot 5x30 ft. line; 2. When I hit evil guy I chose 1 ally - evil guy can't attack him, unless ally attack him first for 1 round. Ranger 3: Archetype - Shadow stalker: darkvision 90, enemy darkvision is useless against me, extra attack and +10 speed in 1st round of combat, extra spell - disguise self. Detector ability for fav enemies in 5 mile radius. 1 more spell known (unassigned yet, absorb elements was here), 1 more 1st lvl spellslot Lvl 4: Fighter 4 - ASI - Sharpshooter Ranger 4 - ASI - Crossbow expert Lvl 5: Fighter 5 - extra attack Rogue 1 - expertise (perception, investigation), 1 skill (persuation), sneak attack 1d6, language of slums Lvl 6: Fighter 6 - ASI - +2 DEX Ranger 5 - extra attack, 1 more known spell (pass without trace), 2lvl spells, extra spell - rope trick, +1 and 2 lvl spellslot Lvl 7: Fighter 7: 1 more option for arcane shot, can conjure 20 arrows as an action Ranger 6: Greater fav. enemy - FIENDS. +4 damage against all fav. enemies, know language of greater fav. enemy, advantage on saving throws against spells and abilities of fiends Lvl 8 update: Fighter lvl 8 - Lucky feat. Gives 3 rerolls per long rest. Can reroll: attack roll, ability check, saving throw, enemy attack roll against me. Ranger lvl 7 - conclave feature - proficiensy with wis saving throws. 1 more spell known, 1 more slot of 2 lvl. Spell I want, but need approvement for: Absorb Elements 1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Todo list: 1. Survive (in progress). 2. Get awesome bow. 3. Get awesome ship (in progress).
Lvl 9 update: Fighter 9 - Indomitable. 1/long rest reroll of failed saving throw Ranger 8: dash as bonus action and feat. I wanted to take mobility feat, but 1/3 of it is totally useless for me, and fun part (if I attack someone, he can't do opportunity attacks against me this turn) only works with melee weapons by default. Skulker is fun, but we kinda never used light rules at all, so it's totally useless. Maybe some feat for heavy gunnery? Like, for having expertise in it and possibility of extra attacks if weapon can do that? Or I just bump con or wis. About why I want magic bow: Main purpose is not attack/damage bump, but get good weapon against devils/demons/fiends. Also, I like interesting abilities of weapons. Dark artifacts were fun, but I couldn't see my character to use them because of his diabolic PTSD and paranoia of that devils can identify him through it. So, it's not "I wanna get magic weapon next game", it's "I want to start looking for good bow that'll help me in fight against devil lords" Question about spell above still here.
Absorb elements is good. Tell me more about what you're looking for in a magic weapon.  we'll figure something out. As for gunnery feat... siege weapons use barrage(int) skill...  I'd say 1. +1 to int 2. acquire barrage(int) skill proficiency if not already possessed 3. apply double proficiency bonus to barrage skill checks 4.  ... not sure what else.. feel like there should be a quirky non-mechanics benefit but not sure yet.
I'm takin' gunnery feat then. For additional thing, maybe something for servicing/moving those things around? As for bow... well, I'm fascinated by sentient weapons, it's fun to beat people with something smarter than you. I like how they made special warlock weapons in UA with incarnations here:&nbsp; <a href="http://media.wizards.com/2017/dnd/downloads/201702" rel="nofollow">http://media.wizards.com/2017/dnd/downloads/201702</a>... Cursebringer, Moonbow, Mace of Dispater,&nbsp;Claw of Acamar - they all are stylish and fun even without damage increase option. Though bow is less fun, because it's useful only against one type of foes... but cool looks and style are good in this one. Weapons of darkness are also fun, but they are weapons of darkness and aren't bows.
1487873345

Edited 1487873428
Don't all four of those turn you into a paladin in terms of spell slots = more dmg? You could always become a paladin, 'We're always lookin to hire a few thousand good men to murder with'&trade;.
It's just examples of things I find fun. And, as I said, those ones are fun even without dmg up option mostly. Also, don't want to be third paladin in party, and don't want Rogar to become one. If he ever gain some divine powers, it would be more like warlock's pact, not power of faith.
of course it would be warlock. &nbsp;I bet Rogar hears the call of KazaraK every night while trying to sleep. &nbsp;Go on-- reclaim your pact. &nbsp;he's got amazing shiny weapons for you. &nbsp;Use that rambunctious energy to cut down the angels that corrupted your wife and killed your friends. &nbsp;He is all too happy to aid your quest of vengeance.
Yep. And that's why he'll never do anything like that. I couldn't say that better. Though, party's paladins and cleric gods are quite fine. Paladin's god is, like, "I don't give a damn, just revenge something with awesome destruction". And All-Spark is just a god of databases who's all for education of masses.
Fair summaries. &nbsp;I have my own comments about it in the c02s03e01 summary Considering weapon options.
So, about magic items overall... It's more overall thoughts than items, actually. It's night and I don't know how much and what I'll write, but lets see. Also, I'll probably be horrible with names. 1. Weapons. Static bonuses are nice to have. Damage boost is small, but attack bonuses always helping. Missing half of the time can be really frustrating. But static bonuses are totally boring and tend to become staples, so I get why people don't like them a lot. So, special abilities. They can be constant or with limited use. Constant abilities are just there all the time. No need to save them for special occasions and all that. Examples: speed weapons (extra attack for bonus action), effects on crits, expanded crits, usility stuff. Example weapon 1: Bad couple Two +[static] gunblades (counts as both hand crossbows and daggers). Or paired melee weapons. Need attunement, but attune as one item. If attuned, wearer can use properties of weapons: If you use interaction with object to pull out or remove a bad couple, you do so with both weapons for one action. If you hit one target with both of weapons during your turn, you can do additional attack from secondary weapon as a part of your attack. You can do AOO with both weapons. Example weapon 2: hawkeye. +[static] bow/crossbow/gun If target of this weapon deat hunter's mark, sneak attack or fav.enemy damage, it takes additional d6 damage. If you have extra attack feature, during your attack action you can forgo one of your attacks to increase range by 300 feet, damage by d10 and critical range by one step for your next attack roll. If you have extra attack X, you can do this X times, bonuses stack. You must use this bonuses until end of your turn. Example weapon 3: Stinger. +X rapier.&nbsp; Your attacks of opportunity are free action. Example weapon 4: Soul eater When you reduce living creature to 0 hitpoints and kill him, get [your lvl + con.mod] temporary HP. While you have those temporary HP, you have advantage on intimidation checks and advantage on first attack in round with that weapon. Limited use can be different. 1/rest is usual. Example: Sunkey. Key-shaped magic staff. +X to DC of spells and spell attack. 1/longrest, when under direct sunlight, you can say activating word, insert sunkey into land, and turn 600-feet sphere of land (and objects on it) centered on sunkey 90 degree clockwise or counterclockwise. Everyone except staff's owner must make DC 15 dex save or fall prone. Or there can be recharge. Recharge is - after ability spent you roll a dice (roll 6 or 5,6 on d6) or use an action (or several) to recharge ability. Example ability: Barrage. Everyone in 30ft-cone must make DC (8+prof+dex.mod) save, or take 3d10+dex damage. Recharge 6. Or there could be special attack actions: Example ability: Shattershot: as an action, you can do a special attack from the gun. If you hit an object with this weapon, it takes triple damage and every creature within 10 ft of impact must make DC 15 dex save, or take normal damage from attack. Activation with fatigue or self-wounding can be an option, but one attack, which you don't know will hit or miss is, well, bad. With fatigue it could be increasing Con save or fatigue lvl. Like, first use DC 10, second - 15, third - 20. Fail - fatigue lvl and reset DC to 10. With self-wounding you take some unblockable damage to increase power or add special ability to attack. Example ability: Freezing touch. Once per turn before attack you can chose to take 1d8 unblockable damage, If you do so and attack from weapon hits, then target is restrained until start of your next turn, or until it spend action to make DC 10 strenght(athletics) check. Large creatures can make this check at the cost of half movement (as per standing up). Larger creatures are unaffected. Well, I'm done for today =_=
1489549553

Edited 1489966375
Rogar Aundair Force Rifle ... +1 enchanted longarm same range as heavy crossbow(100/400), force damage, 2d8+1 damage.. when attuned, crit hits may become line AOE to near range (100) when attuned, may use reaction as an attack of opportunity with reach up to 10' away Used by the nation of Aundair's military mounted skirmishers
That's actually quite cool gun. Where can I get one?
1489609242

Edited 1489609337
you burned a favor for your gun-runner to hook you up, right?&nbsp; This is the sweetest tech he could get his hands on for you. He happened into one last week along with some necrotek gear.&nbsp; from a fence he knows...
Yes I did. If he interested in necrotec, I think we can ship him a big gun.
He's interested... what are you offering?
The gun we got from fighter ship for him to tinker with. Also, I'm quite interested, if he can create fast-firing stationary gun.&nbsp;
like a faster ballista than once per round?&nbsp; autoloading is 1/round. &nbsp;meta gaming: i'm not looking to have a faster rate of fire on seige weapons.
I think he wants a gatling gun?
Installed on flying mecha sniper-frame, sure. Just kiddin'. And I'm fine with basic siege weapons. It was just weird when warship's fire rate was slower, than some wagon's. Probably should teach some gunners to do their jobs properly. And cover ballistas in mud storm.
rate of fire on the wagon and the crab carrier was the same. they just had more weapons in use than the stipped down crab crew was using.
If you could turn off your love and concern for your families until you finished your work... would you? Or does it fuel your character somehow?
Well, since work with angels is part of Rogar's "family reunion" project, he can. He is frustrated because he need to work with guys who killed him and his friends, but he can be cool with that and let them use him to some degree, since he's using them too. He's not asking about his wife because he believe that this action can provoke angels for immediate action. Get his wife from angels and younger kids from wherever they are must be fast precise operation. Can't be done right now withoug lasting consequences.
that's what I figured.&nbsp; perfect!
1490458720

Edited 1490458885
Lvlup: Lvl 9 ranger - 3rd lvl spells. One more spell known. It will be summon animals spell.&nbsp; Lvl 10 fighter - 1 more Arcane shot option. Well, I have a question here. There are one or two more interesting basic options, but since we started large-scale combat I kinda find those options lacking. Can I have customized option for dealing high damage to objects or increasing mobility (like switching places with target of my arrow, if it hit)? And for switching to gun for special shots feat. Arcane Gunner You can use "Arcane Archer" abilities with guns and bullets. I'll pick it anyway, but... any other benefit?
No other benefit for Arcane Gunner. &nbsp;It's equivalent to the feat Dhraksis spent to apply smite to ranged attacks.&nbsp; I'm open to scaling arcane gunnery ijto seige equipment, but not at level 10. that's gonna be higher like 16+ when casters are getting their top tier spells.. encahnting siege balistas may be balanced at that time.. plus useful when invading hell.
Lvlups up to 13: Fighter 11: Extra attack 2 Fighter 12: ASI - Arcane Gunslinger feat Fighter 13: indomitable - 2 uses/long rest Ranger 10: +10 to stealth if motionless Ranger 11: If I miss with an attack during my turn I get an additional attack (1/round) Ranger 12: ASI - Ace Pilot feat Future lvlups: lvl 14 fighter - ASI - dunno yet lvl 13 ranger - lvl 4 spells. Greater invisibility and Summon woodland beings as main spell choice. lvl 15 fighter - additional arcane shot option. After I use all arcane shots, regain one after 1 minute. lvl 14 ranger - hide as a bonus action
Lvlup 14 fighter ASI was +2 CON Lvlups up to 17: Fighter 16 - feat undecided Lvl 15 ranger - if attacker don't have advantage against me, I can impose disadvantage as a reaction. Even after roll. Fighter 17 - Action surge is now 2 uses/rest indomitable 3 uses/rest Ranger 16 - ASI undecided. Undecided options are 2 feats and one arcane shot. About arcane shot: maybe it's time to return to shattershot discussion? One that can do actual damage to objects/ships/giant robots. Or something for mobility, like rocket jumps, or switching places with target? As for feat - I'm thinking about getting "skilled" for "navigation" and couple others (since Ace pilot gives me expertise if I have trained navigation) Second feat, dunno. Mecha pilot? Do we have sniper suits for humans? (= Maybe something like "trickshot master" for additional options with rifle. Like repairing it as a bonus action, semi-automated fire, more powerful arcane shots, increasing max. distance of shot or using rifles as one handed weapons? Dunno. I want something fun to play with. Other option is additional and final +2 CON.
I think at this level causing siege damage for an arcane shot is pretty reasonable.. as would be a teleportation shot. &nbsp;I'd be fine with either of those.&nbsp; feats... no mecha suits for humans yet... but spending a reaction to repair a fowled gun from a crit fail would be a good piece to a feat. &nbsp; Maybe with a stat bump and something interesting but not over the top. &nbsp;do you crit on 19's already? &nbsp;that would be a good add on at this stage I think. &nbsp;
Ok, I'll take shattershot, and rifle master feat that gives 19-20 crit and reaction-repair, done. And teleportation shot at lvl 18, iirc. Sadly, I'm in work trip and don't have D&D books here for any references =_=
Lvl 18 fighter: Arcane shot now doing 4d6 force damage, additional shot option - teleportation shot Lvl 17 ranger: 5th lvl spells: conjure volley, commune with nature and seeming
1507483734

Edited 1507483770
Can our engineers salvage force guns of warmech frames? And can we use parts of the frames to create a ship? I want a fragship for our army. Well, getting top-tier elemental-powered frame is also an option, but can we, without other countries military become too suspecious about it? It seems that we actually can. Also, since we are at lvl 18... can Rogar have his own body to be recreated and body of his son to be preserved?