Val can only cast one cure wounds per round. Next round he could do another cure wounds and a healing word but that’s all his spells and only of we take down that orc and doesn’t have an AoO agaisnt him or the rest doesn’t hit him.. he only hs 17 HP so is just a sneak attack away from going down... :)
In my experience mixing monsters and npc using the pcs rules usually ends poorly for the party. There are bandits as “monsters” with abilities that mimic the rogue’s ones... and so... I use to left the npc-turned pc class for the recurrent villian that torments the party ;)
I feel that the rogue in addition to being out numbered is a very lethal combination as the chances of being flanked sky rovkets, especially as they surround us, giving him oodles of extra damage. Maybe if we survive the rogues are kept as a few powerful enemies rather than one of a horde
Except a rogue won't be a very powerful enemy if it isn't in a medium to large group. Yes 2 or more rogues is overkill. One Rogue out of 7 other monsters is deadly
AS I just posted, missed that two failed saves, even if the orc would attack Val he will try to heal Gym Sorry Skiidrow, next turn, if he is still up...
I'll also be gone from later today through Monday. Though I'm usually gone most weekends, so really this is just a heads up about Monday.
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Sura of the Shaltari - Level 2 Human Barbarian - Lost Mine of Phandelver Tarhun Delmirev - Level 1 Dragonborn Paladin - Out of the Abyss Gymgier Morigak - Level 2 Dwarf Cleric - The Guild DM - Storm King's Thunder
Hey guys, I've been tinkering with a homebrew aarakocra for a campaign I'm going to start. I've temporarily changed Folki to the race, if you have the time could you let me know what you think of the new race features.
The main change is that lorewise they are now too heavy to fly properly, so they no longer have any flight speed. Instead I have added a number of extra features. The idea is for them to have more situational actions that the player has to think about to implement, but if done can be very powerful.
To simplify the "gliding" function, since it appears that you have more vestigial wings than other aarakocra, I'd advise you putting a multiplier on their base jump distance, like the jump spell does, and perhaps a bonus to reducing damage from falling. Maybe make it so it doesn't gain the bonus when it is encumbered and/or wearing medium or heavy armour (since it would be difficult to flex your wings if they are encased in armour).
The Bird of Prey could be used more along the line of other already existent effects, such as the trampling charge of the warhorse. For example, you can say if you jump at least 10 feet using your gliding ability, a successful attack/grapple check requires a Strength Saving Throw, DC 8 + Proficiency Bonus + Dexterity Modifier.
Leaving the aarakocra without its flight does generally "underpower" it in comparison to other races. They generally had a low amount of abilities due to how "powerful" flight is seen in 5e. I'd advise giving it a coiple of extra kickers. For example, you could give it "Eyes of the Hunter", meaning it has either proficiency in Perception, or gains advantage on Perception checks for seeing. If you're basing it on nocturnal birds, you could provide it with Darkvision.
Hope any of those help, though I quite like the ideas you've put in.
1 - they're not so much vestigial as much as they were built for much less gravity; no matter how good they are they can't lift their weight on this plane. The wings haven't changed just the rest of their bodies. I got the inspiration from the Expanse TV show with colonists on other planets being weaker with less dense bones due to lower gravity. If that works, why not the other way around.
They actually do get a bonus to their jumps, it's part of a different trait so might have missed it. It uses a bonus action so isn't just a straight bonus. Part of what I've done is rather than completely get rid of their use of their wings each feature requires to use of an action etc, like they have to really strain to use it.
2 - I know the bird of prey is a bit weird :) it's gone through a lot of tweaks, it's essentially something I always wanted Folki to do. I'm hoping it adds a bit of uniqueness to the move. It also makes aarakocra much more viable as melee fighters, something I wanted to address overall.
3 - I was actually going to add proficiency in perception, forgot to put it in :) the aim with flight isn't to get ged of it but make it more situational. I think I might change to glide to 3:1, which would mean with 20STR you could high jump and glide and get 48 (~50 ft) flight from a stand still, it just takes your action and bonus
If it is more that their flight is limited based on it being "too heavy" to properly fly, just keep the flight speed of the normal aarakocra, but put a kicker on the end that says "At the end of the aarakocra's turn if it has not landed it falls." This can then be combined with the lessened falling damage so they have a leeway for how far they can fall without getting hurt.
Ok I've tinkered around with it and I think I'm happy.
Added proficiency in Perception
Added ability to use extra attack with the boosted jump
Changed the gliding ratio to 3:1 and rounded it out to every 5ft fallen
Added ability to interact with objects with your feet (in the base game RP) and moved the balance reaction to join with it
Added need to tailor heavy and medium armour to use your wings
I would keep their normal flight and give it limits but it's not quite what I'm going for. I am absolutely fine with flight travel horizontally, with the altered rules you can now jump then glide up to 45ft and attack on the same turn if you have extra attack. I really like the visual of the mobile birdman careening across the battlefield. What I'm trying to get rid of is vertical flying; their wings aren't strong enough, the high jump is the combined strength of their digitigrade legs and their wings. It also stops the use of prolonged flying, which I think is great fun but leads to the constant splitting up of the party and becomes the go-to move to solve problems.
For the campaign I've designed it for splitting up can be very lethal so doing it often is a no go, and I want players to be inventive in problem solving. I know you can't force players to do stuff but I'd like to try and give them a whole box of random tools that they can use in their own way rather than one hammer that they use for everything.
I should also say the Bird of Prey move was created with my homebrew rules in mind. I've altered grappling slightly so that it's more full on rather than just holding someone in place: when you are grappling both you and your opponent can only attack each other. I'm picturing it more as wrestling with swords than grabbing someones arms. The idea behind it is it makes grappling much more useful as it can really pin down a particularly strong opponent but at the cost of also pinning you down. Therefore the Bird of Prey move really opens this up as you are no longer prevented from attacking others but your opponent is; but again at a cost, you have disadvantage against them throwing you off if you use that opportunity.
I went and read the altered stats. May I suggest adding a restriction that you can't glide into an enemy to knock it prone if it Huge or Gargantuan (Assuming you are medium or small). If the enemy is large, you have disadvantage on the grapple check (alternatively, you get a penalty)?
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Val can only cast one cure wounds per round. Next round he could do another cure wounds and a healing word but that’s all his spells and only of we take down that orc and doesn’t have an AoO agaisnt him or the rest doesn’t hit him.. he only hs 17 HP so is just a sneak attack away from going down... :)
In my experience mixing monsters and npc using the pcs rules usually ends poorly for the party. There are bandits as “monsters” with abilities that mimic the rogue’s ones... and so... I use to left the npc-turned pc class for the recurrent villian that torments the party ;)
PbP Character: A few ;)
I feel that the rogue in addition to being out numbered is a very lethal combination as the chances of being flanked sky rovkets, especially as they surround us, giving him oodles of extra damage. Maybe if we survive the rogues are kept as a few powerful enemies rather than one of a horde
Except a rogue won't be a very powerful enemy if it isn't in a medium to large group. Yes 2 or more rogues is overkill. One Rogue out of 7 other monsters is deadly
Also the orc is grappled. I don't think he can AoO Val.
From what I read out of the thread, I think the orc is near death anyways
AS I just posted, missed that two failed saves, even if the orc would attack Val he will try to heal Gym Sorry Skiidrow, next turn, if he is still up...
PbP Character: A few ;)
Np i'll edit the post lol
Kres - Aarakocra Monk - Level 1 - Lost Mines of Phandelver
Hey, I’m headed to camping for six days. I may have spotty service, so don’t kick me out or kill my character. Thanks!
Check out my Extended Signature here
Thanks for the heads up. I'll NPC Gendan.
I'll also be gone from later today through Monday. Though I'm usually gone most weekends, so really this is just a heads up about Monday.
Sura of the Shaltari - Level 2 Human Barbarian - Lost Mine of Phandelver
Tarhun Delmirev - Level 1 Dragonborn Paladin - Out of the Abyss
Gymgier Morigak - Level 2 Dwarf Cleric - The Guild
DM - Storm King's Thunder
Got it.
Enjoy camping!
Hey, just got back and am exhausted. Gonna get some sleep, then will try to get caught up.
Check out my Extended Signature here
Okay. Good night.
Hey guys, I've been tinkering with a homebrew aarakocra for a campaign I'm going to start. I've temporarily changed Folki to the race, if you have the time could you let me know what you think of the new race features.
The main change is that lorewise they are now too heavy to fly properly, so they no longer have any flight speed. Instead I have added a number of extra features. The idea is for them to have more situational actions that the player has to think about to implement, but if done can be very powerful.
Looks interesting, here's a couple of ideas:
Hope any of those help, though I quite like the ideas you've put in.
Thanks for the feedback poke :)
1 - they're not so much vestigial as much as they were built for much less gravity; no matter how good they are they can't lift their weight on this plane. The wings haven't changed just the rest of their bodies. I got the inspiration from the Expanse TV show with colonists on other planets being weaker with less dense bones due to lower gravity. If that works, why not the other way around.
They actually do get a bonus to their jumps, it's part of a different trait so might have missed it. It uses a bonus action so isn't just a straight bonus. Part of what I've done is rather than completely get rid of their use of their wings each feature requires to use of an action etc, like they have to really strain to use it.
2 - I know the bird of prey is a bit weird :) it's gone through a lot of tweaks, it's essentially something I always wanted Folki to do. I'm hoping it adds a bit of uniqueness to the move. It also makes aarakocra much more viable as melee fighters, something I wanted to address overall.
3 - I was actually going to add proficiency in perception, forgot to put it in :) the aim with flight isn't to get ged of it but make it more situational. I think I might change to glide to 3:1, which would mean with 20STR you could high jump and glide and get 48 (~50 ft) flight from a stand still, it just takes your action and bonus
So here's another option based on the above:
Ok I've tinkered around with it and I think I'm happy.
I would keep their normal flight and give it limits but it's not quite what I'm going for. I am absolutely fine with flight travel horizontally, with the altered rules you can now jump then glide up to 45ft and attack on the same turn if you have extra attack. I really like the visual of the mobile birdman careening across the battlefield. What I'm trying to get rid of is vertical flying; their wings aren't strong enough, the high jump is the combined strength of their digitigrade legs and their wings. It also stops the use of prolonged flying, which I think is great fun but leads to the constant splitting up of the party and becomes the go-to move to solve problems.
For the campaign I've designed it for splitting up can be very lethal so doing it often is a no go, and I want players to be inventive in problem solving. I know you can't force players to do stuff but I'd like to try and give them a whole box of random tools that they can use in their own way rather than one hammer that they use for everything.
I should also say the Bird of Prey move was created with my homebrew rules in mind. I've altered grappling slightly so that it's more full on rather than just holding someone in place: when you are grappling both you and your opponent can only attack each other. I'm picturing it more as wrestling with swords than grabbing someones arms. The idea behind it is it makes grappling much more useful as it can really pin down a particularly strong opponent but at the cost of also pinning you down. Therefore the Bird of Prey move really opens this up as you are no longer prevented from attacking others but your opponent is; but again at a cost, you have disadvantage against them throwing you off if you use that opportunity.
I went and read the altered stats. May I suggest adding a restriction that you can't glide into an enemy to knock it prone if it Huge or Gargantuan (Assuming you are medium or small). If the enemy is large, you have disadvantage on the grapple check (alternatively, you get a penalty)?