Aerial Acrobatics. While the dragon is moving through the air using its fly speed or hovering 30 feet or more off the ground, creatures have disadvantage on attack rolls against it.
Amphibious. The dragon can breathe air and water.
Ancient Might. The dragon adds its proficiency bonus to the damage of its natural weapons (already calculated). When the dragon would roll a 1-2 on its damage rolls for its natural weapon attacks or its breath weapon, it instead rolls a 3.
Blessing of the Platinum Dragon. Any critical hit against the dragon becomes a normal hit.
Energy Damage. When the dragon would deal Energy damage, it picks from one of the damage types it is resistant or immune to except for B/P/S damage.
Invincible. When you succeed on a Strength, Dexterity, or Constitution saving throw and would suffer an effect or damage on a success, the dragon instead suffers no effect.
Keeled Scales. The dragon starts off combat with 120 temp hp. It regains all lost temp hp granted by this feature during a long rest.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Life Draining Toxins. Poison damage dealt by the dragon bypass resistances and Immunities.
Timeless Sentinel. The dragon no longer ages naturally and suffers no penalty from aging, and the dragon no longer needs to sleep.
Actions
Multiattack. The dragon uses its Terrifying Presence. It then makes five attacks: two with its bite, two with its claws, and one with its tail. Can replace both bite attacks with a use of Slowing Breath if available.
Bite.Melee Attack Roll: +28, reach 30 ft. Hit: 47 (3d12 + 28) Piercing damage plus 21 (6d6) Energy damage.
Tail.Melee Attack Roll: +28, reach 45 ft. Hit: 55 (6d8 + 28) Bludgeoning or Slashing damage and the target must make a DC 36 Strength saving throw, being pushed 60 feet away and knocked prone on a failure.
Energy Breath (Recharge 6). Dexterity Saving Throw: DC 36, each creature in a 160-foot Cone. Failure: 440 (80d10) Energy Damage. Success: Half damage.
Slowing Breath (Recharge 6). Constitution Saving Throw: DC 36, each creature in a 160-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can’t make more than one attack on its turn. In addition, it can take either an Action or a Bonus Action on its turn, not both. This effect lasts for 1 minute. The creature can repeat the saving throw at the end of its turn, ending the effect on a success.
Terrifying Presence. Wisdom Saving Throw: DC 36, each creature in a mile of the dragon. Failure: The target is frightened of the dragon for 1 hour. If the target fails against the DC by 10 or more, the target’s speed becomes 0 while suffering from the Frightened condition from this effect. If the target fails the DC by 20 or more, the target is knocked unconscious at 1 hp.
Creatures immune to the Frightened condition are still affected by the dragon’s Terrifying Presence, rolling the saving throw at advantage.
The target can repeat the saving throw at the end of their turn, ending the condition on a save. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Terrifying Presence for the next 24 hours unless they were knocked unconscious by the effect.
Reactions
The dragon can take up to two reactions a round, but only one per turn.
Reactive Bite. When the dragon is attacked or forced to make a saving throw by a creature within 30 feet of itself, the dragon can make a bite attack against it.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature's turn, The dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Pounce. The dragon moves up to half its Speed, and it makes one claw attack.
Whipping tail. The Dragon makes a tail attack.
Overpowering Assault (Costs 2). The dragon gathers its strength for a mighty strike. The next attack the dragon makes with its natural weapon deals triple damage on a hit. This benefit lasts until the end of the dragon’s next turn or until it scores a hit, whichever comes first.
*I'm aware that this is quite overtuned. Let me know how I should reel him in to be more reasonable.*
*terrifying. Obviously, there are very few creatures on this thread that could win against this guy in a fight. Those creatures being Abaddon, Ragnaris, Lonely’s dog, and a few others. So just… be mindful of that when battling with them.*
Aerial Acrobatics. While the dragon is moving through the air using its fly speed or hovering 30 feet or more off the ground, creatures have disadvantage on attack rolls against it.
Amphibious. The dragon can breathe air and water.
Ancient Might. The dragon adds its proficiency bonus to the damage of its natural weapons (already calculated). When the dragon would roll a 1-2 on its damage rolls for its natural weapon attacks or its breath weapon, it instead rolls a 3.
Blessing of the Platinum Dragon. Any critical hit against the dragon becomes a normal hit.
Energy Damage. When the dragon would deal Energy damage, it picks from one of the damage types it is resistant or immune to except for B/P/S damage.
Invincible. When you succeed on a Strength, Dexterity, or Constitution saving throw and would suffer an effect or damage on a success, the dragon instead suffers no effect.
Keeled Scales. The dragon starts off combat with 120 temp hp. It regains all lost temp hp granted by this feature during a long rest.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Life Draining Toxins. Poison damage dealt by the dragon bypass resistances and Immunities.
Timeless Sentinel. The dragon no longer ages naturally and suffers no penalty from aging, and the dragon no longer needs to sleep.
Actions
Multiattack. The dragon uses its Terrifying Presence. It then makes five attacks: two with its bite, two with its claws, and one with its tail. Can replace both bite attacks with a use of Slowing Breath if available.
Bite.Melee Attack Roll: +28, reach 30 ft. Hit: 47 (3d12 + 28) Piercing damage plus 21 (6d6) Energy damage.
Tail.Melee Attack Roll: +28, reach 45 ft. Hit: 55 (6d8 + 28) Bludgeoning or Slashing damage and the target must make a DC 36 Strength saving throw, being pushed 60 feet away and knocked prone on a failure.
Energy Breath (Recharge 6). Dexterity Saving Throw: DC 36, each creature in a 160-foot Cone. Failure: 440 (80d10) Energy Damage. Success: Half damage.
Slowing Breath (Recharge 6). Constitution Saving Throw: DC 36, each creature in a 160-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can’t make more than one attack on its turn. In addition, it can take either an Action or a Bonus Action on its turn, not both. This effect lasts for 1 minute. The creature can repeat the saving throw at the end of its turn, ending the effect on a success.
Terrifying Presence. Wisdom Saving Throw: DC 36, each creature in a mile of the dragon. Failure: The target is frightened of the dragon for 1 hour. If the target fails against the DC by 10 or more, the target’s speed becomes 0 while suffering from the Frightened condition from this effect. If the target fails the DC by 20 or more, the target is knocked unconscious at 1 hp.
Creatures immune to the Frightened condition are still affected by the dragon’s Terrifying Presence, rolling the saving throw at advantage.
The target can repeat the saving throw at the end of their turn, ending the condition on a save. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Terrifying Presence for the next 24 hours unless they were knocked unconscious by the effect.
Reactions
The dragon can take up to two reactions a round, but only one per turn.
Reactive Bite. When the dragon is attacked or forced to make a saving throw by a creature within 30 feet of itself, the dragon can make a bite attack against it.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature's turn, The dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Pounce. The dragon moves up to half its Speed, and it makes one claw attack.
Whipping tail. The Dragon makes a tail attack.
Overpowering Assault (Costs 2). The dragon gathers its strength for a mighty strike. The next attack the dragon makes with its natural weapon deals triple damage on a hit. This benefit lasts until the end of the dragon’s next turn or until it scores a hit, whichever comes first.
*I'm aware that this is quite overtuned. Let me know how I should reel him in to be more reasonable.*
*terrifying. Obviously, there are very few creatures on this thread that could win against this guy in a fight. Those creatures being Abaddon, Ragnaris, Lonely’s dog, and a few others. So just… be mindful of that when battling with them.*
*anyways, how are you?*
*I'm doing good. Yeah, I had a feeling he would be powerful, and I'll probably tone him down quite a bit before I use him here. Mind you, this is actually already nerfed since the subclass lets him always attack with advantage and the reroll damage die is from 1-4 instead of just 1 and 2 on the die. Epic dragons are no joke.*
Rollback Post to RevisionRollBack
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Aerial Acrobatics. While the dragon is moving through the air using its fly speed or hovering 30 feet or more off the ground, creatures have disadvantage on attack rolls against it.
Amphibious. The dragon can breathe air and water.
Ancient Might. The dragon adds its proficiency bonus to the damage of its natural weapons (already calculated). When the dragon would roll a 1-2 on its damage rolls for its natural weapon attacks or its breath weapon, it instead rolls a 3.
Blessing of the Platinum Dragon. Any critical hit against the dragon becomes a normal hit.
Energy Damage. When the dragon would deal Energy damage, it picks from one of the damage types it is resistant or immune to except for B/P/S damage.
Invincible. When you succeed on a Strength, Dexterity, or Constitution saving throw and would suffer an effect or damage on a success, the dragon instead suffers no effect.
Keeled Scales. The dragon starts off combat with 120 temp hp. It regains all lost temp hp granted by this feature during a long rest.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Life Draining Toxins. Poison damage dealt by the dragon bypass resistances and Immunities.
Timeless Sentinel. The dragon no longer ages naturally and suffers no penalty from aging, and the dragon no longer needs to sleep.
Actions
Multiattack. The dragon uses its Terrifying Presence. It then makes five attacks: two with its bite, two with its claws, and one with its tail. Can replace both bite attacks with a use of Slowing Breath if available.
Bite.Melee Attack Roll: +28, reach 30 ft. Hit: 47 (3d12 + 28) Piercing damage plus 21 (6d6) Energy damage.
Tail.Melee Attack Roll: +28, reach 45 ft. Hit: 55 (6d8 + 28) Bludgeoning or Slashing damage and the target must make a DC 36 Strength saving throw, being pushed 60 feet away and knocked prone on a failure.
Energy Breath (Recharge 6). Dexterity Saving Throw: DC 36, each creature in a 160-foot Cone. Failure: 440 (80d10) Energy Damage. Success: Half damage.
Slowing Breath (Recharge 6). Constitution Saving Throw: DC 36, each creature in a 160-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can’t make more than one attack on its turn. In addition, it can take either an Action or a Bonus Action on its turn, not both. This effect lasts for 1 minute. The creature can repeat the saving throw at the end of its turn, ending the effect on a success.
Terrifying Presence. Wisdom Saving Throw: DC 36, each creature in a mile of the dragon. Failure: The target is frightened of the dragon for 1 hour. If the target fails against the DC by 10 or more, the target’s speed becomes 0 while suffering from the Frightened condition from this effect. If the target fails the DC by 20 or more, the target is knocked unconscious at 1 hp.
Creatures immune to the Frightened condition are still affected by the dragon’s Terrifying Presence, rolling the saving throw at advantage.
The target can repeat the saving throw at the end of their turn, ending the condition on a save. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Terrifying Presence for the next 24 hours unless they were knocked unconscious by the effect.
Reactions
The dragon can take up to two reactions a round, but only one per turn.
Reactive Bite. When the dragon is attacked or forced to make a saving throw by a creature within 30 feet of itself, the dragon can make a bite attack against it.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature's turn, The dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Pounce. The dragon moves up to half its Speed, and it makes one claw attack.
Whipping tail. The Dragon makes a tail attack.
Overpowering Assault (Costs 2). The dragon gathers its strength for a mighty strike. The next attack the dragon makes with its natural weapon deals triple damage on a hit. This benefit lasts until the end of the dragon’s next turn or until it scores a hit, whichever comes first.
*I'm aware that this is quite overtuned. Let me know how I should reel him in to be more reasonable.*
*terrifying. Obviously, there are very few creatures on this thread that could win against this guy in a fight. Those creatures being Abaddon, Ragnaris, Lonely’s dog, and a few others. So just… be mindful of that when battling with them.*
*anyways, how are you?*
*I'm doing good. Yeah, I had a feeling he would be powerful, and I'll probably tone him down quite a bit before I use him here. Mind you, this is actually already nerfed since the subclass lets him always attack with advantage and the reroll damage die is from 1-4 instead of just 1 and 2 on the die. Epic dragons are no joke.*
*indeed, they are utterly terrifying. The arcanists can shoot straight up giant laser beams.*
Aerial Acrobatics. While the dragon is moving through the air using its fly speed or hovering 30 feet or more off the ground, creatures have disadvantage on attack rolls against it.
Amphibious. The dragon can breathe air and water.
Ancient Might. The dragon adds its proficiency bonus to the damage of its natural weapons (already calculated). When the dragon would roll a 1-2 on its damage rolls for its natural weapon attacks or its breath weapon, it instead rolls a 3.
Blessing of the Platinum Dragon. Any critical hit against the dragon becomes a normal hit.
Energy Damage. When the dragon would deal Energy damage, it picks from one of the damage types it is resistant or immune to except for B/P/S damage.
Invincible. When you succeed on a Strength, Dexterity, or Constitution saving throw and would suffer an effect or damage on a success, the dragon instead suffers no effect.
Keeled Scales. The dragon starts off combat with 120 temp hp. It regains all lost temp hp granted by this feature during a long rest.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Life Draining Toxins. Poison damage dealt by the dragon bypass resistances and Immunities.
Timeless Sentinel. The dragon no longer ages naturally and suffers no penalty from aging, and the dragon no longer needs to sleep.
Actions
Multiattack. The dragon uses its Terrifying Presence. It then makes five attacks: two with its bite, two with its claws, and one with its tail. Can replace both bite attacks with a use of Slowing Breath if available.
Bite.Melee Attack Roll: +28, reach 30 ft. Hit: 47 (3d12 + 28) Piercing damage plus 21 (6d6) Energy damage.
Tail.Melee Attack Roll: +28, reach 45 ft. Hit: 55 (6d8 + 28) Bludgeoning or Slashing damage and the target must make a DC 36 Strength saving throw, being pushed 60 feet away and knocked prone on a failure.
Energy Breath (Recharge 6). Dexterity Saving Throw: DC 36, each creature in a 160-foot Cone. Failure: 440 (80d10) Energy Damage. Success: Half damage.
Slowing Breath (Recharge 6). Constitution Saving Throw: DC 36, each creature in a 160-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can’t make more than one attack on its turn. In addition, it can take either an Action or a Bonus Action on its turn, not both. This effect lasts for 1 minute. The creature can repeat the saving throw at the end of its turn, ending the effect on a success.
Terrifying Presence. Wisdom Saving Throw: DC 36, each creature in a mile of the dragon. Failure: The target is frightened of the dragon for 1 hour. If the target fails against the DC by 10 or more, the target’s speed becomes 0 while suffering from the Frightened condition from this effect. If the target fails the DC by 20 or more, the target is knocked unconscious at 1 hp.
Creatures immune to the Frightened condition are still affected by the dragon’s Terrifying Presence, rolling the saving throw at advantage.
The target can repeat the saving throw at the end of their turn, ending the condition on a save. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Terrifying Presence for the next 24 hours unless they were knocked unconscious by the effect.
Reactions
The dragon can take up to two reactions a round, but only one per turn.
Reactive Bite. When the dragon is attacked or forced to make a saving throw by a creature within 30 feet of itself, the dragon can make a bite attack against it.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature's turn, The dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Pounce. The dragon moves up to half its Speed, and it makes one claw attack.
Whipping tail. The Dragon makes a tail attack.
Overpowering Assault (Costs 2). The dragon gathers its strength for a mighty strike. The next attack the dragon makes with its natural weapon deals triple damage on a hit. This benefit lasts until the end of the dragon’s next turn or until it scores a hit, whichever comes first.
*I'm aware that this is quite overtuned. Let me know how I should reel him in to be more reasonable.*
*terrifying. Obviously, there are very few creatures on this thread that could win against this guy in a fight. Those creatures being Abaddon, Ragnaris, Lonely’s dog, and a few others. So just… be mindful of that when battling with them.*
*anyways, how are you?*
*I'm doing good. Yeah, I had a feeling he would be powerful, and I'll probably tone him down quite a bit before I use him here. Mind you, this is actually already nerfed since the subclass lets him always attack with advantage and the reroll damage die is from 1-4 instead of just 1 and 2 on the die. Epic dragons are no joke.*
*indeed, they are utterly terrifying. The arcanists can shoot straight up giant laser beams.*
*wanna roleplay?*
*Sure. I've got Coronet and Zeon.*
Rollback Post to RevisionRollBack
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Aerial Acrobatics. While the dragon is moving through the air using its fly speed or hovering 30 feet or more off the ground, creatures have disadvantage on attack rolls against it.
Amphibious. The dragon can breathe air and water.
Ancient Might. The dragon adds its proficiency bonus to the damage of its natural weapons (already calculated). When the dragon would roll a 1-2 on its damage rolls for its natural weapon attacks or its breath weapon, it instead rolls a 3.
Blessing of the Platinum Dragon. Any critical hit against the dragon becomes a normal hit.
Energy Damage. When the dragon would deal Energy damage, it picks from one of the damage types it is resistant or immune to except for B/P/S damage.
Invincible. When you succeed on a Strength, Dexterity, or Constitution saving throw and would suffer an effect or damage on a success, the dragon instead suffers no effect.
Keeled Scales. The dragon starts off combat with 120 temp hp. It regains all lost temp hp granted by this feature during a long rest.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Life Draining Toxins. Poison damage dealt by the dragon bypass resistances and Immunities.
Timeless Sentinel. The dragon no longer ages naturally and suffers no penalty from aging, and the dragon no longer needs to sleep.
Actions
Multiattack. The dragon uses its Terrifying Presence. It then makes five attacks: two with its bite, two with its claws, and one with its tail. Can replace both bite attacks with a use of Slowing Breath if available.
Bite.Melee Attack Roll: +28, reach 30 ft. Hit: 47 (3d12 + 28) Piercing damage plus 21 (6d6) Energy damage.
Tail.Melee Attack Roll: +28, reach 45 ft. Hit: 55 (6d8 + 28) Bludgeoning or Slashing damage and the target must make a DC 36 Strength saving throw, being pushed 60 feet away and knocked prone on a failure.
Energy Breath (Recharge 6). Dexterity Saving Throw: DC 36, each creature in a 160-foot Cone. Failure: 440 (80d10) Energy Damage. Success: Half damage.
Slowing Breath (Recharge 6). Constitution Saving Throw: DC 36, each creature in a 160-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can’t make more than one attack on its turn. In addition, it can take either an Action or a Bonus Action on its turn, not both. This effect lasts for 1 minute. The creature can repeat the saving throw at the end of its turn, ending the effect on a success.
Terrifying Presence. Wisdom Saving Throw: DC 36, each creature in a mile of the dragon. Failure: The target is frightened of the dragon for 1 hour. If the target fails against the DC by 10 or more, the target’s speed becomes 0 while suffering from the Frightened condition from this effect. If the target fails the DC by 20 or more, the target is knocked unconscious at 1 hp.
Creatures immune to the Frightened condition are still affected by the dragon’s Terrifying Presence, rolling the saving throw at advantage.
The target can repeat the saving throw at the end of their turn, ending the condition on a save. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Terrifying Presence for the next 24 hours unless they were knocked unconscious by the effect.
Reactions
The dragon can take up to two reactions a round, but only one per turn.
Reactive Bite. When the dragon is attacked or forced to make a saving throw by a creature within 30 feet of itself, the dragon can make a bite attack against it.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature's turn, The dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Pounce. The dragon moves up to half its Speed, and it makes one claw attack.
Whipping tail. The Dragon makes a tail attack.
Overpowering Assault (Costs 2). The dragon gathers its strength for a mighty strike. The next attack the dragon makes with its natural weapon deals triple damage on a hit. This benefit lasts until the end of the dragon’s next turn or until it scores a hit, whichever comes first.
*I'm aware that this is quite overtuned. Let me know how I should reel him in to be more reasonable.*
*terrifying. Obviously, there are very few creatures on this thread that could win against this guy in a fight. Those creatures being Abaddon, Ragnaris, Lonely’s dog, and a few others. So just… be mindful of that when battling with them.*
*anyways, how are you?*
*I'm doing good. Yeah, I had a feeling he would be powerful, and I'll probably tone him down quite a bit before I use him here. Mind you, this is actually already nerfed since the subclass lets him always attack with advantage and the reroll damage die is from 1-4 instead of just 1 and 2 on the die. Epic dragons are no joke.*
*indeed, they are utterly terrifying. The arcanists can shoot straight up giant laser beams.*
*wanna roleplay?*
*Sure. I've got Coronet and Zeon.*
*alright! I have Lonely, Abaddon, and creepy spider lady/person/creature thing- for simplicity’s sake, they’re called the mother of puppets. Who do you want? :>*
*Good question. I'm good with any of them honestly*
*alright, let’s go with the mother of puppets!*
a human of indeterminate age waltzes throughout the dome amidst carnage and destruction. They have pale skin, startling orange eyes, a tangled mess of long hair, and a chunk of the back of their skull missing, revealing not any internal organs but instead a dark, shadowy abyss, covered by a layer of cobwebs and multiple live spiders, though the missing part of their skull is covered by their long hair. They wear a brown vest over a buttoned, white shirt and smoke a cigarette, which produces a sickly green smoke. Nobody bothers to attack them, and they don’t bother to attack anyone else.
*Good question. I'm good with any of them honestly*
*alright, let’s go with the mother of puppets!*
a human of indeterminate age waltzes throughout the dome amidst carnage and destruction. They have pale skin, startling orange eyes, a tangled mess of long hair, and a chunk of the back of their skull missing, revealing not any internal organs but instead a dark, shadowy abyss, covered by a layer of cobwebs and multiple live spiders, though the missing part of their skull is covered by their long hair. They wear a brown vest over a buttoned, white shirt and smoke a cigarette, which produces a sickly green smoke. Nobody bothers to attack them, and they don’t bother to attack anyone else.
Nearby, they see a colossal figure flying above the battlefield. A dracolich of immense size with bones charred black covered in various crack that glow with violet, necrotic power. Shadows dance across her form, giving off a phantom visage of what they would have looked like if she had a flesh form. Black and violet colored ice shards cling to her ribcage and neck vertebrae, and snow seems to fall from her skeletal shadow wings. Three heads survey the landscape below, the shape of the skulls displaying the appearance of a permanent smile on each of their faces, as violet fire flickers within each eye socket.
The dracolich speaks in an ancient dialect of draconic, one imbued with ancient magics. Her worlds fill the corpses of the battlefield with the power of undeath, causing the bodies to rise and attack the living, adding to the carnage. The dracolich cackles at her handiwork.
Rollback Post to RevisionRollBack
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
*Mornin’ everybody, I like how Eithan did yesterday, how are y’all?*
*Decent. Trying to stat out Sandalphon*
Rollback Post to RevisionRollBack
Yo, I'm Himy (He/him) not as active as I use to be, but I'm here from time to time. I don't got much else to say.
"From the stars of the inner sea, from the tower of insight, from the four corners of paradise, let them know; their story is filled with blessings. Only those free of sin may pass... Garden of Avalon!”
”The elements coalesce, amalgamate, and bring forth the star that interweaves all creation. Bow down with death! Enuma Elish!”
*Mornin’ everybody, I like how Eithan did yesterday, how are y’all?*
*Decent. Trying to stat out Sandalphon*
*Decent is better than bad, I’m thinking of making a high evasion character who’s whole deal is making his bullets infinitely bounce, allowing his damage to stack up over time, after all, no one can escape the 20 meter Emerald splash.*
*Mornin’ everybody, I like how Eithan did yesterday, how are y’all?*
*Decent. Trying to stat out Sandalphon*
*Decent is better than bad, I’m thinking of making a high evasion character who’s whole deal is making his bullets infinitely bounce, allowing his damage to stack up over time, after all, no one can escape the 20 meter Emerald splash.*
*Coins. Do it with coins*
Rollback Post to RevisionRollBack
Yo, I'm Himy (He/him) not as active as I use to be, but I'm here from time to time. I don't got much else to say.
"From the stars of the inner sea, from the tower of insight, from the four corners of paradise, let them know; their story is filled with blessings. Only those free of sin may pass... Garden of Avalon!”
”The elements coalesce, amalgamate, and bring forth the star that interweaves all creation. Bow down with death! Enuma Elish!”
*Mornin’ everybody, I like how Eithan did yesterday, how are y’all?*
*Decent. Trying to stat out Sandalphon*
*Decent is better than bad, I’m thinking of making a high evasion character who’s whole deal is making his bullets infinitely bounce, allowing his damage to stack up over time, after all, no one can escape the 20 meter Emerald splash.*
*Stigmata now has 4k HP, but he's vulnerable to all damage types, fails all saves automatically, and all attacks automatically hit him. Functionally, he has about 500 when you tak all that into account. I hope you guys like doing numbers, cus he likes takin' em.*
Rollback Post to RevisionRollBack
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
*Stigmata now has 4k HP, but he's vulnerable to all damage types, fails all saves automatically, and all attacks automatically hit him. Functionally, he has about 500 when you tak all that into account. I hope you guys like doing numbers, cus he likes takin' em.*
*So every attack basically auto CRITS on this guy? That's quite insane indeed, I don't know how you made a character with 4k health underpowered, but I do like it.*
Rollback Post to RevisionRollBack
Local Jokester, Viber, Doctor, and Therapist, I do my best to make your day better, and if I fail I'll try again tomorrow.
'Nothing is beautiful because it lasts.'
'War does not decide who was right, but only who is left.'
*terrifying. Obviously, there are very few creatures on this thread that could win against this guy in a fight. Those creatures being Abaddon, Ragnaris, Lonely’s dog, and a few others. So just… be mindful of that when battling with them.*
*anyways, how are you?*
*I'm doing good. Yeah, I had a feeling he would be powerful, and I'll probably tone him down quite a bit before I use him here. Mind you, this is actually already nerfed since the subclass lets him always attack with advantage and the reroll damage die is from 1-4 instead of just 1 and 2 on the die. Epic dragons are no joke.*
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
*indeed, they are utterly terrifying. The arcanists can shoot straight up giant laser beams.*
*wanna roleplay?*
*Sure. I've got Coronet and Zeon.*
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
*alright! I have Lonely, Abaddon, and creepy spider lady/person/creature thing- for simplicity’s sake, they’re called the mother of puppets. Who do you want? :>*
*Good question. I'm good with any of them honestly*
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
*alright, let’s go with the mother of puppets!*
a human of indeterminate age waltzes throughout the dome amidst carnage and destruction. They have pale skin, startling orange eyes, a tangled mess of long hair, and a chunk of the back of their skull missing, revealing not any internal organs but instead a dark, shadowy abyss, covered by a layer of cobwebs and multiple live spiders, though the missing part of their skull is covered by their long hair. They wear a brown vest over a buttoned, white shirt and smoke a cigarette, which produces a sickly green smoke. Nobody bothers to attack them, and they don’t bother to attack anyone else.
Nearby, they see a colossal figure flying above the battlefield. A dracolich of immense size with bones charred black covered in various crack that glow with violet, necrotic power. Shadows dance across her form, giving off a phantom visage of what they would have looked like if she had a flesh form. Black and violet colored ice shards cling to her ribcage and neck vertebrae, and snow seems to fall from her skeletal shadow wings. Three heads survey the landscape below, the shape of the skulls displaying the appearance of a permanent smile on each of their faces, as violet fire flickers within each eye socket.
The dracolich speaks in an ancient dialect of draconic, one imbued with ancient magics. Her worlds fill the corpses of the battlefield with the power of undeath, causing the bodies to rise and attack the living, adding to the carnage. The dracolich cackles at her handiwork.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
*Mornin’ everybody, I like how Eithan did yesterday, how are y’all?*
*Decent. Trying to stat out Sandalphon*
Yo, I'm Himy (He/him) not as active as I use to be, but I'm here from time to time. I don't got much else to say.
"From the stars of the inner sea, from the tower of insight, from the four corners of paradise, let them know; their story is filled with blessings. Only those free of sin may pass... Garden of Avalon!”
”The elements coalesce, amalgamate, and bring forth the star that interweaves all creation. Bow down with death! Enuma Elish!”
*Decent is better than bad, I’m thinking of making a high evasion character who’s whole deal is making his bullets infinitely bounce, allowing his damage to stack up over time, after all, no one can escape the 20 meter Emerald splash.*
*Coins. Do it with coins*
Yo, I'm Himy (He/him) not as active as I use to be, but I'm here from time to time. I don't got much else to say.
"From the stars of the inner sea, from the tower of insight, from the four corners of paradise, let them know; their story is filled with blessings. Only those free of sin may pass... Garden of Avalon!”
”The elements coalesce, amalgamate, and bring forth the star that interweaves all creation. Bow down with death! Enuma Elish!”
*Of course he’ll do it with coins.*
*Stigmata now has 4k HP, but he's vulnerable to all damage types, fails all saves automatically, and all attacks automatically hit him. Functionally, he has about 500 when you tak all that into account. I hope you guys like doing numbers, cus he likes takin' em.*
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
*So every attack basically auto CRITS on this guy? That's quite insane indeed, I don't know how you made a character with 4k health underpowered, but I do like it.*
Local Jokester, Viber, Doctor, and Therapist, I do my best to make your day better, and if I fail I'll try again tomorrow.
'Nothing is beautiful because it lasts.'
'War does not decide who was right, but only who is left.'
https://docs.google.com/document/d/12WUcdu6YBH2USIcmf48FCnLwDh_mGHZJZYZWwLLRzhA/edit?tab=t.0 (For when I'm gone.)
*boo!*
*Hello Arch, jsyk, Eithan didn't want to kill Lady Lovelace. Also how are you?*
Local Jokester, Viber, Doctor, and Therapist, I do my best to make your day better, and if I fail I'll try again tomorrow.
'Nothing is beautiful because it lasts.'
'War does not decide who was right, but only who is left.'
https://docs.google.com/document/d/12WUcdu6YBH2USIcmf48FCnLwDh_mGHZJZYZWwLLRzhA/edit?tab=t.0 (For when I'm gone.)
*i’m wonderful! I’m also scheming plots related to Abaddon, Rag and Ragnaris, so that’s fun, isn’t it?*
*Fun isn't the word I would immediately use, but it does certainly sound interesting, that I will have to say. Happy you are doing wonderful.*
Local Jokester, Viber, Doctor, and Therapist, I do my best to make your day better, and if I fail I'll try again tomorrow.
'Nothing is beautiful because it lasts.'
'War does not decide who was right, but only who is left.'
https://docs.google.com/document/d/12WUcdu6YBH2USIcmf48FCnLwDh_mGHZJZYZWwLLRzhA/edit?tab=t.0 (For when I'm gone.)
*it’s also going to involve the Mother of Puppets, my new character, who might start all of the conflict!*
*anyways, how art thou?*