Incarna Worlds

Incarna Worlds
Incarna Worlds

Converted Taelin

Taelin

CHA = 12
WIS = 14
CON = 12
STR = 11
INT = 8
DEX = 18
SAN = 11
Half-Elf/ 8th level character; 6th fighter - champion/2 rogue
8+(6x6)+(2x5)=54+8=62
Affinity: Kinetic
aptitude: psychic
Alignment: Neutral Good
Race: Half Elf
Trait:Quick Temper

Essence

Traits:
Radiance bond (minor) would give damage resistance to Radiant damage, +1 on any reactions check, +1 Persuade skill, and +1 on any healing effects

1 ability buy: Lore: Dunstrand +1
+ other lores
Botany +1 Lore, Monster Lore +1, Brewing +1, Cooking +1, 

2 levels in rogue [3,6]
6 levels of ranger (______ path) [1,2,4,5,7,8]
HD: = 68 HP

= an 8th level character

Soul Gem:
stabilize at zero
+1 survival, +1 shadow/void sense - sense powers inimical to life
Disconnected Soul Gem
Feral Boost : uses Barbarian berserker Freny (1 extra attack) + Reckless attack 

















UPDATES
forrestal = WORLD TREE (has memories of the world. greater animus)
Can be bonded to with soul gem or some like life bond; communication requires ___
Can exchange essence; allows user to do Druid Craft - any bonding to soul tree
Lore: Botany +1, Resist Plant Poison, spell save DC +1 for druid (non moon), any cleric domain of life or nature
= only when on the plane of the world tree
Can answer Lore of History of an event/person by exchanging essence; CON save to remember, otherwise only bond effects remain, knowledge s forgotten. 
Tree can be queried further? communication requirements? 

SPARK
Mote and Shade = requirement for Shadow Faculties / Radiance Faculties

channel Divinity
= more detail, paladin/druid/cleric
piety = more update? 

Grace Sense = Aura Sense
= Grace Faculties - tie it to Channel Divinity

Liviong Sacrement
= 1 use channel divity, that can also be used by Divine characters (by class, not affinity/aptitude)

toxin resistance (general/5pt) = poison resistance

ligth sleeper
= Passive PER while asleep +5; Danger Sense while asleep 

change ALERT feat  from cannot be surprised to bonus to passive PER and PER check to be surprised



Items to detail:
SATCHEL OF MOG, GRAVEWALDS AX, ORK HATER

Soul Gem:
Reduces WIS requirement by 1 for multi-classing. - for bonded only
-1 cost FeyWild Glimpse - Sense FeyWild Crossings Insight

- unbonded it gives disadvantage to the check.

5 comments:

Unknown said...

Just a reminder that Taelin had all his connections to Malek burned away by the Sisters of the Blood, so I lost the Malek-given bonus of +1 to all defensive actions.

And I think that Mario gave me that other ring of Defense he had to make up for my Malek lost (a ring +1 on all defense manuvers) that was Batsu's, but I am fine if you think that is too much, as I got the +1 Evade ring from Black Omen Hall...and this is pretty much updated except for our last time meeting up on March 15th https://docs.google.com/document/d/1I9lQCx2BVKJILIZsDz4WOgj3_pyNPZt3a49CsHY2vaM/edit

so how does this level thing work, where I have level 3 and 6 as Rogue, and the rest as Ranger? Does this mean I gain the specific bonuses of level 3 and 6 of Rogue, but do not gain them in Ranger? I am assuming that there are benefits to those level of Rogue that fit my character and either how I was playing him, what I gained over time, and/or are more specific to the Darklands Ranger Background. But when I roll on thieving skills, I am still an 8th level character? Again, my basis is 1e for this.


Looking forward to the fleshing out of Taelin, and I am sure I will have comments and feedback along the way!

Unknown said...

There is character level, and class level. you have 2 levels of rogue, so are a second level rogue. You are not buying the class level at the character level power. When you buy a level in a class, you get the next level... so if you are Fighter 6, Rogue 1,you are 7th level character. If on getting level 8, you buy another rogue, you are a rogue 2, fighter 6, but an 8th level character with the proficiency bonus of that.

Unknown said...

I tried to post the word document I have made to capture the transition of Taelin, but there is a 4000 or so character limit, so i will break this down for others to see to have the discussion about how things will convert over. I think this captures Taelin very well, though some things are still being worked on and I still have some questions, but over all very cool.

Here are the basic Stats of Converted Taelin. I should note Kelly was awesome and allowed for both the D&D Half-Elf and Level attribute bonuses for Taelin with makes Taelin even more bad ass.

TAELIN MAR SHALDIS
HALF ELF 8TH LEVEL CHARACTER = 6TH LEVEL FIGHTER-CHAMPION/ 2ND LEVEL ROGUE
CHA 12 (+1)
WIS 14 (+2)
CON 12 (+1)
STR 11
INT 8 (-1)
DEX 18 (+4)
SAN 11
KINETIC AFFINITY (DEX)
PSYCHIC APTITUDE – reduces CHA req to 13 for multiclass Bard, Sorcerer, Warlock
ALIGNMENT: NEUTRAL GOOD
ESSENCE: 11 (-3 Psychic Apt) = 8 (any other bonuses/negatives? Level, PanGeDiam, Forestal, etc?)
HP = 6 (6x7=42 fighter/toughness 8 per level; 2x6=12 thief/toughness 6 per level; +8 CON) = 62?
8TH LEVEL PROFICIENCY BONUS = +3
Short Bow from Tour of Duty in the Darklands: 1d6 = 3 damage
Gravewald’s Ax – Battle Axe = 1d8 (4) slashing. Versatile = 1d10 (5) 2-hand-handed. Pulverizing (negates basic resistance). Bonuses for attack/defense and other skills vs Orrish?
Ork Hater: 1d4 (2). Broken Scimitar Blade = Dagger. Negates unadapted grip. Full damage to Orrish. Fiend of Desire 9 CHA. 1 CHA to prevent disarm maneuvers or force opponent to reroll death blows against me.
+ 1 Ring of Defense (+1 to AC)
Armor = ? Shield = ? AC = ?
Satchel of Mog: and traveling copies of the Annals of the Gallants

Quick Temper: Compulsion, SAN check.

Soul Gem:
Automatically stabilize at zero
+1 Survival. +1 Shadow/Void Sense/ and senses powers inimical to life. Other costs/bonuses/traits/skills?
Barbarian Frenzy Feat (Feral Boost)– single melee weapon attack is a bonus action for 1 minute.
-1 WIS req (14) for multi-classing Totem Warrior, Cleric, Druid, Paladin, Monk (Way of the Elements)
-1 cost FeyWild Glimpse

Background – Outlander – Proficiencies/Feats/Skills/Traits
Athletics Skill - STR check
Nature Skill - INT check
Musical Instrument Skill = Freddie the Flute. DEX check.
Origin – Outcast
Wanderer – You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Natural Explorer: Darklands, Grasslands (Dunstrand). Double Proficiency bonus for skills used in favored terrains on successful INT/WIS check. In favored terrain: Difficult terrain doesn’t slow down group’s travel. Can’t get lost except by magical means. I remain alert even engaged in another activity. I can move stealthy at normal pace. I find 2x food. Tracking gives me exact number, their sizes, and how long ago they passed.
Personality – I have a lesson for every situation, and I watch over my friends as if they were a litter of newborn pups, making sure they are safe and that they do the right thing.
Ideal – Greater Good
Bond – My family, clan, tribe. I will bring terrible wrath down on the Orrish and Darkness across the lands, each representing those that killed my family and destroyed my village, sparing others of my horrid plight.
Flaw – I remember every insult I’ve received and nurse a silent grudge against those who wronged me




Unknown said...

And Here is Taelin's class conversion:

6th Level Fighter/Proficiencies/Feats/Skills
Martial Type Champion
Saving Throw STR, CON
All Armor and Shields, Simple Weapons, Martial Weapons
Perception Skill, (double proficiency; +1 from Enhanced Senses) WIS check
Survival Skill, (double proficiency; +1 from Soul Gem) WIS check (Incarna Tracking)
Archery Combat +2 attack bonus
Second Wind Feat – bonus action to regain hit points = 1d10+level = 5+8= 13. Once per short rest.
Action Surge Feat – 1 additional action on top of regular action and possible bonus action. Once per short rest.
Extra Attack Feat– 2 attacks per turn
Improved Critical Feat – 19 or 20 for crit

2nd Level Rogue/Proficiencies/Feats/Skills
Saving Throw DEX, INT
Stealth Skill – DEX check
Sneak Attack Feat – extra 1d6 if I hit with advantage on attack roll. Ranged/Finesse Weapon.
Cunning Action Feat – I can take a bonus action on each of my turns in combat = Dash, Disengage, Hide.
Herbalism Kit: Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing

Unknown said...

Here is the rest of Taelin, including questions for things and how things converted over

Forestal Communing/Bonding:
Resist Poison – what is this check? CON?
Druid Craft: cantrip = You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
You instantly light or snuff out a candle, a torch, or a small campfire.
+1 Elven Magic? Will that convert?

Radiance Bond:
Full Damage resistance to Radiant Damage/resistance to non magical psychic damage.
+1 on any CHA saves.
+1 Persuade skill. (I don’t have this)
+1 HP on any Healing effects.
Radiance Sense: Senses the Power of being using radiant or psychic energy for damage, and sources of radiance/psychic energy on DC 15 insight check.
From Incarna = +1 resist fear, awe, Nightmares? +1 Looks? +1 to Healing Checks, or just the healing done? +5 mana? +1 Leadership? Will these convert over?

Other Feats/Skills from Incarna Traits/Skills:
Alert Feat: + 5 to initiative. Can’t be surprised (From Incarna Danger Sense).

Medicine Skill (from Incarna Natural Healer/Medical Aid 3+1) – WIS check. Lets you try to stabilize a dying companion or diagnose an illness. It seems he should have the Healer Feat as well.

Healer Feat: (from Incarna Natural Healer/Medical Aid 3+1) When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest

Relentless Endurance (Half Orc) (from Incarna Iron Will) – When I am reduced to 0 HP, but not killed out right, I can drop to 1 point instead. Once per long rest.

Shadow Sense: Senses the power of being using necrotic or cold energy for damage, and sources of necrotic/cold energy on a DC 15 Insight check.

Toughness (Dwarven) : (From Toughness/Toughened) HP maximum increases by 1 (+1 to average HD)

Minor Language Orrish – non-proficient (Incarna Literacy/Language Orrish 1) INT check.

Animal Handling – non proficient (from Incarna Ride 2) WIS check.

Taelin’s Other Incarna Traits/Skills still need converting/may have been answered/may not convert

Chi Pool (50+5) boosted
Synergy Pool (basic)
Mana Pool (30) boosted

Natural Healer + Medical Aid of 3+1 - Covered by Medicine Skill and Healer Feat

Grace Sense 1 ?
Mana Sense 1 ?
Meditation 1 ?

Conviction/Shared Litany/True Faith Covenant/Living Sacrament to Merkaine ?

Lore Synedcian Empire (0); Lore: Elves (1); Lore N’lorkia (1); Lore Gladnor (1), Law +1; Lore Darklands (1+1), Lore Orrish (1); ???

Lore of the Possible Hidden Ancient Enclave of Elves in the Muir Woods - need a new INT check regarding this sometime to get the exact location of where it is in the woods, after pondering the research of the book in the Companions Library ???

Cultural Lag – is this covered by background of Oultander/Outcast?

Toxin Resistance (General) – what would this be in DnD 5e?

Light Sleeper – I think Alert covers this

Cooking – Survival I think covers this

Brewing – Maybe Survival and proficiency with the Herbalist Kit covers this

Zoology (2) Natural and Monsters – Nature I think covers this

Meteorology – Covered by Druid Craft from the Forestall as well as Survival

Geography and Orienteering – Covered by Wanderer of his Outlander background

Shrug Off – Covered by Second Wind

Botany – Herbalism Kit Proficiency Covers this.