Zhentarim
2022-05-22, 11:45 PM
So my party was investigating the temple of the nature god, and my character is a bard with animate dead and negative energy flood and danse macabre on his spell list, in addition to fireball and polymorph, so my character usually hangs out in the back commanding his undead skeletal archers, lobbing fireballs when the skeleton archers are nearly dead, and polymorphing the party paladin into a dragon so the paladin can use her multiattack and firebreath to knock out all the enemies.
During this fight in the temple of the nature god, however, my tiefling was bitten and failed the constitution save. So now my winged tiefling bard is a weretiger.
My character was appointed as the director of prisons so I get my supply of undead by boiling convicted executed prisoners and then animating the bones, and storing the skeletons in prison cells. This is ironic since my character has a background as a criminal smuggler and was on the other side of the law (at first).
Anyway, this is how my character was before getting bitten:
9 str
14 dex
12 con
14 int
14 wis
20 cha
You do master the arts of a diplomacy, also gaining the following benefits too:
-- You can increase your charisma score by 1, up to a maximum of 20.
-- You also gain a proficiency in the Persuasion skill. But if you’re already proficient in this specific skill, then you do add double your proficiency bonus for checks you make with it.
-- Whenever you do spend a minute talking with someone those who can understand what you say, you can easily make a charisma (Persuasion) check the contested with the creature’s wisdom (Insight) check. Suppose, if you or even your companions are fighting the creature, and then your check will automatically fail. Whenever your check succeeds and the target has been charmed by you as long as it will remain within the 60 feet of you and also for 1 minute thereafter.
+2 necrotic light crossbow (additional +2 attack/damage and all damage is necrotic)
Nonmagic Pendant of the Chaotic Neutral Trickster God
Disguise Kit
Thieves Tools
Crowbar
Dark Clothes
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp
Feature: Criminal Contact
In your time spent operating outside of the law, you’ve managed to cultivate a reliable, trustworthy contact in the criminal underworld. This person will liaise with criminal factions, other individual criminals, and help you fence stolen or illegal items.
You likely have a secret way of getting in touch with your contact, even over great distances, and know how to find suitable messengers in any backwater gambling den, dive bar, or other establishment of ill repute.
Ability Scores: Int +1; Choose Dex or Cha +2 (chose Cha)
Size: Medium
Speed: 30 ft., fly 30 ft.
Age. Tieflings mature at the same rate as humans but live a few years longer.
Size. Tieflings are about the same size and build as humans. Your size is Medium.
Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Resistance. You have resistance to fire damage.
Winged. You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor.
Languages. You can speak, read, and write Common and Infernal.
Appearance. Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Yaris was born on an island south of the main continent in a village populated by winged tieflings. He lived in peace there among his own kind until human invaders from a distant land invaded his island and killed or enslaved most of his people. Yaris lived and escaped on a boat to the mainland where he traveled the continent as a drug smuggler, having little respect for laws or regulations but having a soft spot for the weak and vulnerable causing him to occasionally help oppressed underdogs in his travels. Yaris crossed paths with the party while trying to smuggle in a drug to Tyar city that Yaris was told could be used in small doses to cure a disease, but the drug was illegal in Tyar city. The party was trying to clear their name of a murder. The person Yaris was delivering the drugs to owned a bar that the party was also going to. The bar owner tried to kill the party and the detective, so Yaris sided with the party over his employer, and Yaris traveled with the party from that point on. We tried to find a master forgemaster because the party had stolen a hammer that, if combined with a wish ring and wielded by a master forgemaster, it could create a robot army. Soon after Yaris joined the party, the hammer was stolen by an evil wizard named Salazar who was known to possess a wish ring. The party knew we had to find the last surviving master forgemaster before Salazar could. After a series of fools errands and false leads, including a horrific moment where one of the party members ripped off an innocent blacksmith's hands, and another moment where we banished an evil god to a dark crystal, we finally found a master forgemaster, but he wanted us to kill a dragon first before he would help us. We killed the dragon but the party member who ripped off the blacksmith's arm made a deal with the evil god and release the god into the dragon's body. He left the party at that point and we reported to the master forgemaster. The party then got another quest: retrieve a meteor that fell in the frozen north. There, the party adopted a gnome conjurer with the power to ask the gods questions. We secured the meteor but an envoy sent it back to the forgemaster ahead of us. While retrieving the meteor, the gnome adopted a remorhaz and named it Carl. When the party arrived back where the master forgemaster was, the forgemaster had built a teleporter using the meteor and was attempting to teleport to save his daughter who he believed had been kidnapped by the evil wizard. We fought the forgemaster and kept him from leaving, and instead the party went in his place the next day. Yaris polymorphed into a bug and stole the evil wizard's wish ring. The party used the wish ring to give the gnome the ability to use the evil wizard's known spell list and caster level for those spells in addition to his own known spell list, though the gnome uses his own caster level for his own spell list. The gnome must make a wisdom save in order to use the evil wizard's spells or else the evil wizard temporarily gains control over the spell and it turns out badly. We rescue the master forgemaster's daughter, but she really didn't want to be rescued. All the members of the party were assigned positions as members of the government. The party started fighting battles against the invading army that killed Yaris's people as they began invading the mainland. After fighting one battle, the evil god showed back up and the gnome killed them in one shot by passing his will save and using a 9th level spell from the evil wizard's spell list: disintegrate. This made the evil god back into a gem, which the party paladin took to a temple of the god of gods to be cleansed. At this temple, Yaris awakened Carl with the Awaken spell and the god of gods grew Carl to a medium-sized creature. At the temple, Yaris learned of a magical harp owned by an ancient bard who died 200 years ago named Azaki. Azaki's harp was a legendary instrument that could give the bard that plays it great power. Yaris used speak with dead to ask Azaki about his harp. Azaki said he left it with a dear friend as he was dying. Yaris used speak with dead again with the father of the king who granted Yaris control over the prisons. The king's father told the party that Azaki's friend was actually Azaki's lover and she's an old still-living witch in a hut with chicken legs in the south. We recognized the witch because we attacked the house a dozen or so sessions earlier. We used the teleporter to go to the witch, and I offered to help her talk to her long-dead lover one more time. She took us to the temple of the nature god, which is where she said she hid the harp long ago, and upon entering, we encountered several weretigers. We tried to get the harp without fighting the weretigers, but they wanted us to leave without the harp so we fought them. That's when Yaris got bit.
Cantrips:
Mage Hand
Prestidigitation
Vicious Mockery
Create Bonfire
1st level:
Healing Word
Charm Person
Dissonant Whispers
Disguise Self
Hideous Laughter
2nd level:
Enhance Ability
Invisibility
3rd level:
Speak with Dead
Animate Dead
Fireball
Leomund's Tiny Hut
4th level:
Polymorph
Charm Monster
5th level:
Awaken
Raise Dead
Danse Macabre
Negative Energy Flood
Expertise:
Diplomacy
Perception
Stealth
Investigation
Insight
Proficiency:
Intimidation
Sleight of Hand
Deception
Jack-of-all-trades on all other skills
https://youtu.be/sOnqjkJTMaA
I'm wondering how having weretiger lycanthropy will affect my character. What abilities will Yaris have in his 3 forms? Is he still going to be chaotic good? Is it still worth taking a 2 or 3 level dip into rogue, or would some other class be more appropriate now?
During this fight in the temple of the nature god, however, my tiefling was bitten and failed the constitution save. So now my winged tiefling bard is a weretiger.
My character was appointed as the director of prisons so I get my supply of undead by boiling convicted executed prisoners and then animating the bones, and storing the skeletons in prison cells. This is ironic since my character has a background as a criminal smuggler and was on the other side of the law (at first).
Anyway, this is how my character was before getting bitten:
9 str
14 dex
12 con
14 int
14 wis
20 cha
You do master the arts of a diplomacy, also gaining the following benefits too:
-- You can increase your charisma score by 1, up to a maximum of 20.
-- You also gain a proficiency in the Persuasion skill. But if you’re already proficient in this specific skill, then you do add double your proficiency bonus for checks you make with it.
-- Whenever you do spend a minute talking with someone those who can understand what you say, you can easily make a charisma (Persuasion) check the contested with the creature’s wisdom (Insight) check. Suppose, if you or even your companions are fighting the creature, and then your check will automatically fail. Whenever your check succeeds and the target has been charmed by you as long as it will remain within the 60 feet of you and also for 1 minute thereafter.
+2 necrotic light crossbow (additional +2 attack/damage and all damage is necrotic)
Nonmagic Pendant of the Chaotic Neutral Trickster God
Disguise Kit
Thieves Tools
Crowbar
Dark Clothes
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp
Feature: Criminal Contact
In your time spent operating outside of the law, you’ve managed to cultivate a reliable, trustworthy contact in the criminal underworld. This person will liaise with criminal factions, other individual criminals, and help you fence stolen or illegal items.
You likely have a secret way of getting in touch with your contact, even over great distances, and know how to find suitable messengers in any backwater gambling den, dive bar, or other establishment of ill repute.
Ability Scores: Int +1; Choose Dex or Cha +2 (chose Cha)
Size: Medium
Speed: 30 ft., fly 30 ft.
Age. Tieflings mature at the same rate as humans but live a few years longer.
Size. Tieflings are about the same size and build as humans. Your size is Medium.
Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Resistance. You have resistance to fire damage.
Winged. You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor.
Languages. You can speak, read, and write Common and Infernal.
Appearance. Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Yaris was born on an island south of the main continent in a village populated by winged tieflings. He lived in peace there among his own kind until human invaders from a distant land invaded his island and killed or enslaved most of his people. Yaris lived and escaped on a boat to the mainland where he traveled the continent as a drug smuggler, having little respect for laws or regulations but having a soft spot for the weak and vulnerable causing him to occasionally help oppressed underdogs in his travels. Yaris crossed paths with the party while trying to smuggle in a drug to Tyar city that Yaris was told could be used in small doses to cure a disease, but the drug was illegal in Tyar city. The party was trying to clear their name of a murder. The person Yaris was delivering the drugs to owned a bar that the party was also going to. The bar owner tried to kill the party and the detective, so Yaris sided with the party over his employer, and Yaris traveled with the party from that point on. We tried to find a master forgemaster because the party had stolen a hammer that, if combined with a wish ring and wielded by a master forgemaster, it could create a robot army. Soon after Yaris joined the party, the hammer was stolen by an evil wizard named Salazar who was known to possess a wish ring. The party knew we had to find the last surviving master forgemaster before Salazar could. After a series of fools errands and false leads, including a horrific moment where one of the party members ripped off an innocent blacksmith's hands, and another moment where we banished an evil god to a dark crystal, we finally found a master forgemaster, but he wanted us to kill a dragon first before he would help us. We killed the dragon but the party member who ripped off the blacksmith's arm made a deal with the evil god and release the god into the dragon's body. He left the party at that point and we reported to the master forgemaster. The party then got another quest: retrieve a meteor that fell in the frozen north. There, the party adopted a gnome conjurer with the power to ask the gods questions. We secured the meteor but an envoy sent it back to the forgemaster ahead of us. While retrieving the meteor, the gnome adopted a remorhaz and named it Carl. When the party arrived back where the master forgemaster was, the forgemaster had built a teleporter using the meteor and was attempting to teleport to save his daughter who he believed had been kidnapped by the evil wizard. We fought the forgemaster and kept him from leaving, and instead the party went in his place the next day. Yaris polymorphed into a bug and stole the evil wizard's wish ring. The party used the wish ring to give the gnome the ability to use the evil wizard's known spell list and caster level for those spells in addition to his own known spell list, though the gnome uses his own caster level for his own spell list. The gnome must make a wisdom save in order to use the evil wizard's spells or else the evil wizard temporarily gains control over the spell and it turns out badly. We rescue the master forgemaster's daughter, but she really didn't want to be rescued. All the members of the party were assigned positions as members of the government. The party started fighting battles against the invading army that killed Yaris's people as they began invading the mainland. After fighting one battle, the evil god showed back up and the gnome killed them in one shot by passing his will save and using a 9th level spell from the evil wizard's spell list: disintegrate. This made the evil god back into a gem, which the party paladin took to a temple of the god of gods to be cleansed. At this temple, Yaris awakened Carl with the Awaken spell and the god of gods grew Carl to a medium-sized creature. At the temple, Yaris learned of a magical harp owned by an ancient bard who died 200 years ago named Azaki. Azaki's harp was a legendary instrument that could give the bard that plays it great power. Yaris used speak with dead to ask Azaki about his harp. Azaki said he left it with a dear friend as he was dying. Yaris used speak with dead again with the father of the king who granted Yaris control over the prisons. The king's father told the party that Azaki's friend was actually Azaki's lover and she's an old still-living witch in a hut with chicken legs in the south. We recognized the witch because we attacked the house a dozen or so sessions earlier. We used the teleporter to go to the witch, and I offered to help her talk to her long-dead lover one more time. She took us to the temple of the nature god, which is where she said she hid the harp long ago, and upon entering, we encountered several weretigers. We tried to get the harp without fighting the weretigers, but they wanted us to leave without the harp so we fought them. That's when Yaris got bit.
Cantrips:
Mage Hand
Prestidigitation
Vicious Mockery
Create Bonfire
1st level:
Healing Word
Charm Person
Dissonant Whispers
Disguise Self
Hideous Laughter
2nd level:
Enhance Ability
Invisibility
3rd level:
Speak with Dead
Animate Dead
Fireball
Leomund's Tiny Hut
4th level:
Polymorph
Charm Monster
5th level:
Awaken
Raise Dead
Danse Macabre
Negative Energy Flood
Expertise:
Diplomacy
Perception
Stealth
Investigation
Insight
Proficiency:
Intimidation
Sleight of Hand
Deception
Jack-of-all-trades on all other skills
https://youtu.be/sOnqjkJTMaA
I'm wondering how having weretiger lycanthropy will affect my character. What abilities will Yaris have in his 3 forms? Is he still going to be chaotic good? Is it still worth taking a 2 or 3 level dip into rogue, or would some other class be more appropriate now?