
If youd like to se.Gene Starwinds Caster Gun, for example, fires special rounds imbued with magical properties. I just wanted to show the loading procedure of the gun. The two men run a small business on the planet Centinel 3 that claims 'we can do any job.' Gene makes money on the side by bounty hunting.Tales from D&D: Strahd Died In A Single NightI was commissioned to build this working prop of the Caster Gun from Outlaw Star. In the distant future, after humans left earth and started colonizing other planets, there lives a man named Gene Starwind and his young partner/brother, Jim Hawking. Seihou Bukyou Outlaw Star.

He didn't do much because he kept rolling real low until the very end but eh.Also Ushas was polymorphed into a T-Rex and used her gun to shoot Strahd and was actually successful with it but couldn't bite him worth a damn. Circle of Death got countered, as did a last-ditch Power Word: Kill that I added in for fun.The druid also threw up Aura of Life which Strahd did try to counterspell but his counterspell was countered by a Nat 20, so that really kept the party going, especially when Strahd started focusing Belshir because he kept healing everyone with CDs and all of the healing spells he had.The Barbarian also was just clinging to Strahd for at least 3 rounds, until Strahd was able to stab him enough to get him unconscious.There was also a giant "Mecha-Rudolph" which was something the bard made with their level 6 Creation ability in order to honor Rudolph van Richten as he was taken down a cliffside with a gargoyle. By him, so I had Strahd running more martial and relying on his spells a lot less once he learned that there were 2 people packing counterspell.However, Finger of Death did resolve once and nearly one-shot the fucking Kenku lmoa. They also had found a couple of bonus magic items to help give themselves more protection and give Strahd double disadvantage (which means a -5 to hit) on attacks.They were very smart and very organized and really made sure no one could be frightened, charmed, paralyzed, etc. They decided to fight him in the courtyard and used Magic Circle to try and protect their casters.
And Azalin is only CR 22! 23 if he's in Avernus. What a treat that will be. Everyone still had fun, and I let my players (since they are also from my Darkon and Ravenloft games) take a small souvenir into the other games as a treat.Now I'm eyeing the Azalin statblock I have ready and rubbing my hands together. That cost the party big time but they were able to pull through thanks to a few Nat 1s that manifested with the immense disadvantage that Strahd had. They rode the line many times and the druid dropped Aura of Life in favor of a Moonbeam which Strahd simply moved out of thanks to his teleport legendary action.
Gene Starwind Caster Gun Full Display Of
Well, that’s not untrue, Graviturgy is a magic school offered by the study of dunamis, but given the name of Ashton’s subclass, I personally believe it doesn’t rely on dunamis, but is rather a result of elemental magic. That would balance this otherwise OP ability and it makes sense thematically: they’re literally attracting the thing that tries to it them.A lot of people have jumped the gun to call this a dunamancy related ability and. It didn’t came into play, but I’m fairly certain it also implies that attack roll against them are at advantage. It also comes with the added bonus of imposing disadvantage on attack rolls against creatures other than themselves. The look of relief when Strahd finally went down was worth every minute.]Ashton Greymoore and the Path of Fundamental ChaosI’m always excited for homebrew subclasses, and this one seems particularly interesting, so let’s take a look, shall we?So Tal knowing what the fans want, gave us a full display of Ashton’s capabilities by using two of their subclass features, probably the only two they have at level 3.Gravity Build - By using this feature, Ashton is seemingly able to attract creatures toward them, it seems to have the fairly long range of 15 feet, which, for a passive aura at level 3 is enormous. It was a lot of fun and my players had a blast.
It’s a subclass centered around the idea of harnessing the primitive forces that shaped the world and let them go wild. So them being able to harness this magic to manipulate fundamental forces such as gravity makes sense.But it’s still a chaotic energy, not something that can easily be mastered, even less for an non caster that uses magic on instinct rather than through study, so the random aspect of it, again, makes sense. The Elemental Chaos, on the other hand, encompasses all the elemental planes, it’s the origin of all creations: The Plane of Matter.Ashton being a Genasi, they are naturally adept at using elemental magic. The Astral is a transitive plane, it’s a place where thoughts come to life: The Plane of Mind. Ashton was able to use it twice, so it’s probably the kind of feature you can use a number of time equal to your proficiency bonus or ability modifier (I would go with Constitution, as it is the stat Genasi use for their spellcasting and generally the one closely associated with elemental magic).This is pretty cool and clearly plays into the gambler aspect of this build (see post on that subject) if Tal is unlucky, it could amounts to nothing (remember the Cataclysm Bolts used by Veth? Similar mechanic, and Sam had the bad luck to roll ice damages against a White Dragon and fire damages against a Fire Elemental).In the world of DnD there is what are called the Fundamental Planes: The Elemental Chaos and the Astral Sea. We saw Force and Lightning, but I’m willing to bet that Fire, Cold, Thunder and at least Acid are also on this table.
They’re around the same size as the hallways of the maze, so you often can’t get past them unless you can either kill them or teleport. In a pinch, they can teleport too.3): “Coordinators,” who you will learn to despise. As backup, she summons three kinds of demons:1): “Vanguards” who can teleport, and like to jump straight to your casters for sneak attack damage.2): “Snipers” who fire shot after shot after shot, all of them incredibly accurate. So she fights you in a maze full of traps that are super hard to disarm.

But between this and the “Deal With the Devil” quest in Kingmaker, I think the devs need to exercise some degree of veto power over backer quests.(Also, the quest was originally bugged so you didn’t get any quest rewards. If you think “guns don’t belong in D&D,” I have bad news about Murlynd the cowboy wizard from 1st edition. Overwhelming force is the only thing that will get you through before the snipers shave off all your HP!Look, I actually liked the backer quest where you fight hive-minded cyborgs.
