They aren't on the human path. They are on the 7th path, trading with other summon clans. Except for one hour, every other day, when Keiko summons all 5 of them. Unless I am mistaken, you can summon someone you have contract with from anywhere, and they always return to where you summoned them from.

Ah, I see. I misread it the other way around.

That does seem kind of broken. The only explanation I can think of is alliances amongst Summoner clans are not typical/not much trade occurs typically, with the Pangolin/Toad alliance being an anomaly mostly due to the unique relationship between Keiko and Jiraiya (family)
 
Ah, I see. I misread it the other way around.

That does seem kind of broken. The only explanation I can think of is alliances amongst Summoner clans are not typical/not much trade occurs typically, with the Pangolin/Toad alliance being an anomaly mostly due to the unique relationship between Keiko and Jiraiya (family)
Pangolin/Toad alliance existed before we went to Leaf.
 
Ah, I see. I misread it the other way around.

That does seem kind of broken. The only explanation I can think of is alliances amongst Summoner clans are not typical/not much trade occurs typically, with the Pangolin/Toad alliance being an anomaly mostly due to the unique relationship between Keiko and Jiraiya (family)

I can think of a couple, though I think yours is the most likely. The great library might be the only peaceful international institution they have. Anyway, reasons why no one else is doing this:

  • Storage seals fail to retain anything when moved between paths. This is terrifying, and I prefer not to contemplate what that means.
    • On second thought, this doesn't work. Keiko didn't lose most of her gear when going to the 7th path.
  • 7th path merchant council.
  • This is unavoidably a hyper efficient spy network even if the merchants aren't trying to spy. No one lets anyone else trade like this.
  • Burning hatred of storage scrolls.
  • EDIT: bonus wrong idea: They can't be summoned too far from the boss summon. This doesn't work, because Jiraiya has toads in Pangolin territory.
 
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[X] Hazou impresses Ami with his knowledge of My Vision, dating advice, hilarity ensues

[x] Keiko has a Nightmare: Ami moves in with Clan Goketsu and falls in love with Hazo

[X] My Vision, Chapter XX, advice on dating, by the Fourth Mizukage
 
I thought the "alliances" were described as relatively weak/transient typically? If so, obviously the current setup (with running embassies and all) is a more elaborate and concrete setup than before

The Pangolins said that all their alliances except the Toads were transient 'like trees'. The Pangolin/Toad alliance is a firm alliance and has been that way for a long time.
 
Hrmmmm.... If the problem is the hyper efficient spy network, we could repair it by making the spy and trading network open to all, for a fee.

Slightly outside of every summoning clan, a compound is constructed. This is set aside as semi neutral territory. Every clan with a summoner sends a few very cheap summons to the location. The rule is that if you let a trade post be build in/near your territory, you are allowed to place summons throughout the network. If you don't have a summoner who is willing to use the system, you are allowed to charge extra tariffs.

This could bring peace to the 7th path. It forms a diplomacy network that wasn't matched in the real world until the invention of the telegraph. It forms a high speed trade network that is unmatched by anything today.
 
Now I really want to see everyone's munchkins with constraints for D&D 5e Adventurer's League. Let's restrict it further to only tiers 1 or 2 and no magic items outside of what a class specifically gets (like a Cleric of the Forge using Blessing of the Forge on his weapon). Multiclassing is allowed of course so that should cover everything.

What's your best character build? What's its role in a party? Do y'all prefer to play tanks, healers, dps, CC, any combination of the above, or something else?

I could use some new character ideas. :D
Not sure how late I am to this, but I usually play low level campaigns, where 'high level characters' for me is anything above level 5. So here is a build that comes online at level 2, and focuses on survivability via overwhelming AC.
Note: I only use the Core Books, and mainly the PHB, so this can definitely be improved via non-core stuff.

Shield Maiden
Cleric 1 (Life), Wizard X (Divination)
Mandatory Spells: Shield Of Faith, Shield.
Suggested Spells: Find Familiar, Sanctuary, some healing, tons of utility Rituals.
REALLY Helpful Feats: Lucky (consider Variant Human to get this at level 1), Shield Master (Fluffy, useful if there's lots of Dex saves, makes you even harder to kill).
Stats (Most Important To Least): Str or Dex (so you can use your armor. Dex for better saves, Str for better AC), Int (min 13, more is better), Wis (not really necessary, but nice), Con (Concentration checks), everything else.
AC When Going All Out (Str build): 16 (Chain Mail) + 2 (shield) + 2 (Shield Of Faith Spell) + 5 (Shield Spell) = 25

This build is designed to get the highest AC it can in the fewest levels it can. It makes no provision for offense, as it is designed purely with defense in mind. It boasts 25 AC along with being able to reroll up to 3 crits per day, and having a Familiar to use Help action. It will gain spell slots faster than an Eldritch Knight, which is nice, and can heal itself to make up for lower HP. Depending on the exact build the character can be a healer/buffer, a battlefield controler, AoE damage, or melee damage dealer., although the original idea was to Dodge action every turn and draw attacks (either stand in the front in a narrow hallway/choke point, or ask the DM to allow insulting enemies to draw agro).

Fluff:

Every Shield Maiden carries around a large, white shield. Every Shield Maiden takes great pride in keeping their shield pristine and white. This is not because of vanity or cleanliness, but rather because of what a clean shield represents to them. A Shield Maiden's job is to protect their comrades. Whenever a Shield Maiden fails to do so and an ally dies, a Shield Maiden will perform a ceremony where they dip their finger into the dead ally's blood and draw a short line at the edge of their shield. This Line represents a life cut short, and is a way of remembering and paying respect to the fallen. A Shield Maiden will never intentionally wipe away a Line, and instead will wash arounnd it when cleaning their shield. If a Line is accidentally washed off by rain or some other natural phenomenon, the Shield Maiden will replace the Line with mud or some other readily available material. If the person a Line represents is resurrected, then the Shield Maiden will perform a ceremony where they use some of the ally's blood to cross out the Line, and will not replace the Line when it washes away naturally. The method of acquiring blood to cross out a Line is often that the Shield Maiden will draw blood from the party member with a ceremonial dagger (or whatever sharp object they have on hand). Among Shield Maidens, this is known as a 'Friendship Poke.' Among other adventurers, it is more commonly referred to as 'holycrapAliceistryingtostabmeAaah!'


Although many Shield Maidens are pacifists by nature, it is not a requirement for Shield Maidens, and some do recognize that it is possible to protect their allies through 'preventive measures' (killing everything in the area BEFORE it can hurt their allies). Regardless, most Shield Maiden training focuses on the use of a shield, spells, and defensive measures, and it is heavily frowned upon for a Shield Maiden to try to seek glory in combat through killing.
 
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At which point, DM throws hands up and says "I don't know how to balance combats now without significant risk of killing you all, so game on and beware."
As a DM with a level 12 Necromancy who has far too many magic weapons, full plate, and bodies on hand, they mostly just fight armies and things nowadays, so it's fairly easy to have a conflict off on the side which the Zombies and Skeletons go and fight and then all that combat happens off screen and thus not rolled in the middle of combat and thus fine. Also, the world conveniently has a bunch of anti-magic artifacts in it :p

I am intrigued.

First of all, what would your stats look like? Why not just wear Studded Leather Armor instead of Plate Mail if you are going for a Dex based build? It would allow you to have a higher Con for better max HP and saving throws.
Because you likely won't start with 20 Dex, and 1 AC is actually a reasonably big deal at that point, and a 10 feet slowdown is not a big deal when you tend to wield a longbow. Rules as written, running around with 10 strength and full plate just means your speed is reduced by 10 feet with no other disadvantages, unless your DM keeps track of encumbrance rules, which most don't. Ultimately, this means a wood elf in full plate runs as fast as a dwarf.

The best stats I could think of at level 1 as a half elf would be:

Str 15 (point buy 14, racial choice +1)
Dex 16 (point buy 15, racial choice +1)
Con 12
Int 8
Wis 13
Cha 12 (point buy 10, racial +2)
If I were to build this character, first, I'd roll stats if possible, second, if doing point buy, I'd do:

Wood Elf

STR 10
Dex 17 (point buy 15, racial choice +2)
Con 14
Int 8
Wis 13 (point buy 12, racial choice +1)
Cha 13

Which then, when wearing full plate, goes as fast as a dwarf, and when getting Elven Accuracy, can put their Dex up to 18, for 20 Dex by level 7 (assuming they only take the one level dip in Cleric).
I'm not sure if you could give magical weapons to zombies due to Adventurers' League rules, but outfitting all of your zombie with plate mail would be super expensive for a caster that has to already spend so much gold on material components. Necromancy is fun in general though.
Right, generally, you just steal the full plate of the full plate opposition that you eventually face, or take the full plate of your fighter companions when they get magical full plate. It's not normally a purchased item. Also, I believe that +1 weapons don't require attunement, which probably means zombies and skeletons can use them. Alternatively, take a flaming weaponry, set all the activation words to the same word, and then just say that word at the start of combat. Regardless, the +1 to hit and damage isn't super important when you've got 18 disposable meat shields. Main concern is that the DM lets you salvage the armor after combat.
 
Not sure how late I am to this, but I usually play low level campaigns, where 'high level characters' for me is anything above level 5. So here is a build that comes online at level 2, and focuses on survivability via overwhelming AC.

No worries about posting late or w/e. I'd be a complete hypocrite if I had any issues with other people doing so.

Note: I only use the Core Books, and mainly the PHB, so this can definitely be improved via non-core stuff.

The core books are sufficient I agree; I just like the variety PHB+1 gives me.

Shield Maiden
Cleric 1 (Life), Wizard X (Divination)
Mandatory Spells: Shield Of Faith, Shield.
Suggested Spells: Find Familiar, Sanctuary, some healing, tons of utility Rituals.
REALLY Helpful Feats: Lucky (consider Variant Human to get this at level 1), Shield Master (Fluffy, useful if there's lots of Dex saves, makes you even harder to kill).
Stats (Most Important To Least): Str or Dex (so you can use your armor. Dex for better saves, Str for better AC), Int (min 13, more is better), Wis (not really necessary, but nice), Con (Concentration checks), everything else.
AC When Going All Out (Str build): 16 (Chain Mail) + 2 (shield) + 2 (Shield Of Faith Spell) + 5 (Shield Spell) = 25

This build is designed to get the highest AC it can in the fewest levels it can. It makes no provision for offense, as it is designed purely with defense in mind. It boasts 25 AC along with being able to reroll up to 3 crits per day, and having a Familiar to use Help action. It will gain spell slots faster than an Eldritch Knight, which is nice, and can heal itself to make up for lower HP. Depending on the exact build the character can be a healer/buffer, a battlefield controler, AoE damage, or melee damage dealer., although the original idea was to Dodge action every turn and draw attacks (either stand in the front in a narrow hallway/choke point, or ask the DM to allow insulting enemies to draw agro).

Ha! I've played something extremely similar to this:

Student of War
Cleric 1 (War), Wizard X (War Magic (Xanthar's))
Cleric Spells: Shield of Faith (War domain), Divine Favor (also War domain), Cure Wounds, and one Cleric Spell of your choice (I usually go with Bless)
Wizard Spells: Shield, Feather Fall, Find Familiar, Protection from Evil and Good, Sleep, and then it depends on your campaign what you take next
Most flavorful feat: War Caster (advantage on concentration saving throws is great, casting spells with weapons in hand is great, and opportunity attacks with spells is just gravy)
Stats:

Variant Human
Str 15 (+1 racial choice)
Dex 10
Con 12
Int 16 (+1 racial choice)
Wis 13
Cha 8

War magic allows you to use your reaction to either boost your AC by 2 against one attack or against one spell save by 4 without using spell slots (this also applies to concentration saving throws if there's no way to avoid damage). Shield is still nice for stopping magic missile and heavier hitters though. The build plays almost exactly the same as yours except it can perform a second melee attack once per long rest by using the War Priest feature from the War domain.

Fluff:

Every Shield Maiden carries around a large, white shield. Every Shield Maiden takes great pride in keeping their shield pristine and white. This is not because of vanity or cleanliness, but rather because of what a clean shield represents to them. A Shield Maiden's job is to protect their comrades. Whenever a Shield Maiden fails to do so and an ally dies, a Shield Maiden will perform a ceremony where they dip their finger into the dead ally's blood and draw a short line at the edge of their shield. This Line represents a life cut short, and is a way of remembering and paying respect to the fallen. A Shield Maiden will never intentionally wipe away a Line, and instead will wash arounnd it when cleaning their shield. If a Line is accidentally washed off by rain or some other natural phenomenon, the Shield Maiden will replace the Line with mud or some other readily available material. If the person a Line represents is resurrected, then the Shield Maiden will perform a ceremony where they use some of the ally's blood to cross out the Line, and will not replace the Line when it washes away naturally. The method of acquiring blood to cross out a Line is often that the Shield Maiden will draw blood from the party member with a ceremonial dagger (or whatever sharp object they have on hand). Among Shield Maidens, this is known as a 'Friendship Poke.' Among other adventurers, it is more commonly referred to as 'holycrapAliceistryingtostabmeAaah!'


Although many Shield Maidens are pacifists by nature, it is not a requirement for Shield Maidens, and some do recognize that it is possible to protect their allies through 'preventive measures' (killing everything in the area BEFORE it can hurt their allies). Regardless, most Shield Maiden training focuses on the use of a shield, spells, and defensive measures, and it is heavily frowned upon for a Shield Maiden to try to seek glory in combat through killing.

Fluff:

Students of War seek to understand all conflicts: mundane, arcane, and divine. War to them is simply another profession, one that can be mastered through repetition and study. Some search for ways to better defend the innocent; others seek methods to better annihilate their foes. Their only common characteristics are their voracious appetites for knowledge about armed violence in all of its forms. To this end, Students are expected to be able to fulfill any combat role needed by their party, be it as a healer, a mage capable of incapacitating his enemies, a front-line fighter to hold the line, etc. While they do not particularly excel in any of these positions they always act as a walking set of contingencies in case the unexpected occurs as it often does in war. However, don't expect them to do well in social situations; their interpersonal skills are non-existent.
 
Since we're not doing any important planning right now:

I'm working on my own Naruto fanfic (how surprising, I know!) and came up with a bloodline I've tentatively called Dragon Skin, held by the Shokkaku clan. I haven't decided on a village affiliation yet.

I'd like to offer it to the hivemind for review, and to the QMs for inclusion (as we've done in the past).

Link here.
 
Since we're not doing any important planning right now:

I'm working on my own Naruto fanfic (how surprising, I know!) and came up with a bloodline I've tentatively called Dragon Skin, held by the Shokkaku clan. I haven't decided on a village affiliation yet.

I'd like to offer it to the hivemind for review, and to the QMs for inclusion (as we've done in the past).

Link here.
Seems pretty neat. They seem like a natural fit for Cloud given their focus on neurology, in MfD.

Chakra Recycling actually gives me an idea for Noburi: You know how he can absorv chakra from his techniques? If we can develop some sort of crutch that "catches" the lost chakra (Wakahisa pay 3x chakra cost for techniques), perhaps by surrounding his hand in a glove filled with water or something that he can cast it off into, we might be able to work to reduce the penalty that way. Of course, it would still require the full amount to use the technique, but we'd be able to reduce the amount he used up over time.
 
I'd like to offer it to the hivemind for review, and to the QMs for inclusion (as we've done in the past).

Well, if you're looking for a way to munchkin their bloodline, I would start with seeing if it would be mathematically possible to use the air that is within 1 cm of their skin to fly. By using a Wind technique to lower the pressure around the upper half of their body while simultaneously increasing the pressure on their lower half they might be able to lift themselves into the air. Since the technique wouldn't be out of reach of their skin's optimal recycling range they should be able to fly for a considerable length of time with minimal chakra expenditure.

It would require the clan's chakra control expertise to move reliably in three dimensions so the technique wouldn't be useful for or recreated by outsiders.
 
Well, if you're looking for a way to munchkin their bloodline, I would start with seeing if it would be mathematically possible to use the air that is within 1 cm of their skin to fly. By using a Wind technique to lower the pressure around the upper half of their body while simultaneously increasing the pressure on their lower half they might be able to lift themselves into the air. Since the technique wouldn't be out of reach of their skin's optimal recycling range they should be able to fly for a considerable length of time with minimal chakra expenditure.

It would require the clan's chakra control expertise to move reliably in three dimensions so the technique wouldn't be useful for or recreated by outsiders.

I estimate a spread-eagle human's cross-sectional area at about 0.5 m^2. This is based on the 2.0 m^2 total skin area [src], and some fast-and-loose math involving a cylinder.

Assuming a 70 kg body mass, they'd need to produce roughly 700 N of lifting force, plus a bit extra to actually move around.

This is a pressure differential of (700 N / 0.5 m^2) = 1.4 kPa. For comparison, standard atmospheric pressure is around 100 kPa.

So this should totally be doable, assuming that:
  • Wind chakra can actually do that (probably?)
  • They manage to control the technique well enough (flying like this seems really difficult!)
  • They actually have a wind affinity
Issues / cons:
  • The above calculations assume a spread-eagle position. Other positions might require drastically more thrust.
  • If it isn't viable to fly in positions other than spread-eagle, launching would be difficult. You'd have to lie down, or flop forwards.
  • The technique to manipulate air pressure would involve lacing the air nearby with air-natured chakra; as in the case of earth and water, it's difficult to pull that chakra back out, especially because doing so means you can't control that air any longer (obviously). This doesn't make flight impractical, it just means chakra recycling doesn't help.
  • "Make an updraft to fly on" isn't a particularly unique idea; any sufficiently powerful wind user can do it, they just need a surface to catch the wind on (e.g. Temari's fan).
Finally, while I didn't note this in the document (because I didn't think of it), they could simply make wings out of chakra (using something similar to wind chakra blades) and use plain old wind jutsu to fly. They can still pull the chakra from the wings back in, and it's definitely easier to think of this solution in-world.
 
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