What are your favourite creative ways to Gain Advantage?
I think I use this action far too little, so I would love to have some creative input <3
I think I use this action far too little, so I would love to have some creative input <3
I am asking about the talents like invoking the radiant sword or the talent for the radiant armor. They have the ideals as prerequisites, but nowhere on the book says that the talents are free so I understand it as that talent takes the talent from the level-up, but that doesn't make much sense. Are they free and you just have to swear the ideal or do they take the talent from level up?
Could I dip a single talent level into Envoy Faithful as any other path to obtain the Customary Garb talent?
Does the book tell us the exact timing of the weeping? All of my players are relying heavily on Breathe and Regenerate, so want to cut them off as early as possible. But I don’t want to do it early if the campaign actually spells it out.
Some of my players have now gained access to soulcasting and wish to sell soulcasted materials such as rare metals, foodstuffs, etc. however I have no idea how to properly price this or manage this scenario. Advice would be appreciated (Spoiler tag for the mentioning of soulcasting I suppose)
Hi everyone, first things first, English is not my first language, so please excuse all the mistakes and inconsistencies in this post.
We are trying to build a Windrunner, a young lighteye brightlady who discovered her will to defend and protect others, who attracted a Radiant Spren.
Starting path Scholar, for background reasons, with mind and Body.
The character is based on Speed and we want her to use a rapier as weapon (right now she have a Sidesword).
Can you help us build a character who works in a "fly like a butterfly, sting like a bee" way?
The direction we were looking at is:
Erudition 1
Mind and Body 1
First Ideal 2
Vigilant Stance 3
Second ideal 4
Flying Ace 5
Flamestance 6
Binding Strike 6
??? 7
Don't know if it is a viable build and if it could work efficiently...
Feel free to suggest every equipment, skill and talent from level 4 as you see fit!
Thank you in advance for your answers!
AI was used to make some assets of this battlemap, sorry if that disappoints you.
Rall Elorim, the City of Shadows, is the capital of Iri.
>The city has uniquely varied architecture tracing back to both humans and singers. The Iriali have since built myriad shrines and temples to celebrate the One. Most striking are the thousands of prayer statues along every street and canal, each celebrating a unique facet of human (or even singer) experience.
This is a 40x40 map that has a temple to the one in the top left corner
This Idea comes from
>Rall Elorim anything. Lean into the cave formation overhangs and waterfalls. Small hand carved statues of the path.
>A temple in the city of shadows
Hi All,
I'm currently running a game on Roshar and am using this as an opportunity to implement one of my favorite fan theories. The theory has been around before and I'm sure it's one that a lot of people have heard, but I'm "canonizing" the Shin Wars Shard collection theory. Essentially, that the Shin Wars were a cover for the Shin to collect as many shards as possible to prepare for their future plans.
I'm currently working to try and find similar fan theories or Headcanons that I might like to incorporate but I'm having a lot of trouble filtering for what I want. The vast majority of fan theories are about characters and magic systems rather than "history". So I turn to you. Do you have or have you seen any interesting theories regarding alternative fictional history for Roshar?
On a related note, we have over four thousand years of history during the Era of Solitude and I have yet to see a solid timeline of all the little scraps we get throughout the series of different historical events. If any of you lucky folks have succeeded where I failed, I would appreciate it if you could share it with me.
It's been awhile. This one took me considerably longer than I anticipated, but I've finally finished my guide to playing a Singer in the Stormlight setting.
In the video I go over:
Let me know what you think!
You're telling me I can fly 40 ft., hit a guy, hit him again, and then use division on him?!?
Granted, it's at the cost of 2 focus and 3 investiture, but what a way to open combat!
In my campaign my character was just given a rank of general and put in charge of about 50 soldiers. What exactly do I do with that though... like its nice and all but my gm said they dont really follow me around or anything
I'm currently playing through the Stonewalkers campaign, which might then segue into a higher level custom campaign afterwards, but that isn't yet guaranteed. I keep pouring over the various talents, and wishing I could mix and match them more, but at low level the progression is very slow, and once I become radiant (which will be pretty soon given my progression toward the first ideal) I expect all my talents will be going into the talents tied to my path, and I won't have many to spare to continue progressing my Strategist.
I love all the talents available in this game, but I feel a bit starved for obtaining them. Does anyone have some homebrew rules they developed for talent progression, especially any that help balance progressing as a Radiant alongside progressing in a heroic path?
Hi everyone!
So I recently just swore the first ideal in my group’s campaign (working on Stonewalkers right now so please limit spoilers to the first like 15 pages of chapter 1 lol) as an elsecaller. I proceeded to use both transportation and transformation to try and startle the NPC we were talking to and it was pretty fun for our group.
I was just curious after having seen a post about skybreakers, but what are some cool things your group has done (or you personally) as an Elsecaller? Whether in combat or out of combat? I’ve been trying to think of some fun things to do, so I thought I’d ask here! We’re only level 2, so we’ve got a ways to go, but figured it’d be fun to see what others have thought of.
My players entered the caverns under Rall Elorim last night and fought through to Ylt. They had not convinced Kaiana so she was a sort of mini boss except they took her down in nearly a single round. The fight with Ylt went much better. I added two Shadow Zealots and it went perfect. Our Windrunner tried to trap Ylt under the Greatshell Skull / Carapace hung in the lecture hall, he of course got out and ultimately was killed by that same Windrunner after he nearly killed several of the other party members. Next session they meet with Paliah and then onto Homebrew content I’m writing!
Only one of us has become a Radiant so far, and the rest of us mostly just have our basic attack skills. Are we doing something wrong?
We just feel really weak right now. The fights have been somewhat manageable, but combat still feels pretty limited. Compared to D&D or Pathfinder, by level 5 you usually have a lot more options for dealing damage or making interesting choices in combat. Right now, most of us only have basic attacks or utility reactions/abilities that help a little but do not feel very impactful.
Maybe I’m just more combat-focused and expecting the kind of options I’m used to from other systems, but at the moment combat feels pretty boring. Are we missing something, or is this just how the system is designed to feel at this stage?
I'm getting ready to run Bridge 9 and noticed this ability on the spear infantry, which lasts until the first time they run. The only reference to run or running in the main rules is movement outside of combat, so I'm not sure what this means?
Bueno no mucho que agregar más que el título.
Eso sí, dejo el link a la publicación original de donde saqué las tarjetas, NO SON CREACIÓN MIA, yo solo me dediqué a pasarlas al español usando la info del manual (y bueno un poco de resumen para que entre en las tarjetas).
Son pequeñas si, para que puedan entrar en una hoja, pero son legibles.
Y el resto bueno, manuales y demás en PDF en español porque ya que me salvaron las papas a mí, los comparto para todos.
Saludos.
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Recursos y tarjetas: https://drive.google.com/drive/folders/1_yGHWEd3_Ircb_NDm09wpTtaLqyJKUeL?usp=sharing
Publicación y creador orignal de las tarjetas en ingles:
https://www.reddit.com/r/cosmererpg/comments/1tbmn8t/resource_radiant_reference_cards/
Next Friday, I’m planning to run a one-shot involving my players defending a city from a Thunderclast and Fused. My general idea is they’ll be tasked with defending an Oathgate from a Thunderclast sent to destroy it while fending off Fused and Parshendi defending the creature. I’m looking for advice on how some of you more experienced DM’s would run this in the Cosmere RPG system.
Parameters: I’ll have five or six players, and about half of them have Cosmere knowledge. All have TTRPG experience and I’ve run a DnD 5e one-shot for all but one of them. I’ve run Bridge Nine a couple times in the past for different groups. I’d like this session to last 2-3 hours.
Ideas so Far: They’ll start at the city wall, watching the approaching army, waiting for reinforcements to arrive via the Oathgate. They’ll see the Thunderclast rise and punch a hole through the wall, heading for the Oathgate. My players will be tasked with stopping it before it reaches there. Along the way, they’ll have to deal with Parshendi Soldiers, Heavenly Ones and Magnified Ones, and different scenarios of saving civilians or commanding defenses to get their Stormlight recharged. The Thunderclast won’t attack them until they reach the Oathgate, which will be the Zelda-esque “final boss room.”
My Questions: Has anyone run anything like this before? What level would you recommend for the players? How can I make this a fun experience for my players? Is there anything I’m overlooking? How can I ensure the players don’t kill the Thunderclast too early while also not making it feel like they aren’t doing nothing to it?
I plan to write this all in a Word doc and share it later on. I would appreciate any advice anyone could give! 🙂
What fun is running the Stonewalkers Adventure if it doesn't go a least a bit off the rails? This is the group of PCs in my version, who decided to report Brightlady Ralanat & Brightlord Resi to Dalinar Kholin with a boatload of evidence, and while let slip about their mission with the Honorblade, and got accidentally commissioned as an Irregular Detachment of the Cobalt Guard, under Captain Kaladin Stormblessed. Their sealed Writ charges them with recovering the Honorblade of Talenelat'Elin and reporting directly to the Highprince upon completion.
Ritsa is a Reshi hunter on a walkabout, masking deep grief with color and motion after losing her family and her god-island Kasad-Na. Her seamanship, comfort with violence, and certain gaps in the stories she tells about her past suggest her years between the Isles may not have all been spent fishing. Her spren, Po'Ahu, is the peakspren who was bonding the Shin monk Taszo-son-Clutio before his death. She chose Ritsa as her new bond - drawn to dependability, extroversion, and joy.
Ishanar is a disgraced Alethi ardent turned hired sword. Born as Dalirnah Rohal into a lighteyed family, he joined the Devotary of Kelek to escape an arranged marriage and found his calling in swordplay rather than scripture. After questioning Vorin traditions cost him his position, he now leads the Irregulars as their commissioned Leader. His spren, Chanuk, is a young honorspren - bold, morally certain, and impatient with the isolationism of his elders at Lasting Integrity. He did not live through the Recreance and refuses to let the older generation's trauma become his paralysis.
Javik Meren is a Herdazian/Alethi medical transporter with a dancer's grace and a morally complex past, driven by a need to reduce suffering and a terror of being the person others rely on to do it. A former courtesan Javik carries the weight of his past. His spren, Drip, is an inkspren who looks more soldier than scholar - angular, sharp-featured, and carrying a sword. She is an outlier among her kind: martial where most inkspren are academic, direct where they are deliberative. She favors sitting on Javik's ear cuff, a needless fashion concession she described as "acceptable."
Korva Evavakh is an Alethi lighteyed scholar from Kharbranth who approaches the world like a problem to be solved while struggling with black-and-white thinking. Raised feral on her family estate after her parents' disappearance, then "civilized" by extended family in Kharbranth, she carries an unsettling presence - people feel threatened by Korva without quite understanding why. Her spren, Coake, is an ashspren who spent centuries arguing that spren bore some responsibility for the Recreance, making himself unwelcome in ashspren society by questioning every comfortable narrative.
Salavor is a Reshi darkeyes healer ostracized from his home island after being blamed for his mentor's death - a death that was ultimately unavoidable. He carries himself with slumped shoulders and a meekness that suggests someone who expects to be dismissed, the product of years of never being good enough in his mentor's eyes. His spren, Calyx, is a cultivationspren - warm, matter-of-fact, gently persistent, and never judgmental. He does not coddle and does not criticize; he states things plainly, without judgment, and does not take facts back.
Yuri is a Herdazian darkeyes caravan cook who masks deep loneliness with cheerfulness, always the first to help and the last to ask for anything in return. He lost his siblings young and channels that grief into an overwhelming need to protect and feed everyone around him - his role as quartermaster gives him legitimate authority and purpose. His spren, Timbre, is a Cryptic drawn to the lies Yuri tells himself. In Yuri, Timbre found someone whose entire personality is constructed around a lie so thorough he barely acknowledges it: "I'm a happy guy. Everybody's pal."
The six Irregulars and their spren have traveled from a betrayed ravine in the Thanadal borderlands to the warcamps of the Shattered Plains, and from there into the burned ruins of Rathalas. They have met Heralds and Highprinces, Listener spies and legendary assassins, and they carry a promise made to a dying monk and a writ sealed by the most powerful man in Alethkar. The Honorblade of Talenelat'Elin is still out there - and wherever it leads them next, they go together.