Character Creation

Oct 25, 2015 7:28 pm
http://canonfire.com/wiki/images/9/98/White_Plume_Mountain03.jpg

This will be an adventure for 4-6 brave (and probably foolish) adventurers, at level 3. Core PHB and Unearthed Arcana will be permitted sources of race/class/feats/spells, and for stats we're going to do it classic-style (roll 4d6, drop lowest).

For a free bonus feat, you can roll your attributes in place (that is, your first roll is assigned as Str, second Dex, etc...). You don't have to pick race/class until after you roll (that would be beyond mean).

Discussion about characters here, as well as your stats rolls. For equipment, as you will be level 3, it is safe to assume you have had the opportunity to get whatever you need. I will permit you to eschew starting equipment and instead pick any 1 armor, up to 4 'hands' worth of weapons/shields and a 'reasonable' amount of adventuring gear (you could just pick a pack or two and call it a day). If you want something like '10 daggers' and a bandolier, we can discuss that. Basically, your character should be reasonably equipped.
Oct 25, 2015 8:15 pm
Stat rolls in order. Hmmm...this is a pretty flexible array.

STR 10
DEX 12
CON 15
INT 12
WIS 12
CHA 8
Last edited October 25, 2015 8:17 pm

Rolls

Stat rolls in order - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (5231) = 11

4d6 : (5611) = 13

4d6 : (6542) = 17

4d6 : (6412) = 13

4d6 : (3534) = 15

4d6 : (1332) = 9

Oct 25, 2015 8:20 pm
Not bad. High CON is good for anything, and average Int / Str basically means, as long as you pick a race that compliments your core stat, you're basically 'decent' for anything (but MAD classes are probably a bad bet - unless there's a race that perfectly matches the MAD -- I'm basically thinking the only thing you'd struggle with is Monk or, obviously, a CHA based class like Bard).

Either way, free feat for being badass!
Oct 25, 2015 8:56 pm
I've never in my life played a druid so I might try that. :-)
Oct 25, 2015 9:46 pm
In order stats

Str: 13
Dex: 13
Con: 10
Int: 10
Wis: 6
Cha: 15

Not too terrible :)
Last edited October 25, 2015 9:49 pm

Rolls

Stats in order - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (5325) = 15

4d6 : (5424) = 15

4d6 : (3432) = 12

4d6 : (3334) = 13

4d6 : (1114) = 7

4d6 : (6316) = 16

Oct 25, 2015 9:51 pm
Stats in (old school) order.

STR: 14
INT: 8
WIS: 12
DEX: 14
CON: 15
CHA: 11
Last edited October 25, 2015 9:52 pm

Rolls

STR - (4d6)

(6126) = 15

INT - (4d6)

(1341) = 9

WIS - (4d6)

(2462) = 14

DEX - (4d6)

(5425) = 16

CON - (4d6)

(4562) = 17

CHA - (4d6)

(5422) = 13

Oct 25, 2015 9:59 pm
Thinking that I'm probably gonna be a Warlock, sorcerer, or paladin. Take advantage of that charisma :)
Oct 25, 2015 10:11 pm
So far no one's rolled an 8 in CON, so you've all got a shot ;)

Why not all three? (multiclass madness!)
Oct 25, 2015 11:32 pm
Old school proves favorable. Free feat here I come!

15+2 11 10+1 12 12 12

Average scores eh...let's see if we can do something interesting!

Half-orc battlemaster fighter
Feat: Charger
Last edited October 26, 2015 6:11 pm

Rolls

Str Dex Con Int Wis Cha - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (6345) = 18

4d6 : (5133) = 12

4d6 : (1226) = 11

4d6 : (3453) = 15

4d6 : (3363) = 15

4d6 : (5243) = 14

Hp roll - (2d10+10)

(53) + 10 = 18

Trinket - (1D100)

(71) = 71

Oct 25, 2015 11:37 pm
I'm thinking Drow Rogue with a Crossbow Feat. Lone surviving male of House Haz'K he fled through the Under Dark to the surface after his house was eliminated by a rival family.

If Drow or no good, no big deal, I'll switch him to a Wood Elf.
Last edited October 25, 2015 11:37 pm
Oct 25, 2015 11:38 pm
It's decided, gonna be a warlock, thinking probably Great Old One pact, but I'm gonna look into it a bit more. Are Sword Coast Adventurer's Guide subclasses allowable?
Oct 25, 2015 11:40 pm
Any official stuff is allowed. I don't have access to SCAG, but I also don't police player characters and just straight up trust you folks (shhhhh, don't tell the players).
Oct 25, 2015 11:41 pm
If you do need proof of stuff I can send pictures of the subclass I pick, if you'd like
Oct 25, 2015 11:47 pm
Nah, it'll be fun. I trust you! Plus, if you're not above board, I'm certain another player will notice.

Also, szemly, you can be a Drow if you like. The adventure is mostly in a dungeon, so the whole 'sunlight makes life suck horribly' thing won't come up (much... in this adventure. I do play to run S4 after this, if you all survive.. or if *any* of you survive I should say).
Oct 26, 2015 2:38 am
Drow it is! Haven't played a Rogue yet, but my wife is playing one in our game and they seem kind of fun.
Oct 26, 2015 4:30 am
Very tempted to be a variant human, just for 2 feats at level 1!

I will be making my character tomorrow at work, regardless :)
Oct 26, 2015 8:04 am
I'm definitely playing druid. Wood elf or variant human (2 feats? Yes, please!) Wait, are we all squishies?! Aha, Biscuit is a battlemaster. :-)
Oct 26, 2015 8:54 am
Sheesh, 3 human variants? You folks are boring. Feats are good, but I'm really not convinced they are THAT good to make it worth eschewing all the cool stuff you get for being non-human (I would, however, definitely take variant human over regular human every time).

Half-Orc resilience? Half-Elf's darkvision and cherry picked stat boosts? Halfling awesomeness (rerolling 1's, entering larger creature's spaces)? All of this really pales in comparison to a feat (when you are already getting a free feat)?
Oct 26, 2015 10:28 am
It depends which feat you take. Some are nearly worthless (elemental adept, wtf?). Some play into character concepts really well. With charger and alert, Xasu has a deadly first strike mechanic. Great synergy between the feats and class archetype. Plus classic d&d was very 'human' due to class restrictions. If I had different stats I would have considered another race for sure.

As for now, Xasu will probably die epicly in combat but deal some serious damage before that happens
Oct 26, 2015 10:35 am
I can definitely see cases (like Charger and Alert) where 2 feats is a big deal. I was just surprised that three (of 6) players had thought to make variant humans (as I would've thought getting a free feat would make other options more salient). My biggest issue with feats in 5e (which I, overall, quite like how they work - a huge improvement over 3e as feats really are things that make you unique and powerful and interesting) is that some of them are simply worthless (elemental adept, wtf?), and some are uninspired (like the armour feats).

The Two Weapon Fighting, Crossbow Expert, Alert, Charger, etc... these are what feats should be like. I'm tempted, to be honest, to sit down and knock out a couple dozen homebrew feats to fill the thematic space on feats, and in my regular games give everyone 1 free feat at character creation (and prohibit taking additional feats until level 12). Just because feats can do such a great job making a character concept come into its own. Like, over in the Ravenloft game, 3/4 of Zinn's character concept is made *possible* by her one feat. That one feat is the difference between being a pretty cool swashbuckler and a badass two weapon fighter (the whole thing I'm doing with the hand crossbows can also transition into dual rapier sword-play, and would have if not for our lovely mage making the badguy float out of melee range :P.. I digress... FEATS!)
Oct 26, 2015 11:53 am
Your thoughts on Shifter + Wild Shape? How does that even compute? Would you even allow Shifter (of any class)?
Oct 26, 2015 11:59 am
Shifter's in UA isn't it? That's fair. If WotC printed it, I'm going to approve it.

How would Shifter + Wild Shape work? Well, as you would expect... We're talking about a fantasy world with magic coming out of people's finger tips. I don't bother myself with trying to enforce any kind of logic beyond the logic required by the system. If the system allows shifters to wild shape, then that's clearly something that's metaphysically possible in the world. If an explanation is wanted, then I'd usually shoulder the player whose character is challenge people's logical conception of the world to explain it.
Oct 26, 2015 2:45 pm
I don't really have any feats in mind, but I do like rolling stats in order. Okay, so my rolls seem to point me in a particular direction...
STR11 INT5 WIS14 DEX9 CON12 CHR12

Edit: I will complete the character is fits and starts throughout the next 24 hours or so; effectively on the road for the next two and a half days.

Edit 2: I am building a hill dwarf cleric of the life domain and with the heavy armor master feat.
STR12 INT5 WIS15 DEX9 CON14 CHR12

Random roll of background selects guild artisan. Am I a guild merchant? (roll) Nope! OK, so what kind of artisan am I? (roll) That's a wagoner.
Last edited October 28, 2015 3:12 pm

Rolls

STR - (4d6)

(3612) = 12

INT - (4d6)

(1212) = 6

WIS - (4d6)

(6531) = 15

DEX - (4d6)

(3313) = 10

CON - (4d6)

(6133) = 13

CHR - (4d6)

(5225) = 14

Background, personality, ideal, bond, flaw - (1d13, 1d8, 1d6, 1d6, 1d6)

1d13 : (6) = 6

1d8 : (1) = 1

1d6 : (5) = 5

1d6 : (3) = 3

1d6 : (3) = 3

Guild merchant check - (1d100)

(19) = 19

ARtisan type - (1d20)

(18) = 18

Oct 26, 2015 2:46 pm
Going sorcerer, Half-Elf, Lucky feat
Oct 26, 2015 2:56 pm
A brutal roll of 5 INT! I don't foresee Wizardry in the future for you.

Cool on the Sorcerer! So we've got a Rogue, Sorcerer and Fighter so far confirmed. And very probably a Druid.
Oct 26, 2015 4:19 pm
Changed to half-orc. Lost Alert feat. All set!
Oct 26, 2015 4:27 pm
Heh. Fair.

Well, I'm less inclined to shift to a less efficient initiative structure then. So all is good (plus, Half-Orc's are badass... I am having a hard time not rolling one in every game since I played one. I use to be half-elf ga-ga but then you experience that awesomeness of Half-Orc resilience and bonus crit damage...)
Oct 26, 2015 4:32 pm
Best racial abilities for a tank. Also works better for character concept. He paints in seclusion to control his anger and rampage/blackouts. Normally with blood :)
Oct 26, 2015 4:33 pm
Awesome picture too :)

I'm going to get the game thread up shortly, as half the characters are in now, so that those who are done rolling up characters can start RPing them as the group slowly makes their way towards the dungeon entrance. Nothing will actually get underway until all of the characters are done. This isn't meant to 'rush' the others, so much as provide those who are done with the opportunity to get to playing!
Oct 26, 2015 4:35 pm
Valinar is in. Just working backstory, languages and pic :)
Oct 26, 2015 5:31 pm
Rolling stats in order!

Rolls

DEX - (4d6)

(4334) = 14

CON - (4d6)

(3143) = 11

INT - (4d6)

(4611) = 12

CHA - (4d6)

(2142) = 9

Oct 26, 2015 5:32 pm
Not sure what happened to drop STR and WIS rolls. I'll roll 'em here.

Rolls

STR - (4d6)

(1652) = 14

WIS - (4d6)

(1526) = 14

Oct 26, 2015 6:10 pm
Gonna roll my hit points for levels 2 and 3

Being that I'm an alchemist, is there and chance for me to have some random potions?

EDIT: Rolling HP for level 4
Last edited December 22, 2015 4:27 pm

Rolls

HP for lvl 2, 3 - (1d6, 1d6)

1d6 : (4) = 4

1d6 : (1) = 1

Level 4 HP - (1d6)

(3) = 3

Oct 26, 2015 6:13 pm
I heard there is a lot of new material in the guide. Look forward to getting my hands on it
Oct 26, 2015 6:15 pm
Biscuitfiend says:
I heard there is a lot of new material in the guide. Look forward to getting my hands on it
Anything you want to see I can type up for you :)

I already typed up the Storm Sorcerer in another thread:

Wind Speaker
The arcane magic you command is infused with elemental air. You can speak, read, and write primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm
At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide
At 6th level, you gain the ability to subtly control the weather around you.
If it is raining, you can sue an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Storm's Fury
Starting at 14th level, when you are hit my a melee attack, you can user your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul
At 18th level, you gain immunity to lightning and thunder damage.
You also gain a magical flying speed of 60 feet. As an action you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a long rest.
Oct 26, 2015 6:29 pm
Naatkinson says:

Being that I'm an alchemist, is there and chance for me to have some random potions?
Why not... you'll need (all the help you can get... MUAHAHAHA):

Rolls

1d6 random potions - (1d6)

(1) = 1

1d6 more (because damn that was unlucky) - (1d6)

(5) = 5

Oct 26, 2015 6:33 pm
And what 6 potions can you have?

These!

Potion of Fire Breath (DMG 187)
Potion of Longevity (DM 188)
Potions of Clairvoyance (DM 187)
Potion of Heroism x3 (DM 188)
Oct 26, 2015 6:37 pm
Candi says:
And what 6 potions can you have?

These!

Potion of Fire Breath (DMG 187)
Potion of Longevity (DM 188)
Potions of Clairvoyance (DM 187)
Potion of Heroism x3 (DM 188)
Awesome! Thank you :)

I doubt it will be enough to to keep me alive, but we will see lol
Oct 26, 2015 6:38 pm
I figured, 3 very practical potions (Heroism, you could even share those!), 1 cool potion (fire breath!), and 2 potions that could be useful (?) we'll see what you do with Clairvoyance... and Longevity.
Oct 26, 2015 9:13 pm
I am creating a Hill Dwarf Cleric of War. Hopefully that will provide some durability to the party!
Quote:
Boide Stonebook was an orphan, raised in a temple to Clanggedin Silverbeard, Dwarven god of war. As an acolyte, he spent his time as typical of initiates, tending to ceremonies and participating in practical aspects of battle. Boide wasn't a very studious cleric, and he spent more time in the libraries than in the temples and training grounds, poring over ancient texts and battle histories from aeons past. He did not slack in his duties, but for Boide everything was a ritual, going through the motions, and he never found himself aspiring for anything more than a chance to re-read the epic sagas of past heroes.

This changed when the temple was commissioned to aid in a protracted battle against an orc horde. Boide and other clerics were donned in armor and marched alongside the armies of the king, performing rites and leading the soldiers in prayers. Boide was excited to finally get a taste of the battles he had only read about. But when the charge sounded, Boide wavered in his faith. He broke and fled the battlefield, casting his armor and weapons aside.

The priests found him in the library, cowered under a desk in a puddle of his own sweat and tears. They did not admonish him, for it was his first battle, but for some dwarves the best way to overcome fears is to jump head-first back into it. Seeing as how the temple itself did not provide, the priests ordered Boide to seek redemption and renew his faith in the outside world.

For Boide, this meant finding his way in the midst of battle. He would listen to the songs of Clanggedin in the echoes of steel against steel. He would administer to the wounded and provide encouragement where needed. He would add his voice as prayer amidst the shouts of combat. And hopefully, with each fight that he survived, he might redeem himself in the eyes of his calling and finally understand what it means to be a dwarven cleric of war.

At least, that was his intention. Sometimes when things looked especially bleak, Boide found himself struggling with the gnawing urge to flee. It became a constant inner battle with his dark and terrible shame, an internal war with himself that seemed like it would never end, nor ever be won.
I tried to mix the Acolyte and Criminal backgrounds. Acolyte for his time spent in the temple, and Criminal to illustrate the shame of cowardice he burdens himself with, and still fights within. Boide himself is pretty reckless in battle because he believes it is the best way to overcome his fears as well as earn redemption. So, maybe not so durable for the party after all.

http://orig09.deviantart.net/597c/f/2012/074/2/3/readying_dwarf_by_tregis-d4st4bf.jpg
Last edited October 31, 2015 10:57 pm
Oct 27, 2015 2:30 am
Ok, this will be the deciding factor whether my druid will be a Shifter or Wood Elf. First, quoting relevant rules text:
UnearthedArcana says:
Shifting. On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action.
While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below.

Wildhunt
Your wildhunt heritage makes you a consummate tracker and survivor.
Ability Score Increase: Your Wisdom score increases by 1.
Shifting Feature: While shifting, you gain advantage on all Wisdom-based checks and saving throws.
PHB says:
Wild Shape
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down).
When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
As you can see, this character will have "levels" of shapeshifting: natural, Shifted (Wildhunt), and Wild Shaped.

So, the question: Suppose I Shift (gaining temp hp and Adv Wis) and then Wild Shape. I then spend my maximum time (1 hr at 3rd level) in beast shape. Is my Shift "paused" for the duration or does it end 1 minute in? When I revert from Wild Shape will it be to my Wildhunt form or to my natural form? More to the point, while I'm Wild Shaped do I retain Wis Adv for the 1 hour duration, and when I revert do I still have my temp hp?

EDIT: But seriously, variant human for Observant + War Caster is so tempting hahaha!
Oct 27, 2015 8:47 am
This is what I mean when I say that the rules determine the metaphysics of the world: Think of Shifting and Wild Shape as separate things, not on a continuum of 'shapeshifteryness'. I get that thematically they are degrees of shapeshifting, but lets look to raw. Nothing in the Wild Shape rules suggests a 'pausing' of the Shift effect.

What happens by RAW? The way I read it - if you Shift you gain THP for 1 minute. If you then Wild Shape you gain the beast form stats, and retain the THP for the remainder of the 1 minute (when that minute is up the THP expires). When you revet from Wild Shape, you will be in your natural form (unless you revert back after less than 1 minute). You only retain the benefits of Shifting for the 1 minute duration of the shift, wild shaping will not extend that duration, nor pause it. It's also possible, by RAW, to be in Wild Shape and then Shift to gain the THP and Wis Adv for 1 minute.

That's how it goes down. Now, the question is, what does that mean metaphysically / physically for the Shifter Druid? I dunno. If there's a desire to know, it's the player whose character can do these weird things who I typically task with providing the wanted explanation. Maybe the Shifted Wild Shape form is bristlier, even more of the animal in some respects (sharper claws, thicker, richly coloured fur) and those traits fade as the Shift wears off. Maybe your shift and your wild shape are different forms, and so when they abilities are both in effect you take the form of a hybrid animal. A wolf with a beak and feathers mixed into its fur, perhaps.
Oct 27, 2015 10:12 am
Do we all get free magic items? Flametongue and shield +2 please :p

Naatkinson...I would have you type out the whole book. I'-ll keep my curiosity in check for now...new bard archetype?!
Oct 27, 2015 10:31 am
Biscuitfiend says:
Do we all get free magic items? Flametongue and shield +2 please :p
You all have been 'adventuring' for a while to be level 3, so you each should have something... odd. When I get home I'll plunder through the wondrous items and award everyone something. It'll probably be strange.
Oct 27, 2015 11:27 am
Candi, that makes sense, thanks! I logged in to say, "You know what, to hell with which race is more optimal (I statted it out and I think wood elf is better) because I like the story I came up with for the shifter!" and now after reading your post I'm even more sold on the idea, optimization be damned! :-D
 https://s-media-cache-ak0.pinimg.com/originals/f7/22/67/f72267310302698686b0db471e2b5a4a.gif

Eithne
Wildhunt Shifter Moon Druid

Eithne is a Shifter. When her all-too-human parents, realizing to their horror, that  she had been born with the taint of lycanthropy, abandoned her in the forest to be devoured by wild beasts. The babe survived, however, for she was part beast herself. The child grew up, living in the forest, only sneaking into town at night to steal livestock, goods, and tools. She became the terror of the town. Tales of her were told to scare children. The witch-beast. The monster in the woods. When the local lord sent hunters after Eithne she retreated deeper into the woods but they were relentless. When they cornered her, cornered the beast, she tore them apart and she fled. She was afraid. Because she had enjoyed the kill. That was when the elven druid Tassarion found her. He taught her to live off the land so she would never need to steal again. He taught her to defend the land and all things that drew life from it. He taught her that death —killing — was part of life, but that it should never be done for sport, nor should it give one pleasure when done in battle or to feed. He taught her to control the beast within her and to give it different forms. He taught her to harness the elements, and bend them to her will. After she and Tassarion parted ways Eithne found her own patch of wilderness to range and protect. It is while on one of her ranges that she encounters the party and decides to join them...

Alignment:Chaotic Good

Background: Urchin/Criminal/Outlander

Trait: I feel far more comfortable around animals than people.
Trait: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
Trait: I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
Ideal: I am a free spirit  — no one tells me what to do.
Bond: I owe my survival to another druid who taught me to live in the wild.
Flaw: I am suspicious of strangers and expect the worst of them.
Last edited October 27, 2015 11:28 am
Oct 27, 2015 11:42 am
That image is blowing my mind.

Cool backstory, love the traits, especially the third one. There's some serious truth in that :P
Oct 27, 2015 12:34 pm
Character sheet here. Will create a GP character sheet later.

Are we rolling for HP after level 1 or are we doing the fixed average? I haven't bought equipment yet. Oh, and skill selection *facepalm*!

Roleplaying with limited speech will be challenging for ne but fun I hope!
Oct 27, 2015 12:44 pm
It'll be easier to RP limited speech on the forum than in person though (since you can be extra descriptive about physical actions and expressions). That said, for Star Wars day this past year we played a one-shot of the FFG star wars RPG and my character was a Wookie. I spent the whole night growling and making my best wookie noises. It was SO fun (and by the end of the night, the other players and the GM started to understand me pretty accurately between my gestures and noises).

How old school you go on your HP is your call. You can choose if you roll for HP or take the fixed option.
Oct 27, 2015 12:53 pm
Biscuitfiend says:
Do we all get free magic items? Flametongue and shield +2 please :p

Naatkinson...I would have you type out the whole book. I'-ll keep my curiosity in check for now...new bard archetype?!
Unfortunately they don't have any new archetypes for Druid, Ranger, or Bard

Barbarian gets Battlerager and 2 new totem animals, Cleric gets Arcana Domain, Fighter gets Purple Dragon Knight, Monks get Way of the Long Death and Way of the Sun Soul (REALLY awesome ranged w/radiant damage), Paladins get Oath of the Crown, Rogues get Mastermind and Swashbuckler, Sorcerer, of course, gets Storm origin, Warlocks get the Undying Patron, and Wizard gets Bladesinger.

And yeah, that image is crazy!

EDIT: Added Bladesinger
Last edited October 27, 2015 4:28 pm
Oct 27, 2015 3:58 pm
Interesting. They still added a lot of new material. I hope it doesn't start 5e Splatbook Resentment Syndrome. Any perceived power creep in there?
Oct 27, 2015 4:10 pm
Biscuitfiend says:
Interesting. They still added a lot of new material. I hope it doesn't start 5e Splatbook Resentment Syndrome. Any perceived power creep in there?
Gods, I hope not!
Oct 27, 2015 4:30 pm
It all appears to be just as well balanced and designed as the core books. I particularly like the Bladesinger and the Sun Soul Monk.

Bladesinger is basically a reverse Eldritch Knight. Primarily wizard with a bit of fighter thrown in, with a rage-like Bladesong mechanic.

There are also 4 new cantrips, for Sorcerers, Wizards, and Warlocks, that focus on melee range capabilities.
Oct 28, 2015 4:12 am
This is probably a dumb question, but...are you letting those of us playing non-humans have a single feat for rolling attributes? I'm looking at a hill dwarf cleric at the moment, and having a feat (or not) may influence which domain I choose.
Oct 28, 2015 7:51 am
Everyone who rolled attributes in order (that was everyone) gets a free feat.
Oct 28, 2015 12:35 pm
Damn, what a long spell list to choose from! Forgive me, I don't play casters. For easy reference I've copied all the spells to choose from and put them on my external character sheet. So now I need to pick my known cantrips and my prepared spells for the day. Candi, you're allowing EE spells, right? RAW, or are you implementing changes?
Oct 28, 2015 12:37 pm
If WotC printed it, I allow it as printed.
Oct 28, 2015 12:40 pm
Daily spell prep for Druids/Clerics and other casters that get access to the full compendium of spells is a mighty headache. I usually suggest to my players to create a staple set of daily spells, and a secondary list of spells they think they might want to prepare some day, and then to, at the start of each game day, swap between their core daily spells and secondary list.

As we're on a forum, the primary slowdown caused by daily spell prep isn't as big of an issue (nothing more tedious than the party Druid deciding that, after the next Extended Rest they want to retune their spells when that Extended Rest occurs in the middle of a session. I usually call that 'order pizza time, and the Druid's tipping'). So, my heuristic suggestion to create a 'mini spellbook' isn't totally necessary. But I mention it because you mind find it cognitively less demanding going forward.
Oct 28, 2015 12:49 pm
Yes, that works for me :-) Thanks! IRL I make lists for everything hehe so yeah.
Oct 28, 2015 6:32 pm
The cleric I'm playing will be my first spellcaster, too. What I did was in the Spell section, I listed each spell in one entry for each level, and put asterisks next to which ones I think I would commonly prepare for any given day.

Speaking of spellcasters, I don't quite understand the number of spells I can have prepared. How does the Wisdom modifier + cleric level factor into preparing a list of spells available? Does it mean with a WIS of 14, I have a total of 5 spells I can have prepared (+2 from WIS, +3 from level 3)? Then from that prepared list, I have four 1st- and two 2nd-level spell slots to cast them?
Oct 28, 2015 6:59 pm
CancerMan says:
Does it mean with a WIS of 14, I have a total of 5 spells I can have prepared (+2 from WIS, +3 from level 3)? Then from that prepared list, I have four 1st- and two 2nd-level spell slots to cast them?
Yes, that is also my understanding of how it works for divine casters.
CancerMan says:
The cleric I'm playing will be my first spellcaster, too. What I did was in the Spell section, I listed each spell in one entry for each level, and put asterisks next to which ones I think I would commonly prepare for any given day.
Good idea! That's a lot of spells but I might do that as well. Beats having to redo the spell section if you're changing stuff around. Thanks! :-)
Oct 29, 2015 7:01 am
Ohica Karn was born into a family of dwarven wizards, who wove their spells into the metals as they worked the forges. Ohica was a bit of a simpleton, however, and could never master the spells - either the memorization or the hand-eye coordination. But she tried, doggedly hard, for years. Her attempts were never good enough for her family, and her family finally sent her away at her majority to the temple of Ulaa, life goddess of the mountains.

By far the oldest of the initiates, Ohica worked hard, setting an unforgivingly high standard for herself (unconsciously mimicking her family's attitudes) and her performance. If it's worth doing, it's worth doing perfectly, on the first time. Care and attention to detail must be taken in order to ensure this level of performance. Trait: perfectionist This was good, because everyone in the temple had to work to feed the people at the temple as well as the needy in the dwarven community. But she wasn't good at most tasks. She excelled at fighting, and was quite meticulous in her work ethic. But she just didn't have the manual dexterity for many tasks: she failed as an egg farmer (she kept killing the chickens when they'd peck her), as a fisher (she was too clumsy to catch the fish), as a cook (nothing rose in the oven), as a brewer (people still joke about her attempts at "brew"), and so on. Eventually, the temple set her up as a carpenter, and she failed at that, too: she couldn't do the fine carving needed for furniture. But a member of the Teamster's Guild saw her work and was impressed at her speed. So they requested that the temple loan her to the Guild, and she quickly found satisfaction in repairing and improving carts, chariots, wains, phaetons, and wagons. She has been successful in this, and has become the temple's representative in the Teamster's Guild. Ohica has managed to befriend some of the younger dwarves in the temple (and all of her peers are younger than her), and she cares for them as if they were siblings. Once, one of them, Hammo Lithio, was accused of theft and was due to have his hand chopped off unless someone could pay the fine and reimburse the owner of the stolen property. Ohica snuck into the Teamster's Guild and stole the necessary money and paid off the officials with no questions asked. This has led to a great conflict within her, because she recognizes that the Guild is responsible for much of her success, but she really needed the money. She's still torn up about how to make amends to the Guild.

But the time of initiation always comes to an end, and Ohica is no longer an Initiate. Now she is a Missionary, and has been sent forth to do good work in the world abroad. She's reluctantly abdicated her position in the Guild and has traveled to Greyhawk as all do who seek their fortunes.
Last edited October 29, 2015 7:02 am
Oct 29, 2015 8:11 am
Great story! I laughed out loud at the farhouse failures! :-P
Oct 29, 2015 8:18 am
All characters have been approved! Let's get this game on the road :)
Oct 29, 2015 8:25 am
Eithne submitted as well. I still have stuff to fill in but I guess I'm ready for intro RP.

Going old-school for HP so below are my rolls.

Are animal companions for druids not a thing anymore in 5e?
Last edited October 29, 2015 8:27 am

Rolls

level 2 hp - (1d8+2)

(1) + 2 = 3

level 3 hp - (1d8+2)

(7) + 2 = 9

level 4 hp - (1d8+2)

(3) + 2 = 5

Oct 29, 2015 8:52 am
At least, not in the PHB. Just spellcasting druid or wild shape druid... and most people go the wild shape route, because it's more exiting (to them) than 'nature wizard'.

I don't know what got added with the upcoming/just came out book on Sword Coast.

I'm honestly happy with that. Animal companions are a pain in the butt.
Oct 29, 2015 9:18 am
Candi says:
Animal companions are a pain in the butt.
True, actually! :-) It just seems a bit contrary to at least some people's concept of a druid. They gave rangers animal companions (though I've heard the mechanics suck).
Oct 29, 2015 10:41 am
Yes they did (yes the kind of do), and it's still a pain in the butt (I had an Animal Companion ranger in my face to face game; she ultimately became disappointed in her animal companion and when we finished our adventure, rolled a new character for the next adventure. I think she would've preferred the UA ranger variant, or even any of the other archetypes).
Oct 29, 2015 12:51 pm
Unfortunately Druids got nothing in the new book, and neither did bards or rangers :(
Oct 29, 2015 5:17 pm
Beastmaster ranger is AWESOME with giant poisonous snake. But don't tell anyone...
Oct 30, 2015 8:41 pm
Final step: rolling HP for 2nd & 3rd level. 23 HP total; Passive perception is 12; Ohica is ready.

(edit: I was forgetting that dwarven toughness gives +1 HP/level, so total HP is actually 25.)
Last edited December 11, 2015 8:55 pm

Rolls

Hp for 2nd, 3rd level - (1d8+2, 1d8+2)

1d8+2 : (1) + 2 = 3

1d8+2 : (7) + 2 = 9

Oct 31, 2015 9:15 am
Sorry, I have next to no experience playing spellcasters so I just want to make sure I understand this edition's rules correctly:

1. Spellcasting does NOT provoke opportunity attacks from adjacent foes, but ranged attack spells are made at disadvantage. Is that right?

2. Based on the text of the War Caster feat, a caster who DOESN'T have the feat can't cast a spell with a somatic component while using a shield. Correct?
Quote:
War Caster
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
• When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Thanks!
Last edited October 31, 2015 9:38 am
Oct 31, 2015 10:16 am
1. That is correct
2. Yes. Somatic components require you to have a free hand. This can be the same hand used to manipulate material components, but if you're holding a sword and shield you cannot cast a spell with somatic components (no free hand).
Oct 31, 2015 10:31 am
Candi says:
1. That is correct
2. Yes. Somatic components require you to have a free hand. This can be the same hand used to manipulate material components, but if you're holding a sword and shield you cannot cast a spell with somatic components (no free hand).
1. Is this still true in the case of a spell that doesn't involve a ranged spell attack roll (such as Poison Spray)?

2. Only 1 free hand? So a shield and no weapon is ok?
Oct 31, 2015 10:36 am
Yes.

And I was about to remind you as well about armor proficiency - because if you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells (and shields count as armour); however, looking at Warcaster that is precisely why the feat is terrible. As the primary benefit only helps either 1) dual weapon wielding or 2) if you have shield proficiency (and most, all?, spellcasting classes do not), I think the feat is mostly useless as written.

So, I'm going to add "You gain proficiency with shields" to the warcaster feat.
Oct 31, 2015 10:51 am
Well, druids are proficient up to medium non-metal armor, and non-metal shields. A shield is also an option in the starting equipment package. Eithne won't have War Caster until 4th level though. But she'll probably spend more time shapeshifted than slinging spells in normal form anyways! :-D

What about my Poison Spray question though? :-)
Quote:
Quote:
1Spellcasting does NOT provoke opportunity attacks from adjacent foes, but ranged attack spells are made at disadvantage. Is that right?
Is this still true in the case of a spell that doesn't involve a ranged spell attack roll (such as Poison Spray)?
Thanks again!
Last edited October 31, 2015 10:54 am
Oct 31, 2015 10:59 am
Yes! That is why spells like Poison Spray are really useful to have. If you're engaged with an enemy, just use spells that don't require an attack roll! :)

Also, I thought you were taking it for your free feat for rolling stats down the line?
Oct 31, 2015 11:12 am
I took Observant for the stat bump. :-P Reconsidering that decision now though.
Last edited October 31, 2015 11:13 am
Oct 31, 2015 11:14 am
Aye!

Well, all you lot have finished your characters shall we get to the game? I can move us right to the dungeon entrance, or you can each have a post or two to introduce yourselves to the group and start building some camaraderie before you roll up to the dungeon entrance.
Oct 31, 2015 4:14 pm
PHB says:
Transforming doesn’t break your concentration on a spell you’ve already cast, however...
Let me get this straight: If I cast Barkskin on myself (Duration: Concentration, up to 1 hour) and then Wild Shape, my beast form benefits from the increased Ac as long as I'm able to maintain concentration? How about Longstrider and Enhance Ability? OR does this cancel those buffs out once I Wild Shape:
PHB says:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all o f your skill and saving throw proficiencies, in addition to gaining those o f the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
Oct 31, 2015 4:43 pm
I read the War Caster feat as being able to cast the somatic component, even if both hands are equipped.
Oct 31, 2015 5:05 pm
So, just to recap our cast (I love lists!), we have:

* Xasu, the half-orc fighter (Biscuitfiend)
* Boide Stonebrook, dwarven war cleric acolyte/criminal (CancerMan)
* Eithne, shifter druid urchin/criminal/outlander (Jabes.plays.RPG)
* Valinar Feldorian, half-elf sorcerer alchemist (Naatkinson)
* Ohica Karm, dwarven life cleric artisan: wagoner (spaceseeker19)
* Tolvaj Haz'K, drow rogue soldier (szemely)

Edit: added domains to clerics
Last edited October 31, 2015 9:59 pm
Oct 31, 2015 5:14 pm
Those lists are very helpful! Can you put the cleric domains on there? With 2 clerics we should be in the group pretty good shape! And with a sorcerer in the group we've got a blaster. As you could probably tell from the backstory I gave her she is feral even for a druid. She's going to wild shape and she's going to get in the thick of it. :-D
Last edited October 31, 2015 6:20 pm
Oct 31, 2015 6:14 pm
Boide's domain is War.
Nov 1, 2015 12:21 pm
Jabes.plays.RPG says:
PHB says:
Transforming doesn’t break your concentration on a spell you’ve already cast, however...
Let me get this straight: If I cast Barkskin on myself (Duration: Concentration, up to 1 hour) and then Wild Shape, my beast form benefits from the increased Ac as long as I'm able to maintain concentration? How about Longstrider and Enhance Ability?
I would say Longstrider and Enhance Ability, as well, would be maintained in beast form (subject to all normal concentration rules of course). Wild shape affects you *base* statistics (essentially your stat block becomes the beast stat block), while the spell effects are above and beyond your base statistics. Does that make sense?
Dec 28, 2015 4:59 pm
I'm finishing my leveling. Sorry I took so long! Ohica is increasing her WIS, and has taken Resistance as her new cantrip and Aid as her prepared 2nd-level spell (no change to the other prepared spells - she's not that flexible).
Last edited December 28, 2015 5:13 pm

Rolls

HP for 4th level - (1d8+2)

(4) + 2 = 6

Jan 23, 2016 5:19 pm
Stats

Str 18
Dex 14
Con 10
Int 11
Wis 13
Cha 14

Think I might make Valinar's half brother (half elf paladin). It was supposed to be this character who went, but Valinar played a trick and took his place.
Last edited January 23, 2016 7:49 pm

Rolls

In place - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6, 1d10, 1d20)

4d6 : (6663) = 21

4d6 : (4255) = 16

4d6 : (1415) = 11

4d6 : (2361) = 12

4d6 : (4452) = 15

4d6 : (5415) = 15

1d10 : (9) = 9

1d20 : (1) = 1

HP rolls - (1d10, 1d10, 1d10)

1d10 : (3) = 3

1d10 : (3) = 3

1d10 : (3) = 3

Jan 23, 2016 7:02 pm
Holy crap... look at those HP rolls... lol

Better work on two characters, I don't think this guy will last long
Jan 23, 2016 7:21 pm
Raised my HP with the Tough Feat and increasing my Con to 12 with my 4th level ASI
Jan 23, 2016 7:28 pm
Backstory is convenient -- the half-brother, after realizing he'd been tricked, went off searching for Valinar. He can trundle in behind the party, having followed their (very obvious) trail. So, as soon as you're all rolled up, you can just 'trot' into the scene. I'll also increase the "characters per player" for the game so that you can leave Valinar assigned and apply with the new one as well.
Jan 23, 2016 8:08 pm
Approved! Get on in there.

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