I've inserted numbers in the quoted section below, so I can reference them in my answers.
Jabes.plays.RPG says:
For background I took a little bit here and a little bit there. I'm calling it Sailor / Slave Soldier / Planar Exile.
1. I almost gave him proficiency with Navigator's tools but I hesitate because while he used similar tools routinely on his home world the stars are completely different where he is now.
2. I couldn't come up with a Background Feature that works. None of the PHB ones seemed to fit. Help?
Stormborn sorcerous origin is from
Unearthed Arcana Waterborne Adventures.
Spell selection is obviously not done yet. I have too many listed currently. Will fix that.
3. Am I correct in assuming that spells from
Elemental Evil are allowed?
I did a couple of things to add to the AD&D feel: First, I rolled for starting wealth and bought everything myself (attached the dice roll to
my first post on this thread).
4. Second, I will be casting using material spell components. It sure complicates things but that's the way I remember we did it back in the day hehe! Besides, it's a fun kind of headache. :-D
1: I have a number of ideas for tools that might appeal to you.
A: You have shipwright tools from your home plane, which you kept as a memento. But on your home plane, ships were crafted from rock, so what you effectively have is artisan's tools (masonry).
B: You have navigation tools from your home plane, which is effectively a magical compass which always points to the Royal Hatchery. On this plane, the compass always points to the gate leading back home, which is situated in the capitol city of the Empire which enslaved you. You've learned to adapt, given that the direction is constant. So rather than "north," you navigate by "Home."
C: Choose another extra-planar race which was used by the opposing army to fight you: modrons, githyanki, rakshasas, demons... You have an enemy detector as your tool; a gem ensorcelled to detect the presence of that kind of extraplanar creature, and you are skilled in its use.
2. Background features are all about shelter. Background feature: Survivor Camaraderie. The effects of the war were wide-reaching, and refugees from the war are found all over this part of the world. Other survivors will recognize you and will do what they can to provide comfort to you and your companions, out of a sympathetic experience of the horrors of the war. You are likely to receive food and lodging from other survivors. When you first enter a new region, you may know of another veteran (freed slave) who went to live in the area.
3. Well...a lot of EE is pretty ridiculous. I wouldn't allow the player races, for instance. But talk to me about the spells you're thinking about. Some of them are fine, and others I'd want to adjust slightly for balance and/or sense.
Catapult, for instance: I might allow catapult if the missile actually has to arc to an apex and then drop on a target in order to deal that 3d8 damage. That seems completely reasonable for a battlefield artilleryman like Thacogygax, but the idea of using it at close range (which it allows you to do as written) seems counter to the spirit of the spell.
4. I certainly hope everyone will be using material components! That's base rules, not an optional variant. Luckily, most first-level spells do not consume the components, their presence is simply required. So a caster with identify only needs one 100 gold value pearl and one owl feather to cast a lifetime of identify spells, not a separate set of pearl&feather for every use of the spell (however, actually consuming the components becomes a lot more common in higher-level spells). Luckily, the adventure provides a preposterous amount of treasure (enough that transporting it becomes a resource issue, even without the variant encumbrance rules), as is typical for AD&D adventures, so even if PCs can't afford all the components of all the spells at first, they will soon be able to buy them all and more...in Hochoch, if they can't find a well-stocked shop closer to Orlane.