Characters creation thread

Jun 5, 2019 1:01 pm
Obvious character creation thread.

Available resources
You might use anything from the official WotC publications, but I'll keep an eye on balance because mix-matching these books can result in some off-balance results.
I've already allowed the following unofficial material:
- Scholar, with some changes
- Artificer, with some reservations

I will use some optional rules from the Dungeon Master Guide (DMG) as I see fit. I’m open to reskinning things after approval, and might allow some spells customization as per the spell design guidelines (and damage type tiers).

And if you get your hands on magical items, they will be handcrafted with love by your GM :)

Creating your character
Create a character at level 9 using any available resource (see above). Make sure to check out the Houserules thread as it contains variant rules that will affect everyone's game, and might alter a class or subclass you want to play.

For your characteristics, use the buy point or the standard array only.
The human variant is available. Multiclassing and feats too.

For starting equipment, we'll follow the DMg p.38 guideline: you'll start with 500 gp plus 1d10 x 25 gp, plus normal starting equipment. You may spend them as you see fit, but the only magical items available are the consumables ones (scrolls, potions etc). Reference prices and availability are right here : Vikaastea is supplied as a Urban Locale but, being far from the Sword Coast and all its mages, magical items are priced Expensive and limited to consumables.

You'll also start with one rare and one uncommon permanent magical item, plus one to three consumables (depending on rarity: 1 rare OR 1 uncommon + 1 common OR 3 common). Tell me what they do, give me an picture if you want, and I'll craft them for you (= write the exact description and powers).

Roll for your HP. For all your levels after 1. And if you're not happy with what you got, you can take the average instead. No mixing, either you accept your rolls or fall back to average.
By the way, average for HP is rounded up : 1d6 (4), 1d8 (5), 1d10 (6), 1d12 (7).

You can roll for background options if you want to, I'm just used to players picking/making up what fits their character concept.
On that matter, you should take some time to figure out how you character thinks as you pick his background traits. They are important to know how to (role)play your character, and will have a mechanical effect through the modified Inspiration System.
On the other hand, you don't need to write a whole novel about his background or know everything about him : a lot will emerge from the game.

Just make a character you like and trust the rules to make it a rich, reliable character. A character that would do what you're doing, and work with his companions of course! :)

Feel free to help each other as you build up your party, or to agree on any synergy you like.


Politics basics
There are a few things that you need to figure out before your character is completed:
* Who are you?
* What are you known for, in the city? As level 9 heros, you are paragons in your field of expertise: if people don't know you, they know of you.
- How well are you known in your field?
- How well are you known from the public?
* Why do you three work together, what ties you to each other?
* How do you relate to the main City Factions (see the Settings Information thread)
* Optionally, is your group already tied to one of them?
Jun 5, 2019 7:18 pm
I'd like to know a bit more about the Tridana before settling on a character concept. Being that they may well be the means by which we'll be exerting our political influence, it seems wise to know more about them and their values before creating a character.
Jun 5, 2019 9:48 pm
I am planning on going rogue. My idea is that she is the head of the local thieves guild and/or the person who gets things done behind the scenes for the city. Only those close to her know who she really is but her "street name is known and feared".

Her public persona is different, she is a minor noble one overlooked but influential enough to be invited to main events.

At least that is my initial idea , i am willing to work it so that she fits with the rest of the party.

Any suggestion is welcomed.
Jun 5, 2019 10:46 pm
Just a note to say that "head of the thieves guild in the capital of the realm" might be aiming a bit high for your initial position.
Being one of his/her captains isn't out of the realm of possibles, on the other hand.
Jun 5, 2019 10:54 pm
Ok figured 9th level was the old title level in D&D where those things happened.
Jun 5, 2019 10:58 pm
I know I'm not done writing the setting descriptions and such, but here's what I see fit for your characters (in terms of power, influence, etc): your initial position/job cannot be higher than indirectly related to one of the Tridanarr.
You can be as low as you want, though. Just remember that no mere beggar could ever make it into a noble's house, even a minor one.

How adequate does it sound to you?

Edit:
As a reference, here's a summary of the "Tiers of Play" in D&D 5e:
Quote:
Levels 1-4: Characters are apprentice adventurers learning the features of their class that will define them in later levels. Generally fight minor threats that pose a danger to local farmsteads or villages.

Levels 5-10: Characters come into their own. Many spellcasters gain access to a new tier of spell power. Other classes gain the ability to attack multiple times in one action. These characters have become important, facing threats to cities or entire kingdoms.

Levels 11-16: Characters have reached a power level that places them well above the average populace. Martial characters attack more frequently or impressively. Spellcasters gain access to spells that create otherwise impossible phenomena. These mighty adventurers face threats to whole regions or continents.

Levels 17-20: Characters achieve the pinnacle of their power becoming heroic or villainous archetypes in their own right. Their actions have consequences felt all around the world. Even the balance of the multiverse may hang in the balance during their quests.
Jun 5, 2019 11:02 pm
Sounds fine, probably at this point I should wait until others post their character concept so we can iron things out to make the group work at least my initial thoughts are there.
Jun 5, 2019 11:10 pm
Feel free to brainstorm as you please while I'm busy describing the main elements of our game :)

I'll follow what's going on and answer any question you would ask me. If there are parts of the setting that you'd like to see written first, just let me know. (Ferdy, I forgot my notes at work but the Factions part (including the Tridana) is done and will be published tomorrow)
Jun 6, 2019 12:33 am
I'm thinking of a fighter, possibly connected with the city watch some how. Maybe a Watch Commander..
Jun 6, 2019 12:49 am
An academy headmaster might be interesting. Would you consider permitting a UA class? Last month's UA featured an updated version of the 2019 Artificer, an int-based half caster, and the archivist subclass fits well with a character concept I have in mind. Here's a link to the UA:
2019 UA Artificer V2.0
Last edited June 6, 2019 12:50 am
Jun 7, 2019 11:09 am
Oh, by the way, I've revised my initial statement about magical items: at level 9, you should definitely have some shiny things. But I don't like what's in the DMG, so he's the deal:

You can start with (for free) one rare and one uncommon permanent magical item, plus one to three consumables (depending on rarity: 1 rare, 1 uncommon + 1 common, or 3 common). Tell me what they do, give me an picture if you want, and I'll craft them for you (= write the exact description and powers).

You can look at the DMG item for inspiration, or any other source you want. If you really have no idea, don't worry: when your character sheet will be completed, I'll look into it and come up with something nice.
Jun 7, 2019 3:05 pm
Ferdy says:
An academy headmaster might be interesting. Would you consider permitting a UA class? Last month's UA featured an updated version of the 2019 Artificer, an int-based half caster, and the archivist subclass fits well with a character concept I have in mind. Here's a link to the UA:
2019 UA Artificer V2.0
It is a weird class.
For starters, it's a fullcaster (because cantrips) with a half progression.
I like that it brings an alternative to Wizards as an INT based character (which is very much needed).
Balance is ok, but design feels clunky to me.

Overall, I'd prefer to not include that class in the game.
But I'm currently reading through The Scholar and really like the idea. What would you guys think about it?
Jun 12, 2019 5:10 pm
I'll definitely go with a fighter, I'll hold off on the background though until we figure out if the party knows each other yet. I was thinking of the Soldier background. Make it where he served for several years and left the standing army to accept a position with...possibly the city watch or some other organization.
Jun 12, 2019 9:51 pm
As far as the scholar class i like it. We would have a fighter, rogue and scholar. the only thing we would miss is a healer and with the gritty feel of the game, could cause an issue, definitely would have to be careful to pick our battles.

I was going with a burglar(criminal) background but might switch to noble if it fits better. This would make her one who works with the underworld to get things done.Kind of a noble by day, criminal by night idea. This would fit in how she know squadfather as if he is with the guard she may know him because of her standing as a noble and she could have hired ferdy's character in the past to do some research for her. What do you all think?
Jun 12, 2019 9:57 pm
That sounds like a solid idea. I'm on board for it.

Would it be easier to say my character holds a position with the watch, say as a watch commander or sergeant? Would there be any other organizations that a high level fighter could join/work for?
Jun 12, 2019 10:40 pm
I like the idea of a watch commander. A watch commander with political influence due to the loyalty they inspire in their men (whether due to heroic virtue or to bribes and backroom dealings) is a common trope in fiction.

The archivist got nixed and I'm not that interested in a wizard so I'm thinking a high priest of Bahamut now.
Last edited June 12, 2019 10:41 pm
Jun 12, 2019 10:42 pm
Ok, didn't like the scholar class?

Though a cleric would help with healing. Just need a tie in then.
Jun 12, 2019 10:52 pm
Okay, Watch Commander it is. I figure he served honorably in the military. When he left he chose the path of an adventurer for a time. When he was ready to settle down, he returned home and joined the city watch. As a result of his time in the military and as an adventurer, he rose quickly.

So he's the type to inspire by his previous honorable actions. I'll look at backgrounds for an idea.
Jun 13, 2019 9:53 am
Squadfather44 says:
Make it where he served for several years and left the standing army to accept a position with...possibly the city watch or some other organization.
The army would be the Vikaastea Settlers, and the city watch is part of The Oak Shield. Definitely a common transition for those who served well on the battlefront and proved to be reliable to protect the people. Sounds like a solid and appropriate concept so far :)
Jun 13, 2019 10:06 am
Viking1031 says:
Though a cleric would help with healing. Just need a tie in then.
Cleric always is a solid option IMO. Healing less so, and more of a backup solution when things go very wrong, as it is inefficient by design (appart from some specific builds).

I'd like to emphasize the importance of the "Gritty realism" rule that we'll be using to make sure everyone makes an informed choice: at-will resources will be extremely defining for your character, short rests resources will be the ones you can rely on every fay, long rest resources we have to be used sparingly because of how infrequently you'll be able to take a full week off.

To quote some reddit post:
Reddit says:
Warlocks, Monks, Fighters and Moon Druids recoup their major class abilities on a short rest

Rangers, Paladins, Wizards and Land Druids, while needing a long rest to recoup spellcasting, have abilities to recoup some spells on a short rest OR continue fighting well without needing to regen spell slots.

Clerics, Bards, Sorcerers and Barbarians need long rests to recoup their major class abilities, as do Land Druids and Wizards when they've already used their short rest spell regen, and Rangers/Paladins regen their spell slots on long rests as well.

Rogues do whatever the fuck they want. Their abilities are mostly tied to "once per turn" or out of initiative.
That being said, if you make some move and need to wait for its effects to show, or if you simply want to, you will be able to take so time off. Just note that politics never stop.
I'll try to see what spells needs to be adjusted to stay relevant, or we'll adjust that on the fly.
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