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.
Jun 13, 2019 10:23 am
That being said, with the strong constraint on rests coming from Gritty Realism, I feel like I need to offer more options. So:
- you can pick you spells in whatever official WotC publication, and I'll tell if something seem to throw balance off so that we look into it
- for non-casters, if there are official sub-classes that you could make use of, we can look into that too
- and races, too

TL;DR: I'm extending your options to all WotC official publication, while keeping an eye on balance.
Jun 13, 2019 10:27 am
Ornux says:
First: is everyone OK with a lvl 9 party? I think that it is the appropriate level for such a campaign, but you might want it to be lower or higher.
Wait until we have settled whether or not we use an Honor system, too.
Also, those two question still need to be answered.
Jun 13, 2019 11:47 am
I'm fine with a 9th level party. I've never used the honor system though.
Jun 13, 2019 12:28 pm
If it wasn't clear from my previous posts, I'm still trying to gauge the impact of Gritty Realism (GR) on different classes. My main focus is on everyone having fun, and running a political D&D game. So I'm flexible on most of the rest.
I'm experienced enough to understand how it impacts each class, but I'm trying to understand precisely how it affects each of them. I'll try to summarize some thoughts:

Rogue: pinnacle of consistency, does not sweat any of that. Most of their resources are non-expandable.
Barbarian: wreaked by GR. They will be out of rage and HP fast. Most of their features are combat oriented, while GR is opposed to it.
Fighter: they recover most important resources on short rests. They will be very at ease.
Warlock: spellcaster equivalent of the Fighter. In a more political oriented game, their pact will have an impact.
Bard: class features bring a lot of versatility, as does high Charisma. But they'll suffer from the spells slots depletion.
Cleric: get most of their value from the ability to cast rituals, and numerous divination capacities. Class features will have a major impact as well. But will be resource-depleted fast. You get your Channel Divinity back on a short rest, which make it a central part of your skill set.
Paladin: the good remains good (auras and such), but the rest becomes rather bad as they have no easy way to recover.
Druid: will be mostly just fine. Land druid can recover some slots, so he's more than fine.
Monks: actually becomes a strong option, on part with Fighter with a more "magic" approach.
Wizard: are fine. Rituals, book, slot recovery. Some have useful class features, some don't.
Rangers: err. They are effectively ok, but become rather bland if campaign in city.
Sorcerers: not ok. On part with Barbarians, actually.
Jun 13, 2019 1:01 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
After refocusing my priorities on the game, I think I can allow the Artificier but have some concerns that I'd like to share :
- Information Overload is extremely potent, more than its cantrips equivalents. I think I might have to tone down the Manifest Mind feature.
- I don't like or want a steampunk feel in the game with engines, robots and such. Unless you're a gnome, then I'd be ok to have some.
- Given the above point, the whole Artillerist would be out. But you wanted to be an Archivist, so you wouldn't mind.

Anyway, I'll allow it in but I'll double check the features you pick. It that OK for you? :)
Jun 13, 2019 3:41 pm
I'm really having trouble deciding. I'm trying to be sensitive to the fact that lacking a healer would be a glaring omission from the party. Maybe I'll try the scholar and take the physician subclass and healer feat.

Story-wise could they be the personal physician/confidante of some important politician with a chronic illness? Maybe this character's influence is a little more tangential and less straightforward than the other characters who are
Jun 13, 2019 7:55 pm
Ferdy says:
I'm really having trouble deciding. I'm trying to be sensitive to the fact that lacking a healer would be a glaring omission from the party. Maybe I'll try the scholar and take the physician subclass and healer feat.
The party does not need healing means, it needs survival ones. Preventing the damage from being done is by far the best healing strategy. Healing it afterward, through mundane or consumable ways, is another option.
But as for healing purposes, any relevant skill, feat or spell is a good one. The Physician actually is a very good option that recovers most of his resources on a short rest. With or without the Healer feat.
Ferdy says:
Story-wise could they be the personal physician/confidante of some important politician with a chronic illness? Maybe this character's influence is a little more tangential and less straightforward than the other characters who are
Who are... ?
But yes, you could very well be that kind of character. I like the personal physician approach, a scientist that of course gives completely impartial and logical opinions. I'm sure there are plenty of politician that suffer from chronic illnesses: tell me the kind you're looking for, or tell me to pick one for you.
Jun 14, 2019 7:03 pm
What were some of the wars or battles my character could have fought in? What were the enemies involved?

I'm looking at the list of magic items and I'm trying to find ways for some of them to make sense.
Jun 14, 2019 7:50 pm
Depending on the age of your character, he could have been involved in :
- 85 to 80 years ago, the enemies were unfederated bandits that inhabited the Marsh of Tun and made it a no man's land
- 78 years ago, you could have fought the lizardfolk tribe known as Irhtos Sauriv to conquire the first bits of lands in the Marsh of Tun
- in the past 10 years, you could have been involved in any of the numerous fights against the lizardfolk tribes
- more recently, involved in the battles to keep the undead of the Moaning Marshes away from Vikaastea
Jun 14, 2019 8:13 pm
I'll say he's in his early 30's. So he would have been battles with the lizardfolk and the undead. Thanks, that helps a lot!
Jun 14, 2019 8:17 pm
Screw those undead, seriously!
Jun 15, 2019 12:18 am
Hahaha, any grief you want to share Ferdy ?
Jun 15, 2019 12:23 am
As for the list of magic items, if they are of no help to get inspiration, I can :
- Share more sources, like the 4e books of magic items
- work in freestyle to create something that was described (or simply something adequate for your concept)
- provide simple exemples to help understand the kind of things they can be
Jun 15, 2019 3:05 am
After another look at scholar they seem pretty garbage. They're a martial class with severely restricted proficiencies and aren't even useful as skill monkeys. They're MAD as hell, especially the subclass I'm interested in since its abilities are based on wisdom. So it's a squishy melee fighter who needs dex and con to fight, int for its class abilities, and wis for its subclass abilities.

But I don't want to play a gimped version of the archivist either. I don't really get the objection to the class's fluff as well since any class can be refluffed at will by just taking the mechanics and interpreting them differently. Barbarian Rage doesn't need to be a berserk rage by a frothing hulking warrior from the north, it can be a state of focused battle-meditation by a calm zen philosopher-monk. This shit's not set in stone. Any class's mechanics can be made to fit any setting. The mechanics serve the fiction, not the other way around.
Last edited June 15, 2019 3:12 am
Jun 15, 2019 4:33 pm
Ferdy says:
But I don't want to play a gimped version of the archivist either.
While I agree on the fluff part, I don't thing I've limited the class so much. What part of my reserves felt to much to you? Or maybe it was too imprecise?
Jun 17, 2019 12:29 pm
Ok Ferdy, as it is playtest material and you want to play the sub-class of the Artificer that feels fine to me, let go ahead and try it as it is. The damage is of information overload is actually pretty good, but limited in range so it balanced out. The only thing I'd like to rework a little is the Magical Telephony, as both its fluff and it power are off-limits to me. I'm working on a bunch of alternative to offer, and we'll go with that one. Does it sound OK?

Everyone, the focus being on making a successful D&D political campaign, I'm willing to let some more material ooze in. Let me know if there are options you want me to check out as you are creating your character.
Jun 17, 2019 1:17 pm
Ornux says:
But I'm currently reading through The Scholar and really like the idea. What would you guys think about it?
While I see easy potential fixes for most Ferdy's concerns, the class does have one major issue: it seem to lack some reliable at-will options to chose from. It feels like a Bard or a Wizard would offer better features to support the same concept.
Damn, I wanted that class to be well designed! :(
Jun 17, 2019 1:27 pm
So, in summary:
- Viking1031 wants to play some kind of "practical" rogue the gets the work done
- Squadfather44 want to play a faithful Watch Commander
- Ferdy wants to play and Artificer archivist (which is now back), or a high priest of Bahamut

Well I'd say you have some work to do to make that a functional party that willingly work together! :D
That being said, when you'll be tied to each others and set on working together, internal conflict will make the game rich and healthy.
Jun 17, 2019 3:36 pm
just bouncing an idea

What if my character is not part of the thieves guild but a works in conjunction with the city guard as a kind of secret police (think CIA or KGB in the city) that would explain being a noble but also the more "practical side" She still wouldn't want people to know what she does but that could be a tie in with the Squadfather as he would know about her since he is higher up in the guard. He could be his contact within the city guard.

(This would work well if we support the city guard faction)
Jun 17, 2019 5:41 pm
I'm gonna go with the physician despite the fact that I'm underwhelmed by the class's mechanics. A captain of the watch, a spymaster with thieve's guild connections, and a well respected physician makes perfect sense to know one another and work together. Perhaps the physician either cares for those wounded in the line of duty or oversees their care. And directly makes house calls to one particular powerful individual who trusts his judgement. I'll get it done in the next couple days.
Jun 17, 2019 11:50 pm
If you're set on the physician, then I'll at least fix some of what's wrong.

First, the primary attribute for the additionnal skill you get from the subclass feature is Intelligence. Then, no matter how you get the proficiency from, the checks required to some of the features are Intelligence (Medecine) checks. The class can't be burdened with another attribute dependency. Plus it make it really clear that you get all that knowledge from study, so it makes sense.

Second, the whole class can use a shield with his unarmored defense. He's not a monk, he's a battlefield master!
OOC:
I'm not sure about the shield one. It might a bit too much.
And last, that Medical Prowess is more than underwhelming. It's crap. It's a normal Medecine check with icing on the 20. That's not a core subclass feature!
So here it is, tell me what you think about it.
Medical Prowess
Starting at 3rd level, you have become so intimately familiar with the ways of the body that your medical care are unmatched in efficiency. Whenever a creature regains HP as a result of one of your actions, they regain additional HP equal to your proficiency bonus.
Jun 18, 2019 4:31 am
I have a backstory idea to pitch to my fellow players. The three of us are childhood friends. We were the children of minor nobles and thus were afforded a proper education and attended the same academy. At some point the three of us agreed to try and better ourselves by becoming powerful and influential members of the city, but would always share that power equally between us and make all decisions based on a two thirds majority rule. So whenever an important decision needed to be made, whatever two of us decided it's what we would do.

Thus did we become co conspirators in a bid for power in the city. One of us joined the Oaken Shield and became an inspiring leader of men, rising to become city watch captain with the ear of the Oaken Shield representative on the Tridana.

One of us became a spy, greasing the wheels of industry and trade for a select few allies within the Flaming Tree Consortium and using underworld contacts to hinder their competitors, subtly and invisibly shaping the economic landscape of the city and gaining the attention of the Flaming Tree representative on the Tridana.

The third became a physician and studied healing at the temples and scriptoria of the broken god, Ilmater. He learned the practical arts of healing from wise masters, though he had little use for the more mystical aspects of healing the Ilmatari espoused. He considered it all mumbo jumbo. To his way of thinking, the gods may deserve respect as powerful extra-planar creatures, but certainly not admiration, devotion, and worship. His skills grew and he eventually came to be the personal physician of no less a personage than the Silver Hand's representative on the Tridana, who suffered in secret from a chronic and debilitating malady. In many ways they were polar opposites, one being a man of faith and one of science, but they respected one another and enjoyed the spirited philosophical discussions that their differences engendered.

And so, the three inseparable childhood friends were strategically poised, each with influence over a different member of the Tridana, to make their bid for jointly held power.
Jun 18, 2019 9:36 am
While I really love that common backstory, I'd like to remind how I described the position in which you can start the campaign: "your initial position/job cannot be higher than indirectly related to one of the Tridanarr."
You'll have to adjust your current position accordingly, but I'm sure it doesn't change the whole thing.

The reason behind it is that you'll have to indirectly influence their decisions, rather than having to convince them directly through eloquence or rhetoric.
Jun 18, 2019 12:44 pm
Ornux says:
While I really love that common backstory, I'd like to remind how I described the position in which you can start the campaign: "your initial position/job cannot be higher than indirectly related to one of the Tridanarr."
You'll have to adjust your current position accordingly, but I'm sure it doesn't change the whole thing.
I don't understand. One is described as having the ear of a Tridana member, one is described as coming to the attention of a Tridana member, and one is a civilian who occasionally has conversations with a Tridana member. That all sounds indirect to me. Could you be more specific about what would need to be changed?
Jun 18, 2019 3:21 pm
In any case, medicine being intelligence and the medical prowess change solve much of my perceived faults with the class. You can keep the shield proficiency.
Jun 18, 2019 3:39 pm
i like the background idea though not all of us has to be nobles. In fact just a well to do family would work. Such as if Squad's father worked for my parents as their personal guard, I am sure we would have meet. and so forth.

Also since we are not the highest ranking people, I could just be a lieutenant in the spy network,only overseeing a portion of the city or something like that.
Jun 18, 2019 9:21 pm
Ferdy says:
In any case, medicine being intelligence and the medical prowess change solve much of my perceived faults with the class. You can keep the shield proficiency.
Good to read, so we'll go with that: changes 1 and 3 come in play, shield proficiency remains the prerogative of the Tactician.
Jun 18, 2019 9:27 pm
Ferdy says:
One is described as having the ear of a Tridana member, one is described as coming to the attention of a Tridana member, and one is a civilian who occasionally has conversations with a Tridana member. That all sounds indirect to me. Could you be more specific about what would need to be changed?
Maybe I'm not using the right words here :/
By "indirectly related", I mean that you don't get to interact directly with them (not on a regular basis, at least). So that if you have to influence them, you'll either have to direct their attention where you want it to be, or you'll have to find a way to get an audience. Or send the right people to them. Whatever you three can agree on.
Jun 18, 2019 10:07 pm
Oh, I see. Ok, I understand now.
Jun 19, 2019 8:06 am
Reminder of what needs to be done:
- decide what character concept you want to play
- pick a class that lets you play that concept, fill the character sheet
- don't forget about the background and traits, plus the questions I asked
- tell me what your magical items should be like (do that one quickly so that I can start crafting : it can be time consuming)
Jun 20, 2019 1:23 am
Well as far as magical items go, this character is the studious type and would want to study the anatomy texts of various races in their own native language, so for the first one maybe something like a helm of comprehend languages but in something less cumbersome than a helm.

The other thing I'd like is something like a gem of true seeing. For both, I think it'd be cool if they could be different pairs of spectacles. Or maybe spectacles for the comprehend languages, and a monacle for the true seeing.
Last edited June 20, 2019 1:23 am
Jun 20, 2019 1:27 am
Ok tomorrow I am off of work and I am going to work on my character now that I got the basis of her down. Still new to 5th ed so it will take some time. As for magic items I will think on those something to do with her spying would be a major help or something that disguises her so when she is out and not being "noble" she won't be recognized.
Jun 20, 2019 8:22 am
Viking1031 I can help you to build you character if you want. As a busy father, I'm mostly available during work hours (CET timezone, so that's 3AM to 12PM EST), plus somewhat available when the kids are in bed (3PM to 6PM EST or so).
Hangouts probably is the easiest way to do that.
Jun 20, 2019 10:46 am
As far as magic items go, I think one should be something that'll enhance his strength. Like a belt of giant strength. As for the other I'd say a magic weapon of some kind, probably a sword. Both would reflect the fact that he's a proven warrior.
Jun 20, 2019 1:45 pm
Squadfather44 how do you plan to play your fighter? Like, did you already pick an archetype? What would be his role in combat? What does he bring to the team out of combat?
I'm getting a Battlemaster vibe, but I can't be sure until you confirm your plans.
Jun 21, 2019 10:23 am
Ok Ferdy, here are your magical items, just out of my GM's furnace. I hope you like them :)

Eyeglasses of the focused linguist : wondrous item, uncommon
Half-moon spectacles that help you focus on the strenuous task that is translation.
When worn, these spectacles provide to their bearer the same benefits as a comprehend languages spell to decipher foreign writings.

Ring of seeing : ring, rare (requires attunement)
This gem has 3 charges that replenish daily at dawn.
While wearing this ring, you can speak its command word as an action and expend 1 charge to activate it for 10 minutes.
When you close your eyes while the ring is active, you can see with truesight through its gem out to 120 feet. You don’t need to be wearing the ring to use this property, but must stay within 60 feet of it.
Jun 21, 2019 11:04 am
Great. The power to perceive things as they truly are, and the power to see the deeper meaning in things. Very thematic.
Last edited June 21, 2019 11:05 am
Jun 21, 2019 1:59 pm
Ok I am putting my character together and I went with a half-elf rogue noble. I am thinking as I level to go with assassin instead of the thief as the archtype for her being a spy especially with her ability at 9th level to create false identities.
Jun 21, 2019 2:11 pm
I was toying with the idea of the Champion archetype. He's definitely the type to lead the charge into combat. With my character being a seasoned warrior, I was toying with taking the linguist feat. Let him speak a variety of languages to reflect his travels.
Jun 21, 2019 2:13 pm
Ok as far as feature for the noble do you think position of privileged or possibly retainer would be better? I also need 2 languages and I am not sure what would be helpful for this game, so suggestions would be helpful.
Jun 21, 2019 2:20 pm
Squadfather44 says:
I was toying with the idea of the Champion archetype. He's definitely the type to lead the charge into combat. With my character being a seasoned warrior, I was toying with taking the linguist feat. Let him speak a variety of languages to reflect his travels.
I'm not a big fan of the Champion archetype as it doesn't offer more options to you than the base class and is entirely focused on combat. I'm afraid that you'll be left with little tools in a political campaign. But you'll be the one playing it, and if it feels right to you then go for it.
In any case, with all of their ASI, Fighters are indeed very well suited to take some feats.
Jun 21, 2019 2:36 pm
Viking1031 says:
Ok I am putting my character together and I went with a half-elf rogue noble. I am thinking as I level to go with assassin instead of the thief as the archtype for her being a spy especially with her ability at 9th level to create false identities.
Isn't the Mastermind archetype (from SCAG) a better match? They get the disguise kit, the forgery kit, and at level 9 a great source of information to use to their advantage.
Jun 21, 2019 2:48 pm
Viking1031 says:
Ok as far as feature for the noble do you think position of privileged or possibly retainer would be better? I also need 2 languages and I am not sure what would be helpful for this game, so suggestions would be helpful.
I'm afraid both are great options :D
Retainers is obviously a good choice for a master spy, as it secures some solid contacts that you get to pick wherever you want.
Position of Privilege let you get in places you want to go without even needing to sneak in, as long as you don't to suspicious things.

As for languages, Dwarvish would be a good one as the Oakfall realm has very strong connections with the northern dwarvish clans. Draconic can be useful to those who go in the battlefront as it is the native language of the lizardfolk, but not that useful in the city. Gnomes are very present and active in the city too, but in the end that second language depends highly on your personal story.

As a side note, knowing a language gives you some basics on the culture of those who use it, and help you understand things that a literal translation would not highlight.
Jun 21, 2019 2:51 pm
That is an option, I only have the core books so I was just using them. I think that would work though as a good alternative.
Jun 21, 2019 2:55 pm
I think if I am going mastermind, then position would be better as it would get me into door where I can use mys skills and get me in to observe people and get the most out of it.
Jun 21, 2019 3:03 pm
I'm not the one that gave it to you, but there are some places where you can acquire the books you don't own yet...
Jun 21, 2019 3:05 pm
Ok I am thinking For her personality either

I take great pains to always look my best and follow the latest fashion or if you do me injury, I will crush you, ruin your name and salt your fields. (leaning for the first)

ideal - Family - blood runs thicker than water or Responsibility - It is my duty to respect the authority of those above me, just as those below me must respect mine

Bond - I am in love with the heir of another house that my family despises or My house's alliance with another noble family must be sustained at all costs

Flaw - Still working on this.
Jun 21, 2019 3:07 pm
OK I posted her at 1st level so to check that she is solid and then I am going to level her up to 9. I head to work in a little bit and won't be able to do to much more until Saturday night or Sunday,
Jun 21, 2019 3:18 pm
Looking back at the Champion and it's abilities, I agree. It really would leave him empty handed. The Battle Master would suit the concept better.

I'll still go with the feat though.
Jun 21, 2019 4:19 pm
OK I have her leveled to 9th level I took dwarvish and Draconic but as a master manipulator I get another 2 languages on top of those two, I also need to pick 2 expertise for level 6 (looking for suggestions, thinking deception as one) already took stealth and thieves tools
Last edited June 21, 2019 4:23 pm
Jun 22, 2019 2:29 am
Viking do you have any interest in a backstory tie-in? I was thinking Tamara and Theobold could be half-siblings with the same father. Theobold is human, he could be the "legitimate" child and Tamara the result of the noble father's indiscretion with his elven mistress. Might be an interesting way to tie the party together and make invested in one another.
Last edited June 22, 2019 2:30 am
Jun 22, 2019 2:44 am
That could work. Though with the noble background he would have to recognized her as his daughter. I was originally thinking that her mother (elf) died in childbirth as part of the my backstory and she was spoiled by her father.
having the indiscretion has merit and that would make her the younger which is fine, it might cause some family tension since he acknowledged her as his child.

The other option though I like yours is that her mom died and he remarried and you are the younger child but that is a lot less fun.
Jun 22, 2019 3:08 am
Viking1031 says:
That could work. Though with the noble background he would have to recognized her as his daughter. I was originally thinking that her mother (elf) died in childbirth as part of the my backstory and she was spoiled by her father.
having the indiscretion has merit and that would make her the younger which is fine, it might cause some family tension since he acknowledged her as his child.

The other option though I like yours is that her mom died and he remarried and you are the younger child but that is a lot less fun.
I kinda envision Theobold as an older gentleman anyway, let's go with the first one. Maybe Theobold was more or less left to his own devices after Tamara came along and ended up losing himself in his studies, which is why he had the sage background. A mastermind and a scholar, I can see an intellectual rivalry developing between these two.
Last edited June 22, 2019 3:09 am
Jun 22, 2019 3:39 am
Do you guys have any suggestions or advice for my Watch Commander? Do you want to try and tie him in?
Jun 22, 2019 3:47 am
Childhood friend perhaps? What's his background going to be?
Jun 22, 2019 12:08 pm
Hey no wonder I didn't like the scholar. You linked me to basically the beta version of that class. The class has gone through numerous revisions since then, it looks like the current version is 4.5:
https://www.gmbinder.com/share/-L8mx-EmCAJZL_cAw8Xx

Anyway, please take a look. I'd rather use v4.5 as it stands than the modified original version. This version has a way to make medicine checks int-based through the use of a "discovery", a mechanic that's in this version that isn't in the other one.
Last edited June 22, 2019 12:17 pm
Jun 23, 2019 3:56 pm
Ferdy says:
Hey no wonder I didn't like the scholar. You linked me to basically the beta version of that class. The class has gone through numerous revisions since then, it looks like the current version is 4.5:
https://www.gmbinder.com/share/-L8mx-EmCAJZL_cAw8Xx

Anyway, please take a look. I'd rather use v4.5 as it stands than the modified original version. This version has a way to make medicine checks int-based through the use of a "discovery", a mechanic that's in this version that isn't in the other one.
The thing is: there are several, different versions of the Scholar. The one I linked received his last update two days ago. One of them have been published on the GM guild. I'll go through the other versions and see if I can find a better take.
Jun 23, 2019 4:47 pm
Ok here is some thing I am thinking for my character. Thoughts and suggestions helpful.

2 expertises I still need two pick 2 expertises, suggestions welcome

2 more languages I picked dwarven and Draconic but my archtype gives me 2 more

Going to change last name to Chalmers as well (since we are half-siblings)

Personality- I take great pains to always look my best and follow the latest fashion (She was a bit spoiled).

ideal - Family - blood runs thicker than water (This comes from Father that is why he acknowledge my birthright to him).

Still working on bond (here is what i am thinking but another would do as well)- I am in love with the heir of another house that my family despises or My house's alliance with another noble family must be sustained at all costs

Flaw - Still unsure

Connection to Squad - if he is going to be part of a noble house then maybe the families have an alliance and they spent a lot of time with each other as friends (an alternative is that the families want Squad and Tamara to marry at some point hence the reason they were stuck together a lot. They know the expectation but so far have not decided if they like it our not, could cause for some drama as Tamara is going to be a bit of a flirt. She finds men reveal and say a lot around women when they think they think they are just an ornament on their arm that they would not normally say.")

If he doesn't want to be a noble, his father could work as our father's bodyguard and therefore his family lived on the family lands and therefore they spent time together as friends.


Magic item??I have to look back to see what magic items we start with but one I think would be a helpful is a bag of holding. She could hold disguises her thieves gear and changes of clothing as well as a way to sneak things out. Actually what would be better if a it is allowed is a fashionable belt pouch or purse of holding (small and easily carried) it would hold less stuff and have a smaller opening. I was thinking of scaling it back to a 6 inch opening, can only hold 125 pounds and 18 cubic feet of material (essential quarter the size).
Jun 24, 2019 12:28 am
As far as your expertises, v1.0 scholar is not a great skill monkey but v4.5 is. Assuming v4.5 is allowed, I'll have all the intelligence based knowledge skills on lock. So I'd suggest anything but:
Arcana, history, nature, religion, investigation, medicine

I think expertise applies to tools as well, you could take thieves tools expertise.

And you don't have to change a name, just add Chalmer onto the end! Tamara Winafrie Chalmer has a nice ring to it!
Last edited June 24, 2019 12:31 am
Jun 24, 2019 12:41 am
Ferdy says:
As far as your expertises, v1.0 scholar is not a great skill monkey but v4.5 is. Assuming v4.5 is allowed, I'll have all the intelligence based knowledge skills on lock. So I'd suggest anything but:
Arcana, history, nature, religion, investigation, medicine

I think expertise applies to tools as well, you could take thieves tools expertise.

And you don't have to change a name, just add Chalmer onto the end! Tamara Winafrie Chalmer has a nice ring to it!
I already took stealth and thieves tools as expertise I have two more, I am thinking deception (is that what disguise falls under?) or should I take it in like forgery kit or disguise kit but i think you use the deception skill which if i take i can use both as I am already proficient in them.

I think you are right just add Chalmer does sound good.
Jun 24, 2019 1:07 am
@Viking- the tie-in idea you have is a great one. If you're still okay with the possible "arranged marriage" idea them we can go with that.

Out of curiosity, what ideas do you have on why our families would want to ally with each other?
Jun 24, 2019 1:15 am
I'm taking Arcana and History from scholar background, Medicine Nature and Alchemist Supplies from Physician pursuit, Investigation Religion Survival Herbalist Kit and Poisoner's Kit from class skills, and Perception from Variant Human race. Expertise in Medicine and Investigation.

For you I'd say good choices aside from stealth and thieves tools would be acrobatics, sleight of hand, deception, or perception. Either play to your dominant dex attribute and become amazing at what you're already good at, acrobatics/sleight of hand, or shore up what you might need some help with, deception/perception. I'd probably lean towards the latter as being a bit more useful.
Jun 24, 2019 1:21 am
I really like the arranged marriage storyline as well. That opens up some interesting interactions between Squad and Theo as well. An older brother protective of a younger sister and testing him to decide if he's worthy of marrying into the family.
Jun 24, 2019 1:22 am
I am fine with an arranged marriage idea. Of course when we were together we needed a chaperone like an older brother, who I am sure loved to keep his younger sister out of trouble when we were kids.

The reason for could be a combing of our two houses against a rival house. Your house is known for its warriors but our house is more of a merchant house. In your families eyes it gives them capital and influence to use to gain strength and our house gains "muscle".
Jun 24, 2019 1:26 am
Sounds good to me. How old are your character's going to be? I'm looking to make mine old enough to have fought against the lizardmen and the more current undead.
Jun 24, 2019 1:27 am
Late 30s I'd say. Old enough to be worldly and experienced but still young enough to be active.
Last edited June 24, 2019 1:28 am
Jun 24, 2019 1:28 am
What would our characters think of each other now? Knowing that sooner or later their respective family's may put the pressure on?
Jun 24, 2019 1:29 am
Ferdy says:
Late 30s I'd say. Old enough to be worldly and experienced but still young enough to be active.
I was actually thinking of putting my character in his 30's. So that will work.
Jun 24, 2019 1:33 am
That would make me either late 20's early 30's. depending on how many years younger you want me to be.
Jun 24, 2019 1:48 am
Tamara: late 20s, Squad: early 30s, Theo: late 30s sounds good to me
Jun 24, 2019 1:53 am
Hey Ornux, can I change my mind on one of the magic items? Let's change the truesight ring into something that just gives a straight AC bonus. Upon further reflection, the truesight seems a little niche in its usefulness. I can just carry a potion for that on the off chance I'll need it.
Jun 24, 2019 1:55 am
I will go with 29 years old. That gives us a 30th birthday to plan at some point.
Last edited June 24, 2019 2:02 am
Jun 24, 2019 1:58 am
Ferdy says:
Tamara: late 20s, Squad: early 30s, Theo: late 30s sounds good to me
Sounds good!
Jun 24, 2019 2:31 am
Hey one other question. Can Theo have a cane sword? A short sword disguised as a cane.
[ +- ] Cane Sword
Last edited June 24, 2019 2:41 am
Jun 24, 2019 2:37 am
Actually it would probably be more of a rapier. from the look of that.
Jun 24, 2019 2:42 am
Yeah but scholars don't get proficiency in rapiers. Tryin to work with what I've got, short swords!
Last edited June 24, 2019 2:42 am
Jun 24, 2019 3:23 am
Ok I took expertise in deception that should cover my disguise and forgery kits for advantages. For the last one I am thinking insight, slight of hand or persuasion.
Jun 24, 2019 3:28 am
Insight might be good. I'm purposely avoiding social skills since I envision Theobold as a bit socially awkward. He knows something about everything, but people are a bit of a mystery to him; unless we're talking about their anatomy or biological traits.
Last edited June 24, 2019 3:29 am
Jun 24, 2019 3:34 am
Theo's background features:

Sage Background
Specialty: Alchemist
Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Personality Trait: There's nothing I like more than a good mystery
Ideal: Logic. Emotions must not cloud our logical thinking.
Bond: My half-sister is a very capable person, but just the same I can't stop treating her like a child that needs my protection and advice. It's the one thing that clouds my logical mind.
Flaw: Most people scream and run when they see a demon. I stop and take notes on its anatomy.
Last edited June 24, 2019 3:44 am
Jun 24, 2019 3:52 am
HP rolls

Boy that's a royal drubbing. I'm taking the average.
+2 con mod so
10 + 7 + 7 + 7 + 7 + 7 + 7 + 7 + 7 + 9 (Physical Conditioning Discovery)
Last edited June 24, 2019 3:57 am

Rolls

HP - (8d8)

(48362113) = 28

Jun 24, 2019 4:06 am
I took insight as my last expertise.

here are the background so far
Personality - I take great pains to always look my best and follow the latest fashion.
Ideal - Family - blood runs thicker than water
Bond - My house's alliance with another noble family must be sustained at all costs (The arranged marriage issue)
Flaw -

I am think that she is big flirt or tease might be her flaw or a tendency to be sarcastic.

Any languages you think would help you. She knows, common, elvish, Dwarvisd, Draconic, thieves cant, and 2 more (I am thinking Sylvan, undercommon or goblin might be good)
Jun 24, 2019 4:46 am
Outside the city are lizardfolk that speak draconic, and orcs. Those are two groups that aren't likely to know common so their languages are probably useful. Inside the city there are plenty of gnomes, but they are likely to know common. Undercommon might be an interesting pick. I'd say undercommon and orcish, or gnomish and orcish.

Theo has one language pick from human and two from sage background, I'm thinking he has an unhealthy fascination with lower planar creatures and a love of obscure knowledge so I'd like to give him Abyssal and Infernal, even though they're unlikely to see much use. Maybe draconic as well so he and Tamara will have an obscure language in common to communicate in without being understood by evesdroppers.
Last edited June 24, 2019 6:13 am
Jun 24, 2019 4:50 am
OK, Theobold Prescott Chalmer is pretty much complete except for his starting inventory. I'll get that done sometime tomorrow.

He's a medical doctor by trade but fancies himself an investigator of mysteries. He obsessively studies demonology and the occult, and has a distrust of divine magic. He sees gods as no different from any other powerful outer planar creature and undeserving of worship and devotion. Thus he sees clerics as no different from warlocks. Ironic since he learned much of what he knows about medicine from Ilmatari monks and texts, developing some contacts among scholars and scriveners in The Silver Hand in the process.

He can come off as aloof, and is socially somewhat awkward, especially with those of lesser intelligence who he has trouble communicating with. He loves his sister but has trouble treating her like an adult capable of making her own decisions. He's suspicious of Squad, but he sees the value in a political marriage.

His alignment is lawful neutral, (ln) if using Capitalizing on Alignment
Last edited June 24, 2019 6:11 am
Jun 24, 2019 6:19 am
Hey let's say the Chalmer family crest features a serpent making us snake-chalmers, hehe
[ +- ] Chalmer Family Symbol
Theobold's cane-sword has a snake head for a handle, and the ring of protection he wears looks like a snake coiling around his finger.
[ +- ] Snake Ring
In addition, Theo is an expert on poisons and venoms, having proficiency in the poisoner's kit.
Last edited June 24, 2019 7:00 am
Jun 24, 2019 7:19 am
By the way, organize your character sheets as you want but if you're looking for an alternative ways to do it, here's an example of how I organize mine.
Jun 24, 2019 10:13 am
Ferdy says:
Hey Ornux, can I change my mind on one of the magic items? Let's change the truesight ring into something that just gives a straight AC bonus. Upon further reflection, the truesight seems a little niche in its usefulness. I can just carry a potion for that on the off chance I'll need it.
Well I was kind of proud of that ring :'( Maybe our Mastermind will like the spying options it gives him?
Anyway, here's a new item to replace it.

Xorn bangle : wondrous item, rare (requires attunement)
A simple silver bracelet with dwarven rules and cut stones made of Xorn skin inlaid in it.
When you attune with this bracelet, your skin get ostensibly thicker. Your base AC becomes 11+bonuses instead of 10 while you wear no armor.
Additionally when you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. You can’t use that feature again until you finish a short or long rest.

Edit: I didn't read the snake things yet. I'll make you a serpent ring right away.
Jun 24, 2019 12:42 pm
Ferdy says:
Theobold's cane-sword has a snake head for a handle, and the ring of protection he wears looks like a snake coiling around his finger.
Ring of serpentine grace : ring, rare (requires attunement)
This gold ring represents a snake with shining emerald eyes, and looks like it’s coiling around its bearer’s finger.
The ring can hold up two charges, and the snake’s eyes shine accordingly. It regains a single charge each time you spend hit dice.
Its bearer has a +1 bonus to AC while this ring has any charge.
Additionally, when you take damage from a melee attack, you can use your reaction and expend a charge to strike back, dealing 1d10 Poison damage. The target struck must succeed on a Constitution saving throw (DC 8 + Proficiency bonus + Constitution bonus) or else be Poisoned for one minute.
Jun 24, 2019 12:51 pm
I dig it, thanks! I kind of imagine this as a family heirloom of a sort, traditionally passed down through first-borns of the lineage.
Jun 24, 2019 12:57 pm
Yeah, and it fits the poisonous tradition/education :)

Note: I'm still pondering the need of a condition on the AC bonus to keep the ring's power in line for a rare item.
Edit: well it's kinda hard to tell. Rare magic items range from the famous Flame Tongue to the infamous Floating Boat, from the +2 Shield to the Potion of Diminution... So I guess it's up to me, as usual :D The active effect being quite powerful and easy to recharge, I'll leave the condition but up the damage to 1d10. I like meaningful choices.
Jun 24, 2019 1:38 pm
Viking1031 says:
Magic item??I have to look back to see what magic items we start with but one I think would be a helpful is a bag of holding. She could hold disguises her thieves gear and changes of clothing as well as a way to sneak things out. Actually what would be better if a it is allowed is a fashionable belt pouch or purse of holding (small and easily carried) it would hold less stuff and have a smaller opening. I was thinking of scaling it back to a 6 inch opening, can only hold 125 pounds and 18 cubic feet of material (essential quarter the size).
It think I just got an idea!

Extradimensional chalk stick : wondrous item, rare
That dark chalk stick doesn’t look anything like a regular one but rather like a minuscule portal.
You can use your action to draw a closed shape on any solid surface to create an extradimensional hole that behaves just like a Portable Hole. To close the hole, one simply needs to erase part of the drawn shape.
Placing such chalk stick inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Jun 24, 2019 1:56 pm
Squadfather44 says:
As far as magic items go, I think one should be something that'll enhance his strength. Like a belt of giant strength. As for the other I'd say a magic weapon of some kind, probably a sword. Both would reflect the fact that he's a proven warrior.
I'm done creating the belt, but the sword still needs some refinements. Stay tuned...
Jun 24, 2019 2:20 pm
That chalk is really cool. People can breathe in Portable Holes for ten minutes before they start to suffocate so you could even use the chalk to smuggle other party members into places they're not supposed to be. Draw a hole to hide someone, stealth or bluff your way in someplace, draw another hole to let us out.
Jun 24, 2019 2:22 pm
The chalk stick would work.

edit: The only thing is that it is a rare item instead of an uncommon one. Just checking other items so to see if what I could use.
Last edited June 24, 2019 2:32 pm
Jun 24, 2019 2:27 pm
Ok I get one more magic item then which is an uncommon one plus a couple of expendable correct?
Jun 24, 2019 2:53 pm
For Theobold's consumables I'd like to stick with the alchemy/poisons theme. I'd like a potion that grants truesight for a time, I assume that'd be the rare one. I'd like some antitoxin, something to either cure poisons or temporarily provide advantage or bonus on the save against them. The last thing I'd like is a small quantity of some injected poison.
Last edited June 24, 2019 3:03 pm
Jun 24, 2019 2:54 pm
Here are some items I think are interesting for my character (Still thinking of how to make them unique or changing them slightly)

I put an * in front of those items I think are more interesting

*Glamoured studded leather (talk about your disguises) Rare
gloves of thievery uncommon
*hat of disguise uncommon (maybe a broach with the family crest)
immovable rod uncommon
magic dagger varies
potion of climbing common
potion of healing varies
potion of mind reading rare
*robe of useful items uncommon
*sending stones uncommon
Wand of secrets uncommon

Still thinking o these or something else
Jun 24, 2019 3:02 pm
That would be an interesting magical item, a family crest broach that disguises the user, but even when disguised the broach is always present and visible since it's creating the illusion. Disguise item + Deception expertise + extradimensional chalk = no place is of limits to us
Jun 24, 2019 3:56 pm
Here's what I've got for you, Squadfather44.

Sword of experienced battler: weapon (sword), rare (requires attunement)
An experienced fighter knows a trick or two when it comes to outmaneuvering his opponents.
You can use your Reaction to either gain advantage on one of your attacks or impose disadvantage on an attack made within your reach.
You can use this feature a number of times equal to your Wisdom modifier (minimum 1) between rests.

Belt of Goliath strength: wondrous item, uncommon (requires attunement)
This brass belt is marked with very visible giant runes that mean "Strength".
While wearing this belt, your strength increases by 1 (up to 20) and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


Tell me what you think about them.
Edit: I thought about it on the way back home. They just feel underwhelming... I'll work some more to make them more appealing.
Jun 24, 2019 6:42 pm
Ornux says:
...you'll start with 500 gp plus 1d10 x 25 gp, plus normal starting equipment.
Rolling for starting gold.
EDIT: 575g + starting gear.
Last edited June 24, 2019 6:48 pm

Rolls

Gold - (1d10)

(3) = 3

Jun 24, 2019 6:57 pm
Ferdy sent a note to Ornux
Last edited June 24, 2019 6:58 pm
Jun 24, 2019 8:19 pm
Another relevant question seems to be whether we have a home base in the city. Is there a Chateau Chalmer? What resources can we access there? Can we spend starting gold to equip it with facilities or functions like an alchemy lab or a library?
Jun 24, 2019 8:27 pm
I would that my character would probably have a room wherever he was stationed at. Yet a...home base would be great for the group.
Jun 25, 2019 8:41 am
Ornux sent a note to Ferdy
Ferdy says:
Hey one other question. Can Theo have a cane sword? A short sword disguised as a cane.
Sure, just be aware that a hidden weapon can be seen as hostile in some places... if discovered.
In fact, I should write down some laws of Vikaastea City and this would be one of them.
Ferdy says:
Another relevant question seems to be whether we have a home base in the city. Is there a Chateau Chalmer? What resources can we access there? Can we spend starting gold to equip it with facilities or functions like an alchemy lab or a library?
So Tamara is a noble, Theobold a sage and unnamed character a soldier. If there is a Castle or Manor, wouldn't it be called Winafrie?
Also, can I get a summary on the whole backgrounds and relationships thing please?
Jun 25, 2019 9:25 am
Winafrie is now a middle name. Tamara's last name is now Chalmer, until and unless the marriage happens, at which point it'll be Tamara Winafrie Unnamed. Tamara and Theo have the same father, let's call him Bartholomew Asclepius Chalmer. Theo's mother died at some point and Bartholomew legitimized his elven mistress through remarriage and had Tamara.
Jun 25, 2019 9:50 am
Better gear for you, Squadfather44.

Sword of heroism: weapon (sword), rare (requires attunement)
This sword carries the courage and strength of all those who used it. It will carry yours too.
The large diamond in its pommel glows when charged with magic. It regains its charge when held in the light of dawn.
You can use a Bonus Action to speak this magic sword's command word "Light", causing it to shed bright light in a 5 to 20 foot radius and dim light in the same radius beyond that.
As an Action, you can expend the sword’s charge to speak this magic sword's command word "Fight" to cast the spell Heroism on yourself (temp HP being Proficiency + Charisma modifier).
Both effects last for a minute unless you use a Bonus Action to speak the command word again, drop or sheathe the sword.


Belt of Goliath strength: wondrous item, uncommon (requires attunement)
This brass belt is marked with very visible giant runes that mean "Strength".
While wearing this belt, your strength increases by 1 and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Jun 25, 2019 10:45 am
OK so there ought to be some reason Theo doesn't have Position of Privilege from noble background even though his half-sister does. My thinking is he's suffered some kind of public disgrace. Being a physician, one obvious possible reason is that he was treating someone of power and means and they died in his care in a way that was considered his fault.

In fact, maybe this is exactly what started the bad blood between the Chalmers and a rival house, and why Tamara needs to facilitate an alliance with Squad's house through an arranged marriage to begin with.
Last edited June 25, 2019 10:48 am
Jun 25, 2019 3:26 pm
Summary of the magic items

Ferdy/Theobold:
* Ring of serpentine grace (rare)
* Eyeglasses of the focused linguist (uncommon)

Squadfather44/Unnamed
* Sword of heroism (rare)
* Belt of Goliath strength (uncommon)

Viking1031/Tamara
* Extradimensional chalk stick (rare)
* ??? (uncommon)

For that last item, I've always like the Immovable Rod. There's the Rope of Climbing, too. I'll go through your character sheet and see if something else pops in my twisted mind.
Jun 25, 2019 10:29 pm
ok I do like the idea of the hat ( or some item) of disguise or the sending stones, though immovable rods have many uses as well ( I have used them before for interesting results).
I thought of boots or cloak of elvenkind but she is already a pretty good sneak.
Jun 26, 2019 12:06 am
I was reading through since our father remarried to my character's mother, I will say she is still alive then and they are in charge of our house still (Unless you feel differently) Her mother's name is Stephara Tatiana Chalmer.

Not sure of the city layout but since we are thinking our family is more a merchant house than anything else it would seem possible that our home would be in the city or at least nearby or have a residence in the city while the family lands are further out.

Squad's family maybe a little farther out since they probably would want space to be able to train their fighters.
Jun 26, 2019 4:30 am
Ornux says:
Ferdy sent a note to Ferdy
Ferdy sent a note to Ornux
So, I've finished Theo's inventory so he's pretty much complete at this point and awaiting approval. For his consumables I took [R]Elixir of Health, [U]Potion of Poison(disguised), [C]Potion of Healing
Last edited June 26, 2019 4:31 am
Jun 26, 2019 6:53 am
Ferdy says:
So, I've finished Theo's inventory so he's pretty much complete at this point and awaiting approval. For his consumables I took [R]Elixir of Health, [U]Potion of Poison(disguised), [C]Potion of Healing
I'll go ahead and review your character sheet. One small mistake on the consumable parts, though: it is 1 rare OR 1 uncommon + 1 common OR 3 common. If I were you I'd keep the rare one and buy the others with my starting gold.

Everyone, make sure to have a (somewhat) clear idea of your character's psyche: flaws, bonds ans such. They are important to make them feel alive, but also because of the reworked Inspiration system. If you've skipped that part, go ahead and read that House rules thread again.
Jun 26, 2019 7:41 am
I'll get it corrected, I did indeed misread that part. For some reason I thought it was one of each rarity. I kept the elixir of health and I still have a couple healing potions but I paid for those with gold.
Last edited June 26, 2019 7:46 am
Jun 26, 2019 11:47 am
Ferdy, if you like Charmeleon's Scholar more, we can use it instead but I'm not sure it is better than aeyana's one. The former actually served as the basis of the later's work (mentioned in the credits).
Both seem about equally balanced, so pick yours.
Jun 26, 2019 4:14 pm
Oh I see, I hadn't realized the relationship between the two versions. In any case, I'm not a fan of the aeyana version. The only benefit of going that way seems to be a revivify kind of subclass ability that instead comes at 11 with the Charmeleon version. In any case, I prefer the extra customization that comes with the discoveries, so the Charmeleon version is my preference and that's what I was using when creating the character so I'll stick with that.
Jun 26, 2019 10:40 pm
I can understand that. The discoveries are similar to the warlock invocations, which are a great source of options/tools.
Charmeleon's version also seem to use more Superiority Dice, but at least they are properly named and can interact with the related feat.
I'll edit the thread to link that version tomorrow.
Jun 26, 2019 11:09 pm
Yeah I love the discoveries. I was really tempted by the proficiency with improvised weapons and they now do 1d6 one. That way I wouldn't need the cane sword, I could just whack them with cane itself and do the same damage! Or just huck tankards and barrel lids at people. Some of the other discoveries were just too good to justify taking just-for-fun stuff like that though.

Anyway is a scholar version of the martial adept feat available? Because I might need to consider that over one of my +2 int ASIs. 2 scholar maneuvers that use intelligence modifier and an extra superiority die?
Last edited June 26, 2019 11:10 pm
Jun 27, 2019 2:48 am
maybe we should have a thread that we put the details of our houses and important people in them for a reference thread.

As for my final magic item I will leave that up to what the group thinks best. Though the top two for me is the rod or hat of disguise. As for potions a couple potions of healing and one of climbing might work.

I am thinking Sylvan and undercommon for her last two languages. Undercommon would be good for any trading we do with thise below ground and Sylvan because she always wanted to have a fearie dragon as a pet/Familiar(yes i know she is not a mage but it was a dream as a child and was taught the language from her mother,
Jun 27, 2019 3:45 am
Viking1031 says:
As for my final magic item I will leave that up to what the group thinks best.
I think the hat of disguise but instead in the form of a brooch depicting the snake of the Chalmer family crest would be super cool.
Viking1031 says:
I am thinking Sylvan and undercommon for her last two languages. Undercommon would be good for any trading we do with thise below ground and Sylvan because she always wanted to have a fearie dragon as a pet/Familiar(yes i know she is not a mage but it was a dream as a child and was taught the language from her mother,
Well I dunno about faerie dragon but a familiar is definitely in the realm of possibility. At level 9 you get 2 ASIs, you could use one for the Magic Initiate (Wizard) feat and get access to a level 1 wizard spell and choose find familiar. I think only pact of the chain warlocks can get faerie dragon familiars though. For a faerie dragon specifically I think a three level warlock dip is the only option. Archfey patron, anyone?

Seems like Theo has a fascination with fiends and the lower planes and Tamara dreams of fae and the Feywild. I kinda like that dynamic.
Last edited June 27, 2019 3:48 am
Jun 27, 2019 3:22 pm
Ferdy says:
Another relevant question seems to be whether we have a home base in the city. Is there a Chateau Chalmer? What resources can we access there? Can we spend starting gold to equip it with facilities or functions like an alchemy lab or a library?
I just went through the English meaning of château and it seems that it is more specific than its original French word, and that it implies that the building has its own fortifications. Therefore it seems more appropriate to have a Chalmer Mansion, doesn't it?
Jun 27, 2019 4:18 pm
Yeah mansion is what I meant, I just said chateau to be cheeky and insouciant.
Jun 28, 2019 10:32 am
Here's a quick fix of a bad discovery in the Scholar:

Medical genius
Prerequisite: Physician Pursuit
When you spend one use of a healer's kit to tend to a creature, it also regains 1d4 HP plus your Intelligence modifier and your proficiency bonus. That creature can't regain hit points in this way again until they finish a short or long rest.

That may be enough for you to not need to pick the healer feat and make that Discovery meaningful. Because the normal one is pretty underwhelming, as it is the check I'd have asked anyway.
Jun 28, 2019 2:27 pm
Sooo, it seems that we're almost set to get going?
Ferdy and Viking1031 have submitted their characters and I'll be checking them this afternoon, and from what he was saying it felt like Squadfather44 wasn't far from being done too.
So we'll start the game by Monday. Please, make sure to have clear answers to the questions I asked about your character:
Ornux says:
- answer the following questions to refine your character:
* Who are you?
* What are you known for, in the city? As level 9 heroes, 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? You need a strong, durable connection
* Is your group already tied to one of the factions of the city?
Of course, most things can change of evolve as we play. But personalities are relationships will be pretty important in the game, so we need to work a bit more on that part for it to work.
Jun 28, 2019 3:13 pm
Does the new medical genius discovery stack with Healer feat for more healing? Or is it either/or?
Jun 28, 2019 4:31 pm
There's a couple minor changes I'm still considering. Your new Medical Genius instead of Physical Conditioning, Remove Toxins instead of One Step Ahead. Defensive Duelist instead of Healer.
Jun 28, 2019 9:49 pm
Ferdy says:
Does the new medical genius discovery stack with Healer feat for more healing? Or is it either/or?
I should make that explicit, but it doesn't stack. That's be straight broken.
Ferdy says:
There's a couple minor changes I'm still considering. Your new Medical Genius instead of Physical Conditioning, Remove Toxins instead of One Step Ahead. Defensive Duelist instead of Healer.
I love the image you described with the improvised weapons, too.
Tell me when you'd done editing so that I can approve the char sheet.
Jun 28, 2019 10:33 pm
Well tell you what. My one concern with Clever Applications, the Discovery that gives proficiency with improvised weapons and makes them do 1d6 damage up from 1d4, is how it interacts with the Scholar ability Critical Analysis:
[ +- ] Critical Analysis
Charmeleon scholars don't get extra attack, instead they do extra damage on the one attack they do get due to Critical Analysis. Critical Analysis works only with finesse or ranged weapons. So a improvised weapon would use my intelligence modifier if I were throwing it but strength if I were using it as a melee weapon. If you'll rule that improvised weapons can be finesse, so that they work with Critical Analysis, I'll take that discovery. I like the idea that Theo's knowledge of anatomy is so good he can hurt you with seemingly innocuous objects like an ink pen or ceramic plate.
Jun 30, 2019 8:39 am
Theo's done. Unless you'd like to allow improvised weapons to be finesse, I don't think I'll be making any other changes.
Jun 30, 2019 5:32 pm
here is where I believe we are at: (edited with new info)

Who are you?
Tamara Winafrie Chalmer, age 29, half elf Rogue mastermind
She is the daughter of Bartholomew Asclepius Chalmer and Stephara Tatiana Chalmer. Her mother was the mistress of her father when she was born. When his wife died he married her mother and legitimized her as his daughter.
The family is a merchant house.
Her father has a tendency to spoil her.

What are you known for, in the city? As level 9 heroes, you are paragons in your field of expertise: if people don't know you, they know of you.
Tamara is a known noble in the city and acts like it when in public.
She is in public not known rogue abilities but her spymaster abilities are known to those she works with.

How well are you known in your field?
Her abilities are known to those she works with as well as her family. She keeps her identity hidden as much as possible goes by the codename Shadow Fox (cliche but it is fun).

How well are you known from the public?

Again in public she is a known noble, who loves all the latest fashions and is well liked. Some do take issue with her birth but usually only those who take issue with house Chalmer.

Why do you three work together, what ties you to each other? You need a strong, durable connection
She is the half-sister of Theobold Prescott Chalmer
She is in an arranged marriage to Squadfather’s Character

Is your group already tied to one of the factions of the city?
This has not been decided.

She has 700 gp
Last edited June 30, 2019 7:30 pm

Rolls

Gold roll - (1d10)

(8) = 8

Jun 30, 2019 6:31 pm
Viking1031 says:
(father’s name?)
Bartholomew Asclepius Chalmer. A severe and humorless man who is first and foremost concerned with the advancement of house Chalmer. He values strength and cunning, and while he dotes on his daughter Tamara, he views his son Theobold as overly bookish and idle, frittering his time and money away on learning things too obscure to be useful.
Jun 30, 2019 7:16 pm
Ornux says:
- answer the following questions to refine your character:
* Who are you?
* What are you known for, in the city? As level 9 heroes, 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? You need a strong, durable connection
* Is your group already tied to one of the factions of the city?
* Who are you?
Theobold Prescott Chalmer, son of Bartholomew Asclepius Chalmer and the late Theadora Millicent Chalmer. Theobold's mother died to illness when he was 9, which had a profound effect upon Theobold's development.

Firstly, Theobold began the study of disease and anatomy, vowing to himself that none he cared about would ever die in such a manner again. Secondly, Theobold became obsessed with the idea of bringing his mother back, prompting him to seek out forbidden knowledge of fiends, being convinced that a deal with a powerful extraplanar entity may be able to return his mother's spirit to the material plane.

* What are you known for, in the city?
Theobold became embittered towards clerics and priests when faith-based remedies failed to cure his mother of her terminal illness. He studies medicine that doesn't require magic or the intervention of gods and is purely based on science and evidence. He's practiced at first aid, herbal and alchemical remedies, and surgical interventions.

Theobold's interest in the occult is an open secret in Vikaastea so those with a problem involving diablerie or witchcraft often go to Theo to ask for help investigating those matters.

During the course of one such investigation, Theobold's client, a wealthy and powerful merchant and his entire family were slaughtered under mysterious circumstances. Many blamed Theobold and his penchant for dabbling with the occult for bringing doom upon the family, and as a result Theobold is unwelcome at the balls and functions of the upper crust in the city. (This is my in-fiction reason for Theo being noble-born yet not having the Position of Privilege background feature.)

* Why do you three work together, what ties you to each other? You need a strong, durable connection
We're family. By blood in Tamara's case, by marriage in squad's case.

* Is your group already tied to one of the factions of the city?
Despite being distrustful of gods and clerics, Theo knows several ranking members of the Silver Hand from his time studying medicine in the Ilmatari scriptoria and libraries. There's one particular Silver Hand who Theo treats for a chronic illness that Theo would consider a friend. They don't see eye to eye on matters of theology, but they both enjoy spirited debate and consider one another to be valued companions and confidantes.
Jun 30, 2019 7:31 pm
update my answers above.
Jun 30, 2019 9:42 pm
Ok I am a spymaster, do I work for the city (city watch) or just our house (thoughts)
Jun 30, 2019 10:07 pm
Viking1031 says:
Ok I am a spymaster, do I work for the city (city watch) or just our house (thoughts)
As a spy master, you could (to your choosing) also have joined the rather well hidden Guild of Shadows. And learn things. But that also is a significant commitment, as they are not knows for accepting resignation letters.
For now, you only know that they exist.
Jun 30, 2019 10:13 pm
Ferdy says:
Theo's done. Unless you'd like to allow improvised weapons to be finesse, I don't think I'll be making any other changes.
Fortunately for you, here's my opinion on the matter.
Improvised weapons
Quote:
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
Now, if they were close enough to be considered similar to the original object and therefore be use as such, it would not be an improvised weapon. But as you are proficient with improvised weapons, we can apply that rule to some extent.
So, if you use something that is similar enough to the intended weapon, and if said weapon is a finesse weapon, you can use it as a finesse weapon.
For memory, a finesse weapon is a weapon that can either be efficient through brute force or be used with precision. The later usually being the more efficient way to use it.
A club isn't a fitness weapon, but a cane sword certainly would be.
Jun 30, 2019 11:40 pm
Strength is pretty clearly meant to be a dump stat for this class. It's class feature from which most of its damage comes from is Critical Analysis which only works with ranged or finesse weapons. Finesse weapons in 5e are dagger, dart, scimitar, rapier, short sword, whip; of which scholars are only proficient with dagger, dart, and short sword. Dart is only ranged so my only melee options are dagger or short sword. I'm hoping that even without the Clever Applications discovery that gives improvised weapon proficiency you'll be ok with me considering the cane sword as a short sword, and the surgical scalpels Theo carries as daggers because I don't think I'll be taking it.
Jul 1, 2019 12:34 am
After thinking about it., i don't think she would be directly involved with Guild of Shadows. I am thinking more that she would be more part of the spy network for the city for she would want to be able to protect Squadfather or her brother if necessary (though they might not like that she is trying to do so). She might even report to squadfather anything she finds that needs the city watch to take care of, for her going to see him would not raise suspicion.

I see her protecting her family first, alliances second and city third. the guild of shadows she would see as a potential rival to her goals, though she would work with, around or against them as long as it fits her goals.
Jul 1, 2019 12:45 am
The Flaming Tree Consortium explicitly hires thieves and assassin's in their faction description, seems to follow that they would hire spies as well. Also given that Chalmer is primarily a mercantile house, it stands to reason you'd have contacts in the consortium. I think that faction makes the most sense for you
Jul 1, 2019 1:00 am
True but is that the guild of shadows or is there other ones? It would make sense for me to be nominally attached to the Flaming Tree consortium since our family is primarily mercantile. So whichever would be the most advantageous for our house would where she would be as well as in protecting the alliance with squadfather's house.
Jul 1, 2019 9:21 am
Ferdy says:
I'm hoping that even without the Clever Applications discovery that gives improvised weapon proficiency you'll be ok with me considering the cane sword as a short sword, and the surgical scalpels Theo carries as daggers because I don't think I'll be taking it.
A cane sword would definitely fall in the shortsword categery. Or a dagger, depending on the size of the blade.
Surgical scalpels... well, they are nothing like daggers, but if I were to create rules to describe their effect, if would be very similar to a dagger. So let's accept them as dagger for the sake of simplicity.

The thing is: that whole Finesse thing doesn't exist to reflect a common physical property, but rather open some mechanical opportunities to some non-strength builds. It is a very mechanical thing. So unless we do very stupid things, it's hard to break balance with that. I just need to not give it to everything, because it is supposed to limit your options.
Jul 1, 2019 1:46 pm
How about a dart? Could a scalpel be a dart?
Jul 1, 2019 2:48 pm
Ferdy says:
How about a dart? Could a scalpel be a dart?
No, it is too different from a dart to be considered like one. But you can thrown Daggers to the same effect, so does it matter much?
OOC:
Hell, Daggers have the "light" property while Darts don't. I'm telling you that this whole thing is a mess....
Jul 2, 2019 1:12 pm
[ +- ] Character Portrait
Erasma Crane is the daughter of a prominent noble and scholar in Vikaastea City. She went to same academy as Theobold, but struggled tremendously, both under the pressure of her father and the other instructors, who expected much from her. Something about the arcane arts eluded her. She studied and studied, and many sleepless nights went as she tried in vain to complete her lessons. On one of these nights, deep in the library of the Academy, Erasma studied a tome, hoping it would help her. Strangely, the words of the tome began to rearrange themselves. It began to speak to her. It could help her, it promised. She would become powerful, and nothing would be outside of her grasp. It was too good to be true. She never should have spoken to whatever had contacted her through the tome. She accepted its bargain and went into a deep sleep.
She was found by one of the librarians and sent home. She remained under for weeks, her father desperately trying whatever he could to get her to awaken. It was eventually Theobold who was able to awaken her from her sleep. While not sure if it was anything he did, or that whatever was holding her was done with her, she didn't know for certain. She was changed after she awoke. She had flunked from the academy, and became reclusive for a time. She refused to talk about what had caused her sudden illness or what she may have seen while asleep.
It has been a few years since that incident, and Erasma has made a name for herself among the nobles. She had a knack for negotiation and seemed like she could tell what people were thinking, though she denied such claims. While she never returned to the academy, she became a very capable magic wielder in her own right, and an inspiration for those who couldn't quite make it in the academy's strict environment. She has stayed rather close friends with Theobold, whom she still thanks for waking her back up.
OOC:
Erasma is a human (variant) Warlock of the Great Old One. Let me know what you guys think.
Jul 2, 2019 4:00 pm
If there are no outright objections, I'll go ahead and roll HP. Also, do I have to take starting equipment or can I add starting wealth and buy what I think I need?
OOC:
EDIT: With a Con bonus of +2, the average beats out my roll by 2 hit points. Might as well take it the average.
10+7+2+7+1+4+3+6+8+16=64
10+5+5+5+5+5+5+5+5+16=66
Last edited July 2, 2019 4:04 pm

Rolls

Warlock HP - (8d8)

(72714368) = 38

Jul 2, 2019 4:35 pm
Epic, I love this backstory. Theobold is sure to take a keen interest in Erasma, not least of all due to her mysterious connection to the otherworldly!
Jul 2, 2019 4:44 pm
I think Tamara and Erasma may have a professional relationship as well. I am building her as a bit of a spy and infiltrator. She can disappear in shadows and cast disguise self at will. She also has a whopping +13 to Deception thanks to the Prodigy Feat.
Last edited July 2, 2019 4:44 pm
Jul 2, 2019 5:13 pm
Between your deception mn my +8 deception plus expertise we can probably fool almost anyone.
Jul 2, 2019 5:28 pm
Theobold, surrounded by deceptive prodigies and meanwhile, he's completely guileless and trusting and couldn't keep a secret to save his life.
Jul 2, 2019 5:34 pm
Is Theo Int based?
Jul 2, 2019 5:35 pm
Also, I submitted my character, but I haven't chosen any spells or equipment yet. I plan to consult my books when I get home in about 6 hours.
Jul 2, 2019 5:46 pm
Yes, scholars are int based, his int is extremely good. His charisma, on the other hand... I suppose a cloistered life of study will do that to a person. My deception modifier is -1.
Jul 2, 2019 5:50 pm
Well, you'll be the smartest of all of us. Not sure what Tamara's INT is, but mine is 10, since she had such difficulty in the academy, I figured it made sense. I also made her strength the lowest, as I figured there was some after effects of the deep sleep. She's not necessarily atrophied, but she is weaker than most.
Jul 2, 2019 5:59 pm
Tamara is Int 12
Jul 2, 2019 6:18 pm
* Who are you?
I am Erasma Daschael Crane. Daughter of Lord Helius Crane and Lady Mindra Crane. My father is one of the Lord Scholars of the Academy of Vikaastea City. He is a powerful mage and is respected by his peers. My mother, while having little power of her own, commands our estates, both in Viskaastea, and in Waterdeep, where the rest of our line resides.
* What are you known for, in the city? As level 9 heroes, you are paragons in your field of expertise: if people don't know you, they know of you.
In the city, I am known as the most powerful magic user to have flunked from the Academy in Vikaastea. An odd position of privilege, but it has its merits. I am also well known as the frail daughter of the House of Crane, and am often treated as either fragile or diseased by other houses based on their opinion of my family. To my family, and those who are trusted with such knowledge, I am a capable spy and infiltrator.
What I am most well known for is the illness which struck me just before I was kicked from the Academy.
* Why do you three work together, what ties you to each other? You need a strong, durable connection
I am a friend to both Tamara and Theobold.
Theobold saved me from the deep sleep that plagued me for almost a year.
Tamara and I have a complicated relationship, often spending leisurely time together as noblewomen, but also working with or against each other as spies.
* Is your group already tied to one of the factions of the city?
I do my best to stay clear of ties with different organizations (mostly in case I have to work against them for one reason or another) but I do favor the Flaming Tree more often than not, due to my area of expertise.
Jul 2, 2019 6:20 pm
I took two +2 int ASIs so his int is 20. I don't think a genius who's a terrible liar, I know some extremely intelligent people in real life that are terrible prevaricators.
Jul 2, 2019 11:41 pm
DarkReaver, thanks for getting your character ready so quickly. I'm looking forward to getting this show on the road.
Jul 3, 2019 12:21 am
Well I am thinking that Tamara would be the houses spymaster, She would have connections within The Flaming Tree Trading Consortium but also works with the Oaken shields some to make sure that crime doesn't take over the city to protect her family interests. How much influence will be up to the GM. Unless someone has a better idea.
Jul 3, 2019 6:03 am
Last questions for you three, now that your characters main traits are set :
Do you work together often or is it something exceptional? If exceptional, what would make you work together?
OOC:
D&D being action-centered, you'll need to stay together most of the time and I need to set things up so that it makes sense.
Jul 3, 2019 1:24 pm
I would imagine that Erasma is with at least one of the Chalmers for most of the day. Either discussing or conducting business with Tamara, investigating and discussing the obscure and arcane with Theobold, or doing something that would require all three of them.
Jul 3, 2019 2:05 pm
Before I forget, I need to roll for starting gold.
Also, I'm unsure what magic items I want for Erasma.
OOC:
EDIT: 500 + 7x25 = 675gp
Last edited July 3, 2019 2:06 pm

Rolls

Starting Gold - (1d10)

(7) = 7

Jul 3, 2019 3:13 pm
Ok, I've approved 2 of the three characters....
... yet Tamara needs a flaw, you forgot to include one!
... Erasma is almost done!

We'll be able to start either tomorrow or the day after that depending on: your answers to my last question ; my own availability to slam a scenario together on such premises.
Jul 3, 2019 3:26 pm
Ideas for Erasma's magic items (because you're looking for some if I'm not mistaken).
Your activities revolve around using infiltration and politics, through your position and your mystical powers.
- an item that lets someone else benefit from some of your power
- an item that protects you from unwanted eyes/spells
- some kind of bag of tricks? That item does wonders in the hands of a creative player

That reminds me that Tamara still needs her second item...
Jul 3, 2019 3:30 pm
An item that allows for protection against divination would be wonderful.
I believe there is already an uncommon item: the Amulet of Proof against Detection and Location.
I think I decide on Beads of Force for my consumable. They're rare, so they'll be the only one I have.
I'm intrigued by the item that could let me share some of my power. How would that work?
Jul 3, 2019 10:50 pm
So Erasma's a friend of Theo and Tamara, is she still a patient as well?

By the way, about the scalpel/dagger thing, Victorian Era surgical scalpels were a little different from modern ones. They were often referred to as Liston Knives and they were often used in amputations. That's them on the left:
[ +- ] Pre-modern surgical tools
This is the kind of assortment of tools I imagined Theo carrying around, so you can see why they struck me as dagger-like.
Last edited July 3, 2019 10:51 pm
Jul 3, 2019 11:53 pm
I would say that Erasma is still a patient. She is prone to occasional fits of severe anxiety and hallucinations (this, secretly being caused by being contacted by her patron, though that isn't something she would tell anyone. Not even Theo and Tamara). This causes her to still be seen as fragile and delicate, despite her considerable power.
Jul 3, 2019 11:54 pm
I also want to point out that Erasma's natural hair color is a dark brown, but turned white during her deep sleep.
Jul 3, 2019 11:57 pm
As for the second magic item I think I will go with the a Broach of disguise instead of the immovable rod. It will help her keep real identity secret.
Jul 4, 2019 2:16 am
Is Erasma's power something she's open with or something she's furtive about? Goolocks always make me think of this video.
Jul 4, 2019 3:02 am
Erasma definitely tries to hide her power, disguising it as a form of arcane magic. She hasn't come clean about what exactly her power is, and I think that she may use Theo as a bit of a therapist at times. I think that that video sums her up when she's deep in one of her fits.
Jul 4, 2019 3:22 am
That sounds good, I can work with that.
Jul 4, 2019 8:26 am
Ferdy says:
[ +- ] Pre-modern surgical tools
This is the kind of assortment of tools I imagined Theo carrying around, so you can see why they struck me as dagger-like.
Definitely agree on the dagger-likeness of this kind of tools.
Ferdy says:
Is Erasma's power something she's open with or something she's furtive about? Goolocks always make me think of this video.
It is the first time I see that video. It is... disturbingly accurate, and pretty fucked up!
Jul 4, 2019 10:43 am
Summary of the magic items:

Ferdy/Theobold:
[ +- ] Ring of serpentine grace : ring, rare (requires attunement)
[ +- ] Eyeglasses of the focused linguist : wondrous item, uncommon
Consumables: Elixir of Health


Viking1031/Tamara
[ +- ] Extradimensional chalk stick : wondrous item, rare
[ +- ] Brooch of disguise: wondrous item, uncommon (requires attunment)
Consumables: ???


DarkReaver1998/Erasma
[ +- ] IDEA: Symbiotic rope: wondrous item, rare (requires attunment, warlock)
[ +- ] Amulet of secretive personality: wondrous item, uncommon (requires attunement)
Consumables: Beads of Force (6)

Rolls

Beads of Force - (1d4+4)

(2) + 4 = 6

Jul 4, 2019 11:26 am
I like the idea for the rope, but I don't like the idea of spending a spell slot to use it. I only have two spell slots per short rest, and I'd be more likely to expend them on a more powerful effect.
I don't think it would change the balance much if it was a once per day thing or we gave it a number of charges.
Jul 4, 2019 7:19 pm
Ornux sent a note to DarkReaver1998
Jul 4, 2019 8:05 pm
DarkReaver1998 sent a note to Ornux
Jul 5, 2019 8:03 am
New version of the thing:
[ +- ] Symbiotic focus: arcane focus, rare (requires attunment, warlock)
Jul 5, 2019 12:37 pm
DarkReaver1998 sent a note to Ornux
Jul 5, 2019 12:50 pm
Ornux sent a note to DarkReaver1998
Jul 5, 2019 12:51 pm
Mask of many faces? That invocation would pair well with the symbiotic focus. Though it would be redundant with Tamara's brooch.
Last edited July 5, 2019 12:53 pm
Jul 5, 2019 12:53 pm
I think I'm happy with my items. I'll get them put into my sheet and find a way to document their properties.
Jul 5, 2019 12:54 pm
Yes, but it would be good for getting Theo into places.
Jul 5, 2019 1:16 pm
True, Tamara's chalk is also good for that considering a person can hide in a portable hole for ten minutes before running out of air, although the prospect of hiding in one seems pretty scary and claustrophobic. Between the two of you there wouldn't be anywhere we couldn't sneak into as a party.
Jul 5, 2019 1:20 pm
Perhaps Tamara will want to repick her uncommon permanent item, in any case.
Jul 5, 2019 1:25 pm
Perhaps, but portable holes are incredibly convenient for hoarding away large amounts of loot very quickly, and where it can't be snatched very easily.
Jul 5, 2019 1:29 pm
What languages will Erasma know? Primordial and Deep Speech, the language of beholders and mind flayers, seem like thematic picks. If Theo takes the "outer planes" languages(infernal, abyssal, and celestial), Erasma takes deep speech and primordial, Tamara takes sylvan and draconic, we'll have pretty much every "exotic" language covered.
Jul 5, 2019 1:32 pm
Currently I have Common, Undercommon, Elven, and Dwarvish. The most common languages she'll need to speak verbally. Erasma has awakened mind, so she can communicate telepathically with any creature that understands a language, as long as she can get close enough.
Last edited July 5, 2019 1:34 pm
Jul 5, 2019 1:32 pm
DarkReaver1998 says:
Perhaps, but portable holes are incredibly convenient for hoarding away large amounts of loot very quickly, and where it can't be snatched very easily.
No, I meant the brooch of disguise. If you're taking mask of many faces and you'll have the arcane focus, you can just share that ability with us and the brooch will be made redundant. Though the brooch is permanent and the focus is temporary and limited in uses. Tough call.
Jul 5, 2019 1:33 pm
Ferdy says:
Mask of many faces? That invocation would pair well with the symbiotic focus. Though it would be redundant with Tamara's brooch.
Don't forget, though, that she can only use it 5 times per long rest. And that you won't get long rests that often.
DarkReaver1998 says:
Currently I have Common, Uncommon, Elven, and Dwarvish.
I guess you mean "Undercommon" ;)
Jul 5, 2019 1:36 pm
I did mean undercommon. Whoops.
I don't see Erasma sharing her invocations very often, as they are mostly personal use invocations, but I could see situations where it would come in handy.
Jul 5, 2019 1:37 pm
There's some disagreement on the internet about whether awakened mind permits two way communication, and whether someone other than the warlock can initiate a telepathic message. Can we get a DM ruling on that?
Jul 5, 2019 2:07 pm
So Ornux, you mentioned wanting a more durable connection between Erasma and the rest of the party. Could you give some examples of what that might be?
Jul 5, 2019 2:14 pm
I think I will stick with the broach as there will be time she maybe on her own and need to use it. It also fits her character concept well.
Now I just need which potions she needs.
Jul 5, 2019 2:32 pm
Ferdy says:
There's some disagreement on the internet about whether awakened mind permits two way communication, and whether someone other than the warlock can initiate a telepathic message. Can we get a DM ruling on that?
I see no reason to misunderstand the intended rule here. Yes, the original rule (the one in my books) can be read both ways. But they have explained the intent in 2015:
WOTC says:
Does the warlock’s Awakened Mind feature allow two-way telepathic communication? The feature is intended to provide one-way communication. The warlock can use the feature to speak telepathically to a creature, but the feature doesn’t give that creature the ability to telepathically reply. In contrast, the telepathy ability that some monsters have (MM, 9) does make two-way communication possible.
And apparently, the wording of the GOO warlock's Awakened Mind feature was changed in the latest printing (though it's not noted in the errata) from "You can communicate telepathically with any creature" to "You can telepathically speak to any creature".

So in short: it's a one way only communication. And people don't know where it comes from, which can lead to... interesting situations.
Jul 5, 2019 2:33 pm
Hmmm, I'm both disappointed and intrigued by this development.. Very well. I'll give up Elven and Dwarven for Primordial and Deep Speech if Ornux will allow it.
Jul 5, 2019 4:45 pm
Ferdy says:
So Ornux, you mentioned wanting a more durable connection between Erasma and the rest of the party. Could you give some examples of what that might be?
Being friends seems like a decently durable connection. My main interrogation at the moment is the one I asked two pages ago :
Ornux says:
Last questions for you three, now that your characters main traits are set :
Do you work together often or is it something exceptional? If exceptional, what would make you work together?
OOC:
D&D being action-centered, you'll need to stay together most of the time and I need to set things up so that it makes sense.
Jul 5, 2019 4:47 pm
DarkReaver1998 says:
Hmmm, I'm both disappointed and intrigued by this development.
Why is that?
DarkReaver1998 says:
I'll give up Elven and Dwarven for Primordial and Deep Speech if Ornux will allow it.
Sure if you want to. Just remember that those are languages you most likely will never encounter, while Elven and Dwarven are very common.
Jul 5, 2019 5:38 pm
Disappointed because I thought it was two-way communication, but intrigued because there is still quite a bit of mischief I can get up to with it. I think I'll stick with Elven and Dwarven, simply because it would have been easier for her to learn those languages without drawing suspicion.
I think it would be exceptional for all three of us to work together. Erasma could easily work by herself. She could just as easily work with Tamara on something requiring stealth, or with Theo on something involving occult or arcane pursuits. I think working with all three would be more political in nature that involves both of their houses. Or even just one of the houses, since their such good friends.
Jul 6, 2019 12:44 am
Ornux says:
DarkReaver1998 says:
I'll give up Elven and Dwarven for Primordial and Deep Speech if Ornux will allow it.
Sure if you want to. Just remember that those are languages you most likely will never encounter, while Elven and Dwarven are very common.
It's not exactly how common they are that's a useful metric. It's how often will they be useful. How often will we run into a dwarf or elf that doesn't also speak common? Pretty much never. The things that speak deep speech or primordial or unlikely to speak anything else, however.
DarkReaver1998 says:
I think I'll stick with Elven and Dwarven, simply because it would have been easier for her to learn those languages without drawing suspicion.
I think language picks should ideally say something about a character or fit into their story somehow. Like how Tamara's understanding Sylvan represents her curiosity about the elven half of her lineage, and draconic probably because she was a spy during Vikaastea's war with the lizardfolk tribes and knowing the enemy's language is useful for spy work. Theo speaks the languages of the outer planes because he's obsessed with the notion of retrieving his mother's soul from beyond the veil. Erasma could have fallen into her coma and then awakened understanding ancient languages that she's never actually heard spoken aloud before. No risk of suspicion unless she starts holding black mass in the market square while spouting unholy scriptures in deep speech.
Last edited July 6, 2019 12:57 am
Jul 6, 2019 5:21 am
I had swapped out the physical conditioning discovery that grants an extra point of hp per scholar level for your new and improved medical genius discovery but I forgot to lower my hp on the character sheet. I just fixed it.
Jul 6, 2019 1:28 pm
There's also the fact that she spies on people, and, even if people who speak elven and dwarven also speak common, they're more likely to share their secrets that others don't know. I think I'd be willing to give up dwarven for Primordial, but Deep Speech won't be useful unless we go DEEP into the underdark, and even then, the things that'd be willing to speak with us likely speak undercommon or have telepathy.
And if I'm switching my language, I might switch out some Invocations because I forgot about the ones in Xanathar's guide.
Jul 6, 2019 2:31 pm
All good points, although I'd say dwarven would see more use in Vikaastea specifically. The Tridanarr of the Oaken Shield looks like a dwarf in his picture and even the ruler of the city is half-dwarven. Vikaastea seems lousy with dwarves and gnomes, and from a party optimization standpoint, Tamara has no choice but to take elven being that she's a half-elf so we seem to have that covered.

And it's absolutely true that deep speech will likely only come up in ad hoc scenarios engineered to require it solely because you took it, but I'm not sure if Ornux is the type of DM to purposely play to the party's strengths like that. I just thought it'd be a cool, thematic pick for a Great Old One warlock specifically given its description as "the oldest language" and "the language of aberrations originating in The Far Realm". It struck me as the language that a Great Old One would use, if it used any.
[ +- ] Deep Speech
Jul 6, 2019 4:06 pm
In any case, it doesn't really matter much, it's probably not likely to come up regardless. Forgive me if I'm being gratuitously contrary.
Jul 6, 2019 4:13 pm
I do agree with you. The language selection does tell a lot about the character. I think I will do Deep Speech instead of Primordial. I like the idea of her knowing this ancient, powerful language after waking up, and she probably keeps most of her notes in this language, knowing that no one would likely be able to read it. I am going to keep Elvish, however, because she goes undercover a lot and I see her going undercover as an elf more often than a dwarf. And an elf that can't speak elvish seems very suspicious.
Jul 6, 2019 4:23 pm
I dig it! You'll have a non-common language in common with Tamara as well so you can have discreet conversations in mixed company.

Also, languages convey culture. Understanding a language means you understand something of the beings that speak that language.
Last edited July 6, 2019 4:44 pm
Jul 7, 2019 5:54 pm
other magic items (here is what i think would be useful for Tamara

Dust of disappearance (uncommon)
Potion of climbing (common)
Potion of healing (common)
Sep 24, 2019 5:47 am
Hello, all! I'm in the process of developing a character to join the game. I've been working with DarkReaver1998 to create a character that fits in, and I really hope to get things set up quickly.

My character concept is as follows: Devyn was a classmate of Erasma's at the Academy, an unpopular student who was a favorite target of bullies, in fact. When Erasma started to fail in her classes and to lose prestige with her friends, Devyn acted as a tutor to try to help her pass her classes. It was a relationship born of need and convenience: he had few if any friends, and her popularity was waning. It's possible that the friendship meant more to Devyn than it did to Erasma.

Here's the part that I don't know whether it works within this setting. Erasma fell into her coma, Devyn graduated the Academy. He left Vikaastea for some years. He returns to the city a much-changed man - confident, accomplished, and therefore more attractive. I'm planning to play him as a College of Whispers bard. My initial intent was to make him a lawyer, but Ornux informs me that Vikaastea has no real court system. So I'm thinking of making him a journalist of sorts - someone who is digging for secrets, especially of those who misused him in his younger days, with the intent of leveraging those secrets for power.

I'm open to discussion!
Oct 1, 2019 11:08 pm
Hey Moonbeam : any news on you character creation? Do you want to discuss some ideas?
I've received tons of PMs lately, and it's a pain to go back through them but I think you sent something some days ago... I'll go search that too.

I look forward to bringing you in the game, and get the game back on track.
Oct 1, 2019 11:11 pm
Well, you had instructed me to work out my character with the other players. I've already worked with Darkreaver, so I posted here (as you instructed) hoping to generate some dialogue. I've been pretty busy with a game I'm trying to launch, so I haven't pushed it any further.
Oct 2, 2019 1:17 pm
Well if Viking1031 don't feel like getting involved in your character creation, you can safely assume that it's OK and get ready to jump in.
I'll hook you in as soon as possible, and Erasma will certainly have to introduce you to Tamara and vouch for you.
Oct 2, 2019 5:36 pm
I'm sorry - I'm really not trying to be difficult, but having read through the entire character creation thread, I was expecting the process to be a little more interactive, given that there are so many as yet unseen particulars in the setting that can affect what characters are appropriate. I really don't feel prepared to jump in at this point, since what I've proposed is merely an idea rather than a fleshed out character. I don't even have a custom magic item as the others have.
Oct 2, 2019 7:12 pm
Trying to figure a tie in with Moonbeams character. The problem is that my characters connection with Ersama kind of ran through (my disappeared brother) though they still have a loose connection. Since his character is connected more with Ersama, trying to find that connection that seems genuine and not forced I am not sure about.
Oct 2, 2019 7:28 pm
Yeah, that's why I was waiting - there's no obvious tie-in. What if all the characters knew each other prior to the Academy? Like, as children? Would that work?
Oct 2, 2019 7:32 pm
My thought was that Theobold was still a character (just not a PC anymore) so that connection would still be there. Aside from that, Erasma and Tamara have gotten to know each other pretty well since Eramsa started spending time at their estate and vice versa.
The Academy angle could also work.
Oct 2, 2019 8:58 pm
Ok my brother will fade back into obscurity but still be present. It could be that Ersama introduced Tamara to him as he was seekig some information for some research that required some type of covert operations. Tamara was in a place to help him get it without anyone knowing and that was how they met. Now we just need a reason to get him involved in the issues that we find ourselves in.
Oct 2, 2019 10:58 pm
Yeah, sorry if I tried to rush you in Moonbeam : I was frustrated by IRL matters and wanted to have something going where I'd like to see it going..

As for the tie-in issue buddy described by Viking1031, you introduction could come naturally with your skill set.
Oct 3, 2019 5:39 am
It may be another couple of days before I have a chance to give this some undivided attention, as I'm recovering from a substantial migraine and dealing with some very annoying insomnia. But I appreciate the help, everyone. I'm also catching up on the negotiations thread. I think I'll have an infusion of creative ideas in another day or so!
Oct 25, 2019 6:19 pm
Okay, here's my latest proposal. (Many thanks to Darkreaver for the brainstorming help.)

Devyn Barnay was a classmate of Erasma at the Academy. He was awkward and shy, making him a bit of a bully magnet. He was, however, a good student. So when Erasma began to have academic difficulties, she persuaded Devyn to tutor her. Since her own popularity was fading, they developed a personal bond as well, although it's possible that meant more to Devyn than to Erasma.

Therefore, it was devastating to Devyn when Erasma fell into her coma. Upon graduating, he left Vikaastea for good and wound up in Waterdeep. It was there that he was noticed by a spymaster, who saw promise in him and began to train him in art of spycraft and recommended him to the College of Whispers for training as a bard. Devyn became an accomplished performer and was able to use that to insinuate himself into social circles and tease sensitive information from people. His mentor showed him how to leverage the secrets he pried from people to sell either the information to others or his silence to the owners. The mentor kept a substantial share of the profits.

At some point, Devyn and his mentor had an insurmountable disagreement and the bard left Waterdeep to find another city in which to ply his trade on his own. He eventually assembled a troupe of accomplished performers, which he fronted and hired out to play at numerous private events hosted by wealthy and powerful people. He trained his troupe in the art of listening and they fed him leads, which he then used to get to the really good stuff. They would stay in a city long enough to get established and make some good money, then leave for the next city before things got hot. But recently, mistakes were made and he and his cohorts were forced to leave town in a hurry. So he decided that maybe it was safest to let things blow over by traveling back to his home town of Vikaastea.

He is pleasantly shocked to learn that Erasma is not only alive but apparently healthy and powerful again, and he's delighted to renew that old friendship that was, in many ways, the one that defined him as a young man. And he's likely harboring hopes of deepening the relationship beyond mere friendship.

Darkreaver and I were thinking it would be terrific if the dancers at the party were actually part of Devyn's troupe, there to listen and bring information back to him. And maybe he either knows who the spy they cast out of the party was working for, or offers to find out who he was working for.
Oct 28, 2019 10:02 am
Moonbeam says:
Backstory...
Nice backstory and characters bonds!
Moonbeam says:
Darkreaver and I were thinking it would be terrific if the dancers at the party were actually part of Devyn's troupe, there to listen and bring information back to him.
The idea about the dancers being part of your troupe is nice and eases the transition to let you in, but you'll have to be careful to not let the spymaster part of your character become the biggest part: the game is about you and waht you accomplish yourself. You will, however, be able to use that network from time to time.
Moonbeam says:
And maybe he either knows who the spy they cast out of the party was working for, or offers to find out who he was working for.
You wouldn't know who it is, but that might be your hook in : you and your friend will be able to work together in that investigation and form new bonds.


Up next in the game
Investigating who's the spymaster?
Nov 7, 2019 1:16 pm
Moonbeam, does a Cloak of Shadow Stepping match the kind of item you envision for Devyn ?
It does exactly what you think it would do : let you step into one shadow, wrap yourself in you cloak and teleport to another shadow you can see within range.
500ft seems like a legit range if I impose a limit on the number of times you can use it per short rest, otherwise it'd be more in like the monk's class feature and be something like 60ft.

What do you think?
Nov 8, 2019 8:58 am
I really like that idea!
Nov 8, 2019 1:51 pm
Moonbeam says:
I really like that idea!
I'm almost done with the final item, but I have one question: how do you feel regarding chaotic features? Some people love them, some don't.
[ +- ] Cloak of shadows (v1)
[ +- ] Cloak of shadows (v2)
Which one do you like more?
Nov 12, 2019 7:23 am
I have finished updating my character sheet's levels, features, and spells. I decided to take one level of rogue and eight levels of bard (College of Whispers).
Nov 12, 2019 8:38 am
Cool, I'll look at that today.
What did you want from the rogue to put a level in it ? I'm always interested in the reasons that push someone to multiclass.
Nov 12, 2019 9:01 am
I figured that with Devyn's background as a spy/information broker, he'd have needed a bit of rogue training. Now he has proficiency in thieves' tools, knows thieves' cant, and gets sneak attack.
Nov 12, 2019 9:12 am
Also, this is my very first time to multiclass. I'm kind of a purist and have always had sort of an OCD resistance to multiclassing before, but in this case, the roguish element of the character was hard to ignore.
Nov 12, 2019 9:44 am
Moonbeam says:
Also, this is my very first time to multiclass. I'm kind of a purist and have always had sort of an OCD resistance to multiclassing before, but in this case, the roguish element of the character was hard to ignore.
Sure but if you want to play a non-multiclassed character you can go pure Rogue. Arcane Trickster for the magic, throw a feat in if you want more magic (Ritual Caster, Magic Initiate or Spell Sniper comes to mind).
Actually, I think an AT with Ritual caster would make a lot of sense with your backstory!

The bard part can be pure background, depending on how you envision your character. I've had a barbarian that was a cook (à la Ramsay's Kitchen Nightmares), and I'm playing a vengeful street kid that's a warlock.
The background tells who you are, and the class what you can do. Not the other way around like people often think :)
Nov 12, 2019 3:26 pm
If multiclassing is a problem, then I'll drop the rogue level. I've been clear from the beginning that I want to play a Whispers bard.

Edit: Please understand that I'm not a beginner. I understand character creation, and I've built the character I want to play. As far as I'm concerned, I'm finished with the creation phase.
Last edited November 12, 2019 3:58 pm
Nov 13, 2019 6:18 pm
Moonbeam says:
If multiclassing is a problem, then I'll drop the rogue level. I've been clear from the beginning that I want to play a Whispers bard.
No problem, I was just sharing my thoughts on the concept you explained.
Moonbeam says:
Edit: Please understand that I'm not a beginner. I understand character creation, and I've built the character I want to play. As far as I'm concerned, I'm finished with the creation phase.
Yeah I'll have to keep that in mind: I'm used to playing with people with various experience levels, but tend to explain as if you didn't know better when I'm not sure. Even if you already told me a couple of times :)

Ok then, no problem regarding your character. I didn't recalculate everything, I'll assume you did things right :)
Character approved, you'll feel the items list as you discuss the next chapter.

Everyone: for the next chapter, you seemed to want to track the spy's contractor down. Shall I proceed?
Nov 13, 2019 6:23 pm
I think that sounds fine. I am ready to figure some things out

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