Chalrytharendir Character Discussions

load previous
Mar 31, 2021 9:02 pm
Just calculated my starting equipment and it's almost 10x my STR already and I haven't even spent any of the 750 gp! This is going to be tricky!
Mar 31, 2021 9:24 pm
Do others have animals to carry their stuff or am I just weak? I haven't played with the encumbrance and equipment rules in this much detail before, so it's taking me a bit longer to figure out than normal.
Mar 31, 2021 9:32 pm
RE: Spells
So many possibilities and only 4 spots!!! So hard to choose 😆

I hadn't taken a good look at all the house rules until now. I have a couple questions about the house rules before I decide on spells. I've also not played with such detailed travel/survival/emcumbrance rules before, so I'm slow because of the extra accounting.

Foraging:
So there's no such thing as a normal forage roll? It's always either with advantage (slow travel speed) or with disadvantage (normal travel speed)? What happens if you are on a rest day? Can you forage on a rest day, or is that not restful? If you don't rest, but you stay in one spot to forage (I imagine you might do this if you're starving), how does that work? In all cases, it's just 1 survival check for both water and food, or one for each? When you succeed on your daily forage roll, can you fill up multiple containers with water?

Hunger/Thirst:
If you take an exhaustion from lack of food or water, then you eat or drink enough, do you recover the exhaustion or does that just allow you to recover, you would then need to do a long rest with food and water to recover the exhaustion point?

Create Water:
Create water only makes 1 gallon? So it basically just saves you from 1 exhaustion point if you miss your survival check for the day and then miss the CON save? It also has creative utility uses, but I imagine given the survival aspect, then I'd probably be using it for sustenance most the time right?

Rest length:
In the House Rules, under "Watches" it says short rests are 1 watch (2 hrs) and long rests are 4 watches (8 hrs), but in "Exhaustion and Grittier Resting Realism" is says short rests are 2 watches (4 hrs) and long rests are 12 watches (24 hrs). I'm assuming it's the latter, but just wanted to double check.

Equipment Necessities:
Do we need a bedroll and mess kit? How will these affect survival mechanisms (ie. do you need a bedroll and mess kit to complete a long rest else you don't sleep well or have a relaxing meal?). Otherwise, they are 8 lbs and I could use the space.

Background:
Perhaps I will take that expertise in Survival from the Hermit Background given it's importance to the game. Then I'll take either a modified Haunted feature (Mental Trauma), or the Discovery feature. I'm happy with either.
Last edited March 31, 2021 9:36 pm
Mar 31, 2021 9:41 pm
Rest Length Answer:

Okay I have updated those Rest Length guidelines -- I was doing a lot of copy/paste and fixed that in at least one other instance of this game but must have missed fixing that in this instance.

Background Answer:

As for the Background let's just go Hermit due to Exile and I was working on something more in tune with your background but if I cannot figure something out that seems more appropriate that you like then we can fall back to the Discovery feature.

Regardless I can see having Survival as a focused skill being appropriate for this character based on their background -- aka forced self-sufficiency kind of thing.

***************************************

By the way thanks for all those questions I will address them all as well as outline them in the guidelines for ongoing clarity.
Mar 31, 2021 11:31 pm
Foraging Answer:

For Foraging I have added an explanation for stationary situations as follows:

If a group is stationary they can make a normal Survival check to forage an area for food and water. Depending on the type of terrain the difficulty may increase with each subsequent day of foraging that takes place within the same area.

This is where the Normal Forage roll would take place, thus moving slowly and foraging allows for more food/water to be gathered more easily while moving at a normal pace makes it harder.

And it is just one Survival check for both food and water, although water can be augmented since the Survival check just means you found safe water to drink but with Nature, Medicine, Herbalism, Apothecary, and/or Alchemy knowledge one could now how to make tainted water safe to drink depending on how badly tainted it might be.

As for stock piling food and water foraging is usually meant to cover a single person for a single day if they can forage for rations and water then they do not consume their reserves. If they cannot find enough food or water then thye have to dig into their reserves. Again water can be found in larger quantities and if time is spent making sure its safe to drink then it can be used to fill up numerous waterskins if they are available.

Hunger/Thirst Answer:

Exhaustion if acquired is only cured either magically or via a Long Rest with adequate food and water.

Create Water Answer:

Yes Create/Destroy Water only creates 1 gallon of drinkable water when cast as a 1st-Level spell. So you might use it to cover someone who had not found water while foraging or you may use it for other things.

Equipment Necessities Answer:

As for the bedroll and the mess kit neither are required but the former does make sleeping on harder and/or rocky ground more comfortable (no Con save) and the mess kit is mostly a matter of civility although it does make it easier to eat hot food still not everyone uses one, especially the more barbaric individuals.
Apr 1, 2021 2:35 am
Thanks for all the answers. That clears things up.

I'm trying to figure out what to use my 750 gp for. What consumable magic items are available and is there a list of costs? I see the healing potions in the house rules, but are there any other consumables?

Can I use the 750 gp for masterwork on my weapon?
Apr 1, 2021 3:26 am
Yes you can use the 750gp to put masterwork upon your weapon and/or armor but you can also put masterwork upon other things that are not weapons such as a backpack or just about anything else. What it does when applied to non-weapon/armor depends on what you are trying to accomplish with the masterwork. For instance, perhaps you want a lighter weight bedroll or a bedroll that can also function as a hammock if the situation allows it to be used as such. Or perhaps you want both of those added to a bedroll (2 applications of masterwork for a x10)

Further there are special materials that you can have things made from which alters the cost of that item.

As for consumable items if there is something you think you might like to have just ask otherwise...

1st-Level Spell Scroll (100 gp)
2nd-Level Spell Scroll (200 gp)

1st-Level Dust, Oil, Ointment, Potion (100 gp)
2nd-Level Dust, Oil, Ointment, Potion (200 gp)

Dust of Dryness (200 gp)
Dust of Sneezing and Choking (200 gp)

Note casting a ritual tagged spell as a ritual means it does not use a spell slot thus it would not consume a scroll either.
Apr 3, 2021 6:25 am
Okay I settled on the change to Fae Ancestry and updated that previous post and made it more in line with the other abilities the character gets.
Apr 3, 2021 8:09 am
Thanks, that looks good except can I take an extra language because I already know Sylvan from my race.

I'm going to do masterwork on my Staff. It is my arcane focus, so it's base cost is 5 gp (not the usual 3 sp for a quarterstaff). I'd like the max +2 hit and +2 dmg (20x), and I'd like to remove the primitive property (5x). And might like to make it fully from dark wood (10x), but I don't understand what the following means: "reduce Damage by 1 Step, reduce Speed by 50%, reduce Knock Down by 2 Steps, reduce Required Strength by 4, increase required Dexterity by +2". That would make it 5 gp x 35 = 175 gp, is that correct?

How much does 5x masterwork decrease the weight of an item?

I'm just finalizing my list of equipment. I'll submit my character sheet on this weekend.
Apr 3, 2021 8:02 pm
I say yes and thanks for asking -- however it has to be a language that makes sense to your background and origins. So if not obvious please explain your thinking on why they have learned it.

Note I was designing the Origin aspect based on itself and not the race that took it.

Still I would also allow that for a Dragonborn who took Sorcerer (Dragonic Origins) to take an additional language with the Caveat that it had to make sense with their background in some way.

Actually materials increase the Base Cost -- so 5gp x 10 Dark Wood = 50gp x 25 Masterwork 5 = 1,250gp

Apparently my wording was unclear so I have tweaked it to hopefully be clearer now

Some of those other elements I have not included but probably will eventually.
.... Reduce Damage by 1 Step means --- 1d6 becomes 1d4
----------- The following have not been included yet
.... Reduce Speed by 50% means reduce the Initiative penalty
.... Reduce Knock Down by 2 Steps means --- 1d8 becomes 1d4
.... Reduce Required Strength by 4 -- this is the required strength to use the weapon effectively
.... Increase required Dexterity by +2 -- this is the required dexterity to use the weapon effectively

Required Attribute -- for instance we have two fighters one with a Str of 16 and one with a Str 11 but this big heavy weapon requires a Str 15 to use effectively both can use the weapon just the Fighter with a Str of 11 would have a penalty and the same concept applies to Dex for instance to use Finesse weapons would require a higher Dex but a lower Str generally

These additional attributes gave reasons why someone might use a specific weapon over another one and created more variety in the weapons due to these aspects. Aka weapons become something to give a bit of thought to sometimes.
Apr 4, 2021 2:52 am
Here's my equipment. I'd like to use mastercraft to make some of the items that I'm directly carrying lighter, so let me know how much lighter 5x masterwork makes an item. I'll be carrying a few of these items in a backpack or pouches on my body, but the rest will go in two reinforced and locked chests that I carry on a cart pulled by a donkey. I'll make it clear on my character sheet which ones I carry and which ones I cart (I suspect for some parts of the adventure I'll leave my cart in town). I have a little left over for healing potions and antitoxin, but I'll wait to buy those once I know how much I need to spend on masterwork to make some things lighter.
[ +- ] Equipment Costs
Also, I'm going to go with these for my traits to start. I just picked the most appropriate from the Hermit background:

Trait: I feel tremendous empathy for all who suffer.
Ideal: Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
Bond: I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
Flaw: Now that I've returned to the world, I enjoy its delights a little too much.

For the language, I'll choose primordial. I think my mother's kind has a special relationship with the elements (Fire, Water, Earth, Air) through the hot springs and thus I've discovered how to communication with elementals during my time in isolation.
Last edited April 4, 2021 2:52 am
Apr 4, 2021 4:31 am
Okay you should as a minimum have 2 Traits, 1 Ideal, 1 Bond, and 1 Flaw but you can have more. Inspiration, assuming players choose to use it, is much more viable in this game than normal and the Inspiration points come from your Traits, Ideals, Bonds, and Flaws so having more is actually a good thing. When I create a character using this I often have at least 3 of each and sometimes more and that is in games where the GM does not really even use Inspiration.

I will think on the Primoridial language and get back to you on that, I am currently on the fence, if I decide no I will provide a list of acceptable languages you can choose from.

Note you need a case to put your Crossbow Bolts into as that does not come as part of the basic gear, do not now why but it does not.

Okay you have both a Hempen Rope and a Silk Rope listed -- you can sell (for book price) the Hempen Rope if you like along with any starting gear you choose not to keep.
Apr 4, 2021 7:27 am
Alright I will approve Primordial

Are you planning on submitting a character sheet soon?
Apr 4, 2021 3:35 pm
Re: traits etc. Okay, I'll come up with a few more add I think of them. I'm assuming I can add more as we play as long as it's before a circumstances when I claim inspiration.

Good catch on the bolt case. I was actually considering selling my crossbow, but since I still have some gold left, I figured I'd keep it. I'll add a case if I do.

I'm happy to say that I'm not fluent in primordial. My understanding is vague. I can communicate general ideas but not details.

Any idea about how masterwork affects the weight of items?

I was hoping to submit my character sheet yesterday, but didn't quite finish. I'll be a bit busy today, so probably tomorrow. We'll see, I might have time tonight.
Apr 4, 2021 6:01 pm
I checked through your list but did not see any masterwork lighter items so I was guessing you had not chosen to go that route but I would say perhaps about 20% reduction 1st application, 10% for second application and that is as far as you can go with masterwork in the beginning of the game -- 2 levels for the same thing on a single item
Apr 6, 2021 5:52 am
Sorry, ran out of time today. I'll submit my character sheet tomorrow.
Apr 7, 2021 8:17 am
Submitted my character. I just realized I haven't picked my metamagic. I'll do that before I cast any spells. Otherwise, I think I'm ready.
Apr 7, 2021 3:52 pm
Picked Distant and Heightened for metamagic. Updated my character sheet.
Apr 7, 2021 4:18 pm
Btw a masterwork torch is called a lantern ;) and the lantern could be further masterworked

You have a Masterwork backpack -- what is the masterworking do?

you have a Masterwork Waterskin -- what is the masterworking do? And keep in mind a waterskin weighs but 1 lbs the water ways 4 lbs and you cannot masterwork the water.
load next

You do not have permission to post in this thread.