Please make your rolls in here and outline what your are doing so that I can give you feedback on the world. Do note though this game borrows heavily from the Forgotten Realms so you can use information from that setting to outline your background.
Queni Character Discussions
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Apr 11, 2021 7:20 pm
This thread is for discussing Queni's character please do not post anything here that is not related to Queni's character and yes collaborating with Queni is consider fair postings.
Please make your rolls in here and outline what your are doing so that I can give you feedback on the world. Do note though this game borrows heavily from the Forgotten Realms so you can use information from that setting to outline your background.
Please make your rolls in here and outline what your are doing so that I can give you feedback on the world. Do note though this game borrows heavily from the Forgotten Realms so you can use information from that setting to outline your background.
Apr 11, 2021 8:44 pm
1) 6 + 5 + (6) = 17
2) 6 + 4 + (6) = 16
3) 3 + 2 + (6) = 11
4) 2 + 2 + (6) = 10
5) 5 + 3 + (6) = 14
6) 6 + 3 + (6) = 15
2) 6 + 4 + (6) = 16
3) 3 + 2 + (6) = 11
4) 2 + 2 + (6) = 10
5) 5 + 3 + (6) = 14
6) 6 + 3 + (6) = 15
Last edited April 11, 2021 9:01 pm
Rolls
Attribute rolls - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (465) = 15
3d6 : (461) = 11
3d6 : (232) = 7
3d6 : (221) = 5
3d6 : (513) = 9
3d6 : (136) = 10
Apr 11, 2021 9:03 pm
No probs I am fine with quality raw talent -- eventually it wanes as you gain levels where skill and creativeness take over
Apr 11, 2021 9:06 pm
Queni says:
AttributesCan we assign the final numbers wherever we want? It's not determined by the order of rolls?
And yes you assign the stats as you want unless you want to have the order you rolled them in dictate the character you create some players like that but I do not require that.
Apr 11, 2021 9:11 pm
Ok, will do. Going to read over the notes to see what kind of character interests me. Love the survival elements of this setting so perhaps something geared towards that.
Apr 11, 2021 9:17 pm
Well keep in mind we will have a Dwarf Ranger but that does not mean we cannot have two --- further there are many many aspects to this world and survival is just scratching the surface. If you are creative and want to explore magic maybe taking a spell-caster might prove to be more interesting than you think.
I only say this because in my other 4 groups I have had to ask someone to create a spellcaster to round out the party. Further I have NPCs and non-magic using NPCs are a lot easier to run than the magic using ones.
Of the 4 groups thus far I think 2 of them -- due to their actions -- actually acquired an NPC that is currently tagging along with them and another group has a PC turned NPC turned PC turned NPC the last being due to a player dropping out of the game while the group is out on an adventure. So who knows maybe you will stumble upon an NPC of your own or maybe you will not. I mean I do not even know as I let the dice (or in this case pseudo-random number generator) speak and work from there.
I only say this because in my other 4 groups I have had to ask someone to create a spellcaster to round out the party. Further I have NPCs and non-magic using NPCs are a lot easier to run than the magic using ones.
Of the 4 groups thus far I think 2 of them -- due to their actions -- actually acquired an NPC that is currently tagging along with them and another group has a PC turned NPC turned PC turned NPC the last being due to a player dropping out of the game while the group is out on an adventure. So who knows maybe you will stumble upon an NPC of your own or maybe you will not. I mean I do not even know as I let the dice (or in this case pseudo-random number generator) speak and work from there.
Apr 11, 2021 9:35 pm
That settles it, then. I'm making a spellcaster. Will be interesting to explore that aspect of DnD. Still, in keeping with the survival theme, I want to make one that mainly focuses on supporting his companions.
Bard
Cleric (Life)
Wizard (Abjuration, Transmutation)
Thoughts?
Bard
Cleric (Life)
Wizard (Abjuration, Transmutation)
Thoughts?
Apr 11, 2021 9:47 pm
After reading a bit more, something like this fits what I want to play:
1 life cleric/ rest lore bard
- medium armour, shield
- get Healing Spirit on bard
If not healing spirit, then Aura of Vitality.
1 life cleric/ rest lore bard
- medium armour, shield
- get Healing Spirit on bard
If not healing spirit, then Aura of Vitality.
Last edited April 11, 2021 9:50 pm
Apr 11, 2021 10:07 pm
Yes, a charismatic charmer that uplifts the spirits of his allies. Raised by the church or holy order, the ritualistic life of a cleric was too rigid for him so he turns to Lliira and chooses to spread joy with his songs.
Apr 11, 2021 10:13 pm
Okay the closest I have to Lliira is Istus(Gnome) which for Humans is called Ilmater -- the Patrons I am using are outlined under World Dynamics as I only wanted to deal with a handful of them rather than the horde that are available in a normal Forgotten Realm game where they simply get lost in the magnitude.
By the way part of the reason I do not have Lliira is that her view is very pacifistic and thus really never gelled well with the basic Cleric class and they did nothing to fix that.
Okay so I will work on this concept and present you with a class as soon as I can that combines the elements in a balanced themed manner. So if you have any other thematic suggestions or requests do make them and also once I present it feel free to critic it as I am going to be winging it mostly and sometimes I nail the bullseye but other times I miss that tiny dot ;)
By the way part of the reason I do not have Lliira is that her view is very pacifistic and thus really never gelled well with the basic Cleric class and they did nothing to fix that.
Okay so I will work on this concept and present you with a class as soon as I can that combines the elements in a balanced themed manner. So if you have any other thematic suggestions or requests do make them and also once I present it feel free to critic it as I am going to be winging it mostly and sometimes I nail the bullseye but other times I miss that tiny dot ;)
Apr 11, 2021 10:22 pm
Yeah, the pacifistic nature of Lliira isn't that interesting but her concept of spreading joy and happiness is, which I think fits a heroic bard well.
The main thing I'm looking for in combat is being able to heal/support while wielding a shield and using a singing voice to encourage allies.
Thematic-wise, something akin to a battle skald.
The main thing I'm looking for in combat is being able to heal/support while wielding a shield and using a singing voice to encourage allies.
Thematic-wise, something akin to a battle skald.
Apr 11, 2021 10:32 pm
Actually, the Chanter class from Pillars of Eternity is closer to what I am imagining, if that helps.
Apr 11, 2021 10:34 pm
It might I will look it over and maybe we call this class the Skald as that seems a nice enough name for it ;) but let me get down and dirty and see what I can do.
Apr 12, 2021 12:35 am
Sounds great. Looking forward to what you come up with!
As a sidenote, are we able to move Ability Score Increases as per Tasha's?
As a sidenote, are we able to move Ability Score Increases as per Tasha's?
[ +- ] ASI
Whatever D&D race you choose for your character, you get a trait called Ability Score Increase. This increase reflects an archetypal bit of excellence in the adventurers of this kind in D&D’s past. For example, if you’re a dwarf, your Constitution increases by 2, because dwarf heroes in D&D are often exceptionally tough. This increase doesn’t apply to every dwarf, just to dwarf adventurers, and it exists to reinforce an archetype. That reinforcement is appropriate if you want to lean into the archetype, but it’s unhelpful if your character doesn’t conform to the archetype.
If you’d like your character to follow their own path, you may ignore your Ability Score Increase trait and assign ability score increases tailored to your character. Here’s how to do it: take any ability score increase you gain in your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can’t apply those increases to the same ability score, and you can’t increase a score above 20.For example, if the Ability Score Increase trait of your race or subrace increases your Constitution by 2 and your Wisdom by 1, you could instead increase your Intelligence by 2 and your Charisma by 1
If you’d like your character to follow their own path, you may ignore your Ability Score Increase trait and assign ability score increases tailored to your character. Here’s how to do it: take any ability score increase you gain in your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can’t apply those increases to the same ability score, and you can’t increase a score above 20.For example, if the Ability Score Increase trait of your race or subrace increases your Constitution by 2 and your Wisdom by 1, you could instead increase your Intelligence by 2 and your Charisma by 1
Apr 12, 2021 12:57 am
I would rather not include that feature and based on my method for rolling Ability Scores I do not think it is really needed. However, if really want it and you can give me a quality background that outlines why you feel you warrant a difference from the standard for your Race. I would be willing to consider it but keep mind a lot of those modifiers to Ability Scores are integral to the race's physiology and breeding more than circumstantial aptitude.
Apr 12, 2021 1:03 am
That's fair. Can I assume the realms races have the same ASI as listed in the rulebook? And if for example, I chose Tiefling, could I get the variant 'Infernal Legacy'?
Apr 12, 2021 1:27 am
That would be a yes to the ASI except where noted within the Character Creation Guidelines....
As for the Tiefling the Infernal Legacy is not a variant that is standard for the race??
However, if you look in the Character Creation Guidelines I am allowing the Human Variant option is that what you meant?
As for the Tiefling the Infernal Legacy is not a variant that is standard for the race??
However, if you look in the Character Creation Guidelines I am allowing the Human Variant option is that what you meant?
Apr 12, 2021 1:33 am
Although if you are going Tiefling with Infernal Legacy that sure puts a strange twist on the promoter of Joy and Happiness ? But again I am not saying just sounds odd and I would look forward to the story for that.
Apr 12, 2021 1:40 am
Not going Tiefling, no. Just an example. I was using this site for reference - Link
I think I've narrowed it down to Variant Human or fFolk.
if VH, I'm likely taking Resilient(CON), but I'm very tempted by the fFolk's Skill Versatility and +2 Cha.
I think I've narrowed it down to Variant Human or fFolk.
if VH, I'm likely taking Resilient(CON), but I'm very tempted by the fFolk's Skill Versatility and +2 Cha.
Apr 12, 2021 2:58 am
Skald
Skalds are poets, historians, and keepers of lore who use their gifts for oration and song to inspire allies. They balance a violent spirit with the veneer of civilization, recording events such as heroic battles and the deeds of great leaders, enhancing these stories in the retelling to earn bloodier victories in combat. A skald's poetry is nuanced and often has multiple overlapping meanings, and they apply similar talents in the magic that they use. Skalds keep alive the memory of great heroes of the past, and thereby inspire a new generation of heroes. Skalds gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand so as to ensure that the memory of those events does not pass from the world. With their songs and tales, they inspire others to reach the same heights of accomplishment as the heroes of yore. In essence they are sort of a Hybrid of a Life Cleric and Valor Bard.
Class Features
Hit Dice : 1d8 per Skald Level
Combat Proficiency : Light Armor, Simple Weapons
Tool Proficiency : Herbalist Tools, Choose 2 Musical Instruments
Saving Throw Proficiency : Wisdom, Charisma
Skill Proficiency : Performance, Choose 2 from : History, Insight, Intimidation, Medicine, Nature, Persuasion, and Religion
Skalds are poets, historians, and keepers of lore who use their gifts for oration and song to inspire allies. They balance a violent spirit with the veneer of civilization, recording events such as heroic battles and the deeds of great leaders, enhancing these stories in the retelling to earn bloodier victories in combat. A skald's poetry is nuanced and often has multiple overlapping meanings, and they apply similar talents in the magic that they use. Skalds keep alive the memory of great heroes of the past, and thereby inspire a new generation of heroes. Skalds gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand so as to ensure that the memory of those events does not pass from the world. With their songs and tales, they inspire others to reach the same heights of accomplishment as the heroes of yore. In essence they are sort of a Hybrid of a Life Cleric and Valor Bard.
Class Features
Hit Dice : 1d8 per Skald Level
Combat Proficiency : Light Armor, Simple Weapons
Tool Proficiency : Herbalist Tools, Choose 2 Musical Instruments
Saving Throw Proficiency : Wisdom, Charisma
Skill Proficiency : Performance, Choose 2 from : History, Insight, Intimidation, Medicine, Nature, Persuasion, and Religion
[ +- ] Starting Equipment
Leather Armor
Light Crossbow w/20 bolts --or-- Simple Weapon
Dagger
Priest's Pack --or-- Explorer's Pack
Holy Symbol
Musical Instrument of choice
Herbalist Tools
Light Crossbow w/20 bolts --or-- Simple Weapon
Dagger
Priest's Pack --or-- Explorer's Pack
Holy Symbol
Musical Instrument of choice
Herbalist Tools
[ +- ] 1st-Level : Spell Casting
The character has divinely learned to untangle and reshape the fabric of reality with the harmony of their music. Their spells are part of their vast repertoire of abilities that they can tune to different situations.
Cantrips
The character knows two Cantrips of their choice from the Skald spell list. They learn an additional Skald cantrip of their choice at higher levels, as shown in the Cantrips Known column of the Bard table.
Spell Slots
The Bard table shows how many Spell Slots the Skald has to cast their Skald spells, they must expend a spell slot of the spell's level or higher. They regain their highest expended Spell Slot after completing a Short Rest and all their Spell Slots after completing a Long Rest.
Spells Known at 1st-Level and Higher
The character knows a number of spells equal to their Wisdom Modifier + Skald Level. Each of these spells known must be of a level for which the Skald has a Spell Slot, as shown in the Bard Table. As the Skald gains levels in this class, they can choose one of the Skald spells they already know and replace it with another spell from the Skald spell list, which also must be of a level for which they have a Spell Slot.
Spell Casting Ability
Charisma is the Skald's Spell Casting Ability (SCA) for their spells. Their magic comes from the heart and soul they pour into their performance of their music or chanting. They use their Charisma whenever a spell refers to their SCA. In addition, they use their Charisma Modifier when setting their Save DC for Skald spells they cast and when making an Attack roll with one.
..... Save DC = 8 + Proficiency Bonus + Charisma Modifier
..... Spell Attack Modifier = Proficiency Bonus + Charisma Modifier
Ritual Casting
The character can cast any Skald spell they know as a Ritual if that spell has the Ritual tag.
Spell Casting Focus
The Skald can use a Musical Instrument or their Holy Symbol as a Spell Casting Focus for their Skald spells.
Domain Spells
The character gains certain spells automatically upon obtaining the level necessary to cast them. These spells once gained are always considered known and do not count against the number of spells that they can know.
.... Domain Spells
......... 1st-Level : Comprehend Languages, Cure Wounds
......... 2nd-Level : Lesser Restoration, Spiritual Weapon
......... 3rd-Level : Revivify, Tongues
......... 4th-Level : Death Ward, Secret Chest
......... 5th-Level : Mass Cure Wounds, Scrying
Cantrips
The character knows two Cantrips of their choice from the Skald spell list. They learn an additional Skald cantrip of their choice at higher levels, as shown in the Cantrips Known column of the Bard table.
Spell Slots
The Bard table shows how many Spell Slots the Skald has to cast their Skald spells, they must expend a spell slot of the spell's level or higher. They regain their highest expended Spell Slot after completing a Short Rest and all their Spell Slots after completing a Long Rest.
Spells Known at 1st-Level and Higher
The character knows a number of spells equal to their Wisdom Modifier + Skald Level. Each of these spells known must be of a level for which the Skald has a Spell Slot, as shown in the Bard Table. As the Skald gains levels in this class, they can choose one of the Skald spells they already know and replace it with another spell from the Skald spell list, which also must be of a level for which they have a Spell Slot.
Spell Casting Ability
Charisma is the Skald's Spell Casting Ability (SCA) for their spells. Their magic comes from the heart and soul they pour into their performance of their music or chanting. They use their Charisma whenever a spell refers to their SCA. In addition, they use their Charisma Modifier when setting their Save DC for Skald spells they cast and when making an Attack roll with one.
..... Save DC = 8 + Proficiency Bonus + Charisma Modifier
..... Spell Attack Modifier = Proficiency Bonus + Charisma Modifier
Ritual Casting
The character can cast any Skald spell they know as a Ritual if that spell has the Ritual tag.
Spell Casting Focus
The Skald can use a Musical Instrument or their Holy Symbol as a Spell Casting Focus for their Skald spells.
Domain Spells
The character gains certain spells automatically upon obtaining the level necessary to cast them. These spells once gained are always considered known and do not count against the number of spells that they can know.
.... Domain Spells
......... 1st-Level : Comprehend Languages, Cure Wounds
......... 2nd-Level : Lesser Restoration, Spiritual Weapon
......... 3rd-Level : Revivify, Tongues
......... 4th-Level : Death Ward, Secret Chest
......... 5th-Level : Mass Cure Wounds, Scrying
[ +- ] Skald Spell List
Cantrips
..... Blade Ward
..... Guidance
..... Light
..... Mending
..... Message
..... Ray of Frost
..... Resistance
..... Spare the Dying
..... Thaumaturgy
..... True Strike
..... Vicious Mockery
1st-Level
..... Bless
..... Command
..... Comprehend Languages
..... Create/Destroy Water
..... Cure Wounds
..... Detect Magic
..... Detect Evil/Good
..... Dissonant Whisper
..... Guiding Bolt
..... Healing Word
..... Heroism
..... Protection from Evil/Good
..... Purify Food/Drink
..... Shield of Faith
..... Thunder Wave
2nd-Level
..... Aid
..... Augury
..... Calm Emotions
..... Cloud of Daggers
..... Continual Flame
..... Enhance Ability
..... Enthrall
..... Gentle Repose
..... Heat Metal
..... Hold Person
..... Lesser Restoration
..... Locate Animals/Plants
..... Locate Object
..... Prayer of Healing
..... Protection from Poison
..... See Invisibility
..... Silence
..... Spirtual Weapon
..... Suggestion
..... Zone of Truth
3rd-Level
..... Beacon of Hope
..... Bestow Curse
..... Clairvoyance
..... Create Food/Water
..... Fear
..... Daylight
..... Dispel Magic
..... Magic Circle
..... Mass Healing Word
..... Nondetection
..... Protection from Energy
..... Remove Curse
..... Revivify
..... Sending
..... Spirit Guardians
..... Stinking Cloud
..... Tiny Hut
..... Tongues
4th-Level
5th-Level
6th-Level
7th-Level
8th-Level
9th-Level
..... Blade Ward
..... Guidance
..... Light
..... Mending
..... Message
..... Ray of Frost
..... Resistance
..... Spare the Dying
..... Thaumaturgy
..... True Strike
..... Vicious Mockery
1st-Level
..... Bless
..... Command
..... Comprehend Languages
..... Create/Destroy Water
..... Cure Wounds
..... Detect Magic
..... Detect Evil/Good
..... Dissonant Whisper
..... Guiding Bolt
..... Healing Word
..... Heroism
..... Protection from Evil/Good
..... Purify Food/Drink
..... Shield of Faith
..... Thunder Wave
2nd-Level
..... Aid
..... Augury
..... Calm Emotions
..... Cloud of Daggers
..... Continual Flame
..... Enhance Ability
..... Enthrall
..... Gentle Repose
..... Heat Metal
..... Hold Person
..... Lesser Restoration
..... Locate Animals/Plants
..... Locate Object
..... Prayer of Healing
..... Protection from Poison
..... See Invisibility
..... Silence
..... Spirtual Weapon
..... Suggestion
..... Zone of Truth
3rd-Level
..... Beacon of Hope
..... Bestow Curse
..... Clairvoyance
..... Create Food/Water
..... Fear
..... Daylight
..... Dispel Magic
..... Magic Circle
..... Mass Healing Word
..... Nondetection
..... Protection from Energy
..... Remove Curse
..... Revivify
..... Sending
..... Spirit Guardians
..... Stinking Cloud
..... Tiny Hut
..... Tongues
4th-Level
5th-Level
6th-Level
7th-Level
8th-Level
9th-Level
[ +- ] 1st-Level : Bardic Inspiration
The character can inspire others through stirring words or music. To do so, they use a Bonus Action on their turn to choose one creature, other than themselves, within 60 feet of them who can hear them. That creature gains one Bardic Inspiration Die (BID)(d6).
Once within the next 10 minutes, the creature can roll that die and add the number rolled to one Ability check, Attack roll, or Saving Throw it makes. The creature can wait until after it rolls the d20 but before deciding to use the BID, but must decide to use the GM says whether the roll succeeds or fails. Once the BID is rolled, it is lost. A creature can have only one BID at any given time.
The character can use this Feature a number of times equal to their Charisma Modifier (a minimum of once). The character regains one expended use when they finish a Short Rest. The BID changes when the character reaches certain levels in this class. The BID becomes a d8 at 5th-Level, a d10 at 10th-Level, and a d12 at 15th-Level.
Once within the next 10 minutes, the creature can roll that die and add the number rolled to one Ability check, Attack roll, or Saving Throw it makes. The creature can wait until after it rolls the d20 but before deciding to use the BID, but must decide to use the GM says whether the roll succeeds or fails. Once the BID is rolled, it is lost. A creature can have only one BID at any given time.
The character can use this Feature a number of times equal to their Charisma Modifier (a minimum of once). The character regains one expended use when they finish a Short Rest. The BID changes when the character reaches certain levels in this class. The BID becomes a d8 at 5th-Level, a d10 at 10th-Level, and a d12 at 15th-Level.
[ +- ] 2nd-Level : Gifted Healer
At 2nd level, the character's healing spells are more effective. Whenever they use a spell of 1st level or higher to restore hit points to a creature, including themselves, the creature regains additional hit points equal to their Wisdom Modifier + the Spell's Level
[ +- ] 2nd-Level : Chant of Healing
At 2nd level, the character can use a Musical Chant to help revitalize their wounded allies. The character uses a Bardic Inspiration and starts Chanting, which can be interrupted, and at the beginning of their Next Turn every ally that was within 60 feet during the entire previous Turn and could hear the Chant regains 1d6 + Charisma Modifier in hit points. The hit point die used to regain hit points increases when the character reaches certain levels in this Class: to 1d8 at 9th-Level, to 1d10 at 13th level, and to 1d12 at 17th level.
[ +- ] 3rd-Level : Bardic College of Valor
At 3rd-Level the character gains the following bonus proficiencies : Medium Armor, Shields, and Martial Weapons.
Also they learn to inspire others in battle. Any creature that has a BID from the character may use roll that die and add the number to a weapon's damage roll they just made. Alternatively, when an attack roll is made against the creature and hits, they may use their Reaction to roll the BID and add the number rolled to their AC against that attack.
Also they learn to inspire others in battle. Any creature that has a BID from the character may use roll that die and add the number to a weapon's damage roll they just made. Alternatively, when an attack roll is made against the creature and hits, they may use their Reaction to roll the BID and add the number rolled to their AC against that attack.
[ +- ] 3rd-Level : Expertise
At 3rd level, the character choose two of their Proficiencies that they have with either skills or tools. Their proficiency bonus is doubled for any ability check they make that uses either of those chosen Proficiencies. At 10th level, they can choose a different two Proficiencies they have to gain this benefit
[ +- ] 4th-Level : Ability Score Improvement or Feat
At 4th level the character can increase one Ability Score of their choice by 2, or they can increase two Ability Scores of their choice by 1. An Ability Score cannot be increased above 20 using this feature. Conversely instead of gaining the Ability Score Improvement they may opt to take a Feat instead. This happens again at 8th, 12th, 16th, and 19th level.
[ +- ] 5th-Level : Font of Inspiration
At 5th level, the character regains all of their expended uses of Bardic Inspiration when they complete a Short Rest.
[ +- ] 6th-Level : Bardic College Feature
Combat Inspiration : At 6th level, the character can attack twice, instead of just once, whenever they take the Attack Action on their turn.
[ +- ] 6th-Level : Blessed Healer
At 6th level, any healing spells the character casts on others will heal them as well. When they cast a spell of 1st level or higher that restores hit points to another creature, other than themselves, they regain hit points equal to Wisdom Modifier + the Spell's Level
[ +- ] 10th-Level : Divine Strike
At 10th level, the character gains the ability to infuse their weapon strikes with divine energy. Once on each of their turns as a Bonus Action when they hit a creature with a weapon attack, they can cause the attack to deal an extra 1d8 Radiant (aka Necromantic-Positive) damage to that target. When they reach 14th level this damage increases to 2d8.
[ +- ] 14th-Level : Bardic College Feature
Battle Magic : At 14th level, the character has mastered the art of weaving spell casting with weapon use into a single harmonious act. When they use their Action to Cast a Skald spell, they can make, as a Bonus Action, one weapon attack.
[ +- ] 18th-Level : Battle Skald
At 18th level, the character gains resistance to Bash, Pierce, and Slash damage from non-magical weapons.
[ +- ] 20th-Level : Superior Inspiration
At 20th level, when the character rolls initiative and have no uses of Bardic Inspiration left, they regain one use.
Apr 12, 2021 3:23 am
This is beyond awesome. You've done a great job!
Skald spell list = same as bard but not cleric? or is it a custom list?
Starting equipment?
EDIT: Nevermind, I see you are filling in the spell list!Is that my Wisdom Modifier or theirs?
Skald spell list = same as bard but not cleric? or is it a custom list?
Starting equipment?
EDIT: Nevermind, I see you are filling in the spell list!
[ +- ] 2nd-Level : Gifted Healer
At 2nd level, the character's healing spells are more effective. Whenever they use a spell of 1st level or higher to restore hit points to a creature, including themselves, the creature regains additional hit points equal to their Wisdom Modifier + the Spell's Level
Last edited April 12, 2021 3:54 am
Apr 12, 2021 3:56 am
On the description of abilities it is your characters Wisdom and Charisma modifiers
I will add starting Equipment forgot it
I will add starting Equipment forgot it
Apr 12, 2021 4:12 am
I have you covered up to 3rd Level spells and I will finish the remainder soon but that is the class for the most part -- it is more combat and healing oriented mostly -- with buff spells. But since you cannot have them all. I am considering perhaps allowing to swap spells maybe a bit more often than once per level but I have not decided whether that would be to OP all-things-considered.
Apr 12, 2021 4:14 am
No Chant of Healing uses your Bardic Inspiration to invoke it -- it is like Song of Rest combined with the Life Cleric Channel Divinity Preserve Life.
In some ways its not as good as Song of Rest as it is more limited in its use sort-of but then again it is more versatile as well and can be used in combat.
The reason it is not static healing is because it depends on how Inspired a target feels.
In some ways its not as good as Song of Rest as it is more limited in its use sort-of but then again it is more versatile as well and can be used in combat.
The reason it is not static healing is because it depends on how Inspired a target feels.
Apr 12, 2021 4:24 am
I'm not the best judge of what's OP in DnD, but clerics can swap spells after a long rest? Originally, I only had 1 level of cleric with (x) bard. Would that have allowed the same?
Maybe something like after (x) long rests, it's possible? e.g every 7 long rests plus on level-up?
Either way, I'm happy with the Skald class. Thanks for taking the time to make it!
Maybe something like after (x) long rests, it's possible? e.g every 7 long rests plus on level-up?
Either way, I'm happy with the Skald class. Thanks for taking the time to make it!
Apr 12, 2021 4:45 am
You have to keep in mind that in this game a Short Rest is 4 hours and a Long Rest is 24 hours
So yeah with 1 level of Cleric you could have done that but only with the Cleric Spells and while I have Hybridized the Bard with Cleric I leaned heavily upon the Bard Class as you can see. So the character is a bit more a Bard then they are a Cleric but still definitely Clerical in nature which Bards are but even to a lesser degree.
Still the concept of spending 7 consecutive days to swap out a spell might not be bad. Requiring significant time spent in a temple library for a single spell seems a fair middle ground. That much downtime is not all that common but it still allows it in a pinch kind of thing. I will think a bit more on this and let you know my final thoughts on it.
So yeah with 1 level of Cleric you could have done that but only with the Cleric Spells and while I have Hybridized the Bard with Cleric I leaned heavily upon the Bard Class as you can see. So the character is a bit more a Bard then they are a Cleric but still definitely Clerical in nature which Bards are but even to a lesser degree.
Still the concept of spending 7 consecutive days to swap out a spell might not be bad. Requiring significant time spent in a temple library for a single spell seems a fair middle ground. That much downtime is not all that common but it still allows it in a pinch kind of thing. I will think a bit more on this and let you know my final thoughts on it.
Apr 12, 2021 4:56 am
Okay Starting Equipment has been added
Please do look at the New Weapon Lists as the Simple Weapons have changed slightly
Please do look at the New Weapon Lists as the Simple Weapons have changed slightly
Apr 12, 2021 5:20 am
Trying to figure out what AC the skald will have. Did I get this right?
[ +- ] AC
medium armour e.g Cuir-Bouilli
14 ac + max 2 dex
so +2 dex is from 14 dex
if 14 dex = 16 ac
with +2 round shield = 18 ac
14 ac + max 2 dex
so +2 dex is from 14 dex
if 14 dex = 16 ac
with +2 round shield = 18 ac
Apr 12, 2021 5:29 am
No the Skald starts with Leather Armor which means Heavy Cloth or Heavy Hide --or-- are you saying you are buying Cuir-Bouilli ??
But yes Max Dex Mod limits the Dex Mod to a +2 in case you have a modifier that is higher so you have it correct AC 14 + Dex(+2) if you have a 14 or higher Dexterity thus AC 16 and then the Round Shield adds a +2 but only against up to 2 melee opponents raising the AC 18
But yes Max Dex Mod limits the Dex Mod to a +2 in case you have a modifier that is higher so you have it correct AC 14 + Dex(+2) if you have a 14 or higher Dexterity thus AC 16 and then the Round Shield adds a +2 but only against up to 2 melee opponents raising the AC 18
Apr 12, 2021 5:35 am
I'll be buying it since we start at level 3 and that unlocks access to medium armour (Valor). That'll come out of the 750gp.
So, the shield. If I have 2 melee opponents on me - it's AC 18 but if I have 3+, the AC drops down to 16?
So, the shield. If I have 2 melee opponents on me - it's AC 18 but if I have 3+, the AC drops down to 16?
Apr 12, 2021 5:44 am
Ok. I have this so far - rolling for HP.Ok, the +3 from the CON modifier isn't showing despite inputting it as '1d4+4+3' so I'm just going to add it manually. Probably should have simplified it as 1d4+7, d'oh.
[ +- ] STATS
Race: Half-Elf
Class: Skald
10 STR, 14 DEX, 16 CON, 11 INT, 18 WIS, 18 CHA
Hit Die: 1d8
Hit Points: 31
Class: Skald
10 STR, 14 DEX, 16 CON, 11 INT, 18 WIS, 18 CHA
Hit Die: 1d8
Hit Points: 31
Last edited April 12, 2021 6:26 am
Rolls
HP - (1d4+4)
(4) + 4 = 8
HP - (1d4+4)
(2) + 4 = 6
Apr 12, 2021 6:14 am
Ah see why you asked about the Chant of Healing -- left a key piece out of it -- I have added it in sorry
and I add that up to be 8 + 8 + 6 + (Con Mod +3 x3) = 33 HP
and I add that up to be 8 + 8 + 6 + (Con Mod +3 x3) = 33 HP
Apr 12, 2021 6:25 am
Oh, I forgot to add the con mod to the first level. I'm not getting where it's 33 HP, though?
1: 8+3 = 11
2: 8+3 = 11
3: 6+3 = 9
Total: 31
What am I missing?
1: 8+3 = 11
2: 8+3 = 11
3: 6+3 = 9
Total: 31
What am I missing?
Apr 12, 2021 6:35 am
Regarding Half-Elf, is the option to swap Skill Versatility for Drow Magic open?
Apr 12, 2021 6:59 am
The flashy performance of faerie fire and dancing lights might be fun. A half-drow struggling against the stigma of his race's evil nature, shunning the needlessly cruel actions of the drows culture and choosing instead to trust in the natural goodness of people even if it makes him vulnerable.
A simple concept there, but just being a half-elf is good with me. Just want to see what my options are.
A simple concept there, but just being a half-elf is good with me. Just want to see what my options are.
Apr 12, 2021 7:13 am
Going to say no to Drow Magic -- but you can still be Half-Dark Elf and could swap Skill Versatility for Drow Cantrip
Drow Cantrip
The character knows one Cantrip of their choice from the Sorcerer spell list. Charisma is their spell casting ability for this Cantrip
Drow Cantrip
The character knows one Cantrip of their choice from the Sorcerer spell list. Charisma is their spell casting ability for this Cantrip
Apr 12, 2021 7:29 am
That's fair. If I went Half-Dark Elf then I'm getting the Prestidigitation cantrip. I think that's more fun than skill proficiencies.
Being a racial trait, that would be in addition to the Skald's cantrips? Also, cantrips can be cast as many times as I want unlike spells using spell slots?
Being a racial trait, that would be in addition to the Skald's cantrips? Also, cantrips can be cast as many times as I want unlike spells using spell slots?
Apr 12, 2021 7:41 am
To expand on Dark Elves in your setting, is it similar to what's described here?
Apr 12, 2021 10:36 am
For cantrips and spells, does this seem reasonable?
Cantrips: Vicious Mockery, Thaumaturgy, Prestidigitation
1st-Level (Known: 7)(Slots: 4): [Command], Cure Wounds, Comprehend Languages, [Bless], [Healing Word], [Heroism], Protection from Evil/Good
2nd-Level (Known: 7)(Slots: 2): Aid, Augury, Enhance Ability, Enthrall, Lesser Restoration, [Prayer of Healing], [Spiritual Weapon]
P.S anyone else reading this - feel free to chime in!
Cantrips: Vicious Mockery, Thaumaturgy, Prestidigitation
1st-Level (Known: 7)(Slots: 4): [Command], Cure Wounds, Comprehend Languages, [Bless], [Healing Word], [Heroism], Protection from Evil/Good
2nd-Level (Known: 7)(Slots: 2): Aid, Augury, Enhance Ability, Enthrall, Lesser Restoration, [Prayer of Healing], [Spiritual Weapon]
P.S anyone else reading this - feel free to chime in!
Last edited April 12, 2021 10:38 am
Apr 12, 2021 6:05 pm
Here is a much better resource : Drow of the Underdark
Now your character being Half-Duaral ("hunters of the Crescent") would not know much about this. Further as a Half-Duaral the character is more than despised by the Duaral, they are actively sought out, hunted and killed if their existence is learned about in anyway. Note this applies to the majority of the Duaral not the minority nor mostly by your father/mother Duaral something you should decide by the way. If going this route.
Now Drow is actually a derogatory term, as loosely translated it means "traitors of the people". It is the name the Light Elves gave to their brethren and while this information is not commonly heard it is locatable. Granted the original term Drow came from the Scottish word used to refer to a wide variety of evil sprites. It has since been altered within DnD over the years and even more so within the Forgotten Realms. Now I adhere to the specific mythos that has the Light Elves giving the name of Drow (traitors of the people) to their brethren and Lolth, a Seldarine (another name for an Arche Fae), altered the color of the skin of her followers to help them hide from their cousins and to mark them as hers.
So the Seldarine are not deities they are Arche Fae which puts them almost on par with a rather weak deity and this is why some of them are worshiped as such. Further within the Arche Fae you have the Seelie Court (Light Fae) and the Unseelie Court (Dark Fae) and the rules that govern these entities is almost always in flux and very hard to comprehend unless you are one. Not the deities when presenting themselves to the Elves do take on an Avatar of one of these Seldarine but the actual Seldarine is not the deity. Yeah a bit confusing but the Elves do tend to be whimsical in nature even though High Elves have been evolving into a more logically based culture. So if you want a more contemporary concept of them think Vulcan and Romulan.
So I hope that helps you some on that venue.
Now your character being Half-Duaral ("hunters of the Crescent") would not know much about this. Further as a Half-Duaral the character is more than despised by the Duaral, they are actively sought out, hunted and killed if their existence is learned about in anyway. Note this applies to the majority of the Duaral not the minority nor mostly by your father/mother Duaral something you should decide by the way. If going this route.
Now Drow is actually a derogatory term, as loosely translated it means "traitors of the people". It is the name the Light Elves gave to their brethren and while this information is not commonly heard it is locatable. Granted the original term Drow came from the Scottish word used to refer to a wide variety of evil sprites. It has since been altered within DnD over the years and even more so within the Forgotten Realms. Now I adhere to the specific mythos that has the Light Elves giving the name of Drow (traitors of the people) to their brethren and Lolth, a Seldarine (another name for an Arche Fae), altered the color of the skin of her followers to help them hide from their cousins and to mark them as hers.
So the Seldarine are not deities they are Arche Fae which puts them almost on par with a rather weak deity and this is why some of them are worshiped as such. Further within the Arche Fae you have the Seelie Court (Light Fae) and the Unseelie Court (Dark Fae) and the rules that govern these entities is almost always in flux and very hard to comprehend unless you are one. Not the deities when presenting themselves to the Elves do take on an Avatar of one of these Seldarine but the actual Seldarine is not the deity. Yeah a bit confusing but the Elves do tend to be whimsical in nature even though High Elves have been evolving into a more logically based culture. So if you want a more contemporary concept of them think Vulcan and Romulan.
So I hope that helps you some on that venue.
Apr 12, 2021 6:36 pm
Oh and sorry you will have a handful of spells that you know that are part of your class but I had not gotten to that yet try to get it down fairly soon.
Apr 12, 2021 6:55 pm
Domain Spells
The character gains certain spells automatically upon obtaining the level necessary to cast them. These spells once gained are always considered known and do not count against the number of spells that they can know.
Domain Spells
.... 1st-Level : Comprehend Languages, Cure Wounds
.... 2nd-Level : Lesser Restoration, Spiritual Weapon
.... 3rd-Level : Revivify, Tongues
.... 4th-Level : Death Ward, Secret Chest
.... 5th-Level : Mass Cure Wounds, Scrying
The character gains certain spells automatically upon obtaining the level necessary to cast them. These spells once gained are always considered known and do not count against the number of spells that they can know.
Domain Spells
.... 1st-Level : Comprehend Languages, Cure Wounds
.... 2nd-Level : Lesser Restoration, Spiritual Weapon
.... 3rd-Level : Revivify, Tongues
.... 4th-Level : Death Ward, Secret Chest
.... 5th-Level : Mass Cure Wounds, Scrying
Apr 12, 2021 7:04 pm
That's a nice resource, thanks!
So, quick notes on being Half-DuaralPossible portraits - One, two and three
EDIT: I like this one the most - Four
So, quick notes on being Half-Duaral
[ +- ] notes
Half-Duaral
- white hair, kept dyed to hides his nature
- presents himself as human
- not raised in the Underdark
- only knows whatever propaganda is sprouted regarding the Duaral
- knows about the evil nature of the Duaral, that they're hunted and killed
- struggles to reconcile the capacity to do good while being despised for having Duaral blood which leads to an innate conflict about the morality of good/evil
- strongly chooses to pursue goodness in direct conflict to his Duaral heritage even if that leaves him vulnerable (a flaw, maybe?)
- deception as a custom background skill because of this. still working on the other. possibly one of 'Athletics, Perception, Intimidation or Arcana'
- white hair, kept dyed to hides his nature
- presents himself as human
- not raised in the Underdark
- only knows whatever propaganda is sprouted regarding the Duaral
- knows about the evil nature of the Duaral, that they're hunted and killed
- struggles to reconcile the capacity to do good while being despised for having Duaral blood which leads to an innate conflict about the morality of good/evil
- strongly chooses to pursue goodness in direct conflict to his Duaral heritage even if that leaves him vulnerable (a flaw, maybe?)
- deception as a custom background skill because of this. still working on the other. possibly one of 'Athletics, Perception, Intimidation or Arcana'
EDIT: I like this one the most - Four
Last edited April 12, 2021 7:57 pm
Apr 12, 2021 9:06 pm
Okay looking at the picks I would say 1 or 2 -- keep in mind that fFolk can pass for human if they keep their ears covered (aka spock like ears versus Elven ears) further fFolk can and sometimes due grow beards as it makes them seem even more human since Elves do not have facial hair. Also because the character is half-Duaral the are going to have a blacker complexion which is different than having a browner complexion as Duaral have skin akin to obsidian.
If your Draural parent taught it to you then yes again though is your Draural parent your mom or your dad? Due to their society the dad would be more common but either is possible. Also you have various human sub-race you could belong to for the human side so it be nice to know what that is as well.
Beside the Domain Spells which do not count against your total Known you can only Know 6 spells collectively at 3rd-level. So you started with 4 Spells at first all 1st-level, then gained an additional 1 at 2nd level also 1st-level, then upon attaining 3rd-level you gain an additional spell which could be 2nd-level and combine that (currently) with the ability to swap out a single spell upon changing levels that means at most you can have 2 2nd-level spells the other 4 spells would be 1st-level
If your Draural parent taught it to you then yes again though is your Draural parent your mom or your dad? Due to their society the dad would be more common but either is possible. Also you have various human sub-race you could belong to for the human side so it be nice to know what that is as well.
Beside the Domain Spells which do not count against your total Known you can only Know 6 spells collectively at 3rd-level. So you started with 4 Spells at first all 1st-level, then gained an additional 1 at 2nd level also 1st-level, then upon attaining 3rd-level you gain an additional spell which could be 2nd-level and combine that (currently) with the ability to swap out a single spell upon changing levels that means at most you can have 2 2nd-level spells the other 4 spells would be 1st-level
Apr 12, 2021 9:49 pm
I think I'll go with something like - Duaral father and Human mother. Both still alive in an illegitimate and secretive relationship, but love each other which leads to a possibility of exposure which could cause problems down the line. So, that would explain how he learned Undercommon.
Also, these are the human subraces? Link
Skin colour might be an issue. I honestly don't know how that won't give him away as being Draural/Duaral? (still not sure which is the definitive name of the race) From that, possibly Turami or Calishite.
EDIT: Disguise kit might solve that?
Good thinking on the beard. I'll add that too.
As for spells, I see where I went wrong. I made the mistake of assuming it was for each level instead of collectively. Please see the revised list. Hopefully, it's ok.Let me know if the Duaral thing is a bit too much of a headache. I don't mind reverting back to fFolk.
Also, these are the human subraces? Link
Skin colour might be an issue. I honestly don't know how that won't give him away as being Draural/Duaral? (still not sure which is the definitive name of the race) From that, possibly Turami or Calishite.
EDIT: Disguise kit might solve that?
Good thinking on the beard. I'll add that too.
As for spells, I see where I went wrong. I made the mistake of assuming it was for each level instead of collectively. Please see the revised list. Hopefully, it's ok.
[ +- ] Spells
Cantrips: Vicious Mockery, Thaumaturgy, Minor Illusion
1st-Level (Slots: 4): Guiding Bolt, Bless, Healing Word, Heroism
2nd-Level (Slots: 2): Prayer of Healing, Enhance Ability
Domain Spells
.... 1st-Level : Comprehend Languages, Cure Wounds
.... 2nd-Level : Lesser Restoration, Spiritual Weapon
.... 3rd-Level : Revivify, Tongues
.... 4th-Level : Death Ward, Secret Chest
.... 5th-Level : Mass Cure Wounds, Scrying
1st-Level (Slots: 4): Guiding Bolt, Bless, Healing Word, Heroism
2nd-Level (Slots: 2): Prayer of Healing, Enhance Ability
Domain Spells
.... 1st-Level : Comprehend Languages, Cure Wounds
.... 2nd-Level : Lesser Restoration, Spiritual Weapon
.... 3rd-Level : Revivify, Tongues
.... 4th-Level : Death Ward, Secret Chest
.... 5th-Level : Mass Cure Wounds, Scrying
Last edited April 13, 2021 1:41 am
Apr 12, 2021 11:26 pm
Yes those are the human sub-races.
The original name for that race after the shism was Draural prior to that they were just the Quendi. Then when the schism happened within the Seldarine that is when the various sub-races of Elves came into being. Basically each sub-race of the Quendi became touched by their chosen Seldarine and that is when they became High Elf, Wood Elf, Dark Elf, etc... Now technically each of these has a name for their sub-race but most just use the colloquial terms these days. For to the never changing Elves, traditionally they are still just Elves and their differences have more to do with philosophical concerns than actual racial differences.
Now there is a lot more to this story than what is here but getting to the truth of the matter is perhaps beyond mortal capabilities.
As for your mother if she were Calishite or Rashemi or Turami it would be less noticed although he would still be much darker than than the more common of these two sub-races.
By the way this greatly changes what picture you should use.
The original name for that race after the shism was Draural prior to that they were just the Quendi. Then when the schism happened within the Seldarine that is when the various sub-races of Elves came into being. Basically each sub-race of the Quendi became touched by their chosen Seldarine and that is when they became High Elf, Wood Elf, Dark Elf, etc... Now technically each of these has a name for their sub-race but most just use the colloquial terms these days. For to the never changing Elves, traditionally they are still just Elves and their differences have more to do with philosophical concerns than actual racial differences.
Now there is a lot more to this story than what is here but getting to the truth of the matter is perhaps beyond mortal capabilities.
As for your mother if she were Calishite or Rashemi or Turami it would be less noticed although he would still be much darker than than the more common of these two sub-races.
[ +- ] Perhaps this Visual will Help some

Apr 13, 2021 12:45 am
I've got Bless slotted in. Can't wait to support the party with it.
I hope you take the offer of a custom class - I'm interested to see what DeJoker cooks up for you!
I hope you take the offer of a custom class - I'm interested to see what DeJoker cooks up for you!
Apr 13, 2021 1:33 am
Figuring out the skills I want to use - came up with a potential background. Advice wanted, please.
[ +- ] Skills + Custom Background
Class Skill Proficiency: Performance, History, Insight
Background: Athletics, Persuasion
Background: Motivator
Skill Proficiencies: Athletics, Persuasion
Tool Proficiencies: Cook's utensils
Language: One of your choice
Equipment: ?
Feature: Well-being Relations
You often inspire others to lead a better life through the transformation of physical fitness and healthy eating. As a motivator, you can make social connections with like-minded individuals from the lowly commoner to an eccentric noble. They are more positively inclined to listen to any requests you make of them as long as they believe you care for their well-being.
Background: Athletics, Persuasion
Background: Motivator
Skill Proficiencies: Athletics, Persuasion
Tool Proficiencies: Cook's utensils
Language: One of your choice
Equipment: ?
Feature: Well-being Relations
You often inspire others to lead a better life through the transformation of physical fitness and healthy eating. As a motivator, you can make social connections with like-minded individuals from the lowly commoner to an eccentric noble. They are more positively inclined to listen to any requests you make of them as long as they believe you care for their well-being.
Apr 13, 2021 1:37 am
For 1st Level spells you might be better served with either Create/Destroy Water and/or Guiding Bolt instead of Command. As the first is going to prove very useful sooner or later and the second one does Radiant damage and adds a Buff which is a nice combo. Further since you do not have Turn Undead doing Radiant damage (does double damage to most undead) can be very handy. I mean the Marsh of Chelimber is locally called Dead Marsh as its known to be full of undead. That being said if it were me I would probably drop Command and Heroism for these two as you have Bless and Healing Word.
As for Bless and Heroism I am definitely going to tweak these two spells and at least make them just durational no concentration needed. And I am going to overhaul Aid -- ghads a 2nd-Level spell and what does it do oooooo gives someone +5 Temp HP and last 8 hours huh? -- why did they nerf this spell so heavily and then give it an 8 hour duration. Heck the 5 Temp HP will not even cover the damage of most hits at this level. I mean at least Bless and Heroism are respectable for first level but Aid who'd ever take it. This is part of the reason I have tweaked other things, "No one will take it, except for aesthetic reason, as it is simply not viable compared to its alternates."
As for your 2nd Level Spell Choices those seem reasonable although let me work on Aid and make it a respectable 2nd-Level spell and make a decision on that then.
As for Bless and Heroism I am definitely going to tweak these two spells and at least make them just durational no concentration needed. And I am going to overhaul Aid -- ghads a 2nd-Level spell and what does it do oooooo gives someone +5 Temp HP and last 8 hours huh? -- why did they nerf this spell so heavily and then give it an 8 hour duration. Heck the 5 Temp HP will not even cover the damage of most hits at this level. I mean at least Bless and Heroism are respectable for first level but Aid who'd ever take it. This is part of the reason I have tweaked other things, "No one will take it, except for aesthetic reason, as it is simply not viable compared to its alternates."
As for your 2nd Level Spell Choices those seem reasonable although let me work on Aid and make it a respectable 2nd-Level spell and make a decision on that then.
Apr 13, 2021 1:40 am
Guiding Bolt does sound good under those circumstances! Perhaps dismissing Create/Destroy Water is a bit hasty as I can see how it might be useful in terms of survival but is it worth a spell slot?
I'll give it some thought and wait to see what you do with Heroism and Aid.
I'll give it some thought and wait to see what you do with Heroism and Aid.
Apr 13, 2021 2:13 am
Well all I am going to do I think with those two is just make them durational as that covers the major weakness that I see in them and thus renders them as two respectable 1st-Level buff spells. The biggest limitation is going to be mostly how many spells you can cast.
Apr 13, 2021 2:32 am
If that's the case, I might just keep Heroism unless any of my fellow players are willing to persuade me otherwise.
By the way, did you check out the custom background I posted? First time making one so not sure if it even fits.
By the way, did you check out the custom background I posted? First time making one so not sure if it even fits.
Apr 13, 2021 3:11 am
Tempted to switch gender based on this image alone.
Or this for a male character.
Another one.
[ +- ] One

[ +- ] Two

[ +- ] Three

Last edited April 13, 2021 5:40 am
Apr 13, 2021 1:59 pm
Are you thinking of being more melee/support focused? or ranged support focused?
Apr 13, 2021 2:23 pm
Well the first one and the third one I see working fine -- the second one would need and extremely difficult ear adjustment
Apr 13, 2021 6:33 pm
Dirteshot says:
Are you thinking of being more melee/support focused? or ranged support focused?If it helps, here's a quick list of the basic character concept.
[ +- ] Concept
heroic skald
favours good actions
likes to uplift people, raise their spirits and encourage them
their voice and singing is the source of their powers
they fight with rapier and shield
half-Draural that conceals their heritage
wants to know if Draurals are truly evil as others claim - only exposure is their father
has particular interest in discovering the Underdark or any traces of it
half-Turami proud of their culture
presents himself as human
favours good actions
likes to uplift people, raise their spirits and encourage them
their voice and singing is the source of their powers
they fight with rapier and shield
half-Draural that conceals their heritage
wants to know if Draurals are truly evil as others claim - only exposure is their father
has particular interest in discovering the Underdark or any traces of it
half-Turami proud of their culture
presents himself as human
Apr 13, 2021 10:58 pm
Need a little clarification on spells known and spell slots.
With skald's domain spells, am I able to cast them using a spell slot without preparing?
With skald's domain spells, am I able to cast them using a spell slot without preparing?
Apr 13, 2021 11:54 pm
Skald's Domain Spells are Always Known but do not Count against the number Spells they can Know. Thus they are simply extra spells that they Know.
All Known Spells are prepared spells, the character is not a Wizard or a regular Cleric in that regards. Just keep in mind they are predominantly a Bard with a sprinkling of Cleric if that helps any.
Other than that the Domain Spells require a Spell Slot just like any other spell they Know in order to cast it
Clear as mud?
All Known Spells are prepared spells, the character is not a Wizard or a regular Cleric in that regards. Just keep in mind they are predominantly a Bard with a sprinkling of Cleric if that helps any.
Other than that the Domain Spells require a Spell Slot just like any other spell they Know in order to cast it
Clear as mud?
Apr 14, 2021 2:57 am
Any issues with buying those items?So far, I have those equipment and items.
Max Carry Capacity: 150lbs
Current Carry Capacity: 97lbs
EQUIPMENT
Cuir-Bouilli
Rapier
Round Shield
Throwing Knives ? weight and amount < help on this would be great
Dagger
Holy Symbol: The sigil of Ilmater displayed on a round shield
Gemshorn
Herbalism Kit
Cook's utensils
Backpack
Bedroll
Mess kit
Tinderbox
10 torches
10 days of rations
Waterskin
50 feet of hempen rope
GOLD - 664gp
Sold: Leather Armor = +10gp
Buy: Cuir-Bouilli = -75gp
Buy: Rapier = -15gp
Buy: Round Shield = -5gp
Buy: Cook's utensils = -1gp
[ +- ] Equipment
Two-Person Tent 2 gp, 20 lb.
Rain Catcher 1 gp, 5 lb.
Disguise Kit 25 gp, 3 lb.
Traveler's Clothes 2 gp, 4 lb.
Drum 6 gp, 3 lb.
Hooded Lantern 5 gp, 2 lb.
Ball Bearings (bag of 1,000) 1 gp, 2 lb.
Holy Water (flask) 25 gp, 1 lb.
Steel Mirror 5gp, ½ lb
Rain Catcher 1 gp, 5 lb.
Disguise Kit 25 gp, 3 lb.
Traveler's Clothes 2 gp, 4 lb.
Drum 6 gp, 3 lb.
Hooded Lantern 5 gp, 2 lb.
Ball Bearings (bag of 1,000) 1 gp, 2 lb.
Holy Water (flask) 25 gp, 1 lb.
Steel Mirror 5gp, ½ lb
[ +- ] Equipment and items
Max Carry Capacity: 150lbs
Current Carry Capacity: 97lbs
EQUIPMENT
Cuir-Bouilli
Rapier
Round Shield
Throwing Knives ? weight and amount < help on this would be great
Dagger
Holy Symbol: The sigil of Ilmater displayed on a round shield
Gemshorn
Herbalism Kit
Cook's utensils
Backpack
Bedroll
Mess kit
Tinderbox
10 torches
10 days of rations
Waterskin
50 feet of hempen rope
GOLD - 664gp
Sold: Leather Armor = +10gp
Buy: Cuir-Bouilli = -75gp
Buy: Rapier = -15gp
Buy: Round Shield = -5gp
Buy: Cook's utensils = -1gp
Last edited April 14, 2021 3:48 am
Apr 14, 2021 3:08 am
No but ....
Do you understand how the Component Pouch was changed?
Throwing Knives ---> Simple Weapon : Small Thrown
What is this? >> Gemshorn
Also you do not possess an Explorer's Pack you possess all the things that make up that Pack and they need to listed separately
You do know that the Rapier is predominately a Piercing weapon? To use it Slashing I think it is at least -1 To Hit would have to look that up to know for sure all the penalties but they are all minor
Do you understand how the Component Pouch was changed?
Throwing Knives ---> Simple Weapon : Small Thrown
What is this? >> Gemshorn
Also you do not possess an Explorer's Pack you possess all the things that make up that Pack and they need to listed separately
You do know that the Rapier is predominately a Piercing weapon? To use it Slashing I think it is at least -1 To Hit would have to look that up to know for sure all the penalties but they are all minor
Apr 14, 2021 3:22 am
Throwing knives: I'm not sure how much it weighs or what ammunitions it uses. Is it the same as a dagger?
Explorer's pack is accounted into the current weight but I'll unpack it just for you!
Gemshorn is just a flavouring of the horn. Link
Will the rapier be an issue in the campaign? The other options I could choose were the short-sword and a scimitar. But that's good to know, I'll note that info down.
Component pouch I'm sure was mentioned somewhere but I'm unable to find the relevant information. On the hunt for it.
Ok. Found it.Edit: Actually once I'm done, I'll have to go over the weight and cost of everything e.t.c I'm sure I've made mistakes somewhere.
Explorer's pack is accounted into the current weight but I'll unpack it just for you!
Gemshorn is just a flavouring of the horn. Link
Will the rapier be an issue in the campaign? The other options I could choose were the short-sword and a scimitar. But that's good to know, I'll note that info down.
Component pouch I'm sure was mentioned somewhere but I'm unable to find the relevant information. On the hunt for it.
Ok. Found it.
[ +- ] Component Pouch
Component Pouch:
Cost: 5gp
Weight: 2 lbs
A component pouch is a small, watertight leather belt purse that has compartments to hold all the material components and other special items you need to cast your spells that have a specific cost (as indicated in a spell's description) that are not overly large (GM's discretion).
Cost: 5gp
Weight: 2 lbs
A component pouch is a small, watertight leather belt purse that has compartments to hold all the material components and other special items you need to cast your spells that have a specific cost (as indicated in a spell's description) that are not overly large (GM's discretion).
Last edited April 14, 2021 3:41 am
Apr 14, 2021 3:30 am
No Throwing Knives, Darts, etc... are all covered under the Simple Weapons : Small Thrown That is what I meant by that notation.
Oh an okay then on the Gemshorn (musical instrument)
Rapier is nice as it does both Piercing and Slashing damage it is predominately a Piercing weapon and while you can use it to Slash with you have to state that and it does not work quite as well when used that way. The Scimitar is basically the same thing as a Rapier it is just designed to do Slashing damage. I only mentioned it because I am not sure if I outlined what happens when you use the secondary nature of a weapon is all.
The Component Pouch is Located within the following section
4) Magic Expanded & Altered
..... E) Crafting Magic Items
Oh an okay then on the Gemshorn (musical instrument)
Rapier is nice as it does both Piercing and Slashing damage it is predominately a Piercing weapon and while you can use it to Slash with you have to state that and it does not work quite as well when used that way. The Scimitar is basically the same thing as a Rapier it is just designed to do Slashing damage. I only mentioned it because I am not sure if I outlined what happens when you use the secondary nature of a weapon is all.
The Component Pouch is Located within the following section
4) Magic Expanded & Altered
..... E) Crafting Magic Items
Apr 14, 2021 3:34 am
Re: component pouch - are you saying that I don't need it? I'm aware you can use a spellcasting focus instead of an indicated material. I double-checked my spells and I don't have anything that requires a specific cost so I might just remove it then.
Apr 14, 2021 3:45 am
Yeah the Spell Component Pouch got repurposed since it makes a whole lot more sense to use a Spell Focus as they weigh less and cost less too I think.
Apr 14, 2021 3:48 am
Cool. It's gone. And since you're here - this is ok for spellcasting?
Holy Symbol: The sigil of Ilmater displayed on a round shield.
Holy Symbol: The sigil of Ilmater displayed on a round shield.
Apr 14, 2021 6:37 am
Equipment check.
Max Carry Capacity: 150lb
Current Carry Capacity: 146lb
GP: 10
Armour:
- Cuir-Bouilli (14 AC, +2 Dex, No DisAD, Wgt 21 lb, Cost 75gp)
- Round Shield (+2 AC, OPP 2, Dmg 1d6, Wgt 5 lb, Cost 5gp)
Weapons:
- Rapier (Dmg 1d8, Type P/S, Wgt 2 lb, Cost 15gp)
- Dagger (Dmg 1d4, Type S, Wgt 1 lb, Cost 2gp )
- 8 Throwing Knives (Dmg 1d4, Type P, Wgt 0.25 lb, Total Wgt 1 lb, Cost 1sp)
Clothing:
- Traveler's Clothes (Wgt 4 lb, 2gp)
Musical Instruments:
- Gemshorn (Horn, Wgt 2 lb, Cost 3gp)
- Drum (Wgt 3 lb, Cost 6gp)
Tool Kits:
- Herbalism Kit (Wgt 3 lb, Cost 5gp)
- Cook's utensils (Wgt 8 lb, Cost 1gp)
- Fishing Tackle (Wgt 4 lb, Cost 1gp)
- Disguise Kit (Wgt 3 lb, Cost 25gp)
Equipment and Items:
- Backpack (Wgt 5 lb, Cost 2gp)
- Bedroll (Wgt 7 lb, Cost 1gp)
- Mess kit (Wgt 1 lb, Cost 2sp)
- Tinderbox (Wgt 1 lb, Cost 5sp)
- 10 torches (Wgt 1 lb, Total Wgt 10 lb, Cost 1cp)
- 10 days of rations (Wgt 2 lb, Total Wgt 20 lb, Cost 5sp)
- Waterskin (Wgt 5 lb full, Cost 2sp)
- 50 feet of hempen rope (Wgt 10 lb, Cost 1gp)
- Rain Catcher (Wgt 5 lb, Cost 1gp)
- Holy Water Flask (Wgt 1 lb, Cost 25gp)
- Bag of 1,000 Ball Bearings (Wgt 2lb, Cost 1gp)
- Hooded Lantern (Wgt 2 lb, Cost 5gp)
- Two-Person Tent (Wgt 20 lb, Cost 2gp)
[ +- ] How am I carrying all of this? Magic
Max Carry Capacity: 150lb
Current Carry Capacity: 146lb
GP: 10
Armour:
- Cuir-Bouilli (14 AC, +2 Dex, No DisAD, Wgt 21 lb, Cost 75gp)
- Round Shield (+2 AC, OPP 2, Dmg 1d6, Wgt 5 lb, Cost 5gp)
Weapons:
- Rapier (Dmg 1d8, Type P/S, Wgt 2 lb, Cost 15gp)
- Dagger (Dmg 1d4, Type S, Wgt 1 lb, Cost 2gp )
- 8 Throwing Knives (Dmg 1d4, Type P, Wgt 0.25 lb, Total Wgt 1 lb, Cost 1sp)
Clothing:
- Traveler's Clothes (Wgt 4 lb, 2gp)
Musical Instruments:
- Gemshorn (Horn, Wgt 2 lb, Cost 3gp)
- Drum (Wgt 3 lb, Cost 6gp)
Tool Kits:
- Herbalism Kit (Wgt 3 lb, Cost 5gp)
- Cook's utensils (Wgt 8 lb, Cost 1gp)
- Fishing Tackle (Wgt 4 lb, Cost 1gp)
- Disguise Kit (Wgt 3 lb, Cost 25gp)
Equipment and Items:
- Backpack (Wgt 5 lb, Cost 2gp)
- Bedroll (Wgt 7 lb, Cost 1gp)
- Mess kit (Wgt 1 lb, Cost 2sp)
- Tinderbox (Wgt 1 lb, Cost 5sp)
- 10 torches (Wgt 1 lb, Total Wgt 10 lb, Cost 1cp)
- 10 days of rations (Wgt 2 lb, Total Wgt 20 lb, Cost 5sp)
- Waterskin (Wgt 5 lb full, Cost 2sp)
- 50 feet of hempen rope (Wgt 10 lb, Cost 1gp)
- Rain Catcher (Wgt 5 lb, Cost 1gp)
- Holy Water Flask (Wgt 1 lb, Cost 25gp)
- Bag of 1,000 Ball Bearings (Wgt 2lb, Cost 1gp)
- Hooded Lantern (Wgt 2 lb, Cost 5gp)
- Two-Person Tent (Wgt 20 lb, Cost 2gp)
Apr 14, 2021 7:28 am
Well some folks have gotten a Mule or a Pack Dog but most understand the the Mule will not be able to everywhere and even the Pack Dog will not be able to go everywhere but most likely more places than the Mule so they figure that they are going to have to leave some of it in town if they cannot carry it all.
This is part of that survival aspect -- how much can you not take and still survive.
This is part of that survival aspect -- how much can you not take and still survive.
Apr 14, 2021 7:40 am
I can get a Mastiff + Small pack to offload some of that weight? How are interactions handled with a creature like that?
Apr 14, 2021 2:00 pm
The Animal Handling skill but they are pre-trained to a degree
And you have to make sure you feed and water it as well
And you have to make sure you feed and water it as well
Apr 14, 2021 9:14 pm
I'm sorely tempted but I don't think it fits my character at this stage. Perhaps one of the other players will purchase a mule and be willing to share.
Anyway, quick update. Done with my character sheet except for personality traits, description and background. Hoping to finish those soon.
For his ideal, I have - Ideal: The world has more than enough suffering; I do what I can to ease it.
Anyway, quick update. Done with my character sheet except for personality traits, description and background. Hoping to finish those soon.
For his ideal, I have - Ideal: The world has more than enough suffering; I do what I can to ease it.
Apr 14, 2021 10:42 pm
Great -- keep in mind -- that the bare minimum is 2 Traits, 1 Ideal, 1 Bond, 1 Flaw --- typically most people of much more than that if one were to fully analyze themselves. So feel free to look through all the all various Traits, Ideals, Bonds, and Flaws for the other backgrounds as some of those, reworded to match your theme, would most likely be excellent additives to better and more clearly define your character. You can also add more as time goes on.
I know that when I complete a character I have at least 3 of each and sometimes more.
I know that when I complete a character I have at least 3 of each and sometimes more.
Apr 17, 2021 4:15 am
Background. If everything's good, I'm going to submit the character sheet and wait for approval.
Queni sent a note to DeJoker,Queni
Last edited April 18, 2021 12:02 am