Charcater Creation

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Feb 3, 2022 12:25 pm
Almost done with a goblin cleric of the grave based on this image:
https://i.imgur.com/nrE7IML.png
Feb 3, 2022 12:32 pm
kobold and two goblins in a company of a construct... what a lowly party :)
Feb 3, 2022 1:17 pm
A kobold, a drow, a construct and two goblin walks into an inn.
Innkeep says: Is this some sort of a joke?
Last edited February 3, 2022 1:17 pm
Feb 3, 2022 1:29 pm
runekyndig says:
A kobold, a drow, a construct and two goblin walks into an inn.
Innkeep says: Is this some sort of a joke?
Drow warlock of fire and light sets bar aflame.
"Who's laughing now?"
Feb 3, 2022 2:21 pm
"Sometimes, bad guys make the best good guys. We provide... leverage"
Feb 3, 2022 6:34 pm
I'm hoping to submit tomorrow night.
Feb 3, 2022 6:43 pm
I should be done by then too. I'll at least have my character sheet up here by tonight, I already have it on paper.
Feb 3, 2022 6:44 pm
Verrain says:
Almost done with a goblin cleric of the grave based on this image:
https://i.imgur.com/nrE7IML.png
I need to get that card for my Red-Black commander deck lol
Feb 4, 2022 3:44 am
KirinOfDarkness says:
I should be done by then too. I'll at least have my character sheet up here by tonight, I already have it on paper.
Yeah, character sheet's submitted and partially filled now.
Feb 4, 2022 6:55 am
I have to work on my spell-list and see if I need to change anything here, including calculating if I need to buy some of those spells

Other than that I think Judea is ready and submittet
[ +- ] Uncommon item
Feb 4, 2022 7:12 am
I've got obvious druid choice
[ +- ] Moon Sickle
May I spend my money to buy studded leather plus 200 gp worth Summon beast spell material component:
* - (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)

Plus diamonds for one cast of revivify (300gp)

I would also buy Dice Set, Herbalism Kit, Thieves' Tools
That should all together be less than 750 gp
Feb 4, 2022 8:00 am
If you have the funds to purchase them, I don't see why your character wouldn't.
Feb 4, 2022 8:17 am
Common magic items, can they be purchased?
Quote:
Hat of Wizardry
Wondrous item, common (requires attunement by a wizard)
Minor tier

This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
Source: XGE, page 137
or
Quote:
Moon-Touched Sword
Generic variant, common
Minor tier


In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Feb 4, 2022 9:48 am
I'll allow it.
Feb 4, 2022 9:59 am
AbbyssalChimera says:
I'll allow it.
I can google that Magic items are usually priced by rarity, with common items in the price range of 50-100 gold pieces.

I'll just roll myself a price for each?
OOC:
That is a full priced hat... It might not be for her then
Last edited February 4, 2022 10:00 am

Rolls

Moon-Touched Sword - (1d49+50)

(33) + 50 = 83

Hat of Wizardry - (1d50+50)

(49) + 50 = 99

Feb 4, 2022 12:56 pm
OK, I'm done with my character. And since DM allows purchasing common items I will also get
[ +- ] Masquerade Tattoo
Not mechanically useful, but very much reflect my PC idea.

So I've spent my 750: 500 on spell components, 45 - studded leather and something like 100 for tatoo. Still have some 100 gp to live from.
Feb 4, 2022 1:02 pm
Its a wonderfull Tattoo. I take it often when I have the chance. But my warforged emissary is not getting tattooed
Feb 4, 2022 1:50 pm
Oooh! I like that tattoo! I'll see if I can afford it as I continue building.
Feb 4, 2022 1:58 pm
We also have to divvy up the magic items given as the reward. I'd like the Periapt of Wound Closure. Grave cleric can easily stabilize everyone else. A little trickier for you to stabilize me.
Feb 4, 2022 2:14 pm
Verrain says:
We also have to divvy up the magic items given as the reward. I'd like the Periapt of Wound Closure. Grave cleric can easily stabilize everyone else. A little trickier for you to stabilize me.
Agreed. I'v listed them here
The belt of dwarvenkind could be usefull on my wizard. Everyone can use a bag of holding


Items

Alchemy Jug
Notes
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Liquid Max Amount
Acid8 ounces
Basic poison½ ounce
Beer4 gallons
Honey1 gallon
Mayonnaise2 gallons
Oil1 quart
Vinegar2 gallons
Water, fresh8 gallons
Water, salt12 gallons
Wine1 gallon

Amulet of the Drunkard
Notes
Wondrous item, uncommon
This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn.
Bag of Holding
Notes
Wondrous item, uncommon
15 lb.

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Periapt of Wound Closure (Verrain)
Notes
Wondrous item, uncommon (requires attunement)
1 lb.
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

+2 shield
Notes
Belt of Dwarvenkind (runekyndig)
Notes
Wondrous item, rare (requires attunement)
Major tier

While wearing this belt, you gain the following benefits:

Your Constitution score increases by 2, to a maximum of 20.
You have advantage on Charisma (Persuasion) checks made to interact with dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.

If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

You have advantage on saving throws against poison, and you have resistance against poison damage.
You have darkvision out to a range of 60 feet.
You can speak, read, and write Dwarvish.
Last edited February 4, 2022 2:18 pm
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