I have created a character and submitted it but I know he is not fully finished and fleshed out yet.
I have made an elf as I saw that there was no elves currently in the game (I might be wrong about that).
I wanted my character to be an educated elven noble who has a very naïve view of the world, which he only read in books. I put it like this as trade but I can change it as just "noble" or "scholar".
While reading about the lore, I wanted to create a character who naively thinks that all livings can once again live in the world as a single entity as they used to do. But I do not know if my character could be aware of the world history or if only deities kept memories of past events.
I have also a question about traits. I should choose 2 basic traits and 1 magic trait or I can swap a basic trait for a magic trait?
There is 1 other elf, Barley. Check the Tiny Info sheet, find in characters menu at the page footer of grey button also near the bottom. Open the Player and characters spoilers to set who else is on the game at this time.
You start with 2 traits. You can have 2 mountain or 1 mundane and 1 mystic.
Your trade is fine, as many nibbles are educated, and your time that trait anyhow so expanding it to a noble scholar fits nicely. Massive is just a description so had no mechanical affect but did add some flair.
Add a starting weapon. You also start with a minor magic item, see character creation.
Post to the Who's Who thread, see character creation near the end, and tell either in the bio or here why Kaarik is going adventuring and I will create a story or drop you into one in a bit.
Or first artificer. Huzzah!
Ok this is a bit of an experiment but basically it means that you can craft lesser magic items with either limited uses of lesser power or minor power. The end result will be approximately equal to spell touched and or alchemist. Detail later tonight
Ummm what's with the scroll??? Ok I will have to do something with that... Hmmm
Ok this is a bit of an experiment but basically it means that you can craft lesser magic items with either limited uses of lesser power or minor power. The end result will be approximately equal to spell touched and or alchemist. Detail later tonight
Oooo. This means you are now on the hook to create an Artificer prestige trait so he can eventually (not now; eventually) start making more powerful magic items!
Ok, I will fill in trait details this weekend but you should be good to get into a story. I can either slide you into one of 2 ongoing stories that get updated daily or do a short solo intro at your own pace.
Story 1 The Manor had 2 long time veterans, a deserved warrior and human mage with a duende youth
Story 2 Fey Relations has a couple novices, a beastkin monk and human hunter
Always more fun with companions, so if possible I would like to join one of the groups.
It really doesn't matter which, the one that makes it easier to pop a new character in the story and to keep the game balanced.
Edit: Obviously if there is no possibility to add me in one of the groups, the solo introduction is completely fine as well.
If you're up for posting over a day I want to add you to the Fey story. Let me know. In the meantime I will start you here later tonight then quickly move you to your main story
I updated the Trait descriptions on your character sheet.
The basics of Artificer is :Provided the right reagents and recipes, you can craft trinkets and charms. You also gain Advantage when identifying enchanted items.
The basic idea is that you can craft minor magic trinkets, like a glow stone, or magic mask, or noise makers.
You can also create a limited number of charms with greater power but shorter life span.
As this is a bit of a work in progress think about the type effects you might want to be able to craft and let me know.
Crafting minor trinkets , level 0, takes about a minute. At most 5 trinkets at once
Crafting charms with lesser power, level 1, takes at least an hour. Recreating a design is a regular test. But designed have disadvantage.
At most 2 charms
You can use any 2 items at the same time
I will adjust the chart sheet to give a place to track this easily. For now select 3 trinkets and 1 charm to start with.
Yes, the ring was a construct of my tired mind. Now that you mention a whistle I am wondering how far did I stretch to get to something which could have been a million time easier...
Craft trinkets (tier 0) with a max of 5
Enhance each trinkets to a charms (tier 1) with limited uses or duration
This has little effect on your character other than the fact the protective bracelet counts as a trinket that you enhanced
I think this is the way artificer will develope so think about mundane items that a bit of magic will make useful and minor magic that can be upgraded to something when more so
Craft trinkets (tier 0) with a max of 5
Enhance each trinkets to a charms (tier 1) with limited uses or duration Alter trinkets enchantments with a Test
Ex : Glow Stone -> flashlight trinket
I dropped your trinkets back to their basic form. Now anytime your want to modify them just roll a test and the level of change determines how long it will take.
Each trinket can be upgraded for a short time or # charges.
Ex : Glow Stone -> flashlight trinket-> strobe gun or Lazer charm with 3 attacks
Ex Trinket bracelet blocks 1 damage per day if your are Evading. Enhanced bracelet charm blocks 2/day without needing you to Evade
If possible I would like to enhance one of my trinket into a charm in prevision of the following day.
The trinket bracelet to be enhanced into the enhanced bracelet.
If I understand well I should test right? (made one in case)
I rewrote the trait a bit to give it some clarity. I totally separated trinkets and charms but limited the # of charms you can have at once. As a test during a situation where time is not an issue you can craft all 5 trinkets automatically. But if you only craft 2 or 3 at the beginning of the day it allows you to craft others as the need arises. Creating the charm does not require a test.
Revised Artificer trait You are leaned in the art of crafting and using magical implements.
You have Advantage to gain information when studying enchanted items. By spending a minute then rolling a test each time you can imbue up to 5 mundane items with minor magical power for one day. Each day you can spend an hour to enchant a single use charm of lesser power. Charms persist until used but only two can be maintained.# Glow stone (trinket) : Emits dim light for 15 feet
# Wayfinder Pin (trinket) : Indicates wind direction and speed
# Ringing Ring (trinket) : When struck against metal the resulting sound disturbs animals
# Shielding Bracelet (Charm)
When activated the charm negates 1 damage. This can be activated 2 times.Examples of trinkets you can craft with your gear:
- Animated rope : while touching this rope you can control its entire length as if holding that section
- Warming blanket : this bedroll heats and dries an individual wrapped in it
- Refreshing waterskin : water stored in this skin for an hour is cleaned of dirt and mundane disease as if boiled but is fresh and cool as if just drawn from a mountain stream.
- Self lighting torch/lantern : this item will ignite by touch or command.
FYI: It looks like your share of the loot from the gatehouse is this:
Kaarik gets: 30 pp, 72 gp, 5 sp.
We converted all the copper and most of the silver into gold for convenience. (No reason to lug around a hundred pounds of copper everywhere!) We also gave you all of the platinum to make up for the other three of us keeping the armor in the gatehouse. Don't forget to spend it in the Base before we leave if you want to get any supplies. You can also check to see if Valpip's magic shop has anything interesting for you. Since that 30 pp is worth 300 gp, that gives you 372 gp to play with.
Glamor: test to cover you and the area around you with illusion
This allows you to change the appearance of objects in the zone you are in, say a 10' radious that touches the character at some point. After the first test to activate it you only need to use 1 action each round concentrating to keep it active. You cannot make thinkgs invisible and can only halve or double an items size. Only you can see the reality behind the illusion.
Not that veil is fairly static so if you hide the party and they move or act in any way that would draw attention you will have to roll another test to maintain the illusion.