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Daggerford is a small but important Sword Coast town where fledgling adventurers can make names for themselves. There’s so much territory around Daggerford to explore, and the town is within reasonable traveling distance of three very important cities: Neverwinter and Waterdeep to the north, and Baldur’s Gate to the south. You are just one such fledgling adventurer. Perhaps you live in Daggerford, perhaps you came to the town to start your own adventure, or perhaps you are simply here for the midsummer festival and the annual games. pre:Every year around midsummer, the population of Daggerford swells as people come from up and down the Sword Coast to partake in the town’s annual festival of games. While merchants hawk their wares along crowded boulevards, crowds gather to witness all manner of contests, from archery and tug-o’-wars to wrestling and pie eating. But alas, ill weather has dampened this year’s festivities. Torrential rain falls from thick black clouds as wild coastal winds howl through the darkened streets. Guests pack the local inns and taverns, hoping for some reprieve while keeping their spirits high with drinking games and music, but the storm has been relentless, and there’s no end in sight. Not surprisingly, the storm has given rise to lots of gossip about recent events in town, namely the capture of a tattooed man believed to be a Red Wizard of Thay. What would a Red Wizard be doing so far from home, you ask? Well, according to the local gossip mongers, he was magically disguised and working for Lord Floshin as a gardener, of all things! That’s right, the same Lord Floshin whose estate was attacked and looted by orcs and half-orcs a fortnight ago. They say the Red Wizard was behind it, and that’s why he’s doomed to hang after the festival. It’s a good thing Lord Floshin wasn't home during the attack. He could’ve been captured and taken away by the orcs. That’s what happened to his servants, gods protect them! One can only imagine their horrible fate. * Going to try this again, PbP only this time and hopefully it won't die. * This is a series of adventures that take you from 1st level to 10th. * You will build a 1st level Next character following the normal rules in the most recent, 10/14/13, packet. * If you would rather you can use one of the pre-generated characters, though I will need to update them. * There are a number of NPCs in Daggerford, if you wish you can have one or more of them as part of your background, perhaps as your mentor. If you wish to do so let me know and I will help you incorporate them. * I set up an IRC channel at #GoDC if anyone wants help with their character and being on IRC during the game may help. --- Personalities of Daggerford Duke Maidwyn Daggerford (human) Lady Morwen Daggerford (human, elder sister of the duke) Sir Isteval, Retired Purple Dragon Knight (human paladin of Amaunator) Sir Darfin “Longwalker” Floshin, Lord of House Floshin (High "Gold" Elf) Darrondar Gweth, Priest of Tempus (human, Darrondar can serve as a mentor and trainer to a player character cleric.) Delfen Yellowknife, Ancient Wizard (human, Delfen can serve as a mentor and trainer to a player character wizard) Derval Ironeater, Blacksmith (dwarf) Kelson Darktreader, Master of the Hunt (half-elf about 200 years old) Filarion Filvendorson, “Retired” Thief (wood "moon" elf half-brother to Kelson, Filarion can serve as a mentor and trainer to a player character rogue) Luc Sunbright, Priest of Lathander (human, Luc can serve as a mentor and trainer to a player character cleric) Trista the Shadowed, Court Wizard (human, nearing 100 years old, Trista can serve as a mentor and trainer to a player character wizard) Hadeshah, Priest of Chauntea (human, Hadeshah can serve as a mentor and trainer to a player character cleric) Sherlen Miller, Commander of the Militia (human, Sherlen can serve as a mentor and trainer to a player character fighter) --- Places of Daggerford The Ducal Castle Where the Duke, and some 50 people, live. The gates are always open and the castle has its own blacksmith and stables. The River Quareter mainly inhabited by people who make their living on the river including fishers and some merchants. This is also where Derval's Smithy is located. As well as the Shrine of Tempus (Table of the Sword) which is located right next to the town barracks. Money Quarter is where the wealthiest people in Daggerford live. Directly below the ducal castle. It is a district of larger houses surrounded by little yards. Wealthy merchants who can afford a home apart from their place of business live here and a few minor nobles from Waterdeep have small townhouses here as well. This is where Darfin "Longwalker" Floshin's Townhouse is located. The Caravan Quarter consists of primarily wooden buildings, mostly hotels and shops with a largely transient population. It is nearly deserted during winter when the Caravans aren't moving. The Lady Luck Tavern is here. A unique feature of this tavern is a large stone column set in the middle of the floor inscribed with the unique symbols of patrons who have died in battle or diseappeared on a quest. Any toast given in the tavern must include a libation to "those who have fallen before us." The Shrine of Tymora is also in this quarter. Its wooden walls, damaged by fire, were replaced by dwarven stonemasons with walls of sturdy stone. Continuing a long tradition the local priest of Tymora is a halfling named Curran Corvallin, though not a cleric he merrily blesses those who come to the shrine in hope of good fortune and is much beloved in town. The Farmers' Quarter is mostly occupied by farmers who till the soil. Some have small herds of cattle and sheep kept in small pens, and others have chickens in their yards. This quarter is noisy and smells strongly of manure. Chauntea's Temple is a large building with an open courtyard in the middle, lush with plants, and is the center of Chauntea's worship in Daggerford. Its chief priest Hadeshah has three young assistants to help her in the frequent tasks of blessing plowed fields, growing crops and rich harvest. These assistants are more often found in the fields north of town than in the temple proper, while Hadeshah rarely leaves the temple. Cromach's SMithy established by a human blacksmith named Cromach over a century ago is now owned and run by a dwarf named Tholvar Cragjaw, a distant cousin of Derval Ironeater. Happy Cow Tavern a pleasant tavern that serves a clientele of farmers and townsfolk and is a watering hole for the town's halflings perhaps because the tavern was first founded by a halfling retired from adventuring. Jerdan's Smithy run by Jerdan Went, Daggerford's only human blacksmith, who strives to compete with Tholvar Cragjaw by offering inferior goods at lower prices. The Marketplace is a large open area that houses the market every five days, six times a month. Farmers and small merchants bring their goods to the market and sell them from ram-shackle booths. River Shining Tavern is the main entertainment center for the nobility of the surrounding lands and the major notables of Daggerford. The duke and his sister have been known to eat here on occasion, and the main hall of the tavern doubles as the meeting room for the Council of Guilds. The Commons takes up almost half of the area enclosed by the town walls, is kept purposely clear as an emergency pasture for the farmers' cattle and sheep. When no trouble threatens the town, the duke's horses pasture here. This land is owned by the duke and leased to the town. Delfen's Tower was under construction when Delfen the Wizard first came to Daggerford, he paid the town a goodly sum to take over the tower in exchange for swearing to keep the town safe from its vantage point on the hillside. Which he did until he disappeared during the Spellplague. In the century since the duke's guards have reclaimed the tower. The Stables are a general livery stable available to the entire town. Militia horses and the water carriers' horses are kept here, along with personal horses belonging to people living in the money quarter. The Temple of Amaunator (Lathander), though the prayers in this temple are addressed to the sun god Amaunator, continues longstanding traditions of the worship of Lathander who is said to have transformed into Amauntor shortly before the Spellplague. The ducal family worships at this temple, the largest in town and the only one to share the hillside with the castle. If you need more info on one of them let me know. Ryuujin fucked around with this message at 23:49 on May 14, 2014 |
# ? May 14, 2014 22:48 |
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# ? Apr 25, 2024 00:58 |
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Expressing interest. I'm a total newb to PbP and Next (so I hope everyone likes hand-holding) but I'm generally D&D-literate. Is the packet being used the same one the Dead in Thay game is using? If so, that'll make things easier, but just at a glance, I'm assuming that's not the case...? Put me down in the Also, how thorough should backstories be? Generally in homegames, I'm the powergaming rear end in a top hat at the table...
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# ? May 15, 2014 04:55 |
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The packet is more or less the same as the Dead in Thay one. I am unsure if there were actually any changes made between the last public playtest packet and the interim packet for Dead in Thay. Your background does not have to be super detailed, though I would like some thought put into it. It would probably help if you came up with why you are in Daggerford. Whether you are a local, or came for the festival, or some other reason.
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# ? May 15, 2014 05:31 |
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I'm leaning towards a ranger or rogue that is totally not some Mary-Sue NPC from one of my campaigns. He would be a "private detective/security specialist" and would be in from out of town because... I dunno, stalking some shitheel because someone hired him to do so. Maybe the target came to town amid the festival, knowing/hoping it would be easier to get lost in the crowd. Alternatively, hired for additional anti-orc security purposes. Also, ranger/rogue may or may not have a DARK_PAST with a SHAMEFUL_SECRET. So the Backgrounds that popped out from the Dead in Thay packet were Bounty Hunter (flavourwise) or Charlatan/Spy/Guild Thief (mechanically). Basically aiming for your standard Stealth/Sleight of Hand/Deception/Search/Perception roguish proficiencies. Also Insight/Intimidate if I can squeeze all that in. P.d0t fucked around with this message at 06:42 on May 15, 2014 |
# ? May 15, 2014 06:27 |
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I'm not sure why you're spoilering all that Maybe interested
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# ? May 15, 2014 07:26 |
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I haven't had a chance to play Next yet and am curious to give it a try. If you're gonna play DnD seriously, you have to be a wizard. I learned that on the streets. I'd like to have Delfin Yellowknife as my mentor and trainer and life coach...and y'know, if he has some kind of accident...he's an ancient wizard after all, these things happen. Thinking of wizard ideas and learning about wizards. Edit: There, I did some learning about wizards and smashed together this entirely non-standard Mountain Dwarf Mage named Grundle*. Yes, I know what "grundle" means. Torn between the allure of magic powers and being a dwarf with armor and an axe**, Grundle can be a pain in the rear end. Near the rear end. What I'm saying is that he's a conflicted, but ultimately a decent dwarf man. He would've been a normal, not-so-magic dwarf were it not for the fact that he nearly drowned in the garden fountain of Delfin Yellowknife. The old wizard was nice to nurse him back to health and Grundle just sort of stuck around because magic is cool. Let me know if I did something wrong but do it gently, in a nice way. *If this is too silly I can change his name to Grendel or something like that. I'm a flexible man. **Probably suboptimal as a result, but I don't care code:
Lacerda fucked around with this message at 13:55 on Jun 15, 2014 |
# ? May 16, 2014 01:36 |
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I am not from the streets and am stupid so I have a cleric/monk I want to offer! This might be kind of a mess because I'm really bad at min/maxing D&D (as is obvious by not being a wizard) and just general newness to this whole PbP deal. Sion's Character Sheet: Always updated. Info/Quicklook: Background information and a Quicklook for weight, money, EXP and items collected on adventure. Background: Priest (skills modified) Temple Services. In a location that has a temple, shrine, or other presence of my faith, I can expect to receive free healing, care and religious services for me and my companions from others aligned with my faith. Sion's Background posted:As a young man, Sion lived and served by his towns local church. Life was a struggle, for he proved physically weak to pass the most basic trials of the church. Yet his bed side manner and compassion for the wounded made him an excellent healer. As he strived to over come his weakness, a chance meeting with an injured wood elf gave him an opportunity. After mending the elf, he was given a small compilation of elvish books that detailed monk traditions from many different lands. In essence, it was a how-to guide for aspiring monks. Intrigued, Sion took to the training of the books while maintaining his priestly duties. Although incredibly demanding, the rewards became clear as he passed many difficult trials and climbed the ranks as the years passed. Other info: A lovely pic of his general attire for when he takes on Monk. For now he wears a pretty worn out suit of chainmail, with his holy symbol hanging from his belt/sash. I'll be playing Sion with a bit more curiosity and wonderment as his general attitude, but he's generally calm and sympathetic when dealing with non-monsters, preferring to lend a helping hand than bust heads. Since all his fighting has been in training, actually fighting will be a bit of an eye opener and I'll have to iron out how he takes to it, since he has been rather sheltered. I took a little liberty with Luc Sunbright, but not knowing his character yet I kept it pretty light. My holy symbol is a lightly ornate metal cross from my time in the previous church before being ousted. The church didn't worship a specific deity but revered all those those who claim the Life domain, so it's more of a generic religious symbol (that I like because Castlevania). The goal is to get him on the path to monk-hood which will kick in next level. I'll be figuring out what levels next and all as I reach the levels and try to tie it into game stuff. What I like about this character is that his power isn't really clear. It's divine magic, but is it power coming from inside himself due to Monk training or a deity? If so then what deity, since his practice is more in regards to a domain than a specific god. All that can be flushed out or left in the dark depending on what you wanna do with the game. Of course all of it is open to being adjusted. My alignment doesn't really matter to me, it just seemed to make the most sense. Thank you for reading this garbage. Lothire fucked around with this message at 14:30 on Aug 10, 2014 |
# ? May 16, 2014 06:31 |
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I know nothing of DnD Next other than the few minutes I spent looking at some of the pages from the Dead in Thay linked documents. But since the Team Murdersticks game looks like it's dead, I'm kinda looking for a new D&D game. I'm slammed with work for the next week but am interested. If Ryuujin wants to delevel the Dwarf Fighter, I would play it. I can manage to get a background up by Sunday or Monday.
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# ? May 16, 2014 19:59 |
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Pregen Dwarf Fighter likely spent 2 Feat/Ability Score Improvements on Strength, so subtract 4 Strength gives you 16. Trying to count up the point buy looked like it was off by 1 so I added another point to Dexterity.pre:Your Name Here 1st-level Medium Hill-Dwarf Fighter Armor Class 18 (chain mail and shield) Hit Points 14 (1d10 Hit Die) Proficiency Bonus +1 Speed 25 ft. Alignment Lawful Good Languages Common, Dwarvish ABILITY SCORES Strength 16 (+3) (Add proficiency to saves) Dexterity 13 (+1) Constitution 16 (+3) (Add proficiency to saves) Intelligence 10 (+0) Wisdom 13 (+1) Charisma 08 (-1) ATTACKS Melee Attack: Battleaxe (+4 to hit; 1d8+3 slashing, Versatile 1d10+3) Melee or Ranged Attack: Light Hammer ((range 20/60)); +4 to hit; 1d6+3 bludgeoning) SKILLS (add proficiency bonus to related ability checks) Proficiencies Athletics, Intimidation, Perception, Survival RACIAL TRAITS Darkvision: You can see in darkness within 60 feet of you as if it were dim light. When you do so, your vision is in black and white. Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Toughness: Your hit point maximum increased by 1 (included above), and it increases by 1 every time you gain a level. Additionally, whenever you roll Hit Dice during a rest, you regain 1 extra hit point for each Hit Die you roll. Stonecunning: You have advantage on any Intelligence (History) check related to the origin of particular stonework. Additionally, when exploring underground environments, you cannot become lost. CLASS FEATURES Fighting Style (Protection): When a creature that you can see attacks you or a target within 5 feet of you, you can use your reaction to impose disad- vantage on the attack roll if you are wielding a melee weapon, a shield, or both. Proficiencies: Add your proficiency bonus to attack rolls you make using martial weapons and simple weapons (included in “Attacks”). You also add your proficiency bonus to ability checks made to use mounts (land) and your skills (noted in “Skills”), as well as to your Strength and Constitution saving throws (noted in “Ability Scores”). You also have pro- ficiency with all armor and shields. Second Wind: As an action, you can gain tempo- rary hit points equal to 1d6 + your fighter level. These hit points can exceed your hit point maximum, and they cannot be regained. If you take damage, these hit points are lost first, and they go away after 5 min- utes. Once you use this feature, you must complete a short rest or a long rest before you can use it again. EQUIPMENT Chain mail, shield, battleaxe, light hammers (4), potion of healing, clothes, healer’s kit, backpack, bedroll, belt pouch, crowbar, hempen rope (50 feet), lucky charm, mess kit, pitons (10), playing cards, rations (4 days), spade, waterskin, whetstone, 12 gp, and 3 sp. Load: ??/?? Background: Soldier Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former garrison still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment, horses, and vehicles for temporary use. You can usually gain access to friendly military bases where your rank is recognized. Proficiencies: You have proficiency with playing cards and vehicles (land), so you add your proficiency bonus to ability checks you make using them.
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# ? May 17, 2014 00:48 |
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Question for the DM: Can we custom make backgrounds? If so, are there any limitations? It says in there "To create a background, choose a trait, three skills, and three tool proficiencies or languages from the sample backgrounds, and spend 175 gp on gear." 175 gp is the default starting amount, unless you go with a pre-packaged gear setup from your class or background, and basically the existing backgrounds seem to equate 1 Language with 1 Tool proficiency (i.e. you can have any combination of 3 Tools/Languages) I would suggest using only traits that are listed, rather than making up our own; unless the GM wants to approve each one case-by-case, or assign campaign-specific ones instead..?
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# ? May 17, 2014 02:36 |
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You can custom build a background, though yeah it would probably be for the best to use one of the traits that currently exists.
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# ? May 17, 2014 02:51 |
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Based on the other characters, I'm starting to lean more heavily towards a half-elf rogue, but the skill selection options have me Can we expect to immediately gently caress off out of town and stabs ghosts, or will we be in town long enough for Charisma to not be entirely useless?
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# ? May 17, 2014 05:34 |
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Charisma may be useful, but you are probably leaving town before you can make too many skill checks.
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# ? May 17, 2014 23:11 |
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Expressing interest if there's still room. Haven't had a chance to play Next but I'll look over the packet and post up a character sometime during the day tomorrow.
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# ? May 19, 2014 05:40 |
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nthing interest. I was trying to get a local group to play this, but everyone only plays Pathfinder. I'll probably roll a cleric.
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# ? May 19, 2014 06:50 |
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Ghepard If this backstory is too overblown for a level 1 character, let me know and I can walk it back. It's a bit vague/broad because it's an old 4th Ed. PC of mine from a homebrewed campaign setting, trying to shoehorn into this world. I can expand on specifics if needed/wanted. Also, alignment restrictions = ? Ghepard was born in the wild, like many shifters, but most of his tribe was decimated by plague. Moving to a large city, he took up a life of crime, as often is the case with the impoverished, struggling to get by in a new society. His talents as a thief caught the eye of the local authorities; luckily, he was taken into the employ of someone high up, operating as a "black ops" agents. Over the years, he committed many state-sanctioned crimes... but the botched kidnapping always haunted him. When the sundering came, and the political cartel was overthrown, Ghepard found himself without a steady job. Through a series of (mis)adventures and investigations, he came to understand the weight of his worst crimes, but was unable to redeem himself in the eyes of those he had wronged. Seeing the instability in the region growing, he chose to leave before the situation got any worse; it was already far beyond the scope of his abilities to stop what had been set in motion. Blending in amongst the crowds of fleeing refugees, he made his way out into the broader world. Through the years, he did freelance work as a private investigator, spy, bounty hunter... anything that suited his skillset and paid well. His travels eventually took him to Daggerford, on the eve of the festival... Ghepard is smug and self-assured, but also cynical and hard-nosed. He likes fine cigars, amongst many other vices. While he is a proficient killer, his greatest thrill is escaping capture (whether in the immediate- or long-term). Ghepard has the mind of a great detective -- being capable of thinking like a thief often helps him stay one step ahead of his targets. Whenever possible, he prefers to fight from range. pre:Ghepard 1st-level Medium Wood-Elf Rogue Armor Class 15 (Studded Leather 13 + max Dex 2) Hit Points 7 (1d6 Hit Die) Proficiency Bonus +1 Speed 30 ft. (race) + 5 ft. (subrace) = 35 ft. Alignment Lawful Evil Languages Race: Common, Elvish; Background: Orc, Gnoll ABILITY SCORES Strength 12 (+1) Dexterity 16 (+3) (Add proficiency to saves) Constitution 12 (+1) Intelligence 08 (-1) Wisdom 16 (+3) Charisma 12 (+1) ATTACKS Melee Attack: Short Sword (+4 to hit; 1d6+3 piercing) Melee or Ranged: Dagger ((range 20/60)); +4 to hit; 1d4+3 piercing) Ranged: Longbow ((range 150/600)); +4 to hit; 1d8+3 piercing) SKILL Proficiencies Class (4): Athletics, Acrobatics, Sleight of Hand, Stealth Background: Insight, Deception, Persuasion TOOL Proficiencies Class: Thieves’ Tools Background: Mounts (land) CLASS FEATURES EXPERTISE (+5 to ability checks) Thieves’ Tools Stealth Athletics Insight SNEAK ATTACK When you attack a creature and you hit, you can deal extra damage to that target (+1d6) if you have advantage against it or if another enemy of the target is within 5 feet of it and that enemy is able to take actions. RACIAL TRAITS Low-Light Vision: You can see in dim light as well as you do in bright light. Elf Weapon Training: You have proficiency with the long sword, short sword, shortbow, and longbow. Fey Ancestry: You have advantage on saving throws against being charmed, and magic cannot put you to sleep. Keen Senses: You have advantage on Wisdom (Perception) checks. Low-Light Vision: You can see in dim light as well as you do in bright light. Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Trance: You do not need to sleep. Instead, you meditate deeply for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. EQUIPMENT Studded Leather longbow arrows (40) short sword dagger Thieves' Tools ball bearings (100) Mirror, steel manacles (1 set) adventurer's kit backpack healer’s kit mess kit tinderbox torch (10) rations (10) waterskin rope, hempen (50 ft) grappling hook shovel hammer clothes, common bedroll blanket tent lantern, hooded oil (3 pints) Load: 115.84/120 Gold: 143 (spent)/175 (starting) Background: Custom (see underlined, above) Trait: see “Bounty Hunter: Bounty Board” P.d0t fucked around with this message at 00:53 on May 22, 2014 |
# ? May 19, 2014 09:46 |
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Okay P.d0t can you write out what you selected for your Background? Trying to look for underlined things it looks like you don't have enough proficiencies/languages.
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# ? May 19, 2014 17:34 |
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EDITED: Added backstory and swapped out Bounty Hunter for Soldier EDIT2: LEVEL UP! Barnabus Gorograd started life as the 10th son of the well-to-do Gorograds of Citadel Adbar. Seeing his prospects of inheriting anything worthwhile to be nil, he set out to explore the world around him. He made it to Waterdeep and joined up with a band of sellswords led by a priest of Tempus named Darrondar Gweth. He went on a couple of campaigns, making some money here and there, and began to admire Gweth as the father figure he never really had. The human's devotion to Tempus was inspiring to Barnabus, and he soon swore to serve the deity, more than just in passing. He left the mercenaries in search of a temple to seal the deal; however, while gone, Gweth fell upon a streak of bad luck, losing much of his men in poorly-planned skirmish. While Barnabus was exulting in the victories of the future, his idol was languishing in the small town of Daggerford, whiling away his days reminiscing about the good ole days. Now fully a member of the Order of Tempus, Barnabus is traveling through the Sword Coast, chasing rumors of Gweth's whereabouts. pre:Sergeant Barnabus Gorograd 4th-level Medium Mountain Dwarf Paladin Armor Class 19 (16 chain mail, +3 shield) Hit Dice: 4d10 Hit Points: 40 Proficiency Bonus: +2 Speed: 25 ft. Alignment Lawful Good Languages: Common, Dwarvish ABILITY SCORES Strength 18 (+4) Dexterity 8 (-1) Constitution 16 (+3)* Intelligence 10 (+0) Wisdom 12 (+1) Charisma 14 (+2)* (* denotes proficient in Saving Throws) ATTACKS Melee Attack: Warhammer (+6 to hit; 1d8+4 bludgeoning OR 1d10+4 if two-handed) Melee Attack: Magic Mace (+6 to hit; 1d6+4 bludgeoning OR 1d8+4 if two-handed) PROFICIENCIES Armor: All armor, shields Weapons: Simple Weapons, Martial Weapons Tools: Gaming Set, mounts (land), vehicles (land), smith's tools Saving Throws: Constitution, Charisma Skills: Athletics, Intimidate, Persuasion, Survival CLASS FEATURES Divine Sense: As an action, you open your awareness to the divine. Until the end of your next turn, you know the location of any celestial, fiend, or undead creature within 60 feet of you, regardless of any intervening obstacles. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times equal to 1 + your Charisma modifier (3). When you finish a long rest, you regain all expended uses. Lay on Hands (20 hp): You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level times 5. As an action, you can touch a creature and draw power from the pool to restore any number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease, remove one level of exhaustion, or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on an undead creature or a construct. Divine Smite: Starting at 2nd level, when you hit a creature with a weapon attack, you can expend one paladin spell slot to smite, dealing extra damage. The extra damage is 2d8 for a 1st-level spell, plus 1d8 for each spell level higher than 1st. If the creature is undead or a fiend, the damage increases by 1d8. The extra damage is radiant if you deity is good and necrotic is your deity is evil. If your deity is neither good nor evil, choose one of these types when you gain this feature. (Tempus is chaotic neutral, so I'm going to go with the radiant damage.) Spellcasting: Spell Preparation: 1st--4/day. Spell Slots per Day: 3. Spell Saving Throw: 12. Charisma is your magic ability for your paladin spells. You can use a holy symbol as the material component for a paladin spell, as described in chapter 10. Fighting Style: Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Divine Health: The divine magic flowing through you makes you immune to disease. Sacred Oath: Oath of Vengeance: Oath Spells (Always have these prepared): cause fear, hunter's mark Channel Divinity (Once per short/long rest): Abjure Enemy: As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you taht you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this save. On a failed save, the creature is frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage. Vow of Enmity: When you or a creature within 10 feet of you is hit by a creature taht you can see, you can use your reaction to utter a vow of enmity against the attacker, using your Channel Divinity. You gain advantage on attack rolls against the attacker for 1 minute or until it drops to 0 hit points or falls unconscious. RACIAL TRAITS Darkvision: Accustomed to life underground, you can see in darkness within 60 feet of you as if it were dim light. You can't discern color in this darkness, only shades of gray. Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage. Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Dwarven Armor Training: You have profiency with light and medium armor. BACKGROUND Soldier Trait - Military Rank (Sergeant) You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they will defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment, horses, and vehicles for temporary use. You can also usually gain access to friendly military encampments and fortresses where you rank is recognized. EQUIPMENT (Carrying Capacity: 120/270 lbs.) Chain Mail Heavy Shield Warhammer Adventurer's Kit Lucky Charm (broken symbol of Moradin) Souvenir of war (Medal/Holy Symbol of Tempus) Rank Insignia Traveler's Clothes, Bone dice 69 gp 1 potion of healing 1 week's worth of rations Doctor Epitaph fucked around with this message at 03:05 on Jul 25, 2014 |
# ? May 20, 2014 00:01 |
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Lacerda posted:I'd like to have Delfin Yellowknife as my mentor and trainer and life coach...and y'know, if he has some kind of accident...he's an ancient wizard after all, these things happen. Delfen’s name of Yellowknife might come from the gold-trimmed magic dagger he bears—or it might not. He is swarthier and shorter than the usual in the Daggerford area, but has an agreeable and easy manner. Though he is shrouded in mystery, he is quite amiable and always ready to help the people of Daggerford. Delfen frequently takes on students and has three or four apprentices in constant attendance. You could easily have become one of his apprentices. Not sure if you have any idea how old he is, or if he appears to be ancient. He is in fact rather old, but no humans and few nonhumans in town are old enough to remember him from the last time he lived in Daggerford, before the spellplague. And no one knows why he seems to have not aged since then. No problem with the name really, and while Dwarf may not get a bonus to Int it is hardly suboptimal for Mage. In fact it can get Heavy Armor Mastery which is quite nice on a Mage. ltr posted:I know nothing of DnD Next other than the few minutes I spent looking at some of the pages from the Dead in Thay linked documents. But since the Team Murdersticks game looks like it's dead, I'm kinda looking for a new D&D game. I'm slammed with work for the next week but am interested. I downleveled a Dwarf Fighter from the pregens for you if you want to copy it and write up a background or something, in the post right after your request. Doctor Epitaph posted:Here's my guy. I'll add a backstory and picture later tonight when I get back in. I'd like to connect him to Darrondar Gweth in some way, maybe old war buddies or whatever. If that's cool, I'll probably switch his background to Soldier to represent that, but it's up to you. Used to be a soldier in Waterdeep and came to Daggerford after an ill-fated skirmish that left most of his company dead. Though many priests of Tempus are interested in stirring up war for its own sake, Gweth is more devoted to honoring the memory of his fallen friends. In this, his attitude is very much in keeping with most of the rest of the town, and though he rarely leads more than a handful of people in the worship of his god, he is well liked and respected in Daggerford. Darrondar Gweth is a middle-aged man who has not lost his warrior’s build even as his temples have grayed. He wears a battered breastplate over dark gray robes lined with crimson. His blue eyes and the wrinkles around them reveal the grief that consumes him. ------------------ Also I am hoping the IRC channel will get used more often, as it is a good way to talk things over before posting, make plans, and such. Ryuujin fucked around with this message at 01:01 on May 20, 2014 |
# ? May 20, 2014 00:56 |
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Ryuujin posted:Okay P.d0t can you write out what you selected for your Background? Trying to look for underlined things it looks like you don't have enough proficiencies/languages. My bad! Forgot you get 3 skills AND 3 languages/tools. Here's a list; I'll also edit them into my post. Skills proficiencies from backgrounds: Insight, Deception, Persuasion Languages from backgrounds: Orc, Gnoll Tools from backgrounds: Mounts (land)
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# ? May 20, 2014 02:16 |
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Ryuujin posted:I downleveled a Dwarf Fighter from the pregens for you if you want to copy it and write up a background or something, in the post right after your request. I am writing a background right now, I'll be done shortly with it.
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# ? May 20, 2014 03:46 |
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Yorri, Dwarf Fighter Yorri was the 7th son of a stonecutter. Having no interest in the family profession he volunteered for the military as soon as he could. He was looking for adventure, but no one told him that the dwarvish garrisons spent most of their time training and playing cards. The stories of massive battles and legendary heroes was just that legends. Putting in his time, five years of service, Yorri got out as soon as he could. Surely someone somewhere needed a trained dwarven soldier. Traders always needed guards and somewhere some bandits needed to be beaten down, right? He knew he should not have taken his last caravan guard job from the shifty elf. But he was down to his last few gold and could not afford to wait for another trader to come through. The actual job had been easy so far, no trouble on the road and decent ale and food at the inns along the way. Until they reached Daggerford, the second to last stop for the agreement they had. Waking up just like any morning, he heads over to meet up with the caravan and it’s gone. Worried that someone stole the cart, he heads back into the inn and asks about his employer, the elf. Apparently he had already left much earlier in the morning, leaving Yorri with nothing but the few coins from his daily stipend and out of the full pay due at the end of the trading route. Now stuck in Daggerford, he's waiting for another job, any job to come up before he runs out of money. pre:Yorri 1st-level Medium Hill-Dwarf Fighter Armor Class 18 (chain mail and shield) Hit Points 14 (1d10 Hit Die) Proficiency Bonus +1 Speed 25 ft. Alignment Lawful Good Languages Common, Dwarvish ABILITY SCORES Strength 16 (+3) (Add proficiency to saves) Dexterity 13 (+1) Constitution 16 (+3) (Add proficiency to saves) Intelligence 10 (+0) Wisdom 13 (+1) Charisma 08 (-1) ATTACKS Melee Attack: Battleaxe (+4 to hit; 1d8+3 slashing, Versatile 1d10+3) Melee or Ranged Attack: Light Hammer ((range 20/60)); +4 to hit; 1d6+3 bludgeoning) SKILLS (add proficiency bonus to related ability checks) Proficiencies Athletics, Intimidation, Perception, Survival RACIAL TRAITS Darkvision: You can see in darkness within 60 feet of you as if it were dim light. When you do so, your vision is in black and white. Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Toughness: Your hit point maximum increased by 1 (included above), and it increases by 1 every time you gain a level. Additionally, whenever you roll Hit Dice during a rest, you regain 1 extra hit point for each Hit Die you roll. Stonecunning: You have advantage on any Intelligence (History) check related to the origin of particular stonework. Additionally, when exploring underground environments, you cannot become lost. CLASS FEATURES Fighting Style (Protection): When a creature that you can see attacks you or a target within 5 feet of you, you can use your reaction to impose disad- vantage on the attack roll if you are wielding a melee weapon, a shield, or both. Proficiencies: Add your proficiency bonus to attack rolls you make using martial weapons and simple weapons (included in “Attacks”). You also add your proficiency bonus to ability checks made to use mounts (land) and your skills (noted in “Skills”), as well as to your Strength and Constitution saving throws (noted in “Ability Scores”). You also have pro- ficiency with all armor and shields. Second Wind: As an action, you can gain tempo- rary hit points equal to 1d6 + your fighter level. These hit points can exceed your hit point maximum, and they cannot be regained. If you take damage, these hit points are lost first, and they go away after 5 min- utes. Once you use this feature, you must complete a short rest or a long rest before you can use it again. EQUIPMENT Chain mail, shield, battleaxe, light hammers (4), potion of healing, clothes, healer’s kit, backpack, bedroll, belt pouch, crowbar, hempen rope (50 feet), lucky charm, mess kit, pitons (10), playing cards, rations (4 days), spade, waterskin, whetstone, 12 gp, and 3 sp. Load: ??/?? Background: Soldier Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former garrison still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment, horses, and vehicles for temporary use. You can usually gain access to friendly military bases where your rank is recognized. Proficiencies: You have proficiency with playing cards and vehicles (land), so you add your proficiency bonus to ability checks you make using them.
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# ? May 20, 2014 04:00 |
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Okay unless anyone is still working on a character I may start soon. But first where in town are you likely to be at the start, and what are you doing? Also I would like it if each of you could produce an image of your character, or better yet a 128x128 token that I can use.
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# ? May 20, 2014 04:17 |
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Sweet, sounds good. I'll try and doodle up some kind of dwarf token when I get home from work or steal one if I find that I can't draw. As for starting locations, I'm going to have to go with The Lady Luck Tavern. While Grundle loves ale as much as the next dwarf stereotype, he bears a horrible secret: when not researching spells or doing some ironworking, he writes romance chapbooks detailing the exploits of the past adventures of local heroes. He uses the names engraved on the stone column as inspiration for his stories but recognizes that this is...well, morally abhorrent. His penchant for purple prose and questionable approach to the facts in his stories has left the short tales extremely popular among the admittedly limited readership in town. No one would admit to reading them, but they also wouldn't dare miss the next installment of The Wyrm's Kiss or I'm Having a Balor's Baby. He earns a reasonable amount of income from the anonymous sales of these stories and uses the money to fuel his various bits of wizardly research and lodgings. No one knows. NO ONE MUST KNOW 128 x 128 stolen art ahoy: Lacerda fucked around with this message at 00:28 on May 21, 2014 |
# ? May 20, 2014 14:16 |
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Yorri would likely be in the Lady Luck Tavern as well. He's looking for some kind of work and the caravan quarter would be a likely place for him. Also 128x128 token right here:
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# ? May 20, 2014 17:31 |
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This was mentioned in IRC, but Ghepard would also probably be somewhere in The Caravan Quarter, either actively following someone or searching for leads or some such.
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# ? May 20, 2014 18:13 |
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Hey guys! I made a spreadsheet of the party members (in order of appearance). I can post it to google docs, too, if that's more helpful. I went with the assumption that "Gaming Set" uses CHA, Mounts uses DEX, and Vehicles uses STR for the tool proficiencies; since that's basically what I could garner from the Abilities section in the How To Play portion of the playtest docs. pre:Name Grundle Sion Ghepard Barnabus Yorri Race Dwarf Human Elf Dwarf Dwarf (Mountain) (Wood) (Mountain) (Hill) Class Mage Cleric Rogue Paladin Fighter AC 15 16 15 19 18 Speed 25 ft 30 ft 35 ft 25 ft 25 ft (-5 ft in armor) Lang. Common Common Common Common Common Dwarvish Dwarvish Dwarvish Elven Elven Elven Giant Orc Goblin Gnoll Modifiers STR +0 +1 +1 +3 +3 (Prof) DEX +2 +3 +3 (Prof) -1 +1 CON +3 +1 +1 +2 (Prof) +3 (Prof) INT +3 (Prof) +0 -1 +0 +0 WIS -1 (Prof) +3 (Prof) +3 +1 +1 CHA -1 +0 (Prof) +1 +1 (Prof) -1 Total +6 +8 +8 +6 +7 Skills Arcana +4 Medicine +4 Athletics* +7 Athletics +4 Athletics +4 (Prof) History +4 Athletics +2 Acrobatics +4 Intimidate +2 Intimidate +0 Religion+4 Acrobatics +4 Sleight of Hand +4 Persuasion +2 Perception +2 Search +4 Insight +4 Stealth* +9 Survival +2 Survival +2 Insight* +9 Deception +2 Persuasion +2 (Adv.) History +4 Perception +3 History +0 History +0 (Stonework) (Stonework) (Stonework) Tools Thieves' Tools* +9 Gaming Set +2 Gaming Set +0 * - Expertise Mounts (land) +4 Mounts (land) +0 Vehicles (land) +4 Vehicles (land) +4 Traits Sage Priest Bounty Hunter Soldier Soldier P.d0t fucked around with this message at 19:27 on May 20, 2014 |
# ? May 20, 2014 18:28 |
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Currently working on a Halfling Bard, if you don't mind waiting an hour or so before you make your picks, Ryuujin.
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# ? May 20, 2014 18:47 |
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Christo posted:Currently working on a Halfling Bard, if you don't mind waiting an hour or so before you make your picks, Ryuujin. I'm off work today and tomorrow, so I'll be loitering in #GoDC on synIRC a fair bit. P.d0t fucked around with this message at 19:31 on May 20, 2014 |
# ? May 20, 2014 19:19 |
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Catalyn was born the daughter of a shepherd. In fact, she was also the granddaughter of a shepherd. And the great-granddaughter of a shepherd, the great-great-granddaughter of a shepherd and so on and so on as far back as her family history told. Halflings being as fond of family traditions as they are, she was especially expected to uphold one as long lived as this. The problem was that Catalyn hated shepherding, hated the farm life and hated smelly, stupid sheep. Since she was a young girl she longed for the bustling docks of Baulder's Gate, the glitzy markets of Waterdeep, the life of adventure anywhere beyond the walls of Daggerford but her insistent parents kept her in the pasture so that she might help to tend the flock and learn the trade. Each morning she would begrudgingly join her siblings in the sheep pen with an old fiddle in hand and a head full of stories as her only means of entertainment for the long, boring hours until sundown. While she obeyed her parents' wishes in her youth, Catalyn has now reached adulthood and her parents authority has all but evaporated while her stubbornness has only been bolstered. Clasping the gate to the flock's shelter shut behind her, she offered a final disparaging smile to the repugnant beasts. It was the day's end and not even the smell of wet sheep or the torrential downpour could get her spirits down. She was on her way to the Lady Luck Tavern to perform with her song and fiddle, a skill she had been honing over years of boring work and at which she was now quite accomplished. Her usual haunt would be the closer Happy Cow Tavern but tonight she was especially felt the need to put distance between herself and the family farm, not to mention Lady Luck was likely packed with visiting strangers with exciting tales of distant lands. If she could not live the life for which she yearned, she could at least live vicariously through the adventures of others. Sighing heavily, she daydreamed of an opportunity, any opportunity, to leave Daggerford and her dull existence behind and create tales of her own. If there was any truth in the tavern's name, perhaps by some circumstance she would get her wish. pre:Catalyn Woolrider - Lightfoot Halfing Bard (Level 1) ABILITY SCORES & NUMBERS STR - 12 12 (+1) CON - 12 12 (+1) DEX - 13 +1 14 (+2) INT - 14 14 (+2)(Saving throw proficiency) WIS - 09 09 (-1) CHA - 15 +1 16 (+3)(Saving throw proficiency) HP: 7/7 AC: 15 (11+DEX+2) Hit Dice: 1d6 Init: +2 (DEX) Proficiency: +1 MELEE OR RANGED ATTACK Hand Axe +2 to hit; 1d6 slashing; range 20/60 (light, thrown) RANGED ATTACK Hand Crossbow +3 to hit; 1d6 piercing; range 30/120 (ammunition, light, loading) Proficiencies: Armor: Light armor Weapons: Simple weapons, hand crossbows, light crossbows long swords, rapiers, short swords Tools: Fiddle, flute, squeezebox, herbalism kit, gaming set, mounts (land) SKILLS History (Intelligence) Performance (Charisma) Persuasion (Charisma) Animal Handling (Wisdom) Athletics (Strength) Survival (Wisdom) TRAITS Size: Small Speed: 25 feet Lucky: When you roll a natural 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave: You have advantage on saving throws against being frightened. Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours. Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is one size larger than you. Languages: Common, Halfling CLASS FEATURES Bardic Knowledge: When you make an Intelligence check, treat a d20 roll of 9 or lower as a 10 if the check involves any of the following skills: Arcana, History, Nature, or Religion. Bardic Performances: Call to Battle: While you perform Call to Battle, friendly creatures, including you, are inspired to fight with greater zeal while within 25 feet of you. An affected creature can roll an extra d4 when rolling damage for melee and ranged attacks. This extra damage die increases in size when your bard level reaches 6(1d6), 9(1d8), 13(1d10), and 17(1d12). Inspire Competence: Your performance of Inspire Competence fills friendly creatures with confidence while they are within 25 feet of you. When you start this performance, choose one of the six abilities. An affected creature can add your proficiency bonus to any check it makes with the chosen ability. You can use your action to change the chosen ability. BACKGROUND - Commoner (Shepard) Trait – Salt of the Earth Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. EQUIPMENT Leather armor 10 gp 8 lbs Shield 10 gp 8 lbs Hand Axe (x2) 10 gp 6 lbs Hand crossbow 75 gp 6 lbs Fiddle 5 gp 3 lbs Bolts (20) 1 gp 3 lbs Adventurers kit 9 gp 39 lbs Gaming set 1 gp .5 lbs Herbalism kit 5 gp 1 lbs Coins 50 gp Total 175 gp 64/120 lbs Hardcordion fucked around with this message at 05:04 on May 21, 2014 |
# ? May 21, 2014 00:43 |
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The Game Thread is up!
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# ? May 21, 2014 02:14 |
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Woohoo! Crit my first roll! It's all downhill from here And I apparently need a thesaurus.
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# ? May 21, 2014 04:06 |
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Also, we discussed it in a committee, and if the Mage is indeed a mountain Dwarf, he gets +1 to AC in medium or heavy armor, thus bumping him to AC 16 Studded Leather 13 + Dex 2 + Racial 1 = 16
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# ? May 21, 2014 06:41 |
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P.d0t posted:Also, we discussed it in a committee, and if the Mage is indeed a mountain Dwarf, he gets +1 to AC in medium or heavy armor, thus bumping him to AC 16 Well gosh, I done went and forgot to apply my racial modifier! Time to shave my beard in shame. Thanks!
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# ? May 21, 2014 13:48 |
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We were discussing marching order, and it turns out the Rogue and Bard are both squishier than the Mage!
P.d0t fucked around with this message at 17:41 on May 21, 2014 |
# ? May 21, 2014 17:37 |
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Ryuujin: Since we're not technically started yet, can I fix one minor fuckup on my character? I gave him a scimitar, which he's not proficient with; can I just switch that to a short sword? The stats are identical except the scimitar is slashing instead of piercing and costs 15gp more and weighs an extra pound.
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# ? May 21, 2014 20:12 |
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No problem. Sounds like it gets you some more gold and carrying capacity.
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# ? May 22, 2014 00:10 |
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Paladin NPCs are always such stuck-up dicks. So far we have:
And the Mage and Bard are still enjoying their walk in the rain. How romantic!
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# ? May 22, 2014 08:05 |
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By the way, if Sion's Medicine check doesn't work, I can use Lay on Hands to neutralize the poison. Other than that, Barnabus will respectfully defer to Sir Isteval's and Grundle's assessment of the situation at hand.
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# ? May 23, 2014 03:54 |
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# ? Apr 25, 2024 00:58 |
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That will work if Sion does not want to use up a spell slot.
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# ? May 23, 2014 03:58 |