|
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...
|
# ¿ May 15, 2014 04:55 |
|
|
# ¿ Apr 29, 2024 03:40 |
|
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 |
|
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..?
|
# ¿ May 17, 2014 02:36 |
|
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?
|
# ¿ May 17, 2014 05:34 |
|
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 |
|
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)
|
# ¿ May 20, 2014 02:16 |
|
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.
|
# ¿ May 20, 2014 18:13 |
|
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 |
|
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 |
|
Woohoo! Crit my first roll! It's all downhill from here And I apparently need a thesaurus.
|
# ¿ May 21, 2014 04:06 |
|
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
|
# ¿ May 21, 2014 06:41 |
|
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 |
|
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.
|
# ¿ May 21, 2014 20:12 |
|
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!
|
# ¿ May 22, 2014 08:05 |
|
Hey are there gonna be achievements for this campaign? That would own.
|
# ¿ May 25, 2014 18:03 |
|
ltr posted:These rules are rough. So last turn second wind used up my action to stay alive(and is pretty useless), now disengage used up my action and to stay alive next turn I can finally drink the healing potion. Disengage should really use up your move or action, not just action. I'm sure I'm stating the obvious here, but basically the idea of it is to escape an attack, not so much to allow you to reposition for another attack, hence why it takes your action. Keeping in mind, you can Disengage half-speed and then Move your full speed, so you can put quite a bit of distance between yourself and whoever is about to kill/eat you. This just isn't as helpful when your base speed is 25 and everything is halved because of difficult terrain. Lothire posted:The documents are purposefully vague so it's difficult to tell if I'm doing this correctly. What I'm aiming to do is, should Yorri disengage to the square under me to avoid burning hands, I will use the Help action for two things; feed him my health potion (an action) and offer advantage to his next task, be it a saving throw or an attack. Essentially I'm spending my move/action to Help, which seems to work by the rules. I think in this case "administering a potion" would fall under Use An Item (an Action), and since Help is also an Action, you couldn't do both on your turn. That's just based on my quick glance at the rules. More to the point, Yorri should be able to disengage to a space next to you and thus allow you to administer the potion OR Help him. Getting back to ltr's point, I could see a case made for making "drink a potion" a move or an action. P.d0t fucked around with this message at 20:40 on May 28, 2014 |
# ¿ May 28, 2014 20:30 |
|
Lacerda posted:Assuming Yorri Disengages and gets the heck out of the way, I'm going to throw Burning Hands all over Hag #3 and Hag #4, shaping the cone so it misses Barnabus. I think you're good, bro. He's probably aiming it basically in a straight line in front of him, and down.
|
# ¿ May 29, 2014 01:14 |
|
Doctor Epitaph posted:Anyway, going to kill some hags now.
|
# ¿ May 29, 2014 02:39 |
|
Get on IRC
|
# ¿ May 29, 2014 02:46 |
|
lol Paladin stealth. Clang Clang Clang Clang
|
# ¿ Jun 2, 2014 02:27 |
|
Ryuujin posted:Lizard Marsh In my experience fighting a harpy in 3.5, it was REALLY frustrating if you didn't have/weren't any good with ranged attacks; you were basically forced to ready an action and hope they attacked you (oh joy!) and triggered it, otherwise you lose a turn. Also, I'm expecting AoE-type Dominates and stuff; looks like we're looking at WIS saves for that. Basically, I'll let you guys judge whether your character would be up for this kind of fight, if not we can ask Maechen to try and find an alternate route. AFAIK, we're not on any timetable in-character, but we might aggro something worse. Who knows
|
# ¿ Jun 2, 2014 06:47 |
|
Ryuujin posted:Lizard Marsh So basically we're waiting to see if Grundle fires an AoE to clean up the battlefield more significantly, but as of right now, Ghepard is fixing to snipe Lizardfolk #4 and Sion is hoping to finish off Lizardfolk #1 before he runs away.
|
# ¿ Jun 9, 2014 04:24 |
|
ltr posted:It was fun while it lasted That's what she said. RIP Yorri
|
# ¿ Jun 11, 2014 05:43 |
|
There's a couple 5e sheets on the WOTC site. But I can't seem to get Adobe to save a modified version of one because I am computer illiterate. Also, the alternate one seems to have some error where it likes to put your History number in your Insight number's spot, and vice-versa.. P.d0t fucked around with this message at 01:17 on Jul 7, 2014 |
# ¿ Jul 7, 2014 00:27 |
|
On the topic of Personality Traits, Ideals, Bonds, and Flaws Here is some info about Ghepard, some you already know, others you don't: Personality traits: Cynical, Arrogant, Sarcastic, World-weary Ideals: "No women, no kids." Bonds: Loyalty is key to any successful operation, and the loyalties that adventurers form are a bond stronger than blood. Flaws: Is an rear end in a top hat Suspicious of all NPCs Soft spot for greenhorns
|
# ¿ Jul 10, 2014 05:52 |
|
Yeah a lot of times we get carried away if most of us are on IRC at the same time. And Lothire referring to stirges as bats is probably confusing, too.
|
# ¿ Jul 14, 2014 07:10 |
|
Doctor Epitaph posted:Posted in the chat, but just wanted to let you guys know that while I'm ok with taking the mace, I also did just get a magic shield, so I don't want to monopolize all the new stuff we get. I'll gladly trade the shield is any of you guys can use it, as my AC is already pretty high as it is. Off the top of my head, Rogues aren't proficient with either, so..
|
# ¿ Jul 18, 2014 08:52 |
|
Lothire posted:Now that we're back in Daggerford, I ran back and noted all the stuff we were able to carry back with us. Not really being super precise here but trading it all in at the given values and upping the lower tier coins got us 910 split three ways for 303 gold. This still leaves us with a blue candle, a potion of something (ghepard's got it) and a glowing gem. This assumes we found people willing to purchase gems. "The potion in the vial made from a horn, a hollowed-out devil's horn, is a potion of invisibility." We also have 2 ritual scrolls (Lesser Restoration, Speak with Dead), the light-emitting gem, and the Underwater Candle, in terms of useful stuff. By my inventory, we've got: unicorn goblet x3 pendant wizard robe sun medallion (not sure we'd sell these 2 but i figure we don't need 'em anymore) polished jade x2 pink pearls x6 silver-framed hand mirror of elven design (magical? Dunno yet, doubt it) Including all the coin we scooped (but not including the ones in the lockbox, which were previously distributed amongst the party), I put the value at 1164 gp Hurray for bookkeeping.
|
# ¿ Jul 24, 2014 18:17 |
|
Doctor Epitaph posted:This a fact? Time to read through the paladin section in full... Confirmed. Ryuuj said the next adventure starts with PCs at level 4 so the magical handwave happens. I still contend we were supposed to go back and murder the dragon after "defeating" Maechen, to get the requisite XP; according to the DM, she is tougher than the dragon, so edit: Ghepard might return as a multi-class monstrosity. Alternatively, should we shuffle the deck? Does anyone want to bring in a completely different character for the next leg? I figure now would be a good time to get crap like that sorted out, particularly with regards to splitting up loot and integrating new players. Maybe pause the narrative for a bit, I think. P.d0t fucked around with this message at 19:40 on Jul 24, 2014 |
# ¿ Jul 24, 2014 19:34 |
|
I'm juggling some ideas about how to tweak Ghepard to level 4, using Fighter and Rogue. Any suggestions? Here's my thought process: Benefits of MC Fighter/Rogue Proficiencies: Armor: All armor, shields Weapons: Simple weapons, martial weapons Saves: Tools: Thieves' Tools Skills: 4 from [Athletics, Acrobatics, Sleight of Hand, Stealth, Investigation, Insight, Perception, Deception, Intimidation, Performance, Persuasion] Class Features: (rogue)Expertise: Double proficiency on 2 skills (or 1 skill + Thieves' Tools) (rogue)Sneak Attack: 1d6 (fighter)Fighting Style: (probably) Archery [+2 to ranged attack rolls] (fighter)Second Wind: Bonus Action to regain 1d10+FighterLevel HP once per rest Fighter 3/Rogue 1
+ better HP + Action Surge Fighter 1/Rogue 3
+ Sneak Attack improves to 2d6 + Cunning Action Fighter 2/Rogue 2
+ Cunning Action - no Archetype features P.d0t fucked around with this message at 05:42 on Jul 28, 2014 |
# ¿ Jul 27, 2014 21:18 |
|
Alright, I think I'm gonna go with the following changes: Rogue 3/Fighter 1 STR 11 CON 12 DEX 14+2 INT 12 WIS 15+1 CHA 08 Skill Profs: Race: Perception (+5) Class: Athletics (+2), Acrobatics (+5), Stealth (+5), Sleight of Hand (+5) Background: Insight (+5), Investigation (+3*) Expertise: Thieves' Tools (+7) Investigation (+5*) Fighter 1 gives me:
Second Wind Proficiency with All armor (but not shields?), simple weapons, and martial weapons Rogue 3 gives me:
Roguish Archetype (Assassin) proficiency with disguise kit idgaf and poisoner's kit eh, we'll see Assassinate I was thinking about going Rogue 4 and taking the Alert feat, but eh, +2 is pretty hard to pass up. P.d0t fucked around with this message at 06:47 on Jul 28, 2014 |
# ¿ Jul 28, 2014 06:24 |
|
|
# ¿ Apr 29, 2024 03:40 |
|
Ghepard retires undefeated. ...naw, I'm sure he'll be back at some point.
|
# ¿ Sep 3, 2014 21:11 |