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Character Creation.

Posted by The WorldFor group 0
The World
GM, 2 posts
Thu 3 May 2018
at 13:30
  • msg #1

Character Creation

Here discuss character creation. At least one character needs to speak Giant. Meaning the Giant language, not necessarily that they speak largely, although it could be both.

We can start at level 1 or level 5 and skip the first bit of the module. I'll leave that up for discussion.
Allan
player, 2 posts
Thu 3 May 2018
at 16:37
  • msg #2

Character Creation

What are our starting stats?

Do we know that we are dealing with giants from the go or are we supposed to select adventures as if we had no idea of what was to happen?
Joe
player, 1 post
Thu 3 May 2018
at 16:41
  • msg #3

Character Creation

I had written stuff out but hit cancel on accident. Back didn't work.

I am in favor of cutting off the first part in the interest of getting to the meat of the module faster since forum is slow. Also because we have been playing low lever characters forever.

Allan: paladin
Adam: assassin, maybe cleric
Dixon: Cleric or ranger
Joe: Ranged attacker, considering fighter, ranger, or warlock

Races:
All dwarf?
All elf?
Flying? (If 5th level, not as game changing because of Fly spell)

I would be more willing to monoclass elf. I feel there is more variety and I am not sure I have ever played in elf in a sustained game.
Dixon
player, 1 post
Thu 3 May 2018
at 16:50
  • msg #4

Character Creation

My actual level of interest in playing mono race is fairly low, I am fairly set on playing a dwarf and currently leaning hard toward cleric. The setting is Forgotten realms correct?

Also I have no strong opionion on starting at 1 or 5
The World
GM, 4 posts
Thu 3 May 2018
at 17:18
  • msg #5

Character Creation

Yes, we are in Forgotten Realms, Savage Frontier region.

For stats I was thinking roll until you can get at least 16 in your primary stat with racial bonuses, and nothing less than a 7, again after racial bonuses.  If you meet this and still don't think your stats are workable, I'll let you re-roll.  Standard array or point buy are also OK.  If we start at level 5, you'll have an ASI to work with as well.

I would assume the characters have knowledge that giants are a problem, especially if we start at level 5.
Joe
player, 3 posts
Thu 3 May 2018
at 17:26
  • msg #6

Character Creation

4d6 drop lowest?
Allan
player, 4 posts
Thu 3 May 2018
at 17:35
  • msg #7

Character Creation

We don't have to mono class unless everyone was excited to do so. A mono elf seems lame to me. Mostly because everyone plays elves like they are humans in my opinion. For that reason I would rather play humans than elves. I think the dwarven group would make for better group dynamic but that could be wishful thinking.

I am trying to stay set on Paladin but I am waffling on the build still.

Mountain Dwarf or Warforged for race. I think dragon born is the best but I already have a dragon born on my other game. Mountain dwarf gives darkvision, 2str and 2 con, which might make me meet the minimum stat roll too early. Warfoged just for the flavor but I cannot get over the fact that they do not have darkvision. Why don't they have dark vision?
Allan
player, 6 posts
Thu 3 May 2018
at 17:44
  • msg #8

Character Creation

My first attempt at stats

13
11
13
15
12
16

It looks like I met the min requirement first try.
The World
GM, 5 posts
Thu 3 May 2018
at 17:45
  • msg #9

Character Creation

Oh, my goodness Joe, you are tempting me...

I'll let you choose between 4d6 drop lowest and 7d3 drop lowest
Joe
player, 4 posts
Thu 3 May 2018
at 17:47
  • msg #10

Character Creation

They (warforged) didn't get that upgrade. Built for war, not for skulking. Plenty of light in battle.

I thi k 4d6 is the standard in 5e, but is have to check.

7d3 that is interesting.
Allan
player, 7 posts
Thu 3 May 2018
at 17:50
  • msg #11

Character Creation

Wait. You meant to roll 3d6 until we got a 16 without less than 7?

Can we have a rule outside of race adjustments. There is a larger chance for playing weaker stats because their bonus puts them into the min easier. It the stat bonus is balanced with their other racial features this hurts those with large starting bonuses.

Mountain Dwarf for example is +2 STR and +2 CON. vs. Warforged which is +1 STR and +1 CON.
Joe
player, 5 posts
Thu 3 May 2018
at 17:53
  • msg #12

Character Creation

In my mind I translated what Seth said as, "at least a 15".

Or maybe you should pick a race where the bonus does not go to your primary ability ;)
The World
GM, 6 posts
Thu 3 May 2018
at 17:57
  • msg #13

Character Creation

In reply to Allan (msg # 11):

Ultimately I want people to be happy with their stats.  I like the minimums I gave.  If you don't think what you get is workable go ahead and re-roll.

Looks to me like the stats you got are pretty good, no?
Joe
player, 6 posts
Thu 3 May 2018
at 17:58
  • msg #14

Character Creation

16
15
15
13
13
9
Allan
player, 8 posts
Thu 3 May 2018
at 18:01
  • msg #15

Character Creation

In reply to The World (msg # 13):

I am happy and will play what I want to play even if the stats suck. If the character died I would simply roll a new one. This doesn't bother me as much as it might bother others. We can arrange the rolls right?
The World
GM, 8 posts
Thu 3 May 2018
at 18:57
  • msg #16

Character Creation

In reply to Allan (msg # 15):

Yes, arrange as you see fit.
Dixon
player, 3 posts
Thu 3 May 2018
at 19:09
  • msg #17

Character Creation

Die roller is being nice today!

15
15
13
12
10
8

I have decided on a Mountain Dwarf Cleric, forge Domain.
Dixon
player, 5 posts
Thu 3 May 2018
at 19:19
  • msg #18

Character Creation

Also, starting funds?
The World
GM, 10 posts
Thu 3 May 2018
at 20:07
  • msg #19

Character Creation

Starting funds and equipment will depend on what level we decide to start at.  Joe is the only one who has expressed any preference.
Adam
player, 1 post
Thu 3 May 2018
at 20:09
  • msg #20

Character Creation

I guess my preference would be to start at 1 but i dont mind starting at 5

what is the ruling on playing a flying character?

choices are flying elf, arrococra (sp), or flying teifling. of those i think i would go with the elf or teifling.

If flying is not a choice i still might go with elf or feral teifling which i think gets +2 dex vs cha.

pretty sure im going to go with the rouge so the +2 dex is what im looking for
The World
GM, 11 posts
Thu 3 May 2018
at 20:23
  • msg #21

Character Creation

In reply to Adam (msg # 20):

I'll allow flying characters, but I want to say that flying carry capacity is 1/4 what your walking capacity is.  So, for instance, heavy armor would be hard to manage if you want to fly.  Is that fair?
Adam
player, 2 posts
Thu 3 May 2018
at 20:48
  • msg #22

Character Creation

thats fair
Adam
player, 3 posts
Thu 3 May 2018
at 21:11
  • msg #23

Character Creation

tried rolling the dice with the 4d6 drop lowest and the 7d3 drop lowest just to see how it would come out. very close but the 7d3 came out just a little better for me so that is what i am going with

13
12
13
15
11
10
Joe
player, 8 posts
Thu 3 May 2018
at 21:12
  • msg #24

Character Creation

Where is the flying tiefling?
Matt
player, 1 post
Thu 3 May 2018
at 21:13
  • msg #25

Character Creation

In reply to Adam (msg # 22):

Character creation is to DnD as writing down lists of songs is to being in a band.
Dixon
player, 6 posts
Thu 3 May 2018
at 21:14
  • msg #26

Character Creation

I guess if I have a preference it would be to start at level 1 as I am a sucker for developing a character through essentially their whole career and I don't want to miss any of the buildup or background to the campaign events.
Adam
player, 4 posts
Thu 3 May 2018
at 21:35
  • msg #27

Character Creation

In reply to Joe (msg # 24):

http://engl393-dnd5th.wikia.com/wiki/Tiefling

It is also called a winged teifling. I haven't been able to find a lot of info on it other then some people mentioning it on line but it has bat wings fly speed of 30 feet and looses infernal legacy for flying.

what i would want to do is combine feral and winged to get the +2 dex  if i go that rout. still haven't decided though if i want a flying rouge or not and whether i want to go elf or teifling.
Dixon
player, 7 posts
Thu 3 May 2018
at 22:01
  • msg #28

Character Creation

I have filled out everything for my character at level one except equipment. If we decide to start at 5 I will level him up.
The World
GM, 12 posts
Thu 3 May 2018
at 22:02
  • msg #29

Character Creation

As you create your characters consider if you would like to be part of one of these groups.  This is entirely optional, but these factions may play a role in the adventure.

quote:
THE HARPERS
The Harpers are spellcasters and spies who covertly oppose the abuse of power, magical or otherwise. Working alone or in small cells, they gather information throughout Faerun, discern the political dynamics within each region, and help the weak, the poor, and the oppressed, acting openly only as a last resort.


quote:
THE EMERALD ENCLAVE
The Emerald Enclave is a group of wilderness survivalists who preserve the natural order by rooting out unnatural threats. They struggle to keep civilization and the wilderness from destroying each other, and they help others survive the natural perils of the Savage Frontier.


quote:
THE ORDER OF THE GAUNTLET
Members of the Order of the Gauntlet seek to protect others from the depredations of evildoers. Placing their faith in deities such as Torm, Helm, and Tyr, they bring the strength of their faith, their hearts, and their weapons to bear against villainy.


quote:
THE ZHENTARIM
The Zhentarim, also known as the Black Network, is an unscrupulous shadow network that seeks to expand its influence and power base throughout the North. Its members crave wealth and personal power, though the public face of the organization appears much more benign, offering the best mercenaries money can buy.


Not that these are your only options.  You could make something up yourself if you want.
This message was last edited by the GM at 23:04, Thu 03 May 2018.
Allan
player, 13 posts
Fri 4 May 2018
at 16:38
  • msg #30

Character Creation

I could do gauntlet.

What is the max level this is expected to go? I want to decide if multi classing is worth it for me.
Adam
player, 5 posts
Fri 4 May 2018
at 17:19
  • msg #31

Character Creation

i was thinking of doing an ex member of THE ZHENTARIM
Joe
player, 13 posts
Fri 4 May 2018
at 17:24
  • msg #32

Character Creation

Sounds like quitting the mob.
The World
GM, 14 posts
Fri 4 May 2018
at 17:33
  • msg #33

Character Creation

In reply to Allan (msg # 30):

The adventure is expected to go to level 11.
Joe
player, 14 posts
Fri 4 May 2018
at 21:25
  • msg #34

Character Creation

I have decided on a (get ready for it) Scourge Aasimar Hexblade Tomelock.

Scourge Aasimar is from Volo's Guide to Monsters
Hexblade is from Xanathar's Guide to Everything

I will share both of these pdfs through Drive when I get home.

The Tomelock bit is jargon for Pact of the Tome which is in the Player's handbook as a pact option. It won't come up until 3rd level though, so it is subject to change.
Joe
player, 15 posts
Fri 4 May 2018
at 22:19
  • msg #35

Character Creation

Actually, scratch that. The Radiant Consumption is no bueno for concentration spells. Standby for different race. Probably either Half-Drow or Protector Aasimar (or maybe fallen?).

I am wanting to stick with the aasimar thing because of a backstory concept I had where he was held a prisoner in the shadowfell for a long time. The Raven Queen offered to free him if he made a pact with her, but he refused. Eventually she convinced him to make a pact with sentient weapon made by her.
Adam
player, 6 posts
Sat 5 May 2018
at 00:52
  • msg #36

Character Creation

so have we decided to start at level 1 or 5?
Dixon
player, 9 posts
Sat 5 May 2018
at 00:54
  • msg #37

Character Creation

I could be wrong but I'm relatively sure that the Raven Queen isn't in the Forgotten Realms Pantheon...
Joe
player, 16 posts
Sat 5 May 2018
at 00:59
  • msg #38

Character Creation

Pff. Whatever.
Joe
player, 17 posts
Sat 5 May 2018
at 02:03
  • msg #39

Character Creation

It's a hexblade thing, so, I don't know. In 5e she rules over part of the shadowfell, so maybe it's a gray area. FR uses the same cosmology, doesn't it?
Dixon
player, 10 posts
Sat 5 May 2018
at 02:14
  • msg #40

Character Creation

Cosmology is similar if not entirely the same but in FR the Shadow Fell doesn't have a god who is lord of the plane, though evil gods regularly visit or hide out their. I think it has been brought largely under the rule of one creature, demi god or what have you for a short time.

Kelemvore is the god of death since the... I can't remember what the event was called all of a sudden but I read some of the books... You could possibly have made a deal with him. He certainly would have had the power to help you escape the Shadow Fell even if he doesn't rule it.
Dixon
player, 11 posts
Sat 5 May 2018
at 02:18
  • msg #41

Character Creation

Time of Troubles! That's what it was called!

Actually I really like the FR Pantheon, there is a surprising amount of turnover among the Gods as Assension is far more regular than in other settings, albeit still not common place by any means.
Joe
player, 18 posts
Sat 5 May 2018
at 02:44
  • msg #42

Character Creation

Would the 1/4 capacity apply to aasimar protector flight since it is magical, starts at 3rd lvl, 1 min long per long rest?
The World
GM, 15 posts
Sat 5 May 2018
at 05:11
  • msg #43

Character Creation

In reply to Joe (msg # 42):

No, I think since it's magical and fairly limited it makes sense w/o the weight restriction.
Dixon
player, 13 posts
Sat 5 May 2018
at 19:16
  • msg #44

Character Creation

While I do not intend for it to get in the way of the story action one of my characters primary motivations for leaving the Great Rift is to find rare components and craft powerful items. Will we be using the UA downtime rules or something else for crafting?
Joe
player, 19 posts
Mon 7 May 2018
at 15:53
  • msg #45

Character Creation

Adam, did you decide between tiefling and elf? Flying/non-flying?

Allan, dwarf or human? Or something else.

I am still waffling between races. Anybody have a preference between aasimar and half-drow?
The World
GM, 16 posts
Mon 7 May 2018
at 16:52
  • msg #46

Character Creation

In reply to Dixon (msg # 44):

Yes, let's use the UA downtime rules for crafting.
Joe
player, 20 posts
Mon 7 May 2018
at 16:58
  • msg #47

Character Creation

They have reprinted the downtime rules in Xanathars Guide to Everything. I haven't looked at them too closely, but it appears to be the same as the UA playtest.

That is all.
Joe
player, 21 posts
Mon 7 May 2018
at 17:14
  • msg #48

Character Creation

Ok, that is not all...

quote:
Crafting Magic Items.
Creating a magic item requires more than just time, effort, and materials.

It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item.

Potions of healing and spell scrolls are exceptions to the following rules. For more information, see “Brewing Potions of Healing” later in this section and the “Scribing a Spell Scroll” section, below.

To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item.

An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should take place as part of an adventure.

The Magic Item Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to.

Magic Item Ingredients
Item RarityCR Range
Common1–3
Uncommon4–8
Rare9–12
Very rare13–18
Legendary19+

If appropriate, pick a monster or a location that is a thematic fit for the item to be crafted. For example, creating mariner’s armor might require the essence of a water weird. Crafting a staff of charming might require the cooperation of a specific arcanaloth, who will help only if the characters complete a task for it. Making a staff of power might hinge on acquiring a piece of an ancient stone that was once touched by the god of magic — a stone now guarded by a suspicious androsphinx.

In addition to facing a specific creature, creating an item comes with a gold piece cost covering other materials, tools, and so on, based on the item’s rarity. Those values, as well as the time a character needs to work in order to complete the item, are shown on the Magic Item Crafting Time and Cost table. Halve the listed price and creation time for any consumable items.

Magic Item Crafting Time and Cost
Item RarityWorkweeks*Cost*
Common150 gp
Uncommon2200 gp
Rare102,000 gp
Very rare2520,000 gp
Legendary50100,000 gp
*Halved for a consumable item like a potion or scroll

To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for crafting a nonmagical object, or proficiency in the Arcana skill.

If all the above requirements are met, the result of the process is a magic item of the desired sort.

Complications.
Most of the complications involved in creating something, especially a magic
item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there’s a 10 percent chance for every five workweeks spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen.

Crafting Complications
d6 Complication
1 Rumors swirl that what you’re working on is unstable and a threat to the community.*
2 Your tools are stolen, forcing you to buy new ones.*
3 A local wizard shows keen interest in your work and insists on observing you.
4 A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.*
5 A dwarf clan accuses you of stealing its secret lore to fuel your work.*
6 A competitor spreads rumors that your work is shoddy and prone to failure.*
*Might involve a rival

Brewing Potions of Healing. Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.

Potion of Healing Creation
TypeTimeCost
Healing1 day25 gp
Greater healing1 workweek100 gp
Superior healing3 workweeks1,000 gp
Supreme healing4 workweeks10,000 gp

This message was last edited by the player at 21:40, Mon 07 May 2018.
The World
GM, 17 posts
Mon 7 May 2018
at 17:26
  • msg #49

Character Creation

Level 1 or 5?

Here's what I have

Level 1 - Dixon, Adam
Level 5 - Joe

I don't think Allan has weighed in on this, sorry if I missed it.

I'm fine either way.  If Allan decides he doesn't care We'll start at level 1.  My concern with starting at 1 is that we have only played low levels so far, and it takes us a while to get very far, so it might be fun to have some more abilities to start.  If we start at 1 I will try and get us up to 5 in a pretty speedy manner.

To get from 1 to 5 there are basically 4 scenes of about 3-6 encounters each, not all of which need be violent.  You advance a level for each scene.  This is supposed to span 10 days.  I think we can speed this up by reducing the number of encounters, but on the forum, this could still take a while.

I think it will be fun either way.
This message was last edited by the GM at 17:29, Mon 07 May 2018.
The World
GM, 18 posts
Mon 7 May 2018
at 17:32
  • msg #50

Character Creation

In reply to Joe (msg # 48):

Isn't that the same?
Joe
player, 22 posts
Mon 7 May 2018
at 17:42
  • msg #51

Character Creation

quote:
Isn't that the same?

Maybe, I didn't cross reference. I figure that since XGtE is a published source book that we should use that over the playtest material, so in my mind, if we have the published version there is no point in looking at the other.

quote:
Level 1 or 5?

I am fine with lvl 1 if that is what the people want. I was going to mention in a previous post that I lost (due to accidental canceling) that my guess was the the levels before 5 were more of a formality that the book includes for purists. This assumption was based on what I have seen in the Curse of Strahd where it is a campaign lvl 3 characters, but there is a single haunted house encounter and you level up from 1st to 3rd as soon as you escape the house. It is more like a prequel mini-adventure that has little to nothing to do with the actual module as far as I can tell. IT's just so you can start at lvl 1 if you want to.
Adam
player, 7 posts
Mon 7 May 2018
at 21:20
  • msg #52

Character Creation

I thought i posted this earlier but it looks like i didn't. my currant plan is to play a halfling rouge  but i too am still waffling. I dont like that they dont have dark vision and every one else in the party seems like they will, they are also slower. i do like that you get to re roll 1's. If i dont play the halfling it will probably be a feral tiefling, leaning towards non flying
Joe
player, 23 posts
Mon 7 May 2018
at 21:56
  • msg #53

Character Creation

If it makes you feel any better, if I am an half-drow, which is where I am leaning, I will have dancing lights. If I am aasimar, will have Light.

Dixon the dwarf will have the same speed. Not sure what race allan will be. I thought he was still considering human.

That being said, it seems important to have darkvision as a sneak. Maybe if we start at a higher level we can each start with an uncommon item of our choice (Goggles of Night). Or make one, which would require 200gp, 2 workweeks, and questing to overcome a challenge of CR4 4-8.

Other things that have +2 to dex and darkvision:

Elves (We can be drow [half-]brothers! Though sunlight sensitivity sucks).
Tabaxi (Cat person, good movement options like climb and limited double speed)
Goblins (some abilities are redundant with cunning action)
Kobold (kind of awesome because of Pack Tactics, -2 to strength though)
Joe
player, 24 posts
Mon 7 May 2018
at 23:54
  • msg #54

Character Creation

Settled on half drow. Almost done with character sheet. Basics are done.
Allan
player, 14 posts
Tue 8 May 2018
at 01:07
  • msg #55

Character Creation

Drew up a variant human for feats but decided playing the dwarf paladin would be more fun than the super paladin with polemaster feat, sentinel feat, and tunnel stance (UA).

So Mt. dwarf paladin. I prefer level one because I'm a purest.
Joe
player, 25 posts
Tue 8 May 2018
at 01:22
  • msg #56

Character Creation

Can we make the goal of having our sheets done tonight?
Allan
player, 15 posts
Tue 8 May 2018
at 01:38
  • msg #57

Character Creation

 No. I tried to get it in but I've been to busy and am already planning a late night. I flaked for frisbee golf already so there is no room for more.
The World
GM, 20 posts
Tue 8 May 2018
at 16:03
  • msg #58

Character Creation

Looks like people are at least almost done with their character sheets.  I put a link to the sheets on Drive in place of your character sheets on RPOL.  Please let me know when everyone is done.

One of the first things I am going to ask you to do is describe your character and give a little background, so give that some thought.

Looks like we will be starting at level 1.

Please use RAW for starting wealth.  That is, you start with the equipment listed in your class description, and with the starting gold listed in your background.  Alternatively you may roll for starting gold based on your class on the table at the beginning of PHB chapter 5, and use this gold to buy your starting equipment based on the prices listed in chapter 5.

In addition to the above roll 4d6 gold pieces and put that in your pocket.
This message was last edited by the GM at 16:04, Tue 08 May 2018.
Allan
player, 16 posts
Tue 8 May 2018
at 16:35
  • msg #59

Character Creation

I am waffling again between a Dwarf Paladin and a warforged Mystic. The first typical fun but the latter being extremely interesting to me.
Joe
player, 26 posts
Tue 8 May 2018
at 17:35
  • msg #60

Character Creation

Updated Character Description with background.
Joe
player, 28 posts
Tue 8 May 2018
at 18:10
  • msg #61

Character Creation

I'm pretty much done, just need to pick my other 1st level spell (and maybe change cantrip).
Dixon
player, 15 posts
Tue 8 May 2018
at 20:57
  • msg #62

Character Creation

All done except for equipment. Are we just starting with class and background equipment or do you want us to roll starting gold and buy our equipment?
The World
GM, 23 posts
Tue 8 May 2018
at 20:58
  • msg #63

Re: Character Creation

The World:
Looks like we will be starting at level 1.

Please use RAW for starting wealth.  That is, you start with the equipment listed in your class description, and with the starting gold listed in your background.  Alternatively you may roll for starting gold based on your class on the table at the beginning of PHB chapter 5, and use this gold to buy your starting equipment based on the prices listed in chapter 5.

In addition to the above roll 4d6 gold pieces and put that in your pocket.

Joe
player, 29 posts
Tue 8 May 2018
at 20:59
  • msg #64

Character Creation

Ok, I think I am done.
Joe
player, 30 posts
Tue 8 May 2018
at 21:13
  • msg #65

Character Creation

Dixon, this might not mean anything, but it looks like you have three spells picked to be prepared. I believe you get four (wis modifier + cleric level).
The World
GM, 24 posts
Tue 8 May 2018
at 21:40
  • msg #66

Character Creation

Are you guys interested in creating a back story on why you are together? If not I will just have you all meet as adventurers on the road to the villiage of Nightstone.
Joe
player, 31 posts
Tue 8 May 2018
at 21:56
  • msg #67

Re: Character Creation

The World:
Are you guys interested in creating a back story on why you are together? If not I will just have you all meet as adventurers on the road to the villiage of Nightstone.

I am fine any way, but maybe my character can be traveling with Dixon's dwarf under false pretenses in his guise as a half elf priest of Ohgma. He is interested in finding a particular magical item (Ruby of the warmage from xanathars guide).
Allan
player, 17 posts
Tue 8 May 2018
at 22:15
  • msg #68

Re: Character Creation

Now I am thinking of a variant human multi-class Paladin/Mystic. Polemaster (feat), sentinel (feat), tunnel fighter (fighting style), Giant growth (mystic discipline).

At only level 6 you would have unlimited OoA's with tunnel fighter, be able to OoA whenever someone gets in your range, and have that range expanded to 15'. Plus you get an extra 1d4 damage for the larger size. Seems pretty awesome. Oh, and if anyone tries to leave, even disengaging, you get OoA's.
Dixon
player, 16 posts
Tue 8 May 2018
at 22:17
  • msg #69

Re: Character Creation

Totally plausible for Morgrim, though he assumes there is an unspoken agreement that the stone will be his ;)

Power that game Allan!
Joe
player, 32 posts
Tue 8 May 2018
at 22:27
  • msg #70

Re: Character Creation

Allan:
Now I am thinking of a variant human multi-class Paladin/Mystic. Polemaster (feat), sentinel (feat), tunnel fighter (fighting style), Giant growth (mystic discipline).

At only level 6 you would have unlimited OoA's with tunnel fighter, be able to OoA whenever someone gets in your range, and have that range expanded to 15'. Plus you get an extra 1d4 damage for the larger size. Seems pretty awesome. Oh, and if anyone tries to leave, even disengaging, you get OoA's.

Man, I feel like I should step up my game a bit. What's your dpr, brah?

Also, Bugbear starts out with extra 5' range, +2 str +1 dex, +2d6 damage on surprise attack. I guess you need the feat though.

To be clear, Dixon, my intention was that Morgrim would not know Ratt's identity. As far as he knows, Ratt (who is going by Francis) is interested in studying obtaining it, studying it, and finding out it's formula.
Dixon
player, 17 posts
Tue 8 May 2018
at 22:29
  • msg #71

Re: Character Creation

That was pretty clear.
Allan
player, 18 posts
Tue 8 May 2018
at 23:04
  • msg #72

Re: Character Creation

quote:
What's your dpr, brah?

I dunno...

Weapon 1-10
Size when orger size 1d4 bludgeon bonus
STR +3
Bonus polearm master attack when it is my turn 1d4


So I can infinitely attack things running into or out of my 15' reach for 5-17 dmg (1d10+3 plus 1d4)

And on my turn I could attack for 7-33 dmg  to 2d8 smite, 1d10 weapon, 3 STR, 1d4 size bludgeon. I can do 8-37 if I am not using tunnel fighting fighting stance.

I am not sure I every built a character strictly on the intent to make them a death machine or even optimized. I normally look for a scheme that I like and go with it whether they can keep up or not. I would already be a paladin dwarf except I have played a dwarf many times over the years.

Someone help me audit my concept to make sure that I am not misreading.

Also, I was thinking of going quarter staff instead of other polearm so that I can wield a shield. I was hoping to get to plate+shield (20AC)
Joe
player, 33 posts
Tue 8 May 2018
at 23:20
  • msg #73

Re: Character Creation

Looks legit so far. If you go Oath of Vengeance you can move anytime you hit someone with an opportunity attack without provoking attack (lvl 7 paladin). So you can always put enemies in your range but out of theirs, so they can either do ranged attacks, try to leave, or try to advance. The other nice thing about that Oath is the spell Hunter's Mark which adds 1d6 to each hit.

There are lots of ways to move things, so other characters might be able to push people back, or pull them into your range.
Joe
player, 34 posts
Tue 8 May 2018
at 23:29
  • msg #74

Re: Character Creation

One thing though is that I'd you use a staff your range will be 5' or 10' when large
Allan
player, 19 posts
Tue 8 May 2018
at 23:49
  • msg #75

Re: Character Creation

Yeah... no reach for qt.staff. Guess I'll go with glaive and when mounted (preferred) I can use shield and lance.
Joe
player, 35 posts
Tue 8 May 2018
at 23:54
  • msg #76

Re: Character Creation

Allan:
Yeah... no reach for qt.staff. Guess I'll go with glaive and when mounted (preferred) I can use shield and lance.

But no polearm benefits with lance, tho...
Allan
player, 20 posts
Tue 8 May 2018
at 23:57
  • msg #77

Re: Character Creation

My reach with staff would be 10 when focusing on Giant Growing (free). I don't actually have to grow to ogre size (2 psi) to get the reach. If I am reading this right. But if I was fighting giants I think I would need more.

quote:
Psychic Focus. While focused on this discipline, your reach increases by 5 feet


I could always start with qt staff and then worry about greater reach when I can get the sentinel feat. Maybe I can find another way to up my AC by then.
Joe
player, 36 posts
Wed 9 May 2018
at 00:07
  • msg #78

Re: Character Creation

Yeah, seems like something to play by ear depending on situation/available gear.

My character is starting out with quarterstaff and shield, coincidentally.
Joe
player, 37 posts
Wed 9 May 2018
at 00:32
  • msg #79

Re: Character Creation

Iron hide from the iron durability discipline, let's you boost ac with reaction (+1 ac per psi point). Focus give steady +1 ac.
Allan
player, 21 posts
Wed 9 May 2018
at 01:32
  • msg #80

Re: Character Creation

I ignored it when I was thinking of being a warforged but now I guess it's more inviting now.
Allan
player, 22 posts
Wed 9 May 2018
at 02:11
  • msg #81

Re: Character Creation

I think brute force compliments the strategy better because of knock-back when I hit. Then if they get through my sentinel I can use knock back to cause damage and reset.

So my plan is something like this

lvl 1: Paladin - for the starting HP, healing, and equipment
lvl 2: Mystic - Mindthrust talent for range attacks (1d10 on a INT save fail) and Giant Growth Discipline
lvl 3: Mystic
lvl 4: Mystic - Brute force discipline for the knockback
lvl 5: Mystic - Sentinel feat
lvl 6: Paladin - Tunnel Fighter stance for unlimited AoO


I don't know past that. Probably 3 more levels of Paladin for the extra attack and then 2 more Mystic for another discipline.

Thoughts? Errors? I am trying to get it written up.
Joe
player, 38 posts
Wed 9 May 2018
at 02:38
  • msg #82

Re: Character Creation

Most mystic orders give you 2 extra disciplines from its orders list at level one. The number of disciplines known on the mystic table I believe can be chosen from any order.
Joe
player, 39 posts
Wed 9 May 2018
at 02:50
  • msg #83

Re: Character Creation

Allan:
I think brute force compliments the strategy better because of knock-back when I hit. Then if they get through my sentinel I can use knock back to cause damage and reset.

So my plan is something like this

lvl 1: Paladin - for the starting HP, healing, and equipment
lvl 2: Mystic - Mindthrust talent for range attacks (1d10 on a INT save fail) and Giant Growth & Brute Force Discipline (order discplines); + 1 Discipline from any order (Iron Durability?).
lvl 3: Mystic
lvl 4: Mystic - +1 discipline, +1 talent.
lvl 5: Mystic - Sentinel feat
lvl 6: Paladin - Tunnel Fighter stance for unlimited AoO


I don't know past that. Probably 3 more levels of Paladin for the extra attack and then 2 more Mystic for another discipline.

Thoughts? Errors? I am trying to get it written up.

Allan
player, 23 posts
Wed 9 May 2018
at 02:56
  • msg #84

Re: Character Creation

I was writing in the ones critical to my build but I didn't know it was mix and match with discipline. Why group them?
Joe
player, 40 posts
Wed 9 May 2018
at 03:05
  • msg #85

Re: Character Creation

Because when you choose an order at lvl one you get two bonus disciplines from that specific order (with the exception of soul knife which doesn't get bonus disciplines and has no grouped order disciplines).

This is my understanding at least.
Allan
player, 24 posts
Wed 9 May 2018
at 03:58
  • msg #86

Re: Character Creation

In reply to Joe (msg # 85):

Had a minute to read back to the beginning and I concur. Immortals get two disciplines from Immortal and then it is free pick. I can now throw a restoration in there
Joe
player, 41 posts
Wed 9 May 2018
at 04:23
  • msg #87

Re: Character Creation

It may be possible that the Mystic is too front loaded and not well balanced. It is still playtest material. Not to throw cold water. My vote is to play it and see how it goes, though.
Allan
player, 25 posts
Wed 9 May 2018
at 05:12
  • msg #88

Re: Character Creation

I'm working through the multi class functionality since it has not been incorporated yet for the same reasons you mentioned (playtest).

I think it nerfs the paladin side quite a bit. It looks like I'll be very strong up front but get spent quickly at higher levels.


I'd like to play it out. I'll post when the build is complete and leave it to the group and DM or just DM.
Joe
player, 42 posts
Wed 9 May 2018
at 05:27
  • msg #89

Re: Character Creation

I agree with your analysis.
Joe
player, 44 posts
Wed 9 May 2018
at 15:33
  • msg #90

Re: Character Creation

Allan:
Immortals get two disciplines from Immortal and then it is free pick. I can now throw a restoration in there

At 1st level, then one more at 3rd.

Was looking at this a little more and doing some math. The mystic is like the warlock in a lot of ways. One difference is that the warlock relies on multiple short rests to keep up on power throughout the day whereas the mystic gets all his points up front. Mystics can do any combination of a lot of little things or a few big things (and really, the "few" is equivalent to what Warlocks might do over 2-3 short rests).

It had always been this way with psions. The people that design these classes are all about deconstructing a bunch of abilities which normally results in the ability to manage super combos or for characters to "go nova". In a campaign that has one big encounter a day it is overpowering. In one where you have several small encounters it's more balanced.

People have strong feelings about psionics. People who like it love it and people who don't ban it.

But like you said, I think multiclassing in this case kind of nerfs both classes. It would be better if orders came at level 2 in my opinion, but I don't think that matters much either in this case.
Allan
player, 27 posts
Wed 9 May 2018
at 16:50
  • msg #91

Re: Character Creation

In reply to Joe (msg # 90):

Yeah. I have never allowed psions in the past simply because it adds complexity that I didn't feel was warranted. Since I am going melee strong it is really more like a paladin warlock mix but easier to customize than if I actually went that way.

I think I get the disciplines in the known table per level and then the bonus two for the type of mystic order I choose (Immortal in this case). That gets me the three I want (Giant Growth, Restoration, Brute Force) After that I think I will take one for more fun. I was thinking Mantle of Joy or something. Not sure but I'll listen to suggestions.

I will be done sometime tonight I think
Joe
player, 45 posts
Wed 9 May 2018
at 17:40
  • msg #92

Re: Character Creation

Yeah, I think a 1 level dip would be too good. Mystic Order and Telepathy should really be switched. Actually there are a lot of changes I would make, but I think that's the big one. Having 3 disciplines and a talent at level 1 makes it worthwhile for any class to take it simply for the focus abilities since there are so many options and you get to choose three, plus full spellcasting.

To put it in terms of either classes, it's like (using terms like domain ability generically, for instance):

1 cantrip
3 spells known
2 spell slots
1 domain ability (the 1st level mystic order ability)
3 passive buff options

That's pretty good. Maybe not better than a cleric though...

3 cantrips
4-6 prepared spells (2 domain always prepared)
All spells preparable (and ritual casting of prepared spells)
2 spell slots
1 domain ability
Medium armor and shields (I list this with the assumption that light armor is baseline)

Warlock

2 cantrips
2 spells known
1 spell slot (refreshable)
1 domain ability

Wizard

3 cantrips
2-4 prepared spells
6 spell preparable (ritual casting)
2 spell slots (1 refreshable)

Sorcerer

4 cantrips known
2 spells known
2 slots
2 Domain abilities

Bard

2 cantrips
4 spells known
2 slots
Bardic inspiration (equivalent to maybe 2 domain abilities?)

In all cases (other than mystic) I would say that level one is where they get their identity/uniqueness, but lvl 2 is where they get something great (channel divinity, invocations, arcane school, sorcery points, bard gets a couple things that are good, but not great. I would almost say that Jack of all trades should happen at level one and Bardic inspiration at level 2). The level 2 mystic abilities are nice but kind of meh.

It's the same with other classes at lvl 2 (ki points, spells and fighting style for ranger and paladin, action surge, cunning action, wild shape/druid circle (forgot druid with other spellcasters), barbarian kind of meh at lvl 2.

That is my more comprehensive take.
Matt
player, 3 posts
Wed 9 May 2018
at 19:07
  • msg #93

Re: Character Creation

In reply to Joe (msg # 92):

I'll just chime in that clerics get so much access because their spell selection (i.e. divine spells) are so much more limited than other casters, and that those spells are generally intended for support of others, which isn't going to get many players excited. By giving them more, they can still fill the support role and get a good punch or trick in per long rest.

And, yes, by the same rationale I think Bard is arguably underpowered.
Joe
player, 46 posts
Wed 9 May 2018
at 20:04
  • msg #94

Re: Character Creation

It is kind of funny how that works. I have read a couple things from DnD saying that they have to give more power to certain classes to get people to play them. I think a class like the Bard is one of those that people just like to play. It is the right balance of built in flavor and player creativity. The ranger is a little too pigeonholed so unless someone wants to play that specific type of character, then pass it over. So, ranger had to be revised and people still don't play it much. I am feeling more tempted by ranger.

But like I said, it's very specific. I feel like I can play a fighter in a million different ways. Not so with Ranger. It is probably an imagination problem.
Matt
player, 4 posts
Wed 9 May 2018
at 20:40
  • msg #95

Re: Character Creation

In reply to Joe (msg # 94):

It's because "I heal him" is not a dramatic event--The only uncertainty in it is the degree to which the healing occurs. Buffs are similar--"I bless us" is tactically awesome, thematically appropriate, and without drama. Buffs, in particular, are susceptible to this because buffs do not contain an element of risk. De-buffs are much more exciting because of the saving throw, but are circumstantially less effective because of this risk--Meaning, that if you build encounters to be tough enough that a buffed up party won't steamroll the challenge AND you've made the decision to make those buffs part of the abilities of a class, then you basically have to overpower the class whose abilities you are spending to keep them relevant and interested, rather than just spamming their cantrip from the side.
Joe
player, 47 posts
Wed 9 May 2018
at 21:22
  • msg #96

Re: Character Creation

Maybe the design solution would basically look like this:

1) Figure out what players like to do.
2) Make buffs almost exclusively contingent effects of those actions.

Alternatively, make buffs into bonus actions, reactions, auras for the most part.

Both of these require that the buffs are less potent.

Something like, every time a cleric casts a spell he builds up a bit of divine potential which can be used to imbue an attack with radiant damage or sling a heal someone's way with a bonus action, or a re-roll to a save, or something of the sort. So, you get an option element to it and it doesn't eat up you action. This is why guiding bolt and healing word are so great.

As an aside, I believe the bard still works because his spells are pretty good, they are functional attackers in pinch, and most importantly, their bardic inspiration is a bonus action.
Allan
player, 28 posts
Thu 10 May 2018
at 17:15
  • msg #97

Re: Character Creation

I have a level 1 on my character sheet now but I still need to settle on the personality and such. I was thinking giving him a child like exuberance and love for adventuring and challenges. His quirk is that he often speaks to an imaginary companion and only acts with it's blessing. For him this companion is his conscious sometimes manifesting in the classic little angel or devil on your shoulders.
Joe
player, 48 posts
Fri 11 May 2018
at 01:54
  • msg #98

Re: Character Creation

I changed a formula on Adam's sheet to link the passive perception cell to =10+B22 which is the Perception Skill bonus since that is how you determine passive perception 10 + your perception modifier which includes proficiency bonus. Adam's character is the only one that is proficient in perception.
Allan
player, 30 posts
Fri 11 May 2018
at 05:04
  • msg #99

Re: Character Creation

I think I am ready to go. My sheet is a bit messy but I'll clean it up as I go. Though I probably won't post much until next week
Adam
player, 8 posts
Mon 14 May 2018
at 06:06
  • msg #100

Re: Character Creation

posted a background story for my guy. name is zip. he is a halfling rouge. used the far traveler background and mostly plagiarized that with a few edits and filled in the gaps to include most of the features that i rolled.
Allan
player, 33 posts
Mon 14 May 2018
at 07:44
  • msg #101

Re: Character Creation

Threw a short backstory in for Rose Haven my female human paladin mystic.
The World
GM, 47 posts
Thu 17 May 2018
at 05:45
  • msg #102

Re: Character Creation

OK, correct me if I'm wrong but...

Morgrim has 10 HP (1d8+2 con)
Ratt has 11 HP (1d8 +3 con)
Rose has 10 HP (1d8 +1 con +1 immortal durability)
Zip has 9 HP (1d8 +1 con)

What armor does Rose have?  Sheet says chain mail, but she is only proficient in light armor, and the AC says 13/15.  Rose also lacks shield proficiency.  Also not proficient with the glaive.

What armor does Ratt have?  Ratt is also only proficient in light armor, and not proficient with shields.  Does Ratt have sunlight sensitivity?
Ratt
player, 18 posts
Thu 17 May 2018
at 06:03
  • msg #103

Re: Character Creation

The World:
What armor does Ratt have?  Ratt is also only proficient in light armor, and not proficient with shields.  Does Ratt have sunlight sensitivity?

Hexblade Otherwordly Patron gains medium armor and shields. Scale. No sunlight sensitivity. Half drow trades extra skills for drow magic.
The World
GM, 49 posts
Thu 17 May 2018
at 06:10
  • msg #104

Re: Character Creation

In reply to Ratt (msg # 103):

OK, Hexblade is new to me.
Ratt
player, 19 posts
Thu 17 May 2018
at 06:14
  • msg #105

Re: Character Creation

In XGtE
Rose
player, 11 posts
Thu 17 May 2018
at 14:07
  • msg #106

Re: Character Creation

Rose is a level 1 paladin
Rose
player, 12 posts
Thu 17 May 2018
at 14:12
  • msg #107

Re: Character Creation

I see mystic on my character sheet. Sorry.  I am going to multi class and was switching back and forth. I decided that the first lever should be paladin
The World
GM, 52 posts
Thu 17 May 2018
at 17:45
  • msg #108

Re: Character Creation

In reply to Rose (msg # 107):

Ok, it's all making sense now.
Ratt
player, 56 posts
Fri 22 Jun 2018
at 23:27
  • msg #109

Re: Character Creation

Ratt changes:

+1 spell slot
+1 spell known (comprehend languages)
+2 invocations (Agonizing Blast, Mask of Many Faces)
+8 hp (warlock 5[average] + Con 3)

Couple notes-

Agonizing Blast adds charisma modifier to Edritch Blast. For flavor purposes, I want the change to give the blast beam a blade motif, like little bits of blades shimmering within and around the beam.

Mask of many faces let me cast disguise self at will. I almost went for the one that let's me cast silent image at will because minor illusion has served me so well, but I don't like that it requires concentration. Disguise expands my repertoire and has a high probability of future hi-jinks, so that is good.

I figure Comprehend Languages synergizes well with disguise self (I know it doesn't allow you to speak other languages, so a lot of my disguises might feature wicked neck scars or missing tongues. Also, level 1 warlock spells are fairly lackluster.

I can change out those choices in the future anyway and I think we will be zooming through levels so, *shrugs*.
The World
GM, 160 posts
Mon 8 Oct 2018
at 20:36
  • msg #110

Re: Character Creation

Adam, new character sheet is here:

https://drive.google.com/open?...i_MtGh93KJhvkHWYkTTY
Zip
player, 63 posts
Tue 9 Oct 2018
at 19:32
  • msg #111

Re: Character Creation

Started to make my character. it is a wood elf monk. what should we do for starting level and equipment?
Zip
player, 64 posts
Tue 9 Oct 2018
at 19:41
  • msg #112

Re: Character Creation

also i get an artisan tool proficiency. i thought it would be cool to make it so he could make arrows. would that be woodworking tools or fletchers tools or bower tools? the second two i did not see on the list but thought maybe we could make them. what are your thoughts on making a character that can make arrows?
Ratt
player, 122 posts
Mon 22 Oct 2018
at 18:06
  • msg #113

Re: Character Creation

I have a couple questions for Allan; if you were to make another character would you want to make a warforged? If so, I can choose something else. There are some good warforged options now.

What class would you make?

How likely are you to make another character at some point?
Rose
player, 82 posts
Mon 22 Oct 2018
at 20:20
  • msg #114

Re: Character Creation

In reply to Ratt (msg # 113):

I like warforged but I'm in no rush to build another character at the moment. I want to get into rose first
Ratt
player, 125 posts
Mon 22 Oct 2018
at 23:10
  • msg #115

Re: Character Creation

Ok, I am just going to make the warforged then. If you feel gyped and want to make one later we can just have two, or maybe mine will die.
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