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Post by GravityEmblem on May 2, 2018 15:43:33 GMT -8
Probably a Rogue; they've always been his favorite. I can't be sure until I ask him, of course.
*leaves to ask him*
Yup, he says Rogue.
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Post by Daos on May 2, 2018 15:47:37 GMT -8
Hmm, maybe I'll pull out a classic and go with my original half-elf wizard. Might be interesting to to rebuild Daos in 5E.
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Post by Silverblade on May 3, 2018 11:02:54 GMT -8
It's me, GravityEmblem. My brother insisted I roll him up and set up an account. So...here we go!
VklY7D2K1d61d61d61d6=14 1d61d61d61d6=15 1d61d61d61d6=12 1d61d61d61d6=10 1d61d61d61d6=9 1d61d61d61d6=15
1d6·1d6·1d6·1d6·1d6·1d6·1d6·1d6·1d6·1d6·1d6·1d6·1d6·1d6·1d6·1d6·1d6·1d6·1d6·1d6·1d6·1d6·1d6·1d6
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Post by Daos on May 3, 2018 11:54:12 GMT -8
Hey, you figured out how to add people to the group without me. Not bad. You'd be surprised how many people have trouble with that.
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Post by Daos on May 5, 2018 8:16:37 GMT -8
Original array was 14, 18, 10, 13, 14, and 17.
I'll arrange them thusly: STR 10 DEX 14 CON 13 INT 18 WIS 17 CHA 14
Half-Elves get a +2 to CHA and a +1 to two additional scores of my choosing. I'll choose INT and WIS, so:
STR 10 DEX 14 CON 13 INT 19 WIS 18 CHA 16
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Post by Daos on May 7, 2018 9:37:59 GMT -8
Hmm...having trouble deciding on a background. None of them really seem to fit his backstory.
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Post by GravityEmblem on May 7, 2018 9:40:13 GMT -8
Hmm...having trouble deciding on a background. None of them really seem to fit his backstory. What is it? Backgrounds can be flexible; they can be easily altered or even built up from scratch to match a particular character's backstory.
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Post by Daos on May 7, 2018 10:00:15 GMT -8
Well, this character is 23 years old, and I've changed the minor details a lot from game to game, to make him fit into whatever setting I'm playing at the time. But the basic gist of it is as follows.
His father (elf) was a guard for a warehouse in a small city and his mother (human) was a witch of the wilds. He fancied himself a ladies man and she found him amusing enough to engage in a brief dalliance one night while she was visiting the city. When a child (Daos) was born from this union, she returned and dumped him on his father before running off.
The mother was busy searching for the means to unlock immortality. She wanted to remain young and beautiful forever. This is actually what got her into the arcane arts in the first place. She had no interest in raising a family. And one day, years later, she discovered this ancient forbidden text that contained a formula for life extension that involved mingling elven blood with human blood. She realized Daos was the perfect subject for this, as he not only contained his father's elven blood, but it was already mixed with her own blood. Thus, she could use his blood to brew the potion she needed with far greater ease than if she just chose some random elf.
Daos, meanwhile, grew up with his father in the small city. He and his father didn't really relate to each other well. His father was a warrior, and wanted Daos to follow in his footsteps. But Daos was always more interested in the academic and arcane. He started learning magic at a young age, mostly through self-teaching.
His mother kidnapped him, bringing him back to her lair to bleed him dry and make her potion. Although his magic was no match for hers (at this point, all he knew were a few cantrips), Daos managed to escape using ingenuity and resourcefulness, as well as destroy the text in the process. (And it helped his mother severely underestimated him.)
After that, Daos went into hiding, living in a small village out in the country, so that his mother couldn't find him again. He made a living using his magic and general knowledge to help the farmers and other folk of the area. Now a young adult, he's realized he can't hide forever. It's time to go out into the world to learn more, even knowing the risks she might find him again.
That's more or less the basic outline, at least for a level 1 character. Like I said, the details will get changed around to fit the setting often.
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Post by GravityEmblem on May 7, 2018 10:16:45 GMT -8
The part about hiding away in a small village sort of fits into the Hermit background, though we''ll definitely make some changes. For instance, the new Skill Proficiencies can be Arcana and History, and you can be proficient in Calligrapher's Tools instead of Herbalism Kits. We could use the Sage's research Feature, but if you don't think that fits, we can come up with something else. Oh, and you can have two magic-related books instead of a winter blanket. (The Complete History of Magic: Volumes 1 and 2, perhaps)
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Post by Daos on May 7, 2018 10:29:40 GMT -8
Okay. That all works for me.
Personality Trait: I feel tremendous empathy for all who suffer. Ideal: Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good) Bond: I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them. Flaw: I am dogmatic in my thoughts and philosophy.
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Post by GravityEmblem on May 7, 2018 10:51:25 GMT -8
All right, now you just need equipment and spells. You can pick whether you want to roll for gold or use the default Wizard package. Are you still around, Ezeze ?
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Post by Ezeze on May 7, 2018 14:38:46 GMT -8
I sure am!
I'll throw together my character at some point tonight or tomorrow.
I'm not planning on optimizing her or putting a whole lot of detail into her background. I'm thinking raised by orcs, left 'cause I couldn't keep up with their violence, tried to get along with humans for a few years - joined a mercenary crew, found that I didn't really get along with them either so I struck out on my own.
Very straight forward, what-you-see-is-what-you-get type who figures she's got to do something to earn coin so she might as well do something she's good at (fighting!).
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Post by Ezeze on May 8, 2018 9:26:42 GMT -8
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Post by Daos on May 10, 2018 13:05:13 GMT -8
How does this look?
Daos Soulstaff (Played by Daos) Male Half-Elf Hermit Wizard 1 (LG) STR 10 (+0), DEX 14 (+2), CON 13 (+1), INT 19 (+4), WIS 18 (+4), CHA 16 (+3), Age 36, HT 6'0", WT 170 lbs HP: 07/07 Hit Die: 1/1 Proficiency Bonus: +2 AC: 12 = 10 + 2 [dexterity] Dmg: Unarmed strike [+2 to hit; 1 bludgeoning], Quarterstaff [+2 to hit; 1d6 bludgeoning, 4 lb, versatile (1d8)] XP: 0/300 Saves: STR +0, DEX +2, CON +1, INT +6, WIS +6, CHA +3 Feats: None Skills: Acrobatics (+2), Animal Handling (+4), Arcana (+6), Athletics (+2), Deception (+3), History (+6), Insight (+6), Intimidation (+3), Investigation (+6), Medicine (+6), Nature (+4), Perception (+4), Performance (+3), Persuasion (+3), Religion (+6), Sleight of Hand (+2), Stealth (+2), Survival (+4) Racial Abilities: Darkvision (can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light), Fey Ancestry (have advantage on saving throws against being charmed, and magic can’t put you to sleep), Skill Versatility (gain proficiency in two skills of your choice) Class Abilities: Spellcasting Ability (DC to resist is 8+2+4 = 14, Spell attack modifier is 2+4 = 6), Ritual Caster, Arcane Recovery (can recover 1 expended spell slot on a short rest) Background Abilities: Research (When failing to learn or recall a piece of lore, automatically know where and from whom it can be obtained), Proficient Calligrapher Languages: Common, Elvish, Dwarven, Orcish Gear: Head - Bare Neck - Bare Torso - Purple robes [3 lbs], backpack [5 lbs] Hands - Bare Waist - Brown pants, leather belt, component pouch [2 lbs] Feet - Leather boots Backpack - Ink pen, ink vial, small knife, little bag of sand, parchment sheets (x10), calligrapher supplies [5 lbs], The Complete History of Magic: Volumes 1 [3 lbs], The Complete History of Magic: Volumes 2 [3 lbs], spellbook [3 lbs], scroll case full of notes [1 lb], coin (10 GP) Total Weight: 25 lbs Speed: 30 Encumbrance: 0-50 lbs is no encumbrance, 51-100 lbs is encumbrance (-10 speed), 101-150 lbs is heavy encumbrance (-20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity) Stowed Gear: None Spells: (0) Chill Touch, Light, Ray of Frost (1) Chromatic Orb, Detect Magic*, Identify*, Mage Armor, Magic Missile, Sleep Prepared Spells: Level 1: Chromatic Orb, Detect Magic, Mage Armor, Magic Missile, Sleep Spell Slots: Level 1: 2/2 Inspiration: No
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Post by GravityEmblem on May 10, 2018 16:06:27 GMT -8
I've got it all down!
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