|
Post by Daos on Feb 5, 2019 16:51:10 GMT -8
Well, this is what we know of the party make up so far:
Ezeze is playing a Kender Thief (Handler). Horizons is playing a Kagonesti Druid. Rax is possibly playing a Fighter/Bard (Gallant), possibly an Ergothian Cavalier. Gravity is possibly playing a Half-Goblin or Hobgoblin Ranger (Feralan) or Gladiator (Fighter).
|
|
|
Post by GravityEmblem on Feb 5, 2019 17:00:06 GMT -8
Well, it seems my stats are going to look like:
Strength 16 (base 8+5+3)
Constitution 15 (base 8+6+1)
Dexterity 13 (base 8+4+1 racial)
Intelligence 7 (base 8-1 racial)
Wisdom 14 (base 8+6)
Charisma 8 (base)
This looks about right, unless Half-Goblins get -1 Charisma, not -1 Intelligence.
|
|
|
Post by Daos on Feb 5, 2019 17:35:29 GMT -8
Half goblins get +1 Dexterity, –1 Charisma.
This means you do qualify as a Ranger and a Feralan with those scores.
|
|
|
Post by GravityEmblem on Feb 5, 2019 17:46:33 GMT -8
Half goblins get +1 Dexterity, –1 Charisma.
This means you do qualify as a Ranger and a Feralan with those scores.
Excellent! As a level 5 Feralan Ranger, I get 5 Weapon Proficiencies (2 of which must be Club and Knife), 4 Non-Weapon Proficiencies (in addition to hunting), and 5 d10 hit dice, which I will be rolling here: 8VS52rCg5d105d10
|
|
|
Post by Daos on Feb 5, 2019 17:59:39 GMT -8
With a CON of 15, you also get a +1 to HP for each level. So that is 32+5 = 37 HP total.
|
|
|
Post by HorizonsDream on Feb 5, 2019 19:08:42 GMT -8
Name: Ravarie of the Phoenix Wing Tribe Race- Kagonesti Elf Class- Forest Druid (Beastfriend Kit) Age- 150 Hair- Brown Eyes- Brown Height- 5'2" Weight- 147 HP- |_Eh4BTy5d8+8 Deity- Habbaukuk (The Blue Phoenix)
STR- 12 DEX- 9 +1 (10) CON- 7 INT- 14 -1 (13) WIS- 16 CHA- 15
Languages Common Elven Druidic (secret) Ergot
Weapon Proficiencies Spear Scimitar
Non-Weapon Proficiencies Animal Lore (Free) Survival, Forest (Free) Reading/Writing (INT-1) Healing (WIS-2) Veterinarian Healing (WIS-3) Animal Handling (WIS-1) Animal Training (WIS 0) Tracking (WIS 0) Alertness (WIS+1)
5d8+8
|
|
|
Post by Daos on Feb 5, 2019 22:57:54 GMT -8
You actually get 1 extra WP and 3 extra NWP due to level.
|
|
|
Post by GravityEmblem on Feb 6, 2019 4:13:26 GMT -8
My NWPs will be Animal Handling, Firebuilding, Foraging, and Survival; my other WPs will be Hand Axe, Shortbow, and Spear.
My familial species will be Wolf. Also, is Chaotic Evil OK for a Feralan? (I could see him as CN if not, but not as Good)
|
|
Rax
Dicemaster
Posts: 2,263
|
Post by Rax on Feb 6, 2019 9:35:25 GMT -8
Rax, yes, one kit per character, regardless of how many classes they have. Speaking of which, did you still want to play an Ergothian Cavalier? I thought about making a custom kit for them, although if you want to stick with the gallant, then that won't be necessary.
I'm still leaning towards playing a Fighter/Bard with the Gallant kit, since that was the original basis of the character. He'll probably also be a half-elf, since I just can't resist having access to infravision. What are we doing about alignment? Your character creation rules say that standard alignments aren't in use, but I note that GravityEmblem is asking whether CE is okay? While personality and alignment aren't analogous, I find it difficult to imagine a character with the Gallant's code working alongside a CE person.
That also leads into another question. We seem to have a fairly even split between "good" and "evil" races. It's only ten years since a continent-spanning war where draconians and goblins were mainstays of the Dark Queen's forces. Assuming we don't all align with the ogres, how will such characters be received if we travel to Ergothian, elven or Solamnic holdings? Won't it be very difficult for us to be trusted enough to work with or for these factions?
|
|
|
Post by Snacs on Feb 6, 2019 9:36:36 GMT -8
Yeah, putting my stats around I'll be going straight fighter with Myrmidon kit. I have a question Daos - Is weapon specialization limited to just one weapon,or can it be taken multiple times if I have the proficiencies for it? (like, if I take 2 WP into broadsword to specialize in it, can I put 2 into spear as well?) Complete Fighters says I can AFAIK, but PHB says no, because I get a 'free' one from being a Myrmidon. And can natural attacks like claws be made into specialist weapons?(or rather, can I sink a WP into my claws, even though they're not a created weapon, learning how to use them well in battle would take the same sort of discipline.) Do PC Baaz also die instantly at 0? Or -10 as the houserule? (I don't mind either, just want clarification ) Also how would claw attacks work while wielding a weapon in one hand? Could I chose to say, stab with a spear and swipe with a secondary claw? HP rolls: EgQGLkyZ5d10I have exceptional strength at 18, so here's the percentile for it. 1d100As a Level 5 Myrmidon, I get both five WP and five NWP based off my int and class. I have no requirements of what to put my WP in, but I get a free specialization in a select group of weapons for being a Myrmidon. 5d10·1d100
|
|
|
Post by Ezeze on Feb 6, 2019 10:44:46 GMT -8
What are we doing about alignment? Your character creation rules say that standard alignments aren't in use, but I note that GravityEmblem is asking whether CE is okay? While personality and alignment aren't analogous, I find it difficult to imagine a character with the Gallant's code working alongside a CE person. That also leads into another question. We seem to have a fairly even split between "good" and "evil" races. It's only ten years since a continent-spanning war where draconians and goblins were mainstays of the Dark Queen's forces. Assuming we don't all align with the ogres, how will such characters be received if we travel to Ergothian, elven or Solamnic holdings? Won't it be very difficult for us to be trusted enough to work with or for these factions?
Oh, I'm sure it will be hella difficult going into good-aligned holdings with a baaz tagging along. We may have to leave him outside while the rest of us go into the town proper, or continuously vouch for him - but Daos has historically been really good at handling that kind of thing. If working around it gets too onerous we'll talk OOC, but personally I'm of the opinion that IC problems require IC solutions
I've swapped my abilities around just a little. Now I'm a Kender level 6 Thief (Handler) with ability scores STR 13, DEX 17, CON 9, INT 14, WIS 9, CHA 8.
Small: Kender get a +4 AC bonus when fighting against gnolls, bugbears, ogres, trolls, ogre magi, giants and titans. A kender's movement rate is 12. Kender are faster than their size would suggest. +1 racial bonus on all saving throws. Due to their eternal optimism and inherent belief in the goodness of all people, kender manage to survive and thrive in a world that is often hostile to them. Kender get a +1 to hit when using any kender weapons. Even if they are not thieves, kender get 25% in all thief skills (modified for DEX and armor) except Read Languages (0%) and Climb Walls (40%). Lack of Focus: Kender suffer a 20% spell failure for any arcane spells cast. Taunt: Kender have an uncanny insight into the motivations and characteristics of other races. They can use this insight to unleash a verbal barrage of sarcasm, insults, and crude comments that cause the targeted victims to lose their temper. If the victim can understand the kender's speech, they must make a saving throw vs. spell (modified by WIS). If they fail, for 1d10 rounds they attack the kender wildly with a -2 penalty to hit and a +2 penalty to AC. Fearlessness: Kender are immune to fear, magical and otherwise.
I'm going to go ahead and roll for HP (no bonuses or negatives from CON 9); kEI2eQtm6d6
If I'm doing the math right, as a 6th level rogue with an INT of 14, I should get 3 weapon and 8 nonweapon proficiency slots. I'm working on those now, will edit them in to this post.
Weapon Proficiencies: Polpak (Kender Swordstaff), Hoopak (Kender Slingstaff), Dagger
Nonweapon Proficiencies: Animal Noise [8], Cooking [14], Gaming [8], Information Gathering [14], Observation [14], Reading/Writing [15], Trailing, Tumbling [17].
Rogue Skills (Kender Base) + Dex adjustment = pre-training total + training (before armor) Pick Pockets (25%) +5% = 30% +5+5+5+5 = 50% Open Locks (25%) +10% = 35% +15+5+5+5+5 = 70% Find/Remove Traps (25%) = 25% +15+5+5+5+5+10 = 70% Move Silently (25%) +5% = 30% +15+10+10+10+5+5 = 85% Hide in Shadows (25%) +5% = 30% +15+10+10+10+5+5 = 85% Detect Noise (25%) = 25% +0 =25% Climb Walls (40%) = 40% +0 = 40% Read Languages (0%) = 0% +0 = 0%
Languages: Common, Kenderspeak, Gnomish, Camptalk
Height: 3'9" Weight: 89 lbs
Edit: Aaaaand, I think I'm done with crunch? Unless Daos notices anything missing. I'll get fluff down on paper shortly. It basically amounts to "Kender at the height of her Wanderlust"
6d6
|
|
|
Post by Snacs on Feb 6, 2019 10:48:28 GMT -8
I was going to play some flavor of neutral leaning good for my Draconian, simply because they're not required to be evil. But I wholly expect to have to hide under heavy robes and/or stay outside of civilized towns that aren't openly evil, considering how well-known as monsters Draconians are! Those HP rolls feel very very nice, shame the low exceptional but still, not gonna complain about +1 to damage I'll edit this as I go along, but here's some really rough crunch. Name: Runt Race: Baaz Draconian Class: Fighter (Myrmidon kit) Age: 18 Eye color: Dim Red Scale color: Mostly dark green, with brass mottling across horns,claws, and tail. Height: 6'6" Weight: 285 HP: 53 AC: 0 MR:20% Str - 18/07 Dex - 18 Con - 18 Int - 7 Wis - 7 Cha - 8 Languages: Draconic Common WP: Composite longbow Specialization(free from myrmidon kit) Two Weapon Fighting Style Specialization - 1 Ambidexterity Club Specialization Sling proficiency NWP: Languages,Modern(Speak Common) Blind Fight Natural Fighting Danger Sense Bowyer/Fletcher
|
|
Rax
Dicemaster
Posts: 2,263
|
Post by Rax on Feb 6, 2019 13:23:12 GMT -8
Hmm, none of my alternate concepts are inspiring me ATM, so I guess I'll go with my half-elf fighter/bard. With 25,000 xp he'll start out as a level 4 fighter and a level 5 bard. Daos, how do we go about determining what spells my character has in his spellbook, assuming he actually has one? PHB says he starts with 1d4 spells, but after that it's all up to what he finds during adventures. There's also a discrepancy in the description of the Gallant kit. Under Special Hindrances, the description is as follows: However, in the chapter on Followers, table 35 Followers by kit says that a 9th-level Gallant who builds a stronghold gains 3d4 0-level warriors and 1 3rd-level squire. Which do you think should apply?
In the meantime, rolling for HP:
Fighter HP ZVInAVPw4d10 Bard HP 5d6
So 13+6+5 (from the Gallant kit) = 24 HP. Not stellar for a frontliner, but hopefully he won't get hit all too often...
4d10·5d6
|
|
Rax
Dicemaster
Posts: 2,263
|
Post by Rax on Feb 6, 2019 13:50:24 GMT -8
Sir Placeholder Male Half-Elf Fighter 4/Bard 5 (Gallant) STR 13, DEX 16, CON 7, INT 13, WIS 9, CHA 15, Age 20+, HT 5’7”, WT 135 lbs HP: 24 XP: (Fighter) 12,500/16,000 and (Bard) 12,500/20,000 Racial Abilities: Sleep/Charm Resistant (30%), Infravision (60'), Pass Concealed Door (1 on 1d6), Search Secret Door (1,2 on 1d6), Search Concealed Door (1,2,3 on 1d6) Class Abilities: Spells (3/1), Pick Pockets (-5%), Detect Noise (60%), Climb Walls (45%), Read Languages (50%) Kit Abilities: Bonus Proficiencies (ancient language, dancing, etiquette, poetry), Essence of Purity, Code of the Gallant, Romantic Appeal, Poetic Charm Special Abilities: None WP: Composite Short Bow, Lances, Long Sword, Warhammer NWP: Ancient Language [Ergothian] (13), Cantrips (11), Dancing (16), Etiquette (15), Land-based Riding (12), Local History [Southern Ergoth] (15), Poetry (11), Reading/Writing (14), Seamanship (17), Singing (15), Swimming (13) Languages: Common, Elven, Ergot, Ogre
|
|
|
Post by GravityEmblem on Feb 6, 2019 15:16:00 GMT -8
Well, time for some crunch for me as well. (Note: some NWPs were changed due to my realizing they used my second-worst stat.)
Romulus Remus
Half-Goblin Ranger (Feralan)
Level 5 (25,000 EXP) THAC0: 16
HP: 37
STR: 16 DEX: 13 CON: 14 INT: 8 WIS: 14 CHA: 7
Languages:
Common (sort of) Wolf
WPs:
Club Knife Spear Hand Axe Shortbow
NWPs:
Hunting (13), Tracking (14), Firebuilding (13), Animal Handling (13), Endurance (14)
Special Abilities:
Infravison (60’) Hide In Shadows 41% Move Silently 60% Species Enemy: Orcs Primary Terrain: Forest Familial Animal: Wolf Call Of The Wild (Summon Familial Animals as Followers for 1-4 hours) Feral Rage (Chance of Being Enraged at Enemy on Initial Wounding) Climbing 60%
|
|