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Post by Nuke on Dec 14, 2017 5:23:43 GMT -8
Still kinda waiting to see what party composition we have before I decide which way to go.
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Post by Daos on Dec 14, 2017 12:52:37 GMT -8
Okay. I've sent messages to BishGada, Spyguy and Chese. Hopefully they respond soon. If they are still in, we'll work on getting their characters rolled up. If not, then I'll start looking for replacements.
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Post by Daos on Dec 15, 2017 11:20:06 GMT -8
Okay, I regret to announce that Midknight/Spyguy is out. Haven't heard back from BishGada and Chese yet.
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Post by Bishgada on Dec 24, 2017 4:58:29 GMT -8
Hi, I would like to play a Halfling thief. Since Halflings has +1 to Dex can it go to 19 with the point buy system? Also, can we use either systems?
Thanks.
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Post by Daos on Dec 24, 2017 10:22:05 GMT -8
You don't have to use the point buy system if you don't want to. However, I have a new house rule in place for this game: So everyone gets a +1/-1 of their choice, regardless of race (even humans). (You can read the whole list of house rules here.) However, as I explained to Nuke earlier in the thread, you can't get a 19 with the point buy system. The +1/-1 is pretty useless if you're using that one.
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Post by Bishgada on Dec 27, 2017 11:14:27 GMT -8
Hi, Here is the roll for the point buy system:
j27FJj6A7d67d6
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Post by Bishgada on Dec 27, 2017 12:48:28 GMT -8
Pretty average but with the point buy I can make it super halfling thief (if allowed):
STR 8 DEX 8+10 +2 reaction, +2 to hit missle, -4 AC CON 8+10 +2HP, shock 99%, resurrect 100% INT 8+1 2 lang. WIS 8 CHA 8+1 4 hench
Exp: 40K => Level 7
Racial: +1 to hit with sling an thrown +5 (CON) for S.Th. vs poison, spells, staves, rods. -4/-2 on surprise Stout? D4imsIj|1d100 <= 15? Else 1d100 < 25
HP: 6d6+20
Skills: (with racial and DEX and armor modifiers)
Pick pickets 45/20/10 Open Locks 95/90/85 Find/Remove Traps 95/90/85 Move Silently 60/40/30 Hide in shadows 70/55/45 Detect Noise 20/15/10 Climb walls 55/25/15 Read languages 25
What about items? What about magical items?
How it goes with weapon and non weapon proficiency? the same number of languages?
Other things I missed?
1d100·1d100·6d6+20
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Post by Bishgada on Dec 27, 2017 12:49:48 GMT -8
No infravis or detecting stuff underground.
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Post by Daos on Dec 27, 2017 13:15:46 GMT -8
Interesting build. You going for some kind of thief tank?
You can start with really any mundane equipment you want, within reason. You're a seasoned adventurer, after all, so you have had a few lucrative adventures by now.
As for magical items, I award those to you after your character is complete, based on their backstory and such. I usually gift one item to help in battle, one item to help underwater, and then a one shot/limited use item (like a potion, wand, scroll, etc.).
Let's see. At level 7, you start with 3 weapon proficiencies and 4 nonweapon proficiencies (+2 for INT, so 6 nonweapon proficiencies total). You get 2 language slots.
I think that covers it, other than his biography.
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Post by Nuke on Dec 27, 2017 16:52:29 GMT -8
so, we're up to Fighter, Storm Sorcerer and Thief. Still need a Cleric/Druid
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Post by Bishgada on Dec 29, 2017 7:53:45 GMT -8
Well, frankly CON points has more effect than STR points. So, not a tank, just a sturdy little fella.
Name: Senllip Browndoor (Hope it won't be mistaken for Troll or Ogre name) Age: 42 years Height: 47" (tall for halfling) Weight: 68 pounds HP: 44
STR 8 DEX 18 CON 18 INT 9 WIS 8 CHA 9
Languages: Halfling, Dwarven, Common Weapon prof.: Short sword, Dagger, Staff sling. Non weapon prof.: Locksmithing, Forgery, Swimming, Rope Use
Background: Senllip was born and raised in Ooftah Hill withing his happy family Browndoor named after their barrows' brown door. His great great great grand father had the ingenuity to keep their door brown while all other had painted theirs yellow and it was the word of the day (since yellow attracted goblins attacks and brown did not). Nowadays many of the barrows door in Ooftah are kept or painted brown, but the honor was still his family. Senllip parents always believed all their sons and daughters are extremely wise and sent them to school in the big town, 50 miles from their small village. His brothers and sisters were indeed wise but Senllip was not eager to study. When he was sent to the city of mixed population he got involved with many somewhat questionable businesses. With his quick hands, his ability to climbs walls, to fit into small places and his strong will to help his friends get fancy stuff he soon started a collection of borrowed items from the people in the street. He shared some of these items with his friends and planned to return these items to the owners, someday if they will really insist on it, since it seems they didn't really wanted them, otherwise they would have guarded them better. After four years at the city, Senllip decided to return to his home village, one of the reasons was his longing to see them, while another reason was his wish to avoid several gangs at the town that were looking for him claiming he violated their territory. Of course he didn't violated anything. He was sent to the city to learn, and his current study was how far he can reach without drawing attention. He now learned it and so, accomplishing his objectives he decided that if they are coming to him (probably to flatter him on his accomplishment), it would be more polite and nice to show them the beautiful green hills where he grew up. So he went back to his village to prepare for their visit. For some reason, they never showed up, maybe because he was known in his literature name "Sredrik" and forgot to leave them his true name. Maybe it was because he left too quickly and too silently (only meaning not to worry others in his absence). After few more years with his parents, which seemed not disturbed by the fact he didn't learn much and happy with him at home, he decided to check again about his friends in the city. His old friends where nowhere to be found. There was a rumor they were taken as slaves to pay their debts. Senllip followed these leads and after tracking the slavery ship through several islands and towns he eventually found them in a small harbor in Mond. Interestingly enough, it seemed the slavers were tied and taken under another force. That seemed reasonable to him that if the slavers takes people freedom, then someone might take theirs, and of course it would be best to be on the top of the food chain, especially with his gifts, the best cut can be get when you are at the top of food chain. So he signed up to catch slavers (apparently signed up for the Blue Lighting) and since then sailed the seas chasing slavers (although he did visit his family now and then).
Character: Senllip acts emotionally, his reason doesn't always goes with the main stream and for others it might seem as random act, but to himself his action are well justified and for the better good. Senllip usually keeps clean and neat cloth. Long sleeves and shiny boots. He hair is cut short periodically and he keeps good shape. He usually wears few rings, earring and sometimes a chain on his breast. His belt buckle is also fancy and so does the cuffs. When on duty he is with his leather armor again oiled fixed and neat. He carries his small weight and height with dignity and importance. He loves to drink, speaks a lot, many times his whole conversation is pure fiction but harmless, and if it becomes very long he himself begins to believe in it. He is not beautiful but has good spirit, shares his (and others) wealth with the close surround and so is very likable person. Senllip never have long term plans. He thinks he can do better to materialize his current plan if he doesn't waste time on planning future plans. But he doesn't mind if others want to waste time on planning, and uses this time to get familiar with them, sometimes by checking the contents of their pockets or packs.
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Post by Daos on Dec 29, 2017 12:03:07 GMT -8
He needs a birthdate. You can roll randomly (1d12 for the month and 1d30 for the day), or just pick one.
For your weapon proficiencies, would you rather take sabre instead of short sword? It does marginal more damage (1d6+1 instead of 1d6) and it better fits the theme of a nautical campaign. (You could also substitute a cutlass, which does the same damage as a short sword, but deals slashing damage instead of piercing.) Also, I assume you chose staff-sling for that +1 racial bonus halflings get, and that's fine. Just keep in mind a staff-sling's maximum range is 90 yards (120 feet) so on ship-to-ship battle, you'll have to wait until the ships are practically on top of each other to get any use out of it.
You chose 4 NWPs, but you get 6 slots, as I said. Did you want to pick the last two? Reading/Writing might be a good pick for one of them, since he did go to school and all. Seamanship would be another good choice, as it would make him useful on a ship, where the majority of this game will be taking place.
For languages, you chose three, but he only gets 2 language slots. Common is a trade tongue, used by merchants and travelers. Most regular folk speak Octhanian on the islands. You could invest one of your remaining NWP slots into Modern Languages to take a third language, though. But you might want to be sure he knows Octhanian, otherwise he might have trouble communicating with most of the people he meets, including other party members.
Have you picked out his equipment yet?
On his history, I have a few questions. Did you have any thoughts on what island Ooftah Hill is on? You say that he was sent to a school in a 'big town' that was '50 miles away.' Was this town on the same island as Ooftah Hill? Was Ooftah Hill's population entirely halfling? (You seem to imply that everyone lives in burrows, so I would assume so?) How old was he when he was sent to the 'big town' to study?
That's all I have for now.
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Post by Bishgada on Dec 29, 2017 13:14:31 GMT -8
OK, I was going with the generic 2nd edition theme.
So, birth date is 14/02. WP I'll switch the Short sword with Sabre.
Languages I'll switch Dwarven with Ochtanian and drop the Common. I thought Common is a given and not counted in the # languages. I thought any Sling get's the +1. I saw the limit of range but I imagined that a Thief would need closer range with better ROF and accuracy since he might need it in an alley running away after trying to pick pockets.
I'll take Reading/Writing and Seamanship as you suggested. Where can I read the proficiencies description?
I didn't want to write things that might contradict you settings, but if it is possible to choose I thought Hashadeth could be the place and the big town is hmm... what towns are at Hashadeth? I didn't see it in the Handbook. I meant Ooftah hill to be only halflings if that's acceptable. 50 miles away is not mandatory. It was meant as few days ride so he will have to be away from home for few years.
About equipment I didn't choose yet. I assume Leather armor, Sabre, Staff sling, several handy bullets, one fancy suit, work cloth, several jewels, cap, boots, sleeves, torches... I'll consider more items.
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Post by Daos on Dec 29, 2017 13:38:26 GMT -8
Correct, it does, as does any thrown weapons. The PHB. You can find it here. Go to PHB, then Chapter 5, then Nonweapon Proficiencies II, and finally click on Table 37. From there, you can click on the name of each NWP to read the description. The biggest city on Hashadeth would be Tu'Valie, the capital. You might remember it from the last game--the one with the really fancy inn (the Queen of Harts) where the party met Saren and his crew for the first time. Another possibility might be Sanctuary. It has a high halfling population, a big city, and a school run by the church of Octhanus. Either of those could work well. Okay, let me know when you do. How old was he when he was sent to the 'big town' to study?
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Post by Bishgada on Dec 30, 2017 4:39:13 GMT -8
I didn't find the description of Locksmithing and Looting in the player handbook but used it from here. So if you accept it I saw Locksmithing gives bonus for lock picking. I also would add Tumbling to the NWP and Looting and replace Rope Usage with Information Gathering if possible. I'll go with Hashadeth and Tu'Valie and he was sent to school at age on 24. (gives him several years to learn, several to stay home and ~decade on the seas). Equipment: Brown Belt (with nice silver buckle), Another simple leather belt, Boots (extra strong, hidden dagger holder, hidden space for extra money/jewel), Leather gloves, Cuffs (for the sleeves, not like policemen , High quality shirt and coat, Normal shirts and coat with many pouches. Box (at his room), Large sack, small sack. pouch (wearable). Backpack. Container for sling bulltes/stones Are the others own horses? Can I have a pet? Either a dog or raccoon... Flint and steel, Hooded lantern, Good Lock (would locksmithing help to make it extra good/cheaper?), lamp oil, whistle, Thieves' picks (x2), Torches (x3), Ale skin. Leather armor, Sabre, Dagger(x2), Staff-Sling, Stones (x4). Can I have the armor and weapons to be treated by specialist to get extra AC/Hit/Dmg?
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