Character Creation

Eris
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Darithe
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Re: Character Creation

#41 Post by Darithe »

Vesper Grae
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Eris
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Re: Character Creation

#42 Post by Eris »

How is everyone doing with their characters?

I'm trying to get some background posts into the forum and want to begin a walking start for the game over the next few days. I feel like we're moving slowly, but believe it or not, we are moving forward. :)
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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Rex
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Re: Character Creation

#43 Post by Rex »

Sorry Eris, my last week turned very crazy on me. I will try and get my PC wrapped up soon.

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shaidar
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Re: Character Creation

#44 Post by shaidar »

I think I'm pretty much done apart from pinning down a little background.

Sheet:

Eris
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Re: Character Creation

#45 Post by Eris »

Rex wrote: Thu May 02, 2024 4:51 am Sorry Eris, my last week turned very crazy on me. I will try and get my PC wrapped up soon.
Hey, I feel the same! This week, my niece was rushed to the hospital and they had to deliver her baby early, that was stressful, but thankfully she and babe are doing fine now. Today I had to get bloodwork done for a doctor's appointment next week, that always stresses me out. To top things off, I haven't had a good night's sleep in, well, it feels like a month...sigh... Well, I got a Map of Lakeside up and a lore dump on it posted tonight. It's after 1am, I think I should sign off and go to bed. Night all!

PS, I do want to let everyone know I miss counted my games last wee. :) I totally forgot I'm running the Shadowdark game here. Please don't read anything into that, because I'm having a blast with it, but when I said I'd be running one Traveller and one D&D...I forgot to add and one Shadowdark. :)

PS 2, Magic! I've got to post about Magic...tomorrow...don't let me forget!
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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shaidar
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Re: Character Creation

#46 Post by shaidar »

No problems, sometimes life comes along and kicks you in the...shins.

Glad the baby is well.

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Marullus
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Re: Character Creation

#47 Post by Marullus »

I think I am all set - just going to double-check inventory.

Are you using an encumbrance system?

Are you making a finished sheets thread?

As a acquisitive Sage she needs a bond to a wealthy library: do you want Hellebore directly associated with Avandar's Tower or with a eccentric collector in High Ridge? Or does the Baronness wish to increase standing with a showy collection of knowledge?

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ateno
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Re: Character Creation

#48 Post by ateno »

Hey everyone, I think I can be back. Here is a picture of de Francisco. Eris, is the character done?

Eric
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terrymixon
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Re: Character Creation

#49 Post by terrymixon »

Thanks for the conversion, Eris.

Linder

Male Human Criminal Rogue 3
Neutral Good
Representing Terry


Strength 14 (+2)
Dexterity 19 (+4)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 11 (+0)

Size: Medium
Height: 6' 0"
Weight: 180 lb
Skin: Tan
Eyes: Light Brown
Hair: Dark Brown Straight; Beardless


Maximum Hit Points: 21
Speed: 30 feet

Armor Class: 15 = 10 + 1 [leather] + 4 [dexterity]

Proficiency bonus: +2

Initiative modifier: + 4 = + 4 [dexterity]

Attack (handheld / thrown): + 4 = + 2 [strength] + 2 [proficiency]

Attack (missile / finesse): + 6 = + 4 [dexterity] + 2 [proficiency]

Strength save: + 2 = + 2 [strength]
Dexterity save: + 6 = + 4 [dexterity] + 2 [proficiency]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 2 = + 2 [proficiency]
Wisdom save: + 0
Charisma save: + 0

Insight (passive): 10 (15 with advantage)

Investigation (passive): 10 (15 with advantage)

Perception (passive): 12 (17 with advantage)

Carry: 210 lb maximum


For groups using the optional encumbrance rules:

If carrying more than 70 lb, encumbered -- -10 on speed

If carrying more than 140 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Common, Goblin, Thieves' Cant

Unarmed strike [+4 to hit; 1+2 bludgeoning]

4 Daggers [+6 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)]
Short Bow [+6 to hit; 1d6+4 piercing, 2 lb, ammunition (range 80, 320), two-handed]
Rapier [+6 to hit; 1d8+4 piercing, 2 lb, finesse]
Short Sword [+6 to hit; 1d6+4 piercing, 2 lb, finesse, light]
Leather armor [light; + 1 AC; 10 lb.]


Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier

Acrobatics Dex 6 = +4 +2
Animal Handling Wis 0 = +0
Arcana Int 0 = +0
Athletics Str 2 = +2
Deception Cha 2 = +0 +2
History Int 0 = +0
Insight Wis 0 = +0
Intimidation Cha 0 = +0
Investigation Int 0 = +0
Medicine Wis 0 = +0
Nature Int 0 = +0
Perception Wis 2 = +0 +2
Performance Cha 0 = +0
Persuasion Cha 2 = +0 +2
Religion Int 0 = +0
Sleight of Hand Dex 6 = +4 +2
Stealth Dex 8 = +4 +2 +2 [expertise]
Survival Wis 0 = +0

Linder is proficient with at least 1 game(s): Dice game: GM's choice.

Tools with which Linder is proficient: Thieves' tools

Human

Humans get +1 on each of the six ability scores (already included). If honor and/or sanity are ability scores, these are also increased by one.
Humans learn one extra language.

Criminal

You have underworld contacts.
You are probably an accomplished forger.
Consider bringing thieves tools and at least one kind of gaming set.

Rogue

Proficient in using thief tools.

Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Stealth; Thieves' tools; .
Level 1: Thieves cant
Level 1: Sneak attack deals extra 1d6
Level 2: Cunning action -- take a second action to dash, disengage or hide
Level 3: Sneak attack deals extra 2d6

Future levels:

Level 5: Sneak attack deals extra 3d6
Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see
Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed
Level 7: Sneak attack deals extra 4d6
Level 9: Sneak attack deals extra 5d6
Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better
Level 11: Sneak attack deals extra 6d6
Level 13: Sneak attack deals extra 7d6
Level 14: Blindsense -- sense invisible if you can hear
Level 15: Slippery mind -- gain proficiency in wisdom saving throws
Level 15: Sneak attack deals extra 8d6
Level 17: Sneak attack deals extra 9d6
Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against you
Level 19: Sneak attack deals extra 10d6
Level 20: Stroke of Luck -- once between short rests, turn a miss into a hit, or automatic success on a failed ability check

Thief (rogue archetype)

Level 3: Burglary / Second Story Work -- climb at full speed, add your dexterity modifier to distances jumped.
Level 3: Fast hands -- can use cunning action to make sleight of hands checks, use thief tools on a trap, open a lock or use something in the environment.

Future levels:

Level 9: Supreme sneak -- advantage to hide.
Level 13: Use magic device
Level 17: Thief reflexes. Take an extra turn at initiative - 10 on the first round of any battle.


Class HP rolled

Level 1: Rogue 8
Level 2: Rogue 3
Level 3: Rogue 4

Hit Dice For Healing
Regain half with each long rest. Use as needed during long or short rests.


Death Saving Throws:

Successes Failures


Linder's Equipment:

Weapons / Armor / Shield (from above)
Arrows (quiver of 20) x 1
Backpack
Ball bearings (bag of 1000)
Bedroll
Bell
Candles x 5
Clothing change (fine) x 1
Crowbar
Flint and steel
Gaming set (dice) (proficient)
Hammer
Iron spikes (10) x 1
Lantern (hooded)
Little bag of sand
Mirror
Oil flasks x 2
Pitons (bag of 4) x 10
Pouch x 1
Rations (1 day) x 5
Rope (50', hempen) x 1
Sacks x 1
String, ten feet x1
Tinderbox
Waterskins x 1
Whetstone
Disguise kit
Thieves' tools (proficient)
_____
92 lb


Total

Also… Fine Dark Cloak (+1 to hide in shadows)
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 1,000 Cr, Auto Pistol, Explorer's Society (or TAS) membership.

Eris
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Re: Character Creation

#50 Post by Eris »

Marullus wrote: Thu May 02, 2024 11:35 am I think I am all set - just going to double-check inventory.

Are you using an encumbrance system?

Are you making a finished sheets thread?

As a acquisitive Sage she needs a bond to a wealthy library: do you want Hellebore directly associated with Avandar's Tower or with a eccentric collector in High Ridge? Or does the Baronness wish to increase standing with a showy collection of knowledge?
Don't go crazy with what you carry and we won't worry about it. IOW's if you are trying to carry the horse on your shoulders while lugging a chest of gold in your arms, I'll call shenanigans' on you, otherwise, no encumbrance system.

Yes, there will be a Finished Sheets thread. I'd like the Unseen Servant sheets to be in there. I will probably add a quick reference sheet or two, mostly for my own use, at the top. One reason I'm wanting y'all to use the Unseen Servant sheets is that you will have "ownership" of them and will be responsible for keeping them updated as we go!

Ah! You've been reading my Background posts. :)

Here's the thing of it, Hellebore is new to town, just having arrived and not really knowing the 'lay of the land' yet. You'll learn of Avandar pretty quickly and yes, he might be worth trying to cultivate. You might meet Simon Black, or be introduced to him, and he is always in the market to buy and sell items of lore and more. There could be an eccentric collector living in High Ridge, but you don't know of one, at the moment. You'll discover the Baron (and his wife the Baroness)...well, we'll let you discover it in your own good time. :)

I'm getting really close to starting a Game Thread more will be revealed when I do, so be patient for a little longer.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

Eris
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Re: Character Creation

#51 Post by Eris »

This is specifically aimed at JR and ateno.

I've worked up conversions for each of your characters and I think thought I sent them to you via Private Message: (de Francisco as Fighter/Fighter/Wizard and Carsta as 3 Level Cleric). I don't see either message listed, I must have missed sending. I'll get them to you via private message asap so you can look at them and give me feedback as to changes you'd want.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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Marullus
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Re: Character Creation

#52 Post by Marullus »

Thanks for posting your new magic rules. I'm going to make sure I've understood them correctly, and the changes that need to happen on the character(s) accordingly.

For Wizards: (This overrides both 5e and Hardmode rules, which all vary greatly from this and each other.)
  • We start with 3+ INT MOD spells in our spellbook, but all must be level 1/Tier 1 spells. We gain the ability to add 3 more spells per level. (Hellebore starts at level 2 wizard and an INT mod of 3. Does she start with nine spells in her book instead of six, and can any be above first level?)
  • After that, all spells are acquired through the GM (players don't pick when leveling).
  • There is no limit on spell levels known - higher-level spells are just more difficult to learn. If you let us have a scroll of Wish when only third level, we just need to spend whole-weeks studying it until we roll at 19-20. After that we can cast it normally. (Thus, I am assuming wise GM control of found spells. :) )
  • We can memorize Levelx2 spells per day and they can be of any spell level.
  • We must succeed on a roll of 1d20+INT vs 10+spell level to cast. Failing doesn't mean the spell is lost.
  • We can cast the spells repeatedly until the raw die roll is less than the tier/level of the spell. (A first level spell is never lost until you roll a natural 1, which loses the spell AND causes a Mishap roll.)
  • It doesn't mention Cantrips, so assuming they work normally per 5e rules? i.e. Cantrips are low power but reusable and reliable - designed to not be lost even in 5e. In this ruleset context does that mean that Cantrips are able to be re-used as-written without a roll and thus also without risk of loss? (and no chance of Crit?)
One clarification/request. In 5e rules, it is important that the ability check rules also associate a skill proficiency to all ability check rolls. So, in this case, that means that an INT-based roll to cast a spell would include the proficiency bonus for being skilled at Arcana. (Or Religion if a Cleric, or Performance if a Bard.) Under your house rules, if you had a wizard unskilled in Arcana or a cleric unskilled in Religion, that also means they would roll a straight 1d20 without adding their ability modifier.

This clarification is particularly important at this juncture - as the character Hellebore spent a whole level becoming an Expert at Arcana, rather than leveling as a Wizard. (Her trade-off is that she has less spells and spells-per-day, but is +2 better at casting than a wizard who ISN'T and Expert scholar first.)

Just checking understanding and that we're all clear on implications. If not, it changes character creation. :)

Eris
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Re: Character Creation

#53 Post by Eris »

I'll attempt to answer these with oocs inside your quote...
Marullus wrote: Fri May 03, 2024 8:48 pm Thanks for posting your new magic rules. I'm going to make sure I've understood them correctly, and the changes that need to happen on the character(s) accordingly.

For Wizards: (This overrides both 5e and Hardmode rules, which all vary greatly from this and each other.)
  • We start with 3+ INT MOD spells in our spellbook, but all must be level 1/Tier 1 spells. We gain the ability to add 3 more spells per level. (Hellebore starts at level 2 wizard and an INT mod of 3. Does she start with nine spells in her book instead of six, and can any be above first level?) Level 1=3+INT, Level 2 add 3 more, etc. Hellebore is Wizard-2, so starts with 9 spells, your choice among Tier 0 and Tier 1 Spells, you won't have access to Tier 2 spells until Wizard-3. I'm returning to advance a Tier on odd Levels.
     
  • After that, all spells are acquired through the GM (players don't pick when leveling). Yes, find them, buy them, get a Wizard to train you is how you get specific spells. What you get when you advance is the ability to put more spells in your book, not the spells themselves.
     
  • There is no limit on spell levels known - higher-level spells are just more difficult to learn. If you let us have a scroll of Wish when only third level, we just need to spend whole-weeks studying it until we roll at 19-20. After that we can cast it normally. (Thus, I am assuming wise GM control of found spells. :) )Correct, and good luck finding a Wish spell! :)
     
  • We can memorize Levelx2 spells per day and they can be of any spell level. Correct, Hellebore is Wizard-2, so can memorize 4 spells each day.
     
  • We must succeed on a roll of 1d20+INT vs 10+spell level to cast. Failing doesn't mean the spell is lost. Mostly correct. You can lose a spell, for the day, if the d20 roll is low enough, even if you successfully cast it, that's going to be very rare, though.
  • We can cast the spells repeatedly until the raw die roll is less than the tier/level of the spell. (A first level spell is never lost until you roll a natural 1, which loses the spell AND causes a Mishap roll.) Yep. That might be too generous, we'll see.
     
  • It doesn't mention Cantrips, so assuming they work normally per 5e rules? i.e. Cantrips are low power but reusable and reliable - designed to not be lost even in 5e. In this ruleset context does that mean that Cantrips are able to be re-used as-written without a roll and thus also without risk of loss? (and no chance of Crit?) No, you have to roll to activate a Cantrip: 1d20+Int >= 10+0, but you can't forget them, and you can Crit on a Nat 20, Mishap on a Nat 1. Cantrips also count against spells in your book and spells memorized for the day. Maybe too harsh, we'll see. I'm hoping repeated casting and limited availability even out, but as I said, we'll see.
One clarification/request. In 5e rules, it is important that the ability check rules also associate a skill proficiency to all ability check rolls. So, in this case, that means that an INT-based roll to cast a spell would include the proficiency bonus for being skilled at Arcana. (Or Religion if a Cleric, or Performance if a Bard.) Under your house rules, if you had a wizard unskilled in Arcana or a cleric unskilled in Religion, that also means they would roll a straight 1d20 without adding their ability modifier. That is correct. It's a point that needs to be mentioned, too. If you ARE NOT trained you get no bonus on a skill roll, not proficiency and not Ability.

This clarification is particularly important at this juncture - as the character Hellebore spent a whole level becoming an Expert at Arcana, rather than leveling as a Wizard. (Her trade-off is that she has less spells and spells-per-day, but is +2 better at casting than a wizard who ISN'T and Expert scholar first.) Noted and will probably be worth it!

Just checking understanding and that we're all clear on implications. If not, it changes character creation. :)
I hope my answers made things clearer.

To reiterate: If you ARE NOT trained in a Skill you get no bonus on a skill roll, not proficiency and not Ability. You roll a flat 1d20 against the Difficulty.

It's probably a good idea to change any modifiers next to your Skills to 0 on your Character Sheets for any Skill in which you did not take training.

I'll introduce a cavate to this, though, as you level up whenever you see Ability Score Improvement you get the option to go up 1 on any Ability Score or be Trained in 1 more Skill. Those are levels 4 and 8, for example.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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Marullus
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Re: Character Creation

#54 Post by Marullus »

Eris wrote: Fri May 03, 2024 9:24 pm Level 1=3+INT, Level 2 add 3 more, etc. Hellebore is Wizard-2, so starts with 9 spells, your choice among Tier 0 and Tier 1 Spells, you won't have access to Tier 2 spells until Wizard-3. I'm returning to advance a Tier on odd Levels.
 
[*]There is no limit on spell levels known - higher-level spells are just more difficult to learn. If you let us have a scroll of Wish when only third level, we just need to spend whole-weeks studying it until we roll at 19-20. After that we can cast it normally. (Thus, I am assuming wise GM control of found spells. :) )Correct, and good luck finding a Wish spell! :)
 These two contradict each other?
  • Are you limiting spells by odd levels (up fifth level spells at 9th level and levels 6 to 9 don't exist, including Wish), or
  • Is it the second bullet where there's no limit and higher spells are harder to learn?
ETA: I had assumed the former, but was pretty intrigued that your write-up implied the latter. (It's more like DCC when you can mess with power beyond your control. ) If I can suggest a compromise - spells above your level are just non-proficient when rolled?
Eris wrote: Fri May 03, 2024 9:24 pm [*]It doesn't mention Cantrips, so assuming they work normally per 5e rules? i.e. Cantrips are low power but reusable and reliable - designed to not be lost even in 5e. In this ruleset context does that mean that Cantrips are able to be re-used as-written without a roll and thus also without risk of loss? (and no chance of Crit?) No, you have to roll to activate a Cantrip: 1d20+Int >= 10+0, but you can't forget them, and you can Crit on a Nat 20, Mishap on a Nat 1. Cantrips also count against spells in your book and spells memorized for the day. Maybe too harsh, we'll see. I'm hoping repeated casting and limited availability even out, but as I said, we'll see.
Yeah, tbh, that's pretty debilitating. All the classes have their own allotments for cantrips; it would be more fair to just let that stand as written.

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Re: Character Creation

#55 Post by Eris »

Marullus wrote: Fri May 03, 2024 10:09 pm
Eris wrote: Fri May 03, 2024 9:24 pm Level 1=3+INT, Level 2 add 3 more, etc. Hellebore is Wizard-2, so starts with 9 spells, your choice among Tier 0 and Tier 1 Spells, you won't have access to Tier 2 spells until Wizard-3. I'm returning to advance a Tier on odd Levels.
 
[*]There is no limit on spell levels known - higher-level spells are just more difficult to learn. If you let us have a scroll of Wish when only third level, we just need to spend whole-weeks studying it until we roll at 19-20. After that we can cast it normally. (Thus, I am assuming wise GM control of found spells. :) )Correct, and good luck finding a Wish spell! :)
 These two contradict each other?
  • Are you limiting spells by odd levels (up fifth level spells at 9th level and levels 6 to 9 don't exist, including Wish), or
  • Is it the second bullet where there's no limit and higher spells are harder to learn?
ETA: I had assumed the former, but was pretty intrigued that your write-up implied the latter. (It's more like DCC when you can mess with power beyond your control. ) If I can suggest a compromise - spells above your level are just non-proficient when rolled?
Eris wrote: Fri May 03, 2024 9:24 pm [*]It doesn't mention Cantrips, so assuming they work normally per 5e rules? i.e. Cantrips are low power but reusable and reliable - designed to not be lost even in 5e. In this ruleset context does that mean that Cantrips are able to be re-used as-written without a roll and thus also without risk of loss? (and no chance of Crit?) No, you have to roll to activate a Cantrip: 1d20+Int >= 10+0, but you can't forget them, and you can Crit on a Nat 20, Mishap on a Nat 1. Cantrips also count against spells in your book and spells memorized for the day. Maybe too harsh, we'll see. I'm hoping repeated casting and limited availability even out, but as I said, we'll see.
Yeah, tbh, that's pretty debilitating. All the classes have their own allotments for cantrips; it would be more fair to just let that stand as written.
This is my intention: The spells in a Wizard’s Spellbook may be of any level, you just have to find or buy them and scribe them into your Spellbook.

The Tier 2 part related to the beginning of the game: At the beginning of the game your DM will let you know what spells are in your Spellbook, if you have any Level 0 or Level 1 spells you would like to be included let the DM know and they will consider it. PC’s do not begin with any spells at a Tier higher than Level 1.


If Hellebore finds a Meteor Storm spell on a scroll somewhere, they can try to cast it or inscribe it in their spellbook...even as a Wizard-2, however, now that you mention it I do think that if the spell you are attempting to cast or inscribe is above the Wizard's level there should be an extra penalty. Unless others chip in with other ideas, points of view, we'll go with your non-proficient idea on attempts of spells higher than the actual Wizard level. Example Hellebore is Wizard-2 and finds a Tier 3 spell (say Lighting bolt) they can attempt to cast it, but must do so with a d20+INT only...no proficiency added.

I'm leaning toward keeping my Cantrips like any other spell (roll to cast), but what do others think about it. Too harsh? Should I just let Cantrips (and whatever Clerics call them, I've forgotten at the moment) be an exception where you can just cast them without chance of failure or penalty and they don't count against either spells you know or have memorized?
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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Edeldhur
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Re: Character Creation

#56 Post by Edeldhur »

ateno wrote: Fri May 03, 2024 11:16 pmAlso...the Rapier is enchanted. +1 to hit and to damage.
Is it ok if my character also has a +1 magical weapon? I will add it to my sheet.

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Edeldhur
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Re: Character Creation

#57 Post by Edeldhur »

My AC seems pretty... Low when I am dual-wielding (AC14).
Is that how it is supposed to be, or am I missing something? Should I be wearing a better armor than Leather?
Also any suggestion for a useful cantrip for a dual wielder Fighter are welcome :)
5e noob questions :P

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Marullus
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Re: Character Creation

#58 Post by Marullus »

(From a 5e perspective, magic items are tiered by "rarity" - Common items are largely cosmetic, Uncommon items are the early Adventurer finds and include +1 Weapons. When starting at level 3+ it isn't abnormal for the DM to allow one starting item at the Uncommon level or lower. You can sort Basic Rules by rarity to see items here. If this is being set and allowing the +1 Weapons, Hellebore's equivalent would be to have her cloak be enchanted like a Cloak of Elvenkind from the Basic Rules, that gives advantage when hiding.)

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Marullus
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Re: Character Creation

#59 Post by Marullus »

Edeldhur wrote: Sat May 04, 2024 1:47 pm My AC seems pretty... Low when I am dual-wielding (AC14).
Is that how it is supposed to be, or am I missing something? Should I be wearing a better armor than Leather?
Also any suggestion for a useful cantrip for a dual wielder Fighter are welcome :)
5e noob questions :P
He can upgrade to Studded Leather to get to AC 15 since the GM is flexible on cost. Or, if the GM allows the 200gp Breastplate, you can get to AC 16 and still not impact Dex checks (because fighters can use Medium Armor).
...above that requires sacrificing your nimbleness, Stealth, and/or carrying a shield. (The shield is +2AC in 5e, so worth it in a pinch.)

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Edeldhur
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Re: Character Creation

#60 Post by Edeldhur »

Marullus wrote: Sat May 04, 2024 2:08 pm
Edeldhur wrote: Sat May 04, 2024 1:47 pm My AC seems pretty... Low when I am dual-wielding (AC14).
Is that how it is supposed to be, or am I missing something? Should I be wearing a better armor than Leather?
Also any suggestion for a useful cantrip for a dual wielder Fighter are welcome :)
5e noob questions :P
He can upgrade to Studded Leather to get to AC 15 since the GM is flexible on cost. Or, if the GM allows the 200gp Breastplate, you can get to AC 16 and still not impact Dex checks (because fighters can use Medium Armor).
...above that requires sacrificing your nimbleness, Stealth, and/or carrying a shield. (The shield is +2AC in 5e, so worth it in a pinch.)
Thank you for the advice Marullus! I think Breastplate (AC14) only allows +2 from Dex right? So I could go with a Chain Shirt (AC13), and end up with the same AC?
From your experience, what would be more useful? An armor +1, or a weapon +1? :D

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