The World of Eafphqu: Team "good." (Inactive)

Game Master Hoary and Wizened

Setting Site

Battle Grid

Initiative:

Initiative =
Luna, Jun, Psalm, Nikeisha; BG (Red), BG (Orange), BG (Green), BG (Black); Quint, Hack; BG (Blue), BG (Purple), BG (Cyan), BG (Yellow).


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GG Forest Gnome Boddynuck Male Wizard Folk Hero | Hp 18/18 | AC 12 | S -1/D+2/ C+3//I+7/W+3/C+1 | Passive Per 11 | Per +1 | Insight +1| Acro +2 Spells DC 15 save, [3/3 L2]

Boddys spells aren't quite right.

He does NOT have grease but DOES have sleep (both memorized and in his spell book)


All right!

Sorry for the delay here, but we had an internet outage this morning.

Google Drive Folder

I have updated both the Hero Lab portfolio and the PDF of the character sheets in my Google Drive.

Specific concerns addressed:
Gomdebo, the Sage Background gives you proficiency in the Arcana skill whether you like it or not. :)

Lindaer, Hero Lab automagically gives you the Criminal Contact Background feature, also whether you like it or not. I added a faction entry, named it Shelter of the Faithful, and included the fluff text you provided as a note attached to it. It only shows up on your sheet at the top left, right by character name/level info.

Shenkt, my HL and PDF of your sheet shows +7 for those weapons? Did the one you looked at not show that? Or are you talking about ranged bonus? If so, we can both just ignore that part of the sheet, that's a Hero Lab flaw. :) About your skills... the Outlander Background provides proficiency in Athletics and Survival, Human Race provides a choice, so I picked Stealth for you in that slot, and Barbarian class provides two more choices from a select list, so I picked Nature and Perception there. If you'd like me to rearrange or swap out some of those let me know, and we can discuss it.

Quint, I switched your age, and your tool proficiency to tinker's tools. Your AC was wrong because I had never actually given you the armor! That has since been fixed. I only gave you one dagger in HL because when you give more than one of any kind of weapon it shows a separate entry on the first page of the character sheet, which is redundant and pointless, but yes, I did make a note for myself that you have two daggers. I added the 10gp, don't know where that got lost. I also added two more "sets" of rations. Rations in HL are sold as 2lbs worth, which is essentially two days worth, as a character needs to eat one pound of food a day in order to avoid adverse effects. About the background choice, HL forces two on you, so I just deleted the one that was an "extra." Though, just by way of an FYI for everyone, page 123 of the PHB does say, "Give your character two personality traits." I don't personally care if you don't want to adhere to that, but if you can come up with another personality trait that you feel fits your character, it does provide that notation for both of us about your character's motivations.

Boddynuck, not sure why I had different spells listed for you, I've exchanged grease for sleep both in the spellbook and in your memorized slot.

I think that addresses everyone's concerns? If not let me know. Please, those that know you had issues, go back to your character on the PDF file and take another close look to make sure that everything is there. Unfortunately, I now have a pile of work to do that will preclude me from posting something in game-play until this afternoon, but as soon as I can put together the time, I will get that post up. :)


Quote:
Gomdebo, the Sage Background gives you proficiency in the Arcana skill whether you like it or not. :)

In 5e you can customize backgrounds, if this is houserule I can't do it I understand. I was going with History and Investigation from Sage.

PHB wrote:
You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds.


Gom, are you missing proficiency in a skill that you would like to have? The reason I ask is that I show you with proficiency in: Arcana, History, Investigation, Persuasion and Stealth. Those are either coming from Background, or Class. If you don't see a skill that you are proficient in that you wanted, I can certainly customize things. HL does allow you to add proficiencies as an adjustment. Just let me know.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Ok, I will just add Nature to my profile, and we are all set.


Did I make a mistake somewhere? My skills were like:

Background: history, investigation
Class: thieve's tools, persuasion, deception, stealth
Race: mason tools

Its also in my sig line


Deception is the missing element... Okay, I'll get that fixed this afternoon and repost the HL file and PDF.


Gomdebo, I see where our problem is, rogues get thieves' tools proficiency automatically! You get to choose four other skills to add your proficiency bonus to. So you get one more choice of skill to be proficient with.

Currently you have: Race = Mason's Tools; Background = History and Investigation; Class = Thieves' Tools, Persuasion, Perception, Stealth, [blank]. Might I suggest Acrobatics? :) Let me know how you want to fill in that blank, and I'll get things updated.


Yay, free new skill, thanks for finding. :D That means I probably made the same mistake on my AL rogue...

Ill mull it over on the drive home from work.

edit: and for the ones already there its deception, not perception XD


Oh right, Deception, I have it right in Hero Lab, just typed the wrong one in the post. :)


Alright, I'll go with Acrobatics.


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

Mended? Your post yesterday with the Google drive folder link? Forme it only goes to the Date tracker page now? And the previous link wasn't giving me any PDF files to look at? Not sure what's going on here. Do I need to open that in firefox instead of google?


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}
Bellaluna 'Luna' Liaqirelle wrote:
Mended? Your post yesterday with the Google drive folder link? Forme it only goes to the Date tracker page now? And the previous link wasn't giving me any PDF files to look at? Not sure what's going on here. Do I need to open that in firefox instead of google?

His last post has the wrong link. The previous link is correct.


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

You missed the change to my skill proficiency too. Should be athletics instead of investigation.


Not sure what happened with that last link, but it was definitely wrong.

Hopefully this one is right: Eafphqu Heroes Drive Folder

I think everybody is fixed in there. Please, especially those that needed changes made, take a look and make sure everything is as it should be. Now, back to our regularly scheduled combat. :)

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Ok, I'm very tempted to multiclass. The question is should I? And when?

----

Hexblade Pact of the Blade Warlock (1)

* This would give me Cha to hit and Damage. I can hit Cha20 with one ASI. So multiclassing would be similar to getting an ASI as far as hit and damage is concerned.

* This would give me 2 spell slots which refresh with a short rest. I could use this to smite much more often. Smiting can mean *alot* of damage.

* This would give me cantrips, something I don't currently have.

* Hexblade Curse is really nice. +proficency bonus in damage, crit on 19-20 and HP back if I kill them

* Never be unarmed again! An action creates the pact blade in his hand. That is an amazingly good ability to have.

Hexblade (2)

* Eldrich Invocations
- Cha to damage with eldrich blast. That is of course, good to have.
- Mage armor at-will. It's like having +1 studded leather.

This would mean with a 2 level dip, Lindaer would never be unarmed or unarmored. He could walk into a palace, get checked by the guards, and be let in. Then if combat breaks out? Boom. Instant weapon in his hand.

What I would have done at lvl4 is get +2 Dex. Which is +1 hit, +1 damage, +1 AC. This warlock dip would, between Cha as attacking and mage armor, give +1 hit, +1 damage, +1 AC. So it seems like that would work out as a wash.

--------

The fluff

This would be a mini holy avenger. A gift from the heavens. A holy blade given to him to smite his enemies. Something which I think is pretty cool. ;)

-----------

The Issues

(1) Paladin lvl 5 gets me +1 attack. This would push that back by 2 levels!
(2) Paladin lvl 6 gets me Cha to all saves. Which is so amazingly good that pushing it back hurts.

-----

The Plan?

Paladin 1
Paladin 2
Warlock 1
Warlock 2
Paladin 5+

Cantrips: Booming Blade, Eldrich Blast

Booming Blade at lvl 5 does weapon damage + 2d8 damage. Which would almost make up for the lost attack (the extra attack would do 7-14 damage, while booming blade would do + 2-16 damage. Not as good, but it also locks the enemy down from moving)

Eldrich Blast has 2x attacks, and at warlock 2 would be +6 to hit with 1d10+4 damage. So this would give him a much better ranged option than throwing daggers.

-----

Thoughts?

Is the multiclass worth it? And when would it be most optimal to do it?


The very idea of a paladin warlock hurts my brain. I mean paladin is supposed to be a holy champion, and a warlock is supposed to be the puppet of some nefarious abyssal (in Eafphqu the abyss is both the abyss and the hells all rolled up into one plane) entity, whimsical Archfey, or a forgotten celestial being... I can see picking Great Old One as the patron, and fluffing it as actually being chosen of Amren... The mechanics of the combo are very cool, and I have to say, the narrative hooks there are very cool as well... Hmmmm

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Well...there is the Celestial Warlock option. And I was going to go with the Hexblade fluff changed to have the sword be given to him by Amren. So rather than being a cursed blade, it'd be a holy blade.

So yeah. A puppet of Amren. :P


Lin, awesome idea imho, what oath were you planning on with the paladin levels?


Lindaer Elyrien wrote:

Well...there is the Celestial Warlock option. And I was going to go with the Hexblade fluff changed to have the sword be given to him by Amren. So rather than being a cursed blade, it'd be a holy blade.

So yeah. A puppet of Amren. :P

Ahh, well, you see, there we have a problem, because the Celestial Warlock and the Hexblade are both from Xanathar's Guide to Everything, and I was very clear in the beginning of this game that character choices are confined to options from the PHB, DMG, and MM only. If you still want to go warlock/paladin, I think the options in the PHB could be fluffed to fit your ideas, but, as of right now, anything from XGE is off the table. Sorry.

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)
Gomdebo Blackbuster wrote:
Lin, awesome idea imho, what oath were you planning on with the paladin levels?

To be totally honest, I'm not quite sure. Paladin oaths are much more than static bonuses. They really make the character.

I was thinking oath of vengeance. It would also go really well with the Sword of Amren.

MendedWall12 wrote:
Lindaer Elyrien wrote:

Well...there is the Celestial Warlock option. And I was going to go with the Hexblade fluff changed to have the sword be given to him by Amren. So rather than being a cursed blade, it'd be a holy blade.

So yeah. A puppet of Amren. :P

Ahh, well, you see, there we have a problem, because the Celestial Warlock and the Hexblade are both from Xanathar's Guide to Everything, and I was very clear in the beginning of this game that character choices are confined to options from the PHB, DMG, and MM only. If you still want to go warlock/paladin, I think the options in the PHB could be fluffed to fit your ideas, but, as of right now, anything from XGE is off the table. Sorry.

Ah...that's too bad. But understandable. I think that I like the build enough to try and make it work.

What do you think would work best for fluffing it as a puppet of Amren?


Oh man!!! I just had a great thought that completely fits with Lindaer's background. A fiend presents itself to him in the guise of a celestial!!!! Like it sends a succubus under a disguise spell, or similar to make him, in exchange for increased power, sign a pact to obey the celestial's fiend's agenda... The narrative potential there is off the charts. That way everything in the PHB that says "dark one's" Lindaer actually deludes himself into believing is the "light one's." Could be really cool.

Edit: Forgot to say that it fits with his background because he's a reformed criminal. It's the divine mirror of his attempt to escape his dark past.


I just realized that would be extremely difficult to pull off because Lindaer can detect fiends at will... Might be a narrative way to get it done, but we'd have to be working together on that...


Maybe the fiend only ever 'speaks' through an item, like the hexblade, so the detection is never able to work (ie the fiend isn't 'located' inside the blade just speaking through it, so detecting its location is moot).

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Not sure how that would work...paladins can sense fiends. And once it corrupts him into doing evil acts, he will fall, thus losing his paladin levels. And if he figures out what it is, he loses his warlock levels...


Okay... Well I've always been the kind of DM that says all promises guaranteed to fail or your money back... Plus, I just checked, the Community Pack for Hero Lab for 5e actually has all the mechanics for the Celestial and Hexblade Warlock. Don't hold me to this, but it's possible, I'd let you use those when the time comes, if you so choose. Two things though. Hexblade and Celestial are separate Patrons. As far as I know you can't take a level in Warlock with a separate patron. Meaning once you've chosen a patron, every level you take in the warlock class after that is just adding to the abilities of the previous patron...

Second thing. I'd much prefer to keep character choices to the PHB, DMG, and MM as originally planned. I'm still not familiar enough with the basic rules to start adding in extras.

So, I guess, what I'm saying is, I'm not diametrically opposed to the idea, and when the time comes, I might not just poo-poo it, because.


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}
MendedWall12 wrote:
Though, just by way of an FYI for everyone, page 123 of the PHB does say, "Give your character two personality traits." I don't personally care if you don't want to adhere to that, but if you can come up with another personality trait that you feel fits your character, it does provide that notation for both of us about your character's motivations.

Quint aspires to be like the magic-wielding heroes from stories he heard when he was a child, and really wants to get into the arcane academy to learn how. That seems like a personality trait to me...


LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

Jun is trying to make money to get married to a Tindaran Noble's daughter.


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

Luna is supposed to learn something that the Madame Mistress - head of the monastery - does not know. So she is a seeker of all knowledges.

And in order to "detect the Fiend" would he not have to be actively trying to detect it? I don't think it's a "spidy-sense"-like tingle that goes off automatically is it? - Just a thought.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Hack wants to travel to strange new locations...a wanderlust of sorts. However, he desires that songs be sung of his glory in battle.


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Psalm has 2. 1- Always shares something that the leader of his order used to say. (completely failed to RP this LOL). 2- Lost in thought. Yep he's a thinker.


I just wanted to say that I really, really enjoyed all the back and forth conversation among the group about moving forward, or retreating back. Adventurers with this little experience would, absolutely by my way of thinking, have conflicted moments like this, and it was most enjoyable to read. I'm giving everyone (yes, even those that didn't participate in the conversation) Inspiration. Thank you all for such great narrative focus. :D

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Inspiration? Great! :)


So guys, I'm kinda feeling bored with Gom's character and want to develop it in different ways. I was thinking of testing out some new stuff, playing her a little different, in game. So if she all of a sudden seems like a different person, that's why ;P

I'm about to go on a big work break and should have time to develop posts a lot more, so seems like a good time.

Edit: DM, also were there weapons and armor for purchase back in town, or only all the way back in the capital? I remembered that I had intended to buy equipment, but never did...she is unarmored and using daggers because of running out of gold during character creation, and I was hoping to make some coin in game and handle that soon.


Gomdebo Blackbuster wrote:

So guys, I'm kinda feeling bored with Gom's character and want to develop it in different ways. I was thinking of testing out some new stuff, playing her a little different, in game. So if she all of a sudden seems like a different person, that's why ;P

I'm about to go on a big work break and should have time to develop posts a lot more, so seems like a good time.

How so? Just a general ennui? Or are you specifically bored with her because of class/race choices?


Oh no, nothing mechanical, just the way she talks/thinks...I feel like its hard to capture her backstory in play, but that's usually the case for any character. I was just thinking of bringing out some more vengeful or spiteful elements, or something more like sorrow and isolation...heavier accent, more exotic, less understandable etc. Need to hone in on what culture was like 2000 years ago (make it up) and play more like that I think.

I had something like bronze age warriors in mind originally...need to research more.


Ah! Well, in my imagining, 2000 years ago things would have been much more enlightened, much more civil, social rules would have been much more formal. I'd think that Gomdebo finds the intermingling of races, and the casual informal use of language almost offensive. Perhaps there are some elements there you could play off of? Eafphqu now is a shadow of a world that most humans can't even fathom. A world that was built by the dwarves and elves with elegance and power while human beings were living in thatched huts in tribal communities. Many of the best structures that exist both in the Highland Kingdom and the Republic of Byrthelm are buildings they inherited when the elves and dwarves retreated to their sanctuaries as humans began to proliferate at an alarming rate, as short-lived species are wont to do. Perhaps Gom might be a lot more classist and racist, even considering all these people beneath her (except Luna who, at least, is elven royalty), but knowing that she must find a way to live and work in this current world in which she finds herself?

Just some thoughts. :)

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

As a question, how many generations is that for dwarves? Old is 188 years, venerable is 250. So let's say that a dwarf lives about 200 years.

http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/ageHeightWeight.html

That puts you 10 generations back.

However, the maximum age given for a dwarf is 2d%+250. So a dwarf *can* live up to 450 years.

----

Interestingly enough, the average elf in pathfinder will live about 300 years (between old age and venerable). But their maximum life span is 350+4d%. So the rarest of elves can live up to 750 years before they die of old age.

So Gomdebo is from a time that would be considered old even to elves.


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

GM- Giant Badger is a listed wildshape option. It does not have tremorsense. Nor is a mole or giant mole listed.

Giant Badger:

Medium beast, Unaligned
Armor Class 10
Hit Points 13 (2d8+4)
Speed 30 ft., burrow 10 ft.
STR 13 (+1) DEX 10 (+0) CON 15 (+2) INT 2 (-4) WIS 12 (+1) CHA 5 (-3)
Senses Darkvision 30 Ft., passive Perception 11
Challenge 1/4 (50 XP)
Actions- Bite 1d20 + 3 1d6+1
Claws 1d20 + 3 2d4+1

I submit a giant mole tweaked Dex and Con and brought down Claw and Bite Damage uped burrow rate slightly and added tremorsense.

Giant Mole:

Medium beast, Unaligned
CR 1/4 (50 XP), HomeBrew
Giant Badger
Medium beast, Unaligned
Armor Class 12
Hit Points 13 (2d8+4)
Speed 30 ft., burrow 20 ft.
STR 12 (+1) DEX 15 (+2) CON 10 (+0) INT 2 (-4) WIS 12 (+1) CHA 5 (-3)
Senses Darkvision 30 Ft., tremorsense (60), passive Perception 11
Challenge 1/4 (50 XP)
Actions
Claws 1d20 + 3 1d4+1


Lindaer, that's Pathfinder. We're playing D&D, and under the Dwarf racial entry it says: "Dwarves can live to be more than 400 years old." It does say later that they average 350 years.

So we're talking about five or six generations.

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Ah...god that was dumb of me. Sorry! Got so used to pathfinder that my mind slipped.


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

GM- Giant Badger is a listed wildshape option. It does not have tremorsense. Nor is a mole or giant mole listed.

Badger:
Giant Badger
Medium beast, Unaligned
Armor Class 10
Hit Points 13 (2d8+4)
Speed 30 ft., burrow 10 ft.
STR 13 (+1) DEX 10 (+0) CON 15 (+2) INT 2 (-4) WIS 12 (+1) CHA 5 (-3)
Senses Darkvision 30 Ft., passive Perception 11
Challenge 1/4 (50 XP)
Actions- Bite 1d20 + 3 1d6+1
Claws 1d20 + 3 2d4+1

I submit a giant mole tweaked Dex and Con and brought down Claw Damage and removed the bite uped burrow rate slightly and added tremorsense.

Giant Mole:
Giant Mole
Medium beast, Unaligned
CR 1/4 (50 XP), HomeBrew
Giant Badger
Medium beast, Unaligned
Armor Class 12
Hit Points 13 (2d8+4)
Speed 30 ft., burrow 20 ft.
STR 12 (+1) DEX 15 (+2) CON 10 (+0) INT 2 (-4) WIS 12 (+1) CHA 5 (-3)
Senses Darkvision 30 Ft., tremorsense (60), passive Perception 11
Challenge 1/4 (50 XP)
Actions
Claws 1d20 + 3 1d4+1


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Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

I just re-read Psalm's last post. "Exponential Environmental Threat." I think I might have just channeled Al Gore.


Psalm, I'm fine with your submission of the giant mole stat block for a wild shape.


Quote:
teat full of psychic energy

That is one to remember. XD


Gomdebo Blackbuster wrote:
Quote:
teat full of psychic energy
That is one to remember. XD

LOL, yeah, the actual physiology of that would be of great interest to the Arcane Order... :P


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

Can someone please tell me how does inspiration work anyways?

I'll have to wait 'til I get home to post since I cannot see the battle grid at work.


Inspiration is gained by RPing your character. You can only have 1 inspiration.

You can spend it to gain advantage on a single attack, save, or ability check.

You can also give inspiration to another player if you think they did something kewl.


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Confusingly, there are two different systems in 5e called inspiration. Bardic inspiration allows a bard to grant an ally an inspiration die (the size of the die is based on the bard's level), which they can add to any ability check, attack roll, or saving throw they make within 10 minutes.

The other type of inspiration is granted by the GM, usually for good roleplay (though the GM can choose to grant inspiration or not for any reason). GM inspiration is a token that you can hang on to indefinitely, but you can only have one at a time. This inspiration can be used to get advantage on a d20 roll. You can also transfer this token to another player, essentially using your inspiration to grant another character inspiration.


^^^^^^^ What they said. ^^^^^^

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