Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10
Gwen and Teo's willingness to socialize is a refreshing change of pace. Many travelers remain guarded towards strangers, even when traveling together. The elves, in expected elvish fashion, are less talky. "We cannot do more than continue the way we are going as long as the tracks follow our own path. It would be unwise to leave the carts to chase after them."
You arrive at the edge of Silverwood about an hour later, but something's clearly amiss. The sign bearing the town's name is broken off of its post and is lying in the grass, marred with cuts, cracks, and blood stains. There are no people wandering about outside, despite it not even being sundown yet. No sounds of carpentry, to cries of playing children, no calls of merchants to prospective customers, nothing.
The nearest building seems to be an inn, about three stories tall. The wall that faces you seems to be the side, lined with the windows of the rooms, some of which are broken. The left-hand side of the building (from your perspective, coming into town) seems to be the front, and you hear no dishwork or carousing from inside.
Further ahead in the distance are various other buildings, mostly the sorts of shops and stables that travelers just arriving from your direction would want to get to first. These buildings are also eerily silent, and seemingly devoid of humanoid life. Some of the doors hang open, some are broken off their hinges. Some of the windows are broken, and a few of the windows have been boarded up and then the boards subsequently broken.
Your charge is visibly unsettled. "Th-this can't be right!" he stammers anxiously. "I... they... the order for these goods couldn't have been sent more than ten days ago, and I didn't hear about anything being wrong with the town. I... I don't understand..."
Investigate the inn? Investigate a shop or stable? Head further into town? Something else?
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11
Survival:1d20 + 5 ⇒ (15) + 5 = 20
Finlogan slowly approaches the inn looking all around for clues about what happened to the town. Are there signs of a battle, a riot, or something else?
Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6
"What happened here?" Gwenifer is clearly distressed. "Did people do this or some kind of beast? We best stick together in case whatever did this is still around."
"Let's go have a look around a couple of buildings. Maybe we can find a clue as to what happened here. Gwennie's right, though. We need to stay together. This is scary."
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10
Silverwood was a decent sized town. It would take a fair force to take it, but it would not do to give in to the fear of speculation. There could be a not-so-sinister explanation. If the answers were in the tracks, the two elves would figure it out. Elves were good at that kind of thing. Alex has no real eye for tracking so she focuses on something she is good at, and that's clearing rooms. "The inn is the best place to start. It is the largest building, the most likely place people would have gathered for safety. Stay close to me. That includes you master Gammell Ducoton. Do not strike out at shadows. There could be people hiding here."
She hopes her own self assurance comforts the others. It takes a great deal to shake a Hightower. Alex tries the inn door. Her large kite shield covers everything but her head and always gives her a feeling of invulnerability.
Finlogan examines whatever he can find, looking for clues of past events. He sees a great many tracks, mostly humanoid. No signs of large predators (such as big paw-prints). There are some horse tracks, but that's not unexpected in a town that has stables for travelers' steeds. Mostly just a lot of foot traffic, in every direction. Interestingly, it doesn't look like there's much that's newer than a couple of days old; it's like nobody's walked through this area at all for the past couple of days.
As you all discuss investigating the inn, Gammell speaks up. "B-but what am I supposed to do with my carts? I can't just leave them out here. Not that I want to stay out here alone with them either..." He looks around, then swallows loudly. "Um, yeah, maybe I'll just tie the horses to the post in front of the inn and come with you..."
The front door of the inn is open, and sways in the breeze, creaking. From the doorway you can see a large common room, full of scattered metal dinnerware, broken glass, and overturned tables. You can't help noticing that the tables are all turned toward the front door. Sharpened tools and a few low-grade weapons (mostly knives and axes) lie scattered about the room as well. A few of the windows are broken, and a fireplace sits cold and barren. There are blood stains everywhere.
Gammell slowly ties his lead horses to the posts of the porch, and his glances suggest that his curiosity is fighting against his fear of knowing what you see.
"Clearly this village's been sacked. That's easy enou to see. My main questions are why? And then why are there no bodies left laying? With this much blood, their should be bodies, I'd think. It's grim to think about, but where are they?"
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10
The lack of bodies gives Alex some hope. No one would have any reason to gather up bodies and carry them away. "Perhaps no one was killed, Teo Brissett. They could have been taken, or escaped across the lake. Boarded windows and doors. They knew trouble was coming, but could not get anyone out to go for help. Unless the three dragged from the road were the messengers. If so that tells us the attackers were relatively well organized." Alex looks expectantly to the elves. "Are there any other settlements nearby? It would be difficult for a force large enough to take a town to move with potentially dozens of captives without being seen. I say captives because burning the inn down would have been easier than fighting into it if you wanted to be rid of the townsfolk."
Alex waits for the merchant to join her before going in. "The inn is not so large we would not hear someone interacting with the horses. Once we have checked the stables we can put the horses and carts in there where they will be more secure. But I do not think we have anything to fear here, master Gammell Ducoton. Would you have stayed? Certainly villains would have left." She picks her way through the main room towards the kitchen. "The kitchen cellar would be the most defensible room, if this inn has one. We start there and work our way up."
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11
Finlogan stands next to Gammel and says as softly as his voice can carry to those in the inn, "nothing has happened out here for a couple days. Mostly boot tracks but a couple of horses; no predators. Maybe the three tracks we found on the road tried to escape and got dragged back here. What's the story in there?"
where did the drag marks go? Are those before or after the town ruckus?
Naia apears quite shaken by the ransacked village. It is as if the lack of civilsation, still so alien to her is made more sinister by that removal. And all the villagers gone. Clearly taken or completely...destroyed. Black blobs? The elf looks about to see if any of the rudimentary and obviously hastily possessed weapons bear the tell-tale cubic transformation.
At a loss to see or hear any more, the elf reverts to her bestial nature completely, transforming into her canine form...
where did the drag marks go? Are those before or after the town ruckus?
The drag marks come right back into town and then stop. They're not any newer than the rest of the tracks.
Lady Alessandra Hightower wrote:
"Are there any other settlements nearby?"
You would likely all be aware that Linhaus is the nearest settlement of any significant size. There's always the chance of some random country homestead or tiny unmapped village somewhere, but you know of no such place specifically.
You all move into the common room of the inn, creeping carefully forward in search of a cellar. Your merchant companion starts with a squeak every time your foot bumps a fallen dinnerplate or otherwise breaks the eerie silence. You don't find a cellar, only a ground-level storage room. Its doors too have been forced open, apparently against a barricade of barrels and other heavy objects which are still visible through the broken-open storeroom doors.
Investigation DC 12:
Interestingly, the damage to the doors is completely devoid of cut-marks; it's all from blunt force. Thinking about it more, you saw very few marks of edged weapons on the overturned tables or the walls, and the front door didn't look like there had been any cutting or hacking either.
"Look at all the damage in here. It seems to all be blunt force. There's almost no sharp cuts at all. Something either used a blunt weapon like a mace, or it used its fists if something did that with its fists, now that's a scary thought!"
Teo points toward the storeroom, motioning for the stealthy to take the lead again
Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6
"Blunt force..." Gwenifer picks her brain. "Perhaps the town was attacked by undead like zombies. If the townsfolk then also became undead and left, it could explain the lack of bodies. I sure hope not though. I'd much prefer to think that there are still people out there to save."
Perception:1d20 + 1 ⇒ (7) + 1 = 8
Does it look like any valuables were taken from the inn? Is there a coffer or anything behind the counter?
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10
"Zombies? Gwenifer White, dear, you are letting your imagination run away with you. Brigands could have been limited to simple weapons like clubs. Perhaps even intentionally so as to minimize the risk of killing their victims." As for stealthy, Alex is not. While she doesn't go out of her way to kick pottery and throw plates to the ground, neither does she try to silence her movements. The exhilaration of fair combat is lessened by sleeping foes. She leans her shield against the wall and forces past the remaining debris into the storeroom.
Gwen checks behind the counter, and can't find any sort of cash-box or other repository of wealth.
Alex steps into the storeroom and looks around. Once again, there is nobody inside, but there are signs of conflict: blood is splattered here and there; a shelf has been toppled, its contents now strewn on the floor; spare chairs which seem to have been pressed against the door at one time are shattered on the floor; and so forth.
Investigation DC 10:
There's a wine rack, but no wine besides two broken bottles' worth on the floor. There's a space clearly intended for salted and preserved meats, but there's no meat in here (rotten or otherwise). There's a hook for hanging a rope full of cheese, but there's no cheese here. Only some of the baser goods like flour, cheap beer, and low-grade vegetables are present.
Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6
Perception:1d20 + 1 ⇒ (16) + 1 = 17
"I retract my previous thought. No gold. No goods in the storeroom. This place was definitely raided. It wasn't just an attack by some unintelligent monsters."
Is there any other area to search in the inn? What other major buildings stand out in the town? A temple, garrison, or general store perhaps?
You sweep your way up the two floors of guest rooms, checking for anything of note. Some rooms are simply vacant, showing no signs of foul play at all; while others show the same broken doors and blood stains you've started to expect. Still no bodies.
Investigation DC 10:
You do find a couple of fallen purses and even handfuls of coinage sitting on dressers (or scattered onto the floor). No more in any given room than an occupant would be expected to have on hand, mind you; it's just interesting that there's still some here.
If you take it, the total is 3d10 ⇒ (7, 3, 1) = 11 gold pieces and 1d100 - 1 ⇒ (91) - 1 = 90 copper pieces worth of mixed coins.
From one of the upper windows you can see a bit more of the town, thanks to this being one of the tallest structures. You can see the stables and shops nearby, and you see that further away is a large area of modest residences. Beyond the residential area, by the shore, are some seaside structures you'd guess are for the construction, repair, and use of boats.
Over in the residential area, you see a group of eight humanoids walking the crooked path toward the part of town you're in with the shops/stables.
Insight DC 12:
Their walk could almost be described as a "shamble".
If they keep coming this way, they'll round a corner and see your carts/horses in just over a minute, and reach the inn very shortly thereafter.
"We've got company. Eight humanoids shambling this way. We've got to get downstairs. They're about to see the carts." Finlogan says conversationally while he heads downstairs.
Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6
Oh I misread, the investigation wasn't to spot the humanoids.
"It is zombies! Zombie bandits! There's not enough time to move the carts but after seeing what they did to this town, I'm ready to take out some vengeance!"
Gwenifer draws her greatsword and rushes downstairs.
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10
Investigation:1d20 ⇒ 1
We are not good at systemic searching.
Alex chases down the stairs after Gwen. "Gwenifer White! Injured people also shamble!" Her large shield is heavy and makes the rushed downward trip very noisy as Alex slams into the wall on the landing and various other things. She catches up to the warrior at the door and clamps her free hand around Gwen's arm. "Just wait a moment! We do not know what is beyond this point. We stay by this building. Let them come to us. If they are unread as you fear." Alex trails off for a moment, twisting her arm and angling her shield so she can see the shining face and the burning tower. "I have significant special training to fight undead. We will be fine. We have not fought together, Gwenifer White. I was trained to fight alongside two others. If you stay near me I will be your shield."
When the people are within 60 feet I'll use a charge of Divine Sense to see if they're undead.
Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6
Gwenifer will wait within the inn pressed against the wall next to the exit to wait for Alex and the others. She twitches with energy ready to explode.
Okay, we'll go with the waiting-by-the-carts plan.
You all rush outside the ruined inn and plant yourselves by the carts and horses, waiting for the humanoids to come that way. Presently, they round a corner and come into view, seeing the group of you there. As you suspected, they look like walking corpses, their clothes unkempt and looking like the attire of random civilians.
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11
Finlogan raises his longbow. He waits for Naia and Teo, in case they can damage one of the undead at range. Then, releases an arrow at a hopefully damaged undead.
AC 13 ll HP 11 ll Per + 3, Stealth + 4 ll Spd: 40ft. ll Bite +4, 2d4 + 2
Did I not get the bite on one? Is Dash a Move only action in 5e? If so, I'm still very happy with that too. :) The zombies are all...very conveniently located to Naia...
They were 80ft away, and you have a speed of 40ft. You get movement and one action. You can spend your one and only action to "Dash", which doubles you speed for the turn, allowing you to close the full 80ft in one turn. To bite, you would have to spend your action, which in turn precludes the possibility of Dash and means you could only advance 40ft. That's why I asked whether you wanted to Dash all the way forward or hang back.
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10
Don't they have to roll athletics vs Nias athletics or acrobatics to grapple? Or is that only in subsequent rounds?
There is a case to be made for holding your ground. Alex thinks in exasperation as the doggy runs ahead far quicker than she could, ruining her master plan. Sometimes when she concentrated on it, for some reason blows against her or another would not fall. But that took a few moments to set up. She could terrify the dead in to fleeing, but they were too far away to do that. As much as she wants to help Naia, she can't if she is also overwhelmed. The elf would have to hold on for a few more seconds. She advances towards the horde while a metallic cold spreads over her shield arm and across the rest of her body. She always felt a pang of guilt when she used this ability on herself but it did free her up from having to actively defend herself and allows her to focus on protecting her allies.
Move 30 feet towards Naia sandwich, cast Protection From Evil and Good on self.
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11
Finlogan cringes when Naia dashes headlong into the pack of zombies. How many times has she needed to be saved? He pushes that question from his mind and targets a wounded zombie with another arrow.
Don't they have to roll athletics vs Nias athletics or acrobatics to grapple?
They did. I just didn't do actual rolls for Naia's side of the equation (just giving her 10+mod instead) because that doesn't actually have a meaningful effect on the odds, making it a bunch of extra work for nothing.
Alex advances a bit then pauses for some self protection, while Gwen rushes past her.
Fin fires off another arrow, hitting his previous victim in the back of the head and dropping it!
Teo then picks a new target and gives it a solid roasting, but it still stands!
Naia, you're up. Currently surrounded by 7 zombies. We'll say that the one that dropped was one of the ones grappling you, so there are four holding you and three still reaching for you.
Wraith had a normal childhood in a normal family from a normal neighborhood. Around the age of 30, she left home to travel the world for a while. She ended up in the military of a nearby nation, trained as a scout and, later, a sniper. During one particularly nasty skirmish, Wraith (still using her child name) was affected by several powerful spells which killed the rest of her unit. As a result of the unexpected interaction of these spells, she discovered she now had the ability to perform limited magical effects. She quickly learned to harness this magic to allow herself to disappear, often while distracting others with illusions. Nicknamed "Wraith" by her new unit, she continued to serve as a sniper even as she began studying every subject under the sun (and many from below the ground). She had never been a particularly good student, but she suddenly found herself able to understand complex topics with ease, and to remember details and facts she never would have thought herself capable of recalling. Eventually discharged from the military, she declared herself an adult and roamed the world, studying, practicing her magic, and taking whatever jobs and adventures came her way.
Original Concept:
Role: sniper & illusionist
Appearance: small adult female with dark skin, black eyes, and silver hair
good taste in clothes, but nothing super fancy (my randomizer app describes it as "Tasteful: You like to look good but don't take it to an extreme.")
Personality: goal -
easy-going, mostly humorless ("You are serious almost all the time or don't participate in humor."), curious about everything
Birthplace or Home:
Past: event - traumatic event which triggered magical powers
education - average until after discovery of magical powers, then studied extensively everything she could
Religion: agnostic
widespread naturalistic ("Your religion puts emphasis on gods of nature and living in harmony with animals.")
Family: 1-2 siblings, overall average size, liberal ("Your family is open-minded, giving, and trusting."), unremarkable family of average reputation
Homebrew Version:
I think the only thing that changes is the Features and Traits and one cantrip. Everything else stays the same.
[Basic Statistics]
Maximum Hit Points: 20
Base Speed: 30 feet
Armor Class: 14 = 10 + 1 [leather] + 3 [dexterity]
Proficiency bonus: +2
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 4 = +2 [strength] + 2 [proficiency]
Attack (missile / finesse): + 5 = + 3 [dexterity] + 2 [proficiency]
Strength save: + 2
Dexterity save: + 5 = + 3 [dexterity] +2 [proficiency]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 6 = + 4 [intelligence] + 2 [proficiency]
Wisdom save: + 3 = + 3 [wisdom]
Charisma save: + 1 = + 1 [charisma]
Insight (passive): 15 (20 with advantage)
Investigation (passive): 16 (21 with advantage)
Perception (passive): 17 (22 with advantage)
Carry: 210 lb maximum
[/]
[Backstory]
Wraith had a normal childhood in a normal family from a normal neighborhood. Around the age of 30, she left home to travel the world for a while. She ended up in the military of a nearby nation, trained as a scout and, later, a sniper. During one particularly nasty skirmish, Wraith (still using her child name) was affected by several powerful spells which killed the rest of her unit. As a result of the unexpected interaction of these spells, she discovered she now had the ability to perform limited magical effects. She quickly learned to harness this magic to allow herself to disappear, often while distracting others with illusions. Nicknamed "Wraith" by her new unit, she continued to serve as a sniper even as she began studying every subject under the sun (and many from below the ground). She had never been a particularly good student, but she suddenly found herself able to understand complex topics with ease, and to remember details and facts she never would have thought herself capable of recalling. Eventually discharged from the military, she declared herself an adult and roamed the world, studying, practicing her magic, and taking whatever jobs and adventures came her way.
[/]
[Original Concept]
Role: sniper & illusionist
Appearance: small adult female with dark skin, black eyes, and silver hair
good taste in clothes, but nothing super fancy (my randomizer app describes it as "Tasteful: You like to look good but don't take it to an extreme.")
Personality: goal -
easy-going, mostly humorless ("You are serious almost all the time or don't participate in humor."), curious about everything
Birthplace or Home:
Past: event - traumatic event which triggered magical powers
education - average until after discovery of magical powers, then studied extensively everything she could
Religion: agnostic
widespread naturalistic ("Your religion puts emphasis on gods of nature and living in harmony with animals.")
Family: 1-2 siblings, overall average size, liberal ("Your family is open-minded, giving, and trusting."), unremarkable family of average reputation
[/]
Dotting. I'm going to see if I can find a better alias pic....well one I like more...
@Gwenifer - nice choice - one of my favorite avatar pictures!
@Wraith - personally I have no problem with you changing things up. It's not up to me tho'. ;)
@DM Jiggy/Wraith: is Wraith also a Water Elf? The race trait says High Elf in the "orignal version" and high Drow/High Elf in the "homebrew" version. Just trying to work out how to align the elves here. :)
@Jiggy sure. As soon as I get back on my computer. Basics: no one class has enough features to fully support my concept (super-smart soldier who gained "superpowers" due to a traumatic event), so I borrowed a few features from ranger and bard to better fit. I will give more details after work.
Oh, and I just remembered that you changed the Drow race, so I will go fix that part as well, unless...that does sort of fit my theme, actually. I'll fix the Darkvision if you all want me to, but that is kind of one of the "superpowers" she gained. But it's negotiable.
Don't worry, 5E's not too hard to pick up; the most common type of error is to accidentally carry Pathfinder/3.X-based assumptions into it. If you're able to "read with fresh eyes", so to speak, then it's actually pretty smooth and intuitive. :)
Hey Fin, I'm a veteran red-boxer too (from '82 or thereabouts) though I have been playing PF most recently - my problem will be un-Pathfindering as Jiggy says...but I bring the old skool with me.
Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6
The only other 5th edition game I've played in, I'm still level 1. So I'm not that experienced either. But I've been playing D&D for about 15 years since 3rd edition came out. I completely skipped 4th edition.
OK, Revised Question: Would people mind if I used a custom class? I would make the following changes to my current build:
Level 1
Darkvision 120' becomes a class feature overriding the racial Darkvision 60' (mechanically, no real change)
Drop Thieves' Cant and Sneak Attack class features (including improvements)
Level 2
Replace Cunning Action with Jack of All Trades (Bard feature)
Level 3
Drop Mage Hand Legerdemain
Alter Spellcasting: Use the standard Arcane Trickster spells known, but something closer to the Full Caster's spell progression delayed by 2 levels (caps out at 9th level rather than 4th level spells at 19, but starting each spell level at 1 slot rather than most at 2).
Level 4
Gain Assassinate (Rogue Assassin lvl 3 feature)
Level 8
Gain Land's Stride (Ranger feature)
Level 11
Gain Volley (Ranger Hunter feature)
Level 13
Drop Versatile Trickster
Level 14
Gain Battle Magic (Valor Bard feature) and Vanish (Ranger feature)
Level 17
Drop Spell Thief
Level 18
Gain Feral Senses (Ranger feature)
Level 20
Drop Stroke of Luck
I don't think this is unbalanced compared to the existing classes. Yes, it's more powerful than the Arcane Trickster, and in terms of spellcasting is still more powerful than the Paladin and Ranger - but it's still significantly less powerful than any full caster, and has less abusable combat utility than a Circle of the Moon Druid. I'm still planning on keeping the restriction of Illusion-only spells, as that part actually fits my concept perfectly (I'd kind of like Guiding Bolt, but that's not even on the Wizard list for me to choose).
What do you think?
Edit: Just for reference, here's the spell progression I'm planning on using:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11
@Alyksandrei - I'm trying to learn 5th edition as is, so I'm not a big fan customization at the moment. However, I believe that the GM has the ultimate authority on house rules.
@Naia Tam - Yes, the summer of 1982 sounds about right. My memory is a bit sketchy. I bought the red box but started playing AD&D with the older brother of my friend across the street. The brother was 3-4 years older than me and starting high school, I think. I hated 4th ed and reverted back to Pathfinder.
Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6
I also don't know enough about 5th edition progression to comment on homebrewing a class at this time. I'm not necessarily opposed. But could I say if it was balanced or not? No. As long as everyone is having fun, I'm very easy going.
...Well that got complicated. Might be a little while before I can get back to you on that. Off the top of my head, though, I think I'd prefer for spellcasting progression to always follow one of the three standard rates: wizard/cleric, ranger/paladin, or EK/AT.
Ok...for this character concept, I'd prefer full-caster, if only because it gets me a 9th level slot. But I don't need it at 1st level. Honestly, I'll have fun with the character no matter which version I end up running.
5E virgin here. I don't know what would be acceptable and what wouldn't as a trade off. Like Finlogan, I'd prefer to keep things relatively simple in my first game, but that's the DM's call.
I'm a huge fan of customization, so I'm all for you tinkering - I don't mind if your'e overpowered or underbalanced or your inner quiet is messed with.
Then again, I'm no caster fan, and my 5e-fu is weak.
Now, regarding that class customization thing... Honestly, it looks like a bard would have been closer to your vision than a rogue. Same HD and similar proficiencies, but a full-caster (with an affinity for illusion, even) without Sneak Attack. Maybe that should be your starting point?
The fewer things we have to change, the less opportunity there is for a major "oops" moment. So here's my suggestion:
What if for now, you switched over to a bard, and dropped the Bardic Inspiration and Song of Rest (since they don't seem like what you want) in exchange for that 120ft Darkvision you're wanting? Then, as you progress in level, we can deal with unwanted abilities and their replacements as they come up (after all, it'd be a shame to plan out a 20-level class and then have you die a level in or something).
How would that sound (both to Wraith, and to everyone else)?
I need the extra skill proficiencies as well, which is why I went with the rogue base. Other than that, I think your suggestion would be acceptable to me, if everyone else is ok with it. I'll work on that new build tonight or tomorrow. As long as I don't need to make too many rolls or use special abilities, it won't matter which charsheet is posted while I switch over.
Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6
Hopefully Gwenifer is not being too disruptive. I'm a cohesive player but am enjoying giving her a rockstar personality. I could tone it down if need be.
Well I learned Mr. Tokor isn't a fan of violence. Wizards... They're not fighters for a reason.
I'm okay with flamboyant personalities, but NPCs won't see a flashing green "PC" indicator floating over your heads either. They will respond as a person might reasonably be expected to respond to a person doing what you do. Had you been in the office of a combat-magic instructor and tried that...
I actually have no problem with how you're running your character. Wraith may end up having issues with Gwen, but so far I think it's fun what you're doing with your character.
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11
Gwenifer is certainly making a first impression with everyone.
I replaced Finlogan's Alarm spell with Animal Friendship. Finally reading through the PHB. The spell is not in the SRD and only in the PHB. Hope it's alright.
DM Jiggy - I'm only just cottoning on to my shapechange ability. I'd like to redkin the wolf as a stream-dog type thing, like a Chesapeake Bay dog with slightly webbed feet. No actual game stats change.
FYI: I may or may not have a lot of time to post this weekend - my sister and her family are coming to town, and I will be spending a lot of time with my nephew (he's two and a half and tons of fun). But I will be checking things.
It occurs to me, Wraith, that switching your chassis from rogue to bard has moved your casting stat and one of your saving throw proficiencies from INT to CHA. Since in 5E (unlike Pathfinder) those two stats are fairly equal, you can switch back to INT if you would prefer.
Re: that "help die" I rolled, normally if someone helps somebody else with a task, the person getting helped gets advantage. But since this is PbP and the recipient of the help had already rolled one die, I just went ahead and rolled a second d20.
Re: two-handing your weapons, there's no bonus damage for it. Two-handed (and versatile) weapons have better damage dice, but that's it. Rest assured, though, that in 5E your weapon damage dice are a lot more significant than in Pathfinder.
First, in 5E it takes a truly spectacular damage event to just insta-gib you, and I can't imagine that ever actually happening. If somehow it did happen, I would tell you. So by default, assume anyone who goes down is merely unconscious.
Additionally, no need to hide (or avert your eyes from) people's death saves. I don't feel like the tension level is really altered that much from concealing that (it's already rather high, considering a natural 1 is a double-fail). It just doesn't make enough of a difference to worry about. You can all tell when the blood stops spraying or whatever, no checks required.
Trust me, we're doing great. My face to face group rarely gets through a combat without at least 2 characters dropping at least once each - usually more than once. (Ok, we've got a hugely squishy target and 3+ healers, not counting my sniper. Man, does our fire mage tick people off! Not to mention a certain impetuous paladin of Kelemvor, god of death...). So only having downed one character while halving the number of viable threats means we're doing better than I'm used to.