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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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:
Instantaneously light or snuff out a candle, a torch, or a small campfire. Campfire taken care of!

The 5e version of Prestidigitation can do this as well. In fact, if you read the Prestidigitation spell description, it's clear that they used it as the basis for that monk ability. The spell does almost exactly the same things, plus a few others, and it doesn't require the use of a finite resource like ki points.


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
Quint Rue wrote:
Bellaluna 'Luna' Liaqirelle wrote:
Instantaneously light or snuff out a candle, a torch, or a small campfire. Campfire taken care of!
The 5e version of Prestidigitation can do this as well. In fact, if you read the Prestidigitation spell description, it's clear that they used it as the basis for that monk ability. The spell does almost exactly the same things, plus a few others, and it doesn't require the use of a finite resource like ki points.

Mended, this brings up a question. The way I red this section:

"Elemental Attunement. You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:"

I did not think that any of that section required the use of Ki, but apparently Quint thinks it does. Would you please clarify this rule?


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

HP: 1d12 + 3 ⇒ (12) + 3 = 15

Niiiiice...

What Primal Paths are available to Hack to choose from? I know that PHB are in. How about the Path of the Zealot from Xanders and UA?


Psalm Nackle wrote:
Added second level spells. Spike Growth and Spider Climb is from Circle of the Land and are always prepared. Assuming no special need I also have Erupting Earth and Call Lightening prepped.

Psalm, some problems here. First, both Erupting Earth and Call Lightning are level 3 spells, which you do not have access to yet. Also, my records show that you have only one more "new" available slot for spell preparation.

My records currently have you with these spells prepared: Cantrips, these cannot be changed: Guidance, Poison Spray, Thorn Whip; Level 1: Cure Wounds, Entangle, Goodberry, Healing Word, Thunderwave; Level 2: Spider Climb and Spike Growth (Circle of the Land: Mountain Terrain--cannot be changed, unless you pick a different terrain), with one more open slot for a prepared spell of first or second level. Let me know how you want to go there.

@Luna, Quint is correct. As per the PHB pg. 80: "A discipline requires you to spend ki points each time you use it." The Elemental Attunement is, in fact, the first discipline that you learn when taking the Disciple of the Elements tradition at 3rd level. Also! Not sure if you saw this or not?

PHB pg. 80, Way of the Four Elements wrote:
Many monks of this tradition tattoo their bodies with representations of their ki powers commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

What better place to get a tattoo on her than aboard ship with a bunch of tattooed sailors! I'm sure one of the crew would be happy to give such a beautiful and physically fit Elven princess a tattoo of whatever she desired. :) Plus, that is such a great narrative hook for the level up. I see Luna going to meditate after her watch is over, and having a lucid dream where she transforms into a fire salamander or something, and when she "awakes" from the dream, her body is wreathed in flames that don't burn her. Then as she stretches and performs her katas in the morning, she finds she can manipulate the fire sending it out as an extension of her martial arts!!!! Realizing this new ability granted her by the Light, Luna could then express her desire to get a tattoo as a mark of her achievement in the martial ways. :) Narrative leveling. It's the best!!!

Speaking of which! Quint! Loved the narrative explanation for your new spells and powers. Excellent job blending the narrative with the mechanical. Take inspiration! :) To all others, if you are so inclined, I would love to read a post that gives a narrative hook for your character's new abilities and powers. Revelatory dream sequences are an easy way to accomplish that if you have trouble coming up with a manner in which to blend the mechanical and the story. If you want help formulating ideas, please let me know, I'd be glad to help. :)

Still waiting on level up stuff from Hack, and Jun before I fast forward things to the wharf in Rydwyrna.


@Hack, everything from the PHB and Xanathar's Guide are open for you to choose from. :)

@Nikeisha, I'd never even seen that Healing Elixer spell. I have to say, as nice as it would be to be able to create a healing potion just by using a spell slot, I think that spell would feel very useless at higher levels. Though, I guess you could just replace it with a different one when you leveled up, which is allowed. Regardless, I want to keep options for this game to just PHB, DMG, MM, and XGE for now, as those are the only physical books I own. Thanks! Also, Nikeisha, I'd love to see a narrative post that shows your imagination of your Archfey patron conjuring that Book of Shadows for you to use. :) Maybe as the crew are cutting up the remaining Merrow to cook and eat, a grizzly tome spills out of one of the creature's guts, and Nikeisha's name is scrawled across the binding? Just an idea, however you imagine it would be awesome to read. Thanks!


@Luna, just read your element attuning post! Great stuff!!! You also have inspired me. :) Take inspiration!


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
MendedWall12 wrote:
Psalm Nackle wrote:
Added second level spells. Spike Growth and Spider Climb is from Circle of the Land and are always prepared. Assuming no special need I also have Erupting Earth and Call Lightening prepped.

Psalm, some problems here. First, both Erupting Earth and Call Lightning are level 3 spells, which you do not have access to yet. Also, my records show that you have only one more "new" available slot for spell preparation.

My records currently have you with these spells prepared: Cantrips, these cannot be changed: Guidance, Poison Spray, Thorn Whip; Level 1: Cure Wounds, Entangle, Goodberry, Healing Word, Thunderwave; Level 2: Spider Climb and Spike Growth (Circle of the Land: Mountain Terrain--cannot be changed, unless you pick a different terrain), with one more open slot for a prepared spell of first or second level. Let me know how you want to go there.

oops Sorry about the level three spells I clicked the wrong filter on my app.

As for Slots I recieved an additional level 1 up to a total of 4 level 1 slots and 2 2nd level.

My corrected 2nd Level regularly prepped spells are Hold Person and Moonbeam.


Psalm wrote:
My corrected 2nd Level regularly prepped spells are Hold Person and Moonbeam.

In order to have both of those prepped, I'd need to get rid of one of your first level spells? As it stands, you have only one "new" slot for preparation.


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

Sorry you lost me.

The Players Hand books says I have 4 1st level Slots and 2 2nd level slots. My Wisdom Mod and level also total 6. I have 4 1st level spells prepared currently and 2 2nd level. That is a total of 6. The other spells are circle spells with classify as always prepared?

Is there something I am missing or reading wrong?


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

Path of the Zealot - Saxwyn, The Warrior: Worshipped in the Mead Halls of the Highlands, rewards heroic deeds in battle.

Divine Fury
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

Warrior of the Gods
At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.


Psalm Nackle wrote:

Sorry you lost me.

The Players Hand books says I have 4 1st level Slots and 2 2nd level slots. My Wisdom Mod and level also total 6. I have 4 1st level spells prepared currently and 2 2nd level. That is a total of 6. The other spells are circle spells with classify as always prepared?

Is there something I am missing or reading wrong?

Psalm, I currently show you with 5 first level spells prepared. That must be where we're getting our wires crossed. As I said earlier. Here's what I show for first level spells prepared. Level 1: Cure Wounds, Entangle, Goodberry, Healing Word, Thunderwave. You do have the capability of having six spells memorized of any mixture between first and second level, but you can only cast two spells out of second level slots. If you want both Hold Person and Moonbeam, I'll need to ditch one of the currently prepared 1st level spells. Just let me know how you want to proceed there.

@Hack, sounds great. That extra 1d6 damage, do you want that radiant or necrotic? Flavor-wise for the setting, it would most likely be radiant, but I could see an argument for Saxwyn using necrotic damage, since, you are, after all, trying to kill whatever it is you're hitting. :)


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

Thanks for the explanation of the Attuned Elements costing a Ki. I had not realized it counted as my first discipline. My mistake.

And thanks for the inspiration! Truly I owe it to Quint whose awesome ... description? / storytelling? ... inspired me to try to write something. I figured mine was going to be very minimalistic and basic, but once I started writing, well, I guess I was inspired! I just sat here writing and came up with all that on my own. Yes, very short and basic compared to Quint's marvelous writing, but for me that was great! I loved the final result!

And yes, I saw the part about a tattoo. You think the High-Elf Royal Princess is going to do something like that in such a vulgar place? Aboard a filthy dirty ship like this with all these vulgar sailors that keep staring at her? (No matter that the ship may be perfectly clean and well kept) This is not an elven ship! By no means would she give these course sailors such a pleasure! She will be looking for a 'decently passable' place to do it, knowing she is not going to be back in her homeland any time soon.


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

I think radiant because it is coming as a reward for zealously prraising Saxwyn while performing heroic deeds in battle.

For Saxwyn!

Saxwy, guide my axe!

That sort of thing...


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
MendedWall12 wrote:
Psalm Nackle wrote:

Sorry you lost me.

The Players Hand books says I have 4 1st level Slots and 2 2nd level slots. My Wisdom Mod and level also total 6. I have 4 1st level spells prepared currently and 2 2nd level. That is a total of 6. The other spells are circle spells with classify as always prepared?

Is there something I am missing or reading wrong?

Psalm, I currently show you with 5 first level spells prepared. That must be where we're getting our wires crossed. As I said earlier. Here's what I show for first level spells prepared. Level 1: Cure Wounds, Entangle, Goodberry, Healing Word, Thunderwave. You do have the capability of having six spells memorized of any mixture between first and second level, but you can only cast two spells out of second level slots. If you want both Hold Person and Moonbeam, I'll need to ditch one of the currently prepared 1st level spells. Just let me know how you want to proceed there.

There we go.

On my profile is my current spells prepped.

1st Level Spells 4 slots Prepared; Animal Friendship, Cure Wounds, Thunderwave, & Healing Word
2nd Level Spells 2 Slots Prepared; Spider Climb (circle), Spike Growth (circle), Hold Person, & Moonbeam


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:
Speaking of which! Quint! Loved the narrative explanation for your new spells and powers. Excellent job blending the narrative with the mechanical.

That's all of them except Find Familiar. Since that one's a ritual involving specific material components (which aren't free), he can't just discover that he's able to do it like the others. I have another plan for that, with some stuff I wrote a while ago (and will just need to adjust some details to fit our location when it happens). The lightning storm Luna mentioned actually plays perfectly into that story, though being inside Rydwyrna will make it a little difficult, since Quint needs to be out in the woods at night...


@Luna, completely understand about the tattoo. You are right, of course, don't know what I was thinking. There's no way she'd let some dirty sailor tattoo her body with a dirty needle and suspect inks. :)

@Hack, totally agree. Radiant it is.

@Psalm, got it!!

@Quint, no worries, I'm guessing it wouldn't be too difficult to actually find somebody in Rydwyrna that has a familiar to talk to about the process by which they acquired it. Heck, you might be able to use some of your newfound clout with Senator Akassa to have one of her underlings/lackeys teach you and give you the required components. :)

Looks like we're just waiting on Jun and then I can get things moved ahead. Fun things are on the horizon. :)


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: {}

I already have a whole thing about how he asked Boddy a bunch of questions about it, and "borrowed" the small brass brazier that the spell requires from his things (intending to give it back, though he won't have the chance now). I just need him to steal off into the woods at night when he gets up the courage to try it. Damp ground and a lightning-struck tree are already part of it, which is why Luna's narration of the storm fits so well.

Edit: Actually, I think I wrote it as a tree that had been struck by lightning some time ago, but still, good to establish that that's something that happens in storms around here.

Edit: Actually, looking at the story again, I wrote a distinct lack of damp ground into it. So maybe the storm didn't reach as far south as Rydwyrna?


Male. Mostly. Human. Mostly. Archaeologist
MendedWall12 wrote:


@Nikeisha, I'd never even seen that Healing Elixer spell. I have to say, as nice as it would be to be able to create a healing potion just by using a spell slot, I think that spell would feel very useless at higher levels. Though, I guess you could just replace it with a different one when you leveled up, which is allowed. Regardless, I want to keep options for this game to just PHB, DMG, MM, and XGE for now, as those are the only physical books I own. Thanks! Also, Nikeisha, I'd love to see a narrative post that shows your imagination of your Archfey patron conjuring that Book of Shadows for you to use. :) Maybe as the crew are cutting up the remaining Merrow to cook and eat, a grizzly tome spills out of one of the creature's guts, and Nikeisha's name is scrawled across the binding? Just an idea, however you imagine it would be awesome to read. Thanks!

I'll take a crack at thinking up a good place for a mysterious book to arrive.

Nice to hear the extra sources are open now. There's a couple of Feat's from Xanathar's I was looking at for the next level.


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

Okay, I got a post in of my downtime and Jun's newfound ability with words.

Here are the benefits of my levelling (also, going to be my last Bard level for a while):

+6 HP

Expertise: Going to take Persuasion and Deception, as they seem to be the skills he uses the most; especially given how well he rolled during the contentious fake zombie apocalypes.

Going to swap out Bane for Suggestion; also taking Enhance Ability.

I gained a 1st and two 2nd level spell slots.

Bardic College: Lore (I was going to take College of Swords, but I think his near death experience, coupled with his focus on more scholarly exploits (plus the extra skill training doesn't hurt), ultimately makes more sense for me to take Lore.

I see this as something of a turning point for Jun, and he'll likely start relying more on his magic and less on his blade as time goes by.

College of Lore benefits:
Training in Athletics, Acrobatics, and Investigation

Cutting Words: can use Bardic Inspiration to lower enemy attack rolls, ability checks, or damage rolls as a reaction.


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: {}

Speaking of feats from other sources, there are a couple of feats from Unearthed Arcana that I'm thinking would be good for Quint to take later on (not for my 4th level ability bump, and maybe not even the one at 8th level, depending on how things go).

Specifically, I'm looking at Arcanist and Wonder Maker (assuming the GM allows Quint's half-rock-gnome heritage to qualify him for it).

Like I said, not something I'm hoping to take next level, so plenty of time, but I'm hoping that source (or at least those two feats from it) will become available in the future.


Quint Rue wrote:

Speaking of feats from other sources, there are a couple of feats from Unearthed Arcana that I'm thinking would be good for Quint to take later on (not for my 4th level ability bump, and maybe not even the one at 8th level, depending on how things go).

Specifically, I'm looking at Arcanist and Wonder Maker (assuming the GM allows Quint's half-rock-gnome heritage to qualify him for it).

Like I said, not something I'm hoping to take next level, so plenty of time, but I'm hoping that source (or at least those two feats from it) will become available in the future.

Just as an FYI for everyone, I will not be allowing anything from Unearthed Arcana. If, however, which has happened before, the same item, feat, ability, etc. is published in an official book, I would be open to discussing its inclusion in our game. If I purchased the a hard copy of whatever book housed the option, I'd almost assuredly allow it for our game.

I don't see anything game breaking about those two feats you've listed, Quint, but, I have seen several things that underwent a bit of editing/changing before they were taken from UA and actually published in a book as official content. I realize that's a "hard line" to take with possible options, but one of the reasons I left Pathfinder for 5e was my disgust with the level of bloat the system had taken on, most especially with character options. As of right now the only options on the table are from those books that I own a hard copy of, and I would fully expect that to continue to be the case. :)


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

Quint, you might want to buy the book to give to Mended! Hahaha! I am sure Mended would not be opposed to at least the receiving of the book! Hahahaha!


Just wanted to say, yes, of course, there is plenty of time before dusk, to do some shopping and what not. As for money, don't forget that everyone got another 75 gp from Captain Kyngral before disembarking The Sea Slipper.

@Hack... hold off on buying that armor, because... reasons. ;)

@Quint, if you want to have a bit of back and forth roleplay about the chronometer or for selling the jewelry, let me know. Otherwise I trust your narrative skills to write up those posts however you want. If you want to have some fun with it, you can go to multiple shopkeeps and have them roll History Checks. First one to get a 15 on the check knows the following.

DC 15 History Check about maker's mark 'AA.':
Amotz Arlytwondzhun (Gnome)
Master Tinker, his shop is private. He occasionally holds private galas for the rich and powerful to attend. You have to purchase a ticket just to get into those galas, as well as, obviously, having the requisite coin to possibly purchase any of his newest creations. There is a massive pendulum clock, a one of a kind, unmatched and unrivaled in all of Iewiuf, a thing of grandeur and wonder, on the floor of the senate that he made.

Anyone else that wants to purchase things, if it is listed on any of the tables in the PHB, you'll find it in the city. If you want back and forth role play, let me know, I'd love to. If not, as with Quint, I trust all of your narrative skills. Write it how you envision it. :)

Just make sure everyone narrates themselves in the common room of the Black Pegasus by dusk. :)


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: {}

That pendulum clock sounds like something that might have a prominent maker's mark, rather than just one hidden in a shooting inside. If it does, and that clock is on public display, that piece of the information might be easier to come by than the rest.

I'm at an event today and tomorrow, but I might have time to write something up tonight.


Quint Rue wrote:
That pendulum clock sounds like something that might have a prominent maker's mark, rather than just one hidden in a shooting inside. If it does, and that clock is on public display, that piece of the information might be easier to come by than the rest.

Sure, you just have to do something that gets you invited to the Senate floor... Or break into the most heavily defended castle in all of Iewiuf... O.o


1 person marked this as a favorite.

And no, that was not a challenge! >.>


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: {}

I meant that a lower history roll might be enough to get just that part of the information, because it would be more common knowledge among the residents of the city.


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

Good thing you told Quint that was not a challenge! Hahahaha! :-D


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

What the Freak?!?!? I am trying to find the cost for a potion of healing. 5 different sites so far that will tell me a bunch of stuff about it, BUT THEY DON'T MENTION THE FRIGGING PRICE?!?!?

If memory serves it is 50 Gp? I'll subtract 100 for now to buy two, and then adjust if needed. I'll make an in-game post shortly.

Also, it happened to me as well, I made the previous post and it was not showing until I refreshed?!?!? Strange.

And my 'red dot' is still not working to show I have a new Pm, but I did see yours Mended. Thanks!


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

It is 50gp for a Potion of Healing...2d4+2


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: {}

Yeah, none of the 5e sources have convenient price lists.


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
Quint Rue wrote:
Yeah, none of the 5e sources have convenient price lists.

Well, how stupid is that? (On their part I mean of course!) So, if one does not have access to the book, how does one find prices? I mean, ok, I have Hero Lab, but I don't have it at work of course!


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

This is the one I've been using. It's not perfect, but it does have the price of the potion in the list.


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: {}

Yeah, I've found a couple of places that have price lists for mundane items. I can't find an official list of prices for magic items anywhere, and a bunch of stuff I've found about how they are priced seems to be conflicting. I did find this thread (with a pdf link) that indicates that the prices (however they are calculated) are wildly unbalanced with one another, and gives an alternative price list that is (supposedly) better-correlated with the value of the item.

Edit: Not that we'll necessarily ever be able to buy a magic item, since 5e's rules don't assume that they will be available the way Pathfinder does. Hopefully we'll find some at some point, but the only ones we ever get might be special gifts from the DM, or taken off some BBEG after we defeat him.


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

Thanks! Those help.

And I forgot that 5E has less magic stuff ... :(


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: {}

Not going to get a significant RP post up tonight. Tomorrow's looking pretty full, too. If you want to let me know how much Quint will be able to sell the jewelry for, I can fill in the details later (after the meeting with the senator, if necessary). I would also like to get my flashback for the information he got at Reginald's up before the next part of that investigation, but I don't want to hold things up.


Quint Rue wrote:
I meant that a lower history roll might be enough to get just that part of the information, because it would be more common knowledge among the residents of the city.

It might be common knowledge that there is a huge and wondrous clock on the Senate floor, but the knowledge that there is a maker's mark "A A" on it would, by no means, be common. As, again, it is not in an easily noticeable place. Specifically, the maker's mark on that huge "grandfather" style pendulum clock is on the back of the pendulum. There may be a number of people that have heard the rumor that there is a maker's mark with the letters "A A" on the clock, but a very few would know the name that is associated with it. Amotz is a complete recluse, a hermit, who prefers the company of metal and tools to people. All of his dealings with the public that adore his inventions happens through a shrewd manager who has learned to deal with his anti-social heart and mind, his one trusted confidant. :D

AS to Arthugh's jewelry... Worth: 2d100 ⇒ (5, 20) = 25 Looks like it's not as expensive as it looks. :) You can sell all the jewelry for 25 gp. Perhaps the fact that they are only "mildly" expensive, speaks to the actual prominence (meaning lack thereof) of Arthugh Ruroki. ¯\_(ツ)_/¯


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Quint Rue wrote:
Edit: Not that we'll necessarily ever be able to buy a magic item, since 5e's rules don't assume that they will be available the way Pathfinder does. Hopefully we'll find some at some point, but the only ones we ever get might be special gifts from the DM, or taken off some BBEG after we defeat him.

To some this may seem like a flaw in 5e, but it is, without any doubt, one of the HUGE draws for me to this system. The absence of what, in 3.5 and then Pathfinder, became known as "the big 6," is wonderful! The rules themselves say that magic items are rare, quest items, and that purchasing one that you have found someone else owns, IF they are willing to part with it, might require a questing favor to that person, rather than just handing over a sack of platinum coins. This, I love. Will you all see a magic item at some point? I'm sure you will. There are too many amazing magic items in the DMG for me to ignore them. Sometimes I just like flipping through that book and reading about them. Certainly, there will be a time when the group finds a magic item, or maybe two, but to do so will be part of an epic tale of heroic deeds, traps bypassed, dungeon corridors cleared, and strange creatures defeated. So, pretty much playing Dungeons and Dragons. :P :)


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: {}

So, the answer to my question about the maker's mark being prominent is a "no". That's what I needed to know, though the other details will be useful too.

On the subject of magic items, I'm not a fan of "must-have" static bonus items, but there are lots of utility items (some of them very cheap by magic item standards) that I like a lot, and tend to acquire in most games I'm in. I'm thinking of things like the traveler's anytool, sleeves of many garments, handy haversack, etc. These items don't change the mechanics of the game much (especially not the combat part), but the relative ease with which they are usually acquired makes magic (and magic items in particular) feel a lot more ubiquitous.

5e is a different style. So far, it feels grittier and more realistic. There are things I like about the system and things I don't.


I have some friends who are DMs of 5e games that are a LOT more freehanded with magic items, purely because they think they are cool. Which is fine, that is, certainly, a valid approach to playing. I have also heard from those same people, though, that the inclusion of magic items of even "average" power levels drastically changes the feasibility of the mathematics used when building encounters. In short, the numbers no longer matter. Anecdotally, one of my friends, who is so freehanded with magic items as treasure, said he's thrown encounters that were above 3x what the system considers "deadly," for his players' characters, and they handled them with ease.

I completely love that you used the words "grittier" and "realistic," as that has been my experience with the system as well, and was, when I made the switch, my estimation of how it would work.

For you, Quint, specifically, I would love to see how you roleplay effectively in situations where a traveler's anytool, sleeves of many garments, and or a handy haversack would preclude that necessity. Which is to say, I know you are capable of tackling any situation with the "tools" you currently have, it just might require a much more ingenious and outside the proverbial box plan of attack. :)


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 agree MendedWall12 I like items to be rare and special. I found when I was getting ready to DM Pathfinder the system actually intended items to be hard to get but most GMs just keep anything available because players assume magic vendors have and can produce anything. If youu actually handle shops and cities with the rarity as written many things are much harder to get. But obviously people play how they want.


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: {}

I've been in Pathfinder games where it was difficult to find a magic item, even if you have the money to buy it. It was pretty frustrating, especially in games that don't have a lot of changes of location to allow a reroll of the available items. If you're going to run a game that way, you need to eventually take your characters to a major city where they can find what they're looking for... unless you are hand-crafting the list of available items for story purposes rather than generating it randomly. If you do that, though, you have to be aware that because PF assumes the possession of magic items in the leveling-up of characters, you may be preventing a player from fully realizing their character concept (especially if the game starts at low levels, and thus they don't have a chance to buy essential items before play begins).


Quint Rue wrote:
I've been in Pathfinder games where it was difficult to find a magic item, even if you have the money to buy it. It was pretty frustrating, especially in games that don't have a lot of changes of location to allow a reroll of the available items. If you're going to run a game that way, you need to eventually take your characters to a major city where they can find what they're looking for... unless you are hand-crafting the list of available items for story purposes rather than generating it randomly. If you do that, though, you have to be aware that because PF assumes the possession of magic items in the leveling-up of characters, you may be preventing a player from fully realizing their character concept (especially if the game starts at low levels, and thus they don't have a chance to buy essential items before play begins).

I think I might have been the DM of that game... O.o

<.<
>.>

If so, I fully accept that constructive criticism; it is, of course, one of the reasons I no longer DM Pathfinder.


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: {}

Not the only one I had in mind, and I believe that if that game had continued, we were going to leave for a larger city in fairly short order, thus mitigating the issue before it really became a problem. My character in that game was also going to take at least one crafting feat, which would also help. But yeah, I did feel a little overconstrained in that one, especially before we collectively re-read the rules regarding availability of sub-1000gp items. I even recall rolling to see if trail rations were available at the general store in that one :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

Personally, I LOVE Magic items! Especially Stat boosts. But, I can see the point of low magic items to some degree as well.

Just, PLEASE!!!!!, do NOT make it like one 3.5 game I played in. We started at 1st level. Only 1 or 2 items by 3rd or 4th lev, and we kept having trouble with not being able to carry out the loot, due to encumbrance. Of course we wanted to get either Handy Haversacks, or small bags of holding or some such, but to no avail. The DM finally tells us there is a wizard in another town, quite some distance away that could make them. The DM was very strict about travel rules, rolling constantly for weather and the 'melting snows' slowing us down. Realistic? Sure. Fun? NO. It took us literally months of game time, which translated into SEVERAL game sessions just to make the trip w/side encounters and such. When we finally arrive and find the wizard, nope, he just started work on another item and it was going to be at least a month or more in game, before he could make something for us! Again, realistic? Sure. Fun? ABSOLUTELY HE-double hockey sticks NO!!! And isn't the whole point of playing supposed to be to have fun?

So anyways, low magic, ok. Being a DICK of a DM, knowing that your party has pent that much time travelling to get a simple Handy Haversack, and then saying the wizard was not available? No. For me. when my car broke down right around that time and it meant I could no longer get to that game, I was not disappointed at all to have to drop out. Once I had transportation again, I did NOT bother contacting them.


Luna, tell me how you really feel about it. :P


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

If you really want a high magic content game, 5E may not be your best bet...it comes with the territory. One of the reasons many of us like it.


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

Low or high magic is all about feel, flavor and presentation.

Middle Earth is always referred to as "low magic" despite the party of 9 has:

1- 9 cloaks of elvenkind
2- a magic rope
3- Magic Dirt which was able to restore the shire after the scourging
4- A magic light
5- A short sword from Angmar that able to slip into the Witchking's defensive spells
6- A mithril shirt
7- 2 Legendary Swords
8- A shortsword that glows blue around orcs
9- A magic ring with all sorts of fire powers
10- A wizards staff (who knows what all that can do)
11- Oh yeah an artifact that is connected to the spirit of the Dark Lord


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

I would generally tend to agree with you EXCEPT with 5E. The core rules are very clear about the limited availability of magic items. It was not like they tried to hide the ball here.


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

It seems I may need to clarify.

I am okay with the game being low magic.

So long as the DM provides us with what ever is needed to accomplish the goals AND does NOT lead us on a totally useless goose chase like that other DM in the game I told you about.

TL/DR: A long chase/quest to actually achieve/receive something? Absolutely yes. An extremely long chase that is totally pointless? No.

And Psalm makes a good point! Thanks Psalm! That was funny and helpful IMHO!

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