| Black Dow |
| 1 person marked this as a favorite. |
'Dow - where are Specialties to be found?
Variant Tieflings are in Mordenkainen's Tome of Foes--a Glasyan Tiefling would be so nice to get a point of Dex and you know, heir to the Mother of Spies. Only 30 dollars! This is how they suck you in, right?
Unless someone knows a good online character builder with sources.
@Axolotl: Found the calculator below which includes variant Tieflings.
Just select Tiefling as race and on the right menu select Descendent of Glasya for all the variant features/mods.
Descendant of Dispater seems the best fit for my blackmailer... did think of Mammon also, but keeper of secrets potentially makes more sense for a "broker of information"...
@DMG: You happy enough for us to run with the variant tieflings? Am good either way.
| Black Dow |
Yeah Tome of Foes is where they are from. The builder I linked gives a full breakdown of the different variants and where/how they differ from the vanilla Tieflings.
Still mulling if I'll go variant or stay basic for my infernal rogue... Hellish Rebuke and Darkness are great spells to gain access to down the line. However Disguise Self for a criminal is also gold.
Speaking of gold - is there a currency breakdown for the setting? I'm a stickler for noting coins under their correct name from the setting, so just checking if there was any :)
| GM Trifty |
Oh, I didn't mean he needs to protect her. It's more of a "Hey, that's my friend!" kinda thing. ...I think it likely that he wouldn't have a lot of friends to start with...
Ok, that makes sense. My character probably would have a lot of friends, but not many from the academy. So she would come to see her friendship with Saendithas as validating and perhaps more meaningful than some of her other friendships. And I think she would understand Saendithas's position as someone who doesn't quite fit in socially, if that's what you're saying.
@Grimmy is there another map we should look at besides the one you posted? A lot of the lore stuff refers to places like Bard's gate and stuff that aren't marked. Maybe we should just look at that 500 page document you posted that I never bothered to open d:.
| Grimmy |
@Grimmy is there another map we should look at besides the one you posted? A lot of the lore stuff refers to places like Bard's gate and stuff that aren't marked. Maybe we should just look at that 500 page document you posted that I never bothered to open d:.
This setting is just too big. As a history teacher, I feel it is your responsibility to memorize it and teach the rest of us. In return you will receive an apple and summers off.
| Albion, The Eye |
Looking at our group composition, and at my dwarf cleric idea, I think we may be having an overload of Divine focused characters? :D
So I have been pondering playing a ranger of sorts, perhaps archery focused and a Beastmaster? It is not only cool, but could also be an aglutinator for the group? If indeed I join the others slightly later, perhaps they could be referred to my character as a guide to find... Something? Or take them somewhere?
Do we have anyone currently planning on investing in outdoor skills and/or archery?
| Grimmy |
ok ok I bought Mordenkainen's Guide to Foes just so I could get that Glasyan Tiefling background :D
THIS IS HOW IT BEGINSSSSS
Nice! Lore wise are you guys set on infernal heritage? BD told me in PM, I had thought abyssal heritage for story connection reasons.
It's ok if that's the case I just have to rethink some things. Go with your vision.
The setting does have Asmodeus, Nine Hells etc as you would expect, I checked.
But they don't factor in the adventures.
Hmmm we can make it work.
Maybe the prophecy says they are the key rather than the problem. Bring in the old Blood War angle ever so slightly.
| Grimmy |
Looking at our group composition, and at my dwarf cleric idea, I think we may be having an overload of Divine focused characters? :D
Don't switch unless you are not excited about your dwarf. There is nothing wrong with multiple divine casters.
There will be a trip out of Endhome, with two premises. An errand for the temple, and the investigation into the tiefling twins (not really twins just alliteration).
I am imagining the elven scholars attach themselves to the church errand for safe travel companions.
The firbolg nature paladin struck me as a potential guide or messenger sent by the remote temple.
Gerald has not been around for a bit but his druid was said to be out in the boondocks.
I had a strong hook to connect the dwarf cleric, I mentioned it earlier you might have missed.
| Albion, The Eye |
I did see the hook Grimmy, just wasn’t ‘up my alley’ so to speak, since it really does not match very well my idea for the character, motivations to move away from the clan, etc - should have responded then ;)
Not sure I am not excited about my dwarf priest, but a ranger with his beast companion feels more unique in this group.
...you're a solid frontliner...
We already have one of those though.
Melira, how is your character dealing ranged damage?| Albion, The Eye |
Nah Critzible, stick to your guns - you have a really interesting character.
I will be joining further along the way, so I have time to mull it over. No worries.
And on that note... How would the dynamics be between a Warlock and a Paladin in the same group? I just remembered I am a sucker for gishes, and a warlock could have some interesting ties to some of the ideas I have seen flowing around :P
| Axolotl |
Axolotl wrote:ok ok I bought Mordenkainen's Guide to Foes just so I could get that Glasyan Tiefling background :D
THIS IS HOW IT BEGINSSSSS
Nice! Lore wise are you guys set on infernal heritage? BD told me in PM, I had thought abyssal heritage for story connection reasons.
It's ok if that's the case I just have to rethink some things. Go with your vision.
The setting does have Asmodeus, Nine Hells etc as you would expect, I checked.
But they don't factor in the adventures.
Hmmm we can make it work.
Maybe the prophecy says they are the key rather than the problem. Bring in the old Blood War angle ever so slightly.
Reflavor it according to setting as you wish. I don't know enough about the setting to opine. I just wanted Dexterity bonus and the Glasyan spells. ;)
Grimmy, have you figured out who's in what table? How many people are milling about here? :D
| Grimmy |
Ok see thematically the adventure has a connection to demons not devils.
I figured you wanted glasyan for mechanics which is all good.
But, if BD is very attached to infernal (from story standpoint) I will find a way to make it work. No problem.
Table wise I don’t think we have to split . We have seven players, but BD is joining for second adventure, Albion on vacation for three weeks, Gerald not quite ready yet.
Sounds like we can do this in one thread.
* chuckles * Now THIS feels like table-topping.
I was totally just thinking that :D
| Melira Lightfoot |
My alias page is mostly complete for now.
Skills
My proficient skills are Arcana, History, Insight, Intimidation, Nature, Perception, and Persuasion. I'm notably lacking deception, and I think I want to go with college of eloquence at 3rd level. This gives a feature which lets you treat rolls below 10 as a 10 for deception and persuasion, so to get max value I should be proficient in both. I may drop insight. I will plan to expertise perception and persuasion.
Spells
My four 1st level spells known are:
Healing Word. Swift action heal a small amount at range. Seems too good to pass up honestly, as you can revive someone who's unconscious.
Heroism. A one minute duration defensive buff. It gives 3 temporary hit points that don't stack with one another every round to one target. Basically if you cast it on one person and that one person gets attacked a lot, it's way better than a healing spell, otherwise it's medium. If anyone else wants to cast this spell, let me know because it doesn't stack.
Sleep. Go to offensive spell for ending a fight. It affects enemies in a burst and puts them to sleep based on their current hit points. You roll each time you cast to see how many hit points it affects, the average result is like 22 or something. A good way to finish a fight. Again, seems a bit redundant for 2 people to plan to cast this spell, as it's fairly situational.
Faerie Fire. Offensive spell good for starting a fight. It affects enemies in a small area and targets dex saves. Anyone targeting an enemy who fails a save gets advantage on all their attacks vs that foe. Plays well with rogue. It also has utility for higher levels as it reveals invisible enemies. Might be a bit weak as it doesn't do any damage on its own, has no effect on a save, and is generally not impressive to me unless targeting multiple enemies.
Spells that didn't make the cut
Dissonant whispers. Another offensive spell. It targets wis saves, deals an average of 10 damage, and forces the target to flee on their next turn. The damage seems nice but not high enough on its own. The flee effect seems very strong as it effectively stuns for 2 rounds (1 round running away, 1 round running back). But it only targets one enemy and hits the same save as my cantrip, so it seems like not a super great use of my extremely limited number of spell slots per day.
Comprehend languages. My character is dyslexic. This is a ritual spell that would let her read easily (maybe?). She's a scholar. It doesn't make a ton of sense for her not to have this spell. On the other hand, I kinda see her as being fed up with the academy by the time she learns this spell exists. Also, she seems like the type of person to just be like, f--- the written word, this structure of learning is oppressive to me and people like me and I don't want to be a party to it. Also it doesn't really help me be an adventurer.
Core combat stats
I have ac 14 and 10 hit points, so pretty squishy but not a wizard. I can get AC 15 once we get a little money. Nevertheless, I hope not to get hit too often.
I actually have great damage for level one. +5 (1d8+3) is pretty much what the game expects from a 1st level character, and that's what I have with my rapier. I can even use my bonus action to twf with my dagger. My ranged option is a sling as we start with not enough money for a crossbow, but it's still moderate damage. I have no class features like fighting style, extra attack, smite, etc that give me extra damage. I don't know if I'll keep pumping dex past 16 or take feats. Past level 5, I plan to mostly use spells and the cantrip Vicious Mockery.
Vicious Mockery targets wis. On a failed save, enemies take 1d4 and have disadvantage on their next attack. The damage scales but is mostly a token amount. The defensive aspect seems extremely strong when fighting small numbers of enemies with small numbers of attacks. This makes me want to have good options for spells that deal with larger numbers of enemies once we get to higher levels.
| Grimmy |
Wonderful write-up. Great to see your whole process.
How is everyone feeling? Are you all comfortable? Any anxieties?
BD you all good? No worries about infernal, no big deal. I can tweak the hooks.
I have a fair amount of work this week, final stages of closing on a family house and building new one.
I will be checking in.
| Calvyn "Fiddlespring" Tenares |
Alrighty folks! KingHotTrash here! Sorry for disappearing, things got suddenly hectic here and everytime I went to make the gnome, things went upside down. I finally finished Calvyn "Fiddlespring" Tenares. A gnomish researcher delving into the lost arts of artificing and hoping to one day unlock the secrets to a new glorious golden age (and not some terrible cataclysm by discovering what Mortals Were Not Meant To Know).
Build-wise, Calvyn's early levels are going to mostly consist of fire bolt, shocking grasp, or reluctantly using his weapons if the enemy is immune to his attacks. With a shield and his armor, he is surprisingly tanky with an AC of 18 and 10 whole hit points. Spell-wise, he has Cure Wounds to bring back a downed ally, Detect Magic as a ritual because it is super useful, and Catapult and Tasha's caustic brew as his heavy attack spells.
Feature-wise, Calvyn has the Sage background and is quite good at researching information, knowing about magical things, trying to disable traps, and using his little tinkering devices to help the party. The artificer, much like many of us, doesn't really start taking off till later. At level 3, Fiddlespring becomes far more dangerous up close while using his Intelligence to attack and damage foes and having his Steel Defender with him. He can heal but he will not really be a main healer until then, more of an emergency healer. As for tools, he will have a lot of them. He starts off with alchemist's supplies, tinker's tools, thieves' tools, and will later get smith's tools. Xanathar's Guide To Everything gives these a lot of cool uses and I hope to use them myself.
Story-wise, I'm reading and catching up on people's ideas and characters. I know there was a group of kind of outcast-like characters? I feel that Fiddlespring's unusual take on magic combined with the usual eccentric nature of gnomes have made him a bit of a pariah in the scholarly fields. Kids love him, at least. The magic he has discovered so far is from the bit of information he had recovered from ruins of ages past and his own ingenuity and he wants to discover and uncover more. He also walks that line between wanting to know everything and willing to risk everything to know more.
Alright, that is enough rambling from me. I'd love to see if anyone has any ideas or hooks they'd like to share while I reread everyone's stuff again :)
| Faidh Llwych |
Hey Grimmy does getting kicked outta the tribe for trying to burn off the tattoo work as a good part of the story. My people are in the Fey Wilde and are supposed to protect the secrets of some ancient gates.
Now she is exiled to the prime material and works with a local hermit priest to an old shrine. Fiadh often runs errands into the city to procure things and news. Often masks her self in a big cloak and scarves. Or when she can uses her Disguise Self spell.
| Grimmy |
Alrighty folks! KingHotTrash here! Sorry for disappearing, things got suddenly hectic here and everytime I went to make the gnome, things went upside down. I finally finished Calvyn "Fiddlespring" Tenares. A gnomish researcher delving into the lost arts of artificing and hoping to one day unlock the secrets to a new glorious golden age (and not some terrible cataclysm by discovering what Mortals Were Not Meant To Know).
Build-wise, Calvyn's early levels are going to mostly consist of fire bolt, shocking grasp, or reluctantly using his weapons if the enemy is immune to his attacks. With a shield and his armor, he is surprisingly tanky with an AC of 18 and 10 whole hit points. Spell-wise, he has Cure Wounds to bring back a downed ally, Detect Magic as a ritual because it is super useful, and Catapult and Tasha's caustic brew as his heavy attack spells.
Feature-wise, Calvyn has the Sage background and is quite good at researching information, knowing about magical things, trying to disable traps, and using his little tinkering devices to help the party. The artificer, much like many of us, doesn't really start taking off till later. At level 3, Fiddlespring becomes far more dangerous up close while using his Intelligence to attack and damage foes and having his Steel Defender with him. He can heal but he will not really be a main healer until then, more of an emergency healer. As for tools, he will have a lot of them. He starts off with alchemist's supplies, tinker's tools, thieves' tools, and will later get smith's tools. Xanathar's Guide To Everything gives these a lot of cool uses and I hope to use them myself.
Story-wise, I'm reading and catching up on people's ideas and characters. I know there was a group of kind of outcast-like characters? I feel that Fiddlespring's unusual take on magic combined with the usual eccentric nature of gnomes have made him a bit of a pariah in the scholarly fields. Kids love him, at least. The magic he has discovered so far is from the bit of information he had...
Hi friend, nice to hear from you
We settled on a lineup over the weekend but feel free to follow along I am planning a follow up and your gnome has strong ties to the themes
| Grimmy |
Hey Grimmy does getting kicked outta the tribe for trying to burn off the tattoo work as a good part of the story. My people are in the Fey Wilde and are supposed to protect the secrets of some ancient gates.
Now she is exiled to the prime material and works with a local hermit priest to an old shrine. Fiadh often runs errands into the city to procure things and news. Often masks her self in a big cloak and scarves. Or when she can uses her Disguise Self spell.
This works very well . I will talk to you more about it soon, we have some crazy stuff going on this week. Family childhood house sold and the buyer wants to close early. Big rush to get everything done