But what are attribute bonuses in this old-school system? ;) Some get a +1 around 13, some don't.
For example charisma:
What attribute bonus does a Charisma 15 character have? +5? That doesn't seem right.
I'm playing devil's advocate here a bit, but again want to nail this down before assigning my character stats.
So, just to be clear, we are still using thief skills like hide and move silently...just each character has additional attributes to use like skills? For example, as a thief I would have Dexterity as a skill attribute then I am free to choose another, say Charisma?
Then also, could you show me what this looks like in play? Here is what I am thinking given the text above. Assume my charisma is 15 and I am a 5th level character.
I want to lie about having stolen the Maltese Falcon.
1. Every class can make any skill checks using a d20 (roll over a target #).
Ok, so everyone can tell lies.
2. No defined skills the GM decides what attribute bonus (str, dex, etc) you will use on the check.
Suppose the GM decides charisma, and I have a charisma of 15.
3. Each class has two attributes they specialize in (one based on class and one they can choose).
Indeed, as a thief, I chose to specialize in Dexterity and Charisma skills.
4. Skills based on Specialized attributes always have a target # of 12 otherwise it is a target #18.
Ok, so I just need to get a 12 somehow.
5. You add your attribute (and your level generally for skills based on specialized attribute) to your roll.
1d20 ⇒ 20
Add your attribute. My attribute is 15, so 20+15=35.
And add level. My level is 5 so 35+5=40 total result.
I think I am confused on the 'add your attribute' part.
I am a bit hung up on this because I am trying to assign attributes and want to make sure I can be decent at certain things.
16 dex +2
13 con +1
hp: 11 (2d6+2)
Languages: Common, Thieves' Cant
Boon: Knife Fighter
Can I do something like 'Acrobat' for the failed profession skill or does that overlap Athletics too much?
Alrighty, sounds good. It was supposed to be Read/Write 25 and Ride 50, I just typo'ed. So I guess I got both.
MP(telepathy): 4d6 ⇒ (5, 6, 3, 1) = 15 =14
Still kind of struggling with a good character RP idea (sorry, can't top corncob), but going Vine for the Stock (succulent was tempting for a Final Fantasy Cactuar-style character). I'm not sure how great being able to use tools is, I couldn't really find anything about tools in the equipment section. I just sort of needed the +DX just to have a useful stat.
Also, any advice on distributing skill points for scout skills? From the example characters in the back, it seems like scores around 5 are normal but that seems super low. Could choosing 3 to do 10/5/5 work out? Wise to put 1 instead of 0 just to make it possible?
Sheet so far...:
Attributes: (d20+DR <= Score)
PS: 8 (0)
DX: 14 (+1)
CN: 13 (+1)
MS: 13 (+1)
IN: 6 (-1)
CH: 5 (-2)
SN: 11 (0)
hp: 55 (Double Pain: -2 if <half hp, -4 nerves/pain)
AC: 11 // MD: 11 // Health: 11 (Immunity: mental attacks)
mTHAC: 0 // rTHAC: 1 // MHAC: 0
Perception: 11 // Stealth: 2 // Remain Unseen: 2
Speed: 15 (Oversized Limbs)
Ride: yes // Swim: yes // Read/Write: yes
Scout Skills: (20pts) (d20+DR <= Score)
Equipment: Domars: 300
Cool, getting it together.
Rerolled Second Defect Mutation: 1d100 ⇒ 19 =Double Pain (D)
Telepathy Duplicate: 2d4 ⇒ (2, 3) = 5
edit: woops was supposed to roll plant mutations for physicals...
96: roll 2 more plant
19: Chemical Susceptibility (D)
Mutations: Telepathy(x2), Levitation, Double Pain (D), Oversized Limbs, Immunity
...ok think I got that right now.
Phys: 3d6 ⇒ (1, 6, 1) = 8 (0)
Dex: 3d6 ⇒ (3, 6, 3) = 12 (0)
Con*: 3d6 ⇒ (6, 3, 2) = 11 (0)
Ment: 3d6 ⇒ (4, 4, 5) = 13 (+1)
Int: 3d6 ⇒ (1, 2, 3) = 6 (-1)
Cha: 3d6 ⇒ (3, 1, 1) = 5 (-2)
Sn-L: 4d6 ⇒ (2, 1, 4, 5) = 12 =11 (0)
MutPower-L: 4d6 ⇒ (2, 1, 1, 4) = 8 =8
Mutations: 1d6 ⇒ 2 (2 phys, 3 ment)
1d100 ⇒ 96 =roll 2 phys
additional phys: 1d100 ⇒ 19 =Double Pain
Is someone doing scout already? That would be kinda funny for a plant...usually scouts hide behind the bush rather than be the bush.
Rerolls if allowed:
a: 4d6 ⇒ (1, 1, 1, 3) = 6
b: 4d6 ⇒ (4, 6, 4, 3) = 17
c: 4d6 ⇒ (4, 5, 5, 6) = 20
d: 4d6 ⇒ (3, 6, 2, 4) = 15
e: 4d6 ⇒ (6, 1, 5, 3) = 15
f: 4d6 ⇒ (3, 6, 5, 4) = 18
Rerolls a: 3d6 ⇒ (6, 2, 1) = 9
I can whip something up with those, if ok with Critz.
4d6 ⇒ (2, 3, 6, 5) = 16
reroll: 1d6 ⇒ 3
4d6 ⇒ (4, 5, 5, 5) = 19
4d6 ⇒ (2, 2, 6, 5) = 15
4d6 ⇒ (1, 3, 5, 4) = 13
4d6 ⇒ (2, 1, 1, 1) = 5
4d6 ⇒ (4, 1, 3, 4) = 12
Thinking about a wizard. All of the race/class options from Tasha's in play?
A few other thoughts, since Kensei eventually has a bunch of Kensei weapons and it isn't just one. The first two would be longsword and blowgun. RP wise, this would be a katana and his shakuhachi, a Japanese flute made of a length of bamboo. Then at 6th, he would take warhammer...flavor wise that would be him fighting with the katana sheathed.
A second spirit would be related to the flute, and live in his chest...come out creepily like a little face or something. It might be the Zen master that trains him in further monk-ness.
One issue is that I don't have the starting gold for both katana and flute/blowgun. So, I was thinking perhaps in some desperation he sold his flute to the caravan master, or lost it in a bet to him or such. That way its still there for him to buy back at some point (hopefully right after we find the first bit of gold). Otherwise it would be difficult to get an exotic item like that.
So, allow me to bounce a few ideas. There's this wacky spirit in Japanese folklore called a tsukumogami. Basically, objects like containers, tools, and instruments after a service life of 100 years receive souls. Like this lantern. People usually don't want this to happen, so are encouraged to get rid of old clutter. Some objects on their 99th year sense this impending doom and become evil in an effort to save themselves etc.
But rather than be a character in a spiritual story of that sort, I was going to actually play the tsukumogami of something, probably an old katana. The sword is literally a body the spirit inhabits and animates, so they are one...kensei. Basically he came into existence from the celestial realm (aasimar) when the sword turned 100. (if someone else really wants to play aasimar I can change, no biggie)
He'd be loving/faithful to humans since they created him. He might also be bitter after serving for 100 years. I thought it would be funny if he had a strange attraction to old objects, too. Like, maybe he spotted a certain something on the caravan (a comfy old pair of rice sandals, zori) and is totally smitten, waiting for 'her' to wake up.
He would have a strange otherworldly appearance with reflective silver skin and softly glowing blue eyes, and of course a strong Japanese accent. Kozakura is the part of Kara-Tur that resembles Sengoku period Japan, so that would be his homeland. If we are crossing from east to west, he would be going back home via the Golden Way.
Not really sure I want Aasimar, but have you heard about the Legacy changes in 5e? A lot of the race stuff from Volo's and Mord's is getting redone for a new sourcebook (that combines the two) and no longer current. DnDBeyond has the updated versions, so wondering if I went Aasimar, I could use that version.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Height and Weight
Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Great, I'll get it all set tonight. I like doing bullet point backgrounds so I can reference easily and use for in-game writeups, if that works for you. 5-6 one sentence story notes and personality quirks, just enough to get me inspired. Check some of my active alias' to see what I mean.
I don't always post multiple paragraphs, sometimes quality over quantity matters. The muse is fickle and I'm simply not talented! But I can guarantee 1/post per day, every day including weekends. :)
Still thinking wizard, but was wanting to play something planes related. So how about a githzerai? He was summoned to the Material by a group of elven conjurers just as they were attacked and slain by the drow. Being a native of Limbo, he might have a particular perspective into the chaotic things happening around the Underdark...
Name: Karley Rumblemuffin
1. Younger. 188.8.131.52.9.12
Why I'm interested: The RP focus with combat deemphasized.
Expectations: No problem once a day or more, including weekends.