|
Post by Gris on May 31, 2014 9:11:34 GMT -5
Proficiency Bonus is based on character level, but it's not the same as your character level. Each class has it's own chart, but I think all of the Prof. Bonuses progressions are the same... +1 at 1st level to +6 at 20th. Also; I can't see your picture for whatever reason I can't believe I missed a WHOLE column on the class table. Must be getting blind. Also the picture thing should be fixed now.
|
|
|
Post by takewithfood on May 31, 2014 10:14:26 GMT -5
Here's what I have so far: Cecil Mercer
Race: human Class: druid 1 Background: guide Alignment: N-G Age: 35 Height: 5'9" Weight: 155 lb Hair: salt and pepper Eyes: grey
| | ABILITIES
Str: 12 (+1) Dex: 12 (+1) Con: 14 (+2) Int: 12 (+1) Wis: 16 (+3) Cha: 10 (+0)
| DEFENSE
HD: 1d8+2 HP: 10/10 AC: 15 (hide, shield) Saves: wisdom
| OFFENSE
Initiative: +1 Staff: +2 (1d6+1 B) Dart: +2 (1d4+1 P)
| PROFICIENCY
Bonus: +1 Skills: animal handling, athletics, nature, survival Tools: climber's kit, mounts (land), navigator's tools, herbalism kit Weapons: club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear Armor: padded, leather, dragon leather, hide armor, shields made of wood | CLASS FEATURES
Druidic
| RACIAL FEATURES
Size: M Speed: 30' Languages: common, druidic, goblin, orc
| SPELLCASTING
Save DC: 12 Cantrips: Druidcraft, Guidance Prepared: 2 Slots: 1st Level: 2/day
| EQUIPMENT
traveler's clothes (4 lb) backpack (2 lb) hide armor (10 lb) wooden shield (10 lb) oak staff (4 lb) 3 darts (3 lb) crow bar (5 lb) herbalism kit (3 lb) mess kit (1 lb) hemp rope (10 lb) hooded lantern (2 lb) oil x3 (3 lb) manacles (2 lb) waterskin (4 lb)
Coin: 7 gp, 0 sp, 5 cp Encumbrance: 66/120 lb
| BACKGROUND
Cecil was born the only son of traveling merchants, though he only dimly recalls the good times before the economy dried up and the wilderness slowly reclaimed the trade roads. His parents had enough to retire and continue to live out their lives in willful, blissful ignorance of how Fairhaven has crumbled around them, but Cecil could not rest so easily. For him, the city's decay and the encroaching wilderness became an obsession.
Now cresting his mid-thirties, he patrols the outskirts of Fairhaven like a self- appointed warden, keeping tabs on the city's decline, as well as the movements of dangerous creatures. He has loosely aligned himself with a circle of like-minded druids, and increasingly with the forces of nature themselves, and concerns himself chiefly with restoring balance to Fairhaven and warning its citizens of the horrors that lie just outside their crumbling walls.
PERSONALITY
Cecil is gruff, cynical, and private, but his rough exterior conceals a great love for all living things, and for Fairhaven itself. Leading a solitary life in the wild has eroded his social skills more than he realizes, and those he meets tend to describe him in terms like "weird" and "hermit" and "old coot". He especially resents being mistaken for an old man and is especially ashamed of his prematurely greying hair. He doesn't even like his given name, preferring to simply be known as "Mercer". Fortunately, his charity isn't contingent on what people think of him, and he's been known to come to the aid of wayward travelers, providing them with food, temporary shelter, or just a safe trip back home without payment or even thanks.
|
One note: there was no listing for the price and weight of the herbalism kit, so I compared it to other kits and sort of estimated 25gp cost and 3 lb weight. Does that sit alright with you, WK? ~TWF
|
|
|
Post by WildKnight on May 31, 2014 10:23:10 GMT -5
Fine by me... though I am confused as to how you got all of that with only 75 GP and still have almost 60 left 8)
|
|
|
Post by takewithfood on May 31, 2014 10:38:17 GMT -5
Er, don't we get 175 gp? EDIT Nevermind, found your post. ^__^ It's just as well, i was really reaching for ways to spend 175 gp! lol I'll edit.
Oh, and the herbalism kit lets me buy potions of healing for 25gp, right? Or do I need to make those in game?
EDIT EDIT: There, fixed. I may revise the list, but it should be kosher now.
If Shenron makes a rogue we should have the makings of a really good party here.
~TWF
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 31, 2014 17:01:00 GMT -5
I didn't see this until now, but would you be up for taking another player? I've been wanting to give DnD Next a try for a long time.
|
|
|
Post by WildKnight on May 31, 2014 17:42:49 GMT -5
I didn't see this until now, but would you be up for taking another player? I've been wanting to give DnD Next a try for a long time. You would be my 5th which is my limit, but yep I've got room for you!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 31, 2014 18:54:39 GMT -5
Sweet, I'm thinking a bard but lets see what we get on the rolls.
[Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6] [Roll=1-6]
|
|
|
Post by WildKnight on May 31, 2014 18:56:04 GMT -5
I think it won't roll since you're working from mobile(?)
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 31, 2014 19:01:27 GMT -5
weird. take 2 then kfQoo2yX1-61-61-61-61-61-61-61-61-61-61-61-61-61-61-61-61-61-61-61-61-61-61-61-614,11,10,15,9,15 pretty solid. Easily good for a Valor Bard! 1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6
|
|
|
Post by shenron on May 31, 2014 22:40:05 GMT -5
Here is mine. Took a lot longer then I thought to make sure I did everything right. Name: Raj. The Black Prince Alignment: LN Race: Half-Elf Class: Rogue Gender: Male Hair: Black Eyes: Green Size: Medium Height: 6’2 Weight: 220lbs. STR: 12 (+1) DEX: 18 (+4) CON: 12 (+1) INT: 11 (+0) WIS: 14 (+2) CHA: 16 (+3) Hit Points: 7 Hit Dice: 1d6 Armor Class: 15 Initiative: +4 Proficiency Bonus: +1 Melee Bonus: +2/+5 Finesse Ranged Bonus: +5 Speed: 30 ft. Class Abilities: > Expertise (+5 Bonus to Intimidation, Sleight of Hand, Stealth, and the use of the Poisoner’s Kit), > Sneak Attack (+1d6 damage when you have advantage) Saving Throws: Dexterity Skills: Athletics (+3), Deception (+4), Intimidation (+9), Medicine (+3), Perception (+3), Sleight of Hand (+10), Stealth (+10) Background: Thug Background Trait: Bad Reputation – No matter where you go, people are afraid of you due to your connections to the dangerous criminal underworld or your history of violence. When you are in a place of civilization, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities. Racial Abilities: > Low-Light Vision: You can see in Dim light as well as in normal light. > Fey Ancestry: You have an advantage on saving throws against charm effects and magic cannot put you to sleep. > Keen Senses: You have advantaged on Wisdom (Perception) checks. Languages: Common, Elvish, Orc, Undercommon Equipment: > Rapier (1d8, Finesse) > 2x Dagger (1d4, Finesse) > Thieves Tools (+5) > Leather Armor (11+DEX) > Caltrops > Gaming Set (+4) > Rations (10 Days) > Water Skin > Travelers Clothes > 3x Oil > 6 GP History: Raj's history is masked in mystery and shadow. He was dropped off at the door of a wealthy merchant when he was a baby. It is unknown of he was rejected by his Elvin Ancestry or his Human Ancestry at birth but regardless of which side abandoned him most elves view him as a weakness in their blood and humans do not quite trust him. Growing up, he lived a life somewhere between a slave and a stepchild. Not really mistreated but not really loved either. The tipping point came when Raj was found in bed with the merchants legitimate son's wife and was thrown out. With no money and nowhere to go he soon found his survival based on thievery and cheap, dirty, brutal mercenary work (usually in seedy bars and as an street enforcer). Raj soon ran afoul with a local thieves guild and the Guild Master saw potential in Raj and decided to recruit him instead of kill him. The officers of the guild realzied that Raj was a natural and he quickly climbed the ranks of the guild but as he did so, he became more professional in his business dealings and his reputation started to precede him. Rumors ran wild about a mysterious and deadly noble man that would leave food, funds, and clothes for orphans in need - soon Raj gained the title of Black Prince. As the rumors grew, many other guild members started to model themselves after the "lethal businessman" and the guild grew in influence and power as Raj started to work more independently and involved himself less with Guild matters.
|
|
|
Post by WildKnight on May 31, 2014 23:24:42 GMT -5
The problem with your background is that there are no known "other lands" anywhere. As far as anyone in Fairhaven knows, they are the last remnant of any kind of civilization, and that sense of isolation and desperation is very central to the themes of the game.
Aside from that, I wish you would have run your alignment preference by me; like I said, I'm really looking for good aligned characters. I'd consider Neutral characters if there was some compelling reason for them to be Neutral rather than good (and by that, I mean a reason that will enhance the game for everyone, not simply a player's preference to not have to behave themselves)
|
|
|
Post by shenron on Jun 1, 2014 0:06:33 GMT -5
The problem with your background is that there are no known "other lands" anywhere. As far as anyone in Fairhaven knows, they are the last remnant of any kind of civilization, and that sense of isolation and desperation is very central to the themes of the game. Aside from that, I wish you would have run your alignment preference by me; like I said, I'm really looking for good aligned characters. I'd consider Neutral characters if there was some compelling reason for them to be Neutral rather than good (and by that, I mean a reason that will enhance the game for everyone, not simply a player's preference to not have to behave themselves) Ahh, the background thing is an easy fix. Not to worries. I have had this concept of a rogue in my head for a long time. Should have asked more about the back setting. I did not mean to step on your toes with the alignment. I was hoping my theme/backstory/and concept would be a good enough reason. My guy is not evil - far from it - he is also not a heartless killer. Though he has a cruel streak a mile wide and it takes a certain type of person to steal and do other unsavory things for money. He runs by a strict guild and personal code. If you want me to change it to something else where I can stick pretty close to theme let me know. No worries here.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jun 1, 2014 0:08:37 GMT -5
I'm working on my chapter again and I'm considering a military background. I thought it would bring good to touch bases with you on the kids ds of options there are for that WK. If you have any specific military groups other then the Ritter worked out?
|
|
|
Post by shenron on Jun 1, 2014 0:20:43 GMT -5
Oh, I updated my background. I think it reflects better the alignment.
|
|
|
Post by WildKnight on Jun 1, 2014 6:24:29 GMT -5
I'm working on my chapter again and I'm considering a military background. I thought it would bring good to touch bases with you on the kids ds of options there are for that WK. If you have any specific military groups other then the Ritter worked out? Most of the "military" force within the city belongs to the Elves that run things, since they've co-opted the majority of fighting men for the defense of the city. That's divided into two elements, the standing army that defends the city from external threats (and occasionally marches out to attack enemy camps), and the watch which is... well, you know, the city watch you've encountered in every other D&D game ever. Some people who are wealthy enough (nobles, merchants, etc) might maintain a small, private army for a variety of reasons, though that would certainly be frowned upon and the soldiers in those units would be seen as mercenaries choosing gold over the good of the city (whether that was true or not). The Dwarves have a strong martial tradition and have insisted on maintaining their own army that fights in it's own units and trains on it's own, but they've always made themselves available for the protection of the city. Since most of the military resources are used in the defense of the city, whatever "fighting men" remain are typically scattered, though I could certainly see instances where smaller militant organizations might have popped up for one reason or another.
|
|