Discussion in 'It's Galley's Turn' started by esotericPrognosticator, Apr 17, 2017.
I was thinking wood elf druid, maybe. Where can i get a character sheet?
If you want a text-only sheet that you can fill out and leave in this thread, a couple different formats have been offered so far:
If you'd rather a character sheet that resembles the one from the book, where you insert numbers in text fields and it does a tiny bit of the math for you, you could sign up for Myth-Weavers and use theirs.
I can't believe there are two saints of the Bastard in this ragtag little band of future heroes. I'm actually crying a little, THIS IS SO GREAT, THE BASTARD IS REALLY PISSED ABOUT SOMETHING AND HE'S GOING TO POINT THIS BAND OF WEIRDOS IN ITS DIRECTION AND WATCH IT GO "BOOM"
@The Frood Abides @garden I hope you guys are amenable to being trolled in Prophetic God Dreams, because your god is TOTALLY going to troll you with Prophetic God Dreams. I don't care that elves don't sleep, He'll find a way
edit: @garden what stats/spell list are you using for Death domain? there are several that I know of
@esotericPrognosticator omg that's amazing
elves trance, right? instead of sleeping? (#everything i know, i learned from order of the stick). anyways i am v amenable to being trolled in prophetic god dreams
to be honest, over the past few days i've mostly been on my phone instead of on my laptop with my PHB pdf, so i've mostly been getting my info from this giantitp thread on 5e clerics. i was planning to hop on my laptop tonight to get more specific info. so i'll let you know!
ja they meditate for like four hours and then they're good to go (they still need the full eight hours to heal/regain spell slots/etc. though)
I bet they're always on watch the poor fucks
also this giantitp thread is a masterpost of links, guides, and resources for dnd 5e! it's p useful
Hmm. In that case, should I use the newly rolled stuff for Salt, @esotericPrognosticator, so that Pax is separate and free to be picked up should anyone want? I'm reaaally getting tempted to play Salt right now, either way.
Though, uh, are people okay with me potentially playing a character who is very, very monstrous in some ways? As in, should I be avoiding the quirk on the table that specifically says "You hate to see things go to waste. Fingers are portable and tasty snacks!" and the like? The Lizardfolk cold-bloodedness (in both a human metaphor and slightly more literal sense) is part of what makes me interested in the idea.
Especially since I realized that City Watch fit my idea for Salt better than Folk Hero did, background wise. Also thinking Revised Ranger for the class, get another ranged-attacker/skirmisher in there... even if we're leaning more heavily in that direction now. Could also work up a Barbarian option, I suppose, if we need another tanky frontliner.
Oooh, any good ones? I've only seen the one in the DMG.
Fine by me! My cleric probably won't have a problem with it, but then, they're the sort who doesn't see a problem with turning corpses into zombies. Not like the original occupants need those bodies anymore, right?
i'm using this one, it looks like?
i've filled out large portions of my character sheet but i'm still deciding on what background to give 'em, and by association, what backstory. but i'm thinking they've probably witnessed at least one person be killed via dragon. so i'm gonna chew on that and try and finish it up tomorrow.
eta: current working nickname is "Necromancer Funtimes"
I have no issues with legit nonhuman behavior :D It's fun! Sibby might but that's just her. :P
I have her sheet 98% done I've just been having trouble putting words in order so her bio and personality are sitting.
Also the forum decided I didn't need alerts for this thread >:O
I'm very amused that so many people have 'loved ones murderated by dragons' backstorys and Sibby's over here like 'neglectful uncle was maybe offed by one for political reasons, like she gives a shit'
See thats part of what I like about Auralee- she's just a giant ass nerd.
Marian might have a problem with Salt eating dead people, but I personally don't. ^_^
yeah, go 'head! this party'd benefit from high stats, tbh, especially at low levels, so. also I like the idea of people being like "lol who brought this stupid useless lizard along" and Salt being like [looks them dead in the eye and breaks log in half]
ngl, I went "snerk" when I first read that quirk in VGM, because, I mean. they are portable. and tasty to some people. and just the idea of carrying around like a bag of fingers and just pulling them out at intervals and gnawing on them like drumsticks is beautiful. A+ quirk, go the fuck for it.
I'd say ranger's good—combines combat prowess with supportive spellcasting and is good for wilderness things! as a note, though, I'mma say you should keep in mind lizardfolk's habitats when choosing favored terrain or companion animal or whatever you go for—i.e., some kind of swampy thing probably.
on further reflection, I think I was thinking of the Grave domain stuff, actually. pretty close to Death, I guess?
edit: also I really like that at this point, the party looks like it'll be a drow, a tiefling, a half-orc, two reptile people, and two spectacularly normal wood elves. :P you guys are going to be so inconspicuous.
I'm glad it sounds like "players okay, characters maybe not" as that's by far the most fun, I think.
Was gonna go with the revised ranger UA if that's still alright? It's supposed to be more balanced/interesting, and it looks like a real blast. (No need for favoured terrain, thankfully, too.)
Wait, who is the other reptile person? I think I missed that. Also, if dragonborn, I am looking forward to how... different these kinds of reptile people will be.
Anyhow, here's Salt. I wound up rolling for starting gp, because a bunch of the base gear just... wasn't really helping/meshing with the racial stuff. Scale and leather are both wastes of money, and a shield is all but essential. Worked out better this way, got to take things that were actually useful for Salt... and then spend a bunch extra on little tricks and traps and things that might've been collected as part of Salt's time in the Watch. (I got 4, 4, 3, 2, 2, for a total of 150 gp to spend.)
(Also, I had too much fun with lizardfolk quirks, and will probably incorporate some that aren't explicitly listed on the sheet from VGM because wow.)
Spoiler: Salty Ranger
Name: Ksualtth, compound from local dialect meaning "added value" (as in getting more benefit out of something), called "Salt" by most
Background: City Watch
Ability Scores: (rolled from [rolled from 4d6_dl_rr1:]: 18, 15, 15, 15, 14, 14)
Strength: 18 (+4)
Dexterity: 15 (+2)
Constitution: 17 (+3)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 14 (+2)
AC: 15 (17 with shield)
Bite Attack: +6 to hit, 1d6+4 piercing damage
Darts (25): +6 to hit, 1d4+4 piercing damage, finesse, thrown (range 20/60)
Javelins (8): +6 to hit, 1d6+4 piercing damage, thrown (range 30/120)
Warhammer: +6 to hit, 1d8+4 bludgeoning damage, versatile (1d10)
Battleaxe: +6 to hit, 1d8+4 slashing damage, versatile (1d10)
Whip: +6 to hit, 1d4+4 slashing damage, finesse, reach
Net (1): +6 to hit, no damage, thrown (range 5/15), Large or smaller creature hit is restrained. As action, DC 10 strength check to (break) free, net has 5hp and 10 AC.
Proficiences (+2 modifier)
Armors: light, medium, shields
Weapons: simple, martial
Saving Throws: Strength, Dexterity
Skills: Athletics +6, Insight +5, Investigation +4, Perception +5, Nature +4, Survival +5, Stealth +4
Languages: Common, Draconic, Goblinoid, Dwarven, Elven
Racial Traits ( Lizardfolk )
+2 Constitution, +1 Wisdom
30ft speed, 30ft swim speed
Adulthood ~14, Lifespan ~60
Alignment typically neutral
Bite: Bite is a natural weapon, used to make unarmed strikes. 1d6 piercing damage, instead of regular bludgeoning damage.
Cunning Artisan: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creatureto create one of the following: a shield, club, javelin, 1d4 darts, or 1d4 blowgun needles. Need a blade or appropriate artisan's tools to do so.
Hold breath: You can hold your breath for up to 15 minutes at a time.
Hunter's Lore: Get proficiency in two of Animal Handling, Nature, Perception, Stealth, Survival.
Natural Armor: You've got tough, scaly skin. Can have AC of 13 + Dex modifier if armor you're wearing (or not wearing) would be lower. Shields still help.
Hungry Jaws: In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, make a special bite attack. If it hits it deals normal damage, you gain temporary HP equal to your Constitution modifier (minimum 1), and you can't use it again until you next rest.
Languages: Common, Draconic
Background Features ( City Watch ):
+ Athletics, + Insight
+ 2 languages of your choice
Watcher's Eye: Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.
Class Features ( Ranger ):
Favored Enemy: Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
0gp 0sp 0cp
carrying capacity: 175.75/270 lb.
shield (6 lb.)
dagger (1 lb.)
25 darts (6.25 lb.)
6 javelins (12 lb.)
whip (3 lb.)
net (3 lb.)
backpack (5 lb.)
bedroll (7 lb.)
mess kit (1 lb.)
tinderbox (1 lb.)
10 torches (10 lb.)
10 days rations (20 lb.)
waterskin (5 lb.)
100 feet silk rope (10 lb.)
grappling hook (4 lb.)
4 sets of manacles (24 lb.)
hunting trap (25 lb.)
ball bearings (3 bags of 1000) (6 lb.)
caltrops (3 bags of 20) (6 lb.)
potion of healing (0.5 lb.)
5 pieces chalk (---)
a dragon's bony talon hanging from a plain leather necklace (---)
2 pouches (2 lb.)
oil (2 one-pint flasks) (2 lb.)
common clothes (3 lb.)
10 iron spikes (5 lb.)
hammer (3 lb.)
warhammer (2 lb.)
battleaxe (3 lb.)
Weight: 280 lb.
Details: Think of a tall, muscular, bipedal blue-crested lizard. Blue-green scales with a white streak from the cheeks on down the flanks, spreading until it's the dominant colour by the legs. The white has intermittent spots of a rusty colour. Beyond that, there's a fringe along the back of the head and down the spine, also a shade of blue. Beyond that, well, Salt doesn't really wear a lot in the way of clothes. There's a few light pretenses of (unnecessary) modesty, but they're mostly used as additional belts and straps from which to hang the pouches, backpacks, and other assorted bits of gear and weaponry that Salt carries in case they're needed. It wasn't like there were a lot of lizardfolk around when Salt was in the watch, there was no confusion or doubt about who the big lizardfolk trying to arrest them was.
Ksualtth was named for being diligent and focused enough to not only be a good hunter, but to get more use out of the same game than most other hunters. Ksualtth grew up in the marsh a fairly typical lizardfolk, up until the tribe started worshipping a black dragon that moved nearby and started demanding fealty. Uncertain that the dragon would avoid drawing more attention to the small tribe, and concerned by the increasing demands for sacrifices and tribute from the tribe, Ksualtth left. Originally intending to move to a further part of the marsh, Ksualtth came across a group of soft ones struggling to get through the dangerous environment. Stalking them for a time, Ksualtth watched how they used iron and the hide of stronger soft ones to make up for their natural deficiencies, and used teamwork to bring down even a large crocodile that attacked them. Even if they failed to notice the extra darts in its carcass or to properly strip the creature bare, it was impressive work for things without the natural advantages provided to lizardfolk.
When the group Ksualtth was stalking got to the edge of the marsh, Ksualtth had begun to see again the value in having a tribe to work with, even one made up of hapless soft ones that lacked proper scales and teeth and strength. Before leaving them be, the unlucky group was attacked by bandits, which triggered in Ksualtth the same sort of thoughts as a clutch of eggs being attacked. Allowing the bandits to cut short the travelers' lives would make acceptance harder, so they were dealt with. After some misunderstandings and confusion regarding the sudden appearance of a lizardfolk ally and what that might entail, the travelers brought Ksualtth, now called Salt, back to the town. In time, Salt learned what would or would not set the soft ones off in a fit of pointless aggression, and grew (loosely, privately) popular for bringing in big game, providing weapons for the local militia to train with, and helping the town watch by hunting down criminals in the area. Particularly bandits or those who a fatal end wouldn't be wholly undesired, at least in the beginning.
The experience has allowed Salt the chance to hone some skills, such as understanding these "emotions" that keep deflecting what Salt sees as common sense, it has retrained her to some extent away from beasts and toward more bipedal prey in the hunt. While this has all been useful, taking care of so many soft ones, not all of whom appreciate being taken care of, has grown to prove unsustainable. Salt now looks for a smaller group with more individual promise, to have an easier time distinguishing between the soft ones that are to be part of this new tribe, and meat that just isn't worth the effort of raising. Or to make some of this "money" thing, as that gets a better response when communicated to the soft ones.
The present is reflected in the past and future, but it shapes them both. Losing yourself in either leads to death.
It is better to die for food than to die for wealth or ideals.
The tribe as a whole is more important than any individual member, but a tribe that sheds members lightly is worthless.
If you don't have strong teeth and sturdy scales, you're a child, and will be treated as such until they come in.
You still don't understand how metaphors work. That doesn't stop you from using them at every opportunity.
You have learned to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades.
Me, because I'm looking to go with the sailor ex-cultist. It gets better: they're a half-dragon (dragonborn with mild mechanical re-skinning for the sake of background stuff).
Eta I wondered at Salt's complete lack of money, but the background and personality stuff explained it!
Niiice! I missed you settling in on one. That's great, too, because that means you're half-lizard, so of course you still have all those emotions and things why couldn't this just be easy, Salt thinks. If you go with a Draconic name, please tell me what it translates to (or if it even does, since Lizardfolk don't really do "name that means XYZ" as they do "name that is the word for XYZ"). I can imagine Salt getting a bit, well, salty over it being close-but-not a "proper" sort of name.
Also, yeah, I made sure to spend every last copper. I figure Salt vaguely understands money, in an abstract sort of way, but took goods, services, and a place to stay in exchange for things more than money. Probably ended up being cheaper for the town in the long run, but that's what happens when someone doesn't get how money works and thinks they're getting a better deal than they are.
EDIT: Went ahead and used the new stats I rolled. Strangely, despite being vastly better overall, they're actually slightly worse in the immediate, specific sense, due to not having as high a secondary roll to put into Con.
Oooh, actually, what are the odds that Sibylline would know (of) Salt, having been on the wrong side of the law some. Could see Salt's attention being unsettling, especially because of how different it is from regular law enforcement. Harder to bribe, if nothing else.
So, uh... I hope I'm not offputtingly excited or anything, but thought that maybe rather than trying to guess at what might make for good connections, it'd be easier/better to list some of the points at which it'd be easiest for Salt to have met others, say, and let people who want to have history with Salt use that as a guide? Or do something similar and we can see where they match up? I dunno. Anyhow, here's the list of "times/things when Salt was likely to have been met by someone" and the like.
If they were:
part of the caravan/group that Salt trailed out of the marshes and who eventually led Salt to town;
living (even if just for a time) in the town/city where Salt became an officer of the watch;
connected to one of the people Salt arrested or took down, whether in town (less common) or in the areas ranging outside of it, along the borders or in the wilderness;
traveling through town and showed Salt just how much larger the world was and how much more there would be to explore;
looking for a team and decided to recruit the weird lizard woman who knows how to get around in the wilderness.
Those are the obvious things that occur to me, anyway.
@Helen of Boy Auralee travels a lot, so she might have lived in the city Salt was an officer in!
Sorry slow because what is sleep. Could definitely know of Salt, thought probably doesn't know Salt directly. Smugglers get around, have contacts in lots of places- there's probably an 'avoid the weird lizard person guard' warning out.
If they know each other directly Sibby was probably sent in to smooth things over for the others. She may have picked up that Salt values goods more than money and tried to make a deal that way. The smugglers don't deal entirely in illegal goods, though that's most of it- some of it is stuff that's just hard to get or dangerous to transport that would allow a similar profit margin. If there's anything Salt misses from the marshes...
Hmm. Wondering about swapping Dex and Str around. Makes Salt's AC lower, and makes the longbow and net worse, but makes the bite and javelin better while the other weapons remain the same. Also fits the idea a bit better, of being a skirmisher who mostly fights in relatively close quarters. Might lose the bow if I do make the switch, pick up something like a longsword, battleaxe, or warhammer for a usually-one-handed-but-could-be-both weapon, since they'd be getting a better to-hit than prior non-finesse weapons and would do more damage than the bite attack.
Any thoughts? Salt's stats are such that a 15 in Dex would still be top of the line for a normal point buy character, and it might be more in keeping with character. Like the idea of having more javelins to replace the longbow, too. Hmmm... would make some of the ranger's ranged-attack-based powers a bit less sensible, but could work around that even if I'm not into two-weapon fighting...
I could totally see that. Might even have been (vaguely) positive, due to Salt being unlikely to care about Auralee being a Drow, if that's an issue for her. After all, soft ones are soft ones, and scales come in all kinds of varieties. Even without the scales, what does it matter that one has different coloration? It just makes them easier to identify at a distance.
I can also see Sibby being better at dealing with Salt because she has horns. Sure, they're not scales or anything, but it's a step in the right direction at the very least. The wings might add to that, or not. I can see Salt being very... divided on that, because Sibby can't fly with her wings, but also they're something useful that Salt lacks. But the horns are definitely an indication of some sort of sense or ability, even if the rest is lacking.
Dunno about taking bribes or anything, but could totally see someone canny like Sibby talking Salt into acting as "protection against bandits" or something for some "legitimate merchants" in the area. Salt would see something like that as part of the duty of the watch, and as long as things appear legitimate might not even really need to be bribed. Though gifts from home would probably get a nice reaction, I think that might be a bit too nostalgic for someone who is so narrowly focused on the present, while things Salt hasn't tried before (new meats or other animal parts, different plants, that sort of thing) might get an even better response.
...I dunno if you'd be as into it, but I kinda like the idea of Salt having been a sort of vaguely corrupt officer who was a major asset to you, while Salt was mostly thinking that the two of you had a good relationship. Heck, if you were so inclined, following you might even be what got Salt out of town and onto adventure, as if you can provide interesting things you're clearly worthwhile, but still need protecting due to the critical lack of inborn armour.
EDIT: I think that regardless of anything else, even metal plates harder than Salt's scales, Salt determines people's need for being protected, instinctively, on things like their scales. Seeing guards in chain shirts is a bit like seeing children in suits playing office. Adorable, sometimes insightful, but not, y'know, usually all that serious.
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