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Everything posted by The Vermicious Knid
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As most dwarves have most likely heard some floofy elven bard singing a variation of when it gets too late at the pub, it's closing time... Since we have plenty of applications, and a lot of them are either finished or close to being finished, I'm closing advertisement for this game on January 21st. I will be making my final judgements on who's in within a day or two of the closing. 🙂 If you haven't finished up yet, I hope you find the time to do so before then!
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I think that's a bit much, especially since the group might already be stretching to have even a single mule at all. I covered that topic in the chargen rules. It also doesn't really jive with the region your characters are from. The Moonshae Isles are, culturally speaking, relatively primitive compared to the rest of the Realms. Think medieval Nordic countries. Basically, while I'm okay with a limited number of firearms and similar technology due to trade with nearby Lantan and stuff, I don't think clockwork mules (or any other animals) really fits the mythos of the region. I imagine local Artificers to be more "magic craftsmen" than "clockwork tinkerers," if that helps. Think the dwarves of Norse mythology, or someone like Floki from the Vikings TV series.
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With the narrowing of the layout, would it be possible to make it so that the site defaults to having the header information (user name, avatar, etc) that's currently on the left instead appear on the top of each post like OGMW? I know it converts to that with some devices when space is limited, but it would be nice if it were the default layout. It would not only look nicer, but it would also eliminate all of that whitespace on the left in longer posts.
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Yes, you can have a familiar. Yes, you would need to pay any costs associated with casting Find Familiar or any other spell with an expensive component. Yes, you can go with a pseudodragon familiar. They're covered by the variant rules in Volo's Guide (p. 347). Even though those rules are meant for NPCs, I don't have a big problem allowing them for PCs, too.
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Yes, firearms have been in the realms for almost 200 years now. Use the rules in the DMG for them, limiting yourself to Renaissance Items. Note that they're listed as martial items, are out of your starting budget (250gp minimum for a pistol), and aren't included in the Artificer or Bard equipment lists. That said, unless another player has any opposition, I'd allow you to have one Pistol for free during character creation with 20 bullets. This would be in place of any and all weapons both of your classes and background would give you. You can still use some of your 100gp to buy other weapons/more ammo, but none for free. So unless someone comes in and says they're uncomfortable with that, have at it. 🙂 Alternatively, of course, you could just spend one or both of your uncommon/rare items to acquire one or the other, too.
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Equipment: You get your starting gear (but not the option to just have a large sum of gold) from both of your classes and your background. You then get 100gp on top of that to spend as you see fit, plus two common and two unncommon items of choice (with a few exceptions). If one of the uncommon items is a weapon, suit of armor, or shield, it can be rare instead. Wizards, for instance, would get a free spellbook as normal, as well as one of the choices from the other three equipment categories (eg, quarterstaff, arcane focus, and scholar's pack). Your Cleric side would grant the same from their equipment categories (eg, warhammer, scale mail, light crossbow and bolts, priest's pack, and holy symbol). The group as a whole will then have 1,000gp to share for travel expenses or whatever else you collectively deign to use it for once the quest begins. You can opt to sell any of your starting gear from your classes and background at 50% its listed price, too. But if an item doesn't have a listed price, such as some backgrounds giving things like "a writ of authenticity from your guild," you cannot sell that. Oh, and you also need to roll for or select two trinkets, from any trinket table you'd like to use. You also need to include a paragraph or so explaining how you acquired it and what it means to you, if anything. Spellcasting: I'm treating both sides of your build as separate for the purpose of spellcasting. So you would have the full spellcasting ability of a Wizard and the full spellcasting ability of a Cleric. Separate spell lists, separate spells per day, and so on. Each is also reliant on their own ability scores, and all other relevant rules. Just like if you were both a full-blown Wizard and a full-blown Cleric all at once. You are, of course, still limited to the number of actions you get per round.
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Gerdrum Stromnek
The Vermicious Knid replied to WolfBirch's topic in Journey to the Mountain's Applications
I'm not a big fan of it in general myself, but I see no harm in it. Have at it if it fits your vision. 🙂 -
Ah ha! I have successfully figured out how multi-quote works. XD Yes, sorry, those will be fine then. 🙂 Also, I tried to reply to your private message, but for the life of me I couldn't figure out how to do so. I was clicking the heck out of "Reply to this conversation," the Quote button, even tried the pull-down menus, and nothing worked. Not sure what's going on there. Regardless, thanks for the heads up. I don't recall linking to anything from there, but I'll do a quick look to see where I messed up. Thanks again. My search-fu must be weak. The only thing I could find that I linked to was the GM Binder house rules for gestalting, which I'm pretty sure isn't a copyright issue. 🙂 Could you link me to what you were referring to? Feel free to do it here or in a private message (even if I can't reply, I can still read them apparently), though I don't see anything wrong with pointing out my blunders publicly! Yes. As Steel Warrior said, I gave him the thumbs up when he had asked about them as well.
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Wilford Steelbarrow
The Vermicious Knid replied to Steel Warrior's topic in Journey to the Mountain's Applications
Nice. Even feels like something your king would have picked up during his adventuring days. 🙂 -
Wilford Steelbarrow
The Vermicious Knid replied to Steel Warrior's topic in Journey to the Mountain's Applications
You could do that, sure. Or make one a Scimitar +2, or maybe something fancy—like a Flame Tongue, Sword of Wounding, or Giant Slayer—since one of them can be a Rare weapon. And yeah, mithral armor really just removes the disadvantage heavier armors have on Stealth checks, and makes it so you can wear the armor under normal clothing. Though with that said, Studded Leather +2 would bump your AC to 19, while Glamoured Studded Leather would bump it up to 18 and give you some disguise capabilities. Playing Devil's advocate a bit. 🙂 Oh, you should also look into dual wielding in 5e a bit. It's not really that great in my opinion. Especially as a Rogue, since you have a lot of things you can do with your bonus action. -
Wilford Steelbarrow
The Vermicious Knid replied to Steel Warrior's topic in Journey to the Mountain's Applications
Magic Items: Slippers of Spiderclimbing are okay. I'm also okay with Mithral Breastplate +1, bumped up to a Rare item, though I'm a little confused as to why you want. If it's for the stealth aspect, I'd also allow a Glamoured Breastplate. It's also a rare item with a +1 AC bonus with the same net effect, but much more "roguish" in nature. Either or is fine though. As a personal note, I really like his name. XD -
Skill Expert: Yeah, I have no problem with that, especially since Expertise is in your wheelhouse from both classes already. Ability Score Caps: Yes, 20 is still the hard cap for everyone unless you gain a specific ability that raises that cap. e.g. a barbarian's Primal Champion class feature that bumps Strength's max up to 24.
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Ruby Graybeard
The Vermicious Knid replied to SMARTAgentKC's topic in Journey to the Mountain's Applications
Don't worry about experimenting to learn how this forum works. That's half of what this game is about. 🙂 And boy, you guys are getting some amazing rolls. I'm happy for you! -
There really isn't a deadline now, I just had to put one into the advertisement in order to make it show up as one. But the date I plugged in was Feburary 9th. When I start seeing enough characters close to being done, and a number I'm happy with, I'll make a public announcement about an actual deadline (which will probably be one week after the announcement).
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Magnar Longhorn
The Vermicious Knid replied to Drakeburn's topic in Journey to the Mountain's Applications
No sweat, I totally understand. I'm glad I caught it early for you before you got too far along. 🙂 -
Magnar Longhorn
The Vermicious Knid replied to Drakeburn's topic in Journey to the Mountain's Applications
Gosh, I wonder which set you're going for. 🙂 Magnar looks really interesting so far. I look forward to his more fluffier bits. Well, not those fluffy bits. That said, and I hope not to disappoint you, but the stone of good luck counts as a saving throw-boosting magic item. They're on my "banned during chargen" list, unfortunately. I am curious about the drums and cubes though. What are your intentions there? Or are they just a carryover from another character who's sheet you're copying? -
Gerdrum Stromnek
The Vermicious Knid replied to WolfBirch's topic in Journey to the Mountain's Applications
It's all right! It's a new site that requires a learning curve. And yeah, you can use either your STR or DEX (hehe) rolls, whichever you prefer. -
Race: Yes, Hill/Shield Dwarves only. Ability Score Generation: I suppose in theory that works out the same way, but I'd rather be consistent. I tested it out before I posted this and was able to do it with minimal fuss. This is the code I used if it makes it simpler for you, which you can plug in with the second option in the dice roller: repeat(drop(reroll(4d6,2,below),lowest,1),6) Ability Score Improvements: Your race grants you a +2 to one ability and a +1 to any other at 1st level. At 4th level your ASI class feature grants you another +2 to one of choice and a +1 to one other, but only once at any given level even if duplicated by both classes. Some classes, like Fighter, gain additional ASIs at unusual levels, and they grant you the full +2/+1 bonus on those levels, too, even if your other class doesn't grant an ASI that level. Feats: You get one of choice at 1st level, and another each time you gain the ASI class feature, but only once at any given level. For most classes that means you you start with two. As above, some classes gain additional ASIs at unusual levels, and that grants a feat for that level, too, even if your other class doesn't grant an ASI. Oh, and if one or both of your classes combined would grant all the proficiencies granted by your Dwarven Combat Training racial at 1st level, you would gain a third bonus feat as well. No one likes useless traits. So in summary, the best you can do with your abilities is a +4 to one score and a +2 to one other, though you can mix it up in other ways, too. +2/+2/+2, +2/+2/+1/+1, +4/+1/+1, and so on. Actually in hindsight, I think that may be all the combinations you can do, hahaha. Also everyone gains 2 feats at the start of the game, with some gestalt combos granting a third based on their weapon proficiencies. Glad you like the premise, by the way. I look forward to seeing what you cook up!