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Posts posted by Shocker
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5 hours ago, CharmingSatyr said:
Yup. I really thought Starbase Yorktown would've been sufficiently obscure. Nothing about that image particularly screams Star Fleet.
It's more or less the only visual that stuck from this movie with me.
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Star trek beyond
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Sorry for the misunderstanding, I had only added the link inside my character thread. I added the other one as well now.
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Stats & Skills
Str: 10 (0) Dex: 12 (+1) Con: 16 (+3)* Int: 18 (+4)** Wis: 14 (+2)* Cha: 14 (+2)*
Saving throws INT (+6) WIS (+5)
* Increased by 1 with racial trait
** Increased by 1 with Keen Mind
Athletics: 0
Acrobatics: 1
Stealth: 1
Sleight of hand: 1
Arcana 6
History: 6
Investigation: 4
Nature: 4
Religion: 4
Animal Handling: 2
Insight: 5
Medicine: 5
Perception: 5
Survival: 2
Deception: 2
Intimidation: 2
Performance: 2
Persuasion: 2
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Thank you for the clarification.
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Spellbook
Cantrips
- Mage Hand
- Light
- Prestidigitation
- Fire Bolt
- Shocking Grasp
1-Level spells (0/2 spell slots used)(5 prepared (bold))
- Detect Magic
- Mage Armor
- Chromatic Orb
- Identify
- Frost Fingers
- Disguise Self
- Feather Fall
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Inventory:
Worn:
- Traveler's clothes 4 lb
- Staff: 4lb
- Dagger at belt (1 lb)
- coin purse (0.68 lb)
Stored
- backpack: 5lb
- Spellbook: 3lb
- ink pen:
- bottle of black ink
- bedroll: 7lb
- mess kit: 1lb
- tinderbox: 1lb
- Torches (10): 10 lbs
- rations (10d): 20 lbs
- Waterskin: 5lb
- 50ft hempen rope: 10 lb
Coins (0.68 lb)
- CP 8
- SP 9
- EP
- GP: 17
- PP
weight:
Worn 9.68lb + loaded backpack (63lbs) total 82.68 lbs
max load 10 x 15 = 150 lbs (unencumbered)
@Kamishiro_Rin I decided to go with Traveling clothes because that's essentially what Omar is wearing, albeit fancier ones. Fine clothes as described did not fit this, But if you feel 2GP is to cheap I'm willing to up the buying price to 5 to keep the balance reasonable. I did go with the 100GP and bought everything that class or background would have given me.
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Feats:
Variant Human:
Keen Mind
Source: Player's Handbook
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
- Increase your Intelligence score by 1, to a maximum of 20.
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month.
bonus Feat:
Magic Initiate
Source: Player's Handbook
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. (Prestidigitation, Shocking Grasp)
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. (Feather Fall)
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. -
Class:
As a wizard, you gain the following class features.Hit Points
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1stProficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and ReligionEquipment
You start with the following equipment, in addition to the equipment granted by your background:a dagger
a Staff as arcane focus
an explorer's pack
A spellbookSpellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier: 8 + 2 + 4 = +14
Spell attack modifier = your proficiency bonus + your Intelligence modifier 2 + 4 = +6
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.
Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
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Background: Sage
Skill Proficiencies: Arcana, History
Tool Proficiencies: None
Languages: Elvish, Giant
Equipment: used 100GP to buy equipmentPersonality:
There is nothing i like more than a good mystery
I'm willing to listen to every side of an argument before I make my own judgment.Ideals
Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
Bonds
(I've been searching my whole life for the answer to a certain question.)
I prefer: Has dedicated his life to the study of magic, to be able to join the ranks of Master wizard of Collegio Magica (but it's essentially the same flair)Flaws:
I am easily distracted by the promise of information.
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Lineage:
Variant Human
Ability Score Increase. +1 in 3 categories WIS, CON, CHA
Skills. Perception
Feat. Keen Mind
Size: medium
Speed: 30 ft
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@Kamishiro_Rin couple of Quick question:
Does the following replaces the racial attribute boosts or is this coming on top of them?
Assigning Attribute Scores
ALL Races get a +2 to any desired stat and a +1 to any other desired stat, OR a +1 to any three, different stats as desired.
Also second question, my background gives me common clothes, Omar isn't exactly dressed in a common fashion, can I substitute for something "fancier" and adjust the coin in my purse accordingly
third and last question, Omar is going to carry a Quarterstaff, and I would like to utilize it as arcane focus, making it essentially an old fashioned wizards staff, chunky enough to clobber a head with it. Would that be ok for you?
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7 hours ago, Dorik said:
Well, at the moment two people want to discontinue or felt that the game is coming to a close.
- If JubalBreakbottle and Siryuu and tyrtaeus wants to call it quits then that becomes the majority, and then I would follow suit. If however she still wanted to play the game I would say yes to continue the campaign.
Hope that clarifies my position on the matter.
That’s how I interpreted your position as well. Thank you for further clarifying
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@ArtamenaV fantastic work, this is going to be a lifesaver for me. Thank you very much.
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For clarification, I was asking for all of your feedback if to continue the campaign, as I was perceiving the lack of activity as a lack of enjoyment by the players. I’m also going to have to put the game on hold middle of may as I’m traveling.
if the majority of you actually want to continue I’ll keep running the game. I did enjoy running a story, but this module has a lot of moving parts and very few of them have an immediate impact on the story progression. Gnomengard, the mill and the dwarven excavation are primarily role playing opportunities to buff up the characters. Hence the fetch and carry style.
the connections written into the module are pretty flimsy, and I think it would take a more experienced gm to change it to a more cohesive feeling.
I’m going to give it another try with a story of my own later this year, just to have a bit better control of the world and it’s elements, I feel perhaps to much tied to the story as written.
so if the others want to venture on, we can find a way for Gilavar to make a graceful exit, or simply call it a day. Your choice.
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I must admit to be slightly overwhelmed by the multituple conversations going on at the same time in the tavern. I’ll try to get myself back inserted.
What's the Movie?
in Non-Sequitur
Posted
It sure enough is.