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Messages - Dwarfi

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1
D&D 5e / Re: 1st time 5e pala needs a feat. Some advice welcome.
« on: April 28, 2017, 02:55:16 AM »
It actually fits together really well. As the Lv2-3 grp starts to fight together in a team.
My little paladin began with fighting stile defense, but now fights close to a half orc barbarian and is so impressed that he starts to train with her every evening.
When reaching Lv4 he gets +2 STR and changes the fighting stile to dueling.

In the time beeing I described how he tries to hit, but shows signs of an untrained fighter, which fits the character.
----------

Edit: Some reading on Warlock and Sorcerer for fun:
Sorcerer Usually +1 HP or 1 advatange roll there are some other in UA. Would be best with Warcaster (argh! another feat) and  quicken spell on LV3. Otherwise a nice boost for 4 cantrips and 2 Lv1 spells even on Lv1. The sorcery points are nice too for 1 more spell slot and alike but would require Lv2.

Warlock(Fey): Recharging spell slots on a short rest are great, charming people and faery fire/sleep. 2 Levels for 2 invocations, 2 spells and cantrips, there is a lot to pick from: Devils sight, Runekeeper (doesnt fit the character so much), Mask of many faces ... or the UA additions: Imune to sleep or swimspeed are all nice. Again I dont have Swordcoast guide at hand, so no idea whats in there. ^^
Lv3 gives the boon (chain likely with a sprite) for roleplaying and some minor benefits.

2
D&D 5e / Re: 1st time 5e pala needs a feat. Some advice welcome.
« on: April 25, 2017, 05:30:02 PM »
Thank you both, I have played 3.5 for years and still do. But its a fresh start with a 2nd group to finally play a FUN paladin. ^^
So far I really enjoy the simpleness of 5e compared to 3.5's flood of numbers.

It wasnt a point buy, but rolled stats. My first round was so bad that we considered it unworthy of a hero and rerolled it to this.
The homebrew race gave +2Con and +1 Cha, so this is close to the best result I could think of. I could have reached 15 STR at best, but would have reduced Cha to an odd number for no benefit. Damn I wish I had rolled just one point better. ^^ And as we play with the variant rule for carrying weight, I am free of the 15 STR for full plate and just need generally good STR. We use 1/2 weight for small armor, but I will look for an early mount anyway. - Even with 16 STR: 80 pounds for medium load isnt much, but would reduce me by 10ft, even though my dm is generous on that front.

We have a half orc barbarian with me in the front line, a rogue behind that and a sorcerer with a moon druid in the back. So I might be ok with 16 STR on Lv4 and utility after that.
Actually we do have the sword coast guide, but I wasnt able to look into it beyond the paladin stuff. I know 1-3 Lv dips into sorc or Warlock are good and would fit flavorwise, but that would be something for later. Until Lv8 I go straight pala.

3
D&D 5e / 1st time 5e pala needs a feat. Some advice welcome.
« on: April 25, 2017, 09:25:19 AM »
Hello everyone. As of last week I finally was able to start my first 5e session as a player.
So far its a a lot of fun as we are finding our way through the early levels.

The 1st feat/ Ability increase isnt far of though and I just cant think of what to pick ^^ So maybe I get some help for the decision making here.

The character: A small s&b paladin (homebrew race) Going for ancient oath and a more defender like stile. Since its a small character a heavy weapon is no good though, so we go with a warhammer and a shield for now.

14 STR
12 DEX
15 CON
9 INT
13 WIS
16 CHA

So far I am a bit torn between increasing the main stat with +2 STR for +1hit/dmg/SVs
a more potent increase with resilient for +1CON and CON saves
or those lovely utility feats:
Shield master - I love the idea, but I am worried that both my STR (I have prof in athletics) and my DEX are a bit low to really use it well. the SV boost aura will help of course.
Sentinel - Always good to get another attack in at times, though it would be better with a reach weapon and higher STR

Lucky: I know its good, but I dont like the way it slows down the game.

ARGH, so much to pick from! What to take first ? XD
Maybe you guys with a bit more experience in 5e can give me a better idea of what works well with what stats and alike.
Thanks again.

4
D&D 5e / Re: Unearthed Arcana: Feats for Races
« on: April 25, 2017, 08:55:46 AM »
I always  think of one of my friends who only wants to hit as hard as possible with a big weapon. So the additional hit dice to melee dmg for half orcs seems pretty strong on a barbarian or fighter.

5
D&D 5e / Re: An awakened badger as a PC?
« on: March 30, 2017, 05:47:48 AM »
The character is pretty much set, now I am working on a backstory, traits, ideas and so on:

Story:
Born as a natural badger.
As a cub, he got caught by a fiend and almost died, but a local druid (or ranger) saved him. He tried to heal the little one but couldnt cure the evil taint, so he preyed to the local spirits and deities of the woods for help. The feyqueen Titania responded and saved the badger and with her touch awakening him.
As typical for fey, they are free spirits and so they left the little one with the druid to take care of him. The druid raised him and taught him about nature, spirits and all, but couldnt quite explain to him what he was, why he was saved or if there was a purpose to all this....after some years the badger still didnt know who or what he was (besides a talking badger) and so the druid comes to the conclusion that he cant answer these questions and sends him of into the world, to maybe find the answers he seeks.
This backstory would give the PC something child like. Very trusting, nature loving and trying to learn from others, he definately wouldnt call himself a paladin nor a fey, but would slowly expand his abilities and eventually finds out who and what he is. He still has a scar from the fiend's attack and hates them eversince.

Character traits:  Ideals, bonds and flaws:
Uphold the light of hope and joy, protect the life (especially fey and animals) and help where you can. Social rules and laws are not unknown to him but he sees them more as an abstract thought, but abides by them unless his oath forces him to do something of "greater importance".
He has a deep bond to all forests and a loyality to the fey queen and her kin. One of his goals is to maybe become a knight of the green court and a patron of the fey - others would say to become a god or deity of sorts. ^^
Winning people over is easy for him, but he is too trusting and naive at times, he isnt the smartest either, which makes it easy to trick him. Luckily he isnt one to hold a grudge but can be very straight forward and stubborn when he wants to reach a goal.
He never drinks alcohol (and dreadfully remembers the ony time he did) and always sleeps on the ground or in a hole if he can dig one. Also he is naturally scared of fire, usually he can manage it, but he still dislikes torches.

Trinketideas: -A small nest with a tiny bird in it that he fosters, I imagine his backback looks more like a leather bag, partially overgrown with dirt, moss and grass.
He could be fostering a lot of injured animals in there. ^^
- A thing given to him from the druid?
- A symbol of Queen Titania? (White crystal with a blue star in it)
... anything else that might make a story ^^

He helps wandering and lost people through the woods and those in need, be it animal or man.
Every now and then he visits the nearby villages, plays with the children, checks on some animals and trades berrys or honey for other things and brings back traps, that he found.

Open for all ideas as usual. If you have something let me know.


6
D&D 5e / Re: A celestial badger as a PC?
« on: March 13, 2017, 05:51:51 AM »
Good point, it should be pretty obvious ^^
Would be magical beast then, maybe extraplanar, but since there is no dimensional anchor spell in 5e (or none that I saw) it might be a problem to fight banishment spells and alike. In 3e I would have just bought a small amulet with a permanent dimensional anchor on it to avoid beeing teleported to the celestial plane. Or just touched by Celestials, like an Aasimar, who isnt an extraplanar either.

If the flavor goes more towards a fey touched/awakened creature, then the celestial part falls away of course, he could strive to become a celestial/ divine protector of the woods though.

The reskinning is more of a base in terms of balance, the less you have to change the less problems it will cause in terms of balance or for the DM.
Of course in the end its up to what your DM allows you to do or take anyway, so this is just theorycrafting at this point.
It should still be a different thing then just a dwarf or halfelf or course.

If based on a hill dwarf and we switch the things around a bit:
Con+2, Cha+1
25ft speed, not slowed by heavy armor
poison res > would be fine otherwise res to necrotic/radiant
darkvision
prof weapons> prof perception
prof tools> burrow ? Doubt it would be useful beyond 1 or 2 uses in an entire campaign ^^
stonecunning> knw nature when related to field and forests?
toughness > would fit the badger

A mountain dwarf base wouldnt have the toughness, but higher Stats
Con+2, Cha+2 or STR+1/Cha+1
Armor prof > ???


Sometimes i look at spells and want to add them to increase the overall flair of the character.
As this badger paladin might be a knight of the fey queen, spells like animal friendship, animal messenger or find familiar (or he just has a small mouse friend with him) would make sense, but unless the DM thinks of a way it might be tricky to get those otherwise. ^^

7
D&D 3.5 and Pathfinder / Re: I need a short wild magic table for 3.5!
« on: March 11, 2017, 11:13:47 AM »
Ive seen the rod. If I use that I would make a 1st dice roll when the player wants to cast one of the spells from that spellbook to see if something happens.
Could be a 25% or higher chance, not sure on that.

And then roll to see what happens in case of a surge. Instead of something based on the spell he casted (like in my list above) the rod effect would completely replace it.
Works too I guess.

8
D&D 3.5 and Pathfinder / I need a short wild magic table for 3.5!
« on: March 11, 2017, 08:20:11 AM »
Hello everyone.
In my next 3.5e DM evening one of my players will find a spellbook, but there is a catch. Its so old that he would have to study each spell before he can use them without problems. Alternatively he could go to a teacher who might show him everything within a couple of days.

If he doesnt, he can still use the spells, but it works like wild magic.
I know the Dnd 5e wildmagic table, which is a bit too long for my taste, but I dont know of anything alike in 3.5e except for some homebrew and those are too long as well.

And so I would like to make a really short list, that you can do with one dice roll and without having a giant paper at you.
A d12 for example, where 1 is the worst and 12 the best result. There might be a middle for "normal" although that doesnt have to be at 5 or 6.

Could look like this: On a D12

1. Full Backfire as if cast on yourself/position instead
2. The spell failed
3. Partial backfire: You take half of the dmg instead
4. Partial failure: dmg halfed, spells without dmg half duration
5. Target blurred for 1 round
6. Normal spell with loud noises and lights
7. Nomal spell
8. Caster blurred for 1 round
9. DC+1/+2vsSR
10. Spell slot not used up
11. Opponent fails its SV
12. Empowered or extended if no dmg

I could go to a D20 and add more "normal spell but this happens as well" to it. 1-5 bad effect, 6-10 normal with bad side effect, 11-15 normal with slightly good effect, 16-20 good effect

Open for ideas. Thanks

9
D&D 5e / Re: A celestial badger as a PC?
« on: March 10, 2017, 10:39:07 AM »
Thanks for all the good help again.

Just a thought that came to my mind recently: If I was the DM I would make the Badger a "humanoid" type even if others things like fey, celestial or magical beast might make more sense.
Simply because there are spells that target humanoids, and beeing a magical beast might cause trouble or unwanted imunitys a PC shouldnt have.

10
D&D 5e / Re: A celestial badger as a PC?
« on: March 09, 2017, 09:39:25 AM »
I wanted to ask:
Would the sword pact of the Warlock be a good pick for a melee class (in this case Paladin ? I dont know how common +1/magical weapons are in 5e.
If I get a magical weapon easily like you did in 3.5e, it wouldnt make much sense to take it and I could as well go for a roleplay thing like pact of the chain.

11
D&D 5e / Re: A celestial badger as a PC?
« on: March 06, 2017, 06:45:10 AM »
Yea, I guess the possibility of multiclassing is something I will decide once I play the character.
Of course CHA casters are both a great addition, thematically the Fey-Warlock would fit better, but the quickening from the sorcerer is very good too. I dont know those spells you mentioned, I assume they are not from the PH? For now I stick to the core books.
Multiple fighter levels would be nice too if you want more ability increases.

For now I think this is about all I can gather for this character idea. Thanks again.

12
D&D 5e / Re: A celestial badger as a PC?
« on: March 05, 2017, 04:53:05 AM »
Interesting thought, surely makes it more of a unique thing, but excluding a PC from basic things like armor and shields?
I dont think that would make for a lot of fun.
Usually I am in favor of the easiest solution, so if a reskin works already that should be the best way to go. Maybe some changes for flavor.

5e isnt much for multiclassing but lets have a quick look:
-Fighter 2Lvs: An extra action is always great. If taken on 1st Lv it would grant STR/CON svs which would be good for concentration. But we likely get a good CON score anyway so that shouldnt be that hard.

-Clercic 1Lv: For a domain, likely nature or knowledge. The problem is the WIS score necessary, Druid and Ranger have both the same problem and would likely be only for flavor addition.
Incl. Racial 13Wis 14CHa would work. Otherwise 10Wis/16CHa

-Sorcerer or Warlock would likely be an option: Warlock of the fey would fit well thematically, 2-3Lvs for a variation of packt boon and invocations and some spells. Familiar for flavor and some roleplaying +chain master or blade for power as a boon. And for the invocations: beguiling influence just for 2 extra skills, eyes of the runekeeper would be useful, , fiendish vigor, mask of many faces... too proud to hide ^^.
Sorceror doesnt seem to be any good except for some spells.

Or just complete Paladin, which is totally fine as well.

13
D&D 5e / Re: A celestial badger as a PC?
« on: March 04, 2017, 09:05:09 AM »
Just fleshing out the character a bit more.
As I havent played a 5e pala yet, I am not sure HOW impoartant Cha is for him. For spells/day and Dcs and the SV-aura, is there anything else?
If its a 27PB 16 for STR/CON/CHA (incl. H-ELF racials) 10 WIS and 8 for the rest

Background: Outlander Celestial/ Survival + Athletics
Paladin: Common + Sylvan? or elvish?

Likely neutral good.
Very nature driven, trying to keep harm and evil out of his forest in particular, but very caring about animals in general. Of humanoids he isnt that fond of, but will try to help if need be. Children have a special place in his heart though. His goal is to someday earn his place in the golden woods of mount celestia - alternative idea: He is a knight of the fey queen Titania watching over her troublesome children.
He is a bit too proud and stubborn for his own good, has a deep hate against fiends.

14
D&D 5e / Re: A celestial badger as a PC?
« on: March 02, 2017, 08:49:09 AM »
With the exception of wildshaped druids, players don't get multiattack.  You should leave that out of the homebrewed race if you want to avoid balance issues.  It's generally too good from 1 to 4 and then useless from 5 on unless you don't get Extra Attack.

Definitely. In the ranger rework where they fix beast master, there are some comments around multi-attack being a DM thing for combat balance/simplification, and it is removed from animal companions.

Good to know, I will definatley not use it then. I think the half-elf is actually better than an Aasimar for the badger. Love the idea already. The slightly higher abilitys reflect, that he is tougher and not one of those "fancy types" of celestials.

15
D&D 5e / Re: A celestial badger as a PC?
« on: March 01, 2017, 04:49:09 PM »
@awaken_D_M_golem:
I have no idea where those are, just looked through the 5e DMG again but I cant find it.

Edit: Havent really noticed before, but maybe a reskinned half elf would work just as well with some tweaks.
Might look like this:
Same as half elf except:
Fey ancestry -> res to nec and rad damage
Skill vers > Sent and burrow
Languages> elvish to celestial

16
D&D 5e / Re: A celestial badger as a PC?
« on: March 01, 2017, 02:20:12 PM »
I dont have that book ...yet ;) but from a review it seems pretty strong.
Just found the DMG version of the Aasimar too.

I think you are right and they would make a good base for what I have in mind.
Some slight changes to make it a badger.

scent and burrow -
maybe change the +1Wis to +1Con
res to nec/rad seems strong but alright, fits too
casting lights + darkvision, seems a bit odd to have both.

from what I heard the aasimar in volos also have some sort of nova ability but since I dont have the book... ^^



17
D&D 5e / An awakened badger as a PC?
« on: March 01, 2017, 11:44:06 AM »
Hello everyone,
I opened a similar thread in the inspiration sub forum, but after checking the thread post intervals and reactions its unlikely to actually get any reaction over there. ^^
If thats a problem, just delete the one over there.

I want to play a badger that has been fey touched and is now an intelligent creature.

The class would be obvious, an ancient oath paladin.

EDIT: Here the current version, thanks for all the feedback guys

5e - Awakened badger
Type: Fey
Size: Small
Language: Common and Fey(Sylvan)
Stats: Con+2, Cha+1 (badgers are tough and thanks to the fae touch very cute and charismatic)
Speed: 25ft
Resistances: Since he is a fey he is is already imune to the charm-person spells so no more resistances, but Keen senses would be nice: Adv. on perception when based on smell.
Darkvision is fine
Prof weapons: prof. in perception, animal senses and all.
Prof tools: burrow 10ft in natural ground? Doubt it would be useful beyond 1 or 2 uses in an entire campaign ^^
Stonecunning: prof. in knw. nature when related to field and forests
Toughness: Would fit the badger, I am open for more ideas though as its a bit boring. - Animal messenger? Speak to animals like a language and move one of the languages above to the background ?

Open for everything you can come up with. Thanks and have fun.

18
Hello everyone. The idea is that a druid (preLv1) was cursed by a lich and got stuck during a wildshape as a badger.
Now he lost all his druidic powers and becomes a paladin of the fey/wild.

Alternatively, which I like a bit more: A celestial beeing, lets say a cel. badger got lost on the material plane. Here he starts doing what he did back home and becomes a badger-paladin.
This character would be like a noble knight, stuck in the body of a badger.

How would you build this in 3.5e or 5e ?
-In 5e a paladin of the wild would be the obvious choice, only the badger would be a bit tricky to do as the base creature is tiny and there is no celestial template that I have seen yet. The giant badger is medium and would likely be a better starting point.
-In 3.5e a badger is only small and there is a celestial template, but +2LA is not funny. You could remove a lot of the powers to get 0LA as he lost his divine connection for too long.
Or simply use a reguar race and switch some things around and call it a badger.
There is also the option of a cleric with a fitting domain.

Edit: D&d5e: Starting from an AAsimar with some flavor changes might do the trick.

Obviously this is not a power build, but one for roleplay.
Lets have some fun with it and tell me your ideas and thoughts. Homebrewing a cel badger for 5e would be fine too.
Thanks.


19
D&D 3.5 and Pathfinder / Re: Basic question on resting
« on: January 09, 2017, 05:17:38 AM »
Thanks everyone.

I was just calculating a bit.

Lets say they move out in the morning, walk around until noon and have 2 fights. They then want to rest again. (Putting the "need" of sleep aside)
They sit down for 8-12 hours. (if not interrupted) Now its midnight at best. Using the "dawn" rule as a new day that would still be 6 hours or so before they get new spells.
+ They would have to move in the dark, which might result in the group just waiting for another 6 hours if possible.

this might result in:
They just rest longer if possible, as time is usually of no meaning when out of game.

One way or the other, I guess I will have to keep track of the day time. And then I will just see if this actually changes much or not.




20
D&D 3.5 and Pathfinder / Basic question on resting
« on: January 05, 2017, 05:37:53 AM »
Hello everyone, although I played Dnd for years now I just recently tried to read up on the resting rules, which I somhow failed to find besides the healing effect and the spell recovery for casters.
But was there a limitation in 3.5e on when or how often you can rest? I know 8 hours is a full rest, the healing is houseruled to Lv+Con to make it a bit easier.

Right now my group tends to basically rest after 1 or 2 fights To heal and regain spells. And lately it feels a bid odd to me. I didnt want to challenge this during the game, so I ask here before the next one starts.

For a mage this doesnt seem much of a problem, but for example for clerics this might be tricky, as they only get spells on certain times of the day.
Not to mention that it seems strange that the characters sleep for 8-12 hours, walk around a bit, fight for some minutes and go right back to sleep.

Its just one of those things I never questioned, but now I want to check how you guys usually handle resting/sleep in your games?
Thanks.

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