Perdita - An Ongoing GWJ Community 5e Game - OOC Thread

I'm in the process of creating Balbo Biggins, a Halfling Fighter.

Edit: Not his permanent name.

TheHarpoMarxist wrote:

Stuff

Hey I almost understand that!

Been kicking around four different ideas:

Paladin who is basically Clint Eastwood's character in Unforgiven.
Paladin of Cats.
A noble who thinks he is a great warrior, but due to his many shenanigans has more of the skillset of a thief.
Half-Orc Monk follower of Eldath (or other god of tranquility), who must balance the practice of his worship with the rage of his heritage.

Leaning towards the paladin of cats, though I'm not quite sure how that's going to work.

How many points for the point buy? Thank you!

kazooka wrote:

A noble who thinks he is a great warrior, but due to his many shenanigans has more of the skillset of a thief.

I kind of love that idea. It actually fits with one of the random backstories from the character generator mentioned previously. A from the royal court who has lost several minor appendages
through poor gambling.

I could totally imagine a "noble man of the cloth" who thinks he's a monk or cleric but is actually a gambling thief.

Gepetto Shinebottle is in progress over at the Obsidian Portal. Much work to be done yet, I'm learning the new rule set as I go.

That reminds me, TheHarpoMarxist did you ever send me the invite to that obsidian portal thing? I sent you PM with my email address but never got a response. Did I need to send you something else? Did I send it to the wrong person? Did you just have a busy weekend getting revenge on the capitalist pigs? All are perfectly acceptable answers I just wanted to check.

Wow. The DMG is really fantastic. Finally have had a chance to read through it a bit. I'm literally overflowing with ideas from the way this material is presented. Nice job, Wizards.

Do i need an invite for obsidian portal? I have a feeling I'll be posting a possible adventure pretty soon.

BoogtehWoog wrote:

How many points for the point buy? Thank you!

The player's handbook says 27 points.

I do have one additional rule that may help. It may be nice to implement a waitlist. Since people have different working hours and such some people may be able to sign up first to games and some people might constantly get left out.

If for ex, 10 people try to sign up for a game that only has 6 people, the last 4 are on a waitlist. The waitlist get dibs on slots for the next game made available.

mateofalcone wrote:
BoogtehWoog wrote:

How many points for the point buy? Thank you!

The player's handbook says 27 points.

Thanks! I tried to do a search for it in the PHB, but it didn't turn up anything.

I've still got some stats to fill in but here is my character:


Gepetto Gnarlstooth Shinebottle (Wizard 1)

Background: Charlatan
-Trait: I love to tell stories of far away places, whether real or not.
-Bond: Grandpa Gnarlstooth would be angrier than a stuck mule if he saw the mess I made. Best find a way to clean things up and make an actual name for myself.
-Flaw: I tell so many stories I start to believe them myself. I won't back down from a fabrication.
-Ideal: Die with a brandy in your hand, a tale on your lips, and a couple good friends at your side. Do what it takes to make sure you don't die penniless and friendless.

Biography:
Gorje Gnarlstooth Shinebottle’s Maps and Magical Miscellanea stood on a quiet street of the Capitol longer than you and I have lived, the shop doing a comfortable trade in the maps, scrolls, books and enchanted odds & ends that Gorje acquired after a lifetime of travel. It would seem that Gorje’s stock would never run out, though the flow of new items certainly had dwindled in more recent years.

In spite of the air of stability, it turns out old Gnarlstooth retired decades ago to continue his travels and left the shop in the care of his grandson Gepetto, who was expected to use his youth and vigor to acquire new wonders and return the business to full profitability. Now Gepetto was armed with a sharp wit and fine pensmanship, but had little in the way of ambition. Gepetto found it easier simply to copy the existing books and scrolls while sitting with a brandy by the fire. Depending on the amount of brandy imbibed, these copies ranged from reasonable facsimiles to (to put it kindly) “fanciful interpretations”.

Knowing Gnarlstooth’s reputation among the Cartographer’s Guild and the esteem his customers placed in him, Gepetto (who was the spitting image of Gnarlstooth) found it quite useful to take on the persona of his dear old grandad from time to time, as regular customers were far more likely to trust his judgement than the young and inexperienced Gepetto, and the Guild was more than willing to provide him with supplies to map out places he had never actually visited.

Thusly Gepetto was able to lead a fairly comfortable lifestyle, that is until one of his more “fanciful interpretations” of an incantation led to High Mage Arkrash blowing the roof off his tower, and the ensuing magical fallout caused three of the Duke’s prized cattle to turn into gelatinous cubes. At that point Gepetto sadly revealed that old Gnarlstooth had suffered a tragic case of transient dementia, and Gorje Gnarlstooth Shinebottle’s Maps and Magical Miscellanea would be closed “until further notice”. In the meantime, knowing the vindictiveness of both High Mage Arkrash and the Duke, and bolstered with a few spells picked up from the many books he had copied and a bit of coin, Gepetto decided that perhaps this adventuring business might not be so dangerous after all. Better than being turned into a slug by Arkrash, anyway.

A bit late to the party (har, har) but I'm definitely interested. Haven't played properly since 2nd edition (so... 2+ decades? yikes, I'm old), and I fully expect to never be able to actually join a game due to my Euro-ish time zone (EST+7), but hey - what's life without some delusion?

So far these character ideas are great!

You've gotten me excited enough to pick up a PHB and Amazon was successful in enabling me to pick up the DMG and Monster Manual. There goes some of my fun money for the month... worth every penny.

Still room for another?

I think it is open to all since it sounds like a drop-in and play thing to get around all the timing shenanigans of usual table-top games.

And I would definitely like to throw my hat into the arena.

garion333 wrote:

I'm in the process of creating Balbo Biggins, a Halfling Fighter.

Edit: Not his permanent name.

Or maybe it is. Who knows?

I'm thinking of him as a Dex build with high wisdom (perception). High constitution also, but only passable strength. Thought that would be an interesting mix of stats.

The re-roll of a 1 is super useful for Halflings. As is the standing in shadows and moving through enemy spaces. A more precision strike focused fighter than a sword and board.

Sadly his charisma is his weak point instead of intelligence. Weak intelligence just sucks for saving throws. I'm picturing his weak charisma due to him being a stout Halfling, not a fleet foot. He's like a dwarfish hobbit, personality-wise, and I can't help think of Gaffer Gamgee from the LOTR movie (though not as portly).

IHateDRM - You should have an invite to the campaign "Perdita" now - sorry, I thought I had sent that.

Everyone - I think I'm caught up on the Adventuer's Guild roll on the top of the page. Don't forget to PM your e-mail address and I'll invite you to join the Obisidian Portal campaign. If I missed you, my apologies!

I'm going to upgrade my Obsidian Portal account next pay cycle. That way I can make you all co-GMs :).

Wow the halflings in this book sure look odd.

I still need to double-check the math and maybe tweak a couple things, but here's what I've got:

Alberich Steadyhelm (Dwarf Cleric)

Background: Sailor
-Personality Trait: I enjoy sailing into new ports and making new friends over a flagon of ale
-Ideal: Fairness - We all do the work, so we all share in the rewards
-Bond: I'll always remember my first ship
-Flaw: Once I start drinking, it's hard for me to stop

Biography:
Alberich Steadyhelm was born in the town of Whitecliff, a small but prosperous trading port named for the steep marble cliffs that surrounded and sheltered the harbour. Merchant ships came from far and wide to procure white marble quarried from the cliffs, and the sailors that crewed those ships would often spend time in the tavern owned and operated by Alberich’s parents. Alberich’s father taught him the brewer’s trade in hope that he would one day take over the family business, but Alberich grew up surrounded by sailors and their tall tales of adventure on the high seas had filled him with an insatiable wanderlust.

When he came of age, Alberich found a job on a merchant ship sailing out of Whitecliff. This first job was short-lived — on Alberich’s second voyage the ship was caught in a fearsome storm and sustained so much damage it was barely able to limp back to port. Deemed unrepairable by local shipwrights, the vessel was dismantled for scrap and the crew disbanded. Alberich was undeterred, and quickly found work on another ship. Over time he learned the skills needed to be appointed as the ship’s new navigator, and he developed a keen eye for reading the skies and predicting weather patterns.

During his time at sea Alberich became a follower of Aerd, a minor weather deity often worshipped by seafaring folk. Sailors would occasionally mutter prayers to her for calm seas and favourable winds, and offerings would be made at the start of each journey to ward off storms. As his faith grew he became dissatisfied with the seafaring life, and once his contract expired he left the crew and sought out a temple of Aerd. Now an anointed cleric in her service, Alberich seeks to broaden his horizons once more by setting out as an adventurer.

karmajay wrote:

I do have one additional rule that may help. It may be nice to implement a waitlist. Since people have different working hours and such some people may be able to sign up first to games and some people might constantly get left out.

If for ex, 10 people try to sign up for a game that only has 6 people, the last 4 are on a waitlist. The waitlist get dibs on slots for the next game made available.

There probably should be a few rules along those lines. As a PST denizen, I'm not seeing a lot of Pacific locations (though half of you have your locations set to "East of Mordor" or something.) And I could see it being easier for an EST player to potentially drop into a weekday PST 6-10 (EST 9-1 AM) game than it is for a PST player to jump on a weekday EST 6-10 (PST 3-7) game. I'd propose that Pacific games need to give priority to Pacific players.

That's a really good suggestion.

I think DMs should indicate their time zones.

Default will be first come, first served for every slot, save the last. The last slot is reserved for, in order of priority:

1. The person who has been wait-listed the most.
2. The person on the waitlist who has been a player the least amount of times.
3. Someone from at least two time zones away who happens to be able to make it
4. The first person on the waitlist.

In the event of a tie, just move down the list. If two people have been wait-listed a lot, it goes to the person who played the least, if they've played the same it goes to the person farthest away, if they are both within two time zones, it goes to whoever responded first.

Working on my character! I might hopefully have it ready by tomorrow.

Trying to hone down my character ideas. Should settle in the next day or two.

Have my character pretty much 'finished' as I'm using an updated version of a character I used to run, just need to...type it all out. So maybe tomorrow?

Spent last night reading through the classes, really loving the class options.

Kind of leaning towards a Tempest or War cleric, but also considering finally playing a full-on magic user as a sorcerer/warlock/wizard.

I used the link above (or rather, I mis-used it... But close enough.)

I put him up in Obsidian Portal.

Here's my first adventurer. He's a pole arm focused fighter (using variant rule.) When he was alive he was muscle for the thieve's guild. He was killed after doing something foolish and reckless (TBD.) Hundreds of years later he was resurrected by two nobles who had lost their child. After briefly returning to his less savory ways, he's decided to turn his life around and be on the right side... For a change. He signed up with the guild in hopes that it would give him the distraction he needs to prevent himself from slipping back into old, bad habits. In the process, he has left his old name and a slew of bad memories behind, taking the moniker "Ghost".

Ghost
Male Human Criminal Fighter 1
True Neutral
Representing TheHarpoMarxist

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 8 (-1)
Charisma 14 (+2)
Size: Medium
Height: 6' 0"
Weight: 200 lb
Skin: Pale
Eyes: Green
Hair: Black Wavy; Light Beard
Maximum Hit Points: 11

Speed: 30 feet

Inspiration:

Armor Class: 15 = 10 + 3 [chain shirt] + 2 [dexterity]

Proficiency bonus: +2
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 5 = + 2 [proficiency] + 3 [strength]
Attack (missile / finesse): + 4 = + 2 [proficiency] + 2 [dexterity]
Strength save: + 5 = + 2 [proficiency] + 3 [strength]
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 3 = + 2 [proficiency] + 1 [constitution]
Intelligence save: + 0
Wisdom save: -1 = -1 [wisdom]
Charisma save: + 2 = + 2 [charisma]
Insight (passive): 9 (14 with advantage)
Investigation (passive): 10 (15 with advantage)
Perception (passive): 9 (14 with advantage)

Carry: 240 lb maximum

For groups using the optional encumberance rules:
If carrying more than 80 lb, encumbered -- -10 on speed
If carrying more than 160 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Common (? 1 more)

Unarmed strike [+5 to hit; 1+3 bludgeoning]

Crossbow, light [+4 to hit; 1d8+2 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]

Glaive [+5 to hit; 1d10+3 slashing, 9 lb, heavy, reach, two-handed]

Halberd [+5 to hit; 1d10+3 slashing, 6 lb, heavy, reach, two-handed]

Chain shirt [medium; + 3 AC; max dex + 2; 20 lb.]

Feats:

Polearm Master Bonus attack with opposite end; opportunity attack for those coming into reach

Acrobatics Dex 2 = +2
Animal Handling Wis -1 = -1
Arcana Int 0 = +0
Athletics Str 5 = +3 + 2
Deception Cha 4 = +2+ 2
History Int 2 = +0+ 2
Insight Wis -1 = -1
Intimidation Cha 2 = +2
Investigation Int 0 = +0
Medicine Wis -1 = -1
Nature Int 0 = +0
Perception Wis -1 = -1
Performance Cha 2 = +2
Persuasion Cha 2 = +2
Religion Int 0 = +0
Sleight of Hand Dex 2 = +2
Stealth Dex 4 = +2+ 2
Survival Wis -1 = -1

Ghost is proficient with Smith's tools and Thieves tools.

Human

The variant rule is in effect. Humans add a point only to two abilities, and get an extra skill and an extra feat.

This Human chose +1 on strength (already included).

This Human chose +1 on dexterity (already included).

Humans learn one extra language. (TBD)

Criminal

You have underworld contacts.

You are probably an accomplished forger.

Fighter

Most fighters are proficient in riding a mount.

This fighter selected the great weapon fighting style; reroll 1s and 2s on damage when using a two-handed or versatile weapon.

Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.

Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.

Level 5: Extra attack on any round that includes an attack.

Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.

Level 11: Two extra attacks per round.

Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw.

Level 17: Two action surges between rests, but not on the same turn.

Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw.

Level 20: Three extra attacks per round.

Battle Master Fighter (martial archetype)

Level 3: Combat superiority -- four d8 dice, three maneuvers.

Level 3: Student of war -- proficiency with artisan tools of your choice.

Level 7: Combat superiority -- five dice; two more maneuvers

Level 7: Know your enemy -- referee will give you information about opponent abilities

Level 10: Combat superiority -- dice are d10s, two more maneuvers

Level 15: Combat superiority -- six dice, two more maneuvers; if have no more superiority dice, regain one when you roll initiative.

Level 18: Combat superiority -- dice are d12s.

Level 19: Relentless -- if you start a turn with no superiority dice, regain two at the end.

Class HP rolled
Level 1: Fighter 10

Ghost's Equipment:

Weapons / Armor / Shield (from above)
Glaive
Halberd
Light Crossbow
Crossbow bolts (quiver of 20) x 1
Dungeoneer's kit
Backpack
Crowbar
Hammer
Pitons (bag of 4) x 10
Rations (1 day) x 10
Rope (50', hempen) x 1
Tinderbox
Torches x 10
Waterskins x 1

_____
105 lb
Total

Ghost's Personality Traits: I pay no heed to risk. I'm living on borrowed time as it is, so why not leap before looking?
Ghost's Ideal(s): People

Ghost's Bond(s): I got resurrected by a pair of nobles who meant to resurrect their dead child. I kind of owe them.

Ghost's Flaw(s): Planning things out has never been my strong suit. I'll jump in without weighing a situation at all.

Scabrin the Shadow

A monk from an urchin background; Scabrin was plucked from the streets by a benefactor (tbd), and placed into intensive training to be a shadow monk. Scabrin's inherent good nature wars with his street-bred wariness.

Scabrin’s Personality Traits: I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms
Scabrin’s Ideal(s): All People, Rich or Poor, deserve respect (good)
Scabrin’s Bond(s): I owe a debt I can never repay to the person who took pity on me
Scabrin’s Flaw(s): I will never fully trust anyone other than myself

He carries a djembe! lol