Spelljammer: Light of Xaryxis | DND 5E

Started by PhantomPistoleer, December 18, 2022, 05:02:13 PM

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Arcanist

#25
Twilight
Name:  Amanda Nyx
Race:  Human
Classes:  Cleric (Twilight Domain)

Brief History:  Amanda had nightmares since she was very young. Her nightmares were so real that at times she found it hard to tell the difference between it and reality. Her parents sought help from the temple of Selune. Amanda spent a time there and found that her dreams lessen in the "presence" of the goddess and she soon took her vows. Her first assignment as a young acolyte of Selune was to provide succour to the people of Phandelver. It was not long that the village was terrorised by the Redbrands and their mysterious leader. Knowing that with her current abilities, she would be unable to do much in the defence of the village, she kept a low profile but continued to help the villagers of Phandelver. It was only when a party of adventurers appeared that she joined their fight against the Redbrands. The adventurers were victorious and soon found herself part of the party. Her fighting arm, spells and abilities supporting them all the way to the end when they defeated the Black Spider.

Choice is but an Illusion. Consequences are however real.

HopeFox

LORUK THE LOREKEEPER
Name:  Loruk the Lorekeeper
Race:  Orc
Classes:  Barbarian (Path of the Ancestral Guardian)
Background:  Sage

Brief History:  Loruk was raised by the lead shaman of the Many Arrows tribe, trained in the heritage of their ancestors and the lore of the world around them - men, animals and spirits. He learned to fight, hunt and raid like all orc men, but he always knew that his highest calling was to remember the history of their mighty tribe and ensure that its traditions continued forever.

Loruk was sent to Wyvern Tor to scout the new settlers around Phandalin as a potential target for his tribe's raids. When a band of adventurers drove his fellow scouts out of their camp at Wyvern Tor, he struck a deal with them, to fight alongside them and lend them his strength and his knowledge, rather than return to his tribe empty-handed. With his new friends, the adventuring life has been good to him, expanding his horizons and letting him learn new lore, and accumulate no small amount of treasure along the way.
If you're such an iconoclast, where were you when we trashed Constantinople?

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PhantomPistoleer

I actually really like how you weaved your PC into the party, HF.  It is neat.
Always seeking 5E games.
O/O

PhantomPistoleer

Quote from: Arcanist on December 20, 2022, 12:59:52 AM
Twilight
Name:  Amanda Nyx
Race:  Human
Classes:  Cleric (Twilight Domain)

Brief History:  Amanda had nightmares since she was very young. Her nightmares were so real that at times she found it hard to tell the difference between it and reality. Her parents sought help from the temple of Selune. Amanda spent a time there and found that her dreams lessen in the "presence" of the goddess and she soon took her vows. During one of her errands for the temple. she encounterd a group of adventurers battling what seem to be goblins. Normally reserved, she took arms and joined in the fight selflessly. It was as if she was guided by the Goddess Selune and soon found herself part of the party. Her fighting arm, spells and abilities supporting them all the way to the end when they defeated the Black Spider.

PS: More of less completed character.

I just want to make a little change to your background.

The adventure starts in Neverwinter, and the party traveled along the High Road along the Sword Coast towards Phandelver.  Along the Triboar Trail, the party came upon a goblin ambush.  Instead of meeting at this juncture, I'd like for your priestess to have been in Phandelver all along.

She could have joined the party there in order to rid the village of the Redbrands, a band of "mercenaries" that had been bullying and even killing the peaceful citizens there.  Would that be acceptable?
Always seeking 5E games.
O/O

Arcanist

#29
That would be fantastic. Done.
Will adjust when I wake in the morning.
Choice is but an Illusion. Consequences are however real.

PhantomPistoleer

Quote from: Miroque on December 19, 2022, 09:40:35 AM
Name: Tae "Whisper" Shalace
Race: Half-Elf
Class: Sorceror
Background: Spy (El Ahimar family from Keltar, Calimshan)


Armor Class: 12
Hit Points: 24/24
Speed: 30 ft.


STR 10 (+0) | DEX 15 (+2) | CON 10 (+0) | INT 14 (+2) | WIS 10 (+0) | CHA 18 (+4)


Saving Throws: Constitution, Charisma
Skills: Perception, Insight, Stealth, Sleight of Hand, Deception (+1d4), Persuasion (+1d4)
Tool Proficiencies: Disguise Kit, Forgery Kit
Senses: Darkvision (60ft),
Languages: Common, Elven, Alzhedo
Special abilities: Fey Ancestry, Spellcasting (CHA),
Font of Magic (sorcery points 5), Metamagic (Subtle spell 1pt, Empower 1pt/reroll)
Feats: Shadow Touched Sorcerous Origin (Wildmagic): Tide of chaos (gain advantage, 1/rest or surge)

Equipment

Swiftweave clothes (Courtier outfit, Common outfit, Soldier uniform, Winter outfit, Dancer outfit)
Bag of Holding (A disguise kit, a small mirror, a small crumpled note with secrets you stole (could be battle plans, blackmail material, or coordinates to an unknown place), a set of common clothes, a Dagger, Explorer Pack, Soap, 2 towel, scroll case, forgery kit, 2 potion of healing [1d8+1], Potion of Climbing, Silverquill Primer)
2 Dagger
Belt pouch (15gp, Arcane Focus, Signal whistle)
Component Pouch

Spells
Modifier: +4 | Spell Attack: +7 | Save DC: 15
<Cantrips> Mage Hand, Mending, Predigistation, Fire Bolt, Minor Illusion
<Level 1 (slots: 4)> Disguise Self (1/day), Detect Magic, ThunderWave, Mage Armor
<Level 2 (slots: 3)> Invisibility (1/day), Suggestion, Detect Thoughts
<Level 3 (slots: 2)> Fly, Conjure Lesser Demons
<Primer, Level 1 Cleric/Bard spell> Puppet (Normally kept memorized)

Background:
Spy

Feature: Echo of the Great Game
You have learnt so much of techniques from years of stealth and also trickery about how to not draw attention to yourself. You have an utterly un extraordinary way of walk and also way of talk and also move are deliberately forgettable. Whenever while you’re wearing the common clothes, nobody can remember your face nor any special features of you too, unless until they actively make an effort to do so. You have an extra advantage that is you know how to write in the special codes that can only be readable by the people who trained in deciphering of it.

Story so far

Prelude:
Tae was adopted by El Ahimar family from Keltar, Calimshan. They trained her to work as their spy within the walls of Calimport. Tae was furious and dedicated infiltrator for the house, until she found out, that El Ahimar house was infiltrated themselves, by dark forces, seeking to destroy all life in Calimport. Tae sley her spymaster and threw the ritual book the spymaster was seeking, into pyre, to forbid them ever unleashing the forces of abyss into the city. She kept an torn from page of the book, to remind herself of the deed as she fled north following the Sword Coast.

First real adventure: Lost Mines of Phandelver
1) Tae toke refugee in group of likeminded adventurers and they ended up in the city of Neverwinter. They were hired by Gundren Rockseeker, to guard an caravan that was carrying provisions to smalled village, Phandalin. At the road, they were jumped by goblin raiding party. Goblins managed to ambush them pretty solidly, but after the fight adventurers managed to win. What goblins gained in sneaking, they lost in aim in the sunlight.
2) In Phandalin, the group rested up and found that there was lot of jobs around for more martial types. Not only was the village run by gang, there was all kind of mischievious things at play. As the group started to work around the town, an lady called Halia approached Tae and offered her membership in her organization. Being an ex-member of an criminal family, Tae knew it was not something she could pass up. Tae and Halia spoke long into the night, and after agreeing on terms, Tae gained title of Fang among the Zhentarim.
3) Townmaster Harbin Wester hired the group to seek out and deal with the orc menace near Wyvern Tor and chase them away. Even finding the orc encampment was hard. They encountered an giantic ogre, as it was hunting for food, and it was near fatal to them. They managed to win, but were forced to return to the town to rest. On their next trip they found ruined Thundertree village, which was overrun by the wilderness and inhabited by creatures called blights and burned zombies. Near the ruins, they found an tower, which was inhabited by an green dragon. Knowing they had no skills defeating it, they managed to make the woods burn near the tower, driving the dragon away. As the group searched the tower, Tae found an
old manuscript
Silverquill Primer
written in fluid silver.

As they returned to Phandalin to rest and train a bit, Tae used her time to read the newly found manuscript and unlocking its secrets.
Week later, group made their thirth venture, to seek the orcs. Now, with better overland knowledge. Orcs were .. orcs and they were not easily scared away. After an deadly combat, with the orcs and their pet ogre, they returned to the village, wounded but victorious.

4) Hearing their bravery over orcs, Gundar Rockseeker hired them again. To clear out the ancient dwarven castle Cragamaw.
Now they did not need to find it, it was there on the mountain side. All haunting and alone, except filled with goblins of all kind.
Group made preparations and decided to try infiltration and stealth this time. Castle was way too fortified for assault.

This got them inside, but goblins were way too cautious, and their cover was blown. After hard fight, and lot of running they managed to slay the goblin's Bugbear king and hobgoblin masters, forcing the lesser goblins flee to the woods. During the fight, they managed to anger an owlbear trapped in one room and it nearly killed Tae, as it ran her over and continued to run away.
Bugbear king had an female drow advisor, that fled during their final encounter. Gundar kept whining about some lost map all the way to the village.

5) After an weeks rest, group toke very casually. Gundar's map was found among the loot and he started to plan an expedition to an unknown mines, owned by Rockseeker family. When the plans were ready, Gundar seeked the group again, this time, offering pile of gold before hand, and promise of more afterwards, should they liberate his family holdings from what ever lived in them.

The trip to the lost mine was uneventful, but the caves dig deep. At the cavern, group encountered two flocks of stirges and one group of zombies, before they reached the end. The more build areas of the mines. Odd lumination was shining from the mushrooms and fungi on the walls, creating eerie atmosphere.

They found groups of ghouls, zombies and skeletons. Clear indication of unhallowed ruination. They fought an wraith who thought it was an wizard and wanted to seize an place called Forge of Spells. Group soon found the place and were confronted by an floating eyeball.
After nearly fatal combat, group rests in the forge, before seeking what else was there.

As they made their way in to the depths of the mines, they were ambushed by Drow elves and their spider minions. Drow leader, Nezznar was slain in the combat, but his female advisor fled again.

As the group made their way back to the surface and into Phandalin to rest and plan their future.

Personality

Personality: I always check the escape routes of every building I enter.
Flaw: I don't save people who can't save themselves. The Game is harsh and the stupid and flamboyant tend to die the first.
Ideal: Knowledge: He knows something, and I need to know it too.
Bond: I have secrets that I've uncovered that should never see the light of day.

Wild Magic Surges, 1 out of 20

01-02   Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04   For the next minute, you can see any invisible creature if you have line of sight to it.
05-06   A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later.
07-08   You cast Fireball as a 3rd-level spell centered on yourself.
09-10   You cast Magic Missile as a 5th-level spell.
11-12   Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13-14   You cast Confusion centered on yourself.
15-16   For the next minute, you regain 5 hit points at the start of each of your turns.
17-18   You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20   You cast Grease centered on yourself.
21-22   Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
23-24   Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
25-26   An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28   For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30   You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32   You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34   Maximize the damage of the next damaging spell you cast within the next minute.
35-36   Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
37-38   1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39-40   You regain 2d10 hit points.
41-42   You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
43-44   For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46   You cast Levitate on yourself.
47-48   A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50   You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52   A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53-54   You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56   Your hair falls out but grows back within 24 hours.
57-58   For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
59-60   You regain your lowest-level expended spell slot.
61-62   For the next minute, you must shout when you speak.
63-64   You cast Fog Cloud centered on yourself.
65-66   Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68   You are frightened by the nearest creature until the end of your next turn.
69-70   Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
71-72   You gain resistance to all damage for the next minute.
73-74   A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76   You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77-78   You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
79-80   Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82   You can take one additional action immediately.
83-84   Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86   You cast Mirror Image.
87-88   You cast Fly on a random creature within 60 feet of you.
89-90   You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
91-92   If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
93-94   Your size increases by one size category for the next minute.
95-96   You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98   You are surrounded by faint, ethereal music for the next minute.
99-00   You regain all expended sorcery points.

I think the background is way too deep, and I need it to be a bit less specific for the sake of flexibility.
Always seeking 5E games.
O/O

Miroque

#31
@phantomP: Background too deep ? Its more or less what happened in Lost mines of P (from character perspective) + short prelude. Its ment more to me, as I have never played Lost mines of P, so I can think how my character views things, nothing more.

For GM, there is key info : Tae = from Calimport, connected to crime family El Ahimar, as they trained her to be spy (background), but when Tae figured they are pretty rotten inside, she flew...  Found group of adventurers in north, grouped up and helped to clear the Lost mines of P.

Rest... fluff... for those who want to read it.

HopeFox

Quote from: PhantomPistoleer on December 20, 2022, 08:34:09 AM
I actually really like how you weaved your PC into the party, HF.  It is neat.

Thank you! So should I work on a full sheet now?

For people with spellbooks (wizards, or characters with a ritual book from Ritual Caster or Book of Ancient Secrets), what is the cost for getting new spells into one's book? Do we just pay the 50 gp per level as the scribing cost, or do we also need to pay the magic item cost of a spell scroll of that level?
If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

PhantomPistoleer

Quote from: HopeFox on December 20, 2022, 03:24:06 PM
Thank you! So should I work on a full sheet now?

For people with spellbooks (wizards, or characters with a ritual book from Ritual Caster or Book of Ancient Secrets), what is the cost for getting new spells into one's book? Do we just pay the 50 gp per level as the scribing cost, or do we also need to pay the magic item cost of a spell scroll of that level?

You may.

Scroll and copy cost, although you may forego scroll cost if another party member has a spell that you want.
Always seeking 5E games.
O/O

HopeFox

Quote from: PhantomPistoleer on December 20, 2022, 03:41:09 PM
You may.

Scroll and copy cost, although you may forego scroll cost if another party member has a spell that you want.

Cool! I'll get started on that today. I'll see what the other PCs have - it looks like I can scab Leomund's tiny hut from Amanda, which will help!

Do consumable items like scrolls and potions cost half of your listed prices, so 37.5 gp for level 1 scrolls and 150 gp for level 2 and 3 scrolls? Or full price? Half price for consumables is typical in the published rules for buying and making magic items, but either is fine.
If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

PhantomPistoleer

Quote from: HopeFox on December 20, 2022, 04:24:19 PM
Cool! I'll get started on that today. I'll see what the other PCs have - it looks like I can scab Leomund's tiny hut from Amanda, which will help!

Do consumable items like scrolls and potions cost half of your listed prices, so 37.5 gp for level 1 scrolls and 150 gp for level 2 and 3 scrolls? Or full price? Half price for consumables is typical in the published rules for buying and making magic items, but either is fine.

Full price, unless a price has been posted elsewhere.

If you can find an instance in the published rules where consummables should be half the listed cost, however, I will happily oblige.
Always seeking 5E games.
O/O

Arcanist

#36
Amanda Nyx
Medium human cleric 5 (Twilight Domain, Neutral Good


Armor Class: 18
Hit Points: 38 HP
Speed: 30 ft.



STR 15 (+2) | DEX 10 (+0) | CON 14 (+2)
INT 10 (+0) | WIS 18 (+4) | CHA 8 (-1)





Armor: Shields, Light, Medium & Heavy
Weapons: Simple and Martial Weapons
Skills: Insight, Investigation, Perception, Religion & Survival
Senses: Passive Perception: 17 | Passive Investigation: 12 | Passive Insight: 17
Saves: Strength +2, Constitution +2, Wisdom +7 & Charisma +2
Languages: Common, Elvish, Celestial & Abyssal



Traits:
-- <Background Feature: Heart of Darkness>
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
-- <feats> Fey-Touched - Misty Step and Gift of Alacity | Gem of the Green Dragon
-- <Fey-Touched> Misty Step and Silvery Barbs;
-- <Gem of the Green Dragon> When you take damage from a creature within 10 ft. of you, you can use your reaction to force the creature to make a STR saving throw (DC 16). On a failure, the target takes 2d8 force damage and pushed up to 10 ft. away from you. On a success, the target takes half as much damage and isn't pushed. You can use this reaction 3 times per long rest.




Features:
<Eyes of Night>
You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot

<Vigilant Blessing>
The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

<Harness Divine Power>
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

<Channel Divinity: Turn Undead>
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action

Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

<Channel Divinity: Twilight Sanctuary>
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

  • You grant it temporary hit points equal to 1d6 plus your cleric level.
  • You end one effect on it causing it to be charmed or frightened.




Spellcasting:
Modifier: +4 | Spell Attack: +8 | Save DC: 16
<cantrips known> 4 (Guidance,Sacred Flame, Toil the Dead, Light)
<1st level known (slots 4)> Bless, Cure Wounds, Faerie Fire, Silvery Barbs, Guiding Bolt, Healing Word, Sleep
<2nd level known (slots 3)> Enhance Ability, Misty Step, Moonbeam, See Invisibility, Spiritual Weapon
<3rd level known (slots 2)> Aura of Vitality, Dispel Magic, Leomund's Tiny Hut, Motivational Speech




Actions:



Equipment:
<weapons> ; Warhammer, Light Hammer
<clothes> Holy Symbol, set of common clothes, chainmail , Shield
<recepticles> backpack;
<equipment> bedroll, mess kit, Rations, Rope 50ft, Tinderbox, torch, Waterskin, Chest, hammer, crowbar, Holy Water, Manacles, Steel Mirror, Oil Flask & Wooden Stakes
<magic> component pouch, Amulet of the Devout, Guardian Emblem & immovable rod
<Poessions> Silver Coin
<money> 25gp




Personality: Amanda's nighmares still has lasting impact on her psyche despite the succour she found within the arms of her Goddess Selune. Although not a common occurrence now, she still wakes up drenched in sweat, her world ending as she knew it. This has also given her a introverted and reserved personality. Besides, how could want share the visions of what she has seen? How does one tell everyone that the world is about to end? Then again, there are the doubts of her own sanity. Amanda does not make friends easily and even then does not share much of herself. However, she has slowly started to open up to her party of adventurers. Perhaps even soon seeing them as family.

Choice is but an Illusion. Consequences are however real.

HopeFox

Quote from: PhantomPistoleer on December 20, 2022, 04:39:24 PM
Full price, unless a price has been posted elsewhere.

If you can find an instance in the published rules where consummables should be half the listed cost, however, I will happily oblige.
Certainly! This is from the downtime activity "Buying a Magic Item" from Xanathar's Guide to Everything (D&D Beyond link):



The suggested crafting time and cost for crafting magic items in the same section are also halved for consumable items.
If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

HopeFox

Is Mercution part of the party, or does he fit in somewhere else?
If you're such an iconoclast, where were you when we trashed Constantinople?

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Miroque

@Hopefox: I think Mercution is Npc (for the spelljammer era.. as its made using spacer stuff, where PCs are created using faerun stuff) but I could be worng.

Miroque

@Arcanist: I think Amanda (cleric of the twilight realms) and Tae (shadowtouched) have things in common.

Btw, do we have any "lockpicker" coming ? I meen, Tae could change Forgery Kit prof to thieves tools.. but I think forgery (as part of Spy  background) is a bit more fitting.. codes and all

Miroque

@Hopefox: I think Amanda (being cleric) has no access to Tiny hut spell, it being Bard/Wizard/Sorceror spell.

Arcanist

I think Amanda and Tae would be great friends. Maybe we can decide in something.

Amanda does have access to some wizard spells because of her domain features. So yes I have sleep and Leomund’s tiny hut :) and also Silvery barbs as part her first level in fey touched.
Choice is but an Illusion. Consequences are however real.

Miroque

@Arcanist: I ment more of .. can Amanda copy that spell into spellbook, being cleric.. but maybe in Ritual book.. thats so much different another beast altogether..

and ye, if you want write up some nocturnaöl rituals Amanda does.. for her goddess.. :)

PhantomPistoleer

Quote from: HopeFox on December 21, 2022, 01:27:32 AM
Certainly! This is from the downtime activity "Buying a Magic Item" from Xanathar's Guide to Everything (D&D Beyond link):



The suggested crafting time and cost for crafting magic items in the same section are also halved for consumable items.

I will consider it, but the answer will probably be no.  However, we can say that a consummable is 2/3 the cost.  This aligns with the cost of healing potions (50gp) and the going rate for common magic items (75gp).  I don't want to incorporate the dicerolling mechanic found in Xanathar, and prefer to use the one found in the Saltmarsh adventure module.

Quote from: HopeFox on December 21, 2022, 02:42:34 AM
Is Mercution part of the party, or does he fit in somewhere else?

He is not part of the party.
Always seeking 5E games.
O/O

HopeFox

Quote from: PhantomPistoleer on December 21, 2022, 05:41:02 AM
I will consider it, but the answer will probably be no.  However, we can say that a consummable is 2/3 the cost.  This aligns with the cost of healing potions (50gp) and the going rate for common magic items (75gp).  I don't want to incorporate the dicerolling mechanic found in Xanathar, and prefer to use the one found in the Saltmarsh adventure module.

Okay, so 50 gp for common consumable items, and 200 gp for uncommon consumables. Great! I can figure out my ritual book based on those prices.
If you're such an iconoclast, where were you when we trashed Constantinople?

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keyotess

#46
No'lien
Name:  No'lien
Race:  wood elf
Classes:  Rogue: Inquisitive

Brief History: No'lien grew up in the High Forest on stories of the elders of the village on things they had experienced and seen outside of the forest.  Scenes of great beauty, dances done from the pureness of the heart, works of art and No'lien wanted to experience the same things.  After going through her naming ceremony when she came of age, No'lien left her elven community to explore the world.

She was traveling east when she came upon a caravan and joined it.  Later on it was attacked by goblins.  Not one to stand by while foul creatures were attacking, No'lien jumped in to defend the caravan with the others.  She grouped up with several other adventurers, Tae being one of them,  to clear out a cave infested by goblins.  From there they traveled to Phandelver joined up with Amanda to fight the Redbrands, chase off orcs threatening from the north, only to pick up another companion, a surprisingly cosmopolitan orc.  Although No'lien was keeping a close eye on him, one never knew when an orc would lose control and go on a murder spree.  With her companions, she chased off Nezznar, a drow.  She nearly got an arrow into him, but he had the luck of Lloth protecting him. 

Now she was in Phandelver, considering where to go next as she enjoyed some downtime with her companions.
By accepting what is and making the best use of every situation, life can be fulfilled without a constant demand for more. --Wen Tzu

In writing, a flaw is not the interesting part of a character.  What is interesting is how a person overcomes a flaw.  I want to read how a person overcomes a flaw, not how the flaw overcomes the person.

My story contribution: FemFour: superheroine, Futa, NC-H

On/Offs: https://elliquiy.com/forums/index.php?topic=335439.0

PhantomPistoleer

Quote from: keyotess on December 22, 2022, 12:12:13 AM
No'lien
Name:  No'lien
Race:  wood elf
Classes:  Rogue: Inquisitive

Brief History: No'lien grew up in the High Forest on stories of the elders of the village on things they had experienced and seen outside of the forest.  Scenes of great beauty, dances done from the pureness of the heart, works of art and No'lien wanted to experience the same things.  After going through her naming ceremony when she came of age, No'lien left her elven community to explore the world.

She was traveling east when she came upon a caravan being attacked by goblins.  Not one to stand by while foul creatures were attacking, No'lien jumped in to help.  She grouped up with several other adventurers, Tae being one of them,  to clear out a cave infested by goblins.  From there they traveled to Phandelver joined up with Amanda to fight the Redbrands, chase off orcs threatening from the north, only to pick up another companion, a surprisingly cosmopolitan orc.  Although No'lien was keeping a close eye on him, one never knew when an orc would lose control and go on a murder spree.  With her companions, she chased off Nezznar, a drow.  She nearly got an arrow into him, but he had the luck of Lloth protecting him. 

Now she was in Phandelver, considering where to go next as she enjoyed some downtime with her companions.

I like it, but I sort of dislike the whole "came upon a caravan getting attacked by goblins" aspect of the character.

It would be more sensible, I think, to have the PC having joined the caravan some time earlier as a scout.
Always seeking 5E games.
O/O

keyotess

Quote from: PhantomPistoleer on December 22, 2022, 12:16:12 PM
I like it, but I sort of dislike the whole "came upon a caravan getting attacked by goblins" aspect of the character.

It would be more sensible, I think, to have the PC having joined the caravan some time earlier as a scout.

I will make that change. :)
By accepting what is and making the best use of every situation, life can be fulfilled without a constant demand for more. --Wen Tzu

In writing, a flaw is not the interesting part of a character.  What is interesting is how a person overcomes a flaw.  I want to read how a person overcomes a flaw, not how the flaw overcomes the person.

My story contribution: FemFour: superheroine, Futa, NC-H

On/Offs: https://elliquiy.com/forums/index.php?topic=335439.0

PhantomPistoleer

Quote from: keyotess on December 22, 2022, 12:26:00 PM
I will make that change. :)

Great.  It's just that the fight isn't that big of a deal and is usually resolved inside of a minute.
Always seeking 5E games.
O/O