D&D V6 - Edition jokes don't really make sense anymore
5,003 replies, posted
[QUOTE=plunger435;51635007]Why does there need to be magic at all? Just make it like Twilight 2000 or Fallout. Not every tabletop RPG requires magic, and it doesn't really fit STALKER at all.[/QUOTE]
STALKER books have shitton of weird shit in it, despite not being canonical to the games. I'll still stat out cars, beta weapons/items, and a giant wise and talking Flesh as a "bonus" to raw games content, as a sort of "expansions" for the core. Maybe he's thinking the same? There are a number of "touched by the zone" characters in the lore, so it's viable.
Alright, its taken me a while to get to this but heres how our D&D session went.
We come upon the bosses fortress kinda place, its a raised stone platform surrounded in vine, two guards posted on the bottom with 5-7 people up top.
One guard takes an Arablest bolt to the head, pinning him to the wall (nat 20) which the other takes an arrow to the head and abdomen, not before shrieking after seeing the other guard.
The people up top walk over, boss included. You get your generic tough guy banter which goes like this
Boss: You're not even worth my time, by the time you're finished with my guards the ritual will be complete
Wizard (my character): by the time we're done with your guards I'm going to come up there and shove a broom up your ass
Halfling: And not the pointy end!
I then pull out a literal broom from my robe of useful things
Wizard: Its right here motherfucker!
He didnt even follow up with anything :smug:
Battle ensues, we dispatch his men, climb up onto the pillar fighting between him and his leutenant who just so happens to be our Elf Ranger's dad... who also happened to kill some family member of the Halfling's!
Prior to this fight we had to located a ritual as well as numerous materials for it (blue dragon horn, jet black stone, the book for the ritual, and one other thing) inorder to make an item to steal back our warforged paladin's power. Without using this item the boss is effectively invincible, so about 5 rounds of getting bitch slapped around is waiting for the paladin to stab the motherfucker with it.
We finally sap him of his power and get some hits on, only this fucker just keeps taking them and taking them, eventually glowing with lightning and gaining the ability to teleport... great.
The ritual goes through and the stone platform begins to rise in the air, over 100 feet tall. Now we have this bitch Warlock to take care of too which has a fondness for assblasting at inconvient times. Eventually we throw her ass off so its just us and the Boss.
We're getting close to 4am at this time and hes not even bloodied yet, meanwhile everyone is low on healing surges.
The time comes where everyone is unconcious except me and the bard, I'm stuck on a floating rock on the outside parimeter of the battlefield with 2hp and a shit athletics score. So I do what I do best, pull out a stool, summon my imp, and pull out an eyeball in a case I found to watch.
Then the eyeball speaks to me:
Eye "I can grant you great power"
Me "Well thats great and all but whats the catch"
Eye "you must cut out your eye and replace it with me"
Everyone at this point is like nope-nope-nope-nope
I survey the situation, its just me and a near dead bard, I have 2hp and I'm out of spells...
Me "this is going to suck"
Pull a knife out of my robe and get cutting!
*insert more descriptive actions than they need to be from the DM*
*pop*! Eyeball is out
Look towards the battlefield.... bard has a skill when someone dies he can revive everyone in a 5x5 area
I see this... all the while holding on to my old eyeball...
Too late now, in she goes
+5 hp, darkvision, 1+ to a couple stats as well
Me: "take the wheel, I'm outta ideas"
So the eyeball offers a few spells that help fuck the boss up
Many rounds go by with everyone getting thrown around like a bag of feathers to the boss, eventually the paladin sacrifices himself to knock the boss off the pillar, not before I can cast featherfall on him (which I was saving for myself)
Paladin: you're dead now
Boss: I will live long enough to see the destruction of the world
Paladin: its a shame you wont be able to see it
Mid air the paladin EYE GOUGES the boss!
Mothefucker falls off for 90 damage AND FINALLY GETS BLOODIED
Hes missing one eye now
So while the paladin and him are fighting down there, up top the leutenant is somehow STILL alive (I honestly have no idea how we're so inefficent, I do remember he fully healed 3 times.
Leutenant makes a move to touch a crystal to finalize the ritual, Ranger/son goes to stop him, he still goes for it, halfling jumps over and beats the everloving fuck out of him... while hes still trying to reach for the crystal! Ranger boots the halfling off, good thing he had featherfall.
Now all that remains up top is me/wizard, ranger, bard, and our guild dire bear. Theres 3 Crystals we have to destroy to stop the ritual so we start chipping at those.
Down at the bottom the halfling, paladin, boss, and somehow the warlock bitch battle it out tooth and nail.
The crystals get destroyed and the pillar begins to topple down, nobody has any sort of spell or thing to slow them down so we're pretty well fucked, too injured to survive the fall as well.
The ranger rides the dire bear down, all the while plucking arrows at the boss MID AIR and SOMEHOW still hitting
Me and the bard link legs, I pull out a large mast, we grab both ends and make a parashoot between the two of us to hopefully slow myself down enough to cast levitate and break my fall (although the dm-gods were not merciful and the fall still hurt like a motherfucker, nearly totally killing me.
So while I'm unconcious, the paladin still fights it out with the boss, the boss gets a crit in and RIPS HIS LEFT ARM OFF!! Eventually getting to 5hp with no healing surges left whatsoever. Its one hit. If he misses, he and all his friends die.
He swings for the knee, knocks the boss down, then EYE GOUGES HIM AGAIN with his one remaining arm!! Killing him!
He cuts his head off and proclaims "NOW WHERES THAT BROOM!"
Then he notices the pillar coming down. Rocks crush me and the bard. Dead. The ranger comes crashing down. Dead. The halfling lays nearby unconcious, the paladin grabs him and makes a break for it, rolls to dodge the rocks
1.
Dead.
He prayed for strength and his god revived him with 1hp, just him though. He looks around for the halfling.
Dead.
In the pocket of the halfling is a stone depicting a dragon, he pockets it for good luck.
Then an undead dragon flys in from the distance and lands by him. He asks for the stone, the paladin stalls so the dragon rips his other arm off.
Any last words?
"My gods have betrayed me and my friends. At least now I can have peace to live with them in the afterlife.
The dragon chuckles and steps on him.
Total. Party. Kill.
Year and a half of games down the drain. Its 5am, and everyone is pissed from all that hard work, but we tried our best and it was one hell of a fight to end on.
Oh, and that boss? He had 700hp and 33 AC. We were level 14/15. The DM admitted he did have a little too much, 550-600 would have worked better, but he said in all his years DMing he has never had a closer battle
[QUOTE=croguy;51632936]Now that I'm working on Stalker Tabletop after a very considerable amount of leaving it in limbo, or rather straight up avoiding even working on the existing trash I and a certain other person made, I think I came up with an alright manner of creating characters thanks to all the discord homies.
Basically, the core of your stats are defined in the Physical, Social, Cognitive, and Firearms Handling attributes. From these four, relevant Skills branch according to what fits in what category. You only really do major rolling for the initial four attributes, and everything else is modified further during chargen.
I have also developed a concept for the substitute to a magical system: Paranormal Mysticism. Basically, during chargen, players can decide to pick certain traits which would unlock this mystical potential bound to The Zone, categorized in five groups: telepathy(mind manipulation), telekinesis(object manipulation), chemomorphing(alteration of matter), cryptopathy(interaction with mutants) and anomalomorphing(manipulation of anomalies and artifacts).
The question is on my proposition of implementing this mechanically. The way I'm thinking of having casting work is effectively as follows: besides starting off with initial "intensities" of each paranormal action, you have to use cognition as your base statistic. Then, after building up your unlocked mystic skills, you have to make a successful roll to be able to utilize anything that you've unlocked. Over time, you can also raise the amount, strength and limits of individual casts via various means, making them more useful in practice.
What do you guys think about having a system like that? Naturally I'm trying to lower the overall average power of Wizard-type characters or rather make it more manageable in regards to this system, and also making them less reliant on it, but I'm still trying to see if there's any additional things that I can alter in the idea before I begin creating the crunch.[/QUOTE]
To my knowledge, the supernatural elements within the Zone aren't exactly accessible to Stalkers. They can use Anomalies sure, but the Anomalies are something that's so beyond regular science but it also happens to make your blood clot a bit faster sometimes, who knows? Of the few actual Mystic characters within the Zone, they're all powerful and prophetic and mystical enough that they'd just be NPCs. Almost all of what you suggested for 'Magic' could just be accomplished by finding Artifacts that happen to do that and then using them. Whirligig Anomalies used cleverly could be thrown and be some vague, uncontrollable form of Telekinesis for example. It sounds like you'd be stretching yourself horribly thin if you tried to make the magic work ontop of everything else present in Stalker.
[QUOTE=cyclocius;51635726]To my knowledge, the supernatural elements within the Zone aren't exactly accessible to Stalkers. They can use Anomalies sure, but the Anomalies are something that's so beyond regular science but it also happens to make your blood clot a bit faster sometimes, who knows? Of the few actual Mystic characters within the Zone, they're all powerful and prophetic and mystical enough that they'd just be NPCs. Almost all of what you suggested for 'Magic' could just be accomplished by finding Artifacts that happen to do that and then using them. Whirligig Anomalies used cleverly could be thrown and be some vague, uncontrollable form of Telekinesis for example. It sounds like you'd be stretching yourself horribly thin if you tried to make the magic work ontop of everything else present in Stalker.[/QUOTE]
afaik he's not actually trying to make a Stalker RPG so much as a general "weird slav apolalypse zone with weirdness and weird stuff going on" RPG
To collectively clear up all the questions in regards to it being a thematic clash, I'm intending on making it far more than just five guys squatting in Pripyat. Purely for more variability of course but I think as a spin off book it's entirely fair game to include a variety of obscure eastern european themes in it, including the more esoteric garbage that you guys aren't all too familiar with and which to a degree is hinted at in the source material.
However, you don't really need to follow the rules to a T either. They're not essential characters, and if you'd be say GMing it you can simply exclude mystics from chargen(much like how psionics and technomancers are in other systems). You should be able to play perfectly fine without borderline wizards everywhere, and I'm certainly not intending on forcing just a single playstyle on the players.
[QUOTE=Valon Kyre;51635518]
Then the eyeball speaks to me:
Eye "I can grant you great power"
Me "Well thats great and all but whats the catch"
Eye "you must cut out your eye and replace it with me"
Everyone at this point is like nope-nope-nope-nope
I survey the situation, its just me and a near dead bard, I have 2hp and I'm out of spells...
Me "this is going to suck"
Pull a knife out of my robe and get cutting!
[/QUOTE]
So... you guys used [sp] the eye of Vecna? [/sp] Cause that's probably gonna come back to bite you later if that's the case.
[QUOTE=Mayor Luigi;51636267]So... you guys used [sp] the eye of Vecna? [/sp] Cause that's probably gonna come back to bite you later if that's the case.[/QUOTE]
[sp]I don't think there's a later for his party[/sp]
[QUOTE=Mayor Luigi;51636267]So... you guys used [sp] the eye of Vecna? [/sp] Cause that's probably gonna come back to bite you later if that's the case.[/QUOTE]
Googling it, yeah! Sweet! It was described differently by the DM "A human eye with a red iris in a glass case" but all the benefits were the same. Damnet, that [b]would've[/b] been sweet to play around with!
The guy who got me into D&D is starting up a campaign and asked if I want to join
I'll finally get to be a player again!
The DM has just gave us draws from a modified deck of many things. 3 draws in and one person is a wanted criminal (but also has 3 uses of luck) and another is fighting an avatar of death.
Edit: Another 6 draws and I've lost my soul, a person thinks I'm a dick, I lost a stat point, but if I end the next hostile encounter nonviolently I get halfway to my next level. The last person got 3 luck points and a wish.
[QUOTE=helpiminabox;51638516]The DM has just gave us draws from a modified deck of many things. 3 draws in and one person is a wanted criminal (but also has 3 uses of luck) and another is fighting an avatar of death.
Edit: Another 6 draws and I've lost my soul, a person thinks I'm a dick, I lost a stat point, but if I end the next hostile encounter nonviolently I get halfway to my next level. The last person got 3 luck points and a wish.[/QUOTE]
How does this work? Sounds interesting!
[QUOTE=Valon Kyre;51638577]How does this work? Sounds interesting![/QUOTE]
Well normally losing your soul is character ending, but in this nerfed version I have a year to get it back from the being who has it. Until then I have disadvantage on charisma rolls. Being a charisma based caster this is fairly devastating. Thankfully the person who got the wish wished that my 3 last cards did not happen, so instead I am also a wanted criminal, but now I've got a sick property and status.
I made my whole table cry in my last session.
[QUOTE=Spacewolf;51642759]I made my whole table cry in my last session.[/QUOTE]
You can't just say that and not tell us what you did to them.
[QUOTE=Alsojames;51643644]You can't just say that and not tell us what you did to them.[/QUOTE]
I'm afraid it might be disappointing but here goes.
I didn't really intend for it to be emotional when preparing for it, but the situation was the whole party was kinda at odds with each other from some past events. Tiefling had asked a demon something in secret and hadn't trusted anyone enough to talk about it, so people were suspicious of him. Cleric is fervorous for the slightly xenophobic human empire they all work for, and so gets really upset with the party when one of them offhandedly mentions the prisoner they helped escape from the underdark, which the empire uses a s a prison (the player mentioned that one of the whole reasons they made the character is for the moment they could hear about that event in-character and get angry). Paladin is getting worried that their work is putting his friends and family in danger. And dwarf has been here since the first session and seen other PCs die so he's desperately trying to hold the group together. He's got a ring of mind shielding a past party member, Gulag the cheerful half-orc monk that everyone loved, died while wearing, so his soul's trapped in there. Dwarf's backstory includes being exiled from his home after failing to deal with a crime syndicate and a lot of his fellows being killed in an ambush.
The four of them come across a super evil dude. Prior to this most of my sessions had been snacky one-offs set in the same world rather than a single overarching plot so I thought it'd be cool to put in a main bad guy and I wanted them to actually hate the guy, so he comes at them with the revelation that he was responsible for funding the crime syndicate in the dwarf city to try and undermine their power and ability to resist being usurped upon. Dwarf kinda loses it at this and just goes at him while everyone else is trying to stop him from essentially killing himself against the superior foe. I remember the player of the half-orc in the dwarf's ring kept repeating his mantra of "spare your enemies so that they may better themselves" to which the dwarf thought about it and then removed the ring, sending it clattering to the floor. Paladin joins him after big bad mentions that he's got tabs on all the group's favorite NPCs and past PCs by showing their locations with a scrying orb, so paladin loses it at this and they both try to fight the guy. They're both sub 10 hp and the tiefling comes clean about what he said to the demon previously and apologizes for not trusting everyone else, saying that the group is his family (the player actually wrote it out on a little note and passed it to the paladin, who teared up while reading it). They both just drop their weapons while the evil dude mwahaha's about and leaves. So the paladin decides he can't go on like this and he's gonna retire and chill in the city.
The whole time I barely had any interaction with them other than taking the evil guy's turns, they were all just roleplaying together and god damn it was such a great feeling to watch that. The note the tiefling wrote was really touching. It's kinda hard to do justice in words but everyone said they had a great time and I was pretty proud of how it turned out. :cat:
[QUOTE=Spacewolf;51644570]I'm afraid it might be disappointing but here goes.
I didn't really intend for it to be emotional when preparing for it, but the situation was the whole party was kinda at odds with each other from some past events. Tiefling had asked a demon something in secret and hadn't trusted anyone enough to talk about it, so people were suspicious of him. Cleric is fervorous for the slightly xenophobic human empire they all work for, and so gets really upset with the party when one of them offhandedly mentions the prisoner they helped escape from the underdark, which the empire uses a s a prison (the player mentioned that one of the whole reasons they made the character is for the moment they could hear about that event in-character and get angry). Paladin is getting worried that their work is putting his friends and family in danger. And dwarf has been here since the first session and seen other PCs die so he's desperately trying to hold the group together. He's got a ring of mind shielding a past party member, Gulag the cheerful half-orc monk that everyone loved, died while wearing, so his soul's trapped in there. Dwarf's backstory includes being exiled from his home after failing to deal with a crime syndicate and a lot of his fellows being killed in an ambush.
The four of them come across a super evil dude. Prior to this most of my sessions had been snacky one-offs set in the same world rather than a single overarching plot so I thought it'd be cool to put in a main bad guy and I wanted them to actually hate the guy, so he comes at them with the revelation that he was responsible for funding the crime syndicate in the dwarf city to try and undermine their power and ability to resist being usurped upon. Dwarf kinda loses it at this and just goes at him while everyone else is trying to stop him from essentially killing himself against the superior foe. I remember the player of the half-orc in the dwarf's ring kept repeating his mantra of "spare your enemies so that they may better themselves" to which the dwarf thought about it and then removed the ring, sending it clattering to the floor. Paladin joins him after big bad mentions that he's got tabs on all the group's favorite NPCs and past PCs by showing their locations with a scrying orb, so paladin loses it at this and they both try to fight the guy. They're both sub 10 hp and the tiefling comes clean about what he said to the demon previously and apologizes for not trusting everyone else, saying that the group is his family (the player actually wrote it out on a little note and passed it to the paladin, who teared up while reading it). They both just drop their weapons while the evil dude mwahaha's about and leaves. So the paladin decides he can't go on like this and he's gonna retire and chill in the city.
The whole time I barely had any interaction with them other than taking the evil guy's turns, they were all just roleplaying together and god damn it was such a great feeling to watch that. The note the tiefling wrote was really touching. It's kinda hard to do justice in words but everyone said they had a great time and I was pretty proud of how it turned out. :cat:[/QUOTE]
So the dwarf just abandoned the half-orc-souls-ring?
[QUOTE=_Maverick_;51645150]So the dwarf just abandoned the half-orc-souls-ring?[/QUOTE]
Oh well they grabbed the ring off the ground afterwards, I think discarding it was a heat of the moment thing. I'm not sure if the half-orc is pissed or what, since we haven't grouped up since then. I'm actually curious what the player will decide.
[editline]9th January 2017[/editline]
The next thing I'm planning is a quest to resurrect the half-orc from the ring. Returning to life is a lot harder in my world so they're gonna go on an adventure and whatnot to make it happen.
So, uh, I decided to start preparations for a sort of wild, transhumanist scifi-feudalism game, in the vein of Dune
And so, we just generated the PC's house that they're starting the game with, using a highly adapted version of aSoIaF's house generation system
And things went... well... interestingly
In short, they rose up from nothing, got in on the ground floor of an empire, betrayed them, ushered in an age of anarchy and war, rose to dominance, had the whole galaxy turn against them, won the resulting war and proceeded to ensure the galaxy as a whole could never rise against them again, by slaughtering basically every other noble family, spacefaring guild, and other institution of power
And then, unable to maintain their newly acquired empire, they decayed for centuries before being turned upon by their vassals and own military, and after an apocalyptic, galaxy-rending war, basically gave up, retreating to their homeworld and giving up on fixing their own mess, while leaving civilization in such a state of disrepair that no one even remembers who caused the two ages of disaster, just that they happened (aside from the PC's house themselves, who have the only complete historical record remaining)
I'm kind of hype for this already, simply based on how ridiculous this whole house-gen experience has been.
our path of war level 7 warlord just did 250 damage last session
what is this what
i knew they were stronger than normal fighters and fighting based classes, but they're stronger than our casters now aswell v:
(D&D3.5) So my players are interrogating a man in a zone of truth they set up, and their question to determine if it worked was "Can you lie to us?". "No." lied the man who made his save.
[QUOTE=Fire Kracker;51647376]our path of war level 7 warlord just did 250 damage last session
what is this what
i knew they were stronger than normal fighters and fighting based classes, but they're stronger than our casters now aswell v:[/QUOTE]
To a single dude or? I'm playing a stalker from path of war but I've tried by best to not cheese/power game too much. So I'm a bit interested in how he did it, I'm trying to keep myself fairly reigned in, but enough to take out any potential casters etc.
So I made up a character, looking for opinions on it.
Option 6: Tank
Race: Half-Orc
Class: Paladin
AC at level 5=[28] 10+2(level) +8 plate armor, +3 tower shield, +5 from dex
(We start at level 5)
FEATS
SENTINEL
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
-When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
-Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
-When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Pole Arm Master
You can keep your enemies at bay with reach weapons. You gain the following benefits:
-When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
-While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
Equipment: Full Plate, Tower Shield, Small Halberd (1D8) (dm ruled it fine)
Rolls: (fuckin' stacked!!)
6/4/2=12
4/5/4=13
6/4/3=13
5/4/5=14
5/6/5=16
6/5/6=17
Ability Scores:
Strength [19] 16+2(race)+1(level)
Constitution [14]
Dexterity: [20] 17+2(race)+1(level)
Intelligence: [13]
Wisdom: [13]
Charisma: [12]
Now I know as a paladin I want to dump more into charisma and wisdom, but my goal here is a damage soak and distraction for enemies
Skills during battle: Sacred Circle (+1 AC until the end of the encounter)
Hallowed circle, same as above, another +1 AC
Radiant pulse: 1D10 every turn and push the target 3 squares
BATTLE
◼️◼️◼️◼️◼️◼️◼️
◼️⬜️⬜️⬜️⬜️⬜️◼️
◼️⬜️⬜️⬜️⬜️⬜️◼️
◼️⬜️⬜️ME⬜️⬜️◼️
◼️⬜️⬜️⬜️⬜️⬜️◼️
◼️⬜️⬜️⬜️⬜️⬜️⬛️
◼️◼️◼️◼️◼️◼️◼️
In the white range some things happen:
>I hit people
>their speed goes to 0 on hit
even if they try to disengage I hit them
>if they try to hit someone else within 5 feet, I hit them
>when I attack its 1D8 +4 (polearm), and 1D4 +4 (blunt end of the polearm)
>With Sacred Circle as well as Hallowed Circle anybody within the 3 squares gets +2 AC
>With Radiant Pulse for a sustain minor every turn I do an additional 1D10 and push the target 3 squares.
>if party members are inside my circle they're able to strike the enemy and come my turn the enemy will be pushed back the 3 squares, they're buffed for AC as well as me striking the enemys who re enter the circle. A nice little area to help them
>If I mark someone they take 3+Charisma damage every turn, -2 to hit if they try to strike my allys. Making them at a disadvantage to go after anybody else
>inside my "safe space" at level 10 (all the skills I need) I effectively have an AC of 33, not counting if I get better armor
Reference: "A character can take any number of opportunity actions per round, but no more than one opportunity action during each other combatant's turn. A character cannot take opportunity actions, including opportunity attacks, during the character's own turn.[PH:268]"
Anybody that comes into my space is stuck there and is punished for trying to leave.
Our first encounter in our new campaign starting at level 3, and our paladin got a crit, coupled with a buff, versus an ent with weakness to fire, doing over 100 damage and making it explode.
doesn't plate armour have a max dex bonus of like +3 or something
[QUOTE=lintz;51649228]doesn't plate armour have a max dex bonus of like +3 or something[/QUOTE]
If this is 5e, then plate armor users can't get any bonuses from dex when using plate. If this is something else, I don't know.
[B]EDIT:[/B] Taking a quick look around, I can't really pin down what edition Valon Kyre is using. Some sort of homebrew? Or am I just missing out on stuff?
Looks like 4e but with 5e feats
So I saw this on reddit yesterday:
[img]http://i.imgur.com/tAJvUCb.png[/img]
And it's fantastic and I'm thinking I might try and play something similar in my next campaign, because it'll be fun to shake things up and play something...weird. Plus I have a feeling I can roleplay this very well.
I think I've come up with a reasonable backstory but there are a few things I'm not super sure about. As far as I know we're playing a standard 5e Forgotten Realms campaign.
I'm not sure if this works more as a Wizard or a Warlock, there are RP advantages to both and I'm fine playing either. On one hand, a Warlock seems a lot scarier when it's a small old tiefling lady causing people to see otherworldly horrors and violating their consciousness with tentacles, but on the other hand I feel like a Wizard seems more "in-character", I guess. Haven't played a warlock, though, that seems fun.
I'm not positive I've fleshed out a backstory yet, either. I like the idea that she used to live at home with her family but they're all gone so now it's just her chilling out at her nice cottage and making pies (definitely not with questionable ingredients no sir) for the neighboring kids but wants to go have a life of adventure while she's still got life left to adventure with.
The only character trait I really know she'll have is that she's like a little racist. Not super overtly, but like if she sees an elf walking near her she'll grip her purse/cane a little tighter, stuff like that. "Grew up in a different time," etc.
I'm not super good at fleshing out characters, at least not before the game. Generally I'm good at shaping them as the campaign progresses because actually roleplaying it is a good way to get a better grasp of your character, but usually I'm a bit lacking before it actually starts.
Does anyone have any suggestions?
[QUOTE=Glent;51649470]Looks like 4e but with 5e feats[/QUOTE]
Its 4E, but I'm going to see about using the 5E feats since there wasnt that many that would help in a tank build that i could find
[QUOTE=Valon Kyre;51649982]Its 4E, but I'm going to see about using the 5E feats since there wasnt that many that would help in a tank build that i could find[/QUOTE]
It's not really backwards compatible.
[QUOTE=Valon Kyre;51649982]Its 4E, but I'm going to see about using the 5E feats since there wasnt that many that would help in a tank build that i could find[/QUOTE]
Pretty sure Heavy Armor in 4e gets a big fat 0 max dex bonus.
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