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Posted
6 minutes ago, Channelknight Fadran said:

"Alright, so... you need to roll for stats. That 2 and 1 are added to whatever number you give those abilities."

"Alright, so add Ensnaring Strike and Speak With Animals to your spell list. Then put 'Nature's Wrath' and 'Turn the Faithless' under your Features and Traits; the first one lets you create vines to ensare your enemies, and the second one lets you mentally hurt either celestials or fiends."

Done.

Posted
2 hours ago, Channelknight Fadran said:

"Alright, so... you need to roll for stats. That 2 and 1 are added to whatever number you give those abilities."

"Okay, does someone want to do that for me? I don't know how to."

Posted
5 minutes ago, DramaQueen said:

"Okay, does someone want to do that for me? I don't know how to."

"You roll four 6-sided dice, and add the total of the three dice that roll the highest. You then write that number down somewhere. You do that six times, and BOOM, base stats. You can assign them to any Ability you want, adding anything your race grants."

Posted (edited)

"Can I join?" A young woman walks into the room holding a character sheet. "I'm Everest and have never played before, I tried to fill out a character sheet so my character is Atea  Kot, a half elf circle of moon druid." Everest looks around nervously, hoping this would be okay.

@Channelknight Fadran

Quote

Edit" Oh god she's super charesmatic. (17)

 

Edited by turtle
Posted
3 minutes ago, turtle said:

"Can I join?" A young woman walks into the room holding a character sheet. "I'm Everest and have never played before, I tried to fill out a character sheet so my character is Atea  Kot, a half elf circle of moon druid." Everest looks around nervously, hoping this would be okay.

@Channelknight Fadran

 

"That sounds perfect. You said you never played before?"

Quote

Everest might've never played before, but have you ever played before?

 

Posted
23 minutes ago, Channelknight Fadran said:

"You roll four 6-sided dice, and add the total of the three dice that roll the highest. You then write that number down somewhere. You do that six times, and BOOM, base stats. You can assign them to any Ability you want, adding anything your race grants."

"Okay, sounds good!" Queen rolled the dice. "12, 13, 10, 14, 14, and 10. I'll put the two 14s on strength and charisma, which also have the bonus stats of 2 and 1, respectively. Then, I'll put 12 on dexterity, 10 on constitution because I have no clue what that is, 10 on intelligence because I have 13 on wisdom, so who needs intelligence? Look good?" Queen showed Fadran her updated paper.

IMG_20200924_181949.jpg

Posted
Quote

Yeah, though I do have a question and have to go soon. What are the current hit points and temporary hit points?

 

Posted
2 minutes ago, DramaQueen said:

"Okay, sounds good!" Queen rolled the dice. "12, 13, 10, 14, 14, and 10. I'll put the two 14s on strength and charisma, which also have the bonus stats of 2 and 1, respectively. Then, I'll put 12 on dexterity, 10 on constitution because I have no clue what that is, 10 on intelligence because I have 13 on wisdom, so who needs intelligence? Look good?" Queen showed Fadran her updated paper.

IMG_20200924_181949.jpg

"Looks good! Next, you'll want to put down your Modifiers. These are the things that you add to rolls relating to that ability. Put them in the bubble beneath the main number. For 16 it's +3, for 12 it's +1, for 10 it's +0, for 13 it's +1, and for 15 it's +2."

3 minutes ago, turtle said:

Yeah, though I do have a question and have to go soon. What are the current hit points and temporary hit points?

Quote

Current Hit Points is how much health you have at the time, and Temporary Hit Points are extra health that you can get from certain spells and whatnot.

 

Posted
5 hours ago, Channelknight Fadran said:

"I believe that all you have to add now is your Improved Critical ability. This lets you roll a critical with either a 19 or a 20, rather than just a 20."

"Done and is that really it?"

Posted
1 minute ago, Enter a username said:

"Yep, yep, yep... alright, so now you need some equipment."

Quote

So, for each bullet point, you choose one of the options:

  • (a) Chain Mail or (b) Leather Armor, longbow, and 20 arrows
  • (a) A Martial Weapon and a Shield or (b) two Martial Weapons
  • (a) A Light Crossbow and 20 bolts or (b) two Handaxes
  • (a) A Dungeoneer's pack or (b) an Explorer's pack. 

 

Posted
4 minutes ago, Channelknight Fadran said:
  • (a) Chain Mail or (b) Leather Armor, longbow, and 20 arrows
  • (a) A Martial Weapon and a Shield or (b) two Martial Weapons
  • (a) A Light Crossbow and 20 bolts or (b) two Handaxes
  • (a) A Dungeoneer's pack or (b) an Explorer's pack. 

"Could I have descriptions of all those?"

Posted
2 minutes ago, Enter a username said:

"Could I have descriptions of all those?"

"Chain Mail gives you an Armor Class of 16, but with Disadvantage on Stealth. Leather Armor gives you an Armor Class of 11 plus your Dexterity Modifier. Longbow deals 1d8 piercing damage.

"Martial weapons are more complex and dangerous weapons; there's a lot of them. A Shield gives you a +2 to Armor Class.

"A Light Crossbow deals 1d8 Piercing Damage, a Handaxe deals 1d6 slashing damage, and... there's a lot of useful stuff in either packs, but you never really use anything other than the rope, which you find in both."

Posted (edited)

Ana sighed. "I have no idea what I'm doing. So far I have a Lvl 3 High Elf Druid named Aelene and the numbers 22, 20, 16, 15, 14, and 13. What do I do now? You can finish helping the others first," she decided. "Sorry if that sounded pushy."

Edited by Vapor
Posted (edited)
23 minutes ago, Channelknight Fadran said:

"Chain Mail gives you an Armor Class of 16, but with Disadvantage on Stealth. Leather Armor gives you an Armor Class of 11 plus your Dexterity Modifier. Longbow deals 1d8 piercing damage.

"Martial weapons are more complex and dangerous weapons; there's a lot of them. A Shield gives you a +2 to Armor Class.

"A Light Crossbow deals 1d8 Piercing Damage, a Handaxe deals 1d6 slashing damage, and... there's a lot of useful stuff in either packs, but you never really use anything other than the rope, which you find in both."

"Given that I have a Dexterity modifier of +3, nearly negating the armor class difference, I'll choose the leather armor and longbow. Since one of my things requires a shield, I'll choose the martial weapon and shield. Since I already chose the longbow, I'd say that I don't really need a crossbow as well, so I'll choose the handaxes. And I guess I'll choose the Explorer's pack."

(b, a, b, b )

Edited by Enter a username
It auto-replaced something with an emoticon
Posted
8 minutes ago, Enter a username said:

"Given that I have a Dexterity modifier of +3, nearly negating the armor class difference, I'll choose the leather armor and longbow. Since one of my things requires a shield, I'll choose the martial weapon and shield. Since I already chose the longbow, I'd say that I don't really need a crossbow as well, so I'll choose the handaxes. And I guess I'll choose the Explorer's pack."

(b, a, b, b )

"Alright... which martial weapon do you want? Or, actually... it doesn't matter." *Evil DM chuckle*

Posted
12 hours ago, DramaQueen said:

10 on constitution because I have no clue what that is

"Constitution is awesome. It keeps you from dying. It's basically your physical fortitude. Your toughness, grit and ability to keep going. Unless you plan to make a fighter you don't really need it."

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