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2 posters

    Josh's Page

    whit10
    whit10


    Posts : 6614
    Join date : 2012-03-27

    Character Information
    Hit points:
    Josh's Page Left_bar_bleue19/19Josh's Page Empty_bar_bleue  (19/19)
    Action Points:
    Josh's Page Left_bar_bleue1/0Josh's Page Empty_bar_bleue  (1/0)
    Character Sheet:

    Josh's Page Empty Josh's Page

    Post  whit10 Sun Mar 22, 2020 12:34 am

    Paladin

    Baldric

    10th level Paladin – Oath of Vengeance

    Half-Elf

    Str: 16 +3
    Dex: 10
    Con: 14 +2
    Int: 8 -1
    Wis: 12 +1
    Cha:18 +4, +2 – 8th level

    Half-Elf traits:
    Skill Proficiencies: Perception and Intimidation
    Darkvision 60’
    Immune to magical sleep, advantage on saves vs. Charm
    Languages: Common, Elvish, Infernal

    Background: Guild Artisan – gains Insight and Persuasion; artisan’s tools

    Skills: Prof. Bonus: +4
    Athletics 7
    Intimidation 8
    Medicine 5
    Perception 5
    Persuasion 8
    Artisan’s tools (Smiths)

    Paladin Abilities:
    Fighting Style – Dueling
    Spell casting
    Divine Smite – spend spell slot for extra 2d8 damage +1d8 for each level beyond 1st, +1d8 vs fiend or undead
    Divine Health – Immune to Disease
    Divine Sense – 5 uses: 1 Action - Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover; and Consecrated or Desecrated place or object
    Lay on Hands: 45 HP
    Channel Divinity: Abjure Enemy and Vow of Enmity
    Relentless Avenger: move 15’ after an opportunity attack (and hit), no op. attack provoked
    Extra Attack
    Aura of Protection - whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
    Aura of Courage - you and friendly creatures within 10 feet of you can’t be frightened while you
    are conscious.

    Divine Magic: also gets: bane, hunter’s mark, hold person, misty step, haste, protection from energy

    Spells: Attack bonus: +8, Save DC: 16
    4 1st, Bane, Cure Wounds, Hunter’s Mark, Searing Smite
    3 2nd, Branding Smite, Lesser Restoration, Misty Step
    2 3rd, Haste, Dispel Magic

    Feat: 4th level – Shield Master

    Combat:
    +1 Longsword; +8 to hit, 1d8 +6 damage, S
    Warhammer; +7 to hit, 1d8 +6 damage, B
    Long Bow; +4 to hit, 1d8 damage, P
    Dagger; for emergencies

    AC: 22
    +1 Full Plate and +1 Shield
    HP: 84
    Init: 0
    Saves: Charisma and Wisdom – 12 and 9; +4 to all others from Aura of Protection; Can’t be frightened; all those within 10’ of him are immune to being frightened.
    Movement: 30’
    Currently down:

    Magic Items and Gear:
    Bag of Holding – full of spare ammunition; water and food for 5 for 5 days; Healer’s kit; Rope
    Potion of Hill Giant Str.
    Potion of Extra Healing
    2 Potions of Healing




    OR

    Wizard – War Mage
    Edmund Blackadder

    Wizard 10
    Human

    Str. 10/0
    Dex. 14/+2
    Con. 14/+2
    Int. 20/+5 (bonus at 4th level and 8th level)
    Wis. 10/0
    Cha. 8/-1

    Skills: +4 Prof.
    Arcana 9
    Deception 3
    Investigation 9
    Perception 4
    Stealth 7
    Thieves’ tools 6
    Languages: Common and Elven

    Human Traits: +1 to Dex and Int; gains Perception and bonus feat
    Background: Criminal – gains Deception, Stealth, Game set and Thieves’ tools

    Feat:
    War caster: advantage on Con. Saves for Concentration checks; When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

    Arcane Recovery: 5 spell slots recovered after short rest
    War Mage Abilities:
    Arcane Deflection: When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.
    When you use this feature, you can't cast spells other than cantrips until the end of your next turn.
    Tactical Wit: gain Intelligence bonus to Initiative

    Power Surge:
    You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.
    Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

    Durable Magic:
    Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

    Combat: (almost never uses weapons)
    Dagger
    Sling - +7 to hit, 1d4 damage; B, 30/120

    AC: 16: Mage Armor, Cloak, Dex. and Arcane Deflection (see above)
    HP: 62;
    Initiative: +8
    Movement: 30’
    Saves:
    Int. 10, Wis. 5; +1 to all others

    Spells: (* will denote what spells he has per day; R denotes Ritual spell)
    Attack Mod: +10; Save DC: 17
    Cantrips: 5; Fire Bolt, Mage Hand, Poison Spray, Shocking Grasp, Toll the Dead
    Spell Slots: 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2
    Spell Book: 6 +16 (2 per level)
    1st level: Grease*, Identify-R, Mage Armor*, Comp. Languages, Absorb Elements*, Magic Missile, Protection from Good/Evil, Shield*
    2nd level: Blur*, Melf’s Acid Arrow*, Misty Step*, Levitate
    3rd level: Counterspell*, Dispel Magic*, Fireball*, Lightning Bolt
    4th: level: Banishment, Dimension Door*, Greater Invisibility*, Ice Storm, Storm Sphere*
    5th level: Cone of Cold, Bigby’s Hand*, Far Step*


    Magic Items and Gear:
    Spell book
    Cloak of Protection: +1 to AC and Saves
    Wand of the War Mage +1 (adds to spell attack and ignore half-cover when making spell attacks)
    Wand of Web – 7 charges
    Goggles of Night
    Scroll – Mirror Image, 2nd level
    Periapt of Health – Immune to disease
    Potion of Healing, 2


    Obo'laka (being risk-averse) gives the following boon:

    Always on the lookout for danger, you gain the following benefits:
    • You gain a +5 bonus to initiative.
    • You can’t be surprised while you are conscious.
    • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.


    Last edited by whit10 on Wed May 20, 2020 8:03 pm; edited 54 times in total
    Chris
    Chris


    Posts : 9503
    Join date : 2011-10-26

    Character Information
    Hit points:
    Josh's Page Left_bar_bleue35/35Josh's Page Empty_bar_bleue  (35/35)
    Action Points:
    Josh's Page Left_bar_bleue0/0Josh's Page Empty_bar_bleue  (0/0)
    Character Sheet:

    Josh's Page Empty Re: Josh's Page

    Post  Chris Sun Mar 22, 2020 12:46 pm

    looks good so far

    I think your total spell book is correct, however, you can't prepare them all each day

    remember, you have to track both - you are not a Sorcerer Wink

    spell book - total spells = 22 (correct)

    spells known - what you choose for that specific day = 14 (see below)

    read pg 114 PHB again

    spell book total 6 + 2x per level = 22 total

    prepared (known for the day) = wiz level + INT = 14 of the 22
    *this is another place where a high INT is very important*

    make sure to note the "RITUAL" tag on spells, those don't need to be prepared, ever, since you can cast them directly from your spell book
    ex:  Find Familiar
    whit10
    whit10


    Posts : 6614
    Join date : 2012-03-27

    Character Information
    Hit points:
    Josh's Page Left_bar_bleue19/19Josh's Page Empty_bar_bleue  (19/19)
    Action Points:
    Josh's Page Left_bar_bleue1/0Josh's Page Empty_bar_bleue  (1/0)
    Character Sheet:

    Josh's Page Empty Re: Josh's Page

    Post  whit10 Sun Mar 22, 2020 2:05 pm

    lol... I should have said "this is not finished yet"

    I'm well aware of that. Each 'spell per day' will have an asterisk next to it for that day (rituals will also be noted)

    totally planned on having all that there.... just didn't quite get to it last night. And I'm seeing if there's any tweaks needed.

    I read through the magic section ad-nauseum last night and I'm good on all of it now with one exception: does a +1 spell focus also increase the Save DC by +1??

    Couldn't find a conclusive answer to that one.
    Chris
    Chris


    Posts : 9503
    Join date : 2011-10-26

    Character Information
    Hit points:
    Josh's Page Left_bar_bleue35/35Josh's Page Empty_bar_bleue  (35/35)
    Action Points:
    Josh's Page Left_bar_bleue0/0Josh's Page Empty_bar_bleue  (0/0)
    Character Sheet:

    Josh's Page Empty Re: Josh's Page

    Post  Chris Sun Mar 22, 2020 3:20 pm

    Sadly, no
    Just to the attack roll
    That is one feat they should have imported from PF, imo, +2 spell DC for specific schools
    whit10
    whit10


    Posts : 6614
    Join date : 2012-03-27

    Character Information
    Hit points:
    Josh's Page Left_bar_bleue19/19Josh's Page Empty_bar_bleue  (19/19)
    Action Points:
    Josh's Page Left_bar_bleue1/0Josh's Page Empty_bar_bleue  (1/0)
    Character Sheet:

    Josh's Page Empty Re: Josh's Page

    Post  whit10 Sun Mar 22, 2020 3:34 pm

    ok, NBD. Just wanted to ask, and I have to agree, it should. But oh well

    I really like this build. I gave him a level of fighter and he's no where near as mushy (or, at least he's much harder to hit). Having the Prof bonus to Con saves is really nice as well.
    Chris
    Chris


    Posts : 9503
    Join date : 2011-10-26

    Character Information
    Hit points:
    Josh's Page Left_bar_bleue35/35Josh's Page Empty_bar_bleue  (35/35)
    Action Points:
    Josh's Page Left_bar_bleue0/0Josh's Page Empty_bar_bleue  (0/0)
    Character Sheet:

    Josh's Page Empty Re: Josh's Page

    Post  Chris Sun Mar 22, 2020 3:40 pm

    whit10 wrote:ok, NBD. Just wanted to ask, and I have to agree, it should. But oh well

    I really like this build. I gave him a level of fighter and he's no where near as mushy (or, at least he's much harder to hit). Having the Prof bonus to Con saves is really nice as well.

    please carefully read pg 164 PHB on multiclass rules

    When you gain a level in a class other than your first, you gain only some of that class’s starting proficiencies, as shown in the Multiclassing Proficiencies table.


    you will note that NO classes give you their saving throw proficiencies when you multiclass into them. so you only get the save prof from your original class, never both.

    only a couple classes even give skills

    Fighter only gives prof in light, medium armor, shields and martial + simple weapons. (note - NOT heavy armor)

    you could start as a Fighter to get Str + Con, but then you lose Int + Wis
    whit10
    whit10


    Posts : 6614
    Join date : 2012-03-27

    Character Information
    Hit points:
    Josh's Page Left_bar_bleue19/19Josh's Page Empty_bar_bleue  (19/19)
    Action Points:
    Josh's Page Left_bar_bleue1/0Josh's Page Empty_bar_bleue  (1/0)
    Character Sheet:

    Josh's Page Empty Re: Josh's Page

    Post  whit10 Sun Mar 22, 2020 3:44 pm

    ya know, that was always a question I had since they didn't truly come out and say it. And frankly, that one does kinda piss me off. What's the damned point in Multi-classing??

    Noted on the character; but that's utter bullshit...
    Chris
    Chris


    Posts : 9503
    Join date : 2011-10-26

    Character Information
    Hit points:
    Josh's Page Left_bar_bleue35/35Josh's Page Empty_bar_bleue  (35/35)
    Action Points:
    Josh's Page Left_bar_bleue0/0Josh's Page Empty_bar_bleue  (0/0)
    Character Sheet:

    Josh's Page Empty Re: Josh's Page

    Post  Chris Sun Mar 22, 2020 3:50 pm

    lol! that would be way too easy to abuse

    Saving throws are very hard (low) in this game and the DCs are scaled accordingly.

    The point of multiclassing is the class abilities, not the saving throws.

    That's one reason I don't think taking a level of Fighter is worth it for a mage or cleric. It just doesn't really give you anything compared to losing access to 5th level spells
    whit10
    whit10


    Posts : 6614
    Join date : 2012-03-27

    Character Information
    Hit points:
    Josh's Page Left_bar_bleue19/19Josh's Page Empty_bar_bleue  (19/19)
    Action Points:
    Josh's Page Left_bar_bleue1/0Josh's Page Empty_bar_bleue  (1/0)
    Character Sheet:

    Josh's Page Empty Re: Josh's Page

    Post  whit10 Sun Mar 22, 2020 10:32 pm

    I think the Mage will get relegated to a "bullpen" character for now.

    A Pally will have a much better chance of surviving this and allowing others to as well (at least in theory).

    I'll shut up about the Saves issue. Not worth the argument

    ...but I also figured out a few solutions to the issues I was noticing with the mage, he's up there as well, I'll decided when we have a 'party' more together
    Chris
    Chris


    Posts : 9503
    Join date : 2011-10-26

    Character Information
    Hit points:
    Josh's Page Left_bar_bleue35/35Josh's Page Empty_bar_bleue  (35/35)
    Action Points:
    Josh's Page Left_bar_bleue0/0Josh's Page Empty_bar_bleue  (0/0)
    Character Sheet:

    Josh's Page Empty Re: Josh's Page

    Post  Chris Mon Mar 23, 2020 10:08 am

    both look solid for sure

    so far.... it's just you and Alan. nobody else has responded
    whit10
    whit10


    Posts : 6614
    Join date : 2012-03-27

    Character Information
    Hit points:
    Josh's Page Left_bar_bleue19/19Josh's Page Empty_bar_bleue  (19/19)
    Action Points:
    Josh's Page Left_bar_bleue1/0Josh's Page Empty_bar_bleue  (1/0)
    Character Sheet:

    Josh's Page Empty Re: Josh's Page

    Post  whit10 Tue Mar 24, 2020 10:19 pm

    both characters should be done and ready to go (unless I'm forgetting mundane items)
    whit10
    whit10


    Posts : 6614
    Join date : 2012-03-27

    Character Information
    Hit points:
    Josh's Page Left_bar_bleue19/19Josh's Page Empty_bar_bleue  (19/19)
    Action Points:
    Josh's Page Left_bar_bleue1/0Josh's Page Empty_bar_bleue  (1/0)
    Character Sheet:

    Josh's Page Empty Re: Josh's Page

    Post  whit10 Tue Apr 21, 2020 4:00 pm

    alternative character that I want to play when Adder buys it (which I will probably work for; I like this guy so much better)

    Necromancer

    Frank

    10th level Wizard
    Mountain Dwarf

    Str: 12 +1
    Dex: 14 +2
    Con: 18 +4 (+2 at 4th level)
    Int: 14 (19) +4
    Wis: 12 +1
    Cha: 8 -1

    Dwarf Traits:
    Darkvision 60’
    +2 to Strength and Constitution
    Poison Damage Resistance and Advantage on Poison Saves
    Proficiency with Battle Axe, Hand Axe, Throwing Hammer, Warhammer
    Proficiency with Medium and Light Armor
    Proficiency with smith’s tools
    Languages: Common and Dwarven
    Stone cunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add 8 (double prof. bonus)

    Background: Sailor
    Athletics and Perception, gaming set (dice)

    Skills: +4 Proficiency
    Athletics 5
    Investigation 8
    Medicine 5
    Perception 5

    Wizard Traits: Necromancer
    Arcane Recovery: 5
    Grim Harvest: At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level
    or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
    Undead Thralls: At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
    Whenever you create an undead using a necromancy
    spell, it has additional benefits:
    • The creature’s hit point maximum is increased by an amount equal to your wizard level.
    • The creature adds your proficiency bonus to its weapon damage rolls.

    Inured to Death: Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and
    the forces that animate them that you have become inured to some of their worst effects.

    Feat:
    Warcaster; 8th level
    Advantage on Con. Saves for concentration checks; can use reaction on AoO to cast a spell of 1 casting time or less; can cast with weapons/shield in one/both hands.

    Spells: Attack Mod. +9, Save DC: 16
    5 Cantrips; Chill Touch, Fire Bolt, Mage Hand, Toll the Dead
    1st level 4, 2nd level 3, 3rd level 3, 4th level 3, 5th level 2
    Spell book: 14 per day
    1st: Absorb Elements*, Burning Hands, Comp. Languages, Magic Missile, Long Strider*, Ray of Sickness*, Shield, Thunder wave
    2nd: Blindness/Deafness*, Blur, Enlarge/Reduce, Misty Step*
    3rd: Animate Dead (bonus)*, Counterspell*, Dispel Magic, Fireball*, Fly, Vampiric Touch*
    4th: Arcane Eye, Dimension Door*, Greater Invisibility*, Ice Storm
    5th: Bigby’s Hand*, Contact Other Plane, Enervation*, Negative Energy Flood*

    Combat:
    Battle Axe +7 to hit, 1d8 +1 damage, S
    Warhammer +7 to hit, 1d8 +1 damage, B

    AC: 18
    Armor: +1 Half Plate, Dex bonus
    Movement: 25’
    HP: 82
    Initiative: +2
    Saves: Intelligence and Wisdom: 8 and 5; Con: 4/advantage on Concentration checks


    Magic Items and Gear:
    Headband of Intellect – 19 Intelligence (attuned)
    Wand of the War Mage +1
    Armor +1 – Half Plate
    2 Dispel Magic Scrolls – one written into spell book
    Wand of Magic Detection
    2 Healing potions – basic type
    Explorer’s pack and all spell ingredients x2
    4 days rations and water

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