Matt's Website: http://echoesofshadowandlight.weebly.com/gazetteer.html
D&D 5e Basic Rules: http://media.wizards.com/2014/downloads/dnd/playerdndbasicrules_v0.2.pdf
SRD: http://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf
MrBrownstone75 wrote:Matt, are we rolling stats or using point buy?
Hit points max?
MAS wrote:Chris wrote:GM - any restrictions on backgrounds?
Off-limit Backgrounds -
Acolyte
Guild Artisan
Noble
Sailor
Robyo wrote:Healer's kit is in the equipment list.
"Healer’s Kit. This kit is a leather pouch containing
bandages, salves, and splints. The kit has ten uses. As
an action, you can expend one use of the kit to stabilize
a creature that has 0 hit points, without needing to make
a Wisdom (Medicine) check."
MAS wrote:CHRIS -
I will allow the proposed trade - but understand you will need to burn materials (use of a healing kit) to perform the effect.
As to your comment about healing, I understand your trepidation about not having healing! Be certain to read the rules on "rests" to see how HPs are handled in a fundamentally different way in 5e. There is a strategic time management component to party HP and spell slot management in addition to a tactical one, supported by the "short and long rests''.
Another option for replacing your "religion" skill slot would be Astrology. I can generate specifics later, but will give the ability to forecast celestial events and their timing. Higher levels will add bonuses or deferments from event modifiers.
Robyo wrote:But it doesn't hurt to buy some PoH's at the earliest possible convenience!
Chris wrote:Using 1 "use" of a healer kit is fine, assuming they can be bought easily or made with Herbalism + medicine?
MAS wrote:
Medicine (as you are describing it) wouldn't be a true, groundbreaking civilization discovery - people have that ability. But I think you are more concerned with the having the mechanic to heal within the party, correct?
As far as availability of healer kits. Not exactly a common item, but not quite a premium item. You should be able re-stock them at any of the four major locations in the Shielding. In the wild, that may take skill checks and some creative crafting. We'll say a fully stocked healing kit with 10 uses is a pretty bulky item, so carrying more than one full kit along with other gear would be impractical.
Chris wrote:
2) lol, ok, you da GM (its a leather pouch that weighs 3lbs per the book)
h
MAS wrote:
That seems a bit small in my POV - In my mind I see the size of a combat medic's first aid kit, and they are pretty big. The materials you need to be constantly bandaging and splinting and sopping blood and stitching and cutting etc - pretty extensive. A 3 lb leather pouch sounds like a small collection of tylenol tabs and some band-aids, lol!
Chris wrote:MAS wrote:
That seems a bit small in my POV - In my mind I see the size of a combat medic's first aid kit, and they are pretty big. The materials you need to be constantly bandaging and splinting and sopping blood and stitching and cutting etc - pretty extensive. A 3 lb leather pouch sounds like a small collection of tylenol tabs and some band-aids, lol!
that's some +3 tylenol and high quality H2O
MAS wrote:
Lol! That would explain it!
So - the real benefit to the party of taking the healing ability is that it might help cut down on the amount of short rests needed, and it does not burn a spell slot. The longer a party can go without being forced into a rest - the better.
That being said - I am going to flesh out the "Astrology (WIS)" skill this weekend. The ability to predict and manipulate environmental buffs/debuffs has some potential worth considering!
Chris wrote:MAS wrote:
Lol! That would explain it!
So - the real benefit to the party of taking the healing ability is that it might help cut down on the amount of short rests needed, and it does not burn a spell slot. The longer a party can go without being forced into a rest - the better.
That being said - I am going to flesh out the "Astrology (WIS)" skill this weekend. The ability to predict and manipulate environmental buffs/debuffs has some potential worth considering!
Right, 1d6+4 (or whatever it was) is a HUGE at 1st-3rd level. It's effectiveness drops off considerably later on though. I am largely the "support" character currently and I am happy to fill that role, with the occasional blast of arcane energy to boot.
I am leaning towards Hermit with this kit, but Sage is the other option I see that would fit. Would Astrology be an option for a Sage? (in place of History\Arcanna).
Vozz is calling himself a "Mystic" regardless of the official background name of Hermit\Sage.
Chris wrote:In terms of the culture of the Shielding....
are there any groups of mystics\sages?
how is arcane viewed by the general folk?
is arcane use as common as any other class? (of the adventuring classes)
how about Astrology - common, accepted, etc?
if one was a hermit, where would one be 'in seclusion'? given the setup of the shielding
Robyo wrote:Like the new image for the thread! Made me go Whoah
MAS wrote:
Perhaps a dozen spellcasters live in the Shielding. A few wander amongst the Goliaths, a few live in the Genasi communities, but most live at The Tower.
Any sort of magic is revered, feared and distrusted all at the same time. It is known that great magics accompanied the destruction of the world as Dark and Light fought to the doom of civilization. It is also known that great magic is the only thing that protects The Shielding and keeps everyone alive and safe.
Spell use is uncommon. Non-spellcaster class PCs are more common.
Astrology is a very common practice, and superstition is common. The common folk do not necessarily know the details of all of the Astrological Events, but they do seek to know when "Bad" or "Good" stars in effect, and when Lunar Power Cycles wax and wane they pay attention. When the Dark moon is full folks tend to keep their heads down and avoid important events (weddings, business agreements, etc) and if one was born under a full dark moon people will be quick to attribute any bad fortune or evil that they do to this fact. Conversely, a Full Light moon is a good sign!
As a hermit, I would say that Voz has probably grown up and and spent his whole life at The Tower. There are others there, so he has not been entirely alone, but living in a cloistered environment away from "normal" society" amounts to the same thing. It is here that he has the best access to lore and learning, and magic, and secrets!
Chris wrote:not to mention the behavior of angels, absent their god, might not be "as expected" either. though the converse may be true of devils\demons (which are they?)
Dogma, Sandman and Prophecy come to mind as movies\stories with Angels\Devils acting on their own agendas and with unique behavior.
Chris wrote:Hermit, with the medicine stuff
MAS wrote:
Ok - FYI - this may affect your decision - Bronson is playing a Druid. I'll email you and we can talk about your "discovery".
MAS wrote:Looking to kick this thing off this coming weekend!
MAS wrote:
Skill: Astrology (Wis)
"Seize the Signs"
Upon successful skill check, activate astrological "All day party effect".
Difficulty 13
"Mastery of the Possible"
Upon successful skill check, modify "All day world effect" rolls by adding half of your ability modifier (including proficiency) rounded down. Effect does not stack.
Difficulty 20
Chris wrote:MAS wrote:
Skill: Astrology (Wis)
"Seize the Signs"
Upon successful skill check, activate astrological "All day party effect".
Difficulty 13
"Mastery of the Possible"
Upon successful skill check, modify "All day world effect" rolls by adding half of your ability modifier (including proficiency) rounded down. Effect does not stack.
Difficulty 20
I have no idea what that means
but it sounds awesome !
MAS wrote:
See the Astrological events on the gazetteer page. http://echoesofshadowandlight.weebly.com/gazetteer.html
Chris wrote:MAS wrote:
See the Astrological events on the gazetteer page. http://echoesofshadowandlight.weebly.com/gazetteer.html
I did.... but I still have no idea what it means
I am going to assume the GM will keep track of the day, the phases of all the moons and tell us what effects they have.
For the 2 checks, I make the first, if successful, I can attempt the 2nd to modify the effect of whatever (shooting star, etc) is active for that day?
MAS wrote:
Yes, the GM is tracking the calendar. Players can too.
So making a "Mastery of the Possible" astrology check adds a bonus to the any roll's result, regardless of what what side of the roll the Character is on (advantage or disadvantage).
Chris wrote:MAS wrote:
Yes, the GM is tracking the calendar. Players can too.
So making a "Mastery of the Possible" astrology check adds a bonus to the any roll's result, regardless of what what side of the roll the Character is on (advantage or disadvantage).
maybe you can use an "effect block" that you c\p like we do with character info? I really like the detail you are putting into the calendar, but that is a huge amount of stuff to keep track of, especially on the forum.
Mastery - so a positive effect gets increased and a negative effect is minimized, right?
So for example, if 1/2 my bonus is +2, then a positive event goes from +2 -> +4 and a negative effect goes from -4 -> -2
MAS wrote:
Not huge at all. No more than two moons (total of 4) are ever full or new at the same time, and there is only ever one astrological event per day. A spell caster (and GM) needs to know what day it is, and look at the calendar, then take that into account when casting. Some days, a type of magic is easier to cast and harder to resist, other days the reverse.
Chris wrote:MAS wrote:
Not huge at all. No more than two moons (total of 4) are ever full or new at the same time, and there is only ever one astrological event per day. A spell caster (and GM) needs to know what day it is, and look at the calendar, then take that into account when casting. Some days, a type of magic is easier to cast and harder to resist, other days the reverse.
Like I said, I love the detail, it just seems overwhelming up front
every day:
4 moons - 4 schools of magic (spells, enchanted items, SLA, etc)
1 party event (possible)
every 12 hrs:
morning star = adv\dis
evening star = adv\dis
*depending on Lunar dominance
possibly - 1 world event
So does the morning\evening star affect ALL rolls during each 12hr cycle?
How does that work when combined with moons? for example dis to saves for a moon + adv to all rolls for evening star
do they cancel each other out?
what if there are double adv or dis?
Robyo wrote:Warlock and Bard are also CHARISMA casters, but Bard and Wizard are probably the toughest overall spellcasters in 5e. Cleric and Warlock make pretty good gish options.
I really like Sorcerors in Pathfinder. The bloodlines is really flavorful and adds some extra spells to their paltry spells known list.
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