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2 posters

    Falco "Willy" Lightfoot of the Riverland Shire

    trouble7332
    trouble7332
    Admin


    Posts : 153
    Join date : 2017-10-28

    Character Information
    Hit points:
    Falco "Willy" Lightfoot of the Riverland Shire Left_bar_bleue71/71Falco "Willy" Lightfoot of the Riverland Shire Empty_bar_bleue  (71/71)
    Action Points:
    Falco "Willy" Lightfoot of the Riverland Shire Left_bar_bleue0/0Falco "Willy" Lightfoot of the Riverland Shire Empty_bar_bleue  (0/0)
    Character Sheet:

    Falco "Willy" Lightfoot of the Riverland Shire Empty Falco "Willy" Lightfoot of the Riverland Shire

    Post  trouble7332 Mon Apr 27, 2020 4:09 pm

    Falco “Willy” Lightfoot of the Riverland Shire


    When Willy was but a wee lad, he almost drowned in the river near his family’s shire. Though a rare thing, this little Halfling always loved water. Then one day, he almost drowned. Unexpectedly, the beautiful goddess that protected their rivers plucked him out of the water, set him on shore, and softly kissed his head…and he was never the same. First there were simple increases in his charm and persuasion. Then slowly as he grew, so did his abilities…stronger when he was close to water…strongest in it.
    Then one day they started to weaken and become “wild”. The rivers dried up and the Goddess was gone. This is what launched “Willy” into the world…his need to find his maker, the beautiful Lady of Rivers, (Demi-God) Isharia! He came to find that as he searched the many worlds of different realms for his beautiful Lady, he needed more than his charms, light-feet, and sometimes very “surprising” magic. He needed “light-hands” and other functional skills. This led him to Bohnaldur, where he spent many years, honing his skills as a Rogue (smuggler), creating a network to move goods, trade information, and continue his search for Isharia. He finally received new information about his beautiful that would send him on his next great adventure, but he needed to “liberate” one final large sum of gold to fund his searches. So he marked one of the richest men in Bohnaldur. He knew there was an unsettling in town that would not be squelched, and as he attempted his last heist (earlier and with less planning that he would have liked) the city erupted. He quickly grabbed what he could and sought out once more…to find his Lady Isharia…


    Last edited by trouble7332 on Mon Apr 27, 2020 4:40 pm; edited 1 time in total
    trouble7332
    trouble7332
    Admin


    Posts : 153
    Join date : 2017-10-28

    Character Information
    Hit points:
    Falco "Willy" Lightfoot of the Riverland Shire Left_bar_bleue71/71Falco "Willy" Lightfoot of the Riverland Shire Empty_bar_bleue  (71/71)
    Action Points:
    Falco "Willy" Lightfoot of the Riverland Shire Left_bar_bleue0/0Falco "Willy" Lightfoot of the Riverland Shire Empty_bar_bleue  (0/0)
    Character Sheet:

    Falco "Willy" Lightfoot of the Riverland Shire Empty Re: Falco "Willy" Lightfoot of the Riverland Shire

    Post  trouble7332 Mon Apr 27, 2020 4:32 pm

    Falco “Willy” Lightfoot of the Riverland Shire

    Race: Lightfoot Halfling
    Class (Level): Sorcerer/Wild Magic (8th) – Rogue/Arcane Trickster (3rd)
    Alignment: Chaotic Good Age: 57   Speed: 25  
    Background: Criminal Smuggler Height: 3’1” Weight: 38lbs
    Languages: Common/Halfling

    HD: 8d6/3d8
    HP: 71/71 (50 + 21)
    AC: 15

    STR: 10
    DEX: 16 (+3)
    CON: 15 (+2)
    INT: 14 (+2)
    WIS: 10
    CHR: 14 (+2)

    Saves: DEX (+7); CON (+6); INT (+6); CHR (+6)
    (Advantage on all saving throws against being frightened)

    Proficiency Bonus: +4
    Initiative: +3
    Passive Percept: 10

    Proficiencies:
    Armor – Light
    Weapons – All Simple, Long/Short Sword, Rapier, Crossbow
    Tools – Thieves Tools

    Skills: Arcana (+6), Sleight of Hand (+7), Persuasion (+6), Investigation (+6), Deception (+10), Stealth (+11)

    Abilities:
    Sneak Attack – 2d6
    Cunning action – Dash, Hide, Disengage every turn in Combat
    Brave – Advantage saves vs. fright
    Lucky – 1 on d20 roll = reroll
    Halfling Nimbleness – Move through space w larger creature
    Naturally Stealthy – Hide behind larger creature

    Spell Save DC: 14
    Spell Modifier: +6
    Sorcery Points: 8

    Meta Magic: Twinned Spell; Extend Spell
    Wild Magic: Wild Magic Surge; Tides of Chaos; Bend Luck
    Cantrips (7 + Mage): Mage Hand (plus 3rd level actions); Green Flame Blade;
    Poison Spray; Dancing Lights; Prestidigitation; Fire Bolt; Blade Ward;
    Minor Illusion

    Spells (12):
    Level 1 (4/4) – Color Spray; Sleep; Absorb Elements; Ice Knife
    Level 2 (3/3) – Hold Person; Crown of Madness
    Level 3 (3/3) – Water Breathing; Fly; Counter Spell
    Level 4 (3/3) – Blight
    Level 5 (1/1) – Animate Objects; Seeming

    Gold: 45pp, 45gp, 45sp, 50cp (660gp 160gp for equip)
    Weapons:  
    Quarterstaff - Staff of Riverland (+1)
    Rapier – Fate’s Companion (+1)
    Studded Armor; Javelin; 20 Darts (custom holsters); Pistol; 2 Daggers

    Equipment:
    Philter of Love (Potion)
    Set Dark Common Clothes (dark)
    Bedroll & Blanket
    50 feet Silk Rope
    Thieves Tools
    Components Pouch
    2 straws & 2 reeds (Water Breathing)
    3 feathers (Fly)
    2 iron chopsticks (Hold Person)
    ¼ pound colored sand (Colorspray)
    6 rose pedals        (Sleep)
    ¼ pound phosphorus        (Dancing Lights)

    Dungeoneer’s Pack - crowbar; hammer; 10 pitons; 10 torches; tinderbox;
    10days rations; waterskin; 2 pieces chalk; 3 flasks (Moody Cider - Exuberant); healer’s kit; 2 potions healing; lock

    Moody Cider: Made from the apples of treants. However they were feeling when the fruit was harvested is the emotion that the drinker will experience for the next hour. Every drink is a gamble! Exuberance, depression, fits of laughter, shyness, love, or confusion.
    Chris
    Chris


    Posts : 9499
    Join date : 2011-10-26

    Character Information
    Hit points:
    Falco "Willy" Lightfoot of the Riverland Shire Left_bar_bleue35/35Falco "Willy" Lightfoot of the Riverland Shire Empty_bar_bleue  (35/35)
    Action Points:
    Falco "Willy" Lightfoot of the Riverland Shire Left_bar_bleue0/0Falco "Willy" Lightfoot of the Riverland Shire Empty_bar_bleue  (0/0)
    Character Sheet:

    Falco "Willy" Lightfoot of the Riverland Shire Empty Re: Falco "Willy" Lightfoot of the Riverland Shire

    Post  Chris Thu Apr 30, 2020 1:20 pm

    cool character concept!



    at quick glance, I only see 1 issue with the multi-class rules on your character = you do not get all 4 class saves


    you only ever get the save prof of the first class you take at level 1, you never get the other saves
    there is a chart on the top of pg164 that shows what you get in the new class, whenever you take it, none of them say save proficiency and this has been clarified by the Devs.

    It looks like you were a Sorc first, based on the skill choices, so you would get Con and Cha, but not Dex or Int.


    It looks like you clearly did read the multi-class rules as you got skills and total effective spellcaster levels correct, most people miss one or both of those, so kudos on careful reading  cheers
    trouble7332
    trouble7332
    Admin


    Posts : 153
    Join date : 2017-10-28

    Character Information
    Hit points:
    Falco "Willy" Lightfoot of the Riverland Shire Left_bar_bleue71/71Falco "Willy" Lightfoot of the Riverland Shire Empty_bar_bleue  (71/71)
    Action Points:
    Falco "Willy" Lightfoot of the Riverland Shire Left_bar_bleue0/0Falco "Willy" Lightfoot of the Riverland Shire Empty_bar_bleue  (0/0)
    Character Sheet:

    Falco "Willy" Lightfoot of the Riverland Shire Empty Re: Falco "Willy" Lightfoot of the Riverland Shire

    Post  trouble7332 Tue May 12, 2020 11:04 pm

    @Chris (or anyone else who might be up for a little help adjusting, I read that part on pg 164. Makes sense. I was wondering if maybe I could get a hand pulling together my bonus numbers. I tend to get lost on where my +1s or +2s, etc come from so I start to doubt the final bonus numbers I end up with. I'm gonna make the adjustment to Willy's Proficiencies and Skills. But it feels a little like pulling on the string of a cable knit sweater that I don't remember how I knitted... Shocked 

    Anyways, I want to make sure I'm gonna go through my skills, proficiencies, and my ability scores to make sure they're right and I added everything that I should to them. 

    Thanks guys. I'm having a blast!!!
    Chris
    Chris


    Posts : 9499
    Join date : 2011-10-26

    Character Information
    Hit points:
    Falco "Willy" Lightfoot of the Riverland Shire Left_bar_bleue35/35Falco "Willy" Lightfoot of the Riverland Shire Empty_bar_bleue  (35/35)
    Action Points:
    Falco "Willy" Lightfoot of the Riverland Shire Left_bar_bleue0/0Falco "Willy" Lightfoot of the Riverland Shire Empty_bar_bleue  (0/0)
    Character Sheet:

    Falco "Willy" Lightfoot of the Riverland Shire Empty Re: Falco "Willy" Lightfoot of the Riverland Shire

    Post  Chris Wed May 13, 2020 12:59 am

    sure, happy to take a look and see if I can help.  I will just add comments to your character sheet, so you see where the numbers come from.

    Everything looks great, except for the saving throws, you only get the 2 from whichever class you chose first.  CHA and CON if Sorcerer was first or DEX and INT if Rogue was first.  

    I didn't try to figure out your ability scores, since I am guessing by the absence of Feats, you took 2 ability score improvements at 4th and 8th. I am assuming the abilities are correct.

    trouble7332 wrote:Falco “Willy” Lightfoot of the Riverland Shire

    Race: Lightfoot Halfling
    Class (Level): Sorcerer/Wild Magic (8th) – Rogue/Arcane Trickster (3rd)
    Alignment: Chaotic Good Age: 57   Speed: 25  
    Background: Criminal Smuggler Height: 3’1” Weight: 38lbs
    Languages: Common/Halfling

    HD: 8d6/3d8
    HP: 71/71 (50 + 21)
    AC: 15   Studded leather = 12 + 3 DEX

    STR: 10
    DEX: 16 (+3)
    CON: 15 (+2)
    INT: 14 (+2)
    WIS: 10
    CHR: 14 (+2)

    Saves: Prof +4 plus the attribute associated with the SAVE
    DEX (+7)    4 +3 DEX
    CON (+6) 4 +2 CON
    INT (+6) 4 +2 INT
    CHR (+6)      4 +2 CHA
    (Advantage on all saving throws against being frightened)

    Proficiency Bonus: +4  <- this is the main number that gets added everywhere
    Initiative: +3     just +3 DEX no prof
    Passive Percept: 10   8 +2 WIS

    Proficiencies:
    Armor – Light
    Weapons – All Simple, Long/Short Sword, Rapier, Crossbow
    Tools – Thieves Tools   4 +3 DEX = +7

    Skills:  Prof +4 plus the attribute associated with the skill
    Arcana (+6)  4 +2 INT
    Sleight of Hand (+7)    4 +3 DEX
    Persuasion (+6)  4 +2 CHA
    Investigation (+6)  4 +2 INT
    Deception (+10)   4 +2 CHA + 4 prof again for expertise
    Stealth (+11)   4 +3 DEX + 4 prof again for expertise

    Abilities:
    Sneak Attack – 2d6
    Cunning action – Dash, Hide, Disengage every turn in Combat, as a BONUS action
    Brave – Advantage saves vs. fright
    Lucky – 1 on d20 roll = reroll
    Halfling Nimbleness – Move through space w larger creature
    Naturally Stealthy – Hide behind larger creature
    Expertise in Deception and Stealth

    Spell Save DC: 14   8 + 4 prof +2 CHA
    Spell Modifier: +6    4 +2 CHA
    Sorcery Points: 8

    Meta Magic: Twinned Spell; Extend Spell
    Wild Magic: Wild Magic Surge; Tides of Chaos; Bend Luck
    Cantrips (7 + Mage): Mage Hand (plus 3rd level actions); Green Flame Blade;
    Poison Spray; Dancing Lights; Prestidigitation; Fire Bolt; Blade Ward;
    Minor Illusion

    Spells (12):
    Level 1 (4/4) – Color Spray; Sleep; Absorb Elements; Ice Knife
    Level 2 (3/3) – Hold Person; Crown of Madness
    Level 3 (3/3) – Water Breathing; Fly; Counter Spell
    Level 4 (3/3) – Blight
    Level 5 (1/1) – Animate Objects; Seeming

    Gold: 45pp, 45gp, 45sp, 50cp (660gp 160gp for equip)
    Weapons:  
    Quarterstaff - Staff of Riverland (+1)
    Rapier – Fate’s Companion (+1)
    Studded Armor; Javelin; 20 Darts (custom holsters); Pistol; 2 Daggers

    Equipment:
    Philter of Love (Potion)
    Set Dark Common Clothes (dark)
    Bedroll & Blanket
    50 feet Silk Rope
    Thieves Tools
    Components Pouch
    2 straws & 2 reeds (Water Breathing)
    3 feathers (Fly)
    2 iron chopsticks (Hold Person)
    ¼ pound colored sand (Colorspray)
    6 rose pedals        (Sleep)
    ¼ pound phosphorus        (Dancing Lights)

    Dungeoneer’s Pack - crowbar; hammer; 10 pitons; 10 torches; tinderbox;
    10days rations; waterskin; 2 pieces chalk; 3 flasks (Moody Cider - Exuberant); healer’s kit; 2 potions healing; lock

    Moody Cider: Made from the apples of treants. However they were feeling when the fruit was harvested is the emotion that the drinker will experience for the next hour. Every drink is a gamble! Exuberance, depression, fits of laughter, shyness, love, or confusion.

    Sponsored content


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