[5e] Spell & Crossbones

[MENTION=8058]Queenie[/MENTION] A hint: Look, it's a three-headed ____ ! Three wise ____. Su ____. ;)

I just carefully reviewed everyone's character sheets. Damn you guys have good ability scores :) I did catch a couple little mistakes, questions, and missing bits... Like I said, I'm fine with the mechanical bits of your characters being in flux until your party levels up. Either way, though, these are things you'll need to address sooner or later...

[MENTION=23484]Kobold Stew[/MENTION] By my count, you should have 3 tool proficiencies, not four (2 charlatan + 1 at sea fortune). Double check? Sorted!

[MENTION=6777934]Maldavos[/MENTION] Several things: (1) I think you're missing a skill, so you should have 8 proficient skills (not seven like I'm counting on your sheet) = 2 noble +3 bard +3 college of lore. (2) It looks like you didn't include Expertise for two skills. (3) You should have a tool proficiency from Noble background (e.g. playing cards)...might make this Culinary Tools for kicks :)

[MENTION=8058]Queenie[/MENTION] Two things: First, by my count you should have 3 tool proficiencies, not five (2 sailor +1 rogue). Double check? Second, check out the Thief sub-class special abilities - they're *very* useful.

[MENTION=2820]Fenris[/MENTION] You get an extra cantrip (4 wizard +1 spell sniper).

[MENTION=51930]fireinthedust[/MENTION] I'm assuming "Chinese" on your sheet is an error and you mean Japanese since it fits your character background. EDIT: Also, what are the Doctor's Ideal, Flaw, and Personality Traits?

[MENTION=4936]Shayuri[/MENTION] For your Wild Shape, in addition to the 1/4 CR limit there's the condition of "you must have seen the critter to turn into it." Is it safe to assume that so far Nia Steeleyes has seen most naturally occurring marine life but nothing super magical/unnatural (well, nothing that she could turn into)? Sorted!
 
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Which sheet are you looking at? The one you have linked in the thread upfront is in this thread and not corrected (yet). I plan on updating that sheet once I'm done. The sheet I've been working off is in the Rogue's Gallery. Either way I will check that out in the morning, obviously five is crazy lol. Where are the thief subclass abilities, in the book? Thanks!
 

For your Wild Shape, in addition to the 1/4 CR limit there's the condition of "you must have seen the critter to turn into it." Is it safe to assume that so far Nia Steeleyes has seen most naturally occurring marine life but nothing super magical/unnatural (well, nothing that she could turn into)?

As a rule, druids can't turn into magical or unnatural things regardless. At high levels they can turn into an elemental. That's the most supernatural thing they can do though. And I think, but am not sure, that only druids of the Moon can do even that. Land druids are locked to CR 1 animals and natural beasts, at best.

As for what animals she can turn into, the limits at this level are CR 1/4 animals that do not have a fly speed or swim speed and that the GM rules she has sufficient knowledge of. So no marine animals. Probably monkeys and...uh...tapirs or something. I dunno what kind of animals live on tropical islands.
 

Which sheet are you looking at? The one you have linked in the thread upfront is in this thread and not corrected (yet). I plan on updating that sheet once I'm done. The sheet I've been working off is in the Rogue's Gallery. Either way I will check that out in the morning, obviously five is crazy lol. Where are the thief subclass abilities, in the book? Thanks!
I'm going off your Rogues Gallery sheet. I need to update the links in my original post, thanks.

Here are the abilities:

Cunning Action + Fast Hands: You can take a bonus action on each of your turns in combat. You can use this bonus action to Dash, Disengage, Hide, Use an Object, make a Dexterity (Sleight of Hand) check, or use thieves tools to disarm a trap or open a lock.

Second-Story Work: You climb at your regular speed. When you make a running jump, increase the distance you cover by a number of feet equal to your Dexterity modifier (4 ft).

Shayuri said:
As for what animals she can turn into, the limits at this level are CR 1/4 animals that do not have a fly speed or swim speed and that the GM rules she has sufficient knowledge of. So no marine animals. Probably monkeys and...uh...tapirs or something. I dunno what kind of animals live on tropical islands.
Ah, I missed that. Ok, until she reaches 4th level as Druid (when she can turn into swimming critters CR 1/2 or less), she is limited to critters like...

Baboon
Cat
Frog
(Giant) Rat
(Giant) Lizard
(Giant) Crab
(Giant) Poisonous Snake
Axebeak
Boar
Constrictor Snake
Giant Centipede
Giant Wolf Spider
Riding Horse
Panther
 
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Looks good to me!

When she hits Druid 4, perhaps a monitor lizard? Same stats as a crocodile, but a big ol' komodo dragon! Rawr.

*eats a goat*
 



@Queenie @Quickleaf- Re: The question of shares- Part of what I like about 5e is that it does get us off the magic item treadmill quite a bit. They're not a necessary economy in the game, they're something special. So the things you need to afford tend to be daily necessities, and considerations like cost of living are spelled out in a way 4e and 3.x tended to gloss over, or at least lose in the shuffle.

Maldavos and I could always keep a running tally of what we are 'owed' as player characters, and it could find its way back to us in other ways. I meant it when I said that Gunner Teague has buried a lot of treasures in his day-- and been aboard more than one ship that sank or was boarded, too. There's probably still a few that he could dig up, even minor ones on various inhabited islands, where he's the only one left who still knows where they are. And that's how I could stay level with the others in terms of treasure. Flavour-wise I think it's what I'd prefer.

Meanwhile, Hugo was at court at The Hague, and while he's on the outs with the king's advisor, think about that-- he's on the out's with the *king's advisor*. I think that's a lot closer to royalty than most of us may ever get...depending on the directions this game takes us, I suppose. In any event, though, he could still have powerful friends, among Dutch merchants and island colonial concerns. It wouldn't be too much of a stretch to have that influence be more valuable than mere coin ever could be, with the noble's cost of living and the requisite perquisites offered up to an honoured houseguest. Or something like that.

I do like that Backgrounds tend to imply these things.
 
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[MENTION=20323]Quickleaf[/MENTION], [MENTION=23484]Kobold Stew[/MENTION]- Such a gentlemanly business, piracy. All well and good if the crew can be held to it, I suppose. All the more reason to examine potential recruits closely.

It's actually really interesting the way these constitutions work, and how they make life aboard a pirate ship much more self-regulated than in the navy (where arbitrary captains could and did rise to power) --

* since they operate outside of the law of any nation, they require the consent of the crew to be enforced;
* the relatively close pay gap between captain and swab was a really good motivator for individual crew members in fights
* the captain could be voted out of position, and as a result that engendered fair treatment by the captain, motivated entirely for prizes.
 

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