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[5e] Spell & Crossbones
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<blockquote data-quote="Quickleaf" data-source="post: 6534266" data-attributes="member: 20323"><p>[MENTION=6787234]peterka99[/MENTION]</p><p></p><p></p><p>First off, I love that you came up with your own Fortunes! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> What is the advantage of Beaver-fur Hat? And what does "Weird tales book to publish to be famous" do exactly? Are they mixed fortunes? Good fortunes? I'll fortunes? Remember the rules about selecting Fortunes that I clearly laid out in the OP!</p><p></p><p></p><p>I like the feel you're aiming for. Your character needs a little work to fit thematically in a "pirates of the Caribbean" style game, but you've got a solid start. </p><p></p><p>Narratively, I think he needs more work. After all, this campaign is about pursuing La Gloriosa and every PC has a personal stake in doing so. If you want him to be in it just for the adventure, you'll need to give him some really strong ties to the other PCs...making him "more about the people he knows than any ideals or oaths of loyalty" kind of man. That way you'll ensure he has reason to work with the party and STAY with them. If he's just a freewheeling adventurer, then there's nothing to keep him looking for La Gloriosa...You would be totally within rights to play him going off and doing his own thing. I'd prefer to avoid that up front.</p><p></p><p>So, either give him connections to other specific PCs (and possibly NPCs tied to La Gloriosa like du Tourbillon), or give him a more compelling bond. Make sense?</p><p></p><p></p><p>I like that you've given him a connection to North America, something no other PC has and could come in useful. It would make a lot of sense if he was active during Queen Anne's War in the east coast colonies, something that might provide a more compelling reason for him to venture into the Caribbean besides "just for kicks." Since the war technically isn't ended yet, he might be trying to complete a mission, hunt down somebody to rescue or kill/bring to justice, discover a nefarious plot, etc.</p><p></p><p></p><p>Bard actually makes a lot of sense both story-wise and mechanically! I think you could totally have him trained by Iroquois in unarmed fighting techniques...at least that makes sense to explain his great grappling skill. Didn't you mention somewhere that that's how conflicts were resolved between tribes, by brutal wrestling matches, and that Etienne was fighting in those matches for French political maneuvering? Or did I make that up? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>The only thing I caught mechanically were you have some very oddly named spells that aren't in the PHB on your list... Are you translating from French maybe?</p><p></p><p><strong>Known spells</strong> : (3) / 5 / 2</p><p>- niv 0 : Temporary <em>Protection vs,</em> remote <em>manipulation</em>, <em> vicious mockery</em></p><p>- niv 1 : <em>expedious retreat</em>, <em>comprehend animals</em>, <em> heal</em> <em>charm person</em>, <em>slowfall</em></p><p>- niv 2 : <em>silence</em>, Enhance Ability</p><p></p><p>There is no "Temporary protection vs." bard cantrip. Do you mean "Blade Ward"?</p><p>There is no "remote manipulation" bard cantrip. Do you mean "Mage Hand"?</p><p>Bards do not get "Expeditious Retreat" as a spell on their 1st level list.</p><p>"comprehend animals" is called "speak with animals" (nitpick, I know).</p><p>There is no "heal" bard level 1 spell...that's actually a 6th level cleric spell. Do you mean "healing word"?</p><p>"slow fall" is called "feather fall" (another nitpick, but it's common gamer parlance so good to know).</p><p></p><p>I didn't go over everything with a fine toothed comb, but besides that it looks good to me.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6534266, member: 20323"] [MENTION=6787234]peterka99[/MENTION] First off, I love that you came up with your own Fortunes! :D What is the advantage of Beaver-fur Hat? And what does "Weird tales book to publish to be famous" do exactly? Are they mixed fortunes? Good fortunes? I'll fortunes? Remember the rules about selecting Fortunes that I clearly laid out in the OP! I like the feel you're aiming for. Your character needs a little work to fit thematically in a "pirates of the Caribbean" style game, but you've got a solid start. Narratively, I think he needs more work. After all, this campaign is about pursuing La Gloriosa and every PC has a personal stake in doing so. If you want him to be in it just for the adventure, you'll need to give him some really strong ties to the other PCs...making him "more about the people he knows than any ideals or oaths of loyalty" kind of man. That way you'll ensure he has reason to work with the party and STAY with them. If he's just a freewheeling adventurer, then there's nothing to keep him looking for La Gloriosa...You would be totally within rights to play him going off and doing his own thing. I'd prefer to avoid that up front. So, either give him connections to other specific PCs (and possibly NPCs tied to La Gloriosa like du Tourbillon), or give him a more compelling bond. Make sense? I like that you've given him a connection to North America, something no other PC has and could come in useful. It would make a lot of sense if he was active during Queen Anne's War in the east coast colonies, something that might provide a more compelling reason for him to venture into the Caribbean besides "just for kicks." Since the war technically isn't ended yet, he might be trying to complete a mission, hunt down somebody to rescue or kill/bring to justice, discover a nefarious plot, etc. Bard actually makes a lot of sense both story-wise and mechanically! I think you could totally have him trained by Iroquois in unarmed fighting techniques...at least that makes sense to explain his great grappling skill. Didn't you mention somewhere that that's how conflicts were resolved between tribes, by brutal wrestling matches, and that Etienne was fighting in those matches for French political maneuvering? Or did I make that up? :) The only thing I caught mechanically were you have some very oddly named spells that aren't in the PHB on your list... Are you translating from French maybe? [B]Known spells[/B] : (3) / 5 / 2 - niv 0 : Temporary [I]Protection vs,[/I] remote [I]manipulation[/I], [I] vicious mockery[/I] - niv 1 : [I]expedious retreat[/I], [I]comprehend animals[/I], [I] heal[/I] [I]charm person[/I], [I]slowfall[/I] - niv 2 : [I]silence[/I], Enhance Ability There is no "Temporary protection vs." bard cantrip. Do you mean "Blade Ward"? There is no "remote manipulation" bard cantrip. Do you mean "Mage Hand"? Bards do not get "Expeditious Retreat" as a spell on their 1st level list. "comprehend animals" is called "speak with animals" (nitpick, I know). There is no "heal" bard level 1 spell...that's actually a 6th level cleric spell. Do you mean "healing word"? "slow fall" is called "feather fall" (another nitpick, but it's common gamer parlance so good to know). I didn't go over everything with a fine toothed comb, but besides that it looks good to me. [/QUOTE]
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