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[D&D 5e] Planescape- In Through the Out Door (Full)
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<blockquote data-quote="Unsung" data-source="post: 6537482" data-attributes="member: 6781406"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=8058" target="_blank">Queenie</a></u></strong></em> For nonmagical equipment, take anything that makes sense for your character. Use your discretion, and remember your carrying limitations as a pixie (or ghost, etc). The key limiting factor is that, whatever else you're carrying, you don't have much liquid cash.</p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6776473" target="_blank">Pembinasa</a></u></strong></em> Was that a Discworld reference...?</p><p></p><p>Hmm. Well, you do have eleven spells. I thought you had twelve, but I miscounted the first five as six. I mean, if you *wanted* a twelfth spell, that would be fine.</p><p></p><p>Definitely go ahead and swap Perception for History, and drawing proficiency for a language. Don't feel beholden to your background or even your class list for skills or tools. I don't think 5e tries to be comprehensive or definitive with these lists. For instance, we [used to have] a dwarven bard with Mathematics as a trained skill on Spell & Crossbones. So if there's something you don't see, I encourage you to bring it up, or if you don't have quite enough proficiencies and there's something you feel naked without, I'm being pretty flexible about character creation. As you can probably see.</p><p></p><p>If you're open to a little light rules-hacking, we might be able to find a way to open up summoning to wizards and at a lower level. Say, <em>conjure animals</em> as a 1st level spell, but you can only summon half the number of creatures, at half the CR? So one CR 1/2 beast, or two CR 1/4 beasts, or four CR 1/8 beasts. And perhaps they have celestial or fiend (or elemental, or construct?) as an added type instead of fey, depending on Glantri's spellcasting traditions.</p><p></p><p>That's probably pretty precariously balanced, but with the way wizards learn spells, there's probably a lot of rules-hacking that goes on in-universe. For example, I'm sure there are wizards who summon celestials (and fiends), but that's independent research, from going out into the world and finding the necessary scrolls and ancient tomes, not something that spontaneously comes to them as they level up.</p><p></p><p>A very comfortable life, Graydon has had. Glantri sounds like my kind of town. City. Nation-state. How magically advanced are they? Are we talking Torilian levels, where they might as well open an embassy in Sigil (and maybe they already have)? Or slightly short of that?</p></blockquote><p></p>
[QUOTE="Unsung, post: 6537482, member: 6781406"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=8058"]Queenie[/URL][/U][/B][/I] For nonmagical equipment, take anything that makes sense for your character. Use your discretion, and remember your carrying limitations as a pixie (or ghost, etc). The key limiting factor is that, whatever else you're carrying, you don't have much liquid cash. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6776473"]Pembinasa[/URL][/U][/B][/I] Was that a Discworld reference...? Hmm. Well, you do have eleven spells. I thought you had twelve, but I miscounted the first five as six. I mean, if you *wanted* a twelfth spell, that would be fine. Definitely go ahead and swap Perception for History, and drawing proficiency for a language. Don't feel beholden to your background or even your class list for skills or tools. I don't think 5e tries to be comprehensive or definitive with these lists. For instance, we [used to have] a dwarven bard with Mathematics as a trained skill on Spell & Crossbones. So if there's something you don't see, I encourage you to bring it up, or if you don't have quite enough proficiencies and there's something you feel naked without, I'm being pretty flexible about character creation. As you can probably see. If you're open to a little light rules-hacking, we might be able to find a way to open up summoning to wizards and at a lower level. Say, [I]conjure animals[/I] as a 1st level spell, but you can only summon half the number of creatures, at half the CR? So one CR 1/2 beast, or two CR 1/4 beasts, or four CR 1/8 beasts. And perhaps they have celestial or fiend (or elemental, or construct?) as an added type instead of fey, depending on Glantri's spellcasting traditions. That's probably pretty precariously balanced, but with the way wizards learn spells, there's probably a lot of rules-hacking that goes on in-universe. For example, I'm sure there are wizards who summon celestials (and fiends), but that's independent research, from going out into the world and finding the necessary scrolls and ancient tomes, not something that spontaneously comes to them as they level up. A very comfortable life, Graydon has had. Glantri sounds like my kind of town. City. Nation-state. How magically advanced are they? Are we talking Torilian levels, where they might as well open an embassy in Sigil (and maybe they already have)? Or slightly short of that? [/QUOTE]
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