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(OOC) Fitz's Folly (ToA PBP)

You can pick, though I'm inclined toward the MoM version myself. I don't want you to mix-and-match.

I am going to give you one extra ability (think of it like an innate magic item): The ability to turn into a Giant Constrictor Snake (MM) rules for it work just like Wild Shape, but with only the one form.
That's fine with me. I prefer the choice of where to put the stat boosts. Resistance to poison is better for the game balance anyway.
 

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After catching up with the plot (which I probably should have done before building Ghorrak) I think I'll go with a fighter instead, to match up with him a little more seamlessly. What kind of armor is he wearing?
 

I started toying with a few builds last night. I am looking at possibly Warlock 2/Fighter 4, Fighter 5/Rogue 1, or all Fighter. I wasn't sure if there was anyone in the party with thieves tools proficiency.
 

I started toying with a few builds last night. I am looking at possibly Warlock 2/Fighter 4, Fighter 5/Rogue 1, or all Fighter. I wasn't sure if there was anyone in the party with thieves tools proficiency.
I think Fighter/Rogue would work well.

After catching up with the plot (which I probably should have done before building Ghorrak) I think I'll go with a fighter instead, to match up with him a little more seamlessly. What kind of armor is he wearing?

That's fine. I kinda liked his invisible ancestors, but it IS closer to what he's been before. Anything that has the ability to defend his allies (though he'd be better at that if he had a shield, which he doesn't). I think he's wearing a chain shirt.
 

Between the Cavalier's abilities and the interception fighting style he's got plenty of options on that front, although I'm a little uncertain how using reactions work in a pbp game. I'm a little foggy on how initiative works in general actually.
Here's Ghorrak take two
18
10
16
10
11
8

HP:58
AC: 14 (chain shirt+ring of protection)
Great sword +7 2d6+4

Adrenaline Rush. You can take the dash action as a bonus action a number of times equal to your proficiency bonus (3), and regain all uses after a long rest. Whenever you use this trait, gain temporary HP equal to your proficiency bonus (3)
Darkvision. You can see in dim light as if it were bright light and darkness as if it were dim light within 60 feet.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Relentless Endurance. When you are reduced to 0 hp but not killed out right, you can drop to 1 hp instead. 1/long rest
Rage. Bonus action, adv on Str checks and saves, +2 damage for melee str weapon attacks, resistance to B, P, S damage. Lasts 1 minute, when you're knocked unconscious, if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. 4/long rest
Fighting Style: Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage by 1d10+3. Must be wielding a shield or weapon to use this.
Second Wind. As a bonus action, regain 1d10+6 hp. You must finish a long or short rest to use again
Action Surge. Once on your turn, you can take an additional action. 1/long or short rest.
Cavalier
-Bonus Proficiency. Gain proficiency in Insight
-Born to the Saddle. Adv on saves to avoid falling off a mount, mount or dismount using only 5 ft of movement, and if you fall off your feet descending no more than 10 feet, land on your feet
-Unwavering Mark. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. Ends early if you are incapacitated, die, or someone else marks the creature. While within 5 feet of you, a marked creature has disadv on any attack roll that doesn't target you. If a marked creature deals damage to anyone other than you, you may attack them as a bonus action on your turn. This attack has adv and deals an additional 6 damage. You may make this special attack a number of times equal to your Str mod and all uses return after a long rest.
Alert feat
Extra Attack. Attack twice instead of once when you take the Attack action on your turn.
ASI: Resilient, Wis. +1 Wisdom, proficient in Wisdom saves
  • light, medium, heavy armor, shields
  • simple, martial
  • none
  • Str, Con, Wis
  • Arcana, Athletics, Insight, Intimidation, Perception
Langauges: Common, Orcish, Thayan, Gnoll
Equipment: Great sword, Ring of Protection, chain shirt
 

Mostly, you define reactions in advance on your turn. Don't over do with if this than that, keep it simple and trust in DM to make a right call.
 

Working on a fighter 2/rogue 4. I have a couple of quick questions. Did you say we can add a couple of points to the standard array? Also, for armor, do we have to use the starting ones listed in the phb or can we use, for example, studded leather instead?
 

Mostly, you define reactions in advance on your turn. Don't over do with if this than that, keep it simple and trust in DM to make a right call.

Yes, reactions that would cause something to happen differently should be pointed out as simply as possible ahead of time. However a lot of reactions can just be added at the start of your next turn. Surprisingly few of them retcon what's happened. I find things like "Silvery Barbs" to be annoying in PBP, but "Uncanny Dodge" is fine, even if I keep forgetting it!

Let's talk specifics: What are the potentially problematic reactions that Ghorrak will have?
I'm a little foggy on how initiative works in general actually.

Well, I do initiative a little strangely to keep the game moving: I pretty much don't use it. Stuff happens in the order people post. If you want to "delay" your action, for example, you either wait (which I don't like, but people do it), or you post your turn and just describe doing it after.

(For example, if someone playing a wizard was going to fireball, and you're playingLudwig the fighter, and you want to charge whoever is still up, you could post your turn "After the fireball recedes, Ludwig charges whoever is left standing." and post some Axe attacks (or whatever)). As opposed to waiting for the wizard to post, which could slow things down. I'll pick an appropriate target for you.

As far as how I move the monsters, I tend to use an "aggro" mechanic, in that they have a chance to attack back after they've been attacked (usually). Sometimes I roll off with dice, but mostly I just do what's best for the game's flow (and excitement).
 

That makes sense, one of the two pbp games I've been in before died when a player took two weeks to post in combat so just ignoring seems like a better option. I don't think any of Ghorrak's reactions should be too troublesome, the Interception fighting style reduces damage someone else takes by 1d10+3 but only if he's next to them. At level 7 he gets a reaction to boost an ally's AC by 1d8 a few times a day but that's within 5 feet too.
 

That makes sense, one of the two pbp games I've been in before died when a player took two weeks to post in combat so just ignoring seems like a better option. I don't think any of Ghorrak's reactions should be too troublesome, the Interception fighting style reduces damage someone else takes by 1d10+3 but only if he's next to them. At level 7 he gets a reaction to boost an ally's AC by 1d8 a few times a day but that's within 5 feet too.
As damage is an abstraction, the only time a reaction that reduces damage causes narrative weirdness is when someone drops, otherwise reactions that reduce damage can just be called out after the fact and we give 'em their HP back. It works the same when they ARE dropped to 0, but it's a little harder for me to write a good post, is all.
 

Into the Woods

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