• COMING SOON! -- The Awfully Cheerful Engine on Kickstarter! An action comedy RPG inspired by cheerful tabletop games of the 80s! With a foreword by Sandy 'Ghostbusters' Petersen, and VTT support!
log in or register to remove this ad

 

D&D 5E THE HIDDEN SHRINE OF TAMOACHAN - 5E (Closed)


log in or register to remove this ad

scranford

Explorer
Character Choice

I'm going to play with D&D Beyond and make both a Druid and a Nature Cleric to see which one feels better. If you want to go with a Cleric, I'll stick with Druid, and go more for healing and support / utility. If you go with Dedicated Arcane I'll tend towards Nature Cleric or healing druid.

After reviewing both characters if it's acceptable then a Dwarven Cleric of Tempest would be my first choice. :)
 
Last edited:

jmucchiello

Adventurer
Thanks. After replying I see most of the options on the reply tab. Wasn't aware there was a forum die roller.

It is a bit finicky. Any typo in the [ roll] and it just fails and you have to post twice. It also usually (but not consistently) has a limit to how many rolls you can have per post. Any more than 5 or 6 and you are pushing your luck. And it lacks features like 4d6 drop lowest. So people who roll for abilities use coyotecode.com to roll ability scores.
 

KahlessNestor

Adventurer
I'm going to play with D&D Beyond and make both a Druid and a Nature Cleric to see which one feels better. If you want to go with a Cleric, I'll stick with Druid, and go more for healing and support / utility. If you go with Dedicated Arcane I'll tend towards Nature Cleric or healing druid.

After reviewing both characters if it's acceptable then a Dwarven Cleric of Tempest would be my first choice. :)

Tempest clerics are fun :) I think I'll try out the War Mage from Xanathar's.
 

hero4hire

First Post
Depending on what the group needs if and when an alt is called I have two concepts. An unnamed wannabe anthropologist noble from Waterdeep (Human Lore Bard), or a Dwarven Barbarian/Monk with the Pirate background named Madbeard.

Sent from my [device_name] using EN World mobile app
 

tglassy

Adventurer
I’m thinking we need a stealthy character. I’m leaning towards a Human Shadow Sorcerer. Perhaps with the Prodigy Feat to get Expertise in Stealth. I’d focus his spells on Illusion and such.


Sent from my iPad using EN World
 


Charwoman Gene

Adventurer
[MENTION=6801311]KahlessNestor[/MENTION] that link works for you only I think

You can Export to PDF and attach the file here.
 
Last edited:

Charwoman Gene

Adventurer
PlayerStatusCharacter
jmucchielloInPaladin
ShayuriInHexblade, Urchin, Thieves' Tools
tglassyInShadow Sorcerer
scranfordInDwarven Tempest Cleric
KahlessNestorInWarmage
hero4hireAltbard//barbarian/monk
[/b]
 

Charwoman Gene

Adventurer
Fair Warning: You will be railroaded into the start of the dungeon. This will happen. I'll do some stuff you have agency for before, but the actual dungeon entering is gonna be boxed text.
 



jmucchiello

Adventurer
How does Themenor have such high abilities on 27 point buy?

Also, HP should 5*(5 die size + 3 con). CG, do we get the full hit points at level 1?
 


scranford

Explorer
Yep. Gauntlets of Ogre Power... And I might have forgotten to add the bonus point. I'm working it into my background, but if you nix it, I'll just re-adjust. I'll adjust HP when all changes are approved. Also, took Tough as a feat, and have an extra HP from being a Hill Dwarf.
 

jmucchiello

Adventurer
Oh, I completely forgot about magic items. Cool.

Hmm, seems that char sheet doesn't show your strength without the magic item overriding it. (I have a thing about char sheets that are too relaxed.)
 
Last edited:

Charwoman Gene

Adventurer
Oof. I forgot about GoOP/HoI. Those are kinda game breaking if you are allowed to design your build around them.

I hate being that DM but, I'm going to have to ban GoOP and HoI as starter items. They are just too optimizable. It's one thing to come across them randomly, but when making a "build" they are just too good.

If you REALLY want strength boosting Gauntlets, I'll allow Gauntlets of Bugbear Power, +2 Strength, Max 17 Strength.

Also, not that I really care, but if you are researching enough about the dwarves of Mirabar to worry about the last name, you'd also need to account for his family not being native to Mirabar. The dwarves of Mirabar, and the rest of the Sword Coast are mountain dwarves. Hill dwarves hail from the south. Just an FYI if lore matters to you.

As for HP, I apologize for not being clear, level 1 is Max hp.
 
Last edited:

scranford

Explorer
Oof. I forgot about GoOP/HoI. Those are kinda game breaking if you are allowed to design your build around them.

I hate being that DM but, I'm going to have to ban GoOP and HoI as starter items. They are just too optimizable. It's one thing to come across them randomly, but when making a "build" they are just too good.

If you REALLY want strength boosting Gauntlets, I'll allow Gauntlets of Bugbear Power, +2 Strength, Max 17 Strength.

Also, not that I really care, but if you are researching enough about the dwarves of Mirabar to worry about the last name, you'd also need to account for his family not being native to Mirabar. The dwarves of Mirabar, and the rest of the Sword Coast are mountain dwarves. Hill dwarves hail from the south. Just an FYI if lore matters to you.

As for HP, I apologize for not being clear, level 1 is Max hp.

OK. I'll have to change things around a bit, but will just make some adjustments and go with the Gauntlets of Bubbear Strength to keep the build in mind. I was actually trying to find out what happened to the dwarves from Moonshea Islands, but so far have little luck tracking down their current location. I thought Island based dwarves with a fractured history might make for an interesting blend. I'll keep looking unless you know?
 


scranford

Explorer
Also, I found this on Ruathym... which is north of the Moonshea islands, and I found this blurb about them... but again don't know where they ended up.
Background
Supposedly one of the islands left above water after the First Sundering and originally called Arauwurbarak, the dwarves of Haunghdannar built a stone fortress they named Rethgaard on the island to serve as a naval base some time around -4600 DR. Less than three centuries after that realm fell, human mariners from across the Trackless Sea arrived and set up a colony on the island, which they called Ruathym.
 

An Advertisement

Advertisement4

Top