OOC/Setup Thread for SDMB D&D 5e PBP game

I’d like to play fighter or barbarian. I just need a little time to get back into home. Prolly a day or two.

If it’s important that there be a Wizard, I’ll be one. But if two fighters (or a fighter and a barbarian) will work, I’d like to stay with the battlemaster.

I haven’t taken a good look at the Wizard in 5e, but the bard picks up some of that slack. I’d pick different spells if I were going into a party without a mage – Sleep, Identify, Detect Magic and Cure Wounds. With a Cleric of Knowledge in the party, I can trade out Identify for Healing Word, a ranged healing spell which would allow me to do the front-line fighters some good even when I’m trying to avoid putting my own 7 hit points on the line. I can switch some proficiency to Arcana, converting my +1 to +3 in case we need to analyze some magic situation. But my guess is that we can muddle through with just the +1, and anyway at second level that turns into a +2 because of the Jack of All trades ability.

So, basically, I have some flexibility and a keen interest in having plenty of meat standing between me and the people I’ll be pissing off with Vicious Mockery. Oh, and also I have a spell by that name.

So far, I think we can accommodate the preferences as far as people have spoken up:

Priest (Knowledge Domain) - Senor Beef
Fighter (Battlemaster) - Frylock
Rogue - The Hamster King
Fighter/Barbarian - Budget Player Cadet
Bard (Mostly social, but some healing, buffing, sneaking, crowd-control and in a pinch, gulp!, fighting) - Me

I think it all cooks so far. Everybody can have what they want most and we’ll still have a balanced party.

Morath
High Elf Rogue
Lawful Neutral
Noble Background

http://invisiblecastle.com/roller/view/4624507/

STR 8 (-1)
DEX 16 + 2 (+4)
CON 12 (+1)
INT 9 + 1 (0)
WIS 13 (+1)
CHA 17 (+3)

Speed 30
AC 15
HP 9

Proficiencies
Dexterity Saving Throw, Acrobatics, Sleight of Hand, Stealth (2x), Intelligence Saving Throw, History, Perception, Deception, Persuasion, Light Armor, Simple Weapons, Hand Crossbows, Long sword, Short sword, Rapier, Longbow, Thieves’ Tools (2x), Dice Gaming

Equipment
25gp
Leather armor
2 short swords (1d6)
2 daggers 1d4
Burglar’s pack
Thieves’ tools
Fine clothes
Signet ring
Scroll of pedigree

Features
Darkvision, Fey Ancestory, Trance, True Strike cantrip, Sneak Attack, Position of Privelege

Languages
Common, Elvish, Infernal, Deep Speech, Thieves’ Cant

Personality If you do me an injury, I will crush you.
Ideal Family
Bond Nothing is more important than family.
Flaw I secretly believe everyone is beneath me.

Trinket

http://invisiblecastle.com/roller/view/4624549/

Two toy soldiers, one with a missing head.

(I still wasn’t able to register with Invisible Castle, but I used it for the rolls.)

Will we have enough flexibility/utility without a dedicated caster? I’m pretty new to D&D so I don’t really know the answer to the question, but I figured having a wizard/sorceror would be pretty important. I’m willing to do the role myself, but then someone would have to be a cleric, druid, or paladin to cover healing duties.

Or we could roll with the group as is. I’m not opposed to it, just asking if it’s a good idea. I could also take one of the more offensive caster oriented domains like light or tempest.

What your wizard-type provide varies according to build. He can zap enemies for direct damage, he can use various spells to limit the number of combatants you’re dealing with at once, he can cast spells that make others better at fighting or make the enemies worse. A mage has many ways to make himself useful. But you generally won’t run into fights that can’t be won without a mage. It is the mage, however, who usually deals with certain out-of-combat issues that I consider essential: detecting which items in your treasure haul are magical, and identifying what the magical properties of such items are. You don’t want to go around without somebody who can do that. But, between a cleric with the Knowledge domain and a bard, we can have that covered.

Like SenorBeef I don’t seem to be getting a confirmation email from the dice rolling site.

That’s weird. Check the spam folder?

No dice (bwaha) but I discovered an account I already had there from long ago.

Assuming it’s okay to go forward with the battlemaster, I’ll make it later today.

…Did they get rid of the half-orc race?! That’s my go-to choice of race, and it’s clearly not in the basic rulebook. Is it somewhere else? If it were, could I even use it? :frowning:

NVM, found it in the PHB. Will work on that half-orc barbarian today. :slight_smile:

Hukthak

[spoiler] http://invisiblecastle.com/stats/view/36673/
STR: 16
DEX: 14
CON: 15
INT: 13
WIS: 7
CHA: 9

Speaks common, orc

Traits: Curious almost to the point of foolishness, Very quick to pick a fight but also quick to forgive and make friends.

Ideal: “Live the life I choose, and make it the best life I possibly can”
Bond: A beartooth necklace - the only thing that remains of his home tribe and family. Other than that, almost completely bond-free and free-spirited.
Flaw: Naive and brash. Not great with social graces, too trusting, will often say or do things that would make others angry.

Background: Outlander. (Kinda want to make a few adjustments, if that’s all right. None of the existing backgrounds here seem to fit what I’m going for.)
Feature: Wanderer
Skills: Athletics, Survival
Tool proficiency: Taber Pipes
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp

Dungeoneer’s pack
Bedroll
Pike (1d10 piercing)
Battleaxe (1d8 or 1d10 2H slashing)

Trinket: the aforementioned necklace
[/spoiler]

I made a PDF for him and I’m not sure where to upload it. I also cannot for the life of me figure out skills. I know what I’m proficient in, but how many points do I put where?

You don’t put points into skills. If you’re proficient, you add your proficiency mod to the related stat mod, and that’s your total bonus. Otherwise, it’s just a stat check. Some classes later get the ability to put Expertise into some skills, which allows them to use 2x proficiency mod. So, even by 20th level, with a stat max of 20, the highest bonus to a skill check you can expect is 17, with the highest DC you can expect being Nigh Impossible at 30.

The concept in 5e is that there are no ‘necessary’ classes for a playable party, and one way they try to achieve that is that everybody has a smattering of the kinds of skills that come up in an adventure. No more ‘untrained’. The difference between those proficient and the rest is not so broad, at least at low levels. That sub-optimality will grow at later levels, so we’ll see how that plays out.

What is my proficiency mod?

+2 for all level one characters. It goes up by one at level five and every four levels thereafter.

When you guys have completed your characters, you can email them to me at scottsspamcatcher AT gmail.com. We’ll get started once I have stuff from everyone.

This is a new system for everyone, so don’t stress too hard over things. I’ll allow retroactive changes once we’ve been going for a while and have figured out the kinks of the system.

Here we go. I’ll want to flesh the biographical details later, but I don’t think I’m missing any actual specs.

I’ve tried 3 different accounts with 3 different e-mail addresses and invisiblecastle never sent the confirmation e-mail to any of them. So I’ll use it without logging in, unless someone who can get it to work will PM me a user name and password they set up.

Can I ask what realm/lore/whatever we’re going to be using for the campaign? I need to know what the options for dieties are so I can create a background for a cleric.

I’m not overly fond of the pre-packaged deities, but for the sake of expediency, tell me what kind of deity you’d like your PC to worship and we’ll create a backstory for him/her. The pantheon will be split along the basic good/neutral/evil axis.

I’ve attempted to create a generic account on Invisible Castle. If it doesn’t work, we’ll use an alternate site.