low light vision, elf weapon training, keen senses, free spirit, +1 Dex, speed 35, hide when lightly obscured naturally
Read/Speak Common and Elven
CLASS FEATURES
Armor/Sheild Profs : All
Weapon Profs : All simple and Martial
Martial Damage Dice: 6d6
Martial Damage Bonus: +15
Combat Expertise:
Weapon attack bonus- +4 to hit
Fighting Style- Marksman
Parry- spend martial dice to reduce damage when using melee
Combat Surge- 2/day, action point, martial damage die x2
MANEUVERS AND WHATNOT
MANEUVERS
Precise Shot- spend 1 die to ignore half cover, 2 for ¾
Spring attack- spend 1 die to move extra 10 feet sans OoA after attack
Composed attack- spend 1 die to add it to lower result when suffering disadvantage, 2 to cancel disadvantage
Volley- spend 1 die per extra target to make multiple ranged attacks in 10ft radius, 1 attack roll, separate damage
Rapid Shot- spend 1 die to make two attacks, creatures within 10ft
Opportunist- spend martial die to add highest result to attack roll on OoA
Disarm- can use at range, spend 1 die to knock item out of one hand, 2 out of two
Sharp Shooter
Sniper- gain advantage by sacrificing Dex mod damage
Martial Training()
Weapon Focus- gives martial dice brutal 2
Called Shot- use one round to prepare, if still see target hit becomes crit
6/1d6+con HP/HD
Light armor, Medium armor, Simple weapons,
hand crossbow, light crossbow, longbow, long
sword, rapier, short sword. Martial Weapons + shields.
MDD: 6d6
SD: 1d10
Combat Expertise: add dice to damage, +15 MDB
Skill Mastery: roll two skill die, take highest
Rogue Scheme: Assassin
Assassinate: Attack against unaware opponent, maximize damage roll, make save (DC15) or damage
is doubled
Skill Tricks
Uncanny Dodge: add skill die to dex saving throws
Evasion: When making dex saving throws, half damage from a failure, no damage on success.
Ace In the Hole 2/day:
SKILL TRICKS
-Mimic (1st) Can use cha to mimic a monster
-Read Lips (2nd) int check to read lips
-Vanish (5th) use skill die to move up to speed when hiding
-Poison Use (7th) add skill die result to save DC of applied poison
-Master Linguist (10th): use skill die to understand basics of creature language DC (15-monster
int mod)
Background
GUIDE
Trait: wanderer
blah blah can find food and water and recall terrain etc.
Expertise- MDD: 6d6, MDB +15, Save DC: 18
Ki - 5 Uses/day, DC: 18
Path of Mercy: Stunning Strike, Wholeness of Body, Heart-Stopping Strike
Maneuvers- Flurry of Blows, Step of the Wind, Bull Rush, Trip, Deflect Missiles, Disarm
Mindful Defense (AC = 10 + Dex + Wis when unarmoured)
Monastic Training (Spot, Listen)
Way of the Fist, in addition fists are Magical, Adamantine, Cold Iron, and Silver weapons for overcoming resistances.
Immunity to: Poison, Disease, Charm, Fear
Teleport 30ft instead of normal move.
Advantage on Save vs. Magic.
Feats:
Charge: As an action move and attack
Fast Movement: Speed +10 (included)
Iron Hide: -1 Bludgeoning, Piercing and Slashing Damage
Called Shot: Gains Disarm manoeuvre. Other dumb stuff about shooting dudes.
Background - Strongman (Travels towns performing daring feats of strength, or pretending to)
Noted Performer - Free room and board as long as he puts on a show. Skills (Bluff, Heal, Perform, Survival)
Skills (Skill Dice: 1d10):
Listen
Spot
Heal
Bluff
Perform
Survival
Equipment:
Darts * 20
Dagger
10ft. Pole
Winter Blanket
Bedroll
Traveller's Clothes
Adventurer's Kit
Waterflask (Ale)
Belt Pouch * 2 (reskin as pair of bandoleers for Darts)
Iron Pot
Piton * 2
Basic Hammer
Spade
Oil Flask * 10
Artisan's Tools (For making new darts)
Potion of Healing * 2 Spider Man Boots Ring of Protection (+1 to Saving Throws, AC bonus included above)
Gold: 24.8
Can potentially move 140ft in one round, walking on water, and still punch a dude in the face at the end of it by combining Charge and Step of the Wind. That's just over half as fast as Usain Bolt.
Chrysis on
Tri-Optimum reminds you that there are only one-hundred-sixty-three shopping days until Christmas. Just 1 extra work cycle twice a week will give you the spending money you need to make this holiday a very special one.
I have finished watching Breaking Dawn Part 2, gone home, opened up Excel, and made my computer do math for me. According to my calculations, assuming nothing but average encounters for every level, and taking the suggested "middle of the road" treasure rewards, you should each have 11,712 gp and 5 sp. So that's what you each have.
Now, add your starting gold to that, then you MUST purchase everything you have that isn't given to you for free by some element of your character (do backgrounds or whatever still do that? I haven't looked).
The DM Guidelines do indeed say that magic items are not assumed as part of your rewards, but having no magic items is dumb because this is D&D and D&D has magic items. So I will be referring to the included guidelines in the Magic Items PDF to give you magic items.
This process replaces math with rolling. Again assuming nothing but average encounters, that's 140 encounters that you've been through to get to level 14. After consulting the Average Encounter table and rolling roughly 300 times, fate has determine that you have received 139 Common items, 27 Uncommon items, 4 Rare items, 2 Very Rare items, and 2 Legendary items.
But I'm not done! No, that would be too kind. Now I have to figure out what specific items to give you. I'll start with the common items, because there's only two kinds. At 139 items, I think we would probably approach an even distribution between 1 and 2, so I'm going to save myself an aneurism and split them 50/50, giving you 70 Potions of Healing and 69 Potions of Climbing. I'm further going to assume that you had to use some of those during the last 140 encounters (and their surrounding adventures). Given how deadly an Average encounter can be, I'm going to say you used 90% of your Potions of Healing, leaving you with 7. Climbing is probably less of a thing, but what the hell, let's say you used 60% of those, leaving you with 27.
Now, moving on to Uncommon. This gets trickier. Uncommon items are more varied, with 23 options to choose from. Four of those options are types of +1 Armor though, and +1 Armor has its own random distribution table. But that doesn't make any sense, since you've already determined rarity before determining what kind of item you're giving out. So I'm just going to include those four items in the larger list (their distribution spreads on the +1 Armor Table are close enough to each other anyway).
Okay, so 27 more rolls. The results are (1) +1 Studded Leather, (2) +1 Chainmail, (2) Glamoured Studded Leather, (1) +1 Weapon, (1) Mace of Disruption, (1) Wand of Enemy Detection, (5) Wand of Magic Missile, (2) Potion of Poison, (1) Ring of Water Walking, (1) Spell Scroll, (1) Bag of Holding, (2) Boots of Elvenkind, (3) Dust of Dryness, (1) Pearl of Power, (3) Slippers of Spider Climbing. A few more rolls helps me determine that the Spell Scroll is a Scroll of Mass Invisibility, and the +1 Weapon is a +1 Dagger.
Only 4 Rare items to get through. Out of the 32 options available, the dice have given you (2) Arrow of Dragon Slaying, (1) Ring of Protection, (1) Boots of Speed.
Out of the 19 available Very Rare items, the two you get are (1) Potion of Flying, (1) Ring of the Ram.
Finally we come to Legendary, which has 8 options. Of those, you get (1) Vorpal Sword, (1) Cloak of Invisibility. And now I am officially done handing out magic items.
So to sum up, your exploits (and nearly 400 dice rolls) have earned you:
-11712.5 gp EACH
-7 Potions of Healing
-27 Potions of Climbing
-1 suit of +1 Studded Leather
-2 suits of +1 Chainmail
-2 suits of Glamoured Studded Leather
-1 +1 Dagger
-1 Mace of Disruption
-1 Wand of Enemy Detection
-5 Wands of Magic Missile
-2 Potions of Poison
-1 Ring of Water Walking
-1 Scroll of Mass Invisibility
-1 Bag of Holding (thank the gods for that, huh?)
-2 pairs of Boots of Elvenkind
-3 helpings of Dust of Dryness
-1 Pearl of Power
-3 pairs of Slippers of Spider Climbing
-2 Arrows of Dragon Slaying (yes, these are individual arrows)
-1 Ring of Protection
-1 pair of Boots of Speed
-1 Potion of Flying
-1 Ring of the Ram
-1 Vorpal Sword
-1 Cloak of Invisibility
The magical items are for the party as a whole right? So now there's a big argument over who gets what?
Tri-Optimum reminds you that there are only one-hundred-sixty-three shopping days until Christmas. Just 1 extra work cycle twice a week will give you the spending money you need to make this holiday a very special one.
Mithril Plate,
Shield,
Silver Longsword,
Hand Crossbow,
20 Silver Crossbow bolts,
Adventurer's Kit
Lucky Charm (Cat's Eye marble)
Souvenir-Silvered Orcish Hand Axe
Rank Insignia
Traveler's Clothes
Bone Dice Potion of Healing
Ring of the Ram
Boots of Elvenkind
Vorpal Sword (if no one else wants it)
5312.5 gold
Unfortunately, last night quickly became this morning instead. If anyone has problems with the items I picked, please say so. I just grabbed two that seemed appropriate and the Vorpal Sword because that's iconic.
Guys, I might have to step back from this a bit. Things have gotten quite hectic over here and I'm finding myself stretched thin re: my commitments on the boards. Sorry.
If there's someone else who hasn't played yet and wants to, I'll gladly step out for 'em, but if you need another let me know, I can whip up a character pretty quickly this evening--I spend the first four hours of my shift sitting in a trailer playing video games.
If my role play is hindered by rolling to play, then I'd prefer the rolls play right, instead of steam-rolling play-night.
0
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
Guys, I might have to step back from this a bit. Things have gotten quite hectic over here and I'm finding myself stretched thin re: my commitments on the boards. Sorry.
Totally understandable. I would rather have you spend your limited PbP time on Harmless anyway.
AnialosCollies are love, Collies are life!Shadowbrook ColliesRegistered Userregular
edited December 2012
Well, looks like I'm redoing my shopping list. Anyone particularly attached to any of the boots? I'd like either the Boots of Speed or one of the Boots of Elvenkind.
The arrows and Ring of Water Walking would be next on my list if nobody cares.
Edit: I'll put the arrows and Boots of Speed in my inventory for now.
Anialos on
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AnialosCollies are love, Collies are life!Shadowbrook ColliesRegistered Userregular
@Denada, since we're rolling in dough, can we buy magic items? I know the material says a market for them may not exist =p.
If this were 4E I would say yes, because there are rules for that. But this is 5E, so magic items are so rare that no one would want them or even know how to value them properly even though the Magic Items PDF gives a handy table for properly valuing them.
oxybeEntei is appaled and disappointed in youRegistered Userregular
i guess i'll grab a pair of spider climb flip-flops and a baggie of dust 'o dryness. i'll leave the armor, weapons & stealthy stuff for people who need it becuse XI RHOX THE FISTICATOR CARES NOT FOR THE WAYS OF THE COWARD! HE NEEDS NOT THE TRICKERY AND DECEIT OF LESSER MEN! HE SHALL FACE ALL CHALLENGES HEAD ON WITH RIGHTEOUS ZEAL AND FISTICATION! GYEAH!
you can read my collected ravings at oxybesothertumbr.tumblr.com
Apropos of nothing, is it normal for a manly fisticator like Rhox to be able to drag/lift 900lbs?
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Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
edited December 2012
I'm thinking, cloak of invisibility, +1 dagger, one set of spider slippers, and all of the dust of dryness.
Then I'm spending half my money on a mithril shirt, because screw medium armor.
And then wonder what to spend the other half on because while the game seems dedicated to wrapping itself in old-school trappings it doesn't have rules for employing an army of hirelings.
Also poison is fucking terrible. 100gp for a single application that adds 1d4 damage to a weapon on a failed save for roughly the space of an encounter, what?
Guys, I might have to step back from this a bit. Things have gotten quite hectic over here and I'm finding myself stretched thin re: my commitments on the boards. Sorry.
Totally understandable. I would rather have you spend your limited PbP time on Harmless anyway.
Roger that. I guess Ibilid will take a pair of Spider Climb boots and the Ring of Protection. Otherwise I'm not seeing a whole lot that a punchy monk can make use of. Except Potions of Healing. I think we'll be needing a few of those.
Tri-Optimum reminds you that there are only one-hundred-sixty-three shopping days until Christmas. Just 1 extra work cycle twice a week will give you the spending money you need to make this holiday a very special one.
0
Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
AnialosCollies are love, Collies are life!Shadowbrook ColliesRegistered Userregular
Oh, well I better drop some stuff before I'm encumbered then XD. Boo.
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oxybeEntei is appaled and disappointed in youRegistered Userregular
i'm saying we take the bag of holding and fill it with 500 pots of healing.
that will cost about a little over 2 shares of the gold the party has. i'm willing to throw 11700 of my share for 234 potions of healing.
just find ourselves an alchemist, lawfully chain him up in a basement and throw ingredients at 'im until we have enough potions to drown an elephant four times over.
you can read my collected ravings at oxybesothertumbr.tumblr.com
i'm saying we take the bag of holding and fill it with 500 pots of healing.
that will cost about a little over 2 shares of the gold the party has. i'm willing to throw 11700 of my share for 234 potions of healing.
just find ourselves an alchemist, lawfully chain him up in a basement and throw ingredients at 'im until we have enough potions to drown an elephant four times over.
I'm down with this plan. You can include Ibilid's share in that as well. That's 468 Healing Pots.
Tri-Optimum reminds you that there are only one-hundred-sixty-three shopping days until Christmas. Just 1 extra work cycle twice a week will give you the spending money you need to make this holiday a very special one.
I'm thinking, cloak of invisibility, +1 dagger, one set of spider slippers, and all of the dust of dryness.
Then I'm spending half my money on a mithril shirt, because screw medium armor.
And then wonder what to spend the other half on because while the game seems dedicated to wrapping itself in old-school trappings it doesn't have rules for employing an army of hirelings.
Also poison is fucking terrible. 100gp for a single application that adds 1d4 damage to a weapon on a failed save for roughly the space of an encounter, what?
Flasks of oil. 1 silver piece each and so many uses.
btw: I'm going to post a 14 level version of Archibald II today or tomorrow to fill the ranks when needed.
I'm thinking, cloak of invisibility, +1 dagger, one set of spider slippers, and all of the dust of dryness.
Then I'm spending half my money on a mithril shirt, because screw medium armor.
And then wonder what to spend the other half on because while the game seems dedicated to wrapping itself in old-school trappings it doesn't have rules for employing an army of hirelings.
Also poison is fucking terrible. 100gp for a single application that adds 1d4 damage to a weapon on a failed save for roughly the space of an encounter, what?
Flasks of oil. 1 silver piece each and so many uses.
btw: I'm going to post a 14 level version of Archibald II today or tomorrow to fill the ranks when needed.
I guess we could buy something like 200,000 flasks of oil, and then when we find the cave of the mud wizard just pour them all in and throw a match.
Tri-Optimum reminds you that there are only one-hundred-sixty-three shopping days until Christmas. Just 1 extra work cycle twice a week will give you the spending money you need to make this holiday a very special one.
0
oxybeEntei is appaled and disappointed in youRegistered Userregular
huh... i guess i shouldn't drown that elephant with pots, we might want him carrying our oil, huh?
you can read my collected ravings at oxybesothertumbr.tumblr.com
-Weather Badge
0
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
Do they have hirelings or statted guard dogs out of curiosity? With bounded accuracy and a lot of them....
Posts
thanks. i figured that since we are doing a real serious playtest i should have a real serious PC portrait so i whipped one up.
12.5 gp per level?
after all, isn't 5th ed supposed be playable without any magic dewdads?
Stats (pointbuy)
Str 12 +1 (12 base)
Dex 20 +5 (15 base + 1 wood elf +1 fighter + 3 level)
Con 16 +3(13 base+ 3 level)
Int 10 +0 (10 base)
Wis 14 +2 (14 base)
Cha 8 -1 (8 base)
AC: 18
HP: 130
Dice: 14d10
Speed: 35ft
Init: +5
Weapons:
Longbow- +9, 1d10+20+(6d6) piercing, missile 150/600 two-handed
Shortsword- +9, 1d6+20+(6d6) piercing, finesse/light
RACIAL FEATURES
Read/Speak Common and Elven
CLASS FEATURES
Weapon Profs : All simple and Martial
Martial Damage Dice: 6d6
Martial Damage Bonus: +15
Combat Expertise:
Weapon attack bonus- +4 to hit
Fighting Style- Marksman
Parry- spend martial dice to reduce damage when using melee
Combat Surge- 2/day, action point, martial damage die x2
MANEUVERS AND WHATNOT
Precise Shot- spend 1 die to ignore half cover, 2 for ¾
Spring attack- spend 1 die to move extra 10 feet sans OoA after attack
Composed attack- spend 1 die to add it to lower result when suffering disadvantage, 2 to cancel disadvantage
Volley- spend 1 die per extra target to make multiple ranged attacks in 10ft radius, 1 attack roll, separate damage
Rapid Shot- spend 1 die to make two attacks, creatures within 10ft
Opportunist- spend martial die to add highest result to attack roll on OoA
Disarm- can use at range, spend 1 die to knock item out of one hand, 2 out of two
BACKGROUND
skills : Climb, Survival, Swim, Track.
trait : Wanderer
SPECIALTY
Sniper- gain advantage by sacrificing Dex mod damage
Martial Training()
Weapon Focus- gives martial dice brutal 2
Called Shot- use one round to prepare, if still see target hit becomes crit
SKILLS
Spot, Listen, Climb, Survival, Swim, Track.
EQUIPMENT
From Fighting Style: (48lbs)
Short sword 3lbs,
Longbow 3lbs,
20 arrows 3lbs,
adventurer’s kit 38lbs,
From Guide: (40g 8sp, 19lbs)
Backpack 2lbs,
Bedroll 5lbs,
tinderbox 1lbs,
traveler’s clothes 4lbs,
waterskin 4lbs,
winter blanket 3lbs,
Additional Purchases: (6197gp, 50lbs)
80 arrows 12lbs 4g,
Fishing Tackle 4lbs 1g,
4lbs 2g,
Potion of Healing x3 3lbs 150g,
150ft Silk Rope 15lbs 30g,
Mithral Shirt 10lbs 5000g,
Spyglass 1lbs 1000g,
Magnifying Glass 1lbs 100g,
Arrow of Dragonslayingx2,
Boots of Speed,
Carrying 117lbs/120lbs
5371gp, 2sp remaining
LN Human Rogue
AC: 18
Att:+4
Damage bonus: 15
HP: 93
speed 30ft
Init: +9/10
Attacks:
MW Katana: +10 1d10+20 slashing
MW Longbow: +9 1d8+20 piercing 150/600
Crysknife +10 1d4+21 piercing 30/120
Trained Skills
Disable Device
Disguise
Gather RUmors
Sneak
Survival
Swim
Track
Racial Features
common
Class Features
Light armor, Medium armor, Simple weapons,
hand crossbow, light crossbow, longbow, long
sword, rapier, short sword. Martial Weapons + shields.
MDD: 6d6
SD: 1d10
Combat Expertise: add dice to damage, +15 MDB
Skill Mastery: roll two skill die, take highest
Rogue Scheme: Assassin
Assassinate: Attack against unaware opponent, maximize damage roll, make save (DC15) or damage
is doubled
Skill Tricks
Uncanny Dodge: add skill die to dex saving throws
Evasion: When making dex saving throws, half damage from a failure, no damage on success.
Ace In the Hole 2/day:
SKILL TRICKS
-Read Lips (2nd) int check to read lips
-Vanish (5th) use skill die to move up to speed when hiding
-Poison Use (7th) add skill die result to save DC of applied poison
-Master Linguist (10th): use skill die to understand basics of creature language DC (15-monster
int mod)
Background
Trait: wanderer
blah blah can find food and water and recall terrain etc.
Specialization
1: Improved Init
3: First Strike
6: Ambush
9: Covert Strike
Equipment
Sinister Waterborne Abyssal Crysknife + 1
Cloak of Invisibility
Slippers of Spider Climb
2x pellets of water.
1x Dust of Dryness
Katana
Shortbow+20 arrows
Thieves Tools
Adventurer's Kit
Caltrops
Climber's Kit
6x potion of healing
backpack
5x spyglasses
81pp
4.5gp
Name: The Great Ibilild, Suplexer Supreme.
Race: Human
Class: Monk
Alignment: Lawful Good
Hit Points: 87
Hit Dice: 14d8
AC: 20
Speed: 40 ft.
Melee: +9 to-hit, 1d6+5 Bludgeoning damage (Burly Fists)
Melee: +9 to-hit, 1d4+5 Piercing damage (Puny Dagger)
Ranged: +9 to-hit, 1d4+5 Piercing damage (Pointy Darts)
Abilities:
Dexterity- 20 (+5)
Constitution- 12 (+1)
Intelligence- 9 (-1)
Wisdom- 18 (+4)
Charisma- 10 (+0)
Racial Features:
Class Features:
Ki - 5 Uses/day, DC: 18
Path of Mercy: Stunning Strike, Wholeness of Body, Heart-Stopping Strike
Maneuvers- Flurry of Blows, Step of the Wind, Bull Rush, Trip, Deflect Missiles, Disarm
Mindful Defense (AC = 10 + Dex + Wis when unarmoured)
Monastic Training (Spot, Listen)
Way of the Fist, in addition fists are Magical, Adamantine, Cold Iron, and Silver weapons for overcoming resistances.
Immunity to: Poison, Disease, Charm, Fear
Teleport 30ft instead of normal move.
Advantage on Save vs. Magic.
Feats:
Fast Movement: Speed +10 (included)
Iron Hide: -1 Bludgeoning, Piercing and Slashing Damage
Called Shot: Gains Disarm manoeuvre. Other dumb stuff about shooting dudes.
Background - Strongman (Travels towns performing daring feats of strength, or pretending to)
Skills (Skill Dice: 1d10):
Spot
Heal
Bluff
Perform
Survival
Equipment:
Dagger
10ft. Pole
Winter Blanket
Bedroll
Traveller's Clothes
Adventurer's Kit
Waterflask (Ale)
Belt Pouch * 2 (reskin as pair of bandoleers for Darts)
Iron Pot
Piton * 2
Basic Hammer
Spade
Oil Flask * 10
Artisan's Tools (For making new darts)
Potion of Healing * 2
Spider Man Boots
Ring of Protection (+1 to Saving Throws, AC bonus included above)
Gold: 24.8
Can potentially move 140ft in one round, walking on water, and still punch a dude in the face at the end of it by combining Charge and Step of the Wind. That's just over half as fast as Usain Bolt.
Now, add your starting gold to that, then you MUST purchase everything you have that isn't given to you for free by some element of your character (do backgrounds or whatever still do that? I haven't looked).
The DM Guidelines do indeed say that magic items are not assumed as part of your rewards, but having no magic items is dumb because this is D&D and D&D has magic items. So I will be referring to the included guidelines in the Magic Items PDF to give you magic items.
This process replaces math with rolling. Again assuming nothing but average encounters, that's 140 encounters that you've been through to get to level 14. After consulting the Average Encounter table and rolling roughly 300 times, fate has determine that you have received 139 Common items, 27 Uncommon items, 4 Rare items, 2 Very Rare items, and 2 Legendary items.
But I'm not done! No, that would be too kind. Now I have to figure out what specific items to give you. I'll start with the common items, because there's only two kinds. At 139 items, I think we would probably approach an even distribution between 1 and 2, so I'm going to save myself an aneurism and split them 50/50, giving you 70 Potions of Healing and 69 Potions of Climbing. I'm further going to assume that you had to use some of those during the last 140 encounters (and their surrounding adventures). Given how deadly an Average encounter can be, I'm going to say you used 90% of your Potions of Healing, leaving you with 7. Climbing is probably less of a thing, but what the hell, let's say you used 60% of those, leaving you with 27.
Now, moving on to Uncommon. This gets trickier. Uncommon items are more varied, with 23 options to choose from. Four of those options are types of +1 Armor though, and +1 Armor has its own random distribution table. But that doesn't make any sense, since you've already determined rarity before determining what kind of item you're giving out. So I'm just going to include those four items in the larger list (their distribution spreads on the +1 Armor Table are close enough to each other anyway).
Okay, so 27 more rolls. The results are (1) +1 Studded Leather, (2) +1 Chainmail, (2) Glamoured Studded Leather, (1) +1 Weapon, (1) Mace of Disruption, (1) Wand of Enemy Detection, (5) Wand of Magic Missile, (2) Potion of Poison, (1) Ring of Water Walking, (1) Spell Scroll, (1) Bag of Holding, (2) Boots of Elvenkind, (3) Dust of Dryness, (1) Pearl of Power, (3) Slippers of Spider Climbing. A few more rolls helps me determine that the Spell Scroll is a Scroll of Mass Invisibility, and the +1 Weapon is a +1 Dagger.
Only 4 Rare items to get through. Out of the 32 options available, the dice have given you (2) Arrow of Dragon Slaying, (1) Ring of Protection, (1) Boots of Speed.
Out of the 19 available Very Rare items, the two you get are (1) Potion of Flying, (1) Ring of the Ram.
Finally we come to Legendary, which has 8 options. Of those, you get (1) Vorpal Sword, (1) Cloak of Invisibility. And now I am officially done handing out magic items.
So to sum up, your exploits (and nearly 400 dice rolls) have earned you:
-11712.5 gp EACH
-7 Potions of Healing
-27 Potions of Climbing
-1 suit of +1 Studded Leather
-2 suits of +1 Chainmail
-2 suits of Glamoured Studded Leather
-1 +1 Dagger
-1 Mace of Disruption
-1 Wand of Enemy Detection
-5 Wands of Magic Missile
-2 Potions of Poison
-1 Ring of Water Walking
-1 Scroll of Mass Invisibility
-1 Bag of Holding (thank the gods for that, huh?)
-2 pairs of Boots of Elvenkind
-3 helpings of Dust of Dryness
-1 Pearl of Power
-3 pairs of Slippers of Spider Climbing
-2 Arrows of Dragon Slaying (yes, these are individual arrows)
-1 Ring of Protection
-1 pair of Boots of Speed
-1 Potion of Flying
-1 Ring of the Ram
-1 Vorpal Sword
-1 Cloak of Invisibility
I just wish I had another pair of spider climb shoes so my pet giant spider would have a full set.
Race: High Elf
Class: Fighter
Alignment: Chaotic Good
Hit Points: 129 (14d10 Hit Die)
AC: 19
Melee: +8 to-hit, 1d10+4 damage (Longsword); +11 to hit, 1d8+7 damage (Vorpal Sword)
Ranged: +8 to-hit, 1d4+4 damage (Hand Axe)
Abilities:
Dexterity- 10
Constitution- 17
Intelligence- 14
Wisdom- 12
Charisma- 8
Racial Features:
Low-Light Vision
Elf Weapon Training
Keen Senses
Free Spirit
Trance
Cantrip- Read Magic
Class Features:
Martial Damage Bonus- 15
Fighting Style- Protector
Maneuvers- Protect, Parry, Composed Attack, Disarm, Glancing Blow, and Opportunist
Combat Surge- 2/day
Defender:
Hold the Line
Combat Reflexes
Combat Superiority
Soldier:
Skills:
Listen
Spot
Heal
Intimidate
Knowledge (Warfare)
Survival
Equipment:
Shield,
Silver Longsword,
Hand Crossbow,
20 Silver Crossbow bolts,
Adventurer's Kit
Lucky Charm (Cat's Eye marble)
Souvenir-Silvered Orcish Hand Axe
Rank Insignia
Traveler's Clothes
Bone Dice
Potion of Healing
Ring of the Ram
Boots of Elvenkind
Vorpal Sword (if no one else wants it)
5312.5 gold
Experience:
If there's someone else who hasn't played yet and wants to, I'll gladly step out for 'em, but if you need another let me know, I can whip up a character pretty quickly this evening--I spend the first four hours of my shift sitting in a trailer playing video games.
Game becomes Dark Souls, where you need to recover your equipment. On the second failure, you start entirely naked and back at level 1!
Totally understandable. I would rather have you spend your limited PbP time on Harmless anyway.
@Chrysis, you're in.
The arrows and Ring of Water Walking would be next on my list if nobody cares.
Edit: I'll put the arrows and Boots of Speed in my inventory for now.
Then I'm spending half my money on a mithril shirt, because screw medium armor.
And then wonder what to spend the other half on because while the game seems dedicated to wrapping itself in old-school trappings it doesn't have rules for employing an army of hirelings.
Also poison is fucking terrible. 100gp for a single application that adds 1d4 damage to a weapon on a failed save for roughly the space of an encounter, what?
Thanks Denada. I'll still be reading over our collective shoulders with interest.
looking at the "how to play" document, page 4, STRENGTH.
to determine how many pounds you can carry unencumbered, multiply your Strength score by 10: 160lbs.
lift & drag weight:to determine this weight, multiply your unencumbered carrying capacity by 5.
so it seems i flubbed and wrote down 900lbs when it should be 800lbs.
my bad.
that will cost about a little over 2 shares of the gold the party has. i'm willing to throw 11700 of my share for 234 potions of healing.
just find ourselves an alchemist, lawfully chain him up in a basement and throw ingredients at 'im until we have enough potions to drown an elephant four times over.
I'm down with this plan. You can include Ibilid's share in that as well. That's 468 Healing Pots.
Flasks of oil. 1 silver piece each and so many uses.
btw: I'm going to post a 14 level version of Archibald II today or tomorrow to fill the ranks when needed.
I guess we could buy something like 200,000 flasks of oil, and then when we find the cave of the mud wizard just pour them all in and throw a match.