Hi, I'm Bo and I'm looking for some players for a PBP game on these forums.
Expectations for this game and the players I recruit:
Players should be on the forum 2-5 times a day to keep things progressing.
Players that have not posted in 3 days without letting me know they will be away may be replaced or the story will move on without them.
This game should span for a while, I'm hoping to still be playing as Beta Phase 3 is released.
I'm a rule of cool GM, and I'm not going to use point buy systems, but I expect honesty. If I suspect you are lying about your roles please don't get offended if I ask.
I enjoy roleplay, and I would like players who enjoy this similarly. People that wish to play should be excited by low roles because that means a fun rp story.
Don't be rude to myself or each other. If I find you being offensive I reserve the right to ask you to leave my game. Homo/transphobia, racism, sexism etc is unacceptable here.
I will only be taking up to 6 players for now. Please don't be offended if I turn you away.
Now, if you're still with me through the boring stuff...
Welcome to the Isles. A land in the material plane that was long ago broken to pieces when the gods locked the demons and devils in their planes.
Things of note:
There is a race in this land known as the Horne. These people look like humans, but have horns (of differing shapes and sizes) protruding from their heads. They can transform into their 'blood animal', something that is in their DNA. They have 9 Elders, all of Dragon Blood. 20 years ago in a war between the Elves and the Horne, these elders were slain. This race is playable. (Playable stats are dependent on blood animal)
Playable races and classes: Anything from the PHB and Volo's Guide to Monsters. Anything written by Matthew Mercer is acceptable, and Unearthed Arcana and specific adventures are up for discussion.
I do use some homebrew rules. These include: nat 20s/1s are auto successes/fails. Drinking a potion yourself is a bonus action, not a full action. I may only ask you to make a skill check if you are proficient or if it makes sense.
Plot Hook: A famine has persisted for two weeks now, and despite all the resources people have put into stopping it and researching its origins, no progress has been made. The trade capital of the Isles has been hit hardest, and the leader of the city has called for help. Anyone that figures out the origins of this famine will be handsomely rewarded. For whatever reason, you have taken up the call. You have been sent to a nearby village that is suffering to deliver food and begin investigations with a few other people. Things quickly start going wrong.
Character submission template:
Name&Class
HP AC Speed Initiative Perception Prof. Bonus Inspiration[ ]
WEAPONS
STR DEX CON INT WIS CHA (Saving Throws:)
Skills
Features and Traits
Proficiencies and Languages
Equipment
Background and Characteristics
Spells
I look forward to starting with you guys!
Rollback Post to RevisionRollBack
If you love a character, you give them pain, ruin their lives, make them suffer. Maybe even throw in a heroic death.
Sweet! I might make a travelling potion salesman who is getting fed up with people not being able to afford anything he makes. Either that, or a rogue/bard snake oil salesman with the same issue.
Mystic? Is that available to play? I would love to play test one... :)
Rollback Post to RevisionRollBack
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I will allow it, but I have heard it's over powered in some ways. I do trust you however Gmoat.
Thanks, homie! It's nice to be trusted... And it's been like 50/50 for what I've been hearing...if it becomes too much I have no problem retiring a character and making a new one. At least we will be able to tell for ourselves! :) Okay, I'll have my character posted within the hour. I have some work to do...lol (I really don't do much here that's why I am on here so much haha)
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
What are the stats of the blood animals you can play, I am wondering if there is one that would help with intelligence please. I am really looking forward to playing.
Mind Thrust +5 1d10 (Talent: Mind Thrust Psionic Talent As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).)
STR: 10 DEX: 12 CON: 15 INT: 17 WIS: 12 CHA: 9 (Saving Throws: INT 5 & WIS 3)
Skills:
Arcana: 5 (Mystic)
History: 5 (Mystic)
Investigation: 5 (Awakened)
Religion: 5 (Acolyte)
Insight: 3 (Acolyte)
Perception: 3 (Awakened)
Features and Traits:
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Artificer's Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Tinker: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
Psionics: As a student of psionics, you can master and use psionic talents and disciplines. Psionics is a special form of magic use, distinct from spellcasting.
Mystic Order: -Order of the Awakened- Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.
Proficiencies:
Light armor, simple weapons, and tinker's tools.
Languages:
Common, Gnome, Dwarven and Elven. (The last two are from Order of the Awakened.)
Equipment:
Spear, studded leather armor, calming crystal (holy symbol), a mask (half white, half black with no features except for eye hole and a mouth hole), a set of common clothes, 5 incenses, a meditation book (prayer book), vestments (meditation rug) and a pouch containing 15gp
Background and Characteristics:
Acolyte-
Personality Traits: Nothing can shake Glitch's optimistic attitude. Especially when he is quoting proverbs of the Third Eye, which he does in almost every situation.
Ideals: Glitch believes that to bring about the change you must be the force behind it. "Be the change you want to see." is more than a motto to him, it's his way of life. He wants the world to embrace freedom, liberty, and peace.
Bonds: There is a lost crystal, one connected to the Third Eye. He will give his life to make sure this is recovered and placed in the proper hands. So that the spirit realm may one day again find peace.
Flaws: Not to be without faults, Glitch is quick to judge others by their actions. And he is of the mind to speak up when he sees a perceived transgression. Though he is quick to judge others he is not without that consequence. For he judges himself harsher than he does any other creature. He feels flawed in a world where flaws can mean death, he is not self-aware enough to realize the harm that he brings to himself for holding himself accountable.
Mystic Quirks: (I don't know where else to put these...lol) Glitch has a friend that he speaks with, one that helps guide him through every decision he makes. Its name is Gloss, an entity that no one but Glitch can see and perceive. Some even say that the gnome is mad, but Glitch begs to differ. Just because others can't see gloss doesn't mean her reasoning ain't sound. If not sometimes foolhardy.
Glitch also wears a mask at all times. He is afraid he will be recognized and when that happens where will he run? He knows that the powers he has should be feared, yet he knows that it should also be respected. Just like magic. If his face is known then he can be found. If he can be found he can be used. If he can be used...the mask protects him from the outside world.
Psionic: Talents 1 Disciplines 1+2 (from Order of Awakened)=3 Psi Points 4 Psi Limit 2
Mantle of Command (Avatar Discipline)
You exert an aura of trust and authority, enhancing the coordination among your allies.
Psychic Focus. While focused on this discipline, when you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn’t be incapacitated.
Coordinated Movement (2 psi). As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.
Commander’s Sight (2 psi; conc., 1 rnd.). As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target
Aura Sight Awakened Discipline
You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature. Psychic Focus. While focused on this discipline, you have
Psychic Focus. While focused on this discipline, you have advantage on Wisdom (Insight) checks.
Assess Foe (2 psi). As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.
Read Moods (2 psi). As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.
Telepathic Contact Awakened Discipline
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.
Psychic Focus. While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.
Exacting Query (2 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
Occluded Mind (2 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
If I missed anything or if you need clarification, let me know :) I am pretty happy with this build...it took me the better part of the past hour and a half to build him and transfer to this thread. lol
Rollback Post to RevisionRollBack
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
What are the stats of the blood animals you can play, I am wondering if there is one that would help with intelligence please. I am really looking forward to playing.
You can play a large number of blood animals, so I won't write them all down. If you want something that will help with intelligence...
Cats +1 int +2 Dex
Crows +2 int +1 Cha
Dolphins +2 Int +1 Cha
Racoon +2 Int +1 Dex
Owls +2 Int +1 Wis
If you have any ideas that would be logical let me know.
Rollback Post to RevisionRollBack
If you love a character, you give them pain, ruin their lives, make them suffer. Maybe even throw in a heroic death.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I'm planning on rolling stats, what would you like? 3d6? 4d6 drop the lowest? 2d6+6? I want to do what you'd prefer, and that goes doubly for rolling stats..
Also, is Changeling from UA allowed? Again with the "Just putting it on the table, not necessarily using it."
Hi, I'm Bo and I'm looking for some players for a PBP game on these forums.
Expectations for this game and the players I recruit:
Now, if you're still with me through the boring stuff...
Welcome to the Isles. A land in the material plane that was long ago broken to pieces when the gods locked the demons and devils in their planes.
Things of note:
Plot Hook: A famine has persisted for two weeks now, and despite all the resources people have put into stopping it and researching its origins, no progress has been made. The trade capital of the Isles has been hit hardest, and the leader of the city has called for help. Anyone that figures out the origins of this famine will be handsomely rewarded. For whatever reason, you have taken up the call. You have been sent to a nearby village that is suffering to deliver food and begin investigations with a few other people. Things quickly start going wrong.
Character submission template:
Name&Class
HP AC Speed Initiative Perception Prof. Bonus Inspiration[ ]
WEAPONS
STR DEX CON INT WIS CHA (Saving Throws:)
Skills
Features and Traits
Proficiencies and Languages
Equipment
Background and Characteristics
Spells
I look forward to starting with you guys!
If you love a character, you give them pain, ruin their lives, make them suffer. Maybe even throw in a heroic death.
Quick question, what level are we at? And what are the stats we'd use for a horne?
Also, is the Artificer class on the table?
I knew I forgot something D=
Level 1 start.
Stats depend on what animal you choose as your blood animal (Dragon is not playable, sorry).
Artificer is on the table, go for it.
If you love a character, you give them pain, ruin their lives, make them suffer. Maybe even throw in a heroic death.
Sweet! I might make a travelling potion salesman who is getting fed up with people not being able to afford anything he makes. Either that, or a rogue/bard snake oil salesman with the same issue.
That could be a lot of fun! Whatever you decide, post the sheet here =)
If you love a character, you give them pain, ruin their lives, make them suffer. Maybe even throw in a heroic death.
Mystic? Is that available to play? I would love to play test one... :)
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I will allow it, but I have heard it's over powered in some ways. I do trust you however Gmoat.
If you love a character, you give them pain, ruin their lives, make them suffer. Maybe even throw in a heroic death.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
What are the stats of the blood animals you can play, I am wondering if there is one that would help with intelligence please. I am really looking forward to playing.
Myron Craw- Isles of Famine
Here's the link for the Mystic: https://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf
Name&Class- Morcx Glicherson "Glitch" Mystic/1 Order of the Awakened
HP: 10 AC: 13 Speed: 25 feet Initiative: 1 Perception: 3 (Passive 13) Prof. Bonus: 2 Inspiration[ 1,000,000?]
WEAPONS: Spear +2 1d6
Mind Thrust +5 1d10 (Talent: Mind Thrust Psionic Talent As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).)
STR: 10 DEX: 12 CON: 15 INT: 17 WIS: 12 CHA: 9 (Saving Throws: INT 5 & WIS 3)
Skills:
Arcana: 5 (Mystic)
History: 5 (Mystic)
Investigation: 5 (Awakened)
Religion: 5 (Acolyte)
Insight: 3 (Acolyte)
Perception: 3 (Awakened)
Features and Traits:
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Artificer's Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Tinker: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume.
The box stops playing when it reaches the song’s end or when it is closed.
Psionics: As a student of psionics, you can master and use psionic talents and disciplines. Psionics is a special form of magic use, distinct from spellcasting.
Mystic Order: -Order of the Awakened- Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.
Proficiencies:
Light armor, simple weapons, and tinker's tools.
Languages:
Common, Gnome, Dwarven and Elven. (The last two are from Order of the Awakened.)
Equipment:
Spear, studded leather armor, calming crystal (holy symbol), a mask (half white, half black with no features except for eye hole and a mouth hole), a set of common clothes, 5 incenses, a meditation book (prayer book), vestments (meditation rug) and a pouch containing 15gp
Background and Characteristics:
Acolyte-
Personality Traits: Nothing can shake Glitch's optimistic attitude. Especially when he is quoting proverbs of the Third Eye, which he does in almost every situation.
Ideals: Glitch believes that to bring about the change you must be the force behind it. "Be the change you want to see." is more than a motto to him, it's his way of life. He wants the world to embrace freedom, liberty, and peace.
Bonds: There is a lost crystal, one connected to the Third Eye. He will give his life to make sure this is recovered and placed in the proper hands. So that the spirit realm may one day again find peace.
Flaws: Not to be without faults, Glitch is quick to judge others by their actions. And he is of the mind to speak up when he sees a perceived transgression. Though he is quick to judge others he is not without that consequence. For he judges himself harsher than he does any other creature. He feels flawed in a world where flaws can mean death, he is not self-aware enough to realize the harm that he brings to himself for holding himself accountable.
Mystic Quirks: (I don't know where else to put these...lol) Glitch has a friend that he speaks with, one that helps guide him through every decision he makes. Its name is Gloss, an entity that no one but Glitch can see and perceive. Some even say that the gnome is mad, but Glitch begs to differ. Just because others can't see gloss doesn't mean her reasoning ain't sound. If not sometimes foolhardy.
Glitch also wears a mask at all times. He is afraid he will be recognized and when that happens where will he run? He knows that the powers he has should be feared, yet he knows that it should also be respected. Just like magic. If his face is known then he can be found. If he can be found he can be used. If he can be used...the mask protects him from the outside world.
Psionic: Talents 1 Disciplines 1+2 (from Order of Awakened)=3 Psi Points 4 Psi Limit 2
Mantle of Command (Avatar Discipline)
You exert an aura of trust and authority, enhancing the coordination among your allies.
Psychic Focus. While focused on this discipline, when you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn’t be incapacitated.
Coordinated Movement (2 psi). As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.
Commander’s Sight (2 psi; conc., 1 rnd.). As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target
Aura Sight Awakened Discipline
You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature. Psychic Focus. While focused on this discipline, you have
Psychic Focus. While focused on this discipline, you have advantage on Wisdom (Insight) checks.
Assess Foe (2 psi). As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.
Read Moods (2 psi). As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.
Telepathic Contact Awakened Discipline
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.
Psychic Focus. While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.
Exacting Query (2 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
Occluded Mind (2 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
If I missed anything or if you need clarification, let me know :) I am pretty happy with this build...it took me the better part of the past hour and a half to build him and transfer to this thread. lol
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
If you have any ideas that would be logical let me know.
If you love a character, you give them pain, ruin their lives, make them suffer. Maybe even throw in a heroic death.
Glitch looks good!
If you love a character, you give them pain, ruin their lives, make them suffer. Maybe even throw in a heroic death.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I'm planning on rolling stats, what would you like? 3d6? 4d6 drop the lowest? 2d6+6? I want to do what you'd prefer, and that goes doubly for rolling stats..
Also, is Changeling from UA allowed? Again with the "Just putting it on the table, not necessarily using it."
4d6 drop the lowest.
I've never had a changling in a game before... You may but keep in mind that I'm wary. Just don't absolutely abuse it and you should be good =)
If you love a character, you give them pain, ruin their lives, make them suffer. Maybe even throw in a heroic death.
nvm, i missed your post, sorry about that.
Myron Craw- Isles of Famine
I'm just going to list off the rolls here as I roll them.
3 4 4
2= 124
33 5 = 125 2
13 =106 3 6
1= 156 1
16 = 136 4 6
3= 16Well, not bad! not bad at all! I mean, not crazy good, but not bad!
If you love a character, you give them pain, ruin their lives, make them suffer. Maybe even throw in a heroic death.
If you love a character, you give them pain, ruin their lives, make them suffer. Maybe even throw in a heroic death.