Here are some updates for your characters (and I'm adding it to my starting adventure page for when we start campaigning, since I can run it again for a new group if it goes well.)
Let's make it a High Magic Campaign with double cash for 5th level - 1,500 gp, 1 uncommon & 2 common magic items to start. You use your coin to buy gear and can buy scrolls and potions (use Xanathar's for double cost of making them, since you'll have to buy them). Also, You can spend 250 gp to learn a language or a tool. Skills can not be bought this way, that is what feats, class and species/race are for.
I was asked if you guys could switch out a purchased mastiff for a wolf. Since the wolf has a better AC, Twice the Hit Dice (and twice as much hp), does nearly twice as much damage biting and Pack Tactics (Advantage attacking a creature that has another opponent), I was initially against letting you have one. But after researching I think we can go for 4 times the cost of a mastiff (100 gp or 1/2 the cost of an elephant). This is to reflect how hard it is to get a wolf and to train it vs a domesticated animal. (Thanks for the question Godofbiteme.)
We will be using alternate rule on critical hits, additional damage will be an extra MAX damage dice added to damage. Example: a longsword would do 1d8+Str Bonus + 8 hp damage on a critical. a two handed sword would be 2d6+str bonus + 12 hp damage. I believe this actually makes critical hits better, instead of potentially rolling two 1's for damage and calling that a critical hit.
A question about the critical hit rules, would the half-orcs savage attack die be counted in before or after the max damage die
The savage attack die would be factored in before the critical, so the longsword would be +16 vs +8 and the two handed sword would be +18 to critical instead +12. Same with druid half orcs savage attack and animal form carry over.
Yes, the critical rule also affects spells, so the 8d6 fireball will do normal+ 48 hp damage.
....Let's make it a High Magic Campaign with double cash for 5th level - 1,500 gp, 1 uncommon & 2 common magic items to start. You use your coin to buy gear and can buy scrolls and potions (use Xanathar's for double cost of making them, since you'll have to buy them). Also, You can spend 250 gp to learn a language or a tool. Skills can not be bought this way, that is what feats, class and species/race are for....
Ravager found the following items on the "nonmagical gear" item search:
Antitoxin, bomb, potion of healing and dynamite.
Dynamite would make jailbreaks easier.
Are these available? And are they increased price since they're on the D&DB common gear list?
I'd gotten the "Cartographer's Map Case", a common item from the "Acquisitions Inc. (AI)" supplement, cause "navigator",.as one of her common magic items.
Are AI items allowed?
It's apparently a "map case of holding" with a chance of finding shortcuts, etc. But it's empty. How does it find maps?
Also, I never saw an answer on "Book of Er-otic Fantasy" (BOEF) items. -Dropping request. See below.
Acquisitions Inc items are allowed! (I personally love AI :), haven't determined a price yet for dynamite yet (Dex 12 save 3d6 bludgeoning damage (1/2 on save) (along with the additional rules for it found here. Dynamite (Stick) - Equipment - D&D Beyond (dndbeyond.com)
If I make it like an alchemist poison, could be as much as 200 gp-1000 gp per stick... need to research it a little more.
I was researching animal costs and found a reasonable argument of using an animals xp award as gold piece cost, so a Mastiff is 25 gp, Wolf is 50 gp, Dire Wolf is 400 gp and Winter Wolf is 750 gp. This does change the cost of certain animals, like the Elephant, which now goes from 200 gp to 1,100 gp. Which makes way more sense, since they take longer to mature and train than other animals and cost a hell of a lot more to maintain.
As for Dynamite, going to make that a very rare item among the horde that can't be normally bought, but can be "bartered" (or stolen) from providers. Note: The "market" is going to almost completely random on what will be available and prices depending on availability. I'll probably randomly roll a couple dozen items available each day. Except for the basic needs, such as rations, booze, non-expensive clothing and simple weapons, everything else will probably have to requisitioned through the quartermaster and checked every morning and evening.
Are you going to have a DDB campaign? I'd like to wait to put the final touches on a character until it's in a "permanent home" as I don't have any books on here and might have to change things depending on what's available
I'm planning a DDB (D&D Beyond) campaign... I'm waiting for a response from the help desk to see about upgrading my account from a HERO to MASTER so I can share my books. I renewed for a year last februray, so got about 10 months to go... it looks like they have it set up that you need to end your Hero account 1st before the MASTER kicks in and that you need helpdesk to refund you before you should do that. IT sucks for people who don't have everything. I should have that taken care of before we start in a week or so.
I was researching animal costs and found a reasonable argument of using an animals xp award as gold piece cost, so a Mastiff is 25 gp, Wolf is 50 gp, Dire Wolf is 400 gp and Winter Wolf is 750 gp. This does change the cost of certain animals, like the Elephant, which now goes from 200 gp to 1,100 gp. Which makes way more sense, since they take longer to mature and train than other animals and cost a hell of a lot more to maintain.
As for Dynamite, going to make that a very rare item among the horde that can't be normally bought, but can be "bartered" (or stolen) from providers. Note: The "market" is going to almost completely random on what will be available and prices depending on availability. I'll probably randomly roll a couple dozen items available each day. Except for the basic needs, such as rations, booze, non-expensive clothing and simple weapons, everything else will probably have to requisitioned through the quartermaster and checked every morning and evening.
As long as there's the option of using stolen dynamite in the backstory, if that's how the gang broke out of prison, I'm good without dynamite as an item.
Can she keep the antitoxin, bomb (3d6 fire & dex save 12) and potion of healing she already bought on D&DB (or get her money back)?
Are common navigation maps available for her mapcase? How much?
Dropping the BOEF. The item costs way too much to be common.
So: Uncommon item - Periapt of Health. Common - Cartographer's map case. Common - Spyglass of Clairvoyance.
Gear includes: Arcane focus (shaped like a fire-arm), healing potion, antitoxin, bomb (unless not allowed or too expensive)
The "market" is for when you arrive to the staging area, you can assume normal prices for everything before you arrived to equip your character. As for the dynamite, it's one of the items that doesn't have an official price listed anywhere, so I decided to make it unavailable for pre-adventure purchase but have it available through other means during the game.
Let's use 1st level max hp and then you can roll the die for each level the in the forum chat (When I finally post the new thread) with a default to the average hp if you don't like the total.
Let's use 1st level max hp and then you can roll the die for each level the in the forum chat (When I finally post the new thread) with a default to the average hp if you don't like the total.
Sounds good I think he's set for the average right now
I was wrong now I'm 2 levels of ranger 3 barbarian will probably take beast master at 7th level and use the 4th level of barbarian to get a feat and would like my allies help me determine whether or not I want to go path of the Bear or path of the Wolf for my Barbarian subclass wolf would and give advantage to you guys and match me thematically but bear would give me the resistances
I was wrong now I'm 2 levels of ranger 3 barbarian will probably take beast master at 7th level and use the 4th level of barbarian to get a feat and would like my allies help me determine whether or not I want to go path of the Bear or path of the Wolf for my Barbarian subclass wolf would and give advantage to you guys and match me thematically but bear would give me the resistances
I think most of the party are casters, so 'advantage on melee attacks against creatures within 5 feet of you' probably wouldn't be relevant to most of us unless we're planning to use a lot of summoned creatures.
Rollback Post to RevisionRollBack
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
A buckler is a small metal shield held in a fist grip. As it is not strapped, it can be donned or doffed as easily as drawing or stowing a weapon. Wielding a buckler increases your Armor Class by 1. You can benefit from only one shield at a time.
If you are proficient with light armor and with the rapier, then you can wield this buckler with proficiency even if you are not otherwise proficient with shields.
(This is a homebrew rule i found and like, so will be adding it)
This is what I have so far for the set up.. posting, please let me know what else I can add to the list!
Options to be activated on the "" page of your character creation:
Magic: The Gathering content
Eberron Content
Optional Features: both Optional Class Features and Customize Your Origin active
Feats
Multiclass Requirements
Show leveled scales spells
Ignore coin weight toggle on
5th level use 17 16 15 14 13 12 10 for starting stats (Place where you want them), Human type used is Variant. Legacy or Mordenkainen's version of species/race can be used. Eberron Marks will NOT be used.
Let's make it a High Magic Campaign with double cash for 5th level - 1,500 gp, 1 uncommon & 2 common magic items to start. You use your coin to buy gear and can buy scrolls and potions (use Xanathar's for double cost of making them, since you'll have to buy them). Also, You can spend 250 gp to learn a language or a tool. Skills can not be bought this way, that is what feats, class and species/race are for.
For classes that can get expertise, even though it seems that only thieves tools are are the only type of tools you can get expertise in, I'm going to allow it if you want to do it for any tool.
I was researching animal costs and found a reasonable argument of using an animals xp award as gold piece cost, so a Mastiff is 25 gp, Wolf is 50 gp, Dire Wolf is 400 gp and Winter Wolf is 750 gp. This does change the cost of certain animals, like the Elephant, which now goes from 200 gp to 1,100 gp. Which makes way more sense, since they take longer to mature and train than other animals and cost a hell of a lot more to maintain.
As for Dynamite, going to make that a very rare item among the horde that can't be normally bought, but can be "bartered" (or stolen) from providers. Note: The "market" is going to almost completely random on what will be available and prices depending on availability. I'll probably randomly roll a couple dozen items available each day. Except for the basic needs, such as rations, booze, non-expensive clothing and simple weapons, everything else will probably have to requisitioned through the quartermaster and checked every morning and evening.
We will be using alternate rule on critical hits, additional damage will be an extra MAX damage dice added to damage. Example: a longsword would do 1d8+Str Bonus + 8 hp damage on a critical. a two handed sword would be 2d6+str bonus + 12 hp damage. I believe this actually makes critical hits better, instead of potentially rolling two 1's for damage and calling that a critical hit.
Remember : Most Perception checks use your passive score, but remember that you can always use an action to roll it! Per Jeremy Crawford - You always can use your passive perception score and you just roll your perception to see if you can score higher.
Let's use 1st level max hp and then you can roll the die for each level the in the forum chat with a default to the average hp if you don't like the total of your rolls.
A question about the critical hit rules, would the half-orcs savage attack die be counted in before or after the max damage die
Marcus mclaughlin
The savage attack die would be factored in before the critical, so the longsword would be +16 vs +8 and the two handed sword would be +18 to critical instead +12. Same with druid half orcs savage attack and animal form carry over.
Yes, the critical rule also affects spells, so the 8d6 fireball will do normal+ 48 hp damage.
Cats go Moo!
Ravager found the following items on the "nonmagical gear" item search:
Antitoxin, bomb, potion of healing and dynamite.
Dynamite would make jailbreaks easier.
Are these available? And are they increased price since they're on the D&DB common gear list?
I'd gotten the "Cartographer's Map Case", a common item from the "Acquisitions Inc. (AI)" supplement, cause "navigator",.as one of her common magic items.
Are AI items allowed?
It's apparently a "map case of holding" with a chance of finding shortcuts, etc. But it's empty. How does it find maps?
Also, I never saw an answer on "Book of Er-otic Fantasy" (BOEF) items. -Dropping request. See below.
Acquisitions Inc items are allowed! (I personally love AI :), haven't determined a price yet for dynamite yet (Dex 12 save 3d6 bludgeoning damage (1/2 on save) (along with the additional rules for it found here. Dynamite (Stick) - Equipment - D&D Beyond (dndbeyond.com)
If I make it like an alchemist poison, could be as much as 200 gp-1000 gp per stick... need to research it a little more.
Cats go Moo!
I was researching animal costs and found a reasonable argument of using an animals xp award as gold piece cost, so a Mastiff is 25 gp, Wolf is 50 gp, Dire Wolf is 400 gp and Winter Wolf is 750 gp. This does change the cost of certain animals, like the Elephant, which now goes from 200 gp to 1,100 gp. Which makes way more sense, since they take longer to mature and train than other animals and cost a hell of a lot more to maintain.
As for Dynamite, going to make that a very rare item among the horde that can't be normally bought, but can be "bartered" (or stolen) from providers. Note: The "market" is going to almost completely random on what will be available and prices depending on availability. I'll probably randomly roll a couple dozen items available each day. Except for the basic needs, such as rations, booze, non-expensive clothing and simple weapons, everything else will probably have to requisitioned through the quartermaster and checked every morning and evening.
Cats go Moo!
Are you going to have a DDB campaign? I'd like to wait to put the final touches on a character until it's in a "permanent home" as I don't have any books on here and might have to change things depending on what's available
I'm planning a DDB (D&D Beyond) campaign... I'm waiting for a response from the help desk to see about upgrading my account from a HERO to MASTER so I can share my books. I renewed for a year last februray, so got about 10 months to go... it looks like they have it set up that you need to end your Hero account 1st before the MASTER kicks in and that you need helpdesk to refund you before you should do that. IT sucks for people who don't have everything. I should have that taken care of before we start in a week or so.
Cats go Moo!
I'm still "shopping" for Vanja, but I'm thinking to start with:
uncommon magic item - the Serpent Scale Armor (Candlekeep) or Sentinel Shield
2x common - Moon-touched sword (Xanathar's) and probably Earring of message (Critical role)
Past characters:
Cariadne - Forest of Celador
Daphyra Fuffletail - The City of Cats
DM - Geek Legends - Wild beyond the Witchlight
Leela Steadystone - Adventures in the Sands
Mirri Goldenhorn - Journeys through the Radiant Citadel
Lola Smythe-Whyte - Larkin Expedition
Daphyra - Deathworld: Lost Mine of Phandelver
Vanja - Binder's Hold and the Problem with the Mine
I was looking at the earing of message as well not sure what else yet
As long as there's the option of using stolen dynamite in the backstory, if that's how the gang broke out of prison, I'm good without dynamite as an item.
Can she keep the antitoxin, bomb (3d6 fire & dex save 12) and potion of healing she already bought on D&DB (or get her money back)?
Are common navigation maps available for her mapcase? How much?
Dropping the BOEF. The item costs way too much to be common.
So: Uncommon item - Periapt of Health. Common - Cartographer's map case. Common - Spyglass of Clairvoyance.
Gear includes: Arcane focus (shaped like a fire-arm), healing potion, antitoxin, bomb (unless not allowed or too expensive)
The "market" is for when you arrive to the staging area, you can assume normal prices for everything before you arrived to equip your character. As for the dynamite, it's one of the items that doesn't have an official price listed anywhere, so I decided to make it unavailable for pre-adventure purchase but have it available through other means during the game.
Cats go Moo!
How are we determining our hit points up to 5th level
Marcus mclaughlin
Reposting Rog other than hp he's ready
https://ddb.ac/characters/97350447/ITxXSn
Marcus mclaughlin
Let's use 1st level max hp and then you can roll the die for each level the in the forum chat (When I finally post the new thread) with a default to the average hp if you don't like the total.
Cats go Moo!
Sounds good I think he's set for the average right now
Marcus mclaughlin
I was wrong now I'm 2 levels of ranger 3 barbarian will probably take beast master at 7th level and use the 4th level of barbarian to get a feat and would like my allies help me determine whether or not I want to go path of the Bear or path of the Wolf for my Barbarian subclass wolf would and give advantage to you guys and match me thematically but bear would give me the resistances
Marcus mclaughlin
I think most of the party are casters, so 'advantage on melee attacks against creatures within 5 feet of you' probably wouldn't be relevant to most of us unless we're planning to use a lot of summoned creatures.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
He was asking about the cost of wolves, dire wolves and winter wolves, very smart!
Cats go Moo!
Buckler
A buckler is a small metal shield held in a fist grip. As it is not strapped, it can be donned or doffed as easily as drawing or stowing a weapon. Wielding a buckler increases your Armor Class by 1. You can benefit from only one shield at a time.
If you are proficient with light armor and with the rapier, then you can wield this buckler with proficiency even if you are not otherwise proficient with shields.
(This is a homebrew rule i found and like, so will be adding it)
Cats go Moo!
This is what I have so far for the set up.. posting, please let me know what else I can add to the list!
Options to be activated on the "" page of your character creation:
5th level use 17 16 15 14 13 12 10 for starting stats (Place where you want them), Human type used is Variant. Legacy or Mordenkainen's version of species/race can be used. Eberron Marks will NOT be used.
Let's make it a High Magic Campaign with double cash for 5th level - 1,500 gp, 1 uncommon & 2 common magic items to start. You use your coin to buy gear and can buy scrolls and potions (use Xanathar's for double cost of making them, since you'll have to buy them). Also, You can spend 250 gp to learn a language or a tool. Skills can not be bought this way, that is what feats, class and species/race are for.
For classes that can get expertise, even though it seems that only thieves tools are are the only type of tools you can get expertise in, I'm going to allow it if you want to do it for any tool.
I was researching animal costs and found a reasonable argument of using an animals xp award as gold piece cost, so a Mastiff is 25 gp, Wolf is 50 gp, Dire Wolf is 400 gp and Winter Wolf is 750 gp. This does change the cost of certain animals, like the Elephant, which now goes from 200 gp to 1,100 gp. Which makes way more sense, since they take longer to mature and train than other animals and cost a hell of a lot more to maintain.
As for Dynamite, going to make that a very rare item among the horde that can't be normally bought, but can be "bartered" (or stolen) from providers. Note: The "market" is going to almost completely random on what will be available and prices depending on availability. I'll probably randomly roll a couple dozen items available each day. Except for the basic needs, such as rations, booze, non-expensive clothing and simple weapons, everything else will probably have to requisitioned through the quartermaster and checked every morning and evening.
We will be using alternate rule on critical hits, additional damage will be an extra MAX damage dice added to damage.
Example: a longsword would do 1d8+Str Bonus + 8 hp damage on a critical. a two handed sword would be 2d6+str bonus + 12 hp damage. I believe this actually makes critical hits better, instead of potentially rolling two 1's for damage and calling that a critical hit.
Remember : Most Perception checks use your passive score, but remember that you can always use an action to roll it! Per Jeremy Crawford - You always can use your passive perception score and you just roll your perception to see if you can score higher.
Let's use 1st level max hp and then you can roll the die for each level the in the forum chat with a default to the average hp if you don't like the total of your rolls.
Cats go Moo!