OOC Chatter
OOC Chatter
Hello everyone, and welcome to the Silver Vale!
Pull up a chair and let's chat awhile.
Pull up a chair and let's chat awhile.
Character Stats
Campaign ID
The Campaign ID for The Silver Vale is 1066...how about that! I wonder if the Normans will be invading?
Character Stats
Re: OOC Chatter
LOL, I hope not. I will get a set of rolls done when I have a few minutes.
Re: OOC Chatter
Hello everyone.
Maybe all our characters should be called Norman.
Maybe all our characters should be called Norman.
Re: OOC Chatter
I just had a Norman die in Ale's DCC funnel game. You can't even make this stuff up, LOL.
Re: OOC Chatter
[3d6]=12 [3d6]=15 [3d6]=7 [3d6]=9 [3d6]=10 [3d6]=11
I am thinking a Thief, probably a Halfling to get a better Dex plus I like playing Halflings.
Zennys Sunbelly the Stealthy
Female Lightfoot Halfling Folk-Hero Rogue 3
Neutral Good
Representing Rex
Strength 7 (-2)
Dexterity 17 (+3)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 9 (-1)
Charisma 12 (+1)
Size: Small
Height: 2' 11"
Weight: 37 lb
Skin: Tan
Eyes: Blue
Hair: Black Wavy
Maximum Hit Points: 19
Speed: 25 feet
Inspiration:
Armor Class: 14 = 10 + 1 [leather] + 3 [dexterity]
Proficiency bonus: +2
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 1 = -2 [strength] + 2 [proficiency]
Attack (missile / finesse): + 5 = + 3 [dexterity] + 2 [proficiency]
Strength save: -2 = -2 [strength]
Dexterity save: + 5 = + 3 [dexterity] + 2 [proficiency]
Constitution save: + 1 = + 1 [constitution]
Intelligence save: + 2 = + 2 [proficiency]
Wisdom save: -1 = -1 [wisdom]
Charisma save: + 1 = + 1 [charisma]
Insight (passive): 9 (14 with advantage)
Investigation (passive): 10 (15 with advantage)
Perception (passive): 11 (16 with advantage)
Carry: 105 lb maximum
For groups using the optional encumberance rules:
If carrying more than 35 lb, encumbered -- -10 on speed
If carrying more than 70 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Halfling Thieves' Cant
Unarmed strike [+0 to hit; 1-2 bludgeoning]
2 Daggers [+5 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)]
Sling [+5 to hit; 1d6+3 bludgeoning, 1 lb, ammunition (range 30/120)]
2 Short Swords [+5 to hit; 1d6+3 piercing, 2 lb, finesse, light]
Leather armor [light; + 1 AC; 5 lb.]
Feats:
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Trained?
Misc.
Modifier
Acrobatics Dex 5 =
+3
+ 2
Animal Handling Wis 1 =
-1
+ 2
Arcana Int 0 =
+0
Athletics Str -2 =
-2
Deception Cha 1 =
+1
History Int 0 =
+0
Insight Wis -1 =
-1
Intimidation Cha 1 =
+1
Investigation Int 0 =
+0
Medicine Wis -1 =
-1
Nature Int 0 =
+0
Perception Wis 1 =
-1
+ 2
Performance Cha 1 =
+1
Persuasion Cha 1 =
+1
Religion Int 0 =
+0
Sleight of Hand Dex 5 =
+3
+ 2
Stealth Dex 7 =
+3
+ 2 + 2 [expertise]
Survival Wis 1 =
-1
+ 2
Check any artisan tools with which Zennys Sunbelly is proficient:
Alchemist's supplies
Boyer / fletcher tools
Brewer's supplies
Calligrapher's supplies
Carpenter's tools
Cartographer's tools
Cobbler's tools
Cook's utensils
Glassblower's tools
Goldsmith / silversmith's tools
Jeweler's tools
Leatherworker's tools
Mason's tools
Painter's supplies
Potter's tools
Smith's tools
Tinker's tools
Weaver's tools
Woodcarver's tools
Check any instruments with which Zennys Sunbelly is proficient:
Bagpipes
Drum
Dulcimer
Flute
Lute
Lyre
Horn
Pan flute
Shawm
Viol
Check any games with which Zennys Sunbelly is proficient:
Dragon Chess
Three Dragon Ante
Board Game:
Card Game:
Dice game:
Check any other tools with which Zennys Sunbelly is proficient:
Climber's kit
Disguise kit
Drive a truck
Fly a plane
Forgery kit
Healer's kit
Herbalism kit
Navigator tools
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
Halfling
+ 2 dexterity (already included)
Lucky: Halflings can reroll a natural 1 on any attack roll, ability check or saving throw.
Brave: Halflings have advantage on saves against being frightened.
Halfling Nimbleness: Halflings can move through the space of any larger creature.
Lightfoot Halfling (subrace)
Lightfoot Halflings receive +1 charisma (already included).
Lightfoot Halflings can attempt to hide even behind a creature one size larger.
Folk Hero
You can find a welcome and protection from ordinary people as long as you are decent.
You can probably operate ordinary land vehicles.
You are proficient with one set of artisan tools.
Rogue
Proficient in using thief tools.
Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Stealth; Thieves' tools; .
Level 1: Thieves cant
Level 1: Sneak attack deals extra 1d6
Level 2: Cunning action -- take a second action to dash, disengage or hide
Level 3: Sneak attack deals extra 2d6
Level 5: Sneak attack deals extra 3d6
Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see
Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed
Level 7: Sneak attack deals extra 4d6
Level 9: Sneak attack deals extra 5d6
Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better
Level 11: Sneak attack deals extra 6d6
Level 13: Sneak attack deals extra 7d6
Level 14: Blindsense -- sense invisible if you can hear
Level 15: Slippery mind -- gain proficiency in wisdom saving throws
Level 15: Sneak attack deals extra 8d6
Level 17: Sneak attack deals extra 9d6
Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against you
Level 19: Sneak attack deals extra 10d6
Level 20: Stroke of Luck -- once between short rests, turn a miss into a hit, or automatic success on a failed ability check
Thief (rogue archetype)
Level 3: Burglary / Second Story Work -- climb at full speed, add your dexterity modifier to distances jumped.
Level 3: Fast hands -- can use cunning action to make sleight of hands checks, use thief tools on a trap, open a lock or use something in the environment.
Level 9: Supreme sneak -- advantage to hide.
Level 13: Use magic device
Level 17: Thief reflexes. Take an extra turn at initiative - 10 on the first round of any battle.
Class HP rolled
Level 1: Rogue 8
Level 2: Rogue 5
Level 3: Rogue 3
Hit Dice For Healing
Regain half with each long rest. Use as needed during long or short rests.
Death Saving Throws:
Successes
Failures
Zennys Sunbelly's Equipment:
12 lb
10 lb
5 lb
2 lb
5 lb
3 lb
2 lb
2 lb
3 lb
10 lb
3 lb
10 lb
8 lb
1 lb
1 lb
1 lb
Weapons / Armor / Shield (from above)
Sling bullets (group of 10) x 2
Backpack
Ball bearings (bag of 1000)
Bell
Candles x 5
Crowbar
Hammer
Lantern (hooded)
Oil flasks x 2
Pitons (bag of 4) x 10
Pot, iron
Rations (1 day) x 5
Rope (50', hempen) x 1
Shovel / Spade
String, ten feet x1
Waterskins x 1
Climber's kit
Thieves' tools (proficient)
_____
78 lb
Total
Zennys Sunbelly's Personality Traits:
Zennys Sunbelly's Ideal(s):
Zennys Sunbelly's Bond(s):
Zennys Sunbelly's Flaw(s):
More about Zennys Sunbelly:
I am thinking a Thief, probably a Halfling to get a better Dex plus I like playing Halflings.
Zennys Sunbelly the Stealthy
Female Lightfoot Halfling Folk-Hero Rogue 3
Neutral Good
Representing Rex
Strength 7 (-2)
Dexterity 17 (+3)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 9 (-1)
Charisma 12 (+1)
Size: Small
Height: 2' 11"
Weight: 37 lb
Skin: Tan
Eyes: Blue
Hair: Black Wavy
Maximum Hit Points: 19
Speed: 25 feet
Inspiration:
Armor Class: 14 = 10 + 1 [leather] + 3 [dexterity]
Proficiency bonus: +2
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 1 = -2 [strength] + 2 [proficiency]
Attack (missile / finesse): + 5 = + 3 [dexterity] + 2 [proficiency]
Strength save: -2 = -2 [strength]
Dexterity save: + 5 = + 3 [dexterity] + 2 [proficiency]
Constitution save: + 1 = + 1 [constitution]
Intelligence save: + 2 = + 2 [proficiency]
Wisdom save: -1 = -1 [wisdom]
Charisma save: + 1 = + 1 [charisma]
Insight (passive): 9 (14 with advantage)
Investigation (passive): 10 (15 with advantage)
Perception (passive): 11 (16 with advantage)
Carry: 105 lb maximum
For groups using the optional encumberance rules:
If carrying more than 35 lb, encumbered -- -10 on speed
If carrying more than 70 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Halfling Thieves' Cant
Unarmed strike [+0 to hit; 1-2 bludgeoning]
2 Daggers [+5 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)]
Sling [+5 to hit; 1d6+3 bludgeoning, 1 lb, ammunition (range 30/120)]
2 Short Swords [+5 to hit; 1d6+3 piercing, 2 lb, finesse, light]
Leather armor [light; + 1 AC; 5 lb.]
Feats:
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Trained?
Misc.
Modifier
Acrobatics Dex 5 =
+3
+ 2
Animal Handling Wis 1 =
-1
+ 2
Arcana Int 0 =
+0
Athletics Str -2 =
-2
Deception Cha 1 =
+1
History Int 0 =
+0
Insight Wis -1 =
-1
Intimidation Cha 1 =
+1
Investigation Int 0 =
+0
Medicine Wis -1 =
-1
Nature Int 0 =
+0
Perception Wis 1 =
-1
+ 2
Performance Cha 1 =
+1
Persuasion Cha 1 =
+1
Religion Int 0 =
+0
Sleight of Hand Dex 5 =
+3
+ 2
Stealth Dex 7 =
+3
+ 2 + 2 [expertise]
Survival Wis 1 =
-1
+ 2
Check any artisan tools with which Zennys Sunbelly is proficient:
Alchemist's supplies
Boyer / fletcher tools
Brewer's supplies
Calligrapher's supplies
Carpenter's tools
Cartographer's tools
Cobbler's tools
Cook's utensils
Glassblower's tools
Goldsmith / silversmith's tools
Jeweler's tools
Leatherworker's tools
Mason's tools
Painter's supplies
Potter's tools
Smith's tools
Tinker's tools
Weaver's tools
Woodcarver's tools
Check any instruments with which Zennys Sunbelly is proficient:
Bagpipes
Drum
Dulcimer
Flute
Lute
Lyre
Horn
Pan flute
Shawm
Viol
Check any games with which Zennys Sunbelly is proficient:
Dragon Chess
Three Dragon Ante
Board Game:
Card Game:
Dice game:
Check any other tools with which Zennys Sunbelly is proficient:
Climber's kit
Disguise kit
Drive a truck
Fly a plane
Forgery kit
Healer's kit
Herbalism kit
Navigator tools
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
Halfling
+ 2 dexterity (already included)
Lucky: Halflings can reroll a natural 1 on any attack roll, ability check or saving throw.
Brave: Halflings have advantage on saves against being frightened.
Halfling Nimbleness: Halflings can move through the space of any larger creature.
Lightfoot Halfling (subrace)
Lightfoot Halflings receive +1 charisma (already included).
Lightfoot Halflings can attempt to hide even behind a creature one size larger.
Folk Hero
You can find a welcome and protection from ordinary people as long as you are decent.
You can probably operate ordinary land vehicles.
You are proficient with one set of artisan tools.
Rogue
Proficient in using thief tools.
Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Stealth; Thieves' tools; .
Level 1: Thieves cant
Level 1: Sneak attack deals extra 1d6
Level 2: Cunning action -- take a second action to dash, disengage or hide
Level 3: Sneak attack deals extra 2d6
Level 5: Sneak attack deals extra 3d6
Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see
Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed
Level 7: Sneak attack deals extra 4d6
Level 9: Sneak attack deals extra 5d6
Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better
Level 11: Sneak attack deals extra 6d6
Level 13: Sneak attack deals extra 7d6
Level 14: Blindsense -- sense invisible if you can hear
Level 15: Slippery mind -- gain proficiency in wisdom saving throws
Level 15: Sneak attack deals extra 8d6
Level 17: Sneak attack deals extra 9d6
Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against you
Level 19: Sneak attack deals extra 10d6
Level 20: Stroke of Luck -- once between short rests, turn a miss into a hit, or automatic success on a failed ability check
Thief (rogue archetype)
Level 3: Burglary / Second Story Work -- climb at full speed, add your dexterity modifier to distances jumped.
Level 3: Fast hands -- can use cunning action to make sleight of hands checks, use thief tools on a trap, open a lock or use something in the environment.
Level 9: Supreme sneak -- advantage to hide.
Level 13: Use magic device
Level 17: Thief reflexes. Take an extra turn at initiative - 10 on the first round of any battle.
Class HP rolled
Level 1: Rogue 8
Level 2: Rogue 5
Level 3: Rogue 3
Hit Dice For Healing
Regain half with each long rest. Use as needed during long or short rests.
Death Saving Throws:
Successes
Failures
Zennys Sunbelly's Equipment:
12 lb
10 lb
5 lb
2 lb
5 lb
3 lb
2 lb
2 lb
3 lb
10 lb
3 lb
10 lb
8 lb
1 lb
1 lb
1 lb
Weapons / Armor / Shield (from above)
Sling bullets (group of 10) x 2
Backpack
Ball bearings (bag of 1000)
Bell
Candles x 5
Crowbar
Hammer
Lantern (hooded)
Oil flasks x 2
Pitons (bag of 4) x 10
Pot, iron
Rations (1 day) x 5
Rope (50', hempen) x 1
Shovel / Spade
String, ten feet x1
Waterskins x 1
Climber's kit
Thieves' tools (proficient)
_____
78 lb
Total
Zennys Sunbelly's Personality Traits:
Zennys Sunbelly's Ideal(s):
Zennys Sunbelly's Bond(s):
Zennys Sunbelly's Flaw(s):
More about Zennys Sunbelly:
Re: OOC Chatter
Obviously needs a bunch of work but started anyways.
Re: OOC Chatter
An example of a Unseen Servant character sheet I used in a 5e game a while back:
Character Stats
Re: OOC Chatter
Hello everyone!
Thank you for the invite Eris - good to be here
Got some rolls with 4d6 keep the three highest:
[4d6k3]=13[4d6k3]=14[4d6k3]=6[4d6k3]=11[4d6k3]=15[4d6k3]=9
I think I will go with a Fighter.
Thank you for the invite Eris - good to be here
Got some rolls with 4d6 keep the three highest:
[4d6k3]=13[4d6k3]=14[4d6k3]=6[4d6k3]=11[4d6k3]=15[4d6k3]=9
I think I will go with a Fighter.
Last edited by Edeldhur on Wed Apr 24, 2024 3:24 pm, edited 2 times in total.
Re: OOC Chatter
Found my way over.
Re: OOC Chatter
Hey, not ready to make a character yet, but looking at a 3rd level version of de Francesco. Eric, do I get one level of wizard and 2 of fighter, or want me to change my background a bit.
Eric
Eric
- hedgeknight
- Rider of Rohan
- Posts: 8299
- Joined: Mon May 28, 2012 11:03 am
- Location: NC
Re: OOC Chatter
Dropping in to say howdy!
So far, two dwarves and two halflings > that should be fun!
So far, two dwarves and two halflings > that should be fun!
Winter is coming...
Re: OOC Chatter
Two Mountain Dwarf Fighters :/hedgeknight wrote: ↑Wed Apr 24, 2024 1:47 pm Dropping in to say howdy!
So far, two dwarves and two halflings > that should be fun!
I will think about making something different, maybe an Elven two-weapon Fighter.
Done!
Ellith the Two Weapon Fighter Elf
Last edited by Edeldhur on Wed Apr 24, 2024 3:23 pm, edited 7 times in total.
Re: OOC Chatter
Hi Everyone!
I love groups of short demihumans, always extra fun. Elves don't count.
I love groups of short demihumans, always extra fun. Elves don't count.
Re: OOC Chatter
Good to see you here Eric! Just a polite correction, I'm Eris, not Eric...Eric. That's the most common mistake with my name, Iris is the next most common, Eros is the third. However, it really is EriS. It's an old family name and I come from a long like of Eris', all males too. I've got a great uncle, great great grandfather, several degrees of cousins, etc. named Eris as well as several I know of who are off the main line but related to me...of the top of my head I can think of 8, I'm sure there are more. Oh, and it is generally pronounced ear-ris in my family as opposed to heiress with a silent h by others.
Everyone, de Francesco is an existing character who had a character concept of a fighter who turned to magic. I'm going to make an exception on multi-classing for him and allow Eric to do fighter/fighter/wizard...but he'll need to continue with just wizard from here on out.
Eric, I'll recreate de Francesco for you if you want? I'm doing that for Terry's Linder character, as well.
Darthe, was playing a Bard like character so I'll need to make an exception for Vesper as well. Darthe are you going to stay with Vesper and do you want me to regen the character or do you want to do it?
I think all the other existing players are either going to make new characters or were already single classed: Fighter, Thief and Cleric if IIRC.
Character Stats
Re: OOC Chatter
Eris, sorry, not 100% i said my name, not yours. I am fine with a f2/w1 going to wizard. and yes please make him the the spirit I have been playing him.
Thanks so much!!
Eirc
Thanks so much!!
Eirc
Eris wrote: ↑Wed Apr 24, 2024 9:01 pmGood to see you here Eric! Just a polite correction, I'm Eris, not Eric...Eric. That's the most common mistake with my name, Iris is the next most common, Eros is the third. However, it really is EriS. It's an old family name and I come from a long like of Eris', all males too. I've got a great uncle, great great grandfather, several degrees of cousins, etc. named Eris as well as several I know of who are off the main line but related to me...of the top of my head I can think of 8, I'm sure there are more. Oh, and it is generally pronounced ear-ris in my family as opposed to heiress with a silent h by others.
Everyone, de Francesco is an existing character who had a character concept of a fighter who turned to magic. I'm going to make an exception on multi-classing for him and allow Eric to do fighter/fighter/wizard...but he'll need to continue with just wizard from here on out.
Eric, I'll recreate de Francesco for you if you want? I'm doing that for Terry's Linder character, as well.
Darthe, was playing a Bard like character so I'll need to make an exception for Vesper as well. Darthe are you going to stay with Vesper and do you want me to regen the character or do you want to do it?
I think all the other existing players are either going to make new characters or were already single classed: Fighter, Thief and Cleric if IIRC.