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Impulse Resident Karma: 12/1 494 Posts
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Ochit
Concerning the towering Orc thing
It was supposed to be in contrast of MorrÃgu
I don't think half orcs get as tall as 7 feet so you should be taller unless he's super tall
Posted on 2016-06-16 at 00:04:13.
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Keeper of Dragons Devil's Advocate Karma: 59/18 2581 Posts
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Ochit
Per the AD&D Wiki: Half-orcs are between six and seven feet tall (180-210 cm) and usually weigh between 180 and 250 pounds (80-110 kg). This makes them less bulky and more agile than pure-bred orcs, but still taller and stronger than most humans. Half-orcs have pale green skin, jutting jaws, prominent teeth and coarse body-hair.
I envisioned Ochit as about 6'8" and all of 250 pounds of toned muscle.
Posted on 2016-06-16 at 06:36:55.
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Impulse Resident Karma: 12/1 494 Posts
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That should be good
I don't actually remember how tall they get on average but that sounds cool
Posted on 2016-06-16 at 09:20:52.
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Nomad D2 RDI Fixture Karma: 55/6 3141 Posts
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Meat shields are us
Well, we do appear to have a couple of very large warriors. Intimidation anyone?
Posted on 2016-06-16 at 11:38:46.
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Keeper of Dragons Devil's Advocate Karma: 59/18 2581 Posts
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.
Figuring that sneaking is not gonna be our specialty.
Posted on 2016-06-16 at 13:16:51.
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Impulse Resident Karma: 12/1 494 Posts
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Half orcs
Naturally have intimidation so now he has a plus 1 to it
Posted on 2016-06-16 at 14:55:54.
Edited on 2016-06-16 at 14:56:08 by Impulse
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Kaelyn Dragon Fodder Karma: 80/19 2264 Posts
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.
I see Klik as the strong silent type, only speaking to impart wisdom as needed for the most part. Like a tall buggy yoda.
Don't let his size fool you though, he doesnt have a 'horrid' stealth check,Natural camoflauge and a decent dex score from avoiding all the fly swatters growing up
Posted on 2016-06-16 at 15:07:08.
Edited on 2016-06-16 at 15:08:17 by Kaelyn
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Kaelyn Dragon Fodder Karma: 80/19 2264 Posts
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Also.
I know we're not at level 4 yet, but I'm seriously thinking about taking the 'healer feat' provided you perhaps allow Chris Perkin's (the lead content director for D&D / wizards of the coasts house rule errata as currently 'medicine as a skill, healer as a feat and healer's kits' are pretty useless when a simple 'spare the dying cantrip' fixes everything..
This is His ruling and if allowed is something (unless game direction changes his progression in relation to roleplay I'd be interested in taking.
Medicine. A Wisdom (Medicine) check lets you try to stabilize a dying companion, evaluate others wounds, diagnose illnesses, treat poisoned or diseased creatures, and examine corpses in order determine the cause of death.
With a successful Wisdom (Medicine) check you can stabilize a dying character at 0 hit points.
Medicine may also be used to provide long-term care to poisoned or diseased creatures. When a poisoned or diseased creature is cared for by someone proficient in the Medicine skill, they make their recuperation saving throws (see Downtime: Recuperating on page 187 of the Player's Handbook) with advantage.
Healer's Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
If you expend one use of a healer's kit to treat a poisoned or diseased creature, you gain advantage on your Wisdom (Medicine) check.
Healer Feat:
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight.
You gain the following benefits:
• You have advantage on all Wisdom (Medicine) checks.
• When you use a healer's kit to stabilize a dying creature, that creature also regains 1d6+4 hit points.
• As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit
points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
trying to embellish the thematic 'healer / medic' portion of the character outside the limitations of . "cast cure wounds" describe miraculous healing lol.
Posted on 2016-06-18 at 18:47:05.
Edited on 2016-06-18 at 18:49:01 by Kaelyn
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Impulse Resident Karma: 12/1 494 Posts
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...
Loving the dialogue between you guys hehehe, can't wait to see more of the party dynamics.
Additionally, that feat seems well balanced. I'd rule it so that you could even mask your spell castings with pretending to use a medicine kit too. That way you can "fake it".
Just a bit of system rulings. Basically instead of keeping track of food/water individually and making it super annoying, We're just going to use survival days.
Survival days represent food and water for the day and we can literally just keep track of it as. I have 8 survival days remaining. You don't have to worry about storage and stuff, Just leave that up to imagination for how you transport it.
Each survival day is 5 Cp standard rate. I'm thinking you can carry a maximum of 14 survival days at a time and if you get more, you can either sell it or store it. "I.e. IOU, so you can recollect it at another point.".
As for the price of survival days, sometimes it is cheaper in very rich villages, can go down to 3 or even 2CP. However in very rural areas, the price an be exorbitant. Going up to 20 CP per day.
Posted on 2016-06-18 at 19:02:31.
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Kaelyn Dragon Fodder Karma: 80/19 2264 Posts
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survival days
I like the simplicity of it.
Posted on 2016-06-18 at 19:06:38.
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Nomad D2 RDI Fixture Karma: 55/6 3141 Posts
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Survival days it is
That works pretty well - the survival days, I mean. And the healing bug sounds pretty cool. And helpful for a Mul that might have a tendency to get himself into trouble.
And I don't think there is anything saying that Trossach can't hide. he just needs a really big door to hide behind. Or an elephant. Or a half-orc. If he ducks.
Posted on 2016-06-19 at 17:23:13.
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Impulse Resident Karma: 12/1 494 Posts
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Late post
Apologies guys, celebrating fathers day with the fam
(Clarification, my father, I'm not a dad )
I'll get a post up by tonight!
Posted on 2016-06-20 at 12:04:43.
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Kaelyn Dragon Fodder Karma: 80/19 2264 Posts
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good!
I missed my morning read over breakfast hehe.
Happy daddy day
Posted on 2016-06-20 at 16:14:29.
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Shield Wolf Alpha Beard Karma: 49/2 1066 Posts
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adfa
As I mentioned earlier, Crowe is cocky and a bit of an ass, he's a fine Rogue though, his specialty being deception, either verbally or via sleight of hand. He's your man if you need someone to believe a lie, need something snatched away unnoticed, or just getting a locked door open.
Posted on 2016-06-20 at 20:07:18.
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Impulse Resident Karma: 12/1 494 Posts
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...
Kay post is up!
If you have any advice on how to improve my writing style, feel free to send me a PM
Posted on 2016-06-20 at 20:33:31.
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