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  #16  
Old Feb 7th, 2023, 06:15 PM
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Quote:
Originally Posted by 97mg View Post
Alemar I see Fledidi quite liking Harper too, given that she's supposedly friendly, and has cool horns and stuff XD.
Well she certainly tries LOL

Just putting it out there that Harper has the Sailor Background, so everyone would have seen her onboard working on the ship before it went down... I'm undecided if she held an officers position, or was a deckhand, but I'm not sure if it would actually matter at this point?
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Last edited by Alemar; Feb 7th, 2023 at 06:17 PM.
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  #17  
Old Feb 7th, 2023, 06:18 PM
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Oh! Maybe the fairy saw her looking upset about some frayed ropes or something, so she fixed em up with a mending cantrip for you :-)
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Old Feb 8th, 2023, 07:42 AM
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I tied Leonora's background pretty tightly to Roderick- she's a member of his court, his which basically amounts to "plans the hunting trips"mistress of the hunt, and one of several, I imaginesworn protector. So I imagine she'd spend quite a bit of time in his company!

That's not to say she wouldn't have interacted with anyone before now, but she might've been a bit more mindful of her duties while speaking with the others.
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  #19  
Old Feb 8th, 2023, 06:39 PM
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Liam probably stood out to a lot of you as he’s a big guy with a big sword and zero sense of humor. That’s not to say he’s unfriendly or mean, quite the opposite. He’s just very strict and disciplined by nature, and takes himself very seriously.
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Old Feb 8th, 2023, 11:50 PM
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I am still working on my sheet, but thought I would get my intro post in first. Work is being a bit much this week, I hope to get my sheet and stat block done this weekend.
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  #21  
Old Feb 11th, 2023, 03:11 AM
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@DM Survival Check was a success. To me, steering a ship's wheel, or paddling a raft down the river is a strength check. So that's what I used. I got an 8 for both regular and advantage rolls (she dumped her strength stat) so even if I get helped, it wont make it any better than what she could do on her own :\ hopefully an 8 doesn't hinder us, I guess she's just not built like a Toddart...

I'll see about getting a post up tomorrow because it's after 3am here and I need to go to bed
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Old Feb 11th, 2023, 01:14 PM
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@Amarga:
How much of our belongings do we have with us? I was assuming that wouldn't much than what was on our person when we thrown from the ship into the water. That would be a really helpful clarification.

I also hope to get my sheet/stat block finished tonight. I had a migraine after work and didn't feel like staring at a computer screen.
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  #23  
Old Feb 11th, 2023, 01:27 PM
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All your normal starting equipment will be with you
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  #24  
Old Feb 12th, 2023, 02:05 PM
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Quote:
Originally Posted by Amarga View Post
All your normal starting equipment will be with you
Thank you, that will help a lot and make decisions easier knowing we have gear. Could we get the character creation rules posted again in the character thread and what material is available to us as resources.

@97mg and @Grouchy
So we have THREE clerics in this party. I think as we advance in levels we, at least the 3 of us, should discuss spell selection. I know right now we are only level 1 so we have lots of over lap between us which is just fine. But if we all take the same spell as we gain levels/ spell choices we might not be as effective as a party. This is not taking into account that we as clerics can prepare new spells every day. Just pointing out this information, not trying to be rude or mean about it. It isn't very often you have so many clerics in one party.

Depending how you guys are wanting to play your cleric we could really divide and conquer the Cleric spell list(s).

Here is our current spells selection for the three of us:
Fledidi (grave cleric): Druidcraft, spare the dying, light, mending, toll the dead
Bane, false life, healing word, cure wounds

Liam (twilight cleric): guidance, sacred flame, thaumaturgy
Bless, cure wounds, faerie fire, guiding bolt, sleep

Jane (nature cleric): guidance, mending, sacred flame, thorn whip*
Cure wounds, guiding bolt, command, detect magic, animal friendship*, speak w/ animals*
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  #25  
Old Feb 12th, 2023, 07:34 PM
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If I could ask a question, how will you be handling feats such as Keen Mind given the survival system you'll be using?
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  #26  
Old Feb 12th, 2023, 08:22 PM
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An advantage to travel checks if you aid or are the main trailblazer. Otherwise knowing where north is and when sunup/down is will not be super helpful in finding water or food or striking camp in any given area.
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  #27  
Old Feb 15th, 2023, 03:23 PM
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Sorry all, temporary position at work is kicking my tail. Working on something now.
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  #28  
Old Feb 15th, 2023, 11:26 PM
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Well my laptop has decided to not connect to the internet tonight. I will try and post tomorrow.it is just annoying as I have my sheet done and my stat block saved on it. Just know Jane is on the raft listening to the talk and taking in the scenery.
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  #29  
Old Feb 17th, 2023, 03:07 PM
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Quote:
Originally Posted by silverfeathers View Post
Thank you, that will help a lot and make decisions easier knowing we have gear. Could we get the character creation rules posted again in the character thread and what material is available to us as resources.

@97mg and @Grouchy
So we have THREE clerics in this party. I think as we advance in levels we, at least the 3 of us, should discuss spell selection. I know right now we are only level 1 so we have lots of over lap between us which is just fine. But if we all take the same spell as we gain levels/ spell choices we might not be as effective as a party. This is not taking into account that we as clerics can prepare new spells every day. Just pointing out this information, not trying to be rude or mean about it. It isn't very often you have so many clerics in one party.

Depending how you guys are wanting to play your cleric we could really divide and conquer the Cleric spell list(s).

Here is our current spells selection for the three of us:
Fledidi (grave cleric): Druidcraft, spare the dying, light, mending, toll the dead
Bane, false life, healing word, cure wounds

Liam (twilight cleric): guidance, sacred flame, thaumaturgy
Bless, cure wounds, faerie fire, guiding bolt, sleep

Jane (nature cleric): guidance, mending, sacred flame, thorn whip*
Cure wounds, guiding bolt, command, detect magic, animal friendship*, speak w/ animals*
There will always be a bit of an overlap I think, as some spells are just better than others, but fortunately we can always pray for new spells so I don't think it will ever be too much of an issue.
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  #30  
Old Feb 17th, 2023, 03:20 PM
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As I see the cleric issue, I think you all occupy diverse enough niches in the party to get the most out of your roles. Never shy away from stacking good spells in your favor, you never know when having an few duplicate spells might might really help your cause!
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