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Dice Rubies of Eventide OOC Thread (D&D 5e)

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gonna change my character to an air genasi bard/cleric so d&d beyond can do more of the work for me. how many levels am i recommended to put into either bard or cleric? i'm thinking more bard than cleric for less crossover...?
 
If you get to at least 3rd level in Cleric, you have access to the second level spells that you wouldn't have before then. I am not familiar enough with Bard to know what it offers you.
 
There are also enough different Domains in the cleric character class that if you were to take some levels of that, you can still have a very different character from Athaclenna.
 
OH I get a Bard College at Level 3. I'll look at the cleric level 2 spells though.

And ya, no hunting god for me. I'm not familiar with the DnD gods, really, but anything befitting a med. fantasy gospel singer since that's what i'm going for.
 
Taking Cleric at level two will get you three first level spells, which isn't too shabby. If you want, you can always add a level later on to get your second level spells.
 
Bard and cleric is a tough one because of having two casting attributes, wisdom and charisma, but with rolled stats it might be good! I recommend more cleric than bard, probably 3 cleric and 2 bard to get half-proficiency bonuses, or 4 cleric and 1 bard to get access to 3rd level spells faster. The only issue I can think of is that D&D Beyond gives you Life Cleric which is chosen by Athaclenna, though that can hopefully easily be swapped on a paper / plain copy of a character sheet. There is no deficit to having two life clerics, though.

What most people would vouch for is going with the same casting attribute for multiclassing. I find that boring sometimes and break the mould if I can, but it definitely has its perks. What would you like most? Being able to do many things? Being a heavy hitter? Being a supportive role?
 
Tbh i don't really care what my character does... usually when I make a character, I either fixate on some parts of the setting I like or try to connect them directly to the plot
 
Plot, you say? I may have a few candidate possibilities for you, my friend. PM incoming.
 
I'm just wondering what I would have for my characters reason to become a merchant...I have just come up with a few ideas. I'll jot them down and try and see if any can help me make the backstory.
 
And what you want to accomplish.
I'm just wondering what I would have for my characters reason to become a merchant...I have just come up with a few ideas. I'll jot them down and try and see if any can help me make the backstory.
That's easy! Money!

Seeing adventurers come in, they come in carrying all sorts of valuable items. You buy them, naturally, and sell them at a higher price. Easy profit that many merchants take part in. The adventurers market being a trade in and of itself.

But there is always an annoying hiccup. You got to spend money to buy that stuff. Stuff that the adventurers just pick up lying around! And most of them are idiots that have no idea of their value. Pawning them off so cheap that they barely look twice.

So you get these thoughts. You would know what is valuable. You understand money. You know how to make the most of a single piece of gold.

The idea strikes you. So much stuff just laying around in dungeons. Even if they were previously looted, adventurers don't know anything. They would have left plenty. And if you found an untouched dungeon, then you could be richer than any merchant before.

So you take the risk. Find yourself the first party you can find and travel with them. Fortune awaits and you don't even have to pay them as long you pull your weight.

What could possibly go wrong?
 
And just imagine all the cities and people you could meet along the way. To whom you could sell all your stuff.

A traveling merchant of the highest degree.
 
Excellent; sounds good, Shade. =) Let me know when you are done and I can review it.

So far 5 out of 7 characters are approved in full. So far reviews for backstories are not fully done, but that is mostly for my scheming. I would like to get started on this sometime soon, and can finagle grimmmy grimmmy 's character in later if desired because I have a rather good window for meeting them in the streets, depending on what is chosen for backstory.

With that said, would anyone be opposed to starting today or tomorrow?
 
Excellent; sounds good, Shade. =) Let me know when you are done and I can review it.

So far 5 out of 7 characters are approved in full. So far reviews for backstories are not fully done, but that is mostly for my scheming. I would like to get started on this sometime soon, and can finagle grimmmy grimmmy 's character in later if desired because I have a rather good window for meeting them in the streets, depending on what is chosen for backstory.

With that said, would anyone be opposed to starting today or tomorrow?
No opposition from me!
 
I was thinking.....

I may wish to swap my magic items around. I was looking at the damage done by a flametongue greatsword, and I'm quite tempted to drop my AC down to 18 with regular plate mail to get the upgraded magic sword. The damage done by it is awesome, adding another 2d6 in flame effect to the 2d6 the sword already does.

Anyone have any thoughts on this?
 
I was thinking.....

I may wish to swap my magic items around. I was looking at the damage done by a flametongue greatsword, and I'm quite tempted to drop my AC down to 18 with regular plate mail to get the upgraded magic sword. The damage done by it is awesome, adding another 2d6 in flame effect to the 2d6 the sword already does.

Anyone have any thoughts on this?

Is a flametongue sword be shaped like a an actual tongue?



Actual thoughts. An additional 2-12 damage is huge! With some good rolls it could easily outpace a +1 or +2 to accuracy and damage. A total of 4d6 is some good stuff.

I would say dropping one point of AC is a small price to pay.

The biggest cons might be that I think fire resistance and immunity might be pretty common, but thats still a lot of damage then too.


A cool sword like that would also be pretty cool to play on as some item of important to your character or your religion. Something like that isn't seen everyday, so you could really play up its spectacle and history as something special. Especially if you don't plan on replacing it for a while.




Lacking magical armor wouldn't be that big of a deal at the start. I'm sure we will have plenty of opportunity to get some good stuff.

I'm starting with a mundane weapon and armor. I got me two magic rings, ring of jumping and ring of warmth. Superior mobility and resistance to cold damage. Just in case you deside to breath on me.
 
I will let you know that Flame Tongue Greatswords are fantastic. It is consistent damage if you land a hit, and it is a +1 weapon on top of that. At your current level you will be able to bounce off a lot of damage with your +2 plate mail, but DPS is always a plus too because good solid hits can 2-round KO enemies even if you are soloing.

My recommendation sways both ways as a result depending on your playstyle: tank or damager.
 
I will let you know that Flame Tongue Greatswords are fantastic. It is consistent damage if you land a hit, and it is a +1 weapon on top of that. At your current level you will be able to bounce off a lot of damage with your +2 plate mail, but DPS is always a plus too because good solid hits can 2-round KO enemies even if you are soloing.

My recommendation sways both ways as a result depending on your playstyle: tank or damager.
According to DnDBeyond, the flametongue does not have the additional +1 to it, but even so, the damage level of being able to thwack something with 4d6+4 dice is just hard to pass up.

As long as our Illustrious Storyteller is fine with it, I'll take the sword.
 
Even if it doesn't have that +1, that is just too cool to pass up. Besides, between the two of us, there is plenty of healing power available to make up for the one point drop in your armor class.
 
I would also have to guess that my Great Weapon Fighting perk that gives me the ability to reroll 1's and 2's once on a damage roll does not apply to the flame damage. It would be totally awesome if it did, though.
 
You are correct; Flame Tongue weapons do not have an additional +1, though the extra fire damage when ignited is a pretty good perk to have! Feel free to make the swap. I will see about getting the starting post done after my day is done.
 

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