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Post by Kristian on Jul 14, 2019 12:28:50 GMT
Nope ...I'm really trying to go old school with this game - just to see how it goes (and also for the sake of nostalgia). If it doesn't work, it's easy enough to change. Also note that those fragile amphorae were worth 50gp each - but break easily if anyone carrying them engages in combat or similar. So, if you're gonna hire henchmen ...it's best to put them to use
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Post by pericles on Jul 16, 2019 16:57:38 GMT
JF86ELIH4d6 4d6 4d6 4d6 4d6 4d6
Not sure this is working. Just text inserted into document. Wonder what will happen when I create the post.
4d6·4d6·4d6·4d6·4d6·4d6
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Post by pericles on Jul 16, 2019 17:48:39 GMT
So: 10, 11, 16, 13, 12, 14
Human variant Cleric: +1 to Wisdom, +1 to Dexterity,
Feat Observant: +1 Wisdom, +5 Passive Perception and Passive Investigation, Lip reading, Skill Investigation
Background Sailor: Skills Athletics and Perception
Str 11
Dex 13+1 = 14
Con 14
Int 12
Wis 16+2 = 18
Chr 10
Skill Proficiencies Perception 4+2 = 6 (Passive 21)
Investigation 2+2 = 4 (Passive 19)
Athletics 2, Religion 2+2 = 4, Insight 4+2 = 6
Light Domain: Warding Flare, Cantrip Light, 1st level Spells Faerie Fire & Burning Hands Spells: Cantrips 3, Known Wis+Level = 5, First level 2 slots
Spell Attack +6 Spell DC 14
Chain Shirt 14 + Dex 2 + Shield 2 = 18 Melee and Ranged 2+2 = 4
HP 8+2 = 10
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