Hidden 7 yrs ago Post by TheUnknowable
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@Game MakerExample of someone multiclassing:


He talks abotu HP at 2:47
Hidden 7 yrs ago Post by Game Maker
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@Game MakerHow would they be higher HP? My warlock at lvl 3 would have 10+7+7 hp (2 con bonus per level), or 24, and it isn't Draconic. They would have 26 at lvl 3, and are draconic, and have a higher con modifier than me.


The way they built their level 1 sorcerer and level 2 warlock was combining the Hit Point Maximum of both classes together which is called stacking and is not allowed, you have to choose the higher of the 2. Stacking is not permitted as a way to add some draw backs to multi-classing.

And for a level 3 warlock with a constitution modifier of +2 your HP maximum is 12 (assuming you rolled an 8 on your 1d8 roll plus your constitution modifier for each level over 1).
Hidden 7 yrs ago Post by Game Maker
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My computer won't play the video you posted. But I'm basing these decisions off of what it says in the PHB.
Hidden 7 yrs ago 7 yrs ago Post by CajunRobinHood
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Character Name: Pitanios Poulí
Class & Level: Rogue 3
Race: Dragonborn
Background: Urchin
Alignment: Chaotic Good
Experience Points: 900

Abilities & Modifiers
Strength: 15/ +2 Modifier
Dexterity: 18/ +4 Modifier
Constitution: 13/ +2 Modifier
Intelligence: 8/ -1 Modifier
Wisdom: 12/ +1 Modifier
Charisma: 17/ +3 Modifier

Skills
Acrobatics: 10
Animal Handling: 1
Arcana: -1
Athletics: 8
Deception: 3
History: -1
Insight: 1
Intimidation: 14
Investigation: -1
Medicine: 1
Nature: -1
Perception: 1
Performance: 3
Persuasion: 6
Religion: -1
Sleight of Hand: 4
Stealth: 4
Survivial: 1

Armor Class: 15
Hit Point Maximum/Current Hit Points: 26

Personality Traits: I like to squeeze into small places where no one else can get to me.

Ideals: The low are lifted up, and the high and mighty are brought down. Change is the nature of things.

Bonds: I owe my survival to another urchin who taught me to live on the streets.

Flaws: Gold seems like a lot of money to me, and I’ll do just about anything for more of it.

Features &Traits: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss.
When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Draconic Ancestry: Lightning resistance and lightning breath
Strength score +2, Charisma score +1

Equipment/Money: Thieves' tools, a map of the city you grew up in, common clothes, leather armor, an amber amulet on a thin chain, belt pouch containing 10 gp, one small knife, one dagger

Other Proficiencies & Languages: Speaks Common, Draconic, Gnomish, Dwarvish, and Thieves Cant.
Proficient with athletics, acrobatics, and persuasion (+2).
Expert with thieves’ tools and intimidation (2xProficiency bonus)

Character Appearance (picture required):

Age: 15
Height: 6'6"
Weight: 320 pounds
Eyes: Gold
Skin: Blue
Hair: None

Allies & Organizations: Me, Myself, and I
Character Backstory:
Years before Pitanios' birth, a bloody rivalry arose between the dragonborn of his small tribe and the dwarves with whom they shared a mountain. The two factions had remained peaceful, if not friendly, neighbors for decades until a large group of humans decided they deserved the mountain more than its current inhabitants. Being relative newcomers themselves, the dragonborn lacked either the numbers or the defenses to hold against a much more numerous foe. Rather than be wiped out, the leaders of the tribe contacted the dwarven elders and pleaded for temporary asylum. Although they were reluctant at first, the dwarves agreed to provide shelter for the dragonborn as long as the dragonborn took care of the actual fighting themselves. With both sides satisfied and now impenetrable dwarven caves protecting their rear, the dragonborn quickly turned the tide of battle against the humans. Within a matter of days, the humans had been slaughtered and it was soon discovered that they had truly intended to settle on the mountain and, as such, had all of their riches with them.

The dragonborn, happy to thank their saviors, generously offered a third of the humans' goods to their dwarven savior. The dwarves, however, did not feel the offer was nearly so generous. They felt that the shelter they had offered the dragonborn was the only reason the draconic descendants were still alive and, as such, were entitled to the entirety of the captured treasure. Whether you'd like to call if pride or stubbornness, what started as a civil discussion between two allies soon devolved into flying fists and clashing blades as the mountain that had been the savior of the dragonborn, now became their deathbed. Surrounded on all sides by solid, stone walls and even stouter dwarves, the dragonborn stood no chance. A scant few hours later and the scraping of swords against flesh and armor had died down. In its place remained only the gasps of the dying, and the anguished wails of the prisoners the dwarves had taken. This sorry group consisted mainly of those too old or sick to fight, but also one hulking female of a dragon born who, although a fierce fighter, was cradling in one arm a large, sapphire egg.

As the young mother crouched in the corner of the cell which herself and the rest of the prisoners, growling threateningly at every passing dwarf, something tapped her on her broad, bloodstained back. She turned to face a small hole in the wall and was greeted by two glowing, green eyes. The whispered conversation that followed was quick and left the mother unsure of herself for the first time in her young life. From the hall leading to the cell came the rambunctious sound of approaching dwarven warriors, signalling that a decision had been made concerning the prisoners. She looks at the egg one last time as her eyes filled with love and, without a word, shoved the egg into the open arms of the green-eyed creature.

Mere minutes later, small being clad in fur emerged from a crack in the side of the mountain and expertly descended into the river valley below. He reached into the pack slung across his back and from it drew a large, gem-like egg. Holding it close to himself to keep it warm, he quickly looks to his rear to ensure his escape had been unnoticed, then begins following the river southward.

While most of Pitanios' race are greeted upon breaching their egg with the objectively terrifying view of a scaly face, intense eyes, and razor sharp teeth, his birthing experience was quite different. Instead, his first look at the world included a bearded smile and bespectacled, jade eyes. Pitanios soon learned that his foster father, a gnome named Pontiki, had secretly been living among a dwarf clan until witnessing the slaughter of Pitanios' family. After escaping the scene with egg in tow, he had begun their new life in the nearest human settlement and used his skills in the clandestine arts to keep his new son fed. Over the years, Pontiki attempted to teach Pitanios everything he knew about remaining unseen. While the dragonborn quickly showed a surprising agility and proclivity for acrobatics, he rapidly grew to a monstrous size that prevented him from ever being truly unseen. That does not mean, however, he was not a successful thief. On the contrary, he was even more successful than his diminutive father. While Pontiki had to rely on true stealth, it seemed as if all of Pitanios' targets preferred to just look the other way rather than risk a confrontation with the azure behemoth. For over a decade, the two scavenged, stole, and robbed for an existence which, although meager, was filled with joy. Alas, even the long-lived gnomes must one day pass on. During Pitanios' fourteenth year of life, his lifelong tutor, best friend, and father, died in his sleep. Even as he cried bitter tears, he had to admit that it was the most peaceful death for which a career thief could hope.

One year later, Pitanios is honoring his father in the only way he knows how: pick pocketing the patrons of an inn to pay for a night of drinking. This is when he notices a flyer spouting the usual rubbish about adventuring and being a hero. He begins to turn away when the promise of 10,000 sovereigns catches his eye. A smile spreads across his dumbfounded face as he returns to the hiding spot he calls home. Taking only minutes to pack his meager possessions, he is soon on the road to Ulna Themar.

Treasure:
Hidden 7 yrs ago 7 yrs ago Post by TheUnknowable
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I'll consider it a house rule then, since I'm not multiclassing, nor do I have the PHB with me right now.

edit: In a text RP like this HP doesn't matter that much anyway.
Hidden 7 yrs ago Post by Jinxlynx
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<Snipped quote by Jinxlynx>

A fighter's HP after 1st level is 1d10(or 6 if you roll under that) plus the constitution modifier per fighter level beyond level 1. My constitution modifier is +2 and I rolled a 9, so at level 3 my HP would be 9+2+2=13


It does not work that way though. At first level you take your full hit dice so even with a CON of 10 which has a modifier of 0 your HP at level 1 is 10. Then for each level beyond level 1 you roll your 1d10 and then add your CON modifier. There is no possible way for a level 3 fighter to have 13 HP it is impossible unless your CON was 4 and you had a -3 as your modifer.
Lets say we used Adventurer's league rules and you took average for HP when levelling up.
The math is like this
Level 1: 10+2=12 Total HP: 12
Level 2: 5+2=7 Total HP: 12+7=19
Level 3: 5+2=7 Total HP: 19+7=26

PHB page 12
At 1st level, your character has 1 hit die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your constitution modifier)

Then PHB page 15
Each time you gain a level, you gain 1 additional hit die, roll that hit die and add your constitution modifier, and add that roll to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is average results of die roll (rounded up).
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Hidden 7 yrs ago Post by Zhaliora
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How it works is like this.
At level one of your character you get your max hit die plus modifier.
Every level after that you roll for hp. What you rolled on your hit die plus modifier.
So if you multiclass and start with warlock you get 8+con
Then lets say you class sorcerer, then you roll the D6 and add modifier, then another level of warlock. You roll the D8 and add modifier.
You only get the maximum roll on your first character level.
As far as I know at least.
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Hidden 7 yrs ago Post by Divine Darkness
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When multiclassing p. 163 states: "You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character."
Hidden 7 yrs ago Post by Zhaliora
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Also, the feat she/he has taken is available to humans as a variant if you use the feats variant. It's on the human race page.
You loose ability points for a feat.
Hidden 7 yrs ago 7 yrs ago Post by Jinxlynx
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Okay everyone is argueing this and I realized I made some mistakes. First off I used human varient so I got a feat at level 1. Then I rolled for my HP and got a 6 and a 8, but I reread the draconic resiliance and it stated that I only get the +1 hp for my sorcerer levels so my max HP should be 36 and not 38. It was worded differently in the online source I was using to create the character.
Now if you still think that is too much I can take average HP and that would put me at 30 hit points max

-----
On that note, I made some edits to my CS.
Hidden 7 yrs ago Post by Game Maker
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@Jinxlynx@Zhaliora I was taught by my DMs in all the campaigns I've played that it works as I described but if the majority of you have played otherwise (and I could have been taught wrong, some DMs do weird shit, myself included) we can do it as you have described, I just want to make sure everyone is creating their character the same way.
Hidden 7 yrs ago Post by Zhaliora
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Sorry to say it, but you've been taught wrong. xD
I've been playing D&D longer than I can remember and this is the first time I've heard what you described. :p
Hidden 7 yrs ago 7 yrs ago Post by Jinxlynx
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@Jinxlynx@Zhaliora I was taught by my DMs in all the campaigns I've played that it works as I described but if the majority of you have played otherwise (and I could have been taught wrong, some DMs do weird shit, myself included) we can do it as you have described, I just want to make sure everyone is creating their character the same way.


I don't want to sound rude but who ever was DM and taught you that was how HP is calculated was majorly wrong.
You would end up as a level 3 character with less hit points than a monster that is 1/8 combat rating.
If you did not get more hit dice as you leveled too there is not possible way you could survive 1 round against monsters when you hit the level 10 mark and people are doing 30 damage average per round. From the way you did the math you'd have 27 hit points at level 10. A level 10 cleric can cast a spell called Harm that does 14d6 at it's lowest spell slot and do 47 damage assuming they rolled a 3 on every die.

In every edition I have played which has been 3rd, 3.5, Pathfinder, 4th and 5th it has always been either take average total per level or rolling hit dice for hp, never just taking constitution per level. It is core rules, and I know this not a typical d&d game but I just want you to understand where I am coming from, especially when my character is a Melee caster and needs those extra hit points to stick in with the other close range fighters.
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Hidden 7 yrs ago 7 yrs ago Post by CajunRobinHood
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So, in layman's terms, how are we doing HP?

This is my understanding: Your class determines your hit dice, whether that be a d6, d8, or d10. Your constitution bonus determined the additional HP you get for each level.

So for me, level one= 8+2
Level two= level one hp+ 1d8+2
Level three= level two hp+ 1d8+2

Is that right?
Hidden 7 yrs ago Post by Jinxlynx
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So, in layman's terms, how are we doing HP?


I don't want to step on @Game Maker toes but usual way to do HP is like this.
A fighter has 1d10 for their hit dice, at first level you take the max roll plus your constitution modifier. Then for each level after that you roll your hit dice and add that number to your HP plus your consitution modifier again. So lets say I rolled a 4 for level 2 and a 6 for level 3 and my constitution was 14 so I had a +2 modifier.

Level 1: 10+2=12
Level 2: 12+2+4=18
Level 3: 18+2+6=26

Each class has a different hit dice too
Barbarian 1d12
Bard 1d8
Cleric 1d8
Druid 1d8
Fighter 1d10
Monk 1d8
Paladin 1d10
Ranger 1d10
Rogue 1d8
Sorcerer 1d6
Warlock 1d8
Wizard 1d6
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Hidden 7 yrs ago 7 yrs ago Post by CajunRobinHood
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@Jinxlynx
Fantastic, thank you. Also, how do some of your characters have so many points in your various skills? I thought we only had 16 points we could assign. Is there like a base level for the skills and then we add the 16 points to that?

Also, I apologize for editing the question after you had already answered me. I have slow internet and must have still been in the edit page when you answered
Hidden 7 yrs ago Post by TheUnknowable
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@CajunRobinHoodI thought they were giving us an extra 16 points, but I'm not sure.
Hidden 7 yrs ago Post by Jinxlynx
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@Jinxlynx
Fantastic, thank you. Also, how do some of your characters have so many points in your various skills? I thought we only had 16 points we could assign. Is there like a base level for the skills and then we add the 16 points to that?

Also, I apologize for editing the question after you had already answered me. I have slow internet and must have still been in the edit page when you answered


It's alright, It took my a while to write up that post and also get the list of all the classes.
I have all the those skill points because I thought that we also still have our Ability modifiers added to the skills where they apply. Like Perception is your wisdom modifier plus whatever points you put into it.

So for example Athletics is a Strength based skill and Acrobatics is a dexterity based skill, if you have 14 Strength (+2) and 16 Dexterity (+3), your skills would be;

Athletics: 2
Acrobatics: 3

And that is before assigning any of the points into the skills.
Hidden 7 yrs ago Post by Infamous Empath
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none of the things yall are talking about makes sense to me. which is why i dont play D&D. im not a numbers person, im a storyteller.

so that is what i will respond to below...

<Snipped quote by Rockin Strings>

I don't have a limit of number of characters per player but that might change if things seem to be getting out of hand. I will not be allowing psionicists as they technically don't exist in my world. As far as to a limit as to how much a character can carry, I've usually just left it up to common sense how much a player can hold and 5 swords seems a little excessive. Characters are starting at level 3 in this campaign so any character you submit will have to be level 3.


i recommend just letting the villains kill off ALT characters if they become a prob.

@TheUnknowable Using spells on your own teammates...they may not like that. Kind of like the friend I have who is no longer allowed to drink at our parties...he's fun but he ALWAYS pukes...and never cleans it up.


having seen every episode of Heroes & Halfwits, i can assure you that so long as there is a camaraderie (both IC and OOC), using good-natured spells like making it sound like someone farted, would probably be ok. the question is: "do we have that kind of team yet?" lol

@Game MakerAt least it's a non-damaging spell.

Edit: She is a bit insane, though, so I think she wouldn't care and would think they were cute when they were upset.


"insane" characters typically dont make good "heroes"... also, a character like that WOULDNT be good for your party. too many opportunities to cause division. in combat, that's bad. in an RP made for persuasion, perception, and charisma checks...disastrous.
Hidden 7 yrs ago Post by Jinxlynx
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Strength
-Athletics

Dexterity
-Acrobatics
-Sleight of Hand
-Stealth

Intelligence
-Arcana
-History
-Investigation
-Nature
-Religion

Wisdom
-Animal Handling
-Insight
-Medicine
-Perception
-Survival

Charisma
-Deception
-Intimidation
-Performance
-Persuasion
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