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The gladiators! OOC Apply here for joining the fighting pits
Posted: Wed Aug 09, 2017 11:04 am
by Theis2
I'm going to start a new 5e D&D game and hopefully be much better at updating it compared to last time ( I should become a salesman with sales pitches like this)
This game will not have a whole lot of plot going for it, it will mostly be about fighting. I'll try to have some fun providing (hopefully) entertaining battlefields and encounters. This also means I don't have to keep track of so much so everybody can join the game (okay I might consider putting a limit if we reach 20+ people)
As for the small amount of plot the title should reveal most of it. You, the players have been enslaved for various reasons and are now captive in the Blood pits. You are forced to fight for the entertainment of the masses.
There will likely be a few special actions/rules for the fighting. For now I only have one extra action you can perform which is "Rile the crowd!"
This action can be contested by the opponent or against a set DC depending on the circumstances but it can change the crowd in several ways. The most immediate effect from this can be seen in the fight as giving one part advantage or disadvantage on attack rolls. There might be other long lasting effects if you woo the crowd (un)well.
But what do you have to do?!
Create a character of course!
But how do I do that?
First you have to roll for ability scores! I offer you two ways to do so! You can either roll 4d6 (remove lowest value) 7 times and place them as you wish OR you can roll 5d6 (remove two lowest values) and switch two ability scores but otherwise they have to be used in that order.
So I heard about this obscure class on the wiki that I..
YES! You get to play a class like none other and starts as a level 0 commoner! You get an amazing 4 hp + con modifier and no proficiencies! What a grand deal of the century! This will last for the first intro fight upon which you get to level 1 and can choose a proper class, most likely from the players hand book (I can be persuaded)
Wait what?! That sounds like we'll get slaughtered!
Most likely, I'll try to be nice and you'll be with a lot of meat shields allies in the first fight armed with wooden daggers, just like you, dealing 1d2 damage!
So it's an arena game where we will abused by a cruel gm..
Yes! But good thing about the fighters in the Blood pits are easily replaced and death does not mean you are out for good if you are willing to become a new person. But you won't always be at the mercy of my destructive will. Sometimes you'll have to fight your fellow players! You can choose to stay your hand and not kill them or try to get the favour of the crowd by doing so!
So we'll just fight for eternity?
Maybe, one end goal for this game could certainly be that you escape the pits one way or the other.
Re: The gladiators!
Posted: Wed Aug 09, 2017 12:14 pm
by WearsHats
Interesting. I might be... But, hmm. I'm not sure how often I'll be able to participate, especially in the next few weeks. Oh my god! my post is being stolen by the GM! :O
► Show Spoiler
Name: Bort
Gender: male
Race: human
Lvl 1 barbarian (Athletics, Perception)
Stats:
STR: 14
DEX: 16
CON: 16
INT: 5
WIS: 9
CHA: 15
HP: 15/15
Current AC: 17
Class feats:
Rage
Unarmored defense
Extra feat: Dual wielder
Background: Entertainer (Acrobatics, performance) + bonus: persuasion
► Show Spoiler
Rez
Male
Silver Dragonborn
Paladin, Soldier
Saves: Wisdom, Charisma
Skills: Athletics, Insight, Intimidation, Persuasion
HP: 11
AC: 12
Weapon: Spear
STR: 18
DEX: 12
CON: 12
INT 10
WIS 8
CHA: 16
Divine Sense: 4/day
Lay on Hands: 5 HP
► Show Spoiler
Name: Jakar Chun
Race: Wood Elf (+2 DEX, +1 WIS)
Class: Lv1 Monk
Background: Far Traveller (Pilgrim)
Stats:
► Show Spoiler
Option 1:
4D6.HIGH(3) = [3, 6, 6, 2] = 15
4D6.HIGH(3) = [2, 6, 4, 1] = 12
4D6.HIGH(3) = [4, 1, 5, 4] = 13
4D6.HIGH(3) = [3, 6, 4, 5] = 15
4D6.HIGH(3) = [1, 3, 2, 4] = 9
4D6.HIGH(3) = [2, 3, 1, 4] = 9
4D6.HIGH(3) = [6, 2, 4, 6] = 16
Option 2:
5D6.HIGH(3) = [6, 2, 2, 2, 3] = 11
5D6.HIGH(3) = [4, 2, 5, 1, 6] = 15
5D6.HIGH(3) = [4, 2, 3, 1, 3] = 10
5D6.HIGH(3) = [1, 2, 3, 3, 2] = 8
5D6.HIGH(3) = [6, 6, 6, 3, 1] = 18
5D6.HIGH(3) = [6, 2, 4, 5, 6] = 17
Choosing Option 1;
STR: 12 (+1) ¦
Save +3 ¦
Athletics +4
DEX: 18 (+4) ¦
Save +6 ¦
Acrobatics +6, Sleight of Hand/Stealth +4
CON: 15 (+2) ¦ Save +2
INT: 9 (-1) ¦ Save -1 ¦ Arcana/History/Investigation/Religion/Nature -1
WIS: 16 (+3) ¦ Save +3 ¦
Insight/Perception +5, Animal Handling/Medicine/Survival +3
CHA: 13 (+1) ¦ Save +1 ¦
Performance +3, Deception/Intimidation/Persuasion +1
HP: 10/10 (1d8+2)
AC: 17 (Unarmored)
Speed: 35ft
Languages: Elvish, Sylvan, Common (not fluent)
Weapon Proficiencies: Simple Weapons, Shortsword, Longsword, Shortbow, Longbow
Racial Abilities/Skills:
- Darkvision 60ft
- Fey Ancestry (Advantage vs being Charmed)
- Trance (needs 4 hours meditation instead of sleep)
- Fleet Foot (base walking speed 35ft)
- Mask of the Wild (can hide in mist/fog/dust/snow/trees/etc)
Feats:
- Unarmored Defense (Unarmored AC = DEX + WIS)
- Martial Arts (can use DEX instead of STR for unarmed and monk weapon accuracy/damage, roll d4 for damage, and do an unarmed strike as a bonus action when attacking)
► Show Spoiler
Name: Karn
Race: Dragonborn
Color: Red (Fire breath 15 foot cone. 50% fire damage resistance)
Background: Gladiator (PHB says this gets me a special weapon. Do I get to keep it?)
Class: Barbarian
STR: 20 (+5)
DEX: 17 (+3)
CON: 16 (+3)
INT: 10 (0)
WIS: 13 (+1)
CHA: 14 (+2)
HP: 15
AC: 16 (Unarmored)
Speed: 30
Skill proficiencies: Acrobatics and Performance (Gladiator). Intimidation and Perception (Barbarian).
Saving throws: STR, CON
Features: Rage (2/day. Gives advantage on strength checks, +2 melee damage, 50% resistance to bludgeoning, piercing, and slashing damage. Lasts 1 minute.), Unarmored Defense (AC = 10 + DEX + CON).
Languages: Common, Draconic.
Fire breath: 15 foot cone. 2d6 damage. Save vs DEX DC 8+prof+CON= 13.
Is that everything? You said we have to earn armor and weapon proficiencies?
Also, I presume melee attacks count as strength checks for the purposes of Rage?
► Show Spoiler
Half elf Proficencies: Stealth, perception
Background: guild artisan (insight, persuasion)
Class prof: deception, intimidation
Class: Sorcerer. (Wild mage)
Str: 11 14
Dex: 13 +1 = 14
Con: 13 +1 = 14
Int:14 11
Wis: 17
Cha: 16 +2 = 18
Cantrips: Fire bolt, shocking grasp, ray of frost, thunder clap
Spells: sleep, magic missle
► Show Spoiler
Martin the Mad
Warlock - lvl 1
.[tabs: Stats]
STR: 16 (+3)
DEX: 18 (+4)
CON: 15 (+2)
INT: 16 (+3)
WIS: 14 (+2)
CHA: 18 (+4)
[tabs: Skills]
+4 Acrobatics:
+2 Animal Handling:
+3 Arcana
+3 Athletics
+6 Deception
+5 History
+2 Insight
+6 Intimidation
+3 Investigation
+2 Medicine
+3 Nature
+4 Perception
+4 Performance
+4 Persuasion
+3 Religion
+4 Sleight of Hand
+6 Stealth
+2 Survival
[tabs: Spells]
Cantrips:
Chill Touch - 1 Action - Range: 120 - 1 round - You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
Eldritch Blast - 1 Action- Range: 120 - Instantaneous - A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
lvl 1
Burning Hands - 1 Action - Self(15-foot cone) - Instantaneous - Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
Hellish Rebuke - 1 reaction - Range: 60 - Instantaneous - You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
[tabs: Saving Throws]
STR(+3)
DEX(+4)
CON(+2)
INT(+3)
WIS(+4)
CHA(+6)
[tabs: Stuff]
Race: Elf-Drow
AC: 15 + (Light-Armor?)
HP: 10
PP: 14
Darkvision: 120 ft
Background: Haunted One
Speed: 30 ft
Weapon(s): ?
[tabs: Specials]
Dark One's Blessing: Gain 5 temp HPs when you reduce a hostile creature to 0 HP.
Fey Ancestry: advantage on charm saves and immune to sleep magic.
Sunlight Sensitivity: Disadvantage on perception and attack when in direct sunlight.
Trance: 4 hours trance instead of sleep.[/tabs]
► Show Spoiler
HP: 12+2 = 14
Saving Throws: STR / CON
Proficiencies: Animal Handling, Survival (in addition to: Athletics & Perception from the Sailor background and Intimidation from being a half-orc).
Barbarian Features: Rage / Unarmoured defence
Half-Orc Features: Darkvision, Relentless Endurance, Savage Attacks
AC (unarmored) = 13 (10 + DEX + CON mods)
► Show Spoiler
.[tabs:Attributes]
Narok Mantlebeard, Lawful Evil Mountain Dwarf
Level 1 Wizard (0/300 XP)
STR: 15 (+2) |
Save +2 | Athletics +2
DEX: 12 (+1) |
Save +1 | Acrobatics/Sleight of Hand/Stealth +2
CON: 20 (+5) |
Save +5
INT: 17 (+3) |
Save +5 |
Arcana/History/Investigation/Religion +5, Nature +3
WIS: 12 (+1) |
Save +3 | Animal Handling/Insight/Medicine/Perception/Survival +1
CHA: 13 (+1) |
Save +1 | Deception/Intimidation/Performance/Persuasion +1
HP: 11 (1d6+5)
AC: 11 (No Armor + No Shield + 1 Dex)
Speed: 25ft
Dwarven Resilience: Advantage on saving throws against poison, and resistance against poison damage.
Darkvision 60ft
[tabs:Equipment]
Narok Mantlebeard, Lawful Evil Mountain Dwarf
Level 1 Wizard (0/300 XP)
?
[tabs:Spells]
Narok Mantlebeard, Lawful Evil Mountain Dwarf
Level 1 Wizard (0/300 XP)
Spell Slots: 1st: 2 |
2nd: 0 |
3rd: 0 |
4th: 0 |
5th: 0 |
6th: 0 |
7th: 0 |
8th: 0 |
9th: 0
Prepared (4)
- (C) Chill Touch
- (C) Mage Hand
- (C) Minor Illusion
- (L1) Ray of Sickness
- (L1) Magic Missile
- (L1) Grease
- (L1) Shield
- (R) Unseen Servant
Spellbook
- 1st: False Life, Ray of Sickness, Magic Missile, Unseen Servant(R), Grease, Shield
- 2nd:
- 3rd:
- 4th:
- 5th:
- 6th:
- 7th:
- 8th:
- 9th:
[/tabs]
Re: The gladiators!
Posted: Wed Aug 09, 2017 12:14 pm
by thinkslogically
Option 1:
4D6.HIGH(3) = [2, 5, 2, 1] = 9
4D6.HIGH(3) = [5, 1, 2, 4] = 11
4D6.HIGH(3) = [1, 1, 2, 3] = 6
4D6.HIGH(3) = [5, 3, 4, 1] = 12
4D6.HIGH(3) = [1, 4, 3, 5] = 12
4D6.HIGH(3) = [5, 4, 5, 6] = 16
4D6.HIGH(3) = [4, 2, 5, 2] = 11
Option 2:
5D6.HIGH(3) = [2, 4, 6, 5, 5] = 16
5D6.HIGH(3) = [2, 2, 5, 5, 3] = 13
5D6.HIGH(3) = [3, 1, 5, 5, 4] = 14
5D6.HIGH(3) = [3, 5, 2, 2, 6] = 14
5D6.HIGH(3) = [1, 1, 1, 2, 6] = 9
5D6.HIGH(3) = [3, 2, 3, 5, 1] = 11
I'll pick half-orc (+2 STR, +1 CON), swap INT with WIS and go with this as my final selection:
STR: 18 (+4)
DEX: 13 (+1)
CON: 15 (+2)
INT: 9 (-1)
WIS: 14 (+2)
CHA: 11 (+0)
Background: Sailor (athletics, perception)
Planned class: Barbarian
Re: The gladiators!
Posted: Wed Aug 09, 2017 2:14 pm
by Theis2
It won't be a problem at all Wears. Worst case scenario would be that I took temporary control of your character during a fight or others vote on your actions
Re: The gladiators!
Posted: Wed Aug 09, 2017 2:30 pm
by thinkslogically
I should have asked before, but are all the players going to be on the same team?
Re: The gladiators!
Posted: Wed Aug 09, 2017 2:43 pm
by Theis2
At first but things can be changed up once in a while depending on what the masters feel is entertaining so pvp can happen and you may even be urged to kill fellow players.
Re: The gladiators!
Posted: Wed Aug 09, 2017 2:44 pm
by thinkslogically
Cool stuff
Re: The gladiators!
Posted: Wed Aug 09, 2017 3:05 pm
by M0rtimer
Soo....
5D6.HIGH(3) = [2, 6, 2, 5, 2] = 13
5D6.HIGH(3) = [3, 1, 1, 1, 1] = 5
5D6.HIGH(3) = [6, 2, 2, 5, 4] = 15
5D6.HIGH(3) = [6, 4, 1, 1, 6] = 16
5D6.HIGH(3) = [4, 1, 1, 4, 1] = 9
5D6.HIGH(3) = [5, 6, 4, 4, 4] = 15
So decided I'll play as a human, and I'm switching one stat to INT... Which makes for my final total to be:
STR: 14
DEX: 17
CON: 16
INT: 6
WIS: 10
CHA: 16
For now, at least- Still thinking about whether I'm going boring human or something more interesting... But you've got these "interesting" stats for now, at least.
edit: Used the first option, too- But with the exception of one unusually low stat, seems I'm sticking to my original rolls.
4D6.HIGH(3) = [4, 3, 5, 3] = 12
4D6.HIGH(3) = [2, 3, 2, 1] = 7
4D6.HIGH(3) = [1, 2, 2, 5] = 9
4D6.HIGH(3) = [5, 2, 5, 3] = 13
4D6.HIGH(3) = [3, 3, 5, 5] = 13
4D6.HIGH(3) = [4, 4, 3, 2] = 11
4D6.HIGH(3) = [4, 5, 3, 6] = 15
Re: The gladiators!
Posted: Wed Aug 09, 2017 3:08 pm
by thinkslogically
...Crap... I misread the rules for rolling the dice the second way... Can I reroll please?
Re: The gladiators!
Posted: Wed Aug 09, 2017 3:09 pm
by Theis2
Another important thing to mention, equipment might not be as readily available as one would wish.
You can get the feat variant and only get 2 +1 to a stat but also a feat and skill
Sure, I don't mind if you try both and pick one or the other now that I think about it
Re: The gladiators!
Posted: Wed Aug 09, 2017 3:44 pm
by thinkslogically
Ok, I've edited my last post to avoid multi-posting, but I thought of another question which sort of makes the whole thing redundant...
Anyway: I know we don't get classes yet, but should we pick backgrounds? I assume we don't get the stuff from them, but the skill proficiencies arguably exist. If so, I'll just keep editing my eariler post.
Re: The gladiators!
Posted: Wed Aug 09, 2017 4:36 pm
by spiderwrangler
Option 1: 4d6
_: 4D6.HIGH(3) = [6, 2, 3, 1] = 11
4D6.HIGH(3) = [2, 3, 6, 1] = 11
4D6.HIGH(3) = [2, 3, 3, 4] = 10
4D6.HIGH(3) = [3, 6, 5, 5] = 16
4D6.HIGH(3) = [4, 5, 5, 6] = 16
4D6.HIGH(3) = [4, 1, 1, 6] = 11
4D6.HIGH(3) = [1, 2, 4, 2] = 8
Option 2: 5d6 in order
_: 5D6.HIGH(3) = [6, 3, 6, 4, 4] = 16
5D6.HIGH(3) = [3, 2, 4, 1, 3] = 10
5D6.HIGH(3) = [1, 1, 5, 1, 6] = 12
5D6.HIGH(3) = [2, 6, 1, 3, 3] = 12
5D6.HIGH(3) = [4, 1, 2, 1, 2] = 8
5D6.HIGH(3) = [6, 1, 4, 2, 5] = 15
As long as there are no race restrictions, I'll take the second option, switching DEX and INT and going silver dragonborn for a final of
STR: 18
DEX: 12
CON: 12
INT 10
WIS 8
CHA: 16
Former Soldier (Athletics, Intimidation)
Planned Class: Paladin
Ditto on the background question... or are we all 'pit fighters'?
Re: The gladiators!
Posted: Wed Aug 09, 2017 5:08 pm
by thinkslogically
... you building a paladin / sorceror by any chance?
Re: The gladiators!
Posted: Wed Aug 09, 2017 5:09 pm
by spiderwrangler
Paladin if I last long enough!
Re: The gladiators!
Posted: Wed Aug 09, 2017 5:15 pm
by thinkslogically
Ah yeah, CHA is the paladin's stat too... I forgot and thought you might be building some crazy OP multiclass build!
Re: The gladiators!
Posted: Wed Aug 09, 2017 5:48 pm
by spiderwrangler
Possible, I haven't delved into paladins as much, so not sure what their good break points are for going MC.
Re: The gladiators!
Posted: Thu Aug 10, 2017 12:24 am
by Theis2
Forgot about backgrounds, guess I'm still in the 3.5 mindset
Sure you can pick whatever background suits you. You won't have any of the equipment though.
Re: The gladiators!
Posted: Thu Aug 10, 2017 7:51 pm
by WearsHats
So I'm pretty sure I want to go with option 2. But let's see what the dice say.
Option 1
4D6.HIGH(3) = [1, 5, 6, 1] = 12
4D6.HIGH(3) = [5, 2, 2, 2] = 9
4D6.HIGH(3) = [2, 6, 5, 3] = 14
4D6.HIGH(3) = [4, 1, 2, 6] = 12
4D6.HIGH(3) = [2, 6, 2, 5] = 13
4D6.HIGH(3) = [5, 3, 5, 3] = 13
4D6.HIGH(3) = [1, 4, 2, 4] = 10
Well... that's slightly better than mediocre. Here's hoping for option 2. Because, starting at level 0, I kind of like the idea here of just going with what you're born with and then choosing your calling based on that.
Option 2
5D6.HIGH(3) = [4, 4, 5, 2, 4] = 13
5D6.HIGH(3) = [6, 6, 5, 5, 3] = 17
5D6.HIGH(3) = [6, 1, 2, 4, 6] = 16
5D6.HIGH(3) = [2, 1, 2, 5, 3] = 10
5D6.HIGH(3) = [6, 6, 6, 6, 3] = 18
5D6.HIGH(3) = [4, 4, 2, 2, 5] = 13
STR: 13
DEX: 17
CON: 16
INT: 10
WIS: 18
CHA: 13
Hmm. Okay, then. Kind of tempted trying to be a halfling rogue, since I've never really played either, but I don't want to step on Spider's toes (so to speak). Can I be a tiefling? Or are there other races we're allowed?
Re: The gladiators!
Posted: Thu Aug 10, 2017 8:53 pm
by spiderwrangler
Won't be stepping on my toes here, your dex and wis guy will be pretty far from my dragonborn paladin!
► Show Spoiler
With 3 really good stats, and the ability to switch two of them around, you are pretty much open to whatever future class you want to do, and can add racial bonuses on top of your good stats to make you even better, or take racial bonuses that bolster your lower stats to bring them up.
Bard - swap CHA and WIS
Barbarian - swap STR and WIS
Cleric - keep it as is and go DEX or swap DEX and STR
Druid - pretty good as is
Fighter - probably swap STR with WIS
Monk - swap DEX and WIS, take a race with +2 DEX
Paladin - the toughest so far, probably swap WIS and CHA, go with a DEX build, or swap STR and WIS, take a CHA race
Ranger - pretty good as is, could swap DEX and WIS and take a +2 DEX race to get to 20
Rogue - Good as is, if you envision going Arcane Trickster, swap something other than DEX to boost INT
Sorcerer - Swap WIS and CHA
Warlock - Swap WIS and CHA
Wizard - Swap WIS and INT
Re: The gladiators!
Posted: Thu Aug 10, 2017 9:44 pm
by WearsHats
I was mostly joking. But a nimble halfling criminal seemed a little too familiar (from another game, but still). And I missed the bit where I can switch two stats. Not sure how I feel about that, but it does indeed open up some possibilities. Thanks! But I'm not really up to thinking today.
Re: The gladiators!
Posted: Fri Aug 11, 2017 9:54 am
by Theis2
All things in the players handbook is alright to choose from and the rest can be up for debate
Also finding the concept of somebody becoming a paladin after being enslaved and forced to fight rather amusing
Re: The gladiators!
Posted: Fri Aug 11, 2017 9:57 am
by spiderwrangler
There's the Oath of Vengeance, after all...
Re: The gladiators!
Posted: Fri Aug 11, 2017 10:01 am
by thinkslogically
@Wears: With your stats as they are, you've got some pretty interesting options as a DEX-based warrior (fighter / monk / rogue). Your high DEX is going to make you hard to hit and give you a good chance of acting early in combat (you're currently on a +3 AC / Init bonus from it and there's no reason you can't start with +4 if you pick a race that gives you a DEX boost). Your CON score should help keep you alive on the front lines and the high WIS will be good for perception. WIS is also the casting stat for clerics, monks, druids and rangers.
Swapping a high score to CHA would open up casting slots for Paladins, Sorcerors, Warlocks and Bards.
INT gets you the wizard spellcasting stat, and is the stat for third level paths into Arcane Trickster (Rogue) or Eldritch Knight (Fighter), but doesn't otherwise get you anything except languages and knowledge, the usefulness of which is usually pretty campaign-specific.
Re: The gladiators!
Posted: Fri Aug 11, 2017 10:03 am
by spiderwrangler
((Don't think INT affects languages in 5e, those all come from race, class, background or feat.))
Re: The gladiators!
Posted: Fri Aug 11, 2017 10:06 am
by thinkslogically
((You're right! I was thinking of 4e))