<span class="bbc_u"><strong>GM Character Discussion</strong></span><br/><br/>This area contains the GM's personal observations of the character sheets as presented so far.  This is not to be read within a particular timeframe.  At some point, Eduardo will sit down with you to talk about<em>your</em>character.<br/><br/><hr/><br/><strong>NICKOLAS</strong><br/><br/>This part of is directed towards Nickolas' character creation of the Winter Eladrin Bard.<br/><br/>Eduardo obviously allowed Nickolas to make some changes to the character sheet.  Character creation was rather straight forward, but it required some forethought.<br/><br/>10.<strong>The 1d100 roll:</strong><br/><br/>"All right, let me see here," Eduardo began, checking the appendix for the game to see what sort of trinket the character possessed.   "Here it is, for whatever reason, and we can discuss this reason at length later, your character is in possession of the:<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"> An old, wooden-handled ice pick stained with blood that won't wash off.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>"Ooooh," Eduardo said, pretending that he was spooked.<br/><br/>11.<strong>What is PB?</strong>"PB stands for Proficiency Bonus.  All of the characters currently have a proficiency bonus of +2.  As you level up, your proficiency bonus will increase.  You usually add your proficiency bonus to everything that "you are proficient with."  Your skills, saves, attacks, spells, etc."<br/><br/>9.<strong>Ability scores</strong>"So, you have 11, 15, 9, 8, 12, 17, but technically, using the point buy, you could have 11, 16, 10, 8, 12, 17.  You're shortchanging yourself two potential points.  But, according to your rolls, you could have alternatively start with:  13, 9, 15, 14, 11, 5, not including your bonuses.  That's a pretty bad roll, though.  I would keep the 11, 16, 10, 8, 12, 17.<br/><br/><hr/><br/><strong>BILLIE</strong><br/><br/>This part is directed towards Billie's character creation.<br/><br/>2.  "What makes rogues and paladins not fun?" Billie asked.<br/><br/>"Well... rogues are difficult to play in this setting because, one, it's a nature themed game, and two, in areas where they shine, like stealth, they are almost dangerously isolated because they ordinarily have to go at it alone.  On top of that, their options are somewhat limited:  you poke the bear, you shoot the bear, and... maybe you throw something at the bear.  On the other hand, the paladin kind of needs help.  He's not as good as the cleric at healing, he's not as good as the fighter at fighting, and he's... well, I keep using "he", right?  The paladin just gets grossly outshined by other classes that are better.  I think the only thing that paladins are particularly good at are saves."<br/><br/>5.<strong>Winter druid.</strong>"I admit, using a spellcasting class during your first go can be a bit intimidating, but there's nothing cooler than having just the right spell prepared for a situation.  Let's see:<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Hit Points<br/>Hit Dice: 1d8 per druid level<br/>Hit Points at 1st Level: 8 + your Constitution modifier<br/>Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st<br/><br/>Proficiencies<br/>Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)<br/>Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears<br/>Tools: Herbalism kit<br/>Saving Throws: Intelligence, Wisdom<br/>Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival<br/><br/>Equipment<br/>You start with the following equipment, in addition to the equipment granted by your background:<br/>• (a) a wooden shield or (b) any simple weapon<br/>• (a) a scimitar or (b) any simple melee weapon<br/>• Leather armor, an explorer's pack, and a druidic focus</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>"I want you to like your character, so I will be happy to answer any questions that you might have," Eduardo said.   "I'm not all knowing, though, so even I have to look into things, too.  I think, what's important right now, is to just try to keep things manageable and bite-sized."<br/><br/>6.  Warlocks.   "I love warlocks.  It would be fun to have a campaign with two warlocks, too."<br/><br/>5.  Race.   "I really like half-elves, but consider that they might not be the best druid, though they make good warlocks.  Check it out:"<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice each increase by 1.<br/>Age. Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.<br/>Size. Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.<br/>Speed. Your base walking speed is 30 feet.<br/>Darkvision. Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br/>Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.<br/>Skill Versatility. You gain proficiency in two skills of your choice.<br/>Languages. You can read, speak, and write Common, Elven, and one language of your choice.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>"The half-elf gets a +2 bonus to charisma, and charisma is a dump stat for druids.  Thematically, it makes sense: druids in this setting are almost like isolated hermits.  However..."<br/><br/>"I am willing to allow you to move the bonuses around the abilities in order to get the character you want to play.  I think that's a rule somewhere in Unearthed Arcana, where you can switch things around like that."<br/><br/>