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Post by Zero Prime on Jul 30, 2020 17:40:16 GMT -8
The Ironfang Invasion Adventure Path begins in the sleepy Nirmathi town of Phaendar, nestled alongside the only major crossing of the Marideth River within 50 miles upstream or down. The campaign begins as artisans, farmers, miners, shepherds, traders, and trappers from across the region gather for the seasonal Market Festival to send their raw materials to market in the “big city” of Tamran and trade for those essentials— finished goods, clothing, magic, and alcohol—that make surviving the next season easier. The PCs may be longtime residents of Phaendar, injured veterans recuperating from the war, or trappers and farmers who arrive to sell their wares, catch up with friends, or stock up for the season, only to find themselves beset upon by a merciless enemy! It is my intention to have all the Players be members of the Phaendar community, whether related by family, or have settled down in the area for a number of years, the more we invest in these ties, the deeper the connection to the setting, the scenario, and the greater the stakes of your actions. That being said, I would prefer to use Core 5E, Sword Coast Adventurers Guide, and Xanthar's Guide to Everything, however, I would prefer to keep the race selection fairly standard for the area; Human (variant), Elf, Dwarf, Halfling, Gnome, Half Elf or Half Orc. No real restrictions on classes, though I would prefer if people selecting Paladin or Cleric do a little reading of Golarian dieties on the Pathfinder Wiki, or ask myself or your fellow players who may be familiar with Pathfinder lore. Now, your players are from a smaller town, in a rural region, and as such you can certainly roleplay having certain blind spots and not being entirely familiar with history or religion. Character generation will be standard point buy, as for equipment swap, anything within reason would be acceptable, just run it by me.
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Post by Zero Prime on Jul 30, 2020 17:50:19 GMT -8
Pathfinder uses Campaign traits to tie your character more closely to the setting, I will list those below, there are no mechanical benefits, that you know of (evil GM laugh) but you can use it as a character hook if something appeals to you.
Animal Whisperer: You’ve spent more of your life around animals than people, and find them easier to understand. You gain a +1 trait bonus on Handle Animal checks, and Handle Animal is always a class skill for you. Your trait bonus increases to +5 whenever you attempt to “push” a wild animal to perform a trick for you, so long as its attitude is indifferent or friendlier. You may target creatures of the animal type with charm or compulsion spells as if they were humanoids, but unless you have another ability to make yourself understood to animals, you must still succeed at a Handle Animal check to “push” your target in order to communicate specific requests.
Blight-Burned: You were raised deep in the Fangwood Forest, but in your childhood the Darkblight overtook your community, and blighted fey attacked your friends and family. Even after escaping, you barely survived infection by the otherworldly fungal disease and still bear a terrible scar from your ordeal. You gain a +2 trait bonus on Fortitude saving throws against disease or poison (your choice), and your scar now throbs painfully in the presence of unnatural creatures, immediately alerting you to their presence. This sixth sense alerts you to the presence of aberrations, oozes, and all creatures with the blighted fey and fungal creature templates within 30 feet (though it doesn’t indicate their exact location). You can always act during the surprise round against such creatures, and you aren’t considered flat-footed against such creatures in the first round of combat.
Chernasardo Hopeful: You’ve pledged your skills and your life to the Chernasardo rangers, studying to protect your homeland from foreign invaders. You currently remain a neophyte in this secretive guerrilla army. You have yet to be entrusted with many of their secrets, and spend a great deal of time training with the old ranger Aubrin in Phaendar to hone your skills of hunting and tracking. In forest or plains terrain, you may reduce a single target’s effective level of concealment against you (from total concealment to concealment to not concealed) by studying your natural surroundings as a move action. This reduced concealment ends immediately once the target moves from its current location. At 10th level, you may study your terrain as a swift action instead.
Foxclaw Scout: You are part of Nirmathas’s informal network of hunters and scouts known as the Foxclaws, and study the secret vulnerabilities of those dangerous beasts that prey upon your fellow settlers. You gain a +2 trait bonus to confirm critical hits against creatures of the animal, magical beast, and vermin types, and while wearing a trophy from an animal, magical beast, or vermin whose CR was higher than your current class level, you gain a +1 morale bonus on Will saves.
Frontier Healer: You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.
Ironfang Survivor: Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.
Kraggodan Castaway (Dwarf Only): You hail from the dwarven Sky Citadel of Kraggodan in southern Nirmathas and have spent the past several years among the surface people serving as a mercenary in the war, trading with Nirmathi towns, or simply seeing the surface world. Molthune’s recent siege of Kraggodan has squelched any hopes you had of returning home, and now you struggle to find a home on the surface. Thanks to your travels, you gain one of the following as a bonus language: Common, Hallit, Varisian, or Undercommon. In addition, your homesickness means time spent underground revitalizes your spirits; whenever you are underground—either in natural caverns or an artificial complex—you automatically stabilize if brought below 0 hit points, and if reduced to 0 hit points (or you are stable and conscious when below 0 hit points) you do not take the usual 1 point of damage disabled characters take from performing a standard action. This revitalizing effect fades after 4 consecutive days spent underground, but returns after you spend more than a week above ground again.
Unbreakable Survivor: Over a decade ago, bandits took everything you valued in life and left you barely alive. You managed to rebuild your life in the years since, and your tenacity has made you a local legend. Once per day as a full round action, you may shrug off some of your injuries and immediately heal a number of hit points equal to your Constitution modifier + 1 per Hit Die. Your reputation for tenacity inspires your neighbors, and you gain a +1 trait bonus whenever you attempt to influence residents of Phaendar with Diplomacy or Intimidate checks. At 6th level, your reputation spreads further across the nation, and you may apply your trait bonus on Diplomacy and Intimidate checks to influence all humanoids in Nirmathas.
World-Weary: You’ve seen the horrors of war, and had hoped you’d seen the end of it. You’ve retreated from the fighting—likely from the front line with Molthune, but maybe from the crusade of Lastwall or the political infighting of Ustalav—and now just want to protect and provide for those you care about. You gain one of the following as a permanent class skill: Appraise, Heal, Knowledge (history), Sense Motive, or Survival. When you perform an aid another action to improve a creature’s Armor Class, you increase its AC by +4 rather than +2.
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Post by Daos on Jul 30, 2020 20:54:24 GMT -8
I could use some advice from anyone who knows 5E well. The character I'll be playing is an NPC from a game I run, converted into 5E from 2E. He's a half-elf thief with the scout kit. So he's more nature-based than urban. He's built for ranged combat over melee and stealth over picking pockets/locks.
Originally, I figured I'd just make him a straight up rogue, as that is the modern version of the thief class, right? But then I wondered if I should make him a ranger instead. After all, in 5E anyone can learn thief skills. Or maybe I should multi-class both? Or are there other options I don't know? I only have the PHB, so my knowledge is limited.
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Post by Zero Prime on Jul 31, 2020 1:04:37 GMT -8
A wilderness Rogue is an amazing idea! So a comparison between the Rogue & Ranger becomes a discussion of the two classes. The 1st is, as written, the Rogue is a pretty urban adventurer, at least at 1st glance, with no access to traditional martial weapons, you get pegged into shortsword, dagger, and crossbow as your weapons. Whereas the Ranger gets access to martial weapons, however, the mix becomes a little more blurred if you accept that racially, you could play an elf, and though Elven Weapon Training, gain access to longsword & longbow. So I am going to assume elven rogue vs ranger in the discussion ...
At 1st level the Rogue gains Expertise (x2 Proficiency, +4 at 1st level), in two proficiencies, assuming you pick Stealth & Survival, you are a ghost in any terrain you find yourself in. You gain a d6 Sneak attack damage on any attack you make with a ranged or a finesse weapon. What's that, a longbow is a ranged weapon ... what's that it's Short range is 150 feet ... you mean, even if your target is charging your position at 60' a round, you'd have two rounds of d8+d6+Dex damage? SICK! At 1st level a Ranger gains Favored enemy, so advantage on Survival checks vs your chosen foes, so you can track them like Aragorn does Orcs. Awesome! You also gain Favored Terrain, which grants you so flavorful bonuses, makes you and your group unlikely to get lost in a wilderness you are familiar with.
At 2nd level, your Rogue becomes a bit more mobile with Cunning Action, Minor Action hide, disengage or dash, so you can move from cover to cover like a ghost, and with expertise with Stealth most foes won't be able to spot you, especially if you are sticking to your bow's short range of 150 feet. The Ranger, however, gains both access to a Fighting Style, I am going to assume Archer at this point, and Spell Casting, so +2 to Hit with your bow, and access to Hunter's Mark for an easy +d6 on your marked target, so mechanically the ranger catches up to the Rogue's superior damage twice per day.
At 3rd level, it depends, based on your archetype, I'd go Assassin for the Rogue and flavor it as a Sniper. So now, you gain auto crits on unaware opponents, or against foes who haven't yet acted. So basically, you are doing 2d8+4d6+3 vs your 1st target in any combat, that's a pretty hefty opener. The Ranger get's Hunter for increased damage vs a single target (Giant Slayer) or AoE vs a cluster of enemies (Horde Breaker), or Beast Master, which, until 5th is mostly utility depending on the companion you choose.
At 4th level, you gain access to an ASI, or a Feat. Ranger or Rogue, I would grab Sharpshooter, for the -5 to Hit for +10 damage, the rogue is harder to land this with, unless you have advantage for surprise. So as the Assassin, you are now looking at an opener of 2d8+4d6+13, which is enough to potentially one shot most CR 4 creatures on a decent roll.
So here's my take, I'd go High Elf, I know, not wood elf, but that's because I want to take the Cantrip True Strike. I would go 4 levels of Rogue, to get to Assassin, so prior to springing your Ambush you cast True Strike on yourself, so you gain Advantage on that opening attack, after hitting 4th level Rogue, I would multiclass to Ranger, which means I'd want to make sure I had 13 Dex (duh!) and 13 Wisdom when doing my stats. I'd go Beastmaster, but now at Rogue 4-Ranger 2, I can Hunter's Mark & Sneak attack at the beginning of combat, making my Assassinate opener, 2d8 (longbow critical) +4d6 (sneak attack critical) +d6 (Hunter's Mark) +10 (sharpshooter) + 3 (dex) = OUCH! I'd go Beastmaster at 3rd Ranger, take a Falcon, and stick with Ranger until 7th level. At that point my Falcon companion, can Help me in combat as a Minor Action, so I can have Advantage anytime during combat, meaning Sneak Attack damage at will, without worrying about hiding or what not.
Anyways, long story short, Rogue is a non-magical, highly skilled wilderness sniper with superior damage from stealth, whereas the ranger can handle themselves in melee combat a little easier, with a higher hit die, and are slightly more accurate due to Archer, plus have more versatility via spells. Mixing the two of them can certainly work, and the adventure will likely see you guys going through to 16th level or so, so assuming a continuous game, there is the potential to make an effective multiclass of both in whatever manner you wish.
Sorry for the long post, I love theorycrafting builds!
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Post by Kvard51 on Jul 31, 2020 2:48:11 GMT -8
There is also the Scout Subclass, which gives Expertise in Survival and Nature plus some nice Movement boosts. Not sure which book it's from, but it's a great sub for a wilderness rogue, since that's what it is.
As for me, I'm leaning for a Wood Elf Shepherd Druid, or possibly a land druid. I prefer the shepherd subclass for the spirits that could help the whole party.
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Post by TheBBEG on Jul 31, 2020 4:28:48 GMT -8
There is also the Trapper Ranger, which gives up spell casting to get trapfinding and some trap base shenanigans. I was thinking about a ranger, but not sure what I want to do yet.
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Post by Daos on Jul 31, 2020 10:39:29 GMT -8
I found the scout here. That does seem appropriate, as he was a scout in 2E, as well. It's from Xanathar's Guide to Everything. But I can't find a trapper ranger.
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Post by TheBBEG on Jul 31, 2020 17:23:19 GMT -8
For some reason, I was thinking this was in Pathfinder 1E system, not just the setting. Oops, I'm an idiot. Switching my character concept from Pathfinder to 5E. Nothing to see here lol.
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Post by TheBBEG on Jul 31, 2020 17:58:42 GMT -8
I know Daos is going a ranged ranger. I"m going a two-handed melee ranger. Essentially a lumberjack. If this is too close, I'll change my class entirely, likely to fighter or barbarian. No official backstory, but essentially a local boy turned lumberjack who has learned how to fight as a way to protect the settlement, sort of like a reserve militia man. Not too smart, not super comfortable around people, but pays attention to everything and is physically gifted. John "Junk" Masterson
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Post by HorizonsDream on Jul 31, 2020 19:28:54 GMT -8
I'm going to go with a half-elf monk. I don't have much other than ability scores at the moment, but I will get more down when I can. I have a vague idea bouncing along in my head.
STR- 10 +0 (racial bonus) = 10 DEX- 15 +1 (racial bonus) = 16 CON- 12 +0 (racial bonus) = 12 INT- 10 +0 (racial bonus) = 10 WIS- 14 +1 (racial bonus) = 15 CHA- 11 +2 (racial bonus) = 13
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Post by Daos on Aug 1, 2020 12:52:41 GMT -8
Here's mine:
Tavos (Played by Daos) Male Hale-Elf Rogue 1 (CG - Erastil) STR 10 (+0), DEX 16 (+3), CON 15 (+2), INT 12 (+1), WIS 10 (+0), CHA 13 (+1), Age 21, HT 5’9”, WT 133 lbs HP: 10/10 Hit Dice: 1d6/1d6 Proficiency Bonus: +2 AC: 14 = 10 + 1 [leather] + 3 [DEX] Dmg: Unarmed Strike [+2 to hit; 1 bludgeoning]; Dagger [+5 to hit; 1d4+4 piercing, finesse, light, thrown (range 20/60)], Short Bow [+5 to hit; 1d6+3 piercing, two-handed], Short sword [+5 to hit; 1d6+3 piercing, finesse, light] XP: 0/300 Saves: STR +0, DEX +5, CON +2, INT +3, WIS +0, CHA +1 Feats: None Skills: Acrobatics (+5), Animal Handling (+0), Arcana (+1), Athletics (+0), Deception (+3), History (+1), Insight (+2), Intimidation (+1), Investigation (+2), Medicine (+0), Nature (+3), Perception (+2), Performance (+1), Persuasion (+1), Religion (+1), Sleight of Hand (+5), Stealth (+7), Survival (+2) Racial Abilities: Ability Score Increase (+2 CHA, +1 DEX, +1 CON), Darkvision (60'), Fey Ancestry (Advantage on saves against charm and immunity to sleep), Skill Versatility (Nature, Survival) Class Abilities: Proficiency (Light armor, simple weapons, hand crossbows, long swords, rapiers and short swords, thieves' tools, DEX saves, INT saves, Acrobatics, Insight, Perception, Deception), Expertise (Stealth and Thieves' Tools), Thieves Cant, Sneak Attack (+1d6 damage), Extra Language (Sylvan) Archetype Abilities: None Background Abilities: Urchin Proficiency (Sleight of Hand, Stealth, Disguise kit, Thieves Tools), City Secrets (can move through town at double speed) Languages: Common, Elvish, Sylvan Gear: Head - Leather cap Neck - Bare Torso - Ragged shirt, leather armor [10 lbs], quiver [1 lb], backpack [5 lbs] Hands - Leather gauntlets Waist - Ragged pants, belt, pouch [1 lb], short sword [2 lbs] Feet - Leather boots, daggers (x2) [2 lbs] Backpack - Bedroll (strapped to top) [7 lbs], mess kit [1 lb], rations (x10 days) [20 lbs], 50' hempen rope (strapped to side) [10 lbs], tinderbox [1 lb], torches (x10) [10 lbs], map of town Quiver - Short bow [2 lbs], 20 arrows [1 lb] Pouch - Coin (10 GP), waterskin (full) [5 lbs], thieves' tools [1 lb] Total Weight: 79 lbs (-10 speed) Speed: 30 Encumbrance: 0-50 lbs is no encumbrance, 51-100 lbs is encumbrance (-10 speed), 101-150 lbs is heavy encumbrance (-20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity) Stowed Gear: None Inspiration: No
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As far as his backstory goes, I had some questions in regards to that.
01. Based on what I've read so far, I take it Nimrathas doesn't have nobility or an upper class of any kind. What's the nearest nation that does? 02. How long ago was the Freedom War? 03. Do the people of Phaendar care about a person's bloodlines? Would they care about someone's race, class (social and economic, not D&D class), ethnicity, homeland, etc.? If not, what would they care about? 04. How fleshed out are the NPCs of Phaendar? Can we make up a few to fit into our backstories, or is the town pretty well fleshed out already?
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Post by Kvard51 on Aug 1, 2020 17:54:33 GMT -8
Daos, IF you are going Scout, remember you will get Nature and Survival for free at third level. In fact, you will get expertise in them for free at third. Which means you should go another route with your skills now.
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Post by HorizonsDream on Aug 1, 2020 19:36:39 GMT -8
Indaura Sabine Female Half-Elf Hermit Monk Level 1 Neutral Good Strength 10 (+0) Dexterity 16 (+3) Constitution 12 (+1) Intelligence 10 (+0) Wisdom 15 (+2) Charisma 13 (+1) Age-27 Size: Medium Height: 5' 5" Weight: 160 lb Skin: Tan Eyes: Light Brown Hair: Light Brown Wavy Maximum Hit Points: 9 Speed: 30 feet Inspiration: Armor Class: 15 = 10 + 3 [dexterity] + 2 [monk wisdom] +2[against goblinoids only] Proficiency bonus:+2 Initiative modifier:+3 = +3 [dexterity] Attack (handheld / thrown):+2 = +2 [proficiency] Attack (missile / finesse):+5 = +3 [dexterity] +2 [proficiency] Strength save:+ 2 = +2 [proficiency] Dexterity save:+5 = +3 [dexterity] +2 [proficiency] Constitution save:+1 = +1 [constitution] Intelligence save:+0 Wisdom save:+2 = +2 [wisdom] Charisma save:+1 = +1 [charisma] Insight (passive):14(19 with advantage) Investigation (passive):10(15 with advantage) Perception (passive):12(17 with advantage)
Once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.
Carry: 150 lb maximum Languages: Common, Elvish, Goblin, Primordial, Sylvan (bonus) Unarmed strike [+5 to hit; 1d4+3 bludgeoning] 10 Darts [+5 to hit; 1d4+3 piercing, 1 lb each, finesse, thrown (range 30/120)] Short Sword [+5 to hit; 1d6+3 piercing, 2 lb, finesse, light] Feats: Acrobatics Dex + 5 Animal Handling Wis +2 Arcana Int +0Athletics Str +0 Deception Cha +1 History Int +0 Insight Wis +4 Intimidation Cha +1 Investigation Int +0 Medicine Wis +4 Nature Int +0 Perception Wis +2 Performance Cha +1 Persuasion Cha +3 Religion Int +2Sleight of Hand Dex +3 Stealth Dex +3Survival Wis +4
Equipment Short Sword
An Explorer's Pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hemp rope)
10 darts Scroll Case (stuffed full of notes from studies/prayers) Winter Blanket Common clothes Herbalism Kit Total Weight- 73lbs (-10 speed)
Money 5GP {Spoiler} HistoryIndaura’s life started out simple. Her parents were simple traders that lived on the outskirts of Phaendar. Her siblings, in which she was the middle child, took up jobs of their own, moved out, got married, had kids of their own, and basically lived the same life that most people live. Indaura wasn’t any different. She took up the family business and became a trader as well. It was how she met her husband, through one of her trade deals. They were married when Indaura was 21, and shortly after they had a little girl (Karisa). The three of them lived a pretty peaceful life. Indaura was relatively happy with her position in life, and she absolutely adored being a mother to little Karisa.
Two years after Karisa was born (which would have made Indaura 23), during a small vacation that the family was taking after having a successful year, the Ironfang Legion randomly attacked (or it seemed to be pretty random at the very least). Everything was chaos as people were screaming out in terror while they were trying to escape the horrors that they were facing. The chances of outrunning the Legion with a small child was difficult, so it was decided the best thing to do was to find a place to hide until the attack was over. Unfortunately, hiding didn’t work out as well as planned, especially with a terrified little girl. When they were found, the family tried to outrun those that had found them. Indaura’s husband stayed behind in hopes of distracting them long enough for Indaura and Karisa to get away. It had worked, at least for a little bit. Indaura dared to look behind her just for a second in hopes of seeing her husband, but when she turned around, she nearly ran into another member of the legion. Before she could even react, the screaming child in her arms was pulled from her, and it didn’t matter how much she pleaded with him to let her go, he didn’t, and Karisa was killed right in front of her.
Something snapped in Indaura after she couldn’t save her child. She somehow managed to fight off her attacker, picked up the body of her child, and ran as far as she could for as long as she could until she was exhausted but safe. She cradled her child in her arms for what seemed like hours before she finally took the time to bury her under a nearby tree. She wouldn’t get to do that for her husband. On her way back home, she swore revenge. She didn’t have any plan of action, but she was going to get her revenge.
For two years (she was 25), Indaura dedicated her life to slaying as many goblinoids as she could. She didn’t much care if they were apart of the Legion that killed her family. As far as she was concerned, they were all evil. Though, with each kill, she felt as if she was losing a piece of herself. When she first started, that feeling didn’t matter, but as time went on, that feeling grew stronger until it became too much for her to bear. She didn’t know who she was anymore. She couldn’t even recall if she had properly grieved for her lost family.
Upon recognizing the feeling that she was lost, Indaura took it upon herself to enter a monastery she had heard of deep within the forest close to her home (she learned of it from a past fellow trader named Noelan). She didn’t know much about the monastery other than the fact that it provided her with hope, which was something she was sorely lacking at the time.
While Indaura spent most of her time in seclusion, a few of the monks took it upon themselves to teach Indaura how to channel her anger in a healthy way. During her seclusion, Indaura spent her time trying to find what she had lost of herself and trying to enlighten herself to become better than she is/was. PersonalityEven before Indaura went through the trauma of losing her family, she seemed to feel empathy for those that suffered around her. That feeling of empathy only seemed to grow after the birth of her daughter. As a result, seeing her little girl die such a horrible death, she can’t get the thought of the horrible pain that Karisa must have felt when she died (she even has nightmares about it even though she doesn’t actually talk about it). Due to her empathy, she does try to help when she can, especially if she has the power to do so.
At one point in time in her life, Indaura knew who she was, but after her trauma, she lost who that person was. She knows it is important to know oneself. She is the type of person to come off as wise while at the same time trying to figure things out for herself.
One of her biggest downfalls is her desire to end goblinoids. She knows if she continues down the path of wanting to kill them that it won’t be good for her, but for some reason her time in seclusion hasn’t helped her get rid of her desire for blood completely (though it has helped her tame the desire and anger). Appearance Indaura has tanned skin, light brown hair, and brown eyes. Her hair falls just past her shoulders, and the ends flip upwards just slightly just from how it falls on her shoulders. She has fringe light bangs that she can either sweep to the side or simply wear over her forehead.
She wears a leather top with various designs over the middle, that ties back around her neck leaving her arms and stomach exposed. She wears what appears to be a skirt that is slit up the legs for movement. Part of the skirt, around the waist is made of leather and it resembles sort of an obi belt. Indaura keeps things as simple as possible, and everything is designed for ease of movement. Her feet are wrapped for protection and traction.
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Post by TheBBEG on Aug 1, 2020 20:33:48 GMT -8
Daos, IF you are going Scout, remember you will get Nature and Survival for free at third level. In fact, you will get expertise in them for free at third. Which means you should go another route with your skills now. Doesn't that mean when he takes them now, then at third, he could take two class skills in lieu of them? I am pretty sure that is how it works. DnD Beyond also works that way. I don't know where the annotation in the rule book is either.
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Post by Daos on Aug 1, 2020 21:55:33 GMT -8
Even if that's not the case, I'd rather him start out with proficiency in those skills anyway, rather than waiting until level 3. They're core to his character, right off the bat.
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