
I think I've moved away from that idea by now however, and I'm start to narrow focus on a ranger of some nature. I'll be looking at them more later, but would you be allowing the Revised ranger and the Spell-less variant from Unearthed Arcana?
I want the party to have ties between each other at the onset, as mentioned in the interest post. Already traveling together, albeit perhaps not necessarily for a long time. Perhaps just beginning their journey as a group.Flynnarrel wrote: ↑Thu Aug 15, 2019 11:50 pmWith level 1, do you have some event in mind to bring PCs together? Would we be starting in a city and leaving from there?
Not a big fan of the mute angle. Completely removes a primary method of interaction. If it was at a table, I'd be down for it, but in a forum medium, it'd be too much of a hindrance.Doctor Malsyn wrote: ↑Fri Aug 16, 2019 12:28 amAs an exile to his land for crimes he can not reveal, the wood elf known only as the Nameless Exile was stripped of both his name as well as his voice.
Perhaps in that vein then, less 'completely mute" but more 'hurts to talk at length'? Nothing more then a few simple sentences at a time, and with a scratchy abd gravely voice.EpicEclipse wrote: ↑Fri Aug 16, 2019 12:48 amNot a big fan of the mute angle. Completely removes a primary method of interaction. If it was at a table, I'd be down for it, but in a forum medium, it'd be too much of a hindrance.Doctor Malsyn wrote: ↑Fri Aug 16, 2019 12:28 amAs an exile to his land for crimes he can not reveal, the wood elf known only as the Nameless Exile was stripped of both his name as well as his voice.
Animals: Horse (Elrond, Male black & White)Nameless Exile
Male CG Wood Elf Revised Ranger 3 (Hunter's Conclave)
Background: Outlander
Exp: 0
Inspiration: No
HP: 25/25 (3d10+3)
AC: 14 (1 Armor + 3 Dex)
Initiative: +5 (Advantage)
Passive Perception: 15
Speed: 35 ft.
Proficiency Bonus: +2
Herbalism Kit (Background Customization)
Longsword/Shortsword (Racial)
Lonbow/Shortbow (Racial)
Simple/Martial (Class)
Light/Medium/Shield (Class)
Attacks:
- Strength: 12 | +3* (12)
Athletics +3*- Dexterity: 16 | +5* (14+2 Racial)
Acrobatics +3
Stealth +5*
Slight of hand +3- Constitution: 13 | +1 (13)
- Intelligence: 10 | +0 (10)
Arcana +0
Nature +2*
History +0
Religion +0
Investigation +0- Wisdom: 16 | +3 (15+1 Racial)
Animal Handling +3
Medicine +3
Insight +5*
Perception +5*
Survival +5*- Charisma: 8 | -1 (8)
Deception -1
Performance -1
Intimidation -1
Persuasion -1Spells: Wisdom | DC 13 / +5 Features & traits:
- Longbow (Piercing | Ranged 160/600) +7 1d8+3
- Shortsword (Piercing | Close)+5 1d6+3
- Quarterstaff (Bludgeoning | Close) +3 1d6+1, Versatile (1d8+1)
Equipment: 0 | 0 | 0 | 303 | 0
- Darkvision: 60ft.
- Keen Senses: Proficient in Perception
- Fey ancestry: You have advantage on saving throws against being charm ed, and magic can’t put you to sleep.
- Tance: 4 hours of mediation as opposed to sleep.
- Elf Weapon Training: Proficient with the longsword, shortsword, longbow, and shortbow.
- Fleet of Foot: 35 base speed.
- Mark of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
- Feature : Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.- Favored Enemy: Monstrosities
You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.- Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness.
You gain the following benefits when traveling for an hour or more:
Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through
the area.- Fighting Style: Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.- Spellcasting
- Premeval Awareness:
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit.
Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present,their numbers, and the creatures’ general direction and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group.- Ranger Conclave: Hunter
Across the wilds, rangers come together to form conclaves—loose associations whose members share a similar out look on how best to protect nature from those who would despoil it.- Hunter’s Prey: Colossus Slayer
Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack,the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Combat: Leather Armor (10lb.), Staff (4lb.), (2) Shortsword (2lb./2lb.), Longbow (2lb.), (60 Arrows) Quiver (1lb./3lb/)
Adventuring: Hunting Trap (25lb.), Roc's talon necklace, Traveler's Clothes (4lb.), Belt Pouch (1lb.), Backpack (5lb.), Bedroll (7lb.), Mess Kit (1lb.), Tinderbox (1lb.), (10) Torches (10lb.), (10d) Rations (20lb.), (Full) Waterskin (5lb.), (50ft.) Hemp rope (10lb.), Herbalism Kit (3lb.)
Trinkets:An empty silver snuffbox bearing an inscription on the surface that says “dreams’’