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Lys Moonshadow, Dreamborn Rogue


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CHARACTER THREAD TEMPLATE

 

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"The Waking moves pretty fast. If you don’t stop and look around once in a while, you could miss it.”

 

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LYS MOONSAIL

Dreamborn (Fey) Rogue 1


Age immortal Height 5 feet 6 inches
Weight 135 pounds

Size medium

Culture Lunar Chrysalian Background: Ruin Delver

 

VITALS
HIT POINTS
9
HIT DICE
1 (1d8)
ARMOR CLASS
15 (Padded Leather)
SPEED
30 ft. (climb 30 ft)
MANEUVER DC
?
PASSIVE PERCEPTION
13 (20 listening or scent; Darkvision 90)
IMMUNITIES
None
PASSIVE INSIGHT
11
RESISTANCES
None
VULNERABLE
None

 

SKILLS & SAVES

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 8 (-1) Athletics* +1 (+1d4)Rogue 1 Skill Trick: Agile Athlete

STR Save -1


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 16 (+3) AcrobaticsRuin Delver Background (bonus skill)* +5, Sleight of Hand +3, Stealth* +5

Dexterity Save* +5


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 12 (+1)

Constitution Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 14 (+2) ArcanaCulture Skill (Lunar Chrysalian - Student of the Occult)* +4, Engineering +2, HistoryRuin Delver Background (bonus skill)* +4, Investigation +4* (structure or history of ruins x2 proficencyRuin Delver Background - Ruin Intuition), (, NatureCulture Skill (Lunar Chrysalian - Student of the Occult)* +4 (fey +1d4)Intelligence Bonus - Skill Specialty, Religion +2

Intelligence Save* +4


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 13 (+1) Animal Handling +1, Culture +1, Insight +1, Medicine +1, Perception* +3 (listening +1d4)Level 1 Skill Specialty, (scent +1d4)Level 1 Skill Specialty, (skill checks that rely on hearing or smell)Dreamborn Gift - Wild Senses, (structure or history of ruins)Ruin Delver Background - Ruin Intuition ), Survival +1

Wisdom Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 12 (+1) Deception +1, Intimidation +1, Performance +1

Charisma Save +1


* Denotes Proficiency
(denotes expertise) (denotes advantage) (denotes x2 proficiency)

 

PROFICIENCIES & LANGUAGES

Armor Light armor
Weapons Simple weapons, dueling daggers, hand crossbows, rapiers, sabres, shortbows, shortswords, throwing daggers
Tools disguise kit
, poisoner's kit, sewing kitRuin Delver Background proficiency (instead of thieves tools) , thieves tools, weaver's toolsIntelligence bonus proficiency
Senses Darkvision 90 ft.

(denotes expertise)


Languages Common, Sylvan, ElvenRuin Delver Background bonus language

 

ARCHTYPE: 

Not Yet

www.levelup5e.com 

 

EQUIPMENT

Worn: traveler's clothes (2 gp, 4 lb), padded leather armor (15 gp, 8 lb), short sword (10 gp, 2 lb), dueling dagger (6 gp, 1 lb), throwing dagger (3 gp, .5 lb) in spring holster (4 gp, .5 lb), throwing dagger (in boot sheath, 3 gp, .5 lb), shortbow (25 gp, 2 lb), quiver w/ 20 arrows (2 gp, 2 lb)

Pouch (fluffed as small cross-body bag, .5 gp, 1 lb): thieves' tools (25 gp, 1 lb), flute (2 gp, 1 lb), rations (1 supply, .5 gp, 2 lb), 10 ft of string (.1 gp), a bell (1 gp), candles (.01 gp, .5 lb), soap (.01 gp), sack (.01 gp, .5 lb), sewing kit (2 gp, 1 lb)

Backpack (2 gp, 5 lb): crowbar (2 gp, 5 lb), hammer (1 gp, 3 lb), 10 pitons (.5 gp, 2.5 lb), 5 iron spikes (.5 gp, 2.5 lb), rations (3 supply, 1.5 gp, 6 lb), mess tin (.2 gp, 1 lb), collapsable 10 ft pole (1 gp, 7 lbs)

Secured to Pack: 20 ft of silk rope (2 gp, 1 lb), bedroll (1 gp, 7 lb), blanket (.5 gp, 3 lb), waterskin (.2 gp, 5 lb)

At Home (Moonsail House): weaver's tools (1 gp, 5 lb)

[Total Expenditure: 113 gp, 5 sp, 3 cp; Total Weight (not left at home): 75.5 lb]

Maximum Supply: 8
Maximum Bulk: 1

 

BACKGROUND: RUIN DELVER

Skill Proficiencies: Acrobatics and History.

Tool Proficiencies: Thieves' Tools

Languages: One language of your choice.

Connection: You have a mentor, Old Demesko (see below), who is an experienced delver of ancient sites. They have taught you much about the dangers and rewards of such places, and you share a goal to one day fully explore the Gauntlight.

Memento: A small, ancient coin from a long-lost civilization you found in one of the smaller ruins. It’s your good luck charm and a reminder of the mysteries waiting to be uncovered.

Ruins Intuition: You have an uncanny sense for navigating through ruins and understanding their layout. You can find paths through rubble and collapsed structures that others would miss. When you make an Intelligence (Investigation) or Wisdom (Perception) check related to the structure or history of ruins, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Cat Fall: You have honed your reflexes to land gracefully from falls. When you fall, you can use your reaction to reduce any falling damage you take by an amount equal to five times your character level.

 

DESTINY: COMING OF AGE

Lys is still exploring paths, finding finding his footing, and dreaming big: of adventure, the open road, a chance to prove his worth, figure himself out, and make a life worth living.

SPECIAL FEATURE

Finding Yourself. Sometimes it takes a journey to find yourself. You may exchange this destiny for another destiny at any time.

SOURCE OF INSPIRATION

Yes to Adventure. Lys draws inspiration from setting out with adventure in front of him. He gains inspiration whenever he achieves a personal milestone.

FULFILLMENT FEATURE

Returned. With the journey complete, Lys finally knows who he is—or rather who he became along the way. When he gains this feature, he immediately chooses the fulfillment feature from another destiny. He gains the chosen fulfillment feature, which replaces this one.

INSPIRATION FEATURE

image.png.fcf31a364bc94b86835dcbc82eff559d.png Ready to Learn. Lys hasn’t had training in everything but he's determined to give it his all anyway. As a bonus action Lys may spend his inspiration to gain proficiency with a weapon, armor, skill, or tool for the next hour. 

 

WEALTH

COIN POUCH

Copper: 7 | Silver: 5 | Electrum: 4 | Gold: 3 | Platinum: 0


BANKED COIN

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

1. Lucky coin: "A small, ancient coin from a long-lost civilization..."
2.
3.

 

MAGIC ITEMS

ATTUNED ITEMS (Maximum of 3)


1.
2.
3.

NON-ATTUNED ITEMS


1.
2.
3.

CONSUMABLES


1.
2.
3.

 

COMBAT

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

ATTACKS

image.png.62206a923a5c1eea3023189185b4fafd.png Short Sword +5 to hit; reach 5 ft; one target; 6 (1d6+3) slashing damage.

Parrying. When Lys is wielding this weapon and not using a shield, once before his next turn he can gain an expertise die to his AC against a single melee attack made against him by a creature he can see. He cannot use this property while incapacitated, paralyzed, rattled, restrained, or stunned.

Finesse. Lys may choose to use his Dexterity modifier for attack and damage rolls made with this weapon (included).


image.png.fcf31a364bc94b86835dcbc82eff559d.png Throwing Daggers (offhand) +5 to hit; range 30/80 ft; one target; 5 (1d4+3) piercing damage.

Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in his main hand that does not have the heavy property, Lys can use his bonus action to make an attack with this weapon (see Two-Weapon Fighting).

Finesse. Lys may choose to use his Dexterity modifier for attack and damage rolls made with this weapon (included).


image.png.fcf31a364bc94b86835dcbc82eff559d.png Dueling Dagger (offhand) +5 to hit; one target; 5 (1d4+3) piercing damage.

Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, Lys can use his bonus action to make an attack with this weapon (see Two-Weapon Fighting).

Parrying. When Lys is wielding this weapon and not using a shield, once before his next turn he can gain an expertise die to his AC against a single melee attack made against him by a creature he can see. He cannot use this property while incapacitated, paralyzed, rattled, restrained, or stunned.

Finesse. Lys may choose to use his Dexterity modifier for attack and damage rolls made with this weapon (included).


image.png.62206a923a5c1eea3023189185b4fafd.png Short Bow (two handed) +5 to hit; range 80/320; one target; 6 (1d6+3) slashing damage.

 

SPELLCASTING

Caster Level 1 | Spell Casting Ability Intelligence | Spell Save DC 12 | Spell Attack +4


CANTRIPS (Click the spell for more information)

image.png.62206a923a5c1eea3023189185b4fafd.png Dancing Lights (V, S, M)Lunar Chrysalian Heritage - Moonlight Magic

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Duration: Concentration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Lys does a little Moondance, evoking wisps of twilight from the Dreaming: up to four hovering lights which appear as torches, lanterns, or glowing orbs (resembling the moons in their various phases) that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius.

She can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range of 120 feet.

 

FEATS & FEATURES

Fey Logic. While you may appear to be Tiny, Small, or Medium size, you interact with the world as if you were Small or Medium (chosen at character creation). Spells such as enlarge/reduce mean the size category you appear to be increases or decreases as appropriate, though your stats change according to the size you interact with the world as.

Aversion. Since dreamborn are protean beings, they often loathe things that ‘define’ them or the place around them. Other fey just develop a deep distrust or resentment of some random type of thing for reasons perhaps only they understand. Choose a fairly common thing from the Waking you are averse to: Lenses. You cannot willingly touch that thing, come within 5 feet of it, or even use tools to manipulate such items.

You can attempt a DC 20 Wisdom saving throw to ignore this aversion from a particular item—and anything similar within 30 feet of it—for one hour. If you fail, your turn ends and you cannot try to ignore that particular aversion for a day. However, if you or an ally is attacked in any way by a creature protected by a repellant item or creature, you can freely ignore the repellant effect as though you had succeeded on your saving throw.

Dreamborn Gift - Wild Senses. You gain advantage on skill checks that rely on hearing or smell.

Dreamborn Gift - Darkvision. 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 cannot discern color in darkness, only shades of gray.

Lesser Darkvision. Your time in the twilight of the Dreaming has given you the ability to see in dark and dim conditions. You can see in dim light within 30 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. If you already have darkvision, it increases by 30 feet.

 

EXPLORATION

Dreamborn Gift - Wild Senses. You gain advantage on skill checks that rely on hearing or smell.

Utility Cantrip. Dancing Lights (120 ft range)

Agile Athlete. You gain an expertise die on Athletics checks and a climb speed equal to your Speed.

Cat Fall. You have honed your reflexes to land gracefully from falls. When you fall, you can use your reaction to reduce any falling damage you take by an amount equal to five times your character level.

Knack for the Unexpected. Once per short rest you can add an expertise die (+1d4) to a skill check you’re not proficient in (Animal Handling, Engineering, Medicine, Nature, Survival, Herbalism Kit...).

 image.png.fcf31a364bc94b86835dcbc82eff559d.png Ready to Learn. Lys hasn’t had training in everything but he's determined to give it his all anyway. As a bonus action Lys may spend his inspiration to gain proficiency with a weapon, armor, skill, or tool for the next hour. 

 

SOCIAL

The Power of Words. If you promise something to a creature, that creature intuitively senses that it can use a reaction to compel you to fulfill a promise you made to them as though they had cast suggestion . The DC to resist this is 10. Succeeding the save represents you devising a way to wiggle out of the promise. A given creature can only levy one such obligation per day. Once you are 3rd level, you can cast suggestion once per long rest , but only on a creature that has agreed to the stated course of action in word or text. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).

Knack for the Unexpected. Once per short rest you can add an expertise die (+1d4) to a skill check you’re not proficient in (Culture, Deception, Insight, Intimidation, Performance, Persuasion, Religion, Gaming Cards...).

image.png.fcf31a364bc94b86835dcbc82eff559d.png Ready to Learn. Lys hasn’t had training in everything but she's determined to give it her all anyway. As a bonus action Spring may spend her inspiration to gain proficiency with a weapon, armor, skill, or tool for the next hour. 

 

APPEARANCE

Standing only five and a half feet tall, Lys is a bit on the short side, and not heavily muscled. "Slight of frame" is the polite way to say it: the dreamborn is not at all threatening in stature. You would think an unimposing young man new to town would to be the object of unwelcome attention from the town bullies, but not so. The locksmith's apprentice has never been in any fights since arriving in Otari: the bullies somehow sensing that it would be a mistake to push the dreamborn to violence. Perhaps it his irrepressible grin or maybe the uncanny confidence.

Despite limited stature and animalistic features--the fox ears, the bushy fox tail, the pronounced canines, and pale amber eyes--Lys has a boyish or perhaps fey charm that draws the eye. Thick, shaggy, black, unkempt hair--more like fur--frames his otherworldly delicate facial features. The canted eyes seem playful, matching the comfortable grin he commonly wears.

Lys generally dresses in dark colors, preferring an outfit that doesn't restrict his movement (walking boots, trousers, a tunic, a vest, and a hooded poncho rather than a cloak--allowing his tail to swish about. Around town, he generally carries a close fitting cross-body messenger bag loaded with his work tools, flute and snacks. He always wears his padded leather armor beneath his clothes, and never leaves the house unarmed: a dueling dagger on his hip, a throwing dagger in his concealed spring holster, with a second throwing dagger in a boot sheath. Perhaps his most prized possession is the ancient silver coin strung on a cord around his neck.

 

PERSONALITY

If Lys was born of dreams, then he is a dream that combines the wiley fox with the enthusiasm of youth. Like the fox, Lys is clever and cunning, reading situations and people carefully, adapting as needed, obtaining his goals through sly and indirect means. At the same time, the dreamborn is brimming with optimism, adventurous curiosity, and a mischievous playfulness.

Yet no Dreamborn is so easily captured in words and themes. And so Lys is much more than a sly, bright and bushy-tailed young adventurer. The Dreamborn lad is older than his current incarnation, possessing intermittent memories of past Dreams, reflected in his knowledge of history and arcana. A hidden part of Lys is older and wiser than the hills. He can, at times, be an old soul: speaking or behaving as an immortal fey.

Much like a creature of nature--a fox, perhaps--Lys tends to live life in the moment: his energies and awareness occupied by the people and events before him, the beauty of nature surrounding him, and the immediate challenges of survival. In one sense, Lys' entire waking life is a moment. This is intentional on his part, Lys' current motto is: "When in the Waking, do as the wakers do." That said, Lys is sometimes yanked out of the moment, slipping into an otherworldly perspective on life, death, love, time, good, and evil. That otherworldly outlook can seem impartial and unforgiving, even cruel--as are the forces of nature and the ways of the fey.

 
BACKSTORY

Lys came to the Waking, and to Otari specifically, just over five years ago--drawn to the area by discoveries made in the Dreaming--but that's a story for another day. Lys shares little regarding his time before Otari, when he lived among the Lunar Chrysalians, traveling the darker Twilight areas of the Dreaming. His travels and learning in the Twilight eventually brought him to the seaside village of Otari, and to Old Demesko.

Although he appears as a young man of perhaps nineteen, Lys knew Old Demesko when the weaver was a young elven adventurer and merchant. Upon his arrival in Otari, Lys quickly fell in with the old elf, who at the time was in need of an apprentice--having recently lost both of his workers to death and retirement. Lys urged the old elf to take on several apprentices train them, and then retire to devote time to his hobbyist interest in the ruins of the area. Old Demosko agreed and new blood was injected into his weavers house. The dreamborn and the old elf renewed their previous friendship, growing closer over the next five years.

Everyone in town knows Lys by name due to his striking and singular appearance. Lys has a reputation in town as a friendly--if a bit queer--individual. He has been known to wander the surrounding countryside in the moonlight, and he's a regular at the Stone Ring Pond on just about any full moon. He has developed a friendship with the nature priest, Worliwynn, who resides there.

 
 
ALLIES & ORGANIZATIONS

Allies: Mentors, Friends, Associates

Yinyasmera (criminal employer & associate): prominent businesswoman, proprietor of the Crook’s Nook (a tavern and inn), and head of the Osprey Club (Otari’s thieves’ guild).

OldDemesko-elfcropped..jpg.c57d23ad8f4b6f1183d0f9a72325de01.jpgOld Demesko (mentor & closest friend): equal parts rogue and sage, the elderly elf is a retired member of the Osprey Club, and a ruins-delver enthusiast, dividing his time between the surrounding ruins and the Old Stories (Otari's only book store). Old Demesko's eyes are going bad and his manual dexterity is limited by arthritis--preventing him from continuing his trade as a Otari's resident locksmith. The trouble with his hands and vision also mean that he no longer goes out Ruin Delving with Lys, relying on his apprentice to bring back detailed reports of his explorations and delvings. Old Demesko's eyes are still good for reading and writing: he spends much of his time in those two activities. While most of the town folk assume that Old Demesko is a grandfatherly figure to Lys, the Dreamborn actually knew the elf when he was a young man, and that relationship defines them as friends first and foremost.

Worliwynn the nature priest (friend): Lys is drawn to the Stone Ring Pond, particularly in the moonlight. Consequently, he has spent many an evening enjoying the pond in the company of the nature priest: talking, dancing, singing, howling, and sometimes drinking. He considers Worliwynn a friend worth keeping, even if he doesn't agree with all of the nature priest's views.

Wrin Sivinxi (friend): Lys was drawn to Wrin within days of his arrival in Otari--certain the woman was really a fellow dreamborn: her unusual appearance, her discomfort with sharp angles, and a few other eccentricities he's observed. Over the course of his five year relationship with Wrin, Lys has developed a playful acquaintance with the woman, while in private he continues to tease that she is in fact a dreamborn. Through his relationship with Wrin, Lys has become fascinated with the stars and the idea that they hold signs and portents of things to come; but he's much more interested in the idea that the stars of our birth time shape our character and predisposition within the Waking. He sees a lot of truth in the relationship between his own birth starts and his character and predispositions, and tends to ask others about when and where they were born so that he can figure them out.


Organizations: Guilds, Establishments, Locations

The Osprey Club (thieves' guild): Lys is only a small-time player in what is arguably a small-time thieve guild. As thieves go, he's not particularly greedy or ambitious. His interests lie beyond the town walls, out in the ruins--where adventure awaits, and lost treasures call. That said, Lys' sharp ears and sense of smell, and his skill with locks and key making, render him a somewhat valuable asset to the guild. He is often used as the "lookout man," and is sometimes brought along on a job in order to craft a key on sight.

Crows Casks (brewery & tavern): when real bards and minstrels are not in attendance, Lys plays the flute--sometimes in collaboration with one or more other local musicians--in exchange for meals and tips at the Casks. And because it's fun and he enjoys socializing.

Crook's Nook (inn & tavern): Because of the

Moonsail Weavers House (waterfront workplace and residence): Old Demesko owns this two story building which serves as both workplace and residence for him and his apprentices. His workers manufacture sailcloth and other textiles, sew sails, and repair cloth and hide armors on the ground floor, and live in the rooms above. Lys moved in with Old Demesko five years ago, to work as his apprentice. When he moved in, the sign for Old Demesko workplace was a stretch of sailcloth cut to the proportions of a sail, hanging from a wooden pole cut with the appearance of a ship's yard, complete with rigging to hold the tiny sail. Think it rather drab, Lys paid a local boy with a bit of talent to paint a sign for the house: an image of a full moon with cracks and features resembling a smiling face. He thought to convey the name "Smiling Moon" weavers' house, but the waterfront weather wore away the fine detail of the image, so that only a clear image of the moon remained. The name that stuck with the locals became "Moonsail" weavers' house.

 

FOLLOWERS & STRONGHOLDS

Not yet

 

 

Bowdrin Hakes - ugly guard.png

Edited by Wizard of the Coat (see edit history)
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Posted (edited)
 
LYS MOONSHADOW

DREAMBORN ROGUE 1LysMoonshadow-Token2.png.722afcb727a89d901ff703b613ad14e6.png
image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC: 15 | HP: 9/9 | Passive Perception: 13 (20 listening or scent; darkvision 90) | Passive Insight: 11
Languages: common, silvan, elven
Supply: 4/4 | Hit Dice: 1/1 | DM Inspiration: 1/1 | Arrows: 20/20 | Throwing Knives: 2/2


"Speech should always be in quotes and in bold." Thoughts should be in italics

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

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Edited by Wizard of the Coat (see edit history)
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  • 2 weeks later...

I think the second post is completed. (I'll probably create the posting template tomorrow)

1. I created the NPC that comes with the Ruin Delver background. I hope he works.

2. I also created an NPC in the Otari Guard. Let me know if that works?

3. I also created a very minor location in the city--where Lys lives with her mentor and friend. I hope that works.

4. I'm holding off on the part of Lys' backstory that takes place before she came to Otari. I wanted to focus on her as a local, rather than get too deep into her life in the Dreaming. I hope that works.

 

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14 hours ago, Wizard of the Coat said:

I think the second post is completed. (I'll probably create the posting template tomorrow)

1. I created the NPC that comes with the Ruin Delver background. I hope he works.

2. I also created an NPC in the Otari Guard. Let me know if that works?

3. I also created a very minor location in the city--where Lys lives with her mentor and friend. I hope that works.

4. I'm holding off on the part of Lys' backstory that takes place before she came to Otari. I wanted to focus on her as a local, rather than get too deep into her life in the Dreaming. I hope that works.

 

1. Works for me.

2. Works for me.

3. Works for me.

4. Works for me.

Thanks for the application. I have marked Lystsya as completed.

Good luck in final selection.

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Correction to Post #2:

I misread my bonus skills, taking only Acrobatics (rather than both Acrobatics & History) for Lysytsya's Dungeon Delver Background. Consequently, I'd chosen History as one of her Lunar Chrysalian bonus. skills (from Student of the Occult). The net effect, she still has History, and I've added Nature as a trained skill (one of the Student of the Occult options).

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Found another error: I didn't assign a Background bonus language. Originally, I'd used one of her intelligence bonuses to pick up Elven as a bonus language.

So now I've designated Elven as her Background bonus language, freeing up her Intelligence bonus to be spent on something else--which I spent on a Nature Skill Specialization (Fey).

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