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#inquisitive rogue
salokorai · 1 year
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Another new child drop from my side: Hanariel Schilftanz... IF that is her real name????
They're a changeling and go by a ton of names and usually pick out a shape that fits the occasion and they are genderfluid. They are also an assassin and usually like to collect the shapes of those that they kill. But Hanariel is such a sweetheart! It's the shape that she is currently working with in the small campaign which we have just started playing. The other players already know that Hanariel is a changeling but they don't really know her story and relationship to her shapes and such just yet and I am excited to have them find out!
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sessenaa · 2 months
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character for a oneshot @trucbiduleschouettes is running next week! This is Kira, she is an inquisitive rogue and an aspiring author.
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funintorium · 1 year
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moiderahart · 1 year
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As Sanctity levels up she finds herself using her high int to solve mysteries and see through people; half the time it's less about swinging her huge weapon to cut people down than it is about making deals and using her big brain to solve mysteries.
The sword communist is going Sword Columbo.
She's still a communist tho.
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systemrecoded · 2 months
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My D&D group in our Wednesday night game.
Wanna guess who I'm playing?
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nerdythebard · 1 year
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#55: Elizabeth [BioShock: Infinite]
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(Art Credit: Irishhips on deviantArt) ---
Welcome back, my friends!
I forgot to credit our requestor of the previous build, but luck would have it they also requested this one, so many thanks to our lovely family member, @nerdybear91 for both Harry Dresden and Anna DeWitt aka Elizabeth from BioShock: Infinite. Now, let's see what true Multiverse of Madness looks like!
Next Time: Let me solo her!
What do we need to survive navigating a giant floating city filled with brainwashed cultists, until we can finally reach Paris?
Everything & Everywhen (All At Once): Elizabeth's ability to manipulate Tears allow her to perform a multitude of multiversal effects. We will have to flavour a lot to make it look like we have control over all realities.
It's Big Brain Time: Having nothing to do but read, Elizabeth became familiary with a variety of subjects including medicine, music, arts, literature, etc.
Sneaky Supplier: Another interesting skill of Elizabeth's is that she can pick almost any lock we ask her to, and decipher any message. She's observant and can support Booker with resources and money during combat. Also get out of harm ways pretty well despite sometimes standing in the middle of thew fight.
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Elizabeth is a Human. Although her innate powers to manipulate the Tears would qualify her as a Variant Human, we're gonna take it a step further and give her the Mark of Passage from Eberron: Rising from the Last War. We get a +2 Dexterity and a +1 to one ability of our choice (Intelligence), ability to speak Common and one language of our choice, thanks to Courier's Speed our standard speed is 35 feet, with Intuitive Motion we can add 1d4 to any Acrobatics check used to operate and maintain a land vehicle, and if ever we gain the ability to cast spells we get some additional Spells of the Mark. Finally, with Misty Passage we can cast the Misty Step spell once per long rest (with Dexterity as our ability modifier).
Being left alone for so long and having nothing to do but reading made Elizabeth quite a Sage. We gain proficiency in Arcana and History, two languages of our choice, and the Researcher feature; we can now lead Booker around to the right place when trying to find a piece of information (such as code for a lock).
ABILITY SCORES
We're starting with Intelligence; we've spent so long in seclusion with nothing but books. Follow that up with Dexterity, to help us with lockpicking, stealth, and platforming across Columbia. Constitution will be next, we can survive a lot of running and experiments in alternate timeline.
Wisdom will be next, what good is book knowledge if you do not apply it in real life. Charisma is on the lower end; Elizabeth had so little human interaction, she didn't have time to perfect her persuasion or intimidation skills. Finally, we're dumping Strength.
CLASS
Level 1 - Rogue: Running away from your adopted-but-not-really father who was using your powers to control the entire brainwashed city sounds like a good definition of going rogue. We start with a d8 as our Hit Dice, we get [8 + our Constitution modifier] initial Hit Points, proficiencies with light armour, simple weapons, hand crossbows, longswords, rapiers, shortswords, and thieves' tools. Elizabeth doesn't have any armour or weapons in the game, but consider giving her at least a dagger. We'll cover the armour later. Our saving throws are Dexterity and Intelligence, and we get to pick four class skills from the list (Investigation, Perception, Sleight of Hand, and Stealth).
Rogues start by honing their skills even further with Expertise. We select two skills we're proficient in (or one skill + thieves' tools) and we double our proficiency bonus (not our ability modifier) when using those skills. We're gonna get better in Stealth, to make sure we are unseen in dangerous situations, as well as thieves' tools, to make sure no lock poses a challenge.
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Rogues also get the abilit to Sneak Attack. Once per turn, if you have an advantage on your attack (and use a ranged weapon or one with the finesse property) or your target is within 5 feet of another creature hostile to it, you can add 1d6 extra damage to your damage roll.
We also learn Thieves' Cant, a system of words and phrases that can be used to convey a hidden message to others who also speak it (for me, it's always Cockney Rhyming Slang).
Level 2 - Rogue: We learn Cunning Action. From now on, we can transform the following Actions into Bonus Actions:
Dash - We gain extra movement for the duration of the turn, equal to our ground speed;
Disengage - Moving away from the target's melee range does not provoke an attack of opportunity;
Hide - We make a Stealth check to hide.
Level 3 - Rogue: Here, we pick our subclass - our Rogue Archetype - and for the smart and observant Elizabeth, I can think of nothing better but the Inquisitive archetype. With our Ear for Deceit, we can treat any Insight check roll that's lower than 7 as 8. With Eye for Detail, we can use a Bonus Action instead of an Action to make a Perception or an Investigation check. Always useful to find extra ammo, salts, or money. We also master Insightful Fighting, which lets us make a contested Insight check against the target's Deception; if we're successful, we come up with a good positioning and strategy, and we can apply Sneak Attack damage even if we don't have an advantage.
Speaking of Sneak Attack, our bonus damage now becomes 2d6.
Level 4 - Rogue: Time for our first Ability Score Improvement. We're gonna put one point into Constitution for better Hit Points and one into Wisdom, as we slowly come to the realisation something's not right in Columbia...
Level 5 - Wizard: Now it's time to play with port.. err Tears. Multiclassing into Wizard gives us... nothing, unfortunately. We do, however, learn Arcane Recovery: once per day (during a short rest), we can recover some spell slots we've expended. The spell slots can have a combined level equal to (or less than) half of our Wizard level rounded up.
Related to that, we now learn Spellcasting. Intelligence is our casting ability, and we know cantrips, regular spells, and rituals. Wizards can write new spells into their spellbook (or perhaps pulling those spells from other timelines) and they start with a few spells of their choice: three cantrips (for us it's Create Bonfire, Mending, and Sword Burst) and six 1st-level spells (we'll get Alarm, Detect Magic, Distort Value, Mage Armour, Tenser's Floating Disk, and Unseen Servant). From our Mark of Passage we also learn Expeditious Retreat and Jump.
Level 6 - Wizard: We pick our second subclass here, our Arcane Tradition. To make our Tears and multiverse manipulations more stable, we're going to pick the School of Conjuration. Since we are now a Conjuration Savant, the time and money we spend when copying Conjuration spells to our spellbook is halved. With Minor Conjuration, we can conjure an inanimate object in our hand or on the ground within 10 feet radius. The object must be no bigger than 3 feet on a side and weigh up to 10 pounds, be non-magical, and when conjured it sheds dim light for 5 feet. It lasts for 1 hour or until taken or dealt damage, and we can only create one object at the time.
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We also get to pick two more 1st-level spells: Silent Image and Snare.
Level 7 - Wizard: At this level we unlock 2nd-level spells. From our level-up we can get two new spells (Arcane Lock and Borrowed Knowledge) and from our Mark of Passage we get Misty Step and Pass Without Trace.
Level 8 - Wizard: Time for another ASI. This time, we're putting two points in Constitution, to get some better survivability. We also get a choice of a new cantrip (Message) and two more spells (Locate Object and Mirror Image).
Level 9 - Wizard: We unlock 3rd-level spells. Let's get Galder's Tower and Melf's Minute Meteors from our level-up, and we will get Blink and Phantom Steed from our Mark of Passage.
Level 10 - Wizard: Halfway through the build and we get Benign Transportation. We can use our action to teleport into an unocupied space within 30 feet of us. Alternatively, we can pick a space occupied by a Small or Medium creature and (if they're willing) swap places with them. We can do that once per long rest or until we cast a Conjuration spell of at least 1st-level. And speaking of Conjuration magic, let's grab two summoning spells here: Summon Fey and Summon Shadowspawn.
Level 11 - Wizard: We unlock 4th-level spells. From our level-up, let's grab Banishment and Fabricate. From our Mark of Passage we also get Dimension Door and Freedom of Movement.
Level 12 - Wizard: Time for more ASI. For now, let's improve our Dexterity by two point for some better Initiative, AC, and hiding skills. For our spells, let's gram Mordenkainen's Private Sanctum and Summon Construct to call some more support
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Level 13 - Wizard: We unlock 5th-level spells. From our level-up, let's grab Legend Lore and Wall of Force. We also gain our last spell from the Mark of Passage: Teleportation Circle.
Level 14 - Wizard: We get to pick our final cantrip (Mage Hand) and unlock next subclass feature. With Focused Conjuration, when we're concentrating on a Conjuration spell, our concentration cannot be broken. For this level's spells, let's pick Mislead and Rary's Telepathic Bond.
Level 15 - Wizard: We unlock 6th-level spells. Let's grab Arcane Gate and True Seeing to detect the smallest of Tears.
Level 16 - Wizard: With another ASI, we can bump up our Constitution by two more points here. For this level's spells, we can actually get back a bit and grab Far Step and Scrying.
Level 17 - Wizard: Unlocking 7th-level spells here. Time to finally start exploring other worlds and timelines with Dream of the Blue Veil and Plane Shift.
Level 18 - Wizard: We get access to our final subclass feature. Durable Summons give all creatures we summon or create additional 30 Temporary Hit Points upon summoning. Let's bring the image of another world to us with Mirage Arcane and summon another Elizabeth with Project Image.
Level 19 - Wizard: We unlock 8th-level spells. We can now create our own little worlds with Demiplane, and it's finally time to call an old friend with Illusory Dragon.
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Level 20 - Wizard: Our capstone is Wizard 16, where we end with an ASI. So let's get some more Dexterity for that nice-looking 20. For our final spells, let's take Maze and Mighty Fortress.
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And that's our Multidimensional Marvel, Elizabeth. Let's see what we came out with:
First of all, this is clearly a support character. Their purpose is to hide, sneak, move around the battlefield, and provide assistance to the party by conjuring additional reinforcements. With enhanced ground speed, several teleporting spells, and proficiency in stealth, we should be able to provide long-range support without risking detection or damage.
Our AC is 15 (18 with Mage Armour), +5 to Initiative, and average of 142 Hit Points.
Unfortunately, we don't have a lot in terms of direct offense, both magical and physical. While our Dexterity managed to reach 20, we still have a negative Strength modifier and our Wisdom and Charisma are on the lower end; this could be problematic, since those are two of the more used saving throws.
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Oh, wow. That took way too long than I wanted. I actually scrapped the entire build (originally it was Echo Knight Fighter with Illusion Wizard) and watched several playthroughs to get a feel for Elizabeth, but I hope in the end I've created something playable.
Unfortunately, a lot has happened during the time I was away, my loves. As of today, I've lost my job for which I've moved cities to live on my own. Silverlining, I will have time for you, so I guess we're back in action. I'll see you in the next one, my friends.
-Nerdy out
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justabitscrewy · 1 year
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Deacon! A character I used for a murder mystery one shot!
The dm allowed us to get very flexible with our design and builds, so i just went ham on incorporating as much of the gear (crystal ball/helm of telepathy) as possible into a robotic head. The flavor being that the robotic head only loosely tethered his mind to his body — allowing him to tap into the thoughts of others (detect thoughts, suggestion, telepathic communication) as well as perceive past his own physical limitations (scrying, clairvoyance).
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rowletraine · 1 month
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My son!!! Look at my son!!!!!
Gods, I miss this little goober. After Gurdi left the party to go pursue internship in their chaos demon cult, I brought Chamo in to replace them.
I floated the idea of a "primordial tiefling" to my GM, which posed the question of what would happen if a half-fiend were born of something older than devils or demons. They liked that idea very much, and thus Chamomile Allegro the anxiety inkling was born. From my reddit post:
Not all half-fiends are lucky enough to trace their heritage to diabolic or demonic origins. Little known to all but the most tortured of scholars are those ancient, ravenous spawn of the Abyss, those which predate demonkind. To some, they are known as Obyrith. Other scholars refer to Qlippoth. These are arbitrary classifications of far more incomprehensible, unnameable evils. Since the time before time, demons have warred against these primordial entities, vying for power over the endless, torturous warpings of their home plane. Even amid the ravages of the Blood Wars, the demons of the upper Abyss have kept their ancient foe at bay, in the deepest, and vilest pits. However, some of these beings slip by, elusive as they are, and breach into the Material plane. Though the circumstances are extremely rare, encounters with these beings can lead to disturbing events, and either through sickness, curse, or improper summoning, primordial abyssal essence can infect the unborn, creating bizarre, abyssal half-fiends -- these are Primordial Tieflings. Chamomile was born in a small apartment in the living city of Gestalt. His mother, an eccentric-yet-kind hearted demonologist, never cared to seek a partner in life, but wanted a child of her own none the less. The solution, she discovered, lay in her own blood. With an intricate arcane circle, some well-researched hemocraft incantations, and a few alchemical reagents she bought with pocket change, Maia Allegro called upon the lower powers to grant her a child to call her own. Unfortunately, Maia reached a bit too far, and when the ceremony had completed, she found herself staring at an amorphous creature of tendrils, teeth, and far too many eyes. She fell in love immediately, and named the bizarre infant after her favorite tea. Chamomile's upbringing was pleasant, if cloistered. His mother never ceased doting on him, buying him all manner of books, construction toys, and even a pet gerbil to keep him company while she was away. Chamo gradually learned to control his own shape and take on a form similar to that of his mother -- walking on two legs, reaching with two arms, seeing through two eyes (most of the time). Unlike most boys his age, his skin and "hair" tended to change colors based on how he was feeling. He had an insatiable appetite for knowledge and tinkering, often taking small objects apart piece-by-piece and reassembling them for fun. Though he never was able to go to school or meet other children, he was happy. The civil war changed that. When their residential block was leveled by the conflict, Chamomile's mother did not make it out alive. To make matters worse, the cursed urn she impulse bought a week prior turned out to be a malevolent soul jar, and Maia's essence was trapped, barred from resurrection or even an afterlife. Just like that, Chamomile's entire world was shattered. For six years, Chamo carried the malevolent urn across the city, eventually falling in with a violent gang and learning how survive on his own in the urban landscape. He became a crack shot with a bow and unmatched in skulking unseen across the shifting city. Eventually, he was ousted for refusing to carry out a fatal hit job, and thus Chamomile left his broken city entirely. While passing through the elven city of Drasil, Chamomile's urn was stolen from him by a renegade Rakshasa. For a while, he scoured Drasil hoping to reclaim his mother's soul jar, but having no luck, turned to a life of petty crime. His prospects took an unexpected turn for the better when he was caught thieving from the airship of a ragtag band of adventurers, and he ended up unceremoniously adopted into their ranks with the promise that he could reclaim his lost treasure. It was some time before Chamo learned that his new friends' exploits had started a civil war in the city of Gestalt six years prior. TL;DR: Traumatized tiefling boy go squish.
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Looking back now, Maia actually looks a lot like I do now that I'm transitioning MtF........ Apollo was a canonical god in this campaign setting, and it appears he has indeed cursed me with the gift of prophecy.
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morning-day-yew · 2 months
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Today’s emotion is: playing the most good natured menace to society (rogue)
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suszi-art · 1 year
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a dnd portrait art commission
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fernrisulfr · 1 year
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The Claw
Kobold - Rogue (Inquisitive/Swashbuckler) - Faceless
Concept: Inspired while thinking about the concept of Surt son of Splurt, and future king of the Kobolds. That concept wouldn't work well in an actual campaign, as Surt would get annoying, but what if "Surt" was just a façade? Instead they're a spy and assassin, the identity of "Surt" a mask because no one in their right mind would think Surt was smart or sneaky, allowing him to get close to his targets in unexpected ways. Is a member of an Assassin's Guild made entirely of Kobolds know as "The Claw". The origins of the Claw are a bunch of Kobold Assassins raised and trained by either a Green Dragonborn or an actual Green Dragon; however they inevitably turned on them, taking control of The Claw for themselves. The symbol of The Claw is a 6 fingered claw representing the original 6 members. "The Claw sends it's regards".
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bencikovart · 1 year
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WIP (i slapped a texture on)! still don't have a desk, but rigged something up for the second.
this is the halfling cleric/rogue multiclass (knowledge/inquisitive) i'm playing next year in a city intrigue campaign. she's been set loose on the world after never having suffered a consequence in her life, wish her luck!
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solelre · 1 year
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posting my art veery slowly, here us a lineless study piece that i like a lot because they are my favorite couple
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hardybardy · 2 years
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DnD 5e Build - Lauren Sinclair from Purple Hyacinth (Webtoon), Inquisitive Rogue (17)/Battlemaster Fighter (3)
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Hello! I’m starting my DnD character builds series with the protagonist of my favorite webtoon: Lauren Sinclair from Purple Hyacinth. If you haven’t read it already, I highly recommend it. The art is beautiful, the story is super engaging, and there’s some killer music in the soundtrack. This build for Lauren is a Inquisitive Rogue (17)/Battlemaster Fighter (3) multiclass which prioritizes her prodigious ability to detect lies as well as her skills in investigation, hand-to-hand combat, and “parkour skills.”
I’ll do my best to avoid spoilers for the webtoon series, but expect some references to the plot up to the end of Season 2 below.
Race: Variant Human
Lauren is human so we’ll take the Variant Human option, allowing Lauren to add +1 to two ability scores, a feat, and one additional skill proficiency. For the ability scores, add +1 to Wisdom and Intelligence. Take the Mobile Feat to emulate Lauren’s agility, and grab Perception as Lauren’s additional skill proficiency. She’s an investigator; she’ll need it.
Ability Scores (Standard Array)
Using the Standard Array method for stats and using the added bonuses from Lauren’s racial traits, I would organize Lauren’s ability scores as follows.
Wisdom: 15 + 1 = 16/(+3 modifier). Wisdom should be Lauren’s highest starting stat, and in-game will boost her “Insight” skill, namely her ability to detect if someone is lying. As that’s her most potent ability in the webtoon, it’s important that her Wisdom stat is fairly high.
Dexterity: 14/(+2 modifier). Prioritize dexterity next. Lauren is arguably a dexterity based fighter when translated to DnD. She’s highly mobile and excellent at dodging attacks. While she’s a powerful hand-to-hand combatant, I’d say she is more reliant on strategy than brute force. And, her gunmanship would certainly translate to dexterity based skills if your DM allows firearms in their game.
Intelligence: 13 + 1 = 14/(+2 modifier). Lauren is pretty smart, an excellent investigator and strategist for her vigilante exploits as part of Lune, so keep her intelligence score fairly high as well.
Strength: 12(+1 modifier). Lauren is a fairly strong combatant, and a score of 12 places her as above average.
Constitution: 10(+0 modifier). A score of 10 is the first average score for Lauren. She’s not fragile, but not particularly hardier than other characters. Unlike Kieran who takes a lot of hits before showing weakness, Lauren has a tendency to avoid the worst attacks and still stay standing.
Charisma: 8(-1 modifier). A score of 8 makes Lauren’s charisma slightly below average. Treat this as a dump stat just because Lauren just succeeds at a lot of other skills. Lauren isn’t particularly rude or anything, but she’s not amazingly charming either. She works well with friends, family, and allies but she’s not the life of the party with strangers.
Background and Proficiencies
Take the City Watch background since Lauren is a police officer. This choice along with race and starting class features will give Lauren the following starting proficiencies:
Skills: Acrobatics, Athletics, Investigation, Insight, Perception, Performance, and Stealth
Tools: Thieves tools’
Languages: Common, Thieves’ Cant +3 more
Class:  Inquisitive Rogue (17)/Battlemaster Fighter (3)
The Inquisitive Rogue and Battlemaster Fighter combination approximates Lauren’s lie detection, investigation, and strategic skills pretty well. I would start as a Rogue through Level 4 before multiclassing into Fighter for Levels 5-7 before returning to Rogue for the remaining levels. This multiclass allows for 5 opportunities to increase ability scores or gain feats. I would recommend using the Ability Score Improvements to maximize Lauren’s Dexterity and Wisdom scores to 20 for +5 modifiers for both skills.
Inquisitive Rogue Features
Proficiency in Dexterity and Intelligence Saving Throws
Expertise (double proficiency bonus for 4 skills): Insight, Investigation, Athletics, and Acrobatics
Sneak Attack (9d6 at the max for 20 Levels)
Cunning Action: Lauren use a bonus action to dash, disengage, or hide
Ear for Deceit: A 7 or lower on an Insight check is an 8 for Lauren. From levels 3-14 this guarantees a minimum score of 14 when attempting to tell lies. It only gets better as Lauren levels up.
Eye for Detail: Lauren can use a bonus action for Perception and Investigation checks
Insightful Fighting: Lauren can use Insight to make a Sneak Attack against target
Uncanny Dodge: When an attacker that Lauren can see hits her with an attack, she can use a reaction to halve the attack's damage against her.
Evasion: When subjected to an effect that allows a Dexterity saving throw to take only half damage, Lauren instead take no damage if she succeeds on the saving throw, and only half damage if she fails.
Steady Eye: Lauren can take advantage on Perception and Investigation Checks if moving no more than half her speed.
Reliable Talent: Rolls for skills with expertise are 10 or higher from Rogue 11 and onwards. At Level 20 this means Insight checks to detect lies will range from 24-34, giving Lauren a godlike insight to detect lies.
Unerring Eye: Lauren can sense the presence of illusions and shapechangers which in a DnD game is super helpful, though doesn’t directly translate to Lauren’s skillset in the comics which lacks magic in the setting.
Blindsense: Lauren can hear invisible creatures up to 10 feet away
Slippery Mind: Lauren gets proficiency on Wisdom Saving Throws
Eye for Weakess: Lauren adds an additional 3d6 of Sneak Attack damage when she uses insightful fighting. This accounts for her observant fighting strategies and ability to see her enemies’ weaknesses.
Battlemaster Fighter Features
Proficiency in Strength and Constitution Saving Throws
Fighting Style: Lauren’s hand-to-hand combat skills are amazing. Take the Unarmed Fighting Style for 1d6 + your Strength modifier damage on an unarmed hit. If she isn’t wielding any weapons or a shield when she makes the attack roll, the d6 becomes a d8. She also can deal 1d4 damage while grapping an enemy.
Second Wind: Regain (1d10 + Fighter Level) hitpoints on bonus action. Lauren got back up after a freaking explosion. This mechanic accounts for this.
Action Surge: Lauren can take an extra action in combat.
Combat Superiority: Lauren is a skilled combatant. With the Battlemaster subclass, she knows three maneuvers to trick her opponents and manipulate the battle field to her advantage. She has four d8 dice to execute these maneuvers, and the Saving Throw for the maneuvers are 8 + proficiency bonus + Dexterity bonus. I chose the following 3 maneuvers below for Lauren based on her fighting in the webtoon, but you can choose other ones and still stay loyal to this build.
Feinting Attack: “You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.”
Grappling Strike: “Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.”
Trip Attack: “When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.”
Student of War: Lauren gains proficiency with one type of artisan's tools. I would probably say cartography tools are most in line with her character.
Build Evaluation
Numerically, Lauren’s attributes finalize at Level 20 as follows:
Final Ability Scores:
Wisdom: 20/+5 mod
Dexterity: 20/+5 mod
Intelligence: 14/+2 mod
Strength: 12/+1 mod
Constitution: 10/+0 mod
Charisma: 8/-1 mod
Final Hit Points Estimation: (8 + 16*1d8 + 3*1d10) = 106 (average)
This build does a good job of approximating both Lauren’s fighting and lie detecting skills. With Expertise in Insight and her final Wisdom score of 20, Lauren scores at minimum 24 on Insight checks which is a great representation of her lie detecting ability. Battlemaster skills along with Lauren’s high Dexterity makes her a mobile and acrobatic combatant. For the practical playing of DnD, Lauren has a lower hit point value and may be a bit of a glass cannon with powerful sneak attacks with Insightful Fighting and the lower hit point value. If you decide to play this build for Lauren Sinclair in one of your games, I’d consider maybe taking the Mage Slayer, Tough, Alert, Observant, or Keen Mind as a feat if you roll higher than the Standard Array for Ability Scores.
Anyway, I’ll be doing Kieran White next. Let me know if you have any other builds you want me to make.
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systemrecoded · 1 month
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What I imagine human Muji would look like.
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palipunk · 1 year
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Some DA blorbo introductions using this template - all menaces to Thedas 
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