Hi, I'm currently putting together a new level 8 character to replace my old one. I have a concept in mind for a changeling raised in a mad wizard's laboratory, who managed to escape the wizard's lair, and has since adopted the persona of the first human she befriended, a girl who had dreams of adventure at sea, as a way of honouring them after they were lost in a goblin raid.
The stat block I have to work with from dice rolls is 16, 15, 14, 11, 10, and 5. My build so far (up to 1st level) as follows:
Stats: STR 10, DEX 16, CON 14, INT 5+1(Changeling)=6, WIS=11, CHA=15+2(Changeling)=17
Skills from Changeling: Deception and Persuasion(with Expertise)
Skills from Rogue: Acrobatics (with Expertise), Athletics, Stealth, Perception
I haven't included anything for Background yet, because there's no background that exactly matches their backstory, so I'll probably be making a custom one. I'm not 100% sure about the stat block, but I had to put the 5 somewhere, and I figure it reflects their naivety. It does mean they'll have trouble being the trap expert of the party (that's not necessarily the role I had in mind for them anyway, but it is expected of a rogue nonetheless). I could use some feedback on the build so far, and maybe some suggestions for build options from 4th to 8th level?
Two weapon fighting might be the way to go here because of the Fancy Footwork ability you get at 3rd level. Because of that it might be worth getting [feat]Dual Wielder[/feat] so you can have 2 rapiers instead of 2 shortswords/scimitars, as well as the +1 to AC.
For level 8 ASI/feat I think there are 2 main options (and kinda depends on the campaign/character you're running) 1.) [feat]Actor[/feat] to get CHA up to 18 as well as the other bonuses. If you go this route, expertise in deception would probably be a good idea. 2.) Take the ASI and +2 DEX making it 18, increasing armour class, damage, stealth and other skills.
Both lvl 8 options will give you the +1 to initiative.
lvl 6 expertise, Stealth/Deception/Perception. This one's up to you and depends what you want to do.
If at lvl 8 you multi-classes into fighter for 1 lvl, you would get the two weapon fighting fighting style which would also help deal more damage (as well as second wind) but would mean it'd take a little longer to get the second ASI
Backstory wise, Sailor might fit (in terms of the backstory ability/bonus). After escaping the mad wizards lab you meet this young woman/girl that dreams of leaving the farm or inn or something to travel the world on the high seas. Get into scuffles, have mad adventures, and find lots of treasure (legitimately of course). You jointly name this seafaring persona Captain XXX the brave/just/strong/something. You both talk often of leaving, but she never quite manages to leave. Her mother/father/relative is sick, and she won't leave them. Whilst you were out picking mushrooms, getting some items from the nearby market, etc., Goblins attacked and overran the farm or inn or something. The mother/father/relative was found dead in the house, but this girl's body was never found (leaves a hook for the DM to potentially reunite them).
With nothing left to keep you there, you leave to honour your shared dream of a sailor, using your made up name (but dropping the Captain part for now). You gain passage/work on a ship of some sort and take quite an interest in navigating. The captain/first mate teaches you how to use the navigators tools and that person becomes your divergent persona for navigators tools. A while later (months/years) times get a bit harder and you end up leaving the ship, you'll have to find your treasure/fame somewhere else.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hi, I'm currently putting together a new level 8 character to replace my old one. I have a concept in mind for a changeling raised in a mad wizard's laboratory, who managed to escape the wizard's lair, and has since adopted the persona of the first human she befriended, a girl who had dreams of adventure at sea, as a way of honouring them after they were lost in a goblin raid.
The stat block I have to work with from dice rolls is 16, 15, 14, 11, 10, and 5. My build so far (up to 1st level) as follows:
Stats: STR 10, DEX 16, CON 14, INT 5+1(Changeling)=6, WIS=11, CHA=15+2(Changeling)=17
Skills from Changeling: Deception and Persuasion(with Expertise)
Skills from Rogue: Acrobatics (with Expertise), Athletics, Stealth, Perception
I haven't included anything for Background yet, because there's no background that exactly matches their backstory, so I'll probably be making a custom one. I'm not 100% sure about the stat block, but I had to put the 5 somewhere, and I figure it reflects their naivety. It does mean they'll have trouble being the trap expert of the party (that's not necessarily the role I had in mind for them anyway, but it is expected of a rogue nonetheless). I could use some feedback on the build so far, and maybe some suggestions for build options from 4th to 8th level?
Some ideas:
Two weapon fighting might be the way to go here because of the Fancy Footwork ability you get at 3rd level. Because of that it might be worth getting [feat]Dual Wielder[/feat] so you can have 2 rapiers instead of 2 shortswords/scimitars, as well as the +1 to AC.
For level 8 ASI/feat I think there are 2 main options (and kinda depends on the campaign/character you're running) 1.) [feat]Actor[/feat] to get CHA up to 18 as well as the other bonuses. If you go this route, expertise in deception would probably be a good idea. 2.) Take the ASI and +2 DEX making it 18, increasing armour class, damage, stealth and other skills.
Both lvl 8 options will give you the +1 to initiative.
lvl 6 expertise, Stealth/Deception/Perception. This one's up to you and depends what you want to do.
If at lvl 8 you multi-classes into fighter for 1 lvl, you would get the two weapon fighting fighting style which would also help deal more damage (as well as second wind) but would mean it'd take a little longer to get the second ASI
Backstory wise, Sailor might fit (in terms of the backstory ability/bonus). After escaping the mad wizards lab you meet this young woman/girl that dreams of leaving the farm or inn or something to travel the world on the high seas. Get into scuffles, have mad adventures, and find lots of treasure (legitimately of course). You jointly name this seafaring persona Captain XXX the brave/just/strong/something. You both talk often of leaving, but she never quite manages to leave. Her mother/father/relative is sick, and she won't leave them. Whilst you were out picking mushrooms, getting some items from the nearby market, etc., Goblins attacked and overran the farm or inn or something. The mother/father/relative was found dead in the house, but this girl's body was never found (leaves a hook for the DM to potentially reunite them).
With nothing left to keep you there, you leave to honour your shared dream of a sailor, using your made up name (but dropping the Captain part for now). You gain passage/work on a ship of some sort and take quite an interest in navigating. The captain/first mate teaches you how to use the navigators tools and that person becomes your divergent persona for navigators tools. A while later (months/years) times get a bit harder and you end up leaving the ship, you'll have to find your treasure/fame somewhere else.