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Anarenn solo campaign (Loth keep out)
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<blockquote data-quote="Nightbreeze" data-source="post: 3985496" data-attributes="member: 46755"><p>Regional feats: one of the following should be ok. Note: I toned them down, as I give them free.</p><p></p><p>Fearless:</p><p>You get a +6 bonus to saves against fear effects, magic or otherwise.</p><p></p><p>Forester:</p><p>You gain +1 to Hide, Listen, Move silently and Spot checks.</p><p>When you are in forest terrain, this bonus increases to +2</p><p></p><p>Smooth Talk:</p><p>You take only a -7 to Diplomacy when attempting a full round check.</p><p></p><p>Strong Soul:</p><p>You gain a +1 bonus to all Fortitude and Will saves. Against death effects, energy drain effects and ability drain effects this bonus increases to +2</p><p></p><p>The village nearby is inhabited by humans, but there are two halfings and thrice per year some dwarf come down by the mountains to gather food. You can take those languages. You may leave a bonus language slot open, so that later you can learn it without having to level and spend skill points. Keep in mind that the language spoken nearby is quite different from the language of the Empire, however. So you have the local language, and a common language. The "common" is used by merchants or traveling people, but it is quite limited: you can't speak about religion, philosophy or other complex subjects in common.</p><p></p><p>I will allow you skill as a class skill, if you can reasonably explain why your tiny dragon should be good at it. For example, I see no problem with knowledge (local), or even knowledge (history), as soon as you get yourself some book on history or someone who has those ranks and is willing to teach you. Same goes for craft (flower compositions) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I noticed that you are keeping Alertness. Is that intentional?</p></blockquote><p></p>
[QUOTE="Nightbreeze, post: 3985496, member: 46755"] Regional feats: one of the following should be ok. Note: I toned them down, as I give them free. Fearless: You get a +6 bonus to saves against fear effects, magic or otherwise. Forester: You gain +1 to Hide, Listen, Move silently and Spot checks. When you are in forest terrain, this bonus increases to +2 Smooth Talk: You take only a -7 to Diplomacy when attempting a full round check. Strong Soul: You gain a +1 bonus to all Fortitude and Will saves. Against death effects, energy drain effects and ability drain effects this bonus increases to +2 The village nearby is inhabited by humans, but there are two halfings and thrice per year some dwarf come down by the mountains to gather food. You can take those languages. You may leave a bonus language slot open, so that later you can learn it without having to level and spend skill points. Keep in mind that the language spoken nearby is quite different from the language of the Empire, however. So you have the local language, and a common language. The "common" is used by merchants or traveling people, but it is quite limited: you can't speak about religion, philosophy or other complex subjects in common. I will allow you skill as a class skill, if you can reasonably explain why your tiny dragon should be good at it. For example, I see no problem with knowledge (local), or even knowledge (history), as soon as you get yourself some book on history or someone who has those ranks and is willing to teach you. Same goes for craft (flower compositions) :) I noticed that you are keeping Alertness. Is that intentional? [/QUOTE]
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