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Level Up: Advanced 5th Edition (A5E)
Another New Lineage (Updated!)
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<blockquote data-quote="Faolyn" data-source="post: 8280127" data-attributes="member: 6915329"><p>And another one. Churning them out to try to keep me awake after getting my second vaccine today. (No other symptoms so far, but boy am I tired.)</p><p></p><p><span style="font-size: 22px"><span style="color: rgb(97, 189, 109)"><strong>Packmate</strong></span></span></p><p>e are some people who are never alone. They are born into a group, raised by the group, and move with the group. This is not just some community; this is <em>the pack</em>—a collection of beings so close as to be nearly a single unit. While many therocephali are part of a pack (or herd, or flock, or hive), as their animal nature causes them to gather in these type of groups, it’s not unknown for members of other lineages to become that closely-knit as well, such as in the case of groups of survivors of some cataclysm, gangs of street urchins, bands of soldiers, or bandit crews. Packs are small, rarely comprised of more than two dozen individuals (although sometimes, several packs join together into a larger community). Packs have different social structures: a pack may be relatively peaceful, enjoying safety in numbers and working together for the good of all. Or a pack be fiercely bloodthirst, with the strongest calling all the shots and keeping the weakest in line with threats or the actuality of violence.</p><p></p><p>But not every pack stays together forever. Some packs dissipate when their leaders die, causing the members of wander in search of a new pack. Sometimes, a packmate is ousted from a pack, from being too weak to failing to win a battle for leadership. And, of course, some packmates are separated from their pack through chance or misfortune. Some of these former packmates revel in their newfound individuality, while others constantly seek out new companionship.</p><p></p><p>Characters from a pack culture share a variety of traits in common with one another.</p><p></p><p><em><strong>A Place for Everyone.</strong></em> Everyone in a pack has a purpose, and you are no exception. You are proficient in one toolkit of your choice and in one of the following skills: Arcana, History, Medicine, Nature, Performance, Religion, or Survival.</p><p></p><p><em><strong>Friends to the End.</strong></em> You gain an extra contact, one of your former packmates. No matter the status of your former pack or your relation to them, this packmate is willing to work with you and help you out from time to time.</p><p></p><p><em><strong>Menacing.</strong></em> Being part of the pack means keep outsiders <em>out. </em>You are proficient in the Intimidation skill.</p><p></p><p><em><strong>Pack Tactics.</strong></em> After you complete a long rest, choose an ally. You have advantage on attack rolls against a creature if you are within 5 feet of that ally and the ally isn’t incapacitated.</p><p></p><p><em><strong>The Strength of Many.</strong></em> You draw strength from the presence of your packmates. If you miss with an attack roll or fail an ability check or saving throw, and you can see or hear the ally you chose from the Pack Tactics trait, you can roll a d6 and add that to your roll. Once you use this trait, you can’t use it again until you finish a short or long rest.</p><p></p><p><em><strong>Languages.</strong></em> You can speak, read, write, and sign in Common and one other language.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8280127, member: 6915329"] And another one. Churning them out to try to keep me awake after getting my second vaccine today. (No other symptoms so far, but boy am I tired.) [SIZE=6][COLOR=rgb(97, 189, 109)][B]Packmate[/B][/COLOR][/SIZE] e are some people who are never alone. They are born into a group, raised by the group, and move with the group. This is not just some community; this is [I]the pack[/I]—a collection of beings so close as to be nearly a single unit. While many therocephali are part of a pack (or herd, or flock, or hive), as their animal nature causes them to gather in these type of groups, it’s not unknown for members of other lineages to become that closely-knit as well, such as in the case of groups of survivors of some cataclysm, gangs of street urchins, bands of soldiers, or bandit crews. Packs are small, rarely comprised of more than two dozen individuals (although sometimes, several packs join together into a larger community). Packs have different social structures: a pack may be relatively peaceful, enjoying safety in numbers and working together for the good of all. Or a pack be fiercely bloodthirst, with the strongest calling all the shots and keeping the weakest in line with threats or the actuality of violence. But not every pack stays together forever. Some packs dissipate when their leaders die, causing the members of wander in search of a new pack. Sometimes, a packmate is ousted from a pack, from being too weak to failing to win a battle for leadership. And, of course, some packmates are separated from their pack through chance or misfortune. Some of these former packmates revel in their newfound individuality, while others constantly seek out new companionship. Characters from a pack culture share a variety of traits in common with one another. [I][B]A Place for Everyone.[/B][/I] Everyone in a pack has a purpose, and you are no exception. You are proficient in one toolkit of your choice and in one of the following skills: Arcana, History, Medicine, Nature, Performance, Religion, or Survival. [I][B]Friends to the End.[/B][/I] You gain an extra contact, one of your former packmates. No matter the status of your former pack or your relation to them, this packmate is willing to work with you and help you out from time to time. [I][B]Menacing.[/B][/I] Being part of the pack means keep outsiders [I]out. [/I]You are proficient in the Intimidation skill. [I][B]Pack Tactics.[/B][/I] After you complete a long rest, choose an ally. You have advantage on attack rolls against a creature if you are within 5 feet of that ally and the ally isn’t incapacitated. [I][B]The Strength of Many.[/B][/I] You draw strength from the presence of your packmates. If you miss with an attack roll or fail an ability check or saving throw, and you can see or hear the ally you chose from the Pack Tactics trait, you can roll a d6 and add that to your roll. Once you use this trait, you can’t use it again until you finish a short or long rest. [I][B]Languages.[/B][/I][B][I] [/I][/B]You can speak, read, write, and sign in Common and one other language. [/QUOTE]
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