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<blockquote data-quote="Southern Oracle" data-source="post: 7652594" data-attributes="member: 1249"><p>A couple weeks ago I gave a comparison between a 1[SUP]st[/SUP]-level barbarian and a 20[SUP]th[/SUP]-level barbarian for D&D Next from the latest playtest packet. I know Wizards of the Coast announced one final playtest packet for this year at Gen Con, so the information from this packet is living on borrowed time, but since some readers wanted another comparison, I thought I’d turn my attention to the rogue.</p><p>[PRBREAK][/PRBREAK]</p><p>As before I started with the standard array of ability scores and rolled randomly for race and sex. I now have a female half-orc rogue, whom we’ll name Gerta.</p><p> </p><p><strong>Gerta Knifethrust, Female Half-Orc Level 1 Rogue</strong></p><p>Medium Humanoid (half-orc)</p><p><strong>Initiative</strong> +3</p><p><strong>HP</strong> 6 (1d6 HD)</p><p><strong>AC</strong> 14 (leather)</p><p><strong>Speed</strong> 30’</p><p><strong>Senses</strong> darkvision 60’</p><p><strong>Traits</strong></p><p><strong>Armor Proficiency</strong></p><p>Gerta is proficient with all light and medium armor.</p><p><strong>Expertise</strong></p><p>Whenever Gerta makes a Dexterity check, she can roll her expertise die (1d6) and add the result to the check.</p><p><strong>False Identity</strong></p><p>Gerta has a second identity that includes documentation, established acquaintances, and disguises that allow her to assume that persona. Additionally, she can forge documents including official papers and personal letters in a specific person’s handwriting, as long as she’s seen an example of the kind of document she is trying to copy.</p><p><strong>Fields of Lore</strong></p><p>Gerta is familiar with Political Lore and Religious Lore.</p><p><strong>Menacing</strong></p><p>Gerta has advantage on all Charisma checks made to intimidate.</p><p><strong>Proficiency</strong></p><p>Gerta is proficient with thieves’ tools.</p><p><strong>Sneak Attack</strong></p><p>Once per turn, when Gerta attacks a creature with advantage, or if the target is adjacent to another hostile creature able to take actions, she can deal sneak attack damage (1d6) in addition to the normal damage for the attack.</p><p><strong>Weapon Proficiency</strong></p><p>Gerta is proficient with all simple weapons, hand and light crossbows, longswords and short swords, and rapiers.</p><p><strong>Actions</strong></p><p><strong>Dagger: </strong>Melee (one creature); +4 to hit; 1d4+3 piercing damage.</p><p><strong>Dagger:</strong> Ranged 30’/120’ (one creature); +1 to hit; 1d4 piercing damage.</p><p><strong>Rapier:</strong> Melee (one creature); +4 to hit; 1d8+3 piercing damage.</p><p><strong>Shortbow:</strong> Ranged 80’/320’ (one creature); +4 to hit; 1d6 piercing damage.</p><p><strong>Disable a Trap</strong></p><p><em>Effect:</em> Gerta can make a Dexterity check to try and disable a trap. If she fails the check by 5 or more, she triggers the trap.</p><p><strong>Open a Lock</strong></p><p><em>Effect:</em> Gerta can make a Dexterity check to try and open a lock.</p><p><strong>Alignment</strong> Chaotic Neutral</p><p><strong>Languages</strong> Common, Orcish</p><p><strong>Str</strong> 10 (+0), <strong>Dex</strong> 16 (+3), <strong>Con</strong> 11 (+0), <strong>Int</strong> 14 (+2), <strong>Wis</strong> 13 (+1), <strong>Cha</strong> 12 (+1)</p><p><strong>Equipment</strong> leather armor, daggers (2), rapier, shortbow, arrows (20), adventurer’s kit, climber’s kit, common clothing, disguise kit, noble clothing, playing cards, signet ring, thieves’ tools, vials of colored water (10), weighted dice, 30 gp, 5 sp</p><p> </p><p>Thanks to being a half-orc, Gerta’s Strength and Constitution are higher than they would be normally, so while she doesn’t have any bonuses to her attacks or hit points, she doesn’t have any penalties either. As a rogue, she’s proficient with thieves’ tools, which allows her to disable traps and open locks. With the Charlatan background, she’s proficient with disguise kits, which allows her to craft disguises.</p><p> </p><p>Strangely, Gerta starts play with a climbing kit that does her no good. There are no backgrounds that grant proficiency with climbing kits, and nothing outlined in the climbing rules about how to obtain proficiency. I’m guessing this is an oversight of the designers.</p><p> </p><p>Fast forward to 20[SUP]th[/SUP] level, and here’s Gerta now.</p><p> </p><p><strong>Gerta Knifethrust, Female Half-Orc Level 20 Rogue</strong></p><p>Medium Humanoid (half-orc)</p><p><strong>Initiative</strong> +10</p><p><strong>HP</strong> 76 (20d6 HD)</p><p><strong>AC</strong> 19 (<em>bracers of defense, ring of protection</em>)</p><p><strong>Speed</strong> 40’</p><p><strong>Senses</strong> blindsense 10’, darkvision 60’</p><p><strong>Traits</strong></p><p><strong>Ace in the Hole</strong></p><p>If Gerta’s attack misses a target, she can turn the miss into a hit. If she can take actions and fails an ability check or saving throw, she can treat the d20 roll as a 20. Gerta can use this feature only once between rests (short or long).</p><p><strong>Alert</strong></p><p>Gerta gains a +5 bonus to initiative (already included), cannot be surprised while conscious, and she has advantage on all Wisdom checks made to listen or spot.</p><p><strong>Archery Master</strong></p><p>Gerta gains proficiency with all martial ranged weapons, she doesn’t suffer disadvantage on her ranged attack rolls when attacking at long range, and all her ranged attacks ignore half cover and three-quarters cover.</p><p><strong>Armor Proficiency</strong></p><p><strong>Assassinate</strong></p><p>Gerta has advantage on attacks against creatures that have not yet acted during combat. In addition, if she attacks and hits a creature that is surprised, she scores a critical hit. If Gerta chooses to use her Sneak Attack on such a critical hit, she uses the maximum result instead of rolling the extra damage.</p><p><strong>Death Strike</strong></p><p>When Gerta deals a living creature damage equal to or greater than one-half its hit point maximum, it must succeed on a Constitution saving throw (DC 10 + Gerta’s Dexterity modifier) or die.</p><p><strong>Elusive</strong></p><p>If Gerta is able to take actions, creatures can’t benefit from advantage on attacks against her.</p><p><strong>Expertise</strong></p><p>Whenever Gerta makes a Dexterity check, she can roll her expertise die (1d12) and add the result to the check.</p><p><strong>False Identity</strong></p><p><strong>Fencing Master</strong></p><p>Gerta is proficient with all martial finesse weapons.</p><p><strong>Fields of Lore</strong></p><p><strong>Infiltration Expertise</strong></p><p>When a creature attempts to see through Gerta’s disguise, she can roll her expertise die and add the result to the Charisma check. In addition, Gerta can create additional false identities for herself. She must spend one week and 25 gp to establish the history, profession, and affiliations for a given identity. She cannot attempt to imitate an existing person.</p><p><strong>Keen Intellect</strong></p><p>Whenever Gerta makes an Intelligence check, she can roll her expertise die and add the result to the check.</p><p><strong>Menacing</strong></p><p>Gerta has advantage on all Charisma checks made to intimidate.</p><p><strong>Mobile</strong></p><p>When Gerta makes a melee attack against a creature, she doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether or not she hit it.</p><p><strong>Poison Mastery</strong></p><p>Gerta can spend 1 hour to create a single dose of poison which is colorless, tasteless, and odorless. If a creature ingests a full dose of the poison, it must succeed on a Constitution saving throw (DC 10 + Gerta’s Intelligence modifier) or suffer one of the following effects, chosen when you make the poison.</p><p></p><ul> <li data-xf-list-type="ul">The creature falls unconscious for 2d6+4 hours. The creature regains consciousness if it takes damage. </li> <li data-xf-list-type="ul">The creature is intoxicated for 24 hours. While intoxicated, the creature’s hit point maximum is halved. </li> <li data-xf-list-type="ul">The creature is affected as if by a <em>confusion</em> spell for 1 hour, but the effect is not magical. </li> </ul><p><strong>Proficiency</strong></p><p>Gerta is proficient with disguise kits, poisoner’s kits, and thieves’ tools.</p><p><strong>Reliable Talent</strong></p><p>When Gerta makes an ability check that involves her expertise die, she treats any roll of 9 or lower as a 10.</p><p><strong>Rogue Style</strong></p><p>Gerta is trained in the art of assassination.</p><p><strong>Slippery Mind</strong></p><p>When Gerta makes a Wisdom saving throw, she can roll her expertise die and add the result to the check.</p><p><strong>Sneak Attack</strong></p><p>Once per turn, when Gerta attacks a creature with advantage, or if the target is adjacent to another hostile creature able to take actions, she can deal sneak attack damage (7d6) in addition to the normal damage for the attack.</p><p><strong>Stunning Ambush</strong></p><p>When Gerta scores a critical hit and deals Sneak Attack damage, the target must succeed on a Constitution saving throw (DC 10 + Gerta’s Dexterity modifier) or be stunned until the end of Gerta’s next turn.</p><p><strong>Trap Expertise</strong></p><p>Whenever Gerta makes an ability check to find or disarm traps, she can roll her expertise die and add the result to the check.</p><p><strong>Uncanny Dodge</strong></p><p>When Gerta makes a Dexterity saving throw, she can roll her expertise die and add the result to the check. In addition, when she makes a Dexterity saving throw to take only half damage from an effect, she instead takes no damage if she succeeds and only half damage if she fails.</p><p><strong>Weapon Proficiency</strong></p><p><strong>Actions</strong></p><p><strong>Dagger:</strong> Melee (one creature); +8 to hit; 1d4+5 piercing damage.</p><p><strong>Dagger:</strong> Ranged 30’/120’ (one creature); +3 to hit; 1d4 piercing damage.</p><p><strong>Dagger of Venom:</strong> Melee (one creature); +9 to hit; 1d4+6 piercing damage.</p><p><em>Special:</em> The saving throw DC of any poison applied to the blade increases by 2.</p><p><strong>+1 Rapier:</strong> Melee (one or two creatures); +9 to hit or +4/+4 to hit; 1d8+6 piercing damage.</p><p><strong>+1 Shortbow:</strong> Ranged 80’/320’ (one or two creatures); +9 to hit or +4/+4 to hit; 1d6+1 piercing damage.</p><p><strong>Activate Dagger of Venom</strong></p><p><em>Effect:</em> Once per day, Gerta can cause a thick black poison to cover the dagger’s bade, remaining for 1 minute or until she hits with it. If the target hit is a living creature, it must make a DC 15 Constitution saving throw or be paralyzed for 1 minute.</p><p><strong>Disable a Trap</strong></p><p><strong>Open a Lock</strong></p><p><strong>Reactions</strong></p><p><strong>Evasion</strong></p><p><em>Trigger:</em> Gerta is hit by an attacker she can see.</p><p><em>Effect:</em> The damage is halved.</p><p><strong>Fencing</strong></p><p><em>Trigger:</em> Gerta is hit with a melee attack.</p><p><em>Effect:</em> Gerta can add her attack bonus to her AC for that attack.</p><p><strong>Alignment</strong> Chaotic Neutral</p><p><strong>Languages</strong> Common, Orcish, Rogues’ Cant</p><p><strong>Str</strong> 10 (+0), <strong>Dex</strong> 20 (+5), <strong>Con</strong> 11 (+0), <strong>Int</strong> 14 (+2), <strong>Wis</strong> 13 (+1), <strong>Cha</strong> 12 (+1)</p><p><strong>Equipment</strong> <em>bracers of defense,</em> <em>dagger of venom, </em>daggers (2), <em>+1 rapier, +1 shortbow,</em> arrows (20), adventurer’s kit, <em>bag of holding, </em>climber’s kit, common clothing, disguise kit, noble clothing, playing cards, <em>ring of protection, </em>signet ring, thieves’ tools, vials of colored water (10), weighted dice, 30 gp, 5 sp</p><p> </p><p>Gerta chose to train as an assassin, and she advanced her Dexterity as high as it could go before switching to taking some feats, specifically, Alert, Archery Master, Fencing Master, and Mobile. Over the years she gathered some magic items that would improve her defense and complement her skills.</p><p> </p><p>I don’t want to make this article any longer, so I’ll be glad to discuss choices I made or points of interest in the comments below. Let me know what strikes your fancy.</p></blockquote><p></p>
[QUOTE="Southern Oracle, post: 7652594, member: 1249"] A couple weeks ago I gave a comparison between a 1[SUP]st[/SUP]-level barbarian and a 20[SUP]th[/SUP]-level barbarian for D&D Next from the latest playtest packet. I know Wizards of the Coast announced one final playtest packet for this year at Gen Con, so the information from this packet is living on borrowed time, but since some readers wanted another comparison, I thought I’d turn my attention to the rogue. [PRBREAK][/PRBREAK] As before I started with the standard array of ability scores and rolled randomly for race and sex. I now have a female half-orc rogue, whom we’ll name Gerta. [B]Gerta Knifethrust, Female Half-Orc Level 1 Rogue[/B] Medium Humanoid (half-orc) [B]Initiative[/B] +3 [B]HP[/B] 6 (1d6 HD) [B]AC[/B] 14 (leather) [B]Speed[/B] 30’ [B]Senses[/B] darkvision 60’ [B]Traits[/B] [B]Armor Proficiency[/B] Gerta is proficient with all light and medium armor. [B]Expertise[/B] Whenever Gerta makes a Dexterity check, she can roll her expertise die (1d6) and add the result to the check. [B]False Identity[/B] Gerta has a second identity that includes documentation, established acquaintances, and disguises that allow her to assume that persona. Additionally, she can forge documents including official papers and personal letters in a specific person’s handwriting, as long as she’s seen an example of the kind of document she is trying to copy. [B]Fields of Lore[/B] Gerta is familiar with Political Lore and Religious Lore. [B]Menacing[/B] Gerta has advantage on all Charisma checks made to intimidate. [B]Proficiency[/B] Gerta is proficient with thieves’ tools. [B]Sneak Attack[/B] Once per turn, when Gerta attacks a creature with advantage, or if the target is adjacent to another hostile creature able to take actions, she can deal sneak attack damage (1d6) in addition to the normal damage for the attack. [B]Weapon Proficiency[/B] Gerta is proficient with all simple weapons, hand and light crossbows, longswords and short swords, and rapiers. [B]Actions[/B] [B]Dagger: [/B]Melee (one creature); +4 to hit; 1d4+3 piercing damage. [B]Dagger:[/B] Ranged 30’/120’ (one creature); +1 to hit; 1d4 piercing damage. [B]Rapier:[/B] Melee (one creature); +4 to hit; 1d8+3 piercing damage. [B]Shortbow:[/B] Ranged 80’/320’ (one creature); +4 to hit; 1d6 piercing damage. [B]Disable a Trap[/B] [I]Effect:[/I] Gerta can make a Dexterity check to try and disable a trap. If she fails the check by 5 or more, she triggers the trap. [B]Open a Lock[/B] [I]Effect:[/I] Gerta can make a Dexterity check to try and open a lock. [B]Alignment[/B] Chaotic Neutral [B]Languages[/B] Common, Orcish [B]Str[/B] 10 (+0), [B]Dex[/B] 16 (+3), [B]Con[/B] 11 (+0), [B]Int[/B] 14 (+2), [B]Wis[/B] 13 (+1), [B]Cha[/B] 12 (+1) [B]Equipment[/B] leather armor, daggers (2), rapier, shortbow, arrows (20), adventurer’s kit, climber’s kit, common clothing, disguise kit, noble clothing, playing cards, signet ring, thieves’ tools, vials of colored water (10), weighted dice, 30 gp, 5 sp Thanks to being a half-orc, Gerta’s Strength and Constitution are higher than they would be normally, so while she doesn’t have any bonuses to her attacks or hit points, she doesn’t have any penalties either. As a rogue, she’s proficient with thieves’ tools, which allows her to disable traps and open locks. With the Charlatan background, she’s proficient with disguise kits, which allows her to craft disguises. Strangely, Gerta starts play with a climbing kit that does her no good. There are no backgrounds that grant proficiency with climbing kits, and nothing outlined in the climbing rules about how to obtain proficiency. I’m guessing this is an oversight of the designers. Fast forward to 20[SUP]th[/SUP] level, and here’s Gerta now. [B]Gerta Knifethrust, Female Half-Orc Level 20 Rogue[/B] Medium Humanoid (half-orc) [B]Initiative[/B] +10 [B]HP[/B] 76 (20d6 HD) [B]AC[/B] 19 ([I]bracers of defense, ring of protection[/I]) [B]Speed[/B] 40’ [B]Senses[/B] blindsense 10’, darkvision 60’ [B]Traits[/B] [B]Ace in the Hole[/B] If Gerta’s attack misses a target, she can turn the miss into a hit. If she can take actions and fails an ability check or saving throw, she can treat the d20 roll as a 20. Gerta can use this feature only once between rests (short or long). [B]Alert[/B] Gerta gains a +5 bonus to initiative (already included), cannot be surprised while conscious, and she has advantage on all Wisdom checks made to listen or spot. [B]Archery Master[/B] Gerta gains proficiency with all martial ranged weapons, she doesn’t suffer disadvantage on her ranged attack rolls when attacking at long range, and all her ranged attacks ignore half cover and three-quarters cover. [B]Armor Proficiency[/B] [B]Assassinate[/B] Gerta has advantage on attacks against creatures that have not yet acted during combat. In addition, if she attacks and hits a creature that is surprised, she scores a critical hit. If Gerta chooses to use her Sneak Attack on such a critical hit, she uses the maximum result instead of rolling the extra damage. [B]Death Strike[/B] When Gerta deals a living creature damage equal to or greater than one-half its hit point maximum, it must succeed on a Constitution saving throw (DC 10 + Gerta’s Dexterity modifier) or die. [B]Elusive[/B] If Gerta is able to take actions, creatures can’t benefit from advantage on attacks against her. [B]Expertise[/B] Whenever Gerta makes a Dexterity check, she can roll her expertise die (1d12) and add the result to the check. [B]False Identity[/B] [B]Fencing Master[/B] Gerta is proficient with all martial finesse weapons. [B]Fields of Lore[/B] [B]Infiltration Expertise[/B] When a creature attempts to see through Gerta’s disguise, she can roll her expertise die and add the result to the Charisma check. In addition, Gerta can create additional false identities for herself. She must spend one week and 25 gp to establish the history, profession, and affiliations for a given identity. She cannot attempt to imitate an existing person. [B]Keen Intellect[/B] Whenever Gerta makes an Intelligence check, she can roll her expertise die and add the result to the check. [B]Menacing[/B] Gerta has advantage on all Charisma checks made to intimidate. [B]Mobile[/B] When Gerta makes a melee attack against a creature, she doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether or not she hit it. [B]Poison Mastery[/B] Gerta can spend 1 hour to create a single dose of poison which is colorless, tasteless, and odorless. If a creature ingests a full dose of the poison, it must succeed on a Constitution saving throw (DC 10 + Gerta’s Intelligence modifier) or suffer one of the following effects, chosen when you make the poison. [LIST] [*]The creature falls unconscious for 2d6+4 hours. The creature regains consciousness if it takes damage. [*]The creature is intoxicated for 24 hours. While intoxicated, the creature’s hit point maximum is halved. [*]The creature is affected as if by a [I]confusion[/I] spell for 1 hour, but the effect is not magical. [/LIST] [B]Proficiency[/B] Gerta is proficient with disguise kits, poisoner’s kits, and thieves’ tools. [B]Reliable Talent[/B] When Gerta makes an ability check that involves her expertise die, she treats any roll of 9 or lower as a 10. [B]Rogue Style[/B] Gerta is trained in the art of assassination. [B]Slippery Mind[/B] When Gerta makes a Wisdom saving throw, she can roll her expertise die and add the result to the check. [B]Sneak Attack[/B] Once per turn, when Gerta attacks a creature with advantage, or if the target is adjacent to another hostile creature able to take actions, she can deal sneak attack damage (7d6) in addition to the normal damage for the attack. [B]Stunning Ambush[/B] When Gerta scores a critical hit and deals Sneak Attack damage, the target must succeed on a Constitution saving throw (DC 10 + Gerta’s Dexterity modifier) or be stunned until the end of Gerta’s next turn. [B]Trap Expertise[/B] Whenever Gerta makes an ability check to find or disarm traps, she can roll her expertise die and add the result to the check. [B]Uncanny Dodge[/B] When Gerta makes a Dexterity saving throw, she can roll her expertise die and add the result to the check. In addition, when she makes a Dexterity saving throw to take only half damage from an effect, she instead takes no damage if she succeeds and only half damage if she fails. [B]Weapon Proficiency[/B] [B]Actions[/B] [B]Dagger:[/B] Melee (one creature); +8 to hit; 1d4+5 piercing damage. [B]Dagger:[/B] Ranged 30’/120’ (one creature); +3 to hit; 1d4 piercing damage. [B]Dagger of Venom:[/B] Melee (one creature); +9 to hit; 1d4+6 piercing damage. [I]Special:[/I] The saving throw DC of any poison applied to the blade increases by 2. [B]+1 Rapier:[/B] Melee (one or two creatures); +9 to hit or +4/+4 to hit; 1d8+6 piercing damage. [B]+1 Shortbow:[/B] Ranged 80’/320’ (one or two creatures); +9 to hit or +4/+4 to hit; 1d6+1 piercing damage. [B]Activate Dagger of Venom[/B] [I]Effect:[/I] Once per day, Gerta can cause a thick black poison to cover the dagger’s bade, remaining for 1 minute or until she hits with it. If the target hit is a living creature, it must make a DC 15 Constitution saving throw or be paralyzed for 1 minute. [B]Disable a Trap[/B] [B]Open a Lock[/B] [B]Reactions[/B] [B]Evasion[/B] [I]Trigger:[/I] Gerta is hit by an attacker she can see. [I]Effect:[/I] The damage is halved. [B]Fencing[/B] [I]Trigger:[/I] Gerta is hit with a melee attack. [I]Effect:[/I] Gerta can add her attack bonus to her AC for that attack. [B]Alignment[/B] Chaotic Neutral [B]Languages[/B] Common, Orcish, Rogues’ Cant [B]Str[/B] 10 (+0), [B]Dex[/B] 20 (+5), [B]Con[/B] 11 (+0), [B]Int[/B] 14 (+2), [B]Wis[/B] 13 (+1), [B]Cha[/B] 12 (+1) [B]Equipment[/B] [I]bracers of defense,[/I] [I]dagger of venom, [/I]daggers (2), [I]+1 rapier, +1 shortbow,[/I] arrows (20), adventurer’s kit, [I]bag of holding, [/I]climber’s kit, common clothing, disguise kit, noble clothing, playing cards, [I]ring of protection, [/I]signet ring, thieves’ tools, vials of colored water (10), weighted dice, 30 gp, 5 sp Gerta chose to train as an assassin, and she advanced her Dexterity as high as it could go before switching to taking some feats, specifically, Alert, Archery Master, Fencing Master, and Mobile. Over the years she gathered some magic items that would improve her defense and complement her skills. I don’t want to make this article any longer, so I’ll be glad to discuss choices I made or points of interest in the comments below. Let me know what strikes your fancy. [/QUOTE]
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