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<blockquote data-quote="GentleGiant" data-source="post: 1924909" data-attributes="member: 11829"><p>Okay, finished up most of the loose ends and put in some kind of background.</p><p>Some rearranging and straightening out might, still, occur.</p><p></p><p><span style="font-size: 15px">Vecis Cain</span></p><p>aka Count Graff il'Vereen, aka Damien Voul, the Silver Merchant, aka...</p><p>Male Human Rogue 1</p><p><strong>Alignment:</strong> Neutral Good</p><p><strong>Religion:</strong> The Sovereign Host (Olladra)</p><p><strong>Size:</strong> Medium, 5'11", 115 lb.</p><p><strong>Age:</strong> 21</p><p><strong>Speed:</strong> 30 ft.</p><p></p><p><u><strong>Abilities:</strong></u></p><p><strong>Strength:</strong> 10 (+0)</p><p><strong>Dexterity:</strong> 14 (+2)</p><p><strong>Constitution:</strong> 12 (+1)</p><p><strong>Intelligence:</strong> 14 (+2)</p><p><strong>Wisdom:</strong> 12 (+1)</p><p><strong>Charisma:</strong> 16 (+3)</p><p></p><p><strong>Armor Class:</strong> 15 = 10 + 2 (dex) + 3 (defense bonus)</p><p><strong>Hit Points:</strong> 7</p><p><strong>Initiative:</strong> +6 = +2 (dex) +4 (improved initiative)</p><p><strong>Speed:</strong> 30</p><p><strong>Action Points:</strong> 5</p><p><strong>Sanity:</strong> 60 </p><p></p><p><u><strong>Saves:</strong></u></p><p><strong>Fortitude:</strong> +1 = +1 (con) +0 (base)</p><p><strong>Reflex:</strong> +4 = +2 (dex) +2 (base)</p><p><strong>Will:</strong> +2 = +1 (wis) +0 (base)</p><p></p><p><u><strong>Base Attack Bonus:</strong></u> +0</p><p><strong>Attack:</strong> Rapier, 1d6/18-20/x2</p><p><strong>Attack:</strong> Dart (thrown) +1, 1d4/x2 damage</p><p></p><p><u><strong>Skills:</strong></u> (only ranked ones noted)</p><p>Appraise +5</p><p>Balance +6</p><p>Bluff +9</p><p>Diplomacy +9</p><p>Disable Device +6</p><p>Escape Artist +3</p><p>Forgery +4</p><p>Gather Information +7</p><p>Hide +6</p><p>Intimidate +7</p><p>Listen +5</p><p>Move Silently +6</p><p>Sleight of Hand +5</p><p>Search +5</p><p>Sense Motive +5</p><p>Spot +5</p><p>Tumble +6</p><p></p><p><strong>Languages:</strong> Common, ???</p><p></p><p><strong><u>Feats:</u></strong></p><p>Armor Proficiency: light (from class)</p><p>Improved Initiative</p><p>Persuasive (+2 bonus on all Bluff checks and Intimidate checks)</p><p>Negotiator (+2 bonus on all Diplomacy checks and Sense Motive checks.)</p><p>Open Minded (5 extra skill points)</p><p></p><p><strong><u>Flaws</u></strong></p><p><strong>Big City, Bright Lights:</strong></p><p>Having lived your whole life in the big city, with all its comforts and conveniences, the wonders of nature are like another plane of existance to you.</p><p><em>Effect:</em> You take a -4 penalty on all Swim and Survival checks.</p><p><strong>Iffy:</strong></p><p>You're particularly bothered by anything unnatural, otherworldly or gruesome, like grisly murder scenes and strange creatures, which shakes you to the core each time you witness them.</p><p><em>Effect:</em> Every encounter with that which damages your Sanity counts as a 'critical hit'. Roll twice the normal dice for the effect, and then suffer the highest amount rolled. Furthermore each rank you gain in Knowledge (Forbidden Lore) counts twice as much towards lowering your max Sanity.</p><p></p><p><u><strong>Gear:</strong></u> (total value = ??? gp / total weight = 29.5 lb. [light load])</p><p><strong>Weapons:</strong> Cane Sword (Rapier) (20 gp); 4 Darts (20 sp).</p><p><strong>Clothing:</strong> Noble's outfit (75 gp); Hat, broad-brimmed (8 gp); Explorer's outfit (10 gp); Bandoleer (5 sp); Pouch, belt (1 gp);</p><p><strong>Goods:</strong> Bedroll (1 sp); Backpack (2 gp); Case, map or scroll (1 gp); Case, map or scroll (1 gp); Flint and steel (1 gp); Ink (vial) (8 gp); Inkpen (1 sp); Parchment (5 sheets) (5 gp); Mirror, silver (20 gp); Sack (1 sp); Soap (per lb.) (5 sp); Twine, Roll (1 sp); Whetstone (2 cp).</p><p><strong>Tools:</strong> Thieves' tools, Masterwork (100 gp); Chalk, 1 piece (1 cp); Chalk, 1 piece (1 cp); Glass Cutter (2 gp); Grappling Hook, Collapsible (3 gp);</p><p><strong>Jewelry:</strong> Silver Jewelry (30 gp worth); Signet ring, gold (25 gp);</p><p><strong>Other:</strong> Identification Papers (with portrait) - Vecis Cain (5 gp); Identification Papers (with portrait) - Count Graff il'Vereen (5 gp); Identification Papers (with portrait) - Damien Voul, the Silver Merchant (5 gp)</p><p></p><p>17 Brelish gold pieces</p><p>6 Brelish silver pieces</p><p>6 Brelish copper pieces</p><p></p><p></p><p><strong><u>Background:</u></strong> (to be expanded upon)</p><p>A well kept sharp sword in his posh cane, and an even sharper wit, combined with dashing good looks; this is how Vecis has survived through life. Having so far concentrated on merchants and minor nobles, Vecis has his mind set on loftier goals and upping the anties of his thrysts.</p><p>Born (at least to his knowledge) to an apparent poor seamstress and her no-spine husband, Vecis was blessed with remarkable good looks and an ego to match his appearance. But even these humble beginnings didn't hold him back from exploiting his natural charm. As he grew older, he quicly realized what kind of impact his good looks had on the female population and he was soon engaged in several affairs with different merchants' wifes and daughters.</p><p>Life was good for Vecis... too good apparently. The problem with being so good at what you do is that you eventually become careless, which is exactly what happened to our intrepid charmeur extraordinaire.</p><p>A series of meetings with a certain Comtesse de'Vrein, a voluptous woman in her middle years, whose outward demeanor and appearance didn't give any hints as to her preference for young supple men, came to a sudden halt when her cuckold husband returned from a hunting trip a day earlier than expected. Not that the spineless husband did anything to interfere, but the steward of the house took it upon himself to protect the reputation of the house, and the security of his job if said reputation was upheld. Barely in his breeches and with his shirt flying behind him, Vecis had to make a run for it with half a watch of house guardsmen on his heels. To complicate matters even more, this was the very same evening that a certain necklace and broche had gone missing from the Comtesse's jewelry collection, so even if she was the one who had instigated the whole affair, the Comtesse promptly put a price on her now ex-lover's head. A bad, bad evening for Vecis Cain... or rather a bad evening for Damien Voul, the Silver Merchant, whom the Comtesse believed was the culprit.</p><p>So, in an effort to lay low for a while, our dear Vecis Cain decided that a slight change of scenery would be the most prudent path to pursue, seeing that the house de'Vrein had a good reputation in the city of Sharn and very, very deep coffers.</p><p>Thus, with a ticket gained from the sale of a certain necklace and broche, Vecis Cain stepped off the lightning rail ramp and onto the platform at a place called Vathirond.</p><p>"Not quite what the ticket office promised me, but I guess it'll do for a month or two..." Vecis mused to himself...</p></blockquote><p></p>
[QUOTE="GentleGiant, post: 1924909, member: 11829"] Okay, finished up most of the loose ends and put in some kind of background. Some rearranging and straightening out might, still, occur. [SIZE=4]Vecis Cain[/SIZE] aka Count Graff il'Vereen, aka Damien Voul, the Silver Merchant, aka... Male Human Rogue 1 [B]Alignment:[/B] Neutral Good [B]Religion:[/B] The Sovereign Host (Olladra) [B]Size:[/B] Medium, 5'11", 115 lb. [B]Age:[/B] 21 [B]Speed:[/B] 30 ft. [U][B]Abilities:[/B][/U] [B]Strength:[/B] 10 (+0) [B]Dexterity:[/B] 14 (+2) [B]Constitution:[/B] 12 (+1) [B]Intelligence:[/B] 14 (+2) [B]Wisdom:[/B] 12 (+1) [B]Charisma:[/B] 16 (+3) [B]Armor Class:[/B] 15 = 10 + 2 (dex) + 3 (defense bonus) [B]Hit Points:[/B] 7 [B]Initiative:[/B] +6 = +2 (dex) +4 (improved initiative) [B]Speed:[/B] 30 [B]Action Points:[/B] 5 [B]Sanity:[/B] 60 [U][B]Saves:[/B][/U] [B]Fortitude:[/B] +1 = +1 (con) +0 (base) [B]Reflex:[/B] +4 = +2 (dex) +2 (base) [B]Will:[/B] +2 = +1 (wis) +0 (base) [U][B]Base Attack Bonus:[/B][/U] +0 [B]Attack:[/B] Rapier, 1d6/18-20/x2 [B]Attack:[/B] Dart (thrown) +1, 1d4/x2 damage [U][B]Skills:[/B][/U] (only ranked ones noted) Appraise +5 Balance +6 Bluff +9 Diplomacy +9 Disable Device +6 Escape Artist +3 Forgery +4 Gather Information +7 Hide +6 Intimidate +7 Listen +5 Move Silently +6 Sleight of Hand +5 Search +5 Sense Motive +5 Spot +5 Tumble +6 [B]Languages:[/B] Common, ??? [B][U]Feats:[/U][/B] Armor Proficiency: light (from class) Improved Initiative Persuasive (+2 bonus on all Bluff checks and Intimidate checks) Negotiator (+2 bonus on all Diplomacy checks and Sense Motive checks.) Open Minded (5 extra skill points) [B][U]Flaws[/U][/B] [b]Big City, Bright Lights:[/b] Having lived your whole life in the big city, with all its comforts and conveniences, the wonders of nature are like another plane of existance to you. [i]Effect:[/i] You take a -4 penalty on all Swim and Survival checks. [b]Iffy:[/b] You're particularly bothered by anything unnatural, otherworldly or gruesome, like grisly murder scenes and strange creatures, which shakes you to the core each time you witness them. [i]Effect:[/i] Every encounter with that which damages your Sanity counts as a 'critical hit'. Roll twice the normal dice for the effect, and then suffer the highest amount rolled. Furthermore each rank you gain in Knowledge (Forbidden Lore) counts twice as much towards lowering your max Sanity. [U][B]Gear:[/B][/U] (total value = ??? gp / total weight = 29.5 lb. [light load]) [B]Weapons:[/B] Cane Sword (Rapier) (20 gp); 4 Darts (20 sp). [B]Clothing:[/B] Noble's outfit (75 gp); Hat, broad-brimmed (8 gp); Explorer's outfit (10 gp); Bandoleer (5 sp); Pouch, belt (1 gp); [B]Goods:[/B] Bedroll (1 sp); Backpack (2 gp); Case, map or scroll (1 gp); Case, map or scroll (1 gp); Flint and steel (1 gp); Ink (vial) (8 gp); Inkpen (1 sp); Parchment (5 sheets) (5 gp); Mirror, silver (20 gp); Sack (1 sp); Soap (per lb.) (5 sp); Twine, Roll (1 sp); Whetstone (2 cp). [B]Tools:[/B] Thieves' tools, Masterwork (100 gp); Chalk, 1 piece (1 cp); Chalk, 1 piece (1 cp); Glass Cutter (2 gp); Grappling Hook, Collapsible (3 gp); [B]Jewelry:[/B] Silver Jewelry (30 gp worth); Signet ring, gold (25 gp); [B]Other:[/B] Identification Papers (with portrait) - Vecis Cain (5 gp); Identification Papers (with portrait) - Count Graff il'Vereen (5 gp); Identification Papers (with portrait) - Damien Voul, the Silver Merchant (5 gp) 17 Brelish gold pieces 6 Brelish silver pieces 6 Brelish copper pieces [B][U]Background:[/U][/B] (to be expanded upon) A well kept sharp sword in his posh cane, and an even sharper wit, combined with dashing good looks; this is how Vecis has survived through life. Having so far concentrated on merchants and minor nobles, Vecis has his mind set on loftier goals and upping the anties of his thrysts. Born (at least to his knowledge) to an apparent poor seamstress and her no-spine husband, Vecis was blessed with remarkable good looks and an ego to match his appearance. But even these humble beginnings didn't hold him back from exploiting his natural charm. As he grew older, he quicly realized what kind of impact his good looks had on the female population and he was soon engaged in several affairs with different merchants' wifes and daughters. Life was good for Vecis... too good apparently. The problem with being so good at what you do is that you eventually become careless, which is exactly what happened to our intrepid charmeur extraordinaire. A series of meetings with a certain Comtesse de'Vrein, a voluptous woman in her middle years, whose outward demeanor and appearance didn't give any hints as to her preference for young supple men, came to a sudden halt when her cuckold husband returned from a hunting trip a day earlier than expected. Not that the spineless husband did anything to interfere, but the steward of the house took it upon himself to protect the reputation of the house, and the security of his job if said reputation was upheld. Barely in his breeches and with his shirt flying behind him, Vecis had to make a run for it with half a watch of house guardsmen on his heels. To complicate matters even more, this was the very same evening that a certain necklace and broche had gone missing from the Comtesse's jewelry collection, so even if she was the one who had instigated the whole affair, the Comtesse promptly put a price on her now ex-lover's head. A bad, bad evening for Vecis Cain... or rather a bad evening for Damien Voul, the Silver Merchant, whom the Comtesse believed was the culprit. So, in an effort to lay low for a while, our dear Vecis Cain decided that a slight change of scenery would be the most prudent path to pursue, seeing that the house de'Vrein had a good reputation in the city of Sharn and very, very deep coffers. Thus, with a ticket gained from the sale of a certain necklace and broche, Vecis Cain stepped off the lightning rail ramp and onto the platform at a place called Vathirond. "Not quite what the ticket office promised me, but I guess it'll do for a month or two..." Vecis mused to himself... [/QUOTE]
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