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<blockquote data-quote="Lord Twig" data-source="post: 6994773" data-attributes="member: 31754"><p><strong>Mindra the Nightflower</strong></p><p></p><p>Mindra grew up in a small community of farmers and artisans South of Irine. Not content to a life of farming or crafting Mindra joined her brother in exploring the woods surrounding their home. When her family started to pressure her to settle down, find a trade and get married like her brother, Mindra instead decided to sign up with a trade caravan heading South as a scout.</p><p></p><p>This turned out to be a bit of a rash decision. Although Mindra had a bit of coin when she arrived, it didn’t last long in the capital city of Essess. She met a human girl named Lea who convinced Mindra to join her in a “job” to make a little money. Several years later and the pair had become rather successful burglars, gathering quite a bit of money and staying one step ahead of the law.</p><p></p><p>Despite taking great care on jobs to stay out of trouble Mindra let slip details about their next job when they were among “friends” at a tavern. One of those friends, a Dwarf named Borgun, gathered some thugs and met Mindra and Lea as they were leaving the job. Mindra managed to escape, but Lea wasn’t so lucky.</p><p></p><p>Now on her own Mindra managed to escape the city by calling in a favor from Tanlin Springmantle. A Gnome merchant who is well connected in the underworld, Tanlin also frequently acted as a fence for Mindra and Lea’s stolen goods. Outside the city Mindra convinced an Elven ranger named Del Nymphstalker to let her sign on as an apprentice.</p><p></p><p>Del was contracted by the city to patrol the surrounding wilderness and Mindra was happy to be back in the natural world after her bad experience with city life. During their travels Mindra became quite infatuated with Del, but he always treated her more like a little sister. It turns out that Del earned his moniker because of an encounter with a nymph when he was younger. He was so affected by it that he still hopes to recapture the experience. Mere mortal women do not interest him.</p><p></p><p>After his contract was up Del prepared for a journey to investigate the rumor of a “woodland lady” to the south. Mindra would have no part of such a foolish quest and let Del know in no uncertain terms. The two parted company, but despite the disagreement they still have a strong fondness for each other and would come to the others aid if they heard the other was in trouble.</p><p></p><p>Mindra now once again finds herself looking for some companions that can watch her back and maybe make a coin or two.</p><p></p><p>[ATTACH]93115[/ATTACH]</p><p></p><p>[spoiler=Mindra]<strong>Mindra the Nightflower</strong></p><p><strong>Race</strong>: Wood Elf <strong>Class</strong>: Rogue (Scout) 5</p><p><strong>Background</strong>: Criminal <strong>Alignment</strong>: Chaotic Good</p><p><strong>Sex</strong>: Female <strong>Age</strong>: 61 <strong>Height</strong>: 4'11” <strong>Weight</strong>: 85lbs. <strong>Size</strong>: Medium</p><p><strong>Senses</strong>: Darkvision 60 ft., passive perception 20</p><p><strong>Speed</strong>: 35 ft.</p><p><strong>Inspiration</strong>: 0 pt.</p><p><strong>Experience</strong>:</p><p></p><p><strong>Abilities</strong>:</p><p><strong>STR</strong> 12 +1</p><p><strong>DEX</strong> 20 +5 (17 base, +2 race, +1 feat)</p><p><strong>CON</strong> 16 +3</p><p><strong>INT</strong> 13 +1</p><p><strong>WIS</strong> 18 +4 (17 base, +1 race)</p><p><strong>CHA</strong> 16 +3</p><p></p><p><strong>Proficiency</strong>: (+3)</p><p><strong>Saving Throws</strong>: Dexterity +8, Intelligence +4</p><p><strong>Skills</strong>: Acrobatics +8, Athletics +4, Deception +6, Insight +7, Investigation +4, Nature +7*, Perception +10*, Survival +10*, Stealth +11*</p><p><strong>Armor</strong>: Light armor</p><p><strong>Weapons</strong>: Simple weapons, hand crossbows, longbows, longswords, rapiers, shortswords</p><p><strong>Tools</strong>: Gaming set (playing cards), thieves’ tools +8</p><p><strong>Languages</strong>: common, elvish</p><p></p><p><strong>Combat</strong></p><p><strong>Initiative</strong>: +5</p><p><strong>Defense</strong></p><p><strong>Armor Class</strong>: 17 (12 armor, +5 Dex)</p><p><strong>Hit Points</strong>: 43 (5d8+15)</p><p><strong>Hit Dice</strong>: 5d8</p><p><strong>Attacks</strong></p><p><strong>Rapier</strong>: +8 to hit (reach 5 ft.)</p><p>Damage: 1d8+5 piercing damage</p><p><strong>Dagger</strong>: +8 to hit (range 20/60 ft.)</p><p>Damage: 1d4+5 piercing damage</p><p><strong>Shortbow</strong>: +8 to hit (range 80/320 ft.)</p><p>Damage: 1d6+5 piercing damage</p><p></p><p><strong>Features and Traits</strong></p><p><strong>Darkvision</strong>: 60’</p><p><strong>Fey Ancestry</strong>: Mindra has advantage on saving throws vs. being charmed and is immune to magic sleep.</p><p><strong>Mask of the Wild</strong>: Mindra can hide when lightly obscured by natural phenomena.</p><p><strong>Trance</strong>: Meditate for 4 hours a day and gain the same benefit as 8 hours of sleep.</p><p><strong>Expertise</strong>: Double proficiency with perception and stealth.</p><p><strong>Sneak Attack</strong>: 3d6</p><p><strong>Thieves’ Cant</strong></p><p><strong>Cunning Action</strong>: Mindra can take a bonus action on each of her turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.</p><p><strong>Skirmisher</strong>: Mindra can move up to half her speed as a reaction when an enemy ends its turn within 5’ of her. This movement does not provoke opportunity attacks.</p><p><strong>Survivalist</strong>: Double proficiency with Nature and Survival.</p><p><strong>Elven Accuracy</strong>: Reroll one die when an attack using Dexterity, Intelligence, Wisdom or Charisma has advantage.</p><p><strong>Uncanny Dodge</strong>: When hit by an attack that she can see, Mindra can use her reaction to halve the attack’s damage.</p><p></p><p><strong>Equipment</strong></p><p>studded leather armor, rapier, shortbow, quiver, 20 arrows, 4 daggers, thieves’ tools, crowbar, dark common clothes w/ hood, belt pouch, bedroll, burglar's pack (Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.), a healer's kit (10 uses), green festival dress, a silver teardrop earring made from a real teardrop, healing potion</p><p></p><p><strong>Money</strong>: 87gp, 40 sp, 75 cp</p><p></p><p><strong>Personal Characteristics</strong></p><p><strong>Description</strong>: Mindra the Nightflower is graceful even for an Elf. She moves like she is dancing to music only she can hear even when just crossing a room. Just shy of five feet, she’s as tall as she is ever going to get, but her diminutive size is an advantage in her line of work.</p><p> Mindra keeps her black hair, which goes down just past her shoulders, tied back at all times. She has green eyes and greenish coppery skin.</p><p><strong>Burglar</strong></p><p><strong>Feature</strong>: Criminal Contact (Tanlin Springmantle)</p><p>Mindra has a reliable and trustworthy contact who acts as her liaison to a network of other criminals.</p><p>She knows how to get messages to and from her contact, even over great distances; specifically, she knows the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for her.</p><p><strong>Trait</strong>: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.</p><p><strong>Trait</strong>: I would rather make a new friend than a new enemy.</p><p><strong>Ideal</strong>: Charity. I steal from the wealthy so that I can help people in need. (Good)</p><p><strong>Bond</strong>: Someone I loved died because of I mistake I made. That will never happen again.</p><p><strong>Flaw</strong>: When I see something valuable, I can’t think about anything but how to steal it.</p><p><strong>Trinket</strong>: A silver teardrop earring made from a real teardrop which Mindra wears in her left ear. She stole it from a merchant she now doesn't remember. She will frequently rub it absentmindedly with her fingers when she is thinking.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Lord Twig, post: 6994773, member: 31754"] [B]Mindra the Nightflower[/B] Mindra grew up in a small community of farmers and artisans South of Irine. Not content to a life of farming or crafting Mindra joined her brother in exploring the woods surrounding their home. When her family started to pressure her to settle down, find a trade and get married like her brother, Mindra instead decided to sign up with a trade caravan heading South as a scout. This turned out to be a bit of a rash decision. Although Mindra had a bit of coin when she arrived, it didn’t last long in the capital city of Essess. She met a human girl named Lea who convinced Mindra to join her in a “job” to make a little money. Several years later and the pair had become rather successful burglars, gathering quite a bit of money and staying one step ahead of the law. Despite taking great care on jobs to stay out of trouble Mindra let slip details about their next job when they were among “friends” at a tavern. One of those friends, a Dwarf named Borgun, gathered some thugs and met Mindra and Lea as they were leaving the job. Mindra managed to escape, but Lea wasn’t so lucky. Now on her own Mindra managed to escape the city by calling in a favor from Tanlin Springmantle. A Gnome merchant who is well connected in the underworld, Tanlin also frequently acted as a fence for Mindra and Lea’s stolen goods. Outside the city Mindra convinced an Elven ranger named Del Nymphstalker to let her sign on as an apprentice. Del was contracted by the city to patrol the surrounding wilderness and Mindra was happy to be back in the natural world after her bad experience with city life. During their travels Mindra became quite infatuated with Del, but he always treated her more like a little sister. It turns out that Del earned his moniker because of an encounter with a nymph when he was younger. He was so affected by it that he still hopes to recapture the experience. Mere mortal women do not interest him. After his contract was up Del prepared for a journey to investigate the rumor of a “woodland lady” to the south. Mindra would have no part of such a foolish quest and let Del know in no uncertain terms. The two parted company, but despite the disagreement they still have a strong fondness for each other and would come to the others aid if they heard the other was in trouble. Mindra now once again finds herself looking for some companions that can watch her back and maybe make a coin or two. [ATTACH alt="Mindra.jpg"]93115[/ATTACH] [spoiler=Mindra][B]Mindra the Nightflower Race[/B]: Wood Elf [B]Class[/B]: Rogue (Scout) 5 [B]Background[/B]: Criminal [B]Alignment[/B]: Chaotic Good [B]Sex[/B]: Female [B]Age[/B]: 61 [B]Height[/B]: 4'11” [B]Weight[/B]: 85lbs. [B]Size[/B]: Medium [B]Senses[/B]: Darkvision 60 ft., passive perception 20 [B]Speed[/B]: 35 ft. [B]Inspiration[/B]: 0 pt. [B]Experience[/B]: [B]Abilities[/B]: [B]STR[/B] 12 +1 [B]DEX[/B] 20 +5 (17 base, +2 race, +1 feat) [B]CON[/B] 16 +3 [B]INT[/B] 13 +1 [B]WIS[/B] 18 +4 (17 base, +1 race) [B]CHA[/B] 16 +3 [B]Proficiency[/B]: (+3) [B]Saving Throws[/B]: Dexterity +8, Intelligence +4 [B]Skills[/B]: Acrobatics +8, Athletics +4, Deception +6, Insight +7, Investigation +4, Nature +7*, Perception +10*, Survival +10*, Stealth +11* [B]Armor[/B]: Light armor [B]Weapons[/B]: Simple weapons, hand crossbows, longbows, longswords, rapiers, shortswords [B]Tools[/B]: Gaming set (playing cards), thieves’ tools +8 [B]Languages[/B]: common, elvish [B]Combat Initiative[/B]: +5 [B]Defense Armor Class[/B]: 17 (12 armor, +5 Dex) [B]Hit Points[/B]: 43 (5d8+15) [B]Hit Dice[/B]: 5d8 [B]Attacks Rapier[/B]: +8 to hit (reach 5 ft.) Damage: 1d8+5 piercing damage [B]Dagger[/B]: +8 to hit (range 20/60 ft.) Damage: 1d4+5 piercing damage [B]Shortbow[/B]: +8 to hit (range 80/320 ft.) Damage: 1d6+5 piercing damage [B]Features and Traits Darkvision[/B]: 60’ [B]Fey Ancestry[/B]: Mindra has advantage on saving throws vs. being charmed and is immune to magic sleep. [B]Mask of the Wild[/B]: Mindra can hide when lightly obscured by natural phenomena. [B]Trance[/B]: Meditate for 4 hours a day and gain the same benefit as 8 hours of sleep. [B]Expertise[/B]: Double proficiency with perception and stealth. [B]Sneak Attack[/B]: 3d6 [B]Thieves’ Cant Cunning Action[/B]: Mindra can take a bonus action on each of her turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. [B]Skirmisher[/B]: Mindra can move up to half her speed as a reaction when an enemy ends its turn within 5’ of her. This movement does not provoke opportunity attacks. [B]Survivalist[/B]: Double proficiency with Nature and Survival. [B]Elven Accuracy[/B]: Reroll one die when an attack using Dexterity, Intelligence, Wisdom or Charisma has advantage. [B]Uncanny Dodge[/B]: When hit by an attack that she can see, Mindra can use her reaction to halve the attack’s damage. [B]Equipment[/B] studded leather armor, rapier, shortbow, quiver, 20 arrows, 4 daggers, thieves’ tools, crowbar, dark common clothes w/ hood, belt pouch, bedroll, burglar's pack (Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.), a healer's kit (10 uses), green festival dress, a silver teardrop earring made from a real teardrop, healing potion [B]Money[/B]: 87gp, 40 sp, 75 cp [B]Personal Characteristics Description[/B]: Mindra the Nightflower is graceful even for an Elf. She moves like she is dancing to music only she can hear even when just crossing a room. Just shy of five feet, she’s as tall as she is ever going to get, but her diminutive size is an advantage in her line of work. Mindra keeps her black hair, which goes down just past her shoulders, tied back at all times. She has green eyes and greenish coppery skin. [B]Burglar Feature[/B]: Criminal Contact (Tanlin Springmantle) Mindra has a reliable and trustworthy contact who acts as her liaison to a network of other criminals. She knows how to get messages to and from her contact, even over great distances; specifically, she knows the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for her. [B]Trait[/B]: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. [B]Trait[/B]: I would rather make a new friend than a new enemy. [B]Ideal[/B]: Charity. I steal from the wealthy so that I can help people in need. (Good) [B]Bond[/B]: Someone I loved died because of I mistake I made. That will never happen again. [B]Flaw[/B]: When I see something valuable, I can’t think about anything but how to steal it. [B]Trinket[/B]: A silver teardrop earring made from a real teardrop which Mindra wears in her left ear. She stole it from a merchant she now doesn't remember. She will frequently rub it absentmindedly with her fingers when she is thinking. [/spoiler] [/QUOTE]
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