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<blockquote data-quote="CanadienneBacon" data-source="post: 6781590" data-attributes="member: 11146"><p><strong>Pell, NG Half Orc Rogue (Arcane Trickster) 12</strong></p><p></p><p><img src="http://i67.tinypic.com/2s85vlk.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>[sblock=Nuts]<strong>hp </strong>75 (9+6+6+6+6+6+6+6+6+6+6+6)</p><p><strong>Hit Dice</strong> 12d8</p><p><strong>AC </strong>15 (Studded leather +2) </p><p><strong>Initiative </strong>+6 (Alert feat)</p><p><strong>Darkvision </strong>60’</p><p><strong>Speed </strong>30’</p><p><strong>Languages:</strong> Common, Orc (race), Thieves’ Cant (class), Elvish (background)</p><p><strong>Passive Perception</strong> 17</p><p></p><p><strong>Str</strong> 18 </p><p><strong>Dex</strong> 12 </p><p><strong>Con</strong> 12 </p><p><strong>Int</strong> 18 </p><p><strong>Wis</strong> 8 </p><p><strong>Cha</strong> 10 </p><p></p><p>Base Ability Scores: Str 15, Dex 12, Con 11, Int 15, Wis 8, Cha 10</p><p>Half-Orc: Str +2, Con +1</p><p>ASI: 4th lvl Int +2; 8th lvl Str +1, Int +1; 10th lvl Alert; 12th lvl Dungeon Delver</p><p></p><p><strong><u>Proficiencies</u>:</strong></p><p><strong>Armor:</strong> Light</p><p><strong>Weapons: </strong>Simple weapons, hand crossbows, longswords, rapiers, shortswords</p><p><strong>Proficiency Bonus:</strong> +4</p><p><strong>Thieves’ tools</strong></p><p><strong>Skills: </strong>Athletics (class), Investigation (class), Intimidation (race), Perception (class), Stealth (class), Sleight of Hand (background), Performance (background)</p><p><strong>Saves:</strong> Dexterity +5, Intelligence +8</p><p><strong>Menacing (race):</strong> Proficiency with Intimidation skill</p><p></p><p><strong><u>Background</u>: </strong>Troubadour (custom)</p><p><strong>Skill Proficiencies:</strong> Sleight of Hand, Performance</p><p><strong>Tool Proficiencies:</strong> Disguise kit</p><p><strong>Equipment:</strong> None</p><p><strong>Language:</strong> Elvish</p><p><strong>Trait: </strong> I always tell the truth, often to my detriment.</p><p><strong>Ideal: </strong> Art is the highest calling.</p><p><strong>Bond:</strong> The High Court of the City of Tunnine convicted me of possession of an illegal substance (I pedaled indulgences to the nobility). I need to find a way to pay my court fines, else my suspended sentence will be revoked. </p><p><strong>Flaw: </strong> I have a weak will and am easily tempted.</p><p></p><p><strong><u>Abilities</u>:</strong></p><p><strong>Relentless Endurance:</strong> When you are reduced to 0 hp but not killed outright, you can drop to 1 hp instead. You can’t use this feature again until you finish a long rest.</p><p><strong>Savage Attacks:</strong> When you score a critical hit with a melee attack weapon, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.</p><p><strong>Sneak Attack:</strong> Once per turn you can deal an extra 6d6 to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.</p><p><strong>Expertise: </strong>Thieves’ Tools (1st lvl), Perception (1st lvl), Sleight of Hand (6th lvl), Stealth (6th lvl)</p><p><strong>Cunning Action: </strong>You can take a bonus action on each of your turns in combat to Dash, Disengage, or Hide.</p><p><strong>Roguish Archetype (Arcane Trickster)</strong></p><p><strong>Uncanny Dodge: </strong> When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage.</p><p><strong>Evasion: </strong>When you are subjected to an effect that allows you to make a Dex saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.</p><p><strong>Reliable Talent: </strong>Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.</p><p><strong>Mage Hand Legerdemain: </strong>You can make mage hand invisible, and can perform the following additional tasks: 1) stow one object the hand is holding in a container worn or carried by another creature; 2) retrieve an object in a container worn or carried by another creature; 3) use thieves’ tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.</p><p><strong>Magical Ambush:</strong> If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.</p><p></p><p><strong><u>Feats</u>:</strong></p><p><strong>Alert</strong> (10th lvl ASI feat): PHB165. +5 to initiative; can’t be surprised while conscious; other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.</p><p><strong>Dungeon Delver</strong> (12 lvl ASI feat): PHB 166. Advantage of Perception and Investigation checks to detect secret doors; advantage on saving throws to avoid or resist traps; resistance to damage dealt by traps; can search for traps while traveling at a normal pace, instead of only at a slow pace.</p><p></p><p><strong><u>Spellcasting</u>:</strong></p><p>Spell save DC 16</p><p>Spell attack modifier +8 </p><p><strong>Cantrips (4):</strong> <em>mage hand</em>, <em>fire bolt </em>(10),<em> minor illusion</em>, <em>prestidigitation</em></p><p><strong>Spells Known (8): </strong><em>sleep </em>(3), <em>color spray </em>(3), <em>grease </em>(3), <em>silent image </em>(4), <em>invisibility </em>(7), <em>spider climb </em>(8), <em>blur </em>(10), <em>disguise self </em>(11)</p><p>1st lvl (4 slots)</p><p>2nd lvl (3 slots)</p><p></p><p><strong><u>Skills</u>: </strong></p><p>Acrobatics +1</p><p>Animal Handling -1</p><p>Arcana +4</p><p><strong>Athletics</strong> +8</p><p>Deception +0</p><p>History +4</p><p>Insight -1</p><p><strong>Intimidation</strong> +4</p><p><strong>Investigation</strong> +8</p><p>Medicine -1</p><p>Nature +4</p><p><strong>Perception</strong> +7 (expertise)</p><p><strong>Performance</strong> +4</p><p>Persuasion +0</p><p>Religion +4</p><p><strong>Sleight of Hand</strong> +14 (expertise, gloves of thievery)</p><p><strong>Stealth</strong> +9 (expertise) </p><p>Survival -1</p><p><strong>Thieves’ Tools</strong> +14 to pick locks (expertise, gloves of thievery); +9 to disable traps (expertise)</p><p></p><p><strong><u>Weapons</u>:</strong></p><p><strong>Two-weapon fighting</strong> (PHB 195)</p><p style="margin-left: 20px"><strong>Action:</strong> Shortsword +2 (“Flick”), 1d20+10, 1d6+6 piercing, finesse, light</p> <p style="margin-left: 20px"><strong>Bonus Action:</strong> Shortsword (“Swish”), 1d20+8, 1d6, piercing, finesse, light</p><p><strong>Dagger:</strong> 1d20+8, 1d4+4</p><p><strong>Hand crossbow:</strong> 1d20+5, 1d6+1 piercing, range 30/120, light, loading</p><p></p><p><strong><u>Equipment</u>:</strong></p><p>Studded leather +2</p><p>Mantle of spell resistance</p><p>"Flick," shortsword +2</p><p>"Swish," mundane shortsword</p><p>Gloves of thievery</p><p>Potion of diminution</p><p>Potion of greater healing (2)</p><p>Dagger</p><p>Thieves' tools</p><p>Disguise kit</p><p>Hand crossbow</p><p>20 bolts</p><p>Quiver</p><p>Belt pouch</p><p>Waterskin</p><p>Silk rope 100'</p><p>Backpack</p><p></p><p><strong><u>Magic Items</u>:</strong></p><p>Tier 1: Studded leather armor +2 (DMG 152) </p><p>Tier 2: "Flick," shortsword +2 (DMG 213); Mantle of spell resistance (DMG 180, attunement) </p><p>Tier 3: Gloves of thievery (DMG 172) </p><p>Tier 4: Potion of diminution (DMG 187)</p><p>Tier 5: Potion of greater healing x 2 (DMG 188)[/sblock]</p><p></p><p>[sblock=Bolts]Pell was born into a family of traveling performance artists. His dad—a trapeze crewman—and his mum—a fire eater—lived and worked as part of a guild of performers touring the circuit from city to city. The troupe consisted of more than one criminal, charlatan, and con artist, but the skills were real and the art supreme. As a boy, Pell loved to watch the troupe perform. Their skill was unparalleled, magic given life under a tent awning.</p><p></p><p>Unfortunately, Pell also loved to indulge. And indulge he did, both selling and partaking of illicit substances banned by the High Court. His wit helped him develop a steady clientele amongst the bored nobility who gave patronage to the theater. He could, he was told, turn a phrase with the best of them. It helped that he smiled prettily, and was always well turned out in cheap but artfully composed cloth. The fops to whom he pedaled managed to hold their noses and ignore the half-orc slant to Pell’s eyes long enough to get their fix.</p><p></p><p>It was only a matter of time, really, before the gendarme caught Pell smuggling spice into the city. He was tried, convicted, and sentenced faster than one might like to believe was possible of civilized society. He cut a deal with the High Court, who agreed perhaps a touch too eagerly to release Pell in exchange for information he might obtain about the Greenstone of Tunnine—a lost emerald the city’s sages said held divination power. And, of course, the Court assessed fines and fees. One pays for one’s freedom, you know. Especially when one is a half-orc with a taste for spice. [/sblock]</p><p></p><p>Currently DMing: 1 game</p><p>Currently playing: 2 games</p></blockquote><p></p>
[QUOTE="CanadienneBacon, post: 6781590, member: 11146"] [b]Pell, NG Half Orc Rogue (Arcane Trickster) 12[/b] [IMG]http://i67.tinypic.com/2s85vlk.jpg[/IMG] [sblock=Nuts][B]hp [/B]75 (9+6+6+6+6+6+6+6+6+6+6+6) [B]Hit Dice[/B] 12d8 [B]AC [/B]15 (Studded leather +2) [B]Initiative [/B]+6 (Alert feat) [B]Darkvision [/B]60’ [B]Speed [/B]30’ [B]Languages:[/B] Common, Orc (race), Thieves’ Cant (class), Elvish (background) [B]Passive Perception[/B] 17 [B]Str[/B] 18 [B]Dex[/B] 12 [B]Con[/B] 12 [B]Int[/B] 18 [B]Wis[/B] 8 [B]Cha[/B] 10 Base Ability Scores: Str 15, Dex 12, Con 11, Int 15, Wis 8, Cha 10 Half-Orc: Str +2, Con +1 ASI: 4th lvl Int +2; 8th lvl Str +1, Int +1; 10th lvl Alert; 12th lvl Dungeon Delver [B][U]Proficiencies[/U]:[/B] [B]Armor:[/B] Light [B]Weapons: [/B]Simple weapons, hand crossbows, longswords, rapiers, shortswords [B]Proficiency Bonus:[/B] +4 [B]Thieves’ tools[/B] [B]Skills: [/B]Athletics (class), Investigation (class), Intimidation (race), Perception (class), Stealth (class), Sleight of Hand (background), Performance (background) [B]Saves:[/B] Dexterity +5, Intelligence +8 [B]Menacing (race):[/B] Proficiency with Intimidation skill [B][U]Background[/U]: [/B]Troubadour (custom) [B]Skill Proficiencies:[/B] Sleight of Hand, Performance [B]Tool Proficiencies:[/B] Disguise kit [B]Equipment:[/B] None [B]Language:[/B] Elvish [B]Trait: [/B] I always tell the truth, often to my detriment. [B]Ideal: [/B] Art is the highest calling. [B]Bond:[/B] The High Court of the City of Tunnine convicted me of possession of an illegal substance (I pedaled indulgences to the nobility). I need to find a way to pay my court fines, else my suspended sentence will be revoked. [B]Flaw: [/B] I have a weak will and am easily tempted. [B][U]Abilities[/U]:[/B] [B]Relentless Endurance:[/B] When you are reduced to 0 hp but not killed outright, you can drop to 1 hp instead. You can’t use this feature again until you finish a long rest. [B]Savage Attacks:[/B] When you score a critical hit with a melee attack weapon, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. [B]Sneak Attack:[/B] Once per turn you can deal an extra 6d6 to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. [B]Expertise: [/B]Thieves’ Tools (1st lvl), Perception (1st lvl), Sleight of Hand (6th lvl), Stealth (6th lvl) [B]Cunning Action: [/B]You can take a bonus action on each of your turns in combat to Dash, Disengage, or Hide. [B]Roguish Archetype (Arcane Trickster)[/B] [B]Uncanny Dodge: [/B] When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage. [B]Evasion: [/B]When you are subjected to an effect that allows you to make a Dex saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. [B]Reliable Talent: [/B]Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. [B]Mage Hand Legerdemain: [/B]You can make mage hand invisible, and can perform the following additional tasks: 1) stow one object the hand is holding in a container worn or carried by another creature; 2) retrieve an object in a container worn or carried by another creature; 3) use thieves’ tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. [B]Magical Ambush:[/B] If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. [B][U]Feats[/U]:[/B] [B]Alert[/B] (10th lvl ASI feat): PHB165. +5 to initiative; can’t be surprised while conscious; other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you. [B]Dungeon Delver[/B] (12 lvl ASI feat): PHB 166. Advantage of Perception and Investigation checks to detect secret doors; advantage on saving throws to avoid or resist traps; resistance to damage dealt by traps; can search for traps while traveling at a normal pace, instead of only at a slow pace. [B][U]Spellcasting[/U]:[/B] Spell save DC 16 Spell attack modifier +8 [B]Cantrips (4):[/B] [I]mage hand[/I], [I]fire bolt [/I](10),[I] minor illusion[/I], [I]prestidigitation[/I] [B]Spells Known (8): [/B][I]sleep [/I](3), [I]color spray [/I](3), [I]grease [/I](3), [I]silent image [/I](4), [I]invisibility [/I](7), [I]spider climb [/I](8), [I]blur [/I](10), [I]disguise self [/I](11) 1st lvl (4 slots) 2nd lvl (3 slots) [B][U]Skills[/U]: [/B] Acrobatics +1 Animal Handling -1 Arcana +4 [b]Athletics[/b] +8 Deception +0 History +4 Insight -1 [b]Intimidation[/b] +4 [b]Investigation[/b] +8 Medicine -1 Nature +4 [b]Perception[/b] +7 (expertise) [b]Performance[/b] +4 Persuasion +0 Religion +4 [b]Sleight of Hand[/b] +14 (expertise, gloves of thievery) [b]Stealth[/b] +9 (expertise) Survival -1 [b]Thieves’ Tools[/b] +14 to pick locks (expertise, gloves of thievery); +9 to disable traps (expertise) [b][U]Weapons[/U]:[/b] [b]Two-weapon fighting[/b] (PHB 195) [indent][b]Action:[/b] Shortsword +2 (“Flick”), 1d20+10, 1d6+6 piercing, finesse, light [b]Bonus Action:[/b] Shortsword (“Swish”), 1d20+8, 1d6, piercing, finesse, light[/indent] [b]Dagger:[/b] 1d20+8, 1d4+4 [b]Hand crossbow:[/b] 1d20+5, 1d6+1 piercing, range 30/120, light, loading [b][u]Equipment[/u]:[/b] Studded leather +2 Mantle of spell resistance "Flick," shortsword +2 "Swish," mundane shortsword Gloves of thievery Potion of diminution Potion of greater healing (2) Dagger Thieves' tools Disguise kit Hand crossbow 20 bolts Quiver Belt pouch Waterskin Silk rope 100' Backpack [B][U]Magic Items[/U]:[/B] Tier 1: Studded leather armor +2 (DMG 152) Tier 2: "Flick," shortsword +2 (DMG 213); Mantle of spell resistance (DMG 180, attunement) Tier 3: Gloves of thievery (DMG 172) Tier 4: Potion of diminution (DMG 187) Tier 5: Potion of greater healing x 2 (DMG 188)[/sblock] [sblock=Bolts]Pell was born into a family of traveling performance artists. His dad—a trapeze crewman—and his mum—a fire eater—lived and worked as part of a guild of performers touring the circuit from city to city. The troupe consisted of more than one criminal, charlatan, and con artist, but the skills were real and the art supreme. As a boy, Pell loved to watch the troupe perform. Their skill was unparalleled, magic given life under a tent awning. Unfortunately, Pell also loved to indulge. And indulge he did, both selling and partaking of illicit substances banned by the High Court. His wit helped him develop a steady clientele amongst the bored nobility who gave patronage to the theater. He could, he was told, turn a phrase with the best of them. It helped that he smiled prettily, and was always well turned out in cheap but artfully composed cloth. The fops to whom he pedaled managed to hold their noses and ignore the half-orc slant to Pell’s eyes long enough to get their fix. It was only a matter of time, really, before the gendarme caught Pell smuggling spice into the city. He was tried, convicted, and sentenced faster than one might like to believe was possible of civilized society. He cut a deal with the High Court, who agreed perhaps a touch too eagerly to release Pell in exchange for information he might obtain about the Greenstone of Tunnine—a lost emerald the city’s sages said held divination power. And, of course, the Court assessed fines and fees. One pays for one’s freedom, you know. Especially when one is a half-orc with a taste for spice. [/sblock] Currently DMing: 1 game Currently playing: 2 games [/QUOTE]
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