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[OOC] The Fifth City
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<blockquote data-quote="Scotley" data-source="post: 6268511" data-attributes="member: 11520"><p>Here's an early draft of the young detective. I still have a lot of work to do. How much starting money do we have. I assumed max hp at first level. </p><p></p><p>Felix Reeve</p><p></p><p>Male Human</p><p>Rogue 1 0 exp. </p><p>Alignment: Neutral Good</p><p>Height: 6'1” </p><p>Weight: 150 lbs</p><p>Hair: Brown </p><p>Eyes: Brown</p><p>Age: 19</p><p>Patron Deity: ?</p><p></p><p>Str: 12 (+1) [4 points] </p><p>Dex: 16 (+3) [10 points] </p><p>Con: 12 (+1) [4 points] </p><p>Int: 12 (+1) [4 points] </p><p>Wis: 10 (+0) [2 points] </p><p>Cha: 15 (+2) [8 points] </p><p></p><p>Hit Dice: 1d6+1 HP: 7 </p><p>AC: 15 (2 armor, +3 Dex,) or 15 (+1 Two-Weap. Def.) </p><p>Flat Footed 12, </p><p>Touch 13 or 14 (+1 2-Weap. Def.)</p><p>Init: +3 [+3 Dex]</p><p>Speed: 30ft </p><p>Armor Check Penalty: 0 </p><p>Arcane Spell Failure: 10% </p><p></p><p>Saves:</p><p>Fortitude +1 [+0 base, +1 Con]</p><p>Reflex +5 [+2 base, +3 Dex]</p><p>Will +0 [+0 base, +0 Wis.]</p><p></p><p>BAB: +0</p><p>Melee Attack: +1 </p><p>Rapier +1 (-1/-1 two-weapon), 1d6+1 P</p><p>Short Sword +1 (-1/-1 two-weapon), 1d6+1 Dmg, 19-20/x2 P</p><p>Dagger +1 (-1/-1), 1d4+1 Dmg. 19-20/x2 P or S</p><p>Sap +1 1d6+1 non-lethal B</p><p>Club +1 (-1/-1 two-weapon) 1d6+1 Dmg 20/x2 B</p><p></p><p></p><p>Ranged Attack: +3</p><p>Dagger Thrown +3 1d4+1 19-20/x2 P or S r 10’</p><p>Club Thrown +3 1d6+1 20/x2 B r 10’</p><p></p><p></p><p>Racial Abilities:</p><p>•Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.</p><p>•Human base land speed is 30 feet.</p><p>•1 extra feat at 1st level.</p><p>•4 extra skill points at 1st level and 1 extra skill point at each additional level.</p><p>•Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.</p><p>•Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.</p><p></p><p>Class Abilities</p><p>•Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. </p><p></p><p>Ranged attacks can count as sneak attacks only if the target is within 30 feet. </p><p></p><p>With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. </p><p></p><p>A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. </p><p></p><p>•Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. </p><p></p><p>Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. </p><p></p><p>Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. </p><p></p><p>A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. </p><p></p><p></p><p>Skills:</p><p>Rogue: 8x1+5(+4 Human)(+1 Int.)=13 </p><p>Appraise +1 [0 ranks, +1 Int.]</p><p>Balance +3 [0 ranks, +3 Dex. ]</p><p>Bluff +2 [1 ranks, +1 Cha.]</p><p>Climb +1 [0 ranks, +1 Str.]</p><p>Diplomacy +2 [1 rank, +1 Cha.]</p><p>Disable Device +4 [1 ranks, +1 Int.+2 item]</p><p>Disguise +2 [1 ranks, +1 Cha.]</p><p>Escape Artist +3 [0 ranks, +3 Dex.]</p><p>Forgery +1 [0 ranks, +1 Int.]</p><p>Gather Information +2 [1 ranks, +1 Cha]</p><p>Hide +4 [1 ranks, +3 Dex.]</p><p>Intimidate +1 [0 rank, +1 Cha.]</p><p>Jump +1 [0 rank, +1 Str.]</p><p>Knowledge Local +2 [1 ranks, +1 Int.] Fifth City</p><p>Listen +1 [1 ranks, +0 Wis.]</p><p>Move Silently +4 [1 ranks, +3 Dex.]</p><p>Open Lock +6 [1 ranks, +3 Dex.+2 item]</p><p>Ride cc +3 [0 ranks, +3 Dex.]</p><p>Search +2 [1 ranks, +1 Int]</p><p>Sense Motive +1 [1 ranks, +0 Wis.]</p><p>Sleight of Hand +4 [1 ranks, +3 Dex.]</p><p>Spot +1[1 ranks, +0 Wis.] </p><p>Swim +1 [0 ranks, +1 Str.]</p><p>Tumble +3 [0 ranks, +3 Dex]</p><p>Use Rope +3 [0 ranks, +3 Dex]</p><p></p><p>Feats:</p><p> Two Weapon Fighting, Two Weapon Defense</p><p></p><p>Languages</p><p>Common, ?</p><p></p><p>Equipment: 63 gp</p><p>Explorers Outfit 0 gp</p><p>Leather Armor 10 gp</p><p>Rapier 20 gp</p><p>Short Sword 10 gp</p><p>Dagger x2 6 gp</p><p>Sap 1 gp</p><p>Club 0 gp</p><p>MW Thieves’ Tools 100 gp</p><p>Flint and Steel 1 gp</p><p></p><p></p><p>Appearance:</p><p></p><p>Personality:</p><p></p><p>Background:</p></blockquote><p></p>
[QUOTE="Scotley, post: 6268511, member: 11520"] Here's an early draft of the young detective. I still have a lot of work to do. How much starting money do we have. I assumed max hp at first level. Felix Reeve Male Human Rogue 1 0 exp. Alignment: Neutral Good Height: 6'1” Weight: 150 lbs Hair: Brown Eyes: Brown Age: 19 Patron Deity: ? Str: 12 (+1) [4 points] Dex: 16 (+3) [10 points] Con: 12 (+1) [4 points] Int: 12 (+1) [4 points] Wis: 10 (+0) [2 points] Cha: 15 (+2) [8 points] Hit Dice: 1d6+1 HP: 7 AC: 15 (2 armor, +3 Dex,) or 15 (+1 Two-Weap. Def.) Flat Footed 12, Touch 13 or 14 (+1 2-Weap. Def.) Init: +3 [+3 Dex] Speed: 30ft Armor Check Penalty: 0 Arcane Spell Failure: 10% Saves: Fortitude +1 [+0 base, +1 Con] Reflex +5 [+2 base, +3 Dex] Will +0 [+0 base, +0 Wis.] BAB: +0 Melee Attack: +1 Rapier +1 (-1/-1 two-weapon), 1d6+1 P Short Sword +1 (-1/-1 two-weapon), 1d6+1 Dmg, 19-20/x2 P Dagger +1 (-1/-1), 1d4+1 Dmg. 19-20/x2 P or S Sap +1 1d6+1 non-lethal B Club +1 (-1/-1 two-weapon) 1d6+1 Dmg 20/x2 B Ranged Attack: +3 Dagger Thrown +3 1d4+1 19-20/x2 P or S r 10’ Club Thrown +3 1d6+1 20/x2 B r 10’ Racial Abilities: •Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. •Human base land speed is 30 feet. •1 extra feat at 1st level. •4 extra skill points at 1st level and 1 extra skill point at each additional level. •Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. •Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count. Class Abilities •Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. •Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. Skills: Rogue: 8x1+5(+4 Human)(+1 Int.)=13 Appraise +1 [0 ranks, +1 Int.] Balance +3 [0 ranks, +3 Dex. ] Bluff +2 [1 ranks, +1 Cha.] Climb +1 [0 ranks, +1 Str.] Diplomacy +2 [1 rank, +1 Cha.] Disable Device +4 [1 ranks, +1 Int.+2 item] Disguise +2 [1 ranks, +1 Cha.] Escape Artist +3 [0 ranks, +3 Dex.] Forgery +1 [0 ranks, +1 Int.] Gather Information +2 [1 ranks, +1 Cha] Hide +4 [1 ranks, +3 Dex.] Intimidate +1 [0 rank, +1 Cha.] Jump +1 [0 rank, +1 Str.] Knowledge Local +2 [1 ranks, +1 Int.] Fifth City Listen +1 [1 ranks, +0 Wis.] Move Silently +4 [1 ranks, +3 Dex.] Open Lock +6 [1 ranks, +3 Dex.+2 item] Ride cc +3 [0 ranks, +3 Dex.] Search +2 [1 ranks, +1 Int] Sense Motive +1 [1 ranks, +0 Wis.] Sleight of Hand +4 [1 ranks, +3 Dex.] Spot +1[1 ranks, +0 Wis.] Swim +1 [0 ranks, +1 Str.] Tumble +3 [0 ranks, +3 Dex] Use Rope +3 [0 ranks, +3 Dex] Feats: Two Weapon Fighting, Two Weapon Defense Languages Common, ? Equipment: 63 gp Explorers Outfit 0 gp Leather Armor 10 gp Rapier 20 gp Short Sword 10 gp Dagger x2 6 gp Sap 1 gp Club 0 gp MW Thieves’ Tools 100 gp Flint and Steel 1 gp Appearance: Personality: Background: [/QUOTE]
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