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To Sail the Olympian Sea: 5E [Setting & Characters]
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<blockquote data-quote="GreenKarl" data-source="post: 7005581" data-attributes="member: 6801242"><p>[ATTACH]80420[/ATTACH][ATTACH]80421[/ATTACH]</p><p></p><p>[sblock=RAB KOSMAS] </p><p><strong>Race</strong>: Human (Variant), <strong>Class</strong>: Rogue, <strong>Level</strong>: 4, <strong>Archetype</strong>: Thief </p><p><strong>Age</strong>: 18, <strong>Height</strong>: 5' 4", <strong>Weight</strong>: 145lbs, <strong>Eyes</strong>: Brown, <strong>Hair</strong>: Brownish Black</p><p><strong>Abilities </strong>(*Proficiency) </p><p>STR 11 (+0/+0)</p><p>DEX 18 (+4/+7*)</p><p>CON 12 (+1/+1)</p><p>INT 14 (+2/+4*)</p><p>WIS 10 (+0/+0)</p><p>CHA 12 (+1/+1)</p><p><strong></strong></p><p><strong>Skills </strong>(*Proficiency/**with Expertise)</p><p>Acrobatics (DEX) +6*</p><p>Animal Handling (WIS) +0</p><p>Arcana (INT) +2</p><p>Athletics (STR) +4**</p><p>Deception (CHA) +3*</p><p>History (INT) +2</p><p>Insight (WIS) +0</p><p>Intimidation (CHA) +1</p><p>Investigation (INT) +4*</p><p>Medicine (WIS) +0</p><p>Nature (INT) +2</p><p>Perception (WIS) +2*</p><p>Performance (CHA) +1</p><p>Persuasion (CHA) +1</p><p>Religion (INT) +2</p><p>Sleight of Hands (DEX) +6*</p><p>Stealth (DEX) +6*</p><p>Survival (WIS) +0</p><p><strong>Tools</strong>: Thieves Tools +8**</p><p>Gaming Set (dice) * +4</p><p></p><p><strong>Hit Point</strong>: 27 (Hit Dice 4d8)</p><p><strong>AC</strong>: 16 (12 Armor +4 DEX)</p><p><strong>ATTACKS</strong>: </p><p>Rapier (magical +1): hit +7, damage 1d8+5 </p><p>Short Sword: hit +6, damage 1d6+4 </p><p>Short Bow: hit +6, damage 1d6+4 </p><p>Dagger: hit +6, damage 1d4+4 </p><p><strong>ALN</strong>: Neutral Good</p><p><strong>Init</strong>: +4</p><p><strong>Speed</strong>: 40ft</p><p><strong>Passive Perception</strong>: 12</p><p><strong>Proficiency Bonus</strong>: +2, <strong>Saves</strong>: Dexterity, Intelligence </p><p><strong>Language</strong>: Menekhet, Common (Olympian)</p><p></p><p><strong>Racial Traits</strong>: Human (variant) </p><p>*+1 to two Stats (Dexterity and Intelligence)</p><p>*One additional Skill proficiency </p><p>*Feat: <strong>Mobility</strong> – Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn. When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.</p><p> </p><p><strong>Background</strong>: Criminal</p><p><em>Criminal Specialty</em>: Burglar </p><p><em>Skills</em>: Deception, Stealth</p><p>Feature: Criminal Contacts</p><p><em>Personality</em>: “I would rather make a new friend then a new enemy.”</p><p><em>Ideal</em>: <strong>People </strong>“I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all care.” </p><p><em>Bond</em>: “I’m trying to pay off an old debt I own to a generous benefactor.” </p><p><em>Flaw</em>: “I have a weakness for the vices of the city, especially hard drink/”</p><p></p><p><strong>Rogue Traits</strong></p><p><em>*Expertise</em>: double proficiency bonus with two skills (Athletics and Thieves Tools)</p><p><em>*Sneak Attack</em>: Once per turn, you can deal an extra 2d6 damage 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><em>*Thieves Chant</em>: understand </p><p><em>*Cunning Action</em>: Bonus action on your turn to take the Dash, Disengage or Hide action.</p><p><em>Fast Hands</em>: Bonus action to make a Dexterity (Sleight of Hands), use thieves tools to disarm traps or open locks or take the Use an Object action.</p><p><em>*Second Story Work</em>: Climbing does not cost extra movement and Leaping distance is determined by Dexterity (long 18ft, high 7ft)</p><p></p><p><strong>Gear</strong></p><p>Studded Leather armor (45gp, AC12 +dexterity bonus, 13lbs)</p><p>Rapier +1 (starting gear, 1d8 piercing, finesse, 2lbs) uncommon magical +1 weapon</p><p>Short Sword (10gp, 1d6 piercing, finesse, light, 2lbs)</p><p>Shortbow (starting gear, 1d6 piercing, ammunition [range 80/320], two-handed) with 20 arrows (1lb)</p><p>2 Daggers (starting gear, 1d4 piercing, finesse, light, throw [range 20/60], 1lb each) </p><p>Burglar’s Pack (starting gear, 41lbs; backpack 5#, bag of 1,000 ball bearings 1#, 10ft of string, a bell, 5 candles, crowbar 5#, hammer 3#, 10 pitons 2.5#, hooded lantern 2#, 2 flasks of oil 2#, 5 days of rations 10#, a tinderbox 1#, waterskin 5# full, 50ft hemped rope 10#).</p><p>Thieves’ Tools (starting gear, 1lb)</p><p>Caltrops (bag of 20; 1gp, 2lbs)</p><p>Cloths, Travelers (2gp, 4lbs)</p><p>Grapplers hook (2gp, 4lbs)</p><p>Dice set (1sp) </p><p>Magnifying glass (100gp)</p><p>Rope, sink 50ft (10gp, 1lb)</p><p>Signal Whistle (5cp)</p><p>Spikes, iron (10; 1gp, 5lbs)</p><p> </p><p><em>Total spent 71 gold, 8 silver and 5 copper</em></p><p> </p><p>Rab Kosmas was born of parents whom immigrated to the <span style="color: #333333"><span style="font-family: 'Verdana'">Patrynos city-state</span></span> from the southern nation-state of Menekhet when he was but a child. They died in a fire and he was adopted by a wealth ‘friend of the family’ who was really an important member of the locate thieves guild. </p><p> </p><p>His adopted father sponsored Rab into the guild at some personal expense and young Rab still feels obligated to pay his adoptive father back (who he also loves as a father). </p><p> </p><p><strong>Friend </strong>– Adapted Father, Julius Stinoffis. Julius took Rab in when his parents died and raised him as his own son (whom had died at birth a few years earlier). Julius also introduced Rab into the local Thieves’ Guide, where the young man thrived as a second-story man. </p><p><strong>Contact</strong> – Fat Zander. Zander is a fence for the local Thieves’ Guide that Rab most deals with. Rab like the man, even though he knows the fence would swindle his own mother if it would net him an extra copper piece. Rab knows where he stands with the man. </p><p><strong>Foe </strong>– Kenthic Rodoci. Kenthic is a thief at the local guide that took an instant disliking to Rab, as the man is also an enemy of Julius from many years ago. Kenthic is an athletic middle age man of some high rant within the Thieves’ Guide.[/sblock]</p><p> </p><p>[sblock=Build]Strength [3] 11 </p><p>Dexterity [9 +1 human variant] +2 4[SUP]th[/SUP] level ability improvement 18</p><p>Constitution [4] 12</p><p>Intelligence [5 +1 human variant] 14</p><p>Wisdom [2] 10</p><p>Charisma [4] 12</p><p> </p><p>Hit Points 8 +15 (d8) +4[/sblock]</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7005581, member: 6801242"] [ATTACH=CONFIG]80420._xfImport[/ATTACH][ATTACH=CONFIG]80421._xfImport[/ATTACH] [sblock=RAB KOSMAS] [B]Race[/B]: Human (Variant), [B]Class[/B]: Rogue, [B]Level[/B]: 4, [B]Archetype[/B]: Thief [B]Age[/B]: 18, [B]Height[/B]: 5' 4", [B]Weight[/B]: 145lbs, [B]Eyes[/B]: Brown, [B]Hair[/B]: Brownish Black [B]Abilities [/B](*Proficiency) STR 11 (+0/+0) DEX 18 (+4/+7*) CON 12 (+1/+1) INT 14 (+2/+4*) WIS 10 (+0/+0) CHA 12 (+1/+1) [B] Skills [/B](*Proficiency/**with Expertise) Acrobatics (DEX) +6* Animal Handling (WIS) +0 Arcana (INT) +2 Athletics (STR) +4** Deception (CHA) +3* History (INT) +2 Insight (WIS) +0 Intimidation (CHA) +1 Investigation (INT) +4* Medicine (WIS) +0 Nature (INT) +2 Perception (WIS) +2* Performance (CHA) +1 Persuasion (CHA) +1 Religion (INT) +2 Sleight of Hands (DEX) +6* Stealth (DEX) +6* Survival (WIS) +0 [B]Tools[/B]: Thieves Tools +8** Gaming Set (dice) * +4 [B]Hit Point[/B]: 27 (Hit Dice 4d8) [B]AC[/B]: 16 (12 Armor +4 DEX) [B]ATTACKS[/B]: Rapier (magical +1): hit +7, damage 1d8+5 Short Sword: hit +6, damage 1d6+4 Short Bow: hit +6, damage 1d6+4 Dagger: hit +6, damage 1d4+4 [B]ALN[/B]: Neutral Good [B]Init[/B]: +4 [B]Speed[/B]: 40ft [B]Passive Perception[/B]: 12 [B]Proficiency Bonus[/B]: +2, [B]Saves[/B]: Dexterity, Intelligence [B]Language[/B]: Menekhet, Common (Olympian) [B]Racial Traits[/B]: Human (variant) *+1 to two Stats (Dexterity and Intelligence) *One additional Skill proficiency *Feat: [B]Mobility[/B] – Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn. When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. [B]Background[/B]: Criminal [I]Criminal Specialty[/I]: Burglar [I]Skills[/I]: Deception, Stealth Feature: Criminal Contacts [I]Personality[/I]: “I would rather make a new friend then a new enemy.” [I]Ideal[/I]: [B]People [/B]“I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all care.” [I]Bond[/I]: “I’m trying to pay off an old debt I own to a generous benefactor.” [I]Flaw[/I]: “I have a weakness for the vices of the city, especially hard drink/” [B]Rogue Traits[/B] [I]*Expertise[/I]: double proficiency bonus with two skills (Athletics and Thieves Tools) [I]*Sneak Attack[/I]: Once per turn, you can deal an extra 2d6 damage 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. [I]*Thieves Chant[/I]: understand [I]*Cunning Action[/I]: Bonus action on your turn to take the Dash, Disengage or Hide action. [I]Fast Hands[/I]: Bonus action to make a Dexterity (Sleight of Hands), use thieves tools to disarm traps or open locks or take the Use an Object action. [I]*Second Story Work[/I]: Climbing does not cost extra movement and Leaping distance is determined by Dexterity (long 18ft, high 7ft) [B]Gear[/B] Studded Leather armor (45gp, AC12 +dexterity bonus, 13lbs) Rapier +1 (starting gear, 1d8 piercing, finesse, 2lbs) uncommon magical +1 weapon Short Sword (10gp, 1d6 piercing, finesse, light, 2lbs) Shortbow (starting gear, 1d6 piercing, ammunition [range 80/320], two-handed) with 20 arrows (1lb) 2 Daggers (starting gear, 1d4 piercing, finesse, light, throw [range 20/60], 1lb each) Burglar’s Pack (starting gear, 41lbs; backpack 5#, bag of 1,000 ball bearings 1#, 10ft of string, a bell, 5 candles, crowbar 5#, hammer 3#, 10 pitons 2.5#, hooded lantern 2#, 2 flasks of oil 2#, 5 days of rations 10#, a tinderbox 1#, waterskin 5# full, 50ft hemped rope 10#). Thieves’ Tools (starting gear, 1lb) Caltrops (bag of 20; 1gp, 2lbs) Cloths, Travelers (2gp, 4lbs) Grapplers hook (2gp, 4lbs) Dice set (1sp) Magnifying glass (100gp) Rope, sink 50ft (10gp, 1lb) Signal Whistle (5cp) Spikes, iron (10; 1gp, 5lbs) [I]Total spent 71 gold, 8 silver and 5 copper[/I] Rab Kosmas was born of parents whom immigrated to the [COLOR=#333333][FONT=Verdana]Patrynos city-state[/FONT][/COLOR] from the southern nation-state of Menekhet when he was but a child. They died in a fire and he was adopted by a wealth ‘friend of the family’ who was really an important member of the locate thieves guild. His adopted father sponsored Rab into the guild at some personal expense and young Rab still feels obligated to pay his adoptive father back (who he also loves as a father). [B]Friend [/B]– Adapted Father, Julius Stinoffis. Julius took Rab in when his parents died and raised him as his own son (whom had died at birth a few years earlier). Julius also introduced Rab into the local Thieves’ Guide, where the young man thrived as a second-story man. [B]Contact[/B] – Fat Zander. Zander is a fence for the local Thieves’ Guide that Rab most deals with. Rab like the man, even though he knows the fence would swindle his own mother if it would net him an extra copper piece. Rab knows where he stands with the man. [B]Foe [/B]– Kenthic Rodoci. Kenthic is a thief at the local guide that took an instant disliking to Rab, as the man is also an enemy of Julius from many years ago. Kenthic is an athletic middle age man of some high rant within the Thieves’ Guide.[/sblock] [sblock=Build]Strength [3] 11 Dexterity [9 +1 human variant] +2 4[SUP]th[/SUP] level ability improvement 18 Constitution [4] 12 Intelligence [5 +1 human variant] 14 Wisdom [2] 10 Charisma [4] 12 Hit Points 8 +15 (d8) +4[/sblock] [/QUOTE]
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