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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 3007912" data-attributes="member: 6390"><p><strong><span style="font-size: 18px">Assassin</span></strong></p><p>The assassin is normally a reviled and hidden profession, one that keeps away from the light of day and the eye of the law for fear of being rooted out and destroyed. However, in the kingdom of Deventua-Ullem and the Nine Desert Kingdoms both have well know (and feared) assassin organizations.</p><p></p><p><strong>Nine Desert Kingdoms</strong></p><p>In the harsh desert lands of the Nine Desert Kingdoms an assassin is a valued tool, admired by members of his village for his ability to bring in wealth to support the village, and by the desert warriors for his skill with weapons.</p><p></p><p>The only way to become an assassin in the Nine Desert Kingdoms is to be trained by an existing master (who must be at least a 4th level assassin) at the same time as another is trained, or slay the master's current student.</p><p></p><p>Finding a master requires several Gather Information checks (DC: 18)</p><p></p><p>The master will then train the applicants in the dagger, short sword, and crossbow.</p><p></p><p>The master will then require the two prospective assassins to steal a flask of water from a bedoiun camp, using only a brazen disguise.</p><p></p><p>The master will then take a month to teach the prospective assassin in the proper wearing of leather armor as well as learning where the critical points on the body.</p><p></p><p>Then they must use stealth (Hide and Move Silently) to sneak into a village and steal water from the oasis.</p><p></p><p>Once this is accomplished, another month of training takes place, after which the two prospective assassin's must battle to the death, the winner fleeing out into the desert, and the master persuing. If the master is able to locate the prospective assassin within three days, he will kill him, but, if the assassin escapes, then he is free.</p><p></p><p>This assassin type has the following changes:</p><ul> <li data-xf-list-type="ul">Level Two: Replace bonus to poison with two weapon fighting</li> <li data-xf-list-type="ul">Level Four: Replace poison bonus with Point Black Shot</li> <li data-xf-list-type="ul">Level Six: Replace poison bonus with Two Weapon Defense</li> <li data-xf-list-type="ul">Level Eight: Replace poison bonus with Far Shot</li> <li data-xf-list-type="ul">Level Ten: Replace poison bonus with Improved Two Weapon Fighting</li> </ul><p>In addition the Nine Desert Kingdoms assassin's are limited to knife, dagger, short sword, light and heavy crossbow for weapons, and leather armor for armor.</p><p></p><p><strong><span style="font-size: 18px">Deventua-Ullem </span></strong></p><p> The Order of the Wire is a long standing organization with a chilling reputation and fearsome skill. The Order of the Wire accepts only the best, usually those they seek out, or who manage to seek them out. While the Order of the Wire may be known to operate by nearly everyone, finding a member requires a dedicated search not able to be reflected with simply a die roll.</p><p></p><p>Once the Order begins testing the possible recruit, they follow this pattern:</p><p></p><p><strong>Test of the Blade</strong></p><p>The recruit must outfight, 5 to one or more, any of the Bone Shapers Guild's grave robbers, using only a single dagger and no armor.</p><p></p><p>The following is a 6 man Bone Shaper Guild grave robbing team</p><p>[sblock]Bone Shaper Guild Graverobber (x4) CR8</p><p>Male Human Warrior 9</p><p>LE Medium Humanoid</p><p>Init 6 (+2 Dex, +4 Improved Initiative); Senses Listen +2, Spot +1</p><p>Languages Common, Sylvan, Elven</p><p></p><p>AC 18, touch 10, flat-footed 18</p><p>hp 74 (9HD)</p><p>Fort +11 Ref +7 Will +6</p><p></p><p>Speed 20 ft. (4 squares)</p><p>Melee +1 heavy pick +11/+6 (1d6+4/x4) and +1 short sword +11 (1d6+2/19-20)</p><p>Space 5 ft.; Reach 5 ft.</p><p>Base Atk +9; Grp +12</p><p></p><p>Abilities Str 17, Dex 15, Con 16, Int 14, Wis 13, Cha 13</p><p>Feats Blind-Fight, Endurance, Improved Initiative, Toughness, Two-Weapon Fighting</p><p>Skills Concentration +5 (+2 ranks, +3 con), Handle Animal +13 (+12 ranks, +1 cha), Intimidate +12 (+11 ranks, +1 cha), Jump +4 (+7 ranks, +3 str, -6 acp), Knowledge (Local) +6 (+4 ranks, +2 int), Listen +2 (+1 ranks, +1 wis), Ride +10 (+6 ranks, +2 dex, +2 synergy), Swim +1 (+10 ranks, +3 str, -12 acp).</p><p>Possessions +1 half-plate, +1 short sword, +1 heavy pick, cloak of resistance +2, 4 pp, 12 gp, 18 sp, 10 cp, 324 gp in other assets.</p><p></p><p>Personal Info: Background: Street Thug, Ht: 5' 9", Wt: 164lbs, Hair: Dark brown, Eyes: Brown, Age: 29.</p><p></p><p>Grave Robber Mystic CR7</p><p>Male Human Adept 8</p><p>N Medium Humanoid</p><p>Init -1 (-1 Dex); Senses Listen +9, Spot +5</p><p>Languages Common, Infernal, Sylvan</p><p></p><p>AC 9 (-1 Dex), touch 9, flat-footed 9</p><p>hp 37 (8HD)</p><p>Fort +3 Ref +1 Will +5</p><p></p><p>Speed 30 ft. (6 squares)</p><p>Melee +1 quarterstaff +6 (1d6+2)</p><p>Space 5 ft.; Reach 5 ft.</p><p>Base Atk +4; Grp +5</p><p>Adept spells prepared (CL 8, +5 melee touch, +3 ranged touch) </p><p>2nd--bull's strength (DC 15/W), cure moderate wounds (DC 15), see invisibility</p><p>1st--comprehend languages (DC 14/W), detect evil, detect law, obscuring mist</p><p>0--detect magic, ghost sound (DC 13/W), purify food and drink (DC 13/W)</p><p></p><p>Abilities Str 12, Dex 9, Con 13, Int 15, Wis 16, Cha 14</p><p>SQ familiar</p><p>Feats Combat Casting, Improved Counterspell, Spell Focus (Evocation), Spell Penetration</p><p>Skills Concentration +7 (+6 ranks, +1 con), Handle Animal +6 (+4 ranks, +2 cha), Heal +14 (+11 ranks, +3 wis), Knowledge (Local) +4 (+2 ranks, +2 int), Listen +9 (+6 ranks, +3 wis), Spellcraft +9 (+7 ranks, +2 int), Spot +5 (+2 ranks, +3 wis)(+8 in bright light), Survival +10 (+7 ranks, +3 wis).</p><p>Possessions +1 quarterstaff, potion of shield of faith +5, 12 pp, 17 gp, 9 sp, 17 cp, 3500 gp in other assets.</p><p></p><p>Personal Info: Background: Diplomat, Ht: 5' 3", Wt: 135lbs, Hair: Brown, Eyes: Grey, Age: 31.</p><p></p><p>Grave Robber Mystic`s hawk familiar: hp 18</p><p></p><p>Lookout CR6</p><p>Male Human Rogue 6</p><p>CG Medium Humanoid</p><p>Init 3 (+3 Dex); Senses Listen +12, Spot +6</p><p>Languages Common, Goblin, Gnoll, Infernal</p><p></p><p>AC 16 (+1 leather (ac 2), +3 Dex), touch 13, flat-footed 13</p><p>hp 47 (6HD)</p><p>ASF 10%</p><p>Fort +5 Ref +8 Will +4</p><p></p><p>Speed 30 ft. (6 squares)</p><p>Melee +1 longspear +7 (1d8+4)</p><p>Space 5 ft.; Reach 5 ft.</p><p>Base Atk +4; Grp +6</p><p>Special Atk sneak attack +3d6</p><p></p><p>Abilities Str 15, Dex 17, Con 16, Int 16, Wis 14, Cha 15</p><p>SQ trapfinding, evasion, trap sense +2 and uncanny dodge</p><p>Feats Alertness, Combat Expertise, Run, Weapon Finesse</p><p>Skills Diplomacy +13 (+9 ranks, +2 cha, +2 synergy), Disguise +10 (+8 ranks, +2 cha), Escape Artist +12 (+9 ranks, +3 dex), Gather Information +11 (+9 ranks, +2 cha), Hide +12 (+9 ranks, +3 dex), Listen +12 (+8 ranks, +2 wis, +2 alertness), Move Silently +12 (+9 ranks, +3 dex), Search +12 (+9 ranks, +3 int), Sense Motive +11 (+9 ranks, +2 wis), Spot +6 (+2 ranks, +2 wis, +2 alertness), Swim +10 (+8 ranks, +2 str), Tumble +11 (+8 ranks, +3 dex), Use Rope +12 (+9 ranks, +3 dex).</p><p>Possessions +1 leather, +1 longspear, potion of cure moderate wounds, 8 pp, 13 gp, 3 sp, 11 cp, 230 gp in other assets.</p><p></p><p>Personal Info: Background: Diplomat, Ht: 5' 11", Wt: 198lbs, Hair: Red, Eyes: Brown, Age: 33.</p><p></p><p>Sneak Attack (Ex): Any time Lookout's opponent is denied his Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 3d6 points of damage.</p><p></p><p>Trapfinding: Lookout can use the Search skill to find traps with Search DCs higher than 20.</p><p></p><p>Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Lookout takes no damage with a successful saving throw.</p><p></p><p>Trap Sense (Ex): Lookout has a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to AC against attacks by traps.</p><p></p><p>Uncanny Dodge (Ex): Lookout retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.</p><p>[/sblock]</p><p></p><p></p><p></p><p><strong>Test of the Hand</strong></p><p>First, the recruit must sneak onto the manor of one of the lords, and then, in unarmed combat, the recruit must slay at least four servants and remove the bodies, placing the bodies at the local hospice.</p><p></p><p>The patrolling guards are to be avioded, and if the recruit attacks or is attacked by a guard, they have failed, and now, must die. The patrolling guards have an average Spot and Listen of +8 each.</p><p></p><p>The servants will be level 3-5 commoners.</p><p></p><p><strong>Test of the Wire</strong></p><p>The recruit must wait, hidden, until the body-snatching wagon from the Bone Shaper Guild arrives, and then must use a garrotte to kill the wagon rider/body-snatcher.</p><p></p><p>The following is a typical "Wagon-Man"</p><p>[sblock]Wagon Man CR12</p><p>Male Human Fighter 7/Rogue 5</p><p>NG Medium Humanoid</p><p>Init 5 (+1 Dex, +4 Improved Initiative); Senses Listen +16, Spot +16</p><p>Languages Common, Undercommon, Goblin</p><p></p><p>AC 17 (+1 buckler (ac 1), +1 studded leather (ac 3), +1 Dex), touch 11, flat-footed 16</p><p>hp 89 (12HD)</p><p>ASF 20%</p><p>Fort +8 Ref +7 Will +3</p><p></p><p>Speed 30 ft. (6 squares)</p><p>Melee rapier +12/+7 (1d6+2/18-20)</p><p>Ranged +3 heavy crossbow with +1 bolt +14/+9 (1d10+3/17-20)</p><p>Space 5 ft.; Reach 5 ft.</p><p>Base Atk +10; Grp +12</p><p>Special Atk sneak attack +3d6</p><p></p><p>Abilities Str 15, Dex 13, Con 15, Int 15, Wis 11, Cha 9</p><p>SQ trapfinding, evasion, trap sense +1 and uncanny dodge</p><p>Feats Alertness, Blind-Fight, Cleave, Combat Reflexes, Improved Critical (heavy crossbow), Improved Initiative, Improved Sunder, Power Attack, Skill Focus (Intimidate), Track</p><p>Skills Concentration +10 (+8 ranks, +2 con), Handle Animal +7 (+8 ranks, -1 cha), Intimidate +16 (+14 ranks, -1 cha, +3 skill focus), Jump +17 (+15 ranks, +2 str), Knowledge (Local) +13 (+11 ranks, +2 int), Listen +16 (+14 ranks, +2 alertness), Ride +11 (+8 ranks, +1 dex, +2 synergy), Search +17 (+15 ranks, +2 int), Spot +16 (+14 ranks, +2 alertness).</p><p>Possessions +1 studded leather, +1 buckler, +3 heavy crossbow with 20 +1 bolts, rapier, potion of greater magic fang +5, 14 gp, 12 sp, 10 cp.</p><p></p><p>Personal Info: Background: Assassin, Ht: 5' 7", Wt: 138lbs, Hair: Red, Eyes: Blue, Age: 32.</p><p></p><p>Sneak Attack (Ex): Any time Wagon Man's opponent is denied his Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 3d6 points of damage.</p><p></p><p>Trapfinding: Wagon Man can use the Search skill to find traps with Search DCs higher than 20.</p><p></p><p>Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Wagon Man takes no damage with a successful saving throw.</p><p></p><p>Trap Sense (Ex): Wagon Man has a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps.</p><p></p><p>Uncanny Dodge (Ex): Wagon Man retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.</p><p></p><p>[/sblock]</p><p></p><p>Once this is accomplished, the Order of the Wire will induct the recruit into the order by cutting a slit in the recruit's side and hiding the loop-handled wire garrotte used to kill the Bone Shaper man into the slit. The guild will then pour an alchemical mixture which will allow a thin scar to from over the mouth of the cut, but keep the inner "pocket" from healing up. The recruit can open the "scar" by taking 1 HP of damage, and withdraw the coiled garotte.</p><p></p><p>Unless a character is at least 8th level, they have little chance of passing the test. Usually Monk/Rogue or Fighter/Rogue or FIghter/Monk are the class combinations chosen.</p></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 3007912, member: 6390"] [b][size=5]Assassin[/size][/b] The assassin is normally a reviled and hidden profession, one that keeps away from the light of day and the eye of the law for fear of being rooted out and destroyed. However, in the kingdom of Deventua-Ullem and the Nine Desert Kingdoms both have well know (and feared) assassin organizations. [b]Nine Desert Kingdoms[/b] In the harsh desert lands of the Nine Desert Kingdoms an assassin is a valued tool, admired by members of his village for his ability to bring in wealth to support the village, and by the desert warriors for his skill with weapons. The only way to become an assassin in the Nine Desert Kingdoms is to be trained by an existing master (who must be at least a 4th level assassin) at the same time as another is trained, or slay the master's current student. Finding a master requires several Gather Information checks (DC: 18) The master will then train the applicants in the dagger, short sword, and crossbow. The master will then require the two prospective assassins to steal a flask of water from a bedoiun camp, using only a brazen disguise. The master will then take a month to teach the prospective assassin in the proper wearing of leather armor as well as learning where the critical points on the body. Then they must use stealth (Hide and Move Silently) to sneak into a village and steal water from the oasis. Once this is accomplished, another month of training takes place, after which the two prospective assassin's must battle to the death, the winner fleeing out into the desert, and the master persuing. If the master is able to locate the prospective assassin within three days, he will kill him, but, if the assassin escapes, then he is free. This assassin type has the following changes: [list]Level Two: Replace bonus to poison with two weapon fighting [*]Level Four: Replace poison bonus with Point Black Shot [*]Level Six: Replace poison bonus with Two Weapon Defense [*]Level Eight: Replace poison bonus with Far Shot [*]Level Ten: Replace poison bonus with Improved Two Weapon Fighting[/list] In addition the Nine Desert Kingdoms assassin's are limited to knife, dagger, short sword, light and heavy crossbow for weapons, and leather armor for armor. [b][size=5]Deventua-Ullem [/size][/b] The Order of the Wire is a long standing organization with a chilling reputation and fearsome skill. The Order of the Wire accepts only the best, usually those they seek out, or who manage to seek them out. While the Order of the Wire may be known to operate by nearly everyone, finding a member requires a dedicated search not able to be reflected with simply a die roll. Once the Order begins testing the possible recruit, they follow this pattern: [b]Test of the Blade[/b] The recruit must outfight, 5 to one or more, any of the Bone Shapers Guild's grave robbers, using only a single dagger and no armor. The following is a 6 man Bone Shaper Guild grave robbing team [sblock]Bone Shaper Guild Graverobber (x4) CR8 Male Human Warrior 9 LE Medium Humanoid Init 6 (+2 Dex, +4 Improved Initiative); Senses Listen +2, Spot +1 Languages Common, Sylvan, Elven AC 18, touch 10, flat-footed 18 hp 74 (9HD) Fort +11 Ref +7 Will +6 Speed 20 ft. (4 squares) Melee +1 heavy pick +11/+6 (1d6+4/x4) and +1 short sword +11 (1d6+2/19-20) Space 5 ft.; Reach 5 ft. Base Atk +9; Grp +12 Abilities Str 17, Dex 15, Con 16, Int 14, Wis 13, Cha 13 Feats Blind-Fight, Endurance, Improved Initiative, Toughness, Two-Weapon Fighting Skills Concentration +5 (+2 ranks, +3 con), Handle Animal +13 (+12 ranks, +1 cha), Intimidate +12 (+11 ranks, +1 cha), Jump +4 (+7 ranks, +3 str, -6 acp), Knowledge (Local) +6 (+4 ranks, +2 int), Listen +2 (+1 ranks, +1 wis), Ride +10 (+6 ranks, +2 dex, +2 synergy), Swim +1 (+10 ranks, +3 str, -12 acp). Possessions +1 half-plate, +1 short sword, +1 heavy pick, cloak of resistance +2, 4 pp, 12 gp, 18 sp, 10 cp, 324 gp in other assets. Personal Info: Background: Street Thug, Ht: 5' 9", Wt: 164lbs, Hair: Dark brown, Eyes: Brown, Age: 29. Grave Robber Mystic CR7 Male Human Adept 8 N Medium Humanoid Init -1 (-1 Dex); Senses Listen +9, Spot +5 Languages Common, Infernal, Sylvan AC 9 (-1 Dex), touch 9, flat-footed 9 hp 37 (8HD) Fort +3 Ref +1 Will +5 Speed 30 ft. (6 squares) Melee +1 quarterstaff +6 (1d6+2) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +5 Adept spells prepared (CL 8, +5 melee touch, +3 ranged touch) 2nd--bull's strength (DC 15/W), cure moderate wounds (DC 15), see invisibility 1st--comprehend languages (DC 14/W), detect evil, detect law, obscuring mist 0--detect magic, ghost sound (DC 13/W), purify food and drink (DC 13/W) Abilities Str 12, Dex 9, Con 13, Int 15, Wis 16, Cha 14 SQ familiar Feats Combat Casting, Improved Counterspell, Spell Focus (Evocation), Spell Penetration Skills Concentration +7 (+6 ranks, +1 con), Handle Animal +6 (+4 ranks, +2 cha), Heal +14 (+11 ranks, +3 wis), Knowledge (Local) +4 (+2 ranks, +2 int), Listen +9 (+6 ranks, +3 wis), Spellcraft +9 (+7 ranks, +2 int), Spot +5 (+2 ranks, +3 wis)(+8 in bright light), Survival +10 (+7 ranks, +3 wis). Possessions +1 quarterstaff, potion of shield of faith +5, 12 pp, 17 gp, 9 sp, 17 cp, 3500 gp in other assets. Personal Info: Background: Diplomat, Ht: 5' 3", Wt: 135lbs, Hair: Brown, Eyes: Grey, Age: 31. Grave Robber Mystic`s hawk familiar: hp 18 Lookout CR6 Male Human Rogue 6 CG Medium Humanoid Init 3 (+3 Dex); Senses Listen +12, Spot +6 Languages Common, Goblin, Gnoll, Infernal AC 16 (+1 leather (ac 2), +3 Dex), touch 13, flat-footed 13 hp 47 (6HD) ASF 10% Fort +5 Ref +8 Will +4 Speed 30 ft. (6 squares) Melee +1 longspear +7 (1d8+4) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +6 Special Atk sneak attack +3d6 Abilities Str 15, Dex 17, Con 16, Int 16, Wis 14, Cha 15 SQ trapfinding, evasion, trap sense +2 and uncanny dodge Feats Alertness, Combat Expertise, Run, Weapon Finesse Skills Diplomacy +13 (+9 ranks, +2 cha, +2 synergy), Disguise +10 (+8 ranks, +2 cha), Escape Artist +12 (+9 ranks, +3 dex), Gather Information +11 (+9 ranks, +2 cha), Hide +12 (+9 ranks, +3 dex), Listen +12 (+8 ranks, +2 wis, +2 alertness), Move Silently +12 (+9 ranks, +3 dex), Search +12 (+9 ranks, +3 int), Sense Motive +11 (+9 ranks, +2 wis), Spot +6 (+2 ranks, +2 wis, +2 alertness), Swim +10 (+8 ranks, +2 str), Tumble +11 (+8 ranks, +3 dex), Use Rope +12 (+9 ranks, +3 dex). Possessions +1 leather, +1 longspear, potion of cure moderate wounds, 8 pp, 13 gp, 3 sp, 11 cp, 230 gp in other assets. Personal Info: Background: Diplomat, Ht: 5' 11", Wt: 198lbs, Hair: Red, Eyes: Brown, Age: 33. Sneak Attack (Ex): Any time Lookout's opponent is denied his Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 3d6 points of damage. Trapfinding: Lookout can use the Search skill to find traps with Search DCs higher than 20. Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Lookout takes no damage with a successful saving throw. Trap Sense (Ex): Lookout has a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to AC against attacks by traps. Uncanny Dodge (Ex): Lookout retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. [/sblock] [b]Test of the Hand[/b] First, the recruit must sneak onto the manor of one of the lords, and then, in unarmed combat, the recruit must slay at least four servants and remove the bodies, placing the bodies at the local hospice. The patrolling guards are to be avioded, and if the recruit attacks or is attacked by a guard, they have failed, and now, must die. The patrolling guards have an average Spot and Listen of +8 each. The servants will be level 3-5 commoners. [b]Test of the Wire[/b] The recruit must wait, hidden, until the body-snatching wagon from the Bone Shaper Guild arrives, and then must use a garrotte to kill the wagon rider/body-snatcher. The following is a typical "Wagon-Man" [sblock]Wagon Man CR12 Male Human Fighter 7/Rogue 5 NG Medium Humanoid Init 5 (+1 Dex, +4 Improved Initiative); Senses Listen +16, Spot +16 Languages Common, Undercommon, Goblin AC 17 (+1 buckler (ac 1), +1 studded leather (ac 3), +1 Dex), touch 11, flat-footed 16 hp 89 (12HD) ASF 20% Fort +8 Ref +7 Will +3 Speed 30 ft. (6 squares) Melee rapier +12/+7 (1d6+2/18-20) Ranged +3 heavy crossbow with +1 bolt +14/+9 (1d10+3/17-20) Space 5 ft.; Reach 5 ft. Base Atk +10; Grp +12 Special Atk sneak attack +3d6 Abilities Str 15, Dex 13, Con 15, Int 15, Wis 11, Cha 9 SQ trapfinding, evasion, trap sense +1 and uncanny dodge Feats Alertness, Blind-Fight, Cleave, Combat Reflexes, Improved Critical (heavy crossbow), Improved Initiative, Improved Sunder, Power Attack, Skill Focus (Intimidate), Track Skills Concentration +10 (+8 ranks, +2 con), Handle Animal +7 (+8 ranks, -1 cha), Intimidate +16 (+14 ranks, -1 cha, +3 skill focus), Jump +17 (+15 ranks, +2 str), Knowledge (Local) +13 (+11 ranks, +2 int), Listen +16 (+14 ranks, +2 alertness), Ride +11 (+8 ranks, +1 dex, +2 synergy), Search +17 (+15 ranks, +2 int), Spot +16 (+14 ranks, +2 alertness). Possessions +1 studded leather, +1 buckler, +3 heavy crossbow with 20 +1 bolts, rapier, potion of greater magic fang +5, 14 gp, 12 sp, 10 cp. Personal Info: Background: Assassin, Ht: 5' 7", Wt: 138lbs, Hair: Red, Eyes: Blue, Age: 32. Sneak Attack (Ex): Any time Wagon Man's opponent is denied his Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 3d6 points of damage. Trapfinding: Wagon Man can use the Search skill to find traps with Search DCs higher than 20. Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Wagon Man takes no damage with a successful saving throw. Trap Sense (Ex): Wagon Man has a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. Uncanny Dodge (Ex): Wagon Man retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. [/sblock] Once this is accomplished, the Order of the Wire will induct the recruit into the order by cutting a slit in the recruit's side and hiding the loop-handled wire garrotte used to kill the Bone Shaper man into the slit. The guild will then pour an alchemical mixture which will allow a thin scar to from over the mouth of the cut, but keep the inner "pocket" from healing up. The recruit can open the "scar" by taking 1 HP of damage, and withdraw the coiled garotte. Unless a character is at least 8th level, they have little chance of passing the test. Usually Monk/Rogue or Fighter/Rogue or FIghter/Monk are the class combinations chosen. [/QUOTE]
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