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An E6 oriental/western game (replacement needed) - last call for bento
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<blockquote data-quote="Amazing Triangle" data-source="post: 3892061" data-attributes="member: 39939"><p><strong>Kenji Sato</strong></p><p></p><p>[sblock=Final review]Name: Kenji Sato aka Kitsune</p><p>Race: Korobokuru; Gender: M; Height: 5'1"; Age: 50</p><p>Class: Beguiler; Level: 2; Weight: 85</p><p>XP: 3000; Alignment: Chaotic Neutral</p><p>Languages: Common, Dwarven, Celestial, Sylvan, Abyssal, Giant, Al-kabra, Guild Cant</p><p>Social Class: Thief</p><p>Home Town: Oriental Lands</p><p></p><p>Str: 8 (-1) [0points]</p><p>Dex: 14 (+2) [6points]</p><p>Con: 16 (+3) [10points]</p><p>Int: 16 (+3) [10points]</p><p>Wis: 10 (0) [2points]</p><p>Cha: 12 (+1) [4points]</p><p></p><p>AC: 16 (10+2 dex+3 armor+1 size)</p><p></p><p>HP: 16 HP (10 +6 con)</p><p></p><p>Initiative: +2</p><p></p><p>Speed: 20ft</p><p></p><p>Saving Throws: Base+ Mod+ Magic = Save</p><p>Fortitude: 0+3= 3</p><p>Reflex: 0+2= 2</p><p>Will: 3+0=3</p><p></p><p>Attack:</p><p>Rapier +1 1d4 18-20x2</p><p></p><p>Shortbow +5 1d4 20x2</p><p></p><p>Skills: (45) (R+Mod=Sk)</p><p>Sleight of Hand – 5+2+2=9</p><p>Concentration – 5+3=8</p><p>Spellcraft – 1+3=4</p><p>Hide – 2+2+4=8</p><p>Move Silently – 5+2=7</p><p>Bluff – 5+1+2=8</p><p>Disguise – 5+1=6</p><p>Diplomacy – 2+1+2=5</p><p>Knowledge (local) – 5+3+2=10</p><p>Gather Information – 3+1+2=6</p><p>Spot – 1+0=1</p><p>Listen – 1+0=1</p><p>Decipher Script – 1+3=4</p><p>Escape Artist – 1+2=3</p><p>Open Lock – 1+2=3</p><p>Speak language - (3) Giant, Al-kabra, Guild Cant</p><p>Conceal Spellcasting: (2skpts) – Sleight of hand check versus Spot check to notice spell casting. If you succeed they don’t know that you are spellcasting at all (no aoo’s nor counter)</p><p></p><p>Feats:</p><p>Unarmed Strike</p><p>Spell Focus (Enchantment) (DC+1)</p><p></p><p>Class Features:</p><p>Armored Mage</p><p>Trapfinding</p><p>Cloaked Casting (DC+1 vs foe denied Dexterity to AC)</p><p>Surprise Casting (Bluff vs Sense Motive + BAB; Deny Dex to AC for both attack or spell; attack must be made before next round)</p><p></p><p>Racial Abilities:</p><p>+2 saves versus Poison</p><p>+2 Knowledge (Local)</p><p>+2 saves versus spells and spell-like effects</p><p>+1 Attack roll against goblinoids</p><p>+4 dodge AC versus giants</p><p></p><p>Equipment:</p><p>Masterwork Studded Leather Armor (10lbs), Masterwork shortbow (1lb), Quiver of Arrows (1 ½ lb), Masterwork Rapier (1 lb), Spell component pouch (1 lb), Ever burning torch (1 lb), Backpack (1/2 lb), Waterskin (1 lb), Signal Whistle (-), Bedroll (1 ¼ lb), Potions of Cure Light wounds (4), Masterwork thief’s tools (1 lb)</p><p></p><p>Gold: 10gp 1sp</p><p></p><p>Carrying Capacity:</p><p>L.L= 19.5 lbs</p><p>M.L.= 20.25-39.75 lbs</p><p>H.L=10.5-60 lbs</p><p></p><p>Weight Carried: 18 ¼ lbs</p><p></p><p>Spells:</p><p>0 – 6</p><p>Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic</p><p></p><p>1 – 4</p><p>Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm[/sblock]</p><p></p><p>[sblock=History]</p><p>The Korobokuru village of sits near the base of a waterfall on the eastern border of the Thunder Plateau. Though the town is permanent, the Kor, in general, are a race of nomads, so many townspeople stay for a few seasons at most. Many take their herds out to the plateau, or bring their flocks of sheep south into the mountains. After a few months of sedentary life, they pick up something else and move on. Traders regularly take skins, milk, cheese, etc. to the town of Hiruma Watch on the lake to the north, but the dignified people there don't treat the Kor with much respect. They often say that it is hard to distinguish between the goatherds and the goats, what with the traditional goatees and the iron stomachs .</p><p></p><p>Your beguiler, a little smarter and more refined than your average Kor, is more pleased with town life than the rough life of the trail. This, combined with the mistrust that his arcane gifts gave his people, brought him to Hiruma Watch, where he met with the scorn the Kor usually receive. As you said he could almost pass for human, I'd say that he is tall for his people, and probably keeps his distinctive facial hair in check, so that he can pass for a short human (maybe 5'1" or 2"). I'd also imagine that he is skilled at changing his accent and speech pattern.</p><p></p><p>Anyway, as he began to use his deceptions to take locals for all they were worth, he learned a harsh reality. The head of Hiruma House hates bandits and thieves. He is quite bloodthirsty when it comes down to it. Some local scallywags that you associated with were caught stealing from merchants in town to discuss terms for the local Shackling Festival that is a few months away. The poor sods were worried about losing their hands, until with relief they were sentenced to a full day of grave-digging. After they worked from sunup to sundown, they had to toss dead bandits into the graves they had made. Of course, there were still three graves left . . . which they were promptly deposited in themselves. As the heat has recently been turned up on you, you thought it might be a good time to head for a bigger town, and so are on the road to Katsuki Ford, the seat of power in the valley . . .</p><p></p><p>He has a Tattoo of the symbol for "work" with an underlaid "hand" to show his membership to the Black Hand guild. He usually wears a glove on both hands to cover his marks so at times he can pass for elven or even a small human. He is very diligent about not killing those who don't cause a problem. He will normally berate someone in his company who breaks this simple rule of not killing when you don't have to. To the point of at times putting the transgressor on the block for the action as to keep himself undercover. Most guild associated who have met him call him Kitsune or Fox in common. This is two fold one; he bears a tattoo of a 3 tailed fox on his back over his left shoulder blade and two; he is known as both intelligent and tricky, frequently finding ways to get in places or meet people others could not.[/sblock]</p><p></p><p>[sblock]Code of Honor: </p><p>* Never steal from another member of the guild.</p><p>* Never perform another thief’s assigned task or “steal” jobs from another thief.</p><p>* Never let your own jobs interfere with the guild’s jobs.</p><p>* Don’t attract attention to the guild, especially not the attention of the town fathers.</p><p>* 10% of the take from your jobs goes to the guild; you keep the rest.</p><p>* 100% of the take from guild-assigned thefts goes to the guild, and maybe you get a taste.</p><p>* Don’t kill anyone in the commission of a job, except in self-defense. Only kill when you have to.[/sblock]</p></blockquote><p></p>
[QUOTE="Amazing Triangle, post: 3892061, member: 39939"] [b]Kenji Sato[/b] [sblock=Final review]Name: Kenji Sato aka Kitsune Race: Korobokuru; Gender: M; Height: 5'1"; Age: 50 Class: Beguiler; Level: 2; Weight: 85 XP: 3000; Alignment: Chaotic Neutral Languages: Common, Dwarven, Celestial, Sylvan, Abyssal, Giant, Al-kabra, Guild Cant Social Class: Thief Home Town: Oriental Lands Str: 8 (-1) [0points] Dex: 14 (+2) [6points] Con: 16 (+3) [10points] Int: 16 (+3) [10points] Wis: 10 (0) [2points] Cha: 12 (+1) [4points] AC: 16 (10+2 dex+3 armor+1 size) HP: 16 HP (10 +6 con) Initiative: +2 Speed: 20ft Saving Throws: Base+ Mod+ Magic = Save Fortitude: 0+3= 3 Reflex: 0+2= 2 Will: 3+0=3 Attack: Rapier +1 1d4 18-20x2 Shortbow +5 1d4 20x2 Skills: (45) (R+Mod=Sk) Sleight of Hand – 5+2+2=9 Concentration – 5+3=8 Spellcraft – 1+3=4 Hide – 2+2+4=8 Move Silently – 5+2=7 Bluff – 5+1+2=8 Disguise – 5+1=6 Diplomacy – 2+1+2=5 Knowledge (local) – 5+3+2=10 Gather Information – 3+1+2=6 Spot – 1+0=1 Listen – 1+0=1 Decipher Script – 1+3=4 Escape Artist – 1+2=3 Open Lock – 1+2=3 Speak language - (3) Giant, Al-kabra, Guild Cant Conceal Spellcasting: (2skpts) – Sleight of hand check versus Spot check to notice spell casting. If you succeed they don’t know that you are spellcasting at all (no aoo’s nor counter) Feats: Unarmed Strike Spell Focus (Enchantment) (DC+1) Class Features: Armored Mage Trapfinding Cloaked Casting (DC+1 vs foe denied Dexterity to AC) Surprise Casting (Bluff vs Sense Motive + BAB; Deny Dex to AC for both attack or spell; attack must be made before next round) Racial Abilities: +2 saves versus Poison +2 Knowledge (Local) +2 saves versus spells and spell-like effects +1 Attack roll against goblinoids +4 dodge AC versus giants Equipment: Masterwork Studded Leather Armor (10lbs), Masterwork shortbow (1lb), Quiver of Arrows (1 ½ lb), Masterwork Rapier (1 lb), Spell component pouch (1 lb), Ever burning torch (1 lb), Backpack (1/2 lb), Waterskin (1 lb), Signal Whistle (-), Bedroll (1 ¼ lb), Potions of Cure Light wounds (4), Masterwork thief’s tools (1 lb) Gold: 10gp 1sp Carrying Capacity: L.L= 19.5 lbs M.L.= 20.25-39.75 lbs H.L=10.5-60 lbs Weight Carried: 18 ¼ lbs Spells: 0 – 6 Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic 1 – 4 Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm[/sblock] [sblock=History] The Korobokuru village of sits near the base of a waterfall on the eastern border of the Thunder Plateau. Though the town is permanent, the Kor, in general, are a race of nomads, so many townspeople stay for a few seasons at most. Many take their herds out to the plateau, or bring their flocks of sheep south into the mountains. After a few months of sedentary life, they pick up something else and move on. Traders regularly take skins, milk, cheese, etc. to the town of Hiruma Watch on the lake to the north, but the dignified people there don't treat the Kor with much respect. They often say that it is hard to distinguish between the goatherds and the goats, what with the traditional goatees and the iron stomachs . Your beguiler, a little smarter and more refined than your average Kor, is more pleased with town life than the rough life of the trail. This, combined with the mistrust that his arcane gifts gave his people, brought him to Hiruma Watch, where he met with the scorn the Kor usually receive. As you said he could almost pass for human, I'd say that he is tall for his people, and probably keeps his distinctive facial hair in check, so that he can pass for a short human (maybe 5'1" or 2"). I'd also imagine that he is skilled at changing his accent and speech pattern. Anyway, as he began to use his deceptions to take locals for all they were worth, he learned a harsh reality. The head of Hiruma House hates bandits and thieves. He is quite bloodthirsty when it comes down to it. Some local scallywags that you associated with were caught stealing from merchants in town to discuss terms for the local Shackling Festival that is a few months away. The poor sods were worried about losing their hands, until with relief they were sentenced to a full day of grave-digging. After they worked from sunup to sundown, they had to toss dead bandits into the graves they had made. Of course, there were still three graves left . . . which they were promptly deposited in themselves. As the heat has recently been turned up on you, you thought it might be a good time to head for a bigger town, and so are on the road to Katsuki Ford, the seat of power in the valley . . . He has a Tattoo of the symbol for "work" with an underlaid "hand" to show his membership to the Black Hand guild. He usually wears a glove on both hands to cover his marks so at times he can pass for elven or even a small human. He is very diligent about not killing those who don't cause a problem. He will normally berate someone in his company who breaks this simple rule of not killing when you don't have to. To the point of at times putting the transgressor on the block for the action as to keep himself undercover. Most guild associated who have met him call him Kitsune or Fox in common. This is two fold one; he bears a tattoo of a 3 tailed fox on his back over his left shoulder blade and two; he is known as both intelligent and tricky, frequently finding ways to get in places or meet people others could not.[/sblock] [sblock]Code of Honor: * Never steal from another member of the guild. * Never perform another thief’s assigned task or “steal” jobs from another thief. * Never let your own jobs interfere with the guild’s jobs. * Don’t attract attention to the guild, especially not the attention of the town fathers. * 10% of the take from your jobs goes to the guild; you keep the rest. * 100% of the take from guild-assigned thefts goes to the guild, and maybe you get a taste. * Don’t kill anyone in the commission of a job, except in self-defense. Only kill when you have to.[/sblock] [/QUOTE]
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An E6 oriental/western game (replacement needed) - last call for bento
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