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<blockquote data-quote="Snarf Zagyg" data-source="post: 8093276" data-attributes="member: 7023840"><p>Okay, I had a brainstorm when I woke up this morning. Do you know what a prison staff needs? An inquisitor!</p><p></p><p>At first I was going to go with a Kenku (don't ask ...) but then went with Lizardfolk. Because that's just the kind of intimidation and different thought process you would need.</p><p></p><p>Assuming VGTM on this is okay. Will search for an image later.</p><p></p><p>If the following is odd, the basic idea is that this guy is an exile from Halruaa; he was taken and trained to be an investigator/interrogator and to observe and/or use poisons for naval investigations at the bases in Zalazuu. His keen perception and alien approach made him the best investigator they had. One day, in order to make him even better, they gifted him with a headband of intellect (the uncommon magic item); instead of just making him a better investigator, it made him realize that this is not what he wanted.</p><p></p><p>Razum still loves investigations (he is an inquisitor) and you can make up whatever backstory is necessary to get him to the prison for that purpose as staff.</p><p></p><p>One more thing- I reskinned the short swords as scimitars for the Halruaa thing, but I can switch them back as needed.</p><p></p><p><img src="https://i.pinimg.com/236x/50/b4/4d/50b44dd644882e3412504e2c6f9c785a.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>(from "collection by Kingslien Creations")</p><p>(it's really hard to find a non-fighting lizardfolk)</p><p></p><p><strong>Razum</strong></p><p>Male Lizard Man</p><p>Far Traveler from Halruaa</p><p>Inquisitive Rogue</p><p>Level <strong>3</strong></p><p><strong>Alignment:</strong> Neutral</p><p><strong>Diety:</strong> None</p><p></p><p><strong>AC</strong> 15 (Lizard Skin)</p><p><strong>HP</strong> 27/27</p><p><strong>Hit Dice:</strong> 3/3 at 1d8+3</p><p><strong>Speed:</strong> 30 feet</p><p><strong>Passive Perception:</strong> 17</p><p><strong>Proficiency </strong>+2</p><p></p><p><strong>Str</strong> 12 (+1) <strong>Dex</strong> 14 (+2) <strong>Con</strong> 16 (+3) <strong>Int</strong> 8/19 (-1) (+4) <strong>Wis</strong> 16 (+3) <strong>Cha</strong> 10 (+0)</p><p></p><p><strong>Saving Throws:</strong> Dexterity (+4) Intelligence (+6)</p><p></p><p><strong><u>Actions</u></strong></p><p><strong>Scimitar </strong>+4 for 1d6+2</p><p><strong>Scimitar off hand</strong> +4 for 1d6</p><p><strong>Bite <em>+</em></strong>1 for 1d6+1</p><p><strong>Dagger</strong> +4 for 1d4+3 (If thrown 20/60)</p><p><strong>Shortbow</strong> +4 1d6+3 (80/320)</p><p><strong>Darts </strong>+4 1d4 (20/60)</p><p><strong>+ Sneak Attack</strong> +2d6 Damage</p><p></p><p><strong><u>Skills</u></strong></p><p>Acrobatics (Dex) +4</p><p>Athletics (Str) +3</p><p>Insight (Wis) +5</p><p>Investigation (Int) +6</p><p>Perception (Wis) +7</p><p>Sleight of Hand (Dex) +4</p><p>Stealth (Dex) +6</p><p>Survival (Wis) +5</p><p></p><p></p><p></p><p><strong><u>Proficiencies</u></strong></p><p>Light Armor</p><p>Simple Weapons, Hand Crossbows, Longswords, Rapiers, Scimitars</p><p>Thieves' Tools, Poisoner's Kit</p><p>Languages: Common, Draconic, Thieves' Cant, Undercommon</p><p></p><p></p><p><strong><u>Lizardfolk Features</u></strong></p><p><strong>Swim & Hold Breath: </strong>Can swim at regular speed (30') and can hold breath for 15 minutes at a time</p><p><strong>Bite: </strong>1d6 + STR (piercing damage) as an unarmed strike</p><p><strong>Cunning Artisan:</strong> On short rest, can fashion shield, club, javelin, or d4 darts or blowgun needles from slain creatures</p><p><strong>Hunter's Lore: </strong>Proficient with stealth and survival</p><p><strong>Natural Armor: </strong>AC 13 + Dex</p><p><strong>Hungry Jaws: </strong>Once per rest (S or L), bite as bonus action for regular damage and gain temporary hit points = con modifier.</p><p></p><p></p><p><strong><u>Rogue Features</u></strong></p><p><strong>Expertise:</strong> Proficiency bonus is doubled in stealth and perception.</p><p><strong>Sneak Attack:</strong> Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don't need advantage if an enemy is within 10' of the target.</p><p><strong>Thieves' Cant:</strong> Placed in languages; note that it takes 4x longer.</p><p><strong>Cunning Action:</strong> Use bonus action on turn to take the Dash, Disengage, or Hide action.</p><p><strong>Ear of Deceit: </strong>Any insight check for lies lower than a 7 is an automatic 8.</p><p><strong>Eye for Detail: </strong>Bonus action (Perception check) to spot hidden creature or object or make (Investigation Check) to uncover or decipher clues.</p><p><strong>Insightful Fighting: </strong>Bonus Action (Insight Check), contested by (Deception Check); if successful, can use sneak attack on target for one minute so long as no disadvantage.</p><p></p><p></p><p></p><p></p><p><strong><u>Equipment</u></strong></p><p>Traveler's Clothes</p><p>Heavy Furs</p><p>Scimitar (2)</p><p>Daggers (10)</p><p>Shortbow</p><p>Arrows (20)</p><p>Darts (6)</p><p>Thieves' Tools</p><p>Poisoner's Kit</p><p>Purse (100 gp)</p><p>Headband of Intellect (Uncommon item)</p><p>Journals</p><p>Writing Instrument</p><p>Continual Flame lantern (with hood)</p><p></p><p></p><p></p><p></p><p><strong>Backstory:</strong> Razum born in water. Even fresh from the egg, Razum very different. Soft-skins took Razum from Lake Halruaa. Razum taught to investigate the soft-skins. Soft-skins showed Razum how to uncover secrets. Showed Razum how to extract secrets when needed with concoctions that hurt soft-skins, and killed soft-skins. For service, Razum given headband.</p><p></p><p>Razum then understood his service. Razum left Zalazuu. Razum will work for Razum. He has travelled far and wide, and now Razum will help the Lord's Alliance. Razum offered to assist with his skills in a prison. Razum understands all, and takes notes. Razum will uncover what is needed.</p><p></p><p>Razum is happy. Razum is cold. Razum does not like the cold.</p><p></p><p><strong>Background:</strong> Far Traveler from Halruaa</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8093276, member: 7023840"] Okay, I had a brainstorm when I woke up this morning. Do you know what a prison staff needs? An inquisitor! At first I was going to go with a Kenku (don't ask ...) but then went with Lizardfolk. Because that's just the kind of intimidation and different thought process you would need. Assuming VGTM on this is okay. Will search for an image later. If the following is odd, the basic idea is that this guy is an exile from Halruaa; he was taken and trained to be an investigator/interrogator and to observe and/or use poisons for naval investigations at the bases in Zalazuu. His keen perception and alien approach made him the best investigator they had. One day, in order to make him even better, they gifted him with a headband of intellect (the uncommon magic item); instead of just making him a better investigator, it made him realize that this is not what he wanted. Razum still loves investigations (he is an inquisitor) and you can make up whatever backstory is necessary to get him to the prison for that purpose as staff. One more thing- I reskinned the short swords as scimitars for the Halruaa thing, but I can switch them back as needed. [IMG]https://i.pinimg.com/236x/50/b4/4d/50b44dd644882e3412504e2c6f9c785a.jpg[/IMG] (from "collection by Kingslien Creations") (it's really hard to find a non-fighting lizardfolk) [B]Razum[/B] Male Lizard Man Far Traveler from Halruaa Inquisitive Rogue Level [B]3 Alignment:[/B] Neutral [B]Diety:[/B] None [B]AC[/B] 15 (Lizard Skin) [B]HP[/B] 27/27 [B]Hit Dice:[/B] 3/3 at 1d8+3 [B]Speed:[/B] 30 feet [B]Passive Perception:[/B] 17 [B]Proficiency [/B]+2 [B]Str[/B] 12 (+1) [B]Dex[/B] 14 (+2) [B]Con[/B] 16 (+3) [B]Int[/B] 8/19 (-1) (+4) [B]Wis[/B] 16 (+3) [B]Cha[/B] 10 (+0) [B]Saving Throws:[/B] Dexterity (+4) Intelligence (+6) [B][U]Actions[/U] Scimitar [/B]+4 for 1d6+2 [B]Scimitar off hand[/B] +4 for 1d6 [B]Bite [I]+[/I][/B]1 for 1d6+1 [B]Dagger[/B] +4 for 1d4+3 (If thrown 20/60) [B]Shortbow[/B] +4 1d6+3 (80/320) [B]Darts [/B]+4 1d4 (20/60) [B]+ Sneak Attack[/B] +2d6 Damage [B][U]Skills[/U][/B] Acrobatics (Dex) +4 Athletics (Str) +3 Insight (Wis) +5 Investigation (Int) +6 Perception (Wis) +7 Sleight of Hand (Dex) +4 Stealth (Dex) +6 Survival (Wis) +5 [B][U]Proficiencies[/U][/B] Light Armor Simple Weapons, Hand Crossbows, Longswords, Rapiers, Scimitars Thieves' Tools, Poisoner's Kit Languages: Common, Draconic, Thieves' Cant, Undercommon [B][U]Lizardfolk Features[/U] Swim & Hold Breath: [/B]Can swim at regular speed (30') and can hold breath for 15 minutes at a time [B]Bite: [/B]1d6 + STR (piercing damage) as an unarmed strike [B]Cunning Artisan:[/B] On short rest, can fashion shield, club, javelin, or d4 darts or blowgun needles from slain creatures [B]Hunter's Lore: [/B]Proficient with stealth and survival [B]Natural Armor: [/B]AC 13 + Dex [B]Hungry Jaws: [/B]Once per rest (S or L), bite as bonus action for regular damage and gain temporary hit points = con modifier. [B][U]Rogue Features[/U] Expertise:[/B] Proficiency bonus is doubled in stealth and perception. [B]Sneak Attack:[/B] Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don't need advantage if an enemy is within 10' of the target. [B]Thieves' Cant:[/B] Placed in languages; note that it takes 4x longer. [B]Cunning Action:[/B] Use bonus action on turn to take the Dash, Disengage, or Hide action. [B]Ear of Deceit: [/B]Any insight check for lies lower than a 7 is an automatic 8. [B]Eye for Detail: [/B]Bonus action (Perception check) to spot hidden creature or object or make (Investigation Check) to uncover or decipher clues. [B]Insightful Fighting: [/B]Bonus Action (Insight Check), contested by (Deception Check); if successful, can use sneak attack on target for one minute so long as no disadvantage. [B][U]Equipment[/U][/B] Traveler's Clothes Heavy Furs Scimitar (2) Daggers (10) Shortbow Arrows (20) Darts (6) Thieves' Tools Poisoner's Kit Purse (100 gp) Headband of Intellect (Uncommon item) Journals Writing Instrument Continual Flame lantern (with hood) [B]Backstory:[/B] Razum born in water. Even fresh from the egg, Razum very different. Soft-skins took Razum from Lake Halruaa. Razum taught to investigate the soft-skins. Soft-skins showed Razum how to uncover secrets. Showed Razum how to extract secrets when needed with concoctions that hurt soft-skins, and killed soft-skins. For service, Razum given headband. Razum then understood his service. Razum left Zalazuu. Razum will work for Razum. He has travelled far and wide, and now Razum will help the Lord's Alliance. Razum offered to assist with his skills in a prison. Razum understands all, and takes notes. Razum will uncover what is needed. Razum is happy. Razum is cold. Razum does not like the cold. [B]Background:[/B] Far Traveler from Halruaa [/QUOTE]
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