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<blockquote data-quote="tuxgeo" data-source="post: 6468815" data-attributes="member: 61026"><p><strong>Guran Glimnode, NG Male Mountain Dwarf Acolyte Rogue 4 Thief</strong></p><p></p><p><em>Sheet updated 15 March, 2015, to enumerate the contents of Guran's mason tools set.</em></p><p><em>Sheet updated 26 Sept. 2015 to include statement of current Hit Points.</em> </p><p><em>Current HP (9 Oct 2015): 31 (Full HP after level-up)</em></p><p><s><em>Sheet updated 4 Nov. 2015 to reflect damage taken from poison gas in the ice storm room:</em></s> </p><p><s><em> Current HP (4 Nov. 2015) 20 (=31-11)</em></s> </p><p><em>Current HP 31 (full) Guran took no damage in the ice storm room.)</em></p><p><s><em>Guran still has "Inspiration" that he has not used, received for roleplaying during a long rest in the ossuary room.</em></s> (Used up 17 Nov 2015 when attacking an orc in the room with the drow and the floating orb.)</p><p><s><em>Current HP 27 (13 Nov 2015) <em>(</em>Guran took 4 points of piercing damage from the floating-eye thing)</em> </s></p><p><s><em>Current HP 19 (17 Nov 2015) (Guran took 8 points of slashing damage from the final orc before it died)</em></s></p><p><s><em>Current HP 28 (19 Nov 2015) Guran received 9 points of healing from Father Spec's magic healing spell)</em></s></p><p></p><p>[hr][/hr]</p><p>Current HP 24 (24 Nov 2015) <em>(Guran took 4 points of piercing damage from a crossbow quarrel)</em></p><p></p><p>[hr][/hr]</p><p>Guran Glimnode (player: "tuxgeo") (Speech color Medium Blue: <span style="color: #0000CD"> ) </span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD">Changes from 3rd level to 4th level: </span></p><p><span style="color: #0000CD">(1) +7 Hit Points -- 5 (average of d8) + 2 (CON modifier) -- up from 24 to 31 </span></p><p><span style="color: #0000CD">(2) +1 Hit Die: now 4d8 instead of 3d8</span></p><p><span style="color: #0000CD">(3) "MAGIC INITIATE" feat (Cleric), in lieu of Ability Score Increase: </span></p><p><span style="color: #0000CD">• Learn two Cleric Cantrips: <strong>Light</strong> and <strong>Spare the Dying</strong> </span></p><p><span style="color: #0000CD">• Learn one 1st-level Cleric spell: <strong>Healing Word</strong> (1st-level only, 1/Long rest) </span></p><p><span style="color: #0000CD">(4) XP was 1140 at 3rd level; not updated yet </span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD"><strong>BASICS:</strong></span></p><p><span style="color: #0000CD">Name: Guran Glimnode</span></p><p><span style="color: #0000CD">Description: NG Male Mountain Dwarf Acolyte Rogue 4 Thief </span></p><p><span style="color: #0000CD">Age: 49 </span></p><p><span style="color: #0000CD">Height: 4' 5" </span></p><p><span style="color: #0000CD">Weight: 185 lbs. </span></p><p><span style="color: #0000CD">Speed: 25 feet </span></p><p><span style="color: #0000CD">Experience: 1140 XP </span></p><p><span style="color: #0000CD">AC: 15 (= 13 Chain Shirt + 2 DEX bonus) </span></p><p><span style="color: #0000CD">Maximum HP 31 (L1: 8 + 2 CON; Levels 2, 3, and 4: add 5 + 2 CON) </span></p><p><span style="color: #0000CD">Hit Dice: 4d8 </span></p><p><span style="color: #0000CD">Initiative Bonus: +2 </span></p><p><span style="color: #0000CD">Passive Perception: 15 </span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD"><strong>PROFICIENCIES:</strong> </span></p><p><span style="color: #0000CD">Proficiency Bonus: +2</span></p><p><span style="color: #0000CD">Languages: Common, Dwarven, Giant, Gnomish </span></p><p><span style="color: #0000CD">Armor Proficiencies: Light and Medium armor </span></p><p><span style="color: #0000CD">Weapon Proficiencies: </span></p><p><span style="color: #0000CD"><em>(race)</em> battleaxe, handaxe, light hammer, and warhammer</span></p><p><span style="color: #0000CD"><em>(class)</em> Simple weapons, hand crossbows, longswords, rapiers, shortswords</span></p><p><span style="color: #0000CD">Saving Throws: DEX, INT</span></p><p><span style="color: #0000CD">Skill Proficiencies: Athletics, Insight, Investigation, Perception, Religion, Stealth </span></p><p><span style="color: #0000CD">Tool Proficiencies: Mason's tools, Thieves' tools</span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD"><strong>RACIAL:</strong> </span></p><p><span style="color: #0000CD">Race: Dwarf</span></p><p><span style="color: #0000CD">- Ability Increase: +2 CON bonus</span></p><p><span style="color: #0000CD">- Darkvision; also, Advantage on Saves vs. poison, & resistance to poison damage.</span></p><p><span style="color: #0000CD">- Weapon Proficiencies: battleaxe, handaxe, throwing hammer, and warhammer</span></p><p><span style="color: #0000CD">- Artisan Tool Proficiency: MASON'S TOOLS</span></p><p><span style="color: #0000CD">- Stonecunning: double Prof. bonus to INT (History) checks about stonework</span></p><p><span style="color: #0000CD">- Languages: Common and Dwarven</span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD">Subrace: Mountain Dwarf</span></p><p><span style="color: #0000CD">- Ability Increase: +2 STR; also, Proficiency with light and medium armor</span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD"><strong> ATTRIBUTES:</strong> </span></p><p><span style="color: #0000CD">Ability Scores: [Point Buy Array: 14-14-13-12-10-10]</span></p><p><span style="color: #0000CD">[7 points] STR 16 (+3) (= 14 + 2 Racial)</span></p><p><span style="color: #0000CD">[7 points] DEX 14 (+2)</span></p><p><span style="color: #0000CD">[4 points] CON 14 (+2) (= 12 + 2 Racial)</span></p><p><span style="color: #0000CD">[2 points] INT 10 (+0)</span></p><p><span style="color: #0000CD">[5 points] WIS 13 (+1)</span></p><p><span style="color: #0000CD">[2 points] CHA 10 (+0)</span></p><p><span style="color: #0000CD">===========</span></p><p><span style="color: #0000CD">[= 27 points]</span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD"><strong>BACKGROUND:</strong> </span></p><p><span style="color: #0000CD">Acolyte- Proficiency in INSIGHT, RELIGION, & 2 Languages: GIANT & GNOMISH</span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD"><strong> CLASS:</strong> </span></p><p><span style="color: #0000CD">Rogue</span></p><p><span style="color: #0000CD">- Armor: Light armor</span></p><p><span style="color: #0000CD">- Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords</span></p><p><span style="color: #0000CD">- Tool Proficiencies: Thieves' tools</span></p><p><span style="color: #0000CD">- Saving Throw Proficiencies: DEX, INT</span></p><p><span style="color: #0000CD">- Skill Proficiencies: ATHLETICS, INVESTIGATION, PERCEPTION, STEALTH</span></p><p><span style="color: #0000CD">- Expertise: Double the proficiency bonus for: Insight, Perception</span></p><p><span style="color: #0000CD">- Sneak Attack: Once per turn, you can deal extra damage to one creature that</span></p><p><span style="color: #0000CD">you hit with a weapon attack using a finesse or a ranged weapon, if:</span></p><p><span style="color: #0000CD">(a) you have advantage on the attack roll; or</span></p><p><span style="color: #0000CD">(b) another enemy of the target is within 5 feet of it, that enemy isn't</span></p><p><span style="color: #0000CD">incapacitated, and you don't have disadvantage on the attack roll.</span></p><p><span style="color: #0000CD">- Thieves' Cant: You know the secret language used by thieves.</span></p><p><span style="color: #0000CD">- Cunning Action: You can take a bonus action on each of your turns in combat. </span></p><p><span style="color: #0000CD">This action can be used ["only"] to take the Dash, Disengage, or Hide action. </span></p><p><span style="color: #0000CD">This action can /*also*/ be used to make a Dexterity (Sleight of Hand) check, </span></p><p><span style="color: #0000CD">or to use your Thieves' Tools to disarm a trap or open a lock, or to take the </span></p><p><span style="color: #0000CD">Use an Object action. (New uses are given by "Fast Hands" archetype feature.) </span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD">Roguish Archetype: Thief </span></p><p><span style="color: #0000CD">- Fast Hands: (see "Cunning Action" above) </span></p><p><span style="color: #0000CD">- Second-Story Work: </span></p><p><span style="color: #0000CD">You gain the ability to climb faster than normal; climbing no longer costs you </span></p><p><span style="color: #0000CD">extra movement. </span></p><p><span style="color: #0000CD">In addition, when you make a running jump, the distance you cover increases by </span></p><p><span style="color: #0000CD">a number of feet equal to your Dexterity modifier. </span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD">- ABILITY SCORE INCREASE: (Substitute "Magic Initiate" feat (Cleric) instead) </span></p><p><span style="color: #0000CD">-> Cantrips known: Light, Spare the Dying </span></p><p><span style="color: #0000CD">-> Spells Known: Healing Word (cast at 1st level only, 1/Long rest) </span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD">* ATTACKS (LEVEL 4) *</span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD">-> Shortsword (piercing; Finesse) </span></p><p><span style="color: #0000CD">1d20+5;1d6+3 (#_REMEMBER_# 2d6 SA) </span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD">-> Dagger (piercing, melee or thrown; Finesse) </span></p><p><span style="color: #0000CD">1d20+5;1d4+3 (#_REMEMBER_# 2d6 SA, either melee or thrown) </span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD">-> Handaxe (slashing, melee or thrown) </span></p><p><span style="color: #0000CD">1d20+5;1d6+3 (#_REMEMBER_# 2d6 SA, thrown only) </span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD">-> Light hammer (bludgeoning, melee or thrown) </span></p><p><span style="color: #0000CD">1d20+5;1d4+3 (#_REMEMBER_# 2d6 SA, thrown only) </span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD">-> SNEAK ATTACK </span></p><p><span style="color: #0000CD">2d6</span></p><p><span style="color: #0000CD">(increased from 1d6 at 3rd level according to "The Rogue" table) </span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD">=SKILL BONUSES=</span></p><p><span style="color: #0000CD">[code]</span></p><p><span style="color: #0000CD">Bonus Skill</span></p><p><span style="color: #0000CD">===== =====</span></p><p><span style="color: #0000CD">+2 Acrobatics (DEX)</span></p><p><span style="color: #0000CD">+1 Animal Handling (WIS)</span></p><p><span style="color: #0000CD">+0 Arcana (INT)</span></p><p><span style="color: #0000CD">+5 Athletics (STR) [Proficient: +3 STR, +2 Prof.]</span></p><p><span style="color: #0000CD">+0 Deception (CHA)</span></p><p><span style="color: #0000CD">+0 History (INT)</span></p><p><span style="color: #0000CD">+5 Insight (WIS) [Proficient: +1 WIS, +4 Prof. (EXPERTISE)]</span></p><p><span style="color: #0000CD">+0 Intimidation (CHA)</span></p><p><span style="color: #0000CD">+2 Investigate (INT) [Proficient: +0 INT, +2 Prof.]</span></p><p><span style="color: #0000CD">+1 Medicine (WIS)</span></p><p><span style="color: #0000CD">+0 Nature (INT)</span></p><p><span style="color: #0000CD">+5 Perception (WIS) [Proficient: +1 WIS, +4 Prof. (EXPERTISE)]</span></p><p><span style="color: #0000CD">+0 Performance (CHA)</span></p><p><span style="color: #0000CD">+0 Persuasion (CHA)</span></p><p><span style="color: #0000CD">+2 Religion (INT) [Proficient: +2 Prof.]</span></p><p><span style="color: #0000CD">+2 Sleight of Hand (DEX)</span></p><p><span style="color: #0000CD">+4 Stealth (DEX) [Proficient: +2 DEX, +2 Prof.]</span></p><p><span style="color: #0000CD">+1 Survival (WIS)</span></p><p><span style="color: #0000CD">[/code]</span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD">Traits:</span></p><p><span style="color: #0000CD">(1) I tend to compensate for my average intelligence by using my strength.</span></p><p><span style="color: #0000CD">Raised in a temple to Moradin, I was kept busy with manual labor because</span></p><p><span style="color: #0000CD">my mediocre aptitude for religious training made me a less likely candidate</span></p><p><span style="color: #0000CD">for the clergy than other, quicker pupils. I ended up learning more in the</span></p><p><span style="color: #0000CD">streets and shops behind the temple than I did "between pulpit and pew."</span></p><p><span style="color: #0000CD">(2) Also, I was charged with helping to rebuild the worship of Moradin in</span></p><p><span style="color: #0000CD">the north, where a real priest or cleric would have no congregation and no</span></p><p><span style="color: #0000CD">temple building, but where a devout dwarf who openly worships Moradin might</span></p><p><span style="color: #0000CD">slowly be able to lead others to do the same through sheer force of example.</span></p><p><span style="color: #0000CD">Ideal: "Pertinacity": I keep hoping that that word means more than I have been</span></p><p><span style="color: #0000CD">lead to believe, and that the timely application of our energies in the</span></p><p><span style="color: #0000CD">right directions, pertaining to the right subjects, and in the right places</span></p><p><span style="color: #0000CD">at the right times, will make for a better world for dwarves to live in.</span></p><p><span style="color: #0000CD">Bond: I owe my life to the priest who took me in when my parents died.</span></p><p><span style="color: #0000CD">Flaw: I am at least as comfortable with instant opportunism as I am with</span></p><p><span style="color: #0000CD">Moradin's Law. (This does mean that my "sheer force of example" might not</span></p><p><span style="color: #0000CD">be quite as "sheer" as those who bestowed my religious charge might like.)</span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD">Equipment:</span></p><p><span style="color: #0000CD">Starting Wealth for the Rogue class is 4d4*10 GP, so that's 160 GP maximized</span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD">[code]</span></p><p><span style="color: #0000CD">GP LBS. DESCRIPTION</span></p><p><span style="color: #0000CD">=== ==== ===========</span></p><p><span style="color: #0000CD">50 20 Chain Shirt: AC 13 + DEX modifier (maximum 2)</span></p><p><span style="color: #0000CD">2 1 Dagger: 1d4 piercing; Finesse, light, thrown (20/60)</span></p><p><span style="color: #0000CD">5 2 Handaxe: 1d6 slashing; Light, thrown (20/60)</span></p><p><span style="color: #0000CD">5 2 Handaxe: 1d6 slashing; Light, thrown (20/60)</span></p><p><span style="color: #0000CD">2 2 Light hammer: 1d4 bludgeoning; Light, thrown (20/60)</span></p><p><span style="color: #0000CD">10 2 Shortsword: 1d6 piercing; Finesse, light</span></p><p><span style="color: #0000CD">2 4 Clothes, traveling </span></p><p><span style="color: #0000CD">10 0 Explorer's Pack (backpack, bedroll, mess kit, tinderbox,</span></p><p><span style="color: #0000CD"> 10 torches, 10 days rations, waterskin; 50 feet of hempen rope</span></p><p><span style="color: #0000CD">5 1 Holy Amulet of Moradin, worn on a chain outside of armor</span></p><p><span style="color: #0000CD">1 2 Pouch (2 each)</span></p><p><span style="color: #0000CD">10 8 Mason's tools </span></p><p><span style="color: #0000CD">[Edit: this set of Mason's tools contains: </span></p><p><span style="color: #0000CD">• Chalk (5 pieces @ 1 cu each) </span></p><p><span style="color: #0000CD">• Hammer, sledge (2 GP; 10 lb.)</span></p><p><span style="color: #0000CD">• Spikes, iron (10) (1 GP; 5 lb.)</span></p><p><span style="color: #0000CD">• Cold chisel</span></p><p><span style="color: #0000CD">• mason's square</span></p><p><span style="color: #0000CD">• plumb bob</span></p><p><span style="color: #0000CD">• pointed trowel</span></p><p><span style="color: #0000CD">• 80-foot roll of twine] </span></p><p><span style="color: #0000CD">25 1 Thieves' tools</span></p><p><span style="color: #0000CD">=== ===</span></p><p><span style="color: #0000CD">127 45 (plus whatever an Explorer's Pack weighs)</span></p><p><span style="color: #0000CD">[/code]</span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD">(33 GP left in bottom of pack)</span></p><p><span style="color: #0000CD">(10 GP, 25 SP, 40 CP in coin pouch taken from Dumb Orc, Room 11) </span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD"><em>[hr][/hr]</em></span></p><p><span style="color: #0000CD"><em></em>Keeping old update material from 2nd to 3rd level here: </span></p><p><span style="color: #0000CD"></span></p></blockquote><p></p>
[QUOTE="tuxgeo, post: 6468815, member: 61026"] [B]Guran Glimnode, NG Male Mountain Dwarf Acolyte Rogue 4 Thief[/B] [I]Sheet updated 15 March, 2015, to enumerate the contents of Guran's mason tools set.[/I] [I]Sheet updated 26 Sept. 2015 to include statement of current Hit Points.[/I] [I]Current HP (9 Oct 2015): 31 (Full HP after level-up)[/I] [s][I]Sheet updated 4 Nov. 2015 to reflect damage taken from poison gas in the ice storm room:[/I][/s] [s][I] Current HP (4 Nov. 2015) 20 (=31-11)[/I][/s] [I]Current HP 31 (full) Guran took no damage in the ice storm room.)[/I] [s][I]Guran still has "Inspiration" that he has not used, received for roleplaying during a long rest in the ossuary room.[/I][/s] (Used up 17 Nov 2015 when attacking an orc in the room with the drow and the floating orb.) [s][I]Current HP 27 (13 Nov 2015) [I]([/I]Guran took 4 points of piercing damage from the floating-eye thing)[/I] [/s] [s][I]Current HP 19 (17 Nov 2015) (Guran took 8 points of slashing damage from the final orc before it died)[/I][/s] [s][I]Current HP 28 (19 Nov 2015) Guran received 9 points of healing from Father Spec's magic healing spell)[/I][/s] [hr][/hr] Current HP 24 (24 Nov 2015) [I](Guran took 4 points of piercing damage from a crossbow quarrel)[/I] [hr][/hr] Guran Glimnode (player: "tuxgeo") (Speech color Medium Blue: [color=#0000CD] ) Changes from 3rd level to 4th level: (1) +7 Hit Points -- 5 (average of d8) + 2 (CON modifier) -- up from 24 to 31 (2) +1 Hit Die: now 4d8 instead of 3d8 (3) "MAGIC INITIATE" feat (Cleric), in lieu of Ability Score Increase: • Learn two Cleric Cantrips: [B]Light[/B] and [B]Spare the Dying[/B] • Learn one 1st-level Cleric spell: [B]Healing Word[/B] (1st-level only, 1/Long rest) (4) XP was 1140 at 3rd level; not updated yet [B]BASICS:[/B] Name: Guran Glimnode Description: NG Male Mountain Dwarf Acolyte Rogue 4 Thief Age: 49 Height: 4' 5" Weight: 185 lbs. Speed: 25 feet Experience: 1140 XP AC: 15 (= 13 Chain Shirt + 2 DEX bonus) Maximum HP 31 (L1: 8 + 2 CON; Levels 2, 3, and 4: add 5 + 2 CON) Hit Dice: 4d8 Initiative Bonus: +2 Passive Perception: 15 [B]PROFICIENCIES:[/B] Proficiency Bonus: +2 Languages: Common, Dwarven, Giant, Gnomish Armor Proficiencies: Light and Medium armor Weapon Proficiencies: [I](race)[/I] battleaxe, handaxe, light hammer, and warhammer [I](class)[/I] Simple weapons, hand crossbows, longswords, rapiers, shortswords Saving Throws: DEX, INT Skill Proficiencies: Athletics, Insight, Investigation, Perception, Religion, Stealth Tool Proficiencies: Mason's tools, Thieves' tools [B]RACIAL:[/B] Race: Dwarf - Ability Increase: +2 CON bonus - Darkvision; also, Advantage on Saves vs. poison, & resistance to poison damage. - Weapon Proficiencies: battleaxe, handaxe, throwing hammer, and warhammer - Artisan Tool Proficiency: MASON'S TOOLS - Stonecunning: double Prof. bonus to INT (History) checks about stonework - Languages: Common and Dwarven Subrace: Mountain Dwarf - Ability Increase: +2 STR; also, Proficiency with light and medium armor [B] ATTRIBUTES:[/B] Ability Scores: [Point Buy Array: 14-14-13-12-10-10] [7 points] STR 16 (+3) (= 14 + 2 Racial) [7 points] DEX 14 (+2) [4 points] CON 14 (+2) (= 12 + 2 Racial) [2 points] INT 10 (+0) [5 points] WIS 13 (+1) [2 points] CHA 10 (+0) =========== [= 27 points] [B]BACKGROUND:[/B] Acolyte- Proficiency in INSIGHT, RELIGION, & 2 Languages: GIANT & GNOMISH [B] CLASS:[/B] Rogue - Armor: Light armor - Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords - Tool Proficiencies: Thieves' tools - Saving Throw Proficiencies: DEX, INT - Skill Proficiencies: ATHLETICS, INVESTIGATION, PERCEPTION, STEALTH - Expertise: Double the proficiency bonus for: Insight, Perception - Sneak Attack: Once per turn, you can deal extra damage to one creature that you hit with a weapon attack using a finesse or a ranged weapon, if: (a) you have advantage on the attack roll; or (b) 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. - Thieves' Cant: You know the secret language used by thieves. - Cunning Action: You can take a bonus action on each of your turns in combat. This action can be used ["only"] to take the Dash, Disengage, or Hide action. This action can /*also*/ be used to make a Dexterity (Sleight of Hand) check, or to use your Thieves' Tools to disarm a trap or open a lock, or to take the Use an Object action. (New uses are given by "Fast Hands" archetype feature.) Roguish Archetype: Thief - Fast Hands: (see "Cunning Action" above) - Second-Story Work: You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. - ABILITY SCORE INCREASE: (Substitute "Magic Initiate" feat (Cleric) instead) -> Cantrips known: Light, Spare the Dying -> Spells Known: Healing Word (cast at 1st level only, 1/Long rest) * ATTACKS (LEVEL 4) * -> Shortsword (piercing; Finesse) 1d20+5;1d6+3 (#_REMEMBER_# 2d6 SA) -> Dagger (piercing, melee or thrown; Finesse) 1d20+5;1d4+3 (#_REMEMBER_# 2d6 SA, either melee or thrown) -> Handaxe (slashing, melee or thrown) 1d20+5;1d6+3 (#_REMEMBER_# 2d6 SA, thrown only) -> Light hammer (bludgeoning, melee or thrown) 1d20+5;1d4+3 (#_REMEMBER_# 2d6 SA, thrown only) -> SNEAK ATTACK 2d6 (increased from 1d6 at 3rd level according to "The Rogue" table) =SKILL BONUSES= [code] Bonus Skill ===== ===== +2 Acrobatics (DEX) +1 Animal Handling (WIS) +0 Arcana (INT) +5 Athletics (STR) [Proficient: +3 STR, +2 Prof.] +0 Deception (CHA) +0 History (INT) +5 Insight (WIS) [Proficient: +1 WIS, +4 Prof. (EXPERTISE)] +0 Intimidation (CHA) +2 Investigate (INT) [Proficient: +0 INT, +2 Prof.] +1 Medicine (WIS) +0 Nature (INT) +5 Perception (WIS) [Proficient: +1 WIS, +4 Prof. (EXPERTISE)] +0 Performance (CHA) +0 Persuasion (CHA) +2 Religion (INT) [Proficient: +2 Prof.] +2 Sleight of Hand (DEX) +4 Stealth (DEX) [Proficient: +2 DEX, +2 Prof.] +1 Survival (WIS) [/code] Traits: (1) I tend to compensate for my average intelligence by using my strength. Raised in a temple to Moradin, I was kept busy with manual labor because my mediocre aptitude for religious training made me a less likely candidate for the clergy than other, quicker pupils. I ended up learning more in the streets and shops behind the temple than I did "between pulpit and pew." (2) Also, I was charged with helping to rebuild the worship of Moradin in the north, where a real priest or cleric would have no congregation and no temple building, but where a devout dwarf who openly worships Moradin might slowly be able to lead others to do the same through sheer force of example. Ideal: "Pertinacity": I keep hoping that that word means more than I have been lead to believe, and that the timely application of our energies in the right directions, pertaining to the right subjects, and in the right places at the right times, will make for a better world for dwarves to live in. Bond: I owe my life to the priest who took me in when my parents died. Flaw: I am at least as comfortable with instant opportunism as I am with Moradin's Law. (This does mean that my "sheer force of example" might not be quite as "sheer" as those who bestowed my religious charge might like.) Equipment: Starting Wealth for the Rogue class is 4d4*10 GP, so that's 160 GP maximized [code] GP LBS. DESCRIPTION === ==== =========== 50 20 Chain Shirt: AC 13 + DEX modifier (maximum 2) 2 1 Dagger: 1d4 piercing; Finesse, light, thrown (20/60) 5 2 Handaxe: 1d6 slashing; Light, thrown (20/60) 5 2 Handaxe: 1d6 slashing; Light, thrown (20/60) 2 2 Light hammer: 1d4 bludgeoning; Light, thrown (20/60) 10 2 Shortsword: 1d6 piercing; Finesse, light 2 4 Clothes, traveling 10 0 Explorer's Pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin; 50 feet of hempen rope 5 1 Holy Amulet of Moradin, worn on a chain outside of armor 1 2 Pouch (2 each) 10 8 Mason's tools [Edit: this set of Mason's tools contains: • Chalk (5 pieces @ 1 cu each) • Hammer, sledge (2 GP; 10 lb.) • Spikes, iron (10) (1 GP; 5 lb.) • Cold chisel • mason's square • plumb bob • pointed trowel • 80-foot roll of twine] 25 1 Thieves' tools === === 127 45 (plus whatever an Explorer's Pack weighs) [/code] (33 GP left in bottom of pack) (10 GP, 25 SP, 40 CP in coin pouch taken from Dumb Orc, Room 11) [I][hr][/hr] [/I]Keeping old update material from 2nd to 3rd level here: [/color] [/QUOTE]
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