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(CSRHoD) Creamsteak's Red Hand of Doom [RG]
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<blockquote data-quote="Arkhandus" data-source="post: 3761563" data-attributes="member: 13966"><p><strong>Warren</strong>..........................Male Halfling</p><p>Strength............10 (+0)...........Character Level: 8, Rogue 3/Swordsage 5, XP: 22,410</p><p>Dexterity...........20 (+5)...........Small Size, Speed 20 ft. (30 ft. without pack, 20 ft. base)</p><p>Constitution......14 (+2)............Initiative: +7, BAB: +5, Grapple: +1</p><p>Intelligence.......14 (+2)............Melee: +6 (+11 Finesse), Ranged: +11 (+12 throw/sling)</p><p>Wisdom...........16 (+3)............Total HP: 47.5, Current HP: 47, Nonlethal: 0</p><p>Charisma..........8 (-1)...............Fortitude: +6, Reflex: +14, Will: +10 (+12 versus fear)</p><p></p><p><strong>AC:</strong> 26 (+5 Dex, +1 size, +5 armor, +3 Wis, +2 deflection)</p><p><strong>Touch AC:</strong> 21, <strong>Flat-Footed AC:</strong> 21</p><p><strong>Alignment:</strong> Lawful Neutral, Age 30, Height 2'-9", Weight 31 lbs.</p><p>Tanned Skin, Brown Eyes, Tussled Black Hair & Sideburns</p><p></p><p><strong>Languages (Literate):</strong> Common, Dwarven, Elven, Halfling.</p><p><strong>Proficiencies:</strong> All simple weapons, martial melee weapons, hand crossbows, shortbows, and light armors.</p><p><strong>Level Progression Feats:</strong> Shadow Blade, Weapon Finesse, Martial Stance (Assassin's Stance).</p><p></p><p><strong>Skills:</strong> Appraise +6 (4 ranks, +2 Int), Balance +12 (5 ranks, +5 Dex, +2 synergy), Climb +10 (8 ranks, +0 Str, +2 racial), Concentration +12 (10 ranks, +2 Con), Disable Device +15 (11 ranks, +2 Int, +2 tools), Hide +18 (9 ranks, +5 Dex, +4 size), Jump +15 (6 ranks, +0 Str, +2 racial, +2 synergy, +5 competence), Knowledge (history) +3 (1 rank, +2 Int), Knowledge (local) +3 (1 rank, +2 Int), Listen +11 (6 ranks, +3 Wis, +2 racial), Martial Lore +3/+5 (1 rank, +2 Int, +2 Desert Wind/Shadow Hand), Move Silently +18 (11 ranks, +5 Dex, +2 racial), Open Lock +16 (6 ranks + 3 ranks cross-class, +5 Dex, +2 tools), Profession (fisher) +5 (2 ranks, +3 Wis), Search +13 (11 ranks, +2 Int), Sense Motive +5 (2 ranks, +3 Wis), Spot +12 (8 ranks + 1 rank cross-class, +3 Wis), Swim +5 (5 ranks, +0 Str), Tumble +15 (8 ranks, +5 Dex, +2 synergy), Use Rope +6 (1 rank, +5 Dex).</p><p></p><p><strong>Racial Traits:</strong> Small humanoid (halfling), -2 Strength, +2 Dexterity, base Speed 20 feet, +2 Climb, +2 Jump, +2 Listen, +2 Move Silently, +1 on all saving throws, +2 morale on saves against fear, +1 on attack rolls with slings and thrown weapons, rogue is favored class.</p><p><strong>Ability Score Development:</strong> 32 point buy, for base scores of 12 (4 pts), 14 (6 pts), 14 (6 pts), 14 (6 pts), 16 (10 pts), and 8 (0 pts). Racial adjustments as a halfling result in total base scores of 10, 16, 14, 14, 16, and 8. Ability increase for 4th-level made Dexterity 17, and ability increase for 8th-level made Dexterity 18. Gloves of Dexterity raise Dexterity to 20.</p><p></p><p><strong>Sneak Attack:</strong> Deals +2d6 damage against targets that he flanks or who are denied a Dexterity bonus to AC against his attack, but it does not apply against some targets.</p><p><strong>Trapfinding:</strong> Can use Search and Disable Device to find and disarm traps of any DC with a successful check, including magical traps.</p><p><strong>AC Bonus:</strong> Adds Wisdom bonus to Armor Class except when immobilized.</p><p><strong>Discipline Focus:</strong> Weapon Focus in all Shadow Hand weapons, +2 on Martial Lore checks related to the Desert Wind or Shadow Hand disciplines, adds Wisdom bonus to damage with all Desert Wind strikes.</p><p><strong>Quick to Act:</strong> Gets +2 Initiative.</p><p><strong>Evasion:</strong> No damage on a successful Reflex save against any effect that normally allows a Reflex save for half damage.</p><p><strong>Trap Sense:</strong> Gets +1 dodge AC versus traps and +1 on Reflex saves to avoid traps.</p><p></p><p><strong>Swordsage Maneuvers:</strong> Initiator level 6, knows 3+1 stances and 10 other maneuvers, can ready 6 maneuvers.</p><p><strong>Stances:</strong> Child of Shadow (shadow hand 1), Island of Blades (shadow hand 1), Assassin's Stance (shadow hand 3), Giant Killing Style (setting sun 3).</p><p><strong>1st-Level Maneuvers:</strong> Burning Blade (boost, desert wind), Clinging Shadow Strike (strike, shadow hand, DC 14), Counter Charge (counter, setting sun), Distracting Ember (boost, desert wind), Sapphire Nightmare Blade (strike, diamond mind), Shadow Blade Technique (strike, shadow hand), Stone Bones (strike, stone dragon).</p><p><strong>2nd-Level Maneuvers:</strong> Cloak of Deception (boost, shadow hand), Flashing Sun (strike, desert wind).</p><p><strong>3rd-Level Maneuvers:</strong> Death Mark (strike, desert wind, DC 16), Fan the Flames (strike, desert wind).</p><p><strong>Active Stance:</strong> Assassin's Stance.</p><p><strong>Readied Maneuvers:</strong> Burning Blade, Cloak of Deception, Death Mark, Fan the Flames, Flashing Sun, Shadow Blade Technique.</p><p></p><p><strong>Possessions:</strong> Short Sword +1 (2,310 gp, 1 lb., 1d4 piercing, 19-20/x2 critical, magical +1 enhancement), Club (0 gp, 1-1/2 lbs., 1d4 bludgeoning, 20/x2 critical, 10 ft. increment), Dagger (2 gp, 1/2 lb., 1d3 piercing or slashing, 19-20/x2 critical, 10 ft. increment), Shortbow +1 (2,330 gp, 1 lb., 1d4 piercing, 20/x3 critical, 60 ft. increment), 20 Arrows (1 gp, 1-1/2 lbs.), Mithral Shirt Armor +1 (2,100 gp, 6-1/4 lbs., +5 AC, +6 maximum Dexterity bonus to AC, -0 armor check penalty, 10% arcane spell failure), Gloves of Dexterity +2 (4,000 gp, +2 Dexterity enhancement), Ring of Protection +2 (8,000 gp, +2 deflection AC), Cloak of Resistance +1 (1,000 gp, 1 lb., +1 resistance on saving throws), Boots of Striding and Springing (5,500 gp, 1 lb., +10-foot enhancement to base land speed, +5 competence on Jump checks), Bag of Holding (2,500 gp, 15 lbs., type 1 bag holds up to 250 pounds in 30 cubic feet of extradimensional space, currently holds coins, poison flask, map case, bedroll, tools, hooks, twine, rations, and waterskins), Potion of Cure Serious Wounds (750 gp, heals 3d8+5 hit points), 3 Potions of Cure Light Wounds from the hobgoblins (50 gp, heals 1d8+1 hit points presumably), 2 Potions of Protection from Acid (750 gp, each absorbs the next 60 points of acid damage within 50 minutes after it is drunken), Potion of Water Breathing (750 gp, allows water breathing for 10 hours), 5 Acid Flasks (5 lbs., 50 gp, 1d6 acid damage on a direct hit and 1 acid splash damage within 5 feet, actually green globes filled with acid), Flask of Viscous Black Liquid (unknown value, 8 doses of the poison used by goblin worg riders on their arrows), Traveler's Outfit (1 gp, 1-1/4 lbs., worn outfit doesn't count towards his encumbrance), Backpack (2 gp, 1/2 lb., holds acid flasks and bag of holding), Belt Pouch (1 gp, 1/8 lb., holds potions, chalk, flint, steel, and tindertwig), Map Case (1 gp, 1/2 lb., holds map), Map of Elsir Vale (unknown value, mostly the Dawn Way between Drellin's Ferry and Terrelton), Bedroll (1 sp, 1-1/4 lbs.), Wooden Holy Symbol of Olidammara (1 gp), Masterwork Thieves' Tools (100 gp, 2 lbs.), 10 Fishing Hooks (1 gp), Twine (4 cp, 20 ft. worth of cord), Chalk (1 cp), Flint & Steel (1 gp), Tindertwig (1 gp), 4 Trail Rations (2 gp, 1 lb.), 4 Waterskins (4 gp, 4 lbs.).</p><p></p><p>Wealth: 61 pp, 4 gp, 17 sp, 14 cp.....................Current Load: 29-3/8 lbs. (medium)</p><p>Load Without Backpack: 14-3/8 lbs. (light)</p><p>Light Load: 24-1/4 lbs. max..Medium Load: 48-1/2 lbs. max..Heavy Load: 75 lbs. max</p><p>Lift High: 75 lbs. max.....Lift Off Ground: 150 lbs. max....Push/Drag: 450 lbs. max</p><p>Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.</p><p>Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.</p><p></p><p><strong>Appearance:</strong> The halfling fellow here looks a little under 3 feet tall, fairly short even for a halfling, with unkempt black hair, short sideburns, a deep tan, and brown eyes. He travels somewhat light but well-armed, with a bright chainmail shirt largely concealed by a gray vest, two short staves hanging from his backpack, and a pair of small blades sheathed at his belt. A small quiver of arrows is strapped to the outer side of his left foreleg, the quiver extending almost to his hip.</p><p></p><p>The halfling's backpack does not look especially full, and only one small but wide pouch adorns the back of his belt. He wears some nice, tanned-leather gloves, well-worn black leather boots, plain brown trousers, and a dark green shirt that's only visible at the sleeves thanks to his vest and armor.</p><p></p><p><strong>Personality:</strong> Warren struggles to maintain the warrior's discipline that his mentor taught him, so he's usually honorable and reliable, though occasionally acting purely out of self-interest. He keeps to his word, but prefers not to promise anything in the first place. Greedy and proud of his talents, Warren is always looking to acquire treasure and glory for himself, though he's willing to share some of it, thanks to the influence of his original halfling community.</p><p></p><p>Warren is used to cooperating with other folks, and prefers to work alongside other people who have skills that complement his own, but doesn't forge many long-term bonds. He doesn't concern himself much with the welfare of others, but will fight for them if he's getting paid for it, and on rare occasions might even do so without payment. Warren likes to explore and wander from place to place, seeking new opportunities and only staying in one place for a few months at a time, as he figures that people who stay still never get to have any real fun or make any significant discoveries. He's always searching for chances to advance himself.</p><p></p><p><strong>Background:</strong> A treasure-hunter and explorer of ruins, Warren has spent the past several years wandering the land in search of riches, fame, and secret lore. Primarily motivated by greed and pride, Warren has braved dangerous caves and catacombs on his own and alongside various temporary allies. So far he's only managed to plunder a few minor magic items and a handful of old coins, and a little bit of old lore on dwarven and elven fighting techniques, to supplement what he learned from another halfling swordsage in his youth.</p><p></p><p>Warren grew up as part of a nomadic halfling community, so he's used to traveling around as a way of life. When a halfling warrior visited the community for a week, the young Warren took an interest in the man's stories and unusual tricks, bugging him for a few days until the older halfling, Orlane, allowed Warren to prove his worth as a student. Warren passed Orlane's tests of agility, cleverness, prudence, and basic swordsmanship, so the teenaged halfling was accepted as an apprentice. He followed the swordsman Orlane for several years, adopting part of his mentor's philosophy and discipline for himself but preferring to continue pursuit of bright gold and rare treasures.</p><p></p><p>In time this lead to Orlane dismissing Warren as a student, and Warren has wandered alone for many years since. His occasional partnerships with other adventurers have been brief, and only motivated by a mutal need for aid to obtain treasure from dangerous places. Warren desires personal power and glory, but struggles to reconcile those selfish goals with the more-communal greater good that his elders and parents had once tried to teach him. For now, glory and wealth remain his immediate goals, along with the pursuit of secrets and special techniques to better achieve those goals.</p><p></p><p><strong>Miscellaneous Notes:</strong> The party currently has two warhorses, a light and a heavy, serving as mounts and pack animals. Siobhan or Pender rides the heavy warhorse and Warren rides the light warhorse, which he has named Serrin, and shares the horse with others to rest their feet and keep the equine under control, since Warren is so small and has no experience at horsemanship. Warren keeps his backpack in Serrin's saddlebags most of the time to lighten his load.</p><p></p><p><strong>Attacks:</strong></p><p>Short sword +13 melee for 1d4+6 damage</p><p>Club +6 melee for 1d4 damage</p><p>Club +12 ranged for 1d4 damage (10 ft. increment, 50 max)</p><p>Dagger +12 melee for 1d3+5 damage</p><p>Dagger +13 ranged for 1d3+5 damage (10 ft. increment, 50 max)</p><p>Shortbow +12 ranged for 1d4+1 damage (60 ft. increment, 600 max)</p><p></p><p>Unarmed strike +11 melee for 1d2+5 nonlethal damage (provokes AoO)</p><p>Grapple attempt +6 melee touch to grab, grapple check +1 for 1d2+5 nonlethal damage and establishes a hold (provokes AoO)</p><p>Grapple check +1 for 1d2+5 nonlethal damage</p><p>Grapple check +1 to resist or escape a grapple or pin</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3761563, member: 13966"] [B]Warren[/B]..........................Male Halfling Strength............10 (+0)...........Character Level: 8, Rogue 3/Swordsage 5, XP: 22,410 Dexterity...........20 (+5)...........Small Size, Speed 20 ft. (30 ft. without pack, 20 ft. base) Constitution......14 (+2)............Initiative: +7, BAB: +5, Grapple: +1 Intelligence.......14 (+2)............Melee: +6 (+11 Finesse), Ranged: +11 (+12 throw/sling) Wisdom...........16 (+3)............Total HP: 47.5, Current HP: 47, Nonlethal: 0 Charisma..........8 (-1)...............Fortitude: +6, Reflex: +14, Will: +10 (+12 versus fear) [B]AC:[/B] 26 (+5 Dex, +1 size, +5 armor, +3 Wis, +2 deflection) [B]Touch AC:[/B] 21, [B]Flat-Footed AC:[/B] 21 [B]Alignment:[/B] Lawful Neutral, Age 30, Height 2'-9", Weight 31 lbs. Tanned Skin, Brown Eyes, Tussled Black Hair & Sideburns [B]Languages (Literate):[/B] Common, Dwarven, Elven, Halfling. [B]Proficiencies:[/B] All simple weapons, martial melee weapons, hand crossbows, shortbows, and light armors. [B]Level Progression Feats:[/B] Shadow Blade, Weapon Finesse, Martial Stance (Assassin's Stance). [B]Skills:[/B] Appraise +6 (4 ranks, +2 Int), Balance +12 (5 ranks, +5 Dex, +2 synergy), Climb +10 (8 ranks, +0 Str, +2 racial), Concentration +12 (10 ranks, +2 Con), Disable Device +15 (11 ranks, +2 Int, +2 tools), Hide +18 (9 ranks, +5 Dex, +4 size), Jump +15 (6 ranks, +0 Str, +2 racial, +2 synergy, +5 competence), Knowledge (history) +3 (1 rank, +2 Int), Knowledge (local) +3 (1 rank, +2 Int), Listen +11 (6 ranks, +3 Wis, +2 racial), Martial Lore +3/+5 (1 rank, +2 Int, +2 Desert Wind/Shadow Hand), Move Silently +18 (11 ranks, +5 Dex, +2 racial), Open Lock +16 (6 ranks + 3 ranks cross-class, +5 Dex, +2 tools), Profession (fisher) +5 (2 ranks, +3 Wis), Search +13 (11 ranks, +2 Int), Sense Motive +5 (2 ranks, +3 Wis), Spot +12 (8 ranks + 1 rank cross-class, +3 Wis), Swim +5 (5 ranks, +0 Str), Tumble +15 (8 ranks, +5 Dex, +2 synergy), Use Rope +6 (1 rank, +5 Dex). [B]Racial Traits:[/B] Small humanoid (halfling), -2 Strength, +2 Dexterity, base Speed 20 feet, +2 Climb, +2 Jump, +2 Listen, +2 Move Silently, +1 on all saving throws, +2 morale on saves against fear, +1 on attack rolls with slings and thrown weapons, rogue is favored class. [B]Ability Score Development:[/B] 32 point buy, for base scores of 12 (4 pts), 14 (6 pts), 14 (6 pts), 14 (6 pts), 16 (10 pts), and 8 (0 pts). Racial adjustments as a halfling result in total base scores of 10, 16, 14, 14, 16, and 8. Ability increase for 4th-level made Dexterity 17, and ability increase for 8th-level made Dexterity 18. Gloves of Dexterity raise Dexterity to 20. [B]Sneak Attack:[/B] Deals +2d6 damage against targets that he flanks or who are denied a Dexterity bonus to AC against his attack, but it does not apply against some targets. [B]Trapfinding:[/B] Can use Search and Disable Device to find and disarm traps of any DC with a successful check, including magical traps. [B]AC Bonus:[/B] Adds Wisdom bonus to Armor Class except when immobilized. [B]Discipline Focus:[/B] Weapon Focus in all Shadow Hand weapons, +2 on Martial Lore checks related to the Desert Wind or Shadow Hand disciplines, adds Wisdom bonus to damage with all Desert Wind strikes. [B]Quick to Act:[/B] Gets +2 Initiative. [B]Evasion:[/B] No damage on a successful Reflex save against any effect that normally allows a Reflex save for half damage. [B]Trap Sense:[/B] Gets +1 dodge AC versus traps and +1 on Reflex saves to avoid traps. [B]Swordsage Maneuvers:[/B] Initiator level 6, knows 3+1 stances and 10 other maneuvers, can ready 6 maneuvers. [B]Stances:[/B] Child of Shadow (shadow hand 1), Island of Blades (shadow hand 1), Assassin's Stance (shadow hand 3), Giant Killing Style (setting sun 3). [B]1st-Level Maneuvers:[/B] Burning Blade (boost, desert wind), Clinging Shadow Strike (strike, shadow hand, DC 14), Counter Charge (counter, setting sun), Distracting Ember (boost, desert wind), Sapphire Nightmare Blade (strike, diamond mind), Shadow Blade Technique (strike, shadow hand), Stone Bones (strike, stone dragon). [B]2nd-Level Maneuvers:[/B] Cloak of Deception (boost, shadow hand), Flashing Sun (strike, desert wind). [B]3rd-Level Maneuvers:[/B] Death Mark (strike, desert wind, DC 16), Fan the Flames (strike, desert wind). [B]Active Stance:[/B] Assassin's Stance. [B]Readied Maneuvers:[/B] Burning Blade, Cloak of Deception, Death Mark, Fan the Flames, Flashing Sun, Shadow Blade Technique. [B]Possessions:[/B] Short Sword +1 (2,310 gp, 1 lb., 1d4 piercing, 19-20/x2 critical, magical +1 enhancement), Club (0 gp, 1-1/2 lbs., 1d4 bludgeoning, 20/x2 critical, 10 ft. increment), Dagger (2 gp, 1/2 lb., 1d3 piercing or slashing, 19-20/x2 critical, 10 ft. increment), Shortbow +1 (2,330 gp, 1 lb., 1d4 piercing, 20/x3 critical, 60 ft. increment), 20 Arrows (1 gp, 1-1/2 lbs.), Mithral Shirt Armor +1 (2,100 gp, 6-1/4 lbs., +5 AC, +6 maximum Dexterity bonus to AC, -0 armor check penalty, 10% arcane spell failure), Gloves of Dexterity +2 (4,000 gp, +2 Dexterity enhancement), Ring of Protection +2 (8,000 gp, +2 deflection AC), Cloak of Resistance +1 (1,000 gp, 1 lb., +1 resistance on saving throws), Boots of Striding and Springing (5,500 gp, 1 lb., +10-foot enhancement to base land speed, +5 competence on Jump checks), Bag of Holding (2,500 gp, 15 lbs., type 1 bag holds up to 250 pounds in 30 cubic feet of extradimensional space, currently holds coins, poison flask, map case, bedroll, tools, hooks, twine, rations, and waterskins), Potion of Cure Serious Wounds (750 gp, heals 3d8+5 hit points), 3 Potions of Cure Light Wounds from the hobgoblins (50 gp, heals 1d8+1 hit points presumably), 2 Potions of Protection from Acid (750 gp, each absorbs the next 60 points of acid damage within 50 minutes after it is drunken), Potion of Water Breathing (750 gp, allows water breathing for 10 hours), 5 Acid Flasks (5 lbs., 50 gp, 1d6 acid damage on a direct hit and 1 acid splash damage within 5 feet, actually green globes filled with acid), Flask of Viscous Black Liquid (unknown value, 8 doses of the poison used by goblin worg riders on their arrows), Traveler's Outfit (1 gp, 1-1/4 lbs., worn outfit doesn't count towards his encumbrance), Backpack (2 gp, 1/2 lb., holds acid flasks and bag of holding), Belt Pouch (1 gp, 1/8 lb., holds potions, chalk, flint, steel, and tindertwig), Map Case (1 gp, 1/2 lb., holds map), Map of Elsir Vale (unknown value, mostly the Dawn Way between Drellin's Ferry and Terrelton), Bedroll (1 sp, 1-1/4 lbs.), Wooden Holy Symbol of Olidammara (1 gp), Masterwork Thieves' Tools (100 gp, 2 lbs.), 10 Fishing Hooks (1 gp), Twine (4 cp, 20 ft. worth of cord), Chalk (1 cp), Flint & Steel (1 gp), Tindertwig (1 gp), 4 Trail Rations (2 gp, 1 lb.), 4 Waterskins (4 gp, 4 lbs.). Wealth: 61 pp, 4 gp, 17 sp, 14 cp.....................Current Load: 29-3/8 lbs. (medium) Load Without Backpack: 14-3/8 lbs. (light) Light Load: 24-1/4 lbs. max..Medium Load: 48-1/2 lbs. max..Heavy Load: 75 lbs. max Lift High: 75 lbs. max.....Lift Off Ground: 150 lbs. max....Push/Drag: 450 lbs. max Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty. Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty. [B]Appearance:[/B] The halfling fellow here looks a little under 3 feet tall, fairly short even for a halfling, with unkempt black hair, short sideburns, a deep tan, and brown eyes. He travels somewhat light but well-armed, with a bright chainmail shirt largely concealed by a gray vest, two short staves hanging from his backpack, and a pair of small blades sheathed at his belt. A small quiver of arrows is strapped to the outer side of his left foreleg, the quiver extending almost to his hip. The halfling's backpack does not look especially full, and only one small but wide pouch adorns the back of his belt. He wears some nice, tanned-leather gloves, well-worn black leather boots, plain brown trousers, and a dark green shirt that's only visible at the sleeves thanks to his vest and armor. [B]Personality:[/B] Warren struggles to maintain the warrior's discipline that his mentor taught him, so he's usually honorable and reliable, though occasionally acting purely out of self-interest. He keeps to his word, but prefers not to promise anything in the first place. Greedy and proud of his talents, Warren is always looking to acquire treasure and glory for himself, though he's willing to share some of it, thanks to the influence of his original halfling community. Warren is used to cooperating with other folks, and prefers to work alongside other people who have skills that complement his own, but doesn't forge many long-term bonds. He doesn't concern himself much with the welfare of others, but will fight for them if he's getting paid for it, and on rare occasions might even do so without payment. Warren likes to explore and wander from place to place, seeking new opportunities and only staying in one place for a few months at a time, as he figures that people who stay still never get to have any real fun or make any significant discoveries. He's always searching for chances to advance himself. [B]Background:[/B] A treasure-hunter and explorer of ruins, Warren has spent the past several years wandering the land in search of riches, fame, and secret lore. Primarily motivated by greed and pride, Warren has braved dangerous caves and catacombs on his own and alongside various temporary allies. So far he's only managed to plunder a few minor magic items and a handful of old coins, and a little bit of old lore on dwarven and elven fighting techniques, to supplement what he learned from another halfling swordsage in his youth. Warren grew up as part of a nomadic halfling community, so he's used to traveling around as a way of life. When a halfling warrior visited the community for a week, the young Warren took an interest in the man's stories and unusual tricks, bugging him for a few days until the older halfling, Orlane, allowed Warren to prove his worth as a student. Warren passed Orlane's tests of agility, cleverness, prudence, and basic swordsmanship, so the teenaged halfling was accepted as an apprentice. He followed the swordsman Orlane for several years, adopting part of his mentor's philosophy and discipline for himself but preferring to continue pursuit of bright gold and rare treasures. In time this lead to Orlane dismissing Warren as a student, and Warren has wandered alone for many years since. His occasional partnerships with other adventurers have been brief, and only motivated by a mutal need for aid to obtain treasure from dangerous places. Warren desires personal power and glory, but struggles to reconcile those selfish goals with the more-communal greater good that his elders and parents had once tried to teach him. For now, glory and wealth remain his immediate goals, along with the pursuit of secrets and special techniques to better achieve those goals. [B]Miscellaneous Notes:[/B] The party currently has two warhorses, a light and a heavy, serving as mounts and pack animals. Siobhan or Pender rides the heavy warhorse and Warren rides the light warhorse, which he has named Serrin, and shares the horse with others to rest their feet and keep the equine under control, since Warren is so small and has no experience at horsemanship. Warren keeps his backpack in Serrin's saddlebags most of the time to lighten his load. [B]Attacks:[/B] Short sword +13 melee for 1d4+6 damage Club +6 melee for 1d4 damage Club +12 ranged for 1d4 damage (10 ft. increment, 50 max) Dagger +12 melee for 1d3+5 damage Dagger +13 ranged for 1d3+5 damage (10 ft. increment, 50 max) Shortbow +12 ranged for 1d4+1 damage (60 ft. increment, 600 max) Unarmed strike +11 melee for 1d2+5 nonlethal damage (provokes AoO) Grapple attempt +6 melee touch to grab, grapple check +1 for 1d2+5 nonlethal damage and establishes a hold (provokes AoO) Grapple check +1 for 1d2+5 nonlethal damage Grapple check +1 to resist or escape a grapple or pin [/QUOTE]
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(CSRHoD) Creamsteak's Red Hand of Doom [RG]
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