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[D&D 3.5] Paths of Legend: Paths of Madness (OOC)
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<blockquote data-quote="Rathan" data-source="post: 4712412" data-attributes="member: 1322"><p>Don't know much about your campaign settling CM... but I'd like to toss the idea around of a rogue.... if there's still room left that is heh</p><p></p><p>also... do all starts start at 10... or 8? I haven't done a PbP chara in a while.. not for 3.5 and can't remember the Point Buy tables and starting stats and such.. I'm PbP rusty apprently LOL</p><p></p><p>Edit: Added Character!</p><p></p><p>Dremis Lightfoot</p><p>Male Halfling Rogue 6</p><p>True Neutral</p><p>Representing Rathan</p><p></p><p>Strength 12 (+1)</p><p>Dexterity 19 (+4)</p><p>Constitution 12 (+1)</p><p>Intelligence 14 (+2)</p><p>Wisdom 10 (+0)</p><p>Charisma 12 (+1)</p><p> </p><p>Size: Small</p><p>Height: 3' 4"</p><p>Weight: 38 lb</p><p>Skin: Light</p><p>Eyes: Blue</p><p>Hair: Blond; Straight; Beardless</p><p></p><p>Total Hit Points: 24</p><p></p><p>Speed: 20 feet</p><p></p><p>Armor Class: 15 = 10, +4 [dexterity], +1 [small]</p><p></p><p> Touch AC: 15</p><p> Flat-footed: 15 [uncanny dodge] </p><p></p><p>Initiative modifier: +4 = +4 [dexterity]</p><p>Fortitude save: +4 = 2 [base] +1 [constitution] +1 [halfling]</p><p>Reflex save: +10 = 5 [base] +4 [dexterity] +1 [halfling]</p><p>Will save: +3 = 2 [base] +1 [halfling]</p><p>Attack (handheld): +6 = 4 [base] +1 [strength] +1 [small]</p><p>Weapon Finesse: +9 = 4 [base] +4 [dexterity] +1 [small]</p><p>Two Weapon Fighting: +7/+7= 4 [base] +4 [dexterity] +1 [Small] [-2/-2 two attacks]</p><p>Attack (unarmed): +6 = 4 [base] +1 [strength] +1 [small]</p><p>Attack (missile): +9 = 4 [base] +4 [dexterity] +1 [small]</p><p>Grapple check: +1 = 4 [base] +1 [strength] -4 [small]</p><p></p><p>Unarmed Damage: 1d2+1 [small]</p><p>Sickle Damage: 1d4+1 [small] (+1 dmg if I get my +1 sickles back)</p><p></p><p>Light load: 32 lb. or less</p><p>Medium load: 33-65 lb.</p><p>Heavy load: 65-98 lb.</p><p>Lift over head: 98 lb.</p><p>Lift off ground: 195 lb.</p><p>Push or drag: 488 lb.</p><p> </p><p></p><p>Languages: Common Elven Halfling Orc</p><p></p><p>Feats:</p><p></p><p> Two-Weapon Fighting </p><p> Two-Weapon Defense </p><p> Weapon Finesse </p><p></p><p>Traits:</p><p></p><p>Skills:</p><p>(Pluses with no Descriptor are ranks taken in each skill)</p><p>Appraise (Int) +4 = +2 +2 [Int] </p><p>Balance (Dex*) +10 = +4 +4 [Dex] +2 </p><p>Bluff (Cha) +5= +4 +1 [Cha] </p><p>Climb (Str*) +7 = +4 +1 [Str] +2 [halfling]</p><p>Concentration (Con) +1 = +1 [Con] </p><p>Decipher Script (Int) +4 = +2 +2 [Int] </p><p>Diplomacy (Cha) +5 = +4 +1 [Cha] </p><p>Disable Device (Int) +10 = +8 +2 [Int] </p><p>Disguise (Cha) +1 = +1 [Cha]</p><p>Escape Artist (Dex*) +10 = +6 +4 [Dex] </p><p>Forgery (Int) +2 = +2 [Int]</p><p>Gather Information (Cha) +1 = +1 [Cha]</p><p>Heal (Wis) 0 </p><p>Hide (Dex*) +16 = +8 +4 [Dex] +4 [small]</p><p>Intimidate (Cha) +1 = +1 [Cha]</p><p>Jump (Str*) +5 = +1 [Str] +2 [halfling] +2 [tumble]</p><p>Listen (Wis) +6 = +4 +2 [halfling]</p><p>Move Silently (Dex*) +14 = +8 +4 [Dex] +2 [halfling]</p><p>Open Lock (Dex) +12 = +8 +4 [Dex] </p><p>Ride (Dex) +4 = +4 [Dex]</p><p>Search (Int) +6 = +4 +2 [Int] </p><p>Sense Motive (Wis) 0</p><p>Sleight of Hand (Dex) +8 = +4 +4 [Dex] </p><p>Spot (Wis) +4 = +4 </p><p>Survival (Wis) 0</p><p>Swim (Str**) +5 = +4 +1 [Str] </p><p>Tumble (Dex*) +10 = +6 +4 [Dex] </p><p>Use Mag. Device(Cha) +7 = +6 +1 [Cha] </p><p>Use Rope (Dex) +4 = +4 [Dex]</p><p> </p><p></p><p>* = check penalty for wearing armor</p><p></p><p>Escape Artist >=5 ranks gives +2 on use rope checks for bindings.</p><p></p><p>Halfling:</p><p></p><p> * +2 dexterity / -2 strength (already included)</p><p></p><p> * Small (combat bonuses, +4 to hide already included)</p><p></p><p> * +2 racial bonus on climb, jump, move silently</p><p></p><p> * +1 racial bonus on all saving throws (already included)</p><p></p><p> * +2 morale bonus on saves vs. fear (stacks with racial bonus)</p><p></p><p> * +1 to hit with thrown weapons and slings</p><p></p><p> * +2 racial bonus on listen checks (already included)</p><p></p><p>Rogue:</p><p></p><p> * Sneak Attack +3d6</p><p></p><p> * Trapfinding</p><p></p><p> * Evasion (level 2)</p><p></p><p> * Trap Sense (level 3)</p><p></p><p> * Uncanny Dodge (level 4)</p><p></p><p> * Improved Uncanny Dodge (level 8)</p><p></p><p> * Special Abilities (choices begin at 10th level)</p><p></p><p> Class HP rolled </p><p>Level 1: Rogue 6 </p><p>Level 2: Rogue 3.5 </p><p>Level 3: Rogue 3.5 </p><p>Level 4: Rogue 3.5 +1 to dexterity</p><p>Level 5: Rogue 3.5 </p><p>Level 6: Rogue 3.5 </p><p></p><p> </p><p>Dremis Lightfoot's Equipment:</p><p></p><p>None... adventure doesn't allow it.. but my character prefers using sickles and studded leatherarmor</p><p></p><p>More about Dremis Lightfoot:</p><p></p><p> Dremis' story began for him really on the hard streets just like most would imagine big city life to be. He begged, stole and, gambled for the food on his plate on a daily basis. Thankfully for Dremis though he was good at what he did, and once he realized it true potential, his efforts doubled and tripled, thus quickly earning a name for himself as a quirky little halfling thief. Dremis was getting good at his tasks at his hand, boosting confidence in himself and to be quiet honest in those that were hiring him. He would delve into dungeons on a regular basis and come back with employers requested items in had, not to mention a few goodies for himself as well. Dremis was a rather laid back being, more letting life come to him, and if he felt it amused him or interested him enough he'd interact accordingly. Dermis' ego would get the best of him at times as he knew he was good at what he did and had the skills to back this up. As most know the main problem with thievery is, once you are named as a thief, it makes doing your namesake much, MUCH more difficult. Try as he might Dremis could no longer keep the label of thief off his record, and more than likely this was his ego's own doing. Someone might have well drawn a large red bulls eye on his back when it came to law enforcement as they were getting to the point of relentless chase in order to apprehend Dremis for his crimes. On a routine heist, Dremis' last recollection was the sharp pain of a blow to the back of head and his mind hazily coming back into focus, around him people he did not know in a place not familiar to him. He knew he'd been in some rather sticky situations before but something told him that this would be just beginning of something that would change him for the rest of his life.</p><p></p><p>[sblock=Items Dremis' would have had on him when captured (suggested taken items)]</p><p>Studded Leather +1</p><p>+1 Sickle</p><p>+1 Sickle</p><p>Masterwork Thieves Tools</p><p>Basic Adventuring Gear[/sblock]</p></blockquote><p></p>
[QUOTE="Rathan, post: 4712412, member: 1322"] Don't know much about your campaign settling CM... but I'd like to toss the idea around of a rogue.... if there's still room left that is heh also... do all starts start at 10... or 8? I haven't done a PbP chara in a while.. not for 3.5 and can't remember the Point Buy tables and starting stats and such.. I'm PbP rusty apprently LOL Edit: Added Character! Dremis Lightfoot Male Halfling Rogue 6 True Neutral Representing Rathan Strength 12 (+1) Dexterity 19 (+4) Constitution 12 (+1) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 12 (+1) Size: Small Height: 3' 4" Weight: 38 lb Skin: Light Eyes: Blue Hair: Blond; Straight; Beardless Total Hit Points: 24 Speed: 20 feet Armor Class: 15 = 10, +4 [dexterity], +1 [small] Touch AC: 15 Flat-footed: 15 [uncanny dodge] Initiative modifier: +4 = +4 [dexterity] Fortitude save: +4 = 2 [base] +1 [constitution] +1 [halfling] Reflex save: +10 = 5 [base] +4 [dexterity] +1 [halfling] Will save: +3 = 2 [base] +1 [halfling] Attack (handheld): +6 = 4 [base] +1 [strength] +1 [small] Weapon Finesse: +9 = 4 [base] +4 [dexterity] +1 [small] Two Weapon Fighting: +7/+7= 4 [base] +4 [dexterity] +1 [Small] [-2/-2 two attacks] Attack (unarmed): +6 = 4 [base] +1 [strength] +1 [small] Attack (missile): +9 = 4 [base] +4 [dexterity] +1 [small] Grapple check: +1 = 4 [base] +1 [strength] -4 [small] Unarmed Damage: 1d2+1 [small] Sickle Damage: 1d4+1 [small] (+1 dmg if I get my +1 sickles back) Light load: 32 lb. or less Medium load: 33-65 lb. Heavy load: 65-98 lb. Lift over head: 98 lb. Lift off ground: 195 lb. Push or drag: 488 lb. Languages: Common Elven Halfling Orc Feats: Two-Weapon Fighting Two-Weapon Defense Weapon Finesse Traits: Skills: (Pluses with no Descriptor are ranks taken in each skill) Appraise (Int) +4 = +2 +2 [Int] Balance (Dex*) +10 = +4 +4 [Dex] +2 Bluff (Cha) +5= +4 +1 [Cha] Climb (Str*) +7 = +4 +1 [Str] +2 [halfling] Concentration (Con) +1 = +1 [Con] Decipher Script (Int) +4 = +2 +2 [Int] Diplomacy (Cha) +5 = +4 +1 [Cha] Disable Device (Int) +10 = +8 +2 [Int] Disguise (Cha) +1 = +1 [Cha] Escape Artist (Dex*) +10 = +6 +4 [Dex] Forgery (Int) +2 = +2 [Int] Gather Information (Cha) +1 = +1 [Cha] Heal (Wis) 0 Hide (Dex*) +16 = +8 +4 [Dex] +4 [small] Intimidate (Cha) +1 = +1 [Cha] Jump (Str*) +5 = +1 [Str] +2 [halfling] +2 [tumble] Listen (Wis) +6 = +4 +2 [halfling] Move Silently (Dex*) +14 = +8 +4 [Dex] +2 [halfling] Open Lock (Dex) +12 = +8 +4 [Dex] Ride (Dex) +4 = +4 [Dex] Search (Int) +6 = +4 +2 [Int] Sense Motive (Wis) 0 Sleight of Hand (Dex) +8 = +4 +4 [Dex] Spot (Wis) +4 = +4 Survival (Wis) 0 Swim (Str**) +5 = +4 +1 [Str] Tumble (Dex*) +10 = +6 +4 [Dex] Use Mag. Device(Cha) +7 = +6 +1 [Cha] Use Rope (Dex) +4 = +4 [Dex] * = check penalty for wearing armor Escape Artist >=5 ranks gives +2 on use rope checks for bindings. Halfling: * +2 dexterity / -2 strength (already included) * Small (combat bonuses, +4 to hide already included) * +2 racial bonus on climb, jump, move silently * +1 racial bonus on all saving throws (already included) * +2 morale bonus on saves vs. fear (stacks with racial bonus) * +1 to hit with thrown weapons and slings * +2 racial bonus on listen checks (already included) Rogue: * Sneak Attack +3d6 * Trapfinding * Evasion (level 2) * Trap Sense (level 3) * Uncanny Dodge (level 4) * Improved Uncanny Dodge (level 8) * Special Abilities (choices begin at 10th level) Class HP rolled Level 1: Rogue 6 Level 2: Rogue 3.5 Level 3: Rogue 3.5 Level 4: Rogue 3.5 +1 to dexterity Level 5: Rogue 3.5 Level 6: Rogue 3.5 Dremis Lightfoot's Equipment: None... adventure doesn't allow it.. but my character prefers using sickles and studded leatherarmor More about Dremis Lightfoot: Dremis' story began for him really on the hard streets just like most would imagine big city life to be. He begged, stole and, gambled for the food on his plate on a daily basis. Thankfully for Dremis though he was good at what he did, and once he realized it true potential, his efforts doubled and tripled, thus quickly earning a name for himself as a quirky little halfling thief. Dremis was getting good at his tasks at his hand, boosting confidence in himself and to be quiet honest in those that were hiring him. He would delve into dungeons on a regular basis and come back with employers requested items in had, not to mention a few goodies for himself as well. Dremis was a rather laid back being, more letting life come to him, and if he felt it amused him or interested him enough he'd interact accordingly. Dermis' ego would get the best of him at times as he knew he was good at what he did and had the skills to back this up. As most know the main problem with thievery is, once you are named as a thief, it makes doing your namesake much, MUCH more difficult. Try as he might Dremis could no longer keep the label of thief off his record, and more than likely this was his ego's own doing. Someone might have well drawn a large red bulls eye on his back when it came to law enforcement as they were getting to the point of relentless chase in order to apprehend Dremis for his crimes. On a routine heist, Dremis' last recollection was the sharp pain of a blow to the back of head and his mind hazily coming back into focus, around him people he did not know in a place not familiar to him. He knew he'd been in some rather sticky situations before but something told him that this would be just beginning of something that would change him for the rest of his life. [sblock=Items Dremis' would have had on him when captured (suggested taken items)] Studded Leather +1 +1 Sickle +1 Sickle Masterwork Thieves Tools Basic Adventuring Gear[/sblock] [/QUOTE]
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