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<blockquote data-quote="cool hand luke" data-source="post: 2305680" data-attributes="member: 10926"><p>Arundel Zalinbourg </p><p>male Chaos Gnome Scout 7</p><p>Alignment: Nuetral</p><p>Patron Deity: </p><p>Region: Talanta plain</p><p>Height: 3’11”</p><p>Weight: 28 lbs</p><p>Hair: black, and receeding badly</p><p>Eyes: dark blue</p><p>XP: 24,500</p><p></p><p>Str: 10 (+0) [4 points, -2 racial] </p><p>Dex: 21 (+5) [10 points, +2 racial, +1 level, +2 gloves]</p><p>Con: 14 (+2) [4 points,+2 racial,] </p><p>Int: 16 (+3) [10 points] </p><p>Wis: 12 (+2) [4 points] </p><p>Cha: 6 (-2) [0 points, -2 racial] </p><p></p><p>Racial Abilities:</p><p>+2 Dex, +2 Con, -2 strength, -2 charisma</p><p>Small size</p><p>Base speed = 30</p><p>Lowlight and dark vision</p><p>+1 on attack vs. kobolds and golblinoids</p><p>+4 dodge against giants</p><p>+4 on hide and move silently</p><p>+2 listen and spot</p><p></p><p>Class Abilities</p><p>Skirmish +2d6, +2 ac</p><p>Trapfinding</p><p>Battle fortitude (+1 to init and fort saves)</p><p>Uncanny dodge</p><p>Fast movement (movement speed increases 10’)</p><p>Trackless step</p><p>Bonus Feat</p><p>Evasion</p><p>Flawless stride (terrain doesn’t reduce movement)</p><p></p><p></p><p>Hit Dice: 7d8 + 14 </p><p>HP: 58</p><p>AC: 20 (+5 Dex, 4 chain shirt, 1 size (possible +4 dodge from feat)) </p><p>Init: +8 (+5 Dex, +1 battle fortitude, +2 quick reconoiter)</p><p>Speed: 40ft </p><p></p><p>Saves:</p><p>Fortitude +5 [+2 base, +2 Con, +1 Battle Fortitude,]</p><p>Reflex +10 [+5 base, +5 Dex,]</p><p>Will +3 [+2 base, +1 Wis, ]</p><p></p><p>BAB: +5</p><p>Melee Atk: +12/ (1d3/19-20/x2/S, MW dagger) </p><p>Ranged Atk: +11 (1d4/x3/60 ft./P, shortbow)</p><p></p><p>Skills:</p><p>Climb +10 [10 ranks]</p><p>Craft poisonmaking +13 [10 ranks, +3 int]</p><p>Disable device +15 [10 ranks, +3 int, +2 mw thieves kit]</p><p>Hide +27 [10 ranks, 5 dex, 4 small, 4 racial, +5 cloak]</p><p>Jump +16 [10 ranks, 4 speed, 2 synergy]</p><p>Listen +13 [10 ranks, 1 wis, 2 racial]</p><p>Move silently +24 [10 ranks, 5 dex, +5 boots, +4 racial]</p><p>Spot +13 [10 ranks, 2 racial, 1 wis]</p><p>Survival +11 [10 ranks, 1 wis]</p><p>Tumble +15 [10 ranks, 5 dex]</p><p></p><p></p><p>Feats:</p><p>weapon finesse (1st level)</p><p>Quick Reconoiter (listen and spot as free action, +2 init) (complete adventurer) (3rd level)</p><p>dodge (ComArc) (scout bonus 4th level)</p><p>Titan fighting (Races of stone) Use racial +4 dodge against any 1 opponent (6th level)</p><p></p><p>Languages: Common, Elven, Draconic, Orc Gnoll, Goblin</p><p></p><p></p><p>Equipment:</p><p></p><p>item quantity cost total cost</p><p>hewards haversack 1 2000 2000</p><p>camouflage kit 1 40 40</p><p>possum pouch 1 1800 1800</p><p>boots of elven kind 1 2500 2500</p><p>cloak of elvenkind 1 2500 2500</p><p>gloves of dexterity +2 1 4000 4000</p><p>Mithrall shirt 1 1100 1100</p><p>MW thieves kit 1 100 100</p><p>bedroll 1 0</p><p>winter blanket 1 1 1</p><p>waterskin 3 1 3</p><p>cold weather outfit 1 8 8</p><p>explorers outfit 2 10 20</p><p>mw dagger 1 302 302</p><p>anti toxin 2 50 100</p><p>Thunderstone 3 30 90</p><p>shortbow 1 30 30</p><p>arrows 1 1 1</p><p>carrion crawler poison 6 33.33333 200</p><p>large scorpion poison 6 33.33333 200</p><p>blue whinnis poison 6 20 120</p><p>trail rations (10 days) 10 0.5 5</p><p>potion, cure moderate wounds 4 300 1200</p><p></p><p>*I wasn’t sure how you wanted me to use my craft (poisonmaking) skill, so here is the cost as if I could find (using knowledge nature) the ingredients myself, and then make it. Feel free to change.</p><p></p><p></p><p></p><p>Money</p><p>2680 gold</p><p></p><p></p><p>Appearance: For those few times when someone get’s a good look at him, he appears a tall 9for a gnome) and almost disturbingly thin gnome. </p><p>His weapons are ill cared for, and his clothes need many small holes and rips sewn up. His receeding hairline shows a nasty scar across the top of his head, and his nose is a frightening blob from being broken.</p><p></p><p>Personality: Arundel has little to do with people. He is especially distrusting of the “big” races, anything besides gnomes and his adopted Halflings really. He likes nothing better than being out front of a party, scouting for danger, keeping the “big dumb uglies” safe. He has a condescending attitude towards those who enjoy fighting, and himself will go to great lengths to avoid fighting.</p><p></p><p></p><p></p><p>Background: Arundel Zalinbourg’s Early memories are exceedingly pleasant. As a young gnome, he was given almost anything his little heart could desire by his doting mother. He rarely saw his father, who was to consumed by running the family business. The Zalinbourg family ran one of the most prosperous and powerful ship building yards in Zilargo. This was a rather recent occurrence, During the Great War, his father and uncles had made several astute business decisions to ship various war goods to any and all that were willing to pay there inflated prices. The memories of Arundels childhood are dominated by his mother. She had always fancied themselves as the peak of society, even though they were nouveau riche that were tolerated in the better circles only because of there immense wealth, and connections they had outside of Zilargo. From his earliest days, Arundel was drilled to become the young society darling her mother dreamed about. He was drilled in all the social graces, dancing, manners, tutored to be a sharp and witty conversationalist. Despite her best efforts, Arundel showed little if any interest in these pursuits. Although he possessed the quickness of thought necessary, he found such things the epitomy of boring, and only put in marginal effort. </p><p></p><p>His relatively pleasant, if sometimes tedious life changed in the blink of an eye one night. He was yanked out of bed by one of his 4 uncles, his fathers brothers and business partners, and told to dress, and get downstairs immediately. By the time he got there, he saw his other uncles, father, and numerous cousins and aunts scurrying around. Before he knew what had happened, they were placed in the back of a huge cart, covered in first a cloth, then various layers of garbage, and taking a bumpy ride. </p><p></p><p>When the cart finally stopped, he looked out, and saw a small, run down wharf in the worst area of the trolanport harbor. His entire family scurried on board a small 1 sailed ship that immediately shoved off. Conspicously absent was his mother, and his father seemed to be avoiding all the other relatives.</p><p></p><p></p><p>Thus began the next chapter of his life, living in exile. Though it was never told outright, over the following years of traveling with the remains of his family, he was able to piece together what happened. His mother, in trying to climb the social ladder, had greviously offended the matriarch of the Sivis house. The matriarch, using her long list of spies, and political connections, had flexed her muscle, and found that during the last years of the Great War, a prince of Karrnath was poisoned. The poison was extremely rare, and extremely deadly. Through her network of spies, it was shown that the assassin not only obtained the poison through the Zalinbourgs black market dealings, but sailed into town on one of there merchant ships. This information was leaked to the Karrnath royal family, who immediately sent a company of elite troops to capture the family, and return them for trial. Luckily, The Zalinbourg family heard about the company through there own spy network, and they were able to slip out under the cover of night as there family house was seized, searched, and burned.</p><p></p><p>All of this would have been damning enough, but Arundel later heard that not only had his mothers over ambition caused the exile, but when she heard of the downfall, she refused to go into exile, and wound up serving as a mistress to a high ranking, lecherous merchant.</p><p></p><p>Since it was his mother that caused there downfall, even his fellow family members shunned Arundel. He was an outcast among exiles. As the family traveled, never staying in one place for to long, lest they be found, Arundel would often linger far behind, or wander at the far fringe of the group. He soon found that he liked the solitude, and it gave him a way to be useful to the family. Soon, he would rise at dawn, and walk out ahead of the group, carefully making sure that they were safe. Many times he saw a dangerous animal, or band of thieves, and was able to return to the family caravan and warn them. Eventually, his family wandered onto the great plains of Talenta, and encountered the native Halflings. For the first time in 15 years, the family stopped wandering. </p><p></p><p>Most of his family was viewed as odd outsiders by the natives. Arundel, however, soon earned there respect for his knowledge of the land, and ability to locate game, and warn them of enemies. At first, he acted as an ambassador between his now quite large family clan (50 or so gnomes) and the Halflings. Eventually, he earned enough respect that he would serve as a scout on there hunting or war parties. Eventually, he gave up returning to his families settlement except on rare occasions. He was still treated as an outcast and pariah among them, but, among the Halflings as a contributor with valuable skills. </p><p></p><p>In the last few years, he has been hired out as part of mercenary teams by the tribe.</p><p></p><p>Arundel has a deep distrust of almost everyone. He is smart enough to know where his strengths lie (stealth, observation) and where he is weak (straight out combat) he will always try to avoid combat as much as possible, but, if cornered, has a nasty surprise. A small gnome, wielding only a dagger and seeming to want to run more than fight is not a foe many warriors are afraid of. However, Arundel sees no need to “fight fare” against larger and stronger opponents. If he does engage in combat, you can bet that his dagger will be coated in one of the many poisons he has learned to glean from nature of the years.</p><p>Arundel is used to being the outcast, and has a hard time believing that anyone can see him as useful. This often leads to distrust and hard feelings that are exclusively one sided, as he is very competent at what he does. </p><p></p><p></p><p>The last of these mercenary adventures had led the group of Halflings he was with to near Sharn. The rest of the nomadic tribe wanted nothing to do ith the large city. Arundel, having grown up in such a place, decided to investigate. He had just gotten paid for his last job, and thought that there might well be somethings in the city he could spend his hard earned gold on. After a week living in the city, he remembered why he lived on the desolate plains, the people everywhere nearly drove him nuts, so he jumped at the chance to hire on as a scout for a man named Tophran Damilek. He didn’t care what the job was, so long as it got him out of the city.</p></blockquote><p></p>
[QUOTE="cool hand luke, post: 2305680, member: 10926"] Arundel Zalinbourg male Chaos Gnome Scout 7 Alignment: Nuetral Patron Deity: Region: Talanta plain Height: 3’11” Weight: 28 lbs Hair: black, and receeding badly Eyes: dark blue XP: 24,500 Str: 10 (+0) [4 points, -2 racial] Dex: 21 (+5) [10 points, +2 racial, +1 level, +2 gloves] Con: 14 (+2) [4 points,+2 racial,] Int: 16 (+3) [10 points] Wis: 12 (+2) [4 points] Cha: 6 (-2) [0 points, -2 racial] Racial Abilities: +2 Dex, +2 Con, -2 strength, -2 charisma Small size Base speed = 30 Lowlight and dark vision +1 on attack vs. kobolds and golblinoids +4 dodge against giants +4 on hide and move silently +2 listen and spot Class Abilities Skirmish +2d6, +2 ac Trapfinding Battle fortitude (+1 to init and fort saves) Uncanny dodge Fast movement (movement speed increases 10’) Trackless step Bonus Feat Evasion Flawless stride (terrain doesn’t reduce movement) Hit Dice: 7d8 + 14 HP: 58 AC: 20 (+5 Dex, 4 chain shirt, 1 size (possible +4 dodge from feat)) Init: +8 (+5 Dex, +1 battle fortitude, +2 quick reconoiter) Speed: 40ft Saves: Fortitude +5 [+2 base, +2 Con, +1 Battle Fortitude,] Reflex +10 [+5 base, +5 Dex,] Will +3 [+2 base, +1 Wis, ] BAB: +5 Melee Atk: +12/ (1d3/19-20/x2/S, MW dagger) Ranged Atk: +11 (1d4/x3/60 ft./P, shortbow) Skills: Climb +10 [10 ranks] Craft poisonmaking +13 [10 ranks, +3 int] Disable device +15 [10 ranks, +3 int, +2 mw thieves kit] Hide +27 [10 ranks, 5 dex, 4 small, 4 racial, +5 cloak] Jump +16 [10 ranks, 4 speed, 2 synergy] Listen +13 [10 ranks, 1 wis, 2 racial] Move silently +24 [10 ranks, 5 dex, +5 boots, +4 racial] Spot +13 [10 ranks, 2 racial, 1 wis] Survival +11 [10 ranks, 1 wis] Tumble +15 [10 ranks, 5 dex] Feats: weapon finesse (1st level) Quick Reconoiter (listen and spot as free action, +2 init) (complete adventurer) (3rd level) dodge (ComArc) (scout bonus 4th level) Titan fighting (Races of stone) Use racial +4 dodge against any 1 opponent (6th level) Languages: Common, Elven, Draconic, Orc Gnoll, Goblin Equipment: item quantity cost total cost hewards haversack 1 2000 2000 camouflage kit 1 40 40 possum pouch 1 1800 1800 boots of elven kind 1 2500 2500 cloak of elvenkind 1 2500 2500 gloves of dexterity +2 1 4000 4000 Mithrall shirt 1 1100 1100 MW thieves kit 1 100 100 bedroll 1 0 winter blanket 1 1 1 waterskin 3 1 3 cold weather outfit 1 8 8 explorers outfit 2 10 20 mw dagger 1 302 302 anti toxin 2 50 100 Thunderstone 3 30 90 shortbow 1 30 30 arrows 1 1 1 carrion crawler poison 6 33.33333 200 large scorpion poison 6 33.33333 200 blue whinnis poison 6 20 120 trail rations (10 days) 10 0.5 5 potion, cure moderate wounds 4 300 1200 *I wasn’t sure how you wanted me to use my craft (poisonmaking) skill, so here is the cost as if I could find (using knowledge nature) the ingredients myself, and then make it. Feel free to change. Money 2680 gold Appearance: For those few times when someone get’s a good look at him, he appears a tall 9for a gnome) and almost disturbingly thin gnome. His weapons are ill cared for, and his clothes need many small holes and rips sewn up. His receeding hairline shows a nasty scar across the top of his head, and his nose is a frightening blob from being broken. Personality: Arundel has little to do with people. He is especially distrusting of the “big” races, anything besides gnomes and his adopted Halflings really. He likes nothing better than being out front of a party, scouting for danger, keeping the “big dumb uglies” safe. He has a condescending attitude towards those who enjoy fighting, and himself will go to great lengths to avoid fighting. Background: Arundel Zalinbourg’s Early memories are exceedingly pleasant. As a young gnome, he was given almost anything his little heart could desire by his doting mother. He rarely saw his father, who was to consumed by running the family business. The Zalinbourg family ran one of the most prosperous and powerful ship building yards in Zilargo. This was a rather recent occurrence, During the Great War, his father and uncles had made several astute business decisions to ship various war goods to any and all that were willing to pay there inflated prices. The memories of Arundels childhood are dominated by his mother. She had always fancied themselves as the peak of society, even though they were nouveau riche that were tolerated in the better circles only because of there immense wealth, and connections they had outside of Zilargo. From his earliest days, Arundel was drilled to become the young society darling her mother dreamed about. He was drilled in all the social graces, dancing, manners, tutored to be a sharp and witty conversationalist. Despite her best efforts, Arundel showed little if any interest in these pursuits. Although he possessed the quickness of thought necessary, he found such things the epitomy of boring, and only put in marginal effort. His relatively pleasant, if sometimes tedious life changed in the blink of an eye one night. He was yanked out of bed by one of his 4 uncles, his fathers brothers and business partners, and told to dress, and get downstairs immediately. By the time he got there, he saw his other uncles, father, and numerous cousins and aunts scurrying around. Before he knew what had happened, they were placed in the back of a huge cart, covered in first a cloth, then various layers of garbage, and taking a bumpy ride. When the cart finally stopped, he looked out, and saw a small, run down wharf in the worst area of the trolanport harbor. His entire family scurried on board a small 1 sailed ship that immediately shoved off. Conspicously absent was his mother, and his father seemed to be avoiding all the other relatives. Thus began the next chapter of his life, living in exile. Though it was never told outright, over the following years of traveling with the remains of his family, he was able to piece together what happened. His mother, in trying to climb the social ladder, had greviously offended the matriarch of the Sivis house. The matriarch, using her long list of spies, and political connections, had flexed her muscle, and found that during the last years of the Great War, a prince of Karrnath was poisoned. The poison was extremely rare, and extremely deadly. Through her network of spies, it was shown that the assassin not only obtained the poison through the Zalinbourgs black market dealings, but sailed into town on one of there merchant ships. This information was leaked to the Karrnath royal family, who immediately sent a company of elite troops to capture the family, and return them for trial. Luckily, The Zalinbourg family heard about the company through there own spy network, and they were able to slip out under the cover of night as there family house was seized, searched, and burned. All of this would have been damning enough, but Arundel later heard that not only had his mothers over ambition caused the exile, but when she heard of the downfall, she refused to go into exile, and wound up serving as a mistress to a high ranking, lecherous merchant. Since it was his mother that caused there downfall, even his fellow family members shunned Arundel. He was an outcast among exiles. As the family traveled, never staying in one place for to long, lest they be found, Arundel would often linger far behind, or wander at the far fringe of the group. He soon found that he liked the solitude, and it gave him a way to be useful to the family. Soon, he would rise at dawn, and walk out ahead of the group, carefully making sure that they were safe. Many times he saw a dangerous animal, or band of thieves, and was able to return to the family caravan and warn them. Eventually, his family wandered onto the great plains of Talenta, and encountered the native Halflings. For the first time in 15 years, the family stopped wandering. Most of his family was viewed as odd outsiders by the natives. Arundel, however, soon earned there respect for his knowledge of the land, and ability to locate game, and warn them of enemies. At first, he acted as an ambassador between his now quite large family clan (50 or so gnomes) and the Halflings. Eventually, he earned enough respect that he would serve as a scout on there hunting or war parties. Eventually, he gave up returning to his families settlement except on rare occasions. He was still treated as an outcast and pariah among them, but, among the Halflings as a contributor with valuable skills. In the last few years, he has been hired out as part of mercenary teams by the tribe. Arundel has a deep distrust of almost everyone. He is smart enough to know where his strengths lie (stealth, observation) and where he is weak (straight out combat) he will always try to avoid combat as much as possible, but, if cornered, has a nasty surprise. A small gnome, wielding only a dagger and seeming to want to run more than fight is not a foe many warriors are afraid of. However, Arundel sees no need to “fight fare” against larger and stronger opponents. If he does engage in combat, you can bet that his dagger will be coated in one of the many poisons he has learned to glean from nature of the years. Arundel is used to being the outcast, and has a hard time believing that anyone can see him as useful. This often leads to distrust and hard feelings that are exclusively one sided, as he is very competent at what he does. The last of these mercenary adventures had led the group of Halflings he was with to near Sharn. The rest of the nomadic tribe wanted nothing to do ith the large city. Arundel, having grown up in such a place, decided to investigate. He had just gotten paid for his last job, and thought that there might well be somethings in the city he could spend his hard earned gold on. After a week living in the city, he remembered why he lived on the desolate plains, the people everywhere nearly drove him nuts, so he jumped at the chance to hire on as a scout for a man named Tophran Damilek. He didn’t care what the job was, so long as it got him out of the city. [/QUOTE]
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