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[Let's Read] Spheres of Power & Might for 5e
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<blockquote data-quote="Libertad" data-source="post: 8379897" data-attributes="member: 6750502"><p><img src="https://i.imgur.com/lqNBcrE.jpeg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Ezio Auditore da Firenze</strong></p><p>Medium Humanoid (Variant Human)</p><p>Conscript 17; Knave</p><p></p><p><strong>Armor Class</strong> 18</p><p><strong>Hit Points</strong> 106 (17d10)</p><p><strong>Speed</strong> 30 ft., climb 30 ft.</p><p></p><p>STR 10 DEX 16 CON 10 INT 14 WIS 10 CHA 14 (27 point buy, +1 DEX variant human, +1 INT variant human)</p><p></p><p><strong>Saving Throws</strong> Dexterity +9, Intelligence +8</p><p><strong>Skills</strong> Acrobatics +9 (Variant Human), Athletics +6, History +8, Insight +6, Perception +12, Persuasion +14, Sleight of Hand +15, Stealth +9</p><p><strong>Tools</strong> Alchemist’s Supplies, Poisoner’s Kit, Thieves’ Tools, Tinker’s Tools</p><p><strong>Senses</strong> passive Perception 22, blindsense 10 ft.</p><p><strong>Languages</strong> Italian, Turkish</p><p></p><p><strong>Background:</strong> Noble</p><p></p><p><strong>Guild Trained</strong></p><p><strong>Sphere DC</strong> 16</p><p><strong>Key Ability Modifier:</strong> Intelligence</p><p><strong>Alchemy</strong> - Bomb (formula), Confusing Hallucinogen (poison), Paralytic Venom (poison)</p><p><strong>Athletics</strong> - Spider’s Touch</p><p><strong>Equipment</strong> - Bruiser Training (discipline), Renaissance Voyager (discipline), Point-Blank Shooting, Poison Blowgun Specialist, Rogue Weapon Training (discipline), Unarmed Training (discipline)</p><p><strong>Leadership</strong> - Friends in Low Places, Improved Leadership, Soldiers</p><p><strong>Retribution</strong></p><p><strong>Scoundrel</strong> - Improved Grifting, Switcheroo (trick), Twist the Knife (trick)</p><p><strong>Scout</strong> - Analytical Gaze, Deadly Strike, Empirical Tracker, Fast Stealth, Great Senses (Perception), Inimical Gaze, Track the Scene</p><p><strong>Tinkerer</strong> - Suit Improvement</p><p><strong>Trap</strong></p><p><strong></strong></p><p><strong>Special Abilities:</strong></p><p><strong></strong></p><p><strong>Alchemy:</strong> Can craft 9 doses of formula or poison per short or long rest. Each bomb counts as 2 doses. Confusing Hallucinogen imposes random actions as Confusion on failed CON save, Paralytic Venom decreases movements by 10 ft. per failed save. Bombs deal 3d6 fire damage or 6d6 of martial focus is expended.</p><p></p><p><strong>Athletics: </strong>Regain martial focus when use Dash or Disengage as an action, also climb speed equal to base land speed.</p><p></p><p><strong>Blindsense: </strong>aware of any hidden or invisible creature within 10 ft. if able to hear.</p><p></p><p><strong>Evasion: </strong>when have to DEX save vs damaging effect, success is no damage, failure half.</p><p></p><p><strong>Extra Attack:</strong> Attack twice instead of once whenever take Attack action.</p><p></p><p><strong>Followers:</strong> Has 80 followers which count as 4 troops of Commoners. Proficient in Intimidate, Sleight of Hand, simple weapons and light armor, can use Help action for skills, and can help find fences, buy/sell stolen items, and bribe officials to overlook crimes.</p><p></p><p><strong>Point-Blank Shooting: </strong>Suffer no disadvantage on ranged attacks made within 5 ft.</p><p></p><p><strong>Poison Blowgun Specialist:</strong> increase save DC of any poison by proficiency bonus when using blowgun with poison. If already adding proficiency, add double proficiency by expending martial focus.</p><p></p><p><strong>Retribution: </strong>Can give up one attack from Attack action to ready as an attack, deal +6 damage if it hits based on 4 potential triggers.</p><p></p><p><strong>Sneak Attack: </strong>deal +4d6 damage to creature hit with attack when have advantage on the roll, or after successful use of dirty trick or steal attempt.</p><p></p><p><strong>Switcheroo: </strong>If successfully steal from a target, can replace the stolen item with another item. If the item is volatile or Alchemy sphere formula, it can be rigged to explode at the end of turn.</p><p></p><p><strong>Tinkerer: </strong>Can maintain up to 7 gadgets every short or long rest. Choices include air bladder (1 hour of breathable air), camouflage (lightly obscured for 1 minute, can hide even if observed), parachute (activate while falling as reaction, take no falling damage and fall 60 feet per round), or slick materials (advantage on Acrobatics to resist or escape a grapple).</p><p></p><p><strong>Track the Scene + Empirical Tracker: </strong>Advantage on checks to find and follow tracks, learn general information when following tracks up to 17 hours old. Can scout a creature by targeting the tracks.</p><p></p><p><strong>Trap: </strong>Set temporary traps that cover up to 4 5-foot cube spaces. Trap can either be a dart (+8 to hit, 4d6 piercing damage) or a Snare that is a tripwire knocking targets prone on a failed save or activates an item such as a consumable Alchemy sphere item.</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>+3 Dagger of Venom: </strong>+12 to hit, reach 5 ft., one creature or object. Hit: 8 (1d4+6) piercing damage plus 11 (2d10) poison damage and gain poisoned condition if fail DC 15 CON save. Special: +8/17 damage if scouted and first attack vs surprised creature, +15 (4d6) if Sneak Attack applies, +6 if successful Counterstrike.</p><p></p><p><strong>+1 Light Crossbow:</strong> +10 to hit, range 80/320 ft., one creature or object. Hit: 7 (1d8+4) piercing damage. Special: +8/17 damage if scouted and first attack vs surprised creature, +15 (4d6) if Sneak Attack applies.</p><p></p><p><strong>+2 Blowgun: </strong>+11 to hit, range 25/100 ft., one creature or object. Hit: 4 piercing damage. Special: +8/17 damage if scouted and first attack vs surprised creature, +15 (4d6) if Sneak Attack applies.</p><p></p><p><strong>Dirty Trick: </strong>Roll Sleight of hand vs target’s Athletics or Acrobatics. If successful can deafen for 1 minute, knock prone, halve movement speed for 1 minute, grapple or blind for one round. Can make a single attack against a target as well.</p><p></p><p><strong>Scout: </strong>Roll Investigation or Perception against target within 120 feet vs DC 20. If successful, learn Vulnerabilities, Resistances, Immunities, and apply (research) talent effects against them for 24 hours or until the next long rest. If fail, cannot scout that target for 24 hours. Can expend martial focus to scout all creatures within 60 ft. or gain advantage or +5 bonus on skill check.</p><p></p><p><strong>Bonus Actions</strong></p><p><strong></strong></p><p><strong>Fast Stealth: </strong>take the Hide action.</p><p></p><p><strong>Second Wind:</strong> regain 1d10+17 hit points once per short or long rest.</p><p></p><p><strong>Reactions</strong></p><p><strong></strong></p><p><strong>Parachute:</strong> Fall 60 feet per round and take no falling damage when landing.</p><p></p><p><strong>Equipment</strong></p><p></p><p>+3 Glamoured Studded Leather, +1 Light Crossbow, +2 Blowgun, +3 Dagger of Venom, Alchemist's Supplies, Poisoner’s Kit, Thieves’ Tools, Tinker’s Kit</p><p></p><p><strong>Special Thanks:</strong> To Ablative and Aêtava of Discord for their invaluable advice and knowledge of the series for building the Spheres version of Ezio.</p><p></p><p><strong>Conversion Details:</strong> As I never played the Ezio-based Assassin’s Creed games, I relied upon outside help and YouTube clips to get a sense of the man’s capabilities. Like Geralt I had to make him high level to reflect his many skills and talents. I had to break the rules a bit in regards to his Martial Tradition given that he grew up as part of the nobility in Renaissance Italy. Guild Trained seemed the most appropriate Tradition for the Assassin Brotherhood, given their use of bombs, poisons, and general skullduggery.</p><p></p><p>This stat block reflects Ezio when he becomes a high-ranking assassin where he’s training and ordering new recruits and agents for the Brotherhood, which is represented by his Leadership talents in the upper levels. He doesn’t really commit to any one style, having talents spread out among a whopping nine spheres. Alchemy shows off his poisons and explosives, and Athletics’ Spider’s Touch represents his ability to climb just about any vertical surface. Ezio had training in a variety of weapons, not all of which were stereotypically roguish, reflecting his large amount of Equipment talents and the Intuitive Combatant feat which can let him swap out talents for other weapon groups (and talents in other spheres) if the need arises. The Scoundrel sphere’s Switcheroo represents how he can subtly plant bombs and other objects on passersby without getting noticed, and the Trap sphere at its base gives him proficiency in thieves’ tools and lets him set up bombs to be triggered via a snare. Scoundrel’s Twist the Knife, the Conscript Knave’s Sneak Attack, and Scout’s Deadly Strike all represent his ability to inflict great harm on foes he catches unaware.</p><p></p><p>For Scout I gave Ezio Fast Stealth to represent his quickness in hiding even from onlookers who caught him in the act, while Analytical Gaze, Great Senses, and Inimical Gaze better allow him to scout targets and apply his Deadly Strike against them while also learning of weaknesses and vulnerabilities. Track the Scene and Empirical Tracker represent his ability to form detailed clues from people merely by tracking them. I gave him merely the base sphere in Retribution, whose base ability at his level can counter a broad variety of effects. Finally, I gave him Tinkerer for the Suit Improvement talent which has a Parachute option, and Camouflage is pretty nice as well. Finally for Leadership I chose the Followers package rather than Sidekick as the recruits Ezio trains are multiple rookies rather than a single competent partner in arms, and Improved Leadership’s proficiency doubling in Persuasion reflects his legendary charm.</p><p></p><p style="text-align: center"><strong>Talent Progression by Level</strong></p><p></p><p>1st: Alchemy (Confusing Hallucinogen), Athletics (+1 from Combat Training), Equipment (Poison Blowgun Expert, Rogue Weapon Training), Scoundrel (Switcheroo), Scout (+1 from Combat Training)</p><p>2nd: Athletics (Spider’s Touch)</p><p>3rd: Scoundrel (Twist the Knife)</p><p>4th: Scout (Deadly Strike, Empirical Tracker, Track the Scene, +2 from Combat Training)</p><p>5th: Alchemy (Bomb)</p><p>6th: Alchemy (Paralytic Venom)</p><p>7th: Retribution</p><p>8th: Equipment (Renaissance Voyager), Scout (Analytical Gaze, Inimical Gaze, +2 from Combat Training)</p><p>9th: Scout (Fast Stealth)</p><p>10th: Equipment (Bruiser Training)</p><p>11th: Tinkerer (Suit Improvement)</p><p>12th: Leadership (Followers package, Friends in Low Places, Improved Leadership, Soldiers, +3 from Combat Training & skill proficiency)</p><p>13th: Trap</p><p>14th: Scout (Great Senses-Perception)</p><p>15th: Alchemy (Master Chemist)</p><p>16th: Equipment (Point-Blank Shooting, Unarmed Training, +1 from Intuitive Combatant feat)</p><p>17th: Scoundrel (Improved Grifting)</p></blockquote><p></p>
[QUOTE="Libertad, post: 8379897, member: 6750502"] [IMG]https://i.imgur.com/lqNBcrE.jpeg[/IMG] [B]Ezio Auditore da Firenze[/B] Medium Humanoid (Variant Human) Conscript 17; Knave [B]Armor Class[/B] 18 [B]Hit Points[/B] 106 (17d10) [B]Speed[/B] 30 ft., climb 30 ft. STR 10 DEX 16 CON 10 INT 14 WIS 10 CHA 14 (27 point buy, +1 DEX variant human, +1 INT variant human) [B]Saving Throws[/B] Dexterity +9, Intelligence +8 [B]Skills[/B] Acrobatics +9 (Variant Human), Athletics +6, History +8, Insight +6, Perception +12, Persuasion +14, Sleight of Hand +15, Stealth +9 [B]Tools[/B] Alchemist’s Supplies, Poisoner’s Kit, Thieves’ Tools, Tinker’s Tools [B]Senses[/B] passive Perception 22, blindsense 10 ft. [B]Languages[/B] Italian, Turkish [B]Background:[/B] Noble [B]Guild Trained[/B] [B]Sphere DC[/B] 16 [B]Key Ability Modifier:[/B] Intelligence [B]Alchemy[/B] - Bomb (formula), Confusing Hallucinogen (poison), Paralytic Venom (poison) [B]Athletics[/B] - Spider’s Touch [B]Equipment[/B] - Bruiser Training (discipline), Renaissance Voyager (discipline), Point-Blank Shooting, Poison Blowgun Specialist, Rogue Weapon Training (discipline), Unarmed Training (discipline) [B]Leadership[/B] - Friends in Low Places, Improved Leadership, Soldiers [B]Retribution Scoundrel[/B] - Improved Grifting, Switcheroo (trick), Twist the Knife (trick) [B]Scout[/B] - Analytical Gaze, Deadly Strike, Empirical Tracker, Fast Stealth, Great Senses (Perception), Inimical Gaze, Track the Scene [B]Tinkerer[/B] - Suit Improvement [B]Trap Special Abilities: Alchemy:[/B] Can craft 9 doses of formula or poison per short or long rest. Each bomb counts as 2 doses. Confusing Hallucinogen imposes random actions as Confusion on failed CON save, Paralytic Venom decreases movements by 10 ft. per failed save. Bombs deal 3d6 fire damage or 6d6 of martial focus is expended. [B]Athletics: [/B]Regain martial focus when use Dash or Disengage as an action, also climb speed equal to base land speed. [B]Blindsense: [/B]aware of any hidden or invisible creature within 10 ft. if able to hear. [B]Evasion: [/B]when have to DEX save vs damaging effect, success is no damage, failure half. [B]Extra Attack:[/B] Attack twice instead of once whenever take Attack action. [B]Followers:[/B] Has 80 followers which count as 4 troops of Commoners. Proficient in Intimidate, Sleight of Hand, simple weapons and light armor, can use Help action for skills, and can help find fences, buy/sell stolen items, and bribe officials to overlook crimes. [B]Point-Blank Shooting: [/B]Suffer no disadvantage on ranged attacks made within 5 ft. [B]Poison Blowgun Specialist:[/B] increase save DC of any poison by proficiency bonus when using blowgun with poison. If already adding proficiency, add double proficiency by expending martial focus. [B]Retribution: [/B]Can give up one attack from Attack action to ready as an attack, deal +6 damage if it hits based on 4 potential triggers. [B]Sneak Attack: [/B]deal +4d6 damage to creature hit with attack when have advantage on the roll, or after successful use of dirty trick or steal attempt. [B]Switcheroo: [/B]If successfully steal from a target, can replace the stolen item with another item. If the item is volatile or Alchemy sphere formula, it can be rigged to explode at the end of turn. [B]Tinkerer: [/B]Can maintain up to 7 gadgets every short or long rest. Choices include air bladder (1 hour of breathable air), camouflage (lightly obscured for 1 minute, can hide even if observed), parachute (activate while falling as reaction, take no falling damage and fall 60 feet per round), or slick materials (advantage on Acrobatics to resist or escape a grapple). [B]Track the Scene + Empirical Tracker: [/B]Advantage on checks to find and follow tracks, learn general information when following tracks up to 17 hours old. Can scout a creature by targeting the tracks. [B]Trap: [/B]Set temporary traps that cover up to 4 5-foot cube spaces. Trap can either be a dart (+8 to hit, 4d6 piercing damage) or a Snare that is a tripwire knocking targets prone on a failed save or activates an item such as a consumable Alchemy sphere item. [B]Actions +3 Dagger of Venom: [/B]+12 to hit, reach 5 ft., one creature or object. Hit: 8 (1d4+6) piercing damage plus 11 (2d10) poison damage and gain poisoned condition if fail DC 15 CON save. Special: +8/17 damage if scouted and first attack vs surprised creature, +15 (4d6) if Sneak Attack applies, +6 if successful Counterstrike. [B]+1 Light Crossbow:[/B] +10 to hit, range 80/320 ft., one creature or object. Hit: 7 (1d8+4) piercing damage. Special: +8/17 damage if scouted and first attack vs surprised creature, +15 (4d6) if Sneak Attack applies. [B]+2 Blowgun: [/B]+11 to hit, range 25/100 ft., one creature or object. Hit: 4 piercing damage. Special: +8/17 damage if scouted and first attack vs surprised creature, +15 (4d6) if Sneak Attack applies. [B]Dirty Trick: [/B]Roll Sleight of hand vs target’s Athletics or Acrobatics. If successful can deafen for 1 minute, knock prone, halve movement speed for 1 minute, grapple or blind for one round. Can make a single attack against a target as well. [B]Scout: [/B]Roll Investigation or Perception against target within 120 feet vs DC 20. If successful, learn Vulnerabilities, Resistances, Immunities, and apply (research) talent effects against them for 24 hours or until the next long rest. If fail, cannot scout that target for 24 hours. Can expend martial focus to scout all creatures within 60 ft. or gain advantage or +5 bonus on skill check. [B]Bonus Actions Fast Stealth: [/B]take the Hide action. [B]Second Wind:[/B] regain 1d10+17 hit points once per short or long rest. [B]Reactions Parachute:[/B] Fall 60 feet per round and take no falling damage when landing. [B]Equipment[/B] +3 Glamoured Studded Leather, +1 Light Crossbow, +2 Blowgun, +3 Dagger of Venom, Alchemist's Supplies, Poisoner’s Kit, Thieves’ Tools, Tinker’s Kit [B]Special Thanks:[/B] To Ablative and Aêtava of Discord for their invaluable advice and knowledge of the series for building the Spheres version of Ezio. [B]Conversion Details:[/B] As I never played the Ezio-based Assassin’s Creed games, I relied upon outside help and YouTube clips to get a sense of the man’s capabilities. Like Geralt I had to make him high level to reflect his many skills and talents. I had to break the rules a bit in regards to his Martial Tradition given that he grew up as part of the nobility in Renaissance Italy. Guild Trained seemed the most appropriate Tradition for the Assassin Brotherhood, given their use of bombs, poisons, and general skullduggery. This stat block reflects Ezio when he becomes a high-ranking assassin where he’s training and ordering new recruits and agents for the Brotherhood, which is represented by his Leadership talents in the upper levels. He doesn’t really commit to any one style, having talents spread out among a whopping nine spheres. Alchemy shows off his poisons and explosives, and Athletics’ Spider’s Touch represents his ability to climb just about any vertical surface. Ezio had training in a variety of weapons, not all of which were stereotypically roguish, reflecting his large amount of Equipment talents and the Intuitive Combatant feat which can let him swap out talents for other weapon groups (and talents in other spheres) if the need arises. The Scoundrel sphere’s Switcheroo represents how he can subtly plant bombs and other objects on passersby without getting noticed, and the Trap sphere at its base gives him proficiency in thieves’ tools and lets him set up bombs to be triggered via a snare. Scoundrel’s Twist the Knife, the Conscript Knave’s Sneak Attack, and Scout’s Deadly Strike all represent his ability to inflict great harm on foes he catches unaware. For Scout I gave Ezio Fast Stealth to represent his quickness in hiding even from onlookers who caught him in the act, while Analytical Gaze, Great Senses, and Inimical Gaze better allow him to scout targets and apply his Deadly Strike against them while also learning of weaknesses and vulnerabilities. Track the Scene and Empirical Tracker represent his ability to form detailed clues from people merely by tracking them. I gave him merely the base sphere in Retribution, whose base ability at his level can counter a broad variety of effects. Finally, I gave him Tinkerer for the Suit Improvement talent which has a Parachute option, and Camouflage is pretty nice as well. Finally for Leadership I chose the Followers package rather than Sidekick as the recruits Ezio trains are multiple rookies rather than a single competent partner in arms, and Improved Leadership’s proficiency doubling in Persuasion reflects his legendary charm. [CENTER][B]Talent Progression by Level[/B][/CENTER] 1st: Alchemy (Confusing Hallucinogen), Athletics (+1 from Combat Training), Equipment (Poison Blowgun Expert, Rogue Weapon Training), Scoundrel (Switcheroo), Scout (+1 from Combat Training) 2nd: Athletics (Spider’s Touch) 3rd: Scoundrel (Twist the Knife) 4th: Scout (Deadly Strike, Empirical Tracker, Track the Scene, +2 from Combat Training) 5th: Alchemy (Bomb) 6th: Alchemy (Paralytic Venom) 7th: Retribution 8th: Equipment (Renaissance Voyager), Scout (Analytical Gaze, Inimical Gaze, +2 from Combat Training) 9th: Scout (Fast Stealth) 10th: Equipment (Bruiser Training) 11th: Tinkerer (Suit Improvement) 12th: Leadership (Followers package, Friends in Low Places, Improved Leadership, Soldiers, +3 from Combat Training & skill proficiency) 13th: Trap 14th: Scout (Great Senses-Perception) 15th: Alchemy (Master Chemist) 16th: Equipment (Point-Blank Shooting, Unarmed Training, +1 from Intuitive Combatant feat) 17th: Scoundrel (Improved Grifting) [/QUOTE]
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