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<blockquote data-quote="Snarf Zagyg" data-source="post: 8094227" data-attributes="member: 7023840"><p><strong><span style="font-size: 18px">Razum, the Inquisitor</span></strong></p><p><span style="font-size: 15px">Lizardfolk, a Far Traveler from Halruaa</span></p><p></p><p><img src="https://i.pinimg.com/236x/50/b4/4d/50b44dd644882e3412504e2c6f9c785a.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Inquisitive Rogue</strong></p><p>Level <strong>3</strong></p><p><strong>Alignment:</strong> Neutral</p><p><strong>Diety:</strong> None</p><p></p><p><strong>AC</strong> 15 (Lizard Skin)</p><p><strong>HP</strong> 27/27</p><p><strong>Hit Dice:</strong> 3/3 at 1d8+3</p><p><strong>Speed:</strong> 30 feet</p><p><strong>Passive Perception:</strong> 17</p><p><strong>Proficiency </strong>+2</p><p></p><p><strong>Str</strong> 12 (+1)</p><p>Athletics: +1</p><p></p><p><strong>Dex</strong> 14 (+2)</p><p>+Acrobatics: +4</p><p>+Sleight of Hand: +4</p><p>+Stealth: +4</p><p></p><p><strong>Con</strong> 16 (+3)</p><p></p><p><strong>Int</strong> 8/19 (-1) (+4)</p><p>Arcana: +4</p><p>History: +4</p><p>+Investigation:+6</p><p>+Nature: +6</p><p>Religion: +4</p><p></p><p><strong>Wis</strong> 16 (+3)</p><p>Animal Handling: +3</p><p>*Insight: +7</p><p>Medicine: +3</p><p>*Perception: +7</p><p>+Survival: +5</p><p></p><p><strong>Cha</strong> 10 (+0)</p><p>Deception: 0</p><p>Intimidation: 0</p><p>Performance: 0</p><p>Persuasion: 0</p><p></p><p>(+ = Proficient, *=Expertise)</p><p></p><p><strong>Saving Throws:</strong> Dexterity (+4) Intelligence (+6)</p><p></p><p><strong><u>Combat</u></strong></p><p><strong>Scimitar </strong>+4 for 1d6+2</p><p><strong>Scimitar off hand</strong> +4 for 1d6</p><p><strong>Tail <em>+</em></strong>1 for 1d6+1</p><p><strong>Dagger</strong> +4 for 1d4+3 (If thrown 20/60)</p><p><strong>Shortbow</strong> +4 1d6+3 (80/320)</p><p><strong>Darts </strong>+4 1d4 (20/60)</p><p><strong>+ Sneak Attack</strong> +2d6 Damage</p><p></p><p><strong><u>Proficiencies</u></strong></p><p>Light Armor</p><p>Simple Weapons, Hand Crossbows, Longswords, Scimitars*, Shortswords</p><p>Thieves' Tools, Poisoner's Kit</p><p>Languages: Common, Draconic, Thieves' Cant, Undercommon</p><p></p><p></p><p><strong><u>Lizardfolk Features</u></strong></p><p><strong>Swim & Hold Breath: </strong>Can swim at regular speed (30') and can hold breath for 15 minutes at a time</p><p><strong>Tail: </strong>1d6 + STR (piercing damage) as an unarmed strike</p><p><strong>Cunning Artisan:</strong> On short rest, can fashion shield, club, javelin, or d4 darts or blowgun needles from slain creatures</p><p><strong>Hunter's Lore: </strong>Proficient with nature and survival</p><p><strong>Natural Armor: </strong>AC 13 + Dex</p><p><strong>Snappy Tail: </strong>Once per rest (S or L), tail as bonus action for regular damage and gain temporary hit points = con modifier.</p><p></p><p></p><p><strong><u>Rogue Features</u></strong></p><p><strong>Expertise:</strong> Proficiency bonus is doubled in insight and perception.</p><p><strong>Sneak Attack:</strong> Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don't need advantage if an enemy is within 10' of the target.</p><p><strong>Thieves' Cant:</strong> Placed in languages; note that it takes 4x longer.</p><p><strong>Cunning Action:</strong> Use bonus action on turn to take the Dash, Disengage, or Hide action.</p><p><strong>Ear of Deceit: </strong>Any insight check for lies lower than a 7 is an automatic 8.</p><p><strong>Eye for Detail: </strong>Bonus action (Perception check) to spot hidden creature or object or make (Investigation Check) to uncover or decipher clues.</p><p><strong>Insightful Fighting: </strong>Bonus Action (Insight Check), contested by (Deception Check); if successful, can use sneak attack on target for one minute so long as no disadvantage.</p><p></p><p><strong><u>Far Traveler Feature</u></strong></p><p>All eyes are on Razum for his distinctive mannerisms. Razum can parley this attention into access to people and places he might not otherwise have. Noble lords, scholars, and merchant princes, and others, will be interested in hearing about Razum's homeland of Halruaa and its people.</p><p></p><p><strong><u>Equipment</u></strong></p><p>Traveler's Clothes</p><p>Heavy Furs</p><p>Scimitar (2)</p><p>Daggers (10)</p><p>Shortbow</p><p>Arrows (20)</p><p>Darts (6)</p><p>Thieves' Tools</p><p>Poisoner's Kit</p><p>Purse (100 gp)</p><p>Headband of Intellect (Uncommon item)</p><p>Journals</p><p>Writing Instrument</p><p>Continual Flame lantern (with hood)</p><p></p><p></p><p>[SPOILER=Background]</p><p><strong>Backstory:</strong> Soft-skins from boats took Razum from the great water (<em>Lake Halruaa</em>). Fresh from the egg, Razum thought bigger than kin. Soft-skins teach Razum to investigate. Soft-skins showed Razum to uncover secrets. Soft-skins showed Razum to extract secrets with potions that hurt soft-skins, and killed soft-skins. Razum pleased soft-skins. Soft-skins give Razum headband.</p><p></p><p>Razum understood his service. Razum left the place of many boats (<em>Zalazuu</em>). Razum works only for Razum, and for Truth. Razum travels far and wide, and now Razum helps the Lord's Alliance. Razum offers to assist with skills in a prison. Razum understands all, and takes notes. Razum uncovers what is needed.</p><p></p><p>Razum is happy. Razum is cold. Razum does not like the cold.</p><p></p><p><em>Razum was taken at a young age by the Halruaa Navy and trained to be a mundane (non-magic) investigator in the naval port city of Zalazuu. He was useful for his non-human, alien ways of looking at investigations, and for his lack of empathy when administering the various neuro-toxins that were used by the naval for more difficult cases (and, in some cases, as a more permanent solution). Because of his great skill and promise, he was gifted with a Headband of Intellect that had been made by the Magocracy of Halruaa; but instead of just making Razum a keener investigator, it made him question his service to a place that was often more preoccupied with politics than the truth. He quietly left and has been offering his services as a travelling inquisitor since. </em></p><p></p><p></p><p><strong>Trait: </strong>I have my own ideas about what is and is not food, and I find the eating habits of those around me confusing<strong>. </strong></p><p><strong>Ideal:</strong> Inquisitive. Everything is new, but I have a thirst to learn.</p><p><strong>Bond: </strong>I hold no greater cause than my service to the truth.</p><p><strong>Flaw:</strong> I am convinced of the superiority of lizardfolk over that of this foreign cultures and peoples.</p><p><strong>LF Quirk: I </strong>still don't understand how metaphors work, but I use them at all opportunities.</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8094227, member: 7023840"] [B][SIZE=5]Razum, the Inquisitor[/SIZE][/B] [SIZE=4]Lizardfolk, a Far Traveler from Halruaa[/SIZE] [IMG]https://i.pinimg.com/236x/50/b4/4d/50b44dd644882e3412504e2c6f9c785a.jpg[/IMG] [B]Inquisitive Rogue[/B] Level [B]3 Alignment:[/B] Neutral [B]Diety:[/B] None [B]AC[/B] 15 (Lizard Skin) [B]HP[/B] 27/27 [B]Hit Dice:[/B] 3/3 at 1d8+3 [B]Speed:[/B] 30 feet [B]Passive Perception:[/B] 17 [B]Proficiency [/B]+2 [B]Str[/B] 12 (+1) Athletics: +1 [B]Dex[/B] 14 (+2) +Acrobatics: +4 +Sleight of Hand: +4 +Stealth: +4 [B]Con[/B] 16 (+3) [B]Int[/B] 8/19 (-1) (+4) Arcana: +4 History: +4 +Investigation:+6 +Nature: +6 Religion: +4 [B]Wis[/B] 16 (+3) Animal Handling: +3 *Insight: +7 Medicine: +3 *Perception: +7 +Survival: +5 [B]Cha[/B] 10 (+0) Deception: 0 Intimidation: 0 Performance: 0 Persuasion: 0 (+ = Proficient, *=Expertise) [B]Saving Throws:[/B] Dexterity (+4) Intelligence (+6) [B][U]Combat[/U] Scimitar [/B]+4 for 1d6+2 [B]Scimitar off hand[/B] +4 for 1d6 [B]Tail [I]+[/I][/B]1 for 1d6+1 [B]Dagger[/B] +4 for 1d4+3 (If thrown 20/60) [B]Shortbow[/B] +4 1d6+3 (80/320) [B]Darts [/B]+4 1d4 (20/60) [B]+ Sneak Attack[/B] +2d6 Damage [B][U]Proficiencies[/U][/B] Light Armor Simple Weapons, Hand Crossbows, Longswords, Scimitars*, Shortswords Thieves' Tools, Poisoner's Kit Languages: Common, Draconic, Thieves' Cant, Undercommon [B][U]Lizardfolk Features[/U] Swim & Hold Breath: [/B]Can swim at regular speed (30') and can hold breath for 15 minutes at a time [B]Tail: [/B]1d6 + STR (piercing damage) as an unarmed strike [B]Cunning Artisan:[/B] On short rest, can fashion shield, club, javelin, or d4 darts or blowgun needles from slain creatures [B]Hunter's Lore: [/B]Proficient with nature and survival [B]Natural Armor: [/B]AC 13 + Dex [B]Snappy Tail: [/B]Once per rest (S or L), tail as bonus action for regular damage and gain temporary hit points = con modifier. [B][U]Rogue Features[/U] Expertise:[/B] Proficiency bonus is doubled in insight and perception. [B]Sneak Attack:[/B] Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don't need advantage if an enemy is within 10' of the target. [B]Thieves' Cant:[/B] Placed in languages; note that it takes 4x longer. [B]Cunning Action:[/B] Use bonus action on turn to take the Dash, Disengage, or Hide action. [B]Ear of Deceit: [/B]Any insight check for lies lower than a 7 is an automatic 8. [B]Eye for Detail: [/B]Bonus action (Perception check) to spot hidden creature or object or make (Investigation Check) to uncover or decipher clues. [B]Insightful Fighting: [/B]Bonus Action (Insight Check), contested by (Deception Check); if successful, can use sneak attack on target for one minute so long as no disadvantage. [B][U]Far Traveler Feature[/U][/B] All eyes are on Razum for his distinctive mannerisms. Razum can parley this attention into access to people and places he might not otherwise have. Noble lords, scholars, and merchant princes, and others, will be interested in hearing about Razum's homeland of Halruaa and its people. [B][U]Equipment[/U][/B] Traveler's Clothes Heavy Furs Scimitar (2) Daggers (10) Shortbow Arrows (20) Darts (6) Thieves' Tools Poisoner's Kit Purse (100 gp) Headband of Intellect (Uncommon item) Journals Writing Instrument Continual Flame lantern (with hood) [SPOILER=Background] [B]Backstory:[/B] Soft-skins from boats took Razum from the great water ([I]Lake Halruaa[/I]). Fresh from the egg, Razum thought bigger than kin. Soft-skins teach Razum to investigate. Soft-skins showed Razum to uncover secrets. Soft-skins showed Razum to extract secrets with potions that hurt soft-skins, and killed soft-skins. Razum pleased soft-skins. Soft-skins give Razum headband. Razum understood his service. Razum left the place of many boats ([I]Zalazuu[/I]). Razum works only for Razum, and for Truth. Razum travels far and wide, and now Razum helps the Lord's Alliance. Razum offers to assist with skills in a prison. Razum understands all, and takes notes. Razum uncovers what is needed. Razum is happy. Razum is cold. Razum does not like the cold. [I]Razum was taken at a young age by the Halruaa Navy and trained to be a mundane (non-magic) investigator in the naval port city of Zalazuu. He was useful for his non-human, alien ways of looking at investigations, and for his lack of empathy when administering the various neuro-toxins that were used by the naval for more difficult cases (and, in some cases, as a more permanent solution). Because of his great skill and promise, he was gifted with a Headband of Intellect that had been made by the Magocracy of Halruaa; but instead of just making Razum a keener investigator, it made him question his service to a place that was often more preoccupied with politics than the truth. He quietly left and has been offering his services as a travelling inquisitor since. [/I] [B]Trait: [/B]I have my own ideas about what is and is not food, and I find the eating habits of those around me confusing[B]. Ideal:[/B] Inquisitive. Everything is new, but I have a thirst to learn. [B]Bond: [/B]I hold no greater cause than my service to the truth. [B]Flaw:[/B] I am convinced of the superiority of lizardfolk over that of this foreign cultures and peoples. [B]LF Quirk: I [/B]still don't understand how metaphors work, but I use them at all opportunities. [/SPOILER] [/QUOTE]
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