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Malvoisin's Council of Thieves Rogues Gallery
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<blockquote data-quote="Mark Chance" data-source="post: 4894177" data-attributes="member: 2795"><p><strong>Rolf</strong></p><p></p><p>Rolf's is a sort of intinerant healer and preacher, a bit like St. Francis, but not opposed to cracking a skull with whatever hefty implement happens to be at hand. He was raised by humans in a subsistence-level agricultural community, but his wanderings have progressively brought him closer and closer to where the game starts.</p><p></p><p>[sblock=A Conversation on a Blood Sector Street]</p><p>"Urchins in the streets getting out of hand," said one dottari, a slender man with a pinched, unpleasant face.</p><p></p><p>"Thieves," agreed another, scratching his ample backside. "All thieves."</p><p></p><p>"All of them?" asked Rolf as he leaned against the tannery's wall.</p><p></p><p>Both guards looked at Rolf with undisguised annoyance. "What?" said pinch face.</p><p></p><p>"Are all of them thieves? All the urchins?" Rolf said stepping forward.</p><p></p><p>"Damn right," said ample backside.</p><p></p><p>"Why?"</p><p></p><p>"Why what?"</p><p></p><p>"Why," said Rolf, "are they all thieves?"</p><p></p><p>"How the hell should I know?" said pinch face.</p><p></p><p>"They're just bad," said ample backside. "The lower classes are a blight."</p><p></p><p>"Blights are caused by unhealthy conditions," Rolf said. "If all of these thieves part of the blight, the cause of their thievery must be some unhealthy condition."</p><p></p><p>Both guards considered this.</p><p></p><p>Ample backside nodded. "Yeah. That makes sense, I guess."</p><p></p><p>"It's like a person who is sick," Rolf said. "Something in their body -- something that polices the streets of the body, so to speak -- fails to work, letting sickness flourish. If one sees Westcrown as a sick body, it stands to reason that the body's defensive system, so to speak, has failed."</p><p></p><p>Pinch face nodded this time. "Hmm. You're pretty smart for a half-orc."</p><p></p><p>"Thank you. Say, who's responsible for policing the streets?" Rolf said with a grin.</p><p></p><p>"The dottari are...."</p><p></p><p>The gradual light of realization dawned in pinch face's and ample bottom's eyes.</p><p></p><p>"Just what are you implying, half-orc?" said pinch face.</p><p></p><p>Rolf shook his head and raised his hands. "Oh, nothing, I assure you. Nothing at all."</p><p></p><p>The guards grumbled and walked on. Ample backside shouldered his way past Rolf, pushing him back into the tannery's wall.</p><p></p><p>Across the alley, alert eyes and ears took in the exchange between Rolf and the guards.</p><p></p><p><em>He might do. Janiven will want to meet this one.</em></p><p>[/sblock]</p><p></p><p style="text-align: center"><img src="http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/200102_274_7.jpg&origin=dnd_pc_20010403g" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>[sblock=Rolf]</p><p>NG male half-orc cleric of Erastil; <strong>Level</strong> 1</p><p><strong>Favored Class</strong> cleric; <strong>XP</strong> 300</p><p>-----</p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 60 ft.; Perception +2</p><p>-----</p><p><span style="color: limegreen"><strong><u>Defense</u></strong></span></p><p><strong>AC</strong> 17, touch 10, flat-footed 17 (+0 Dex, +5 armor, +2 shield)</p><p><strong>hp</strong> 9 (1d8+1)</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +0, <strong>Will</strong> +4</p><p><strong>Defensive Abilities</strong> orc ferocity</p><p>-----</p><p><span style="color: limegreen"><strong><u>Offense</u></strong></span></p><p><strong>Speed</strong> 20 ft. (30 ft. unarmored)</p><p><strong>Melee</strong> crowbar +2 (1d8+2/x2)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Special Attacks</strong> +1 attack rolls in a surprise round, channel energy 1d6, wooden fist</p><p>-----</p><p><span style="color: limegreen"><strong><u>Spells Prepared</u></strong></span> (3/2+1 per day; DC 12 + spell level)</p><p><strong>1st Level:</strong> </p><p><strong>0 Level:</strong> </p><p><strong>Domains:</strong> Community, Plant</p><p>-----</p><p><span style="color: limegreen"><strong><u>Statistics</u></strong></span></p><p><strong>Str</strong> 14, <strong>Dex</strong> 11, <strong>Con</strong> 12, <strong>Int</strong> 12, <strong>Wis</strong> 15, <strong>Cha</strong> 12</p><p><strong>Base Atk</strong> +0; <strong>CMB</strong> +2; <strong>CMD</strong> 12</p><p><strong>Feats</strong> Catch Off-Guard</p><p><strong>Skills (Ranks)</strong> Heal +6 (1), Intimidate +3 (0), Knowledge (religion) +5 (1), Spellcraft +5 (1), Survival +7 (1); <strong>Armor Check Penalty</strong> -5</p><p><strong>Languages</strong> Common, Goblin, Orc</p><p>-----</p><p><span style="color: limegreen"><strong><u>Traits</u></strong></span></p><p><strong>Poverty-Stricken:</strong> You gain a +1 bonus to Survival checks, and Survival is always a class skill for you.</p><p></p><p><strong>Westcrown Firebrand:</strong> You gain a +1 trait bonus on Initiative checks, and if you act in a surprise round, you gain a +1 trait bonus on all attack rolls.</p><p>-----</p><p><span style="color: limegreen"><strong><u>Racial Traits & Class Features</u></strong></span></p><p><strong>Aura:</strong> Has a particularly powerful aura corresponding to his deity's alignment.</p><p></p><p><strong>Calming Touch (Sp):</strong> 5/day - Standard action to heal touched creature of 1d6+1 points of nonlethal damage. Touch also removes fatigued, shaken, and sickened conditions.</p><p></p><p><strong>Channel Energy:</strong> 4/day - Channeling energy causes a burst that all affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points. A Will save (DC 11) halves damage inflicted.</p><p></p><p><strong>Intimidating:</strong> +2 racial bonus on Intimidate skill checks.</p><p></p><p><strong>Longbow Proficiency:</strong> Proficient with longbow as it is Erastil's favored weapon.</p><p></p><p><strong>Orc Blood:</strong> Count as both human and orc for any effect related to race.</p><p></p><p><strong>Orc Ferocity:</strong> 1/day - When brought to below 0 hp but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hp, he immediately falls unconscious and begins dying.</p><p></p><p><strong>Spontaneous Casting:</strong> Channel stored spell energy into healing spells that he did not prepare ahead of time, excluding orisons and domain spells.</p><p></p><p><strong>Weapon Familiarity:</strong> Proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.</p><p></p><p><strong>Wooden Fist (Su):</strong> 5 rounds/day - Free action to turn hands as hard as wood covered in tiny thorns. Unarmed strikes do not provoke AoO and deal 1d6+3 points of piercing damage.</p><p>-----</p><p><span style="color: limegreen"><strong><u>Stuff</u></strong></span></p><p><strong>Equipment:</strong> scale mail, heavy wooden shield, two belt pouches (on belt), backpack, bedroll (in backpack), crowbar (attached to backpack), waterskin (attached to backpack), healer's kit (slung across torso), wooden holy symbol (around neck), spell component pouch (on belt), common lute (attached to backpack), homespun robe (over armor), rope belt</p><p><strong>Magic:</strong> <em>cure light wounds potions</em> (x3)</p><p><strong>Monies:</strong> 14 gp, 8 sp</p><p><strong>Baggage:</strong> 53 lb.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 4894177, member: 2795"] [b]Rolf[/b] Rolf's is a sort of intinerant healer and preacher, a bit like St. Francis, but not opposed to cracking a skull with whatever hefty implement happens to be at hand. He was raised by humans in a subsistence-level agricultural community, but his wanderings have progressively brought him closer and closer to where the game starts. [sblock=A Conversation on a Blood Sector Street] "Urchins in the streets getting out of hand," said one dottari, a slender man with a pinched, unpleasant face. "Thieves," agreed another, scratching his ample backside. "All thieves." "All of them?" asked Rolf as he leaned against the tannery's wall. Both guards looked at Rolf with undisguised annoyance. "What?" said pinch face. "Are all of them thieves? All the urchins?" Rolf said stepping forward. "Damn right," said ample backside. "Why?" "Why what?" "Why," said Rolf, "are they all thieves?" "How the hell should I know?" said pinch face. "They're just bad," said ample backside. "The lower classes are a blight." "Blights are caused by unhealthy conditions," Rolf said. "If all of these thieves part of the blight, the cause of their thievery must be some unhealthy condition." Both guards considered this. Ample backside nodded. "Yeah. That makes sense, I guess." "It's like a person who is sick," Rolf said. "Something in their body -- something that polices the streets of the body, so to speak -- fails to work, letting sickness flourish. If one sees Westcrown as a sick body, it stands to reason that the body's defensive system, so to speak, has failed." Pinch face nodded this time. "Hmm. You're pretty smart for a half-orc." "Thank you. Say, who's responsible for policing the streets?" Rolf said with a grin. "The dottari are...." The gradual light of realization dawned in pinch face's and ample bottom's eyes. "Just what are you implying, half-orc?" said pinch face. Rolf shook his head and raised his hands. "Oh, nothing, I assure you. Nothing at all." The guards grumbled and walked on. Ample backside shouldered his way past Rolf, pushing him back into the tannery's wall. Across the alley, alert eyes and ears took in the exchange between Rolf and the guards. [i]He might do. Janiven will want to meet this one.[/i] [/sblock] [center][img]http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/200102_274_7.jpg&origin=dnd_pc_20010403g[/img][/center] [sblock=Rolf] NG male half-orc cleric of Erastil; [b]Level[/b] 1 [b]Favored Class[/b] cleric; [b]XP[/b] 300 ----- [b]Init[/b] +1; [b]Senses[/b] darkvision 60 ft.; Perception +2 ----- [color=limegreen][b][u]Defense[/u][/b][/color] [b]AC[/b] 17, touch 10, flat-footed 17 (+0 Dex, +5 armor, +2 shield) [b]hp[/b] 9 (1d8+1) [b]Fort[/b] +3, [b]Ref[/b] +0, [b]Will[/b] +4 [b]Defensive Abilities[/b] orc ferocity ----- [color=limegreen][b][u]Offense[/u][/b][u][/u][/color] [b]Speed[/b] 20 ft. (30 ft. unarmored) [b]Melee[/b] crowbar +2 (1d8+2/x2) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Special Attacks[/b] +1 attack rolls in a surprise round, channel energy 1d6, wooden fist ----- [color=limegreen][b][u]Spells Prepared[/u][/b][/color] (3/2+1 per day; DC 12 + spell level) [b]1st Level:[/b] [b]0 Level:[/b] [b]Domains:[/b] Community, Plant ----- [color=limegreen][b][u]Statistics[/u][/b][u][/u][/color] [b]Str[/b] 14, [b]Dex[/b] 11, [b]Con[/b] 12, [b]Int[/b] 12, [b]Wis[/b] 15, [b]Cha[/b] 12 [b]Base Atk[/b] +0; [b]CMB[/b] +2; [b]CMD[/b] 12 [b]Feats[/b] Catch Off-Guard [b]Skills (Ranks)[/b] Heal +6 (1), Intimidate +3 (0), Knowledge (religion) +5 (1), Spellcraft +5 (1), Survival +7 (1); [b]Armor Check Penalty[/b] -5 [b]Languages[/b] Common, Goblin, Orc ----- [color=limegreen][b][u]Traits[/u][/b][u][/u][/color] [b]Poverty-Stricken:[/b] You gain a +1 bonus to Survival checks, and Survival is always a class skill for you. [b]Westcrown Firebrand:[/b] You gain a +1 trait bonus on Initiative checks, and if you act in a surprise round, you gain a +1 trait bonus on all attack rolls. ----- [color=limegreen][b][u]Racial Traits & Class Features[/u][/b][u][/u][/color] [b]Aura:[/b] Has a particularly powerful aura corresponding to his deity's alignment. [b]Calming Touch (Sp):[/b] 5/day - Standard action to heal touched creature of 1d6+1 points of nonlethal damage. Touch also removes fatigued, shaken, and sickened conditions. [b]Channel Energy:[/b] 4/day - Channeling energy causes a burst that all affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points. A Will save (DC 11) halves damage inflicted. [b]Intimidating:[/b] +2 racial bonus on Intimidate skill checks. [b]Longbow Proficiency:[/b] Proficient with longbow as it is Erastil's favored weapon. [b]Orc Blood:[/b] Count as both human and orc for any effect related to race. [b]Orc Ferocity:[/b] 1/day - When brought to below 0 hp but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hp, he immediately falls unconscious and begins dying. [b]Spontaneous Casting:[/b] Channel stored spell energy into healing spells that he did not prepare ahead of time, excluding orisons and domain spells. [b]Weapon Familiarity:[/b] Proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon. [b]Wooden Fist (Su):[/b] 5 rounds/day - Free action to turn hands as hard as wood covered in tiny thorns. Unarmed strikes do not provoke AoO and deal 1d6+3 points of piercing damage. ----- [color=limegreen][b][u]Stuff[/u][/b][/color] [b]Equipment:[/b] scale mail, heavy wooden shield, two belt pouches (on belt), backpack, bedroll (in backpack), crowbar (attached to backpack), waterskin (attached to backpack), healer's kit (slung across torso), wooden holy symbol (around neck), spell component pouch (on belt), common lute (attached to backpack), homespun robe (over armor), rope belt [b]Magic:[/b] [i]cure light wounds potions[/i] (x3) [b]Monies:[/b] 14 gp, 8 sp [b]Baggage:[/b] 53 lb. [/sblock] [/QUOTE]
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