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Of Thieves, Nobles, and the Righteous [Rogues Gallery]
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<blockquote data-quote="Erland" data-source="post: 3216730" data-attributes="member: 27386"><p><strong>Philippe Fitzroi</strong></p><p></p><p>[CODE]Name: Philippe Fitzroi</p><p>Class: Rogue 4 / Swashbuckler 2 / Fighter 1 / Duelist 1 XP: 32,000</p><p>Race: Human</p><p>Size: Medium</p><p>Gender: Male</p><p>Alignment: Chaotic Neutral</p><p>Deity: None</p><p></p><p>S: 10 +0 (pc 2)</p><p>D: 16 +3 (pc 6 +2 level bonus)</p><p>C: 12 +1 (pc 4)</p><p>I: 16 +3 (pc 10)</p><p>W: 12 +1 (pc 4)</p><p>Ch: 14 +2 (pc 6)</p><p>HP: 50 (max @ 1st, then average +1 each level, +8 Con)</p><p></p><p>BAB: +7/+2 Melee: +7(+10) Ranged: +10</p><p>Speed: 30’</p><p>Init: +3</p><p></p><p>AC: 20 [21] (10base +5 armor +2 shield +3Dex [+1Canny Defense] [+1 Dodge])</p><p>Touch: 13 [14] Flatfooted: 20</p><p></p><p>Fort: +5 +1(Con) = +6</p><p>Ref: +5 +3(Dex) +1(Grace) = +9</p><p>Will: +1 +1(Wis) = +2</p><p></p><p>Skills</p><p>Balance 2 +3(Dex) -2(armor) +2(synergy) = +5</p><p>Bluff 10 +2(Cha) = +12</p><p>Climb 2 +0(Str) = +2</p><p>Diplomacy 5 +2(Cha) +6(synergy) +5(magic) = +18</p><p>Disable Device 3 +3(Int) = +6</p><p>Escape Artist 4 +3(Dex) -2(armor) = +5</p><p>Gather Information 5 +2(Cha) +2(synergy) = +9</p><p>Hide 8 +3(Dex) -2(armor) = +9</p><p>Intimidate 2 +2(Cha) +2(synergy) = +6</p><p>Jump 2 +0(Str) -2(armor) +2(synergy) = +2</p><p>Knowledge (local) 5 + 3(Int) +1(feat) = +9</p><p>Knowledge (Nobility and royalty) 5 +3(Int) +1(feat) = +9</p><p>Languages (? native + 3)</p><p>Listen 6 +1(Wis) = +7</p><p>Move Silently 8 +3(Dex) -2(armor) = +9</p><p>Open Lock 7 +3(Dex) +5(magic) = +15</p><p>Perform (Acting) 1 +2(Cha) = +3</p><p>Perform (Dance) 3 +2(Cha) = +5</p><p>Perform (Oratory) 1 +2(Cha) +5(magic) = +8</p><p>Search 7 +3(Int) [+5(magic)] = +10 [+15]</p><p>Sense Motive 7 +1(Wis) = +8</p><p>Spot 7 + 1(Wis) = +8</p><p>Tumble 10 +3(Dex) -2(armor) = +11</p><p></p><p>Feats:</p><p>Combat Expertise</p><p>Dodge</p><p>Education</p><p>Improved Feint</p><p>Mobility</p><p>Weapon Finesse</p><p></p><p>Special Abilities</p><p>Racial (Human)</p><p>• Medium: As Medium creatures, humans have no special bonuses or </p><p> penalties due to their size. </p><p>• Human base land speed is 30 feet. </p><p>• 1 extra feat at 1st level. </p><p>• 4 extra skill points at 1st level and 1 extra skill point at each </p><p> additional level.</p><p>• Automatic Language: Common. Bonus Languages: Any (other than</p><p> secret languages, such as Druidic). See the Speak Language skill. </p><p>• Favored Class: Any. When determining whether a multiclass human takes</p><p> an experience point penalty, his or her highest-level class does not </p><p> count.</p><p>Rogue:</p><p>• Weapon and Armor Proficiency: Rogues are proficient with all simple </p><p> weapons plus the hand crossbow, rapier, sap, short bow, and short </p><p> sword. Rogues are proficient with light armor, but not with shields. </p><p>• Sneak Attack +2d6</p><p>• Trapfinding</p><p>• Evasion – At 2nd level and higher, a rogue can avoid even magical </p><p> and unusual attacks with great agility. If she makes a successful </p><p> Reflex save against an attack that normally deals half damage on a </p><p> successful save, she instead takes no damage. Evasion can be used </p><p> only if the rogue is wearing light armor or no armor. </p><p>• Trap Sense – At 3rd level, a rogue gains an intuitive sense that </p><p> alerts her to danger from traps, giving her a +1 bonus on Reflex </p><p> saves made to avoid traps and a +1 dodge bonus to AC against attacks </p><p> made by traps.</p><p>• Uncanny Dodge – Starting at 4th level, a rogue can react to danger </p><p> before her senses would normally allow her to do so. She retains her </p><p> Dexterity bonus to AC (if any) even if she is caught flatfooted or </p><p> struck by an invisible attacker. However, she still loses her </p><p> Dexterity bonus to AC if immobilized. </p><p>Swashbuckler:</p><p>• Weapon and Armor Proficiency – Swashbucklers are proficient with </p><p> all simple and martial weapons and with light armor.</p><p>• Weapon Finesse – Bonus feat (already included above).</p><p>• Grace – At 2nd level swashbucklers gains a +1 competence bonus on </p><p> Reflex saves.</p><p>Fighter:</p><p>• Bonus Feat – At first and every even numbered level (already included </p><p> above).</p><p>Duelist:</p><p>• Canny Defense – When not wearing armor or using a shield, a duelist </p><p> adds 1 point of Intelligence bonus (if any) per duelist class level </p><p> to her Dexterity bonus to modify Armor Class while wielding a </p><p> melee weapon. If a duelist is caught flatfooted or otherwise denied </p><p> her Dexterity bonus, she also loses this bonus.</p><p></p><p></p><p>Equipment:</p><p>Rapier +2 (AB+12 1d6+2p/18-20/x2 2lb) 8320gp</p><p>Throwing Daggers x6 (AB+10 1d4ps/19-20/x2 10’ 1lb) 12gp</p><p>Mithral Shirt +1 (AC +5, Armor Check -2 10lb) 2100gp</p><p>Buckler +1 (AC +2 5lb) 1165gp</p><p>Ring of Lockpicking (+5 competence bonus to Open Lock) 4500gp</p><p>Choker of Eloquence (+5 competence bonus to Bluff, Diplomacy, </p><p> Perform (Oratory)) 6000gp</p><p>Goggles of Minute Seeing (+5 competence bonus to Search w/in 1’) 1250gp</p><p>MW Lockpicks 2lb 100gp</p><p>Explorer’s outfit –</p><p>Courtier’s outfit x3 18lb 90gp</p><p>Elixir of Hiding x2 (+10 competence bonus to Hide for 1 hour) 500gp</p><p>Elixir of Sneaking x2 (+10 competence bonus to Move Silently for </p><p> 1 hour) 500gp</p><p>Potion – Cure Light Wounds x5 (cure 1d8+1hp) 250gp</p><p>Signet ring and various jewelry 213gp</p><p></p><p>Money: 2000gp</p><p></p><p>Age: 20</p><p>Height: 5’ 11”</p><p>Weight: 159</p><p>Eyes: Blue</p><p>Hair: Light Brown w/ blond highlights (“dirty blond”)</p><p>Skin: Lightly tanned</p><p></p><p>[Sblock=The Path of Vengence] </p><p>None of your gifts work against Innocents. </p><p>The Charisma penalities stack, but don't apply to any Curse </p><p> checks you may make. If you had a 16 CHA and now it's a 14, </p><p> you still get the +3 bonus on your Curses checks.</p><p></p><p>Step 1: True Strike 1/day // Can only target someone who has </p><p> injuried or insulted you.</p><p></p><p>Step 2: Voice of Wrath feat // Your voice turns dry and scratchy, </p><p> -2 Cha</p><p></p><p>Step 3: Rage 1/day (as the spell) // Paranoia Madness effect</p><p></p><p>Step 4: Detect Thoughts 3/day // Evil alignment when planning </p><p> or taking revenge, -2 Cha</p><p></p><p>Step 5: Slay Living 1/day // -4 Wis, -2 Cha </p><p></p><p>The idea behind this Path is that Philippe can avoid using the </p><p>gifts by changing your behavior, but he probably won't. </p><p>The 'no Innocents' clause is in there as a target for </p><p>his Paranoia. [/sblock]</p><p>[/CODE]</p><p></p><p>One of the innumerable waifs who run the streets almost unnoticed, Philippe survived childhood on his wits, charm, and whatever he could steal or scrounge. The specific circumstances which left him a homeless orphan are lost to time. He vaguely remembers a woman, attractive but old before her time, who must be his mother, and a succession of men (relatives? johns?), culminated by noise, chaos, and then silence - the silence of the grave. Perhaps his mother was a whore killed by a customer, or a laundry wench taken by plague, or something else entirely - whatever, it didn't make any difference in the day-to-day struggle for survival, so it was quickly forgotten, pushed aside by more important concerns.</p><p></p><p>Philippe is not even his real name, just the latest in a long line of psuedonyms taken for a month, a day, or just a night. Whatever name his parent(s) gave him is long forgotten, along with the memories of his parents themselves. To himself, the boy borrowed the name of the small falcons he saw flying through the streets - Kestrel, or even just Kes. He envied the birds their ability to fly away from the suffering Kes lived in every day.</p><p></p><p>Not surprisingly, Kes fell into a gang of children and learned how to steal, scam, and hide. In spite of his skills and natural talent, he would probably have died of hunger some harsh winter, had he not caught the eye of an out-of-favor fencing master. The way the boy moved suggested unrealized potential to the foreigner. Under Abban Faria's instruction, the boy learned to pass in civilized company, in addition to swordplay.</p><p></p><p>Now, Philippe travels the outskirts of upper class society, passing himself off as the illegitimate son of aristocracy. He joins with the noble youths in their various passtimes, including the group calling themselves By the Moons Light. His performances, when called upon to directly participate, approach Death from the point of view of that notable himself - the hunter rather than hunted, predator rather than prey.</p><p></p><p>Few observers would suspect the feral background of the dashing young man. Fewer still would suspect the envy and contempt he holds for his so-called peers.</p><p></p><p>Kes holds equal loathing for the Guards and the formal Thieves Guilds - the one for cuffing waifs to the side and trying to hide their need from "decent folk", the other for punishing the children for daring to impinge upon the Guild's trade in order to feed themselves. Likewise, as the gods held no regard for the needs of children, now Kes has no regard for the gods - so long as they have nothing to do with him, he'll have nothing to do with them, and that's the way he likes it.</p><p></p><p>He does have some small interest in two other groups. He doesn't have the connections required to join the Society for the Advancement of Mankind, and he is deeply suspicious that their philanthropic overtures are merely for show, though part of him hopes otherwise. He respects the abilities and detachment of Sir Richard's Knights, but dislikes the thought of having to serve and protect the nobility.</p><p></p><p>On the street, you can't show weakness. As a result, Philippe never forgets an insult, and tries to get even sooner or later.</p></blockquote><p></p>
[QUOTE="Erland, post: 3216730, member: 27386"] [b]Philippe Fitzroi[/b] [CODE]Name: Philippe Fitzroi Class: Rogue 4 / Swashbuckler 2 / Fighter 1 / Duelist 1 XP: 32,000 Race: Human Size: Medium Gender: Male Alignment: Chaotic Neutral Deity: None S: 10 +0 (pc 2) D: 16 +3 (pc 6 +2 level bonus) C: 12 +1 (pc 4) I: 16 +3 (pc 10) W: 12 +1 (pc 4) Ch: 14 +2 (pc 6) HP: 50 (max @ 1st, then average +1 each level, +8 Con) BAB: +7/+2 Melee: +7(+10) Ranged: +10 Speed: 30’ Init: +3 AC: 20 [21] (10base +5 armor +2 shield +3Dex [+1Canny Defense] [+1 Dodge]) Touch: 13 [14] Flatfooted: 20 Fort: +5 +1(Con) = +6 Ref: +5 +3(Dex) +1(Grace) = +9 Will: +1 +1(Wis) = +2 Skills Balance 2 +3(Dex) -2(armor) +2(synergy) = +5 Bluff 10 +2(Cha) = +12 Climb 2 +0(Str) = +2 Diplomacy 5 +2(Cha) +6(synergy) +5(magic) = +18 Disable Device 3 +3(Int) = +6 Escape Artist 4 +3(Dex) -2(armor) = +5 Gather Information 5 +2(Cha) +2(synergy) = +9 Hide 8 +3(Dex) -2(armor) = +9 Intimidate 2 +2(Cha) +2(synergy) = +6 Jump 2 +0(Str) -2(armor) +2(synergy) = +2 Knowledge (local) 5 + 3(Int) +1(feat) = +9 Knowledge (Nobility and royalty) 5 +3(Int) +1(feat) = +9 Languages (? native + 3) Listen 6 +1(Wis) = +7 Move Silently 8 +3(Dex) -2(armor) = +9 Open Lock 7 +3(Dex) +5(magic) = +15 Perform (Acting) 1 +2(Cha) = +3 Perform (Dance) 3 +2(Cha) = +5 Perform (Oratory) 1 +2(Cha) +5(magic) = +8 Search 7 +3(Int) [+5(magic)] = +10 [+15] Sense Motive 7 +1(Wis) = +8 Spot 7 + 1(Wis) = +8 Tumble 10 +3(Dex) -2(armor) = +11 Feats: Combat Expertise Dodge Education Improved Feint Mobility Weapon Finesse Special Abilities Racial (Human) • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. • Human base land speed is 30 feet. • 1 extra feat at 1st level. • 4 extra skill points at 1st level and 1 extra skill point at each additional level. • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count. Rogue: • Weapon and Armor Proficiency: Rogues are proficient with all simple weapons plus the hand crossbow, rapier, sap, short bow, and short sword. Rogues are proficient with light armor, but not with shields. • Sneak Attack +2d6 • Trapfinding • Evasion – At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex save against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. • Trap Sense – At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. • Uncanny Dodge – Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flatfooted or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. Swashbuckler: • Weapon and Armor Proficiency – Swashbucklers are proficient with all simple and martial weapons and with light armor. • Weapon Finesse – Bonus feat (already included above). • Grace – At 2nd level swashbucklers gains a +1 competence bonus on Reflex saves. Fighter: • Bonus Feat – At first and every even numbered level (already included above). Duelist: • Canny Defense – When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flatfooted or otherwise denied her Dexterity bonus, she also loses this bonus. Equipment: Rapier +2 (AB+12 1d6+2p/18-20/x2 2lb) 8320gp Throwing Daggers x6 (AB+10 1d4ps/19-20/x2 10’ 1lb) 12gp Mithral Shirt +1 (AC +5, Armor Check -2 10lb) 2100gp Buckler +1 (AC +2 5lb) 1165gp Ring of Lockpicking (+5 competence bonus to Open Lock) 4500gp Choker of Eloquence (+5 competence bonus to Bluff, Diplomacy, Perform (Oratory)) 6000gp Goggles of Minute Seeing (+5 competence bonus to Search w/in 1’) 1250gp MW Lockpicks 2lb 100gp Explorer’s outfit – Courtier’s outfit x3 18lb 90gp Elixir of Hiding x2 (+10 competence bonus to Hide for 1 hour) 500gp Elixir of Sneaking x2 (+10 competence bonus to Move Silently for 1 hour) 500gp Potion – Cure Light Wounds x5 (cure 1d8+1hp) 250gp Signet ring and various jewelry 213gp Money: 2000gp Age: 20 Height: 5’ 11” Weight: 159 Eyes: Blue Hair: Light Brown w/ blond highlights (“dirty blond”) Skin: Lightly tanned [Sblock=The Path of Vengence] None of your gifts work against Innocents. The Charisma penalities stack, but don't apply to any Curse checks you may make. If you had a 16 CHA and now it's a 14, you still get the +3 bonus on your Curses checks. Step 1: True Strike 1/day // Can only target someone who has injuried or insulted you. Step 2: Voice of Wrath feat // Your voice turns dry and scratchy, -2 Cha Step 3: Rage 1/day (as the spell) // Paranoia Madness effect Step 4: Detect Thoughts 3/day // Evil alignment when planning or taking revenge, -2 Cha Step 5: Slay Living 1/day // -4 Wis, -2 Cha The idea behind this Path is that Philippe can avoid using the gifts by changing your behavior, but he probably won't. The 'no Innocents' clause is in there as a target for his Paranoia. [/sblock] [/CODE] One of the innumerable waifs who run the streets almost unnoticed, Philippe survived childhood on his wits, charm, and whatever he could steal or scrounge. The specific circumstances which left him a homeless orphan are lost to time. He vaguely remembers a woman, attractive but old before her time, who must be his mother, and a succession of men (relatives? johns?), culminated by noise, chaos, and then silence - the silence of the grave. Perhaps his mother was a whore killed by a customer, or a laundry wench taken by plague, or something else entirely - whatever, it didn't make any difference in the day-to-day struggle for survival, so it was quickly forgotten, pushed aside by more important concerns. Philippe is not even his real name, just the latest in a long line of psuedonyms taken for a month, a day, or just a night. Whatever name his parent(s) gave him is long forgotten, along with the memories of his parents themselves. To himself, the boy borrowed the name of the small falcons he saw flying through the streets - Kestrel, or even just Kes. He envied the birds their ability to fly away from the suffering Kes lived in every day. Not surprisingly, Kes fell into a gang of children and learned how to steal, scam, and hide. In spite of his skills and natural talent, he would probably have died of hunger some harsh winter, had he not caught the eye of an out-of-favor fencing master. The way the boy moved suggested unrealized potential to the foreigner. Under Abban Faria's instruction, the boy learned to pass in civilized company, in addition to swordplay. Now, Philippe travels the outskirts of upper class society, passing himself off as the illegitimate son of aristocracy. He joins with the noble youths in their various passtimes, including the group calling themselves By the Moons Light. His performances, when called upon to directly participate, approach Death from the point of view of that notable himself - the hunter rather than hunted, predator rather than prey. Few observers would suspect the feral background of the dashing young man. Fewer still would suspect the envy and contempt he holds for his so-called peers. Kes holds equal loathing for the Guards and the formal Thieves Guilds - the one for cuffing waifs to the side and trying to hide their need from "decent folk", the other for punishing the children for daring to impinge upon the Guild's trade in order to feed themselves. Likewise, as the gods held no regard for the needs of children, now Kes has no regard for the gods - so long as they have nothing to do with him, he'll have nothing to do with them, and that's the way he likes it. He does have some small interest in two other groups. He doesn't have the connections required to join the Society for the Advancement of Mankind, and he is deeply suspicious that their philanthropic overtures are merely for show, though part of him hopes otherwise. He respects the abilities and detachment of Sir Richard's Knights, but dislikes the thought of having to serve and protect the nobility. On the street, you can't show weakness. As a result, Philippe never forgets an insult, and tries to get even sooner or later. [/QUOTE]
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