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Paridon Book II: A Taste For Power (Closed)
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<blockquote data-quote="pathfinderq1" data-source="post: 4768839" data-attributes="member: 48394"><p>Concepts pitch (1 of 3);</p><p></p><p>So I'm about done with my potential ideas, except for final equipment choices. I'm going to post all three of them here individually. I'll try to pick one by tomorrow, but if anyone has any feedback, or sees something they really like (or really hate), feel free to let me know.</p><p></p><p>Name: Ostgyrr Oldblade (AKA ‘Gear’) </p><p>Concept: rumpled detective</p><p>Race/gender: Dwarf/ male</p><p>Class/level: Rogue 3/Urban ranger 2</p><p>Alignment: NG</p><p>Height: 4’3”</p><p>Weight: 155 lbs</p><p>Hair: black</p><p>Eyes: dark grey</p><p>Age: 61 </p><p></p><p>Description: Gear is a male dwarf of average height and indeterminate age. In dwarven terms, he has a lean, wiry build- so he appears merely stocky, instead of the traditional ‘so broad-shouldered he looks square’ dwarven physique. His eyes are the grey of old sword-steel, and his hair is a dull black- his head is either bald or totally shaved, and his beard is so close-cropped other dwarves would call it ‘stubble’, but his eyebrows are rather bushy. He wears the soft, almost shapeless cap of a workman instead of a gentleman’s proper hat, and his heavy dark wool coat is constantly rumpled and about a size too small. He also seems to favor cheap cigars- though he rarely seems to actually light them… In general he has the look of a rough craftsman or cheap thug. This is, in fact, a deliberate artifice on his part- a closer look reveals that his weapons and tools are meticulously cleaned and cared for (and of fine quality, as well). Anyone who works with him might also notice that his desk and paperwork are likewise extremely precise and organized. He wears a pistol at his belt, and has been known to carry a pair of hatchets, but his preferred weapon is an iron-shod cudgel as long as he is tall- he refers to it as a ‘walking stick’.</p><p></p><p>History: Like most of the dwarves in Paridon, Gear grew up in a rather rough-and-tumble neighborhood- very much a blue-collar, working class area. His father died just before Gear was born, so the young dwarf was rather communally raised by his mother’s extended family. He had a rough childhood, mostly spent on the streets around the neighborhood and brawling with the orcish gangs on the next block, and he was headed for a life in the dwarven organized crime rackets- though with his brains he would not have been simply a thug. His family finally intervened and got him an apprenticeship with his favored uncle Oskar- the older dwarf was a cantankerous wretch, but he was about the only person in the family that Gear actually liked. He was also a master-level locksmith, trapmaker, and engineer. Because of his expertise, Oskar had a great deal of contact amongst the Constabulary- while not actually a member of the organization, he had many friends and contacts on the force. As such, Gear got to deal with the constables as he learned his trade- and he found he liked the folks on the right side of the law far better than he had liked the lowlifes he had met on the streets. While he was smart and dexterous enough to learn the locksmithing trade, it wasn’t nearly exciting enough for him- once he had formally completed his apprenticeship, he chose to apply for the constabulary instead of setting up shop as a crafter. He originally joined the Enforcers, and he spent more than ten years on the streets, cracking crimes and busting heads- even from the start he was often the brains of his squad, though he picked up a fierce reputation as a fighter at need. Once he received word that his old mentor had died, he realized that he wasn’t getting any younger himself and he decided he needed a different sort of challenge, so he applied for the Investigators- it took a while, but he finally made the jump about three years back. At first it was tough going- far more complicated than walking a beat. More recently, his superiors have taken a closer look at his casework- and he was selected to bolster the ranks of the Rose Company. </p><p></p><p></p><p>Game stats:</p><p></p><p>STR 14 (+2) (6 pts)</p><p>DEX 15 (+2) (6 pts, +1 at 4th level)</p><p>CON 14 (+2) (4 pts, +2 racial)</p><p>INT 14 (+2) (6 pts)</p><p>WIS 12 (+1) (4 pts)</p><p>CHA 8 (-1) (2 pts, -2 racial)</p><p>((28 total))</p><p></p><p>Rogue 3/Urban ranger 2 (RURUR)</p><p>Level 5 (next: urban ranger 3)</p><p>XP: 10000</p><p></p><p>Saves:</p><p>Fortitude: +7 (1+3 base +2 CON, +1 vest)</p><p>Reflex: +9 (3+3 base +2 DEX, +1 vest)</p><p>Will: +3 (1+0 base +1 WIS, +1 vest)</p><p></p><p>Initiative: +2 (DEX +2)</p><p>AC: 17 (touch 12, Flat-footed 15; DEX +2, armor +4+1)</p><p>Hit points: 39 (6/6/4.5/6/4.5 +12 CON)</p><p>BAB: +4 (melee +6, ranged +6)</p><p>Base speed: 20 feet (Dwarf, light load)</p><p></p><p>Feats: </p><p>1. Investigator (1st level)</p><p>2. Urban tracking (Ranger 1 bonus)</p><p>3. Exotic weapon proficiency- dragon pistol (3rd level)</p><p>4. Two-weapon fighting (Ranger 2 bonus- style)</p><p></p><p>Skills (level/skill//points/rank/+att/+other)</p><p>+3/Appraise//1/1/INT +2 (+2 racial for stone/metal= +5) </p><p>+4/Bluff//5/5/CHA -1</p><p>+3/Climb//1/1/STR +2 </p><p>+3/Craft- clockwork//1/1/INT +2</p><p>+4/Craft- locks//2/2/INT +2</p><p>+4/Craft- traps//2/2/INT +2</p><p>+4/Craft- stonemason//2/2/INT +2</p><p>+4/Diplomacy//1/1/CHA -1, synergy +2+2</p><p>+12/Disable device//8/8/INT +2, MW tools +2</p><p>+11/Gather information//8/8/CHA -1, feat +2, synergy +2</p><p>+2/Intimidate//1/1/CHA -1, synergy +2</p><p>+3/Jump//1/1/STR +2</p><p>+3/Knowledge- architecture/engineering//2cc/1/INT +2</p><p>+3/Knowledge- dungeoneering//2cc/1/INT +2</p><p>+7/Knowledge- local//5/5/INT +2</p><p>+2/Listen//1/1/WIS +1</p><p>+12/Open lock//8/8/DEX +2, MW tools +2</p><p>+3/Profession- constable//2/2/WIS +1</p><p>+12/Search//8/8/INT +2, feat +2</p><p>+9/Sense motive//8/8/WIS +1</p><p>+1/Speak language//2cc/1/+n/a</p><p>+6/Spot//5/5/WIS +1</p><p></p><p>Languages: Common, dwarven, (underworld slang), orcish</p><p></p><p>Class abilities: </p><p>(Rogue)</p><p>-Sneak attack (+2d6)</p><p>-Trapfinding</p><p>-Evasion</p><p>-Trap sense +1</p><p></p><p>(Ranger- urban)</p><p>-Bonus feats</p><p>-Wild empathy: 1d20+0 (never used)</p><p>-Combat style: two-weapon</p><p>-Favored enemy (+2): Humanoids (orcs)</p><p></p><p></p><p>Equipment (9000 gp total- partial list only)</p><p>-Chain shirt +1</p><p>-Vest of resistance +1</p><p>-Heward’s handy haversack (appears as a heavy satchel or toolcase)</p><p>-MW dragon pistol</p><p>-MW/MW cold iron quarterstaff</p><p>-Throwing ax (x2)</p></blockquote><p></p>
[QUOTE="pathfinderq1, post: 4768839, member: 48394"] Concepts pitch (1 of 3); So I'm about done with my potential ideas, except for final equipment choices. I'm going to post all three of them here individually. I'll try to pick one by tomorrow, but if anyone has any feedback, or sees something they really like (or really hate), feel free to let me know. Name: Ostgyrr Oldblade (AKA ‘Gear’) Concept: rumpled detective Race/gender: Dwarf/ male Class/level: Rogue 3/Urban ranger 2 Alignment: NG Height: 4’3” Weight: 155 lbs Hair: black Eyes: dark grey Age: 61 Description: Gear is a male dwarf of average height and indeterminate age. In dwarven terms, he has a lean, wiry build- so he appears merely stocky, instead of the traditional ‘so broad-shouldered he looks square’ dwarven physique. His eyes are the grey of old sword-steel, and his hair is a dull black- his head is either bald or totally shaved, and his beard is so close-cropped other dwarves would call it ‘stubble’, but his eyebrows are rather bushy. He wears the soft, almost shapeless cap of a workman instead of a gentleman’s proper hat, and his heavy dark wool coat is constantly rumpled and about a size too small. He also seems to favor cheap cigars- though he rarely seems to actually light them… In general he has the look of a rough craftsman or cheap thug. This is, in fact, a deliberate artifice on his part- a closer look reveals that his weapons and tools are meticulously cleaned and cared for (and of fine quality, as well). Anyone who works with him might also notice that his desk and paperwork are likewise extremely precise and organized. He wears a pistol at his belt, and has been known to carry a pair of hatchets, but his preferred weapon is an iron-shod cudgel as long as he is tall- he refers to it as a ‘walking stick’. History: Like most of the dwarves in Paridon, Gear grew up in a rather rough-and-tumble neighborhood- very much a blue-collar, working class area. His father died just before Gear was born, so the young dwarf was rather communally raised by his mother’s extended family. He had a rough childhood, mostly spent on the streets around the neighborhood and brawling with the orcish gangs on the next block, and he was headed for a life in the dwarven organized crime rackets- though with his brains he would not have been simply a thug. His family finally intervened and got him an apprenticeship with his favored uncle Oskar- the older dwarf was a cantankerous wretch, but he was about the only person in the family that Gear actually liked. He was also a master-level locksmith, trapmaker, and engineer. Because of his expertise, Oskar had a great deal of contact amongst the Constabulary- while not actually a member of the organization, he had many friends and contacts on the force. As such, Gear got to deal with the constables as he learned his trade- and he found he liked the folks on the right side of the law far better than he had liked the lowlifes he had met on the streets. While he was smart and dexterous enough to learn the locksmithing trade, it wasn’t nearly exciting enough for him- once he had formally completed his apprenticeship, he chose to apply for the constabulary instead of setting up shop as a crafter. He originally joined the Enforcers, and he spent more than ten years on the streets, cracking crimes and busting heads- even from the start he was often the brains of his squad, though he picked up a fierce reputation as a fighter at need. Once he received word that his old mentor had died, he realized that he wasn’t getting any younger himself and he decided he needed a different sort of challenge, so he applied for the Investigators- it took a while, but he finally made the jump about three years back. At first it was tough going- far more complicated than walking a beat. More recently, his superiors have taken a closer look at his casework- and he was selected to bolster the ranks of the Rose Company. Game stats: STR 14 (+2) (6 pts) DEX 15 (+2) (6 pts, +1 at 4th level) CON 14 (+2) (4 pts, +2 racial) INT 14 (+2) (6 pts) WIS 12 (+1) (4 pts) CHA 8 (-1) (2 pts, -2 racial) ((28 total)) Rogue 3/Urban ranger 2 (RURUR) Level 5 (next: urban ranger 3) XP: 10000 Saves: Fortitude: +7 (1+3 base +2 CON, +1 vest) Reflex: +9 (3+3 base +2 DEX, +1 vest) Will: +3 (1+0 base +1 WIS, +1 vest) Initiative: +2 (DEX +2) AC: 17 (touch 12, Flat-footed 15; DEX +2, armor +4+1) Hit points: 39 (6/6/4.5/6/4.5 +12 CON) BAB: +4 (melee +6, ranged +6) Base speed: 20 feet (Dwarf, light load) Feats: 1. Investigator (1st level) 2. Urban tracking (Ranger 1 bonus) 3. Exotic weapon proficiency- dragon pistol (3rd level) 4. Two-weapon fighting (Ranger 2 bonus- style) Skills (level/skill//points/rank/+att/+other) +3/Appraise//1/1/INT +2 (+2 racial for stone/metal= +5) +4/Bluff//5/5/CHA -1 +3/Climb//1/1/STR +2 +3/Craft- clockwork//1/1/INT +2 +4/Craft- locks//2/2/INT +2 +4/Craft- traps//2/2/INT +2 +4/Craft- stonemason//2/2/INT +2 +4/Diplomacy//1/1/CHA -1, synergy +2+2 +12/Disable device//8/8/INT +2, MW tools +2 +11/Gather information//8/8/CHA -1, feat +2, synergy +2 +2/Intimidate//1/1/CHA -1, synergy +2 +3/Jump//1/1/STR +2 +3/Knowledge- architecture/engineering//2cc/1/INT +2 +3/Knowledge- dungeoneering//2cc/1/INT +2 +7/Knowledge- local//5/5/INT +2 +2/Listen//1/1/WIS +1 +12/Open lock//8/8/DEX +2, MW tools +2 +3/Profession- constable//2/2/WIS +1 +12/Search//8/8/INT +2, feat +2 +9/Sense motive//8/8/WIS +1 +1/Speak language//2cc/1/+n/a +6/Spot//5/5/WIS +1 Languages: Common, dwarven, (underworld slang), orcish Class abilities: (Rogue) -Sneak attack (+2d6) -Trapfinding -Evasion -Trap sense +1 (Ranger- urban) -Bonus feats -Wild empathy: 1d20+0 (never used) -Combat style: two-weapon -Favored enemy (+2): Humanoids (orcs) Equipment (9000 gp total- partial list only) -Chain shirt +1 -Vest of resistance +1 -Heward’s handy haversack (appears as a heavy satchel or toolcase) -MW dragon pistol -MW/MW cold iron quarterstaff -Throwing ax (x2) [/QUOTE]
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