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<blockquote data-quote="Solarious" data-source="post: 3096300" data-attributes="member: 27346"><p>Appearance:</p><p>Arliss is a lean, wary man who constantly scans his surroundings and misses little. Most of his equipment, especially his Haversack, which is mostly extradimentional space, is tailored to him specificly, to hug his body and present less of a profile. His face is crossed with tiny, nearly imperceptable scars, minute records of his time with the Shadow Guild that raised and trained him.</p><p></p><p>Roleplaying/Mechanical Notes:</p><p>- Arliss is designed totally geared as a scout and a looter: his physcial combat skills are nigh-nil, and his forte is reliably detecting threats and disarming traps. His Skill Mastery in Hide and Move Silently gives him an automatic result of 36, difficult for anything besides a high HD monster to hit, and his invibility helps overcome his poor combat skills and relative vulnerability.</p><p>- Much of his wealth is directed to loot and holding it, and Arliss' prized posession is not the Portable Hole (although it takes close second), but his Rod of Servants, which allows him to clean out rooms filled with anything worth having in record time. Groups may want to give him a bit more share of the treasure contributing so much to the 'party pool' in terms of storage in order to gear him up properly for this lethal dungeon.</p><p>- I wanted to give Arliss more Int for skills, so at least he could UMD, have Slight of Hand, and other skills useful for the common rogue. Alas, 28-point buy is a harsh mistress. Layout is based on Dusk's character sheet: can anyone check if I'm missing anything? Blargney in particular.</p><p>- I also have no access to the PHBII as of yet, something which I would love to change. I don't have the faintest clue what Keen-Eared Scout does, but it does sound like something very useful to have, as forewarning is an excellent survival tool around here.</p><p>- Arliss' alignment is based more on his strict adherement to his word and deals than any real respect for the law. Can possibly be TN... I leave the final decision in the hands of the player.</p><p></p><p>- Last thing: mattcolville, I hope you let Stonecunning detect those Symbol traps before Arliss goes into their AoE, because the damn Death things are all over Castle Maure.</p><p></p><p>Arliss</p><p>Human Rogue5/Theif-Acobat4/DungeonDelver3</p><p>Medium LN Humanoid</p><p></p><p>Init: +8; Senses: Spot +18, Listen +18; Darvision 60'; Stonecunning; redo failed Spot/Listen as a free action</p><p>Pinpoint all creatures in 30' with a DC 25 Listen check, opposed with a Move Silently w/ +15 if hidden or invisible; Keen-Eared Scout</p><p>Languages: Common, Elven, Gnome</p><p>-----------------------</p><p>AC 18, Touch 16, Flat Footed 12; AC 23 Fighting Defensively, AC 27 Full Defence</p><p>hp 66 (12d6+24)</p><p>Fort +6 Ref +17 Will +4</p><p>-----------------------</p><p>Speed 30' (6 squares)</p><p>Melee</p><p>Mwrk Cold Iron Rapier +9/+4 (1d6/18-20/x2) or</p><p>Dagger +8/+4 (1d4/19-20/x2)</p><p>Ranged</p><p>Dagger +14 (1d4/19-20/x2/10') or</p><p>Shortbow +14/+9 (1d6/x3/60')</p><p>BAB: +8, Grp: +8</p><p>Atk Options: Sneak Attack +3d6</p><p>------------------------</p><p>Abilities: STR 10 DEX 22 CON 14 WIS 12 INT 14 CHA 10</p><p>SQ: Trapfinding, Sneak Attack +3d6, Trap Sense +2, Uncanny Dodge, Fast Acrobatics</p><p>Kip Up, Steady Stance, Agile Fighting +2/+3, Slow Fall 30'</p><p>Acrobatic Charge, Defensive Roll 1/day, Darkvision 60', Deep Survival +3, Stonecunning</p><p>Spell-like Abilities (CL3): Reduce 3/day, Augury 1/day (free action)</p><p>Skills: Balance +26, Climb +08, Craft (Stonemasonary) +07, Disable Device +21</p><p>Hide +26, Jump +12, Knowledge (Dungeoneering) +09, Knowledge (Nature) +03</p><p>Listen +18, Move Silently +26, Open Lock +21, Search +21 (+23 [unusual] stonework)</p><p>Spot +18, Survival +03 [+06 underground], Tumble +16</p><p>Skill Mastery: Balance, Climb, Jump, Tumble, Search, Disable Device, Open Lock, Hide, Move Silently</p><p>Feats: Alertness, Blind-Fight, Quick Reconnoiter (CV 112)</p><p>Hear the Unseen (CV 110), Tactile Trapsmith (CV112), Keen-Eared Scout (PHBII)</p><p>------------------------</p><p>Possessions:</p><p>20,000 Ring of Invisibility</p><p>20,000 Portable Hole</p><p>16,000 +4 Gloves of Dexterity</p><p>15,000 Bag of Holding Type II x3</p><p>2,000 Handy Haversack</p><p>2,500 Boots of Elvenkind</p><p>2,500 Cloak of Elvenkind</p><p>6,000 Rod of Servants (casts Servant Horde 1/day, 2d6 + 5 Unseen Servants, 5 hours, CL5)</p><p>Mundane equipment:</p><p>750 Leafweave Leather (+2AC, +7 Max Dex bonus, no ACP) [RoW 168]</p><p>340 Masterwork Cold Iron Rapier</p><p>30 Shortbow</p><p>30 Arrows x60</p><p>30 Daggers x15</p><p>100 Masterwork Thieves' Tools</p><p>40 Camoflage Kit (+2 Circumstance, 10 uses, 1 minute) [CV 122]</p><p>150 Blend Cream x3 (+1 alchemical, 1 hour) [CV118]</p><p>150 Softfoot x3 (+1 alchemical, 1 hour) [CV119]</p><p>250 Flash Pellet x5 (ranged attack 5' increment, 5' burst, DC 15 Fort or blinded 1 round, dazzled 1 round after) [CV 118]</p><p>Misc. + 160gp</p><p>------------------------</p><p>Common Tactics:</p><p>- Scouts ahead invisibily and reduced, his very wide range of senses detecting threats and Stonecunning giving him free chances at trap/secret detection</p><p>- Uses Flash Pellets to provide distractions if spotted, hopefully giving him a chance to hide (using the Hide/Bluff rules, replacing Bluff with Flash Pellets)</p><p>- Tries to mooch GMW for his Rapier and/or Shortbow; This usually gives them +3 and some semblance of a hope of hitting</p><p>- Perfers to snipe and harass from cover, readying to disrupt casters and reapplying invisibility as neccessary</p><p>- If sniping is not possible, he pairs up with a superior meleer and sneak attacks if he can hit, or provides flanking bonuses if he can't</p><p>- Inside melee, he always fights defensively, bumping up his AC to a respectable 23, if cornered or heavily wounded, he goes full defence for AC 27 and tumbles away at the first opportunity</p><p>- He stays far, far, FAR away from 'Bonecusher' and the revaling light of the Praesidium Luminata</p><p></p><p>Reduced stats:</p><p>Init +9</p><p>AC20, Touch 18, Flat 13; AC Fighting Defensively 25, Full Defence 29</p><p>Ref +18</p><p>----------------------</p><p>Speed 30' (6 squares)</p><p>Melee</p><p>Mwrk Cold Iron Rapier +9/+4 (1d4-1/18-20/x2) or</p><p>Dagger +8/+4 (1d3-1/19-20/x2)</p><p>Ranged</p><p>Dagger +16 (1d4-1/19-20/x2/10') or</p><p>Shortbow +16/+11 (1d6-1/x3/60')</p><p>BAB: +8, Grp: +3</p><p>---------------------</p><p>Skills: Hide +30</p><p></p><p>Gharis is... still undergoing renovations. He might be up tonight, if I get lucky. Keep your fingers crossed.</p><p></p><p>EDIT: Yeah, I was reading the small column for weapon sizes for Shortbows. It's fixed now. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Also added Arliss' reduced stats, which makes him even harder to see. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> And hey, what can I say? Few people with a Ring of Invisibility like to have their 20,000 gp investment disappear, even momentarily. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> You can retire on such income! By the by, 30' speed for reduced stats is <strong>not</strong> a typo.... <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> Quick fix for Survival for dungeoneering ranks.</p></blockquote><p></p>
[QUOTE="Solarious, post: 3096300, member: 27346"] Appearance: Arliss is a lean, wary man who constantly scans his surroundings and misses little. Most of his equipment, especially his Haversack, which is mostly extradimentional space, is tailored to him specificly, to hug his body and present less of a profile. His face is crossed with tiny, nearly imperceptable scars, minute records of his time with the Shadow Guild that raised and trained him. Roleplaying/Mechanical Notes: - Arliss is designed totally geared as a scout and a looter: his physcial combat skills are nigh-nil, and his forte is reliably detecting threats and disarming traps. His Skill Mastery in Hide and Move Silently gives him an automatic result of 36, difficult for anything besides a high HD monster to hit, and his invibility helps overcome his poor combat skills and relative vulnerability. - Much of his wealth is directed to loot and holding it, and Arliss' prized posession is not the Portable Hole (although it takes close second), but his Rod of Servants, which allows him to clean out rooms filled with anything worth having in record time. Groups may want to give him a bit more share of the treasure contributing so much to the 'party pool' in terms of storage in order to gear him up properly for this lethal dungeon. - I wanted to give Arliss more Int for skills, so at least he could UMD, have Slight of Hand, and other skills useful for the common rogue. Alas, 28-point buy is a harsh mistress. Layout is based on Dusk's character sheet: can anyone check if I'm missing anything? Blargney in particular. - I also have no access to the PHBII as of yet, something which I would love to change. I don't have the faintest clue what Keen-Eared Scout does, but it does sound like something very useful to have, as forewarning is an excellent survival tool around here. - Arliss' alignment is based more on his strict adherement to his word and deals than any real respect for the law. Can possibly be TN... I leave the final decision in the hands of the player. - Last thing: mattcolville, I hope you let Stonecunning detect those Symbol traps before Arliss goes into their AoE, because the damn Death things are all over Castle Maure. Arliss Human Rogue5/Theif-Acobat4/DungeonDelver3 Medium LN Humanoid Init: +8; Senses: Spot +18, Listen +18; Darvision 60'; Stonecunning; redo failed Spot/Listen as a free action Pinpoint all creatures in 30' with a DC 25 Listen check, opposed with a Move Silently w/ +15 if hidden or invisible; Keen-Eared Scout Languages: Common, Elven, Gnome ----------------------- AC 18, Touch 16, Flat Footed 12; AC 23 Fighting Defensively, AC 27 Full Defence hp 66 (12d6+24) Fort +6 Ref +17 Will +4 ----------------------- Speed 30' (6 squares) Melee Mwrk Cold Iron Rapier +9/+4 (1d6/18-20/x2) or Dagger +8/+4 (1d4/19-20/x2) Ranged Dagger +14 (1d4/19-20/x2/10') or Shortbow +14/+9 (1d6/x3/60') BAB: +8, Grp: +8 Atk Options: Sneak Attack +3d6 ------------------------ Abilities: STR 10 DEX 22 CON 14 WIS 12 INT 14 CHA 10 SQ: Trapfinding, Sneak Attack +3d6, Trap Sense +2, Uncanny Dodge, Fast Acrobatics Kip Up, Steady Stance, Agile Fighting +2/+3, Slow Fall 30' Acrobatic Charge, Defensive Roll 1/day, Darkvision 60', Deep Survival +3, Stonecunning Spell-like Abilities (CL3): Reduce 3/day, Augury 1/day (free action) Skills: Balance +26, Climb +08, Craft (Stonemasonary) +07, Disable Device +21 Hide +26, Jump +12, Knowledge (Dungeoneering) +09, Knowledge (Nature) +03 Listen +18, Move Silently +26, Open Lock +21, Search +21 (+23 [unusual] stonework) Spot +18, Survival +03 [+06 underground], Tumble +16 Skill Mastery: Balance, Climb, Jump, Tumble, Search, Disable Device, Open Lock, Hide, Move Silently Feats: Alertness, Blind-Fight, Quick Reconnoiter (CV 112) Hear the Unseen (CV 110), Tactile Trapsmith (CV112), Keen-Eared Scout (PHBII) ------------------------ Possessions: 20,000 Ring of Invisibility 20,000 Portable Hole 16,000 +4 Gloves of Dexterity 15,000 Bag of Holding Type II x3 2,000 Handy Haversack 2,500 Boots of Elvenkind 2,500 Cloak of Elvenkind 6,000 Rod of Servants (casts Servant Horde 1/day, 2d6 + 5 Unseen Servants, 5 hours, CL5) Mundane equipment: 750 Leafweave Leather (+2AC, +7 Max Dex bonus, no ACP) [RoW 168] 340 Masterwork Cold Iron Rapier 30 Shortbow 30 Arrows x60 30 Daggers x15 100 Masterwork Thieves' Tools 40 Camoflage Kit (+2 Circumstance, 10 uses, 1 minute) [CV 122] 150 Blend Cream x3 (+1 alchemical, 1 hour) [CV118] 150 Softfoot x3 (+1 alchemical, 1 hour) [CV119] 250 Flash Pellet x5 (ranged attack 5' increment, 5' burst, DC 15 Fort or blinded 1 round, dazzled 1 round after) [CV 118] Misc. + 160gp ------------------------ Common Tactics: - Scouts ahead invisibily and reduced, his very wide range of senses detecting threats and Stonecunning giving him free chances at trap/secret detection - Uses Flash Pellets to provide distractions if spotted, hopefully giving him a chance to hide (using the Hide/Bluff rules, replacing Bluff with Flash Pellets) - Tries to mooch GMW for his Rapier and/or Shortbow; This usually gives them +3 and some semblance of a hope of hitting - Perfers to snipe and harass from cover, readying to disrupt casters and reapplying invisibility as neccessary - If sniping is not possible, he pairs up with a superior meleer and sneak attacks if he can hit, or provides flanking bonuses if he can't - Inside melee, he always fights defensively, bumping up his AC to a respectable 23, if cornered or heavily wounded, he goes full defence for AC 27 and tumbles away at the first opportunity - He stays far, far, FAR away from 'Bonecusher' and the revaling light of the Praesidium Luminata Reduced stats: Init +9 AC20, Touch 18, Flat 13; AC Fighting Defensively 25, Full Defence 29 Ref +18 ---------------------- Speed 30' (6 squares) Melee Mwrk Cold Iron Rapier +9/+4 (1d4-1/18-20/x2) or Dagger +8/+4 (1d3-1/19-20/x2) Ranged Dagger +16 (1d4-1/19-20/x2/10') or Shortbow +16/+11 (1d6-1/x3/60') BAB: +8, Grp: +3 --------------------- Skills: Hide +30 Gharis is... still undergoing renovations. He might be up tonight, if I get lucky. Keep your fingers crossed. EDIT: Yeah, I was reading the small column for weapon sizes for Shortbows. It's fixed now. :p Also added Arliss' reduced stats, which makes him even harder to see. :] And hey, what can I say? Few people with a Ring of Invisibility like to have their 20,000 gp investment disappear, even momentarily. ;) You can retire on such income! By the by, 30' speed for reduced stats is [b]not[/b] a typo.... :] Quick fix for Survival for dungeoneering ranks. [/QUOTE]
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