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PFRPG Alpha - Rise of the Runelords AP
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<blockquote data-quote="The Rolling Man" data-source="post: 4317857" data-attributes="member: 24451"><p>Here's my possible character. A somewhat brawny rogue. Hopefully you don't mind having 2 half orc characters with somewhat similar backstories. The way their stories end differs however, and as such they are a bit the two sides of a same coins. Well enough musings, here it is:</p><p>[SBLOCK=Stats]<strong>Arahmid</strong></p><p><strong>Male Half-Orc Rogue 1</strong> </p><p><strong>Alignment:</strong> CN (with a slight good tendency)</p><p><strong>Deity:</strong> none</p><p><strong>Region:</strong> Riddleport (sort of)</p><p><strong>Height:</strong> 6'1''</p><p><strong>Weight:</strong> 202 lb.</p><p><strong>Hair:</strong> Black, cut really short</p><p><strong>Eyes:</strong> Reddish brown</p><p><strong>Skin:</strong> Slightly green/grayish, numerous scars</p><p><strong>Age:</strong> 19</p><p><strong>XP:</strong> 0 / 2000</p><p></p><p><strong>Str:</strong> 16 (+3) [5 points, +2 Racial]</p><p><strong>Dex:</strong> 14 (+2) [5 points]</p><p><strong>Con:</strong> 14 (+2) [5 points]</p><p><strong>Int:</strong> 10 (+0) [2 points, -2 racial]</p><p><strong>Wis:</strong> 12 (+1) [0 point, +2 Racial]</p><p><strong>Cha:</strong> 8 (-1) [-2 point]</p><p></p><p><strong>Class and Racial abilities:</strong> </p><p>Darkvision 60 ft.</p><p>Weapon familiarity (proficient greataxe and falchion)</p><p>Orcish ferocity, 1/day can keep fighting for 1 round even when under 0 hp</p><p>Orc Blood.</p><p>favored class : Barbarian</p><p></p><p>Light armor proficiency</p><p>Simple weapon proficiency</p><p>Proficient with hand crossbow, rapier, sap, shortbow, and short sword.</p><p>Sneak attack +1d6</p><p>Trapfinding</p><p></p><p><strong>Hit Dice:</strong> 1d8+2 </p><p><strong>Hit Points:</strong> 10 </p><p><strong>AC:</strong> 15 (16) (+3 Armor, +2 Dex, (+1 dodge)) [Touch 12 (13), Flat-footed 13]</p><p><strong>Init:</strong> +2 (+2 Dex)</p><p><strong>Speed:</strong> 30ft </p><p></p><p><strong>Saves:</strong></p><p>Fortitude +3 (+0 base, +2 Con, +1 feat)</p><p>Reflex +4 (+2 base, +2 Dex)</p><p>Will +1 (+0 base, +1 Wis)</p><p></p><p><strong>BAB/CMB:</strong> +0/+3</p><p><strong>Melee Atk:</strong> +3 (2d4+4/18-20,x2, falchion) or +3 (1d6+3 subdual, x2, sap)</p><p><strong>Ranged Atk:</strong> +2 (1d4+3/18-20,x2, 10 ft., dagger, thrown) or +2 (1d6/x3, 60 ft., shortbow) </p><p></p><p><strong>Skills:</strong></p><p>Acrobatics +5 (1 rank, +2 Dex, +3 Class Skill, -1 armor)</p><p>Climb +6 (1 rank, +3 Str, +3 Class Skill, -1 armor)</p><p>Disable Device +5 (1 rank, +2 Dex, +3 Class Skill, -1 armor)</p><p>Intimidate +3 (1 rank, -1 Cha, +3 Class Skill)</p><p>Knw (local) +4 (1 rank, +0 Int, +3 Class Skill)</p><p>Perception +5 (1 rank, +1 Wis, +3 Class Skill)</p><p>Sleight of hand +5 (1 rank, +2 Dex, +3 Class Skill, -1 armor)</p><p>Stealth +5 (1 rank, +2 Dex, +3 Class Skill, -1 armor)</p><p></p><p><strong>Feats:</strong></p><p>Lone wolf (background bonus, +1 to fort save and 50% to stabilize when dying)</p><p>Dodge (lvl 1, combat)</p><p></p><p><strong>Languages:</strong></p><p>Common</p><p>Orc</p><p></p><p><strong>Equipment:</strong> (200 gp to spend)</p><p>Falchion ; 75 gp ; 8 lb. ; back</p><p>Dagger ; 2 gp ; 1 lb. ; boot</p><p>Light Mace ; 5 gp ; 4 lb. ; belt</p><p>Sap ; 1 gp ; 2 lb. ; belt</p><p>Shortbow ; 30 gp ; 2 lb. ; back</p><p>20 arrows ; 1 gp, 3 lb. ; back</p><p>Studded leather armor ; 25 gp ; 20 lb. ; worn</p><p>Explorer's outfit (with a wide-brimmed hat) ; worn</p><p></p><p>Waterskin ; 1 gp ; 4 lb. ; belt</p><p></p><p>Sack ; 1 sp ; 1/2 lb. ; back</p><p>Thieves’ tools ; 30 gp ; 1 lb. ; in sack</p><p>50 ft. of silk rope ; 10 gp ; 5 lb. ; in sack</p><p>Grappling hook ; 1 gp ; 4 lb. ; in sack</p><p>2 days of trail ration ; 1 gp ; 2 lb. ; in sack</p><p>Whetstone ; 2 cp ; 1 lb. ; in sack</p><p>1 piece of chalk ; 1 cp ; in sack</p><p></p><p><strong>Money:</strong></p><p>18 gp ; 8 sp ; 7 cp</p><p></p><p>Carried weight : 57.5 lb.</p><p>Encumbrance : Light (< then 76 lb.)[/SBLOCK]</p><p></p><p>[SBLOCK=Appearance]<strong>Height:</strong> 6'1''</p><p><strong>Weight:</strong> 202 lb.</p><p><strong>Hair:</strong> Black, cut really short</p><p><strong>Eyes:</strong> Reddish brown</p><p><strong>Skin:</strong> Slightly green/grayish, numerous scars</p><p>Arahmid is a tall and lean half orc. He isn't as obviously muscular as some other members of his race but he's still very strong. His hard life has left many scars on his face and across his body. Arahmid usually wears non flashy colors (brown, greens and black) and he sports a wide-brimmed hat that allows him to somewhat hide his orcish when he wishes to.[/SBLOCK]</p><p></p><p>[SBLOCK=Personality]While Arahmid is a survivor first and foremost he still sometimes have problem controlling his anger. Indeed, his rage often get the better of his logical mind. Despite all that, if you can earn his trust, Arahmid can become a good and loyal friend. While he would tell you that he is mostly an opportunist who look after himself first, Arahmid secretly yearn to help others, be accepted and find his place in the world.[/SBLOCK]</p><p></p><p>[SBLOCK=Background]Like many half orc of Varisia, Arahmid was born of an unknown orcish father and a shoanti mother. His mother was taken as a slave as a result of an orcish raid on her clan. He barely remembers her now however. Indeed, death filled her lungs during his fourth winter. As a half breed slave orphan, Arahmid was treated with little respect within the orcish clan. He always had to steal or fight for little scrap of food. He was also beaten numerous times. </p><p></p><p>Orcish clans don't have much peaceful relations with other humanoids but a few excentric (and well armed) merchants sometimes take the chance to trade with them. Arahmid was able flee the hard clan life by hiding in the cooking wagon of one such merchant. The cook soon discovered who was stealing food during the voyage but he took pity in the wretched youngster. Arahmid was put to work but also fed and eventually, the caravan made its way to Riddleport.</p><p></p><p>In the big city, Arahmid mingled with the other street orphan living there. With his orcish heritage and his fighting experience, he was able to bully his way into a respected position in the streets. It wasn't long the more organized crime elements of the city noticed him. They first asked for a portion of his revenues, then they made him do a few jobs before sometimes asking him to kill certain people. Arahmid put up with this for a few years but he eventually got tired of it and morally opposed to their demands. He once again hid and fled, this time on a boat heading for Magnimar.</p><p></p><p>Arahmid is now a full grown adult. He has been in Sandpoint for a couple of months. He has done a few odd jobs and thefts but he is being careful not to get noticed. He is waiting to see if he could find an opportunity to steal something valuable before moving on to somewhere else.[/SBLOCK]</p></blockquote><p></p>
[QUOTE="The Rolling Man, post: 4317857, member: 24451"] Here's my possible character. A somewhat brawny rogue. Hopefully you don't mind having 2 half orc characters with somewhat similar backstories. The way their stories end differs however, and as such they are a bit the two sides of a same coins. Well enough musings, here it is: [SBLOCK=Stats][b]Arahmid[/b] [b]Male Half-Orc Rogue 1[/b] [b]Alignment:[/b] CN (with a slight good tendency) [b]Deity:[/b] none [b]Region:[/b] Riddleport (sort of) [b]Height:[/b] 6'1'' [b]Weight:[/b] 202 lb. [b]Hair:[/b] Black, cut really short [b]Eyes:[/b] Reddish brown [b]Skin:[/b] Slightly green/grayish, numerous scars [b]Age:[/b] 19 [b]XP:[/b] 0 / 2000 [b]Str:[/b] 16 (+3) [5 points, +2 Racial] [b]Dex:[/b] 14 (+2) [5 points] [b]Con:[/b] 14 (+2) [5 points] [b]Int:[/b] 10 (+0) [2 points, -2 racial] [b]Wis:[/b] 12 (+1) [0 point, +2 Racial] [b]Cha:[/b] 8 (-1) [-2 point] [b]Class and Racial abilities:[/b] Darkvision 60 ft. Weapon familiarity (proficient greataxe and falchion) Orcish ferocity, 1/day can keep fighting for 1 round even when under 0 hp Orc Blood. favored class : Barbarian Light armor proficiency Simple weapon proficiency Proficient with hand crossbow, rapier, sap, shortbow, and short sword. Sneak attack +1d6 Trapfinding [b]Hit Dice:[/b] 1d8+2 [b]Hit Points:[/b] 10 [B]AC:[/B] 15 (16) (+3 Armor, +2 Dex, (+1 dodge)) [Touch 12 (13), Flat-footed 13] [B]Init:[/B] +2 (+2 Dex) [B]Speed:[/B] 30ft [B]Saves:[/B] Fortitude +3 (+0 base, +2 Con, +1 feat) Reflex +4 (+2 base, +2 Dex) Will +1 (+0 base, +1 Wis) [b]BAB/CMB:[/b] +0/+3 [b]Melee Atk:[/b] +3 (2d4+4/18-20,x2, falchion) or +3 (1d6+3 subdual, x2, sap) [b]Ranged Atk:[/b] +2 (1d4+3/18-20,x2, 10 ft., dagger, thrown) or +2 (1d6/x3, 60 ft., shortbow) [b]Skills:[/b] Acrobatics +5 (1 rank, +2 Dex, +3 Class Skill, -1 armor) Climb +6 (1 rank, +3 Str, +3 Class Skill, -1 armor) Disable Device +5 (1 rank, +2 Dex, +3 Class Skill, -1 armor) Intimidate +3 (1 rank, -1 Cha, +3 Class Skill) Knw (local) +4 (1 rank, +0 Int, +3 Class Skill) Perception +5 (1 rank, +1 Wis, +3 Class Skill) Sleight of hand +5 (1 rank, +2 Dex, +3 Class Skill, -1 armor) Stealth +5 (1 rank, +2 Dex, +3 Class Skill, -1 armor) [b]Feats:[/b] Lone wolf (background bonus, +1 to fort save and 50% to stabilize when dying) Dodge (lvl 1, combat) [b]Languages:[/b] Common Orc [B]Equipment:[/B] (200 gp to spend) Falchion ; 75 gp ; 8 lb. ; back Dagger ; 2 gp ; 1 lb. ; boot Light Mace ; 5 gp ; 4 lb. ; belt Sap ; 1 gp ; 2 lb. ; belt Shortbow ; 30 gp ; 2 lb. ; back 20 arrows ; 1 gp, 3 lb. ; back Studded leather armor ; 25 gp ; 20 lb. ; worn Explorer's outfit (with a wide-brimmed hat) ; worn Waterskin ; 1 gp ; 4 lb. ; belt Sack ; 1 sp ; 1/2 lb. ; back Thieves’ tools ; 30 gp ; 1 lb. ; in sack 50 ft. of silk rope ; 10 gp ; 5 lb. ; in sack Grappling hook ; 1 gp ; 4 lb. ; in sack 2 days of trail ration ; 1 gp ; 2 lb. ; in sack Whetstone ; 2 cp ; 1 lb. ; in sack 1 piece of chalk ; 1 cp ; in sack [b]Money:[/b] 18 gp ; 8 sp ; 7 cp Carried weight : 57.5 lb. Encumbrance : Light (< then 76 lb.)[/SBLOCK] [SBLOCK=Appearance][b]Height:[/b] 6'1'' [b]Weight:[/b] 202 lb. [b]Hair:[/b] Black, cut really short [b]Eyes:[/b] Reddish brown [b]Skin:[/b] Slightly green/grayish, numerous scars Arahmid is a tall and lean half orc. He isn't as obviously muscular as some other members of his race but he's still very strong. His hard life has left many scars on his face and across his body. Arahmid usually wears non flashy colors (brown, greens and black) and he sports a wide-brimmed hat that allows him to somewhat hide his orcish when he wishes to.[/SBLOCK] [SBLOCK=Personality]While Arahmid is a survivor first and foremost he still sometimes have problem controlling his anger. Indeed, his rage often get the better of his logical mind. Despite all that, if you can earn his trust, Arahmid can become a good and loyal friend. While he would tell you that he is mostly an opportunist who look after himself first, Arahmid secretly yearn to help others, be accepted and find his place in the world.[/SBLOCK] [SBLOCK=Background]Like many half orc of Varisia, Arahmid was born of an unknown orcish father and a shoanti mother. His mother was taken as a slave as a result of an orcish raid on her clan. He barely remembers her now however. Indeed, death filled her lungs during his fourth winter. As a half breed slave orphan, Arahmid was treated with little respect within the orcish clan. He always had to steal or fight for little scrap of food. He was also beaten numerous times. Orcish clans don't have much peaceful relations with other humanoids but a few excentric (and well armed) merchants sometimes take the chance to trade with them. Arahmid was able flee the hard clan life by hiding in the cooking wagon of one such merchant. The cook soon discovered who was stealing food during the voyage but he took pity in the wretched youngster. Arahmid was put to work but also fed and eventually, the caravan made its way to Riddleport. In the big city, Arahmid mingled with the other street orphan living there. With his orcish heritage and his fighting experience, he was able to bully his way into a respected position in the streets. It wasn't long the more organized crime elements of the city noticed him. They first asked for a portion of his revenues, then they made him do a few jobs before sometimes asking him to kill certain people. Arahmid put up with this for a few years but he eventually got tired of it and morally opposed to their demands. He once again hid and fled, this time on a boat heading for Magnimar. Arahmid is now a full grown adult. He has been in Sandpoint for a couple of months. He has done a few odd jobs and thefts but he is being careful not to get noticed. He is waiting to see if he could find an opportunity to steal something valuable before moving on to somewhere else.[/SBLOCK] [/QUOTE]
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