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Rogue's Gallery - 5e Al-Qadim
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<blockquote data-quote="Shayuri" data-source="post: 6964372" data-attributes="member: 4936"><p>[ATTACH]79003[/ATTACH]</p><p>Ankabut the Patient.</p><p></p><p>[sblock=Unmasked][ATTACH]79004[/ATTACH][/sblock]</p><p></p><p>[sblock=What is Known]A quiet, serious young woman of great faith in Hakiya, whose calm demeanor is at odds with the scars of a hard life now left behind.</p><p></p><p>Trait: I avoid closeness with other people; they will not understand what I do.</p><p>Trait: Nngh. Thinking</p><p>Ideal: I trust the goddess Hakiyah to guide me; she sees the truths that are hidden from my imperfection.</p><p>Bond: I have quietly sponsored an orphanage, to spare as many children as I can the ordeal I faced.</p><p>Flaw: I still struggle with my desire to avenge the deaths of my parents, though it has no place in my life anymore.</p><p></p><p>Human Monk/Rogue</p><p></p><p>AC 18 HP: 90</p><p>Initiative: +5 </p><p>Perception: +11 (Passive 21)</p><p>Darkvision: 60 feet (via item or ki)</p><p>Speed: 55 feet</p><p>[/sblock]</p><p></p><p>[sblock=Background]My mother and father lived on the sea...he a mage, she a captain. They were successful and we had a house. I remember it being a nice house, with a maid who sometimes gave me treats when no one was looking. Once, when I was young, they took my on their ship. The ship was attacked by men in black clothes, who burned the sail from afar with a spell. My father took me below deck, as the ship was boarded, and gave me a charm he had with him. It had a magic that whisked me back to the house. I never knew what happened after that. What was left of the ship was found, I think...but it was a long time ago and I was very young.</p><p></p><p>I was too afraid to stay home...I thought they'd come for me. I ran away. Later on, much later, I learned the house had been sold, and...all that is gone now. It doesn't matter. It was never mine.</p><p></p><p>I'm not proud of what I had to do to survive, living alone; a little girl with no money or family. I made some friends. I made many enemies. I learned to hide, to fight, to steal. But I did not lie. My father, my mother, they held to Hakiyah, and even as far as I had fallen, I drew a line. One thing I would not do, one thing that would make me...me. </p><p></p><p>One morning, I stole from the pocket of a humble woman...who realized what I had done immediately and caught me by the arm. I slapped it away and ran. That afternoon, she found me again and asked if I was the one who had stolen from her. With nowhere to run, and the guard looking on, I had to decide what to say. So I told her yes.</p><p></p><p>She told the guards she would take care of this, and her men took me with her to the temple I learned she was a priestess of.</p><p></p><p>I became an acolyte of Hakiya there, but not for very long. The truth that the Seafarer saw for me was a different one, and a darker one. There are those who are tasked with uncovering knowledge, and those tasked with maintaining it and caring for it. And there are those who are called to safeguard the truths and knowledge. Sometimes this is done by guarding the priestesses or libraries or houses of worship. </p><p></p><p>But Hakiya has another face...a cloaked one, in shadow. Sometimes knowledge is guarded by shrouding it in secrecy. There are truths too terrible to teach freely, too dangerous to speak. There are enemies of the order who move in dark places, where the temple guards cannot see, cannot act.</p><p></p><p>My truth is silence. The silence of my footsteps as I seek those who plot against Hakiyah and her people. The silence of the secrets I keep, and the secrets I protect. Most of all the silence of the grave.[/sblock]</p><p></p><p>[sblock=Sheet]<strong><span style="font-size: 12px">Ankabut</span></strong></p><p><em>Neutral Human Monk 8 / Rogue 3</em></p><p><strong>Background</strong>: Urchin (City secrets)</p><p></p><p><strong>Str </strong>9</p><p><strong>Dex </strong>20 (+1 racial + 2 lvl 4)</p><p><strong>Con </strong>14 (+1 feat)</p><p><strong>Int </strong>10</p><p><strong>Wis </strong>16 (+1 racial)</p><p><strong>Cha </strong>11</p><p></p><p><strong>HP </strong>90</p><p><strong>AC </strong>18 (10 +5 dex + 3 Wis)</p><p><strong>Prof Bonus</strong> +4</p><p><strong>Init </strong>+5</p><p><strong>Speed</strong>: 55'</p><p></p><p><strong>Race</strong></p><p>-------</p><p>Human</p><p><em>- +1 to 2 attributes (Dex, Wis)</em></p><p><em>- Bonus Skill Proficiency</em></p><p><em>- Bonus feat</em></p><p></p><p><strong>Class</strong></p><p>-------</p><p>Monk</p><p><em>- Unarmored Defense: AC is 10 + dex mod + wis mod when not wearing armor.</em></p><p><em>- Martial Arts: Use Dex with unarmed or monk weapons, unarmed or monk can do 1d6 damage, bonus unarmed atk</em></p><p><em>- Unarmored Movement +15</em></p><p><em>- Ki 8</em></p><p><em>- Slow Fall (40 points)</em></p><p><em>- Deflect Missiles (1d10+13, if damage reduced to zero 1ki to counter attack by throwing ammo/weapon back)</em></p><p><em>- Extra attack</em></p><p><em>- Stunning Strike (1 ki, DC 15 con save or stunned 1 turn)</em></p><p><em>- Ki strike (unarmed attacks count as magic)</em></p><p><em>- Evasion (no damage on dex save, half on dex fail)</em></p><p><em>- Stillness of mind (action to end charm/fear effect)</em></p><p><strong><span style="font-size: 10px">- Monastic Tradition: Way of Shadow</span></strong></p><p><em>** Cast Darkness, Darkvision, Pass Without Trace or Silence for 2 ki</em></p><p><em>** Gain Minor Illusion cantrip</em></p><p><em>** Teleport from dim/no light to dim/no light up to 60', gain adv on first attack afterwards</em></p><p></p><p>Rogue</p><p><em>Sneak attack - 2d6</em></p><p><em>- Expertise - Add prof bonus to 2 skills (athletics, perception)</em></p><p><em>- Cunning Action - Bonus action to Dash, Disengage, Hide</em></p><p><em>- Rogue archetype - Assassin</em></p><p><em>** Prof with disguise kit, poisoner's kit</em></p><p><em>** Assassinate: Critical damage on surprised foes</em></p><p></p><p><strong>Proficiencies</strong></p><p>--------------</p><p>Weapons: Simple, Shortsword</p><p>Armor: None</p><p>Tools: Thief tools, Disguise kit, Flute, poisoner's kit</p><p>Saves: Strength, Dexterity, Constitution</p><p></p><p><strong>Feats</strong></p><p>------</p><p>Bonus - Resilient Constitution</p><p>4 - Dexterity ASI</p><p>8 - Mobility (+10 speed, ignore diff terrain on Dash, enemy she attacks cannot OA her due to movement)</p><p></p><p><strong>Skills</strong></p><p>-------</p><p>Acrobatics +9</p><p>Athletics +7</p><p>Perception +11</p><p>Sleight of Hand +9</p><p>Stealth +9</p><p></p><p><strong>Languages</strong></p><p>----------</p><p>Common, Jannti</p><p></p><p><strong>Equipment</strong></p><p>-------------</p><p>Cash: 10gp</p><p></p><p><strong>Weapons</strong></p><p>--------</p><p>Unarmed, +9, 1d6+5</p><p>Darts (10), +9, 1d4+5, 2.5lbs, thrown 20/60</p><p>Theriajidan (shortsword, monk), +9, 1d6+5, 2lbs</p><p></p><p><strong>Armor</strong></p><p>------</p><p>Common Clothes</p><p></p><p><strong>Gear</strong></p><p>-----</p><p>Backpack, 2gp, 5lbs</p><p>- Blanket, 5sp, 3lbs</p><p>- Hooded Lantern, 5gp, 2lbs</p><p>- Oil (3 pints), 3sp, 3lbs</p><p></p><p>Belt Pouch, 1lb</p><p>- Small knife, 1lb</p><p>- Caltrops, 1gp, 2lbs</p><p>- Memento (trinket) 22</p><p></p><p><strong>Theriajidan -</strong> </p><p>An old blade who's name means in a long forgotten tongue, <em>Knowledge of the Certainty of Oblivion</em>, Theriajidan is a weapon that, like time itself, whittles its prey down until nothing is left. The metal of its blade is stained black, and this stain contaminates the wounds it makes, preventing even magic from closing them while always chewing at the edges and making them slowly worse and worse. A surgeon can clip away the infected tissue along the edge of the wound, but it is only a delaying tactic. Death claims all in the end.</p><p>* Short sword of wounding (wounds can only be healed by rest, 1d4 necrotic damage/turn as part of attack damage, stacks with self)</p><p></p><p><strong>Cloak of the Shifting Dunes</strong></p><p>The illusions worked into this cloak make it, when activated, seem to become composed entirely of sand that's constantly whirling and swirling in a sheet. When gathered around by the wearer, it changes color and texture to perfectly mimic whatever is nearby, creating a nearly perfect camouflage. </p><p>* Cloak of Elvenkind (Adv on stealth, others have disad on Perception to find)</p><p></p><p><strong>Coins of the Dead Passage</strong></p><p>A pair of jet black onyx 'coins' that one can fit over one's eyes, holding them in place with the muscles of one's eyelids and face, these objects allow one's vision to be unimpeded by shadow and darkness. Although the original items were storied to give the wearer 'dead sight,' seeing into the world of spirits and mortals alike, these are relatively easily-made imitations used by many assassin and thief guilds.</p><p>Goggles of Night (darkvision 60' when worn)</p><p></p><p><strong>Laughter and Tears</strong></p><p>A pair of soft slippers, one grey and gloomy, the other white with fancy trim...the names of these items of footwear are a play on the words 'gravity' and 'levity,' and the magic of them when worn allows the user to realign how gravity affects them while in contact with a solid surface. The previous wearer forgot this caveat at a crucial moment and plummeted to his death during an otherwise-acrobatic dodge.</p><p>* Slippers of Spider Climbing (climb speed = to walk speed)</p><p></p><p>* attuned[/sblock]</p><p></p><p>[sblock=Hit List]Prince Omar - Prince of Hiyal; thought to have been behind assassination plot.</p><p></p><p>Ali "The Inferno" al-Lazan - Attempted to assassinate Sultana of Hiyal, no leads on location</p><p></p><p>Solina al-Ganii - Part of plot to assassinate Sultana of Hiyal; expert at subverting captive mages to Brotherhood, currently in High Desert, courting the support of tribal leaders.</p><p></p><p>Badiyah al-Said - Leader of the University of Flame Mages in Qadib; a hotbed of Brotherhood recruitment.</p><p></p><p>Jamal al-Yindannim - Enchanter recruited by Brotherhood in Qadib, wherabouts unknown.</p><p></p><p>Kerima "the Fiery Rose" al-Zahir - Ambassador for the Brotherhood to Qaybar</p><p></p><p>'The Hidden Spark' - Main recruiter and financier of Brotherhood; thought to be operating as a slave-trader out of Huzuz. True name unknown.</p><p></p><p>'The Bonfire' - Leader of the Brotherhood of True Flame, identity and location unknown.</p><p></p><p>Notes</p><p>- Locations to start with: Hiyal and Qadib. Huzuz and Qaybar.</p><p>- Some targets may know more of other targets.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 6964372, member: 4936"] [ATTACH=CONFIG]79003._xfImport[/ATTACH] Ankabut the Patient. [sblock=Unmasked][ATTACH=CONFIG]79004._xfImport[/ATTACH][/sblock] [sblock=What is Known]A quiet, serious young woman of great faith in Hakiya, whose calm demeanor is at odds with the scars of a hard life now left behind. Trait: I avoid closeness with other people; they will not understand what I do. Trait: Nngh. Thinking Ideal: I trust the goddess Hakiyah to guide me; she sees the truths that are hidden from my imperfection. Bond: I have quietly sponsored an orphanage, to spare as many children as I can the ordeal I faced. Flaw: I still struggle with my desire to avenge the deaths of my parents, though it has no place in my life anymore. Human Monk/Rogue AC 18 HP: 90 Initiative: +5 Perception: +11 (Passive 21) Darkvision: 60 feet (via item or ki) Speed: 55 feet [/sblock] [sblock=Background]My mother and father lived on the sea...he a mage, she a captain. They were successful and we had a house. I remember it being a nice house, with a maid who sometimes gave me treats when no one was looking. Once, when I was young, they took my on their ship. The ship was attacked by men in black clothes, who burned the sail from afar with a spell. My father took me below deck, as the ship was boarded, and gave me a charm he had with him. It had a magic that whisked me back to the house. I never knew what happened after that. What was left of the ship was found, I think...but it was a long time ago and I was very young. I was too afraid to stay home...I thought they'd come for me. I ran away. Later on, much later, I learned the house had been sold, and...all that is gone now. It doesn't matter. It was never mine. I'm not proud of what I had to do to survive, living alone; a little girl with no money or family. I made some friends. I made many enemies. I learned to hide, to fight, to steal. But I did not lie. My father, my mother, they held to Hakiyah, and even as far as I had fallen, I drew a line. One thing I would not do, one thing that would make me...me. One morning, I stole from the pocket of a humble woman...who realized what I had done immediately and caught me by the arm. I slapped it away and ran. That afternoon, she found me again and asked if I was the one who had stolen from her. With nowhere to run, and the guard looking on, I had to decide what to say. So I told her yes. She told the guards she would take care of this, and her men took me with her to the temple I learned she was a priestess of. I became an acolyte of Hakiya there, but not for very long. The truth that the Seafarer saw for me was a different one, and a darker one. There are those who are tasked with uncovering knowledge, and those tasked with maintaining it and caring for it. And there are those who are called to safeguard the truths and knowledge. Sometimes this is done by guarding the priestesses or libraries or houses of worship. But Hakiya has another face...a cloaked one, in shadow. Sometimes knowledge is guarded by shrouding it in secrecy. There are truths too terrible to teach freely, too dangerous to speak. There are enemies of the order who move in dark places, where the temple guards cannot see, cannot act. My truth is silence. The silence of my footsteps as I seek those who plot against Hakiyah and her people. The silence of the secrets I keep, and the secrets I protect. Most of all the silence of the grave.[/sblock] [sblock=Sheet][B][SIZE=3]Ankabut[/SIZE][/B] [I]Neutral Human Monk 8 / Rogue 3[/I] [B]Background[/B]: Urchin (City secrets) [B]Str [/B]9 [B]Dex [/B]20 (+1 racial + 2 lvl 4) [B]Con [/B]14 (+1 feat) [B]Int [/B]10 [B]Wis [/B]16 (+1 racial) [B]Cha [/B]11 [B]HP [/B]90 [B]AC [/B]18 (10 +5 dex + 3 Wis) [B]Prof Bonus[/B] +4 [B]Init [/B]+5 [B]Speed[/B]: 55' [B]Race[/B] ------- Human [I]- +1 to 2 attributes (Dex, Wis) - Bonus Skill Proficiency - Bonus feat[/I] [B]Class[/B] ------- Monk [I]- Unarmored Defense: AC is 10 + dex mod + wis mod when not wearing armor. - Martial Arts: Use Dex with unarmed or monk weapons, unarmed or monk can do 1d6 damage, bonus unarmed atk - Unarmored Movement +15 - Ki 8 - Slow Fall (40 points) - Deflect Missiles (1d10+13, if damage reduced to zero 1ki to counter attack by throwing ammo/weapon back) - Extra attack - Stunning Strike (1 ki, DC 15 con save or stunned 1 turn) - Ki strike (unarmed attacks count as magic) - Evasion (no damage on dex save, half on dex fail) - Stillness of mind (action to end charm/fear effect)[/I] [B][SIZE=2]- Monastic Tradition: Way of Shadow[/SIZE][/B] [I]** Cast Darkness, Darkvision, Pass Without Trace or Silence for 2 ki ** Gain Minor Illusion cantrip ** Teleport from dim/no light to dim/no light up to 60', gain adv on first attack afterwards[/I] Rogue [I]Sneak attack - 2d6 - Expertise - Add prof bonus to 2 skills (athletics, perception) - Cunning Action - Bonus action to Dash, Disengage, Hide - Rogue archetype - Assassin ** Prof with disguise kit, poisoner's kit ** Assassinate: Critical damage on surprised foes[/I] [B]Proficiencies[/B] -------------- Weapons: Simple, Shortsword Armor: None Tools: Thief tools, Disguise kit, Flute, poisoner's kit Saves: Strength, Dexterity, Constitution [B]Feats[/B] ------ Bonus - Resilient Constitution 4 - Dexterity ASI 8 - Mobility (+10 speed, ignore diff terrain on Dash, enemy she attacks cannot OA her due to movement) [B]Skills[/B] ------- Acrobatics +9 Athletics +7 Perception +11 Sleight of Hand +9 Stealth +9 [B]Languages[/B] ---------- Common, Jannti [B]Equipment[/B] ------------- Cash: 10gp [B]Weapons[/B] -------- Unarmed, +9, 1d6+5 Darts (10), +9, 1d4+5, 2.5lbs, thrown 20/60 Theriajidan (shortsword, monk), +9, 1d6+5, 2lbs [B]Armor[/B] ------ Common Clothes [B]Gear[/B] ----- Backpack, 2gp, 5lbs - Blanket, 5sp, 3lbs - Hooded Lantern, 5gp, 2lbs - Oil (3 pints), 3sp, 3lbs Belt Pouch, 1lb - Small knife, 1lb - Caltrops, 1gp, 2lbs - Memento (trinket) 22 [B]Theriajidan -[/B] An old blade who's name means in a long forgotten tongue, [i]Knowledge of the Certainty of Oblivion[/i], Theriajidan is a weapon that, like time itself, whittles its prey down until nothing is left. The metal of its blade is stained black, and this stain contaminates the wounds it makes, preventing even magic from closing them while always chewing at the edges and making them slowly worse and worse. A surgeon can clip away the infected tissue along the edge of the wound, but it is only a delaying tactic. Death claims all in the end. * Short sword of wounding (wounds can only be healed by rest, 1d4 necrotic damage/turn as part of attack damage, stacks with self) [B]Cloak of the Shifting Dunes[/B] The illusions worked into this cloak make it, when activated, seem to become composed entirely of sand that's constantly whirling and swirling in a sheet. When gathered around by the wearer, it changes color and texture to perfectly mimic whatever is nearby, creating a nearly perfect camouflage. * Cloak of Elvenkind (Adv on stealth, others have disad on Perception to find) [B]Coins of the Dead Passage[/B] A pair of jet black onyx 'coins' that one can fit over one's eyes, holding them in place with the muscles of one's eyelids and face, these objects allow one's vision to be unimpeded by shadow and darkness. Although the original items were storied to give the wearer 'dead sight,' seeing into the world of spirits and mortals alike, these are relatively easily-made imitations used by many assassin and thief guilds. Goggles of Night (darkvision 60' when worn) [b]Laughter and Tears[/b] A pair of soft slippers, one grey and gloomy, the other white with fancy trim...the names of these items of footwear are a play on the words 'gravity' and 'levity,' and the magic of them when worn allows the user to realign how gravity affects them while in contact with a solid surface. The previous wearer forgot this caveat at a crucial moment and plummeted to his death during an otherwise-acrobatic dodge. * Slippers of Spider Climbing (climb speed = to walk speed) * attuned[/sblock] [sblock=Hit List]Prince Omar - Prince of Hiyal; thought to have been behind assassination plot. Ali "The Inferno" al-Lazan - Attempted to assassinate Sultana of Hiyal, no leads on location Solina al-Ganii - Part of plot to assassinate Sultana of Hiyal; expert at subverting captive mages to Brotherhood, currently in High Desert, courting the support of tribal leaders. Badiyah al-Said - Leader of the University of Flame Mages in Qadib; a hotbed of Brotherhood recruitment. Jamal al-Yindannim - Enchanter recruited by Brotherhood in Qadib, wherabouts unknown. Kerima "the Fiery Rose" al-Zahir - Ambassador for the Brotherhood to Qaybar 'The Hidden Spark' - Main recruiter and financier of Brotherhood; thought to be operating as a slave-trader out of Huzuz. True name unknown. 'The Bonfire' - Leader of the Brotherhood of True Flame, identity and location unknown. Notes - Locations to start with: Hiyal and Qadib. Huzuz and Qaybar. - Some targets may know more of other targets. [/sblock] [/QUOTE]
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