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[Rogue's Gallery] Paths of Legend: Paths of Madness
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<blockquote data-quote="Rathan" data-source="post: 4737789" data-attributes="member: 1322"><p>Dremis Lightfoot</p><p>Male Halfling Rogue 6</p><p>True Neutral</p><p>Representing Rathan</p><p></p><p>[sblock=Stats/Size/Psychical Features<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />Strength 12 (+1)</p><p>Dexterity 19 (+4)</p><p>Constitution 12 (+1)</p><p>Intelligence 14 (+2)</p><p>Wisdom 10 (+0)</p><p>Charisma 12 (+1)</p><p> </p><p>Size: Small</p><p>Height: 3' 4"</p><p>Weight: 38 lb</p><p>Skin: Light</p><p>Eyes: Blue</p><p>Hair: Blond; Straight; Beardless[/sblock]</p><p></p><p>[sblock= HP/Speed/AC/Base Attacks/Encumbrance]Total Hit Points: 24</p><p></p><p>Speed: 20 feet</p><p></p><p>Armor Class: 15 = 10, +4 [dexterity], +1 [small]</p><p></p><p> Touch AC: 15</p><p> Flat-footed: 15 [uncanny dodge] </p><p></p><p>Initiative modifier: +4 = +4 [dexterity]</p><p>Fortitude save: +4 = 2 [base] +1 [constitution] +1 [halfling]</p><p>Reflex save: +10 = 5 [base] +4 [dexterity] +1 [halfling]</p><p>Will save: +3 = 2 [base] +1 [halfling]</p><p>Attack (handheld): +6 = 4 [base] +1 [strength] +1 [small]</p><p>Weapon Finesse: +9 = 4 [base] +4 [dexterity] +1 [small]</p><p>Two Weapon Fighting: +7/+7= 4 [base] +4 [dexterity] +1 [Small] [-2/-2 two attacks]</p><p>Attack (unarmed): +6 = 4 [base] +1 [strength] +1 [small]</p><p>Attack (missile): +9 = 4 [base] +4 [dexterity] +1 [small]</p><p>Grapple check: +1 = 4 [base] +1 [strength] -4 [small]</p><p></p><p>Unarmed Damage: 1d2+1 [small]</p><p>Sickle Damage: 1d4+1 [small] (+1 dmg if I get my +1 sickles back)</p><p></p><p>Light load: 32 lb. or less</p><p>Medium load: 33-65 lb.</p><p>Heavy load: 65-98 lb.</p><p>Lift over head: 98 lb.</p><p>Lift off ground: 195 lb.</p><p>Push or drag: 488 lb.[/sblock]</p><p> </p><p></p><p>Languages: Common Elven Halfling Orc</p><p></p><p>[sblock=Feats/Skills<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p></p><p> Two-Weapon Fighting </p><p> Two-Weapon Defense </p><p> Weapon Finesse </p><p></p><p>Skills:</p><p>(Pluses with no Descriptor are ranks taken in each skill)</p><p></p><p>Appraise (Int) +4 = +2 +2 [Int] </p><p>Balance (Dex*) +10 = +4 +4 [Dex] +2 </p><p>Bluff (Cha) +5= +4 +1 [Cha] </p><p>Climb (Str*) +7 = +4 +1 [Str] +2 [halfling]</p><p>Concentration (Con) +1 = +1 [Con] </p><p>Decipher Script (Int) +4 = +2 +2 [Int] </p><p>Diplomacy (Cha) +5 = +4 +1 [Cha] </p><p>Disable Device (Int) +10 = +8 +2 [Int] </p><p>Disguise (Cha) +1 = +1 [Cha]</p><p>Escape Artist (Dex*) +10 = +6 +4 [Dex] </p><p>Forgery (Int) +2 = +2 [Int]</p><p>Gather Information (Cha) +1 = +1 [Cha]</p><p>Heal (Wis) 0 </p><p>Hide (Dex*) +16 = +8 +4 [Dex] +4 [small]</p><p>Intimidate (Cha) +1 = +1 [Cha]</p><p>Jump (Str*) +5 = +1 [Str] +2 [halfling] +2 [tumble]</p><p>Listen (Wis) +6 = +4 +2 [halfling]</p><p>Move Silently (Dex*) +14 = +8 +4 [Dex] +2 [halfling]</p><p>Open Lock (Dex) +12 = +8 +4 [Dex] </p><p>Ride (Dex) +4 = +4 [Dex]</p><p>Search (Int) +6 = +4 +2 [Int] </p><p>Sense Motive (Wis) 0</p><p>Sleight of Hand (Dex) +8 = +4 +4 [Dex] </p><p>Spot (Wis) +4 = +4 </p><p>Survival (Wis) 0</p><p>Swim (Str**) +5 = +4 +1 [Str] </p><p>Tumble (Dex*) +10 = +6 +4 [Dex] </p><p>Use Mag. Device(Cha) +7 = +6 +1 [Cha] </p><p>Use Rope (Dex) +4 = +4 [Dex]</p><p> </p><p></p><p>* = check penalty for wearing armor</p><p></p><p>Escape Artist >=5 ranks gives +2 on use rope checks for bindings.[/sblock]</p><p></p><p>[sblock=Class/Racial Features<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />Halfling:</p><p></p><p> * +2 dexterity / -2 strength (already included)</p><p></p><p> * Small (combat bonuses, +4 to hide already included)</p><p></p><p> * +2 racial bonus on climb, jump, move silently</p><p></p><p> * +1 racial bonus on all saving throws (already included)</p><p></p><p> * +2 morale bonus on saves vs. fear (stacks with racial bonus)</p><p></p><p> * +1 to hit with thrown weapons and slings</p><p></p><p> * +2 racial bonus on listen checks (already included)</p><p></p><p>Rogue:</p><p></p><p> * Sneak Attack +3d6</p><p></p><p> * Trapfinding</p><p></p><p> * Evasion (level 2)</p><p></p><p> * Trap Sense (level 3)</p><p></p><p> * Uncanny Dodge (level 4)</p><p></p><p> * Improved Uncanny Dodge (level 8)</p><p></p><p> * Special Abilities (choices begin at 10th level)</p><p></p><p> Class HP rolled </p><p>Level 1: Rogue 6 </p><p>Level 2: Rogue 3.5 </p><p>Level 3: Rogue 3.5 </p><p>Level 4: Rogue 3.5 +1 to dexterity</p><p>Level 5: Rogue 3.5 </p><p>Level 6: Rogue 3.5[/sblock] </p><p></p><p> </p><p>[sblock=Equipment<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p></p><p>None... adventure doesn't allow it.. but my character prefers using sickles and studded leather armor[/sblock]</p><p></p><p>[sblock=More about Dremis Lightfoot<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p></p><p>Dremis' story began for him really on the hard streets just like most would imagine big city life to be. He begged, stole and, gambled for the food on his plate on a daily basis. Thankfully for Dremis though he was good at what he did, and once he realized it true potential, his efforts doubled and tripled, thus quickly earning a name for himself as a quirky little halfling thief. Dremis was getting good at his tasks at his hand, boosting confidence in himself and to be quiet honest in those that were hiring him. He would delve into dungeons on a regular basis and come back with employers requested items in had, not to mention a few goodies for himself as well. Dremis was a rather laid back being, more letting life come to him, and if he felt it amused him or interested him enough he'd interact accordingly. Dermis' ego would get the best of him at times as he knew he was good at what he did and had the skills to back this up. As most know the main problem with thievery is, once you are named as a thief, it makes doing your namesake much, MUCH more difficult. Try as he might Dremis could no longer keep the label of thief off his record, and more than likely this was his ego's own doing. Someone might have well drawn a large red bulls eye on his back when it came to law enforcement as they were getting to the point of relentless chase in order to apprehend Dremis for his crimes. Before his most recent of dilemmas Dremis was recruited by a Red Wizard Governor of his homeland by the name of Jias Theramort. This meeting was kept VERY quite and VERY hush hush as if the governor was to be known conversing with an up and coming thief he would loose all respect and some of his backing for sure. The mission was a perilous one as Dremis was commissioned to steal the most valuable treasure from the governor rivals treasure vault, a fire opal the size Dremis' head at least. After slipping past guards and traps like it was a walk in the proverbial park Dremis was less than thrilled to know that the tall tales of a gem the size of his head were nothing but a farse. The gem did happen to be size of both his fists put side to side but not as big as his mind had been salivating over for weeks before the day of the heist. The governor paid Dremis in items of a magic nature hoping the trail of payment would be slightly harder to follow as he knew that if Dremis were to ever speak his name in tales that he would have no connection to him save for some wizard in the county that made the weapons and armor for the halfling as payment. Dremis of course was less than able to keep is mouth shut as per normal, Dremis was a bit too egotistical to not link himself somehow to such a prestigious heist and because of his bravado, the last thing he remembers is a crack to the back of the head and all things going black. Soon Dremis wakes in a dirty cell with nothing but a loincloth and a waterskin of water to his name. Looking around he notes the motley crew around him and feels the hairs of the tips of his toe stand on end at the thought of what something or someONE might do to him down here..... The search for escape is at hand..........[/sblock]</p><p></p><p>[sblock=Items Dremis' would have had on him when captured (suggested taken items)]</p><p>Studded Leather +1</p><p>+1 Sickle</p><p>+1 Sickle</p><p>Masterwork Thieves Tools</p><p>Basic Adventuring Gear[/sblock]</p></blockquote><p></p>
[QUOTE="Rathan, post: 4737789, member: 1322"] Dremis Lightfoot Male Halfling Rogue 6 True Neutral Representing Rathan [sblock=Stats/Size/Psychical Features:]Strength 12 (+1) Dexterity 19 (+4) Constitution 12 (+1) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 12 (+1) Size: Small Height: 3' 4" Weight: 38 lb Skin: Light Eyes: Blue Hair: Blond; Straight; Beardless[/sblock] [sblock= HP/Speed/AC/Base Attacks/Encumbrance]Total Hit Points: 24 Speed: 20 feet Armor Class: 15 = 10, +4 [dexterity], +1 [small] Touch AC: 15 Flat-footed: 15 [uncanny dodge] Initiative modifier: +4 = +4 [dexterity] Fortitude save: +4 = 2 [base] +1 [constitution] +1 [halfling] Reflex save: +10 = 5 [base] +4 [dexterity] +1 [halfling] Will save: +3 = 2 [base] +1 [halfling] Attack (handheld): +6 = 4 [base] +1 [strength] +1 [small] Weapon Finesse: +9 = 4 [base] +4 [dexterity] +1 [small] Two Weapon Fighting: +7/+7= 4 [base] +4 [dexterity] +1 [Small] [-2/-2 two attacks] Attack (unarmed): +6 = 4 [base] +1 [strength] +1 [small] Attack (missile): +9 = 4 [base] +4 [dexterity] +1 [small] Grapple check: +1 = 4 [base] +1 [strength] -4 [small] Unarmed Damage: 1d2+1 [small] Sickle Damage: 1d4+1 [small] (+1 dmg if I get my +1 sickles back) Light load: 32 lb. or less Medium load: 33-65 lb. Heavy load: 65-98 lb. Lift over head: 98 lb. Lift off ground: 195 lb. Push or drag: 488 lb.[/sblock] Languages: Common Elven Halfling Orc [sblock=Feats/Skills:] Two-Weapon Fighting Two-Weapon Defense Weapon Finesse Skills: (Pluses with no Descriptor are ranks taken in each skill) Appraise (Int) +4 = +2 +2 [Int] Balance (Dex*) +10 = +4 +4 [Dex] +2 Bluff (Cha) +5= +4 +1 [Cha] Climb (Str*) +7 = +4 +1 [Str] +2 [halfling] Concentration (Con) +1 = +1 [Con] Decipher Script (Int) +4 = +2 +2 [Int] Diplomacy (Cha) +5 = +4 +1 [Cha] Disable Device (Int) +10 = +8 +2 [Int] Disguise (Cha) +1 = +1 [Cha] Escape Artist (Dex*) +10 = +6 +4 [Dex] Forgery (Int) +2 = +2 [Int] Gather Information (Cha) +1 = +1 [Cha] Heal (Wis) 0 Hide (Dex*) +16 = +8 +4 [Dex] +4 [small] Intimidate (Cha) +1 = +1 [Cha] Jump (Str*) +5 = +1 [Str] +2 [halfling] +2 [tumble] Listen (Wis) +6 = +4 +2 [halfling] Move Silently (Dex*) +14 = +8 +4 [Dex] +2 [halfling] Open Lock (Dex) +12 = +8 +4 [Dex] Ride (Dex) +4 = +4 [Dex] Search (Int) +6 = +4 +2 [Int] Sense Motive (Wis) 0 Sleight of Hand (Dex) +8 = +4 +4 [Dex] Spot (Wis) +4 = +4 Survival (Wis) 0 Swim (Str**) +5 = +4 +1 [Str] Tumble (Dex*) +10 = +6 +4 [Dex] Use Mag. Device(Cha) +7 = +6 +1 [Cha] Use Rope (Dex) +4 = +4 [Dex] * = check penalty for wearing armor Escape Artist >=5 ranks gives +2 on use rope checks for bindings.[/sblock] [sblock=Class/Racial Features:]Halfling: * +2 dexterity / -2 strength (already included) * Small (combat bonuses, +4 to hide already included) * +2 racial bonus on climb, jump, move silently * +1 racial bonus on all saving throws (already included) * +2 morale bonus on saves vs. fear (stacks with racial bonus) * +1 to hit with thrown weapons and slings * +2 racial bonus on listen checks (already included) Rogue: * Sneak Attack +3d6 * Trapfinding * Evasion (level 2) * Trap Sense (level 3) * Uncanny Dodge (level 4) * Improved Uncanny Dodge (level 8) * Special Abilities (choices begin at 10th level) Class HP rolled Level 1: Rogue 6 Level 2: Rogue 3.5 Level 3: Rogue 3.5 Level 4: Rogue 3.5 +1 to dexterity Level 5: Rogue 3.5 Level 6: Rogue 3.5[/sblock] [sblock=Equipment:] None... adventure doesn't allow it.. but my character prefers using sickles and studded leather armor[/sblock] [sblock=More about Dremis Lightfoot:] Dremis' story began for him really on the hard streets just like most would imagine big city life to be. He begged, stole and, gambled for the food on his plate on a daily basis. Thankfully for Dremis though he was good at what he did, and once he realized it true potential, his efforts doubled and tripled, thus quickly earning a name for himself as a quirky little halfling thief. Dremis was getting good at his tasks at his hand, boosting confidence in himself and to be quiet honest in those that were hiring him. He would delve into dungeons on a regular basis and come back with employers requested items in had, not to mention a few goodies for himself as well. Dremis was a rather laid back being, more letting life come to him, and if he felt it amused him or interested him enough he'd interact accordingly. Dermis' ego would get the best of him at times as he knew he was good at what he did and had the skills to back this up. As most know the main problem with thievery is, once you are named as a thief, it makes doing your namesake much, MUCH more difficult. Try as he might Dremis could no longer keep the label of thief off his record, and more than likely this was his ego's own doing. Someone might have well drawn a large red bulls eye on his back when it came to law enforcement as they were getting to the point of relentless chase in order to apprehend Dremis for his crimes. Before his most recent of dilemmas Dremis was recruited by a Red Wizard Governor of his homeland by the name of Jias Theramort. This meeting was kept VERY quite and VERY hush hush as if the governor was to be known conversing with an up and coming thief he would loose all respect and some of his backing for sure. The mission was a perilous one as Dremis was commissioned to steal the most valuable treasure from the governor rivals treasure vault, a fire opal the size Dremis' head at least. After slipping past guards and traps like it was a walk in the proverbial park Dremis was less than thrilled to know that the tall tales of a gem the size of his head were nothing but a farse. The gem did happen to be size of both his fists put side to side but not as big as his mind had been salivating over for weeks before the day of the heist. The governor paid Dremis in items of a magic nature hoping the trail of payment would be slightly harder to follow as he knew that if Dremis were to ever speak his name in tales that he would have no connection to him save for some wizard in the county that made the weapons and armor for the halfling as payment. Dremis of course was less than able to keep is mouth shut as per normal, Dremis was a bit too egotistical to not link himself somehow to such a prestigious heist and because of his bravado, the last thing he remembers is a crack to the back of the head and all things going black. Soon Dremis wakes in a dirty cell with nothing but a loincloth and a waterskin of water to his name. Looking around he notes the motley crew around him and feels the hairs of the tips of his toe stand on end at the thought of what something or someONE might do to him down here..... The search for escape is at hand..........[/sblock] [sblock=Items Dremis' would have had on him when captured (suggested taken items)] Studded Leather +1 +1 Sickle +1 Sickle Masterwork Thieves Tools Basic Adventuring Gear[/sblock] [/QUOTE]
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[Rogue's Gallery] Paths of Legend: Paths of Madness
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