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Sebastian O's Adventure Path Game Rogue's Gallery
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<blockquote data-quote="Dragon-Slayer" data-source="post: 1817787" data-attributes="member: 19577"><p>Demetrius Bluefox</p><p>Male Gnome (Rock) Rogue 1 </p><p>Alignment: Chaotic Neutral</p><p>Patron Deity: Olidammara</p><p>Height: 3' 3''</p><p>Weight: 42 lbs</p><p>Hair: Brown (shoulderlength)</p><p>Eyes: Light Blue</p><p>Age: 51</p><p></p><p>Statistics:</p><p>Str: 10 (+0)</p><p>Dex: 15 (+2)</p><p>Con: 13 (+1)</p><p>Int: 14 (+2)</p><p>Wis: 10 (+0)</p><p>Cha: 12 (+1)</p><p>XP: 180</p><p></p><p>Hit Dice: 1d6 + 2</p><p>HP: 8</p><p>AC: 13 (+2 Dex, +1 for size Small)</p><p>Init: +2 (+2 Dex)</p><p>Speed: 20 ft</p><p>DC for spell-like abilities: 11</p><p></p><p>Saves:</p><p>Fortitude +1 [+0 base, +1 Con]</p><p>Reflex +4 [+2 base, +2 Dex]</p><p>Will +2 [+0 base, +2 Iron Will feat]</p><p></p><p>BAB: +1 (size Small)</p><p>Melee Atk: +1 (1d3/1d4, 19-20/x2, Dagger/Sap)</p><p>Ranged Atk: +3 (1d3, x2, 50' range increment, Sling)</p><p></p><p>Skills:</p><p>Ranks: 40 (8 +2 Int bonus x4)</p><p>Open Lock: +4 (2 ranks C, +2 Dex), Spot: +4 (4 ranks C, +0 Wis), Use Magical Device: +3 (2 ranks C, +1 Cha), Listen: +5 (3 ranks C, +0 Wis, +2 racial modifier), Disable Device: +5 (3 ranks C, +2 Int), Search: +6 (4 ranks C, +2 Int), Bluff: +4 (3 ranks C +1 Cha), Hide: +8 (2 ranks C, +2 Dex, +4 racial mod), Climb: +3 (3 ranks C, +0 Str), Move Silently: +4 (2 ranks C, +2 Dex), Sleight of hand: +4 (2 ranks C, +2 Dex), Escape artist: +4 (2 ranks C, +2 Dex), Swim: +4 (4 ranks, +0 Str), Tumble: +4 (2 ranks C, +2 Dex), Ride: +3 (2 ranks, cc, +2 Dex)</p><p></p><p>Feat:</p><p>Iron Will (+2 Will Save)</p><p></p><p>Languages: Common, Gnome, Draconic, Dwarven</p><p></p><p>Equipment: (Starting Gold 125 gp)</p><p>Explorer's outfit [10gp, 2 lb]</p><p>Backpack (2gp, 1/2 lb)</p><p>Grappling hook (1gp, 1lb)</p><p>Rope, silk (10gp, 5lb)</p><p>Waterskin (1gp, 1lb)</p><p>Sack (empty) (1sp, -)</p><p></p><p>Sling (in pouch with 9 sling bullets) [1sp, 5 lb] 1d3 dmg</p><p></p><p>Sap (on belt) [1 gp, 2 lb] 1d4 (nonlethal)</p><p></p><p>Dagger (on belt x2) [4 gp, 2 lb] 1d3 dmg</p><p>Rations (4days) (1gp, 1lb)</p><p></p><p>Pouch (on belt) [1 gp, 1/2 lb]</p><p>- Thieve's tools [30 gp, 1 lb]</p><p>- Soap [5 cp, - lb]</p><p>- Flint and steel [1 gp, - lb]</p><p>- Ink [8 gp, - lb]</p><p>- Inkpen [1 sp, - lb]</p><p>- Oil [1 sp, 1 lb] x3</p><p>- Parchment [2 sp, - lb]</p><p>- Money (54gp) </p><p>Value: 73 gp</p><p>Weight: 23 lb</p><p>Carrying Capacity: 24/49/75 (adjusted for Small sized creature)</p><p></p><p>Money</p><p>60 gp, 2 sp and 10 cp </p><p></p><p></p><p></p><p>Appearance: Demetrius is a wiry gnome with a slightly wild look to him. His brown shoulder length hair is sometimes half-combed, usually not, his short trimmed beard is immaculate. He is always clean, however, always taking time to wash off the grime of the road whenever possible. Although fairly average for a gnome, Demetrius has a certain rogueish charm about him that has kept him out of many scrapes. Bluefox is devout to Olidammara and never fails to pay homage to the god of rogues at any roadside temple or city shrine.</p><p></p><p>Background: Raised in a caravan of charlatans and scoundrels, Demetrius grew up wandering and learning how to live by his wits. For many years the caravan, known as 'the Thrushes of Gildimeer' lived by fleecing various communities until they wandered too far into the realm of a mage of reknown with little sense of humor. When the wizard's subjects complained profusely, the arcanist sent forth a bullete of immense size to dispatch the gnomish menace. The caravan scattered, Demetrius set out to find another community of gnomes to take him in. Many years passed, and the young gnome has still not found a place to call home. Upon hearing of a unique city called Cauldron, the young rogue flounders across the countryside, trying to brush up on arcane lore and seeking Cauldron, the City in the Crater.</p><p></p><p>Racial Abilities: Gnome</p><p>• +2 Constitution, –2 Strength.</p><p>• Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.</p><p>• Gnome base land speed is 20 feet.</p><p>• Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.</p><p>• Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.</p><p>• +2 racial bonus on saving throws against illusions.</p><p>• Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.</p><p>• +1 racial bonus on attack rolls against kobolds and goblinoids.</p><p>• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.</p><p>• +2 racial bonus on Listen checks.</p><p>• +2 racial bonus on Craft (alchemy) checks.</p><p>• Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.</p><p>• Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.</p><p>• Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.</p><p></p><p>Class Features: Rogue</p><p>Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.</p><p>Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.</p><p>The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.</p><p>Ranged attacks can count as sneak attacks only if the target is within 30 feet.</p><p>With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.</p><p>A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.</p><p>Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. </p><p>Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.</p><p>Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.</p><p>A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.</p><p></p><p>edit: updated for October 29th, 2004</p></blockquote><p></p>
[QUOTE="Dragon-Slayer, post: 1817787, member: 19577"] Demetrius Bluefox Male Gnome (Rock) Rogue 1 Alignment: Chaotic Neutral Patron Deity: Olidammara Height: 3' 3'' Weight: 42 lbs Hair: Brown (shoulderlength) Eyes: Light Blue Age: 51 Statistics: Str: 10 (+0) Dex: 15 (+2) Con: 13 (+1) Int: 14 (+2) Wis: 10 (+0) Cha: 12 (+1) XP: 180 Hit Dice: 1d6 + 2 HP: 8 AC: 13 (+2 Dex, +1 for size Small) Init: +2 (+2 Dex) Speed: 20 ft DC for spell-like abilities: 11 Saves: Fortitude +1 [+0 base, +1 Con] Reflex +4 [+2 base, +2 Dex] Will +2 [+0 base, +2 Iron Will feat] BAB: +1 (size Small) Melee Atk: +1 (1d3/1d4, 19-20/x2, Dagger/Sap) Ranged Atk: +3 (1d3, x2, 50' range increment, Sling) Skills: Ranks: 40 (8 +2 Int bonus x4) Open Lock: +4 (2 ranks C, +2 Dex), Spot: +4 (4 ranks C, +0 Wis), Use Magical Device: +3 (2 ranks C, +1 Cha), Listen: +5 (3 ranks C, +0 Wis, +2 racial modifier), Disable Device: +5 (3 ranks C, +2 Int), Search: +6 (4 ranks C, +2 Int), Bluff: +4 (3 ranks C +1 Cha), Hide: +8 (2 ranks C, +2 Dex, +4 racial mod), Climb: +3 (3 ranks C, +0 Str), Move Silently: +4 (2 ranks C, +2 Dex), Sleight of hand: +4 (2 ranks C, +2 Dex), Escape artist: +4 (2 ranks C, +2 Dex), Swim: +4 (4 ranks, +0 Str), Tumble: +4 (2 ranks C, +2 Dex), Ride: +3 (2 ranks, cc, +2 Dex) Feat: Iron Will (+2 Will Save) Languages: Common, Gnome, Draconic, Dwarven Equipment: (Starting Gold 125 gp) Explorer's outfit [10gp, 2 lb] Backpack (2gp, 1/2 lb) Grappling hook (1gp, 1lb) Rope, silk (10gp, 5lb) Waterskin (1gp, 1lb) Sack (empty) (1sp, -) Sling (in pouch with 9 sling bullets) [1sp, 5 lb] 1d3 dmg Sap (on belt) [1 gp, 2 lb] 1d4 (nonlethal) Dagger (on belt x2) [4 gp, 2 lb] 1d3 dmg Rations (4days) (1gp, 1lb) Pouch (on belt) [1 gp, 1/2 lb] - Thieve's tools [30 gp, 1 lb] - Soap [5 cp, - lb] - Flint and steel [1 gp, - lb] - Ink [8 gp, - lb] - Inkpen [1 sp, - lb] - Oil [1 sp, 1 lb] x3 - Parchment [2 sp, - lb] - Money (54gp) Value: 73 gp Weight: 23 lb Carrying Capacity: 24/49/75 (adjusted for Small sized creature) Money 60 gp, 2 sp and 10 cp Appearance: Demetrius is a wiry gnome with a slightly wild look to him. His brown shoulder length hair is sometimes half-combed, usually not, his short trimmed beard is immaculate. He is always clean, however, always taking time to wash off the grime of the road whenever possible. Although fairly average for a gnome, Demetrius has a certain rogueish charm about him that has kept him out of many scrapes. Bluefox is devout to Olidammara and never fails to pay homage to the god of rogues at any roadside temple or city shrine. Background: Raised in a caravan of charlatans and scoundrels, Demetrius grew up wandering and learning how to live by his wits. For many years the caravan, known as 'the Thrushes of Gildimeer' lived by fleecing various communities until they wandered too far into the realm of a mage of reknown with little sense of humor. When the wizard's subjects complained profusely, the arcanist sent forth a bullete of immense size to dispatch the gnomish menace. The caravan scattered, Demetrius set out to find another community of gnomes to take him in. Many years passed, and the young gnome has still not found a place to call home. Upon hearing of a unique city called Cauldron, the young rogue flounders across the countryside, trying to brush up on arcane lore and seeking Cauldron, the City in the Crater. Racial Abilities: Gnome • +2 Constitution, –2 Strength. • Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. • Gnome base land speed is 20 feet. • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. • Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. • +2 racial bonus on saving throws against illusions. • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects. • +1 racial bonus on attack rolls against kobolds and goblinoids. • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. • +2 racial bonus on Listen checks. • +2 racial bonus on Craft (alchemy) checks. • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description. • Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level. • Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty. Class Features: Rogue Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields. Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it. edit: updated for October 29th, 2004 [/QUOTE]
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