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<blockquote data-quote="Herobizkit" data-source="post: 5628875" data-attributes="member: 36150"><p><span style="font-size: 12px"><strong>Pickwick</strong></span></p><p></p><p>[sblock=BACKGROUND]I can remember when I never saw the sun before. I lived in The Dank, a cave with two or three hundred goblins, each one crazier than the last and twice as stupid. Our chief, Rotten Tongue, was getting on in years and there were a few of us ready to stab him in the back for his job. After all, only the goblin on top ever got any real power down there. I figured I had a better shot at the Chief than Cross-eyes, some kind of wizard or something, or that really odd hobgoblin, Martuk. I don't know where he came from, but he beat up half our guards just to get in, and he could carry a lot more stuff than us. </p><p></p><p>Anyway, so I was out on patrol one time, and when I got back, I saw the Chief talking with some skinny black-skinned Elf-Lips. TALKING! Like they were bestest friends or something. I didn't know what they were saying, but next thing I knew, the Elf had some kind of skinny glowing sword in his hand and he stabbed ol' Rotten Tongue right in the face. Welp, he did the job for us Chiefs-to-be. Now that Rotten Tongue was out of the way, I did the only respectable Goblin thing TO do.</p><p></p><p>I ran like hell.</p><p></p><p>It must have been days before I found the City's sewers. Found 'em through some hole in the wall, probably dug up by some giant worm or owlbear or something. I wandered around eating rats and finding all sorts of interesting crap in the filthy water. Eventually, I came upon the strangest thing. A forge. Yup. There was some kind of house down there. Had all kinds of books in one room with a bed, another room with a forge and anvil. Figured this was as best a place as any to claim. The Dwarf that was living there didn't think so. He was just as crazy as the goblins, dribbling and drooling with no teeth and his breath always smelled like fungus. Welp, he didn't like my taking his house (which didn't make sense - if you leave your house, it's not yours anymore) and we had a go at it. We got tired after a bit, then he actually talked at me and said he'd let me live if I helped him.</p><p></p><p>Turned out old Fungus-Breath wasn't so bad. He showed me how the forge worked, sent me hunting for ore, even let me read his books. Said he was a Battlesmith of Onatar. I believed him. I figured Onatar must be some Dwarf god, but he said that Onatar has many forms, including a brass dragon. Welp, Dragons are the toughest things there are, so I became a priest of Onatar too.</p><p></p><p>Then one day, I'm out rooting for scraps when I sees this group of short people round the corner, point at me, then throw a net over my head. I'm dragged up to the surface where the light hurt my eyes so bad that I can't see right no more. They told me I was a trespasser and had to work as a Sewer Rat to pay my debt to society. I had no idea what that meant at the time, but now I kinda like it. I get paid regular, I got a new group to back me up when I go looking for stuff, and I even get my own room.</p><p></p><p>Sure do wonder what happened to ol' Fungus-Breath though.[/sblock]</p><p></p><p>APPEARANCE</p><p></p><p>GENERAL</p><p>Race: Goblin, Gender: Male, Classes: Cloistered Cleric (1st), Alignment: Neutral Good</p><p></p><p>Age: 12 , Height: 3" 6', Weight: 46 lbs., Hair: , Eyes:, Skin:</p><p></p><p><em>Before Mods: STR 17, DEX 13, CON 15, INT 18, WIS 13, CHA 15</em></p><p>After Mods: STR 15, DEX 15, CON 15, INT 18, WIS 13, CHA 13</p><p></p><p>AC & SAVES</p><p>HP: 8 (1d6+2)</p><p>AC: 17 (Studded Leather + Dex+ Size); Touch: 14, Flat Footed: 14</p><p>Fort: +4, Reflex: +2, Will: +3</p><p></p><p>COMBAT</p><p>Senses: Listen -3, Spot -3, Search +4</p><p>Initiative: -4</p><p></p><p>BAB +0; Melee +2, Range +2</p><p></p><p>Longspear (Melee/Reach/two hands): +2 (1d6+3, 20/x3)</p><p>Warhammer (Melee/two hands): +3 (1d6+3, 20/x3)</p><p>Sling (Ranged): +2 (1d3+2, x2; Range 50)</p><p></p><p> [sblock=Racial Traits] </p><p> </p><ul> <li data-xf-list-type="ul">-2 Strength, +2 Dexterity, -2 Charisma.</li> <li data-xf-list-type="ul">Small size: +1 bonus to Armor Class, +1 bonus on <a href="http://www.d20srd.org/srd/combat/combatStatistics.htm#attackRoll" target="_blank">attack rolls</a>, +4 bonus on <a href="http://www.d20srd.org/srd/skills/hide.htm" target="_blank">Hide</a> checks, -4 penalty on <a href="http://www.d20srd.org/srd/combat/specialAttacks.htm#grappleChecks" target="_blank">grapple checks</a>, lifting and carrying limits ¾ those of Medium characters.</li> <li data-xf-list-type="ul">A goblin’s base land speed is 30 feet.</li> <li data-xf-list-type="ul"><a href="http://www.d20srd.org/srd/specialAbilities.htm#darkvision" target="_blank">Darkvision</a> out to 60 feet.</li> <li data-xf-list-type="ul">+4 racial bonus on <a href="http://www.d20srd.org/srd/skills/moveSilently.htm" target="_blank">Move Silently</a> and <a href="http://www.d20srd.org/srd/skills/ride.htm" target="_blank">Ride</a> checks.</li> <li data-xf-list-type="ul">Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.</li> <li data-xf-list-type="ul">Favored Class: <a href="http://www.d20srd.org/srd/classes/rogue.htm" target="_blank">Rogue</a>.</li> </ul><p>[/sblock]LANGUAGES: Common, Goblin, Draconic, Elven, Giant, Orc</p><p></p><p>FLAWS</p><p>Inattentive: -4 to Listen and Spot checks</p><p>Unreactive: -6 to initiative Checks</p><p></p><p>FEATS</p><p>Sacred Healing (PHB II p89): As a a swift action, you can expend a turn undead attempt to gain +5 to Heal checks and heal +2 HP per die on all Conjuration (healing) spells until the end of your turn.</p><p>Sacred Purification (PHB II p89): As a swift action, you can expend a turn undead attempt to create a 60' radius puls of positive energy which heals all living creatures 1d8+Cha (0) points of damage. All undead in this area of effect take the same amount of damage. </p><p>Extra Turning: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.</p><p>Simple Weapon Proficiency, Light Armor Proficiency, Martial Weapon Proficiency (Warhammer; Metal domain), Weapon Focus (Warhammer; Metal domain)</p><p></p><p>SKILLS<em> (Note: Artifice Domain gives +4 to all Craft checks)</em></p><p><strong>Craft Alchemy, Armorsmith, Blacksmith, Gemcutting, Sculpting, Weaponsmith</strong> +10 [4 Int + 2 Rank + 4 Artifice domain; 12 ranks total]</p><p><strong>Decipher Script</strong> +8 [4 Int + 4 Rank; 4 ranks total] </p><p><strong>Know Arcana, Dungeoneering, Nature, Planes, Religion</strong> +8 [4 Int + 4 Rank; 20 ranks total</p><p><strong>Spellcraft</strong> +8 [4 Int + 4 Ranks; 4 ranks total]</p><p></p><p>[sblock=The Math]Total Skill Points [6+4]x4 = 40</p><p>Total Used: [12 (craft) + 20 (knowledge) + 4 DS + 4 SC] = 40[/sblock]</p><p>ABILITIES</p><p>Turn Undead 7/day</p><p>Bardic Knowledge +1</p><p>Spells: (0) 3, (1) 2+1</p><p></p><p>[sblock=Domains]</p><p><strong>Artifice </strong>(Eberron Campaign Setting p276): Gain +4 bonus on Craft checks. You cast conjuration (creation) spells at +1 caster level. Domain Spell: animate rope. </p><p></p><p><strong>Metal </strong>(Spell Compendium p276): You gain Martial Weapon Proficiency and Weapon Focus as bonus feats for either the light hammer or the warhammer (your choice). Domain Spell: magic weapon.</p><p></p><p><strong>Knowledge</strong> (bonus from ACF): Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level. Domain Spell: detect secret doors.[/sblock]Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision. </p><p></p><p>EQUIPMENT</p><p>Studded leather armor 25 10.0</p><p>Daggers, 2 4 1.0 </p><p>Longspear 5 4.5</p><p>warhammer 12 2.5</p><p>sling w/20 bullets 2 s 5.0</p><p>backpack 2 0.5</p><p>bedroll 1 s 1.25</p><p>belt pouch, 2 2 0.25</p><p>10 pcs. of chalk 10 c -</p><p>crowbar 2 5</p><p>flint and steel 1 -</p><p>holy symbol, wooden 1 -</p><p>ration, trail, 10 days 5 2.5</p><p>rope, silk, 50 feet 10 5</p><p>sacks, 4 4 s 0.5</p><p>sunrod, 2 4 2</p><p>waterskin 1 1</p><p>------------------------------------------------------------</p><p>Totals 74 g 8 s 10 c 41 lbs</p><p></p><p>Carrying Capacity: L 49.5 M 99.75 H 150 OH 150 OG 300 P/D 750</p><p></p><p>Money: (Starting Gold: 130) 54 g 2 s 90 c</p><p></p><p>EXPERIENCE POINTS: 0</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 5628875, member: 36150"] [SIZE=3][B]Pickwick[/B][/SIZE] [sblock=BACKGROUND]I can remember when I never saw the sun before. I lived in The Dank, a cave with two or three hundred goblins, each one crazier than the last and twice as stupid. Our chief, Rotten Tongue, was getting on in years and there were a few of us ready to stab him in the back for his job. After all, only the goblin on top ever got any real power down there. I figured I had a better shot at the Chief than Cross-eyes, some kind of wizard or something, or that really odd hobgoblin, Martuk. I don't know where he came from, but he beat up half our guards just to get in, and he could carry a lot more stuff than us. Anyway, so I was out on patrol one time, and when I got back, I saw the Chief talking with some skinny black-skinned Elf-Lips. TALKING! Like they were bestest friends or something. I didn't know what they were saying, but next thing I knew, the Elf had some kind of skinny glowing sword in his hand and he stabbed ol' Rotten Tongue right in the face. Welp, he did the job for us Chiefs-to-be. Now that Rotten Tongue was out of the way, I did the only respectable Goblin thing TO do. I ran like hell. It must have been days before I found the City's sewers. Found 'em through some hole in the wall, probably dug up by some giant worm or owlbear or something. I wandered around eating rats and finding all sorts of interesting crap in the filthy water. Eventually, I came upon the strangest thing. A forge. Yup. There was some kind of house down there. Had all kinds of books in one room with a bed, another room with a forge and anvil. Figured this was as best a place as any to claim. The Dwarf that was living there didn't think so. He was just as crazy as the goblins, dribbling and drooling with no teeth and his breath always smelled like fungus. Welp, he didn't like my taking his house (which didn't make sense - if you leave your house, it's not yours anymore) and we had a go at it. We got tired after a bit, then he actually talked at me and said he'd let me live if I helped him. Turned out old Fungus-Breath wasn't so bad. He showed me how the forge worked, sent me hunting for ore, even let me read his books. Said he was a Battlesmith of Onatar. I believed him. I figured Onatar must be some Dwarf god, but he said that Onatar has many forms, including a brass dragon. Welp, Dragons are the toughest things there are, so I became a priest of Onatar too. Then one day, I'm out rooting for scraps when I sees this group of short people round the corner, point at me, then throw a net over my head. I'm dragged up to the surface where the light hurt my eyes so bad that I can't see right no more. They told me I was a trespasser and had to work as a Sewer Rat to pay my debt to society. I had no idea what that meant at the time, but now I kinda like it. I get paid regular, I got a new group to back me up when I go looking for stuff, and I even get my own room. Sure do wonder what happened to ol' Fungus-Breath though.[/sblock] APPEARANCE GENERAL Race: Goblin, Gender: Male, Classes: Cloistered Cleric (1st), Alignment: Neutral Good Age: 12 , Height: 3" 6', Weight: 46 lbs., Hair: , Eyes:, Skin: [I]Before Mods: STR 17, DEX 13, CON 15, INT 18, WIS 13, CHA 15[/I] After Mods: STR 15, DEX 15, CON 15, INT 18, WIS 13, CHA 13 AC & SAVES HP: 8 (1d6+2) AC: 17 (Studded Leather + Dex+ Size); Touch: 14, Flat Footed: 14 Fort: +4, Reflex: +2, Will: +3 COMBAT Senses: Listen -3, Spot -3, Search +4 Initiative: -4 BAB +0; Melee +2, Range +2 Longspear (Melee/Reach/two hands): +2 (1d6+3, 20/x3) Warhammer (Melee/two hands): +3 (1d6+3, 20/x3) Sling (Ranged): +2 (1d3+2, x2; Range 50) [sblock=Racial Traits] [LIST] [*]-2 Strength, +2 Dexterity, -2 Charisma. [*]Small size: +1 bonus to Armor Class, +1 bonus on [URL="http://www.d20srd.org/srd/combat/combatStatistics.htm#attackRoll"]attack rolls[/URL], +4 bonus on [URL="http://www.d20srd.org/srd/skills/hide.htm"]Hide[/URL] checks, -4 penalty on [URL="http://www.d20srd.org/srd/combat/specialAttacks.htm#grappleChecks"]grapple checks[/URL], lifting and carrying limits ¾ those of Medium characters. [*]A goblin’s base land speed is 30 feet. [*][URL="http://www.d20srd.org/srd/specialAbilities.htm#darkvision"]Darkvision[/URL] out to 60 feet. [*]+4 racial bonus on [URL="http://www.d20srd.org/srd/skills/moveSilently.htm"]Move Silently[/URL] and [URL="http://www.d20srd.org/srd/skills/ride.htm"]Ride[/URL] checks. [*]Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc. [*]Favored Class: [URL="http://www.d20srd.org/srd/classes/rogue.htm"]Rogue[/URL]. [/LIST] [/sblock]LANGUAGES: Common, Goblin, Draconic, Elven, Giant, Orc FLAWS Inattentive: -4 to Listen and Spot checks Unreactive: -6 to initiative Checks FEATS Sacred Healing (PHB II p89): As a a swift action, you can expend a turn undead attempt to gain +5 to Heal checks and heal +2 HP per die on all Conjuration (healing) spells until the end of your turn. Sacred Purification (PHB II p89): As a swift action, you can expend a turn undead attempt to create a 60' radius puls of positive energy which heals all living creatures 1d8+Cha (0) points of damage. All undead in this area of effect take the same amount of damage. Extra Turning: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal. Simple Weapon Proficiency, Light Armor Proficiency, Martial Weapon Proficiency (Warhammer; Metal domain), Weapon Focus (Warhammer; Metal domain) SKILLS[I] (Note: Artifice Domain gives +4 to all Craft checks)[/I] [B]Craft Alchemy, Armorsmith, Blacksmith, Gemcutting, Sculpting, Weaponsmith[/B] +10 [4 Int + 2 Rank + 4 Artifice domain; 12 ranks total] [B]Decipher Script[/B] +8 [4 Int + 4 Rank; 4 ranks total] [B]Know Arcana, Dungeoneering, Nature, Planes, Religion[/B] +8 [4 Int + 4 Rank; 20 ranks total [B]Spellcraft[/B] +8 [4 Int + 4 Ranks; 4 ranks total] [sblock=The Math]Total Skill Points [6+4]x4 = 40 Total Used: [12 (craft) + 20 (knowledge) + 4 DS + 4 SC] = 40[/sblock] ABILITIES Turn Undead 7/day Bardic Knowledge +1 Spells: (0) 3, (1) 2+1 [sblock=Domains] [B]Artifice [/B](Eberron Campaign Setting p276): Gain +4 bonus on Craft checks. You cast conjuration (creation) spells at +1 caster level. Domain Spell: animate rope. [B]Metal [/B](Spell Compendium p276): You gain Martial Weapon Proficiency and Weapon Focus as bonus feats for either the light hammer or the warhammer (your choice). Domain Spell: magic weapon. [B]Knowledge[/B] (bonus from ACF): Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level. Domain Spell: detect secret doors.[/sblock]Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision. EQUIPMENT Studded leather armor 25 10.0 Daggers, 2 4 1.0 Longspear 5 4.5 warhammer 12 2.5 sling w/20 bullets 2 s 5.0 backpack 2 0.5 bedroll 1 s 1.25 belt pouch, 2 2 0.25 10 pcs. of chalk 10 c - crowbar 2 5 flint and steel 1 - holy symbol, wooden 1 - ration, trail, 10 days 5 2.5 rope, silk, 50 feet 10 5 sacks, 4 4 s 0.5 sunrod, 2 4 2 waterskin 1 1 ------------------------------------------------------------ Totals 74 g 8 s 10 c 41 lbs Carrying Capacity: L 49.5 M 99.75 H 150 OH 150 OG 300 P/D 750 Money: (Starting Gold: 130) 54 g 2 s 90 c EXPERIENCE POINTS: 0 [/QUOTE]
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