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<blockquote data-quote="Caim" data-source="post: 5867146" data-attributes="member: 6667065"><p>[sblock=Rork Brokenarrow]</p><p>[sblock=Game Info]</p><p>Race: Dwarf</p><p>Class: Scout</p><p>Level: 1</p><p>Alignment: Chaotic Good</p><p>Languages: Common and Dwarven</p><p>Deity: None[/sblock]</p><p>[sblock=Abilities]</p><p>STR: 14</p><p>DEX: 16</p><p>CON: 12 (+2 racial)</p><p>INT: 13</p><p>WIS: 15</p><p>CHA: 11 (-2 racial)[/sblock]</p><p>[sblock=Combat]</p><p>HP: 10 = [1d8=08] + 2 (CON) + 0 (misc)</p><p>AC: 16 = 10 + 3 (Studded Leather) + 3 (DEX)</p><p>AC Touch: 13 = 10 + 3 (DEX)</p><p>AC Flatfooted: 00 = 10 + 0 (Studded Leather)</p><p>INIT: +3 = +3 (DEX)</p><p>BAB: +0 = +0 (Scout)</p><p>Fort: +2 = +0 (Scout) + 2 (CON)</p><p>Reflex: +5 = +2 (Scout) + 3 (DEX)</p><p>Will: +1 = +0 (Scout) + 1 (WILL)</p><p>Speed: 20'</p><p>Damage Reduction:</p><p>Spell Resistance:</p><p>Spell Failure: 15%[/sblock]</p><p>[sblock=Weapon Stats]</p><p>Dwarven Waraxe(melee): +2 = +0 (BAB) + 2 (STR)/ DMG = 1d10+2(S), CRIT x3</p><p> </p><p>Dagger(melee): +2 = +0 (BAB) + 2 (STR)/ DMG = 1d4+2(S), CRIT 19-20x2, Range 10 ft.</p><p> </p><p>Shortbow(ranged): +3 = +0 (BAB) + 3 (DEX)/ DMG = 1d8(P), CRIT x3, Range 60 ft., Arrows: 40[/sblock]</p><p>[sblock=Racial Traits]</p><p>+2 Constitution, –2 Charisma. </p><p> </p><p>Humanoid (Dwarf). </p><p> </p><p>Medium: As Medium creatures, hill dwarves have no special bonuses or penalties due to their size.</p><p> </p><p>Hill dwarf base land speed is 20 feet. However, hill dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).</p><p> </p><p>Darkvision: Hill dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hill dwarves can function just fine with no light at all.</p><p> </p><p>Stonecunning: This ability grants a hill dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A hill dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a hill dwarf can use the Search skill to find stonework traps as a rogue can. A hill dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.</p><p> </p><p>Weapon Familiarity: Hill dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.</p><p> </p><p>Stability: A hill dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).</p><p> </p><p>+2 racial bonus on saving throws against poison. </p><p> </p><p>+2 racial bonus on saving throws against spells and spell-like effects. </p><p> </p><p>+1 racial bonus on attack rolls against orcs and goblinoids. </p><p> </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> </p><p>+2 racial bonus on Appraise checks that are related to stone or metal items. </p><p> </p><p>+2 racial bonus on Craft checks that are related to stone or metal. </p><p> </p><p>Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.[/sblock]</p><p>[sblock=Class Features]</p><p>Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.</p><p> </p><p>Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).</p><p> </p><p>The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well eough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.</p><p> </p><p>At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).</p><p> </p><p>A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.</p><p> </p><p>Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.[/sblock]</p><p>[sblock=Feats]</p><p>Flaw 1-Precise Shot: Fire ranged weapons into melee without penalty.</p><p>Flaw 2-Dodge: +1 vs. selected target.</p><p>1st lvl-Point Blank Shot: +1 to attack and damage rolls on targets within 30'.[/sblock]</p><p>[sblock=Comfort Object]</p><p>You have developed a dependency for an object, environment, or person and you have difficulty sleeping without it.</p><p><strong>Prerequisite:</strong> You must have endured a sleepless night without your Comfort Object.</p><p><strong>Drawback:</strong> Any time you try to sleep without your Comfort Object, you must make a Will save (DC 10 + half your ECL) or be fatigued the next day due to a restless night. This fatigue stacks and may result in exhaustion if combined with another fatigue factor.</p><p><strong>Benefit:</strong> Bonus Feat</p><p><strong>Special:</strong> The Comfort Object should be something that <strong>CAN</strong> (and will) be taken away (Otherwise it's not a flaw).</p><p><strong>Roleplaying Ideas:</strong> The Comfort Object can be anything you can justify including but not limited to, a doll, lucky underpants, a lover, the sleeping bag your grandma made you just before she died, etc. The Comfort Object could also be an enviornmental condition such as only being able to sleep in a fancy inn.[/sblock]</p><p>[sblock=Binge Drinker] Is that ale?! Oh, well, okay, just one....</p><p><strong>Drawback:</strong> When your character is around and aware of alcohol your character must roll a will save (DC 16) to not drink. If you fail your will save, your character must drink one serving of alcohol. You may roll another will save to stop with an increased DC of +3 per serving of alcohol drank (stopping after your first serving has a DC 19, second serving has a DC of 22, so on).</p><p><strong>Benefit:</strong> Bonus Feat</p><p><strong>Special:</strong> <em>Favoured Drink Variant:</em> Select one type of alcohol as favoured. The initial DC is 19 for that drink. All other types of alcohol have DC 13. The DC to stop increases normally per drink.[/sblock]</p><p>[sblock=Skills]</p><p>Skill Ranks: 36 = [8 (Scout) + 01 (INT)] x 01 (LvL)</p><p>Max Ranks: 04 </p><p>ACP: -1</p><p> </p><p>Skills:</p><p>[code]</p><p>[FONT=Courier New][COLOR=white]Total Stat Rank Misc ACP[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+06 = Balance +03 +04 +00 -01 DEX[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+04 = Climb +02 +03 +00 -01 STR[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+01 = Craft: +01 +00 +02# INT[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+02 = Disable Device +03 +00 +00 -01 DEX[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+02 = Escape Artist +03 +00 +00 -01 DEX[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+06 = Hide +03 +04 +00 -01 DEX[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+01 = Jump +02 +00 +00 -01 STR[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+01 = Know: Dungeon +01 +00 +00 INT[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+01 = Know: Geography +01 +00 +00 INT[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+01 = Know: Nature +01 +00 +00 INT[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+06 = Listen +02 +04 +00 WIS[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+07 = Move Silently +03 +04 +00 -01 DEX[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+02 = Ride +03 +00 +00 -01 DEX[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+05 = Search +01 +04 +02* INT[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+02 = Sense Motive +02 +00 +00 WIS[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+06 = Spot +02 +04 +00 WIS[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+01 = Swim +02 +00 +00 -01 STR[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+06 = Tumble +03 +04 +00 -01 DEX[/COLOR][/FONT]</p><p>[FONT=Courier New][COLOR=white]+02 = Use Rope +03 +00 +00 -01 DEX[/COLOR][/FONT]</p><p> </p><p>[FONT=Courier New]*Stonecunning[/FONT]</p><p>[FONT=Courier New]# +2 Craft (Metal)[/FONT]</p><p>[FONT=Courier New]^ +2 Appraise (Metal and Stone)[/FONT][/code][/sblock]</p><p>[sblock=Spellcasting]</p><p>...[/sblock]</p><p>[sblock=Equipment]</p><p>[code]</p><p>[SIZE=2][SIZE=2][SIZE=2]Equipment Cost Weight[/SIZE]</p><p>[SIZE=2]Studded Leather 25 gp 20 lbs.[/SIZE]</p><p>[SIZE=2]Shortbow 60 gp 02 lbs.[/SIZE]</p><p>[SIZE=2]-Arrows (40) 02 gp 06 lbs.[/SIZE]</p><p>[SIZE=2]Dwarven Waraxe 30 gp 08 lbs.[/SIZE]</p><p>[SIZE=2]Backpack 02 gp 02 lbs.[/SIZE]</p><p>[SIZE=2]-Bedroll 01 sp 05 lbs.[/SIZE]</p><p>[SIZE=2]-Rope (10 ft, hemp) 01 gp 10 lbs.[/SIZE]</p><p>[SIZE=2]-Sack (2, empty) 02 sp 01 lb.[/SIZE]</p><p>[SIZE=2]-Trail Rations (2 days) 10 sp 02 lbs.[/SIZE]</p><p>[SIZE=2]-Waterskin (full) 01 gp 04 lbs.[/SIZE]</p><p>[SIZE=2]-Crowbar 02 gp 05 lbs.[/SIZE]</p><p>[SIZE=2]Belt Pouch 01 gp .5 lbs.[/SIZE]</p><p>[SIZE=2]-Flint and Steel 01 gp .5 lbs.[/SIZE]</p><p>[SIZE=2]-Glow Chalk (1 piece) 25 gp 00 lbs.[/SIZE]</p><p>[/SIZE][/SIZE]</p><p> </p><p> </p><p>[SIZE=2][SIZE=2][SIZE=2]Total weight carried: 68 lbs.[/SIZE]</p><p> </p><p>[/SIZE][/SIZE][/code]Treasure: 2 gp,20 sp,5 cp Gems:</p><p> </p><p><u>Carrying Capacity:</u></p><p>light- 58 lbs.</p><p>medium- 59-116 lbs.</p><p>heavy- 117-175 lbs.[/sblock]</p><p>[sblock=Details]</p><p>Size: Medium</p><p>Gender: Male</p><p>Age:</p><p>Height: 4'2"</p><p>Weight: 147</p><p>Hair Color: Dirty Blonde</p><p>Eye Color: Green</p><p>Skin Color: Pale</p><p>Appearance: His hair and beard are kept long and often get tangled together and after inspection it would seem the only thing he took care of was (comfort object here). It has an almost unnatural shine to it.</p><p>Demeanor: He is rude most of the time, but has his moments of being...nice.[/sblock] </p><p>[sblock=Background]Rork was born to be a Sewer Rat, his mother and father were. Hell he was even born in the underground passages that riddle the countryside, a fact that he is proud of. Rork uses his knowledge and abilites to recover objects that have been long lost or to help clear areas for new construction.</p><p> </p><p>Like his father and his father's father, Rork has a drinking problem...well HAD a drinking problem so he thinks. He wants to be the first Brokenarrow in his line to STOP consuming ale, but the deck is stacked against him. Since birth Rork has had ale with every meal, even as a baby, and he's a dwarf. What dwarf dosen't consume ale? He fights the urge to drink and the results varie.</p><p> </p><p>Rork usually carries an anti-personal greande everywhere he goes, especially when he goes into the underground, and gets very nervous when he dosen't have one opn his person. His father was eaten alive by a den of trolls one day and refuses to go anywhere without the grenade. He's afraid that he to, like his father, will be eaten alive and if that fear becomes reality he can at least kill himself quickly by detonationg the grenade.[/sblock]</p><p>[sblock=Adventure Notes] None yet[/sblock]</p><p>[sblock=Level Ups]</p><p>Level 2</p><p>Class:</p><p>BAB: +0 to +0</p><p>Fort: +0 to +0</p><p>Ref: +0 to +0</p><p>Will: +0 to +0</p><p>Feat:</p><p>Class Features:</p><p>HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)</p><p>Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)</p><p>Skills:</p><p>Favored Class Bonus:[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Caim, post: 5867146, member: 6667065"] [sblock=Rork Brokenarrow] [sblock=Game Info] Race: Dwarf Class: Scout Level: 1 Alignment: Chaotic Good Languages: Common and Dwarven Deity: None[/sblock] [sblock=Abilities] STR: 14 DEX: 16 CON: 12 (+2 racial) INT: 13 WIS: 15 CHA: 11 (-2 racial)[/sblock] [sblock=Combat] HP: 10 = [1d8=08] + 2 (CON) + 0 (misc) AC: 16 = 10 + 3 (Studded Leather) + 3 (DEX) AC Touch: 13 = 10 + 3 (DEX) AC Flatfooted: 00 = 10 + 0 (Studded Leather) INIT: +3 = +3 (DEX) BAB: +0 = +0 (Scout) Fort: +2 = +0 (Scout) + 2 (CON) Reflex: +5 = +2 (Scout) + 3 (DEX) Will: +1 = +0 (Scout) + 1 (WILL) Speed: 20' Damage Reduction: Spell Resistance: Spell Failure: 15%[/sblock] [sblock=Weapon Stats] Dwarven Waraxe(melee): +2 = +0 (BAB) + 2 (STR)/ DMG = 1d10+2(S), CRIT x3 Dagger(melee): +2 = +0 (BAB) + 2 (STR)/ DMG = 1d4+2(S), CRIT 19-20x2, Range 10 ft. Shortbow(ranged): +3 = +0 (BAB) + 3 (DEX)/ DMG = 1d8(P), CRIT x3, Range 60 ft., Arrows: 40[/sblock] [sblock=Racial Traits] +2 Constitution, –2 Charisma. Humanoid (Dwarf). Medium: As Medium creatures, hill dwarves have no special bonuses or penalties due to their size. Hill dwarf base land speed is 20 feet. However, hill dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Darkvision: Hill dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hill dwarves can function just fine with no light at all. Stonecunning: This ability grants a hill dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A hill dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a hill dwarf can use the Search skill to find stonework traps as a rogue can. A hill dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Weapon Familiarity: Hill dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stability: A hill dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects. +1 racial bonus on attack rolls against orcs 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 Appraise checks that are related to stone or metal items. +2 racial bonus on Craft checks that are related to stone or metal. Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.[/sblock] [sblock=Class Features] Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields. Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well eough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack. Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.[/sblock] [sblock=Feats] Flaw 1-Precise Shot: Fire ranged weapons into melee without penalty. Flaw 2-Dodge: +1 vs. selected target. 1st lvl-Point Blank Shot: +1 to attack and damage rolls on targets within 30'.[/sblock] [sblock=Comfort Object] You have developed a dependency for an object, environment, or person and you have difficulty sleeping without it. [B]Prerequisite:[/B] You must have endured a sleepless night without your Comfort Object. [B]Drawback:[/B] Any time you try to sleep without your Comfort Object, you must make a Will save (DC 10 + half your ECL) or be fatigued the next day due to a restless night. This fatigue stacks and may result in exhaustion if combined with another fatigue factor. [B]Benefit:[/B] Bonus Feat [B]Special:[/B] The Comfort Object should be something that [B]CAN[/B] (and will) be taken away (Otherwise it's not a flaw). [B]Roleplaying Ideas:[/B] The Comfort Object can be anything you can justify including but not limited to, a doll, lucky underpants, a lover, the sleeping bag your grandma made you just before she died, etc. The Comfort Object could also be an enviornmental condition such as only being able to sleep in a fancy inn.[/sblock] [sblock=Binge Drinker] Is that ale?! Oh, well, okay, just one.... [B]Drawback:[/B] When your character is around and aware of alcohol your character must roll a will save (DC 16) to not drink. If you fail your will save, your character must drink one serving of alcohol. You may roll another will save to stop with an increased DC of +3 per serving of alcohol drank (stopping after your first serving has a DC 19, second serving has a DC of 22, so on). [B]Benefit:[/B] Bonus Feat [B]Special:[/B] [I]Favoured Drink Variant:[/I] Select one type of alcohol as favoured. The initial DC is 19 for that drink. All other types of alcohol have DC 13. The DC to stop increases normally per drink.[/sblock] [sblock=Skills] Skill Ranks: 36 = [8 (Scout) + 01 (INT)] x 01 (LvL) Max Ranks: 04 ACP: -1 Skills: [code] [FONT=Courier New][COLOR=white]Total Stat Rank Misc ACP[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+06 = Balance +03 +04 +00 -01 DEX[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+04 = Climb +02 +03 +00 -01 STR[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+01 = Craft: +01 +00 +02# INT[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+02 = Disable Device +03 +00 +00 -01 DEX[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+02 = Escape Artist +03 +00 +00 -01 DEX[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+06 = Hide +03 +04 +00 -01 DEX[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+01 = Jump +02 +00 +00 -01 STR[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+01 = Know: Dungeon +01 +00 +00 INT[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+01 = Know: Geography +01 +00 +00 INT[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+01 = Know: Nature +01 +00 +00 INT[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+06 = Listen +02 +04 +00 WIS[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+07 = Move Silently +03 +04 +00 -01 DEX[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+02 = Ride +03 +00 +00 -01 DEX[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+05 = Search +01 +04 +02* INT[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+02 = Sense Motive +02 +00 +00 WIS[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+06 = Spot +02 +04 +00 WIS[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+01 = Swim +02 +00 +00 -01 STR[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+06 = Tumble +03 +04 +00 -01 DEX[/COLOR][/FONT] [FONT=Courier New][COLOR=white]+02 = Use Rope +03 +00 +00 -01 DEX[/COLOR][/FONT] [FONT=Courier New]*Stonecunning[/FONT] [FONT=Courier New]# +2 Craft (Metal)[/FONT] [FONT=Courier New]^ +2 Appraise (Metal and Stone)[/FONT][/code][/sblock] [sblock=Spellcasting] ...[/sblock] [sblock=Equipment] [code] [SIZE=2][SIZE=2][SIZE=2]Equipment Cost Weight[/SIZE] [SIZE=2]Studded Leather 25 gp 20 lbs.[/SIZE] [SIZE=2]Shortbow 60 gp 02 lbs.[/SIZE] [SIZE=2]-Arrows (40) 02 gp 06 lbs.[/SIZE] [SIZE=2]Dwarven Waraxe 30 gp 08 lbs.[/SIZE] [SIZE=2]Backpack 02 gp 02 lbs.[/SIZE] [SIZE=2]-Bedroll 01 sp 05 lbs.[/SIZE] [SIZE=2]-Rope (10 ft, hemp) 01 gp 10 lbs.[/SIZE] [SIZE=2]-Sack (2, empty) 02 sp 01 lb.[/SIZE] [SIZE=2]-Trail Rations (2 days) 10 sp 02 lbs.[/SIZE] [SIZE=2]-Waterskin (full) 01 gp 04 lbs.[/SIZE] [SIZE=2]-Crowbar 02 gp 05 lbs.[/SIZE] [SIZE=2]Belt Pouch 01 gp .5 lbs.[/SIZE] [SIZE=2]-Flint and Steel 01 gp .5 lbs.[/SIZE] [SIZE=2]-Glow Chalk (1 piece) 25 gp 00 lbs.[/SIZE] [/SIZE][/SIZE] [SIZE=2][SIZE=2][SIZE=2]Total weight carried: 68 lbs.[/SIZE] [/SIZE][/SIZE][/code]Treasure: 2 gp,20 sp,5 cp Gems: [U]Carrying Capacity:[/U] light- 58 lbs. medium- 59-116 lbs. heavy- 117-175 lbs.[/sblock] [sblock=Details] Size: Medium Gender: Male Age: Height: 4'2" Weight: 147 Hair Color: Dirty Blonde Eye Color: Green Skin Color: Pale Appearance: His hair and beard are kept long and often get tangled together and after inspection it would seem the only thing he took care of was (comfort object here). It has an almost unnatural shine to it. Demeanor: He is rude most of the time, but has his moments of being...nice.[/sblock] [sblock=Background]Rork was born to be a Sewer Rat, his mother and father were. Hell he was even born in the underground passages that riddle the countryside, a fact that he is proud of. Rork uses his knowledge and abilites to recover objects that have been long lost or to help clear areas for new construction. Like his father and his father's father, Rork has a drinking problem...well HAD a drinking problem so he thinks. He wants to be the first Brokenarrow in his line to STOP consuming ale, but the deck is stacked against him. Since birth Rork has had ale with every meal, even as a baby, and he's a dwarf. What dwarf dosen't consume ale? He fights the urge to drink and the results varie. Rork usually carries an anti-personal greande everywhere he goes, especially when he goes into the underground, and gets very nervous when he dosen't have one opn his person. His father was eaten alive by a den of trolls one day and refuses to go anywhere without the grenade. He's afraid that he to, like his father, will be eaten alive and if that fear becomes reality he can at least kill himself quickly by detonationg the grenade.[/sblock] [sblock=Adventure Notes] None yet[/sblock] [sblock=Level Ups] Level 2 Class: BAB: +0 to +0 Fort: +0 to +0 Ref: +0 to +0 Will: +0 to +0 Feat: Class Features: HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total) Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total) Skills: Favored Class Bonus:[/sblock][/sblock] [/QUOTE]
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