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<blockquote data-quote="CanadienneBacon" data-source="post: 6544552" data-attributes="member: 11146"><p><strong>Kid</strong></p><p></p><p>[section][align=left]http://i59.tinypic.com/2emg5xk.jpg [/align] <span style="font-family: 'Book Antiqua'"><strong>Human </strong>(Creole) <strong>Rogue 4</strong></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Ship Duty:</strong> Rigger</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Bond:</strong> Curse of Aztec Gold</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Fortunes:</strong> Kid, Strange luck, Treasure map, Obsessed with treasure.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><em>Kid does not have a name. Kid does not need a name. Just "Kid" is fine, really. Kid has twitchy fingers, kid's luck, and likes to climb. Because climbing lets you see. You see all kinds of wondrous things when adults are not looking. More the better when adults think you are stupid and not listening...then you really learn Important Things. There is a problem with twitchy fingers, though. Sometimes you grab something you wish you had not. The coin, for example. Kid wishes he had not grabbed the shiny gold Cartagenian coin. Because now Kid has to go where Kid does not like--under the sea. The coin must be returned, Kid knows. La Gloriosa beckons with her watery siren's call, and Kid feels the pull.</em> </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">[sblock=Nuts and Bolts]<strong>Age </strong>13</span></p><p><span style="font-family: 'Book Antiqua'">Chaotic Neutral</span></p><p><span style="font-family: 'Book Antiqua'">Medium (4’ 11” and 98 pounds)</span></p><p><span style="font-family: 'Book Antiqua'"><strong>hp </strong>19 (4d8 - 4) </span></p><p><span style="font-family: 'Book Antiqua'"><strong>AC </strong>17 (10 + 5 Dex + 2 Unarmored Defense)</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Initiative </strong>+5</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Speed </strong> 30'</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Passive Perception</strong> 16</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Languages:</strong> Common, Creole (human), Thieves’ Cant (class), Jamaican patois (campaign setting)</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Proficiency Bonus</strong> +2</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Weapon Proficiencies:</strong> Simple weapons, hand crossbow, <s>longsword</s>, scimitar, rapier, shortsword</span></p><p> <span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Saving Throws:</strong> Dexterity, Intelligence</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Tool Proficiencies:</strong> Thieves’ tools (expertise), Navigator's tools (background), Distiller's Kit (background)</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Skills:</strong> Athletics, Acrobatics, Sleight of Hand, Perception (expertise), Deception, Stealth</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Strength</strong> 12 (13 - 3 age + 1 human + 1 at 4th level)</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Dexterity </strong>20 (18 + 1 human + 1 at 4th level)</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Constitution </strong>9 (8 + 1 human)</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Intelligence </strong>16 (15 + 1 human)</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Wisdom </strong>14 (13 + 1 human)</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Charisma </strong>14 (13 + 1 human)</span></p><p><span style="font-family: 'Book Antiqua'"><a href="http://invisiblecastle.com/roller/view/4784808/" target="_blank">4d6, drop lowest: 8, 13, 15, 18, 13, 13</a></span></p><p style="margin-left: 20px"><span style="font-family: 'Book Antiqua'"><p style="margin-left: 20px">4d6 → [2,1,4,2] = (9) </p></span></p><p style="margin-left: 20px"><span style="font-family: 'Book Antiqua'">4d6 → [5,2,3,5] = (15) </p></span></p><p style="margin-left: 20px"><span style="font-family: 'Book Antiqua'">4d6 → [4,4,6,5] = (19) </p></span></p><p style="margin-left: 20px"><span style="font-family: 'Book Antiqua'">4d6 → [6,6,1,6] = (19) </p></span></p><p style="margin-left: 20px"><span style="font-family: 'Book Antiqua'">4d6 → [4,5,4,2] = (15) </p></span></p><p style="margin-left: 20px"><span style="font-family: 'Book Antiqua'">4d6 → [6,4,2,3] = (15) </p> </p><p></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Bond: </strong> Curse of Aztec Gold: Kid has a cursed Aztec gold piece taken from one of the French buccaneers who raided Cartagena; a mambo told Kid the only way to rid himself of the curse is to return the coin to the chest it was taken from - sunken with La Gloriosa. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p style="margin-left: 20px"><span style="font-family: 'Book Antiqua'"><strong>Curse Effects:</strong> You don’t age. Ever. Not even after casting the Aztec gold piece back into the depths of La Gloriosa. Additionally, the Curse weighs on your heart. Literally. You have asthma at the most inopportune times [DM DISCRETION]. You immediately start to sink if you enter water. Strength checks to swim suffer disadvantage. The portion of the Curse connected to weight becomes permanent if you fail to deliver the Aztec coin to La Gloriosa when the character attains 8th level. Other than to cast the coin back into the watery depths of La Gloriosa, the coin may not be disposed of, traded, sold, or given away. The coin and its curse are indestructible--not even a <em>wish</em> can part you from the coin, destroy it, or undo the curse while the coin is in your possession.</p><p></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Mixed Fortunes: </strong> Kid, Strange Luck</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p style="margin-left: 20px"><span style="font-family: 'Book Antiqua'">Kid: You are 13 years old (or the equivalent for your race). You suffer a -3 Strength penalty, which diminishes by 1 for each year until your 16th birthday. Until then you cannot die from a failed save or ability check; the worst that will happen is you are grievously injured, taken captive, or knocked out. Cannot take Old Salt.</p></span></p><p style="margin-left: 20px"><span style="font-family: 'Book Antiqua'"></p></span></p><p style="margin-left: 20px"><span style="font-family: 'Book Antiqua'">Strange Luck: You are surrounded by extraordinary circumstances. Whenever you roll a natural 1 or 20 something bizarre happens. On a natural 1 you critically fail at whatever you were attempting, thru no fault of your own; a lock pick breaks, you slip on a patch of oil, a guard recognizes you, etc. On a natural 20 you gain an extraordinary success thru some happy circumstance; you happen to have picked up the exact key to this lock earlier, your fall is broken by your jacket catching on the flagpole, the guard happens to be your cousin, etc.</p><p></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Good Fortune: </strong> Treasure Map</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p style="margin-left: 20px"><span style="font-family: 'Book Antiqua'">Treasure Map: You possess a map to a secret treasure, whether a buried treasure chest, a shipwreck which could be restored, or a buried stockpile of munitions.</p><p></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Ill Fortune: </strong> Obsessed with Treasure</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p style="margin-left: 20px"><span style="font-family: 'Book Antiqua'">Obsessed with Treasure: You have an unhealthy fascination with treasure; all things bright and glittery draw you in like a moth to a flame. When confronted with a treasure you can't help but handle several pieces of it right away or, if unable to handle it, stare transfixed for a round. You always try to take more than your fair share of a prize when doing so won't raise the hackles of your companions...usually because they won't find out.</p><p></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Relationships to Crew:</strong> At age eleven, Kid stowed away on Old Blackheart's ship; he hid below decks for six days, living off a portion of the ship's cargo of rotting musk melons before being discovered. By the time Old Zef found him, Kid was a little tipsy from eating fermented melons for nearly a week straight. It took the crew a day or two to reason out just how dandy Kid was at climbing rigging. Once Kid sobered up, climb he did. Always curious, Kid climbed the rigging and watched. A month and two ports later, Kid worked out Captain's habits well enough to pick his way into Captain's private chamber beneath the fo'c'sle, where he pawed some kind of rolled up treasure map done in fancy ink on vellum. The crew might know about the melons, but nobody knows Kid five-finger-discounted the map. Not even Old Zef. The Coin, though, it came later. And when it did, it hit like a ton of bricks.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Background:</strong> Ship Rat (custom)</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Skill Proficiencies:</strong> Deception, Stealth</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Tool Proficiencies:</strong> Navigator’s Tools, Distiller’s Kit (rum) -- Kid knows how to make rum. For adults.</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Equipment: </strong> TBD</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Feature:</strong> Wanderer (Kid has an excellent memory for maps and geography, and can find food and fresh water for himself and up to five other people each day, provided the land offers berries, small game, water, and so forth). </span></p><p><span style="font-family: 'Book Antiqua'"><strong>Personality Trait:</strong> I don’t like to bathe. </span></p><p><span style="font-family: 'Book Antiqua'"><strong>Ideal: </strong> I help the people who help me—that’s what keeps us alive.</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Flaw:</strong> Shiny things are attractive to me, and I do dumb stuff to get a shiny object.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Expertise: </strong> Perception and Thieves’ Tools</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Sneak Attack: </strong> + 1d6 damage to one creature Kid hits with an attack if Kid has advantage on the attack roll. The attack must use a finesse or a ranged weapon. Kid doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and Kid doesn’t have disadvantage on the attack roll.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Cunning Action: </strong> Kid can take a bonus action on each move in combat. This action can be used only to take the Dash, Disengage, or Hide action.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Roguish Archetype: </strong> <a href="http://www.enworld.org/forum/showthread.php?394575-Swashbuckler-and-Ship-Mage-(new-archetypes)&p=6465229#post6465229" target="_blank">Swashbuckler</a> (grants Seafarer Tricks and Unarmored Defense)</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p style="margin-left: 20px"><span style="font-family: 'Book Antiqua'">Seafarer Tricks: Rigging Monkey, and Sea Legs</p></span></p><p style="margin-left: 20px"><span style="font-family: 'Book Antiqua'"></p></span></p><p style="margin-left: 20px"><span style="font-family: 'Book Antiqua'">Unarmored Defense: While you are wielding a finesse weapon, wearing no armor, and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your proficiency bonus, provided you are proficient with the finesse weapon. In my Spell & Crossbones campaign, benefiting from Unarmored Defense overrides the Heavy Armor House Rule.</p><p></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Ability Score Improvement:</strong> + 1 to Strength and Dexterity</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Skills:</strong> (P Proficiency, E Expertise)</span></p><p><span style="font-family: 'Book Antiqua'"><strong>+7 Acrobatics P</strong> </span></p><p><span style="font-family: 'Book Antiqua'">+2 Animal Handling</span></p><p><span style="font-family: 'Book Antiqua'">+3 Arcana </span></p><p><span style="font-family: 'Book Antiqua'"><strong>+3 Athletics P</strong></span></p><p><span style="font-family: 'Book Antiqua'"><strong>+4 Deception P</strong></span></p><p><span style="font-family: 'Book Antiqua'">-3 History (<em><span style="font-size: 9px">Kid is uneducated and hates history. As a general principle. History is for suckers.</span> </em>)</span></p><p><span style="font-family: 'Book Antiqua'">+2 Insight </span></p><p><span style="font-family: 'Book Antiqua'">+2 Intimidation </span></p><p><span style="font-family: 'Book Antiqua'">+3 Investigation </span></p><p><span style="font-family: 'Book Antiqua'">+2 Medicine</span></p><p><span style="font-family: 'Book Antiqua'">+3 Nature</span></p><p><span style="font-family: 'Book Antiqua'"><strong>+6 Perception PE</strong></span></p><p><span style="font-family: 'Book Antiqua'">+2 Performance</span></p><p><span style="font-family: 'Book Antiqua'">+2 Persuasion </span></p><p><span style="font-family: 'Book Antiqua'">-3 Religion (<span style="font-size: 9px"><em>See entry for History! Except for relics. 'Cause they’re shiny. And gold. Right?</em></span>)</span></p><p><span style="font-family: 'Book Antiqua'"><strong>+7 Sleight of Hand P</strong></span></p><p><span style="font-family: 'Book Antiqua'"><strong>+7 Stealth P</strong></span></p><p><span style="font-family: 'Book Antiqua'">+2 Survival </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong><u>Equipment</u>:</strong></span></p><p><span style="font-family: 'Book Antiqua'">Scimitar</span></p><p><span style="font-family: 'Book Antiqua'">2 x daggers</span></p><p><span style="font-family: 'Book Antiqua'">Belt pouch</span></p><p><span style="font-family: 'Book Antiqua'">Navigator's tools</span></p><p><span style="font-family: 'Book Antiqua'">Thieves' tools</span></p><p><span style="font-family: 'Book Antiqua'">Treasure map</span></p><p><span style="font-family: 'Book Antiqua'">Map case</span></p><p><span style="font-family: 'Book Antiqua'">Crowbar</span></p><p><span style="font-family: 'Book Antiqua'">Waterskin</span></p><p><span style="font-family: 'Book Antiqua'">Rum distilling kit</span></p><p><span style="font-family: 'Book Antiqua'"><s>15 gp</s> 1 gp from Barrington and 8 gp, 9 sp, 2 cp (Expenditures: 5 gp of 50 gp owed to Komodo Roy for gambling debt; 1 gp to Surly for information; 8 cp for rum at the Blackreef)</span></p><p><span style="font-family: 'Book Antiqua'">Small sack of marbles</span></p><p><span style="font-family: 'Book Antiqua'">Common clothes</span>[/sblock][/section]</p></blockquote><p></p>
[QUOTE="CanadienneBacon, post: 6544552, member: 11146"] [b]Kid[/b] [section][align=left]http://i59.tinypic.com/2emg5xk.jpg [/align] [FONT=Book Antiqua][B]Human [/B](Creole) [B]Rogue 4[/B] [B]Ship Duty:[/B] Rigger [B]Bond:[/B] Curse of Aztec Gold [B]Fortunes:[/B] Kid, Strange luck, Treasure map, Obsessed with treasure. [I]Kid does not have a name. Kid does not need a name. Just "Kid" is fine, really. Kid has twitchy fingers, kid's luck, and likes to climb. Because climbing lets you see. You see all kinds of wondrous things when adults are not looking. More the better when adults think you are stupid and not listening...then you really learn Important Things. There is a problem with twitchy fingers, though. Sometimes you grab something you wish you had not. The coin, for example. Kid wishes he had not grabbed the shiny gold Cartagenian coin. Because now Kid has to go where Kid does not like--under the sea. The coin must be returned, Kid knows. La Gloriosa beckons with her watery siren's call, and Kid feels the pull.[/I] [sblock=Nuts and Bolts][B]Age [/B]13 Chaotic Neutral Medium (4’ 11” and 98 pounds) [B]hp [/B]19 (4d8 - 4) [B]AC [/B]17 (10 + 5 Dex + 2 Unarmored Defense) [B]Initiative [/B]+5 [B]Speed [/B] 30' [B]Passive Perception[/B] 16 [B]Languages:[/B] Common, Creole (human), Thieves’ Cant (class), Jamaican patois (campaign setting) [B]Proficiency Bonus[/B] +2 [B]Weapon Proficiencies:[/B] Simple weapons, hand crossbow, [s]longsword[/s], scimitar, rapier, shortsword [B]Saving Throws:[/B] Dexterity, Intelligence [B]Tool Proficiencies:[/B] Thieves’ tools (expertise), Navigator's tools (background), Distiller's Kit (background) [B]Skills:[/B] Athletics, Acrobatics, Sleight of Hand, Perception (expertise), Deception, Stealth [B]Strength[/B] 12 (13 - 3 age + 1 human + 1 at 4th level) [B]Dexterity [/B]20 (18 + 1 human + 1 at 4th level) [B]Constitution [/B]9 (8 + 1 human) [B]Intelligence [/B]16 (15 + 1 human) [B]Wisdom [/B]14 (13 + 1 human) [B]Charisma [/B]14 (13 + 1 human) [url=http://invisiblecastle.com/roller/view/4784808/]4d6, drop lowest: 8, 13, 15, 18, 13, 13[/url] [INDENT][INDENT]4d6 → [2,1,4,2] = (9) 4d6 → [5,2,3,5] = (15) 4d6 → [4,4,6,5] = (19) 4d6 → [6,6,1,6] = (19) 4d6 → [4,5,4,2] = (15) 4d6 → [6,4,2,3] = (15) [/INDENT][/INDENT] [B]Bond: [/B] Curse of Aztec Gold: Kid has a cursed Aztec gold piece taken from one of the French buccaneers who raided Cartagena; a mambo told Kid the only way to rid himself of the curse is to return the coin to the chest it was taken from - sunken with La Gloriosa. [INDENT][b]Curse Effects:[/b] You don’t age. Ever. Not even after casting the Aztec gold piece back into the depths of La Gloriosa. Additionally, the Curse weighs on your heart. Literally. You have asthma at the most inopportune times [DM DISCRETION]. You immediately start to sink if you enter water. Strength checks to swim suffer disadvantage. The portion of the Curse connected to weight becomes permanent if you fail to deliver the Aztec coin to La Gloriosa when the character attains 8th level. Other than to cast the coin back into the watery depths of La Gloriosa, the coin may not be disposed of, traded, sold, or given away. The coin and its curse are indestructible--not even a [I]wish[/I] can part you from the coin, destroy it, or undo the curse while the coin is in your possession.[/INDENT] [B]Mixed Fortunes: [/B] Kid, Strange Luck [INDENT]Kid: You are 13 years old (or the equivalent for your race). You suffer a -3 Strength penalty, which diminishes by 1 for each year until your 16th birthday. Until then you cannot die from a failed save or ability check; the worst that will happen is you are grievously injured, taken captive, or knocked out. Cannot take Old Salt. Strange Luck: You are surrounded by extraordinary circumstances. Whenever you roll a natural 1 or 20 something bizarre happens. On a natural 1 you critically fail at whatever you were attempting, thru no fault of your own; a lock pick breaks, you slip on a patch of oil, a guard recognizes you, etc. On a natural 20 you gain an extraordinary success thru some happy circumstance; you happen to have picked up the exact key to this lock earlier, your fall is broken by your jacket catching on the flagpole, the guard happens to be your cousin, etc.[/INDENT] [B]Good Fortune: [/B] Treasure Map [INDENT]Treasure Map: You possess a map to a secret treasure, whether a buried treasure chest, a shipwreck which could be restored, or a buried stockpile of munitions.[/INDENT] [B]Ill Fortune: [/B] Obsessed with Treasure [INDENT]Obsessed with Treasure: You have an unhealthy fascination with treasure; all things bright and glittery draw you in like a moth to a flame. When confronted with a treasure you can't help but handle several pieces of it right away or, if unable to handle it, stare transfixed for a round. You always try to take more than your fair share of a prize when doing so won't raise the hackles of your companions...usually because they won't find out.[/INDENT] [b]Relationships to Crew:[/b] At age eleven, Kid stowed away on Old Blackheart's ship; he hid below decks for six days, living off a portion of the ship's cargo of rotting musk melons before being discovered. By the time Old Zef found him, Kid was a little tipsy from eating fermented melons for nearly a week straight. It took the crew a day or two to reason out just how dandy Kid was at climbing rigging. Once Kid sobered up, climb he did. Always curious, Kid climbed the rigging and watched. A month and two ports later, Kid worked out Captain's habits well enough to pick his way into Captain's private chamber beneath the fo'c'sle, where he pawed some kind of rolled up treasure map done in fancy ink on vellum. The crew might know about the melons, but nobody knows Kid five-finger-discounted the map. Not even Old Zef. The Coin, though, it came later. And when it did, it hit like a ton of bricks. [B]Background:[/B] Ship Rat (custom) [B]Skill Proficiencies:[/B] Deception, Stealth [B]Tool Proficiencies:[/B] Navigator’s Tools, Distiller’s Kit (rum) -- Kid knows how to make rum. For adults. [B]Equipment: [/B] TBD [B]Feature:[/B] Wanderer (Kid has an excellent memory for maps and geography, and can find food and fresh water for himself and up to five other people each day, provided the land offers berries, small game, water, and so forth). [B]Personality Trait:[/B] I don’t like to bathe. [B]Ideal: [/B] I help the people who help me—that’s what keeps us alive. [B]Flaw:[/B] Shiny things are attractive to me, and I do dumb stuff to get a shiny object. [B]Expertise: [/B] Perception and Thieves’ Tools [B]Sneak Attack: [/B] + 1d6 damage to one creature Kid hits with an attack if Kid has advantage on the attack roll. The attack must use a finesse or a ranged weapon. Kid doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and Kid doesn’t have disadvantage on the attack roll. [B]Cunning Action: [/B] Kid can take a bonus action on each move in combat. This action can be used only to take the Dash, Disengage, or Hide action. [B]Roguish Archetype: [/B] [url=http://www.enworld.org/forum/showthread.php?394575-Swashbuckler-and-Ship-Mage-(new-archetypes)&p=6465229#post6465229]Swashbuckler[/url] (grants Seafarer Tricks and Unarmored Defense) [INDENT]Seafarer Tricks: Rigging Monkey, and Sea Legs Unarmored Defense: While you are wielding a finesse weapon, wearing no armor, and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your proficiency bonus, provided you are proficient with the finesse weapon. In my Spell & Crossbones campaign, benefiting from Unarmored Defense overrides the Heavy Armor House Rule.[/INDENT] [B]Ability Score Improvement:[/B] + 1 to Strength and Dexterity [B]Skills:[/B] (P Proficiency, E Expertise) [B]+7 Acrobatics P[/B] +2 Animal Handling +3 Arcana [b]+3 Athletics P +4 Deception P[/B] -3 History ([I][SIZE=1]Kid is uneducated and hates history. As a general principle. History is for suckers.[/SIZE] [/I]) +2 Insight +2 Intimidation +3 Investigation +2 Medicine +3 Nature [B]+6 Perception PE[/B] +2 Performance +2 Persuasion -3 Religion ([SIZE=1][I]See entry for History! Except for relics. 'Cause they’re shiny. And gold. Right?[/I][/SIZE]) [B]+7 Sleight of Hand P[/B] [B]+7 Stealth P[/B] +2 Survival [b][U]Equipment[/U]:[/b] Scimitar 2 x daggers Belt pouch Navigator's tools Thieves' tools Treasure map Map case Crowbar Waterskin Rum distilling kit [s]15 gp[/s] 1 gp from Barrington and 8 gp, 9 sp, 2 cp (Expenditures: 5 gp of 50 gp owed to Komodo Roy for gambling debt; 1 gp to Surly for information; 8 cp for rum at the Blackreef) Small sack of marbles Common clothes[/font][/sblock][/section] [/QUOTE]
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