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<blockquote data-quote="Fenris" data-source="post: 7262179" data-attributes="member: 2820"><p><strong>Old Zef</strong></p><p></p><p>Jozef Van Der Nagel “Old Zef”</p><p></p><p>[ATTACH]90255[/ATTACH]</p><p></p><p>Height 4’ 8”; Weight 150# ; Hair: Bald pate with grey fringe, grey beard. ; Age 199; Patron Deity:</p><p>Sex: Male Race: Aannaarden Dwarf Class: Wizard 4</p><p>Alignment: Neutral Size: Medium Type: Humanoid</p><p>Init +1; Passive Wisdom (Perception) 15</p><p>Languages : Dutch, English, French, Spanish, Latin</p><p></p><p>AC 11</p><p>HP 38 (HD: 8 + 18 + 16 Con + 4 Race) </p><p>Saving Throw Proficiencies: Intelligence, Wisdom</p><p>Speed 15ft.</p><p>Proficiency Bonus: +2</p><p>Special Actions</p><p>Combat gear: None</p><p></p><p>Abilities Str 10, Dex 13, Con 18 , Int 17, Wis 16, Cha 6</p><p><a href="http://invisiblecastle.com/stats/view/37167/">STR 10, DEX 17, CON 16, INT 13, WIS 15, CHA 6</a></p><p>Racial Traits: Con +2, Darkvision 60 ft, Adv on saves vs poison Resistance vs poison damage, Proficient with smith’s tools, Stonecunning, Aannaarden: +1 Wis, +1 HP per level, </p><p>Background: Guild Artisan </p><p> Skill Proficiencies: Insight, Persuasion</p><p> Tool Proficiencies: One type of Artisan’s Tools (Shipwright)</p><p> One language of your choice</p><p> Equipment: A set of artisans tools, letter of introduction from guild, traveller’s clothes, 15 gp</p><p> Feature:</p><p></p><p> Sailor</p><p> Skill Proficiencies: Athletics, Perception</p><p> Tool Proficiencies: Navigator’s Tools, vehicles (water)</p><p> Equipment: Belaying pin, 50 ft silk rope, common clothes, 10 gp, trinket.</p><p> Feature</p><p></p><p></p><p>Personality Trait: I always want to know how things work and what makes people tick.</p><p>Bond: Sacred Relic</p><p>Ideal: People (I am committed to the people I care about, not ideals)</p><p>Flaw: The Bellows belong to my father and I will do anything to get my hands on them</p><p>Fortunes:</p><p> Old Salt: Your starting age is 40+2d6 years (or the equivalent for your race). Gain an extra Background. However, reduce your starting lives by -1 and you must pick a starting Affliction from Ill Fortunes (like a peg leg, hook hand, or missing eye). Cannot take Kid.</p><p></p><p>Affliction: You've suffered some physical affliction in the course of your duties, such as a disfiguring scar (-2 Charisma), maimed throat (can only speak in whisper), missing eye (-2 initiative and Perception), missing hand, or a peg leg (-10 ft speed, and some Athletics checks may be disadvantaged). Peg Leg (Climbing up the topsail, I lost my leg)</p><p></p><p>Obligation: Someone has a hold over you, whether thru blackmail, charm magic, a monetary debt, or a life debt.</p><p></p><p>Wanted: You are wanted as a pirate by the authorities of at least one nation. Soldiers who recognize you will try to arrest you, and the authorities may have sent out agents to hunt you down. You may or may not bear the "P" brand for "pirate" on your forearm.</p><p></p><p>Trading Company: You are a partial owner in a trading company. When tending to business and brokering trades you can maintain a Wealthy lifestyle free of charge, stay abreast of current trade conditions, and have the perfect legitimate cover for being in a variety of ports. (Dutch East India Company)</p><p></p><p>Shore Leave/At Sea: During a relaxing time of repaste, you learned either a bonus tool proficiency or language. Pick a particular port where you enjoyed your shore leave and gain an acquaintance there. Alternately, if you select proficiency in water vehicles or navigation tools, choose a ship you served on and are familiar with her captain and crew. (Sail mending)</p><p></p><p></p><p></p><p>Class Features: </p><p> Spellcasting</p><p> Arcane Recovery</p><p> School of Conjuration: Minor Conjuration </p><p> </p><p>Class Proficiencies: Armor: None</p><p> Weapons: Daggers, Darts, Slings, Quarterstaves, Light crossbows</p><p> Tools: None</p><p> Saving throws: Intelligence and Wisdom</p><p>Skills: Choose 2 from Arcana, History, Insight, Investigation, Medicine, and Religion.</p><p></p><p></p><p>Skills (P proficiency)</p><p>+1 Acrobatics </p><p>+3 Animal Handling</p><p> +5 Arcana P</p><p> +2 Athletics P</p><p>-2 Deception </p><p>+3 History </p><p>+5 Insight P</p><p>-2 Intimidation</p><p>+5 Investigation P</p><p>+3 Medicine</p><p>+3 Nature</p><p>+5 Perception P</p><p>-2 Performance</p><p>-2 Persuasion </p><p>+3 Religion</p><p>+1 Sleight of Hand</p><p>+1 Stealth </p><p>+3 Survival </p><p></p><p>Feats: Spellsniper</p><p></p><p>Spells Per Day:</p><p>1st: 4</p><p>2nd: 3</p><p></p><p>Spell book:</p><p>C: Firebolt,, Light, Mariner’s Boon, Mending, Prestidigitation</p><p>1st: Chromatic Orb, Detect Magic, Featherfall, Mage Armor, Magic Missile, Unseen servant, Witch Bolt, </p><p>2nd: Arcane Lock, Gust of Wind, Invisibility, Scorching Ray</p><p></p><p>Dutch Casting words:</p><p>Magic Missle: kracht raket</p><p></p><p></p><p>Mariner's Boon</p><p>Divination cantrip</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p></p><p>This spell was developed by ship mages to assist in common shipboard tasks. You perform one of the following tasks:</p><p></p><p>• You gaze upon a magical compass invisible to all but you which points north before vanishing.</p><p>• You raise your hand off the rail of the ship and get a sense for the current water depth.</p><p>• You turn your face to the wind, sensing the next change to wind coming before sunrise or sunset (whichever comes first).</p><p>• You gaze toward the horizon, viewing far away objects at double size.</p><p></p><p></p><p></p><p>Equipment: 120 gp</p><p>Quarterstaff</p><p>Spellbook</p><p>Component pouch (need 50 gp diamond for Chromatic Orb)</p><p>Explorer’s pack</p><p>Sailmaking tools</p><p>Smith’s tools,</p><p>Carpenter’s tool</p><p></p><p>Background: Gerlof van der Nagel was a talented craftsman and alchemist. It was his work on behalf of the Duke of Burgundy that allowed the Burgundian Netherlands to become an independent vassal of the Holy Roman Empire. But he saved his best work for the early Dutch trading companies. In secret he developed an amazing device, the Zeeland bellows. These bellows were over six feet long and when installed on a ship could create a magical wind allowing the ship to travel in calms or simply faster. The Zeeland bellows would bring the Dutch dwarves much wealth with the advantage of speed. Spanish spies, posing as agents of the Holy Roman Empire, stole the Zeeland bellows. The Zeeland Bellows were put to use by Spain, enabling them to explore westward quickly. When the Netherlands fell under Spanish control Gerlof had to go into hiding as the Spanish monarchs wanted another bellows. Gerlof was actually building another Bellows, but had to hide it from the Spainish and it would take another 100 years to finish. This second set of Bellows was given to and installed on a ship for the Dutch East India Company, allowing a quick trip to the Asia. While he had built another Zeeland bellows, Gerlof still harbored a great resentment against the Spanish for taking his initial creation. He worked long and hard to recover that first bellows. His son, Jozef was a talented you man and served the same apprenticeship he had as a shipwright. Jozef though, was raised on the bitterness and anger of his father, who inculcated in his son a desire for justice, to recover the stolen bellows. </p><p>Jozef willingly took on this quest for family honor, and to fulfill the contract with the East India Company. After his apprenticeship, he served aboard several ships, sailing the seas to learn of whip Spanish ship had the Bellows. He had learned from his father how to operate the Bellows, only he and his father knew how, other than one cousin who was sworn to secrecy and worked on the East India ship with the other Bellows. Gerlof dies while Jozef was at sea, taking the secret of the manufacture of the Bellows with him.</p><p>Jozef continued his father’s quest, wandering the world searching for the Bellows. The Spanish never were able to fully figure out how to work the Bellows, they worked but not as well as they could. Once they learned that Gerlof had a son, they began searching for him, as much as he searched for them. Jozef spent decades tracking down what Spanish ship had the Bellows, trying to get on a crew to find them. He had relocated to the Caribbean, thinking that the Spanish would have the ship making the Atlantic crossing and it would be easier to access the ship in the New World. Over the years he put his father’s trade to use and picked up more, eventually learned nearly everything about how to build and maintain a ship. Decades wore on, and the cat and mouse took its toll on Jozef. He was an ornery dwarf, surly and quick tempered from the frustration and lack of success. He had lost a leg in the rigging 30 years ago and now wore a peg leg. </p><p>Zef, as he was now known in the islands, eventually met up with a pirate captain whom he got along with and understood his need to find the Bellows. He served with him for many years, and taught his daughter some of the skills of the sailor. </p><p>Old Zef, now mostly bald, what hair remains is white, finally got a lead, the Spanish ship La Gloriosa Del Mar had the Bellows! Before he could act though the ship went down. Now he knew where the Bellows were, but how to find them and return them to the East India Company.</p><p></p><p></p><p>Appearance: Old Zef has been around a long time, and every hard year shows. His hair is white, though it is receding hard on the top of his head. He bears many scars from years at sea. His left leg is missing below the knee. He has an ivory, scrimshaw false leg with a hollow compartment inside. </p><p>Personality: Old Zef is a cranky old sea dog. He has seen and done it all. The only thing left for him is finding the Bellows and he has little patience otherwise. He mumbles and grumbles about repairing a ship, but won’t let anyone help him. Despite his age, he is sharp as a sabre and rarely misses anything.</p></blockquote><p></p>
[QUOTE="Fenris, post: 7262179, member: 2820"] [b]Old Zef[/b] Jozef Van Der Nagel “Old Zef” [ATTACH=CONFIG]90255._xfImport[/ATTACH] Height 4’ 8”; Weight 150# ; Hair: Bald pate with grey fringe, grey beard. ; Age 199; Patron Deity: Sex: Male Race: Aannaarden Dwarf Class: Wizard 4 Alignment: Neutral Size: Medium Type: Humanoid Init +1; Passive Wisdom (Perception) 15 Languages : Dutch, English, French, Spanish, Latin AC 11 HP 38 (HD: 8 + 18 + 16 Con + 4 Race) Saving Throw Proficiencies: Intelligence, Wisdom Speed 15ft. Proficiency Bonus: +2 Special Actions Combat gear: None Abilities Str 10, Dex 13, Con 18 , Int 17, Wis 16, Cha 6 <a href="http://invisiblecastle.com/stats/view/37167/">STR 10, DEX 17, CON 16, INT 13, WIS 15, CHA 6</a> Racial Traits: Con +2, Darkvision 60 ft, Adv on saves vs poison Resistance vs poison damage, Proficient with smith’s tools, Stonecunning, Aannaarden: +1 Wis, +1 HP per level, Background: Guild Artisan Skill Proficiencies: Insight, Persuasion Tool Proficiencies: One type of Artisan’s Tools (Shipwright) One language of your choice Equipment: A set of artisans tools, letter of introduction from guild, traveller’s clothes, 15 gp Feature: Sailor Skill Proficiencies: Athletics, Perception Tool Proficiencies: Navigator’s Tools, vehicles (water) Equipment: Belaying pin, 50 ft silk rope, common clothes, 10 gp, trinket. Feature Personality Trait: I always want to know how things work and what makes people tick. Bond: Sacred Relic Ideal: People (I am committed to the people I care about, not ideals) Flaw: The Bellows belong to my father and I will do anything to get my hands on them Fortunes: Old Salt: Your starting age is 40+2d6 years (or the equivalent for your race). Gain an extra Background. However, reduce your starting lives by -1 and you must pick a starting Affliction from Ill Fortunes (like a peg leg, hook hand, or missing eye). Cannot take Kid. Affliction: You've suffered some physical affliction in the course of your duties, such as a disfiguring scar (-2 Charisma), maimed throat (can only speak in whisper), missing eye (-2 initiative and Perception), missing hand, or a peg leg (-10 ft speed, and some Athletics checks may be disadvantaged). Peg Leg (Climbing up the topsail, I lost my leg) Obligation: Someone has a hold over you, whether thru blackmail, charm magic, a monetary debt, or a life debt. Wanted: You are wanted as a pirate by the authorities of at least one nation. Soldiers who recognize you will try to arrest you, and the authorities may have sent out agents to hunt you down. You may or may not bear the "P" brand for "pirate" on your forearm. Trading Company: You are a partial owner in a trading company. When tending to business and brokering trades you can maintain a Wealthy lifestyle free of charge, stay abreast of current trade conditions, and have the perfect legitimate cover for being in a variety of ports. (Dutch East India Company) Shore Leave/At Sea: During a relaxing time of repaste, you learned either a bonus tool proficiency or language. Pick a particular port where you enjoyed your shore leave and gain an acquaintance there. Alternately, if you select proficiency in water vehicles or navigation tools, choose a ship you served on and are familiar with her captain and crew. (Sail mending) Class Features: Spellcasting Arcane Recovery School of Conjuration: Minor Conjuration Class Proficiencies: Armor: None Weapons: Daggers, Darts, Slings, Quarterstaves, Light crossbows Tools: None Saving throws: Intelligence and Wisdom Skills: Choose 2 from Arcana, History, Insight, Investigation, Medicine, and Religion. Skills (P proficiency) +1 Acrobatics +3 Animal Handling +5 Arcana P +2 Athletics P -2 Deception +3 History +5 Insight P -2 Intimidation +5 Investigation P +3 Medicine +3 Nature +5 Perception P -2 Performance -2 Persuasion +3 Religion +1 Sleight of Hand +1 Stealth +3 Survival Feats: Spellsniper Spells Per Day: 1st: 4 2nd: 3 Spell book: C: Firebolt,, Light, Mariner’s Boon, Mending, Prestidigitation 1st: Chromatic Orb, Detect Magic, Featherfall, Mage Armor, Magic Missile, Unseen servant, Witch Bolt, 2nd: Arcane Lock, Gust of Wind, Invisibility, Scorching Ray Dutch Casting words: Magic Missle: kracht raket Mariner's Boon Divination cantrip Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous This spell was developed by ship mages to assist in common shipboard tasks. You perform one of the following tasks: • You gaze upon a magical compass invisible to all but you which points north before vanishing. • You raise your hand off the rail of the ship and get a sense for the current water depth. • You turn your face to the wind, sensing the next change to wind coming before sunrise or sunset (whichever comes first). • You gaze toward the horizon, viewing far away objects at double size. Equipment: 120 gp Quarterstaff Spellbook Component pouch (need 50 gp diamond for Chromatic Orb) Explorer’s pack Sailmaking tools Smith’s tools, Carpenter’s tool Background: Gerlof van der Nagel was a talented craftsman and alchemist. It was his work on behalf of the Duke of Burgundy that allowed the Burgundian Netherlands to become an independent vassal of the Holy Roman Empire. But he saved his best work for the early Dutch trading companies. In secret he developed an amazing device, the Zeeland bellows. These bellows were over six feet long and when installed on a ship could create a magical wind allowing the ship to travel in calms or simply faster. The Zeeland bellows would bring the Dutch dwarves much wealth with the advantage of speed. Spanish spies, posing as agents of the Holy Roman Empire, stole the Zeeland bellows. The Zeeland Bellows were put to use by Spain, enabling them to explore westward quickly. When the Netherlands fell under Spanish control Gerlof had to go into hiding as the Spanish monarchs wanted another bellows. Gerlof was actually building another Bellows, but had to hide it from the Spainish and it would take another 100 years to finish. This second set of Bellows was given to and installed on a ship for the Dutch East India Company, allowing a quick trip to the Asia. While he had built another Zeeland bellows, Gerlof still harbored a great resentment against the Spanish for taking his initial creation. He worked long and hard to recover that first bellows. His son, Jozef was a talented you man and served the same apprenticeship he had as a shipwright. Jozef though, was raised on the bitterness and anger of his father, who inculcated in his son a desire for justice, to recover the stolen bellows. Jozef willingly took on this quest for family honor, and to fulfill the contract with the East India Company. After his apprenticeship, he served aboard several ships, sailing the seas to learn of whip Spanish ship had the Bellows. He had learned from his father how to operate the Bellows, only he and his father knew how, other than one cousin who was sworn to secrecy and worked on the East India ship with the other Bellows. Gerlof dies while Jozef was at sea, taking the secret of the manufacture of the Bellows with him. Jozef continued his father’s quest, wandering the world searching for the Bellows. The Spanish never were able to fully figure out how to work the Bellows, they worked but not as well as they could. Once they learned that Gerlof had a son, they began searching for him, as much as he searched for them. Jozef spent decades tracking down what Spanish ship had the Bellows, trying to get on a crew to find them. He had relocated to the Caribbean, thinking that the Spanish would have the ship making the Atlantic crossing and it would be easier to access the ship in the New World. Over the years he put his father’s trade to use and picked up more, eventually learned nearly everything about how to build and maintain a ship. Decades wore on, and the cat and mouse took its toll on Jozef. He was an ornery dwarf, surly and quick tempered from the frustration and lack of success. He had lost a leg in the rigging 30 years ago and now wore a peg leg. Zef, as he was now known in the islands, eventually met up with a pirate captain whom he got along with and understood his need to find the Bellows. He served with him for many years, and taught his daughter some of the skills of the sailor. Old Zef, now mostly bald, what hair remains is white, finally got a lead, the Spanish ship La Gloriosa Del Mar had the Bellows! Before he could act though the ship went down. Now he knew where the Bellows were, but how to find them and return them to the East India Company. Appearance: Old Zef has been around a long time, and every hard year shows. His hair is white, though it is receding hard on the top of his head. He bears many scars from years at sea. His left leg is missing below the knee. He has an ivory, scrimshaw false leg with a hollow compartment inside. Personality: Old Zef is a cranky old sea dog. He has seen and done it all. The only thing left for him is finding the Bellows and he has little patience otherwise. He mumbles and grumbles about repairing a ship, but won’t let anyone help him. Despite his age, he is sharp as a sabre and rarely misses anything. [/QUOTE]
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