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Spheres of Influence: Rhiannon CHARACTERS
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<blockquote data-quote="Zachian" data-source="post: 2266353" data-attributes="member: 32078"><p>[h3]Airith Pipehill[/h3]</p><p>[sblock]Strongheart Hafling</p><p> GESTALT CLASS</p><p> 2: Rogue/Sorcerer</p><p> </p><p><strong>Experience:</strong>1950</p><p></p><p><strong>[h4]Money:[/h4]</strong>2 pp, 752 gp, 8 sp, 5 cp</p><p></p><p> <strong>Hero Points:</strong> 4</p><p> </p><p> Alignment: Neutral Good</p><p> Height: 3'1";</p><p> Weight: 31 lbs.</p><p> Hair: Dark Brown</p><p> Eyes: Blue</p><p> Age: 23</p><p> </p><p> Str: 12 +1</p><p> Dex: 22 +6</p><p> Con: 14 +2</p><p> Int: 13 +1</p><p> Wis: 15 +2</p><p> Cha: 17 +3</p><p> </p><p> <strong>[h4]Class and Racial Abilities:[/h4]</strong><em>Rogue:</em> Proficient with all simple weapons, plus hand crossbow, rapier, short bow and short sword. Proficient with light armor. Sneak Attack +1d6, Trapfinding, Evasion.</p><p> <em>Sorcerer:</em> Arcane Spells. Summon Familiar.</p><p> <em>Strongheart Hafling:</em> +4 Dex -4 Str, Small Creature(+1 AC, +1 Atk, +4 Hide, Small Weapons, 3/4 lift and carry of Medium Creature), Base Speed 20 ft, +2 Racial Bonus(Climb, Jump, Listen, Move Silently), +1 All Saves, +2 Save vs. Fear(in addition to +1), +1 Atk Bonus with thrown weapons and sling, Bonus Languages.</p><p> </p><p> Hit Dice: 1d6</p><p> HP: 14 (1d6+2)/Lvl (6+2,4+2)</p><p> AC: 19 (+2 Leather Armor[10% Arcane Spell Failure], +6 Dex, +1 Small)</p><p> AC vs Touch Atk: 17 (+6 Dex, +1 Small)</p><p> AC Flatfooted: 13 (+2 Leather Armor[10% Arcane Spell Failure], +1 Small)</p><p> Init: +6 (+6 Dex)</p><p> Speed: 20ft</p><p> </p><p> <strong>[h4]Saves:[/h4]</strong>Fortitude: +3 (0, +2 Con, +1 Racial)</p><p> Reflex: +10 (+3, +6 Dex, +1 Racial) </p><p> Will: +6 (+3, +2 Wis, +1 Racial)</p><p> Fear: +3 (+3 Racial)</p><p> </p><p>[h4]Attacking:[/h4]BAB: 1</p><p> Melee Atk: +3/+8 (BAB, +1 Str, +1 Small)/(BAB, +6 Dex, +1 Small)Weapon Finesse</p><p> Sm Short Sword - Dam 1d4+1, Crit 19-20x2</p><p> Sm Dagger - Dam 1d3+1, Crit 19-20x2</p><p>Dagger(3) - Dam 1d4, Crit 19-20x2</p><p> Knife Hunting - Dam 1d4, Crit 19-20x2</p><p></p><p> Ranged Atk: +9 (BAB, +6 Dex, +1 Small, +1 Racial)</p><p> Sling - Dam 1d3, Crit x2</p><p>[/sblock]</p><p>[h4]<strong>Skills, Equipment, Feats & Magic</strong>[/h4][sblock]</p><p> <strong>[h4]Skills:[/h4]</strong>Appraise: +2 ( 1 rank, 1 Int)</p><p> Balance: +7 ( 1 rank, 6 Dex)</p><p> Bluff: +4 ( 1 rank, 3 Cha)</p><p> Climb: +3 ( 2 rank, 1 Str)</p><p> Concentration: +4 ( 2 rank, 2 Con)</p><p> Decipher Script: +2 ( 1 rank, 1 Int)</p><p> Diplomacy: +4 ( 1 rank, 3 Cha)</p><p> Disable Device: +6 ( 5 rank, 1 Int)</p><p> Escape Artist: +7 ( 1 rank, 6 Dex)</p><p> Forgery: +2 ( 1 rank, 1 Int)</p><p> Gather Information: +4 (1 rank, 3 Cha)</p><p> Hide: +11 ( 1 rank, 6 Dex, 4 Size)</p><p> Intimidate: +4 ( 1 rank, 3 Cha)</p><p> Jump: +4 ( 1 rank, 1 Str, 2 Racial)</p><p> Knowledge(Local): +2 ( 1 rank, 1 Int)</p><p> Knowledge(Arcane): +2 ( 1 rank, 1 Int)</p><p> Listen: +7 ( 1 ranks, 2 Wis, 2 Racial, 2 Familiar)</p><p> Move Silently: +9 ( 1 rank, 6 Dex, 2 Racial)</p><p> Open Lock: +7 ( 1 rank, 6 Dex)</p><p> Profession(Farmer): +3 ( 1 rank, 2 Wis)</p><p> Profession(Stable Hand): +4 ( 2 rank, 2 Wis)</p><p> Profession(Brewer): +4 ( 2 rank, 2 Wis)</p><p> Search: +6 ( 5 rank, 1 Int)</p><p> Sense Motive: +4 ( 2 rank, 2 Wis)</p><p> Sleight of Hand: +7 ( 1 rank, 6 Dex)</p><p> Spellcraft: +4 ( 3 rank, 1 Int)</p><p> Spot: +7 ( 3 rank, 2 Wis, 2 Familiar)</p><p> Swim: +3 ( 2 rank, 1 Str)</p><p> Tumble: +7 ( 1 rank, 6 Dex)</p><p> Urban Lore: +3 ( 1 rank, 2 Wis)</p><p> Use Magic Device: +4 ( 1 rank, 3 Cha)</p><p> Use Rope: +7 ( 1 rank, 6 Dex)</p><p> </p><p> <em>All Skills Above Class Skills</em></p><p> </p><p>[h4]Feats:[/h4]Weapon Finesse</p><p> </p><p>[h4]Languages:[/h4]Common, Hafling, Elven</p><p> </p><p>[h4]Sorcerer Spells per Day:[/h4]Lvl-Spell Check-Spells/Day</p><p> 0 - (13) - 6</p><p> 1 - (14) - 5 ( 4, +1 Cha)</p><p> </p><p>[h4]Sorcerer Spells Known:[/h4]0 Level -4-: Detect Magic, Flare, Mage Hand, Daze, Light</p><p> 1 Level -2-: Color Spray, Magic Missile</p><p> </p><p> <strong>[h4]Equipment:[/h4]</strong><em>Wearing or Carrying</em> - </p><p> Leather Armor 7.5lbs</p><p> Sm Short Sword 1.5lbs</p><p> Sm Dagger .5lbs</p><p> Knife Hunting .5lbs</p><p> Sling and Bullets(10) 5lbs</p><p> Explorer's Outfit 2.5 lbs</p><p> Backpack 1lbs</p><p> Chameleon Ring (On Loan) - +10 hide, disguise at will</p><p> Black Cloak Reg-Sized 1.5lbs</p><p> Pants and Shirt(dark brown)2g</p><p> Vest(dark green)3g</p><p> Sachel 1g</p><p></p><p> <em>Sachel</em></p><p></p><p> <em>In Backpack</em></p><p> Case, Map or Scroll .5lbs</p><p> Crowbar 5lbs</p><p> Flint and Steel 0lbs</p><p> Sack .5lbs</p><p> Torch(1) 2lbs</p><p> Normal Clothes 2.5</p><p> Dagger(3) 3lbs</p><p> Climbing Claws & Boot Tips(50g) 1.25lbs.</p><p> Thieves' Tools(30g) 1lbs.</p><p></p><p></p><p> <em>On Smoke</em></p><p> Bridle, Saddle, Saddlebags 18lbs</p><p> Bedroll 2.5lbs</p><p> Blanket, Winter 1.5lbs</p><p> Rations, Trail(5) 5lbs</p><p> Torch(3) 3lbs</p><p> Waterskin 4lbs</p><p> </p><p> Total weight of Items 71.5lbs</p><p> [/sblock]</p><p> <strong>[h4]Familiar:[/h4]</strong><strong>Smoke</strong>[sblock]</p><p> Dog(Huskie), riding</p><p> HD: 2</p><p> HP: 7</p><p> Init: +2 (2 Dex)</p><p> Spd: 40 ft</p><p> AC: 17 (+2 Dex, +4 Natural, +1 Nat. Armor Adj.)</p><p> Str: 15 Dex: 15 Con: 15 Int: 6 Wis: 12 Cha: 6</p><p> Attack: Bite +3, Dam 1d6+3</p><p> Reach: 5 ft</p><p> Nat. Abilities: Low-light vision, Scent</p><p> Special Abilities: Alertness, Improved Evasion, Share Spell, Empathic Link</p><p> Saves - Fortitude: 4 Reflex: 4 Will: 3</p><p> Skills: Jump +8 ( +4 racial), Listen +5, Spot +5, Swim +3, Survival +1*, Track</p><p> *+4 Survival when tracking by Scent</p><p> Confers: Alertness Feat - +2 Spot & Listen</p><p> [/sblock]</p><p> <strong>[h4]Appearance and Background[/h4]</strong></p><p><strong></strong>[sblock]Airith Pipehill is a young looking, skinny Hafling that has yet to find his place in the world. His hair is curly down to his shoulder and often in a ponytail. His youthful look comes from the fact he has no facial hair. He tries not to draw attention to himself since it makes it easier for him to do his job. He wants to be a wealthy noble, not a lowly peasant, or even worse a farmer.</p><p> </p><p>His life began in the fertile farm town of Lornmas, Northwest of Malta. His family works on other farmers farms doing whatever needs to be done. They are forced to do this since they have never had enough money to have their own farm. Airith and his family did just about any job they could find. Airith spent most of his child hood farming and being a stable boy which he hated. He would often raise hell in his rebellious youth.</p><p> </p><p>At age 13 his father, not knowing what else to do, got him a job working for a brewer. Airith took to this like a fish in water, which was good since the town was sick of all his shenanigans. Airith learned a lot about brewing but even more in the taverns and inns of Malta where his boss would sell ale. He would have spent the rest of his days brewing ale but the owner drove the business into the ground with his gambling and women. Not to mention his tendency to sample the product way to often.</p><p> </p><p>Rather than go back to farming, Airith took the knowledge he learned in the taverns and inns and worked for the customers of these establishments. He would deliver messages and packages, recover stolen items, find a lost or missing person, whatever needed to be done, for the right price. He avoided jobs involving killing and flat out robbery, you can't get rich in prison.</p><p> </p><p>Airith was close to being killed during one of his errands when a drunk man found him trying to reacquire a necklace for a customer. He probably would have been killed if not for the fact that his fear and adrenaline brought out his hidden magical abilities. He luckily dazed the irate man and slipped out of his home. Airith seeing this as a major asset, uses his magic to make his services even better and more productive.</p><p> </p><p>Airith found Smoke beaten and hurt in the back alleys of Malta. Airith took pity on Smoke and tended to his wounds. In the year they have been together now they have a bond that is unbreakable. Smoke is Airith's best friend, and Smoke will follow or find Airith no matter where he is.[/sblock]</p></blockquote><p></p>
[QUOTE="Zachian, post: 2266353, member: 32078"] [h3]Airith Pipehill[/h3] [sblock]Strongheart Hafling GESTALT CLASS 2: Rogue/Sorcerer [b]Experience:[/b]1950 [b][h4]Money:[/h4][/b]2 pp, 752 gp, 8 sp, 5 cp [b]Hero Points:[/b] 4 Alignment: Neutral Good Height: 3'1"; Weight: 31 lbs. Hair: Dark Brown Eyes: Blue Age: 23 Str: 12 +1 Dex: 22 +6 Con: 14 +2 Int: 13 +1 Wis: 15 +2 Cha: 17 +3 [b][h4]Class and Racial Abilities:[/h4][/b][i]Rogue:[/i] Proficient with all simple weapons, plus hand crossbow, rapier, short bow and short sword. Proficient with light armor. Sneak Attack +1d6, Trapfinding, Evasion. [i]Sorcerer:[/i] Arcane Spells. Summon Familiar. [i]Strongheart Hafling:[/i] +4 Dex -4 Str, Small Creature(+1 AC, +1 Atk, +4 Hide, Small Weapons, 3/4 lift and carry of Medium Creature), Base Speed 20 ft, +2 Racial Bonus(Climb, Jump, Listen, Move Silently), +1 All Saves, +2 Save vs. Fear(in addition to +1), +1 Atk Bonus with thrown weapons and sling, Bonus Languages. Hit Dice: 1d6 HP: 14 (1d6+2)/Lvl (6+2,4+2) AC: 19 (+2 Leather Armor[10% Arcane Spell Failure], +6 Dex, +1 Small) AC vs Touch Atk: 17 (+6 Dex, +1 Small) AC Flatfooted: 13 (+2 Leather Armor[10% Arcane Spell Failure], +1 Small) Init: +6 (+6 Dex) Speed: 20ft [b][h4]Saves:[/h4][/b]Fortitude: +3 (0, +2 Con, +1 Racial) Reflex: +10 (+3, +6 Dex, +1 Racial) Will: +6 (+3, +2 Wis, +1 Racial) Fear: +3 (+3 Racial) [h4]Attacking:[/h4]BAB: 1 Melee Atk: +3/+8 (BAB, +1 Str, +1 Small)/(BAB, +6 Dex, +1 Small)Weapon Finesse Sm Short Sword - Dam 1d4+1, Crit 19-20x2 Sm Dagger - Dam 1d3+1, Crit 19-20x2 Dagger(3) - Dam 1d4, Crit 19-20x2 Knife Hunting - Dam 1d4, Crit 19-20x2 Ranged Atk: +9 (BAB, +6 Dex, +1 Small, +1 Racial) Sling - Dam 1d3, Crit x2 [/sblock] [h4][b]Skills, Equipment, Feats & Magic[/b][/h4][sblock] [b][h4]Skills:[/h4][/b]Appraise: +2 ( 1 rank, 1 Int) Balance: +7 ( 1 rank, 6 Dex) Bluff: +4 ( 1 rank, 3 Cha) Climb: +3 ( 2 rank, 1 Str) Concentration: +4 ( 2 rank, 2 Con) Decipher Script: +2 ( 1 rank, 1 Int) Diplomacy: +4 ( 1 rank, 3 Cha) Disable Device: +6 ( 5 rank, 1 Int) Escape Artist: +7 ( 1 rank, 6 Dex) Forgery: +2 ( 1 rank, 1 Int) Gather Information: +4 (1 rank, 3 Cha) Hide: +11 ( 1 rank, 6 Dex, 4 Size) Intimidate: +4 ( 1 rank, 3 Cha) Jump: +4 ( 1 rank, 1 Str, 2 Racial) Knowledge(Local): +2 ( 1 rank, 1 Int) Knowledge(Arcane): +2 ( 1 rank, 1 Int) Listen: +7 ( 1 ranks, 2 Wis, 2 Racial, 2 Familiar) Move Silently: +9 ( 1 rank, 6 Dex, 2 Racial) Open Lock: +7 ( 1 rank, 6 Dex) Profession(Farmer): +3 ( 1 rank, 2 Wis) Profession(Stable Hand): +4 ( 2 rank, 2 Wis) Profession(Brewer): +4 ( 2 rank, 2 Wis) Search: +6 ( 5 rank, 1 Int) Sense Motive: +4 ( 2 rank, 2 Wis) Sleight of Hand: +7 ( 1 rank, 6 Dex) Spellcraft: +4 ( 3 rank, 1 Int) Spot: +7 ( 3 rank, 2 Wis, 2 Familiar) Swim: +3 ( 2 rank, 1 Str) Tumble: +7 ( 1 rank, 6 Dex) Urban Lore: +3 ( 1 rank, 2 Wis) Use Magic Device: +4 ( 1 rank, 3 Cha) Use Rope: +7 ( 1 rank, 6 Dex) [i]All Skills Above Class Skills[/i] [h4]Feats:[/h4]Weapon Finesse [h4]Languages:[/h4]Common, Hafling, Elven [h4]Sorcerer Spells per Day:[/h4]Lvl-Spell Check-Spells/Day 0 - (13) - 6 1 - (14) - 5 ( 4, +1 Cha) [h4]Sorcerer Spells Known:[/h4]0 Level -4-: Detect Magic, Flare, Mage Hand, Daze, Light 1 Level -2-: Color Spray, Magic Missile [b][h4]Equipment:[/h4][/b][i]Wearing or Carrying[/i] - Leather Armor 7.5lbs Sm Short Sword 1.5lbs Sm Dagger .5lbs Knife Hunting .5lbs Sling and Bullets(10) 5lbs Explorer's Outfit 2.5 lbs Backpack 1lbs Chameleon Ring (On Loan) - +10 hide, disguise at will Black Cloak Reg-Sized 1.5lbs Pants and Shirt(dark brown)2g Vest(dark green)3g Sachel 1g [i]Sachel[/i] [i]In Backpack[/i] Case, Map or Scroll .5lbs Crowbar 5lbs Flint and Steel 0lbs Sack .5lbs Torch(1) 2lbs Normal Clothes 2.5 Dagger(3) 3lbs Climbing Claws & Boot Tips(50g) 1.25lbs. Thieves' Tools(30g) 1lbs. [i]On Smoke[/i] Bridle, Saddle, Saddlebags 18lbs Bedroll 2.5lbs Blanket, Winter 1.5lbs Rations, Trail(5) 5lbs Torch(3) 3lbs Waterskin 4lbs Total weight of Items 71.5lbs [/sblock] [b][h4]Familiar:[/h4][/b][b]Smoke[/b][sblock] Dog(Huskie), riding HD: 2 HP: 7 Init: +2 (2 Dex) Spd: 40 ft AC: 17 (+2 Dex, +4 Natural, +1 Nat. Armor Adj.) Str: 15 Dex: 15 Con: 15 Int: 6 Wis: 12 Cha: 6 Attack: Bite +3, Dam 1d6+3 Reach: 5 ft Nat. Abilities: Low-light vision, Scent Special Abilities: Alertness, Improved Evasion, Share Spell, Empathic Link Saves - Fortitude: 4 Reflex: 4 Will: 3 Skills: Jump +8 ( +4 racial), Listen +5, Spot +5, Swim +3, Survival +1*, Track *+4 Survival when tracking by Scent Confers: Alertness Feat - +2 Spot & Listen [/sblock] [b][h4]Appearance and Background[/h4] [/b][sblock]Airith Pipehill is a young looking, skinny Hafling that has yet to find his place in the world. His hair is curly down to his shoulder and often in a ponytail. His youthful look comes from the fact he has no facial hair. He tries not to draw attention to himself since it makes it easier for him to do his job. He wants to be a wealthy noble, not a lowly peasant, or even worse a farmer. His life began in the fertile farm town of Lornmas, Northwest of Malta. His family works on other farmers farms doing whatever needs to be done. They are forced to do this since they have never had enough money to have their own farm. Airith and his family did just about any job they could find. Airith spent most of his child hood farming and being a stable boy which he hated. He would often raise hell in his rebellious youth. At age 13 his father, not knowing what else to do, got him a job working for a brewer. Airith took to this like a fish in water, which was good since the town was sick of all his shenanigans. Airith learned a lot about brewing but even more in the taverns and inns of Malta where his boss would sell ale. He would have spent the rest of his days brewing ale but the owner drove the business into the ground with his gambling and women. Not to mention his tendency to sample the product way to often. Rather than go back to farming, Airith took the knowledge he learned in the taverns and inns and worked for the customers of these establishments. He would deliver messages and packages, recover stolen items, find a lost or missing person, whatever needed to be done, for the right price. He avoided jobs involving killing and flat out robbery, you can't get rich in prison. Airith was close to being killed during one of his errands when a drunk man found him trying to reacquire a necklace for a customer. He probably would have been killed if not for the fact that his fear and adrenaline brought out his hidden magical abilities. He luckily dazed the irate man and slipped out of his home. Airith seeing this as a major asset, uses his magic to make his services even better and more productive. Airith found Smoke beaten and hurt in the back alleys of Malta. Airith took pity on Smoke and tended to his wounds. In the year they have been together now they have a bond that is unbreakable. Smoke is Airith's best friend, and Smoke will follow or find Airith no matter where he is.[/sblock] [/QUOTE]
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