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<blockquote data-quote="Insight" data-source="post: 5341973" data-attributes="member: 11437"><p><span style="color: gold"><strong>Hans Glieben, level 2</strong></span></p><p><span style="color: gold"><strong>Human, Rogue</strong></span></p><p>Rogue Tactics: Ruthless Ruffian</p><p>Rogue: Rogue Weapon Talent</p><p>Background: Geography - Urban (+2 to Streetwise)</p><p></p><p><strong>ABILITY SCORES</strong></p><p>Str 16, Con 11, Dex 18, Int 10, Wis 8, Cha 13.</p><p></p><p>[sblock=STARTING ABILITY SCORES]</p><p>Str 16, Con 11, Dex 16, Int 10, Wis 8, Cha 13.[/sblock]</p><p></p><p><strong>DEFENSES & HP</strong></p><p>AC: 17 Fort: 15 Reflex: 18 Will: 13</p><p>HP: 28 Bloodied: 14 Surges: 6 Surge Value: 7</p><p>Initiative: +5</p><p></p><p><strong>TRAINED SKILLS</strong></p><p>Acrobatics +10, Athletics +9, Bluff +7, Intimidate +7, Stealth +10, Streetwise +9, Thievery +10 </p><p></p><p><strong>UNTRAINED SKILLS</strong></p><p>Arcana +1, Diplomacy +2, Dungeoneering +0, Endurance +1, Heal +0, History +1, Insight +0, Nature +0, Perception +0, Religion +1</p><p></p><p><strong>LANGUAGES</strong></p><p>Common, Goblin</p><p></p><p><strong>FEATS</strong></p><p>Human: Backstabber: Sneak Attack to 2d8</p><p>Level 1: Two-Weapon Fighting: +1 damage when wielding 2 melee weapons</p><p>Level 2: Cunning Stalker: Gain CA against creatures adjacent to no one but Hans</p><p></p><p><strong>POWERS</strong></p><p>Bonus At-Will Power: <span style="color: limegreen">Disheartening Strike</span>: Martial, Rattling, Weapon; Std Action; Melee or Ranged weapon; Target: One Creature; Requirement: You must be wielding a crossbow, light blade, or sling (or club or mace); Mace: +6 vs. AC, 1d8+8 dmg; Dagger: +8 vs. AC, 1d4+5 dmg.</p><p>Rogue at-will 1: <span style="color: limegreen">Clever Strike</span>: Martial, Weapon; Std Action; Melee weapon; Target: One Creature; Requirement: You must be wielding a light blade (or club or mace); Mace: +7 vs. AC, 1d8+5 dmg, Dagger: +9 vs. AC, 1d4+5 dmg; Special: if an ally is adjacent to the target and is able to attack it, you have combat advantage for this attack.</p><p>Rogue at-will 1: <span style="color: limegreen">Sly Flourish</span>: Martial, Weapon; Std Action; Melee or Ranged weapon; Target: One Creature; Requirement: You must be wielding a crossbow, light blade, or sling (or club or mace); Mace: +7 vs. AC, 1d8+6 dmg; Dagger: +9 vs. AC, 1d4+6 dmg.</p><p>Rogue encounter 1: <span style="color: red">Termination Threat</span>: Martial, Rattling, Weapon; Std Action; Melee weapon; Target: One Creature; Requirement: You must be wielding a light blade (or club or mace); Mace: +7 vs. AC, 1d8+9 dmg; Dagger: +9 vs. AC, 1d6+6 dmg; Ruthless Ruffian: If the target is already taking the attack penalty from one of your rattling attacks, the target is also immobilized until the end of your next turn.</p><p>Rogue daily 1: <span style="color: slategray">Checking Jab</span>: Martial, Rattling, Weapon; Std Action; Melee weapon; Target: One Creature; Requirement: You must be wielding a light blade (or club or mace); Mace: +7 vs. AC, 1d8+8 dmg; Dagger: +9 vs. AC, 1d4+5 damage; Hit: Target is slowed (save ends). You have combat advantage against the target while it is slowed by this attack. Miss: Half damage and the target is not slowed.</p><p>Rogue utility 2: <span style="color: red">Sneak in the Attack</span>: Martial: Minor Action; Target: One Creature; Effect: Until the start of your next turn, the next ally who hits the target and has combat advantage against it deals extra damage against it equal to your Sneak Attack damage.</p><p></p><p></p><p></p><p><strong>ITEMS</strong></p><p>Adventurer's Kit, Leather Armor, Dagger (3), Mace, Thieves' Tools</p><p></p><p>[sblock=BACKGROUND IN BRIEF]</p><p>Hans Glieben started life as an orphan. In fact, Glieben isn't really his last name; he took the name from a bakery in Schoppendorf, the town where Hans spent the formative years of his life. In Schoppendorf, Hans ran with a gang of bone pickers and petty tradesmen (also thieves) who roamed the countryside, looting corpses left by the war and rooting through trash dumps and forgotten cemeteries, looking for anything they could sell. When Hans was old enough, he struck out on his own, heading for Middenheim, the Middenland's largest city, where he continued to ply the trade of a scavenger.</p><p></p><p>When he was 19 and growing tired of life on the very outskirts of society, Hans answered a call for rat catchers in the Free City of Marienburg. There, Hans learned the trade of rat catching and even joined a guild formed for such a purpose. Through the guild, Hans made contact with the local thieves guild of Marienburg, contacts that would serve him well later. Two years of rat catching was enough and Hans decided that he would join the thieves guild. The local master, already familiar with Hans, decided to give the boy a tryout. He sent Hans to Carroburg, to sneak inside a jail, and bust out an important member of the Marienburg thieves.</p><p></p><p>Hans traveled to Carroburg and approached the jail warden about a job in the jail. Hans proved himself dirty, distrustful, and petty enough to land a job as a jailer. He worked in the Carroburg jail for some time, and came to enjoy the position. In time, Hans almost forgot why he was sent to Carroburg in the first place. Hans eventually worked himself into a position of some authority and was able to free the thief from Marienburg. Rather than return to Marienburg, however, Hans stayed in Carroburg, reveling in the new comfort and power he'd achieved as a jailer. He took bribes, beat prisoners, forced himself on lowly whores caught plying their trade too close to the temple, and was generally a very despicable person.</p><p></p><p>All "good" things must come to an end, however, and Hans met his when he took a burgher's wife, mistakenly jailed as a whore, and had his way with her in the warden's office. The warden caught Hans in the act and, despite Hans' obvious talents in being a ruthless son of a bitch, exactly what is needed in a jail, the warden had no choice but to send Hans on his way. The warden, not wishing to foist Hans on the rest of Carroburg, had the former jailer escorted from the city with the promise that if he should ever return, Hans would find himself in the very cells he once tormented.</p><p></p><p>Hans, now 26, traveled to the great city of Altdorf. There, using his contacts he'd made with the thieves guild in Marienburg, Hans was able to get an introduction to the guild in the capital city. The thieves guild of Altdorf, however, was not as laid-back as the one in the Free City; as a member of the Altdorf guild, Hans learned that he would actually have to do work. Hans eschewed this opportunity and he would come to regret this.</p><p></p><p>Instead, Hans traveled the city, hustling unwary citizens, shaking down drunks, and making a general nuisance of himself. He spent several nights in Altdorf's jail, but never for anything truly serious. Still, life as a scumbag was starting to wear on Hans and he started to wonder if perhaps he should try an honest pursuit, just to see what it was like. He took a job as a messenger for the scriveners guild, running maps and packages from Altdorf to various cities and towns around the Empire (never to Carroburg, though). </p><p></p><p>Recently, Hans began to tire of this "honest" work. He was hustling on the side, of course, and gambling as well. His final job for the scriveners guild sent Hans to the town of Delberz, on the River Delb. There, Hans got in with a group of jovial halflings who eventually took Hans for every last coin he had. Now, Hans is stuck in Delberz with no job prospects and a difficult road back to Altdorf should he wish to return to the scriveners guild. What Hans really wants, rather than another menial courier job, is something exciting. Something to get the blood boiling. An adventure, perhaps...</p><p></p><p>Bone Picker -> Rat Catcher -> Jailer -> Rogue[/sblock]</p></blockquote><p></p>
[QUOTE="Insight, post: 5341973, member: 11437"] [color=gold][b]Hans Glieben, level 2 Human, Rogue[/b][/color] Rogue Tactics: Ruthless Ruffian Rogue: Rogue Weapon Talent Background: Geography - Urban (+2 to Streetwise) [b]ABILITY SCORES[/b] Str 16, Con 11, Dex 18, Int 10, Wis 8, Cha 13. [sblock=STARTING ABILITY SCORES] Str 16, Con 11, Dex 16, Int 10, Wis 8, Cha 13.[/sblock] [b]DEFENSES & HP[/b] AC: 17 Fort: 15 Reflex: 18 Will: 13 HP: 28 Bloodied: 14 Surges: 6 Surge Value: 7 Initiative: +5 [b]TRAINED SKILLS[/b] Acrobatics +10, Athletics +9, Bluff +7, Intimidate +7, Stealth +10, Streetwise +9, Thievery +10 [b]UNTRAINED SKILLS[/b] Arcana +1, Diplomacy +2, Dungeoneering +0, Endurance +1, Heal +0, History +1, Insight +0, Nature +0, Perception +0, Religion +1 [b]LANGUAGES[/b] Common, Goblin [b]FEATS[/b] Human: Backstabber: Sneak Attack to 2d8 Level 1: Two-Weapon Fighting: +1 damage when wielding 2 melee weapons Level 2: Cunning Stalker: Gain CA against creatures adjacent to no one but Hans [b]POWERS[/b] Bonus At-Will Power: [color=limegreen]Disheartening Strike[/color]: Martial, Rattling, Weapon; Std Action; Melee or Ranged weapon; Target: One Creature; Requirement: You must be wielding a crossbow, light blade, or sling (or club or mace); Mace: +6 vs. AC, 1d8+8 dmg; Dagger: +8 vs. AC, 1d4+5 dmg. Rogue at-will 1: [color=limegreen]Clever Strike[/color]: Martial, Weapon; Std Action; Melee weapon; Target: One Creature; Requirement: You must be wielding a light blade (or club or mace); Mace: +7 vs. AC, 1d8+5 dmg, Dagger: +9 vs. AC, 1d4+5 dmg; Special: if an ally is adjacent to the target and is able to attack it, you have combat advantage for this attack. Rogue at-will 1: [color=limegreen]Sly Flourish[/color]: Martial, Weapon; Std Action; Melee or Ranged weapon; Target: One Creature; Requirement: You must be wielding a crossbow, light blade, or sling (or club or mace); Mace: +7 vs. AC, 1d8+6 dmg; Dagger: +9 vs. AC, 1d4+6 dmg. Rogue encounter 1: [color=red]Termination Threat[/color]: Martial, Rattling, Weapon; Std Action; Melee weapon; Target: One Creature; Requirement: You must be wielding a light blade (or club or mace); Mace: +7 vs. AC, 1d8+9 dmg; Dagger: +9 vs. AC, 1d6+6 dmg; Ruthless Ruffian: If the target is already taking the attack penalty from one of your rattling attacks, the target is also immobilized until the end of your next turn. Rogue daily 1: [color=slategray]Checking Jab[/color]: Martial, Rattling, Weapon; Std Action; Melee weapon; Target: One Creature; Requirement: You must be wielding a light blade (or club or mace); Mace: +7 vs. AC, 1d8+8 dmg; Dagger: +9 vs. AC, 1d4+5 damage; Hit: Target is slowed (save ends). You have combat advantage against the target while it is slowed by this attack. Miss: Half damage and the target is not slowed. Rogue utility 2: [color=red]Sneak in the Attack[/color]: Martial: Minor Action; Target: One Creature; Effect: Until the start of your next turn, the next ally who hits the target and has combat advantage against it deals extra damage against it equal to your Sneak Attack damage. [b]ITEMS[/b] Adventurer's Kit, Leather Armor, Dagger (3), Mace, Thieves' Tools [sblock=BACKGROUND IN BRIEF] Hans Glieben started life as an orphan. In fact, Glieben isn't really his last name; he took the name from a bakery in Schoppendorf, the town where Hans spent the formative years of his life. In Schoppendorf, Hans ran with a gang of bone pickers and petty tradesmen (also thieves) who roamed the countryside, looting corpses left by the war and rooting through trash dumps and forgotten cemeteries, looking for anything they could sell. When Hans was old enough, he struck out on his own, heading for Middenheim, the Middenland's largest city, where he continued to ply the trade of a scavenger. When he was 19 and growing tired of life on the very outskirts of society, Hans answered a call for rat catchers in the Free City of Marienburg. There, Hans learned the trade of rat catching and even joined a guild formed for such a purpose. Through the guild, Hans made contact with the local thieves guild of Marienburg, contacts that would serve him well later. Two years of rat catching was enough and Hans decided that he would join the thieves guild. The local master, already familiar with Hans, decided to give the boy a tryout. He sent Hans to Carroburg, to sneak inside a jail, and bust out an important member of the Marienburg thieves. Hans traveled to Carroburg and approached the jail warden about a job in the jail. Hans proved himself dirty, distrustful, and petty enough to land a job as a jailer. He worked in the Carroburg jail for some time, and came to enjoy the position. In time, Hans almost forgot why he was sent to Carroburg in the first place. Hans eventually worked himself into a position of some authority and was able to free the thief from Marienburg. Rather than return to Marienburg, however, Hans stayed in Carroburg, reveling in the new comfort and power he'd achieved as a jailer. He took bribes, beat prisoners, forced himself on lowly whores caught plying their trade too close to the temple, and was generally a very despicable person. All "good" things must come to an end, however, and Hans met his when he took a burgher's wife, mistakenly jailed as a whore, and had his way with her in the warden's office. The warden caught Hans in the act and, despite Hans' obvious talents in being a ruthless son of a bitch, exactly what is needed in a jail, the warden had no choice but to send Hans on his way. The warden, not wishing to foist Hans on the rest of Carroburg, had the former jailer escorted from the city with the promise that if he should ever return, Hans would find himself in the very cells he once tormented. Hans, now 26, traveled to the great city of Altdorf. There, using his contacts he'd made with the thieves guild in Marienburg, Hans was able to get an introduction to the guild in the capital city. The thieves guild of Altdorf, however, was not as laid-back as the one in the Free City; as a member of the Altdorf guild, Hans learned that he would actually have to do work. Hans eschewed this opportunity and he would come to regret this. Instead, Hans traveled the city, hustling unwary citizens, shaking down drunks, and making a general nuisance of himself. He spent several nights in Altdorf's jail, but never for anything truly serious. Still, life as a scumbag was starting to wear on Hans and he started to wonder if perhaps he should try an honest pursuit, just to see what it was like. He took a job as a messenger for the scriveners guild, running maps and packages from Altdorf to various cities and towns around the Empire (never to Carroburg, though). Recently, Hans began to tire of this "honest" work. He was hustling on the side, of course, and gambling as well. His final job for the scriveners guild sent Hans to the town of Delberz, on the River Delb. There, Hans got in with a group of jovial halflings who eventually took Hans for every last coin he had. Now, Hans is stuck in Delberz with no job prospects and a difficult road back to Altdorf should he wish to return to the scriveners guild. What Hans really wants, rather than another menial courier job, is something exciting. Something to get the blood boiling. An adventure, perhaps... Bone Picker -> Rat Catcher -> Jailer -> Rogue[/sblock] [/QUOTE]
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