Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
The Full Pregenerated Character Repository
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Morrus" data-source="post: 6706003" data-attributes="member: 1"><p><strong>Originally posted by Gungolphus:</strong></p><p></p><p><img src="http://community.wizards.com/sites/mtgcommunity/files/styles/large/public/gnome_rogue.jpg?itok=bCK7ZUkr" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><span style="font-size: 12px"><strong>Dargefredthula Hobnail Cobbler</strong></span></p><p><strong>8nd-level Rock Gnome Rogue (Assassin)</strong></p><p><strong>Small Female Humanoid</strong></p><p><strong>Armor Class</strong> 16 (DEX + <em>Ring of Protection +2</em>)</p><p><strong>Hit Points</strong> 67 (8d8 hit dice)</p><p><strong>Speed</strong> 25 ft. </p><p><strong>Str </strong>11 (-) <strong>Dex</strong> 18 (+4) <strong>Con</strong> 16 (+3)</p><p><strong>Int</strong> 16 (+3) <strong>Wis</strong> 13 (+1) <strong>Cha</strong> 8 (-1)</p><p><strong>Alignment</strong> LawfulNeutral</p><p><strong>Languages</strong> common, gnomish</p><p></p><p><strong>TRAITS</strong></p><p>Background - Sailor (Pirate Variant)</p><p> Feature: Bad Reputaton</p><p> </p><p>Proficiency (+3)</p><p> Tools: Disguise Kit, Navigator, Thieve's Tools, Poisoner Kit</p><p> Saving Throws: Dexterity (+9), Intelligence (+8) [Strength +2; Constitution +5; Wisdom +3; Charisma =/-0]</p><p> </p><p>Insight (passive) 11 </p><p>Perception (passive) 14</p><p> </p><p>Artificer's Lore, Tinker, Darkvision, Gnome Cunning, (PHB, p.37)</p><p> </p><p>Sneak Attack (4d6), Cunning Action, Uncanny Dodge, Evasion, Assassinate (PHB, pp. 96-97)</p><p> </p><p><strong>SKILLS</strong></p><p>acrobatics (+7), athletics (+3), investigation (+6), perception (+4), slight of hand (+10), Stealth (+10)</p><p> </p><p><strong>ACTIONS</strong></p><p><strong>Melee Attacks— Short Sword:</strong> +7 to hit; 1d6+4 piercing, finesse, light (reach 5 ft.; one creature). </p><p><strong>Ranged Attacks— Dart: </strong>+9 to hit; 1d4+6 piercing, finesse, thrown (range 30/120) - Ammo: 1 (+2 <em>returning</em>, properties below)</p><p></p><p><strong>EQUIPMENT</strong></p><p>Weapons as above; Backpack; Ball bearings (1000); Caltrops (bag of 20); Clothing change x1; Crowbar; Grappling hook; Iron spikes (10) x1; Lantern (hooded); Magnifying glass; Telescoping Mirror; Mess kit; Potions of healing x2; Pouch x2; Rations (1 day) x10; Ring of Protection +3; Rope (50', silk) x1; Sacks x1; Tinderbox; Waterskins x2; Wineskins x2; Whetstone; Disguise kit (proficient); Healer kit; Navigator tools (proficient); Poisoner kit (proficient); Thieves tools (proficient)</p><p></p><p><strong>PERSONAL CHARACTERISTICS</strong></p><p><strong>Trait: </strong>My language is as foul as an otyugh nest.</p><p><strong>Ideal: </strong>I'm committed to my crewmates, not to ideals.</p><p><strong>Bond: </strong>I was cheated out of my fair share of the profits, and I want to get my due.<strong>Flaw:</strong> Once I start drinking, it's hard for me to stop. </p><p> </p><p><strong>Back Story</strong></p><p>Dargefredthula - "Freddie" to her mates - was born the second child of a jeweler in Zazesspur. Her youth was almost totally misspent, usually somewhere in a boat. She loved to sail, and would happily spend all day cruising in a small dinghy she'd built herself, though she displayed some talent as a shoemaker on the few days she turned up during her apprenticeship. When her master in disgust at her perpetual tardiness abandoned her apprenticeship contract, she immediately fled to sea, signing on as a jack-of-all trades hand on a tramp merchantman, Gondspel, out of Lantan. The ship, powered by technology which fascinated Freddie, traveled up and down the coast, from Samarach to Luskan. Though her propulsion machinery was heavy enough to make her painfully slow, Gondspel always got there, for she awaited no winds and defied weather. </p><p> </p><p>One day, traversing Asavir's Channel on a run from Athkatla to Myratma, Gondspel was set upon by pirates sailing out of one of the myriad Nelanther Isles. Gondspel couldn't run, she was so slow a scow, so she made to fight. She very nearly won free: Her technology was not restricted to her engines, and gnomish gunners are feared for good reason. Still, after a sharp fight the grapnels pulled the two vessels gunwale to gunwale, and once aboard, the pirates made short work of Gondspel's crew. </p><p> </p><p>Except for one, a slip of a gnomish girl who stood at bay in the fo'c'sle surrounded by bodies. That would have given the pirates nothing to concern themselves over, for they'd seen displays of desperate bravery before. But this was different. The dead pirates at her feet looked terrifyingly different. One was a vivid shade of purple. Another was contorted into a hideous shape, with thick white foam pouring from his mouth, nose, and eyes. Yet another appeared to have swollen until his torso burst; his limbs still resembled overstuffed sausages. The girl - Freddie - was snarling, threatening her remaining assailants with two pairs of sail-maker's scissors, each dripping with viscous, oily substances. </p><p> </p><p>Freddie had found a new love in the jungles of the South: Exotic plants with mysterious properties. Some were flowers which gave a spicy-sweet aroma that made those who sniffed them sleepy. Some flowers were bitter and pungent, and no animal would go near. Freddie began to disappear for days at a time into the jungles, talking with shamans and savage Druids, filling her brain with knowledge of how different substances, distilled from different plants, would do different - and often horrible - things to people. </p><p></p><p>When the pirate captain, a certain Grobus of the galley Courageous, was brought to see Freddie, he immediately offered her a place in his crew. For the next four years, she honed her adopted craft. By halfway through her second year, Courageous lost her reputation as a high-seas slugger. Something would happen, where one minute the crew of a merchantman would be hale and hearty, and the next they'd be dropping like flies. Courageous would come alongside the stricken vessel, kick the corpses over the side, and take the ship without effort.</p><p> </p><p>Freddie had developed a singular skill - she'd use her sailing acumen to bring a small craft unseen alongside the victim, clamber stealthily into the hold, then poison the crew's water and rations. When they were dead - or too incapacitated to put up a fight - she'd signal Courageous to come clean up the mess. </p><p> </p><p>When Courageous was finally set upon and sunk by a Calishite naval vessel, Freddie escaped in one of the ship's small boats. Eventually she worked her way back to civilization, where she quickly learned to apply the lessons learned at sea to landbound folk. It turned out to be just as easy to sneak into a house and poison people as to board a sleeping vessel.</p><p> </p><p>She does have <em>some </em>standards. She won't work for just anyone, and she's picky about what jobs she'll take. She loathes collateral damage; if she's hired to "liquidate" a person she will ensure she targets <em>only </em>that person. When at sea she had no qualms about killing everyone, as a sailor makes a choice of going to sea, and ye takes yer chances. But a wealthy merchant's wife, children, and servants are another thing entirely. One thing she will definitely <strong>not </strong>do is kill pets, no matter how inconvenient. She remembers the puppy she had as a child, and has a soft spot.</p><p> </p><p>Freddie is always on the lookout for any survivors of either Courageous or Gondspel. She has a visceral hatred of Calishites.</p><p></p><p><strong>Dart of Venom</strong>: This perfectly-balanced dart is matte black, except for the needle-sharp tip. +2 to attack and damage rolls. Will magically return to its wielder immediately after it is used. Once per short rest, as an action you can coat the blade with poison for 1 minute. The first time you hit a living creature with the coated weapon, that creature must make a DC 15 Constitution save against poison. On a failed saving throw it becomes <em>paralyzed </em>(see PHB p. 291) for 1 minute.</p></blockquote><p></p>
[QUOTE="Morrus, post: 6706003, member: 1"] [b]Originally posted by Gungolphus:[/b] [IMG]http://community.wizards.com/sites/mtgcommunity/files/styles/large/public/gnome_rogue.jpg?itok=bCK7ZUkr[/IMG] [Size=3][b]Dargefredthula Hobnail Cobbler[/b][/size] [b]8nd-level Rock Gnome Rogue (Assassin) Small Female Humanoid Armor Class[/b] 16 (DEX + [i]Ring of Protection +2[/i]) [b]Hit Points[/b] 67 (8d8 hit dice) [b]Speed[/b] 25 ft. [b]Str [/b]11 (-) [b]Dex[/b] 18 (+4) [b]Con[/b] 16 (+3) [b]Int[/b] 16 (+3) [b]Wis[/b] 13 (+1) [b]Cha[/b] 8 (-1) [b]Alignment[/b] LawfulNeutral [b]Languages[/b] common, gnomish [b]TRAITS[/b] Background - Sailor (Pirate Variant) Feature: Bad Reputaton Proficiency (+3) Tools: Disguise Kit, Navigator, Thieve's Tools, Poisoner Kit Saving Throws: Dexterity (+9), Intelligence (+8) [Strength +2; Constitution +5; Wisdom +3; Charisma =/-0] Insight (passive) 11 Perception (passive) 14 Artificer's Lore, Tinker, Darkvision, Gnome Cunning, (PHB, p.37) Sneak Attack (4d6), Cunning Action, Uncanny Dodge, Evasion, Assassinate (PHB, pp. 96-97) [b]SKILLS[/b] acrobatics (+7), athletics (+3), investigation (+6), perception (+4), slight of hand (+10), Stealth (+10) [b]ACTIONS[/b] [b]Melee Attacks— Short Sword:[/b] +7 to hit; 1d6+4 piercing, finesse, light (reach 5 ft.; one creature). [b]Ranged Attacks— Dart: [/b]+9 to hit; 1d4+6 piercing, finesse, thrown (range 30/120) - Ammo: 1 (+2 [i]returning[/i], properties below) [b]EQUIPMENT[/b] Weapons as above; Backpack; Ball bearings (1000); Caltrops (bag of 20); Clothing change x1; Crowbar; Grappling hook; Iron spikes (10) x1; Lantern (hooded); Magnifying glass; Telescoping Mirror; Mess kit; Potions of healing x2; Pouch x2; Rations (1 day) x10; Ring of Protection +3; Rope (50', silk) x1; Sacks x1; Tinderbox; Waterskins x2; Wineskins x2; Whetstone; Disguise kit (proficient); Healer kit; Navigator tools (proficient); Poisoner kit (proficient); Thieves tools (proficient) [b]PERSONAL CHARACTERISTICS[/b] [b]Trait: [/b]My language is as foul as an otyugh nest. [b]Ideal: [/b]I'm committed to my crewmates, not to ideals. [b]Bond: [/b]I was cheated out of my fair share of the profits, and I want to get my due.[b]Flaw:[/b] Once I start drinking, it's hard for me to stop. [b]Back Story[/b] Dargefredthula - "Freddie" to her mates - was born the second child of a jeweler in Zazesspur. Her youth was almost totally misspent, usually somewhere in a boat. She loved to sail, and would happily spend all day cruising in a small dinghy she'd built herself, though she displayed some talent as a shoemaker on the few days she turned up during her apprenticeship. When her master in disgust at her perpetual tardiness abandoned her apprenticeship contract, she immediately fled to sea, signing on as a jack-of-all trades hand on a tramp merchantman, Gondspel, out of Lantan. The ship, powered by technology which fascinated Freddie, traveled up and down the coast, from Samarach to Luskan. Though her propulsion machinery was heavy enough to make her painfully slow, Gondspel always got there, for she awaited no winds and defied weather. One day, traversing Asavir's Channel on a run from Athkatla to Myratma, Gondspel was set upon by pirates sailing out of one of the myriad Nelanther Isles. Gondspel couldn't run, she was so slow a scow, so she made to fight. She very nearly won free: Her technology was not restricted to her engines, and gnomish gunners are feared for good reason. Still, after a sharp fight the grapnels pulled the two vessels gunwale to gunwale, and once aboard, the pirates made short work of Gondspel's crew. Except for one, a slip of a gnomish girl who stood at bay in the fo'c'sle surrounded by bodies. That would have given the pirates nothing to concern themselves over, for they'd seen displays of desperate bravery before. But this was different. The dead pirates at her feet looked terrifyingly different. One was a vivid shade of purple. Another was contorted into a hideous shape, with thick white foam pouring from his mouth, nose, and eyes. Yet another appeared to have swollen until his torso burst; his limbs still resembled overstuffed sausages. The girl - Freddie - was snarling, threatening her remaining assailants with two pairs of sail-maker's scissors, each dripping with viscous, oily substances. Freddie had found a new love in the jungles of the South: Exotic plants with mysterious properties. Some were flowers which gave a spicy-sweet aroma that made those who sniffed them sleepy. Some flowers were bitter and pungent, and no animal would go near. Freddie began to disappear for days at a time into the jungles, talking with shamans and savage Druids, filling her brain with knowledge of how different substances, distilled from different plants, would do different - and often horrible - things to people. When the pirate captain, a certain Grobus of the galley Courageous, was brought to see Freddie, he immediately offered her a place in his crew. For the next four years, she honed her adopted craft. By halfway through her second year, Courageous lost her reputation as a high-seas slugger. Something would happen, where one minute the crew of a merchantman would be hale and hearty, and the next they'd be dropping like flies. Courageous would come alongside the stricken vessel, kick the corpses over the side, and take the ship without effort. Freddie had developed a singular skill - she'd use her sailing acumen to bring a small craft unseen alongside the victim, clamber stealthily into the hold, then poison the crew's water and rations. When they were dead - or too incapacitated to put up a fight - she'd signal Courageous to come clean up the mess. When Courageous was finally set upon and sunk by a Calishite naval vessel, Freddie escaped in one of the ship's small boats. Eventually she worked her way back to civilization, where she quickly learned to apply the lessons learned at sea to landbound folk. It turned out to be just as easy to sneak into a house and poison people as to board a sleeping vessel. She does have [i]some [/i]standards. She won't work for just anyone, and she's picky about what jobs she'll take. She loathes collateral damage; if she's hired to "liquidate" a person she will ensure she targets [i]only [/i]that person. When at sea she had no qualms about killing everyone, as a sailor makes a choice of going to sea, and ye takes yer chances. But a wealthy merchant's wife, children, and servants are another thing entirely. One thing she will definitely [b]not [/b]do is kill pets, no matter how inconvenient. She remembers the puppy she had as a child, and has a soft spot. Freddie is always on the lookout for any survivors of either Courageous or Gondspel. She has a visceral hatred of Calishites. [b]Dart of Venom[/b]: This perfectly-balanced dart is matte black, except for the needle-sharp tip. +2 to attack and damage rolls. Will magically return to its wielder immediately after it is used. Once per short rest, as an action you can coat the blade with poison for 1 minute. The first time you hit a living creature with the coated weapon, that creature must make a DC 15 Constitution save against poison. On a failed saving throw it becomes [i]paralyzed [/i](see PHB p. 291) for 1 minute. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Full Pregenerated Character Repository
Top