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<blockquote data-quote="Leugren" data-source="post: 6708121" data-attributes="member: 44754"><p>[ATTACH]70557[/ATTACH]<strong><span style="font-size: 15px"></span></strong></p><p><strong><span style="font-size: 15px"></span></strong></p><p><strong><span style="font-size: 15px">Kalrys Darcambian (the Half-Penny Prince)</span></strong></p><p><strong></strong></p><p><strong>5th-level Half-Elf Rogue 5 [Assassin]</strong></p><p><strong></strong><strong>Medium Male Humanoid</strong> </p><p><strong>Armor Class</strong> 15 (studded leather)</p><p><strong>Hit Points</strong> 38 (5d8) </p><p><strong>Speed</strong> 30 ft. </p><p><strong>Senses</strong> Darkvision 60 ft.</p><p><strong>Str</strong> 10 (+0) <strong>Dex</strong> 16 (+3) <strong>Con</strong> 14 (+2) </p><p><strong>Int</strong> 10 (+0) <strong>Wis</strong> 10 (+0) <strong>Cha</strong> 16 (+2) </p><p><strong>Alignment</strong> Chaotic Good w/ Chaotic Neutral tendencies</p><p><strong>Languages</strong> Common, Elvish, Goblin</p><p><strong>Initiative:</strong> +8</p><p></p><p><strong>TRAITS</strong></p><p><strong>Background –</strong> Urchin<p style="margin-left: 20px"><strong>Feature:</strong> City Secrets – You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.</p><p><strong>Proficiency (+3)</strong><p style="margin-left: 20px"><strong>Tools:</strong> Thieves’ Tools, Disguise Kit, Forgery Kit, Poisoner’s Kit, Viol </p> <p style="margin-left: 20px"><strong>Saving Throws:</strong> Dexterity, Intelligence </p> <p style="margin-left: 20px"><strong>Weapons:</strong> Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords.</p> <p style="margin-left: 20px"> Armor: Light Armor. </p><p></p><p><strong>SKILLS</strong></p><p>Acrobatics +6, Athletics +3, Deception +6, Perception +6 (expertise), Performance +6, Persuasion +6, Sleight of Hand +6, Stealth +9 (expertise)</p><p></p><p><strong>ACTIONS </strong></p><p><strong>Melee Attack — Rapier:</strong> +6 to hit (reach 5 ft.; one creature) </p><p>Hit: 1d8+3 piercing damage (finesse) </p><p><strong>Ranged Attack </strong><strong>— </strong><strong>Dagger:</strong> +6 to hit (range 20/60 ft; one creature)</p><p>Hit: 1d4+3 piercing damage (finesse, light, thrown) </p><p><strong>Ranged Attack — Shortbow:</strong> +6 to hit (range 80/320 ft; one creature) </p><p>Hit: 1d6+3 piercing damage (ammunition, two-handed)</p><p></p><p><strong>EQUIPMENT</strong></p><p>studded leather armor, a rapier, a shortbow, a bandolier w/ 10 daggers, a quiver with 40 arrows, goggles of night, a viol, an explorer’s pack*, a disguise kit, thieves’ tools, a poisoner’s kit, caltrops (2 bags of 20), a grappling hook, a mummer’s outfit, a cap n’ bells (imbued with a minor enchantment which allows Kalrys to silence the bells at will), a belt pouch containing 15 gp.</p><p></p><p>explorer’s pack: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50 feet of hempen rope. </p><p></p><p><strong>SPECIAL ABILITIES</strong></p><p></p><p><strong>Darkvision:</strong> Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.</p><p></p><p><strong>Fey Ancestry:</strong> You have advantage on saving throws against being charmed, and magic can’t put you to sleep.</p><p></p><p><strong>Skill Versatility:</strong> You gain proficiency in two skills of your choice.</p><p></p><p><strong>Expertise (Perception, Stealth):</strong> Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you makee that uses either of the chosen proficiencies.</p><p></p><p><strong>Sneak Attack (3d6):</strong> You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’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 you don’t have disadvantage on the attack roll. The amount of extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.</p><p></p><p><strong>Thieves’ Cant:</strong> During your rogue training, you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a secret set of signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.</p><p></p><p><strong>Cunning Action:</strong> Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can only be used to take the Dash, Disengage, or Hide action.</p><p></p><p><strong>Bonus Proficiencies:</strong> You gain proficiency with the disguise kit and the poisoner’s kit.</p><p></p><p><strong>Assassinate:</strong> You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. </p><p></p><p><strong>Feat - Alert:</strong> Always on the lookout for danger, you gain the following benefits:</p><p></p><ul> <li data-xf-list-type="ul">You gain a +5 bonus to initiative.</li> <li data-xf-list-type="ul">You can’t be surprised while you are conscious.</li> <li data-xf-list-type="ul">Other creatures don’t gain advantage on their attack rolls against you as a result of being hidden from you.</li> </ul><p></p><p><strong>Uncanny Dodge:</strong> When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.</p><p> </p><p><strong>PERSONAL CHARACTERISTICS</strong></p><p><strong></strong></p><p><strong>Trait 1:</strong> “I am a born gambler who can’t resist taking a risk for a potential payoff”</p><p><strong>Trait 2:</strong> “Sarcasm and insults are my weapons of choice”</p><p><strong>Ideal:</strong> “I am a free spirit--no one tells me what to do. (Chaotic)”</p><p><strong>Bond:</strong> “I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those that I care about.”</p><p><strong>Flaw:</strong> “I can’t resist swindling people who are more powerful than me.”</p><p><strong>Appearance:</strong> I am whipcord thin, with knife-blade features and a cruel, impish grin. I have pale, freckled skin, and dark brown eyes. I wear my crimson hair in a loose mass that spills down to the center of my back. People who have heard of the Half-Penny Prince recognize me by my black and white striped shirt and my distinctive leather cap ‘n bells. I am 5’ 6” tall and weigh 112 pounds.</p><p></p><p><strong>BACKSTORY</strong></p><p></p><p>[sblock]</p><p>Kalrys grew up as a petty street hustler in Waterdeep’s Dock Ward. For several years, he ran with a group of guttersnipes calling themselves the Bonny Bludgers, eventually emerging as their leader and earning a name for himself as the Half-Penny Prince. The Bonny Bludgers operated out of an abandoned theatre in the South Ward. Under Kalrys’s leadership, the Bludgers prospered. Their favorite gambit involved drawing in an audience by having Kalrys play his viol on the street while his light-fingered associates worked their way through the crowd pinching whatever valuables they could. </p><p></p><p>As he grew older, Kalrys began to take on increasingly more dangerous jobs. During one such venture, he stole into the workshop of an evil tiefling wizard named Yakovel in search of a valuable grimoire. As he sifted through the wizard’s belongings, his attention was drawn to a brass birdcage hanging in a darkened corner of the room. Trapped within the cage was a tiny silver-haired woman with elfin features clad in long, flowing robes of the purest white samite. As he peered into the cage, the woman projected her voice into his mind. She identified herself as Glynis, the Lady of the Northern Lights, and she pleaded with him to set her free. </p><p></p><p>Sensing that this was a being of incredible power, Kalrys agreed to release her. When he flipped open the latch to the cage, the tiny woman flew out, swelling to near-human proportions as soon as she moved beyond the cage’s confines. She said nothing, but merely drifted closer and pressed her lips to Kalrys’s brow. As he stood in dumbstruck silence, the Lady of the Northern Lights dissolved into a cloud of white mist and faded from view.</p><p></p><p>When Kalrys awoke the next day, he thought that he had dreamed the whole affair. Gazing at his reflection in a puddle, however, he spotted the imprint of two white lips upon his brow. When he pointed these markings out to his associates, they all claimed that they couldn’t see a thing. </p><p></p><p>Unfortunately for Kalrys, the archmage Yakovel was so thoroughly incensed at the loss of his prize captive that he decided to place a 5,000 gold piece bounty on Kalrys’s head. Crumden Craw was a renowned dockyard bully and leader of the notorious Cutjack gang. For several months, Craw had been consolidating his base of power within Waterdeep’s Dock Ward, systematically exterminating or co-opting many of the smaller and weaker gangs who operated in the area. Craw decided to take up Yakovel’s contract, using it as an excuse to move against the Bonny Bludgers. When the raid came, it took Kalrys and his crewmates completely by surprise. Kalrys barely managed to escape through a bolt-hole, making his way out of Waterdeep through the maze of sewers which ran beneath the city. The rest of his cohorts were either killed or pressed into service by the Cutjack thugs. Kalrys made a vow that he would one day return to Waterdeep to make Yakovel, Crumden Craw, and all of the Cutjacks pay for ever having crossed him. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Leugren, post: 6708121, member: 44754"] [ATTACH=CONFIG]70557._xfImport[/ATTACH][B][SIZE=4] Kalrys Darcambian (the Half-Penny Prince)[/SIZE][/B] [B] 5th-level Half-Elf Rogue 5 [Assassin] [/B][B]Medium Male Humanoid[/B] [B]Armor Class[/B] 15 (studded leather) [B]Hit Points[/B] 38 (5d8) [B]Speed[/B] 30 ft. [B]Senses[/B] Darkvision 60 ft. [B]Str[/B] 10 (+0) [B]Dex[/B] 16 (+3) [B]Con[/B] 14 (+2) [B]Int[/B] 10 (+0) [B]Wis[/B] 10 (+0) [B]Cha[/B] 16 (+2) [B]Alignment[/B] Chaotic Good w/ Chaotic Neutral tendencies [B]Languages[/B] Common, Elvish, Goblin [B]Initiative:[/B] +8 [B]TRAITS[/B] [B]Background –[/B] Urchin[INDENT][B]Feature:[/B] City Secrets – You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.[/INDENT] [B]Proficiency (+3)[/B][INDENT][B]Tools:[/B] Thieves’ Tools, Disguise Kit, Forgery Kit, Poisoner’s Kit, Viol [B]Saving Throws:[/B] Dexterity, Intelligence [B]Weapons:[/B] Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords. Armor: Light Armor. [/INDENT] [B]SKILLS[/B] Acrobatics +6, Athletics +3, Deception +6, Perception +6 (expertise), Performance +6, Persuasion +6, Sleight of Hand +6, Stealth +9 (expertise) [B]ACTIONS [/B] [B]Melee Attack — Rapier:[/B] +6 to hit (reach 5 ft.; one creature) Hit: 1d8+3 piercing damage (finesse) [B]Ranged Attack [/B][B]— [/B][B]Dagger:[/B] +6 to hit (range 20/60 ft; one creature) Hit: 1d4+3 piercing damage (finesse, light, thrown) [B]Ranged Attack — Shortbow:[/B] +6 to hit (range 80/320 ft; one creature) Hit: 1d6+3 piercing damage (ammunition, two-handed) [B]EQUIPMENT[/B] studded leather armor, a rapier, a shortbow, a bandolier w/ 10 daggers, a quiver with 40 arrows, goggles of night, a viol, an explorer’s pack*, a disguise kit, thieves’ tools, a poisoner’s kit, caltrops (2 bags of 20), a grappling hook, a mummer’s outfit, a cap n’ bells (imbued with a minor enchantment which allows Kalrys to silence the bells at will), a belt pouch containing 15 gp. explorer’s pack: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50 feet of hempen rope. [B]SPECIAL ABILITIES[/B] [B]Darkvision:[/B] Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. [B]Fey Ancestry:[/B] You have advantage on saving throws against being charmed, and magic can’t put you to sleep. [B]Skill Versatility:[/B] You gain proficiency in two skills of your choice. [B]Expertise (Perception, Stealth):[/B] Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you makee that uses either of the chosen proficiencies. [B]Sneak Attack (3d6):[/B] You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’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 you don’t have disadvantage on the attack roll. The amount of extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. [B]Thieves’ Cant:[/B] During your rogue training, you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a secret set of signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. [B]Cunning Action:[/B] Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can only be used to take the Dash, Disengage, or Hide action. [B]Bonus Proficiencies:[/B] You gain proficiency with the disguise kit and the poisoner’s kit. [B]Assassinate:[/B] You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. [B]Feat - Alert:[/B] Always on the lookout for danger, you gain the following benefits: [LIST] [*]You gain a +5 bonus to initiative. [*]You can’t be surprised while you are conscious. [*]Other creatures don’t gain advantage on their attack rolls against you as a result of being hidden from you. [/LIST] [B]Uncanny Dodge:[/B] When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. [B]PERSONAL CHARACTERISTICS [/B] [B]Trait 1:[/B] “I am a born gambler who can’t resist taking a risk for a potential payoff” [B]Trait 2:[/B] “Sarcasm and insults are my weapons of choice” [B]Ideal:[/B] “I am a free spirit--no one tells me what to do. (Chaotic)” [B]Bond:[/B] “I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those that I care about.” [B]Flaw:[/B] “I can’t resist swindling people who are more powerful than me.” [B]Appearance:[/B] I am whipcord thin, with knife-blade features and a cruel, impish grin. I have pale, freckled skin, and dark brown eyes. I wear my crimson hair in a loose mass that spills down to the center of my back. People who have heard of the Half-Penny Prince recognize me by my black and white striped shirt and my distinctive leather cap ‘n bells. I am 5’ 6” tall and weigh 112 pounds. [B]BACKSTORY[/B] [sblock] Kalrys grew up as a petty street hustler in Waterdeep’s Dock Ward. For several years, he ran with a group of guttersnipes calling themselves the Bonny Bludgers, eventually emerging as their leader and earning a name for himself as the Half-Penny Prince. The Bonny Bludgers operated out of an abandoned theatre in the South Ward. Under Kalrys’s leadership, the Bludgers prospered. Their favorite gambit involved drawing in an audience by having Kalrys play his viol on the street while his light-fingered associates worked their way through the crowd pinching whatever valuables they could. As he grew older, Kalrys began to take on increasingly more dangerous jobs. During one such venture, he stole into the workshop of an evil tiefling wizard named Yakovel in search of a valuable grimoire. As he sifted through the wizard’s belongings, his attention was drawn to a brass birdcage hanging in a darkened corner of the room. Trapped within the cage was a tiny silver-haired woman with elfin features clad in long, flowing robes of the purest white samite. As he peered into the cage, the woman projected her voice into his mind. She identified herself as Glynis, the Lady of the Northern Lights, and she pleaded with him to set her free. Sensing that this was a being of incredible power, Kalrys agreed to release her. When he flipped open the latch to the cage, the tiny woman flew out, swelling to near-human proportions as soon as she moved beyond the cage’s confines. She said nothing, but merely drifted closer and pressed her lips to Kalrys’s brow. As he stood in dumbstruck silence, the Lady of the Northern Lights dissolved into a cloud of white mist and faded from view. When Kalrys awoke the next day, he thought that he had dreamed the whole affair. Gazing at his reflection in a puddle, however, he spotted the imprint of two white lips upon his brow. When he pointed these markings out to his associates, they all claimed that they couldn’t see a thing. Unfortunately for Kalrys, the archmage Yakovel was so thoroughly incensed at the loss of his prize captive that he decided to place a 5,000 gold piece bounty on Kalrys’s head. Crumden Craw was a renowned dockyard bully and leader of the notorious Cutjack gang. For several months, Craw had been consolidating his base of power within Waterdeep’s Dock Ward, systematically exterminating or co-opting many of the smaller and weaker gangs who operated in the area. Craw decided to take up Yakovel’s contract, using it as an excuse to move against the Bonny Bludgers. When the raid came, it took Kalrys and his crewmates completely by surprise. Kalrys barely managed to escape through a bolt-hole, making his way out of Waterdeep through the maze of sewers which ran beneath the city. The rest of his cohorts were either killed or pressed into service by the Cutjack thugs. Kalrys made a vow that he would one day return to Waterdeep to make Yakovel, Crumden Craw, and all of the Cutjacks pay for ever having crossed him. [/sblock] [/QUOTE]
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