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<blockquote data-quote="The Forsaken One" data-source="post: 235496" data-attributes="member: 799"><p><strong>Nyovne "the infidel" Sindweller</strong></p><p></p><p>Name: Nyovne Sindweller</p><p>Race: Quickling (Small Fey)</p><p>Class: Quickling1/Ranger1/Rogue6/Ninja of the Crecent Moon10/Duelist1</p><p>Allignment: Chaotic Neutral</p><p>Deity: Erevan Ilsere/AL:Chaotic Neutral/Portfolio:mischief, change, rogues</p><p>Age: 126</p><p>Height: 2’9”</p><p>Weight: 28 lb</p><p>Sex: Female</p><p></p><p>Quicklings are small and slender, resembling miniature elves with very sharp, feral features. Their ears are unusually large and rise to points above their heads. Their skin ranges from pale to blue-white. Their hair is silver or white. Quicklings dress in fine clothes of bright colors. They are fond of silver and black, and often wear or adorn their clothes with these colors. Quicklings never wear any form of armor or cumbersome clothes.</p><p> </p><p>Stats:</p><p>Str 12 +1</p><p>Dex 38 +14</p><p>Con 23 +6</p><p>Int 19 +4</p><p>Wis 18 +4</p><p>Cha 19 +4</p><p></p><p>HD: 7d6+10d8+2d10+112 </p><p>HP: 208hp</p><p>AC: 41</p><p>BAB: +14/+9/+4</p><p>Initiative: +14</p><p>Speed: 240 ft</p><p></p><p>Saves: </p><p>Fort +17</p><p>Ref +33</p><p>Will +15</p><p></p><p></p><p>Skills:</p><p>Hide +47 </p><p>Move Silently +45</p><p>Jump +15</p><p>Balance +20</p><p>Tumble +35</p><p>Escape Artist +24</p><p></p><p>Spot +13</p><p>Search +10</p><p>Listen +14</p><p>Wilderness Lore +14</p><p></p><p>Open Lock +35</p><p>Disable Device +35</p><p>Craft (Electronics) +13</p><p>Use Computers +25</p><p>Profession (Electrical engineer [computing]) +25</p><p>Profession (Programmer) +25</p><p>Knowledge(Security systems) +35</p><p>Knowledge (Technology) +25</p><p>Knowledge (Programming) +25</p><p>Knowledge (Vehicles) +25</p><p>Pilot (Vehicles) +35</p><p></p><p>Feats:</p><p>(slots)</p><p>Quick Draw</p><p>Improved Unarmed Strike</p><p>Deflect Arrows</p><p>Flick of the wrist</p><p>Improved Two Weapon Fighting</p><p>Combat Reflexes</p><p>Expert Tactician</p><p></p><p>(Gained by classes)</p><p>Ambidexterity</p><p>Two Weapon Fighting</p><p>Track</p><p></p><p>(Gained by race)</p><p>Weapon Finesse (Dagger)</p><p>Dodge</p><p>Mobility</p><p>Spring Attack</p><p></p><p></p><p>Special Abilities:</p><p>(from classes)</p><p>Favored Enemy: Humans</p><p></p><p>Evasion: At 2nd level, a rogue gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the rogue takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor. It is an extraordinary ability. </p><p></p><p>Uncanny Dodge: She retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker and she can no longer be flanked. Another rogue or ninja at least four levels higher can still flank.</p><p></p><p>Canny Defense: A duelist gains her Intelligence bonus as a bonus to AC, she loses this bonus when she would normally lose her Dexterity bonus to AC.</p><p></p><p>Monklike Armor Bonus: A ninja of the Crecent Moon gains her Wisdom bonus as a bonus to AC, she loses this bonus when she would normally lose her Dexterity bonus to AC.</p><p></p><p>Improved Evasion: The ninja takes only half damage on a failed reflex save. </p><p></p><p>Opportunist: Once per round, She can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attacks of opportunity for that round. Even a ninja with the Combat Reflexes feat can't use the opportunist ability more than once per round. </p><p></p><p>Poison Use: Ninjas are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.</p><p></p><p>Fast Climb: The ninja can scurry up a wall at unbelievable speed. With each successful Climb check, the ninja can move half her speed as a move-equivalent action, or her speed as a full-round action. Furthermore, she retains her Dex bonus to AC while climbing.</p><p></p><p>Fast Sneak: When using Move Silently and Hide, the ninja can move at her normal speed without suffering a penalty to those skills.</p><p></p><p>Invisibility: The ninja can turn invisible (as the spell invisibility, but targetting herself only) once daily for each level of ninja.</p><p></p><p>Gaseous Form: You can assume gaseous form, as the spell, once per day for 1 round per class level. Using this ability requires a full-round action.</p><p></p><p>Silencing Attack: If the ninja successfully hits a flat-footed opponent with a melee attack, the opponent is unable to speak for one round. This prevents casting spells with a verbal component and shouting warnings or alarms.</p><p></p><p>Kuji-kiri: By making mystical hand gestures as a standard action, the ninja can render opponents helpless as if she would cast hypnotic pattern. The ninja can affect 2d4 +1 per ninja level HD with kuji-kiri, and subjects must make Will saves against DC 12 + the ninja’s Charisma bonus to avoid the effect. The hypnotic pattern lasts as long as the ninja continues to gesture, plus one additional round. The ninja can use this power once daily for each level of ninja.</p><p></p><p>Improved Kuji-kiri: The ninja’s swirling hand gestures are harder to resist. Kuji-kiri now affects 3d6 +1 per ninja level HD of creatures, and the Will save DC is 15 + the ninja’s Charisma bonus.</p><p></p><p>Always Sneaky: The ninja is always taking 10 on Move Silently and Hide. Unless the ninja wants to be seen or heard, make opposed Spot and Listen check to detect the ninja’s presence.</p><p></p><p>Blindsight: Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the ninja maneuvres and fights just as well in darkness as in light. Invisibility and darkness are irrelevant, though the ninja still cannot discern ethereal beings. The ninja’s blindsight extends for 60 feet.</p><p></p><p>Ethereal Jaunt: By focussing his ki, the ninja can become ethereal for a moment or two. Three times a day as a free action, the ninja can make an ethereal jaunt (as the spell of the name, except the duration is only 1 round).</p><p></p><p>(from race)</p><p>Spell-Like Abilities: 1/day--dancing lights, daze, levitate, shatter and ventriloquism. These abilities are as the spells cast by a 6th-level sorceress (save DC 12 + spell level)</p><p></p><p>haste (ex): A quickling is affected by a permanent haste spell. This grants the quickling one extra partial action, either before or after its regular action. It also grants the quickling a +4 bonus to its AC. The quickling loses the +4 AC bonus anytime it would lose a dodge bonus. The quickling can jump one and one half times as far as normal.</p><p>This is a inherent bonus and cannot be dispelled or negated.</p><p></p><p>Natural invisibility (ex): A quickling is effectively invisible when in its natural climate (temperate) or when not moving. It loses this invisibility when it attacks.</p><p></p><p>Skills: Quicklings receive a +8 racial bonus to jump checks.</p><p></p><p>Feats: Quicklings gain the Spring Attack feat as a bonus feat.</p><p></p><p>Low light vision: All quicklings can see in dimly lit conditions as well as in daylight.</p><p></p><p>Attacks:</p><p>Dagger 1: ("Good Hand")</p><p>Attack: +27/+22/+17/+12</p><p>Damage: 1d4+2 + 8d6 (sneak attack) </p><p></p><p>Dagger 2: ("Off Hand")</p><p>Attack: +27/+22</p><p>Damage: 1d4+1 + 8d6 (sneak attack)</p><p></p><p></p><p>Items:</p><p>2 Daggers</p><p></p><p>Modern and stylish sunglasses</p><p></p><p>Gloves</p><p></p><p>Belt of Health (+6 enhancement bonus to Constitution, +5 resistance bonus to saves)</p><p></p><p>Diadem</p><p></p><p>Amulet </p><p></p><p>Bracers</p><p></p><p>Tatoo </p><p></p><p>Ring of nine lives (Nine times when the wearers hitpoints are reduced to 0 or lower the ring automatically casts heal upon it wearer, 9 charges left)</p><p></p><p>Ring</p><p></p><p>Cloak</p><p></p><p>4 Discs</p><p></p><p>Laptop</p><p></p><p>Boots</p><p></p><p>5pp and 5gp and 5sp and 5cp on her at all times. She has acces to 8471gp funds on her bank account.</p></blockquote><p></p>
[QUOTE="The Forsaken One, post: 235496, member: 799"] [b]Nyovne "the infidel" Sindweller[/b] Name: Nyovne Sindweller Race: Quickling (Small Fey) Class: Quickling1/Ranger1/Rogue6/Ninja of the Crecent Moon10/Duelist1 Allignment: Chaotic Neutral Deity: Erevan Ilsere/AL:Chaotic Neutral/Portfolio:mischief, change, rogues Age: 126 Height: 2’9” Weight: 28 lb Sex: Female Quicklings are small and slender, resembling miniature elves with very sharp, feral features. Their ears are unusually large and rise to points above their heads. Their skin ranges from pale to blue-white. Their hair is silver or white. Quicklings dress in fine clothes of bright colors. They are fond of silver and black, and often wear or adorn their clothes with these colors. Quicklings never wear any form of armor or cumbersome clothes. Stats: Str 12 +1 Dex 38 +14 Con 23 +6 Int 19 +4 Wis 18 +4 Cha 19 +4 HD: 7d6+10d8+2d10+112 HP: 208hp AC: 41 BAB: +14/+9/+4 Initiative: +14 Speed: 240 ft Saves: Fort +17 Ref +33 Will +15 Skills: Hide +47 Move Silently +45 Jump +15 Balance +20 Tumble +35 Escape Artist +24 Spot +13 Search +10 Listen +14 Wilderness Lore +14 Open Lock +35 Disable Device +35 Craft (Electronics) +13 Use Computers +25 Profession (Electrical engineer [computing]) +25 Profession (Programmer) +25 Knowledge(Security systems) +35 Knowledge (Technology) +25 Knowledge (Programming) +25 Knowledge (Vehicles) +25 Pilot (Vehicles) +35 Feats: (slots) Quick Draw Improved Unarmed Strike Deflect Arrows Flick of the wrist Improved Two Weapon Fighting Combat Reflexes Expert Tactician (Gained by classes) Ambidexterity Two Weapon Fighting Track (Gained by race) Weapon Finesse (Dagger) Dodge Mobility Spring Attack Special Abilities: (from classes) Favored Enemy: Humans Evasion: At 2nd level, a rogue gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the rogue takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor. It is an extraordinary ability. Uncanny Dodge: She retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker and she can no longer be flanked. Another rogue or ninja at least four levels higher can still flank. Canny Defense: A duelist gains her Intelligence bonus as a bonus to AC, she loses this bonus when she would normally lose her Dexterity bonus to AC. Monklike Armor Bonus: A ninja of the Crecent Moon gains her Wisdom bonus as a bonus to AC, she loses this bonus when she would normally lose her Dexterity bonus to AC. Improved Evasion: The ninja takes only half damage on a failed reflex save. Opportunist: Once per round, She can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attacks of opportunity for that round. Even a ninja with the Combat Reflexes feat can't use the opportunist ability more than once per round. Poison Use: Ninjas are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Fast Climb: The ninja can scurry up a wall at unbelievable speed. With each successful Climb check, the ninja can move half her speed as a move-equivalent action, or her speed as a full-round action. Furthermore, she retains her Dex bonus to AC while climbing. Fast Sneak: When using Move Silently and Hide, the ninja can move at her normal speed without suffering a penalty to those skills. Invisibility: The ninja can turn invisible (as the spell invisibility, but targetting herself only) once daily for each level of ninja. Gaseous Form: You can assume gaseous form, as the spell, once per day for 1 round per class level. Using this ability requires a full-round action. Silencing Attack: If the ninja successfully hits a flat-footed opponent with a melee attack, the opponent is unable to speak for one round. This prevents casting spells with a verbal component and shouting warnings or alarms. Kuji-kiri: By making mystical hand gestures as a standard action, the ninja can render opponents helpless as if she would cast hypnotic pattern. The ninja can affect 2d4 +1 per ninja level HD with kuji-kiri, and subjects must make Will saves against DC 12 + the ninja’s Charisma bonus to avoid the effect. The hypnotic pattern lasts as long as the ninja continues to gesture, plus one additional round. The ninja can use this power once daily for each level of ninja. Improved Kuji-kiri: The ninja’s swirling hand gestures are harder to resist. Kuji-kiri now affects 3d6 +1 per ninja level HD of creatures, and the Will save DC is 15 + the ninja’s Charisma bonus. Always Sneaky: The ninja is always taking 10 on Move Silently and Hide. Unless the ninja wants to be seen or heard, make opposed Spot and Listen check to detect the ninja’s presence. Blindsight: Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the ninja maneuvres and fights just as well in darkness as in light. Invisibility and darkness are irrelevant, though the ninja still cannot discern ethereal beings. The ninja’s blindsight extends for 60 feet. Ethereal Jaunt: By focussing his ki, the ninja can become ethereal for a moment or two. Three times a day as a free action, the ninja can make an ethereal jaunt (as the spell of the name, except the duration is only 1 round). (from race) Spell-Like Abilities: 1/day--dancing lights, daze, levitate, shatter and ventriloquism. These abilities are as the spells cast by a 6th-level sorceress (save DC 12 + spell level) haste (ex): A quickling is affected by a permanent haste spell. This grants the quickling one extra partial action, either before or after its regular action. It also grants the quickling a +4 bonus to its AC. The quickling loses the +4 AC bonus anytime it would lose a dodge bonus. The quickling can jump one and one half times as far as normal. This is a inherent bonus and cannot be dispelled or negated. Natural invisibility (ex): A quickling is effectively invisible when in its natural climate (temperate) or when not moving. It loses this invisibility when it attacks. Skills: Quicklings receive a +8 racial bonus to jump checks. Feats: Quicklings gain the Spring Attack feat as a bonus feat. Low light vision: All quicklings can see in dimly lit conditions as well as in daylight. Attacks: Dagger 1: ("Good Hand") Attack: +27/+22/+17/+12 Damage: 1d4+2 + 8d6 (sneak attack) Dagger 2: ("Off Hand") Attack: +27/+22 Damage: 1d4+1 + 8d6 (sneak attack) Items: 2 Daggers Modern and stylish sunglasses Gloves Belt of Health (+6 enhancement bonus to Constitution, +5 resistance bonus to saves) Diadem Amulet Bracers Tatoo Ring of nine lives (Nine times when the wearers hitpoints are reduced to 0 or lower the ring automatically casts heal upon it wearer, 9 charges left) Ring Cloak 4 Discs Laptop Boots 5pp and 5gp and 5sp and 5cp on her at all times. She has acces to 8471gp funds on her bank account. [/QUOTE]
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