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Thieves' World d20 [Jubal's Hawkmasks] Full-- Alts welcome
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<blockquote data-quote="WargamerX" data-source="post: 2759493" data-attributes="member: 33543"><p>MK,</p><p></p><p>Here is my draft character sheet. Pls. give it the once over. Thanks!</p><p></p><p>Stick</p><p>Male Human Assassin 6</p><p>Representing WargamerX</p><p>Age: 23</p><p>Rep: +1</p><p>Ethnic Background: Wrigglie/Sanctan (Maze Savvy, Will save +1)</p><p>Character Background: Criminal (+2 Spot vs. thievery, disable device, sleight of </p><p>hand)</p><p>Diety: Shelpa</p><p></p><p>Strength 14 (+2) </p><p>Dexterity 16 (+3) </p><p>Constitution 10 (+0) </p><p>Intelligence 14 (+2) </p><p>Wisdom 10 (+0) </p><p>Charisma 14 (+2) </p><p></p><p>Size: Medium </p><p>Height: 5' 10" </p><p>Weight: 145 lb </p><p>Skin: Pale </p><p>Eyes: Blue </p><p>Hair: Blond; filthy, shoulder length; 2 day shadow </p><p> </p><p>Total Hit Points: 35</p><p></p><p>Speed: 30 feet</p><p></p><p>Armor Class: 15 = 10 +3 [dexterity] +2 [leather armor]</p><p>Touch AC: 13</p><p>Flat-footed: 12</p><p></p><p>Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative] </p><p></p><p>Fortitude save: +5 (+7) = 5 [base] (+2 vs. poisin)</p><p>Reflex save: +8 = 5 [base] +3 [dexterity] </p><p>Will save: +3 = 2 [base] +1 [Ethnicity bonus] </p><p>{Special: +2 resistance to spells/magic/supernatural when holding Enkido}</p><p></p><p>Attack (Enkido): +7 = 4 [base] +2 [strength] +1 [masterwork]</p><p>Attack (handheld): +6 = 4 [base] +2 [strength] </p><p>Attack (unarmed): +6 = 4 [base] +2 [strength] </p><p>Attack (missile): +7(+8) = 4 [base] +3 [dexterity] (+1 <30' PBS) </p><p>Grapple check: +6 = 4 [base] +2 [strength] </p><p></p><p></p><p>Light load: 58 lb. or less</p><p>Medium load: 59-116 lb.</p><p>Heavy load: 117-175 lb.</p><p>Lift over head: 175 lb.</p><p>Lift off ground: 350 lb.</p><p>Push or drag: 875 lb.</p><p></p><p>Languages: Sanctan, Rankene, Ilsigi </p><p></p><p>Armor:</p><p></p><p>Leather jerkin and leggings</p><p></p><p></p><p>Weapons:</p><p></p><p>"Enkido" Elnibar masterwork longsword [+1 Attack, 1d8+2, crit 19-20/x2 piercing </p><p>or slashing, reduce hardness of target when cutting by 10]</p><p></p><p>Dagger [1d4+2, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]</p><p></p><p>Punching Dagger [1d4+2, crit x3, 1 lb., light, piercing or slashing]</p><p></p><p>Light Crossbow [1d8+1<30', 1d8>30', 19-20/x2]</p><p></p><p>Feats:</p><p></p><p>Alertness </p><p>Combat Reflexes (4 AoO) </p><p>Improved Initiative </p><p>Point Blank Shot </p><p>Streetwise (+1 sense motive and local Knowledge check, +2 diplomacy when dealing </p><p> with street folk)</p><p></p><p>Traits:</p><p>Maze Savvy (+2 Local Knowledge check)</p><p>Criminal (+2 Spot Thievery) </p><p></p><p>Class Features:</p><p>Sneak Attack +2d6</p><p>Poisin Use (+2 Craft Poisin & +2 Fort save vs. poisin)</p><p>Killing Strike (+2 to DC for Fortitude Save of victim)</p><p></p><p></p><p>Skill/Ability/Total/Ability Modifier/Ranks/Misc. Modifier (54 points)</p><p></p><p>Appraise Int 2 = +2 </p><p>Balance Dex* 5 = +3 +2 </p><p>Bluff Cha 4 = +2 +2 </p><p>Climb Str* 6 = +2 +2 </p><p>Concentration Con 0 = +0 </p><p>Craft(poisin) Int 6 = +2 +2 +2 [craft poisin] </p><p>Diplomacy Cha 4{6} = +2 +2 [sense motive] +2 {streetwise}</p><p>Disable Device Int 4 = +2 +2 </p><p>Disguise Cha 4 = +2 +2 </p><p>Escape Artist Dex* 5 = +3 +2 </p><p>Forgery Int 4 = +2 +2 </p><p>Gather Information Cha 7 = +2 +5 </p><p>Heal Wis 0 = +0 </p><p>Hide Dex* 7 = +3 +4 </p><p>Intimidate Cha 4 = +2 +2 </p><p>Jump Str* 6 = +2 +2 </p><p>Knowledge (local) Int 9 = +2 +4 +2 [Maze Savvy] +1 [Streetwise]</p><p>Listen Wis 4 = +0 +2 +2 [alertness] </p><p>Move Silently Dex* 8 = +3 +5 </p><p>Perform_1 Cha 2 = +2 </p><p>Ride Dex 3 = +3 </p><p>Search Int 2 = +2 </p><p>Sense Motive Wis 7 = +0 +6 +1 [Streetwise]</p><p>Sleight of Hand Dex* 5 = +3 +2 </p><p>Spot Wis 6 (8) = +0 +4 +2 [alertness] (+2 vs. thievery) </p><p>Survival Wis 0 = +0 </p><p>Swim Str** 2 = +2 </p><p>Use Rope Dex 5 = +3 +2 </p><p>* = check penalty for wearing armor</p><p></p><p>Class HP rolled </p><p>Level 1: Assassin 8 </p><p>Level 2: Assassin 7 </p><p>Level 3: Assassin 8 </p><p>Level 4: Assassin 4 +1 to dexterity </p><p>Level 5: Assassin 3 </p><p>Level 6: Assassin 5</p><p></p><p>Stick's HP</p><p><a href="http://invisiblecastle.com/find.py?id=302707" target="_blank">http://invisiblecastle.com/find.py?id=302707</a> </p><p></p><p>Equipment:</p><p></p><p>Dark brown hooded cloak</p><p>Bandolier with pouches and crossbow quiver (20 bolts)</p><p>Large pouch</p><p>50'rope</p><p>grappling hook</p><p>4 doses of krrf</p><p>vial of scorpian venom</p><p>a scarf (for face)</p><p></p><p>Description:</p><p></p><p>Stick looks like a typical inhabitant of the Maze; a filthy, unkept, Wrigglie </p><p>sitting off a krrf high or hang-over. His shoulder length dirty blond hair is </p><p>unkept, and rarely combed - usually only when he is on a "job". Then it is tied </p><p>back with a bit of cord. Although beardless, Stick is not too particular about </p><p>shaving so there is ussually a one to three day growth on his rough face. He </p><p>tries to dress as "normal" as possible, avoiding the "sinister" man in black </p><p>look that many assassins seem to adopt. By adopting the persona of a typical </p><p>Maze cutpurse, Stick effects a camoflage both of his identity and true talents. </p><p></p><p>Background: Stick was born and raised in the dark alleys of the Maze. His </p><p>mother was a street whore and his father was a petty criminal. Both died young, </p><p>leaving Stick to the tender care of a child gang (ala Oliver Twist). He earned </p><p>his name by beating another child to death with a bat at age 8. By the time the </p><p>gang broke apart, or was rubbed out by a rival, Stick had become a fair burgler </p><p>and pickpocket, with a predisposition to violence. At 14 he was "apprenticed" </p><p>by older (mid 20s) assassin, who needed Stick's thieving skills. When Stick </p><p>saved the older assassin's life during the job by killing a wandering gaurd, the </p><p>assassin took him under his wing in earnest. Stick learned well, and continued </p><p>his learning after the older assassin was caught and hung three years ago. Two </p><p>years ago, while assassinating a merchant, Stick was almost fired by a </p><p>sorceress. Although he escaped (barely) Stick became obcessed with finding a </p><p>way to neutralize magic. This led to him taking a chancey job roughly a year ago for a </p><p>wizard of all things, to assassinate a rival (wizard). The payment, in advance, </p><p>was Enkido, an ancient Elnibar longsword. {The assassination BTW went off </p><p>flawlessly - Stick buddied up to the wizard at the Vulgar Unicorn, got him VERY </p><p>drunk, they staggered into the alley together and Stick stabbed him over 100 times with </p><p>a very poisined dagger (clutching Enkido's pommel the whole time).} </p><p></p><p>Personality and motivations: In a single word, Stick is a ruthless pragmatist. He does </p><p>what he does for a solid practical reason. He has his demons, but is aware of </p><p>them. He continues to fight his addiction to krrf (which he takes the Wrigglie </p><p>way - like dip or Skoal in the modern world), his predisposition to anger and violence, and his fear of magic. Stick does not remember his original name - if he ever had one. His reckoning is that if he ever needs a "real" name, he'll make it up. Beneath his exterior lays an unnurtured intellect that he has only begun to explore. While he has never known love or been nurtured and despite his violent past, Stick is not a sociopath and does possesses a vague moral code, although one filled with caveats (loyalty to gang, tries not to lie to freinds, etc). Stick has only recently (last year) determined to raise above the common thug. He has a fear of what he does not understand, and so seeks to minimize whatever that is. This was his motivation for taking a job from a mage in order to get Enkido, an </p><p>ancient Enlibar steel sword that has become Stick's prized possession. To Stick, assassination is a thinking man's game. Stick has recently become facinated by the Rankan version of chess; and its relation to warfare. </p><p></p><p>Why Hawkmasks? Stick has realized that an independent in Sactuary can only rize </p><p>so far. He sees the Hawkmasks as opening two doors to him; continued </p><p>advancement and a possible way out of Thieves World.</p></blockquote><p></p>
[QUOTE="WargamerX, post: 2759493, member: 33543"] MK, Here is my draft character sheet. Pls. give it the once over. Thanks! Stick Male Human Assassin 6 Representing WargamerX Age: 23 Rep: +1 Ethnic Background: Wrigglie/Sanctan (Maze Savvy, Will save +1) Character Background: Criminal (+2 Spot vs. thievery, disable device, sleight of hand) Diety: Shelpa Strength 14 (+2) Dexterity 16 (+3) Constitution 10 (+0) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 14 (+2) Size: Medium Height: 5' 10" Weight: 145 lb Skin: Pale Eyes: Blue Hair: Blond; filthy, shoulder length; 2 day shadow Total Hit Points: 35 Speed: 30 feet Armor Class: 15 = 10 +3 [dexterity] +2 [leather armor] Touch AC: 13 Flat-footed: 12 Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative] Fortitude save: +5 (+7) = 5 [base] (+2 vs. poisin) Reflex save: +8 = 5 [base] +3 [dexterity] Will save: +3 = 2 [base] +1 [Ethnicity bonus] {Special: +2 resistance to spells/magic/supernatural when holding Enkido} Attack (Enkido): +7 = 4 [base] +2 [strength] +1 [masterwork] Attack (handheld): +6 = 4 [base] +2 [strength] Attack (unarmed): +6 = 4 [base] +2 [strength] Attack (missile): +7(+8) = 4 [base] +3 [dexterity] (+1 <30' PBS) Grapple check: +6 = 4 [base] +2 [strength] Light load: 58 lb. or less Medium load: 59-116 lb. Heavy load: 117-175 lb. Lift over head: 175 lb. Lift off ground: 350 lb. Push or drag: 875 lb. Languages: Sanctan, Rankene, Ilsigi Armor: Leather jerkin and leggings Weapons: "Enkido" Elnibar masterwork longsword [+1 Attack, 1d8+2, crit 19-20/x2 piercing or slashing, reduce hardness of target when cutting by 10] Dagger [1d4+2, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] Punching Dagger [1d4+2, crit x3, 1 lb., light, piercing or slashing] Light Crossbow [1d8+1<30', 1d8>30', 19-20/x2] Feats: Alertness Combat Reflexes (4 AoO) Improved Initiative Point Blank Shot Streetwise (+1 sense motive and local Knowledge check, +2 diplomacy when dealing with street folk) Traits: Maze Savvy (+2 Local Knowledge check) Criminal (+2 Spot Thievery) Class Features: Sneak Attack +2d6 Poisin Use (+2 Craft Poisin & +2 Fort save vs. poisin) Killing Strike (+2 to DC for Fortitude Save of victim) Skill/Ability/Total/Ability Modifier/Ranks/Misc. Modifier (54 points) Appraise Int 2 = +2 Balance Dex* 5 = +3 +2 Bluff Cha 4 = +2 +2 Climb Str* 6 = +2 +2 Concentration Con 0 = +0 Craft(poisin) Int 6 = +2 +2 +2 [craft poisin] Diplomacy Cha 4{6} = +2 +2 [sense motive] +2 {streetwise} Disable Device Int 4 = +2 +2 Disguise Cha 4 = +2 +2 Escape Artist Dex* 5 = +3 +2 Forgery Int 4 = +2 +2 Gather Information Cha 7 = +2 +5 Heal Wis 0 = +0 Hide Dex* 7 = +3 +4 Intimidate Cha 4 = +2 +2 Jump Str* 6 = +2 +2 Knowledge (local) Int 9 = +2 +4 +2 [Maze Savvy] +1 [Streetwise] Listen Wis 4 = +0 +2 +2 [alertness] Move Silently Dex* 8 = +3 +5 Perform_1 Cha 2 = +2 Ride Dex 3 = +3 Search Int 2 = +2 Sense Motive Wis 7 = +0 +6 +1 [Streetwise] Sleight of Hand Dex* 5 = +3 +2 Spot Wis 6 (8) = +0 +4 +2 [alertness] (+2 vs. thievery) Survival Wis 0 = +0 Swim Str** 2 = +2 Use Rope Dex 5 = +3 +2 * = check penalty for wearing armor Class HP rolled Level 1: Assassin 8 Level 2: Assassin 7 Level 3: Assassin 8 Level 4: Assassin 4 +1 to dexterity Level 5: Assassin 3 Level 6: Assassin 5 Stick's HP [url]http://invisiblecastle.com/find.py?id=302707[/url] Equipment: Dark brown hooded cloak Bandolier with pouches and crossbow quiver (20 bolts) Large pouch 50'rope grappling hook 4 doses of krrf vial of scorpian venom a scarf (for face) Description: Stick looks like a typical inhabitant of the Maze; a filthy, unkept, Wrigglie sitting off a krrf high or hang-over. His shoulder length dirty blond hair is unkept, and rarely combed - usually only when he is on a "job". Then it is tied back with a bit of cord. Although beardless, Stick is not too particular about shaving so there is ussually a one to three day growth on his rough face. He tries to dress as "normal" as possible, avoiding the "sinister" man in black look that many assassins seem to adopt. By adopting the persona of a typical Maze cutpurse, Stick effects a camoflage both of his identity and true talents. Background: Stick was born and raised in the dark alleys of the Maze. His mother was a street whore and his father was a petty criminal. Both died young, leaving Stick to the tender care of a child gang (ala Oliver Twist). He earned his name by beating another child to death with a bat at age 8. By the time the gang broke apart, or was rubbed out by a rival, Stick had become a fair burgler and pickpocket, with a predisposition to violence. At 14 he was "apprenticed" by older (mid 20s) assassin, who needed Stick's thieving skills. When Stick saved the older assassin's life during the job by killing a wandering gaurd, the assassin took him under his wing in earnest. Stick learned well, and continued his learning after the older assassin was caught and hung three years ago. Two years ago, while assassinating a merchant, Stick was almost fired by a sorceress. Although he escaped (barely) Stick became obcessed with finding a way to neutralize magic. This led to him taking a chancey job roughly a year ago for a wizard of all things, to assassinate a rival (wizard). The payment, in advance, was Enkido, an ancient Elnibar longsword. {The assassination BTW went off flawlessly - Stick buddied up to the wizard at the Vulgar Unicorn, got him VERY drunk, they staggered into the alley together and Stick stabbed him over 100 times with a very poisined dagger (clutching Enkido's pommel the whole time).} Personality and motivations: In a single word, Stick is a ruthless pragmatist. He does what he does for a solid practical reason. He has his demons, but is aware of them. He continues to fight his addiction to krrf (which he takes the Wrigglie way - like dip or Skoal in the modern world), his predisposition to anger and violence, and his fear of magic. Stick does not remember his original name - if he ever had one. His reckoning is that if he ever needs a "real" name, he'll make it up. Beneath his exterior lays an unnurtured intellect that he has only begun to explore. While he has never known love or been nurtured and despite his violent past, Stick is not a sociopath and does possesses a vague moral code, although one filled with caveats (loyalty to gang, tries not to lie to freinds, etc). Stick has only recently (last year) determined to raise above the common thug. He has a fear of what he does not understand, and so seeks to minimize whatever that is. This was his motivation for taking a job from a mage in order to get Enkido, an ancient Enlibar steel sword that has become Stick's prized possession. To Stick, assassination is a thinking man's game. Stick has recently become facinated by the Rankan version of chess; and its relation to warfare. Why Hawkmasks? Stick has realized that an independent in Sactuary can only rize so far. He sees the Hawkmasks as opening two doors to him; continued advancement and a possible way out of Thieves World. [/QUOTE]
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Thieves' World d20 [Jubal's Hawkmasks] Full-- Alts welcome
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