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Thieves' World [d20] Jubal's Hawkmasks Rogue's Gallery
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<blockquote data-quote="Rath Lorien" data-source="post: 2809875" data-attributes="member: 15812"><p><strong>Carlo di'Vodacce</strong></p><p></p><p>Culture: Caronne</p><p>Background: Courtier</p><p>Rogue[3], Fighter[2], Gladiator[1]</p><p>BAB: 5</p><p>Hit Points: 47</p><p>Armor Class: 15(base armor),21(with Dex)(+1 for Dodge)</p><p> </p><p>STR 12</p><p>DEX 16(+2)</p><p>CON 14</p><p>INT 14</p><p>WIS 10</p><p>CHA 12</p><p> </p><p>Saves</p><p>FORT 8</p><p>REF 9</p><p>WILL 1 (-2 vs. magic)</p><p> </p><p>Skills[ranks][total modifier including ranks, attribute bonus, synergy, feats, etc...]</p><p>Appraise[3][5]</p><p>Balance[4][10]</p><p>Bluff[9][14]</p><p>Climb[4][5]</p><p>Diplomacy[2][5]</p><p>Gambling[3][5]</p><p>Gather Information[5][8]</p><p>Intimidate[5][10]</p><p>Jump[5][8]</p><p>Knowledge, Local[5][7]</p><p>Listen[5][5]</p><p>Perform, Dance[2][3]</p><p>Search[3][5]</p><p>Sense Motive[9][11]</p><p>Sleight of Hand[1][7]</p><p>Spot[5][5]</p><p>Tumble[7][13]</p><p>Extra Languages(cc)[4][2 extra languages]</p><p>Total[81]</p><p> </p><p>Languages</p><p>Carronese (S/W)</p><p>Trade Tongue (S)</p><p>Ilsigi (S/W)</p><p>Sanctan (S)</p><p> </p><p>Feats</p><p>Persuasive (Cultural)</p><p>Combat Expertise</p><p>Improved Feint</p><p>Weapon Finesse</p><p>Weapon Focus, Rapier</p><p>Dodge</p><p> </p><p>Weapons</p><p>Rapier +1 (+11 to hit) (1d6+2 damage) 18-20, x2 Beautiful workmanship, named Sangre [1 slot]</p><p>Dagger (+9 to hit) (1d4+1 damage) 19-20, x2 Beautiful workmanship, not masterwork</p><p> </p><p>Armor&Shield</p><p>Mithral Chain Shirt (+4 armor bonus)[1 slot]</p><p>Buckler (+1 shield bonus)</p><p> </p><p>Other Equipment</p><p>Expensive clothes, jewelry</p><p>Guantes de Maestra Villanova [1 slot]</p><p>--Benefit: +2 Gloves of Dexterity</p><p>--Penalty: -2 Will saves vs. Magic</p><p>--Roleplaying:</p><p>--Challengers are often looking to prove themselves against the reputation of a Villanova swordsman</p><p>--Carlo is not aware of the magic or the history of the item</p><p> </p><p>Cultural and Background Features</p><p>Bonus Cultural Feat: Persuasive</p><p>Languages: Caronnese, Trade Tongue</p><p>Caronnese Merchant ability (+2 to all buy/sell transactions)</p><p>Courtier Background (+2 Bluff, +2 Sense Motive, +2 to Diplomacy when dealing with the upper class)</p><p></p><p>Contacts</p><p>--Merian, Info, A prostitute with whom Carlo has an on-again-off-again love/hate relationship. He helps her out when she needs protection and she helps him out in a variety of ways.</p><p>--Armande, Skill, A talented healer/herbalist from Caronne with whom Carlo has a comfortable business relationship.</p><p></p><p>Carleone “Carlo” di’Vodacce was born to a wealthy merchant family in Caronne with Machiavellian influences on all sides. Grave misfortune befell his family and he now finds himself in Sanctuary, fighting to make a name for himself.</p><p></p><p>Like many of his countrymen, Carlo is tall and slender with thick dark hair and dark eyes. Carlo is rakishly handsome, well spoken, and stylishly dressed. But few mistake his appearance and manner with inexperience. It is clear that this bravo can take care of himself. He has a reputation both with the ladies and with his blade. He does not look for trouble but trouble is never far away and he is quick to challenge the slightest offence.</p><p></p><p>Dueling is a popular pastime in Caronne and as a young man Carlo trained with fencing masters at the infamous Villanova school. (The following text on the Villanova style is "borrowed and adapted" from 7th Sea by AEG).</p><p></p><p>The sinister Villanova family in Caronne has long used political machinations to enforce their will, but they are also deadly swordsmen. The Villanova school developed as a way to quickly return blows, as well as incorporating all number of dirty tricks into its fighting style. It is whispered that all graduates must swear fealty to the Villanova family.</p><p></p><p>The greatest strength of the Villanova school is its ability to turn opponents' attacks back on themselves. It uses a move called a stop-thrust, which slides the blade up the foes' to deal devastating damage. It also makes extensive use of feints and other deceptive moves, allowing the swordsman to conceal his true intent from his foe.</p><p></p><p>[Note: The rules used to reflect this fighting style are included in his skills, feats, and class features. No special rules are used]</p><p></p><p>The intrigues of his upbringing prepared him well for life in Sanctuary. Carlo quickly became familiar with the ways of the city while also learning to respect its dangers. But even a man with skills can get lost in Sanctuary and Carlo is still working to establish a name for himself. He has worked as a bodyguard, hired blade, thug, and has even appeared in some of the illegal fighting clubs that can be found around town. Lately he came to the attention of Jubal and was invited to join the Hawkwings.</p><p></p><p>Guantes de Maestra Villanova</p><p></p><p>His gloves (Guantes de Maestra Villanova) are a symbol of his status in the Villanova school. The gloves are black and decorated along the back with silver in a distinctive pattern. The gloves are made of an unusual material that feels similar to soft leather, but the gloves are surprisingly durable and tenaciously resist scuffs and tears. Talented graduates of the school are given the coveted gloves as a testament to their skills and to demonstrate affiliation with the Villanova family. Many pairs of these gloves exist and their wearers have earned the respect of swordsmen throughout the empires. It is rumored that the gloves are enchanted and impart some of the speed that is the hallmark of the Villanova swordsman. The reputation of the gloves serve as a warning, not only as to the ability of the wearer, but also to possible retribution from other graduates of the Villanova school if not the Villanova family itself. But in the back alleys of Sanctuary the gloves more often than not serve as a magnet, drawing challengers of all sorts to test the famed skill of the Villanova duelist. To win the gloves in a fair duel would be an accomplishment to which many would aspire.</p><p></p><p>Very few outside the senior members of the Villanova family know the true history of the gloves. Years ago Caronne was brutally occupied by the Wizards of Enlibar. The wizards have long since left Caronne, but at that time the Villanova family provided protection and security services to the wizards that had enslaved their people. The gloves were given to members of the family and their trusted retainers as a badge of authority in recognition of their services. The magical gloves enhance the dexterity of the wearer, making them a valuable asset indeed, but one with a dark secret. The wizards were ever suspicious of their bodyguards (as well they should have been) and to help ensure their control, they embedded an additional feature into the gloves that made the wearer more susceptible to their mind-controlling magic. Those few who do know these secrets are generally motivated to keep the secrets well hidden.</p></blockquote><p></p>
[QUOTE="Rath Lorien, post: 2809875, member: 15812"] [b]Carlo di'Vodacce[/b] Culture: Caronne Background: Courtier Rogue[3], Fighter[2], Gladiator[1] BAB: 5 Hit Points: 47 Armor Class: 15(base armor),21(with Dex)(+1 for Dodge) STR 12 DEX 16(+2) CON 14 INT 14 WIS 10 CHA 12 Saves FORT 8 REF 9 WILL 1 (-2 vs. magic) Skills[ranks][total modifier including ranks, attribute bonus, synergy, feats, etc...] Appraise[3][5] Balance[4][10] Bluff[9][14] Climb[4][5] Diplomacy[2][5] Gambling[3][5] Gather Information[5][8] Intimidate[5][10] Jump[5][8] Knowledge, Local[5][7] Listen[5][5] Perform, Dance[2][3] Search[3][5] Sense Motive[9][11] Sleight of Hand[1][7] Spot[5][5] Tumble[7][13] Extra Languages(cc)[4][2 extra languages] Total[81] Languages Carronese (S/W) Trade Tongue (S) Ilsigi (S/W) Sanctan (S) Feats Persuasive (Cultural) Combat Expertise Improved Feint Weapon Finesse Weapon Focus, Rapier Dodge Weapons Rapier +1 (+11 to hit) (1d6+2 damage) 18-20, x2 Beautiful workmanship, named Sangre [1 slot] Dagger (+9 to hit) (1d4+1 damage) 19-20, x2 Beautiful workmanship, not masterwork Armor&Shield Mithral Chain Shirt (+4 armor bonus)[1 slot] Buckler (+1 shield bonus) Other Equipment Expensive clothes, jewelry Guantes de Maestra Villanova [1 slot] --Benefit: +2 Gloves of Dexterity --Penalty: -2 Will saves vs. Magic --Roleplaying: --Challengers are often looking to prove themselves against the reputation of a Villanova swordsman --Carlo is not aware of the magic or the history of the item Cultural and Background Features Bonus Cultural Feat: Persuasive Languages: Caronnese, Trade Tongue Caronnese Merchant ability (+2 to all buy/sell transactions) Courtier Background (+2 Bluff, +2 Sense Motive, +2 to Diplomacy when dealing with the upper class) Contacts --Merian, Info, A prostitute with whom Carlo has an on-again-off-again love/hate relationship. He helps her out when she needs protection and she helps him out in a variety of ways. --Armande, Skill, A talented healer/herbalist from Caronne with whom Carlo has a comfortable business relationship. Carleone “Carlo” di’Vodacce was born to a wealthy merchant family in Caronne with Machiavellian influences on all sides. Grave misfortune befell his family and he now finds himself in Sanctuary, fighting to make a name for himself. Like many of his countrymen, Carlo is tall and slender with thick dark hair and dark eyes. Carlo is rakishly handsome, well spoken, and stylishly dressed. But few mistake his appearance and manner with inexperience. It is clear that this bravo can take care of himself. He has a reputation both with the ladies and with his blade. He does not look for trouble but trouble is never far away and he is quick to challenge the slightest offence. Dueling is a popular pastime in Caronne and as a young man Carlo trained with fencing masters at the infamous Villanova school. (The following text on the Villanova style is "borrowed and adapted" from 7th Sea by AEG). The sinister Villanova family in Caronne has long used political machinations to enforce their will, but they are also deadly swordsmen. The Villanova school developed as a way to quickly return blows, as well as incorporating all number of dirty tricks into its fighting style. It is whispered that all graduates must swear fealty to the Villanova family. The greatest strength of the Villanova school is its ability to turn opponents' attacks back on themselves. It uses a move called a stop-thrust, which slides the blade up the foes' to deal devastating damage. It also makes extensive use of feints and other deceptive moves, allowing the swordsman to conceal his true intent from his foe. [Note: The rules used to reflect this fighting style are included in his skills, feats, and class features. No special rules are used] The intrigues of his upbringing prepared him well for life in Sanctuary. Carlo quickly became familiar with the ways of the city while also learning to respect its dangers. But even a man with skills can get lost in Sanctuary and Carlo is still working to establish a name for himself. He has worked as a bodyguard, hired blade, thug, and has even appeared in some of the illegal fighting clubs that can be found around town. Lately he came to the attention of Jubal and was invited to join the Hawkwings. Guantes de Maestra Villanova His gloves (Guantes de Maestra Villanova) are a symbol of his status in the Villanova school. The gloves are black and decorated along the back with silver in a distinctive pattern. The gloves are made of an unusual material that feels similar to soft leather, but the gloves are surprisingly durable and tenaciously resist scuffs and tears. Talented graduates of the school are given the coveted gloves as a testament to their skills and to demonstrate affiliation with the Villanova family. Many pairs of these gloves exist and their wearers have earned the respect of swordsmen throughout the empires. It is rumored that the gloves are enchanted and impart some of the speed that is the hallmark of the Villanova swordsman. The reputation of the gloves serve as a warning, not only as to the ability of the wearer, but also to possible retribution from other graduates of the Villanova school if not the Villanova family itself. But in the back alleys of Sanctuary the gloves more often than not serve as a magnet, drawing challengers of all sorts to test the famed skill of the Villanova duelist. To win the gloves in a fair duel would be an accomplishment to which many would aspire. Very few outside the senior members of the Villanova family know the true history of the gloves. Years ago Caronne was brutally occupied by the Wizards of Enlibar. The wizards have long since left Caronne, but at that time the Villanova family provided protection and security services to the wizards that had enslaved their people. The gloves were given to members of the family and their trusted retainers as a badge of authority in recognition of their services. The magical gloves enhance the dexterity of the wearer, making them a valuable asset indeed, but one with a dark secret. The wizards were ever suspicious of their bodyguards (as well they should have been) and to help ensure their control, they embedded an additional feature into the gloves that made the wearer more susceptible to their mind-controlling magic. Those few who do know these secrets are generally motivated to keep the secrets well hidden. [/QUOTE]
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