Editing Order of Aecus 13th Age/Desmond Sparklethorpe

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Desmond Sparklethorpe
  
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'''Desmond Sparklethorpe
 
'''
 
 
Race: Rogue
 
Race: Rogue
  
 
Class: Gnome
 
Class: Gnome
 
  
 
*Str: 8 / -1
 
*Str: 8 / -1
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*Wis: 10 / 0
 
*Wis: 10 / 0
 
*Cha: 16 / +2
 
*Cha: 16 / +2
 
  
 
*Initiative: 5
 
*Initiative: 5
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*Recoveries: 8
 
*Recoveries: 8
 
*Recovery Die: 1d8+1
 
*Recovery Die: 1d8+1
 
  
 
Icons:
 
Icons:
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Racial Features:
 
Racial Features:
*Befuddling: Once per battle, as an immediate action, a foe that is attacking you must roll a normal save. If it fails it is dazed until the end of your next turn. If it rolls a 1 on the save it is weakened until the end of your next turn.
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Befuddling: Once per battle, as an immediate action, a foe that is attacking you must roll a normal save. If it fails it is dazed until the end of your next turn. If it rolls a 1 on the save it is weakened until the end of your next turn.  
*Minor Illusions: As a standard action, at-will, you can create a strong smell or a sound nearby. Creatures that pass a normal save don’t notice the smell or sound, creatures that fail hear it or smell it.
 
*Small: Gnomes PCs have a +2 bonus against opportunity attacks.  
 
  
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Minor Illusions: As a standard action, at-will, you can create a strong smell or a sound nearby. Creatures that pass a normal save don’t notice the smell or sound, creatures that fail hear it or smell it.
  
Rogue Basics:
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Small: Gnomes PCs have a +2 bonus against opportunity attacks.  
*Momentum: gained when hitting an enemy with an attack, lost when hit by an attack
 
*Sneak Attack: deals +1d8 damage against foe also engaged with an ally
 
*Adventurer Feat:  use SA the first round of combat against enemies whose Initiative I beat.
 
 
 
 
 
Class Features:
 
*Lethal: When making rogue attacks, your critical hit range against bloodied enemies is 16+.
 
*Shadow Walk: As a standard action, make a Stealth check vs. the highest Mental Defense of any nearby foe. If you succeed, take yourself off the table. At the start of your next turn, return anywhere you like nearby, dealing double damage with your first rogue attack that turn. If you fail the Stealth check, you expend your minor action instead of your standard action, but you can’t use this power again this turn.
 
*Thievery: You have the Thief background at its full possible bonus, +5, without having to spend your background points on it. You have the Thief background at its full possible bonus, +5, without having to spend your background points on it.
 
 
 
 
 
Attack Powers:
 
*'''Flying Blade:''' [At-Will Attack]
 
Ranged attack
 
Requires small bladed weapon
 
Target: One nearby creature
 
Attack: Dexterity vs. AC
 
Hit: WEAPON + Dexterity damage, and if your attack roll is even and you have an ally engaged with the target, add your Sneak Attack damage.
 
Miss: Damage equal to your level
 
*'''Roll With It:''' [At-Will Momentum Power]
 
Interrupt Action; Requires Momentum
 
Use when hit by an attack that targets AC or PD.
 
Take half damage from that attack.
 
*'''Tumbling Strike:''' [At-Will Attack]
 
At-Will Melee Attack
 
Always: You get +5 to all Disengagement checks you make this turn and can move up to a foe, strike and then attempt to disengage as your full turn.
 
Attack: Dexterity vs. AC
 
Hit: WEAPON + Dexterity damage,
 
Miss: Damage equal to your level
 
 
 
  
 
One Unique Thing:  
 
One Unique Thing:  
 
 
Desmond possesses a clockwork heart, an experimental device concocted in a rare collaboration between The Dwarf King and The Archmage. This apparatus preserved his life when he was ambushed and beaten while investigating a supposed conspiracy to capture The Prince of Shadows.  
 
Desmond possesses a clockwork heart, an experimental device concocted in a rare collaboration between The Dwarf King and The Archmage. This apparatus preserved his life when he was ambushed and beaten while investigating a supposed conspiracy to capture The Prince of Shadows.  
  
 
He knows not of the mechanical heart's existence, simply awakening bruised and battered in a dark alley several days later. Did these shadow conspirators simply desire a guinea pig for the latest model? Did the Prince of Shadows orchestrate this life-saving insertion to save his operative? And is the heart a vessel containing something else, now hidden and out of reach from prying eyes?
 
He knows not of the mechanical heart's existence, simply awakening bruised and battered in a dark alley several days later. Did these shadow conspirators simply desire a guinea pig for the latest model? Did the Prince of Shadows orchestrate this life-saving insertion to save his operative? And is the heart a vessel containing something else, now hidden and out of reach from prying eyes?
 
  
 
Icon Relationships: (3 points)
 
Icon Relationships: (3 points)
*Prince of Shadows - Weak Positive (2)
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Prince of Shadows - Weak Positive (2)
*The Dwarf King - Weak Conflicted (1)
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Archmage - Medium Conflicted (2)
 
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The Dwarf King - Weak Conflicted (1)
  
 
Backgrounds: (12 points)
 
Backgrounds: (12 points)
*Dapper Detective 4
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Dapper Detective 4
*Prankster 4
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Prankster 4
*Bookseller's Son 4
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Bookseller's Son 4
 
 
  
 
Appearance
 
Appearance
 
 
Desmond is 3'6", with green eyes and curly orange hair. He often wears a grin on his boyish face, but his world-weary eyes have stress lines around them that betray his jovial exterior. The bright colors of his eyes and hair are offset by his all gray attire: a utilitarian cloak, tunic, trousers, and boots. He walks with a wolfs-head sword-cane and a slung shoulder bag contains his investigation kit. Desmond tends to twitch his nose when deep in thought or when scrutinizing a situation, as if trying to smell out hidden information.
 
Desmond is 3'6", with green eyes and curly orange hair. He often wears a grin on his boyish face, but his world-weary eyes have stress lines around them that betray his jovial exterior. The bright colors of his eyes and hair are offset by his all gray attire: a utilitarian cloak, tunic, trousers, and boots. He walks with a wolfs-head sword-cane and a slung shoulder bag contains his investigation kit. Desmond tends to twitch his nose when deep in thought or when scrutinizing a situation, as if trying to smell out hidden information.
 
  
 
Personality
 
Personality
 
 
A lover of puzzles, riddles and mysteries, Desmond comes off as smart-mouthed, witty, and borderline arrogant. The gnome likes to talk big for his small stature, and enjoys throwing subtle, witty taunts at less intelligent opponents, getting him into an inordinate amount of trouble in social situations.
 
A lover of puzzles, riddles and mysteries, Desmond comes off as smart-mouthed, witty, and borderline arrogant. The gnome likes to talk big for his small stature, and enjoys throwing subtle, witty taunts at less intelligent opponents, getting him into an inordinate amount of trouble in social situations.
 
  
 
Background
 
Background
 
 
Desmond was born in a small gnome enclave near Twisp, the only child of the town sheriff and his bookish Lorekeeper. Perpetually curious, Desmond would get into trouble from the day he could crawl, picking up and fiddling with arcane objects and mystic artifacts in his mother's office that she was to catalogue. He pored over librams and tomes in her collection, and he developed a fascination with unlocking the secrets and magical properties these items possessed.
 
Desmond was born in a small gnome enclave near Twisp, the only child of the town sheriff and his bookish Lorekeeper. Perpetually curious, Desmond would get into trouble from the day he could crawl, picking up and fiddling with arcane objects and mystic artifacts in his mother's office that she was to catalogue. He pored over librams and tomes in her collection, and he developed a fascination with unlocking the secrets and magical properties these items possessed.
  

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