Neuronphaser

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This page will be the home of any campaign information for stuff I'm running.

Contents

Forgotten Realms for C&C

PBP Threads

Rules Resources

Other Resources

And something every player should read:

Maps

Daggerford

Regional Maps

NPCs

Daggerford

L to R: Duke Pwyll, Lady Bronwyn, Lord Sir Llewellyn Long-Hand, Gwydion pen Dafwyd, and Kelson Darktreader

The Authorities

  • High Lord Duke Pwyll "Greatshout" Daggerford: hereditary lord of Daggerford, leaves day-to-day governance to the Council of Guilds; human male
  • Lady Bronwyn Daggerford: the Duke's elder sister, a magic-user; human female
  • Lord Sir Llewellyn Longhand: the Duke's master-at-arms; human male
  • Kelson Darktreader: Master of the Hunt for the Duke; half-elf male
  • Gwydion pen Dafwyd: Court Wizard; human male
  • Sherlen Spearslayer: commander of the Daggerford Militia, a stern taskmaster; human female

The Dragonback Inn

Location #118 on the Daggerford Map

  • Alian: proprietor; dwarf male
  • Baralea: Alian's girlfriend; dwarf female
  • Sheeba: Alian's pet dire wolf

Game Stuff

Treasure

  • 2 pp, 13 gp, pouch of rare herbs.Link to post Carried by Gar.

Night Watch

  • Arundel and Krill
  • Gar
  • Thalia
  • Sheel
  • Fundrin

Marching Order

  • 1st Rank: Sheel and Fundrin
  • 2nd Rank: Arundel and Krill
  • 3rd Rank: Thalia and Gar
    • Thalia has light source, if needed.

Player Characters

  • thirdkingdom - Gar the Gregarious, Human Fighter 2
  • roryb - Fundrin Hammersong, Dwarf Cleric 2
  • Phantom Grunweasel - Thalia, Human Rogue 2
  • TigerWolfe - Sheelbrand Lightning Caller, Ghostwise Halfling Ranger/Rogue 2
  • rooneg - Arundel Mendeliir, Moon Elf Fighter/Wizard 2 (Bladesinger)
  • tomas - Krill, Drow Elf Wizard 2

Waitlist

  • coyoteboy - Umbyl "Sunset", Half-Hobgoblin Monk 2

thirdkingdom - Human Fighter 2

Gar the Gregarious

ALIGNMENT Human gender Fighter 2 [Patron Deity]

XP: 2,001 / Next Level: 4,001

Looks: xxx

Player: thirdkingdom

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: 17 (+2) P+6
  • DEX: 12 (+0) P+6
  • CON: 12 (+0) P+6
  • INT: 12 (+0)
  • WIS: 6 (-1)
  • CHA: 6 (-1)

Racial / Class Abilities:

  • Weapon Proficiency: Any.
  • Armor Proficiency: Any.
  • Weapon Specialization: Heavy Blade; +1 to hit, +1 damage.
  • Cleave: Whenever a Fighter kills or incapacitates an opponent with a melee or missile attack, he may immediately make an attack against another opponent within 5' of the target he has just dropped. Fighters may make a maximum number of cleave attacks per round equal to their level. When making cleave attacks with missile weapons, Fighters are limited to a maximum of 2 with a crossbow, 3 with a bow or sling, and 4 with thrown weapons.
  • Extra Attack: At 10th level, the fighter gains one additional attack each combat round with any weapon. This ability does not combine with Combat Dominance. When in a combat where both abilities could be used, the player must choose to use either the Extra Attack or Combat Dominance ability during each round. The Extra Attack ability is useable with melee and ranged weapons.

Combat:

  • Size: Medium
  • Movement: 30 feet
  • HD/HP: d10 / 20
  • Base to Hit bonus: +2

Armor Class

  • Armor Class: 16
  • Overburdened AC: 16
  • Touch AC: 12
  • Grapple AC: 19

Head AC: 16

Bonuses: Str +2, Dex +0, Heavy Shield +2, Scale Mail +4, Chain Mail Coif +4

Weapons:

Weapon Group Encumbrance Grip Range Attack Damage Critical Traits Notes
Hook Sword (Khopesh) Heavy Blade 0.2 1H n/a +5 melee 1d8+3 B/S 19-20/x2 Disarm, Trip n/a
Hand/Throwing Axe x4 Axe 0.2 1H 10 +4 melee, +2 ranged 1d6+2 S x3 Light, Thrown xxx

Gear:

Gear Encumbrance Notes
Hook Sword (Khopesh) 0.2 xxx
Hand/Throwing Axe x4 0.8 (0.2 each) xxx
Heavy Shield 1 xxx
Scale Mail armor 2.1 xxx
Chain Mail Coif 0.4 xxx
Backpack 0.1 xxx
Bedroll 0.4 xxx
Large Belt Pouch 0.1 xxx
Flint and Steel 0 xxx
Rations, 10 days 0.7 xxx
Hempen Rope, 50 feet 1.0 xxx
Torch x2 0.1 xxx
Waterskin (1 gallon) 0.3 xxx
Total Encumbrance from Gear: 7.2 LIGHT load

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Xxx.

roryb - Dwarf Cleric 2

Fundrin Hammersong

FUNDRIN HAMMERSONG

Neutral Good Shield Dwarf male Priest of Marthammor Duin 2

XP: 2,251 / Next Level: 5,001

Looks: a young dwarf (by dwarven standards), he stands between four a five feet tall. He is a straight-backed dwarf of noble bearing. His beard is yellow-red and not yet too long. He is bright-eyed and wears the symbol of his god -- a silver mace resting in gauntlets.

Player: roryb

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: 12 (+0) P+6
  • DEX: 10 (+0)
  • CON: 18 (+3)
  • INT: 8 (-1)
  • WIS: 14 (+1) P+6
  • CHA: 13 (+1)

Racial / Class Abilities:

Shield Dwarf Abilities

  • Animosity (Elves): The disparate personalities of dwarves and elves have resulted in eons of misunderstandings, squabbles and even wars between the two races. Dwarves consider elves to be disloyal and untrustworthy partners in war or trade. As a result, dwarves suffer a -2 penalty to charisma checks when dealing with elves to whom they are not closely associated.
  • Deepvision: Ages spent beneath the earth in the dark and quiet places of the world have imbued dwarves with the ability to see in darkness where a human would find it impenetrable. This vision extends up to 120 feet in even the darkest of nights and deepest of tunnels. Colors tend to erode with deepvision, and objects appear in many shades of gray. It is otherwise like normal sight, and dwarves can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil deepvision. A dwarf requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of deepvision.
  • Determine Depth and Direction: The world beneath mountains and in the deeps of the earth is the natural home of the dwarf. Dwarves can sense their approximate depth underground as naturally as a human can sense which way is up. The dwarf can determine direction underground just as easily.
  • Enmity (Goblins/Orcs): Eternal wars against goblins and orcs have created an undying crucible of hatred for these vile creatures. When in combat against goblins or orcs, this fury and hatred allows dwarves a +1 bonus to hit these creatures. Dwarves have a similar distrust of half-orcs. Dwarves find inter-breeding with goblinoids to be the worst of all sins, and their powerful antipathy towards pure goblinoids negatively affects dwarven relations with half-orcs. Dwarves suffer a -4 to charisma checks when interacting with half-orcs, goblins and orcs.
  • Defensive Expertise (Giants): Long regarded as a food source by many giants, dwarves have developed considerable expertise in fighting them. Combined with their small size, this tactical expertise allows dwarves to offer resistance to the powerful giants. When fighting giants or ogres, dwarves receive a +4 bonus to armor class.
  • Resistant to Arcane Magic: As unshakeable as granite or iron, dwarves are particularly resistant to arcane magic. They receive a +3 bonus to all saving throws against arcane spells and spell-like effects.
  • Resistant to Fear: Dwarven loyalty, duty, stubbornness and honor lend them courage where other races might falter. Dwarves receive a +2 bonus to all saving throws against fear.
  • Resistant to Poisons (Con): Dwarves are imbued with great constitutional fortitude. Poisons that might fell a normal human are less likely to affect a dwarf. Dwarves receive a +2 bonus to all poison saving throws.
  • Stonecraft (Wis): Dwarves spend much of their lives carving halls, castles and underground fortresses out of solid rock, so they possess an extensive knowledge of stoneworking and construction. They possess almost a sixth sense in this regard which gives them various bonuses and abilities. Dwarves are capable of spotting unusual or unique construction or stonework features including new construction, unfamiliar architecture, sliding walls, stonework traps, unsafe stone surfaces, unstable ceilings and secret or concealed doorways constructed or disguised as stone. A dwarf passing within 10 feet of one of these features is entitled to a wisdom check at +2 to recognize the feature, as if actively looking for it. Should a dwarf actively search for these features, the bonus to the wisdom check is +4. When examining a feature, a successful wisdom check reveals other bits of knowledge, such as which race created the feature, its approximate age, and if applicable, the approximate value of a stone or metal object.

Cleric Abilities

  • Weapon Proficiency: Patron diety's favored weapon plus Hammer, Mace & Club, Unarmed, Whip & Flail.
  • Armor Proficiency: Any.
  • Spells: A cleric casts divine spells. The spells available are listed on the cleric spell list. A cleric is limited to a certain number of spells of each spell level per day. The Cleric and Druid Spells Per Day Table shows the number of spells per day a character of the class may cast. Clerics prepare spells each day through prayer to their deity or deities, followed by contemplation and study.
  • Bonus Spells: High wisdom indicates a greater divine connection. Clerics with a high wisdom gain bonus spells. If they have a wisdom of 13-15, they receive an extra 1st level spell. If the wisdom score is 16 or 17, they receive an extra 2nd level spell and if 18 or 19, an extra 3rd level spell. Bonus spells can only be acquired if the cleric is at a high enough level to cast them. Bonus spells are cumulative.
  • Turn Undead (Wis): As a Trailblazer, you cannot Turn Undead until 7th level. At that time, you Turn Undead as a Cleric of 4 levels lower than your level. A cleric has the ability to turn, or even destroy, undead monsters. To turn undead, a cleric must declare the attempt as an attack and then make a successful wisdom attribute check. The character must display a holy symbol toward the undead and utter a prayer, chant or other invocation of the character’s deity. Turn undead is considered a special attack and takes one round. Turn undead has a maximum range of 60 feet. Turning undead consists of channelling divine power. The ability to channel divine power is measured by the cleric’s own willpower. Accordingly, charisma, not wisdom, affects the number of undead creatures that are turned with a successful turn undead check. In most cases, the number of undead turned will be 1d12 plus the cleric’s charisma modifier. When a cleric is five or more levels higher than the undead being turned, the undead are instead destroyed. Evil clerics may, instead of turning undead, control them. An evil cleric must be at least five levels higher than the hit dice of the undead sought to be controlled. Evil clerics can also turn paladins.
  • Prayer Book: The number of spells that a cleric has in their prayer book at the beginning of play is equal to the number of spells they can cast at first level.

Trailblazer Abilities

  • Undead-Stalker: Trailblazers receive a +2 to hit and damage against Undead creatures.
  • Lightning Immunity: Trailblazers are immune to all electrical and lightning attacks.
  • Innate Magic: Trailblazers have several magical abilities, gaining more as they advance in power. Note, however, that whenever an Innate Magic talent presents the spells as an OR choice, the Trailblazer can only perform one of them in that time period. For example, a 1st-level Trailblazer can cast free action or pass without trace once per day; they must choose only one, and once that daily use is expended, they cannot then use the other ability.
    • Trailblazers can cast freedom of movement or pass without trace once per day.
    • At 3rd level, trailblazers can cast spiritual weapon or call lightning once per day.
    • At 5th level, trailblazers can cast lightning bolt once per day. They gain a second use of this ability per day at 10th level.
    • At 7th level, trailblazers can cast haste once per day on themselves only without the normal aging penalty.
    • At 10th level, trailblazers can cast find the path at will.
    • At 13th level, trailblazers can cast passwall once a day.
    • At 15th level, trailblazers can cast discern location once a day.

Combat:

  • Size: Small
  • Movement: 20 feet
  • HD/HP: d8 / 22
  • Base to Hit bonus: +1

Armor Class

  • Armor Class: 16
  • Overburdened AC: 16
  • Touch AC: 12
  • Grapple AC: 17

Head AC: 16

Bonuses: Str +0, Dex +0, Heavy Shield +2, Scale Mail +4, Chain Mail Coif +4

Weapons:

Weapon Group Encumbrance Grip Range Attack Damage Critical Traits Notes
Warhammer Hammer 0.4 Versatile n/a +1 melee 1d8 B (2H: 1d10) x2 Shield Breaker n/a
Aklys (Throwing Club) Mace & Club 0.2 1H 30* +1 ranged 1d4 B x2 Light, Subdual, Thrown *Maximum range: 30 feet.

Gear:

Gear Encumbrance Notes
Warhammer 0.4 xxx
Aklys 0.2 xxx
Heavy Shield 1 xxx
Scale Mail armor 2.1 xxx
Chain Mail Coif 0.4 xxx
Backpack 0.1 xxx
Bedroll 0.4 xxx
Large Belt Pouch 0.1 xxx
Flint and Steel 0 xxx
Holy Symbol 0.1 xxx
Holy Water (vial) 0.1 xxx
Prayer Book 0.1 xxx
Rations, 10 days 0.7 xxx
Torch x2 0.1 xxx
Waterskin (1 gallon) 0.3 xxx
Writing Implements 0 xxx
50 Gold
Total Encumbrance from Gear: 6.1 LIGHT load

Spells:

  • Bonus spells: 1st-level x1. These are factored into the #/day noted below.
  • Orisons (4/day):
    • Create Water (CT 1; R 50 ft; D perm; SV n/a; SR n/a; Comp V, S; Creates 2 gallons/level of pure water.)
    • Detect Evil (CT 1; R 150 ft×10 ft; D 10 min/lvl; SV none; SR none; Comp V, S, DF; Reveals aura of creatures, spells, or objects.)
    • Detect Magic (CT 1; R 50 ft×10 ft; D 1 tn/lvl; SV none; SR none; Comp V,S; Detects magical aura and its strength along a 50’ path.)
    • First Aid (CT 1; R touch; D perm; SV n/a; SR yes (h); Comp V, S; Bandages bleeding wound.)
    • Light (CT 1; R 150 ft; D 10 min/lvl; SV none; SR no; Comp V, F; Object shines like a torch.)
    • Purify Food & Drink (CT 1; R touch; D 10 min/lvl; SV none; SR yes; Comp V, S, DF; Purifies 1 cu. ft./level of food or water.)
  • 1st-level (3/day):
    • Bless (CT 1 tn; R touch; D perm; SV n/a; SR yes (object); Comp V, S, DF; Allies gain +1 to hit and +1 to saves against fear.)
    • Cure Light Wounds (CT 1; R touch; D perm; SV see text; SR yes (h); Comp V, S, DF; Cures 1d8 damage.) XX
    • Sanctuary (CT 1; R touch; D 1 rd/lvl; SV CHA neg; SR no; Comp V, DF; Opponents can’t attack the caster.)
    • Shield of Faith (CT 1; R touch; D 1 tn/lvl; SV none; SR yes (h); Comp V, S, M, DF; Aura grants +2 bonus to AC and saves.)

Bonds:

  • I am fond of Thalia for showing me the way when first I came to Daggerford.
  • I am overprotective of Sheelbrand for being too trusting.
  • My faith is challenged due to feelings of animosity that well up when I deal with Krill.
  • I easily lose my composure because of Gar's jests and challenges.

Background:

Fundrin, still young by dwarf standards, fell into the faith of Marthammor Duin while suffering a defeat upon his first years of excursions. Original from Citadel Adbar, rather than a craftsman or smith, young Fundrin longed for the freedom of the road rather than to live under the massive tons of stone without the sun (a somewhat odd notion among dwarves). He was a wagon driver, and traveled many long and dangerous miles between the mannish cities and minor dwarf delves for to set up at trademoots.

During one such forray, his caravan was set upon by orcs and destroyed. He and only a handful of comrades survived. It was then that some of the disciples of the Way Shower visited him and he knew his true calling. Since then, he has given blessings and joined other caravans on normally risky or less known roads. This eventually led him to Daggerford, where such need to dispense the blessings of the Watchful Eye were great. Soon, adventurers came to him to get a blessing before their dangerous forays into the dark underways of Toril began. Few returned despite his blessings. He knew he had to do more than give prayers if he was to see to the safety of not just his dwarven brethren, but also the men of Daggerford, for whom he was developing fondness.

Phantom Grunweasel - Human Rogue 2

Thalia

Neutral Human female Rogue 2

XP: 1,251 / Next Level: 2,501

Looks: xxx

Player: Phantom Grunweasel

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: 11 (+0)
  • DEX: 17 (+2) P+6
  • CON: 12 (+0) P+6
  • INT: 15 (+1) P+6
  • WIS: 12 (+0)
  • CHA: 11 (+0)

Racial / Class Abilities:

  • Weapon Proficiency: Any Finesse weapon, Axe (Hand Axe only), Bow, Crossbow, Light Blade, Mace & Club (Aklys, Club, Light Mace, Sap only), Missile, Spear (Spear, Quarterstaff only), Unarmed, Whip & Flail.
  • Armor Proficiency: Leather armor, leather coat, and padded (see special armor rules for Rogue); buckler and light shield.
  • Special Armor Rules: Rogues favor light armor, as it allows them to better ply their stealth abilities. Rogues may wear leather armor, a leather coat, or padded armor, and can employ small shields without any penalty to the use of their abilities. They may also wear leather helmets. A rogue may wear any other type of armor, but the character may suffer a penalty when using class abilities and wearing these armors as noted in the ability description. The penalty is equal to -1 for each point above armor class 12 that the armor confers. Restricted helmets and shields cause the rogue to suffer a –1 penalty to all abilities. All penalties are cumulative.
  • Back Attack: A rogue able to attack an opponent from the rear and who is unaware of the rogue’s presence, gains a bonus to hit and to damage. To catch an opponent unaware, a rogue must make a successful move silently check to sneak up behind the foe, or make a successful hide check while behind the opponent. A rogue that succeeds in one or the other of these can make a back attack at a +4 bonus to hit. A successful hit inflicts double the normal damage. When making a back attack, a rogue must use a close-quarters melee weapon. This weapon must be shorter than the character’s arm. A rogue can only back attack living creatures that have a discernible anatomy. The rogue must be able to see the target well enough to pick out a vital spot, and then must be able to reach it. As the rogue gains experience, the damage inflicted increases. At 5th level, a back attack deals triple damage, and at 9th level a back attack inflicts quadruple damage. A back attack cannot be combined with the sneak attack ability. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Cant: Rogues often use a street language known only to those in the trade, called cant. Code words, hand signals, demeanor, and other signs comprise the cant. The cant can be used to convey complex ideas. The language may vary to some degree both geographically and culturally, making cants unique to each region, city, or even within a city. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Climb (Dex): This extraordinary ability allows a rogue to climb up, down, or across a slope, wall, steep incline (even a ceiling with handholds), or unusually angled natural or man made slope or incline that others would find impossible to climb. When doing so, the rogue moves at one-half the character’s normal speed. A failed climb check means that the character makes no progress. A check that fails by 5 or more means that the character falls from the currently attained height, and must suffer falling damage. Rogues can not carry anything in their hands while climbing. When climbing typical natural slopes and man made inclines, such as a cliff faces or steep steps, a rogue does not need to make an attribute check to climb the surface. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Decipher Script (Int): This ability allows a rogue to decipher writing in an unfamiliar language, a message written in an incomplete or archaic form or a message written in code. If the check succeeds, the character understands the general content of a piece of writing. It takes 2d8 turns to decipher each page of a script. The attempt may be made only once per writing. A rogue may use this ability to decipher arcane script if a successful check is made at a penalty of -10. This ability may not be used to decipher divine scrolls.
  • Hide (Dex): Rogues use this ability to conceal themselves from others. A successful check means that the rogue is hidden so well as to be almost invisible. The rogue can move up to one-half normal speed and remain hidden. Hide checks suffer no penalty in this circumstance. At more than one-half and up to full speed, the character suffers a -5 penalty to the check to remain hidden. It’s practically impossible (-20 penalty) to hide while running or charging. If the character is being observed, even casually, they cannot hide. If observers are momentarily distracted, though, the character can attempt to hide. While the observer averts its attention from the character, the character can attempt to get to a hiding place. This check, however, is at a –10 penalty because the character has to move quickly to the hiding place. A rogue cannot hide if there is nothing to hide behind or conceal oneself with. Deep shadows can count as concealment at the Castle Keeper’s discretion. Rogues cannot hide and move silently at the same time until they reach 3rd level. At this level and beyond, a rogue can attempt both but must make a successful conceal and move silent check at-5. In this case, movement is reduced to one quarter the normal movement rate. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Listen (Wis): A rogue can use this ability to listen intently and hear noises that others might not detect, even through an obstacle such as a door. Generally, a successful check indicates that the rogue has detected some sort of noise. Success indicates the rogue can hear soft sounds, like a whisper or cat stalking, while outside or in the open and up to a range of 30 feet. It also indicates success if the rogue is listening for sounds on the other side of a door, but the rogue must be adjacent to the door. However, exactly what is heard is up to the Castle Keeper’s discretion as each case is unique. If listening through a stone wall, the rogue suffers a -10 penalty to the check. For other materials, vary the penalty as appropriate. A rogue can retry this ability once a round. Only wearing a metal or large helmet affects this ability negatively.
  • Move Silently (Dex): This ability allows a rogue to move so silently that others cannot hear the movement. The rogue can use this ability both indoors and outdoors. A rogue can move up to one-half the character’s normal speed at no penalty. At more than one-half and up to the character’s full speed, the character suffers a -5 penalty. It’s practically impossible (-20 penalty) to move silently while running or charging. To move silently and hide, see the hide ability. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Open Lock (Dex): A rogue can use this ability to open any sort of mechanical lock that would normally require a key to open. A successful check indicates the lock has been opened. This ability requires the use of a set of rogue’s tools, including picks, blank keys, wires or other appropriate tools. A rogue may only make one attempt per lock. If that attempt fails, the rogue cannot try to open the same lock again until gaining one more level as it is beyond the current ability of the rogue to pick it. Only wearing a metal or large gloves affects this ability negatively.
  • Pick Pocket (Dex): A rogue can use this ability, on a successful dexterity check, to remove the contents of a pocket or pouch (or otherwise take something from a person) without being noticed. Success may require the rogue to cut the purse or pouch from the target. A penalty to check is equal to the level or hit dice of the targeted victim. This ability also allows the rogue to perform “sleight of hand” maneuvers. A successful dexterity check indicates the rogue has hidden or moved an item in such a manner so that observers are not aware of where the item has been hidden. Such typical maneuvers are hiding a coin, sliding a card up a sleeve, performing the shell game, and the like. A penalty to the check may be applied if there is an observer present that is determined to note where an item is moved. This penalty is equal to the wisdom attribute bonus for the observer. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Traps (Int): A rogue may use this ability in three manners: finding, disabling or setting traps. Each use requires a separate attribute check and each check may be made only once in a given circumstance. The player must also describe how the actions are being performed to use this ability. To find a trap, a rogue spends time intently studying and searching an area to deduce possible trap locations. It takes one round to locate a trap in a specific area such as a lock or a doorknob, and one turn to locate a trap in a 10 by 10 foot area. A successful check indicates the rogue finds one trap, if any are present. The trap discovered is the simplest or most obvious trap in the area. If multiple traps are in an area, multiple successful checks are required to find them all. A rogue can find magical traps with this ability, although it may be much more difficult than finding mundane traps. The Castle Keeper determines any penalties to the check basing those penalties on the level or hit dice of those who set them. To disable a trap, a rogue must first know its location. Once a trap is located, a successful check means the rogue has disarmed the trap. The attempt can only be made once and failure indicates that the rogue set off the trap. A rogue can disarm a magic trap, although it may be much more difficult than disarming a mundane trap. In most cases, rogue’s tools are needed to disarm a trap. Generally, it takes 1d4 rounds to disarm a trap, depending on its complexity. To set a trap, or to reset a previously disabled trap, a rogue must make a successful traps check. If a rogue is resetting a trap that was previously disabled, the rogue gains a +5 bonus to the check. The amount of time required to set or reset a trap depends on the complexity of the trap, typically taking 1d4 rounds. Locating traps is not affected by the armor worn. However, disabling and setting traps is affected by wearing armor not on the armor list for the rogue.
  • Sneak Attack: At 4th level, a rogue has learned to adapt back attack skills to more general situations. When an opponent or victim is aware of the rogue, but unsuspecting of an attack, a rogue can use the sneak attack ability. For example, a rogue could be having a conversation with a potential victim while hiding a poisoned stiletto up his sleeve, intending to strike once a piece of vital information is learned. Or, a rogue could be perched in the shadows of a tree, waiting for the perfect opportunity to fire a crossbow. Unlike the back attack, sneak attack situations do not necessarily require a previously successful hide or move silently check, although the Castle Keeper could require success in one or both, depending upon the circumstances if necessary. A rogue making a sneak attack gains a +2 bonus to hit and a +4 bonus to damage. Ranged weapons can be used for sneak attacks if the target is within 30 feet. A rogue cannot aim with deadly accuracy from beyond that range. A sneak attack cannot be combined with back attack. (This ability is affected by wearing armor not on the armor list for the rogue.)

Combat:

  • Size: Medium
  • Movement: 30 feet
  • HD/HP: d6 / 12
  • Base to Hit bonus: +1

Armor Class

  • Armor Class: 14
  • Overburdened AC: 12
  • Touch AC: 12
  • Grapple AC: 17

Head AC: 13

Bonuses: Str +0, Dex +2, Leather Armor +2, Leather Coif +1

Weapons:

Weapon Group Encumbrance Grip Range Attack Damage Critical Traits Notes
Shortsword Light Blade 0.1 1H n/a +3 melee 1d6 P/S 19-20/x2 Finesse, Light n/a
Light Crossbow Crossbow 0.3 Missile 80 +3 ranged 1d8 P 19-20/x2 Reload Bolts x12
xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx

Gear:

Gear Encumbrance Notes
Shortsword 0.1 xxx
Light Crossbow 0.3 xxx
Bolts, Standard x12 0.1 xxx
Leather Armor 1 xxx
Leather Coif 0.1 xxx
Armor and Weapon Oil 0 xxx
Backpack 0.1 xxx
Bandages x4 0 xxx
Bedroll 0.4 xxx
Large Belt Pouch 0.1 xxx
Chalk, 5 pieces 0 xxx
Flint and Steel 0 xxx
Lantern, Hooded 0.1 xxx
Mirror, small steel 0 xxx
Oil, flask 0.1 xxx
Rations, 10 days 0.7 xxx
Rogue's Tools 0.1 xxx
Large Sack 0.1 xxx
Waterskin (1 gallon) 0.3 xxx
Whetstone 0 xxx
Total Encumbrance from Gear: 3.6 NONE load

Bonds:

NPCs

  • The Dragonback Inn (Daggerford, #118) - Alian (dwarf male), his girlfriend Baralea (dwarf female), and his pet Sheeba (dire wolf).

Background:

Ever since she was a child, Thalia was known for her curiosity, her inquisitiveness -her nosiness, as some hostile observers put it. She was the waifish daughter of the landlord of one of Daggerford's inns, and she would assail guests with a barrage of questions: where had they come from? How had they travelled? How long had the journey taken? Where were they going? What would they do when they got there? When would they go home? If their answers were brusque or evasive, she'd take further steps to satisfy her curiosity -shadowing them about town, eavesdropping on their conversations, sometimes even slipping into their rooms during the day and looking through their private papers.

Whenever her parents caught her about this, they'd box her ears but soon her habits caught the attention of other travellers -traders, rogues and adventurers travelling south from Waterdeep or north from Baldur's Gate. Noticing Thalia's bright, observant and insatiably curious nature, they put her talents to use -ferreting out secrets and gossip about town and amongst their fellow travellers, and rewarding each titbit with a few pieces of silver. Soon, Thalia was earning an impressive allowance with her light feet, open eyes and listening ears.

In the years since then, she's grown up. Thalia has long dreamed of leaving town with likeminded companions, of becoming a mysterious, dangerous woman of the world and travelling to far-away places and using her wits to secure vast fortunes and dark secrets as an adventurer. For the moment, though, she's employed by the Daggerford militia. She's in an ideal position, due to both her family connections and her own private pursuits, to keep the militia informed about suspicious people moving in and out of Daggerford and to keep them abreast of developments in the Sword Coast underworld that might lead to trouble in town.

TigerWolfe - Ghostwise Halfling Ranger/Rogue 2

Sheelbrand Lightning Caller

Chaotic Good Ghostwise Halfling Male Ranger/Rogue 2 [Sheela Peryroyl]

  • Character Level 2; Rogue Class Abilities act as if 1/2 Character Level (rounded down; currently Level 1).

XP: 3,163 / Next Level: 6,326

Looks: He's tall for a halfling at around 4 feet tall. He wears dark shades of green blue and black, his cloak is reversible so as to work well in either the forest or in shadows. He has dark brown medium length hair, roughly cut and unkempt. His eyes are blue and he has fairer skin than one would expect of an outdoorsman. His hood is up, more often than it is down, which might contribute to the pale skin.

Personality: He's eager to please and be accepted, clearly longing for what he's lacked as a child. Despite this, he has very strong convictions, and on certain things will not bend. (He won't hurt innocents, is protective of the Halflings around Daggerford, more to possibly follow). He's also surprisingly trusting, a clear sign of having grown up sheltered (despite personally feeling like an outsider).

Player: TigerWolfe

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: 12 (+1) P+6
  • DEX: 16 (+2) P+6
  • CON: 7 (-1)
  • INT: 14 (+1)
  • WIS: 10 (+0)
  • CHA: 9 (+0)

Racial / Class Abilities:

Ghostwise Halfling Abilities

  • Fearless: Halflings, for the most part, lead sequestered lives and are often considered naive. This is not entirely accurate; halflings are not raised with fears and trepidation imparted to them by myth and fancy, but are reared on tales of self-dependence and the overcoming of life’s many hurdles. For either or both reasons, halflings possess stout hearts and are not easily frightened, even in dire circumstances. This trait imparts a +2 bonus on all saving throws against fear.
  • Hide (Dex): Halflings are practised at avoiding the prying eyes of others in outdoor settings. A successful check allows the halfling to hide making him or her almost invisible. If a halfling decides to move while attempting to remain concealed, he or she can still hide, but will suffer a penalty to the check. At up to one-half their movement rate, halflings suffer a -5 penalty to the check. At one-half their normal movement rate to full speed, they suffer a -10 to the check. It is impossible for a halfling to move faster than normal speed while hiding. If the halfling is being observed, even casually, the character cannot hide. If the observers are momentarily distracted, however, the halfling can attempt to hide. This check, however, has a -10 penalty because the character has to move quickly into hiding.
  • Move Silently (Dex): Halflings, being naturally small and dexterous, can move as quietly as a breeze upon a summer morn. With a successful dexterity check, halflings can move silently. They can move up to one-half their normal movement rate with no penalty to this check. For moving at one-half of their normal rate up to the character’s full speed, the character suffers a -5 penalty to the check. It’s practically impossible to move silently while running or charging, so this type of action incurs a -20 to the check.
  • Duskvision: Halflings, with their large and piercing eyes, can see in starlight and moonlight just as a human can at dusk. They retain the ability to distinguish color and some detail under these conditions, though everything is cast in shadows. They have no enhanced vision underground, in torchlight, or under similar conditions of poor illumination.
  • Speak without Sound: A ghostwise halfling can communicate telepathically with any creature within 20 feet just as if speaking with it; he must share a common language.
  • Ranger Modifiers: +2 conceal, +2 move silent
  • Rogue Modifiers: +2 hide, +2 move silent

Ranger Abilities

  • Weapon Proficiency: Any.
  • Armor Proficiency: Leather armor, leather coat, and padded (see special armor rules for Rogue); buckler and light shield.
  • Combat Marauder: Rangers possess an extraordinary ability to combat their most common foes, humanoids and giants, due to intense training and study of their enemy’s fighting techniques. When fighting humanoids (bugbears, gnolls, goblins, hobgoblins, kobolds, orcs and the like) or giants (giants, ogres and the like), a ranger inflicts extra damage. This damage bonus is +1 at first level, with an additional +1 gained at every level beyond first. For example, a 5th level ranger would inflict an additional 5 hp of damage for each successful hit against a humanoid or giant. The use of this ability is dependent upon the armor worn. Wearing armors other than those allowed reduces the ranger’s mobility and swiftness of arm such that he cannot effectively use this ability.
  • Conceal (Dex): Rangers can conceal themselves extremely well in wilderness areas. With a successful dexterity check, rangers can camouflage themselves so well as to be unnoticeable by most passers-by. Rangers cannot conceal themselves and move silently at the same time until they reach 5th level. At this level and beyond, a ranger can attempt both but must make a successful conceal and move silent check at -5. In this case, movement is reduced to one quarter the normal movement rate. Rangers cannot conceal themselves if being observed, even casually, before the conceal check is attempted. If the observer is momentarily distracted, the ranger can attempt to use this ability. While the observer averts its attention, the character can attempt to get to a hiding place of some kind. The attribute check, however, is at a -10 penalty because the character has to move quickly to the hiding place. This ability cannot be used if armors other than those allowed are worn.
  • Delay / Neutralize Poison (Wis): A knowledge of flora and fauna enables a ranger to identify dangerous toxins and their symptoms, and rangers can apply remedies to slow or even nullify their effects. This ability can only be used with natural poisons (animals, plants, fungus, etc.) familiar to the ranger – usually those found in the region where the ranger spends most of their time, be it forest, desert or mountain. The only manufactured poisons with which a ranger is familiar are those produced by their favored enemy (see below). To succeed at this task, the ranger must have access to herbs and antidotes. The Castle Keeper must decide if the herbs are available or antidotes can be produced. On a successful delay poison roll, the ranger can temporarily delay the effect of poisons. The onset or continuation of the effects of the poison are delayed for one hour per level of the ranger. This does not cure any damage the poison may have already caused. It takes one round to perform this action and the ranger may make only one attempt at this task. If the delay poison roll exceeds the total score needed for success by 6 or more, the ranger has successfully neutralized the poison in the victim. The afflicted creature suffers no additional damage or effect from the poison, and any temporary effects are ended, but the neutralization of the poison does not reverse any damage or effects that have already occurred.
  • Move Silently (Dex): The ranger is able to move silently in wilderness areas with a successful dexterity check. The ranger can move up to one-half the character’s normal speed at no penalty. At more than one-half and up to the character’s full speed, the character suffers a -5 penalty. It’s practically impossible (-20 penalty) to move silently while running or charging. Rangers cannot perform this ability indoors. See conceal above for information on moving silently while attempting to conceal oneself. This ability cannot be used if armors other than those allowed are worn.
  • Scale (Dex): This extraordinary ability allows a ranger to climb up, down, or across a dangerous natural slope or inverted incline that others would find impossible to climb. When doing so, the ranger moves at one-half the character’s normal speed. A failed scale check means that the character makes no progress. A check that fails by 5 or more means that the character falls from the currently attained height and must suffer falling damage. Nothing can be carried in the ranger’s hands while climbing. When climbing typical natural slopes and inclines, such as steep but rocky hillsides, a ranger need not make an attribute check to scale the surface. This ability cannot be used if armors other than those allowed are worn.
  • Traps (Wis): A ranger is able to detect and build simple traps in a wilderness environment. When passing within 25 feet of a wilderness trap, a ranger is entitled to an attribute check to spot it. When actively searching for traps, the ranger receives a +2 bonus to the check. It takes one round to locate a trap in a 5 x 5 foot area, or one turn spent searching to locate a trap in a 25 x 25 foot area. A ranger cannot find magical traps with this ability. A ranger can set simple traps in a wilderness environment. These include snares, pit traps and similar devices. Rangers cannot set complicated mechanical traps such as those found on treasure chests or on doorways. On a successful traps check, the ranger successfully builds and conceals a snare or pit trap. Snares can capture and hold creatures of up to medium height, and pit traps can be dug to deliver 1d4 points of damage (halved if the creature falling in it makes a successful dexterity saving throw). Rangers can also disable simple wilderness traps (of any type they can build) with little or no effort. No traps check need be made to do this.
  • Survival (Wis): In wilderness environments, rangers can provide shelter for themselves and others, and can provide decent food and water for several people, all without the need for an attribute check unless it is a large number of people. The ranger can forage and hunt for food and water. The ranger must spend 8 hours hunting and gathering to produce enough food and water to feed 2-8 people for a day. If the ranger wishes to feed or shelter a larger group of people than the die indicate, a successful wisdom check is necessary. If successful, the ranger must spend an additional 8 hours gathering food to feed and water an additional 2-8 people. This additional effort allows the ranger to gather food and water for up to 4-16 creatures. The ranger can only hunt and forage for food twice per day. In addition to the ability to provide food and shelter in the wilds, a ranger can automatically determine where true north lies in relation to the character in normal wilderness environments.
  • Track (Wis): The ranger can successfully track any creature in a wilderness setting that leaves a discernable trace. They can also determine characteristics about the creature being tracked. With a successful wisdom check, a ranger can find and follow a creature’s tracks or trail for 5 hours. The ranger can also hide tracks at the same level of ability. When tracking or hiding tracks from humanoids or giants, a ranger receives a +2 bonus to the attribute check. The Castle Keeper may apply bonuses or penalties for varying conditions, such as the length of time elapsed since the tracks were made, weather conditions, the number of creatures tracked and whether the tracked creature moved through water or a secret door. A successful track check may also impart information about the creature(s) being tracked. Once a trail is found, a track check can determine the general number and type of creatures being tracked. The number of creatures tracked should be disclosed to the player by using one of the following categories: individuals (1-6), band (6-30), troop (20-100), or army (100+), and also one from the following categories: beast, fey, giant, humanoid, plant, vermin, or other (aberration, construct, dragon, elemental, magical beast, ooze, outsider, shapechanger, or undead). For many creatures, the ranger can not identify its exact type; only that it is a creature of such nature until some experience has been gained tracking it. A ranger can identify specific animal tracks with no effort. After having tracked a particular type of creature several times, the ranger can later identify its tracks.

Rogue Abilities

  • Special Armor Rules: Rogues favor light armor, as it allows them to better ply their stealth abilities. Rogues may wear leather armor, a leather coat, or padded armor, and can employ small shields without any penalty to the use of their abilities. They may also wear leather helmets. A rogue may wear any other type of armor, but the character may suffer a penalty when using class abilities and wearing these armors as noted in the ability description. The penalty is equal to -1 for each point above armor class 12 that the armor confers. Restricted helmets and shields cause the rogue to suffer a –1 penalty to all abilities. All penalties are cumulative.
  • Back Attack: A rogue able to attack an opponent from the rear and who is unaware of the rogue’s presence, gains a bonus to hit and to damage. To catch an opponent unaware, a rogue must make a successful move silently check to sneak up behind the foe, or make a successful hide check while behind the opponent. A rogue that succeeds in one or the other of these can make a back attack at a +4 bonus to hit. A successful hit inflicts double the normal damage. When making a back attack, a rogue must use a close-quarters melee weapon. This weapon must be shorter than the character’s arm. A rogue can only back attack living creatures that have a discernible anatomy. The rogue must be able to see the target well enough to pick out a vital spot, and then must be able to reach it. As the rogue gains experience, the damage inflicted increases. At 5th level, a back attack deals triple damage, and at 9th level a back attack inflicts quadruple damage. A back attack cannot be combined with the sneak attack ability. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Cant: Rogues often use a street language known only to those in the trade, called cant. Code words, hand signals, demeanor, and other signs comprise the cant. The cant can be used to convey complex ideas. The language may vary to some degree both geographically and culturally, making cants unique to each region, city, or even within a city. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Climb (Dex): This extraordinary ability allows a rogue to climb up, down, or across a slope, wall, steep incline (even a ceiling with handholds), or unusually angled natural or man made slope or incline that others would find impossible to climb. When doing so, the rogue moves at one-half the character’s normal speed. A failed climb check means that the character makes no progress. A check that fails by 5 or more means that the character falls from the currently attained height, and must suffer falling damage. Rogues can not carry anything in their hands while climbing. When climbing typical natural slopes and man made inclines, such as a cliff faces or steep steps, a rogue does not need to make an attribute check to climb the surface. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Decipher Script (Int): This ability allows a rogue to decipher writing in an unfamiliar language, a message written in an incomplete or archaic form or a message written in code. If the check succeeds, the character understands the general content of a piece of writing. It takes 2d8 turns to decipher each page of a script. The attempt may be made only once per writing. A rogue may use this ability to decipher arcane script if a successful check is made at a penalty of -10. This ability may not be used to decipher divine scrolls.
  • Hide (Dex): Rogues use this ability to conceal themselves from others. A successful check means that the rogue is hidden so well as to be almost invisible. The rogue can move up to one-half normal speed and remain hidden. Hide checks suffer no penalty in this circumstance. At more than one-half and up to full speed, the character suffers a -5 penalty to the check to remain hidden. It’s practically impossible (-20 penalty) to hide while running or charging. If the character is being observed, even casually, they cannot hide. If observers are momentarily distracted, though, the character can attempt to hide. While the observer averts its attention from the character, the character can attempt to get to a hiding place. This check, however, is at a –10 penalty because the character has to move quickly to the hiding place. A rogue cannot hide if there is nothing to hide behind or conceal oneself with. Deep shadows can count as concealment at the Castle Keeper’s discretion. Rogues cannot hide and move silently at the same time until they reach 3rd level. At this level and beyond, a rogue can attempt both but must make a successful conceal and move silent check at-5. In this case, movement is reduced to one quarter the normal movement rate. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Listen (Wis): A rogue can use this ability to listen intently and hear noises that others might not detect, even through an obstacle such as a door. Generally, a successful check indicates that the rogue has detected some sort of noise. Success indicates the rogue can hear soft sounds, like a whisper or cat stalking, while outside or in the open and up to a range of 30 feet. It also indicates success if the rogue is listening for sounds on the other side of a door, but the rogue must be adjacent to the door. However, exactly what is heard is up to the Castle Keeper’s discretion as each case is unique. If listening through a stone wall, the rogue suffers a -10 penalty to the check. For other materials, vary the penalty as appropriate. A rogue can retry this ability once a round. Only wearing a metal or large helmet affects this ability negatively.
  • Move Silently (Dex): This ability allows a rogue to move so silently that others cannot hear the movement. The rogue can use this ability both indoors and outdoors. A rogue can move up to one-half the character’s normal speed at no penalty. At more than one-half and up to the character’s full speed, the character suffers a -5 penalty. It’s practically impossible (-20 penalty) to move silently while running or charging. To move silently and hide, see the hide ability. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Open Lock (Dex): A rogue can use this ability to open any sort of mechanical lock that would normally require a key to open. A successful check indicates the lock has been opened. This ability requires the use of a set of rogue’s tools, including picks, blank keys, wires or other appropriate tools. A rogue may only make one attempt per lock. If that attempt fails, the rogue cannot try to open the same lock again until gaining one more level as it is beyond the current ability of the rogue to pick it. Only wearing a metal or large gloves affects this ability negatively.
  • Pick Pocket (Dex): A rogue can use this ability, on a successful dexterity check, to remove the contents of a pocket or pouch (or otherwise take something from a person) without being noticed. Success may require the rogue to cut the purse or pouch from the target. A penalty to check is equal to the level or hit dice of the targeted victim. This ability also allows the rogue to perform “sleight of hand” maneuvers. A successful dexterity check indicates the rogue has hidden or moved an item in such a manner so that observers are not aware of where the item has been hidden. Such typical maneuvers are hiding a coin, sliding a card up a sleeve, performing the shell game, and the like. A penalty to the check may be applied if there is an observer present that is determined to note where an item is moved. This penalty is equal to the wisdom attribute bonus for the observer. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Traps (Int): A rogue may use this ability in three manners: finding, disabling or setting traps. Each use requires a separate attribute check and each check may be made only once in a given circumstance. The player must also describe how the actions are being performed to use this ability. To find a trap, a rogue spends time intently studying and searching an area to deduce possible trap locations. It takes one round to locate a trap in a specific area such as a lock or a doorknob, and one turn to locate a trap in a 10 by 10 foot area. A successful check indicates the rogue finds one trap, if any are present. The trap discovered is the simplest or most obvious trap in the area. If multiple traps are in an area, multiple successful checks are required to find them all. A rogue can find magical traps with this ability, although it may be much more difficult than finding mundane traps. The Castle Keeper determines any penalties to the check basing those penalties on the level or hit dice of those who set them. To disable a trap, a rogue must first know its location. Once a trap is located, a successful check means the rogue has disarmed the trap. The attempt can only be made once and failure indicates that the rogue set off the trap. A rogue can disarm a magic trap, although it may be much more difficult than disarming a mundane trap. In most cases, rogue’s tools are needed to disarm a trap. Generally, it takes 1d4 rounds to disarm a trap, depending on its complexity. To set a trap, or to reset a previously disabled trap, a rogue must make a successful traps check. If a rogue is resetting a trap that was previously disabled, the rogue gains a +5 bonus to the check. The amount of time required to set or reset a trap depends on the complexity of the trap, typically taking 1d4 rounds. Locating traps is not affected by the armor worn. However, disabling and setting traps is affected by wearing armor not on the armor list for the rogue.
  • Sneak Attack: At 4th level, a rogue has learned to adapt back attack skills to more general situations. When an opponent or victim is aware of the rogue, but unsuspecting of an attack, a rogue can use the sneak attack ability. For example, a rogue could be having a conversation with a potential victim while hiding a poisoned stiletto up his sleeve, intending to strike once a piece of vital information is learned. Or, a rogue could be perched in the shadows of a tree, waiting for the perfect opportunity to fire a crossbow. Unlike the back attack, sneak attack situations do not necessarily require a previously successful hide or move silently check, although the Castle Keeper could require success in one or both, depending upon the circumstances if necessary. A rogue making a sneak attack gains a +2 bonus to hit and a +4 bonus to damage. Ranged weapons can be used for sneak attacks if the target is within 30 feet. A rogue cannot aim with deadly accuracy from beyond that range. A sneak attack cannot be combined with back attack. (This ability is affected by wearing armor not on the armor list for the rogue.)

Combat:

  • Size: Small
  • Movement: 20 feet
  • HD/HP: d8 / 14
  • Base to Hit bonus: +1

Armor Class

  • Armor Class: 15
  • Overburdened AC: 13
  • Touch AC: 13
  • Grapple AC: 19

Head AC: 15

Bonuses: Str +1, Dex +2, Leather Armor +2, Light Shield +1, Leather Coif +2

Weapons:

Weapon Group Encumbrance Grip Range Attack Damage Critical Traits Notes
Broadsword Heavy Blade 0.6 1H n/a +2 melee 2d4+1 S 19-20/x2 n/a n/a
Sling Missile 0.1 Missile 50 +3 ranged 1d4+1 B x2 Reload, Thrown; Knockout (w/in 30 feet) Sling Stones x10
Trident Spear & Staff 0.3 1H 10 +2 melee, +3 ranged 1d8+1 P x3 Entangle, Reach 1, Receive Charge, Thrown n/a

Gear:

Gear Encumbrance Notes
Broadsword 0.6 xxx
Trident 0.3 xxx
Sling 0.1 xxx
Sling Bullets x10 0.1 xxx
Leather Armor 1 xxx
Light Shield 0.4 xxx
Leather Coif 0.1 xxx
Backpack 0.1 xxx
Bedroll 0.4 xxx
Large Belt Pouch 0.1 xxx
Flint and Steel 0 xxx
Grappling Hook 0.3 xxx
Hammer 0.1 xxx
Pitons/spikes x5 0.1 xxx
Rations, 10 days 0.7 xxx
Rogue's Tools 0.1 xxx
Silk Rope, 50 feet 0.4 xxx
Tinder Box (10 uses) 0.3 xxx
Torch x2 0.1 xxx
Waterskin (1 gallon) 0.3 xxx
Total Encumbrance from Gear: 5.6 LIGHT load


Money

50 GP

Bonds:

  • Protected by Fundrin
  • Encouraged by Thalia
  • Friends with Sheeba (Alian's dire wolf).

Background:

Sheelbrand (Sheel=Sky/Clouds/Air Brand=Hero/Adventurer/Courageous in Hin*) is the son of a halfling who appeared in Daggerford decades ago when a mysterious airship crewed by mercenaries appeared from the south. Sheel's father was a slave on the airship and escaped during an attack that happened. Settling in Daggerford because he figured he'd never see his homeland again, this now free slave eventually met a young halfling lady and had a child (Sheel). Sheel grew up in a loving family for several years before an incursion by local goblinoid hordes killed his mother and father and left Sheel orphaned. As he aged it became apparent that he was not the same as the other Halflings he was growing up with. He seemed to have terrible luck, by Hin standards, and more shockingly he could do things with his mind that weren't "normal". Feeling alienated by the people in his village he found himself clinging to the shadows when in the village, out of sight out of mind. Whenever possible however he tended to explore the woods and fields surrounding the city. He eventually chose to worship Sheela Peryroyl, an unknown name sake for him and a hint to his heritage, rather than the more common Yondalla, as she more accurately fit his beliefs and views, as well as inclinations. He's struck out on his own now to see if the rumors of the airship that brought his father to town are true, and to see if someone can explain why he's "different" from the rest of the halflings in Daggerford.



He's a Ghostwise Halfling, as his father was. His name is both an homage to the airship (as well as his father's hopes for him) and a reference to Sheela Peryroyl the primary goddess of the Ghostwise. He'll be very reserved with the use of his telepathy at first because of the negative reactions of the people in his home town, however it's a known thing there... so if the party ends up there before he's outted... it could definitely happen. Lightning Caller is actually a Ghostwise family name, as they're much more in sync with nature than most "regular" Hin. He carries a piece of Fulgurite left for him by his father, as a call back to his ancestral home and heritage. He doesn't realize the significance of it, merely thinking of it as something that was his parents' and is important for that reason alone.

rooneg - Moon Elf Fighter/Wizard 2 (Bladesinger)

Arundel Mendeliir

Neutral Good Moon Elf gender Fighter/Wizard 2 [Corellon Larethian]

  • Character Level 2; Wizard Class Abilities (and therefore Bladesinger) act as if 1/2 Character Level (rounded down; currently Level 1).

XP: 3,301 / Next Level: 6,601

Looks: A Moon Elf of average appearance. He has shoulder length black hair that he wears loose, and is never seen without his sword, as befits a bladesinger.

Player: rooneg

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: 13 (+1)
  • DEX: 17 (+2) P+6
  • CON: 9 (+0)
  • INT: 16 (+2) P+6
  • WIS: 7 (-1)
  • CHA: 9 (+0)

Racial / Class Abilities:

Moon Elf Abilities

  • Enhanced Senses: Elvish physiology is blessed with enhanced vision and hearing. Elves can see farther than humans in just about every circumstance, including torchlight, and can see clearly enough to read a road sign or spot a shield device up to two miles distant when outside during the day. They can also hear very well, and receive a +2 bonus to all checks involving listening.
  • Twilight Vision: Even under starlight, moonlight or torchlight, elves have exceedingly good vision. They can distinguish color and detail under these conditions for up to one mile but only if they are outside.
  • Move Silently (Dex): This ability allows an elf to move silently in wilderness areas. The elf can move up to one-half normal speed at no penalty. At more than one-half, and up to the character’s full speed, the character suffers a -5 penalty to the check. It’s practically impossible (-20 penalty) to move silently while running or charging.
  • Spell Resistance: Elves are particularly resistant to spells and spell-like abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, an elf receives a +10 bonus.
  • Spot Hidden Doors (Wis): Elvish vision and keen senses allows them to spot secret, hidden and concealed doorways. An elf merely passing within 5 feet of a secret, hidden or concealed doorway is entitled to a wisdom check to spot the door, as if the elf were actively looking for it. When an elf actively searches for such doorways, the bonus to the wisdom check is +2.
  • Weapon Training: Elves are taught the ways of combat at a young age, and their long lives allow them to become skilled in weapons favored by their society. Elves begin play with a +1 bonus to hit with one of the following weapons: longbow (includes composite longbow), shortbow (includes composite shortbow), longsword, or shortsword. (Your chosen weapon is the Longsword.)

Fighter Abilities

  • Weapon Proficiency: Any.
  • Armor Proficiency: Padded armor, leather coat, leather armor, and studded leather armor.
  • Weapon Specialization: Heavy Blade; +1 to hit, +1 damage.
  • Cleave: Whenever a Fighter kills or incapacitates an opponent with a melee or missile attack, he may immediately make an attack against another opponent within 5' of the target he has just dropped. Fighters may make a maximum number of cleave attacks per round equal to their level. When making cleave attacks with missile weapons, Fighters are limited to a maximum of 2 with a crossbow, 3 with a bow or sling, and 4 with thrown weapons.
  • Extra Attack: At 10th level, the fighter gains one additional attack each combat round with any weapon. This ability does not combine with Combat Dominance. When in a combat where both abilities could be used, the player must choose to use either the Extra Attack or Combat Dominance ability during each round. The Extra Attack ability is usable with melee and ranged weapons.

Wizard Abilities

  • Spells: A wizard casts arcane spells. Wizards can only cast a limited number of spells, from each spell level, per day. The Wizard and Illusionist Spells Per Day Table lists the number of spells per day a wizard may cast of each spell level. Bladesingers have a limited selection of spells compared to Wizards and Illusionists (see Bladesinger Abilities).
  • Bonus Spells: A Bladesinger does not gain bonus spells. In lieu of this, the character gains other abilities (see Bladesinger Abilities).
  • Spell Book: A Bladesinger does not keep a traditional Spell Book (see Bladesinger Abilities).

Bladesinger Abilities

  • Attuned Weapon: A Bladesinger must attune a weapon to their fighting style, getting used to its individual weight, balance, and traits, and also empowering it so that they may cast their spells. This has two aspects: (1) ritually attuning a weapon requires time, and (2) the weapon acts in place of a Spell Book, containing the character's spells for "study" during periods of down-time.
    • Attunement: It takes 1 day to attune a weapon, and only 1 weapon can be attuned at any time. Attuning the weapon consists of ritual practice with the weapon, uninterrupted by anything more than time for standard sleep and sustenance. Once a weapon is attuned, it remains so indefinitely; the Bladesinger may choose to attune a different weapon, at which time the original loses its attunement. As soon as the weapon is first attuned, the Bladesinger receives their full allotment of spells for the day.
    • Spell Power: In lieu of having a Spell Book like standard arcane spellcasters, the Bladesinger essentially stores their magical power in their attuned weapon. Like all other spellcasters (per house rules), there is no need for memorization or preparation of spells, but any amount of study and experimentation that goes into spell work requires the attuned weapon. For example, if the Bladesinger loses his attuned weapon and has expended their daily allotment of spells, a night of rest won't allow them to gain back their spells, because they don't have their attuned weapon from which they could "study and prepare" their spells the next day. Attuning a new weapon, however, would restore their spell ability (per the Attunement section). Note that Bladesingers do not have to discover and copy new spells into their Spell Book; they receive all spells on their Spell List (below) as they level up and are able to cast them.
  • Bladesong Style: A Bladesinger has proficiency with padded armor, leather coat, leather armor, and studded leather armor, unlike a typical Fighter/Wizard. Furthermore, the Bladesinger may always add their Intelligence bonus to their AC (treat this as a magical bonus to AC, so it applies to all types of Armor Class, including grapple, touch, etc.).
  • Spellsong: A Bladesinger may cast spells while wearing armor they are proficient with, and while wielding a one-handed weapon with which they have Weapon Specialization from their Fighter class. They cannot be holding anything in their other hand.
  • Combat Casting: Bladesingers are skilled at casting spells even during the heat of battle. They may always make a Concentration check to successfully complete a spell when taking damage (such as from a Readied attack), while grappling, or when pinned. This check is an Intelligence saving throw, with a CL equal to the damage taken. For example, if Earlann the Bladesinger is hit for 6 points of damage, he makes an Intelligence saving throw against a Challenge Class of 24 (Base of 18 + CL of 6). Earlann has a 16 Intelligence, good for a +2 modifier, and is Level 6. He rolls 1d20+14 (Int modifier +2 and it's a Prime for another +6, then add his 6 character levels). He would need a 10 or better on the d20 roll to complete his spell uninterrupted.
  • Bladesinger Spells: Bladesingers have a limited list of spells they are able to cast; they cannot learn any other spells, such as those on the Wizard and Illusionist spell lists, unless they appear here.
    • Cantrips (0-level): arcane mark, detect chaos/evil/good/law, detect magic, first aid
    • 1st-level: daze, faerie fire, feather fall, jump, shield, spider climb
    • 2nd-level: barkskin, blur, enhance attribute, mirror image, protection from arrows
    • 3rd-level: blink, haste, shout, wall of wind
    • 4th-level: dimension door, fire shield, freedom of movement, improved invisibility
    • 5th-level: death ward, ethereal jaunt, telekinesis, telepathic bond
    • 6th-level: blade barrier, project image
    • 7th-level: finger of death, power word stun
    • 8th-level: mind blank, sunburst
    • 9th-level: astral projection, energy drain

Combat:

  • Size: Medium
  • Movement: 30 feet
  • HD/HP: d6 / 12
  • Base to Hit bonus: +2

Armor Class

  • Armor Class: 17
  • Overburdened AC: 15
  • Touch AC: 14
  • Grapple AC: 20

Head AC: 14

Bonuses: Str +1, Dex +2, Int +2, Studded Leather +3

Weapons:

Weapon Group Encumbrance Grip Range Attack Damage Critical Traits Notes
Longsword Heavy Blade 0.3 1H n/a +5 melee 1d8+2 P/S 19-20/x2 n/a Attuned Bladesinger weapon
Elven War Bow (Great Bow) Bow 0.2 Missile 110 +4 ranged 1d8+1 P x3 Reload 2, *Add Str bonus to damage (already applied) Standard Arrows x27
xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx

Gear:

Gear Encumbrance Notes
Longsword 0.3 xxx
Elven War Bow 0.2 xxx
Standard Arrows x20 0.2 xxx
Studded Leather armor 1.4 xxx
Backpack 0.1 xxx
Bedroll 0.4 xxx
Large Belt Pouch 0.1 xxx
Spell Component Pouch 0.1 xxx
Flint and Steel 0 xxx
Rations, 10 days 0.7 xxx
Torch x2 0.1 xxx
Waterskin (1 gallon) 0.3 xxx
Writing Implements 0 xxx
Total Encumbrance from Gear: 3.9 LIGHT load

Spells:

  • Bonus spells: None (see Wizard and Bladesinger Class Abilities).
  • Cantrips (4/day):
    • Arcane Mark (CT 1; R touch; D perm; SV CHA neg (h); SR yes; Comp V, S; Inscribes a personal rune (visible or invisible).)
    • Detect Chaos (CT 1; R 150 ft×10 ft; D 10 min/lvl; SV none; SR none; Comp V, S, DF; Reveals aura of creatures, spells, or objects.)
    • Detect Magic (CT 1; R 50 ft×10 ft; D 1 tn/lvl; SV none; SR none; Comp V,S; Detects magical aura and its strength along 50 ft. path.)
    • First Aid (CT 1; R touch; D perm; SV n/a; SR yes (h); Comp V, S; Bandages bleeding wound.)
  • 1st-level (2/day):
    • Daze (CT 1; R 25 ft; D 1 rd; SV INT neg; SR yes; Comp V, S, M; Creature loses next action.)
    • Faerie Fire (CT 1; R 150 ft; D 1 tn/lvl; SV no; SR yes; Comp V; Outlining light grants +1 to hit and cancels concealment.)
    • Feather Fall (CT 1; R 150 ft; D 1 rd/lvl; SV no; SR yes (h); Comp V; Objects or creatures fall slowly.)
    • Jump (CT 1; R touch; D 1 tn/lvl; SV none; SR yes; Comp V, S, M; Make astounding leaps for 1 minute/level.)
    • Shield (CT 1; R see text; D 1 tn/lvl; SV n/a; SR no; Comp V, S; Invisible disc raises AC and blocks magic missiles.)
    • Spider Climb (CT 1; R n/a; D 2 rds/lvl; SV INT neg (h); SR yes (h); Comp V, S, M; Grants ability to walk on walls and ceilings.)

Bonds:

  • Friends with Alian the innkeeper.
  • Grateful to Unnamed Drow Wizard for saving his life in the High Forest.
  • Angry with the denizens of Evereska for turning against him.

Background:

Arundel Mendeliir is a moon elf bladesinger. Born and trained in Evereska, Arundel spent a number of years as a member of the Evereska watch, until his patrol was annihilated by an unknown enemy force somewhere in the Greycloak Hills. Arundel was the sole survivor, and has no memory of what happened. While he was officially welcomed when he finally made his way back to the city, he always blamed himself for what happened. It's unclear how the rest of the watch chain of command actually felt about the matter, but in Arundel's mind they also blamed him. A few months later he left Evereska, choosing exile over the silent judgement of his kin. Since then he's wandered the western heartlands, passing through the High Forest and eventually making his way to Daggerford.

Since arriving in town Arundel has taken up residence in the Daggerford Inn and has found gainful employment with the Daggerford Militia. He's somewhat withdrawn and slow to trust people, but has started to open up somewhat. He's more friendly with Alian, the dwarven innkeeper, than you'd expect, considering their races, but Arundel feels that given the way his people treated him, he doesn't see any reason to hold to their traditional racial animosities.

Arundel remains quite conflicted. He's angry at his people for their (perceived) mistrust of him after his returning as the sole survivor of his patrol. That said, he still feels the need to redeem himself, and is on the lookout for any way to do that in the eyes of the elves. At the same time, his exposure to the outside world is teaching him that his people's prejudices are perhaps not warranted.

tomas - Drow Elf Wizard 2

KRILL

ALIGNMENT Drow Elf gender Wizard 2 [Patron Deity]

XP: 2,601 / Next Level: 5,201

Looks: xxx

Player: tomas

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: 9 (+0)
  • DEX: 14 (+1)
  • CON: 13 (+1)
  • INT: 17 (+2) P+6
  • WIS: 10 (+0) P+6
  • CHA: 9 (+0)

Racial / Class Abilities:

Drow Abilities

  • Enhanced Senses: Elvish physiology is blessed with enhanced vision and hearing. Elves can see farther than humans in just about every circumstance, including torchlight, and can see clearly enough to read a road sign or spot a shield device up to two miles distant when outside during the day. They can also hear very well, and receive a +2 bonus to all checks involving listening.
  • Deep Vision: Ages spent beneath the earth in the dark and quiet places of the world have imbued drow with the ability to see in darkness where a human would find it impenetrable. This vision extends up to 120 feet in even the darkest of nights and deepest of tunnels. Colors tend to erode with deepvision, and objects appear in many shades of gray. It is otherwise like normal sight, and drow can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil deepvision. A drow requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of deepvision.
  • Move Silently (Dex): This ability allows an elf to move silently in wilderness areas. The elf can move up to one-half normal speed at no penalty. At more than one-half, and up to the character’s full speed, the character suffers a -5 penalty to the check. It’s practically impossible (-20 penalty) to move silently while running or charging.
  • Spell Resistance: Drow receive Spell Resistance equal to Character Level divided by 2 (starts at minimum of 1). Spell resistance is a special defensive ability. A defender’s spell resistance is like an armor class against magical attacks. If a spell is being resisted by a defender with spell resistance, the caster of the spell must make a check (1d20) at least equal to or greater than the creature’s SR for the spell to effect that creature. Spell resistance applies even if a given spell also allows a creature a saving throw. The effects of spell resistance, if any, are applied first, and then the creature may also make a saving throw. In most cases, spell resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place, such as a wall of iron.
    • Resistant to Magic: In addition to Spell Resistance, Drow receive +1 on all saving throws against Spells and spell-like abilities, plus the typical Elf resistance to spells and spell-like abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, an elf receives a +10 bonus.
  • Spot Hidden Doors (Wis): Elvish vision and keen senses allows them to spot secret, hidden and concealed doorways. An elf merely passing within 5 feet of a secret, hidden or concealed doorway is entitled to a wisdom check to spot the door, as if the elf were actively looking for it. When an elf actively searches for such doorways, the bonus to the wisdom check is +2.
  • Weapon Training: Elves are taught the ways of combat at a young age, and their long lives allow them to become skilled in weapons favored by their society. Drow begin play with a +1 bonus to hit with one of the following weapons: rapier, shortsword, hand crossbow or light crossbow. (Your chosen weapon is the Light Crossbow.)

Wizard Abilities

  • Weapon Proficiency: Crossbow, Light Blade (Dagger only), Mace & Club (Club only), Missile, Spear (Quarterstaff only).
  • Armor Proficiency: None.
  • Spells: A wizard casts arcane spells. Wizards can only cast a limited number of spells, from each spell level, per day. The Wizard and Illusionist Spells Per Day Table lists the number of spells per day a wizard may cast of each spell level.
  • Bonus Spells: With a high intelligence score, a wizard gains bonus spells. If the character has an intelligence of between 13-15, they receive an extra 1st level spell. If the intelligence score is 16 or 17, the wizard receives an extra 2nd level spell, and if 18 or 19, the wizard receives an extra 3rd level spell. Bonus spells can only be acquired if the wizard is at a high enough level to cast them. Bonus spells are cumulative.
  • Spell Book: The number of spells that a wizard or illusionist has in their spell book at the beginning of play is equal to the number of spells they can cast at first level.

Combat:

  • Size: Medium
  • Movement: 30 feet
  • HD/HP: d4 / 10
  • Base to Hit bonus: +1

Armor Class

  • Armor Class: 11
  • Overburdened AC: 10
  • Touch AC: 11
  • Grapple AC: 16

Head AC: 11

Bonuses: Str +0, Dex +1

Weapons:

Weapon Group Encumbrance Grip Range Attack Damage Critical Traits Notes
Light Crossbow Crossbow 0.3 Missile 80 +3 ranged 1d8 P 19-20/x2 Reload Silver Bolts x12
Quarterstaff Spear & Staff 0.3 2H n/a +2 melee 1d6/1d6 B x2 Double Weapon, Finesse, Subdual n/a
Daggers x4 Light Blade 0.1 1H 10 +2 melee, +2 ranged 1d4 P 19-20/x2 Finesse, Light, Thrown n/a

Gear:

Gear Encumbrance Notes
Light Crossbow 0.3 xxx
Silvered Crossbow Bolts x12 0.1 xxx
Quarterstaff 0.3 xxx
Daggers x4 0.3 xxx
Backpack 0.1 xxx
Bedroll 0.4 xxx
Large Belt Pouch 0.1 xxx
Spell Component Pouch 0.1 xxx
Flint and Steel 0 xxx
Rations, 10 days 0.7 xxx
Spell Book 0.1 xxx
Torch x2 0.1 xxx
Waterskin (1 gallon) 0.3 xxx
Writing Implements 0 xxx
Total Encumbrance from Gear: 2.9 LIGHT load

Spells:

  • Bonus spells: 1st-level x1 and 2nd-level x1. These are factored into the #/day noted below.
  • Orisons (4/day):
    • Arcane Mark (CT 1; R touch; D perm; SV CHA neg (h); SR yes; Comp V, S; Inscribes a personal rune (visible or invisible).)
    • Detect Magic (CT 1; R 50 ft×10 ft; D 1 tn/lvl; SV none; SR none; Comp V,S; Detects magical aura and its strength along 50 ft. path.)
    • Light (CT 1; R 150 ft; D 10 min/lvl; SV none; SR no; Comp V, F; Object shines like a torch.)
    • Mage Hand (CT 1; R 25 ft; D concentration; SV none; SR yes; Comp V, S; Five-pound telekinesis.)
    • Message (CT 1; R 450 ft; D 1 rd/lvl; SV n/a; SR n/a; Comp V, S; Short, whispered communication at a distance.)
  • 1st-level (4/day):
    • Comprehend Languages (CT 1; R n/a; D 10 min/lvl; SV n/a; SR n/a; Comp V, S; Understands spoken and written languages.)
    • Magic Missile (CT 1; R 150 ft; D n/a; SV none; SR yes; Comp V, S; Strikes for 1d4+1 damage; +1 missile/two levels.)
    • Read Magic (CT 1; R personal; D 10 min/lvl; SV n/a; SR n/a; Comp V, S, F; Read magical writings, scrolls, and spellbooks.)
    • Sleep (CT 1; R 150 ft; D 1 tn/lvl; SV none; SR yes; Comp V, S, M; Put 2d4 HD of creatures into comatose slumber.)
    • Summon Familiar (CT 1 day; R n/a; D n/a; SV no; SR yes; Comp V, S, M; Summons & binds unique companion to wizard.)

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Xxx.

Castles & Crusades Blank Character Sheet Template

NAME

ALIGNMENT Race gender Class Level [Patron Deity]

XP: xxx / Next Level: xxx

Looks: xxx

Player: xxx

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: xxx (+xxx)
  • DEX: xxx (+xxx)
  • CON: xxx (+xxx)
  • INT: xxx (+xxx)
  • WIS: xxx (+xxx)
  • CHA: xxx (+xxx)

Racial / Class Abilities:

Racial Abilities

  • xxx:
  • xxx:
  • xxx:

Class Abilities

  • Weapon Proficiency: xxx.
  • Armor Proficiency: xxx.
  • xxx:
  • xxx:
  • xxx:

Combat:

  • Size: xxx
  • Movement: xxx
  • HD/HP: dx / xxx
  • Base to Hit bonus: xxx

Armor Class

  • Armor Class: xxx
  • Overburdened AC: xxx
  • Touch AC: xxx
  • Grapple AC: xxx

Head AC: xxx

Bonuses: Str xxx, Dex xxx, xxx

Weapons:

Weapon Group Encumbrance Grip Range Attack Damage Critical Traits Notes
xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx
xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx
xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx

Gear:

Gear Encumbrance Notes
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
Total Encumbrance from Gear: xxx XXX load

Spells:

  • Bonus spells: xxx. These are factored into the #/day noted below.
  • Orisons (#/day): xxx, xxx, xxx, xxx
  • 1st-level (#/day): xxx, xxx, xxx

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Xxx.

coyoteboy

Name TBD

UMBYUL "Sunset"

NG Half-Hobgoblin Female Monk 2

XP: 1,751/ Next Level: 4,001

Looks: Possessed of a face that reveals little other than an unfortunate parentage and a cruel upbringing, a rare smile would reveal warmth framed with tones of ruddy orange and dark crimson. In dress nothing extraordinary beyond fists invariably wrapped in cloth. In motion revealing a studied economy, if not a natural grace.

Player: coyoteoy

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: 18 (+3)
  • DEX: 17(+2)
  • CON: 13 (+1) P+6
  • INT: 10 (+0)
  • WIS: 11 (+0) P+6
  • CHA: 6 (-1)

Racial / Class Abilities:

Racial Abilities

  • DARKVISION: In a similar manner to dwarves, The Half-Hobgoblin can see in complete darkness for up to 60 feet. Darkvision produces images that are in shades of gray, but it is otherwise like normal sight. The Half-Hobgoblin can function well with no light at all. Bright lights, such as from a lantern or other light sources, spoil darkvision. A The Half-Hobgoblin requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of darkvision.
  • ENHANCED SENSE OF SMELL: This ability allows The Half-Hobgoblin to detect the presence, but not the specific location, of creatures within 30 feet or within 60 feet if the other creature it is upwind. Strong scents, such as smoke or rotting garbage, can be detected at twice those ranges. Overpowering scents, such as skunk musk, can be detected at three times these ranges. If a Half-Hobgoblin becomes familiar with an individual, he can learn the individual's scent and recognize it. It should further be noted that false, powerful odors can easily mask other scents and completely spoil this ability.
  • MARTIAL PROWESS: The Half-Hobgoblin comes from very violent societies in which fights and contests of strength are common and necessary for survival. This has inured them to great amounts of pain and given most a great capacity to fend off blows and fight unarmed. As such,The Half-Hobgoblin receive a +1 to their armor class whenever they are not wearing armor of any type. This ability combines with magical rings, robes and other similar devices that confer an armor class bonus but are not armor. This bonus adds to the unarmored armor class of Half-Hobgoblin monks.
  • RESISTANT TO DISEASE: The Half-Hobgoblin possess a resistance to disease passed down from their goblinoid parent. They receive a +2 bonus to all disease saving throws.

Class Abilities

  • Weapon Proficiency: Aclis, blowpipe, bola, bows, brass knuckles, cat-o-nine-tails, cestus, club, dagger, dart, dirk, hand axe, hatchet, javelin, light flail, mace, pole arms, sickle, scythe, sling, spear, spiked gauntlet, staff, whip
  • Armor Proficiency: none
  • MIND OVER BODY:The monk's mental mastery over their body imparts a +1 bonus to all saving throws versus paralysis, polymorph, petrification and death attacks. The bonus increases to +2 at 3rd level, +3 at 6th level, +4 at 10th level and +5 at 15th level.
  • STUNNING ATTACK: A foe successfully struck by the monk's stunning attack must make a constitution saving throw or be stunned and unable to act for 1d4 rounds. Those struck by a stunning attack always take normal unarmed attack damage. The monk can use this ability once per round, and no more than once per level per day. The monk must declare its use before making an attack roll. A missed attack roll ruins the attempt and counts against the monk's limitation.
  • UNARMED ATTACK: A monk specializes in unarmed, hand-to-hand combat. Monk's gain attacks and improve in the amount of unarmed combat damage inflicted as shown on the table. The monk also gains the ability to make an off-hand attack at 6th level. The monk may choose whether the attacks inflict normal damage or subdual damage.

When monks gain the extra off-hand attack, they do not incur the penalties to their ‘to hit' die rolls as described in the combat section as long as both attacks are unarmed attacks. A monk fighting with a one-handed weapon can make an unarmed attack as an off-hand attack, but the monk suffers the standard penalties for two-weapon fighting. Likewise, a monk with a weapon in his or her off-hand gets an extra attack with that weapon, but suffers the usual penalties for two-weapon fighting.

  • UNARMORED DEFENSE: A monk knows how to use his or her body for defense, and gains an armor class bonus that increases with experience as indicated on the Monk Special Abilities table.
  • DEFLECT MISSILES: At 2nd level, monks gain the ability to deflect arrows and other non-magical missiles, including but not limited to, arrows, axes, bolas, bolts, bullets, clubs, daggers, darts, hammers, harpoons, javelins, nets, rocks, and spears. The monk must have at least one hand free to use this ability. When a character would normally be hit with a ranged weapon, the character can make a dexterity check. If the check succeeds, the monk deflects the weapon and suffers no damage. This can be done once per round for levels 2-6, twice per round for levels 7-11, three times per round for levels 12 to 16 and four times per round for levels 17-20.

The monk must be aware of the attack to use this ability. An attempt to deflect a ranged weapon counts as a monk's primary unarmed attack. If a monk is high enough level to have a secondary unarmed attack, the monk may still make the secondary attack if the deflect missile ability has only been used once or twice. If three or more missiles are deflected, the secondary attack is considered used. This ability cannot be used against siege weapon ammunition.

  • FAST MOVEMENT : At 3rd level and higher, a monk moves faster than normal members of his race. A monk carrying a medium or heavy load loses this extra speed. See the Monk Special Abilities Chart for the increase in speed.
  • KI STRIKE: At 3rd level, a monk's unarmed attack is empowered with ki. This attack can deal damage to a creature as if from a +1 magic weapon. This ability improves as the monk rises in levels as follows: +2 at 5th, +3 at 8th, +4 at 12th and +5 at 17th.
  • SLOW FALL: At 4th level, a falling monk takes damage from a fall as if the fall were 20 feet shorter than it actually is. The monk must be within 10 feet of a vertical surface that he or she can use to slow the descent to use this ability.
  • PURITY OF BODY: At 5th level, a monk gains +1 to all saving throws versus disease and poison. This saving throw bonus increases by one for every level past 5th. For example, a 10th level monk receives a +6 bonus. After 10th level, the +1 bonus is gained once every other level to a maximum bonus of +10 at 18th level.
  • STILL BODY: At 6th level, a monk has mastery over vital bodily functions, and can slow them until he or she appears to be dead. The monk may maintain this state of feigned death for a number of turns equal to the character's level.
  • FAST HEALING: At 7th level, a monk's body naturally heals faster than normal. Each day, a monk heals 1d4+1 hit points per level as long as rest, sleep and meditation is possible. The monk must be in a serene environment, under no physical duress or mental stress, must be able to sleep undisturbed for 12 hours, and meditate undisturbed for 6 hours. Food and water should be plentiful.
  • STILL MIND: At 9th level, a monk gains a +2 bonus to saving throws against confusion, charm, fear, and spells that affect the mind. The bonus increases to +4 at 11th level. At 13th level the bonus is +5 and increases by +1 every other level attained thereafter.
  • QUIVERING PALM: At 12th level, a monk gains a fearsome and fabled attack, the quivering palm. The monk can use the quivering palm attack once per week. The attack must be announced before an attack roll is made. The monk must be of higher level than the target or have more levels than the target's hit dice. If the monk successfully deals damage with an unarmed attack, the quivering palm succeeds. Thereafter, the monk can choose to try to slay the victim at any later time within 1 round per level of the monk. The monk merely wills the target to die, and the victim makes a constitution check. If the victim fails, it dies. For example, a 10th level monk successfully strikes a 5th level fighter. The monk can then attempt to will the character to die any time within the following ten rounds. Should the fighter fail a constitution saving throw, the fighter dies.

This attack has no effect on the undead or creatures that can only be struck by magic weapons, unless the monk is able to hit the creature with the ki strike ability.

Combat:

  • Size: M
  • Movement: 30
  • HD/HP: d12 / 26
  • Base to Hit bonus: +1

Armor Class

  • Armor Class: 14
  • Overburdened AC: 12
  • Touch AC: 14
  • Grapple AC: 14

Head AC: 14

Bonuses: Str +3, Dex +2, 1/2H +1, Monk +1

Weapons:

Weapon Group Encumbrance Grip Range Attack Damage Critical Traits Notes
glaive-guarisome polearm 5 2-hand reach? +4 2D4+3 xxx dismount heirloom
crossbow missile 4 2-hand 80 +2 1D6 xxx xxx xxx
knife melee 1 1-hand 10 +3/+2 1D2 xxx xxx xxx

Gear:

Gear Encumbrance Notes
G-G 5 15-carried
crossbow,light 4 35
knife 1 3sp
quiver 2 2-12cap
bolts-12 1 1
backpack 2 2-8cap
flint/steel - 1
Kettle 3 1
cup - 2cp
waterskin 3 1
rations 2w 8 6
Tea leaves 1 1sp
Total Encumbrance from Gear: 30 light load

Spells:

  • Bonus spells: xxx. These are factored into the #/day noted below.
  • Orisons (#/day): xxx, xxx, xxx, xxx
  • 1st-level (#/day): xxx, xxx, xxx

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Spear

"Step, turn, grab, elbow, backstep, throw, neck. "

The tea fire's embers shrunk low and the glade's shadows enveloped the meager encampment. It would be the last form this day. Umbyul slurped the tea's dregs and scooped a little hot ash into the metal cup to purify it.

"mm mm mm, Ethak's freedom, mm mm mm, drop the chains." The half-remembered tune fell from her lips without her notice. The half-breed took a resting position, back against the tree, and silently called to any powers that listen to let her be this night and the next.

  • * * * * *

"One night's fire at he waycamp is a traveller. Two night's fire is a merchant. Three night's fire is a settler, or a highwayman. Which one are you?" Began the grizzled farmer bearing a old, but well-kept crossbow.

"Shallek gye porur." Offered Umbyul as she raised her head from her resting crouch.

"Gob-speak in these parts may shorten your journey by a few seasons." Retorted the farmer evenly, raising the crossbow.

"I am nothing." repeated the goblinoid mongrel in common. She turned her hands palms up, offering no threat to the farmer. Now visible in the morning's glow, the farmer could see that the large woman had not eaten in nearly a week.

The farmer took a wary look round familiar woodlands before lowering his weapon. "Wait here. We've made bread. Ill bring some."

"I can make tea."