Armor: 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 normally avoids face-to-face combat if possible, preferring instead to use stealth to catch an opponent unaware. 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.
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 (Dexterity): 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 (Intelligence): 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 (dexterity): 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 (Wisdom): 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 (Dexterity): 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 (Dexterity): 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 (Dexterity) : 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 (Intelligence): 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.
Johnathan is a young human, looking to be about 16 or 17 years old. Although he is a little shorter than most human men, his lanky arms and legs suggest he might yet grow to have a more imposing figure. He has short, messy dirty-blonde hair, grey-blue eyes, and a freckled complexion. His face, though not chiseled, is thin, and despite his slight figure he does have some muscle. It is obvious he spent his childhood working. He wears a peasants attire: a plain, dirt-colored, home-spun tunic, trousers, and well-worn boots.
In his right hand, Johnathan holds a gnarled black walking stick. His left hand almost never lets go of the small, nearly-empty leather pack on his back. At his hip he proudly displays his newest possession, an old longsword in a rusted sheath.
Johnathan carries himself with eagerness and optismism. The adventurer's life is new to him, and he is still completely innocent to wordly experiences. He sees the other races with a sense of wonderment, having until very recently only heard of them in the stories. If he gets the chance he will interrogate anyone who looks like an adventurer, constantly asking for stories of daring deeds and treasure.
Although he is enthusiatic about potential treasures and honor to gain, in his heart Johnathan wants to be an adventurer to help other people. He understands just how rough life can get, and will help others whenever he gets the chance. However, Johnathan is suspicious of old ladies - even the most innocent looking ones are up to no good!
Last edited by ozyrridon; Sep 22nd, 2013 at 09:49 AM.
- Studded Leather Armor
- Small Wooden Shield
- Broad Sword
- Backpack
* Flint and Steel
* Waterskin, half full
* Three day's rations
- Belt Pouch
- Holy Symbol
- Holy Text of Fideran
Racial Abilities:
Empathy (+2 to Charisma Checks)
Move Silently [Dexterity] (Wilderness Only)
Spot Hidden Doors [Wisdom] (Automatic within 5 feet, +1 if Searching)
Attribute Modification (+2 to Chosen Secondary Attribute [Intelligence])
Spell Resistance [Wisdom] (+2 vs Charm or Sleep)
Class Abilities:
Spellcasting per Day [Wisdom] (3 / 2)
- 0th Level: Endure Elements, Light, Purify Food/Drink
- 1st Level: Cure Light Wounds, Shield of Faith
Turn Undead [Wisdom] (1d12 + 3 undead)
Decipher Script [Intelligence]
Exalt [Charisma] (+2 to ally's action 1/day for 1 rnd)
Legend Lore [Charisma] (Determine information about a topic)
Description:
Eravil looks older than his 26 years, weathered and lined beyond his age by a difficulty upbringing. He is tall enough, nearly six feet, but his frame is wiry and narrow which gives him an almost emaciated look. Brown hair, left loose and often left, crowns tanned skin and angular features. With a sharp jawline dotted by small scars, a thick beard and a hooked nose that's been broken more than once, he doesn't have the look of a traveling preacher on first glance. Eyes that are either green or blue depending on the light are often wary, always on the lookout for a threat or danger on the horizon.
His clothing is functional, rough-hewn fabrics and soft leather, and he uses color to improve the look. Blues and grays, red and orange. Just enough to draw attention and make him stand out. A wrought gold bracelet, thick strands dotted by gem chips, and a heavy holy symbol carved from ivory are his constant adornments. A stained pack over his shoulder and a blade at his hip are all that identify him as an adventuring sort.
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Playing - High Risk, Heist Reward | The Grand Tour
Last edited by PopCultureBard; Jan 28th, 2014 at 02:29 AM.
Cleric of Pelor
5' 10'' - 165 lbs.
Brown Hair, Blue Eyes
Str
13
Secondary
Dex
10
Secondary
Con
13
Secondary
Int
16
Chosen Primary
Wis
16
Class Primary
Cha
15
Bonus Primary
Picture:
Description:
Tall, with lightly tanned skin, this comely young lady catches comments for her long brown hair and clear blue eyes. She's rather athletic, but has gotten just a bit of a paunch lately. Maybe too many treats from mom.
She's very clean and mostly organized, favoring practical, well-made clothing of a merchant or artisan when not in vestments or armor. She's quite proficient with mace, shield, and armor, despite a back injury amid training that occasionally gives her a bit of grief. And, obviously, she's a talented medic and rather good at baking, too.
Background:
Born to a brewer and a baxter, it seems yeast and honest work were the foundation of her upbringing. She took more to the baking than the brewing, but she has definitely enjoyed more than a few good ales in her life.
Clever and personable, it was actually the priest at her local temple who convinced her to become a cleric. She, of course, became very taken with the idea, and enthusiastically learned all she could, diving into her new vocation with enthusiasm and talent.
Class Abilities:
Divine Spells
Turn Undead
Equipment:
Simple Holy Symbol (5gp)
Studded Leather Armor (+3)
Helm (+5)
Large Shield (+2)
Heavy Mace (1d8)
Backpack
Bedroll
Blanket
Oil
Clothing, 3 outfits (costing 3, 4, and 6)
Cloak
Heavy Boots
Small Steel Mirror
Silk Rope, 50 feet
Torches, 2
Flint and Steel
Tinderbox
Waterskin
Dog
Coins: 45 gold, 7 silver, 4 copper
Last edited by WarriorPrincess; Sep 19th, 2013 at 10:13 AM.
SPELLS: An illusionist casts arcane spells, though illusion magic is inherently different from the wizard’s requiring a unique spell list. Like a wizard though, an illusionist is limited to a certain number of spells of each spell level per day. The Wizard and Illusionist Spells Per Day Table shows the number of spells per day an illusionist may cast. An illusionist must prepare spells before casting them,. This is done by studying spells from a spell book. While studying, the illusionist decides which spells to prepare. Spell memorization and descriptions are covered in detail in the Magic section. (pg. 46)
BONUS SPELLS: With a high intelligence score, an illusionist 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, they receive an extra 2nd level spell and if 18 or 19, they receive an extra 3rd level spell. The bonus spells can only be acquired if the illusionist is at a high enough level to cast that spell level. Bonus spells are cumulative.
For example, a 4th level illusionist with an 18 intelligence receives four 0 level spells, four 1st level spells, and three 2nd level spells. No bonus 3rd level spell is acquired until the illusionist reaches 5th level.
SHARP SENSES (Wisdom): An illusionist’s innate ability to distinguish the real from the unreal imparts a +1 bonus to all illusion saving throws. The bonus increases to +2 at 4th level, +3 at 7th level, +4 at 10th level and +6 at 16th level.
DISGUISE (Charisma): Using magic and props, the illusionist can disguise himself and impersonate others. The effort requires 1d3x10 minutes of work. A disguise can include an apparent change of height or weight of no more than one-tenth the original. The Castle Keeper makes the character’s check secretly, so that the player is not sure if the disguise is successful. Illusionists can use spells, like change self, to augment their disguise and give them a greater chance of success. The following modifiers are applied to a disguise check when appropriate: sex difference -2; race difference -2; age difference -2 per 10 years.
Success indicates a disguise good enough to fool normal observers. The Castle Keeper may allow a suspicious observer an intelligence check to see through the disguise. If the observer is familiar with the person being impersonated, they gain a bonus of +4 to the intelligence check. If the person being impersonated is a close associate or friend of the observer, the check is made at +8. Additionally, disguises must be occasionally changed to remove suspicion.
Last edited by TheArdentScribe; Nov 12th, 2013 at 03:39 PM.
-chain shirt
-longsword
-heavy Boots
-wolf's fur mantle
-black wool pants, tunic, and gloves
-black wool cloak
-flint and tinder
Class Abilities:
1. WEAPON SPECIALIZATION LONGSWORD (+1 hit +1 dmg w/ longsword)
Description:
Hudson Royce stands at six feet-two inches and weighs in at a lean one hundred ninety-seven pounds. His flat-black hair is trained to flow backwards down to the middle of his back. He wears a thick black goatee with no mustache. Slab-jawed and thick-skulled, Hudson's square head suggested strength and toughness. Intense, piercing black eyes stared from thick eyebrows. Hudson's canine teeth were naturally longer and bigger than his front four teeth. To protect his body from the cold hinterlands, Hudson wears a wolf's fur mantle and all-black, wool clothing. Under his weathered garb is a chainmail hauberk, which he took off a dead body in wilds. He also owns a pair of mail gauntlets. A beaten long-sword adorns his left hip and a cruel dagger is tucked away in his belt. His overall appearance, especially his teeth, led to the nickname Wolf which is what he goes by now.
Hudson Royce is a grim and strange man, due to his background. His deep, guttural, and raspy voice originated from a childhood lung sickness which he narrowly overcame. He rarely enunciates his words. Paranoid by nature and a little insane by circumstance, Hudson tends to speak in short sentences with many pauses. He has a dark and depressing sense of humor, which typically leaves people second guessing him. Hudson Royce likes to drink, a lot. He loves beautiful women with all his heart, but he is far from a womanizer. Hudson Royce has made a personal vow to never be taken alive in an conflict regardless of the consequences. He will fight until the death.
Background:
Born the bastard of a castle man-at-arms, Hudson Royce's future seemed bleak from the onset. The gods seemed to favor him though, for this quickly changed. One of the castle Knight's agreed to take on Royce as a Squire and train him to be a loyal soldier. From the age of ten he trained hard in the art of war. At fourteen, he was already showed much prowess and strength. At the age of sixteen, Hudson was ready to gain some real experience. His Knight patron took the lad with him to fight a war with an enemy institution. The Squire followed the Knight in two battles, assisting him and even killing several enemy combatants.
Hudson Royce's glory did not last long however. During the third battle of the conflict, his Knight was taken captive by the enemy. The privilege of ransom was not granted immediately. The Knight patron and his squire were taken prisoner and swiftly thrown deep in the dungeons of the enemy's castle. His Knight patron was released within the year when his family paid ransom, but he decided to abandon his squire. Hudson Royce was left to rot away for nine long years, until he was finally allowed freedom after the war had concluded.
Now at the age of twenty-six, Hudson Royce knows nothing of life except war and prison; Death and Darkness. Anger and hatred flowed through his veins at the knowledge that his patron abandoned him. Wandering from city-to hamlet-to castle, Hudson Royce spent the last year drinking his sorrows away and supporting himself with odd jobs.
Last edited by Cornfed; Oct 7th, 2013 at 12:11 PM.
GP Left = (48) actually 5 which is now 3 gold
- Fashionable Dress (3) - 6gp
- Personally Carved Staff - 0 gp
- Parchment (10) - 5 gp
- Ink (8oz) - 8 gp
- Quill (10) - 1gp
- Backpack (Leaf Pattern) - 2gp
- Spellbook
- Longbow
- Arrows
((Note: Only has one pair of clothes, staff, Spellbook, and 5 gold at the moment))
Class Abilities:
-
Description:
Tall (for an elf) and blonde haired woman with the stately elegance and grace of all elves. She is almost always seen in an elegant dress with arcane sigils patterned into the cloth. Her piercing blue eyes look on the world with high curiosity about its internal workings.
She almost always has a book about her person and often a number of them that she might gain new knowledge and information. When asked a question she will either know the answer or be determined to find out what the answer is, spending hours in the library if need be or even questing into dank dungeons and ruining her dress. The quest for knowledge is highly important moreso than anything else.
Background:
Seikianna grew up with elves and has spent most of her life amoung them. She would potentially even still be in her original locale if they hadn't run out of books to read and knowledge to gain. Using her meager magical skills she ventured out into the world to learn more and find new books and new information. The only thing that prevents her from breaking into people's houses to read their libraries is her own strict adherence to rules.
She is in her early youth (for an elf) when she ventures out into the world and has yet to truly encounter all of the disturbing things in it. With most of her life spent in libraries and fine elven towns her most recent experiences with human food and lodgings leaves a sour taste in her mouth and makes her sound very disdainful of all such things.
Last edited by Ysolde; Oct 10th, 2013 at 12:52 PM.
Armor: SPECIAL: Assassins must be prepared to wait in hidden places for long hours and move swiftly and quietly when attacking. Heavy armor that is uncomfortable, noisy or bulky precludes optimum performance. An assassin may wear leather armor, a leather coat, or padded armor, and can employ small shields without any penalty to the use of the character’s abilities. They may also wear leather helmets. An assassin 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 those armors confer. Restricted helmets and shields cause the assassin to suffer a –1 penalty to all abilities. All penalties are cumulative.
CASE TARGET (Wisdom): Using this ability, the assassin can determine information and weaknesses about a potential opponent or target through detailed observation and deductive reasoning. An assassin must spend 1d3x10 minutes observing an opponent before a check is allowed. A successful check results in knowledge of the approximate level or HD of the opponent within 10%, alignment, hidden weapons or unusual items, distinguishing habits and mannerisms, and any other details that might not be apparent to normal observation. The Castle Keeper must decide what the assassin can learn about the target and deems appropriate to convey. This check can be adjusted by the level or hit dice of the creature being observed.
This ability is not affected by wearing armor not on the assassin’s armor list.
CLIMB (Dexterity): This ability allows an assassin to climb up, down or across a slope, wall or unusually angled natural slopes or inclines. When doing so, the assassin moves at half 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 suffers falling damage. Nothing can be carried in the hands while climbing. When climbing typical natural slopes and inclines, such as a cliff face, an assassin does not need to make an attribute check.
DEATH ATTACK: If an assassin studies a victim for 3 rounds and makes a sneak attack (see below) that successfully deals damage, the sneak attack can potentially kill the target instantly. While studying a victim prior to an attack, the assassin can undertake other actions, but must stay focused on the target. If the target knows the assassin is present, a death attack is not possible. The victim of such an attack must make a constitution saving throw. If the saving throw fails, the victim dies instantly. If the saving throw succeeds, the attack is treated as a normal sneak attack.
After completing 3 rounds of study, the assassin must attack within the next 3 rounds to use this ability. If a death attack is attempted and fails because the victim succeeds at the saving throw, the assassin cannot make another attempt at a death attack in this circumstance because the victim will almost certainly be aware of the assassin’s status as an enemy. If the assassin attacks and misses (and the target is not aware of the attack), or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before another death attack attempt can be made.
DISGUISE (Charisma): With a successful check in this ability, assassins can disguise themselves or impersonate people. The ability allows the assassin to impersonate general types of people, as well as individuals. For example, a human assassin might impersonate a taller elf mage, or perhaps a traveller, even though the assassin is a local.
For a general impersonation such as a beggar or merchant, the effort requires a few props, makeup, and 1d3x10 minutes of work to complete. Where specific individuals are being impersonated, at least one month’s preparation time is required to avoid detection. A disguise can include an apparent change of height or weight of no more than one-tenth the original height or weight of the assassin. The Castle Keeper makes the character’s disguise check secretly so that the character is not sure of its success. The following penalties are applied to a disguise check when appropriate: sex difference -2, race difference -2, and a -2 for an age difference of more than ten years.
A successful disguise does not fool an observer in all instances. Success indicates that the assassin is disguised well enough to fool normal, non-suspicious observers. If a suspicious individual observes the assassin, the Castle Keeper may allow the observer an intelligence check to see through the disguise. If an assassin is impersonating a particular individual, all who know that individual are permitted to make an intelligence check to detect the disguise. If the observer would recognize the impersonated individual on sight, the check is made at -4. If the observer is a friend or close associate, the check is made at -8 and if intimate, the check is at -12.
HIDE (Dexterity): Assassins use this ability to conceal themselves from others. A successful check means that the assassin is hidden so well as to be almost invisible. The assassin 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 can’t 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. An assassin 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.
Assassins cannot hide and move silently at the same time until they reach 3rd level. At this level and beyond, an assassin 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 assassin.
LISTEN (Wisdom): An assassin 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 assassin has detected some sort of noise. Success indicates the assassin 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 assassin is listening for sounds on the other side of a door, but the assassin 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 assassin suffers a -10 penalty to the check. For other materials, vary the penalty as appropriate. An assassin can retry this ability once a round.
Only wearing a metal or large helmet affects this ability negatively.
MOVE SILENTLY (Dexterity): This ability allows an assassin to move so silently that others cannot hear the movement. The assassin can use this ability both indoors and outdoors. A assassin 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 assassin.
POISONS (Intelligence): An assassin can identify and make poisons and antitoxins. An assassin can identify a poison or antitoxin on a successful check. To make a poison or antitoxin, the assassin needs some alchemical equipment and raw materials costing one third of the street value of the poison or antitoxin to be made. An assassin’s training in the use of poison means that an assassin never risks accidental poisoning when applying poison to a blade. Moreover, assassins train with poisons of all types, and they slowly grow more resistant to their effects. This is reflected by a +1 bonus to saving throws versus poisons gained. This saving throw is gained at 3rd level. Some common poisons, their effects and costs are listed below.
SNEAK ATTACK: Assassins are capable of quick and deadly strikes upon unsuspecting targets. When an opponent or victim is aware of the assassin, but unsuspecting of any attack, this ability can be used. For example, an assassin could casually walk next to a target, quickly stabbing him with a poisoned blade. These situations do not necessarily require a previously successful hide or move silently check, although the Castle Keeper could require success in one or both skills, depending upon the circumstances. The opponent is not allowed to roll for initiative until the round following the attack.
An assassin 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. An assassin cannot aim with deadly accuracy from beyond that range.
This ability is affected by wearing armor not on the armor list for the assassin.
TRAPS (Intelligence): An assassin may use this to do one of the following:find, disable or set 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, an assassin 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 assassin 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. An assassin 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, an assassin must first know its location. Once a trap is located, a successful check means the assassin has disarmed the trap. The attempt can only be made once and failure indicates that the assassin set off the trap. An assassin can disarm a magic trap, although it may be much more difficult than disarming a mundane trap. In most cases, assassin’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, an assassin must make a successful traps check. If an assassin is resetting a trap that was previously disabled, the assassin 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 assassin.
Last edited by Aerandor; Nov 16th, 2013 at 12:50 AM.
Abilities:WEAPON SPECIALIZATION: At 1st level, the fighter can choose one weapon
with which to specialize. All weapons are eligible, including ranged weapons
such as the bow or sling. The weapon with which the fighter specializes is
usually common to the fighter’s culture or society, but it need not be. The Castle
Keeper and player should consult to determine which weapons are available for
specialization, bearing in mind culture, location and availability.
The fighter can only choose one weapon with which to specialize. Once
chosen, the weapon cannot be changed. For fighters between 1st and 6th
level, this specialization imparts a +1 bonus to hit and a +1 bonus to
damage when being used. At 7th level and above, the bonuses increase to
a +2 to hit and +2 to damage.
COMBAT DOMINANCE: At 4th level, the fighter gains an extra attack with
any weapon when fighting opponents with 1 hit die. The opponents must
also have a hit die type of d6 or smaller. In order to use this ability, the fighter
must direct all attacks in a combat round against opponents that meet these
criteria. The fighter can split the available attacks among qualified opponents
as desired. This ability improves as the fighter progresses in levels. The fighter
gains an additional attack for every four levels gained after 4th level. So, at
8th level, the fighter is allowed a total of three attacks, and at 12th level,
the fighter gains four attacks against these opponents. This ability does not
combine with the Extra Attack ability described below. This ability is only
useable with melee weapons and cannot be applied to ranged combat.
Equipment
Bastard sword (sorry I changed this, I accidently put down broad instead, which there is no broadsword)
Scale mail
Heavy Boots
Tent
Clothes
backpack
armor and weapon oil
flint and steel
small steel mirror
bedroll
cloak
razor
2 weeks rations
17 gp
8 sp
Personality/ Backstory
Personality
Tynan is a pleasure seeker, doing whatever gives him "a good time". This would be mostly harmless if he wasn't insane. Robbing, killing at random, and torturing have become some of his staple pastimes, earning him many enemies as well as a small bounty for his capture. He is somewhat narcisstic.
Backstory
Tynan is the only son of a rich merchant. As a child, he was left to the care of nannies, all of whom started reporting some nasty tendencies as the child started growing older, starting with little pranks that kept getting worse and worse in degree. His father and mother dismissed the reports as a phase. As the child reached his early teens, his habits kept getting worse and worse, and his parents were being forced to bribe their maids and nannies to not spread the rumor that their son was insane, yet even these efforts could not keep the growing rumors about Tynan, so they sent him off to a reform school.
Life at the school was very harsh, yet it did something to Tynan. He seemed to change. His pranks, which had become increasingly violent, ceased, and his grades at the school had become among the top of his class, and rivaled the abilities and knowledge expected of the more respectable schools. The School lauded itself for its success, and his parents thought that their son would be normal. Their hopes were dashed, however, when after 4 years of school their son returned home. All seemed well until, they awoke to a blood curdling scream in the middle of the night. They found their son with blood on his hands, and one of the young maids in their employ dead. Tynan admitted to killing her, and when asked why, he said "because she screamed funnily." The parents threw the young man into a local prison and asked for the judge to kill their son.
It never happened. Tynan killed the jailer, escaped from prison, and returned home. He murdered his parents, took all the valuables he could fit on a cart, and disappeared into the night. He has been seen many times since, but has never been caught again. He eventually became a mercenary after his fortune was spent, and became more self controlled and disciplined, but one never quite knows what he will do next...
Last edited by AceVendetta; Nov 18th, 2013 at 11:07 PM.
This pale, blonde haired elf looks like what most people would think of when talking about his race. His forest green eyes are constantly on the move, taking in everything around him. Although he has joined with Burne's guards and was in a bandit group before that, he was never actually a part of either group. Cold, aloof, he speaks little and seems to care less. Whatever his reasons for joining with the others, he has kept them to himself, doing nothing to reveal his plans to anyone.
Name: Araatra Stalingwolf
Race: Elf
Height: 5"6"
Weight: 115lbs
Class: Fighter/Wizard
Hit Points: 7
Alignment: Neutral
Armor Class: 14
Stats:
Str 13
Dex 9
Con 10
Int 13
Wis 11
Cha 13
Prime Attributes: Str and Int
Weapon Specialization and Weapon Training in Longsword
Enhanced Senses: +2 Listen
Twilight Vision
Spell Resist +10 versus Sleep and Charm
Spot Hidden Doors (Wisdom, Wisdom +2 if searching)
Armor: 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 normally avoids face-to-face combat if possible, preferring instead to use stealth to catch an opponent unaware. 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.
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 (Dexterity): 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 (Intelligence): 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 (dexterity): 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 (Wisdom): 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 (Dexterity): 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 (Dexterity): 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 (Dexterity) : 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 (Intelligence): 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.