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3 months ago  ::  Mar 01, 2013 - 7:02PM #31
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,522
Yan
Montréal, Canada
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3 months ago  ::  Mar 01, 2013 - 7:10PM #32
jonathan_sicari
Date Joined: Sep 1, 2008
Posts: 3,350
*Fist Bump*
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3 months ago  ::  Mar 01, 2013 - 9:15PM #33
Jagannatha
Date Joined: Apr 12, 2011
Posts: 1,034
Gray Gloy Show




Gray Gloy
Lawful Neutral
Male Wood Elf
Level 4 Rogue
(Aliases Straka the Ranger, Lady Fox, Tyr the Dwarven Thief)
 
AC 15
Hit Points 22
Speed 35 ft.
Hit Dice 1d6
 
Strength 10 (+0)
Dexterity 18 (+4) (+3)
Constitution 12 (+1)
Intelligence 8 (-1)
Wisdom 14 (+2) (+1)
Charisma 14 (+2)
 
Attacks
Weapon Attack +2
Martial Damage Dice 2d6
Silver Dagger (finesse, light, range 30/120) +6; 1d4+4 piercing damage
Longbow (missile range 150/600, two-handed) +6; 1d10+4 piercing damage
Rapier (finesse) +6; 1d8+4 piercing damage
Short Sword (finesse, light) +6; 1d6+4 piercing damage
Two-Weapon Fighting (short sword) +4; 1d6+4 piercing damage and 1d6 piercing damage
Unarmed +1; 1d6-1 bludgeoning damage
 
Skills (+1d6 to checks relating to a skill)
Balance, Bluff, Disable Device, Disguise, Gather Rumors, Listen, Search, Sleight of Hand, Sneak, and Spot
 
Race: Wood Elf
As an elf, you have the following racial traits. Size: Medium.
Low-Light Vision: If there is no light within 30 feet of you, you treat dim light in that radius as normal light, and you treat darkness in that radius as dim light.
Elf Weapon Training: When you attack with a long sword, a shortbow, or a longbow with which you have proficiency, the damage die for that weapon increases by one step: from d6 to d8, or d8 to d10.
Keen Senses: You are trained in the Listen and Spot skills.
Free Spirit: You are immune to the charmed condition and to any effect that would put you to sleep.
Trance: Elves do not need to sleep. Instead, they meditate deeply for 4 hours a day. (The Common word for such meditation is trance.) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages: You can speak, read, and write Common and Elvish.
Subrace: Wood elf.
Ability Score Adjustment: Your starting Dexterity score increases by 1.
Speed: 35 feet.
Wood Elf Grace: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
 
Class Features: Rogue
Starting Hit Points: 6 + your Constitution modifier
Armor and Shield Proficiencies: Light armor, medium armor
Weapon Proficiencies: Simple weapons, hand crossbow, light crossbow, longbow, long sword, rapier, short sword
Tool Proficiencies: Thieves’ Tools
 
Con Artist
A cheat, opportunist, or ne’er--‐do--‐well, you use your skills to get the better of people you meet, whether you’re lifting a purse from a merchant in a marketplace or conning a rube out of hard--‐ earned pay.
Skills: Bluff, Disguise, Gather Rumors, and Sleight of Hand
Extra Skill Tricks: You gain three extra skill tricks of your choice at 1st level.
Rogue Talent: Artful Dodger: When a creature makes a melee or ranged attack against you, you can use a reaction to impose disadvantage on the attack roll.
Suggested Skill Tricks: Great Fortitude, Mimic, Poison Use and Unflappable (1st level), Gilded Tongue (2nd level)
 
 
Gilded Tongue
When you make a Charisma check and dislike the die result, you can spend your skill die to reroll that check and keep either result.
Great Fortitude
When you make a Strength or Constitution saving throw, you can use your reaction to roll your skill die and add its result to the saving throw.
Mimic
You can spend your skill die to expertly mimic a creature’s voice, mannerisms, and quirks when making Charisma checks to disguise yourself as that creature. You can sustain this mimicry for as long as you wish, but while you are doing so, you cannot use your skill die for any other purpose.
Poison Use
When you apply poison to one of your weapons, you can roll your skill die and add the result to the saving throw DC of the poison. When you do so, you suffer no risk of exposing yourself to the poison’s effects.
Unflappable
When you have disadvantage on a Charisma check, you can spend your skill die to cancel that disadvantage.
 
Level 4: Uncanny Dodge
Benefit: When you make a Dexterity saving throw, you can roll your skill die and add its result to the save.
 
Guild Thief
Skills: Balance, Disable Device, Search, and Sneak.
Trait—Thieves’ Cant: Among thieves, there is a secret language, a combination of jargon words and secret signs that members of the criminal underworld know and use. Creatures hearing you converse in Thieves’ Cant might think you say one thing when you are actually saying something else entirely. You have learned the secret language of thieves. You can correctly interpret thief signs and doublespeak, and you can communicate in this manner to others familiar with this language.
 
Skulker
Level 1: Skill Focus (Sleight of Hand)
Level 3: Skill Supremacy (Sleight of Hand)
Skill Focus
Benefit: Choose one of your skills when you gain this feat. When you make a check with that skill, treat any d20 roll of 9 or less as a 10.
Skill Supremacy
Prerequisite: Skill Focus feat
Benefit: Choose a skill you have associated with the Skill Focus feat. You have advantage on all checks with that skill.  
 
Equipment
 Leather - 15 lbs, Arrows (60) – 9 lbs, Silver dagger, Antitoxin, Backpack (empty) – 2 lbs, Disguise kit (2) – 16 lbs, Fine clothes – 6 lbs, Healer’s kit, Bullseye lantern – 3 lbs, Mirror, Oil (5), Poison (2), Potion of healing (6),  Belt pouch, Sack (2), Silk rope 50 ft – 5 lbs, Soap, Thieves’ tools, Waterskin – 4 lbs, Whetstone

Gold       114 gp
 
Encumbrance: 80.0 lbs.

 

To all that is good and worthwhile.
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3 months ago  ::  Mar 02, 2013 - 6:39AM #34
jonathan_sicari
Date Joined: Sep 1, 2008
Posts: 3,350
Looks good Jag.
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3 months ago  ::  Mar 03, 2013 - 10:05AM #35
Guyviroth
Date Joined: Aug 16, 2011
Posts: 56
Lol, Rowan Atkinson rogue ftw.

Anyways, here's mine;


Gulvard Finley
Male Human Barbarian
Medium
Armor Class
 16
Hit Points 45 ( 4d12 )
Speed 50ft
Sense Normal
Str
 17 ( +3 )  Dex 16 ( +3 )  Con 16 ( +3 ) 
Int 9 ( -1 )  Wis 11 ( 0 )   Cha 13 ( +1 ) 
Chaotic Neutral
Common
Trait Artisan (Blacksmith)
Skills
 Profession (Blacksmith), Gather Rumors, Persuade, Knowledge (Folklore) [1d6]    
Feat 
Weapon Mastery [ May reroll 1 or 2 MDD when increasing attack damage ]
Fast Movement [Speed increases by 10 feet]


Racial Trait None
Class Trait 
Combat Expertise [+1 Attack Bonus, 2d6 MDD, Regain all MDD at the start of each person's turn] 
Iron Hide [AC = 10 + Con Mod + Dex Mod while wearing no armor] 
Rage [Advantage on all Strength checks and attacks, +4 to melee damage, Resistance to piercing, bludgeon and slashing damage, 2/day, lose rage when turn is spent not attacking] 
Reckless Attack [Gain advantage on next attack while not raging. Grants advantage to enemies until next turn]
Fast Movement [+2 to movement while wearing light or no armor]
Feral Instinct [roll 2 d20s when rolling initiative and choose one result]


Actions
Melee Attacks— Greataxe   :
 +5 (Melee; target). Hit: 1d12+3 
Ranged Attack— Longbow : +5 (150/600; targetr). Hit: 1d8+3
Equipment:
Silvered Greataxe
Silvered Maul
Longbow
Arrows, silvered (60)  
Adventurer's Kit        
Vials, shattered (10)  
Pouch, belt (3)                      
Oil (10 pints)              
Caltrops (10)              
74 gp


 
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3 months ago  ::  Mar 03, 2013 - 9:06PM #36
jonathan_sicari
Date Joined: Sep 1, 2008
Posts: 3,350
Ooh rah. Ready to go on Wednsday.
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3 months ago  ::  Mar 04, 2013 - 7:16AM #37
frothsof
Date Joined: Jun 4, 2010
Posts: 10,486
seeing as we have no cleric, can i buy a potion of healing?
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3 months ago  ::  Mar 04, 2013 - 7:36AM #38
jonathan_sicari
Date Joined: Sep 1, 2008
Posts: 3,350
The City of Neisse has several Apocatharies, willing to provide such. (Yes!)
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3 months ago  ::  Mar 04, 2013 - 8:44AM #39
Jagannatha
Date Joined: Apr 12, 2011
Posts: 1,034

Mar 4, 2013 -- 7:16AM, frothsof wrote:

seeing as we have no cleric, can i buy a potion of healing?


You mean potions of healing? What did your character spend his 1000 gp? Just wondering.

To all that is good and worthwhile.
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3 months ago  ::  Mar 04, 2013 - 11:41AM #40
sleypy
Date Joined: Jun 1, 2011
Posts: 1,358

Mar 4, 2013 -- 7:36AM, jonathan_sicari wrote:

The City of Neisse has several Apocatharies, willing to provide such. (Yes!)


Ah good! When you placed that no magic item restriction I was like damn no potions of healing is going to hurt.

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Imagine a world where the first-time D&D player rolls stats, picks a race, picks a class, picks an alignment, and buys gear to create a character. Imagine if an experienced player, maybe the person helping our theoretical player learn the ropes, could also make a character by rolling ability scores and picking a race, class, feat, skills, class features, spells or powers, and so on. Those two players used different paths to build characters, but the system design allows them to play at the same table. -Mearl
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