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Subject: Monster Workshop II

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Fun Guy from Yuggoth

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Umass Amherst Baby!

07/25/2008 8:48 AM  
Seeing as the old thread is indisposed, here's a new one with my updated Guild Thieves.


Guild Thief Level 2 Skirmisher 125xp

Medium natural humanoid, human rogue

Initiative: +9Senses: Perception +6

HP: 31Bloodied: 15

AC:17Fortitude:15Reflex:18Will:15

Speed: 6 squares


Shortsword (Standard; at will) Weapon

+8 vs Reflex; 1d6+5 damage

Hand Crossbow (Standard; at Will) Weapon

Ranged 10/20 +7 vs AC; 1d6+5 damage

Dazing Strike (Standard; Encounter) Weapon

+8 vs AC; 1d6+5 Damage; and target is stunned until your next turn


First Strike

At the start of an encounter, Guild Thief has combat advantage against any creatures that have not yet acted.

Sneak Attack

Once per round, Guild Thief gains +2d6 damage when he has Combat Advantage


Alignment: Unaligned Languages: Low Lankarmese, Rogues Cant

Skills: Acrobatics: +10 Athletics: +7 Bluff: +9 Stealth: +10 Streetwise: +9 Thievery: +10

Str 11(+1) Dex 16(+4) Wis 10(+1)

Con 14(+3) Int 12(+2) Cha 15(+3)

Equipment: Short sword, Daggers x5, Hand Crossbow, Leather Armor, Climbing Kit, Thieves Tools



A footsoldier in Lankhmar's Thieves Guild. This due paying member tiths a percentage of his ill-gotten gains for protection and training.




Pathetic Earthlings. Hurling your bodies out into the void - without the slightest inkling of who or what is out here. If you had known anything about the true nature of the universe - anything at all - you would have hidden from it in terror.

Fun Guy from Yuggoth

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Umass Amherst Baby!

07/25/2008 8:49 AM  

Guild Enforcer Level 4 Elite Skirmisher 350xp

Medium natural humanoid, human rogue

Initiative: +9Senses: Perception +9

HP: 86Bloodied: 43

AC:19Fortitude:18Reflex:20Will:16

Speed: 6 squares


Riposte Strike (Standard; at will) Weapon

+10 vs AC; 1d6+7 damage. If the target attacks you before the start of your next turn, you make a riposte against the target as an immediate interrupt: A +10 vs AC; 1d6+7 damage.

Hand Crossbow (Standard; at Will) Weapon

Ranged 10/20 +7 vs AC; 1d6+7 damage

Torturous Strike (Standard; Encounter) Weapon

+10 vs AC; 2d6+14 damage


First Strike

At the start of an encounter, Guild Thief has combat advantage against any creatures that have not yet acted.

Sneak Attack

Once per round, Guild Thief gains +2d6+7 damage when he has Combat Advantage

Tumble

Once per enounter you may shift 3 squares as a move action.


Alignment: Evil Languages: Low Lankarmese, Rogues Cant

Skills: Acrobatics: +12 Athletics: +12 Intimidate: +10 Stealth: +12 Streetwise: +10 Thievery: +12

Str 16(+5) Dex 16(+5) Wis 10(+2)

Con 16(+5) Int 12(+3) Cha 12(+3)

Equipment: Short sword, Daggers x5, Hand Crossbow, Leather Armor, Climbing Kit, Thieves Tools



A brutal thug reporting to the Guild Bosses. His job is to track down theives skimping on their dues and make a bloody example of them.



Pathetic Earthlings. Hurling your bodies out into the void - without the slightest inkling of who or what is out here. If you had known anything about the true nature of the universe - anything at all - you would have hidden from it in terror.

Fun Guy from Yuggoth

Cthulhufnord
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Umass Amherst Baby!

07/25/2008 8:52 AM  

Guild Boss Level 6 Skirmisher 250xp

Medium natural humanoid, human rogue

Initiative: +12 Senses: Perception +12

HP: 50Bloodied: 25

AC:22 Fortitude:18Reflex:23Will:23

Speed: 6 squares


Shortsword (Standard; at will) Weapon

+13 vs AC; 1d6+19 damage

Hand Crossbow (Standard; at Will) Weapon

Ranged 10/20 +12 vs AC; 1d6+19 damage

Trickster's Blade (Standard; Encounter) Weapon

+13 vs AC; 2d6+10 Damage. Add +9 to your AC until the start of your next turn.


First Strike

At the start of an encounter, Guild Thief has combat advantage against any creatures that have not yet acted.

Sneak Attack

Once per round, Guild Thief gains +2d6 damage when he has Combat Advantage

Master of Deceit

Once per encounter as a free action you may reroll a bluff check

Ignoble Escape

Once per encounter as a move action you may end a marked condition. You can shift up to 6 squares.


Alignment: Unaligned Languages: Low Lankarmese, Rogues Cant

Skills: Acrobatics: +10 Athletics: +7 Bluff: +9 Stealth: +10 Streetwise: +9 Thievery: +10

Str 10(+3) Dex 16(+7) Wis 12(+4)

Con 13(+4) Int 14(+5) Cha 18(+9)

Equipment: Short sword, Daggers x5, Hand Crossbow, Leather Armor, Climbing Kit, Thieves Tools



One of the many lieutenants of the Guild's Master Thief. This noble among scoundrels insures that the Guild's coffers are never empty.


Pathetic Earthlings. Hurling your bodies out into the void - without the slightest inkling of who or what is out here. If you had known anything about the true nature of the universe - anything at all - you would have hidden from it in terror.
Master of the
Awesome Sauce

Teflon Jeff
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Sector 2814

07/25/2008 9:10 AM  
Cool, keep us updated on how the campaign goes, and how appropriate these power levels are.

Official Delegate, Wizards of the Coast
Icons Called Shot: Gargantuan Prismatic Dragon
"Rejoice, for bad things are about to happen."
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