Tag Archives: rogue

Character du Jour: Cudgel the Goblin

(No, this isn’t an instruction)

Grey Goblins are known for three things: their granite toughness, their isolation, and their utterly ungoblinlike nature. For the one known as Cudgel, only two out of those three are true. Where Grey Goblins are as tough as their stone-coloured flesh suggests, Cudgel is tough. Where they are solid, dependable and honourable, Cudgel is also.

But where most Grey Goblins are content to stay hidden and isolated from the rest of the world, Cudgel want to explore. Unlike the rest of his peers he wanted to know what was beyond the grey stone of his homeland, to visit other races and learn new things. To Cudgel, each day is a fresh gift to be savoured, and every challenge brings it’s own rewards. Perhaps he has some Halfling blood in him (the Halfling pot-roast must have been undercooked) but whatever the reason, Cudgel isn’t like any Goblin you would normally meet on the open road. This one would be smiling, maybe even singing. And he would love to be your friend.

Dirty Little Secret: Nope. None. This is a nice goblin. A really, really nice goblin. Of course, the hard part is getting people to believe it’s true.

Notes: I like my happy little Goblin.

Download his Character Sheet.

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Fairy du Jour: Thistledawn

“Why so sad, little friend,” the dwarven voice boomed, carrying easily over the buzz of the crowded tavern, “you fairies should be all dancin’ and playin’ practical jokes on the rest of us. But not you, never you. Why is that, Thistledawn?”. In reply the tiny fey sighed. These huge lumbering creatures would never understand. He quickly changed the subject. “Never mind that, you oaf. Drink up and tell me about that lost Dwarfholt again. Do you still have the map?”

Thistledawn isn’t like other fairies. Where they wear gaudy colours, he wears grey. Where they hide and avoid the larger folks, Thistledawn steers clear of other fairies and prefers the company of humans and dour dwarves. Where fairies live for the hour, he has plans that may take months or years to come to pass.

No, Thistledawn isn’t like other fairies. For he has lost the one thing that the fey folk hold dear above all else. Love.

Dirty little secret: Once upon a time, Thistledawn was like other fairies. He laughed and danced and joked and wore brightly coloured clothes made from leaves and flower petals. And he loved. He loved the fairy Riverthorn with all his heart, mind and soul. He loved her when she sat under the stars. He loved that she could name every one. He even loved her when she began offering sacrifices to them – burned flower petals at first, then mice and voles. He even loved her when the fairy children started to disappear. When the other fey discovered their bodies and Riverthorn sat among them chanting, something broke inside him. When she was exiled forever from the Fey Realms, he put away his bright clothing and took to the outer world. Shame burned him, and in every fey face he could see her laughing, crazed eyes taunting him. One day, he vowed, he will find her and rip out her eyes so they can never taunt him again.

Notes: Fairies in 4e D&D rock! Finding a good Tiny Fairy race write-up was difficult, and the Aerie (also in Combat Advantage #11) is easily the best out there. As a Tiny race, fairies are just 4″-8″ tall and have to enter their opponent’s square to be able to melee attack. This provokes opportunity attacks meaning only an agile and brave fairy would dare to take the melee route. Thankfully, Thistledawn is both and the combination of Artful Dodger and Defensive Mobility gives him a +5 against opportunity attacks. Fairies can only wield daggers, shortbows, slings and any weapon with the off-hand property (which they have to use two-handed but gain no benefit for doing so). Think of it like this: fairy weapons are sized for them, but thanks to fairy smithing techniques are supernaturally sharp. Dagger stats are used for their one-handed blades, Shortbow for their bows and Slings for their…. slings. Thistledawn prefers to wield a fairy-sized greatsword (which uses Shortsword stats and proficiency) as he flies into battle. Oh yeah!

When it comes to making Sneak Attacks, your typical Fey Rogue is best served by relying on Stealth and their innate ability to turn invisible to gain Combat Advantage. Gaining cover shouldn’t be difficult for someone who is only 6″ tall :D The jury is still out on whether a Tiny creature can Flank. I say yes provided they enter their opponent’s square from the opposite edge to another ally, but that’s entirely a GM call.

Coming up next: Riverthorn, Evil Fairy Star Pact Warlock!

Thistledawn, Male Chaotic Good Faerie Rogue-1
Str 11, Con 13, Dex 18, Int 12, Wis 10, Cha 16
AC 16, Fort 11, Ref 16, Will 13, Init +4
HP 25, Surges 6×7/day

Acrobatics +11, Athletics +5, Bluff +8, Perception +5, Stealth +11, Thievery +9
Languages: Common, Elven. Speed 2, Fly 5

Deft Strike/w, Sly Flourish/w, Faerie Twinkle/w, Dazing Strike/e, Trick Strike/d

Size: Tiny, Buzzing Flight, First Strike, Rogue Weapon Talent, Artful Dodger (+3 AC vs opportunity attacks), Sneak Attack +2d6, Defensive Mobility (+2 AC vs opportunity attacks)

Crossbow, Shortsword (wielded 2-handed), Leather Jerkin, Adventurer’s Kit, Thieves’ tools

Character Concept: Elven Rogue

elvenrogue

I’ve got a thing for urban elves. Can you tell?

Character Concept: Elven Ranger/Rogue

rangerrogue

One of the (many) things I like about 4e D&D is that the character generation rules open up a whole range of cool race/multiclass combos without triggering a BAB and Level Adjustment induced coma.

For example, I’d generate the lassie above as a Two-Weapon fighting Urban Ranger, multiclassed with Rogue and hit the Cat Burglar (or Shadow Assassin) paragon class at 11th level.

But that’s just me.

How would you generate her? Enquiring minds want to know.

Fantasy Archetypes for M&M: Part one, The Rogue

One of the key differences between Mutants & Masterminds and most other d20-based systems is it’s lack of character classes. Character generation is a wide-open affair where players can create any character conceivable, the only limits being your imagination, the Power Level of the campaign and the number of points you’ve got to spend. It’s a liberating game experience to generate your first M&M character, but it can also be pretty intimidating.

M&M helps alleviate that by including the concept of Archetypes. These are pre-generated characters which fit a commonly recognised niche in the genre. Instead of starting with a blank character sheet, a player can simply pick one of these and play as-is, or juggle the points around to personalize the character further. Archetypes also serve double duty – they help to reinforce the genre and expectations of the GM, and acts as a ready pile of game stats for passing NPCs and villains.

I’m going to spend a few posts suggesting Fantasy themed Archetypes that would fit right into a D&D influenced game, as well as look at ways they can be customized. As a minimum, we’ll be looking at the classic four – Fighter, Rogue, Cleric and Wizard – though more might be forthcoming if this works out. As I’m aiming for a more Old School feel than the Action Heroic style of 4e D&D, these Archetypes will be more in line with Third Edition expectations, though I’m sure some 4e fixtures and fittings will creep in somewhere. Each Archetype will be built to Power Level 4 with 60 points; if you prefer a more 4e style game, up this to Power Level 6 and allow a further 30 points to spend on simulating Powers, etc.

Let’s start the ball rolling with the shadowy guy at the back – The Rogue.

Classically, Rogues are good at three things; sneaking about, finding and removing traps and killing people quickly with short pointy things. Here’s an achetypal Rogue who ticks all the boxes. Maybe it’s a charmingly debonaire thief, a beautiful seductress assassin or brutal thug – the choice is yours. Either way, the key to the Rogue’s abilities is in his (or her) choice of Feats. This Rogue is a Dagger fighter first and foremost, with Feats such as Assessment, Accurate Attack and Improved Initiative meaning that he can strike first, and strike hard. If he really needs to make the first move, Seize Initiative means he can spend a Hero Point to do just that, guaranteed, and the Set Up Feat means that your Rogue can use his Distract(Bluff) ability to line the poor mook up for the Fighter to smack-down with a surprise attack. Lovely stuff.

Out of combat, this character’s Disable Device, Stealth, Search and Notice skills will make him an invaluable spotter and fixer for the party, and the high Charisma (beauty, force of personality or raw charm – you choose) plus talent at Gather Information could mean he/she’s either good at finding the right skulls to crack, or simply has a way with words. The addition of the Connected Feat means there’s a chance that this is a Rogue with friends in high (or, more likely, low) places.

DAZ Studio, no postwork. Click to enlarge

Human Rogue Archetype, PL 4, 60pp

STR 10, DEX 16, CON 12, INT 14, WIS 13, CHA 15
Tough +1/+5, Fort +2, Ref +5, Will +2
Attack +3, Grapple +3, Defense +3, Init +7

Bluff +6, Diplomacy +5, Disable Device +6, Gather Information +5, Notice +4, Search +5, Sense Motive +3, Stealth +5
Accurate Attack, Assessment, Attack Specialization 2 (Dagger), Connected, Defensive Roll 3, Distract (Bluff), Evasion 1, Improved Initiative 1, Seize Initiative, Set Up, Sneak Attack 1, Uncanny Dodge 1, Equipment 3

Standard Adventuring Kit, Thieves Tools, Leather Armour (Tough +1)
Dagger (10′, +7, 19-20, DC 16)
Crossbow (40′, +3, 19-20, DC 18)

Customization: Tailoring a character in M&M is a matter of trading out the things you don’t want in return for the things you do. That either means boosting the things you like or adding new goodies to the mix. So far, so obvious. The fine art comes in being happy with the end result; it is, after all, your character first and foremost. Here’s a few ideas to get started.

  • Want a character more focused on social skills? Drop Seize Initiative and Accurate Attack to gain another point of CHA and buy 4 ranks of Diplomacy
  • Want to totally own the battlefield? Drop Connected and gain the Move By Action Feat
  • Prefer a sniping Rogue who attacks from a range? Switch the Attack Specialization over to the Crossbow, drop Set Up and gain Precise Shot
  • Want to juggle some skill points around? Go right ahead. Shuffle 4 points from Bluff over to Disable Device to make a trap expert, or lose 2 from Disable Device and add 2 to Stealth. Your call, shuffle at will
  • Smooth charmer? Drop Accurate Attack and Improved Initiative and replace with +1 CHA and the Attractive Feat.
  • There’s 3 points allocated to equipment, which buys 15ep’s worth of goodies (Standard Adventuring Kit costs 2, and, Thieves Tools 1). Prefer something different? Spend the 15 Equipment Points however you want. If you need more, trade something out to get another 5eps for every one character point saved

In other words, the Archetype is just the starting point – a good, solid and fully playable starting point, but there’s plenty of scope to fine-tune the details. And it sure beats staring at a blank sheet!

Next: The Fighter.

Character du Jour: Petaparka

For a male of the Drow House of Learning, the Ritual of Acceptance should have been nothing more than a formality. He’d handled the spiders so many times before, so to walk through the infested tunnels they called home should have been a simple matter, a mark that they recognised him as one of their own. The thought that he would fail this task never even entered his head.

But the spiders….. the spiders bit him. And oh, it hurt, but what hurt more was the shame. The spider’s attack meant expulsion from the House, and expulsion from the City he’d called home. He was an outcast, a freak, a Drow whom the spiders denied. He turned to the surface world for survival, using his skills to eke a living from the rooftops and walls of this strange unfamiliar sunlit world.

Dirty little secret: Petaparka hopes that one day he’ll be able to return to his House and somehow be able to re-take the Ritual of Acceptance. Just because it’s never happened before, doesn’t mean it can’t ever happen, does it?

Notes: Continuing my Justice League of Faerun and theme of bringing superheroes to 4th Edition D&D, here’s Spiderman recast as a Drow bitten by a (non radioactive) spider and cast out from his home. Just like Peter Parker he’s a social misfit using his unique talents, athletics and agility while he strives to understand the world around him.

Just add a grappling hook attachment to his hand crossbow for some line-slinging action!

Petaparka Good (Chaotic) Male Drow Rogue-1
Str 14, Con 11, Dex 18, Int 12, Wis 10, Cha 15

HP 23, bloodied 11, surges 5 x 6/day
AC 14 (no armour), Fort 12, Ref 16, Wis 12, Squares 6, Darkvision

Daggers (x3): +6 vs AC, 1d4+2, range 5/10, usable off-hand; Thrown: +8 vs AC, 1d4+4
Hand crossbow: +6 vs AC, 1d6+4, range 10/20, Load free

Deft Strike/at-will +8 vs AC, Sly Flourish/at-will +8 vs AC
Cloud of Darkness/enc or Darkfire/enc +4 vs reflex, Dazing Strike/enc +8 vs AC
Blinding Barrage/day +8 vs AC

Acrobatics +12, Athletics +7, Intimidate +4, Perception +5, Stealth +11, Streetwise +7, Thievery +9
Skill Focus (Acrobatics)

Trance, First Strike, Rogue Weapon Talent, Sneak Attack +2d6

Rescue me

…. so I can slaughter the villain who captured me.

DAZ Studio, no postwork.