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<blockquote data-quote="Leatherhead" data-source="post: 8093909" data-attributes="member: 53176"><p><strong>Py'Cott, The Red Ghost</strong></p><p>Half-Orc Criminal Fighter- Echo Knight Level 3</p><p>[ATTACH=full]126608[/ATTACH]</p><p></p><p>Prisoner 284.</p><p>Py'Cott, A.K.A. The Red Ghost, was born to a camp following ragpicker and an unknown soldier. He spent the majority of his life as a sellsword, traveling around Faerûn, following money into whatever battle would have him. Over time he learned a peculiar set of skills, allowing him to seemingly appear at two places at once and dart around the battlefield, earning him the knick-name "The Red Ghost". With time, the constant battles and being put at risk for someone else's wealth grated upon him. Looking for an easier path to wealth, Py'Cott turned his talents to robbery.</p><p></p><p>Py'Cott enjoyed success in the profession, eventually attracting the attention of Burton Cragsmere, an impoverished noble who was planning a robbery on the Cassalanter estate. It was a good plan, hitting them while they were distracted with a party, and the backing knowledge of an inside man. Then the plan went to hell. The planned distraction backfired, setting fire to the estate, and causing chaos amongst the guests.</p><p></p><p>Luckily for Py'Cott, he survived the fire. Unluckily for him, he escaped the estate only to find his way into the arms of the Watch who had just shown up to the scene.</p><p></p><p>The trial was quick, but surprisingly they chose to imprison Py'Cott instead of finishing him off. Perhaps it was his employer pulling some strings, or perhaps it was because the officials saw value in his skills and wanted to keep him around for later.</p><p></p><p>[spoiler=Characteristics]</p><p><strong>ALIGNMENT:</strong> Neutral Evil</p><p><strong>EYES:</strong> Yellow</p><p><strong>HEIGHT</strong>: 6'3"</p><p><strong>FAITH:</strong> Mask</p><p><strong>HAIR:</strong> Black</p><p><strong>SKIN:</strong> Grey</p><p><strong>AGE</strong>: 19</p><p><strong>WEIGHT:</strong> 250lb.</p><p></p><p><strong>Personality Traits</strong></p><p>The best way to get me to do something is to tell me I can’t do it.</p><p>I would rather make a new friend than a new enemy.</p><p><strong>Ideals</strong></p><p>Greed. I will do whatever it takes to become wealthy. (Evil)</p><p><strong>Bonds</strong></p><p>I will become the greatest thief that ever lived.</p><p><strong>Flaws</strong></p><p>When faced with a choice between money and my friends, I usually choose the money.</p><p>[/spoiler]</p><p></p><p>[spoiler=Features & Feats]</p><p><strong><u>Backgound:</u></strong></p><p><strong>Criminal / Spy</strong></p><p><strong>Feature: Criminal Contact</strong></p><p>You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.</p><p></p><p><strong><u>Feats:</u></strong></p><p><strong>Bonus: Martial Adept </strong></p><p>You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC is 13. You gain one superiority die per short rest, which is a d6, that is used to fuel your maneuvers.</p><p>[/spoiler]</p><p></p><p>[Spoiler=Abilities&Stats]</p><table style='width: 100%'><tr><td>Stat</td><td>Score</td><td>Mod</td><td>Save</td></tr><tr><td>STR*</td><td>16</td><td>+3</td><td>+5</td></tr><tr><td>DEX</td><td>13</td><td>+1</td><td></td></tr><tr><td>CON*</td><td>16</td><td>+3</td><td>+5</td></tr><tr><td>INT</td><td>8</td><td>-1</td><td></td></tr><tr><td>WIS</td><td>10</td><td>0</td><td></td></tr><tr><td>CHA</td><td>11</td><td>0</td><td></td></tr></table><p>Size M</p><p>Speed 30</p><p>AC 11 (unarmored)</p><p>Init +1</p><p>Hit Points: 31</p><p>HD: 3d10</p><p></p><p><strong><u>Senses:</u></strong></p><p>Darkvision 60'</p><p><strong>Passives</strong>:</p><p>WIS (Perception) 12</p><p>INT (Investication) 9</p><p>WIS (Insight) 10</p><p>[/spoiler]</p><p></p><p>[Spoiler=Skills]</p><table style='width: 100%'><tr><td>Skill</td><td>Stat</td><td>Mod</td></tr><tr><td>Acrobatics</td><td>Dex</td><td>+1</td></tr><tr><td>Animal Handling</td><td>Wis</td><td>+0</td></tr><tr><td>Arcana</td><td>Int</td><td>-1</td></tr><tr><td>Athletics*</td><td>Str</td><td>+5</td></tr><tr><td>Deception*</td><td>Cha</td><td>+2</td></tr><tr><td>History</td><td>Int</td><td>-1</td></tr><tr><td>Intimidation*</td><td>Cha</td><td>+2</td></tr><tr><td>Medicine</td><td>Wis</td><td>+0</td></tr><tr><td>Nature</td><td>Int</td><td>-1</td></tr><tr><td>Perception*</td><td>Wis</td><td>+2</td></tr><tr><td>Performance</td><td>Cha</td><td>+0</td></tr><tr><td>Persuasion</td><td>Cha</td><td>+0</td></tr><tr><td>Religion</td><td>Int</td><td>-1</td></tr><tr><td>Sleight of Hand</td><td>Dex</td><td>+1</td></tr><tr><td>Stealth*</td><td>Dex</td><td>+3</td></tr><tr><td>Survival</td><td>Wis</td><td>+0</td></tr><tr><td>Thieves' tools *</td><td>Dex</td><td>+3</td></tr></table><p>[/spoiler]</p><p></p><p>[spoiler=Proficiencies]</p><p><strong>Proficiency bonus</strong>: +2</p><p>=== ARMOR ===</p><p>Heavy Armor, Light Armor, Medium Armor, Shields</p><p></p><p>=== WEAPONS ===</p><p>Martial Weapons, Simple Weapons</p><p></p><p>=== TOOLS ===</p><p>Playing Card Set, Thieves' Tools</p><p></p><p>=== LANGUAGES ===</p><p>Common, Orc</p><p></p><p><strong>=== </strong>SKILLS ===</p><p>Athletics, Deception, Intimidation, Perception, Stealth</p><p>[/spoiler]</p><p></p><p>[spoiler=Attacks&Actions]</p><table style='width: 100%'><tr><td>Weapon</td><td>To hit</td><td>Range</td><td>Damage</td></tr><tr><td>Unarmed Strike</td><td>+5</td><td>Melee</td><td>4 (B)</td></tr><tr><td></td><td></td><td></td><td></td></tr><tr><td></td><td></td><td></td><td></td></tr></table><p><strong>Manifest Echo - Unleash Incarnation - Attack (Special)</strong></p><p>When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack.</p><p><strong>Savage Attacks</strong></p><p>When you score a critical hit, roll one of the dice an additional time and add it to the extra damage</p><p><strong>Great Weapon Fighting</strong></p><p>You can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands.</p><p></p><p><strong><u>Maneuvers:</u></strong></p><p><strong>Superiority Die: 1d6, DC 13.</strong></p><p><strong>Menacing Attack</strong></p><p>When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll and the target must make a WIS saving throw (DC 13). On failure, it is frightened of you until the end of your next turn.</p><p><strong>Disarming Attack</strong></p><p>When you hit with a weapon attack, you can expend one superiority die to add it to the damage and to disarm the target if it fails a STR saving throw (DC 13).</p><p></p><p><strong><u>Bonus Actions:</u></strong></p><p><strong>Manifest Echo</strong></p><p>You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re incapacitated.</p><p></p><p>Your echo has AC 14+ your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.</p><p></p><p><strong>Manifest Echo - Teleport</strong></p><p>As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.</p><p></p><p><strong>Second Wind</strong></p><p>Once per short rest, you can use a bonus action to regain 1d10 + 3 HP.</p><p></p><p><strong><u>Reactions:</u></strong></p><p><strong>Opportunity Attack</strong></p><p><strong>Manifest Echo - Opportunity Attack</strong></p><p>When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.</p><p></p><p><strong><u>Other:</u></strong></p><p><strong>Action Surge (Special)</strong></p><p>You can take one additional action on your turn. This can be used 1 times per short rest.</p><p></p><p><strong>Relentless Endurance (Special)</strong></p><p>When you are reduced to 0 HP but not killed, you can drop to 1 HP instead once per long rest.</p><p></p><p><strong>Unleash Incarnation (Special)</strong></p><p>You can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.</p><p></p><p>You can use this feature 3 times. You regain all expended uses when you finish a long rest.</p><p>[/spoiler]</p><p></p><p>[spoiler=Equipment]</p><p>The Prisoner's Rags on my Back.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8093909, member: 53176"] [B]Py'Cott, The Red Ghost[/B] Half-Orc Criminal Fighter- Echo Knight Level 3 [ATTACH type="full" alt="Icewind PCott.png"]126608[/ATTACH] Prisoner 284. Py'Cott, A.K.A. The Red Ghost, was born to a camp following ragpicker and an unknown soldier. He spent the majority of his life as a sellsword, traveling around Faerûn, following money into whatever battle would have him. Over time he learned a peculiar set of skills, allowing him to seemingly appear at two places at once and dart around the battlefield, earning him the knick-name "The Red Ghost". With time, the constant battles and being put at risk for someone else's wealth grated upon him. Looking for an easier path to wealth, Py'Cott turned his talents to robbery. Py'Cott enjoyed success in the profession, eventually attracting the attention of Burton Cragsmere, an impoverished noble who was planning a robbery on the Cassalanter estate. It was a good plan, hitting them while they were distracted with a party, and the backing knowledge of an inside man. Then the plan went to hell. The planned distraction backfired, setting fire to the estate, and causing chaos amongst the guests. Luckily for Py'Cott, he survived the fire. Unluckily for him, he escaped the estate only to find his way into the arms of the Watch who had just shown up to the scene. The trial was quick, but surprisingly they chose to imprison Py'Cott instead of finishing him off. Perhaps it was his employer pulling some strings, or perhaps it was because the officials saw value in his skills and wanted to keep him around for later. [spoiler=Characteristics] [B]ALIGNMENT:[/B] Neutral Evil [B]EYES:[/B] Yellow [B]HEIGHT[/B]: 6'3" [B]FAITH:[/B] Mask [B]HAIR:[/B] Black [B]SKIN:[/B] Grey [B]AGE[/B]: 19 [B]WEIGHT:[/B] 250lb. [B]Personality Traits[/B] The best way to get me to do something is to tell me I can’t do it. I would rather make a new friend than a new enemy. [B]Ideals[/B] Greed. I will do whatever it takes to become wealthy. (Evil) [B]Bonds[/B] I will become the greatest thief that ever lived. [B]Flaws[/B] When faced with a choice between money and my friends, I usually choose the money. [/spoiler] [spoiler=Features & Feats] [B][U]Backgound:[/U] Criminal / Spy Feature: Criminal Contact[/B] You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. [B][U]Feats:[/U] Bonus: Martial Adept [/B] You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC is 13. You gain one superiority die per short rest, which is a d6, that is used to fuel your maneuvers. [/spoiler] [Spoiler=Abilities&Stats] [TABLE] [TR] [TD]Stat[/TD] [TD]Score[/TD] [TD]Mod[/TD] [TD]Save[/TD] [/TR] [TR] [TD]STR*[/TD] [TD]16[/TD] [TD]+3[/TD] [TD]+5[/TD] [/TR] [TR] [TD]DEX[/TD] [TD]13[/TD] [TD]+1[/TD] [TD][/TD] [/TR] [TR] [TD]CON*[/TD] [TD]16[/TD] [TD]+3[/TD] [TD]+5[/TD] [/TR] [TR] [TD]INT[/TD] [TD]8[/TD] [TD]-1[/TD] [TD][/TD] [/TR] [TR] [TD]WIS[/TD] [TD]10[/TD] [TD]0[/TD] [TD][/TD] [/TR] [TR] [TD]CHA[/TD] [TD]11[/TD] [TD]0[/TD] [TD][/TD] [/TR] [/TABLE] Size M Speed 30 AC 11 (unarmored) Init +1 Hit Points: 31 HD: 3d10 [B][U]Senses:[/U][/B] Darkvision 60' [B]Passives[/B]: WIS (Perception) 12 INT (Investication) 9 WIS (Insight) 10 [/spoiler] [Spoiler=Skills] [TABLE] [TR] [TD]Skill[/TD] [TD]Stat[/TD] [TD]Mod[/TD] [/TR] [TR] [TD]Acrobatics[/TD] [TD]Dex[/TD] [TD]+1[/TD] [/TR] [TR] [TD]Animal Handling[/TD] [TD]Wis[/TD] [TD]+0[/TD] [/TR] [TR] [TD]Arcana[/TD] [TD]Int[/TD] [TD]-1[/TD] [/TR] [TR] [TD]Athletics*[/TD] [TD]Str[/TD] [TD]+5[/TD] [/TR] [TR] [TD]Deception*[/TD] [TD]Cha[/TD] [TD]+2[/TD] [/TR] [TR] [TD]History[/TD] [TD]Int[/TD] [TD]-1[/TD] [/TR] [TR] [TD]Intimidation*[/TD] [TD]Cha[/TD] [TD]+2[/TD] [/TR] [TR] [TD]Medicine[/TD] [TD]Wis[/TD] [TD]+0[/TD] [/TR] [TR] [TD]Nature[/TD] [TD]Int[/TD] [TD]-1[/TD] [/TR] [TR] [TD]Perception*[/TD] [TD]Wis[/TD] [TD]+2[/TD] [/TR] [TR] [TD]Performance[/TD] [TD]Cha[/TD] [TD]+0[/TD] [/TR] [TR] [TD]Persuasion[/TD] [TD]Cha[/TD] [TD]+0[/TD] [/TR] [TR] [TD]Religion[/TD] [TD]Int[/TD] [TD]-1[/TD] [/TR] [TR] [TD]Sleight of Hand[/TD] [TD]Dex[/TD] [TD]+1[/TD] [/TR] [TR] [TD]Stealth*[/TD] [TD]Dex[/TD] [TD]+3[/TD] [/TR] [TR] [TD]Survival[/TD] [TD]Wis[/TD] [TD]+0[/TD] [/TR] [TR] [TD]Thieves' tools *[/TD] [TD]Dex[/TD] [TD]+3[/TD] [/TR] [/TABLE] [/spoiler] [spoiler=Proficiencies] [B]Proficiency bonus[/B]: +2 === ARMOR === Heavy Armor, Light Armor, Medium Armor, Shields === WEAPONS === Martial Weapons, Simple Weapons === TOOLS === Playing Card Set, Thieves' Tools === LANGUAGES === Common, Orc [B]=== [/B]SKILLS === Athletics, Deception, Intimidation, Perception, Stealth [/spoiler] [spoiler=Attacks&Actions] [TABLE] [TR] [TD]Weapon[/TD] [TD]To hit[/TD] [TD]Range[/TD] [TD]Damage[/TD] [/TR] [TR] [TD]Unarmed Strike[/TD] [TD]+5[/TD] [TD]Melee[/TD] [TD]4 (B)[/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [/TABLE] [B]Manifest Echo - Unleash Incarnation - Attack (Special)[/B] When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack. [B]Savage Attacks[/B] When you score a critical hit, roll one of the dice an additional time and add it to the extra damage [B]Great Weapon Fighting[/B] You can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands. [B][U]Maneuvers:[/U] Superiority Die: 1d6, DC 13. Menacing Attack[/B] When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll and the target must make a WIS saving throw (DC 13). On failure, it is frightened of you until the end of your next turn. [B]Disarming Attack[/B] When you hit with a weapon attack, you can expend one superiority die to add it to the damage and to disarm the target if it fails a STR saving throw (DC 13). [B][U]Bonus Actions:[/U] Manifest Echo[/B] You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re incapacitated. Your echo has AC 14+ your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. [B]Manifest Echo - Teleport[/B] As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. [B]Second Wind[/B] Once per short rest, you can use a bonus action to regain 1d10 + 3 HP. [B][U]Reactions:[/U] Opportunity Attack Manifest Echo - Opportunity Attack[/B] When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space. [B][U]Other:[/U] Action Surge (Special)[/B] You can take one additional action on your turn. This can be used 1 times per short rest. [B]Relentless Endurance (Special)[/B] When you are reduced to 0 HP but not killed, you can drop to 1 HP instead once per long rest. [B]Unleash Incarnation (Special)[/B] You can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position. You can use this feature 3 times. You regain all expended uses when you finish a long rest. [/spoiler] [spoiler=Equipment] The Prisoner's Rags on my Back. [/spoiler] [/QUOTE]
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