Drinking & Dragons


From Drinking and Dragons
Revision as of 14:06, 20 June 2019 by >Askewnotion
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)



I am currently a half-opossum, half-human (used to just be an awesome opossum) that has to "restore the balance" as ordered by the High Druid, Ull.

File:Icon-HighDruid.svg (Positive) | File:Icon-LichKing.svg(Negative) | File:Icon-PrinceOfShadows.svg(Positive)

Rouge 3
Opossum Male
Abilities Str 12 1 | Dex 18 4 | Con 14 2 | Int 10 0 | Wis 10 0 | Cha 8 -1
Initiative: 7 (Dex + Level)

Prehensile Tail (Racial Power)
When wielding a weapon in one hand and one in the tail (light only), you are treated as Two Weapon Fighting. When wielding weapons in both hands and your tail, it is as Two Weapon Fighting, but you reroll on 2’s and 3’s. Can also function as a hand with a -2 penalty.


HP: 40 ([6+Con]*6) Staggered: 20
Recoveries: 9 (3d8[13]+Con[2]), 15 average

AC: 18 (12 + middle mod of Con/Dex/Wis [2/4/0] + Level + 1[were])
Physical Defense: 18 (12 + middle mod of Str/Con/Dex [1/2/4] + Level + 1[were] +1 Bauble)
Mental Defense: 13 (10 + middle mod of Int/Wis/Cha [0/0/-1] + Level)
Disengage: +3

Basic Attacks

Melee Attack
Dragon Bone Dagger
Target: One enemy
Attack: +7 vs. AC
Hit: 3d8 + 4
Miss: 3
Melee Attack
Target: One enemy
Attack: +7 vs. AC
Hit: 3d8 + 4
Miss: 3
Ranged Attack
Target: One nearby enemy
Attack: +7 vs. AC
Hit: 3d8 + 4
Miss: 3
Ranged Attack
Target: One nearby or far away enemy
Attack: +7 vs. AC
Hit: 3d8 + 4
Miss: 3

Class Features


Many of the rogue’s powers function only when the rogue has momentum.

  • You gain momentum by hitting an enemy with an attack.
  • You lose momentum when you are hit by an attack.

The default is that you can use momentum powers without losing momentum, but a few powers specify that you must spend your momentum to use them. You don’t have to use attacks that require momentum against the foe you hit to gain that momentum.

Momentum powers that do not require you to spend your momentum are generally classified as interrupt actions. You can only use one interrupt action a round, which keeps your momentum powers from dominating the battle.

Sneak Attack

Once per round when you make a rogue melee weapon attack against an enemy engaged with one or more of your allies, you can deal +1d8 (Improved Sneak attack) damage if your attack hits.

Trap Sense

Even rogues whose backgrounds don’t have anything to do with noticing, avoiding, or disarming traps have a unique knack for dealing with traps.

If a rogue’s skill check involving a trap is a natural even failure, the rogue can reroll the skill check once. If a trap’s attack roll against a rogue is a natural odd roll, the rogue can force the trap to reroll the attack once.

Class Talents

Improved Sneak Attack

Your Sneak Attack damage is better than other rogues. Use 1d8 instead of 1d6.


Once per battle as a quick action, you can spend your momentum to pull off a daring stunt the likes of which others could scarcely conceive. You may make an attack as part of the stunt, but you’ll need to roll normally for the attack. This is an improvisational talent.

As a swashbuckler, you do not need a difficult skill check to pull the stunt off.


You gain a +5 bonus to disengage checks. In addition, while you are moving, if an enemy moves to intercept you, you can make one disengage roll per intercepting enemy as a free action to avoid that enemy, but you must stop the first time you fail any of those disengage checks.


Prehensile Tail (Racial): Adventurer

When you hit on a even number of 10 or less, gain a basic attack with your tail once per battle.

Improved Sneak Attack (Class Talent): Adventurer

Once per day as a free action, you can add your Sneak Attack damage to any hit against one target that would not otherwise have qualified for the damage.

Deflection (Power): Adventurer

The power also triggers on a ranged attack against AC.


At Will

Bleeding Strike
Melee Attack
Effect: If attack roll hits and is even, the target takes ongoing damage equal to 1d4x3.
Target: One enemy who is not taking ongoing damage
Attack: +7 vs. AC
Hit: 3d8 + 4
Miss: 3
Thief's Strike
Melee Attack
Effect: If attack roll hits, roll a normal save. If you succeed, you can pickpocket an item from the target that they are not holding. (If you roll 16+, the target doesn’t realize you pickpocketed them.)
Target: One enemy
Attack: +7 vs. AC
Hit: (3d8 + 4 +sneak attack (if applicable))/2
Tumbling Strike
Melee Attack
Effect: You gain a +5 bonus to all disengage checks you attempt this turn. You can also move to engage an enemy, make this attack against it, and then use a quick action to attempt to disengage from it (the quick action disengage lets you move again if you succeed).
Target: One enemy
Attack: +7 vs. AC
Hit: 3d8 + 4
Miss: 3

Momentum Power

Interrupt action; you must spend your momentum
At-Will (once per round)
Trigger: A melee or ranged attack that misses your AC.
Effect: The attack hits a different enemy you are engaged with instead, but deals only half damage.
Roll With It
Interrupt action; you must spend your momentum
At-Will (once per round)
Trigger: A melee attack this hits your AC.
Effect: You take half damage from that attack.


Statistic Bonus
STR +4
CON +5
DEX +7
INT +3
WIS +3
CHA +2
Cat Burgler +2
Background history
Background history
Ecelectic Collector +2
Background history
Pack Marsupial +2
Background history


75 Gold Piece

Typical Arms

  • Dragon bone dagger
  • Dagger ×2
  • Shortbow
    • Arrows ×10
  • Light Armor

True Magic Items

Nature's Bauble
Neck. Likes clean things
+1 PD
+4 to hide in natural settings
A polished acorn that hangs from a necklace of preserved vines
Bandoleer of Pockets
Waist. Constantly attempts to refill everyone else’s drinks. Or potions. Or ration bags.
Recharge: 16+
Increase maximum recoveries by +1
Drink a potion stored on this belt as a quick action instead of a standard action. (It also provides stylish flaps for up to six potions.)
A polished acorn that hangs from a necklace of preserved vines


Adventurers Healing Potion ×2
Use on self or other as a standard action
Spend a recovery and heal an additional 1d8 HP
Maximum healing of 30 HP


  • Lanern
  • Oil
  • Old, melted hard candy
  • Handful of salt
  • Woolen Blanket (+1 saves vs cold)
  • Personal Glider

Story Bonuses

Animal Instincts
+1 disengage checks
Warped, half-human form
+2 Strength
-2 Dex
-3 disengage checks
+1 AC
+1 PD

Extra References