So I've been away from here awhile, I have thought about jumping in several times lately but never hit send.
without going into further details, hello,
I'll just jump right in...
EB 5E interest check: 4D6.HIGH(3) = [3, 3, 6, 4] = 13
4D6.HIGH(3) = [2, 6, 6, 4] = 16
4D6.HIGH(3) = [1, 5, 1, 3] = 9
4D6.HIGH(3) = [4, 6, 2, 5] = 15
4D6.HIGH(3) = [6, 5, 3, 1] = 14
4D6.HIGH(3) = [2, 2, 3, 6] = 11
Str 16, Dex 13, Con 14. Wis 15, Int 11, Cha 9
Ungar Foehammer
Stats:
STR: 16
DEX: 13
CON: 16
INT: 11
WIS: 16
CHA: 9
Occupation:
Hill Dwarf
Cleric of Silvanus
Nature Domain
Lawful Neutral
Background:
Feral
- Skills: Animal Handling, Survival
- Tool and Language Proficiences: Elvish, Herbalist Kit
- Special Feature: Survivor
Skills:
Medicine, Insight
Equipment:
Warhammer
Chain mail
Shield
Light Crossbow, 20 bolts
Explorer's pack
Divine Focus- Scrimshawed Acorn necklace
[sblock="Background"]
Feral
Last of the Foehammer clan of the Sword Hills, Üngar was lost as an infant while his clan fought a retreat against a large horde of Orcs from the High Moor. He was found by a pack of of Hybsils while roaming the borders of the Misty Forest, who left him in the care of a pack of timber wolves, checking on him periodically. Üngar grew up learning the ways of the pack, attuned to the beasts, befriended by the kinder animals and peoples of the hills and forest. His only memento of the Foehammer clan, a cloth shirt with the family insignia on it which was his swaddling cloth.
A clan of wood elves soon became aware of his trespassing and watched him for some time, eventually making contact with him. It had been many years among the animals for the dwarf, to many, the wood elves, bewildered by his plight, took pity on him; they not only taught him their language, but also his dwarven tongue, they even taught him the ways of the land, the ways of Nature. He was a fast learner, having been raised among the creatures of the land. They gifted him with items of his ilk from their treasury, dwarven chain, and a warhammer, informing him of his family insignia and his clan name. He came to be a great friend and defender of the Misty Woods, and for his deeds they bestowed him with a scrimshawed acorn necklace to use as a divine focus.
Days passed, and his den mother came to the end of her days, a frail old wolf and an easy target for predators. Üngar, having been out hunting on his own, heard her desperate baying and returned to the den as fast as he could, to find her near death in the jaws of a starving brown bear. Without caution, Üngar attacked the beast, a fight he barely won which left his face scarred by a claw across his eye. Crawling with what strength he had left he pulled himself to his den mother, and, unable to save her life, was able to share her last moments as the rest of the pack arrived; many howls were bayed that night. He carved up the bear and shared the kill with his suckle-mates, later fashioning a head dress from the fur and skull .
The terrifying memories from his infancy haunted him always, in his dreams he relived the things he did not comprehend, only dark waves bringing darker tidings. Visions he has not been able to decipher. Having reached adulthood, the only mother he'd ever known now dead, and no idea of where or what had became of his people, the dwarf set out to make his own way in the world and left the den behind, to search for answers to questions he had yet to begin to understand.
Though he's learned the nuances and subtleties of interacting with civilization, he is far from one of them. He makes his way adventuring, in hopes of learning the fate of the Foehammers, lending his skills to those who will put up with his eccentricities.
Feature: Survivor
You have an extraordinary knowledge of beasts. you can determine a beasts temperament and intentions. In addition, your knowledge of plants allows to find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth
Background Traits:
I have a lesson for every situation, drawn from observing nature. I was, in fact, raised by wolves. The natural world is more important than all the constructs of civilization. I suffer awful visions of a coming disaster and will do anything to prevent it. I am slow to trust members of other races, tribes, and societies.
[/sblock]
rolling for HP-
EB 5E interest check HP: 4D8 = [8, 7, 1, 7] = 23
( do we reroll 1's like in the olden days of 1e? ;p)
HP =8+23, + 15(con), +5(dwarven toughness)=51
[sblock= "Character sheet"]
lvl 5
XP: 6500 Alignment:
Age:32 Ht:??" Wt:??lbs
[sblock="Appearance"]
[/sblock]
Languages: Dwarven, Elvish, Common,
Str 16 +3,
Dex 13 +1 ,
Con 16+3,
Int 11,
Wis 16 +3,
Cha 9 -1
HP51
AC:18 (chain 16, Shield+2)
Speed-25
Size- Medium
Saving Throws: Wisdom. Charisma
Proficiency Bonus= +3
Spellcasting: Spell Attack Modifier= +6
Spell Save DC= 14
[sblock="Skills"]
Proficiencies: Medicine, Insight, Survival (1st), Animal Handling (BG), Nature(BG),
--
Tools: [sblock="Herbalist Kit"] This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.[/sblock]
Code:
[B]Skill Check Modifiers:[/B]
[TABLE="width: 500"]
[TR]
[TD][/TD]
[TD]Proficency Bonus[/TD]
[TD]Stat Bonus[/TD]
[TD]Total Mod[/TD]
[TD]Passive Check[/TD]
[/TR]
[TR]
[TD]Acrobatics(Dex)
Animal_Handling(Wis)
Arcana(Int)
Athletics(Str)
Deception(Cha)
History(Int)
Insight(Wis)
Intimidation(Cha)
Investigation(Int)
Medicine(Wis)
Nature(Int)
Perception(Wis)
Performance(Cha)
Persuasion(Cha)
Religion(Int)
Sleight_of_Hand(Dex)
Stealth(Dex)
Survival(Wis)[/TD]
[TD]0
+3
0
0
0
0
+3
0
0
+3
+3
0
0
0
0
0
0
+3[/TD]
[TD]+1
+3
0
+3
-1
0
+3
-1
0
+3
0
+3
-1
-1
0
+1
+1
+3[/TD]
[TD]+1
+6
0
+3
-1
0
+6
-1
0
+6
+3
+3
-1
-1
0
+1
+1
+6[/TD]
[TD]11
16
10
13
9
10
16
9
10
16
13
13
9
9
10
11
11
16[/TD]
[/TR]
[/TABLE]
[/sblock]
[sblock="Traits & Feats"]
[sblock=War Caster]
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
• When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
[/sblock]
[sblock="Racial Traits"]
Darkvision: 60'
Dwarven Resilience, You have advantage on saving throws against poison, and you have resistance against poison damage
Dwarven Combat training, You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency, You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
Stone Cunning,Whenever you make an Intelligence (History) check related to the origin o f stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Toughness,Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
[/sblock]
[sblock="Class Traits"]
Ritual Casting:You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Channel Divinity
- Turn Undead/Destroy undead
- Charm animals and plants
Acolyte of Nature
- +1 druid cantrip (Primal Savagery)
- +1 skill (Survival)
Bonus Proficiency
- Proficient with Heavy Armor
[/sblock]
[/sblock]
[sblock="Spells"]
Spell Slots: 1st level(4), 2nd level (3), 3rd level (2)
Code:
[TABLE="width: 500"]
[TR]
[TD]Cantrips (5 known)[/TD]
[TD]Cleric Spells(prepared)[/TD]
[/TR]
[TR]
[TD]Guidance
Mending
Sacred Flame
Spare the Dying
Primal Savagery (Druid Cantrip)[/TD]
[TD][B]1st level [/B]
Animal Friendship*
Speak with Animals*
Bless
Command
Healing Word
[B]2nd Level [/B]
Barkskin*
Spike Growth*
Lesser Restoration
Prayer of Healing
Spearitual Weapon (yes! it's a spear!)
[B]3rd Level [/B]
Plant Growth*
Wind Wall*
Protection from Energy
Spear-it Guardians (correct!)
[I](can prepare 8 spells per day)
* always prepared[/I][/TD]
[/TR]
[/TABLE]
[/sblock]
[sblock="Inventory"]
Equipment:
Wooden Shield, Chain mail
Warhammer
2x Handaxe (1d6 slashing, range 20/60)
Spear (1d6,Thrown, range20/60,
versatile 1d8)
[sblock="Explorer's Pack"]Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.[/sblock]
Divine Focus- Scrimshawed Acorn necklace
Brown Bear head dress
3 x potion of Greater Healing
1x Potion of Climbing
Wealth: tbd,
[/sblock]
[sblock="Background"]
Feral
Last of the Foehammer clan of the Sword Hills, Üngar was lost as an infant while his clan fought a retreat against a large horde of Orcs from the High Moor. He was found by a pack of of Hybsils while roaming the borders of the Misty Forest, who left him in the care of a pack of timber wolves, checking on him periodically. Üngar grew up learning the ways of the pack, attuned to the beasts, befriended by the kinder animals and peoples of the hills and forest. His only memento of the Foehammer clan, a cloth shirt with the family insignia on it which was his swaddling cloth.
A clan of wood elves soon became aware of his trespassing and watched him for some time, eventually making contact with him. It had been many years among the animals for the dwarf, to many, the wood elves, bewildered by his plight, took pity on him; they not only taught him their language, but also his dwarven tongue, they even taught him the ways of the land, the ways of Nature. He was a fast learner, having been raised among the creatures of the land. They gifted him with items of his ilk from their treasury, dwarven chain, and a warhammer, informing him of his family insignia and his clan name. He came to be a great friend and defender of the Misty Woods, and for his deeds they bestowed him with a scrimshawed acorn necklace to use as a divine focus.
Days passed, and his den mother came to the end of her days, a frail old wolf and an easy target for predators. Üngar, having been out hunting on his own, heard her desperate baying and returned to the den as fast as he could, to find her near death in the jaws of a starving brown bear. Without caution, Üngar attacked the beast, a fight he barely won which left his face scarred by a claw across his eye. Crawling with what strength he had left he pulled himself to his den mother, and, unable to save her life, was able to share her last moments as the rest of the pack arrived; many howls were bayed that night. He carved up the bear and shared the kill with his suckle-mates, later fashioning a head dress from the fur and skull .
The terrifying memories from his infancy haunted him always, in his dreams he relived the things he did not comprehend, only dark waves bringing darker tidings. Visions he has not been able to decipher. Having reached adulthood, the only mother he'd ever known now dead, and no idea of where or what had became of his people, the dwarf set out to make his own way in the world and left the den behind, to search for answers to questions he had yet to begin to understand.
Though he's learned the nuances and subtleties of interacting with civilization, he is far from one of them. He makes his way adventuring, in hopes of learning the fate of the Foehammers, lending his skills to those who will put up with his eccentricities.
Feature: Survivor
You have an extraordinary knowledge of beasts. you can determine a beasts temperament and intentions. In addition, your knowledge of plants allows to find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth
Background Traits:
I have a lesson for every situation, drawn from observing nature. I was, in fact, raised by wolves. The natural world is more important than all the constructs of civilization. I suffer awful visions of a coming disaster and will do anything to prevent it. I am slow to trust members of other races, tribes, and societies.
[/sblock]
[/sblock]