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[5e] Into the Woods {RG}
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<blockquote data-quote="jmucchiello" data-source="post: 7949780" data-attributes="member: 813"><p>[ATTACH=full]120191[/ATTACH]</p><p><span style="font-size: 18px"><strong>Name:</strong> Terry Golberth</span></p><p><strong>Race:</strong> Human Female; <strong>Class-Level:</strong> Twilight Cleric-4; <strong>Background:</strong> Runaway Noble</p><p><strong>Alignment:</strong> Chaotic Good; <strong>Proficiency Bonus:</strong> +2</p><p><strong>Passive Perception:</strong> 18, <strong>Passive Investigation:</strong> 9; <strong>Darkvision:</strong> Unlimited</p><p><strong>Hit Dice:</strong> 4d8+12; <strong>Spent HD:</strong> None</p><p></p><p><strong>Strength:</strong> 14 (+2), <strong>CHECKS and SAVES:</strong> +3</p><p><strong>Dexterity:</strong> 16 (+3), <strong>CHECKS and SAVES:</strong> +4, <strong>Stealth:</strong> +7, <em>Original:</em> 15</p><p><strong>Constitution:</strong> 16 (+3), <strong>CHECKS and SAVES:</strong> +4,</p><p><strong>Intelligence:</strong> 7 (-2), <strong>CHECKS and SAVES:</strong> -1,</p><p><strong>Wisdom:</strong> 20 (+5), <strong>CHECKS:</strong> +6, <strong>SAVES:</strong> +8, <strong>Insight:</strong> +8, <strong>Perception:</strong> +8, <em>Original:</em> 18</p><p><strong>Charisma:</strong> 14 (+2), <strong>CHECKS:</strong> +3, <strong>SAVES:</strong> +5, <strong>Deception:</strong> +5, <strong>Persuasion:</strong> +5, <em>Original:</em> 13</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p style="margin-left: 20px"><strong>Speed:</strong> 30 ft; <strong>Initiative:</strong> +4</p> <p style="margin-left: 20px"><strong>AC:</strong> 20 (15 Armor +3 Dex +2 Shield)</p> <p style="margin-left: 20px"><strong>HP:</strong> 35/35; <strong>TEMP:</strong> 0</p> <p style="margin-left: 20px"><strong>Rapier</strong> +6 melee, 1d8+3 piercing</p> <p style="margin-left: 20px"><strong>Shortsword</strong> +5 melee, 1d6+2 slashing</p> <p style="margin-left: 20px"><strong>Dagger</strong> +6 melee or ranged, 1d4+3 piercing, range 20/60</p> <p style="margin-left: 20px"><strong>Spell Atatck</strong> +7 melee or ranged, varies, range varies, spell DC 15</p><p></p><p style="margin-left: 20px"><strong>Spells Per Long Rest:</strong> 1st-3/4; 2nd-3/3</p> <p style="margin-left: 20px"><strong>Eyes of Night others:</strong> 5/5 per long rest</p> <p style="margin-left: 20px"><strong>Channel Divinity:</strong> 1/1 per long rest</p><p></p><p><strong><span style="font-size: 18px">Proficiencies</span></strong></p><p style="margin-left: 20px"><strong>Skills:</strong> Deception, Insight, Perception, Persuasion, Stealth,</p> <p style="margin-left: 20px"><strong>Languages:</strong> Common, Elvish, Primordial; <strong>Tools:</strong> Disguise kit</p> <p style="margin-left: 20px"><strong>Armor:</strong> All armor and shields; <strong>Weapons:</strong> All simple and martial weapons</p><p></p><p><strong><span style="font-size: 18px">Race:</span></strong> Human (variant)</p><p style="margin-left: 20px"><strong>Ability Score Increase:</strong> +1 Dex, +1 Cha</p> <p style="margin-left: 20px"><strong>Bonus Feat:</strong> Medium Armor Master; <strong>Bonus Skill:</strong> Perception; <strong>Bonus Language:</strong> Elvish</p><p></p><p><strong><span style="font-size: 18px">Background:</span></strong> Runaway Noble</p><p>Terry refused to be married off by her family and fled on the day of her wedding. (He was old and icky.) She was smuggled out by nuns of a sect of her deity. To pass as one of the nuns, she had to learn Primordial, though she has no idea why.</p><p style="margin-left: 20px"><strong>Skills:</strong> Deception, Steath; <strong>Tools:</strong> disguise kit; <strong>Language:</strong> Primordial</p> <p style="margin-left: 20px"><strong>Position of Privilege:</strong> Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. (Of course using this can get her discovered by agents of her family or the jilted groomsman's family.)</p><p></p><p><strong><span style="font-size: 18px">Feats</span></strong></p><p style="margin-left: 20px"><strong>Medium Armor Master:</strong> You have practiced moving in medium armor to gain the following benefits:</p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul">Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.</li> <li data-xf-list-type="ul">When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher</li> </ul><p><strong><span style="font-size: 18px">Class</span>:</strong> Cleric (Twilight Domain)</p><p style="margin-left: 20px"><strong>Armor:</strong> All armor and shields; <strong>Weapons:</strong> All simple and martial weapons</p> <p style="margin-left: 20px"><strong>Saving Throws:</strong> Wisdom, Charisma; <strong>Skills:</strong> Persuasion, Insight</p> <p style="margin-left: 20px"><strong>Spells:</strong> Attack: +7, DC: 15</p> <p style="margin-left: 20px"><strong>Spells per Rest:</strong> <em>1st</em> 4, <em>2nd</em> 3</p> <p style="margin-left: 20px"><strong>Domain Spells:</strong> faerie fire (C, 1m), sleep (1m), darkness (C, 15ft r, 10m), invisibility (C, 1hr)</p> <p style="margin-left: 20px"><strong>Cantrips (4):</strong> mending (CT 1m), sacred flame (60 ft, 1d8 radiant DEX save), spare the dying (touch), toll of the dead</p> <p style="margin-left: 20px"><strong>Spells Prepared (9):</strong></p> <p style="margin-left: 20px">1st - bless (C, 1m), detect evil and good (C, 10m), guiding bolt (120 ft, 4d6 radiant), healing word (60 ft, 1d4+5)</p> <p style="margin-left: 20px">2nd - hold person (C, 1m), lesser restoration, locate object (C, 10m), prayer of healing, spiritual weapon (1m, 60ft, 1d8+5 force)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Eyes of Night:</strong> Your eyes are blessed, allowing youto see through the deepest gloom. You have darkvision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.</p><p></p><p style="margin-left: 20px"><strong>Vigilant Blessing:</strong> The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.</p><p></p><p style="margin-left: 20px"><strong>Channel Divinitiy: Once per long rest.</strong></p> <p style="margin-left: 20px"><strong>Turn Undead:</strong> As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.</p> <p style="margin-left: 20px"><strong>Twilight Sanctuary:</strong> As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:</p> <ul> <li data-xf-list-type="ul">Give it 1d8 temporary hit points.</li> <li data-xf-list-type="ul">End one effect causing it to be charmed or frightened.</li> </ul><p></p><p></p><p><strong><span style="font-size: 18px">Equipment</span></strong></p><p style="margin-left: 20px">Half Plate Armor (40 lb)</p> <p style="margin-left: 20px">Shield (6 lb)</p> <p style="margin-left: 20px">Stone of Good Luck (Attuned): +1 to all saving throws and ability checks</p> <p style="margin-left: 20px">Rapier (2 lb)</p> <p style="margin-left: 20px">Shortsword (3 lb)</p> <p style="margin-left: 20px">Daggers, 4 (4 lb)</p> <p style="margin-left: 20px">Holy Symbol - Amulet (1 lb)</p> <p style="margin-left: 20px">Holy Water, 2 flasks (2 lb)</p> <p style="margin-left: 20px">Disguise Kit (3 lb)</p> <p style="margin-left: 20px">Traveler's Clothes (4 lb)</p> <p style="margin-left: 20px">Fine Clothes (6 lb)</p> <p style="margin-left: 20px">Backpack (5 lb)</p> <p style="margin-left: 20px">Bedroll (7 lb)</p> <p style="margin-left: 20px">3 vials of perfume (--)</p> <p style="margin-left: 20px">Mess Kit (1 lb)</p><p></p><p style="margin-left: 20px">35 gp</p><p></p><p><strong><span style="font-size: 18px">Description</span></strong></p><p>Terry Golberth (Terresa Periswan Throckson Golberth) was born to aristocracy in the local major city. Her hand was offered in marriage to a noble from a distant land and she refused to be married off to the old man (He's forty-SEVEN). So she got her maid servants to enlist the aid of a local convent of the Sisters of Mercy to smuggle her away from her family and her fate worse than death. In the convent she became a follower of their god and was touched by its presence, gaining powers over twilight.</p><p></p><p>It is one of the few smart things Terry ever did. She is considered an airhead by most of those around her. She tends to observe things others do not and then she just tells people about it rather than keeping their secrets. (Where's Princess Stephanie? She's banging her bodyguard in the rose garden. Didn't you see? They were tucked away in the corner by the stream.)</p><p></p><p>Terry is classically beautiful. She is a tall woman, somewhat vane and a bit vapid. But she is loyal to her friends and a terror to her enemies.</p><p></p><p>[spoiler="Die Rolls and LINKS"]</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235940" target="_blank">_:</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235940" target="_blank">4D6.HIGH(3) = [6, 4, 4, 6] = 16 CON</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235940" target="_blank">4D6.HIGH(3) = [2, 1, 1, 4] = 7 INT</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235940" target="_blank">4D6.HIGH(3) = [4, 4, 5, 3] = 13 CHA +1 Race</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235940" target="_blank">4D6.HIGH(3) = [2, 5, 4, 6] = 15 DEX +1 Race</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235940" target="_blank">4D6.HIGH(3) = [6, 1, 6, 2] = 14 STR</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235940" target="_blank">4D6.HIGH(3) = [6, 6, 6, 3] = 18 WIS +2 4th ASI</a></p><p></p><p><a href="https://media.wizards.com/2019/dnd/downloads/UA-TwilightFireNames.pdf" target="_blank">Twilight Domain Unearthed Arcana PDF</a></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 7949780, member: 813"] [ATTACH type="full" alt="Terry Golberth.png"]120191[/ATTACH] [SIZE=5][B]Name:[/B] Terry Golberth[/SIZE] [B]Race:[/B] Human Female; [B]Class-Level:[/B] Twilight Cleric-4; [B]Background:[/B] Runaway Noble [B]Alignment:[/B] Chaotic Good; [B]Proficiency Bonus:[/B] +2 [B]Passive Perception:[/B] 18, [B]Passive Investigation:[/B] 9; [B]Darkvision:[/B] Unlimited [B]Hit Dice:[/B] 4d8+12; [B]Spent HD:[/B] None [B]Strength:[/B] 14 (+2), [B]CHECKS and SAVES:[/B] +3 [B]Dexterity:[/B] 16 (+3), [B]CHECKS and SAVES:[/B] +4, [B]Stealth:[/B] +7, [I]Original:[/I] 15 [B]Constitution:[/B] 16 (+3), [B]CHECKS and SAVES:[/B] +4, [B]Intelligence:[/B] 7 (-2), [B]CHECKS and SAVES:[/B] -1, [B]Wisdom:[/B] 20 (+5), [B]CHECKS:[/B] +6, [B]SAVES:[/B] +8, [B]Insight:[/B] +8, [B]Perception:[/B] +8, [I]Original:[/I] 18 [B]Charisma:[/B] 14 (+2), [B]CHECKS:[/B] +3, [B]SAVES:[/B] +5, [B]Deception:[/B] +5, [B]Persuasion:[/B] +5, [I]Original:[/I] 13 [B][SIZE=5]Combat[/SIZE][/B] [INDENT][B]Speed:[/B] 30 ft; [B]Initiative:[/B] +4[/INDENT] [INDENT][B]AC:[/B] 20 (15 Armor +3 Dex +2 Shield)[/INDENT] [INDENT][B]HP:[/B] 35/35; [B]TEMP:[/B] 0[/INDENT] [INDENT][B]Rapier[/B] +6 melee, 1d8+3 piercing[/INDENT] [INDENT][B]Shortsword[/B] +5 melee, 1d6+2 slashing[/INDENT] [INDENT][B]Dagger[/B] +6 melee or ranged, 1d4+3 piercing, range 20/60[/INDENT] [INDENT][B]Spell Atatck[/B] +7 melee or ranged, varies, range varies, spell DC 15[/INDENT] [INDENT][B]Spells Per Long Rest:[/B] 1st-3/4; 2nd-3/3[/INDENT] [INDENT][B]Eyes of Night others:[/B] 5/5 per long rest[/INDENT] [INDENT][B]Channel Divinity:[/B] 1/1 per long rest[/INDENT] [B][SIZE=5]Proficiencies[/SIZE][/B] [INDENT][B]Skills:[/B] Deception, Insight, Perception, Persuasion, Stealth,[/INDENT] [INDENT][B]Languages:[/B] Common, Elvish, Primordial; [B]Tools:[/B] Disguise kit[/INDENT] [INDENT][B]Armor:[/B] All armor and shields; [B]Weapons:[/B] All simple and martial weapons[/INDENT] [B][SIZE=5]Race:[/SIZE][/B] Human (variant) [INDENT][B]Ability Score Increase:[/B] +1 Dex, +1 Cha[/INDENT] [INDENT][B]Bonus Feat:[/B] Medium Armor Master; [B]Bonus Skill:[/B] Perception; [B]Bonus Language:[/B] Elvish[/INDENT] [B][SIZE=5]Background:[/SIZE][/B] Runaway Noble Terry refused to be married off by her family and fled on the day of her wedding. (He was old and icky.) She was smuggled out by nuns of a sect of her deity. To pass as one of the nuns, she had to learn Primordial, though she has no idea why. [INDENT][B]Skills:[/B] Deception, Steath; [B]Tools:[/B] disguise kit; [B]Language:[/B] Primordial[/INDENT] [INDENT][B]Position of Privilege:[/B] Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. (Of course using this can get her discovered by agents of her family or the jilted groomsman's family.)[/INDENT] [B][SIZE=5]Feats[/SIZE][/B] [INDENT][B]Medium Armor Master:[/B] You have practiced moving in medium armor to gain the following benefits:[/INDENT] [INDENT][LIST] [*]Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. [*]When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher [/LIST][/INDENT] [B][SIZE=5]Class[/SIZE]:[/B] Cleric (Twilight Domain) [INDENT][B]Armor:[/B] All armor and shields; [B]Weapons:[/B] All simple and martial weapons[/INDENT] [INDENT][B]Saving Throws:[/B] Wisdom, Charisma; [B]Skills:[/B] Persuasion, Insight[/INDENT] [INDENT][B]Spells:[/B] Attack: +7, DC: 15[/INDENT] [INDENT][B]Spells per Rest:[/B] [I]1st[/I] 4, [I]2nd[/I] 3[/INDENT] [INDENT][B]Domain Spells:[/B] faerie fire (C, 1m), sleep (1m), darkness (C, 15ft r, 10m), invisibility (C, 1hr)[/INDENT] [INDENT][B]Cantrips (4):[/B] mending (CT 1m), sacred flame (60 ft, 1d8 radiant DEX save), spare the dying (touch), toll of the dead[/INDENT] [INDENT][B]Spells Prepared (9):[/B][/INDENT] [INDENT]1st - bless (C, 1m), detect evil and good (C, 10m), guiding bolt (120 ft, 4d6 radiant), healing word (60 ft, 1d4+5)[/INDENT] [INDENT]2nd - hold person (C, 1m), lesser restoration, locate object (C, 10m), prayer of healing, spiritual weapon (1m, 60ft, 1d8+5 force)[/INDENT] [INDENT][/INDENT] [INDENT][B]Eyes of Night:[/B] Your eyes are blessed, allowing youto see through the deepest gloom. You have darkvision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light.[/INDENT] [INDENT][/INDENT] [INDENT]As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.[/INDENT] [INDENT][B]Vigilant Blessing:[/B] The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.[/INDENT] [INDENT][B]Channel Divinitiy: Once per long rest.[/B][/INDENT] [INDENT][B]Turn Undead:[/B] As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.[/INDENT] [INDENT][B]Twilight Sanctuary:[/B] As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:[/INDENT] [LIST] [*]Give it 1d8 temporary hit points. [*]End one effect causing it to be charmed or frightened. [/LIST] [B][SIZE=5]Equipment[/SIZE][/B] [INDENT]Half Plate Armor (40 lb)[/INDENT] [INDENT]Shield (6 lb)[/INDENT] [INDENT]Stone of Good Luck (Attuned): +1 to all saving throws and ability checks[/INDENT] [INDENT]Rapier (2 lb)[/INDENT] [INDENT]Shortsword (3 lb)[/INDENT] [INDENT]Daggers, 4 (4 lb)[/INDENT] [INDENT]Holy Symbol - Amulet (1 lb)[/INDENT] [INDENT]Holy Water, 2 flasks (2 lb)[/INDENT] [INDENT]Disguise Kit (3 lb)[/INDENT] [INDENT]Traveler's Clothes (4 lb)[/INDENT] [INDENT]Fine Clothes (6 lb)[/INDENT] [INDENT]Backpack (5 lb)[/INDENT] [INDENT]Bedroll (7 lb)[/INDENT] [INDENT]3 vials of perfume (--)[/INDENT] [INDENT]Mess Kit (1 lb)[/INDENT] [INDENT]35 gp[/INDENT] [B][SIZE=5]Description[/SIZE][/B] Terry Golberth (Terresa Periswan Throckson Golberth) was born to aristocracy in the local major city. Her hand was offered in marriage to a noble from a distant land and she refused to be married off to the old man (He's forty-SEVEN). So she got her maid servants to enlist the aid of a local convent of the Sisters of Mercy to smuggle her away from her family and her fate worse than death. In the convent she became a follower of their god and was touched by its presence, gaining powers over twilight. It is one of the few smart things Terry ever did. She is considered an airhead by most of those around her. She tends to observe things others do not and then she just tells people about it rather than keeping their secrets. (Where's Princess Stephanie? She's banging her bodyguard in the rose garden. Didn't you see? They were tucked away in the corner by the stream.) Terry is classically beautiful. She is a tall woman, somewhat vane and a bit vapid. But she is loyal to her friends and a terror to her enemies. [spoiler="Die Rolls and LINKS"] [URL='http://roll.coyotecode.net/lookup.php?rollid=235940']_: 4D6.HIGH(3) = [6, 4, 4, 6] = 16 CON 4D6.HIGH(3) = [2, 1, 1, 4] = 7 INT 4D6.HIGH(3) = [4, 4, 5, 3] = 13 CHA +1 Race 4D6.HIGH(3) = [2, 5, 4, 6] = 15 DEX +1 Race 4D6.HIGH(3) = [6, 1, 6, 2] = 14 STR 4D6.HIGH(3) = [6, 6, 6, 3] = 18 WIS +2 4th ASI[/URL] [URL='https://media.wizards.com/2019/dnd/downloads/UA-TwilightFireNames.pdf']Twilight Domain Unearthed Arcana PDF[/URL] [/spoiler] [/QUOTE]
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[5e] Into the Woods {RG}
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