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[5e_One Shot] Baptism by Fire_RG
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<blockquote data-quote="TaranTheWanderer" data-source="post: 8960434" data-attributes="member: 15882"><p>[SPOILER="Fern Wilkinson (Mini-sheet)"]</p><table style='width: 100%'><tr><td><strong>HP: </strong>18/18<br /> <strong>AC: 14 (</strong>Leather)</td><td><strong>Bardic Inspiration: </strong><br /> 3/3 (1d6)</td><td><table style='width: 100%'><tr><td><strong>Skills</strong></td></tr></table></td><td><strong>Spell Slots: </strong>1st: [ ] [ ] [ ]</td></tr><tr><td><strong>Pass Perc: </strong>13<br /> <strong>Pass Inv: </strong>12<br /> <strong>Pass Ins: </strong>11</td><td><strong>SPELL SAVE DC: 13</strong></td><td><strong>Arcana:</strong> 4<br /> <strong>Deception(race); </strong>7<br /> <strong>Disguise Kit</strong>: 5*</td><td><strong>Cantrips</strong><br /> Minor Illusion; Vicious Mockery</td></tr><tr><td><strong>STATS:<br /> STR: </strong>8-1<br /> <strong>DEX:</strong> 16 + 3<br /> <strong>CON: </strong>12 + 1<br /> <strong>INT: </strong>14+2<br /> <strong>WIS: </strong>12 +1<br /> <strong>CHA:</strong>16 +3</td><td><strong>SAVES:<br /> STR: -1<br /> DEX:</strong> +5<br /> <strong>CON: +1<br /> INT: +2<br /> WIS: +1<br /> CHA:+5</strong></td><td><strong>Performance:</strong> 5<br /> <strong>Persuasion:</strong> 5<br /> <strong>Perception</strong> (feat): 3<br /> <strong>Slight of Hand:</strong> 5*<br /> <strong>Stealth</strong>: 5*<br /> <strong>Thief Tools:</strong> 5*</td><td><strong>Known Spells 1st</strong><br /> Animal Friendship<br /> Comprehend Languages,<br /> Identify,<br /> Heroism,<br /> Sleep,</td></tr></table><p>[/SPOILER]</p><p>[ATTACH=full]277806[/ATTACH]</p><p><strong>EXP:300(2nd Level) +270 </strong></p><p><strong>Total: </strong>570/900(3rd Level)</p><p>[SPOILER="Backstory"]Fern was four when his grandmother got the message that his parents had been killed in the war. He was five when his grandmother died. He was eight when Delenir found him on the streets of the Capital trying to grift people out of their money by performing 'magic tricks'. Delenir took the boy convinced Fern had wits and talent enough to be an apprentice. He had neither.</p><p></p><p>That was four years ago and, as an apprentice, Fern has been a constant disappointment to Delenir. As a poet, Fern excels - which doesn't lessen Delenir's disappointment. Despite this, Fern does his chores and studies hard - even if he gets distracted sometimes. What he's recently learned, though, is that turning those garbled wizardly writings into pretty poetry will, sometimes, make magical things happen....[/SPOILER]</p><p></p><p>[SPOILER="Equipment"]</p><p></p><p></p><table style='width: 100%'><tr><td>Weapons and Tools</td><td>Equipment</td></tr><tr><td>Leather Armour<br /> Rapier<br /> Dagger<br /> Lock picks<br /> Penny Whistle<br /> <s>Violin</s><br /> Thieves Tools<br /> <strong>Magic items</strong><br /> Scroll: Invisibility;<br /> Detect Magic;<br /> Knock<br /> <strong>Spell components:</strong><br /> Spell book with Map of Capital<br /> Morsel of Food (Charm animal)<br /> A pinch of Sand (sleep)<br /> A pinch of Salt (comprehend L)<br /> Ruby of the War Mage</td><td>Fancy Clothes<br /> Disguise kit<br /> <br /> a Medium chest,(party)<br /> 2 cases for maps and scrolls,<br /> a set of fine clothes,<br /> a bottle of ink,<br /> an ink pen,<br /> a lamp,<br /> 2 flasks of oil,<br /> 5 sheets of paper,<br /> a vial of perfume,<br /> sealing wax,<br /> soap</td></tr></table><p>Monies: 65gp</p><p></p><p>Pet Mouse (Benny)</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Abilities"]</p><p><strong>Proficiencies:</strong></p><p><strong>Armor:</strong> Light armor</p><p><strong>Weapons:</strong> Simple weapons, hand crossbows, longswords, rapiers, shorts words</p><p><strong>Tools:</strong> Penny Whistle, Violin, Trumpet</p><p><strong>Saving Throws:</strong> Dexterity, Charisma</p><p></p><p><strong>City Secrets (urchin)</strong></p><p>You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.</p><p></p><p><strong>Bardic Inspiration (1d6)</strong></p><p>You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.</p><p></p><p>Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.</p><p></p><p><strong>Jack of All Trades</strong></p><p>add 1/2 Proficiency to all rolls</p><p></p><p><strong>Spellcasting(ritual casting)</strong></p><p><strong></strong></p><p><strong>Song of Rest</strong></p><p>Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.</p><p></p><p><strong>Variant Human</strong></p><p>+1 CHA, +1 DEX</p><p>Feat: Skill expert: +1 wisdom, Perception, Expertise: Deception</p><p>[/SPOILER]</p><p>[SPOILER="Stats"]<a href="http://roll.coyotecode.net/lookup.php?rollid=277181" target="_blank">stats take 2: 4D6.HIGH(3) = [2, 1, 4, 6] = 12</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=277181" target="_blank">4D6.HIGH(3) = [5, 3, 2, 3] = 11</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=277181" target="_blank">4D6.HIGH(3) = [3, 1, 4, 1] = 8</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=277181" target="_blank">4D6.HIGH(3) = [6, 4, 5, 3] = 15</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=277181" target="_blank">4D6.HIGH(3) = [6, 4, 4, 4] = 14</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=277181" target="_blank">4D6.HIGH(3) = [4, 5, 3, 6] = 15</a></p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 8960434, member: 15882"] [SPOILER="Fern Wilkinson (Mini-sheet)"] [TABLE] [TR] [TD][B]HP: [/B]18/18 [B]AC: 14 ([/B]Leather)[/TD] [TD][B]Bardic Inspiration: [/B] 3/3 (1d6)[/TD] [TD][TABLE] [TR] [TD][B]Skills[/B][/TD] [/TR] [/TABLE][/TD] [TD][B]Spell Slots: [/B]1st: [ ] [ ] [ ][/TD] [/TR] [TR] [TD][B]Pass Perc: [/B]13 [B]Pass Inv: [/B]12 [B]Pass Ins: [/B]11[/TD] [TD][B]SPELL SAVE DC: 13[/B][/TD] [TD][B]Arcana:[/B] 4 [B]Deception(race); [/B]7 [B]Disguise Kit[/B]: 5*[/TD] [TD][B]Cantrips[/B] Minor Illusion; Vicious Mockery[/TD] [/TR] [TR] [TD][B]STATS: STR: [/B]8-1 [B]DEX:[/B] 16 + 3 [B]CON: [/B]12 + 1 [B]INT: [/B]14+2 [B]WIS: [/B]12 +1 [B]CHA:[/B]16 +3[/TD] [TD][B]SAVES: STR: -1 DEX:[/B] +5 [B]CON: +1 INT: +2 WIS: +1 CHA:+5[/B][/TD] [TD][B]Performance:[/B] 5 [B]Persuasion:[/B] 5 [B]Perception[/B] (feat): 3 [B]Slight of Hand:[/B] 5* [B]Stealth[/B]: 5* [B]Thief Tools:[/B] 5*[/TD] [TD][B]Known Spells 1st[/B] Animal Friendship Comprehend Languages, Identify, Heroism, Sleep,[/TD] [/TR] [/TABLE] [/SPOILER] [ATTACH type="full" width="361px" alt="oNS6LpC5.png"]277806[/ATTACH] [B]EXP:300(2nd Level) +270 Total: [/B]570/900(3rd Level) [SPOILER="Backstory"]Fern was four when his grandmother got the message that his parents had been killed in the war. He was five when his grandmother died. He was eight when Delenir found him on the streets of the Capital trying to grift people out of their money by performing 'magic tricks'. Delenir took the boy convinced Fern had wits and talent enough to be an apprentice. He had neither. That was four years ago and, as an apprentice, Fern has been a constant disappointment to Delenir. As a poet, Fern excels - which doesn't lessen Delenir's disappointment. Despite this, Fern does his chores and studies hard - even if he gets distracted sometimes. What he's recently learned, though, is that turning those garbled wizardly writings into pretty poetry will, sometimes, make magical things happen....[/SPOILER] [SPOILER="Equipment"] [TABLE] [TR] [TD]Weapons and Tools[/TD] [TD]Equipment[/TD] [/TR] [TR] [TD]Leather Armour Rapier Dagger Lock picks Penny Whistle [S]Violin[/S] Thieves Tools [B]Magic items[/B] Scroll: Invisibility; Detect Magic; Knock [B]Spell components:[/B] Spell book with Map of Capital Morsel of Food (Charm animal) A pinch of Sand (sleep) A pinch of Salt (comprehend L) Ruby of the War Mage[/TD] [TD]Fancy Clothes Disguise kit a Medium chest,(party) 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, soap[/TD] [/TR] [/TABLE] Monies: 65gp Pet Mouse (Benny) [/SPOILER] [SPOILER="Abilities"] [B]Proficiencies: Armor:[/B] Light armor [B]Weapons:[/B] Simple weapons, hand crossbows, longswords, rapiers, shorts words [B]Tools:[/B] Penny Whistle, Violin, Trumpet [B]Saving Throws:[/B] Dexterity, Charisma [B]City Secrets (urchin)[/B] You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. [B]Bardic Inspiration (1d6)[/B] You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. [B]Jack of All Trades[/B] add 1/2 Proficiency to all rolls [B]Spellcasting(ritual casting) Song of Rest[/B] Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. [B]Variant Human[/B] +1 CHA, +1 DEX Feat: Skill expert: +1 wisdom, Perception, Expertise: Deception [/SPOILER] [SPOILER="Stats"][URL='http://roll.coyotecode.net/lookup.php?rollid=277181']stats take 2: 4D6.HIGH(3) = [2, 1, 4, 6] = 12[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=277181']4D6.HIGH(3) = [5, 3, 2, 3] = 11[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=277181']4D6.HIGH(3) = [3, 1, 4, 1] = 8[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=277181']4D6.HIGH(3) = [6, 4, 5, 3] = 15[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=277181']4D6.HIGH(3) = [6, 4, 4, 4] = 14[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=277181']4D6.HIGH(3) = [4, 5, 3, 6] = 15[/URL] [/SPOILER] [/QUOTE]
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