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Story Hour
A Lonely Path: a Shackled City Story Hour, (updated 30 Apr 2008)
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<blockquote data-quote="hbarsquared" data-source="post: 2908854" data-attributes="member: 4550"><p><span style="color: royalblue"><span style="font-size: 18px">[smallcaps]<strong>Character Sheets</strong>[/smallcaps]</span></span></p><p></p><p><span style="font-family: 'arial'"><span style="font-size: 18px"><strong><em>Abrina</em></strong></span></span></p><p><span style="font-family: 'arial'">1st-level</span></p><p></p><p>[sblock=Stat Block]<span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">Female medium humanoid (half-elf)</span></p><p><span style="font-family: 'arial'">Neutral Good Cleric (Ninurta) 1</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"><strong>Init</strong> +1; <strong>Senses</strong> low-light vision; Spot +4, Listen +4</span></p><p><span style="font-family: 'arial'"><strong>Languages</strong> Common, Elven</span></p><p><span style="font-family: 'arial'">_________________________________________________</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"><strong>AC</strong> 18, touch 11, flat-footed 17</span></p><p><span style="font-family: 'arial'"><strong>hp</strong> 8 (1 HD)</span></p><p><span style="font-family: 'arial'"><strong>Immune</strong> <em>sleep</em> </span></p><p><span style="font-family: 'arial'"><strong>Fort</strong> +2, <strong>Ref</strong> +1, <strong>Will</strong> +5 (+7 against enchantments)</span></p><p><span style="font-family: 'arial'">_________________________________________________</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"><strong>Spd</strong> 20 ft.</span></p><p><span style="font-family: 'arial'"><strong>Melee</strong> +4 masterwork spear (1d8+3/x3)</span></p><p><span style="font-family: 'arial'"><strong>Ranged</strong> +1 light crossbow (1d8/19-20, 80 ft. inc.) or</span></p><p><span style="font-family: 'arial'"><strong>Ranged</strong> +2 masterwork spear (1d8+3/x3, 20 ft. inc.)</span></p><p><span style="font-family: 'arial'"><strong>Base Atk</strong> +0; <strong>Grp</strong> +3</span></p><p><span style="font-family: 'arial'"><strong>Special Atk</strong> spontaneous casting (<em>cure</em> spells), turn undead (+1, 2d6+2, 1st) 4/day</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"><strong>Common Spells Prepared</strong> (CL 1st, +3 melee touch, +1 ranged touch)<p style="margin-left: 20px">1—<em>divine favor</em>, <em>enlarge</em>*, <em>magic weapon</em></p></span></p><p style="margin-left: 20px"><span style="font-family: 'arial'">0—<em>guidance</em> (2), <em>light</em></p></span></p><p style="margin-left: 20px"><span style="font-family: 'arial'">*Domain spell. <em>Domains</em>: Strength (+1, 1/day), Travel (1 round).</p><p>_________________________________________________</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"><strong>Abilities</strong> Str 16, Dex 13, Con 10, Int 9, Wis 16, Cha 12 (32-point buy)</span></p><p><span style="font-family: 'arial'"><strong>SQ</strong> half-elf traits</span></p><p><span style="font-family: 'arial'"><strong>Feats</strong> Combat Casting</span></p><p><span style="font-family: 'arial'"><strong>Skills</strong> Concentration +4, Diplomacy +3, Gather Information +3, Listen +4, Search +0, Spot +4.</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"><strong>Possessions</strong> chainmail (+5 AC, max Dex +2, ACP -5), heavy wooden shield (+2 AC, ACP -2), masterwork spear, light crossbow (20 bolts), <em>periapt of wound closure</em>, smokesticks (2), holy symbol, adventurer’s gear. 10 gp worth of treasure.</span></p><p><span style="font-family: 'arial'">_________________________________________________</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"><strong>Turn Undead (Su)</strong> Abrina can turn or destroy undead creatures. She may attempt to turn undead a number of times per day equal to 3 + her Charisma modifier. If Abrina has 5 or more ranks in Knowledge (religion), she gets a +2 bonus on turning checks against undead.</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">Abrina’s turning check is 1d20 + her Charisma modifier). If her roll is high enough to let her turn at least some of the undead within 60 feet, roll 2d6 + her cleric level + her Charisma modifier for turning damage. That’s how many total Hit Dice of undead she can turn.</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">Turned undead flee by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If she approaches within 10 feet of them, however, they overcome being turned and act normally. (She can stand within 10 feet without breaking the turning effect—she just can’t approach them.) She can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">If Abrina has twice as many levels (or more) as the undead have Hit Dice, she destroys any that she would normally turn.</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"><strong>Strength Domain (Su)</strong> Abrina can perform a feat of strength as a free action 1/day. Abrina gains an enhancement bonus to Strength equal to her cleric level.</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"><strong>Travel Domain (Su)</strong> Abrina can act normally regardless of magical effects that impede movement as if she were affected by the spell <em>freedom of movement</em> for a total time per day of 1 round per cleric level she possesses. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). Survival is added to her list of cleric class skills.</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"><em>Periapt of Wound Closure</em> The wearer of this periapt automatically becomes stable if her hit points drop to between -1 and -9 inclusive. The periapt doubles the wearer’s normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage that involves bleeding is negated for the wearer of the periapt, but she is still susceptible to damage from bleeding that causes Constitution loss, such as that dealt by a wounding weapon.</span></p><p><span style="font-family: 'arial'"></span></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="hbarsquared, post: 2908854, member: 4550"] [color=royalblue][size=5][smallcaps][b]Character Sheets[/b][/smallcaps][/size][/color] [font=arial][size=5][b][i]Abrina[/i][/b][/size] 1st-level[/font] [sblock=Stat Block][font=arial] Female medium humanoid (half-elf) Neutral Good Cleric (Ninurta) 1 [b]Init[/b] +1; [b]Senses[/b] low-light vision; Spot +4, Listen +4 [b]Languages[/b] Common, Elven _________________________________________________ [b]AC[/b] 18, touch 11, flat-footed 17 [b]hp[/b] 8 (1 HD) [b]Immune[/b] [i]sleep[/i] [b]Fort[/b] +2, [b]Ref[/b] +1, [b]Will[/b] +5 (+7 against enchantments) _________________________________________________ [b]Spd[/b] 20 ft. [b]Melee[/b] +4 masterwork spear (1d8+3/x3) [b]Ranged[/b] +1 light crossbow (1d8/19-20, 80 ft. inc.) or [b]Ranged[/b] +2 masterwork spear (1d8+3/x3, 20 ft. inc.) [b]Base Atk[/b] +0; [b]Grp[/b] +3 [b]Special Atk[/b] spontaneous casting ([i]cure[/i] spells), turn undead (+1, 2d6+2, 1st) 4/day [b]Common Spells Prepared[/b] (CL 1st, +3 melee touch, +1 ranged touch)[indent]1—[i]divine favor[/i], [i]enlarge[/i]*, [i]magic weapon[/i] 0—[i]guidance[/i] (2), [i]light[/i] *Domain spell. [i]Domains[/i]: Strength (+1, 1/day), Travel (1 round).[/indent]_________________________________________________ [b]Abilities[/b] Str 16, Dex 13, Con 10, Int 9, Wis 16, Cha 12 (32-point buy) [b]SQ[/b] half-elf traits [b]Feats[/b] Combat Casting [b]Skills[/b] Concentration +4, Diplomacy +3, Gather Information +3, Listen +4, Search +0, Spot +4. [b]Possessions[/b] chainmail (+5 AC, max Dex +2, ACP -5), heavy wooden shield (+2 AC, ACP -2), masterwork spear, light crossbow (20 bolts), [i]periapt of wound closure[/i], smokesticks (2), holy symbol, adventurer’s gear. 10 gp worth of treasure. _________________________________________________ [b]Turn Undead (Su)[/b] Abrina can turn or destroy undead creatures. She may attempt to turn undead a number of times per day equal to 3 + her Charisma modifier. If Abrina has 5 or more ranks in Knowledge (religion), she gets a +2 bonus on turning checks against undead. Abrina’s turning check is 1d20 + her Charisma modifier). If her roll is high enough to let her turn at least some of the undead within 60 feet, roll 2d6 + her cleric level + her Charisma modifier for turning damage. That’s how many total Hit Dice of undead she can turn. Turned undead flee by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If she approaches within 10 feet of them, however, they overcome being turned and act normally. (She can stand within 10 feet without breaking the turning effect—she just can’t approach them.) She can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect. If Abrina has twice as many levels (or more) as the undead have Hit Dice, she destroys any that she would normally turn. [b]Strength Domain (Su)[/b] Abrina can perform a feat of strength as a free action 1/day. Abrina gains an enhancement bonus to Strength equal to her cleric level. [b]Travel Domain (Su)[/b] Abrina can act normally regardless of magical effects that impede movement as if she were affected by the spell [i]freedom of movement[/i] for a total time per day of 1 round per cleric level she possesses. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). Survival is added to her list of cleric class skills. [i]Periapt of Wound Closure[/i] The wearer of this periapt automatically becomes stable if her hit points drop to between -1 and -9 inclusive. The periapt doubles the wearer’s normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage that involves bleeding is negated for the wearer of the periapt, but she is still susceptible to damage from bleeding that causes Constitution loss, such as that dealt by a wounding weapon. [/font] [/sblock] [/QUOTE]
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A Lonely Path: a Shackled City Story Hour, (updated 30 Apr 2008)
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