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[AU] Lost Dreams Characters
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<blockquote data-quote="Ion" data-source="post: 1490066" data-attributes="member: 16028"><p><strong>Tash</strong></p><p></p><p>Tash, Human (Truename: Tashalar Halonarg)</p><p>6'2"; 206 lbs; Age 19</p><p>Warmain 3</p><p></p><p>16 STR +3 </p><p>12 DEX +1</p><p>14 CON +2</p><p>10 INT +0</p><p>10 WIS +0</p><p>14 CHA +2</p><p></p><p>Saves:</p><p>Fortitude: +5 (+3 warmain, +2 Con)</p><p>Reflex: +2 (+1 warmain +1 Dex)</p><p>Will: +1 (+1 warmain, +0 Wis)</p><p></p><p>Encumbrance: 76/153/230</p><p></p><p>Armor Class:10 +1Dex + 6armor (chain and plate) + 2shield (longshield) + 1nautral = 20</p><p>Touch: 11</p><p>Flat-footed: 18</p><p>Initiative: +5 (+1 Dex, +4 improved)</p><p></p><p>Proficiencies:</p><p>Languages: Common</p><p>Armor: Light, Medium, Heavy, Shield</p><p>Weapons: Simple, Martial</p><p></p><p>Skills: (18)</p><p>Knowledge (Architecture): +6 (+6ranks, +0int) </p><p>Knowledge (Engineering): +6 (+6ranks, +0int)</p><p>Intimidate: +8 (+6ranks, +2chr)</p><p></p><p></p><p>Special Abilities:</p><p>Sturdy: (Double constitution modifier at 1st level)</p><p>Bonus Feat: Mighty Unarmed Strike</p><p></p><p> Feats:</p><p>(ceremonial 1st): Iron Flesh (+1 natural armor)</p><p>(talent 1st): Energy Resistance {cold 5}</p><p>(regular 1st): Improved Initiative (+4)</p><p>(regular 3rd): Quick Draw</p><p></p><p>HIT POINTS: 12 (max) +4 (Sturdy) + 13 (2d12) +8 (2xCon) = 37</p><p></p><p>BAB = +3 (+3 warmain)</p><p>MW Battleaxe: +7 [ 1d8+3 20/x3 ] </p><p>Halfspear: +6 or +4 [ 1d6+3 20/x3 20ft ]</p><p>Strike, Unarmed: +4 [ 1d3+5 S 20/x2 ]</p><p></p><p>Equipment:</p><p>MW Chain and Plates Armor {-4 check, 20ft, 40lbs}</p><p>Long Shield {-2 check, 15lbs}</p><p>MW Battleaxe { 7lbs}</p><p>Explorer’s Outfit</p><p></p><p>Backpack {2lb}</p><p>-Flint & Steel {*}</p><p>-Torch x3 {3x1lb}</p><p>-Bedroll {5lbs}</p><p>-</p><p></p><p></p><p>Ring of Chern: This ring is made of plain white-gold appearing almost platinum in colour. There are no markings on it, it appears to all as a featureless band. Chern was a litorian greenbond who travelled far and wide offering her healing to anyone who needed it. She was truely an altruisting, selfless person who believed that if given a second chance anyone might turn to the same path. Three times per day, when the user's hand is placed on someone in need of healing, the ring will flare with a pale white light and an inscription appears in gold upon the band, "Healing and forgiveness to those in need." The person touched receives the benefits of a lesser transfer wounds for 1d10+1 points of healing. As per the spell the user is weakened with each use. The ring will only function when used on someone other than the bearer.</p><p>Faint Transmutation; Caster Level 1st; Craft Constant Item, transfer wounds (lesser); Price: 1,200gp.</p><p></p><p>Blaststone: This small black rock contains a potent magical charge. The small rune engraved in red upon its surface reads, "Burst" in draconic. When the word is spoken anywhere within 30 feet of the stone it activates. 18 seconds later (3 rounds) or when the command word is repeated, the stone bursts as the spell earth burst for 3d6 damage to everyone in the vacinity.</p><p>Faint Transmutation; Caster Level 3rd; Craft Single Use Item, earth burst; Price: 300gp.</p><p></p><p>3 Glowstones: This tiny white rock can be activated by closing it completely in your fist. When activated it glows as a heightened glowglobe (lesser) for 10 minutes and can be placed in orbit around the head of any creature. It twirls slowly there at a distance of about 12 inches providing a soft glow.</p><p>Faint Evocation; Caster Level 1st; Craft Single Use Item, glowglobe (lesser); Price: 25gp.</p><p></p><p>35gp 8sp 7cp</p><p>----------</p><p>History version 1.something</p><p></p><p></p><p>(The following assumes the Devanian War Guild is in Ao Manasa. If it isn't we can change the story around a bit, this is really only a rough draft of ideas as they pour out of my head)</p><p></p><p>So, as a child, Tash was raised in this small town around Ao Manasa. He was one of the strongest and most forceful kid around, and ended up bullying the others a bit. Always getting in a scrap here or there, coming out on top more often than not. A few years ago, he was out drinking with his buddies, picked a fight with a couple of strangers who were traveling through the town, and gets the tar absolutely beaten out of him.</p><p></p><p>One of the more level headed in the group of out of towners (I’m seeing a magister here, but who knows) stops his friends from killing Tash, finds out where he live, and drags him back home. He has a quick talk with Tash's parents (names pending), and BAM, he is off to the Devanian War Guild to learn some discipline.</p><p></p><p>In school they worked Tash harder than he had ever been worked before. They forced knowledge and order into his head until he was sure there was no more room. They also trained him in several forms of combat, but found he was less at home with the lighter fancier forms of combat, and preferred weapons he could put my weight behind.</p><p></p><p>He remained furious with the adventurers (as he had later learned) who had beaten him and convinced his parents that this "slave labor" as Tash called it, was necessary, but after he left the Guild a year and a half later, he is far more inclined to thank them than punch them back.</p><p></p><p>Tash left the guild after meeting some folk who offered to pay him handsomely to sit outside by a stake, and guard their claim. It was outside, there would be no more facts jammed into his head, and besides, Tash needed a break. So he went with them, and has looked after their claim for the last couple of months, until recently when they returned to (starting location x) where they had a bit of a falling out (may have involved a tavern, and drinking, but I won't know much more until I add some names and faces...)</p><p>----------</p></blockquote><p></p>
[QUOTE="Ion, post: 1490066, member: 16028"] [b]Tash[/b] Tash, Human (Truename: Tashalar Halonarg) 6'2"; 206 lbs; Age 19 Warmain 3 16 STR +3 12 DEX +1 14 CON +2 10 INT +0 10 WIS +0 14 CHA +2 Saves: Fortitude: +5 (+3 warmain, +2 Con) Reflex: +2 (+1 warmain +1 Dex) Will: +1 (+1 warmain, +0 Wis) Encumbrance: 76/153/230 Armor Class:10 +1Dex + 6armor (chain and plate) + 2shield (longshield) + 1nautral = 20 Touch: 11 Flat-footed: 18 Initiative: +5 (+1 Dex, +4 improved) Proficiencies: Languages: Common Armor: Light, Medium, Heavy, Shield Weapons: Simple, Martial Skills: (18) Knowledge (Architecture): +6 (+6ranks, +0int) Knowledge (Engineering): +6 (+6ranks, +0int) Intimidate: +8 (+6ranks, +2chr) Special Abilities: Sturdy: (Double constitution modifier at 1st level) Bonus Feat: Mighty Unarmed Strike Feats: (ceremonial 1st): Iron Flesh (+1 natural armor) (talent 1st): Energy Resistance {cold 5} (regular 1st): Improved Initiative (+4) (regular 3rd): Quick Draw HIT POINTS: 12 (max) +4 (Sturdy) + 13 (2d12) +8 (2xCon) = 37 BAB = +3 (+3 warmain) MW Battleaxe: +7 [ 1d8+3 20/x3 ] Halfspear: +6 or +4 [ 1d6+3 20/x3 20ft ] Strike, Unarmed: +4 [ 1d3+5 S 20/x2 ] Equipment: MW Chain and Plates Armor {-4 check, 20ft, 40lbs} Long Shield {-2 check, 15lbs} MW Battleaxe { 7lbs} Explorer’s Outfit Backpack {2lb} -Flint & Steel {*} -Torch x3 {3x1lb} -Bedroll {5lbs} - Ring of Chern: This ring is made of plain white-gold appearing almost platinum in colour. There are no markings on it, it appears to all as a featureless band. Chern was a litorian greenbond who travelled far and wide offering her healing to anyone who needed it. She was truely an altruisting, selfless person who believed that if given a second chance anyone might turn to the same path. Three times per day, when the user's hand is placed on someone in need of healing, the ring will flare with a pale white light and an inscription appears in gold upon the band, "Healing and forgiveness to those in need." The person touched receives the benefits of a lesser transfer wounds for 1d10+1 points of healing. As per the spell the user is weakened with each use. The ring will only function when used on someone other than the bearer. Faint Transmutation; Caster Level 1st; Craft Constant Item, transfer wounds (lesser); Price: 1,200gp. Blaststone: This small black rock contains a potent magical charge. The small rune engraved in red upon its surface reads, "Burst" in draconic. When the word is spoken anywhere within 30 feet of the stone it activates. 18 seconds later (3 rounds) or when the command word is repeated, the stone bursts as the spell earth burst for 3d6 damage to everyone in the vacinity. Faint Transmutation; Caster Level 3rd; Craft Single Use Item, earth burst; Price: 300gp. 3 Glowstones: This tiny white rock can be activated by closing it completely in your fist. When activated it glows as a heightened glowglobe (lesser) for 10 minutes and can be placed in orbit around the head of any creature. It twirls slowly there at a distance of about 12 inches providing a soft glow. Faint Evocation; Caster Level 1st; Craft Single Use Item, glowglobe (lesser); Price: 25gp. 35gp 8sp 7cp ---------- History version 1.something (The following assumes the Devanian War Guild is in Ao Manasa. If it isn't we can change the story around a bit, this is really only a rough draft of ideas as they pour out of my head) So, as a child, Tash was raised in this small town around Ao Manasa. He was one of the strongest and most forceful kid around, and ended up bullying the others a bit. Always getting in a scrap here or there, coming out on top more often than not. A few years ago, he was out drinking with his buddies, picked a fight with a couple of strangers who were traveling through the town, and gets the tar absolutely beaten out of him. One of the more level headed in the group of out of towners (I’m seeing a magister here, but who knows) stops his friends from killing Tash, finds out where he live, and drags him back home. He has a quick talk with Tash's parents (names pending), and BAM, he is off to the Devanian War Guild to learn some discipline. In school they worked Tash harder than he had ever been worked before. They forced knowledge and order into his head until he was sure there was no more room. They also trained him in several forms of combat, but found he was less at home with the lighter fancier forms of combat, and preferred weapons he could put my weight behind. He remained furious with the adventurers (as he had later learned) who had beaten him and convinced his parents that this "slave labor" as Tash called it, was necessary, but after he left the Guild a year and a half later, he is far more inclined to thank them than punch them back. Tash left the guild after meeting some folk who offered to pay him handsomely to sit outside by a stake, and guard their claim. It was outside, there would be no more facts jammed into his head, and besides, Tash needed a break. So he went with them, and has looked after their claim for the last couple of months, until recently when they returned to (starting location x) where they had a bit of a falling out (may have involved a tavern, and drinking, but I won't know much more until I add some names and faces...) ---------- [/QUOTE]
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