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CG's Dragon of Icespire Peak Rogues' Gallery and Game Info
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<blockquote data-quote="Kobold Stew" data-source="post: 8095946" data-attributes="member: 23484"><p><strong>Meadowlark</strong>.</p><p></p><p>[ATTACH=full]126680[/ATTACH] (image by <a href="https://bxm.artstation.com/projects/3z2OE" target="_blank">xiaoming Bi)</a></p><p></p><p><strong>Meadowlark</strong>.</p><p>LG Human Paladin 3</p><p></p><p><strong>Abilities</strong>:</p><p>STR 16 (+3) </p><p>DEX 10 (+0)</p><p>CON 13 (+1) </p><p>INT 11 (+0)</p><p>WIS 13 (+1, save +3) </p><p>CHA 16 (+3, save +5)</p><p></p><p>Size M</p><p>Speed 30</p><p>AC 19</p><p>Init +0</p><p>Hit Points: 25 (3d10)</p><p></p><p><strong>Proficiency bonus</strong>: +2</p><p><strong>Proficiencies</strong>: all armour, shield, simple and martial weapons.</p><p><strong>Skills</strong>: Intimidation, Athletics, Persuasion, Animal Handling, Nature</p><p><strong>Tools</strong>: Land Vehicles, Pipes</p><p><strong>Languages</strong>: Common</p><p></p><p><strong>Attacks</strong>:</p><p>Longsword: 1d20+5 damage = 1d8+3 slashing (versatile).</p><p>Javelin: 1d20+5, damage = 1d6+3, range 30’/120’</p><p></p><p><strong>Background</strong>: Shepherd (custom)</p><ul> <li data-xf-list-type="ul">Tools: land vehicles, pipes</li> <li data-xf-list-type="ul">Skills: animal handling, nature</li> <li data-xf-list-type="ul">Feature: rustic hospitality</li> <li data-xf-list-type="ul">Equipment: as Folk Hero, with instrument subbed for artisan’s tools.</li> </ul><p></p><p><strong>Paladin abilities (Oath of Devotion)</strong>:</p><p>* Spellcasting (DC 13, attack mod +5).</p><p>-- 4 spells prepared (CHA+(level/2)) 3 x level 1 slots.</p><ul> <li data-xf-list-type="ul">Divine Sense (4/long): know location of celestial, fiend, undead w/in 60’</li> <li data-xf-list-type="ul">Lay on Hands: as action, draw on pool of 15hp to cure (or 5/disease or poison).</li> <li data-xf-list-type="ul">Duelling Fighting Style: +2 damage to one-handed melee weapon.</li> <li data-xf-list-type="ul">Divine Smite: expend spell slot for +2d8 radiant damage to melee attack (+1d8/level)</li> <li data-xf-list-type="ul">Divine Health: immune to disease</li> <li data-xf-list-type="ul">Channel Divinity: 1/rest:</li> </ul><p>-- Sacred Weapon. As Action, weapon gets +CHA to hit for one minute, and emits 20’ bright light (+20’ dim).</p><p>-- Turn the Unholy. As action, holy symbol turns fiends and undead: Wis save or those w/in 30’ turned for a minute</p><p></p><p>Current spells:</p><p>(1) wrathful strike, compelled duel, command, cure wounds (protection from evil and good, sanctuary)</p><p></p><p><strong>Race abilities</strong>:</p><p>* Variant Human (feat, skill, +1 STR/CHA)</p><p></p><p><strong>Feat</strong>:</p><p>* Ritual Caster (Wizard)</p><p>-- Spells: Unseen Servant, Tenser’s Floating Disk, Find Familiar, Comprehend Languages.</p><p></p><p><strong>Skills</strong>:</p><p>+0 (dex) Acrobatics</p><p><strong>+3 (wis) Animal Handling*</strong></p><p>+0 (int) Arcana</p><p><strong>+5 (str) Athletics</strong>*</p><p>+3 (cha) Deception</p><p>+0 (int) History</p><p>+1 (wis) Insight</p><p><strong>+5 (cha) Intimidation*</strong></p><p>+0 (int) Investigation</p><p>+1 (wis) Medicine</p><p><strong>+2 (int) Nature</strong></p><p>+1 (wis) Perception</p><p>+3 (cha) Performance</p><p><strong>+5 (cha) Persuasion*</strong></p><p>+0 (int) Religion</p><p>+0 (dex) Sleight of Hand</p><p>+0 (dex) Stealth [disadvantage in armour]</p><p>+1 (wis) Survival</p><p></p><p><strong>Familiar</strong>; </p><p>Owl (60' flyby, 1hp, AC 11, Perception +3 (dkvision 120' w/ adv), Stealth +3</p><p></p><p><strong>Equipment</strong>:</p><p>Ritual book</p><p>Tankard of Sobriety (common magic item)</p><p>Longsword</p><p>Shield</p><p>Splint Mail (60#)</p><p>Holy Symbol</p><p>5 javelins</p><p>Explorer pack</p><p>Pipes</p><p>Shovel</p><p>Iron Pot</p><p>Common clothes</p><p>Belt pouch, empty lo these many days.</p><p></p><p>[spoiler=Backstory]A shepherd in the fields outside a small village on the Sword Coast, Meadow's early life was simple: many responsibilities caring for flocks, but a low pressure life that she could handle well: playing the pipes, tending her animals, letting the boys chase her when she could be bothered. When the war came, her family, like that of so many others, found safety in the church; nothing like war to bring converts to Torm. Meadowlark was not as caught up as the others; her life in the fields seemingly gone.</p><p></p><p>Then came the prophecy. She was told it was for the best, and she was able to keep her spirit through the recruitment, but when the prophecy came, she was sent away. Many are called, and it seems many are chosen as well, since it's sometimes hard to interpret prophecies, and this one was vague enough that it might refer to her, or to any of the dozen that were recruited in her cohort. Three died, and seven washed out, but two of them were chosen, which is to say two made it through the trials, and two of them found the ability to heal. They were destined to become paladins. But with that calling, Meadowlark and Thorgeir were taken from their previous lives. Drills, summonses, assignments, and prayers. Torm needed agents, and they were the chosen ones this year. And, possibly, they might be the fulfilments of the prophecy.</p><p></p><p>But that would only happen if the situation was right. And so they were sent back to their respective homes, in hopes that the prophecy could someday be fulfilled through them. These two were added to the many others dotting the countryside: children born when the Wagon first touches the horizon; those who were found surrounded by wool [or arguably leather; the scholars disagree on this point]; those who would be taken from the banks of a river; and all the many other criteria that the prophecy seemed so intent to describe, but were (so Meadow though) ultimately unclear.</p><p></p><p>Except of course for the final clause, which was clear enough: those who would be killed defending Torm.</p><p>(much of the character lifted from <a href="https://www.enworld.org/threads/t1-the-village-of-hommlet-rogues-gallery.411484/#post-6509014" target="_blank">here</a>)[/spoiler]</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8095946, member: 23484"] [B]Meadowlark[/B]. [ATTACH type="full" width="355px"]126680[/ATTACH] (image by [URL='https://bxm.artstation.com/projects/3z2OE']xiaoming Bi)[/URL] [B]Meadowlark[/B]. LG Human Paladin 3 [B]Abilities[/B]: STR 16 (+3) DEX 10 (+0) CON 13 (+1) INT 11 (+0) WIS 13 (+1, save +3) CHA 16 (+3, save +5) Size M Speed 30 AC 19 Init +0 Hit Points: 25 (3d10) [B]Proficiency bonus[/B]: +2 [B]Proficiencies[/B]: all armour, shield, simple and martial weapons. [B]Skills[/B]: Intimidation, Athletics, Persuasion, Animal Handling, Nature [B]Tools[/B]: Land Vehicles, Pipes [B]Languages[/B]: Common [B]Attacks[/B]: Longsword: 1d20+5 damage = 1d8+3 slashing (versatile). Javelin: 1d20+5, damage = 1d6+3, range 30’/120’ [B]Background[/B]: Shepherd (custom) [LIST] [*]Tools: land vehicles, pipes [*]Skills: animal handling, nature [*]Feature: rustic hospitality [*]Equipment: as Folk Hero, with instrument subbed for artisan’s tools. [/LIST] [B]Paladin abilities (Oath of Devotion)[/B]: * Spellcasting (DC 13, attack mod +5). -- 4 spells prepared (CHA+(level/2)) 3 x level 1 slots. [LIST] [*]Divine Sense (4/long): know location of celestial, fiend, undead w/in 60’ [*]Lay on Hands: as action, draw on pool of 15hp to cure (or 5/disease or poison). [*]Duelling Fighting Style: +2 damage to one-handed melee weapon. [*]Divine Smite: expend spell slot for +2d8 radiant damage to melee attack (+1d8/level) [*]Divine Health: immune to disease [*]Channel Divinity: 1/rest: [/LIST] -- Sacred Weapon. As Action, weapon gets +CHA to hit for one minute, and emits 20’ bright light (+20’ dim). -- Turn the Unholy. As action, holy symbol turns fiends and undead: Wis save or those w/in 30’ turned for a minute Current spells: (1) wrathful strike, compelled duel, command, cure wounds (protection from evil and good, sanctuary) [B]Race abilities[/B]: * Variant Human (feat, skill, +1 STR/CHA) [B]Feat[/B]: * Ritual Caster (Wizard) -- Spells: Unseen Servant, Tenser’s Floating Disk, Find Familiar, Comprehend Languages. [B]Skills[/B]: +0 (dex) Acrobatics [B]+3 (wis) Animal Handling*[/B] +0 (int) Arcana [B]+5 (str) Athletics[/B]* +3 (cha) Deception +0 (int) History +1 (wis) Insight [B]+5 (cha) Intimidation*[/B] +0 (int) Investigation +1 (wis) Medicine [B]+2 (int) Nature[/B] +1 (wis) Perception +3 (cha) Performance [B]+5 (cha) Persuasion*[/B] +0 (int) Religion +0 (dex) Sleight of Hand +0 (dex) Stealth [disadvantage in armour] +1 (wis) Survival [B]Familiar[/B]; Owl (60' flyby, 1hp, AC 11, Perception +3 (dkvision 120' w/ adv), Stealth +3 [B]Equipment[/B]: Ritual book Tankard of Sobriety (common magic item) Longsword Shield Splint Mail (60#) Holy Symbol 5 javelins Explorer pack Pipes Shovel Iron Pot Common clothes Belt pouch, empty lo these many days. [spoiler=Backstory]A shepherd in the fields outside a small village on the Sword Coast, Meadow's early life was simple: many responsibilities caring for flocks, but a low pressure life that she could handle well: playing the pipes, tending her animals, letting the boys chase her when she could be bothered. When the war came, her family, like that of so many others, found safety in the church; nothing like war to bring converts to Torm. Meadowlark was not as caught up as the others; her life in the fields seemingly gone. Then came the prophecy. She was told it was for the best, and she was able to keep her spirit through the recruitment, but when the prophecy came, she was sent away. Many are called, and it seems many are chosen as well, since it's sometimes hard to interpret prophecies, and this one was vague enough that it might refer to her, or to any of the dozen that were recruited in her cohort. Three died, and seven washed out, but two of them were chosen, which is to say two made it through the trials, and two of them found the ability to heal. They were destined to become paladins. But with that calling, Meadowlark and Thorgeir were taken from their previous lives. Drills, summonses, assignments, and prayers. Torm needed agents, and they were the chosen ones this year. And, possibly, they might be the fulfilments of the prophecy. But that would only happen if the situation was right. And so they were sent back to their respective homes, in hopes that the prophecy could someday be fulfilled through them. These two were added to the many others dotting the countryside: children born when the Wagon first touches the horizon; those who were found surrounded by wool [or arguably leather; the scholars disagree on this point]; those who would be taken from the banks of a river; and all the many other criteria that the prophecy seemed so intent to describe, but were (so Meadow though) ultimately unclear. Except of course for the final clause, which was clear enough: those who would be killed defending Torm. (much of the character lifted from [URL='https://www.enworld.org/threads/t1-the-village-of-hommlet-rogues-gallery.411484/#post-6509014']here[/URL])[/spoiler] [/QUOTE]
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