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Deepwater's Despair Characters
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<blockquote data-quote="carhesl" data-source="post: 1925043" data-attributes="member: 26293"><p><strong>Korrim of Deepwater</strong></p><p></p><p>Korrim of Deepwater</p><p>Male Human Fighter 1</p><p>Alignment: Neutral</p><p>Patron Deity: Farlaghn</p><p>Height: 6'6"</p><p>Weight: 280 lbs</p><p>Hair: Black (very thick)</p><p>Eyes: Blue</p><p>Age: 21</p><p></p><p>Strength: 15 (+2)</p><p>Dexterity: 13 (+1)</p><p>Constitution: 11 </p><p>Intelligence: 13 (+1)</p><p>Wisdom: 11</p><p>Charisma: 6 (-2) </p><p></p><p>Class and Racial Abilities:</p><p></p><p>Fighter Bonus Feats, Proficient with all simple & martial weapons and light, medium, and heavy armor, and shields (including tower shields).</p><p>Bonus feat at 1st level, 4 extra skill points at 1st level and 1 extra skill point per level thereafter.</p><p></p><p>Hit Dice: 1d10</p><p>HP: 10</p><p>AC: 20 (+5 armor, +4 shield, +1 DEX)</p><p>ACP: </p><p>Init: 0</p><p>Speed: 20ft. (-10 due to armor)</p><p></p><p>Save vs. Fortitude: +2 (base +2)</p><p>Save vs. Reflex: +1 (+1 DEX) </p><p>Save vs. Wll: 0</p><p></p><p>Base Attack Bonus (BAB): +1</p><p>Melee Attack: +4 (1d8+2 19-20/x2 Longsword)</p><p>Melee Attack: +3 (1d6+2 20/x2 Shortspear)</p><p>Melee Attack: +3 (1d6+2 20/x2 non-lethal Sap)</p><p>Melee Attack: +3 (1d6+2 20/x2 Club)</p><p>Melee Attack: +3 (1d4+2 19-20/x2 Dagger)</p><p>Melee Attack: +3 (1d3+2 20/x2 lethal or non-lethal Unarmed)</p><p>Ranged Attack: +2 (1d4+2 19-20/x2 10ft. Dagger)</p><p>Ranged Attack: +2 (1d6+2 20/x2 20ft. Shortspear)</p><p></p><p>Skills: </p><p>Climb(Str) +3 (2 ranks)</p><p>Craft(Int)(armorsmith) +2 (1 rank) </p><p>Craft(Int)(weaponsmith) +2 (1 rank)</p><p>Craft(Int)(bowmaking) +2 (1 rank)</p><p>Handle Animal(Cha) -2</p><p>Intimidate(Cha) +2 (4 ranks)</p><p>Jump(Str) +2</p><p>Knowledge(Int)(local) +2 (2 ranks cc)</p><p>Ride(Dex) +2 (1 rank)</p><p>Swim(Str) +2</p><p>Tumble(Dex) +3 (2 ranks cc)</p><p></p><p>Feats:</p><p>Combat Reflexes, Weapon Focus (Longsword), Improved Unarmed Strike</p><p></p><p>Languages: Common, Dwarvish</p><p></p><p>Equipment:</p><p></p><p>Wearing or carrying</p><p>Chainmail (150 gps)</p><p>Tower Shield (30 gps)</p><p>Longsword (15 gps)</p><p>Sap (1 gp)</p><p>2 Daggers (4 gps) (one in boot one in belt)</p><p>Shortspear (1 gp)</p><p>Traveler's Outfit (1 gp)</p><p></p><p>Backpack (2 gps)</p><p>6 days rations (3 gps)</p><p>Bedroll (1 sp)</p><p>Winter Blanket (5 sp)</p><p>Whetstone (2 cps)</p><p>Soap (5 sps)</p><p>1 pc. Chalk (1 cp)</p><p>Waterskin (1 gp)</p><p>50' Silk Rope (10 gps)</p><p>Grappling Hook (1 gp)</p><p></p><p>Money:</p><p>18gp, 9sp, 9cp</p><p></p><p>Appearance:</p><p>Korrim is a huge, monster of a man. Standing half a head over 6 ft. tall and weighing half again as much as most people he meets. His thick, course black hair looks like it hasn't seen a comb in weeks. His scraggly black beard marred by 2 scars that run side-by-side vertically down his left cheek, one cleaving his eye-brow and the other the left-most part of his upper lip. Another, smaller scar runs horizontally across the underside of his chin.</p><p>His solid, heavily muscled frame runs to a bit of paunch across his mid-section, nowhere enough to be called fat but a bit of exercise wouldn't hurt. And he seldom smiles.</p><p></p><p>Personality: </p><p></p><p>Korrim is a quiet, no-nonsense soldier. Having worked his way up the ranks to sargeant in the local militia his voice is gravelly and rough, yet easily heard above the din of combat. He is every inch a professional fighting man. His willingness to endure hardship and boredom and the fact that he stands fast when others drop their weapons and flee the battlefield helped him earn his ranks despite his somber personality.</p><p></p><p>Background:</p><p></p><p>Korrim was born to a camp follower who abandoned him when he was five years old. All he knows of his father is vague memories of his mother saying he was a great warrior. And he only knew his mother as mama. He was left on the steps of a temple to Farlaghn in Deepwater (which curiously seems to be nowhere near deep water). The local clerics convinced a blacksmith to adopt Korrim as his son because he and his wife had no children of their own. He learned many skills of the smith under the guidance of his dad. When he was 14 his parents were killed by bandits who attacked their caravan enroute to Andeluvay. He was left for dead but a militia patrol found him and took him to the city. He became an aide to the Captain of the Guard, his skills at smithing coming in handy and when he came of age he joined the ranks himself. He took to the life of a soldier like a duck takes to water and he learned to use his fists as well as weapons following the veterans into the dives and back-alley districts of the city during their off-duty hours looking for entertainment and finding it in the form of drinking, brawling, gambling, and worse.</p><p>A disagreement with a superior caused him to lose his rank (and the superior to lose an eye). Afterwards he became a sell-sword for the guilds. Hiring out his services as a caravan guard. He has journeyed from Andeluvay in the north to Port Xialar on the Endless Sea in the south, west as far as Benshay at the edge of the Unwanted Desert and all the way around the Sea of Song. But he often returns to the taverns and inns of Deepwater when work gets slack or when he saves enough money to not worry about the next meal. He longs to leave the life of guarding caravans behind and put his skills with weapons to work making himself rich instead of some fat merchant.</p></blockquote><p></p>
[QUOTE="carhesl, post: 1925043, member: 26293"] [b]Korrim of Deepwater[/b] Korrim of Deepwater Male Human Fighter 1 Alignment: Neutral Patron Deity: Farlaghn Height: 6'6" Weight: 280 lbs Hair: Black (very thick) Eyes: Blue Age: 21 Strength: 15 (+2) Dexterity: 13 (+1) Constitution: 11 Intelligence: 13 (+1) Wisdom: 11 Charisma: 6 (-2) Class and Racial Abilities: Fighter Bonus Feats, Proficient with all simple & martial weapons and light, medium, and heavy armor, and shields (including tower shields). Bonus feat at 1st level, 4 extra skill points at 1st level and 1 extra skill point per level thereafter. Hit Dice: 1d10 HP: 10 AC: 20 (+5 armor, +4 shield, +1 DEX) ACP: Init: 0 Speed: 20ft. (-10 due to armor) Save vs. Fortitude: +2 (base +2) Save vs. Reflex: +1 (+1 DEX) Save vs. Wll: 0 Base Attack Bonus (BAB): +1 Melee Attack: +4 (1d8+2 19-20/x2 Longsword) Melee Attack: +3 (1d6+2 20/x2 Shortspear) Melee Attack: +3 (1d6+2 20/x2 non-lethal Sap) Melee Attack: +3 (1d6+2 20/x2 Club) Melee Attack: +3 (1d4+2 19-20/x2 Dagger) Melee Attack: +3 (1d3+2 20/x2 lethal or non-lethal Unarmed) Ranged Attack: +2 (1d4+2 19-20/x2 10ft. Dagger) Ranged Attack: +2 (1d6+2 20/x2 20ft. Shortspear) Skills: Climb(Str) +3 (2 ranks) Craft(Int)(armorsmith) +2 (1 rank) Craft(Int)(weaponsmith) +2 (1 rank) Craft(Int)(bowmaking) +2 (1 rank) Handle Animal(Cha) -2 Intimidate(Cha) +2 (4 ranks) Jump(Str) +2 Knowledge(Int)(local) +2 (2 ranks cc) Ride(Dex) +2 (1 rank) Swim(Str) +2 Tumble(Dex) +3 (2 ranks cc) Feats: Combat Reflexes, Weapon Focus (Longsword), Improved Unarmed Strike Languages: Common, Dwarvish Equipment: Wearing or carrying Chainmail (150 gps) Tower Shield (30 gps) Longsword (15 gps) Sap (1 gp) 2 Daggers (4 gps) (one in boot one in belt) Shortspear (1 gp) Traveler's Outfit (1 gp) Backpack (2 gps) 6 days rations (3 gps) Bedroll (1 sp) Winter Blanket (5 sp) Whetstone (2 cps) Soap (5 sps) 1 pc. Chalk (1 cp) Waterskin (1 gp) 50' Silk Rope (10 gps) Grappling Hook (1 gp) Money: 18gp, 9sp, 9cp Appearance: Korrim is a huge, monster of a man. Standing half a head over 6 ft. tall and weighing half again as much as most people he meets. His thick, course black hair looks like it hasn't seen a comb in weeks. His scraggly black beard marred by 2 scars that run side-by-side vertically down his left cheek, one cleaving his eye-brow and the other the left-most part of his upper lip. Another, smaller scar runs horizontally across the underside of his chin. His solid, heavily muscled frame runs to a bit of paunch across his mid-section, nowhere enough to be called fat but a bit of exercise wouldn't hurt. And he seldom smiles. Personality: Korrim is a quiet, no-nonsense soldier. Having worked his way up the ranks to sargeant in the local militia his voice is gravelly and rough, yet easily heard above the din of combat. He is every inch a professional fighting man. His willingness to endure hardship and boredom and the fact that he stands fast when others drop their weapons and flee the battlefield helped him earn his ranks despite his somber personality. Background: Korrim was born to a camp follower who abandoned him when he was five years old. All he knows of his father is vague memories of his mother saying he was a great warrior. And he only knew his mother as mama. He was left on the steps of a temple to Farlaghn in Deepwater (which curiously seems to be nowhere near deep water). The local clerics convinced a blacksmith to adopt Korrim as his son because he and his wife had no children of their own. He learned many skills of the smith under the guidance of his dad. When he was 14 his parents were killed by bandits who attacked their caravan enroute to Andeluvay. He was left for dead but a militia patrol found him and took him to the city. He became an aide to the Captain of the Guard, his skills at smithing coming in handy and when he came of age he joined the ranks himself. He took to the life of a soldier like a duck takes to water and he learned to use his fists as well as weapons following the veterans into the dives and back-alley districts of the city during their off-duty hours looking for entertainment and finding it in the form of drinking, brawling, gambling, and worse. A disagreement with a superior caused him to lose his rank (and the superior to lose an eye). Afterwards he became a sell-sword for the guilds. Hiring out his services as a caravan guard. He has journeyed from Andeluvay in the north to Port Xialar on the Endless Sea in the south, west as far as Benshay at the edge of the Unwanted Desert and all the way around the Sea of Song. But he often returns to the taverns and inns of Deepwater when work gets slack or when he saves enough money to not worry about the next meal. He longs to leave the life of guarding caravans behind and put his skills with weapons to work making himself rich instead of some fat merchant. [/QUOTE]
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