Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
[Eberron] Age of Worms Adventure Path Rogues Gallery
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="lotuseater" data-source="post: 2296436" data-attributes="member: 27029"><p>Mulch Longbeard</p><p>Male Dwarf</p><p>Cleric</p><p>Domain: Luck Strength</p><p>Chaotic Good</p><p>Age: 43</p><p>4'4, 178</p><p>Brown Eyes, Black Hair</p><p></p><p>AP: 5</p><p>XP: 133</p><p></p><p></p><p>STR 15 +2</p><p>DEX 10 0</p><p>CON 16 +3</p><p>INT 10 0</p><p>WIS 16 +3</p><p>CHA 10 +0</p><p></p><p>HP 11</p><p>AC 14 T 10 FF 14</p><p></p><p>Speed 20'</p><p></p><p>Languages: Dwarf, Gnome, Common</p><p></p><p>Feats:</p><p>Martial Weapon Proficiency (Greatsword)</p><p></p><p></p><p>Skills (Ability/Ranks/Other)</p><p>Craft-Alchemy +2 (0/2/0)</p><p>Disable Device +1 (0/1/0)</p><p>Speak Language (gnome) +1 (0/1/0)</p><p>Use Magical Device +1 (0/1/0))</p><p></p><p></p><p>Saves: (Base/Ability/Other)</p><p>FORT +5 (+2/+3/0)</p><p>REF 0 (+0/0/0)</p><p>WILL +5 (+2/+3/0)</p><p></p><p>BASE ATTACK BONUS +0</p><p></p><p>Greatsword +2/ 2d6+3/ 19-20/x2</p><p>Dart(Thrown) +0/ 1d4+2/ 20/x2</p><p></p><p>Scale Mail</p><p>Great Sword</p><p>Artisan's Outfit</p><p>Torches (10)</p><p>Backpack</p><p>Waterskin</p><p>Pouch</p><p>Bedroll</p><p>Alchemist's Fire</p><p>Alchemist's Frost</p><p>Thunderstone</p><p>Darts (5)</p><p>Spell Component Pouch</p><p>Miner's Pick</p><p>Sacks (3)</p><p></p><p>Total Weight Carried: 78 lbs</p><p>Gold: 9</p><p></p><p>Domain abilities:</p><p>Luck: You have good fortune, useable once per day. When you use this ability, you may reroll any one roll that you have just made. You must abide by the new roll.</p><p></p><p>Strength: You can perform a feat of strength once per day, adding +1 to your Strength score for one round as a free action.</p><p></p><p>Spells prepared:</p><p>Guidance</p><p>Resistance</p><p>Virtue</p><p></p><p>Obscuring Mist</p><p>Shield of Faith</p><p>Enlarge Person</p><p></p><p></p><p>Turns Attempts per day: 3</p><p></p><p></p><p>Originally from the Mror Holds, Mulch has been banished from his clan. Even at an early age, he could never conform to the strict laws of his brethren. His chaotic ways brought him into constant conflict with those around him. In such a harsh environment, the elders, especially his own parents, had no tolerance for his disruptive, rebellious behavior. If it had not been for a group of gnomes that helped smuggle him onto a caravan out of the Holds, he might not have lived to see his thirtieth year.</p><p></p><p>The caravan took him across Korvair, and did not stop for more than a day until it reached a small, non-descript, farming village known as Diamond Lake. His protectors had some friends there, and Mulch was left with the small group of gnome alchemists and artificers that made the village their home. There he was raised, adopted, given a new name, and taught the secrets of alchemy. He rarely talks about his past, and refuses to say a word about what clan he once belonged to, though he has on occasion let slip that he was born in Krona Peak.</p><p></p><p>Although a gentle soul, Mulch finds himself most suited to brute strength. He weilds his immense great sword with abandon, and has often aided the townfolks on expeditions to hunt a fleeing criminal or maurauding beast that has been terrifying the outlying farms. He has come to believe that goodness and mercy must always outweight any consideration for the law. He considers himself a champion of the weak and unfortunate, and is always ready to do battle for the less fortunate, especially his fellow villagers. He is especially sensitive to the plight of the poor villagers of the town, who are at the mercy of the mine managers and local officials. He dreams of one day helping to set things right, but for the time being tries his best to look the other way, because he does not want to bring trouble to his adopted family.</p><p></p><p>Even from a young age, Mulch felt that he was gifted with incredible luck. Many times he seemed destined for trouble, but managed to miraculously weasel his way out. It was this seemingly divine intervention that eventually led him to dedicate his life to helping others. He does not identify any specific deity as the recipient of his spiritual devotion. He has a more intuitive relationship with the divine, rather than something dogmatic.</p><p></p><p>Raised among the gnomes, he has adopted many gnome customs, learned their language, and become a part of their culture. Although among the gnomes he is known as Longbeard, his facial hair is actually quite thin for his race. People who meet him always comment that for a dwarf, he is really quite personable. Because he has been so warmly accepted, he feels a special affinity to any outsider, and goes out of his way to befriend them and make them feel welcome. But he has no toleration for someone who would willingly hurt others, especially those in a position of power, and he is quick to confront outsiders he suspects are up to no good.</p><p></p><p>Mulch is also known to be quite the joker, despite having reached young adulthood. Many people comment that he often is more of a gnome than most gnomes. He even shares their thirst for all things mechanical and chemical. In fact, the only thing that can keep his short attention span are mechanical gadgets and the like. Otherwise, he is always goofing off, playing practical jokes, drinking of course, and making fun with his friends. He is especially popular with the young people of Diamond Lake, as he's always setting off fireworks and willing to play games.</p><p></p><p>One of his more frequent companion's is Fixit. Mulch had never before seen one of the warforged up close, and he can spend hours trying to put together in his head how he is actually put together. But he is equally as curious about his friend's personality. There is perhaps no one in all of Diamond Lake outside his adopted family he enjoy's teasing as much as the Artificer. It's amazing the different reactions he's able to provoke. But at the same time, Mulch would risk everything to protect Fixit from any kind of danger.</p><p></p><p>And of course he is also friends with the two changeling brothers, Pak and Zan. He is particularly fond of Zan, who shares his love of learning and has a good heart. His is more cautious when dealing with Pak. He sees the young boy has many insecurities, and that these often lead him towards a wrong path. Mulch tries to be gentle with the boy, not wanting to offend him, but gently and subtly offers him guidance that he hopes will lead him on a brighter path.</p><p></p><p>Meldain is another young one from the village that Mulch is worried about. Although he has always liked the lad for his readiness to laugh and play games, he knows that the boy often takes his pranks too far. He seems to lack a sense of right and wrong, and the dwarf is concerned that someday the boy will do something he regrets and get himself, and perhaps his friends, into serious trouble.</p><p></p><p>As soon as Kerwin returned from the war, Mulch could see he had changed. He still seemed the same upright, loyal young man that had left, but at the same time he seemed hardened and less innocent. Mulch has wanted to talk to Kerwin, but the chance has not arisen. Mulch had been against Kerwin's leaving and said as much. Mulch had at one time considered joining himself, but he could never bring himself to pick a side in the conflict. It seemed that nothing good would come out of the war. But most importantly, he felt that his place was in Diamond Lake, to help protect the village should any trouble come. He had urged Kerwin to stay as well. Perhaps the human still harbored some resentment towards him for the last conversation they had before he left.</p><p></p><p>And Kerwin's new companion, Sniffer, fascintates Mulch, and he has spoken several times to the latest Warforged to arrive in Diamond Lake. He is most interested in the differences between the two, both in construction, and in personality. Despite seeming just as loyal and virtuous as Fixit, the newcomer is not exactly personable, and seems more focused on duty and action. Mulch means to take every opportunity he can to learn more about him.</p><p></p><p>Kellian is someone that Mulch has never had a lot of interaction with, as the shifters seem to keep mostly to themselves. The dwarf had heard of him through Pak and Zan, but they had not met until a year or so back, on an expedition to hunt down a fugitive who had robbed a local farmer and nearly murdered him. The young shifter seemed a good soul, but something of a loner. It was not long after that first meeting that Kellian and some of his family left town, and it's only been recently since he returned.</p><p></p><p>Rial is someone that Mulch keeps on his need to watch out for list. The mysterious figure sticks to the edges of Diamond Lake and the dwarf wonders what nefarious deeds he might be up to. He has tried several times to get to know the young man, but everytime was rebuffed.</p><p></p><p>With the war over, and a measure of peace and stability blanketing the region around Diamond Lake, Mulch has begun to think of leaving the village. His families business has become more prosperous, and they do not exactly need his help. He knows that there must be some greater purpose to his life, waiting for him, but still has no idea what that purpose might be or where it will lead him. At the same time, he fears that the situation in town might detoriate at any time, and feels a responsibility to stay and help should the need arise.</p></blockquote><p></p>
[QUOTE="lotuseater, post: 2296436, member: 27029"] Mulch Longbeard Male Dwarf Cleric Domain: Luck Strength Chaotic Good Age: 43 4'4, 178 Brown Eyes, Black Hair AP: 5 XP: 133 STR 15 +2 DEX 10 0 CON 16 +3 INT 10 0 WIS 16 +3 CHA 10 +0 HP 11 AC 14 T 10 FF 14 Speed 20' Languages: Dwarf, Gnome, Common Feats: Martial Weapon Proficiency (Greatsword) Skills (Ability/Ranks/Other) Craft-Alchemy +2 (0/2/0) Disable Device +1 (0/1/0) Speak Language (gnome) +1 (0/1/0) Use Magical Device +1 (0/1/0)) Saves: (Base/Ability/Other) FORT +5 (+2/+3/0) REF 0 (+0/0/0) WILL +5 (+2/+3/0) BASE ATTACK BONUS +0 Greatsword +2/ 2d6+3/ 19-20/x2 Dart(Thrown) +0/ 1d4+2/ 20/x2 Scale Mail Great Sword Artisan's Outfit Torches (10) Backpack Waterskin Pouch Bedroll Alchemist's Fire Alchemist's Frost Thunderstone Darts (5) Spell Component Pouch Miner's Pick Sacks (3) Total Weight Carried: 78 lbs Gold: 9 Domain abilities: Luck: You have good fortune, useable once per day. When you use this ability, you may reroll any one roll that you have just made. You must abide by the new roll. Strength: You can perform a feat of strength once per day, adding +1 to your Strength score for one round as a free action. Spells prepared: Guidance Resistance Virtue Obscuring Mist Shield of Faith Enlarge Person Turns Attempts per day: 3 Originally from the Mror Holds, Mulch has been banished from his clan. Even at an early age, he could never conform to the strict laws of his brethren. His chaotic ways brought him into constant conflict with those around him. In such a harsh environment, the elders, especially his own parents, had no tolerance for his disruptive, rebellious behavior. If it had not been for a group of gnomes that helped smuggle him onto a caravan out of the Holds, he might not have lived to see his thirtieth year. The caravan took him across Korvair, and did not stop for more than a day until it reached a small, non-descript, farming village known as Diamond Lake. His protectors had some friends there, and Mulch was left with the small group of gnome alchemists and artificers that made the village their home. There he was raised, adopted, given a new name, and taught the secrets of alchemy. He rarely talks about his past, and refuses to say a word about what clan he once belonged to, though he has on occasion let slip that he was born in Krona Peak. Although a gentle soul, Mulch finds himself most suited to brute strength. He weilds his immense great sword with abandon, and has often aided the townfolks on expeditions to hunt a fleeing criminal or maurauding beast that has been terrifying the outlying farms. He has come to believe that goodness and mercy must always outweight any consideration for the law. He considers himself a champion of the weak and unfortunate, and is always ready to do battle for the less fortunate, especially his fellow villagers. He is especially sensitive to the plight of the poor villagers of the town, who are at the mercy of the mine managers and local officials. He dreams of one day helping to set things right, but for the time being tries his best to look the other way, because he does not want to bring trouble to his adopted family. Even from a young age, Mulch felt that he was gifted with incredible luck. Many times he seemed destined for trouble, but managed to miraculously weasel his way out. It was this seemingly divine intervention that eventually led him to dedicate his life to helping others. He does not identify any specific deity as the recipient of his spiritual devotion. He has a more intuitive relationship with the divine, rather than something dogmatic. Raised among the gnomes, he has adopted many gnome customs, learned their language, and become a part of their culture. Although among the gnomes he is known as Longbeard, his facial hair is actually quite thin for his race. People who meet him always comment that for a dwarf, he is really quite personable. Because he has been so warmly accepted, he feels a special affinity to any outsider, and goes out of his way to befriend them and make them feel welcome. But he has no toleration for someone who would willingly hurt others, especially those in a position of power, and he is quick to confront outsiders he suspects are up to no good. Mulch is also known to be quite the joker, despite having reached young adulthood. Many people comment that he often is more of a gnome than most gnomes. He even shares their thirst for all things mechanical and chemical. In fact, the only thing that can keep his short attention span are mechanical gadgets and the like. Otherwise, he is always goofing off, playing practical jokes, drinking of course, and making fun with his friends. He is especially popular with the young people of Diamond Lake, as he's always setting off fireworks and willing to play games. One of his more frequent companion's is Fixit. Mulch had never before seen one of the warforged up close, and he can spend hours trying to put together in his head how he is actually put together. But he is equally as curious about his friend's personality. There is perhaps no one in all of Diamond Lake outside his adopted family he enjoy's teasing as much as the Artificer. It's amazing the different reactions he's able to provoke. But at the same time, Mulch would risk everything to protect Fixit from any kind of danger. And of course he is also friends with the two changeling brothers, Pak and Zan. He is particularly fond of Zan, who shares his love of learning and has a good heart. His is more cautious when dealing with Pak. He sees the young boy has many insecurities, and that these often lead him towards a wrong path. Mulch tries to be gentle with the boy, not wanting to offend him, but gently and subtly offers him guidance that he hopes will lead him on a brighter path. Meldain is another young one from the village that Mulch is worried about. Although he has always liked the lad for his readiness to laugh and play games, he knows that the boy often takes his pranks too far. He seems to lack a sense of right and wrong, and the dwarf is concerned that someday the boy will do something he regrets and get himself, and perhaps his friends, into serious trouble. As soon as Kerwin returned from the war, Mulch could see he had changed. He still seemed the same upright, loyal young man that had left, but at the same time he seemed hardened and less innocent. Mulch has wanted to talk to Kerwin, but the chance has not arisen. Mulch had been against Kerwin's leaving and said as much. Mulch had at one time considered joining himself, but he could never bring himself to pick a side in the conflict. It seemed that nothing good would come out of the war. But most importantly, he felt that his place was in Diamond Lake, to help protect the village should any trouble come. He had urged Kerwin to stay as well. Perhaps the human still harbored some resentment towards him for the last conversation they had before he left. And Kerwin's new companion, Sniffer, fascintates Mulch, and he has spoken several times to the latest Warforged to arrive in Diamond Lake. He is most interested in the differences between the two, both in construction, and in personality. Despite seeming just as loyal and virtuous as Fixit, the newcomer is not exactly personable, and seems more focused on duty and action. Mulch means to take every opportunity he can to learn more about him. Kellian is someone that Mulch has never had a lot of interaction with, as the shifters seem to keep mostly to themselves. The dwarf had heard of him through Pak and Zan, but they had not met until a year or so back, on an expedition to hunt down a fugitive who had robbed a local farmer and nearly murdered him. The young shifter seemed a good soul, but something of a loner. It was not long after that first meeting that Kellian and some of his family left town, and it's only been recently since he returned. Rial is someone that Mulch keeps on his need to watch out for list. The mysterious figure sticks to the edges of Diamond Lake and the dwarf wonders what nefarious deeds he might be up to. He has tried several times to get to know the young man, but everytime was rebuffed. With the war over, and a measure of peace and stability blanketing the region around Diamond Lake, Mulch has begun to think of leaving the village. His families business has become more prosperous, and they do not exactly need his help. He knows that there must be some greater purpose to his life, waiting for him, but still has no idea what that purpose might be or where it will lead him. At the same time, he fears that the situation in town might detoriate at any time, and feels a responsibility to stay and help should the need arise. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
[Eberron] Age of Worms Adventure Path Rogues Gallery
Top