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EBERRON: THE HIDDEN PbP
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<blockquote data-quote="ethandrew" data-source="post: 6872836" data-attributes="member: 17456"><p>[bar]<span style="font-size: 12px">Calla 5th Level Druid</span>[/bar]</p><p></p><p>[sblock=Background]</p><p>As a farmer, life in the Eldeen Reaches is simple enough; rich soil, hard work, and long days lead to bountiful harvests. The crops grown elicit pride amongst the locals, and to them, farming is a labor of love. It is not a job, it is not byproduct of survival, instead it is a passion. </p><p></p><p>Sadly, this passion is lost on Calla. She would rather stare death in the eyes than face the prospect of being a farmer for life. However, she did not always hate the farm, or the life of a farmer. The simple life of knowing and understanding the land upon which you stand, how to nurture it and care for it and coax it into providing is a feeling that drives Calla. It fills her with a sense of purpose, a longing, and standing outside, barefoot with toes dug into the loose earth envelops Calla like the warm embrace of a lover she will never lose.</p><p></p><p>Calla did not always plan to leave the farm and the lifestyle behind. But her childhood, one filled with love and laughter, was over, and she could see bitterness and resentment ahead. She was born to a young farmer and his enchanting paramour, an elven druid from one of the group of Druidic advisors who frequented the farming community. The love the two held for each other burned both ends of the candle, brilliant and much too brief.</p><p></p><p>Before too many years had passed, Calla’s mother left the farming life for good, leaving a young daughter and a heartbroken lover. Calla’s father found meaning in a bottle, night after night, and though he adored his daughter borne out of love, Calla could see sadness in his eyes every time he looked at her.</p><p></p><p>Years and alcohol hardened his soft lines, the smiles became less frequent, the love less shared, and before Calla had reached adulthood, her father had passed. Dying from all that drinking, the fellow villagers said, had he just stuck to working the fields, he would’ve lived a ripe old age. But Calla knew that ultimately it was his broken dreams, his lost love, that caused him his. Not directly, no, but the day her mother walked into the woods, she knew it was the beginning of the end for her father.</p><p></p><p>After his death, Calla went to live with her father’s parents, humans who had no smiles for her, who did not feign to hide their resentment. They blamed Calla, blamed her for the flightiness of elves, for the betrayal of love, for the loss of their son. They immediately laid plans to have Calla married off to an old widower, a large man, long in the tooth and fond of drinking, philandering, and drinking while philandering.</p><p></p><p>Life is funny in a way. When Calla’s mother walked into the woods, never to return, nobody would have guessed that Calla would follow in her mother’s footsteps, but that is what has happened. She stole away in the night, never to return to the farming life. As she reached the shelter of the forested canopy, she knew her life would change, and hoping to find her mother, the only true family she had left, Calla hoped it would change for the better.[/sblock]</p><p></p><p><img src="http://40.media.tumblr.com/419e20a8472c1ff0d9de39e84773fec3/tumblr_mq8rnoGZa71rfyiu4o1_500.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>[CODE]</p><p>Strength 8 (-1) </p><p>Dexterity 12 (+1) </p><p>Constitution 14 (+2) </p><p>Intelligence 10 (+0) </p><p>Wisdom 19 (+4) </p><p>Charisma 12 (+1) </p><p></p><p>Gender: Female</p><p>Race: Half Elf</p><p>Class: Druid</p><p>Alignment: CG</p><p>Size: Medium</p><p>Height: 5'6"</p><p>Weight: 119</p><p>Skin: Fair</p><p>Eyes: Blue</p><p>Hair: Blonde</p><p></p><p>Skill Increase: +1 Wis (level 4)</p><p>Languages: Common, Elven, Druidic</p><p>HP: 45 = 8 + 4dHD (8,8,6,5) + (10) </p><p>Speed: 30 </p><p></p><p>AC: 16 = 10 +1 [dexterity] +5 [breastplate]</p><p>Touch AC: 11</p><p>Flatfooted: 15 </p><p></p><p>Initiative modifier: +1 = +1 [dexterity] </p><p>Fortitude: +6 = 4 [base] +2 [constitution]</p><p>Reflex: +2 = 1 [base] +1 [dexterity]</p><p>Will: +6 = 4 [base] +4 [wisdom] </p><p></p><p>Attack (handheld): +2 = 3 [base] -1 [strength]</p><p>Attack (unarmed): +2 = 3 [base] -1 [strength]</p><p>Attack (missile): +4 = 3 [base] +1 [dexterity] </p><p>Attack (spear – melee): +3 1d8-1 x3 P</p><p>Attack (spear – thrown): +5 1d8-1 x3 P</p><p>Attack (scimitar): +3 1d6-1 18-20x2 S</p><p>Attack (sling): +5 1d4 x2 B</p><p></p><p>Grapple check: +2 = 3 [base] -1 [strength]</p><p></p><p></p><p>Skill Name Key Ability SkillModifier Ability Modifier Ranks Misc. Modifier</p><p>Appraise Int 0= +0 +0 </p><p>Balance Dex 1= +1 +0 </p><p>Bluff Cha 1= +1 +0 </p><p>Climb Str -1= -1 +0 </p><p>Concentration* Con 10= +2 +8 </p><p>Craft* Int 0= +0 +0 </p><p>Diplomacy* Cha 3= +1 +0 +2 (Racial)</p><p>Disguise Cha 1= +1 +0 </p><p>Escape Artist Dex 1= +1 +0 </p><p>Forgery Int 0= +0 +0 </p><p>Gather Info Cha 3= +1 +0 +2 (Racial)</p><p>Handle Animal* Cha 1= +1 +5 </p><p>Heal* Wis 4= +4 +0 </p><p>Hide Dex 6= +1 +0 +5 (Magic Item)</p><p>Intimidate Cha 1= +1 +0 </p><p>Jump Str -1= -1 +0 </p><p>Listen* Wis 10= +4 +5 +1 (Racial)</p><p>Move Silently Dex 6= +1 +0 +5 (Magic Item)</p><p>Profession* Cha 1= +1 +0 </p><p>Ride* Dex 3= +1 +0 +2 (Synergy)</p><p>Search Int 1= +0 +0 +1 (Racial)</p><p>Sense Motive Wis 4= +4 +0 </p><p>Spellcraft* Int 0= +1 +0 </p><p>Spot* Wis 9= +4 +4 +1 (Racial)</p><p>Survival* Wis 13= +4 +5 +2 (Synergy) +2 (Nature Sense)</p><p>Swim* Str -1= -1 +0 </p><p>Use Rope Dex 1= +1 +0 </p><p>Knowledge The Planes Int 0= +0 +0 </p><p>Knowledge Nature* Int 9= +2 +5 +2 (Synergy) +2 (Nature Sense)</p><p></p><p></p><p>[B]Racial Traits[/B]</p><p>• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.</p><p>• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.</p><p>• +1 racial bonus on Listen, Search, and Spot checks.</p><p>• +2 racial bonus on Diplomacy and Gather Information checks.</p><p>• Elven Blood: For all effects related to race, a half-elf is considered an elf.</p><p>• Automatic Languages: Common and Elven</p><p>• Favored Class: Any</p><p></p><p>[B]Class Traits[/B]</p><p>• Spells: A druid can do spell stuff.</p><p>• Spontaneous Casting: A druid can use a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.</p><p>• Animal Companion (Ex): </p><p>• Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.</p><p>• Wild Empathy (Ex): A druid can improve the attitude of an animal or magical beast with an intelligence score of 1 or 2.</p><p>• Woodland Stride (Ex): A druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.</p><p>• Trackless Step (Ex): A druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.</p><p>• Resist Nature’s Lure (Ex): A druid gains a +4 bonus on saving throws against the spell-like abilities of fey.</p><p>• Wild Shape (Su): A druid can turn herself into any small or medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.</p><p>o Any gear worn or carried by the druid melds into the new form and becomes nonfunctional.</p><p>o The new form’s Hit Dice cannot exceed the character’s druid level.</p><p></p><p>[B]Feats[/B]</p><p>• Extend Spell – 1st </p><p>• Point Blank Shot – 3rd </p><p></p><p></p><p>[B]Spells per Day[/B]</p><p>Orisons: 5</p><p>1st: 4</p><p>2nd: 3</p><p>3rd: 2</p><p></p><p>[B]Spells[/B]</p><p>1st level – DC: 15</p><p>-</p><p>-</p><p>-</p><p>-</p><p></p><p>2nd Level – DC: 16</p><p>-</p><p>-</p><p>-</p><p></p><p>3rd Level – DC: 17</p><p>-</p><p>-</p><p></p><p>[B]Proficiencies Armor[/B]: Light and Medium Armor: druids are prohibited from wearing metal armor. Druids are also proficient in shields, except for a tower shield.</p><p></p><p>[B]Weapons[/B]: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.</p><p></p><p>[B]Gear[/B]</p><p>+1 Dragonhide Breastplate - 1700</p><p>MW Scimitar – 315</p><p>MW Spear – 302</p><p>MW Sling – 300</p><p>Cloak of the Elvenkind – 2500</p><p>Boots of the Elvenkind – 2500</p><p>Wand of CLW – 750</p><p>Feather token, tree - 400</p><p></p><p>221 Gold Remaining</p><p>9 Silver Remaining</p><p></p><p>Everlasting Rations</p><p>Dagger - 2</p><p>Flint and steel - 1</p><p>Bedroll - 0.1</p><p>Rations x10 - 5</p><p>Backpack – 2</p><p>Waterskin – 1</p><p>Holly and Mistletoe</p><p></p><p></p><p>[b]Animal Companion[/b]</p><p>Black Bear</p><p>Medium Size</p><p>HP: 5d8 + 10 = 41 (8,8,7,6,2)</p><p>AC: 16 (+2 Dex +4 Natural)</p><p>Str: 20 Dex: 14 Con: 15 Int: 2 Wis: 12 Cha: 6</p><p>Speed: 40ft</p><p>Fortitude: +5</p><p>Reflex: +5</p><p>Will: +2</p><p></p><p>Base Attack/Grapple: +3/+7</p><p>Attack: Claw +8 (1d4+6)</p><p>Full Attack: 2 Claws +8 melee (1d4+6) and bite +2 (1d6+3)</p><p>Skills: Climb +5, Listen +4, Spot +4, Swim +9</p><p>Feats: Endurance, Run</p><p>Low-light vision</p><p>Scent</p><p>Link</p><p>Share Spells</p><p>Evasion</p><p>[/CODE]</p></blockquote><p></p>
[QUOTE="ethandrew, post: 6872836, member: 17456"] [bar][SIZE=3]Calla 5th Level Druid[/SIZE][/bar] [sblock=Background] As a farmer, life in the Eldeen Reaches is simple enough; rich soil, hard work, and long days lead to bountiful harvests. The crops grown elicit pride amongst the locals, and to them, farming is a labor of love. It is not a job, it is not byproduct of survival, instead it is a passion. Sadly, this passion is lost on Calla. She would rather stare death in the eyes than face the prospect of being a farmer for life. However, she did not always hate the farm, or the life of a farmer. The simple life of knowing and understanding the land upon which you stand, how to nurture it and care for it and coax it into providing is a feeling that drives Calla. It fills her with a sense of purpose, a longing, and standing outside, barefoot with toes dug into the loose earth envelops Calla like the warm embrace of a lover she will never lose. Calla did not always plan to leave the farm and the lifestyle behind. But her childhood, one filled with love and laughter, was over, and she could see bitterness and resentment ahead. She was born to a young farmer and his enchanting paramour, an elven druid from one of the group of Druidic advisors who frequented the farming community. The love the two held for each other burned both ends of the candle, brilliant and much too brief. Before too many years had passed, Calla’s mother left the farming life for good, leaving a young daughter and a heartbroken lover. Calla’s father found meaning in a bottle, night after night, and though he adored his daughter borne out of love, Calla could see sadness in his eyes every time he looked at her. Years and alcohol hardened his soft lines, the smiles became less frequent, the love less shared, and before Calla had reached adulthood, her father had passed. Dying from all that drinking, the fellow villagers said, had he just stuck to working the fields, he would’ve lived a ripe old age. But Calla knew that ultimately it was his broken dreams, his lost love, that caused him his. Not directly, no, but the day her mother walked into the woods, she knew it was the beginning of the end for her father. After his death, Calla went to live with her father’s parents, humans who had no smiles for her, who did not feign to hide their resentment. They blamed Calla, blamed her for the flightiness of elves, for the betrayal of love, for the loss of their son. They immediately laid plans to have Calla married off to an old widower, a large man, long in the tooth and fond of drinking, philandering, and drinking while philandering. Life is funny in a way. When Calla’s mother walked into the woods, never to return, nobody would have guessed that Calla would follow in her mother’s footsteps, but that is what has happened. She stole away in the night, never to return to the farming life. As she reached the shelter of the forested canopy, she knew her life would change, and hoping to find her mother, the only true family she had left, Calla hoped it would change for the better.[/sblock] [img]http://40.media.tumblr.com/419e20a8472c1ff0d9de39e84773fec3/tumblr_mq8rnoGZa71rfyiu4o1_500.jpg[/img] [CODE] Strength 8 (-1) Dexterity 12 (+1) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 19 (+4) Charisma 12 (+1) Gender: Female Race: Half Elf Class: Druid Alignment: CG Size: Medium Height: 5'6" Weight: 119 Skin: Fair Eyes: Blue Hair: Blonde Skill Increase: +1 Wis (level 4) Languages: Common, Elven, Druidic HP: 45 = 8 + 4dHD (8,8,6,5) + (10) Speed: 30 AC: 16 = 10 +1 [dexterity] +5 [breastplate] Touch AC: 11 Flatfooted: 15 Initiative modifier: +1 = +1 [dexterity] Fortitude: +6 = 4 [base] +2 [constitution] Reflex: +2 = 1 [base] +1 [dexterity] Will: +6 = 4 [base] +4 [wisdom] Attack (handheld): +2 = 3 [base] -1 [strength] Attack (unarmed): +2 = 3 [base] -1 [strength] Attack (missile): +4 = 3 [base] +1 [dexterity] Attack (spear – melee): +3 1d8-1 x3 P Attack (spear – thrown): +5 1d8-1 x3 P Attack (scimitar): +3 1d6-1 18-20x2 S Attack (sling): +5 1d4 x2 B Grapple check: +2 = 3 [base] -1 [strength] Skill Name Key Ability SkillModifier Ability Modifier Ranks Misc. Modifier Appraise Int 0= +0 +0 Balance Dex 1= +1 +0 Bluff Cha 1= +1 +0 Climb Str -1= -1 +0 Concentration* Con 10= +2 +8 Craft* Int 0= +0 +0 Diplomacy* Cha 3= +1 +0 +2 (Racial) Disguise Cha 1= +1 +0 Escape Artist Dex 1= +1 +0 Forgery Int 0= +0 +0 Gather Info Cha 3= +1 +0 +2 (Racial) Handle Animal* Cha 1= +1 +5 Heal* Wis 4= +4 +0 Hide Dex 6= +1 +0 +5 (Magic Item) Intimidate Cha 1= +1 +0 Jump Str -1= -1 +0 Listen* Wis 10= +4 +5 +1 (Racial) Move Silently Dex 6= +1 +0 +5 (Magic Item) Profession* Cha 1= +1 +0 Ride* Dex 3= +1 +0 +2 (Synergy) Search Int 1= +0 +0 +1 (Racial) Sense Motive Wis 4= +4 +0 Spellcraft* Int 0= +1 +0 Spot* Wis 9= +4 +4 +1 (Racial) Survival* Wis 13= +4 +5 +2 (Synergy) +2 (Nature Sense) Swim* Str -1= -1 +0 Use Rope Dex 1= +1 +0 Knowledge The Planes Int 0= +0 +0 Knowledge Nature* Int 9= +2 +5 +2 (Synergy) +2 (Nature Sense) [B]Racial Traits[/B] • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects. • Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. • +1 racial bonus on Listen, Search, and Spot checks. • +2 racial bonus on Diplomacy and Gather Information checks. • Elven Blood: For all effects related to race, a half-elf is considered an elf. • Automatic Languages: Common and Elven • Favored Class: Any [B]Class Traits[/B] • Spells: A druid can do spell stuff. • Spontaneous Casting: A druid can use a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. • Animal Companion (Ex): • Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. • Wild Empathy (Ex): A druid can improve the attitude of an animal or magical beast with an intelligence score of 1 or 2. • Woodland Stride (Ex): A druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. • Trackless Step (Ex): A druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. • Resist Nature’s Lure (Ex): A druid gains a +4 bonus on saving throws against the spell-like abilities of fey. • Wild Shape (Su): A druid can turn herself into any small or medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. o Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. o The new form’s Hit Dice cannot exceed the character’s druid level. [B]Feats[/B] • Extend Spell – 1st • Point Blank Shot – 3rd [B]Spells per Day[/B] Orisons: 5 1st: 4 2nd: 3 3rd: 2 [B]Spells[/B] 1st level – DC: 15 - - - - 2nd Level – DC: 16 - - - 3rd Level – DC: 17 - - [B]Proficiencies Armor[/B]: Light and Medium Armor: druids are prohibited from wearing metal armor. Druids are also proficient in shields, except for a tower shield. [B]Weapons[/B]: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. [B]Gear[/B] +1 Dragonhide Breastplate - 1700 MW Scimitar – 315 MW Spear – 302 MW Sling – 300 Cloak of the Elvenkind – 2500 Boots of the Elvenkind – 2500 Wand of CLW – 750 Feather token, tree - 400 221 Gold Remaining 9 Silver Remaining Everlasting Rations Dagger - 2 Flint and steel - 1 Bedroll - 0.1 Rations x10 - 5 Backpack – 2 Waterskin – 1 Holly and Mistletoe [b]Animal Companion[/b] Black Bear Medium Size HP: 5d8 + 10 = 41 (8,8,7,6,2) AC: 16 (+2 Dex +4 Natural) Str: 20 Dex: 14 Con: 15 Int: 2 Wis: 12 Cha: 6 Speed: 40ft Fortitude: +5 Reflex: +5 Will: +2 Base Attack/Grapple: +3/+7 Attack: Claw +8 (1d4+6) Full Attack: 2 Claws +8 melee (1d4+6) and bite +2 (1d6+3) Skills: Climb +5, Listen +4, Spot +4, Swim +9 Feats: Endurance, Run Low-light vision Scent Link Share Spells Evasion [/CODE] [/QUOTE]
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