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Ironfang Invasion Rogues' Gallery
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<blockquote data-quote="JustinCase" data-source="post: 7087104" data-attributes="member: 6776182"><p><strong>Name:</strong> Captain Flintlock Basaltbreak Bashfulson Stronginthearm</p><p><strong>Sex:</strong> Male</p><p><strong>Race (subrace): </strong>Dwarf (mountain dwarf)</p><p><strong>Class/Level:</strong> Sorcerer 4</p><p><strong>Alignment:</strong> Neutral Good</p><p><strong>Size:</strong> Medium</p><p><strong>Type:</strong> Humanoid</p><p><strong>Speed:</strong> 25ft.</p><p><strong>Init:</strong> +2</p><p><strong>Prof. Bonus:</strong> +2</p><p><strong>Passive Perception:</strong> 9</p><p></p><p>[sblock=General statistics]<strong>DEFENSE</strong></p><p><strong>AC:</strong> 16 (20 with <em>Shield</em>)</p><p><strong>Maximum HP:</strong> 27</p><p><strong>Current HP:</strong> 27</p><p><strong>Saves: </strong>Constitution, Charisma</p><p></p><p><strong>Feat:</strong> Weapon Master (Strength +1, gain proficiency in four weapons of your choice: greataxe, maul, glaive, halberd)</p><p></p><p><strong>OFFENSE</strong></p><p><strong>Melee:</strong> Battleaxe +3; 1d8+1 Slashing; Versatile (1d10)</p><p><strong>Melee:</strong> Greataxe +3; 1d12+1 Slashing; Heavy; two-handed </p><p><strong>Melee:</strong> Dagger +4; 1d4+2 Piercing; Finesse, light, thrown (range 20/60)</p><p><strong>Ranged:</strong> Dagger +4; 1d4+2 Piercing; Finesse, light, thrown (range 20/60)</p><p><strong>Spell:</strong> Fire Bolt +4; 1d10 Fire; Ignite flammable object, range 120</p><p><strong>Spell:</strong> Shocking Grasp +4; 1d8 Lightning; Cannot take reactions until start of its next turn, range touch, advantage on attack roll if target is wearing metal armor</p><p></p><p><strong>STATISTICS</strong></p><p><strong>Str</strong> 13 (+1), <strong>Dex </strong>14 (+2) , <strong>Con </strong>16 (+3), <strong>Int </strong>10 (+0), <strong>Wis </strong>8 (-1), <strong>Cha </strong>15 (+2)[/sblock][sblock=Features and abilities]<strong>RACIAL FEATURES & PROFICIENCIES </strong></p><p>Mountain Dwarf </p><p><strong>Darkvision:</strong> Can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Cannot discern color in darkness, only shades of gray. </p><p><strong>Dwarven Resilience:</strong> Advantage on saving throws against poison, and resistance against poison damage.</p><p><strong>Dwarven Combat Training:</strong> Proficiency with battleaxe, handaxe, light hammer and warhammer.</p><p><strong>Tool Proficiency:</strong> Proficiency with tools of choice: smith's tools.</p><p><strong>Stonecunning:</strong> Whenever making an Intelligence (History) check related to the origin of stonework, considered proficient in the History skill and add double proficiency bonus.</p><p><strong>Dwarven Armor Training:</strong> Proficiency with light and medium armor. </p><p><strong>Languages:</strong> Common, Dwarvish</p><p></p><p><strong>BACKGROUND FEATURES & PROFICIENCIES</strong></p><p>Soldier</p><p><strong>Skill Proficiencies:</strong> Athletics, Intimidation</p><p><strong>Tool Proficiencies: </strong>Gaming set (dice), vehicles (land)</p><p><strong>Speciality: </strong>I was an officer in the dwarven army. </p><p><strong>Military Rank:</strong> Soldiers loyal to my former military organization recognize my authority and influence, and they defer to me if they are of a lower rank. I can invoke rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. I can also usually gain access to friendly military encampments and fortresses where my rank is recognized. </p><p></p><p><strong>CLASS FEATURES & PROFICIENCIES</strong></p><p>Sorcerer</p><p><strong>Armor Proficiencies:</strong> None</p><p><strong>Weapons Proficiencies:</strong> Daggers, darts, slings, quarterstaffs, light crossbows</p><p><strong>Tools Proficiencies:</strong> None</p><p><strong>Skill Proficiencies: </strong>Arcana, Deception</p><p><strong>Sorcerous Origin:</strong> Wild Magic</p><p><strong>Wild Magic Surge:</strong> Immediately after casting a spell of 1st level or higher, the DM can make me roll d20. If I roll a 1, roll on the Wild Magic Surge table to create a random magical effect.</p><p><strong>Tides Of Chaos:</strong> Once per long rest, gain advantage on one attack roll, ability check, or saving throw. Regain use after rolling on Wild Magic Surge table.</p><p><strong>Font of Magic:</strong> 4 sorcery points, can use for metamagic or convert into spell slots. </p><p><strong>Flexible Casting:</strong> Convert sorcery points into spell slots or visa versa. </p><p><strong>Metamagic: </strong>Gain Metamagic options for spells. </p><p><strong>Spellcasting:</strong> Can cast spells; see below.</p><p></p><p><strong>SKILLS</strong> (Proficient in bold)</p><p>+2 (dex) Acrobatics</p><p>-1 (wis) Animal Handling<strong></strong></p><p><strong>+2 (int) Arcana</strong></p><p><strong>+3 (str) Athletics</strong></p><p><strong>+4 (cha) Deception</strong></p><p>+0 (int) History</p><p>-1 (wis) Insight</p><p><strong>+4 (cha) Intimidation</strong></p><p>+0 (int) Investigation</p><p>-1 (wis) Medicine</p><p>+0 (int) Nature</p><p>-1 (wis) Perception</p><p>+2 (cha) Performance</p><p>+2 (cha) Persuasion</p><p>+0 (int) Religion</p><p>+2 (dex) Sleight of Hand</p><p>+2 (dex) Stealth</p><p>-1 (wis) Survival</p><p>[/sblock][sblock=Equipment]<strong>starting gold:</strong> 100gp </p><p>[sblock=roll]<a href="http://roll.coyotecode.net/lookup.php?rollid=160483" target="_blank">*10 starting gold: 3D4 = [4, 2, 4] = 10</a></p><p> <a href="http://roll.coyotecode.net/lookup.php?rollid=160483" target="_blank"></a>[/sblock]</p><p><strong>COMBAT GEAR</strong></p><p>Breastplate</p><p>Battleaxe</p><p>Dagger</p><p>Greataxe (from minotaur)</p><p></p><p><strong>OTHER GEAR</strong></p><p>Arcane focus: crystal</p><p>Backpack</p><p>Bedroll</p><p>Bucket</p><p>Candle x10</p><p>Flask</p><p>Mess kit</p><p>Vial, empty (contained perfume)</p><p>Rations x5</p><p>Studded leather</p><p>Waterskin</p><p>Whetstone</p><p>Smith's tools</p><p></p><p><strong>MONEY</strong></p><p>15 gp, 14 sp, 10 cp[/sblock]</p><p><strong>SPELLCASTING</strong></p><p><strong>* Cantrips known (5): </strong>Fire Bolt, Minor Illusion, Shocking Grasp, Prestidigitation, Message</p><p><strong>* Spells known (5): </strong>Shield (1st; reaction; +4 AC), Thunderwave (1st; 15 foot cube, 2d8 Thunder + pushed), Expeditious Retreat (1st; Dash as bonus action each round while concentrating), Invisibility (2nd; touched creature is invisible for up to 1 hour/concentration), Misty Step (2nd; bonus action, you teleport up to 30 feet to an unoccupied space you can see)</p><p><strong>* Spell slots used, Level 1st:</strong> <strong>0</strong>/4</p><p><strong>* Spell slots used, Level 2nd: 0</strong>/3</p><p><strong>* Spell save DC:</strong> 12</p><p><strong>* Spell attack:</strong> +4</p><p><strong>* Sorcery Points used: 0</strong>/4</p><p><strong>* Metamagic:</strong> Quickened Spell, Twinned Spell</p><p><strong>* Tides Of Chaos used today: 0</strong>/1</p><p></p><p>[sblock=Appearance, personality and background]<strong>Appearance:</strong> </p><p>A well-groomed, brown-bearded dwarf of average height, wearing light armor and a well-used battleaxe, Flint appears as a regular dwarven soldier at first sight. Whenever he is agitated or excited, however, magical effects take place around him, such as little thunderclouds or transparent butterflies. </p><p> </p><p><strong>Personality:</strong> </p><p>Most dwarves have a dour temperament, but Flint has good reasons for it. His guilt, and not controlling his magical abilities yet, make him more distant than he likes to be. Flint does try to be amiable and kind to others, feeling honorbound to help wherever he can. In particular, the dwarf can be distracted by handsome company.</p><p></p><p><strong>Personality Traits: </strong>I face problems head-on; a simple, direct solution is the best path to success. </p><p><strong>Ideal:</strong> Our lot is to lay down our lives in defense of others.</p><p><strong>Bond:</strong> I'll never forget the crushing defeat my company suffered or the enemies who dealt it. Also, my family's honor is more important than my own comfort, which is why I'll never return home.</p><p><strong>Flaw:</strong> I made a terrible mistake in battle that cost many lives - and probably will again. Also, I am a sucker for a pretty face.</p><p></p><p><strong>Background: </strong></p><p>Hailing from the nearby dwarven Sky Citadel of Kraggodan, Flintlock Basaltbreak Bashfulson Stonginthearm was born into a family that claims to be directly descended from one of the original seven dwarven ancestors. As is traditional for the male members of the Stronginthearm family, Flint was trained to be an officer in the Kraggodan military, gradually making a name for himself.</p><p></p><p>It was during a particularly heavy combat against a host of goblinoids coming up from belowgrounds, that Flint's magical affinity manifested for the first time. Ethereal music and prancing boars appeared around his squad, alerting a group of goblins to their presence. </p><p></p><p>The soldiers were supposed to go around the enemy stealthily to trap the advancing goblinoids, but instead the squad was attack by the entire horde. Many dwarves died or were injured; Flint himself only barely escaped with his life due to the reinforcements rushing over.</p><p></p><p>When he was almost recovered from his injuries, Flint Stronginthearm was sentenced to exile, which he accepted without argument. After all, it had been <em>his </em>magic, which he now saw as a curse, that had gotten his fellow soldiers killed and the battle lost. The Citadel would reclaim the underground areas in time, but Flint would not be there to witness.</p><p></p><p>Instead, he wandered the surface world for a while before finding himself in the village of Phaendar on the first day of Market Festival. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="JustinCase, post: 7087104, member: 6776182"] [B]Name:[/B] Captain Flintlock Basaltbreak Bashfulson Stronginthearm [B]Sex:[/B] Male [B]Race (subrace): [/B]Dwarf (mountain dwarf) [B]Class/Level:[/B] Sorcerer 4 [B]Alignment:[/B] Neutral Good [B]Size:[/B] Medium [B]Type:[/B] Humanoid [B]Speed:[/B] 25ft. [B]Init:[/B] +2 [B]Prof. Bonus:[/B] +2 [B]Passive Perception:[/B] 9 [sblock=General statistics][B]DEFENSE AC:[/B] 16 (20 with [I]Shield[/I]) [B]Maximum HP:[/B] 27 [B]Current HP:[/B] 27 [B]Saves: [/B]Constitution, Charisma [B]Feat:[/B] Weapon Master (Strength +1, gain proficiency in four weapons of your choice: greataxe, maul, glaive, halberd) [B]OFFENSE Melee:[/B] Battleaxe +3; 1d8+1 Slashing; Versatile (1d10) [B]Melee:[/B] Greataxe +3; 1d12+1 Slashing; Heavy; two-handed [B]Melee:[/B] Dagger +4; 1d4+2 Piercing; Finesse, light, thrown (range 20/60) [B]Ranged:[/B] Dagger +4; 1d4+2 Piercing; Finesse, light, thrown (range 20/60) [B]Spell:[/B] Fire Bolt +4; 1d10 Fire; Ignite flammable object, range 120 [B]Spell:[/B] Shocking Grasp +4; 1d8 Lightning; Cannot take reactions until start of its next turn, range touch, advantage on attack roll if target is wearing metal armor [B]STATISTICS Str[/B] 13 (+1), [B]Dex [/B]14 (+2) , [B]Con [/B]16 (+3), [B]Int [/B]10 (+0), [B]Wis [/B]8 (-1), [B]Cha [/B]15 (+2)[/sblock][sblock=Features and abilities][B]RACIAL FEATURES & PROFICIENCIES [/B] Mountain Dwarf [B]Darkvision:[/B] Can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Cannot discern color in darkness, only shades of gray. [B]Dwarven Resilience:[/B] Advantage on saving throws against poison, and resistance against poison damage. [B]Dwarven Combat Training:[/B] Proficiency with battleaxe, handaxe, light hammer and warhammer. [B]Tool Proficiency:[/B] Proficiency with tools of choice: smith's tools. [B]Stonecunning:[/B] Whenever making an Intelligence (History) check related to the origin of stonework, considered proficient in the History skill and add double proficiency bonus. [B]Dwarven Armor Training:[/B] Proficiency with light and medium armor. [B]Languages:[/B] Common, Dwarvish [B]BACKGROUND FEATURES & PROFICIENCIES[/B] Soldier [B]Skill Proficiencies:[/B] Athletics, Intimidation [B]Tool Proficiencies: [/B]Gaming set (dice), vehicles (land) [B]Speciality: [/B]I was an officer in the dwarven army. [B]Military Rank:[/B] Soldiers loyal to my former military organization recognize my authority and influence, and they defer to me if they are of a lower rank. I can invoke rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. I can also usually gain access to friendly military encampments and fortresses where my rank is recognized. [B]CLASS FEATURES & PROFICIENCIES[/B] Sorcerer [B]Armor Proficiencies:[/B] None [B]Weapons Proficiencies:[/B] Daggers, darts, slings, quarterstaffs, light crossbows [B]Tools Proficiencies:[/B] None [B]Skill Proficiencies: [/B]Arcana, Deception [B]Sorcerous Origin:[/B] Wild Magic [B]Wild Magic Surge:[/B] Immediately after casting a spell of 1st level or higher, the DM can make me roll d20. If I roll a 1, roll on the Wild Magic Surge table to create a random magical effect. [B]Tides Of Chaos:[/B] Once per long rest, gain advantage on one attack roll, ability check, or saving throw. Regain use after rolling on Wild Magic Surge table. [B]Font of Magic:[/B] 4 sorcery points, can use for metamagic or convert into spell slots. [B]Flexible Casting:[/B] Convert sorcery points into spell slots or visa versa. [B]Metamagic: [/B]Gain Metamagic options for spells. [B]Spellcasting:[/B] Can cast spells; see below. [B]SKILLS[/B] (Proficient in bold) +2 (dex) Acrobatics -1 (wis) Animal Handling[B] +2 (int) Arcana +3 (str) Athletics +4 (cha) Deception[/B] +0 (int) History -1 (wis) Insight [B]+4 (cha) Intimidation[/B] +0 (int) Investigation -1 (wis) Medicine +0 (int) Nature -1 (wis) Perception +2 (cha) Performance +2 (cha) Persuasion +0 (int) Religion +2 (dex) Sleight of Hand +2 (dex) Stealth -1 (wis) Survival [/sblock][sblock=Equipment][B]starting gold:[/B] 100gp [sblock=roll][URL="http://roll.coyotecode.net/lookup.php?rollid=160483"]*10 starting gold: 3D4 = [4, 2, 4] = 10 [/URL][/sblock] [B]COMBAT GEAR[/B] Breastplate Battleaxe Dagger Greataxe (from minotaur) [B]OTHER GEAR[/B] Arcane focus: crystal Backpack Bedroll Bucket Candle x10 Flask Mess kit Vial, empty (contained perfume) Rations x5 Studded leather Waterskin Whetstone Smith's tools [B]MONEY[/B] 15 gp, 14 sp, 10 cp[/sblock] [B]SPELLCASTING[/B] [B]* Cantrips known (5): [/B]Fire Bolt, Minor Illusion, Shocking Grasp, Prestidigitation, Message [B]* Spells known (5): [/B]Shield (1st; reaction; +4 AC), Thunderwave (1st; 15 foot cube, 2d8 Thunder + pushed), Expeditious Retreat (1st; Dash as bonus action each round while concentrating), Invisibility (2nd; touched creature is invisible for up to 1 hour/concentration), Misty Step (2nd; bonus action, you teleport up to 30 feet to an unoccupied space you can see) [B]* Spell slots used, Level 1st:[/B] [B]0[/B]/4 [B]* Spell slots used, Level 2nd: 0[/B]/3 [B]* Spell save DC:[/B] 12 [B]* Spell attack:[/B] +4 [B]* Sorcery Points used: 0[/B]/4 [B]* Metamagic:[/B] Quickened Spell, Twinned Spell [B]* Tides Of Chaos used today: 0[/B]/1 [sblock=Appearance, personality and background][B]Appearance:[/B] A well-groomed, brown-bearded dwarf of average height, wearing light armor and a well-used battleaxe, Flint appears as a regular dwarven soldier at first sight. Whenever he is agitated or excited, however, magical effects take place around him, such as little thunderclouds or transparent butterflies. [B]Personality:[/B] Most dwarves have a dour temperament, but Flint has good reasons for it. His guilt, and not controlling his magical abilities yet, make him more distant than he likes to be. Flint does try to be amiable and kind to others, feeling honorbound to help wherever he can. In particular, the dwarf can be distracted by handsome company. [B]Personality Traits: [/B]I face problems head-on; a simple, direct solution is the best path to success. [B]Ideal:[/B] Our lot is to lay down our lives in defense of others. [B]Bond:[/B] I'll never forget the crushing defeat my company suffered or the enemies who dealt it. Also, my family's honor is more important than my own comfort, which is why I'll never return home. [B]Flaw:[/B] I made a terrible mistake in battle that cost many lives - and probably will again. Also, I am a sucker for a pretty face. [B]Background: [/B] Hailing from the nearby dwarven Sky Citadel of Kraggodan, Flintlock Basaltbreak Bashfulson Stonginthearm was born into a family that claims to be directly descended from one of the original seven dwarven ancestors. As is traditional for the male members of the Stronginthearm family, Flint was trained to be an officer in the Kraggodan military, gradually making a name for himself. It was during a particularly heavy combat against a host of goblinoids coming up from belowgrounds, that Flint's magical affinity manifested for the first time. Ethereal music and prancing boars appeared around his squad, alerting a group of goblins to their presence. The soldiers were supposed to go around the enemy stealthily to trap the advancing goblinoids, but instead the squad was attack by the entire horde. Many dwarves died or were injured; Flint himself only barely escaped with his life due to the reinforcements rushing over. When he was almost recovered from his injuries, Flint Stronginthearm was sentenced to exile, which he accepted without argument. After all, it had been [I]his [/I]magic, which he now saw as a curse, that had gotten his fellow soldiers killed and the battle lost. The Citadel would reclaim the underground areas in time, but Flint would not be there to witness. Instead, he wandered the surface world for a while before finding himself in the village of Phaendar on the first day of Market Festival. [/sblock] [/QUOTE]
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