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Malvoisin's Curse of the Crimson Throne (RG)
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<blockquote data-quote="CanadienneBacon" data-source="post: 4039991" data-attributes="member: 11146"><p><span style="font-size: 12px"><strong>Girri</strong></span></p><p></p><p><span style="font-size: 9px">Cleric 1</span></p><p><span style="font-size: 9px">Age: 26</span></p><p><span style="font-size: 9px">Height: 5' 10"</span></p><p><span style="font-size: 9px">Weight: 125 lbs</span></p><p><span style="font-size: 9px">Eyes: Sapphire</span></p><p><span style="font-size: 9px">Hair: Bittersweet Chocolate</span></p><p><span style="font-size: 9px">Skin: Wind-chaffed and pale</span></p><p></p><p><strong>STR:</strong> 10</p><p><strong>DEX:</strong> 14</p><p><strong>CON:</strong> 10</p><p><strong>INT: </strong> 14</p><p><strong>WIS:</strong> 14</p><p><strong>CHA:</strong> 14</p><p></p><p><strong>HP:</strong> <span style="color: Green"> <span style="font-size: 12px"><strong>8</strong></span> </span></p><p><strong>AC:</strong> 15 (10 base + 3 armor + 2 dex)</p><p><span style="font-size: 9px">- Flat-footed AC: 13</span></p><p><span style="font-size: 9px">- Touch AC: 12</span></p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 30</p><p><strong>BAB:</strong> +0</p><p></p><p><strong>Attack</strong>:</p><p><span style="font-size: 9px">- Bladed Scarf +0, 1d6, 19-20/2, 10 ft reach</span></p><p><span style="font-size: 9px">- Dagger +2, 1d4, 19-20/2, thrown</span></p><p><span style="font-size: 9px">- Dagger +0, 1d4, 19-20/2, melée</span></p><p></p><p><strong>FORT</strong>: +2 (2 base + 0 con)</p><p><strong>REFL</strong>: +2 (0 base + 2 dex)</p><p><strong>WILL</strong>: +4 (2 base + 2 wis)</p><p></p><p>[sblock=More Crunch]<strong>Feats: </strong> </p><p><span style="font-size: 9px">- Exotic Weapon Proficiency: Bladed Scarf</span></p><p><span style="font-size: 9px">- Spell Focus (necromancy)</span></p><p><span style="font-size: 9px">- Varisian Tattoo (necromancy)</span></p><p></p><p><strong>Trait:</strong> Drug Addict, "Shiver," [CotCT PG]</p><p></p><p><strong>Skills</strong>:</p><p><em><span style="font-size: 9px">- Diplomacy +6 (4 ranks + 2 Cha)</span></em></p><p><em><span style="font-size: 9px">- Heal +5 (3 ranks +2 Wis)</span></em></p><p><em><span style="font-size: 9px">- Knowledge (local) +6 (4 ranks + 2 Int)</span></em></p><p><em><span style="font-size: 9px">- Knowledge (nob/Roy) +5 (3 ranks + 2 Int)</span></em></p><p><em><span style="font-size: 9px">- Knowledge (planes) +3 (1 rank + 2 Int)</span></em></p><p><em><span style="font-size: 9px">- Knowledge (religion) +3 (1 rank + 2 Int)</span></em></p><p><em><span style="font-size: 9px">- Spellcraft +6 (4 ranks + 2 Int)</span></em></p><p><em><span style="font-size: 9px">- Profession (fortune teller) +6 (4 ranks + 2 Wis) [DM Gift]</span></em></p><p></p><p><strong>Languages:</strong></p><p><span style="font-size: 9px">- Common</span></p><p><span style="font-size: 9px">- Varisian</span></p><p><span style="font-size: 9px">- Thassilonian</span></p><p><span style="font-size: 9px">- Chelish</span></p><p></p><p><strong>Spells Prepared</strong>:</p><p><span style="font-size: 9px">- Orisons: Detect Magic, Light, Guidance</span></p><p><span style="font-size: 9px">- Level 1: Doom, Sanctuary, *Cure Light Wounds</span></p><p></p><p><strong>Deity:</strong> Pharasma</p><p><strong>Domains:</strong> Knowledge and Healing</p><p><strong>Alignment:</strong> Neutral (channels positive energy)</p><p></p><p><strong>Equipment:</strong></p><p><span style="font-size: 9px"><em>- Studded Leather </em></span></p><p><span style="font-size: 9px"><em>- Bladed Scarf</em></span></p><p><span style="font-size: 9px"><em>- Dagger x2</em></span></p><p><span style="font-size: 9px"><em>- Backpack</em></span></p><p><span style="font-size: 9px"><em>- Scarf, pocketed</em></span></p><p><span style="font-size: 9px"><em>- Harpy Musk</em></span></p><p><span style="font-size: 9px"><em>- Holy Symbol, wood</em></span></p><p><span style="font-size: 9px"><em>- Waterskin</em></span></p><p><span style="font-size: 9px"><em>- Entertainer's Outfit</em></span></p><p></p><p><strong>Encumbrance:</strong> light (31 lb carried)</p><p><strong>Money:</strong> 25 gp[/sblock]</p><p>[sblock=Combat]Girri prefers to stay in the middle of the pack. She blends in better in the middle of a crowd and isn't as open to attack from her vulnerable front and rear. Girri's low AC, her current weakness after having only recently kicked an addiction to Shiver, and also having suffered a round of Consumption this past winter would indicate that Girri is not (currently) best-suited to be a front-line fighter. Girri uses her daggers from a distance when possible, preferring to throw rather than stab. She uses her bladed scarf as a reach weapon whenever possible. Girri will heal a comrade who falls in battle, but that comrade better be a damned good friend and she may wait until it is safe for her to manuever. If need be, Girri will cast <em>sanctuary</em> upon herself before delving into the fray to heal a wounded or disabled friend. Once Girri has given her loyalty to a friend under no circumstance will Girri leave a comrade to die alone. She. Will. Not. Do. It. Girri may hide out of sight and wait for the enemy to leave the area before going back to fetch a dead or dying friend, but she WILL go back and retrieve said friend. Girri's loyalty may be hard-won but once given is unlikely to be retracted.[/sblock]</p><p>[sblock=Description]Girri is attractive, if somewhat hard-looking. Dark brown hair flows freely and frames strong blue eyes that are both quick and calculating--when not shrouded in a Shiver-induced fever. Girri dresses to reveal her best physical assets: a flat stomach, lean legs, and strong shoulders. Girri makes her living selling fortunes on the street to passers-by ; she knows as well as anyone that a comely lass attracts more coin than does a girl with homely wares. Better to be pretty and have gold in your pocket but suffer the winter chill than be broke. Girri dresses in layers of colorful scarves, beneath which she sports piecemeal leather armor. It was hard work stealing all that armor a piece at a time off drunk and wanton men.[/sblock]</p><p>[sblock=Personality]Girri has a quick smile and likes a joke as well as anyone but guards herself against those who try to worm their conniving way past her many outward defenses (her sense of humor and ready charm not the least of these). Despite a mirthful exterior, Girri is at heart a cynic. The world has burned her one too many times and she is slow to trust.[/sblock]</p><p>[sblock=Background]Born in the haberdasherie district of Korvosa to a Varisian mother of Riddleport descent, Girri learned the ways of the Korvosan streets at an early age; the best pick-pocketing is done in the temple district on worship-day morning, warm bread for one's belly is quicker obtained by stealing it than by kneading it oneself, men are fools for women, and trouble comes to those overly finicky about their next bed and meal. For folk who delight in ill-gotten gain, the chancery of life, and the occasional dabble in the occult, Korvosa--despite its well-earned reputation as a city of Law--is a lay-about's paradise.</p><p></p><p>Some 20 years ago--by the best estimate of Mother Crone of Bent Trace Futurities--Girri was given over to the Futurities shop by one Gadrean Lamm, who himself had stolen Girri from her indigent mother. Likely Lamm found Girri unsuitable for work as one of his Little Lamms and sought to profit from her in whatever way he could. Since being sold into slavery to the stoop-backed Mother Crone, Girri has served as shop dandy. Sweeping the floor, preparing the old Crone's gruel, polishing the seer's "reliquary" on display in the reading room, hawking for customers--such was Girri's life until last autumn. By saving the occasional tip dropped by a customer (gone unnoticed by the old lady) and honest street thieving, Girri bough her freedom from Mother Crone and, leaving the Futurities shop on Bent Trace, set off for the Korvosan docks in the middle district hoping to ply the tidbits of fate-telling she'd gleaned over the years.</p><p></p><p>Without a roof over her head, the winter got the better of Girri. When Gadrean Lamm found her one night in a dank hole-in-the-wall taproom, Girri has already fallen to Consumption. Lamm's promise that a little Shiver would warm her sounded good to Girri, so she paid with what little coin she had. True to his word, the Shiver made Girri <em>feel</em> warmer. The hard truth, however, was that the drug gave the girl a false sense of well-being. Cold, on the streets in the dead of winter, and down to her last coins, Girri took to overnighting in taverns near the docks. She struggled through the cold by garbing herself in flimsy silk scarves normally reserved for picking pockets and selling herself to dockworkers, sailors, portors, and taproom clientele for enough coin to buy either a warm bed or another bit of Shiver. When Lamm raised the price of dose, Girri found herself without means to maintain her addiction and so was forcibly retired from use. Weakened by sickness and haggard to the bone by the price of her "freedom," Girri has a bone to pick with Lamm that may result in the villain's head in a sewer. [/sblock]</p></blockquote><p></p>
[QUOTE="CanadienneBacon, post: 4039991, member: 11146"] [SIZE=3][B]Girri[/B][/SIZE] [SIZE=1]Cleric 1 Age: 26 Height: 5' 10" Weight: 125 lbs Eyes: Sapphire Hair: Bittersweet Chocolate Skin: Wind-chaffed and pale[/SIZE] [B]STR:[/B] 10 [B]DEX:[/B] 14 [B]CON:[/B] 10 [B]INT: [/B] 14 [B]WIS:[/B] 14 [B]CHA:[/B] 14 [B]HP:[/B] [COLOR=Green] [SIZE=3][B]8[/B][/SIZE] [/COLOR] [B]AC:[/B] 15 (10 base + 3 armor + 2 dex) [SIZE=1]- Flat-footed AC: 13 - Touch AC: 12[/SIZE] [B]Initiative:[/B] +2 [B]Speed:[/B] 30 [B]BAB:[/B] +0 [b]Attack[/b]: [SIZE=1]- Bladed Scarf +0, 1d6, 19-20/2, 10 ft reach - Dagger +2, 1d4, 19-20/2, thrown - Dagger +0, 1d4, 19-20/2, melée[/SIZE] [B]FORT[/B]: +2 (2 base + 0 con) [B]REFL[/B]: +2 (0 base + 2 dex) [B]WILL[/B]: +4 (2 base + 2 wis) [sblock=More Crunch][B]Feats: [/B] [SIZE=1]- Exotic Weapon Proficiency: Bladed Scarf - Spell Focus (necromancy) - Varisian Tattoo (necromancy)[/SIZE] [B]Trait:[/B] Drug Addict, "Shiver," [CotCT PG] [b]Skills[/b]: [I][SIZE=1]- Diplomacy +6 (4 ranks + 2 Cha) - Heal +5 (3 ranks +2 Wis) - Knowledge (local) +6 (4 ranks + 2 Int) - Knowledge (nob/Roy) +5 (3 ranks + 2 Int) - Knowledge (planes) +3 (1 rank + 2 Int) - Knowledge (religion) +3 (1 rank + 2 Int) - Spellcraft +6 (4 ranks + 2 Int) - Profession (fortune teller) +6 (4 ranks + 2 Wis) [DM Gift][/SIZE][/I] [B]Languages:[/B] [SIZE=1]- Common - Varisian - Thassilonian - Chelish[/SIZE] [B]Spells Prepared[/B]: [SIZE=1]- Orisons: Detect Magic, Light, Guidance - Level 1: Doom, Sanctuary, *Cure Light Wounds[/SIZE] [B]Deity:[/B] Pharasma [B]Domains:[/B] Knowledge and Healing [B]Alignment:[/B] Neutral (channels positive energy) [B]Equipment:[/B] [SIZE=1][I]- Studded Leather - Bladed Scarf - Dagger x2 - Backpack - Scarf, pocketed - Harpy Musk - Holy Symbol, wood - Waterskin - Entertainer's Outfit[/I][/SIZE] [B]Encumbrance:[/B] light (31 lb carried) [B]Money:[/B] 25 gp[/sblock] [sblock=Combat]Girri prefers to stay in the middle of the pack. She blends in better in the middle of a crowd and isn't as open to attack from her vulnerable front and rear. Girri's low AC, her current weakness after having only recently kicked an addiction to Shiver, and also having suffered a round of Consumption this past winter would indicate that Girri is not (currently) best-suited to be a front-line fighter. Girri uses her daggers from a distance when possible, preferring to throw rather than stab. She uses her bladed scarf as a reach weapon whenever possible. Girri will heal a comrade who falls in battle, but that comrade better be a damned good friend and she may wait until it is safe for her to manuever. If need be, Girri will cast [I]sanctuary[/I] upon herself before delving into the fray to heal a wounded or disabled friend. Once Girri has given her loyalty to a friend under no circumstance will Girri leave a comrade to die alone. She. Will. Not. Do. It. Girri may hide out of sight and wait for the enemy to leave the area before going back to fetch a dead or dying friend, but she WILL go back and retrieve said friend. Girri's loyalty may be hard-won but once given is unlikely to be retracted.[/sblock] [sblock=Description]Girri is attractive, if somewhat hard-looking. Dark brown hair flows freely and frames strong blue eyes that are both quick and calculating--when not shrouded in a Shiver-induced fever. Girri dresses to reveal her best physical assets: a flat stomach, lean legs, and strong shoulders. Girri makes her living selling fortunes on the street to passers-by ; she knows as well as anyone that a comely lass attracts more coin than does a girl with homely wares. Better to be pretty and have gold in your pocket but suffer the winter chill than be broke. Girri dresses in layers of colorful scarves, beneath which she sports piecemeal leather armor. It was hard work stealing all that armor a piece at a time off drunk and wanton men.[/sblock] [sblock=Personality]Girri has a quick smile and likes a joke as well as anyone but guards herself against those who try to worm their conniving way past her many outward defenses (her sense of humor and ready charm not the least of these). Despite a mirthful exterior, Girri is at heart a cynic. The world has burned her one too many times and she is slow to trust.[/sblock] [sblock=Background]Born in the haberdasherie district of Korvosa to a Varisian mother of Riddleport descent, Girri learned the ways of the Korvosan streets at an early age; the best pick-pocketing is done in the temple district on worship-day morning, warm bread for one's belly is quicker obtained by stealing it than by kneading it oneself, men are fools for women, and trouble comes to those overly finicky about their next bed and meal. For folk who delight in ill-gotten gain, the chancery of life, and the occasional dabble in the occult, Korvosa--despite its well-earned reputation as a city of Law--is a lay-about's paradise. Some 20 years ago--by the best estimate of Mother Crone of Bent Trace Futurities--Girri was given over to the Futurities shop by one Gadrean Lamm, who himself had stolen Girri from her indigent mother. Likely Lamm found Girri unsuitable for work as one of his Little Lamms and sought to profit from her in whatever way he could. Since being sold into slavery to the stoop-backed Mother Crone, Girri has served as shop dandy. Sweeping the floor, preparing the old Crone's gruel, polishing the seer's "reliquary" on display in the reading room, hawking for customers--such was Girri's life until last autumn. By saving the occasional tip dropped by a customer (gone unnoticed by the old lady) and honest street thieving, Girri bough her freedom from Mother Crone and, leaving the Futurities shop on Bent Trace, set off for the Korvosan docks in the middle district hoping to ply the tidbits of fate-telling she'd gleaned over the years. Without a roof over her head, the winter got the better of Girri. When Gadrean Lamm found her one night in a dank hole-in-the-wall taproom, Girri has already fallen to Consumption. Lamm's promise that a little Shiver would warm her sounded good to Girri, so she paid with what little coin she had. True to his word, the Shiver made Girri [I]feel[/I] warmer. The hard truth, however, was that the drug gave the girl a false sense of well-being. Cold, on the streets in the dead of winter, and down to her last coins, Girri took to overnighting in taverns near the docks. She struggled through the cold by garbing herself in flimsy silk scarves normally reserved for picking pockets and selling herself to dockworkers, sailors, portors, and taproom clientele for enough coin to buy either a warm bed or another bit of Shiver. When Lamm raised the price of dose, Girri found herself without means to maintain her addiction and so was forcibly retired from use. Weakened by sickness and haggard to the bone by the price of her "freedom," Girri has a bone to pick with Lamm that may result in the villain's head in a sewer. [/sblock] [/QUOTE]
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