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
Malvoisin's Savage Tide Rogue's 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="Tonks" data-source="post: 3002388" data-attributes="member: 42402"><p>[code]</p><p>[B]Name:[/B] Damash Dawntide</p><p>[B]Class:[/B] Priest</p><p>[B]Race:[/B] Aventi</p><p>[B]Size:[/B] Medium (5'11", 170 lb)</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] Neutral Good </p><p></p><p>[B]Str:[/B] 14 +2 (6p.) [B]Level:[/B] 1 [B]XP:[/B] 0</p><p>[B]Dex:[/B] 12 +1 (4p.) [B]BAB:[/B] +0 [B]HP:[/B] 10 (1d8+2)</p><p>[B]Con:[/B] 14 +2 (6p.) [B]Grapple:[/B] +2</p><p>[B]Int:[/B] 12 +1 (4p.) [B]Speed:[/B] 30'</p><p>[B]Wis:[/B] 14 +2 (6p.) [B]Init:[/B] +1</p><p>[B]Cha:[/B] 10 +0 (2p.)</p><p></p><p> [B]Base Armor Shield Dex Size Misc[/B]</p><p>[B]Armor:[/B] 15 10 +3 +1 +1 </p><p>[B]Touch:[/B] 11</p><p>[B]Flat:[/B] 14</p><p></p><p> [B]Base Mod Misc[/B]</p><p>[B]Fort:[/B] +4 +2 +2 +0</p><p>[B]Ref:[/B] +1 +0 +1 +0</p><p>[B]Will:[/B] +4 +2 +2 +0</p><p></p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>Shortspear +2 1d6+2 x2</p><p>Dagger +2 1d4+2 19-20/x2</p><p></p><p>[B]Languages:[/B]</p><p>Common, Aventi, Aquan</p><p> </p><p></p><p>[B]Abilities:[/B]</p><p>-[b]Turn Undead[/b]</p><p>-[b]Travel Domain:[/b] For a total time per day of 1 round per cleric level you</p><p>possess, you can act normally regardless of magical effects that</p><p>impede movement as if you were affected by the [i]freedom of</p><p>movement[/i] spell. This effect occurs automatically as soon as it</p><p>applies, lasts until it runs out or is no longer needed, and operate</p><p>multiple times per day (up to the total daily limit of rounds). This</p><p>granted power is a supernatural ability. Add Survival as class skill.</p><p>Domain Spells: [i]1st: Longstrider[/i]</p><p>-[b]Ocean Domain:[/b] Granted the supernatural ability to breathe water as if</p><p>under the effects of a [i]water breathing[/i] spell, for up to 10 rounds per</p><p>level. This effect occurs automatically as soon as it becomes applicable and</p><p>lasts until the duration expires or the effecs is no longer needed. The</p><p>duration need not be consecutive; it can be used in increments as small as</p><p>1 round. Domain Spells: [i]1st: Endure Elements[/i]</p><p>-[b]Aquatic:[/b] Aventi can breathe water or air equally well, without</p><p>limitation.</p><p>-[b]Base Land speed: 30 ft.[/b]</p><p>-[b]Base Swim speed: 30 ft.[/b]</p><p>-[b]+8 racial bonus on any Swim check to perform some special action or avoid a</p><p>hazard. They can always choose to take 10 on a swim check, even if</p><p>distracted or endangered. Aventi can use the run action while swimming,</p><p>provided they swim in a straight line.[/b]</p><p>-[b]Water Magic Affinity[/b]: +1 Caster level for spells with the water</p><p>descriptor.</p><p>-[b]Human Blood[/b]</p><p></p><p>[B]Feats:[/B]</p><p>-Augument Healing (Complete Divine pg 79): Do an additional +2pts of</p><p>healing per level of the spell</p><p></p><p></p><p></p><p>[B]Skill Points:[/B] 12 [B]Max Ranks:[/B] 4/2</p><p></p><p>[B]Skills: Total Ranks Mod Misc[/B]</p><p>Concentration +3 +2 +1</p><p>Heal +6 +4 +2</p><p>Knowledge (Religion) +5 +4 +1</p><p>Survival +4 +2 +2</p><p></p><p></p><p>Armor Check Penalty: -3 </p><p></p><p>[B]Equipment: Cost Weight[/B]</p><p>Shortspear 1gp 3lb</p><p>Dagger 2gp 1lb</p><p>Shell Armor 25gp 20lb</p><p>Shell Buckler 15gp 5lb</p><p>Coral Holy Symbol 1gp -lb</p><p>Beltpouch 1gp .5lb</p><p>Backpack 2gp 2lb</p><p>-Healer’s Kit 50gp 1lb</p><p>Peasant's Outfit -gp -lb</p><p></p><p> Total 97</p><p></p><p>[B]Total Weight:[/B] 33lb / 58lb light load</p><p>[B]Money:[/B] 20 gp</p><p></p><p>[b]Spells Prepared[/b]</p><p>0: Create Water, Guidance, [s]Cure Minor Wound[/s]</p><p>1: Longstrider*, Bless, [s]Command[/s]</p><p>[/code]</p><p></p><p><strong>Background:</strong></p><p>Aventernus might have saved his followers when the people who would become the Aventi sank their island nations, but it is within Ishtishia’s depths that they now live. Those that pray to the elemental god are often tolerated due to the customs of their people, but none of the Aventi has forgotten that when their need was the greatest, Ishtishia did nothing to save them from their fate.</p><p></p><p>Damash Eriskan’s first memories are of learning to read from the holy texts of Ishtishia and being told by family that when he came of age; he would take the mantle of High Priest from his grandfather and keep the cycle of tradition unbroken. Damash’s thoughts on this matter were irrelevant as Aventi tradition bound him to this fate from the moment he drew his first breath. Taking the vows of an acolyte when he was just ten years of age, Damash mastered the simple orisons quickly, but as his training began to focus on the routine aspects of the faith, he began to chafe under his grandfather’s guidance. He could not understand why his people continued to withdraw more and more to themselves when they had been given the reign of the depths by not just one divine force, but two. He yearned to explore the vast ocean and pay true homage to his aloof god by seeing for himself the beauty of his home.</p><p></p><p>Damash’s family were not blind to the desires of their kin and sought to harness Damash’s wanderlust and make it something beneficial to their home and kin. Boral Eriskan, Damash’s grandfather, mentioned a relic of the faith that was lost when the original temple was destroyed in the sinking of the islands. Although Boral knew that his grandson was still too young and inexperienced to accomplish a task of this magnitude, he knew the young man would not rest until he had left the enclave at least once. For the next three years, Damash studied the recovered history books of the church until he was able to gather enough information to have a guess at where to begin his search. Gathering his courage and taking armor and weapons from the church, Damash fled one morning heading to the human settlement of Sasserine, a seafaring port that he felt he could gather some coins and book passage on a vessel to a larger city.</p><p></p><p>It was when he arrived in Sasserine that he truly learned to harness Ishtishia’s strength. Hiding the fins on his wrists and ankles with cloth wraps, Damash Dawntide was born and Damash Eriskan was suppressed. The town, far larger than the simple village Damash was expecting, was large enough that strangers arrived all the time without questions being asked of them. However the Azure district, what the locals called the port area of the town, was self-contained enough that gossip about those strangers raced like wildfire and soon the bets on what Damash’s “truth” was filled the dock bars he frequented. So far, none of them has gathered the courage to ask him directly.</p><p></p><p>Damash has been in Sasserine for almost six months now and he feels the restless spirit growing in him once again. Although Ishtishia granted him a break from his routine a few weeks ago when he saved the life of a merchant's daughter who had fallen overboard from a Sasserine pleasure ship, he had managed to keep his part in the rescue as modest as possible. The girl was unconscious when Damash had reached her, so she never saw him cutting her free from the heavy dress she wore, or felt him channel Ishtishia's power to close the cut on her head from her fall. He had pushed her to the surface of the water and when the lantern lights found them both, he raised her up, but denied the request to come aboard the ship with them. As he disappeared back under the water, Damash prayed none of the people got a clear look at his face and returned to the docks and resumed his vigils on the pier.</p><p></p><p>Time passed and the search for the <em>Triton of Sasserine</em> faded as quickly as it began, as the nobles and merchants found something more exciting to do with their evenings. When an elderly halfling woman approached Damash as he finished his morning devotions, he assumed she was looking for a porter and prepared himself for another day of work. He was surprised when she confirmed his name and then handed him a sealed letter bearing a stamp he had never seen before. As his eyes absorbed the words, he felt the ocean breeze shift suddenly and knew that this letter was no random thing, Ishtishia's tide was changing and his fortunes would be changing with it.</p><p></p><p>Unsure of how to respond, Damash nodded his head and assured the older woman he would be there at the appointed time. As she turned to leave, he looked once more towards the docks and wondered if the Lady Vanderboren knew of his role in the rescue, how many others around him knew also.</p><p></p><p>He thought of the few people he allowed himself to call associates and realized the number was surprisingly small. Knowing that he had to prepare himself for the meeting, Damash took one last longing look at the bay and then returned to his room to prepare for the best and worst.</p><p></p><p></p><p></p><p></p><p></p><p><strong>Description:</strong> With skin turned a deep bronze and hair nearly bleached blonde from constant exposure to the sun, there is little that seperates Damash from those he works with on the docks of Sasserine. His clothing is of a simple cut and make, and while it is absent of many of the rips and tears that most day laborers endure, his hands are toughened and heavily calloused from the work. Around his neck a small coral medallion shaped in the likeness of a cresting wave hangs from a simple leather cord and around his arms a pair of plain leather bracers protect his forearms from the barbs of the fishing nets and the stray splinters from the crates. </p><p></p><p>Although his features are plain, Damash's eyes are a pale sea green and when he sits staring into the Sassering Bay each dawn, those who pass swear the sea's winds carry the scent stronger.</p><p></p><p>Secured in his room, Damash keeps the armor and weapons he took with him the night he fled to the surface.</p></blockquote><p></p>
[QUOTE="Tonks, post: 3002388, member: 42402"] [code] [B]Name:[/B] Damash Dawntide [B]Class:[/B] Priest [B]Race:[/B] Aventi [B]Size:[/B] Medium (5'11", 170 lb) [B]Gender:[/B] Male [B]Alignment:[/B] Neutral Good [B]Str:[/B] 14 +2 (6p.) [B]Level:[/B] 1 [B]XP:[/B] 0 [B]Dex:[/B] 12 +1 (4p.) [B]BAB:[/B] +0 [B]HP:[/B] 10 (1d8+2) [B]Con:[/B] 14 +2 (6p.) [B]Grapple:[/B] +2 [B]Int:[/B] 12 +1 (4p.) [B]Speed:[/B] 30' [B]Wis:[/B] 14 +2 (6p.) [B]Init:[/B] +1 [B]Cha:[/B] 10 +0 (2p.) [B]Base Armor Shield Dex Size Misc[/B] [B]Armor:[/B] 15 10 +3 +1 +1 [B]Touch:[/B] 11 [B]Flat:[/B] 14 [B]Base Mod Misc[/B] [B]Fort:[/B] +4 +2 +2 +0 [B]Ref:[/B] +1 +0 +1 +0 [B]Will:[/B] +4 +2 +2 +0 [B]Weapon Attack Damage Critical[/B] Shortspear +2 1d6+2 x2 Dagger +2 1d4+2 19-20/x2 [B]Languages:[/B] Common, Aventi, Aquan [B]Abilities:[/B] -[b]Turn Undead[/b] -[b]Travel Domain:[/b] For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the [i]freedom of movement[/i] spell. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival as class skill. Domain Spells: [i]1st: Longstrider[/i] -[b]Ocean Domain:[/b] Granted the supernatural ability to breathe water as if under the effects of a [i]water breathing[/i] spell, for up to 10 rounds per level. This effect occurs automatically as soon as it becomes applicable and lasts until the duration expires or the effecs is no longer needed. The duration need not be consecutive; it can be used in increments as small as 1 round. Domain Spells: [i]1st: Endure Elements[/i] -[b]Aquatic:[/b] Aventi can breathe water or air equally well, without limitation. -[b]Base Land speed: 30 ft.[/b] -[b]Base Swim speed: 30 ft.[/b] -[b]+8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a swim check, even if distracted or endangered. Aventi can use the run action while swimming, provided they swim in a straight line.[/b] -[b]Water Magic Affinity[/b]: +1 Caster level for spells with the water descriptor. -[b]Human Blood[/b] [B]Feats:[/B] -Augument Healing (Complete Divine pg 79): Do an additional +2pts of healing per level of the spell [B]Skill Points:[/B] 12 [B]Max Ranks:[/B] 4/2 [B]Skills: Total Ranks Mod Misc[/B] Concentration +3 +2 +1 Heal +6 +4 +2 Knowledge (Religion) +5 +4 +1 Survival +4 +2 +2 Armor Check Penalty: -3 [B]Equipment: Cost Weight[/B] Shortspear 1gp 3lb Dagger 2gp 1lb Shell Armor 25gp 20lb Shell Buckler 15gp 5lb Coral Holy Symbol 1gp -lb Beltpouch 1gp .5lb Backpack 2gp 2lb -Healer’s Kit 50gp 1lb Peasant's Outfit -gp -lb Total 97 [B]Total Weight:[/B] 33lb / 58lb light load [B]Money:[/B] 20 gp [b]Spells Prepared[/b] 0: Create Water, Guidance, [s]Cure Minor Wound[/s] 1: Longstrider*, Bless, [s]Command[/s] [/code] [B]Background:[/B] Aventernus might have saved his followers when the people who would become the Aventi sank their island nations, but it is within Ishtishia’s depths that they now live. Those that pray to the elemental god are often tolerated due to the customs of their people, but none of the Aventi has forgotten that when their need was the greatest, Ishtishia did nothing to save them from their fate. Damash Eriskan’s first memories are of learning to read from the holy texts of Ishtishia and being told by family that when he came of age; he would take the mantle of High Priest from his grandfather and keep the cycle of tradition unbroken. Damash’s thoughts on this matter were irrelevant as Aventi tradition bound him to this fate from the moment he drew his first breath. Taking the vows of an acolyte when he was just ten years of age, Damash mastered the simple orisons quickly, but as his training began to focus on the routine aspects of the faith, he began to chafe under his grandfather’s guidance. He could not understand why his people continued to withdraw more and more to themselves when they had been given the reign of the depths by not just one divine force, but two. He yearned to explore the vast ocean and pay true homage to his aloof god by seeing for himself the beauty of his home. Damash’s family were not blind to the desires of their kin and sought to harness Damash’s wanderlust and make it something beneficial to their home and kin. Boral Eriskan, Damash’s grandfather, mentioned a relic of the faith that was lost when the original temple was destroyed in the sinking of the islands. Although Boral knew that his grandson was still too young and inexperienced to accomplish a task of this magnitude, he knew the young man would not rest until he had left the enclave at least once. For the next three years, Damash studied the recovered history books of the church until he was able to gather enough information to have a guess at where to begin his search. Gathering his courage and taking armor and weapons from the church, Damash fled one morning heading to the human settlement of Sasserine, a seafaring port that he felt he could gather some coins and book passage on a vessel to a larger city. It was when he arrived in Sasserine that he truly learned to harness Ishtishia’s strength. Hiding the fins on his wrists and ankles with cloth wraps, Damash Dawntide was born and Damash Eriskan was suppressed. The town, far larger than the simple village Damash was expecting, was large enough that strangers arrived all the time without questions being asked of them. However the Azure district, what the locals called the port area of the town, was self-contained enough that gossip about those strangers raced like wildfire and soon the bets on what Damash’s “truth” was filled the dock bars he frequented. So far, none of them has gathered the courage to ask him directly. Damash has been in Sasserine for almost six months now and he feels the restless spirit growing in him once again. Although Ishtishia granted him a break from his routine a few weeks ago when he saved the life of a merchant's daughter who had fallen overboard from a Sasserine pleasure ship, he had managed to keep his part in the rescue as modest as possible. The girl was unconscious when Damash had reached her, so she never saw him cutting her free from the heavy dress she wore, or felt him channel Ishtishia's power to close the cut on her head from her fall. He had pushed her to the surface of the water and when the lantern lights found them both, he raised her up, but denied the request to come aboard the ship with them. As he disappeared back under the water, Damash prayed none of the people got a clear look at his face and returned to the docks and resumed his vigils on the pier. Time passed and the search for the [i]Triton of Sasserine[/i] faded as quickly as it began, as the nobles and merchants found something more exciting to do with their evenings. When an elderly halfling woman approached Damash as he finished his morning devotions, he assumed she was looking for a porter and prepared himself for another day of work. He was surprised when she confirmed his name and then handed him a sealed letter bearing a stamp he had never seen before. As his eyes absorbed the words, he felt the ocean breeze shift suddenly and knew that this letter was no random thing, Ishtishia's tide was changing and his fortunes would be changing with it. Unsure of how to respond, Damash nodded his head and assured the older woman he would be there at the appointed time. As she turned to leave, he looked once more towards the docks and wondered if the Lady Vanderboren knew of his role in the rescue, how many others around him knew also. He thought of the few people he allowed himself to call associates and realized the number was surprisingly small. Knowing that he had to prepare himself for the meeting, Damash took one last longing look at the bay and then returned to his room to prepare for the best and worst. [B]Description:[/B] With skin turned a deep bronze and hair nearly bleached blonde from constant exposure to the sun, there is little that seperates Damash from those he works with on the docks of Sasserine. His clothing is of a simple cut and make, and while it is absent of many of the rips and tears that most day laborers endure, his hands are toughened and heavily calloused from the work. Around his neck a small coral medallion shaped in the likeness of a cresting wave hangs from a simple leather cord and around his arms a pair of plain leather bracers protect his forearms from the barbs of the fishing nets and the stray splinters from the crates. Although his features are plain, Damash's eyes are a pale sea green and when he sits staring into the Sassering Bay each dawn, those who pass swear the sea's winds carry the scent stronger. Secured in his room, Damash keeps the armor and weapons he took with him the night he fled to the surface. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Malvoisin's Savage Tide Rogue's Gallery
Top