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<blockquote data-quote="Leatherhead" data-source="post: 8755082" data-attributes="member: 53176"><p>Glau</p><p></p><p>[spoiler=picture]</p><p>[ATTACH=full]259731[/ATTACH][/spoiler]</p><p></p><p></p><p>Height : 3’5’’ Weight : 30 lbs Character Race: Plasmoid</p><p></p><p>Eyes : orbs Hair : none Size : small Type: Ooze</p><p></p><p>Alignment : CG Deity: Doesn’t care much for them</p><p></p><p>Appearance:</p><p></p><p>Glau is, well, an ooze. Small sized and normally colored green, they can shift colors as quickly as they shift forms. Resting texture is warm, smooth, and round. But that is also quite variable.</p><p></p><p>----------------------------------------------------------------------------</p><p></p><p>[spoiler=Backstory]</p><p>Glau is part of a spelljamming ship crew, and serves as some stealthy muscle and hidden bodyguard.</p><p></p><p><strong>Background:</strong> Bodyguard</p><p></p><p><strong>Stats:</strong> +2 Str, +1 Con</p><p></p><p><strong>Skills:</strong> Stealth, Insight</p><p><strong>Tools:</strong> Playing Cards</p><p></p><p>Languages: Primordial, Common Sign Language</p><p></p><p><strong>Feat: </strong></p><p>ALERT</p><p>Always on the lookout for danger, you gain the following benefits:</p><p></p><p>Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.</p><p></p><p>Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally is Incapacitated.[/spoiler]</p><p></p><p>[spoiler=Traits & Features]</p><p>Traits:</p><p><strong><u>Plasmoid</u></strong></p><p><strong></strong></p><p><strong>Size:</strong> Small</p><p></p><p><strong>Creature Type:</strong> Ooze.</p><p></p><p><strong>Amorphous: </strong>You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple.</p><p></p><p><strong>Darkvision:</strong> 60’</p><p></p><p><strong>Hold Breath: </strong>You can hold your breath for 1 hour.</p><p></p><p><strong>Natural Resilience:</strong> You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.</p><p></p><p><strong>Shape Self:</strong></p><p>As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.</p><p></p><p>As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.</p><p></p><p><strong><u>Features:</u></strong></p><p>Barbarian 5</p><p></p><p><strong>Skills:</strong></p><p>Athletics, Perception</p><p></p><p><strong>Rage</strong></p><p>Bonus action 3/lr. +2 damage with STR weapons, resistance to B/P/S damage, . Advantage on Strength checks and Strength saving throws.</p><p></p><p><strong>Unarmored Defense</strong></p><p>While you are not wearing any armor, AC = 10+DEX+CON+Shield. (15)</p><p></p><p><strong> WEAPON MASTERY:</strong> 3</p><p></p><p>Scimitar, Nick: When you make the extra attack of the Light property, you can make it as part of the Attack action, instead of as a Bonus Action. You can still make this extra attack only once per turn</p><p></p><p>Trident, Topple: If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw with a DC equal to 8 + your Proficiency Bonus + the ability modifier you used to make the attack roll. On a failed save, the creature has the Prone condition.</p><p></p><p>Flail, Sap: If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn</p><p> </p><p><strong>Reckless Attack</strong></p><p>Apply advantage on all your STR attacks, and all attacks made against you until your next turn.</p><p></p><p><strong>Primal Path</strong></p><p> Path of the Berserker</p><p></p><p><strong>Primal Knowledge</strong></p><p>+1 skill: Athletics.</p><p>While your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability:</p><p>Acrobatics, Intimidation, Perception, Stealth, or Survival.</p><p>When you use this ability, your Strength represents primal power coursing through and around you.</p><p></p><p><strong>FEAT:</strong> DUAL WIELDER</p><p>You master fighting with two weapons, gaining the following benefits:</p><p></p><p>Ability Score Increase. Increase your Strength score by 1</p><p></p><p>Enhanced Dual Wielding. When you are holding a Weapon with the Light property in one hand, you can treat a non-Light Weapon in your other hand as if it had the Light property, provided that Weapon lacks the Two-Handed property.</p><p></p><p>Quick Draw. You can draw or stow two Weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.</p><p></p><p><strong>Extra Attack</strong></p><p>Attack twice with attack action.</p><p></p><p><strong>Fast Movement</strong></p><p>+10 movement speed, when not in heavy armor.</p><p></p><p><strong><u>Path of the Berserker</u></strong></p><p><strong></strong></p><p><strong>FRENZY </strong></p><p>You can go into a frenzy in battle. If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. +2d6 damage. [/spoiler]</p><p></p><p>[spoiler=Senses]</p><p>Darkvision 60’</p><p>Passive Perception 13, 22 while in rage. (+4 str, +3 prof, +5 for adv)</p><p>Passive Investigation 9</p><p>Passive Insight 13 [/spoiler]</p><p></p><p>[spoiler=Proficiencies]</p><p>Armor:</p><p>Light Armor, Medium Armor, Shields</p><p></p><p>Weapons:</p><p>Martial Weapons, Simple Weapons</p><p></p><p>Tools:</p><p>Playing Card Set</p><p></p><p>Languages:</p><p>Common, Primordial, Common Sign Language</p><p></p><p>Skills:</p><p>Stealth, Athletics, Perception, Intimidation, Insight[/spoiler]</p><p></p><p>[Spoiler=Skills]</p><p>†Acrobatics (dex) +2, +4 In Rage.</p><p>Animal handling (wis) +0</p><p>Arcana (int) +0</p><p>*†Athletics (str) +7</p><p>Deception (cha) +0</p><p>History (int) -1</p><p>*Insight (wis) +3</p><p>*†Intimidation (cha) +1, +4 In Rage</p><p>Investigation (int) -1</p><p>Medicine (wis) +0</p><p>Nature (int) -1</p><p>*†Perception (wis) +3, +7 In Rage.</p><p>Performance (cha) -1</p><p>Persuasion (cha) -1</p><p>Religion (int) -1</p><p>Sleight of hand (dex) +2</p><p>*†Stealth (dex) +5, +7 in rage.</p><p>†Survival (wis) +0, +4 in rage.</p><p>*: trained</p><p>†: Primal Knowledge skill [/spoiler]</p><p></p><p>[spoiler=Stats + Combat]</p><p><strong>Abilities</strong></p><p>Str : 18 (+4)</p><p>Dex : 14 (+2)</p><p>Con : 16 (+3)</p><p>Int : 8 (-1)</p><p>Wis: 10 (+1)</p><p>Cha: 8 (-1)</p><p></p><p>Initiative: +5</p><p>Speed: 40'</p><p>Inspiration: X</p><p>Health points: 55 = 12+3 + 4(7+3)</p><p>Temp HP: 0</p><p>HD: 5d12</p><p>Proficiency: +3</p><p>AC: 15 (unarmored)</p><p></p><p>Saving throws:</p><p>STR+7, CON+6, ADV: VS poison[/spoiler]</p><p></p><p>[spoiler=Attacks/Actions]</p><p><strong>Attacks</strong></p><p>Unarmed, +7 Attack STR(4) Bludgeoning, Grapple, Shove</p><p>Cutlass (Scimitar), +7 Attack, 1d6+STR(4) Slashing, Finesse, Light, Nick</p><p>Chain (Flail), +7 Attack, 1d8+STR(4) Bludgeoning , Sap</p><p></p><p>Dagger +7 Attack, 1d4+STR(4) Piercing, Finesse, Light, Thrown (Range 20/60) Nick</p><p>Harpoon (Trident) +7 Attack, 1d8 +STR(4) Piercing, Thrown (Range 20/60), Versatile (1d10), Topple</p><p></p><p></p><p><strong>Actions</strong></p><p>Shape Self (Reshape Body)</p><p>Grow or hide limbs.[/spoiler]</p><p></p><p>[spoiler=Bonus Actions<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p>Rage: 3/lr</p><p>Extend Rage.</p><p></p><p>Two-Weapon Fighting (May be used as part of attack action, thanks to Nick)</p><p>Cutlass (Scimitar) +7 Attack, 1d6 Slashing, Finesse, Light, Nick</p><p>Dagger +7 Attack, 1d4 Piercing, Finesse, Light, Thrown (Range 20/60) Nick 1 lb. 2 GP</p><p></p><p>Shape Self (Pseudopod).</p><p>10’ reach use object.[/spoiler]</p><p></p><p>[spoiler=Reactions]</p><p>Opportunity attack.</p><p>[/spoiler]</p><p></p><p>[spoiler=Gear]</p><p></p><p><strong>Encumbrance</strong></p><p>Carrying Capacity: 270 lb</p><p>Push, Drag, Lift: 540 lb</p><p></p><p><strong>Equipment:</strong></p><p>Flail 2 lb. 10 GP</p><p>Scimitar 3 lb. 25 GP</p><p>Dagger 1 lb. 2 GP</p><p>Trident 4 lb. 5 GP</p><p></p><p></p><p>Backpack (for hiding), 5gp</p><p>Playing card set, 1gp</p><p>Potions of healing x4, 200g,</p><p></p><p>The gear pack:</p><p>Dungeoneer’s Pack: 12 gp</p><p>Crowbar</p><p>Hammer</p><p>Piton x10</p><p>Rations x10</p><p>Hemp Rope 50’</p><p>Tinderbox</p><p>Torch x 10</p><p>Waterskin</p><p>Climber's Kit: 25 gp</p><p></p><p><strong>Money:</strong></p><p>PP: 0</p><p>GP: 115</p><p>EP: 0</p><p>SP: 0</p><p>CP: 0[/spoiler]</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8755082, member: 53176"] Glau [spoiler=picture] [ATTACH type="full" alt="Glau screenshot.png"]259731[/ATTACH][/spoiler] Height : 3’5’’ Weight : 30 lbs Character Race: Plasmoid Eyes : orbs Hair : none Size : small Type: Ooze Alignment : CG Deity: Doesn’t care much for them Appearance: Glau is, well, an ooze. Small sized and normally colored green, they can shift colors as quickly as they shift forms. Resting texture is warm, smooth, and round. But that is also quite variable. ---------------------------------------------------------------------------- [spoiler=Backstory] Glau is part of a spelljamming ship crew, and serves as some stealthy muscle and hidden bodyguard. [B]Background:[/B] Bodyguard [B]Stats:[/B] +2 Str, +1 Con [B]Skills:[/B] Stealth, Insight [B]Tools:[/B] Playing Cards Languages: Primordial, Common Sign Language [B]Feat: [/B] ALERT Always on the lookout for danger, you gain the following benefits: Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll. Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally is Incapacitated.[/spoiler] [spoiler=Traits & Features] Traits: [B][U]Plasmoid[/U] Size:[/B] Small [B]Creature Type:[/B] Ooze. [B]Amorphous: [/B]You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple. [B]Darkvision:[/B] 60’ [B]Hold Breath: [/B]You can hold your breath for 1 hour. [B]Natural Resilience:[/B] You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned. [B]Shape Self:[/B] As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size. As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds. [B][U]Features:[/U][/B] Barbarian 5 [B]Skills:[/B] Athletics, Perception [B]Rage[/B] Bonus action 3/lr. +2 damage with STR weapons, resistance to B/P/S damage, . Advantage on Strength checks and Strength saving throws. [B]Unarmored Defense[/B] While you are not wearing any armor, AC = 10+DEX+CON+Shield. (15) [B] WEAPON MASTERY:[/B] 3 Scimitar, Nick: When you make the extra attack of the Light property, you can make it as part of the Attack action, instead of as a Bonus Action. You can still make this extra attack only once per turn Trident, Topple: If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw with a DC equal to 8 + your Proficiency Bonus + the ability modifier you used to make the attack roll. On a failed save, the creature has the Prone condition. Flail, Sap: If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn [B]Reckless Attack[/B] Apply advantage on all your STR attacks, and all attacks made against you until your next turn. [B]Primal Path[/B] Path of the Berserker [B]Primal Knowledge[/B] +1 skill: Athletics. While your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through and around you. [B]FEAT:[/B] DUAL WIELDER You master fighting with two weapons, gaining the following benefits: Ability Score Increase. Increase your Strength score by 1 Enhanced Dual Wielding. When you are holding a Weapon with the Light property in one hand, you can treat a non-Light Weapon in your other hand as if it had the Light property, provided that Weapon lacks the Two-Handed property. Quick Draw. You can draw or stow two Weapons that lack the Two-Handed property when you would normally be able to draw or stow only one. [B]Extra Attack[/B] Attack twice with attack action. [B]Fast Movement[/B] +10 movement speed, when not in heavy armor. [B][U]Path of the Berserker[/U] FRENZY [/B] You can go into a frenzy in battle. If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. +2d6 damage. [/spoiler] [spoiler=Senses] Darkvision 60’ Passive Perception 13, 22 while in rage. (+4 str, +3 prof, +5 for adv) Passive Investigation 9 Passive Insight 13 [/spoiler] [spoiler=Proficiencies] Armor: Light Armor, Medium Armor, Shields Weapons: Martial Weapons, Simple Weapons Tools: Playing Card Set Languages: Common, Primordial, Common Sign Language Skills: Stealth, Athletics, Perception, Intimidation, Insight[/spoiler] [Spoiler=Skills] †Acrobatics (dex) +2, +4 In Rage. Animal handling (wis) +0 Arcana (int) +0 *†Athletics (str) +7 Deception (cha) +0 History (int) -1 *Insight (wis) +3 *†Intimidation (cha) +1, +4 In Rage Investigation (int) -1 Medicine (wis) +0 Nature (int) -1 *†Perception (wis) +3, +7 In Rage. Performance (cha) -1 Persuasion (cha) -1 Religion (int) -1 Sleight of hand (dex) +2 *†Stealth (dex) +5, +7 in rage. †Survival (wis) +0, +4 in rage. *: trained †: Primal Knowledge skill [/spoiler] [spoiler=Stats + Combat] [B]Abilities[/B] Str : 18 (+4) Dex : 14 (+2) Con : 16 (+3) Int : 8 (-1) Wis: 10 (+1) Cha: 8 (-1) Initiative: +5 Speed: 40' Inspiration: X Health points: 55 = 12+3 + 4(7+3) Temp HP: 0 HD: 5d12 Proficiency: +3 AC: 15 (unarmored) Saving throws: STR+7, CON+6, ADV: VS poison[/spoiler] [spoiler=Attacks/Actions] [B]Attacks[/B] Unarmed, +7 Attack STR(4) Bludgeoning, Grapple, Shove Cutlass (Scimitar), +7 Attack, 1d6+STR(4) Slashing, Finesse, Light, Nick Chain (Flail), +7 Attack, 1d8+STR(4) Bludgeoning , Sap Dagger +7 Attack, 1d4+STR(4) Piercing, Finesse, Light, Thrown (Range 20/60) Nick Harpoon (Trident) +7 Attack, 1d8 +STR(4) Piercing, Thrown (Range 20/60), Versatile (1d10), Topple [B]Actions[/B] Shape Self (Reshape Body) Grow or hide limbs.[/spoiler] [spoiler=Bonus Actions:] Rage: 3/lr Extend Rage. Two-Weapon Fighting (May be used as part of attack action, thanks to Nick) Cutlass (Scimitar) +7 Attack, 1d6 Slashing, Finesse, Light, Nick Dagger +7 Attack, 1d4 Piercing, Finesse, Light, Thrown (Range 20/60) Nick 1 lb. 2 GP Shape Self (Pseudopod). 10’ reach use object.[/spoiler] [spoiler=Reactions] Opportunity attack. [/spoiler] [spoiler=Gear] [B]Encumbrance[/B] Carrying Capacity: 270 lb Push, Drag, Lift: 540 lb [B]Equipment:[/B] Flail 2 lb. 10 GP Scimitar 3 lb. 25 GP Dagger 1 lb. 2 GP Trident 4 lb. 5 GP Backpack (for hiding), 5gp Playing card set, 1gp Potions of healing x4, 200g, The gear pack: Dungeoneer’s Pack: 12 gp Crowbar Hammer Piton x10 Rations x10 Hemp Rope 50’ Tinderbox Torch x 10 Waterskin Climber's Kit: 25 gp [B]Money:[/B] PP: 0 GP: 115 EP: 0 SP: 0 CP: 0[/spoiler] [/QUOTE]
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