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[OOC] Heroes of the Middle Reaches : Wandering Star
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<blockquote data-quote="Drowned Hero" data-source="post: 4423829" data-attributes="member: 37149"><p><strong>Dorl Dungar Dwarf Cleric</strong></p><p></p><p><span style="font-size: 18px"><span style="color: DarkGreen">Dorl Dungar</span></span></p><p></p><p>[sblock]</p><p>Dorl Dungar</p><p></p><p>Male Dwarf Cleric</p><p>Level 1</p><p>Unaligned</p><p>Representing Drowned Hero</p><p>[code]</p><p>Strength 14 (+2)</p><p>Dexterity 11 (+0)</p><p>Constitution 14 (+2)</p><p>Intelligence 10 (+0)</p><p>Wisdom 17 (+3)</p><p>Charisma 14 (+2)</p><p> [/code]</p><p>Height: 4' 4"</p><p>Weight: 170 lb</p><p>Skin: Tan</p><p>Eyes: Light Brown</p><p>Hair: Red; Wavy; Thick Beard / Hirsute</p><p></p><p><span style="color: DarkRed">Maximum Hit Points: 26</span></p><p></p><p> Bloodied: 13</p><p> Surge Value: 6</p><p> Surges / Day: 9 [includes constitution modifier]</p><p> </p><p></p><p>Size: Medium</p><p>Speed: 5 squares</p><p>Vision: Low-light</p><p>[code]</p><p>Initiative: 1d20 +0 = + 0 [dexterity]</p><p>Base Strength Attack: 1d20 +2 = + 2 [strength]</p><p>Base Dexterity Attack: 1d20 +0 = + 0 [dexterity]</p><p>Base Constitution Attack: 1d20 +2 = + 2 [constitution]</p><p>Base Intelligence Attack: 1d20 +0 = + 0 [intelligence]</p><p>Base Wisdom Attack: 1d20 +3 = + 3 [wisdom]</p><p>Base Charisma Attack: 1d20 +2 = + 2 [charisma]</p><p>[/code]</p><p>[code]</p><p>Armor Class: 16 = 10 + 6 [chainmail]</p><p>Fortitude Defense: 12 = 10 + 2 [constitution]</p><p>Reflex Defense: 10 = 10</p><p>Will Defense: 15 = 10 + 2 [cleric] + 3 [wisdom]</p><p>[/code]</p><p>Armor: Chainmail </p><p></p><p>Attacks:</p><p>[code]</p><p> Unarmed Melee: 2 vs AC [+2 strength]; damage 1[W]=1d4+2 [strength]</p><p> Javelins (x4): +4 vs AC [+2 strength] [+2 proficiency]; damage 1 W]=1d6+2 [strength] range 10/20 2 lb (Spear) Heavy throwable</p><p> Thrown: Same as melee</p><p> Mace: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d8+2 [strength] 6 lb (Mace) Versatile</p><p> Sickle: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d6+2 [strength] 2 lb (Light blade) Off-hand</p><p> Spear: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d8+2 [strength] 6 lb (Spear) Versatile</p><p> Morningstar: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d10+2 [strength] 8 lb (Mace)</p><p> Crossbow: +2 vs AC [0 dexterity] [+2 proficiency]; damage 1[W]=1d8 range 15/30 4 lb (Crossbow) Load minor</p><p> Turn Undead +3i [wisdom] vs will</p><p> Priest's Shield +2w [strength] vs AC</p><p> Sacred Flame +3i [wisdom] vs reflex</p><p> Healing Strike +2w [strength] vs AC</p><p> Guardian of Faith +3i [wisdom] vs fortitude</p><p>[/code]</p><p>Base Saving Throw: d20 vs 10</p><p></p><p>Languages: Common; Dwarven;</p><p></p><p>Rituals Known:</p><p>[code]</p><p> Gentle Repose</p><p> Silence</p><p>[/code]</p><p>Skills:</p><p>[code]</p><p> Acrobatics: -1 = 0 [dexterity] -1 [armor]</p><p> Arcana: +0 = 0 [intelligence]</p><p> Athletics: +1 = 2 [strength] -1 [armor]</p><p> Bluff: +2 = 2 [charisma]</p><p> Diplomacy: +7 = 2 [charisma] + 5 [class training]</p><p> Dungeoneering: +5 = 3 [wisdom] + 2 [Dwarf]</p><p> Endurance: +3 = 2 [constitution] + 2 [Dwarf] -1 [armor]</p><p> Heal: +8 = 3 [wisdom] + 5 [class training]</p><p> History: +0 = 0 [intelligence]</p><p> Insight: +8 = 3 [wisdom] + 5 [class training]</p><p> Intimidate: +2 = 2 [charisma]</p><p> Nature: +3 = 3 [wisdom]</p><p> Perception: +3 = 3 [wisdom]</p><p> Religion: +5 = 0 [intelligence] + 5 [class training]</p><p> Stealth: -1 = 0 [dexterity] -1 [armor]</p><p> Streetwise: +2 = 2 [charisma]</p><p> Thievery: -1 = 0 [dexterity] -1 [armor]</p><p>[/code]</p><p>Feats:</p><p></p><p> Dwarven Weapon Training </p><p></p><p>At-Will:</p><p>[code]</p><p> Basic Melee Attack: By weapon, damage 1[W]+2 [strength]</p><p> Basic Ranged Attack: By weapon, damage 1[W]</p><p> Bull Rush: +2 [strength] vs fortitude</p><p> Grab: +2 [strength] vs reflex</p><p> Move grabbed target: +2 [strength] vs fortitude</p><p> Escape: -1 [acrobatics] vs reflex / +1 [athletics] vs fortitude</p><p> Priest's Shield [Level 1]</p><p> Sacred Flame [Level 1]</p><p>[/code]</p><p> </p><p>Encounter Powers:</p><p>[code]</p><p> Second Wind [minor action for dwarf]</p><p> Spend an Action Point [free action, not in surprise round]</p><p> Channel Divinity</p><p> Divine Fortune [free action]</p><p> Turn Undead</p><p> Healing Word [minor action, 2x/encounter, maximum 1x/round]</p><p> Healing Strike [Level 1]</p><p>[/code]</p><p>Daily Powers:</p><p>[code]</p><p> Guardian of Faith [Level 1]</p><p>[/code]</p><p>Dwarf</p><p></p><p> * +2 Constitution, +2 Wisdom (already included)</p><p> * Cast-Iron Stomach (+5 saves vs poison)</p><p> * Dwarven Resilience</p><p> * Dwarven Weapon Proficiency (throwing hammer, warhammer)</p><p> * Encumbred Speed</p><p> * Stand your Ground</p><p></p><p>Cleric</p><p></p><p> * Channel Divinity -- Divine Fortune</p><p> * Channel Divinity -- Turn Undead</p><p> * Healer's Lore</p><p> * Healing Word</p><p> * Ritual Casting [bonus feat, not listed above]</p><p></p><p> </p><p></p><p>Dorl Dungar's Equipment:[code]</p><p>Weapons / Armor / Shield (from above)</p><p> Crossbow bolts (quiver of 20) x2</p><p> Backpack</p><p> Bedroll</p><p> Blanket, winter x1</p><p> Candle</p><p> Case (for map or scroll)</p><p> Everburning torch</p><p> Firewood (1 day) x2</p><p> Fishhook</p><p> Fishing net</p><p> Flint and steel</p><p> Ink vial</p><p> Ink pen</p><p> Lantern (hooded)</p><p> Manacles x1</p><p> Oil flasks x2</p><p> Paper sheets x10</p><p> Pouch (belt) x1</p><p> Rations (1 day) x10</p><p> Rope (50', hempen) x1</p><p> Signal whistle</p><p> Signet ring</p><p> Spyglass</p><p> Sunrods x2</p><p> Waterskins x1</p><p> Healer kit</p><p> Holy symbol (silver)</p><p> Magnifying glass</p><p> Musical instrument</p><p> Ritual book x1</p><p> Ritual components</p><p></p><p> [/code]</p><p>Magic items: [sblock] [code]</p><p></p><p> Weapon:</p><p> Weapon:</p><p> Weapon:</p><p> Weapon:</p><p> Armor:</p><p> Shield:</p><p> Arms:</p><p> Feet:</p><p> Hands:</p><p> Head:</p><p> Neck:</p><p> Ring:</p><p> Ring:</p><p> Waist:</p><p> [/code]</p><p> [/sblock]</p><p> </p><p>[/sblock]</p><p></p><p><strong><em></em></strong></p><p><strong><em></em></strong></p><p><strong><em>A sailing cleric that has spent his whole adult live at sea, as a teenager he was part of a priest society of Melora the goddess of the sea that believed in exalting themselves and praising their good trough battle and prayer. Tends to be a easy humor type laughing at the most common thing as farts and bad jokes about his beard he almost fall of his chair if someone trips in a tavern over a drunk sailor. The balance comes when someone talks about sea creatures and what Dorlar believes to be myths of the sea, he then get dead serious taking the stand of theres no such things as ghost ships, mermaids and giant squids that can swallow a entire ship.</em></strong></p><p><strong><em></em></strong></p><p><strong><em>Dorl Dungar had from a early age been taken up into the monk society as all child of his family, boys and girls where taken into the monk society as soon they where teenagers to form them into 'proper adults' as his father, grandfather and great grandfather always said. </em></strong></p><p><strong><em></em></strong></p><p><strong><em>Odd at it might seem this family of dwarfs had been one of the dwarf families to settle on the surface after the 'borehole incident' and had since 75 years ago lived by a river poring into the sea near the town of Helen's Reach.</em></strong></p><p><strong><em></em></strong></p><p><strong><em>As a child he used most part of his time to play at the beaches grabbing crabs with the other child's with an adult watching them play. He was often allowed to accompany the adults onto the boats to learn how to sail and fish whit harpoons and trick the shoals of fish into their netts. The sea was a natural habitat for Dorl.</em></strong></p><p><strong><em></em></strong></p><p><strong><em>After long years of training with the priests Dorl had taken the job as a sailor/healer/defender of local pirates of the middel reaches. The ship he was working at 'singing fat lady' was a transport vessel carrying mostly wood, silks and canvas with olive oil between the different ports.</em></strong></p><p><strong><em></em></strong></p><p><strong><em>He ocationally stayed at port to visit his family, pray at temples or just having fun at the taverns gambling.</em></strong></p><p><strong><em></em></strong></p><p><strong><em>At some ocations Dorl feels a longing after love and would walk the streets thinking if he any day would be blessed to meet a maid that would fall in love in him accepting his adventurous lifestyle, someone that would drag him back to port more often then the lust of adventure at sea.</em></strong></p><p></p><p><span style="color: Red">This background is wrong. For some reason the text i changed has not updated. (?) I will fix it as soon as possible, as now i have to attend RL. For now disregard the background.</span></p><p></p><p><strong>-DH</strong></p></blockquote><p></p>
[QUOTE="Drowned Hero, post: 4423829, member: 37149"] [b]Dorl Dungar Dwarf Cleric[/b] [SIZE="5"][COLOR="DarkGreen"]Dorl Dungar[/COLOR][/SIZE] [sblock] Dorl Dungar Male Dwarf Cleric Level 1 Unaligned Representing Drowned Hero [code] Strength 14 (+2) Dexterity 11 (+0) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 17 (+3) Charisma 14 (+2) [/code] Height: 4' 4" Weight: 170 lb Skin: Tan Eyes: Light Brown Hair: Red; Wavy; Thick Beard / Hirsute [COLOR="DarkRed"]Maximum Hit Points: 26[/COLOR] Bloodied: 13 Surge Value: 6 Surges / Day: 9 [includes constitution modifier] Size: Medium Speed: 5 squares Vision: Low-light [code] Initiative: 1d20 +0 = + 0 [dexterity] Base Strength Attack: 1d20 +2 = + 2 [strength] Base Dexterity Attack: 1d20 +0 = + 0 [dexterity] Base Constitution Attack: 1d20 +2 = + 2 [constitution] Base Intelligence Attack: 1d20 +0 = + 0 [intelligence] Base Wisdom Attack: 1d20 +3 = + 3 [wisdom] Base Charisma Attack: 1d20 +2 = + 2 [charisma] [/code] [code] Armor Class: 16 = 10 + 6 [chainmail] Fortitude Defense: 12 = 10 + 2 [constitution] Reflex Defense: 10 = 10 Will Defense: 15 = 10 + 2 [cleric] + 3 [wisdom] [/code] Armor: Chainmail Attacks: [code] Unarmed Melee: 2 vs AC [+2 strength]; damage 1[W]=1d4+2 [strength] Javelins (x4): +4 vs AC [+2 strength] [+2 proficiency]; damage 1 W]=1d6+2 [strength] range 10/20 2 lb (Spear) Heavy throwable Thrown: Same as melee Mace: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d8+2 [strength] 6 lb (Mace) Versatile Sickle: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d6+2 [strength] 2 lb (Light blade) Off-hand Spear: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d8+2 [strength] 6 lb (Spear) Versatile Morningstar: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d10+2 [strength] 8 lb (Mace) Crossbow: +2 vs AC [0 dexterity] [+2 proficiency]; damage 1[W]=1d8 range 15/30 4 lb (Crossbow) Load minor Turn Undead +3i [wisdom] vs will Priest's Shield +2w [strength] vs AC Sacred Flame +3i [wisdom] vs reflex Healing Strike +2w [strength] vs AC Guardian of Faith +3i [wisdom] vs fortitude [/code] Base Saving Throw: d20 vs 10 Languages: Common; Dwarven; Rituals Known: [code] Gentle Repose Silence [/code] Skills: [code] Acrobatics: -1 = 0 [dexterity] -1 [armor] Arcana: +0 = 0 [intelligence] Athletics: +1 = 2 [strength] -1 [armor] Bluff: +2 = 2 [charisma] Diplomacy: +7 = 2 [charisma] + 5 [class training] Dungeoneering: +5 = 3 [wisdom] + 2 [Dwarf] Endurance: +3 = 2 [constitution] + 2 [Dwarf] -1 [armor] Heal: +8 = 3 [wisdom] + 5 [class training] History: +0 = 0 [intelligence] Insight: +8 = 3 [wisdom] + 5 [class training] Intimidate: +2 = 2 [charisma] Nature: +3 = 3 [wisdom] Perception: +3 = 3 [wisdom] Religion: +5 = 0 [intelligence] + 5 [class training] Stealth: -1 = 0 [dexterity] -1 [armor] Streetwise: +2 = 2 [charisma] Thievery: -1 = 0 [dexterity] -1 [armor] [/code] Feats: Dwarven Weapon Training At-Will: [code] Basic Melee Attack: By weapon, damage 1[W]+2 [strength] Basic Ranged Attack: By weapon, damage 1[W] Bull Rush: +2 [strength] vs fortitude Grab: +2 [strength] vs reflex Move grabbed target: +2 [strength] vs fortitude Escape: -1 [acrobatics] vs reflex / +1 [athletics] vs fortitude Priest's Shield [Level 1] Sacred Flame [Level 1] [/code] Encounter Powers: [code] Second Wind [minor action for dwarf] Spend an Action Point [free action, not in surprise round] Channel Divinity Divine Fortune [free action] Turn Undead Healing Word [minor action, 2x/encounter, maximum 1x/round] Healing Strike [Level 1] [/code] Daily Powers: [code] Guardian of Faith [Level 1] [/code] Dwarf * +2 Constitution, +2 Wisdom (already included) * Cast-Iron Stomach (+5 saves vs poison) * Dwarven Resilience * Dwarven Weapon Proficiency (throwing hammer, warhammer) * Encumbred Speed * Stand your Ground Cleric * Channel Divinity -- Divine Fortune * Channel Divinity -- Turn Undead * Healer's Lore * Healing Word * Ritual Casting [bonus feat, not listed above] Dorl Dungar's Equipment:[code] Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 20) x2 Backpack Bedroll Blanket, winter x1 Candle Case (for map or scroll) Everburning torch Firewood (1 day) x2 Fishhook Fishing net Flint and steel Ink vial Ink pen Lantern (hooded) Manacles x1 Oil flasks x2 Paper sheets x10 Pouch (belt) x1 Rations (1 day) x10 Rope (50', hempen) x1 Signal whistle Signet ring Spyglass Sunrods x2 Waterskins x1 Healer kit Holy symbol (silver) Magnifying glass Musical instrument Ritual book x1 Ritual components [/code] Magic items: [sblock] [code] Weapon: Weapon: Weapon: Weapon: Armor: Shield: Arms: Feet: Hands: Head: Neck: Ring: Ring: Waist: [/code] [/sblock] [/sblock] [B][I] A sailing cleric that has spent his whole adult live at sea, as a teenager he was part of a priest society of Melora the goddess of the sea that believed in exalting themselves and praising their good trough battle and prayer. Tends to be a easy humor type laughing at the most common thing as farts and bad jokes about his beard he almost fall of his chair if someone trips in a tavern over a drunk sailor. The balance comes when someone talks about sea creatures and what Dorlar believes to be myths of the sea, he then get dead serious taking the stand of theres no such things as ghost ships, mermaids and giant squids that can swallow a entire ship. Dorl Dungar had from a early age been taken up into the monk society as all child of his family, boys and girls where taken into the monk society as soon they where teenagers to form them into 'proper adults' as his father, grandfather and great grandfather always said. Odd at it might seem this family of dwarfs had been one of the dwarf families to settle on the surface after the 'borehole incident' and had since 75 years ago lived by a river poring into the sea near the town of Helen's Reach. As a child he used most part of his time to play at the beaches grabbing crabs with the other child's with an adult watching them play. He was often allowed to accompany the adults onto the boats to learn how to sail and fish whit harpoons and trick the shoals of fish into their netts. The sea was a natural habitat for Dorl. After long years of training with the priests Dorl had taken the job as a sailor/healer/defender of local pirates of the middel reaches. The ship he was working at 'singing fat lady' was a transport vessel carrying mostly wood, silks and canvas with olive oil between the different ports. He ocationally stayed at port to visit his family, pray at temples or just having fun at the taverns gambling. At some ocations Dorl feels a longing after love and would walk the streets thinking if he any day would be blessed to meet a maid that would fall in love in him accepting his adventurous lifestyle, someone that would drag him back to port more often then the lust of adventure at sea.[/I][/B] [COLOR="Red"]This background is wrong. For some reason the text i changed has not updated. (?) I will fix it as soon as possible, as now i have to attend RL. For now disregard the background.[/COLOR] [B]-DH[/B] [/QUOTE]
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