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[OOC] Underdogs [a core dnd game][4/4]
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<blockquote data-quote="Autumn" data-source="post: 3662145" data-attributes="member: 50015"><p>Still need to write up stats for his mountain lion, and name it. Otherwise I think I'm done!</p><p></p><p>[sblock=Ershe]Ershe</p><p>Male Grell</p><p>Neutral Good</p><p>Druid 4</p><p></p><p>12 Strength (+1) (2 pts. +2 Racial)</p><p>10 Dexterity (+0) (2 pts.)</p><p>14 Constitution (+2) (6 pts.)</p><p>12 Intelligence (+1) (6 pts., -2 Racial)</p><p>17 Wisdom (+3) (10 pts., +1 Level)</p><p>12 Charisma (+1) (6 pts., -2 Racial)</p><p></p><p>BAB: +3</p><p>Grapple: +4</p><p>Initiative: +0</p><p>Speed: 30 ft.</p><p>ACP: -0</p><p>Soak: 7 (+2 Con, +1 Toughness, +4 Armor)</p><p>Defence: +6 (+3 BAB, +3 Shield)</p><p></p><p>Attack:</p><p>Masterwork Scimitar +5, Damage 1d6+1, Crit 18-20/x2</p><p></p><p>Notes:</p><p></p><p>Fort Saves: +6 (+4 Base, +2 Con)</p><p>Reflex Saves: +1 (+1 Base, +0 Dex)</p><p>Will Saves: +7 (+4 Base, +3 Wis)</p><p></p><p>Notes: </p><p>+4 on saves vs. spell-like abilities of Fey</p><p></p><p>Feats:</p><p>Toughness</p><p>Extend Spell</p><p></p><p>Abilities:</p><p>Darkvision 60'</p><p>Orc Blood</p><p>Animal Companion (Mountain Lion)</p><p>Wild Empathy (+5)</p><p>Woodland Stride</p><p>Trackless Step</p><p>Resist Nature's Lure</p><p></p><p>Skills: (49; max ranks 7/3) </p><p>+9 Concentration (7 ranks, +2 Con)</p><p>+5 Diplomacy (4 ranks, +1 Cha)</p><p>+5 Handle Animal (4 ranks, +1 Cha)</p><p>+12 Heal (7 ranks, +3 Wis, +2 Healer's Kit)</p><p>+12 Knowledge (Nature) (7 ranks, +1 Int, +2 Nature Sense, +2 Synergy from Survival)</p><p>+8 Perception (5 ranks, +3 Wis)</p><p>+2 Speak Grell (1 free rank, +1 Int)</p><p>+2 Write Grell (1 rank, +1 Int)</p><p>+8 Spellcraft (7 ranks, +1 Int)</p><p>+12 Survival (7 ranks, +3 Wis, +2 Nature Sense)</p><p></p><p>Notes: </p><p>+2 Synergy bonus from Knowledge (Nature) on Survival checks made in natural aboveground environments</p><p></p><p>Spells: (Caster Level 4)</p><p></p><p>Level 0: (5/day, DC 13)</p><p><empty slot></p><p>Guidance</p><p>Know Direction</p><p>Light</p><p>Mending</p><p></p><p>Level 1: (4/day, DC 14)</p><p>Calm Animals</p><p>Entangle</p><p>Magic Fang</p><p>Speak with Animals</p><p></p><p>Level 2: (3/day, DC 15)</p><p>Barkskin</p><p>Bear's Endurance</p><p>Fog Cloud</p><p></p><p>Equipment: </p><p>+1 Hide Armor (25 lbs, 1,165 gp)</p><p>+1 Heavy Wooden Shield (10 lbs, 1,157 gp)</p><p>Masterwork Scimitar (4 lbs, 315 gp)</p><p>Wand of Cure Light Wounds (750 gp)</p><p>Qual's Feather Token (Tree) (400 gp)</p><p>2x Potion of Cure Moderate Wounds (600gp)</p><p>Potion of Lesser Restoration (300 gp)</p><p>Potion of Sanctuary (50 gp)</p><p>Potion of Endure Elements (50 gp)</p><p></p><p>Total Weight: 39 lbs (Light Load)</p><p></p><p>Vashi</p><p>Female Mountain Lion</p><p>Medium Animal</p><p>Initiative +4</p><p>Speed: 40 ft, climb 20 ft</p><p>Soak: 3 (1 Natural, 2 Con)</p><p>BAB/Grapple: +2/+5</p><p>Defence: +6</p><p>Attack: Bite +6 melee (1d6+3)</p><p>Full Attack: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)</p><p>Space/Reach: 5 ft/5 ft</p><p>Special Attacks: Improved Grab, Pounce, Rake 1d3+1</p><p>Special Qualities: Low-light vision, scent, link, share spells, 1 bonus trick</p><p>Saves: Fort +5, Ref +7, Will +2</p><p>Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6</p><p>Skills: Balance +12, Climb +11, Hide +8, Jump +11, Listen +6, Move Silently +8, Spot +6</p><p>Feats: Alertness, Weapon Finesse</p><p></p><p>Tricks known: Attack, Come, Defend, Down, Fetch, Seek, Track[/sblock]</p><p></p><p> I got quite in to those requests for setting information. Let me know if I'm overstepping the amount of input you wanted and I'll back off. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p></p><p></p><p> Previous rulers had taken an active interest in the 'problem' of the grell - whether from a benevolent (if somewhat condescending) viewpoint, trying to involve them more deeply in the country's affairs, improve their standards of education and so forth... or from a less benevolent viewpoint. Some previous rulers have tried to drive them elsewhere or even wipe them out. </p><p></p><p> The current King, however, particularly as he has grown older, has shown little interest in such affairs. His reign has been long and peaceful, and increasingly he has shown a tendency to restrict his attention to the capitol city. He has embarked on huge projects of restoration and beautification, single-handedly bringing about a classical revival in architecture and making the capitol a truly impressive and glorious city.</p><p></p><p> The provinces however - including the grellish krels - have been largely neglected, to many people's dissatisfaction. Government seems to care little for its people outside the capitol. The King was tremendously popular at the start of his reign as a war hero, and so many are reluctant to blame him for what they see as the shortcomings of his rule. Rumors have spread that certain of his advisers are abusing their positions. </p><p></p><p></p><p></p><p> With the King largely blind to what occurs outside the capitol, his many children and grandchildren along with the rest of the hereditary nobility are left to vie for influence over the provinces. </p><p></p><p> Horak-krel is on the border between two provinces, Essia and Thrant.* The Duke of Essia, a Grandson of the King, is particularly domineering and has claimed that Horak-krel lies within Essia. On that basis, he has attempted to levy taxes. The krels have always been very independent and have never dealt much with cash; for those reasons, they have traditionally been exempted from taxation on the understanding that they provide a well-trained militia in wartime and that they keep up friendly relations with neighboring human settlements. </p><p></p><p> Obviously then this has called quite an outcry. The krel's elders have refused to pay, and for now the situation is unresolved.</p><p></p><p>*don't know if you had anything in mind for local human naming conventions. I just picked some random names, let me know if you don't like 'em. </p><p></p><p></p><p></p><p> Ershe's father's Fall is one of the largest and most influential in Horak-krel. His father Darmed is the patriarch of the Fall and a greatly respected person, probably the krel's most seasoned and skilled warrior. He is part of a proud military tradition in the Fall, which claims to be the oldest in the krel and boasts that it has always produced the strongest and hardiest warriors around.</p><p></p><p> However, since Ershe was never much of a fighter - despite intensive training and urging from his father - it's been a long time since he has dealt much with his father's fall. His mother's home is much less remarkable, a respectable and moderately sized fall with none of the airs and graces of his father's.</p></blockquote><p></p>
[QUOTE="Autumn, post: 3662145, member: 50015"] Still need to write up stats for his mountain lion, and name it. Otherwise I think I'm done! [sblock=Ershe]Ershe Male Grell Neutral Good Druid 4 12 Strength (+1) (2 pts. +2 Racial) 10 Dexterity (+0) (2 pts.) 14 Constitution (+2) (6 pts.) 12 Intelligence (+1) (6 pts., -2 Racial) 17 Wisdom (+3) (10 pts., +1 Level) 12 Charisma (+1) (6 pts., -2 Racial) BAB: +3 Grapple: +4 Initiative: +0 Speed: 30 ft. ACP: -0 Soak: 7 (+2 Con, +1 Toughness, +4 Armor) Defence: +6 (+3 BAB, +3 Shield) Attack: Masterwork Scimitar +5, Damage 1d6+1, Crit 18-20/x2 Notes: Fort Saves: +6 (+4 Base, +2 Con) Reflex Saves: +1 (+1 Base, +0 Dex) Will Saves: +7 (+4 Base, +3 Wis) Notes: +4 on saves vs. spell-like abilities of Fey Feats: Toughness Extend Spell Abilities: Darkvision 60' Orc Blood Animal Companion (Mountain Lion) Wild Empathy (+5) Woodland Stride Trackless Step Resist Nature's Lure Skills: (49; max ranks 7/3) +9 Concentration (7 ranks, +2 Con) +5 Diplomacy (4 ranks, +1 Cha) +5 Handle Animal (4 ranks, +1 Cha) +12 Heal (7 ranks, +3 Wis, +2 Healer's Kit) +12 Knowledge (Nature) (7 ranks, +1 Int, +2 Nature Sense, +2 Synergy from Survival) +8 Perception (5 ranks, +3 Wis) +2 Speak Grell (1 free rank, +1 Int) +2 Write Grell (1 rank, +1 Int) +8 Spellcraft (7 ranks, +1 Int) +12 Survival (7 ranks, +3 Wis, +2 Nature Sense) Notes: +2 Synergy bonus from Knowledge (Nature) on Survival checks made in natural aboveground environments Spells: (Caster Level 4) Level 0: (5/day, DC 13) <empty slot> Guidance Know Direction Light Mending Level 1: (4/day, DC 14) Calm Animals Entangle Magic Fang Speak with Animals Level 2: (3/day, DC 15) Barkskin Bear's Endurance Fog Cloud Equipment: +1 Hide Armor (25 lbs, 1,165 gp) +1 Heavy Wooden Shield (10 lbs, 1,157 gp) Masterwork Scimitar (4 lbs, 315 gp) Wand of Cure Light Wounds (750 gp) Qual's Feather Token (Tree) (400 gp) 2x Potion of Cure Moderate Wounds (600gp) Potion of Lesser Restoration (300 gp) Potion of Sanctuary (50 gp) Potion of Endure Elements (50 gp) Total Weight: 39 lbs (Light Load) Vashi Female Mountain Lion Medium Animal Initiative +4 Speed: 40 ft, climb 20 ft Soak: 3 (1 Natural, 2 Con) BAB/Grapple: +2/+5 Defence: +6 Attack: Bite +6 melee (1d6+3) Full Attack: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1) Space/Reach: 5 ft/5 ft Special Attacks: Improved Grab, Pounce, Rake 1d3+1 Special Qualities: Low-light vision, scent, link, share spells, 1 bonus trick Saves: Fort +5, Ref +7, Will +2 Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6 Skills: Balance +12, Climb +11, Hide +8, Jump +11, Listen +6, Move Silently +8, Spot +6 Feats: Alertness, Weapon Finesse Tricks known: Attack, Come, Defend, Down, Fetch, Seek, Track[/sblock] I got quite in to those requests for setting information. Let me know if I'm overstepping the amount of input you wanted and I'll back off. ;) Previous rulers had taken an active interest in the 'problem' of the grell - whether from a benevolent (if somewhat condescending) viewpoint, trying to involve them more deeply in the country's affairs, improve their standards of education and so forth... or from a less benevolent viewpoint. Some previous rulers have tried to drive them elsewhere or even wipe them out. The current King, however, particularly as he has grown older, has shown little interest in such affairs. His reign has been long and peaceful, and increasingly he has shown a tendency to restrict his attention to the capitol city. He has embarked on huge projects of restoration and beautification, single-handedly bringing about a classical revival in architecture and making the capitol a truly impressive and glorious city. The provinces however - including the grellish krels - have been largely neglected, to many people's dissatisfaction. Government seems to care little for its people outside the capitol. The King was tremendously popular at the start of his reign as a war hero, and so many are reluctant to blame him for what they see as the shortcomings of his rule. Rumors have spread that certain of his advisers are abusing their positions. With the King largely blind to what occurs outside the capitol, his many children and grandchildren along with the rest of the hereditary nobility are left to vie for influence over the provinces. Horak-krel is on the border between two provinces, Essia and Thrant.* The Duke of Essia, a Grandson of the King, is particularly domineering and has claimed that Horak-krel lies within Essia. On that basis, he has attempted to levy taxes. The krels have always been very independent and have never dealt much with cash; for those reasons, they have traditionally been exempted from taxation on the understanding that they provide a well-trained militia in wartime and that they keep up friendly relations with neighboring human settlements. Obviously then this has called quite an outcry. The krel's elders have refused to pay, and for now the situation is unresolved. *don't know if you had anything in mind for local human naming conventions. I just picked some random names, let me know if you don't like 'em. Ershe's father's Fall is one of the largest and most influential in Horak-krel. His father Darmed is the patriarch of the Fall and a greatly respected person, probably the krel's most seasoned and skilled warrior. He is part of a proud military tradition in the Fall, which claims to be the oldest in the krel and boasts that it has always produced the strongest and hardiest warriors around. However, since Ershe was never much of a fighter - despite intensive training and urging from his father - it's been a long time since he has dealt much with his father's fall. His mother's home is much less remarkable, a respectable and moderately sized fall with none of the airs and graces of his father's. [/QUOTE]
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