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<blockquote data-quote="Insight" data-source="post: 3615206" data-attributes="member: 11437"><p><strong>GRON VANDAIL[ECL 1] 0/1,000xp</strong></p><p><strong>Human [Varisian] Ranger 1</strong></p><p><strong>CG Medium Humanoid</strong></p><p><strong>Init</strong> +1; <strong>Senses</strong> Listen +3, Spot +3</p><p><strong>Languages</strong> Common and Goblin. </p><p><strong>AC</strong> 17, Touch 13, FF 14 (+3 Dex, +3 Armor, +1 Shield). </p><p><strong>HP</strong> 9</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +5, <strong>Will</strong> -2; <strong>Special</strong> +1 to Saves vs. Mind Affecting</p><p><strong>Spd</strong> 30ft</p><p><strong>Melee</strong> Dagger (+2 atk, 1d4+1 dmg, 19-20/x2 crit) or Longsword (+2 atk, 1d8+1 dmg, 19-20/x2 crit) or War Razor (+2 atk, 1d4+1 dmg, 18-20/x2 crit).</p><p><strong>Ranged</strong> Longbow (+4 atk, 1d8 dmg, crit 20/x3, RI 80ft) or Thrown Dagger (+4 atk, 1d4+1 dmg, 19-20/x2 crit, 10ft RI).</p><p><strong>Space</strong> 5ft; <strong>Reach</strong> 5ft</p><p><strong>Base Attack</strong> +1; <strong>Grapple</strong> +2</p><p><strong>Ability Scores</strong> Str 12, Dex 17, Con 13, Int 10, Wis 12, Cha 8</p><p><strong>SQ</strong> Favored Enemy – Goblinoid (+2 to Bluff, Listen, Sense Motive, Spot, and Survival (for Track), and +2 to damage rolls), Wild Empathy (d20 as Diplomacy against wild animals).</p><p><strong>Feats</strong> Lone Wolf (50% chance to stabilize), Point Blank Shot, Track, Trophy Hunter - Goblin Heads.</p><p><strong>Flaws</strong>: Weak Will (-3 to Will Saves; added above).</p><p><strong>Traits</strong>: Torpid (-2 to Init; +1 to Saves vs Mind Affecting).</p><p><strong>Skills</strong> Craft (bowyery) (1) +3, Craft (fletching) (1) +3, Hide (4) +7(5), Jump (2) +3(1), Knowledge (local) (1) +1, Knowledge (nature) (2) +2, Listen (2) +3, Move Silently (4) +7(5), Search (2) +2, Speak Language (1), Spot (2) +3, Survival (4) +5. <strong>ACP</strong> –2 (applied above).</p><p></p><p>[sblock=Trophy Hunter Feat]</p><p><strong>Trophy Hunter [Goblin Heads]</strong>: From Dragon 332. By displaying the severed head, you may add your Favored Enemy bonus to any Intimidate checks against that type of creature. For every head after the first, gain a +1 Morale bonus on the Intimidate check (max +4). Without magical preservation, the head loses its usefulness after 7 days. This is a Supernatural, Mind-Affecting Effect.[/sblock]</p><p></p><p><strong>Combat Equipment</strong>: Dagger x2, Klar, Longbow (+20 arrows), Longsword, Quarterstaff, Studded Leather Armor, War Razor.</p><p><strong>Gear</strong>: Backpack, Bedroll, Belt Pouch x2, Caltrops, Clay Tankard, Flask of Oil x3, Flint/Steel, Harpy Musk x2, 50ft Hemp Rope + Grappling Hook, Hooded Lantern, Iron Pot, Map/Scroll Case x2, Masterwork Bowyery/Fletching Tools, Sack x4, Trail Rations x8, Waterskin, Whetstone.</p><p></p><p><strong>Wealth</strong>: 16gp, 6sp, 6cp</p><p></p><p><strong>Concept</strong>: Kidnapped and tortured by goblins as a boy, Gron Vandail now harbors an unyielding hatred for the little creatures, and wishes not only to keep others from suffering his same fate, but also to destroy goblins wherever he finds them. </p><p><strong>Appearance</strong>: 5’6”, 145lbs, shaved bald, with a light brown goatee, green eyes, wearing the nomadic clothing typical of a Varisian, bearing proudly a belt of goblin skulls, as well as the scars of his time as a goblin torture victim.</p><p></p><p>[sblock=Background]Gron Vandail was born the son of a carpenter and part-time lumberjack in the small woodland village of Sutter, located just southeast of the Lurkwood. The Vandail family, along with the other seven families that made up Sutter, depended on logging and hunting for their subsistence. </p><p></p><p>A fire burned down the Vandail home when Gron was seven years old, and for a time, the family camped in the woods nearby while the Vandails and the rest of the village worked to rebuild the home. It was during this period that goblins began to raid Sutter. It was first a few brief incursions, but the goblins grew more and more bold. One night, the goblins came and kidnapped Gron and two other children of roughly the same age. The goblins took the children into the woods, to a rough encampment. There, the goblins took many liberties with the captive children, including mental and physical torture, ritual scarring, and in the case of two of the children, feasting. </p><p></p><p>Gron proved just strong enough to escape the goblin camp, and returned to Sutter to tell the tale of his captivity. The men of Sutter drew arms and made an attack on the goblin camp. Gron, seething with hatred for the goblins, secretly tagged along, but did not fight. Gron watched as his father, his older brothers, and other men of Sutter hacked the goblins to pieces, and enjoyed the display. </p><p></p><p>Even with every last goblin dispatched, however, Gron was not satisfied. When he was old enough, Gron sought the guidance of Prater Non, a skilled woodsman and hunter, who was also a village elder. Non taught the Vandail youth in the ways of archery, stealth, hunting, and bow crafting. </p><p></p><p>When Gron reached maturity, the presence of other creatures of the Lurkwood, such as ogres and giants, had made logging more and more difficult, and a decision was made to travel south to seek a new place to ply their trades. Gron took the opportunity to leave Sutter and his family, explaining that he wanted to find goblins to slay and somehow sate his blood lust. Though his family did not understand, they wished Gron well, equipped him as best they could for the journey, and sent him on to Riddleport, the nearest city. </p><p></p><p>In Riddleport, Gron found employment with a merchant named Tosh, who sold weapons and armor, and had an opening for a bowyer. Gron worked there for some time, but was bored with life as a tradesman. Seeking a chance to prove himself, Gron volunteered to help take one of Tosh’s shipments across the Varisian Gulf to Sandpoint. Just before reaching its destination, the ship hit a brutal storm, and dashed upon rocks south of Windsong Abbey. Gron ushered six surviving crewmen to shore, and together they made for Sandpoint.</p><p></p><p>Upon arriving in Sandpoint, Gron made sure that his fellow travelers were cared for, and then he went about trying to secure passage back to Riddleport. Despite his best effort, Gron has not yet earned enough gold to return to Riddleport, so he continues to seek employment to earn his way back home.[/sblock]</p></blockquote><p></p>
[QUOTE="Insight, post: 3615206, member: 11437"] [b]GRON VANDAIL[ECL 1] 0/1,000xp Human [Varisian] Ranger 1 CG Medium Humanoid[/b] [b]Init[/b] +1; [b]Senses[/b] Listen +3, Spot +3 [b]Languages[/b] Common and Goblin. [b]AC[/b] 17, Touch 13, FF 14 (+3 Dex, +3 Armor, +1 Shield). [b]HP[/b] 9 [b]Fort[/b] +3, [b]Ref[/b] +5, [b]Will[/b] -2; [b]Special[/b] +1 to Saves vs. Mind Affecting [b]Spd[/b] 30ft [b]Melee[/b] Dagger (+2 atk, 1d4+1 dmg, 19-20/x2 crit) or Longsword (+2 atk, 1d8+1 dmg, 19-20/x2 crit) or War Razor (+2 atk, 1d4+1 dmg, 18-20/x2 crit). [b]Ranged[/b] Longbow (+4 atk, 1d8 dmg, crit 20/x3, RI 80ft) or Thrown Dagger (+4 atk, 1d4+1 dmg, 19-20/x2 crit, 10ft RI). [b]Space[/b] 5ft; [b]Reach[/b] 5ft [b]Base Attack[/b] +1; [b]Grapple[/b] +2 [b]Ability Scores[/b] Str 12, Dex 17, Con 13, Int 10, Wis 12, Cha 8 [b]SQ[/b] Favored Enemy – Goblinoid (+2 to Bluff, Listen, Sense Motive, Spot, and Survival (for Track), and +2 to damage rolls), Wild Empathy (d20 as Diplomacy against wild animals). [b]Feats[/b] Lone Wolf (50% chance to stabilize), Point Blank Shot, Track, Trophy Hunter - Goblin Heads. [b]Flaws[/b]: Weak Will (-3 to Will Saves; added above). [b]Traits[/b]: Torpid (-2 to Init; +1 to Saves vs Mind Affecting). [b]Skills[/b] Craft (bowyery) (1) +3, Craft (fletching) (1) +3, Hide (4) +7(5), Jump (2) +3(1), Knowledge (local) (1) +1, Knowledge (nature) (2) +2, Listen (2) +3, Move Silently (4) +7(5), Search (2) +2, Speak Language (1), Spot (2) +3, Survival (4) +5. [b]ACP[/b] –2 (applied above). [sblock=Trophy Hunter Feat] [b]Trophy Hunter [Goblin Heads][/b]: From Dragon 332. By displaying the severed head, you may add your Favored Enemy bonus to any Intimidate checks against that type of creature. For every head after the first, gain a +1 Morale bonus on the Intimidate check (max +4). Without magical preservation, the head loses its usefulness after 7 days. This is a Supernatural, Mind-Affecting Effect.[/sblock] [b]Combat Equipment[/b]: Dagger x2, Klar, Longbow (+20 arrows), Longsword, Quarterstaff, Studded Leather Armor, War Razor. [b]Gear[/b]: Backpack, Bedroll, Belt Pouch x2, Caltrops, Clay Tankard, Flask of Oil x3, Flint/Steel, Harpy Musk x2, 50ft Hemp Rope + Grappling Hook, Hooded Lantern, Iron Pot, Map/Scroll Case x2, Masterwork Bowyery/Fletching Tools, Sack x4, Trail Rations x8, Waterskin, Whetstone. [b]Wealth[/b]: 16gp, 6sp, 6cp [b]Concept[/b]: Kidnapped and tortured by goblins as a boy, Gron Vandail now harbors an unyielding hatred for the little creatures, and wishes not only to keep others from suffering his same fate, but also to destroy goblins wherever he finds them. [b]Appearance[/b]: 5’6”, 145lbs, shaved bald, with a light brown goatee, green eyes, wearing the nomadic clothing typical of a Varisian, bearing proudly a belt of goblin skulls, as well as the scars of his time as a goblin torture victim. [sblock=Background]Gron Vandail was born the son of a carpenter and part-time lumberjack in the small woodland village of Sutter, located just southeast of the Lurkwood. The Vandail family, along with the other seven families that made up Sutter, depended on logging and hunting for their subsistence. A fire burned down the Vandail home when Gron was seven years old, and for a time, the family camped in the woods nearby while the Vandails and the rest of the village worked to rebuild the home. It was during this period that goblins began to raid Sutter. It was first a few brief incursions, but the goblins grew more and more bold. One night, the goblins came and kidnapped Gron and two other children of roughly the same age. The goblins took the children into the woods, to a rough encampment. There, the goblins took many liberties with the captive children, including mental and physical torture, ritual scarring, and in the case of two of the children, feasting. Gron proved just strong enough to escape the goblin camp, and returned to Sutter to tell the tale of his captivity. The men of Sutter drew arms and made an attack on the goblin camp. Gron, seething with hatred for the goblins, secretly tagged along, but did not fight. Gron watched as his father, his older brothers, and other men of Sutter hacked the goblins to pieces, and enjoyed the display. Even with every last goblin dispatched, however, Gron was not satisfied. When he was old enough, Gron sought the guidance of Prater Non, a skilled woodsman and hunter, who was also a village elder. Non taught the Vandail youth in the ways of archery, stealth, hunting, and bow crafting. When Gron reached maturity, the presence of other creatures of the Lurkwood, such as ogres and giants, had made logging more and more difficult, and a decision was made to travel south to seek a new place to ply their trades. Gron took the opportunity to leave Sutter and his family, explaining that he wanted to find goblins to slay and somehow sate his blood lust. Though his family did not understand, they wished Gron well, equipped him as best they could for the journey, and sent him on to Riddleport, the nearest city. In Riddleport, Gron found employment with a merchant named Tosh, who sold weapons and armor, and had an opening for a bowyer. Gron worked there for some time, but was bored with life as a tradesman. Seeking a chance to prove himself, Gron volunteered to help take one of Tosh’s shipments across the Varisian Gulf to Sandpoint. Just before reaching its destination, the ship hit a brutal storm, and dashed upon rocks south of Windsong Abbey. Gron ushered six surviving crewmen to shore, and together they made for Sandpoint. Upon arriving in Sandpoint, Gron made sure that his fellow travelers were cared for, and then he went about trying to secure passage back to Riddleport. Despite his best effort, Gron has not yet earned enough gold to return to Riddleport, so he continues to seek employment to earn his way back home.[/sblock] [/QUOTE]
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