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
Planetouched Peril Characters (PbP Newbie Game)
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="Ghostknight" data-source="post: 1571661" data-attributes="member: 15338"><p><strong>Heliad noman's Son, Priest of Pelor</strong></p><p></p><p>Helliad Noman's Son</p><p>Male Human Cleric 2</p><p>Alignment: NeutralGood</p><p>Height: 5' 9''</p><p>Weight: 150lbs</p><p>Hair: Brown</p><p>Eyes: Green</p><p>Age: 21</p><p></p><p>Str: 14 (+2) [6 points] </p><p>Dex: 10 (+0) [2 points]</p><p>Con: 12 (+1) [4 points] </p><p>Int: 12 (+1) [4 points] </p><p>Wis: 16 (+3) [10 points] </p><p>Cha: 14 (+2) [6points] </p><p></p><p>Class and Racial Abilties:</p><p>Turn Undead</p><p>Human versatality</p><p></p><p>Hit Dice: 2d8 + 2</p><p>HP: 16 (8+6+2)</p><p>AC: 18 (+7 half plate, +1 Shield)</p><p>Init: +0</p><p>Speed: 30ft</p><p>Armor Check Penalty: </p><p></p><p>Saves:</p><p>Fortitude +4 [+3 base, +1 Con]</p><p>Reflex +2 [0 base, +0 Dex, +2 Lightning reflexes]</p><p>Will +6 [+3 base, +3 Wis]</p><p></p><p>BAB: +1/+3</p><p>Melee Atk: +3 heavy Mace (1d8+2 dmg, x2 critical, bludgeoning)</p><p></p><p></p><p>Skills:</p><p>Knowledge (Religion) +6 [5 ranks, +1 Int] (+2 bonus when turning undead)</p><p>Heal 10 [5 ranks, +3 wis +2 from kit] </p><p>Concentation 5[4 ranks, +1 Con]</p><p>Spellcraft +3 [2 ranks, +1 int]</p><p>Diplomacy +4 [2 ranks, +2 Cha] </p><p>Ride +1 [1 rank] cc</p><p></p><p>Proficiencies:</p><p>Simple weapons</p><p>Armor (ALL)</p><p>Shields (Exept tower shield)</p><p></p><p>Feats:</p><p>Lightning Reflexes (Human)</p><p>Improved Turning (turns undead as Level 3 cleric)</p><p></p><p>Domains: Sun, Healing</p><p>Sun:Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead</p><p>Healing:You cast healing spells at +1 caster level</p><p></p><p>Spells Memorised</p><p>Level 0</p><p>Purify food and drink</p><p>Detect Magic</p><p>Resistance</p><p>Create water</p><p></p><p>Level 1</p><p>Summon monster 1</p><p>Shield of faith</p><p>Sanctuary</p><p>(D) Endure Elements</p><p></p><p>Languages</p><p>Common, Celestial</p><p></p><p>Equipment:</p><p>backpack</p><p>bedroll</p><p>50ft. silk rope</p><p>belt pouch</p><p>flint and steel</p><p>5 sunrods</p><p>silver holy symbol of Pelor</p><p>2 flasks holy watr</p><p>fishing net</p><p>Healer's kit</p><p>Military saddle</p><p>saddle bags</p><p>5 days iron rations</p><p>Half plate armor</p><p>Light steel shield</p><p>3 vials oil</p><p><strong>Sun's Draught</strong> - This is a crystal vial with a gilded carving of Pelor's sun disk on one side, stoppered with gold. Once per day it will fill with a potion of cure light wounds that heals 1d8+6 points of damage that must be drunk from the bottle to have any effect. Drinking it fills the imbiber with an sensation of warmth.</p><p></p><p>Money: 36 gp, 1sp</p><p></p><p>Appearance: From his carefully combed hair, braided into a neat top knot, to his well polished leather boots, there is only one word to describe Helliad - neat. He wears a goatee, neatly trimmed and waxed, his surcoat with the symbol of Pelor kept pristine (packed away during travel, being put on for praying). His face is relaxed, radiating a benign acceptance to all he meets, his large green eyes easily meeting those of others.</p><p></p><p>Personality: Helliad comes across as a bit strange. He is jovial and kind, helping others with an ease born of practice. He is quick to volunteer to assist and can often be found wandering around doing chores for those less able. But there is also a bitterness to him, reflected in his name. He is friendly to all yet has created no close friendships. He is the healer at the doorstep, the supporter of the crippled, helping the elderly to carry a bucket of water to their homes but at the same time he is alone, relying on no one and keeping his past to himself and relying on his own counsel.</p><p></p><p>Helliad has grown up in Andeluvay. He knows the streets, especially around the poor quarters where he is often found administering to those in need. He sees the need for the light of Pelor in the faces of the poor and downtrodden and chooses his associations with care - enough to lighten the day but not enough to bring any too close.</p><p></p><p>Background: Helliad is a foundling, left on the steps of the Cjurch of Pelor as a babe. He has no knowledge of who his parents are or why he was abandoned. He has grown up immersed in the rituals of the church, looked after by the Lady Amarina, a healer and cleric of Pelor. He has imbibed the ethos of Pelor and sees the Church as father, mother, sister and brother. He is quick to seek advantage for the Church and quick to take offense when the Church is slighted.</p><p></p><p>In Andeluvay he watches the machinations of the Churches and the Lords. The politicing seemingly getting in the way of real progress, he decided that he could only create the change he desires if he is one of the powerful of the Churches faithful. </p><p></p><p>So decided, so acted upon, going to the adventurer's guild he joined up, seeking others that seek to bring healing and light to the world (and elevate in the ranks of the faithful so he can bring some good to the council!). So far he has not spread the light of Pelor far but he will do so, he knows it! (even if some of the others smile at the armor he has bought with its very ostentatious symbol of pelor emblazoned on the front!)</p><p></p><p>Heliad's Mount</p><p></p><p>Juniper</p><p>Warhorse, Light</p><p>Large Animal</p><p>Hit Dice: 3d8+9 (22 hp)</p><p>Initiative: +1</p><p>Speed: 60 ft. (12 squares)</p><p>AC: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13</p><p>Base Attack/Grapple: +2/+9</p><p>Attack: Hoof +4 melee (1d4+3)</p><p>Full Attack: 2 hooves +4 melee (1d4+3) and bite +1 melee (1d3+1)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: —</p><p>Special Qualities: Low-light vision, scent</p><p>Saves: Fort +6, Ref +4, Will +3</p><p>Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 15, Cha 6</p><p>Skills: Listen +4, Spot +4</p><p>Feats: Endurance, Run</p><p>Environment: Temperate plains</p><p>Organization: Domesticated</p><p>Challenge Rating: 1</p><p>Carrying Capacity: Light load - 230lbs. or less, Medium load - 231-460lbs., Heavy load - 461 - 690lbs., Juniper can drag 3,450lbs. </p><p></p><p>Juniper is what is known as a "blue" horse, because his black and gray coloration looks blue from a distance. He is quite calm under pressure, and has an uncanny knack about trails. Juniper is outfitted with a dark blue leather riding saddle, a bit and bridle (his name is worked into the leather of his halter), and a pair of saddlebags (that contain a care kit of currycomb, brush, and hoofpick). Juniper knows the following tricks: Attack, Defend, Guard, Assist Track, Come, and Stay.</p></blockquote><p></p>
[QUOTE="Ghostknight, post: 1571661, member: 15338"] [b]Heliad noman's Son, Priest of Pelor[/b] Helliad Noman's Son Male Human Cleric 2 Alignment: NeutralGood Height: 5' 9'' Weight: 150lbs Hair: Brown Eyes: Green Age: 21 Str: 14 (+2) [6 points] Dex: 10 (+0) [2 points] Con: 12 (+1) [4 points] Int: 12 (+1) [4 points] Wis: 16 (+3) [10 points] Cha: 14 (+2) [6points] Class and Racial Abilties: Turn Undead Human versatality Hit Dice: 2d8 + 2 HP: 16 (8+6+2) AC: 18 (+7 half plate, +1 Shield) Init: +0 Speed: 30ft Armor Check Penalty: Saves: Fortitude +4 [+3 base, +1 Con] Reflex +2 [0 base, +0 Dex, +2 Lightning reflexes] Will +6 [+3 base, +3 Wis] BAB: +1/+3 Melee Atk: +3 heavy Mace (1d8+2 dmg, x2 critical, bludgeoning) Skills: Knowledge (Religion) +6 [5 ranks, +1 Int] (+2 bonus when turning undead) Heal 10 [5 ranks, +3 wis +2 from kit] Concentation 5[4 ranks, +1 Con] Spellcraft +3 [2 ranks, +1 int] Diplomacy +4 [2 ranks, +2 Cha] Ride +1 [1 rank] cc Proficiencies: Simple weapons Armor (ALL) Shields (Exept tower shield) Feats: Lightning Reflexes (Human) Improved Turning (turns undead as Level 3 cleric) Domains: Sun, Healing Sun:Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead Healing:You cast healing spells at +1 caster level Spells Memorised Level 0 Purify food and drink Detect Magic Resistance Create water Level 1 Summon monster 1 Shield of faith Sanctuary (D) Endure Elements Languages Common, Celestial Equipment: backpack bedroll 50ft. silk rope belt pouch flint and steel 5 sunrods silver holy symbol of Pelor 2 flasks holy watr fishing net Healer's kit Military saddle saddle bags 5 days iron rations Half plate armor Light steel shield 3 vials oil [B]Sun's Draught[/B] - This is a crystal vial with a gilded carving of Pelor's sun disk on one side, stoppered with gold. Once per day it will fill with a potion of cure light wounds that heals 1d8+6 points of damage that must be drunk from the bottle to have any effect. Drinking it fills the imbiber with an sensation of warmth. Money: 36 gp, 1sp Appearance: From his carefully combed hair, braided into a neat top knot, to his well polished leather boots, there is only one word to describe Helliad - neat. He wears a goatee, neatly trimmed and waxed, his surcoat with the symbol of Pelor kept pristine (packed away during travel, being put on for praying). His face is relaxed, radiating a benign acceptance to all he meets, his large green eyes easily meeting those of others. Personality: Helliad comes across as a bit strange. He is jovial and kind, helping others with an ease born of practice. He is quick to volunteer to assist and can often be found wandering around doing chores for those less able. But there is also a bitterness to him, reflected in his name. He is friendly to all yet has created no close friendships. He is the healer at the doorstep, the supporter of the crippled, helping the elderly to carry a bucket of water to their homes but at the same time he is alone, relying on no one and keeping his past to himself and relying on his own counsel. Helliad has grown up in Andeluvay. He knows the streets, especially around the poor quarters where he is often found administering to those in need. He sees the need for the light of Pelor in the faces of the poor and downtrodden and chooses his associations with care - enough to lighten the day but not enough to bring any too close. Background: Helliad is a foundling, left on the steps of the Cjurch of Pelor as a babe. He has no knowledge of who his parents are or why he was abandoned. He has grown up immersed in the rituals of the church, looked after by the Lady Amarina, a healer and cleric of Pelor. He has imbibed the ethos of Pelor and sees the Church as father, mother, sister and brother. He is quick to seek advantage for the Church and quick to take offense when the Church is slighted. In Andeluvay he watches the machinations of the Churches and the Lords. The politicing seemingly getting in the way of real progress, he decided that he could only create the change he desires if he is one of the powerful of the Churches faithful. So decided, so acted upon, going to the adventurer's guild he joined up, seeking others that seek to bring healing and light to the world (and elevate in the ranks of the faithful so he can bring some good to the council!). So far he has not spread the light of Pelor far but he will do so, he knows it! (even if some of the others smile at the armor he has bought with its very ostentatious symbol of pelor emblazoned on the front!) Heliad's Mount Juniper Warhorse, Light Large Animal Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 60 ft. (12 squares) AC: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 Base Attack/Grapple: +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 hooves +4 melee (1d4+3) and bite +1 melee (1d3+1) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +4, Will +3 Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 15, Cha 6 Skills: Listen +4, Spot +4 Feats: Endurance, Run Environment: Temperate plains Organization: Domesticated Challenge Rating: 1 Carrying Capacity: Light load - 230lbs. or less, Medium load - 231-460lbs., Heavy load - 461 - 690lbs., Juniper can drag 3,450lbs. Juniper is what is known as a "blue" horse, because his black and gray coloration looks blue from a distance. He is quite calm under pressure, and has an uncanny knack about trails. Juniper is outfitted with a dark blue leather riding saddle, a bit and bridle (his name is worked into the leather of his halter), and a pair of saddlebags (that contain a care kit of currycomb, brush, and hoofpick). Juniper knows the following tricks: Attack, Defend, Guard, Assist Track, Come, and Stay. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Planetouched Peril Characters (PbP Newbie Game)
Top