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
Playing the Game
Talking the Talk
[RAVENLOFT] [5e] Death House OOC
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="CanadienneBacon" data-source="post: 6829414" data-attributes="member: 11146"><p><strong>Girri, NG Variant Human Cleric (Knowledge) of Istus 1</strong></p><p></p><p><em><strong>NOTES TO SELF:</strong> Updated and condensed the background. Still mulling the decision whether to dump Abyssal and take Halfling. Per IG, updated bladed scarf to 1d4, finesse, reach. Still mulling whether to replace thieves' tools with healer's kit to reflect Vistari knowledge of herbs. Am now giving serious consideration to changing alignment to LG and re-drafting background to make her alignment and goals the product of a geas received as sentence for conviction for theft. Still considering substituting Trickery domain for Knowledge, but probably will not go this route; I want a good-aligned character, and Trickery fits that less well than Knowledge.</em></p><p></p><p>[section][align=left]http://i.imgur.com/3sIZGeE.jpg[/align]</p><p></p><p></p><p></p><p><strong>Deity:</strong> Istus</p><p style="margin-left: 20px">Goddess of fate and destiny</p> <p style="margin-left: 20px">Weaver's spindle with three strands</p><p><strong>HP:</strong> 8/8</p><p><strong>AC:</strong> 15 (leather armor and shield)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 30</p><p><strong>Saves:</strong> Wisdom, Charisma</p><p><strong>Languages:</strong> Abyssal (background), Elvish <strong>D</strong>, Dwarvish <strong>D</strong></p><p><strong>Passive Perception:</strong> +7</p><p></p><p></p><p><strong>STR:</strong> 10</p><p><strong>DEX:</strong> 14</p><p><strong>CON:</strong> 10</p><p><strong>INT: </strong> 12*</p><p><strong>WIS:</strong> 16*</p><p><strong>CHA:</strong> 14</p><p></p><p>*+1 from Variant Human, and Wisdom received an additional +1 boost from the Observant feat[/section]</p><p>[sblock=Nuts]<strong><u>Spellcasting</u>:</strong></p><p><strong>Spell Save DC:</strong> 13</p><p><strong>Spell attack modifier:</strong> +5</p><p><strong>Cantrips (3):</strong> <em>light</em>, <em>sacred flame</em>, <em>thaumaturgy</em></p><p><strong>1st level (2/2):</strong> <em>cure wounds</em>, <em>inflict wounds</em>, <em>protection from evil</em>, <em>sanctuary</em>, <em>command</em> <strong>D</strong>, <em>identify</em> <strong>D</strong></p><p><strong>Divine Domain:</strong> Knowledge</p><p>Blessings of Knowledge: </p><p style="margin-left: 20px">Languages: Elvish, Dwarvish</p> <p style="margin-left: 20px">Proficiency: Arcana, Nature (double proficiency bonus in both)</p><p></p><p><strong><u>Attack</u>:</strong></p><p><strong>Bladed Scarf</strong> +4, 1d4+2, finesse, 10 ft reach</p><p><strong>Dagger</strong> +4, 1d4+2, thrown</p><p><strong>Dagger</strong> +2, 1d4, melée</p><p></p><p><strong><u>Feat</u>:</strong> Observant: Wisdom +1, can read lips, passive Perception +5, and passive Investigation +5</p><p></p><p><strong><u>Background</u>:</strong> Gypsy (Custom)</p><p><strong>Feature:</strong> Palm Reader: You automatically know one significant event in an individual's history just from touching or seeing the life lines on their palm.</p><p><strong>Skills:</strong> Insight, Sleight of Hand</p><p><strong>Language:</strong> <span style="color: #FF0000">Abyssal -- might swap this out for something less grim, will wait a bit and think on it</span></p><p><strong>Tool Proficiency:</strong> <span style="color: #FF0000">Thieves' tools -- might swap this out for herbalist kit, still mulling</span></p><p><strong>Traits:</strong> </p><p style="margin-left: 20px">I see omens in every event and action. Istus speaks, we must listen.</p> <p style="margin-left: 20px">Flattery is my preferred trick for getting what I want.</p><p><strong>Ideal:</strong> I am a free spirit -- no one tells me what to do.</p><p><strong>Bond:</strong> <span style="color: #FF0000">TBD, depends on campaign</span></p><p><strong>Flaw:</strong> I attract trouble.</p><p></p><p><strong><u>Skills</u>:</strong></p><p><strong>Acrobatics 4</strong> (race)</p><p>Animal Handling 3</p><p><strong>Arcana 5</strong> (knowledge)</p><p>Athletics 0</p><p>Deception 2</p><p>History 1</p><p><strong>Insight 5</strong> (background)</p><p>Intimidation 2</p><p>Investigation 1</p><p>Medicine 3</p><p><strong>Nature 6</strong> (knowledge)</p><p>Perception 3</p><p>Performance 2</p><p><strong>Persuasion 4</strong> (cleric)</p><p><strong>Religion 3</strong> (cleric)</p><p><strong>Sleight of Hand 4</strong> (background)</p><p>Stealth 2</p><p>Survival 3</p><p></p><p><strong><u>Equipment</u>:</strong></p><p>Bladed scarf</p><p>Dagger, 2</p><p>Leather armor</p><p>Explorer's pack</p><p>Shield (a <s>manhole cover</s> trashcan lid scavenged from a junk heap)</p><p>Holy Symbol[/sblock]</p><p></p><p>[sblock=Bolts]</p><p></p><p>[sblock=Description]Girri is twenty-eight and attractive, if hard-looking. Dark brown hair flows freely and frames blue eyes both quick and calculating--when not shrouded in a Shiver-induced fever. Girri dresses in layers of colorful scarves, beneath which she sports piecemeal leather armor. She's proud of her armor; it was hard work stealing it a piece at a time off drunk and wanton men. Girri has a quick smile and likes a joke, but guards herself against the overly inquisitive. Her humor and charm are defense mechanisms; despite a mirthful exterior, Girri is a cynic. The world has burned her one too many times, and she is slow to trust. Still, her heart is good. She's a thief, but then again thieving is necessary when you've no kin and no connections. Girri prefers to stay in the middle of the pack. She blends in better in the center of a crowd, where she isn't as open to attack from her vulnerable front and rear. Her freshly kicked drug addition and wintertime Consumption conspire to preclude good health; Girri is weak. Neither strong nor particularly hale, Girri is not well-suited to be a front-line fighter. She is, however, wise, sinuous, and crafty; Girri uses her daggers from a distance when possible, preferring to throw rather than stab. She also keeps a scarf woven through with secreted razors, which she uses as a reach weapon. Girri dabbles in prophecy and dreams, and some in herbs. The former she learned from Mother Crone, the latter comes from her Roma heritage. Girri's loyalty is hard-won but once given is unlikely to be retracted. She hasn't any friends, and so her loneliness makes her vulnerable[/sblock]</p><p></p><p>[sblock=Background]Born in the haberdasherie district of Waterdeep to a mother of Vistari descent, Girri learned the city streets at an early age: the best pick-pocketing is done in the temple district on worship-day morning; warm bread for one's belly is obtained quicker by theft than by baking it oneself; men are fools for women; and trouble comes to those overly finicky about their next bed and meal. Likely Lamm, a Waterdhaven caravaner bartered for the sale of Girri from her indigent mother when Girri was eight. He wanted Girri for his Little Lamms, a crew of child pick-pockets, but Girri bit him and proved too recalcitrant to train. Lamm sold her to the stoop-backed Mother Crone of Bent Trace Futures, where Girri has served as shop girl for the last twenty years. Sweeping the floor, preparing the old Crone's gruel, polishing the seer's "reliquary" on display in the reading room, hawking for customers--until last autumn, these filled Girri's days. By saving the occasional tip dropped by a customer (gone unnoticed by the old lady) and honest street thieving, Girri bought her freedom from Mother Crone and, leaving the Futurities shop on Bent Trace, set off for the city docks in the middle district hoping to ply the tidbits of fate-telling she'd gleaned over the years. </p><p></p><p>Without a roof over her head, however, winter got the better of Girri. When Lamm chanced upon her one night in a dank hole-in-the-wall taproom, Girri had already fallen to Consumption. Lamm's promise that a little Shiver would warm her sounded good, so she paid with the small coins she had. True to his word, the Shiver made Girri <em>feel</em> warmer. The hard truth, however, was that the drug gave the girl a false sense of well-being. Cold, on the streets in the dead of winter, and down to her last three coppers, Girri took to overnighting in doorways and under dock pilings. When Lamm raised the price of dose of Shiver, Girri found herself without means to maintain her addiction, and so was forcibly retired from using. It was that or up her thieving game, and Magistrate Feek had let her off with a warning once already. Weakened by sickness and haggard to the bone by the price of her "freedom," Girri has a bone to pick with Lamm that may result in the villain's head in a sewer. [/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="CanadienneBacon, post: 6829414, member: 11146"] [b]Girri, NG Variant Human Cleric (Knowledge) of Istus 1[/b] [I][B]NOTES TO SELF:[/B] Updated and condensed the background. Still mulling the decision whether to dump Abyssal and take Halfling. Per IG, updated bladed scarf to 1d4, finesse, reach. Still mulling whether to replace thieves' tools with healer's kit to reflect Vistari knowledge of herbs. Am now giving serious consideration to changing alignment to LG and re-drafting background to make her alignment and goals the product of a geas received as sentence for conviction for theft. Still considering substituting Trickery domain for Knowledge, but probably will not go this route; I want a good-aligned character, and Trickery fits that less well than Knowledge.[/I] [section][align=left]http://i.imgur.com/3sIZGeE.jpg[/align] [b]Deity:[/b] Istus [indent]Goddess of fate and destiny[/indent] [indent]Weaver's spindle with three strands[/indent] [B]HP:[/B] 8/8 [B]AC:[/B] 15 (leather armor and shield) [B]Initiative:[/B] +2 [B]Speed:[/B] 30 [B]Saves:[/B] Wisdom, Charisma [b]Languages:[/b] Abyssal (background), Elvish [b]D[/b], Dwarvish [b]D[/b] [b]Passive Perception:[/b] +7 [B]STR:[/B] 10 [B]DEX:[/B] 14 [B]CON:[/B] 10 [B]INT: [/B] 12* [B]WIS:[/B] 16* [B]CHA:[/B] 14 *+1 from Variant Human, and Wisdom received an additional +1 boost from the Observant feat[/section] [sblock=Nuts][B][U]Spellcasting[/U]:[/B] [b]Spell Save DC:[/b] 13 [b]Spell attack modifier:[/b] +5 [b]Cantrips (3):[/b] [I]light[/I], [I]sacred flame[/I], [I]thaumaturgy[/I] [b]1st level (2/2):[/b] [I]cure wounds[/I], [I]inflict wounds[/I], [I]protection from evil[/I], [I]sanctuary[/I], [I]command[/I] [b]D[/b], [I]identify[/I] [b]D[/b] [b]Divine Domain:[/b] Knowledge Blessings of Knowledge: [indent]Languages: Elvish, Dwarvish[/indent] [indent]Proficiency: Arcana, Nature (double proficiency bonus in both)[/indent] [b][U]Attack[/U]:[/b] [b]Bladed Scarf[/b] +4, 1d4+2, finesse, 10 ft reach [b]Dagger[/b] +4, 1d4+2, thrown [b]Dagger[/b] +2, 1d4, melée [b][u]Feat[/u]:[/b] Observant: Wisdom +1, can read lips, passive Perception +5, and passive Investigation +5 [b][U]Background[/U]:[/b] Gypsy (Custom) [b]Feature:[/b] Palm Reader: You automatically know one significant event in an individual's history just from touching or seeing the life lines on their palm. [b]Skills:[/b] Insight, Sleight of Hand [b]Language:[/b] [COLOR="#FF0000"]Abyssal -- might swap this out for something less grim, will wait a bit and think on it[/COLOR] [b]Tool Proficiency:[/b] [COLOR="#FF0000"]Thieves' tools -- might swap this out for herbalist kit, still mulling[/COLOR] [b]Traits:[/b] [indent]I see omens in every event and action. Istus speaks, we must listen.[/indent] [indent]Flattery is my preferred trick for getting what I want.[/indent] [b]Ideal:[/b] I am a free spirit -- no one tells me what to do. [b]Bond:[/b] [COLOR="#FF0000"]TBD, depends on campaign[/COLOR] [b]Flaw:[/b] I attract trouble. [B][U]Skills[/U]:[/B] [b]Acrobatics 4[/b] (race) Animal Handling 3 [b]Arcana 5[/b] (knowledge) Athletics 0 Deception 2 History 1 [b]Insight 5[/b] (background) Intimidation 2 Investigation 1 Medicine 3 [b]Nature 6[/b] (knowledge) Perception 3 Performance 2 [b]Persuasion 4[/b] (cleric) [b]Religion 3[/b] (cleric) [b]Sleight of Hand 4[/b] (background) Stealth 2 Survival 3 [B][U]Equipment[/U]:[/b] Bladed scarf Dagger, 2 Leather armor Explorer's pack Shield (a [s]manhole cover[/s] trashcan lid scavenged from a junk heap) Holy Symbol[/sblock] [sblock=Bolts] [sblock=Description]Girri is twenty-eight and attractive, if hard-looking. Dark brown hair flows freely and frames blue eyes both quick and calculating--when not shrouded in a Shiver-induced fever. Girri dresses in layers of colorful scarves, beneath which she sports piecemeal leather armor. She's proud of her armor; it was hard work stealing it a piece at a time off drunk and wanton men. Girri has a quick smile and likes a joke, but guards herself against the overly inquisitive. Her humor and charm are defense mechanisms; despite a mirthful exterior, Girri is a cynic. The world has burned her one too many times, and she is slow to trust. Still, her heart is good. She's a thief, but then again thieving is necessary when you've no kin and no connections. Girri prefers to stay in the middle of the pack. She blends in better in the center of a crowd, where she isn't as open to attack from her vulnerable front and rear. Her freshly kicked drug addition and wintertime Consumption conspire to preclude good health; Girri is weak. Neither strong nor particularly hale, Girri is not well-suited to be a front-line fighter. She is, however, wise, sinuous, and crafty; Girri uses her daggers from a distance when possible, preferring to throw rather than stab. She also keeps a scarf woven through with secreted razors, which she uses as a reach weapon. Girri dabbles in prophecy and dreams, and some in herbs. The former she learned from Mother Crone, the latter comes from her Roma heritage. Girri's loyalty is hard-won but once given is unlikely to be retracted. She hasn't any friends, and so her loneliness makes her vulnerable[/sblock] [sblock=Background]Born in the haberdasherie district of Waterdeep to a mother of Vistari descent, Girri learned the city streets at an early age: the best pick-pocketing is done in the temple district on worship-day morning; warm bread for one's belly is obtained quicker by theft than by baking it oneself; men are fools for women; and trouble comes to those overly finicky about their next bed and meal. Likely Lamm, a Waterdhaven caravaner bartered for the sale of Girri from her indigent mother when Girri was eight. He wanted Girri for his Little Lamms, a crew of child pick-pockets, but Girri bit him and proved too recalcitrant to train. Lamm sold her to the stoop-backed Mother Crone of Bent Trace Futures, where Girri has served as shop girl for the last twenty years. Sweeping the floor, preparing the old Crone's gruel, polishing the seer's "reliquary" on display in the reading room, hawking for customers--until last autumn, these filled Girri's days. By saving the occasional tip dropped by a customer (gone unnoticed by the old lady) and honest street thieving, Girri bought her freedom from Mother Crone and, leaving the Futurities shop on Bent Trace, set off for the city docks in the middle district hoping to ply the tidbits of fate-telling she'd gleaned over the years. Without a roof over her head, however, winter got the better of Girri. When Lamm chanced upon her one night in a dank hole-in-the-wall taproom, Girri had already fallen to Consumption. Lamm's promise that a little Shiver would warm her sounded good, so she paid with the small coins she had. True to his word, the Shiver made Girri [I]feel[/I] warmer. The hard truth, however, was that the drug gave the girl a false sense of well-being. Cold, on the streets in the dead of winter, and down to her last three coppers, Girri took to overnighting in doorways and under dock pilings. When Lamm raised the price of dose of Shiver, Girri found herself without means to maintain her addiction, and so was forcibly retired from using. It was that or up her thieving game, and Magistrate Feek had let her off with a warning once already. Weakened by sickness and haggard to the bone by the price of her "freedom," Girri has a bone to pick with Lamm that may result in the villain's head in a sewer. [/sblock] [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
[RAVENLOFT] [5e] Death House OOC
Top