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[RG][D&D 4E] A Paid Trip to Spellhold
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<blockquote data-quote="Rathan" data-source="post: 4734223" data-attributes="member: 1322"><p>[sblock=Grendel Holylight]</p><p>]Grendel Holylight</p><p>Male Shifter Cleric of Melora</p><p>Level 1</p><p>Representing Rathan</p><p></p><p>Strength 16 (+3) [+2 Racial] [5 pts.]</p><p>Constitution 12 (+1) [2 pts.]</p><p>Dexterity 10 (+0) [0 pts.]</p><p>Intelligence 12 (+1) [4 pts.]</p><p>Wisdom 18 (+4) [+2 Racial] [9 pts.]</p><p>Charisma 12 (+1) [2 pts.]</p><p> </p><p>Height: 5' 9"</p><p>Weight: 150 lb</p><p>Skin: Tan</p><p>Eyes: Black</p><p>Hair: Brown; Straight; Gotee</p><p></p><p>Maximum Hit Points: 24</p><p> </p><p></p><p> Bloodied: 12</p><p> Surge Value: 6</p><p> Surges / Day: 8 [includes constitution modifier]</p><p> </p><p></p><p>Size: Medium</p><p>Speed: 5 squares [-1 Armor]</p><p>Vision: Low-light</p><p></p><p>Initiative: 1d20 +0</p><p>Base Strength Attack: 1d20 +3 = + 3 [strength]</p><p>Base Dexterity Attack: 1d20 +0 = + 0 [dexterity]</p><p>Base Constitution Attack: 1d20 +1 = + 1 [constitution]</p><p>Base Intelligence Attack: 1d20 +1 = + 1 [intelligence]</p><p>Base Wisdom Attack: 1d20 +4 = + 4 [wisdom]</p><p>Base Charisma Attack: 1d20 +1 = + 1 [charisma]</p><p></p><p>Armor Class: 16 = 10 + 6 [Chain]</p><p>Fortitude Defense: 11 = 10 + 1 [constitution]</p><p>Reflex Defense: 10 = 10 </p><p>Will Defense: 16 = 10 +2 [Cleric] + 4 [wisdom]</p><p></p><p>Armor: Chain (40 lb)</p><p></p><p>Shield: None</p><p></p><p>Attacks:</p><p></p><p>Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength]</p><p>Great Club: +6 = +3 [base strength] +2 [Prof.] +1 [Feat] vs AC; damage 1[W]= 2d4+3 [strength]</p><p>Javelin x2: +2 [Prof.] vs AC; damage 1[W] 1d6 Range 10/20</p><p> </p><p></p><p>Base Saving Throw: d20 vs 10</p><p></p><p>Encumberance</p><p></p><p>Languages: Common, Elven</p><p></p><p>Skills:</p><p></p><p> Acrobatics: -1 = +0 [dexterity] -1 [armor]</p><p> Arcana: +1 = +1 [intelligence]</p><p> Athletics: +5 = +3 [strength] +2 [Racial]</p><p> Bluff: +1 = +1 [charisma]</p><p> Diplomacy: +6 = +1 [charisma] +5 [Trained]</p><p> Dungeoneering: +4 = +4 [wisdom]</p><p> Endurance: +3 = +1 [constitution] +2 [Racial]</p><p> Heal: +9 = +4 [wisdom] + 5 [class training]</p><p> History: +1 = +1 [intelligence]</p><p> Insight: +9 = +4 [wisdom] +5 {Trained]</p><p> Intimidate: +1 = +1 [charisma]</p><p> Nature: +4 = +4 [wisdom]</p><p> Perception: +4 = +4 [wisdom]</p><p> Religion: +6 = +1 [intelligence] +5 [Trained]</p><p> Stealth: +0 </p><p> Streetwise: +1 = +1 [charisma]</p><p> Thievery: +0 </p><p></p><p>Feats:</p><p></p><p>Weapon Expertise (Mace)</p><p>Benefit: Choose a weapon group. You gain a +1</p><p>bonus to attack rolls with any weapon power you use</p><p>with a weapon from that group. The bonus increases</p><p>to +2 at 15th level and +3 at 25th level.</p><p></p><p></p><p>At-Will:</p><p></p><p><span style="color: green">Priest’s Shield</span> (Divine, Weapon)</p><p>Standard Action Melee weapon</p><p>Target: One creature</p><p>Attack: +6 [+3 str +2 Prof with weapon +1 weapon feat] vs. AC</p><p>Hit: 1[W] + 4 modifier damage, and you and one</p><p>adjacent ally gain a +1 power bonus to AC until the end of</p><p>your next turn.</p><p></p><p><span style="color: green">Righteous Brand</span> (Divine, Weapon)</p><p>Standard Action Melee weapon</p><p>Target: One creature</p><p>Attack: +6 [+3 str +2 Prof with weapon +1 weapon feat] vs. AC</p><p>Hit: 1[W] + 4 modifier damage, and one ally within</p><p>5 squares of you gains a power bonus to melee attack rolls</p><p>against the target equal to your Strength modifier until the</p><p>end of your next turn.</p><p></p><p></p><p></p><p>Encounter Powers:</p><p></p><p><span style="color: red">Channel Divinity: Divine Fortune</span> (Divine)</p><p>Free Action Personal</p><p>Effect: You gain a +1 bonus to your next attack roll or saving</p><p>throw before the end of your next turn.</p><p></p><p><span style="color: red">Channel Divinity: Turn Undead</span> (Divine, Implement, Radiant)</p><p>Standard Action Close burst 2</p><p>Target: Each undead creature in burst</p><p>Attack: +4 vs. Will</p><p>Hit: 1d10 + 4 modifier radiant damage, and you</p><p>push the target a number of squares equal to 3 + your</p><p>Charisma modifier. The target is immobilized until the end</p><p>of your next turn.</p><p>Miss: Half damage, and the target is not pushed or</p><p>immobilized.</p><p></p><p><span style="color: red">Healing Word</span> (Special - Divine, Healing)</p><p>Minor Action Close burst 5</p><p>Special: You can use this power twice per encounter, but only</p><p>once per round. At 16th level, you can use this power three</p><p>times per encounter.</p><p>Target: You or one ally</p><p>Effect: The target can spend a healing surge and regain an</p><p>additional 1d6 hit points.</p><p></p><p><span style="color: red">Healing Strike</span> (Divine, Healing, Radiant, Weapon)</p><p>Standard Action Melee weapon</p><p>Target: One creature</p><p>Attack: +6 [+3 str +2 Prof with weapon] +1 [weapon feat] vs. AC</p><p>Hit: 2[W] + 4 modifier radiant damage, and the</p><p>target is marked until the end of your next turn. In</p><p>addition, you or one ally within 5 squares of you can</p><p>spend a healing surge.</p><p></p><p></p><p>Daily Powers:</p><p></p><p><span style="color: grey">Beacon of Hope</span> (Divine, Healing, Implement)</p><p>Standard Action Close burst 3</p><p>Target: Each enemy in burst</p><p>Attack: +4 vs. Will</p><p>Hit: The target is weakened until the end of its next turn.</p><p>Effect: You and all your allies in the burst regain 5 hit points,</p><p>and your healing powers restore +5 hit points until the end</p><p>of the encounter.</p><p></p><p></p><p>Class/Race Features</p><p></p><p>Shifter RACIAL TRAITS</p><p>Average Height: 5´ 7˝–6´ 0˝</p><p>Average Weight: 130–180 lb.</p><p>Size: Medium</p><p>Speed: 6 squares</p><p>Vision: Low-light</p><p></p><p>LONGTOOTH SHIFTERS</p><p>Ability Scores: +2 Strength, +2 Wisdom</p><p>Skill Bonuses: +2 Athletics, +2 Endurance</p><p>Longtooth Shifting: You have the longtooth shifting</p><p>power.</p><p></p><p>Cleric</p><p></p><p>Class Features: Channel Divinity, Healer’s Lore, Healing</p><p>Word, Ritual Casting</p><p>Armor Proficiencies: Cloth, leather, hide, chainmail</p><p>Weapon Proficiencies: Simple melee, simple ranged</p><p>Implement: Holy symbol</p><p>Bonus to Defense: +2 Will</p><p>Hit Points at 1st Level: 12 + Constitution score</p><p>Hit Points per Level Gained: 5</p><p>Healing Surges per Day: 7 + Constitution modifier</p><p> </p><p></p><p>Kornic's Equipment:</p><p> </p><p>Weapons /Armor (from above) 50 lb</p><p>Backpack 6 lb</p><p>Bedroll 2 lb</p><p>Blanket, winter x1 2 lb</p><p>Caltrops 2 lb</p><p>Case (for map or scroll) 1 lb</p><p>Crowbar 4 lb</p><p>Fishing net 2 lb</p><p>Flint and steel 1 lb</p><p>Grappling hook 3 lb</p><p>Hammer 3 lb</p><p>Journeybread x10 3 lbs</p><p>Pitons x10 2 lb</p><p>Pouch (belt) x4 2 lb</p><p>Rope (50', hempen) x1 10 lb</p><p>Sunrods x2 1 lb</p><p>Waterskins x2 2 lb</p><p>Whetstone 1 lb</p><p>Healer kit 3 lb</p><p>Holy Symbol of Melora 1 lb</p><p>Total 95 lb[/sblock]</p><p></p><p>[sblock=More about Grendel Holylight<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p>Grendel Holylight's eyes shifted back and forth as his mind reeled at the sight of the wondrous capital city of Athklata. Normally a shifter avoided the the likes of large gatherings of 'sophisticated' beings, yet this shifter had skills not many of his race possessed. Grendel from a young age was taught by an outsider to his village a human by the name of Redgar Hornsbee, a traveling merchant and rogue scollar. Redgar was allowed to travel with the shifter tribe as he provided much needed communication with outsiders and was very kind to Genrdels people. The shifter tribe were a well known nomad type tribe of shifters that traveled the lands around Amn most notably in the Wealdath forest and the small ridge line that lie to the south of it, the Starspire Mountains. </p><p></p><p>Grendel himself was an oddity in his tribe and this was apparent in many ways, most notably however was his connection to a deity for which most of Grendels childhood remained unknown. Most in his tribe did not understand his powers or his gift and Grendel spent many hours of his childhood before council as elders of the tribe fought over weather he should be worshiped for his connections to a deity, or outcast as a 'oddity' which may spell the doom of his tribe if anyone of higher power came looking for him. It was not until Redgar was accepted by his tribe did Grendel learn who his goddess truly was of how rare of a connection he really had to her. </p><p></p><p>As most know shifters are very animalistic in nature and most do not have the compassity to understand ones connection with a higher power, there days are spent protecting the tribe, hunting, and whatever else need be done for the greater of the group. Once Redgar realized what connection Grendel had with his deity he began to learn him the arts of a priesthood. Gerndel learned to strike with the force of radiant power unmatched and unseen in his tribe before, but beyond this he learned from Redgar clarity of mind and diplomacy above and beyond just his tribes policy. Soon Grendels animalistic nature faded to quirks and old habits that die hard for one so attuned to nature, he became, with Redgars help, refined and ready to show his gift to the world outside his tribe. </p><p></p><p>The was pressing need for a leader to step up and speak for his tribe as well, the forests and mountain ridges were becoming scared of large herds of game to hunt, skin, and pillage much needed resources from and the shifters needed someone, they needed Grendel to be their voice in the large capital city of Athklata. There Grendel would be assigned to barter with the city for much needed gear and supplies for migration and the betterment of his tribe. Grendel was also to ask for permission to move to the North of Amn, or at least some of his tribe wanted passage there to see if game and supplies were more bountiful there and possibly open trade with other shifter tribes if available. Grendel was the 'sheep sent to the wolves' as most of his elders would say as he set forth for Athklata on his tasks at hand. Once in the city however Grendel found him under geared as he was accosted many times as an easy target from outside the city walls. It wasn't long before the animalistic priest took up city-folk protection in the form of better armor and weapons to protect himself in his ventures to come.[/sblock]</p></blockquote><p></p>
[QUOTE="Rathan, post: 4734223, member: 1322"] [sblock=Grendel Holylight] ]Grendel Holylight Male Shifter Cleric of Melora Level 1 Representing Rathan Strength 16 (+3) [+2 Racial] [5 pts.] Constitution 12 (+1) [2 pts.] Dexterity 10 (+0) [0 pts.] Intelligence 12 (+1) [4 pts.] Wisdom 18 (+4) [+2 Racial] [9 pts.] Charisma 12 (+1) [2 pts.] Height: 5' 9" Weight: 150 lb Skin: Tan Eyes: Black Hair: Brown; Straight; Gotee Maximum Hit Points: 24 Bloodied: 12 Surge Value: 6 Surges / Day: 8 [includes constitution modifier] Size: Medium Speed: 5 squares [-1 Armor] Vision: Low-light Initiative: 1d20 +0 Base Strength Attack: 1d20 +3 = + 3 [strength] Base Dexterity Attack: 1d20 +0 = + 0 [dexterity] Base Constitution Attack: 1d20 +1 = + 1 [constitution] Base Intelligence Attack: 1d20 +1 = + 1 [intelligence] Base Wisdom Attack: 1d20 +4 = + 4 [wisdom] Base Charisma Attack: 1d20 +1 = + 1 [charisma] Armor Class: 16 = 10 + 6 [Chain] Fortitude Defense: 11 = 10 + 1 [constitution] Reflex Defense: 10 = 10 Will Defense: 16 = 10 +2 [Cleric] + 4 [wisdom] Armor: Chain (40 lb) Shield: None Attacks: Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength] Great Club: +6 = +3 [base strength] +2 [Prof.] +1 [Feat] vs AC; damage 1[W]= 2d4+3 [strength] Javelin x2: +2 [Prof.] vs AC; damage 1[W] 1d6 Range 10/20 Base Saving Throw: d20 vs 10 Encumberance Languages: Common, Elven Skills: Acrobatics: -1 = +0 [dexterity] -1 [armor] Arcana: +1 = +1 [intelligence] Athletics: +5 = +3 [strength] +2 [Racial] Bluff: +1 = +1 [charisma] Diplomacy: +6 = +1 [charisma] +5 [Trained] Dungeoneering: +4 = +4 [wisdom] Endurance: +3 = +1 [constitution] +2 [Racial] Heal: +9 = +4 [wisdom] + 5 [class training] History: +1 = +1 [intelligence] Insight: +9 = +4 [wisdom] +5 {Trained] Intimidate: +1 = +1 [charisma] Nature: +4 = +4 [wisdom] Perception: +4 = +4 [wisdom] Religion: +6 = +1 [intelligence] +5 [Trained] Stealth: +0 Streetwise: +1 = +1 [charisma] Thievery: +0 Feats: Weapon Expertise (Mace) Benefit: Choose a weapon group. You gain a +1 bonus to attack rolls with any weapon power you use with a weapon from that group. The bonus increases to +2 at 15th level and +3 at 25th level. At-Will: [color=green]Priest’s Shield[/color] (Divine, Weapon) Standard Action Melee weapon Target: One creature Attack: +6 [+3 str +2 Prof with weapon +1 weapon feat] vs. AC Hit: 1[W] + 4 modifier damage, and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn. [color=green]Righteous Brand[/color] (Divine, Weapon) Standard Action Melee weapon Target: One creature Attack: +6 [+3 str +2 Prof with weapon +1 weapon feat] vs. AC Hit: 1[W] + 4 modifier damage, and one ally within 5 squares of you gains a power bonus to melee attack rolls against the target equal to your Strength modifier until the end of your next turn. Encounter Powers: [color=red]Channel Divinity: Divine Fortune[/color] (Divine) Free Action Personal Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn. [color=red]Channel Divinity: Turn Undead[/color] (Divine, Implement, Radiant) Standard Action Close burst 2 Target: Each undead creature in burst Attack: +4 vs. Will Hit: 1d10 + 4 modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn. Miss: Half damage, and the target is not pushed or immobilized. [color=red]Healing Word[/color] (Special - Divine, Healing) Minor Action Close burst 5 Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter. Target: You or one ally Effect: The target can spend a healing surge and regain an additional 1d6 hit points. [color=red]Healing Strike[/color] (Divine, Healing, Radiant, Weapon) Standard Action Melee weapon Target: One creature Attack: +6 [+3 str +2 Prof with weapon] +1 [weapon feat] vs. AC Hit: 2[W] + 4 modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge. Daily Powers: [color=grey]Beacon of Hope[/color] (Divine, Healing, Implement) Standard Action Close burst 3 Target: Each enemy in burst Attack: +4 vs. Will Hit: The target is weakened until the end of its next turn. Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter. Class/Race Features Shifter RACIAL TRAITS Average Height: 5´ 7˝–6´ 0˝ Average Weight: 130–180 lb. Size: Medium Speed: 6 squares Vision: Low-light LONGTOOTH SHIFTERS Ability Scores: +2 Strength, +2 Wisdom Skill Bonuses: +2 Athletics, +2 Endurance Longtooth Shifting: You have the longtooth shifting power. Cleric Class Features: Channel Divinity, Healer’s Lore, Healing Word, Ritual Casting Armor Proficiencies: Cloth, leather, hide, chainmail Weapon Proficiencies: Simple melee, simple ranged Implement: Holy symbol Bonus to Defense: +2 Will Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution modifier Kornic's Equipment: Weapons /Armor (from above) 50 lb Backpack 6 lb Bedroll 2 lb Blanket, winter x1 2 lb Caltrops 2 lb Case (for map or scroll) 1 lb Crowbar 4 lb Fishing net 2 lb Flint and steel 1 lb Grappling hook 3 lb Hammer 3 lb Journeybread x10 3 lbs Pitons x10 2 lb Pouch (belt) x4 2 lb Rope (50', hempen) x1 10 lb Sunrods x2 1 lb Waterskins x2 2 lb Whetstone 1 lb Healer kit 3 lb Holy Symbol of Melora 1 lb Total 95 lb[/sblock] [sblock=More about Grendel Holylight:] Grendel Holylight's eyes shifted back and forth as his mind reeled at the sight of the wondrous capital city of Athklata. Normally a shifter avoided the the likes of large gatherings of 'sophisticated' beings, yet this shifter had skills not many of his race possessed. Grendel from a young age was taught by an outsider to his village a human by the name of Redgar Hornsbee, a traveling merchant and rogue scollar. Redgar was allowed to travel with the shifter tribe as he provided much needed communication with outsiders and was very kind to Genrdels people. The shifter tribe were a well known nomad type tribe of shifters that traveled the lands around Amn most notably in the Wealdath forest and the small ridge line that lie to the south of it, the Starspire Mountains. Grendel himself was an oddity in his tribe and this was apparent in many ways, most notably however was his connection to a deity for which most of Grendels childhood remained unknown. Most in his tribe did not understand his powers or his gift and Grendel spent many hours of his childhood before council as elders of the tribe fought over weather he should be worshiped for his connections to a deity, or outcast as a 'oddity' which may spell the doom of his tribe if anyone of higher power came looking for him. It was not until Redgar was accepted by his tribe did Grendel learn who his goddess truly was of how rare of a connection he really had to her. As most know shifters are very animalistic in nature and most do not have the compassity to understand ones connection with a higher power, there days are spent protecting the tribe, hunting, and whatever else need be done for the greater of the group. Once Redgar realized what connection Grendel had with his deity he began to learn him the arts of a priesthood. Gerndel learned to strike with the force of radiant power unmatched and unseen in his tribe before, but beyond this he learned from Redgar clarity of mind and diplomacy above and beyond just his tribes policy. Soon Grendels animalistic nature faded to quirks and old habits that die hard for one so attuned to nature, he became, with Redgars help, refined and ready to show his gift to the world outside his tribe. The was pressing need for a leader to step up and speak for his tribe as well, the forests and mountain ridges were becoming scared of large herds of game to hunt, skin, and pillage much needed resources from and the shifters needed someone, they needed Grendel to be their voice in the large capital city of Athklata. There Grendel would be assigned to barter with the city for much needed gear and supplies for migration and the betterment of his tribe. Grendel was also to ask for permission to move to the North of Amn, or at least some of his tribe wanted passage there to see if game and supplies were more bountiful there and possibly open trade with other shifter tribes if available. Grendel was the 'sheep sent to the wolves' as most of his elders would say as he set forth for Athklata on his tasks at hand. Once in the city however Grendel found him under geared as he was accosted many times as an easy target from outside the city walls. It wasn't long before the animalistic priest took up city-folk protection in the form of better armor and weapons to protect himself in his ventures to come.[/sblock] [/QUOTE]
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[RG][D&D 4E] A Paid Trip to Spellhold
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