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RG: Return to Ironstorm Mountain
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<blockquote data-quote="EvolutionKB" data-source="post: 3829445" data-attributes="member: 47833"><p><strong>Darmon</strong></p><p></p><p>[sblock=Darmon]Name: Darmon</p><p>Race: Gold Dwarf</p><p>Class/Level: Sorcerer 6</p><p>Gender: Male</p><p>Exp: 15,000</p><p></p><p>Strength (STR) 10</p><p>Dexterity (DEX) 10</p><p>Constitution (CON) 18</p><p>Intelligence (INT) 12</p><p>Wisdom (WIS) 10</p><p>Charisma (CHA) 19</p><p></p><p>Alignment: NG</p><p>AC: 17 (+5 armor + 2 shield)</p><p>Hit Points: 50</p><p>Movement: 20'</p><p></p><p>Init: +0</p><p>Base Attack Bonus: +3</p><p>Melee Attack: +3 Morningstar 1d8</p><p>Ranged Attack: +3 Light crossbow 1d8, 19-20x2 80’</p><p>Fort: +7</p><p>Reflex: +3</p><p>Will: +6</p><p></p><p>Race Abilities</p><p></p><p>+2 Con, -2 dex</p><p>Darkvision 60’</p><p>Stonecunning</p><p>Weapon familiarity (urgroshes and waraxes)</p><p>+4 on str checks to oppose overruns and trips</p><p>+2 on saves vs poison, spells and SLA</p><p>+4 dodge to AC vs. foes of the giant type</p><p>+2 on craft and appraise checks when dealing with stone and metal</p><p>+1 on attack rolls vs. abberations</p><p></p><p></p><p>Class Abilities:</p><p>Spells</p><p>Power of Stone: As long as both he and his target are touching the ground, the range of any spell he casts is increased by 50%. The DC of the spell is also increased by 1. If the spell affects multiple targets, all targets must be touching the ground for this ability to work. This replaces the second level spell known gained at level 5.</p><p>Divine Companion: During the day you can store spells into your divine companion. These stored spells can be used in two ways. First as a standard action you can heal yourself 1d6 damage for each spell level you expend from your divine companion. Second as a swift action you can convert spell levels into a deflection bonus to AC and a resistance bonus on saves equal to the amount of stored spell levels that you expend. These bonuses last for one round per CL.</p><p></p><p>Skills: 27</p><p>Concentration +13 (9 ranks + 4 con)</p><p>Knowledge arcana +5 (4 ranks +1 int)</p><p>Knowledge dungeoneering +7 (6 ranks +1 int)</p><p>Spellcraft +6 (5 ranks +1 int)</p><p></p><p>Feats</p><p>Earth Sense</p><p>Heighten Spell</p><p>Earth Spell </p><p></p><p>Languages - Common, Dwarven, Giant</p><p></p><p> </p><p>Mithral Soulfire Chain shirt +1 (10lb)</p><p>Mithral Buckler +1(2lb)</p><p>Morningstar (6lb)</p><p>Light crossbow (4lb)</p><p>Cloak of Resistance+1 augmented with Charisma+2(1lb)</p><p>Arcanist’s Gloves</p><p>2 potions of CLW</p><p>Scroll of See invisibility</p><p>Scroll of Shield</p><p>Scroll of obscuring mist</p><p>Spell Component Pouch(2lb)</p><p>Backpack(2lb)</p><p>Waterskin(4lb)</p><p>Belt pouches(2)</p><p>Bolts(20)(2lb)</p><p>80gp(1lb)</p><p></p><p>Spells Known: 7/3/2/1</p><p></p><p>0: Acid Splash, read magic, detect magic, mage hand, prestidigitation, open/close, disrupt undead</p><p>1st: magic missile, grease, Orb of Lesser Acid</p><p>2nd: Kelgore’s Grave mist, Rebuke</p><p>3rd: Sound Lance</p><p></p><p>Spells per day: 6/7/6/4</p><p></p><p>DC: 14+spell level* </p><p></p><p>*+1 if target and Darmon are both touching the ground[/sblock]</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p> [sblock=Background]Darmon woke in a cold sweat. Light from their campfire glittered off his mithral armor. The vision of his ancestor still were fresh in his mind. He stood and dusted himself off. The forest was alive at this time of night. Not like the silent caves of his home. Dorn stood nearby, his ancestor kept watch over him as he slept, always here protecting him.</p><p> It was time, Dorn said. The kin of those long lost gather. It was his destiny to join them. There he would recover Dorn’s body, the King’s own advisor, when they had long ago left to reclaim the mines that surely belonged to them. From there they would go on to claim the treasure’s of the land for themselves. They would set up a kingdom, and rule it for all eternity. That was what Dorn said.</p><p> Darmon had yet to see the kin of those lost. For all he knew, they could be nothing but farmers, inspired by old stories to venture into the dark. Darmon prayed that Dorn was right. He left his companions then. He quickly scrawled a note on a sheet of paper. The human warrior had fallen asleep on watch again, getting away would be easy. His light armor never made a rustle as he crept away. He looked back once, he felt bad leaving them alone in the forest. They knew his predicament, as he had told them of Dorn’s speeches to him, they knew he would be leaving soon. He needed no light to walk through the forest, his keen dwarven eyes were all he needed.</p><p> Darmon soon came to a river…how he hated water. He began looking for a shallow place to cross. He heard noise from up ahead, splashing in the water. A trio of humanoids were attacking an elk that had wandered to close to the water. They were Skum, Darmon had studied many creatures that were almost alien to this world, creatures so hideous and malformed their only way of life was one of an evil predator. Not wanted to see the Skum win the battle with the elk, one had ahold of the creature’s antlers, trying to force it’s head underwater. The other two dodged kicks from the elk’s hind legs as they raked sharp claws down it’s sides.</p><p> Darmon chanted the words of a spell, and invisible darts of force struck the skum holding onto the elk’s head. It groaned and slipped into the water. The elk raised it’s head from the water, spraying water from it’s nostrils as it gasped for breath. The skum abandoned it’s prey and swam upriver towards Darmon. Darmon chanted once more and a cold mist clung to the water where the skum swam. They were instantly tired and the mist chilled them to the bone. As they emerged from the mist covered water, one slashed at Darmon, but the blow was weak, and scraped off his buckler. Darmon stepped back and activated the magic of his gloves while weaving his hands in another spell. More force missiles struck the remaining skum, and they howled as they fell back into the water, dead.</p><p> Seeing the aberrations dead, Darmon walked along the river once more. Before long he found a suitable place to cross. The way was short and he didn’t get wet, a log had fallen over a narrow place in the river. A day later, Darmon emerged from the forest. He could see the mountains in the distance, there he would find his companions and his destiny.[/sblock]</p><p></p><p>[sblock=Appearance] Darmon doesn’t look a like a worker of magic at first glance. He wears a chain shirt of mithral. A buckler of the same material is attached to his arm. He carries a morningstar in his left hand. The only sign of magic about him, is his spell component pouch. The subtle aroma of musty dirt clings to him. He is handsome as far as dwarves go. His black beard is well-groomed and his square jaw is unmarked by scarring. His black hair is neatly combed and tied into a ponytail that reaches his lower back. Bright blue eyes look from behind a helm that covers the crown of his head.[/sblock]</p></blockquote><p></p>
[QUOTE="EvolutionKB, post: 3829445, member: 47833"] [b]Darmon[/b] [sblock=Darmon]Name: Darmon Race: Gold Dwarf Class/Level: Sorcerer 6 Gender: Male Exp: 15,000 Strength (STR) 10 Dexterity (DEX) 10 Constitution (CON) 18 Intelligence (INT) 12 Wisdom (WIS) 10 Charisma (CHA) 19 Alignment: NG AC: 17 (+5 armor + 2 shield) Hit Points: 50 Movement: 20' Init: +0 Base Attack Bonus: +3 Melee Attack: +3 Morningstar 1d8 Ranged Attack: +3 Light crossbow 1d8, 19-20x2 80’ Fort: +7 Reflex: +3 Will: +6 Race Abilities +2 Con, -2 dex Darkvision 60’ Stonecunning Weapon familiarity (urgroshes and waraxes) +4 on str checks to oppose overruns and trips +2 on saves vs poison, spells and SLA +4 dodge to AC vs. foes of the giant type +2 on craft and appraise checks when dealing with stone and metal +1 on attack rolls vs. abberations Class Abilities: Spells Power of Stone: As long as both he and his target are touching the ground, the range of any spell he casts is increased by 50%. The DC of the spell is also increased by 1. If the spell affects multiple targets, all targets must be touching the ground for this ability to work. This replaces the second level spell known gained at level 5. Divine Companion: During the day you can store spells into your divine companion. These stored spells can be used in two ways. First as a standard action you can heal yourself 1d6 damage for each spell level you expend from your divine companion. Second as a swift action you can convert spell levels into a deflection bonus to AC and a resistance bonus on saves equal to the amount of stored spell levels that you expend. These bonuses last for one round per CL. Skills: 27 Concentration +13 (9 ranks + 4 con) Knowledge arcana +5 (4 ranks +1 int) Knowledge dungeoneering +7 (6 ranks +1 int) Spellcraft +6 (5 ranks +1 int) Feats Earth Sense Heighten Spell Earth Spell Languages - Common, Dwarven, Giant Mithral Soulfire Chain shirt +1 (10lb) Mithral Buckler +1(2lb) Morningstar (6lb) Light crossbow (4lb) Cloak of Resistance+1 augmented with Charisma+2(1lb) Arcanist’s Gloves 2 potions of CLW Scroll of See invisibility Scroll of Shield Scroll of obscuring mist Spell Component Pouch(2lb) Backpack(2lb) Waterskin(4lb) Belt pouches(2) Bolts(20)(2lb) 80gp(1lb) Spells Known: 7/3/2/1 0: Acid Splash, read magic, detect magic, mage hand, prestidigitation, open/close, disrupt undead 1st: magic missile, grease, Orb of Lesser Acid 2nd: Kelgore’s Grave mist, Rebuke 3rd: Sound Lance Spells per day: 6/7/6/4 DC: 14+spell level* *+1 if target and Darmon are both touching the ground[/sblock] [sblock=Background]Darmon woke in a cold sweat. Light from their campfire glittered off his mithral armor. The vision of his ancestor still were fresh in his mind. He stood and dusted himself off. The forest was alive at this time of night. Not like the silent caves of his home. Dorn stood nearby, his ancestor kept watch over him as he slept, always here protecting him. It was time, Dorn said. The kin of those long lost gather. It was his destiny to join them. There he would recover Dorn’s body, the King’s own advisor, when they had long ago left to reclaim the mines that surely belonged to them. From there they would go on to claim the treasure’s of the land for themselves. They would set up a kingdom, and rule it for all eternity. That was what Dorn said. Darmon had yet to see the kin of those lost. For all he knew, they could be nothing but farmers, inspired by old stories to venture into the dark. Darmon prayed that Dorn was right. He left his companions then. He quickly scrawled a note on a sheet of paper. The human warrior had fallen asleep on watch again, getting away would be easy. His light armor never made a rustle as he crept away. He looked back once, he felt bad leaving them alone in the forest. They knew his predicament, as he had told them of Dorn’s speeches to him, they knew he would be leaving soon. He needed no light to walk through the forest, his keen dwarven eyes were all he needed. Darmon soon came to a river…how he hated water. He began looking for a shallow place to cross. He heard noise from up ahead, splashing in the water. A trio of humanoids were attacking an elk that had wandered to close to the water. They were Skum, Darmon had studied many creatures that were almost alien to this world, creatures so hideous and malformed their only way of life was one of an evil predator. Not wanted to see the Skum win the battle with the elk, one had ahold of the creature’s antlers, trying to force it’s head underwater. The other two dodged kicks from the elk’s hind legs as they raked sharp claws down it’s sides. Darmon chanted the words of a spell, and invisible darts of force struck the skum holding onto the elk’s head. It groaned and slipped into the water. The elk raised it’s head from the water, spraying water from it’s nostrils as it gasped for breath. The skum abandoned it’s prey and swam upriver towards Darmon. Darmon chanted once more and a cold mist clung to the water where the skum swam. They were instantly tired and the mist chilled them to the bone. As they emerged from the mist covered water, one slashed at Darmon, but the blow was weak, and scraped off his buckler. Darmon stepped back and activated the magic of his gloves while weaving his hands in another spell. More force missiles struck the remaining skum, and they howled as they fell back into the water, dead. Seeing the aberrations dead, Darmon walked along the river once more. Before long he found a suitable place to cross. The way was short and he didn’t get wet, a log had fallen over a narrow place in the river. A day later, Darmon emerged from the forest. He could see the mountains in the distance, there he would find his companions and his destiny.[/sblock] [sblock=Appearance] Darmon doesn’t look a like a worker of magic at first glance. He wears a chain shirt of mithral. A buckler of the same material is attached to his arm. He carries a morningstar in his left hand. The only sign of magic about him, is his spell component pouch. The subtle aroma of musty dirt clings to him. He is handsome as far as dwarves go. His black beard is well-groomed and his square jaw is unmarked by scarring. His black hair is neatly combed and tied into a ponytail that reaches his lower back. Bright blue eyes look from behind a helm that covers the crown of his head.[/sblock] [/QUOTE]
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