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[Rogues Gallery] Sailors on the Starless Sea
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<blockquote data-quote="Deuce Traveler" data-source="post: 6268120" data-attributes="member: 34958"><p>Tender Woodfingers the Agent</p><p>Occupation: Dwarven Chest-Maker</p><p>Class: Dwarf Level 1</p><p>Alignment: Law</p><p>Speed: 20 (10 with armor)</p><p>Init: 1</p><p>AC: 18</p><p>HP: 13 </p><p>HP Note: [sblock]3 at start, plus 10 hps rolled at level 1 after reroll, </p><p><a href="http://invisiblecastle.com/roller/view/4530846/" target="_blank">1d10+1=10</a></p><p>Rerolled from: <a href="http://invisiblecastle.com/roller/view/4517071/" target="_blank">1d10+1=2</a>[/sblock]</p><p></p><p>Strength: 9</p><p>Agility: 14 (+1)</p><p>Stamina: 13 (+1)</p><p>Personality: 11</p><p>Intelligence: 12</p><p>Luck: 10 </p><p></p><p>Reflex: 2</p><p>Fortitude: 2</p><p>Will: 1</p><p>Crit Die/Table: 1d10/III</p><p></p><p>Weapons: Chisel (1d4), Longsword (1d8), Iron Axe</p><p>Equipment: Wood (10 lbs), Crowbar (2gp), Holy Symbol (25 gp), Jerry-Rigged Shield, blackened iron plate mail (superior construction gives DC 20 save vs critical hit effects)</p><p>Starting Funds: 34cp</p><p></p><p>Abilities: </p><p>- Randomized Attack and Damage Modifier: D3 deed die</p><p>- Might Deeds of Arms: Stunt or Special Manuever Successful with 3 or higher on deed die</p><p>- Shield Bash: When wielding a shielf, get extra shield bash attack! (Attack: d14, Dmg: D3)</p><p></p><p></p><p>Notes: </p><p>- Lucky Roll: Wild Child (Speed, each +1 = 5' speed)(0)</p><p>- Languages: Common, Dwarven</p><p>- Dwarven Ability: Infravision 60 ft, Smell GOld and Gems w/in 100 ft, Class level bonus to Detect Traps, Shifting Walls, Slanting Passages when Underground</p><p></p><p></p><p>------</p><p></p><p>Boral Furren the Astrologist</p><p>Occupation: Wheat Farmer</p><p>Alignment: Neutral</p><p>Speed: 30</p><p>Init: -1</p><p>AC: 10</p><p>HP: 7</p><p>HP Note:[sblock]2 at start, plus 5 at level up,<a href="http://invisiblecastle.com/roller/view/4517080/" target="_blank">1d4+1=5</a>[/sblock]</p><p></p><p>Strength: 10</p><p>Agility: 7 (-1)</p><p>Stamina: 13 (+1)</p><p>Personality: 12</p><p>Intelligence: 16 (+2)</p><p>Luck: 15 (+1)</p><p></p><p>Reflex: 2</p><p>Fortitude: 1</p><p>Will: 1</p><p>Crit Die/Table: 1d6/I</p><p></p><p>Weapons: Pitchfork (1d8), Dagger (1d4)</p><p>Equipment: Cow (with other villagers), Black Grimoire, Hand-Sized Mirror (10 gp), Steel Helmet</p><p>Abilities: </p><p>- Cast Spells: 1d20+3</p><p>- Invoke Supernatural Patron</p><p></p><p>Spells:</p><p>1) Force Manipulation (no mercurial effect)</p><p>2) Enlarge (Tide of Ash: All living vegetative matter within 10 ft is reduced to ash. Vegetative creatures caught within this radius take 1d14 points of damage. Dead vegetative matter is unaffected.)</p><p>3) Ekim's Mystical Mask (Circumstantial Magic: the wizard can only cast this spell when reduced to 50% or less of total hit points)</p><p>4) Detect Magic (Planar blink. After casting the spell, the caster unpredictably blinks in and out of this plane of existence, granting a +4 bonus to the wizard’s AC at cost of a -4 penalty to all the wizard’s attacks. The effect lasts for 1 round per spell level. There is a 1% chance per spell level that the wizard does not return from his involuntary jaunt across the cosmos.)</p><p>5) Ventriloquism (Rain of Frogs: Rain of frogs. Casting this spell sparks a tempest of amphibians that fall in a 30’ diameter centered on the caster. All within that area must make a Ref and Fort save (DC 10+caster’s Int modifier). Failing the Reflex</p><p>save indicates the character slips on a frog and falls prone; failing the Fort save means the character has been</p><p>hit by large batrachians for 1d3 points of damage.) </p><p></p><p>Starting Funds: 33cp</p><p>Notes: </p><p>- Lucky Roll: Raised by Wolves (Unarmed Attack Rolls +1)</p><p>- Languages: Common (can learn 4 more languages)</p><p></p><p>----------</p><p></p><p>Happy Lordlinker</p><p>Occupation: Squire</p><p>Alignment: Law</p><p>Speed: 30</p><p>Init: 0</p><p>AC: 10</p><p>HP: <span style="color: red">DEAD</span></p><p></p><p>Strength: 12</p><p>Agility: 10</p><p>Stamina: 11</p><p>Personality: 11</p><p>Intelligence: 11</p><p>Luck: 7 (-1)</p><p></p><p>Reflex: 0</p><p>Fortitude: 0</p><p>Will: 0</p><p></p><p>Weapons: </p><p>Equipment: </p><p>Starting Funds: </p><p>Notes: </p><p>- Lucky Roll: Harsh Winter (all attacks rolls at -1)</p><p>- Languages: Common</p><p></p><p>--------------</p><p></p><p>Kurl Sparkhaven the Zealot</p><p>Occupation: Wizard's Apprentice</p><p>Alignment: Chaos</p><p>Speed: 30</p><p>Init: 1</p><p>AC: 15</p><p>HP: 5</p><p>HP Notes: [sblock]3 to start, plus two from level-up. <a href="http://invisiblecastle.com/roller/view/4517075/" target="_blank">1d8=2</a>[/sblock]</p><p></p><p></p><p>Strength: 6 (-1)</p><p>Agility: 14 (+1)</p><p>Stamina: 12</p><p>Personality: 14 (+1)</p><p>Intelligence: 11</p><p>Luck: 7 (-1)</p><p></p><p>Reflex: 1</p><p>Fortitude: 1</p><p>Will: 2</p><p>Crit Die/Table: 1d8/III</p><p></p><p>Weapons: Mace (1d6)</p><p>Equipment: Small Hammer (5 sp), Silver Tonc (used as holy symbol and provides +2 to divine rolls like spells, Lay on Hands, etc), Chainmail Hauberk, 1x iron coffer w/ 3 cones of incense wrapped in a cloth stitched with golden chaos symbol, 1x golden censer</p><p></p><p>Starting Funds: 48cp</p><p>God: Bobugbubilz</p><p>Abilities</p><p>- Spell Roll: d20+2</p><p>- Turn Unholy</p><p>- Lay on Hands</p><p>- Divine Aid!</p><p></p><p>Notes: </p><p>- Lucky Roll: The Raging Storm (Spell damage -1)</p><p>- Languages: Common</p><p></p><p>At Level up: Kurl hands his dagger and Black Grimoire to Boral, Boral in return gives him the Chainmail Hauberk</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 6268120, member: 34958"] Tender Woodfingers the Agent Occupation: Dwarven Chest-Maker Class: Dwarf Level 1 Alignment: Law Speed: 20 (10 with armor) Init: 1 AC: 18 HP: 13 HP Note: [sblock]3 at start, plus 10 hps rolled at level 1 after reroll, [url=http://invisiblecastle.com/roller/view/4530846/]1d10+1=10[/url] Rerolled from: [url=http://invisiblecastle.com/roller/view/4517071/]1d10+1=2[/url][/sblock] Strength: 9 Agility: 14 (+1) Stamina: 13 (+1) Personality: 11 Intelligence: 12 Luck: 10 Reflex: 2 Fortitude: 2 Will: 1 Crit Die/Table: 1d10/III Weapons: Chisel (1d4), Longsword (1d8), Iron Axe Equipment: Wood (10 lbs), Crowbar (2gp), Holy Symbol (25 gp), Jerry-Rigged Shield, blackened iron plate mail (superior construction gives DC 20 save vs critical hit effects) Starting Funds: 34cp Abilities: - Randomized Attack and Damage Modifier: D3 deed die - Might Deeds of Arms: Stunt or Special Manuever Successful with 3 or higher on deed die - Shield Bash: When wielding a shielf, get extra shield bash attack! (Attack: d14, Dmg: D3) Notes: - Lucky Roll: Wild Child (Speed, each +1 = 5' speed)(0) - Languages: Common, Dwarven - Dwarven Ability: Infravision 60 ft, Smell GOld and Gems w/in 100 ft, Class level bonus to Detect Traps, Shifting Walls, Slanting Passages when Underground ------ Boral Furren the Astrologist Occupation: Wheat Farmer Alignment: Neutral Speed: 30 Init: -1 AC: 10 HP: 7 HP Note:[sblock]2 at start, plus 5 at level up,[url=http://invisiblecastle.com/roller/view/4517080/]1d4+1=5[/url][/sblock] Strength: 10 Agility: 7 (-1) Stamina: 13 (+1) Personality: 12 Intelligence: 16 (+2) Luck: 15 (+1) Reflex: 2 Fortitude: 1 Will: 1 Crit Die/Table: 1d6/I Weapons: Pitchfork (1d8), Dagger (1d4) Equipment: Cow (with other villagers), Black Grimoire, Hand-Sized Mirror (10 gp), Steel Helmet Abilities: - Cast Spells: 1d20+3 - Invoke Supernatural Patron Spells: 1) Force Manipulation (no mercurial effect) 2) Enlarge (Tide of Ash: All living vegetative matter within 10 ft is reduced to ash. Vegetative creatures caught within this radius take 1d14 points of damage. Dead vegetative matter is unaffected.) 3) Ekim's Mystical Mask (Circumstantial Magic: the wizard can only cast this spell when reduced to 50% or less of total hit points) 4) Detect Magic (Planar blink. After casting the spell, the caster unpredictably blinks in and out of this plane of existence, granting a +4 bonus to the wizard’s AC at cost of a -4 penalty to all the wizard’s attacks. The effect lasts for 1 round per spell level. There is a 1% chance per spell level that the wizard does not return from his involuntary jaunt across the cosmos.) 5) Ventriloquism (Rain of Frogs: Rain of frogs. Casting this spell sparks a tempest of amphibians that fall in a 30’ diameter centered on the caster. All within that area must make a Ref and Fort save (DC 10+caster’s Int modifier). Failing the Reflex save indicates the character slips on a frog and falls prone; failing the Fort save means the character has been hit by large batrachians for 1d3 points of damage.) Starting Funds: 33cp Notes: - Lucky Roll: Raised by Wolves (Unarmed Attack Rolls +1) - Languages: Common (can learn 4 more languages) ---------- Happy Lordlinker Occupation: Squire Alignment: Law Speed: 30 Init: 0 AC: 10 HP: [color=red]DEAD[/color] Strength: 12 Agility: 10 Stamina: 11 Personality: 11 Intelligence: 11 Luck: 7 (-1) Reflex: 0 Fortitude: 0 Will: 0 Weapons: Equipment: Starting Funds: Notes: - Lucky Roll: Harsh Winter (all attacks rolls at -1) - Languages: Common -------------- Kurl Sparkhaven the Zealot Occupation: Wizard's Apprentice Alignment: Chaos Speed: 30 Init: 1 AC: 15 HP: 5 HP Notes: [sblock]3 to start, plus two from level-up. [url=http://invisiblecastle.com/roller/view/4517075/]1d8=2[/url][/sblock] Strength: 6 (-1) Agility: 14 (+1) Stamina: 12 Personality: 14 (+1) Intelligence: 11 Luck: 7 (-1) Reflex: 1 Fortitude: 1 Will: 2 Crit Die/Table: 1d8/III Weapons: Mace (1d6) Equipment: Small Hammer (5 sp), Silver Tonc (used as holy symbol and provides +2 to divine rolls like spells, Lay on Hands, etc), Chainmail Hauberk, 1x iron coffer w/ 3 cones of incense wrapped in a cloth stitched with golden chaos symbol, 1x golden censer Starting Funds: 48cp God: Bobugbubilz Abilities - Spell Roll: d20+2 - Turn Unholy - Lay on Hands - Divine Aid! Notes: - Lucky Roll: The Raging Storm (Spell damage -1) - Languages: Common At Level up: Kurl hands his dagger and Black Grimoire to Boral, Boral in return gives him the Chainmail Hauberk [/QUOTE]
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