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The Darkness That Comes Before [Rogues Gallery]
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<blockquote data-quote="Thomas Hobbes" data-source="post: 1463345" data-attributes="member: 8623"><p>Mahe (MA-hey)</p><p>Male human Druid 5</p><p>Neutral Good</p><p></p><p>Ability Scores:</p><p>Strength 14</p><p>Dexterity 16 (15 at start, +1 at level 4)</p><p>Constitution 14</p><p>Intelligence 10</p><p>Wisdom 14</p><p>Charisma 8</p><p></p><p>Hit points: 34</p><p>AC: 18 (+3 dexterity, +5 sacred)</p><p>Initiative: +3</p><p>Base attack bonus: +3</p><p>Move: 20 feet</p><p>Saves:</p><p>+1 to saves against magic</p><p>Fortitude +6 (+4 base +2 constitution)</p><p>Reflex +4 (+1 base +3 dexterity)</p><p>Will +6 (+4 base +2 wisdom)</p><p>General attacks:</p><p>Attack +6 melee (+3 BAB +2 strength, +1 enhancement)</p><p>Attack +7 ranged (+3 BAB +3 dexterity, +1 enhancement)</p><p>Specific attacks:</p><p>Sling +6 ranged, 1d3+3 damage (-1 to hit, sling stones instead of bullets)</p><p></p><p>Quarterstaff +6 melee, 1d6+4</p><p>With two-weapon fighting:</p><p>Quarterstaff +4/+4 melee, 1d6+3/1d6+2</p><p></p><p>With <em>Shillelagh</em> cast:</p><p>+6 melee, 2d6+4 damage</p><p>With two-weapon fighting:</p><p>+4/+4 Melee, 2d6+3/2d6+2</p><p></p><p>With <em>Brambles</em> cast:</p><p>+6 melee, 1d6+9</p><p>With two-weapon fighting:</p><p>+4/+4 melee, 1d6+8/1d6+7</p><p></p><p>With both <em>Brambles</em> and <em>Shillelagh</em> cast:</p><p>+6 melee, 2d6+9 damage</p><p>With two-weapon fighting:</p><p>+4/+4 melee, 2d6+8/2d6+7</p><p></p><p>With <em>Spikes</em> cast:</p><p>+7 melee, 1d6+10 19-20/x2</p><p>With two-weapon fighting:</p><p>+5/+5 melee, 1d6+9/1d6+8 19-20/x2</p><p></p><p>With both <em>Spikes</em> and <em>Shillelagh</em> cast:</p><p>+7 melee, 2d6+10 19-20/x2</p><p>With two-weapon fighting:</p><p>+5/+5 melee, 2d6+9/2d6+8 19-20/x2</p><p></p><p>Skills [Total] (ranks)</p><p>Concentration +10 (8)</p><p>Diplomacy +3 (0)</p><p>Handle Animal +9(8)</p><p>Heal +10 (8)</p><p>Knowledge: Nature +10 (8)</p><p>Survival +12 (8)</p><p></p><p>Feats: Two-weapon fighting, Sacred Vow (BoED; +2 to diplomacy), Vow of Poverty, Exalted Companion, Nymph's Kiss</p><p></p><p>Equipment: Traveler’s outfit, cold weather outfit, hide armor, holly and mistletoe, quarterstaff, sling, 10 sling stones (-1 to hit), waterskin, 2 days trail rations. (the rest of the ~8980 gold pieces have been given away [see background] or invested in caches of food and supplies throughout the wild, marked for all to use by a recognizable symbol)</p><p></p><p>Special Abilities:</p><p>Wild Empathy +6</p><p>Nature Sense</p><p>Animal Companion</p><p>Woodland stride</p><p>Trackless step</p><p>Resist Nature’s Lure</p><p>Wild Shape 1/day (Any small or medium animal)</p><p></p><p>Vow of Poverty bonuses:</p><p>+5 sacred bonus to AC</p><p>2 bonus exalted feats</p><p>Endure Elements</p><p>Exalted Strike +1 (magic)</p><p>Sustenance</p><p></p><p>Animal Companion: </p><p></p><p><strong>Tirthoron,</strong> Celestial Eagle</p><p><strong>Small Magical Beast</strong></p><p><strong>Hit Dice:</strong> 3d8+3 (16 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 10 feet, fly 80 feet (average)</p><p><strong>Armor Class:</strong> 17 (+1 size, +3 dex, +3 natural armor), touch 14, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong>+2/-2</p><p><strong>Attack:</strong> Talons +6 melee (1d4)</p><p><strong>Full attack:</strong> 2 talons +6 melee (1d4) and bite +1 melee (1d4)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Smite Evil 1/day (+3 damage vs. evil creature)</p><p><strong>Special Qualities:</strong> Low-light vision, Darkvision 60 feet, Acid, Cold, and Electricity resistance 5, SR 8, Evasion, Link, Share spells</p><p><strong>Saves:</strong> Fort +4, Ref +6, Will +3</p><p><strong>Abilities:</strong> Strength 11, Dexterity 16, Constitution 12, Int 3, Wisdom 14, Charisma 6.</p><p><strong>Skills:</strong> Listen +2, Spot +16</p><p><strong>Feats:</strong> Weapon Finesse, Fly-by attack</p><p><strong>Tricks (8):</strong> Attack, attack unnatural creature, down, fetch, heel, seek, stay, defend.</p><p></p><p>Spells per day: 5/4/3/1</p><p></p><p>Spells prepared (To be slightly modified when I find out when I’m being introduced; he prepares different spells when heading into town, for example, with charity spells like <em>goodberry</em> predominating):</p><p></p><p>0-Detect Magic, Light, Cure Minor Wounds x2</p><p>1-Cure light wounds x2, Shillelagh, Entangle</p><p>2-Cure Moderate Wounds x2, Bull's Strength</p><p>3-Spikes</p><p></p><p>Appearance: Mahe is an intense physical presence in a room, six feet tall with broad shoulders and a solid build. His brown hair and beard are roughly cut and unkempt, as befits someone who spends most of his time in the wilderness, and narrowed flinty blue eyes gaze out of a weatherworn face. He wears simple armor made of animal hides and handspun wool cloak, trousers and shirt. He carries only what he needs to survive in the wild.</p><p></p><p>Personality and background: In Mahe’s opinion, civilization has done more harm than good. The rich grow soft living decadent lives while the poor break their backs for coppers a day. The cities are a particular source of his ire, personifying all he sees as wrong with the world- the poverty-stricken urban masses live in terrible conditions, and no one even remembers what nature is like.</p><p></p><p>A druids apprentice since he was a young boy, Mahe is at home nowhere but in the wild. He believes that humanity would be better off if it stopped breeding like rabbits and lived off the land in a sustainable fashion. He spends long stretches at a time in the wild, returning only to cities to relieve the plight of the poor. He stays as long as he can stand, healing and feeding the sick and hungry, and then departs into the wild again.</p><p></p><p>He channels his disillusionment with humanity, civilization, and materialism in general, and cities in particular, into a gruff personality and a style of interaction stripped of social niceties. You know he likes you when he settles for a comfortable silence. He’ll help someone in need in a heartbeat, particularly if they are poor. Those who ask for his help in a more businesslike fashion find themselves paying in charity to local poor or community service.</p><p></p><p>Mahe has encountered many fey in the forest, and he treats each one with as much respect as he does their home, leaving them to themselves if they wish to be solitary, staying for a time if they are social, and offering any help they may desire. One he met when he was very young, however, left her mark on him more tangibly.</p><p></p><p>Mahe, whose master had passed away two years before, had taken up his druidic duties with confidence not always justified by his abilities at the time. In a particular bit of foolhardiness, Mahe attempted to cleanse the woods of a group of wargs that proved more than a match for him. He was forced to run, but the wargs, angry at the death of one of their number, stalked him late in to the night. He surely would of met a messy end if someone had not come to his aid- one of the fairy folk, of unknown type and sufficient power to slay half of the wargs and drive off the rest. Her’vanim was also, like many of her kind, beautiful, and Mahe was (in the manner of the young)</p><p>instantly smitten.</p><p></p><p>Vanim, to his delight, returned his affections, and his lonely days and nights in the wilderness were interspersed with her visits. Vanim’s presence was seasonal- she would come in as spring blossomed, looking as if she had just recovered from a long illness, grow to her full glory in time for the summer solstice, and begin to fade, leaving for parts unknown to stay there over fall and winter. Mahe is worried, though, although he tries not to show it- the weather has turned fair, but there is no sign of Vanim. He has more than once traversed the length and breadth of the forest searching for her, and sent many an animal messenger out searching for her, asking for a meeting- and each time he has waited in vain.</p></blockquote><p></p>
[QUOTE="Thomas Hobbes, post: 1463345, member: 8623"] Mahe (MA-hey) Male human Druid 5 Neutral Good Ability Scores: Strength 14 Dexterity 16 (15 at start, +1 at level 4) Constitution 14 Intelligence 10 Wisdom 14 Charisma 8 Hit points: 34 AC: 18 (+3 dexterity, +5 sacred) Initiative: +3 Base attack bonus: +3 Move: 20 feet Saves: +1 to saves against magic Fortitude +6 (+4 base +2 constitution) Reflex +4 (+1 base +3 dexterity) Will +6 (+4 base +2 wisdom) General attacks: Attack +6 melee (+3 BAB +2 strength, +1 enhancement) Attack +7 ranged (+3 BAB +3 dexterity, +1 enhancement) Specific attacks: Sling +6 ranged, 1d3+3 damage (-1 to hit, sling stones instead of bullets) Quarterstaff +6 melee, 1d6+4 With two-weapon fighting: Quarterstaff +4/+4 melee, 1d6+3/1d6+2 With [i]Shillelagh[/i] cast: +6 melee, 2d6+4 damage With two-weapon fighting: +4/+4 Melee, 2d6+3/2d6+2 With [i]Brambles[/i] cast: +6 melee, 1d6+9 With two-weapon fighting: +4/+4 melee, 1d6+8/1d6+7 With both [i]Brambles[/i] and [i]Shillelagh[/i] cast: +6 melee, 2d6+9 damage With two-weapon fighting: +4/+4 melee, 2d6+8/2d6+7 With [i]Spikes[/i] cast: +7 melee, 1d6+10 19-20/x2 With two-weapon fighting: +5/+5 melee, 1d6+9/1d6+8 19-20/x2 With both [i]Spikes[/i] and [i]Shillelagh[/i] cast: +7 melee, 2d6+10 19-20/x2 With two-weapon fighting: +5/+5 melee, 2d6+9/2d6+8 19-20/x2 Skills [Total] (ranks) Concentration +10 (8) Diplomacy +3 (0) Handle Animal +9(8) Heal +10 (8) Knowledge: Nature +10 (8) Survival +12 (8) Feats: Two-weapon fighting, Sacred Vow (BoED; +2 to diplomacy), Vow of Poverty, Exalted Companion, Nymph's Kiss Equipment: Traveler’s outfit, cold weather outfit, hide armor, holly and mistletoe, quarterstaff, sling, 10 sling stones (-1 to hit), waterskin, 2 days trail rations. (the rest of the ~8980 gold pieces have been given away [see background] or invested in caches of food and supplies throughout the wild, marked for all to use by a recognizable symbol) Special Abilities: Wild Empathy +6 Nature Sense Animal Companion Woodland stride Trackless step Resist Nature’s Lure Wild Shape 1/day (Any small or medium animal) Vow of Poverty bonuses: +5 sacred bonus to AC 2 bonus exalted feats Endure Elements Exalted Strike +1 (magic) Sustenance Animal Companion: [b]Tirthoron,[/b] Celestial Eagle [b]Small Magical Beast[/b] [b]Hit Dice:[/b] 3d8+3 (16 hp) [b]Initiative:[/b] +3 [b]Speed:[/b] 10 feet, fly 80 feet (average) [b]Armor Class:[/b] 17 (+1 size, +3 dex, +3 natural armor), touch 14, flat-footed 13 [b]Base Attack/Grapple:[/b]+2/-2 [b]Attack:[/b] Talons +6 melee (1d4) [b]Full attack:[/b] 2 talons +6 melee (1d4) and bite +1 melee (1d4) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Smite Evil 1/day (+3 damage vs. evil creature) [b]Special Qualities:[/b] Low-light vision, Darkvision 60 feet, Acid, Cold, and Electricity resistance 5, SR 8, Evasion, Link, Share spells [b]Saves:[/b] Fort +4, Ref +6, Will +3 [b]Abilities:[/b] Strength 11, Dexterity 16, Constitution 12, Int 3, Wisdom 14, Charisma 6. [b]Skills:[/b] Listen +2, Spot +16 [b]Feats:[/b] Weapon Finesse, Fly-by attack [b]Tricks (8):[/b] Attack, attack unnatural creature, down, fetch, heel, seek, stay, defend. Spells per day: 5/4/3/1 Spells prepared (To be slightly modified when I find out when I’m being introduced; he prepares different spells when heading into town, for example, with charity spells like [i]goodberry[/i] predominating): 0-Detect Magic, Light, Cure Minor Wounds x2 1-Cure light wounds x2, Shillelagh, Entangle 2-Cure Moderate Wounds x2, Bull's Strength 3-Spikes Appearance: Mahe is an intense physical presence in a room, six feet tall with broad shoulders and a solid build. His brown hair and beard are roughly cut and unkempt, as befits someone who spends most of his time in the wilderness, and narrowed flinty blue eyes gaze out of a weatherworn face. He wears simple armor made of animal hides and handspun wool cloak, trousers and shirt. He carries only what he needs to survive in the wild. Personality and background: In Mahe’s opinion, civilization has done more harm than good. The rich grow soft living decadent lives while the poor break their backs for coppers a day. The cities are a particular source of his ire, personifying all he sees as wrong with the world- the poverty-stricken urban masses live in terrible conditions, and no one even remembers what nature is like. A druids apprentice since he was a young boy, Mahe is at home nowhere but in the wild. He believes that humanity would be better off if it stopped breeding like rabbits and lived off the land in a sustainable fashion. He spends long stretches at a time in the wild, returning only to cities to relieve the plight of the poor. He stays as long as he can stand, healing and feeding the sick and hungry, and then departs into the wild again. He channels his disillusionment with humanity, civilization, and materialism in general, and cities in particular, into a gruff personality and a style of interaction stripped of social niceties. You know he likes you when he settles for a comfortable silence. He’ll help someone in need in a heartbeat, particularly if they are poor. Those who ask for his help in a more businesslike fashion find themselves paying in charity to local poor or community service. Mahe has encountered many fey in the forest, and he treats each one with as much respect as he does their home, leaving them to themselves if they wish to be solitary, staying for a time if they are social, and offering any help they may desire. One he met when he was very young, however, left her mark on him more tangibly. Mahe, whose master had passed away two years before, had taken up his druidic duties with confidence not always justified by his abilities at the time. In a particular bit of foolhardiness, Mahe attempted to cleanse the woods of a group of wargs that proved more than a match for him. He was forced to run, but the wargs, angry at the death of one of their number, stalked him late in to the night. He surely would of met a messy end if someone had not come to his aid- one of the fairy folk, of unknown type and sufficient power to slay half of the wargs and drive off the rest. Her’vanim was also, like many of her kind, beautiful, and Mahe was (in the manner of the young) instantly smitten. Vanim, to his delight, returned his affections, and his lonely days and nights in the wilderness were interspersed with her visits. Vanim’s presence was seasonal- she would come in as spring blossomed, looking as if she had just recovered from a long illness, grow to her full glory in time for the summer solstice, and begin to fade, leaving for parts unknown to stay there over fall and winter. Mahe is worried, though, although he tries not to show it- the weather has turned fair, but there is no sign of Vanim. He has more than once traversed the length and breadth of the forest searching for her, and sent many an animal messenger out searching for her, asking for a meeting- and each time he has waited in vain. [/QUOTE]
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