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The Odd Job RG
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<blockquote data-quote="jmucchiello" data-source="post: 6979014" data-attributes="member: 813"><p><strong>Annaliese Claymoor</strong></p><p></p><table style='width: 100%'><tr><td><strong>Name:</strong> Ana (Annaliese Claymoor)<br /> <strong>Race:</strong> Human<br /> <strong>Class:</strong> Barbarian 3 (Path of the Bear Totem)<br /> <strong>Background:</strong> Outlander<br /> <strong>Alignment:</strong> Neutral Good<br /> <strong>Experience:</strong> Milestone Advancement<br /> <strong>Inspiration:</strong> yes</td><td><strong>Strength:</strong> 14 (+2), Saves +4<br /> <strong>Dexterity:</strong> 14 (+2), Adv on<br /> <p style="margin-left: 20px">Saves if source known</p> <strong>Constitution:</strong> 17 (+3), Saves +5<br /> <strong>Intelligence:</strong> 13 (+1)<br /> <strong>Wisdom:</strong> 14 (+2)<br /> <strong>Charisma:</strong> 10 (+0)</td><td><strong>AC:</strong> 15 (unarmored defense dex+2, con+3)<br /> <strong>Proficiency Bonus:</strong> +2<br /> <strong>Passive Perception:</strong> 14<br /> <strong>Initiative:</strong> +2 <br /> <strong>Speed:</strong> 30 ft <br /> <strong>Hit Dice:</strong> 1d12+3 max 3, used 2<br /> <strong>HP:</strong> 31/36 <strong>Vitality:</strong> 16/17</td></tr></table><p><strong>OFFENSE</strong> <table style='width: 100%'><tr><td><strong>Weapon</strong><br /> Longsword, 1h<br /> Longsword, 2h<br /> Handaxe<br /> Longbow</td><td><strong>Range</strong><br /> <br /> <br /> 20/60<br /> 150/600</td><td><strong>To Hit</strong><br /> +4<br /> +4<br /> +4<br /> +4</td><td><strong>Damage</strong><br /> 1d8+2 (s)<br /> 1d10+2 (s)<br /> 1d6+2 (s)<br /> 1d8+2</td><td><strong>Notes</strong><br /> +2 damage when raging<br /> +2 damage when raging<br /> Light, Thrown (usually)<br /> Ammunition</td></tr></table><p><strong>SKILLS</strong> Proficient skills are bold, italic.</p><table style='width: 100%'><tr><td>Acrobatics: +2<br /> Animal Handling: +0<br /> Arcana: +1<br /> <strong><em>Athletics:</em></strong> +4<br /> Deception: +0<br /> History: +1</td><td>Insight: +2<br /> Intimidation: +0<br /> Investigation: +1<br /> Medicine: +2<br /> <strong><em>Nature:</em></strong> +4<br /> <strong><em>Perception:</em></strong> +4</td><td>Performance: +0 (+2 on flute)<br /> Persuasion: +0<br /> Religion: +2<br /> Sleight of Hand: +2<br /> Stealth: +2<br /> <strong><em>Survival:</em></strong> +4</td></tr></table><p>[sblock="FEATURES AND TRAITS"]<strong>Proficiencies and Languages</strong><p style="margin-left: 20px"><strong>Languages:</strong> Common, Orcish</p> <p style="margin-left: 20px"><strong>Armor:</strong> All Light and Medium, plus Shield</p> <p style="margin-left: 20px"><strong>Weapons:</strong> All Simple and Martial</p> <p style="margin-left: 20px"><strong>Tools:</strong> Flute</p><p><strong>Race:</strong> Human<p style="margin-left: 20px">+1 to all stats</p><p><strong>Background:</strong> Outlander<p style="margin-left: 20px"><strong>Origin:</strong> Homesteader</p> <p style="margin-left: 20px"><strong>Wanderer:</strong> You have excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.</p><p><strong>Feats</strong><p style="margin-left: 20px"><strong>Durable:</strong> When rolling a Hit Dice to regain hit points, minimum hit points regained is twice Constitution modifier, or 6 hp/HD. (+1 to Constitution)</p><p><strong>Class:</strong> Barbarian (Beserker)<p style="margin-left: 20px"><strong>Rage:</strong> For up to one minute, 3 times per long rest, grants:</p> <p style="margin-left: 20px">* Advantage on Strength saves and checks,</p> <p style="margin-left: 20px">* Add +2 to all melee damage rolls</p> <p style="margin-left: 20px">* Resistance to all damage except psychic</p> <p style="margin-left: 20px"><strong>Unarmored Defense:</strong> When not wearing armor, add Dexterity and Constitution bonus to AC. Shield is not considered “armored” for this effect.</p> <p style="margin-left: 20px"><strong>Reckless Attack:</strong> When you make your first attack on our turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.</p> <p style="margin-left: 20px"><strong>Danger Sense:</strong> You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.</p> <p style="margin-left: 20px"><strong>Path of the Totem: Bear:</strong> Can cast Beast Sense and Speak with Animal as Ritual spells.</p> <p style="margin-left: 20px"><em>Totem Spirit:</em> While raging, you have reisistence to all damage except psychic damage.</p> <p style="margin-left: 20px"></p><p>[/sblock][sblock="EQUIPMENT"]Longsword, w/belt sheath</p><p>Longbow</p><p>2 hand axes, clipped to boots</p><p>2 quivers, 20 arrows each</p><p>Traveler's outfit, worn, dingy, and gray</p><p>Magic Chicken Foot, on a leather loop worn as a necklace</p><p>Backpack, with:</p><p>- Hunting trap</p><p>- Bedroll</p><p>- Mess kit</p><p>- Tinderbox</p><p>- 10 Torches</p><p>- Rations, 10 days</p><p>- 2 traveler's outfits, one green, one midnight blue</p><p>- a sewing kit</p><p>- Waterskin</p><p>- a wooden carrying case, containing a dinged up flute</p><p>- an pouch with a shriveled up apple, the last thing her mother ever gave her.</p><p>50 feet of hempen rope (hp 2, DC 17 Str check to break)</p><p>Belt pouch (with coins) 8 gp</p><p></p><p><strong>Magic Chicken Foot:</strong></p><ul> <li data-xf-list-type="ul">The chicken foot has 30ft vision and hearing (passive perception: 13) </li> <li data-xf-list-type="ul">It can speak, read, and write common. </li> <li data-xf-list-type="ul">It is of unknown alignment </li> <li data-xf-list-type="ul">It extinguishes non magical flames within 30ft </li> <li data-xf-list-type="ul">As an action, casts Leomund's Tiny Hut (but instead of a dome, a semi-transparent hut on chicken leg stilts is created) Once cast, roll a d6, on a 6, the ability recharges immediately, otherwise it recharges after a long rest. </li> <li data-xf-list-type="ul">A secret something[sblock="Additional Secrets"]It IS Baba Yaga's Hut (yikes)[/sblock] </li> </ul><p>[/sblock][sblock="DESCRIPTION"]<strong>Age:</strong> 22</p><p><strong>Height:</strong> 5’ 11”</p><p><strong>Weight:</strong> 140 lbs</p><p><strong>Eyes:</strong> Green</p><p><strong>Skin:</strong> Tanned, some might say weathered</p><p><strong>Hair:</strong> Auburn</p><p><strong>Description:</strong> She is a tall, somewhat thin woman who often seems very serious. She is plain in looks and a scar on her left cheek causes her to become shy when it is pointed out. She has the hands of a person who has worked in fields all her life.</p><p><strong>Personality Traits: </strong> Somber. Life is meaningless. Death is the only certainty.</p><p><strong>Ideals:</strong> She doesn't believe life is meaningless and hope to find meaning somewhere. Out there.</p><p><strong>Bonds:</strong> If she makes a friendship, after losing everything, she will probably cling to it like a life boat.</p><p><strong>Flaws:</strong> Believes she is on the run so she avoids town guards and the like. (can't really describe perfectly until full back story is revealed)</p><p><strong>Background</strong></p><p>When the raiders came to her farm, she was sent to a building on the far side of the farm with her younger brother, Rayn. While they were being quiet, a stray arrow killed Rayn. At that point she burst from the barn swinging her longsword like a dervish. She doesn't remember much of what happened next except that when it was over, the marauders were dead, her family was dead, the house was on fire, the fields were on fire, and she was standing alone near the road as, in the distance, she could see one or two of the raiders fleeing from her.</p><p></p><p>With what little she could scrounge up from the decimated farm, she left for the nearby town, hoping to get as far from the only place she has ever known as she she can get.[/sblock][sblock="SECRET"]It's really a secret so don't look until I remove this.</p><p>[sblock]<strong>Disadvantage:</strong> Ana cannot control her rage. Once she starts to rage, she needs to make a Wisdom saving throw (DC 12) to snap out of it before the 1 minute duration ends. During a rage, she is not the normally meek person she is. She becomes cold and vengeful.[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 6979014, member: 813"] [b]Annaliese Claymoor[/b] [TABLE="width: 100%, align: left"] [TR] [TD][B]Name:[/B] Ana (Annaliese Claymoor) [B]Race:[/B] Human [B]Class:[/B] Barbarian 3 (Path of the Bear Totem) [B]Background:[/B] Outlander [B]Alignment:[/B] Neutral Good [B]Experience:[/B] Milestone Advancement [B]Inspiration:[/B] yes[/TD] [TD][B]Strength:[/B] 14 (+2), Saves +4 [B]Dexterity:[/B] 14 (+2), Adv on [indent]Saves if source known[/indent] [B]Constitution:[/B] 17 (+3), Saves +5 [B]Intelligence:[/B] 13 (+1) [B]Wisdom:[/B] 14 (+2) [B]Charisma:[/B] 10 (+0)[/TD] [TD][B]AC:[/B] 15 (unarmored defense dex+2, con+3) [B]Proficiency Bonus:[/B] +2 [B]Passive Perception:[/B] 14 [B]Initiative:[/B] +2 [B]Speed:[/B] 30 ft [B]Hit Dice:[/B] 1d12+3 max 3, used 2 [B]HP:[/B] 31/36 [B]Vitality:[/B] 16/17[/TD] [/TR] [/TABLE] [B]OFFENSE[/B][table="width: 100%, align: left"] [tr][td][b]Weapon[/b] Longsword, 1h Longsword, 2h Handaxe Longbow[/td][td="align: center"][b]Range[/b] 20/60 150/600[/td][td="align: center"][b]To Hit[/b] +4 +4 +4 +4[/td][td][b]Damage[/b] 1d8+2 (s) 1d10+2 (s) 1d6+2 (s) 1d8+2[/td][td][b]Notes[/b] +2 damage when raging +2 damage when raging Light, Thrown (usually) Ammunition[/td] [/tr] [/table] [b]SKILLS[/b] Proficient skills are bold, italic. [table="width: 100%, align: left"] [tr][td]Acrobatics: +2 Animal Handling: +0 Arcana: +1 [b][i]Athletics:[/i][/b] +4 Deception: +0 History: +1[/td][td]Insight: +2 Intimidation: +0 Investigation: +1 Medicine: +2 [b][i]Nature:[/i][/b] +4 [b][i]Perception:[/i][/b] +4[/td][td]Performance: +0 (+2 on flute) Persuasion: +0 Religion: +2 Sleight of Hand: +2 Stealth: +2 [b][i]Survival:[/i][/b] +4[/td][/tr][/table] [sblock="FEATURES AND TRAITS"][B]Proficiencies and Languages[/B][INDENT][B]Languages:[/B] Common, Orcish [B]Armor:[/B] All Light and Medium, plus Shield [B]Weapons:[/B] All Simple and Martial [B]Tools:[/B] Flute[/INDENT] [B]Race:[/B] Human[INDENT]+1 to all stats[/INDENT] [B]Background:[/B] Outlander[INDENT][B]Origin:[/B] Homesteader [B]Wanderer:[/B] You have excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.[/INDENT] [B]Feats[/B][INDENT][B]Durable:[/B] When rolling a Hit Dice to regain hit points, minimum hit points regained is twice Constitution modifier, or 6 hp/HD. (+1 to Constitution)[/INDENT] [B]Class:[/B] Barbarian (Beserker)[INDENT][B]Rage:[/B] For up to one minute, 3 times per long rest, grants: * Advantage on Strength saves and checks, * Add +2 to all melee damage rolls * Resistance to all damage except psychic [B]Unarmored Defense:[/B] When not wearing armor, add Dexterity and Constitution bonus to AC. Shield is not considered “armored” for this effect. [B]Reckless Attack:[/B] When you make your first attack on our turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. [B]Danger Sense:[/B] You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. [B]Path of the Totem: Bear:[/B] Can cast Beast Sense and Speak with Animal as Ritual spells. [I]Totem Spirit:[/I] While raging, you have reisistence to all damage except psychic damage. [/INDENT] [/sblock][sblock="EQUIPMENT"]Longsword, w/belt sheath Longbow 2 hand axes, clipped to boots 2 quivers, 20 arrows each Traveler's outfit, worn, dingy, and gray Magic Chicken Foot, on a leather loop worn as a necklace Backpack, with: - Hunting trap - Bedroll - Mess kit - Tinderbox - 10 Torches - Rations, 10 days - 2 traveler's outfits, one green, one midnight blue - a sewing kit - Waterskin - a wooden carrying case, containing a dinged up flute - an pouch with a shriveled up apple, the last thing her mother ever gave her. 50 feet of hempen rope (hp 2, DC 17 Str check to break) Belt pouch (with coins) 8 gp [B]Magic Chicken Foot:[/B] [LIST] [*]The chicken foot has 30ft vision and hearing (passive perception: 13) [*]It can speak, read, and write common. [*]It is of unknown alignment [*]It extinguishes non magical flames within 30ft [*]As an action, casts Leomund's Tiny Hut (but instead of a dome, a semi-transparent hut on chicken leg stilts is created) Once cast, roll a d6, on a 6, the ability recharges immediately, otherwise it recharges after a long rest. [*]A secret something[sblock="Additional Secrets"]It IS Baba Yaga's Hut (yikes)[/sblock] [/LIST] [/sblock][sblock="DESCRIPTION"][B]Age:[/B] 22 [B]Height:[/B] 5’ 11” [B]Weight:[/B] 140 lbs [B]Eyes:[/B] Green [B]Skin:[/B] Tanned, some might say weathered [B]Hair:[/B] Auburn [B]Description:[/B] She is a tall, somewhat thin woman who often seems very serious. She is plain in looks and a scar on her left cheek causes her to become shy when it is pointed out. She has the hands of a person who has worked in fields all her life. [B]Personality Traits: [/B] Somber. Life is meaningless. Death is the only certainty. [B]Ideals:[/B] She doesn't believe life is meaningless and hope to find meaning somewhere. Out there. [B]Bonds:[/B] If she makes a friendship, after losing everything, she will probably cling to it like a life boat. [B]Flaws:[/B] Believes she is on the run so she avoids town guards and the like. (can't really describe perfectly until full back story is revealed) [B]Background[/B] When the raiders came to her farm, she was sent to a building on the far side of the farm with her younger brother, Rayn. While they were being quiet, a stray arrow killed Rayn. At that point she burst from the barn swinging her longsword like a dervish. She doesn't remember much of what happened next except that when it was over, the marauders were dead, her family was dead, the house was on fire, the fields were on fire, and she was standing alone near the road as, in the distance, she could see one or two of the raiders fleeing from her. With what little she could scrounge up from the decimated farm, she left for the nearby town, hoping to get as far from the only place she has ever known as she she can get.[/sblock][sblock="SECRET"]It's really a secret so don't look until I remove this. [sblock][B]Disadvantage:[/B] Ana cannot control her rage. Once she starts to rage, she needs to make a Wisdom saving throw (DC 12) to snap out of it before the 1 minute duration ends. During a rage, she is not the normally meek person she is. She becomes cold and vengeful.[/sblock][/sblock] [/QUOTE]
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