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The Savage Seas [5e] [RG]
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<blockquote data-quote="gnarlygninja" data-source="post: 8717883" data-attributes="member: 6777714"><p><img src="https://pbs.twimg.com/media/FBmHfeaVkAM2nI7?format=jpg&name=900x900" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p></p><p><strong>Character Name</strong> : Zrok <strong>Height</strong> : 2'4</p><p></p><p><strong>Player Name</strong> : Gnarly <strong>Weight</strong> : 28 lbs</p><p></p><p><strong>Character Race </strong> : Kobold <strong>Eyes</strong> : Yellow</p><p></p><p><strong>Alignment</strong> : Neutral <strong>Hair</strong> : N/A</p><p></p><p>Deity : <strong> Size</strong> : Small</p><p></p><p><strong>Total Level </strong> : 4 <strong>Speed</strong> : 30</p><p></p><p>----------------------------------------------------------------------------</p><p></p><p>Character Class Information</p><p></p><p></p><p></p><p><strong>Class and Level:</strong> Barbarian (Path of the Giant) 4</p><p></p><p>----------------------------------------------------------------------------</p><p></p><p> Inspiration AC Initiative Speed</p><p> 0 16 +2 30 Ft</p><p></p><p></p><p></p><p></p><p>Health points Hit dice Proficiently</p><p></p><p> 49/49 4d12 +2</p><p></p><p></p><p></p><p></p><p></p><p>Stats</p><p></p><p><strong>Strength Dexterity Constitution Intelligence Wisdom Charisma</strong></p><p></p><p> 20 15 18 9 12 14</p><p></p><p>Saving throw</p><p></p><p> <strong>Str</strong> +7 <strong>Dex</strong> +2 <strong>Con</strong> +6 <strong> Int</strong> -1 <strong>Wis</strong> +1 <strong>Cha</strong> +2</p><p></p><p></p><p>----------------------------------------------------------------------------</p><p></p><p>Attack/spell Attack bonus Damage/type</p><p>BattleAxe (one hand) +7 1d8+5/S</p><p>BattleAxe (two hand) +7 1d10+5/S</p><p>Dagger (20/60) +7 1d4+5/P</p><p>Unarmed Attack +7 6/B</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>----------------------------------------------------------------------------</p><p></p><p>Skills</p><p></p><p></p><p></p><p> Acrobatics (dex) +2</p><p></p><p> Animal handling (wis) +1</p><p></p><p> Arcana (int) -1</p><p></p><p> Athletics (str) +7</p><p></p><p> Deception (cha) +2</p><p></p><p> History (int) -1</p><p></p><p> Insight (wis) +1</p><p></p><p> Intimidation (cha) +4</p><p></p><p> Investigation (int) -1</p><p></p><p> Medicine (wis) +1</p><p></p><p> Nature (int) -1</p><p></p><p> Perception (wis) +1</p><p></p><p> Performance (cha) +2</p><p></p><p> Persuasion (cha) +2</p><p></p><p> Religion (int) +1</p><p></p><p> Sleight of hand (dex) +2</p><p></p><p> Stealth (dex) +2</p><p></p><p> Survival (wis) +3</p><p></p><p></p><p></p><p>----------------------------------------------------------------------------</p><p></p><p>Person</p><p></p><p></p><p></p><p><strong>Personality traits</strong></p><p><em>Zrock prefer simple solutions to problems. Zrok face problems directly.</em></p><p></p><p></p><p></p><p></p><p><strong>Ideals</strong></p><p><em>Dependability. Zrok always pitch in if Zrok can</em></p><p></p><p></p><p></p><p></p><p></p><p><strong>Bonds</strong></p><p><em>Voice in Zrok's head talking more often. Zrok want voice to stop.</em></p><p></p><p></p><p><strong>Flaws</strong></p><p><em>World outside mountains frighten and confuse Zrok.</em></p><p></p><p></p><p></p><p></p><p></p><p>----------------------------------------------------------------------------</p><p></p><p>Features and traits</p><p>small</p><p>Darkvision 60</p><p>Draconic Cry. Bonus action, cry at enemies within 10 feet. Until start of next turn you and allies ha ve adv on attack rolls against any of those enemies who can hear you. Prof bonus (2) per day.</p><p>Defiance. Adv on saves to avoid or end the frightened condition on yourself</p><p>Rage. +2 damage on melee weapon attacks using strength, adv on str saves and checks, resistance to B/P/S. Bonus action to enter, can't cast spells or concentrate on them, lasts for one minute or until you've been knocked unconscious or you haven't attacked a hostile creature or been damaged since your last turn </p><p>Unarmored Defense. AC is 10+dex+con while unarmored. Can use a shield.</p><p>Danger Sense. Adv on dexterity saves against effects you can see. Can't be blinded, deafened, or incapacitated</p><p>Reckless Attack. Decide to make melee str attacks with advantage, but all attacks against you have adv until your next turn. Must decide with first attack.</p><p>Giant Power. Learn Giant and Thaumaturgy</p><p>Giant's Havoc. Add rage damage to thrown str weapon attacks. Increase reach by 5 feet and become large.</p><p>ASI +2 STR</p><p></p><p></p><p></p><p></p><p></p><p>----------------------------------------------------------------------------</p><p></p><p>Equipment and Money</p><p>A battleaxe, a dagger, an explorer's pack, four javelins, 1 gold coin, 1 dead robin</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>----------------------------------------------------------------------------</p><p></p><p>Other features and Languages</p><p>Common, Draconic, Giant, Goblin, Sylvan</p><p></p><p></p><p></p><p></p><p></p><p></p><p>----------------------------------------------------------------------------</p><p></p><p>Spells</p><p>Thaumaturgy: You create one of the following magical effects within range:</p><p></p><p>Your voice booms up to three times as loud as normal for 1 minute.</p><p>You cause flames to flicker, brighten, dim, or change color for 1 minute.</p><p>You cause harmless tremors in the ground for 1 minute.</p><p>You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.</p><p>You instantaneously cause an unlocked door or window to fly open or slam shut.</p><p>You alter the appearance of your eyes for 1 minute.</p><p>If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.</p><p></p><p></p><p></p><p></p><p>[SPOILER="Backstory"]</p><p>Zrok lived in an isolated cave system containing the bones of long dead dragon, so ancient none of the tribe knew its name. They made offerings to it, and protected what meager bits of its horde had not been carried off or rotted away long ago. They occasionally skirmished with a small tribe of goblins near by but for the most part it was a quiet and (relatively) peaceful life. Until the people in robes came. They said they too worshipped the dragon bones, and claimed to know how to bring it back to life, so the clan reluctantly allowed them into the caves. Zrok doesn't know what happened that night, but he woke in the skull of the dragon surrounded by the corpses of his clan, a strange symbol scarred over his left eye, and another voice booming in his head. The voice was angry, demanding a vengeance Zrok was happy to give it. He killed the cultists guarding him and fled. Since then he's been following the vague directions of the voice in head head telling him to go south and cross the sea. Zrok found a town along the way completely empty aside from a little girl and a few dozen cats. The girl solemnly told him she was a princess and demanded he escort her and her retinue through the woods to her castle. He walked with her and the cats to a ring of stones on a hill, the girl turned to him and said "The debt has been repaid" before throwing sand in his face. When he woke the girl and the cats were gone, with no trace remaining aside from a single gold coin and a dead robin.</p><p>[/SPOILER]</p><p>Where he's from: Vurim, but this is just the word for 'home' in Zrok's dialect of Draconic. A mountain range pretty far to the north from Evermoor.</p><p>What he was doing: Hunting for food, cleaning dragon bones, general kobold things. He wasn't very important or noteworthy in his tribe.</p><p>Why he left: People in robes (cultists or necromancers, he's not sure) attempted to revive the dragon whose bones Zrok's clan revered, but for some reason it didn't work and he's the only one left alive. He left partially to flee the people who killed his tribe and partially because there's now a voice in his head that is telling him to cross the sea.</p><p>One interesting thing: Found an empty village with a single little girl and dozens of cats, escorted them to a ring of stones, fell asleep. They were gone when he woke up but left him a coin and a dead bird</p></blockquote><p></p>
[QUOTE="gnarlygninja, post: 8717883, member: 6777714"] [IMG]https://pbs.twimg.com/media/FBmHfeaVkAM2nI7?format=jpg&name=900x900[/IMG] [B]Character Name[/B] : Zrok [B]Height[/B] : 2'4 [B]Player Name[/B] : Gnarly [B]Weight[/B] : 28 lbs [B]Character Race [/B] : Kobold [B]Eyes[/B] : Yellow [B]Alignment[/B] : Neutral [B]Hair[/B] : N/A Deity : [B] Size[/B] : Small [B]Total Level [/B] : 4 [B]Speed[/B] : 30 ---------------------------------------------------------------------------- Character Class Information [B]Class and Level:[/B] Barbarian (Path of the Giant) 4 ---------------------------------------------------------------------------- Inspiration AC Initiative Speed 0 16 +2 30 Ft Health points Hit dice Proficiently 49/49 4d12 +2 Stats [B]Strength Dexterity Constitution Intelligence Wisdom Charisma[/B] 20 15 18 9 12 14 Saving throw [B]Str[/B] +7 [B]Dex[/B] +2 [B]Con[/B] +6 [B] Int[/B] -1 [B]Wis[/B] +1 [B]Cha[/B] +2 ---------------------------------------------------------------------------- Attack/spell Attack bonus Damage/type BattleAxe (one hand) +7 1d8+5/S BattleAxe (two hand) +7 1d10+5/S Dagger (20/60) +7 1d4+5/P Unarmed Attack +7 6/B ---------------------------------------------------------------------------- Skills Acrobatics (dex) +2 Animal handling (wis) +1 Arcana (int) -1 Athletics (str) +7 Deception (cha) +2 History (int) -1 Insight (wis) +1 Intimidation (cha) +4 Investigation (int) -1 Medicine (wis) +1 Nature (int) -1 Perception (wis) +1 Performance (cha) +2 Persuasion (cha) +2 Religion (int) +1 Sleight of hand (dex) +2 Stealth (dex) +2 Survival (wis) +3 ---------------------------------------------------------------------------- Person [B]Personality traits[/B] [I]Zrock prefer simple solutions to problems. Zrok face problems directly.[/I] [B]Ideals[/B] [I]Dependability. Zrok always pitch in if Zrok can[/I] [B]Bonds[/B] [I]Voice in Zrok's head talking more often. Zrok want voice to stop.[/I] [B]Flaws[/B] [I]World outside mountains frighten and confuse Zrok.[/I] ---------------------------------------------------------------------------- Features and traits small Darkvision 60 Draconic Cry. Bonus action, cry at enemies within 10 feet. Until start of next turn you and allies ha ve adv on attack rolls against any of those enemies who can hear you. Prof bonus (2) per day. Defiance. Adv on saves to avoid or end the frightened condition on yourself Rage. +2 damage on melee weapon attacks using strength, adv on str saves and checks, resistance to B/P/S. Bonus action to enter, can't cast spells or concentrate on them, lasts for one minute or until you've been knocked unconscious or you haven't attacked a hostile creature or been damaged since your last turn Unarmored Defense. AC is 10+dex+con while unarmored. Can use a shield. Danger Sense. Adv on dexterity saves against effects you can see. Can't be blinded, deafened, or incapacitated Reckless Attack. Decide to make melee str attacks with advantage, but all attacks against you have adv until your next turn. Must decide with first attack. Giant Power. Learn Giant and Thaumaturgy Giant's Havoc. Add rage damage to thrown str weapon attacks. Increase reach by 5 feet and become large. ASI +2 STR ---------------------------------------------------------------------------- Equipment and Money A battleaxe, a dagger, an explorer's pack, four javelins, 1 gold coin, 1 dead robin ---------------------------------------------------------------------------- Other features and Languages Common, Draconic, Giant, Goblin, Sylvan ---------------------------------------------------------------------------- Spells Thaumaturgy: You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. [SPOILER="Backstory"] Zrok lived in an isolated cave system containing the bones of long dead dragon, so ancient none of the tribe knew its name. They made offerings to it, and protected what meager bits of its horde had not been carried off or rotted away long ago. They occasionally skirmished with a small tribe of goblins near by but for the most part it was a quiet and (relatively) peaceful life. Until the people in robes came. They said they too worshipped the dragon bones, and claimed to know how to bring it back to life, so the clan reluctantly allowed them into the caves. Zrok doesn't know what happened that night, but he woke in the skull of the dragon surrounded by the corpses of his clan, a strange symbol scarred over his left eye, and another voice booming in his head. The voice was angry, demanding a vengeance Zrok was happy to give it. He killed the cultists guarding him and fled. Since then he's been following the vague directions of the voice in head head telling him to go south and cross the sea. Zrok found a town along the way completely empty aside from a little girl and a few dozen cats. The girl solemnly told him she was a princess and demanded he escort her and her retinue through the woods to her castle. He walked with her and the cats to a ring of stones on a hill, the girl turned to him and said "The debt has been repaid" before throwing sand in his face. When he woke the girl and the cats were gone, with no trace remaining aside from a single gold coin and a dead robin. [/SPOILER] Where he's from: Vurim, but this is just the word for 'home' in Zrok's dialect of Draconic. A mountain range pretty far to the north from Evermoor. What he was doing: Hunting for food, cleaning dragon bones, general kobold things. He wasn't very important or noteworthy in his tribe. Why he left: People in robes (cultists or necromancers, he's not sure) attempted to revive the dragon whose bones Zrok's clan revered, but for some reason it didn't work and he's the only one left alive. He left partially to flee the people who killed his tribe and partially because there's now a voice in his head that is telling him to cross the sea. One interesting thing: Found an empty village with a single little girl and dozens of cats, escorted them to a ring of stones, fell asleep. They were gone when he woke up but left him a coin and a dead bird [/QUOTE]
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