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To Sail the Olympian Sea: 5E [Setting & Characters]
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<blockquote data-quote="Ancalagon" data-source="post: 7008314" data-attributes="member: 23"><p>Alright, let's do this!</p><p></p><p>(as usual, I won't be able to do all this in one shot so I'll do it bit by bit)</p><p></p><p>Gamil Illbrew the Alchemist, of clan Sordrot, of Skaldia </p><p></p><p></p><p>Artificer (Alchemist)</p><p>Background: Hermit</p><p>Level: 4</p><p>XP: </p><p>Race: Dwarf, Hill </p><p>Alignment: Neutral Good (Gamil is less tradition bound than most dwarfs, but is a civil fellow) </p><p></p><p></p><p>[sblock=Character Sheet]Abilities:</p><p>Str 13</p><p>Dex 14 (ASI)</p><p>Con 16 (race)</p><p>Int: 16 (ASI)</p><p>Wis: 10 (race)</p><p>Cha: 8 </p><p></p><p>AC: 17 (scale + dex + cloak of protection) </p><p>Initiative: +2</p><p>Speed: 25</p><p>HP: 39 (8 + 5*3 + 3*4 + 1*4)</p><p>Hit Dice: 4d8</p><p>Proficiency Bonus: 2</p><p></p><p>OFFENSE:</p><p>Battle axe: +3 to hit, 1d10+1 damage (2 handed use)</p><p>Dagger: + 4 to hit, 1d4+2 damage</p><p>Hand axe: +3 to hit, 1d6+1 damage</p><p>Alchemical acid: range 30 feet, dex save or take 2d6 dmg (one creature. Objects take max damage)</p><p>Alchemical fire: range 30 feet, dex save or take 2d6 dmg (5 foot radius) </p><p></p><p>SAVES (* = proficiency, includes cloak)</p><p>Strength +2</p><p>Dexterity: +3</p><p>* Constitution: +6</p><p>* Intelligence: +6</p><p>Wisdom: +1</p><p>Charisma: +0</p><p></p><p>SKILLS (*=proficiency) </p><p></p><p>Acrobatics: +2</p><p>Animal Handling: 0</p><p>*Arcana: +5</p><p>Athletics: +1</p><p>Deception: -1</p><p>History: +3</p><p>Insight: +0</p><p>Intimidation: -1</p><p>*Investigation: +5</p><p>*Medicine: +2</p><p>*Nature: +5</p><p>Perception: +0</p><p>Performance: -1</p><p>Persuasion: -1</p><p>*Religion: +5</p><p>Sleight of Hand: +2</p><p>Stealth: +2</p><p>Survival: 0</p><p></p><p>Passive Perception: 10</p><p></p><p>PROFICIENCIES AND LANGUAGES</p><p>Tools: thieve's tools, Alchemist's supplies, smith's tools (alchemist); brewer's tools (dwarf), herbalist's kit (hermit)</p><p>Language: Common, Dwarven</p><p>Weapons: simple, hand axe, battle axe, warhammer, light hammer</p><p>Armor: light, medium </p><p></p><p>FEATURES AND TRAITS:</p><p>Dwarven Features:</p><p>Darkvision 60’ </p><p>Size: medium</p><p>Stonecunning</p><p>Dwarven Resilience</p><p>Dwarven Toughness </p><p></p><p>Alchemist features:</p><p>Artificer specialist (Alchemist)</p><p>Magical Item Analysis</p><p>Tool Expertise</p><p>Wondrous invention (Level 2 item: bag of holding)</p><p>Spellcasting</p><p>Infuse magic</p><p>Alchemical Formulas: Alchemical Fire, Alchemical Acid, Healing Draught, Smoke Stick</p><p>Ability Score Improvement: +1 dex, + 1 int</p><p></p><p>Hermit feature: Discovery: The Divine Grammaticon </p><p></p><p>FEATS: </p><p>None at this time[/sblock]</p><p></p><p>[sblock=Contacts/Bio] Gamil grew in the bleak hills of central Skaldia and hails from the Sordrot clan, a small clan of hill dwarves. Raised as a smith, he also picked up brewing from his uncle, although his constant experimentation resulted in many a barrel of peculiar tasting brews. As all dwarves of his clan he was trained in the fighting arts and proved quite sturdy, if not particularly talented at it. As a young adult (barely in his 40s), he met a traveling human alchemist seeking strange stones and northern mosses. He became enthusiastic about this strange new art and showed the alchemist around the hill and learned much from him. The alchemist eventually left, but Gamil's new focus on potions and magic did not go over very well with the clan. Already not well liked and feeling he needed to travel to learn more, after a few years he decided to leave with his cousin on a life of adventure.</p><p></p><p><strong>Ally</strong>: Andraste. His cousin, a dwarven warrior (barbarian, a berserker), was named after a human war goddess and that strange choice set her on a life of conflict. She didn't fit in much with the clan either, and gained a debt she felt she couldn't repay and she left with her strange alchemist cousin to travel the world and seek fortune.. The two together made a 2-dwarf adventuring party, fighting back to back against orcs, brigands and worse. Fierce but generous, not very intelligent but with more common sense than Gamil, she complemented her cousin well and the two made a good team.</p><p></p><p><strong>Rival</strong>: Alphonso, a half elf alchemist. This alchemist was the next student Gamil's master took on after moving on from the dwarven hills. The master suddenly took ill and died. Gamil suspects - but cannot prove - that Alphonso poisoned his master to steal his materials and writings. He also finds Alphonso to be erratic and reckless - a pretty serious accusation considering that Gamil isn't the most cautious of experimenter himself. Alphonso disdain's Gamil's dwarven sensibilities and claims that Gamil's accusation are slander, the products of a paranoid, ill-cultured dwarf of little talent.</p><p></p><p><strong>Contact</strong>: Sister Catherine: The duo eventually reached brettonia, where they made the aquaintance of Sister Catherine. One of "power behind the throne" personages, Sister Catherine is a powerful priest who gets thing done for the Archbishop of the Capital of Brettonia. Always on the look out for skilled agents, she started relying on the two dwarves to solve certain "problems".</p><p></p><p>Sister Catherine became concerned that her dwarven agents were becoming too well known and dismissed them from her service for a while. Taking their reward (a fat sac of gold and an old religious text), the cousin parted - Andraste taking the gold north to Skaldia to replay an old debt, while Gamil settled on the edges of a small village (renting a barn for a pittance) to study the text. </p><p></p><p>Gamil intended to keep himself busy selling alchemical supplies, but instead became engrossed in the old text - it was full of religious symbols and glyphs. To his great surprise, even though he was not a priest, Gamil discovered he could *use* them and via them gain access to the God's power. Gamil came to believe that he has stumbled upon elements of a divine language, which he has called the Divine Grammaticon - to master this language is to command the power of the gods. Gamil is well aware that this could be considered high heresy, so he has kept the details of this discovery to himself. However, he is eager to pursue his research. </p><p></p><p>After over a solitary year of intense study and experimentation, Gamil started becoming worried about his cousin Andraste, who should have returned by now. He booked passage on a ship north to seek news about his cousin, but the ship was captured and he was made prisoner.</p><p></p><p>Now Gamil is on a liberated ship. He still seeks his cousin, but feels he owed a debt to the party for freeing him.[/sblock]</p><p></p><p>[sblock=Magic]Spell Known:</p><p>Cantrips: None</p><p>Rituals: Detect Magic, Identify</p><p>Level 1: Alarm, cure wounds, expeditious retreat, shield of faith</p><p></p><p>Alchemical Formulas: Alchemical Fire, Alchemical Acid, Healing Draught, Smoke Stick</p><p></p><p>Spell slots (used/total)</p><p>LEVEL 1: 0/3</p><p>INFUSOINS: 0/3</p><p></p><p>Spell Save DC: 13</p><p>Spell attack modifier: +5[/sblock]</p><p></p><p>[sblock=Equipment]Scroll case (notes etc)</p><p>dagger</p><p>Alchemist tools</p><p>Alchemy Pouch</p><p>brewer's tools</p><p>smith's tools</p><p>thieves' tools</p><p>Herbalist kit</p><p>Healer's kit</p><p>Common clothes</p><p>Religious Text: Glyphs of the One God</p><p>Scale Armor</p><p>Light crossbow+20 bolts</p><p>Dungeoneer pack (see page 151</p><p>wetstone</p><p>hand axe</p><p>light hammer</p><p>ball bearings </p><p>Pouch</p><p>Sack, 2</p><p>Winter blanket</p><p><strong>Bag of Holding</strong></p><p><strong>Cloak of Protection</strong></p><p>Chalk (2 pieces)</p><p>steel mirror</p><p>shovel </p><p>Tent, 2 person</p><p>10 oil flask</p><p>bedroll</p><p>crowbar </p><p>Lantern, hooded</p><p></p><p>GOLD = [/sblock]</p><p></p><p>[sblock=Roleplaying]</p><p>Life of Seclusion: Gamil isolated himself for a while to study his art.</p><p>Personality trait: I am working on a grand philosophical theory and I love sharing my ideas (although keeping some details hidden as mentioned above)</p><p>Ideal: Inquiry and curiosity are the pillars of progress</p><p>Bond: Should my discovery come to light, it could trigger a great religious cricis</p><p>Flaw: I'd risk too much to uncover a lost bit of knowledge.[/sblock]</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 7008314, member: 23"] Alright, let's do this! (as usual, I won't be able to do all this in one shot so I'll do it bit by bit) Gamil Illbrew the Alchemist, of clan Sordrot, of Skaldia Artificer (Alchemist) Background: Hermit Level: 4 XP: Race: Dwarf, Hill Alignment: Neutral Good (Gamil is less tradition bound than most dwarfs, but is a civil fellow) [sblock=Character Sheet]Abilities: Str 13 Dex 14 (ASI) Con 16 (race) Int: 16 (ASI) Wis: 10 (race) Cha: 8 AC: 17 (scale + dex + cloak of protection) Initiative: +2 Speed: 25 HP: 39 (8 + 5*3 + 3*4 + 1*4) Hit Dice: 4d8 Proficiency Bonus: 2 OFFENSE: Battle axe: +3 to hit, 1d10+1 damage (2 handed use) Dagger: + 4 to hit, 1d4+2 damage Hand axe: +3 to hit, 1d6+1 damage Alchemical acid: range 30 feet, dex save or take 2d6 dmg (one creature. Objects take max damage) Alchemical fire: range 30 feet, dex save or take 2d6 dmg (5 foot radius) SAVES (* = proficiency, includes cloak) Strength +2 Dexterity: +3 * Constitution: +6 * Intelligence: +6 Wisdom: +1 Charisma: +0 SKILLS (*=proficiency) Acrobatics: +2 Animal Handling: 0 *Arcana: +5 Athletics: +1 Deception: -1 History: +3 Insight: +0 Intimidation: -1 *Investigation: +5 *Medicine: +2 *Nature: +5 Perception: +0 Performance: -1 Persuasion: -1 *Religion: +5 Sleight of Hand: +2 Stealth: +2 Survival: 0 Passive Perception: 10 PROFICIENCIES AND LANGUAGES Tools: thieve's tools, Alchemist's supplies, smith's tools (alchemist); brewer's tools (dwarf), herbalist's kit (hermit) Language: Common, Dwarven Weapons: simple, hand axe, battle axe, warhammer, light hammer Armor: light, medium FEATURES AND TRAITS: Dwarven Features: Darkvision 60’ Size: medium Stonecunning Dwarven Resilience Dwarven Toughness Alchemist features: Artificer specialist (Alchemist) Magical Item Analysis Tool Expertise Wondrous invention (Level 2 item: bag of holding) Spellcasting Infuse magic Alchemical Formulas: Alchemical Fire, Alchemical Acid, Healing Draught, Smoke Stick Ability Score Improvement: +1 dex, + 1 int Hermit feature: Discovery: The Divine Grammaticon FEATS: None at this time[/sblock] [sblock=Contacts/Bio] Gamil grew in the bleak hills of central Skaldia and hails from the Sordrot clan, a small clan of hill dwarves. Raised as a smith, he also picked up brewing from his uncle, although his constant experimentation resulted in many a barrel of peculiar tasting brews. As all dwarves of his clan he was trained in the fighting arts and proved quite sturdy, if not particularly talented at it. As a young adult (barely in his 40s), he met a traveling human alchemist seeking strange stones and northern mosses. He became enthusiastic about this strange new art and showed the alchemist around the hill and learned much from him. The alchemist eventually left, but Gamil's new focus on potions and magic did not go over very well with the clan. Already not well liked and feeling he needed to travel to learn more, after a few years he decided to leave with his cousin on a life of adventure. [B]Ally[/B]: Andraste. His cousin, a dwarven warrior (barbarian, a berserker), was named after a human war goddess and that strange choice set her on a life of conflict. She didn't fit in much with the clan either, and gained a debt she felt she couldn't repay and she left with her strange alchemist cousin to travel the world and seek fortune.. The two together made a 2-dwarf adventuring party, fighting back to back against orcs, brigands and worse. Fierce but generous, not very intelligent but with more common sense than Gamil, she complemented her cousin well and the two made a good team. [B]Rival[/B]: Alphonso, a half elf alchemist. This alchemist was the next student Gamil's master took on after moving on from the dwarven hills. The master suddenly took ill and died. Gamil suspects - but cannot prove - that Alphonso poisoned his master to steal his materials and writings. He also finds Alphonso to be erratic and reckless - a pretty serious accusation considering that Gamil isn't the most cautious of experimenter himself. Alphonso disdain's Gamil's dwarven sensibilities and claims that Gamil's accusation are slander, the products of a paranoid, ill-cultured dwarf of little talent. [B]Contact[/B]: Sister Catherine: The duo eventually reached brettonia, where they made the aquaintance of Sister Catherine. One of "power behind the throne" personages, Sister Catherine is a powerful priest who gets thing done for the Archbishop of the Capital of Brettonia. Always on the look out for skilled agents, she started relying on the two dwarves to solve certain "problems". Sister Catherine became concerned that her dwarven agents were becoming too well known and dismissed them from her service for a while. Taking their reward (a fat sac of gold and an old religious text), the cousin parted - Andraste taking the gold north to Skaldia to replay an old debt, while Gamil settled on the edges of a small village (renting a barn for a pittance) to study the text. Gamil intended to keep himself busy selling alchemical supplies, but instead became engrossed in the old text - it was full of religious symbols and glyphs. To his great surprise, even though he was not a priest, Gamil discovered he could *use* them and via them gain access to the God's power. Gamil came to believe that he has stumbled upon elements of a divine language, which he has called the Divine Grammaticon - to master this language is to command the power of the gods. Gamil is well aware that this could be considered high heresy, so he has kept the details of this discovery to himself. However, he is eager to pursue his research. After over a solitary year of intense study and experimentation, Gamil started becoming worried about his cousin Andraste, who should have returned by now. He booked passage on a ship north to seek news about his cousin, but the ship was captured and he was made prisoner. Now Gamil is on a liberated ship. He still seeks his cousin, but feels he owed a debt to the party for freeing him.[/sblock] [sblock=Magic]Spell Known: Cantrips: None Rituals: Detect Magic, Identify Level 1: Alarm, cure wounds, expeditious retreat, shield of faith Alchemical Formulas: Alchemical Fire, Alchemical Acid, Healing Draught, Smoke Stick Spell slots (used/total) LEVEL 1: 0/3 INFUSOINS: 0/3 Spell Save DC: 13 Spell attack modifier: +5[/sblock] [sblock=Equipment]Scroll case (notes etc) dagger Alchemist tools Alchemy Pouch brewer's tools smith's tools thieves' tools Herbalist kit Healer's kit Common clothes Religious Text: Glyphs of the One God Scale Armor Light crossbow+20 bolts Dungeoneer pack (see page 151 wetstone hand axe light hammer ball bearings Pouch Sack, 2 Winter blanket [B]Bag of Holding Cloak of Protection[/B] Chalk (2 pieces) steel mirror shovel Tent, 2 person 10 oil flask bedroll crowbar Lantern, hooded GOLD = [/sblock] [sblock=Roleplaying] Life of Seclusion: Gamil isolated himself for a while to study his art. Personality trait: I am working on a grand philosophical theory and I love sharing my ideas (although keeping some details hidden as mentioned above) Ideal: Inquiry and curiosity are the pillars of progress Bond: Should my discovery come to light, it could trigger a great religious cricis Flaw: I'd risk too much to uncover a lost bit of knowledge.[/sblock] [/QUOTE]
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