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Tyrzra'eln Explorers
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<blockquote data-quote="Steve Gorak" data-source="post: 1254001" data-attributes="member: 15132"><p><strong>Lo Derak Woodwitch1/greenbond1/mageblade 1 /Giant1</strong></p><p></p><p><span style="font-size: 10px"><strong>Lo Derak</strong></span></p><p><span style="color: MediumTurquoise">Truename: Misterakderan</span></p><p></p><p><strong>Woodwitch1/greenbond1/mageblade 1 /Giant1</strong></p><p></p><p>Str 18 [15 base + 2 racial + 1 giant level 1, 8 pts]</p><p>Dex 16 [17 base - 2 racial + 1 level 4, 13 pts]</p><p>Con 11 [13 base, 5 pts]</p><p>Wis 19 [18 base + 1 giant levels 1 2, 16 pts]</p><p>Int 10 [2 pts]</p><p>Cha 12 [2 pts]</p><p></p><p><strong><u>Weapons:</u></strong></p><p>masterwork dire greatsword (athame)</p><p></p><p>2 handed sword: +7 attack, 2d6+9 damage, 19-20x2 [To hit: +4 strenght +1 masterwork +1 athame +1 bonded item, Damage: +6 str (2 handed) +1 athame + 2 dire]</p><p></p><p>Daggers melee: +4 attack, 1d4+4 damage, 19-20x2 [+ 4 str, +4 str]</p><p>Daggers thrown: Range:10, +7 attack, 1d4+4 damage 19-20x2 [+ 4 str +3 dex, +4 str]</p><p>longsword: 4 attack, 1d8+4 damage 19-20x2 [+ 4 str, +4 str]</p><p></p><p></p><p>Mighty composite longbow: Range:110, +7 attack, 1d8+4 damage, x3 [+ 4 str +3 dex, +4 str] +2 against armor for bodkin arrows</p><p>20 bodkin arrows</p><p>20 regular arrows</p><p></p><p><strong><u>HP:</u> </strong> 30 (I assumed full HP at level 1, 75% threrafter)</p><p></p><p><strong><u>AC:</u> </strong> 21 when fully armored, flat footed 18, touch 13</p><p></p><p>(10 base +3 Dex + 4 (nature's warding word) + 4 Masterwork leather coat)</p><p></p><p><strong><u>Feats:</u></strong></p><p>Exotic heavy weapons (level 3 feat)</p><p>Bonded item - athame (ceremonial level 1, truename) </p><p>Spell affinity - true strike (talent)</p><p>Exotic spell: true strike (general, bonus feat, level 1) </p><p></p><p><strong><u>Skills:</u></strong></p><p>Skill points: 22 [16 (witch level 1) + 2 (greenbond 1) + 2 (giant 1) + 2 (mageblade 1)]</p><p>Giant 1/ greenbond 1 /wood witch 1 </p><p>Skillpoints: 16 (witch 1) +4 (giant 2) +2 (greenbond 1)= 22 </p><p> </p><p>Alchemy : + 0 [ 0 Ranks + 0 (Int) ]</p><p>Bluff : + 1 [ 1 Ranks + 0 (Cha) ]</p><p>Climb : + 8 [ 4 Ranks + 4 (Str) ]</p><p>Concentration : + 2 [ 0 Ranks + 2 (Con) ]</p><p>Craft (leatherworking) : + 3 [ 1 Ranks + 0 (Int) + 2 Giant bonus ]</p><p>Diplomacy : + 4 [ 0 Ranks + 0 (Cha) + 2 Sense motive synergy + 2 Giant bonus ]</p><p>Disguise : + 0 [ 0 Ranks + 0 (Cha) ]</p><p>Gather information : + 1 [ 1 Ranks + 0 (Cha) ]</p><p>Handle animal : + 0 [ 0 Ranks + 0 (Cha) ]</p><p>Heal : + 9 [ 4 Ranks + 5 (Wis) ]</p><p>Intimidate : + 0 [ 0 Ranks + 0 (Cha) ]</p><p>Jump : + 4 [ 0 Ranks + 4 (Str) ]</p><p>Inuit Direction : + 6 [ 1 Ranks + 5 (Wis) ]</p><p>Knowledge (ceremony) : + 0 [ 0 Ranks + 0 (Int) ]</p><p>Knowledge (geography) : + 0 [ 0 Ranks + 0 (Int) ]</p><p>Knowledge (magic) : + 0 [ 0 Ranks + 0 (Int) ]</p><p>Knowledge (nature) : + 0 [ 0 Ranks + 0 (Int) ]</p><p>Listen : + 5 [ 0 Ranks + 5 (Wis) ]</p><p>Perform(ballad) : + 0 [ 0 Ranks + 0 (Cha) ]</p><p>Perform (storytellng) : + 0 [ 0 Ranks + 0 (Cha) ]</p><p>Search : + 0 [ 0 Ranks + 0 (Int) ]</p><p>Sense motive : + 12 [ 5 Ranks + 5 (Wis) + 2 Giant bonus ]</p><p>Spellcraft : + 0 [ 0 Ranks + 0 (Int) ]</p><p>Spot : + 5 [ 0 Ranks + 5 (Wis) ]</p><p>Use magic device : + 0 [ 0 Ranks + 0 (Cha) ]</p><p>Swim : + 4 [ 0 Ranks + 4 (Str) ]</p><p>Wilderness survival : + 10 [ 5 Ranks + 5 (Wis) ]</p><p></p><p></p><p></p><p><strong><u>Abilities:</u></strong></p><p><strong>Nature sense:</strong> Can identify plants and animals, their species and special traits, with perfect accuracy. Can determine if water is safe or dangerous to drink.</p><p><strong>Infuse with life:</strong> heal 1d8+1 4x/day</p><p><strong>Witchery manifestation:</strong> Nature's warding word. Skin becomes bark like, granting natural armor bonus equal to wisdom bonus (currently +4)</p><p></p><p></p><p><strong><u>Possessions:</u></strong></p><p>Masterwork dire greatsword 700 gp (back)</p><p>Masterwork leather coat 500 gp</p><p>Mightly composite longbow (back)</p><p>20 bodkin arrows</p><p>20 regular arrows</p><p>2 Daggers ( 1 left thigh (on a strap), 1 right side)</p><p>1 longsword (left side)</p><p>50 ft rope</p><p>backpack</p><p>5 days rations</p><p>Backpack 2 gp</p><p>Belt Pouch 1 gp</p><p>Adventurer's Outfit 5 gp</p><p>Flint & Steel 1 gp</p><p>Waterskin 1 gp</p><p>Whetstone 2 cp</p><p></p><p> </p><p><strong><u>Spells:</u></strong></p><p>Spell slots: 9/4 (greenbond 1: 2/1, witch 1: 2/0, mageblade 1: 2/0, Wisdom 20 (Witch): 1/1; Wisdom 20 (Greenbond): 1/1; Charisma 12 (mageblade); +1/+1)</p><p>Spells known: 12/6 (greenbond 1: 5/3, witch 1: 2/0, mageblade 1: 2/0, Wisdom 20 (Witch): 1/1; Wisdom 20 (Greenbond): 1/1; Charisma 12 (mageblade); +1/+1)</p><p></p><p>Spells prepared: </p><p>level 0: Bash, Detect disease, detect magic, detect poison, glowglobe, Scent bane, Sense thoughts, hygiene.</p><p></p><p>Level 1: safe fall, true strike</p><p></p><p><strong><u>History:</u></strong></p><p></p><p>Lo-Derak comes from a military family. His father and his eldest brother are part of the Stuard's guards in the city of De-Shamod. </p><p></p><p>From an early age, his family could see that Lo-Derak was not iterested in the way of the warrior. However, they felt it was necessary to have him trained to fight skillfully. His masters realized that he had an intuitive but undisciplined knack for magic. Luckily, a Verrick housemaid realised his potential and brought this to his family's attention. They helped Lo Derak develop his talent through various mentorseven though this broke the family's tradition. They did not reject Lo-Derak, but neither did they accept his talent.</p><p></p><p>Lo-Derak stayed for a few years in his mentor's forest, while learning his craft. He would still keep visiting his family, to study the way of the sword, but he knew that they did not understand him. However, one day, his family saw the value of his talent: while he was visiting, he cured his dying brother who was attacked by thieves while on guard duty. He never again was treated as an outsider.</p><p> </p><p>When Lo-Derak was fully trained, he felt an urge to explore the world, to see its wonders. During his wanderings, he heard of Tyrzra'eln and the fact that the merchant's guild of the the walled port city of Drak-Skorn was looking for explorers. So, Lo-Derak traveled to Drak-skorn to petition the Steward to become part of the next expedition.</p></blockquote><p></p>
[QUOTE="Steve Gorak, post: 1254001, member: 15132"] [b]Lo Derak Woodwitch1/greenbond1/mageblade 1 /Giant1[/b] [SIZE=2][B]Lo Derak[/B][/SIZE] [COLOR=MediumTurquoise]Truename: Misterakderan[/COLOR] [B]Woodwitch1/greenbond1/mageblade 1 /Giant1[/B] Str 18 [15 base + 2 racial + 1 giant level 1, 8 pts] Dex 16 [17 base - 2 racial + 1 level 4, 13 pts] Con 11 [13 base, 5 pts] Wis 19 [18 base + 1 giant levels 1 2, 16 pts] Int 10 [2 pts] Cha 12 [2 pts] [B][U]Weapons:[/U][/B] masterwork dire greatsword (athame) 2 handed sword: +7 attack, 2d6+9 damage, 19-20x2 [To hit: +4 strenght +1 masterwork +1 athame +1 bonded item, Damage: +6 str (2 handed) +1 athame + 2 dire] Daggers melee: +4 attack, 1d4+4 damage, 19-20x2 [+ 4 str, +4 str] Daggers thrown: Range:10, +7 attack, 1d4+4 damage 19-20x2 [+ 4 str +3 dex, +4 str] longsword: 4 attack, 1d8+4 damage 19-20x2 [+ 4 str, +4 str] Mighty composite longbow: Range:110, +7 attack, 1d8+4 damage, x3 [+ 4 str +3 dex, +4 str] +2 against armor for bodkin arrows 20 bodkin arrows 20 regular arrows [B][U]HP:[/U] [/B] 30 (I assumed full HP at level 1, 75% threrafter) [B][U]AC:[/U] [/B] 21 when fully armored, flat footed 18, touch 13 (10 base +3 Dex + 4 (nature's warding word) + 4 Masterwork leather coat) [B][U]Feats:[/U][/B] Exotic heavy weapons (level 3 feat) Bonded item - athame (ceremonial level 1, truename) Spell affinity - true strike (talent) Exotic spell: true strike (general, bonus feat, level 1) [B][U]Skills:[/U][/B] Skill points: 22 [16 (witch level 1) + 2 (greenbond 1) + 2 (giant 1) + 2 (mageblade 1)] Giant 1/ greenbond 1 /wood witch 1 Skillpoints: 16 (witch 1) +4 (giant 2) +2 (greenbond 1)= 22 Alchemy : + 0 [ 0 Ranks + 0 (Int) ] Bluff : + 1 [ 1 Ranks + 0 (Cha) ] Climb : + 8 [ 4 Ranks + 4 (Str) ] Concentration : + 2 [ 0 Ranks + 2 (Con) ] Craft (leatherworking) : + 3 [ 1 Ranks + 0 (Int) + 2 Giant bonus ] Diplomacy : + 4 [ 0 Ranks + 0 (Cha) + 2 Sense motive synergy + 2 Giant bonus ] Disguise : + 0 [ 0 Ranks + 0 (Cha) ] Gather information : + 1 [ 1 Ranks + 0 (Cha) ] Handle animal : + 0 [ 0 Ranks + 0 (Cha) ] Heal : + 9 [ 4 Ranks + 5 (Wis) ] Intimidate : + 0 [ 0 Ranks + 0 (Cha) ] Jump : + 4 [ 0 Ranks + 4 (Str) ] Inuit Direction : + 6 [ 1 Ranks + 5 (Wis) ] Knowledge (ceremony) : + 0 [ 0 Ranks + 0 (Int) ] Knowledge (geography) : + 0 [ 0 Ranks + 0 (Int) ] Knowledge (magic) : + 0 [ 0 Ranks + 0 (Int) ] Knowledge (nature) : + 0 [ 0 Ranks + 0 (Int) ] Listen : + 5 [ 0 Ranks + 5 (Wis) ] Perform(ballad) : + 0 [ 0 Ranks + 0 (Cha) ] Perform (storytellng) : + 0 [ 0 Ranks + 0 (Cha) ] Search : + 0 [ 0 Ranks + 0 (Int) ] Sense motive : + 12 [ 5 Ranks + 5 (Wis) + 2 Giant bonus ] Spellcraft : + 0 [ 0 Ranks + 0 (Int) ] Spot : + 5 [ 0 Ranks + 5 (Wis) ] Use magic device : + 0 [ 0 Ranks + 0 (Cha) ] Swim : + 4 [ 0 Ranks + 4 (Str) ] Wilderness survival : + 10 [ 5 Ranks + 5 (Wis) ] [B][U]Abilities:[/U][/B] [B]Nature sense:[/B] Can identify plants and animals, their species and special traits, with perfect accuracy. Can determine if water is safe or dangerous to drink. [B]Infuse with life:[/B] heal 1d8+1 4x/day [B]Witchery manifestation:[/B] Nature's warding word. Skin becomes bark like, granting natural armor bonus equal to wisdom bonus (currently +4) [B][U]Possessions:[/U][/B] Masterwork dire greatsword 700 gp (back) Masterwork leather coat 500 gp Mightly composite longbow (back) 20 bodkin arrows 20 regular arrows 2 Daggers ( 1 left thigh (on a strap), 1 right side) 1 longsword (left side) 50 ft rope backpack 5 days rations Backpack 2 gp Belt Pouch 1 gp Adventurer's Outfit 5 gp Flint & Steel 1 gp Waterskin 1 gp Whetstone 2 cp [B][U]Spells:[/U][/B] Spell slots: 9/4 (greenbond 1: 2/1, witch 1: 2/0, mageblade 1: 2/0, Wisdom 20 (Witch): 1/1; Wisdom 20 (Greenbond): 1/1; Charisma 12 (mageblade); +1/+1) Spells known: 12/6 (greenbond 1: 5/3, witch 1: 2/0, mageblade 1: 2/0, Wisdom 20 (Witch): 1/1; Wisdom 20 (Greenbond): 1/1; Charisma 12 (mageblade); +1/+1) Spells prepared: level 0: Bash, Detect disease, detect magic, detect poison, glowglobe, Scent bane, Sense thoughts, hygiene. Level 1: safe fall, true strike [B][U]History:[/U][/B] Lo-Derak comes from a military family. His father and his eldest brother are part of the Stuard's guards in the city of De-Shamod. From an early age, his family could see that Lo-Derak was not iterested in the way of the warrior. However, they felt it was necessary to have him trained to fight skillfully. His masters realized that he had an intuitive but undisciplined knack for magic. Luckily, a Verrick housemaid realised his potential and brought this to his family's attention. They helped Lo Derak develop his talent through various mentorseven though this broke the family's tradition. They did not reject Lo-Derak, but neither did they accept his talent. Lo-Derak stayed for a few years in his mentor's forest, while learning his craft. He would still keep visiting his family, to study the way of the sword, but he knew that they did not understand him. However, one day, his family saw the value of his talent: while he was visiting, he cured his dying brother who was attacked by thieves while on guard duty. He never again was treated as an outsider. When Lo-Derak was fully trained, he felt an urge to explore the world, to see its wonders. During his wanderings, he heard of Tyrzra'eln and the fact that the merchant's guild of the the walled port city of Drak-Skorn was looking for explorers. So, Lo-Derak traveled to Drak-skorn to petition the Steward to become part of the next expedition. [/QUOTE]
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