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Warriors Of The Coast [Character List]
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<blockquote data-quote="Greatfrito" data-source="post: 2828677" data-attributes="member: 14534"><p><strong>Amycoth Dyne</strong></p><p></p><p style="text-align: center"><span style="color: green">[h3]Amycoth Dyne[/h3]</span></p> <p style="text-align: center">[h4]Male Human Fighter 1[/h4]</p><p></p><p><strong>Statistics:</strong></p><p>[code]</p><p>Human Fighter 1 (28 Point Buy)</p><p>=================================================</p><p></p><p>Abilities:</p><p>-----------------------------------------------------------------</p><p>Str 14 +2</p><p>Dex 14 +2</p><p>Con 12 +1</p><p>Int 14 +2</p><p>Wis 14 +2</p><p>Cha 8 -1</p><p>-----------------------------------------------------------------</p><p></p><p>Hit Points:</p><p>-----------------------------------------------------------------</p><p>HD: 1d10+1</p><p>HP: 11</p><p>-----------------------------------------------------------------</p><p></p><p>Feats:</p><p>-----------------------------------------------------------------</p><p>(1)- Weapon Focus(Flail).</p><p>(h)- Combat Expertise.</p><p>(f)- Improved Trip.</p><p>(b)- Skill Focus(Profession(Sailor))*.</p><p>(b)- Improved Unarmed Strike*.</p><p>-----------------------------------------------------------------</p><p>*: Bonus background "fluff" feat.</p><p></p><p>Skills:</p><p>-----------------------------------------------------------------</p><p>Total Ranks = 20.</p><p>Climb +0 (4 ranks, +2 Str, -6 ArmorCheck), </p><p>Intimidate +3 (4 ranks, -1 Cha), </p><p>Jump +0 (4 ranks, +2 Str, -6 ArmorCheck), </p><p>Profession(sailor) +7 (2 ccranks, +2 Wis, +3 Focus), </p><p>Swim -6 (4 ranks, +2 Str, -12 ArmorCheck).</p><p>-----------------------------------------------------------------</p><p></p><p>Languages:</p><p>-----------------------------------------------------------------</p><p>Common, Dwarf, Goblin.</p><p>-----------------------------------------------------------------</p><p></p><p>Class Abilities:</p><p>-----------------------------------------------------------------</p><p>None.</p><p>-----------------------------------------------------------------</p><p></p><p>Race Abilities:</p><p>-----------------------------------------------------------------</p><p>Size: Medium.</p><p>Base Speed: 30 feet.</p><p>Favored Class: Any.</p><p>-----------------------------------------------------------------</p><p></p><p>Base Features:</p><p>-----------------------------------------------------------------</p><p>Base Attack Bonus: +1</p><p>Grapple: +3 (+1 BaB, +2 Str)</p><p></p><p>Saves:</p><p> Fort +3 (2 base, +1 Con)</p><p> Refl +2 (0 base, +2 Dex)</p><p> Will +3 (0 base, +2 Wis)</p><p>-----------------------------------------------------------------</p><p></p><p>Equipment:</p><p>-----------------------------------------------------------------</p><p>(Value = 240 gp)</p><p>- Weapons and Armor - </p><p>Scale Mail(50), Heavy Steel Shield(20), Flail(8), Composite Longbow(100), </p><p>40 Arrows(2).</p><p></p><p>- Supplies -</p><p>Backpack(2), Bedroll(.1), Map Case(1), 1 Piece of Chalk(.01), </p><p>Flint and Steel(1), Hooded Lantern(7), 6 1-Pint Flasks of Oil(.6), </p><p>10 Days Trail Rations(5), Sack(.1), Waterskin(1).</p><p></p><p>- Treasures -</p><p>40 Gold Pieces.</p><p>20 Silver Pieces.</p><p>19 Copper Pieces. </p><p>-----------------------------------------------------------------</p><p></p><p>Armor Class:</p><p>-----------------------------------------------------------------</p><p>Normal: 18 (+4 Armor, +2 Shield, +2 Dex)</p><p>Touch: 12</p><p>Flat-Footed: 16</p><p>-----------------------------------------------------------------</p><p></p><p>Initiative:</p><p>-----------------------------------------------------------------</p><p>Initiative +2 (+2 Dex)</p><p>-----------------------------------------------------------------</p><p></p><p>Speed:</p><p>-----------------------------------------------------------------</p><p>20 feet. (30 Foot Base)</p><p>-----------------------------------------------------------------</p><p></p><p>Combat:</p><p>-----------------------------------------------------------------</p><p>Flail +4 melee (1d8+2 bludgeoning, 20/x2)</p><p>Trip +4 melee touch attack (Trip; +6 Opposed Check; </p><p> Free Atack)</p><p>Unarmed Strike +3 melee (1d3+2 lethal/nonlethal bludgeoning, 20/x2)</p><p>Composite Longbow +3 ranged (1d8 piercing, 20/x3, 110 feet)</p><p>-----------------------------------------------------------------</p><p>[/code]</p><p></p><p><strong>Background:</strong></p><p>[sblock]</p><p>Amycoth ("Amy" to his friends) was born to an old sailing family in the Lhazaar Principalities. His father raised him to be strong of arm and quick of wit. By his teens Amycoth had earned his way onto a ship as a hand. He spent his youth on the ship earning the respect of the Seadragons. After a few years though, Amycoth had simply had enough. The sea bored him and while his friends onship were fine fellows, he just didn't see himself a sailor. When his ship made a run into Q'barra to trade dragonshards, Amy made his intent known, and the captain of the ship gave him his meager pay and left him in the small town of Seawell.</p><p></p><p>It's been two years since then. Amycoth Dyne spent some time exploring the jungles of Q'barra, working odd jobs in the city, and generally enjoying himself. While he isn't great at being persuasive, Amy has taken quite a liking to some of the children in town, and has been teaching a few of them the art of battle.</p><p></p><p>Seawell had had its share of traders, shippers, and the ocasional Lhazaar pirate over the years, so when Mr. Dyne settled in at the inn and began casting about for information on a permanent residence, people only scoffed. Though a young man, this newcomer still wore the marks of battle and adventure - the residents of Seawell had seen men like him before who claimed to want to settle down, but they never did.</p><p></p><p>Still, Mr. Dyne was persistant. He showed a knack for battle and, in his first month in the town, was asked to lend a hand with some lizardfolk the militia was set to deal with. Amycoth took quickly to the job and in the process earned the respect of a few of the guardsmen, one of whom was to become his closest friend in the town.</p><p></p><p>Symon Barr had served in the militia for quite a few years, but had never fought alongside someone quite as interesting as this Mr. Dyne. He loved his stories, his personality, and how eager he was to led a hand when someone else was in need. After Amycoth saved Symon's life in one of the more harried battles the bond of friendship was immediate. Once the short crusade was complete, Symon dragged Amycoth home to meet his wife and sons. A few days later Symon introduced one of his brothers to Mr. Dyne, and asked him if he needed a hand with his shipping business. Though Amycoth didn't himself make an impression, the three of them worked out a deal and Amycoth had himself a legitimate place in the city. Soon he bought himself a small cottage - barely more than a shack with a fireplace - close to the Barrs.</p><p></p><p>As time passed, Amycoth kept a fairly low profile in the town. On occasion he took a break from his regular job as a porter and found himself by the side of the local militia on some duty that they didn't want to commit to fully. In his free time though, his past caught up to him. The children of the neighboring families - both Jhonas and Terrian Barr and some of their friends - began to get the former "pirate" to tell them tales. Most of them Amycoth knew were poorly told, and poorly acted - he had never had a strong presence for storytelling - but the children loved them anyways, and he was as faithful to the truth as possible. When he gave a few quick pointers one day as the children had a mock swordfight he became permantly enlisted as the children's "combat tutor" of choice.</p><p></p><p>It was through this ever-growing swarm of young people that Amycoth met the young miss Menna Soldorak - a dwarven emissary present in Q'barra as an assitant negotiator for trade to the region. Menna's son Kellak was one of Amy's star pupils before the two adults met. Amycoth and Menna quickly bridged the racial gap (and an age difference of a handful of decades) and have had a steady romantic relationship for the past 8 months (something that some townsfolk look poorly upon, as do the other dwarves in the region).</p><p></p><p>Though at times he still longs for a life of adventure - he sometimes dreams of his days battling raiders or Lyrandar "pirate hunters" on the sea - Amycoth believes that he is actually acomplishing his goal of "settling down" here in Seawell. He loves the town, and is interested in keeping it safe for his friends and neighbors.</p><p>[/sblock]</p><p></p><p><strong>Description:</strong></p><p>[sblock]</p><p>Amycoth Dyne is a tough-looking middle-aged fellow. Standing at only 5'2", Amy has a wide build. He's a stocky fellow with thinning black hair and a wide beard. He keeps himself well-groomed and clean, and keeps himself well-dressed... for a former pirate. Though he isn't a well-spoken man, wisdom and intellect beyond his thirty-four years are visible behind his eyes, and he's generally well-liked.</p><p>[/sblock]</p><p></p><p><strong>Other Characters:</strong></p><p>[sblock]</p><p>Ari:</p><p></p><p> Amycoth has had a few run-ins with Ari Osten throughout his time in the city. The two of them have often turned up on the same jobs when they're open-call or for the city, and while Amy doesn't quite see eye-to-eye with the slightly-younger man, they get along okay. Amy just doesn't really trust the man's zeal and eagerness to erradicate "monsters".</p><p></p><p>Garrick:</p><p></p><p> Though not a common "student" of Amy's, the young Garrick Yandson struck up his interest one day when the search party that Amy was lending a hand with found the boy and heard his stories of adventuring in the wilds. Though he disapproves of what the boy does - thinking it "foolhardy" - Amy finds himself feeling a strange kinship with Garrick. He's bought the boy a drink on a few occasions, eager to hear the stories the youth can share. The two are on fairly decent grounds, and Amy asks around the town guard every now and again to make sure Garrick isn't getting into trouble.</p><p></p><p>Jina:</p><p></p><p> Though he's run into the twins, and heard a bit about their talents, Amy's never really approached them. Just hasn't seen a need, and they've never really been in a place where he's talked to them. Amy is indifferent to the twins.</p><p></p><p>Khalia:</p><p></p><p> As a man without a real dedication to a faith, let alone the Flame, Amycoth has stayed away from the investigator. He's brushed shoulders with her a few times at the Inn, and been interrogated (there isn't really another word for it) about his knowledge of the supernatural a few times. Amy feels a bit uncomfortable around the woman, but is otherwise indifferent towards her.</p><p></p><p>Nelson:</p><p></p><p> Amycoth has met some of the Luttin clan over his time in Seawell and frankly, he is not impressed. The children are all eager for stories of his time on the sea, but he sees in them some of the traits that made for the worst of seamen. Amy humors them all the same, but he doesn't really trust them. Amy tries to avoid the Luttins in general, and he's heard enough stories to know better than to deal with them unless it's absolutely necessary.</p><p></p><p>Taviss:</p><p></p><p> Amy's heard stories of an ex-soldier wandering the wilds, "protecting" the town. While he's impressed with the tales, the concept of living on the fringes of society, away from any social contact, bothers him. He's never actually met Taviss, but from what he's heard he doesn't think the man's probably all there.</p><p></p><p>Zan:</p><p></p><p> Zan just isn't someone whom Amycoth would know. "Library" is a word that Amy avoids, seeing it as a bit pointless. He'd rather hear a story told then read an old tome. Amy has never met Zan before, or, if he has, it didn't stick in his mind.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Greatfrito, post: 2828677, member: 14534"] [b]Amycoth Dyne[/b] [center][color=green][h3]Amycoth Dyne[/h3][/color] [h4]Male Human Fighter 1[/h4][/center] [b]Statistics:[/b] [code] Human Fighter 1 (28 Point Buy) ================================================= Abilities: ----------------------------------------------------------------- Str 14 +2 Dex 14 +2 Con 12 +1 Int 14 +2 Wis 14 +2 Cha 8 -1 ----------------------------------------------------------------- Hit Points: ----------------------------------------------------------------- HD: 1d10+1 HP: 11 ----------------------------------------------------------------- Feats: ----------------------------------------------------------------- (1)- Weapon Focus(Flail). (h)- Combat Expertise. (f)- Improved Trip. (b)- Skill Focus(Profession(Sailor))*. (b)- Improved Unarmed Strike*. ----------------------------------------------------------------- *: Bonus background "fluff" feat. Skills: ----------------------------------------------------------------- Total Ranks = 20. Climb +0 (4 ranks, +2 Str, -6 ArmorCheck), Intimidate +3 (4 ranks, -1 Cha), Jump +0 (4 ranks, +2 Str, -6 ArmorCheck), Profession(sailor) +7 (2 ccranks, +2 Wis, +3 Focus), Swim -6 (4 ranks, +2 Str, -12 ArmorCheck). ----------------------------------------------------------------- Languages: ----------------------------------------------------------------- Common, Dwarf, Goblin. ----------------------------------------------------------------- Class Abilities: ----------------------------------------------------------------- None. ----------------------------------------------------------------- Race Abilities: ----------------------------------------------------------------- Size: Medium. Base Speed: 30 feet. Favored Class: Any. ----------------------------------------------------------------- Base Features: ----------------------------------------------------------------- Base Attack Bonus: +1 Grapple: +3 (+1 BaB, +2 Str) Saves: Fort +3 (2 base, +1 Con) Refl +2 (0 base, +2 Dex) Will +3 (0 base, +2 Wis) ----------------------------------------------------------------- Equipment: ----------------------------------------------------------------- (Value = 240 gp) - Weapons and Armor - Scale Mail(50), Heavy Steel Shield(20), Flail(8), Composite Longbow(100), 40 Arrows(2). - Supplies - Backpack(2), Bedroll(.1), Map Case(1), 1 Piece of Chalk(.01), Flint and Steel(1), Hooded Lantern(7), 6 1-Pint Flasks of Oil(.6), 10 Days Trail Rations(5), Sack(.1), Waterskin(1). - Treasures - 40 Gold Pieces. 20 Silver Pieces. 19 Copper Pieces. ----------------------------------------------------------------- Armor Class: ----------------------------------------------------------------- Normal: 18 (+4 Armor, +2 Shield, +2 Dex) Touch: 12 Flat-Footed: 16 ----------------------------------------------------------------- Initiative: ----------------------------------------------------------------- Initiative +2 (+2 Dex) ----------------------------------------------------------------- Speed: ----------------------------------------------------------------- 20 feet. (30 Foot Base) ----------------------------------------------------------------- Combat: ----------------------------------------------------------------- Flail +4 melee (1d8+2 bludgeoning, 20/x2) Trip +4 melee touch attack (Trip; +6 Opposed Check; Free Atack) Unarmed Strike +3 melee (1d3+2 lethal/nonlethal bludgeoning, 20/x2) Composite Longbow +3 ranged (1d8 piercing, 20/x3, 110 feet) ----------------------------------------------------------------- [/code] [b]Background:[/b] [sblock] Amycoth ("Amy" to his friends) was born to an old sailing family in the Lhazaar Principalities. His father raised him to be strong of arm and quick of wit. By his teens Amycoth had earned his way onto a ship as a hand. He spent his youth on the ship earning the respect of the Seadragons. After a few years though, Amycoth had simply had enough. The sea bored him and while his friends onship were fine fellows, he just didn't see himself a sailor. When his ship made a run into Q'barra to trade dragonshards, Amy made his intent known, and the captain of the ship gave him his meager pay and left him in the small town of Seawell. It's been two years since then. Amycoth Dyne spent some time exploring the jungles of Q'barra, working odd jobs in the city, and generally enjoying himself. While he isn't great at being persuasive, Amy has taken quite a liking to some of the children in town, and has been teaching a few of them the art of battle. Seawell had had its share of traders, shippers, and the ocasional Lhazaar pirate over the years, so when Mr. Dyne settled in at the inn and began casting about for information on a permanent residence, people only scoffed. Though a young man, this newcomer still wore the marks of battle and adventure - the residents of Seawell had seen men like him before who claimed to want to settle down, but they never did. Still, Mr. Dyne was persistant. He showed a knack for battle and, in his first month in the town, was asked to lend a hand with some lizardfolk the militia was set to deal with. Amycoth took quickly to the job and in the process earned the respect of a few of the guardsmen, one of whom was to become his closest friend in the town. Symon Barr had served in the militia for quite a few years, but had never fought alongside someone quite as interesting as this Mr. Dyne. He loved his stories, his personality, and how eager he was to led a hand when someone else was in need. After Amycoth saved Symon's life in one of the more harried battles the bond of friendship was immediate. Once the short crusade was complete, Symon dragged Amycoth home to meet his wife and sons. A few days later Symon introduced one of his brothers to Mr. Dyne, and asked him if he needed a hand with his shipping business. Though Amycoth didn't himself make an impression, the three of them worked out a deal and Amycoth had himself a legitimate place in the city. Soon he bought himself a small cottage - barely more than a shack with a fireplace - close to the Barrs. As time passed, Amycoth kept a fairly low profile in the town. On occasion he took a break from his regular job as a porter and found himself by the side of the local militia on some duty that they didn't want to commit to fully. In his free time though, his past caught up to him. The children of the neighboring families - both Jhonas and Terrian Barr and some of their friends - began to get the former "pirate" to tell them tales. Most of them Amycoth knew were poorly told, and poorly acted - he had never had a strong presence for storytelling - but the children loved them anyways, and he was as faithful to the truth as possible. When he gave a few quick pointers one day as the children had a mock swordfight he became permantly enlisted as the children's "combat tutor" of choice. It was through this ever-growing swarm of young people that Amycoth met the young miss Menna Soldorak - a dwarven emissary present in Q'barra as an assitant negotiator for trade to the region. Menna's son Kellak was one of Amy's star pupils before the two adults met. Amycoth and Menna quickly bridged the racial gap (and an age difference of a handful of decades) and have had a steady romantic relationship for the past 8 months (something that some townsfolk look poorly upon, as do the other dwarves in the region). Though at times he still longs for a life of adventure - he sometimes dreams of his days battling raiders or Lyrandar "pirate hunters" on the sea - Amycoth believes that he is actually acomplishing his goal of "settling down" here in Seawell. He loves the town, and is interested in keeping it safe for his friends and neighbors. [/sblock] [b]Description:[/b] [sblock] Amycoth Dyne is a tough-looking middle-aged fellow. Standing at only 5'2", Amy has a wide build. He's a stocky fellow with thinning black hair and a wide beard. He keeps himself well-groomed and clean, and keeps himself well-dressed... for a former pirate. Though he isn't a well-spoken man, wisdom and intellect beyond his thirty-four years are visible behind his eyes, and he's generally well-liked. [/sblock] [b]Other Characters:[/b] [sblock] Ari: Amycoth has had a few run-ins with Ari Osten throughout his time in the city. The two of them have often turned up on the same jobs when they're open-call or for the city, and while Amy doesn't quite see eye-to-eye with the slightly-younger man, they get along okay. Amy just doesn't really trust the man's zeal and eagerness to erradicate "monsters". Garrick: Though not a common "student" of Amy's, the young Garrick Yandson struck up his interest one day when the search party that Amy was lending a hand with found the boy and heard his stories of adventuring in the wilds. Though he disapproves of what the boy does - thinking it "foolhardy" - Amy finds himself feeling a strange kinship with Garrick. He's bought the boy a drink on a few occasions, eager to hear the stories the youth can share. The two are on fairly decent grounds, and Amy asks around the town guard every now and again to make sure Garrick isn't getting into trouble. Jina: Though he's run into the twins, and heard a bit about their talents, Amy's never really approached them. Just hasn't seen a need, and they've never really been in a place where he's talked to them. Amy is indifferent to the twins. Khalia: As a man without a real dedication to a faith, let alone the Flame, Amycoth has stayed away from the investigator. He's brushed shoulders with her a few times at the Inn, and been interrogated (there isn't really another word for it) about his knowledge of the supernatural a few times. Amy feels a bit uncomfortable around the woman, but is otherwise indifferent towards her. Nelson: Amycoth has met some of the Luttin clan over his time in Seawell and frankly, he is not impressed. The children are all eager for stories of his time on the sea, but he sees in them some of the traits that made for the worst of seamen. Amy humors them all the same, but he doesn't really trust them. Amy tries to avoid the Luttins in general, and he's heard enough stories to know better than to deal with them unless it's absolutely necessary. Taviss: Amy's heard stories of an ex-soldier wandering the wilds, "protecting" the town. While he's impressed with the tales, the concept of living on the fringes of society, away from any social contact, bothers him. He's never actually met Taviss, but from what he's heard he doesn't think the man's probably all there. Zan: Zan just isn't someone whom Amycoth would know. "Library" is a word that Amy avoids, seeing it as a bit pointless. He'd rather hear a story told then read an old tome. Amy has never met Zan before, or, if he has, it didn't stick in his mind. [/sblock] [/QUOTE]
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