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3.5: Any interest in a quick Wilderness adventure?
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<blockquote data-quote="Arkhandus" data-source="post: 4326169" data-attributes="member: 13966"><p>Thragnar is now completed.</p><p></p><p><strong>Thragnar</strong>................................Male Half-Orc</p><p>Strength............18 (+4)...........Character Level: 3, Barbarian 1/Cleric 2, XP: 5,000</p><p>Dexterity...........14 (+2)...........Medium-Size, Speed 30 ft. (40 ft. unarmored)</p><p>Constitution......14 (+2)............Initiative: +2, BAB: +2, Grapple: +6</p><p>Intelligence.......8 (-1)...............Melee: +6, Ranged: +4</p><p>Wisdom...........14 (+2)............Total HP: 40, Current HP: 40, Nonlethal: 0</p><p>Charisma..........10 (+0)............Fortitude: +7, Reflex: +2, Will: +5</p><p></p><p>AC: 18 (+2 Dex, +6 armor), Touch AC: 12, Flat-Footed AC: 16</p><p>Alignment: Chaotic Neutral, Age 19, Height 6'-11", Weight 217 lbs.</p><p>Gray-Green Skin, Mismatched Red Right Eye & Blue Left Eye, Scraggly Black Hair</p><p></p><p></p><p><strong>Patron Deity:</strong> Obad-Hai.</p><p><strong>Languages (Literate):</strong> Common, Orc.</p><p><strong>Proficiencies:</strong> All simple weapons, martial weapons, armors, and shields.</p><p><strong>Level Progression Feats:</strong> Endurance, Die-Hard, Weapon Focus (Greataxe).</p><p></p><p><strong>Skills:</strong> Handle Animal +3 (3 ranks, +0 Cha), Knowledge (nature) +0 (1 rank, -1 Int), Knowledge (religion) +0 (1 rank, -1 Int), Listen +6 (4 ranks, +2 Wis), Ride +3 (1 rank, +2 Dex), Survival +6 (4 ranks, +2 Wis).</p><p></p><p></p><p><strong>Racial Traits:</strong> Medium-size humanoid (orc), +2 Strength, -2 Intelligence, -2 Charisma, base Speed 30 feet, Darkvision 60 feet, orc-blooded, barbarian is favored class.</p><p><strong>Ability Score Development:</strong> 32 point buy, for base scores of 15 (8 pts), 14 (6 pts), 14 (6 pts), 10 (2 pts), 14 (6 pts), and 12 (4 pts). Racial adjustments as a half-orc result in total base scores of 17, 14, 14, 8, 14, and 10. Level increase at 2nd made Strength 18.</p><p></p><p><strong>Fast Movement (Ex):</strong> Adds +10 feet to movement speed except with heavy armor/load.</p><p><strong>Rage:</strong> May enter a rage 1/day, lasts up to 7 rounds, +4 Strength and Constitution, +2 morale on Will saves, -2 to Armor Class, fatigued afterward until the end of the encounter.</p><p><strong>Domains:</strong> Animal domain and Fire domain. Animal domain makes Knowledge (nature) a cleric class skill, and allows use of Speak with Animals 1/day as a spell-like ability. Fire domain allows turning or destroying water creatures as per a good cleric turning undead, and allows rebuking, bolstering, or controlling fire creatures as per an evil cleric rebuking undead, as a supernatural ability 3/day. Animal domain spell list is Calm Animals, Hold Animal, Dominate Animal, Summon Nature's Ally IV (animals only), Commune with Nature, Antilife Shell, Animal Shapes, Summon Nature's Ally VIII (animals only), and Shapechange. Fire domain spell list is Burning Hands, Produce Flame, Resist Energy (cold or fire only), Wall of Fire, Fire Shield, Fire Seeds, Fire Storm, Incendiary Cloud, and Elemental Swarm (fire only).</p><p><strong>Turn Undead (Su):</strong> May turn undead up to 3 times per day, with turning checks of 1d20+0 and turning damage of 2d6+3+0.</p><p></p><p></p><p><strong>Cleric Spells:</strong> Casts prepared divine spells, casts spontaneous Cure spells, caster level of 2, spellcasting is based on Wisdom, gets a domain* slot of each spell level except 0-level, must use a holy symbol for many spells, and must pray for spells at dawn.</p><p><strong>0-Level Spells (save DC 12):</strong> Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue.</p><p><strong>1st-Level Spells (save DC 13):</strong> Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I.</p><p></p><p><strong>Prepared Spells:</strong> Create Water, Detect Poison, Purify Food and Drink, Purify Food and Drink, Bless, Burning Hands*, Shield of Faith, Shield of Faith.</p><p></p><p></p><p><strong>Possessions:</strong> +1 Greataxe (2,320 gp, 12 lbs., +1 to hit, 1d12+5 slashing, 20/x3 critical), Dagger (2 gp, 1 lb., 1d4 piercing or slashing, 19-20/x2 critical), Sling (20/x2 critical, 50 ft. increment projectile), 6 Pebbles (for Magic Stone spell), Masterwork Composite Longbow (800 gp, 3 lbs., +1 to hit, 1d8+4 piercing, 20/x3 critical, 110 ft. increment projectile), 40 Arrows (2 gp, 6 lbs.), +1 Breastplate Armor (1,350 gp, 30 lbs., +6 AC, +3 maximum Dexterity bonus to AC, -3 armor check penalty, 25% arcane spell failure), Wand of Cure Light Wounds (750 gp, 1st-level caster, 50 charges), Elixir of Swimming (250 gp, +10 competence on Swim checks for 1 hour), Silversheen Vial (250 gp, weapon or 20 pieces of ammunition gain the properties of alchemical silver for 1 hour), Scroll of Magic Stone (25 gp, 1st-level caster), Scroll of Remove Fear (25 gp, 1st-level caster), Scroll of Cure Moderate Wounds (150 gp, 3rd-level caster), Wooden Holy Symbol (1 gp), 2 Spell Component Pouches (10 gp, 4 lbs.), 2 Holy Water Flasks (50 gp, 2 lbs.), Traveler's Outfit (free starting outfit, 5 lbs., worn outfit doesn't count towards his encumbrance), Backpack (2 gp, 2 lbs., holds bedroll and trail rations), Belt Pouch (1 gp, 1/2 lb., holds coins, sling, pebbles, flint, and steel), Scroll Case (1 gp, 1/2 lb., holds magic scrolls), Bedroll (1 sp, 5 lbs.), Flint & Steel (1 gp), 8 Trail Rations (4 gp, 8 lbs.), 3 Waterskins (3 gp, 12 lbs.).</p><p></p><p><strong>Wealth:</strong> 0 pp, 2 gp, 8 sp, 10 cp.....................<strong>Current Load:</strong> 85 lbs. (light)</p><p><strong>Light Load:</strong> 100 lbs. max.....<strong>Medium Load:</strong> 200 lbs. max.....<strong>Heavy Load:</strong> 300 lbs. max</p><p><strong>Lift High:</strong> 300 lbs. max.....<strong>Lift Off Ground:</strong> 600 lbs. max....<strong>Push/Drag:</strong> 1,500 lbs. max</p><p><strong>Medium Load Drawbacks:</strong> 20 ft. speed, +3 max Dex to AC, -3 check penalty.</p><p><strong>Heavy Load Drawbacks:</strong> 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.</p><p></p><p></p><p><strong>Appearance:</strong> This burly half-orc stands roughly seven feet tall, clad in dirty but obviously high-quality breastplate armor, complete with steel greaves, vambraces, gauntlets, boots, and shoulder pauldrons. The armor appears to be of human make, bearing designs of rampant animals and wild thornbushes. A wooden emblem of the Shalm, Obad-Hai, hangs from a cord about the half-orc's neck, indicating his devotion to the human nature god.</p><p></p><p>This man looks like he lives in the wilderness all the time, by his stained and battered gear, dirt-smudged gray-green skin, and long, scraggly black hair. His lower jaw is broad and prominant, nose upraised and decidedly orcish, eyebrows bushy, and ears ragged. A few small, white scars are visible from what must have been cuts and stabs, some obviously from teeth or tusks. Most notably, though, his eyes are mismatched, the right eye blood-red like an orc's, and the left eye a bright blue like a human's.</p><p></p><p>A tattered backpack seems to hold much of his possessions or supplies, while three belt pouches line his waist, and a map case as well. A few flasks and waterskins hang from rings on his belt, thighs, and upper arms. He appears to be wearing simple brown clothes underneath, and a dark green cloak hangs from his shoulders, covering the backpack sometimes. A composite longbow hangs from his left shoulder, a quiver of arrows strapped to each foreleg, and a well-maintained greataxe rests in his hands. Unlike his other gear, the axe appears to be of orcish design, etched with monstrous scenes and curses in orcish script.</p><p></p><p></p><p><strong>Attacks:</strong></p><p>Greataxe +8 melee for 1d12+7 damage</p><p>Dagger +6 melee for 1d4+4 damage</p><p>Dagger +4 ranged for 1d4+4 damage (10 ft. increment, 50 max)</p><p>Sling +4 ranged for ? damage (50 ft. increment, 500 max)</p><p>Longbow +5 ranged for 1d8+4 damage (110 ft. increment, 1,100 max)</p><p>Holy water +4 ranged touch for 2d4 holy damage (10 ft. increment, 50 max)</p><p></p><p>Unarmed strike +6 melee for 1d3+4 nonlethal damage (provokes AoO)</p><p>Grapple attempt +6 melee touch to grab, grapple check +6 for 1d3+4 nonlethal damage and establishes a hold (provokes AoO)</p><p>Grapple check +6 for 1d3+4 nonlethal damage</p><p>Grapple check +6 to resist or escape a grapple or pin</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4326169, member: 13966"] Thragnar is now completed. [B]Thragnar[/B]................................Male Half-Orc Strength............18 (+4)...........Character Level: 3, Barbarian 1/Cleric 2, XP: 5,000 Dexterity...........14 (+2)...........Medium-Size, Speed 30 ft. (40 ft. unarmored) Constitution......14 (+2)............Initiative: +2, BAB: +2, Grapple: +6 Intelligence.......8 (-1)...............Melee: +6, Ranged: +4 Wisdom...........14 (+2)............Total HP: 40, Current HP: 40, Nonlethal: 0 Charisma..........10 (+0)............Fortitude: +7, Reflex: +2, Will: +5 AC: 18 (+2 Dex, +6 armor), Touch AC: 12, Flat-Footed AC: 16 Alignment: Chaotic Neutral, Age 19, Height 6'-11", Weight 217 lbs. Gray-Green Skin, Mismatched Red Right Eye & Blue Left Eye, Scraggly Black Hair [B]Patron Deity:[/B] Obad-Hai. [B]Languages (Literate):[/B] Common, Orc. [B]Proficiencies:[/B] All simple weapons, martial weapons, armors, and shields. [B]Level Progression Feats:[/B] Endurance, Die-Hard, Weapon Focus (Greataxe). [B]Skills:[/B] Handle Animal +3 (3 ranks, +0 Cha), Knowledge (nature) +0 (1 rank, -1 Int), Knowledge (religion) +0 (1 rank, -1 Int), Listen +6 (4 ranks, +2 Wis), Ride +3 (1 rank, +2 Dex), Survival +6 (4 ranks, +2 Wis). [B]Racial Traits:[/B] Medium-size humanoid (orc), +2 Strength, -2 Intelligence, -2 Charisma, base Speed 30 feet, Darkvision 60 feet, orc-blooded, barbarian is favored class. [B]Ability Score Development:[/B] 32 point buy, for base scores of 15 (8 pts), 14 (6 pts), 14 (6 pts), 10 (2 pts), 14 (6 pts), and 12 (4 pts). Racial adjustments as a half-orc result in total base scores of 17, 14, 14, 8, 14, and 10. Level increase at 2nd made Strength 18. [B]Fast Movement (Ex):[/B] Adds +10 feet to movement speed except with heavy armor/load. [B]Rage:[/B] May enter a rage 1/day, lasts up to 7 rounds, +4 Strength and Constitution, +2 morale on Will saves, -2 to Armor Class, fatigued afterward until the end of the encounter. [B]Domains:[/B] Animal domain and Fire domain. Animal domain makes Knowledge (nature) a cleric class skill, and allows use of Speak with Animals 1/day as a spell-like ability. Fire domain allows turning or destroying water creatures as per a good cleric turning undead, and allows rebuking, bolstering, or controlling fire creatures as per an evil cleric rebuking undead, as a supernatural ability 3/day. Animal domain spell list is Calm Animals, Hold Animal, Dominate Animal, Summon Nature's Ally IV (animals only), Commune with Nature, Antilife Shell, Animal Shapes, Summon Nature's Ally VIII (animals only), and Shapechange. Fire domain spell list is Burning Hands, Produce Flame, Resist Energy (cold or fire only), Wall of Fire, Fire Shield, Fire Seeds, Fire Storm, Incendiary Cloud, and Elemental Swarm (fire only). [B]Turn Undead (Su):[/B] May turn undead up to 3 times per day, with turning checks of 1d20+0 and turning damage of 2d6+3+0. [B]Cleric Spells:[/B] Casts prepared divine spells, casts spontaneous Cure spells, caster level of 2, spellcasting is based on Wisdom, gets a domain* slot of each spell level except 0-level, must use a holy symbol for many spells, and must pray for spells at dawn. [B]0-Level Spells (save DC 12):[/B] Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue. [B]1st-Level Spells (save DC 13):[/B] Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I. [B]Prepared Spells:[/B] Create Water, Detect Poison, Purify Food and Drink, Purify Food and Drink, Bless, Burning Hands*, Shield of Faith, Shield of Faith. [B]Possessions:[/B] +1 Greataxe (2,320 gp, 12 lbs., +1 to hit, 1d12+5 slashing, 20/x3 critical), Dagger (2 gp, 1 lb., 1d4 piercing or slashing, 19-20/x2 critical), Sling (20/x2 critical, 50 ft. increment projectile), 6 Pebbles (for Magic Stone spell), Masterwork Composite Longbow (800 gp, 3 lbs., +1 to hit, 1d8+4 piercing, 20/x3 critical, 110 ft. increment projectile), 40 Arrows (2 gp, 6 lbs.), +1 Breastplate Armor (1,350 gp, 30 lbs., +6 AC, +3 maximum Dexterity bonus to AC, -3 armor check penalty, 25% arcane spell failure), Wand of Cure Light Wounds (750 gp, 1st-level caster, 50 charges), Elixir of Swimming (250 gp, +10 competence on Swim checks for 1 hour), Silversheen Vial (250 gp, weapon or 20 pieces of ammunition gain the properties of alchemical silver for 1 hour), Scroll of Magic Stone (25 gp, 1st-level caster), Scroll of Remove Fear (25 gp, 1st-level caster), Scroll of Cure Moderate Wounds (150 gp, 3rd-level caster), Wooden Holy Symbol (1 gp), 2 Spell Component Pouches (10 gp, 4 lbs.), 2 Holy Water Flasks (50 gp, 2 lbs.), Traveler's Outfit (free starting outfit, 5 lbs., worn outfit doesn't count towards his encumbrance), Backpack (2 gp, 2 lbs., holds bedroll and trail rations), Belt Pouch (1 gp, 1/2 lb., holds coins, sling, pebbles, flint, and steel), Scroll Case (1 gp, 1/2 lb., holds magic scrolls), Bedroll (1 sp, 5 lbs.), Flint & Steel (1 gp), 8 Trail Rations (4 gp, 8 lbs.), 3 Waterskins (3 gp, 12 lbs.). [B]Wealth:[/B] 0 pp, 2 gp, 8 sp, 10 cp.....................[B]Current Load:[/B] 85 lbs. (light) [B]Light Load:[/B] 100 lbs. max.....[B]Medium Load:[/B] 200 lbs. max.....[B]Heavy Load:[/B] 300 lbs. max [B]Lift High:[/B] 300 lbs. max.....[B]Lift Off Ground:[/B] 600 lbs. max....[B]Push/Drag:[/B] 1,500 lbs. max [B]Medium Load Drawbacks:[/B] 20 ft. speed, +3 max Dex to AC, -3 check penalty. [B]Heavy Load Drawbacks:[/B] 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty. [B]Appearance:[/B] This burly half-orc stands roughly seven feet tall, clad in dirty but obviously high-quality breastplate armor, complete with steel greaves, vambraces, gauntlets, boots, and shoulder pauldrons. The armor appears to be of human make, bearing designs of rampant animals and wild thornbushes. A wooden emblem of the Shalm, Obad-Hai, hangs from a cord about the half-orc's neck, indicating his devotion to the human nature god. This man looks like he lives in the wilderness all the time, by his stained and battered gear, dirt-smudged gray-green skin, and long, scraggly black hair. His lower jaw is broad and prominant, nose upraised and decidedly orcish, eyebrows bushy, and ears ragged. A few small, white scars are visible from what must have been cuts and stabs, some obviously from teeth or tusks. Most notably, though, his eyes are mismatched, the right eye blood-red like an orc's, and the left eye a bright blue like a human's. A tattered backpack seems to hold much of his possessions or supplies, while three belt pouches line his waist, and a map case as well. A few flasks and waterskins hang from rings on his belt, thighs, and upper arms. He appears to be wearing simple brown clothes underneath, and a dark green cloak hangs from his shoulders, covering the backpack sometimes. A composite longbow hangs from his left shoulder, a quiver of arrows strapped to each foreleg, and a well-maintained greataxe rests in his hands. Unlike his other gear, the axe appears to be of orcish design, etched with monstrous scenes and curses in orcish script. [B]Attacks:[/B] Greataxe +8 melee for 1d12+7 damage Dagger +6 melee for 1d4+4 damage Dagger +4 ranged for 1d4+4 damage (10 ft. increment, 50 max) Sling +4 ranged for ? damage (50 ft. increment, 500 max) Longbow +5 ranged for 1d8+4 damage (110 ft. increment, 1,100 max) Holy water +4 ranged touch for 2d4 holy damage (10 ft. increment, 50 max) Unarmed strike +6 melee for 1d3+4 nonlethal damage (provokes AoO) Grapple attempt +6 melee touch to grab, grapple check +6 for 1d3+4 nonlethal damage and establishes a hold (provokes AoO) Grapple check +6 for 1d3+4 nonlethal damage Grapple check +6 to resist or escape a grapple or pin [/QUOTE]
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