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<blockquote data-quote="Hriston" data-source="post: 6801665" data-attributes="member: 6787503"><p>Here's a more detailed write-up of my character before I move on to a new one:</p><p></p><p><strong>Thorbardr the Pallid</strong></p><p><u><em>Medium humanoid (mountain dwarf), neutral</em></u></p><p><strong>Height</strong> 4' 2" <strong>Weight</strong> 136 lb. <strong>Age</strong> 52</p><p></p><p><strong>Armor Class</strong> 19 (chain mail, shield, defense fighting style)</p><p><strong>Hit Points</strong> 9 (1d10 - 1)</p><p><u><strong>Speed</strong> 25 ft.</u></p><p></p><p><u><strong>STR</strong> 18 (+4) <strong>DEX</strong> 12 (+1) <strong>CON</strong> 8 (-1) <strong>INT</strong> 17 (+3) <strong>WIS</strong> 7 (-2) <strong>CHA</strong> 14 (+2)</u></p><p><u></u></p><p><strong>Saving Throws</strong> Str +6, Con +1 (advantage against poison)</p><p><strong>Skills</strong> Athletics +6, Medicine +0, Religion +5, Survival +0</p><p><strong>Tools</strong> Smith's tools, Herbalism kit</p><p><strong>Damage Resistances</strong> poison</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 8</p><p><strong>Languages</strong> Common, Dwarvish, Goblin</p><p><u><strong>Challenge</strong> 1 (200 XP)</u></p><p></p><p><em><strong>Stonecunning.</strong></em> Whenever he makes an Intelligence (History) check related to the origin of stonework, Thorbardr is considered proficient in the History skill and adds double his proficiency bonus to the check, instead of his normal proficiency bonus.</p><p></p><p><em><strong>Second Wind (1/Rest).</strong></em> On his turn, Thorbardr can use a bonus action to regain hit points equal to 1d10 + 1.</p><p></p><p><u>Actions</u></p><p><em><strong>Longsword.</strong> Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (1d8 + 4) slashing damage.</p><p></p><p><em><strong>Handaxe.</strong> Melee or Ranged Weapon Attack:</em> +6 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 7 (1d6 + 4) slashing damage.</p><p></p><p><u>Background </u></p><p>Thorbardr was born into one of the leading families of the Stormbeard clan. From the moment of his birth it was clear that, although possessed of an almost preternatural strength, Thorbardr's pale and slight form was vulnerable to illness to a degree considered unacceptable among dwarves who pride themselves on having greater hardiness than other races. As he grew, and his general ill-health did not improve, he was ostracized by a society that feared his existence was proof of Moradin's displeasure with the clan. </p><p></p><p>Upon reaching young adulthood, an event occurred that changed the course of Thorbardr's life. A plague swept through the mountains where the Stormbeards have their underground mansions, the cause of which was unknown, and although he himself did not fall prey to the disease, accusations were made against him as the most likely suspect to have brought the contagion into the clan's territory. The accusers, arguing that Thorbardr's continued presence would bring further bad luck to the clan, were successful in having him driven into exile upon pain of death should he ever return. He fled, but first avowed he would indeed return to face his accusers once he discovered the true source of the plague that was sent upon his people.</p><p></p><p>In the long years that followed, wandering the goblin infested mountains and forests, Thorbardr discovered the secret properties of rare herbs that could bolster his health, and he even learned how to craft potions of healing, but his discoveries didn't end there. Through hours he spent in isolation quietly studying and contemplating the mysteries of the universe, Thorbardr began to uncover the magical underpinnings of the fabric of reality, gleaning that with which he could one day grant himself additional protection from both the evil creatures of the wilderness and those members of his clan that drove him into exile.</p><p></p><p><u>Personality Traits</u></p><p>Thorbardr connects everything that happens to him to a grand cosmic plan. Additionally, he often gets lost in his own thoughts and contemplation, becoming oblivious to his surroundings.</p><p></p><p><u>Ideal</u></p><p><strong>Power.</strong> Solitude and contemplation are paths toward mystical or magical power.</p><p></p><p><u>Bond</u></p><p>Thorbardr entered seclusion to hide from the ones who might still be hunting him. He must someday confront them.</p><p></p><p><u>Flaw</u></p><p>Thorbardr harbors dark, bloodthirsty thoughts that his isolation and meditation failed to quell.</p><p></p><p><u>Equipment</u></p><p>chain mail, a longsword, a shield, two handaxes, an explorer's pack, a scroll case stuffed full of notes from Thorbardr's studies, a winter blanket, a set of common clothes, and an herbalism kit</p><p></p><p><u>Treasure</u></p><p>5 gp</p></blockquote><p></p>
[QUOTE="Hriston, post: 6801665, member: 6787503"] Here's a more detailed write-up of my character before I move on to a new one: [B]Thorbardr the Pallid[/B] [U][I]Medium humanoid (mountain dwarf), neutral[/I][/U] [B]Height[/B] 4' 2" [B]Weight[/B] 136 lb. [B]Age[/B] 52 [B]Armor Class[/B] 19 (chain mail, shield, defense fighting style) [B]Hit Points[/B] 9 (1d10 - 1) [U][B]Speed[/B] 25 ft.[/U] [U][B]STR[/B] 18 (+4) [B]DEX[/B] 12 (+1) [B]CON[/B] 8 (-1) [B]INT[/B] 17 (+3) [B]WIS[/B] 7 (-2) [B]CHA[/B] 14 (+2) [/U] [B]Saving Throws[/B] Str +6, Con +1 (advantage against poison) [B]Skills[/B] Athletics +6, Medicine +0, Religion +5, Survival +0 [B]Tools[/B] Smith's tools, Herbalism kit [B]Damage Resistances[/B] poison [B]Senses[/B] darkvision 60 ft., passive Perception 8 [B]Languages[/B] Common, Dwarvish, Goblin [U][B]Challenge[/B] 1 (200 XP)[/U] [I][B]Stonecunning.[/B][/I] Whenever he makes an Intelligence (History) check related to the origin of stonework, Thorbardr is considered proficient in the History skill and adds double his proficiency bonus to the check, instead of his normal proficiency bonus. [I][B]Second Wind (1/Rest).[/B][/I] On his turn, Thorbardr can use a bonus action to regain hit points equal to 1d10 + 1. [U]Actions[/U] [I][B]Longsword.[/B] Melee Weapon Attack:[/I] +6 to hit, reach 5 ft., one target. [I]Hit:[/I] 8 (1d8 + 4) slashing damage. [I][B]Handaxe.[/B] Melee or Ranged Weapon Attack:[/I] +6 to hit, reach 5 ft. or range 20/60 ft., one target. [I]Hit:[/I] 7 (1d6 + 4) slashing damage. [U]Background [/U] Thorbardr was born into one of the leading families of the Stormbeard clan. From the moment of his birth it was clear that, although possessed of an almost preternatural strength, Thorbardr's pale and slight form was vulnerable to illness to a degree considered unacceptable among dwarves who pride themselves on having greater hardiness than other races. As he grew, and his general ill-health did not improve, he was ostracized by a society that feared his existence was proof of Moradin's displeasure with the clan. Upon reaching young adulthood, an event occurred that changed the course of Thorbardr's life. A plague swept through the mountains where the Stormbeards have their underground mansions, the cause of which was unknown, and although he himself did not fall prey to the disease, accusations were made against him as the most likely suspect to have brought the contagion into the clan's territory. The accusers, arguing that Thorbardr's continued presence would bring further bad luck to the clan, were successful in having him driven into exile upon pain of death should he ever return. He fled, but first avowed he would indeed return to face his accusers once he discovered the true source of the plague that was sent upon his people. In the long years that followed, wandering the goblin infested mountains and forests, Thorbardr discovered the secret properties of rare herbs that could bolster his health, and he even learned how to craft potions of healing, but his discoveries didn't end there. Through hours he spent in isolation quietly studying and contemplating the mysteries of the universe, Thorbardr began to uncover the magical underpinnings of the fabric of reality, gleaning that with which he could one day grant himself additional protection from both the evil creatures of the wilderness and those members of his clan that drove him into exile. [U]Personality Traits[/U] Thorbardr connects everything that happens to him to a grand cosmic plan. Additionally, he often gets lost in his own thoughts and contemplation, becoming oblivious to his surroundings. [U]Ideal[/U] [B]Power.[/B] Solitude and contemplation are paths toward mystical or magical power. [U]Bond[/U] Thorbardr entered seclusion to hide from the ones who might still be hunting him. He must someday confront them. [U]Flaw[/U] Thorbardr harbors dark, bloodthirsty thoughts that his isolation and meditation failed to quell. [U]Equipment[/U] chain mail, a longsword, a shield, two handaxes, an explorer's pack, a scroll case stuffed full of notes from Thorbardr's studies, a winter blanket, a set of common clothes, and an herbalism kit [U]Treasure[/U] 5 gp [/QUOTE]
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