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[5E] [RG] JM's A Bit of Trouble
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<blockquote data-quote="TallIan" data-source="post: 7278746" data-attributes="member: 6853819"><p><strong>Perin Wolfrider</strong>, Ranger 1</p><p></p><p>[SBLOCK=Mini Stats]</p><p>AC: 15</p><p>Initiative: +2 (Roll With Advantage)</p><p>HP: 28 HD: 3/3d10</p><p></p><p>Offense:</p><p>ShortSword: +4 5ft 1d6+4 Finesse Light</p><p>Crossbow: +4 80/320 1d8+2</p><p></p><p>Spellcasting 3/3 Level 1: Hunters Mark; Goodberry; Longstrider</p><p></p><p>Blaith</p><p>AC 15 (13 Natural +2 prof)</p><p>HP: 11 HD: 2/2</p><p></p><p>Pack Tactics:</p><p>Bite: +4 5ft 2d4+2 Trip (DC 11 STR or fall prone)</p><p></p><p>[/SBLOCK]</p><p>[SBLOCK=Features]</p><p>Stought Halfling</p><p>Increase DEX by 2 and CON by 1</p><p>Size: Small Speed: 25</p><p>Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die</p><p>Brave. Vou have advantage on saving throws against being frightened.</p><p>Halfling Nimbleness. Vou can move through the space of any creature that is of a size larger than yours.</p><p>Languages: Common; Halfling</p><p>Stout Resilience: advantage on saves vs poison and resistance vs poison damage</p><p></p><p>Folk Hero:</p><p>Skills: Animal Handling; Survival</p><p>Artisans Tools, Vehicles (Land)</p><p>Rustic Hospitality: You can find a place to rest, hide or recuperate among the common folk unless you have proved to be a danger to them. They will shield you from the law or someone looking for you, but will not risk their lives for you. </p><p></p><p>Ranger (Level 1)</p><p>HD: 3d10</p><p>Armour, Light and Medium armour, shields</p><p>Weapon Proficiencies: Simple weapons; Martial weapons</p><p>Saves: STR, DEX</p><p>Skills: Nature; Animal Handling; Perception</p><p>Favoured enemy: (Humanoids); +2 weapon damage; advantage to track and recall information; gain 1 language (goblin)</p><p>Natural Explorer: Ignore difficult terrain; advantage on initiative rolls; on first turn of combat you have advantage vs creatures that have not yet acted. When traveling for an hour or more; difficult terrain doesn't slow your group; you can't get lost; remain alert to danger while engaged in another activity; move stealthily at normal pace while traveling alone; find twice as much food from foraging; while tracking you learn how many, the size and how long ago they passed.</p><p>Ranger (Level 2)</p><p>Fighting Style: Dueling</p><p>Spellcasting: 2 Spells Known</p><p>Spell Slots: 2 Level 1 (Hunters Mark, Absorb Elements)</p><p>Ranger (Level 3)</p><p>Primeval Awareness</p><p>Ranger Conclave (Beast)</p><p>Animal Companion (Blaith)</p><p>Companion Bond</p><p></p><p>Background: Folk Hero</p><p></p><p>[/SBLOCK]</p><p>[SBLOCK=Abilities and saves]</p><p>ABILITIES(mod/save)</p><p>STR*: 15 (+2/+4) </p><p>DEX*: 14 (+2/+4)</p><p>CON: 15 (+2/+2)</p><p>INT: 10 (0/0)</p><p>WIS: 14 (+2/+2) </p><p>CHA: 8 (-1/-1)</p><p></p><p>Profciency bonus: +2</p><p></p><p>OFFENSE:</p><p>Saber: +4 5ft 1d6+4 Finesse Light</p><p>ShortSword: +4 5ft 1d6(+2) Finesse Light</p><p>Crossbow: +4 80/320 1d8+2</p><p></p><p>SKILLS:</p><p>Athletics: +2</p><p></p><p>Acrobatics: 2</p><p>Sleight of Hand: 2</p><p>*Stealth: 4</p><p></p><p>Arcana: 0</p><p>History: 0</p><p>Investigation: 0</p><p>*Nature: +2</p><p>Religion: 0</p><p></p><p>*Animal Handling: +4</p><p>Insight: +2</p><p>Medicine: +2</p><p>*Perception: +4</p><p>*Survival: +4</p><p></p><p>Deception: -1</p><p>Intimidation: -1</p><p>Performance: -1</p><p>Persuasion: -1</p><p></p><p>Passive Perception: 12[/SBLOCK]</p><p>[SBLOCK=Equipment and Spells]</p><p>EQUIPMENT</p><p>Chain Shirt</p><p>Short Sword (2)</p><p>Light Crossbow</p><p>Bolts (40)</p><p>Explorers Pack (Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, </p><p>a waterskin. 50 feet hempen rope.</p><p></p><p>PP GP EP SP CP</p><p>0 1 0 0 0</p><p>[/SBLOCK]</p><p>[SBLOCK=personality and background]</p><p>DESCRIPTION</p><p>Personality: Perin’s young life as a slave has left him dour and quite. His isolated life in the wilderness hasn’t helped and he doesn’t open up easily about his past. He does talk easily, if bluntly about current events though.</p><p></p><p>TRAITS</p><p>Personality: I judge people by their actions, not their words.</p><p>Ideal: People deserve to be treated with dignity and respect.</p><p>Bond: I have a family, but l have no idea where they are. One day, I hope to see them again.</p><p>Flaw: I have trouble trusting in my allies.</p><p></p><p>BACKGROUND:</p><p>Perin was captured by hob-goblins in a raid on his home when he was very young. Perin was given the task of feeding the wolves by his captors who fully expected him to be part of the meal. But Perin showed an affinity with animals that kept him safe.</p><p></p><p>Once they realised that Perin actually cared for the creatures they took great delight in forcing him to kill the runts from each litter born. Perin managed to spirit away one runt pup and keep it safe, feeding it from his own meagre rations until it grew too big to hide in camp.</p><p></p><p>Perin smuggled his wolf pup out of camp, intent on setting him free, until it occurred to him that if he was out of camp he could escape. He wondered aimlessly through the wilderness for a few days before coming across a dwarf named Viet who directed Perin back to civilization.</p><p></p><p>Perin never fully integrated back into society, preferring the solitude of the wilderness and the company of his wolf Amarok. He did make good use of his time in captivity though, using what he learnt of hobgoblins, Perin has spent the last two decades tracking the creatures and alerting local farmsteads and villages of imminent raids. Earning himself a bit of a reputation. Amarok grew up and formed his own pack and has long since passed away, but Perin still sees Amarok’s legacy patrolling the Groaning Forest.</p><p></p><p>Over the years he has gotten to know a few others that have spent some time in the Groaning forest; a gnome by the name of Bree and Human names Valeria. Plot hook reason for going back to town Perin hopes to find Bree and Valeria, while calling them friends would be a stretch Perin doesn't know anyone else he could ask to help with this. And besides he still owes Viet an ale.[/SBLOCK]</p><p></p><p>[SBLOCK=Blaith]</p><p>Wolf (Medium Beast, Unaligned)</p><p>AC 15 (13 Natural +2 prof)</p><p>HP: 11 HD: 2/2</p><p>STR: 12 (+1)</p><p>DEX: 15 (+2)</p><p>CON: 12 (+1)</p><p>INT: 3 (-4)</p><p>WIS: 12 (+1)</p><p>CHA: 6 (-2)</p><p></p><p>+2 (Prof) to all saves</p><p>Skills</p><p>Perception; Stealth; Athletics; Intimidation</p><p>Keen Hearing and Smell</p><p></p><p>Pack Tactics:</p><p>Bite: +4 5ft 2d4+2 Trip (DC 11 STR or fall prone)</p><p></p><p>Bond: The ranger who travels with me is a beloved companion for whom I would gladly give my life.</p><p>Trait: I stay on alert so others can rest.</p><p>Flaw: If there’s food left unattended, I’ll eat it.</p><p>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="TallIan, post: 7278746, member: 6853819"] [B]Perin Wolfrider[/B], Ranger 1 [SBLOCK=Mini Stats] AC: 15 Initiative: +2 (Roll With Advantage) HP: 28 HD: 3/3d10 Offense: ShortSword: +4 5ft 1d6+4 Finesse Light Crossbow: +4 80/320 1d8+2 Spellcasting 3/3 Level 1: Hunters Mark; Goodberry; Longstrider Blaith AC 15 (13 Natural +2 prof) HP: 11 HD: 2/2 Pack Tactics: Bite: +4 5ft 2d4+2 Trip (DC 11 STR or fall prone) [/SBLOCK] [SBLOCK=Features] Stought Halfling Increase DEX by 2 and CON by 1 Size: Small Speed: 25 Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die Brave. Vou have advantage on saving throws against being frightened. Halfling Nimbleness. Vou can move through the space of any creature that is of a size larger than yours. Languages: Common; Halfling Stout Resilience: advantage on saves vs poison and resistance vs poison damage Folk Hero: Skills: Animal Handling; Survival Artisans Tools, Vehicles (Land) Rustic Hospitality: You can find a place to rest, hide or recuperate among the common folk unless you have proved to be a danger to them. They will shield you from the law or someone looking for you, but will not risk their lives for you. Ranger (Level 1) HD: 3d10 Armour, Light and Medium armour, shields Weapon Proficiencies: Simple weapons; Martial weapons Saves: STR, DEX Skills: Nature; Animal Handling; Perception Favoured enemy: (Humanoids); +2 weapon damage; advantage to track and recall information; gain 1 language (goblin) Natural Explorer: Ignore difficult terrain; advantage on initiative rolls; on first turn of combat you have advantage vs creatures that have not yet acted. When traveling for an hour or more; difficult terrain doesn't slow your group; you can't get lost; remain alert to danger while engaged in another activity; move stealthily at normal pace while traveling alone; find twice as much food from foraging; while tracking you learn how many, the size and how long ago they passed. Ranger (Level 2) Fighting Style: Dueling Spellcasting: 2 Spells Known Spell Slots: 2 Level 1 (Hunters Mark, Absorb Elements) Ranger (Level 3) Primeval Awareness Ranger Conclave (Beast) Animal Companion (Blaith) Companion Bond Background: Folk Hero [/SBLOCK] [SBLOCK=Abilities and saves] ABILITIES(mod/save) STR*: 15 (+2/+4) DEX*: 14 (+2/+4) CON: 15 (+2/+2) INT: 10 (0/0) WIS: 14 (+2/+2) CHA: 8 (-1/-1) Profciency bonus: +2 OFFENSE: Saber: +4 5ft 1d6+4 Finesse Light ShortSword: +4 5ft 1d6(+2) Finesse Light Crossbow: +4 80/320 1d8+2 SKILLS: Athletics: +2 Acrobatics: 2 Sleight of Hand: 2 *Stealth: 4 Arcana: 0 History: 0 Investigation: 0 *Nature: +2 Religion: 0 *Animal Handling: +4 Insight: +2 Medicine: +2 *Perception: +4 *Survival: +4 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 Passive Perception: 12[/SBLOCK] [SBLOCK=Equipment and Spells] EQUIPMENT Chain Shirt Short Sword (2) Light Crossbow Bolts (40) Explorers Pack (Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin. 50 feet hempen rope. PP GP EP SP CP 0 1 0 0 0 [/SBLOCK] [SBLOCK=personality and background] DESCRIPTION Personality: Perin’s young life as a slave has left him dour and quite. His isolated life in the wilderness hasn’t helped and he doesn’t open up easily about his past. He does talk easily, if bluntly about current events though. TRAITS Personality: I judge people by their actions, not their words. Ideal: People deserve to be treated with dignity and respect. Bond: I have a family, but l have no idea where they are. One day, I hope to see them again. Flaw: I have trouble trusting in my allies. BACKGROUND: Perin was captured by hob-goblins in a raid on his home when he was very young. Perin was given the task of feeding the wolves by his captors who fully expected him to be part of the meal. But Perin showed an affinity with animals that kept him safe. Once they realised that Perin actually cared for the creatures they took great delight in forcing him to kill the runts from each litter born. Perin managed to spirit away one runt pup and keep it safe, feeding it from his own meagre rations until it grew too big to hide in camp. Perin smuggled his wolf pup out of camp, intent on setting him free, until it occurred to him that if he was out of camp he could escape. He wondered aimlessly through the wilderness for a few days before coming across a dwarf named Viet who directed Perin back to civilization. Perin never fully integrated back into society, preferring the solitude of the wilderness and the company of his wolf Amarok. He did make good use of his time in captivity though, using what he learnt of hobgoblins, Perin has spent the last two decades tracking the creatures and alerting local farmsteads and villages of imminent raids. Earning himself a bit of a reputation. Amarok grew up and formed his own pack and has long since passed away, but Perin still sees Amarok’s legacy patrolling the Groaning Forest. Over the years he has gotten to know a few others that have spent some time in the Groaning forest; a gnome by the name of Bree and Human names Valeria. Plot hook reason for going back to town Perin hopes to find Bree and Valeria, while calling them friends would be a stretch Perin doesn't know anyone else he could ask to help with this. And besides he still owes Viet an ale.[/SBLOCK] [SBLOCK=Blaith] Wolf (Medium Beast, Unaligned) AC 15 (13 Natural +2 prof) HP: 11 HD: 2/2 STR: 12 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) +2 (Prof) to all saves Skills Perception; Stealth; Athletics; Intimidation Keen Hearing and Smell Pack Tactics: Bite: +4 5ft 2d4+2 Trip (DC 11 STR or fall prone) Bond: The ranger who travels with me is a beloved companion for whom I would gladly give my life. Trait: I stay on alert so others can rest. Flaw: If there’s food left unattended, I’ll eat it. [/SBLOCK] [/QUOTE]
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