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[5E] [RG] JM's A Bit of Trouble
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<blockquote data-quote="EarlyBird" data-source="post: 7388146" data-attributes="member: 6899077"><p>[ATTACH]96000[/ATTACH]</p><p></p><p>[sblock=Keth]</p><p>Race: Half-Orc</p><p>Class/Level: Cleric 2</p><p>Alignment: Lawful Neutral</p><p>Size: Medium</p><p>Type (Subtype): Humanoid (orc)</p><p>Init: +0</p><p>Speed: 30ft</p><p>Senses: Passive Perception: 14</p><p>Languages Common, Orc</p><p>Background: Soldier</p><p>Ispiration: none</p><p></p><p><strong><span style="font-size: 12px">STATISTICS</span></strong></p><p>Str 17 (+3), Dex 10 (+0) , Con 15 (+2), Int 08 (-1), Wis 14(+2), Cha 12 (+1)</p><p></p><p>AC: 16 (ringmail, shield)</p><p>HP: 17 (2d8 +4)</p><p>Prof. Bonus +2</p><p>Proficiencies: All armors and shields, all simple and martial weapons</p><p>Tools: Vehicles(land), Dice</p><p>Feats: none</p><p>Saves: WIS +4, CHA +3</p><p>Special Defenses: none</p><p></p><p><strong><span style="font-size: 12px">Combat:</span></strong></p><p>MELEE: Battleaxe +5 ATK, 1d8+3 slashing, versatile (1d10)</p><p>MELEE: Mace +5 ATK, 1d6+3 bludeoning</p><p>MELEE/RANGE: Dagger +5 ATK, 1d4+3 piercing; finesse, light, range (20/60)</p><p></p><p><strong><span style="font-size: 12px">Skills:</span></strong></p><p>+0 (dex) Acrobatics</p><p>+2 (wis) Animal Handling</p><p>-1 (int) Arcana</p><p>+5 (str) Athletics*</p><p>+1 (cha) Deception</p><p>-1 (int) History</p><p>+4 (wis) Insight*</p><p>+3 (cha) Intimidation*</p><p>-1 (int) Investigation</p><p>+2 (wis) Medicine</p><p>-1 (int) Nature</p><p>+4 (wis) Perception*</p><p>+1 (cha) Performance</p><p>+1 (cha) Persuasion</p><p>+1 (int) Religion*</p><p>+0 (dex) Sleight of Hand</p><p>+0 (dex) Stealth (disadvantage)</p><p>+2 (wis) Survival</p><p>* proficient</p><p></p><p><strong><span style="font-size: 12px">Racial:</span></strong></p><p>+2 STR, +1 CON</p><p>Size: Medium</p><p>Speed: 30 feet</p><p>Darkvision: 60'</p><p>Menacing: gain proficiency in the Intimidation skill</p><p>Relentless Endurance: When reduced to zero hit points, but not killed outright, you may drop to one hit point instead. Usable 1/long rest</p><p>Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.</p><p>Languages: Common, Orc</p><p></p><p><strong><span style="font-size: 12px">Soldier:</span></strong></p><p>Skills: Athletics and Intimidation</p><p>Tools: Vehicles(land) and one Gaming Set</p><p>Feature: Military Rank (Sergeant) </p><p></p><p><strong><span style="font-size: 12px">Cleric:</span></strong></p><p>- Divine Domain: War</p><p> - Bonus Proficiencies: Gain proficiencey with all martial weapons and heavy armor</p><p> - War Priest : 2/long rest, When you use the Attack action, you can make one weapon attack as a bonus action.</p><p> - Domain Spells: divine favor, shield of faith</p><p>- Channel Divinity: 1/rest; Turn Undead and Guided Strike</p><p>- Spellcasting:</p><p> - Cantrips: toll the dead, light, mending</p><p> - Spells Prepared: 3</p><p> - Spell save DC 12</p><p> - Spell attack +4</p><p> - Ritual Casting</p><p> - Spellcasting Focus: holy symbol</p><p></p><p><strong><span style="font-size: 12px">Combat Gear: </span></strong></p><p>ring mail</p><p>shield</p><p>battleaxe</p><p>mace</p><p>daggers x2</p><p></p><p><span style="font-size: 12px"><strong>Other Gear:</strong></span></p><p>holy symbol - amulet</p><p>rope, 50' hempen</p><p>clothes, traveler's</p><p>Backpack</p><p>- bedroll</p><p>- mess kit</p><p>- tinderbox</p><p>- torches 10/10</p><p>- rations 10/10</p><p>- waterskin</p><p>- sack</p><p>- whetstone</p><p>- common clothes</p><p>Belt Pouch</p><p>- bone dice</p><p>- loose coins</p><p></p><p><strong>Treasure:</strong></p><p>GP: 27 SP: 8 CP: 8</p><p></p><p>Carrying Capacity: 255 lbs</p><p>Push/Drag/Lift: 510 lbs</p><p>Climb: 15' Swim: 15'</p><p>Long Jump: 17' & 8.5'</p><p>High Jump: 6' & 3'</p><p>Hold Breath: 3 minutes</p><p></p><p><strong><span style="font-size: 12px">Personality: </span></strong></p><p>Trait: I hate bullies. Bullies get axed in the face.</p><p>Trait: I can stare down a hell hound without flinching.</p><p>Ideal: We all share in the work, so we all share in the reward.</p><p>Bond: Those who fight beside me are those worth dying for.</p><p>Flaw: I obey the law (and orders), even if those laws cause misery.</p><p></p><p>Sex: Male</p><p>Age: 24</p><p>Height: 6'-3"</p><p>Weight: 242lbs</p><p>Hair Color: Dark brown, </p><p>Facial Hair: none</p><p>Eye Color: brown</p><p>Skin Tone: light grey</p><p>Scars/Tattoos: none</p><p><strong>Description:</strong> A hulking figure Keth wears his hair in a bowl cut (helment cut?) and has one prototuding tusk above his lip that has been broken off. His skin looks near sickly so he exposes as little of his arms and legs as possible. He also has very hairy shoulders, chest, stomach, and legs. </p><p></p><p><strong>Background: </strong></p><p>Whenever he's asked about his past Keth's face takes on a serious frown. Not sure if the whole story he was told was the truth he relays what he knows to be fact.</p><p></p><p>Left for dead as a newborn on the fringes of the Groaning Forest, he was lucky to be found by a group of hunters risking the dark forest. Why was he abandonded? What did he do to be cast out into the wilds only hours old? Keth had no answers to those questions, only a silent thank you to the gods above for sending the goodmen who found him crying naked in the cold.</p><p></p><p>They hailed from a homestead near Groaning, a small three family farm that tried to stay out of the poltics of the world. A place to work, love, and grow old. Had Keth no orc blood in his veins he may have stayed and hunted and tilled until his hairs turned as gray as his skin. </p><p></p><p>It was the emblem of the Ten Swords that called to that blood. They passed through once every year, trading news, tabcoo, and shells from the coast. Keth was enthralled by the arms and armor each mercenary carried and by the tales of battles and monster-slaying they told around the fire. When he became a man in the eyes of his adoptive family, it was with heavy hearts that they consented to his wishes to join the mercenary company.</p><p></p><p>It was during his time with the Ten Swords that he came across his older half-brother, but he talks little and frowns, saying his not sure what he learned from him was the whole-truth. Keth never blamed the man for the actions of their mother and they parted as friends. </p><p></p><p>He also met Veit Ironfist on his travels across the Old Empire and the two became a good team, having a few side adventures of their own. One of those adventures involved revealing a counterfeit scam being ran by the Ten Swords own quartermaster. It was Keth's bad luck to be the person caught using fake coin to try and purchase goods for the mercenary group. Kept in jail for three days the half-orc warrior found himself on his knees asking for help from The Family of the Tierden'Tor, more than trusting in the corrupted system of men. Veit discovered the mint's location and proof of the quartermaster switching the real gold he was given for purchases with his fake currency. Together they brought the whole operation down and during the fight with the quartermaster and his devilish ally Keth was aided by the gods N'drovio and Essembri, taking his first steps on a new path.</p><p></p><p>Although found not guilty by the local officals, he was dismissed from the Ten Swords unjustly. Maybe this was the gods will, but he was unsure and needed answers, so he traveled to Bit with Veit seeking them. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="EarlyBird, post: 7388146, member: 6899077"] [ATTACH=CONFIG]96000._xfImport[/ATTACH] [sblock=Keth] Race: Half-Orc Class/Level: Cleric 2 Alignment: Lawful Neutral Size: Medium Type (Subtype): Humanoid (orc) Init: +0 Speed: 30ft Senses: Passive Perception: 14 Languages Common, Orc Background: Soldier Ispiration: none [B][SIZE=3]STATISTICS[/SIZE][/B] Str 17 (+3), Dex 10 (+0) , Con 15 (+2), Int 08 (-1), Wis 14(+2), Cha 12 (+1) AC: 16 (ringmail, shield) HP: 17 (2d8 +4) Prof. Bonus +2 Proficiencies: All armors and shields, all simple and martial weapons Tools: Vehicles(land), Dice Feats: none Saves: WIS +4, CHA +3 Special Defenses: none [B][SIZE=3]Combat:[/SIZE][/B] MELEE: Battleaxe +5 ATK, 1d8+3 slashing, versatile (1d10) MELEE: Mace +5 ATK, 1d6+3 bludeoning MELEE/RANGE: Dagger +5 ATK, 1d4+3 piercing; finesse, light, range (20/60) [B][SIZE=3]Skills:[/SIZE][/B] +0 (dex) Acrobatics +2 (wis) Animal Handling -1 (int) Arcana +5 (str) Athletics* +1 (cha) Deception -1 (int) History +4 (wis) Insight* +3 (cha) Intimidation* -1 (int) Investigation +2 (wis) Medicine -1 (int) Nature +4 (wis) Perception* +1 (cha) Performance +1 (cha) Persuasion +1 (int) Religion* +0 (dex) Sleight of Hand +0 (dex) Stealth (disadvantage) +2 (wis) Survival * proficient [B][SIZE=3]Racial:[/SIZE][/B] +2 STR, +1 CON Size: Medium Speed: 30 feet Darkvision: 60' Menacing: gain proficiency in the Intimidation skill Relentless Endurance: When reduced to zero hit points, but not killed outright, you may drop to one hit point instead. Usable 1/long rest Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Languages: Common, Orc [B][SIZE=3]Soldier:[/SIZE][/B] Skills: Athletics and Intimidation Tools: Vehicles(land) and one Gaming Set Feature: Military Rank (Sergeant) [B][SIZE=3]Cleric:[/SIZE][/B] - Divine Domain: War - Bonus Proficiencies: Gain proficiencey with all martial weapons and heavy armor - War Priest : 2/long rest, When you use the Attack action, you can make one weapon attack as a bonus action. - Domain Spells: divine favor, shield of faith - Channel Divinity: 1/rest; Turn Undead and Guided Strike - Spellcasting: - Cantrips: toll the dead, light, mending - Spells Prepared: 3 - Spell save DC 12 - Spell attack +4 - Ritual Casting - Spellcasting Focus: holy symbol [B][SIZE=3]Combat Gear: [/SIZE][/B] ring mail shield battleaxe mace daggers x2 [SIZE=3][B]Other Gear:[/B][/SIZE] holy symbol - amulet rope, 50' hempen clothes, traveler's Backpack - bedroll - mess kit - tinderbox - torches 10/10 - rations 10/10 - waterskin - sack - whetstone - common clothes Belt Pouch - bone dice - loose coins [B]Treasure:[/B] GP: 27 SP: 8 CP: 8 Carrying Capacity: 255 lbs Push/Drag/Lift: 510 lbs Climb: 15' Swim: 15' Long Jump: 17' & 8.5' High Jump: 6' & 3' Hold Breath: 3 minutes [B][SIZE=3]Personality: [/SIZE][/B] Trait: I hate bullies. Bullies get axed in the face. Trait: I can stare down a hell hound without flinching. Ideal: We all share in the work, so we all share in the reward. Bond: Those who fight beside me are those worth dying for. Flaw: I obey the law (and orders), even if those laws cause misery. Sex: Male Age: 24 Height: 6'-3" Weight: 242lbs Hair Color: Dark brown, Facial Hair: none Eye Color: brown Skin Tone: light grey Scars/Tattoos: none [B]Description:[/B] A hulking figure Keth wears his hair in a bowl cut (helment cut?) and has one prototuding tusk above his lip that has been broken off. His skin looks near sickly so he exposes as little of his arms and legs as possible. He also has very hairy shoulders, chest, stomach, and legs. [B]Background: [/B] Whenever he's asked about his past Keth's face takes on a serious frown. Not sure if the whole story he was told was the truth he relays what he knows to be fact. Left for dead as a newborn on the fringes of the Groaning Forest, he was lucky to be found by a group of hunters risking the dark forest. Why was he abandonded? What did he do to be cast out into the wilds only hours old? Keth had no answers to those questions, only a silent thank you to the gods above for sending the goodmen who found him crying naked in the cold. They hailed from a homestead near Groaning, a small three family farm that tried to stay out of the poltics of the world. A place to work, love, and grow old. Had Keth no orc blood in his veins he may have stayed and hunted and tilled until his hairs turned as gray as his skin. It was the emblem of the Ten Swords that called to that blood. They passed through once every year, trading news, tabcoo, and shells from the coast. Keth was enthralled by the arms and armor each mercenary carried and by the tales of battles and monster-slaying they told around the fire. When he became a man in the eyes of his adoptive family, it was with heavy hearts that they consented to his wishes to join the mercenary company. It was during his time with the Ten Swords that he came across his older half-brother, but he talks little and frowns, saying his not sure what he learned from him was the whole-truth. Keth never blamed the man for the actions of their mother and they parted as friends. He also met Veit Ironfist on his travels across the Old Empire and the two became a good team, having a few side adventures of their own. One of those adventures involved revealing a counterfeit scam being ran by the Ten Swords own quartermaster. It was Keth's bad luck to be the person caught using fake coin to try and purchase goods for the mercenary group. Kept in jail for three days the half-orc warrior found himself on his knees asking for help from The Family of the Tierden'Tor, more than trusting in the corrupted system of men. Veit discovered the mint's location and proof of the quartermaster switching the real gold he was given for purchases with his fake currency. Together they brought the whole operation down and during the fight with the quartermaster and his devilish ally Keth was aided by the gods N'drovio and Essembri, taking his first steps on a new path. Although found not guilty by the local officals, he was dismissed from the Ten Swords unjustly. Maybe this was the gods will, but he was unsure and needed answers, so he traveled to Bit with Veit seeking them. [/sblock] [/QUOTE]
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