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[5E] [RG] JM's A Bit of Trouble
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<blockquote data-quote="Zadolix" data-source="post: 7392347" data-attributes="member: 6947884"><p>[ATTACH]96220[/ATTACH]</p><p></p><p><span style="font-size: 18px"><strong>Zadolix Blackbeard</strong></span></p><p>[sblock]</p><p>Race: Hill Dwarf</p><p>Alignment: Neutral Good</p><p>Class / Level: Fighter 2</p><p>Background: Sailor</p><p>Gender: Male</p><p>Languages: Common, Dwarvish</p><p></p><p><span style="font-size: 15px"><strong>APPEARANCE</strong></span></p><p>Age: 132</p><p>Height: 4' 5"</p><p>Weight: 187lbs</p><p>Eyes - Dark Brown, missing one eye and wears a patch</p><p>Skin - Sun Tanned</p><p>Hair - Bald, with a blackbeard</p><p>General appearance - Ruddy brown Sailor clothes with embroidered dwarven runes denoting my status as prominent sailor, a tattooed arm, bald head with an eye patch on his left eye, and a grey bandana.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>STATISTICS</strong></span></p><p>[sblock]</p><p>Str 15 (+2)</p><p>Dex 12 (+1)</p><p>Con 16 (+3)</p><p>Int 8 (-1)</p><p>Wis 14 (+2)</p><p>Cha 12 (+1)</p><p></p><p>Passive Perception - 14</p><p></p><p>Proficiency bonus +2</p><p></p><p>Hit Die - D10 (2)[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>SAVING THROWS</strong></span></p><p>[sblock]</p><p>+4 Strength</p><p>+1 Dexterity</p><p>+5 Constitution</p><p>-1 Intelligence</p><p>+2 Wisdom</p><p>+1 Charisma</p><p></p><p><strong>Dwarven Resilience</strong></p><p><strong></strong>Advantage on Saving Throws (Against Poison)</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>COMBAT</strong></span></p><p>[sblock]</p><p>Speed: 25ft</p><p>Init: +1</p><p>AC: 16</p><p>HP Max: 23</p><p>Current HP: 10</p><p></p><p>Warhammer (2 handed)</p><p>+4 to hit</p><p>1d10 +2 damage</p><p></p><p>Handaxe</p><p>+4 to hit</p><p>1d6 +2 damage</p><p></p><p>Net (ranged 5ft / 15ft)</p><p>+4 to hit</p><p><em>Special - A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.</em></p><p><em></em></p><p><em>When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.</em></p><p></p><p><strong>Great Weapon Fighting</strong></p><p><strong></strong>When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.</p><p></p><p><strong>Second Wind</strong></p><p><strong></strong>You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.</p><p></p><p><strong>Action Surge</strong></p><p>Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.</p><p></p><p></p><p>Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>PROFICIENT SKILLS</strong></span></p><p>[sblock]</p><p>+3 Acrobatics (Dex)</p><p>+4 Insight (Wis)</p><p>+4 Athletics (Str)</p><p>+4 Perception (Wis)</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>OTHER SKILLS</strong></span></p><p>[sblock]</p><p>+2 Animal Handling (Wis)</p><p>-1 Arcana (Int)</p><p>+1 Deception (Cha)</p><p>-1 History (Int)</p><p>+1 Intimidation (Cha)</p><p>-1 Investigation (Int)</p><p>+2 Medicine (Wis)</p><p>-1 Nature (Int)</p><p>+1 Performance (Cha)</p><p>+1 Persuasion (Cha)</p><p>-1 Religion (Int)</p><p>+1 Sleight of Hand (Dex)</p><p>+1 Stealth (Dex)</p><p>+2 Survival (Wis)</p><p></p><p><strong>Stonecunning</strong></p><p>Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.</p><p></p><p><strong>Dwarven Toughness</strong></p><p>Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>ITEM PROFICIENCIES</strong></span></p><p>[sblock]</p><p>Armor: All armor, shields</p><p>Weapons: All Simple weapons, All martial weapons</p><p>Tools: Brewer's kit, Navigator's tools</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>EQUIPMENT</strong></span></p><p>[sblock]</p><p></p><p>15gp</p><p></p><p>- Chain Mail</p><p>- Handaxe x2</p><p>- Warhammer</p><p>- Net</p><p>- Backpack</p><p>- Bedroll</p><p>- Clothes, Common</p><p>- Mess Kit</p><p>- Rations (1 day) (10)</p><p>- Rope, Hempen (50 feet)</p><p>- Tinderbox</p><p>- Torch (10)</p><p>- Waterskin</p><p>- Belaying Pin (Club)</p><p>- 50 feet of Silk Rope</p><p>- A finely crafted compass (lucky charm)</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>BACKSTORY AND PERSONALITY</strong></span></p><p>[sblock]</p><p>Sailor</p><p></p><p><strong>Trait:</strong> I enjoy sailing into new ports and making new friends over a flagon of ale</p><p><strong>Ideal:</strong> The Sea is freedom - the freedom to go anywhere and do anything.</p><p><strong>Bond:</strong> Ruthless pirates murdered my Lieutenant and crewmates, plundered our ship and left me to die. Vengeance will be mine.</p><p><strong>Flaw:</strong> Once someone questions my courage, I never back down no matter how dangerous the situation.</p><p></p><p>Zadolix hails from the Blackbeard Clan of the hills near the Kaurshale Mountains, the son of a wealthy business owner. The Blackbeard Clan run a family business that has been booming for the last century - A Dwarven Merchant Freight company who deal in exporting the precious metals from the Kaurshale mines to the non-Dwarven colonies and various city states in the former empire. From a young age Zadolix showed an uncanny knack for sea legs as a dwarf, able to stomach and balance himself both in and on water. This led to Zadolix discovering the wide open sea for himself when he came of age and started to take part in running the business, even as far as escorting the goods himself on ship voyages. This made him quite the free spirit, esteeming business, as they say, as being good for society. In that sense he is less traditional than some of his counterparts and enjoys the freedom and exploration that trade and a life at sea gives him. </p><p></p><p>However it was not without cost. One voyage saw Zadolix's ship assailed by Hobgoblin raiding party as it passed near the coast of strife due to Zadolix not heeding the warnings from his crew, thinking himself not afraid of such creatures. A violent battle ensued but the well trained Hobgoblins slaughtered the crew and Zadolix's Lieutenant before his eyes, while also taking an almost fatal arrow to the eye himself rendering him unconscious, and thought dead by the hobgoblins. The Hobgoblins plundered the precious metals and left the ship and it's crew floating at sea for dead. When Zadolix regained consciousness, he took an escape boat, paddled back to the Blackbeard Clan, and tried to explain what happened. The clan was furious, and could not believe Zadolix would make such a novice error in their eyes sailing so close to Strife. As the heir of the business Zadolix now sees it as important to prove his own worth again to his clan by settling the score with the Hobgoblins who destroyed his crewmates and stole precious dwarven metal. Zadolix almost always escorts the metal exports himself in person along with fellow workers to ensure that never again will would be pirates and vagabonds plunder the Kaurshale mine's goods.</p><p></p><p>On his most recent voyage, Zadolix has delivered the latest shipment of goods to Bit for the local smithies just before the Summer festival hit. It's been a long time since he last visited Bit and he is eager to seek out old connections and friends and enjoy some fine ale over the festival. While spending time down at the local taverns at Ship Bottom He caught wind of rumours that all was not well up at the Leed River. What worried Zadolix more was that he could not find his favourite landmate Delmirev Surina, who he would often enjoy good banter and fine ale with in his previous visits to Bit some years ago. Zadolix would often seek local news and going's on from Surina and respected her approach to hard work and her winsome personality. Perhaps she would know something more concrete of these rumours rather than the hum drum drunkards at the docks.</p><p></p><p><strong>Ship's Passage</strong></p><p>When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.[/sblock]</p></blockquote><p></p>
[QUOTE="Zadolix, post: 7392347, member: 6947884"] [ATTACH=CONFIG]96220[/ATTACH] [SIZE=5][B]Zadolix Blackbeard[/B][/SIZE] [sblock] Race: Hill Dwarf Alignment: Neutral Good Class / Level: Fighter 2 Background: Sailor Gender: Male Languages: Common, Dwarvish [SIZE=4][B]APPEARANCE[/B][/SIZE] Age: 132 Height: 4' 5" Weight: 187lbs Eyes - Dark Brown, missing one eye and wears a patch Skin - Sun Tanned Hair - Bald, with a blackbeard General appearance - Ruddy brown Sailor clothes with embroidered dwarven runes denoting my status as prominent sailor, a tattooed arm, bald head with an eye patch on his left eye, and a grey bandana. [/sblock] [SIZE=4][B]STATISTICS[/B][/SIZE] [sblock] Str 15 (+2) Dex 12 (+1) Con 16 (+3) Int 8 (-1) Wis 14 (+2) Cha 12 (+1) Passive Perception - 14 Proficiency bonus +2 Hit Die - D10 (2)[/sblock] [SIZE=4][B]SAVING THROWS[/B][/SIZE] [sblock] +4 Strength +1 Dexterity +5 Constitution -1 Intelligence +2 Wisdom +1 Charisma [B]Dwarven Resilience [/B]Advantage on Saving Throws (Against Poison) [/sblock] [SIZE=4][B]COMBAT[/B][/SIZE] [sblock] Speed: 25ft Init: +1 AC: 16 HP Max: 23 Current HP: 10 Warhammer (2 handed) +4 to hit 1d10 +2 damage Handaxe +4 to hit 1d6 +2 damage Net (ranged 5ft / 15ft) +4 to hit [I]Special - A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.[/I] [B]Great Weapon Fighting [/B]When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. [B]Second Wind [/B]You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. [B]Action Surge[/B] Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.[/sblock] [SIZE=4][B]PROFICIENT SKILLS[/B][/SIZE] [sblock] +3 Acrobatics (Dex) +4 Insight (Wis) +4 Athletics (Str) +4 Perception (Wis) [/sblock] [SIZE=4][B]OTHER SKILLS[/B][/SIZE] [sblock] +2 Animal Handling (Wis) -1 Arcana (Int) +1 Deception (Cha) -1 History (Int) +1 Intimidation (Cha) -1 Investigation (Int) +2 Medicine (Wis) -1 Nature (Int) +1 Performance (Cha) +1 Persuasion (Cha) -1 Religion (Int) +1 Sleight of Hand (Dex) +1 Stealth (Dex) +2 Survival (Wis) [B]Stonecunning[/B] Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. [B]Dwarven Toughness[/B] Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. [/sblock] [SIZE=4][B]ITEM PROFICIENCIES[/B][/SIZE] [sblock] Armor: All armor, shields Weapons: All Simple weapons, All martial weapons Tools: Brewer's kit, Navigator's tools [/sblock] [SIZE=4][B]EQUIPMENT[/B][/SIZE] [sblock] 15gp - Chain Mail - Handaxe x2 - Warhammer - Net - Backpack - Bedroll - Clothes, Common - Mess Kit - Rations (1 day) (10) - Rope, Hempen (50 feet) - Tinderbox - Torch (10) - Waterskin - Belaying Pin (Club) - 50 feet of Silk Rope - A finely crafted compass (lucky charm) [/sblock] [SIZE=4][B]BACKSTORY AND PERSONALITY[/B][/SIZE] [sblock] Sailor [B]Trait:[/B] I enjoy sailing into new ports and making new friends over a flagon of ale [B]Ideal:[/B] The Sea is freedom - the freedom to go anywhere and do anything. [B]Bond:[/B] Ruthless pirates murdered my Lieutenant and crewmates, plundered our ship and left me to die. Vengeance will be mine. [B]Flaw:[/B] Once someone questions my courage, I never back down no matter how dangerous the situation. Zadolix hails from the Blackbeard Clan of the hills near the Kaurshale Mountains, the son of a wealthy business owner. The Blackbeard Clan run a family business that has been booming for the last century - A Dwarven Merchant Freight company who deal in exporting the precious metals from the Kaurshale mines to the non-Dwarven colonies and various city states in the former empire. From a young age Zadolix showed an uncanny knack for sea legs as a dwarf, able to stomach and balance himself both in and on water. This led to Zadolix discovering the wide open sea for himself when he came of age and started to take part in running the business, even as far as escorting the goods himself on ship voyages. This made him quite the free spirit, esteeming business, as they say, as being good for society. In that sense he is less traditional than some of his counterparts and enjoys the freedom and exploration that trade and a life at sea gives him. However it was not without cost. One voyage saw Zadolix's ship assailed by Hobgoblin raiding party as it passed near the coast of strife due to Zadolix not heeding the warnings from his crew, thinking himself not afraid of such creatures. A violent battle ensued but the well trained Hobgoblins slaughtered the crew and Zadolix's Lieutenant before his eyes, while also taking an almost fatal arrow to the eye himself rendering him unconscious, and thought dead by the hobgoblins. The Hobgoblins plundered the precious metals and left the ship and it's crew floating at sea for dead. When Zadolix regained consciousness, he took an escape boat, paddled back to the Blackbeard Clan, and tried to explain what happened. The clan was furious, and could not believe Zadolix would make such a novice error in their eyes sailing so close to Strife. As the heir of the business Zadolix now sees it as important to prove his own worth again to his clan by settling the score with the Hobgoblins who destroyed his crewmates and stole precious dwarven metal. Zadolix almost always escorts the metal exports himself in person along with fellow workers to ensure that never again will would be pirates and vagabonds plunder the Kaurshale mine's goods. On his most recent voyage, Zadolix has delivered the latest shipment of goods to Bit for the local smithies just before the Summer festival hit. It's been a long time since he last visited Bit and he is eager to seek out old connections and friends and enjoy some fine ale over the festival. While spending time down at the local taverns at Ship Bottom He caught wind of rumours that all was not well up at the Leed River. What worried Zadolix more was that he could not find his favourite landmate Delmirev Surina, who he would often enjoy good banter and fine ale with in his previous visits to Bit some years ago. Zadolix would often seek local news and going's on from Surina and respected her approach to hard work and her winsome personality. Perhaps she would know something more concrete of these rumours rather than the hum drum drunkards at the docks. [B]Ship's Passage[/B] When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.[/sblock] [/QUOTE]
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