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<blockquote data-quote="S'mon" data-source="post: 7143765" data-attributes="member: 463"><p>I agree. Here's how I statted out a player-created organisation in my Wilderlands setting, a </p><p>moderately powerful martial order of one of the major cities. Player had specified leader was "14th level Eldritch Knight", which I accepted, so her stats come closest to those of a PC.</p><p></p><p>The Bright Seraphim of Valon </p><p></p><p>MARIAN IRONHEART, GRAND WIZARD OF THE BRIGHT SERAPHIM</p><p>Female Human (Common Avalonian), Lawful Good</p><p>Armor Class: 19 (+1 Full Plate Armor) > 24 with Shield spell.</p><p>Hit Points: 119 (14d10 +42)</p><p>Speed: 30ft (9m / 6 sqr)</p><p>Proficiency: +4</p><p>STR</p><p>20 (+5)</p><p>DEX</p><p>11 (+0)</p><p>CON</p><p>17 (+3)</p><p>INT</p><p>13 (+1)</p><p>WIS</p><p>15 (+2)</p><p>CHA</p><p>15 (+2)</p><p>Skills: Religion +5 Athletics +9 Persuasion +6 History +5 Arcana +5</p><p>Saving Throws: Strength +9 Constitution +7 </p><p>Challenge: 8 (3900 XP) </p><p>Racial Features</p><p></p><p>Ability Modifiers: +1 to all</p><p>Languages: speaks Common and Avalonian.</p><p></p><p>Marian Ironheart</p><p>Actions</p><p></p><p>Multiattack. Marian makes three weapon melee attacks or three ranged attacks.</p><p>+1 Greatsword, The Moon Blade. Melee Weapon Attack +10 to hit, reach 5 ft, one target. Hit: 16 (3d6 +6 ) slashing damage (Greatsword Style). +2d6 radiant vs undead or fiend.</p><p>Properties: Heavy, Two-handed,</p><p>+1 Warbow. Ranged Weapon Attack +10 to hit, range 150/600, one target. Hit: 10 (1d8 +6 ) piercing damage. 20 silver arrows.</p><p>Properties: Ammunition: range 150/600, Heavy, Two-handed,</p><p></p><p>The Moon Blade - Blade Weapon (+1 greatsword), rare (requires attunement). When you hit an undead or fiend with the Moonblade, that target takes an extra 2d6 radiant damage. </p><p>When drawn, the sword’s luminous blade emits bright light in a 15-foot radius, and dim light for an additional 15 feet. You can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each.</p><p></p><p>Fighter Abilities:</p><p>Action Surge 3/day</p><p>Second Wind d10+14 3/day</p><p>Indomitable 3/day</p><p></p><p>14th level Eldritch Knight</p><p>Spells Known: 3 cantrips, 10 spells.</p><p>Spell Slots: 4 3 2</p><p>Spells Known (1) Comprehend Languages, Shield, Thunderwave, Witch Bolt</p><p>(2) Continual Flame, Melf's Acid Arrow, See Invisibility, Shatter</p><p>(3) Counterspell, Lightning Bolt </p><p></p><p>Cantrips: Blade Ward (res BPS eont), True Strike (advtg on 1st attack vs target next turn), Light (object sheds light 20/20 1 hr),</p><p></p><p>SA: Bonded Weapon - Moonblade</p><p>War Magic - may cast cantrip + make 1 weapon attack bonus action</p><p>Eldritch Strike - target hit by weapon has disad on spell save vs Marian until end of her next turn.</p><p></p><p><img src="https://4.bp.blogspot.com/-cpD8LqmJqSY/WTGs59RwNUI/AAAAAAAAGhM/o3GBF7JAPAU45wqv6lGNobWrmvGf3NgcQCLcB/s400/IMG_0633.JPG" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Seraphim Eldritch Knight</p><p>Male or Female Avalonian</p><p>Armor Class: 18 or 20 (Full Plate Armor, & Shield), +5 with Shield spell.</p><p>Hit Points: 52 (8d8 +16)</p><p>Speed: 30ft (9m / 6 sqr)</p><p>Proficiency: +2</p><p>STR</p><p>16 (+3)</p><p>DEX</p><p>11 (+0)</p><p>CON</p><p>14 (+2)</p><p>INT</p><p>15 (+2)</p><p>WIS</p><p>12 (+1)</p><p>CHA</p><p>12 (+1)</p><p>Skills: Religion +4 Athletics +5 Arcana +4</p><p>Challenge: 4 (1100 XP) </p><p>Racial Features</p><p></p><p>Ability Modifiers: +1 to all</p><p>Languages: speaks Common and one extra.</p><p>5th level Eldritch Knight</p><p></p><p>Cantrips: 2 Spells Known: 4 Spell Slots: 3 1st level</p><p></p><p>Spells Known (1) Comprehend Languages, Shield, Thunderwave, Witch Bolt</p><p>Cantrips: Blade Ward (res BPS eont), Light (object sheds light 20/20 1 hr)</p><p></p><p>SA: Bonded Weapon - sword. War Magic - may cast cantrip + make 1 weapon attack bonus action</p><p>Actions</p><p></p><p>Multiattack. The Seraphim Knight makes two weapon melee attacks or two ranged attacks. Doffing or donning a shield takes 1 action.</p><p>+1 Greatsword or +1 Longsword. Melee Weapon Attack +6 to hit, reach 5 ft, one target. Hit: 14 (3d6+4) slashing damage (Greatsword Style) or 10 (1d8+6 ) slashing damage (Duelist Style)</p><p>Properties: Heavy, Two-handed,</p><p>Warbow. Ranged Weapon Attack +5 to hit, range 150/600, one target. Hit: 7 (1d8 +3 ) piercing damage.</p><p>Properties: Ammunition: range 150/600, Heavy, Two-handed,</p><p></p><p><img src="https://displate.com/displates/2015-07-08/901d0c52906243bf9570a9eb4f60a9a6.jpg?w=357&h=500&v=3" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p>___________________________________________________________</p><p></p><p>Seraphim Brother Spiritual </p><p>Male or Female Avalonian</p><p>Armor Class: 17 (Half plate, Shield)</p><p>Hit Points: 39 (6d8 +12)</p><p>Speed: 30ft (9m / 6 sqr)</p><p>Proficiency: +3</p><p>STR</p><p>13 (+1)</p><p>DEX</p><p>11 (+0)</p><p>CON</p><p>15 (+2)</p><p>INT</p><p>11 (+0)</p><p>WIS</p><p>17 (+3)</p><p>CHA</p><p>12 (+1)</p><p>Skills: Religion +3 Insight +6</p><p>Challenge: 3 (700 XP) </p><p>Racial Features</p><p></p><p>Ability Modifiers: +1 to all</p><p>Languages: speaks Common and one extra.</p><p>Actions</p><p></p><p>Mace or Shortsword. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit: 4 (1d6 +1 ) bludgeoning or piercing damage.</p><p>Properties: WOLOLO!,</p><p>Spells</p><p></p><p>Spellcasting. the Brother Spiritual is an 6th-level cleric. Its spellcasting ability is Wisdom (spell save DC 14, to hit with spell attacks +6)</p><p>Cantrips (at will): Thaumaturgy, Light, Sacred Flame, Spare the Dying,</p><p>1st level (4 slots): Healing Word, Bane, Guiding Bolt, Sanctuary, Cure Wounds, Shield of Faith</p><p>2nd level (3 slots): Prayer of Healing,</p><p>3rd level (3 slots): Mass Healing Word, Protection from Energy, Remove Curse, Spirit Guardians</p><p>______________________________</p><p></p><p>Seraphim Initiate </p><p>Armor Class: 16 (Chainmail) or 18 (with shield)</p><p>Hit Points: 19 (3d8 +6, or 12+7)</p><p>Speed: 30ft (9m / 6 sqr)</p><p>Proficiency: +2Image result for young knight</p><p>STR</p><p>16 (+3)</p><p>DEX</p><p>11 (+0)</p><p>CON</p><p>14 (+2)</p><p>INT</p><p>15 (+2)</p><p>WIS</p><p>12 (+1)</p><p>CHA</p><p>12 (+1)</p><p>Skills: Religion +2 Athletics +5 Arcana +4</p><p>Challenge: 1 (200 XP) </p><p>Racial Features</p><p></p><p>Ability Modifiers: +1 to all</p><p>Languages: speaks Common and one extra.</p><p>Actions</p><p></p><p>Attack. The Initiate makes one weapon melee attack or one ranged attack. Action to don or doff shield.</p><p></p><p>Greatsword or Longsword. Melee Weapon Attack +5 to hit, reach 5 ft, one target.</p><p>Hit: 13 (3d6 +3 ) slashing damage (Greatweapon Style), or HIt: 9 (1d8+5) (Duelist style)</p><p>Properties: Heavy, Two-handed,</p><p>Warbow. Ranged Weapon Attack +5 to hit, range 150/600, one target. Hit: 7 (1d8 +3) piercing damage.</p><p>Properties: Ammunition: range 150/600, Heavy, Two-handed,</p><p>____________________________</p><p></p><p>Seraphim Acolyte </p><p>Armor Class: 15 (chain shirt, Shield)</p><p>Hit Points: 13 (2d8 +4)</p><p>Speed: 30ft (9m / 6 sqr)</p><p>Proficiency: +2</p><p>STR</p><p>14 (+2)</p><p>DEX</p><p>10 (+0)</p><p>CON</p><p>14 (+2)</p><p>INT</p><p>12 (+1)</p><p>WIS</p><p>16 (+3)</p><p>CHA</p><p>12 (+1)</p><p>Skills: Religion +3 Insight +5</p><p>Challenge: 1 (200 XP) </p><p>Racial Features</p><p></p><p>Ability Modifiers: +1 to all</p><p>Languages: speaks Common and one extra.</p><p>Actions</p><p></p><p>Mace or Shortsword. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 +2 ) bludgeoning or piercing damage.</p><p>Properties: WOLOLO!,</p><p>Spells</p><p></p><p>Spellcasting. the Acolyte is an 2nd-level cleric. Its spellcasting ability is Wisdom (spell save DC 13, to hit with spell attacks +5)</p><p>Cantrips (at will): Guidance, Thaumaturgy, Sacred Flame,</p><p>1st level (3 slots): Bless, Guiding Bolt, Shield of Faith, Healing Word, Sanctuary, Command, Cure Wounds</p><p></p><p><img src="https://i.warosu.org/data/tg/img/0484/46/1469460408118.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>ORDER TREASURY</p><p></p><p>11,500 Gold</p><p>1,050 Platinum</p><p>8 lbs. of gold trade bars (400 gp)</p><p>6 lbs. of exotic spices (90 gp)</p><p>9 lbs. of gold trade bars (450 gp)</p><p>1 set of bagpipes (30 gp)</p><p>3 vial(s) of holy water (150 gp)</p><p>1 lyre (30 gp)</p><p>12 black onyx worth 50 gp each</p><p>8 deep blue spinel worth 500 gp each</p><p>opal music box worth 2500gp</p><p>feather ribbon strung with pink pearls worth 2500gp</p><p>Oil of etherealness</p><p>Potion of mind reading</p><p>hoard total: 32,750.00 gp</p></blockquote><p></p>
[QUOTE="S'mon, post: 7143765, member: 463"] I agree. Here's how I statted out a player-created organisation in my Wilderlands setting, a moderately powerful martial order of one of the major cities. Player had specified leader was "14th level Eldritch Knight", which I accepted, so her stats come closest to those of a PC. The Bright Seraphim of Valon MARIAN IRONHEART, GRAND WIZARD OF THE BRIGHT SERAPHIM Female Human (Common Avalonian), Lawful Good Armor Class: 19 (+1 Full Plate Armor) > 24 with Shield spell. Hit Points: 119 (14d10 +42) Speed: 30ft (9m / 6 sqr) Proficiency: +4 STR 20 (+5) DEX 11 (+0) CON 17 (+3) INT 13 (+1) WIS 15 (+2) CHA 15 (+2) Skills: Religion +5 Athletics +9 Persuasion +6 History +5 Arcana +5 Saving Throws: Strength +9 Constitution +7 Challenge: 8 (3900 XP) Racial Features Ability Modifiers: +1 to all Languages: speaks Common and Avalonian. Marian Ironheart Actions Multiattack. Marian makes three weapon melee attacks or three ranged attacks. +1 Greatsword, The Moon Blade. Melee Weapon Attack +10 to hit, reach 5 ft, one target. Hit: 16 (3d6 +6 ) slashing damage (Greatsword Style). +2d6 radiant vs undead or fiend. Properties: Heavy, Two-handed, +1 Warbow. Ranged Weapon Attack +10 to hit, range 150/600, one target. Hit: 10 (1d8 +6 ) piercing damage. 20 silver arrows. Properties: Ammunition: range 150/600, Heavy, Two-handed, The Moon Blade - Blade Weapon (+1 greatsword), rare (requires attunement). When you hit an undead or fiend with the Moonblade, that target takes an extra 2d6 radiant damage. When drawn, the sword’s luminous blade emits bright light in a 15-foot radius, and dim light for an additional 15 feet. You can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each. Fighter Abilities: Action Surge 3/day Second Wind d10+14 3/day Indomitable 3/day 14th level Eldritch Knight Spells Known: 3 cantrips, 10 spells. Spell Slots: 4 3 2 Spells Known (1) Comprehend Languages, Shield, Thunderwave, Witch Bolt (2) Continual Flame, Melf's Acid Arrow, See Invisibility, Shatter (3) Counterspell, Lightning Bolt Cantrips: Blade Ward (res BPS eont), True Strike (advtg on 1st attack vs target next turn), Light (object sheds light 20/20 1 hr), SA: Bonded Weapon - Moonblade War Magic - may cast cantrip + make 1 weapon attack bonus action Eldritch Strike - target hit by weapon has disad on spell save vs Marian until end of her next turn. [IMG]https://4.bp.blogspot.com/-cpD8LqmJqSY/WTGs59RwNUI/AAAAAAAAGhM/o3GBF7JAPAU45wqv6lGNobWrmvGf3NgcQCLcB/s400/IMG_0633.JPG[/IMG] Seraphim Eldritch Knight Male or Female Avalonian Armor Class: 18 or 20 (Full Plate Armor, & Shield), +5 with Shield spell. Hit Points: 52 (8d8 +16) Speed: 30ft (9m / 6 sqr) Proficiency: +2 STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 15 (+2) WIS 12 (+1) CHA 12 (+1) Skills: Religion +4 Athletics +5 Arcana +4 Challenge: 4 (1100 XP) Racial Features Ability Modifiers: +1 to all Languages: speaks Common and one extra. 5th level Eldritch Knight Cantrips: 2 Spells Known: 4 Spell Slots: 3 1st level Spells Known (1) Comprehend Languages, Shield, Thunderwave, Witch Bolt Cantrips: Blade Ward (res BPS eont), Light (object sheds light 20/20 1 hr) SA: Bonded Weapon - sword. War Magic - may cast cantrip + make 1 weapon attack bonus action Actions Multiattack. The Seraphim Knight makes two weapon melee attacks or two ranged attacks. Doffing or donning a shield takes 1 action. +1 Greatsword or +1 Longsword. Melee Weapon Attack +6 to hit, reach 5 ft, one target. Hit: 14 (3d6+4) slashing damage (Greatsword Style) or 10 (1d8+6 ) slashing damage (Duelist Style) Properties: Heavy, Two-handed, Warbow. Ranged Weapon Attack +5 to hit, range 150/600, one target. Hit: 7 (1d8 +3 ) piercing damage. Properties: Ammunition: range 150/600, Heavy, Two-handed, [IMG]https://displate.com/displates/2015-07-08/901d0c52906243bf9570a9eb4f60a9a6.jpg?w=357&h=500&v=3[/IMG] ___________________________________________________________ Seraphim Brother Spiritual Male or Female Avalonian Armor Class: 17 (Half plate, Shield) Hit Points: 39 (6d8 +12) Speed: 30ft (9m / 6 sqr) Proficiency: +3 STR 13 (+1) DEX 11 (+0) CON 15 (+2) INT 11 (+0) WIS 17 (+3) CHA 12 (+1) Skills: Religion +3 Insight +6 Challenge: 3 (700 XP) Racial Features Ability Modifiers: +1 to all Languages: speaks Common and one extra. Actions Mace or Shortsword. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit: 4 (1d6 +1 ) bludgeoning or piercing damage. Properties: WOLOLO!, Spells Spellcasting. the Brother Spiritual is an 6th-level cleric. Its spellcasting ability is Wisdom (spell save DC 14, to hit with spell attacks +6) Cantrips (at will): Thaumaturgy, Light, Sacred Flame, Spare the Dying, 1st level (4 slots): Healing Word, Bane, Guiding Bolt, Sanctuary, Cure Wounds, Shield of Faith 2nd level (3 slots): Prayer of Healing, 3rd level (3 slots): Mass Healing Word, Protection from Energy, Remove Curse, Spirit Guardians ______________________________ Seraphim Initiate Armor Class: 16 (Chainmail) or 18 (with shield) Hit Points: 19 (3d8 +6, or 12+7) Speed: 30ft (9m / 6 sqr) Proficiency: +2Image result for young knight STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 15 (+2) WIS 12 (+1) CHA 12 (+1) Skills: Religion +2 Athletics +5 Arcana +4 Challenge: 1 (200 XP) Racial Features Ability Modifiers: +1 to all Languages: speaks Common and one extra. Actions Attack. The Initiate makes one weapon melee attack or one ranged attack. Action to don or doff shield. Greatsword or Longsword. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 13 (3d6 +3 ) slashing damage (Greatweapon Style), or HIt: 9 (1d8+5) (Duelist style) Properties: Heavy, Two-handed, Warbow. Ranged Weapon Attack +5 to hit, range 150/600, one target. Hit: 7 (1d8 +3) piercing damage. Properties: Ammunition: range 150/600, Heavy, Two-handed, ____________________________ Seraphim Acolyte Armor Class: 15 (chain shirt, Shield) Hit Points: 13 (2d8 +4) Speed: 30ft (9m / 6 sqr) Proficiency: +2 STR 14 (+2) DEX 10 (+0) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 12 (+1) Skills: Religion +3 Insight +5 Challenge: 1 (200 XP) Racial Features Ability Modifiers: +1 to all Languages: speaks Common and one extra. Actions Mace or Shortsword. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 +2 ) bludgeoning or piercing damage. Properties: WOLOLO!, Spells Spellcasting. the Acolyte is an 2nd-level cleric. Its spellcasting ability is Wisdom (spell save DC 13, to hit with spell attacks +5) Cantrips (at will): Guidance, Thaumaturgy, Sacred Flame, 1st level (3 slots): Bless, Guiding Bolt, Shield of Faith, Healing Word, Sanctuary, Command, Cure Wounds [IMG]https://i.warosu.org/data/tg/img/0484/46/1469460408118.jpg[/IMG] ORDER TREASURY 11,500 Gold 1,050 Platinum 8 lbs. of gold trade bars (400 gp) 6 lbs. of exotic spices (90 gp) 9 lbs. of gold trade bars (450 gp) 1 set of bagpipes (30 gp) 3 vial(s) of holy water (150 gp) 1 lyre (30 gp) 12 black onyx worth 50 gp each 8 deep blue spinel worth 500 gp each opal music box worth 2500gp feather ribbon strung with pink pearls worth 2500gp Oil of etherealness Potion of mind reading hoard total: 32,750.00 gp [/QUOTE]
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