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<blockquote data-quote="ArwensDaughter" data-source="post: 6880470" data-attributes="member: 6804968"><p>[bar]Quellathe Meliamne, Ranger (Beastmaster) 6[/bar]</p><p></p><p>[sblock=Quellathe Meliamne]</p><p>Name: Quellathe Meliamne</p><p>Class and Level: Ranger (Beast Master) 6</p><p>Background: Outlander</p><p>Race: Elf</p><p>Alignment: CG</p><p>XP: ?</p><p>Inspiration: 2</p><p></p><p>Initiative: +3</p><p>HP: 42/46</p><p>AC: 15 (16 when dual wielding)</p><p>Speed: 30</p><p>Hit Dice: 6 d10</p><p>Proficiency Bonus: +3</p><p></p><p>STR:10 (+0) Save: +3</p><p>DEX:17 (+3) Save: +6</p><p>CON: 12 (+1)</p><p>INT: 12 (+1)</p><p>WIS: 15 (+2)</p><p>CHA: 8 (-1)</p><p></p><p>Languages:</p><p>Common, Elven, Sylvan, Orc, Goblin</p><p></p><p>Skills</p><p>Acrobatics (DEX): +3</p><p>Animal Handling (WIS):* +5</p><p>Athletics (STR): * +3</p><p>Arcana (INT): +1</p><p>Deception (CHA): -1</p><p>History (INT): +1</p><p>Insight (WIS): +2</p><p>Intimidation (CHA): -1</p><p>Investigation (INT): +1</p><p>Medicine (WIS): +2</p><p>Nature (INT): *+ 4</p><p>Perception (WIS):* +5</p><p>Performance (CHA): -1</p><p>Persuasion (CHA): -1</p><p>Religion: (INT): +1</p><p>Slight of Hand (DEX): +3</p><p>Stealth (DEX): * +6</p><p>Survival (WIS):* +5</p><p></p><p>*Indicates proficiency (proficiency bonus already added where appropriate)</p><p></p><p><strong>Features/Feats</strong></p><p>Favored enemy (Orcs, Gnolls, Goblins, Hobgoblins)</p><p>Natural explorer (Forest, grassland)</p><p>Fighting Style: Archery (+2 to attack rolls with ranged weapons)</p><p>Primeval Awareness (spell slot to sense types of creatures 1mile radius; 6 in FT)</p><p>Extra Attack</p><p>Beast Companion: Naeris (Panther)</p><p>Wanderer (from background)</p><p>Healer (feat instead of level 4 ASI): use healer’s kit to: 1)stabilize and return to 1HP; 2) restore HP: 1d6+4+ creature’s max HD)</p><p>Darkvision 60ft</p><p>Fey Ancestry (adv. vs. charm, immune to sleep)</p><p>Trance instead of sleep</p><p>Dual wielder: +1 AC when dual wield, 2hand even if not light, draw stow 2 as if one</p><p></p><p><strong>Proficiencies</strong></p><p>Simple & Martial Weapons</p><p>Light & Medium armor, shields</p><p>Bird pipes</p><p></p><p><strong>Weapons & Armor</strong></p><p>Long bow of Warning +8 to hit, 1d8+3 piercing</p><p> 20 arrows</p><p>2 scimitars +6 to hit, 1d8+3 slashing (1d8 with second hand)</p><p>2 daggers +6 to hit 1d4+3 piercing (1d4 with second hand)</p><p>Net (+6?)</p><p>Studded Leather armor</p><p></p><p><strong>Consumable Magic Items</strong> </p><p>Potion of Healing (0/3)</p><p>Dust of Disappearance (1/2)</p><p>Spell Scrolls: Animal Friendship, Detect Poison and Disease, Speak with Animals (x2), Fog Cloud</p><p></p><p><strong>"Permanent" Magic Items</strong></p><p>Cloak of Elvenkind (Disadv on others perception checks; adv. on stealth: when hood is up)</p><p>Bow of Warning (adv, on initiative, I & companions w/in 30 ft can't be surprised; weapon wakes self & companions in range from non-magical sleep if danger approaches)</p><p></p><p><strong>Equipment</strong></p><p>A staff, Backpack, traveler’s clothes</p><p>the paw of a rabbit I couldn’t save</p><p>bedroll, mess kit, waterskin, tinderbox, </p><p>10 torches</p><p>10 days rations</p><p>50 ft rope</p><p>Whetstone</p><p>Shovel</p><p>Spyglass</p><p>Healer’s Kit x2 (18/20 uses total) </p><p></p><p></p><p><strong>Known Spells</strong> (Spell Save DC is 13; Spell Attack Bonus +5)</p><p></p><p>Cantrip: (From High Elf/Grey elf heritage)</p><p>Booming Blade (on successful melee attack: 2d8 thunder damage + damage of attack; additional 2d8 if creature willingly moves)</p><p></p><p></p><p>1st Level:</p><p>Hunter’s Mark</p><p>Speak with Animals</p><p>Hail of Thorns</p><p></p><p>2nd Level:</p><p>Beast Sense</p><p></p><p>[/sblock]</p><p> </p><p>[sblock=Personality]</p><p>Personality: I feel far more comfortable around animals than people</p><p></p><p>Ideal: We should honor and respect the creatures of the wilds.</p><p></p><p>Bond: An injury to my wilderness home is an injury to me</p><p></p><p>Flaw: I have a heart for wounded animals and will go out of my way to help/heal them.</p><p>[/sblock]</p><p></p><p>[sblock=Background]</p><p>Quellathe was born into the elven community of Forest Glen in Celene, near the border with Pomarj. Early on she learned she was more comfortable with--and better understood by--animals than people. She was, nevertheless, devoted to her people and became one of the scouts who patrolled the borders of her people's land and protected them from orcs, gnolls, and goblinoids. Over the last few years, the enemies of her people have become more organized, with a wider, nefarious purpose. And some members of her community who left to Celene to visit kin in other places have never returned. Quellathe and her companion Naeris set out to learn more about both threats, which led to her connection with Hakan. She has joined Tirion and the others, believing that slavers may be behind the disappearance of traveling elves. [/sblock]</p><p></p><p>[ATTACH]76334[/ATTACH]</p><p></p><p>[sblock=Naeris, Quellathe's Panther companion]</p><p></p><p>HP: 24</p><p>AC: 15 (12+prof bonus)</p><p>Speed: 50 ft; climb 40 ft</p><p>Proficiency Bonus: +3</p><p></p><p></p><p>STR:14 (+2)</p><p>DEX:15 (+2)</p><p>CON: 10 (+0)</p><p>INT: 3 (-4)</p><p>WIS: 14 (+2)</p><p>CHA: 7 (-2)</p><p></p><p>Skills: Perception +7 (+4 + prof bonus); Stealth +9 (+6 + prof bonus)</p><p>Senses: Passive Perception 17 (inc. prof. Bonus)</p><p></p><p>Keen Smell: adv. On Wisdom (Perception) checks that rely on smell</p><p></p><p>Pounce: DC 12 Strength save to avoid being knocked prone if hit with a claw attack when panther has moved at least 20 feet straight toward target to attack. If knocked prone, panther can take a bonus action to make a bit attack against the target</p><p></p><p>Bite: +7 to hit, reach 5ft, 1d6+5 piercing</p><p>Claw: +7 to hit, reach 5ft, 1d4+5 slashing</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="ArwensDaughter, post: 6880470, member: 6804968"] [bar]Quellathe Meliamne, Ranger (Beastmaster) 6[/bar] [sblock=Quellathe Meliamne] Name: Quellathe Meliamne Class and Level: Ranger (Beast Master) 6 Background: Outlander Race: Elf Alignment: CG XP: ? Inspiration: 2 Initiative: +3 HP: 42/46 AC: 15 (16 when dual wielding) Speed: 30 Hit Dice: 6 d10 Proficiency Bonus: +3 STR:10 (+0) Save: +3 DEX:17 (+3) Save: +6 CON: 12 (+1) INT: 12 (+1) WIS: 15 (+2) CHA: 8 (-1) Languages: Common, Elven, Sylvan, Orc, Goblin Skills Acrobatics (DEX): +3 Animal Handling (WIS):* +5 Athletics (STR): * +3 Arcana (INT): +1 Deception (CHA): -1 History (INT): +1 Insight (WIS): +2 Intimidation (CHA): -1 Investigation (INT): +1 Medicine (WIS): +2 Nature (INT): *+ 4 Perception (WIS):* +5 Performance (CHA): -1 Persuasion (CHA): -1 Religion: (INT): +1 Slight of Hand (DEX): +3 Stealth (DEX): * +6 Survival (WIS):* +5 *Indicates proficiency (proficiency bonus already added where appropriate) [B]Features/Feats[/B] Favored enemy (Orcs, Gnolls, Goblins, Hobgoblins) Natural explorer (Forest, grassland) Fighting Style: Archery (+2 to attack rolls with ranged weapons) Primeval Awareness (spell slot to sense types of creatures 1mile radius; 6 in FT) Extra Attack Beast Companion: Naeris (Panther) Wanderer (from background) Healer (feat instead of level 4 ASI): use healer’s kit to: 1)stabilize and return to 1HP; 2) restore HP: 1d6+4+ creature’s max HD) Darkvision 60ft Fey Ancestry (adv. vs. charm, immune to sleep) Trance instead of sleep Dual wielder: +1 AC when dual wield, 2hand even if not light, draw stow 2 as if one [B]Proficiencies[/B] Simple & Martial Weapons Light & Medium armor, shields Bird pipes [B]Weapons & Armor[/B] Long bow of Warning +8 to hit, 1d8+3 piercing 20 arrows 2 scimitars +6 to hit, 1d8+3 slashing (1d8 with second hand) 2 daggers +6 to hit 1d4+3 piercing (1d4 with second hand) Net (+6?) Studded Leather armor [B]Consumable Magic Items[/B] Potion of Healing (0/3) Dust of Disappearance (1/2) Spell Scrolls: Animal Friendship, Detect Poison and Disease, Speak with Animals (x2), Fog Cloud [B]"Permanent" Magic Items[/B] Cloak of Elvenkind (Disadv on others perception checks; adv. on stealth: when hood is up) Bow of Warning (adv, on initiative, I & companions w/in 30 ft can't be surprised; weapon wakes self & companions in range from non-magical sleep if danger approaches) [B]Equipment[/B] A staff, Backpack, traveler’s clothes the paw of a rabbit I couldn’t save bedroll, mess kit, waterskin, tinderbox, 10 torches 10 days rations 50 ft rope Whetstone Shovel Spyglass Healer’s Kit x2 (18/20 uses total) [B]Known Spells[/B] (Spell Save DC is 13; Spell Attack Bonus +5) Cantrip: (From High Elf/Grey elf heritage) Booming Blade (on successful melee attack: 2d8 thunder damage + damage of attack; additional 2d8 if creature willingly moves) 1st Level: Hunter’s Mark Speak with Animals Hail of Thorns 2nd Level: Beast Sense [/sblock] [sblock=Personality] Personality: I feel far more comfortable around animals than people Ideal: We should honor and respect the creatures of the wilds. Bond: An injury to my wilderness home is an injury to me Flaw: I have a heart for wounded animals and will go out of my way to help/heal them. [/sblock] [sblock=Background] Quellathe was born into the elven community of Forest Glen in Celene, near the border with Pomarj. Early on she learned she was more comfortable with--and better understood by--animals than people. She was, nevertheless, devoted to her people and became one of the scouts who patrolled the borders of her people's land and protected them from orcs, gnolls, and goblinoids. Over the last few years, the enemies of her people have become more organized, with a wider, nefarious purpose. And some members of her community who left to Celene to visit kin in other places have never returned. Quellathe and her companion Naeris set out to learn more about both threats, which led to her connection with Hakan. She has joined Tirion and the others, believing that slavers may be behind the disappearance of traveling elves. [/sblock] [ATTACH=CONFIG]76334._xfImport[/ATTACH] [sblock=Naeris, Quellathe's Panther companion] HP: 24 AC: 15 (12+prof bonus) Speed: 50 ft; climb 40 ft Proficiency Bonus: +3 STR:14 (+2) DEX:15 (+2) CON: 10 (+0) INT: 3 (-4) WIS: 14 (+2) CHA: 7 (-2) Skills: Perception +7 (+4 + prof bonus); Stealth +9 (+6 + prof bonus) Senses: Passive Perception 17 (inc. prof. Bonus) Keen Smell: adv. On Wisdom (Perception) checks that rely on smell Pounce: DC 12 Strength save to avoid being knocked prone if hit with a claw attack when panther has moved at least 20 feet straight toward target to attack. If knocked prone, panther can take a bonus action to make a bit attack against the target Bite: +7 to hit, reach 5ft, 1d6+5 piercing Claw: +7 to hit, reach 5ft, 1d4+5 slashing [/sblock] [/QUOTE]
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