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Age of Worms - Character Spot
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<blockquote data-quote="Shayuri" data-source="post: 5355554" data-attributes="member: 4936"><p>[sblock=Aria]</p><p>[sblock=Game Info]</p><p>Race: Human</p><p>Class: Sorceror</p><p>Level: 2</p><p>Hero Points: 1</p><p>Alignment: Neutral Good</p><p>Languages: Common, Elvish</p><p>Deity: Ehlonna[/sblock]</p><p>[sblock=Abilities]</p><p>STR: 8 (-1)</p><p>DEX: 14 (+2)</p><p>CON: 14 (+2)</p><p>INT: 12 (+1)</p><p>WIS: 12 (+1)</p><p>CHA: 19 (+4)[/sblock]</p><p>[sblock=Combat]</p><p>HP: 12 = [2d6 + 4] + 0 (favored class bonus)</p><p>AC: 13 = 10 + 0 (armor) + 0 (shield) + 2 (DEX) + 1 (DODGE) </p><p>AC Touch: 13 = 10 + 2 (DEX) + 1 (DODGE)</p><p>AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield)</p><p>INIT: +2 = +2 (DEX)</p><p>BAB: +1 = +1 (Sorceror)</p><p>CMB: +0 = -1 (STR) + 1 (BAB)</p><p>CMD: 12 = 10 - 1 (STR) + 2 (DEX) + 1 (BAB)</p><p>Fort: +2 = +0 (base) + 2 (stat)</p><p>Reflex: +2 = +0 (base) + 2 (stat)</p><p>Will: +4 = +3 (base) + 1 (stat)</p><p>Speed: 30' ground</p><p>Damage Reduction: 0/-</p><p>Spell Resistance: 0[/sblock]</p><p>[sblock=Weapon Stats]</p><p>Quarterstaff (melee): +0 = +1 (BAB) - 1 (STR) = 1d6-1(B), CRIT 20x2</p><p>Dagger (melee): +0 = +1 (BAB) -1 (STR) = 1d4-1(P), CRIT 19-20x2</p><p>Light Crossbow (Ranged): +3 = +1 (BAB) + 2 (DEX) = 1d8(P), CRIT 19-20x2</p><p>[/sblock]</p><p>[sblock=Racial Traits]</p><p>Human Bonus Feat</p><p>Human Bonus Skill Point [/sblock]</p><p>[sblock=Class Features]</p><p>Cantrips</p><p>Eschew Materials</p><p>Bloodline: Undead</p><p>- Arcana: Can affect corporeal, formerly humanoid undead as humanoids with mind affecting spells.</p><p>- Power: Grave Touch - Melee touch inflicts Shaken on living for 1/2lvl rounds. 3+cha mod/day.[/sblock]</p><p>[sblock=Feats & Traits]</p><p>Feats:</p><p>1st lvl - Dodge</p><p>Human 1 - Point Blank Shot</p><p> </p><p>Traits:</p><p>a) Aspiring Bard (+1 to one Perform skill and +2 to Knowledge: Local checks related to music)</p><p>b) Focused Mind (+2 to concentration checks)[/sblock]</p><p>[sblock=Skills]</p><p>Skill Points: 5</p><p>Max Ranks: 1</p><p>ACP: 0</p><p> </p><p><strong><u>Skill List:</u></strong></p><p><strong><u></u></strong>Bluff +8 = +1 [ranks] +3 [class skill] +4 [CHA] +0 [misc]</p><p>Knowledge (Arcana) +6 = +2 [ranks] +3 [class skill] +1 [INT] +0 [misc]</p><p>Perception +3 = +2 [ranks] +0 [class skill] +1 [WIS] +0 [misc]</p><p>Perform +6 = +1 [ranks] +0 [class skill] +4 [CHA] +1 [misc]</p><p>Spellcraft +6 = +2 [ranks] +3 [class skill] +1 [INT]</p><p>Use Magic Device +9 = +2 [ranks] +3 [class skill] +4 [CHA] +0 [misc] [/sblock]</p><p>[sblock=Spellcasting]Caster Level 1 (+2 concentration only) (Sorceror), Base DC 14+lvl</p><p>Slots: 1st - 5/5</p><p>Spells Known:</p><p>0 - Detect Magic, Acid Splash, Mage Hand, Ghost Sound, Message</p><p>1 - Shield, Magic Missile</p><p>[/sblock]</p><p>[sblock=Equipment]</p><p>[code]</p><p>Equipment Cost Weight</p><p>Dagger 2 1</p><p>Quarterstaff - 4</p><p>Light crossbow 35 4</p><p>10 bolts 1 1</p><p></p><p>Backpack 2 2</p><p>Belt Pouch (x2) 2 1</p><p>Small Steel Mirror 10 1/2</p><p></p><p>Traveler Outfit 1 5</p><p>[/code]</p><p>Treasure: 17gp, sp, cp Gems:</p><p>Total weight carried:13.5</p><p>Maximum weight possible: [/sblock]</p><p>[sblock=Details]</p><p>Size: Medium</p><p>Gender: Female</p><p>Age: 19</p><p>Height: 5' 5"</p><p>Weight: 131lbs</p><p>Hair Color: White</p><p>Eye Color: Black</p><p>Skin Color: Pale</p><p>Apperance: Beautiful, but frail and a little sickly.</p><p>Deamenaor: Quiet, cynical, sometimes melancholy[/sblock] </p><p>[sblock=Background]From the beginning, Aria was bursting with energy. Even when all she could do was crawl, she crawled up a storm; getting around as much and as fast as babies that could stand. She ran when she could walk, yelled when speaking, and never seemed to be put off or saddened for long by anything. She learned she could sing while attending services at the chapel, and was a member of the choir there for several years.</p><p></p><p>With her proclivities, and the goodwill she'd won in the town, despite (or because of?) the pranks she sometimes indulged in, it came as no surprise to anyone that she eventually and belatedly settled in for an apprenticeship under a traveling bard who was stopping to stay for awhile. The plan was for her to leave with him, and learn the ropes. He wound up staying longer than he planned though in getting the young girl skilled enough to take her on the road.</p><p></p><p>Finally, as part of her training, the bard decided to take her with him as he went to perform for the miners, in hopes of lifting their spirits. They were well-received, but the day turned stormy, and both bard and protege retreated into the mine itself to wait it out. They hadn't waited long before the bard decided to use the time productively, and went through the mines themselves...playing music while Aria sang, and brought a glimpse of color to a dark, dreary world.</p><p></p><p>Up until, that was, the cave-in. They were near the far end of the mine shaft, where workers were working hard. They'd just started their performance under the strange glow of an Ever-burning torch, when even that magical light was snuffed out, and a cold wind blew over the workers. Then came the scuffling noises of boots on stone; the cries in the darkness, and finally, the hands finding Aria in the dark, pulling her...</p><p></p><p>She awoke weak and bleary as an elf loomed over her. She remembered nothing save nightmarish glimpses of images too mad to be true, and passed out again quickly. The elf took her to the temple of Pelor, where she was both healed...and not. For the priests found bruises and welts they could mend...but detected within her a malady of a different sort entirely. Despite her being alive, the taint of undeath was in her. At first they believed she had been attacked, and would soon die and become undead. They kept her under armed guard as they waited for that grim fate. It never came to pass though. The force of her life, when she concentrated, was enough to hold whatever darkness brewed within her off. After a few days it became second nature.</p><p></p><p>But word of her condition spread out from the church. And the change in her was profound. She was pale now, and never seemed to smile or laugh. Where she would have skipped before, she now walked. When she sang, it was full of melancholy. </p><p></p><p>Aria wasn't blind to the growing discontent of her neighbors. She moved from her small but comfortable rented room to a small, chillier cabin at the edge of town. But the more she tried to accommodate the townsfolk's growing dislike, the worse it seemed to get. Things came to a head one night when she was accosted by three fur trappers as they encountered her passing by with a sack of goods she'd bought at the store. She'd taken to shopping at night, when there was less chance of being noticed. The men were leaving the tavern, and frothed on their ale still. They frightened Aria enough that she decided to hurry past. When they followed, she ran.</p><p></p><p>It's hard to say what might have happened. What did happen was that in her panic, when they caught up to her, some of the power that had replaced part of her soul lashed out. Fortunately, it was a small thing, injuring one of the men but not killing him. Even so, that very night she took what she could carry and retreated into the woods, setting up in an old abandoned cabin. The next day she appeared before the town constable to report the incident, as meekly and apologetically as she could. Angry murmurs of witchcraft gathered like a breeze before a storm, and she withdrew.</p><p></p><p>Since then, she has lived outside of town, alone and feared by many. Each month the rumors grow darker, though efforts from some townsfolk help keep the situation from exploding. Despite her sinister reputation, there are occasionally people who sneak off to visit her, seeking spells cast that they would not ask a reputable wizard for. Fulfilling these requests has been her only means of survival beyond the miserable business of trying to hunt for herself, with few to no real skills in that area. [/sblock] [/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 5355554, member: 4936"] [sblock=Aria] [sblock=Game Info] Race: Human Class: Sorceror Level: 2 Hero Points: 1 Alignment: Neutral Good Languages: Common, Elvish Deity: Ehlonna[/sblock] [sblock=Abilities] STR: 8 (-1) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 19 (+4)[/sblock] [sblock=Combat] HP: 12 = [2d6 + 4] + 0 (favored class bonus) AC: 13 = 10 + 0 (armor) + 0 (shield) + 2 (DEX) + 1 (DODGE) AC Touch: 13 = 10 + 2 (DEX) + 1 (DODGE) AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield) INIT: +2 = +2 (DEX) BAB: +1 = +1 (Sorceror) CMB: +0 = -1 (STR) + 1 (BAB) CMD: 12 = 10 - 1 (STR) + 2 (DEX) + 1 (BAB) Fort: +2 = +0 (base) + 2 (stat) Reflex: +2 = +0 (base) + 2 (stat) Will: +4 = +3 (base) + 1 (stat) Speed: 30' ground Damage Reduction: 0/- Spell Resistance: 0[/sblock] [sblock=Weapon Stats] Quarterstaff (melee): +0 = +1 (BAB) - 1 (STR) = 1d6-1(B), CRIT 20x2 Dagger (melee): +0 = +1 (BAB) -1 (STR) = 1d4-1(P), CRIT 19-20x2 Light Crossbow (Ranged): +3 = +1 (BAB) + 2 (DEX) = 1d8(P), CRIT 19-20x2 [/sblock] [sblock=Racial Traits] Human Bonus Feat Human Bonus Skill Point [/sblock] [sblock=Class Features] Cantrips Eschew Materials Bloodline: Undead - Arcana: Can affect corporeal, formerly humanoid undead as humanoids with mind affecting spells. - Power: Grave Touch - Melee touch inflicts Shaken on living for 1/2lvl rounds. 3+cha mod/day.[/sblock] [sblock=Feats & Traits] Feats: 1st lvl - Dodge Human 1 - Point Blank Shot Traits: a) Aspiring Bard (+1 to one Perform skill and +2 to Knowledge: Local checks related to music) b) Focused Mind (+2 to concentration checks)[/sblock] [sblock=Skills] Skill Points: 5 Max Ranks: 1 ACP: 0 [B][U]Skill List: [/U][/B]Bluff +8 = +1 [ranks] +3 [class skill] +4 [CHA] +0 [misc] Knowledge (Arcana) +6 = +2 [ranks] +3 [class skill] +1 [INT] +0 [misc] Perception +3 = +2 [ranks] +0 [class skill] +1 [WIS] +0 [misc] Perform +6 = +1 [ranks] +0 [class skill] +4 [CHA] +1 [misc] Spellcraft +6 = +2 [ranks] +3 [class skill] +1 [INT] Use Magic Device +9 = +2 [ranks] +3 [class skill] +4 [CHA] +0 [misc] [/sblock] [sblock=Spellcasting]Caster Level 1 (+2 concentration only) (Sorceror), Base DC 14+lvl Slots: 1st - 5/5 Spells Known: 0 - Detect Magic, Acid Splash, Mage Hand, Ghost Sound, Message 1 - Shield, Magic Missile [/sblock] [sblock=Equipment] [code] Equipment Cost Weight Dagger 2 1 Quarterstaff - 4 Light crossbow 35 4 10 bolts 1 1 Backpack 2 2 Belt Pouch (x2) 2 1 Small Steel Mirror 10 1/2 Traveler Outfit 1 5 [/code] Treasure: 17gp, sp, cp Gems: Total weight carried:13.5 Maximum weight possible: [/sblock] [sblock=Details] Size: Medium Gender: Female Age: 19 Height: 5' 5" Weight: 131lbs Hair Color: White Eye Color: Black Skin Color: Pale Apperance: Beautiful, but frail and a little sickly. Deamenaor: Quiet, cynical, sometimes melancholy[/sblock] [sblock=Background]From the beginning, Aria was bursting with energy. Even when all she could do was crawl, she crawled up a storm; getting around as much and as fast as babies that could stand. She ran when she could walk, yelled when speaking, and never seemed to be put off or saddened for long by anything. She learned she could sing while attending services at the chapel, and was a member of the choir there for several years. With her proclivities, and the goodwill she'd won in the town, despite (or because of?) the pranks she sometimes indulged in, it came as no surprise to anyone that she eventually and belatedly settled in for an apprenticeship under a traveling bard who was stopping to stay for awhile. The plan was for her to leave with him, and learn the ropes. He wound up staying longer than he planned though in getting the young girl skilled enough to take her on the road. Finally, as part of her training, the bard decided to take her with him as he went to perform for the miners, in hopes of lifting their spirits. They were well-received, but the day turned stormy, and both bard and protege retreated into the mine itself to wait it out. They hadn't waited long before the bard decided to use the time productively, and went through the mines themselves...playing music while Aria sang, and brought a glimpse of color to a dark, dreary world. Up until, that was, the cave-in. They were near the far end of the mine shaft, where workers were working hard. They'd just started their performance under the strange glow of an Ever-burning torch, when even that magical light was snuffed out, and a cold wind blew over the workers. Then came the scuffling noises of boots on stone; the cries in the darkness, and finally, the hands finding Aria in the dark, pulling her... She awoke weak and bleary as an elf loomed over her. She remembered nothing save nightmarish glimpses of images too mad to be true, and passed out again quickly. The elf took her to the temple of Pelor, where she was both healed...and not. For the priests found bruises and welts they could mend...but detected within her a malady of a different sort entirely. Despite her being alive, the taint of undeath was in her. At first they believed she had been attacked, and would soon die and become undead. They kept her under armed guard as they waited for that grim fate. It never came to pass though. The force of her life, when she concentrated, was enough to hold whatever darkness brewed within her off. After a few days it became second nature. But word of her condition spread out from the church. And the change in her was profound. She was pale now, and never seemed to smile or laugh. Where she would have skipped before, she now walked. When she sang, it was full of melancholy. Aria wasn't blind to the growing discontent of her neighbors. She moved from her small but comfortable rented room to a small, chillier cabin at the edge of town. But the more she tried to accommodate the townsfolk's growing dislike, the worse it seemed to get. Things came to a head one night when she was accosted by three fur trappers as they encountered her passing by with a sack of goods she'd bought at the store. She'd taken to shopping at night, when there was less chance of being noticed. The men were leaving the tavern, and frothed on their ale still. They frightened Aria enough that she decided to hurry past. When they followed, she ran. It's hard to say what might have happened. What did happen was that in her panic, when they caught up to her, some of the power that had replaced part of her soul lashed out. Fortunately, it was a small thing, injuring one of the men but not killing him. Even so, that very night she took what she could carry and retreated into the woods, setting up in an old abandoned cabin. The next day she appeared before the town constable to report the incident, as meekly and apologetically as she could. Angry murmurs of witchcraft gathered like a breeze before a storm, and she withdrew. Since then, she has lived outside of town, alone and feared by many. Each month the rumors grow darker, though efforts from some townsfolk help keep the situation from exploding. Despite her sinister reputation, there are occasionally people who sneak off to visit her, seeking spells cast that they would not ask a reputable wizard for. Fulfilling these requests has been her only means of survival beyond the miserable business of trying to hunt for herself, with few to no real skills in that area. [/sblock] [/sblock] [/QUOTE]
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