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<blockquote data-quote="Blood and Honor" data-source="post: 5648987" data-attributes="member: 6680739"><p>[sblock=Sigrum Grudgebearer]</p><p>[sblock=Game Info]</p><p><strong>Race:</strong> Dwarf</p><p><strong>Class:</strong> Paladin</p><p><strong>Level:</strong> 2</p><p><strong>Experience:</strong> 0</p><p><strong>Alignment:</strong> Lawful Good</p><p><strong>Languages:</strong> Common, Dwarven, and Terran</p><p><strong>Deity:</strong> Moradin[/sblock]</p><p>[sblock=Abilities]</p><p><strong>STR:</strong> 16</p><p><strong>DEX:</strong> 12</p><p><strong>CON:</strong> 16</p><p><strong>INT:</strong> 13</p><p><strong>WIS:</strong> 12</p><p><strong>CHA:</strong> 12[/sblock]</p><p>[sblock=Combat]</p><p><strong>HP:</strong> 17 = [2d10=11] + 6 (CON) + 2 (FC)</p><p><strong>AC:</strong> 18 = 10 + 7 (MW Banded Mail) + 0 (None) + 1 (DEX), </p><p><strong>AC Touch:</strong> 11 = 10 + 1 (DEX)</p><p><strong>AC Flatfooted:</strong> 17 = 10 + 7 (Banded Mail) + 0 (shield)</p><p><strong>INIT:</strong> +1 = +1 (DEX)</p><p><strong>BAB:</strong> +2 = +2 (Paladin)</p><p><strong>CMB:</strong> +5 = +3 (STR) + 2 (BAB)</p><p><strong>CMD:</strong> 16 = 10 + 3 (STR) + 1 (DEX) + 2 (BAB)</p><p><strong>Fort:</strong> +7 = +3 (Paladin) + 3 (CON) + 1 (Divine Grace)</p><p><strong>Reflex:</strong> +2 = +0 (Paladin) + 1 (DEX) + 1 (Divine Grace)</p><p><strong>Will:</strong> +5 = +3 (Paladin) + 1 (WIS) + 1 (Divine Grace)</p><p><strong>Speed:</strong> 20'</p><p><strong>Damage Reduction:</strong> 0</p><p><strong>Spell Resistance:</strong> 0[/sblock]</p><p>[sblock=Weapon Stats]</p><p><strong>Earth Breaker(melee):</strong> +6/+5* = +2 (BAB) + 3 (STR)/DMG = 2d6+4/+7* (B), CRIT x3, Special: * = Power Attack</p><p><strong>Dagger(melee):</strong> +5 = +2 (BAB) +3 (STR)/DMG = 1d4+3, CRIT 19-20,x2</p><p><strong>Dagger(ranged):</strong> +3 = +2 (BAB) +1 (STR)/DMG = 1d4+3, CRIT 19-20,x2, 10'</p><p><strong>Light Crossbow(ranged):</strong> +3 = +2 (BAB) +1 (DEX)/DMG = 1d8, CRIT 19-20,x2, 80'[/sblock]</p><p>[sblock=Racial Traits]</p><p><strong>Slow and</strong> <strong>Steady:</strong> Dwarves have a base speed of 20 feet, but their speed is never modified by encumberance.</p><p> </p><p><strong>Darkvision:</strong> Dwarves can see in the dark up to 60'.</p><p> </p><p><strong>Defensive Training: </strong>Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.</p><p> </p><p><strong>Greed: </strong>Dwarve receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.</p><p> </p><p><strong>Hatred: </strong>Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.</p><p> </p><p><strong>Hardy:</strong> Dwarves receive a +2 racial bonus on saving trows against poison, spells, and spell-like abilities.</p><p> </p><p><strong>Stability: </strong>Dwarves receive a +4 racial bonus to their Combat Maneuver </p><p>Defense when resisting a bull rush or trip attempt while standing on the ground.</p><p> </p><p><strong>Stonecunning: </strong>Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10' of them, whether or not they are actively looking.</p><p> </p><p><strong>Weapon Familiarity: </strong>Dwarves are proficient with battleaxes, heavy picks, and warhammers, and any weapon with the word 'dwarven' in its name as a martial weapon.[/sblock]</p><p>[sblock=Class Features]</p><p> </p><p><strong>Weapons and Armor Proficiency: </strong>Paladins are proficient with all simple and martial weapons, with all types of armor, and with shields (except tower shields).</p><p> </p><p><strong>Aura of Good </strong><em>(SU)</em>: The power of a paladin's aura of good (see the detect good spell) is equal to their paladin level.</p><p> </p><p><strong>Detect Evil</strong> <em>(SP)</em>: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60' and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or indiviual within range.</p><p> </p><p><strong>Smite Evil </strong><em>(SU)</em>: Once per day, a paladin can call out to the powers of good to aid them in their struggle against evil. As as swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds their Charisma bonus (if any) to their attack rolls and adds her paladin level to all damage rolls made against the target of their smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or anundead creature, the bonus to the damage on the first successful attack increase to 2 points of damage per level the paladin possesses. regardless of the the target, smite evil attacks automatically bypass any DR the creature might possess.</p><p> </p><p>In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to their Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.</p><p>The smite evil effect remains until the target of the smite is dead or the next time the paladins rests and regains their uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on table 3-11. to a maximum of seven times per day at 19th level.</p><p> </p><p><strong>Divine Grace</strong> <em>(SU)</em>: At 2nd level, a paladin gains a bonus equal to their Charisma bonus (if any) on all saving throws.</p><p> </p><p><strong>Lay On Hands</strong><em> (SU)</em>: Beginning at 2nd level, a paladin can heal wounds (their own or those of others) by touch. Each day they can use this ability a number of times equal to 1/2 their paladin level plus their Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels they possess. Using this ability is a standard action, unless the paladin targets itself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.</p><p> </p><p>Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and dosn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.[/sblock]</p><p>[sblock=Feats & Traits]</p><p><strong><u>Feats</u></strong></p><p><strong>1st lvl - Power Attack:</strong> You can choose to take a -1 penalty on all melee attack rolls and combat manuver checks to gain a +2 bonus on all melee damage rolls. This bonus damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increase by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p><p> </p><p><strong><u>Traits:</u></strong></p><p>A) <strong>Tunnel Fighter: </strong>Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rollsfor critical hits (this damage is multiplied on a critical hit).</p><p> </p><p>B) <strong>Killer: </strong>You made your first kill at a very young age and found the task of war or murder to you liking. You either take a particular pride in a well-placed blow, or find a vile pleasure in such a strike as you twist the blade to maximaize the pain. You deal additional damage equal to your weapon's critical modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.[/sblock]</p><p>[sblock=Skills]</p><p><strong>Skill Ranks: </strong>06 = [2 (Paladin) + 1 (INT)] x 2 (LVL) + 00 (Favored Class)</p><p><strong>Max Ranks: </strong>2</p><p><strong>ACP: </strong>-5</p><p> </p><p><strong>Skills:</strong></p><p>() = class skills</p><p> </p><p><strong><u>Skill List:</u></strong></p><p>Acrobatics -4 = +0 [ranks] +0 [CS] +1 [DEX] -5 [ACP]</p><p>Appraise +1/+3 = +0 [ranks] +0 [CS] +0 [INT] +2 [Greedy*]</p><p>Bluff +1 = +0 [ranks] +0 [CS] +1 [CHA]</p><p>Climb -2 = +0 [ranks] +0 [CS] +3 [STR] -5 [ACP]</p><p>()Craft +1 = +0 [ranks] +0 [CS] +1 [INT]</p><p>()Diplomacy +1 = +0 [ranks] +0 [CS] +1 [CHA]</p><p>Disguise +1 = +0 [ranks] +0 [CS] +1 [CHA]</p><p>Escape Artist -4 = +0 [ranks] +0 [CS] +1 [DEX] -5 [ACP]</p><p>Fly -4 = +0 [ranks] +0 [CS] +1 [DEX] -5 [ACP]</p><p>()^Handle Animal +1 = +0 [ranks] +0 [CS] +1 [CHA] </p><p>()Heal +5 = +1 [ranks] +3 [CS] +1 [WIS]</p><p>Intimidate +1 = +0 [ranks] +0 [CS] +1 [CHA]</p><p>()Knowledge (Nobility) +0 = +0 [ranks] +0 [CS] +1 [INT]</p><p>()Knowledge (Religion) +5 = +1 [ranks] +3 [CS] +1 [INT]</p><p>Perception +1/+3 = +0 [ranks] +0 [CS] +1 [WIS] +2 [Stonecunning*]</p><p>Perform +1 = +0 [ranks] +0 [CS] +1 [CHA]</p><p>()Profession +1 = +0 [ranks] +0 [CS] +1 [WIS]</p><p>()Ride -4 = +0 [ranks] +0 [CS] +1 [DEX] -5 [ACP]</p><p>()Sense Motive +5 = +1 [ranks] +3 [CS] +1 [WIS]</p><p>()Spellcraft +0 = +0 [ranks] +0 [CS] +1 [INT]</p><p>Stealth -4 = +0 [ranks] +0 [CS] +1 [DEX] -5 [ACP]</p><p>Survival +1 = +0 [ranks] +0 [CS] +1 [WIS]</p><p>Swim -2 = +0 [ranks] +0 [CS] +3 [STR] -5 [ACP]</p><p>* See Racial Traits[/sblock]</p><p>[sblock=Equipment]</p><p>[code]</p><p>[U][B]Equipment Cost Weight[/B][/U]</p><p>MWK Earth Breaker 340gp 14lbs.</p><p>MWK Banded Mail 400gp 35lbs.</p><p>MWK Backpack 50gp 4lbs.</p><p>Dagger 2gp 1lbs.</p><p>Waterskin 1gp 4lbs.</p><p>Light Crossbow 35gp 4lbs.</p><p>-Bolts (20) 2gp 2lbs.</p><p>Trail Rations (3) 15sp 3lbs.</p><p>Potion of Cure Light Wounds (3) 150gp 1lbs. </p><p>[/code]<strong>Treasure:</strong> 19gp, 5sp, 0cp Gems:</p><p><strong>Total weight carried:</strong> 68lbs.</p><p><strong>Maximum weight possible:</strong> 230lbs.[/sblock]</p><p>[sblock=Details]</p><p><strong>Size:</strong> Medium</p><p><strong>Gender:</strong> Male</p><p><strong>Age:</strong> 61</p><p><strong>Height:</strong> 4'4"</p><p><strong>Weight:</strong> 178</p><p><strong>Hair Color:</strong> Brown</p><p><strong>Eye Color:</strong> Green</p><p><strong>Skin Color:</strong> Light</p><p><strong>Apperance:</strong> Sigrum is very clean for a dwarf, mostly due to his station as a paladin, keeping both his long hair and beard trimmed. His green eyes burn with an intensity that can easily be seen through his visor. He keeps his armor and weapons clean and inspects them daily to insure they are in working condition.</p><p> </p><p><strong>Deamenaor:</strong> Sigrum usually has a cheerful outlook dispite the hardships he has suffered at the hands of an unknown evil. He's quick to help others and destroy evil.[/sblock] </p><p>[sblock=Background]</p><p>Sigrum was with his clan exploring Diamond Lake when they were attacked by the evil that still lurks there. He was the only survivor of his family and assumed the name Grudgebearer, vowing revenge on the evil beneath Diamond Lake. </p><p>Sigrum spent several hours in Moradin's temples asking for the means to destroy the evil that killed his family. Moradin showed him the way by placing the path of the paladin in front of him, a title few dwarves have assumed.[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Blood and Honor, post: 5648987, member: 6680739"] [sblock=Sigrum Grudgebearer] [sblock=Game Info] [B]Race:[/B] Dwarf [B]Class:[/B] Paladin [B]Level:[/B] 2 [B]Experience:[/B] 0 [B]Alignment:[/B] Lawful Good [B]Languages:[/B] Common, Dwarven, and Terran [B]Deity:[/B] Moradin[/sblock] [sblock=Abilities] [B]STR:[/B] 16 [B]DEX:[/B] 12 [B]CON:[/B] 16 [B]INT:[/B] 13 [B]WIS:[/B] 12 [B]CHA:[/B] 12[/sblock] [sblock=Combat] [B]HP:[/B] 17 = [2d10=11] + 6 (CON) + 2 (FC) [B]AC:[/B] 18 = 10 + 7 (MW Banded Mail) + 0 (None) + 1 (DEX), [B]AC Touch:[/B] 11 = 10 + 1 (DEX) [B]AC Flatfooted:[/B] 17 = 10 + 7 (Banded Mail) + 0 (shield) [B]INIT:[/B] +1 = +1 (DEX) [B]BAB:[/B] +2 = +2 (Paladin) [B]CMB:[/B] +5 = +3 (STR) + 2 (BAB) [B]CMD:[/B] 16 = 10 + 3 (STR) + 1 (DEX) + 2 (BAB) [B]Fort:[/B] +7 = +3 (Paladin) + 3 (CON) + 1 (Divine Grace) [B]Reflex:[/B] +2 = +0 (Paladin) + 1 (DEX) + 1 (Divine Grace) [B]Will:[/B] +5 = +3 (Paladin) + 1 (WIS) + 1 (Divine Grace) [B]Speed:[/B] 20' [B]Damage Reduction:[/B] 0 [B]Spell Resistance:[/B] 0[/sblock] [sblock=Weapon Stats] [B]Earth Breaker(melee):[/B] +6/+5* = +2 (BAB) + 3 (STR)/DMG = 2d6+4/+7* (B), CRIT x3, Special: * = Power Attack [B]Dagger(melee):[/B] +5 = +2 (BAB) +3 (STR)/DMG = 1d4+3, CRIT 19-20,x2 [B]Dagger(ranged):[/B] +3 = +2 (BAB) +1 (STR)/DMG = 1d4+3, CRIT 19-20,x2, 10' [B]Light Crossbow(ranged):[/B] +3 = +2 (BAB) +1 (DEX)/DMG = 1d8, CRIT 19-20,x2, 80'[/sblock] [sblock=Racial Traits] [B]Slow and[/B] [B]Steady:[/B] Dwarves have a base speed of 20 feet, but their speed is never modified by encumberance. [B]Darkvision:[/B] Dwarves can see in the dark up to 60'. [B]Defensive Training: [/B]Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. [B]Greed: [/B]Dwarve receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones. [B]Hatred: [/B]Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. [B]Hardy:[/B] Dwarves receive a +2 racial bonus on saving trows against poison, spells, and spell-like abilities. [B]Stability: [/B]Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. [B]Stonecunning: [/B]Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10' of them, whether or not they are actively looking. [B]Weapon Familiarity: [/B]Dwarves are proficient with battleaxes, heavy picks, and warhammers, and any weapon with the word 'dwarven' in its name as a martial weapon.[/sblock] [sblock=Class Features] [B]Weapons and Armor Proficiency: [/B]Paladins are proficient with all simple and martial weapons, with all types of armor, and with shields (except tower shields). [B]Aura of Good [/B][I](SU)[/I]: The power of a paladin's aura of good (see the detect good spell) is equal to their paladin level. [B]Detect Evil[/B] [I](SP)[/I]: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60' and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or indiviual within range. [B]Smite Evil [/B][I](SU)[/I]: Once per day, a paladin can call out to the powers of good to aid them in their struggle against evil. As as swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds their Charisma bonus (if any) to their attack rolls and adds her paladin level to all damage rolls made against the target of their smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or anundead creature, the bonus to the damage on the first successful attack increase to 2 points of damage per level the paladin possesses. regardless of the the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to their Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladins rests and regains their uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on table 3-11. to a maximum of seven times per day at 19th level. [B]Divine Grace[/B] [I](SU)[/I]: At 2nd level, a paladin gains a bonus equal to their Charisma bonus (if any) on all saving throws. [B]Lay On Hands[/B][I] (SU)[/I]: Beginning at 2nd level, a paladin can heal wounds (their own or those of others) by touch. Each day they can use this ability a number of times equal to 1/2 their paladin level plus their Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels they possess. Using this ability is a standard action, unless the paladin targets itself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and dosn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.[/sblock] [sblock=Feats & Traits] [B][U]Feats[/U][/B] [B]1st lvl - Power Attack:[/B] You can choose to take a -1 penalty on all melee attack rolls and combat manuver checks to gain a +2 bonus on all melee damage rolls. This bonus damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increase by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. [B][U]Traits:[/U][/B] A) [B]Tunnel Fighter: [/B]Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rollsfor critical hits (this damage is multiplied on a critical hit). B) [B]Killer: [/B]You made your first kill at a very young age and found the task of war or murder to you liking. You either take a particular pride in a well-placed blow, or find a vile pleasure in such a strike as you twist the blade to maximaize the pain. You deal additional damage equal to your weapon's critical modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.[/sblock] [sblock=Skills] [B]Skill Ranks: [/B]06 = [2 (Paladin) + 1 (INT)] x 2 (LVL) + 00 (Favored Class) [B]Max Ranks: [/B]2 [B]ACP: [/B]-5 [B]Skills:[/B] () = class skills [B][U]Skill List:[/U][/B] Acrobatics -4 = +0 [ranks] +0 [CS] +1 [DEX] -5 [ACP] Appraise +1/+3 = +0 [ranks] +0 [CS] +0 [INT] +2 [Greedy*] Bluff +1 = +0 [ranks] +0 [CS] +1 [CHA] Climb -2 = +0 [ranks] +0 [CS] +3 [STR] -5 [ACP] ()Craft +1 = +0 [ranks] +0 [CS] +1 [INT] ()Diplomacy +1 = +0 [ranks] +0 [CS] +1 [CHA] Disguise +1 = +0 [ranks] +0 [CS] +1 [CHA] Escape Artist -4 = +0 [ranks] +0 [CS] +1 [DEX] -5 [ACP] Fly -4 = +0 [ranks] +0 [CS] +1 [DEX] -5 [ACP] ()^Handle Animal +1 = +0 [ranks] +0 [CS] +1 [CHA] ()Heal +5 = +1 [ranks] +3 [CS] +1 [WIS] Intimidate +1 = +0 [ranks] +0 [CS] +1 [CHA] ()Knowledge (Nobility) +0 = +0 [ranks] +0 [CS] +1 [INT] ()Knowledge (Religion) +5 = +1 [ranks] +3 [CS] +1 [INT] Perception +1/+3 = +0 [ranks] +0 [CS] +1 [WIS] +2 [Stonecunning*] Perform +1 = +0 [ranks] +0 [CS] +1 [CHA] ()Profession +1 = +0 [ranks] +0 [CS] +1 [WIS] ()Ride -4 = +0 [ranks] +0 [CS] +1 [DEX] -5 [ACP] ()Sense Motive +5 = +1 [ranks] +3 [CS] +1 [WIS] ()Spellcraft +0 = +0 [ranks] +0 [CS] +1 [INT] Stealth -4 = +0 [ranks] +0 [CS] +1 [DEX] -5 [ACP] Survival +1 = +0 [ranks] +0 [CS] +1 [WIS] Swim -2 = +0 [ranks] +0 [CS] +3 [STR] -5 [ACP] * See Racial Traits[/sblock] [sblock=Equipment] [code] [U][B]Equipment Cost Weight[/B][/U] MWK Earth Breaker 340gp 14lbs. MWK Banded Mail 400gp 35lbs. MWK Backpack 50gp 4lbs. Dagger 2gp 1lbs. Waterskin 1gp 4lbs. Light Crossbow 35gp 4lbs. -Bolts (20) 2gp 2lbs. Trail Rations (3) 15sp 3lbs. Potion of Cure Light Wounds (3) 150gp 1lbs. [/code][B]Treasure:[/B] 19gp, 5sp, 0cp Gems: [B]Total weight carried:[/B] 68lbs. [B]Maximum weight possible:[/B] 230lbs.[/sblock] [sblock=Details] [B]Size:[/B] Medium [B]Gender:[/B] Male [B]Age:[/B] 61 [B]Height:[/B] 4'4" [B]Weight:[/B] 178 [B]Hair Color:[/B] Brown [B]Eye Color:[/B] Green [B]Skin Color:[/B] Light [B]Apperance:[/B] Sigrum is very clean for a dwarf, mostly due to his station as a paladin, keeping both his long hair and beard trimmed. His green eyes burn with an intensity that can easily be seen through his visor. He keeps his armor and weapons clean and inspects them daily to insure they are in working condition. [B]Deamenaor:[/B] Sigrum usually has a cheerful outlook dispite the hardships he has suffered at the hands of an unknown evil. He's quick to help others and destroy evil.[/sblock] [sblock=Background] Sigrum was with his clan exploring Diamond Lake when they were attacked by the evil that still lurks there. He was the only survivor of his family and assumed the name Grudgebearer, vowing revenge on the evil beneath Diamond Lake. Sigrum spent several hours in Moradin's temples asking for the means to destroy the evil that killed his family. Moradin showed him the way by placing the path of the paladin in front of him, a title few dwarves have assumed.[/sblock][/sblock] [/QUOTE]
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