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Animus' Eberron Game PC thread
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<blockquote data-quote="Scotley" data-source="post: 2017230" data-attributes="member: 11520"><p>Tym Therendale Male Human Bard 3</p><p></p><p>Neutral Good</p><p></p><p>Str 12 (4 points)</p><p>Dex 12 (4 point)</p><p>Con 12 (4 points)</p><p>Int 12 (4 points)</p><p>Wis 12 (4 points)</p><p>Cha 15 (8 points)</p><p></p><p>Hit Points 17 (Max. at first then 4 per d6 +3 Con)</p><p>AC 15, Touch 11, Flat 14</p><p>Init +1 (Dex.)</p><p>BAB +2, Grapple +3</p><p>Speed 30’ </p><p>Fort +2 (+2 vs. Disease), Ref +4, Will +4</p><p></p><p>Melee +3</p><p></p><p>+3 Dagger 1d4+2 19-20/x2 p/s 2gp (see below)</p><p>+5 MW Scourge 1d8+1 20/x2 s 320gp (belt)</p><p>+3 Quarter Staff 1d6+1 20/x2 b (carried)</p><p>+4 Whip 1d3+1 non-lethal 20/x2 s +2 to disarm attempts, can use to trip 2gp (belt)</p><p></p><p>Ranged +3</p><p></p><p>+5 MW Mighty Whip Dagger 1d6+1 19-20/x2 s 525gp (belt)</p><p>+3 Dagger 1d4+1 19-20/x2, p/s 10'r 2gp (x6) (two in boots, two at shoulder, 2 on belt—one is Targath -1 attack, overcomes DR of undying court +2 fortitude saves vs. disease 20gp)</p><p></p><p>Medium, 5’11" tall, 161 wt, 24 yrs old</p><p>Brown Hair, Dark brown eyes, Fair skin</p><p></p><p>Speaks Common, Draconic, and Elven </p><p></p><p>Skills Bard-42 (6x6+6Int) </p><p></p><p>Appraise (+1Int)</p><p>Balance (+1dex+2syn) ac</p><p>Bluff (5+1Cha)</p><p>Climb b (+1Str) ac</p><p>Concentration (+1Con)</p><p>Craft (+1Int)</p><p>Decipher Script (1+1Int) (+4 glyphbook--ancient Xen’drik scripts only)</p><p>Diplomacy (+2Cha +2syn) (+1 Glamerweave courtiers’ outfit)</p><p>Disguise (+2Cha +2syn)</p><p>Escape Artist (+1Dex) ac</p><p>Forgery xx (+1Int)</p><p>Gather Information (1+1Cha+2)</p><p>Heal xx (+1Wis+2 Kit)</p><p>Hide (+1Dexl) ac</p><p>Intimidate xx (+2Cha+2syn)</p><p>Jump (+1Str+2syn) ac</p><p>Knowledge arcana (1+1Int)</p><p>Knowledge (history) (5+1Int)</p><p>Knowledge (local) (5+1Int)</p><p>Knowledge (nobility and royalty) (1+1Int)</p><p>Listen (+1Wis)</p><p>Move Silently (+1Dex) ac</p><p>Perform Oratory (6+2Cha)</p><p>Perform String Instruments (3+2Cha)</p><p>Profession scribe (1+1Wis)</p><p>Ride xx (+1Dex) </p><p>Search xx (+1Int)</p><p>Sense Motive (3+1Wis)</p><p>Slight of Hand (1+1Dex+2syn) ac</p><p>Spellcraft (2+1Int)</p><p>Spot xx (+1Wis)</p><p>Survival xx (+1Wis)</p><p>Swim (+1Str)</p><p>Tumble (5+1Dex) ac</p><p>Use Magic Device (1+1Cha)</p><p></p><p>Feats</p><p>-Weapon Focus (Flails and chains): +1 attack</p><p>-Extra Music: Use Bardic Music 4 extra times </p><p>-Song of the Heart: Increase Bardic Music Effects +1 and DC +1</p><p></p><p>Weapon Groups</p><p>-Basic Weapons (club, dagger, quarterstaff) </p><p>-Flails and Chains (Light Flail, Heavy Flail)</p><p>-Exotic Weapons (chain and dagger, scourge, spiked chain, three-section staff, whip, whip dagger)</p><p> </p><p>Human Traits</p><p>-Bonus skills and feats</p><p></p><p>Bard Abilities</p><p>-Bardic Music the following abilities up 7 times per day total:</p><p>--Bardic Knowledge +6 (3 levels, +1int, +2syn)</p><p>--Countersong Substitute perform check for save</p><p>--Fascinate DC: Perform check</p><p>--Inspire Courage +2 vs. fear/charm and on attack and damage</p><p>--Inspire Competence +3 skill checks</p><p></p><p>Spells per Day Known</p><p>-0 Level: 4 6</p><p>-1st Level: 2 3</p><p></p><p>Spells Known</p><p>-0 Level (DC 12): Detect Magic, Ghost Sound, Light, Mage Hand, Mending, Summon Instrument</p><p>-1st Level (DC 13): Cure Light Wounds, Identify, Comprehend Languages</p><p></p><p>Gear</p><p></p><p>Armor Mithril Chain Shirt +4 AC Max. dex. +6 no armor check penalty 1,100 gp.</p><p>Explorer’s Outfit over armor</p><p>Entertainer's Outfit in pack unless performing 3gp</p><p>Backpack (center back) 2gp</p><p>Bedroll (below backpack) 1sp</p><p>Healers’ Bag 50 gp (larger belt pouch)</p><p>MW Mandolin 100 gp (in case at shoulder)</p><p>Potion of Cure Light Wounds x4 200gp (Pouch)</p><p>Waterskin-2 water and wine (side of backpack and belt) 2gp and 10gp</p><p>2 Torches (backpack) 2cp</p><p>Flint & Steel (Belt pouch) 1gp</p><p>5 Tindertwigs (Belt pouch) 5gp</p><p>Trail Rations- 6 days (backpack) 3gp</p><p>Silk Rope 100’ with grapnel (backpack) 11gp</p><p>Entertainers’ outfit (backpack) 3gp</p><p>Glamerweave Courtiers’ outfit (backpack) 130gp +1 diplomacy when worn</p><p>Courtiers’ jewelry (pouch) 50gp</p><p>Glyphbook (Backpack) 20gp</p><p>ID papers with portrait 5 gp</p><p>Everburning Torch</p><p>2 Alchemist's Fire</p><p>Tanglefoot bag</p><p>2 Sunrods</p><p>Thunderstone</p><p>2 Large Sacks</p><p></p><p>Coins- 12gp, 8sp, 8cp (pouch)</p><p>1x 100 gp gem (pouch)</p><p>2x 50 gp gems (pouch)</p><p>4x 10gp gems (pouch)</p><p></p><p>Appearance/Personality: Tym is a fairly handsome if unremarkable looking young man. His size and features allow him to blend in most places. He can be marked as a city dweller by his uncalloused hands and untanned skin. Some more rugged folk might uncharitably describe him as a dandy or even effeminate. However, there is a bit more to him than meets the eye. He dresses in muted tones of gray, brown and green. His attire is generally chosen to cover his armor and blend in. When performing he dresses a bit more colorfully and favors broad brimmed hats often with a long bright feather. He doesn't carry what most people would think of as a weapon larger than a dagger. The staff, tightly woven whips and scourge might mark him as a drover or herdsman of some sort, but not a man of violence. The mandolin on his back does nothing to dispel the illusion. The trained observer will note a few more daggers concealed about his person in addition to the obvious one any man might carry. His hair is long and naturally curly, but often warn pinned up under his hat. His sharp eyes miss little even in a crowded room as they constantly scan his surroundings.</p><p> Tym is an outgoing fellow. Indeed, he hates to be alone. He had a knack for drawing even the most taciturn into conversation. He is almost always found in a crowded place. Enjoys the bustle of markets and fairs as well as the noise and boisterous nature of a tavern during happy hour. While he is often the center of attention during performances he is also a good listener with a talent for making whoever he is talking too feel important. His voice is rich with a good range and power for storytelling and poetry although he is not a particularly gifted singer. He plays the mandolin deftly, but his strongest talent is captivating his listener with his voice as he tells a story. </p><p></p><p>History: Tym Therendale was born in Sharn to merchant parents who sold vegetables from a stall. His family was not especially successful, but they wanted the best for their only son. They made sure he got a decent education and eventually a good job as a government scribe. Tym was both a blessing and a curse. He was a popular boy and seemed to show some aptitude for just about everything he tried. Unfortunately, he quickly became bored with most things after developing only a passing knowledge of them. He was the classic jack-of-all-trades and master of none. He was a trial to his teachers and his parents because of his ability to spin inventive tales and tell convincing lies. He was not really a troublemaker, but always had an excuse to escape work or study so slip off to hear storytellers and poets. The main reason he stuck with his job as a scribe as long as he did was that part of his job was writing down speeches. He enjoyed hearing powerful orators even when his disagreed with their politics. He even wrote a few speeches for minor officials, but the war came along and he got the chance to move into more exciting work.</p><p> He convinced some of those in the government that he had the skills and abilities to be valuable as a spy. Despite the fact that much of what he told them to get the job had been lies, and he was very young, he turned out to be fairly adept at insinuating himself into enemy towns and camps. His knack for getting others to talk enabled him to generate some useful if not earthshaking intelligence. He learned to defend himself, but was never a strong warrior. He learned some minor magic and could inspire his fellows to greater effort in battle. </p><p> He performed well, but after the war his special skills weren't really needed. Those he had worked for used the information he had generated to advance themselves and thus after the war only a handful of people with no desire to share their secret knew of his exploits. He wasn't interested in going back to the life of a simple scribe. He had long since severed any close ties with his family and he didn't want to be a vegetable seller anyway.</p><p> In the war he had often used music and poetry to make himself accepted by the enemy. He could still use those skills to earn a place to sleep in inns and taverns as well as get food and drink. Occasionally, he found some willing woman to take him in, but as with all things he quickly became bored and moved on. He often plays music and recites poetry in bars and tearooms in exchange for a few coins and a meal. Sometimes he tells stories to groups of children on the street in exchange for a few coppers from their parents. He could perhaps use his skills at gathering information to become a successful blackmailer or ability to infiltrate to be a thief, but those sorts of activities require the crossing of a moral boundary he isn't willing to violate. He is not a greedy man, but he is becoming bored with the life of an itinerant storyteller. He longs for the excitement and sense of purpose he had during the war.</p></blockquote><p></p>
[QUOTE="Scotley, post: 2017230, member: 11520"] Tym Therendale Male Human Bard 3 Neutral Good Str 12 (4 points) Dex 12 (4 point) Con 12 (4 points) Int 12 (4 points) Wis 12 (4 points) Cha 15 (8 points) Hit Points 17 (Max. at first then 4 per d6 +3 Con) AC 15, Touch 11, Flat 14 Init +1 (Dex.) BAB +2, Grapple +3 Speed 30’ Fort +2 (+2 vs. Disease), Ref +4, Will +4 Melee +3 +3 Dagger 1d4+2 19-20/x2 p/s 2gp (see below) +5 MW Scourge 1d8+1 20/x2 s 320gp (belt) +3 Quarter Staff 1d6+1 20/x2 b (carried) +4 Whip 1d3+1 non-lethal 20/x2 s +2 to disarm attempts, can use to trip 2gp (belt) Ranged +3 +5 MW Mighty Whip Dagger 1d6+1 19-20/x2 s 525gp (belt) +3 Dagger 1d4+1 19-20/x2, p/s 10'r 2gp (x6) (two in boots, two at shoulder, 2 on belt—one is Targath -1 attack, overcomes DR of undying court +2 fortitude saves vs. disease 20gp) Medium, 5’11" tall, 161 wt, 24 yrs old Brown Hair, Dark brown eyes, Fair skin Speaks Common, Draconic, and Elven Skills Bard-42 (6x6+6Int) Appraise (+1Int) Balance (+1dex+2syn) ac Bluff (5+1Cha) Climb b (+1Str) ac Concentration (+1Con) Craft (+1Int) Decipher Script (1+1Int) (+4 glyphbook--ancient Xen’drik scripts only) Diplomacy (+2Cha +2syn) (+1 Glamerweave courtiers’ outfit) Disguise (+2Cha +2syn) Escape Artist (+1Dex) ac Forgery xx (+1Int) Gather Information (1+1Cha+2) Heal xx (+1Wis+2 Kit) Hide (+1Dexl) ac Intimidate xx (+2Cha+2syn) Jump (+1Str+2syn) ac Knowledge arcana (1+1Int) Knowledge (history) (5+1Int) Knowledge (local) (5+1Int) Knowledge (nobility and royalty) (1+1Int) Listen (+1Wis) Move Silently (+1Dex) ac Perform Oratory (6+2Cha) Perform String Instruments (3+2Cha) Profession scribe (1+1Wis) Ride xx (+1Dex) Search xx (+1Int) Sense Motive (3+1Wis) Slight of Hand (1+1Dex+2syn) ac Spellcraft (2+1Int) Spot xx (+1Wis) Survival xx (+1Wis) Swim (+1Str) Tumble (5+1Dex) ac Use Magic Device (1+1Cha) Feats -Weapon Focus (Flails and chains): +1 attack -Extra Music: Use Bardic Music 4 extra times -Song of the Heart: Increase Bardic Music Effects +1 and DC +1 Weapon Groups -Basic Weapons (club, dagger, quarterstaff) -Flails and Chains (Light Flail, Heavy Flail) -Exotic Weapons (chain and dagger, scourge, spiked chain, three-section staff, whip, whip dagger) Human Traits -Bonus skills and feats Bard Abilities -Bardic Music the following abilities up 7 times per day total: --Bardic Knowledge +6 (3 levels, +1int, +2syn) --Countersong Substitute perform check for save --Fascinate DC: Perform check --Inspire Courage +2 vs. fear/charm and on attack and damage --Inspire Competence +3 skill checks Spells per Day Known -0 Level: 4 6 -1st Level: 2 3 Spells Known -0 Level (DC 12): Detect Magic, Ghost Sound, Light, Mage Hand, Mending, Summon Instrument -1st Level (DC 13): Cure Light Wounds, Identify, Comprehend Languages Gear Armor Mithril Chain Shirt +4 AC Max. dex. +6 no armor check penalty 1,100 gp. Explorer’s Outfit over armor Entertainer's Outfit in pack unless performing 3gp Backpack (center back) 2gp Bedroll (below backpack) 1sp Healers’ Bag 50 gp (larger belt pouch) MW Mandolin 100 gp (in case at shoulder) Potion of Cure Light Wounds x4 200gp (Pouch) Waterskin-2 water and wine (side of backpack and belt) 2gp and 10gp 2 Torches (backpack) 2cp Flint & Steel (Belt pouch) 1gp 5 Tindertwigs (Belt pouch) 5gp Trail Rations- 6 days (backpack) 3gp Silk Rope 100’ with grapnel (backpack) 11gp Entertainers’ outfit (backpack) 3gp Glamerweave Courtiers’ outfit (backpack) 130gp +1 diplomacy when worn Courtiers’ jewelry (pouch) 50gp Glyphbook (Backpack) 20gp ID papers with portrait 5 gp Everburning Torch 2 Alchemist's Fire Tanglefoot bag 2 Sunrods Thunderstone 2 Large Sacks Coins- 12gp, 8sp, 8cp (pouch) 1x 100 gp gem (pouch) 2x 50 gp gems (pouch) 4x 10gp gems (pouch) Appearance/Personality: Tym is a fairly handsome if unremarkable looking young man. His size and features allow him to blend in most places. He can be marked as a city dweller by his uncalloused hands and untanned skin. Some more rugged folk might uncharitably describe him as a dandy or even effeminate. However, there is a bit more to him than meets the eye. He dresses in muted tones of gray, brown and green. His attire is generally chosen to cover his armor and blend in. When performing he dresses a bit more colorfully and favors broad brimmed hats often with a long bright feather. He doesn't carry what most people would think of as a weapon larger than a dagger. The staff, tightly woven whips and scourge might mark him as a drover or herdsman of some sort, but not a man of violence. The mandolin on his back does nothing to dispel the illusion. The trained observer will note a few more daggers concealed about his person in addition to the obvious one any man might carry. His hair is long and naturally curly, but often warn pinned up under his hat. His sharp eyes miss little even in a crowded room as they constantly scan his surroundings. Tym is an outgoing fellow. Indeed, he hates to be alone. He had a knack for drawing even the most taciturn into conversation. He is almost always found in a crowded place. Enjoys the bustle of markets and fairs as well as the noise and boisterous nature of a tavern during happy hour. While he is often the center of attention during performances he is also a good listener with a talent for making whoever he is talking too feel important. His voice is rich with a good range and power for storytelling and poetry although he is not a particularly gifted singer. He plays the mandolin deftly, but his strongest talent is captivating his listener with his voice as he tells a story. History: Tym Therendale was born in Sharn to merchant parents who sold vegetables from a stall. His family was not especially successful, but they wanted the best for their only son. They made sure he got a decent education and eventually a good job as a government scribe. Tym was both a blessing and a curse. He was a popular boy and seemed to show some aptitude for just about everything he tried. Unfortunately, he quickly became bored with most things after developing only a passing knowledge of them. He was the classic jack-of-all-trades and master of none. He was a trial to his teachers and his parents because of his ability to spin inventive tales and tell convincing lies. He was not really a troublemaker, but always had an excuse to escape work or study so slip off to hear storytellers and poets. The main reason he stuck with his job as a scribe as long as he did was that part of his job was writing down speeches. He enjoyed hearing powerful orators even when his disagreed with their politics. He even wrote a few speeches for minor officials, but the war came along and he got the chance to move into more exciting work. He convinced some of those in the government that he had the skills and abilities to be valuable as a spy. Despite the fact that much of what he told them to get the job had been lies, and he was very young, he turned out to be fairly adept at insinuating himself into enemy towns and camps. His knack for getting others to talk enabled him to generate some useful if not earthshaking intelligence. He learned to defend himself, but was never a strong warrior. He learned some minor magic and could inspire his fellows to greater effort in battle. He performed well, but after the war his special skills weren't really needed. Those he had worked for used the information he had generated to advance themselves and thus after the war only a handful of people with no desire to share their secret knew of his exploits. He wasn't interested in going back to the life of a simple scribe. He had long since severed any close ties with his family and he didn't want to be a vegetable seller anyway. In the war he had often used music and poetry to make himself accepted by the enemy. He could still use those skills to earn a place to sleep in inns and taverns as well as get food and drink. Occasionally, he found some willing woman to take him in, but as with all things he quickly became bored and moved on. He often plays music and recites poetry in bars and tearooms in exchange for a few coins and a meal. Sometimes he tells stories to groups of children on the street in exchange for a few coppers from their parents. He could perhaps use his skills at gathering information to become a successful blackmailer or ability to infiltrate to be a thief, but those sorts of activities require the crossing of a moral boundary he isn't willing to violate. He is not a greedy man, but he is becoming bored with the life of an itinerant storyteller. He longs for the excitement and sense of purpose he had during the war. [/QUOTE]
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