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<blockquote data-quote="Lichtenhart" data-source="post: 537361" data-attributes="member: 761"><p>[CODE][Color=white] </p><p>Gloom</p><p>Elven Ranger 7 Tamer of beasts 8</p><p></p><p>STR 16 +1 +1 +4 22</p><p>DEX 16 +2 +4 22</p><p>CON 16 -2 +1 15</p><p>INT 14 </p><p>WIS 16</p><p>CHA 12</p><p></p><p>Saves For Ref Will</p><p>Base +11 +8 +4</p><p>Stats +2 +6 +3</p><p>Magic +4 +4 +4</p><p>Total +17 +18 +11</p><p></p><p>BAB +13/+8/+3 </p><p>Melee +21/+21/+16/+16/+11 1d6+9/1d6+6 17-20 x2</p><p></p><p>Speed 60' (30’ doubled by boots)</p><p>Initiative +6</p><p>HP 114</p><p>AC 29 (+6 dex +5 armor +4 armor bonus +2 deflection +2 natural)</p><p></p><p>Spells</p><p>Spell level 1 2 3 4</p><p>Spell per day 2 1 - -</p><p>DC save 13 14</p><p></p><p>1st favored enemy: Orcs +2</p><p>2nd favored enemy: Giants +1</p><p></p><p>Feats</p><p>Track</p><p>Ambidexterity</p><p>Two-Weapon Fighting</p><p>-Alertness</p><p>-Run</p><p>-Skill Focus (Animal Empathy)</p><p>-Weapon Focus (Short Sword)</p><p>-Improved Two-Weapon Fighting</p><p>-Improved Critical (Short Sword)</p><p></p><p>Skills stat ranks race syn/ft item total</p><p>Animal Empathy (Cha) 1 18 2 21</p><p>Climb (Str) 6 10 16</p><p>Craft (Leatherworking) (Int) 2 2 4</p><p>Handle Animal (Cha) 1 13 2 16</p><p>Heal (Wis) 3 1 2 2 8</p><p>Hide (Dex) 6 4 10 20</p><p>Knowledge (nature) (Int) 2 8 10</p><p>Listen (Wis) 3 15 2 2 22</p><p>Move Silently (Dex) 6 4 10 20</p><p>Profession (Herbalist) (Wis) 3 5 8</p><p>Ride (Dex) 6 2 8</p><p>Search (Int) 2 6 2 10</p><p>Spot (Wis) 3 14 2 2 5 26</p><p>Swim (Str) 6 10 16</p><p>Wilderness Lore (Wis) 3 18 21</p><p></p><p>Tamer Special Abilities</p><p>1 st Animal mastery</p><p>2nd Empathic link</p><p>3 rd Blood bond</p><p>4th Animal senses (hearing, smell), speak with master</p><p>5th Beast mastery</p><p>6th Natural armor +4, share saving throws</p><p>7th Animal senses (vision), Int 10, share spells</p><p>8th Command creatures of kind</p><p></p><p>Elven Special Abilities</p><p>Immunity to magic sleep spells and effects. </p><p>+2 racial saving throw bonus against Enchantment spells or effects. </p><p>Low-light Vision</p><p></p><p>Abomination Special Abilities</p><p>+6 to CHA when dealing with animals, beasts, magical beasts and primitive humanoids</p><p>-6 to CHA when dealing with elves, nobility and upper-class people</p><p>Darkvision 30'</p><p>Fire Resistance 10</p><p>Spell Resistance 15</p><p>Fast Healing 2</p><p></p><p>Languages: Common, Elven, Orc, Sylvan</p><p></p><p>Magical Equipment</p><p>2 Adamantine Short Sword +3 42,620 gp</p><p>Mithral Shadow Breastplate +4 29,350 gp</p><p>Cloak of Resistance +4 16,000 gp</p><p>Belt of Giant Strenght +4 16,000 gp</p><p>Bracers of Dexterity +4 16,000 gp</p><p>Ring of Animal Friendship 9,500 gp</p><p>Amulet of Natural Armor +2 8,000 gp</p><p>Ring of Protection +2 8,000 gp</p><p>Gloves of Swimming and Climbing 6,000 gp</p><p>Boots of Elvenkind and Striding 6,000 gp</p><p>Eyes of the Eagle 1,000 gp</p><p>Wand of Cure Light Wounds 750 gp</p><p>Potion of Delay Poison 300 gp</p><p>Potion of Cure Moderate Wounds 300 gp</p><p></p><p>Mundane Equipment </p><p>Antitoxin (one vial)</p><p>Healer's kit</p><p>Backpack</p><p>Blanket, winter</p><p>Flint and steel</p><p>Rations, trail (one day)</p><p>Waterskin</p><p></p><p></p><p>Maximum Total Animal Companions HD: 7+16+12=35</p><p>Medium Adventuring Animal Companions HD: 17.5</p><p></p><p>Dunkel Raven</p><p> Tiny Animal</p><p>Hit Dice: 1/4 d8+2 - 4 hp</p><p>Initiative: +4 (Dex)</p><p>Speed: 10 ft., fly 40 ft. (average)</p><p>AC: 22 (+2 size, +4 Dex, +6 natural)</p><p>Attacks: Claws +6 melee</p><p>Damage: Claws 1d2-5</p><p>Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.</p><p>Special Qual: -</p><p>Saves: Fort +13, Ref +12, Will +7</p><p>Abilities: Str 1, Dex 19, Con 14, </p><p> Int 10, Wis 17, Cha 7</p><p>Skills: Listen +7, Spot +7</p><p>Feats: Weapon Finesse (claws)</p><p>Terrain: Any forest, hill, plains, and mountains</p><p>Organization: Solitary</p><p>Challenge Rate: 1/6</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: -</p><p></p><p></p><p>Huine Legendary Wolf</p><p> Medium-Size Animal</p><p>Hit Dice : 14d8+98 - 164 hp</p><p>Initiative : +10 (Dex)</p><p>Speed: 60 ft.</p><p>AC: 29 (+10 Dex, +9 natural)</p><p>Attacks: Bite +20 melee</p><p>Damage: Bite 2d6 +12</p><p>Face/Reach : 5 ft . by 5 ft ./5 ft .</p><p>Special Attacks: Trip</p><p>Special Qual: Scent</p><p>Saves: Fort +18, Ref +19, Will +8</p><p>Abilities: Str 27, Dex 30, Con 25,</p><p> Int 10, Wis 18, Cha 10</p><p>Skills : Hide +14, Listen +12,</p><p> Move Silently +13, Spot +12,</p><p> Wilderness Lore +6*</p><p>Feats: Weapon Finesse (bite)</p><p>Climate/Terrain: Any forest, hill, mountain,</p><p> plain, and underground</p><p>Organization : Solitary or herd (5-8)</p><p>Challenge Rate: 7</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 15-30 HD (Medium-size)</p><p></p><p>[/color][/CODE]</p><p></p><p>Gloom is an elf. But he hates elves. Everyone knows that magic and pregnant women don't go along quite well. People say that if you use magic while your pregnant, the soul of the newborn could be replaced with a demon's one. When Gloom was born, his mother surely thought he was a demon. He had those red glowing eyes, and those strange black marks all over his body. She didn't kill him anyway, she left him in the woods to be killed by beasts.</p><p>A half-elven ranger came by and found this strange child. Since he wasn't so superstitious as the other elves, and he and his wife couldn't have children, he brought him home and kept him as his own son. Gloom grew up to be an outcast in his village. The other children's mothers wouldn't let them play with him, and they found every way to be cruel with him because noone of the adults cared. The worst one was his teacher. He was really convinced the little boy was harboring a demon's soul and frequently tried to talk the mob into lynching him.</p><p>On the contrary, his step-parents really loved him, his father taught him the ways of the forest, and his mother, a former bard, sang for him and told him the strange stories she learned around the world. The sad thing about an elf adopted by half-elves is that soon enough he will outlive them. His mother got carried away by a very harsh winter, and he and his father remained alone.</p><p>One day the news of a raiding orc band arrived in the village. the villagers, frightened, formed a band to intercept the orc. Gloom's father was part of it, as well as the teacher, the best versed in the magic arts. Gloom wanted to go and help his old father, but couldn't because of the teacher's opposition. The band went into the woods...and only the mage came back. Gloom rushed into the forests and found his father badly wounded surrounded by orc corpses. He lived long enough to tell him the teacher escaped in fear as soon as they saw the orcs, revealing their presence, and to ask him not to hate the other villagers, and not to become the monster they believed he was.</p><p>Gloom came back to the village in the night. he went to the teacher's house, dragged him out in the street, told everyone the truth, pointed one of his father's sword at his throat, and told him "If I really was the demon you think I am, you'd already be dead. Be careful when you see red eyes in the night. I may be watching you." Then he came back to the house that was all that remained of the only people he loved, grabbed all he wanted to keep, and set it on fire. Then he went to the forest, never to return to his village.</p><p>Thank to his stepfather he knew very well how to survive in the wilderness, and he did so for many years. He saved a little raven fallen from his nest, and it grew up to be his most faithful companion. Be became a legend among the travelers, a strange ghost that emerged from the forest to help people in need and disappered without saying a word, and a nightmare among brigands and monsters, especially orcs.</p><p>Recently he helped a party of adventurers fight an druid turned evil that was harassing several cities and destroying the forest in his way, so the party cleric got his father's swords enchanted. When he finally faced his foe, the druid looked at him with surprise and said "The Abomination is still alive! Then she lied to us!". Unfortunately the villain managed to escape, leaving many questions unanswered.</p></blockquote><p></p>
[QUOTE="Lichtenhart, post: 537361, member: 761"] [CODE][Color=white] Gloom Elven Ranger 7 Tamer of beasts 8 STR 16 +1 +1 +4 22 DEX 16 +2 +4 22 CON 16 -2 +1 15 INT 14 WIS 16 CHA 12 Saves For Ref Will Base +11 +8 +4 Stats +2 +6 +3 Magic +4 +4 +4 Total +17 +18 +11 BAB +13/+8/+3 Melee +21/+21/+16/+16/+11 1d6+9/1d6+6 17-20 x2 Speed 60' (30’ doubled by boots) Initiative +6 HP 114 AC 29 (+6 dex +5 armor +4 armor bonus +2 deflection +2 natural) Spells Spell level 1 2 3 4 Spell per day 2 1 - - DC save 13 14 1st favored enemy: Orcs +2 2nd favored enemy: Giants +1 Feats Track Ambidexterity Two-Weapon Fighting -Alertness -Run -Skill Focus (Animal Empathy) -Weapon Focus (Short Sword) -Improved Two-Weapon Fighting -Improved Critical (Short Sword) Skills stat ranks race syn/ft item total Animal Empathy (Cha) 1 18 2 21 Climb (Str) 6 10 16 Craft (Leatherworking) (Int) 2 2 4 Handle Animal (Cha) 1 13 2 16 Heal (Wis) 3 1 2 2 8 Hide (Dex) 6 4 10 20 Knowledge (nature) (Int) 2 8 10 Listen (Wis) 3 15 2 2 22 Move Silently (Dex) 6 4 10 20 Profession (Herbalist) (Wis) 3 5 8 Ride (Dex) 6 2 8 Search (Int) 2 6 2 10 Spot (Wis) 3 14 2 2 5 26 Swim (Str) 6 10 16 Wilderness Lore (Wis) 3 18 21 Tamer Special Abilities 1 st Animal mastery 2nd Empathic link 3 rd Blood bond 4th Animal senses (hearing, smell), speak with master 5th Beast mastery 6th Natural armor +4, share saving throws 7th Animal senses (vision), Int 10, share spells 8th Command creatures of kind Elven Special Abilities Immunity to magic sleep spells and effects. +2 racial saving throw bonus against Enchantment spells or effects. Low-light Vision Abomination Special Abilities +6 to CHA when dealing with animals, beasts, magical beasts and primitive humanoids -6 to CHA when dealing with elves, nobility and upper-class people Darkvision 30' Fire Resistance 10 Spell Resistance 15 Fast Healing 2 Languages: Common, Elven, Orc, Sylvan Magical Equipment 2 Adamantine Short Sword +3 42,620 gp Mithral Shadow Breastplate +4 29,350 gp Cloak of Resistance +4 16,000 gp Belt of Giant Strenght +4 16,000 gp Bracers of Dexterity +4 16,000 gp Ring of Animal Friendship 9,500 gp Amulet of Natural Armor +2 8,000 gp Ring of Protection +2 8,000 gp Gloves of Swimming and Climbing 6,000 gp Boots of Elvenkind and Striding 6,000 gp Eyes of the Eagle 1,000 gp Wand of Cure Light Wounds 750 gp Potion of Delay Poison 300 gp Potion of Cure Moderate Wounds 300 gp Mundane Equipment Antitoxin (one vial) Healer's kit Backpack Blanket, winter Flint and steel Rations, trail (one day) Waterskin Maximum Total Animal Companions HD: 7+16+12=35 Medium Adventuring Animal Companions HD: 17.5 Dunkel Raven Tiny Animal Hit Dice: 1/4 d8+2 - 4 hp Initiative: +4 (Dex) Speed: 10 ft., fly 40 ft. (average) AC: 22 (+2 size, +4 Dex, +6 natural) Attacks: Claws +6 melee Damage: Claws 1d2-5 Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. Special Qual: - Saves: Fort +13, Ref +12, Will +7 Abilities: Str 1, Dex 19, Con 14, Int 10, Wis 17, Cha 7 Skills: Listen +7, Spot +7 Feats: Weapon Finesse (claws) Terrain: Any forest, hill, plains, and mountains Organization: Solitary Challenge Rate: 1/6 Treasure: None Alignment: Always neutral Advancement: - Huine Legendary Wolf Medium-Size Animal Hit Dice : 14d8+98 - 164 hp Initiative : +10 (Dex) Speed: 60 ft. AC: 29 (+10 Dex, +9 natural) Attacks: Bite +20 melee Damage: Bite 2d6 +12 Face/Reach : 5 ft . by 5 ft ./5 ft . Special Attacks: Trip Special Qual: Scent Saves: Fort +18, Ref +19, Will +8 Abilities: Str 27, Dex 30, Con 25, Int 10, Wis 18, Cha 10 Skills : Hide +14, Listen +12, Move Silently +13, Spot +12, Wilderness Lore +6* Feats: Weapon Finesse (bite) Climate/Terrain: Any forest, hill, mountain, plain, and underground Organization : Solitary or herd (5-8) Challenge Rate: 7 Treasure: None Alignment: Always neutral Advancement: 15-30 HD (Medium-size) [/color][/CODE] Gloom is an elf. But he hates elves. Everyone knows that magic and pregnant women don't go along quite well. People say that if you use magic while your pregnant, the soul of the newborn could be replaced with a demon's one. When Gloom was born, his mother surely thought he was a demon. He had those red glowing eyes, and those strange black marks all over his body. She didn't kill him anyway, she left him in the woods to be killed by beasts. A half-elven ranger came by and found this strange child. Since he wasn't so superstitious as the other elves, and he and his wife couldn't have children, he brought him home and kept him as his own son. Gloom grew up to be an outcast in his village. The other children's mothers wouldn't let them play with him, and they found every way to be cruel with him because noone of the adults cared. The worst one was his teacher. He was really convinced the little boy was harboring a demon's soul and frequently tried to talk the mob into lynching him. On the contrary, his step-parents really loved him, his father taught him the ways of the forest, and his mother, a former bard, sang for him and told him the strange stories she learned around the world. The sad thing about an elf adopted by half-elves is that soon enough he will outlive them. His mother got carried away by a very harsh winter, and he and his father remained alone. One day the news of a raiding orc band arrived in the village. the villagers, frightened, formed a band to intercept the orc. Gloom's father was part of it, as well as the teacher, the best versed in the magic arts. Gloom wanted to go and help his old father, but couldn't because of the teacher's opposition. The band went into the woods...and only the mage came back. Gloom rushed into the forests and found his father badly wounded surrounded by orc corpses. He lived long enough to tell him the teacher escaped in fear as soon as they saw the orcs, revealing their presence, and to ask him not to hate the other villagers, and not to become the monster they believed he was. Gloom came back to the village in the night. he went to the teacher's house, dragged him out in the street, told everyone the truth, pointed one of his father's sword at his throat, and told him "If I really was the demon you think I am, you'd already be dead. Be careful when you see red eyes in the night. I may be watching you." Then he came back to the house that was all that remained of the only people he loved, grabbed all he wanted to keep, and set it on fire. Then he went to the forest, never to return to his village. Thank to his stepfather he knew very well how to survive in the wilderness, and he did so for many years. He saved a little raven fallen from his nest, and it grew up to be his most faithful companion. Be became a legend among the travelers, a strange ghost that emerged from the forest to help people in need and disappered without saying a word, and a nightmare among brigands and monsters, especially orcs. Recently he helped a party of adventurers fight an druid turned evil that was harassing several cities and destroying the forest in his way, so the party cleric got his father's swords enchanted. When he finally faced his foe, the druid looked at him with surprise and said "The Abomination is still alive! Then she lied to us!". Unfortunately the villain managed to escape, leaving many questions unanswered. [/QUOTE]
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