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Call to the Four Lands - OCC
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<blockquote data-quote="Neurotic" data-source="post: 4925821" data-attributes="member: 24380"><p><strong>Marshal William Ferret</strong></p><p></p><p>[CODE]</p><p>Name: William Ferret</p><p>Race: Human</p><p>Player: Neurotic</p><p>Classes: Marshal 7</p><p>Hit Points: 8 + 6d8 + 7* 1(CON)</p><p>Experience: ??</p><p>Alignment: Lawful Neutral</p><p>Speed: Walk 30 ft.</p><p>Languages: Nortern Illum, Northern Gaulic</p><p></p><p>------------------------ Description -----------------------</p><p>Height: 5' 10" Weight: 170lbs. Gender: Male </p><p>Eyes: Brown Hair: Brown Skin: Tanned</p><p>Quirks: Military demeanor</p><p>Speech style: </p><p>Quotable: My word is my bond.</p><p>Flaws: honorable</p><p>-------------------------------------------------------------</p><p></p><p>Stat Score Mod</p><p>STR 14 (+2) 6</p><p>DEX 10 (+0) 2</p><p>CON 12 (+1) 4</p><p>INT 13 (+1) 5</p><p>WIS 10 (+0) 2</p><p>CHA 18 (+4) 13 +1@4th</p><p>----------------------------</p><p>Total: 32</p><p></p><p>Skills: 6*4+6*6 = 60</p><p>-------------------------- Skills --------------------------</p><p>Skill Total Rnk Stat Msc</p><p>Bluff 12 8.0 4 0</p><p>Climb 3 1.0 2 0</p><p>Diplomacy 21 8.0 4 9 (from Bluff, Sense Motive </p><p></p><p>and Nobility, skill focus)</p><p>Handle Animal 9 5.0 4 0</p><p>Intimidate 11 8.0 1 2 (from Bluff)</p><p>Knowledge(Nobility) 6 5.0 1 0</p><p>Listen 2 2.0 0 0</p><p>Perform (Oratory) 5 1.0 4 0</p><p>Ride 5 3.0 0 2 (from Handle Animal)</p><p>Sense Motive 8 8.0 0 0</p><p>Spellcraft 3 4.0/2 1 0</p><p>Spot 1 1.0 0 0</p><p>Survival 2 1.0 0 0</p><p>Swim 3 1.0 2 0</p><p>-------------------------------------------------------------</p><p> 56</p><p>Never outnumbered (Intimidate 8) 2 (skill trick)</p><p>Timely Misdirection (Bluff 8) 2 (skill trick) </p><p></p><p>-- ToDo:</p><p>Group Fake-out (Bluff 8)</p><p>Social Recovery (Bluff 8)</p><p>Dismount Attack (Ride 5)</p><p>-------------------------- Feats ----------------------------</p><p>All armor, all weapon proficiencies (except tower shield)</p><p>Skill Focus (Diplomacy) (Marshal)</p><p>Lucky Start(1st level)</p><p>Protection Devotion (human)</p><p>Unbelievable Luck (3rd level)</p><p>Mage Slayer (6th)</p><p>-------------------------------------------------------------</p><p>-------------------------- Auras ----------------------------</p><p>Auras (4 minor/2 major)</p><p>Determined Caster - +4 to overcome spell resistance</p><p>Master of Opportunity - +4 to AC vs. AOO</p><p>Over the top - +4 to damage when charging</p><p>Motivate Dexterity - +4 to dex checks, dex skill checks and initiative</p><p></p><p>Motivate Attack - +2 to all attack rolls</p><p>Resilient Troops - +2 to all saves</p><p>-------------------------------------------------------------</p><p></p><p></p><p>-------------------- Special Abilities ---------------------</p><p>Grant Move 1/day - as standard action grant move action to companions within 30'</p><p></p><p> Total / Touch / Flat Footed</p><p>AC: 18 10 18</p><p>w/ shield 20 10 20</p><p> </p><p>Initiative: +1 (+5)</p><p>BAB: +5</p><p>Melee to hit: +7</p><p>Ranged to hit: +5</p><p></p><p>[SIZE=1][B]Add +2 for major aura unless otherwise noted[/B][/SIZE]</p><p>Fortitude: +6 = +5 +1(CON)</p><p>Reflex: +4 = +2 +0(DEX) +2 (Unbelievalbe Luck)</p><p>Will: +6 = +5 +0(WIS) +1(Mage slayer)</p><p> </p><p>Unarmed attack:</p><p>to hit: +7</p><p>damage: 1d3+2</p><p>critical: 20/x2</p><p> </p><p>MW Morningstar</p><p>to hit: +8</p><p>damage: 1d8+2 (Bludgeon and Pierce)</p><p>critical: 20/x2</p><p></p><p>+1 Keen Falchion of Resounding (Sudden stunning)</p><p>to hit: +8</p><p>damage: 2d4+3 (Slash)</p><p>critical: 18-20/x2</p><p></p><p>Helm of Tactics 2000 (1 lb)</p><p>Horn of Resilience 5000</p><p>Falchion +3 11375 (8 lbs)</p><p>--------------------------------</p><p> 18375</p><p></p><p>Signet ring (cold iron) 10</p><p>MW Coldiron Morningstar 316 (6 lbs)</p><p>Masterpiece Full plate 2500 +8AC ACP:5 35% (50 lbs)</p><p>triple thick (DR 2/-), light (-10% weight), double fortified (20%)</p><p>Darkwood Shield, heavy wooden 107 gp +2AC ACP:0 15% (10 lbs)</p><p></p><p>Acid flask 10 1</p><p>Alchemy Fire 20 1 </p><p>Antitoxin 50 </p><p>Smokestick 20 1/2</p><p>Tanglefoot bag 50 4</p><p>Thunderstone 30 1 </p><p>Sunrod 2x5 5x1</p><p>-----------------------------------</p><p> 3016 gp</p><p></p><p>Explorer's outfit: 10 (8lbs)</p><p>Heavy warhorse 400</p><p>Chain Shirt Barding 400 (+4 AC 100lbs ACP: -2 normal speed</p><p>------------------------------------</p><p> 3826 gp</p><p></p><p></p><p></p><p>[sblock=History]</p><p>William was in the army as long as he can remember. His father was successful general leading armies of the Light, cleaning and reclaiming northern reaches of the Valley. After several successful campaigns he became too powerful for some nobles and through subtle machinations in the Valley, George Ferret was declared persona non grata.</p><p></p><p>Undettered, he made his home in Northlands, living with his wife and her relatives. Soon, his talent was recognized and he once again started leading soldiers, this time units of The Brotherhood. He earned small keep for his victories and was content.</p><p></p><p>It lasted until one early spring he started campaign on the eastern border when horde of humanoids descended upon Ferret Keep and slaughtered everyone inside, including his wife. His son, William was traveling with him for some time as aide de camp, liutenant in Brotherhood, learning his craft from the best.</p><p></p><p>Where his father was loud and boisterous, leading by tactical knowledge and physical might, William was quieter, leading by example and diplomacy. He was never one for cavalry charges, but he lead his unit dependably.</p><p></p><p>George Ferret was broken upon hearing the news of his wife's death. This second crumbling of his life was too much and he lead his army north on vengeance rampage. They traveled fast and light, slaughtering everything they encountered. Until, one day, they crashed into tribal war of orcs. Which prompty turned upon humans in their lands. George made valiant stand, but the outcome was preordained. Finally, the peril removed cloud of wrath and he ordered the troops to fall back as fast as they can. The put William in charge, gave him horn and helm, asked for volonteers and charged one last time into the mass of orcs.</p><p></p><p>William wanted to stay, but his orders were clear. Save as many as you can. Get back into Northlands. Thus, he turned and retreated fighting orcs whole the way to the border. He never fails to feel the pride of seeing black and green flag charging toward the Horde and loss of his mother. But his burning desire to make a name for himself leads him to take risky missions in small teams.</p><p></p><p>Thus, when the opportunity to kill more humanoids and reclaim more land, he eagerly took his orders and went to meet his new freelance companions.</p><p></p><p>OOC: I'm thinking he'd be representative of the Brotherhood in the party</p><p>[/sblock]</p><p>[/CODE]</p></blockquote><p></p>
[QUOTE="Neurotic, post: 4925821, member: 24380"] [b]Marshal William Ferret[/b] [CODE] Name: William Ferret Race: Human Player: Neurotic Classes: Marshal 7 Hit Points: 8 + 6d8 + 7* 1(CON) Experience: ?? Alignment: Lawful Neutral Speed: Walk 30 ft. Languages: Nortern Illum, Northern Gaulic ------------------------ Description ----------------------- Height: 5' 10" Weight: 170lbs. Gender: Male Eyes: Brown Hair: Brown Skin: Tanned Quirks: Military demeanor Speech style: Quotable: My word is my bond. Flaws: honorable ------------------------------------------------------------- Stat Score Mod STR 14 (+2) 6 DEX 10 (+0) 2 CON 12 (+1) 4 INT 13 (+1) 5 WIS 10 (+0) 2 CHA 18 (+4) 13 +1@4th ---------------------------- Total: 32 Skills: 6*4+6*6 = 60 -------------------------- Skills -------------------------- Skill Total Rnk Stat Msc Bluff 12 8.0 4 0 Climb 3 1.0 2 0 Diplomacy 21 8.0 4 9 (from Bluff, Sense Motive and Nobility, skill focus) Handle Animal 9 5.0 4 0 Intimidate 11 8.0 1 2 (from Bluff) Knowledge(Nobility) 6 5.0 1 0 Listen 2 2.0 0 0 Perform (Oratory) 5 1.0 4 0 Ride 5 3.0 0 2 (from Handle Animal) Sense Motive 8 8.0 0 0 Spellcraft 3 4.0/2 1 0 Spot 1 1.0 0 0 Survival 2 1.0 0 0 Swim 3 1.0 2 0 ------------------------------------------------------------- 56 Never outnumbered (Intimidate 8) 2 (skill trick) Timely Misdirection (Bluff 8) 2 (skill trick) -- ToDo: Group Fake-out (Bluff 8) Social Recovery (Bluff 8) Dismount Attack (Ride 5) -------------------------- Feats ---------------------------- All armor, all weapon proficiencies (except tower shield) Skill Focus (Diplomacy) (Marshal) Lucky Start(1st level) Protection Devotion (human) Unbelievable Luck (3rd level) Mage Slayer (6th) ------------------------------------------------------------- -------------------------- Auras ---------------------------- Auras (4 minor/2 major) Determined Caster - +4 to overcome spell resistance Master of Opportunity - +4 to AC vs. AOO Over the top - +4 to damage when charging Motivate Dexterity - +4 to dex checks, dex skill checks and initiative Motivate Attack - +2 to all attack rolls Resilient Troops - +2 to all saves ------------------------------------------------------------- -------------------- Special Abilities --------------------- Grant Move 1/day - as standard action grant move action to companions within 30' Total / Touch / Flat Footed AC: 18 10 18 w/ shield 20 10 20 Initiative: +1 (+5) BAB: +5 Melee to hit: +7 Ranged to hit: +5 [SIZE=1][B]Add +2 for major aura unless otherwise noted[/B][/SIZE] Fortitude: +6 = +5 +1(CON) Reflex: +4 = +2 +0(DEX) +2 (Unbelievalbe Luck) Will: +6 = +5 +0(WIS) +1(Mage slayer) Unarmed attack: to hit: +7 damage: 1d3+2 critical: 20/x2 MW Morningstar to hit: +8 damage: 1d8+2 (Bludgeon and Pierce) critical: 20/x2 +1 Keen Falchion of Resounding (Sudden stunning) to hit: +8 damage: 2d4+3 (Slash) critical: 18-20/x2 Helm of Tactics 2000 (1 lb) Horn of Resilience 5000 Falchion +3 11375 (8 lbs) -------------------------------- 18375 Signet ring (cold iron) 10 MW Coldiron Morningstar 316 (6 lbs) Masterpiece Full plate 2500 +8AC ACP:5 35% (50 lbs) triple thick (DR 2/-), light (-10% weight), double fortified (20%) Darkwood Shield, heavy wooden 107 gp +2AC ACP:0 15% (10 lbs) Acid flask 10 1 Alchemy Fire 20 1 Antitoxin 50 Smokestick 20 1/2 Tanglefoot bag 50 4 Thunderstone 30 1 Sunrod 2x5 5x1 ----------------------------------- 3016 gp Explorer's outfit: 10 (8lbs) Heavy warhorse 400 Chain Shirt Barding 400 (+4 AC 100lbs ACP: -2 normal speed ------------------------------------ 3826 gp [sblock=History] William was in the army as long as he can remember. His father was successful general leading armies of the Light, cleaning and reclaiming northern reaches of the Valley. After several successful campaigns he became too powerful for some nobles and through subtle machinations in the Valley, George Ferret was declared persona non grata. Undettered, he made his home in Northlands, living with his wife and her relatives. Soon, his talent was recognized and he once again started leading soldiers, this time units of The Brotherhood. He earned small keep for his victories and was content. It lasted until one early spring he started campaign on the eastern border when horde of humanoids descended upon Ferret Keep and slaughtered everyone inside, including his wife. His son, William was traveling with him for some time as aide de camp, liutenant in Brotherhood, learning his craft from the best. Where his father was loud and boisterous, leading by tactical knowledge and physical might, William was quieter, leading by example and diplomacy. He was never one for cavalry charges, but he lead his unit dependably. George Ferret was broken upon hearing the news of his wife's death. This second crumbling of his life was too much and he lead his army north on vengeance rampage. They traveled fast and light, slaughtering everything they encountered. Until, one day, they crashed into tribal war of orcs. Which prompty turned upon humans in their lands. George made valiant stand, but the outcome was preordained. Finally, the peril removed cloud of wrath and he ordered the troops to fall back as fast as they can. The put William in charge, gave him horn and helm, asked for volonteers and charged one last time into the mass of orcs. William wanted to stay, but his orders were clear. Save as many as you can. Get back into Northlands. Thus, he turned and retreated fighting orcs whole the way to the border. He never fails to feel the pride of seeing black and green flag charging toward the Horde and loss of his mother. But his burning desire to make a name for himself leads him to take risky missions in small teams. Thus, when the opportunity to kill more humanoids and reclaim more land, he eagerly took his orders and went to meet his new freelance companions. OOC: I'm thinking he'd be representative of the Brotherhood in the party [/sblock] [/CODE] [/QUOTE]
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