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City of the Spider Queen - OOC
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<blockquote data-quote="unleashed" data-source="post: 2367622" data-attributes="member: 31408"><p>Still here, I was just finishing my character, and here he is. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p><strong>Colmarr Blackrock</strong></p><p><strong>Male Svirfneblin Rogue 6/Fighter 1</strong></p><p><strong>Experience Points (required):</strong> 45,000 (55,000 for 11th level)</p><p><strong>Alignment:</strong> Neutral</p><p><strong>Deity:</strong> Callarduarn Smoothhands</p><p><strong>Height:</strong> 3' 4''</p><p><strong>Weight:</strong> 44 lbs</p><p><strong>Skin:</strong> Grey</p><p><strong>Hair:</strong> Bald</p><p><strong>Eyes:</strong> Grey-Black</p><p><strong>Age:</strong> 29</p><p></p><p><strong>Strength</strong> 12 (+1) [14 base, -2 racial]</p><p><strong>Dexterity</strong> 22 (+6) [16 base, +2 racial, +4 enhancement]</p><p><strong>Constitution</strong> 16 (+3) [15 base, +1 level (4)]</p><p><strong>Intelligence</strong> 14 (+2) [14 base]</p><p><strong>Wisdom</strong> 18 (+4) [15 base, +2 racial, +1 level (8)]</p><p><strong>Charisma</strong> 10 (+0) [14 base, -4 racial]</p><p></p><p><strong>Class and Racial Abilities</strong></p><p>Small size; Base speed 20 feet; Weapon Familiarity (gnome hooked hammer); Stonecunning; Darkvision 120 feet and low-light vision; +2 racial bonus on all saving throws; +1 racial bonus on attack rolls against kobolds and goblinoids; +4 dodge bonus to AC against all creatures; Spell-Like Abilities: 1/day -- blindness/deafness (DC 16), blur, disguise self; Nondetection (Su): as the spell (DC 22); +2 racial bonus to Craft (alchemy), Listen checks; +2 racial bonus to Hide checks, which improves to +4 underground; Sneak Attack +3d6; Trapfinding; Evasion; Trap Sense +2; Uncanny Dodge</p><p></p><p><strong>Armour Class:</strong> 31 (10 base, +1 size, +6 Dex, +7 armour, +3 shield, +4 dodge) [touch 21, flat-footed 21]</p><p><strong>Armour Check Penalty:</strong> 0</p><p><strong>Arcane Spell Failure:</strong> 10% (n/a)</p><p><strong>Spell Resistance:</strong> 18</p><p><strong>Hit Dice:</strong> 6d6+1d10+21</p><p><strong>Hit Points:</strong> 67</p><p><strong>Initiative:</strong> +6 (+6 Dex)</p><p><strong>Speed:</strong> 30 feet</p><p></p><p><strong>Saves</strong></p><p>Fortitude +9 [4 base, +3 Con, +2 racial]</p><p>Reflex +13 [5 base, +6 Dex, +2 racial]</p><p>Will +8 [2 base, +4 Wis, +2 racial]</p><p></p><p><strong>Base Attack Bonus/Grapple:</strong> +5/+2</p><p></p><p><strong>Weapons</strong></p><p>+12 melee [1d3+2; 20/x4; piercing; +1 small light pick]</p><p>+12 melee [1d3+1; 18-20/x2; slashing; mw small kukri]</p><p>+12 melee [1d4+1; 20/x2; bludgeoning; mw small light mace]</p><p></p><p>+10 melee [1d3+2; 20/x4; piercing; +1 small light pick] and +9 melee [1d3; 18-20/x2; slashing; mw small kukri]</p><p>+10 melee [1d3+2; 20/x4; piercing; +1 small light pick] and +9 melee [1d4; 20/x2; bludgeoning; mw small light mace]</p><p></p><p>+12 ranged [1d6+1; 20/x3; 110 feet; piercing; mw small mighty composite longbow (+1 Str)]</p><p></p><p><strong>Skills (94 points [90 rogue, 4 fighter]; max ranks 10)</strong></p><p>Appraise +4 [2 ranks, +2 Int]</p><p>Climb +10 [9 ranks, +1 Str]</p><p>Disable Device +17 [9 ranks, +6 Dex, +2 competence]</p><p>Escape Artist +17 [5 ranks, +6 Dex, +6 competence]</p><p>Hide +21 or +23 (underground) [9 ranks, +4 size, +6 Dex, +2 racial (+4 underground)]</p><p>Jump +10 [4 ranks, +1 Str, +5 competence]</p><p>Listen +15 [9 ranks, +4 Wis, +2 racial]</p><p>Move Silently +15 [9 ranks, +6 Dex]</p><p>Open Lock +19 [9 ranks, +6 Dex, +4 competence]</p><p>Profession (miner) +6 [2 ranks, +4 Wis]</p><p>Search +15 or +17 (stonework) [9 ranks, +6 Dex, +2 stonecunning]</p><p>Spot +13 [9 ranks, +4 Wis]</p><p>Tumble +15 [9 ranks, +6 Dex]</p><p></p><p><strong>Feats</strong></p><p>Two-Weapon Fighting [1st level]</p><p>Weapon Finesse [3rd level]</p><p>Improved Buckler Defense [1st level Fighter]</p><p>Tactile Trapsmith [6th level]</p><p></p><p><strong>Languages</strong></p><p>Undercommon, Gnomish, Common, Dwarven, Terran</p><p></p><p><strong>Equipment</strong></p><p>+1 Small Light Pick [1.5 lb] (2,304 gp)</p><p>Masterwork Small Light Mace [2 lb] (305 gp)</p><p>Masterwork Small Kukri [0.5 lb] (308 gp)</p><p>Masterwork Small Mighty Composite Longbow (+1 Str) [1.5 lb] (500 gp)</p><p>20 Small Arrows [1.5 lb] (1 gp)</p><p>+3 Small Mithral Chain Shirt [5 lb] (10,100 gp)</p><p>+2 Small Mithral Buckler [1.25 lb] (5,015 gp)</p><p>Boots of Striding and Springing [0.5 lb] (5,500 gp)</p><p>Gloves of Dexterity +4 [0 lb] (16,000 gp)</p><p>Ring of Sustenance [0 lb] (2,500 gp)</p><p>Vest of Escape [0 lb] (5,200 gp)</p><p>Explorer’s Outfit</p><p></p><p>Heward’s Handy Haversack [5 lb] (2,000 gp)</p><p>-- Bedroll [1.25 lb] (1 sp)</p><p>-- Masterwork Thieves’ Tools [2 lb] (100 gp)</p><p>-- Money, wrapped in an old cloth (50 gp) [1 lb]</p><p>-- Rations, Trail (10 days) [5 lb] (5 gp)</p><p>-- Waterskin (2) [2 lb] (2 gp)</p><p>-- Total weight carried in havesack [11.25 lb of 120 lb]</p><p></p><p>Pouch, Belt [0.125 lb] (1 gp)</p><p>-- Flint & Steel [0 lb] (1 gp)</p><p>-- Money (7 gp, 8 sp, 8 cp) [0.46 lb]</p><p>-- Potion of Cure Light Wounds (2) {marked as such in gnomish} [0 lb] (100 gp)</p><p>-- Whetstone [1 lb] (2 cp)</p><p>-- Total weight carried in pouch [1.46 lb]</p><p></p><p><strong>Weight Carried:</strong> 20.21 lb</p><p></p><p><strong>Carrying Capacity [12 Strength]</strong></p><p><strong>Light:</strong> 32.25 lb. or less; <strong>Medium:</strong> 32.26-64.5 lb.; <strong>Heavy:</strong> 64.51-97.5 lb.;</p><p><strong>Lift (over head):</strong> 97.5 lb.; <strong>Lift (off ground):</strong> 195 lb.; <strong>Drag:</strong> 487.5 lb.</p><p></p><p><strong>Money</strong></p><p>57 gp, 8 sp, 8 cp</p><p></p><p><strong>Appearance</strong></p><p>Colmarr is a wiry gnome with hairless grey stonelike skin, and deeply set grey-black eyes. His clothing looks well used, but appears to be in good repair, and is coloured is various shades of grey similar to his own skin. When he isn’t moving he almost seems to just blend into the surrounding rock, and you often forget he’s even there.</p><p></p><p>When combat ready he carries a pick in his right hand, a kukri in his left hand, and a mithral buckler on his left arm. At his belt he carries a mace and quiver, while on his back he carries a longbow.</p><p></p><p><strong>Personality</strong></p><p>Colmarr is a stoic individual, who never seems to laugh or even smile. He is cool and wary around well-nigh everyone, and is a gnome of few words. Some would describe him as aloof, unsociable, or withdrawn, but that is far from the truth when he is among his own kind or those he implicitly trusts.</p><p></p><p><strong>Background</strong></p><p>Raised deep in the underdark among his own people Colmarr learned early in life to mine and identify the precious gems his race favours. Leaving the city one day to avoid further dull chores he was soon in serious trouble, beset by one of the underdarks many denizens. He tried to flee, but was quickly caught and soon imprisoned in a cage. Thinking his life was to soon end as food for a monster, he prayed to Callarduarn Smoothhands that if he got out of this he would work hard and never shirk his duties again. Callarduarn must have heard, because shortly thereafter his uncle Glim arrived and without alerting the monster released the young Colmarr and guided him home. Seeing this as a sign, he asked his uncle to teach him the skills that enabled his rescue so that he might fulfill his vow. After hearing the vow he readily agreed, and Colmarr was soon his apprentice. Several years and many hard lessons later his uncle and master considered him ready leave the city alone and explore the tunnels and caverns he had been so eager to see before.</p><p></p><p>Colmarr has explored the underdark for several years, and has not been home in a very long while. Finding an exit to the surface about a month ago he decided to explore the surface world for a while, perhaps he could find some surface dwelling cousins he could spend a little time with. While hunting for some sign of surface gnomes he heard of the plight suffered by the dwellers of Daggerdale and decided it was his duty to help these people as once he had been helped himself.</p></blockquote><p></p>
[QUOTE="unleashed, post: 2367622, member: 31408"] Still here, I was just finishing my character, and here he is. :D [B]Colmarr Blackrock[/B] [B]Male Svirfneblin Rogue 6/Fighter 1[/B] [B]Experience Points (required):[/B] 45,000 (55,000 for 11th level) [B]Alignment:[/B] Neutral [B]Deity:[/B] Callarduarn Smoothhands [B]Height:[/B] 3' 4'' [B]Weight:[/B] 44 lbs [B]Skin:[/B] Grey [B]Hair:[/B] Bald [B]Eyes:[/B] Grey-Black [B]Age:[/B] 29 [B]Strength[/B] 12 (+1) [14 base, -2 racial] [B]Dexterity[/B] 22 (+6) [16 base, +2 racial, +4 enhancement] [B]Constitution[/B] 16 (+3) [15 base, +1 level (4)] [B]Intelligence[/B] 14 (+2) [14 base] [B]Wisdom[/B] 18 (+4) [15 base, +2 racial, +1 level (8)] [B]Charisma[/B] 10 (+0) [14 base, -4 racial] [B]Class and Racial Abilities[/B] Small size; Base speed 20 feet; Weapon Familiarity (gnome hooked hammer); Stonecunning; Darkvision 120 feet and low-light vision; +2 racial bonus on all saving throws; +1 racial bonus on attack rolls against kobolds and goblinoids; +4 dodge bonus to AC against all creatures; Spell-Like Abilities: 1/day -- blindness/deafness (DC 16), blur, disguise self; Nondetection (Su): as the spell (DC 22); +2 racial bonus to Craft (alchemy), Listen checks; +2 racial bonus to Hide checks, which improves to +4 underground; Sneak Attack +3d6; Trapfinding; Evasion; Trap Sense +2; Uncanny Dodge [B]Armour Class:[/B] 31 (10 base, +1 size, +6 Dex, +7 armour, +3 shield, +4 dodge) [touch 21, flat-footed 21] [B]Armour Check Penalty:[/B] 0 [B]Arcane Spell Failure:[/B] 10% (n/a) [B]Spell Resistance:[/B] 18 [B]Hit Dice:[/B] 6d6+1d10+21 [B]Hit Points:[/B] 67 [B]Initiative:[/B] +6 (+6 Dex) [B]Speed:[/B] 30 feet [B]Saves[/B] Fortitude +9 [4 base, +3 Con, +2 racial] Reflex +13 [5 base, +6 Dex, +2 racial] Will +8 [2 base, +4 Wis, +2 racial] [B]Base Attack Bonus/Grapple:[/B] +5/+2 [B]Weapons[/B] +12 melee [1d3+2; 20/x4; piercing; +1 small light pick] +12 melee [1d3+1; 18-20/x2; slashing; mw small kukri] +12 melee [1d4+1; 20/x2; bludgeoning; mw small light mace] +10 melee [1d3+2; 20/x4; piercing; +1 small light pick] and +9 melee [1d3; 18-20/x2; slashing; mw small kukri] +10 melee [1d3+2; 20/x4; piercing; +1 small light pick] and +9 melee [1d4; 20/x2; bludgeoning; mw small light mace] +12 ranged [1d6+1; 20/x3; 110 feet; piercing; mw small mighty composite longbow (+1 Str)] [B]Skills (94 points [90 rogue, 4 fighter]; max ranks 10)[/B] Appraise +4 [2 ranks, +2 Int] Climb +10 [9 ranks, +1 Str] Disable Device +17 [9 ranks, +6 Dex, +2 competence] Escape Artist +17 [5 ranks, +6 Dex, +6 competence] Hide +21 or +23 (underground) [9 ranks, +4 size, +6 Dex, +2 racial (+4 underground)] Jump +10 [4 ranks, +1 Str, +5 competence] Listen +15 [9 ranks, +4 Wis, +2 racial] Move Silently +15 [9 ranks, +6 Dex] Open Lock +19 [9 ranks, +6 Dex, +4 competence] Profession (miner) +6 [2 ranks, +4 Wis] Search +15 or +17 (stonework) [9 ranks, +6 Dex, +2 stonecunning] Spot +13 [9 ranks, +4 Wis] Tumble +15 [9 ranks, +6 Dex] [B]Feats[/B] Two-Weapon Fighting [1st level] Weapon Finesse [3rd level] Improved Buckler Defense [1st level Fighter] Tactile Trapsmith [6th level] [B]Languages[/B] Undercommon, Gnomish, Common, Dwarven, Terran [B]Equipment[/B] +1 Small Light Pick [1.5 lb] (2,304 gp) Masterwork Small Light Mace [2 lb] (305 gp) Masterwork Small Kukri [0.5 lb] (308 gp) Masterwork Small Mighty Composite Longbow (+1 Str) [1.5 lb] (500 gp) 20 Small Arrows [1.5 lb] (1 gp) +3 Small Mithral Chain Shirt [5 lb] (10,100 gp) +2 Small Mithral Buckler [1.25 lb] (5,015 gp) Boots of Striding and Springing [0.5 lb] (5,500 gp) Gloves of Dexterity +4 [0 lb] (16,000 gp) Ring of Sustenance [0 lb] (2,500 gp) Vest of Escape [0 lb] (5,200 gp) Explorer’s Outfit Heward’s Handy Haversack [5 lb] (2,000 gp) -- Bedroll [1.25 lb] (1 sp) -- Masterwork Thieves’ Tools [2 lb] (100 gp) -- Money, wrapped in an old cloth (50 gp) [1 lb] -- Rations, Trail (10 days) [5 lb] (5 gp) -- Waterskin (2) [2 lb] (2 gp) -- Total weight carried in havesack [11.25 lb of 120 lb] Pouch, Belt [0.125 lb] (1 gp) -- Flint & Steel [0 lb] (1 gp) -- Money (7 gp, 8 sp, 8 cp) [0.46 lb] -- Potion of Cure Light Wounds (2) {marked as such in gnomish} [0 lb] (100 gp) -- Whetstone [1 lb] (2 cp) -- Total weight carried in pouch [1.46 lb] [B]Weight Carried:[/B] 20.21 lb [B]Carrying Capacity [12 Strength][/B] [B]Light:[/B] 32.25 lb. or less; [B]Medium:[/B] 32.26-64.5 lb.; [B]Heavy:[/B] 64.51-97.5 lb.; [B]Lift (over head):[/B] 97.5 lb.; [B]Lift (off ground):[/B] 195 lb.; [B]Drag:[/B] 487.5 lb. [B]Money[/B] 57 gp, 8 sp, 8 cp [B]Appearance[/B] Colmarr is a wiry gnome with hairless grey stonelike skin, and deeply set grey-black eyes. His clothing looks well used, but appears to be in good repair, and is coloured is various shades of grey similar to his own skin. When he isn’t moving he almost seems to just blend into the surrounding rock, and you often forget he’s even there. When combat ready he carries a pick in his right hand, a kukri in his left hand, and a mithral buckler on his left arm. At his belt he carries a mace and quiver, while on his back he carries a longbow. [B]Personality[/B] Colmarr is a stoic individual, who never seems to laugh or even smile. He is cool and wary around well-nigh everyone, and is a gnome of few words. Some would describe him as aloof, unsociable, or withdrawn, but that is far from the truth when he is among his own kind or those he implicitly trusts. [B]Background[/B] Raised deep in the underdark among his own people Colmarr learned early in life to mine and identify the precious gems his race favours. Leaving the city one day to avoid further dull chores he was soon in serious trouble, beset by one of the underdarks many denizens. He tried to flee, but was quickly caught and soon imprisoned in a cage. Thinking his life was to soon end as food for a monster, he prayed to Callarduarn Smoothhands that if he got out of this he would work hard and never shirk his duties again. Callarduarn must have heard, because shortly thereafter his uncle Glim arrived and without alerting the monster released the young Colmarr and guided him home. Seeing this as a sign, he asked his uncle to teach him the skills that enabled his rescue so that he might fulfill his vow. After hearing the vow he readily agreed, and Colmarr was soon his apprentice. Several years and many hard lessons later his uncle and master considered him ready leave the city alone and explore the tunnels and caverns he had been so eager to see before. Colmarr has explored the underdark for several years, and has not been home in a very long while. Finding an exit to the surface about a month ago he decided to explore the surface world for a while, perhaps he could find some surface dwelling cousins he could spend a little time with. While hunting for some sign of surface gnomes he heard of the plight suffered by the dwellers of Daggerdale and decided it was his duty to help these people as once he had been helped himself. [/QUOTE]
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