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<blockquote data-quote="Isida Kep'Tukari" data-source="post: 2380626" data-attributes="member: 4441"><p><strong>Folo Woodwalker</strong></p><p><strong>Male Forest Gnome Druid 5 (ECL 6)</strong></p><p><em>Small humanoid</em></p><p><strong>Alignment:</strong> Neutral Good</p><p><strong>Patron Deity:</strong> Baervan Wildwanderer</p><p><strong>Region:</strong> The Great Dale</p><p><strong>Height:</strong> 2' 1''</p><p><strong>Weight:</strong> 25lbs</p><p><strong>Hair:</strong> Black</p><p><strong>Eyes:</strong> Brown</p><p><strong>Age:</strong> 47</p><p></p><p><strong>Str:</strong> 7 (-2) [1 point, –2 racial] </p><p><strong>Dex:</strong> 10 (+0) [2 points]</p><p><strong>Con:</strong> 16 (+3) [4 points, +2 racial, +2 amulet] </p><p><strong>Int:</strong> 13 (+1) [5 points] </p><p><strong>Wis:</strong> 16 (+3) [8 points, +1 level] </p><p><strong>Cha:</strong> 16 (+3) [10 points] </p><p></p><p><strong>Class and Racial Abilities:</strong></p><p>+2 Con, -2 Str, Small (+4 to Hide checks, +1 to ac and attack rolls), +4 racial bonus to Hide checks (increases to +8 in forest settings), +1 racial bonus on attacks against kobolds, orcs, goblinoids, and reptilian humanoids, low-light vision, weapon familiarity (gnome hooked hammers), +2 racial bonus on saving throws versus illusions, +1 to DC of saving throws of illusions cast by the gnome, +4 dodge bonus to AC against monsters of the giant type, +2 racial bonus on Craft (alchemy) and Listen checks, spell like abilities: 1/day <em>dancing lights, ghost sound, prestidigitation</em>, at will <em>speak with animals</em> and <em>pass without trace</em>. Animal companion, nature sense, wild empathy, woodland strike, trackless step, resist nature’s lure, wild shape 1/day, druid spells, sacred vow, proficient with club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. Also proficient with all natural attacks of form taken with wild shape. Proficient with light and medium armor, but may only wear non-metal armor, and proficient with shields (only non-metal ones).</p><p></p><p><strong>Hit Dice:</strong> 5d8+15 </p><p><strong>HP:</strong> 47</p><p><strong>AC:</strong> 20 (+0 Dex, +2 armor, +3 shield, +1 size)</p><p><strong>Init:</strong> +0 (+0 Dex)</p><p><strong>Speed:</strong> 20ft </p><p></p><p><strong>Saves:</strong></p><p>Fortitude +6 [+4 base, +2 Con]</p><p>Reflex +1 [+1 base, +0 Dex]</p><p>Will +7 [+4 base, +3 Wis]</p><p></p><p><strong>BAB:</strong> +3</p><p><strong>Melee Atk:</strong> +1 (1d4-2/x2/B, club) </p><p><strong>Melee Atk:</strong> +1 (1d4-2/x2/S, sickle) </p><p><strong>Melee Atk:</strong> +2 (1d4-2/x2/P, MW shortspear) </p><p><strong>Ranged Atk:</strong> +3 (1d3-2/x2/50 ft./B, sling)</p><p></p><p><strong>Skills:</strong></p><p>Craft (alchemy) +4 [0 ranks, +2 Int, +2 racial]</p><p>Handle Animal +11 [8 ranks, +3 Cha]</p><p>Heal +11 [6 ranks, +3 Wis, +2 healer’s kit]</p><p>Hide +9 [0 ranks, +0 Dex, +4 size, +4 racial (additional +4 in forest environments), +1 Forester (increases to +3 in forest terrain)]</p><p>Knowledge (nature) +14 [8 ranks, +2 Int, +2 Nature Sense, +2 synergy]</p><p>Listen +12 [6 ranks, +3 Wis, , +2 racial, +1 Forester (increases to +3 in forest terrain)]</p><p>Move Silently +1 [0 ranks, +0 Dex, +1 Forester (increases to +3 in forest terrain)]</p><p>Profession (herbalist) +7 [4 ranks, +3 Wis]</p><p>Spot +10 [6 ranks, +3 Wis, +1 Forester (increases to +3 in forest terrain)]</p><p>Survival +11 [6 ranks, +3 Wis, +2 Nature Sense, (additional +2 synergy in aboveground natural environments)]</p><p></p><p><strong>Feats:</strong></p><p>Forester (1st level)</p><p>Track (3rd level)</p><p></p><p><strong>Languages:</strong> Common, Gnome, Damaran, Druidic, Sylvan</p><p></p><p><strong>Spells Prepared</strong></p><p>Save DC +3</p><p>0th - <em>detect magic, detect poison, create water, light x2.</em></p><p>1st - <em>endure elements, goodberry, shillelagh, wood wose (ComDiv).</em></p><p>2nd - <em>one with the land (ComDiv), soften earth and stone, warp wood.</em></p><p>3rd - <em>nature’s favor (ComDiv), tortoise shell (MaoF).</em></p><p></p><p><strong>Equipment:</strong></p><p><strong>Holly and mistletoe</strong></p><p><strong>Club</strong> – 0gp (1.5 lbs)</p><p><strong>Sickle</strong> – 6gp (1 lb)</p><p><strong>MW shortspear</strong> – regional equipment (1.5 lbs)</p><p><strong>Sling and 10 sling bullets</strong> – 1sp (2.5 lbs)</p><p><strong>+1 bondleaf wrap (AaEG)</strong> – 2,000gp (1 lb)</p><p><strong>+1 heavy darkwood shield</strong> – 1,057gp (2.5 lbs)</p><p><strong>Amulet of Health +2</strong> – 4,000gp</p><p><strong>Bag of tricks (rust)</strong> – 3,000gp</p><p><strong>Steward’s stylish straw basket</strong> – 2,000gp (2.5 lbs) </p><p><strong>Reed of <em>cure light wounds</em></strong> – 750gp</p><p><strong>3 mushrooms of <em>cure light wounds</em></strong> – 150gp</p><p><strong>Healer’s kit</strong> – 50gp</p><p><strong>Dagger</strong> – 2gp (1/2 lb)</p><p><strong>Bedroll</strong> 5sp (1.25 lbs)</p><p><strong>Waterskin</strong> 1gp (1 lbs)</p><p><strong>50 ft. hemp rope</strong> 1gp (10 lbs)</p><p><strong>Trail rations (10 days worth)</strong> 5gp (2.5 lbs)</p><p><strong>Belt pouch</strong> 1gp (0.125 lb)</p><p><strong>Traveler’s outfit</strong> (free)</p><p></p><p><strong>Money</strong></p><p>1gp, 4sp</p><p></p><p><strong>Digger</strong></p><p>Badger</p><p>Small Animal</p><p><strong>Hit Dice:</strong> 3d8+6 (26 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 30 ft. (6 squares), burrow 10 ft.</p><p><strong>AC:</strong> 18 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 15</p><p><strong>Base Attack/Grapple:</strong> +2/-3</p><p><strong>Attack:</strong> Claw +6 melee (1d2-1)</p><p><strong>Full Attack:</strong> 2 claws +6 melee (1d2-1) and bite +1 melee (1d3-1)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Rage</p><p><strong>Special Qualities:</strong> Low-light vision, scent</p><p><strong>Saves:</strong> Fort +5, Ref +6, Will +2</p><p><strong>Abilities:</strong> Str 9, Dex 17, Con 15, Int 2, Wis 12, Cha 6</p><p><strong>Skills:</strong> Escape Artist +7, Listen +5, Spot +5</p><p><strong>Feats:</strong> TrackB, Weapon Finesse </p><p><strong>Carrying Capacity:</strong> Light load – 30lbs. or less, Medium load – 31- 60lbs., Heavy load – 61 – 90lbs., Digger can drag 450lbs. </p><p></p><p>Digger is not much better than his friend Folo, a fine dark brown-black with a creamy stripe down the middle. Ferret-quick and hardy as a bear, he’s very loyal to Folo and turns a suspicious eye on anyone he doesn’t know.</p><p></p><p><strong>Tricks Known:</strong> 8 Attack, Down, Heel, Come, Defend, Assist Track, Fetch, Seek</p><p></p><p><strong>Rage (Ex):</strong> A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.</p><p></p><p><strong>Skills:</strong> A badger has a +4 racial bonus on Escape Artist checks</p><p></p><p><strong>Animal Companion abilities:</strong> Link, share spells, evasion</p><p></p><p>~~~</p><p></p><p><strong>Appearance:</strong> Folo is a particularly small forest gnome with dark, bark-like skin, an unruly shock of black hair, and dark brown eyes. He wears what seems to be a single, large leaf, with a leather cord as a belt. A few other tough leaves wrapped with vines serve as footwear, and an oversized acorn serves as a hat. An agate stone on a leather thong hangs around his neck.</p><p></p><p><strong>Personality:</strong> Folo is a fairly quiet individual, a trait he shares with the rest of his kind. Though not as painfully shy as some, he’s still more likely to fade into the background. He will give you far more information than you ever wanted to know on things doing with the forest, if you ask him.</p><p></p><p><strong>Background:</strong> Folo’s tribe lived fairly deep in the woods of the Great Dale, and Folo grew up protected in the forest depths. He learned the trade of making healing herbal concoctions for the injured. While on his trips into the woods to find his herbs, his Uncle Barol would teach him how to find food and water in the woods, how to track animals, and how to hide himself in the woods. He would converse with the creatures of the wild to learn about their lives, and became as comfortable in the woods as he was at home.</p><p></p><p>He found himself wandering farther and farther, and eventually decided to leave the Great Dale all together, drawn east by a force he could not name. One of his animal friends, a young badger named Digger, was content to follow him. Folo traveled quietly across the Dalelands and into the North and the Silver Marches. He found the area to be one of the most beautiful woodlands he had ever seen, and felt content to settle down there. </p><p></p><p>It became evident that the humans of the area, particularly those around Silverymoon, would need help in order to treat the land carefully. Mustering up his courage to overcome his shyness, Folo presented himself to one of the roaming knights from the great city, and offered to help them by guiding them and tracking for them in the wilderness.</p></blockquote><p></p>
[QUOTE="Isida Kep'Tukari, post: 2380626, member: 4441"] [b]Folo Woodwalker Male Forest Gnome Druid 5 (ECL 6)[/b] [I]Small humanoid[/I] [b]Alignment:[/b] Neutral Good [b]Patron Deity:[/b] Baervan Wildwanderer [b]Region:[/b] The Great Dale [b]Height:[/b] 2' 1'' [b]Weight:[/b] 25lbs [b]Hair:[/b] Black [b]Eyes:[/b] Brown [b]Age:[/b] 47 [b]Str:[/b] 7 (-2) [1 point, –2 racial] [b]Dex:[/b] 10 (+0) [2 points] [b]Con:[/b] 16 (+3) [4 points, +2 racial, +2 amulet] [b]Int:[/b] 13 (+1) [5 points] [b]Wis:[/b] 16 (+3) [8 points, +1 level] [b]Cha:[/b] 16 (+3) [10 points] [b]Class and Racial Abilities:[/b] +2 Con, -2 Str, Small (+4 to Hide checks, +1 to ac and attack rolls), +4 racial bonus to Hide checks (increases to +8 in forest settings), +1 racial bonus on attacks against kobolds, orcs, goblinoids, and reptilian humanoids, low-light vision, weapon familiarity (gnome hooked hammers), +2 racial bonus on saving throws versus illusions, +1 to DC of saving throws of illusions cast by the gnome, +4 dodge bonus to AC against monsters of the giant type, +2 racial bonus on Craft (alchemy) and Listen checks, spell like abilities: 1/day [I]dancing lights, ghost sound, prestidigitation[/I], at will [I]speak with animals[/I] and [I]pass without trace[/I]. Animal companion, nature sense, wild empathy, woodland strike, trackless step, resist nature’s lure, wild shape 1/day, druid spells, sacred vow, proficient with club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. Also proficient with all natural attacks of form taken with wild shape. Proficient with light and medium armor, but may only wear non-metal armor, and proficient with shields (only non-metal ones). [b]Hit Dice:[/b] 5d8+15 [b]HP:[/b] 47 [b]AC:[/b] 20 (+0 Dex, +2 armor, +3 shield, +1 size) [b]Init:[/b] +0 (+0 Dex) [b]Speed:[/b] 20ft [b]Saves:[/b] Fortitude +6 [+4 base, +2 Con] Reflex +1 [+1 base, +0 Dex] Will +7 [+4 base, +3 Wis] [b]BAB:[/b] +3 [b]Melee Atk:[/b] +1 (1d4-2/x2/B, club) [b]Melee Atk:[/b] +1 (1d4-2/x2/S, sickle) [b]Melee Atk:[/b] +2 (1d4-2/x2/P, MW shortspear) [b]Ranged Atk:[/b] +3 (1d3-2/x2/50 ft./B, sling) [b]Skills:[/b] Craft (alchemy) +4 [0 ranks, +2 Int, +2 racial] Handle Animal +11 [8 ranks, +3 Cha] Heal +11 [6 ranks, +3 Wis, +2 healer’s kit] Hide +9 [0 ranks, +0 Dex, +4 size, +4 racial (additional +4 in forest environments), +1 Forester (increases to +3 in forest terrain)] Knowledge (nature) +14 [8 ranks, +2 Int, +2 Nature Sense, +2 synergy] Listen +12 [6 ranks, +3 Wis, , +2 racial, +1 Forester (increases to +3 in forest terrain)] Move Silently +1 [0 ranks, +0 Dex, +1 Forester (increases to +3 in forest terrain)] Profession (herbalist) +7 [4 ranks, +3 Wis] Spot +10 [6 ranks, +3 Wis, +1 Forester (increases to +3 in forest terrain)] Survival +11 [6 ranks, +3 Wis, +2 Nature Sense, (additional +2 synergy in aboveground natural environments)] [b]Feats:[/b] Forester (1st level) Track (3rd level) [b]Languages:[/b] Common, Gnome, Damaran, Druidic, Sylvan [b]Spells Prepared[/b] Save DC +3 0th - [i]detect magic, detect poison, create water, light x2.[/i] 1st - [I]endure elements, goodberry, shillelagh, wood wose (ComDiv).[/I] 2nd - [I]one with the land (ComDiv), soften earth and stone, warp wood.[/I] 3rd - [I]nature’s favor (ComDiv), tortoise shell (MaoF).[/I] [b]Equipment:[/b] [b]Holly and mistletoe[/b] [b]Club[/b] – 0gp (1.5 lbs) [b]Sickle[/b] – 6gp (1 lb) [b]MW shortspear[/b] – regional equipment (1.5 lbs) [b]Sling and 10 sling bullets[/b] – 1sp (2.5 lbs) [b]+1 bondleaf wrap (AaEG)[/b] – 2,000gp (1 lb) [b]+1 heavy darkwood shield[/b] – 1,057gp (2.5 lbs) [b]Amulet of Health +2[/b] – 4,000gp [b]Bag of tricks (rust)[/b] – 3,000gp [b]Steward’s stylish straw basket[/b] – 2,000gp (2.5 lbs) [b]Reed of [I]cure light wounds[/I][/b] – 750gp [b]3 mushrooms of [I]cure light wounds[/I][/b] – 150gp [b]Healer’s kit[/b] – 50gp [b]Dagger[/b] – 2gp (1/2 lb) [b]Bedroll[/b] 5sp (1.25 lbs) [b]Waterskin[/b] 1gp (1 lbs) [b]50 ft. hemp rope[/b] 1gp (10 lbs) [b]Trail rations (10 days worth)[/b] 5gp (2.5 lbs) [b]Belt pouch[/b] 1gp (0.125 lb) [b]Traveler’s outfit[/b] (free) [b]Money[/b] 1gp, 4sp [b]Digger[/b] Badger Small Animal [b]Hit Dice:[/b] 3d8+6 (26 hp) [b]Initiative:[/b] +3 [b]Speed:[/b] 30 ft. (6 squares), burrow 10 ft. [b]AC:[/b] 18 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 15 [b]Base Attack/Grapple:[/b] +2/-3 [b]Attack:[/b] Claw +6 melee (1d2-1) [b]Full Attack:[/b] 2 claws +6 melee (1d2-1) and bite +1 melee (1d3-1) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Rage [b]Special Qualities:[/b] Low-light vision, scent [b]Saves:[/b] Fort +5, Ref +6, Will +2 [b]Abilities:[/b] Str 9, Dex 17, Con 15, Int 2, Wis 12, Cha 6 [b]Skills:[/b] Escape Artist +7, Listen +5, Spot +5 [b]Feats:[/b] TrackB, Weapon Finesse [b]Carrying Capacity:[/b] Light load – 30lbs. or less, Medium load – 31- 60lbs., Heavy load – 61 – 90lbs., Digger can drag 450lbs. Digger is not much better than his friend Folo, a fine dark brown-black with a creamy stripe down the middle. Ferret-quick and hardy as a bear, he’s very loyal to Folo and turns a suspicious eye on anyone he doesn’t know. [b]Tricks Known:[/b] 8 Attack, Down, Heel, Come, Defend, Assist Track, Fetch, Seek [b]Rage (Ex):[/b] A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily. [b]Skills:[/b] A badger has a +4 racial bonus on Escape Artist checks [b]Animal Companion abilities:[/b] Link, share spells, evasion ~~~ [b]Appearance:[/b] Folo is a particularly small forest gnome with dark, bark-like skin, an unruly shock of black hair, and dark brown eyes. He wears what seems to be a single, large leaf, with a leather cord as a belt. A few other tough leaves wrapped with vines serve as footwear, and an oversized acorn serves as a hat. An agate stone on a leather thong hangs around his neck. [b]Personality:[/b] Folo is a fairly quiet individual, a trait he shares with the rest of his kind. Though not as painfully shy as some, he’s still more likely to fade into the background. He will give you far more information than you ever wanted to know on things doing with the forest, if you ask him. [b]Background:[/b] Folo’s tribe lived fairly deep in the woods of the Great Dale, and Folo grew up protected in the forest depths. He learned the trade of making healing herbal concoctions for the injured. While on his trips into the woods to find his herbs, his Uncle Barol would teach him how to find food and water in the woods, how to track animals, and how to hide himself in the woods. He would converse with the creatures of the wild to learn about their lives, and became as comfortable in the woods as he was at home. He found himself wandering farther and farther, and eventually decided to leave the Great Dale all together, drawn east by a force he could not name. One of his animal friends, a young badger named Digger, was content to follow him. Folo traveled quietly across the Dalelands and into the North and the Silver Marches. He found the area to be one of the most beautiful woodlands he had ever seen, and felt content to settle down there. It became evident that the humans of the area, particularly those around Silverymoon, would need help in order to treat the land carefully. Mustering up his courage to overcome his shyness, Folo presented himself to one of the roaming knights from the great city, and offered to help them by guiding them and tracking for them in the wilderness. [/QUOTE]
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