Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
Playing the Game
Play by Post
DCC #7 The Secret of Smuggler's Cave - IC
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Herobizkit" data-source="post: 5578273" data-attributes="member: 36150"><p><strong>Jadinir Ajal</strong></p><p></p><p>Chaotic Good Half-Elf Male Bard 3/Barbarian 2</p><p></p><p>Age: 24, Height: 5' 9", Weight: 185lb, Hair: gray Eyes: Blue</p><p></p><p>STR 18 (15 +2 race +1 level), DEX 16, CON: 14, INT: 10, WIS: 7, CHA: 12</p><p>Languages: Common, Elven</p><p></p><p>AC & SAVES</p><p>HP: 50</p><p>AC: 19 (10 + 5 [+1 mithral shirt] + 1 [ring of protection] + 3 [Dex]); Touch 14, Flat Footed: 16</p><p></p><p>Fort +7, Ref +7, Will +2 [+1 incl. for +1 cloak of resistance]</p><p></p><p>COMBAT</p><p>Initiative: +3</p><p>BAB +4; CMB +8; CMD +11</p><p>Movement 40'</p><p></p><p>All weapons have +1 damage due to Arcane Strike</p><p></p><p>+1 heavy flail (Melee/2h/B): +9 (1d10+8, 19-20/x2)</p><p></p><p>kukri, pair (Melee/Light/1h/S): +8 (1d4+5, 18-20/x2)</p><p></p><p>Whip (Melee): +8 (1d3+5/x2; Range 15; trip, disarm +2, reach; non-lethal, armor negates damage)</p><p></p><p>C. Longbow (Ranged): +7 (1d8+4/x3; Range 110')</p><p></p><p>FEATS</p><p>Arcane Strike, Power Attack, +1; Medium Armor Proficiency (Shield Proficiency, Light Armor Proficiency). Proficient with all simple and martial weapons plus whip.</p><p></p><p>TRAITS</p><p>Magical Knack/Bard (+2 caster level), Dirty Fighter (+1 damage when flanking)</p><p></p><p>SKILLS [ACP 0]</p><p>Acrobatics +11 (Rank 5 + Class 3 + Dex 3)</p><p>Stealth +11 (Rank 5 + Class 3 + Dex 3)</p><p>Swim +12 (Rank 1 + Class 3 + Str 4 + race 4)</p><p>Perform (Sing) +9 (Rank 5 + Class 3 + Cha 1)</p><p>Perform (Wind instrument) +9, (Rank 5 + Class 3 + Cha 1)</p><p>Use Magic Device +12 (Rank 5 + Class 3 + Cha 1 + Skill Focus 3)</p><p></p><p>Spells Known (6/4); Spells/Day (3)</p><p>0 (DC 11): know direction, light, mending, message, resistance, summon instrument</p><p>1 (DC 12): alarm, expeditious retreat, grease, vanish</p><p></p><p>EQUIPMENT</p><p>[2100] +1 mithral shirt [+5 AC, +6 max Dex, ACP 0%, ASF 10%, wt 12.5 lbs]</p><p>[2000] +1 ring of protection</p><p>[2200] ring of feather falling</p><p>[1000] +1 cloak of resistance</p><p>[0315] mw heavy flail</p><p>[0750] wand of jump</p><p>[0750] wand of cure light wounds</p><p>[0500] c. longbow, +4 Str</p><p></p><p>pair of kukri [16 gp]; whip [1 gp]; explorer's outfit, backpack, bedroll, crowbar, 3 pieces of chalk, flint and steel, belt pouch, sack, waterskin</p><p>[sblock=Racial Traits]</p><p></p><p></p><ul> <li data-xf-list-type="ul"> +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.</li> <li data-xf-list-type="ul"> Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.</li> <li data-xf-list-type="ul"> Normal Speed: Half-elves have a base speed of 30 feet.</li> <li data-xf-list-type="ul"> Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light (see low-light vision).</li> <li data-xf-list-type="ul"> Elf Blood: Half-elves count as both elves and humans for any effect related to race.</li> <li data-xf-list-type="ul"> Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.</li> <li data-xf-list-type="ul"> Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.</li> <li data-xf-list-type="ul"> Water Child: Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the half-elf’s adaptability and multitalented racial Traits.</li> <li data-xf-list-type="ul"> Bard Favored Class Alternative: Add 1 to the half-elf’s total number of bardic performance rounds per day. (+3 total)</li> <li data-xf-list-type="ul"> Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).</li> </ul><p></p><p>[/sblock][sblock=Class Abilities]</p><p></p><p></p><ul> <li data-xf-list-type="ul"> Bardic knowledge: can use Knowledge skills untrained, +1 to all Knowledge checks</li> <li data-xf-list-type="ul"> Bardic performance: 12 (4 + 1 [Cha] + 3 [Fav class alt] + 4 [2/level]) rounds per day</li> <li data-xf-list-type="ul"> Cantrips: 6 known</li> <li data-xf-list-type="ul"> Countersong: + Perform (sing) to saving throws vs sonic or language-dependent magical attack</li> <li data-xf-list-type="ul"> Distraction: + Perform (dance) to saving throws vs illusion (pattern or figment) magical attack</li> <li data-xf-list-type="ul"> Fascinate: one target, Wil 12; target watches, -4 to skills requiring reaction checks</li> <li data-xf-list-type="ul"> Inspire competence: +2 skill checks</li> <li data-xf-list-type="ul"> Inspire courage +1: +1 hit/dmg, +1 save vs charm and fear</li> <li data-xf-list-type="ul"> Versatile performance: can use Perform (Sing) for Bluff, Sense Motive and (Wind) for Diplomacy, Handle Animal</li> <li data-xf-list-type="ul"> Well-Versed: +4 bonus on saving throws vs bardic performance, sonic, and language-dependent effects</li> <li data-xf-list-type="ul"> Favored Class Alternative - Bard: Each time the half-elf would earn a hit point or skill point for advancing her favored Bard class, she instead adds 1 to her total number of bardic performance rounds per day.</li> <li data-xf-list-type="ul"> Fast Movement: +10 movement rate</li> <li data-xf-list-type="ul"> Rage: 6 (4 + Con) rounds/day; +4 Str/Con, +2 Wil, -2 AC; cannot use Cha, Dex, Int-based skills except Acrobatics, Fly, Intimidate, Ride; fatigued (-2 Str/Dex, cannot run or charge) for 2x rounds of rage at end</li> <li data-xf-list-type="ul"> Rage Power - Knockback (Ex): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.</li> <li data-xf-list-type="ul"> Uncanny Dodge: At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized.</li> </ul><p></p><p>[/sblock]</p><p></p><p>Starting Wealth: 10,500 - May spend no more than 4,000gp on any one item (exception: magic shield or armor - you may have one or the other at a cost of 4,000 gp + mw value - to gain a +2 magical bonus)</p><p></p><p>Carrying Capacity:</p><p>Light: 0-100</p><p>Medium: 101-200</p><p>Heavy: 201-300</p><p></p><p>EXPERIENCE POINTS</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 5578273, member: 36150"] [B]Jadinir Ajal[/B] Chaotic Good Half-Elf Male Bard 3/Barbarian 2 Age: 24, Height: 5' 9", Weight: 185lb, Hair: gray Eyes: Blue STR 18 (15 +2 race +1 level), DEX 16, CON: 14, INT: 10, WIS: 7, CHA: 12 Languages: Common, Elven AC & SAVES HP: 50 AC: 19 (10 + 5 [+1 mithral shirt] + 1 [ring of protection] + 3 [Dex]); Touch 14, Flat Footed: 16 Fort +7, Ref +7, Will +2 [+1 incl. for +1 cloak of resistance] COMBAT Initiative: +3 BAB +4; CMB +8; CMD +11 Movement 40' All weapons have +1 damage due to Arcane Strike +1 heavy flail (Melee/2h/B): +9 (1d10+8, 19-20/x2) kukri, pair (Melee/Light/1h/S): +8 (1d4+5, 18-20/x2) Whip (Melee): +8 (1d3+5/x2; Range 15; trip, disarm +2, reach; non-lethal, armor negates damage) C. Longbow (Ranged): +7 (1d8+4/x3; Range 110') FEATS Arcane Strike, Power Attack, +1; Medium Armor Proficiency (Shield Proficiency, Light Armor Proficiency). Proficient with all simple and martial weapons plus whip. TRAITS Magical Knack/Bard (+2 caster level), Dirty Fighter (+1 damage when flanking) SKILLS [ACP 0] Acrobatics +11 (Rank 5 + Class 3 + Dex 3) Stealth +11 (Rank 5 + Class 3 + Dex 3) Swim +12 (Rank 1 + Class 3 + Str 4 + race 4) Perform (Sing) +9 (Rank 5 + Class 3 + Cha 1) Perform (Wind instrument) +9, (Rank 5 + Class 3 + Cha 1) Use Magic Device +12 (Rank 5 + Class 3 + Cha 1 + Skill Focus 3) Spells Known (6/4); Spells/Day (3) 0 (DC 11): know direction, light, mending, message, resistance, summon instrument 1 (DC 12): alarm, expeditious retreat, grease, vanish EQUIPMENT [2100] +1 mithral shirt [+5 AC, +6 max Dex, ACP 0%, ASF 10%, wt 12.5 lbs] [2000] +1 ring of protection [2200] ring of feather falling [1000] +1 cloak of resistance [0315] mw heavy flail [0750] wand of jump [0750] wand of cure light wounds [0500] c. longbow, +4 Str pair of kukri [16 gp]; whip [1 gp]; explorer's outfit, backpack, bedroll, crowbar, 3 pieces of chalk, flint and steel, belt pouch, sack, waterskin [sblock=Racial Traits] [LIST] [*] +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. [*] Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size. [*] Normal Speed: Half-elves have a base speed of 30 feet. [*] Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light (see low-light vision). [*] Elf Blood: Half-elves count as both elves and humans for any effect related to race. [*] Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. [*] Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks. [*] Water Child: Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the half-elf’s adaptability and multitalented racial Traits. [*] Bard Favored Class Alternative: Add 1 to the half-elf’s total number of bardic performance rounds per day. (+3 total) [*] Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). [/LIST] [/sblock][sblock=Class Abilities] [LIST] [*] Bardic knowledge: can use Knowledge skills untrained, +1 to all Knowledge checks [*] Bardic performance: 12 (4 + 1 [Cha] + 3 [Fav class alt] + 4 [2/level]) rounds per day [*] Cantrips: 6 known [*] Countersong: + Perform (sing) to saving throws vs sonic or language-dependent magical attack [*] Distraction: + Perform (dance) to saving throws vs illusion (pattern or figment) magical attack [*] Fascinate: one target, Wil 12; target watches, -4 to skills requiring reaction checks [*] Inspire competence: +2 skill checks [*] Inspire courage +1: +1 hit/dmg, +1 save vs charm and fear [*] Versatile performance: can use Perform (Sing) for Bluff, Sense Motive and (Wind) for Diplomacy, Handle Animal [*] Well-Versed: +4 bonus on saving throws vs bardic performance, sonic, and language-dependent effects [*] Favored Class Alternative - Bard: Each time the half-elf would earn a hit point or skill point for advancing her favored Bard class, she instead adds 1 to her total number of bardic performance rounds per day. [*] Fast Movement: +10 movement rate [*] Rage: 6 (4 + Con) rounds/day; +4 Str/Con, +2 Wil, -2 AC; cannot use Cha, Dex, Int-based skills except Acrobatics, Fly, Intimidate, Ride; fatigued (-2 Str/Dex, cannot run or charge) for 2x rounds of rage at end [*] Rage Power - Knockback (Ex): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity. [*] Uncanny Dodge: At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. [/LIST] [/sblock] Starting Wealth: 10,500 - May spend no more than 4,000gp on any one item (exception: magic shield or armor - you may have one or the other at a cost of 4,000 gp + mw value - to gain a +2 magical bonus) Carrying Capacity: Light: 0-100 Medium: 101-200 Heavy: 201-300 EXPERIENCE POINTS [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
DCC #7 The Secret of Smuggler's Cave - IC
Top