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<blockquote data-quote="dead_radish" data-source="post: 1924071" data-attributes="member: 5560"><p><strong>Tyralis Deephome</strong></p><p><strong>Male Elven Ranger 1</strong></p><p><strong>Alignment:</strong> Neutral Good</p><p><strong>Patron Deity:</strong> Oldimara</p><p><strong>Height:</strong> 5' 6''</p><p><strong>Weight:</strong> 144lbs</p><p><strong>Hair:</strong> Light Red</p><p><strong>Eyes:</strong> Pale Blue</p><p><strong>Age:</strong> 179</p><p></p><p><strong>Str:</strong> 12 (+1) </p><p><strong>Dex:</strong> 16 (+3) [+2 racial]</p><p><strong>Con:</strong> 15 (+2) [-2 racial] </p><p><strong>Int:</strong> 13 (+1)</p><p><strong>Wis:</strong> 17 (+3)</p><p><strong>Cha:</strong> 11 (+0) </p><p></p><p><strong>Class and Racial Abilities:</strong></p><p>Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects; Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.; +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it; Favored Enemy: Humanoid (Human); Track: A ranger gains Track as a bonus feat;</p><p>Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.</p><p></p><p></p><p></p><p><strong>Hit Dice:</strong> 1d8 + 2</p><p><strong>HP:</strong> 10</p><p><strong>AC:</strong> 19 (+4 armor, +2 shield, +3 Dex)</p><p><strong>ACP:</strong> -3</p><p><strong>Init:</strong> +3 (+3 Dex)</p><p><strong>Speed:</strong> 30ft</p><p></p><p><strong>Saves:</strong></p><p>Fortitude +4 [+2 base, +2 Con]</p><p>Reflex +5 [+2 base, +3 Dex]</p><p>Will +3 [+0 base, +3 Wis]</p><p></p><p><strong>BAB:</strong> +1</p><p><strong>Melee Atk:</strong> +2 (1d8/19-20/x2/S, Battle Axe) </p><p><strong>Melee Atk:</strong> +2 (1d6/x2/S, Throwing Axe) </p><p><strong>Ranged Atk:</strong> +4 (1d8/x3/100 ft./P, Longbow) (+1 w/i 30')</p><p><strong>Ranged Atk:</strong> +4 (1d6/x2/10 ft./P, Throwing Axe) (+1 w/i 30')</p><p></p><p><strong><u>Skills</u></strong></p><p>Climb +5 [4 ranks, +1 Str]</p><p>Hide +7 [4 ranks, +3 Dex]</p><p>Knowledge (Geography) + 5 [4 ranks, +1 Int]</p><p>Listen +9 [4 ranks, +3 Wis +2 Racial]</p><p>Move Silently +7 [4 ranks, +3 Dex]</p><p>Search +3 [+1 Int +2 Racial]</p><p>Spot +9 [4 ranks, +3 Wis +2 Racial]</p><p>Survival +7 [4 ranks, +3 Wis]</p><p></p><p><strong>Feats:</strong></p><p>Point Blank Shot (1st level)</p><p>Track (Class feature)</p><p></p><p><strong>Languages:</strong> Common, Elven, Halfling</p><p></p><p><strong>Spells Prepared</strong></p><p>None</p><p></p><p><strong><u>Equipment</u></strong></p><p>3 Throwing axes</p><p>Composite Longbow</p><p>Battleaxe</p><p>Studded Leather</p><p>Heavy Wooden Shield</p><p></p><p><em>Wearing or carrying</em></p><p>Backpack</p><p>Bedroll </p><p>Blanket, Winter</p><p>Flint and Steel </p><p>50' rope </p><p>Signal Whistle </p><p>Tent </p><p>Winter Clothing</p><p>Manacles</p><p></p><p><strong>Money</strong></p><p>40 gp, 6sp</p><p></p><p><strong>Appearance:</strong> </p><p>Tyralis fits most stereotypes of both elves and rangers, at first glance. He bears a fine longbow, dresses in greens and browns, and moves with the requisite elven grace and silence. A few incongruities exist, though - he bears a large shield and battle axe, though both are usually stowed. He is unusually hale and hearty for an elf. And rather than fine carvings or jewelry, he wears a necklace of strange, twisted metal and a gloves made from the hide of a strange, red-furred creature (his first kill). Tyralis tends to dress functionally, rather than for style, though he is typically extremely clean. His hair is kept short, utilitarian style, and he bears a small tattoo on the left side of his neck.</p><p></p><p><strong>Personality:</strong> </p><p>Tyralis is friendly enough, though he doesn't go out of his way to make friends. He is business like and efficient, and clearly familiar with the longbow he keeps close at hand. He seems extremely comfortable in the city, a rare trait in rangers, and keenly watches the ebb and flow of the cities. Tyralis is more interested in tracking intelligent prey than anything else, though he is by no means a cold killer. He has tracked a few bounties in his time, but they were usually simple retreivals, rather than kills. He is more than willing to accept aid, but seems unlikely to move beyond a professional relationship.</p><p></p><p><strong>Background:</strong> Tyralis is the son of Kilanieus and Sylaniael Deephome, a pair of elven recluses. After their home village was razed in a series of raids by angry fae, they managed to hide in some of the deeper forests, and eventually hew themselves a home and a farmstead. They lived simply, communicating with few beyond the occasional forest dwellers. They have no ties to an existing elven community, and seem to have settled in to a routine that doesn't allow for reestablishing contact with their people. Tyralis has thus grown up with a very non-standard elven background, but he's outgrown his tiny homestead. Without the great diversions of the elves, he has grown restless and bored. To that end, he has left his family behind to seek his fortune in the world, and bring back news of the world. He feel in quickly with a halfling caravan master, first performing scouting duties for the caravan, and then later hunting down a few theiving workers. The halfling eventually introduced Tyralis to a local bounty hunter, who taught him to track and hunt prey. His first real task is to follow a barbarian by the name of Sargon, though he's not certain why. He has been ordered to be sure no harm comes to the man if he can avoid it, and to protect the man from outside dangers. Hopefully further information will be forthcoming....</p></blockquote><p></p>
[QUOTE="dead_radish, post: 1924071, member: 5560"] [b]Tyralis Deephome Male Elven Ranger 1[/b] [b]Alignment:[/b] Neutral Good [b]Patron Deity:[/b] Oldimara [b]Height:[/b] 5' 6'' [b]Weight:[/b] 144lbs [b]Hair:[/b] Light Red [b]Eyes:[/b] Pale Blue [b]Age:[/b] 179 [b]Str:[/b] 12 (+1) [b]Dex:[/b] 16 (+3) [+2 racial] [b]Con:[/b] 15 (+2) [-2 racial] [b]Int:[/b] 13 (+1) [b]Wis:[/b] 17 (+3) [b]Cha:[/b] 11 (+0) [b]Class and Racial Abilities:[/b] Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects; Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.; +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it; Favored Enemy: Humanoid (Human); Track: A ranger gains Track as a bonus feat; Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. [b]Hit Dice:[/b] 1d8 + 2 [b]HP:[/b] 10 [b]AC:[/b] 19 (+4 armor, +2 shield, +3 Dex) [b]ACP:[/b] -3 [b]Init:[/b] +3 (+3 Dex) [b]Speed:[/b] 30ft [b]Saves:[/b] Fortitude +4 [+2 base, +2 Con] Reflex +5 [+2 base, +3 Dex] Will +3 [+0 base, +3 Wis] [b]BAB:[/b] +1 [b]Melee Atk:[/b] +2 (1d8/19-20/x2/S, Battle Axe) [b]Melee Atk:[/b] +2 (1d6/x2/S, Throwing Axe) [b]Ranged Atk:[/b] +4 (1d8/x3/100 ft./P, Longbow) (+1 w/i 30') [b]Ranged Atk:[/b] +4 (1d6/x2/10 ft./P, Throwing Axe) (+1 w/i 30') [b][u]Skills[/u][/b] Climb +5 [4 ranks, +1 Str] Hide +7 [4 ranks, +3 Dex] Knowledge (Geography) + 5 [4 ranks, +1 Int] Listen +9 [4 ranks, +3 Wis +2 Racial] Move Silently +7 [4 ranks, +3 Dex] Search +3 [+1 Int +2 Racial] Spot +9 [4 ranks, +3 Wis +2 Racial] Survival +7 [4 ranks, +3 Wis] [b]Feats:[/b] Point Blank Shot (1st level) Track (Class feature) [b]Languages:[/b] Common, Elven, Halfling [b]Spells Prepared[/b] None [b][u]Equipment[/u][/b] 3 Throwing axes Composite Longbow Battleaxe Studded Leather Heavy Wooden Shield [I]Wearing or carrying[/I] Backpack Bedroll Blanket, Winter Flint and Steel 50' rope Signal Whistle Tent Winter Clothing Manacles [b]Money[/b] 40 gp, 6sp [b]Appearance:[/b] Tyralis fits most stereotypes of both elves and rangers, at first glance. He bears a fine longbow, dresses in greens and browns, and moves with the requisite elven grace and silence. A few incongruities exist, though - he bears a large shield and battle axe, though both are usually stowed. He is unusually hale and hearty for an elf. And rather than fine carvings or jewelry, he wears a necklace of strange, twisted metal and a gloves made from the hide of a strange, red-furred creature (his first kill). Tyralis tends to dress functionally, rather than for style, though he is typically extremely clean. His hair is kept short, utilitarian style, and he bears a small tattoo on the left side of his neck. [b]Personality:[/b] Tyralis is friendly enough, though he doesn't go out of his way to make friends. He is business like and efficient, and clearly familiar with the longbow he keeps close at hand. He seems extremely comfortable in the city, a rare trait in rangers, and keenly watches the ebb and flow of the cities. Tyralis is more interested in tracking intelligent prey than anything else, though he is by no means a cold killer. He has tracked a few bounties in his time, but they were usually simple retreivals, rather than kills. He is more than willing to accept aid, but seems unlikely to move beyond a professional relationship. [b]Background:[/b] Tyralis is the son of Kilanieus and Sylaniael Deephome, a pair of elven recluses. After their home village was razed in a series of raids by angry fae, they managed to hide in some of the deeper forests, and eventually hew themselves a home and a farmstead. They lived simply, communicating with few beyond the occasional forest dwellers. They have no ties to an existing elven community, and seem to have settled in to a routine that doesn't allow for reestablishing contact with their people. Tyralis has thus grown up with a very non-standard elven background, but he's outgrown his tiny homestead. Without the great diversions of the elves, he has grown restless and bored. To that end, he has left his family behind to seek his fortune in the world, and bring back news of the world. He feel in quickly with a halfling caravan master, first performing scouting duties for the caravan, and then later hunting down a few theiving workers. The halfling eventually introduced Tyralis to a local bounty hunter, who taught him to track and hunt prey. His first real task is to follow a barbarian by the name of Sargon, though he's not certain why. He has been ordered to be sure no harm comes to the man if he can avoid it, and to protect the man from outside dangers. Hopefully further information will be forthcoming.... [/QUOTE]
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