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Deuce Traveler's Canterbury Tales OOC Thread
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<blockquote data-quote="Voda Vosa" data-source="post: 5184632" data-attributes="member: 51271"><p>[code] Name: Krindorf the Red</p><p>Class: Cleric</p><p>Race: Dwarf (Human ;o) )</p><p>Size: Medium</p><p>Gender: Male</p><p>Alignment: Neutral </p><p>Deity: Gundar </p><p></p><p>Str: 18 +4 ( ) Level: 1 XP: 0</p><p>Dex: 12 +1 ( ) BAB: +0 HP: 12 (1d8+4)</p><p>Con: 18 +4 (+2) Grapple: +4 Dmg Red: 0</p><p>Int: 11 +0 ( ) Speed: 20' Spell Res: 0</p><p>Wis: 16 +3 ( ) Init: +1 Spell Save: 13+SL</p><p>Cha: 12 +1 (-2) ACP: -5 Spell Fail: 0%</p><p></p><p> Base Armor Shld Dex Size Nat Misc Total</p><p>Armor: 10 +5 +2 +1 +0 +0 +0 18</p><p>Touch: 11 Flatfooted: 17</p><p></p><p> Base Mod Misc Total</p><p>Fort: 2 +4 +6</p><p>Ref: 0 +1 +1</p><p>Will: 2 +3 +5</p><p></p><p>Weapon Attack Damage Critical</p><p>Morning Star +4 1d8+4 19-20x2</p><p>Crossbow +1 1d8 20x3</p><p>Longpear +4 1d8+4 20x3</p><p></p><p>Languages: Dwarven, Common</p><p></p><p>Abilities: </p><p>Cleric: Turn undead, Armor proficiencey (Light, Medium, heavy),Shield proficiencey, weapon proficiencey (simple, ) Arua(none), Spontaneous Spellcasting, Domains, Spellcasting(divine), and Alignment Spells(n/a)</p><p>Dwarf: Darkvision, +2 apprise checks related to stones and metal, Stonecunning(+2 search for stonework), Weapon </p><p></p><p>familiarity, Stability, +2 saving throws against poison and spells, +1 attack against orcs an goblinoids, +2 cratf </p><p></p><p>related to stone, +4 dodge AC bonus vs giants</p><p></p><p>Domains: War: Weapon focus (Longspear)</p><p>Healing: Cast healing spells at +1 caster level. </p><p></p><p>Feats: Combat casting.</p><p></p><p>Skill Points: 8 Max Ranks: 4/2</p><p>Skills Ranks Mod Misc Total</p><p>Concentration 4 +4 +4 +12</p><p>Heal 4 +3 +7</p><p></p><p>Spells:</p><p>0: 4/day</p><p>1:3/day +1 domain spell</p><p>[sblock=Spells]</p><p>0-Level Cleric Spells (Orisons)</p><p></p><p> * Create Water: Creates 2 gallons/level of pure water.</p><p> * Cure Minor Wounds: Cures 1 point of damage.</p><p> * Detect Magic: Detects spells and magic items within 60 ft.</p><p> * Detect Poison: Detects poison in one creature or object.</p><p> * Guidance: +1 on one attack roll, saving throw, or skill check.</p><p> * Inflict Minor Wounds: Touch attack, 1 point of damage.</p><p> * Light: Object shines like a torch.</p><p> * Mending: Makes minor repairs on an object.</p><p> * Purify Food and Drink: Purifies 1 cu. ft./level of food or water.</p><p> * Read Magic: Read scrolls and spellbooks.</p><p> * Resistance: Subject gains +1 on saving throws.</p><p> * Virtue: Subject gains 1 temporary hp.</p><p></p><p>1st-Level Cleric Spells</p><p></p><p> * Bane: Enemies take -1 on attack rolls and saves against fear.</p><p> * Bless: Allies gain +1 on attack rolls and saves against fear.</p><p> * Bless Water M: Makes holy water.</p><p> * Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.</p><p> * Command: One subject obeys selected command for 1 round.</p><p> * Comprehend Languages: You understand all spoken and written languages.</p><p> * Cure Light Wounds: Cures 1d8 damage +1/level (max +5).</p><p> * Curse Water M: Makes unholy water.</p><p> * Deathwatch: Reveals how near death subjects within 30 ft. are.</p><p> * Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.</p><p> * Detect Undead: Reveals undead within 60 ft.</p><p> * Divine Favor: You gain +1 per three levels on attack and damage rolls.</p><p> * Doom: One subject takes -2 on attack rolls, saves, and checks.</p><p> * Endure Elements: Exist comfortably in hot or cold environments.</p><p> * Entropic Shield: Ranged attacks against you have 20% miss chance.</p><p> * Hide from Undead: Undead can’t perceive one subject/level.</p><p> * Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).</p><p> * Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.</p><p> * Magic Weapon: Weapon gains +1 bonus.</p><p> * Obscuring Mist: Fog surrounds you.</p><p> * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.</p><p> * Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.</p><p> * Sanctuary: Opponents can’t attack you, and you can’t attack.</p><p> * Shield of Faith: Aura grants +2 or higher deflection bonus.</p><p> * Summon Monster I: Calls extraplanar creature to fight for you.</p><p>[/sblock]</p><p></p><p>Domain spells: </p><p>1: Cure Light Wounds: Cures 1d8+2</p><p>1: Magic Weapon: Weapon gains +1 bonus.</p><p></p><p></p><p>Equipment: Cost Weight</p><p>Chain mail 150gp</p><p>Shield (heavy wood) 7gp </p><p>Longspear 5gp</p><p>Morning star 8gp 3lb</p><p>Crosbow 35gp 2lb</p><p>Flint and steel 1gp -</p><p>Backpack 2gp 2lb </p><p>Sack x4 4sp 2lb </p><p>Bedroll 1sp 5lb </p><p>Volts (40) 2gp 6lb</p><p>Ration, Trail(1 day) 5sp 1lb </p><p>Travelers Outfit </p><p>Holy symbol 1gp</p><p></p><p> </p><p>Money: 6gp </p><p> Weith: 43lb</p><p></p><p> Lgt Med Hvy Lift Push </p><p>Max Weight: 1-53 54-106 107-140 </p><p></p><p></p><p>Age: 65</p><p>Height: 1.9 mts</p><p>Weight: 120 kg.</p><p>Eyes: Blue</p><p>Hair: Blond</p><p>Skin: withe</p><p> </p><p>[/code]</p><p>Appearance: Krindorf is a pleasant view, but all fall a part when he opens his mouth. Mostly drunk all the time, he has the worst humor sense, and has the habit of pointing out the defects of everyone. Krindorf is a big northern man, with lots of hair, but he keeps in shape. His Fire hair is common among his people.</p><p></p><p>Background: </p><p>Krindorf was risen under catholic standars, although he always had something with the ancient viking's gods, Odin, Thor, Loki, and the rest of the pantheon. Afraid of the repercusions this might have brought, he turned back from those gods. Now his church sent him and a piligrinage to Damascus, but as he travels, he gets progresively more convinced that the christian god is a fake, a false god, Loki under disguise probably! He turnst to workship Odin instead, although he makes it in secrecy, fearing that Loki's servants might catch him and execute him for herecy.</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 5184632, member: 51271"] [code] Name: Krindorf the Red Class: Cleric Race: Dwarf (Human ;o) ) Size: Medium Gender: Male Alignment: Neutral Deity: Gundar Str: 18 +4 ( ) Level: 1 XP: 0 Dex: 12 +1 ( ) BAB: +0 HP: 12 (1d8+4) Con: 18 +4 (+2) Grapple: +4 Dmg Red: 0 Int: 11 +0 ( ) Speed: 20' Spell Res: 0 Wis: 16 +3 ( ) Init: +1 Spell Save: 13+SL Cha: 12 +1 (-2) ACP: -5 Spell Fail: 0% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +5 +2 +1 +0 +0 +0 18 Touch: 11 Flatfooted: 17 Base Mod Misc Total Fort: 2 +4 +6 Ref: 0 +1 +1 Will: 2 +3 +5 Weapon Attack Damage Critical Morning Star +4 1d8+4 19-20x2 Crossbow +1 1d8 20x3 Longpear +4 1d8+4 20x3 Languages: Dwarven, Common Abilities: Cleric: Turn undead, Armor proficiencey (Light, Medium, heavy),Shield proficiencey, weapon proficiencey (simple, ) Arua(none), Spontaneous Spellcasting, Domains, Spellcasting(divine), and Alignment Spells(n/a) Dwarf: Darkvision, +2 apprise checks related to stones and metal, Stonecunning(+2 search for stonework), Weapon familiarity, Stability, +2 saving throws against poison and spells, +1 attack against orcs an goblinoids, +2 cratf related to stone, +4 dodge AC bonus vs giants Domains: War: Weapon focus (Longspear) Healing: Cast healing spells at +1 caster level. Feats: Combat casting. Skill Points: 8 Max Ranks: 4/2 Skills Ranks Mod Misc Total Concentration 4 +4 +4 +12 Heal 4 +3 +7 Spells: 0: 4/day 1:3/day +1 domain spell [sblock=Spells] 0-Level Cleric Spells (Orisons) * Create Water: Creates 2 gallons/level of pure water. * Cure Minor Wounds: Cures 1 point of damage. * Detect Magic: Detects spells and magic items within 60 ft. * Detect Poison: Detects poison in one creature or object. * Guidance: +1 on one attack roll, saving throw, or skill check. * Inflict Minor Wounds: Touch attack, 1 point of damage. * Light: Object shines like a torch. * Mending: Makes minor repairs on an object. * Purify Food and Drink: Purifies 1 cu. ft./level of food or water. * Read Magic: Read scrolls and spellbooks. * Resistance: Subject gains +1 on saving throws. * Virtue: Subject gains 1 temporary hp. 1st-Level Cleric Spells * Bane: Enemies take -1 on attack rolls and saves against fear. * Bless: Allies gain +1 on attack rolls and saves against fear. * Bless Water M: Makes holy water. * Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. * Command: One subject obeys selected command for 1 round. * Comprehend Languages: You understand all spoken and written languages. * Cure Light Wounds: Cures 1d8 damage +1/level (max +5). * Curse Water M: Makes unholy water. * Deathwatch: Reveals how near death subjects within 30 ft. are. * Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment. * Detect Undead: Reveals undead within 60 ft. * Divine Favor: You gain +1 per three levels on attack and damage rolls. * Doom: One subject takes -2 on attack rolls, saves, and checks. * Endure Elements: Exist comfortably in hot or cold environments. * Entropic Shield: Ranged attacks against you have 20% miss chance. * Hide from Undead: Undead can’t perceive one subject/level. * Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5). * Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. * Magic Weapon: Weapon gains +1 bonus. * Obscuring Mist: Fog surrounds you. * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. * Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. * Sanctuary: Opponents can’t attack you, and you can’t attack. * Shield of Faith: Aura grants +2 or higher deflection bonus. * Summon Monster I: Calls extraplanar creature to fight for you. [/sblock] Domain spells: 1: Cure Light Wounds: Cures 1d8+2 1: Magic Weapon: Weapon gains +1 bonus. Equipment: Cost Weight Chain mail 150gp Shield (heavy wood) 7gp Longspear 5gp Morning star 8gp 3lb Crosbow 35gp 2lb Flint and steel 1gp - Backpack 2gp 2lb Sack x4 4sp 2lb Bedroll 1sp 5lb Volts (40) 2gp 6lb Ration, Trail(1 day) 5sp 1lb Travelers Outfit Holy symbol 1gp Money: 6gp Weith: 43lb Lgt Med Hvy Lift Push Max Weight: 1-53 54-106 107-140 Age: 65 Height: 1.9 mts Weight: 120 kg. Eyes: Blue Hair: Blond Skin: withe [/code] Appearance: Krindorf is a pleasant view, but all fall a part when he opens his mouth. Mostly drunk all the time, he has the worst humor sense, and has the habit of pointing out the defects of everyone. Krindorf is a big northern man, with lots of hair, but he keeps in shape. His Fire hair is common among his people. Background: Krindorf was risen under catholic standars, although he always had something with the ancient viking's gods, Odin, Thor, Loki, and the rest of the pantheon. Afraid of the repercusions this might have brought, he turned back from those gods. Now his church sent him and a piligrinage to Damascus, but as he travels, he gets progresively more convinced that the christian god is a fake, a false god, Loki under disguise probably! He turnst to workship Odin instead, although he makes it in secrecy, fearing that Loki's servants might catch him and execute him for herecy. [/QUOTE]
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