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Eberron: The Plumbers Rogues Gallery
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<blockquote data-quote="JustinCase" data-source="post: 7950735" data-attributes="member: 6776182"><p><strong>Ogham</strong></p><p>NG warforged inheritor druid 1</p><p></p><p>[ATTACH=full]120230[/ATTACH]</p><p>[spoiler=Basic information]</p><p><strong>Name:</strong> Ogham</p><p><strong>Sex:</strong> identifies as male</p><p><strong>Race:</strong> Warforged</p><p><strong>Class/Level:</strong> Druid 1</p><p><strong>Alignment:</strong> Neutral Good</p><p><strong>Size:</strong> Medium</p><p><strong>Languages:</strong> Common, Druidic, Orc, Sylvan</p><p><strong>Speed:</strong> 30ft.</p><p><strong>Init:</strong> +1</p><p><strong>Prof. Bonus: </strong>+2</p><p><strong>Passive Perception:</strong> 15</p><p></p><p><strong>DEFENSE</strong></p><p><strong>AC:</strong> 15 (+1 armor, +1 dex, +1 racial, +2 shield)</p><p><strong>HD:</strong> 1d8+3</p><p><strong>Maximum HP:</strong> 11</p><p><strong>Current HP:</strong> 11</p><p><strong>Saves:</strong> Intelligence +0, Wisdom +5</p><p><strong>Note: </strong>Advantage on saving throws versus being poisoned and resistance on poison damage; immune to disease; magic cannot put you to sleep (Constructed Resilience). Immune to magical aging effects (racial).</p><p></p><p><strong>OFFENSE</strong></p><p><strong>Melee:</strong> Mace +4 (1d6+2 bludgeoning)</p><p><strong>Magic:</strong> <em>Thorn Whip</em> +5 (1d6 piercing and if Large or smaller, pulled 10 feet closer to you; range 30)</p><p></p><p><strong>STATISTICS</strong></p><p><strong>Str </strong>14 (+2), <strong>Dex </strong>13 (+1) , <strong>Con </strong>16 (+3), <strong>Int*</strong> 7 (-2), <strong>Wis*</strong> 17 (+3), <strong>Cha</strong> 9 (-1)</p><p>[spoiler=Rolls]</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=234380" target="_blank">Eberron char gen:</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=234380" target="_blank">4D6.HIGH(3) = [4, 4, 1, 1] = 9 >Cha</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=234380" target="_blank">4D6.HIGH(3) = [2, 5, 3, 6] = 14 > Con (+2 racial)</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=234380" target="_blank">4D6.HIGH(3) = [6, 2, 5, 3] = 14 > Str</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=234380" target="_blank">4D6.HIGH(3) = [4, 4, 3, 5] = 13 > Dex</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=234380" target="_blank">4D6.HIGH(3) = [1, 3, 1, 3] = 7 > Int</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=234380" target="_blank">4D6.HIGH(3) = [5, 6, 5, 1] = 16 > Wis (+1 racial)</a></p><p>[/spoiler][/spoiler][Spoiler=Features & proficiencies]</p><p><strong>RACIAL FEATURES & PROFICIENCIES</strong></p><p>Warforged</p><p><strong>Ability scores: </strong>Constitution +2, any other +1 (Wisdom)</p><p><strong>Constructed Resilience:</strong> Advantage on saving throws versus being poisoned, resistance on poison damage; no need to eat, drink or breathe; immune to disease; no need to sleep, magic cannot put you to sleep. Immune to magical aging effects.</p><p><strong>Sentry’s Rest:</strong> Can spend a Long Rest as 6 hours of inactivity; not unconscious, can see and hear normally.</p><p><strong>Integrated Protection: </strong>AC +1; incorporate a set of armor in 1 hour; doff 1 hour; armor cannot be removed against your will while you are alive.</p><p><strong>Specialized Design:</strong> Bonus skill proficiency (Perception), bonus tool proficiency (Woodcarver’s tools)</p><p><strong>Languages:</strong> Common, one extra language (Sylvan)</p><p></p><p><strong>BACKGROUND FEATURES & PROFICIENCIES</strong></p><p>Inheritor</p><p><strong>Skill Proficiencies: </strong>Survival, History</p><p><strong>Tool Proficiencies:</strong> Gaming set: cards</p><p><strong>Language:</strong> Extra language (Orc)</p><p><strong>Inheritance: </strong>You are the heir of something of great value: an amulet-sized Gatekeeper seal.</p><p></p><p><strong>CLASS FEATURES & PROFICIENCIES</strong></p><p>Druid</p><p><strong>Armor and Weapon Proficiencies:</strong> Light and medium armor, shields (no metal); clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears</p><p><strong>Tool Proficiencies: </strong>Herbalism kit</p><p><strong>Druidic: </strong>You know Druidic, the secret language of the druids.</p><p><strong>Spellcasting:</strong> Can cast spells; see Magic, below.</p><p></p><p><strong>SKILLS (* Proficient)</strong></p><p>+1 (dex) Acrobatics</p><p><strong>+5 (wis) Animal Handling*</strong></p><p>-2 (int) Arcana</p><p>+2 (str) Athletics</p><p>-1 (cha) Deception</p><p><strong>+0 (int) History*</strong></p><p>+3 (wis) Insight</p><p>-1 (cha) Intimidation</p><p>-2 (int) Investigation</p><p>+3 (wis) Medicine</p><p><strong>+0 (int) Nature*</strong></p><p><strong>+5 (wis) Perception*</strong></p><p>-1 (cha) Performance</p><p>-1 (cha) Persuasion</p><p>-2 (int) Religion</p><p>+1 (dex) Sleight of Hand</p><p>+1 (dex) Stealth</p><p><strong>+5 (wis) Survival*</strong></p><p>[/spoiler][Spoiler=Magic]</p><p><strong>Spell Save DC:</strong> 13</p><p><strong>Spell Attack: </strong>+5</p><p><strong>Cantrips (2):</strong> <em>Create Bonfire</em>, <em>Thorn Whip</em></p><p><strong>Spells Prepared (4): </strong><em>Absorb Elements</em>, <em>Cure Wounds</em>, <em>Entangle</em>, <em>Speak With Animals</em></p><p><strong>Spell Slots Used:</strong> <em>Level 1:</em> 0/2</p><p>[Spoiler=Spell descriptions]</p><p><em>Create Bonfire </em>(XGtE)</p><p>Casting Time: 1 action</p><p>Range: 60 feet</p><p>Components: V, S</p><p>Duration: Concentration, up to 1 minute</p><p>You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren't being worn or carried.</p><p>The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).</p><p></p><p><em>Thorn Whip</em></p><p>Casting Time: 1 action</p><p>Range: 30 feet</p><p>Components: V, S, M (the stem of a plant with thorns)</p><p>Duration: Instantaneous</p><p>You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.</p><p>This spell's damage increases by 1d6 when you reach 5th level (2d6), 1 1th level (3d6), and 17th level (4d6).</p><p></p><p><em>Absorb Elements </em>(XGtE)</p><p>Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage</p><p>Range: Self</p><p>Components: S</p><p>Duration: 1 round</p><p>The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.</p><p>At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.</p><p></p><p><em>Cure Wounds</em></p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p>A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.</p><p>At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.</p><p></p><p><em>Entangle</em></p><p>Casting Time: 1 action</p><p>Range: 90 feet</p><p>Components: V, S</p><p>Duration: Concentration, up to 1 minute</p><p>Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.</p><p></p><p><em>Speak With Animals</em></p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: 10 minutes</p><p>You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.</p><p>[/spoiler][/spoiler][Spoiler=Appearance & bio]</p><p><strong>PHYSICAL APPEARANCE</strong></p><p>At first glance Ogham appears to be just another warforged soldier – metal and stone plates over vinelike wooden fibres, a dim light where his eyes would be – but a closer look reveals that the metal is slowly rusting, the wood is growing tiny branches and leafs, and a green glow comes from beneath his chest plate.</p><p></p><p>The amulet that is buried within his chest is the source of that green glow, and of the druidic magic that the warforged commands. Each time the glow diminishes until Ogham takes a rest to restore the magic – but he has not yet figured out what rituals are necessary for the activation of the warding seal.</p><p></p><p>The large warforged is one of the older models, although these notable changes have made him into something unique.</p><p></p><p><strong>BIO</strong></p><p>Ogham knows what he was <em>before</em> the Mourning: a soldier; a created warrior going where his commander told him to, killing the other soldiers he was pointed at. He wasn’t the brightest of them, but the one now calling himself Ogham was good at following orders.</p><p></p><p>What he is <em>now</em>, however...</p><p></p><p>On the day of the Mourning, he was tasked to protect a trio of orcish Gatekeeper druids through Cyre, carrying a small amulet that – once brought to its destination and after the proper rituals – was said to protect the world from madness.</p><p></p><p>The druids were kind enough, despite their initial suspicions of his kind, and with the warforged’s identifications they passed many security checks without issue.</p><p></p><p>Disaster struck on a rainy afternoon. Ogham and the druids witnessed a huge wave of magical energy sweep over the land with impossible speed, and the three druids instinctively called upon the forces of nature and of the amulet to keep them all safe...</p><p></p><p>Ogham awoke with a painful pulsing sensation in his chest. Never before had he experienced unconsciousness, and it scared him... but not as much as discovering that the world around him had changed dramatically.</p><p></p><p>The druids were gone. The lush landscape vanished and replaced by a dreary, grey wasteland. And the amulet was now lodged deep in his chest and glowing a faint green, whispering the voices of the druids, just barely audible in his head.</p><p></p><p>The large mechanical warrior, now attracting animals big and small, has been walking and looking for answers ever since...</p><p></p><p><strong>Personality Traits:</strong> I talk slowly and deliberately, if at all. I feel more comfortable among animals or in battle than in polite conversation with people.</p><p><strong>Ideal: </strong>Greater Good. Our lot is to lay down our lives in defense of others. (Good)</p><p><strong>Bond: </strong>The druidic amulet inside my chest is my responsibility, as it was for the druids who died to protect it.</p><p><strong>Flaw:</strong> I am far too trusting. Also, I do not understand metaphors.</p><p><strong>Warforged Quirk</strong>: I am obsessed by my appearance and constantly polish my rusting plating.</p><p>[/spoiler][Spoiler=Inventory]</p><p><strong>COMBAT GEAR</strong></p><p>Mace</p><p>Leather armor</p><p>Shield (wooden)</p><p></p><p><strong>OTHER GEAR</strong></p><p>Druidic focus (Gatekeeper seal amulet (totem))</p><p>Inheritance (Gatekeeper seal amulet)</p><p>Traveller’s clothes</p><p>Deck of cards</p><p>Pouch</p><p>Explorer's pack:</p><ul> <li data-xf-list-type="ul">backpack</li> <li data-xf-list-type="ul">bedroll</li> <li data-xf-list-type="ul">mess kit</li> <li data-xf-list-type="ul">tinderbox</li> <li data-xf-list-type="ul">torch x10</li> <li data-xf-list-type="ul">rations x10</li> <li data-xf-list-type="ul">waterskin</li> <li data-xf-list-type="ul">rope, hempen 50ft.</li> <li data-xf-list-type="ul">manacles x5</li> </ul><p></p><p><strong>MONEY</strong></p><p>64 gp</p><p>9 sp</p><p>4 cp[/spoiler]</p><p></p><p><em>Last edit:</em> July 23, 2020: Added 5 sets of manacles, gained from the Watch quartermaster.</p></blockquote><p></p>
[QUOTE="JustinCase, post: 7950735, member: 6776182"] [B]Ogham[/B] NG warforged inheritor druid 1 [ATTACH type="full" width="320px" alt="warforged 11.jpg"]120230[/ATTACH] [spoiler=Basic information] [B]Name:[/B] Ogham [B]Sex:[/B] identifies as male [B]Race:[/B] Warforged [B]Class/Level:[/B] Druid 1 [B]Alignment:[/B] Neutral Good [B]Size:[/B] Medium [B]Languages:[/B] Common, Druidic, Orc, Sylvan [B]Speed:[/B] 30ft. [B]Init:[/B] +1 [B]Prof. Bonus: [/B]+2 [B]Passive Perception:[/B] 15 [B]DEFENSE AC:[/B] 15 (+1 armor, +1 dex, +1 racial, +2 shield) [B]HD:[/B] 1d8+3 [B]Maximum HP:[/B] 11 [B]Current HP:[/B] 11 [B]Saves:[/B] Intelligence +0, Wisdom +5 [B]Note: [/B]Advantage on saving throws versus being poisoned and resistance on poison damage; immune to disease; magic cannot put you to sleep (Constructed Resilience). Immune to magical aging effects (racial). [B]OFFENSE Melee:[/B] Mace +4 (1d6+2 bludgeoning) [B]Magic:[/B] [I]Thorn Whip[/I] +5 (1d6 piercing and if Large or smaller, pulled 10 feet closer to you; range 30) [B]STATISTICS Str [/B]14 (+2), [B]Dex [/B]13 (+1) , [B]Con [/B]16 (+3), [B]Int*[/B] 7 (-2), [B]Wis*[/B] 17 (+3), [B]Cha[/B] 9 (-1) [spoiler=Rolls] [URL='http://roll.coyotecode.net/lookup.php?rollid=234380']Eberron char gen: 4D6.HIGH(3) = [4, 4, 1, 1] = 9 >Cha 4D6.HIGH(3) = [2, 5, 3, 6] = 14 > Con (+2 racial) 4D6.HIGH(3) = [6, 2, 5, 3] = 14 > Str 4D6.HIGH(3) = [4, 4, 3, 5] = 13 > Dex 4D6.HIGH(3) = [1, 3, 1, 3] = 7 > Int 4D6.HIGH(3) = [5, 6, 5, 1] = 16 > Wis (+1 racial)[/URL] [/spoiler][/spoiler][Spoiler=Features & proficiencies] [B]RACIAL FEATURES & PROFICIENCIES[/B] Warforged [B]Ability scores: [/B]Constitution +2, any other +1 (Wisdom) [B]Constructed Resilience:[/B] Advantage on saving throws versus being poisoned, resistance on poison damage; no need to eat, drink or breathe; immune to disease; no need to sleep, magic cannot put you to sleep. Immune to magical aging effects. [B]Sentry’s Rest:[/B] Can spend a Long Rest as 6 hours of inactivity; not unconscious, can see and hear normally. [B]Integrated Protection: [/B]AC +1; incorporate a set of armor in 1 hour; doff 1 hour; armor cannot be removed against your will while you are alive. [B]Specialized Design:[/B] Bonus skill proficiency (Perception), bonus tool proficiency (Woodcarver’s tools) [B]Languages:[/B] Common, one extra language (Sylvan) [B]BACKGROUND FEATURES & PROFICIENCIES[/B] Inheritor [B]Skill Proficiencies: [/B]Survival, History [B]Tool Proficiencies:[/B] Gaming set: cards [B]Language:[/B] Extra language (Orc) [B]Inheritance: [/B]You are the heir of something of great value: an amulet-sized Gatekeeper seal. [B]CLASS FEATURES & PROFICIENCIES[/B] Druid [B]Armor and Weapon Proficiencies:[/B] Light and medium armor, shields (no metal); clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears [B]Tool Proficiencies: [/B]Herbalism kit [B]Druidic: [/B]You know Druidic, the secret language of the druids. [B]Spellcasting:[/B] Can cast spells; see Magic, below. [B]SKILLS (* Proficient)[/B] +1 (dex) Acrobatics [B]+5 (wis) Animal Handling*[/B] -2 (int) Arcana +2 (str) Athletics -1 (cha) Deception [B]+0 (int) History*[/B] +3 (wis) Insight -1 (cha) Intimidation -2 (int) Investigation +3 (wis) Medicine [B]+0 (int) Nature* +5 (wis) Perception*[/B] -1 (cha) Performance -1 (cha) Persuasion -2 (int) Religion +1 (dex) Sleight of Hand +1 (dex) Stealth [B]+5 (wis) Survival*[/B] [/spoiler][Spoiler=Magic] [B]Spell Save DC:[/B] 13 [B]Spell Attack: [/B]+5 [B]Cantrips (2):[/B] [I]Create Bonfire[/I], [I]Thorn Whip[/I] [B]Spells Prepared (4): [/B][I]Absorb Elements[/I], [I]Cure Wounds[/I], [I]Entangle[/I], [I]Speak With Animals[/I] [B]Spell Slots Used:[/B] [I]Level 1:[/I] 0/2 [Spoiler=Spell descriptions] [I]Create Bonfire [/I](XGtE) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren't being worn or carried. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). [I]Thorn Whip[/I] Casting Time: 1 action Range: 30 feet Components: V, S, M (the stem of a plant with thorns) Duration: Instantaneous You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. This spell's damage increases by 1d6 when you reach 5th level (2d6), 1 1th level (3d6), and 17th level (4d6). [I]Absorb Elements [/I](XGtE) Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. [I]Cure Wounds[/I] Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. [I]Entangle[/I] Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away. [I]Speak With Animals[/I] Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion. [/spoiler][/spoiler][Spoiler=Appearance & bio] [B]PHYSICAL APPEARANCE[/B] At first glance Ogham appears to be just another warforged soldier – metal and stone plates over vinelike wooden fibres, a dim light where his eyes would be – but a closer look reveals that the metal is slowly rusting, the wood is growing tiny branches and leafs, and a green glow comes from beneath his chest plate. The amulet that is buried within his chest is the source of that green glow, and of the druidic magic that the warforged commands. Each time the glow diminishes until Ogham takes a rest to restore the magic – but he has not yet figured out what rituals are necessary for the activation of the warding seal. The large warforged is one of the older models, although these notable changes have made him into something unique. [B]BIO[/B] Ogham knows what he was [I]before[/I] the Mourning: a soldier; a created warrior going where his commander told him to, killing the other soldiers he was pointed at. He wasn’t the brightest of them, but the one now calling himself Ogham was good at following orders. What he is [I]now[/I], however... On the day of the Mourning, he was tasked to protect a trio of orcish Gatekeeper druids through Cyre, carrying a small amulet that – once brought to its destination and after the proper rituals – was said to protect the world from madness. The druids were kind enough, despite their initial suspicions of his kind, and with the warforged’s identifications they passed many security checks without issue. Disaster struck on a rainy afternoon. Ogham and the druids witnessed a huge wave of magical energy sweep over the land with impossible speed, and the three druids instinctively called upon the forces of nature and of the amulet to keep them all safe... Ogham awoke with a painful pulsing sensation in his chest. Never before had he experienced unconsciousness, and it scared him... but not as much as discovering that the world around him had changed dramatically. The druids were gone. The lush landscape vanished and replaced by a dreary, grey wasteland. And the amulet was now lodged deep in his chest and glowing a faint green, whispering the voices of the druids, just barely audible in his head. The large mechanical warrior, now attracting animals big and small, has been walking and looking for answers ever since... [B]Personality Traits:[/B] I talk slowly and deliberately, if at all. I feel more comfortable among animals or in battle than in polite conversation with people. [B]Ideal: [/B]Greater Good. Our lot is to lay down our lives in defense of others. (Good) [B]Bond: [/B]The druidic amulet inside my chest is my responsibility, as it was for the druids who died to protect it. [B]Flaw:[/B] I am far too trusting. Also, I do not understand metaphors. [B]Warforged Quirk[/B]: I am obsessed by my appearance and constantly polish my rusting plating. [/spoiler][Spoiler=Inventory] [B]COMBAT GEAR[/B] Mace Leather armor Shield (wooden) [B]OTHER GEAR[/B] Druidic focus (Gatekeeper seal amulet (totem)) Inheritance (Gatekeeper seal amulet) Traveller’s clothes Deck of cards Pouch Explorer's pack: [LIST] [*]backpack [*]bedroll [*]mess kit [*]tinderbox [*]torch x10 [*]rations x10 [*]waterskin [*]rope, hempen 50ft. [*]manacles x5 [/LIST] [B]MONEY[/B] 64 gp 9 sp 4 cp[/spoiler] [I]Last edit:[/I] July 23, 2020: Added 5 sets of manacles, gained from the Watch quartermaster. [/QUOTE]
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