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Founding of a Guild - Characters thread
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<blockquote data-quote="Is_907" data-source="post: 4357852" data-attributes="member: 70112"><p>Elias... with some more background. Not sure if there's anything I want to change as far as stats go... we'll see.</p><p>(Also, I fixed my Skills... I calculated a -2 armor penalty when chainmail only has -1)</p><p>[sblock="Elias"]</p><p><span style="color: Lime">Elias</span> (pronounced like the English word "alias" but with a bit of "eh" for the first vowel) - Male - <span style="color: DarkRed">Tiefling</span> - Warlord - 1</p><p></p><p>Str 16</p><p>Dex 10</p><p>Con 12</p><p>Int 18</p><p>Wis 10</p><p>Cha 15</p><p></p><p>Ac 17</p><p>For 14</p><p>Ref 14</p><p>Will 13</p><p></p><p>HP: 24</p><p>(Surge Value: 6, Bloodied: 12)</p><p>Healing surges/day: 8</p><p></p><p></p><p>Languages: Common, Draconic</p><p>Alignment: Unaligned</p><p>Patron Deity: None</p><p></p><p>Racial features:</p><p><span style="color: DarkRed">Bloodhunt</span> (+1 to Attack vs Bloodied foes)</p><p><span style="color: DarkRed">Fire Resistance</span> (5 + 1/2 level)</p><p><span style="color: DarkRed">Infernal Wrath</span> (Encounter Power) (Minor Action, Gain +1 to next attack to anyone who has hit you since last turn. Add CHA mod to damage.)</p><p><span style="color: DarkRed">Low-light vision</span></p><p></p><p>Class features: </p><p><span style="color: yellow">Combat Leader</span> (You and all allies within 10 squares who can see and hear you gain +2 to Initiative)</p><p><span style="color: yellow">Commanding Presence</span> (Tactical Presence: When an ally you can see spends an action point to make an attack, they gain a bonus to the attack roll equal to hone-half your Int modifier)</p><p><span style="color: yellow">Inspiring Word</span> (Encounter Power) (Minor Action. One ally in five squares can spend a healing surge and regain an additional 1d6 HP. Can use twice per encounter but once per round.)</p><p></p><p></p><p>Skills (*trained):</p><p>Acrobatics +0</p><p>Arcana +4</p><p>Athletics* +7</p><p>Bluff +4</p><p>Diplomacy* +7</p><p>Dungeoneering +0</p><p>Endurance -1</p><p>Heal* +5 </p><p>History +4</p><p>Insight +0</p><p>Intimidate* +7</p><p>Nature +0</p><p>Perception +0</p><p>Religion +4</p><p>Stealth +1</p><p>Streetwise +2</p><p>Thievery -2</p><p></p><p>Feats:</p><p><strong>Tactical Assault</strong> (Whenever an ally who can see you spends an action point to make an attack, the attack's damage roll gains a bonus equal to your Int modifier.)</p><p></p><p></p><p>Powers (with description if possible):</p><p>-at will:</p><p><em>Viper's Strike</em> (Str vs AC, 1[W] + Str mod damage. If target shifts before start of your next turn, it provokes an opportunity attack from an ally of your choice.)</p><p><em>Wolf Pack Tactics </em>(Str vs AC, 1[W] + Str mod damage. Before the attack you let one ally adjacent to either you or the target shift 1 square as a free action.)</p><p></p><p>-encounter: </p><p><em>Hammer and Anvil</em> (Str vs Ref, 1[W] + Str mod damage. One ally adjacent to the target makes a melee basic attack against it as a free action. Ally adds your Charisma modifer to the damage.)</p><p><em><span style="color: DarkRed">Infernal Wrath</span></em> (Minor Action. Gain +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If attack hits and deals damage, add your Charisma modifier as extra damage.)</p><p><em>Inspiring Word</em> (Minor Action. Target one ally in close burst 5, target can use a healing surge and regain an additional 1d6 HP. Can be used twice per encounter but once per round.)</p><p>-daily: </p><p><em>Lead the Attack</em> (Str vs AC, 3[W] + Str mod damage, You and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Int mod until the end of the encounter, Miss: You and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target until the end of the encounter.)</p><p></p><p>Equipment (100 gp):</p><p>- Chainmail (+6 to AC, -1 to Speed, -1 to Check)</p><p>- Light Shield (+1 to AC)</p><p>- Flail</p><p>- Hand Crossbow (60 bolts)</p><p>- Standard Adventurer's Kit</p><p>- 27gp</p><p></p><p></p><p>Background (brief is enough):</p><p>-What does the character look like? (pics welcome if you have a clear idea)</p><p>Standing about five feet and eleven inches tall, Elias has flowing, jet black hair which falls from behind his horns, pointing straight back and slightly up from his forehead.</p><p>Elias's silvery orbs of eyes contrast the dingy, brownish red colour of his skin in an almost majestic way. His tail usually coils in his cloak, mostly so no one steps on it, but also so that he can avoid any unwanted attention.</p><p>A dirty black or dark brown cloak usually covers his battle-beaten armour and his muscular arms.</p><p></p><p>-What's his story? Where does he come from?</p><p>Elias is from a small, nameless village halway between Thum-Binyas and Nesiah. For as long as he can remember, he has wanted to leave that village and experience something truly grand in one of those two big cities.</p><p>He never knew his real family, but his foster parents took care of him and the rest of the village orphans with great care.</p><p>When he was still fairly young a band of mercenaries passed by his village. These men, all former officers in the Militia of Nesiah, trained Elias as if he was their new prodigy. He learned tactics and strategy from their best men, and his weapon skills grew as if inspired by some extra-worldly force.</p><p></p><p>From the time he was abandoned by the mercenaries until now, Elias has been continuing his training. He carries a notebook full of battle tactics––sketches upon sketches of maneuvers and strategies, each one ready to be used in combat.</p><p></p><p>-What's his personality? Why is he an adventurer?</p><p>Elias has strived for a long time to not be what people expect of him as a Tiefling. The introverted and untrusting, slightly evil, Tiefling is what Elias does not want to be. While it does take him time to develop trust in someone other than himself, he does try harder than most of his kind.</p><p>Occasionally, though, he does have "episodes" of internalised anger, releasing it at anything and anyone near him in controlled bursts.</p><p>Perhaps by leaving his home and joining this strange Guild, Elias might have a chance to really develop his own reputation. Perhaps people will, when they see him, think "There's that one Tiefling. The one I know I can trust." Perhaps it's a childish or meaningless goal to some, but to Elias, it's imperative.</p><p></p><p>-Any hooks or plot devices you'd like to include will be considered</p><p>Elias wants to make a name for himself not only amongst Humans and the mass of people in Nesiah, but also before The Council of Peace.</p><p>He also wants to meet back up with the band of mercenaries that abandoned him barely any closer to Nesiah than he was when they found him. (Abandoned by his parents and his mentors, the mercenaries, it's a difficult task for Elias to not be vindictive and untrusting.)</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Is_907, post: 4357852, member: 70112"] Elias... with some more background. Not sure if there's anything I want to change as far as stats go... we'll see. (Also, I fixed my Skills... I calculated a -2 armor penalty when chainmail only has -1) [sblock="Elias"] [COLOR="Lime"]Elias[/COLOR] (pronounced like the English word "alias" but with a bit of "eh" for the first vowel) - Male - [COLOR="DarkRed"]Tiefling[/COLOR] - Warlord - 1 Str 16 Dex 10 Con 12 Int 18 Wis 10 Cha 15 Ac 17 For 14 Ref 14 Will 13 HP: 24 (Surge Value: 6, Bloodied: 12) Healing surges/day: 8 Languages: Common, Draconic Alignment: Unaligned Patron Deity: None Racial features: [COLOR="DarkRed"]Bloodhunt[/COLOR] (+1 to Attack vs Bloodied foes) [COLOR="DarkRed"]Fire Resistance[/COLOR] (5 + 1/2 level) [COLOR="DarkRed"]Infernal Wrath[/COLOR] (Encounter Power) (Minor Action, Gain +1 to next attack to anyone who has hit you since last turn. Add CHA mod to damage.) [COLOR="DarkRed"]Low-light vision[/COLOR] Class features: [COLOR="yellow"]Combat Leader[/COLOR] (You and all allies within 10 squares who can see and hear you gain +2 to Initiative) [COLOR="yellow"]Commanding Presence[/COLOR] (Tactical Presence: When an ally you can see spends an action point to make an attack, they gain a bonus to the attack roll equal to hone-half your Int modifier) [COLOR="yellow"]Inspiring Word[/COLOR] (Encounter Power) (Minor Action. One ally in five squares can spend a healing surge and regain an additional 1d6 HP. Can use twice per encounter but once per round.) Skills (*trained): Acrobatics +0 Arcana +4 Athletics* +7 Bluff +4 Diplomacy* +7 Dungeoneering +0 Endurance -1 Heal* +5 History +4 Insight +0 Intimidate* +7 Nature +0 Perception +0 Religion +4 Stealth +1 Streetwise +2 Thievery -2 Feats: [B]Tactical Assault[/B] (Whenever an ally who can see you spends an action point to make an attack, the attack's damage roll gains a bonus equal to your Int modifier.) Powers (with description if possible): -at will: [I]Viper's Strike[/I] (Str vs AC, 1[W] + Str mod damage. If target shifts before start of your next turn, it provokes an opportunity attack from an ally of your choice.) [I]Wolf Pack Tactics [/I](Str vs AC, 1[W] + Str mod damage. Before the attack you let one ally adjacent to either you or the target shift 1 square as a free action.) -encounter: [I]Hammer and Anvil[/I] (Str vs Ref, 1[W] + Str mod damage. One ally adjacent to the target makes a melee basic attack against it as a free action. Ally adds your Charisma modifer to the damage.) [I][COLOR="DarkRed"]Infernal Wrath[/COLOR][/I] (Minor Action. Gain +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If attack hits and deals damage, add your Charisma modifier as extra damage.) [I]Inspiring Word[/I] (Minor Action. Target one ally in close burst 5, target can use a healing surge and regain an additional 1d6 HP. Can be used twice per encounter but once per round.) -daily: [I]Lead the Attack[/I] (Str vs AC, 3[W] + Str mod damage, You and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Int mod until the end of the encounter, Miss: You and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target until the end of the encounter.) Equipment (100 gp): - Chainmail (+6 to AC, -1 to Speed, -1 to Check) - Light Shield (+1 to AC) - Flail - Hand Crossbow (60 bolts) - Standard Adventurer's Kit - 27gp Background (brief is enough): -What does the character look like? (pics welcome if you have a clear idea) Standing about five feet and eleven inches tall, Elias has flowing, jet black hair which falls from behind his horns, pointing straight back and slightly up from his forehead. Elias's silvery orbs of eyes contrast the dingy, brownish red colour of his skin in an almost majestic way. His tail usually coils in his cloak, mostly so no one steps on it, but also so that he can avoid any unwanted attention. A dirty black or dark brown cloak usually covers his battle-beaten armour and his muscular arms. -What's his story? Where does he come from? Elias is from a small, nameless village halway between Thum-Binyas and Nesiah. For as long as he can remember, he has wanted to leave that village and experience something truly grand in one of those two big cities. He never knew his real family, but his foster parents took care of him and the rest of the village orphans with great care. When he was still fairly young a band of mercenaries passed by his village. These men, all former officers in the Militia of Nesiah, trained Elias as if he was their new prodigy. He learned tactics and strategy from their best men, and his weapon skills grew as if inspired by some extra-worldly force. From the time he was abandoned by the mercenaries until now, Elias has been continuing his training. He carries a notebook full of battle tactics––sketches upon sketches of maneuvers and strategies, each one ready to be used in combat. -What's his personality? Why is he an adventurer? Elias has strived for a long time to not be what people expect of him as a Tiefling. The introverted and untrusting, slightly evil, Tiefling is what Elias does not want to be. While it does take him time to develop trust in someone other than himself, he does try harder than most of his kind. Occasionally, though, he does have "episodes" of internalised anger, releasing it at anything and anyone near him in controlled bursts. Perhaps by leaving his home and joining this strange Guild, Elias might have a chance to really develop his own reputation. Perhaps people will, when they see him, think "There's that one Tiefling. The one I know I can trust." Perhaps it's a childish or meaningless goal to some, but to Elias, it's imperative. -Any hooks or plot devices you'd like to include will be considered Elias wants to make a name for himself not only amongst Humans and the mass of people in Nesiah, but also before The Council of Peace. He also wants to meet back up with the band of mercenaries that abandoned him barely any closer to Nesiah than he was when they found him. (Abandoned by his parents and his mentors, the mercenaries, it's a difficult task for Elias to not be vindictive and untrusting.) [/sblock] [/QUOTE]
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