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<blockquote data-quote="FitzTheRuke" data-source="post: 7841383" data-attributes="member: 59816"><p><span style="font-size: 18px"><strong>Ludveg Lengmann</strong></span></p><p><strong>Ancestry/Heritage</strong>: Versatile Human</p><p><strong>Background</strong>: Lumber Consortium Labourer</p><p><strong>Class/Level</strong>: Fighter 2</p><p><strong>Size</strong>: Medium</p><p><strong>Alignment</strong>: Neutral Good</p><p><strong>Traits</strong>: Human, Humanoid, Fighter</p><p><strong>Deity</strong>: Forestry</p><p><strong>Code:</strong>:</p><p></p><p><strong>Abilities</strong></p><p><strong>STR</strong> 18 (+4) <strong>DEX</strong> 12 (+1) <strong>CON</strong> 12 (+1)</p><p><strong>INT</strong> 10 (+0) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 16 (+3)</p><p></p><p><strong>AC:</strong> 20 (10 +1 Dex +4 Prof +5 Item)</p><p><strong>Shield:</strong> +2, 5 Hardness, HP 20/20, BT 10</p><p></p><p><strong>Fort:</strong> +7 (+1 Con +6 Prof +0 Item)</p><p><strong>Reflex:</strong> +7 (+1 Dex +6 Prof +0 Item)</p><p><strong>Will:</strong> +4 (+0 Wis +4 Prof +0 Item)</p><p>Notes:</p><p></p><p><strong>HP:</strong> 30/30</p><p><strong>Resistances/Immunites:</strong></p><p><strong></strong></p><p><strong>Perception:</strong> +6 (+0 Wis +6 Prof +0 Item)</p><p>Senses:</p><p></p><p><strong>Class DC:</strong> 18 (10 +4 Str +4 Prof +0 Item)</p><p></p><p><strong>Speed:</strong> 20'</p><p>Movement Types/Notes:</p><p></p><p>[Spoiler=' "Strikes"']</p><p><strong>Melee Strikes</strong></p><p><strong>Longsword</strong> +10/+5/+0 (+4 Str +6 Prof +0 Item);</p><p>- Damage 1d8+4 S (+4 Str +0 Spec) (Versatile P)</p><p><strong>Dagger</strong> +10/+6/+2 (+4 Str +6 Prof +0 Item);</p><p>- Damage 1d4+4 P (+4 Str +0 Spec) (Agile, Finesse, Thrown 10 ft, Versatile S)</p><p><strong>Shield Boss</strong> +10/+5/+0 (+4 Str +6 Prof +0 Item);</p><p>- Damage 1d6+4 B (+4 Str +0 Spec) (Attached to Shield)</p><p><strong>Gauntlet</strong> +10/+6/+2 = (+4 Str +6 Prof +0 Item);</p><p>- Damage 1d4+4 B (+4 Str +0 Spec) (Agile, Free-Hand)</p><p></p><p><strong>Ranged Strikes</strong></p><p><strong>Longbow</strong> +7/+2/-3 (+1 Dex +6 Prof +0 Item);</p><p>- Damage 1d8 P (0 Str +0 Spec) (100 ft, Deadly d10, Volley 30 ft)</p><p><strong>Dagger</strong> +7/+3/-1 (+1 Dex +6 Prof +0 Item)</p><p>- Damage 1d4+4 P (4 Str +0 Spec) (Agile, Finesse, Thrown 10 ft, Versatile S)</p><p></p><p><strong>Weapon Proficienies</strong></p><p>Simple: Expert; Martial: Expert; Advanced: Trained; Unarmed: Expert</p><p></p><p><strong>Armour Proficiencies</strong></p><p>Light: Trained; Medium: Trained; Heavy: Trained; Unarmoured: Trained</p><p>[/spoiler]</p><p>[Spoiler="Skills"]</p><p><strong>Acrobatics +5</strong> (+1 Dex +4 Prof +0 Item)</p><p><strong>Arcana +0</strong> (+0 Int +0 Prof +0 Item)</p><p><strong>Athletics +8</strong> (+4 Str +4 Prof +0 Item) <strong>Assurance 14</strong></p><p><strong>Crafting +4</strong> (+0 Int +4 Prof +0 Item)</p><p><strong>Deception +7</strong> (+3 Cha +4 Prof +0 Item)</p><p><strong>Diplomacy +3</strong> (+3 Cha +0 Prof +0 Item)</p><p><strong>Intimidation +7</strong> (+3 Cha +4 Prof +0 Item)</p><p><strong>Lore (Forest) +4</strong> (+0 Int +4 Prof +0 Item)</p><p><strong>Lore (Other) +0</strong> (+0 Int +0 Prof +0 Item)</p><p><strong>Medicine +0</strong> (+0 Wis +0 Prof +0 Item)</p><p><strong>Nature +4</strong> (+0 Wis +4 Prof +0 Item)</p><p><strong>Occultism +0</strong> (+0 Int +0 Prof +0 Item)</p><p><strong>Performance +3</strong> (+3 Cha +0 Prof +0 Item)</p><p><strong>Religion +0</strong> (+0 Wis +0 Prof +0 Item)</p><p><strong>Society +0</strong> (+0 Int +0 Prof +0 Item)</p><p><strong>Stealth +1</strong> (+1 Dex +0 Prof +0 Item)</p><p><strong>Survival +4</strong> (+0 Wis +4 Prof +0 Item)</p><p><strong>Thievery +1</strong> (+1 Dex +0 Prof +0 Item)</p><p></p><p><strong>Languages</strong>: Common, Sylvan</p><p>[/spoiler]</p><p>[Spoiler="Feats & Abilities"]</p><p><strong>Ancestry Feats/Abilities</strong></p><p>Heritage 1st: <strong>Ride</strong> - When you Command an Animal you’re mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check. Any animal you’re mounted on acts on your turn, like a minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn.</p><p>Feat 1st: <strong>Natural Ambition</strong> - You gain a 1st-level class feat for your class (See Reflexive Shield)</p><p>Feat 1st: <strong>Reflexive Shield</strong> - R> <em>Trigger (An enemy hits you with a melee Strike while you wield a shield)</em> - You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.</p><p>Feat 5th:</p><p></p><p><strong>Skill Feats</strong></p><p>Background: <strong>Assurance (Athletics 14)</strong> - You can forgo rolling a skill check for athletics to instead receive a result of 14 (10 + 4 Prof Bonus).</p><p>2nd: <strong>Quick Repair</strong> - You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.</p><p>4th:</p><p></p><p><strong>General Feats</strong></p><p>3rd:</p><p></p><p><strong>Class Feats/Abilities</strong></p><p>Feature 1st: <strong>Attack of Opportunity </strong>- R> <em>Trigger: (A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.) </em>Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.</p><p>Feature 1st: <strong>Shield Block</strong> - R><em> <em>Trigger: (While your shield is raised, you would take damage from a physical attack.)</em> </em>Your shield prevents you from taking 5 damage (the shield’s Hardness). You and the shield each take any remaining damage, possibly breaking or destroying the shield.</p><p>Feat 1st: <strong>Power Attack</strong> - A>A> Make a melee Strike. This counts as two attacks when calculating your MAP. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.</p><p>Feat 2nd: <strong>Sorcerer Dedication (Fey Bloodline)</strong> - You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition.</p><p>Feature 3rd:</p><p>Feat 4th:</p><p>[/spoiler]</p><p>[Spoiler="Wealth"]</p><p><strong>Inventory</strong></p><p><strong>Worn Inv Blk</strong></p><p>Splint Mail 3</p><p>Sheath 0</p><p>Sheath 0</p><p>Backpack 0</p><p>Belt Pouch 0</p><p>Belt Pouch 0</p><p>Waterskin 1</p><p><strong>Readied</strong></p><p>Steel Shield 1</p><p>Shield Boss 0</p><p>Longsword 1</p><p>Dagger L</p><p>Longbow 2</p><p>Quiver (20 Arrows) 2L</p><p><strong>Other</strong></p><p>Bedroll L</p><p>Flint & Steel 0</p><p>Soap 0</p><p><strong>Bulk</strong> 8 4L, <strong>Encumbered</strong> 9 (5 + 4 Str), <strong>Max</strong> 14 (10 + 4 Str)</p><p><strong>Purse</strong> 37 CP, 44 SP, 2 GP, 0 PP</p><p>[/spoiler]</p><p>[Spoiler="Spells"]</p><p><strong>Spell Attack:</strong> +7 (+3 Key +4 Prof)</p><p><strong>Spell DC:</strong> 17 (10 +3 Key +4 Prof)</p><p><strong>Cantrip Level:</strong> 1</p><p></p><p><strong>Cantrips</strong></p><p><strong>Electric Arc</strong> A>A> (S/V) (Range 30 feet)</p><p>1 or 2 targets make a basic reflex save or take 1d4+3 electricity damage</p><p><strong>Ghost Sound</strong> A>A> (S/V) (Range 30 feet)</p><p>You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).</p><p>[/spoiler]</p><p>[spoiler="Likeness"]</p><p><em><strong>[ATTACH=full]115261[/ATTACH]</strong></em></p><p><em></em>[/spoiler]</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 7841383, member: 59816"] [SIZE=5][B]Ludveg Lengmann[/B][/SIZE] [B]Ancestry/Heritage[/B]: Versatile Human [B]Background[/B]: Lumber Consortium Labourer [B]Class/Level[/B]: Fighter 2 [B]Size[/B]: Medium [B]Alignment[/B]: Neutral Good [B]Traits[/B]: Human, Humanoid, Fighter [B]Deity[/B]: Forestry [B]Code:[/B]: [B]Abilities STR[/B] 18 (+4) [B]DEX[/B] 12 (+1) [B]CON[/B] 12 (+1) [B]INT[/B] 10 (+0) [B]WIS[/B] 10 (+0) [B]CHA[/B] 16 (+3) [B]AC:[/B] 20 (10 +1 Dex +4 Prof +5 Item) [B]Shield:[/B] +2, 5 Hardness, HP 20/20, BT 10 [B]Fort:[/B] +7 (+1 Con +6 Prof +0 Item) [B]Reflex:[/B] +7 (+1 Dex +6 Prof +0 Item) [B]Will:[/B] +4 (+0 Wis +4 Prof +0 Item) Notes: [B]HP:[/B] 30/30 [B]Resistances/Immunites: Perception:[/B] +6 (+0 Wis +6 Prof +0 Item) Senses: [B]Class DC:[/B] 18 (10 +4 Str +4 Prof +0 Item) [B]Speed:[/B] 20' Movement Types/Notes: [Spoiler=' "Strikes"'] [B]Melee Strikes Longsword[/B] +10/+5/+0 (+4 Str +6 Prof +0 Item); - Damage 1d8+4 S (+4 Str +0 Spec) (Versatile P) [B]Dagger[/B] +10/+6/+2 (+4 Str +6 Prof +0 Item); - Damage 1d4+4 P (+4 Str +0 Spec) (Agile, Finesse, Thrown 10 ft, Versatile S) [B]Shield Boss[/B] +10/+5/+0 (+4 Str +6 Prof +0 Item); - Damage 1d6+4 B (+4 Str +0 Spec) (Attached to Shield) [B]Gauntlet[/B] +10/+6/+2 = (+4 Str +6 Prof +0 Item); - Damage 1d4+4 B (+4 Str +0 Spec) (Agile, Free-Hand) [B]Ranged Strikes Longbow[/B] +7/+2/-3 (+1 Dex +6 Prof +0 Item); - Damage 1d8 P (0 Str +0 Spec) (100 ft, Deadly d10, Volley 30 ft) [B]Dagger[/B] +7/+3/-1 (+1 Dex +6 Prof +0 Item) - Damage 1d4+4 P (4 Str +0 Spec) (Agile, Finesse, Thrown 10 ft, Versatile S) [B]Weapon Proficienies[/B] Simple: Expert; Martial: Expert; Advanced: Trained; Unarmed: Expert [B]Armour Proficiencies[/B] Light: Trained; Medium: Trained; Heavy: Trained; Unarmoured: Trained [/spoiler] [Spoiler="Skills"] [B]Acrobatics +5[/B] (+1 Dex +4 Prof +0 Item) [B]Arcana +0[/B] (+0 Int +0 Prof +0 Item) [B]Athletics +8[/B] (+4 Str +4 Prof +0 Item) [b]Assurance 14 Crafting +4[/B] (+0 Int +4 Prof +0 Item) [B]Deception +7[/B] (+3 Cha +4 Prof +0 Item) [B]Diplomacy +3[/B] (+3 Cha +0 Prof +0 Item) [B]Intimidation +7[/B] (+3 Cha +4 Prof +0 Item) [B]Lore (Forest) +4[/B] (+0 Int +4 Prof +0 Item) [B]Lore (Other) +0[/B] (+0 Int +0 Prof +0 Item) [B]Medicine +0[/B] (+0 Wis +0 Prof +0 Item) [B]Nature +4[/B] (+0 Wis +4 Prof +0 Item) [B]Occultism +0[/B] (+0 Int +0 Prof +0 Item) [B]Performance +3[/B] (+3 Cha +0 Prof +0 Item) [B]Religion +0[/B] (+0 Wis +0 Prof +0 Item) [B]Society +0[/B] (+0 Int +0 Prof +0 Item) [B]Stealth +1[/B] (+1 Dex +0 Prof +0 Item) [B]Survival +4[/B] (+0 Wis +4 Prof +0 Item) [B]Thievery +1[/B] (+1 Dex +0 Prof +0 Item) [B]Languages[/B]: Common, Sylvan [/spoiler] [Spoiler="Feats & Abilities"] [B]Ancestry Feats/Abilities[/B] Heritage 1st: [B]Ride[/B] - When you Command an Animal you’re mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check. Any animal you’re mounted on acts on your turn, like a minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn. Feat 1st: [B]Natural Ambition[/B] - You gain a 1st-level class feat for your class (See Reflexive Shield) Feat 1st: [B]Reflexive Shield[/B] - R> [I]Trigger (An enemy hits you with a melee Strike while you wield a shield)[/I] - You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack. Feat 5th: [B]Skill Feats[/B] Background: [B]Assurance (Athletics 14)[/B] - You can forgo rolling a skill check for athletics to instead receive a result of 14 (10 + 4 Prof Bonus). 2nd: [B]Quick Repair[/B] - You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action. 4th: [B]General Feats[/B] 3rd: [B]Class Feats/Abilities[/B] Feature 1st: [B]Attack of Opportunity [/B]-[B] [/B] R> [I]Trigger: (A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.) [/I]Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. Feature 1st: [B]Shield Block[/B] - R>[I] [I]Trigger: (While your shield is raised, you would take damage from a physical attack.)[/I] [/I]Your shield prevents you from taking 5 damage (the shield’s Hardness). You and the shield each take any remaining damage, possibly breaking or destroying the shield. Feat 1st: [B]Power Attack[/B] - A>A> Make a melee Strike. This counts as two attacks when calculating your MAP. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice. Feat 2nd: [B]Sorcerer Dedication (Fey Bloodline)[/B] - You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. Feature 3rd: Feat 4th: [/spoiler] [Spoiler="Wealth"] [B]Inventory Worn Inv Blk[/B] Splint Mail 3 Sheath 0 Sheath 0 Backpack 0 Belt Pouch 0 Belt Pouch 0 Waterskin 1 [B]Readied[/B] Steel Shield 1 Shield Boss 0 Longsword 1 Dagger L Longbow 2 Quiver (20 Arrows) 2L [B]Other[/B] Bedroll L Flint & Steel 0 Soap 0 [B]Bulk[/B] 8 4L, [B]Encumbered[/B] 9 (5 + 4 Str), [B]Max[/B] 14 (10 + 4 Str) [B]Purse[/B] 37 CP, 44 SP, 2 GP, 0 PP [/spoiler] [Spoiler="Spells"] [B]Spell Attack:[/B] +7 (+3 Key +4 Prof) [B]Spell DC:[/B] 17 (10 +3 Key +4 Prof) [B]Cantrip Level:[/B] 1 [B]Cantrips Electric Arc[/B] A>A> (S/V) (Range 30 feet) 1 or 2 targets make a basic reflex save or take 1d4+3 electricity damage [B]Ghost Sound[/B] A>A> (S/V) (Range 30 feet) You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music). [/spoiler] [spoiler="Likeness"] [I][B][ATTACH type="full" alt="Ludveg.jpg"]115261[/ATTACH][/B] [/I][/spoiler][I][/I] [/QUOTE]
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