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[FULL!] ADVENTURERS Inc. Recruitment drive!
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<blockquote data-quote="Sorrow The Man Bear" data-source="post: 1809656" data-attributes="member: 25046"><p>Qaeau, Male Halfling, Fighter 8, Neutral Good</p><p>Age: 33 Height: 2'11” Weight: 28lbs Eyes: Bright Green Hair: Platinum</p><p></p><p>STR 16+3 Fort +8 HP 53 (8d10+8) AC 18</p><p>DEX 15+2 Ref +5 Init +2 Touch AC 15</p><p>CON 12+1 Will +4 BAB +8/+3 Flat-Footed 16</p><p>INT 13+1 Spd 25/30 unarmoured AP 9</p><p>WIS 12+1</p><p>CHA 10</p><p></p><p>Racial Features</p><p>*+2 Dexterity, –2 Strength.</p><p>*Small:+1 size bonus to Armor Class, +1 size bonus on ATK rolls, +4 size bonus on Hide</p><p>*Halfling base land speed is 20 feet.</p><p>*+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.</p><p>*+1 racial bonus on all saving throws.</p><p>*+2 morale bonus on saving throws against fear: Stacks with the halfling’s +1 bonus on saving throws.</p><p>*+1 racial bonus on attack rolls with thrown weapons/slings.</p><p></p><p>Class Features</p><p>Bonus Feats: Bonus feat from Fighter list at 1st and every 2nd level afterward.</p><p></p><p>Attacks</p><p>Stormclaw (Shockburst Talenta Sharrash):+12/+7, 1d8+5 (+1d6 Shock), 19-20x4 (+1d10 Shock), Two-handed, Reach, Slashing 5lbs (8,318gp)</p><p></p><p>Brightfang (+1 Keen Talenta Tangat):+12/+7, 1d8+5, 15-20 x2, Two-handed, Slashing 4lbs (8,340gp)</p><p></p><p>Abberation Bane Talenta Boomerang:+13(+15 vs Abb.), 1d3+5(+2d6 vs Abb.), x2, 30ft, Bludgeoning .5lbs (2,315 gp)</p><p>Unarmed Strike:+12/+7, 1d2+3, x2, Subdual (Free <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p><p></p><p>Armour</p><p>Hunt Skins (+2 Hide of Silent Moves): +5 AC, +4 Max DEX, -2 Armour Check, 15ft Spd, 12.5 lbs Special: +5 to Move Silently checks (7,915gp)</p><p></p><p>Feats</p><p>Animal Affinity </p><p>Track</p><p>Combat Reflexes </p><p>(b)Mounted Combat</p><p>(b)Mounted Archery </p><p>(b)Trample</p><p>(b)Power Attack </p><p>(b)Cleave</p><p></p><p>Companions</p><p>Bloodwind (Clawfoot dinosaur)</p><p>Meduim Creature; HD 2d8+4, 13hp; Init +3; Speed 40'; AC 19, Tpuch 16 Flat-footed 16; Base Attack/Grapple +1/+4; Atk; Talons +4 melee(1d8+30)Full Atk: Talons +4 (1d8+4) and 2 foreclaws -1 (1d3+1) and bite -1 (1d6+1); Low light vision, scent; Fort +5 ref +6 Will +1; Str 17 Dex 17 Con 15 Int 2 Wis 12 Cha 10; Hide +12, Jump +20, Listen +10, Spot +10, Survival +10; Feat: Run</p><p></p><p>Carrying With Rider: 79.25 Without: 43 (light)</p><p>Heward's Handy Haver Sack (sewn into saddlebags) (5lbs)</p><p>Saddlebags (8lbs)</p><p>Riding Saddle (25lbs)</p><p>50' Hemp rope (10lbs) <in Haver Sack side pouch 2></p><p>Bedroll (1.25lbs) <in Haver Sack side pouch 1></p><p></p><p>Skills Total/Check(ranks+ability+misc)</p><p>Appraise 1(0+1+0) </p><p>Balance 3/1(0+3+0)</p><p>Bluff 0(0+0+0) </p><p>Climb 5/3(0+3+2/0)</p><p>Concentration 0(0+1+0) </p><p>Craft 1(0+1+0)</p><p>Diplomacy 0(0+0+0) </p><p>Disguise 0(0+0+0)</p><p>Escape Artist 3/1(0+3+0/-2) </p><p>Forgery 1(0+1+0)</p><p>Gather Information 0(0+0+0) </p><p>Handle Animal 8(6+0+2)</p><p>Heal 4(3+1+0) </p><p>Hide 7/5(0+3+4/2) </p><p>Intimidate 0(0+0+0) </p><p>Jump 10/8(0+3+2/0) +5 from Boots </p><p>Knowledge (Nature) 4(3+1+0) </p><p>Listen 3(0+1+2) </p><p>Move Silently 5/8(0+3+2/5) </p><p>Perform 0(0+0+0)</p><p>Ride 13(6+3+4) </p><p>Search 1(0+1+0)</p><p>Sense Motive 1(0+1+0) </p><p>Spot 0(0+0+0)</p><p>Survival 5(4+1+0) </p><p>Use Rope 3(0+3+0)</p><p></p><p>Equipment Total: 26.25lbs (light) 1,296g 9s</p><p>Stormclaw (5lbs)</p><p>Brightfang (4lbs)</p><p>Abberation Bane Talenta Boomerang (.5lbs)</p><p>Hunt Skins (12.5lbs)</p><p></p><p>Boot of Striding and Springing (1lbs) (5,500gp)</p><p>Backpack (.5 lbs)</p><p>Traveler's outfit (1.25lbs)</p><p>Flint + Steel (-)</p><p>Belt pouch (.5lbs)</p><p>Everburning torch (1lb)</p><p></p><p>Personality: Qaeau is a fairly withdrawn sort. He puts on very little show for others. He always speaks his mind, and has little reason to lie so hardly ever does, when he does choose to speak that is. He prefers the silence of native plains to the loud, crowded confines of the city. He is mildly uncomfortable in large crowds and will seek an exit to that situation. All in all, he is a quiet person. He tends to deal with problems in a direct manner, and has little issue with exerting force where other venues would provide a solution. Violence is not his first answer, but it's definitely among his top four. Many years on the hunt have jaded him, so that his is fazed by little. Others may see him as stiff or reclusive in his personal relationships, but this is not so. He does however tend to keep most people at somewhat of a distance, and has little experience in expressing his emotions to others. Part of this is due to the fact that he blames himself for the destruction of his tribe. This also relates to his having trouble when being relied upon. He believes that he could fail, like he failed his tribe several years ago. Despite this (or maybe in part due to), overall what you see really is what you get with Qaeau.</p><p></p><p>Background: Qaeau began his life in one of the nomadic tribes that wander his native plain-lands, albeit a small one of four or five families. He had a good, simple life, and was trained in the ways of his people. He showed excellent skill as a hunter, and was soon awarded a good position in the tribe's small hierarchy due to this. When his coming of age came, he skillfully won his life-bonded and companion-mount, Bloodwind. Together they spent long on the plains, just the two of them, bringing down larger and more dangerous prey as the years went on. Soon came the time for a new lath to be chosen, and because of his strength and prowess, Qaeau was the natural choice. His tribe traveled the borderlands, growing strong, and became known for their defense of the region during the Last War in several key engagements opposing both Karrnathi and Cyrean troops. When the destruction of Cyre occurred and the peace accords were signed, Qaeau was present for the tribal councils. With the war over, his tribe now took upon themselves the duty of patrolling the borders of the newly formed Mournlands from abberant incursions, which had become alarmingly common. During this time, he had chosen a betrothed and the time for the close of their courtship and the begging of their marriage was at hand. There was a large feast planned for the night of the ceremony, and Qaeau and three of his lieutenants went on a hunt for the necessary fare. They were to meet their tribe at a predetermined point in three days time. The hunt was successful, as were they all, and carrying their spoils the hunters found the area they were to meet. However the tribe had not yet arrived. This was disturbing, as the tribe was never late in it's plans for moving. Knowing the course the tribe was to take, they traveled along it backwards, seeking their fate. Unfortunately, they found it. They found the remains of the encampment at the point they were to rest on the second night for the day's travel ahead. They knew this point to be dangerously close to the border Mists, and the tribe knew to take care. Sadly, their guard had not been enough. The entire tribe, it's encampment, their stable of dinosaur companions, everything was destroyed. Distraught, the hunters sorted out what they could in the scene of carnage. It seems a pack of large beasts had stolen into the camp at night, and started to wreak havoc. The hunters were left with a clear trail, and a grim purpose. They tracked the beasts into the Mists, and the outlying Mournlands. After three straight days of tracking, they came upon their prey. The battle was fierce, but the hunters rage would not be sated until every one of them had been destroyed. Wounded and tired, the four men left the area and returned to the ruins of their camp. They took their belongings, buried their kinsman, and went on separate paths. They each took a blood oath to destroy an abberation of the Mournlands they came upon. When Qaeau left, he brought nothing with him. For him, his old life was daed. All he had left was the Hunt. He wandered the plains, with only Bloodwind for companionship. He brought down many foes and soon, found himself at the edges of his lands. Forging onward, he passed though Karrnath, looking for more challenging prey. That was three years ago. He wandered the country, hunting as far south as Droam, and north to the Demon Wastes and Shadow Marches. As he traveled, he saw the old kingdom he had heard tales of was indeed broken. People were in need. Threatened by monsters, beasts, and in some cases even worse, he decided to begin helping them. His name spread before him in the more isolated areas as one who specialized in destroying troublesome beasts. He began to make a living off what he was doing, as people he helped gave him rewards. This meant little to him. He had heard of a rather nasty creature that had taken hold near a settlement on the edge of the Eldeen Reaches through word of mouth. He set off and tracked it down to it's lair, entering and slaying it. When he was finished, he set upon by an armed group headed for beast. After they questioned him about as to whether he knew it's whereabouts, he showed them it's teeth. They spoke for awhile, and he found out that they were a team of hunters sent for it. Their leader asked him to travel and hunt under their banner, Adventurers inc. He told them he'd consider it, and they lefty. After a days rest and thought, he tracked the group, and gave them his answer. It had been long since he had hunted with others. Maybe it was time again. He agreed, and joined Adventurers Inc.</p></blockquote><p></p>
[QUOTE="Sorrow The Man Bear, post: 1809656, member: 25046"] Qaeau, Male Halfling, Fighter 8, Neutral Good Age: 33 Height: 2'11” Weight: 28lbs Eyes: Bright Green Hair: Platinum STR 16+3 Fort +8 HP 53 (8d10+8) AC 18 DEX 15+2 Ref +5 Init +2 Touch AC 15 CON 12+1 Will +4 BAB +8/+3 Flat-Footed 16 INT 13+1 Spd 25/30 unarmoured AP 9 WIS 12+1 CHA 10 Racial Features *+2 Dexterity, –2 Strength. *Small:+1 size bonus to Armor Class, +1 size bonus on ATK rolls, +4 size bonus on Hide *Halfling base land speed is 20 feet. *+2 racial bonus on Climb, Jump, Listen, and Move Silently checks. *+1 racial bonus on all saving throws. *+2 morale bonus on saving throws against fear: Stacks with the halfling’s +1 bonus on saving throws. *+1 racial bonus on attack rolls with thrown weapons/slings. Class Features Bonus Feats: Bonus feat from Fighter list at 1st and every 2nd level afterward. Attacks Stormclaw (Shockburst Talenta Sharrash):+12/+7, 1d8+5 (+1d6 Shock), 19-20x4 (+1d10 Shock), Two-handed, Reach, Slashing 5lbs (8,318gp) Brightfang (+1 Keen Talenta Tangat):+12/+7, 1d8+5, 15-20 x2, Two-handed, Slashing 4lbs (8,340gp) Abberation Bane Talenta Boomerang:+13(+15 vs Abb.), 1d3+5(+2d6 vs Abb.), x2, 30ft, Bludgeoning .5lbs (2,315 gp) Unarmed Strike:+12/+7, 1d2+3, x2, Subdual (Free ;)) Armour Hunt Skins (+2 Hide of Silent Moves): +5 AC, +4 Max DEX, -2 Armour Check, 15ft Spd, 12.5 lbs Special: +5 to Move Silently checks (7,915gp) Feats Animal Affinity Track Combat Reflexes (b)Mounted Combat (b)Mounted Archery (b)Trample (b)Power Attack (b)Cleave Companions Bloodwind (Clawfoot dinosaur) Meduim Creature; HD 2d8+4, 13hp; Init +3; Speed 40'; AC 19, Tpuch 16 Flat-footed 16; Base Attack/Grapple +1/+4; Atk; Talons +4 melee(1d8+30)Full Atk: Talons +4 (1d8+4) and 2 foreclaws -1 (1d3+1) and bite -1 (1d6+1); Low light vision, scent; Fort +5 ref +6 Will +1; Str 17 Dex 17 Con 15 Int 2 Wis 12 Cha 10; Hide +12, Jump +20, Listen +10, Spot +10, Survival +10; Feat: Run Carrying With Rider: 79.25 Without: 43 (light) Heward's Handy Haver Sack (sewn into saddlebags) (5lbs) Saddlebags (8lbs) Riding Saddle (25lbs) 50' Hemp rope (10lbs) <in Haver Sack side pouch 2> Bedroll (1.25lbs) <in Haver Sack side pouch 1> Skills Total/Check(ranks+ability+misc) Appraise 1(0+1+0) Balance 3/1(0+3+0) Bluff 0(0+0+0) Climb 5/3(0+3+2/0) Concentration 0(0+1+0) Craft 1(0+1+0) Diplomacy 0(0+0+0) Disguise 0(0+0+0) Escape Artist 3/1(0+3+0/-2) Forgery 1(0+1+0) Gather Information 0(0+0+0) Handle Animal 8(6+0+2) Heal 4(3+1+0) Hide 7/5(0+3+4/2) Intimidate 0(0+0+0) Jump 10/8(0+3+2/0) +5 from Boots Knowledge (Nature) 4(3+1+0) Listen 3(0+1+2) Move Silently 5/8(0+3+2/5) Perform 0(0+0+0) Ride 13(6+3+4) Search 1(0+1+0) Sense Motive 1(0+1+0) Spot 0(0+0+0) Survival 5(4+1+0) Use Rope 3(0+3+0) Equipment Total: 26.25lbs (light) 1,296g 9s Stormclaw (5lbs) Brightfang (4lbs) Abberation Bane Talenta Boomerang (.5lbs) Hunt Skins (12.5lbs) Boot of Striding and Springing (1lbs) (5,500gp) Backpack (.5 lbs) Traveler's outfit (1.25lbs) Flint + Steel (-) Belt pouch (.5lbs) Everburning torch (1lb) Personality: Qaeau is a fairly withdrawn sort. He puts on very little show for others. He always speaks his mind, and has little reason to lie so hardly ever does, when he does choose to speak that is. He prefers the silence of native plains to the loud, crowded confines of the city. He is mildly uncomfortable in large crowds and will seek an exit to that situation. All in all, he is a quiet person. He tends to deal with problems in a direct manner, and has little issue with exerting force where other venues would provide a solution. Violence is not his first answer, but it's definitely among his top four. Many years on the hunt have jaded him, so that his is fazed by little. Others may see him as stiff or reclusive in his personal relationships, but this is not so. He does however tend to keep most people at somewhat of a distance, and has little experience in expressing his emotions to others. Part of this is due to the fact that he blames himself for the destruction of his tribe. This also relates to his having trouble when being relied upon. He believes that he could fail, like he failed his tribe several years ago. Despite this (or maybe in part due to), overall what you see really is what you get with Qaeau. Background: Qaeau began his life in one of the nomadic tribes that wander his native plain-lands, albeit a small one of four or five families. He had a good, simple life, and was trained in the ways of his people. He showed excellent skill as a hunter, and was soon awarded a good position in the tribe's small hierarchy due to this. When his coming of age came, he skillfully won his life-bonded and companion-mount, Bloodwind. Together they spent long on the plains, just the two of them, bringing down larger and more dangerous prey as the years went on. Soon came the time for a new lath to be chosen, and because of his strength and prowess, Qaeau was the natural choice. His tribe traveled the borderlands, growing strong, and became known for their defense of the region during the Last War in several key engagements opposing both Karrnathi and Cyrean troops. When the destruction of Cyre occurred and the peace accords were signed, Qaeau was present for the tribal councils. With the war over, his tribe now took upon themselves the duty of patrolling the borders of the newly formed Mournlands from abberant incursions, which had become alarmingly common. During this time, he had chosen a betrothed and the time for the close of their courtship and the begging of their marriage was at hand. There was a large feast planned for the night of the ceremony, and Qaeau and three of his lieutenants went on a hunt for the necessary fare. They were to meet their tribe at a predetermined point in three days time. The hunt was successful, as were they all, and carrying their spoils the hunters found the area they were to meet. However the tribe had not yet arrived. This was disturbing, as the tribe was never late in it's plans for moving. Knowing the course the tribe was to take, they traveled along it backwards, seeking their fate. Unfortunately, they found it. They found the remains of the encampment at the point they were to rest on the second night for the day's travel ahead. They knew this point to be dangerously close to the border Mists, and the tribe knew to take care. Sadly, their guard had not been enough. The entire tribe, it's encampment, their stable of dinosaur companions, everything was destroyed. Distraught, the hunters sorted out what they could in the scene of carnage. It seems a pack of large beasts had stolen into the camp at night, and started to wreak havoc. The hunters were left with a clear trail, and a grim purpose. They tracked the beasts into the Mists, and the outlying Mournlands. After three straight days of tracking, they came upon their prey. The battle was fierce, but the hunters rage would not be sated until every one of them had been destroyed. Wounded and tired, the four men left the area and returned to the ruins of their camp. They took their belongings, buried their kinsman, and went on separate paths. They each took a blood oath to destroy an abberation of the Mournlands they came upon. When Qaeau left, he brought nothing with him. For him, his old life was daed. All he had left was the Hunt. He wandered the plains, with only Bloodwind for companionship. He brought down many foes and soon, found himself at the edges of his lands. Forging onward, he passed though Karrnath, looking for more challenging prey. That was three years ago. He wandered the country, hunting as far south as Droam, and north to the Demon Wastes and Shadow Marches. As he traveled, he saw the old kingdom he had heard tales of was indeed broken. People were in need. Threatened by monsters, beasts, and in some cases even worse, he decided to begin helping them. His name spread before him in the more isolated areas as one who specialized in destroying troublesome beasts. He began to make a living off what he was doing, as people he helped gave him rewards. This meant little to him. He had heard of a rather nasty creature that had taken hold near a settlement on the edge of the Eldeen Reaches through word of mouth. He set off and tracked it down to it's lair, entering and slaying it. When he was finished, he set upon by an armed group headed for beast. After they questioned him about as to whether he knew it's whereabouts, he showed them it's teeth. They spoke for awhile, and he found out that they were a team of hunters sent for it. Their leader asked him to travel and hunt under their banner, Adventurers inc. He told them he'd consider it, and they lefty. After a days rest and thought, he tracked the group, and gave them his answer. It had been long since he had hunted with others. Maybe it was time again. He agreed, and joined Adventurers Inc. [/QUOTE]
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