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(Full) Trouble in the Forest-FR setting(IC thrd open)
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<blockquote data-quote="Velmont" data-source="post: 1213529" data-attributes="member: 13739"><p>Sorry, but I havn't the time to detail his background and personnality. So a brief one would be, he is a trapmaker and troubleshooter who travels the world to sell his skills. He somethimes join a group of adventurer who do some dungeonneering, as there is many idea of traps to be fund in ancient ruins.</p><p></p><p><strong>Kharas Rockfall</strong></p><p><strong>Male Dwarf Rogue 12</strong></p><p><strong>Alignment:</strong> Chaotic Good</p><p><strong>Patron Deity:</strong> Dumathoin</p><p><strong>Region:</strong> Unther</p><p><strong>Height:</strong> 4'6''</p><p><strong>Weight:</strong> 42lbs</p><p><strong>Hair:</strong> Dark Red</p><p><strong>Eyes:</strong> Brown</p><p><strong>Age:</strong> 102</p><p></p><p><strong>Str:</strong> 10 (+0) [2 points] </p><p><strong>Dex:</strong> 20 (+5) [6 points / +2 level / +4 enhancement]</p><p><strong>Con:</strong> 23 (+5) [10 point / +2 race / +1 level / +4 enhancement] </p><p><strong>Int:</strong> 16 (+3) [10 points] </p><p><strong>Wis:</strong> 12 (+1) [4 points] </p><p><strong>Cha:</strong> 6 (-2) [0 points / -2 race] </p><p></p><p><strong>Class and Racial Abilities:</strong></p><p>Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).</p><p>Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.</p><p>Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.</p><p>Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.</p><p>Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).</p><p>+2 racial bonus on saving throws against poison.</p><p>+2 racial bonus on saving throws against spells and spell-like effects.</p><p>+1 racial bonus on attack rolls against orcs and goblinoids.</p><p>+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.</p><p>+2 racial bonus on Appraise checks that are related to stone or metal items.</p><p>+2 racial bonus on Craft checks that are related to stone or metal.</p><p>Trapfinding</p><p>Trap Sense +4</p><p>Sneak Attack: +6d6</p><p>Uncanny Dodge</p><p>Improved Uncanny Dodge</p><p>Evasion</p><p>Improved Evasion</p><p></p><p><strong>Hit Dice:</strong> 12d6 + 48 + 24 (bracers)</p><p><strong>HP:</strong> 122</p><p><strong>AC:</strong> 28 (+5 Dex, +7 armor, +4 shield, +1 deflection, +1 natural)</p><p><strong>Init:</strong> +5 (+5 Dex)</p><p><strong>Speed:</strong> 30ft (+10ft from boots) </p><p></p><p><strong>Saves:</strong></p><p>Fortitude +11 [+4 base, +6 Con, +1 from cloak]</p><p>Reflex +14 [+8 base, +5 Dex, +1 from cloak]</p><p>Will +6 [+4 base, +1 Wis, +1 from cloak]</p><p></p><p><strong>BAB:</strong> +9/+4</p><p><strong>Melee Atk:</strong> +14/+9 (1d6+3, 18-20/x2, Rapier +3 <em>merciful </em> quarterstaff) </p><p><strong>Ranged Atk:</strong> +14/+4 (1d8+2+1d6 fire/x3/50 ft./P, Heat, +2 <em>flaming</em> pistol)</p><p></p><p><strong>Skills:</strong></p><p>Balance 12 [R:5 + D:5 + S:2]</p><p>Bluff 10 [R:12 + C:-2]</p><p>Climb 10 [R:10 + S:10]</p><p>Craft: Trapmaking 19 [R:15 + I:4]</p><p>Diplomacy 10 [R:8 + C:-2 + S:4]</p><p>Disable Device 19 [R:15 + I:4]</p><p>Escape Artist 15 [R:10 + D:5]</p><p>Hide 13 [R:8 + D:5]</p><p>Jump 15 [R:10 + S:0 +Boots:5]</p><p>Listen 11 [R:10 + W:1]</p><p>Move Silently 13 [R:8 + D:5]</p><p>Open Lock 20 [R:15 + D:5]</p><p>Sense Motive 7 [R:6 + W:1]</p><p>Spot 11 [R:10 + W:1]</p><p>Search 19 [R:15 + I:4]</p><p>Tumble 15 [R:10 + D:5]</p><p></p><p><strong>Feats:</strong></p><p>Dodge</p><p>Weapon Finesse</p><p>Mobility</p><p>Spring Attack</p><p>Combat Expertise</p><p></p><p><strong>Languages:</strong></p><p>Common, Dwarven, Unther, Shaaran, Terran, Giant </p><p></p><p><strong>Equipment:</strong></p><p></p><p><strong>Mithril Chain Shirt +3</strong> (10,100gp)</p><p><strong>Buckler +3</strong> (9,185gp)</p><p><strong>Cold Iron Rapier +3</strong> (18,340gp)</p><p><strong>Dagger</strong> (2gp)</p><p><strong>Shortbow +1</strong> (2,330gp)</p><p><strong>Arrows, mw x20</strong> (140gp)</p><p><strong>Glove of dexterity +4</strong>, (16,000gp)</p><p><strong>Bracer of Health +4</strong> (as amulet, but use bracer slot, 16,000gp)</p><p><strong>Boots of Striding and Springing</strong>(5,500gp)</p><p><strong>Ring of Protection +1</strong> (2,000gp)</p><p><strong>Amulet of Natural Armor +1</strong> (2,000gp)</p><p><strong>Cloack of Protection +1</strong> (1,000gp)</p><p><strong>Handy Haversack</strong> (2,000gp)</p><p><strong>Silversheen x2</strong> (500gp)</p><p><strong>Potion of Cure serious wounds x2</strong> (1,500gp)</p><p><strong>Potion of Cure light wounds x4</strong> (200gp)</p><p><strong>Wand of Cure Light Wound lvl1</strong> (750gp)</p><p><strong>Bless Oil x2</strong> (200gp)</p><p><strong>Survival Kit</strong> (25gp)</p><p><strong>Clothings</strong> (25gp)</p><p></p><p>GP: 203</p></blockquote><p></p>
[QUOTE="Velmont, post: 1213529, member: 13739"] Sorry, but I havn't the time to detail his background and personnality. So a brief one would be, he is a trapmaker and troubleshooter who travels the world to sell his skills. He somethimes join a group of adventurer who do some dungeonneering, as there is many idea of traps to be fund in ancient ruins. [b]Kharas Rockfall Male Dwarf Rogue 12[/b] [b]Alignment:[/b] Chaotic Good [b]Patron Deity:[/b] Dumathoin [b]Region:[/b] Unther [b]Height:[/b] 4'6'' [b]Weight:[/b] 42lbs [b]Hair:[/b] Dark Red [b]Eyes:[/b] Brown [b]Age:[/b] 102 [b]Str:[/b] 10 (+0) [2 points] [b]Dex:[/b] 20 (+5) [6 points / +2 level / +4 enhancement] [b]Con:[/b] 23 (+5) [10 point / +2 race / +1 level / +4 enhancement] [b]Int:[/b] 16 (+3) [10 points] [b]Wis:[/b] 12 (+1) [4 points] [b]Cha:[/b] 6 (-2) [0 points / -2 race] [b]Class and Racial Abilities:[/b] Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects. +1 racial bonus on attack rolls against orcs and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. +2 racial bonus on Appraise checks that are related to stone or metal items. +2 racial bonus on Craft checks that are related to stone or metal. Trapfinding Trap Sense +4 Sneak Attack: +6d6 Uncanny Dodge Improved Uncanny Dodge Evasion Improved Evasion [b]Hit Dice:[/b] 12d6 + 48 + 24 (bracers) [b]HP:[/b] 122 [b]AC:[/b] 28 (+5 Dex, +7 armor, +4 shield, +1 deflection, +1 natural) [b]Init:[/b] +5 (+5 Dex) [b]Speed:[/b] 30ft (+10ft from boots) [b]Saves:[/b] Fortitude +11 [+4 base, +6 Con, +1 from cloak] Reflex +14 [+8 base, +5 Dex, +1 from cloak] Will +6 [+4 base, +1 Wis, +1 from cloak] [b]BAB:[/b] +9/+4 [b]Melee Atk:[/b] +14/+9 (1d6+3, 18-20/x2, Rapier +3 [I]merciful [/I] quarterstaff) [b]Ranged Atk:[/b] +14/+4 (1d8+2+1d6 fire/x3/50 ft./P, Heat, +2 [i]flaming[/i] pistol) [b]Skills:[/b] Balance 12 [R:5 + D:5 + S:2] Bluff 10 [R:12 + C:-2] Climb 10 [R:10 + S:10] Craft: Trapmaking 19 [R:15 + I:4] Diplomacy 10 [R:8 + C:-2 + S:4] Disable Device 19 [R:15 + I:4] Escape Artist 15 [R:10 + D:5] Hide 13 [R:8 + D:5] Jump 15 [R:10 + S:0 +Boots:5] Listen 11 [R:10 + W:1] Move Silently 13 [R:8 + D:5] Open Lock 20 [R:15 + D:5] Sense Motive 7 [R:6 + W:1] Spot 11 [R:10 + W:1] Search 19 [R:15 + I:4] Tumble 15 [R:10 + D:5] [b]Feats:[/b] Dodge Weapon Finesse Mobility Spring Attack Combat Expertise [b]Languages:[/b] Common, Dwarven, Unther, Shaaran, Terran, Giant [b]Equipment:[/b] [B]Mithril Chain Shirt +3[/B] (10,100gp) [B]Buckler +3[/B] (9,185gp) [B]Cold Iron Rapier +3[/B] (18,340gp) [B]Dagger[/B] (2gp) [B]Shortbow +1[/B] (2,330gp) [B]Arrows, mw x20[/B] (140gp) [B]Glove of dexterity +4[/B], (16,000gp) [B]Bracer of Health +4[/B] (as amulet, but use bracer slot, 16,000gp) [B]Boots of Striding and Springing[/B](5,500gp) [B]Ring of Protection +1[/B] (2,000gp) [B]Amulet of Natural Armor +1[/B] (2,000gp) [B]Cloack of Protection +1[/B] (1,000gp) [B]Handy Haversack[/B] (2,000gp) [B]Silversheen x2[/B] (500gp) [B]Potion of Cure serious wounds x2[/B] (1,500gp) [B]Potion of Cure light wounds x4[/B] (200gp) [B]Wand of Cure Light Wound lvl1[/B] (750gp) [B]Bless Oil x2[/B] (200gp) [B]Survival Kit[/B] (25gp) [B]Clothings[/B] (25gp) GP: 203 [/QUOTE]
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