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<blockquote data-quote="Awakened" data-source="post: 1608618" data-attributes="member: 13299"><p><strong>Belvar Zosenheim</strong></p><p>Male Dwarf</p><p>Cleric 1</p><p>Alignment: Neutral</p><p>Height: 4' 5''</p><p>Weight: 186 lbs</p><p>Hair: Brown</p><p>Eyes: Blue</p><p>Age: 60</p><p></p><p><strong>Str: 14 </strong><strong>(+2) </strong>[6 points] </p><p><strong>Dex: 10 </strong><strong>(+0)</strong> [2 points]</p><p><strong>Con: 16 </strong><strong>(+3)</strong> [6 points, +2 Racial] </p><p><strong>Int: 10 </strong><strong>(+0) </strong>[2 points] </p><p><strong>Wis: 16 </strong><strong>(+3) </strong>[10 points] </p><p><strong>Cha: 12 </strong><strong>(+1) </strong>[6 points, -2 Racial] </p><p></p><p><strong>Class and Racial Abilities:</strong></p><p>Darkvision 60’, Speed not reduced by medium or heavy armor or carrying a medium or heavy load, +2 search with stonework, automatically makes search checks when passing a stone secret door, proficiency with Dwarven urgosh/waraxe, +4 vs. trip/bullrush, +2 save vs. poison, +2 save vs. spells and spell-like effects, +1 attack vs. orcs and goblinoids, +4 AC vs. giants when not flat-footed (acts as a deflection modifier), +2 appraise stone/metal, +2 craft stone/metal, turn undead 3 times a day + charisma modifier (4 times per day). Domains: luck and protection. 1/day, reroll any roll </p><p>1/ day, give touched target +Clr lv to next saving throw. Duration: 1 hr.</p><p></p><p><strong>Hit Dice:</strong> 1d8+3 (+8 Free +3 Con)</p><p><strong>HP:</strong> 11</p><p><strong>AC:</strong> 16 (+2 shield, +4 Armor)</p><p><strong>Init: </strong>+0 [+0 Dex)</p><p><strong>Speed:</strong> 20ft </p><p><strong>Armor Check Penalty:</strong> -6</p><p></p><p><strong>Saves:</strong></p><p>Fortitude +5 [+2 base, +3 Con]</p><p>Reflex +0 [+0 base, +0 Dex]</p><p>Will +5 [+2 base, +3 Wis]</p><p></p><p><strong>BAB: +0</strong></p><p>Melee Attack: +2</p><p>Dwarven waraxe AttBonus +2, 1d10+2 Dmg, x3</p><p></p><p>Ranged Attack: +0</p><p>Light crossbow AttBonus +0, 1d8 Dmg, 19-20/x2</p><p></p><p><strong>Skills:</strong></p><p>Concentration +5 [2 ranks, +3 Con)</p><p>Craft (Armor) +4 [2 ranks, +2 racial bonus]</p><p>Diplomacy +2 [1 rank, +1 Cha]</p><p>Heal +6 [3 ranks, +3 Wis]</p><p></p><p><strong>Feats:</strong></p><p>Martial Weapon Proficiency (Dwarven Waraxe) [Needed because</p><p>Dwarven Waraxe is treated as a martial weapon even to Dwarves,</p><p>and with the feat, Belvar can use it in one hand]</p><p></p><p><strong>Languages</strong></p><p>Common, Dwarven</p><p></p><p><strong>Equipment:</strong></p><p>Dwarven waraxe (30 gp), Light crossbow (35 gp), Heavy steel shield (20 gp), scale mail (50 gp), 10 bolts (1 gp), Backpack (2gp), bedroll (1 sp), flask (3 cp), 2 days trail rations (1 gp), Flint and steel (1gp), waterskin (1 gp), Wooden holy symbol (1 gp), acid flask (10 gp), traveler's outfit (1 gp), quarterstaff (0 gp), sack with 8 gold, 7 silver, and 7 copper coins (1 sp), grand total= 162 gp. 79 lbs.</p><p></p><p><strong>Appearance:</strong></p><p>Belvar looks are no departure from the standard of the Zosenheim clan- pale blue eyes, brown hair (which Belvar has a lot of, hanging in unkempt locks that rest upon his shoulders), and pale skin. He wears a slightly rusted suit of scale mail when adventuring and always brings along his trusty waraxe Zosengheist. His prized possession is a large steel shield with his clan's emblem- a walking stick in the foreground and an orange horizon in the back- emblazoned upon it. Belvar has a heavy-set frame, even for a dwarf, and walks with his shoulders bobbing slightly, taking great care that his posture shows his true breadth and strength. Belvar is a handsome dwarf, his brown beard connected with blue braides and runestones, and he always likes to keep his traveler's outfit clean. Despite his wild hair, Belvar has earned a reputation as a tidy and well-dressed dwarf, and uses that reputation to serve Farlanghn well, for what is the purpose of transgressing countless miles of road if you're to look like a dirty peasant at the path's end? </p><p></p><p><strong>Personality:</strong></p><p>Belvar exudes a kind of natural leadership and calmness. Always cool under pressure, and forever hiding his wounds, Belvar is well-liked among the Dwarven peoples and enjoys his reputation. He is humble and inquisitive, always seeking a new path, even if its to the same destination. Most people will forever see Belvar as a serene warrior and able smith, even amidst a storm or drought. But when an evil congregation takes reign, or a good deity professes that his way is the only true one, Belvar's inner zeal shows. He believes that the times are always changing, and monotomy breaks the soul. His conviction in the value of open-mindedness is unparalleled and impressive, but he often forgets that his way is not the only one either. </p><p></p><p><strong>Background:</strong></p><p>Belvar was born into the Zosenheim clan of Crystalport sixty years ago. Coming from a long line of armor smiths, Belvar inherited the craft and displayed his precocious talent for the forge at age 15. True to his nature, by twenty Belvar had become bored with his family's tradition and took to the road, leaving behind the windwashed, stilted cottages of Crytalport in favor of exploration. Belvar traveled far and wide, but never stayed in one place too long, so he learned little about his surroundings but also did not grow attached to them. 'Fore it was the love of the fatigue of the long march- the journey, not the destination that enticed him.</p><p>At 55, Belvar met a roadside congregation of Farlanghn followers that listened to his philosophies and urged him to join the loose-knit clergy. With their encouragement, Belvar returned to Crystalport the following autumn and found his birthplace in moral peril. The armorsmith guild had lost all of its power, while the mining confederation took control out of the clan leader's hands. In an effort to explain the dangers of one moral code, one path taking precedence over all others, Belvar started a streetside temple and soon amassed a healthy group of followers from the armorsmiths and miners alike, as well as the equally repressed sailors and fishermen. This gathering of the primary trades actually prompted a revolution within Crystalport, and now all trades are protected by the High Council, and power is shared. </p><p>Belvar, too humble to take credit, is not widely recognized as the catalyst for the revolution, but instead as a competent armorsmith in his own right and a valued philospher. </p><p>After five years of moral discussion and dedication to his deity, Belvar began to grow bored with Crystalport and thought often of the road. He wondered if he was blaspheming his deity by spending so much time in one place. In the past week, however, Belvar received a letter from Maximo Stonefist in Springside, a town he had been to just once. Having heard of the legends of Stonefit's academy and his title as dragonslayer, Belvar took the invitation as an obligation not only to Stonefist, but to Farlanghn himself. And so, with walking stick in hand, Belfar reaches the west side of Springside after a large celebration in his hometown. Faith and honor renewed, Belvar can only imagine what awaits beyond the great gates...</p></blockquote><p></p>
[QUOTE="Awakened, post: 1608618, member: 13299"] [B]Belvar Zosenheim[/B] Male Dwarf Cleric 1 Alignment: Neutral Height: 4' 5'' Weight: 186 lbs Hair: Brown Eyes: Blue Age: 60 [b]Str: 14 [/b][b](+2) [/b][6 points] [b]Dex: 10 [/b][b](+0)[/b] [2 points] [b]Con: 16 [/b][b](+3)[/b] [6 points, +2 Racial] [b]Int: 10 [/b][b](+0) [/b][2 points] [b]Wis: 16 [/b][b](+3) [/b][10 points] [b]Cha: 12 [/b][b](+1) [/b][6 points, -2 Racial] [b]Class and Racial Abilities:[/b] Darkvision 60’, Speed not reduced by medium or heavy armor or carrying a medium or heavy load, +2 search with stonework, automatically makes search checks when passing a stone secret door, proficiency with Dwarven urgosh/waraxe, +4 vs. trip/bullrush, +2 save vs. poison, +2 save vs. spells and spell-like effects, +1 attack vs. orcs and goblinoids, +4 AC vs. giants when not flat-footed (acts as a deflection modifier), +2 appraise stone/metal, +2 craft stone/metal, turn undead 3 times a day + charisma modifier (4 times per day). Domains: luck and protection. 1/day, reroll any roll 1/ day, give touched target +Clr lv to next saving throw. Duration: 1 hr. [b]Hit Dice:[/b] 1d8+3 (+8 Free +3 Con) [b]HP:[/b] 11 [b]AC:[/b] 16 (+2 shield, +4 Armor) [b]Init: [/b]+0 [+0 Dex) [b]Speed:[/b] 20ft [b]Armor Check Penalty:[/b] -6 [b]Saves:[/b] Fortitude +5 [+2 base, +3 Con] Reflex +0 [+0 base, +0 Dex] Will +5 [+2 base, +3 Wis] [b]BAB: +0[/b] Melee Attack: +2 Dwarven waraxe AttBonus +2, 1d10+2 Dmg, x3 Ranged Attack: +0 Light crossbow AttBonus +0, 1d8 Dmg, 19-20/x2 [b]Skills:[/b] Concentration +5 [2 ranks, +3 Con) Craft (Armor) +4 [2 ranks, +2 racial bonus] Diplomacy +2 [1 rank, +1 Cha] Heal +6 [3 ranks, +3 Wis] [b]Feats:[/b] Martial Weapon Proficiency (Dwarven Waraxe) [Needed because Dwarven Waraxe is treated as a martial weapon even to Dwarves, and with the feat, Belvar can use it in one hand] [b]Languages[/b] Common, Dwarven [b]Equipment:[/b] Dwarven waraxe (30 gp), Light crossbow (35 gp), Heavy steel shield (20 gp), scale mail (50 gp), 10 bolts (1 gp), Backpack (2gp), bedroll (1 sp), flask (3 cp), 2 days trail rations (1 gp), Flint and steel (1gp), waterskin (1 gp), Wooden holy symbol (1 gp), acid flask (10 gp), traveler's outfit (1 gp), quarterstaff (0 gp), sack with 8 gold, 7 silver, and 7 copper coins (1 sp), grand total= 162 gp. 79 lbs. [b]Appearance:[/b] Belvar looks are no departure from the standard of the Zosenheim clan- pale blue eyes, brown hair (which Belvar has a lot of, hanging in unkempt locks that rest upon his shoulders), and pale skin. He wears a slightly rusted suit of scale mail when adventuring and always brings along his trusty waraxe Zosengheist. His prized possession is a large steel shield with his clan's emblem- a walking stick in the foreground and an orange horizon in the back- emblazoned upon it. Belvar has a heavy-set frame, even for a dwarf, and walks with his shoulders bobbing slightly, taking great care that his posture shows his true breadth and strength. Belvar is a handsome dwarf, his brown beard connected with blue braides and runestones, and he always likes to keep his traveler's outfit clean. Despite his wild hair, Belvar has earned a reputation as a tidy and well-dressed dwarf, and uses that reputation to serve Farlanghn well, for what is the purpose of transgressing countless miles of road if you're to look like a dirty peasant at the path's end? [b]Personality:[/b] Belvar exudes a kind of natural leadership and calmness. Always cool under pressure, and forever hiding his wounds, Belvar is well-liked among the Dwarven peoples and enjoys his reputation. He is humble and inquisitive, always seeking a new path, even if its to the same destination. Most people will forever see Belvar as a serene warrior and able smith, even amidst a storm or drought. But when an evil congregation takes reign, or a good deity professes that his way is the only true one, Belvar's inner zeal shows. He believes that the times are always changing, and monotomy breaks the soul. His conviction in the value of open-mindedness is unparalleled and impressive, but he often forgets that his way is not the only one either. [b]Background:[/b] Belvar was born into the Zosenheim clan of Crystalport sixty years ago. Coming from a long line of armor smiths, Belvar inherited the craft and displayed his precocious talent for the forge at age 15. True to his nature, by twenty Belvar had become bored with his family's tradition and took to the road, leaving behind the windwashed, stilted cottages of Crytalport in favor of exploration. Belvar traveled far and wide, but never stayed in one place too long, so he learned little about his surroundings but also did not grow attached to them. 'Fore it was the love of the fatigue of the long march- the journey, not the destination that enticed him. At 55, Belvar met a roadside congregation of Farlanghn followers that listened to his philosophies and urged him to join the loose-knit clergy. With their encouragement, Belvar returned to Crystalport the following autumn and found his birthplace in moral peril. The armorsmith guild had lost all of its power, while the mining confederation took control out of the clan leader's hands. In an effort to explain the dangers of one moral code, one path taking precedence over all others, Belvar started a streetside temple and soon amassed a healthy group of followers from the armorsmiths and miners alike, as well as the equally repressed sailors and fishermen. This gathering of the primary trades actually prompted a revolution within Crystalport, and now all trades are protected by the High Council, and power is shared. Belvar, too humble to take credit, is not widely recognized as the catalyst for the revolution, but instead as a competent armorsmith in his own right and a valued philospher. After five years of moral discussion and dedication to his deity, Belvar began to grow bored with Crystalport and thought often of the road. He wondered if he was blaspheming his deity by spending so much time in one place. In the past week, however, Belvar received a letter from Maximo Stonefist in Springside, a town he had been to just once. Having heard of the legends of Stonefit's academy and his title as dragonslayer, Belvar took the invitation as an obligation not only to Stonefist, but to Farlanghn himself. And so, with walking stick in hand, Belfar reaches the west side of Springside after a large celebration in his hometown. Faith and honor renewed, Belvar can only imagine what awaits beyond the great gates... [/QUOTE]
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