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Hope Never Dies - Characters
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<blockquote data-quote="Voadam" data-source="post: 1780607" data-attributes="member: 2209"><p><strong>Kur BlackFang</strong></p><p></p><p><span style="font-size: 12px"><span style="color: DarkOrange">Kur Blackfang</span></span></p><p>Class Levels</p><p>Variant Wolf Totem Barbarian 5 / Wilderness Rogue 5 </p><p></p><p>Abilities</p><p>Str: 20 (+6) [ 18 points, +2 race] </p><p>Dex: 18 (+4) [18 points]</p><p>Con: 17 (+3) [16 points +1 4th level] </p><p>Int: 10 (+0) [12 points -2 racial] </p><p>Wis: 10 (+0) [10 points] </p><p>Cha: 10 (+0) [ 10 points]</p><p></p><p>Alignment: Chaotic Neutral</p><p>Race: Full Orc</p><p>Hit Dice: 5d12+15</p><p>HP: 75</p><p>AC: 15 [+4 Dex +1 Dodge]</p><p>Init: +4 [+4 Dex]</p><p>BAB: +5</p><p>Grapple: +10</p><p></p><p>Melee Atk</p><p>Trip [+10 touch, +9 trip]</p><p>Shiv [+10, 1d4+5, 19-20]</p><p>TWf +8 for both</p><p>Sneak attack +3d6</p><p></p><p>Ranged Atk</p><p>Shiv dagger [+9, 1d4+5 19-20, 10' increment]</p><p>Speed: 40ft</p><p>Encumbrance: Light load (4/26lb)</p><p></p><p>Saves</p><p>Fort: +7 [+4 base +3 Con]</p><p>Ref : + 8 [+4 base +4 Dex]</p><p>Will: + 1 [+1 base +0 Wis]</p><p>Trap sense +1</p><p>Disease +2</p><p></p><p>Skills [64 skill points]</p><p>Disable Device +8 [8 ranks +0 Int]</p><p>Hide +12 [8 ranks +4 Dex]</p><p>Listen +8 [8 ranks +0 Wis]</p><p>Move Silent +12 [8 ranks +4 Dex]</p><p>Open Locks +12 [8 ranks +4 Dex]</p><p>Spot +8 [8 ranks +0 Wis]</p><p>Search +8 [8 ranks +0 Int]</p><p>Survival +10 [8 ranks +0 Wis +2 Orc]</p><p></p><p>Armor Check Penalty: -</p><p>Feats</p><p>(1) Dodge</p><p>(2 WT) Improved Trip</p><p>(2 VB) TWF mastery</p><p>(3) Mobility</p><p>(5 WT) Track</p><p></p><p>Languages</p><p>TBD</p><p></p><p>Race abilities</p><p>Scent</p><p>Orc Endurance</p><p>Sense Motive, Intimidate, Survival +2</p><p>Disease saves +2</p><p></p><p>Class Abilities</p><p>Sneak Attack +3d6</p><p>Trapfinding</p><p>Fast Move</p><p>Favored Enemy human +4</p><p>Favored Enemy Evil outsider +2</p><p>Evasion</p><p>Uncanny dodge</p><p>Trap sense +1</p><p></p><p>Special tattoo: Allows Kur to shake off the effects of a mind-affecting ability 1/day as a wolf shakes off water after coming out of the rain.</p><p></p><p>Equipment</p><p>Shiv (dagger)</p><p>Improvised red gold lock picks</p><p>Torch</p><p>Prisoner's garb</p><p>Spirit amulet containing wolf tooth set in black stone</p><p></p><p>Kur Blackfang is an orcish scout hailing from the Blackfang tribe of orcs in the mountains to the Southwest of Tilnfall. The orcs revere a wide array of animal spirits and gods, with the Blackfang tribe's patron totem being the wolf.</p><p></p><p>Like most members of his tribe Kur hired on as a mercenary force for the human rulers of Tilnfall and went on raids in the Highlands of Lysette often being assigned pointman for his force as they ventured across the border to fight the clansmen. Kur gained a respect for the clansmen and became good at noticing when the humans were coming and how they reacted. He had great fun sneaking into their camps at night to disable their war chariots before the next days battles. The clansmen fought well but the Blackfang wolf pack horde tactics were ferocious and there were fine clashes. </p><p></p><p>His force was also sent out to hunt down a rebellious kobold sorcerer who had learned demon summoning from the Tiln masters but decided to form his own independant band and refused their call to go on a mission to Alissandre. A previous expedition of hobgoblins had never returned. On that expedition Kur's scouting involved a great deal of trap finding as well as a good bit of demon fighting experience before they were able to bring the kobold to heel. At one point Gurk Irontusk, the druid shaman of the Blackfang's was caught up in nasty room with an endless set of trip wires, pressure plates and swinging scythe blades that set off more effects no matter which way he turned. Kur saw him and said "<span style="color: DarkOrange">Don't give up hope, you're not dead yet!" </span> and was able to free the druid. Irontusk later rewarded him with a magical tattoo ward of protection in recognition of his work of trapfinding on behalf of the tribe members, and ever afterwards a tattoo of the shifting crescent moon adorns Kur's breast.</p><p></p><p>Now when Kur went out to celebrate his good fortune he made what some might call, a big mistake. The conjurers of Tilnfall are known for their pacts with fiends and some are even said to have fiendish essence infused into their very being. Power combined with demonic essence leads many to become arrogant and cruel and this comes across when they interact with others. Kur decided to celebrate the big payoff for the Kobold bounty by going to the Jorkendian pleasure palace, where there was wine, women, and gambling for those flush with coin. Enjoying some libations and a good time Kur had the misfortune to cross paths with a Tilnfall conjurer named Ahknoren. Ahknoren had no respect for the humanoids Tilnfall hired and expected craven obsequiousness from all the lesser races who dealt with him. The goblins were always obsequious, and the hobgoblins were respectful of the masters of the land who employed them in massive campaigns, but orcish culture was different. </p><p></p><p>When Ahknoren's bodyguard ordered the whole table where Kur was carousing to clear out for the young lord Kur looked displeased at the disruption. At this point, seeing Kur's displeasure, Ahknoren smiled and said "Now, tuskface, move!" As the bodyguard placed a hand on Kur to force him up Ahknoren turned to a companion of his and said "Honestly Kintaren, its just disgraceful how such animals are allowed into a place like this, I'm not sure this one even understands speech, they really must learn their place." The bodyguard said "Up now pigface or I'll . . . Aahh!" but never quite finished his sentence as the enraged Kur grabbed the offending hand and sent him flying hard to the ground.</p><p></p><p>Chanting quickly the young lord called out for supernatural assistance but was interrupted by Kur grabbing him and flinging him off his feet as well. As the bodyguard started to get up, Kur kicked him in the head hard and knocked him down again.</p><p></p><p>"<span style="color: DarkOrange">You want my table and my good times? Always wanting what is the orcs by right, here, have my ale too, I've lost my taste for it now</span>." and Kur threw his drink in the downed wizard's face then stalked off, but noticing Kintaren trying to stifle his laughter at the downfall of the young lord.</p><p></p><p></p><p>The next night Kur made what many would call his second mistake. He went out carousing again at a different tavern, and went alone again. After he was deep into his cups again late at night a large contingent of city guards entered the tavern. They surrounded Kur and declared that he was wanted for the murder of a high official. "<span style="color: DarkOrange">What are you talking about, what high official?" </span> he asked and was told Kintaren the sage, a nephew of a powerful Conjurer lord. Kur thought of Ahknoren being laughed at by Kintaren and said "<span style="color: DarkOrange">That bastard</span>!" The guards chuckled at his "confession," and laughed at him. They said Hopeless Island was too good for scum like him, made disparaging comments about lying orcs, and then they grabbed for him. Kur lashed out but after a prolonged brawl was beaten to a severely bruised pulp. As he was being hauled off to the docks he was barely conscious slipping in and out as they dragged him.</p><p></p><p>The last thing he saw on the docks was Ahknoren standing there smiling, to see him off to his new home away from home.</p><p></p><p>Hopeless Island lived up to its name. Surrounded by unforgiving waters that even the most heroic could not swim across and guarded by a great wall with only the Arch of Innocence allowing ingress.</p><p></p><p>Stripped of all possessions and locked alone to start out Kur did not like it. He longed to run free and stretch his legs under forest and plain again, but stone walls and barred doors hemmed him in along with iron manacles beyond even his great strength. Treated like an animal he was not even given utensils to eat, just a bowl with gruel in it at meal times.</p><p></p><p>Once he was released into the general population things did not brighten. Most did not like the "greenskins" and there were not many non-humans on the island, most humanoids were summarily executed for crimes they were convicted of, not sentenced to a living hell. Kur had to endure a lot of targeting and had to fight off prison predators despite the everpresent manacles there to "keep the orcs in line".</p><p></p><p>However it is always darkest before the dawn and Kur was eventually sent to share a prison cell with another non-human and two human adepts due to the overcrowding. The elf was an odd one, "Pair of grin" a two-faced elven name if he ever heard one. Well that matched with what the legends said about the elves, Kur was interested in what he would actually be like. One of the humans was a big fellow who could do magic and the other one, a friend of the first, was actually a wolf shaman! This brightened Kur's day as he listened with great interest to the holy man's tale.</p><p></p><p>When asked for his own tale of why he was there he said "<span style="color: DarkOrange">For throwing a drink in a wizard's face</span>." Seeing their disbelieving stares Kur told his story and threw in boasts and tales of his military exploits in fighting the Lysette highlanders and the kobold's demons.</p><p></p><p>The four became friends, and fought off others who would prey upon them. They were a pack. They worked as surfacers and developed tactics to help each other out.</p><p></p><p>One day Kur turned fortuitously and noticed a splinter of red gold </p><p>that fell from the hair of a miner. Kur marked the spot and found the slender piece of raw metal. Kur smiled a broad tusked grin as he palmed the find and hope rose within his deep chest. This was something he could work with.</p><p></p><p>Locks are mechanisms like traps and even chariot wheels and Kur's sabotage experience combined with his new tool and time to practice was enough for him to get both the feel of the metal pick, and the style of locks used on Hopeless Island.</p><p></p><p>When the time came he picked the locks on his manacles and their cell door. After breaking into the Archive from the roof and grabbing some essentials and personal effects they made a break for the Arch of Innocence. Saxon the druid's theory that it only turned the guilty to stone statues and therefore wouldn't harm four who were falsely convicted was put to the test and they dove through.</p><p></p><p><a href="http://enworld.cyberstreet.com/hosted/Pozas/Pictures/Oddballs/horc_ranger.jpg" target="_blank">http://enworld.cyberstreet.com/hosted/Pozas/Pictures/Oddballs/horc_ranger.jpg</a></p></blockquote><p></p>
[QUOTE="Voadam, post: 1780607, member: 2209"] [b]Kur BlackFang[/b] [SIZE=3][COLOR=DarkOrange]Kur Blackfang[/COLOR][/SIZE] Class Levels Variant Wolf Totem Barbarian 5 / Wilderness Rogue 5 Abilities Str: 20 (+6) [ 18 points, +2 race] Dex: 18 (+4) [18 points] Con: 17 (+3) [16 points +1 4th level] Int: 10 (+0) [12 points -2 racial] Wis: 10 (+0) [10 points] Cha: 10 (+0) [ 10 points] Alignment: Chaotic Neutral Race: Full Orc Hit Dice: 5d12+15 HP: 75 AC: 15 [+4 Dex +1 Dodge] Init: +4 [+4 Dex] BAB: +5 Grapple: +10 Melee Atk Trip [+10 touch, +9 trip] Shiv [+10, 1d4+5, 19-20] TWf +8 for both Sneak attack +3d6 Ranged Atk Shiv dagger [+9, 1d4+5 19-20, 10' increment] Speed: 40ft Encumbrance: Light load (4/26lb) Saves Fort: +7 [+4 base +3 Con] Ref : + 8 [+4 base +4 Dex] Will: + 1 [+1 base +0 Wis] Trap sense +1 Disease +2 Skills [64 skill points] Disable Device +8 [8 ranks +0 Int] Hide +12 [8 ranks +4 Dex] Listen +8 [8 ranks +0 Wis] Move Silent +12 [8 ranks +4 Dex] Open Locks +12 [8 ranks +4 Dex] Spot +8 [8 ranks +0 Wis] Search +8 [8 ranks +0 Int] Survival +10 [8 ranks +0 Wis +2 Orc] Armor Check Penalty: - Feats (1) Dodge (2 WT) Improved Trip (2 VB) TWF mastery (3) Mobility (5 WT) Track Languages TBD Race abilities Scent Orc Endurance Sense Motive, Intimidate, Survival +2 Disease saves +2 Class Abilities Sneak Attack +3d6 Trapfinding Fast Move Favored Enemy human +4 Favored Enemy Evil outsider +2 Evasion Uncanny dodge Trap sense +1 Special tattoo: Allows Kur to shake off the effects of a mind-affecting ability 1/day as a wolf shakes off water after coming out of the rain. Equipment Shiv (dagger) Improvised red gold lock picks Torch Prisoner's garb Spirit amulet containing wolf tooth set in black stone Kur Blackfang is an orcish scout hailing from the Blackfang tribe of orcs in the mountains to the Southwest of Tilnfall. The orcs revere a wide array of animal spirits and gods, with the Blackfang tribe's patron totem being the wolf. Like most members of his tribe Kur hired on as a mercenary force for the human rulers of Tilnfall and went on raids in the Highlands of Lysette often being assigned pointman for his force as they ventured across the border to fight the clansmen. Kur gained a respect for the clansmen and became good at noticing when the humans were coming and how they reacted. He had great fun sneaking into their camps at night to disable their war chariots before the next days battles. The clansmen fought well but the Blackfang wolf pack horde tactics were ferocious and there were fine clashes. His force was also sent out to hunt down a rebellious kobold sorcerer who had learned demon summoning from the Tiln masters but decided to form his own independant band and refused their call to go on a mission to Alissandre. A previous expedition of hobgoblins had never returned. On that expedition Kur's scouting involved a great deal of trap finding as well as a good bit of demon fighting experience before they were able to bring the kobold to heel. At one point Gurk Irontusk, the druid shaman of the Blackfang's was caught up in nasty room with an endless set of trip wires, pressure plates and swinging scythe blades that set off more effects no matter which way he turned. Kur saw him and said "[COLOR=DarkOrange]Don't give up hope, you're not dead yet!" [/COLOR] and was able to free the druid. Irontusk later rewarded him with a magical tattoo ward of protection in recognition of his work of trapfinding on behalf of the tribe members, and ever afterwards a tattoo of the shifting crescent moon adorns Kur's breast. Now when Kur went out to celebrate his good fortune he made what some might call, a big mistake. The conjurers of Tilnfall are known for their pacts with fiends and some are even said to have fiendish essence infused into their very being. Power combined with demonic essence leads many to become arrogant and cruel and this comes across when they interact with others. Kur decided to celebrate the big payoff for the Kobold bounty by going to the Jorkendian pleasure palace, where there was wine, women, and gambling for those flush with coin. Enjoying some libations and a good time Kur had the misfortune to cross paths with a Tilnfall conjurer named Ahknoren. Ahknoren had no respect for the humanoids Tilnfall hired and expected craven obsequiousness from all the lesser races who dealt with him. The goblins were always obsequious, and the hobgoblins were respectful of the masters of the land who employed them in massive campaigns, but orcish culture was different. When Ahknoren's bodyguard ordered the whole table where Kur was carousing to clear out for the young lord Kur looked displeased at the disruption. At this point, seeing Kur's displeasure, Ahknoren smiled and said "Now, tuskface, move!" As the bodyguard placed a hand on Kur to force him up Ahknoren turned to a companion of his and said "Honestly Kintaren, its just disgraceful how such animals are allowed into a place like this, I'm not sure this one even understands speech, they really must learn their place." The bodyguard said "Up now pigface or I'll . . . Aahh!" but never quite finished his sentence as the enraged Kur grabbed the offending hand and sent him flying hard to the ground. Chanting quickly the young lord called out for supernatural assistance but was interrupted by Kur grabbing him and flinging him off his feet as well. As the bodyguard started to get up, Kur kicked him in the head hard and knocked him down again. "[COLOR=DarkOrange]You want my table and my good times? Always wanting what is the orcs by right, here, have my ale too, I've lost my taste for it now[/COLOR]." and Kur threw his drink in the downed wizard's face then stalked off, but noticing Kintaren trying to stifle his laughter at the downfall of the young lord. The next night Kur made what many would call his second mistake. He went out carousing again at a different tavern, and went alone again. After he was deep into his cups again late at night a large contingent of city guards entered the tavern. They surrounded Kur and declared that he was wanted for the murder of a high official. "[COLOR=DarkOrange]What are you talking about, what high official?" [/COLOR] he asked and was told Kintaren the sage, a nephew of a powerful Conjurer lord. Kur thought of Ahknoren being laughed at by Kintaren and said "[COLOR=DarkOrange]That bastard[/COLOR]!" The guards chuckled at his "confession," and laughed at him. They said Hopeless Island was too good for scum like him, made disparaging comments about lying orcs, and then they grabbed for him. Kur lashed out but after a prolonged brawl was beaten to a severely bruised pulp. As he was being hauled off to the docks he was barely conscious slipping in and out as they dragged him. The last thing he saw on the docks was Ahknoren standing there smiling, to see him off to his new home away from home. Hopeless Island lived up to its name. Surrounded by unforgiving waters that even the most heroic could not swim across and guarded by a great wall with only the Arch of Innocence allowing ingress. Stripped of all possessions and locked alone to start out Kur did not like it. He longed to run free and stretch his legs under forest and plain again, but stone walls and barred doors hemmed him in along with iron manacles beyond even his great strength. Treated like an animal he was not even given utensils to eat, just a bowl with gruel in it at meal times. Once he was released into the general population things did not brighten. Most did not like the "greenskins" and there were not many non-humans on the island, most humanoids were summarily executed for crimes they were convicted of, not sentenced to a living hell. Kur had to endure a lot of targeting and had to fight off prison predators despite the everpresent manacles there to "keep the orcs in line". However it is always darkest before the dawn and Kur was eventually sent to share a prison cell with another non-human and two human adepts due to the overcrowding. The elf was an odd one, "Pair of grin" a two-faced elven name if he ever heard one. Well that matched with what the legends said about the elves, Kur was interested in what he would actually be like. One of the humans was a big fellow who could do magic and the other one, a friend of the first, was actually a wolf shaman! This brightened Kur's day as he listened with great interest to the holy man's tale. When asked for his own tale of why he was there he said "[COLOR=DarkOrange]For throwing a drink in a wizard's face[/COLOR]." Seeing their disbelieving stares Kur told his story and threw in boasts and tales of his military exploits in fighting the Lysette highlanders and the kobold's demons. The four became friends, and fought off others who would prey upon them. They were a pack. They worked as surfacers and developed tactics to help each other out. One day Kur turned fortuitously and noticed a splinter of red gold that fell from the hair of a miner. Kur marked the spot and found the slender piece of raw metal. Kur smiled a broad tusked grin as he palmed the find and hope rose within his deep chest. This was something he could work with. Locks are mechanisms like traps and even chariot wheels and Kur's sabotage experience combined with his new tool and time to practice was enough for him to get both the feel of the metal pick, and the style of locks used on Hopeless Island. When the time came he picked the locks on his manacles and their cell door. After breaking into the Archive from the roof and grabbing some essentials and personal effects they made a break for the Arch of Innocence. Saxon the druid's theory that it only turned the guilty to stone statues and therefore wouldn't harm four who were falsely convicted was put to the test and they dove through. [url]http://enworld.cyberstreet.com/hosted/Pozas/Pictures/Oddballs/horc_ranger.jpg[/url] [/QUOTE]
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