Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Insight's Dark Sun: Burning Sands Campaign - Character Roster
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Walking Dad" data-source="post: 5302148" data-attributes="member: 59043"><p>Korg Wellspeaker, Dwarf Shaman (Animist)</p><p></p><p>[sblock=Quicksheet]</p><p>level 1</p><p>Dwarf, Shaman</p><p>Companion Spirit: Animist Spirit</p><p>Background: Sea of Dust (Learn Primordial)</p><p>Theme: Elemental Priest</p><p><a href="http://invisiblecastle.com/roller/view/2668532/" target="_blank">Wild Talent (1d10=9)</a>: Telekinetic Grasp</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 13, Con 13, Dex 10, Int 16, Wis 18, Cha 8.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 13, Con 11, Dex 10, Int 16, Wis 16, Cha 8.</p><p></p><p></p><p>AC: 13 Fort: 12 Reflex: 13 Will: 15</p><p>HP: 30 Surges: 8 Surge Value: 7</p><p></p><p>TRAINED SKILLS</p><p>Nature +9, Heal +9, Endurance +8, Perception +9</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics, Arcana +3, Bluff -1, Diplomacy -1, Dungeoneering +6, History +3, Insight +4, Intimidate -1, Religion +3, Stealth, Streetwise -1, Thievery, Athletics +1</p><p></p><p>FEATS</p><p>Level 1: Toughness</p><p></p><p>POWERS</p><p>Shaman at-will 1: Haunting Spirits</p><p>Shaman encounter 1: Scorching Sands</p><p>Shaman daily 1: Cleansing Wind of the North</p><p></p><p>[sblock=Power Details]</p><p><span style="color: Lime"><strong>At-Will Powers</strong></span></p><p><span style="color: Lime"><strong></strong></span></p><p><span style="color: Lime"><strong></strong>Telekinetic Grasp: minor, r5, manipulates or moves 20 pounds item</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Call Spirit Companion: minor, cb 20, calls companion</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Spirit's Wrath: OA, spirit m1, +4 vs Reflex - 1d6 + 4, and the target grants combat advantage until the end of your next turn.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Spirit Infusion: standard, Spirit m1, spirit companion disappears, and the target can make a basic attack with a +2 power bonus to the attack roll and a +3 power bonus to the damage.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Haunting Spirits: standard, r5, 1d20+4 vs Will - 1d6 + 4 psychic damage. Until the end of your next turn, the target grants combat advantage to an ally of your choice.</span></p><p></p><p></p><p> <span style="color: Red"><strong>Encounter Powers</strong></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Healing Spirit: minor, cb5, The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Speak with Spirits: minor, personal, During this turn, you gain a +4 bonus to your next skill check.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Spirit of Athas: minor, r5, You conjure a spirit of Athas. You and your allies gain a +1 power bonus to all defenses while adjacent to it. As a standard action, you can dismiss the spirit and make the following melee 1 attack from the spirit’s square:</span></p><p><span style="color: Red">standard, special, +4 vs Reflex - 1d10 + 4 damage, and the target takes a -2 penalty to attack rolls and all defenses until the end of your next turn.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Scorching Sand: standard, spirit m1, +4 vs Reflex - 1d8 + 4 fire damage, and the target gains vulnerable 5 fire until the end of your next turn. You and each ally adjacent to your spirit companion can choose to deal fire damage until the end of your next turn. This fire damage replaces an attack’s normal damage types. - Effect: Your spirit companion disappears.</span></p><p></p><p></p><p> <span style="color: Silver"><strong>Daily Powers</strong></span></p><p><span style="color: Silver"></span></p><p><span style="color: Silver">Cleansing Wind of the North: standard, cb 5, +4 vs Fort - 1d10 + 4 cold damage.</span></p><p><span style="color: Silver">Miss: Half damage. - Effect: Each ally in the blast makes a saving throw with a +5 power bonus.</span></p><p></p><p>[/sblock][/sblock]</p><p></p><p>[sblock=Background]</p><p>Korg Wellspeaker had lost his family to diease and was pressed into slavery to pay for the rites and their funeral. Before he got his slave markings, it was decided to transport him to another city state. His mekillot caravan was raided by ex-slaves, who freed all prisoners and offered them to join their slave tribe. Korg find peace again and found his focus in protecting the tribe as long as they need them. Finally he courted a dwarf woman and got twins with her...</p><p></p><p>Both died in the templar attack on his tribe and he was mortally wounded. In typical templar justice, they simply left him back to die in the desert, because he lacked any slave marks and they were only there to get the slaves back.</p><p></p><p>Korg crouched to the small but deep well of the tribe to commit suicide, having lost his focus and family again. But as he fell in the water, his wounds miraculousy healed and he heard a voice: "Not the time, the Water will not kill but sustain you!" In a geysir he was thrown back on land.</p><p>With his newfound strength he ran into a still burning hut, but the fire didn't burn him. "Not the time. The Fire will not burn you, but your enemies.</p><p>Desperate to die he finally climbed a big rock and jumped onto the sharpsurface, but the voices were back: "The Air will halt your fall and the Earth will not smash but sustain you!" He landed without harm.</p><p></p><p>As he accepted that the elements has chosen him, his mind cleared and he saw a new focus: find his love, free the people and heal the land.</p><p></p><p>H marked himself a slave and let himself caught, but was not brought to the same place as his wife, but to the Ivory Triangle's Rarun Salt Mines, his self inflicted marks interpreted as the ones of house Njeer. Here he waits what the voices will say next to him...[/sblock]</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 5302148, member: 59043"] Korg Wellspeaker, Dwarf Shaman (Animist) [sblock=Quicksheet] level 1 Dwarf, Shaman Companion Spirit: Animist Spirit Background: Sea of Dust (Learn Primordial) Theme: Elemental Priest [URL="http://invisiblecastle.com/roller/view/2668532/"]Wild Talent (1d10=9)[/URL]: Telekinetic Grasp FINAL ABILITY SCORES Str 13, Con 13, Dex 10, Int 16, Wis 18, Cha 8. STARTING ABILITY SCORES Str 13, Con 11, Dex 10, Int 16, Wis 16, Cha 8. AC: 13 Fort: 12 Reflex: 13 Will: 15 HP: 30 Surges: 8 Surge Value: 7 TRAINED SKILLS Nature +9, Heal +9, Endurance +8, Perception +9 UNTRAINED SKILLS Acrobatics, Arcana +3, Bluff -1, Diplomacy -1, Dungeoneering +6, History +3, Insight +4, Intimidate -1, Religion +3, Stealth, Streetwise -1, Thievery, Athletics +1 FEATS Level 1: Toughness POWERS Shaman at-will 1: Haunting Spirits Shaman encounter 1: Scorching Sands Shaman daily 1: Cleansing Wind of the North [sblock=Power Details] [COLOR=Lime][B]At-Will Powers [/B]Telekinetic Grasp: minor, r5, manipulates or moves 20 pounds item Call Spirit Companion: minor, cb 20, calls companion Spirit's Wrath: OA, spirit m1, +4 vs Reflex - 1d6 + 4, and the target grants combat advantage until the end of your next turn. Spirit Infusion: standard, Spirit m1, spirit companion disappears, and the target can make a basic attack with a +2 power bonus to the attack roll and a +3 power bonus to the damage. Haunting Spirits: standard, r5, 1d20+4 vs Will - 1d6 + 4 psychic damage. Until the end of your next turn, the target grants combat advantage to an ally of your choice.[/COLOR] [COLOR=Red][B]Encounter Powers[/B] Healing Spirit: minor, cb5, The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points. Speak with Spirits: minor, personal, During this turn, you gain a +4 bonus to your next skill check. Spirit of Athas: minor, r5, You conjure a spirit of Athas. You and your allies gain a +1 power bonus to all defenses while adjacent to it. As a standard action, you can dismiss the spirit and make the following melee 1 attack from the spirit’s square: standard, special, +4 vs Reflex - 1d10 + 4 damage, and the target takes a -2 penalty to attack rolls and all defenses until the end of your next turn. Scorching Sand: standard, spirit m1, +4 vs Reflex - 1d8 + 4 fire damage, and the target gains vulnerable 5 fire until the end of your next turn. You and each ally adjacent to your spirit companion can choose to deal fire damage until the end of your next turn. This fire damage replaces an attack’s normal damage types. - Effect: Your spirit companion disappears.[/COLOR] [COLOR=Silver][B]Daily Powers[/B] Cleansing Wind of the North: standard, cb 5, +4 vs Fort - 1d10 + 4 cold damage. Miss: Half damage. - Effect: Each ally in the blast makes a saving throw with a +5 power bonus.[/COLOR] [/sblock][/sblock] [sblock=Background] Korg Wellspeaker had lost his family to diease and was pressed into slavery to pay for the rites and their funeral. Before he got his slave markings, it was decided to transport him to another city state. His mekillot caravan was raided by ex-slaves, who freed all prisoners and offered them to join their slave tribe. Korg find peace again and found his focus in protecting the tribe as long as they need them. Finally he courted a dwarf woman and got twins with her... Both died in the templar attack on his tribe and he was mortally wounded. In typical templar justice, they simply left him back to die in the desert, because he lacked any slave marks and they were only there to get the slaves back. Korg crouched to the small but deep well of the tribe to commit suicide, having lost his focus and family again. But as he fell in the water, his wounds miraculousy healed and he heard a voice: "Not the time, the Water will not kill but sustain you!" In a geysir he was thrown back on land. With his newfound strength he ran into a still burning hut, but the fire didn't burn him. "Not the time. The Fire will not burn you, but your enemies. Desperate to die he finally climbed a big rock and jumped onto the sharpsurface, but the voices were back: "The Air will halt your fall and the Earth will not smash but sustain you!" He landed without harm. As he accepted that the elements has chosen him, his mind cleared and he saw a new focus: find his love, free the people and heal the land. H marked himself a slave and let himself caught, but was not brought to the same place as his wife, but to the Ivory Triangle's Rarun Salt Mines, his self inflicted marks interpreted as the ones of house Njeer. Here he waits what the voices will say next to him...[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Insight's Dark Sun: Burning Sands Campaign - Character Roster
Top