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<blockquote data-quote="Erekose13" data-source="post: 2799436" data-attributes="member: 3387"><p><strong>Magorrym Vormundrak</strong></p><p></p><p>[sblock=Final Draft]<span style="color: slategray"><strong>Magorrym Vormundrak; </strong> </span> </p><p><strong>dwarf warmain 1;</strong> </p><p>medium humaniod (dwarf);</p><p><strong>Init </strong> +1; <strong>Senses </strong> Listen +1, Spot +1;</p><p><strong>Languages</strong>: Common, Dwarven, Undercommon.</p><p><strong>Alignment</strong>: LE</p><p>----------------------------</p><p><strong>AC </strong> 18, flat footed 17, touch 11. acp -6</p><p><strong>HP </strong> 24 (HD 1d12+12) </p><p><strong>Fort </strong> +6, <strong>Ref </strong> +1, <strong>Will </strong> +1; </p><p>----------------------------</p><p><strong>Spd </strong> 20'; </p><p><strong>Melee</strong>: dwarven waraxe +3 (1d10+2/x3) or flail +3 (1d8+2/x3);</p><p><strong>Ranged</strong>: light crossbow +2 (1d8/19-20/x2) Range 80', 20 bolts; </p><p><strong>Attack Options</strong>: Expertise (+1AC/-1Atk, max 5)</p><p><strong>Base Atk </strong> +1, Grapple +3; </p><p>----------------------------</p><p><strong>Abilities</strong>: Str 15, Dex 12, Con 18, Int 14, Wis 12, Cha 9.</p><p><strong>XP</strong>: 0</p><p><strong>Feats</strong>: Expertise</p><p><strong>Skills</strong>: Craft (stonecarving) +8 (4 ranks), Knowledge (architecture and engineering) +4 (2 ranks), Knowledge (History) +4 (2 ranks), Knowledge (Nobility and Royalty) +4 (2 ranks), Climb -2 (2 ranks), Jump -2 (2 ranks), Intimidate +1 (2 ranks) </p><p><strong>Possessions</strong>: Waraxe (30gp, 8lbs); Flail (8gp, 5lbs); light crossbow and 20 bolts (37 gp, 6lbs); Scale Mail (50gp, 30lbs, -4acp); Heavy Steel Shield (20gp, 15lbs, -2acp); Bedroll (1sp, 5lbs); Blanket, Winter (5sp, 3lbs); Grappling Hook (1gp, 4lbs); Hammer (5sp, 2lbs); 5 Pitons (5sp, 2.5lbs); 100ft Silk Rope (20gp, 10lbs); Waterskin (1gp, 4lbs); Whetstone (2cp, 1lb.); Artisan's Tools (5gp, 5lbs); Vial of Acid (10gp, 1lb.); Explorer's Outfit (-gp, 8lbs).</p><p><strong>Money</strong>: 16gp, 3sp, 8cp.</p><p><strong>Encumbrance</strong>: 109.5 lbs; Load: Medium (67-133 lbs)</p><p>[sblock=Racial Traits]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></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></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></p><p>Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.</p><p></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></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>[/sblock]---------------------------- </p><p><strong>Description</strong>: Magorrym is a short, stocky dwarf with a pale complexion. Having spent most of his life below ground in the forge cities of Dvarnhold, Magorrym is used to life underground. His heavy scalemail and steel shield are both quite battered. The shield bears the crest of Dvarnhold, but several powerful axe strikes have made it almost illegible. He keeps the shield as a reminder of his home and his crimes. His face features a big twisted nose that looks like it has been broken a few times and not mended so well. He also has a number of deep scars on his back from when he had been whipped following his trial. A dark runic tattoo adorns his left shoulder blade with an intricate if abstract design.</p><p></p><p><strong>Personality</strong>: Magorrym is usually quite dark and moody, unless drunk in which case he gets extremely violent. Content to sit quietly and carve stone runes much in the style of his tattoo, he is at his most calm with his tools in hand. He can come off quite rude in conversation as his speech is peppered liberally with colourful language and he has a nasty habit of chewing spittin tabaco. Some common phrases heard from his mouth include "Frack", "Gorram", and "Ogre's hole." </p><p></p><p><strong>History</strong>: Magorrym Vormundrak is from from Dvarnhold. One of an elite group of trained soldiers in the war against the drow, Magorrym Vormundrak has been exiled from the kingdom under the mountain for crimes against the people. He wanders the lands above ground looking for redemption in foreign eyes. A nasty drunk, he has sworn off the heavy dwarven ales but things are getting desparate again and he may turn to his solace in a pint. When at peace he is quite the artist, creating wonderfully detailed rune carvings. Though he has no love of violence when sober, he knows that he is good at it. Perhaps making a mark as a hero and adventurer will help bring him around. [/sblock]</p></blockquote><p></p>
[QUOTE="Erekose13, post: 2799436, member: 3387"] [b]Magorrym Vormundrak[/b] [sblock=Final Draft][COLOR=slategray][B]Magorrym Vormundrak; [/B] [/COLOR] [B]dwarf warmain 1;[/B] medium humaniod (dwarf); [B]Init [/B] +1; [B]Senses [/B] Listen +1, Spot +1; [B]Languages[/B]: Common, Dwarven, Undercommon. [B]Alignment[/b]: LE ---------------------------- [B]AC [/B] 18, flat footed 17, touch 11. acp -6 [B]HP [/B] 24 (HD 1d12+12) [B]Fort [/B] +6, [B]Ref [/B] +1, [B]Will [/B] +1; ---------------------------- [B]Spd [/B] 20'; [B]Melee[/B]: dwarven waraxe +3 (1d10+2/x3) or flail +3 (1d8+2/x3); [B]Ranged[/B]: light crossbow +2 (1d8/19-20/x2) Range 80', 20 bolts; [B]Attack Options[/B]: Expertise (+1AC/-1Atk, max 5) [B]Base Atk [/B] +1, Grapple +3; ---------------------------- [B]Abilities[/B]: Str 15, Dex 12, Con 18, Int 14, Wis 12, Cha 9. [B]XP[/B]: 0 [B]Feats[/B]: Expertise [B]Skills[/B]: Craft (stonecarving) +8 (4 ranks), Knowledge (architecture and engineering) +4 (2 ranks), Knowledge (History) +4 (2 ranks), Knowledge (Nobility and Royalty) +4 (2 ranks), Climb -2 (2 ranks), Jump -2 (2 ranks), Intimidate +1 (2 ranks) [B]Possessions[/B]: Waraxe (30gp, 8lbs); Flail (8gp, 5lbs); light crossbow and 20 bolts (37 gp, 6lbs); Scale Mail (50gp, 30lbs, -4acp); Heavy Steel Shield (20gp, 15lbs, -2acp); Bedroll (1sp, 5lbs); Blanket, Winter (5sp, 3lbs); Grappling Hook (1gp, 4lbs); Hammer (5sp, 2lbs); 5 Pitons (5sp, 2.5lbs); 100ft Silk Rope (20gp, 10lbs); Waterskin (1gp, 4lbs); Whetstone (2cp, 1lb.); Artisan's Tools (5gp, 5lbs); Vial of Acid (10gp, 1lb.); Explorer's Outfit (-gp, 8lbs). [B]Money[/B]: 16gp, 3sp, 8cp. [B]Encumbrance[/B]: 109.5 lbs; Load: Medium (67-133 lbs) [sblock=Racial Traits]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. [/sblock]---------------------------- [B]Description[/B]: Magorrym is a short, stocky dwarf with a pale complexion. Having spent most of his life below ground in the forge cities of Dvarnhold, Magorrym is used to life underground. His heavy scalemail and steel shield are both quite battered. The shield bears the crest of Dvarnhold, but several powerful axe strikes have made it almost illegible. He keeps the shield as a reminder of his home and his crimes. His face features a big twisted nose that looks like it has been broken a few times and not mended so well. He also has a number of deep scars on his back from when he had been whipped following his trial. A dark runic tattoo adorns his left shoulder blade with an intricate if abstract design. [B]Personality[/B]: Magorrym is usually quite dark and moody, unless drunk in which case he gets extremely violent. Content to sit quietly and carve stone runes much in the style of his tattoo, he is at his most calm with his tools in hand. He can come off quite rude in conversation as his speech is peppered liberally with colourful language and he has a nasty habit of chewing spittin tabaco. Some common phrases heard from his mouth include "Frack", "Gorram", and "Ogre's hole." [B]History[/B]: Magorrym Vormundrak is from from Dvarnhold. One of an elite group of trained soldiers in the war against the drow, Magorrym Vormundrak has been exiled from the kingdom under the mountain for crimes against the people. He wanders the lands above ground looking for redemption in foreign eyes. A nasty drunk, he has sworn off the heavy dwarven ales but things are getting desparate again and he may turn to his solace in a pint. When at peace he is quite the artist, creating wonderfully detailed rune carvings. Though he has no love of violence when sober, he knows that he is good at it. Perhaps making a mark as a hero and adventurer will help bring him around. [/sblock] [/QUOTE]
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