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<blockquote data-quote="tuxgeo" data-source="post: 6370612" data-attributes="member: 61026"><p><em>Edited by tuxgeo 12 January 2017 to update Eddicus' stats: used Channel Divinity. </em></p><p><em></em></p><p><em>Edited by tuxgeo to adjust money on hand as gained or spent. </em></p><p><em>27 October 2015: 5 CP for a meal and ale at the Stonehill Inn</em></p><p><em>31 October 2015: 1 CP donated to the tips cup of the storyteller "Grat"</em></p><p><em>9 November 2015: 10 GP received for delivering the supplies cart to Barthens</em></p><p><em>14 November 2015: -2 GP to purchase a shiny new dagger</em></p><p><em></em></p><p><em>Edited to reflect fight against the Bugbears:</em></p><p><em>18 October 2016: Eddicus is hit and takes 9 damage</em></p><p><em>25 October 2016: Eddicus is hit and takes another 11 damage; he falls</em></p><p><em>3 November 2016: Eddicus is healed for 8 hit points by a healing potion</em></p><p><em>12 January 2017: Eddicus uses up his one use of Channel Divinity to awaken Castagyr</em></p><p><em></em>[hr][/hr]</p><p></p><p>Changes from 1st to 2nd level: </p><p>+6 Hit Points added to HP maximum: now tops out at 15 (=9+6) </p><p>+1 Daily Spell Slot (3 total) </p><p>+1 Prepared Spell (4 total) </p><p>Channel Divinity (1/rest): "Turn Undead" and "Preserve Life" (holy symbol)</p><p> (restore 5*YourClericLevel in HP, divided as you will among creatures in 30'; </p><p> but this feature cannot restore a creature to more than 1/2 its HP maximum.) </p><p>- 1 dagger, which Eddicus gave to Leonan, as a gesture of friendship, at the cave </p><p>+10 GP, - 6 CP (Stonehill Inn) </p><p></p><p>Further changes: </p><p>-2 GP to buy a new dagger </p><p>+1 dagger </p><p>[hr][/hr]</p><p></p><p>Current HP 8</p><p>[hr][/hr]</p><p>Name: Eddicus Deane</p><p>Sex: Male -- Race: Human -- Class & Level: Cleric 2 </p><p>Domain: Life -- Deity: Oghma </p><p>Alignment: CG -- Size: Medium -- Type: Humanoid (Human)</p><p>Init: +3 -- Senses: Normal Vision -- Passive Perception: 12</p><p></p><p>DEFENSE</p><p>AC 18 (+5 armor*, +3 dex) (* armor = +3 studded leather & +2 shield)</p><p>Hit Dice: 2d8 </p><p>HP 15 (5 (avg. of d8) +1 (CON) = 6, which is added to 9 HP from 1st level) </p><p>Saves: WIS, CHA</p><p>Special Defenses: None</p><p></p><p>OFFENSE</p><p>Speed 30ft</p><p>Melee (Dagger) +5; 1d4+3</p><p>Ranged (Dart) +5; 1d4+3 (Range 20/60)</p><p>Ranged (Shortbow*) +5; 1d6+3 (Range 80/320)</p><p>[*Shortbow is two-handed. He only needs one action to doff the shield.]</p><p>Special Attacks: Magic Spells:</p><p>- Cantrip: "Sacred Flame" (60'; V, S) 1d8 radiant or DEX save v. DC 12</p><p>- 1st-Level: "Guiding Bolt" (120'; V, S; One target) Ranged d20+4 vs. AC. </p><p> HIT: 4d6 damage, and the next attack roll against the same target before </p><p> the end of your next turn has advantage.</p><p></p><p>STATISTICS</p><p>STR 10 (+0), DEX 16 (+3), CON 12 (+1), INT 13 (+1), WIS 14 (+2), CHA 14 (+2)</p><p></p><p>Traits: "I always have a plan for what to do when things go wrong. Also, I would rather make a new friend than a new enemy."</p><p>Ideal: "Freedom. Chains are meant to be broken, as are those who would forge them. (Knowledge is power.)"</p><p>Bond: "Rare and important books were taken from their worthy owners by force, and I aim to find a few of those books and return them to safety."</p><p>Flaw: "I can sometimes turn tail and run when things look bad."</p><p></p><p>Skills (Mark Proficient either by bolding or changing 0 to @)</p><p>Mod Attribute Name of Skill</p><p>+3 0 (dex) Acrobatics</p><p>+2 0 (wis) Animal Handling</p><p>+1 0 (int) Arcana</p><p>+0 0 (str) Athletics</p><p><strong>+4 @ (cha) Deception</strong></p><p>+0 0 (int) History</p><p><strong>+4 @ (wis) Insight</strong></p><p>+2 0 (cha) Intimidation</p><p>+0 0 (int) Investigation</p><p>+2 0 (wis) Medicine</p><p>+0 0 (int) Nature</p><p>+2 0 (wis) Perception</p><p>+2 0 (cha) Performance</p><p><strong>+4 @ (cha) Persuasion</strong></p><p>+0 0 (int) Religion</p><p>+3 0 (dex) Sleight of Hand</p><p><strong>+5 @ (dex) Stealth</strong></p><p>+2 0 (wis) Survival</p><p></p><p>Languages: Common, Dwarvish</p><p></p><p>Racial Abilities: (Nothing special not already mentioned.)</p><p></p><p>Background Abilities:</p><p>(+) SKILL proficiencies: Deception, Stealth </p><p>(+) Proficiency with one type of gaming set (a deck of cards), & Thieves' Tools.</p><p>(+) You have a reliable and trustworthy contact who acts as your liason to a</p><p>network of other criminals. You know how to get messages to and from your</p><p>contact, even over great distances; specifically, you know the local</p><p>messengers, corrupt caravan masters, and seedy sailors who can deliver</p><p>messages for you.</p><p></p><p>Class features:</p><p>(+) PROFICIENCIES: </p><p>. Armor: Light armor, medium armor, shields </p><p>. Weapon: All simple weapons </p><p>. Saving Throws: WIS, CHA </p><p>. Skills: Insight, Persuasion </p><p></p><p>(+) SPELLCASTING:</p><p>. Know 3 Cantrips: LIGHT, SACRED FLAME, SPARE THE DYING</p><p>. Spells always Prepared: BLESS*, CURE WOUNDS (* BLESS uses Concentration) </p><p></p><p>. Spellcasting SLOTS PER LONG REST: 3 (1st-level)</p><p>. PREPARATION Slots: 4. The spells typically prepared are: </p><p>(&) DETECT MAGIC [Ritual] (Self; V, s; [Conc.] up to 10 minutes) Detect the </p><p>presence of magic within 30' of you. Use action to see a faint aura around </p><p>any visible creature or object in the area that bears magic, and you learn </p><p>its school, if any. This effect can be blocked by the usual substances. </p><p>(&) GUIDING BOLT (120'; V, S; 1 rnd.) Ranged d20+4 v. AC; 4d6 Radiant and </p><p>the next attack roll v. the target before end of your next turn has ADV.</p><p>(&) SANCTUARY [BONUS] (30'; V, S, M: small silver mirror; 1 min.) Ward a </p><p>creature w/in range. For duration, any attacker who targets the warded </p><p>creature must make a WIS save, and if failing must choose a new target or </p><p>lose the attack or spell. Ends if the wardee attacks or spell-affects a foe. </p><p>(&) SHIELD OF FAITH [BONUS] (60'; V, S, M: a small parchment with a bit of </p><p>holy text written on it; [Conc.] to 10 min.) +2 AC bonus to target in range </p><p></p><p>. Spell Save DC: <strong>12</strong> . . . (= 8 + 2 Prof. + 2 WIS mod.)</p><p>. Spell Attack Modifier: <strong>4</strong> . . . (= 2 Prof. + 2 WIS mod.)</p><p></p><p>(+) BONUS PROFICIENCY:</p><p>. Proficiency with Heavy Armor</p><p></p><p>(+) "DISCIPLE OF LIFE":</p><p>. Starting at 1st level, your healing spells are more effective. Whenever</p><p>you use a spell of 1st level or higher to restore hit points to a creature,</p><p>the creature regains additional hit points equal to 2 + the spell's level.</p><p></p><p>(+) CHANNEL DIVINITY: Once per rest, choose one of these effects: </p><p>(&) "Turn Undead": Present your holy symbol and pray censure of the undead; </p><p>each undead within 30 feet of you must make a WIS save v. your cleric spell </p><p>save DC of 12. Failing makes it turned for 1 minute or until it takes any </p><p>damage: it must move as far away from you as it can, and cannot willingly </p><p>move within 30 feet of you; it cannot take reactions; it can only take the </p><p>DASH action OR try to escape from an effect that prevents it from moving; </p><p>but if there is nowhere it can move, it can take the DODGE action. </p><p>(&) "Preserve Life": Present your holy symbol and restore a quantity of hit </p><p>points equal to five times your cleric level, divided as you will among </p><p>creatures you can see within 30 feet of you. NONE regain above 1/2 max. HP. </p><p></p><p></p><p>Combat Gear:</p><p>• Studded Leather Armor (AC = 13 + DEX modifier)</p><p>• Shield (+2 AC)</p><p>• Shortbow (1d6 piercing, range 80/320)</p><p>• 2 quivers holding 20 arrows each</p><p>• 8 Darts (1d4 piercing, Finesse, thrown (range 20/60)) in another quiver</p><p>• 1 Dagger (1d4 piercing, finesse, light, thrown (range 20/60)) </p><p></p><p>Other Gear:</p><p>• A Priest's Pack, consisting of backpack, blanket, 10 candles,</p><p>tinderbox, alms box, 2 blocks of incense, censer, vestments, 2 days of</p><p>rations, and a waterskin</p><p>• A holy emblem of Oghma</p><p>• Traveler's clothes</p><p>• Healer's kit</p><p>• belt pouch</p><p>• Trinket: [rolled #82: Half of a floorplan for a temple.]</p><p></p><p><s>Money: 3 GP, 1 SP</s> </p><p><s>Money: 3 GP, 5 CP</s> </p><p><s>Money: 13 GP, 4 CP</s> </p><p>Money: 11 GP, 4 CP</p><p></p><p>Description:</p><p>Eddicus is in favor of better times for civilization, but he finds entrenched</p><p>interests getting in the way of the spread of knowledge. ("They burn the books</p><p>they don't agree with!")</p><p></p><p>Consequently, he smuggles--rare books at first, but other things later. He's</p><p>always looking to set up contacts and safe locations along alternate pathways</p><p>that might have good potential for development. ("If they don't know you have</p><p>the book, they won't be coming around to grab it for their bonfire.")</p><p></p><p>History:</p><p>(+) BACKGROUND : Criminal (Smuggler)</p><p>(+) ADVENTURE HOOK: Eddicus had a dream showing a defiled altar to Oghma in</p><p>an ancient ruin now called Cragmaw, and now dedicated to the goblins' deity</p><p>Maglubiyet. Eddicus seeks to reconsecrate the altar to Oghma again. The</p><p>visions also suggest that Sister Garaele (priest of Tymora) in Phandalin</p><p>can help.</p></blockquote><p></p>
[QUOTE="tuxgeo, post: 6370612, member: 61026"] [I]Edited by tuxgeo 12 January 2017 to update Eddicus' stats: used Channel Divinity. Edited by tuxgeo to adjust money on hand as gained or spent. 27 October 2015: 5 CP for a meal and ale at the Stonehill Inn 31 October 2015: 1 CP donated to the tips cup of the storyteller "Grat" 9 November 2015: 10 GP received for delivering the supplies cart to Barthens 14 November 2015: -2 GP to purchase a shiny new dagger Edited to reflect fight against the Bugbears: 18 October 2016: Eddicus is hit and takes 9 damage 25 October 2016: Eddicus is hit and takes another 11 damage; he falls 3 November 2016: Eddicus is healed for 8 hit points by a healing potion 12 January 2017: Eddicus uses up his one use of Channel Divinity to awaken Castagyr [/I][hr][/hr] Changes from 1st to 2nd level: +6 Hit Points added to HP maximum: now tops out at 15 (=9+6) +1 Daily Spell Slot (3 total) +1 Prepared Spell (4 total) Channel Divinity (1/rest): "Turn Undead" and "Preserve Life" (holy symbol) (restore 5*YourClericLevel in HP, divided as you will among creatures in 30'; but this feature cannot restore a creature to more than 1/2 its HP maximum.) - 1 dagger, which Eddicus gave to Leonan, as a gesture of friendship, at the cave +10 GP, - 6 CP (Stonehill Inn) Further changes: -2 GP to buy a new dagger +1 dagger [hr][/hr] Current HP 8 [hr][/hr] Name: Eddicus Deane Sex: Male -- Race: Human -- Class & Level: Cleric 2 Domain: Life -- Deity: Oghma Alignment: CG -- Size: Medium -- Type: Humanoid (Human) Init: +3 -- Senses: Normal Vision -- Passive Perception: 12 DEFENSE AC 18 (+5 armor*, +3 dex) (* armor = +3 studded leather & +2 shield) Hit Dice: 2d8 HP 15 (5 (avg. of d8) +1 (CON) = 6, which is added to 9 HP from 1st level) Saves: WIS, CHA Special Defenses: None OFFENSE Speed 30ft Melee (Dagger) +5; 1d4+3 Ranged (Dart) +5; 1d4+3 (Range 20/60) Ranged (Shortbow*) +5; 1d6+3 (Range 80/320) [*Shortbow is two-handed. He only needs one action to doff the shield.] Special Attacks: Magic Spells: - Cantrip: "Sacred Flame" (60'; V, S) 1d8 radiant or DEX save v. DC 12 - 1st-Level: "Guiding Bolt" (120'; V, S; One target) Ranged d20+4 vs. AC. HIT: 4d6 damage, and the next attack roll against the same target before the end of your next turn has advantage. STATISTICS STR 10 (+0), DEX 16 (+3), CON 12 (+1), INT 13 (+1), WIS 14 (+2), CHA 14 (+2) Traits: "I always have a plan for what to do when things go wrong. Also, I would rather make a new friend than a new enemy." Ideal: "Freedom. Chains are meant to be broken, as are those who would forge them. (Knowledge is power.)" Bond: "Rare and important books were taken from their worthy owners by force, and I aim to find a few of those books and return them to safety." Flaw: "I can sometimes turn tail and run when things look bad." Skills (Mark Proficient either by bolding or changing 0 to @) Mod Attribute Name of Skill +3 0 (dex) Acrobatics +2 0 (wis) Animal Handling +1 0 (int) Arcana +0 0 (str) Athletics [B]+4 @ (cha) Deception[/B] +0 0 (int) History [B]+4 @ (wis) Insight[/B] +2 0 (cha) Intimidation +0 0 (int) Investigation +2 0 (wis) Medicine +0 0 (int) Nature +2 0 (wis) Perception +2 0 (cha) Performance [B]+4 @ (cha) Persuasion[/B] +0 0 (int) Religion +3 0 (dex) Sleight of Hand [B]+5 @ (dex) Stealth[/B] +2 0 (wis) Survival Languages: Common, Dwarvish Racial Abilities: (Nothing special not already mentioned.) Background Abilities: (+) SKILL proficiencies: Deception, Stealth (+) Proficiency with one type of gaming set (a deck of cards), & Thieves' Tools. (+) You have a reliable and trustworthy contact who acts as your liason to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Class features: (+) PROFICIENCIES: . Armor: Light armor, medium armor, shields . Weapon: All simple weapons . Saving Throws: WIS, CHA . Skills: Insight, Persuasion (+) SPELLCASTING: . Know 3 Cantrips: LIGHT, SACRED FLAME, SPARE THE DYING . Spells always Prepared: BLESS*, CURE WOUNDS (* BLESS uses Concentration) . Spellcasting SLOTS PER LONG REST: 3 (1st-level) . PREPARATION Slots: 4. The spells typically prepared are: (&) DETECT MAGIC [Ritual] (Self; V, s; [Conc.] up to 10 minutes) Detect the presence of magic within 30' of you. Use action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school, if any. This effect can be blocked by the usual substances. (&) GUIDING BOLT (120'; V, S; 1 rnd.) Ranged d20+4 v. AC; 4d6 Radiant and the next attack roll v. the target before end of your next turn has ADV. (&) SANCTUARY [BONUS] (30'; V, S, M: small silver mirror; 1 min.) Ward a creature w/in range. For duration, any attacker who targets the warded creature must make a WIS save, and if failing must choose a new target or lose the attack or spell. Ends if the wardee attacks or spell-affects a foe. (&) SHIELD OF FAITH [BONUS] (60'; V, S, M: a small parchment with a bit of holy text written on it; [Conc.] to 10 min.) +2 AC bonus to target in range . Spell Save DC: [B]12[/B] . . . (= 8 + 2 Prof. + 2 WIS mod.) . Spell Attack Modifier: [B]4[/B] . . . (= 2 Prof. + 2 WIS mod.) (+) BONUS PROFICIENCY: . Proficiency with Heavy Armor (+) "DISCIPLE OF LIFE": . Starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. (+) CHANNEL DIVINITY: Once per rest, choose one of these effects: (&) "Turn Undead": Present your holy symbol and pray censure of the undead; each undead within 30 feet of you must make a WIS save v. your cleric spell save DC of 12. Failing makes it turned for 1 minute or until it takes any damage: it must move as far away from you as it can, and cannot willingly move within 30 feet of you; it cannot take reactions; it can only take the DASH action OR try to escape from an effect that prevents it from moving; but if there is nowhere it can move, it can take the DODGE action. (&) "Preserve Life": Present your holy symbol and restore a quantity of hit points equal to five times your cleric level, divided as you will among creatures you can see within 30 feet of you. NONE regain above 1/2 max. HP. Combat Gear: • Studded Leather Armor (AC = 13 + DEX modifier) • Shield (+2 AC) • Shortbow (1d6 piercing, range 80/320) • 2 quivers holding 20 arrows each • 8 Darts (1d4 piercing, Finesse, thrown (range 20/60)) in another quiver • 1 Dagger (1d4 piercing, finesse, light, thrown (range 20/60)) Other Gear: • A Priest's Pack, consisting of backpack, blanket, 10 candles, tinderbox, alms box, 2 blocks of incense, censer, vestments, 2 days of rations, and a waterskin • A holy emblem of Oghma • Traveler's clothes • Healer's kit • belt pouch • Trinket: [rolled #82: Half of a floorplan for a temple.] [s]Money: 3 GP, 1 SP[/s] [s]Money: 3 GP, 5 CP[/s] [s]Money: 13 GP, 4 CP[/s] Money: 11 GP, 4 CP Description: Eddicus is in favor of better times for civilization, but he finds entrenched interests getting in the way of the spread of knowledge. ("They burn the books they don't agree with!") Consequently, he smuggles--rare books at first, but other things later. He's always looking to set up contacts and safe locations along alternate pathways that might have good potential for development. ("If they don't know you have the book, they won't be coming around to grab it for their bonfire.") History: (+) BACKGROUND : Criminal (Smuggler) (+) ADVENTURE HOOK: Eddicus had a dream showing a defiled altar to Oghma in an ancient ruin now called Cragmaw, and now dedicated to the goblins' deity Maglubiyet. Eddicus seeks to reconsecrate the altar to Oghma again. The visions also suggest that Sister Garaele (priest of Tymora) in Phandalin can help. [/QUOTE]
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