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<blockquote data-quote="Axel" data-source="post: 6696561" data-attributes="member: 93196"><p>[code]</p><p>Name: Brlo</p><p>Sex: Male </p><p>Race: Hill Dwarf</p><p>Class/Level: Ranger 2</p><p>Alignment: NG</p><p>Size: M</p><p>Type (Subtype): Humanoid (dwarf)</p><p>Init +2</p><p>Proficiency bonus: +2</p><p>Senses: 60' darkvision </p><p>Passive Perception 13</p><p></p><p>DEFENSE</p><p>AC 16 (+4 armor, +2 dex)</p><p>HP 24 (10 + 6 [ranger 2]+ 6 Con + 2 racial)</p><p>Saves:</p><p>[b]Str[/b]: +3, [b]Dex[/b]: +4, Con: +3, Int: +0, Wis: +1, Cha: -1</p><p>Special Defences: </p><p>advantage on saves vs poison, resistance to poison damage</p><p></p><p>OFFENCE</p><p>Spd 25ft</p><p>Melee (handaxe) +3(+5 if thrown) (1d6+1 [S]) </p><p>[i]Light, thrown (20/60)[/i]</p><p></p><p>Melee (quarterstaff) +3 (1d6+1 [B])</p><p>[i]Versatile (1d8)[/i]</p><p></p><p>Ranged (Heavy Crossbow) +6 (1d10+2,)</p><p>[i]range 100/400, heavy, loading, two handed[/i]</p><p></p><p>Special Attacks</p><p>Fighting style: archery. Gain +2 to attack rolls with ranged weapons</p><p></p><p>STATISTICS</p><p>Str 13 (+1), </p><p>Dex 15 (+2), </p><p>Con 16 (+3), </p><p>Int 10 (+0), </p><p>Wis 13 (+1), </p><p>Cha 8 (-1)</p><p></p><p>Traits: I'm always picking things up, fiddling with them, and sometimes breaking them. </p><p>Ideal: The natural world is more important than all the constructs of civilisation. </p><p>Bond: My family and clan is the most important thing in my life, even when they are far from me. </p><p>Flaw: There's no room for caution in a life lived to the fullest!</p><p></p><p>Skills </p><p>Mod Attribute Name of Skill</p><p>+2 (dex) Acrobatics</p><p>[b]+4 (wis) Animal Handling[/b]</p><p>+0 (int) Arcana</p><p>[b]+3 (str) Athletics[/b]</p><p>-1 (cha) Deception</p><p>+0 (int) History</p><p>+1 (wis) Insight</p><p>-1 (cha) Intimidation</p><p>+0 (int) Investigation</p><p>+1 (wis) Medicine</p><p>[b]+2 (int) Nature[/b]</p><p>[b]+3 (wis) Perception[/b]</p><p>-1 (cha) Performance</p><p>-1 (cha) Persuasion</p><p>+0 (int) Religion</p><p>+2 (dex) Sleight of Hand</p><p>+2 (dex) Stealth - disadvantage when in armour</p><p>[b]+3 (wis) Survival[/b]</p><p></p><p>Miscellaneous proficiencies:</p><p>Brewing tools</p><p>Voice (musical instrument). </p><p></p><p>Languages: Dwarven, Common, Orcish</p><p></p><p>Racial Abilities:</p><p>Speed: 25'</p><p>Darkvision: 60'</p><p>Advantage on saves vs poison</p><p>Resistance to poison</p><p>Dwarven combat training </p><p>Tool proficiency: brewing</p><p>Stonecunning: considered proficient in History when making Int checks about stonework, use double proficiency bonus. </p><p>+2 Con</p><p>+1 Wis</p><p>+1 HP max/level</p><p></p><p>Background Abilities:</p><p>An excellent memory for maps and geography means I can always recall the general layout of terrain, settlements and other features nearby. If the land allows, I can provide food and fresh water for myself and up to five others. </p><p></p><p>Class features:</p><p>[sblock=Favoured enemy] </p><p>Humanoid (orcs and humans). Gain advantage on Wisdom (survival) checks to track them, and Intelligence checks to recall lore. [/sblock]</p><p>[sblock=Natural Explorer]</p><p>The Underdark. </p><p>Double proficiency bonus when using a skill related to The Underdark. </p><p></p><p>You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.</p><p>Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.</p><p>When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.</p><p>While traveling for an hour or more in The Underdark, gain the following benefits:</p><p></p><p>Difficult terrain doesn’t slow the group’s travel.</p><p>The group can’t become lost except by magical means.</p><p>Even when engaged in another activity while traveling (such as foraging, navigating, or tracking), remain alert to danger.</p><p>If traveling alone, move stealthily at a normal pace.</p><p>When foraging, find twice as much food as you normally would.</p><p>While tracking other creatures, learn their exact number, their sizes, and how long ago they passed through the area.[/sblock]</p><p></p><p>SPELLS</p><p>Spells per day: 2 (1st)</p><p>Spells known: 2</p><p>Save DC: 11</p><p></p><p>[sblock=Hunter's Mark]</p><p>1st level divination</p><p>Casting Time: 1 bonus action </p><p>Range: 90 feet </p><p>Components: V</p><p>Duration: Concentration, up to 1 hour</p><p></p><p>You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. </p><p>[/sblock]</p><p></p><p>[sblock=Speak with Animals]</p><p>1st-level divination (ritual)</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: 10 minutes</p><p></p><p>You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM ’s discretion.</p><p>[/sblock]</p><p></p><p>Combat Gear:</p><p>Scale mail</p><p>Hand axe</p><p>Quarterstaff</p><p>Heavy crossbow (18 quarrels)</p><p></p><p>Other Gear:</p><p>Dungeoneering pack</p><p>Hunter's trap</p><p></p><p>Money: 9 gp</p><p></p><p>Description:</p><p>Brlo is stocky and hairy, even by dwarf standards. His time outdoors and underground have resulted in a persistent squint - his dark eyes peering out like hard glittering points beneath enormous bushy black eyebrows. Brlo's straight black hair and beard pushes the boundaries of Dwarven social acceptability for tidiness. It is worn long, with several braids made in it. His beard, however, is kept clean and neat. </p><p></p><p>Brlo's pack and equipment are clean and well maintained. It is clear he takes pride in the tools of his "trade". The barrel chested Dwarf has become accustomed to long stretches of time with only his own company, and often mutters his thoughts aloud. </p><p></p><p>History: </p><p>As the youngest of seven sons from the truly blessed line of Ovo and Finnel Ungaet, Brlo received a less that satisfactory education. By Dwarven standards, at any rate. Sure, he was apprenticed as a brewer, Ungaet Ales and Stouts being known as quality brews across the Dwarven realms. His heart was never really in it though - everything had already been done before by one of his brothers. </p><p></p><p>So, Brlo learned to wander the caverns and tunnels beneath. Privacy and alone time was something he values - the family hearth was always so crowded. He soon learned to travel armed, becoming an excellent shot (for a dwarf), and how to spot telltale signs of Orc or goblin presence nearby. </p><p></p><p>In this way, Brlo became useful to the family (who had always feared him becoming a shameful wastrel). He could find the rarest (and most grievously expensive in Ovo's eyes) of mushrooms in the Underdark. The ones that gave Ungaet Stout that...exquisite earthiness. Of course, Brlo could rent his services out as a guide, or a spelunker. It is only right a Dwarf should have his own income a well as the family business. </p><p></p><p>Brlo has done particularly well for himself helping men, and other humanoids, who search for the lost Wave Echo Cave. Many are convinced they know where it is, and hire Brlo for his underground expertise. To date, none have profited. Other than Brlo, of course. </p><p></p><p>[/code]</p></blockquote><p></p>
[QUOTE="Axel, post: 6696561, member: 93196"] [code] Name: Brlo Sex: Male Race: Hill Dwarf Class/Level: Ranger 2 Alignment: NG Size: M Type (Subtype): Humanoid (dwarf) Init +2 Proficiency bonus: +2 Senses: 60' darkvision Passive Perception 13 DEFENSE AC 16 (+4 armor, +2 dex) HP 24 (10 + 6 [ranger 2]+ 6 Con + 2 racial) Saves: [b]Str[/b]: +3, [b]Dex[/b]: +4, Con: +3, Int: +0, Wis: +1, Cha: -1 Special Defences: advantage on saves vs poison, resistance to poison damage OFFENCE Spd 25ft Melee (handaxe) +3(+5 if thrown) (1d6+1 [S]) [i]Light, thrown (20/60)[/i] Melee (quarterstaff) +3 (1d6+1 [B]) [i]Versatile (1d8)[/i] Ranged (Heavy Crossbow) +6 (1d10+2,) [i]range 100/400, heavy, loading, two handed[/i] Special Attacks Fighting style: archery. Gain +2 to attack rolls with ranged weapons STATISTICS Str 13 (+1), Dex 15 (+2), Con 16 (+3), Int 10 (+0), Wis 13 (+1), Cha 8 (-1) Traits: I'm always picking things up, fiddling with them, and sometimes breaking them. Ideal: The natural world is more important than all the constructs of civilisation. Bond: My family and clan is the most important thing in my life, even when they are far from me. Flaw: There's no room for caution in a life lived to the fullest! Skills Mod Attribute Name of Skill +2 (dex) Acrobatics [b]+4 (wis) Animal Handling[/b] +0 (int) Arcana [b]+3 (str) Athletics[/b] -1 (cha) Deception +0 (int) History +1 (wis) Insight -1 (cha) Intimidation +0 (int) Investigation +1 (wis) Medicine [b]+2 (int) Nature[/b] [b]+3 (wis) Perception[/b] -1 (cha) Performance -1 (cha) Persuasion +0 (int) Religion +2 (dex) Sleight of Hand +2 (dex) Stealth - disadvantage when in armour [b]+3 (wis) Survival[/b] Miscellaneous proficiencies: Brewing tools Voice (musical instrument). Languages: Dwarven, Common, Orcish Racial Abilities: Speed: 25' Darkvision: 60' Advantage on saves vs poison Resistance to poison Dwarven combat training Tool proficiency: brewing Stonecunning: considered proficient in History when making Int checks about stonework, use double proficiency bonus. +2 Con +1 Wis +1 HP max/level Background Abilities: An excellent memory for maps and geography means I can always recall the general layout of terrain, settlements and other features nearby. If the land allows, I can provide food and fresh water for myself and up to five others. Class features: [sblock=Favoured enemy] Humanoid (orcs and humans). Gain advantage on Wisdom (survival) checks to track them, and Intelligence checks to recall lore. [/sblock] [sblock=Natural Explorer] The Underdark. Double proficiency bonus when using a skill related to The Underdark. You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in The Underdark, gain the following benefits: Difficult terrain doesn’t slow the group’s travel. The group can’t become lost except by magical means. Even when engaged in another activity while traveling (such as foraging, navigating, or tracking), remain alert to danger. If traveling alone, move stealthily at a normal pace. When foraging, find twice as much food as you normally would. While tracking other creatures, learn their exact number, their sizes, and how long ago they passed through the area.[/sblock] SPELLS Spells per day: 2 (1st) Spells known: 2 Save DC: 11 [sblock=Hunter's Mark] 1st level divination Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 hour You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. [/sblock] [sblock=Speak with Animals] 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM ’s discretion. [/sblock] Combat Gear: Scale mail Hand axe Quarterstaff Heavy crossbow (18 quarrels) Other Gear: Dungeoneering pack Hunter's trap Money: 9 gp Description: Brlo is stocky and hairy, even by dwarf standards. His time outdoors and underground have resulted in a persistent squint - his dark eyes peering out like hard glittering points beneath enormous bushy black eyebrows. Brlo's straight black hair and beard pushes the boundaries of Dwarven social acceptability for tidiness. It is worn long, with several braids made in it. His beard, however, is kept clean and neat. Brlo's pack and equipment are clean and well maintained. It is clear he takes pride in the tools of his "trade". The barrel chested Dwarf has become accustomed to long stretches of time with only his own company, and often mutters his thoughts aloud. History: As the youngest of seven sons from the truly blessed line of Ovo and Finnel Ungaet, Brlo received a less that satisfactory education. By Dwarven standards, at any rate. Sure, he was apprenticed as a brewer, Ungaet Ales and Stouts being known as quality brews across the Dwarven realms. His heart was never really in it though - everything had already been done before by one of his brothers. So, Brlo learned to wander the caverns and tunnels beneath. Privacy and alone time was something he values - the family hearth was always so crowded. He soon learned to travel armed, becoming an excellent shot (for a dwarf), and how to spot telltale signs of Orc or goblin presence nearby. In this way, Brlo became useful to the family (who had always feared him becoming a shameful wastrel). He could find the rarest (and most grievously expensive in Ovo's eyes) of mushrooms in the Underdark. The ones that gave Ungaet Stout that...exquisite earthiness. Of course, Brlo could rent his services out as a guide, or a spelunker. It is only right a Dwarf should have his own income a well as the family business. Brlo has done particularly well for himself helping men, and other humanoids, who search for the lost Wave Echo Cave. Many are convinced they know where it is, and hire Brlo for his underground expertise. To date, none have profited. Other than Brlo, of course. [/code] [/QUOTE]
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