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
(Old) World of Kulan SH Character Thread
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="Knightfall" data-source="post: 957986" data-attributes="member: 2012"><p><span style="color: DarkOrange"><span style="font-size: 12px"><strong>Garth Tigerstorm, The Justiciar, Hero of the Second Ogre War</strong></span></span></p><p><span style="font-size: 12px"><em>An original character for World of Kulan created by Robert Blezard (rblezard@telusplanet.net).</em></span></p><p><span style="font-size: 12px"><em>Converted to 3rd Edition statistics by Robert Blezard.</em></span></p><p></p><p><span style="color: DarkOrange"><strong>Race:</strong></span> Human</p><p><span style="color: DarkOrange"><strong>Classes:</strong></span> 10th level ranger, 6th level justiciar</p><p><span style="color: DarkOrange"><strong>Sex:</strong></span> Male</p><p><span style="color: DarkOrange"><strong>Age:</strong></span> 58</p><p><span style="color: DarkOrange"><strong>Alignment:</strong></span> Lawful neutral</p><p></p><p><span style="color: DarkOrange"><u><strong>Abilities</strong></u></span></p><p><strong>Strength:</strong> 15 (+2)</p><p><strong>Dexterity:</strong> 14 (+2)</p><p><strong>Constitution:</strong> 16 (+3)</p><p><strong>Intelligence:</strong> 14 (+2)</p><p><strong>Wisdom:</strong> 22 (+6)</p><p><strong>Charisma:</strong> 18 (+4)</p><p></p><p><span style="color: DarkOrange"><strong>Hit dice:</strong></span> 11 + 9d8+27 + 6d10+18</p><p><span style="color: DarkOrange"><strong>Hit points:</strong></span> 129</p><p><span style="color: DarkOrange"><strong>Initiative:</strong></span> +2 (Dex)</p><p><span style="color: DarkOrange"><strong>Speed:</strong></span> 30 ft.</p><p>Armor class: 24 (+2 Dex, +7 armor, +2 bracers, +3 ring)</p><p><span style="color: DarkOrange"><strong>Base attack/grapple:</strong></span> +16/+22</p><p><span style="color: DarkOrange"><strong>Attack:</strong></span> +3 axiomatic orcbane longsword +21 melee (1d8+5, plus 2d6 vs. chaotic creatures) or +3 axiomatic orcbane longsword +23 melee (1d8+11, plus 2d6 vs. orcs) or +3 axiomatic orcbane longsword +23 melee (1d8+11, plus 4d6 vs. chaotically aligned orcs) or +1 disarming dagger +19 melee (1d4+3) or unarmed strike +20 melee (1d3+2)</p><p><span style="color: DarkOrange"><strong>Full attack:</strong></span> +3 axiomatic orcbane longsword +19/+8 melee (1d8+5, plus 2d6 vs. chaotic creatures) and +1 disarming dagger +17 melee (1d4+1) or +3 axiomatic orcbane longsword +21/+10 melee (1d8+11, plus 2d6 vs. orcs) and +1 disarming dagger +17 melee (1d4+1) or +3 axiomatic orcbane longsword +21/+10 melee (1d8+11, plus 4d6 vs. chaotically aligned orcs) and +1 disarming dagger +17 melee (1d4+1) or unarmed strike +20/+9 melee (1d3+2)</p><p><span style="color: DarkOrange"><strong>Saves:</strong></span> Fort +12, Ref +11, Will +14</p><p></p><p><span style="color: DarkOrange"><strong>Special attacks:</strong></span> Bring ‘em back alive, combat style: two-weapon, crippling strike, divine spells, favored enemy benefits: humanoid (orcs) (+6), ogres (+4), humanoid (goblinoids) (+2), hog-tie, non-lethal strike +2d6</p><p><span style="color: DarkOrange"><strong>Special qualities:</strong></span> Divine spells, evasion, extra skill points and feat for being human, street savvy +4, swift tracker, wild empathy (+16), woodland stride.</p><p></p><p><span style="color: DarkOrange"><strong>Languages spoken:</strong></span> Common, Elven, and Orc.</p><p></p><p><span style="color: DarkOrange"><strong>Skill points:</strong></span> 28 (1st level ranger) + 63 (2nd to 10th level ranger) + 15 (1st to 3rd level justiciar) + 18 (4th to 6th level justiciar) + 19 (for being human)</p><p><span style="color: DarkOrange"><strong>Skills:</strong></span> Bluff +9 *, Climb +12 (+11), Concentration +10, Diplomacy +6, Disguise +9, Gather Information +14.5, Handle Animal +11, Heal +12, Hide +7 (+6), Intimidate +11, Jump +7 (+6), Knowledge (geography) +7, Knowledge (nature) +11, Listen +13, Move Silently +7 (+6), Open Lock +7, Profession (hunter) +12, Ride +11, Search +12, Spot +12, Survival +16 ***, Swim +12 (+10), Use Rope +8.</p><p style="margin-left: 20px">* +2 synergy bonus to Disguise checks to act in character.</p> <p style="margin-left: 20px">** +2 synergy bonus to Climb checks involving climbing ropes.</p> <p style="margin-left: 20px">*** +2 synergy bonus to Survival checks to keep from getting lost, for avoiding hazards, when in aboveground natural environments, and when following tracks.</p> <p style="margin-left: 20px">Numbers in braces are while armored.</p><p></p><p><span style="color: DarkOrange"><strong>Feats:</strong></span> Cleave, Combat Casting, Endurance (B), Exotic Weapon Proficiency (Manacles) (B), Great Cleave, Improved Grapple (B), Improved Two-Weapon Fighting (B), Improved Unarmed Strike, Leadership, Light Armor Proficiency (B), Martial Weapon Proficiency (B), Power Attack, Shield Proficiency (B), Simple Weapon Proficiency (B), Skill Focus (Gather Information), Track (B), Two-Weapon Fighting (B).</p><p></p><p><span style="color: DarkOrange"><strong>Spells per day:</strong></span> 3/3</p><p><span style="color: DarkOrange"><strong>Ranger spells:</strong></span> 1st – delay poison, endure elements, resist energy; 2nd – cat’s grace, cure light wounds, protection from energy.</p><p></p><p><span style="color: DarkOrange"><strong>Possessions:</strong></span> +1 disarming dagger, +3 axiomatic orcbane longsword, +3 chain shirt, amulet of mighty fists (+2), bracers of armor (+2), candle of truth, dimensional shackles, elixir of truth, gloves of swimming and climbing, periapt of wound closure, ring of protection (+3), backpack, bedroll, belt pouch (x4), caltrops, candle (x3), clay jug, clay mug (x5), fishing net (25 sq. ft.), flint & steel, grappling hook, heavy warhorse (animal companion & mount), hooded lantern, ink (1 oz. vials; x2), inkpen (x2), iron pot, map case (x2), masterwork manacles, oil (1-pint flask), parchment (8 sheets), sealing wax, signal whistle, signet ring, silk rope (100 ft.), soap (1 lb.), spyglass, tent, torch (x5), trail rations (7 days), waterskin (x2), whetstone, winter blanket.</p><p></p><p><span style="color: DarkOrange"><strong>Animal companion:</strong></span> Heavy warhorse (named Hindle); HD 6d8+18; hp 49; Init +2, Spd 80 ft.; AC 20; Atk hoof +7 melee; Dmg 1d6+5; SQ evasion, link, low-light vision, scent, share spells; SV Fort +7, Ref +6, Will +2; Str 19, Dex 14, Con 17, Int 2, Wis 13, Cha 6; AL N.</p><p><em>Skills and Feats:</em> Listen +5, Spot +5</p><p></p><p><span style="color: DarkOrange"><strong>Mount:</strong></span> Hindle (see above): +2 padded barding, feed bag, horseshoes of speed, saddlebags of holding *, bit & bridle, and military saddle.</p><p style="margin-left: 20px">* Equivalent to two bags of holding (type III).</p><p></p><p><span style="color: DarkOrange"><strong>Personality:</strong></span> Cold, distant, and righteous.</p><p></p><p><span style="color: DarkOrange"><strong>Description:</strong></span> Garth Tigerstorm is an imposing man, He stands 6 feet 3 inches tall and is stronger than most men half his age. He is never without his arms and armor, as well as anything else he considers essentials. He always keeps his gear immaculately clean and well organized. Everything has its place, whether it is his magical longsword, at his side, or his elixir of truth, carefully wrapped and stowed within his backpack. His less essential gear is stored in the saddlebags of holding on his mount. He can be obsessive about it, but when combat erupts, all such thoughts empty from his mind. He is too focused for his slight obsession to become pathological. Garth prefers natural earth tones for his garments but does have less martial attire for the annual events he is forced to endure, in order to keep his title as the Justiciar of the Eastern Shores.</p><p></p><p><span style="color: DarkOrange"><strong>Background:</strong></span> Garth Tigerstorm is an anomaly in his family. The Tigerstorm family has always leaned towards neutrality and chaos for the most part. Garth, on the other hand, is the most law-abiding member of the family. This difference in philosophy has always meant there has been a morale rift between Garth and his father. This difference has also affected his relationship with his half-elven son, Dabuk.</p><p></p><p>Garth took to the life of a ranger, to protect the farmers and woodsmen of the Eastern Shores, from an early age. And while he has always done this without breaking the law he has made quite a few enemies in Minar, Stonn, and Thallin. For while he champions the weak and the poor, he doesn't care much for the upper class or their machinations. Garth is the least diplomatic in the Tigerstorm family tending to ruffle the feathers of nobles and kings wherever his travels take him.</p><p></p><p>The death of his elven wife, Eiithinia, was hard on the man and instead of dealing with the pain of losing her, he became distant from his family. The recent revelation of the young woman, Crystal, being his daughter has left him even more torn inside. He had loved Crystal’s mother more than anyone he’d ever known since. For while his love for Eiithinia had been strong it had been a mild affection compared to that of Dawn Almondsky.</p><p></p><p>Thus, he feels guilty for ‘still’ loving Dawn more than Eiithinia, and this guilt has driven him away from his daughter towards his son. He feels honorbound to spend more time with Dabuk, in order to prove too himself that his affection for Eiithinia had been more than just infatuation. He hopes to bridge the gap he created between his son and himself. So far, this hasn’t worked very well.</p><p></p><p>Garth, like his son, isn’t known for being a homebody. He rarely visits with family, having spent most of his life on the road, bringing justice to the lawless. This one fact has meant that time and again, Garth and Dabuk often travel the same roads and sometimes for the same purpose. It is this one factor that has forced them to have any sort of relationship at all.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 957986, member: 2012"] [COLOR=DarkOrange][SIZE=3][B]Garth Tigerstorm, The Justiciar, Hero of the Second Ogre War[/B][/SIZE][/COLOR] [SIZE=3][I]An original character for World of Kulan created by Robert Blezard (rblezard@telusplanet.net). Converted to 3rd Edition statistics by Robert Blezard.[/I][/SIZE] [COLOR=DarkOrange][B]Race:[/B][/COLOR] Human [COLOR=DarkOrange][B]Classes:[/B][/COLOR] 10th level ranger, 6th level justiciar [COLOR=DarkOrange][B]Sex:[/B][/COLOR] Male [COLOR=DarkOrange][B]Age:[/B][/COLOR] 58 [COLOR=DarkOrange][B]Alignment:[/B][/COLOR] Lawful neutral [COLOR=DarkOrange][U][B]Abilities[/B][/U][/COLOR] [B]Strength:[/B] 15 (+2) [B]Dexterity:[/B] 14 (+2) [B]Constitution:[/B] 16 (+3) [B]Intelligence:[/B] 14 (+2) [B]Wisdom:[/B] 22 (+6) [B]Charisma:[/B] 18 (+4) [COLOR=DarkOrange][B]Hit dice:[/B][/COLOR] 11 + 9d8+27 + 6d10+18 [COLOR=DarkOrange][B]Hit points:[/B][/COLOR] 129 [COLOR=DarkOrange][B]Initiative:[/B][/COLOR] +2 (Dex) [COLOR=DarkOrange][B]Speed:[/B][/COLOR] 30 ft. Armor class: 24 (+2 Dex, +7 armor, +2 bracers, +3 ring) [COLOR=DarkOrange][B]Base attack/grapple:[/B][/COLOR] +16/+22 [COLOR=DarkOrange][B]Attack:[/B][/COLOR] +3 axiomatic orcbane longsword +21 melee (1d8+5, plus 2d6 vs. chaotic creatures) or +3 axiomatic orcbane longsword +23 melee (1d8+11, plus 2d6 vs. orcs) or +3 axiomatic orcbane longsword +23 melee (1d8+11, plus 4d6 vs. chaotically aligned orcs) or +1 disarming dagger +19 melee (1d4+3) or unarmed strike +20 melee (1d3+2) [COLOR=DarkOrange][B]Full attack:[/B][/COLOR] +3 axiomatic orcbane longsword +19/+8 melee (1d8+5, plus 2d6 vs. chaotic creatures) and +1 disarming dagger +17 melee (1d4+1) or +3 axiomatic orcbane longsword +21/+10 melee (1d8+11, plus 2d6 vs. orcs) and +1 disarming dagger +17 melee (1d4+1) or +3 axiomatic orcbane longsword +21/+10 melee (1d8+11, plus 4d6 vs. chaotically aligned orcs) and +1 disarming dagger +17 melee (1d4+1) or unarmed strike +20/+9 melee (1d3+2) [COLOR=DarkOrange][B]Saves:[/B][/COLOR] Fort +12, Ref +11, Will +14 [COLOR=DarkOrange][B]Special attacks:[/B][/COLOR] Bring ‘em back alive, combat style: two-weapon, crippling strike, divine spells, favored enemy benefits: humanoid (orcs) (+6), ogres (+4), humanoid (goblinoids) (+2), hog-tie, non-lethal strike +2d6 [COLOR=DarkOrange][B]Special qualities:[/B][/COLOR] Divine spells, evasion, extra skill points and feat for being human, street savvy +4, swift tracker, wild empathy (+16), woodland stride. [COLOR=DarkOrange][B]Languages spoken:[/B][/COLOR] Common, Elven, and Orc. [COLOR=DarkOrange][B]Skill points:[/B][/COLOR] 28 (1st level ranger) + 63 (2nd to 10th level ranger) + 15 (1st to 3rd level justiciar) + 18 (4th to 6th level justiciar) + 19 (for being human) [COLOR=DarkOrange][B]Skills:[/B][/COLOR] Bluff +9 *, Climb +12 (+11), Concentration +10, Diplomacy +6, Disguise +9, Gather Information +14.5, Handle Animal +11, Heal +12, Hide +7 (+6), Intimidate +11, Jump +7 (+6), Knowledge (geography) +7, Knowledge (nature) +11, Listen +13, Move Silently +7 (+6), Open Lock +7, Profession (hunter) +12, Ride +11, Search +12, Spot +12, Survival +16 ***, Swim +12 (+10), Use Rope +8. [INDENT]* +2 synergy bonus to Disguise checks to act in character. ** +2 synergy bonus to Climb checks involving climbing ropes. *** +2 synergy bonus to Survival checks to keep from getting lost, for avoiding hazards, when in aboveground natural environments, and when following tracks. Numbers in braces are while armored.[/INDENT] [COLOR=DarkOrange][B]Feats:[/B][/COLOR] Cleave, Combat Casting, Endurance (B), Exotic Weapon Proficiency (Manacles) (B), Great Cleave, Improved Grapple (B), Improved Two-Weapon Fighting (B), Improved Unarmed Strike, Leadership, Light Armor Proficiency (B), Martial Weapon Proficiency (B), Power Attack, Shield Proficiency (B), Simple Weapon Proficiency (B), Skill Focus (Gather Information), Track (B), Two-Weapon Fighting (B). [COLOR=DarkOrange][B]Spells per day:[/B][/COLOR] 3/3 [COLOR=DarkOrange][B]Ranger spells:[/B][/COLOR] 1st – delay poison, endure elements, resist energy; 2nd – cat’s grace, cure light wounds, protection from energy. [COLOR=DarkOrange][B]Possessions:[/B][/COLOR] +1 disarming dagger, +3 axiomatic orcbane longsword, +3 chain shirt, amulet of mighty fists (+2), bracers of armor (+2), candle of truth, dimensional shackles, elixir of truth, gloves of swimming and climbing, periapt of wound closure, ring of protection (+3), backpack, bedroll, belt pouch (x4), caltrops, candle (x3), clay jug, clay mug (x5), fishing net (25 sq. ft.), flint & steel, grappling hook, heavy warhorse (animal companion & mount), hooded lantern, ink (1 oz. vials; x2), inkpen (x2), iron pot, map case (x2), masterwork manacles, oil (1-pint flask), parchment (8 sheets), sealing wax, signal whistle, signet ring, silk rope (100 ft.), soap (1 lb.), spyglass, tent, torch (x5), trail rations (7 days), waterskin (x2), whetstone, winter blanket. [COLOR=DarkOrange][B]Animal companion:[/B][/COLOR] Heavy warhorse (named Hindle); HD 6d8+18; hp 49; Init +2, Spd 80 ft.; AC 20; Atk hoof +7 melee; Dmg 1d6+5; SQ evasion, link, low-light vision, scent, share spells; SV Fort +7, Ref +6, Will +2; Str 19, Dex 14, Con 17, Int 2, Wis 13, Cha 6; AL N. [I]Skills and Feats:[/I] Listen +5, Spot +5 [COLOR=DarkOrange][B]Mount:[/B][/COLOR] Hindle (see above): +2 padded barding, feed bag, horseshoes of speed, saddlebags of holding *, bit & bridle, and military saddle. [INDENT]* Equivalent to two bags of holding (type III).[/INDENT] [COLOR=DarkOrange][B]Personality:[/B][/COLOR] Cold, distant, and righteous. [COLOR=DarkOrange][B]Description:[/B][/COLOR] Garth Tigerstorm is an imposing man, He stands 6 feet 3 inches tall and is stronger than most men half his age. He is never without his arms and armor, as well as anything else he considers essentials. He always keeps his gear immaculately clean and well organized. Everything has its place, whether it is his magical longsword, at his side, or his elixir of truth, carefully wrapped and stowed within his backpack. His less essential gear is stored in the saddlebags of holding on his mount. He can be obsessive about it, but when combat erupts, all such thoughts empty from his mind. He is too focused for his slight obsession to become pathological. Garth prefers natural earth tones for his garments but does have less martial attire for the annual events he is forced to endure, in order to keep his title as the Justiciar of the Eastern Shores. [COLOR=DarkOrange][B]Background:[/B][/COLOR] Garth Tigerstorm is an anomaly in his family. The Tigerstorm family has always leaned towards neutrality and chaos for the most part. Garth, on the other hand, is the most law-abiding member of the family. This difference in philosophy has always meant there has been a morale rift between Garth and his father. This difference has also affected his relationship with his half-elven son, Dabuk. Garth took to the life of a ranger, to protect the farmers and woodsmen of the Eastern Shores, from an early age. And while he has always done this without breaking the law he has made quite a few enemies in Minar, Stonn, and Thallin. For while he champions the weak and the poor, he doesn't care much for the upper class or their machinations. Garth is the least diplomatic in the Tigerstorm family tending to ruffle the feathers of nobles and kings wherever his travels take him. The death of his elven wife, Eiithinia, was hard on the man and instead of dealing with the pain of losing her, he became distant from his family. The recent revelation of the young woman, Crystal, being his daughter has left him even more torn inside. He had loved Crystal’s mother more than anyone he’d ever known since. For while his love for Eiithinia had been strong it had been a mild affection compared to that of Dawn Almondsky. Thus, he feels guilty for ‘still’ loving Dawn more than Eiithinia, and this guilt has driven him away from his daughter towards his son. He feels honorbound to spend more time with Dabuk, in order to prove too himself that his affection for Eiithinia had been more than just infatuation. He hopes to bridge the gap he created between his son and himself. So far, this hasn’t worked very well. Garth, like his son, isn’t known for being a homebody. He rarely visits with family, having spent most of his life on the road, bringing justice to the lawless. This one fact has meant that time and again, Garth and Dabuk often travel the same roads and sometimes for the same purpose. It is this one factor that has forced them to have any sort of relationship at all. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
(Old) World of Kulan SH Character Thread
Top