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[OOC] The Banewarrens
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<blockquote data-quote="Uriel" data-source="post: 518489" data-attributes="member: 8222"><p>Verakka </p><p>Lizardman (+2CR)Level 1 Rogue, Level 1 Ranger, Level 1 Sorcerer (Monte Version)</p><p>Align: Neutral</p><p>Male, 6'3".175 pounds, yellow eyes, dark green skin with pale yellow undersides, light green spines and dewlap (neck 'comb'). Age 16 (human equiv 25)</p><p></p><p>Str 18 +4</p><p>Dex 18 +4</p><p>Con 16 +3</p><p>Int 14 +2</p><p>Wis 12 +1</p><p>Cha 14 +2</p><p></p><p></p><p>HP 45 </p><p>BaB +2 </p><p>Fort +5 </p><p>Ref +9 </p><p>Will +3 </p><p>Init +8</p><p>Move 30'/Swim 30'</p><p>Speaks Draconic, Common</p><p></p><p>AC: 19</p><p>Flat: 15</p><p>Touch: 19</p><p></p><p>+5 Natural Armor</p><p>+6 Jump, +8 Swim, +4 Balance</p><p>Skills:10 (LM) + 40 Rogue,6 Ranger,6 Sorcerer</p><p>Multi-Attack</p><p>Weapon Proficiency</p><p>Gladiatorial Slave Background: Exotic Weapons;</p><p> Bastard Sword, Net, Warfan</p><p>Combat Reflexes</p><p>Improved Initiative</p><p>Track, 2 Weapon fighting, Ambidexterity</p><p>Favored Enemy: Humans</p><p>Sneak Attack +1D6</p><p>Summon Familiar</p><p>Weapon Focus:Bastard Sword</p><p>Fey-Blooded: (Charm Person 1/D as a spell-like ability.</p><p>Necromancer spells@ -1 caster level, -4 to resist Spells/Powers from Fey Beings)</p><p></p><p></p><p> The Talaxian Duelist Sword Style </p><p></p><p> Lesson 1-Calm Demeanor</p><p>The calm demeanor technique makes</p><p> Concentration a Class Skill for the duelist, and gives him a +2 bonus to Will saves</p><p> against mind-affecting spells if he is in melee combat.</p><p></p><p>Lesson 2-Weapon Mastery</p><p>Gains Weapon Focus:Bastard Sword</p><p></p><p>Attacks</p><p></p><p>Claws +6 /+4 as offhand with sword 1D4+4 20/X2</p><p>Bite 1D4 /+4 1D4+2 20/X2 Gets this in addition to claws/weapons</p><p>Bastard Sword +8 1D10+6 two handed, +4 1 handed 19-20/X2</p><p>Gladius +7/+5 offhand 1D6+4/2 in of-hand 18-20/X2 </p><p>Club +6 1D6+4/2 in off-hand 20/X2</p><p>Long Composite Bow +6/+7 with master worked arrows 1D8+4 20/X3 110' increments</p><p>Dagger +6 1D4+4 10' Increments</p><p>Spider Throwing Knife 1D4+, 19-20/X3 20' Increments</p><p> </p><p></p><p>Familiar: "Sletha" Tiny Pit Viper</p><p>HD:5, HP 22 Initiative +3 Move 15' Climb, Swim and standard</p><p>Str 6 Dex 17 Con 11 Int 6 Wis 12 Cha 2 AC:18 (3Dex,2 Size, 3 Natural)</p><p>Bite +5 1D4-3 (I min) + Poison: DC 11 Primary and Secondary is 1D6 Con</p><p>Scent, Balance +12, Climb +12, Hide +18, Listen +8, Spot +8.</p><p>Weapon Finesse: Bite</p><p>Alertness, Improved Evasion, Share Spells,</p><p> Empathic Link to 1 Mile. +1 NA</p><p> Damage Reduction 5/+1, Invisibility Up to 1 minute/Sorc. Level: May be broken up</p><p>Into smaller increments.</p><p></p><p>Dark Brown with tiny yellow flecks.</p><p></p><p>Listen 5/+11 (+13 with familiar)</p><p>Spot 5/+11 (+12 with familiar)</p><p>Search 5/+7</p><p>Hide 4/+8</p><p>Move Silently 4/+8</p><p>Disable Device 4/+10</p><p>Open Locks 4/+10</p><p>Decipher Script 3/+4</p><p>Use Magic Device 3/+5</p><p>Bluff 2/+4</p><p>Appraise 1/+2</p><p>Balance 4/+12</p><p>Tumble 2/+6</p><p>Jump 4/+14</p><p>Swim 2/+14</p><p>Climb 1/+5</p><p>Spellcraft 2/+3</p><p>Concentration 1/+4</p><p>Know: Arcana 2/+3</p><p>Intimidate 1/+3</p><p>Gather Information 1/+3</p><p>Wilderness Lore 3/+4</p><p></p><p>Spells Known: 5/3</p><p>Cantrips: Detect Magic, Mage Hand, Light, Daze, Quick Boost</p><p>1st Level Spells: Mage Armor, True Strike, Charm Person.</p><p></p><p></p><p>Heward's Handy Haversack (2,000GP)</p><p>+1 Bastard Sword (2,335GP)</p><p>Neck-Torc of Resistance +1 (1,000GP) as Cloak</p><p>MW Short Sword (310)</p><p>MW Thieves Tools :2 Sets (200GP) < 1 set in Haversack></p><p> Mighty Long Composite Bow (600GP)</p><p> Quiver of 17 MW Arrows (119GP)</p><p>Quiver of 20 Normal Arrows (1GP) <In Haversack></p><p>4 Daggers (8GP)</p><p>3 Spider throwing knives (1 on hip, 2 in Haversack)</p><p>Club (on back)</p><p>Headband of the Observant (2,000) +2 to Spot and Listen (pg 242 DMG , Vest of Escape as example of an item that gives bonus to 2 skills, still 10 total)</p><p>Small pouch for Sletha (5 SP)</p><p>Scrolls: (All at 1st level casting) (150GP) <In Haversack></p><p>Color Spray</p><p>Spider Climb</p><p>Hold Portal</p><p>Change Self</p><p>Erase</p><p>Feather Fall</p><p></p><p>Potions: </p><p>Cure Light Wounds 1D8+1 X4 (200GP) <In Haversack></p><p></p><p>3 Tindertwigs (3GP) <In Haversack></p><p>50 Hemp Rope & Grapnel <In Haversack> (2GP)</p><p>3 flasks of acid (30GP) <In Haversack></p><p>Belt Pouch (1GP)</p><p>3 Sunrods (6GP) <In Haversack></p><p>4 flasks of oil (4SP) <In Haversack></p><p>crowbar (2GP) <In Haversack></p><p>Flint & Steel (1GP) <In Haversack></p><p> Dried Meat Rations: Equivalent to 1 week (3.5GP) <In Haversack></p><p>2 Water Skins-Full (2GP) 1 worn, <1 in Haversack></p><p>Bedroll (1SP) <In Haversack></p><p>Sledge Hammer (1GP) <In Haversack></p><p>Shovel (1GP) <In Haversack></p><p>3 Torches (3CP) <In Haversack></p><p>3 pcs chalk (3 CP) <In Haversack></p><p>200 feet twine in a ball (8CP)</p><p>Bag of Stones: 20 or so at a ½ pound each <In Haversack></p><p>3GP, 3SP,8CP in Belt Pouch</p><p></p><p></p><p></p><p></p><p></p><p> </p><p></p><p> </p><p></p><p> Background</p><p> Verakka hails from some distant swamp of the Southlands. He doesn't ever speak</p><p> of his home, except to say that he is no longer welcome there for undisclosed</p><p> reasons. Early in the young Lizardman's life outside of his tribe, Verakka was taken</p><p> by Slavers and sold far in the south to a Gladiatorial Arena. Fighting for his</p><p> survival, Verakka learned the use of many weapons, as well as perfecting his</p><p> natural weaponry. A savagery untapped, as well as the will to survive and be free</p><p> eventually led to Verakka's chance to escape. Scaling a Wall in the dead of night,</p><p> Verakka headed north to the city of Hurndollin, living amongst the dregs of the</p><p> city and learning the skills of the Rogue. It was here, as well, that Verakka</p><p> encountered a Society of Rogues, dedicated to a Dueling tradition as a matter of</p><p> Honor. Verakka cut an odd figure, dueling in the back alleys and streets, a reptilian</p><p> Swashbuckler, and he gained quite a reputation as a settler of disputes. After a</p><p> year or so like this, Verakka left the cities of the Midlands and continued North,</p><p> living off the land and taking work as a Bounty hunter, where his combat skills</p><p> proved invaluable. recently, Verakka has manifested arcane powers, leading to his</p><p> current state and obsession with things magical. Taking on a small Pit Viper as a</p><p> familiar, Verakka has come to the Banewarrens, seeking to solve the mystery of</p><p> their Opening.</p></blockquote><p></p>
[QUOTE="Uriel, post: 518489, member: 8222"] Verakka Lizardman (+2CR)Level 1 Rogue, Level 1 Ranger, Level 1 Sorcerer (Monte Version) Align: Neutral Male, 6'3".175 pounds, yellow eyes, dark green skin with pale yellow undersides, light green spines and dewlap (neck 'comb'). Age 16 (human equiv 25) Str 18 +4 Dex 18 +4 Con 16 +3 Int 14 +2 Wis 12 +1 Cha 14 +2 HP 45 BaB +2 Fort +5 Ref +9 Will +3 Init +8 Move 30'/Swim 30' Speaks Draconic, Common AC: 19 Flat: 15 Touch: 19 +5 Natural Armor +6 Jump, +8 Swim, +4 Balance Skills:10 (LM) + 40 Rogue,6 Ranger,6 Sorcerer Multi-Attack Weapon Proficiency Gladiatorial Slave Background: Exotic Weapons; Bastard Sword, Net, Warfan Combat Reflexes Improved Initiative Track, 2 Weapon fighting, Ambidexterity Favored Enemy: Humans Sneak Attack +1D6 Summon Familiar Weapon Focus:Bastard Sword Fey-Blooded: (Charm Person 1/D as a spell-like ability. Necromancer spells@ -1 caster level, -4 to resist Spells/Powers from Fey Beings) The Talaxian Duelist Sword Style Lesson 1-Calm Demeanor The calm demeanor technique makes Concentration a Class Skill for the duelist, and gives him a +2 bonus to Will saves against mind-affecting spells if he is in melee combat. Lesson 2-Weapon Mastery Gains Weapon Focus:Bastard Sword Attacks Claws +6 /+4 as offhand with sword 1D4+4 20/X2 Bite 1D4 /+4 1D4+2 20/X2 Gets this in addition to claws/weapons Bastard Sword +8 1D10+6 two handed, +4 1 handed 19-20/X2 Gladius +7/+5 offhand 1D6+4/2 in of-hand 18-20/X2 Club +6 1D6+4/2 in off-hand 20/X2 Long Composite Bow +6/+7 with master worked arrows 1D8+4 20/X3 110' increments Dagger +6 1D4+4 10' Increments Spider Throwing Knife 1D4+, 19-20/X3 20' Increments Familiar: "Sletha" Tiny Pit Viper HD:5, HP 22 Initiative +3 Move 15' Climb, Swim and standard Str 6 Dex 17 Con 11 Int 6 Wis 12 Cha 2 AC:18 (3Dex,2 Size, 3 Natural) Bite +5 1D4-3 (I min) + Poison: DC 11 Primary and Secondary is 1D6 Con Scent, Balance +12, Climb +12, Hide +18, Listen +8, Spot +8. Weapon Finesse: Bite Alertness, Improved Evasion, Share Spells, Empathic Link to 1 Mile. +1 NA Damage Reduction 5/+1, Invisibility Up to 1 minute/Sorc. Level: May be broken up Into smaller increments. Dark Brown with tiny yellow flecks. Listen 5/+11 (+13 with familiar) Spot 5/+11 (+12 with familiar) Search 5/+7 Hide 4/+8 Move Silently 4/+8 Disable Device 4/+10 Open Locks 4/+10 Decipher Script 3/+4 Use Magic Device 3/+5 Bluff 2/+4 Appraise 1/+2 Balance 4/+12 Tumble 2/+6 Jump 4/+14 Swim 2/+14 Climb 1/+5 Spellcraft 2/+3 Concentration 1/+4 Know: Arcana 2/+3 Intimidate 1/+3 Gather Information 1/+3 Wilderness Lore 3/+4 Spells Known: 5/3 Cantrips: Detect Magic, Mage Hand, Light, Daze, Quick Boost 1st Level Spells: Mage Armor, True Strike, Charm Person. Heward's Handy Haversack (2,000GP) +1 Bastard Sword (2,335GP) Neck-Torc of Resistance +1 (1,000GP) as Cloak MW Short Sword (310) MW Thieves Tools :2 Sets (200GP) < 1 set in Haversack> Mighty Long Composite Bow (600GP) Quiver of 17 MW Arrows (119GP) Quiver of 20 Normal Arrows (1GP) <In Haversack> 4 Daggers (8GP) 3 Spider throwing knives (1 on hip, 2 in Haversack) Club (on back) Headband of the Observant (2,000) +2 to Spot and Listen (pg 242 DMG , Vest of Escape as example of an item that gives bonus to 2 skills, still 10 total) Small pouch for Sletha (5 SP) Scrolls: (All at 1st level casting) (150GP) <In Haversack> Color Spray Spider Climb Hold Portal Change Self Erase Feather Fall Potions: Cure Light Wounds 1D8+1 X4 (200GP) <In Haversack> 3 Tindertwigs (3GP) <In Haversack> 50 Hemp Rope & Grapnel <In Haversack> (2GP) 3 flasks of acid (30GP) <In Haversack> Belt Pouch (1GP) 3 Sunrods (6GP) <In Haversack> 4 flasks of oil (4SP) <In Haversack> crowbar (2GP) <In Haversack> Flint & Steel (1GP) <In Haversack> Dried Meat Rations: Equivalent to 1 week (3.5GP) <In Haversack> 2 Water Skins-Full (2GP) 1 worn, <1 in Haversack> Bedroll (1SP) <In Haversack> Sledge Hammer (1GP) <In Haversack> Shovel (1GP) <In Haversack> 3 Torches (3CP) <In Haversack> 3 pcs chalk (3 CP) <In Haversack> 200 feet twine in a ball (8CP) Bag of Stones: 20 or so at a ½ pound each <In Haversack> 3GP, 3SP,8CP in Belt Pouch Background Verakka hails from some distant swamp of the Southlands. He doesn't ever speak of his home, except to say that he is no longer welcome there for undisclosed reasons. Early in the young Lizardman's life outside of his tribe, Verakka was taken by Slavers and sold far in the south to a Gladiatorial Arena. Fighting for his survival, Verakka learned the use of many weapons, as well as perfecting his natural weaponry. A savagery untapped, as well as the will to survive and be free eventually led to Verakka's chance to escape. Scaling a Wall in the dead of night, Verakka headed north to the city of Hurndollin, living amongst the dregs of the city and learning the skills of the Rogue. It was here, as well, that Verakka encountered a Society of Rogues, dedicated to a Dueling tradition as a matter of Honor. Verakka cut an odd figure, dueling in the back alleys and streets, a reptilian Swashbuckler, and he gained quite a reputation as a settler of disputes. After a year or so like this, Verakka left the cities of the Midlands and continued North, living off the land and taking work as a Bounty hunter, where his combat skills proved invaluable. recently, Verakka has manifested arcane powers, leading to his current state and obsession with things magical. Taking on a small Pit Viper as a familiar, Verakka has come to the Banewarrens, seeking to solve the mystery of their Opening. [/QUOTE]
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