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
[PbP] Not With a Bang PCs
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="Rybaer" data-source="post: 1032372" data-attributes="member: 118"><p><span style="color: orange">Bellows Axegrinder son of Thundin, "Grinder"</span> to his friends, male dwarf Evo2; CR 2; Medium-size Humanoid (dwarf); HD 2d4+6; hp 13; Init +1 (Dex); Spd 20 ft; AC 11 (+1 Dex) or 15 (+1 Dex, +4 <em>mage armor</em>); Atks +1 melee (1d6/crit x2, quarterstaff), +2 ranged (1d8/crit 19-20, x2, lt. crossbow); SA none; SQ dwarven traits; AL N; SV Fort +3 (+5 vs poison or spell), Ref +1 (+3 vs spell), Will +5 (+7 vs spell); Str 11, Dex 12, Con 16, Int 17, Wis 14, Cha 8.</p><p> </p><p> <em>Special Qualities</em>: Dwarven Traits: 60 ft darkvision, +4 vs bullrush and trip attacks, +1 attack vs goblinoids and orcs, +4 dodge AC vs giants, +2 search in stonework areas (auto attempt for unusual), +2 appraise for stone and metal items, +2 craft for stone and metal; Specialist wizard (evocation), unable to cast from enchantment or necromancy; Familiar (raven) - see below; Languages (common, dwarvish, draconic, goblin, undercommon). </p><p></p><p> <em>Skills and Feats</em>: Appraise +6/+8, Concentration +8, Craft (alchemy) +5, Knowledge (arcana) +8, Knowledge (architecture/engineering) +4, Knowledge (history) +5, Knowledge (local) +4, Knowledge (planes) +6, Knowledge (religion) +4, Listen +2/+4, Search +3/+5, Spellcraft +8/+10, Spot +2/+4; Alertness (when familiar within 5 ft), Scribe Scroll, Spell Focus (evocation). </p><p></p><p> <em>Possessions:</em> Quarterstaff, lt crossbow, 20 bolts, dagger, backpack, bedroll, 10 candles, 2 scroll cases, flint and steel, ink, inkpen, belt pouch, 2 days rations, waterskin, explorer's outfit, 2 potions of <em>Cure Light Wounds</em>, oil of <em>Magic Weapon</em>. Crafted spell scroll with <em>Comprehend Languages</em> and <em>Silent Image</em>. Also, he's carrying the magic summoning token for their employer Melian.</p><p></p><p>404GP, 7SP remaining</p><p></p><p></p><p> Wizard Spells Prepared (5/4): 0 (DC 13/15)- Detect Magic, Ray of Frost, Mage Hand, Prestidigitation, Message; 1 (DC 14/16)- Burning Hands, Color Spray, Magic Missile, Mage Armor.</p><p> </p><p> Wizard Spellbook: </p><p> 0- Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation. </p><p> 1- Burning Hands, Magic Missile, Mage Armor, Expeditious Retreat, Comprehend Languages, Silent Image, Color Spray, Enlarge Person.</p><p></p><p></p><p><strong>Familiar</strong></p><p><span style="color: orange">Trinket</span>, Raven; Small magical beast; HD 2d8; hp 6; Init +2 (Dex); Spd 10 ft, fly 40 ft (average); AC 15 (+2 size, +2 Dex, +1 natural), touch 15, flat-footed 13; Attacks claws +5 melee (1d2-5); SA none; SQ Low-light vision, familiar traits; AL N; SV Fort +3, Ref +5, Will +5; Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6.</p><p></p><p><em>Skills and Feats</em>: Listen +3, Spot +6; also gets all of master's skills, but uses own stat modifiers; Weapon finesse (claws).</p><p></p><p><em>Special Qualities</em>: Low-light vision, familiar traits: Improved Evasion, Share Spells, Empathic Link, Speak (common), grants master Alertness and +3 to appraise.</p><p></p><p></p><p><strong>Physical description:</strong></p><p>Bellows Axegrinder is lean and wiry for a dwarf. This impression is further enhanced by the fact that he doesn't wear bulky armor. Bellows keeps his black beard trimmed short (about two inches). He is bald on the top of his head; the sides and back are pulled into a long ponytail. His skin is a rich brown color with hints of red. Eyes are dark brown. Even to those unfamiliar with dwarves, it is obvious that he is a relatively young dwarf - primarily from the glint in his eyes and the complextion of his skin.</p><p></p><p>Bellows typically dresses in durable and unremarkable travel clothing: leather breeches, dwarven boots, white shirt and dark blue wool vest, gray cloak. Outdoors, he almost always wears his wide-brimmed leather hat.</p><p></p><p>Age: 53. Height: 4'4". Weight: 140 lbs.</p><p></p><p></p><p><strong>Personality:</strong></p><p>Bellows has many of the social graces common to dwarves - meaning that he's a bit rough around the edges in the eyes of most other races. He has little patience for those who annoy him and is surly in general when bored, tired, or irritated.</p><p></p><p>Friendship is not something that Bellows seeks out, but he welcomes a good and reliable friend and is smart enough to recognize the value of such relationships. He is very loyal to those who earn his trust.</p><p></p><p>Ultimately, Bellows is most interested in acquiring personal power. He has little interest in ruling over others, but rather seeks fame, glory, and respect through his eventual mastery of magic. He is driven to doing whatever it takes to further his skills and knowledge in this area. While open to understanding all forms of magic, Bellows prefers to take a very straightforward and aggressive approach to his use of magic - hence specializing in Evocation.</p><p></p><p>Socially, Bellows considers himself to be much less stuck-up than many of his wizardly peers. He's perfectly willing to spend an evening drinking and brawling at the local tavern, and would much rather be out digging through abandoned ruins for powerful relics than reading a musty old tome in a library.</p><p></p><p></p><p><strong>Background:</strong></p><p>Bellows Axegrinder was born the sixth and youngest child to Thundin and Flurin Axegrinder. Hours after birth, Bellows' father declared, "That lad has lungs that could replace the bellows of the gods' forges!" And so, in honor of his vocal crying as an infant, Bellows was named.</p><p></p><p>Bellows grew up in the small, primarily dwarven, iron mining community of Hallis Hill - about two weeks journey west of Collina. His father and older brothers worked the forges, crafting weapons, armor, and more mundane items. Bellows found that he lacked the strength necessary to become a master at the forge, but he made up for this by excelling in other areas: languages, accounting, and business acumen.</p><p> </p><p>Due to his smaller size, his brothers relentlessly picked on him. On the occasions when the adults let them train in weapons, Bellows always took the full brunt of their abuse. Frustrated, he sought to gain an advantage in other ways. He prodded and cajoled Gibbins, a local gnomish wizard of meager talent, to teach him how to work magic. Gibbins, more amused than anything at a dwarf who wanted to learn magic, agreed to teach him some of the basics. Remarkably, Bellows was able to cast his first cantrip in under a week - a feat that had taken the gnome over two months to accomplish.</p><p></p><p>Bellows asked to be taken on as Gibbins' apprentice. The gnome turned him down, however, explaining that he had little talent and fewer resources. To take Bellows on as an apprentice would be doing such a raw talent a disservice. Instead, Gibbins suggested that he travel to Collina and seek an apprenticeship there. Bellows followed the gnome's advice, in spite of his father's misgivings. "Who do you expect will be able and willing to enchant your master's work axes, father?" That was all it took to get his father to relent.</p><p></p><p>Over the last four years, Bellows has been in an uneasy apprenticeship in Collina under the tutelage of the wizard Bristlebrock Hogensock (yet another gnome). Bellows has studied reasonably well, but his direct dwarvish approach to things was often at odds with his master's appreciation for subtlety. Bristlebrock finally agreed that Bellows had a grasp of just enough magic to start making his own way in the world. His first job was working guard duty on a barge down to Alten's Rock. He's spent the last couple weeks poking around town looking for other, more exciting, work.</p></blockquote><p></p>
[QUOTE="Rybaer, post: 1032372, member: 118"] [COLOR=orange]Bellows Axegrinder son of Thundin, "Grinder"[/COLOR] to his friends, male dwarf Evo2; CR 2; Medium-size Humanoid (dwarf); HD 2d4+6; hp 13; Init +1 (Dex); Spd 20 ft; AC 11 (+1 Dex) or 15 (+1 Dex, +4 [I]mage armor[/I]); Atks +1 melee (1d6/crit x2, quarterstaff), +2 ranged (1d8/crit 19-20, x2, lt. crossbow); SA none; SQ dwarven traits; AL N; SV Fort +3 (+5 vs poison or spell), Ref +1 (+3 vs spell), Will +5 (+7 vs spell); Str 11, Dex 12, Con 16, Int 17, Wis 14, Cha 8. [I]Special Qualities[/I]: Dwarven Traits: 60 ft darkvision, +4 vs bullrush and trip attacks, +1 attack vs goblinoids and orcs, +4 dodge AC vs giants, +2 search in stonework areas (auto attempt for unusual), +2 appraise for stone and metal items, +2 craft for stone and metal; Specialist wizard (evocation), unable to cast from enchantment or necromancy; Familiar (raven) - see below; Languages (common, dwarvish, draconic, goblin, undercommon). [I]Skills and Feats[/I]: Appraise +6/+8, Concentration +8, Craft (alchemy) +5, Knowledge (arcana) +8, Knowledge (architecture/engineering) +4, Knowledge (history) +5, Knowledge (local) +4, Knowledge (planes) +6, Knowledge (religion) +4, Listen +2/+4, Search +3/+5, Spellcraft +8/+10, Spot +2/+4; Alertness (when familiar within 5 ft), Scribe Scroll, Spell Focus (evocation). [I]Possessions:[/I] Quarterstaff, lt crossbow, 20 bolts, dagger, backpack, bedroll, 10 candles, 2 scroll cases, flint and steel, ink, inkpen, belt pouch, 2 days rations, waterskin, explorer's outfit, 2 potions of [I]Cure Light Wounds[/I], oil of [I]Magic Weapon[/I]. Crafted spell scroll with [I]Comprehend Languages[/I] and [I]Silent Image[/I]. Also, he's carrying the magic summoning token for their employer Melian. 404GP, 7SP remaining Wizard Spells Prepared (5/4): 0 (DC 13/15)- Detect Magic, Ray of Frost, Mage Hand, Prestidigitation, Message; 1 (DC 14/16)- Burning Hands, Color Spray, Magic Missile, Mage Armor. Wizard Spellbook: 0- Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation. 1- Burning Hands, Magic Missile, Mage Armor, Expeditious Retreat, Comprehend Languages, Silent Image, Color Spray, Enlarge Person. [B]Familiar[/B] [COLOR=orange]Trinket[/COLOR], Raven; Small magical beast; HD 2d8; hp 6; Init +2 (Dex); Spd 10 ft, fly 40 ft (average); AC 15 (+2 size, +2 Dex, +1 natural), touch 15, flat-footed 13; Attacks claws +5 melee (1d2-5); SA none; SQ Low-light vision, familiar traits; AL N; SV Fort +3, Ref +5, Will +5; Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6. [I]Skills and Feats[/I]: Listen +3, Spot +6; also gets all of master's skills, but uses own stat modifiers; Weapon finesse (claws). [I]Special Qualities[/I]: Low-light vision, familiar traits: Improved Evasion, Share Spells, Empathic Link, Speak (common), grants master Alertness and +3 to appraise. [B]Physical description:[/B] Bellows Axegrinder is lean and wiry for a dwarf. This impression is further enhanced by the fact that he doesn't wear bulky armor. Bellows keeps his black beard trimmed short (about two inches). He is bald on the top of his head; the sides and back are pulled into a long ponytail. His skin is a rich brown color with hints of red. Eyes are dark brown. Even to those unfamiliar with dwarves, it is obvious that he is a relatively young dwarf - primarily from the glint in his eyes and the complextion of his skin. Bellows typically dresses in durable and unremarkable travel clothing: leather breeches, dwarven boots, white shirt and dark blue wool vest, gray cloak. Outdoors, he almost always wears his wide-brimmed leather hat. Age: 53. Height: 4'4". Weight: 140 lbs. [B]Personality:[/B] Bellows has many of the social graces common to dwarves - meaning that he's a bit rough around the edges in the eyes of most other races. He has little patience for those who annoy him and is surly in general when bored, tired, or irritated. Friendship is not something that Bellows seeks out, but he welcomes a good and reliable friend and is smart enough to recognize the value of such relationships. He is very loyal to those who earn his trust. Ultimately, Bellows is most interested in acquiring personal power. He has little interest in ruling over others, but rather seeks fame, glory, and respect through his eventual mastery of magic. He is driven to doing whatever it takes to further his skills and knowledge in this area. While open to understanding all forms of magic, Bellows prefers to take a very straightforward and aggressive approach to his use of magic - hence specializing in Evocation. Socially, Bellows considers himself to be much less stuck-up than many of his wizardly peers. He's perfectly willing to spend an evening drinking and brawling at the local tavern, and would much rather be out digging through abandoned ruins for powerful relics than reading a musty old tome in a library. [B]Background:[/B] Bellows Axegrinder was born the sixth and youngest child to Thundin and Flurin Axegrinder. Hours after birth, Bellows' father declared, "That lad has lungs that could replace the bellows of the gods' forges!" And so, in honor of his vocal crying as an infant, Bellows was named. Bellows grew up in the small, primarily dwarven, iron mining community of Hallis Hill - about two weeks journey west of Collina. His father and older brothers worked the forges, crafting weapons, armor, and more mundane items. Bellows found that he lacked the strength necessary to become a master at the forge, but he made up for this by excelling in other areas: languages, accounting, and business acumen. Due to his smaller size, his brothers relentlessly picked on him. On the occasions when the adults let them train in weapons, Bellows always took the full brunt of their abuse. Frustrated, he sought to gain an advantage in other ways. He prodded and cajoled Gibbins, a local gnomish wizard of meager talent, to teach him how to work magic. Gibbins, more amused than anything at a dwarf who wanted to learn magic, agreed to teach him some of the basics. Remarkably, Bellows was able to cast his first cantrip in under a week - a feat that had taken the gnome over two months to accomplish. Bellows asked to be taken on as Gibbins' apprentice. The gnome turned him down, however, explaining that he had little talent and fewer resources. To take Bellows on as an apprentice would be doing such a raw talent a disservice. Instead, Gibbins suggested that he travel to Collina and seek an apprenticeship there. Bellows followed the gnome's advice, in spite of his father's misgivings. "Who do you expect will be able and willing to enchant your master's work axes, father?" That was all it took to get his father to relent. Over the last four years, Bellows has been in an uneasy apprenticeship in Collina under the tutelage of the wizard Bristlebrock Hogensock (yet another gnome). Bellows has studied reasonably well, but his direct dwarvish approach to things was often at odds with his master's appreciation for subtlety. Bristlebrock finally agreed that Bellows had a grasp of just enough magic to start making his own way in the world. His first job was working guard duty on a barge down to Alten's Rock. He's spent the last couple weeks poking around town looking for other, more exciting, work. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
[PbP] Not With a Bang PCs
Top