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PCs for spidertrag's Eberron game
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<blockquote data-quote="Ashy" data-source="post: 1687659" data-attributes="member: 312"><p>[smallcaps]<strong><span style="color: SandyBrown">Greebol</span></strong>[/smallcaps]</p><p><strong>Male Half-Ogre Wiz3</strong>; Size M; HD (2d8+5)+(3d4+5); hp 56; Init +2 (+2 Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 natural); BAB +1; Grp +7; Atk +7 melee (iron-bound club, 1d4/1d6, crit x2, 10 ft. range, 3 lb., one-handed, bludgeoning), +4 ranged (N/A); Full Atk as Atk; SA See below; SQ See below; AP 6; AL N; SV Fort +6, Ref +3, Will +3; Str 20 (+5), Dex 14 (+2), Con 20 (+5), Int 18 (+4), Wis 10 (+0), Cha 6 (-2).</p><p></p><p><strong>Skills and Feats:</strong> Alchemy 4 (0 ranks, +4 Int), Climb 6 (1 rank, +5 Str), Concentration 11 (6 ranks, +5 Con), Craft 4 (0 ranks, +4 Int), Knowledge (arcana) 11 (7 ranks, +4 Int), Knowledge (nature) 4 (0 ranks, +4 Int), Scry 9 (5 ranks, +4 Int), Search 7 (3 ranks, +4 Int), Spellcraft 12 (3 ranks, +4 Int), Swim 6 (1 rank, +5 Str); Combat Casting, Toughness (+3 hp).</p><p></p><p><strong>Half-Ogre Traits:</strong> Natural Armor Bonus: Half-ogres have thick hides and gain a +3 natural armor bonus to Defense; Attack Bonus: Half-ogres gain a +1 species bonus on attack rolls; Low-Light Vision: Half-ogres can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions</p><p></p><p><strong>Wizard Abilities:</strong> Wizards are proficient with the club, dagger, heavy crossbow, light crossbow and quarterstaff. They are not proficient with any type of armor, nor with shields; summon familiar; scribe scroll; bonus feat (every five levels: must be a metamagic, item creation, or spell mastery); bonus spells: 1-1st, 1-2nd, 1-3rd, 1-4th</p><p></p><p><strong>Spells:</strong></p><p>Spells per Day: 4/3/2</p><p></p><p>Typical Spell Lists</p><p><em>Non-adventuring</em></p><p>0-level: read magic, detect magic, light, prestidigitation</p><p>1st-level: alarm, comprehend languages, tenser's floating disk</p><p>2nd-level: continual flame, whispering wind</p><p></p><p><em>Adventuring: Offensive</em></p><p>0-level: read magic, detect magic, ray of frost, flare</p><p>1st-level: chill touch, shocking grasp, magic missile</p><p>2nd-level: ghoul touch, summon monster II</p><p></p><p><em>Adventuring: Defensive</em></p><p>0-level: read magic, detect magic, resistance, flare</p><p>1st-level: endure elements, mage armor, spider climb</p><p>2nd-level: invisibility, blur</p><p></p><p><strong>Equipment:</strong> clothing (simple woolen robe and sandals, rope belt), spell component pouch, large rucksack: [spellbook (thin slats of carved or burned wood bound between ash bark by leather strips), iron-bound club, wooden bowl, waterskin (full)], dagger (for carving into spellbook), <em>orange prism ioun stone</em> (+1 caster level, 3’ from head), <em>sustaining spoon</em> (horn, on leather thong around wrist), “horrid badger” cloak, 90 gp (in smaller pouch in bottom of rucksack) = Light load (24 lbs.)</p><p></p><p><strong>Snipe, furtive filcher familiar:</strong> Tiny construct; HD 10: hp 5; Init +4; Spd 50 ft.; AC 16, touch 16, flat-footed 12; Base Atk +0; Grp -9; Atk bite +1 melee (1d4-1); full Atk bite +1 melee (1d4-1); Space/Reach 2-1/2 ft./0 ft.; SA --; SQ construct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref +4, Will +0; Str 8, Dex 19, Con -, Int 12, Wis 10, Cha 7.</p><p></p><p><strong>XP: </strong> 3000 xp / 6000 xp</p><p></p><p><strong>Description and Personality:</strong> Terribly ugly and generally smelly, Greebol appears to have taken much from his ogrish side and painfully little from his human parentage. Greebol has a large, misshapen and lumpy head (apparently from many years of being thumped upon it by his larger cousins) with a thick, overbearing brow and covered sporadically with patchy tufts of dingy auburn hair. His ears are far too small for his skull (although his right one is noticeably higher than his left) and set too far down and back upon it; this coupled with his heavy set brow and overly large head make the half-ogre appear as is he is naturally slow-witted. A large, bulbous nose sits between his smallish, twinkling brown eyes and his thick, forward-jutted law is (like this crown) covered with a patchy smattering of auburn fuzz that only in the most kind of eyes resembles a beard.</p><p></p><p>Greebol wears only the simple, patch worked woolen robe and well-worn brown leather sandals that he left his homeland wearing and he carries a large rucksack which contains his other odd bits and pieces. Occasionally, the half-ogre dons his most prized possession – a hand-me-down cloak fashioned from the hide of a horrid badger; which he bought from a traveling merchant just inside of Breland (the cloak is really a shoddily-done patchwork of various animal parts and pieces, bones, teeth and fur but you would be hard pressed to convince Greebol of this fact).</p><p></p><p>Greebol is quiet and agreeable and seems to be simple, but this final aspect of his personality is utterly a ruse (albeit one that he performs very well) – the half-ogre merely uses his simpleton appearance to learn the true natures of those around him as well as a cover for his genius. While he is by no means cruel, he can be if pressed and when his anger is roused, he is truly a terrible opponent to square off against. Despite his impressive intellect, Greebol is very much entrenched in the only way of life that he has ever known – that of living amongst the monstrous races of Droaam; as such he sees little need for things such as fancy clothes and items so long as the ones he has at present serve him. If the full truth be told, Greebol holds onto these items just as much because in a way, (despite his hatred of the manner by which he was treated by his fellow monsters) he misses home because he has yet to find a true home of his own.</p><p></p><p><strong>Height, Weight, Age:</strong> 6 ft. 7 in., 256 lbs., 23 years old.</p><p><strong>Region of Origin:</strong> Droaam (Tzaryan Keep)</p><p><strong>Languages:</strong> Common, Giant</p><p></p><p><strong>Background:</strong> Believed to be a sire of the mighty Tzaryan Rrac himself, warlord of Tzaryan Keep, Greebol spent the bulk of his life blissfully serving the roll filled by most ogres and half-ogres in Droaam: servants to the powerful warlords and crushers of any beneath them at did not toe the line. Serving within the confines of the Keep itself, Greebol loved looming and snarling over the pitiful goblins under his command almost as much as bashing in their tiny, egg-like skulls. All this changed, however, as did Greebol’s entire existence, one fateful afternoon amid a game of “Crack-bone”.</p><p></p><p>Crack-bone, well known in the goblinoid world, is little known among the other races of Eberron, as at first glance, it appears to be little more than the omnipresent infighting that is so common to those races that practice it. However, to the simple-minded brutes, Crack-bone is a far more sophisticated and socially important game, as well as a test of strength, endurance, and often, virility. Crack-bone is played very simply, with two opponents squaring off with some large and heavy object in their hand; each opponent takes a turn cracking the other over the head with said object until one of the two either is knocked unconscious or gives in (a sign of infinite and often, irrecoverable weakness).</p><p></p><p>Greebol, who was smaller than his ogre cousins, was often selected as a Crack-bone opponent and in a true testament to his strength and hardiness, he often held his own. Upon the day that changed the half-ogre’s life, however, something altogether different happened. The moment the blow connected with Greebol’s head, something inside snapped and gone was the brutish, narrow-minded individual who had always been Greebol… Now, a far more inquisitive, intelligent individual lay behind the half-ogre’s brown eyes – an individual whose interests stretched far beyond squashing and crushing things…an individual who wanted, yearned and desired to know more about the world around him.</p><p></p><p>Many whispered that it was the blood of Tzaryan Rrac, the mighty ogre mage, which was freed to flow through Greebol on that fateful day, but the lord of Tzaryan Keep was not pleased. He set watchful eyes upon the young half-ogre, fearful of his mysterious “re-birth” and, as ever, weary of any form of competition, whether real, imagined, or potential. Greebol, heedless of these wary eyes peering down upon him, turned from his old ways, and began a whole new life, learning the ways of magic and wizardry from the vast storehouses of information collected by the ogre mage warlord. Tzaryan was torn: on one hand, here was the possibility for a powerful apprentice or servant, but on the other, the potential for the ultimate in treachery and betrayal. Many thought that Greebol’s days were all but numbered, that Tzaryan had but to call the half-ogre into his chambers and then Greebol’s shadow would never again grace the walls of the ‘Keep. However, this day never came, despite Tzaryan Rrac’s endless torment and aggravation over the subject and it was only then that those in the know began to whisper that the warlord had been ordered to leave the unusual half-ogre be; tales began to spring up that Greebol was more than what he seemed; that he was an agent of the Covey and that he should not be touched. The stories began to flit about Greebol like black flies around a bloated corpse – but the half-ogre appeared ignorant or heedless of them all, seemingly content to while the day away studying and learning of the wizardly arts.</p><p></p><p>Then, early one morning, Greebol performed an act that was unequivocally bewildering: he raided one of Tzaryan Rrac’s royal stashes of magical goods and fled the ‘Keep. There was no hint and no hurry to provide a clue into his actions; he took the items and walked away as calmly and simply as if they were his own to take. Greebol never looked back. Although, now there are rumors in the southwest of Droaam that now both the Hag Sisters and the lord of Tzaryan Keep have bounties out for the half-ogre wizard’s head...</p><p></p><p><img src="http://www.wizards.com/dnd/images/pc_portraits/200104_276_13.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="Ashy, post: 1687659, member: 312"] [smallcaps][B][COLOR=SandyBrown]Greebol[/COLOR][/B][/smallcaps] [B]Male Half-Ogre Wiz3[/B]; Size M; HD (2d8+5)+(3d4+5); hp 56; Init +2 (+2 Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 natural); BAB +1; Grp +7; Atk +7 melee (iron-bound club, 1d4/1d6, crit x2, 10 ft. range, 3 lb., one-handed, bludgeoning), +4 ranged (N/A); Full Atk as Atk; SA See below; SQ See below; AP 6; AL N; SV Fort +6, Ref +3, Will +3; Str 20 (+5), Dex 14 (+2), Con 20 (+5), Int 18 (+4), Wis 10 (+0), Cha 6 (-2). [B]Skills and Feats:[/B] Alchemy 4 (0 ranks, +4 Int), Climb 6 (1 rank, +5 Str), Concentration 11 (6 ranks, +5 Con), Craft 4 (0 ranks, +4 Int), Knowledge (arcana) 11 (7 ranks, +4 Int), Knowledge (nature) 4 (0 ranks, +4 Int), Scry 9 (5 ranks, +4 Int), Search 7 (3 ranks, +4 Int), Spellcraft 12 (3 ranks, +4 Int), Swim 6 (1 rank, +5 Str); Combat Casting, Toughness (+3 hp). [B]Half-Ogre Traits:[/B] Natural Armor Bonus: Half-ogres have thick hides and gain a +3 natural armor bonus to Defense; Attack Bonus: Half-ogres gain a +1 species bonus on attack rolls; Low-Light Vision: Half-ogres can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions [B]Wizard Abilities:[/B] Wizards are proficient with the club, dagger, heavy crossbow, light crossbow and quarterstaff. They are not proficient with any type of armor, nor with shields; summon familiar; scribe scroll; bonus feat (every five levels: must be a metamagic, item creation, or spell mastery); bonus spells: 1-1st, 1-2nd, 1-3rd, 1-4th [B]Spells:[/B] Spells per Day: 4/3/2 Typical Spell Lists [I]Non-adventuring[/I] 0-level: read magic, detect magic, light, prestidigitation 1st-level: alarm, comprehend languages, tenser's floating disk 2nd-level: continual flame, whispering wind [I]Adventuring: Offensive[/I] 0-level: read magic, detect magic, ray of frost, flare 1st-level: chill touch, shocking grasp, magic missile 2nd-level: ghoul touch, summon monster II [I]Adventuring: Defensive[/I] 0-level: read magic, detect magic, resistance, flare 1st-level: endure elements, mage armor, spider climb 2nd-level: invisibility, blur [B]Equipment:[/B] clothing (simple woolen robe and sandals, rope belt), spell component pouch, large rucksack: [spellbook (thin slats of carved or burned wood bound between ash bark by leather strips), iron-bound club, wooden bowl, waterskin (full)], dagger (for carving into spellbook), [I]orange prism ioun stone[/I] (+1 caster level, 3’ from head), [I]sustaining spoon[/I] (horn, on leather thong around wrist), “horrid badger” cloak, 90 gp (in smaller pouch in bottom of rucksack) = Light load (24 lbs.) [B]Snipe, furtive filcher familiar:[/B] Tiny construct; HD 10: hp 5; Init +4; Spd 50 ft.; AC 16, touch 16, flat-footed 12; Base Atk +0; Grp -9; Atk bite +1 melee (1d4-1); full Atk bite +1 melee (1d4-1); Space/Reach 2-1/2 ft./0 ft.; SA --; SQ construct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref +4, Will +0; Str 8, Dex 19, Con -, Int 12, Wis 10, Cha 7. [B]XP: [/B] 3000 xp / 6000 xp [B]Description and Personality:[/B] Terribly ugly and generally smelly, Greebol appears to have taken much from his ogrish side and painfully little from his human parentage. Greebol has a large, misshapen and lumpy head (apparently from many years of being thumped upon it by his larger cousins) with a thick, overbearing brow and covered sporadically with patchy tufts of dingy auburn hair. His ears are far too small for his skull (although his right one is noticeably higher than his left) and set too far down and back upon it; this coupled with his heavy set brow and overly large head make the half-ogre appear as is he is naturally slow-witted. A large, bulbous nose sits between his smallish, twinkling brown eyes and his thick, forward-jutted law is (like this crown) covered with a patchy smattering of auburn fuzz that only in the most kind of eyes resembles a beard. Greebol wears only the simple, patch worked woolen robe and well-worn brown leather sandals that he left his homeland wearing and he carries a large rucksack which contains his other odd bits and pieces. Occasionally, the half-ogre dons his most prized possession – a hand-me-down cloak fashioned from the hide of a horrid badger; which he bought from a traveling merchant just inside of Breland (the cloak is really a shoddily-done patchwork of various animal parts and pieces, bones, teeth and fur but you would be hard pressed to convince Greebol of this fact). Greebol is quiet and agreeable and seems to be simple, but this final aspect of his personality is utterly a ruse (albeit one that he performs very well) – the half-ogre merely uses his simpleton appearance to learn the true natures of those around him as well as a cover for his genius. While he is by no means cruel, he can be if pressed and when his anger is roused, he is truly a terrible opponent to square off against. Despite his impressive intellect, Greebol is very much entrenched in the only way of life that he has ever known – that of living amongst the monstrous races of Droaam; as such he sees little need for things such as fancy clothes and items so long as the ones he has at present serve him. If the full truth be told, Greebol holds onto these items just as much because in a way, (despite his hatred of the manner by which he was treated by his fellow monsters) he misses home because he has yet to find a true home of his own. [B]Height, Weight, Age:[/B] 6 ft. 7 in., 256 lbs., 23 years old. [B]Region of Origin:[/B] Droaam (Tzaryan Keep) [B]Languages:[/B] Common, Giant [B]Background:[/B] Believed to be a sire of the mighty Tzaryan Rrac himself, warlord of Tzaryan Keep, Greebol spent the bulk of his life blissfully serving the roll filled by most ogres and half-ogres in Droaam: servants to the powerful warlords and crushers of any beneath them at did not toe the line. Serving within the confines of the Keep itself, Greebol loved looming and snarling over the pitiful goblins under his command almost as much as bashing in their tiny, egg-like skulls. All this changed, however, as did Greebol’s entire existence, one fateful afternoon amid a game of “Crack-bone”. Crack-bone, well known in the goblinoid world, is little known among the other races of Eberron, as at first glance, it appears to be little more than the omnipresent infighting that is so common to those races that practice it. However, to the simple-minded brutes, Crack-bone is a far more sophisticated and socially important game, as well as a test of strength, endurance, and often, virility. Crack-bone is played very simply, with two opponents squaring off with some large and heavy object in their hand; each opponent takes a turn cracking the other over the head with said object until one of the two either is knocked unconscious or gives in (a sign of infinite and often, irrecoverable weakness). Greebol, who was smaller than his ogre cousins, was often selected as a Crack-bone opponent and in a true testament to his strength and hardiness, he often held his own. Upon the day that changed the half-ogre’s life, however, something altogether different happened. The moment the blow connected with Greebol’s head, something inside snapped and gone was the brutish, narrow-minded individual who had always been Greebol… Now, a far more inquisitive, intelligent individual lay behind the half-ogre’s brown eyes – an individual whose interests stretched far beyond squashing and crushing things…an individual who wanted, yearned and desired to know more about the world around him. Many whispered that it was the blood of Tzaryan Rrac, the mighty ogre mage, which was freed to flow through Greebol on that fateful day, but the lord of Tzaryan Keep was not pleased. He set watchful eyes upon the young half-ogre, fearful of his mysterious “re-birth” and, as ever, weary of any form of competition, whether real, imagined, or potential. Greebol, heedless of these wary eyes peering down upon him, turned from his old ways, and began a whole new life, learning the ways of magic and wizardry from the vast storehouses of information collected by the ogre mage warlord. Tzaryan was torn: on one hand, here was the possibility for a powerful apprentice or servant, but on the other, the potential for the ultimate in treachery and betrayal. Many thought that Greebol’s days were all but numbered, that Tzaryan had but to call the half-ogre into his chambers and then Greebol’s shadow would never again grace the walls of the ‘Keep. However, this day never came, despite Tzaryan Rrac’s endless torment and aggravation over the subject and it was only then that those in the know began to whisper that the warlord had been ordered to leave the unusual half-ogre be; tales began to spring up that Greebol was more than what he seemed; that he was an agent of the Covey and that he should not be touched. The stories began to flit about Greebol like black flies around a bloated corpse – but the half-ogre appeared ignorant or heedless of them all, seemingly content to while the day away studying and learning of the wizardly arts. Then, early one morning, Greebol performed an act that was unequivocally bewildering: he raided one of Tzaryan Rrac’s royal stashes of magical goods and fled the ‘Keep. There was no hint and no hurry to provide a clue into his actions; he took the items and walked away as calmly and simply as if they were his own to take. Greebol never looked back. Although, now there are rumors in the southwest of Droaam that now both the Hag Sisters and the lord of Tzaryan Keep have bounties out for the half-ogre wizard’s head... [IMG]http://www.wizards.com/dnd/images/pc_portraits/200104_276_13.jpg[/IMG] [/QUOTE]
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