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PCs for The Sceptre of Kings, a Dwarvish Quest...
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<blockquote data-quote="Thels" data-source="post: 986298" data-attributes="member: 12176"><p>[code]Character Name: Prince Alembregh of Temperlain</p><p>Player Name: Thels</p><p>Dungeon Master: Uriel</p><p>Race&Gender: Gold Dwarf, Male</p><p>Class&Level: Fighter 4, Paladin 7</p><p>Alignment: Lawful Good</p><p>Deity: Gorm Gulthyn</p><p>Size: Medium</p><p>Age: 98</p><p>Height: 4'5"</p><p>Weight: 198lb</p><p>Skin&Eyes: Dark, Brown</p><p>Hair: Short Black, Long Black Beard</p><p></p><p>Strength: 18 (+4)</p><p>Dexterity: 12 (+1)</p><p>Constitution: 16 (+3)</p><p>Intelligence: 10 ( 0)</p><p>Wisdom: 14 (+2)</p><p>Charisma: 16 (+3)</p><p></p><p>Fortitude Save: +15 (+9 Base, +3 Con, +3 Divine Grace),</p><p> +2 Racial vs Spells and Spell Effects, +2 Racial vs Poison</p><p>Reflex Save: +7 (+3 Base, +1 Dex, +3 Divine Grace),</p><p> +2 Racial vs Spells and Spell Effects</p><p>Will Save: +8 (+3 Base, +2 Wis, +3 Divine Grace),</p><p> +2 Racial vs Spells and Spell Effects</p><p></p><p>Melee Attack: +15/+10/+5 (+11/+6/+1 Base, +4 Str),</p><p> +1 Racial vs Aberrations</p><p>Ranged Attack: +12/+7/+2 (+11/+6/+1 Base, +1 Dex),</p><p> +1 Racial vs Aberrations</p><p>Initiative: +1 (+1 Dex)</p><p></p><p>Max Weight: 100 (Light), 200 (Medium), 300 (Heavy)</p><p> 300 (Over head), 600 (Off ground), 1500 (Push or drag)</p><p>Movement Speed: 20/x4, 20/x4, 20/x3</p><p></p><p>Armor Class: 24 (+13 Armor, +1 Dex), +4 Dodge against Giants</p><p>Hit Points: 143 (11d10+33)</p><p>Experience: 58500 (need 66000)</p><p></p><p>Languages: 3 (+1 Ranks, +0 Int, +2 Racial)</p><p>Dwarven</p><p>Common</p><p>Undercommon</p><p></p><p>Skills: 28 (2/level)</p><p>Appraise +0 ( +0 Ranks, +0 Int), +2 Racial on Rare and Exotic</p><p>Craft +0 ( +0 Ranks, +0 Int), +2 Racial on Stone and Metal</p><p>Diplomacy +6 ( +3 Ranks, +3 Cha)</p><p>Handle Animal +8 ( +5 Ranks, +3 Cha)</p><p>Knw Religion +4 ( +4 Ranks, +0 Int)</p><p>Ride +17 (+14 Ranks, +1 Dex, +2 Synergy)</p><p></p><p>Racial Abilities:</p><p>Weapon Familiarity: Dwarven Waraxe</p><p>Darkvision</p><p>Stonecunning</p><p>+4 Stability Bonus against Bull Rushes and Trips</p><p></p><p>Class Abilities:</p><p>Weapon Proficiency: All Simple and Martial</p><p>Armor Proficiency: All Armor and Shields</p><p>Code of Conduct</p><p>Detect Evil</p><p>Lay on Hands</p><p>Smite Evil</p><p>Divine Health</p><p>Divine Grace</p><p>Aura of Courage</p><p>Remove Disease</p><p>Turn Undead</p><p>Paladin Mount</p><p></p><p>Feats:</p><p>Weapon Focus: Dwarven Waraxe</p><p>Weapon Specialization: Dwarven Waraxe</p><p>Improved Critical: Dwarven Waraxe</p><p>Power Attack</p><p>Cleave</p><p>Leadership</p><p>Mounted Combat</p><p></p><p>Spells per Day: 2</p><p>Bless (1st, DC13, Enchantment, PHB 180)</p><p>Divine Favor (1st, DC13, Evocation, PHB 197)</p><p></p><p>Weapons:</p><p>Keen Dwarven Waraxe +4, Axe of Temperlain</p><p> (To Hit +20/+15/+10, Dmg 1d10+10, Crit 18-20/x2, Medium, Slashing, 10lb)</p><p>Powerattack: To Hit -11, Dmg +11</p><p>Twohanded: Dmg +2</p><p>Twohanded Powerattack: To Hit -11, Dmg +24</p><p></p><p>Armor:</p><p>Full Plate +5 (Armor +13, Max Dex +1, Check -5, Heavy, 50lb)</p><p></p><p>Other Equipment:</p><p>Explorer's Outfit</p><p>Cold Weather Outfit (7lb)</p><p>Royal Outfit (15lb)</p><p>Boots of Speed</p><p>Silver Holy Symbol</p><p>Horn of Temperlain (See Below)</p><p>Spell Component Pouch (3lb)</p><p>Backpack (2lb)</p><p>Wand of Cure Light Wounds</p><p>Bedroll (5lb)</p><p>Winter Blanket (3lb)</p><p>Whetstone (1lb)</p><p>Flint and Steel</p><p>1 Week Trail Rations (7lb)</p><p>1 Week Water Skins (28lb)</p><p></p><p>Total Weight: 130 lb</p><p>Money: 0pp, 644gp, 8sp, 8cp[/code]</p><p>__________________________________________________</p><p></p><p>[code]Character Name: Blitz</p><p>Player Name: Thels (Paladin Mount)</p><p>Dungeon Master: Uriel</p><p>Race&Gender: Tusker, Male</p><p>Class&Level: Magical Beast8</p><p>Alignment: Neutral</p><p>Size: Large</p><p></p><p>Strength: 25 (+7)</p><p>Dexterity: 12 (+1)</p><p>Constitution: 18 (+4)</p><p>Intelligence: 6 (-2)</p><p>Wisdom: 12 (+1)</p><p>Charisma: 10 ( 0)</p><p></p><p>Fortitude Save: +7 (+3 Base, +4 Con), +13 (+9 Base, +4 Con) when ridden by Alembregh</p><p>Reflex Save: +1 (+0 Base, +1 Dex), +4 (+3 Base, +1 Dex) when ridden by Alembregh</p><p>Will Save: +4 (+3 Base, +1 Wis), +4 (+3 Base, +1 Wis) when ridden by Alembregh</p><p></p><p>Attack: Gore +12 (+5 Base, +7 Str)</p><p>Damage: Gore 1d8+7 (1d8 Base, +7 Str)</p><p>Initiative: +1 (+1 Dex)</p><p></p><p>Max Weight: 800 (Light), 1600 (Medium), 2400 (Heavy), 12000 (Push or drag)</p><p>Movement Speed: 40</p><p></p><p>Armor Class: 19 (-1 Size, +1 Dex, +9 Natural)</p><p>Hit Points: 80 (of 80)</p><p></p><p>Skills:</p><p>Balance +6</p><p>Escape Artist +5</p><p>Jump +5</p><p>Listen +9</p><p>Spot +9</p><p>Survival +7</p><p>Swim +3</p><p></p><p>Special Abilities:</p><p>Charge</p><p>Ferocity</p><p>Darkvision 60'</p><p>Scent</p><p>Empathic Link</p><p>Share Spells</p><p>Improved Evasion</p><p>Share Saving Throws[/code]</p><p>__________________________________________________</p><p></p><p>Prince Alembregh of Temperlain, son of King Frurdoch of Temperlain, grew up to be a strong, healthy, charming dwarf. As a part of his royal education, Alembregh received training in the arts of war and religion, which both would aid him and his people in the years to follow. Like his ancestors, Alembregh set out a quest for himself to prove his loyalty to his folk by travelling around seeking those that need his help and fighting those that could bring havoc to the dwarves and their friends. During his travels, the prince encountered adventurers with similar goals and asked them to join up with him, slowly forming a small group of heroic warriors. Though he is aware of his own royal bloodline, he pushes it to the background, treating his companions as dear friends and equals, for in combat he has to rely on them and they have to rely on him. His closest companion is probably Duranom, to whom he owns his life.</p><p>__________________________________________________</p><p></p><p>Alembregh is a tall, robust dwarf with, like most Gold Dwarves, a dark skin and pitchblack hair. Though the hair on his head is short and trimmed, his beard is long and wellkept. Although he always carries a royal suit of clothes that match the standards of his heritage with him, to be used to diplomatic encounters, he is normally dressed in an outfit that suits his adventuring lifestyle and, when ready for combat, equipped with a shining heavy armor, with the symbol of his house clearly appearant on the front and back. He always fights with his favorite weapon, the Axe of Temperlain, which was bestowed by father upon son along the royal bloodline. He also carries the Horn of Temperlain on a mithril chain around his neck. Whenever there are problems, he can blow the horn and the dwarves in the vicinity will know there's a dwarf in need of aid.</p><p>__________________________________________________</p><p></p><p>Nigh seven hundred years ago, Gembard Temperlain, then King of Temperlain, set out on a fateful and Dire mission. A Demon had begun terrorizing the countryside in the East of his Realm, and the King, against all advice from his Council, and against the pleading of his Queen, resolved himself to battle this threat and free his folk from the Fiend's depridations. What the council and all of those who warned against the journey did not know was the a Sage had told the King that unless he defeated this Demon alone, by only his wits and skills in battle, his Realm would fracture and become no more, though the means of this were left unclear. Gembard steeled his Will, girding himself in his Platemail, and hefting his Waraxe and Hammer. Setting out at Dawn the next morn, the Dwarf King determined that either he would kill this Demon or die trying.</p><p></p><p>The details of Gembard's Quest are common knowledge and will not be gone into here. Suffice to say that the King slayed the Demon Hryf'axed'aroogr, killing the Fiend with Dwarf-made Blade and Hammer. When Gembard Temperlain returned to his castle, he bore a long blue Horn, taken from the Demon. Calling his best Craftsmen and Wizards to him, the King bade them make this into an Heirloom for the House of Temperlain, so that it's Sounding would ever steel their Hearts against evil, their purpose against whatever threat was at hand. The Horn of Temperlain has been passed down through the ages, Dwarf-Father to Dwarf-Son (twice to daughters, Warrior-Maids all) until it has come to the hands of Alembregh Temperlain.</p><p>__________________________________________________</p><p></p><p>The Horn is a blue-black Warhorn, near a foot in length and being worked round with silver and mithral, the embossment showing a scene of Genbard Temperlain slaying the Demon Hryf'axed'aroogr. Hanging from a Mithral Chain and bearing tiny bloodstones along it's sounding-end the horn is a thing instantly recognized by any Dwarf within a thousand miles, from Legend or personal viewing.</p><p></p><p>The Horn has the following abilities, usable only when sounded by one of the Royal Blood of Temperlain:</p><p></p><p>Once per day: A blast as a Horn of Blasting (no chance for damaging the Horn).</p><p></p><p>Once per day: Dispel Magic in a cone 50 feet long and 40 feet deep at it's terminus as a 15th Level Sorcerer.</p><p></p><p>Once per day: Cause Fear affecting Demons and Devils in a cone 50 feet long and 40 feet deep at it's terminus as a 15th Level Sorcerer.</p><p></p><p>Once per day: Inspire Greatness as the bardic ability, except that this affects all Dwarves within a 10 feet burst per charisma bonus that are allied with the bearer's cause (a charisma of 16 has a +3 modifier and thus affects all Dwarves within a 30 feet burst). Activating this ability is a full round action and lasts for 5 rounds. This ability resounds for miles, and some say that it can be heard in the great hall of Temperlain no matter how far away the bearer.</p></blockquote><p></p>
[QUOTE="Thels, post: 986298, member: 12176"] [code]Character Name: Prince Alembregh of Temperlain Player Name: Thels Dungeon Master: Uriel Race&Gender: Gold Dwarf, Male Class&Level: Fighter 4, Paladin 7 Alignment: Lawful Good Deity: Gorm Gulthyn Size: Medium Age: 98 Height: 4'5" Weight: 198lb Skin&Eyes: Dark, Brown Hair: Short Black, Long Black Beard Strength: 18 (+4) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: 10 ( 0) Wisdom: 14 (+2) Charisma: 16 (+3) Fortitude Save: +15 (+9 Base, +3 Con, +3 Divine Grace), +2 Racial vs Spells and Spell Effects, +2 Racial vs Poison Reflex Save: +7 (+3 Base, +1 Dex, +3 Divine Grace), +2 Racial vs Spells and Spell Effects Will Save: +8 (+3 Base, +2 Wis, +3 Divine Grace), +2 Racial vs Spells and Spell Effects Melee Attack: +15/+10/+5 (+11/+6/+1 Base, +4 Str), +1 Racial vs Aberrations Ranged Attack: +12/+7/+2 (+11/+6/+1 Base, +1 Dex), +1 Racial vs Aberrations Initiative: +1 (+1 Dex) Max Weight: 100 (Light), 200 (Medium), 300 (Heavy) 300 (Over head), 600 (Off ground), 1500 (Push or drag) Movement Speed: 20/x4, 20/x4, 20/x3 Armor Class: 24 (+13 Armor, +1 Dex), +4 Dodge against Giants Hit Points: 143 (11d10+33) Experience: 58500 (need 66000) Languages: 3 (+1 Ranks, +0 Int, +2 Racial) Dwarven Common Undercommon Skills: 28 (2/level) Appraise +0 ( +0 Ranks, +0 Int), +2 Racial on Rare and Exotic Craft +0 ( +0 Ranks, +0 Int), +2 Racial on Stone and Metal Diplomacy +6 ( +3 Ranks, +3 Cha) Handle Animal +8 ( +5 Ranks, +3 Cha) Knw Religion +4 ( +4 Ranks, +0 Int) Ride +17 (+14 Ranks, +1 Dex, +2 Synergy) Racial Abilities: Weapon Familiarity: Dwarven Waraxe Darkvision Stonecunning +4 Stability Bonus against Bull Rushes and Trips Class Abilities: Weapon Proficiency: All Simple and Martial Armor Proficiency: All Armor and Shields Code of Conduct Detect Evil Lay on Hands Smite Evil Divine Health Divine Grace Aura of Courage Remove Disease Turn Undead Paladin Mount Feats: Weapon Focus: Dwarven Waraxe Weapon Specialization: Dwarven Waraxe Improved Critical: Dwarven Waraxe Power Attack Cleave Leadership Mounted Combat Spells per Day: 2 Bless (1st, DC13, Enchantment, PHB 180) Divine Favor (1st, DC13, Evocation, PHB 197) Weapons: Keen Dwarven Waraxe +4, Axe of Temperlain (To Hit +20/+15/+10, Dmg 1d10+10, Crit 18-20/x2, Medium, Slashing, 10lb) Powerattack: To Hit -11, Dmg +11 Twohanded: Dmg +2 Twohanded Powerattack: To Hit -11, Dmg +24 Armor: Full Plate +5 (Armor +13, Max Dex +1, Check -5, Heavy, 50lb) Other Equipment: Explorer's Outfit Cold Weather Outfit (7lb) Royal Outfit (15lb) Boots of Speed Silver Holy Symbol Horn of Temperlain (See Below) Spell Component Pouch (3lb) Backpack (2lb) Wand of Cure Light Wounds Bedroll (5lb) Winter Blanket (3lb) Whetstone (1lb) Flint and Steel 1 Week Trail Rations (7lb) 1 Week Water Skins (28lb) Total Weight: 130 lb Money: 0pp, 644gp, 8sp, 8cp[/code] __________________________________________________ [code]Character Name: Blitz Player Name: Thels (Paladin Mount) Dungeon Master: Uriel Race&Gender: Tusker, Male Class&Level: Magical Beast8 Alignment: Neutral Size: Large Strength: 25 (+7) Dexterity: 12 (+1) Constitution: 18 (+4) Intelligence: 6 (-2) Wisdom: 12 (+1) Charisma: 10 ( 0) Fortitude Save: +7 (+3 Base, +4 Con), +13 (+9 Base, +4 Con) when ridden by Alembregh Reflex Save: +1 (+0 Base, +1 Dex), +4 (+3 Base, +1 Dex) when ridden by Alembregh Will Save: +4 (+3 Base, +1 Wis), +4 (+3 Base, +1 Wis) when ridden by Alembregh Attack: Gore +12 (+5 Base, +7 Str) Damage: Gore 1d8+7 (1d8 Base, +7 Str) Initiative: +1 (+1 Dex) Max Weight: 800 (Light), 1600 (Medium), 2400 (Heavy), 12000 (Push or drag) Movement Speed: 40 Armor Class: 19 (-1 Size, +1 Dex, +9 Natural) Hit Points: 80 (of 80) Skills: Balance +6 Escape Artist +5 Jump +5 Listen +9 Spot +9 Survival +7 Swim +3 Special Abilities: Charge Ferocity Darkvision 60' Scent Empathic Link Share Spells Improved Evasion Share Saving Throws[/code] __________________________________________________ Prince Alembregh of Temperlain, son of King Frurdoch of Temperlain, grew up to be a strong, healthy, charming dwarf. As a part of his royal education, Alembregh received training in the arts of war and religion, which both would aid him and his people in the years to follow. Like his ancestors, Alembregh set out a quest for himself to prove his loyalty to his folk by travelling around seeking those that need his help and fighting those that could bring havoc to the dwarves and their friends. During his travels, the prince encountered adventurers with similar goals and asked them to join up with him, slowly forming a small group of heroic warriors. Though he is aware of his own royal bloodline, he pushes it to the background, treating his companions as dear friends and equals, for in combat he has to rely on them and they have to rely on him. His closest companion is probably Duranom, to whom he owns his life. __________________________________________________ Alembregh is a tall, robust dwarf with, like most Gold Dwarves, a dark skin and pitchblack hair. Though the hair on his head is short and trimmed, his beard is long and wellkept. Although he always carries a royal suit of clothes that match the standards of his heritage with him, to be used to diplomatic encounters, he is normally dressed in an outfit that suits his adventuring lifestyle and, when ready for combat, equipped with a shining heavy armor, with the symbol of his house clearly appearant on the front and back. He always fights with his favorite weapon, the Axe of Temperlain, which was bestowed by father upon son along the royal bloodline. He also carries the Horn of Temperlain on a mithril chain around his neck. Whenever there are problems, he can blow the horn and the dwarves in the vicinity will know there's a dwarf in need of aid. __________________________________________________ Nigh seven hundred years ago, Gembard Temperlain, then King of Temperlain, set out on a fateful and Dire mission. A Demon had begun terrorizing the countryside in the East of his Realm, and the King, against all advice from his Council, and against the pleading of his Queen, resolved himself to battle this threat and free his folk from the Fiend's depridations. What the council and all of those who warned against the journey did not know was the a Sage had told the King that unless he defeated this Demon alone, by only his wits and skills in battle, his Realm would fracture and become no more, though the means of this were left unclear. Gembard steeled his Will, girding himself in his Platemail, and hefting his Waraxe and Hammer. Setting out at Dawn the next morn, the Dwarf King determined that either he would kill this Demon or die trying. The details of Gembard's Quest are common knowledge and will not be gone into here. Suffice to say that the King slayed the Demon Hryf'axed'aroogr, killing the Fiend with Dwarf-made Blade and Hammer. When Gembard Temperlain returned to his castle, he bore a long blue Horn, taken from the Demon. Calling his best Craftsmen and Wizards to him, the King bade them make this into an Heirloom for the House of Temperlain, so that it's Sounding would ever steel their Hearts against evil, their purpose against whatever threat was at hand. The Horn of Temperlain has been passed down through the ages, Dwarf-Father to Dwarf-Son (twice to daughters, Warrior-Maids all) until it has come to the hands of Alembregh Temperlain. __________________________________________________ The Horn is a blue-black Warhorn, near a foot in length and being worked round with silver and mithral, the embossment showing a scene of Genbard Temperlain slaying the Demon Hryf'axed'aroogr. Hanging from a Mithral Chain and bearing tiny bloodstones along it's sounding-end the horn is a thing instantly recognized by any Dwarf within a thousand miles, from Legend or personal viewing. The Horn has the following abilities, usable only when sounded by one of the Royal Blood of Temperlain: Once per day: A blast as a Horn of Blasting (no chance for damaging the Horn). Once per day: Dispel Magic in a cone 50 feet long and 40 feet deep at it's terminus as a 15th Level Sorcerer. Once per day: Cause Fear affecting Demons and Devils in a cone 50 feet long and 40 feet deep at it's terminus as a 15th Level Sorcerer. Once per day: Inspire Greatness as the bardic ability, except that this affects all Dwarves within a 10 feet burst per charisma bonus that are allied with the bearer's cause (a charisma of 16 has a +3 modifier and thus affects all Dwarves within a 30 feet burst). Activating this ability is a full round action and lasts for 5 rounds. This ability resounds for miles, and some say that it can be heard in the great hall of Temperlain no matter how far away the bearer. [/QUOTE]
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