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<blockquote data-quote="Blind Azathoth" data-source="post: 3342370" data-attributes="member: 22041"><p>Late again. Sorry...bogged down with school work. But here he finally is. One note, though: I used the version of the Cosmopolitan feat found in the Forgotten Realms Campaign Setting. The newer Player's Guide to Faerûn, however, gives the feat a different effect (+2 to Bluff, Sense Motive, and Gather Information checks). I'd prefer the original feat, but if you'd rather use the updated version, I'll probably swap it out for a different feat (Unbelievable Luck, maybe).</p><p></p><p></p><p><strong>Roland Hawkling</strong></p><p>Male Human</p><p>Cleric 2</p><p>Chaotic Good</p><p>Patron Deity: Tymora</p><p></p><p>Str 12 (4 pts)</p><p>Dex 12 (4 pts)</p><p>Con 10 (2 pts)</p><p>Int 12 (4 pts)</p><p>Wis 16 (10 pts)</p><p>Cha 13 (5 pts)</p><p></p><p>HP 14</p><p>AP ??</p><p>AC 18, Touch 11, Flat 17</p><p>Init +1</p><p>BAB +1, Grap +2</p><p>Speed 20 (base 30, medium load, medium armor)</p><p>Fort +3, Ref +1, Will +6</p><p></p><p>+3 Melee, masterwork heavy mace, 1d8+1, 20/x2, bludgeoning</p><p>+2 Ranged, light crossbow, 1d8+1, 19-20/x2, 80'r, piercing</p><p></p><p>Medium, 5'6" tall, 115 lb., 21 years old</p><p>Unkempt red-brown hair, sky blue eyes, well-tanned but naturally light skin</p><p></p><p>Speaks Common and Orc</p><p></p><p><u>Skills</u></p><p>+6 Bluff (3+1+2)</p><p>+5 Concentration (5)</p><p>+5 Diplomacy (4+1)</p><p>+5 Knowledge (Religion) (4+1)</p><p><strong>+3 Listen (0+3)</strong></p><p>+5 Spellcraft (4+1)</p><p><strong>+3 Spot (0+3)</strong></p><p></p><p><u>Feats</u></p><p>Cosmopolitan -- +2 bonus to all Bluff checks, and it is always considered a class skill</p><p>Healer's Luck -- can spend luck reroll to reroll damage healed by spell; +1 luck reroll</p><p></p><p><u>Human Traits</u></p><p>Base speed 30'</p><p>Bonus feat</p><p>Bonus skill points</p><p></p><p><u>Cleric Abilities</u></p><p>All armor proficiency, shield proficiency</p><p>Simple weapon proficiency</p><p>Spellcasting</p><p>Domains:</p><p>- Luck -- Can reroll any one roll per day before seeing the results.</p><p>- Travel -- Can act as if affected by a freedom of movement spell for a number of rounds equal to character level; Survival is a class skill.</p><p>Aura of Chaos/Good -- Projects a moderate aura of chaos and good.</p><p>Spontaneous Healing -- Can drop any prepared spell to cast a cure spell of equal or lower level.</p><p>Turn Undead 4/day -- Able to channel divine power through his holy symbol to turn or destroy undead four times per day.</p><p></p><p><u>Spells Prepared</u></p><p>0th- Detect Magic, Light, Read Magic, Resistance</p><p>1st- Bless, Inflict Light Wounds, Longstrider (D), Sanctuary</p><p></p><p><u>Really Overly Lengthy Background</u></p><p>[sblock]Roland was born to a poor blacksmith and his equally poor wife, who died giving birth to Roland, in the Dock Ward of Waterdeep. Roland's father, Danail, wasn't much of a parent; he was kind to his son, but spent most of his time working or trying to sell his wares--mostly unsuccessfully. Roland therefore spent a majority of his time with other children in the Ward, playing games of chance to pass the time. When Roland was thirteen, and out one day, his father was killed in an accident: a fire that destroyed his home, leaving Roland with no family, no skills--for he had not even taught his son his craft--and no residence.</p><p></p><p>Roland was only really good at one thing--the games he and his friends played--and when left with nothing else, he turned to it for support. Roland began associating himself with the common gambling circles in the Ward, playing the dice and card games he had been practicing with his friends for years, but now for money. A lot of money. He was good, and he soon earned enough to begin renting a small room at a small inn at the Docks. For years, he earned silver and gold pieces solely through wagering and games; he bet on races, fights, almost anything somebody else would agree to put money on; when somebody challenged him to a game of chance, he instantly accepted.</p><p></p><p>His luck did not last forever, however. He took up drinking seriously when he was eighteen, and it quickly became his second addiction after gambling. In addition to spending quite a lot of his time hammered or hungover, Roland became overconfident, began making mistakes, and wound up in a difficult situation--in serious debt to a notoriously nasty loan shark, a dwarf named Rekk Irontooth. Roland's desperation to earn enough money to pay off his debt made him all the more careless, reckless, and alcohol-dependent; more money was lost, more debts went unpaid, and more not-very-nice people with not-very-nice employees were made angry. This situation culminated in his attempted murder; two burly half-orcs accosted him on the street, shoved him into an alley, and stabbed him a few times in the guts.</p><p></p><p>You may have noticed that Roland is not a zombie or vampire, however, so clearly this incident did not kill him. A passerby who had witnessed the attack rushed to his aid after the assailants fled. That passerby, a halfling man named Milo, was a priest--of Tymora, the goddess of luck. After being revived by Milo, Roland got to thinking. He knew odds pretty well, having spent all of his teenage years as a gambler, and he knew the odds of a wandering priest (of Lady Luck, no less) coming upon him just in time to save him from death were astronomical. Roland had never been a particularly religious young man, but the experience opened his eyes; he quickly decided that, despite the portfolio of the patron this cleric served, his meeting with Milo was not mere chance--it was fate. Roland decided to accompany Milo when he left Waterdeep the next day for two reasons. First of all, he had quickly begun to develop a healthy admiration and respect for the goddess that had apparently governed his life for the past six years and had saved him from death. And second of all...he was still wanted by the loan sharks of Waterdeep's slums.</p><p></p><p>So Roland traveled with Milo for several months, and his respect for Tymora began to grow into worship. Roland tried his best to clean up his act--he stopped drinking, and attempted (usually though not always with success) to refrain from excessive gambling. Shortly after Roland turned twenty, he expressed desire to join the ranks of Tymora's priests, and Milo took him to Cormyr, where Milo was based. There, Roland was ordained as a priest of Tymora, and for a year now he has served the church and the Smiling Lady faithfully. Most recently, he was instructed to perform a task for a Cormyr nobleman, which he completed successfully. And now, it seems, he will be serving that noble as a third master, after his patron and his church: Phaeton Obarskyr.[/sblock]</p><p></p><p><u>Personality</u></p><p>[sblock]Roland has matured greatly over the past two years, becoming calmer (at least outwardly), wiser, more studious, and more charitable. Despite this, however, his old self still occasionally rises to the surface. He is frequently bold to a degree that some would call reckless, others courageous. He knows the odds of succeeding in any given situation fairly well, but tends to take risks even when the odds are against him--though now those risks tend to be in defense or aid of others, not risks involving gold pieces. He has managed to, for the most part, defeat his alcoholism, though he still struggles to resist temptation at times; however, he still jumps at the chance to make a wager on something, and revels in the games of chance that both kept him alive and nearly resulted, in an indirect way, in his death. He doesn't entirely realize that this too is a sort of addiction; he just attributes his little obsession with gambling as an old habit that is taking some time to go away.[/sblock]</p><p></p><p><u>Appearance</u></p><p>[sblock]Roland inherited many of the common family traits that resulted in the nickname of "Hawkling" for some ancestor or another; the nickname (and the physical characteristics) stuck, and it eventually became the family's surname. Roland, like many of his family members, is relatively short and skinny, with a clearly pointed nose, angular chin, and gaunt-looking face. He was born extremely pale, but through his traveling has earned himself a healthy tan. Though he takes care to shave regularly, he has allowed his hair to grow somewhat wild; he keeps his naturally curly locks somewhat long, and hasn't bothered to brush them for quite a while. (This may be because the last time he attempted to do so his hair apparently overpowered the comb and broke it.)[/sblock]</p><p></p><p><u>Items Worn</u></p><p>Roland, as fits an itinerant priest, always wears a standard issue traveler's outfit: boots, breeches, simple tunic, cloak, and a wide-brimmed hat. He also nearly always wears his chainmail armor, and keeps his shield close at hand in case combat erupts--his experience with getting stabbed in the kidneys has taught him nothing if not to be prepared for unexpected violence. His holy symbol, a silver coin imprinted with the face of his goddess and several four-leaf clovers, hangs from a chain around his neck.</p><p></p><p><u>Items on Belt</u></p><p>Two flasks of holy water are kept in small pouches on his belt. His masterwork mace--a strange-looking weapon that he commissioned, with its head fashioned in the shape of a clover, a symbol in honor of Tymora--is always at his side. His money pouch currently contains 117 gp.</p><p></p><p><u>Items in Backpack</u></p><p>In addition to mundane items like a bedroll, blanket, and emergency trail rations, Roland also keeps a light crossbow and twenty bolts stored away in his pack. He has a sort of holster on his belt for it to hang, but unlike his mace--which is as much a second holy symbol as it is a weapon--he keeps his crossbow stored unless he knows he will need it. Other possessions kept in his backpack include an everburning torch, two potions of <em>cure light wounds</em>, and one scroll each of <em>protection from evil</em>, <em>remove fear</em>, and <em>sanctuary</em>, kept in a scroll case.</p><p></p><p>Alternate Character 1: "Dirk Diamond," Dwarf Urban Ranger and <em>film noir</em>-esque private investigator...with axes.</p><p></p><p>Alternate Character 2: Eccentric and slightly creepy Half-Orc Wizard, possibly a Conjurer, with a focus on otherworldly beings and esoteric knowledge...think the Cthulhu Mythos.</p><p></p><p>I'd be very happy to play either alternate character, depending on what the party needs (which seems like the Wizard, at the moment). I've actually become quite fond of them both just thinking up their concepts.</p></blockquote><p></p>
[QUOTE="Blind Azathoth, post: 3342370, member: 22041"] Late again. Sorry...bogged down with school work. But here he finally is. One note, though: I used the version of the Cosmopolitan feat found in the Forgotten Realms Campaign Setting. The newer Player's Guide to Faerûn, however, gives the feat a different effect (+2 to Bluff, Sense Motive, and Gather Information checks). I'd prefer the original feat, but if you'd rather use the updated version, I'll probably swap it out for a different feat (Unbelievable Luck, maybe). [b]Roland Hawkling[/b] Male Human Cleric 2 Chaotic Good Patron Deity: Tymora Str 12 (4 pts) Dex 12 (4 pts) Con 10 (2 pts) Int 12 (4 pts) Wis 16 (10 pts) Cha 13 (5 pts) HP 14 AP ?? AC 18, Touch 11, Flat 17 Init +1 BAB +1, Grap +2 Speed 20 (base 30, medium load, medium armor) Fort +3, Ref +1, Will +6 +3 Melee, masterwork heavy mace, 1d8+1, 20/x2, bludgeoning +2 Ranged, light crossbow, 1d8+1, 19-20/x2, 80'r, piercing Medium, 5'6" tall, 115 lb., 21 years old Unkempt red-brown hair, sky blue eyes, well-tanned but naturally light skin Speaks Common and Orc [u]Skills[/u] +6 Bluff (3+1+2) +5 Concentration (5) +5 Diplomacy (4+1) +5 Knowledge (Religion) (4+1) [b]+3 Listen (0+3)[/b] +5 Spellcraft (4+1) [b]+3 Spot (0+3)[/b] [u]Feats[/u] Cosmopolitan -- +2 bonus to all Bluff checks, and it is always considered a class skill Healer's Luck -- can spend luck reroll to reroll damage healed by spell; +1 luck reroll [u]Human Traits[/u] Base speed 30' Bonus feat Bonus skill points [u]Cleric Abilities[/u] All armor proficiency, shield proficiency Simple weapon proficiency Spellcasting Domains: - Luck -- Can reroll any one roll per day before seeing the results. - Travel -- Can act as if affected by a freedom of movement spell for a number of rounds equal to character level; Survival is a class skill. Aura of Chaos/Good -- Projects a moderate aura of chaos and good. Spontaneous Healing -- Can drop any prepared spell to cast a cure spell of equal or lower level. Turn Undead 4/day -- Able to channel divine power through his holy symbol to turn or destroy undead four times per day. [u]Spells Prepared[/u] 0th- Detect Magic, Light, Read Magic, Resistance 1st- Bless, Inflict Light Wounds, Longstrider (D), Sanctuary [u]Really Overly Lengthy Background[/u] [sblock]Roland was born to a poor blacksmith and his equally poor wife, who died giving birth to Roland, in the Dock Ward of Waterdeep. Roland's father, Danail, wasn't much of a parent; he was kind to his son, but spent most of his time working or trying to sell his wares--mostly unsuccessfully. Roland therefore spent a majority of his time with other children in the Ward, playing games of chance to pass the time. When Roland was thirteen, and out one day, his father was killed in an accident: a fire that destroyed his home, leaving Roland with no family, no skills--for he had not even taught his son his craft--and no residence. Roland was only really good at one thing--the games he and his friends played--and when left with nothing else, he turned to it for support. Roland began associating himself with the common gambling circles in the Ward, playing the dice and card games he had been practicing with his friends for years, but now for money. A lot of money. He was good, and he soon earned enough to begin renting a small room at a small inn at the Docks. For years, he earned silver and gold pieces solely through wagering and games; he bet on races, fights, almost anything somebody else would agree to put money on; when somebody challenged him to a game of chance, he instantly accepted. His luck did not last forever, however. He took up drinking seriously when he was eighteen, and it quickly became his second addiction after gambling. In addition to spending quite a lot of his time hammered or hungover, Roland became overconfident, began making mistakes, and wound up in a difficult situation--in serious debt to a notoriously nasty loan shark, a dwarf named Rekk Irontooth. Roland's desperation to earn enough money to pay off his debt made him all the more careless, reckless, and alcohol-dependent; more money was lost, more debts went unpaid, and more not-very-nice people with not-very-nice employees were made angry. This situation culminated in his attempted murder; two burly half-orcs accosted him on the street, shoved him into an alley, and stabbed him a few times in the guts. You may have noticed that Roland is not a zombie or vampire, however, so clearly this incident did not kill him. A passerby who had witnessed the attack rushed to his aid after the assailants fled. That passerby, a halfling man named Milo, was a priest--of Tymora, the goddess of luck. After being revived by Milo, Roland got to thinking. He knew odds pretty well, having spent all of his teenage years as a gambler, and he knew the odds of a wandering priest (of Lady Luck, no less) coming upon him just in time to save him from death were astronomical. Roland had never been a particularly religious young man, but the experience opened his eyes; he quickly decided that, despite the portfolio of the patron this cleric served, his meeting with Milo was not mere chance--it was fate. Roland decided to accompany Milo when he left Waterdeep the next day for two reasons. First of all, he had quickly begun to develop a healthy admiration and respect for the goddess that had apparently governed his life for the past six years and had saved him from death. And second of all...he was still wanted by the loan sharks of Waterdeep's slums. So Roland traveled with Milo for several months, and his respect for Tymora began to grow into worship. Roland tried his best to clean up his act--he stopped drinking, and attempted (usually though not always with success) to refrain from excessive gambling. Shortly after Roland turned twenty, he expressed desire to join the ranks of Tymora's priests, and Milo took him to Cormyr, where Milo was based. There, Roland was ordained as a priest of Tymora, and for a year now he has served the church and the Smiling Lady faithfully. Most recently, he was instructed to perform a task for a Cormyr nobleman, which he completed successfully. And now, it seems, he will be serving that noble as a third master, after his patron and his church: Phaeton Obarskyr.[/sblock] [u]Personality[/u] [sblock]Roland has matured greatly over the past two years, becoming calmer (at least outwardly), wiser, more studious, and more charitable. Despite this, however, his old self still occasionally rises to the surface. He is frequently bold to a degree that some would call reckless, others courageous. He knows the odds of succeeding in any given situation fairly well, but tends to take risks even when the odds are against him--though now those risks tend to be in defense or aid of others, not risks involving gold pieces. He has managed to, for the most part, defeat his alcoholism, though he still struggles to resist temptation at times; however, he still jumps at the chance to make a wager on something, and revels in the games of chance that both kept him alive and nearly resulted, in an indirect way, in his death. He doesn't entirely realize that this too is a sort of addiction; he just attributes his little obsession with gambling as an old habit that is taking some time to go away.[/sblock] [u]Appearance[/u] [sblock]Roland inherited many of the common family traits that resulted in the nickname of "Hawkling" for some ancestor or another; the nickname (and the physical characteristics) stuck, and it eventually became the family's surname. Roland, like many of his family members, is relatively short and skinny, with a clearly pointed nose, angular chin, and gaunt-looking face. He was born extremely pale, but through his traveling has earned himself a healthy tan. Though he takes care to shave regularly, he has allowed his hair to grow somewhat wild; he keeps his naturally curly locks somewhat long, and hasn't bothered to brush them for quite a while. (This may be because the last time he attempted to do so his hair apparently overpowered the comb and broke it.)[/sblock] [u]Items Worn[/u] Roland, as fits an itinerant priest, always wears a standard issue traveler's outfit: boots, breeches, simple tunic, cloak, and a wide-brimmed hat. He also nearly always wears his chainmail armor, and keeps his shield close at hand in case combat erupts--his experience with getting stabbed in the kidneys has taught him nothing if not to be prepared for unexpected violence. His holy symbol, a silver coin imprinted with the face of his goddess and several four-leaf clovers, hangs from a chain around his neck. [u]Items on Belt[/u] Two flasks of holy water are kept in small pouches on his belt. His masterwork mace--a strange-looking weapon that he commissioned, with its head fashioned in the shape of a clover, a symbol in honor of Tymora--is always at his side. His money pouch currently contains 117 gp. [u]Items in Backpack[/u] In addition to mundane items like a bedroll, blanket, and emergency trail rations, Roland also keeps a light crossbow and twenty bolts stored away in his pack. He has a sort of holster on his belt for it to hang, but unlike his mace--which is as much a second holy symbol as it is a weapon--he keeps his crossbow stored unless he knows he will need it. Other possessions kept in his backpack include an everburning torch, two potions of [I]cure light wounds[/I], and one scroll each of [I]protection from evil[/I], [I]remove fear[/I], and [I]sanctuary[/I], kept in a scroll case. Alternate Character 1: "Dirk Diamond," Dwarf Urban Ranger and [I]film noir[/I]-esque private investigator...with axes. Alternate Character 2: Eccentric and slightly creepy Half-Orc Wizard, possibly a Conjurer, with a focus on otherworldly beings and esoteric knowledge...think the Cthulhu Mythos. I'd be very happy to play either alternate character, depending on what the party needs (which seems like the Wizard, at the moment). I've actually become quite fond of them both just thinking up their concepts. [/QUOTE]
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