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Planescape: Tale of the Clueless ~OOC
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<blockquote data-quote="Gli'jar" data-source="post: 3005211" data-attributes="member: 36562"><p>This time I will not miss a planescape adventure by not being able to post a character. I will stick with the Dwarven paragon (fighter/smith). </p><p></p><p>[sblock]</p><p><a href="http://invisiblecastle.com/find.py?id=561383" target="_blank">Hp for Terrathoin</a></p><p><a href="http://invisiblecastle.com/find.py?id=561233" target="_blank">Stats for Terrathoin</a></p><p></p><p>I figured that he could have made much of his equipment so I have to rectify gold amounts but I don't anticipate any further changes except fleshing out background, appearance, personality.</p><p></p><p>[CODE][B]Name:[/B] Terrathoin</p><p>[B]Class:[/B] Dwarven Paragon</p><p>[B]Race:[/B] Shield Dwarf</p><p>[B]Region:[/B] The Galena Mountains</p><p>[B]Size:[/B] Medium</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] Lawful Good</p><p>[B]Deity:[/B] Moradin</p><p></p><p>[B]Str:[/B] 16 +3 [B]Level:[/B] 3 [B]XP:[/B] 3000/6000</p><p>[B]Dex:[/B] 9 -1 [B]BAB:[/B] +3 [B]HP:[/B] 50 (3d10+23)</p><p>[B]Con:[/B] 22 +6 [B]Grapple:[/B] +6 [B]Dmg Red:[/B] --/--</p><p>[B]Int:[/B] 14 +2 [B]Speed:[/B] 20' [B]Spell Res:[/B] --</p><p>[B]Wis:[/B] 10 +0 [B]Init:[/B] -1 [B]Spell Save:[/B] +0</p><p>[B]Cha:[/B] 11 +0 [B]ACP:[/B] -4 [B]Spell Fail:[/B] --%</p><p></p><p>[B] Current mods None [/b]</p><p></p><p> [B]Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10 +6 +1 -1 +0 +0 +0 16</p><p>[B]Touch:[/B] 9 [B]Flatfooted:[/B] 16</p><p> </p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 3 +6 +3 +9/+12 vs spell/spell like/poison</p><p>[B]Ref:[/B] 1 -1 +3 +0/+3 vs spell/spell like</p><p>[B]Will:[/B] 1 +0 +3 +1/+4 vs spell/spell like</p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>MSTK Dwarven War Axe +7 1d10+3 x3</p><p>-- (2 handed) +7 1d10+4 x3</p><p>MSTK War Hammer +7 1d8+3 x3</p><p>Dagger +6 1d4+3 x2/19-20</p><p>Heavy Crossbow +2 1d10 x2/19-20</p><p></p><p>[B]Languages:[/B] Common Dwarven, Terran, Orc</p><p></p><p>[B]Abilities:[/B] Dwarf Traits (Ex): Dwarves possess the following racial traits.</p><p>— +2 Constitution, –2 Charisma.</p><p>—Medium size.</p><p>—A dwarf ’s base land speed is 20 feet. However, dwarves can move at this speed </p><p> even when wearing medium or heavy armor or when carrying a medium or heavy load.</p><p>—Darkvision out to to 90 feet**. **See improved darkvision below.</p><p>—Stonecunning**: This ability grants a dwarf a +2 racial bonus on Search checks to</p><p> notice unusual stonework, such as sliding walls, stonework traps, new construction</p><p> (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, </p><p> and the like. Something that isn’t stone but that is disguised as stone also counts</p><p> as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework</p><p> can make a Search check as if he were actively searching, and a dwarf can use the </p><p> Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth,</p><p> sensing his approximate depth underground as naturally as a human can sense which </p><p> way is up. Dwarves have a sixth sense about stonework, an innate ability that they</p><p> get plenty of opportunity to practice and hone in their underground homes.</p><p>**Superceeded by Improved Stonecunning, (See Below)</p><p>—Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial</p><p> weapons, rather than exotic weapons.</p><p>—Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on</p><p> ability checks made to resist being bull rushed or tripped when standing on the ground</p><p> (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).</p><p>— +2 racial bonus on saving throws against poison. </p><p>— +2 racial bonus on saving throws against spells and spell-like effects. </p><p>— +1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids</p><p> (including goblins, hobgoblins, and bugbears).</p><p>— +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres,</p><p> trolls, and hill giants).</p><p>— +2 racial bonus on Appraise checks that are related to stone or metal items.</p><p>— +2 racial bonus on Craft checks that are related to stone or metal.</p><p>—Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc,</p><p> Terran, Undercommon.</p><p>—Favored Class: Fighter.</p><p></p><p>Dwarf Paragon Traits</p><p>--Dwarf paragons are proficient with all simple and martial weapons, with light, </p><p>medium, and heavy armor, and with shields (but not with tower shields).</p><p>--Craft Expertise (Ex) A dwarf paragon may add his class level as a racial bonus </p><p>on all Craft checks related to stone or metal items. (Currently +3)</p><p>--Improved Stonecunning (Ex) At 1st level, a dwarf paragon's racial bonus on Search </p><p>checks to notice unusual stonework increases to +4. The range at which he receives an </p><p>automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground.</p><p>--Improved Darkvision (Ex) At 2nd level, a dwarf paragon's darkvision range </p><p>increases by 30 feet. (90 Feet)</p><p>--Save Bonus (Ex)A 2nd-level dwarf paragon's racial bonus on saves against poison </p><p>and against spells and spell-like effects increases by 1.</p><p>--Ability Boost (Ex)At 3rd level, a dwarf paragon's Constitution score increases </p><p>by 2 points. </p><p></p><p></p><p>[B]Feats:[/B] Dauntless(Regional), Endurance</p><p></p><p>[B]Skill Points:[/B] 24 [B]Max Ranks:[/B] 6/3</p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>Appraise 2 +2 +2 +6</p><p>Climb 0 +3 +3</p><p>Craft (Armorsmithing) 4 +2 +7 +13</p><p>Craft (stonemasonry) 4 +2 +7 +13</p><p>Craft (weaponsmithing) 6 +2 +7 +15</p><p>Intimidate 2 +0 +2</p><p>Jump 0 +3 +3</p><p>Knowledge (dungeoneering) 1 +0 +1</p><p>Profession (smith) 1 +0 +1</p><p>Sense Motive 2 +0 +2</p><p>Survival 2 +0 +2</p><p></p><p>MISC +2 to appraise, and craft for metal and stone racial, +3 from Craft Expertise, </p><p>and +2 for masterwork artisian tools</p><p> </p><p>[B]Equipment: Cost Weight[/B]</p><p>MSTK Cld Irn Dwf War Axe 260 gpC 8 lb</p><p>MSTK War Hammer 112 gpC 5 lb</p><p>Dagger 2 gpC 1 lb</p><p>Heavy Crossbow 50 gpC 8 lb</p><p>Bolts, Crossbow (10) 1 gpC 1 lb</p><p>Breastplate +1 1150 gpC 30lb</p><p>Explorers Outfit 3 gp -- (worn)</p><p>Light Steel Shield 9 gpC 6 lb</p><p></p><p>C=Crafted</p><p>[B]Weight:[/B] 59lbs</p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] 76 77-153 154-230 460 1150</p><p></p><p>Artisian's Tools,mstk 55 gp 5 lb</p><p>Bolts, Crossbow (30) 3 gpC 3 lb</p><p>Flint and steel 1 gp --</p><p>Hammer 5 spC 2 lb</p><p>Sledge 1 gpC 10lb</p><p>Torch (5) 5 cp 5 lb</p><p>Waterskin (2) 2 gp 8 lb</p><p>Whetstone 2 cp 1 lb </p><p>Backpack (empty weight) 2 gp 2 lb</p><p>Crowbar 2 gpC 5 lb</p><p>Flask (empty) (2) 6 cp 3 lb</p><p>Rations, trail(per day) (5) 25 sp 5 lb</p><p>POtion, Cure light (x2) 100gp</p><p>Vest of Resistance +1 1000gp</p><p></p><p>[B]Total Weight:[/B]108 lb [B]Money:[/B] 370gp sp cp </p><p></p><p></p><p></p><p>[B]Age:[/B] 58</p><p>[B]Height:[/B] 4'1"</p><p>[B]Weight:[/B] 218lb</p><p>[B]Eyes:[/B] Brown</p><p>[B]Hair:[/B] Black, worn long, multiple braids</p><p>[B]Skin:[/B] Burnt Sienna[/CODE]</p><p><strong>Appearance:</strong> Broad of shoulder, thick as an ancient oak, </p><p>and as lumbering as a water buffalo, Terrathoin's appearance embodies</p><p>what it means to be a dwarf. His hair is carefully braided as is his </p><p>beard. Small decorations hang from the end of the braids and he wears </p><p>a decorative binder around both his hair and beard. His clothing, </p><p>well maintained is often worn in subdued earth tones, generally muted </p><p>greens, browns and reds. </p><p></p><p><strong>Background:</strong> Terrathoin is a child of the forge. Terrathoin was born </p><p>to an ancient line of dwarven smiths, and as such he took up the craft as </p><p>his ancestors had before him. Although Terrathoin took up the craft early,</p><p> he thirsted for adventure, so he practised his martial skills while </p><p>continuing to hone his skills at the forge. With a sudden attack by united goblinoid </p><p>force on the clan he donned his armour and grabbed his weapons. To get his blood </p><p>flowing before the battle he grabbed a pitcher of Dragon's breath brew and </p><p>made way for the battle. Upon touching the entrance of the clan portal, </p><p>pitcher in one hand and dwarven waraxe in the other, bellowing an ode to Moradin</p><p> a shimmering light appeared and he found himself on a cobbled street in a grand </p><p>city none the likes he had ever heard of before.</p><p></p><p><strong>Personality:</strong> Terrathoin knows he is very tough, strong, and slow and as </p><p>such tries to play into his strengths. </p><p></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Gli'jar, post: 3005211, member: 36562"] This time I will not miss a planescape adventure by not being able to post a character. I will stick with the Dwarven paragon (fighter/smith). [sblock] [url=http://invisiblecastle.com/find.py?id=561383 ]Hp for Terrathoin[/url] [url=http://invisiblecastle.com/find.py?id=561233]Stats for Terrathoin[/url] I figured that he could have made much of his equipment so I have to rectify gold amounts but I don't anticipate any further changes except fleshing out background, appearance, personality. [CODE][B]Name:[/B] Terrathoin [B]Class:[/B] Dwarven Paragon [B]Race:[/B] Shield Dwarf [B]Region:[/B] The Galena Mountains [B]Size:[/B] Medium [B]Gender:[/B] Male [B]Alignment:[/B] Lawful Good [B]Deity:[/B] Moradin [B]Str:[/B] 16 +3 [B]Level:[/B] 3 [B]XP:[/B] 3000/6000 [B]Dex:[/B] 9 -1 [B]BAB:[/B] +3 [B]HP:[/B] 50 (3d10+23) [B]Con:[/B] 22 +6 [B]Grapple:[/B] +6 [B]Dmg Red:[/B] --/-- [B]Int:[/B] 14 +2 [B]Speed:[/B] 20' [B]Spell Res:[/B] -- [B]Wis:[/B] 10 +0 [B]Init:[/B] -1 [B]Spell Save:[/B] +0 [B]Cha:[/B] 11 +0 [B]ACP:[/B] -4 [B]Spell Fail:[/B] --% [B] Current mods None [/b] [B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 +6 +1 -1 +0 +0 +0 16 [B]Touch:[/B] 9 [B]Flatfooted:[/B] 16 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 3 +6 +3 +9/+12 vs spell/spell like/poison [B]Ref:[/B] 1 -1 +3 +0/+3 vs spell/spell like [B]Will:[/B] 1 +0 +3 +1/+4 vs spell/spell like [B]Weapon Attack Damage Critical[/B] MSTK Dwarven War Axe +7 1d10+3 x3 -- (2 handed) +7 1d10+4 x3 MSTK War Hammer +7 1d8+3 x3 Dagger +6 1d4+3 x2/19-20 Heavy Crossbow +2 1d10 x2/19-20 [B]Languages:[/B] Common Dwarven, Terran, Orc [B]Abilities:[/B] Dwarf Traits (Ex): Dwarves possess the following racial traits. — +2 Constitution, –2 Charisma. —Medium size. —A dwarf ’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load. —Darkvision out to to 90 feet**. **See improved darkvision below. —Stonecunning**: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. **Superceeded by Improved Stonecunning, (See Below) —Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. —Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). — +2 racial bonus on saving throws against poison. — +2 racial bonus on saving throws against spells and spell-like effects. — +1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears). — +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). — +2 racial bonus on Appraise checks that are related to stone or metal items. — +2 racial bonus on Craft checks that are related to stone or metal. —Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon. —Favored Class: Fighter. Dwarf Paragon Traits --Dwarf paragons are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (but not with tower shields). --Craft Expertise (Ex) A dwarf paragon may add his class level as a racial bonus on all Craft checks related to stone or metal items. (Currently +3) --Improved Stonecunning (Ex) At 1st level, a dwarf paragon's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground. --Improved Darkvision (Ex) At 2nd level, a dwarf paragon's darkvision range increases by 30 feet. (90 Feet) --Save Bonus (Ex)A 2nd-level dwarf paragon's racial bonus on saves against poison and against spells and spell-like effects increases by 1. --Ability Boost (Ex)At 3rd level, a dwarf paragon's Constitution score increases by 2 points. [B]Feats:[/B] Dauntless(Regional), Endurance [B]Skill Points:[/B] 24 [B]Max Ranks:[/B] 6/3 [B]Skills Ranks Mod Misc Total[/B] Appraise 2 +2 +2 +6 Climb 0 +3 +3 Craft (Armorsmithing) 4 +2 +7 +13 Craft (stonemasonry) 4 +2 +7 +13 Craft (weaponsmithing) 6 +2 +7 +15 Intimidate 2 +0 +2 Jump 0 +3 +3 Knowledge (dungeoneering) 1 +0 +1 Profession (smith) 1 +0 +1 Sense Motive 2 +0 +2 Survival 2 +0 +2 MISC +2 to appraise, and craft for metal and stone racial, +3 from Craft Expertise, and +2 for masterwork artisian tools [B]Equipment: Cost Weight[/B] MSTK Cld Irn Dwf War Axe 260 gpC 8 lb MSTK War Hammer 112 gpC 5 lb Dagger 2 gpC 1 lb Heavy Crossbow 50 gpC 8 lb Bolts, Crossbow (10) 1 gpC 1 lb Breastplate +1 1150 gpC 30lb Explorers Outfit 3 gp -- (worn) Light Steel Shield 9 gpC 6 lb C=Crafted [B]Weight:[/B] 59lbs [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] 76 77-153 154-230 460 1150 Artisian's Tools,mstk 55 gp 5 lb Bolts, Crossbow (30) 3 gpC 3 lb Flint and steel 1 gp -- Hammer 5 spC 2 lb Sledge 1 gpC 10lb Torch (5) 5 cp 5 lb Waterskin (2) 2 gp 8 lb Whetstone 2 cp 1 lb Backpack (empty weight) 2 gp 2 lb Crowbar 2 gpC 5 lb Flask (empty) (2) 6 cp 3 lb Rations, trail(per day) (5) 25 sp 5 lb POtion, Cure light (x2) 100gp Vest of Resistance +1 1000gp [B]Total Weight:[/B]108 lb [B]Money:[/B] 370gp sp cp [B]Age:[/B] 58 [B]Height:[/B] 4'1" [B]Weight:[/B] 218lb [B]Eyes:[/B] Brown [B]Hair:[/B] Black, worn long, multiple braids [B]Skin:[/B] Burnt Sienna[/CODE] [B]Appearance:[/B] Broad of shoulder, thick as an ancient oak, and as lumbering as a water buffalo, Terrathoin's appearance embodies what it means to be a dwarf. His hair is carefully braided as is his beard. Small decorations hang from the end of the braids and he wears a decorative binder around both his hair and beard. His clothing, well maintained is often worn in subdued earth tones, generally muted greens, browns and reds. [B]Background:[/B] Terrathoin is a child of the forge. Terrathoin was born to an ancient line of dwarven smiths, and as such he took up the craft as his ancestors had before him. Although Terrathoin took up the craft early, he thirsted for adventure, so he practised his martial skills while continuing to hone his skills at the forge. With a sudden attack by united goblinoid force on the clan he donned his armour and grabbed his weapons. To get his blood flowing before the battle he grabbed a pitcher of Dragon's breath brew and made way for the battle. Upon touching the entrance of the clan portal, pitcher in one hand and dwarven waraxe in the other, bellowing an ode to Moradin a shimmering light appeared and he found himself on a cobbled street in a grand city none the likes he had ever heard of before. [B]Personality:[/B] Terrathoin knows he is very tough, strong, and slow and as such tries to play into his strengths. [/sblock] [/QUOTE]
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