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Power of the Forge - characters
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<blockquote data-quote="Argent Silvermage" data-source="post: 2674984" data-attributes="member: 4322"><p><strong>Durin</strong></p><p></p><p>Name: Durin Brightstone</p><p>Class: Wizard 1</p><p>Race: Mountain Dwarf</p><p>Alignment: Lawful Good</p><p>Deity: Tyr</p><p>Age: 83</p><p>Gender: Male</p><p>Height: 3’11”</p><p>Weight: 124</p><p>Eyes: Moss Green</p><p>Hair: Light Brown</p><p>Skin: Pale</p><p></p><p>Ability Scores: Str: 12/Dex: 14/Con: 14/Int: 16/Wis: 13/Cha: 10</p><p>HP: (1d4+2)</p><p>AC: 12 (+2 Dex)</p><p>Init: +2 (+2 Dex) </p><p>BAB: +0</p><p>Saves: Fort: +2/Ref: +2/Will: +2</p><p>Move: 30’</p><p>Weight Allowance: Light 43, Medium 86, Heavy 130, Pull 620, Lift 130.</p><p></p><p>Attacks: </p><p>Club: +1 1d6+1, x2</p><p>Lt Crossbow: +2 1d8, 19-20/x2, 80’</p><p></p><p>Racial Abilities:</p><p>· +2 Constitution, –2 Charisma.</p><p>· Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.</p><p>· Dwarf 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 (unlike other creatures, whose speed is reduced in such situations).</p><p>· Darkvision: Dwarves can see in the dark up to 60 feet.</p><p>Darkvision is black and white only, but it is otherwise</p><p>like normal sight, and dwarves can function just fine</p><p>with no light at all.</p><p>· 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.</p><p>· Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.</p><p>· Stability: A dwarf gains 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).</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 and goblinoids.</p><p>· +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flatfooted, it loses its dodge bonus, too.</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 and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.</p><p>· Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing</p><p></p><p>Class Abilities: </p><p>· Scribe Scrolls</p><p>· Summon Familiar</p><p>Spells Per Day: </p><p>Cantrips: 3</p><p>1st Level: 2</p><p></p><p>Spells Known:</p><p>Cantrips: Detect Magic, Read Magic, Disrupt Undead, & Acid Splash</p><p>1st Level: Shield & Ray of Enfeeblement</p><p></p><p>Feats: </p><p></p><p></p><p>Skills: (Ability + Ranks + Misc.) </p><p>Hide +2 (+2 Dex) </p><p>Move Silently +2 (+2 Dex) </p><p>Listen +1 (+1 Wis) </p><p>Search +1 (+3 Int) </p><p>Spot +1 (+1 Wis)</p><p>Jump +1 (+1 Str)</p><p>Climb +1 (+1 Str)</p><p>Swim +1 (+1 Str)</p><p>Concentration +6 (+2 Con, 4 ranks)</p><p>Craft (Stoneworking) +9 (+3 Int, 4 ranks, +2 race)</p><p>Knowledge Arcana +7 (+3 Int, 4 ranks)</p><p>Spellcraft +7 (+3 Int, 4 ranks)</p><p>Decipher Script +7 (+3 Int, 4 ranks)</p><p> </p><p>Languages:</p><p>Dwarven, Common, Draconic, Giant, & Terran </p><p></p><p>Gear: (Total weight: 38.6w) [cost/weight in lbs] * = n/a</p><p>Walking Staff/Club [*/3]</p><p>Light Crossbow [35/4]</p><p>Case with 10 bolts [1/1]</p><p>Back Pack [2/2](carried: 19.1)</p><p>· Spellbook [*/3] (All Cantrips, Shield, Protection from Evil, Mage Armor, Magic Weapon, Comprehend Languages, Summon Monster 1, & Ray of Enfeeblement.</p><p>· Bedroll [.1/5]</p><p>· Scrollcase /5 sheets parchment [11/.5]</p><p>· Artisan’s tools (stonecutter) [5/5]</p><p>· Waterskin [1/4]</p><p>· Vial of ink [1/.1]</p><p>· Ink pen [.1/*]</p><p>· 10 candles [.1/*]</p><p>· Flint and steel [1/*]</p><p>· Hammer [.5/2]</p><p>50’ silk rope [10/5]</p><p>Spell component Pouch [5/2]</p><p></p><p>Cash: 41g, 2sp.</p><p></p><p>Physical Description: </p><p>Durin is a fairly normal looking member of the Dwarven race. He wouldn’t stand out in a crowd and is overlooked much of the time. He likes that. Durin keeps his hair long and in a “french” braid down his back with two matching beard braids the braids are held with a ceramic rune clasp, stone on his head braid and fire and water braid clasps on each of the beard braids. He has big bushy brows that hide his green eyes most of the time. </p><p></p><p>Personality: </p><p>He is soft spoken, rarely making his opinion known unless he needs to. He thrives in a library although he is a dwarf at heart and knows the battlefield calls to him. He wants to be a Runesmith and knows he will need the skills a warrior has to start that chapter of his life.</p><p></p><p>History: </p><p>Try to imagine what your life would have been like if you had been born a scholar into a family or battle hardened soldiers. This was the upbringing of Durin Brightstone. His entire family, Parents, siblings, grandparents, aunts, unles, cousins everyone was in the military. He was raised in a barracks and force fed warfare with his pablum.Durin had other plans for his life. He was enamoured with the battlemages he saw casting mighty spells at the giants and orcs his family battled. </p><p>When he left his family home to enter into a rune circle his father disowned him and forbade his family any contact with the ‘failure’ in the family line. He has been seeking a way to make his father proud without compromising his ideals since then.</p></blockquote><p></p>
[QUOTE="Argent Silvermage, post: 2674984, member: 4322"] [b]Durin[/b] Name: Durin Brightstone Class: Wizard 1 Race: Mountain Dwarf Alignment: Lawful Good Deity: Tyr Age: 83 Gender: Male Height: 3’11” Weight: 124 Eyes: Moss Green Hair: Light Brown Skin: Pale Ability Scores: Str: 12/Dex: 14/Con: 14/Int: 16/Wis: 13/Cha: 10 HP: (1d4+2) AC: 12 (+2 Dex) Init: +2 (+2 Dex) BAB: +0 Saves: Fort: +2/Ref: +2/Will: +2 Move: 30’ Weight Allowance: Light 43, Medium 86, Heavy 130, Pull 620, Lift 130. Attacks: Club: +1 1d6+1, x2 Lt Crossbow: +2 1d8, 19-20/x2, 80’ Racial Abilities: · +2 Constitution, –2 Charisma. · Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size. · Dwarf 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 (unlike other creatures, whose speed is reduced in such situations). · Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. · 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. · Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. · Stability: A dwarf gains 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 and goblinoids. · +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flatfooted, it loses its dodge bonus, too. · +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 and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. · Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing Class Abilities: · Scribe Scrolls · Summon Familiar Spells Per Day: Cantrips: 3 1st Level: 2 Spells Known: Cantrips: Detect Magic, Read Magic, Disrupt Undead, & Acid Splash 1st Level: Shield & Ray of Enfeeblement Feats: Skills: (Ability + Ranks + Misc.) Hide +2 (+2 Dex) Move Silently +2 (+2 Dex) Listen +1 (+1 Wis) Search +1 (+3 Int) Spot +1 (+1 Wis) Jump +1 (+1 Str) Climb +1 (+1 Str) Swim +1 (+1 Str) Concentration +6 (+2 Con, 4 ranks) Craft (Stoneworking) +9 (+3 Int, 4 ranks, +2 race) Knowledge Arcana +7 (+3 Int, 4 ranks) Spellcraft +7 (+3 Int, 4 ranks) Decipher Script +7 (+3 Int, 4 ranks) Languages: Dwarven, Common, Draconic, Giant, & Terran Gear: (Total weight: 38.6w) [cost/weight in lbs] * = n/a Walking Staff/Club [*/3] Light Crossbow [35/4] Case with 10 bolts [1/1] Back Pack [2/2](carried: 19.1) · Spellbook [*/3] (All Cantrips, Shield, Protection from Evil, Mage Armor, Magic Weapon, Comprehend Languages, Summon Monster 1, & Ray of Enfeeblement. · Bedroll [.1/5] · Scrollcase /5 sheets parchment [11/.5] · Artisan’s tools (stonecutter) [5/5] · Waterskin [1/4] · Vial of ink [1/.1] · Ink pen [.1/*] · 10 candles [.1/*] · Flint and steel [1/*] · Hammer [.5/2] 50’ silk rope [10/5] Spell component Pouch [5/2] Cash: 41g, 2sp. Physical Description: Durin is a fairly normal looking member of the Dwarven race. He wouldn’t stand out in a crowd and is overlooked much of the time. He likes that. Durin keeps his hair long and in a “french” braid down his back with two matching beard braids the braids are held with a ceramic rune clasp, stone on his head braid and fire and water braid clasps on each of the beard braids. He has big bushy brows that hide his green eyes most of the time. Personality: He is soft spoken, rarely making his opinion known unless he needs to. He thrives in a library although he is a dwarf at heart and knows the battlefield calls to him. He wants to be a Runesmith and knows he will need the skills a warrior has to start that chapter of his life. History: Try to imagine what your life would have been like if you had been born a scholar into a family or battle hardened soldiers. This was the upbringing of Durin Brightstone. His entire family, Parents, siblings, grandparents, aunts, unles, cousins everyone was in the military. He was raised in a barracks and force fed warfare with his pablum.Durin had other plans for his life. He was enamoured with the battlemages he saw casting mighty spells at the giants and orcs his family battled. When he left his family home to enter into a rune circle his father disowned him and forbade his family any contact with the ‘failure’ in the family line. He has been seeking a way to make his father proud without compromising his ideals since then. [/QUOTE]
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