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Q'Barra: Into the Emerald Forest - Attempting to Revive!
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<blockquote data-quote="ValenarJaeldira" data-source="post: 2159198" data-attributes="member: 25648"><p>Name <strong>Dargin Crow Speaker</strong></p><p>Male Talenta Halfling Spirit Shaman 4</p><p>CG</p><p></p><p>Str 6 – (0 pts) </p><p>Dex 18 – (8 pts)</p><p>Con 8 -- (0 pts)</p><p>Int 10 -- (2 pts)</p><p>Wis 16 -- (10 pts)</p><p>Cha 15 -- (8 pts)</p><p></p><p>Hit Points 23</p><p>Action Points 7/7</p><p>AC 20, Touch 15, Flat 16</p><p>Init +4 </p><p>BAB +3, Grap -3</p><p>Speed 20 ft. (base 20 ft., light load 14.49/15 lbs., light armor-picking anything with weight medium encumbers me: -3 on armor check skills, -1 touch and regular AC, 15 ft. speed))</p><p>Fort +4, Ref +6, Will +8 (+10 vs. fear)</p><p></p><p>+2 Melee, longspear, 1d6-2, x3</p><p>+2 Melee, handaxe, 1d4-2, x3 </p><p>+10 Ranged, MW Talenta Boomerang, 1d3-2, x2, 30'r </p><p>+9 Ranged, Talenta Boomerang, 1d3-2, x2, 30'r</p><p>+8 Ranged, Sling (improvised ammo), 1d2-2, x2, 50’r</p><p></p><p>Small, 2'11" tall, 33 lbs., 39 yrs old</p><p>light brown hair, emerald green eyes, pale skin</p><p></p><p>Speaks Common, Halfling </p><p></p><p>+3 Balance (0acp)</p><p>-1 Climb (0acp)</p><p>+6 Concentration (7)</p><p>+3 Escape Artist (0acp) </p><p>+9 Handle Animal (7)</p><p>+7 Hide (0acp)</p><p>-7 Jump (0acp)</p><p>+5 Knowledge (nature) (5)</p><p>+7 Listen (0)</p><p>+5 Move Silently (0acp)</p><p>+11 (+9 Fast Mount/Dismount) Ride (5)</p><p>+5 Spot (0)</p><p>+7 (+9 aboveground natural) Survival (4)</p><p>-4 Swim (0acp)</p><p></p><p>Feats</p><p>-Alertness (Spirit Guide) </p><p>-Martial Weapon Proficiency (Talenta Boomerang)</p><p>-Point-Blank Shot</p><p></p><p>Halfling Traits</p><p>-+2 racial bonus on Climb, Jump, Move Silently, and Listen checks</p><p>-+1 racial bonus on all saving throws</p><p>-+2 morale bonus on saves versus fear</p><p>+1 attack bonus with thrown weapons and slings</p><p></p><p>Spirit Shaman Abilities</p><p>-Spirit Guide (Crow)</p><p>-Wild Empathy +8</p><p>-Chastise Spirits (4d6 damage to Spirits in 30 ft./ Will DC 16 for half)</p><p>-Detect Spirits (As detect undead, but with spirits)</p><p>-Blessing of the Spirits (As Protection from Evil, but with spirits-self only)</p><p></p><p>--Spirit Shaman Spells--</p><p>Spells Per Day 6/6/4 </p><p>Spells Retrieved Per Day 3/3/1</p><p><strong></strong></p><p><strong>Background</strong></p><p></p><p>When Dargin was 15 years old, and still only a child, in the year 975, he came down with a strange and mysterious illness. None of the local House Jorasco healers could do anything for him, and many of the wise druids and shamans of his tribe were unable to find the answer for his cure from the spirits of nature. His parents and much of the rest of the tribe had given up most hope that Dargin could live to see adulthood, much less live through the end of the year. One night when Dargins parents were out hunting, leaving Dargin alone with his fever, a black crow with silver eyes flew through the window of the yurt and settled on the foot of Dargin’s cot. “Hello Dargin” the crow said, “I am your grandfather. Grandfather Crow. These souls cannot find a cure to help you…the fever has left you weak, but the fever can also allow me to teach you things none others would ever begin to know. Take up your cot and sneak out of the village. Follow me to your new home.” Dargin didn’t question Grandfather Crow. Into the wilderness he went.</p><p></p><p>Under the tutelage of Grandfather Crow, Dargin learned many things of the spirits of nature, and many things of the spirits of the dead. Dargin traveled across the Talenta Plains, into the realms of the Valenar, and even into the dark jungles of Q’barra, learning new mysteries as he went. Grandfather Crow would bring him magics and aid, allowing Dargin to live off of the land, and even, to some degree, control the lands around him. For two years, Dargin ran with herds of wild dinosaurs until, finally, he befriended one-his current mount, Malk. From wood he carved a hunter’s mask-with the help of Grandfather Crow. His disease finally passed after seven years. It had burned away most of his strength and most of his health, but also it had burned away the knowledge of this world, the barriers that stop mortals from seeing what is TRULY there. He had knowledge of the spirit world.</p><p></p><p>After the fever passed, Grandfather Crow lead Dargin back to his tribe. No one recognized this strange Talentan Shaman at first until he started calling the Tribe Members by name. First they thought he had some strange powers of divination (but that only happens when Grandfather brings me the divination spells), until finally, Dargin’s mother recognized her son’s voice, and called him by name. Dargin’s miraculous return to the tribe was accompanied by his acceptance as a full adult into the community-for he had carved his mask, and he had found his dinosaur: and he had lived off the land for seven years. Being amongst his tribe again, Dargin realized that he was the only one who could see Grandfather Crow. The others became very confused whenever Granfather and Dargin would argue. This is when Dargin earned the name “Crow Speaker.”</p><p></p><p>Occasionally, Dargin would go back out into the wilderness, following Grandfather, and he would stay there for days or weeks, learning and meditating. After he had been home for 3 years, in the year 985, disaster struck his village. While Dargin was out on one of his vision quests, a Valenar Warband assaulted Dargin’s tribe, and killed all of the halflings, including Dargin’s family. Dargin eturned to find the burning remains of his village, and all of the homes thouroughly searched and destroyed before being put to the torch. At that moment, Grandfather Crow landed on Dargin’s shoulder and said “Dargin, I brought you into the wilderness to save you. Someone must find revenge!” After that Grandfather crow entered into Dargin’s body, and another entity was there, a great and powerful ancestor of Dargin’s tribe-and Dargin was channeling him.</p><p></p><p>Using the powers of the Channeled Ancestor Dargin hunted down the Valenar Warband that had slaughtered his people and challenged their leader to single combat-to the death. Filled with the strength of his ancestor, Dargin held his own against the Black-clad Elven warrior-mage who stepped forward to answer the challenge-even started to defeat him. The elf then yelled something in Elven and then his eyes started glowing: Dargin knew HE was now channeling an ancestor spirit-a very powerful and dark one. The battle turned to grapples, and in an attempt to escape a thorny hold, the elf’s cloak was pulled from his body. The elf looked down on the wounded and winded Dagrin, raised his scimitar and nearly ended the whole ordeal when a blade sprouted from his chest, and he fell dead atop Dargin. Grandfather left Dagrin then. A young Elf from the warband stepped forward, rolled the body off of Dagrin, and drew a jeweled dagger from the belt of the slain elf, and laid it a Dagrins feet. Crouching low he said “Have you ever seen this dagger-has it ever been in your possession?” After confirming that, no, this dagger had never been in the hands of Dagrin the young elf howled in rage. “This sacred weapon was the marker of my great ancestor’s grave, and an item of power. This one, our leader, tracked the thief of my ancestor’s blade to your tribe’s camp and demanded that we kill all and find this dagger to reverse the defamation of my ancestor’s spirit. This one stole it from the beginning and fed us lies! We have killed unrightously. Take my life in recompense.” The elf knelt, his neck bared, and Dagrin was sorely tempted to end his, and many other lives just then. Instead Dagrin picked up the dagger, handed it to the young elf and said, simply “To honor your Ancestor’s Spirit: Never believe Lies again.” Grandfather Crow smiled at Dagrin’s wisdom, and lead him far into the Talenta plains.</p><p></p><p>The past year, Dagrin has been having dreams of a jungle expanse, and Grandfather has slowly, but surely, been leading him to Q’barra to find…something. Dagrin sleeps just outside of Newthrone, and has become something of a local oddity.</p><p></p><p><strong>Personality</strong></p><p> Dagrin comes off as a little crazy. He is. When he has decisions to make, he’ll try and look at two sides of any matter: and talk the two sides out with Grandfather. Dagrin believes that honoring the spirits of his ancestors, and the spirits of his dead tribe are the most valuable thing he can do: Grandfather is the personification those ideals to Dagrin. Dagrin’s first loyalty is to Grandfather, his second loyalty is to Malk, and his final loyalty is to the natural world. Dagrin always tries to do the right thing, and is willing to help people, though he believes the best way to help most people is to give them wisdom or learning that will allow them to help themselves. He is suspicious of advanced magics and cities, because he feels they make many people soft, and unable to do for themselves. He likes Newthrone because the surrounding environment is still harsh enough to produce rugged individuals.</p><p></p><p></p><p><strong>Appearance</strong></p><p></p><p>Dagrin dresses in Blacks and greens, with black leather armor wrapped and covered in various pieces of green and black silk. He still looks sickly, having never fully recovered from his childhood fevers, but he has a tenacity that is surprising. He never looks directly at anything and often cocks his head as if listening to something on his left shoulder-where Grandfather generally perches.</p><p></p><p></p><p><em>Leather Armor +1</em> (worn, 7.5 lbs.)</p><p>Buckler (worn, 2.5 lbs.)</p><p>Monk’s Outfit (worn, 1 lb.)</p><p></p><p>boomerang (belt left, .5 lbs.) </p><p>masterwork boomerang (belt right, .5 lbs.)</p><p>belt pouch (belt rear, .25 lbs.) </p><p>spell component pouch (belt front, 2 lbs.) </p><p>sling (hanging from spell components) </p><p></p><p>Hunter’s Mask (Holy Symbol) (Over face) </p><p>Black and Green Silk Sashes (Wrapped around and covering my armor)</p><p><em>Amulet of Natural Armor +1</em> (worn)</p><p>Thick Black Sash (worn as belt)</p><p>Green Fore-arm wrappings (wrists)</p><p>Sandals and foot wraps (feet)</p><p> </p><p>Flint and steel (belt pouch)</p><p><em>Scroll of Wood Shape </em> (belt pouch)</p><p><em>Scroll of Lesser Restoration </em> (belt pouch)</p><p><em>Scroll of Faerie Fire </em> (belt pouch)</p><p><em>Scroll of Obscuring Mist</em> (belt pouch)</p><p><em>Scroll of Pass without Trace </em> (belt pouch)</p><p><em>Scroll of Speak with Animals </em> (belt pouch)</p><p><em>Scroll of Magic Fang </em> (belt pouch)</p><p>Coins- 3gp, 9sp, 0cp (belt pouch, .24 lbs.)</p><p></p><p>Military Saddle (Malk, 30 lb.)</p><p>Bit and Bridle (Malk, 1 lb.)</p><p>+1 Scale Barding (Malk, 30 lb.)</p><p>Saddlebags (Malk, 8 lb.)</p><p></p><p>Waterskin- water (saddlebags, 2 lbs.) </p><p>Everburning Torch (saddlebags, 1 lb.)</p><p>Tent (saddlebags, 10 lbs.)</p><p>Bedroll (saddlebags, 2.5 lbs.)</p><p>Longspear (attached to saddle left, 4.5 lbs.)</p><p>Handaxe (attached to saddle right, 1.5 lbs.)</p><p></p><p><strong>Malk</strong></p><p>Clawfoot Mount</p><p>N</p><p></p><p>Str 17 – (0 pts) </p><p>Dex 17 – (8 pts)</p><p>Con 15 -- (0 pts)</p><p>Int 2 -- (2 pts)</p><p>Wis 12 -- (10 pts)</p><p>Cha 10 -- (8 pts)</p><p></p><p>Hit Points 17 (I used the HP formula on my mount, is that okay? [2d8=16-2=14(.85)=11+2=13+4=17hp])</p><p>AC 20, Touch 13, Flat 17</p><p>Init +3 </p><p>BAB +1, Grap +4</p><p>Speed 30 ft. (base 40 ft., medium load 138.0/173 lbs., medium armor) </p><p>Fort +5, Ref +6, Will +1</p><p></p><p>+4 Melee, talons, 1d8+3 and</p><p>-1/-1 Melee, 2 foreclaws, 1d3+1 and </p><p>-1 melee, bite, 1d6+1</p><p></p><p>+0 Balance (acp)</p><p>+0 Climb (acp)</p><p>+0 Escape Artist (acp) </p><p>+9 Hide (acp)</p><p>+13 Jump (acp)</p><p>+10 Listen</p><p>+0 Move Silently (acp)</p><p>+10 Spot</p><p>+10 Survival</p><p>-3 Swim (acp)</p><p></p><p>Feats</p><p>-Run</p><p></p><p>Clawfoot Traits</p><p>-+8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks</p><p>-low-light vision</p><p>-scent</p><p></p><p>Tricks</p><p>Combat Riding general purpose (attack, come, defend, down, guard, heel)</p></blockquote><p></p>
[QUOTE="ValenarJaeldira, post: 2159198, member: 25648"] Name [B]Dargin Crow Speaker[/B] Male Talenta Halfling Spirit Shaman 4 CG Str 6 – (0 pts) Dex 18 – (8 pts) Con 8 -- (0 pts) Int 10 -- (2 pts) Wis 16 -- (10 pts) Cha 15 -- (8 pts) Hit Points 23 Action Points 7/7 AC 20, Touch 15, Flat 16 Init +4 BAB +3, Grap -3 Speed 20 ft. (base 20 ft., light load 14.49/15 lbs., light armor-picking anything with weight medium encumbers me: -3 on armor check skills, -1 touch and regular AC, 15 ft. speed)) Fort +4, Ref +6, Will +8 (+10 vs. fear) +2 Melee, longspear, 1d6-2, x3 +2 Melee, handaxe, 1d4-2, x3 +10 Ranged, MW Talenta Boomerang, 1d3-2, x2, 30'r +9 Ranged, Talenta Boomerang, 1d3-2, x2, 30'r +8 Ranged, Sling (improvised ammo), 1d2-2, x2, 50’r Small, 2'11" tall, 33 lbs., 39 yrs old light brown hair, emerald green eyes, pale skin Speaks Common, Halfling +3 Balance (0acp) -1 Climb (0acp) +6 Concentration (7) +3 Escape Artist (0acp) +9 Handle Animal (7) +7 Hide (0acp) -7 Jump (0acp) +5 Knowledge (nature) (5) +7 Listen (0) +5 Move Silently (0acp) +11 (+9 Fast Mount/Dismount) Ride (5) +5 Spot (0) +7 (+9 aboveground natural) Survival (4) -4 Swim (0acp) Feats -Alertness (Spirit Guide) -Martial Weapon Proficiency (Talenta Boomerang) -Point-Blank Shot Halfling Traits -+2 racial bonus on Climb, Jump, Move Silently, and Listen checks -+1 racial bonus on all saving throws -+2 morale bonus on saves versus fear +1 attack bonus with thrown weapons and slings Spirit Shaman Abilities -Spirit Guide (Crow) -Wild Empathy +8 -Chastise Spirits (4d6 damage to Spirits in 30 ft./ Will DC 16 for half) -Detect Spirits (As detect undead, but with spirits) -Blessing of the Spirits (As Protection from Evil, but with spirits-self only) --Spirit Shaman Spells-- Spells Per Day 6/6/4 Spells Retrieved Per Day 3/3/1 [B] Background[/B] When Dargin was 15 years old, and still only a child, in the year 975, he came down with a strange and mysterious illness. None of the local House Jorasco healers could do anything for him, and many of the wise druids and shamans of his tribe were unable to find the answer for his cure from the spirits of nature. His parents and much of the rest of the tribe had given up most hope that Dargin could live to see adulthood, much less live through the end of the year. One night when Dargins parents were out hunting, leaving Dargin alone with his fever, a black crow with silver eyes flew through the window of the yurt and settled on the foot of Dargin’s cot. “Hello Dargin” the crow said, “I am your grandfather. Grandfather Crow. These souls cannot find a cure to help you…the fever has left you weak, but the fever can also allow me to teach you things none others would ever begin to know. Take up your cot and sneak out of the village. Follow me to your new home.” Dargin didn’t question Grandfather Crow. Into the wilderness he went. Under the tutelage of Grandfather Crow, Dargin learned many things of the spirits of nature, and many things of the spirits of the dead. Dargin traveled across the Talenta Plains, into the realms of the Valenar, and even into the dark jungles of Q’barra, learning new mysteries as he went. Grandfather Crow would bring him magics and aid, allowing Dargin to live off of the land, and even, to some degree, control the lands around him. For two years, Dargin ran with herds of wild dinosaurs until, finally, he befriended one-his current mount, Malk. From wood he carved a hunter’s mask-with the help of Grandfather Crow. His disease finally passed after seven years. It had burned away most of his strength and most of his health, but also it had burned away the knowledge of this world, the barriers that stop mortals from seeing what is TRULY there. He had knowledge of the spirit world. After the fever passed, Grandfather Crow lead Dargin back to his tribe. No one recognized this strange Talentan Shaman at first until he started calling the Tribe Members by name. First they thought he had some strange powers of divination (but that only happens when Grandfather brings me the divination spells), until finally, Dargin’s mother recognized her son’s voice, and called him by name. Dargin’s miraculous return to the tribe was accompanied by his acceptance as a full adult into the community-for he had carved his mask, and he had found his dinosaur: and he had lived off the land for seven years. Being amongst his tribe again, Dargin realized that he was the only one who could see Grandfather Crow. The others became very confused whenever Granfather and Dargin would argue. This is when Dargin earned the name “Crow Speaker.” Occasionally, Dargin would go back out into the wilderness, following Grandfather, and he would stay there for days or weeks, learning and meditating. After he had been home for 3 years, in the year 985, disaster struck his village. While Dargin was out on one of his vision quests, a Valenar Warband assaulted Dargin’s tribe, and killed all of the halflings, including Dargin’s family. Dargin eturned to find the burning remains of his village, and all of the homes thouroughly searched and destroyed before being put to the torch. At that moment, Grandfather Crow landed on Dargin’s shoulder and said “Dargin, I brought you into the wilderness to save you. Someone must find revenge!” After that Grandfather crow entered into Dargin’s body, and another entity was there, a great and powerful ancestor of Dargin’s tribe-and Dargin was channeling him. Using the powers of the Channeled Ancestor Dargin hunted down the Valenar Warband that had slaughtered his people and challenged their leader to single combat-to the death. Filled with the strength of his ancestor, Dargin held his own against the Black-clad Elven warrior-mage who stepped forward to answer the challenge-even started to defeat him. The elf then yelled something in Elven and then his eyes started glowing: Dargin knew HE was now channeling an ancestor spirit-a very powerful and dark one. The battle turned to grapples, and in an attempt to escape a thorny hold, the elf’s cloak was pulled from his body. The elf looked down on the wounded and winded Dagrin, raised his scimitar and nearly ended the whole ordeal when a blade sprouted from his chest, and he fell dead atop Dargin. Grandfather left Dagrin then. A young Elf from the warband stepped forward, rolled the body off of Dagrin, and drew a jeweled dagger from the belt of the slain elf, and laid it a Dagrins feet. Crouching low he said “Have you ever seen this dagger-has it ever been in your possession?” After confirming that, no, this dagger had never been in the hands of Dagrin the young elf howled in rage. “This sacred weapon was the marker of my great ancestor’s grave, and an item of power. This one, our leader, tracked the thief of my ancestor’s blade to your tribe’s camp and demanded that we kill all and find this dagger to reverse the defamation of my ancestor’s spirit. This one stole it from the beginning and fed us lies! We have killed unrightously. Take my life in recompense.” The elf knelt, his neck bared, and Dagrin was sorely tempted to end his, and many other lives just then. Instead Dagrin picked up the dagger, handed it to the young elf and said, simply “To honor your Ancestor’s Spirit: Never believe Lies again.” Grandfather Crow smiled at Dagrin’s wisdom, and lead him far into the Talenta plains. The past year, Dagrin has been having dreams of a jungle expanse, and Grandfather has slowly, but surely, been leading him to Q’barra to find…something. Dagrin sleeps just outside of Newthrone, and has become something of a local oddity. [B]Personality[/B] Dagrin comes off as a little crazy. He is. When he has decisions to make, he’ll try and look at two sides of any matter: and talk the two sides out with Grandfather. Dagrin believes that honoring the spirits of his ancestors, and the spirits of his dead tribe are the most valuable thing he can do: Grandfather is the personification those ideals to Dagrin. Dagrin’s first loyalty is to Grandfather, his second loyalty is to Malk, and his final loyalty is to the natural world. Dagrin always tries to do the right thing, and is willing to help people, though he believes the best way to help most people is to give them wisdom or learning that will allow them to help themselves. He is suspicious of advanced magics and cities, because he feels they make many people soft, and unable to do for themselves. He likes Newthrone because the surrounding environment is still harsh enough to produce rugged individuals. [B]Appearance[/B] Dagrin dresses in Blacks and greens, with black leather armor wrapped and covered in various pieces of green and black silk. He still looks sickly, having never fully recovered from his childhood fevers, but he has a tenacity that is surprising. He never looks directly at anything and often cocks his head as if listening to something on his left shoulder-where Grandfather generally perches. [I]Leather Armor +1[/I] (worn, 7.5 lbs.) Buckler (worn, 2.5 lbs.) Monk’s Outfit (worn, 1 lb.) boomerang (belt left, .5 lbs.) masterwork boomerang (belt right, .5 lbs.) belt pouch (belt rear, .25 lbs.) spell component pouch (belt front, 2 lbs.) sling (hanging from spell components) Hunter’s Mask (Holy Symbol) (Over face) Black and Green Silk Sashes (Wrapped around and covering my armor) [I]Amulet of Natural Armor +1[/I] (worn) Thick Black Sash (worn as belt) Green Fore-arm wrappings (wrists) Sandals and foot wraps (feet) Flint and steel (belt pouch) [I]Scroll of Wood Shape [/I] (belt pouch) [I]Scroll of Lesser Restoration [/I] (belt pouch) [I]Scroll of Faerie Fire [/I] (belt pouch) [I]Scroll of Obscuring Mist[/I] (belt pouch) [I]Scroll of Pass without Trace [/I] (belt pouch) [I]Scroll of Speak with Animals [/I] (belt pouch) [I]Scroll of Magic Fang [/I] (belt pouch) Coins- 3gp, 9sp, 0cp (belt pouch, .24 lbs.) Military Saddle (Malk, 30 lb.) Bit and Bridle (Malk, 1 lb.) +1 Scale Barding (Malk, 30 lb.) Saddlebags (Malk, 8 lb.) Waterskin- water (saddlebags, 2 lbs.) Everburning Torch (saddlebags, 1 lb.) Tent (saddlebags, 10 lbs.) Bedroll (saddlebags, 2.5 lbs.) Longspear (attached to saddle left, 4.5 lbs.) Handaxe (attached to saddle right, 1.5 lbs.) [B]Malk[/B] Clawfoot Mount N Str 17 – (0 pts) Dex 17 – (8 pts) Con 15 -- (0 pts) Int 2 -- (2 pts) Wis 12 -- (10 pts) Cha 10 -- (8 pts) Hit Points 17 (I used the HP formula on my mount, is that okay? [2d8=16-2=14(.85)=11+2=13+4=17hp]) AC 20, Touch 13, Flat 17 Init +3 BAB +1, Grap +4 Speed 30 ft. (base 40 ft., medium load 138.0/173 lbs., medium armor) Fort +5, Ref +6, Will +1 +4 Melee, talons, 1d8+3 and -1/-1 Melee, 2 foreclaws, 1d3+1 and -1 melee, bite, 1d6+1 +0 Balance (acp) +0 Climb (acp) +0 Escape Artist (acp) +9 Hide (acp) +13 Jump (acp) +10 Listen +0 Move Silently (acp) +10 Spot +10 Survival -3 Swim (acp) Feats -Run Clawfoot Traits -+8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks -low-light vision -scent Tricks Combat Riding general purpose (attack, come, defend, down, guard, heel) [/QUOTE]
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Q'Barra: Into the Emerald Forest - Attempting to Revive!
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