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<blockquote data-quote="Tassadar" data-source="post: 2062091" data-attributes="member: 29021"><p>[CODE][B]Name[/B] Jasper "Bookworm" Goodheart</p><p>[B]Class[/B] Wizard</p><p>[B]Race[/B] Halfling</p><p>[B]Size[/B] Medium</p><p>[B]Gender[/B] Male</p><p>[B]Alignment[/B] Neutral Good</p><p>[B]Deity[/B] ~</p><p></p><p>[B]Str[/B] 08 -1 (02p.) [B]Level[/B] 1 [B]XP[/B] 0</p><p>[B]Dex[/B] 18 +4 (10p.) [B]BAB[/B] +0 [B]HP[/B] 5 (1d4+1)</p><p>[B]Con[/B] 12 +1 (04p.) [B]Grapple[/B] -5 [B]Dmg Red[/B] ~</p><p>[B]Int[/B] 16 +3 (10p.) [B]Speed[/B] 20' [B]Spell Res[/B] ~</p><p>[B]Wis[/B] 10 +0 (02p.) [B]Init[/B] +4 [B]Spell Save[/B] +3</p><p>[B]Cha[/B] 10 +0 (02p.) [B]ACP[/B] -0 [B]Spell Fail[/B] XX%</p><p></p><p> [B]Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor[/B] 10 +0 +0 +4 +1 +0 +0 15</p><p>[B]Touch[/B] 15 [B]Flatfooted[/B] 11</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort[/B] 0 +1 +3 +4</p><p>[B]Ref[/B] 0 +4 +1 +5</p><p>[B]Will[/B] 2 +0 +1 +3 (+5 vs. FEAR)</p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>Quarterstaff 0 1d4-1/1d4-1 x2</p><p>Crossbow, light +5 1d6 19-20x2</p><p>Dagger (melee) 0 1d3-1 19-20x2</p><p>Dagger (thrown) +6 1d3 19-20x2</p><p></p><p>[B]Languages[/B] </p><p> - Common</p><p> - Halfling</p><p> - Draconic</p><p> - Goblin</p><p> - Gnome</p><p></p><p>[B]Abilities[/B]</p><p></p><p>RACIAL TRAITS:</p><p> - +2 Dexterity, -2 Strength: Halflings are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids.</p><p> - Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.</p><p> - Halfling base land speed is 20 feet.</p><p> - +2 racial bonus on Climb, Jump, and Move Silently checks: Halflings are agile, surefooted, and athletic.</p><p> - +1 racial bonus on all saving throws: Halflings are surprisingly capable of avoiding mishaps.</p><p> - +2 morale bonus on saving throws against fear: This bonus stacks with the halfling's +1 bonus on saving throws in general.</p><p> - +1 racial bonus on attack rolls with thrown weapons and slings: Throwing and slinging stones is a universal sport among halflings, and they develop especially good aim.</p><p> - +2 racial bonus on Listen checks: Halflings have keen ears.</p><p> - Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Smart halflings learn the languages of their friends and enemies.</p><p> - Favored Class: Rogue. Al multiclass halfling's rogue class does not count when determining whether she takes an experience point penalty for multiclassing. Halflings have long had to rely on stealth, wit, and skill, and the vocation of rogue comes naturally to them.</p><p></p><p>CLASS TRAITS (WIZARD):</p><p> - Summon Familiar</p><p> - Scribe Scroll: You can create scrolls, from which you or another spellcaster can cast the scribed spells.</p><p> - Spells Known:</p><p> 0 (ALL) - ALL</p><p> 1 (6) - Magic Missle, Mage Armor, Identify, Comprehend Languages, Ray of Enfeeblement, Chill Touch</p><p> - Spells Prepared (Bonus 1, 2, 3):</p><p> 0 (3) - Ray of Frost, Disrupt Undead, Read Magic</p><p> 1 (2) - Magic Missle, Mage Armor</p><p></p><p>[B]Feats[/B]</p><p> - Scribe Scroll - You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its (spell level x (caster level) x 25) gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.</p><p> - Eschew Materials - You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.</p><p> - Alertness (when within arms reach of familiar) - You have finely tuned senses.</p><p></p><p>[B]Skill Points[/B] 20 [B]Max Ranks[/B] 4/2</p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>Climb (STR)* 0 -1 +2 +1</p><p>Concentration (CON) 4 +1 +5</p><p>Decipher Script (INT) 2 +3 +5</p><p>Hide (DEX)* 0 +4 +4 +8</p><p>Jump (STR)* 0 -1 -4 -5</p><p>Knowledge (Arcana) (INT) 4 +3 +7</p><p>Knowledge (History) (INT) 1 +3 +4</p><p>Knowledge (Local) (INT) 1 +3 +4</p><p>Knowledge (Nature) (INT) 1 +3 +4</p><p>Knowledge (Arch/Eng) (INT) 1 +3 +4</p><p>Knowledge (Nobility) (INT) 1 +3 +4</p><p>Knowledge (Religion) (INT) 1 +3 +4</p><p>Move Silently (DEX)* 0 +4 +2 +6</p><p>Listen (WIS)* 0 +0 +4** +4</p><p>Spellcraft (INT) 4 +3 +7</p><p>Spot (WIS)* 0 +0 +2** +2</p><p></p><p> * - Cross Class Skill</p><p> ** - +2 if Alertness Feat Applys</p><p></p><p>[B]Equipment Cost Weight[/B]</p><p>Quarterstaff ~~cp 2lb</p><p>Light Crossbow 35gp 2lb</p><p> - Bolts, crossbow (x20) 2gp 1lb</p><p>Dagger 2gp .5lb</p><p></p><p>Explorer's Outfit ~~gp ~~lb</p><p></p><p>Backpack 2gp .5lb</p><p> - Ink (1 oz. vial) (x2) 16gp ~~lb</p><p> - Spellbook, wizards 15gp 3lb</p><p> - Spell Component Pouch 5gp 2lb</p><p> - Signet Ring 5gp ~~lb</p><p> - Rations, trail (x4) 2gp 1lb</p><p> - Sealing Wax 1gp 1lb</p><p> - Waterskin 1gp 1lb</p><p> - Flint and Steel 1gp ~~lb</p><p> - Paper (sheet) (x2) 8sp ~~lb</p><p> - Bedroll 1sp 1.25lb</p><p> - Inkpen 1sp ~~lb</p><p> - Torch 1cp 1lb</p><p></p><p>[B]Total Weight[/B]16.23lb [B]Money[/B] 31gp 09sp 09cp</p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight[/B] 19.5 39.25 60 120 300</p><p></p><p>[B]Age[/B] 45</p><p>[B]Height[/B] 3'2"</p><p>[B]Weight[/B] 31lb</p><p>[B]Eyes[/B] Black</p><p>[B]Hair[/B] Black</p><p>[B]Skin[/B] Tan and Rough[/CODE]</p><p><strong>Appearance</strong> Jasper has a knack for keeping is nose to the book, so although his skin is really rough, in comparison to many of the other Halflings you might see, Jasper's skin looks quite soft. His eyes and hair are as dark as the night's sky. He looks like many a wizard, with the cloak hanging over his body, flowing down to the ground. However, the hood of his cloak is constantly down, giving way to a bright red scarf that adorns his neck. This scarf is normal in it's look, save for the fact that it looks like it was made to fit a human. The scarf hangs down past his knees outside of his cloak. The solid dark blue cloak is well complimented by this scarf, and if it weren't for the scarf, Jasper might not be recognizable at all. He walks around with his quarterstaff out constantly (sometimes doing tricks...poorly), and looks to be just getting into the prime of his life. He always seems smiling and happy, like he just got away with something that he shouldn't have.</p><p></p><p><strong>Background</strong> Jasper was born in a tiny little village with 2 brothers and 1 sister. His parents didn't really want him getting into the trouble that his siblings before him had been in, so they made sure to school him well. After getting his first look at a book, Jasper was instantly drawn in by them. This is how he got his nick-name. While walking down the street, one could see Jasper reading, and it seemed that every day, he was on to a new book. One day, while in the library, he came across a book in a language he did not know. That language turned out to be Draconic. He took many years of his childhood deciphering that book, and finally, one day, he managed to get what it said. The halflings in the town, unbeknownst to them, had placed a spellbook in with their regular books. Jasper, being as curious as he was, wanted to find a way to "use" the book, so he went out searching for a way. He finally came across a wizard's guild, and began learning the ways of an arcane mage. The spellbook has become his personal spellbook, and he is on a never-ending quest for true understanding of Arcana...oh, and quest for books. That too. This endless search for knowledge has led him to the Red Dragon Inn.</p></blockquote><p></p>
[QUOTE="Tassadar, post: 2062091, member: 29021"] [CODE][B]Name[/B] Jasper "Bookworm" Goodheart [B]Class[/B] Wizard [B]Race[/B] Halfling [B]Size[/B] Medium [B]Gender[/B] Male [B]Alignment[/B] Neutral Good [B]Deity[/B] ~ [B]Str[/B] 08 -1 (02p.) [B]Level[/B] 1 [B]XP[/B] 0 [B]Dex[/B] 18 +4 (10p.) [B]BAB[/B] +0 [B]HP[/B] 5 (1d4+1) [B]Con[/B] 12 +1 (04p.) [B]Grapple[/B] -5 [B]Dmg Red[/B] ~ [B]Int[/B] 16 +3 (10p.) [B]Speed[/B] 20' [B]Spell Res[/B] ~ [B]Wis[/B] 10 +0 (02p.) [B]Init[/B] +4 [B]Spell Save[/B] +3 [B]Cha[/B] 10 +0 (02p.) [B]ACP[/B] -0 [B]Spell Fail[/B] XX% [B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor[/B] 10 +0 +0 +4 +1 +0 +0 15 [B]Touch[/B] 15 [B]Flatfooted[/B] 11 [B]Base Mod Misc Total[/B] [B]Fort[/B] 0 +1 +3 +4 [B]Ref[/B] 0 +4 +1 +5 [B]Will[/B] 2 +0 +1 +3 (+5 vs. FEAR) [B]Weapon Attack Damage Critical[/B] Quarterstaff 0 1d4-1/1d4-1 x2 Crossbow, light +5 1d6 19-20x2 Dagger (melee) 0 1d3-1 19-20x2 Dagger (thrown) +6 1d3 19-20x2 [B]Languages[/B] - Common - Halfling - Draconic - Goblin - Gnome [B]Abilities[/B] RACIAL TRAITS: - +2 Dexterity, -2 Strength: Halflings are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids. - Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. - Halfling base land speed is 20 feet. - +2 racial bonus on Climb, Jump, and Move Silently checks: Halflings are agile, surefooted, and athletic. - +1 racial bonus on all saving throws: Halflings are surprisingly capable of avoiding mishaps. - +2 morale bonus on saving throws against fear: This bonus stacks with the halfling's +1 bonus on saving throws in general. - +1 racial bonus on attack rolls with thrown weapons and slings: Throwing and slinging stones is a universal sport among halflings, and they develop especially good aim. - +2 racial bonus on Listen checks: Halflings have keen ears. - Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Smart halflings learn the languages of their friends and enemies. - Favored Class: Rogue. Al multiclass halfling's rogue class does not count when determining whether she takes an experience point penalty for multiclassing. Halflings have long had to rely on stealth, wit, and skill, and the vocation of rogue comes naturally to them. CLASS TRAITS (WIZARD): - Summon Familiar - Scribe Scroll: You can create scrolls, from which you or another spellcaster can cast the scribed spells. - Spells Known: 0 (ALL) - ALL 1 (6) - Magic Missle, Mage Armor, Identify, Comprehend Languages, Ray of Enfeeblement, Chill Touch - Spells Prepared (Bonus 1, 2, 3): 0 (3) - Ray of Frost, Disrupt Undead, Read Magic 1 (2) - Magic Missle, Mage Armor [B]Feats[/B] - Scribe Scroll - You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its (spell level x (caster level) x 25) gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll. - Eschew Materials - You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal. - Alertness (when within arms reach of familiar) - You have finely tuned senses. [B]Skill Points[/B] 20 [B]Max Ranks[/B] 4/2 [B]Skills Ranks Mod Misc Total[/B] Climb (STR)* 0 -1 +2 +1 Concentration (CON) 4 +1 +5 Decipher Script (INT) 2 +3 +5 Hide (DEX)* 0 +4 +4 +8 Jump (STR)* 0 -1 -4 -5 Knowledge (Arcana) (INT) 4 +3 +7 Knowledge (History) (INT) 1 +3 +4 Knowledge (Local) (INT) 1 +3 +4 Knowledge (Nature) (INT) 1 +3 +4 Knowledge (Arch/Eng) (INT) 1 +3 +4 Knowledge (Nobility) (INT) 1 +3 +4 Knowledge (Religion) (INT) 1 +3 +4 Move Silently (DEX)* 0 +4 +2 +6 Listen (WIS)* 0 +0 +4** +4 Spellcraft (INT) 4 +3 +7 Spot (WIS)* 0 +0 +2** +2 * - Cross Class Skill ** - +2 if Alertness Feat Applys [B]Equipment Cost Weight[/B] Quarterstaff ~~cp 2lb Light Crossbow 35gp 2lb - Bolts, crossbow (x20) 2gp 1lb Dagger 2gp .5lb Explorer's Outfit ~~gp ~~lb Backpack 2gp .5lb - Ink (1 oz. vial) (x2) 16gp ~~lb - Spellbook, wizards 15gp 3lb - Spell Component Pouch 5gp 2lb - Signet Ring 5gp ~~lb - Rations, trail (x4) 2gp 1lb - Sealing Wax 1gp 1lb - Waterskin 1gp 1lb - Flint and Steel 1gp ~~lb - Paper (sheet) (x2) 8sp ~~lb - Bedroll 1sp 1.25lb - Inkpen 1sp ~~lb - Torch 1cp 1lb [B]Total Weight[/B]16.23lb [B]Money[/B] 31gp 09sp 09cp [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight[/B] 19.5 39.25 60 120 300 [B]Age[/B] 45 [B]Height[/B] 3'2" [B]Weight[/B] 31lb [B]Eyes[/B] Black [B]Hair[/B] Black [B]Skin[/B] Tan and Rough[/CODE] [B]Appearance[/B] Jasper has a knack for keeping is nose to the book, so although his skin is really rough, in comparison to many of the other Halflings you might see, Jasper's skin looks quite soft. His eyes and hair are as dark as the night's sky. He looks like many a wizard, with the cloak hanging over his body, flowing down to the ground. However, the hood of his cloak is constantly down, giving way to a bright red scarf that adorns his neck. This scarf is normal in it's look, save for the fact that it looks like it was made to fit a human. The scarf hangs down past his knees outside of his cloak. The solid dark blue cloak is well complimented by this scarf, and if it weren't for the scarf, Jasper might not be recognizable at all. He walks around with his quarterstaff out constantly (sometimes doing tricks...poorly), and looks to be just getting into the prime of his life. He always seems smiling and happy, like he just got away with something that he shouldn't have. [B]Background[/B] Jasper was born in a tiny little village with 2 brothers and 1 sister. His parents didn't really want him getting into the trouble that his siblings before him had been in, so they made sure to school him well. After getting his first look at a book, Jasper was instantly drawn in by them. This is how he got his nick-name. While walking down the street, one could see Jasper reading, and it seemed that every day, he was on to a new book. One day, while in the library, he came across a book in a language he did not know. That language turned out to be Draconic. He took many years of his childhood deciphering that book, and finally, one day, he managed to get what it said. The halflings in the town, unbeknownst to them, had placed a spellbook in with their regular books. Jasper, being as curious as he was, wanted to find a way to "use" the book, so he went out searching for a way. He finally came across a wizard's guild, and began learning the ways of an arcane mage. The spellbook has become his personal spellbook, and he is on a never-ending quest for true understanding of Arcana...oh, and quest for books. That too. This endless search for knowledge has led him to the Red Dragon Inn. [/QUOTE]
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