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<blockquote data-quote="B4cchus" data-source="post: 2999413" data-attributes="member: 35026"><p><strong>Findoram Hammerhand</strong></p><p></p><p>Changes made in level 3:</p><p>added cleric level</p><p>added +1 BAB</p><p>added 6+2 hp</p><p>added +1 to grapple</p><p>added 450 craft points(level) and 1500 (craft feat) = 1950</p><p>added +1 REF save</p><p>added Craft wonderous item feat</p><p>added 4 skillpoints, assigned to </p><p>2 points to craft (bowmaking)</p><p>1 point to concentration</p><p>1 point to spellcraft</p><p></p><p>shortened level 1 and 2 sheets due posting problems. Removed racial and cleric class abilities form those sheets.</p><p></p><p>Approved for level 3.</p><p>[code][B]Name:[/B] Findoram Hammerhand</p><p>[B]Class:[/B] Cleric</p><p>[B]Race:[/B] Dwarf</p><p>[B]Size:[/B] M</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] LN</p><p>[B]Deity:[/B] Gundar</p><p></p><p>[B]Str:[/B] 14 +2 ( 6p.) [B]Level:[/B] 3 [B]XP:[/B] 5885/6000</p><p>[B]Dex:[/B] 8 -1 ( 0p.) [B]BAB:[/B] +2 [B]HP:[/B] 26/26 (8+2+6+2+6+2)</p><p>[B]Con:[/B] 14 +2 ( 4p.) [B]Grapple:[/B] +4 [B]Dmg Red:[/B] -/-</p><p>[B]Int:[/B] 14 +2 ( 6p.) [B]Speed:[/B] 20' [B]Spell Res:[/B] -</p><p>[B]Wis:[/B] 16 +3 (10p.) [B]Init:[/B] -1 [B]Spell Save:[/B] +3</p><p>[B]Cha:[/B] 10 +0 ( 4p.) [B]ACP:[/B] -5 [B]Spell Fail:[/B] -</p><p>racial: +2 con, -2 cha</p><p></p><p>[B]Craft points:[/B]2376</p><p>[B]Current hp:[/B] 2</p><p> </p><p> [B]Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10 +5 +1 -1 +0 +0 +0 15</p><p>[B]Touch:[/B] 9 [B]Flatfooted:[/B] 15</p><p>+4 dodge bonus to Armor Class against monsters of the giant type.</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 3 +2 +5</p><p>[B]Ref:[/B] 1 -1 0</p><p>[B]Will:[/B] 3 +3 +6</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></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>Dwarven waraxe +4 1d10+2 20-x3</p><p>Dwarven waraxe +1 +5 1d10+3 20-x3</p><p>+1 racial bonus on attack rolls against orcs and goblinoids.</p><p></p><p>[B]Languages:[/B] Dwarf, Common, Terran and Undercommon.</p><p></p><p>[B]Abilities:[/B] </p><p>Dwarven racial abilities:</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. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine 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 </p><p>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 flat-footed, 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></p><p>Cleric abilities:</p><p>Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). </p><p>A cleric of a lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). </p><p>A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name). </p><p>Turn undead: 3/day (+2 bonus on turn checks form knowledge religion)</p><p>3 per day, turn check 1d20+2, turn damage 2d6+3</p><p></p><p>Domain powers:</p><p>ARTIFICE DOMAIN</p><p>Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level.</p><p></p><p>STRENGTH DOMAIN</p><p>You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day. </p><p></p><p>[B]Feats:[/B] Martial weapon proficiency (dwarven waraxe), craft wonderous item.</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 0 +2 +2(*1)</p><p>craft(weaponsmith) 4 +2 +4 +10(*2)</p><p>craft(armorsmith) 4 +2 +4 +10(*2)</p><p>craft(bowmaking) 3 +2 +4 +9</p><p>heal 1 +3 +4</p><p>knowledge(religion) 5 +2 +7</p><p>concentration 4 +2 +6</p><p>spellcraft 3 +2 +5</p><p>spot 0 +3 +3</p><p>*1: +2 racial bonus on Appraise checks that are related to stone or metal items. </p><p>*2: +2 racial bonus on Craft checks that are related to stone or metal. </p><p></p><p>Spells:</p><p>Level 0: 4</p><p>Level 1: 3+1</p><p>Level 2: 2+1</p><p>Spells perpared: </p><p>0:[s]2x create water[/s]; light, detect magic</p><p>1: [s]magic weapon[/s], [s]bless[/s], [s]protection vs. evil[/s], enlarge person(domain)</p><p>2: [s]spiritual weapon[/s], [s]lesser restoration[/s], [s]bull's strength(domain)[/s]</p><p></p><p>[B]Equipment: Cost Weight[/B]</p><p>Artisan's outfit - -</p><p>Holy symbol(steel) 5gp 1lb</p><p>Spell component pouch 5gp 2lb</p><p>Dwarven waraxe 30gp 8lb (*)</p><p>Breastplate 200gp 30lb (*)</p><p>Buckler 15gp 5lb (*)</p><p>Dwarven Waraxe +1 2,330gp 8lb (from Thurgan)</p><p>Masterwork Dwarven Waraxe 330gp 8lb (from Thurgan)</p><p>Wand of CLW (0 carges) 0gp 0lb (from Thurgan)</p><p>Wand of CLW (38 charges) 750gp 0lb (from Thurgan)</p><p>(*): self crafted </p><p></p><p>Carried on Camel:</p><p>Winter Blanket 5sp 3lb (**)</p><p>Small barrel 1gp 15lb (**)</p><p>14 days rations 7gp 14lb (**)</p><p> 8 days feed 4sp 80lb (**)</p><p></p><p>not carried:</p><p>Leather apron 10gp 15lb</p><p>(as leather armor)</p><p>MW artisan tools 55gp 5lb</p><p>6 days feed 3sp 60lb (**)</p><p> (**): bought at 1.5x price</p><p>[B]Total Weight:[/B]62 [B]Money:[/B] 6111gp -sp -cp</p><p></p><p>Findoram has 40.83 gp stashed at the RDI.</p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] 58 116 175 350 875</p><p></p><p>Carried by Camel:</p><p>Findoram 154</p><p>Findoram's equipment 62</p><p>Extra equipment on Camel 112lb</p><p>Total 312lb (medium load)</p><p></p><p>[B]Age:[/B] 81</p><p>[B]Height:[/B] 4' 3"</p><p>[B]Weight:[/B] 154lb</p><p>[B]Eyes:[/B] blue</p><p>[B]Hair:[/B] bald (black)</p><p>[B]Skin:[/B] Dark tan[/code]<strong>Appearance:</strong> Findoram appears as one would expect from a dwarven smith of good proportians. He is </p><p></p><p>heavliy build and has strong arms. </p><p>Under his bald scalp he wears his beard with pride. At first He may come across as somewhat reserved and grumpy but when you get to know him (or when the Ale starts flowing) he becomes more jovial and merry.</p><p>Findoram is a devout follower of Gundar and will uphold his teachings and ways win any occasion he can.</p><p></p><p><strong>Background:</strong> Born and raised amongst his own, Findoram grew up in a clan of smiths of great repute. He was tought in the ways of a weapons- and armorsmith.</p><p>During his teens he heard the call of the High King and answered to it by joining His clergy. </p><p>Already a talented and skilled smith, the dwarven Forgemasters of Gundar found and excellent priest and smith in Findoram. </p><p>After many years of study and craft Findoram set out to spread the teachings of Gundar and make a business of his talents.</p><p></p><p>[sblock=XP History]</p><p><a href="http://www.enworld.org/showpost.php?p=3050959&postcount=120" target="_blank">EN World D&D / RPG News - View Single Post - Bounty of the Endless Sands</a> 350xp</p></blockquote><p></p>
[QUOTE="B4cchus, post: 2999413, member: 35026"] [b]Findoram Hammerhand[/b] Changes made in level 3: added cleric level added +1 BAB added 6+2 hp added +1 to grapple added 450 craft points(level) and 1500 (craft feat) = 1950 added +1 REF save added Craft wonderous item feat added 4 skillpoints, assigned to 2 points to craft (bowmaking) 1 point to concentration 1 point to spellcraft shortened level 1 and 2 sheets due posting problems. Removed racial and cleric class abilities form those sheets. Approved for level 3. [code][B]Name:[/B] Findoram Hammerhand [B]Class:[/B] Cleric [B]Race:[/B] Dwarf [B]Size:[/B] M [B]Gender:[/B] Male [B]Alignment:[/B] LN [B]Deity:[/B] Gundar [B]Str:[/B] 14 +2 ( 6p.) [B]Level:[/B] 3 [B]XP:[/B] 5885/6000 [B]Dex:[/B] 8 -1 ( 0p.) [B]BAB:[/B] +2 [B]HP:[/B] 26/26 (8+2+6+2+6+2) [B]Con:[/B] 14 +2 ( 4p.) [B]Grapple:[/B] +4 [B]Dmg Red:[/B] -/- [B]Int:[/B] 14 +2 ( 6p.) [B]Speed:[/B] 20' [B]Spell Res:[/B] - [B]Wis:[/B] 16 +3 (10p.) [B]Init:[/B] -1 [B]Spell Save:[/B] +3 [B]Cha:[/B] 10 +0 ( 4p.) [B]ACP:[/B] -5 [B]Spell Fail:[/B] - racial: +2 con, -2 cha [B]Craft points:[/B]2376 [B]Current hp:[/B] 2 [B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 +5 +1 -1 +0 +0 +0 15 [B]Touch:[/B] 9 [B]Flatfooted:[/B] 15 +4 dodge bonus to Armor Class against monsters of the giant type. [B]Base Mod Misc Total[/B] [B]Fort:[/B] 3 +2 +5 [B]Ref:[/B] 1 -1 0 [B]Will:[/B] 3 +3 +6 +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects. [B]Weapon Attack Damage Critical[/B] Dwarven waraxe +4 1d10+2 20-x3 Dwarven waraxe +1 +5 1d10+3 20-x3 +1 racial bonus on attack rolls against orcs and goblinoids. [B]Languages:[/B] Dwarf, Common, Terran and Undercommon. [B]Abilities:[/B] Dwarven racial abilities: 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 flat-footed, 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. Cleric abilities: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). A cleric of a lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name). Turn undead: 3/day (+2 bonus on turn checks form knowledge religion) 3 per day, turn check 1d20+2, turn damage 2d6+3 Domain powers: ARTIFICE DOMAIN Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. STRENGTH DOMAIN You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day. [B]Feats:[/B] Martial weapon proficiency (dwarven waraxe), craft wonderous item. [B]Skill Points:[/B] 24 [B]Max Ranks:[/B] 6/3 [B]Skills Ranks Mod Misc Total[/B] appraise 0 +2 +2(*1) craft(weaponsmith) 4 +2 +4 +10(*2) craft(armorsmith) 4 +2 +4 +10(*2) craft(bowmaking) 3 +2 +4 +9 heal 1 +3 +4 knowledge(religion) 5 +2 +7 concentration 4 +2 +6 spellcraft 3 +2 +5 spot 0 +3 +3 *1: +2 racial bonus on Appraise checks that are related to stone or metal items. *2: +2 racial bonus on Craft checks that are related to stone or metal. Spells: Level 0: 4 Level 1: 3+1 Level 2: 2+1 Spells perpared: 0:[s]2x create water[/s]; light, detect magic 1: [s]magic weapon[/s], [s]bless[/s], [s]protection vs. evil[/s], enlarge person(domain) 2: [s]spiritual weapon[/s], [s]lesser restoration[/s], [s]bull's strength(domain)[/s] [B]Equipment: Cost Weight[/B] Artisan's outfit - - Holy symbol(steel) 5gp 1lb Spell component pouch 5gp 2lb Dwarven waraxe 30gp 8lb (*) Breastplate 200gp 30lb (*) Buckler 15gp 5lb (*) Dwarven Waraxe +1 2,330gp 8lb (from Thurgan) Masterwork Dwarven Waraxe 330gp 8lb (from Thurgan) Wand of CLW (0 carges) 0gp 0lb (from Thurgan) Wand of CLW (38 charges) 750gp 0lb (from Thurgan) (*): self crafted Carried on Camel: Winter Blanket 5sp 3lb (**) Small barrel 1gp 15lb (**) 14 days rations 7gp 14lb (**) 8 days feed 4sp 80lb (**) not carried: Leather apron 10gp 15lb (as leather armor) MW artisan tools 55gp 5lb 6 days feed 3sp 60lb (**) (**): bought at 1.5x price [B]Total Weight:[/B]62 [B]Money:[/B] 6111gp -sp -cp Findoram has 40.83 gp stashed at the RDI. [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] 58 116 175 350 875 Carried by Camel: Findoram 154 Findoram's equipment 62 Extra equipment on Camel 112lb Total 312lb (medium load) [B]Age:[/B] 81 [B]Height:[/B] 4' 3" [B]Weight:[/B] 154lb [B]Eyes:[/B] blue [B]Hair:[/B] bald (black) [B]Skin:[/B] Dark tan[/code][B]Appearance:[/B] Findoram appears as one would expect from a dwarven smith of good proportians. He is heavliy build and has strong arms. Under his bald scalp he wears his beard with pride. At first He may come across as somewhat reserved and grumpy but when you get to know him (or when the Ale starts flowing) he becomes more jovial and merry. Findoram is a devout follower of Gundar and will uphold his teachings and ways win any occasion he can. [B]Background:[/B] Born and raised amongst his own, Findoram grew up in a clan of smiths of great repute. He was tought in the ways of a weapons- and armorsmith. During his teens he heard the call of the High King and answered to it by joining His clergy. Already a talented and skilled smith, the dwarven Forgemasters of Gundar found and excellent priest and smith in Findoram. After many years of study and craft Findoram set out to spread the teachings of Gundar and make a business of his talents. [sblock=XP History] [URL="http://www.enworld.org/showpost.php?p=3050959&postcount=120"]EN World D&D / RPG News - View Single Post - Bounty of the Endless Sands[/URL] 350xp [/QUOTE]
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