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Recruitment for Tal'Dorei 5e PBP
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<blockquote data-quote="jonathonhawke" data-source="post: 9075625" data-attributes="member: 6810779"><p>And here's my character:</p><p><strong>Name:</strong> Niklos of Lyra</p><p><strong>Race: </strong>Stout Halfling</p><p><strong>Background:</strong> Outlander</p><p><strong>Class:</strong> Cleric (Life Domain)</p><p>-level 1</p><p></p><p>Str: 8 -1</p><p>Dex: 16 +3</p><p>Con: 14 +2</p><p>Int: 10 +0</p><p>Wis: 15 +2</p><p>Cha: 12 +1</p><p></p><p>Speed 25 ft</p><p>HP: 12</p><p>Initiative: +3</p><p></p><p><strong>Saving Throws:</strong></p><p>Str -1</p><p>Dex +3</p><p>Con +2</p><p>Int +0</p><p>Wis +4</p><p>Cha +3</p><p></p><p>Armor Class: 14</p><p></p><p><strong>Weapon Attacks:</strong></p><p>Mace: +1, 1d6 Bludgeoning damage</p><p>Crossbow, Light, +5 1d8+3 Piercing damage (Ammunition (80/320), Loading, Two-handed)</p><p></p><p><strong>Spell Attacks:</strong></p><p>Sacred Flame: Save vs CON (DC 12) or take 1d8 Radiant damage (Range: 60 ft)</p><p>Word of Radiance: Save vs DEX (DC 12) or take 1d6 Radiant damage (Area: 5 ft radius around caster)</p><p></p><p></p><p>Proficiency bonus +2</p><p></p><p><strong>Proficiencies:</strong></p><p>Armor: All armor, shields</p><p>Weapons: Simple weapons</p><p>Tools: Woodcarver's tools</p><p>Languages: Common, Halfling, Gnomish</p><p></p><p><strong>Skills:</strong></p><p>Acrobatics +3</p><p>Animal Handling +2</p><p>Arcana +0</p><p>Athletics +1</p><p>Deception +1</p><p>History +0</p><p>Insight +2</p><p>Investigation +0</p><p>Medicine +2</p><p>Nature +0</p><p>Perception +2</p><p>Performance +1</p><p>Persuasion +3</p><p>Religion +2</p><p>Sleight of Hand +3</p><p>Stealth +3</p><p>Survival +4</p><p>Spellcasting:</p><p>Spellcasting Ability: Wisdom</p><p>Ritual Casting: Prepared Spells</p><p>Spellcasting Focus: Holy Symbol</p><p>Spell save DC: 8 + Proficiency Bonus (2) + Wisdom Modifier (2) = 12</p><p>Spell attack bonus: Proficiency Bonus (2) + Wisdom Modifier (2) = +4</p><p></p><p><strong>Cantrips:</strong></p><p><strong>Sacred Flame:</strong> Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.</p><p><strong>Spare the Dying:</strong> You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.</p><p><strong>Word of Radiance:</strong> You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.</p><p></p><p><strong>Prepared Spells:</strong></p><p>Level 1 (3 slots):</p><p><strong>Bless </strong>d: You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.</p><p><strong>Cure Wounds</strong> d: A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.</p><p><strong>Purify Food and Drink: </strong>All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.</p><p><strong>Sanctuary: </strong>You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.</p><p>If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.</p><p><strong>Shield of Faith: </strong>A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.</p><p></p><p><strong>Racial traits:</strong></p><p><strong>Lucky:</strong> Reroll 1s on Attacks, Checks and Saves.</p><p><strong>Brave:</strong> You have advantage on saving throws against being frightened.</p><p><strong>Halfling Nimbleness: </strong>You can move through the space of any creature that is of a size larger than yours.</p><p><strong>Stout Resilience:</strong> You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p></p><p><strong>Background traits:</strong></p><p><strong>Wanderer: </strong>You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.</p><p></p><p><strong>Class traits:</strong></p><p><strong>Spellcasting</strong></p><p><strong>Disciple of Life:</strong> Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.</p><p></p><p><strong>Equipment:</strong> total weight 58 lbs total cost 2gp 1cp</p><p></p><p>Armor total weight 10 lbs total cost 0gp</p><p>Leather Armor AC 11+Dex wgt 10 lbs (class starting gear)</p><p></p><p>Weapons total wgt 10.5 lbs Total Cost 0gp</p><p>Mace wgt 4 lbs (class starting gear)</p><p>Light crossbow wgt 5 lbs (class starting gear)</p><p>-bolts (20) wgt 1.5 lbs (class starting gear)</p><p></p><p>Gear total weight 37.5 lbs Total cost 2gp 1cp</p><p>Holy Symbol (amulet) wgt 1 lb (class starting gear)</p><p>Staff wgt 4 lb (background starting gear)</p><p>Quiver wgt 1 lb cost 1gp</p><p>Clothes, traveller's wgt 4 lb (class starting gear)</p><p>Belt Pouch wgt 1 lb (class starting gear)</p><p>Trophy: Wolfskin cloak (from animal I killed) wgt 4 lb (class starting gear)</p><p>Woodcarver's tools wgt 5 cost 1gp</p><p>Sack wgt .5 lb cost 1cp</p><p>-Small toys wgt 3 lb cost 0gp</p><p>Explorer's Pack wgt 14 lb (class starting gear)</p><p>-Backpack wgt 5 lb</p><p>-Mess kit wgt 1 lb</p><p>-Tinderbox wgt 1 lb</p><p>-Torches (2) wgt 2 lb</p><p>-Rations (2 days) wgt 4 lb</p><p>-Waterskin wgt 1 lb</p><p></p><p>Trinket:</p><p>A pipe that blows bubbles</p><p></p><p>Money:</p><p>7gp, 9sp, 9cp</p><p></p><p><strong>Alignment:</strong> Lawful Good</p><p></p><p><strong>Personality:</strong></p><p>I spend much of my spare time and money on small presents, which I give to the children I meet.</p><p>I love to laugh, long and loud and clear.</p><p><strong>Ideal:</strong></p><p>Greater Good. It is each person’s responsibility to make the most happiness for everyone. (Good)</p><p><strong>Bond:</strong></p><p>An injury to a child is an injury to me.</p><p><strong>Flaw:</strong></p><p>I am too enamored of ale, wine, eggnog, milk, cookies, and other intoxicants.</p><p></p><p><strong>Background:</strong></p><p>Niklos hails from Balenpost, in the far North...</p><p>He was raised near a clan of rock gnomes. It was from them that he learned about making toys. He always got on well with everyone in the community, but he especially loved the children.</p><p>When he was about 33, he woke to Pelor's call, beckoning him south where there were children in need of protection.</p><p></p><p><strong>Description:</strong></p><p>About 3 feet tall, weighing 45 pounds.</p><p>Ruddy skin, blue eyes, and long, white, curly hair</p><p>Jolly and plump.</p><p>Dressed all in fur, from his head to his foot.</p><p>He has a broad face, and a round little belly, which shakes when he laughs like a bowl full of jelly.</p><p>The stump of a pipe he holds tight in his teeth, and bubbles from it encircle his head like a wreath.</p></blockquote><p></p>
[QUOTE="jonathonhawke, post: 9075625, member: 6810779"] And here's my character: [B]Name:[/B] Niklos of Lyra [B]Race: [/B]Stout Halfling [B]Background:[/B] Outlander [B]Class:[/B] Cleric (Life Domain) -level 1 Str: 8 -1 Dex: 16 +3 Con: 14 +2 Int: 10 +0 Wis: 15 +2 Cha: 12 +1 Speed 25 ft HP: 12 Initiative: +3 [B]Saving Throws:[/B] Str -1 Dex +3 Con +2 Int +0 Wis +4 Cha +3 Armor Class: 14 [B]Weapon Attacks:[/B] Mace: +1, 1d6 Bludgeoning damage Crossbow, Light, +5 1d8+3 Piercing damage (Ammunition (80/320), Loading, Two-handed) [B]Spell Attacks:[/B] Sacred Flame: Save vs CON (DC 12) or take 1d8 Radiant damage (Range: 60 ft) Word of Radiance: Save vs DEX (DC 12) or take 1d6 Radiant damage (Area: 5 ft radius around caster) Proficiency bonus +2 [B]Proficiencies:[/B] Armor: All armor, shields Weapons: Simple weapons Tools: Woodcarver's tools Languages: Common, Halfling, Gnomish [B]Skills:[/B] Acrobatics +3 Animal Handling +2 Arcana +0 Athletics +1 Deception +1 History +0 Insight +2 Investigation +0 Medicine +2 Nature +0 Perception +2 Performance +1 Persuasion +3 Religion +2 Sleight of Hand +3 Stealth +3 Survival +4 Spellcasting: Spellcasting Ability: Wisdom Ritual Casting: Prepared Spells Spellcasting Focus: Holy Symbol Spell save DC: 8 + Proficiency Bonus (2) + Wisdom Modifier (2) = 12 Spell attack bonus: Proficiency Bonus (2) + Wisdom Modifier (2) = +4 [B]Cantrips: Sacred Flame:[/B] Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. [B]Spare the Dying:[/B] You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. [B]Word of Radiance:[/B] You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. [B]Prepared Spells:[/B] Level 1 (3 slots): [B]Bless [/B]d: You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. [B]Cure Wounds[/B] d: A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. [B]Purify Food and Drink: [/B]All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. [B]Sanctuary: [/B]You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends. [B]Shield of Faith: [/B]A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. [B]Racial traits: Lucky:[/B] Reroll 1s on Attacks, Checks and Saves. [B]Brave:[/B] You have advantage on saving throws against being frightened. [B]Halfling Nimbleness: [/B]You can move through the space of any creature that is of a size larger than yours. [B]Stout Resilience:[/B] You have advantage on saving throws against poison, and you have resistance against poison damage. [B]Background traits: Wanderer: [/B]You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. [B]Class traits: Spellcasting Disciple of Life:[/B] Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. [B]Equipment:[/B] total weight 58 lbs total cost 2gp 1cp Armor total weight 10 lbs total cost 0gp Leather Armor AC 11+Dex wgt 10 lbs (class starting gear) Weapons total wgt 10.5 lbs Total Cost 0gp Mace wgt 4 lbs (class starting gear) Light crossbow wgt 5 lbs (class starting gear) -bolts (20) wgt 1.5 lbs (class starting gear) Gear total weight 37.5 lbs Total cost 2gp 1cp Holy Symbol (amulet) wgt 1 lb (class starting gear) Staff wgt 4 lb (background starting gear) Quiver wgt 1 lb cost 1gp Clothes, traveller's wgt 4 lb (class starting gear) Belt Pouch wgt 1 lb (class starting gear) Trophy: Wolfskin cloak (from animal I killed) wgt 4 lb (class starting gear) Woodcarver's tools wgt 5 cost 1gp Sack wgt .5 lb cost 1cp -Small toys wgt 3 lb cost 0gp Explorer's Pack wgt 14 lb (class starting gear) -Backpack wgt 5 lb -Mess kit wgt 1 lb -Tinderbox wgt 1 lb -Torches (2) wgt 2 lb -Rations (2 days) wgt 4 lb -Waterskin wgt 1 lb Trinket: A pipe that blows bubbles Money: 7gp, 9sp, 9cp [B]Alignment:[/B] Lawful Good [B]Personality:[/B] I spend much of my spare time and money on small presents, which I give to the children I meet. I love to laugh, long and loud and clear. [B]Ideal:[/B] Greater Good. It is each person’s responsibility to make the most happiness for everyone. (Good) [B]Bond:[/B] An injury to a child is an injury to me. [B]Flaw:[/B] I am too enamored of ale, wine, eggnog, milk, cookies, and other intoxicants. [B]Background:[/B] Niklos hails from Balenpost, in the far North... He was raised near a clan of rock gnomes. It was from them that he learned about making toys. He always got on well with everyone in the community, but he especially loved the children. When he was about 33, he woke to Pelor's call, beckoning him south where there were children in need of protection. [B]Description:[/B] About 3 feet tall, weighing 45 pounds. Ruddy skin, blue eyes, and long, white, curly hair Jolly and plump. Dressed all in fur, from his head to his foot. He has a broad face, and a round little belly, which shakes when he laughs like a bowl full of jelly. The stump of a pipe he holds tight in his teeth, and bubbles from it encircle his head like a wreath. [/QUOTE]
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