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[RG] Adventures in Ashwell
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<blockquote data-quote="industrygothica" data-source="post: 7074655" data-attributes="member: 23298"><p>[SBLOCK=Character Portrait]</p><p style="text-align: center"><img src="http://i66.tinypic.com/2d9nwad.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>[/SBLOCK]</p><p></p><p>[SBLOCK=Backstory]</p><p></p><p>[/SBLOCK]</p><p></p><p>[SBLOCK=Kilvo Greyclaw (Hill Dwarf Artificer 2)]</p><p><strong>Name:</strong> Kilvo Greyclaw</p><p><strong>Sex:</strong> Male</p><p><strong>Race:</strong> Dwarf</p><p><strong>Class/Level:</strong> Artificer 2</p><p><strong>Alignment:</strong> Neutral Good</p><p><strong>Age:</strong> 128 </p><p><strong>Faction:</strong> --</p><p><strong>Size:</strong> Small (4' 1", 155 lbs.)</p><p><strong>Type (Subtype):</strong> Humanoid (Hill Dwarf)</p><p><strong>Init:</strong> +3</p><p><strong>Speed:</strong> 25ft</p><p><strong>Senses:</strong> Darkvision 60 ft.</p><p><strong>Passive Perception:</strong> 9</p><p><strong>Languages</strong> Common, Dwarven, Elven</p><p></p><p><strong>STATISTICS</strong></p><p><strong>Str</strong> 9 (-1), <strong>Dex</strong> 16 (+3), <strong>Con</strong> 16 (+3), <strong>Int</strong> 16 (+3), <strong>Wis</strong> 9 (-1), <strong>Cha</strong> 9 (-1)</p><p></p><p>[SBLOCK=DEFENSE]</p><p><strong>AC:</strong> 16 (Scale mail, +3 Dex)</p><p><strong>HP:</strong> 21 (2d8+6, +2 Dwarven Toughness)</p><p><strong>Saves:</strong> Constitution +5, Intelligence +5</p><p>[/SBLOCK]</p><p></p><p>[SBLOCK=OFFENSE]</p><p><strong>Melee:</strong> Thunder cannon +5 Attack, 2d6+3 Piercing </p><p><strong>Melee:</strong> Dagger (range 20/60) +5 Attack, 1d4+3 Piercing </p><p><strong>Ranged:</strong> Light crossbow +5, 1d8+3</p><p><strong>Spell Attack:</strong> +5 (INT)</p><p><strong>Spell Save DC:</strong> 13</p><p>[/SBLOCK]</p><p></p><p>[SBLOCK=SPELLS]</p><p><strong>Spell Save DC:</strong> 13</p><p><strong>Spell Slots:</strong> 0, 0, 0, 0, 0, 0, 0, 0, 0</p><p><strong>Slots Used:</strong> 0, 0, 0, 0, 0, 0, 0, 0, 0</p><p><strong>Spells Prepared:</strong> (0) </p><ul> <li data-xf-list-type="ul">Cantrips:Mending (**)</li> <li data-xf-list-type="ul">Rituals: Detect Magic (**), Identify (**)</li> <li data-xf-list-type="ul">1st Level: --</li> </ul><p>(*) can be cast at higher levels; (**) spell granted via a class feature</p><p>[/SBLOCK]</p><p></p><p>[SBLOCK=SKILLS]</p><p>3 Artificer, 2 background; Proficient skills in bold</p><p>Mod Attribute Name of Skill</p><p>+3 (dex) Acrobatics</p><p>-1 (wis) Animal Handling</p><p><strong>+5 (int) Arcana</strong></p><p>-1 (str) Athletics</p><p>-1 (cha) Deception</p><p><strong>+5 (int) History</strong></p><p><strong>+1 (wis) Insight</strong></p><p>-1 (cha) Intimidation</p><p><strong>+5 (int) Investigation</strong></p><p>-1 (wis) Medicine</p><p>+3 (int) Nature</p><p>-1 (wis) Perception</p><p>-1 (cha) Performance</p><p><strong>+1 (cha) Persuasion</strong></p><p>+3 (int) Religion</p><p>+3 (dex) Sleight of Hand</p><p>+3 (dex) Stealth</p><p>-1 (wis) Survival</p><p>[/SBLOCK]</p><p></p><p>[SBLOCK=RACIAL FEATURES]</p><p>Hill Dwarf</p><p><s><strong>Darkvision:</strong> 60 ft</s></p><p><s><strong>Dwarven Resilience:</strong> You have advantave on saving throws against poison, and you have resistance against poison damage.</s></p><p><s><strong>Dwarven Combat Training:</strong> You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.</s></p><p><strong>Tool Proficiency:</strong> You gain proficiency with brewer's supplies</p><p><strong>Stonecunning:</strong> Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal bonus.</p><p><strong>Dwarven Toughness:</strong> Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.</p><p><strong>Languages:</strong> Common, Dwarf</p><p>[/SBLOCK]</p><p></p><p>[SBLOCK=BACKGROUND FEATURES]</p><p>Guild Artisan (Tinker)</p><p><strong>Skill Proficiencies:</strong> Insight, Persuasion</p><p><strong>Tool Proficiencies:</strong> Smith's tools</p><p><strong>Feature (Guild Membership)</strong>: PHB p.133</p><p><strong>Languages (one]:</strong> Elven</p><p></p><p><strong>Traits:</strong> I always want to know how things work and what makes people tick.</p><p><strong>Ideal:</strong> I work hard to be the best there is at my craft.</p><p><strong>Bond:</strong> One day I will return to my guild and prove that I am the greatest artisan of them all.</p><p><strong>Flaw:</strong> I'll do anything to get my hands on something rare or priceless.</p><p>[/SBLOCK]</p><p></p><p>[SBLOCK=CLASS FEATURES]</p><p><strong>Proficiencies:</strong> Light & meduim armor, Simple weapons, Thieve's tools, Alchemist's supplies, Tinker's tools</p><p><strong>Artificer Specialist:</strong> Gunsmith</p><p><strong>Magic Item Analysis:</strong> Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells <em>detect magic</em> and <em>identify</em>, and you can cast them as rituals. You don't need to provide a material component when casting <em>identify</em> with this class feature.</p><p><strong>Master Smith:</strong> When you choose this specialization at 1st level, you gain proficiency with smith's tools, and you learn the <em>mending</em> cantrip.</p><p><strong>Thunder Cannon:</strong> Forge Thunder Cannon, a two-handed ranged firearm that deals 2d6 piercing damage. Reload as a bonus action.</p><p><strong>Arcane Magazine:</strong> At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning.</p><p></p><p>You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds.</p><p><strong>Tool Expertise:</strong> Your proficiency bonus is doubled for any of the tool proficiencies you gain from this class.</p><p>[/SBLOCK]</p><p></p><p>[SBLOCK=EQUIPMENT]</p><p><strong>Combat Gear: </strong></p><p>Thunder Cannon</p><p>Dagger x2</p><p>Light crossbow</p><p>Crossbow bolts x20</p><p>Scale mail</p><p></p><p></p><p><strong>Other Gear: </strong>Thieve's tools, Dungeoneer's pack, Alchemist's supplies, Letter of introduction from guild, Traveler's clothes, Belt pouch with 15 gp</p><p></p><p><strong>Carrying Capacity:</strong> 135 lbs</p><p><strong>Push/Drag/Lift:</strong> 270 lbs</p><p>[/SBLOCK]</p><p></p><p>[SBLOCK=MONEY LOG]</p><p>[code]</p><p>Starting Gold: 15 gp</p><p>[/code]</p><p>[/SBLOCK]</p><p>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="industrygothica, post: 7074655, member: 23298"] [SBLOCK=Character Portrait] [CENTER][IMG]http://i66.tinypic.com/2d9nwad.jpg[/IMG][/CENTER] [/SBLOCK] [SBLOCK=Backstory] [/SBLOCK] [SBLOCK=Kilvo Greyclaw (Hill Dwarf Artificer 2)] [B]Name:[/B] Kilvo Greyclaw [B]Sex:[/B] Male [B]Race:[/B] Dwarf [B]Class/Level:[/B] Artificer 2 [B]Alignment:[/B] Neutral Good [B]Age:[/B] 128 [B]Faction:[/B] -- [B]Size:[/B] Small (4' 1", 155 lbs.) [B]Type (Subtype):[/B] Humanoid (Hill Dwarf) [B]Init:[/B] +3 [B]Speed:[/B] 25ft [B]Senses:[/B] Darkvision 60 ft. [B]Passive Perception:[/B] 9 [B]Languages[/B] Common, Dwarven, Elven [B]STATISTICS[/B] [B]Str[/B] 9 (-1), [B]Dex[/B] 16 (+3), [B]Con[/B] 16 (+3), [B]Int[/B] 16 (+3), [B]Wis[/B] 9 (-1), [B]Cha[/B] 9 (-1) [SBLOCK=DEFENSE] [B]AC:[/B] 16 (Scale mail, +3 Dex) [B]HP:[/B] 21 (2d8+6, +2 Dwarven Toughness) [B]Saves:[/B] Constitution +5, Intelligence +5 [/SBLOCK] [SBLOCK=OFFENSE] [B]Melee:[/B] Thunder cannon +5 Attack, 2d6+3 Piercing [B]Melee:[/B] Dagger (range 20/60) +5 Attack, 1d4+3 Piercing [B]Ranged:[/B] Light crossbow +5, 1d8+3 [B]Spell Attack:[/B] +5 (INT) [B]Spell Save DC:[/B] 13 [/SBLOCK] [SBLOCK=SPELLS] [B]Spell Save DC:[/B] 13 [B]Spell Slots:[/B] 0, 0, 0, 0, 0, 0, 0, 0, 0 [B]Slots Used:[/B] 0, 0, 0, 0, 0, 0, 0, 0, 0 [B]Spells Prepared:[/B] (0) [list] [*]Cantrips:Mending (**) [*]Rituals: Detect Magic (**), Identify (**) [*]1st Level: -- [/list](*) can be cast at higher levels; (**) spell granted via a class feature [/SBLOCK] [SBLOCK=SKILLS] 3 Artificer, 2 background; Proficient skills in bold Mod Attribute Name of Skill +3 (dex) Acrobatics -1 (wis) Animal Handling [B]+5 (int) Arcana[/B] -1 (str) Athletics -1 (cha) Deception [B]+5 (int) History[/B] [B]+1 (wis) Insight[/B] -1 (cha) Intimidation [B]+5 (int) Investigation[/B] -1 (wis) Medicine +3 (int) Nature -1 (wis) Perception -1 (cha) Performance [B]+1 (cha) Persuasion[/B] +3 (int) Religion +3 (dex) Sleight of Hand +3 (dex) Stealth -1 (wis) Survival [/SBLOCK] [SBLOCK=RACIAL FEATURES] Hill Dwarf [S][B]Darkvision:[/B] 60 ft[/S] [S][B]Dwarven Resilience:[/B] You have advantave on saving throws against poison, and you have resistance against poison damage.[/S] [S][B]Dwarven Combat Training:[/B] You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.[/S] [B]Tool Proficiency:[/B] You gain proficiency with brewer's supplies [B]Stonecunning:[/B] Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal bonus. [B]Dwarven Toughness:[/B] Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. [B]Languages:[/B] Common, Dwarf [/SBLOCK] [SBLOCK=BACKGROUND FEATURES] Guild Artisan (Tinker) [B]Skill Proficiencies:[/B] Insight, Persuasion [B]Tool Proficiencies:[/B] Smith's tools [B]Feature (Guild Membership)[/B]: PHB p.133 [B]Languages (one]:[/B] Elven [B]Traits:[/B] I always want to know how things work and what makes people tick. [B]Ideal:[/B] I work hard to be the best there is at my craft. [B]Bond:[/B] One day I will return to my guild and prove that I am the greatest artisan of them all. [B]Flaw:[/B] I'll do anything to get my hands on something rare or priceless. [/SBLOCK] [SBLOCK=CLASS FEATURES] [B]Proficiencies:[/B] Light & meduim armor, Simple weapons, Thieve's tools, Alchemist's supplies, Tinker's tools [B]Artificer Specialist:[/B] Gunsmith [B]Magic Item Analysis:[/B] Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells [i]detect magic[/i] and [i]identify[/i], and you can cast them as rituals. You don't need to provide a material component when casting [i]identify[/i] with this class feature. [B]Master Smith:[/B] When you choose this specialization at 1st level, you gain proficiency with smith's tools, and you learn the [i]mending[/i] cantrip. [B]Thunder Cannon:[/B] Forge Thunder Cannon, a two-handed ranged firearm that deals 2d6 piercing damage. Reload as a bonus action. [B]Arcane Magazine:[/B] At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. [B]Tool Expertise:[/b] Your proficiency bonus is doubled for any of the tool proficiencies you gain from this class. [/SBLOCK] [SBLOCK=EQUIPMENT] [B]Combat Gear: [/B] Thunder Cannon Dagger x2 Light crossbow Crossbow bolts x20 Scale mail [B]Other Gear: [/B]Thieve's tools, Dungeoneer's pack, Alchemist's supplies, Letter of introduction from guild, Traveler's clothes, Belt pouch with 15 gp [B]Carrying Capacity:[/B] 135 lbs [B]Push/Drag/Lift:[/B] 270 lbs [/SBLOCK] [SBLOCK=MONEY LOG] [code] Starting Gold: 15 gp [/code] [/SBLOCK] [/SBLOCK] [/QUOTE]
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