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(RG) Scourge of Daggerford
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<blockquote data-quote="Archon Basileus" data-source="post: 7177347" data-attributes="member: 6855545"><p><strong><em>Drui Holderhek</em></strong></p><p><em></em></p><p><em>Dwarf – Mountain – Cleric (Tempus), Soldier</em></p><p>Level 2</p><p></p><p>Alignment: LG</p><p>Armor Class: 14 (Scale mail + Dex)</p><p>Hit Points: 18 (1d8+3)</p><p>Speed: 25 ft.</p><p></p><p>Str: 12+2=14 (+2)</p><p>Dex: 10 (+0)</p><p>Con: 14 + 2=16 (+3)</p><p>Int: 13 (+1)</p><p>Wis: 15 (+2)</p><p>Cha: 8 (-1) </p><p></p><p></p><p>Senses: Darkvision, passive Perception = 13</p><p>Languages: Common, Dwarf</p><p>Skills: </p><p>Acrobatics (+0)</p><p>Animal Handling (+0)</p><p>Arcana (+1)</p><p>Athletics (+3) (War)</p><p>Deception (-1)</p><p>History (+3) (Cleric)</p><p>Insight (+2)</p><p>Intimidation (+1) (War)</p><p>Investigation (+1)</p><p>Medicine (+2)</p><p>Nature (+1)</p><p>Perception (+2)</p><p>Performance (-1)</p><p>Persuasion (-1)</p><p>Religion (+3) (Cleric)</p><p>Sleight of Hand (+0)</p><p>Stealth (+0)</p><p>Survival (+2)</p><p>Passive Perception: 12</p><p></p><p>Tools: Mason tools</p><p></p><p></p><p>Saves: Wisdom(+2), Charisma (-1)</p><p>Prof. Bonus: +2</p><p></p><p>Actions</p><p></p><p>Warhammer +5 to hit, 1d8+3 bludgeoning (2 lb.) – versatile 1d10</p><p></p><p>Spells</p><p></p><p></p><p>Cantrips</p><p></p><p>Resistance</p><p>Word of Radiance (x2)</p><p></p><p>Level 1 (3+2)</p><p></p><p>Bless (x2)</p><p>Cure wounds(x3)</p><p></p><p>Equipment</p><p></p><p>[sblock]</p><p>Weapons:</p><p></p><p>Warhammer – 15GP</p><p></p><p>Armor: Scale mail – 50 GP</p><p></p><p>Adventuring gear:</p><p></p><p>Abacus 2 GP</p><p>Bolts (20) – 1GP</p><p>Case, bolts – 1GP</p><p>Case, scrolls – 1GP</p><p>Chain – 5GP</p><p>Chalk – 1CP</p><p>Chest – 5GP</p><p>Clothes, common- 5GP</p><p>Clothes, traveler’s – 2 GP</p><p>Crowbar – 25GP</p><p>Hammer – 2GP</p><p>Sledgehammer – 2GP</p><p>Parchment (1 sheet) 1SP</p><p>Pick, miner’s – 2GP</p><p>Piton – 5 CP</p><p>Pot, Iron – 2 GP</p><p>Pouch – 5 SP</p><p>Rope, silk (50 feet) – 10 GP</p><p>Shovel – 2GP</p><p>Torch – 1CP</p><p>Whetstone – 1CP</p><p>Priest’s pack – 19GP</p><p>Mason’s tools – 10GP</p><p>Dragonchess set – 1GP</p><p></p><p>Donkey – 8 GP</p><p>Saddle 10 GP</p><p>Saddlebags 4GP</p><p></p><p>Total spent: 193 GP 6 SP 8 CP</p><p></p><p>Coins: 5 GP 3 SP 2 CP </p><p></p><p>[/sblock]</p><p></p><p></p><p></p><p><strong>Class features</strong></p><p><strong></strong></p><p>Armor: heavy</p><p>Weapons: Simple, martial</p><p>Expertise: Cooks Utensils, Thieves Tools</p><p>Sneak Attack: 1d6</p><p></p><p><strong>Racial Features:</strong></p><p><strong></strong></p><p>Speed: 25 feet</p><p>Darkvision: 60 feet in the dark</p><p>Dwarven Resilience: advantage for save throws against poison, resistance to poison damage</p><p>Dwarven Weapon Training: battleaxe, handaxe, throwing hammer,</p><p>and warhammer</p><p>Tools: mason tool proficiency</p><p>Mountain Dwarf</p><p>Dwarven Armor Training: light/medium armor</p><p></p><p><strong>Background </strong></p><p><strong></strong></p><p>[sblock]</p><p>Learning his craft from his older brothers, Drui had an early start as an itinerant mason. The three Holderneks helped rising many buildings throughout the Sword Coast, to the point they began making a name for themselves. Eventually, they got their big break: a contract to fortify the base of an old set of towers in the noble quarters of Waterdeep. The commissioned work, though, was not to be. Having lost the contract to the dwarven brothers, a local architect plotted their deaths, hoping to take by force that which his talents would not ensure. Only Drui survived the assassination plot. Lacking options and unable to prove the architect’s involvement in his brothers’ deaths, he became a field engineer for the army of Waterdeep. He was allotted with Darrondar’s unit, and participated in the skirmish that claimed his comrades’ lives. The only reason he managed to survive was Darrondar. Drui fell unconscious during the attack and, to his knowledge, it was the priest that took him from the battlefield, tended his wounds and made him better. Still, he’d accept no gratitude. He simply said that Drui was blessed, protected by Tempus in two different occasions that would otherwise have claimed his life. Rising from his sickbed, after days of meditation, Drui decided that Darrondar was right. He sought out the dwarf and, through his contacts and influence, he became a cleric of Tempus, devoted to the intricacies of just and sacred war. Despite embracing his faith, though, Drui still feels indebted to Darrondar – if not for his life, then for his being accepted among the priests of Tempus. As any man of honor, he’d go to any lengths to pay such debt.</p><p></p><p>Description: Drui was the tallest among his brothers, going 4’8’’ feet, with large shoulders and a heavy body. Age made his body thicker, and forced his long, dark hair to retreat a bit on the sides, giving him a more respectable air to go along with his braided, black beard. It is said that he was quite outspoken and friendly in his youth. After his brothers’ deaths, though, he became increasingly reclusive and silent, taking to work long, solitary hours, or dedicating himself to unusual forms of study. When socializing, the dwarf becomes blunt, often rude, and demonstrates little patience for anyone that does not respond in a straightforward manner. He tends to consider social gatherings a waste of time. Nonetheless, he seems to be a good problem solver, and sometimes can offer sound advice – despite the brutal way of conveying his words. He is stubborn, and tends to be adamant about his own decisions, but never intrudes someone else’s field of expertise – he holds anyone that knows a trade of choice in great respect. As for his faith, he holds a very pragmatic view of his conceptions. He took to history to learn strategy, and even as he delved into religion and metaphysics, his main interest still revolved around the political scene that allowed Tempus’ faith to spread throughout Faerun. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Archon Basileus, post: 7177347, member: 6855545"] [B][I]Drui Holderhek[/I][/B] [I] Dwarf – Mountain – Cleric (Tempus), Soldier[/I] Level 2 Alignment: LG Armor Class: 14 (Scale mail + Dex) Hit Points: 18 (1d8+3) Speed: 25 ft. Str: 12+2=14 (+2) Dex: 10 (+0) Con: 14 + 2=16 (+3) Int: 13 (+1) Wis: 15 (+2) Cha: 8 (-1) Senses: Darkvision, passive Perception = 13 Languages: Common, Dwarf Skills: Acrobatics (+0) Animal Handling (+0) Arcana (+1) Athletics (+3) (War) Deception (-1) History (+3) (Cleric) Insight (+2) Intimidation (+1) (War) Investigation (+1) Medicine (+2) Nature (+1) Perception (+2) Performance (-1) Persuasion (-1) Religion (+3) (Cleric) Sleight of Hand (+0) Stealth (+0) Survival (+2) Passive Perception: 12 Tools: Mason tools Saves: Wisdom(+2), Charisma (-1) Prof. Bonus: +2 Actions Warhammer +5 to hit, 1d8+3 bludgeoning (2 lb.) – versatile 1d10 Spells Cantrips Resistance Word of Radiance (x2) Level 1 (3+2) Bless (x2) Cure wounds(x3) Equipment [sblock] Weapons: Warhammer – 15GP Armor: Scale mail – 50 GP Adventuring gear: Abacus 2 GP Bolts (20) – 1GP Case, bolts – 1GP Case, scrolls – 1GP Chain – 5GP Chalk – 1CP Chest – 5GP Clothes, common- 5GP Clothes, traveler’s – 2 GP Crowbar – 25GP Hammer – 2GP Sledgehammer – 2GP Parchment (1 sheet) 1SP Pick, miner’s – 2GP Piton – 5 CP Pot, Iron – 2 GP Pouch – 5 SP Rope, silk (50 feet) – 10 GP Shovel – 2GP Torch – 1CP Whetstone – 1CP Priest’s pack – 19GP Mason’s tools – 10GP Dragonchess set – 1GP Donkey – 8 GP Saddle 10 GP Saddlebags 4GP Total spent: 193 GP 6 SP 8 CP Coins: 5 GP 3 SP 2 CP [/sblock] [B]Class features [/B] Armor: heavy Weapons: Simple, martial Expertise: Cooks Utensils, Thieves Tools Sneak Attack: 1d6 [B]Racial Features: [/B] Speed: 25 feet Darkvision: 60 feet in the dark Dwarven Resilience: advantage for save throws against poison, resistance to poison damage Dwarven Weapon Training: battleaxe, handaxe, throwing hammer, and warhammer Tools: mason tool proficiency Mountain Dwarf Dwarven Armor Training: light/medium armor [B]Background [/B] [sblock] Learning his craft from his older brothers, Drui had an early start as an itinerant mason. The three Holderneks helped rising many buildings throughout the Sword Coast, to the point they began making a name for themselves. Eventually, they got their big break: a contract to fortify the base of an old set of towers in the noble quarters of Waterdeep. The commissioned work, though, was not to be. Having lost the contract to the dwarven brothers, a local architect plotted their deaths, hoping to take by force that which his talents would not ensure. Only Drui survived the assassination plot. Lacking options and unable to prove the architect’s involvement in his brothers’ deaths, he became a field engineer for the army of Waterdeep. He was allotted with Darrondar’s unit, and participated in the skirmish that claimed his comrades’ lives. The only reason he managed to survive was Darrondar. Drui fell unconscious during the attack and, to his knowledge, it was the priest that took him from the battlefield, tended his wounds and made him better. Still, he’d accept no gratitude. He simply said that Drui was blessed, protected by Tempus in two different occasions that would otherwise have claimed his life. Rising from his sickbed, after days of meditation, Drui decided that Darrondar was right. He sought out the dwarf and, through his contacts and influence, he became a cleric of Tempus, devoted to the intricacies of just and sacred war. Despite embracing his faith, though, Drui still feels indebted to Darrondar – if not for his life, then for his being accepted among the priests of Tempus. As any man of honor, he’d go to any lengths to pay such debt. Description: Drui was the tallest among his brothers, going 4’8’’ feet, with large shoulders and a heavy body. Age made his body thicker, and forced his long, dark hair to retreat a bit on the sides, giving him a more respectable air to go along with his braided, black beard. It is said that he was quite outspoken and friendly in his youth. After his brothers’ deaths, though, he became increasingly reclusive and silent, taking to work long, solitary hours, or dedicating himself to unusual forms of study. When socializing, the dwarf becomes blunt, often rude, and demonstrates little patience for anyone that does not respond in a straightforward manner. He tends to consider social gatherings a waste of time. Nonetheless, he seems to be a good problem solver, and sometimes can offer sound advice – despite the brutal way of conveying his words. He is stubborn, and tends to be adamant about his own decisions, but never intrudes someone else’s field of expertise – he holds anyone that knows a trade of choice in great respect. As for his faith, he holds a very pragmatic view of his conceptions. He took to history to learn strategy, and even as he delved into religion and metaphysics, his main interest still revolved around the political scene that allowed Tempus’ faith to spread throughout Faerun. [/sblock] [/QUOTE]
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