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[Rogue's Gallery] Arena of War
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<blockquote data-quote="Gourry02" data-source="post: 6423333" data-attributes="member: 6783074"><p>Halga</p><p>[sblock]Male Human Sailor Fighter 4 </p><p>Chaotic Good</p><p></p><p>Strength 19 (+4)</p><p>Dexterity 13 (+1)</p><p>Constitution 18 (+4)</p><p>Intelligence 10 (+0)</p><p>Wisdom 12 (+1)</p><p>Charisma 10 (+0)</p><p>Size: Medium</p><p>Height: 6' 7"</p><p>Weight: 260 lb</p><p>Skin: Pale</p><p>Eyes: Blue</p><p>Hair: Blond Wavy; Thick Beard / Hirsute</p><p>Maximum Hit Points: 41</p><p></p><p>Speed: 30 feet</p><p></p><p>Inspiration: </p><p></p><p>Armor Class: 18 = 10 + 5 [half plate] + 2 [wood shield] + 1 [dexterity]</p><p></p><p>Proficiency bonus: +2 </p><p>Initiative modifier: + 1 = + 1 [dexterity]</p><p>Attack (handheld / thrown): + 6 = + 2 [proficiency] + 4 [strength]</p><p>Attack (missile / finesse): + 3 = + 2 [proficiency] + 1 [dexterity]</p><p>Strength save: + 6 = + 2 [proficiency] + 4 [strength]</p><p>Dexterity save: + 1 = + 1 [dexterity]</p><p>Constitution save: + 6 = + 2 [proficiency] + 4 [constitution]</p><p>Intelligence save: + 0 </p><p>Wisdom save: + 1 = + 1 [wisdom]</p><p>Charisma save: + 0 </p><p>Insight (passive): 11 (16 with advantage)</p><p>Perception (passive): 13 (18 with advantage)</p><p></p><p>Carry: 285 lb maximum</p><p></p><p>For groups using the optional encumberance rules:</p><p>If carrying more than 95 lb, encumbered -- -10 on speed</p><p>If carrying more than 190 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity</p><p></p><p>Languages: Common Orc</p><p></p><p>Unarmed strike [+6 to hit; 1d4+4 bludgeoning]</p><p></p><p>Improvised Weapon [+6 to hit; 1d4+4 if thrown (range 20/60)]</p><p></p><p>Handaxe [+6 to hit; 1d6+4 slashing, 3 lb, light, thrown (range 20/60)]</p><p></p><p>Maul [+6 to hit; 2d6+4 bludgeoning, 10 lb, heavy, two-handed]</p><p></p><p>Half plate [medium; + 5 AC; max dex + 2; stealth disadvantage; 40 lb.]</p><p></p><p>Wood Shield [+2 AC; 6 lb.]</p><p></p><p>Feats:</p><p></p><p>Great Weapon Master Melee hit scoring a critical or reducing opponent to 0 hp allows one bonus melee weapon attack; taking -5 penalty gives +10 damage if hit</p><p>Tavern Brawler +1 constitution; proficient with improvised weapons and unarmed strikes; unarmed strike does d4; unarmed hit allows bonus grapple try</p><p>Skill Name</p><p>Key</p><p>Ability</p><p>Skill</p><p>Modifier</p><p>Ability</p><p>Modifier</p><p>Trained?</p><p>Misc.</p><p>Modifier</p><p>Acrobatics Dex 3 = </p><p>+1</p><p>+ 2 </p><p>Animal Handling Wis 1 = </p><p>+1</p><p>Arcana Int 0 = </p><p>+0</p><p>Athletics Str 6 = </p><p>+4</p><p>+ 2 </p><p>Deception Cha 0 = </p><p>+0</p><p>History Int 2 = </p><p>+0</p><p>+ 2 </p><p>Insight Wis 1 = </p><p>+1</p><p>Intimidation Cha 2 = </p><p>+0</p><p>+ 2 </p><p>Investigation Int 0 = </p><p>+0</p><p>Medicine Wis 1 = </p><p>+1</p><p>Nature Int 0 = </p><p>+0</p><p>Perception Wis 3 = </p><p>+1</p><p>+ 2 </p><p>Performance Cha 0 = </p><p>+0</p><p>Persuasion Cha 0 = </p><p>+0</p><p>Religion Int 0 = </p><p>+0</p><p>Sleight of Hand Dex 1 = </p><p>+1</p><p>Stealth Dex 1 = </p><p>+1</p><p>Survival Wis 1 = </p><p>+1</p><p>Human</p><p></p><p>The variant rule is in effect. Humans add a point only to two abilities, and get an extra skill and an extra feat.</p><p></p><p>This Human chose +1 on strength (already included).</p><p></p><p>This Human chose +1 on constitution (already included).</p><p></p><p>Humans learn one extra language.</p><p></p><p>Sailor</p><p></p><p>You can secure passage for yourself on a vessels and have contacts in the seafaring community.</p><p></p><p>If you were a pirate instead, your bad attitude can intimidate others.</p><p></p><p>In any case, you know how to navigate.</p><p></p><p>Fighter</p><p></p><p>Most fighters are proficient in riding a mount.</p><p></p><p>This fighter selected the great weapon fighting style; reroll 1s and 2s on damage when using a two-handed or versatile weapon.</p><p></p><p>Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.</p><p></p><p>Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.</p><p></p><p>Level 5: Extra attack on any round that includes an attack.</p><p></p><p>Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.</p><p></p><p>Level 11: Two extra attacks per round.</p><p></p><p>Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw.</p><p></p><p>Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.</p><p></p><p>Level 17: Two action surges between rests, but not on the same turn.</p><p></p><p>Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw.</p><p></p><p>Level 20: Three extra attacks per round.</p><p></p><p>Champion Fighter (martial archetype)</p><p></p><p>Level 10: You will choose a second fighting style.</p><p>Level 3: Improved critical -- score in 19 or 20.</p><p></p><p>Level 7: Remarkable athlete -- add half your proficiency bonus, rounded up, to any strength, dexterity, or constitution check that does not already use your proficiency bonus. Running long jump adds your strength modifier number of feet to distance.</p><p></p><p>Level 15: Superior critical -- 18-20.</p><p></p><p>Level 18: Survivor -- at start of each turn, if at half hit points or below, regain 5 + constitution modifier hit points.</p><p></p><p>First Ability Score Improvement: Feat</p><p></p><p>Class HP rolled </p><p>Level 1: Fighter 10 </p><p>Level 2: Fighter 3 </p><p>Level 3: Fighter 5 </p><p>Level 4: Fighter 7 </p><p> </p><p>Death Saving Throws:</p><p></p><p>Successes</p><p>Failures</p><p>Halga 's Equipment:</p><p></p><p>59 lb</p><p></p><p></p><p>5 lb</p><p>1 lb</p><p>20 lb</p><p>10 lb</p><p>1 lb</p><p>5 lb</p><p></p><p>1 lb</p><p>2 lb</p><p>Weapons / Armor / Shield (from above)</p><p></p><p></p><p>Backpack</p><p>Mess kit</p><p>Rations (1 day) x10</p><p>Rope (50', hempen) x1</p><p>Tinderbox</p><p>Waterskins x1</p><p></p><p>Healer kit</p><p>Navigator tools (proficient)</p><p>_____</p><p>104 lb </p><p>Total</p><p></p><p>Halga 's Personality Traits:</p><p>Halga 's Ideal(s):</p><p></p><p>Halga 's Bond(s):</p><p></p><p>Halga 's Flaw(s):</p><p></p><p>More about Halga :[/sblock]</p></blockquote><p></p>
[QUOTE="Gourry02, post: 6423333, member: 6783074"] Halga [sblock]Male Human Sailor Fighter 4 Chaotic Good Strength 19 (+4) Dexterity 13 (+1) Constitution 18 (+4) Intelligence 10 (+0) Wisdom 12 (+1) Charisma 10 (+0) Size: Medium Height: 6' 7" Weight: 260 lb Skin: Pale Eyes: Blue Hair: Blond Wavy; Thick Beard / Hirsute Maximum Hit Points: 41 Speed: 30 feet Inspiration: Armor Class: 18 = 10 + 5 [half plate] + 2 [wood shield] + 1 [dexterity] Proficiency bonus: +2 Initiative modifier: + 1 = + 1 [dexterity] Attack (handheld / thrown): + 6 = + 2 [proficiency] + 4 [strength] Attack (missile / finesse): + 3 = + 2 [proficiency] + 1 [dexterity] Strength save: + 6 = + 2 [proficiency] + 4 [strength] Dexterity save: + 1 = + 1 [dexterity] Constitution save: + 6 = + 2 [proficiency] + 4 [constitution] Intelligence save: + 0 Wisdom save: + 1 = + 1 [wisdom] Charisma save: + 0 Insight (passive): 11 (16 with advantage) Perception (passive): 13 (18 with advantage) Carry: 285 lb maximum For groups using the optional encumberance rules: If carrying more than 95 lb, encumbered -- -10 on speed If carrying more than 190 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity Languages: Common Orc Unarmed strike [+6 to hit; 1d4+4 bludgeoning] Improvised Weapon [+6 to hit; 1d4+4 if thrown (range 20/60)] Handaxe [+6 to hit; 1d6+4 slashing, 3 lb, light, thrown (range 20/60)] Maul [+6 to hit; 2d6+4 bludgeoning, 10 lb, heavy, two-handed] Half plate [medium; + 5 AC; max dex + 2; stealth disadvantage; 40 lb.] Wood Shield [+2 AC; 6 lb.] Feats: Great Weapon Master Melee hit scoring a critical or reducing opponent to 0 hp allows one bonus melee weapon attack; taking -5 penalty gives +10 damage if hit Tavern Brawler +1 constitution; proficient with improvised weapons and unarmed strikes; unarmed strike does d4; unarmed hit allows bonus grapple try Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier Acrobatics Dex 3 = +1 + 2 Animal Handling Wis 1 = +1 Arcana Int 0 = +0 Athletics Str 6 = +4 + 2 Deception Cha 0 = +0 History Int 2 = +0 + 2 Insight Wis 1 = +1 Intimidation Cha 2 = +0 + 2 Investigation Int 0 = +0 Medicine Wis 1 = +1 Nature Int 0 = +0 Perception Wis 3 = +1 + 2 Performance Cha 0 = +0 Persuasion Cha 0 = +0 Religion Int 0 = +0 Sleight of Hand Dex 1 = +1 Stealth Dex 1 = +1 Survival Wis 1 = +1 Human The variant rule is in effect. Humans add a point only to two abilities, and get an extra skill and an extra feat. This Human chose +1 on strength (already included). This Human chose +1 on constitution (already included). Humans learn one extra language. Sailor You can secure passage for yourself on a vessels and have contacts in the seafaring community. If you were a pirate instead, your bad attitude can intimidate others. In any case, you know how to navigate. Fighter Most fighters are proficient in riding a mount. This fighter selected the great weapon fighting style; reroll 1s and 2s on damage when using a two-handed or versatile weapon. Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests. Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again. Level 5: Extra attack on any round that includes an attack. Level 9: Indomitable -- once between long rests, can reroll a failed saving throw. Level 11: Two extra attacks per round. Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw. Level 9: Indomitable -- once between long rests, can reroll a failed saving throw. Level 17: Two action surges between rests, but not on the same turn. Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw. Level 20: Three extra attacks per round. Champion Fighter (martial archetype) Level 10: You will choose a second fighting style. Level 3: Improved critical -- score in 19 or 20. Level 7: Remarkable athlete -- add half your proficiency bonus, rounded up, to any strength, dexterity, or constitution check that does not already use your proficiency bonus. Running long jump adds your strength modifier number of feet to distance. Level 15: Superior critical -- 18-20. Level 18: Survivor -- at start of each turn, if at half hit points or below, regain 5 + constitution modifier hit points. First Ability Score Improvement: Feat Class HP rolled Level 1: Fighter 10 Level 2: Fighter 3 Level 3: Fighter 5 Level 4: Fighter 7 Death Saving Throws: Successes Failures Halga 's Equipment: 59 lb 5 lb 1 lb 20 lb 10 lb 1 lb 5 lb 1 lb 2 lb Weapons / Armor / Shield (from above) Backpack Mess kit Rations (1 day) x10 Rope (50', hempen) x1 Tinderbox Waterskins x1 Healer kit Navigator tools (proficient) _____ 104 lb Total Halga 's Personality Traits: Halga 's Ideal(s): Halga 's Bond(s): Halga 's Flaw(s): More about Halga :[/sblock] [/QUOTE]
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