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[Tarumen, Land of Earth and Sky] Secrets Below
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<blockquote data-quote="DwarfLover" data-source="post: 4212709" data-attributes="member: 65894"><p><strong>Durak Bolgrin</strong></p><p></p><p><strong>Durak Bolgrin</strong></p><p>Male Dwarf Fighter 4</p><p>Alignment: Chaotic Good</p><p>Height: 4’5”</p><p>Weight: 210lbs</p><p>Hair: Black - shoulder length, black beard </p><p>Eyes: Brown</p><p>Age: 45</p><p></p><p></p><p>Str: 16 (+3) [10 points]</p><p>Dex: 14 (+2) [6 points]</p><p>Con: 20 (+5) [13 points, +2 racial, +1 4th level]</p><p>Int: 10 (+0) [2 points]</p><p>Wis: 8 (-1) [0 points]</p><p>Cha: 7 (-1) [+1 point, -2 racial]</p><p><strong></strong></p><p><strong>Class and Racial Abilities:</strong></p><p> * +2 Constitution, -2 Charisma.</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 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></p><p>Hit Dice: 4d10</p><p>HP: 50</p><p>AC: 23 (+2 Dex, +6 armor, +2 shield, +1 shield specialization, +2 enhancement)</p><p> (+4 dodge bonus to Armor Class against monsters of the giant type)</p><p>Init: +2 (+2 Dex)</p><p>Speed: 20ft (even in heavy armor or heavy load)</p><p></p><p><strong>Saves:</strong></p><p>Fortitude +7 [+2 base, +5 Con] </p><p>Reflex +2 [+0 base, +2 Dex]</p><p>Will +5 [+0 base, +5 Con (steadfast determination feat)]</p><p>(+2 vs poison)</p><p>(+2 vs spells and spell-like effects)</p><p></p><p></p><p><strong>BAB:</strong> +4 (+1 racial bonus on attack rolls against orcs and goblinoids.)</p><p><strong>Melee Atk:</strong> +7 (+8 dwarven waraxe 1d8+3/1d10 X3) </p><p> (+7 shield 1d3/1d4 X2)</p><p> ( +6/+5 axe/shield *agile shield fighter feat)</p><p> (+7 spear 1d6/1d8 X3)</p><p> (+7 dagger 1d3/1d4 X2)</p><p><strong>Ranged Atk:</strong> +6 (light xbow 1d6/1d8 19-20/X2 80ft)</p><p> (+6 spear 1d6/1d8 X3 20ft)</p><p> (+6 dagger 1d3/1d4 X2 10ft)</p><p></p><p><strong>Skills:</strong></p><p>Balance +7 (+2 dex, 5 ranks)</p><p>Climb +5 (+3 dex, +2 ranks)</p><p>Use rope +7 (+2 dex, 5 ranks)</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><strong>Feats:</strong></p><p>Endurance</p><p>You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued. </p><p></p><p>Shield Specialization (heavy)</p><p>+1 ac with chosen shield type</p><p></p><p>Agile Shield Fighter</p><p>When making a shield bash and armed strike attack as part of a full attack action, you take a -2 penalty on each attack. These penalties replace the normal ones you incur for fighting with two weapons.</p><p></p><p>Steadfast Determination</p><p>You can use your Con modifier in place of Wisdom on Will saves.</p><p></p><p>Improved Shield Bash</p><p>When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.</p><p></p><p><strong>Languages:</strong> Common, Dwarf</p><p></p><p><strong>Equipment:</strong></p><p><u>Backpack</u></p><p>xbow</p><p>+1 Dwarven Waraxe</p><p>50' silk rope</p><p>hammer</p><p>piton X5</p><p>chalk X5</p><p>spear</p><p>mug</p><p>flint and steel</p><p>waterskin</p><p>trail rations X5</p><p></p><p><u>Belt and Sacks X2</u></p><p>Dagger X2</p><p>Caltrops X5</p><p>Cure Light Wounds Potion X2</p><p>Darkvision Powder</p><p></p><p><u>Saddlebag #1</u></p><p>block and tackle*</p><p>grappling hook*</p><p>masterwork climbing kit*</p><p>(* go in BP when walking)</p><p></p><p><u>Saddlebag #2</u></p><p>iron pot</p><p>feed X3</p><p></p><p>Riding Lizard (Nelsa is what Durak calls her)</p><p>Military Saddle</p><p></p><p><strong>Wearing or carrying</strong></p><p>Everything but what is in saddlebag #2</p><p>+1 Breastplate</p><p>+1 Shield</p><p>Traveler's Outfit (very worn)</p><p></p><p><strong>Money</strong></p><p>202 gp</p><p>12 sp</p><p>5 cp</p><p></p><p><strong></strong></p><p><strong>Appearance: </strong></p><p>He cares not for primping or cleanliness of any kind; such vanity could not be more of a waste of time in his eyes. At times one smells Durak coming before he is seen. When one does lay eyes on the dwarf, it is often difficult to determine whether he just returned from a month on the road or if he has spent the previous day relaxing by the fire of an inn. He frequently has some of yesterday’s (or is that last week’s?) lunch in his black beard; dust or even gravel pepper his clothing and the few visible patches his flesh, and his facial expression usually makes one wonder if he cares if you fell dead at his feet.</p><p><strong></strong></p><p><strong>Personality: </strong></p><p>Durak is loyal and brave as most dwarves are. He lets his actions speak for themselves and views talk as meaningless until backed up with deeds. </p><p></p><p>Durak (the dwarven word for stone) is tough, even by dwarf standards. He prides himself on his ability to deprive himself of sleep and food. While others may be begging for relief, he is begging for more of the same, and looks down upon those who cannot deal with the hardships that he may endure easily. Durak almost seeks hard conditions, ever grateful for a time where he can prove himself tougher (read “better” in his eyes) than someone else.</p><p></p><p><strong>Background:</strong></p><p>Durak is the firstborn of five brothers of the Bolgrin clan. Bolgrin men are expected to go into the world and provide for the women of the clan, who the men hold in utmost regard. The men live to keep their women living as best as they can. Bolgrin women are expected to do nothing more than to keep the men on their feet, cooking, and mending of wounds are foremost in their duties. The Bolgrin clan has never been much for mining or excavating; they simply don’t have the wits to master them. They live, about 30 of them altogether, in a (mostly) natural cave, and all are exceptional spelunkers. Their use of rope, climbing ability, and balance exceeds the average dwarf. The clan gathers for a family reunion of sorts every Spring, to deposit their riches in the clan vault and try to one-up their clan mates with their stories of adventure.</p><p></p><p>Now that he has reached the age of 45 years, it is Durak’s time to go into the world, and pull his weight in the clan. He has chosen to adventure far from home in the hopes that he may find riches beyond what the caves might provide. After some successful adventures with a couple halflings, he now considers them good luck. Hoping to preserve his good luck, he does his best to protect them should they find themselves in danger.</p></blockquote><p></p>
[QUOTE="DwarfLover, post: 4212709, member: 65894"] [b]Durak Bolgrin[/b] [B]Durak Bolgrin[/B] Male Dwarf Fighter 4 Alignment: Chaotic Good Height: 4’5” Weight: 210lbs Hair: Black - shoulder length, black beard Eyes: Brown Age: 45 Str: 16 (+3) [10 points] Dex: 14 (+2) [6 points] Con: 20 (+5) [13 points, +2 racial, +1 4th level] Int: 10 (+0) [2 points] Wis: 8 (-1) [0 points] Cha: 7 (-1) [+1 point, -2 racial] [B] Class and Racial Abilities:[/B] * +2 Constitution, -2 Charisma. * 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. Hit Dice: 4d10 HP: 50 AC: 23 (+2 Dex, +6 armor, +2 shield, +1 shield specialization, +2 enhancement) (+4 dodge bonus to Armor Class against monsters of the giant type) Init: +2 (+2 Dex) Speed: 20ft (even in heavy armor or heavy load) [B]Saves:[/B] Fortitude +7 [+2 base, +5 Con] Reflex +2 [+0 base, +2 Dex] Will +5 [+0 base, +5 Con (steadfast determination feat)] (+2 vs poison) (+2 vs spells and spell-like effects) [B]BAB:[/B] +4 (+1 racial bonus on attack rolls against orcs and goblinoids.) [B]Melee Atk:[/B] +7 (+8 dwarven waraxe 1d8+3/1d10 X3) (+7 shield 1d3/1d4 X2) ( +6/+5 axe/shield *agile shield fighter feat) (+7 spear 1d6/1d8 X3) (+7 dagger 1d3/1d4 X2) [B]Ranged Atk:[/B] +6 (light xbow 1d6/1d8 19-20/X2 80ft) (+6 spear 1d6/1d8 X3 20ft) (+6 dagger 1d3/1d4 X2 10ft) [B]Skills:[/B] Balance +7 (+2 dex, 5 ranks) Climb +5 (+3 dex, +2 ranks) Use rope +7 (+2 dex, 5 ranks) +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. [B]Feats:[/B] Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued. Shield Specialization (heavy) +1 ac with chosen shield type Agile Shield Fighter When making a shield bash and armed strike attack as part of a full attack action, you take a -2 penalty on each attack. These penalties replace the normal ones you incur for fighting with two weapons. Steadfast Determination You can use your Con modifier in place of Wisdom on Will saves. Improved Shield Bash When you perform a shield bash, you may still apply the shield’s shield bonus to your AC. [B]Languages:[/B] Common, Dwarf [B]Equipment:[/B] [U]Backpack[/U] xbow +1 Dwarven Waraxe 50' silk rope hammer piton X5 chalk X5 spear mug flint and steel waterskin trail rations X5 [U]Belt and Sacks X2[/U] Dagger X2 Caltrops X5 Cure Light Wounds Potion X2 Darkvision Powder [U]Saddlebag #1[/U] block and tackle* grappling hook* masterwork climbing kit* (* go in BP when walking) [U]Saddlebag #2[/U] iron pot feed X3 Riding Lizard (Nelsa is what Durak calls her) Military Saddle [B]Wearing or carrying[/B] Everything but what is in saddlebag #2 +1 Breastplate +1 Shield Traveler's Outfit (very worn) [B]Money[/B] 202 gp 12 sp 5 cp [B] Appearance: [/B] He cares not for primping or cleanliness of any kind; such vanity could not be more of a waste of time in his eyes. At times one smells Durak coming before he is seen. When one does lay eyes on the dwarf, it is often difficult to determine whether he just returned from a month on the road or if he has spent the previous day relaxing by the fire of an inn. He frequently has some of yesterday’s (or is that last week’s?) lunch in his black beard; dust or even gravel pepper his clothing and the few visible patches his flesh, and his facial expression usually makes one wonder if he cares if you fell dead at his feet. [B] Personality: [/B] Durak is loyal and brave as most dwarves are. He lets his actions speak for themselves and views talk as meaningless until backed up with deeds. Durak (the dwarven word for stone) is tough, even by dwarf standards. He prides himself on his ability to deprive himself of sleep and food. While others may be begging for relief, he is begging for more of the same, and looks down upon those who cannot deal with the hardships that he may endure easily. Durak almost seeks hard conditions, ever grateful for a time where he can prove himself tougher (read “better” in his eyes) than someone else. [B]Background:[/B] Durak is the firstborn of five brothers of the Bolgrin clan. Bolgrin men are expected to go into the world and provide for the women of the clan, who the men hold in utmost regard. The men live to keep their women living as best as they can. Bolgrin women are expected to do nothing more than to keep the men on their feet, cooking, and mending of wounds are foremost in their duties. The Bolgrin clan has never been much for mining or excavating; they simply don’t have the wits to master them. They live, about 30 of them altogether, in a (mostly) natural cave, and all are exceptional spelunkers. Their use of rope, climbing ability, and balance exceeds the average dwarf. The clan gathers for a family reunion of sorts every Spring, to deposit their riches in the clan vault and try to one-up their clan mates with their stories of adventure. Now that he has reached the age of 45 years, it is Durak’s time to go into the world, and pull his weight in the clan. He has chosen to adventure far from home in the hopes that he may find riches beyond what the caves might provide. After some successful adventures with a couple halflings, he now considers them good luck. Hoping to preserve his good luck, he does his best to protect them should they find themselves in danger. [/QUOTE]
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