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The Antigrol Tide (OOC)
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<blockquote data-quote="unleashed" data-source="post: 2649562" data-attributes="member: 31408"><p><strong>Colmarr Blackrock, Male Gnome Bard</strong></p><p></p><p>Here's my character submission.</p><p></p><p>[SBLOCK]<strong>Colmarr Blackrock</strong></p><p><strong>Male Gnome (Expert 1) Bard 1</strong></p><p><strong>Experience Points (required):</strong> 500 (1,000 for 2nd level)</p><p><strong>Alignment:</strong> Neutral Good</p><p></p><p><strong>Height:</strong> 3’8”</p><p><strong>Weight:</strong> 48lbs</p><p><strong>Hair:</strong> White-Blonde</p><p><strong>Eyes:</strong> Sapphire-Blue</p><p><strong>Skin:</strong> Dark Tan</p><p><strong>Age:</strong> 65</p><p></p><p><strong>Strength</strong> 8 (-1) [10 base (2 pts), -2 racial]</p><p><strong>Dexterity</strong> 14 (+2) [14 base (6 pts)]</p><p><strong>Constitution</strong> 14 (+2) [12 base (4 pts), +2 racial]</p><p><strong>Intelligence</strong> 14 (+2) [14 base (6 pts)]</p><p><strong>Wisdom</strong> 12 (+1) [12 base (4 pts)]</p><p><strong>Charisma</strong> 16 (+3) [16 base (10 pts)]</p><p></p><p><strong>Class and Racial Abilities</strong></p><p>-2 Strength, +2 Constitution; Small: +1 size bonus to AC and attack rolls, +4 size bonus on Hide checks; Base Land Speed: 20 feet; Low-Light Vision; Weapon Familiarity: Gnome hooked hammer; +2 racial bonus on saving throws on saving throws against illusions; Add +1 to DC for illusion spells cast; +1 racial bonus on attack rolls against kobolds and goblinoids; +4 dodge bonus to AC against monster of the giant type; +2 racial bonus on Craft (alchemy) and Listen checks; Spell-Like Abilities: 1/day--<em>dancing lights, ghost sound, prestidigitation, speak with animals</em> (Save DC = 13 + spell level).</p><p></p><p>Weapons & Armor: All simple weapons plus longsword, rapier, sap, shortbow, shortsword, whip, light armour, and shields (except the tower shield); Bardic Music 1/day [countersong (su), fascinate (sp), inspire courage +1 (su)], Bardic Knowledge +5 [incl. +2 for Knowledge (history)].</p><p></p><p><strong>Armour Class:</strong> 15 (10 base, +1 size, +2 Dex, +2 armour) [touch 13, flat-footed 13]</p><p><strong>Armour Check Penalty:</strong> -0</p><p><strong>Arcane Spell Failure:</strong> 0%</p><p><strong>Hit Dice:</strong> 1d6+2 (+3 Expert) (6)</p><p><strong>Hit Points:</strong> 11</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 20 feet</p><p></p><p><strong>Base Attack Bonus/Grapple:</strong> +0/-5</p><p></p><p><strong>Weapons</strong></p><p>+0 melee [1d3-1; 19-20/x2; piercing; dagger, small]</p><p>+3 ranged [1d6; 19-20/x2; range 80 ft.; piercing; light crossbow, small]</p><p></p><p><strong>Saves</strong></p><p>Fortitude +2 [0 base, +2 Con]</p><p>Reflex +4 [2 base, +2 Dex]</p><p>Will +5 [4 base, +1 Wis]</p><p></p><p><strong>Skills (40 points; max ranks: 5/2.5)</strong></p><p>Concentration +5 [3 ranks, +2 Con]</p><p>Decipher Script +7 [5 ranks, +2 Int]</p><p>Diplomacy +7 [4 ranks, +3 Cha]</p><p>Gather Information +6 [3 ranks, +3 Cha]</p><p>Listen +6 [3 ranks, +1 Wis, +2 racial]</p><p>Knowledge (history) +7 [5 ranks, +2 Int]</p><p>Perform (oratory) +6 [3 ranks, +3 Cha]</p><p>Perform (sing) +7 [4 ranks, +3 Cha]</p><p>Sleight of Hand +5 [3 ranks, +2 Dex]</p><p>Spellcraft +6 [4 ranks, +2 Int]</p><p>Use Magic Device +6 or +8 (scrolls) [3 ranks, +3 Cha, +2 synergy Decipher Script]</p><p></p><p><strong>Feats</strong></p><p>Eschew Materials [1st level]</p><p></p><p><strong>Languages</strong></p><p>Gnome, Common, Dwarven, Elven</p><p></p><p><strong>Spells Per Day (0/3; 1/0; 2/0; 3/0; 4/0; 5/0; 6/0); Save DC = 13 + spell level (14 + spell level for illusions)</strong></p><p></p><p><strong>Spells Known</strong></p><p>0-level (4) -- <em>detect magic, light, message, read magic (f)</em></p><p></p><p><strong>Equipment (* indicates a small item suited for Colmarr’s size)</strong></p><p>Dagger* [0.5 lb]</p><p>Light Crossbow* [2 lb]</p><p>20 Bolts* [1 lb]</p><p>Leather Armour* [7.5 lb]</p><p>Entertainer’s Outfit*</p><p></p><p>Backpack* [0.5 lb]</p><p>-- Bedroll* [1.25 lb]</p><p>-- Ink (2 vials) [0 lb]</p><p>-- Inkpen (2) [0 lb]</p><p>-- Mirror, Small Steel [0.5 lb]</p><p>-- Lorebook (as wizard’s spellbook) [3 lb]</p><p>-- Rations, Trail* (2 days) [0.5 lb]</p><p>-- Sack* (2) [0.25 lb]</p><p>-- Waterskin* [1 lb]</p><p></p><p>Pouch, Belt* [0.125 lb]</p><p>-- Flint & Steel [0 lb]</p><p>-- Focus for <em>read magic</em> [0 lb]</p><p>-- Money (1 gp, 7 sp) [0.16 lb]</p><p></p><p><strong>Weight Carried:</strong> 18.125 lb (18.285 lb including money)</p><p></p><p><strong>Carrying Capacity [8 Strength x 3/4 for small]</strong></p><p><strong>Light:</strong> 19.5 lb. or less; <strong>Medium:</strong> 19.5-39.75 lb.; <strong>Heavy:</strong> 39.75-60 lb.;</p><p><strong>Lift (over head):</strong> 60 lb.; <strong>Lift (off ground):</strong> 120 lb.; <strong>Drag:</strong> 300 lb.</p><p></p><p><strong>Money</strong></p><p>1 gp, 7 sp</p><p></p><p><strong>Appearance</strong></p><p>Colmarr is a very tall and lean gnome, with stylishly cropped white-blonde hair mostly hidden under a dashing black hat and a neatly trimmed goatee. His sapphire-blue eyes look on those around him with kindness and understanding, while always seeming to have a certain hint of humour and mischief in them. He wears colourful clothing unlike most of his people, a scarlet doublet over a white shirt and cerulean trousers tucked into well polished black boots, over which he wears a stylish black cloak edged in silver stitching. He carries little in the way of weaponry, just a dagger and light crossbow, which seem to have seen little use.</p><p></p><p><strong>Personality</strong></p><p>Colmarr is funloving and inquisitive, always wanting to know a little more and not above playing pranks, just to see what happens. He gets on well with those around him extremely well, making friends very easily as it is the lifeblood of his trade and interests. Always seeking to increase his magical knowledge and his repertoire of songs and tales, he is also on the lookout for more lore hoping one day to chronicle some great historical event himself.</p><p></p><p><strong>Background</strong></p><p>The only child of Dorgan and Lissa Blackrock, Colmar was an inquisitive child and funloving child. From as early as he can remember his mother sang to him, her voice ethereal and haunting, drawing him in to the folk songs of his people. Eventually he began to sing the songs with her, often at large gatherings of his kin, finding he had a gifted voice which gave him much enjoyment. His inquisitiveness and first love though ran mostly to history and he always preferred to hear tales of real events rather than fantasies dreamed up for his benefit, which worked out well with his father being a sage who specialised in the histories of many races. Many long hours did he listen to his father recount battles, great leaders, or other items of historical note always hungering for more. When he came of age Colmarr joined his father in studying and dispensing historical knowledge as a sage.</p><p></p><p>Some time after first contact Colmarr became enamoured by the human culture, there being much untapped historical knowledge to find, so he turned to the wandering life of a bard an began to explore the human lands. Upon reaching the port of Antigrol, he immediately headed out into the surrounding lands spending much of his time visiting small villages and towns, gathering tales from the outlying areas where there was less contamination from the influx of new ideas. He spent many years exploring the history of humankind, often singing in these isolated places to earn his keep while following his thirst for history.</p><p></p><p>In recent months, Colmarr has returned to the city of Antigrol singing in various establishments to keep himself fed while he studied what history he could garned from the folk. Feeling that he has discovered as much as he can for the time being and almost down to his last coin he decided to leave the city, and signed on with Captain Turion to travel down the coast to Tortila as an entertainer, storyteller, and magical advisor...at least that’s how he sees his duties in order of importance, although the captain says he hired him for his knowledge of magic...[/SBLOCK]</p></blockquote><p></p>
[QUOTE="unleashed, post: 2649562, member: 31408"] [b]Colmarr Blackrock, Male Gnome Bard[/b] Here's my character submission. [SBLOCK][B]Colmarr Blackrock[/B] [B]Male Gnome (Expert 1) Bard 1[/B] [B]Experience Points (required):[/B] 500 (1,000 for 2nd level) [B]Alignment:[/B] Neutral Good [B]Height:[/B] 3’8” [B]Weight:[/B] 48lbs [B]Hair:[/B] White-Blonde [B]Eyes:[/B] Sapphire-Blue [B]Skin:[/B] Dark Tan [B]Age:[/B] 65 [B]Strength[/B] 8 (-1) [10 base (2 pts), -2 racial] [B]Dexterity[/B] 14 (+2) [14 base (6 pts)] [B]Constitution[/B] 14 (+2) [12 base (4 pts), +2 racial] [B]Intelligence[/B] 14 (+2) [14 base (6 pts)] [B]Wisdom[/B] 12 (+1) [12 base (4 pts)] [B]Charisma[/B] 16 (+3) [16 base (10 pts)] [B]Class and Racial Abilities[/B] -2 Strength, +2 Constitution; Small: +1 size bonus to AC and attack rolls, +4 size bonus on Hide checks; Base Land Speed: 20 feet; Low-Light Vision; Weapon Familiarity: Gnome hooked hammer; +2 racial bonus on saving throws on saving throws against illusions; Add +1 to DC for illusion spells cast; +1 racial bonus on attack rolls against kobolds and goblinoids; +4 dodge bonus to AC against monster of the giant type; +2 racial bonus on Craft (alchemy) and Listen checks; Spell-Like Abilities: 1/day--[I]dancing lights, ghost sound, prestidigitation, speak with animals[/I] (Save DC = 13 + spell level). Weapons & Armor: All simple weapons plus longsword, rapier, sap, shortbow, shortsword, whip, light armour, and shields (except the tower shield); Bardic Music 1/day [countersong (su), fascinate (sp), inspire courage +1 (su)], Bardic Knowledge +5 [incl. +2 for Knowledge (history)]. [B]Armour Class:[/B] 15 (10 base, +1 size, +2 Dex, +2 armour) [touch 13, flat-footed 13] [B]Armour Check Penalty:[/B] -0 [B]Arcane Spell Failure:[/B] 0% [B]Hit Dice:[/B] 1d6+2 (+3 Expert) (6) [B]Hit Points:[/B] 11 [B]Initiative:[/B] +2 [B]Speed:[/B] 20 feet [B]Base Attack Bonus/Grapple:[/B] +0/-5 [B]Weapons[/B] +0 melee [1d3-1; 19-20/x2; piercing; dagger, small] +3 ranged [1d6; 19-20/x2; range 80 ft.; piercing; light crossbow, small] [B]Saves[/B] Fortitude +2 [0 base, +2 Con] Reflex +4 [2 base, +2 Dex] Will +5 [4 base, +1 Wis] [B]Skills (40 points; max ranks: 5/2.5)[/B] Concentration +5 [3 ranks, +2 Con] Decipher Script +7 [5 ranks, +2 Int] Diplomacy +7 [4 ranks, +3 Cha] Gather Information +6 [3 ranks, +3 Cha] Listen +6 [3 ranks, +1 Wis, +2 racial] Knowledge (history) +7 [5 ranks, +2 Int] Perform (oratory) +6 [3 ranks, +3 Cha] Perform (sing) +7 [4 ranks, +3 Cha] Sleight of Hand +5 [3 ranks, +2 Dex] Spellcraft +6 [4 ranks, +2 Int] Use Magic Device +6 or +8 (scrolls) [3 ranks, +3 Cha, +2 synergy Decipher Script] [B]Feats[/B] Eschew Materials [1st level] [B]Languages[/B] Gnome, Common, Dwarven, Elven [B]Spells Per Day (0/3; 1/0; 2/0; 3/0; 4/0; 5/0; 6/0); Save DC = 13 + spell level (14 + spell level for illusions)[/B] [B]Spells Known[/B] 0-level (4) -- [I]detect magic, light, message, read magic (f)[/I] [B]Equipment (* indicates a small item suited for Colmarr’s size)[/B] Dagger* [0.5 lb] Light Crossbow* [2 lb] 20 Bolts* [1 lb] Leather Armour* [7.5 lb] Entertainer’s Outfit* Backpack* [0.5 lb] -- Bedroll* [1.25 lb] -- Ink (2 vials) [0 lb] -- Inkpen (2) [0 lb] -- Mirror, Small Steel [0.5 lb] -- Lorebook (as wizard’s spellbook) [3 lb] -- Rations, Trail* (2 days) [0.5 lb] -- Sack* (2) [0.25 lb] -- Waterskin* [1 lb] Pouch, Belt* [0.125 lb] -- Flint & Steel [0 lb] -- Focus for [I]read magic[/I] [0 lb] -- Money (1 gp, 7 sp) [0.16 lb] [B]Weight Carried:[/B] 18.125 lb (18.285 lb including money) [B]Carrying Capacity [8 Strength x 3/4 for small][/B] [B]Light:[/B] 19.5 lb. or less; [B]Medium:[/B] 19.5-39.75 lb.; [B]Heavy:[/B] 39.75-60 lb.; [B]Lift (over head):[/B] 60 lb.; [B]Lift (off ground):[/B] 120 lb.; [B]Drag:[/B] 300 lb. [B]Money[/B] 1 gp, 7 sp [B]Appearance[/B] Colmarr is a very tall and lean gnome, with stylishly cropped white-blonde hair mostly hidden under a dashing black hat and a neatly trimmed goatee. His sapphire-blue eyes look on those around him with kindness and understanding, while always seeming to have a certain hint of humour and mischief in them. He wears colourful clothing unlike most of his people, a scarlet doublet over a white shirt and cerulean trousers tucked into well polished black boots, over which he wears a stylish black cloak edged in silver stitching. He carries little in the way of weaponry, just a dagger and light crossbow, which seem to have seen little use. [B]Personality[/B] Colmarr is funloving and inquisitive, always wanting to know a little more and not above playing pranks, just to see what happens. He gets on well with those around him extremely well, making friends very easily as it is the lifeblood of his trade and interests. Always seeking to increase his magical knowledge and his repertoire of songs and tales, he is also on the lookout for more lore hoping one day to chronicle some great historical event himself. [B]Background[/B] The only child of Dorgan and Lissa Blackrock, Colmar was an inquisitive child and funloving child. From as early as he can remember his mother sang to him, her voice ethereal and haunting, drawing him in to the folk songs of his people. Eventually he began to sing the songs with her, often at large gatherings of his kin, finding he had a gifted voice which gave him much enjoyment. His inquisitiveness and first love though ran mostly to history and he always preferred to hear tales of real events rather than fantasies dreamed up for his benefit, which worked out well with his father being a sage who specialised in the histories of many races. Many long hours did he listen to his father recount battles, great leaders, or other items of historical note always hungering for more. When he came of age Colmarr joined his father in studying and dispensing historical knowledge as a sage. Some time after first contact Colmarr became enamoured by the human culture, there being much untapped historical knowledge to find, so he turned to the wandering life of a bard an began to explore the human lands. Upon reaching the port of Antigrol, he immediately headed out into the surrounding lands spending much of his time visiting small villages and towns, gathering tales from the outlying areas where there was less contamination from the influx of new ideas. He spent many years exploring the history of humankind, often singing in these isolated places to earn his keep while following his thirst for history. In recent months, Colmarr has returned to the city of Antigrol singing in various establishments to keep himself fed while he studied what history he could garned from the folk. Feeling that he has discovered as much as he can for the time being and almost down to his last coin he decided to leave the city, and signed on with Captain Turion to travel down the coast to Tortila as an entertainer, storyteller, and magical advisor...at least that’s how he sees his duties in order of importance, although the captain says he hired him for his knowledge of magic...[/SBLOCK] [/QUOTE]
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