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<blockquote data-quote="Brain" data-source="post: 2408000" data-attributes="member: 20995"><p>Name: Hemaor</p><p>Class: Fighter</p><p>Level: 1</p><p>Race: Nibelungen Hobyea</p><p>Alignment: Lawful Neutral</p><p>Deity: Ram-Hoth, Lord of the Mountains, King of Peaks</p><p>Age: 65</p><p>Height: 4'</p><p>Weight: 128</p><p></p><p>STR: 14 (6 pt)</p><p>DEX: 12 (6 pt)</p><p>CON: 16 (6 pt) </p><p>INT: 14 (6 pt)</p><p>WIS: 12 (4 pt)</p><p>CHA: 12 (4 pt)</p><p></p><p>AC: 18 (+1 Dex, +1 Natural, +4 Armor, +2 Shield)</p><p>Flat-footed: 17</p><p>Touch: 11</p><p></p><p>HP: 13</p><p>Init: +1</p><p>BAB: +1</p><p></p><p>Fort: +5</p><p>Ref: +1</p><p>Will: +1</p><p></p><p>Craft (Armorer): 2 ranks = 4 (or 6 with stone/metal)</p><p>Handle Animal: 4 ranks = 5</p><p>Intimidate: 4 ranks = 5</p><p>Perform (Sing): 1 rank cc = 2</p><p>Ride: 4 ranks = 5</p><p></p><p>Level 1 Feat: Mounted Combat</p><p>Fighter 1 Feat: Quick Draw</p><p></p><p>Languages: Common, Nibelungen, Giant, Goblin</p><p></p><p>Racial Traits:</p><p>[sblock]• -2 Dexterity, +2 Constitution</p><p>• Medium: As Medium creatures, Nibelungen have no special bonuses or penalties due to their size.</p><p>• Nibelungen base land speed is 20 feet. However, Nibelungen 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: Nibelungen 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 Nibelungen 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 Nibelungen who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Nibelungen can use the Search skill to find stonework traps as a rogue can. A Nibelungen can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.</p><p>• Weapon Familiarity: Nibelungen may treat Nibelungen waraxes and Nibelungen urgroshes as martial weapons, rather than exotic weapons.</p><p>• Stability: A Nibelungen 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 giants.</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>• Automatic Languages: Common and Nibelungen. Bonus Languages: Giant, Gnome, Goblin, Terran, and Undercommon.</p><p>• Favored Class: Fighter. A multiclass Nibelungen’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing</p><p>• +1 Natural Armor bonus[/sblock]</p><p></p><p>Equipment:</p><p>Starting Gold (6d4x10 – rolled 16 = 160)</p><p>Scale Mail (cost 50, wt 30)</p><p>Heavy Wooden Shield (cost 7, wt 10)</p><p>Nibelungen Waraxe (cost 30, wt 8)</p><p>Javelin x5 (cost 3 ea, wt 2 ea)</p><p>Signal Whistle on twine necklace (cost 0.8)</p><p>Dagger x2 (cost 2 ea, wt 1 ea) in boots</p><p></p><p></p><p>Backpack (cost 2, wt 2*)</p><p>^Bedroll (cost 0.1, wt 5)</p><p>^Winter Blanket (cost 0.5, wt 3)</p><p>*Belt Pouch with Chalk x30 (cost 1.3, wt 0.5)</p><p>^Crowbar (cost 2, wt 5)</p><p>*Flint and Steel (cost 1)</p><p>^Clay Tankard (cost 0.02, wt 1)</p><p>*Belt Pouch with money (cost 1, wt 0.5)</p><p>^Trail Rations x10 (cost 5, wt 10)</p><p>*^Waterskin x2 (cost 2, wt 8)</p><p>^Hemp Rope: 50’ (cost 1, wt 10)</p><p>^Whetstone (cost 0.02, wt 1)</p><p>^Traveler’s Outfit (cost 1, wt 5)</p><p>*Empty Sack x2 (cost 0.2, wt 1)</p><p></p><p>Wolf-related equipment:</p><p>Military saddle (cost 20, wt 30)</p><p>Saddlebags (cost 4, weight 8^)</p><p></p><p>Total Spent: 144.44 gp</p><p>Total Encumberance on person: 70</p><p>Total weight on Wolf if mounted: 274.9</p><p></p><p>Riding Wolf</p><p>[sblock]Medium Animal</p><p>Hit Dice: 2d8+4 (13 hp)</p><p>Initiative: +2</p><p>Speed: 50 ft. (10 squares)</p><p>Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12</p><p>Base Attack/Grapple: +1/+2</p><p>Attack: Bite +4 melee (1d6+2)</p><p>Full Attack: Bite +4 melee (1d6+2)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Trip</p><p>Special Qualities: Low-light vision, scent</p><p>Saves: Fort +5, Ref +5, Will +1</p><p>Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6</p><p>Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*</p><p>Feats: Track, Weapon Focus (bite)</p><p>Combat</p><p>A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.</p><p></p><p>Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. </p><p>Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.[/sblock]</p><p></p><p>Background / History:</p><p>Hemaor has made a fine living as an exotic mercenary. Nibelungen Wolfriders are coveted for their bravery in battle and the effect they have on opposing troops. The combination of their war-songs and their slavering wolf mounts is quite a sight to see. Hemaor plays up this reputation by omission generally, letting people believe what they want to, and then capitalizing upon fears or inflated confidence. Hemaor recently arrived in the area, and thus hasn’t built up much of a reputation in the area surrounding Poins. </p><p></p><p>Hemaor is generally reserved, but will talk at length about things of interest, such as wolves, mercenary work, or fighting Giants. Hemaor also enjoys listening to local gossip for hours on end, even about mundane, everyday topics.</p><p></p><p></p><p>Experience Log:</p><p>150 XP from defeating two goblins.</p><p></p><p>Treasure Log:</p><p>20 GP from Greffa</p></blockquote><p></p>
[QUOTE="Brain, post: 2408000, member: 20995"] Name: Hemaor Class: Fighter Level: 1 Race: Nibelungen Hobyea Alignment: Lawful Neutral Deity: Ram-Hoth, Lord of the Mountains, King of Peaks Age: 65 Height: 4' Weight: 128 STR: 14 (6 pt) DEX: 12 (6 pt) CON: 16 (6 pt) INT: 14 (6 pt) WIS: 12 (4 pt) CHA: 12 (4 pt) AC: 18 (+1 Dex, +1 Natural, +4 Armor, +2 Shield) Flat-footed: 17 Touch: 11 HP: 13 Init: +1 BAB: +1 Fort: +5 Ref: +1 Will: +1 Craft (Armorer): 2 ranks = 4 (or 6 with stone/metal) Handle Animal: 4 ranks = 5 Intimidate: 4 ranks = 5 Perform (Sing): 1 rank cc = 2 Ride: 4 ranks = 5 Level 1 Feat: Mounted Combat Fighter 1 Feat: Quick Draw Languages: Common, Nibelungen, Giant, Goblin Racial Traits: [sblock]• -2 Dexterity, +2 Constitution • Medium: As Medium creatures, Nibelungen have no special bonuses or penalties due to their size. • Nibelungen base land speed is 20 feet. However, Nibelungen 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: Nibelungen 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 Nibelungen 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 Nibelungen who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Nibelungen can use the Search skill to find stonework traps as a rogue can. A Nibelungen can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. • Weapon Familiarity: Nibelungen may treat Nibelungen waraxes and Nibelungen urgroshes as martial weapons, rather than exotic weapons. • Stability: A Nibelungen 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 giants. • +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. • Automatic Languages: Common and Nibelungen. Bonus Languages: Giant, Gnome, Goblin, Terran, and Undercommon. • Favored Class: Fighter. A multiclass Nibelungen’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing • +1 Natural Armor bonus[/sblock] Equipment: Starting Gold (6d4x10 – rolled 16 = 160) Scale Mail (cost 50, wt 30) Heavy Wooden Shield (cost 7, wt 10) Nibelungen Waraxe (cost 30, wt 8) Javelin x5 (cost 3 ea, wt 2 ea) Signal Whistle on twine necklace (cost 0.8) Dagger x2 (cost 2 ea, wt 1 ea) in boots Backpack (cost 2, wt 2*) ^Bedroll (cost 0.1, wt 5) ^Winter Blanket (cost 0.5, wt 3) *Belt Pouch with Chalk x30 (cost 1.3, wt 0.5) ^Crowbar (cost 2, wt 5) *Flint and Steel (cost 1) ^Clay Tankard (cost 0.02, wt 1) *Belt Pouch with money (cost 1, wt 0.5) ^Trail Rations x10 (cost 5, wt 10) *^Waterskin x2 (cost 2, wt 8) ^Hemp Rope: 50’ (cost 1, wt 10) ^Whetstone (cost 0.02, wt 1) ^Traveler’s Outfit (cost 1, wt 5) *Empty Sack x2 (cost 0.2, wt 1) Wolf-related equipment: Military saddle (cost 20, wt 30) Saddlebags (cost 4, weight 8^) Total Spent: 144.44 gp Total Encumberance on person: 70 Total weight on Wolf if mounted: 274.9 Riding Wolf [sblock]Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Bite +4 melee (1d6+2) Full Attack: Bite +4 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1* Feats: Track, Weapon Focus (bite) Combat A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear. Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.[/sblock] Background / History: Hemaor has made a fine living as an exotic mercenary. Nibelungen Wolfriders are coveted for their bravery in battle and the effect they have on opposing troops. The combination of their war-songs and their slavering wolf mounts is quite a sight to see. Hemaor plays up this reputation by omission generally, letting people believe what they want to, and then capitalizing upon fears or inflated confidence. Hemaor recently arrived in the area, and thus hasn’t built up much of a reputation in the area surrounding Poins. Hemaor is generally reserved, but will talk at length about things of interest, such as wolves, mercenary work, or fighting Giants. Hemaor also enjoys listening to local gossip for hours on end, even about mundane, everyday topics. Experience Log: 150 XP from defeating two goblins. Treasure Log: 20 GP from Greffa [/QUOTE]
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