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The Drow War - Character Thread
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<blockquote data-quote="Festy_Dog" data-source="post: 2286161" data-attributes="member: 2561"><p>Saxon Nusmaar 2nd-level Druid (Melmoth)</p><p>Medium Humanoid (Human) TN</p><p>Hit Dice: 2d8-2 (12/12 hp)</p><p>Initiative: +0</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 14 (+2 armour, +2 shield), touch 12, flat-footed 14</p><p>Base Attack/Grapple:+0/+0</p><p>Attack: Scimitar +0 melee (1d6/18–20) or sling +0 ranged (1d4/x2)</p><p>Full Attack: Scimitar +0 melee (1d6/18–20) or sling +0 ranged (1d4/x2)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: spellcasting</p><p>Special Qualities: human traits, wild empathy +2, nature sense, mark of the spinner, woodland stride</p><p>Saves: Fort +2, Ref +0, Will +6</p><p>Abilities: Str 10, Dex 11, Con 8, Int 15, Wis 17, Cha 13</p><p>Skills: Concentration (Con) +4/5, Diplomacy (Cha) +4/3, Handle Animal (Cha) +4/3, Heal (Wis) +8/5, Knowledge (nature) (Int) +9/5, Listen (Wis) +5/2, Spellcraft (Int) +7/5, Spot (Wis) +5/2, Survival (Wis) +10/5</p><p>Feats: Combat Casting, Eschew Materials</p><p>XP: 1025/3000</p><p>Weight: 160lb(char) + 48.5lb(gear) = 208.5lb(total)</p><p>Height: 5'10'</p><p>Languages: Common, Druidic, Elven, Sylvan</p><p></p><p>Spells/day:</p><p>0th: 4</p><p>1st: 2 + 1</p><p></p><p>Spells Memorised:</p><p>DC:13, 0th- Read Magic, Detect Magic, Flare, Cure Min. Wounds</p><p>DC:14, 1st- Entangle, Cure Lgt. Wounds x2</p><p></p><p>Equipment:</p><p>scimitar </p><p>leather armour </p><p>heavy wooden shield </p><p>sling</p><p>10 bullets </p><p>backpack </p><p>waterskin </p><p>bedroll </p><p>sack</p><p>flint & steel</p><p>holly & mistletoe</p><p>torches (3)</p><p>10 gold</p><p>6 silver</p><p>7 copper</p><p></p><p>Companion:</p><p>Mzarem (wolf/riding dog) Medium Animal</p><p>Hit Dice: 2d8+4 (13 hp)</p><p>Initiative: +2</p><p>Speed: 40 ft. (8 squares)</p><p>Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14</p><p>Base Attack/Grapple:+1/+3</p><p>Attack: Bite +3 melee (1d6+3)</p><p>Full Attack: Bite +3 melee (1d6+3)</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: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1 (+4 racial bonus when using scent)</p><p>Feats: Alertness, Track</p><p>Tricks: attack (2), come, defend, down, heel, track</p><p></p><p>Description:</p><p></p><p>[sblock]Saxon's hair is long, thick and dark brown. He keeps it tied behind his head though a small multitude of strands usually escape and fall across his face. His eyes are a greyish blue and he smiles a lot, very talkative with animals but gets shy around people. He has a persistant dry cough, which was a result of his lifestyle before he became an adventurer. His leather armour is light grey in colour and fairly elaborate, over the top of it is worn a thick, woolen, ankle-length coat which is loose so as not to hinder mobility. Saxon's backpack has his shield strapped to it in addition to many little trinket -like objects he has collected while travelling. His scimitar is worn on his belt with a few other miscellaneous items which he uses in everyday functions. Though he keeps himself very tidy and neat, he seems to carry a feint smell of pine trees and snow. Mzarem is a male albino wolf, he is missing a couple of small patches of fur here and there, and carries a lot of scars, but otherwise he's very friendly with Saxon. Mzarem has a certain gleam in his eye, like that of a seasoned warrior, and is known to unnerve people he travels with by looking at them as though he were sizing them up for a fight.</p><p></p><p><a href="http://img221.echo.cx/my.php?image=saxonnusmaar5vx.jpg" target="_blank">[img=http://img221.echo.cx/img221/201/saxonnusmaar5vx.th.jpg]</a>[/sblock]</p><p></p><p>History:</p><p></p><p>[sblock]Saxon was born in a cold climate to a teenage couple who had fled their home town on discovery of the pregnancy. The cold and weakness after childbirth claimed his mother, leaving his father to raise him. Once Saxon was old enough to take care of himself his father set out to adventure and make a fortune for them both to live happily ever after on, but was never seen again. </p><p></p><p>They had lived a short distance from a frontier town, so supplies were available when he could be bothered to find something worth trading. Apart from that, during his solitude he did not have frequent interaction with other people, so he grew closer to the land itself. In one particular instance he had earned the trust of a female wolf, and when she was carrying pups he helped her raise them. The runt of the litter, an albino by chance, was Mzarem. Saxon decided to raise him because if not he would have been claimed by the harsh elements. Little did Saxon know that Mzarem would grow into the mightiest of his litter, but lacked most of the skills he would have learned having been raised by a human. The pair were closely bonded, somehow brothers despite the gap of species, perhaps Mzarem would have been Saxon's brother had his mother lived longer.</p><p></p><p>Time passed and the two became somewhat of a story told to travellers and peddlers, the boy and his huge white wolf who mastered the frigid surrounds. But it was not quite as the story was told. Humans were never designed to survive long in such a harsh environs, and as the young boy seemed to gain wisdom in his solitude the climate wore at his health in a strange kind of exchange. It would have eventually killed him had his grandfather not found him, and took him to live in the actual frontier town. His health stabilised, but never truly recovered, leaving him with a persistant dry cough that some people found a little creepy. This didn't help when it came to building relations with non-animals.</p><p></p><p>His grandfather though, a paladin who had sought out his missing son after retirement, was able to befriend him. The two never really saw eye to eye, as Saxon seemed somewhat cold and uncaring toward human matters, but they were close nonetheless. It wasn't until a few months after they had been living together that Saxon's grandfather noticed Saxon's birthmark. About the size of a clenched fist on his upper right chest, and so accurate it could have been mistaken for a tattoo, was the sign of the spinner. The discovery daunted the old man at first, but he thought he should do something about it, and urged Saxon to join the local druids' grove he had heard rumour of.</p><p></p><p>Though hesitant at first, he came to feel at home amoung the druids, but as soon as he had actually become proficient old age took his grandfather. Having lost the last relative he knew of, he realised there was nothing tying him to that place, and with Mzarem in tow he started travelling simply to see where the road would take him. Undoubtedly, it would take him directly to where he was supposed to go.[/sblock]</p></blockquote><p></p>
[QUOTE="Festy_Dog, post: 2286161, member: 2561"] Saxon Nusmaar 2nd-level Druid (Melmoth) Medium Humanoid (Human) TN Hit Dice: 2d8-2 (12/12 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 14 (+2 armour, +2 shield), touch 12, flat-footed 14 Base Attack/Grapple:+0/+0 Attack: Scimitar +0 melee (1d6/18–20) or sling +0 ranged (1d4/x2) Full Attack: Scimitar +0 melee (1d6/18–20) or sling +0 ranged (1d4/x2) Space/Reach: 5 ft./5 ft. Special Attacks: spellcasting Special Qualities: human traits, wild empathy +2, nature sense, mark of the spinner, woodland stride Saves: Fort +2, Ref +0, Will +6 Abilities: Str 10, Dex 11, Con 8, Int 15, Wis 17, Cha 13 Skills: Concentration (Con) +4/5, Diplomacy (Cha) +4/3, Handle Animal (Cha) +4/3, Heal (Wis) +8/5, Knowledge (nature) (Int) +9/5, Listen (Wis) +5/2, Spellcraft (Int) +7/5, Spot (Wis) +5/2, Survival (Wis) +10/5 Feats: Combat Casting, Eschew Materials XP: 1025/3000 Weight: 160lb(char) + 48.5lb(gear) = 208.5lb(total) Height: 5'10' Languages: Common, Druidic, Elven, Sylvan Spells/day: 0th: 4 1st: 2 + 1 Spells Memorised: DC:13, 0th- Read Magic, Detect Magic, Flare, Cure Min. Wounds DC:14, 1st- Entangle, Cure Lgt. Wounds x2 Equipment: scimitar leather armour heavy wooden shield sling 10 bullets backpack waterskin bedroll sack flint & steel holly & mistletoe torches (3) 10 gold 6 silver 7 copper Companion: Mzarem (wolf/riding dog) Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple:+1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) 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: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1 (+4 racial bonus when using scent) Feats: Alertness, Track Tricks: attack (2), come, defend, down, heel, track Description: [sblock]Saxon's hair is long, thick and dark brown. He keeps it tied behind his head though a small multitude of strands usually escape and fall across his face. His eyes are a greyish blue and he smiles a lot, very talkative with animals but gets shy around people. He has a persistant dry cough, which was a result of his lifestyle before he became an adventurer. His leather armour is light grey in colour and fairly elaborate, over the top of it is worn a thick, woolen, ankle-length coat which is loose so as not to hinder mobility. Saxon's backpack has his shield strapped to it in addition to many little trinket -like objects he has collected while travelling. His scimitar is worn on his belt with a few other miscellaneous items which he uses in everyday functions. Though he keeps himself very tidy and neat, he seems to carry a feint smell of pine trees and snow. Mzarem is a male albino wolf, he is missing a couple of small patches of fur here and there, and carries a lot of scars, but otherwise he's very friendly with Saxon. Mzarem has a certain gleam in his eye, like that of a seasoned warrior, and is known to unnerve people he travels with by looking at them as though he were sizing them up for a fight. [url=http://img221.echo.cx/my.php?image=saxonnusmaar5vx.jpg][img=http://img221.echo.cx/img221/201/saxonnusmaar5vx.th.jpg][/url][/sblock] History: [sblock]Saxon was born in a cold climate to a teenage couple who had fled their home town on discovery of the pregnancy. The cold and weakness after childbirth claimed his mother, leaving his father to raise him. Once Saxon was old enough to take care of himself his father set out to adventure and make a fortune for them both to live happily ever after on, but was never seen again. They had lived a short distance from a frontier town, so supplies were available when he could be bothered to find something worth trading. Apart from that, during his solitude he did not have frequent interaction with other people, so he grew closer to the land itself. In one particular instance he had earned the trust of a female wolf, and when she was carrying pups he helped her raise them. The runt of the litter, an albino by chance, was Mzarem. Saxon decided to raise him because if not he would have been claimed by the harsh elements. Little did Saxon know that Mzarem would grow into the mightiest of his litter, but lacked most of the skills he would have learned having been raised by a human. The pair were closely bonded, somehow brothers despite the gap of species, perhaps Mzarem would have been Saxon's brother had his mother lived longer. Time passed and the two became somewhat of a story told to travellers and peddlers, the boy and his huge white wolf who mastered the frigid surrounds. But it was not quite as the story was told. Humans were never designed to survive long in such a harsh environs, and as the young boy seemed to gain wisdom in his solitude the climate wore at his health in a strange kind of exchange. It would have eventually killed him had his grandfather not found him, and took him to live in the actual frontier town. His health stabilised, but never truly recovered, leaving him with a persistant dry cough that some people found a little creepy. This didn't help when it came to building relations with non-animals. His grandfather though, a paladin who had sought out his missing son after retirement, was able to befriend him. The two never really saw eye to eye, as Saxon seemed somewhat cold and uncaring toward human matters, but they were close nonetheless. It wasn't until a few months after they had been living together that Saxon's grandfather noticed Saxon's birthmark. About the size of a clenched fist on his upper right chest, and so accurate it could have been mistaken for a tattoo, was the sign of the spinner. The discovery daunted the old man at first, but he thought he should do something about it, and urged Saxon to join the local druids' grove he had heard rumour of. Though hesitant at first, he came to feel at home amoung the druids, but as soon as he had actually become proficient old age took his grandfather. Having lost the last relative he knew of, he realised there was nothing tying him to that place, and with Mzarem in tow he started travelling simply to see where the road would take him. Undoubtedly, it would take him directly to where he was supposed to go.[/sblock] [/QUOTE]
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