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<blockquote data-quote="Morrus" data-source="post: 6706004" data-attributes="member: 1"><p><strong>Originally posted by Leugren:</strong></p><p></p><p><img src="http://community.wizards.com/sites/mtgcommunity/files/styles/large/public/crumden-craw.gif?itok=nJbOJX4j" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p> </p><p>Krumden Kraw </p><p>2nd-level Mountain Dwarf Barbarian </p><p>Medium Male Humanoid </p><p>Armor Class 16 (chain shirt), 14 (unarmored) </p><p>Hit Points 23 (1d12) </p><p>Speed 25 ft. (not reduced by wearing heavy armor) </p><p>Senses Darkvision 60 ft.. </p><p>Str 16 (+3) Dex 12 (+1) Con 16 (+3) </p><p>Int 11 (+0) Wis 12 (+1) Cha 10 (+0) </p><p>Alignment Neutral</p><p>Languages Common, Dwarvish </p><p> </p><p>TRAITS</p><p> </p><p>Background – Criminal (Enforcer)</p><p>Feature: Bad Reputation – No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activities to the authorities. </p><p>Proficiency (+2) </p><p>Tools: Playing Card Set, Thieves’ Tools, Brewer’s Tools</p><p>Saving Throws: Strength, Constitution </p><p>Weapons: Simple Weapons, Martial Weapons </p><p>Armor: Light Armor, Medium Armor, Shields </p><p> </p><p>SKILLS</p><p> </p><p>Athletics +5, Perception +3, Stealth +3, Intimidation +2 </p><p> </p><p>ACTIONS </p><p> </p><p>Melee Attack— Maul: +5 to hit (reach 5 ft.; one creature) </p><p>Hit: 2d6+3 bludgeoning damage ( 2d6 + 5 while raging) (heavy, two-handed)</p><p>Ranged Attack—Javelin: +5 to hit (range 30/120 ft; one creature). </p><p>Hit: 1d6+3 piercing damage (thrown) </p><p> </p><p>EQUIPMENT</p><p> </p><p>chain shirt, maul, 5 javelins, an explorer’s pack, a grappling hook, a crow bar, a set of dark common clothes, a red cloak, 5 smoke pellets (like Fog Cloud, but only lasts two rounds), a belt pouch containing 15 gp. </p><p> </p><p>explorer’s pack contents: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 10 feet of hempen rope strapped to the side.</p><p> </p><p> </p><p>FEATURES</p><p> </p><p> </p><p>Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.</p><p> </p><p> </p><p>Rage: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:</p><p> </p><ul> <li data-xf-list-type="ul">You have advantage on Strength checks and Strength saving throws.<br /> </li> <li data-xf-list-type="ul">When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian.<br /> </li> <li data-xf-list-type="ul">You have resistance to bludgeoning, piercing, and slashing damage.<br /> </li> </ul><p>If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since your last turn. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level, you must finish a long rest before you can rage again.</p><p>Rages: 2</p><p>Rage Damage: +2</p><p> </p><p>Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.</p><p> </p><p> </p><p>Danger Sense: You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. </p><p> </p><p> </p><p>Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.</p><p> </p><p> </p><p>Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p> </p><p> </p><p>Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.</p><p> </p><p> </p><p>Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewers supplies, or mason’s tools.</p><p> </p><p> </p><p>Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill, and add double your proficiency bonus to the check, instead of your normal proficiency bonus.</p><p> </p><p> </p><p>Dwarven Armor Training: You have proficiency with light and medium armor.</p><p> </p><p> </p><p>PERSONAL CHARACTERISTICS</p><p> </p><p> </p><p>Traits: “I always have a plan for when things go wrong.” “I never use two words when one will do.” “I never forget an insult.” “I can stare a hellhound in the eye without flinching.” “People who succumb to their addictions are worthy of nothing but contempt.” “I always pay off my debts.”</p><p> Ideal: Resolution. “When I set my sights on a goal, I will do whatever it takes to achieve it.”</p><p> </p><p> </p><p>Bond: “I keep a pair of mastiffs in my home that I refer to as my ‘girls’.” "I would love to locate the halfling bard, Twillo Teajankle, so that I can smash his face in."</p><p> </p><p> </p><p>Flaw: “I am a bully by nature (when I go into a tavern, for instance, I might approach a random patron and proclaim, ‘That’s me stool you’re sittin on; you’d best piss off on out of here!’)”</p><p> </p><p> </p><p>Appearance: Even by dwarven standards, Krumden is a real bruiser, standing 4’11” and weighing in at an impressive 256 lbs. He is large and surly looking with craggy features set in a stony, beardless face. He has a bald pate, and a large tattoo of a black kraken on his left shoulder. </p><p> </p><p> </p><p>BACKSTORY</p><p> </p><p> </p><p style="text-align: center">The Adder had a curious notion:</p> <p style="text-align: center">To spread his kingdom to the ocean,</p> <p style="text-align: center">He strode to the pier with hands on hips,</p> <p style="text-align: center">A brazen challenge on his lips.</p> <p style="text-align: center">♬ ♫ ♩</p> <p style="text-align: center">But up from the wharfs came Krumden Kraw,</p> <p style="text-align: center">Swung his fist and smashed his jaw,</p> <p style="text-align: center">Cracked his ribs and stomped his feet,</p> <p style="text-align: center">Chased him back to Adder Street!</p> <p style="text-align: center">♬ ♫ ♩</p><p> </p><p style="text-align: center">--From The Ballad of Krumden Kraw</p> <p style="text-align: center"></p><p> </p><p style="text-align: center">by Twillo Teajankle</p><p> </p><p>Krumden’s mother was a dream dust addict who turned to prostitution in order to finance her expensive habit, eventually dying of an overdose when Krumden was in his early twenties. Krumden never knew his father. Mostly left to his own devices on the mean streets of Waterdeep’s Dock Ward, Krumden learned how to handle himself in a scrap very early in life. Luckily for him, he was always bigger and stronger than most of the other children. There was a hard and brutal side to him that gave even the older children pause. His talent for violence soon drew the attention of the Krakens’ guildmaster, who took him on as a collector and enforcer for several years. During this time, he established a reputation for ruthless brutality-- a reputation that eventually spread throughout the Sword Coast when his exploits as a dockyard bully were immortalized by the halfling bard, Twillo Teajankle, in his popular Ballad of Krumden Kraw. When the Krakens were finally expelled from the city by the Lords of Waterdeep, Krumden partnered up briefly with some outcasts of the Black Boar Tribe, helping to run a bootleg firewater operation before eventually leaving Waterdeep and ending up with the Redbrands in Phandalin. By Krumden’s standards, the Redbrands were a tinpot outfit, but things were getting too hot for him in Waterdeep, and he badly needed a change of scenery. He quickly rose through the ranks to become Glasstaff’s chief lieutenant before he was framed by a rival.</p><p> </p></blockquote><p></p>
[QUOTE="Morrus, post: 6706004, member: 1"] [b]Originally posted by Leugren:[/b] [IMG]http://community.wizards.com/sites/mtgcommunity/files/styles/large/public/crumden-craw.gif?itok=nJbOJX4j[/IMG] Krumden Kraw 2nd-level Mountain Dwarf Barbarian Medium Male Humanoid Armor Class 16 (chain shirt), 14 (unarmored) Hit Points 23 (1d12) Speed 25 ft. (not reduced by wearing heavy armor) Senses Darkvision 60 ft.. Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 11 (+0) Wis 12 (+1) Cha 10 (+0) Alignment Neutral Languages Common, Dwarvish TRAITS Background – Criminal (Enforcer) Feature: Bad Reputation – No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activities to the authorities. Proficiency (+2) Tools: Playing Card Set, Thieves’ Tools, Brewer’s Tools Saving Throws: Strength, Constitution Weapons: Simple Weapons, Martial Weapons Armor: Light Armor, Medium Armor, Shields SKILLS Athletics +5, Perception +3, Stealth +3, Intimidation +2 ACTIONS Melee Attack— Maul: +5 to hit (reach 5 ft.; one creature) Hit: 2d6+3 bludgeoning damage ( 2d6 + 5 while raging) (heavy, two-handed) Ranged Attack—Javelin: +5 to hit (range 30/120 ft; one creature). Hit: 1d6+3 piercing damage (thrown) EQUIPMENT chain shirt, maul, 5 javelins, an explorer’s pack, a grappling hook, a crow bar, a set of dark common clothes, a red cloak, 5 smoke pellets (like Fog Cloud, but only lasts two rounds), a belt pouch containing 15 gp. explorer’s pack contents: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 10 feet of hempen rope strapped to the side. FEATURES Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Rage: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: [LIST][*]You have advantage on Strength checks and Strength saving throws. [*]When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian. [*]You have resistance to bludgeoning, piercing, and slashing damage. [/LIST] If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since your last turn. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level, you must finish a long rest before you can rage again. Rages: 2 Rage Damage: +2 Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Danger Sense: You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer. Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewers supplies, or mason’s tools. Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill, and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Dwarven Armor Training: You have proficiency with light and medium armor. PERSONAL CHARACTERISTICS Traits: “I always have a plan for when things go wrong.” “I never use two words when one will do.” “I never forget an insult.” “I can stare a hellhound in the eye without flinching.” “People who succumb to their addictions are worthy of nothing but contempt.” “I always pay off my debts.” Ideal: Resolution. “When I set my sights on a goal, I will do whatever it takes to achieve it.” Bond: “I keep a pair of mastiffs in my home that I refer to as my ‘girls’.” "I would love to locate the halfling bard, Twillo Teajankle, so that I can smash his face in." Flaw: “I am a bully by nature (when I go into a tavern, for instance, I might approach a random patron and proclaim, ‘That’s me stool you’re sittin on; you’d best piss off on out of here!’)” Appearance: Even by dwarven standards, Krumden is a real bruiser, standing 4’11” and weighing in at an impressive 256 lbs. He is large and surly looking with craggy features set in a stony, beardless face. He has a bald pate, and a large tattoo of a black kraken on his left shoulder. BACKSTORY [CENTER]The Adder had a curious notion: To spread his kingdom to the ocean, He strode to the pier with hands on hips, A brazen challenge on his lips. ♬ ♫ ♩ But up from the wharfs came Krumden Kraw, Swung his fist and smashed his jaw, Cracked his ribs and stomped his feet, Chased him back to Adder Street! ♬ ♫ ♩[/CENTER] [CENTER]--From The Ballad of Krumden Kraw [/CENTER] [CENTER]by Twillo Teajankle[/CENTER] Krumden’s mother was a dream dust addict who turned to prostitution in order to finance her expensive habit, eventually dying of an overdose when Krumden was in his early twenties. Krumden never knew his father. Mostly left to his own devices on the mean streets of Waterdeep’s Dock Ward, Krumden learned how to handle himself in a scrap very early in life. Luckily for him, he was always bigger and stronger than most of the other children. There was a hard and brutal side to him that gave even the older children pause. His talent for violence soon drew the attention of the Krakens’ guildmaster, who took him on as a collector and enforcer for several years. During this time, he established a reputation for ruthless brutality-- a reputation that eventually spread throughout the Sword Coast when his exploits as a dockyard bully were immortalized by the halfling bard, Twillo Teajankle, in his popular Ballad of Krumden Kraw. When the Krakens were finally expelled from the city by the Lords of Waterdeep, Krumden partnered up briefly with some outcasts of the Black Boar Tribe, helping to run a bootleg firewater operation before eventually leaving Waterdeep and ending up with the Redbrands in Phandalin. By Krumden’s standards, the Redbrands were a tinpot outfit, but things were getting too hot for him in Waterdeep, and he badly needed a change of scenery. He quickly rose through the ranks to become Glasstaff’s chief lieutenant before he was framed by a rival. [/QUOTE]
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