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<blockquote data-quote="Morrus" data-source="post: 6706041" data-attributes="member: 1"><p><strong>Originally posted by Echamil:</strong></p><p></p><p><strong>Skur Metalfang</strong></p><p><strong>1st-Level Goblin Cleric</strong></p><p><strong>Small Male Humanoid (Goblinoid)</strong></p><p><strong>Armor Class:</strong> 17/ 15</p><p><strong>Hit Points</strong> 10 (1d8+2)</p><p><strong>Speed:</strong> 30 ft.</p><p><strong>Senses:</strong> Darkvision 60 ft., passive Perception; 11</p><p><strong>Str:</strong> 10 (+0) <strong>Dex:</strong> 14 (+2) <strong>Con:</strong> 14 (+2)</p><p><strong>Int:</strong> 8 (-1) <strong>Wis:</strong> 15 (+2) <strong>Cha:</strong> 11 (+0)</p><p><strong>Alignment:</strong> Lawful-Evil</p><p><strong>Languages:</strong> Common, Goblin</p><p> </p><p><strong>Traits</strong></p><p>Background - Hermit</p><p> Feature: Discovery</p><p> Life of Seclusion: I retreated from my home after a life-altering event.</p><p>Proficiency: +2</p><p> Armor: Light Armor, Medium Armor, Shields, Heavy Armor*</p><p> Weapons: All Simple Weapons, Martial Weapons*</p><p> Tools: Herbalism Kit</p><p> Saving Throws: Wisdom, Charisma</p><p>Disciple of War</p><p> </p><p><strong>Racial Features</strong></p><p>Darkvision</p><p>Nimble Escape</p><p>Fast Movement</p><p>Hard Head, Big Teeth</p><p> </p><p><strong>Class Feature</strong></p><p>Spellcasting</p><p> Cantrips</p><p> Ritual Casting</p><p>Divine Domain</p><p> Domain Spells</p><p>War Domain</p><p> Bonus Profiencies*</p><p> War Priest</p><p> </p><p><strong>Skills</strong></p><p>History +1, Insight +4, Medicine +4, Religion +1</p><p> </p><p><strong>Attacks/ Weapons</strong></p><p><strong>Melee--Warhammer:</strong> +2 to hit (reach 5 ft.; one creature). <em>Versatile</em>.</p><p><em>Hit:</em> 1d8 Bludgeoning damage. <em>(1d10 Bludgeoning damage)</em></p><p><strong>Melee-Inflict Wounds (1st-Level Spell):</strong> +4 to hit (reach 5 ft.; one creature).</p><p><em>Hit:</em> 3d10 Necrotic Damage.</p><p><strong>Melee--Bite:</strong> +2 to hit (reach 5 ft.; one creature).</p><p><em>Hit:</em> 1d4 Piercing Damage.</p><p><strong>Melee/ Range--Handaxes (2):</strong> +2 to hit (range 20/60 ft.; one creature). <em>Light, Thrown</em>.</p><p><em>Hit:</em> 1d6 Slashing Damage/ 1d6 Slashing Damage.</p><p><strong>Melee/ Range--Daggers (5):</strong> +4 to hit (range 20/60 ft.; one creature). <em>Finesse, Light, Thrown</em>.</p><p><em>Hit</em> 1d4+2 Piercing Damage/ 1d4 Piercing Damage.</p><p><strong>Range--Light Crossbow:</strong> +4 to hit (range 80/320 ft.; one creature). <em>Ammunition, Loading, Two-handed</em>.</p><p><em>Hit:</em> 1d8+2 Piercing Damage.</p><p><strong>Range--Sacred Flame:</strong> +4 to hit (range 60 ft.; one creature).</p><p><em>Hit:</em> 1d8 Radiant Damage on a failed Dexterity Saving Throw.</p><p><strong>Range--Guidance Bolt (1st-Level Spell):</strong> +4 to hit (range 120 ft.; one creature).</p><p><em>Hit:</em> 4d6 Radiant Damage. <em>Next attack roll made against target has Advantage before the end of your next turn.</em></p><p> </p><p><strong>Spells</strong></p><p><strong>Magic Ability:</strong> Wisdom</p><p><strong>SAM:</strong> +4</p><p><strong>Save DC:</strong> 12</p><p><strong>Cantrips:</strong></p><p><em>Guidance, Sacred Flame, Spare the Dying</em>.</p><p><strong>Prepared 1st-Level Spells (2-slots):</strong></p><p><em>Cure Wounds, Guidance Bolt, Inflict Wounds.</em></p><p><strong>Domain Spells (War Domain)</strong></p><p><em>Divine Favor, Shield of Faith</em>.</p><p> </p><p><strong>Equipment</strong></p><p>Chain Shirt, Shield*, Warhammer, 2 Handaxes, 5 Daggers (1 Hidden), Light Crossbow, Case of 20 Crossbow Bolts, Explorer's pack; (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Rations, 10 Torches, Waterskin, & 50 ft. of Hempen Rope.), Clothes (Traveler's), 10 Candles, Holy Symbol (Emblem)**, Herbalism Kit, Ink Pen, Ink (1 Ounce Bottle), Book, Fishing Tackle, Flask, Pouch (with 19 Gold Pieces, 8 Silver Pieces & 6 Copper Pieces.)</p><p> </p><p>*:Metal "Heater Shield 4" (Zelda Type), The image of a bloody Axe carved into the front of the shield.</p><p> </p><p>**: A bloody axe tattoo, the axe blade sits just behind the ear.</p><p> </p><p><strong>Personality</strong></p><p> <em>Personality Traits:</em> I misuse long words in an attempt to sound smarter. I blow up at the slighest insult.</p><p> <em>Ideals:</em> The ancient traditions worship and sacrifice must be preserved and upheld.</p><p> <em>Bonds:</em> My loyalty to <strong><em>Maglubiyet</em></strong> is unwavering.</p><p> <em>Flaws:</em> I drink alcohol a little to often.</p><p> </p><p><strong>Backstory</strong></p><p><em>Pinch of Flavor goes a long way.</em></p><p> Skur Metalfang was an everyday, average and very ordinary Goblin. A part of a war camp that was attacked frequently by low-level adventurers, used as nothing more than swinging practice. Always surviving encounters by mere death-saves, only to be forced into another encounter shortly after. Over time, Skur began to resent his lot in life, wanting more than just to be fodder for some fool's fresh blade. After a particularly brutal encounter, which resulted in the loss of adventurer's life, Skur decided that he wanted to experience more in life.</p><p> During one festive evening, skur gathered his armor and scimitar, before leaving the War Camp and his clan behind. After many tendays of traveling, careful to avoid adventurers and threats alike, Skur found himself a suitable uninhabitated cave. Making himself a home, Skur began to pray to his Deity, <em>Maglubiyet</em>, for guidance.</p><p> Over the coming months, Skur began to train himself, reciting prayers that every goblin knew every morning, seeking guidance from <em>Maglubiyet</em>, until finally his answered were awarded. With that, Skur Metalfang set out, passing himself off as a gnome hidden under layers of clothing, acquiring equipment and journeying to find the companions that would help lead Skur Metalfang to his destiny.</p><p> </p><p>-------</p><p>Not 100% sure this is AL Legal. I had to take two Racial Traits from Pathfinders, as I don't have the new DMG as of yet. This can be edited ever so slightly though to remove those.</p><p>I used the standard array for stats and the Racial Modifiers from 3.5. Again, these can be edited.</p><p>I didn't know whether to go with Goblin's Hit Dice or the Clerics. I decided to use Clerics but this can be edited if needed.</p><p>I used the Starting Wealth for Cleric.</p><p>Can be Lawful-Evil with Lord's Alliance.</p><p> </p><p>Backstory is free to be changed as needed.</p><p>------</p><p> </p><p>Skur was born from a Campaign in which everyone wanted to play monsters. The first part of the campaign consisted of us helping an Evil wizard, in traping a group of low-level adventurers within the Wizard's dungeon. From there, it went on in pretty much the same way any campaign would, except- we fought monsters AND advenurers + normal NPC's. The goal our campaign/ group was to help a demon lord rise to power and enslave the Humans, Dwarves, Elves, Halflings, etc. Skur just happens to be one of my favorites.</p></blockquote><p></p>
[QUOTE="Morrus, post: 6706041, member: 1"] [b]Originally posted by Echamil:[/b] [b]Skur Metalfang[/b] [b]1st-Level Goblin Cleric[/b] [b]Small Male Humanoid (Goblinoid)[/b] [b]Armor Class:[/b] 17/ 15 [b]Hit Points[/b] 10 (1d8+2) [b]Speed:[/b] 30 ft. [b]Senses:[/b] Darkvision 60 ft., passive Perception; 11 [b]Str:[/b] 10 (+0) [b]Dex:[/b] 14 (+2) [b]Con:[/b] 14 (+2) [b]Int:[/b] 8 (-1) [b]Wis:[/b] 15 (+2) [b]Cha:[/b] 11 (+0) [b]Alignment:[/b] Lawful-Evil [b]Languages:[/b] Common, Goblin [b]Traits[/b] Background - Hermit Feature: Discovery Life of Seclusion: I retreated from my home after a life-altering event. Proficiency: +2 Armor: Light Armor, Medium Armor, Shields, Heavy Armor* Weapons: All Simple Weapons, Martial Weapons* Tools: Herbalism Kit Saving Throws: Wisdom, Charisma Disciple of War [b]Racial Features[/b] Darkvision Nimble Escape Fast Movement Hard Head, Big Teeth [b]Class Feature[/b] Spellcasting Cantrips Ritual Casting Divine Domain Domain Spells War Domain Bonus Profiencies* War Priest [b]Skills[/b] History +1, Insight +4, Medicine +4, Religion +1 [b]Attacks/ Weapons[/b] [b]Melee--Warhammer:[/b] +2 to hit (reach 5 ft.; one creature). [i]Versatile[/i]. [i]Hit:[/i] 1d8 Bludgeoning damage. [i](1d10 Bludgeoning damage)[/i] [b]Melee-Inflict Wounds (1st-Level Spell):[/b] +4 to hit (reach 5 ft.; one creature). [i]Hit:[/i] 3d10 Necrotic Damage. [b]Melee--Bite:[/b] +2 to hit (reach 5 ft.; one creature). [i]Hit:[/i] 1d4 Piercing Damage. [b]Melee/ Range--Handaxes (2):[/b] +2 to hit (range 20/60 ft.; one creature). [i]Light, Thrown[/i]. [i]Hit:[/i] 1d6 Slashing Damage/ 1d6 Slashing Damage. [b]Melee/ Range--Daggers (5):[/b] +4 to hit (range 20/60 ft.; one creature). [i]Finesse, Light, Thrown[/i]. [i]Hit[/i] 1d4+2 Piercing Damage/ 1d4 Piercing Damage. [b]Range--Light Crossbow:[/b] +4 to hit (range 80/320 ft.; one creature). [i]Ammunition, Loading, Two-handed[/i]. [i]Hit:[/i] 1d8+2 Piercing Damage. [b]Range--Sacred Flame:[/b] +4 to hit (range 60 ft.; one creature). [i]Hit:[/i] 1d8 Radiant Damage on a failed Dexterity Saving Throw. [b]Range--Guidance Bolt (1st-Level Spell):[/b] +4 to hit (range 120 ft.; one creature). [i]Hit:[/i] 4d6 Radiant Damage. [i]Next attack roll made against target has Advantage before the end of your next turn.[/i] [b]Spells[/b] [b]Magic Ability:[/b] Wisdom [b]SAM:[/b] +4 [b]Save DC:[/b] 12 [b]Cantrips:[/b] [i]Guidance, Sacred Flame, Spare the Dying[/i]. [b]Prepared 1st-Level Spells (2-slots):[/b] [i]Cure Wounds, Guidance Bolt, Inflict Wounds.[/i] [b]Domain Spells (War Domain)[/b] [i]Divine Favor, Shield of Faith[/i]. [b]Equipment[/b] Chain Shirt, Shield*, Warhammer, 2 Handaxes, 5 Daggers (1 Hidden), Light Crossbow, Case of 20 Crossbow Bolts, Explorer's pack; (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Rations, 10 Torches, Waterskin, & 50 ft. of Hempen Rope.), Clothes (Traveler's), 10 Candles, Holy Symbol (Emblem)**, Herbalism Kit, Ink Pen, Ink (1 Ounce Bottle), Book, Fishing Tackle, Flask, Pouch (with 19 Gold Pieces, 8 Silver Pieces & 6 Copper Pieces.) *:Metal "Heater Shield 4" (Zelda Type), The image of a bloody Axe carved into the front of the shield. **: A bloody axe tattoo, the axe blade sits just behind the ear. [b]Personality[/b] [i]Personality Traits:[/i] I misuse long words in an attempt to sound smarter. I blow up at the slighest insult. [i]Ideals:[/i] The ancient traditions worship and sacrifice must be preserved and upheld. [i]Bonds:[/i] My loyalty to [b][i]Maglubiyet[/i][/b] is unwavering. [i]Flaws:[/i] I drink alcohol a little to often. [b]Backstory[/b] [i]Pinch of Flavor goes a long way.[/i] Skur Metalfang was an everyday, average and very ordinary Goblin. A part of a war camp that was attacked frequently by low-level adventurers, used as nothing more than swinging practice. Always surviving encounters by mere death-saves, only to be forced into another encounter shortly after. Over time, Skur began to resent his lot in life, wanting more than just to be fodder for some fool's fresh blade. After a particularly brutal encounter, which resulted in the loss of adventurer's life, Skur decided that he wanted to experience more in life. During one festive evening, skur gathered his armor and scimitar, before leaving the War Camp and his clan behind. After many tendays of traveling, careful to avoid adventurers and threats alike, Skur found himself a suitable uninhabitated cave. Making himself a home, Skur began to pray to his Deity, [i]Maglubiyet[/i], for guidance. Over the coming months, Skur began to train himself, reciting prayers that every goblin knew every morning, seeking guidance from [i]Maglubiyet[/i], until finally his answered were awarded. With that, Skur Metalfang set out, passing himself off as a gnome hidden under layers of clothing, acquiring equipment and journeying to find the companions that would help lead Skur Metalfang to his destiny. ------- Not 100% sure this is AL Legal. I had to take two Racial Traits from Pathfinders, as I don't have the new DMG as of yet. This can be edited ever so slightly though to remove those. I used the standard array for stats and the Racial Modifiers from 3.5. Again, these can be edited. I didn't know whether to go with Goblin's Hit Dice or the Clerics. I decided to use Clerics but this can be edited if needed. I used the Starting Wealth for Cleric. Can be Lawful-Evil with Lord's Alliance. Backstory is free to be changed as needed. ------ Skur was born from a Campaign in which everyone wanted to play monsters. The first part of the campaign consisted of us helping an Evil wizard, in traping a group of low-level adventurers within the Wizard's dungeon. From there, it went on in pretty much the same way any campaign would, except- we fought monsters AND advenurers + normal NPC's. The goal our campaign/ group was to help a demon lord rise to power and enslave the Humans, Dwarves, Elves, Halflings, etc. Skur just happens to be one of my favorites. [/QUOTE]
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