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<blockquote data-quote="Leugren" data-source="post: 6706048" data-attributes="member: 44754"><p><strong>Originally posted by Leugren:</strong></p><p></p><p><img src="https://lh5.googleusercontent.com/tsaEaw1wNxUx39lmdmYHbQU8ImSIGnrG8JUzfuX1B4YcqAGVcZXoTghPFTyo6Vi3T70d21E6HF1HHO5ZTIzUz9ebGoQizCP-BITZbm1_gamrPzHVji_OlHl1VddeXx7bkA" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p style="text-align: center"> </p> <p style="text-align: center"> </p><p>Shadai'hulan</p><p>4th-level Stout Halfling Barbarian [Path of the Totem Warrior]</p><p>Small Male Humanoid</p><p>Armor Class 16 (unarmored defense)</p><p>Hit Points 45 (4d12)</p><p>Speed 25 ft.</p><p>Senses Normal.</p><p>Str 14 (+2) Dex 16 (+3) Con 16 (+3)</p><p>Int 10 (+0) Wis 10 (+0) Cha 8 (-1)</p><p>Alignment Neutral</p><p>Languages Common, Halfling, Draconic</p><p> </p><p>TRAITS</p><p> </p><p>Background – Outlander</p><p>Origin: Tribal nomad</p><p>Feature: Wanderer</p><p>– You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. </p><p>Proficiency (+2)</p><p>Tools: Poisoner’s Kit</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 +2, Stealth +5, Survival +5</p><p> </p><p>ACTIONS</p><p> </p><p>Melee Attack— +1 Quarterstaff (two-handed): +5 to hit (reach 5 ft.; one creature)</p><p>Hit: 1d8+3 piercing damage / 1d4+3 bludgeoning damage (one-handed 1d6 + 3)</p><p>Ranged Attack—Javelin: +4 to hit (range 30/120 ft; one creature).</p><p>Hit: 1d6+2 piercing damage (thrown)</p><p>Blowgun: +5 to hit (range 25/100 ft.; one creature)</p><p>Hit: 1+3 piercing damage (ammunition, loading)</p><p> </p><p>EQUIPMENT</p><p> </p><p>a +1 quarterstaff, 4 javelins, a blowgun, 50 blowgun needles, 2 x serpent venom, a vivisection dagger, an explorer’s pack, a boa fang necklace, a tribal outfit, a shrunken goblin head, a belt pouch containing 10 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 50 feet of hempen rope strapped to the side.</p><p> </p><p> </p><p>FEATURES</p><p> </p><p>Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.</p><p> </p><p>Brave: You have advantage on saving throws against being frightened.</p><p> </p><p>Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.</p><p> </p><p>Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.</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>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></p><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> </p><p>Rages: 3</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>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>Path of the Totem Warrior: The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.</p><p> </p><p>Spirit Seeker: Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast senseand speak with animals spells, but only as rituals.</p><p> </p><p>Totem Spirit - Bear (Reflavored to Boa): While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.</p><p> </p><p>Feat - Polearm Master: You can keep your enemies at bay with reach weapons. You gain the following benefits:</p><p> </p><ul> <li data-xf-list-type="ul">When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.<br /> </li> <li data-xf-list-type="ul">While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.<br /> </li> </ul><p> </p><p>PERSONAL CHARACTERISTICS</p><p> </p><p>Trait 1: I believe that I can absorb my enemies’ strength by consuming their vital organs.</p><p>Trait 2: Thinking is for other people. I prefer action.</p><p>Ideal: People. I'm committed to the people I care about, not to ideals. (Neutral)</p><p>Bond: I am the last of my tribe, and it is up to me to ensure their names enter legend.</p><p>Flaw: I am inflexible in my thinking.</p><p>Appearance: I have gray deadlocks festooned with the skulls of various small animals. My face and torso are covered with red tribal tattoos. I stand 3’ 2” tall and weigh 48 pounds. My eyes are amber and I have slitted pupils. I have rich, copper-colored skin.</p><p> </p><p>BACKSTORY</p><p><strong>Show</strong></p><p>[sblock]Shadai’hulan was born to a tribe of jungle-dwelling halflings calling themselves the Tulteks. For untold generations, the Tulteks survived in complete isolation on a dinosaur infested island off the coast of Maztica. All of that ended when a group of Watedhavian explorers made landfall on the island. Believing that these strangers were gods, the Tulteks offered them shelter and engaged in open trade with them. </p><p> </p><p>As the son of the chieftain, Shadai’hulan expressed a great deal of curiosity about the giant Waterdhavian sailing vessels moored off the shore of the island. The Watedhavians obliged him by inviting him aboard one of their vessels. In the meantime, a separate crew was exploring the ruins of an abandoned temple within the depths of the jungle. Within the temple, they discovered a giant golden statue of a winged snake with two enormous rubies for eyes. Unable to believe their good fortune, the Waterdhavians proceeded to clamber up the statue and pry out the eyes. As soon as one of the eyes came free, a great tremor shook the island. Shadai’hulan was enjoying a tour of the Waterdhavian’s ship when the great Fire Mountain erupted without any warning, killing every living being on the island. The crew of the ship reacted quickly, drawing up their anchor and sailing into the open sea as the island burned on the horizon. </p><p> </p><p>Shadai’hulan grew belligerent, believing that the Watedhavians had angered the gods of the island and thereby brought about the destruction of his people. The crew responded by clapping the little savage in chains, and then selling him to the fighting pits as soon as they arrived in Waterdeep. Although he fought like a demon, he would have eventually died in the pits were it not for the timely intervention of a dwarven paladin named Dardon Dourstone. Shadai’hulan befriended the dwarf and eventually came to consider him as a member of his extended tribe. </p><p></p><p>[/sblock]</p><p> </p></blockquote><p></p>
[QUOTE="Leugren, post: 6706048, member: 44754"] [b]Originally posted by Leugren:[/b] [IMG]https://lh5.googleusercontent.com/tsaEaw1wNxUx39lmdmYHbQU8ImSIGnrG8JUzfuX1B4YcqAGVcZXoTghPFTyo6Vi3T70d21E6HF1HHO5ZTIzUz9ebGoQizCP-BITZbm1_gamrPzHVji_OlHl1VddeXx7bkA[/IMG] [CENTER] [/CENTER] Shadai'hulan 4th-level Stout Halfling Barbarian [Path of the Totem Warrior] Small Male Humanoid Armor Class 16 (unarmored defense) Hit Points 45 (4d12) Speed 25 ft. Senses Normal. Str 14 (+2) Dex 16 (+3) Con 16 (+3) Int 10 (+0) Wis 10 (+0) Cha 8 (-1) Alignment Neutral Languages Common, Halfling, Draconic TRAITS Background – Outlander Origin: Tribal nomad Feature: Wanderer – You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Proficiency (+2) Tools: Poisoner’s Kit Saving Throws: Strength, Constitution Weapons: Simple Weapons, Martial Weapons Armor: Light Armor, Medium Armor, Shields SKILLS Athletics +5, Perception +2, Stealth +5, Survival +5 ACTIONS Melee Attack— +1 Quarterstaff (two-handed): +5 to hit (reach 5 ft.; one creature) Hit: 1d8+3 piercing damage / 1d4+3 bludgeoning damage (one-handed 1d6 + 3) Ranged Attack—Javelin: +4 to hit (range 30/120 ft; one creature). Hit: 1d6+2 piercing damage (thrown) Blowgun: +5 to hit (range 25/100 ft.; one creature) Hit: 1+3 piercing damage (ammunition, loading) EQUIPMENT a +1 quarterstaff, 4 javelins, a blowgun, 50 blowgun needles, 2 x serpent venom, a vivisection dagger, an explorer’s pack, a boa fang necklace, a tribal outfit, a shrunken goblin head, a belt pouch containing 10 gp. explorer’s pack contents: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope strapped to the side. FEATURES Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave: You have advantage on saving throws against being frightened. Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours. Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage. 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: 3 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. Path of the Totem Warrior: The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist. Spirit Seeker: Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast senseand speak with animals spells, but only as rituals. Totem Spirit - Bear (Reflavored to Boa): While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. Feat - Polearm Master: You can keep your enemies at bay with reach weapons. You gain the following benefits: [LIST][*]When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage. [*]While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach. [/LIST] PERSONAL CHARACTERISTICS Trait 1: I believe that I can absorb my enemies’ strength by consuming their vital organs. Trait 2: Thinking is for other people. I prefer action. Ideal: People. I'm committed to the people I care about, not to ideals. (Neutral) Bond: I am the last of my tribe, and it is up to me to ensure their names enter legend. Flaw: I am inflexible in my thinking. Appearance: I have gray deadlocks festooned with the skulls of various small animals. My face and torso are covered with red tribal tattoos. I stand 3’ 2” tall and weigh 48 pounds. My eyes are amber and I have slitted pupils. I have rich, copper-colored skin. BACKSTORY [b]Show[/b] [sblock]Shadai’hulan was born to a tribe of jungle-dwelling halflings calling themselves the Tulteks. For untold generations, the Tulteks survived in complete isolation on a dinosaur infested island off the coast of Maztica. All of that ended when a group of Watedhavian explorers made landfall on the island. Believing that these strangers were gods, the Tulteks offered them shelter and engaged in open trade with them. As the son of the chieftain, Shadai’hulan expressed a great deal of curiosity about the giant Waterdhavian sailing vessels moored off the shore of the island. The Watedhavians obliged him by inviting him aboard one of their vessels. In the meantime, a separate crew was exploring the ruins of an abandoned temple within the depths of the jungle. Within the temple, they discovered a giant golden statue of a winged snake with two enormous rubies for eyes. Unable to believe their good fortune, the Waterdhavians proceeded to clamber up the statue and pry out the eyes. As soon as one of the eyes came free, a great tremor shook the island. Shadai’hulan was enjoying a tour of the Waterdhavian’s ship when the great Fire Mountain erupted without any warning, killing every living being on the island. The crew of the ship reacted quickly, drawing up their anchor and sailing into the open sea as the island burned on the horizon. Shadai’hulan grew belligerent, believing that the Watedhavians had angered the gods of the island and thereby brought about the destruction of his people. The crew responded by clapping the little savage in chains, and then selling him to the fighting pits as soon as they arrived in Waterdeep. Although he fought like a demon, he would have eventually died in the pits were it not for the timely intervention of a dwarven paladin named Dardon Dourstone. Shadai’hulan befriended the dwarf and eventually came to consider him as a member of his extended tribe. [/sblock] [/QUOTE]
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