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<blockquote data-quote="jkason" data-source="post: 2594900" data-attributes="member: 2710"><p><strong>Saul Leoster, Human Bard</strong></p><p></p><p>[CODE][B]Name:[/B] Saul Leoster</p><p>[B]Class:[/B] Bard 2</p><p>[B]Race:[/B] Human</p><p>[B]Size:[/B] Medium</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] Chaotic Neutral</p><p>[B]Deity:[/B] Olidammara</p><p></p><p>[B]Str:[/B] 12 +1 (4p) [B]Level:[/B] 2 [B]XP:[/B] 1100</p><p>[B]Dex:[/B] 14 +2 (6p) [B]BAB:[/B] +1 [B]HP:[/B] 11</p><p>[B]Con:[/B] 12 +1 (4p) [B]Grapple:[/B] +2 [B]Dmg Red:[/B] -</p><p>[B]Int:[/B] 14 +2 (6p) [B]Speed:[/B] 30' [B]Spell Res:[/B] -</p><p>[B]Wis:[/B] 10 +0 (2p) [B]Init:[/B] +2 [B]Spell Save:[/B] -</p><p>[B]Cha:[/B] 16 +3 (10p) [B]ACP:[/B] -0 [B]Spell Fail:[/B] -</p><p></p><p></p><p> [B]Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10 +2 +0 +2 +0 +0 +0 14</p><p>[B]Touch:[/B] 12 [B]Flatfooted:[/B] 12</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 0 +1 +1</p><p>[B]Ref:[/B] 3 +2 +5</p><p>[B]Will:[/B] 3 +0 +3 (+6 vs. mind-affecting)</p><p></p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>MW Longsword.............+3......1d8+1.......19-20/x2</p><p>MW Comp Shortbow +1 Str..+4......1d6+1.......x3, range 70 ft.</p><p></p><p></p><p>[B]Languages:[/B] Kronerg, Axyrian, Cruf </p><p></p><p>[B]Abilities:[/B]</p><p></p><p>--Human--</p><p></p><p>* Extra Feat (1st level)</p><p>* All languages available</p><p>* Extra Skill points</p><p>* Any class favored</p><p></p><p>--Bard--</p><p></p><p>* Weapon proficiencies: all simple, longsword, rapier, sap, short sword, shortbow, whip</p><p>* Light armor, non-tower shield proficiencies</p><p>* No arcane spell failure chance in light armor</p><p>* Arcane Spell per day: </p><p> cantrips: 3 (DC 13)</p><p> 1st level: 1 (DC 14)</p><p>* Spells Known:</p><p> cantrips(5): Detect Magic, Resistance, Flare, Lullaby, Message</p><p> 1st level (2): Summon Monster 1, Grease</p><p>* Bardic Knowledge +6 (level 2, +2 Int, +2 synergy Know History)</p><p>* Bardic Music 2x/day:</p><p> Countersong</p><p> Fascinate</p><p> Inspire courage +1</p><p> </p><p></p><p></p><p>[B]Feats:[/B] </p><p>Point Blank Shot (1st level): +1 range attack roll up to 30 ft.</p><p>Force of Personality (bonus human): Cha bonus replaces Wis bonus for Will saves vs. mind-affecting spells/abilities (Complete Adventurer)</p><p></p><p>[B]Skill Points:[/B] 45 [B]Max Ranks:[/B] 5/2</p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>--Class--</p><p>Perform:</p><p> Sing..................5....+3..........+8</p><p>Tumble.....................5....+2..........+7</p><p>Use Magic Device...........5....+3..........+8</p><p>Bluff......................5....+3..........+8</p><p>Knowledge: </p><p> Arcana...............5....+2..........+7</p><p> Geography............5....+2..........+7</p><p> History..............5....+2..........+7</p><p> Religion.............3....+2..........+5</p><p> Noble/royal..........2....+2..........+4</p><p>Diplomacy..................3....+3...+2*....+8</p><p>Spellcraft.................2....+2...+2*....+6 (+8 spells on scrolls)</p><p>Jump.......................0....+1...+2*....+3</p><p>Balance....................0....+2...+2*....+4</p><p>Disguise...................0....+3..........+3 (+5 act in character)</p><p></p><p>--Cross Class--</p><p>Intimidate.................0....+3...+2*....+5</p><p>Survival...................0....+0..........+0 (+2 vs. getting lost / avoiding nat hazards)</p><p></p><p>* Synergy bonus</p><p></p><p>[B]Equipment: Cost Weight[/B]</p><p></p><p>MW Longsword.............315gp...4lb</p><p>MW Comp. Shortbow +1str..450gp...2lb</p><p>Arrows (20)...............1gp...3lb</p><p>Leather Armor............10gp...15lb</p><p>Backpack..................2gp...2lb</p><p>Candle....................1cp...--</p><p>Flint and steel...........1gp...--</p><p>Pouch, belt...............1gp...1/2lb</p><p>Trail rations (x4)........2gp...4lb</p><p>Sunrod....................2gp...1lb</p><p>Waterskin.................1gp...4lb</p><p>Ink (1 oz.)...............8gp...--</p><p>Inkpen....................1sp...--</p><p>Parchment (x5)............1gp...--</p><p>Explorer's Outfit.........--....--</p><p>Signal whistle............8sp...--</p><p>Spell comp. pouch.........5gp...2lb</p><p>Potion CLW...............50gp...1/10lb</p><p></p><p></p><p>[B]Total Weight:[/B]37.51lbs [B]Money:[/B] 52gp 9cp </p><p></p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] 43 86 130 260 650</p><p></p><p>[B]Age:[/B] 18</p><p>[B]Height:[/B] 5'11"</p><p>[B]Weight:[/B] 190lb</p><p>[B]Eyes:[/B] Blue</p><p>[B]Hair:[/B] Blond</p><p>[B]Skin:[/B] Tan[/code]</p><p></p><p><strong>Appearance:</strong> Saul has developed some rougher edges from having lived in some rugged conditions on his various anthropological expeditions, but "rough around the edges" is a cultivated look for Saul. He's more solidly muscled than he was during life in the floating cities. His hair and beard are trimmed to be shaggy but not unkempt. The tan he's developed in the wilds also suits him. And, though it serves a practical purpose, even his explorer's outfit is stylish in its ruggedness.</p><p></p><p><strong>Background</strong>:[sblock]Saul was a child of privelege and good looks. He got his way. A lot. He had the finest clothes, studied at the best schools, had money and favors in whatever quantities he cared to request. It bored him to tears. There was no challenge to his life; he craved the exotic, the unknown. So, despite his parent's objections, he found tutelage with Aral Senoj, Anthropologist Extraordinaire, and set off for adventure.</p><p></p><p>What he found was entirely unexpected. Set to the non-adventurous task of cataloging native songs, Saul unintentionally discovered that some of them, with the right intonation, actually produced magical effects. Here the civilized world was looking down on the tribals, when they were sitting on this horde of undiscovered powers!</p><p></p><p>Secluded natives could be reluctant, but Aral's name opened many doors. In short order, Saul had met secretive tribes of humans, gnomes, even lizardmen. And with a little nudging from Saul's own personally-charismatic ways, he'd collected quite a few of their traditional--sometimes even secret--songs. Not all of them yielded magic, but even those that didn't often told tales that might, once interpreted, lead to other magics left hidden. Aral took his notes for posterity and higher learning; Saul took his for the chance to fling magic from his fingertips.</p><p></p><p>Unfortunately, during one of the recent expeditions to the Marsh of Grutru, one of the medicine men caught Saul using their sacred wild song to conjure up the monkey they worshipped as a trickster spirit and have it do backflips. Insulted beyond measure, it was only a combination of Aral's reputation and a lot of luck that saved the young man from being a sacrificial appeasement to the demeaned monkey.</p><p></p><p>Aral didn't take it well. In fact, he's kicked Saul off his expeditionary ship at a trading post in Kernarg, sneering that he should use his stolen power songs and "natural charms" to secure himself passage the rest of the way home.[/sblock]</p><p></p><p><strong>Supplemental Background</strong> (via DM):[sblock]Saul spent all his life in the rich flying cities of the Republic. His parents, rich merchant living in Krotenborg, where spending their time travelling from city to city. Saul spent more time with his nanny and teachers than with his parents. </p><p></p><p>He had the chance to take the flying ship or the faster air rail connecting the various large city of the republic but was never allowed to actually put a feet on the ground. Most citizen were strongly recommanded to stay in the city and not mess with the lower class, slave and foreigners inhabiting and working on the land. His own father was owning hectares of land used for cattle but very rarely went "Below" relying on Avtor his concierge to make sure his property were taken care of, properly.</p><p></p><p>His own mother who spent her entire life "Above" was scared only by the idea of having to go "Below". </p><p></p><p>But Aral gave him that opportunity. None of the flying ship were powerfull enough to reach the new continent so they had to rely on good old technology. After a short (2-3 day) trip to Drolmont by air rail he finally had the chance to put a foot on the ground. Drolmont is the most south western city connected to the air rail network. It's located in the old Erul country. This major city is very important since most merchandise coming to the Republic from all western collony go through it and vice-versa. Cargo are unloaded from sea ship, passed through customs and reloaded to air rail and air ship to the various city of the republic and vice-versa.</p><p></p><p>smuggling is a major problem since it brings a lot of violence especially "below" around the Sea port and the customs.</p><p></p><p>I leave you the chance to describe how Saul lived his first time on the ground. </p><p></p><p>He then walked among the "common folk" and finally got to the sea ship that would bring him to his destiny. </p><p></p><p>Just a nice way to describe the life of the rich in the Republic, feel free to add or modify. </p><p></p><p>Also only 20% of the population lives "Above" and they are the only one allowed to vote since they are the only one considered citizen of the Republic. The Republic are strong follower of Heireionous and consider themselves Lawful Good.</p><p></p><p>Also you can imagine the flying city as a flying Venice, low buildings, spread in a very chaotic way. Simply replace the waterway by a magical cloud that seems to hold the city in the air and prevent people from falling. In each city there are a few circle of teleportation that allow merchandise and people to go up or down. </p><p></p><p>But in Kernag (the Island continent) people are still living like the common folk and don't have access to that level of magic and confort.[/sblock]</p></blockquote><p></p>
[QUOTE="jkason, post: 2594900, member: 2710"] [b]Saul Leoster, Human Bard[/b] [CODE][B]Name:[/B] Saul Leoster [B]Class:[/B] Bard 2 [B]Race:[/B] Human [B]Size:[/B] Medium [B]Gender:[/B] Male [B]Alignment:[/B] Chaotic Neutral [B]Deity:[/B] Olidammara [B]Str:[/B] 12 +1 (4p) [B]Level:[/B] 2 [B]XP:[/B] 1100 [B]Dex:[/B] 14 +2 (6p) [B]BAB:[/B] +1 [B]HP:[/B] 11 [B]Con:[/B] 12 +1 (4p) [B]Grapple:[/B] +2 [B]Dmg Red:[/B] - [B]Int:[/B] 14 +2 (6p) [B]Speed:[/B] 30' [B]Spell Res:[/B] - [B]Wis:[/B] 10 +0 (2p) [B]Init:[/B] +2 [B]Spell Save:[/B] - [B]Cha:[/B] 16 +3 (10p) [B]ACP:[/B] -0 [B]Spell Fail:[/B] - [B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 +2 +0 +2 +0 +0 +0 14 [B]Touch:[/B] 12 [B]Flatfooted:[/B] 12 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 0 +1 +1 [B]Ref:[/B] 3 +2 +5 [B]Will:[/B] 3 +0 +3 (+6 vs. mind-affecting) [B]Weapon Attack Damage Critical[/B] MW Longsword.............+3......1d8+1.......19-20/x2 MW Comp Shortbow +1 Str..+4......1d6+1.......x3, range 70 ft. [B]Languages:[/B] Kronerg, Axyrian, Cruf [B]Abilities:[/B] --Human-- * Extra Feat (1st level) * All languages available * Extra Skill points * Any class favored --Bard-- * Weapon proficiencies: all simple, longsword, rapier, sap, short sword, shortbow, whip * Light armor, non-tower shield proficiencies * No arcane spell failure chance in light armor * Arcane Spell per day: cantrips: 3 (DC 13) 1st level: 1 (DC 14) * Spells Known: cantrips(5): Detect Magic, Resistance, Flare, Lullaby, Message 1st level (2): Summon Monster 1, Grease * Bardic Knowledge +6 (level 2, +2 Int, +2 synergy Know History) * Bardic Music 2x/day: Countersong Fascinate Inspire courage +1 [B]Feats:[/B] Point Blank Shot (1st level): +1 range attack roll up to 30 ft. Force of Personality (bonus human): Cha bonus replaces Wis bonus for Will saves vs. mind-affecting spells/abilities (Complete Adventurer) [B]Skill Points:[/B] 45 [B]Max Ranks:[/B] 5/2 [B]Skills Ranks Mod Misc Total[/B] --Class-- Perform: Sing..................5....+3..........+8 Tumble.....................5....+2..........+7 Use Magic Device...........5....+3..........+8 Bluff......................5....+3..........+8 Knowledge: Arcana...............5....+2..........+7 Geography............5....+2..........+7 History..............5....+2..........+7 Religion.............3....+2..........+5 Noble/royal..........2....+2..........+4 Diplomacy..................3....+3...+2*....+8 Spellcraft.................2....+2...+2*....+6 (+8 spells on scrolls) Jump.......................0....+1...+2*....+3 Balance....................0....+2...+2*....+4 Disguise...................0....+3..........+3 (+5 act in character) --Cross Class-- Intimidate.................0....+3...+2*....+5 Survival...................0....+0..........+0 (+2 vs. getting lost / avoiding nat hazards) * Synergy bonus [B]Equipment: Cost Weight[/B] MW Longsword.............315gp...4lb MW Comp. Shortbow +1str..450gp...2lb Arrows (20)...............1gp...3lb Leather Armor............10gp...15lb Backpack..................2gp...2lb Candle....................1cp...-- Flint and steel...........1gp...-- Pouch, belt...............1gp...1/2lb Trail rations (x4)........2gp...4lb Sunrod....................2gp...1lb Waterskin.................1gp...4lb Ink (1 oz.)...............8gp...-- Inkpen....................1sp...-- Parchment (x5)............1gp...-- Explorer's Outfit.........--....-- Signal whistle............8sp...-- Spell comp. pouch.........5gp...2lb Potion CLW...............50gp...1/10lb [B]Total Weight:[/B]37.51lbs [B]Money:[/B] 52gp 9cp [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] 43 86 130 260 650 [B]Age:[/B] 18 [B]Height:[/B] 5'11" [B]Weight:[/B] 190lb [B]Eyes:[/B] Blue [B]Hair:[/B] Blond [B]Skin:[/B] Tan[/code] [b]Appearance:[/b] Saul has developed some rougher edges from having lived in some rugged conditions on his various anthropological expeditions, but "rough around the edges" is a cultivated look for Saul. He's more solidly muscled than he was during life in the floating cities. His hair and beard are trimmed to be shaggy but not unkempt. The tan he's developed in the wilds also suits him. And, though it serves a practical purpose, even his explorer's outfit is stylish in its ruggedness. [b]Background[/b]:[sblock]Saul was a child of privelege and good looks. He got his way. A lot. He had the finest clothes, studied at the best schools, had money and favors in whatever quantities he cared to request. It bored him to tears. There was no challenge to his life; he craved the exotic, the unknown. So, despite his parent's objections, he found tutelage with Aral Senoj, Anthropologist Extraordinaire, and set off for adventure. What he found was entirely unexpected. Set to the non-adventurous task of cataloging native songs, Saul unintentionally discovered that some of them, with the right intonation, actually produced magical effects. Here the civilized world was looking down on the tribals, when they were sitting on this horde of undiscovered powers! Secluded natives could be reluctant, but Aral's name opened many doors. In short order, Saul had met secretive tribes of humans, gnomes, even lizardmen. And with a little nudging from Saul's own personally-charismatic ways, he'd collected quite a few of their traditional--sometimes even secret--songs. Not all of them yielded magic, but even those that didn't often told tales that might, once interpreted, lead to other magics left hidden. Aral took his notes for posterity and higher learning; Saul took his for the chance to fling magic from his fingertips. Unfortunately, during one of the recent expeditions to the Marsh of Grutru, one of the medicine men caught Saul using their sacred wild song to conjure up the monkey they worshipped as a trickster spirit and have it do backflips. Insulted beyond measure, it was only a combination of Aral's reputation and a lot of luck that saved the young man from being a sacrificial appeasement to the demeaned monkey. Aral didn't take it well. In fact, he's kicked Saul off his expeditionary ship at a trading post in Kernarg, sneering that he should use his stolen power songs and "natural charms" to secure himself passage the rest of the way home.[/sblock] [b]Supplemental Background[/b] (via DM):[sblock]Saul spent all his life in the rich flying cities of the Republic. His parents, rich merchant living in Krotenborg, where spending their time travelling from city to city. Saul spent more time with his nanny and teachers than with his parents. He had the chance to take the flying ship or the faster air rail connecting the various large city of the republic but was never allowed to actually put a feet on the ground. Most citizen were strongly recommanded to stay in the city and not mess with the lower class, slave and foreigners inhabiting and working on the land. His own father was owning hectares of land used for cattle but very rarely went "Below" relying on Avtor his concierge to make sure his property were taken care of, properly. His own mother who spent her entire life "Above" was scared only by the idea of having to go "Below". But Aral gave him that opportunity. None of the flying ship were powerfull enough to reach the new continent so they had to rely on good old technology. After a short (2-3 day) trip to Drolmont by air rail he finally had the chance to put a foot on the ground. Drolmont is the most south western city connected to the air rail network. It's located in the old Erul country. This major city is very important since most merchandise coming to the Republic from all western collony go through it and vice-versa. Cargo are unloaded from sea ship, passed through customs and reloaded to air rail and air ship to the various city of the republic and vice-versa. smuggling is a major problem since it brings a lot of violence especially "below" around the Sea port and the customs. I leave you the chance to describe how Saul lived his first time on the ground. He then walked among the "common folk" and finally got to the sea ship that would bring him to his destiny. Just a nice way to describe the life of the rich in the Republic, feel free to add or modify. Also only 20% of the population lives "Above" and they are the only one allowed to vote since they are the only one considered citizen of the Republic. The Republic are strong follower of Heireionous and consider themselves Lawful Good. Also you can imagine the flying city as a flying Venice, low buildings, spread in a very chaotic way. Simply replace the waterway by a magical cloud that seems to hold the city in the air and prevent people from falling. In each city there are a few circle of teleportation that allow merchandise and people to go up or down. But in Kernag (the Island continent) people are still living like the common folk and don't have access to that level of magic and confort.[/sblock] [/QUOTE]
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