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The Lost Patriarch PC's
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<blockquote data-quote="Ferrix" data-source="post: 1660034" data-attributes="member: 6115"><p><strong>Derrik Forgehammer, Cleric 6</strong></p><p></p><p>[CODE][B]Name:[/B] Derrik Forgehammer</p><p>[B]Class:[/B] Cleric</p><p>[B]Race:[/B] Dwarf</p><p>[B]Size:[/B] Medium</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] Neutral Good</p><p>[B]Deity:[/B] - The Forge -</p><p></p><p>[B]Str:[/B] 16 +3 (6p.*) [B]Level:[/B] 6 [B]XP:[/B] 15000</p><p>[B]Dex:[/B] 10 +0 (2p.) [B]BAB:[/B] +4 [B]HP:[/B] 52 (6d8+12)</p><p>[B]Con:[/B] 14 +2 (4p.) [B]Grapple:[/B] +7 [B]Dmg Red:[/B] --/--</p><p>[B]Int:[/B] 12 +1 (4p.) [B]Speed:[/B] 15' [B]Spell Res:[/B] --</p><p>[B]Wis:[/B] 17 +3 (10p.) [B]Init:[/B] +0 [B]Spell Save:[/B] +2</p><p>[B]Cha:[/B] 8 -1 (2p.) [B]ACP:[/B] -8 [B]Spell Fail:[/B] 35%</p><p></p><p> [B]Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10 +10 +3 +0 +0 +0 +0 23</p><p>[B]Touch:[/B] 10 [B]Flatfooted:[/B] 20</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 5 +2 +1 +8</p><p>[B]Ref:[/B] 2 +0 +1 +3</p><p>[B]Will:[/B] 5 +3 +1 +9</p><p></p><p>[B]Weapon Attack Damage Critical Range[/B]</p><p>adamantine warhammer +10 1d8+5 20x3 </p><p>masterwork heavy x-bow +5 1d10 19-20x2 120 ft.</p><p>light hammer +2 1d4+3 20x2</p><p>light hammer, thrown +0 1d4+3 20x2 20 ft.</p><p>dagger +7 1d4+3 19-20x2</p><p>dagger, thrown +4 1d4+3 19-20x2 10 ft.</p><p>spiked gauntlet +7 1d4+3 20x2</p><p></p><p>[B]Languages:[/B] dwarven, common, terran</p><p></p><p>[B]Racial Abilities:[/B] stonecunning, +2 racial bonus on saving throws</p><p>against poison, +2 racial bonus on saving throws against spells and spell-like</p><p>effects, +1 racial bonus to attack rolls against orcs and goblinoids, +4 dodge</p><p>bonus against giants, +2 racial bonus on appraise checks, +2 racial bonus on</p><p>craft checks related to stone or metal, darkvision 60 ft.</p><p></p><p>[B]Class Abilities:[/B] war domain (martial weapon prof: warhammer, weapon</p><p>focus: warhammer), strength domain (+6 to strength 1/day, one round), turn</p><p>undead, spellcasting, spontaneous casting (cure spells)</p><p></p><p>[B]Feats:[/B] power attack, martial weapon prof: warhammer, weapon focus:</p><p>warhammer, craft wondrous item, craft magic arms and armor</p><p></p><p>[B]Skill Points:[/B] 27 [B]Max Ranks:[/B] 9/4.5</p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>Craft (weapons) 6 +1 +7 +14 (+16 with metal or stone)</p><p>Craft (armor) 6 +1 +7 +14 (+16 with metal or stone)</p><p>Concentration 9 +2 +11</p><p>Spellcraft 3 +1 +4</p><p>Knowledge (religion) 3 +1 +4</p><p></p><p>[B]Spells Per Day:[/B] 5/4+1/4+1/3+1</p><p></p><p>[B]Spells Normally Memorized:[/B]</p><p>[I]General[/I]</p><p>0th level - mending, light, cure minor wounds, detect magic, read magic</p><p>1st level - protection from evil, divine favor, bless, bane, endure elements (d)</p><p>2nd level - hold person, delay poison, remove paralysis, silence, spiritual weapon (d)</p><p>3rd level - dispel magic, invisibility purge, searing light, magic vestment (d)</p><p></p><p>[I]Offensive[/I]</p><p>0th level - inflict minor wounds, virtue x2, resistance, cure minor wounds</p><p>1st level - bane, divine favor, doom, inflict light wounds, magic weapon (d)</p><p>2nd level - sound burst, silence, hold person, inflict moderate wounds, spiritual weapon (d)</p><p>3rd level - bestow curse, searing light, blindness/deafness, magic vestment (d)</p><p></p><p>[I]Defensive[/I]</p><p>0th level - cure minor wounds x2, resistance, detect magic, read magic</p><p>1st level - bless, entropic shield, shield of faith, sanctuary, endure elements (d)</p><p>2nd level - shield other, remove paralysis, delay poison, lesser restoration, bull's strength (d)</p><p>3rd level - prayer, negative energy protection, magic circle against evil,</p><p>magic vestment (d)</p><p></p><p>Personal Equipment:</p><p>*gauntlets of ogre power (+2 enhancement bonus to strength) (received, 4000gp)</p><p>hammer of the smith (+5 enhancement bonus to craft weapons/armor) (1000gp)</p><p>adamantine fullplate (3500gp*)</p><p>adamantine large shield (723gp*)</p><p>adamantine warhammer (3104gp*)</p><p>masterwork studded leather (58gp*)</p><p>wand of cure light wounds (750gp)</p><p>cloak of resistance +1 (1000gp)</p><p>heward's handy haversack (2000gp)</p><p>pearl of power (1st level spell (1000gp)</p><p>6 light hammers (2gp*)</p><p>masterwork heavy crossbow (116gp*)</p><p>spiked gauntlets (3gp)</p><p>crossbow bolts, 100 cnt (10gp)</p><p>masterwork smithy tools (+2 circumstance bonus to craft weapons/armor) (110gp)</p><p>spell component pouch (5gp)</p><p>artisans outfit (free)</p><p>winter blanket (5sp)</p><p>bedroll (1sp)</p><p>2 scroll cases (2gp)</p><p>2 chests (4gp)</p><p>good lock (dc 30) (80gp)</p><p>amazingly good lock (dc 40) (150gp)</p><p>flint and steel (1gp)</p><p>grappling hook (1gp)</p><p>ink, 2 vials (16gp)</p><p>5 inkpens (5sp)</p><p>ladder, 10-foot (5cp)</p><p>lantern, hooded (7gp)</p><p>lantern, bullseye (12gp)</p><p>small steel mirror (10gp)</p><p>oil, 100 flasks (10gp)</p><p>paper, 50 sheets (20gp)</p><p>iron pot (5sp)</p><p>belt pouch (1gp)</p><p>hemp rope, 500 ft (10gp)</p><p>trail rations, 16 days (8gp)</p><p>4 sacks (4sp)</p><p>sealing wax (1gp)</p><p>signet ring (5gp)</p><p>soap, 2 lbs (1gp)</p><p>spade (2gp)</p><p>2 waterskins (2gp)</p><p>cask of dwarven stout (100gp)</p><p>2 mules (16gp)</p><p>hardtop wagon (50gp)</p><p>feed, 16 days (8sp)</p><p>bit and bridle (4gp)</p><p></p><p>* = made by him, thus costs are at 1/3rd</p><p></p><p>[B]Equipment: Cost Weight[/B]</p><p>XXXX XXcp XXlb</p><p>[B]Total Weight:[/B]XXlb [B]Money:[/B] 118gp 1sp 5cp</p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] XXX XXX XXX XXX XXX</p><p></p><p>[B]Age:[/B] 88 years</p><p>[B]Height:[/B] 4 feet 5 inches</p><p>[B]Weight:[/B] 156lb</p><p>[B]Eyes:[/B] dark brown</p><p>[B]Hair:[/B] dark brown</p><p>[B]Skin:[/B] heavily tanned [/CODE]</p><p></p><p><strong>Appearance:</strong> When not covered from head to toe in the dark-gray suit of adamantine fullplate, Derrik often wears a sleeveless tunic with a leather smithy apron and a pair of trousers, all of them with their fair share of pit and scorch marks from embers flying from the forge. His face maintains a rough pondering visage most of the time, thoughts of some forge creation rambling through his head. His eyes are soft and a deep brown, almost like pits of freshly turned earth. His skin is soft despite the many hours spent in front of the forge, his callouses, although quite obviously covering his hands are not rough but rather smooth like marble. When gearing for battle he appears the visage of a dark-gray mountain of plating, his shield prepped before him and his warhammer swung over his shoulder.</p><p></p><p><strong>Background:</strong> Born to the son of a gem merchant within the great Firebreath Hall, Derrik's father quickly noticed his son's interest in the forge, as the boy would disappear for hours only to be found watching one of the master smiths at work, quiet and at ease. Using his influence, Derrik's father was able to land an apprenticeship with the head smithy in the Hall upon Derrik's fifteenth year.</p><p></p><p>For many years Derrik studied with the master smith, slowly gaining even greater reverence for the forge. The art of smithing became a spiritual act for the young Derrik and despite being generally unschooled in the ways of the clergy, he soon found a divine spark in the forge which he has since kindled into true faith. Derrik's apprenticeship was the longest ever within the hall, the master knowing the potential within the earnest young lad. Seventy years had passed under the master's tutelage and the divine spark within the forge he had begun to embrace apart from the following of Justico.</p><p></p><p>For a year he stayed within Firebreath Hall but felt unable to truly tap his potential without having first been through the world. Setting out from the Iscag Mountains, he travelled through the kingdom of Ultimia learning how to work his spirit into the items he crafted from the forge, visited the elves of Gahalamear, skirted the edges of Necromia and has even served as a blacksmith for the great horsemen of Mier. He is currently traveling with his two mules (Aeon and Minutia) and serving those causes he feels compel his heart and hammer.</p><p></p><p>Drawn to the city of Skyrium by a mysterious messenger, Derrik has been recruited, along with another dwarf, a sea-elf, a half-elf and a human, by a mage of the Golden Citadel. The Chieftan of Skelandgrief threatens the last vestiges of civility upon the continents with the Sceptre of the Sea Dragon and only the lost kingdom of Amun, destroyed thousands of years ago, can hope to prevent such a fate. They have set out to Zakor in the realm of the Mier under the direction of a horseman of the same country, each having received a gift from the mage. Derrik's gift being a pair of gauntlets of ogre power.</p><p></p><p>Personality: He serves those causes he feels are strong and pure, has little use for the exact word of the law but still knows the strength it holds in keeping together a nation. Derrik has all too often seen the way words twist and squirm and does not appreciate it when too much talk and not enough action occurs. Derrik has found his own faith apart from the deities, his spiritual connection to the forge fuels his hand at the forge and in battle.</p></blockquote><p></p>
[QUOTE="Ferrix, post: 1660034, member: 6115"] [b]Derrik Forgehammer, Cleric 6[/b] [CODE][B]Name:[/B] Derrik Forgehammer [B]Class:[/B] Cleric [B]Race:[/B] Dwarf [B]Size:[/B] Medium [B]Gender:[/B] Male [B]Alignment:[/B] Neutral Good [B]Deity:[/B] - The Forge - [B]Str:[/B] 16 +3 (6p.*) [B]Level:[/B] 6 [B]XP:[/B] 15000 [B]Dex:[/B] 10 +0 (2p.) [B]BAB:[/B] +4 [B]HP:[/B] 52 (6d8+12) [B]Con:[/B] 14 +2 (4p.) [B]Grapple:[/B] +7 [B]Dmg Red:[/B] --/-- [B]Int:[/B] 12 +1 (4p.) [B]Speed:[/B] 15' [B]Spell Res:[/B] -- [B]Wis:[/B] 17 +3 (10p.) [B]Init:[/B] +0 [B]Spell Save:[/B] +2 [B]Cha:[/B] 8 -1 (2p.) [B]ACP:[/B] -8 [B]Spell Fail:[/B] 35% [B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 +10 +3 +0 +0 +0 +0 23 [B]Touch:[/B] 10 [B]Flatfooted:[/B] 20 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 5 +2 +1 +8 [B]Ref:[/B] 2 +0 +1 +3 [B]Will:[/B] 5 +3 +1 +9 [B]Weapon Attack Damage Critical Range[/B] adamantine warhammer +10 1d8+5 20x3 masterwork heavy x-bow +5 1d10 19-20x2 120 ft. light hammer +2 1d4+3 20x2 light hammer, thrown +0 1d4+3 20x2 20 ft. dagger +7 1d4+3 19-20x2 dagger, thrown +4 1d4+3 19-20x2 10 ft. spiked gauntlet +7 1d4+3 20x2 [B]Languages:[/B] dwarven, common, terran [B]Racial Abilities:[/B] stonecunning, +2 racial bonus on saving throws against poison, +2 racial bonus on saving throws against spells and spell-like effects, +1 racial bonus to attack rolls against orcs and goblinoids, +4 dodge bonus against giants, +2 racial bonus on appraise checks, +2 racial bonus on craft checks related to stone or metal, darkvision 60 ft. [B]Class Abilities:[/B] war domain (martial weapon prof: warhammer, weapon focus: warhammer), strength domain (+6 to strength 1/day, one round), turn undead, spellcasting, spontaneous casting (cure spells) [B]Feats:[/B] power attack, martial weapon prof: warhammer, weapon focus: warhammer, craft wondrous item, craft magic arms and armor [B]Skill Points:[/B] 27 [B]Max Ranks:[/B] 9/4.5 [B]Skills Ranks Mod Misc Total[/B] Craft (weapons) 6 +1 +7 +14 (+16 with metal or stone) Craft (armor) 6 +1 +7 +14 (+16 with metal or stone) Concentration 9 +2 +11 Spellcraft 3 +1 +4 Knowledge (religion) 3 +1 +4 [B]Spells Per Day:[/B] 5/4+1/4+1/3+1 [B]Spells Normally Memorized:[/B] [I]General[/I] 0th level - mending, light, cure minor wounds, detect magic, read magic 1st level - protection from evil, divine favor, bless, bane, endure elements (d) 2nd level - hold person, delay poison, remove paralysis, silence, spiritual weapon (d) 3rd level - dispel magic, invisibility purge, searing light, magic vestment (d) [I]Offensive[/I] 0th level - inflict minor wounds, virtue x2, resistance, cure minor wounds 1st level - bane, divine favor, doom, inflict light wounds, magic weapon (d) 2nd level - sound burst, silence, hold person, inflict moderate wounds, spiritual weapon (d) 3rd level - bestow curse, searing light, blindness/deafness, magic vestment (d) [I]Defensive[/I] 0th level - cure minor wounds x2, resistance, detect magic, read magic 1st level - bless, entropic shield, shield of faith, sanctuary, endure elements (d) 2nd level - shield other, remove paralysis, delay poison, lesser restoration, bull's strength (d) 3rd level - prayer, negative energy protection, magic circle against evil, magic vestment (d) Personal Equipment: *gauntlets of ogre power (+2 enhancement bonus to strength) (received, 4000gp) hammer of the smith (+5 enhancement bonus to craft weapons/armor) (1000gp) adamantine fullplate (3500gp*) adamantine large shield (723gp*) adamantine warhammer (3104gp*) masterwork studded leather (58gp*) wand of cure light wounds (750gp) cloak of resistance +1 (1000gp) heward's handy haversack (2000gp) pearl of power (1st level spell (1000gp) 6 light hammers (2gp*) masterwork heavy crossbow (116gp*) spiked gauntlets (3gp) crossbow bolts, 100 cnt (10gp) masterwork smithy tools (+2 circumstance bonus to craft weapons/armor) (110gp) spell component pouch (5gp) artisans outfit (free) winter blanket (5sp) bedroll (1sp) 2 scroll cases (2gp) 2 chests (4gp) good lock (dc 30) (80gp) amazingly good lock (dc 40) (150gp) flint and steel (1gp) grappling hook (1gp) ink, 2 vials (16gp) 5 inkpens (5sp) ladder, 10-foot (5cp) lantern, hooded (7gp) lantern, bullseye (12gp) small steel mirror (10gp) oil, 100 flasks (10gp) paper, 50 sheets (20gp) iron pot (5sp) belt pouch (1gp) hemp rope, 500 ft (10gp) trail rations, 16 days (8gp) 4 sacks (4sp) sealing wax (1gp) signet ring (5gp) soap, 2 lbs (1gp) spade (2gp) 2 waterskins (2gp) cask of dwarven stout (100gp) 2 mules (16gp) hardtop wagon (50gp) feed, 16 days (8sp) bit and bridle (4gp) * = made by him, thus costs are at 1/3rd [B]Equipment: Cost Weight[/B] XXXX XXcp XXlb [B]Total Weight:[/B]XXlb [B]Money:[/B] 118gp 1sp 5cp [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] XXX XXX XXX XXX XXX [B]Age:[/B] 88 years [B]Height:[/B] 4 feet 5 inches [B]Weight:[/B] 156lb [B]Eyes:[/B] dark brown [B]Hair:[/B] dark brown [B]Skin:[/B] heavily tanned [/CODE] [B]Appearance:[/B] When not covered from head to toe in the dark-gray suit of adamantine fullplate, Derrik often wears a sleeveless tunic with a leather smithy apron and a pair of trousers, all of them with their fair share of pit and scorch marks from embers flying from the forge. His face maintains a rough pondering visage most of the time, thoughts of some forge creation rambling through his head. His eyes are soft and a deep brown, almost like pits of freshly turned earth. His skin is soft despite the many hours spent in front of the forge, his callouses, although quite obviously covering his hands are not rough but rather smooth like marble. When gearing for battle he appears the visage of a dark-gray mountain of plating, his shield prepped before him and his warhammer swung over his shoulder. [B]Background:[/B] Born to the son of a gem merchant within the great Firebreath Hall, Derrik's father quickly noticed his son's interest in the forge, as the boy would disappear for hours only to be found watching one of the master smiths at work, quiet and at ease. Using his influence, Derrik's father was able to land an apprenticeship with the head smithy in the Hall upon Derrik's fifteenth year. For many years Derrik studied with the master smith, slowly gaining even greater reverence for the forge. The art of smithing became a spiritual act for the young Derrik and despite being generally unschooled in the ways of the clergy, he soon found a divine spark in the forge which he has since kindled into true faith. Derrik's apprenticeship was the longest ever within the hall, the master knowing the potential within the earnest young lad. Seventy years had passed under the master's tutelage and the divine spark within the forge he had begun to embrace apart from the following of Justico. For a year he stayed within Firebreath Hall but felt unable to truly tap his potential without having first been through the world. Setting out from the Iscag Mountains, he travelled through the kingdom of Ultimia learning how to work his spirit into the items he crafted from the forge, visited the elves of Gahalamear, skirted the edges of Necromia and has even served as a blacksmith for the great horsemen of Mier. He is currently traveling with his two mules (Aeon and Minutia) and serving those causes he feels compel his heart and hammer. Drawn to the city of Skyrium by a mysterious messenger, Derrik has been recruited, along with another dwarf, a sea-elf, a half-elf and a human, by a mage of the Golden Citadel. The Chieftan of Skelandgrief threatens the last vestiges of civility upon the continents with the Sceptre of the Sea Dragon and only the lost kingdom of Amun, destroyed thousands of years ago, can hope to prevent such a fate. They have set out to Zakor in the realm of the Mier under the direction of a horseman of the same country, each having received a gift from the mage. Derrik's gift being a pair of gauntlets of ogre power. Personality: He serves those causes he feels are strong and pure, has little use for the exact word of the law but still knows the strength it holds in keeping together a nation. Derrik has all too often seen the way words twist and squirm and does not appreciate it when too much talk and not enough action occurs. Derrik has found his own faith apart from the deities, his spiritual connection to the forge fuels his hand at the forge and in battle. [/QUOTE]
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