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The Rhyot Break (OOC) - Tome of Knowledge
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<blockquote data-quote="EarlyBird" data-source="post: 7479020" data-attributes="member: 6899077"><p>[ATTACH]100425[/ATTACH]</p><p></p><p>[sblock=Gob Ironfoot]</p><p><strong>Race:</strong> Halfling (lightfoot)</p><p><strong>Class/Level:</strong> Monk 1</p><p><strong>Alignment:</strong> Lawful Neutral</p><p><strong>Size:</strong> Small</p><p><strong>Type (Subtype):</strong> Humanoid (halfling)</p><p><strong>Init:</strong> +3</p><p><strong>Speed:</strong> 25ft</p><p><strong>Senses:</strong> Passive Perception: 12</p><p><strong>Languages:</strong> Common, Halfling</p><p><strong>Background:</strong> Urchin</p><p><strong>Ispiration:</strong> none</p><p></p><p><strong>STATISTICS</strong></p><p>Str 10 (+0), Dex 17 (+3) , Con 13 (+1), Int 08 (-1), Wis 14(+2), Cha 13 (+1)</p><p></p><p><strong>AC:</strong> 15 (dex, wis)</p><p><strong>HP:</strong> 09 (1d8 +1)</p><p><strong>Prof. Bonus</strong> +2</p><p><strong>Proficiencies:</strong> all simple weapons and shortswords</p><p><strong>Tools:</strong> Reed Flute, Disguise Kit, Thieves' Tools </p><p><strong>Feats:</strong> none</p><p><strong>Saves:</strong> STR +2, DEX +5</p><p><strong>Special Defenses:</strong> none</p><p></p><p><strong>Combat:</strong></p><p>MELEE: unarmed strike +5, 1d4+3 bludgeoning</p><p></p><p><strong>Skills:</strong></p><p>+3 (dex) Acrobatics</p><p>+2 (wis) Animal Handling</p><p>-1 (int) Arcana</p><p>+2 (str) Athletics*</p><p>+1 (cha) Deception</p><p>-1 (int) History</p><p>+4 (wis) Insight*</p><p>+1 (cha) Intimidation</p><p>-1 (int) Investigation</p><p>+2 (wis) Medicine</p><p>-1 (int) Nature</p><p>+2 (wis) Perception</p><p>+1 (cha) Performance</p><p>+1 (cha) Persuasion</p><p>-1 (int) Religion</p><p>+5 (dex) Sleight of Hand*</p><p>+5 (dex) Stealth*</p><p>+2 (wis) Survival</p><p>* proficient</p><p></p><p><strong>Racial:</strong></p><p>Ability Scores: +2 DEX and +1 CHA</p><p>Size: Small</p><p>Speed: 25 feet</p><p>Lucky: whenever you roll a 1 on an attack roll, ability check, or save you can reroll that die and must use the new roll</p><p>Brave: advantage on saves against being frightened</p><p>Halfling Nimbleness: can move through the space of any creature that is of a size catagory larger than yours</p><p>Naturally Stealthy: you can attempt to hide even when you are obscured only by a creature that is at least one size larger than you</p><p>Languages: Halfling and Common</p><p></p><p><strong>Urchin:</strong></p><p>Skills: Sleight of Hand and Stealth</p><p>Tools: Disguise Kit and Thieves' Tools</p><p>Feature: CITY SECRETS: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions</p><p>you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.</p><p></p><p><strong>Monk:</strong></p><p>-Martial Arts:</p><p>--can use DEX instead of STR for attack and damage rolls with unarmed strikes and monk weapons</p><p>--use d4 in place of the normal damage of unarmed strikes or monk weapons</p><p>--when using the Attack action with an unarmed strike or monk weapon (on your turn), you can make one unarmed strike as a bonus action</p><p></p><p><strong>Combat Gear:</strong> </p><p>none</p><p></p><p><strong>Other Gear:</strong></p><p>common, clothes (furs)</p><p>torch</p><p></p><p><strong>Treasure:</strong></p><p>GP: 00 SP: 00 CP: 00</p><p></p><p>Carrying Capacity: 150 lbs</p><p>Push/Drag/Lift: 300 lbs</p><p>Climb: 12' Swim: 12'</p><p>Long Jump: 10' & 5'</p><p>High Jump: 3' & 1.5'</p><p>Hold Breath: 2 minutes</p><p></p><p><strong>Personality:</strong> </p><p>Trait: I think anyone nice to me is hiding evil intent.</p><p>Trait: I am horribly, horribly awkward in social situations.</p><p>Ideal: I'm going to prove that I'm worthy of a better life.</p><p>Bond: No one else would have endured the hardships I've been through.</p><p>Flaw: Gold seems like a lot of money to me, and I'll do just about anything for more of it.</p><p></p><p><strong>Sex:</strong> Male</p><p><strong>Age:</strong> 24</p><p><strong>Height:</strong> 3'-2"</p><p><strong>Weight:</strong> 39lbs</p><p><strong>Hair Color:</strong> sandy brown</p><p><strong>Facial Hair:</strong> none</p><p><strong>Eye Color:</strong> brown</p><p><strong>Skin Tone:</strong> fair</p><p><strong>Scars/Tattoos:</strong> none</p><p><strong>Description:</strong> Gob looks like a beggar or homeless kid when first seen. He wears no shoes, has ragged and torn breeches, and a once white lenin shirt that is stained and dirty. His hair is unkempt and gets in his eyes alot, it also covers his pointed ears which leads to him being him mistaken for a human child instead of an adult halfling.</p><p><strong>History</strong> Only in his early teens when The Korrud swept through his small village, Gob fled the destruction and loss of his family for the walled cities of the big folk. Finding no help or solace, he took to running the streets with bands of children to survive. During the dwarven occupation Gob was caught stealing and sent to The Rhyot Break. He has been digging and surviving for going on six years now. His only protection, his natural talent with his fist.</p><p></p><p>[sblock=Combat]</p><p><strong>AC:</strong> 15 (dex, wis)</p><p><strong>HP:</strong> 09/09 <strong>HD:</strong> 1/1 (1d8+1)</p><p><strong>Speed:</strong> 25'</p><p><strong>Saves:</strong> STR +2, DEX +5, CON +1, INT -1, WIS +2, CHA +1</p><p><strong>Features:</strong> none</p><p><strong>Special Defenses:</strong> none</p><p></p><p><strong>Combat:</strong></p><p>MELEE: unarmed strike +5, 1d4+3 bludgeoning</p><p></p><p><strong>Consumables:</strong></p><p>torches 01/01[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="EarlyBird, post: 7479020, member: 6899077"] [ATTACH=CONFIG]100425._xfImport[/ATTACH] [sblock=Gob Ironfoot] [b]Race:[/b] Halfling (lightfoot) [b]Class/Level:[/b] Monk 1 [b]Alignment:[/b] Lawful Neutral [b]Size:[/b] Small [b]Type (Subtype):[/b] Humanoid (halfling) [b]Init:[/b] +3 [b]Speed:[/b] 25ft [b]Senses:[/b] Passive Perception: 12 [b]Languages:[/b] Common, Halfling [b]Background:[/b] Urchin [b]Ispiration:[/b] none [b]STATISTICS[/b] Str 10 (+0), Dex 17 (+3) , Con 13 (+1), Int 08 (-1), Wis 14(+2), Cha 13 (+1) [b]AC:[/b] 15 (dex, wis) [b]HP:[/b] 09 (1d8 +1) [b]Prof. Bonus[/b] +2 [b]Proficiencies:[/b] all simple weapons and shortswords [b]Tools:[/b] Reed Flute, Disguise Kit, Thieves' Tools [b]Feats:[/b] none [b]Saves:[/b] STR +2, DEX +5 [b]Special Defenses:[/b] none [b]Combat:[/b] MELEE: unarmed strike +5, 1d4+3 bludgeoning [b]Skills:[/b] +3 (dex) Acrobatics +2 (wis) Animal Handling -1 (int) Arcana +2 (str) Athletics* +1 (cha) Deception -1 (int) History +4 (wis) Insight* +1 (cha) Intimidation -1 (int) Investigation +2 (wis) Medicine -1 (int) Nature +2 (wis) Perception +1 (cha) Performance +1 (cha) Persuasion -1 (int) Religion +5 (dex) Sleight of Hand* +5 (dex) Stealth* +2 (wis) Survival * proficient [b]Racial:[/b] Ability Scores: +2 DEX and +1 CHA Size: Small Speed: 25 feet Lucky: whenever you roll a 1 on an attack roll, ability check, or save you can reroll that die and must use the new roll Brave: advantage on saves against being frightened Halfling Nimbleness: can move through the space of any creature that is of a size catagory larger than yours Naturally Stealthy: you can attempt to hide even when you are obscured only by a creature that is at least one size larger than you Languages: Halfling and Common [b]Urchin:[/b] Skills: Sleight of Hand and Stealth Tools: Disguise Kit and Thieves' Tools Feature: CITY SECRETS: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. [b]Monk:[/b] -Martial Arts: --can use DEX instead of STR for attack and damage rolls with unarmed strikes and monk weapons --use d4 in place of the normal damage of unarmed strikes or monk weapons --when using the Attack action with an unarmed strike or monk weapon (on your turn), you can make one unarmed strike as a bonus action [b]Combat Gear:[/b] none [b]Other Gear:[/b] common, clothes (furs) torch [b]Treasure:[/b] GP: 00 SP: 00 CP: 00 Carrying Capacity: 150 lbs Push/Drag/Lift: 300 lbs Climb: 12' Swim: 12' Long Jump: 10' & 5' High Jump: 3' & 1.5' Hold Breath: 2 minutes [b]Personality:[/b] Trait: I think anyone nice to me is hiding evil intent. Trait: I am horribly, horribly awkward in social situations. Ideal: I'm going to prove that I'm worthy of a better life. Bond: No one else would have endured the hardships I've been through. Flaw: Gold seems like a lot of money to me, and I'll do just about anything for more of it. [b]Sex:[/b] Male [b]Age:[/b] 24 [b]Height:[/b] 3'-2" [b]Weight:[/b] 39lbs [b]Hair Color:[/b] sandy brown [b]Facial Hair:[/b] none [b]Eye Color:[/b] brown [b]Skin Tone:[/b] fair [b]Scars/Tattoos:[/b] none [b]Description:[/b] Gob looks like a beggar or homeless kid when first seen. He wears no shoes, has ragged and torn breeches, and a once white lenin shirt that is stained and dirty. His hair is unkempt and gets in his eyes alot, it also covers his pointed ears which leads to him being him mistaken for a human child instead of an adult halfling. [b]History[/b] Only in his early teens when The Korrud swept through his small village, Gob fled the destruction and loss of his family for the walled cities of the big folk. Finding no help or solace, he took to running the streets with bands of children to survive. During the dwarven occupation Gob was caught stealing and sent to The Rhyot Break. He has been digging and surviving for going on six years now. His only protection, his natural talent with his fist. [sblock=Combat] [b]AC:[/b] 15 (dex, wis) [b]HP:[/b] 09/09 [b]HD:[/b] 1/1 (1d8+1) [b]Speed:[/b] 25' [b]Saves:[/b] STR +2, DEX +5, CON +1, INT -1, WIS +2, CHA +1 [b]Features:[/b] none [b]Special Defenses:[/b] none [b]Combat:[/b] MELEE: unarmed strike +5, 1d4+3 bludgeoning [b]Consumables:[/b] torches 01/01[/sblock][/sblock] [/QUOTE]
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