Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Personal/Hosted Forums
Game Master Foundation
General Discussion
The Shackled City Pregame Thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MarkCsigs" data-source="post: 2716961" data-attributes="member: 29220"><p><span style="color: Sienna"><span style="font-size: 15px"><strong>The Vicar</strong></span></span></p><p></p><p><span style="color: Sienna"><strong>Description:</strong></span> Small and thin for a human, but deceptively quick. Thinning, whispy black hair, sunken cheeks but a strong chin. Piercing eyes. Wears a lot of dark colors; typically studded leather armor of a very dark brown under a heavy black cloak. Wears a wide-brimmed, black leather hat. The holy symbol of polished silver around his neck stands out like a beacon against all the dark colors.</p><p></p><p><span style="color: Sienna"><strong>Mannerisms: </strong></span> Speaks softly under normal circumstances, but can become fiery and intense. Tends to refer to himself as "The Vicar" in the third person when agitated. Has a hacking cough that always seems to return, even if cured.</p><p></p><p>Player: MarkCsigs </p><p>Name: The Vicar (a.k.a. Arik Hammill)</p><p>Race: Human</p><p>Class: Cleric 1 ( of St. Cuthbert)</p><p>Exp.: 0</p><p>Align.: Lawful Neutral</p><p></p><p>Dice rolls found here: <a href="http://invisiblecastle.com/find.py?u=The%20Vicar&limit=on" target="_blank">http://invisiblecastle.com/find.py?u=The Vicar&limit=on</a></p><p></p><p>Str 11 (+0)</p><p>Dex 13 (+1)</p><p>Con 9 (-1)</p><p>Int 14 (+2)</p><p>Wis 16 (+3)</p><p>Cha 12 (+1)</p><p></p><p>HP: 7</p><p>AC: 16, FF 15, Touch 11 (+3 armor, +1 dex, +2 Shield)</p><p>Init: +5 (+1 Dex, +4 Improved Init. feat)</p><p>BAB: +0</p><p>Speed: 20' (base 30’)</p><p></p><p>Fort: +1 (+2 base, -1 Con)</p><p>Ref: +1 ( +0 base, +1 Dex)</p><p>Will: +5 ( +2 base, +3 Wis)</p><p></p><p><span style="color: Sienna"><strong>Attacks</strong></span></p><p>Heavy Mace +0 (1-8, x2)</p><p>Sling +1 (1-4, x2, range 50')</p><p></p><p><span style="color: Sienna"><strong>Feats</strong></span></p><p>Improved Initiative</p><p>Augment Healing </p><p></p><p><span style="color: Sienna"><strong>Class Abilities:</strong></span></p><p>Spontanious cast</p><p>Turn Undead D20+1 turning check (cha mod), 2d6+2 turning damage</p><p>Aura</p><p>Domains: Law, Protection</p><p></p><p><span style="color: Sienna"><strong>Languages:</strong></span></p><p>Common</p><p>Abyssal</p><p>Infernal</p><p>Draconic</p><p></p><p></p><p><span style="color: Sienna"><strong>Skills:</strong></span></p><p>Appraise: 2 (+2 Int)</p><p>Balance: -2 (+1 Dex, -3 Armor and Shield)</p><p>Bluff: +1 (+1 Cha)</p><p>Climb: -3 (+0 Str, -3 Armor and Shield)</p><p>*Concentration: +3 (-1 Con, 4 Ranks)</p><p>Diplomacy: +1 (+1 Cha)</p><p>Disguise: +1 (+1 Cha)</p><p>Escape Artist: -2 (+1 Dex, -3 Armor and Shield)</p><p>Forgery: +2 (+2 Int)</p><p>Gather Info: +1 (+1 Cha)</p><p>Handle Animal: +1 (1 cha)</p><p>*Heal: +7 (+3 Wis, 4 Ranks)</p><p>Hide: -2 (+1 Dex, -3 Armor and Shield)</p><p>Intimidate: +1 (+1 Cha)</p><p>Jump: -3 (+0 Str, -3 Armor and Shield)</p><p>*K(arcana): +3 (1 rank, +2 int)</p><p>*K(history): +3 (1 rank, +2 int)</p><p>*K(local): +3 (2 cross-class ranks, +2 int)</p><p>*K(planes): +4 (2 ranks, +2 int)</p><p>*K(religion): +6 (4 ranks, +2 int)</p><p>Listen: +3 (+3 Wisdom)</p><p>Move Silently: -2 (+1 Dex, -3 Armor and Shield)</p><p>Ride: +1 (+1 Dex)</p><p>Search: +2 (+2 Int)</p><p>Sense Motive: +3 (3 Wis)</p><p>*Speak Language (Draconic)</p><p>*Spellcraft: +3 (1 rank, +2 int)</p><p>Spot: +3 (+3 Wisdom)</p><p>Survival: +3 (+3 Wisdom)</p><p>Swim: -alot (+0 Str, -1 acp, plus weight)</p><p>Use Rope: +1 (+1 dex)</p><p></p><p><span style="color: Sienna"></span></p><p><span style="color: Sienna"><strong>Equipment</strong></span> (39 - 76 lbs = med. load)</p><p>total weight: 63 lbs </p><p></p><p>Studded Leather Armor 20 </p><p>Heavy Wooden Shield 10</p><p></p><p>Heavy Mace 8</p><p>Sling & 10 bullets 5</p><p></p><p>Backpack - 2</p><p>Flint & Steel – 0 lbs</p><p>10 candles- in pack - 1</p><p>2 torches-in pack - 2</p><p>4 days trail rations - in pack - 4</p><p>Prayer book - in pack (if not in hand) - 1</p><p></p><p>2 belt pouches- on belt 1</p><p>1 chalk- in left belt pouch - 0</p><p>1 holy water - in left belt pouch 1</p><p></p><p>Silver Holy Symbol -around neck 1</p><p>Bedroll - 5 lbs, tied to pack </p><p>Waterskin - 2 lb, over shoulder </p><p></p><p>remaining money 11 gp, 5 sp, 4 cp in right belt pouch</p><p></p><p><span style="color: Sienna"><strong>Spells per day:</strong></span> 0:3 1:2+1 Domains: Protection and Law</p><p>Preped:</p><p>0: Detect Magic, Light, Guidance (save dc 13)</p><p>1: Bless, Command (save dc 14), *Sanctuary </p><p><span style="color: Sienna"></span></p><p><span style="color: Sienna"><strong>Backstory:</strong></span> <em>(themind -- I tried to make a backstory that was interesting and had some connections to the current story line ... if there are <strong>too</strong> many connections, let me know).</em> </p><p></p><p>Arik Hammill was born to a poor mother in a village not far from Cauldron. A small and sickly child, many predicted he would never live a year ... but survive he did into a feisty and passionate young boy (despite a lingering cough that never seems to go away for long ...). His father, she assured him was a brave mercenary warrior who was travelling off to far lands in search of adventure and treasure. Arik had great fantasies of his father one day returning with great jewels and magics that would save him and his mother from poverty. It wasn't until much older that Arik realized these fantasies, and any notion of romance between his parents was probably very naive ...</p><p></p><p>Arik's mother was both strict and loving with her son, and worked hard as a seamstress to support them both. Although they lived in a poor village, her skills and reputation began to grow. Her crowning achievement was a gown which she worked on for nearly a year. She entered it in a local fair and was delighted when it took first prize. A haughty and spoiled daughter of a powerful merchant offered to buy it, but Arik's mother refused, as the girl became more angry and beligerient. "I'll sell this dress to no one ..." she proudly told her son, who was in his early teens by now. "instead, 'twill be a gift for the lady who catches your fancy enough to marry!"</p><p></p><p>Unfortunately that night, as Arik was out earning his copper helping the lamplighter, someone broke into their home ... the dress was gone and his poor mother lay gasping for life. Unsure of how to help her, he ran to the local temple ... but the priest was still at the fair enjoying the wine a little too much. By the time Arik could get him to stagger over, it was too late to save his mother. Her last gasp was the name of the merchant's daughter.</p><p></p><p>Arik the once cheerful boy became sullen and serious after the death of his mother. The one solace that he took, is that justice would at least be served for the merchant's daughter. He was stunned, however when the local law decided to look the other way and blamed the crime on wandering thieves. No one was ever arrested. Not even when the girl flaunted her victory by wearing the very same gown to fashionable events ...</p><p></p><p>Feeling badly that he let down Arik and his mother, the priest took the boy in as his ward and began teaching him priestly ways. But Arik's anger and resentment prevented him from being a good pupil and eventually he ran away to Cauldron.</p><p></p><p>Arik skulked around Cauldron for a while as a vagrant, begging and scrounging and sometimes using his meager healing skills on those too poor to afford magical aid ... but not without a bit of preaching about mending their ways. It was here that some of the other homeless began referring to him as "The Vicar", a nickname which he now prefers. He did not stay in the streets very long ... between his basic priestly teachings and his deep need for law and an inner thirst for vengeance, he eventually drifted into service at the Church of St. Cuthbert.</p><p></p><p>He has worked dutifully for the church, and has found a thirst for knowledge and for obscure languagues. He hasn't forgotten his past, however and is especially keen to help those who have been victimized by people who have abused their power and thought themselves above the law. He has no tolerance for bullies. He also has a soft spot for children without parents, and has often volunteered to help at the orphanage.</p></blockquote><p></p>
[QUOTE="MarkCsigs, post: 2716961, member: 29220"] [COLOR=Sienna][SIZE=4][b]The Vicar[/b][/SIZE][/COLOR] [COLOR=Sienna][B]Description:[/B][/COLOR] Small and thin for a human, but deceptively quick. Thinning, whispy black hair, sunken cheeks but a strong chin. Piercing eyes. Wears a lot of dark colors; typically studded leather armor of a very dark brown under a heavy black cloak. Wears a wide-brimmed, black leather hat. The holy symbol of polished silver around his neck stands out like a beacon against all the dark colors. [COLOR=Sienna][B]Mannerisms: [/B][/COLOR] Speaks softly under normal circumstances, but can become fiery and intense. Tends to refer to himself as "The Vicar" in the third person when agitated. Has a hacking cough that always seems to return, even if cured. Player: MarkCsigs Name: The Vicar (a.k.a. Arik Hammill) Race: Human Class: Cleric 1 ( of St. Cuthbert) Exp.: 0 Align.: Lawful Neutral Dice rolls found here: [url]http://invisiblecastle.com/find.py?u=The%20Vicar&limit=on[/url] Str 11 (+0) Dex 13 (+1) Con 9 (-1) Int 14 (+2) Wis 16 (+3) Cha 12 (+1) HP: 7 AC: 16, FF 15, Touch 11 (+3 armor, +1 dex, +2 Shield) Init: +5 (+1 Dex, +4 Improved Init. feat) BAB: +0 Speed: 20' (base 30’) Fort: +1 (+2 base, -1 Con) Ref: +1 ( +0 base, +1 Dex) Will: +5 ( +2 base, +3 Wis) [COLOR=Sienna][B]Attacks[/B][/COLOR] Heavy Mace +0 (1-8, x2) Sling +1 (1-4, x2, range 50') [COLOR=Sienna][B]Feats[/B][/COLOR] Improved Initiative Augment Healing [COLOR=Sienna][B]Class Abilities:[/B][/COLOR] Spontanious cast Turn Undead D20+1 turning check (cha mod), 2d6+2 turning damage Aura Domains: Law, Protection [COLOR=Sienna][B]Languages:[/B][/COLOR] Common Abyssal Infernal Draconic [COLOR=Sienna][B]Skills:[/B][/COLOR] Appraise: 2 (+2 Int) Balance: -2 (+1 Dex, -3 Armor and Shield) Bluff: +1 (+1 Cha) Climb: -3 (+0 Str, -3 Armor and Shield) *Concentration: +3 (-1 Con, 4 Ranks) Diplomacy: +1 (+1 Cha) Disguise: +1 (+1 Cha) Escape Artist: -2 (+1 Dex, -3 Armor and Shield) Forgery: +2 (+2 Int) Gather Info: +1 (+1 Cha) Handle Animal: +1 (1 cha) *Heal: +7 (+3 Wis, 4 Ranks) Hide: -2 (+1 Dex, -3 Armor and Shield) Intimidate: +1 (+1 Cha) Jump: -3 (+0 Str, -3 Armor and Shield) *K(arcana): +3 (1 rank, +2 int) *K(history): +3 (1 rank, +2 int) *K(local): +3 (2 cross-class ranks, +2 int) *K(planes): +4 (2 ranks, +2 int) *K(religion): +6 (4 ranks, +2 int) Listen: +3 (+3 Wisdom) Move Silently: -2 (+1 Dex, -3 Armor and Shield) Ride: +1 (+1 Dex) Search: +2 (+2 Int) Sense Motive: +3 (3 Wis) *Speak Language (Draconic) *Spellcraft: +3 (1 rank, +2 int) Spot: +3 (+3 Wisdom) Survival: +3 (+3 Wisdom) Swim: -alot (+0 Str, -1 acp, plus weight) Use Rope: +1 (+1 dex) [COLOR=Sienna] [B]Equipment[/B][/COLOR] (39 - 76 lbs = med. load) total weight: 63 lbs Studded Leather Armor 20 Heavy Wooden Shield 10 Heavy Mace 8 Sling & 10 bullets 5 Backpack - 2 Flint & Steel – 0 lbs 10 candles- in pack - 1 2 torches-in pack - 2 4 days trail rations - in pack - 4 Prayer book - in pack (if not in hand) - 1 2 belt pouches- on belt 1 1 chalk- in left belt pouch - 0 1 holy water - in left belt pouch 1 Silver Holy Symbol -around neck 1 Bedroll - 5 lbs, tied to pack Waterskin - 2 lb, over shoulder remaining money 11 gp, 5 sp, 4 cp in right belt pouch [COLOR=Sienna][B]Spells per day:[/B][/COLOR] 0:3 1:2+1 Domains: Protection and Law Preped: 0: Detect Magic, Light, Guidance (save dc 13) 1: Bless, Command (save dc 14), *Sanctuary [COLOR=Sienna] [B]Backstory:[/B][/COLOR] [I](themind -- I tried to make a backstory that was interesting and had some connections to the current story line ... if there are [B]too[/B] many connections, let me know).[/I] Arik Hammill was born to a poor mother in a village not far from Cauldron. A small and sickly child, many predicted he would never live a year ... but survive he did into a feisty and passionate young boy (despite a lingering cough that never seems to go away for long ...). His father, she assured him was a brave mercenary warrior who was travelling off to far lands in search of adventure and treasure. Arik had great fantasies of his father one day returning with great jewels and magics that would save him and his mother from poverty. It wasn't until much older that Arik realized these fantasies, and any notion of romance between his parents was probably very naive ... Arik's mother was both strict and loving with her son, and worked hard as a seamstress to support them both. Although they lived in a poor village, her skills and reputation began to grow. Her crowning achievement was a gown which she worked on for nearly a year. She entered it in a local fair and was delighted when it took first prize. A haughty and spoiled daughter of a powerful merchant offered to buy it, but Arik's mother refused, as the girl became more angry and beligerient. "I'll sell this dress to no one ..." she proudly told her son, who was in his early teens by now. "instead, 'twill be a gift for the lady who catches your fancy enough to marry!" Unfortunately that night, as Arik was out earning his copper helping the lamplighter, someone broke into their home ... the dress was gone and his poor mother lay gasping for life. Unsure of how to help her, he ran to the local temple ... but the priest was still at the fair enjoying the wine a little too much. By the time Arik could get him to stagger over, it was too late to save his mother. Her last gasp was the name of the merchant's daughter. Arik the once cheerful boy became sullen and serious after the death of his mother. The one solace that he took, is that justice would at least be served for the merchant's daughter. He was stunned, however when the local law decided to look the other way and blamed the crime on wandering thieves. No one was ever arrested. Not even when the girl flaunted her victory by wearing the very same gown to fashionable events ... Feeling badly that he let down Arik and his mother, the priest took the boy in as his ward and began teaching him priestly ways. But Arik's anger and resentment prevented him from being a good pupil and eventually he ran away to Cauldron. Arik skulked around Cauldron for a while as a vagrant, begging and scrounging and sometimes using his meager healing skills on those too poor to afford magical aid ... but not without a bit of preaching about mending their ways. It was here that some of the other homeless began referring to him as "The Vicar", a nickname which he now prefers. He did not stay in the streets very long ... between his basic priestly teachings and his deep need for law and an inner thirst for vengeance, he eventually drifted into service at the Church of St. Cuthbert. He has worked dutifully for the church, and has found a thirst for knowledge and for obscure languagues. He hasn't forgotten his past, however and is especially keen to help those who have been victimized by people who have abused their power and thought themselves above the law. He has no tolerance for bullies. He also has a soft spot for children without parents, and has often volunteered to help at the orphanage. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Personal/Hosted Forums
Game Master Foundation
General Discussion
The Shackled City Pregame Thread
Top