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The Trouble at Durbenford - PCs and Info
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<blockquote data-quote="TiCaudata" data-source="post: 3269520" data-attributes="member: 40077"><p>[ditto]</p><p></p><p>[sblock=character]</p><p>Name: Jasper Gragolino</p><p>Class: Cleric 7</p><p>Race: Human</p><p>Size: Medium</p><p>Gender: Male</p><p>Alignment: NG</p><p>Deity: Fharlanghn</p><p></p><p>Str: 14 +2 (6p.) Level: 8 XP: 28,000</p><p>Dex: 12 +1 (4p.) BAB: +5 HP: 55 (1d8+2)</p><p>Con: 14 +2 (6p.) Grapple: +7 Dmg Red: -/-</p><p>Int: 10 +0 (2p.) Speed: 30' Spell Res: -</p><p>Wis: 18 +4 (8p/1l/2m) Init: +1 Spell Save: +0</p><p>Cha: 10 +0 (2p.) ACP: -1 Spell Fail: 0%</p><p></p><p> Base Armor Shld Dex Size Nat Misc Total</p><p>Armor:MithBplate+1 10 +6 +2 +1 +0 +2 +0 21</p><p>Shield: Heavy Darkwood Shield</p><p>Touch: 11 Flatfooted: 20</p><p></p><p> Base Mod Misc Total</p><p>Fort: 5 +2 +1 +9</p><p>Ref: 2 +1 +1 +4</p><p>Will: 5 +4 +1 +12</p><p></p><p>Weapon Attack Damage Critical</p><p>Adamantine Morningstar +9 1d8+2 20x2</p><p></p><p>Languages: Common</p><p></p><p>Abilities:</p><p>Race:</p><p>Base land speed 30'</p><p>Extra Feat at 1st level</p><p>4 Extra Skill Points at 1st level</p><p>Favored Class: Any</p><p></p><p>Class:</p><p>Proficient with all simple weapons, with all types of armor, and with shields (except tower shields).</p><p></p><p>A cleric casts divine spells, which are drawn from the cleric spell list. A cleric must choose and prepare his spells in advance (see below). To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.</p><p></p><p>Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains.</p><p></p><p>Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.</p><p></p><p>A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity.</p><p></p><p>Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.</p><p></p><p>With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.</p><p></p><p>Spontaneous Casting</p><p>A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).</p><p></p><p>A cleric can’t cast spells of an alignment opposed to his own or his deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.</p><p></p><p>Turn or Rebuke Undead (Su)</p><p>Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol. A good cleric can turn or destroy undead creatures.</p><p></p><p>A cleric may attempt to turn undead a number of times per day equal to 3+his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.</p><p></p><p>Bonus Languages</p><p>A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race. </p><p></p><p>Feats: Extend Spell, Craft Wondrous Item, Power Attack, Weapon Focus (Morningstar)</p><p></p><p>Skill Points: 9 Max Ranks: 10/5</p><p></p><p>Skills Ranks Mod Misc Total</p><p>Balance +1 +1</p><p>Climb +2 -1 +1</p><p>Concentration 10 +2 +12</p><p>Escape Artist +1 +1</p><p>Heal +4 +4</p><p>Hide +1 -1 +0</p><p>Jump +2 -1 +1</p><p>Knowledge (Religion) 10 +0 +10</p><p>Knowledge (Planes) 10 +0 +10</p><p>Listen +4 +4</p><p>Move Silently +1 -1 +0</p><p>Ride +1 -1 +0</p><p>Sense Motive +4 +4</p><p>Spot +4 +4</p><p>Survival +4 +4</p><p>Swim +2 -1 +1</p><p>Use Rope +2 +2</p><p></p><p>Equipment: Cost Weight</p><p>Worn:</p><p>+1 mithral breastplate 5,200 gp 15 lb</p><p>Adamantine Morningstar 3,008 gp 6 lb</p><p>Heavy Darkwood Shield 257 gp 5 lb</p><p></p><p>Cold Weather Outfit 6.4 gp 7 lb</p><p>Fur Clothing 6.4 gp 10 lb</p><p></p><p>Explorer's outfit (free)</p><p>Spell component pouch 5 gp</p><p></p><p>Ring of protection +1 2000 gp</p><p>Amulet of Natural Armor +2 8000 gp</p><p>Vest of Resistance +1 1000 gp</p><p>Circlet of WIS + 2 4000 gp</p><p></p><p>Heward's handy haversack 2000 gp 5 lb</p><p></p><p>- Wand of cure light wounds 750 gp 50 charges</p><p>- Bedroll 0.1 gp 5 lb</p><p>- Trail Rations x7 3.5 gp 7 lb </p><p>- Waterskin 1 gp 4 lb</p><p>- Rope, Silk 20 gp 10 lb</p><p>- Pot, Iron 0.5 gp 10 lb</p><p>- Sewing needle 0.5 gp </p><p>- Bottle, Wine, Glass 2 gp 5 lb</p><p>- Case, Scroll 1 gp 0.5 lb</p><p>- Ink, Vial 8 gp </p><p>- Inkpen 0.1 gp </p><p>- Mug, Clay 0.02 gp 1 lb</p><p>- Paper, Sheet, x10 4 gp </p><p>- Winter Blanket 0.4 gp 3 lb</p><p>- Climber's Kit 64 gp 5 lb</p><p>- Crampons 4 gp 1 lb</p><p></p><p></p><p>Total Weight:31 lb Money: 0</p><p></p><p> Lgt Med Hvy Lift Push</p><p>Max Weight: 58 116 175 350 875</p><p></p><p>Age: 25</p><p>Height: 5'9"</p><p>Weight: 220 lbs</p><p>Eyes: Blue</p><p>Hair: Black</p><p>Skin: Fair </p><p>[/sblock]</p><p></p><p>[sblock=background]</p><p>This is a weak, but I will absolutely be fleshing him out more on my 1000 mile drive tomorrow.</p><p></p><p>Jasper Gragolino was born in the border town of Glens Burrow. Growing up he knew he wanted more out of life than the farm fields with occasional raids could provide. As soon as he was able, Jasper left the farm with a military recruiter. This was partly to avoid conscription, but mainly as an excuse to see the world beyond the sleepy town.</p><p></p><p>As time went by, Jasper learned to trust the luck and whims of the road. Not only did this serve him well while in the military, but after his discharge he has discovered all the edges of the empire, living off of his wits, and an occasional prayer to his luck.</p><p></p><p>Lately, he has joined loosely with a group of his former comrades who were in need of another arm for exploration. While Jasper does tend to yearn for the road, he is mostly content with his current arrangement and companions. If time allows, he will wander for a day or two in any given direction between adventures or during recuperations.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="TiCaudata, post: 3269520, member: 40077"] [ditto] [sblock=character] Name: Jasper Gragolino Class: Cleric 7 Race: Human Size: Medium Gender: Male Alignment: NG Deity: Fharlanghn Str: 14 +2 (6p.) Level: 8 XP: 28,000 Dex: 12 +1 (4p.) BAB: +5 HP: 55 (1d8+2) Con: 14 +2 (6p.) Grapple: +7 Dmg Red: -/- Int: 10 +0 (2p.) Speed: 30' Spell Res: - Wis: 18 +4 (8p/1l/2m) Init: +1 Spell Save: +0 Cha: 10 +0 (2p.) ACP: -1 Spell Fail: 0% Base Armor Shld Dex Size Nat Misc Total Armor:MithBplate+1 10 +6 +2 +1 +0 +2 +0 21 Shield: Heavy Darkwood Shield Touch: 11 Flatfooted: 20 Base Mod Misc Total Fort: 5 +2 +1 +9 Ref: 2 +1 +1 +4 Will: 5 +4 +1 +12 Weapon Attack Damage Critical Adamantine Morningstar +9 1d8+2 20x2 Languages: Common Abilities: Race: Base land speed 30' Extra Feat at 1st level 4 Extra Skill Points at 1st level Favored Class: Any Class: Proficient with all simple weapons, with all types of armor, and with shields (except tower shields). A cleric casts divine spells, which are drawn from the cleric spell list. A cleric must choose and prepare his spells in advance (see below). To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains. Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot. Spontaneous Casting A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name). A cleric can’t cast spells of an alignment opposed to his own or his deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Turn or Rebuke Undead (Su) Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol. A good cleric can turn or destroy undead creatures. A cleric may attempt to turn undead a number of times per day equal to 3+his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. Bonus Languages A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race. Feats: Extend Spell, Craft Wondrous Item, Power Attack, Weapon Focus (Morningstar) Skill Points: 9 Max Ranks: 10/5 Skills Ranks Mod Misc Total Balance +1 +1 Climb +2 -1 +1 Concentration 10 +2 +12 Escape Artist +1 +1 Heal +4 +4 Hide +1 -1 +0 Jump +2 -1 +1 Knowledge (Religion) 10 +0 +10 Knowledge (Planes) 10 +0 +10 Listen +4 +4 Move Silently +1 -1 +0 Ride +1 -1 +0 Sense Motive +4 +4 Spot +4 +4 Survival +4 +4 Swim +2 -1 +1 Use Rope +2 +2 Equipment: Cost Weight Worn: +1 mithral breastplate 5,200 gp 15 lb Adamantine Morningstar 3,008 gp 6 lb Heavy Darkwood Shield 257 gp 5 lb Cold Weather Outfit 6.4 gp 7 lb Fur Clothing 6.4 gp 10 lb Explorer's outfit (free) Spell component pouch 5 gp Ring of protection +1 2000 gp Amulet of Natural Armor +2 8000 gp Vest of Resistance +1 1000 gp Circlet of WIS + 2 4000 gp Heward's handy haversack 2000 gp 5 lb - Wand of cure light wounds 750 gp 50 charges - Bedroll 0.1 gp 5 lb - Trail Rations x7 3.5 gp 7 lb - Waterskin 1 gp 4 lb - Rope, Silk 20 gp 10 lb - Pot, Iron 0.5 gp 10 lb - Sewing needle 0.5 gp - Bottle, Wine, Glass 2 gp 5 lb - Case, Scroll 1 gp 0.5 lb - Ink, Vial 8 gp - Inkpen 0.1 gp - Mug, Clay 0.02 gp 1 lb - Paper, Sheet, x10 4 gp - Winter Blanket 0.4 gp 3 lb - Climber's Kit 64 gp 5 lb - Crampons 4 gp 1 lb Total Weight:31 lb Money: 0 Lgt Med Hvy Lift Push Max Weight: 58 116 175 350 875 Age: 25 Height: 5'9" Weight: 220 lbs Eyes: Blue Hair: Black Skin: Fair [/sblock] [sblock=background] This is a weak, but I will absolutely be fleshing him out more on my 1000 mile drive tomorrow. Jasper Gragolino was born in the border town of Glens Burrow. Growing up he knew he wanted more out of life than the farm fields with occasional raids could provide. As soon as he was able, Jasper left the farm with a military recruiter. This was partly to avoid conscription, but mainly as an excuse to see the world beyond the sleepy town. As time went by, Jasper learned to trust the luck and whims of the road. Not only did this serve him well while in the military, but after his discharge he has discovered all the edges of the empire, living off of his wits, and an occasional prayer to his luck. Lately, he has joined loosely with a group of his former comrades who were in need of another arm for exploration. While Jasper does tend to yearn for the road, he is mostly content with his current arrangement and companions. If time allows, he will wander for a day or two in any given direction between adventures or during recuperations. [/sblock] [/QUOTE]
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