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
Playing the Game
Story Hour
Three Kingdoms and Empire
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="Slickenfiber" data-source="post: 3574488" data-attributes="member: 50547"><p>At this point in our adventure, Baruk is 2nd level. But, as game play always exceeds excellent storytelling, I'll post Baruk's current 3rd level stats.</p><p>Note: I chose to round out Saves, AC, and HP, creating a well rounded character strong on defense. Thus, STR is low.</p><p></p><p></p><p>Campaign: Three Kingdoms and Empire</p><p>Location: City of Alathion, Island Empire of Forinthia, Cydra</p><p></p><p>Medium Humanoid (Male Dwarf)</p><p>Clan: Grünleaf (as in Grünleaf Barük)</p><p>Monk 3 (ECL 3)</p><p>AL LN</p><p>Init. +3; Senses: darkvision 60 ft. (black and white), stonecunning; Listen +3, Sense Motive +7, Spot +5.</p><p>Languages: Forinthian (Common), Dwarven.</p><p></p><p>AC 16 (20 vs. giant monsters), touch 16, flat footed 16, total defense 20.</p><p>(+0 size, +3 Dex, +3 Wis).</p><p>HD 3d8+6, hp 27.</p><p>Saving Throws: +2 vs. poison, +2 vs. all spells, +4 vs. enchantment spells (+2 vs. enchantment effects), evasion.</p><p></p><p>SV Fort +5, Ref +6, Will +6.</p><p></p><p>Special Actions: add WIS bonus to AC (if unencumbered and unarmored), lethal damage with unarmed strikes 1d6, +4 dodge bonus to AC vs. giant monsters (negate if Dex bonus lost to AC).</p><p>Speed 30 ft. walk (6 squares), 60 ft. hustle (12 squares), 150 ft. run (30 squares).</p><p>Base Attack +2, Grapple +3.</p><p></p><p>Attack Options: fiery fist (uses stunning fist daily allowance), flurry of blows, stunning fist 4/day (DC 14), +1 vs. orcs, half-orcs, and goblinoids (e.g. goblins, hobgoblins, bugbears).</p><p></p><p>Melee:</p><p>unarmed strike +3 (1d6+1/x2),</p><p>quarterstaff, one or two handed +3 (1d6+1/x2),</p><p>stunning fist +3 (1d6+1/x2 plus stun 4/day) DC 14.</p><p></p><p>Ranged:</p><p>sling +3 (1d4+1/x2, range 50 ft, max 250 ft.),</p><p>shuriken +3 (1d2+1/x2, range 10 ft, max 50 ft.).</p><p></p><p>Flurry of Blows: (- 2 FOB + 2 BAB +1 STR)</p><p>+1/+1 (1d6+1/x2, unarmed strike), plus optional fiery fist (1d6 fire 4/day),</p><p>+1/+1 (1d6+1/x2, quarterstaff),</p><p>+1/+1 (1d2+1/x2, shuriken, range 10 ft., max 50 ft.).</p><p></p><p>Abilities: Str 13, Dex 16, Con 14, Int 11, Wis 16, Cha 6.</p><p></p><p>Special Qualities: dwarf traits, flurry of blows –2, improved unarmed strike, weapon proficiency (club, light crossbow, heavy crossbow, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling).</p><p></p><p>Feats: Exotic Weapon Proficiency (Lajatang), Fiery Fist 4/day (bonus), Improved Unarmed Strike (bonus), Path of Inner Discipline (homebrew), Stunning Fist 4/day (bonus).</p><p></p><p>Skills (20 + 4/level): Balance +7 (+11 vs. bull rush or trip attempts), Craft (weaponsmithing) +8 (apprentice level 6), Escape Artist +7, Move Silently +7, Sense Motive +7, Spot +5.</p><p></p><p>Carrying Capacity: light 50 lbs, medium 51-100 lbs, heavy 101-150 lbs, lift over head 150 lbs, lift off ground 300 lbs, push or drag 750 lbs.</p><p></p><p></p><p>CHARACTERIZATION:</p><p></p><p>Artisan (Background): As a young child, Barük underwent extensive training and apprenticeship under his father, Grünleaf Tordek (LG), a master weaponsmith during the time of Dexter and a prominent merchant in arms for wealthy lords. Barük learned the craft, excelling to 4th level apprentice, before his father was captured and either tortured, imprisoned, or killed by an unknown assailant, seeking a magical lajatang crafted by Tordek.</p><p></p><p>Seeker (Archetype): After this traumatic event, Barük de-emphasized his weaponsmithing apprenticeship to focus his efforts into finishing his training as a monk. He reasoned that his monk training would provide him with the strength of character, discipline of mind, and focused attention to eventually find his father’s captors (or killers), avenge his father, and find the stolen lajatang.</p><p></p><p>Alignment: Barük started his life as a lawful good weaponsmith following the religion and practices of the Galadorian faith. With his fate forever altered by the loss of his father and mentor, Barük, a vengeful heart beating within, became lawful neutral. He was unable to heed the warnings of his Grünleaf clansmen: “Vengeance will lure you away from Good, Barük. Be wary of Bleak!” But, he knew that Good would not allow him the leniency to track all leads and paths required to find the persons responsible for his father’s disappearance. Justice, and therefore Law, is his primary compass. Moral flexibility, and therefore neutrality, is his most expeditious path.</p><p></p><p>Fear: Barük fears failure, especially on his quest to avenge his father. Barük also hates, and fears, Chaos. The masters of St. Spadron taught him that Chaos is the path through which strife spawns, so Barük challenges Chaos whenever he finds it’s allies acting on its behalf.</p><p></p><p>Kind: Instead of bitterness and resentment, Barük’s monk training has taught him to act with compassion to others’ needs despite his own trials, as there are many who have suffered worse histories in life.</p><p></p><p>General descriptors: Barük prefers a careful plan to recklessness, prefers quiet to noise or hustle and bustle, for it his through silence that he remains most focused on his quest. He believes St. Spadron and Galador will show him the path to justice, as long as he stays true to The Walk, and The Way of The Monk. Barük tends to get impatient with indecisiveness, yet is not so hurried that he wont stop to admire the simplest of things. He believes the means is just as important as the end and always acts in the best interests of Law.</p></blockquote><p></p>
[QUOTE="Slickenfiber, post: 3574488, member: 50547"] At this point in our adventure, Baruk is 2nd level. But, as game play always exceeds excellent storytelling, I'll post Baruk's current 3rd level stats. Note: I chose to round out Saves, AC, and HP, creating a well rounded character strong on defense. Thus, STR is low. Campaign: Three Kingdoms and Empire Location: City of Alathion, Island Empire of Forinthia, Cydra Medium Humanoid (Male Dwarf) Clan: Grünleaf (as in Grünleaf Barük) Monk 3 (ECL 3) AL LN Init. +3; Senses: darkvision 60 ft. (black and white), stonecunning; Listen +3, Sense Motive +7, Spot +5. Languages: Forinthian (Common), Dwarven. AC 16 (20 vs. giant monsters), touch 16, flat footed 16, total defense 20. (+0 size, +3 Dex, +3 Wis). HD 3d8+6, hp 27. Saving Throws: +2 vs. poison, +2 vs. all spells, +4 vs. enchantment spells (+2 vs. enchantment effects), evasion. SV Fort +5, Ref +6, Will +6. Special Actions: add WIS bonus to AC (if unencumbered and unarmored), lethal damage with unarmed strikes 1d6, +4 dodge bonus to AC vs. giant monsters (negate if Dex bonus lost to AC). Speed 30 ft. walk (6 squares), 60 ft. hustle (12 squares), 150 ft. run (30 squares). Base Attack +2, Grapple +3. Attack Options: fiery fist (uses stunning fist daily allowance), flurry of blows, stunning fist 4/day (DC 14), +1 vs. orcs, half-orcs, and goblinoids (e.g. goblins, hobgoblins, bugbears). Melee: unarmed strike +3 (1d6+1/x2), quarterstaff, one or two handed +3 (1d6+1/x2), stunning fist +3 (1d6+1/x2 plus stun 4/day) DC 14. Ranged: sling +3 (1d4+1/x2, range 50 ft, max 250 ft.), shuriken +3 (1d2+1/x2, range 10 ft, max 50 ft.). Flurry of Blows: (- 2 FOB + 2 BAB +1 STR) +1/+1 (1d6+1/x2, unarmed strike), plus optional fiery fist (1d6 fire 4/day), +1/+1 (1d6+1/x2, quarterstaff), +1/+1 (1d2+1/x2, shuriken, range 10 ft., max 50 ft.). Abilities: Str 13, Dex 16, Con 14, Int 11, Wis 16, Cha 6. Special Qualities: dwarf traits, flurry of blows –2, improved unarmed strike, weapon proficiency (club, light crossbow, heavy crossbow, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling). Feats: Exotic Weapon Proficiency (Lajatang), Fiery Fist 4/day (bonus), Improved Unarmed Strike (bonus), Path of Inner Discipline (homebrew), Stunning Fist 4/day (bonus). Skills (20 + 4/level): Balance +7 (+11 vs. bull rush or trip attempts), Craft (weaponsmithing) +8 (apprentice level 6), Escape Artist +7, Move Silently +7, Sense Motive +7, Spot +5. Carrying Capacity: light 50 lbs, medium 51-100 lbs, heavy 101-150 lbs, lift over head 150 lbs, lift off ground 300 lbs, push or drag 750 lbs. CHARACTERIZATION: Artisan (Background): As a young child, Barük underwent extensive training and apprenticeship under his father, Grünleaf Tordek (LG), a master weaponsmith during the time of Dexter and a prominent merchant in arms for wealthy lords. Barük learned the craft, excelling to 4th level apprentice, before his father was captured and either tortured, imprisoned, or killed by an unknown assailant, seeking a magical lajatang crafted by Tordek. Seeker (Archetype): After this traumatic event, Barük de-emphasized his weaponsmithing apprenticeship to focus his efforts into finishing his training as a monk. He reasoned that his monk training would provide him with the strength of character, discipline of mind, and focused attention to eventually find his father’s captors (or killers), avenge his father, and find the stolen lajatang. Alignment: Barük started his life as a lawful good weaponsmith following the religion and practices of the Galadorian faith. With his fate forever altered by the loss of his father and mentor, Barük, a vengeful heart beating within, became lawful neutral. He was unable to heed the warnings of his Grünleaf clansmen: “Vengeance will lure you away from Good, Barük. Be wary of Bleak!” But, he knew that Good would not allow him the leniency to track all leads and paths required to find the persons responsible for his father’s disappearance. Justice, and therefore Law, is his primary compass. Moral flexibility, and therefore neutrality, is his most expeditious path. Fear: Barük fears failure, especially on his quest to avenge his father. Barük also hates, and fears, Chaos. The masters of St. Spadron taught him that Chaos is the path through which strife spawns, so Barük challenges Chaos whenever he finds it’s allies acting on its behalf. Kind: Instead of bitterness and resentment, Barük’s monk training has taught him to act with compassion to others’ needs despite his own trials, as there are many who have suffered worse histories in life. General descriptors: Barük prefers a careful plan to recklessness, prefers quiet to noise or hustle and bustle, for it his through silence that he remains most focused on his quest. He believes St. Spadron and Galador will show him the path to justice, as long as he stays true to The Walk, and The Way of The Monk. Barük tends to get impatient with indecisiveness, yet is not so hurried that he wont stop to admire the simplest of things. He believes the means is just as important as the end and always acts in the best interests of Law. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
Three Kingdoms and Empire
Top