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Turmoil in Ghelspad [Scarred Lands] characters
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<blockquote data-quote="Voadam" data-source="post: 1398407" data-attributes="member: 2209"><p>Harl Gurrok</p><p></p><p>Ghelspad Mountain Dwarf Barbarian 3 (3.5 class)</p><p></p><p>Str 16 (10 points)</p><p>Dex 14 (6 points)</p><p>Con 16 (6 points +2 racial)</p><p>Int 8 (0 points)</p><p>Wis 10 (2 points)</p><p>Cha 10 (4 points -2 racial)</p><p></p><p>Hit points 45 (12x3 +9)</p><p>AC 17 (5 armor, 2 dex), touch 12, Flat footed 17 </p><p>Fort +6 (+8 disease or poison) Ref +3 (+4 vs traps) Will +1</p><p>BAB +3, Grapple +6</p><p>Medium Size</p><p>30 feet movement</p><p>Chaotic Good</p><p></p><p>Speaks common, dwarven</p><p></p><p>Dwarf Traits</p><p></p><p>Darkvision 60 ft</p><p></p><p>Stonecunning</p><p></p><p>Runic Heritage: 2/day detect magic or arcane mark</p><p></p><p>Weapon Familiarity: treat dwarven waraxes and urgoshes as martial weapons, rather than exotic</p><p></p><p>Stability: +4 to resist bull-rush or tripping while standing on ground (ie. both feet planted)</p><p></p><p>+4 dodge bonus against giant type (Huge or larger)</p><p></p><p>+2 attack roll if another dwarf is within 5 feet</p><p></p><p>Feats</p><p>Dodge, Mobility</p><p></p><p>Skills</p><p>Intimidate +6 (6 ranks +0 Cha)</p><p>Listen +6 (6 ranks +0 Wis</p><p>Survival +6 (6 ranks +0 Wis)</p><p></p><p>Barbarian abilities</p><p></p><p>Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.</p><p></p><p>Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.</p><p>A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.</p><p></p><p>Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).</p><p>A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.</p><p></p><p>Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.</p><p></p><p>Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.</p><p></p><p>Equipment</p><p>Masterwork Breastplate (350 gp)</p><p>Masterwork rune-covered Heirloom Greatsword (350 gp) 2d6+4 19-20</p><p>Cold Iron Spiked Gauntlet (10 gp) 1d4+3</p><p>Dagger (2gp) 1d4(+3) 19-20</p><p>1,988 gp</p><p></p><p>Somewhat of a misfit who did not learn his runes and did not fully fit into the lawful lifestyle Harl Gurrok is a brave berserker, not a disciplined warrior. He thought about joining the Iron Guard who patrol the mountain passes of Burok Torn, but realized even their lives on the outside were filled with too many restrictions for him and would not satisfy his wanderlust. When he heard his cousin Torvin was journeying outside the mountain Harl jumped at the chance to accompany him and see the world. Harl wants to journey to foreign lands, meet exotic new monsters, and kill them.</p></blockquote><p></p>
[QUOTE="Voadam, post: 1398407, member: 2209"] Harl Gurrok Ghelspad Mountain Dwarf Barbarian 3 (3.5 class) Str 16 (10 points) Dex 14 (6 points) Con 16 (6 points +2 racial) Int 8 (0 points) Wis 10 (2 points) Cha 10 (4 points -2 racial) Hit points 45 (12x3 +9) AC 17 (5 armor, 2 dex), touch 12, Flat footed 17 Fort +6 (+8 disease or poison) Ref +3 (+4 vs traps) Will +1 BAB +3, Grapple +6 Medium Size 30 feet movement Chaotic Good Speaks common, dwarven Dwarf Traits Darkvision 60 ft Stonecunning Runic Heritage: 2/day detect magic or arcane mark Weapon Familiarity: treat dwarven waraxes and urgoshes as martial weapons, rather than exotic Stability: +4 to resist bull-rush or tripping while standing on ground (ie. both feet planted) +4 dodge bonus against giant type (Huge or larger) +2 attack roll if another dwarf is within 5 feet Feats Dodge, Mobility Skills Intimidate +6 (6 ranks +0 Cha) Listen +6 (6 ranks +0 Wis Survival +6 (6 ranks +0 Wis) Barbarian abilities Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had. Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action. Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack. Equipment Masterwork Breastplate (350 gp) Masterwork rune-covered Heirloom Greatsword (350 gp) 2d6+4 19-20 Cold Iron Spiked Gauntlet (10 gp) 1d4+3 Dagger (2gp) 1d4(+3) 19-20 1,988 gp Somewhat of a misfit who did not learn his runes and did not fully fit into the lawful lifestyle Harl Gurrok is a brave berserker, not a disciplined warrior. He thought about joining the Iron Guard who patrol the mountain passes of Burok Torn, but realized even their lives on the outside were filled with too many restrictions for him and would not satisfy his wanderlust. When he heard his cousin Torvin was journeying outside the mountain Harl jumped at the chance to accompany him and see the world. Harl wants to journey to foreign lands, meet exotic new monsters, and kill them. [/QUOTE]
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