Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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
*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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Turmoil in Ghelspad [Scarred Lands] characters
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="Argent Silvermage" data-source="post: 1412362" data-attributes="member: 4322"><p><strong>Ashcroft Skulos (finally done.)</strong></p><p></p><p><strong>Half Elf, 3rd-Level Druid</strong></p><p>Medium Humanoid (Half-Elf)</p><p><strong>Hit Dice:</strong> 3d8 (24 hp)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 20 ft. (4 squares)/ 30 out of armor.</p><p><strong>Armor Class:</strong> 19 (+2 Dex, +5 Dragonhide breastplate, +2 heavy shield), touch 12, flat-footed 17</p><p><strong>Base Attack/Grapple:</strong> +2/+2</p><p><strong>Attack:</strong> Cold Iron Scimitar +4 melee (1d6/18–20) or Sling +4 ranged (1d4/x2)</p><p><strong>Flame Blade:</strong> Flame Blade +4 melee (1d8+1 fire damage/18-20/x2)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> None</p><p><strong>Special Qualities:</strong> Half-Elven traits</p><p><strong>Saves:</strong> Fort +3, Ref +3, Will +6*</p><p><strong>Abilities:</strong> Str 10, Dex 14, Con 10, Int 14, Wis 16, Cha 10</p><p><strong>Skills:</strong> Listen +10, Search +4, Spot +10, Knowledge Nature +12, Survival +12, Concentration +6, and Handle Animal +3, Ride +5. </p><p><strong>Languages:</strong> Common, Elf, Druidic, Ignan and Giant</p><p><strong>Druid Talents:</strong> Animal companion, nature sense, wild empathy, Woodland stride, Trackless step</p><p><strong>Feats:</strong> Elemental Focus: Fire, Weapon focus: Scimitar.</p><p><strong>Alignment:</strong> Chaotic Neutral</p><p></p><p><strong>Half-Elf Traits (Ex):</strong> Half-elves possess the following racial traits.</p><p>—Medium size.</p><p>—A half-elf ’s base land speed is 30 feet.</p><p>—Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.</p><p>—Low-light vision.</p><p>— +1 racial bonus on Listen, Search, and Spot checks. A half-elf does not have the elf ’s ability to notice secret doors simply by passing near them.</p><p>— +2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with all people. This bonus may not apply in situations or settings where half-elves are viewed with distrust.</p><p>—Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.</p><p></p><p><strong>Spells Known:</strong></p><p>Orisons: Detect Poison, Mending, Create water, resistance</p><p>1st Level: Entangle, Cure light Wounds, Magic Stone.</p><p>2nd Level: Flame Blade, Heat Metal.</p><p></p><p></p><p><strong>Equipment:</strong> </p><p>MW Dragonhide breastplate [1000]</p><p>MW Cold Iron Scimitar [630]</p><p>MW Heavy Darkwood Shield [257]</p><p>Sling [0]</p><p>10 sling bullets [1s]</p><p>10 cold iron sling bullets [2s]</p><p>10 alchemical silver sling bullets [2g 1s]</p><p>50’ silk rope [10]</p><p>2 belt pouches [2]</p><p>Spell component pouch [5]</p><p>4 vials of antitoxin [200]</p><p>2 tanglefoot bags [100]</p><p>5 thunderstones [150]</p><p>5 alchemists fire [100]</p><p>50 tindertwigs [50]</p><p>10 sunrods [20]</p><p>Ancestral brass ring. [0]</p><p></p><p><strong>Spitfire</strong> Horse, Light</p><p> Large Animal Companion</p><p><strong>Hit Dice:</strong> 5d8+10 (50 hp)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 60 ft. (12 squares)</p><p><strong>Armor Class:</strong> 17 (–1 size, +1 Dex, +5 natural, +2 barding), touch 10, flat-footed 16</p><p><strong>Base Attack/Grapple:</strong> +2/+8</p><p><strong>Attack:</strong> Hoof –2 melee (1d4+1*)</p><p><strong>Full Attack:</strong> 2 hooves –2 melee (1d4+1*)</p><p><strong>Space/Reach:</strong> 10 ft./5 ft.</p><p><strong>Special Qualities:</strong> Low-light vision, scent</p><p><strong>Saves:</strong> Fort +5, Ref +4, Will +2</p><p><strong>Abilities:</strong> Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 6</p><p><strong>Skills:</strong> Listen +6, Spot +6</p><p><strong>Feats:</strong> Endurance, Run</p><p><strong>Companion Traits:</strong> Link, share spells, Evasion.</p><p></p><p></p><p>Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light horse can drag 2,250 pounds.</p><p><strong>Tricks:</strong></p><p>1) Accept Barding, bit and bridle</p><p>2) Accept rider</p><p>3) Drag with rope.</p><p>4) Defend Ashcroft</p><p>5) Hide</p><p>6) Trail behind</p><p>7) Come when called</p><p>8) Buck off rider on command.</p><p></p><p></p><p><strong>Equipment: </strong> </p><p>Leather barding [40]</p><p>Riding Saddle [10]</p><p>Bit and bridle [2]</p><p>Saddle bags [4]</p><p>Tent [10] </p><p>105g 8s to spend.</p><p></p><p></p><p><strong>Background:</strong></p><p>Ash’s story is one of a family’s failure. The Skulos* clan is a sorcerous lineage stretching back to an Efreeti that mixed it’s blood with a humans. The family prides itself on all of it’s members being sorcerers of some power. All that is but one. </p><p>Ashcroft was born on a day that was strange. The animals were acting oddly in the pasture of the Skulos estate and the weather had turned unnaturally violent. He did not cry once while he was born or after. While he grew it was obvious that he was “different” from the rest of the clan. His temper was legendary even for their family. He also had a way with animals that the rest didn’t understand. The biggest issue however was his total lack of arcane gifts. </p><p>His father Pyrus Skulos the 12th decided that a rival sorcerer family must have cursed the child and no amount of talking would dissuade him from starting a mage war with their rivals**. This war lasted many years until one day Ashcroft decided he had had enough of his family and being so ill equipped to defend himself from attacks. He left the estates when he turned 16 and wandered into the wilds alone. </p><p></p><p>It didn’t take him long to wander into the path of a hermit who seeing the boy had potential for the ways of the green took him in and taught him everything he knew. Ashcroft showed great power with fire magics and his skill with scimitar was unquestioned. He was the hermit’s link to the outside world and Ash found that he was living very comfortable in two very distinct worlds. He lived half the time in a local village where he was known as a guide through the woodlands and the hermit’s camp where he was an aspiring druid. Eventually these two worlds collided when the town was hit hard by a plague brought about by a witch but the hermit was blamed and before Ash found out about the problem the hermit was captured and hung. Ash hunted down the witch and slaughtered her and her huge bond beast serpent.</p><p>He now roams the land trying to find a place where he can live again in both worlds peacefully. </p><p></p><p>* The skulos family is writen up in the Complete Wizards, Sorcerers and Bards book.</p><p></p><p>**Insert whomever you wish.</p></blockquote><p></p>
[QUOTE="Argent Silvermage, post: 1412362, member: 4322"] [b]Ashcroft Skulos (finally done.)[/b] [B]Half Elf, 3rd-Level Druid[/B] Medium Humanoid (Half-Elf) [B]Hit Dice:[/B] 3d8 (24 hp) [B]Initiative:[/B] +2 [B]Speed:[/B] 20 ft. (4 squares)/ 30 out of armor. [B]Armor Class:[/B] 19 (+2 Dex, +5 Dragonhide breastplate, +2 heavy shield), touch 12, flat-footed 17 [B]Base Attack/Grapple:[/B] +2/+2 [B]Attack:[/B] Cold Iron Scimitar +4 melee (1d6/18–20) or Sling +4 ranged (1d4/x2) [B]Flame Blade:[/B] Flame Blade +4 melee (1d8+1 fire damage/18-20/x2) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] None [B]Special Qualities:[/B] Half-Elven traits [B]Saves:[/B] Fort +3, Ref +3, Will +6* [B]Abilities:[/B] Str 10, Dex 14, Con 10, Int 14, Wis 16, Cha 10 [B]Skills:[/B] Listen +10, Search +4, Spot +10, Knowledge Nature +12, Survival +12, Concentration +6, and Handle Animal +3, Ride +5. [B]Languages:[/B] Common, Elf, Druidic, Ignan and Giant [B]Druid Talents:[/B] Animal companion, nature sense, wild empathy, Woodland stride, Trackless step [B]Feats:[/B] Elemental Focus: Fire, Weapon focus: Scimitar. [B]Alignment:[/B] Chaotic Neutral [B]Half-Elf Traits (Ex):[/B] Half-elves possess the following racial traits. —Medium size. —A half-elf ’s base land speed is 30 feet. —Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects. —Low-light vision. — +1 racial bonus on Listen, Search, and Spot checks. A half-elf does not have the elf ’s ability to notice secret doors simply by passing near them. — +2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with all people. This bonus may not apply in situations or settings where half-elves are viewed with distrust. —Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves. [B]Spells Known:[/B] Orisons: Detect Poison, Mending, Create water, resistance 1st Level: Entangle, Cure light Wounds, Magic Stone. 2nd Level: Flame Blade, Heat Metal. [B]Equipment:[/B] MW Dragonhide breastplate [1000] MW Cold Iron Scimitar [630] MW Heavy Darkwood Shield [257] Sling [0] 10 sling bullets [1s] 10 cold iron sling bullets [2s] 10 alchemical silver sling bullets [2g 1s] 50’ silk rope [10] 2 belt pouches [2] Spell component pouch [5] 4 vials of antitoxin [200] 2 tanglefoot bags [100] 5 thunderstones [150] 5 alchemists fire [100] 50 tindertwigs [50] 10 sunrods [20] Ancestral brass ring. [0] [B]Spitfire[/B] Horse, Light Large Animal Companion [B]Hit Dice:[/B] 5d8+10 (50 hp) [B]Initiative:[/B] +2 [B]Speed:[/B] 60 ft. (12 squares) [B]Armor Class:[/B] 17 (–1 size, +1 Dex, +5 natural, +2 barding), touch 10, flat-footed 16 [B]Base Attack/Grapple:[/B] +2/+8 [B]Attack:[/B] Hoof –2 melee (1d4+1*) [B]Full Attack:[/B] 2 hooves –2 melee (1d4+1*) [B]Space/Reach:[/B] 10 ft./5 ft. [B]Special Qualities:[/B] Low-light vision, scent [B]Saves:[/B] Fort +5, Ref +4, Will +2 [B]Abilities:[/B] Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 6 [B]Skills:[/B] Listen +6, Spot +6 [B]Feats:[/B] Endurance, Run [B]Companion Traits:[/B] Link, share spells, Evasion. Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light horse can drag 2,250 pounds. [B]Tricks:[/B] 1) Accept Barding, bit and bridle 2) Accept rider 3) Drag with rope. 4) Defend Ashcroft 5) Hide 6) Trail behind 7) Come when called 8) Buck off rider on command. [B]Equipment: [/B] Leather barding [40] Riding Saddle [10] Bit and bridle [2] Saddle bags [4] Tent [10] 105g 8s to spend. [B]Background:[/B] Ash’s story is one of a family’s failure. The Skulos* clan is a sorcerous lineage stretching back to an Efreeti that mixed it’s blood with a humans. The family prides itself on all of it’s members being sorcerers of some power. All that is but one. Ashcroft was born on a day that was strange. The animals were acting oddly in the pasture of the Skulos estate and the weather had turned unnaturally violent. He did not cry once while he was born or after. While he grew it was obvious that he was “different” from the rest of the clan. His temper was legendary even for their family. He also had a way with animals that the rest didn’t understand. The biggest issue however was his total lack of arcane gifts. His father Pyrus Skulos the 12th decided that a rival sorcerer family must have cursed the child and no amount of talking would dissuade him from starting a mage war with their rivals**. This war lasted many years until one day Ashcroft decided he had had enough of his family and being so ill equipped to defend himself from attacks. He left the estates when he turned 16 and wandered into the wilds alone. It didn’t take him long to wander into the path of a hermit who seeing the boy had potential for the ways of the green took him in and taught him everything he knew. Ashcroft showed great power with fire magics and his skill with scimitar was unquestioned. He was the hermit’s link to the outside world and Ash found that he was living very comfortable in two very distinct worlds. He lived half the time in a local village where he was known as a guide through the woodlands and the hermit’s camp where he was an aspiring druid. Eventually these two worlds collided when the town was hit hard by a plague brought about by a witch but the hermit was blamed and before Ash found out about the problem the hermit was captured and hung. Ash hunted down the witch and slaughtered her and her huge bond beast serpent. He now roams the land trying to find a place where he can live again in both worlds peacefully. * The skulos family is writen up in the Complete Wizards, Sorcerers and Bards book. **Insert whomever you wish. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Turmoil in Ghelspad [Scarred Lands] characters
Top