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<blockquote data-quote="Creamsteak" data-source="post: 3801895" data-attributes="member: 552"><p>[sblock=Grimmjack]<strong><u><span style="font-size: 15px">Grimmjack Jaggerjaw</span></u></strong></p><p>Hill Dwarf Rogue 1</p><p>LG Medium humanoid (dwarf)</p><p><strong>Init</strong> +2 <strong>Senses</strong> darkvision 60 ft.; Listen +5, Spot +5</p><p><strong>Languages</strong> Common, Dwarven, Goblin, Orc</p><p>[d][/d]</p><p><strong>AC</strong> 16 (+2 Dex, +4 armor), touch 12, flat-footed 14, +4 dodge bonus to Armor Class against monsters of the giant type</p><p><strong>hp</strong> 10 (1 HD)</p><p><strong>Fort</strong> +4, <strong>Ref</strong> +4, <strong>Will</strong> +1, +2 racial bonus on saving throws against poison, +2 racial bonus on saving throws against spells and spell-like effects</p><p>[d][/d]</p><p><strong>Speed</strong> 20 ft. (4 squares) dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load </p><p><strong>Melee</strong> dwarven waraxe +4 (1d10+4/x3), +1 racial bonus on attack rolls against orcs and goblinoids</p><p><strong>Full Attack</strong> dwarven waraxe +2 (1d10+4/x3) and shortsword +2 (1d6+2/19-20), +1 racial bonus on attack rolls against orcs and goblinoids</p><p><strong>Ranged</strong> thrown +2, +1 racial bonus on attack rolls against orcs and goblinoids</p><p><strong>Base Atk</strong> +0; <strong>Grp</strong> +4</p><p><strong>Combat Gear</strong> alchemist's fire (flask)</p><p>[d][/d]</p><p><strong>Abilities</strong> Str 18, Dex 15, Con 18, Int 14, Wis 13, Cha 10</p><p><strong>SQ</strong> stability, stonecunning, trapfinding</p><p><strong>Feats</strong> Martial Weapon Proficiency (dwarven waraxe), Two-Weapon Fighting</p><p><strong>Skills</strong> Balance +4 [4 ranks], Climb +6 [4 ranks], Disable Device +6 [4 ranks], Hide +4 [4 ranks], Listen +5 [4 ranks], Move Silently +4 [4 ranks], Open Lock +6 [4 ranks], Search +6 [4 ranks], Spot +5 [4 ranks], Tumble +4 [4 ranks]</p><p><strong>Possessions</strong> alchemist's fire, backpack, bedroll, chain shirt, crowbar, dwarven waraxe, grappling hook, hammer, hempen rope, short sword, thieves' tools, 33 silver coins</p><p>[d][/d][/sblock]</p><p>[sblock=Background]<em>"You just call me Grimm. You don't need to worry about calling me by my full name until I'm dead and buried."</em></p><p></p><p>Grimmjack Jaggerjaw stands 4'1", 51 years of age, and 166 pounds, built thick as an ox. He's tough, tougher than most, and it shouldn't come as a surprise when you look at his family heritage. His father was an adventurer. His grandfather was an adventurer. His great grandfather was an adventurer. If Grimm is not ashamed of one thing, it's his ancestors. It might be unusual for a family to follow such an odd profession, but it's about the only way a dwarf can get by in this world with such a terrible name as Jaggerjaw. What dwarven lass would marry into that name if it didn't belong to the toughest hombre with the biggest, fullest, richest beard?</p><p></p><p>The Jaggerjaw clan is fairly wide spread. Grimm comes from a segment out of Redgorge. As the youngest son of the youngest son of his family tree, he has a lot to prove to earn his place. He's looking for work as a dungeon delver, one of the more dangerous adventuring professions. Trained by his grandmother, he's taken on a rather specific set of skills a bit different from his other siblings. To do the Jaggerjaw clan proud, Grimm's going to make his mark in the world as both a great fighter and a master lock-pick. To do his grandmother proud, he's also going to need to court a pure dwarven lady to boot, which certainly seems much more daunting to the poor grunt. Maybe with some wealth in his pocket, he can seem a little more interesting.</p><p></p><p>Grimmjack Jaggerjaw has a personal grudge with all six of his older brothers and sisters. As the last son born, he received his father's oldest and simplest axe. Where his brothers received family heirlooms and magically enchanted doodads of amazing astonishment, Grimm got an ax "good nuff fer hackin kobolds". His sisters received chests of gold and rare jewels to spend as they like, but poor Grimm got stuck with one simple shortsword. At the very least his grandmother tried to teach him how to fight with it properly, but he never really moved past "hittin things so it goes dead." Grimm might be clever in a couple ways, but he's pathetic when it comes to subtlety. That's one of the many reasons he's terrible with the ladies too.[/sblock]</p><p></p><p>[sblock=Abilities]<strong>Skills (Ex):</strong> Dwarves recieve a +2 racial bonus on Appraise checks that are related to stone or metal items and a +2 racial bonus on Craft checks that are related to stone or metal.</p><p></p><p><strong>Stability (Ex):</strong> A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).</p><p></p><p><strong>Stonecunning (Ex):</strong> This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.</p><p></p><p><strong>Trapfinding (Ex):</strong> Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.</p><p></p><p>Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.</p><p></p><p>A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.</p><p></p><p><strong>Weapon and Armor Proficiency (Ex):</strong> Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.</p><p></p><p><strong>Weapon Familiarity (Ex):</strong> Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.[/sblock]</p><p></p><p>[sblock=Equipment]<strong><u>Equipment and Encumbrance</u></strong></p><p>alchemist's fire (flask) (20 gp/1 lb.)</p><p>backpack (2 gp/2 lb.)</p><p>bedroll (0.1 gp/5 lb.)</p><p>chain shirt (100 gp/25 lb.)</p><p>crowbar (2 gp/5 lb.)</p><p>dwarven waraxe (30 gp/8 lb.)</p><p>grappling hook (1 gp/4 lb.)</p><p>hammer (0.5 gp/2 lb.)</p><p>hempen rope (50 ft.) (1 gp/10 lb.)</p><p>short sword (10 gp/2 lb.)</p><p>thieves' tools (30 gp/1 lb.)</p><p></p><p>33 silver coins (1 lb.)</p><p>gate tax paid (0.1 gp)</p><p></p><p>66 lb. (light load)[/sblock]</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 3801895, member: 552"] [sblock=Grimmjack][B][u][size=4]Grimmjack Jaggerjaw[/size][/u][/b][u][size=4][/size][/u] Hill Dwarf Rogue 1 LG Medium humanoid (dwarf) [b]Init[/b] +2 [b]Senses[/b] darkvision 60 ft.; Listen +5, Spot +5 [b]Languages[/b] Common, Dwarven, Goblin, Orc [d][/d] [b]AC[/b] 16 (+2 Dex, +4 armor), touch 12, flat-footed 14, +4 dodge bonus to Armor Class against monsters of the giant type [b]hp[/b] 10 (1 HD) [b]Fort[/b] +4, [b]Ref[/b] +4, [b]Will[/b] +1, +2 racial bonus on saving throws against poison, +2 racial bonus on saving throws against spells and spell-like effects [d][/d] [b]Speed[/b] 20 ft. (4 squares) dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load [b]Melee[/b] dwarven waraxe +4 (1d10+4/x3), +1 racial bonus on attack rolls against orcs and goblinoids [b]Full Attack[/b] dwarven waraxe +2 (1d10+4/x3) and shortsword +2 (1d6+2/19-20), +1 racial bonus on attack rolls against orcs and goblinoids [b]Ranged[/b] thrown +2, +1 racial bonus on attack rolls against orcs and goblinoids [b]Base Atk[/b] +0; [b]Grp[/b] +4 [b]Combat Gear[/b] alchemist's fire (flask) [d][/d] [b]Abilities[/b] Str 18, Dex 15, Con 18, Int 14, Wis 13, Cha 10 [b]SQ[/b] stability, stonecunning, trapfinding [b]Feats[/b] Martial Weapon Proficiency (dwarven waraxe), Two-Weapon Fighting [b]Skills[/b] Balance +4 [4 ranks], Climb +6 [4 ranks], Disable Device +6 [4 ranks], Hide +4 [4 ranks], Listen +5 [4 ranks], Move Silently +4 [4 ranks], Open Lock +6 [4 ranks], Search +6 [4 ranks], Spot +5 [4 ranks], Tumble +4 [4 ranks] [b]Possessions[/b] alchemist's fire, backpack, bedroll, chain shirt, crowbar, dwarven waraxe, grappling hook, hammer, hempen rope, short sword, thieves' tools, 33 silver coins [d][/d][/sblock] [sblock=Background][i]"You just call me Grimm. You don't need to worry about calling me by my full name until I'm dead and buried."[/i] Grimmjack Jaggerjaw stands 4'1", 51 years of age, and 166 pounds, built thick as an ox. He's tough, tougher than most, and it shouldn't come as a surprise when you look at his family heritage. His father was an adventurer. His grandfather was an adventurer. His great grandfather was an adventurer. If Grimm is not ashamed of one thing, it's his ancestors. It might be unusual for a family to follow such an odd profession, but it's about the only way a dwarf can get by in this world with such a terrible name as Jaggerjaw. What dwarven lass would marry into that name if it didn't belong to the toughest hombre with the biggest, fullest, richest beard? The Jaggerjaw clan is fairly wide spread. Grimm comes from a segment out of Redgorge. As the youngest son of the youngest son of his family tree, he has a lot to prove to earn his place. He's looking for work as a dungeon delver, one of the more dangerous adventuring professions. Trained by his grandmother, he's taken on a rather specific set of skills a bit different from his other siblings. To do the Jaggerjaw clan proud, Grimm's going to make his mark in the world as both a great fighter and a master lock-pick. To do his grandmother proud, he's also going to need to court a pure dwarven lady to boot, which certainly seems much more daunting to the poor grunt. Maybe with some wealth in his pocket, he can seem a little more interesting. Grimmjack Jaggerjaw has a personal grudge with all six of his older brothers and sisters. As the last son born, he received his father's oldest and simplest axe. Where his brothers received family heirlooms and magically enchanted doodads of amazing astonishment, Grimm got an ax "good nuff fer hackin kobolds". His sisters received chests of gold and rare jewels to spend as they like, but poor Grimm got stuck with one simple shortsword. At the very least his grandmother tried to teach him how to fight with it properly, but he never really moved past "hittin things so it goes dead." Grimm might be clever in a couple ways, but he's pathetic when it comes to subtlety. That's one of the many reasons he's terrible with the ladies too.[/sblock] [sblock=Abilities][b]Skills (Ex):[/b] Dwarves recieve a +2 racial bonus on Appraise checks that are related to stone or metal items and a +2 racial bonus on Craft checks that are related to stone or metal. [b]Stability (Ex):[/b] A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). [b]Stonecunning (Ex):[/b] This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. [b]Trapfinding (Ex):[/b] Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. [b]Weapon and Armor Proficiency (Ex):[/b] Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields. [b]Weapon Familiarity (Ex):[/b] Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.[/sblock] [sblock=Equipment][b][u]Equipment and Encumbrance[/u][/b][u][/u] alchemist's fire (flask) (20 gp/1 lb.) backpack (2 gp/2 lb.) bedroll (0.1 gp/5 lb.) chain shirt (100 gp/25 lb.) crowbar (2 gp/5 lb.) dwarven waraxe (30 gp/8 lb.) grappling hook (1 gp/4 lb.) hammer (0.5 gp/2 lb.) hempen rope (50 ft.) (1 gp/10 lb.) short sword (10 gp/2 lb.) thieves' tools (30 gp/1 lb.) 33 silver coins (1 lb.) gate tax paid (0.1 gp) 66 lb. (light load)[/sblock] [/QUOTE]
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