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Who's Against the Giants PBP (RG)
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<blockquote data-quote="Blue" data-source="post: 8620125" data-attributes="member: 20564"><p><strong>Eoghan</strong>, also known as <strong>Deep Well</strong></p><p><em>A humble firbolg lorechanter from deep within the fey forests</em></p><p>NG Firbolg Fey Traveler Bard (College of Glamour) 9</p><p><a href="https://www.enworld.org/threads/ic-against-the-giants-pbp-group-1.687961/" target="_blank">Group One</a></p><p>[SPOILER="Portrait"]</p><p>[ATTACH=full]156336[/ATTACH][/SPOILER]</p><p><strong>Eoghen</strong> AC 15 HP 75/75 PP 19 HD 9/9 BI 5/5 SSdc17 4/4 3/3 3/3 3/3 1/1 dm1/1 ds1/1 HS4/4</p><p>BI = Bardic Inspiration (short rest recovery)</p><p>dm = Detect Magic (1 free use per day from Firbolg)</p><p>ds = Disguise Self (1 free use per day from Firbolg)</p><p>HS = Hidden Step (PROF uses per day from Firbolg)</p><p></p><p><strong>HP</strong> 75 <strong>HD</strong> 9d8+3</p><p><strong>AC</strong> 15 <strong>Saves</strong> STR +0, DEX +7, CON +8, INT +1, WIS +2, CHR +10</p><p><strong>Speed</strong> 30 ft</p><p><strong>Initiative</strong> +4</p><p><strong>Proficiency</strong> +4</p><p><strong>Passive Perception</strong> 19 <strong>Investigation</strong> 12 <strong>Insight</strong> 13</p><p><strong>Languages</strong> Common, Giant, Sylvan</p><p><strong>Bardic Inspiration</strong> 5d8, recovered on short rest</p><p><strong>Spell Slots</strong> 4 / 3 / 3 / 3 / 1</p><p>[SPOILER="Background"]</p><p><u>Description</u></p><p>A study in contrasts. Nigh eight feet tall, but gentle in each motion. In the towns like a colt afraid to trample someone, in the woods a sure stride. Eyes wide as a child as if seeing everything for the first time, but learned words when speaking. The only part not a contradiction is the chanting. So low it’s a rumble in the boots and the pit of the stomach seems like the only thing that should come from that wide, tall frame. And if he brings out his bandore, bodhran, or other instrument, sublime.</p><p></p><p>When asked about home he talks of valleys and peaks, but his accent tells you they are far from here. When asked of his name he says he has been called Deep Well, but another time he answers when someone calls him Yew-en, which he spells Eoghan using the script of the fey. Family he tells of brother, sisters, cousins, fathers, mothers, aunt and uncles, but maybe that is his clan, or maybe a whole tribe in stories that last for hours. All the while he smiles his gentle smile, as if names are the way with the least worth to describe someone but he is supportive that one day we will be mature enough to discover that ourselves.</p><p></p><p>The nobles think the fey sent him - at least they take pride that even the fickle rulers of the Summerlands or the Court of Gloaming capitulated to their pleas and sent a champion. The few that have heard him chant wonder if mayhaps he is more closely associated to the archfey than that, while those who only look at his odd outlander ways discount him as but a traveler and adventurer. He just smiles and nods as if they are all equally right - or equally wrong.</p><p></p><p><strong>Trait:</strong> One should only take what one needs and no more; greed is a great evil</p><p><strong>Ideal:</strong> Each note in the song of life is worth hearing; harmonies can be found in the strangest places.</p><p><strong>Bond:</strong> As long as one is a good shepherd and caretaker to the lands, one remains true to oneself.</p><p><strong>Flaw:</strong> These races are green and juvenile, and sometimes their actions are abhorrent.</p><p></p><p><strong>Background:</strong> Fey Traveler. Uses PHB customization rules. As Far Traveler except replaces Insight with Performance.</p><p></p><p>Feature: All Eyes on You.</p><p>Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.</p><p></p><p>You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.</p><p>[/SPOILER]</p><p>[SPOILER="Abilities and Skills"]</p><p><strong>Str</strong> 8 (-1)</p><p>Athletics +1</p><p></p><p><strong>Dex</strong> 14 (+2) [13 +1 ASI @ 4th]</p><p>Acrobatics +4</p><p>Sleight of Hand +4</p><p>Stealth +4</p><p></p><p><strong>Con</strong> 16 (+3) [14 +1 racial +1 Resilient(CON)]</p><p></p><p><strong>Int</strong> 10 (+0)</p><p>Arcana +2 </p><p>+History +4 </p><p>Investigate +2</p><p>Nature +2</p><p>Religion +2</p><p></p><p><strong>Wis</strong> 12 (+1)</p><p>Animal Handling +3</p><p>Insight +3</p><p>Medicine +3</p><p>++Perception +9</p><p>Survival +3</p><p></p><p><strong>Chr</strong> 20 (+5) [15 +2 racial +1 ASI @ 4th +2 ASI @ 8th]</p><p>+Deception +9</p><p>Intimidate +5</p><p>+Performance +9</p><p>++Persuasion +13</p><p></p><p>+ = Proficient</p><p>++ = Expertise</p><p>Jack of all trades grants half proficiency to all untrained ability checks</p><p>[/SPOILER]</p><p>[SPOILER="Features"]</p><p><strong>Firbolg Magic.</strong> You can cast detect magic and disguise self spells with this trait. When you use this version of disguise self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.</p><p>Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).</p><p><strong>Hidden Step.</strong> As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p><p><strong>Powerful Build.</strong> You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</p><p><strong>Speech of Beast and Leaf.</strong> You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.</p><p><span style="font-size: 10px">Note: Firbolg features taken from most recent publishing in MP:MM.</span></p><p></p><p><strong>Bardic Inspiration:</strong> Five d8, recovered on a short rest</p><ul> <li data-xf-list-type="ul">Inspire: Bonus action: Grant to self/ally for use in next 10 minutes. Chosen after seeing result of d20 check.</li> <li data-xf-list-type="ul">Mantle of Inspiration: Bonus action, choose 5 creatures within 60’. Each gains 8 tHP and may spend their reaction to move their speed without provoking OA.</li> </ul><p><strong>Jack of All Trades:</strong> Half proficiency on any untrained ability check</p><p><strong>Song of Rest:</strong> Self and allies regain 1d8 extra HPs after short rest.</p><p><strong>Countercharm:</strong> Action - performance that grants advantage vs. frightened or charm 30’, lasts until end of next turn.</p><p><strong>Enthralling Performance:</strong> Charge performance with seductive fey magic. Perform for at least 1 minute. Choose up to 5 humanoids who listened. Wis save or charmed. Idolize me, speak glowingly of me, hinders anyone who opposes me, though avoids violence unless already inclined to fight. Lasts 1 hour, or until it witnesses me attacking or damaging it’s allies. No hint charm was attempted. Once per short rest.</p><p><strong>Mantle of Majesty:</strong> Cloak self in fey magic that makes others want to serve me. Bonus action: Cast Command without slot and cloak in unearthly beauty for 1 minute (concentration). During this time, cast Command as bonus action without slot every round. Any creature charmed by me automatically fails vs. command. Once per long rest.</p><p></p><p><strong>Resilient (CON):</strong> Proficient in CON saves.</p><p>[/SPOILER]</p><p>[SPOILER="Magic"]</p><p><strong>Spell Attack</strong> +9, <strong>DC </strong>17</p><p><u>Cantrips</u></p><ul> <li data-xf-list-type="ul">Minor Illusion</li> <li data-xf-list-type="ul">Prestidigitation</li> <li data-xf-list-type="ul">Vicious Mockery</li> </ul><p><u>1st</u> (4 slots)</p><ul> <li data-xf-list-type="ul">Faerie Fire ©</li> <li data-xf-list-type="ul">Healing Word</li> <li data-xf-list-type="ul">Silvery Barbs - make enemy reroll, could be attack or a save. And give advantage to ally.</li> <li data-xf-list-type="ul">Tasha’s Hideous Laughter ©</li> <li data-xf-list-type="ul">[] Detect Magic ®</li> <li data-xf-list-type="ul">[] Disguise Self - can do up to 3 feet taller or shorter.</li> </ul><p><u>2nd</u> (3 slots)</p><ul> <li data-xf-list-type="ul">Aid - note, can stand up 3 people</li> <li data-xf-list-type="ul">Phantasmal Force ©</li> <li data-xf-list-type="ul">Shatter</li> <li data-xf-list-type="ul">Suggestion ©</li> </ul><p><u>3rd</u> (3 slots)</p><ul> <li data-xf-list-type="ul">Hypnotic Pattern ©</li> </ul><p><u>4th</u> (3 slots)</p><ul> <li data-xf-list-type="ul">Charm Monster</li> <li data-xf-list-type="ul">Polymorph ©</li> </ul><p><u>5th</u> (1 slot)</p><ul> <li data-xf-list-type="ul">Animate Objects ©</li> </ul><p></p><p>Bards may ritually cast.</p><p>Detect Magic & Disguise Self are racial abilities that may be used once each and via spell slots.</p><p>Fochlucan Bandore acts as spell focus. Any spells that charm are saved with disadvantage.</p><p></p><p>Fochlucan Bandore may also be used to cast these spells each once per day: fly, invisibility, levitate, protection from evil and good, entangle, faerie fire, shillelagh, and speak with animals.</p><p>[/SPOILER]</p><p>[SPOILER="Equipment"]</p><p>Instrument of the Bards: Fochlucan Bandore (see Magic), Cloak of Protection +1 (+1 to AC and all saves), Studded Leather Armor, Rapier, Dunegoneer’s Pack, Greater Healing Potion, 2 bags of Caltrops ,quiver of arrows (20), Diamonds (300gp)</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Blue, post: 8620125, member: 20564"] [B]Eoghan[/B], also known as [B]Deep Well[/B] [I]A humble firbolg lorechanter from deep within the fey forests[/I] NG Firbolg Fey Traveler Bard (College of Glamour) 9 [URL='https://www.enworld.org/threads/ic-against-the-giants-pbp-group-1.687961/']Group One[/URL] [SPOILER="Portrait"] [ATTACH type="full" alt="arantir_by_callofthedeep_dca5sz2-fullview - Copy.jpg"]156336[/ATTACH][/SPOILER] [B]Eoghen[/B] AC 15 HP 75/75 PP 19 HD 9/9 BI 5/5 SSdc17 4/4 3/3 3/3 3/3 1/1 dm1/1 ds1/1 HS4/4 BI = Bardic Inspiration (short rest recovery) dm = Detect Magic (1 free use per day from Firbolg) ds = Disguise Self (1 free use per day from Firbolg) HS = Hidden Step (PROF uses per day from Firbolg) [B]HP[/B] 75 [B]HD[/B] 9d8+3 [B]AC[/B] 15 [B]Saves[/B] STR +0, DEX +7, CON +8, INT +1, WIS +2, CHR +10 [B]Speed[/B] 30 ft [B]Initiative[/B] +4 [B]Proficiency[/B] +4 [B]Passive Perception[/B] 19 [B]Investigation[/B] 12 [B]Insight[/B] 13 [B]Languages[/B] Common, Giant, Sylvan [B]Bardic Inspiration[/B] 5d8, recovered on short rest [B]Spell Slots[/B] 4 / 3 / 3 / 3 / 1 [SPOILER="Background"] [U]Description[/U] A study in contrasts. Nigh eight feet tall, but gentle in each motion. In the towns like a colt afraid to trample someone, in the woods a sure stride. Eyes wide as a child as if seeing everything for the first time, but learned words when speaking. The only part not a contradiction is the chanting. So low it’s a rumble in the boots and the pit of the stomach seems like the only thing that should come from that wide, tall frame. And if he brings out his bandore, bodhran, or other instrument, sublime. When asked about home he talks of valleys and peaks, but his accent tells you they are far from here. When asked of his name he says he has been called Deep Well, but another time he answers when someone calls him Yew-en, which he spells Eoghan using the script of the fey. Family he tells of brother, sisters, cousins, fathers, mothers, aunt and uncles, but maybe that is his clan, or maybe a whole tribe in stories that last for hours. All the while he smiles his gentle smile, as if names are the way with the least worth to describe someone but he is supportive that one day we will be mature enough to discover that ourselves. The nobles think the fey sent him - at least they take pride that even the fickle rulers of the Summerlands or the Court of Gloaming capitulated to their pleas and sent a champion. The few that have heard him chant wonder if mayhaps he is more closely associated to the archfey than that, while those who only look at his odd outlander ways discount him as but a traveler and adventurer. He just smiles and nods as if they are all equally right - or equally wrong. [B]Trait:[/B] One should only take what one needs and no more; greed is a great evil [B]Ideal:[/B] Each note in the song of life is worth hearing; harmonies can be found in the strangest places. [B]Bond:[/B] As long as one is a good shepherd and caretaker to the lands, one remains true to oneself. [B]Flaw:[/B] These races are green and juvenile, and sometimes their actions are abhorrent. [B]Background:[/B] Fey Traveler. Uses PHB customization rules. As Far Traveler except replaces Insight with Performance. Feature: All Eyes on You. Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. [/SPOILER] [SPOILER="Abilities and Skills"] [B]Str[/B] 8 (-1) Athletics +1 [B]Dex[/B] 14 (+2) [13 +1 ASI @ 4th] Acrobatics +4 Sleight of Hand +4 Stealth +4 [B]Con[/B] 16 (+3) [14 +1 racial +1 Resilient(CON)] [B]Int[/B] 10 (+0) Arcana +2 +History +4 Investigate +2 Nature +2 Religion +2 [B]Wis[/B] 12 (+1) Animal Handling +3 Insight +3 Medicine +3 ++Perception +9 Survival +3 [B]Chr[/B] 20 (+5) [15 +2 racial +1 ASI @ 4th +2 ASI @ 8th] +Deception +9 Intimidate +5 +Performance +9 ++Persuasion +13 + = Proficient ++ = Expertise Jack of all trades grants half proficiency to all untrained ability checks [/SPOILER] [SPOILER="Features"] [B]Firbolg Magic.[/B] You can cast detect magic and disguise self spells with this trait. When you use this version of disguise self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). [B]Hidden Step.[/B] As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. [B]Powerful Build.[/B] You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. [B]Speech of Beast and Leaf.[/B] You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. [SIZE=2]Note: Firbolg features taken from most recent publishing in MP:MM.[/SIZE] [B]Bardic Inspiration:[/B] Five d8, recovered on a short rest [LIST] [*]Inspire: Bonus action: Grant to self/ally for use in next 10 minutes. Chosen after seeing result of d20 check. [*]Mantle of Inspiration: Bonus action, choose 5 creatures within 60’. Each gains 8 tHP and may spend their reaction to move their speed without provoking OA. [/LIST] [B]Jack of All Trades:[/B] Half proficiency on any untrained ability check [B]Song of Rest:[/B] Self and allies regain 1d8 extra HPs after short rest. [B]Countercharm:[/B] Action - performance that grants advantage vs. frightened or charm 30’, lasts until end of next turn. [B]Enthralling Performance:[/B] Charge performance with seductive fey magic. Perform for at least 1 minute. Choose up to 5 humanoids who listened. Wis save or charmed. Idolize me, speak glowingly of me, hinders anyone who opposes me, though avoids violence unless already inclined to fight. Lasts 1 hour, or until it witnesses me attacking or damaging it’s allies. No hint charm was attempted. Once per short rest. [B]Mantle of Majesty:[/B] Cloak self in fey magic that makes others want to serve me. Bonus action: Cast Command without slot and cloak in unearthly beauty for 1 minute (concentration). During this time, cast Command as bonus action without slot every round. Any creature charmed by me automatically fails vs. command. Once per long rest. [B]Resilient (CON):[/B] Proficient in CON saves. [/SPOILER] [SPOILER="Magic"] [B]Spell Attack[/B] +9, [B]DC [/B]17 [U]Cantrips[/U] [LIST] [*]Minor Illusion [*]Prestidigitation [*]Vicious Mockery [/LIST] [U]1st[/U] (4 slots) [LIST] [*]Faerie Fire © [*]Healing Word [*]Silvery Barbs - make enemy reroll, could be attack or a save. And give advantage to ally. [*]Tasha’s Hideous Laughter © [*][] Detect Magic ® [*][] Disguise Self - can do up to 3 feet taller or shorter. [/LIST] [U]2nd[/U] (3 slots) [LIST] [*]Aid - note, can stand up 3 people [*]Phantasmal Force © [*]Shatter [*]Suggestion © [/LIST] [U]3rd[/U] (3 slots) [LIST] [*]Hypnotic Pattern © [/LIST] [U]4th[/U] (3 slots) [LIST] [*]Charm Monster [*]Polymorph © [/LIST] [U]5th[/U] (1 slot) [LIST] [*]Animate Objects © [/LIST] Bards may ritually cast. Detect Magic & Disguise Self are racial abilities that may be used once each and via spell slots. Fochlucan Bandore acts as spell focus. Any spells that charm are saved with disadvantage. Fochlucan Bandore may also be used to cast these spells each once per day: fly, invisibility, levitate, protection from evil and good, entangle, faerie fire, shillelagh, and speak with animals. [/SPOILER] [SPOILER="Equipment"] Instrument of the Bards: Fochlucan Bandore (see Magic), Cloak of Protection +1 (+1 to AC and all saves), Studded Leather Armor, Rapier, Dunegoneer’s Pack, Greater Healing Potion, 2 bags of Caltrops ,quiver of arrows (20), Diamonds (300gp) [/SPOILER] [/QUOTE]
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