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World's Largest Dungeon -- Closed
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<blockquote data-quote="Voadam" data-source="post: 2940181" data-attributes="member: 2209"><p><strong>Work in progress</strong></p><p></p><p>Tarn Ragnarson Silvermoore</p><p></p><p>Deep dwarf druid</p><p>Spontaneous caster (UA variant) shifter version (PHII)</p><p>Medium humanoid (Dwarf) CN</p><p>Str 14</p><p>Dex 14</p><p>Con 16</p><p>Int 10</p><p>Wis 15</p><p>Cha 6</p><p>F +5, R +2, W +4 (+3 vs spells, +3 vs poison)</p><p>hp 11</p><p>AC 17 (+2 dex, +3 armor, +2 shield), T 12, FF 15 (+4 against giants +1 dodge)</p><p>AC 16 (+2 dex, +4 natural armor), T 12, FF 14 (+4 against giants +1 dodge)</p><p>Init +2</p><p>BAB +0</p><p>Grapple +2</p><p>Attack: +4 bite 1d6+6 (+1 attack against orcs and goblinoids) or</p><p>Attack: +2 scimitar 1d6+2 18-20 cold iron (+1 attack against orcs and goblinoids) or</p><p>Attack: +2 dart 1d4+2 RI 20 ft cold iron (+1 attack against orcs and goblinoids) or</p><p>Attack: +2 ranged touch</p><p> </p><p>Feats: Dodge</p><p></p><p>Skills: </p><p>Concentration +7</p><p>Spot +6</p><p>Knowledge Nature +6</p><p>Survival +8</p><p></p><p>Speaks, Dwarven, Common, Druid</p><p></p><p>Dwarf Traits (Ex)</p><p>Dwarves possess the following racial traits. </p><p></p><p>+2 Constitution, -2 Charisma. </p><p>Medium size. </p><p>A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load. </p><p>Darkvision out to to 60 feet. </p><p>Stonecunning: 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. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. </p><p>Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. </p><p>Stability: Dwarves are exceptionally stable on their feet. A dwarf has 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>+2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here. </p><p>+2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here. </p><p>+1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). </p><p>+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). </p><p>+2 racial bonus on Appraise checks that are related to stone or metal items. </p><p>+2 racial bonus on Craft checks that are related to stone or metal. </p><p>Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon. </p><p>Favored Class: Fighter. </p><p></p><p>Deep Dwarf Traits (Ex)</p><p>These traits are in addition to the hill dwarf traits, except where noted. </p><p></p><p>Racial bonus on saves against spells and spell-like abilities increases to +3. </p><p>Racial bonus on Fortitude saves against poisons increases to +3. </p><p>Darkvision out to 90 feet. </p><p>Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell. </p><p></p><p>Shapeshifting:</p><p>Swift action, unlimited uses, choose exact look, long medium, move 50ft, bite 1d6, +4 str, +4 natural armor, all gear melds and becomes unuseable</p><p></p><p>Nature Sense (Ex)</p><p></p><p>A druid gains a +2 bonus on Knowledge (nature) and Survival checks.</p><p>Wild Empathy (Ex)</p><p></p><p>A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.</p><p></p><p>The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.</p><p></p><p>To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.</p><p></p><p>A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check. </p><p></p><p>Spells: </p><p>3/2 per day DC 14, 15</p><p>Spells known 5/3</p><p>0 Create Water, Cure Minor Wounds, Detect Magic, Know Direction, Read Magic,</p><p>1 Cure Light Wounds, Produce Flame, Speak With Animals, Summon Nature's Ally I</p><p></p><p>Equipment: 80 gp total</p><p>Hide Armor AC +3 Max dex +4 AP -3 15 gp</p><p>Heavy wooden shield AC +2, AP -2 7 gp</p><p>Cold Iron Scimitar 1d6 18-20 30 gp</p><p>Backpack 2 gp</p><p>Rations: food, water, ale 10 gp</p><p>Holy Symbol wooden 1 gp</p><p>10 Cold Iron Darts d4 RI 20' 10gp</p><p>5 gp</p><p></p><p>Description: Tarn is a lean looking dwarf with large washed out blue eyes and ragged red hair. His skin is pale but with a flushed red tinge. Bearing the hide of a wild Rothe with a curved sword and heavy wooden shield he looks quite the wild eyed barbarian. A druidic symbol hangs from a cord around his neck.</p><p></p><p></p><p>Background:</p><p></p><p>"I do it for the drugs. I do it for the love that I get from the bottom of a bottle."</p><p></p><p>Born to the undermountain kingdom of Ostohar Tarn grew up amidst the cosmopolitan trade city with visiting dwarves, svirfneblin, and snailfolk. Tarn was tragically unlucky in love and spends his time trying to immerse himself in things that will distract him from that fact: drink, fungal concoctions, the rush of dangerous situations, and bizaare magics. He took druidic oath vows and reshapes himself into the undermountain predators as a way to both symbolically and physically reshape himself. Fundamentally a good soul he tries to find escapes for his broken heart and took up a wandering life to dive into adventures, new intense experiences, and get out and make a new life for himself. Terrifically brave he embraces what comes his way and journeyed throughout the underdark with trade caravans and encountered the dangers of orcs, goblins, and cave giants. He has even made it to the surface roofless world in his quest to get away from his painful past.</p></blockquote><p></p>
[QUOTE="Voadam, post: 2940181, member: 2209"] [b]Work in progress[/b] Tarn Ragnarson Silvermoore Deep dwarf druid Spontaneous caster (UA variant) shifter version (PHII) Medium humanoid (Dwarf) CN Str 14 Dex 14 Con 16 Int 10 Wis 15 Cha 6 F +5, R +2, W +4 (+3 vs spells, +3 vs poison) hp 11 AC 17 (+2 dex, +3 armor, +2 shield), T 12, FF 15 (+4 against giants +1 dodge) AC 16 (+2 dex, +4 natural armor), T 12, FF 14 (+4 against giants +1 dodge) Init +2 BAB +0 Grapple +2 Attack: +4 bite 1d6+6 (+1 attack against orcs and goblinoids) or Attack: +2 scimitar 1d6+2 18-20 cold iron (+1 attack against orcs and goblinoids) or Attack: +2 dart 1d4+2 RI 20 ft cold iron (+1 attack against orcs and goblinoids) or Attack: +2 ranged touch Feats: Dodge Skills: Concentration +7 Spot +6 Knowledge Nature +6 Survival +8 Speaks, Dwarven, Common, Druid Dwarf Traits (Ex) Dwarves possess the following racial traits. +2 Constitution, -2 Charisma. Medium size. A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load. Darkvision out to to 60 feet. Stonecunning: 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. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stability: Dwarves are exceptionally stable on their feet. A dwarf has 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). +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here. +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here. +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). +2 racial bonus on Appraise checks that are related to stone or metal items. +2 racial bonus on Craft checks that are related to stone or metal. Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon. Favored Class: Fighter. Deep Dwarf Traits (Ex) These traits are in addition to the hill dwarf traits, except where noted. Racial bonus on saves against spells and spell-like abilities increases to +3. Racial bonus on Fortitude saves against poisons increases to +3. Darkvision out to 90 feet. Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell. Shapeshifting: Swift action, unlimited uses, choose exact look, long medium, move 50ft, bite 1d6, +4 str, +4 natural armor, all gear melds and becomes unuseable Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy (Ex) A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check. Spells: 3/2 per day DC 14, 15 Spells known 5/3 0 Create Water, Cure Minor Wounds, Detect Magic, Know Direction, Read Magic, 1 Cure Light Wounds, Produce Flame, Speak With Animals, Summon Nature's Ally I Equipment: 80 gp total Hide Armor AC +3 Max dex +4 AP -3 15 gp Heavy wooden shield AC +2, AP -2 7 gp Cold Iron Scimitar 1d6 18-20 30 gp Backpack 2 gp Rations: food, water, ale 10 gp Holy Symbol wooden 1 gp 10 Cold Iron Darts d4 RI 20' 10gp 5 gp Description: Tarn is a lean looking dwarf with large washed out blue eyes and ragged red hair. His skin is pale but with a flushed red tinge. Bearing the hide of a wild Rothe with a curved sword and heavy wooden shield he looks quite the wild eyed barbarian. A druidic symbol hangs from a cord around his neck. Background: "I do it for the drugs. I do it for the love that I get from the bottom of a bottle." Born to the undermountain kingdom of Ostohar Tarn grew up amidst the cosmopolitan trade city with visiting dwarves, svirfneblin, and snailfolk. Tarn was tragically unlucky in love and spends his time trying to immerse himself in things that will distract him from that fact: drink, fungal concoctions, the rush of dangerous situations, and bizaare magics. He took druidic oath vows and reshapes himself into the undermountain predators as a way to both symbolically and physically reshape himself. Fundamentally a good soul he tries to find escapes for his broken heart and took up a wandering life to dive into adventures, new intense experiences, and get out and make a new life for himself. Terrifically brave he embraces what comes his way and journeyed throughout the underdark with trade caravans and encountered the dangers of orcs, goblins, and cave giants. He has even made it to the surface roofless world in his quest to get away from his painful past. [/QUOTE]
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