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<blockquote data-quote="HolyMan" data-source="post: 5291090" data-attributes="member: 84167"><p><strong><span style="color: red"> Great background SongDragon, I now have a way to get you and FtF's characters into the game will work my way around to the others.</span></strong></p><p> </p><p>[sblock=text character sheet]</p><p>Basic Information </p><p>Race : dwarf</p><p>Class : cleric (Aura: Chaotic - Faint) <span style="color: red"><strong>Says Good faint below</strong></span></p><p>Level : 1</p><p>Experience : 0 <span style="color: red"><strong>Not really needed now.</strong></span></p><p>Alignment : Lawful Good</p><p>Languanges : Celestial, Common, Dwarven, Orcish</p><p>Deity : Gracenyes</p><p> </p><p>Ability Scores </p><p> </p><p>Strength 16 +3 </p><p>Dexterity 13 +1</p><p>Constitution 10 +0 +2 racial </p><p>Intelligence 15 +2 </p><p>Wisdom 14 +2 +2 racial </p><p>Charisma 14 +2 -2 racial </p><p> </p><p>Combat </p><p>Hit Points 8 = 1d8</p><p>Armor Class 19 = 10 +6 (armor) +2 (shield) +1 (dex) (+4 dodge vs giant)</p><p>Armor Class (Touch) 11 = 10 +1 (dex) (+4 dodge vs giant)</p><p>Armor Class (Flatfooted) 18 = 10 +6 (armor) +2 (shield)</p><p>Initiative +1 = +1 (dex)</p><p>Base Attack Bonus +0 = +0 (class/es)</p><p>Combat Maneuver Bonus +3 = +0 bab +3 (str)</p><p>Combat Maneuver Defense 11 = 10 +0 bab +3 (str) +1 (dex) (+4 bs bull rush or trip while on ground)<span style="color: red"><strong>CMD should be 14</strong></span></p><p>Fortitude +2 = +2 (base) +0 (con)</p><p>Reflex +1 = +0 (base) +1 (dex)</p><p>Will +4 = +2 (base) +2 (wis)</p><p>Speed 20 ft</p><p>Damage Reduction n/a</p><p>Spell Resistance +2 racial bonus on saving throws against poison, spells, and spell-like abilities.</p><p>+2 trait bonus on all saving throws against charm and compulsion effects.</p><p> <span style="color: red"><strong>am I reading this right you would get a +4 bonus to say a charm person spell?</strong></span></p><p>Weapons </p><p>Heavy Mace (melee) +3 = +0 bab +3 str (1d8+3, 20/x2)</p><p> </p><p>Dwarven Waraxe (melee) -1 = +0 bab +3 str -4 untrained (1d10+3, 20/x3)</p><p> </p><p>Light Crossbow (ranged) +1 = +0 bab +1 dex (1d8, 19-20/x2) </p><p>(80ft range)</p><p> </p><p> </p><p>Racial Traits:</p><p>• +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.</p><p>• Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.</p><p>• Darkvision: Dwarves can see in the dark up to 60 feet.</p><p>• Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.</p><p>• Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.</p><p>• Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.</p><p>• Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.</p><p>• Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.</p><p>• Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.</p><p>• Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.</p><p>• Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.</p><p> </p><p>Class Features</p><p> </p><p>• Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.</p><p>• Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). (Good: Faint) <span style="color: red"><strong>Says Chaotic faint up top</strong></span></p><p>• Spells 3 0-level (DC 12)/ 2+1 1st-level (DC 13)</p><p>• Channel Energy (Su): 1d6 (DC 12)<span style="color: red"><strong>(DC 14)</strong></span> Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. (5 times/day)</p><p>• Domains:</p><p> </p><p>• Nobility-Martyr: Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power 5 times per day. Sacrificial Bond (Su): At 8th level, when an ally within 30 feet takes damage from an attack, you can, as an immediate action, transfer this damage to yourself.</p><p>Domain Spells: 1st—divine favor, 2nd—shield other, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—sacrificial oath, 7th—repulsion, 8th—demand, 9th—storm of vengeance.</p><p> </p><p>• Glory-Heroism: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.</p><p>Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus 5 times per day.</p><p>Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism.</p><p>Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—heroism, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.</p><p> </p><p> </p><p>Spells </p><p>0-level (3 per day) (DC 12):</p><p> Create Water, Detect Magic, Stabilize</p><p>1st level (2 per day + 1 domain) (DC13):</p><p> Bless, Command, Divine Favor(d)</p><p> </p><p>Feats </p><p> Persuasive (Occupation) +2 to diplomacy and intimidate</p><p> Selective Channeling (1st level) </p><p> </p><p>Occupation </p><p>Diplomat: The diplomat is a noble that specializes in negotiation. (160g to start)</p><p>Alignment: Any</p><p>Skills: Perception becomes a class skill</p><p>Bonus Feat: Persuasive</p><p> </p><p>Traits </p><p> Birthmark: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.</p><p> Ease of Faith: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.</p><p> </p><p> Skill Points: 4 = +2 class +2 int + 1 favored class <span style="color: red"><strong>5 points total; 5 were spent</strong></span></p><p>Max Ranks: 1 ACP: -6 </p><p>[code]</p><p>Acrobatics -4 = +0 ranks +1 dex -6 acp [COLOR=red][B]-5[/B][/COLOR]</p><p>Appraise +1 = +0 ranks +2 int (+2 for gems/metal) [COLOR=red][B]+2[/B][/COLOR]</p><p>Bluff +2 = +0 ranks +2 cha</p><p>Climb -3 = +0 ranks +3 str -6 acp</p><p>Diplomacy +9 = +1 ranks +2 cha +3 class +2 feat +1 trait</p><p>Disguise +2 = +0 ranks +2 cha</p><p>Heal +2 = +0 ranks +2 wis</p><p>Intimidate +4 = +0 ranks +2 cha +2 feat</p><p>Knowledge (nobility) +6 = +1 ranks +2 int +3 class</p><p>Knowledge (religion) +6 = +1 ranks +2 int +3 class</p><p>Perception +6 = +1 ranks +2 wis +3 class</p><p>Ride -4 = +0 ranks +2 dex -6 acp [B][COLOR=red]dex is +1 should be -5[/COLOR][/B]</p><p>Sense Motive +6 = +1 ranks +2 wis +3 class</p><p>Spellcraft +2 = +0 ranks +2 int</p><p>Stealth -5 = +0 ranks +1 dex -6 acp</p><p>Survival +2 = +0 ranks +2 wis</p><p>Swim -3 = +0 ranks +3 str -6 acp</p><p>[/code]</p><p> </p><p>Equipment (starting funds 400g = 240g cleric + 160g occupation (diplomat)) </p><p>[code] Weight (lbs) Cost (in gold)</p><p>brestplate armor worn 30 200</p><p>heavy wooden shield worn, left arm 10 7</p><p>heavy mace sheathed, left side 8 8 [COLOR=red][B]cost = 12gp[/B][/COLOR]</p><p>(battle scepter of Gracenyes)</p><p>dwarven waraxe baldric, back 8 30</p><p>light crossbow slug over back 4 35</p><p>10 bolts quiver, at right hip 1 1</p><p> </p><p>backpack worn 2 2</p><p>belt, pouch worn 0.5 1</p><p>scroll case backpack 0.5 1</p><p>silver holy symbol worn 1 25</p><p>waterskin backpack 4 1</p><p>bedroll backpack 5 0.1</p><p>flint and steel backpack -- 1</p><p>rations (4 days) backpack 4 2</p><p>silk rope (50ft) outside of backpack 5 10</p><p>exporler's outfit worn -- --</p><p>[/code]</p><p> </p><p> </p><p>Treasure: 75gp, 9 sp, 0 cp Gems: n/a <span style="color: red"><strong> have you at 73gp 9sp if your starting gp is correct for the occupation (I can't check that) sure you want that much leftover gp? and not a scroll or two? </strong></span></p><p></p><p>Total weight carried: 83 </p><p>Maximum weight possible: 76 light, 153 medium, 230 heavy </p><p> </p><p>Details </p><p> Size: medium</p><p>Gender: female</p><p>Age: 48</p><p>Height: ft 3' 10"</p><p>Weight: lbs 141</p><p>Hair Color: dark auburn</p><p>Eye Color: brown</p><p>Skin Color: light earth</p><p>Demeanor: Gentle, but forthright. Sure of herself.</p><p> </p><p> </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="HolyMan, post: 5291090, member: 84167"] [B][COLOR=red] Great background SongDragon, I now have a way to get you and FtF's characters into the game will work my way around to the others.[/COLOR][/B] [B][COLOR=#ff0000][/COLOR][/B] [sblock=text character sheet] Basic Information Race : dwarf Class : cleric (Aura: Chaotic - Faint) [COLOR=red][B]Says Good faint below[/B][/COLOR] Level : 1 Experience : 0 [COLOR=red][B]Not really needed now.[/B][/COLOR] Alignment : Lawful Good Languanges : Celestial, Common, Dwarven, Orcish Deity : Gracenyes Ability Scores Strength 16 +3 Dexterity 13 +1 Constitution 10 +0 +2 racial Intelligence 15 +2 Wisdom 14 +2 +2 racial Charisma 14 +2 -2 racial Combat Hit Points 8 = 1d8 Armor Class 19 = 10 +6 (armor) +2 (shield) +1 (dex) (+4 dodge vs giant) Armor Class (Touch) 11 = 10 +1 (dex) (+4 dodge vs giant) Armor Class (Flatfooted) 18 = 10 +6 (armor) +2 (shield) Initiative +1 = +1 (dex) Base Attack Bonus +0 = +0 (class/es) Combat Maneuver Bonus +3 = +0 bab +3 (str) Combat Maneuver Defense 11 = 10 +0 bab +3 (str) +1 (dex) (+4 bs bull rush or trip while on ground)[COLOR=red][B]CMD should be 14[/B][/COLOR] Fortitude +2 = +2 (base) +0 (con) Reflex +1 = +0 (base) +1 (dex) Will +4 = +2 (base) +2 (wis) Speed 20 ft Damage Reduction n/a Spell Resistance +2 racial bonus on saving throws against poison, spells, and spell-like abilities. +2 trait bonus on all saving throws against charm and compulsion effects. [COLOR=red][B]am I reading this right you would get a +4 bonus to say a charm person spell?[/B][/COLOR] Weapons Heavy Mace (melee) +3 = +0 bab +3 str (1d8+3, 20/x2) Dwarven Waraxe (melee) -1 = +0 bab +3 str -4 untrained (1d10+3, 20/x3) Light Crossbow (ranged) +1 = +0 bab +1 dex (1d8, 19-20/x2) (80ft range) Racial Traits: • +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff. • Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. • Darkvision: Dwarves can see in the dark up to 60 feet. • Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. • Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. • Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. • Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. • Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. • Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. • Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Class Features • Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity. • Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). (Good: Faint) [COLOR=red][B]Says Chaotic faint up top[/B][/COLOR] • Spells 3 0-level (DC 12)/ 2+1 1st-level (DC 13) • Channel Energy (Su): 1d6 (DC 12)[COLOR=red][B](DC 14)[/B][/COLOR] Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. (5 times/day) • Domains: • Nobility-Martyr: Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power 5 times per day. Sacrificial Bond (Su): At 8th level, when an ally within 30 feet takes damage from an attack, you can, as an immediate action, transfer this damage to yourself. Domain Spells: 1st—divine favor, 2nd—shield other, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—sacrificial oath, 7th—repulsion, 8th—demand, 9th—storm of vengeance. • Glory-Heroism: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2. Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus 5 times per day. Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—heroism, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate. Spells 0-level (3 per day) (DC 12): Create Water, Detect Magic, Stabilize 1st level (2 per day + 1 domain) (DC13): Bless, Command, Divine Favor(d) Feats Persuasive (Occupation) +2 to diplomacy and intimidate Selective Channeling (1st level) Occupation Diplomat: The diplomat is a noble that specializes in negotiation. (160g to start) Alignment: Any Skills: Perception becomes a class skill Bonus Feat: Persuasive Traits Birthmark: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects. Ease of Faith: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you. Skill Points: 4 = +2 class +2 int + 1 favored class [COLOR=red][B]5 points total; 5 were spent[/B][/COLOR] Max Ranks: 1 ACP: -6 [code] Acrobatics -4 = +0 ranks +1 dex -6 acp [COLOR=red][B]-5[/B][/COLOR] Appraise +1 = +0 ranks +2 int (+2 for gems/metal) [COLOR=red][B]+2[/B][/COLOR] Bluff +2 = +0 ranks +2 cha Climb -3 = +0 ranks +3 str -6 acp Diplomacy +9 = +1 ranks +2 cha +3 class +2 feat +1 trait Disguise +2 = +0 ranks +2 cha Heal +2 = +0 ranks +2 wis Intimidate +4 = +0 ranks +2 cha +2 feat Knowledge (nobility) +6 = +1 ranks +2 int +3 class Knowledge (religion) +6 = +1 ranks +2 int +3 class Perception +6 = +1 ranks +2 wis +3 class Ride -4 = +0 ranks +2 dex -6 acp [B][COLOR=red]dex is +1 should be -5[/COLOR][/B] Sense Motive +6 = +1 ranks +2 wis +3 class Spellcraft +2 = +0 ranks +2 int Stealth -5 = +0 ranks +1 dex -6 acp Survival +2 = +0 ranks +2 wis Swim -3 = +0 ranks +3 str -6 acp [/code] Equipment (starting funds 400g = 240g cleric + 160g occupation (diplomat)) [code] Weight (lbs) Cost (in gold) brestplate armor worn 30 200 heavy wooden shield worn, left arm 10 7 heavy mace sheathed, left side 8 8 [COLOR=red][B]cost = 12gp[/B][/COLOR] (battle scepter of Gracenyes) dwarven waraxe baldric, back 8 30 light crossbow slug over back 4 35 10 bolts quiver, at right hip 1 1 backpack worn 2 2 belt, pouch worn 0.5 1 scroll case backpack 0.5 1 silver holy symbol worn 1 25 waterskin backpack 4 1 bedroll backpack 5 0.1 flint and steel backpack -- 1 rations (4 days) backpack 4 2 silk rope (50ft) outside of backpack 5 10 exporler's outfit worn -- -- [/code] Treasure: 75gp, 9 sp, 0 cp Gems: n/a [COLOR=red][B] have you at 73gp 9sp if your starting gp is correct for the occupation (I can't check that) sure you want that much leftover gp? and not a scroll or two? [/B][/COLOR] [COLOR=red][/COLOR] Total weight carried: 83 Maximum weight possible: 76 light, 153 medium, 230 heavy Details Size: medium Gender: female Age: 48 Height: ft 3' 10" Weight: lbs 141 Hair Color: dark auburn Eye Color: brown Skin Color: light earth Demeanor: Gentle, but forthright. Sure of herself. [/sblock] [/QUOTE]
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