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<blockquote data-quote="Leif" data-source="post: 6275260" data-attributes="member: 48762"><p><strong>Calloh, half-elf bard 1</strong></p><p></p><p>As Shayuri speaks, Calloh begins to strum the <em>Ballad of EverBlade</em>, a tragic tale of an Elvish hero and his fabled magic sword called, you guess it, Everblade. Phenlar fought valiantly against all odds to defeat the Drow Incursion, but he fell in the end, giving his life to save his people, and Everblade was lost in the Worldwound. Perhaps it is fable, perhaps some of it is based in fact, but there is no doubt that it makes for a haunting melody and a sobering tragedy.</p><p></p><p><span style="color: lightblue">"I will also stand with the group, and I am in agreement with Jorgun,"</span> he says when his song concludes.</p><p></p><p></p><p>[sblock=Calloh's sheet]</p><p>Picture: [ATTACH]58769[/ATTACH]</p><p></p><p>Calloh [pronounced “callow”]</p><p></p><p>Alignment: N/G</p><p>Half-Elf -- Favored Classes - Bard, Fighter</p><p>Bard 1</p><p><s>440+120=560 XP [post # 211] +40+120+10 [post 255] = 730 xp +120 for crazed dwarf = 850</s></p><p>Correct X.P. -- 960 [OOC post # 171]</p><p></p><p>[sblock=Ability Point Buy, 20 pts]</p><p>S11 (1pts)</p><p>D14 (5pts)</p><p>C12 (2pts)</p><p>I14 (5 pts)</p><p>W12 (2 pts) </p><p>C16 (5 pts=14) (+2 racial)</p><p>[/sblock]</p><p></p><p>Final Ability Scores at L1:</p><p>S11 +0</p><p>D14 +2</p><p>C12 +1</p><p>I14 +2</p><p>W12 +1</p><p>C16 +3</p><p></p><p>BAB: 0</p><p></p><p>AC: 17 [10+3+2+2]</p><p>HP: 10 [8+1+1]</p><p></p><p>SAVES:</p><p>Fort +1</p><p>Ref: +4</p><p>Will: +3</p><p>+2 to save vs. Enchantment/Fear effects</p><p>Immune to magic <em>sleep</em> effects</p><p>Concentraion: Caster Level 1 + 2 Cha bonus + 2 Trait bonus = +5</p><p></p><p>SKILLS 6+2=8 pts @ 1st Level</p><p>Bluff 1 rank +3 Cha +3 class skill = +7</p><p>Diplomacy 1 rank +3 Cha +3 class skill = +7</p><p>Disable Device 0 rank +2 Dex = +2</p><p>Knowledge (Planes) 1 rank +2 Int +1 bardic knowledge +3 class skill = +7</p><p>Knowledge (all others untrained) 0 ranks +2 Int +1 bardic Knowledge = +3</p><p>Linguistics 0 rank +2 int = +2</p><p>Perception 0 rank +1 Wis +2 Racial = +3</p><p>Perform (Stringed Instruments) 1 rank +3 Cha +3 class skill +3 Feat Bonus = +10</p><p>Profession (Musician) 1 rank +1 Wis +3 class skill = +5</p><p>Sleight of Hand 1 rank +2 Dex +3 class skill = +6</p><p>Stealth 1 rank +2 Dex +3 class skill = +6</p><p>Use Magic Device 1 rank +3 Cha +3 class skill = +7</p><p></p><p>Languages: Common, Elvish, Sylvan</p><p></p><p>FEATS 1+1 racial (skill focus)</p><p>Weapon Finesse (Dex mod. instead of Str with certain wpns *+2* but shield ACP applies *-1* for a net +1)</p><p>Skill Focus [Perform (stringed instruments)]</p><p></p><p>BARDIC PERFORMANCE, 7 rounds/day [4 used]</p><p>Countersong [allies use my Perform check in place of saving throw]</p><p>Distraction [counters magic effects that are sight-dependent, check replaces saving throw if higher]</p><p>Fascinate [1 creature, Will DC 13 or -4 to skill checks made as reactions]</p><p>Inspire Courage [+1 on saves vs. fear/charm, and +1 att/dam rolls]</p><p></p><p>SPELLS [Per day: L0 - at-will, L1 - 1+1] [Save DC = 13+spell level]</p><p>[Spells Cast: L0: 0; L1: 0]</p><p>Daze - 0</p><p>Detect Magic - 0</p><p>Summon Instrument - 0</p><p>Read Magic – 0</p><p>Cure Light Wounds - 1 </p><p>Hypnotism - 1</p><p></p><p>PP</p><p>GP 0</p><p>SP 4</p><p>CP</p><p></p><p>EQUIPMENT [105 gp starting funds]</p><p>Studded Leather Armor [25 gp, +3 AC]</p><p>Heavy Wooden Shield [7 gp, +2 AC]</p><p>Rapier [20 gp, 1d8 damage] [+1 att, +0 dam] [+2 w/o shield]</p><p>Daggers 2 [@ 2 gp, 1d4 damage] [+1 att melee-feat (+2 w/o shield) or +2 thrown-dex]</p><p>Short Bow [30 gp, 1d6 damage] [+2 att, +0 dam]</p><p>Borrowed Arrows - 6</p><p>Lute, Exceptional Quality [14 gp] [3 gp is ordinary cost]</p><p>Waterskin [1 gp]</p><p>Trail Rations 3 days [@ 5 sp per day]</p><p>Backpack [2 gp]</p><p>Bedroll [1 sp]</p><p>Traveler's Outfit [1 gp]</p><p></p><p>TREASURE CARRIED:</p><p>162 gp</p><p>a small brass bullhead with tiny red garnets as its eyes</p><p></p><p></p><p>Traits: 1. Riftwarden [Campaign Trait] 2. Courageous 3. Anatomist</p><p></p><p>History: Calloh was born to two adventurers, his mother was an elf champion and his father a human wizard. They were both Riftwardens who adventured into the Worldwound on a secret mission soon after Calloh was born. They left their newborn son with trusted allies, perhaps knowing that their odds of returning were slim. In any case, they met their doom in the Worldwound. Not long after their departure, the foster parents that they had chosen for their son noticed that a mark had appeared on the inside of Calloh's right leg – The Sign of the Seeker's Spiral. [Riftwarden Orphan Trait bonus of +2 on Concentration checks.] The mysterious circumstances of his parents' disappearance sparked an insatiable curiosity in Calloh. When he grew up, he was so intent on making new discoveries and learning new things that he almost seemed fearless when it came to new places, experiences, people, and creatures. [Couageous Trait bonus of +2 on Saves vs. Fear Effects.] Now that Calloh has fully come of age, he seeks to learn the destiny of his parents, hoping against hope that he may somehow find them alive and be able to bring them home safely. For his last trait, Calloh chooses Anatomist, which gives him +1 on rolls to confirm critical hits.</p><p></p><p>FYI -- Calloh is advancing as a Bard with an eye toward gaining levels in a PrC later. Arcane Archer and Eldritch Knight are his PrCs of interest at this time. Arcane Archer requires him to have a BAB of +6, which he would either obtain by being Bard3 Fighter4 -- CL7, or Bard2 Fighter5 also CL7. Eldritch Knight requires at least one level of fighter and 7th level in bard, so CL8. Or, Eldritch Knight could be pursued by adding a third class, sorcerer to the mix, making Bard2 Fighter1 Sorcerer5, which is also CL8. If he shaved the bard level off he could do that at CL7 as well, but when the third class enters the mix, Calloh will face some XP penalties that will probably make it cost-prohibitive. Realistically, then, we're looking at Arcane Archer at CL7, Bard4 Fighter3. Let's hope that this game continues in good health for a few more years, then!</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Leif, post: 6275260, member: 48762"] [b]Calloh, half-elf bard 1[/b] As Shayuri speaks, Calloh begins to strum the [i]Ballad of EverBlade[/i], a tragic tale of an Elvish hero and his fabled magic sword called, you guess it, Everblade. Phenlar fought valiantly against all odds to defeat the Drow Incursion, but he fell in the end, giving his life to save his people, and Everblade was lost in the Worldwound. Perhaps it is fable, perhaps some of it is based in fact, but there is no doubt that it makes for a haunting melody and a sobering tragedy. [color=lightblue]"I will also stand with the group, and I am in agreement with Jorgun,"[/color] he says when his song concludes. [sblock=Calloh's sheet] Picture: [attach]58769[/attach] Calloh [pronounced “callow”] Alignment: N/G Half-Elf -- Favored Classes - Bard, Fighter Bard 1 [s]440+120=560 XP [post # 211] +40+120+10 [post 255] = 730 xp +120 for crazed dwarf = 850[/s] Correct X.P. -- 960 [OOC post # 171] [sblock=Ability Point Buy, 20 pts] S11 (1pts) D14 (5pts) C12 (2pts) I14 (5 pts) W12 (2 pts) C16 (5 pts=14) (+2 racial) [/sblock] Final Ability Scores at L1: S11 +0 D14 +2 C12 +1 I14 +2 W12 +1 C16 +3 BAB: 0 AC: 17 [10+3+2+2] HP: 10 [8+1+1] SAVES: Fort +1 Ref: +4 Will: +3 +2 to save vs. Enchantment/Fear effects Immune to magic [i]sleep[/i] effects Concentraion: Caster Level 1 + 2 Cha bonus + 2 Trait bonus = +5 SKILLS 6+2=8 pts @ 1st Level Bluff 1 rank +3 Cha +3 class skill = +7 Diplomacy 1 rank +3 Cha +3 class skill = +7 Disable Device 0 rank +2 Dex = +2 Knowledge (Planes) 1 rank +2 Int +1 bardic knowledge +3 class skill = +7 Knowledge (all others untrained) 0 ranks +2 Int +1 bardic Knowledge = +3 Linguistics 0 rank +2 int = +2 Perception 0 rank +1 Wis +2 Racial = +3 Perform (Stringed Instruments) 1 rank +3 Cha +3 class skill +3 Feat Bonus = +10 Profession (Musician) 1 rank +1 Wis +3 class skill = +5 Sleight of Hand 1 rank +2 Dex +3 class skill = +6 Stealth 1 rank +2 Dex +3 class skill = +6 Use Magic Device 1 rank +3 Cha +3 class skill = +7 Languages: Common, Elvish, Sylvan FEATS 1+1 racial (skill focus) Weapon Finesse (Dex mod. instead of Str with certain wpns *+2* but shield ACP applies *-1* for a net +1) Skill Focus [Perform (stringed instruments)] BARDIC PERFORMANCE, 7 rounds/day [4 used] Countersong [allies use my Perform check in place of saving throw] Distraction [counters magic effects that are sight-dependent, check replaces saving throw if higher] Fascinate [1 creature, Will DC 13 or -4 to skill checks made as reactions] Inspire Courage [+1 on saves vs. fear/charm, and +1 att/dam rolls] SPELLS [Per day: L0 - at-will, L1 - 1+1] [Save DC = 13+spell level] [Spells Cast: L0: 0; L1: 0] Daze - 0 Detect Magic - 0 Summon Instrument - 0 Read Magic – 0 Cure Light Wounds - 1 Hypnotism - 1 PP GP 0 SP 4 CP EQUIPMENT [105 gp starting funds] Studded Leather Armor [25 gp, +3 AC] Heavy Wooden Shield [7 gp, +2 AC] Rapier [20 gp, 1d8 damage] [+1 att, +0 dam] [+2 w/o shield] Daggers 2 [@ 2 gp, 1d4 damage] [+1 att melee-feat (+2 w/o shield) or +2 thrown-dex] Short Bow [30 gp, 1d6 damage] [+2 att, +0 dam] Borrowed Arrows - 6 Lute, Exceptional Quality [14 gp] [3 gp is ordinary cost] Waterskin [1 gp] Trail Rations 3 days [@ 5 sp per day] Backpack [2 gp] Bedroll [1 sp] Traveler's Outfit [1 gp] TREASURE CARRIED: 162 gp a small brass bullhead with tiny red garnets as its eyes Traits: 1. Riftwarden [Campaign Trait] 2. Courageous 3. Anatomist History: Calloh was born to two adventurers, his mother was an elf champion and his father a human wizard. They were both Riftwardens who adventured into the Worldwound on a secret mission soon after Calloh was born. They left their newborn son with trusted allies, perhaps knowing that their odds of returning were slim. In any case, they met their doom in the Worldwound. Not long after their departure, the foster parents that they had chosen for their son noticed that a mark had appeared on the inside of Calloh's right leg – The Sign of the Seeker's Spiral. [Riftwarden Orphan Trait bonus of +2 on Concentration checks.] The mysterious circumstances of his parents' disappearance sparked an insatiable curiosity in Calloh. When he grew up, he was so intent on making new discoveries and learning new things that he almost seemed fearless when it came to new places, experiences, people, and creatures. [Couageous Trait bonus of +2 on Saves vs. Fear Effects.] Now that Calloh has fully come of age, he seeks to learn the destiny of his parents, hoping against hope that he may somehow find them alive and be able to bring them home safely. For his last trait, Calloh chooses Anatomist, which gives him +1 on rolls to confirm critical hits. FYI -- Calloh is advancing as a Bard with an eye toward gaining levels in a PrC later. Arcane Archer and Eldritch Knight are his PrCs of interest at this time. Arcane Archer requires him to have a BAB of +6, which he would either obtain by being Bard3 Fighter4 -- CL7, or Bard2 Fighter5 also CL7. Eldritch Knight requires at least one level of fighter and 7th level in bard, so CL8. Or, Eldritch Knight could be pursued by adding a third class, sorcerer to the mix, making Bard2 Fighter1 Sorcerer5, which is also CL8. If he shaved the bard level off he could do that at CL7 as well, but when the third class enters the mix, Calloh will face some XP penalties that will probably make it cost-prohibitive. Realistically, then, we're looking at Arcane Archer at CL7, Bard4 Fighter3. Let's hope that this game continues in good health for a few more years, then! [/sblock] [/QUOTE]
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