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chrisnorcras

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  1. Thank you! Looking forward to finding one to join. 😄
  2. Is Ethel the Aardvark actually a Chartered Surveyor?
  3. Figured I'd stop by and introduce myself. I joined OGMW in 2016, and never posted a thing... I don't really have an answer or excuse as to the why or wherefore. 😅 Regardless, I'm here on Baldr now, and excited to try getting into some games. I've played PbP on forums (Heroes of Ivalice - a homebrewed Final Fantasy Tactics game, RPG Crossing) and Discord (PbP and Virtual) for years, and thought I might give the MW/Baldr community a try! I generally play DnD5e, but also have access to PF 1 and 2, Starfinder, DnD 3.5e, and a whole bunch of other random stuff (although I don't generally play them, lol). If you have any questions for me, feel free to ask!
  4. Erik Skyggehjerte (Mountain Dwarf Rogue) AC: 11 (13 Leather/Dex Bonus) | HP: 32/32 | Initiative: +2 | Passive Perception: 15 | DM Inspiration: 1/1 Post goes here. "Speech" thoughts in italics   Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.      
  5. Apologies, I'm learning my way around Baldr and thought I had to join to be able to post. My mistake!
  6. Erik Skyggehjerte Dwarven Rogue - Outcast (DnD Beyond Character Sheet)     "The gods? The gods have forsaken me."   ROGUE 3 Medium humanoid male (Hill Dwarf), chaotic good Armor Class 12 (13 leather armor) Hit Points 27 Speed 25' ft. Senses darkvision, passive perception 15 Languages common, dwarvish, thieve's cant Proficiency Bonus +2   ABILITIES & SKILLS  Proficiency Bonus: +2 Strength 13 (+1) Save +1  Athletics +1 Dexterity 15 (+2)  Save +4  Acrobatics +2 | Sleight of Hand +4 | Stealth +4 Constitution 16 (+3) Save +3  No skills associated. Intelligence 10 (+0) Save +2  Arcana +0 | History +0 | Investigation +2 | Nature +0 | Religion +0 Wisdom 12 (+1) Save +1  Animal Handling +1 | Insight +1 | Medicine +1 | Perception +5 (E) | Survival +1 Charisma 10 (+0)  Save +0  Deception +2 | Intimidation +0 | Performance +0 | Persuasion +2 (E) denotes expertise. / Bold denotes proficiency.   PROFICIENCIES & ABILITIES  PROFICIENCIES Tools: Thieves' Tools (E), Smith's Tools, Playing Cards, Disguise Kit, Poisoner's Kit Instruments: None  Weapons: Battleaxe, Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons, Warhammer Armors Light, Medium ROGUE (ASSASSIN) CLASS ABILITIES Sneak AttackOnce per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. | Cunning ActionYou can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action. | AssassinateYou have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, and any hit you score against a creature that is surprised is a critical hit. RACIAL TRAITS DarkvisionAccustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. | Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer. | StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.| Dwarven Armor TrainingYou have proficiency with light and medium armor. | Tool ProficiencyYou gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. FEATS (E) denotes expertise. / Bold denotes proficiency. WEAPONS WEAPONS Moon-Touched Rapier +4 to hit, 1d8+2 damage. | Martial, Finesse. Dagger +4 to hit, 1d4+2 damage. | Simple, Finesse, Light, Thrown, Range (20/60). Shortbow +4 to hit, 1d6+2 damage. | Simple, Ammunition, Range (80/320), Two-Handed.   SPELLS SPELL SLOTS CANTRIPS FIRST LEVEL FIRST LEVEL SECOND LEVEL THIRD LEVEL   * (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   WIZARD'S SPELLBOOK These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.) FIRST LEVEL * (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (69.8 lbs.) Weight: 69.8 lbs. / 195 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (.3 lbs.) Copper: 0 | Silver: 0 | Gold: 15 | Obsidian: 0 | Platinum: 0 (15 Coins x .02 lbs. = .3 lbs. Total Weight) EQUIPEMENT READIED (23.5 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (13 lbs.) Clothes, Common - 3 lb | Leather (Light Armor) - 10 lbs. Weapons (5 lbs.) Moon Touched Rapier - 2 lbs. | Dagger (1 lb.) x 2 - 2 lb. | Shortbow - 2 lbs.   Readied Items (4.5 lbs.) Quiver of arrows (20) - 1 lb. | Potion of Healing - .5 lb. | Ball Bearings (bag of 1,000) - 2 lbs. | Thieves' Tools - 1 lb. EQUIPMENT STORED (46 lbs.) Stored items can be retrieved with an action. In Backpack (31 lbs.) Backpack - 5 lbs. | Bell | Candle x 5 | Crowbar x 1 - 5 lbs. | Hammer - 3 lbs. | Lantern, Hooded - 2 lbs. | Oil (flask) - 2 lbs. | Piton - 2.5 lbs. | Potion of Healing - .5 lb | | Rations (1 day) x 5 - 10 lbs. | String (10') x 10 | Tinderbox - 1 lb. Strapped to Backpack (15 lbs.) Waterskin - 5 lbs. | Rope, Hempen (50') - 10 lbs. EQUIPMENT NOT CARRIED (--) At Home: * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED   ATTUNED     APPEARANCE Age 55 | Height 4' 8" | Weight 160 lbs. | Hair Red | Eyes Pale Blue | Complexion Ruddy Erik Skyggehjerte is a young Mountain Dwarf. Standing at four foot, eight inches tall, and weighing around one-hundred and sixty pounds, his semi-muscular frame portrays strength but also a fair amount of limber dexterity. Unlike many of his people, his skin is weather and tanned from his adventures and his thick, red hair - lightly sprinkled with gray - is bound in a braid that extends to the middle of his back. His full, well-groomed, red and gray beard and matching mustache frame a square-jawed face that holds a hint of a smile. Erik is attired in well-crafted leather armor that has seen its fair share of wear but has been maintained with a caring touch. Leather straps and brass buckles secure the armor in place, and small metal accents offset its dark brown coloring. Underneath the armor, the dwarf wears common clothes - a simple white tunic that is laced up from his mid-chest, dark brown breeches, and sturdy brown adventuring boots. A small engraved brass pendant on a leather thong can sometimes be seen peeking out from under his mid-chest-length beard. In certain social situations, Erik will spend the time it takes to braid his beard, adorning it with metal rings engraved with Dwarven runes. Over the clothes and armor, Erik wears a sturdy, weathered cloak - a practical addition to his attire that helps him blend into his surroundings. A sturdy belt hangs at his waist with a sheath for his rapier and sheaths for his daggers. Additional pouches dot the circumference of the belt containing useful items such as lockpicks, tools for disarming traps, and even potions and other liquids. He also carries a durable leather backpack containing things he may need on his journeys. Despite his gruff exterior, especially towards strangers, there's a glint of curiosity in Erik's bright blue eyes. He carries himself with a combination of confidence and caution, but his close friends can see that he seems to be burdened by something. Most dwarves are content to stay in their mountain homes, but if one were to spend enough time around Erik it would become clear that he is homesick, but something keeps him from returning.   BACKGROUND CRIMINAL/SPY Source: PHB Personality Traits: "The first thing I do in a new place is note the locations of everything valuable - or where such things could be hidden." Ideals: "Freedom. Chains are meant to be broken, as are those who would forge them." (Chaotic) Bonds: "I'm guilty of a terrible crime. I hope I can redeem myself for it." Flaws: "If there's a plan, I'll forget it. If I don't forget it, I'll ignore it." Background Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. BACKSTORY In the heart of the Silver Marches lies Citadel Felbarr, an ancient hold far beyond the comprehension of the younger mortal races. Built around mining, the Citadel passed through different hands once many of the veins were bereft of their precious ore. Tales of orc raids, dwarven reclamations, and the squabbling of dwarven houses for possession of the throne dot the history of the citadel, but with King Morinn and Queen Tithmel now holding the throne, a period of restfulness and reconstruction has been entered. Most of Citadel Felbarr lies underground, and no good maps of the city exist due to its ever-expanding nature and the natural secrecy of the inhabiting dwarves. It's in Citadel Felbarr that Erik Skyggehjerte's story begins and, in some ways, ends. Spoiler Tag Inserted for Backstory (Characters will not know this unless specifically told by Erik) Show this Born to a semi-noble house, Erik Skyggehjerte, second of his name, was brought up in a modestly well-to-do lifestyle, but was also no stranger to hard work. His father, Erik, first of his name, served as an advisor to the King and Queen in matters regarding the discovery of ore deposits deep in the mines of Felbarr. While it was known that many of the large veins had played out, Erik the first had developed a reputation for being able to find new mineral veins. Not enough to warrant true expansion, but enough to continue providing income for the kingdom's coffers. Erik had been working with his father as an apprentice for many years and had begun striking out on his own to attempt to discover new sources of ore - with some moderate success. His efforts were aided by his penchant for studying old records and seeking out those who could pass down oral traditions of his people from before their earlier abandonment of Felbarr. His downfall began when Erik met Garik Fælvind, a grizzled, old dwarven outcast. Garik spoke to Erik of hidden veins of not only gold and other precious metals but even mithral and adamantine. Entranced by these tales, Erik delved ever deeper into the abandoned mines of Felbarr, often throwing caution to the wind. As his delves became ever more dangerous, accidents and misfortunes began to befall the work crews who worked with him. As gold and silver ore deposits were discovered, however, the dwarves greed quickly overcame their trepidation. With ever-increasing discoveries, Erik quickly gained fame amongst the dwarven nobility, but his windfall was not to last. As he was exploring some of the deepest caverns in Felbarr, he came upon a sealed door. Had he been able to read the ancient dwarven script, he likely never would have ordered the door to be broken open... Things went smoothly at first, and several small deposits of mithral, and the even rarer adamantine, were discovered. Mining crews flocked to the area, seeking to be the ones to discover the next pocket of ore. The sounds of picks could be heard, night and day, as the dwarves sough to slake their greed, but such greed carries a price. Then, mining crews began to perish. At first, the deaths were explained away as natural disasters - cave-ins, gases, freak accidents - as there were no survivors. Eventually there came a point, however, that the truth became obvious. Somethign had awoken in the deeps. Aberrations poured from the deepest mines of Felbarr, killing everything in their path. Survivors, which were few and far between, could not even describe what attacked them, as the horror was beyond their comprehension. Ultimately, the blame was laid at Erik the second's feet, as he was the one who pressed ever onward into the depths of Felbarr. By order of the monarchs, he was exiled from Felbarr, never to return upon pain of death. His back was branded with the sigil of Felbarr, forever marking him. From that day on, he wandered the Silver Marches and wider Faerûn, seeking a home, but never finding one. After leaving Felbarr, Erik traveled the land, eventually enrolling in Vance's Academy of Adventure. His time spent in Felbarr served him well, and he excelled at his classes. Having graduated, his future lies before him...    
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