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RageMagus

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  1. Sentinel/ Mageknight-DoomBlade large creature Front line fighter/ Guard failed looking for retention in his eyes
  2. Your dwarf character has an assortment of inborn abilities, part, and parcel of dwarven nature. Ability Score Increase Your Constitution score increases by 2. Age Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Size Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. Speed Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision Accustomed 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 Resilience You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “” section). Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Stonecunning Whenever you make an Intelligence () 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. Mountain Dwarf As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern Faerûn, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves. Ability Score Increase Your Strength score increases by 2. Dwarven Armor Training You have proficiency with light and medium armor. Languages You can speak, read, and write Common and Dwarvish.
  3. Build keep 3rd: 15,13,16, 14,11,16 1: Bard/Lore 2: Cleric/ Tempest 3: Cleric./ Tempest Base: Str 11, Dex 14, Con 16, Int 13, Wis 15, Cha 16 Mountain Dwarf: +2 Con/Str Total: Str 13, Dex 14, Con 18, Int 13, Wis 15, Cha 16
  4. Create a new thread in the applications folder. Please include the following: Name: Thradmock Forgehand Race: Mountian Dwarf Age: 60 Level: 1 Class: Bard/ Lore Background: Guild Artisan/ Guild Business= Armorers, locksmiths, and fine smithsPersonality Traits- I always want to know how things work and what makes people tick. Ideal- Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) Bond- One day I will return to my guild and prove that I am the greatest artisan of them all. Flaw- I'm never satisfied with what I have – I always want more.
  5. Build   Nicodemus Human Background: Versatile= +2Str/ Dex | Feat= Fleet   Martial Disciple= + Str/Cha | Quick Jump   Ancestry: Arcane tattoo= Electric Arc   1st: Fighter | +2Str Intimidation | Medicine | Arcane Acrobatics- Attack of Opportunity- Sudden Strike | +2 Str/ Dex/ Con/ Cha
  6. Build: Str 18 (+2), Dex 13, Con 14, Int 10, Wis 12, Cha 10 Race: Half-orc +2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-orcs have a base speed of 30 feet. Darkvision: Half-orcs can see in the dark up to 60 feet. Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Sacred TattooSource Advanced Race Guide pg. 52, Advanced Player's Guide pg. 19 Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon. Languages: Half-orcs begin play speaking Common and Orc. Blood of Giants: You’re a big person, and people have always said you’ve got some giant blood in you. Even as a child, you towered over your friends, and as you grew older, you grew even taller and stronger. Maybe your hair has a tint of blue as well, or your skin is as pale as snow. Perhaps someday you’ll get the opportunity to travel to the North and meet some real giants, and see whether the rumors about you are true. You gain a +1 trait bonus on combat maneuver checks to sunder, and a +1 trait bonus to your CMD against bull rush and overrun combat maneuvers ____________________________________________________________________________________________________________________________ Class: Fighter | Archetype-  Two-Handed Fighter 1: Power Attack  Gold: xDiceName:xDiceString Wealth:130  
  7. Ugroth the Fighter Character Sheet Hide this Character ProfileMale | Half-orc | Fighter Level 1, Init , HP /, Speed 30' AC 15 (Lamellar +4),Touch11 , Flat-footed 14, CMD , Fort 5, Ref 2, Will 2, CMB , Base Attack Bonus +1 Weapon: +5 | Great sword 3D6+4 (9-20/X2) Armor: Lamellar (leather) +4 AC | -2 check Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10 Condition None  Dark vision- 60ft Equipment 3gp Left Lamellar(leather) 60gp, Great Sword 50gp, Cold-weather outfit 8 gp, Snow goggles 12 gp, Snowshoes 5gp, Explorer's outfit 10 gp, fighter's kit 9gp= backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.      
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