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<blockquote data-quote="xynthoros" data-source="post: 7041918" data-attributes="member: 6788545"><p>The gods had forsaken Grynm before he was even born, his mother was heretic and binding the deities power while he was still in the womb. He was born cursed, cut off from the gods and he watched as the world burned around him. Death was so commonplace around him that death was nothing abnormal. His mother taught him to bind the deities the same way, to turn their power against the mosters that destroyed their lives and the lives around them. When his mother perished before his eyes, it was the first death that ever truly phased him.</p><p></p><p>He was still a fledgling in power at that time, he wasn't able to do anything as the undead beasts ripped his mother apart. He fled and was eventually found by a swordsman who guided him back to civilization where he would be somewhat safe. As the traveled, Grynm demonstrated a knack for the sword and his binding gave him a natural aptitude for the use of arcane magic. After giving it some thought, the swordsman introduced himself as Fawrin and offered to teach Grynm to protect himself.</p><p></p><p>Grynm took to the training quite well and apprenticed to the Fawrin for several years, but Fawrin noticed a dark quality to Grynm's abilities. A quality that pulled at death, toyed with it even, but Grynm could never in his wildest imagination bring himself to create or utilize undead. They had ripped his mother to pieces and consumed her flesh, he despised the undead. Fawrin began to see the tell-tell signs of death magic, and he quickly realized that something would have to be done about Grynm before he fully fell to that dark magic.</p><p></p><p>Fawrin didn't realize he was training a heretic, Grynm didn't truly understand the implications of his pact magic. When Fawrin turned on Grynm, hoping to avoid his apprentice becoming a blight, Grynm defended himself. A shadowy scythe that parried Fawrin's blow, a surge of necrotic power that hexed Fawrin. Even as mighty a swordsman as Fawrin was quickly bested by Grynm... but Grynm didn't end him there. He left Fawrin to his fate, and went on his own way, doing what he believed was necessary to make the world a safer place, no matter the cost.</p><p></p><p>Wandering the world on his own, he carved a niche for himself as a expert on the Occult, and in reality with his knowledge and ability, it was not a far stretch from the truth. He used his knowledge and ability to shut down many minor threats, making a small name for himself in London before he received the invitation to join the Order of Shadows.</p><p></p><p></p><p></p><p>NAME: Grynm Ulk</p><p>RACE: Human</p><p>CLASS/LEVEL: Mageblade 2/level</p><p>ALIGNMENT: Nuetral</p><p>---</p><p>SENSES:</p><p>PERCEPTION +0; STELATH +1</p><p>LANGUAGES: Common, Draconic, Elven, Dwarven, Gnomish, Halfling </p><p>INITIATIVE: -1</p><p>---</p><p>SPEED: 30ft</p><p>ATTACK: d20+5 (special)</p><p>WEAPON: Scythe (+6)</p><p>DAMAGE: 2d4+5</p><p>---</p><p>ARMOR: Scalemail; DR: 4 (Shield makes 6)</p><p>WOUNDS: 8</p><p>VITALITY: 18</p><p>FORTITUDE 13, REFLEX 17, WILL 15</p><p>---</p><p>STR 15 (+2), CON 13 (+1), DEX 9 (-1), INT 18 (+4), WIS 11 (+0), CHA 14 (+2)</p><p>PRIME ATTRIBUTE:</p><p>SKILLS Acrobatics (Dex) +1, Appraise (Int) +4, Arcane (Int) +16, Athletics (Str) +4, Bluff (Cha) +2, Craft (Int) +4, Diplomacy (Cha) +2, Disguise (Cha) +2, Dungeoneering (Int) +6, Endurance (Con) +1, Handle Animals (Wis) +0, Heal (Wis) +0, History (Int) +6, Insight (Wis) +0, Intimidate (Str) +2, Literacy (Int) +7, Mechanics (Dex) -1, Music (Cha) +2, Nature (Int) +6, Nobility (Cha) +2, Perception (Wis) +0, Pilot (Dex) -1, Religion (Wis) +7, Stealth (Dex) +1, Streetwise (Cha) +4, Survival (Wis) +0, Trick (Dex) -1, Warcraft (Int) +8</p><p>---</p><p>AGE: 22, COMELINESS: 11</p><p>MULTICLASS OPTION: Necromancer</p><p>DEITY: None</p><p>THEME: Heretic</p><p>---</p><p>EQUIPMENT: Scalemail, standard ID papers, traveling papers, 2 days trail rations, a full waterskin, a backpack with a bedroll, a wooden holy symbol, 2 empty belt pouches (for coins), a sunrod (to light the way for up to 6 hours), and a tindertwig (to start camp fires).</p><p>ENCUMBRANCE SLOTS: 6; MAX: 15</p><p>COIN: 187</p><p>---</p><p>RACIAL ABILITIES:</p><p>Adaptable (+1 racial, class, or minor award)</p><p>Heroic Mien (1/day, reroll single d20 roll, keep new result even if worst)</p><p>Quick Learner (+5 bonus to 1 skill, religion)</p><p>Skill Focus (+5 bonus to 1 skill, +10 bonus 1/day, arcana)</p><p>Questor (Gain 1 additional minor award of my choice)</p><p></p><p>CLASS ABILITIES: </p><p>Arcane Strike (+1 attack and +2 damage with any weapon wielded); </p><p>Mageblade Skills (+2 Acrobatics, Arcana, Athletics, Stealth, and Warcraft); </p><p>Shield (Swift action, +2DR and immunity to magic missile, 2 minutes, 1 vitality)</p><p>Dusk Blade (Conjure non-masterwork weapon under 100gp)</p><p>Vicious Strike (Take 1d6 damage to inflict +2d6 pain damage with strike)</p><p>Arcane Training (+3 Arcana and Literacy, read magic scrolls, speak draconic)</p><p>Spell Secret (Learn 1 ability from any class, Death Knell)</p><p>Death Knell (0 or less wound creature, will or die, if it dies I regain 1d4 wound points and gain _1 to next d20 roll, 1 vitality)</p><p></p><p>MINOR AWARD:</p><p>Seal Minor Pact (Trade up to 5 points of class abilities for 5 points of divine boons from a specific deity, Phane)</p><p>Heretical Lore (Nefriti, Maurob, Rorax)</p><p>Basic Occult Power (Phane: Bane’s Hex)</p><p>Suppress Physical Sign (Show or hide physical sign of pact as swift action)</p><p></p><p>OTHER BONUSES</p><p>Order Basic Training (+2 Arcane, Dungeoneering, History, Nature, Religion, Streetwise, Warcraft)</p></blockquote><p></p>
[QUOTE="xynthoros, post: 7041918, member: 6788545"] The gods had forsaken Grynm before he was even born, his mother was heretic and binding the deities power while he was still in the womb. He was born cursed, cut off from the gods and he watched as the world burned around him. Death was so commonplace around him that death was nothing abnormal. His mother taught him to bind the deities the same way, to turn their power against the mosters that destroyed their lives and the lives around them. When his mother perished before his eyes, it was the first death that ever truly phased him. He was still a fledgling in power at that time, he wasn't able to do anything as the undead beasts ripped his mother apart. He fled and was eventually found by a swordsman who guided him back to civilization where he would be somewhat safe. As the traveled, Grynm demonstrated a knack for the sword and his binding gave him a natural aptitude for the use of arcane magic. After giving it some thought, the swordsman introduced himself as Fawrin and offered to teach Grynm to protect himself. Grynm took to the training quite well and apprenticed to the Fawrin for several years, but Fawrin noticed a dark quality to Grynm's abilities. A quality that pulled at death, toyed with it even, but Grynm could never in his wildest imagination bring himself to create or utilize undead. They had ripped his mother to pieces and consumed her flesh, he despised the undead. Fawrin began to see the tell-tell signs of death magic, and he quickly realized that something would have to be done about Grynm before he fully fell to that dark magic. Fawrin didn't realize he was training a heretic, Grynm didn't truly understand the implications of his pact magic. When Fawrin turned on Grynm, hoping to avoid his apprentice becoming a blight, Grynm defended himself. A shadowy scythe that parried Fawrin's blow, a surge of necrotic power that hexed Fawrin. Even as mighty a swordsman as Fawrin was quickly bested by Grynm... but Grynm didn't end him there. He left Fawrin to his fate, and went on his own way, doing what he believed was necessary to make the world a safer place, no matter the cost. Wandering the world on his own, he carved a niche for himself as a expert on the Occult, and in reality with his knowledge and ability, it was not a far stretch from the truth. He used his knowledge and ability to shut down many minor threats, making a small name for himself in London before he received the invitation to join the Order of Shadows. NAME: Grynm Ulk RACE: Human CLASS/LEVEL: Mageblade 2/level ALIGNMENT: Nuetral --- SENSES: PERCEPTION +0; STELATH +1 LANGUAGES: Common, Draconic, Elven, Dwarven, Gnomish, Halfling INITIATIVE: -1 --- SPEED: 30ft ATTACK: d20+5 (special) WEAPON: Scythe (+6) DAMAGE: 2d4+5 --- ARMOR: Scalemail; DR: 4 (Shield makes 6) WOUNDS: 8 VITALITY: 18 FORTITUDE 13, REFLEX 17, WILL 15 --- STR 15 (+2), CON 13 (+1), DEX 9 (-1), INT 18 (+4), WIS 11 (+0), CHA 14 (+2) PRIME ATTRIBUTE: SKILLS Acrobatics (Dex) +1, Appraise (Int) +4, Arcane (Int) +16, Athletics (Str) +4, Bluff (Cha) +2, Craft (Int) +4, Diplomacy (Cha) +2, Disguise (Cha) +2, Dungeoneering (Int) +6, Endurance (Con) +1, Handle Animals (Wis) +0, Heal (Wis) +0, History (Int) +6, Insight (Wis) +0, Intimidate (Str) +2, Literacy (Int) +7, Mechanics (Dex) -1, Music (Cha) +2, Nature (Int) +6, Nobility (Cha) +2, Perception (Wis) +0, Pilot (Dex) -1, Religion (Wis) +7, Stealth (Dex) +1, Streetwise (Cha) +4, Survival (Wis) +0, Trick (Dex) -1, Warcraft (Int) +8 --- AGE: 22, COMELINESS: 11 MULTICLASS OPTION: Necromancer DEITY: None THEME: Heretic --- EQUIPMENT: Scalemail, standard ID papers, traveling papers, 2 days trail rations, a full waterskin, a backpack with a bedroll, a wooden holy symbol, 2 empty belt pouches (for coins), a sunrod (to light the way for up to 6 hours), and a tindertwig (to start camp fires). ENCUMBRANCE SLOTS: 6; MAX: 15 COIN: 187 --- RACIAL ABILITIES: Adaptable (+1 racial, class, or minor award) Heroic Mien (1/day, reroll single d20 roll, keep new result even if worst) Quick Learner (+5 bonus to 1 skill, religion) Skill Focus (+5 bonus to 1 skill, +10 bonus 1/day, arcana) Questor (Gain 1 additional minor award of my choice) CLASS ABILITIES: Arcane Strike (+1 attack and +2 damage with any weapon wielded); Mageblade Skills (+2 Acrobatics, Arcana, Athletics, Stealth, and Warcraft); Shield (Swift action, +2DR and immunity to magic missile, 2 minutes, 1 vitality) Dusk Blade (Conjure non-masterwork weapon under 100gp) Vicious Strike (Take 1d6 damage to inflict +2d6 pain damage with strike) Arcane Training (+3 Arcana and Literacy, read magic scrolls, speak draconic) Spell Secret (Learn 1 ability from any class, Death Knell) Death Knell (0 or less wound creature, will or die, if it dies I regain 1d4 wound points and gain _1 to next d20 roll, 1 vitality) MINOR AWARD: Seal Minor Pact (Trade up to 5 points of class abilities for 5 points of divine boons from a specific deity, Phane) Heretical Lore (Nefriti, Maurob, Rorax) Basic Occult Power (Phane: Bane’s Hex) Suppress Physical Sign (Show or hide physical sign of pact as swift action) OTHER BONUSES Order Basic Training (+2 Arcane, Dungeoneering, History, Nature, Religion, Streetwise, Warcraft) [/QUOTE]
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