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(RG) Quickleaf's Rime of the Frostmaiden
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<blockquote data-quote="Steve Gorak" data-source="post: 9031790" data-attributes="member: 15132"><p>[ATTACH=full]286206[/ATTACH]</p><p></p><p><strong>Name:</strong> Aric Thornbloom</p><p><strong>Class:</strong> Moon druid</p><p><strong>Race:</strong> Goblin</p><p><strong>Background:</strong> Outlander</p><p></p><p><strong>Size:</strong> Small (3'6", 35 lbs)</p><p><strong>Gender:</strong> Male</p><p><strong>Alignment:</strong> Neutral Good</p><p></p><p><strong>STR:</strong> 7 (-2)</p><p><strong>DEX:</strong> 16 (+3)</p><p><strong>CON:</strong> 19 (+4) with necklace, base: 11 (+0)</p><p><strong>INT:</strong> 6 (-2) Save:+0</p><p><strong>WIS:</strong> 14 (+2) Save:+4</p><p><strong>CHA:</strong> 6 (-2)</p><p></p><p><strong>HP:</strong> 30 with necklace, 18 without</p><p><strong>AC:</strong> 17 (+3 dex, +2 shield, + 2 leather armor)</p><p></p><p><strong>Speed:</strong> 30</p><p><strong>Init:</strong> +3</p><p><strong>Passive Perception:</strong> 14</p><p></p><p><strong>Skills:</strong></p><p>Acrobatics +3</p><p>*Animal Handling +4</p><p>Arcana -2</p><p>Athletics -2</p><p>*Craft (leatherworking) +4 (uses wisdom)</p><p>Deception -2</p><p>History -2</p><p>Insight +2</p><p>Intimidation -2</p><p>Investigation -2</p><p>Medicine +2</p><p>*Nature +0</p><p>*Perception +4</p><p>Performance -2</p><p>Persuasion -2</p><p>Religion -2</p><p>Sleight of Hand +3</p><p>*Stealth +5</p><p>*Survival +4</p><p></p><p><strong>Racial Abilities</strong></p><p><u>Speed. </u>Your base walking speed is 30 feet.</p><p>Darkvision. 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.</p><p><u>Fey Ancestry. </u>You have advantage on saving throws you make to avoid or end the charmed condition on yourself.</p><p><u>Fury of the Small.</u> When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.</p><p>You can use this trait a number of times equal to your proficiency bonus (2), regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.</p><p><u>Nimble Escape. </u>You can take the Disengage or Hide action as a bonus action on each of your turns.</p><p><u>Languages. </u>You can speak, read, and write Common and Goblin</p><p></p><p><strong>Background feature</strong> Wanderer</p><p>Excellent memory for maps and geography, can find food and water for yourself +5</p><p></p><p><strong>Proficiencies:</strong></p><p>Armor: Light, Medium, shields (only nonmetal armor)</p><p>Weapons: Clubs, daggers, darts, jevelins, maces, staves, scimitars, sickles, slings, spears</p><p>Languages: Common, Goblin, druidic, Reghedic (from background)</p><p></p><p>Skills from class: Perception, animal handling, Nature (herbalism)</p><p>Skills from outlander background: Survival, stealth, Craft (leatherworking)</p><p></p><p>Saves: Intelligence and Wisdom</p><p></p><p><strong>Class Features</strong></p><p>Wildshape (CR 1, no fly), 2x any rest</p><p>Combat wild shape: wild shape as bonus action, when wild shaped, use bonus action to heal 1d8 per spell level of slot used</p><p></p><p><strong>Spellcasting:</strong></p><p>Spell Attack Modifier: +4</p><p>Spell Save DC: 12</p><p>Cantrips Known: Thorn whip, create bondfire</p><p>Spells Known (5):</p><p>Level 1: Entangle, Speak with animals (R)</p><p>Level 2: Pass without trace, Spike growth, Summon beast</p><p>Spell Slots: 4/2/-/-/-/-/-/-</p><p></p><p><strong>Feats:</strong></p><p>none</p><p></p><p><strong>Weapon</strong> Attack Damage Type Range</p><p>Sling +4 1d4+3 B 30/120</p><p>Dagger +4 1d4+3 if thrown, -2 if melee P 20/60</p><p></p><p></p><p></p><p><strong>Equipment:</strong></p><p>• a wooden shield</p><p>• dagger</p><p>• Studded Leather armor</p><p>• Yew wand (druidic focus)</p><p>• explorer’s pack</p><ul> <li data-xf-list-type="ul">backpack,</li> <li data-xf-list-type="ul">bedroll,</li> <li data-xf-list-type="ul">a mess kit,</li> <li data-xf-list-type="ul">a tinderbox,</li> <li data-xf-list-type="ul">10 torches,</li> <li data-xf-list-type="ul">10 days of rations</li> <li data-xf-list-type="ul">a waterskin.</li> <li data-xf-list-type="ul">50 feet of hempen rope strapped to the side of it.</li> </ul><p>cold weather clothing, snowshoes, and crampons</p><p></p><p>A trophy from an animal you killed (wolf pelt), a set of traveler’s clothes, and a belt pouch containing Money</p><p></p><p>Magic item: amulet of health (Con is 19)</p><p></p><p>[spoiler=money] 1.65 Gold</p><p></p><p>Additional equipment purchased: sling 1 sp</p><p>Sling bullets (40) 8 cp 3 lb.</p><p></p><p>Accounting: - scimitar (+25 gp), - leather armor (+10 gp) – starting gold (+10 gp) + studded leather (-45gp) – hunting trap (+3.75 gp), + sling & bullets (-0.18 gp) - staff (+ 2sp)</p><p>[/spoiler]</p><p></p><p><strong><strong>Weight Carried:</strong> </strong>Didn't calculate but below 105lbs</p><p></p><p><strong>Carrying Capacity: </strong>105 lbs</p><p></p><p><strong>Push/Drag/Lift:</strong> 210 lbs (Speed is 5ft)</p><p></p><p><strong>Secret</strong> Midwinter Child</p><p>Auril the Frostmaiden has blessed me, for I was born on the Midwinter holiday. I have resistance to cold damage. However, certain towns offering sacrifices to the Frostmaiden favor sacrificing Midwinter children.</p><p></p><p><strong>Backstory</strong></p><p>Aric Thornbloom was born into yhe Vunarg Clan, a small goblin clan living on the outskirts of a cold mountain. It had been punted around by bugbears, orcs, and other goblin tribes for years, eventually planning a mass migration to the plains. However, tragedy struck when he was just a youngling. A rival tribe attacked their encampment, seeking to claim their territory and resources. Aric's clan was overwhelmed and wiped out, leaving him as the sole survivor.</p><p></p><p>Alone in the wilderness, Aric found solace and companionship among the animals and plants that inhabited the forest. He seemed unnaturally tolerant of the cold, which allowed him to survive in the bitter persistent winter. He developed a deep connection with nature, learning to survive and thrive alongside his newfound allies. As he grew, Aric realized that he possessed an innate affinity for primal magic, feeling the ebb and flow of natural energies coursing through his veins.</p><p></p><p>Aric's newfound abilities did not go unnoticed. His acts of protecting the local flora and fauna caught the attention of a wise and reclusive druid, a talented wildshaper named Maeth "the Maverick", who dwelled deep within the heart of the forest. Recognizing Aric's potential, the druid took him under his wing and began training him in the ancient ways of the druids.</p><p></p><p>Ten days ago, Aric’s friend, Morin Littlebucket a halfling trapper from Easthaven was murdered. This halfling was a nice companion and would tell Aric many stories. Aric promised himself he would bring justice to his friend.</p><p></p><p></p><p><strong>Shape change forms' stats</strong></p><p><strong></strong></p><p><strong><strong>Brown Bear Form:</strong></strong> S+4 D+0 C+3 I+0 W+3 X+2</p><p>HP 34/ 38 with necklace, AC 11, 40’, climb 30’, L</p><p>Perc +5 (adv. Smell)</p><p>Multiattack:</p><p>-- Bite +5, 1d8+4 piercing.</p><p>-- Claws +5, 2d6+4 slashing.</p><p></p><p><strong><strong>Dire Wolf Form:</strong></strong> S+3 D+2 C+2 I+0 W+3 X+2</p><p>HP 37/47 with necklace, AC 14, 50’, L</p><p>Perc +5 (adv. Hear/Smell), Stealth +4</p><p>Pack Tactics: Advantage if ally w/in 5’</p><p>Attack: Bite +5, 2d6+3, Strength vs. DC 13 or Prone.</p><p></p><p><strong><strong>Giant spider Form:</strong> </strong>S+2 D+3 C+1 I-4 W+0 X-3</p><p>HP 26/ 38 with necklace, AC 14, 30’, climb 30', L</p><p>Blindsight 10',darkvision 60'</p><p>Actions:</p><p>Bite, +5 hit, 1d8+3P damage, plus 2d8 poison (DC11, con)</p><p>Web (recharge 5-6), +5 hit, reach30/60, hit = creature is restrained by webbing</p><p>As an action, DC12 STR check or attack webbing (AC10, 5hp, vulnerability to fire, immunity to B poison and Psychic)</p><p></p><p><strong>Aric's Summoned Beast (2nd level)</strong></p><p><em>Small beast</em></p><p><strong>AC</strong> 13 (11 + spell level)</p><p><strong>HP </strong>20 (Air only), 30 (Land and Water only) (+5 per spell level above 2nd)</p><p><strong>Speed </strong>30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)</p><p><strong>Str </strong>18 (+4) <strong>Dex </strong>11 (+0) <strong>Con </strong>16 (+3) <strong>Int </strong>4 (-3) <strong>Wis </strong>14 (+2) <strong>Cha</strong> 5 (-3)</p><p><strong>Senses </strong>darkvision 60 ft., passive Perception 12</p><p><strong><em>Flyby (Air Only).</em></strong> The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.</p><p><strong><em>Pack Tactics (Land and Water Only).</em></strong> The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.</p><p><strong><em>Water Breathing (Water Only).</em></strong> The beast can breathe only underwater.</p><p><strong>Actions: <em>Maul.</em></strong> <em>Melee Weapon Attack:</em> +4 to hit (spell attack modifier), reach 5 ft., one target. <em>Hit:</em> 1d8 + 6 piercing damage (1d8 + 4 + spell's level).</p></blockquote><p></p>
[QUOTE="Steve Gorak, post: 9031790, member: 15132"] [ATTACH type="full" width="525px" alt="lone good male 1.png"]286206[/ATTACH] [B]Name:[/B] Aric Thornbloom [B]Class:[/B] Moon druid [B]Race:[/B] Goblin [B]Background:[/B] Outlander [B]Size:[/B] Small (3'6", 35 lbs) [B]Gender:[/B] Male [B]Alignment:[/B] Neutral Good [B]STR:[/B] 7 (-2) [B]DEX:[/B] 16 (+3) [B]CON:[/B] 19 (+4) with necklace, base: 11 (+0) [B]INT:[/B] 6 (-2) Save:+0 [B]WIS:[/B] 14 (+2) Save:+4 [B]CHA:[/B] 6 (-2) [B]HP:[/B] 30 with necklace, 18 without [B]AC:[/B] 17 (+3 dex, +2 shield, + 2 leather armor) [B]Speed:[/B] 30 [B]Init:[/B] +3 [B]Passive Perception:[/B] 14 [B]Skills:[/B] Acrobatics +3 *Animal Handling +4 Arcana -2 Athletics -2 *Craft (leatherworking) +4 (uses wisdom) Deception -2 History -2 Insight +2 Intimidation -2 Investigation -2 Medicine +2 *Nature +0 *Perception +4 Performance -2 Persuasion -2 Religion -2 Sleight of Hand +3 *Stealth +5 *Survival +4 [B]Racial Abilities[/B] [U]Speed. [/U]Your base walking speed is 30 feet. Darkvision. 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. [U]Fey Ancestry. [/U]You have advantage on saving throws you make to avoid or end the charmed condition on yourself. [U]Fury of the Small.[/U] When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus (2), regaining all expended uses when you finish a long rest, and you can use it no more than once per turn. [U]Nimble Escape. [/U]You can take the Disengage or Hide action as a bonus action on each of your turns. [U]Languages. [/U]You can speak, read, and write Common and Goblin [B]Background feature[/B] Wanderer Excellent memory for maps and geography, can find food and water for yourself +5 [B]Proficiencies:[/B] Armor: Light, Medium, shields (only nonmetal armor) Weapons: Clubs, daggers, darts, jevelins, maces, staves, scimitars, sickles, slings, spears Languages: Common, Goblin, druidic, Reghedic (from background) Skills from class: Perception, animal handling, Nature (herbalism) Skills from outlander background: Survival, stealth, Craft (leatherworking) Saves: Intelligence and Wisdom [B]Class Features[/B] Wildshape (CR 1, no fly), 2x any rest Combat wild shape: wild shape as bonus action, when wild shaped, use bonus action to heal 1d8 per spell level of slot used [B]Spellcasting:[/B] Spell Attack Modifier: +4 Spell Save DC: 12 Cantrips Known: Thorn whip, create bondfire Spells Known (5): Level 1: Entangle, Speak with animals (R) Level 2: Pass without trace, Spike growth, Summon beast Spell Slots: 4/2/-/-/-/-/-/- [B]Feats:[/B] none [B]Weapon[/B] Attack Damage Type Range Sling +4 1d4+3 B 30/120 Dagger +4 1d4+3 if thrown, -2 if melee P 20/60 [B]Equipment:[/B] • a wooden shield • dagger • Studded Leather armor • Yew wand (druidic focus) • explorer’s pack [LIST] [*]backpack, [*]bedroll, [*]a mess kit, [*]a tinderbox, [*]10 torches, [*]10 days of rations [*]a waterskin. [*]50 feet of hempen rope strapped to the side of it. [/LIST] cold weather clothing, snowshoes, and crampons A trophy from an animal you killed (wolf pelt), a set of traveler’s clothes, and a belt pouch containing Money Magic item: amulet of health (Con is 19) [spoiler=money] 1.65 Gold Additional equipment purchased: sling 1 sp Sling bullets (40) 8 cp 3 lb. Accounting: - scimitar (+25 gp), - leather armor (+10 gp) – starting gold (+10 gp) + studded leather (-45gp) – hunting trap (+3.75 gp), + sling & bullets (-0.18 gp) - staff (+ 2sp) [/spoiler] [B][B]Weight Carried:[/B] [/B]Didn't calculate but below 105lbs [B]Carrying Capacity: [/B]105 lbs [B]Push/Drag/Lift:[/B] 210 lbs (Speed is 5ft) [B]Secret[/B] Midwinter Child Auril the Frostmaiden has blessed me, for I was born on the Midwinter holiday. I have resistance to cold damage. However, certain towns offering sacrifices to the Frostmaiden favor sacrificing Midwinter children. [B]Backstory[/B] Aric Thornbloom was born into yhe Vunarg Clan, a small goblin clan living on the outskirts of a cold mountain. It had been punted around by bugbears, orcs, and other goblin tribes for years, eventually planning a mass migration to the plains. However, tragedy struck when he was just a youngling. A rival tribe attacked their encampment, seeking to claim their territory and resources. Aric's clan was overwhelmed and wiped out, leaving him as the sole survivor. Alone in the wilderness, Aric found solace and companionship among the animals and plants that inhabited the forest. He seemed unnaturally tolerant of the cold, which allowed him to survive in the bitter persistent winter. He developed a deep connection with nature, learning to survive and thrive alongside his newfound allies. As he grew, Aric realized that he possessed an innate affinity for primal magic, feeling the ebb and flow of natural energies coursing through his veins. Aric's newfound abilities did not go unnoticed. His acts of protecting the local flora and fauna caught the attention of a wise and reclusive druid, a talented wildshaper named Maeth "the Maverick", who dwelled deep within the heart of the forest. Recognizing Aric's potential, the druid took him under his wing and began training him in the ancient ways of the druids. Ten days ago, Aric’s friend, Morin Littlebucket a halfling trapper from Easthaven was murdered. This halfling was a nice companion and would tell Aric many stories. Aric promised himself he would bring justice to his friend. [B]Shape change forms' stats [B]Brown Bear Form:[/B][/B] S+4 D+0 C+3 I+0 W+3 X+2 HP 34/ 38 with necklace, AC 11, 40’, climb 30’, L Perc +5 (adv. Smell) Multiattack: -- Bite +5, 1d8+4 piercing. -- Claws +5, 2d6+4 slashing. [B][B]Dire Wolf Form:[/B][/B] S+3 D+2 C+2 I+0 W+3 X+2 HP 37/47 with necklace, AC 14, 50’, L Perc +5 (adv. Hear/Smell), Stealth +4 Pack Tactics: Advantage if ally w/in 5’ Attack: Bite +5, 2d6+3, Strength vs. DC 13 or Prone. [B][B]Giant spider Form:[/B] [/B]S+2 D+3 C+1 I-4 W+0 X-3 HP 26/ 38 with necklace, AC 14, 30’, climb 30', L Blindsight 10',darkvision 60' Actions: Bite, +5 hit, 1d8+3P damage, plus 2d8 poison (DC11, con) Web (recharge 5-6), +5 hit, reach30/60, hit = creature is restrained by webbing As an action, DC12 STR check or attack webbing (AC10, 5hp, vulnerability to fire, immunity to B poison and Psychic) [B]Aric's Summoned Beast (2nd level)[/B] [I]Small beast[/I] [B]AC[/B] 13 (11 + spell level) [B]HP [/B]20 (Air only), 30 (Land and Water only) (+5 per spell level above 2nd) [B]Speed [/B]30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only) [B]Str [/B]18 (+4) [B]Dex [/B]11 (+0) [B]Con [/B]16 (+3) [B]Int [/B]4 (-3) [B]Wis [/B]14 (+2) [B]Cha[/B] 5 (-3) [B]Senses [/B]darkvision 60 ft., passive Perception 12 [B][I]Flyby (Air Only).[/I][/B] The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. [B][I]Pack Tactics (Land and Water Only).[/I][/B] The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated. [B][I]Water Breathing (Water Only).[/I][/B] The beast can breathe only underwater. [B]Actions: [I]Maul.[/I][/B] [I]Melee Weapon Attack:[/I] +4 to hit (spell attack modifier), reach 5 ft., one target. [I]Hit:[/I] 1d8 + 6 piercing damage (1d8 + 4 + spell's level). [/QUOTE]
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