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<blockquote data-quote="EarlyBird" data-source="post: 7234939" data-attributes="member: 6899077"><p style="text-align: center">[ATTACH]88918[/ATTACH]</p><p></p><p>[sblock=Dr. Davonshaw]</p><p>Race: Human (variant)</p><p>Class/Level: Bard 2</p><p>Alignment: Lawful Neutral</p><p>Size: Medium</p><p>Type (Subtype): Humanoid (human)</p><p>Init: +2</p><p>Speed: 30ft</p><p>Senses: Passive Perception: 12</p><p>Languages Common, Draconic, Celestial</p><p>Background: Hermit</p><p>Ispiration: none</p><p></p><p></p><p>STATISTICS</p><p>Str 08 (-1), Dex 14 (+2) , Con 12 (+1), Int 13 (+1), Wis 12 (+1), Cha 16 (+3)</p><p></p><p></p><p>AC: 12 (leather, dex)</p><p>HP: 15 (2d8 +2)</p><p>Prof. Bonus +2</p><p>Proficiencies: Light armor, all simple weapons plus hand crossbow, longsword, rapier, and shortswords </p><p>Tools: Herbalist kit, Flute, Lyre, Delcimer Drum</p><p>Feats: Healer</p><p>Saves: CHA +5, DEX +4</p><p>Special Defenses: none</p><p></p><p></p><p>Combat:</p><p>MELEE: dagger +4 Attack, 1d4+2 piercing, (light, finesee, range:20/60)</p><p></p><p></p><p>Skills:</p><p>+3 (dex) Acrobatics</p><p>+2 (wis) Animal Handling</p><p>+3 (int) Arcana*</p><p>+0 (str) Athletics</p><p>+4 (cha) Deception</p><p>+3 (int) History*</p><p>+2 (wis) Insight</p><p>+4 (cha) Intimidation</p><p>+3 (int) Investigation*</p><p>+3 (wis) Medicine*</p><p>+3 (int) Nature*</p><p>+2 (wis) Perception</p><p>+4 (cha) Performance</p><p>+4 (cha) Persuasion</p><p>+3 (int) Religion*</p><p>+3 (dex) Sleight of Hand</p><p>+3 (dex) Stealth</p><p>+2 (wis) Survival</p><p>* proficient</p><p></p><p></p><p>Racial:</p><p>+1 DEX, +1 CHA</p><p>Size: Medium</p><p>Speed: 30 feet</p><p>Bonus Skill: Player's choice</p><p>Bonus Feat: Player's choice</p><p>Languages: Common, plus one</p><p></p><p></p><p>Hermit:</p><p>Skills: Medicine and Religion</p><p>Tools: Herbalism Kit</p><p>Languages: One additional </p><p>Feature: Discovery - Through long studies of old Celestian text, Dr. Davonshaw learned how the human body works. The works were written by priests as they communed with other worldly powers about the secerts of life. He now has a thoery of how anatomy helps with the healing process that knowing how the bosy heals itself will lead to greater healing of spells and potions.</p><p></p><p></p><p>Bard:</p><p>-Bardic Inspiration(d6): 3/long rest</p><p> -Target one creature (other than yourself), within 60 feet, and use a bonus action (on your turn) to give them one Bardic Inspiration die.</p><p> -Once within the next 10 minutes they may roll the die and add the result to one ability check, attack roll, or save.</p><p> -A creature may have only one Bardic Dice at a time.</p><p> -The Bardic Dice may be rolled after rolling the check/attack, but must be rolled before knowing if the current result succeeds or fails.</p><p> -Once used the die is lost, whether a success or failure.</p><p> -Jack of All Trades: +1 bonus to each skill you are not proficient in</p><p> -Song of Rest: +1d6 hp to each character that can hear you during a short rest, in which they regained hit points</p><p>-Spellcasting:</p><p> -Cantrips: dancing lights, mending</p><p> -Spells Known: healing word, sleep, heroism, unseen servant, detect magic</p><p> -Spell save DC13</p><p> -Spell attack +5</p><p> -Ritual Casting</p><p> -Spellcasting Focus: musical instrument</p><p></p><p></p><p>Combat Gear: </p><p>Leather armor</p><p>daggers (x2)</p><p></p><p></p><p>Other Gear:</p><p>flute</p><p>scrollcase - full of notes</p><p>winter blanket</p><p>common clothes</p><p>herbalist kit</p><p>healer's kit</p><p>Backpack</p><p>-bedroll</p><p>-2 costumes</p><p>-5 candles</p><p>-5 days of rations</p><p>-waterskin</p><p>-disguise kit</p><p></p><p></p><p>Treasure:</p><p>GP: 00 SP: 00 CP: 00</p><p></p><p></p><p>Carrying Capacity: 120 lbs</p><p>Push/Drag/Lift: 240 lbs</p><p>Climb: 15' Swim: 15'</p><p>Long Jump: 8' & 4'</p><p>High Jump: 2' & 1'</p><p>Hold Breath: 2 minutes</p><p></p><p></p><p>Personality: </p><p>Trait: I'm confident in my own abilities and do what I can to instill confidience in others.</p><p>Trait: If somoone is in trouble, I'm always ready to lend help.</p><p>Ideal: The world is in need of new ideas and bold action.</p><p>Bond: I will do anything to prove myself superior to my hated rival. (Dr. Juila Whitegill)</p><p>Flaw: I'd risk too much to uncover a lost bit of knowledge.</p><p>Flaw: I overlook obvious solutions in favor of complicated ones.</p><p></p><p></p><p>Sex: Male</p><p>Height: 6'-0"</p><p>Weight: 182lbs</p><p>Hair Color: Dark brown, worn long as he hasn't had time to cut it</p><p>Facial Hair: beard clipped close due to it getting in the way</p><p>Eye Color: dark blue, almost black</p><p>Skin Tone: pale from months spent indoors/underground</p><p>Scars/Tattoos: small scar on hand due to scalpel cut in his early practicing</p><p>Description: Davonshaw is a handsome man, but rarely cleans himself up enough to show it. He has blood on his clothes almost constantly and the smell of decay and death follow him. His nose in a book either reading or drawing anatomy lead to him not being the life of the party.</p><p></p><p></p><p>Notes:[/sblock]</p><p>[sblock=Background]</p><p>Growing up as the fourth of five children was a great quandary for Rem Davonshaw. He wasn't the baby anymore, and the other three born before him were accomplishing things years before him, so by the time he did the same thing it was just another, or not like when so and so first did that. As to escape the world around him young Davonshaw turned to the world of books, and from the time he could read he wasn't far from one. It was the discovery of the unknown that kept the young scholar coming back for more, he found knowing more than his older brothers or learning something before they did very satisfying. </p><p></p><p></p><p>The Davonshaw family lived and traveled in the Great Carnival of Urnst, and Rem was taught a variety of instruments to be used in the act while his parents and some of his older siblings preformed daring high-wire and tumbling acts. Even his younger sister played instruments only a short time before she too went "on stage" leaving the young musician alone to play all the parts. On Freedays he would make his way to the nearest sage/library to barter for a new book, no matter the title.</p><p></p><p></p><p>Then his mother became severely sick and instead of taking to bed she continued on with the show. She died from a terrible fall, as Rem watched in horror. The family never recovered from the accident and his father sent Davonshaw off to live with his uncle a year later. </p><p></p><p></p><p>At first Rem thought this was punishment for not wishing to take up the family trade. But one look at the library of the old wizard and the soon to be physician whispered a prayer of thank you to his father. Diving into the unending knowledge was like a dream come true, but what to use it for, was always in the back of Rem Davonshaw's mind. An ancient tome written in the language of angels held the answer. Davonshaw would learn all he could to heal the sick and tend those who couldn't afford the healing of the clergy. </p><p></p><p></p><p>During his self-styled hermitage into the seeking of this knowledge he met the deep gnome, Zath'ras. His uncle's strange servant was another great fountain of knowledge and wisdom, and when the two of them put their heads together it seemed there was no problem they couldn't overcome. When Rem found out the gnome was learning from his uncle, he to sought to become an apprentice. It took many months before he figured out the odd teaching methods of his eccentric uncle, but Davonshaw approved, it was like the self teachings from a book. You either learned from your experience or you didn't. And if you didn't you went back over the information and started anew.</p><p></p><p></p><p>After he had exhausted all he could learn of anatomy, illness, and healing form his uncle, the young doctor was ready to venture out and put what he learned to the test. Not knowing where to start it was his uncle who again offered an excellent suggestion. He needed Zath'ras to go to Oakhurst to retrieve a bit of lore for a new spell, and the deep gnome could use a companion/guide on the journey.</p><p></p><p></p><p>Setting out it wasn't long before both fledgling adventures were set upon and captured by goblins.[/sblock]</p></blockquote><p></p>
[QUOTE="EarlyBird, post: 7234939, member: 6899077"] [CENTER][ATTACH=CONFIG]88918._xfImport[/ATTACH][/CENTER] [sblock=Dr. Davonshaw] Race: Human (variant) Class/Level: Bard 2 Alignment: Lawful Neutral Size: Medium Type (Subtype): Humanoid (human) Init: +2 Speed: 30ft Senses: Passive Perception: 12 Languages Common, Draconic, Celestial Background: Hermit Ispiration: none STATISTICS Str 08 (-1), Dex 14 (+2) , Con 12 (+1), Int 13 (+1), Wis 12 (+1), Cha 16 (+3) AC: 12 (leather, dex) HP: 15 (2d8 +2) Prof. Bonus +2 Proficiencies: Light armor, all simple weapons plus hand crossbow, longsword, rapier, and shortswords Tools: Herbalist kit, Flute, Lyre, Delcimer Drum Feats: Healer Saves: CHA +5, DEX +4 Special Defenses: none Combat: MELEE: dagger +4 Attack, 1d4+2 piercing, (light, finesee, range:20/60) Skills: +3 (dex) Acrobatics +2 (wis) Animal Handling +3 (int) Arcana* +0 (str) Athletics +4 (cha) Deception +3 (int) History* +2 (wis) Insight +4 (cha) Intimidation +3 (int) Investigation* +3 (wis) Medicine* +3 (int) Nature* +2 (wis) Perception +4 (cha) Performance +4 (cha) Persuasion +3 (int) Religion* +3 (dex) Sleight of Hand +3 (dex) Stealth +2 (wis) Survival * proficient Racial: +1 DEX, +1 CHA Size: Medium Speed: 30 feet Bonus Skill: Player's choice Bonus Feat: Player's choice Languages: Common, plus one Hermit: Skills: Medicine and Religion Tools: Herbalism Kit Languages: One additional Feature: Discovery - Through long studies of old Celestian text, Dr. Davonshaw learned how the human body works. The works were written by priests as they communed with other worldly powers about the secerts of life. He now has a thoery of how anatomy helps with the healing process that knowing how the bosy heals itself will lead to greater healing of spells and potions. Bard: -Bardic Inspiration(d6): 3/long rest -Target one creature (other than yourself), within 60 feet, and use a bonus action (on your turn) to give them one Bardic Inspiration die. -Once within the next 10 minutes they may roll the die and add the result to one ability check, attack roll, or save. -A creature may have only one Bardic Dice at a time. -The Bardic Dice may be rolled after rolling the check/attack, but must be rolled before knowing if the current result succeeds or fails. -Once used the die is lost, whether a success or failure. -Jack of All Trades: +1 bonus to each skill you are not proficient in -Song of Rest: +1d6 hp to each character that can hear you during a short rest, in which they regained hit points -Spellcasting: -Cantrips: dancing lights, mending -Spells Known: healing word, sleep, heroism, unseen servant, detect magic -Spell save DC13 -Spell attack +5 -Ritual Casting -Spellcasting Focus: musical instrument Combat Gear: Leather armor daggers (x2) Other Gear: flute scrollcase - full of notes winter blanket common clothes herbalist kit healer's kit Backpack -bedroll -2 costumes -5 candles -5 days of rations -waterskin -disguise kit Treasure: GP: 00 SP: 00 CP: 00 Carrying Capacity: 120 lbs Push/Drag/Lift: 240 lbs Climb: 15' Swim: 15' Long Jump: 8' & 4' High Jump: 2' & 1' Hold Breath: 2 minutes Personality: Trait: I'm confident in my own abilities and do what I can to instill confidience in others. Trait: If somoone is in trouble, I'm always ready to lend help. Ideal: The world is in need of new ideas and bold action. Bond: I will do anything to prove myself superior to my hated rival. (Dr. Juila Whitegill) Flaw: I'd risk too much to uncover a lost bit of knowledge. Flaw: I overlook obvious solutions in favor of complicated ones. Sex: Male Height: 6'-0" Weight: 182lbs Hair Color: Dark brown, worn long as he hasn't had time to cut it Facial Hair: beard clipped close due to it getting in the way Eye Color: dark blue, almost black Skin Tone: pale from months spent indoors/underground Scars/Tattoos: small scar on hand due to scalpel cut in his early practicing Description: Davonshaw is a handsome man, but rarely cleans himself up enough to show it. He has blood on his clothes almost constantly and the smell of decay and death follow him. His nose in a book either reading or drawing anatomy lead to him not being the life of the party. Notes:[/sblock] [sblock=Background] Growing up as the fourth of five children was a great quandary for Rem Davonshaw. He wasn't the baby anymore, and the other three born before him were accomplishing things years before him, so by the time he did the same thing it was just another, or not like when so and so first did that. As to escape the world around him young Davonshaw turned to the world of books, and from the time he could read he wasn't far from one. It was the discovery of the unknown that kept the young scholar coming back for more, he found knowing more than his older brothers or learning something before they did very satisfying. The Davonshaw family lived and traveled in the Great Carnival of Urnst, and Rem was taught a variety of instruments to be used in the act while his parents and some of his older siblings preformed daring high-wire and tumbling acts. Even his younger sister played instruments only a short time before she too went "on stage" leaving the young musician alone to play all the parts. On Freedays he would make his way to the nearest sage/library to barter for a new book, no matter the title. Then his mother became severely sick and instead of taking to bed she continued on with the show. She died from a terrible fall, as Rem watched in horror. The family never recovered from the accident and his father sent Davonshaw off to live with his uncle a year later. At first Rem thought this was punishment for not wishing to take up the family trade. But one look at the library of the old wizard and the soon to be physician whispered a prayer of thank you to his father. Diving into the unending knowledge was like a dream come true, but what to use it for, was always in the back of Rem Davonshaw's mind. An ancient tome written in the language of angels held the answer. Davonshaw would learn all he could to heal the sick and tend those who couldn't afford the healing of the clergy. During his self-styled hermitage into the seeking of this knowledge he met the deep gnome, Zath'ras. His uncle's strange servant was another great fountain of knowledge and wisdom, and when the two of them put their heads together it seemed there was no problem they couldn't overcome. When Rem found out the gnome was learning from his uncle, he to sought to become an apprentice. It took many months before he figured out the odd teaching methods of his eccentric uncle, but Davonshaw approved, it was like the self teachings from a book. You either learned from your experience or you didn't. And if you didn't you went back over the information and started anew. After he had exhausted all he could learn of anatomy, illness, and healing form his uncle, the young doctor was ready to venture out and put what he learned to the test. Not knowing where to start it was his uncle who again offered an excellent suggestion. He needed Zath'ras to go to Oakhurst to retrieve a bit of lore for a new spell, and the deep gnome could use a companion/guide on the journey. Setting out it wasn't long before both fledgling adventures were set upon and captured by goblins.[/sblock] [/QUOTE]
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