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<blockquote data-quote="KahlessNestor" data-source="post: 8093997" data-attributes="member: 6801311"><p><strong>ValrinThann</strong></p><p>LN V. Human Barbarian Berserker Sage 3</p><p></p><p>[ATTACH=full]126611[/ATTACH]</p><p></p><p>Valrin was a scholar in Candlekeep. He was a bastard son of a scion of the Thann family in Waterdeep and sent to Candlekeep as a child for his education. According to some rumors, not all members of the Alagondar family perished during the eruption of Mount Hotenow. It was believed that a woman of the Alagondar lineage, who was pregnant at the moment the eruption took place, fled during the destruction of Neverwinter and survived long enough to give birth to her child. She later succumbed to madness because of the grief of having lost all her family, dying shortly thereafter. The child, now the last surviving member of the Alagondar bloodline, was adopted by the Waterdhavian house Thann and raised as one of their own. Valrin discovered he was one of these "lost Alagondars" when the Sons of Alagondar, a insurrectionist group in Neverwinter opposing the new rule of Lord Protector Neverember, found him. After an unsuccessful attempt to press his claim, Neverember locked him in Revel's End, hoping he would just...disappear. With the help of Councillor Voss Anderton, a Neverwinter appointee to the parole board, it is assured Valrin will never see the light of day again.</p><p></p><p>While in prison, Valrin has devoted his time to honing his body to survive, much as he had his mind at Candlekeep. He has been at Revel's End longer than anyone else in the harsh prison, long enough that few even know why he is there.</p><p></p><p></p><p><strong>Abilities:</strong></p><p>STR 15 (+2) [save +4; advantage when raging]</p><p>DEX 14 (+2) [advantage on DEX against effects you can see]</p><p>CON 17 (+3) [save +5]</p><p>INT 13 (+1)</p><p>WIS 10 (+0)</p><p>CHA 10 (+0)</p><p></p><p>Size M</p><p>Speed 30</p><p>AC 15 (unarmored defense)</p><p>Init +2</p><p>Hit Points: 41 (3d12)</p><p></p><p>Passive Perception: 12</p><p>Passive Investigation: 11</p><p>Passive Insight: 10</p><p></p><p><strong>Proficiency bonus:</strong> +2</p><p><strong>Proficiencies:</strong> light/medium armor, shields, martial weapons, simple weapons, improvised weapons</p><p><strong>Skills:</strong> Arcana, Athletics, History, Intimidation, Perception</p><p><strong>Tools:</strong> None</p><p><strong>Languages:</strong> Common, Draconic, Dwarvish, Elvish</p><p></p><p><strong>Attacks:</strong></p><p>Unarmed: +4/1d4+2 (<strong>Rage:</strong> +2 damage)(advantage when grappling)</p><p>Grapple (bonus action with an unarmed/improvised weapon attack): Athletics +4 vs. opponent’s Athletics</p><p></p><p><strong>Background:</strong> Sage</p><p>Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.</p><p></p><p><strong>Barbarian abilities:</strong></p><ul> <li data-xf-list-type="ul">Rage (bonus action; 3/LR): +2 melee damage<ul> <li data-xf-list-type="ul">Advantage on STR checks and Saves</li> <li data-xf-list-type="ul">Resistance to bludgeoning, piercing, and slashing damage</li> <li data-xf-list-type="ul">Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.</li> </ul></li> <li data-xf-list-type="ul">Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.</li> <li data-xf-list-type="ul">Danger Sense: You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.</li> <li data-xf-list-type="ul">Frenzy (bonus action): While raging, you can choose to frenzy. You can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.</li> </ul><p></p><p></p><p><strong>Feats:</strong></p><p>Tavern Brawler (Variant Human): Increase your STR or CON score by 1. You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.</p><p></p><p>Grappler (GM bonus): You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:</p><ul> <li data-xf-list-type="ul">You have advantage on attack rolls against a creature you are grappling.</li> <li data-xf-list-type="ul">You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.</li> </ul><p></p><p></p><p><strong>Skills:</strong></p><p>Acrobatics +2</p><p>Animal Handling +0</p><p><strong>Arcana* +3</strong></p><p><strong>Athletics* +4</strong></p><p>Deception +0</p><p><strong>History* +3</strong></p><p>Insight +0</p><p><strong>Intimidation* +2</strong></p><p>Investigation +1</p><p>Medicine +0</p><p>Nature +1</p><p><strong>Perception* +2</strong></p><p>Performance +0</p><p>Persuasion +0</p><p>Religion +1</p><p>Sleight of Hand +2</p><p>Stealth +2</p><p>Survival +0</p><p></p><p><strong>Equipment:</strong></p><p>Common clothes</p><p></p><p><strong>Coin:</strong> 0</p></blockquote><p></p>
[QUOTE="KahlessNestor, post: 8093997, member: 6801311"] [B]ValrinThann[/B] LN V. Human Barbarian Berserker Sage 3 [ATTACH type="full" alt="Valrin.jpg"]126611[/ATTACH] Valrin was a scholar in Candlekeep. He was a bastard son of a scion of the Thann family in Waterdeep and sent to Candlekeep as a child for his education. According to some rumors, not all members of the Alagondar family perished during the eruption of Mount Hotenow. It was believed that a woman of the Alagondar lineage, who was pregnant at the moment the eruption took place, fled during the destruction of Neverwinter and survived long enough to give birth to her child. She later succumbed to madness because of the grief of having lost all her family, dying shortly thereafter. The child, now the last surviving member of the Alagondar bloodline, was adopted by the Waterdhavian house Thann and raised as one of their own. Valrin discovered he was one of these "lost Alagondars" when the Sons of Alagondar, a insurrectionist group in Neverwinter opposing the new rule of Lord Protector Neverember, found him. After an unsuccessful attempt to press his claim, Neverember locked him in Revel's End, hoping he would just...disappear. With the help of Councillor Voss Anderton, a Neverwinter appointee to the parole board, it is assured Valrin will never see the light of day again. While in prison, Valrin has devoted his time to honing his body to survive, much as he had his mind at Candlekeep. He has been at Revel's End longer than anyone else in the harsh prison, long enough that few even know why he is there. [b]Abilities:[/b] STR 15 (+2) [save +4; advantage when raging] DEX 14 (+2) [advantage on DEX against effects you can see] CON 17 (+3) [save +5] INT 13 (+1) WIS 10 (+0) CHA 10 (+0) Size M Speed 30 AC 15 (unarmored defense) Init +2 Hit Points: 41 (3d12) Passive Perception: 12 Passive Investigation: 11 Passive Insight: 10 [b]Proficiency bonus:[/b] +2 [b]Proficiencies:[/b] light/medium armor, shields, martial weapons, simple weapons, improvised weapons [b]Skills:[/b] Arcana, Athletics, History, Intimidation, Perception [b]Tools:[/b] None [b]Languages:[/b] Common, Draconic, Dwarvish, Elvish [b]Attacks:[/b] Unarmed: +4/1d4+2 ([b]Rage:[/b] +2 damage)(advantage when grappling) Grapple (bonus action with an unarmed/improvised weapon attack): Athletics +4 vs. opponent’s Athletics [b]Background:[/b] Sage Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. [b]Barbarian abilities:[/b] [list] [*]Rage (bonus action; 3/LR): +2 melee damage [list] [*]Advantage on STR checks and Saves [*]Resistance to bludgeoning, piercing, and slashing damage [*]Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.[/list] [*]Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn. [*]Danger Sense: You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. [*]Frenzy (bonus action): While raging, you can choose to frenzy. You can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.[/list] [b]Feats:[/b] Tavern Brawler (Variant Human): Increase your STR or CON score by 1. You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Grappler (GM bonus): You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: [list] [*]You have advantage on attack rolls against a creature you are grappling. [*]You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.[/list] [b]Skills:[/b] Acrobatics +2 Animal Handling +0 [b]Arcana* +3 Athletics* +4[/b] Deception +0 [b]History* +3[/b] Insight +0 [b]Intimidation* +2[/b] Investigation +1 Medicine +0 Nature +1 [b]Perception* +2[/b] Performance +0 Persuasion +0 Religion +1 Sleight of Hand +2 Stealth +2 Survival +0 [b]Equipment:[/b] Common clothes [b]Coin:[/b] 0 [/QUOTE]
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