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<blockquote data-quote="Neurotic" data-source="post: 7123148" data-attributes="member: 24380"><p><strong><span style="font-size: 15px">Ordrar Deeplake</span></strong></p><p><strong>Mountain Dwarf Eldritch Knight 8 (Order of the Gauntlet) / Rune scribe 2</strong></p><p></p><p>Alignment: Chaotic Good</p><p>Size: Medium</p><p>Type (Subtype): Humanoid (Dwarf)</p><p>Init: +0</p><p>Proficiency: +4</p><p>Passive Perception: 15</p><p></p><p>DEFENSE</p><p>AC: 16 (18 w/ shield)</p><p>HP: 92</p><p>Saves: Strength +9, Constitution +9,Dexterity +0, Intelligence +2, Wisdom +1, Charisma -1</p><p>Special Defenses: Adv. against poison, poison resistance</p><p></p><p>[spoiler="Level ups"]</p><p>Start at 3rd: <a href="http://roll.coyotecode.net/lookup.php?rollid=164965" target="_blank">_: 1D10+2 = [5]+2 = 7; 1D10+2 = [6]+2 = 8</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=171584" target="_blank">HP for 4th level: 1D10+3 = [4]+3 = 7</a></p><p>ASI 4: +1 STR +1 CON</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=179764" target="_blank">Level 5 HP: 1D10+3 = [3]+3 = 6</a></p><p>- I'll be lowest hp fighter ever <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p><a href="http://www.enworld.org/forum/showthread.php?528062-Storm-King-s-Thunder&p=7232052&viewfull=1#post7232052" target="_blank">Level 5</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=199188" target="_blank">Hit points 6th level: 1D8+3 = [4]+3 = 7</a></p><p></p><p><a href="http://www.enworld.org/forum/showthread.php?528062-Storm-King-s-Thunder&p=7546282&viewfull=1#post7546282" target="_blank">Level 7 after infiltrating giants fort</a></p><p><a href="http://www.enworld.org/forum/showthread.php?528062-Storm-King-s-Thunder&p=7556420&viewfull=1#post7556420" target="_blank">11 HP</a></p><p>ASI 6: Feat Fell Handed</p><p></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=231062" target="_blank">HP for levels 7 an 8: 1D10+3 = [5]+3 = 8; 1D10+3 = [3]+3 = 6</a>] - once again low HP</p><p>ASI 8: +2 CON ASI to get some extra HP <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" /></p><p></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=236147" target="_blank">HP for level 10 (rune scribe 2): 1D8+4 = [4]+4 = 8</a> - level 2 rune scribe</p><p>[/spoiler]</p><p></p><p></p><p><strong>OFFENSE</strong></p><p>Speed: 25ft</p><p><strong>Melee</strong></p><p>Warhammer +9 / 1d8+4 (2 attacks) - +1 and magic if stein rune cast (usually is)</p><p><strong>Ranged</strong></p><p>Handaxe +8 / 1d6+4 (20/60)</p><p></p><p>Proficiencies: all weapons, all armors, all shields</p><p></p><p>STATISTICS</p><p>Str 18(+4), Dex 10 (+0), Con 18 (+4), Int 14 (+2), Wis 12 (+1), Cha 8 (-1)</p><p>[spoiler="Base array"]</p><p>str 15; dex 10; con 13; int 14; wis 12; cha 8; +2 dwarf to CON, mountain +2 STR ASI 8 +2 CON</p><p>[/spoiler]</p><p></p><p>Feats:</p><p>[spoiler=Fell Handed]</p><p>(Unearthed Arcana)</p><p>You master the handaxe, battleax, great axe, warhammer, and maul. You gain the following benefits when using any of them:</p><p></p><p>+1 bonus to attack rolls you make with the weapon</p><p><strong>with advantage on a melee attack roll</strong> you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.</p><p><strong>with disadvantage on a melee attack roll</strong> you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but if the higher of the two d20 rolls would have hit.</p><p><strong>If you use the Help action to aid an ally's melee attack</strong> while you're wielding the weapon, you knock the target's shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.</p><p>[/spoiler]</p><p></p><p>Traits:</p><p>Personality: I begin or end my day with small traditional rituals that are unfamiliar to those around me</p><p> I judge people by their actions, not their words</p><p>Ideal: Inquisitive - everything is new, but I have a thirst to learn</p><p> Nothing and no one can steer me away from my higher calling</p><p>Bond: My tools are symbols of my past life, and I carry them so that I will never forget my roots.</p><p> I'm fascinated by the beauty and wonder of this new land</p><p>Flaw: I have a weakness for the exotic beauty of the people of these lands</p><p> I have a weakness for the new intoxicants and other pleasures of this land.</p><p></p><p>[spoiler="Equipment"]</p><p>chainmail</p><p>warhammer and shield</p><p>two handaxes</p><p>dungeoneer's pack (backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 rations, a waterskin, and 50' hempen rope)</p><p></p><p>Pendant of the Order</p><p>A gong</p><p>Inheritance (Multicolored stone disk)</p><p>travelers clothes</p><p>15 gp</p><p></p><p>Trinket (fighter): A brass orb etched with strange runes</p><p>[/spoiler]</p><p></p><p>[spoiler="Class Features"]</p><p>Second wind: bonus action to regain 1d10 + level HP; recovers at short rest</p><p>Action surge: take one additional action; recovers at short rest</p><p>[spoiler="Protection fighting style"]</p><p>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.</p><p>[/spoiler]</p><p>[spoiler=Spellcasting]</p><p></p><p>Slots</p><p>1st level 4 / 4</p><p>2nd level 3 / 3</p><p></p><p>2 cantrips (Booming Hammer, Mold Earth)</p><p>6 spells known(Absorb Elements, Shield, Magic Missile, Thunderwave, Shatter, Phantasmal Force)</p><p>[/spoiler]</p><p>Weapon bond</p><p>Extra Attack</p><p>War Magic</p><p></p><p>Rune Lore</p><p>Runic Magic</p><p>[spoiler=Stein rune]</p><p><strong>Indomitable Stand:</strong> as an action inscribe the rune on the ground, advantage on all rolls to resist movement; any creature coming within 10' needs to make STR DC 12 or stop</p><p><strong>Stone Soul: </strong>Ordrar cannot be petrified</p><p><strong>Stone's Secrets: </strong>as an action, learn the location and size of all creatures standing or touching that surface within 30'</p><p><strong>Crushing Brand:</strong> bludgeoning weapon inscribed ignores resistance and immunity. If max damage is rolled on the die, the target is knocked prone. Expend spell slot to grant +1 to hit and damage</p><p><strong>Earthen step: </strong>meld into stone as bonus action 1/ short rest</p><p><strong>Overwhelming bolt:</strong> expend spell slot for 2d8 + 1d8 / level and prone; STR DC 12+spell slot level for half and no prone</p><p>[/spoiler]</p><p></p><p>[spoiler=Kyo (force) rune]</p><p><strong>KYO RUNE CUBE</strong></p><p><strong>Master rune, rare (requires attunement)</strong></p><p>A glass cube with a size length of exactly one foot. As one gazes through, the kyo rune – the rune of force – can be vaguely distinguished. As you touch it you feel parts of your body being compressed and constricted. This feeling passes after a moment.</p><p><strong>Immovable Object (Simple Property)</strong>. While attuned to this rune you have resistance to Force damage and have an advantage on all checks to avoid forced movement.</p><p><strong>Poltergeist (Simple Property)</strong>. While attuned to this rune you may use a bonus action to manipulate objects similar to the mage hand spell. The limitation of this is 10 pounds and objects may either be drawn towards you or pushed away a maximum of 30 feet; the rune power is incapable of fine manipulations.</p><p><strong>Aspect of the Ram (Simple Property).</strong> While attuned to this rune you gain the advantage to Athletics checks for jumping, shoving, and breaking down doors.</p><p><strong>Repelling Shield (Complex Property)</strong>. Over the course of a short rest, you inscribe this rune onto a normal-sized shield or buckler as you expend a spell slot. The air around the shield takes on a distorted appearance.</p><p>If someone defending with the shield is attacked and missed in combat, they may spend their reaction to block. This will deal 1d6 force damage per level of the spell slot to the attacker, and they must make a Strength saving throw (DC 12 + the level of the expended spell slot) or be knocked prone.</p><p>These effects last for 24 hours or until you use this property again.</p><p><strong>Force Wave (Complex Property)</strong>. You trace the rune into the air in front of you as an action and spend a spell slot. Up to 3 adjacent creatures in an arc in front of you (in melee range) are pushed by a wave of force and must make a Strength saving throw (DC 12 + the level of the expended spell slot). On a failed saving throw, creatures take 1d8 force damage per level of the spell and are pushed back 5 feet. On a successful saving throw, creatures take half damage and are not pushed.</p><p><strong>Feet of Attraction (Complex Property</strong>). You may inscribe this rune in inverse upon your feet and expend a spell slot to gain the Spider Climb effect. It lasts for 5 minutes per level of the spell slot expended, but does not require concentration.</p><p>[/spoiler]</p><p></p><p></p><p>Proficiencies: Athletics (Fighter), Perception (Fighter), Survival (Inheritor), Arcana (Inheritor)</p><p>Brewers tools (Dwarf), Drums (Inheritor)</p><p>Caligraphers tools (Scribe), masons tools (Scribe), woodcarvers tools (Scribe)</p><p>[code]</p><p>Skill Attrib Mod Prof Total </p><p>Acrobatics DEX +0 +0</p><p>Animal Handling WIS +1 +1</p><p>Arcana INT +2 +4 +6</p><p>Athletics STR +4 +4 +8</p><p>Deception CHA -1 -1 </p><p>History INT +2 +2 </p><p>Insight WIS +1 +1 </p><p>Intimidation CHA -1 -1 </p><p>Investigation INT +2 +2 </p><p>Medicine WIS +1 +1</p><p>Nature INT +2 +2 </p><p>Perception WIS +1 +4 +5</p><p>Performance CHA -1 -1 </p><p>Persuasion CHA -1 -1 </p><p>Religion INT +2 +2 </p><p>Sleight of Hand DEX +0 +0 </p><p>Stealth DEX +0 +0</p><p>Survival WIS +1 +4 +5</p><p>[/code]</p><p></p><p>Languages: Common, Dwarven, Primordial</p><p></p><p>Racial Abilities:</p><p style="margin-left: 20px">Darkvision</p> <p style="margin-left: 20px">Poison resistance</p> <p style="margin-left: 20px">Dwarven combat training</p> <p style="margin-left: 20px">Dwarven armor training</p><p></p><p></p><p>[spoiler="Image"]</p><p>[ATTACH]84560[/ATTACH]</p><p>[/spoiler]</p><p></p><p>[spoiler="Description and History"]</p><p>Ordrar is the dwarf in the prime of his life. With little more than a century behind him, he would be little more than a skilled warrior or craftsman in his own clan. He is dark-haired, a common trait in the deep reaches of Underdark. But fate decreed otherwise. Several years after he was born, too little for him to remember, the dwarves of Deeplake encroached into deep dragon territory. This dragon terrorized the miners, harassed the merchant trains and in general, created problems for the dwarves. He spurned any and all offers or advances of the clan for peaceful coexistence. With the beast so adamant and with dwarves being lost daily, the clan moved away. Or more precisely, moved up into the world of light. They pushed out some orcs and other humanoids and in less than a human generation, they had the fully fortified city under the mountain.</p><p></p><p>The scouts and miners went back down, careful not to disturb the dragon again. They went on the other side. And Dumathoin smiled upon them as they found rich veins of metals. Always taking care not to veer into dragons territory they prospered. Ordrar was one such scout. Sturdy and strong, knowledgeable about stone, but not really subtle. And that cost him and his patrol. They were ambushed and he found himself separated from the group and beset by a group of kobolds. While harmless against the patrol numbers, Ordrar knew better than to stand against them alone in the open. Unfortunately, crafty beasts prepared well for the ambush and he found himself in a deep hole pelted by stones, spears and less savory substances.</p><p></p><p>Harmless, but he couldn't get out. In time, they got tired of the game and started throwing bigger things and his shield and shield-arm could hold against only so much abuse. At one point, the rolled heavy boulder above him. He noticed it at the last moment and dodged aside. The boulder passed through the bottom of the hole and Ordrar wasted no time in following it, just checking there is bottom visible before diving in.</p><p></p><p>He followed the tunnel for several hundred steps before coming upon a pedestal with a glowing rune-etched sphere hovering over it. Right next to it on the wall was a big circle, somewhat similar to a gate with the crack along its length and held in the middle by a stone, again with the rune in the center. And that was it, no other exit.</p><p></p><p>With nowhere to go, he made his stand here awaiting kobolds and their masters. He fought. He bled. He killed. But there were always new foes to slay. Finally, he couldn't hold it anymore. His last memory, the thing he saw last was a hobgoblin, reaching for the orb and an old dwarf stepping out of the wall and swatting the offending humanoid away. When he woke up, he was holding that same orb, had a multicolored stone from 'the gate' around his neck and knowledge of two things; how to dig himself out of the now-closed chamber and how to get to Nightstone, a settlement on the surface. There he was to wait for 'All surface goodly races and fey half-blood.' For 20 years he waited patiently as only a dwarf can. Praying every day that today is that day. But no, there were elves, there were humans and dwarves and half-elves and half-orcs...even occasional dragonborn or goliath. But never had they come together. And now, with Nightstone in ruins, his inn destroyed and villagers in caves...he finally lost hope.</p><p></p><p>He separated from the villagers and prayed in secluded niche deep in the cave. And as he prayed he felt a small tremor. Then another one and another. As if steps were coming closer and he somehow could feel them. Smile slowly spread across his face as understanding came. It is time!</p><p>[/spoiler][/spoiler]</p></blockquote><p></p>
[QUOTE="Neurotic, post: 7123148, member: 24380"] [B][SIZE=4]Ordrar Deeplake[/SIZE] Mountain Dwarf Eldritch Knight 8 (Order of the Gauntlet) / Rune scribe 2[/B] Alignment: Chaotic Good Size: Medium Type (Subtype): Humanoid (Dwarf) Init: +0 Proficiency: +4 Passive Perception: 15 DEFENSE AC: 16 (18 w/ shield) HP: 92 Saves: Strength +9, Constitution +9,Dexterity +0, Intelligence +2, Wisdom +1, Charisma -1 Special Defenses: Adv. against poison, poison resistance [spoiler="Level ups"] Start at 3rd: [URL='http://roll.coyotecode.net/lookup.php?rollid=164965']_: 1D10+2 = [5]+2 = 7; 1D10+2 = [6]+2 = 8[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=171584']HP for 4th level: 1D10+3 = [4]+3 = 7[/URL] ASI 4: +1 STR +1 CON [URL='http://roll.coyotecode.net/lookup.php?rollid=179764']Level 5 HP: 1D10+3 = [3]+3 = 6[/URL] - I'll be lowest hp fighter ever :) [URL='http://www.enworld.org/forum/showthread.php?528062-Storm-King-s-Thunder&p=7232052&viewfull=1#post7232052']Level 5[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=199188']Hit points 6th level: 1D8+3 = [4]+3 = 7[/URL] [URL='http://www.enworld.org/forum/showthread.php?528062-Storm-King-s-Thunder&p=7546282&viewfull=1#post7546282']Level 7 after infiltrating giants fort[/URL] [URL='http://www.enworld.org/forum/showthread.php?528062-Storm-King-s-Thunder&p=7556420&viewfull=1#post7556420']11 HP[/URL] ASI 6: Feat Fell Handed [URL='http://roll.coyotecode.net/lookup.php?rollid=231062']HP for levels 7 an 8: 1D10+3 = [5]+3 = 8; 1D10+3 = [3]+3 = 6[/URL]] - once again low HP ASI 8: +2 CON ASI to get some extra HP :( [url=http://roll.coyotecode.net/lookup.php?rollid=236147]HP for level 10 (rune scribe 2): 1D8+4 = [4]+4 = 8[/url] - level 2 rune scribe [/spoiler] [B]OFFENSE[/B] Speed: 25ft [B]Melee[/B] Warhammer +9 / 1d8+4 (2 attacks) - +1 and magic if stein rune cast (usually is) [B]Ranged[/B] Handaxe +8 / 1d6+4 (20/60) Proficiencies: all weapons, all armors, all shields STATISTICS Str 18(+4), Dex 10 (+0), Con 18 (+4), Int 14 (+2), Wis 12 (+1), Cha 8 (-1) [spoiler="Base array"] str 15; dex 10; con 13; int 14; wis 12; cha 8; +2 dwarf to CON, mountain +2 STR ASI 8 +2 CON [/spoiler] Feats: [spoiler=Fell Handed] (Unearthed Arcana) You master the handaxe, battleax, great axe, warhammer, and maul. You gain the following benefits when using any of them: +1 bonus to attack rolls you make with the weapon [B]with advantage on a melee attack roll[/B] you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target. [B]with disadvantage on a melee attack roll[/B] you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but if the higher of the two d20 rolls would have hit. [B]If you use the Help action to aid an ally's melee attack[/B] while you're wielding the weapon, you knock the target's shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield. [/spoiler] Traits: Personality: I begin or end my day with small traditional rituals that are unfamiliar to those around me I judge people by their actions, not their words Ideal: Inquisitive - everything is new, but I have a thirst to learn Nothing and no one can steer me away from my higher calling Bond: My tools are symbols of my past life, and I carry them so that I will never forget my roots. I'm fascinated by the beauty and wonder of this new land Flaw: I have a weakness for the exotic beauty of the people of these lands I have a weakness for the new intoxicants and other pleasures of this land. [spoiler="Equipment"] chainmail warhammer and shield two handaxes dungeoneer's pack (backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 rations, a waterskin, and 50' hempen rope) Pendant of the Order A gong Inheritance (Multicolored stone disk) travelers clothes 15 gp Trinket (fighter): A brass orb etched with strange runes [/spoiler] [spoiler="Class Features"] Second wind: bonus action to regain 1d10 + level HP; recovers at short rest Action surge: take one additional action; recovers at short rest [spoiler="Protection fighting style"] When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. [/spoiler] [spoiler=Spellcasting] Slots 1st level 4 / 4 2nd level 3 / 3 2 cantrips (Booming Hammer, Mold Earth) 6 spells known(Absorb Elements, Shield, Magic Missile, Thunderwave, Shatter, Phantasmal Force) [/spoiler] Weapon bond Extra Attack War Magic Rune Lore Runic Magic [spoiler=Stein rune] [B]Indomitable Stand:[/B] as an action inscribe the rune on the ground, advantage on all rolls to resist movement; any creature coming within 10' needs to make STR DC 12 or stop [B]Stone Soul: [/B]Ordrar cannot be petrified [B]Stone's Secrets: [/B]as an action, learn the location and size of all creatures standing or touching that surface within 30' [B]Crushing Brand:[/B] bludgeoning weapon inscribed ignores resistance and immunity. If max damage is rolled on the die, the target is knocked prone. Expend spell slot to grant +1 to hit and damage [B]Earthen step: [/B]meld into stone as bonus action 1/ short rest [B]Overwhelming bolt:[/B] expend spell slot for 2d8 + 1d8 / level and prone; STR DC 12+spell slot level for half and no prone [/spoiler] [spoiler=Kyo (force) rune] [B]KYO RUNE CUBE Master rune, rare (requires attunement)[/B] A glass cube with a size length of exactly one foot. As one gazes through, the kyo rune – the rune of force – can be vaguely distinguished. As you touch it you feel parts of your body being compressed and constricted. This feeling passes after a moment. [B]Immovable Object (Simple Property)[/B]. While attuned to this rune you have resistance to Force damage and have an advantage on all checks to avoid forced movement. [B]Poltergeist (Simple Property)[/B]. While attuned to this rune you may use a bonus action to manipulate objects similar to the mage hand spell. The limitation of this is 10 pounds and objects may either be drawn towards you or pushed away a maximum of 30 feet; the rune power is incapable of fine manipulations. [B]Aspect of the Ram (Simple Property).[/B] While attuned to this rune you gain the advantage to Athletics checks for jumping, shoving, and breaking down doors. [B]Repelling Shield (Complex Property)[/B]. Over the course of a short rest, you inscribe this rune onto a normal-sized shield or buckler as you expend a spell slot. The air around the shield takes on a distorted appearance. If someone defending with the shield is attacked and missed in combat, they may spend their reaction to block. This will deal 1d6 force damage per level of the spell slot to the attacker, and they must make a Strength saving throw (DC 12 + the level of the expended spell slot) or be knocked prone. These effects last for 24 hours or until you use this property again. [B]Force Wave (Complex Property)[/B]. You trace the rune into the air in front of you as an action and spend a spell slot. Up to 3 adjacent creatures in an arc in front of you (in melee range) are pushed by a wave of force and must make a Strength saving throw (DC 12 + the level of the expended spell slot). On a failed saving throw, creatures take 1d8 force damage per level of the spell and are pushed back 5 feet. On a successful saving throw, creatures take half damage and are not pushed. [B]Feet of Attraction (Complex Property[/B]). You may inscribe this rune in inverse upon your feet and expend a spell slot to gain the Spider Climb effect. It lasts for 5 minutes per level of the spell slot expended, but does not require concentration. [/spoiler] Proficiencies: Athletics (Fighter), Perception (Fighter), Survival (Inheritor), Arcana (Inheritor) Brewers tools (Dwarf), Drums (Inheritor) Caligraphers tools (Scribe), masons tools (Scribe), woodcarvers tools (Scribe) [code] Skill Attrib Mod Prof Total Acrobatics DEX +0 +0 Animal Handling WIS +1 +1 Arcana INT +2 +4 +6 Athletics STR +4 +4 +8 Deception CHA -1 -1 History INT +2 +2 Insight WIS +1 +1 Intimidation CHA -1 -1 Investigation INT +2 +2 Medicine WIS +1 +1 Nature INT +2 +2 Perception WIS +1 +4 +5 Performance CHA -1 -1 Persuasion CHA -1 -1 Religion INT +2 +2 Sleight of Hand DEX +0 +0 Stealth DEX +0 +0 Survival WIS +1 +4 +5 [/code] Languages: Common, Dwarven, Primordial Racial Abilities: [INDENT]Darkvision[/INDENT] [INDENT]Poison resistance[/INDENT] [INDENT]Dwarven combat training[/INDENT] [INDENT]Dwarven armor training[/INDENT] [spoiler="Image"] [ATTACH alt="Ordrar Deeplake.jpg"]84560[/ATTACH] [/spoiler] [spoiler="Description and History"] Ordrar is the dwarf in the prime of his life. With little more than a century behind him, he would be little more than a skilled warrior or craftsman in his own clan. He is dark-haired, a common trait in the deep reaches of Underdark. But fate decreed otherwise. Several years after he was born, too little for him to remember, the dwarves of Deeplake encroached into deep dragon territory. This dragon terrorized the miners, harassed the merchant trains and in general, created problems for the dwarves. He spurned any and all offers or advances of the clan for peaceful coexistence. With the beast so adamant and with dwarves being lost daily, the clan moved away. Or more precisely, moved up into the world of light. They pushed out some orcs and other humanoids and in less than a human generation, they had the fully fortified city under the mountain. The scouts and miners went back down, careful not to disturb the dragon again. They went on the other side. And Dumathoin smiled upon them as they found rich veins of metals. Always taking care not to veer into dragons territory they prospered. Ordrar was one such scout. Sturdy and strong, knowledgeable about stone, but not really subtle. And that cost him and his patrol. They were ambushed and he found himself separated from the group and beset by a group of kobolds. While harmless against the patrol numbers, Ordrar knew better than to stand against them alone in the open. Unfortunately, crafty beasts prepared well for the ambush and he found himself in a deep hole pelted by stones, spears and less savory substances. Harmless, but he couldn't get out. In time, they got tired of the game and started throwing bigger things and his shield and shield-arm could hold against only so much abuse. At one point, the rolled heavy boulder above him. He noticed it at the last moment and dodged aside. The boulder passed through the bottom of the hole and Ordrar wasted no time in following it, just checking there is bottom visible before diving in. He followed the tunnel for several hundred steps before coming upon a pedestal with a glowing rune-etched sphere hovering over it. Right next to it on the wall was a big circle, somewhat similar to a gate with the crack along its length and held in the middle by a stone, again with the rune in the center. And that was it, no other exit. With nowhere to go, he made his stand here awaiting kobolds and their masters. He fought. He bled. He killed. But there were always new foes to slay. Finally, he couldn't hold it anymore. His last memory, the thing he saw last was a hobgoblin, reaching for the orb and an old dwarf stepping out of the wall and swatting the offending humanoid away. When he woke up, he was holding that same orb, had a multicolored stone from 'the gate' around his neck and knowledge of two things; how to dig himself out of the now-closed chamber and how to get to Nightstone, a settlement on the surface. There he was to wait for 'All surface goodly races and fey half-blood.' For 20 years he waited patiently as only a dwarf can. Praying every day that today is that day. But no, there were elves, there were humans and dwarves and half-elves and half-orcs...even occasional dragonborn or goliath. But never had they come together. And now, with Nightstone in ruins, his inn destroyed and villagers in caves...he finally lost hope. He separated from the villagers and prayed in secluded niche deep in the cave. And as he prayed he felt a small tremor. Then another one and another. As if steps were coming closer and he somehow could feel them. Smile slowly spread across his face as understanding came. It is time! [/spoiler][/spoiler] [/QUOTE]
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