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Company of the Bronze Lions; Keep on the Borderlands - RG
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<blockquote data-quote="JustinCase" data-source="post: 7433221" data-attributes="member: 6776182"><p><strong>Sahrax</strong></p><p></p><p><strong>Sahrax</strong></p><p>LG high elf divination wizard 5 </p><p></p><p>[sblock=Basic information]<strong>Name:</strong> Sahraxilian “Sahrax” Aenovindë </p><p><strong>Sex:</strong> Male</p><p><strong>Race:</strong> Elf (high elf) </p><p><strong>Class/Level:</strong> Wizard (divination) 5</p><p><strong>Alignment:</strong> Lawful Good</p><p><strong>XP:</strong> 6,500</p><p><strong>Next level:</strong> 14,000</p><p><strong>Size:</strong> Medium</p><p><strong>Type:</strong> Humanoid (elf)</p><p><strong>Languages:</strong> Common, Elvish, Abyssal</p><p><strong>Speed:</strong> 30ft.</p><p><strong>Init:</strong> +2</p><p><strong>Prof. Bonus:</strong> +3</p><p><strong>Passive Perception:</strong> 13 </p><p></p><p><strong>DEFENSE</strong></p><p><strong>AC:</strong> 12 (15 with Mage Armor)</p><p><strong>Maximum HP:</strong> 19</p><p><strong>Current HP:</strong> 19</p><p>[sblock=Hit point rolls]Level 1 full (=6), then <a href="http://www.enworld.org/forum/showthread.php?639598-Interest-Check-(OPEN-to-ALL)/page14&p=7432320&viewfull=1#post7432320" target="_blank">(4d6)[3][1][5][4](13)</a>[/sblock]</p><p><strong>Saves:</strong> Intelligence +7, Wisdom +3</p><p><strong>Note:</strong> <em>Portent</em> (can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of two d20 rolls made after a long rest)</p><p></p><p><strong>OFFENSE</strong></p><p><strong>Melee/ranged:</strong> +5 dagger (1d4+2 piercing damage; finesse; light; thrown 20/60)</p><p><strong>Spell:</strong> +7 Fire Bolt (2d10 fire damage, unworn flammable objects ignite; range 120)</p><p><strong>Spell:</strong> +7 Ice Knife (1d10 piercing damage, and hit or miss 2d6 cold damage to any within 5 feet if failing Dexterity saving throw; range 60)</p><p><strong>Spell:</strong> Toll The Dead (1 creature, 2d8 necrotic damage if failing Wisdom saving throw, or 2d12 if missing any hitpoints; range 60)</p><p><strong>Note:</strong> <em>Portent</em> (can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of two d20 rolls made after a long rest), <em>War Caster</em> (can make opportunity attack with spell)</p><p></p><p><strong>STATISTICS</strong></p><p><strong>Str</strong> 9 (-1), <strong>Dex </strong>14 (+2) , <strong>Con </strong>10 (+0), <strong>Int </strong>18 (+4), <strong>Wis </strong>10 (+0), <strong>Cha </strong>7 (-2)</p><p>[sblock=Stats rolled] <a href="http://roll.coyotecode.net/lookup.php?rollid=204923" target="_blank">retry: 4D6.HIGH(3) = [3, 1, 2, 4] = 9</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=204923" target="_blank">4D6.HIGH(3) = [2, 3, 6, 3] = 12</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=204923" target="_blank">4D6.HIGH(3) = [2, 5, 2, 3] = 10</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=204923" target="_blank">4D6.HIGH(3) = [4, 1, 1, 2] = 7</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=204923" target="_blank">4D6.HIGH(3) = [6, 6, 4, 5] = 17</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=204923" target="_blank">4D6.HIGH(3) = [2, 4, 2, 4] = 10</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=204923" target="_blank"></a>[/sblock]</p><p>[/sblock][sblock=Features & proficiencies]</p><p><strong>RACIAL FEATURES & PROFICIENCIES</strong></p><p>High elf</p><p><strong>Ability scores:</strong> Dexterity +2, Intelligence +1</p><p><strong>Darkvision:</strong> 60 feet</p><p><strong>Keen Senses:</strong> Proficient in Perception skill</p><p><strong>Fey Ancestry:</strong> Advantage against being charmed, and magic cannot put you to sleep</p><p><strong>Trance:</strong> Can meditate for 4 hours instead of sleeping</p><p><strong>Elf Weapon Training:</strong> Proficient with longsword, shortsword, longbow, shortbow</p><p><strong>Cantrip:</strong> Know one additional cantrip (INT based): <em>Message</em></p><p><strong>Languages:</strong> Common, Elvish </p><p></p><p><strong>BACKGROUND FEATURES & PROFICIENCIES</strong></p><p>Haunted One (Curse of Strahd) </p><p><strong>Skill Proficiencies:</strong> Arcana, Investigation</p><p><strong>Extra Languages:</strong> Abyssal</p><p><strong>Heart of Darkness:</strong> Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. </p><p></p><p><strong>Personality Traits:</strong> I don’t run from evil; evil runs from me. I refuse to become a victim, and I will not allow others to be victimized. </p><p><strong>Ideal:</strong> I kill monsters to make the world a safer place, and to excorcise my own demons. (Good)</p><p><strong>Bond:</strong> A terrible guilt consumes me. I hope that I can find redemption through my actions. </p><p><strong>Flaw:</strong> I have certain rituals that I must follow every day; I can never break them. Also, I have extreme arachnophobia. </p><p></p><p><strong>CLASS FEATURES & PROFICIENCIES</strong></p><p>Wizard (School of Divination)</p><p><strong>Weapons Proficiencies:</strong> Daggers, darts, slings, quarterstaffs, light crossbows </p><p><strong>Skill Proficiencies:</strong> History, Religion</p><p><strong>Spellcasting:</strong> Can cast spells, see below</p><p><strong>Arcane Recovery:</strong> Once per day after a short rest, choose expended spell slots to recover of a combined level equal or less than 3 (half wizard level, rounded up). None can be 6th level or higher.</p><p><strong>Arcane Tradition:</strong> School of Divination</p><p><strong>Divination Savant:</strong> The gold and time required to copy a Divination spell in your spellbook is halved</p><p><strong>Portent:</strong> Can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of two d20 rolls made after a long rest</p><p><strong>Ability Score Increase:</strong> <em>War Caster</em> feat (advantage on Constitution saving throws to maintain concentration, can perform somatic components of spells while wielding weapons or shield, can cast spell as opportunity attack)</p><p></p><p><strong>SKILLS</strong> (Proficient in bold*) </p><p>+2 (dex) Acrobatics</p><p>+0 (wis) Animal Handling</p><p><strong>+7 (int) Arcana*</strong></p><p>-1 (str) Athletics</p><p>-2 (cha) Deception</p><p><strong>+7 (int) History*</strong></p><p>+0 (wis) Insight</p><p>-2 (cha) Intimidation</p><p><strong>+7 (int) Investigation*</strong></p><p>+0 (wis) Medicine</p><p>+4 (int) Nature</p><p><strong>+3 (wis) Perception*</strong></p><p>-2 (cha) Performance</p><p>-2 (cha) Persuasion</p><p><strong>+7 (int) Religion*</strong></p><p>+2 (dex) Sleight of Hand</p><p>+2 (dex) Stealth</p><p>+0 (wis) Survival</p><p>[/sblock][sblock=Magic]</p><p><strong>Spell save:</strong> DC 15</p><p><strong>Spell attack:</strong> +7</p><p><strong>Cantrips known (4+racial):</strong> Chill Touch, Fire Bolt, Message (<em>racial</em>), Minor Illusion, Toll The Dead</p><p><strong>Spells prepared (9):</strong> Detect Magic (<em>concentration</em>), Ice Knife, Mage Armor, Magic Missile; Invisibility (<em>concentration</em>), Mind Spike, Mirror Image; Clearvoyance (<em>concentration</em>), Melf's Minute Meteors (<em>concentration</em>)</p><p><strong>Spell slots used:</strong> </p><p>- <strong>Level 1st:</strong> 0<strong>/4</strong></p><p>- <strong>Level 2nd:</strong> 0<strong>/3</strong></p><p>- <strong>Level 3rd:</strong> 0<strong>/2</strong></p><p><strong>Spellbook contains the following spells (8/4/2):</strong> </p><p>- <strong>Level 1st:</strong> Alarm (<em>ritual</em>), Comprehend Languages (<em>ritual</em>), Detect Magic (<em>ritual</em>; <em>concentration</em>), Ice Knife, Identify (<em>ritual</em>), Mage Armor, Magic Missile, Tenser's Floating Disk (<em>ritual</em>)</p><p>- <strong>Level 2nd:</strong> Detect Thoughts (<em>concentration</em>), Invisibility (<em>concentration</em>), Mind Spike (<em>concentration</em>), Mirror Image, See Invisibility, Skywrite (<em>ritual</em>)</p><p>- <strong>Level 3rd:</strong> Clearvoyance (<em>concentration</em>), Melf's Minute Meteors (<em>concentration</em>)</p><p><strong>Ritual Casting:</strong> Can cast ritual spells</p><p>[/sblock][sblock=Appearance & bio]</p><p><strong>PHYSICAL APPEARANCE</strong></p><p>[sblock=Portrait][ATTACH]98006[/ATTACH][/sblock]</p><p>The blonde one-eyed elf dresses immaculately, his blue and crimson robes clean and crisp. A sturdy and plain spellbook is always within easy reach, often tucked into his belt next to a pouch full of spell components.</p><p></p><p>This orderly fashion contrasts with the scarred and empty right eye socket and the haunted look in Sahrax's other eye. </p><p></p><p><strong>BIO</strong></p><p>His madness and most of his injuries were cured, but the memories remain. Sahrax remembers every beating by drow, every humiliating act he performed, and every death he has caused when his demonic madness had deceived him into thinking he was a dark elf. When a group of escaped slaves found him, cured his affliction and helped him escape the deadly Underdark, Sahrax had no time to speak of his experiences, but they have haunted him every waking hour, and even invaded his elven trance.</p><p></p><p>Particularly the memories of murdering his own wife and daughter.</p><p></p><p>Determined that he would do anything to see another such horror coming, Sahrax threw himself into the magical arts, finding his knack for divination. He leads a life of structure, sticking to the same routine every morning and every night to avoid losing his mind again. </p><p></p><p>A few years ago, Sahrax met the Company of the Bronze Lions when they killed the goblins he was chasing. Hunting monsters helps Sahrax to battle his inner demons, so he quickly decided to join up. After a few practice missions, he was part of the team and over the years has become an experienced, respected and determined member. His magic more than once has predicted outcomes and made a difference in the continued efforts to rid the lands of evil. </p><p>[sblock=Inspiration] From Dragon+ issue 5 comes the sad tale of Sahrax, a reader-submitted NPC inflicted with the Abyssal madness from Out of the Abyss. Intrigued, I started wondering what road Sahrax would find him on if somehow his madness got cured and he found his way out of the Underdark and voila, here is my character submission. [ATTACH]98004[/ATTACH][/sblock]</p><p>[/sblock][sblock=Inventory]</p><p><strong>COMBAT GEAR</strong></p><p>dagger</p><p>short sword</p><p>component pouch</p><p>spellbook</p><p></p><p><strong>OTHER GEAR</strong></p><p><em>Rope of Climbing</em></p><p>music box that plays by itself whenever someone holding it dances</p><p>explorer’s pack:</p><p>- backpack</p><p>- bedroll</p><p>- mess kit</p><p>- tinderbox</p><p>- torches x10</p><p>- rations x10</p><p>- waterskin</p><p>- hempen rope 50 ft.</p><p>monster hunter’s pack:</p><p>- chest</p><p>- crowbar</p><p>- hammer</p><p>- wooden stakes x3</p><p>- holy symbol</p><p>- holy water (flask)</p><p>- manacles</p><p>- steel mirror</p><p>- oil (flask)</p><p>- tinderbox</p><p>- torches x3</p><p>scroll cases x2</p><p>sheet of paper x6</p><p>quill x2</p><p>ink (vial) x2</p><p>small bag of sand</p><p>belt pouch</p><p></p><p><strong>MONEY</strong></p><p>31 gp</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="JustinCase, post: 7433221, member: 6776182"] [b]Sahrax[/b] [B]Sahrax[/B] LG high elf divination wizard 5 [sblock=Basic information][B]Name:[/B] Sahraxilian “Sahrax” Aenovindë [B]Sex:[/B] Male [B]Race:[/B] Elf (high elf) [B]Class/Level:[/B] Wizard (divination) 5 [B]Alignment:[/B] Lawful Good [B]XP:[/B] 6,500 [B]Next level:[/B] 14,000 [B]Size:[/B] Medium [B]Type:[/B] Humanoid (elf) [B]Languages:[/B] Common, Elvish, Abyssal [B]Speed:[/B] 30ft. [B]Init:[/B] +2 [B]Prof. Bonus:[/B] +3 [B]Passive Perception:[/B] 13 [B]DEFENSE AC:[/B] 12 (15 with Mage Armor) [B]Maximum HP:[/B] 19 [B]Current HP:[/B] 19 [sblock=Hit point rolls]Level 1 full (=6), then [URL="http://www.enworld.org/forum/showthread.php?639598-Interest-Check-(OPEN-to-ALL)/page14&p=7432320&viewfull=1#post7432320"](4d6)[3][1][5][4](13)[/URL][/sblock] [B]Saves:[/B] Intelligence +7, Wisdom +3 [B]Note:[/B] [I]Portent[/I] (can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of two d20 rolls made after a long rest) [B]OFFENSE Melee/ranged:[/B] +5 dagger (1d4+2 piercing damage; finesse; light; thrown 20/60) [B]Spell:[/B] +7 Fire Bolt (2d10 fire damage, unworn flammable objects ignite; range 120) [B]Spell:[/B] +7 Ice Knife (1d10 piercing damage, and hit or miss 2d6 cold damage to any within 5 feet if failing Dexterity saving throw; range 60) [B]Spell:[/B] Toll The Dead (1 creature, 2d8 necrotic damage if failing Wisdom saving throw, or 2d12 if missing any hitpoints; range 60) [B]Note:[/B] [I]Portent[/I] (can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of two d20 rolls made after a long rest), [I]War Caster[/I] (can make opportunity attack with spell) [B]STATISTICS Str[/B] 9 (-1), [B]Dex [/B]14 (+2) , [B]Con [/B]10 (+0), [B]Int [/B]18 (+4), [B]Wis [/B]10 (+0), [B]Cha [/B]7 (-2) [sblock=Stats rolled] [URL="http://roll.coyotecode.net/lookup.php?rollid=204923"]retry: 4D6.HIGH(3) = [3, 1, 2, 4] = 9 4D6.HIGH(3) = [2, 3, 6, 3] = 12 4D6.HIGH(3) = [2, 5, 2, 3] = 10 4D6.HIGH(3) = [4, 1, 1, 2] = 7 4D6.HIGH(3) = [6, 6, 4, 5] = 17 4D6.HIGH(3) = [2, 4, 2, 4] = 10 [/URL][/sblock] [/sblock][sblock=Features & proficiencies] [B]RACIAL FEATURES & PROFICIENCIES[/B] High elf [B]Ability scores:[/B] Dexterity +2, Intelligence +1 [B]Darkvision:[/B] 60 feet [B]Keen Senses:[/B] Proficient in Perception skill [B]Fey Ancestry:[/B] Advantage against being charmed, and magic cannot put you to sleep [B]Trance:[/B] Can meditate for 4 hours instead of sleeping [B]Elf Weapon Training:[/B] Proficient with longsword, shortsword, longbow, shortbow [B]Cantrip:[/B] Know one additional cantrip (INT based): [I]Message[/I] [B]Languages:[/B] Common, Elvish [B]BACKGROUND FEATURES & PROFICIENCIES[/B] Haunted One (Curse of Strahd) [B]Skill Proficiencies:[/B] Arcana, Investigation [B]Extra Languages:[/B] Abyssal [B]Heart of Darkness:[/B] Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. [B]Personality Traits:[/B] I don’t run from evil; evil runs from me. I refuse to become a victim, and I will not allow others to be victimized. [B]Ideal:[/B] I kill monsters to make the world a safer place, and to excorcise my own demons. (Good) [B]Bond:[/B] A terrible guilt consumes me. I hope that I can find redemption through my actions. [B]Flaw:[/B] I have certain rituals that I must follow every day; I can never break them. Also, I have extreme arachnophobia. [B]CLASS FEATURES & PROFICIENCIES[/B] Wizard (School of Divination) [B]Weapons Proficiencies:[/B] Daggers, darts, slings, quarterstaffs, light crossbows [B]Skill Proficiencies:[/B] History, Religion [B]Spellcasting:[/B] Can cast spells, see below [B]Arcane Recovery:[/B] Once per day after a short rest, choose expended spell slots to recover of a combined level equal or less than 3 (half wizard level, rounded up). None can be 6th level or higher. [B]Arcane Tradition:[/B] School of Divination [B]Divination Savant:[/B] The gold and time required to copy a Divination spell in your spellbook is halved [B]Portent:[/B] Can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of two d20 rolls made after a long rest [B]Ability Score Increase:[/B] [I]War Caster[/I] feat (advantage on Constitution saving throws to maintain concentration, can perform somatic components of spells while wielding weapons or shield, can cast spell as opportunity attack) [B]SKILLS[/B] (Proficient in bold*) +2 (dex) Acrobatics +0 (wis) Animal Handling [B]+7 (int) Arcana*[/B] -1 (str) Athletics -2 (cha) Deception [B]+7 (int) History*[/B] +0 (wis) Insight -2 (cha) Intimidation [B]+7 (int) Investigation*[/B] +0 (wis) Medicine +4 (int) Nature [B]+3 (wis) Perception*[/B] -2 (cha) Performance -2 (cha) Persuasion [B]+7 (int) Religion*[/B] +2 (dex) Sleight of Hand +2 (dex) Stealth +0 (wis) Survival [/sblock][sblock=Magic] [B]Spell save:[/B] DC 15 [B]Spell attack:[/B] +7 [B]Cantrips known (4+racial):[/B] Chill Touch, Fire Bolt, Message ([I]racial[/I]), Minor Illusion, Toll The Dead [B]Spells prepared (9):[/B] Detect Magic ([I]concentration[/I]), Ice Knife, Mage Armor, Magic Missile; Invisibility ([I]concentration[/I]), Mind Spike, Mirror Image; Clearvoyance ([I]concentration[/I]), Melf's Minute Meteors ([I]concentration[/I]) [B]Spell slots used:[/B] - [B]Level 1st:[/B] 0[B]/4[/B] - [B]Level 2nd:[/B] 0[B]/3[/B] - [B]Level 3rd:[/B] 0[B]/2[/B] [B]Spellbook contains the following spells (8/4/2):[/B] - [B]Level 1st:[/B] Alarm ([I]ritual[/I]), Comprehend Languages ([I]ritual[/I]), Detect Magic ([I]ritual[/I]; [I]concentration[/I]), Ice Knife, Identify ([I]ritual[/I]), Mage Armor, Magic Missile, Tenser's Floating Disk ([I]ritual[/I]) - [B]Level 2nd:[/B] Detect Thoughts ([I]concentration[/I]), Invisibility ([I]concentration[/I]), Mind Spike ([I]concentration[/I]), Mirror Image, See Invisibility, Skywrite ([I]ritual[/I]) - [B]Level 3rd:[/B] Clearvoyance ([I]concentration[/I]), Melf's Minute Meteors ([I]concentration[/I]) [B]Ritual Casting:[/B] Can cast ritual spells [/sblock][sblock=Appearance & bio] [B]PHYSICAL APPEARANCE[/B] [sblock=Portrait][ATTACH=CONFIG]98006._xfImport[/ATTACH][/sblock] The blonde one-eyed elf dresses immaculately, his blue and crimson robes clean and crisp. A sturdy and plain spellbook is always within easy reach, often tucked into his belt next to a pouch full of spell components. This orderly fashion contrasts with the scarred and empty right eye socket and the haunted look in Sahrax's other eye. [B]BIO[/B] His madness and most of his injuries were cured, but the memories remain. Sahrax remembers every beating by drow, every humiliating act he performed, and every death he has caused when his demonic madness had deceived him into thinking he was a dark elf. When a group of escaped slaves found him, cured his affliction and helped him escape the deadly Underdark, Sahrax had no time to speak of his experiences, but they have haunted him every waking hour, and even invaded his elven trance. Particularly the memories of murdering his own wife and daughter. Determined that he would do anything to see another such horror coming, Sahrax threw himself into the magical arts, finding his knack for divination. He leads a life of structure, sticking to the same routine every morning and every night to avoid losing his mind again. A few years ago, Sahrax met the Company of the Bronze Lions when they killed the goblins he was chasing. Hunting monsters helps Sahrax to battle his inner demons, so he quickly decided to join up. After a few practice missions, he was part of the team and over the years has become an experienced, respected and determined member. His magic more than once has predicted outcomes and made a difference in the continued efforts to rid the lands of evil. [sblock=Inspiration] From Dragon+ issue 5 comes the sad tale of Sahrax, a reader-submitted NPC inflicted with the Abyssal madness from Out of the Abyss. Intrigued, I started wondering what road Sahrax would find him on if somehow his madness got cured and he found his way out of the Underdark and voila, here is my character submission. [ATTACH=CONFIG]98004._xfImport[/ATTACH][/sblock] [/sblock][sblock=Inventory] [B]COMBAT GEAR[/B] dagger short sword component pouch spellbook [B]OTHER GEAR[/B] [I]Rope of Climbing[/I] music box that plays by itself whenever someone holding it dances explorer’s pack: - backpack - bedroll - mess kit - tinderbox - torches x10 - rations x10 - waterskin - hempen rope 50 ft. monster hunter’s pack: - chest - crowbar - hammer - wooden stakes x3 - holy symbol - holy water (flask) - manacles - steel mirror - oil (flask) - tinderbox - torches x3 scroll cases x2 sheet of paper x6 quill x2 ink (vial) x2 small bag of sand belt pouch [B]MONEY[/B] 31 gp [/sblock] [/QUOTE]
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Company of the Bronze Lions; Keep on the Borderlands - RG
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