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(CSRHoD) Creamsteak's Red Hand of Doom [RG]
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<blockquote data-quote="pathfinderq1" data-source="post: 3755327" data-attributes="member: 48394"><p>Name: Tyrla nic Rizzell</p><p>Race/gender: Tiefling (modified)/female</p><p>Class/level: Warlock 8</p><p>Role: ranged attack/arcane damage</p><p></p><p>Description: Tyrla appears to be a young woman- she has a subtly exotic look about her, and most folk assume that she is human (but from some far off land). She is just under average height, with a slender build. Her hair is black and curly, usually worn tied back in a simple braid. Her eyes are her most exotic feature, with a slight almond shape and catlike green-gold pupils which seem almost to glow red when she calls upon her powers. Her skin has a golden-bronze undertone- in the right lighting it seems almost metallic. For the most part, she prefers to keep herself covered- she wears long sleeves, ankle length skirts, gloves, and a deep hooded cloak nearly all the time (all of which fits nicely with her carefully maintained mysterious look).</p><p></p><p>Background: Many of the isolated villages that dot Elsir Vale have a local wisewoman- some of these folk are simple herbalists or healers, while others have some smattering of magical ability, most often as a druid or adept. Some of these women are far more powerful than their fellow villagers could ever understand, and they dwell in rural isolation for a variety of reasons ranging from personal desire for solitude to madness borne of magical study or misadventure. Tyrla's mother was one such unfortunate soul. As far as the villagers of Drin were concerned, "Mama Rizzell" had lived in the clearing atop Quartz Hill basically forever, and no one really minded her occasional fits of raving as long as she continued to dispense her wisdom and petty magical trinkets. They were rather surprised when visitors to her hut began to notice a tiny girl-child lurking in the shadows, but the simply assumed that "Mama" had acquired a foundling, perhaps in some strange bargain.</p><p></p><p>As the girl grew, she mostly stayed near Rizzell's clearing, though from time to time, she was seen wandering alone through the woods. She rarely spoke, except to deal with her "mother's" visitors, and it was years before any of the townsfolk even knew her name. Tyrla studied whatever Rizzell could teach her, mostly the lore of the arcane world, and on her own she explored the forests and hills around her home. Perhaps in time she might have learned her mother's trade and assumed the mantle of village wisewoman herself- but that future was wiped away one spring morning when raiders thundered down from the hills. Tyrla escaped into the woods, and Rizzell used all of the powers at her command to fend off the raiders- but it was not quite enough. Tyrla returned that night to find her "mother's" body surrounded by slain foes in the ashes of her cabin.</p><p></p><p>For a time, Tyrla stayed with the villagers of Drin, but she did not have her mother's knowledge, and she was too odd to fit in with the simple farming folk. When the next spring came, she set out upon the roads to seek her fortune. She learned a great deal in a short time, and within another year she had joined a company of adventurers- she has traveled with that band ever since. Over the years, she has expanded her arcane knowledge to an impressive degree, but her ability to manipulate the forces of magics remains oddly chaotic. Despite the impressive energies she wields, she has never been able to master the simplest formal rituals of magecraft. Stranger still, she has become more and more certain that her ancestry is not purely human- part of her fears the truth, but another, larger portion of her psyche revels in the knowledge of what she might be (or what she might become...)</p><p></p><p>Personality: Tyrla quite deliberately cultivates an aura of mystery- she often seems rather distant, especially around those she does not know well, and she seems prone to fits of rage which approach madness. She is deeply interested in her arcane studies, and that subject is the quickest way to break through her reserved facade. Her friends have long since grown used to her rather ferocious temper- even at her worst she has never betrayed her loyalty to her allies. Her more learned friends may be aware that she is not truly human, but the taint within her blood does not seem to have warped her beyond saving.</p><p></p><p>Crunch:</p><p></p><p>Tiefling (modified) female</p><p>Warlock 8; </p><p>XP 27602 (04/20/09)</p><p>Alignment: CN (tending towards CG)</p><p>Languages: Common, Infernal, elf, draconic, orc, goblin</p><p>HP: 46 (6/3.5/3.5/3.5/3.5/3.5/3.5/3.5, +16 CON)</p><p>AC: 20 (t15/ff16; DEX +4, Armor +5, Deflection +1)</p><p>Initiative: +4 (DEX)</p><p>BAB: +6/+1 (Melee +5/+0//Missile +10/+5//Grapple +5)</p><p>+5/FORT: base +2, vest +1, CON +2</p><p>+7/REF: base +2, vest +1, DEX +4</p><p>+9/WILL: base +6, vest +1, WIS +2</p><p> </p><p></p><p>STR 9 (-1; 1 point)</p><p>DEX 18 (+4; 8 points +2 racial +1 at level 4)</p><p>CON 14 (+2; 6 points)</p><p>INT 16 (+3; 6 points +2 racial)</p><p>WIS 14 (+2; 5 points, +1 at level 8)</p><p>CHA 12 (+1; 6 points -2 racial)</p><p></p><p>Feats:</p><p>Point blank shot (1st level)</p><p>Precise shot (3rd level)</p><p>Extra invocation (6th level- Cold comfort) </p><p></p><p>Class abilities: Damage reduction 2/cold iron; Detect Magic (at will; CL 8); Deceive Item; Eldritch blast 5d6 (+10 ranged touch); Fiendish resilience (1x/day, gain fast healing 1 for 2 minutes)</p><p></p><p></p><p></p><p>Invocations:</p><p>Eldritch Spear (level 1)</p><p>See the Unseen (level 2)</p><p>Baleful utterance (level 4)- replaced Summon Swarm at level 6</p><p>Cold comfort (level 6, extra)</p><p></p><p>Voracious Dispelling (level 6)- replaced Charm at level 8</p><p>Fell flight (level 8)</p><p></p><p>Skills (at level 8):</p><p>+5/Bluff; 2 ranks +1 CHA, +2 racial</p><p>+13/Concentration; 11 ranks +2 CON</p><p>+14/Knowledge- arcana; 11 ranks +3 INT</p><p>+4/Knowledge- history (cc); 2 points cc= 1 rank +3 INT</p><p>+5/Knowledge- nature (cc); 4 points cc= 2 ranks +3 INT</p><p>+4/Knowledge- religion; 1 rank +3 INT</p><p>+5/Knowledge- the planes; 2 ranks +3 INT</p><p>+4/Listen; 4 points cc= 2 ranks +2 WIS</p><p>+6/Sense motive; 4 ranks +2 WIS</p><p>(+1)/Speak language; 2 pts cc= 1 rank; Goblin</p><p>+3/Spot; 2 pts cc= 1 rank +2 WIS</p><p>+16/Spellcraft; 11 ranks +3 INT +2 synergy</p><p>+6/Survival (cc); 8 points cc= 4 ranks +2 WIS</p><p>+12/Use magical device; 11 ranks +1 CHA</p><p>+6/Hide (untrained); 0 ranks +4 DEX +2 racial</p><p></p><p>Possessions:</p><p>Chausable of Fell Power (lesser)</p><p>+1 mithril shirt (AC +5, check -0)</p><p>Ring of Sustenance</p><p>Ring of Protection +1</p><p>Heward's handy haversack </p><p>Vest of resistance +1- from Complete Arcane </p><p>Wand of CLW (49 charges, CL 1)</p><p>Wand of Burning hands (50 charges, CL 1)</p><p>Potion of CLW (x2; CL 1)</p><p>Potion of CLW (x2; CL unknown- ruined town)</p><p></p><p>MW cold iron shortspear (+6/+1 to hit//1d6-1 damage)</p><p>Cold iron daggers (x2)</p><p>Sling with 10 bullets</p><p>Smokestick</p><p>Thunderstone </p><p></p><p>Sunrods (x4)</p><p>Alchemist's fire (x2; 40 gp)</p><p>Explorer's outfit (x2; 0+10 gp)</p><p>Traveler's outfit(x1; 1 gp)</p><p>Bedroll (1 sp)</p><p>Belt pouch (1 gp)</p><p>Flint and steel (1 gp)</p><p>Small steel mirror (10 gp)</p><p>Sack (x4; 4 sp)</p><p>Signal whistle (8 sp)</p><p>Waterskin (1 gp)</p><p></p><p>64 gp, 6 sp left + loot (-750 spent)</p><p>Party treasure carried: </p><p>1 jar of Restorative Ointment (? uses)/ in Haversack</p></blockquote><p></p>
[QUOTE="pathfinderq1, post: 3755327, member: 48394"] Name: Tyrla nic Rizzell Race/gender: Tiefling (modified)/female Class/level: Warlock 8 Role: ranged attack/arcane damage Description: Tyrla appears to be a young woman- she has a subtly exotic look about her, and most folk assume that she is human (but from some far off land). She is just under average height, with a slender build. Her hair is black and curly, usually worn tied back in a simple braid. Her eyes are her most exotic feature, with a slight almond shape and catlike green-gold pupils which seem almost to glow red when she calls upon her powers. Her skin has a golden-bronze undertone- in the right lighting it seems almost metallic. For the most part, she prefers to keep herself covered- she wears long sleeves, ankle length skirts, gloves, and a deep hooded cloak nearly all the time (all of which fits nicely with her carefully maintained mysterious look). Background: Many of the isolated villages that dot Elsir Vale have a local wisewoman- some of these folk are simple herbalists or healers, while others have some smattering of magical ability, most often as a druid or adept. Some of these women are far more powerful than their fellow villagers could ever understand, and they dwell in rural isolation for a variety of reasons ranging from personal desire for solitude to madness borne of magical study or misadventure. Tyrla's mother was one such unfortunate soul. As far as the villagers of Drin were concerned, "Mama Rizzell" had lived in the clearing atop Quartz Hill basically forever, and no one really minded her occasional fits of raving as long as she continued to dispense her wisdom and petty magical trinkets. They were rather surprised when visitors to her hut began to notice a tiny girl-child lurking in the shadows, but the simply assumed that "Mama" had acquired a foundling, perhaps in some strange bargain. As the girl grew, she mostly stayed near Rizzell's clearing, though from time to time, she was seen wandering alone through the woods. She rarely spoke, except to deal with her "mother's" visitors, and it was years before any of the townsfolk even knew her name. Tyrla studied whatever Rizzell could teach her, mostly the lore of the arcane world, and on her own she explored the forests and hills around her home. Perhaps in time she might have learned her mother's trade and assumed the mantle of village wisewoman herself- but that future was wiped away one spring morning when raiders thundered down from the hills. Tyrla escaped into the woods, and Rizzell used all of the powers at her command to fend off the raiders- but it was not quite enough. Tyrla returned that night to find her "mother's" body surrounded by slain foes in the ashes of her cabin. For a time, Tyrla stayed with the villagers of Drin, but she did not have her mother's knowledge, and she was too odd to fit in with the simple farming folk. When the next spring came, she set out upon the roads to seek her fortune. She learned a great deal in a short time, and within another year she had joined a company of adventurers- she has traveled with that band ever since. Over the years, she has expanded her arcane knowledge to an impressive degree, but her ability to manipulate the forces of magics remains oddly chaotic. Despite the impressive energies she wields, she has never been able to master the simplest formal rituals of magecraft. Stranger still, she has become more and more certain that her ancestry is not purely human- part of her fears the truth, but another, larger portion of her psyche revels in the knowledge of what she might be (or what she might become...) Personality: Tyrla quite deliberately cultivates an aura of mystery- she often seems rather distant, especially around those she does not know well, and she seems prone to fits of rage which approach madness. She is deeply interested in her arcane studies, and that subject is the quickest way to break through her reserved facade. Her friends have long since grown used to her rather ferocious temper- even at her worst she has never betrayed her loyalty to her allies. Her more learned friends may be aware that she is not truly human, but the taint within her blood does not seem to have warped her beyond saving. Crunch: Tiefling (modified) female Warlock 8; XP 27602 (04/20/09) Alignment: CN (tending towards CG) Languages: Common, Infernal, elf, draconic, orc, goblin HP: 46 (6/3.5/3.5/3.5/3.5/3.5/3.5/3.5, +16 CON) AC: 20 (t15/ff16; DEX +4, Armor +5, Deflection +1) Initiative: +4 (DEX) BAB: +6/+1 (Melee +5/+0//Missile +10/+5//Grapple +5) +5/FORT: base +2, vest +1, CON +2 +7/REF: base +2, vest +1, DEX +4 +9/WILL: base +6, vest +1, WIS +2 STR 9 (-1; 1 point) DEX 18 (+4; 8 points +2 racial +1 at level 4) CON 14 (+2; 6 points) INT 16 (+3; 6 points +2 racial) WIS 14 (+2; 5 points, +1 at level 8) CHA 12 (+1; 6 points -2 racial) Feats: Point blank shot (1st level) Precise shot (3rd level) Extra invocation (6th level- Cold comfort) Class abilities: Damage reduction 2/cold iron; Detect Magic (at will; CL 8); Deceive Item; Eldritch blast 5d6 (+10 ranged touch); Fiendish resilience (1x/day, gain fast healing 1 for 2 minutes) Invocations: Eldritch Spear (level 1) See the Unseen (level 2) Baleful utterance (level 4)- replaced Summon Swarm at level 6 Cold comfort (level 6, extra) Voracious Dispelling (level 6)- replaced Charm at level 8 Fell flight (level 8) Skills (at level 8): +5/Bluff; 2 ranks +1 CHA, +2 racial +13/Concentration; 11 ranks +2 CON +14/Knowledge- arcana; 11 ranks +3 INT +4/Knowledge- history (cc); 2 points cc= 1 rank +3 INT +5/Knowledge- nature (cc); 4 points cc= 2 ranks +3 INT +4/Knowledge- religion; 1 rank +3 INT +5/Knowledge- the planes; 2 ranks +3 INT +4/Listen; 4 points cc= 2 ranks +2 WIS +6/Sense motive; 4 ranks +2 WIS (+1)/Speak language; 2 pts cc= 1 rank; Goblin +3/Spot; 2 pts cc= 1 rank +2 WIS +16/Spellcraft; 11 ranks +3 INT +2 synergy +6/Survival (cc); 8 points cc= 4 ranks +2 WIS +12/Use magical device; 11 ranks +1 CHA +6/Hide (untrained); 0 ranks +4 DEX +2 racial Possessions: Chausable of Fell Power (lesser) +1 mithril shirt (AC +5, check -0) Ring of Sustenance Ring of Protection +1 Heward's handy haversack Vest of resistance +1- from Complete Arcane Wand of CLW (49 charges, CL 1) Wand of Burning hands (50 charges, CL 1) Potion of CLW (x2; CL 1) Potion of CLW (x2; CL unknown- ruined town) MW cold iron shortspear (+6/+1 to hit//1d6-1 damage) Cold iron daggers (x2) Sling with 10 bullets Smokestick Thunderstone Sunrods (x4) Alchemist's fire (x2; 40 gp) Explorer's outfit (x2; 0+10 gp) Traveler's outfit(x1; 1 gp) Bedroll (1 sp) Belt pouch (1 gp) Flint and steel (1 gp) Small steel mirror (10 gp) Sack (x4; 4 sp) Signal whistle (8 sp) Waterskin (1 gp) 64 gp, 6 sp left + loot (-750 spent) Party treasure carried: 1 jar of Restorative Ointment (? uses)/ in Haversack [/QUOTE]
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