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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Celtavian" data-source="post: 6842855" data-attributes="member: 5834"><p>Seebo</p><p>Race: Gnome (Forest) Class: Wizard (Abjurer) 13</p><p>Background: Urchin Alignment: Neutral</p><p>Sex: Male Age: 23 Height: 3’ Weight: 30lbs. Size: Medium</p><p>Senses: passive perception 21, Passive Investigation 25</p><p>Speed: 25 ft</p><p></p><p>Abilities (27 points)</p><p> Str 8 -1 (base 8)</p><p> Dex 14 +2 (base 13, +1 forest gnome)</p><p> Con 16 +3 (base 15, +1 con)</p><p> Int 20 +5 (base 15, +2 gnome, +2 ASI, +1 Observantion)</p><p> Wis 12 +1 (base 12)</p><p> Cha 8 -1 (base 8)</p><p></p><p>Proficiency: (+5)</p><p>Saving Throws: Intelligence +10, Wisdom +7</p><p>Skills: Stealth +7, Sleight of Hand +7, Investigation (Int) +10, Arcana (Int) +10</p><p>Tools: none</p><p>Languages: common, draconic, dwarvish, elvish</p><p></p><p>Feats:</p><p>Resilient (Con)</p><p>Observation (+5 Passive Perception (Wisdom) and Passive Investigation (Int).</p><p></p><p>Combat</p><p>Initiative: +2</p><p>Defense:</p><p>Armor Class: 12 (15 with mage armor)</p><p>Hit Points: 93 (13d6+39) (Arcane Ward 31hp)</p><p>Hit Dice: 13d6</p><p>Attacks:</p><p>+1 Quarterstaff: +5 to hit (reach 5 ft.; one creature).</p><p> Damage: 1d6 bludgeoning damage (1d8 bludgeoning damage if wielded in two hands)</p><p>Chill Touch: +11 to hit (range 120 ft.; one creature).</p><p> Damage: 3d8 necrotic damage, can not regain hit points for 1 round</p><p></p><p>Class Features</p><p>Arcane Recovery: Once per day during a short rest recover 7 level of spell slots.</p><p>Abjuration Savant: Gold and time spent to copy an abjuration spell into spellbook is halved.</p><p>Arcane Ward: When cast an abjuration spell of 1st level or higher, he can simultaneously use a strand of the spell’s magic to create a magical ward on himself that lasts until he finishes a long rest. The ward has 31 hit points (twice wizard level + his Int mod). Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.</p><p> While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.</p><p> Once you create the ward, you can’t create it again until you finish a long rest.</p><p>Projected Ward: When a creature can see within 30’ of him takes damage, he can use his reaction to cause his Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.</p><p>Improved Abjuration: When cast an abjuration spell that requires him to make an ability check as a part of casting that spell (as in counterspell and dispel magic), he adds his proficiency bonus to that ability check.</p><p></p><p>Prepared Spells</p><p> DC: 18</p><p>Cantrips: Chill Touch, Shocking Grasp, Mage Hand, Minor Illusion (free gnome), Prestidigitation, fire bolt</p><p>Level 1 (4 slots): Mage Armor, Shield, Absorb Elements.</p><p>Level 2 (3 slots): Misty Step, Web</p><p>Level 3 (3 slots): Counterspell, Fireball, Hypnotic Pattern, Dispel Magic</p><p>Level 4 (3 slots): Banishment, greater invisibiilty, Polymorph</p><p>Level 5 (2 slots): Bigby's Hand, hold monster, Wall of Force</p><p>Level 6 (1 slot): disintegrate, mass suggestion.</p><p>Level 7 (1 slot): teleportation.</p><p></p><p>Known Spells</p><p>1st-level: Alarm(r), Absorb Elements, Burning Hands, Charm Person, Find Familiar(r), Feather Fall, Mage Armor, Shield, Sleep</p><p>2nd-level: Mirror Image, Misty Step, Scorching Ray, Web.</p><p>3rd-level: Counterspell, Fireball, Hypnotic Pattern, Leomund’s Tiny Hut-R, Dispel Magic, water breathing (ritual)</p><p>4th-level: Banishment, greater invisibility, Polymorph</p><p>5th-level: hold monster, Bigby's Hand, Wall of Force, Rary’s Telepathic Bond (R).</p><p>6th-level: Disintegrate, Mass Suggestion.</p><p>7th-level: Teleportation, Simulacrum.</p><p></p><p>Equipment</p><p>Quarterstaff of the War Mage +1, Ring of Evasion, spell component pouch, arcane focus (wand), scholar's pack, spellbook, 2 potions of greater healing, bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, set of fine clothes, and a belt pouch.</p><p></p><p>Money: ? gp</p><p></p><p>Quarterstaff of the War Mage +1</p><p> As well as being a +1 magic weapon, holding this staff grants a +1 bonus to spell attack rolls and, in addition, you ignore half cover when making the spell attack.</p><p></p><p>Ring of Evasion (Attuned, 3 charges) </p><p> When fail a dexterity saving throw, he can use his reaction to expend one charge to succeed on that saving throw instead.</p><p></p><p>Myrkyn's Teleport Focus</p><p> A crystal the size of a clenched fist. By holding the crystal and expending a spell slot of at least 5th level, the crystal allows the wielder to cast teleport - but only to the teleportation circle programmed. It takes 1 minute to program a new set of coordinates into the stone.</p><p></p><p>PERSONAL CHARACTERISTICS</p><p>Background -Urchin (Seebo grew up on the streets)</p><p>Feature: City Secrets</p><p>Skill Proficiencies-Sleight of Hand (Dex), Stealth (Dex)..</p><p>Tool Proficiencies: Disguise Kit, Thieves' Tools</p><p>Appearance: A slightly under three foot deep gnome with light tan skin and hazel eyes. Seebo is fairly non-descript and extremely quiet. He very rarely speaks.</p><p>Traits: I like to eat because food was rare when I was younger.</p><p>Ideals: People. I help the people that help me-it's how we stay alive.</p><p>Bond: I owe my survival to Princess Jubali. She found me on the street and paid for wizardly education. She says gnomes make good wizards.</p><p>Flaw: I will do anything to please Princess Jubali. She's had me do some really stupid and dangerous things.</p><p></p><p>Familiar</p><p> Batbert</p><p> Bat (tiny celestial)</p><p> Standard stats</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6842855, member: 5834"] Seebo Race: Gnome (Forest) Class: Wizard (Abjurer) 13 Background: Urchin Alignment: Neutral Sex: Male Age: 23 Height: 3’ Weight: 30lbs. Size: Medium Senses: passive perception 21, Passive Investigation 25 Speed: 25 ft Abilities (27 points) Str 8 -1 (base 8) Dex 14 +2 (base 13, +1 forest gnome) Con 16 +3 (base 15, +1 con) Int 20 +5 (base 15, +2 gnome, +2 ASI, +1 Observantion) Wis 12 +1 (base 12) Cha 8 -1 (base 8) Proficiency: (+5) Saving Throws: Intelligence +10, Wisdom +7 Skills: Stealth +7, Sleight of Hand +7, Investigation (Int) +10, Arcana (Int) +10 Tools: none Languages: common, draconic, dwarvish, elvish Feats: Resilient (Con) Observation (+5 Passive Perception (Wisdom) and Passive Investigation (Int). Combat Initiative: +2 Defense: Armor Class: 12 (15 with mage armor) Hit Points: 93 (13d6+39) (Arcane Ward 31hp) Hit Dice: 13d6 Attacks: +1 Quarterstaff: +5 to hit (reach 5 ft.; one creature). Damage: 1d6 bludgeoning damage (1d8 bludgeoning damage if wielded in two hands) Chill Touch: +11 to hit (range 120 ft.; one creature). Damage: 3d8 necrotic damage, can not regain hit points for 1 round Class Features Arcane Recovery: Once per day during a short rest recover 7 level of spell slots. Abjuration Savant: Gold and time spent to copy an abjuration spell into spellbook is halved. Arcane Ward: When cast an abjuration spell of 1st level or higher, he can simultaneously use a strand of the spell’s magic to create a magical ward on himself that lasts until he finishes a long rest. The ward has 31 hit points (twice wizard level + his Int mod). Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can’t create it again until you finish a long rest. Projected Ward: When a creature can see within 30’ of him takes damage, he can use his reaction to cause his Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage. Improved Abjuration: When cast an abjuration spell that requires him to make an ability check as a part of casting that spell (as in counterspell and dispel magic), he adds his proficiency bonus to that ability check. Prepared Spells DC: 18 Cantrips: Chill Touch, Shocking Grasp, Mage Hand, Minor Illusion (free gnome), Prestidigitation, fire bolt Level 1 (4 slots): Mage Armor, Shield, Absorb Elements. Level 2 (3 slots): Misty Step, Web Level 3 (3 slots): Counterspell, Fireball, Hypnotic Pattern, Dispel Magic Level 4 (3 slots): Banishment, greater invisibiilty, Polymorph Level 5 (2 slots): Bigby's Hand, hold monster, Wall of Force Level 6 (1 slot): disintegrate, mass suggestion. Level 7 (1 slot): teleportation. Known Spells 1st-level: Alarm(r), Absorb Elements, Burning Hands, Charm Person, Find Familiar(r), Feather Fall, Mage Armor, Shield, Sleep 2nd-level: Mirror Image, Misty Step, Scorching Ray, Web. 3rd-level: Counterspell, Fireball, Hypnotic Pattern, Leomund’s Tiny Hut-R, Dispel Magic, water breathing (ritual) 4th-level: Banishment, greater invisibility, Polymorph 5th-level: hold monster, Bigby's Hand, Wall of Force, Rary’s Telepathic Bond (R). 6th-level: Disintegrate, Mass Suggestion. 7th-level: Teleportation, Simulacrum. Equipment Quarterstaff of the War Mage +1, Ring of Evasion, spell component pouch, arcane focus (wand), scholar's pack, spellbook, 2 potions of greater healing, bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, set of fine clothes, and a belt pouch. Money: ? gp Quarterstaff of the War Mage +1 As well as being a +1 magic weapon, holding this staff grants a +1 bonus to spell attack rolls and, in addition, you ignore half cover when making the spell attack. Ring of Evasion (Attuned, 3 charges) When fail a dexterity saving throw, he can use his reaction to expend one charge to succeed on that saving throw instead. Myrkyn's Teleport Focus A crystal the size of a clenched fist. By holding the crystal and expending a spell slot of at least 5th level, the crystal allows the wielder to cast teleport - but only to the teleportation circle programmed. It takes 1 minute to program a new set of coordinates into the stone. PERSONAL CHARACTERISTICS Background -Urchin (Seebo grew up on the streets) Feature: City Secrets Skill Proficiencies-Sleight of Hand (Dex), Stealth (Dex).. Tool Proficiencies: Disguise Kit, Thieves' Tools Appearance: A slightly under three foot deep gnome with light tan skin and hazel eyes. Seebo is fairly non-descript and extremely quiet. He very rarely speaks. Traits: I like to eat because food was rare when I was younger. Ideals: People. I help the people that help me-it's how we stay alive. Bond: I owe my survival to Princess Jubali. She found me on the street and paid for wizardly education. She says gnomes make good wizards. Flaw: I will do anything to please Princess Jubali. She's had me do some really stupid and dangerous things. Familiar Batbert Bat (tiny celestial) Standard stats [/QUOTE]
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