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<blockquote data-quote="Terraism" data-source="post: 2665930" data-attributes="member: 278"><p><strong>Laumus Elzruil</strong></p><p></p><p>Here's my submission. I'll keep peeking in to see how things are going, and here's to hoping there's room! <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>(Also, just curious - is it 7000 XP or gold we start with? It says XP, but I think everyone has used it as gold. And if I've misunderstood, I could definitely grab another 1600 gp! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />)</p><p></p><p>[code]</p><p>[B]Name: Laumus Elzruil[/B]</p><p>[B]Class:[/B] Diviner 4</p><p>[B]Race:[/B] Human</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] Lawful Neutral</p><p>[B]Deity:[/B] Uncertain</p><p>[b]Height:[/b] 5' 11"</p><p>[b]Weight:[/b] 146 lbs</p><p></p><p>STR: 10 +0 (2 p.) Level: 4 XP: 7000</p><p>DEX: 14 +2 (6 p.) BAB: +2 HP: 17</p><p>CON: 12 +1 (4 p.) Grapple: +2 Dmg Red: -</p><p>INT: 18 +4 (13 p. +1) Speed: 30' Spell Res: </p><p>WIS: 10 (2 p.) Init: +6 Spell Save: </p><p>CHA: 13 +1 (5 p.) ACP: +0 Spell Fail: </p><p> </p><p> Total Base Armor Shld Dex Size Nat Misc</p><p>Armor: 12 10 +0 +0 +2 +0 +0 +0</p><p>Touch: 12 Flatfooted: 12</p><p></p><p> </p><p> Total Base Mod Misc Feat</p><p>[B]Fort: +5[/B] 1 +1 +1 +2</p><p>[B]Ref: +4[/B] 1 +2 +1 +0</p><p>[B]Will: +5[/B] 4 +0 +1 +0</p><p> </p><p></p><p>Weapon Attack Damage Critical</p><p>Quarterstaff +2 1D6 20/x2</p><p>Heavy Crossbow +4 1d10 19-20/x2</p><p></p><p></p><p>[B]Languages:[/B] </p><p>Common</p><p>Suloise, Ancient</p><p>Draconic</p><p>Dwarven</p><p>Elven</p><p></p><p>[B]Abilities:[/B] </p><p>Familiar: You have called a lizard, Darvus, as your magical companion.</p><p>Having a lizard as your familiar grants you a +3 bonus to Balance checks</p><p>(and the Alertness feat while he is within five feet.)</p><p>Specialized: +2 to Spellcraft, +1 spell slot/level for Divination spells;</p><p>banned school Necromancy</p><p></p><p></p><p>[B]Wizard Spells Known:[/B]</p><p>Level 2 [i]detect thoughts, glitterdust, locate object, rope trick scorching</p><p>ray[/i]</p><p>Level 1 [i]color spray, comprehend languages, disguise self, enlarge person,</p><p>grease, identify, master's touch, scholar's touch, shield[/i]</p><p>Level 0 [i]acid splash, arcane mark, dancing lights, daze, detect magic, detect</p><p>poison, disrupt undead, flare, ghost sound, light, mage hand, mending,</p><p>message, open/close, prestidigitation, ray of frost, read magic, resistance,</p><p>touch of fatigue[/i]</p><p></p><p>[b]Wizard Spells Prepared:[/b]</p><p>(5/5/4)</p><p>Detect Magic []</p><p>Light [][]</p><p>Mage Hand []</p><p>Touch of Fatigue []</p><p></p><p>Comprehend Languages []</p><p>Disguise Self []</p><p>Grease []</p><p>Scholar's Touch []</p><p>Shield []</p><p></p><p>Detect Thoughts [][]</p><p>Glitterdust []</p><p>Scorching Ray []</p><p></p><p>[B]Feats:[/B] </p><p>Great Fortitude (Human), Improved Initative (1st), Extend Spell (3rd),</p><p>Scribe Scroll (Wiz 1)</p><p></p><p>Skill Points: 43 Max Ranks: 7/3</p><p> </p><p>Skills Total Ranks Mod Misc</p><p>Balance [b]+ 5[/b] 0 +2 +3 (from familiar)</p><p>Concentration [B]+ 7[/B] 6 +1</p><p>Decipher Script [B]+10[/B] 6 +4</p><p>Knowledge </p><p> (arcana) [B]+11[/B] 7 +4</p><p> (history) [B]+ 9[/B] 5 +4</p><p> (nature) [B]+ 6[/B] 2 +4</p><p> (religion) [B]+ 5[/B] 1 +4</p><p> (the planes) [B]+ 9[/B] 5 +4</p><p>Speak Language [B] - [/B] 1 -</p><p>Spellcraft [B]+13[/B] 7 +4 +2 (Synergy with Knowledge</p><p>Survival [B]+ 1[/B] 1 +0 (arcana))</p><p></p><p></p><p>Equipment: Cost Weight</p><p>Quarterstaff 0 gp 2 lb</p><p>Heavy Crossbow 50 gp 8 lb </p><p> Bolts (20) 2 gp 2 lb</p><p>Explorer's Outfit 0 gp (8)lb</p><p>Cloak of Resistance +1 1000 gp 1 lb</p><p>Spell Component Pouch 5 gp 3 lb</p><p>Spellbook 0 gp 3 lb</p><p>Belt Pouch 1 gp .5 lb</p><p> Coin ---- 2 lb</p><p>Pearl of Power I 1000 gp -- lb</p><p></p><p>Handy Haversack 2000 gp 5 lb</p><p> Bedroll 1 sp 5 lb</p><p> Waterskin 1 gp 4 lb</p><p> Trail Rations (x4) 3 gp 4 lb</p><p> Sunrod 2 gp 1 lb</p><p> Scroll Case 1 gp .5 lb</p><p> Wand of Enlarge Person 750 gp -- lb</p><p></p><p>Scribed Scrolls (cost listed for scroll + scribing)</p><p> Master's Touch 125 gp ----</p><p> Rope Trick 350 gp</p><p></p><p> </p><p></p><p>Total Weight: 21.5 lbs / 26.5 with Backpack Money: 109 gp & 9 sp</p><p></p><p> Lgt Med Hvy Lift Push</p><p>Max Weight: 33 66 100 200 500</p><p></p><p></p><p>[b]Darvus, lizard familiar[/b]</p><p>Tiny Magical Beast; 4d4 (8 hp); Init +2 (Dex); Speed 20 ft, climb 20 ft; AC 16</p><p> (+2 size, +2 Dex, +2 NA) touch 14, flat-footed 14; Base Atk/Grapple: +2/-10, </p><p> Atk Bite +6 melee (1d4-4); Space/Reach 2 ft./0 ft; SA --; SQ Low-light</p><p> vision, improved evasion, share spells, empathic link, deliver touch spells;</p><p> AL LN; SV Fort +2, Ref +4, Will +5; Str 3, Dex 15, Con 10, Int 7, Wis 12,</p><p> Cha 2</p><p> Skills: Balance +10, Climb +12, Hide +10, Listen +3, Spot +3</p><p> Feats: Weapon Finesse (bite)</p><p>Description: Laumus picked up Darvus early on in his training, the lizard a </p><p> common sight in the warm climes in which he lives. The two have been </p><p> through a lot together - even if Darvus didn't see most of it, since he was, </p><p> when given the choice, sleeping. When active, however, Darvus is a bit of a </p><p> scamp, attracted to shiny objects and, especially as they've moved north, </p><p> heat sources.</p><p>[/code]</p><p></p><p><strong>Appearance:</strong> Roughly average height, and a bit on the slim side, Laumus disdains the robes that other wizards so often wear, choosing instead to wear a simple - and functional - traveling outfit of tan and gray. Even when most people find it reasonably warm, he often has his cloak pulled close, still not used to the northern climes. With brown eyes and shoulder-length dirty blond hair, he doesn't stand out in a crowd, which is as he'd prefer it.</p><p></p><p><strong>Personality:</strong> Laumus is quiet, especially around those he doesn't know well. A pureblood Suel in the north - especially after the Scarlet Brotherhood's activities in recent years - is often the subject of distrust, or at least less-than-enthused greetings. Still, he enjoys the company of others, and wouldn't be averse to more contact - he's shy and out-of-place, not avoidant. For now, his usual company consists of the lizard often perched on his shoulder - but Darvus isn't the best conversationalist.</p><p></p><p>Once he opens up a bit, Laumus is a pleasant sort, and very bright. He often sees a path through situations that others don't, but he tries to avoid giving anything that sounds like orders, being hesitant to take charge. As such, he phrases most as helpful suggestions, and often backs down if challenged on the point. (As a sidenote, when Darvus is paying attention, Laumus tends to be at least a little more forceful - probably because the blasted lizard tends to bite when he senses weakness.)</p><p></p><p><strong>Motivations:</strong> Now that he's away from the Brotherhood, Laumus has discovered that he rather likes the adventuring life. Always eager to expand his knowledge - of any sort - he has decided to stay in Hommlet for the time being, interested in pursuing the tales of the Temple of Elemental Evil, and assuming that, as ruins, it should be empty enough that he can poke around without too much risk.</p><p></p><p><strong>Background:</strong> Raised far to the south, in the lands of the Scarlet Brotherhood, Laumus is the son of a wizard of the Scarlet Sign, the elite casters of the ethnocentric empire. His father, however, died when he was young, as a result of the Brotherhood's land grab during the Greyhawk wars. As such, Laumus was raised by his mother - a tyrant of a lady - and some of his father's associates. The latter noticed Laumus's intelligence early on, and expected great things of him - to exceed his father's passable talents as a mage, at least. After a fashion, they were right.</p><p></p><p>Laumus learned quickly, devouring bits of arcane lore they put before him, and he was always eager for more tutelage. He spent as much of his time as he could in the presence of older mages, quietly observing and running errands - not just because he wanted to learn, but also to avoid the mother who's expectations he constantly failed to live up to. As a child, he accepted the notion that the Suloise were the greatest of peoples. As he aged, however, and studied more and more history - where it was often evident, even in the biased tomes provided, that the Suloise caused incalcuable destruction time after time - he began to doubt the validity of the belief. When, after he'd proven himself competent as a wizard, he began helping with (what his mentors considered routine) experiments, often on non-Suel slaves, he gave up on it... and, stupidly, spoke of his change of heart to his mother.</p><p></p><p>Events preceeded apace, and it wasn't long before Laumus was being "re-educated" by his "betters" - an experience he prefers not to think about. When he had convinced them he had seen the error of his ways, he was slowly allowed to return to his previous lifestyle, but he didn't stay long. Filching a few objects of minor power from the Sign, he fled north, making his way through the Spine Ridge and the swamp that lay beyond. Unaccustomed to travel, especially over harsh terrain, it was slow going - but, through resourcefulness and luck, he made it out safely. When he eventually arrived in Naerie, he poured out a tidy sum to pay for passage across the Azure Sea, to Highport, in the Pomarj. From there, he made his way north, through Celene and into Furyundy. Ocassionally, he lent aid to mercenary bands and adventurers, making a bit of coin and testing his skill, but, for the most part, he traveled alone... eventually reaching Hommlet, where he was intrigued by the stories of the fallen Temple of Elemental Evil, and - finally having stopped peering over his shoulder for agents of the Brotherhood (who, as it turns out, have better things to do than chase one foolish Suel across the Flaeness) - decided to stop traveling for a time, and see what he could learn about the place. His curiosity is piqued.</p></blockquote><p></p>
[QUOTE="Terraism, post: 2665930, member: 278"] [b]Laumus Elzruil[/b] Here's my submission. I'll keep peeking in to see how things are going, and here's to hoping there's room! :) (Also, just curious - is it 7000 XP or gold we start with? It says XP, but I think everyone has used it as gold. And if I've misunderstood, I could definitely grab another 1600 gp! :D) [code] [B]Name: Laumus Elzruil[/B] [B]Class:[/B] Diviner 4 [B]Race:[/B] Human [B]Gender:[/B] Male [B]Alignment:[/B] Lawful Neutral [B]Deity:[/B] Uncertain [b]Height:[/b] 5' 11" [b]Weight:[/b] 146 lbs STR: 10 +0 (2 p.) Level: 4 XP: 7000 DEX: 14 +2 (6 p.) BAB: +2 HP: 17 CON: 12 +1 (4 p.) Grapple: +2 Dmg Red: - INT: 18 +4 (13 p. +1) Speed: 30' Spell Res: WIS: 10 (2 p.) Init: +6 Spell Save: CHA: 13 +1 (5 p.) ACP: +0 Spell Fail: Total Base Armor Shld Dex Size Nat Misc Armor: 12 10 +0 +0 +2 +0 +0 +0 Touch: 12 Flatfooted: 12 Total Base Mod Misc Feat [B]Fort: +5[/B] 1 +1 +1 +2 [B]Ref: +4[/B] 1 +2 +1 +0 [B]Will: +5[/B] 4 +0 +1 +0 Weapon Attack Damage Critical Quarterstaff +2 1D6 20/x2 Heavy Crossbow +4 1d10 19-20/x2 [B]Languages:[/B] Common Suloise, Ancient Draconic Dwarven Elven [B]Abilities:[/B] Familiar: You have called a lizard, Darvus, as your magical companion. Having a lizard as your familiar grants you a +3 bonus to Balance checks (and the Alertness feat while he is within five feet.) Specialized: +2 to Spellcraft, +1 spell slot/level for Divination spells; banned school Necromancy [B]Wizard Spells Known:[/B] Level 2 [i]detect thoughts, glitterdust, locate object, rope trick scorching ray[/i] Level 1 [i]color spray, comprehend languages, disguise self, enlarge person, grease, identify, master's touch, scholar's touch, shield[/i] Level 0 [i]acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue[/i] [b]Wizard Spells Prepared:[/b] (5/5/4) Detect Magic [] Light [][] Mage Hand [] Touch of Fatigue [] Comprehend Languages [] Disguise Self [] Grease [] Scholar's Touch [] Shield [] Detect Thoughts [][] Glitterdust [] Scorching Ray [] [B]Feats:[/B] Great Fortitude (Human), Improved Initative (1st), Extend Spell (3rd), Scribe Scroll (Wiz 1) Skill Points: 43 Max Ranks: 7/3 Skills Total Ranks Mod Misc Balance [b]+ 5[/b] 0 +2 +3 (from familiar) Concentration [B]+ 7[/B] 6 +1 Decipher Script [B]+10[/B] 6 +4 Knowledge (arcana) [B]+11[/B] 7 +4 (history) [B]+ 9[/B] 5 +4 (nature) [B]+ 6[/B] 2 +4 (religion) [B]+ 5[/B] 1 +4 (the planes) [B]+ 9[/B] 5 +4 Speak Language [B] - [/B] 1 - Spellcraft [B]+13[/B] 7 +4 +2 (Synergy with Knowledge Survival [B]+ 1[/B] 1 +0 (arcana)) Equipment: Cost Weight Quarterstaff 0 gp 2 lb Heavy Crossbow 50 gp 8 lb Bolts (20) 2 gp 2 lb Explorer's Outfit 0 gp (8)lb Cloak of Resistance +1 1000 gp 1 lb Spell Component Pouch 5 gp 3 lb Spellbook 0 gp 3 lb Belt Pouch 1 gp .5 lb Coin ---- 2 lb Pearl of Power I 1000 gp -- lb Handy Haversack 2000 gp 5 lb Bedroll 1 sp 5 lb Waterskin 1 gp 4 lb Trail Rations (x4) 3 gp 4 lb Sunrod 2 gp 1 lb Scroll Case 1 gp .5 lb Wand of Enlarge Person 750 gp -- lb Scribed Scrolls (cost listed for scroll + scribing) Master's Touch 125 gp ---- Rope Trick 350 gp Total Weight: 21.5 lbs / 26.5 with Backpack Money: 109 gp & 9 sp Lgt Med Hvy Lift Push Max Weight: 33 66 100 200 500 [b]Darvus, lizard familiar[/b] Tiny Magical Beast; 4d4 (8 hp); Init +2 (Dex); Speed 20 ft, climb 20 ft; AC 16 (+2 size, +2 Dex, +2 NA) touch 14, flat-footed 14; Base Atk/Grapple: +2/-10, Atk Bite +6 melee (1d4-4); Space/Reach 2 ft./0 ft; SA --; SQ Low-light vision, improved evasion, share spells, empathic link, deliver touch spells; AL LN; SV Fort +2, Ref +4, Will +5; Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 2 Skills: Balance +10, Climb +12, Hide +10, Listen +3, Spot +3 Feats: Weapon Finesse (bite) Description: Laumus picked up Darvus early on in his training, the lizard a common sight in the warm climes in which he lives. The two have been through a lot together - even if Darvus didn't see most of it, since he was, when given the choice, sleeping. When active, however, Darvus is a bit of a scamp, attracted to shiny objects and, especially as they've moved north, heat sources. [/code] [b]Appearance:[/b] Roughly average height, and a bit on the slim side, Laumus disdains the robes that other wizards so often wear, choosing instead to wear a simple - and functional - traveling outfit of tan and gray. Even when most people find it reasonably warm, he often has his cloak pulled close, still not used to the northern climes. With brown eyes and shoulder-length dirty blond hair, he doesn't stand out in a crowd, which is as he'd prefer it. [b]Personality:[/b] Laumus is quiet, especially around those he doesn't know well. A pureblood Suel in the north - especially after the Scarlet Brotherhood's activities in recent years - is often the subject of distrust, or at least less-than-enthused greetings. Still, he enjoys the company of others, and wouldn't be averse to more contact - he's shy and out-of-place, not avoidant. For now, his usual company consists of the lizard often perched on his shoulder - but Darvus isn't the best conversationalist. Once he opens up a bit, Laumus is a pleasant sort, and very bright. He often sees a path through situations that others don't, but he tries to avoid giving anything that sounds like orders, being hesitant to take charge. As such, he phrases most as helpful suggestions, and often backs down if challenged on the point. (As a sidenote, when Darvus is paying attention, Laumus tends to be at least a little more forceful - probably because the blasted lizard tends to bite when he senses weakness.) [b]Motivations:[/b] Now that he's away from the Brotherhood, Laumus has discovered that he rather likes the adventuring life. Always eager to expand his knowledge - of any sort - he has decided to stay in Hommlet for the time being, interested in pursuing the tales of the Temple of Elemental Evil, and assuming that, as ruins, it should be empty enough that he can poke around without too much risk. [b]Background:[/b] Raised far to the south, in the lands of the Scarlet Brotherhood, Laumus is the son of a wizard of the Scarlet Sign, the elite casters of the ethnocentric empire. His father, however, died when he was young, as a result of the Brotherhood's land grab during the Greyhawk wars. As such, Laumus was raised by his mother - a tyrant of a lady - and some of his father's associates. The latter noticed Laumus's intelligence early on, and expected great things of him - to exceed his father's passable talents as a mage, at least. After a fashion, they were right. Laumus learned quickly, devouring bits of arcane lore they put before him, and he was always eager for more tutelage. He spent as much of his time as he could in the presence of older mages, quietly observing and running errands - not just because he wanted to learn, but also to avoid the mother who's expectations he constantly failed to live up to. As a child, he accepted the notion that the Suloise were the greatest of peoples. As he aged, however, and studied more and more history - where it was often evident, even in the biased tomes provided, that the Suloise caused incalcuable destruction time after time - he began to doubt the validity of the belief. When, after he'd proven himself competent as a wizard, he began helping with (what his mentors considered routine) experiments, often on non-Suel slaves, he gave up on it... and, stupidly, spoke of his change of heart to his mother. Events preceeded apace, and it wasn't long before Laumus was being "re-educated" by his "betters" - an experience he prefers not to think about. When he had convinced them he had seen the error of his ways, he was slowly allowed to return to his previous lifestyle, but he didn't stay long. Filching a few objects of minor power from the Sign, he fled north, making his way through the Spine Ridge and the swamp that lay beyond. Unaccustomed to travel, especially over harsh terrain, it was slow going - but, through resourcefulness and luck, he made it out safely. When he eventually arrived in Naerie, he poured out a tidy sum to pay for passage across the Azure Sea, to Highport, in the Pomarj. From there, he made his way north, through Celene and into Furyundy. Ocassionally, he lent aid to mercenary bands and adventurers, making a bit of coin and testing his skill, but, for the most part, he traveled alone... eventually reaching Hommlet, where he was intrigued by the stories of the fallen Temple of Elemental Evil, and - finally having stopped peering over his shoulder for agents of the Brotherhood (who, as it turns out, have better things to do than chase one foolish Suel across the Flaeness) - decided to stop traveling for a time, and see what he could learn about the place. His curiosity is piqued. [/QUOTE]
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