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EBERRON: THE HIDDEN PbP
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<blockquote data-quote="Sezarious" data-source="post: 6759015" data-attributes="member: 6792106"><p>Hi</p><p></p><p>Please see attached. I just threw together my ideal magic items list using the Magic Item Compendium. I'm happy to change to something else if you don't want to approve it, but just wanted to churn out my character before bed. Was wondering if you won't allow MiC, would you still allow the Eberron specific items within it? Also, do we need to roll for HP or can we take an average or? Will flavour my character further tomorrow. Thank you</p><p></p><p>[sblock=Cyric Dorm - Human Fighter 4 Sorcerer 1]</p><p><u><strong>Cyric Dorm - <strong>Sezarious</strong></strong></u></p><p><strong>Lawful Good - </strong><strong>Male Human Fighter 4 / Sorcerer 1</strong></p><p></p><p>[sblock=Stats]</p><p>Strength 14 (+2)</p><p>Dexterity 12 (+1)</p><p>Constitution 10 (+0)</p><p>Intelligence 12 (+1)</p><p>Wisdom 10 (+0)</p><p>Charisma 18 (+4)</p><p></p><p><u><strong>Total Hit Points:</strong></u> 29</p><p><strong> Speed: 30 feet</strong></p><p> <strong>Armor Class: 16</strong>= 10 + 5 <strong>[+1 mithril chain shirt]</strong> 1 [dexterity] </p><p> <strong>Touch AC: 12</strong></p><p><strong> Flat-footed: 15</strong></p><p><strong></strong></p><p> <strong>Initiative modifier: + 5</strong> = + 1 [dexterity] <strong>+4 [feat]</strong></p><p><strong></strong></p><p><strong> Fortitude save: + 4</strong> = 4 [base] </p><p> <strong>Reflex save: + 2</strong> = 1 [base] + 1 [dexterity] </p><p><strong> Will save: + 3</strong> = 3 [base]</p><p></p><p><strong>Languages:</strong> Common, Terran </p><p> <strong>Familiar: Raven</strong></p><p>[/sblock]</p><p></p><p>[sblock=Combat]</p><p></p><p><strong>+1 Scythe = +7 (2d4+4) 20(x4) Piercing or Slashing</strong></p><p>(2h=x1.5 strength mod, then +1 magic bonus)</p><p></p><p>Attack (handheld): + 6 = 4 [base] + 2 [strength] </p><p>Attack (missile): + 5 = 4 [base] + 1 [dexterity] </p><p>Grapple check: + 6 = 4 [base] + 2 [strength] </p><p>[/sblock]</p><p></p><p>[sblock=Skills]</p><p>Appraise Int 3 = +1 + <strong>2 [raven] </strong></p><p>Balance Dex* 1 = +1 </p><p>Bluff Cha 4 = +4 </p><p>Climb Str* 8 = +2 + 6 </p><p>Concentration Con 4 = +0 + 4 </p><p>Craft_1 Int 1 = +1 </p><p>Craft_2 Int 1 = +1 </p><p>Craft_3 Int 1 = +1 </p><p>Diplomacy Cha 4 = +4 </p><p>Disguise Cha 4 = +4 </p><p>Escape Artist Dex* 1 = +1 </p><p>Forgery Int 1 = +1 </p><p>Gather Information Cha 4 = +4 </p><p>Handle Animal Cha 9 = +4 + 5 </p><p>Heal Wis 0 = +0 </p><p>Hide Dex* 1 = +1 </p><p>Intimidate Cha 10 = +4 + 6 </p><p>Jump Str* +2 = +2 </p><p>Knowledge (arcana) Int 2 = +1 + 1 </p><p>Listen Wis 0 = +0 </p><p>Move Silently Dex* 1 = +1 </p><p>Perform_1 Cha 4 = +4 </p><p>Perform_2 Cha 4 = +4 </p><p>Perform_3 Cha 4 = +4 </p><p>Perform_4 Cha 4 = +4 </p><p>Perform_5 Cha 4 = +4 </p><p>Ride Dex 8 = +1 + 5 + <strong>2 [handle animal] </strong></p><p>Search Int 1 = +1 </p><p>Sense Motive Wis 0 = +0 </p><p>Spellcraft Int 6 = +1 + 5 </p><p>Spot Wis 0 = +0 </p><p>Survival Wis 0 = +0 </p><p>Swim Str** 2 = +2 </p><p>Use Rope Dex 1 = +1</p><p> </p><p>* = check penalty for wearing armor</p><p><strong>If the familiar is within reach, + 2 on spot and listen ("alertness").</strong></p><p>[/sblock]</p><p></p><p>[sblock=Feats]</p><p>Combat Casting Human</p><p> Battle Caster (Complete Arcane) 1st</p><p> Power Attack Fighter 1st</p><p> Cleave Fighter 2nd</p><p> Improved Initiative 3rd</p><p> Great Cleave Fighter 4th</p><p>[/sblock]</p><p></p><p>[sblock=Spells]</p><p>Zero-level Sorcerer spells: 5 castings per day</p><p>-Acid Splash</p><p>-Detect Magic</p><p>-Prestidigitation</p><p>-Light</p><p>First-level Sorcerer spells: 4 (3 + 1) castings per day</p><p>-Mage Armor</p><p>-Enlarge Person</p><p>[/sblock]</p><p></p><p>[sblock=Class and Racial Features]</p><p><u><strong>Human</strong></u></p><p>• Extra feat at first level </p><p>• Four extra skill points at first level</p><p>• One extra skill point at each additional level</p><p><u><strong>Fighter</strong></u></p><p>• Bonus Feats 1st level, 2nd level, 4th level</p><p></p><p><u><strong>Sorcerer</strong></u></p><p>• Familiar / Alertness, etc.</p><p>• Can know only limited numbers of spells</p><p>• High charisma gains bonus spells daily</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Equipment, Weapons and Armor]<u><strong></strong></u></p><p><u><strong></strong></u></p><p><u><strong>Currently Carrying 45lbs</strong></u></p><p><u><strong></strong></u></p><p><u><strong>Light load: 58 lb. or less</strong></u></p><p> <u><strong>Medium load: 59-116 lb.</strong></u></p><p> <u><strong>Heavy load: 117-175 lb.</strong></u></p><p> <u><strong>Lift over head: 175 lb.</strong></u></p><p> <u><strong>Lift off ground: 350 lb.</strong></u></p><p> <u><strong>Push or drag: 875 lb.</strong></u></p><p></p><p><u><strong>2lb</strong></u> - Backpack 2gp</p><p><u><strong>5lb</strong></u> - Bedroll 1sp</p><p><u><strong>3lb</strong></u> - Blanket, winter x1 5sp</p><p><u><strong>2lb</strong></u> - Caltrops 1gp</p><p><u><strong>5lb</strong></u> - Rope (50', silk) x1 10gp</p><p><u><strong>2lb</strong></u> - Torches x2 2cp</p><p><u><strong>2lb</strong></u> - Spell component pouch 5gp</p><p></p><p><u><strong>1/2lb</strong></u> - Pouch, Belt - (Used for storing potions) 1gp</p><p><u><strong>3x</strong></u> Healing pot 50gp</p><p><u><strong>1x</strong></u> Endure elements 50gp</p><p><u><strong>1x</strong></u> Leave without trace 50gp</p><p><u><strong>1x</strong></u> Remove fear 50gp</p><p><u><strong>1x</strong></u> Antitoxin 50gp</p><p></p><p> <strong><u></u></strong></p><p><strong><u>+1 Mithril Chain Shirt Armour</u></strong></p><p>Effective Magic Bonus: +1</p><p>Cost: 2100 gp</p><p>Weight: <u><strong>12.5 lb</strong></u></p><p>Armour Bonus: +5</p><p>Max Dex Bonus: +6</p><p>Armour Check Penalty: 0</p><p>Arcane Spell Fail: 10%</p><p>Type: Light</p><p>Move (30'): 30'</p><p>Move (20'): 20'</p><p></p><p><u><strong>+1 Steel Scythe</strong></u></p><p>Effective Magic Bonus: +1</p><p>Cost: 2318 gp</p><p>Weight: 10 lb</p><p>Weapon Wield: Two-handed</p><p>Weapon Type: Martial</p><p>Weapon Mode: Melee</p><p>Attack Bonus: +1</p><p>Damage Bonus: +1</p><p>Attack: P or S 2d4 C20/×4</p><p></p><p><u><strong>Steadfast Boots:</strong></u> (MiC, 1400 gp) +4 bonus to avoid bull rush, trip, or overrun attacks. Any two-handed weapon you carry is treated as if readied against any creature that charges you. <u><strong>1lb?</strong></u></p><p><u><strong></strong></u></p><p><u><strong>Sustenance:</strong></u> This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself. </p><p>Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp. </p><p></p><p><u><strong>Crystal of Return:</strong></u> (least) (MiC 65. 300 gp) - Attacked to +1 Scythe</p><p></p><p>20.62+</p><p>350+</p><p>2100+</p><p>2318+</p><p>1400+</p><p>2500+</p><p>300=</p><p> = 8988.62 = <strong>11.38gp remainder</strong></p><p>[/sblock]</p><p></p><p>[sblock=Background]</p><p></p><p><strong>Appearance:</strong></p><p></p><p>Size: Medium</p><p> Height: 6' 1"</p><p> Weight: 210 lb</p><p> Eyes: Green</p><p> Hair: Light Brown</p><p> Skin: Light</p><p></p><p><strong>History:</strong></p><p></p><p>Cyric Dorm was once a warrior who was certain of his purpose in all things. He was a warrior of good. A champion of justice who did his best to help others, but a great tragedy befell him. Cyric was tricked into being a part of an attack on a village of innocents. Horrified, Cyric stopped adventuring for several years due to an identity crisis.</p><p> </p><p>During his crisis, he found himself dangerously slipping further and further towards a darker path. He began research into the philosophies of the Keeper. He wanted more to understand death. Cyric stopped however, when he found that some of the Keeper's principles did not entirely meet his own, however, the philosophies of this dark god brought some comfort to him. As a symbol of his respect for the keeper and of death, Cyric now carries the favoured weapon of that diety, a magical scythe.</p><p> </p><p>In his soul searching, he also found a great deal of potential for magic within himself and initiated training as a sorcerer. His progress was swift and he quickly became a fully fledged sorcerer in just over a year. He then continued adventuring for a time, honing his deadly combination of fighting skills with magic.</p><p></p><p>Cyric sees himself as an agent of death, no matter who he kills, or for whatever reason. All adventurers ARE in his mind, but for Cyric, in order to keep his conscience clear, he cannot hide behind the usual justification adventurers give to slaughter. He must at least name things as they are.</p><p></p><p>[/sblock]</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Sezarious, post: 6759015, member: 6792106"] Hi Please see attached. I just threw together my ideal magic items list using the Magic Item Compendium. I'm happy to change to something else if you don't want to approve it, but just wanted to churn out my character before bed. Was wondering if you won't allow MiC, would you still allow the Eberron specific items within it? Also, do we need to roll for HP or can we take an average or? Will flavour my character further tomorrow. Thank you [sblock=Cyric Dorm - Human Fighter 4 Sorcerer 1] [U][B]Cyric Dorm - [B]Sezarious[/B][/B][/U] [B]Lawful Good - [/B][B]Male Human Fighter 4 / Sorcerer 1[/B] [sblock=Stats] Strength 14 (+2) Dexterity 12 (+1) Constitution 10 (+0) Intelligence 12 (+1) Wisdom 10 (+0) Charisma 18 (+4) [U][B]Total Hit Points:[/B][/U] 29 [B] Speed: 30 feet[/B] [B]Armor Class: 16[/B]= 10 + 5 [B][+1 mithril chain shirt][/B] 1 [dexterity] [B]Touch AC: 12[/B] [B] Flat-footed: 15 Initiative modifier: + 5[/B] = + 1 [dexterity] [B]+4 [feat] [/B] [B] Fortitude save: + 4[/B] = 4 [base] [B]Reflex save: + 2[/B] = 1 [base] + 1 [dexterity] [B] Will save: + 3[/B] = 3 [base] [B]Languages:[/B] Common, Terran [B]Familiar: Raven[/B] [/sblock] [sblock=Combat] [B]+1 Scythe = +7 (2d4+4) 20(x4) Piercing or Slashing[/B] (2h=x1.5 strength mod, then +1 magic bonus) Attack (handheld): + 6 = 4 [base] + 2 [strength] Attack (missile): + 5 = 4 [base] + 1 [dexterity] Grapple check: + 6 = 4 [base] + 2 [strength] [/sblock] [sblock=Skills] Appraise Int 3 = +1 + [B]2 [raven] [/B] Balance Dex* 1 = +1 Bluff Cha 4 = +4 Climb Str* 8 = +2 + 6 Concentration Con 4 = +0 + 4 Craft_1 Int 1 = +1 Craft_2 Int 1 = +1 Craft_3 Int 1 = +1 Diplomacy Cha 4 = +4 Disguise Cha 4 = +4 Escape Artist Dex* 1 = +1 Forgery Int 1 = +1 Gather Information Cha 4 = +4 Handle Animal Cha 9 = +4 + 5 Heal Wis 0 = +0 Hide Dex* 1 = +1 Intimidate Cha 10 = +4 + 6 Jump Str* +2 = +2 Knowledge (arcana) Int 2 = +1 + 1 Listen Wis 0 = +0 Move Silently Dex* 1 = +1 Perform_1 Cha 4 = +4 Perform_2 Cha 4 = +4 Perform_3 Cha 4 = +4 Perform_4 Cha 4 = +4 Perform_5 Cha 4 = +4 Ride Dex 8 = +1 + 5 + [B]2 [handle animal] [/B] Search Int 1 = +1 Sense Motive Wis 0 = +0 Spellcraft Int 6 = +1 + 5 Spot Wis 0 = +0 Survival Wis 0 = +0 Swim Str** 2 = +2 Use Rope Dex 1 = +1 * = check penalty for wearing armor [B]If the familiar is within reach, + 2 on spot and listen ("alertness").[/B] [/sblock] [sblock=Feats] Combat Casting Human Battle Caster (Complete Arcane) 1st Power Attack Fighter 1st Cleave Fighter 2nd Improved Initiative 3rd Great Cleave Fighter 4th [/sblock] [sblock=Spells] Zero-level Sorcerer spells: 5 castings per day -Acid Splash -Detect Magic -Prestidigitation -Light First-level Sorcerer spells: 4 (3 + 1) castings per day -Mage Armor -Enlarge Person [/sblock] [sblock=Class and Racial Features] [U][B]Human[/B][/U] • Extra feat at first level • Four extra skill points at first level • One extra skill point at each additional level [U][B]Fighter[/B][/U] • Bonus Feats 1st level, 2nd level, 4th level [U][B]Sorcerer[/B][/U] • Familiar / Alertness, etc. • Can know only limited numbers of spells • High charisma gains bonus spells daily [/sblock] [sblock=Equipment, Weapons and Armor][U][B] Currently Carrying 45lbs Light load: 58 lb. or less Medium load: 59-116 lb. Heavy load: 117-175 lb. Lift over head: 175 lb. Lift off ground: 350 lb. Push or drag: 875 lb.[/B][/U] [U][B]2lb[/B][/U] - Backpack 2gp [U][B]5lb[/B][/U] - Bedroll 1sp [U][B]3lb[/B][/U] - Blanket, winter x1 5sp [U][B]2lb[/B][/U] - Caltrops 1gp [U][B]5lb[/B][/U] - Rope (50', silk) x1 10gp [U][B]2lb[/B][/U] - Torches x2 2cp [U][B]2lb[/B][/U] - Spell component pouch 5gp [U][B]1/2lb[/B][/U] - Pouch, Belt - (Used for storing potions) 1gp [U][B]3x[/B][/U] Healing pot 50gp [U][B]1x[/B][/U] Endure elements 50gp [U][B]1x[/B][/U] Leave without trace 50gp [U][B]1x[/B][/U] Remove fear 50gp [U][B]1x[/B][/U] Antitoxin 50gp [B][U] +1 Mithril Chain Shirt Armour[/U][/B] Effective Magic Bonus: +1 Cost: 2100 gp Weight: [U][B]12.5 lb[/B][/U] Armour Bonus: +5 Max Dex Bonus: +6 Armour Check Penalty: 0 Arcane Spell Fail: 10% Type: Light Move (30'): 30' Move (20'): 20' [U][B]+1 Steel Scythe[/B][/U] Effective Magic Bonus: +1 Cost: 2318 gp Weight: 10 lb Weapon Wield: Two-handed Weapon Type: Martial Weapon Mode: Melee Attack Bonus: +1 Damage Bonus: +1 Attack: P or S 2d4 C20/×4 [U][B]Steadfast Boots:[/B][/U] (MiC, 1400 gp) +4 bonus to avoid bull rush, trip, or overrun attacks. Any two-handed weapon you carry is treated as if readied against any creature that charges you. [U][B]1lb? [/B][/U] [U][B]Sustenance:[/B][/U] This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself. Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp. [U][B]Crystal of Return:[/B][/U] (least) (MiC 65. 300 gp) - Attacked to +1 Scythe 20.62+ 350+ 2100+ 2318+ 1400+ 2500+ 300= = 8988.62 = [B]11.38gp remainder[/B] [/sblock] [sblock=Background] [B]Appearance:[/B] Size: Medium Height: 6' 1" Weight: 210 lb Eyes: Green Hair: Light Brown Skin: Light [B]History:[/B] Cyric Dorm was once a warrior who was certain of his purpose in all things. He was a warrior of good. A champion of justice who did his best to help others, but a great tragedy befell him. Cyric was tricked into being a part of an attack on a village of innocents. Horrified, Cyric stopped adventuring for several years due to an identity crisis. During his crisis, he found himself dangerously slipping further and further towards a darker path. He began research into the philosophies of the Keeper. He wanted more to understand death. Cyric stopped however, when he found that some of the Keeper's principles did not entirely meet his own, however, the philosophies of this dark god brought some comfort to him. As a symbol of his respect for the keeper and of death, Cyric now carries the favoured weapon of that diety, a magical scythe. In his soul searching, he also found a great deal of potential for magic within himself and initiated training as a sorcerer. His progress was swift and he quickly became a fully fledged sorcerer in just over a year. He then continued adventuring for a time, honing his deadly combination of fighting skills with magic. Cyric sees himself as an agent of death, no matter who he kills, or for whatever reason. All adventurers ARE in his mind, but for Cyric, in order to keep his conscience clear, he cannot hide behind the usual justification adventurers give to slaughter. He must at least name things as they are. [/sblock] [/sblock] [/QUOTE]
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