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<blockquote data-quote="stonegod" data-source="post: 4522643" data-attributes="member: 36973"><p><span style="font-size: 12px"><strong><span style="color: darkorange">Jormund</span></strong></span></p><p>Male Dwarf Wizard 1</p><p></p><p><span style="color: darkorange">Hmm. Seems to be a sign of the Five Headed Coil. Odd. Best we take a hammer to it quick.</span>[sblock=Statistics]<strong>Initiative</strong> +1; <strong>Senses</strong> Low-light Vision; Perception +3</p><p><strong>HP</strong> 26; <strong>Bloodied</strong> 13; <strong>Healing Surge</strong> 6 (minor action); <strong>Surges Per Day</strong> 9</p><p><strong>AC</strong> 14; <strong>Fort</strong> 13, <strong>Ref</strong> 13, <strong>Will</strong> 15</p><p><strong>Saves</strong> +5 vs. poison</p><p><strong>Speed</strong> 5</p><p><strong>Action Points</strong> 1</p><p>-----------------------------------------------------------------</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /><u><strong>Quarterstaff</strong> (standard; at-will) ✦ <strong>Weapon</strong></u></p><p>+3 vs AC; 1d8+1 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong>Ray of Frost</strong> (standard; at-will) ✦ <strong>Arcane, Cold, Implement</strong></u></p><p>Ranged 10. +3 vs. Fort. 1d6+3 cold and target slowed until end of next turn.</p><p><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /><u><strong>Cloud of Daggers</strong> (standard; at-will) ✦ <strong>Arcane, Force, Implement</strong></u></p><p>Area 1 square within 10 squares. +3 vs Ref. 1d6+3 force damage. <strong>Effect</strong> Anyone entering or starting in square takes 3hp. Remains until end of next turn.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong>Chill Strike</strong> (standard; encounter) ✦ <strong>Arcane, Cold, Implement</strong></u></p><p>Ranged 10. +3 vs. Fort. 2d8+3 cold damage and target dazed until end of next turn.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong>Acid Arrow</strong> (standard; daily) ✦ <strong>Acid, Arcane, Implement</strong></u></p><p>Ranged 20. +3 vs. Ref. <strong>Hit:</strong> 2d8+3 acid damage and ongoing 5 acid (save ends). <strong>Secondary Attack:</strong> Adjacent to primary, +3 vs. Ref. 1d8+3 acid damage and ongoing 5 acid (save ends). <strong>Miss:</strong> Half damage, ongoing 2 acid damge (save ends), no secondary attack.</p><p><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /><u><strong>Freezing Cloud</strong> (standard; daily) ✦ <strong>Arcane, Cold, Implement</strong></u></p><p>Burst 2 within 20 squares. +3 vs Fort. 1d8+3 cold. <strong>Miss:</strong> Half damage. <strong>Effect:</strong> Cloud last until end of turn; those entering or starting in a square subject to another attack.</p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /><u><strong>Healing Word</strong> (minor; daily) ✦ <strong>Divine, Healing</strong></u></p><p>Burst 5. Jormund or one ally can spend a healing surge and regain an addition 1d6 hit points.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong>Ghost Sound</strong> (standard; at-will) ✦ <strong>Arcane, Illusion</strong></u></p><p>Ranged 10. Object or unoccupied square. Can create illusionary sounds.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong>Light</strong> (minor; at-will) ✦ <strong>Arcane</strong></u></p><p>Ranged 5. Object or unoccupied space. Create bright light out to 4 squares for 5 minutes.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong>Mage Hand</strong> (minor; at-will) ✦ <strong>Arcane, Conjuration</strong></u></p><p>Ranged 5. Create hand that can manipulate 20 lbs. within range. Different actions can be used and it can be sustained as a minor action.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong>Prestidigitation</strong> (standard; at-will) ✦ <strong>Arcane</strong></u></p><p>Ranged 2. Various magic effects.</p><p><u><strong>Arcane Mastery: Staff of Defense</strong></u></p><p>+1 to AC; Once per encounter (immediate interrupt), +3 to defense.</p><p><u><strong>Dwarven Resilience</strong></u></p><p><u><strong>Dwarven Weapon Proficiency</strong></u></p><p><u><strong>Stand Your Ground</strong></u></p><p>Forced movement is reduced by one; saving throw to resist being knocked prone.</p><p>-----------------------------------------------------------------</p><p><strong>Alignment</strong> Unaligned; <strong>Languages</strong> Common, Dwarven</p><p><strong>Str</strong> 13 (+1) <strong>Dex</strong> 10 (+0) <strong>Con</strong> 16 (+3)</p><p><strong>Int</strong> 16 (+3) <strong>Wis</strong> 16 (+3) <strong>Cha</strong> 8 (-1)</p><p><strong>Arcana</strong> +8*, <strong>Dungeoneering</strong> +10*, <strong>Endurance</strong> +5, <strong>History</strong> +8*, <strong>Insight</strong> +8*, <strong>Religion</strong> +8*</p><p>* Trained Skill</p><p><strong>Feats:</strong> Initiate of the Faith, Ritual Caster</p><p><strong>Rituals:</strong> Animal Messenger, Comprehend Language, Secret Page</p><p><strong>Deity:</strong> Ioun</p><p><strong>Gear</strong> Cloth Armor, Quarterstaff, Backpack, Bedroll, Belt Pouch, Flint and Steel, Rope (50 ft.), Spellbook + Ritual Components (10gp Arcane), 2 Sunrods, Trail Rations (10 days), Waterskin; 1gp[/sblock][sblock=Background]Jormund is an unusual dwarf. At an early age, he showed a propensity for arcane magic, a skill not that common amongst his clan. Stealing away before he could be apprenticed, he begged the first Eladrin wizard he saw to take him under his wing. It was a poor choice on his part; Wythain was a brutal, boorish, and snobbish master, treating Jormund little better than a slave knowing the dwarf's "honor" would keep him bound.</p><p></p><p>Jormund did well in his studies, even if they were a little unconventional for the other pupils or dwarves. He spent most of his time lost in learning, in fact. So much so, that he discovered something unpleasant about his master. Wythain was making bargains with dark creatures. For what... it was not clear. For when his master found out, the dwarf fled. He used a ritual scroll he has found and soon was far away. Far away from his clan, the border Feywild outpost of his teaching, from everything he knew.</p><p></p><p>It was a perfect time for a new start. </p><p></p><p>Jormund does not speak of his past except a bit obliquely. He does not mention is clan name or his training, which makes him an oddity. Other dwarves find his manner a bit off putting. This does not concern the wizard terribly much.[/sblock][sblock=Personality and Appearance]Jormud is a bit detached from the world, spending more time observing than acting. He prefers his own company, and does not tend to speak much except when pontificating about his various studies. Dealing with others is not his speciality as they are too unpredictable. He has also been betrayed one too many times.</p><p></p><p>Jormund his broad for a dwarf, with strong features belying his more academic bent. His salt-peter beard is trimmed close, and his ice blue eyes are intense. He dresses conservatively, in heavy furs that indicate his frosty origins.[/sblock]</p></blockquote><p></p>
[QUOTE="stonegod, post: 4522643, member: 36973"] [size=3][b][color=darkorange]Jormund[/color][/b][/size] Male Dwarf Wizard 1 [color=darkorange]Hmm. Seems to be a sign of the Five Headed Coil. Odd. Best we take a hammer to it quick.[/color][sblock=Statistics][b]Initiative[/b] +1; [b]Senses[/b] Low-light Vision; Perception +3 [b]HP[/b] 26; [b]Bloodied[/b] 13; [b]Healing Surge[/b] 6 (minor action); [b]Surges Per Day[/b] 9 [b]AC[/b] 14; [b]Fort[/b] 13, [b]Ref[/b] 13, [b]Will[/b] 15 [b]Saves[/b] +5 vs. poison [b]Speed[/b] 5 [b]Action Points[/b] 1 ----------------------------------------------------------------- :bmelee:[u][b]Quarterstaff[/b] (standard; at-will) ✦ [b]Weapon[/b][/u] +3 vs AC; 1d8+1 damage. :ranged:[u][b]Ray of Frost[/b] (standard; at-will) ✦ [b]Arcane, Cold, Implement[/b][/u] Ranged 10. +3 vs. Fort. 1d6+3 cold and target slowed until end of next turn. :area:[u][b]Cloud of Daggers[/b] (standard; at-will) ✦ [b]Arcane, Force, Implement[/b][/u] Area 1 square within 10 squares. +3 vs Ref. 1d6+3 force damage. [b]Effect[/b] Anyone entering or starting in square takes 3hp. Remains until end of next turn. :ranged:[u][b]Chill Strike[/b] (standard; encounter) ✦ [b]Arcane, Cold, Implement[/b][/u] Ranged 10. +3 vs. Fort. 2d8+3 cold damage and target dazed until end of next turn. :ranged:[u][b]Acid Arrow[/b] (standard; daily) ✦ [b]Acid, Arcane, Implement[/b][/u] Ranged 20. +3 vs. Ref. [b]Hit:[/b] 2d8+3 acid damage and ongoing 5 acid (save ends). [b]Secondary Attack:[/b] Adjacent to primary, +3 vs. Ref. 1d8+3 acid damage and ongoing 5 acid (save ends). [b]Miss:[/b] Half damage, ongoing 2 acid damge (save ends), no secondary attack. :area:[u][b]Freezing Cloud[/b] (standard; daily) ✦ [b]Arcane, Cold, Implement[/b][/u] Burst 2 within 20 squares. +3 vs Fort. 1d8+3 cold. [b]Miss:[/b] Half damage. [b]Effect:[/b] Cloud last until end of turn; those entering or starting in a square subject to another attack. :close:[u][b]Healing Word[/b] (minor; daily) ✦ [b]Divine, Healing[/b][/u] Burst 5. Jormund or one ally can spend a healing surge and regain an addition 1d6 hit points. :ranged:[u][b]Ghost Sound[/b] (standard; at-will) ✦ [b]Arcane, Illusion[/b][/u] Ranged 10. Object or unoccupied square. Can create illusionary sounds. :ranged:[u][b]Light[/b] (minor; at-will) ✦ [b]Arcane[/b][/u] Ranged 5. Object or unoccupied space. Create bright light out to 4 squares for 5 minutes. :ranged:[u][b]Mage Hand[/b] (minor; at-will) ✦ [b]Arcane, Conjuration[/b][/u] Ranged 5. Create hand that can manipulate 20 lbs. within range. Different actions can be used and it can be sustained as a minor action. :ranged:[u][b]Prestidigitation[/b] (standard; at-will) ✦ [b]Arcane[/b][/u] Ranged 2. Various magic effects. [u][b]Arcane Mastery: Staff of Defense[/b][/u] +1 to AC; Once per encounter (immediate interrupt), +3 to defense. [u][b]Dwarven Resilience[/b][/u] [u][b]Dwarven Weapon Proficiency[/b][/u] [u][b]Stand Your Ground[/b][/u] Forced movement is reduced by one; saving throw to resist being knocked prone. ----------------------------------------------------------------- [b]Alignment[/b] Unaligned; [b]Languages[/b] Common, Dwarven [b]Str[/b] 13 (+1) [b]Dex[/b] 10 (+0) [b]Con[/b] 16 (+3) [b]Int[/b] 16 (+3) [b]Wis[/b] 16 (+3) [b]Cha[/b] 8 (-1) [b]Arcana[/b] +8*, [b]Dungeoneering[/b] +10*, [b]Endurance[/b] +5, [b]History[/b] +8*, [b]Insight[/b] +8*, [b]Religion[/b] +8* * Trained Skill [b]Feats:[/b] Initiate of the Faith, Ritual Caster [b]Rituals:[/b] Animal Messenger, Comprehend Language, Secret Page [b]Deity:[/b] Ioun [b]Gear[/b] Cloth Armor, Quarterstaff, Backpack, Bedroll, Belt Pouch, Flint and Steel, Rope (50 ft.), Spellbook + Ritual Components (10gp Arcane), 2 Sunrods, Trail Rations (10 days), Waterskin; 1gp[/sblock][sblock=Background]Jormund is an unusual dwarf. At an early age, he showed a propensity for arcane magic, a skill not that common amongst his clan. Stealing away before he could be apprenticed, he begged the first Eladrin wizard he saw to take him under his wing. It was a poor choice on his part; Wythain was a brutal, boorish, and snobbish master, treating Jormund little better than a slave knowing the dwarf's "honor" would keep him bound. Jormund did well in his studies, even if they were a little unconventional for the other pupils or dwarves. He spent most of his time lost in learning, in fact. So much so, that he discovered something unpleasant about his master. Wythain was making bargains with dark creatures. For what... it was not clear. For when his master found out, the dwarf fled. He used a ritual scroll he has found and soon was far away. Far away from his clan, the border Feywild outpost of his teaching, from everything he knew. It was a perfect time for a new start. Jormund does not speak of his past except a bit obliquely. He does not mention is clan name or his training, which makes him an oddity. Other dwarves find his manner a bit off putting. This does not concern the wizard terribly much.[/sblock][sblock=Personality and Appearance]Jormud is a bit detached from the world, spending more time observing than acting. He prefers his own company, and does not tend to speak much except when pontificating about his various studies. Dealing with others is not his speciality as they are too unpredictable. He has also been betrayed one too many times. Jormund his broad for a dwarf, with strong features belying his more academic bent. His salt-peter beard is trimmed close, and his ice blue eyes are intense. He dresses conservatively, in heavy furs that indicate his frosty origins.[/sblock] [/QUOTE]
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