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Jungle Deeps and Ocean Depths Characters
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<blockquote data-quote="WhatKu" data-source="post: 1144796" data-attributes="member: 13817"><p>Name: Halark Greywave</p><p>Race: Half Sea Elf</p><p>AL:N</p><p>Reigon: Waterdeep </p><p>Patron Deity: Kelmvor</p><p>Class: Wizard 7/ Arcane Devotee of Kelmvor 3 </p><p>Base Stats: </p><p>STR: 10 [2 pts]</p><p>DEX: 12 [4 pts]</p><p>CON: 14 [6 pts]</p><p>INT: 22 [10 pts, +2 from levels, +4 Enhancement]</p><p>WIS: 8 [0 pts]</p><p>CHA: 16 [10 pts]</p><p></p><p>AC:17 [10 Base, +3 Deflection Bonus from Bracers, +3 Natural Armor Bonus from Boots, +1 Dex] </p><p>INIT: +1</p><p>HP:51</p><p></p><p>Languages: Common, Elven, Chondothan, Draconic, Chultan, Alehzdo, Celestial</p><p></p><p></p><p>Saves: Fort +7 [+2 from Con, +2 From Wizard, +2 from Magic Tattoo, +1 From Dev], </p><p>Ref +6 [+1 From Dex, +2 From Wiz, +2 From Magic Tattoo, +1 From Dev], </p><p>Will +9 [-1 From Wiz, +5 from Wizard, +2 From Magic Tattoo, +3 From Dev]</p><p></p><p>Feats: Region: Cosmopolitan [Diplomacy], Scribe Scroll [Free],Energey Sub (Acid) [1st level], Cosmopolitan: Bluff, Enlarge Spell [Wizard Bonus], Leadership [6th Level], Water Adaptation [9th Level], Spell Focus [Evocation] (Arcane Devotee Bonus) </p><p></p><p>Skills: Bluff +18 [13 ranks, 3 from cha, 2 from Cosmopolitan], Diplomacy +20 [13 ranks, 3 from cha, 2 from Cosmopolitan, 2 From Bluff Synergey], Knowledge [Religon] +14 [8 ranks], Knowledge [Polotics] +16 [10 ranks], Spell Craft +19 [13 ranks], Concentration +15 [13 ranks], Knowledge (Arcana) +9 [3 ranks], Knowledge [History] +9 [3 ranks], Craft: Caligraphy +7 [1 rank], Scry +7 [1 rank], Swim +5 [Gear Included], Balance +3</p><p></p><p>Half Sea Elf Traits:</p><p>+1 To spot, listen, and search</p><p>Elf Blood</p><p>Low Light Vision</p><p>Immunity to Sleep and other such Effects</p><p>+8 Racial Bonus to Swim Checks, May always take 10 swimming, can run if swims in a straight line</p><p>Breathes Water and Air [Water Adaptation Feat] </p><p></p><p>Physical Descripton</p><p>Height:5'10 </p><p>Weight: 132 lb</p><p>Hair<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />ale Blue</p><p>Skin: Pale Green</p><p>Eyes: Black</p><p></p><p></p><p>Class Abilites:</p><p>Summon Familiar</p><p>School Spec: Evocation [Prohibited, Illusion, Enchantment]</p><p>Enlarge Spell [4/day] </p><p>Sacred Defense +1</p><p>Alignment Focus [Law] </p><p></p><p>Equipment- Amulet of Intelligence +4 [16k],Light Crossbow, 20 bolts,Quater Staff, Wand of Silence [4.5 k], Potion Belt, 4 Potions of Cure Moderate Wounds [1.2k], 1 Potion of Invisibility [300gp], 1 Potion of See Invisibilty [300gp], Scroll Orginizer, 3 Scrolls of Dispel Magic, 1 Scroll of Knock, 3 Scrolls of Identify, 1 Scrolls of Mount, 1 Scroll of Jump, 1 Scroll of Melfs Acid Arrow [Reigon Bonus]. Backpack, 5 Days of Rations, Dagger, Water skin, Spell Component Pouch . Note- Used 1 Scroll of Knock, 1 Scroll of Jump, 1 Scroll of Mount, 1 Scroll of Continual Flame, and one 1 Scroll of See Invibility [Last two Were Reigon Bonus], and one Scroll of Claraudienece/Clairvoyance and scribed them into Spell Book. 24,320 spent. 180 GP Pocket money. Bonus Equipment- Sharkskin Boots [+3 Natural Armor, +2 to balance], Bracers of the Stalwart Warrior [as bracers of armor +3], </p><p>Robe of useful items with the following patches (in addition to the usual): 10 100gp gems (rubies), bag of 100gp, 24ft. long wooden ladder, 2 silver coffers (6" x 6" x 1', worth 500gp), mule with saddle bags, potion of cure serious wounds, open pit (10 cubic ft.) </p><p></p><p>Spells Per Day: 4/6+1/6+1/4+1/4+1/3+1</p><p>Save Dcs: 10+6+Spell Level </p><p>+2 to all DCs for Evocation</p><p>All Law Spells at +1 Caster Level</p><p></p><p>Spells Known:</p><p>0- All</p><p>1-Mage Armor, Magic Missles, Ray of Enfeeblement, Burning Hands, Spider Climb, Identify, Jump, Mount</p><p>2-Create Magic Tattoo, Darkness, Darkvision, Melfs Acid Arrow, Agamazarr's Schorcher, Knock, Continual Flame, See Invisibilty</p><p>3- Fire Ball, Lightning Bolt, Dispel Magic, Fly, Clairaudince/Clairvoyiance</p><p>4- Polymorph Self, Polymorph Other, Scrying, Wall of Fire</p><p>5- Summon Monster V,Dismissal , Frostbrand [Firebrand from MoF, only Frost dmg]</p><p></p><p>Spells Memorized </p><p>0-<em>Light [x2], Detect Magic [x2]</em></p><p>1-<em>Mage Armor [x2],Magic Missles [x3], Ray of Enfeeblement, Burning Hands*</em></p><p>2-<em>Create Magic Tattoo, Darkvison, Melfs Acid Arrow [x2], Agamazarr's Schorcher [x2], Aganazarr's Scorcher* </em></p><p>3-<em>Fireball [x1], Lightning Bolt [x2], Fly, Fireball [Prepared With Acid]*</em></p><p>4-<em>Polymorph Self, PolyMorph Other [x2],Dispel Magic, Wall of Fire*</em></p><p>5-<em>Summon Monster V [x1], Teleport, Frost Brand [Prepared as Acid], Frostbrand*</em></p><p>All Spells Marked With * are Extra Spells granted by spec</p><p>Create Magic Tattoo used to provide +2 restiance bonus on all saves.</p><p></p><p></p><p><strong>Apperance:</strong>Standing tall for a Half-Elf, Halark tends to draw a few stares outside of Waterdeep. He wears his hair cut short, and nearly always has his <em>Robe of Usefull Items</em> on. He wears a Kelmvorian holy symbol set with two large Jade stones under his clothing. Other then his robe, he dresses in normal clothes, with his Spell Book and Spell Component pouch underneath the robe. The mahogany quaterstaff he carries is mainly to simulate the effects a "magic staff" would have on the masses. He only brings his crossbow when he knows he is going to face trouble, or when going on long overland treks. </p><p></p><p><strong>Personality:</strong> Halark is normaly a pretty good person to be around. He has a good sense of humor, and loves riddles. Genrally tolerant of whatever people due, as long as it dosn't violate Kelmvorian dogma, or is out and out evil. However, when it comes to matters of the church, he becomes deadly serious. Quite a few merchants and nobles have underestimated his powers at both politcs and magic, and payed for it. He posses an intense hatred of worshippers of Velshroon and the Undead, due to his past and his choice of god.Faith is one of the driving forces in his life. If Kelmvor told him to burn Waterdeep down stone by stone, he would. </p><p></p><p><strong>History:</strong> Halark was born to a Sea-Elf mother and a Cali<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />e father. However, when Halark was 3, on a return voyage from Calisham, a Cleric of Velshroon and his undead minons attacked and sunk the ship. His mother was killed, and his father drowned. He was barley rescued by a group of Sea-Elves, who took him to Waterdeep. He wandered the streets, aimlessley looking for something. He found the Church of Kelmvor, and stumbled inside. The preists there nurtured and clothed him,and trained him in their ways. However, he showed absolutley no talent for divine casting. Thats when he started studying wizardy. He quickly showed amazing talent in his studies, even if he was a little over focused on Evocation. During his training, Halark also showed quite a bit of skill at polotics and trade. After graduating from a Watedeep Wizarding School, he quickly became an agent for the Church. After recovering an artifact that was stolen by a strange Saurial, he returned to Waterdeep. Thats where he met his future compaion, Dorcha. For a year after his return, he worked poltical games and made treaties, trade agreements, and pacts for the church. Then, the High Preist of his temple told him to look for a missing artifact in Chult. On the boat, he met someone whose voice he thought he knew, who called himself Winter. Another Kelmvorite, a cleric, came with him aswell. A strange Water Genesai was guarding Winter, and Halark spoke with him for some time about the ocean and its wonders. A man who he went to wizarding school with, Taesshan, was also on the boat. Whisper and Dorcha both decided to come with him on his quest for the artifact.</p></blockquote><p></p>
[QUOTE="WhatKu, post: 1144796, member: 13817"] Name: Halark Greywave Race: Half Sea Elf AL:N Reigon: Waterdeep Patron Deity: Kelmvor Class: Wizard 7/ Arcane Devotee of Kelmvor 3 Base Stats: STR: 10 [2 pts] DEX: 12 [4 pts] CON: 14 [6 pts] INT: 22 [10 pts, +2 from levels, +4 Enhancement] WIS: 8 [0 pts] CHA: 16 [10 pts] AC:17 [10 Base, +3 Deflection Bonus from Bracers, +3 Natural Armor Bonus from Boots, +1 Dex] INIT: +1 HP:51 Languages: Common, Elven, Chondothan, Draconic, Chultan, Alehzdo, Celestial Saves: Fort +7 [+2 from Con, +2 From Wizard, +2 from Magic Tattoo, +1 From Dev], Ref +6 [+1 From Dex, +2 From Wiz, +2 From Magic Tattoo, +1 From Dev], Will +9 [-1 From Wiz, +5 from Wizard, +2 From Magic Tattoo, +3 From Dev] Feats: Region: Cosmopolitan [Diplomacy], Scribe Scroll [Free],Energey Sub (Acid) [1st level], Cosmopolitan: Bluff, Enlarge Spell [Wizard Bonus], Leadership [6th Level], Water Adaptation [9th Level], Spell Focus [Evocation] (Arcane Devotee Bonus) Skills: Bluff +18 [13 ranks, 3 from cha, 2 from Cosmopolitan], Diplomacy +20 [13 ranks, 3 from cha, 2 from Cosmopolitan, 2 From Bluff Synergey], Knowledge [Religon] +14 [8 ranks], Knowledge [Polotics] +16 [10 ranks], Spell Craft +19 [13 ranks], Concentration +15 [13 ranks], Knowledge (Arcana) +9 [3 ranks], Knowledge [History] +9 [3 ranks], Craft: Caligraphy +7 [1 rank], Scry +7 [1 rank], Swim +5 [Gear Included], Balance +3 Half Sea Elf Traits: +1 To spot, listen, and search Elf Blood Low Light Vision Immunity to Sleep and other such Effects +8 Racial Bonus to Swim Checks, May always take 10 swimming, can run if swims in a straight line Breathes Water and Air [Water Adaptation Feat] Physical Descripton Height:5'10 Weight: 132 lb Hair:Pale Blue Skin: Pale Green Eyes: Black Class Abilites: Summon Familiar School Spec: Evocation [Prohibited, Illusion, Enchantment] Enlarge Spell [4/day] Sacred Defense +1 Alignment Focus [Law] Equipment- Amulet of Intelligence +4 [16k],Light Crossbow, 20 bolts,Quater Staff, Wand of Silence [4.5 k], Potion Belt, 4 Potions of Cure Moderate Wounds [1.2k], 1 Potion of Invisibility [300gp], 1 Potion of See Invisibilty [300gp], Scroll Orginizer, 3 Scrolls of Dispel Magic, 1 Scroll of Knock, 3 Scrolls of Identify, 1 Scrolls of Mount, 1 Scroll of Jump, 1 Scroll of Melfs Acid Arrow [Reigon Bonus]. Backpack, 5 Days of Rations, Dagger, Water skin, Spell Component Pouch . Note- Used 1 Scroll of Knock, 1 Scroll of Jump, 1 Scroll of Mount, 1 Scroll of Continual Flame, and one 1 Scroll of See Invibility [Last two Were Reigon Bonus], and one Scroll of Claraudienece/Clairvoyance and scribed them into Spell Book. 24,320 spent. 180 GP Pocket money. Bonus Equipment- Sharkskin Boots [+3 Natural Armor, +2 to balance], Bracers of the Stalwart Warrior [as bracers of armor +3], Robe of useful items with the following patches (in addition to the usual): 10 100gp gems (rubies), bag of 100gp, 24ft. long wooden ladder, 2 silver coffers (6" x 6" x 1', worth 500gp), mule with saddle bags, potion of cure serious wounds, open pit (10 cubic ft.) Spells Per Day: 4/6+1/6+1/4+1/4+1/3+1 Save Dcs: 10+6+Spell Level +2 to all DCs for Evocation All Law Spells at +1 Caster Level Spells Known: 0- All 1-Mage Armor, Magic Missles, Ray of Enfeeblement, Burning Hands, Spider Climb, Identify, Jump, Mount 2-Create Magic Tattoo, Darkness, Darkvision, Melfs Acid Arrow, Agamazarr's Schorcher, Knock, Continual Flame, See Invisibilty 3- Fire Ball, Lightning Bolt, Dispel Magic, Fly, Clairaudince/Clairvoyiance 4- Polymorph Self, Polymorph Other, Scrying, Wall of Fire 5- Summon Monster V,Dismissal , Frostbrand [Firebrand from MoF, only Frost dmg] Spells Memorized 0-[I]Light [x2], Detect Magic [x2][/I] 1-[I]Mage Armor [x2],Magic Missles [x3], Ray of Enfeeblement, Burning Hands*[/I] 2-[I]Create Magic Tattoo, Darkvison, Melfs Acid Arrow [x2], Agamazarr's Schorcher [x2], Aganazarr's Scorcher* [/I] 3-[I]Fireball [x1], Lightning Bolt [x2], Fly, Fireball [Prepared With Acid]*[/I] 4-[I]Polymorph Self, PolyMorph Other [x2],Dispel Magic, Wall of Fire*[/I] 5-[I]Summon Monster V [x1], Teleport, Frost Brand [Prepared as Acid], Frostbrand*[/I] All Spells Marked With * are Extra Spells granted by spec Create Magic Tattoo used to provide +2 restiance bonus on all saves. [B]Apperance:[/B]Standing tall for a Half-Elf, Halark tends to draw a few stares outside of Waterdeep. He wears his hair cut short, and nearly always has his [I]Robe of Usefull Items[/I] on. He wears a Kelmvorian holy symbol set with two large Jade stones under his clothing. Other then his robe, he dresses in normal clothes, with his Spell Book and Spell Component pouch underneath the robe. The mahogany quaterstaff he carries is mainly to simulate the effects a "magic staff" would have on the masses. He only brings his crossbow when he knows he is going to face trouble, or when going on long overland treks. [B]Personality:[/B] Halark is normaly a pretty good person to be around. He has a good sense of humor, and loves riddles. Genrally tolerant of whatever people due, as long as it dosn't violate Kelmvorian dogma, or is out and out evil. However, when it comes to matters of the church, he becomes deadly serious. Quite a few merchants and nobles have underestimated his powers at both politcs and magic, and payed for it. He posses an intense hatred of worshippers of Velshroon and the Undead, due to his past and his choice of god.Faith is one of the driving forces in his life. If Kelmvor told him to burn Waterdeep down stone by stone, he would. [B]History:[/B] Halark was born to a Sea-Elf mother and a Cali:):):):)e father. However, when Halark was 3, on a return voyage from Calisham, a Cleric of Velshroon and his undead minons attacked and sunk the ship. His mother was killed, and his father drowned. He was barley rescued by a group of Sea-Elves, who took him to Waterdeep. He wandered the streets, aimlessley looking for something. He found the Church of Kelmvor, and stumbled inside. The preists there nurtured and clothed him,and trained him in their ways. However, he showed absolutley no talent for divine casting. Thats when he started studying wizardy. He quickly showed amazing talent in his studies, even if he was a little over focused on Evocation. During his training, Halark also showed quite a bit of skill at polotics and trade. After graduating from a Watedeep Wizarding School, he quickly became an agent for the Church. After recovering an artifact that was stolen by a strange Saurial, he returned to Waterdeep. Thats where he met his future compaion, Dorcha. For a year after his return, he worked poltical games and made treaties, trade agreements, and pacts for the church. Then, the High Preist of his temple told him to look for a missing artifact in Chult. On the boat, he met someone whose voice he thought he knew, who called himself Winter. Another Kelmvorite, a cleric, came with him aswell. A strange Water Genesai was guarding Winter, and Halark spoke with him for some time about the ocean and its wonders. A man who he went to wizarding school with, Taesshan, was also on the boat. Whisper and Dorcha both decided to come with him on his quest for the artifact. [/QUOTE]
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