Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Jungle Deeps and Ocean Depths Characters
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jarval" data-source="post: 1416050" data-attributes="member: 421"><p><strong><span style="font-size: 12px">Mourn Calaudra</span></strong></p><p><strong>Male Sun Elf Conjurer 5/Alienist 5</strong></p><p><strong>Region:</strong> Sun Elf</p><p><strong>Patron Diety:</strong> Oghma</p><p><strong>Alignment:</strong> Chaotic Good</p><p><strong>Height:</strong> 5' 9"</p><p><strong>Weight:</strong> 155 lbs</p><p><strong>Hair:</strong> Copper</p><p><strong>Eyes:</strong> Green</p><p><strong>Age:</strong> 142</p><p></p><p><strong>Str:</strong> 12 (+1) [4 points] </p><p><strong>Dex:</strong> 14 (+2) [6 points]</p><p><strong>Con:</strong> 12 (+1) [6 points, -2 racial] </p><p><strong>Int:</strong> 22 (+6) [10 points, +2 racial, +2 levels, +2 <em>Headband of Intellect</em>] </p><p><strong>Wis:</strong> 12 (+1) [6 points, -2 Alien Blessing] </p><p><strong>Cha:</strong> 8 (-1) [0 points] </p><p></p><p><strong>Class and Racial Abilties:</strong></p><p>- Immunity to magic sleep spells and effects. </p><p>- +2 racial saving throw bonus against Enchantment spells or effects. </p><p>- Low-light Vision</p><p>- Proficient with longsword, shortbow, longbow, composite longbow, and composite shortbow.</p><p>- +2 racial bonus on Listen, Search, and Spot checks.</p><p>- Favoured Class: Wizard</p><p>- Summon Familiar</p><p>- Prohibited schools: Enchantment and Illusion </p><p>- Summon Alien</p><p>- Alien Blessing (+1 to all saving throws, -2 Wis)</p><p>- Mad Certainty (Paranoia: Elves)</p><p>- Pseudonatural Familiar</p><p></p><p><strong>Hit Dice:</strong> 10d4 + 10</p><p><strong>HP:</strong> 44 [4 (1st) + 27 (levels) + 10 (Con) + 3 (Mad Certainty)]</p><p><strong>AC:</strong> 21 [+2 Dex, +6 Armor (<em>+2 Mithral Chain Shirt</em>, +3 Shield (<em>+1 Spined Shield</em>)]</p><p><strong>Init:</strong> +2 [+2 Dex]</p><p><strong>Speed:</strong> 30 ft</p><p><strong>Armor Check Penalty:</strong> -1 (with shield in hand) or 0.</p><p><strong>Arcane Spell Failure Chance:</strong> 25 (with armor and shield readied), 10 (with armor only) or 0.</p><p></p><p><strong>Saves:</strong></p><p>Fortitude +5 [+2 base, +1 Con, +1 Strong Soul, +1 Alien Blessing]</p><p>Reflex +7 [+2 base, +2 Dex, +2 Familiar, +1 Alien Blessing]</p><p>Will +11 [+8 base, +1 Wis, +1 Strong Soul, +1 Alien Blessing]</p><p></p><p><strong>BAB:</strong> +4</p><p><strong>Melee Atk:</strong> +6 (1d8+1, 19-20/x2, Masterwork longsword)</p><p><strong>Ranged Atk:</strong> +7 (1d8+1, x3, 110. ft range, Masterwork mighty composite longbow)</p><p>or +7 (1d10+1, 19-20/x2, 120. ft range, <em>Spined Shield</em>)</p><p></p><p><strong>Skills:</strong></p><p>Concentration +14 [13 ranks, +1 Con]</p><p>Knowledge (Arcana) +19 [13 ranks, +6 Int]</p><p>Knowledge (The planes) +19 [13 ranks, +6 Int]</p><p>Listen +10 [5 ranks, +1 Wis, +2 Alertness, +2 racial]</p><p>Scry +16 [10 ranks, +6 Int]</p><p>Speak Language 3</p><p>Spellcraft +19 [13 ranks, +6 Int]</p><p>Spot +10 [5 ranks, +1 Wis, +2 Alertness, +2 racial]</p><p></p><p><strong>Feats:</strong></p><p>Scribe Scroll (Free for Wizard)</p><p>Alertness (1st level feat)</p><p>Strong Soul (Free Regional feat)</p><p>Spell Focus (Conjuration) (3rd level feat)</p><p>Craft Wonderous Item (bonus Wizard feat)</p><p>Augment Summoning (6th level feat)</p><p>Extend Spell (Metamagic Secret)</p><p>Spell Penetration (9th level feat)</p><p></p><p><strong>Languages:</strong></p><p>Abyssal, Auran, Celestial, Chultan, Common, Draconic, Elven, Infernal, Sylvan.</p><p></p><p><strong>Spells:</strong></p><p>Spells per day: 4+1/6+1/6+1/4+1/4+1/3+1</p><p>DCs: 16/17/18/19/20/21 (+2 for Conjuration spells)</p><p><u>Cantrips:</u> Deftness, Detect Magic (x2), Mage Hand, Prestidigitation, Ray of Frost *.</p><p><u>Level 1:</u> Grease *, Magic Missile (x3), Protection from Evil, Ray of Enfeeblement, Spider Climb.</p><p><u>Level 2:</u> Cat's Grace, Choke * (x2), Melf's Acid Arrow * (x2), Resist Elements, Extended Mount *.</p><p><u>Level 3:</u> Corpse Candle *, Dispel Magic, Fireball, Magic Circle against Evil, Tongues.</p><p><u>Level 4:</u> Dimensional Anchor, Rary's Mnemonic Enhancer, Scrying, Summon Monster IV * (x2).</p><p><u>Level 5:</u> Cone of Cold, Lesser Planar Binding *, Summon Monster V *, Teleport.</p><p></p><p>Spellbook:</p><p><u>Cantrips:</u> Arcane Mark, Dancing Lights, Deftness (Dragon Magazine #302, p 49), Detect Magic, Detect Poison, Disrupt Undead, Flare, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost *, Read Magic, Repair Minor Damage (Tome & Blood), Resistance, Thunderhead (Dragon Magazine #302, p 49).</p><p><u>Level 1:</u> Grease *, Identify, Magic Missile, Mount *, Protection from Evil, Ray of Enfeeblement, Spider Climb, Tenser's Floating Disk, True Strike.</p><p><u>Level 2:</u> Cat's Grace, Choke * (Tome & Blood), Melf's Acid Arrow *, Resist Elements.</p><p><u>Level 3:</u> Corpse Candle * (Tome & Blood), Dispel Magic, Fireball, Magic Circle against Evil, Tongues.</p><p><u>Level 4:</u> Dimensional Anchor, Rary's Mnemonic Enhancer, Scrying, Summon Monster IV *.</p><p><u>Level 5:</u> Cone of Cold, Lesser Planar Binding *, Summon Monster V *, Teleport.</p><p></p><p>* = Conjuration spell</p><p></p><p></p><p><strong>Equipment:</strong></p><p><em>Heward's Handy Haversack</em>: (2,000 gp)</p><p>- 40 Arrows</p><p>- Bedroll</p><p>- Dagger</p><p>- <em>Everburning Torch</em> (90 gp)</p><p>- 2 Grappling hooks</p><p>- <em>Potion of Cure Light Wounds</em> (50 gp)</p><p>- 2 <em>Potions of Cure Moderate Wounds</em> (600 gp)</p><p>- 2 <em>Quaal's Feather Tokens (Tree)</em> (200 gp)</p><p>- 2 <em>Scrolls of Identify</em> (250 gp)</p><p>- 2 <em>Scrolls of Mage Armor</em> (50 gp)</p><p>- <em>Scroll of Mount</em> (25 gp)</p><p>- <em>Scroll of Teleport</em> (1,125 gp)</p><p>- <em>Scroll of Tounges</em> (375 gp)</p><p>- 100' Silk rope</p><p>- <em>+1 Flying spiked chain</em> (8,325 gp)</p><p>- Spellbook</p><p>- <em>Stone of Alarm</em></p><p>- 5 Sunrods</p><p>- 10 Tindertwigs</p><p>- 4 Torches</p><p>- <em>Wand of Magic Weapon</em> (750 gp)</p><p>- 62 gp, 8 sp, 6 cp</p><p>Wearing / Carrying:</p><p>- 20 Arrows</p><p>- <em>Broom of Flying</em> (15,100 gp)</p><p>- Explorer's Outfit</p><p>- <em>Glove of Storing</em> (2,200 gp)</p><p>- <em>+2 Headband of Intellect</em> (4000 gp)</p><p>- 3 <em>Dull gray Ioun stones</em> (one painted green, one painted white, and one painted purple) (75 gp)</p><p>- Masterwork longsword (Regional gear)</p><p>- Masterwork mighty (+1) composite longbow (500 gp)</p><p>- <em>+2 Mithral Chain Shirt</em> (5,100 gp)</p><p>- Pouch (Spell Component)</p><p>- <em>Retractable Armor</em> (Dragon Magazine #302, p 74-75) (4,400 gp)</p><p>- <em>+1 Spined Shield</em> (2,670 gp)</p><p></p><p>Total Weight Carried: 43 lb</p><p>Load: Light</p><p></p><p></p><p>**********</p><p></p><p></p><p><span style="color: limegreen"><span style="font-size: 12px"><strong>Thorik:</strong></span> Pseudonatural Weasel Familiar; <strong>CR:</strong> ?; <strong>Size:</strong> T; <strong>Type:</strong> Magical Beast; <strong>HD:</strong> 10d4+10; <strong>hp</strong> 22; <strong>Init:</strong> +2; <strong>Spd:</strong> 20 ft, climb 20 ft; <strong>AC:</strong> 19 (flatfooted 17, touch 14), <strong>Attk:</strong> Bite +6 melee (1d3-4 dmg); <strong>SA:</strong> Attach, Scent, Empathic Link, Improved Evasion, Share Spells, Speak with animals of type, Speak with Master, Touch, Acid Resistance 15, Electricity Resistance 15, DR 5/+2, Alternate Form, True Strike 1/day; <strong>AL:</strong> CG; <strong>Sv:</strong> Fort +2, Ref +4, Will +9; Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 5.</span></p><p><span style="color: limegreen"><strong>Skills:</strong> Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4.</span></p><p><span style="color: limegreen"><strong>Feats:</strong> Weapon Finesse (Bite).</span></p><p></p><p></p><p>**********</p><p></p><p></p><p><strong>Appearance:</strong></p><p>Bronze-skinned, with bright copper hair and green eyes, Mourn has the looks typical to many of his people. He dresses in practical but well tailored clothes, but his other possessions clearly indicate his love of magic. Three Ioun stones constantly orbit his head, and a golden circlet rests over his hair.</p><p></p><p>Few are ever likely to see him bare-chested, but if they do, a surprise awaits them. Several large patches of Mourn's skin have turned nearly transparent, showing the muscles and blood veins running underneath. Needless to say, Mourn is rather self-conscious about this fact, and ensures that these marks are covered at all times.</p><p></p><p></p><p><strong>Personality:</strong></p><p>Mourn Calaudra is in general an affable sort of man. He does have occasional spells of distraction, brooding over some metaphysical problem to the exclusion of those around him, making him seem somewhat distant, but in truth he holds nothing but good will for most of Faerun's people.</p><p> </p><p>This all changes when he is in the presence of other elves, however. Ever since his mother's death, Mourn has been convinced that his kinsmen conspire against both his family and his research into the Far Realm. As a result his initial attitude to other elves ranges from deep suspicion to outright hostility. Unsurprisingly, this has caused him a fair amount of trouble...</p><p></p><p></p><p><strong>Background:</strong></p><p>Born on Evermeet, Mourn Calaudra has only recently arrived on the mainland of Faerun. Son of a wizard, Mourn followed in his mother's footsteps and learnt the art the elven people prize above all others. Magic came naturally to him, and he, like his mother, favours the school of conjuration. Through his childhood, he aided his mother in her studies of Conjuration, becoming well versed in both the lore and structure of the planes, as well as becoming fluent in several extra-planear languages.</p><p></p><p>During the spring of his 133rd year, he became ill with a deep fever. Lasting close to six months, the fever resisted every attempt to magically cure it. Mourn spent most of this time is a state of troubled semi-trance, muttering arcane formulae. Eventually, the fever slow abated, fading away in late autumn. It left a lasting mark on Mourn, with several patches of the skin on his back and chest turning translucent. All the healers who saw his condition expressed bafflement at this change, but judged Mourn to be back in full health.</p><p></p><p>But the marks on Mourn's skin where not the only effect of the fever. Mourn spent the winter surrounded by books, busily filling pages with spell formulas and planear diagrams. While he never spoke of what troubled his thoughts during the months-long trance, his mother could clearly see parallels with fevered murmuring and the pages of equations that he was now producing. Vestele joined her son in his research, but their search of volume after volume yielded very little result. A few vague descriptions of a place called only the "Far Realm" matched Mourn's memories of his fever-trance, but all of the books were gravely lacking in details.</p><p></p><p>Mourn's new formulae proved more productive, however, with creatures the young elf summoned strangely enhanced. Many of his peers disliked the changes evident in Mourn's summons, calling the warped creatures outside of even the bizarre natural order of the Outer Planes, but he put these view down to jealousy of his clearly superior callings. </p><p></p><p>His trances continued to produce more visions of the Far Realm, and to improve yet further on refinements to his summoning spells, providing Mourn with many happy hours of experimentation. Even Thorik, his weasel familiar, took on traits of his master's new learning, his form becoming near transparent, matching the marks on Mourn's torso.</p><p></p><p>This contentment in his work was shattered irrevocably by his mother's sudden death. Mourn's initial hunch as to the cause was confirmed by the healer who came to examine the body: Vestele had been poisoned! To Mourn's grief clouded (and by now, far from rational) mind, the list of suspects was obvious. Too many of his fellow mages had coveted his new finds. Too many had called his work unnatural or distasteful. They must be trying to stop his research, one way or another. The whole elven nation would put a stop to his work! How could so skilled an assassin have been hired, unless with the backing of the Royal Treasury?</p><p></p><p>In a paranoid panic, Mourn gathered together both his own and his mother's most potent items, before <em>teleporting</em> away from Evermeet. Arriving on the mainland of Faerun, he fled aimlessly, certain that squads of troops or cowled assassins must be dogging his steps. The wildlife of southern Chult suffered many losses as a nervous Mourn flew quickly north, arriving in Mezro only a few days later. He's lived in the city now for close to nine month, making a meager living from his magical skills. So far, his petitions to access the college library have been rejected, but Mourn remains optimistic. After all, his talents are self evident, and there seems to be little sign of any agents from Evermeet in the city...</p></blockquote><p></p>
[QUOTE="Jarval, post: 1416050, member: 421"] [b][size=3]Mourn Calaudra[/size] Male Sun Elf Conjurer 5/Alienist 5[/b] [b]Region:[/b] Sun Elf [b]Patron Diety:[/b] Oghma [b]Alignment:[/b] Chaotic Good [b]Height:[/b] 5' 9" [b]Weight:[/b] 155 lbs [b]Hair:[/b] Copper [b]Eyes:[/b] Green [b]Age:[/b] 142 [b]Str:[/b] 12 (+1) [4 points] [b]Dex:[/b] 14 (+2) [6 points] [b]Con:[/b] 12 (+1) [6 points, -2 racial] [b]Int:[/b] 22 (+6) [10 points, +2 racial, +2 levels, +2 [i]Headband of Intellect[/i]] [b]Wis:[/b] 12 (+1) [6 points, -2 Alien Blessing] [b]Cha:[/b] 8 (-1) [0 points] [b]Class and Racial Abilties:[/b] - Immunity to magic sleep spells and effects. - +2 racial saving throw bonus against Enchantment spells or effects. - Low-light Vision - Proficient with longsword, shortbow, longbow, composite longbow, and composite shortbow. - +2 racial bonus on Listen, Search, and Spot checks. - Favoured Class: Wizard - Summon Familiar - Prohibited schools: Enchantment and Illusion - Summon Alien - Alien Blessing (+1 to all saving throws, -2 Wis) - Mad Certainty (Paranoia: Elves) - Pseudonatural Familiar [b]Hit Dice:[/b] 10d4 + 10 [b]HP:[/b] 44 [4 (1st) + 27 (levels) + 10 (Con) + 3 (Mad Certainty)] [b]AC:[/b] 21 [+2 Dex, +6 Armor ([i]+2 Mithral Chain Shirt[/i], +3 Shield ([i]+1 Spined Shield[/i])] [b]Init:[/b] +2 [+2 Dex] [b]Speed:[/b] 30 ft [b]Armor Check Penalty:[/b] -1 (with shield in hand) or 0. [b]Arcane Spell Failure Chance:[/b] 25 (with armor and shield readied), 10 (with armor only) or 0. [b]Saves:[/b] Fortitude +5 [+2 base, +1 Con, +1 Strong Soul, +1 Alien Blessing] Reflex +7 [+2 base, +2 Dex, +2 Familiar, +1 Alien Blessing] Will +11 [+8 base, +1 Wis, +1 Strong Soul, +1 Alien Blessing] [b]BAB:[/b] +4 [b]Melee Atk:[/b] +6 (1d8+1, 19-20/x2, Masterwork longsword) [b]Ranged Atk:[/b] +7 (1d8+1, x3, 110. ft range, Masterwork mighty composite longbow) or +7 (1d10+1, 19-20/x2, 120. ft range, [i]Spined Shield[/i]) [b]Skills:[/b] Concentration +14 [13 ranks, +1 Con] Knowledge (Arcana) +19 [13 ranks, +6 Int] Knowledge (The planes) +19 [13 ranks, +6 Int] Listen +10 [5 ranks, +1 Wis, +2 Alertness, +2 racial] Scry +16 [10 ranks, +6 Int] Speak Language 3 Spellcraft +19 [13 ranks, +6 Int] Spot +10 [5 ranks, +1 Wis, +2 Alertness, +2 racial] [b]Feats:[/b] Scribe Scroll (Free for Wizard) Alertness (1st level feat) Strong Soul (Free Regional feat) Spell Focus (Conjuration) (3rd level feat) Craft Wonderous Item (bonus Wizard feat) Augment Summoning (6th level feat) Extend Spell (Metamagic Secret) Spell Penetration (9th level feat) [b]Languages:[/b] Abyssal, Auran, Celestial, Chultan, Common, Draconic, Elven, Infernal, Sylvan. [b]Spells:[/b] Spells per day: 4+1/6+1/6+1/4+1/4+1/3+1 DCs: 16/17/18/19/20/21 (+2 for Conjuration spells) [u]Cantrips:[/u] Deftness, Detect Magic (x2), Mage Hand, Prestidigitation, Ray of Frost *. [u]Level 1:[/u] Grease *, Magic Missile (x3), Protection from Evil, Ray of Enfeeblement, Spider Climb. [u]Level 2:[/u] Cat's Grace, Choke * (x2), Melf's Acid Arrow * (x2), Resist Elements, Extended Mount *. [u]Level 3:[/u] Corpse Candle *, Dispel Magic, Fireball, Magic Circle against Evil, Tongues. [u]Level 4:[/u] Dimensional Anchor, Rary's Mnemonic Enhancer, Scrying, Summon Monster IV * (x2). [u]Level 5:[/u] Cone of Cold, Lesser Planar Binding *, Summon Monster V *, Teleport. Spellbook: [u]Cantrips:[/u] Arcane Mark, Dancing Lights, Deftness (Dragon Magazine #302, p 49), Detect Magic, Detect Poison, Disrupt Undead, Flare, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost *, Read Magic, Repair Minor Damage (Tome & Blood), Resistance, Thunderhead (Dragon Magazine #302, p 49). [u]Level 1:[/u] Grease *, Identify, Magic Missile, Mount *, Protection from Evil, Ray of Enfeeblement, Spider Climb, Tenser's Floating Disk, True Strike. [u]Level 2:[/u] Cat's Grace, Choke * (Tome & Blood), Melf's Acid Arrow *, Resist Elements. [u]Level 3:[/u] Corpse Candle * (Tome & Blood), Dispel Magic, Fireball, Magic Circle against Evil, Tongues. [u]Level 4:[/u] Dimensional Anchor, Rary's Mnemonic Enhancer, Scrying, Summon Monster IV *. [u]Level 5:[/u] Cone of Cold, Lesser Planar Binding *, Summon Monster V *, Teleport. * = Conjuration spell [b]Equipment:[/b] [i]Heward's Handy Haversack[/i]: (2,000 gp) - 40 Arrows - Bedroll - Dagger - [i]Everburning Torch[/i] (90 gp) - 2 Grappling hooks - [i]Potion of Cure Light Wounds[/i] (50 gp) - 2 [i]Potions of Cure Moderate Wounds[/i] (600 gp) - 2 [i]Quaal's Feather Tokens (Tree)[/i] (200 gp) - 2 [i]Scrolls of Identify[/i] (250 gp) - 2 [i]Scrolls of Mage Armor[/i] (50 gp) - [i]Scroll of Mount[/i] (25 gp) - [i]Scroll of Teleport[/i] (1,125 gp) - [i]Scroll of Tounges[/i] (375 gp) - 100' Silk rope - [i]+1 Flying spiked chain[/i] (8,325 gp) - Spellbook - [i]Stone of Alarm[/i] - 5 Sunrods - 10 Tindertwigs - 4 Torches - [i]Wand of Magic Weapon[/i] (750 gp) - 62 gp, 8 sp, 6 cp Wearing / Carrying: - 20 Arrows - [i]Broom of Flying[/i] (15,100 gp) - Explorer's Outfit - [i]Glove of Storing[/i] (2,200 gp) - [i]+2 Headband of Intellect[/i] (4000 gp) - 3 [i]Dull gray Ioun stones[/i] (one painted green, one painted white, and one painted purple) (75 gp) - Masterwork longsword (Regional gear) - Masterwork mighty (+1) composite longbow (500 gp) - [i]+2 Mithral Chain Shirt[/i] (5,100 gp) - Pouch (Spell Component) - [i]Retractable Armor[/i] (Dragon Magazine #302, p 74-75) (4,400 gp) - [i]+1 Spined Shield[/i] (2,670 gp) Total Weight Carried: 43 lb Load: Light ********** [COLOR=limegreen][size=3][b]Thorik:[/b][/size] Pseudonatural Weasel Familiar; [b]CR:[/b] ?; [b]Size:[/b] T; [b]Type:[/b] Magical Beast; [b]HD:[/b] 10d4+10; [b]hp[/b] 22; [b]Init:[/b] +2; [b]Spd:[/b] 20 ft, climb 20 ft; [b]AC:[/b] 19 (flatfooted 17, touch 14), [b]Attk:[/b] Bite +6 melee (1d3-4 dmg); [b]SA:[/b] Attach, Scent, Empathic Link, Improved Evasion, Share Spells, Speak with animals of type, Speak with Master, Touch, Acid Resistance 15, Electricity Resistance 15, DR 5/+2, Alternate Form, True Strike 1/day; [b]AL:[/b] CG; [b]Sv:[/b] Fort +2, Ref +4, Will +9; Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 5. [b]Skills:[/b] Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4. [b]Feats:[/b] Weapon Finesse (Bite).[/COLOR] ********** [b]Appearance:[/b] Bronze-skinned, with bright copper hair and green eyes, Mourn has the looks typical to many of his people. He dresses in practical but well tailored clothes, but his other possessions clearly indicate his love of magic. Three Ioun stones constantly orbit his head, and a golden circlet rests over his hair. Few are ever likely to see him bare-chested, but if they do, a surprise awaits them. Several large patches of Mourn's skin have turned nearly transparent, showing the muscles and blood veins running underneath. Needless to say, Mourn is rather self-conscious about this fact, and ensures that these marks are covered at all times. [b]Personality:[/b] Mourn Calaudra is in general an affable sort of man. He does have occasional spells of distraction, brooding over some metaphysical problem to the exclusion of those around him, making him seem somewhat distant, but in truth he holds nothing but good will for most of Faerun's people. This all changes when he is in the presence of other elves, however. Ever since his mother's death, Mourn has been convinced that his kinsmen conspire against both his family and his research into the Far Realm. As a result his initial attitude to other elves ranges from deep suspicion to outright hostility. Unsurprisingly, this has caused him a fair amount of trouble... [b]Background:[/b] Born on Evermeet, Mourn Calaudra has only recently arrived on the mainland of Faerun. Son of a wizard, Mourn followed in his mother's footsteps and learnt the art the elven people prize above all others. Magic came naturally to him, and he, like his mother, favours the school of conjuration. Through his childhood, he aided his mother in her studies of Conjuration, becoming well versed in both the lore and structure of the planes, as well as becoming fluent in several extra-planear languages. During the spring of his 133rd year, he became ill with a deep fever. Lasting close to six months, the fever resisted every attempt to magically cure it. Mourn spent most of this time is a state of troubled semi-trance, muttering arcane formulae. Eventually, the fever slow abated, fading away in late autumn. It left a lasting mark on Mourn, with several patches of the skin on his back and chest turning translucent. All the healers who saw his condition expressed bafflement at this change, but judged Mourn to be back in full health. But the marks on Mourn's skin where not the only effect of the fever. Mourn spent the winter surrounded by books, busily filling pages with spell formulas and planear diagrams. While he never spoke of what troubled his thoughts during the months-long trance, his mother could clearly see parallels with fevered murmuring and the pages of equations that he was now producing. Vestele joined her son in his research, but their search of volume after volume yielded very little result. A few vague descriptions of a place called only the "Far Realm" matched Mourn's memories of his fever-trance, but all of the books were gravely lacking in details. Mourn's new formulae proved more productive, however, with creatures the young elf summoned strangely enhanced. Many of his peers disliked the changes evident in Mourn's summons, calling the warped creatures outside of even the bizarre natural order of the Outer Planes, but he put these view down to jealousy of his clearly superior callings. His trances continued to produce more visions of the Far Realm, and to improve yet further on refinements to his summoning spells, providing Mourn with many happy hours of experimentation. Even Thorik, his weasel familiar, took on traits of his master's new learning, his form becoming near transparent, matching the marks on Mourn's torso. This contentment in his work was shattered irrevocably by his mother's sudden death. Mourn's initial hunch as to the cause was confirmed by the healer who came to examine the body: Vestele had been poisoned! To Mourn's grief clouded (and by now, far from rational) mind, the list of suspects was obvious. Too many of his fellow mages had coveted his new finds. Too many had called his work unnatural or distasteful. They must be trying to stop his research, one way or another. The whole elven nation would put a stop to his work! How could so skilled an assassin have been hired, unless with the backing of the Royal Treasury? In a paranoid panic, Mourn gathered together both his own and his mother's most potent items, before [i]teleporting[/i] away from Evermeet. Arriving on the mainland of Faerun, he fled aimlessly, certain that squads of troops or cowled assassins must be dogging his steps. The wildlife of southern Chult suffered many losses as a nervous Mourn flew quickly north, arriving in Mezro only a few days later. He's lived in the city now for close to nine month, making a meager living from his magical skills. So far, his petitions to access the college library have been rejected, but Mourn remains optimistic. After all, his talents are self evident, and there seems to be little sign of any agents from Evermeet in the city... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Jungle Deeps and Ocean Depths Characters
Top