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Leif's Whirtlestaff's Wizards Academy, Reprise [Pfdr] [IC05]
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<blockquote data-quote="Lou" data-source="post: 6884555" data-attributes="member: 51567"><p><strong>DM only</strong></p><p></p><p>OOC:</p><p>[sblock=DM only]</p><p>Pela is carrying 4000 GP in her Handy Haversack as I could not decide on additional magic items. We can just RP from here.</p><p>[sblock=Pela Dunn from HeroLab]</p><p>Pela Dunn</p><p>Female changeling wizard (spirit whisperer) 6 (Pathfinder RPG Advanced Class Guide 133, Pathfinder RPG Bestiary 4 29)</p><p>CN Medium humanoid (changeling)</p><p>Init +8; Senses darkvision 60 ft.; Perception +2</p><p>--------------------</p><p>Defense</p><p>--------------------</p><p>AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)</p><p>hp 42 (6d6+6)</p><p>Fort +2, Ref +4, Will +5</p><p>SR 12</p><p>--------------------</p><p>Offense</p><p>--------------------</p><p>Speed 30 ft.</p><p>Melee +1 cold iron dagger +4 (1d4+2/19-20) or</p><p> masterwork silver dagger +4 (1d4/19-20) or</p><p> unarmed strike +3 (1d3+1 nonlethal) or</p><p> 2 claws +3 (1d4+1)</p><p>Wizard (Spirit Whisperer) Spells Prepared (CL 6th; concentration +10)</p><p> 3rd—deep slumber (DC 17), firestream[ARG] (DC 17), fly</p><p> 2nd—defensive shock[UM], stone call[APG], stricken heart[ACG], warding weapon[UC]</p><p> 1st—color spray (DC 15), magic missile, sow thought[ARG] (DC 15), true strike</p><p> 0 (at will)—detect magic, mage hand, mending, read magic</p><p> S spirit magic spell; Spirit Lore Wandering Spirit </p><p>--------------------</p><p>Statistics</p><p>--------------------</p><p>Str 10, Dex 14, Con 10, Int 19, Wis 10, Cha 14</p><p>Base Atk +3; CMB +3; CMD 15</p><p>Feats Alertness, Eschew Materials, Fast Study[UM], Mother's Gift: Uncanny Resistance[ARG], Scribe Scroll</p><p>Traits reactionary</p><p>Skills Appraise +8, Craft (alchemy) +8, Craft (weapons) +6, Fly +6, Knowledge (arcana) +13, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (local) +13, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +2, Ride +3, Sense Motive +2, Spellcraft +13, Stealth +6, Use Magic Device +5</p><p>Languages Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc</p><p>SQ hex (brain drain[ACG]), monstrous insight</p><p>Combat Gear wand of cure light wounds, wand of cure moderate wounds; Other Gear +1 cold iron dagger, masterwork silver dagger, handy haversack, ioun torch ioun stone[APG], backpack, bedroll, belt pouch, candle (5), flint and steel, ink, inkpen, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 4,027 gp, 9 sp, 5 cp</p><p>--------------------</p><p>Tracked Resources</p><p>--------------------</p><p>+1 cold iron dagger - 0/1</p><p>Masterwork silver dagger - 0/1</p><p>Monstrous Insight (5/day) (Su) - 0/5</p><p>Torch - 0/10</p><p>Trail rations - 0/5</p><p>Wand of cure light wounds - 0/50</p><p>Wand of cure moderate wounds - 0/50</p><p>--------------------</p><p>Special Abilities</p><p>--------------------</p><p>Brain Drain (3d4 damage, 2 rounds, DC 17) (Su) Dam foe in 30 ft (Will neg). In next 2 rd can make know check as full-rd action using foe's bon.</p><p>Darkvision (60 feet) You can see in the dark (black and white only).</p><p>Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.</p><p>Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.</p><p>Eschew Materials Cast spells without materials, if component cost is 1 gp or less.</p><p>Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.</p><p>Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y</p><p>Monstrous Insight (5/day) (Su) As a standard action, attempt know check to ID monster and gain +2 to att & AC vs. that foe.</p><p>Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.</p><p>Speak with Familiar (Ex) You can communicate verbally with your familiar.</p><p>Spell Resistance (12) You have Spell Resistance.</p><p>--------------------</p><p>Pela is searching for her father. Like all changelings, her mother was a hag. All she knows about her father is that she has six hankerchiefs, each with partial stitching of a seal. She hopes that one of them belongs to her father's family. Her mother decided when Pela was four to dump her one the steps of a monastery. At that age, she was starting to help her mother's victims escape. The monks sent her to the elven wizard school when she showed signed of magical ability. The elven wizards didn't catch on to her spirit whisperer ability at first. But they finally realized that she was very different and slowly pushed her out of the school as soon as they could argue that she, as an orphan, could take care of herself.</p><p></p><p>Pela would arrive at Pembrose with a small caravan of merchants travelling up the river. She would have traded her skills as a lookout and knowledge of a wide variety of monsters, humanoids, and nature for passage. </p><p></p><p>[/sblock]</p><p>[sblock=George, Greensting Scorpion, Arcane Familiar]</p><p>Gerge Arcane Familiar</p><p>Greensting scorpion (Pathfinder RPG Ultimate Magic 232)</p><p>N Tiny magical beast (vermin)</p><p>Init +5; Senses darkvision 60 ft.; Perception +4</p><p>--------------------</p><p>Defense</p><p>--------------------</p><p>AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)</p><p>hp 21 (1d8)</p><p>Fort +2, Ref +5, Will +5</p><p>Immune mind-affecting effects</p><p>--------------------</p><p>Offense</p><p>--------------------</p><p>Speed 30 ft.</p><p>Melee unarmed strike +8 (1 nonlethal) or</p><p> sting +8 (1d2-4 plus poison)</p><p>Space 2½ ft.; Reach 0 ft.</p><p>Special Attacks poison</p><p>--------------------</p><p>Statistics</p><p>--------------------</p><p>Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2</p><p>Base Atk +3; CMB +4; CMD 10 (22 vs. trip)</p><p>Feats Go Unnoticed[APG], Weapon Finesse<strong></strong></p><p><strong>Tricks Attack, Down, Fetch, Fighting, Heel, Perform, Stay</strong></p><p><strong>Skills Appraise +0, Climb +7, Fly +11, Linguistics +0, Perception +4, Ride +4, Spellcraft +5, Stealth +26, Use Magic Device -1; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth</strong></p><p><strong>SQ fetch, fighting, heel, improved evasion, perform</strong></p><p><strong>--------------------</strong></p><p><strong>Tracked Resources</strong></p><p><strong>--------------------</strong></p><p><strong> -none-</strong></p><p><strong>--------------------</strong></p><p><strong>Special Abilities</strong></p><p><strong>--------------------</strong></p><p><strong>Darkvision (60 feet) You can see in the dark (black and white only).</strong></p><p><strong>Fetch [Trick] The animal will get a specific object.</strong></p><p><strong>Fighting [Trick] The animal has been trained to fight.</strong></p><p><strong>Go Unnoticed During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.</strong></p><p><strong>Heel [Trick] The animal will follow you.</strong></p><p><strong>Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.</strong></p><p><strong>Improved Evasion (Ex) No damage on successful reflex save; half on failed save.</strong></p><p><strong>Perform [Trick] The animal will perform tricks.</strong></p><p><strong>Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>[/sblock]</strong></p><p><strong>[/sblock]</strong></p></blockquote><p></p>
[QUOTE="Lou, post: 6884555, member: 51567"] [b]DM only[/b] OOC: [sblock=DM only] Pela is carrying 4000 GP in her Handy Haversack as I could not decide on additional magic items. We can just RP from here. [sblock=Pela Dunn from HeroLab] Pela Dunn Female changeling wizard (spirit whisperer) 6 (Pathfinder RPG Advanced Class Guide 133, Pathfinder RPG Bestiary 4 29) CN Medium humanoid (changeling) Init +8; Senses darkvision 60 ft.; Perception +2 -------------------- Defense -------------------- AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) hp 42 (6d6+6) Fort +2, Ref +4, Will +5 SR 12 -------------------- Offense -------------------- Speed 30 ft. Melee +1 cold iron dagger +4 (1d4+2/19-20) or masterwork silver dagger +4 (1d4/19-20) or unarmed strike +3 (1d3+1 nonlethal) or 2 claws +3 (1d4+1) Wizard (Spirit Whisperer) Spells Prepared (CL 6th; concentration +10) 3rd—deep slumber (DC 17), firestream[ARG] (DC 17), fly 2nd—defensive shock[UM], stone call[APG], stricken heart[ACG], warding weapon[UC] 1st—color spray (DC 15), magic missile, sow thought[ARG] (DC 15), true strike 0 (at will)—detect magic, mage hand, mending, read magic S spirit magic spell; Spirit Lore Wandering Spirit -------------------- Statistics -------------------- Str 10, Dex 14, Con 10, Int 19, Wis 10, Cha 14 Base Atk +3; CMB +3; CMD 15 Feats Alertness, Eschew Materials, Fast Study[UM], Mother's Gift: Uncanny Resistance[ARG], Scribe Scroll Traits reactionary Skills Appraise +8, Craft (alchemy) +8, Craft (weapons) +6, Fly +6, Knowledge (arcana) +13, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (local) +13, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +2, Ride +3, Sense Motive +2, Spellcraft +13, Stealth +6, Use Magic Device +5 Languages Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc SQ hex (brain drain[ACG]), monstrous insight Combat Gear wand of cure light wounds, wand of cure moderate wounds; Other Gear +1 cold iron dagger, masterwork silver dagger, handy haversack, ioun torch ioun stone[APG], backpack, bedroll, belt pouch, candle (5), flint and steel, ink, inkpen, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 4,027 gp, 9 sp, 5 cp -------------------- Tracked Resources -------------------- +1 cold iron dagger - 0/1 Masterwork silver dagger - 0/1 Monstrous Insight (5/day) (Su) - 0/5 Torch - 0/10 Trail rations - 0/5 Wand of cure light wounds - 0/50 Wand of cure moderate wounds - 0/50 -------------------- Special Abilities -------------------- Brain Drain (3d4 damage, 2 rounds, DC 17) (Su) Dam foe in 30 ft (Will neg). In next 2 rd can make know check as full-rd action using foe's bon. Darkvision (60 feet) You can see in the dark (black and white only). Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y Monstrous Insight (5/day) (Su) As a standard action, attempt know check to ID monster and gain +2 to att & AC vs. that foe. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak with Familiar (Ex) You can communicate verbally with your familiar. Spell Resistance (12) You have Spell Resistance. -------------------- Pela is searching for her father. Like all changelings, her mother was a hag. All she knows about her father is that she has six hankerchiefs, each with partial stitching of a seal. She hopes that one of them belongs to her father's family. Her mother decided when Pela was four to dump her one the steps of a monastery. At that age, she was starting to help her mother's victims escape. The monks sent her to the elven wizard school when she showed signed of magical ability. The elven wizards didn't catch on to her spirit whisperer ability at first. But they finally realized that she was very different and slowly pushed her out of the school as soon as they could argue that she, as an orphan, could take care of herself. Pela would arrive at Pembrose with a small caravan of merchants travelling up the river. She would have traded her skills as a lookout and knowledge of a wide variety of monsters, humanoids, and nature for passage. [/sblock] [sblock=George, Greensting Scorpion, Arcane Familiar] Gerge Arcane Familiar Greensting scorpion (Pathfinder RPG Ultimate Magic 232) N Tiny magical beast (vermin) Init +5; Senses darkvision 60 ft.; Perception +4 -------------------- Defense -------------------- AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size) hp 21 (1d8) Fort +2, Ref +5, Will +5 Immune mind-affecting effects -------------------- Offense -------------------- Speed 30 ft. Melee unarmed strike +8 (1 nonlethal) or sting +8 (1d2-4 plus poison) Space 2½ ft.; Reach 0 ft. Special Attacks poison -------------------- Statistics -------------------- Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2 Base Atk +3; CMB +4; CMD 10 (22 vs. trip) Feats Go Unnoticed[APG], Weapon Finesse[B] Tricks Attack, Down, Fetch, Fighting, Heel, Perform, Stay Skills Appraise +0, Climb +7, Fly +11, Linguistics +0, Perception +4, Ride +4, Spellcraft +5, Stealth +26, Use Magic Device -1; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth SQ fetch, fighting, heel, improved evasion, perform -------------------- Tracked Resources -------------------- -none- -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Fetch [Trick] The animal will get a specific object. Fighting [Trick] The animal has been trained to fight. Go Unnoticed During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them. Heel [Trick] The animal will follow you. Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Perform [Trick] The animal will perform tricks. Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save. [/sblock] [/sblock][/B] [/QUOTE]
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