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Lost-Eberron-4E RG
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<blockquote data-quote="Oni" data-source="post: 4638938" data-attributes="member: 380"><p><strong>Lorn Spellwright</strong></p><p></p><p>[sblock=Lorn]<span style="font-size: 12px"><strong><span style="color: SlateGray">Lorn Spellwright</span></strong></span></p><p></p><p><span style="color: SlateGray">Tradition be damned, I'll not stand by and watch the world run rough shod over my homeland.</span></p><p></p><p>Male Human Wizard 3</p><p><strong>Experience</strong> 2250/3750</p><p><strong>Initiative</strong> +5; <strong>Senses</strong> Passive Insight 12, Passive Perception 12</p><p><strong>HP</strong> 31; <strong>Bloodied</strong> 15; <strong>Healing Surge</strong> 7; <strong>Surges Per Day</strong> 7</p><p><strong>AC</strong> 19; <strong>Fort</strong> 13, <strong>Ref</strong> 17, <strong>Will</strong> 15</p><p><strong>Speed</strong> 6</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:" /><span style="color: #44AA44"><u><strong>Quarterstaff</strong> (standard; at-will) ✦ <strong>Weapon</strong></u></span></p><p>+3 vs AC; 1d8 damage.</p><p></p><p><span style="color: #44AA44"><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></span></p><p>Range 10. Target: One object or unoccupied square. Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.</p><p></p><p><span style="color: #44AA44"><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></span></p><p>Range 5. Target: One object or unoccupied square. Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.</p><p></p><p><span style="color: #44AA44"><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; sustain minor; at-will) ✦ <strong>Arcane, Conjuration</strong></u></span></p><p>Range 5. Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.</p><p>As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.</p><p></p><p><span style="color: #44AA44"><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></span></p><p>Range 2. Effect: Use this cantrip to accomplish one of the effects</p><p>given below.</p><p>✦ Move up to 1 pound of material.</p><p>✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.</p><p>✦ Color, clean, or soil items in 1 cubic foot for up to 1 hour.</p><p>✦ Instantly light (or snuff out) a candle, a torch, or a small campfire.</p><p>✦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.</p><p>✦ Make a small mark or symbol appear on a surface for up to 1 hour.</p><p>✦ Produce out of nothingness a small item or image that exists until the end of your next turn.</p><p>✦ Make a small, handheld item invisible until the end of your next turn.</p><p>Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time.</p><p></p><p><span style="color: #44AA44"><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>Magic Missle</strong> (standard; at-will) ✦ <strong>Arcane, Force, Implement</strong></u></span></p><p>Ranged 20; +6 vs Refl; 2d4+5 force damage. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power</p><p></p><p><span style="color: #44AA44"><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>Scorching Burst</strong> (standard; at-will) ✦ <strong>Arcane, Fire, Implement</strong></u></span></p><p>Burst 1 within 10; +6 vs Refl; 1d6+5 fire damage. </p><p></p><p><span style="color: #44AA44"><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>Thunderwave</strong> (standard; at-will) ✦ <strong>Arcane, Implement, Thunder</strong></u></span></p><p>Blast 3; +6 vs Fort; 1d6+5 thunder damage, and you push the target a number of squares equal to your Wisdom modifier. </p><p></p><p><span style="color: #AA2255"><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>Grasping Shadows</strong> (standard; encounter) ✦ <strong>Arcane, Illusion, Implement, Psychic, Zone</strong></u></span></p><p>Burst 1 within 10; +6 vs Will; 1d8+5 psychic damage, and target is slowed until the end of your next turn. Effect: The bust creates a zone of writhing shadows that lasts until the end of your next turn. Each creature that enters the zone takes 5 psychic damage and is slowed until the end of its next turn.</p><p></p><p><span style="color: #AA2255"><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>Icy Rays</strong> (standard; encounter) ✦ <strong>Arcane, Cold, Implement</strong></u></span></p><p>Ranged 10, One or Two Creatures (one attack per target); +6 vs Refl; 1d10+5 cold damage, and the target is immobilized until the end of your next turn.</p><p></p><p><span style="color: SlateGray"><u><strong>Power Jewel</strong> (minor; daily) ✦ </u></span></p><p>This power allows you to regain the use of an encounter power of 1st or 3rd level. Special: You must have reached at least one milestone today to activate this item.</p><p></p><p>(Prepare Flaming Sphere or Phantom Chasm)</p><p><span style="color: SlateGray"><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>Flaming Sphere</strong> (standard;sustain minor; daily) ✦ <strong>Arcane, Conjuration, Fire, Implement</strong></u></span></p><p>Effect: You conjure a Medium flaming sphere that occupies a square within range and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4+5 fire damage. As a move action, you can move the sphere up to 6 squares.</p><p>Ranged 10; +6 vs. Refl; 2d6+5 fire damage; Target: One creature adjacent to the flaming sphere. </p><p>Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere</p><p></p><p><span style="color: SlateGray"><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>Phantom Chasm</strong> (standard; daily) ✦ <strong>Arcane, Illusion, Implement, Psychic</strong></u></span></p><p>Burst 1 within 20; +6 vs Will; 2d6+5 psychic damage, and the target is knocked prone and immobilized until the end of its next turn. Miss: The target is immobilized until the end of your next turn.</p><p></p><p>(Prepare Guardian Blades or Shield)</p><p><span style="color: SlateGray"><u><strong>Guardian Blades</strong> (minor; daily) ✦ <strong>Arcane, Force</strong></u></span></p><p>Effect: Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes 5 force damage. No enemy can take this damage more than once per turn.</p><p></p><p><span style="color: #AA2255"><u><strong>Shield</strong> (immediate inturrupt; encounter) ✦ <strong>Arcane, Force</strong></u></span></p><p>Trigger: You are hit by an attack. Effect: You gain a +4 power bonus to AC and Reflex Defense until the end of your next turn. </p><p></p><p><u><strong>Staff of Defense</strong></u></p><p>A staff of defense grants you a +1 bonus to AC.</p><p><span style="color: #AA2255"><u><strong>Staff of Defense</strong> (immediate interrupt; encounter) </u></span></p><p>gain a bonus to defense against one attack equal to your Constitution modifier (+1). You can declare the bonus after the Dungeon Master has already told you the damage total. You must wield your staff.</p><p></p><p><u><strong>Spellbook</strong></u></p><p>You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells.</p><p><strong>Rituals</strong>Your book contains three 1st-level rituals of your choice that you have mastered.</p><p>At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower.</p><p><strong>Daily and Utility Spells</strong>Your spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can’t prepare the same spell twice.</p><p>If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell.</p><p></p><p>-----------------------------------------------------------------</p><p><strong>Alignment</strong> Good; <strong>Languages</strong> Common, Draconic</p><p><strong>Str</strong> 10 (+0)[+1] <strong>Dex</strong> 10 (+0)[+1] <strong>Wis</strong> 13 (+1)[+2]</p><p><strong>Con</strong> 13 (+1)[+2] <strong>Int</strong> 20 (+5)[+6] <strong>Cha</strong> 8 (-1)[+0]</p><p><strong>Acrobatics</strong> +1, <strong>Arcana</strong> +11*, <strong>Athletics</strong> +1, <strong>Bluff</strong> +0, <strong>Diplomacy</strong> +0, <strong>Dungeoneering</strong> +7*, <strong>Endurance</strong> +2, <strong>Heal</strong> +2, <strong>History</strong> +11*, <strong>Insight</strong> +2, <strong>Intimidate</strong> +0, <strong>Nature</strong> +7*, <strong>Perception</strong> +2, <strong>Religion</strong> +11*, <strong>Stealth</strong> +1, <strong>Streetwise</strong> +0, <strong>Thievery</strong> +1</p><p>* Trained Skill</p><p><strong>Feats:</strong> Improved Initiative, Armour Proficiency: Leather, Ritual Caster, Enlarge Spell</p><p><strong>Gear</strong> 3gp 9sp, Potion of Healing, Power Jewel, Leather Armour, Dagger, Staff, Backpack, Bedroll, 2x Trail Rations, Belt Pouch, 60gp in Ritual Components, Spellbook, Waterskin</p><p>(36.5lbs)</p><p></p><p><strong>Rituals</strong></p><p>Comprehend Languages</p><p>Make Whole</p><p>Tenser's Floating Disc</p><p></p><p><strong>Background</strong></p><p>Lorn Spellwright is actually Lorn d'Cannith, a member of the influential merchant family that controls the mark of making. Though not blessed (cursed?) with a mark himself, he was trained in the magical arts from a very young age with the intention that he would one day be joining the Fabricators Guild. Lorn however had different plans. Despite the avowed neutrality of the dragonmarked houses Lorn had a deep love for his home country of Cyre, and ran away from his home and name to fight for his homeland. He joined the Cyran military under the name of Lorn Spellwright were he plied his magic as a battle caster. Cyre was desperate enough for warm bodies not too ask too many questions. </p><p></p><p>Lorn had only been in the field for a few months, though he had already seen his fair share of combat, when his unit was ambushed by the Karrnathi dead that come across the border. The fighting to fierce, but the Cyran's had not been able to hold off the superior force and soon Lorn's country men littered the field. An arrow took out the man to his left, and as Lorn turned to help his comrade he barely even saw the dessicated warrior approach his flank. Lorn tried to dodge, but it was too late, searing sparks rained in front of his eyes and then everything went black. </p><p></p><p>The year is 994 YK, one week before the Day of Mourning. </p><p></p><p>A sound he couldn't place roared through Lorn's aching head. He inhaled sharply, but only ended up coughing and gagging as he choked on some gritty substance. Rolling over the light lanced his eyes like fiery needles. The ground felt strange, softer than it should. Finally his eyes adjusted enough that he could open them with a minimal amount of pain, struggling to sit up he looked around. After long uncomprehending minutes the unfamiliar landscape began to sink in. Where was he? Lorn struggled to his feet, and began to walk slowly up the beach in a daze leaning heavily on his staff. </p><p></p><p><strong>Personality and Appearance</strong></p><p>Height: 5'9"</p><p>Weight: 152lb</p><p></p><p>Lorn is a young man in his early twenties, maybe younger. He has straight black hair, that is cropped short in a military fashion. His features are sullen, and his eyes dark. He is dressed in dark leather armour in the style of the Cyran army and wears a tattered and stained grey cloak. He carries staff that forks at the top into a U shape with a small red stone set in the bottom of the curve. He tends to be serious and somewhat curt. Also he's intensely curious, and has a strong desire to know the "why" of a situation (something that probably would have gotten him in trouble had his military career been somewhat longer).</p><p></p><p><strong>Quirks</strong></p><p>Gets easily lost in his own thoughts. </p><p></p><p><strong>Magic Item Wishlist</strong></p><p>1. Magic Leather Armour +1</p><p>2. Eagle Eye Goggles +1</p><p>3. Staff of Ruin +1</p><p>4. Cloack of Distortion +1</p><p>5. <s>Power Jewel</s></p><p></p><p>[/sblock]</p><p></p><p>[sblock=ministats]<u><strong>Lorn Spellwright</strong></u>- Male Human Wizard 1</p><p>Initiative: +5, Passive Perception: 12, Passive Insight: 12</p><p>AC:19, Fort:13, Reflex:17, Will:15 -- Speed:6</p><p>HP:31/31, Bloodied:15, Surge Value:7, Surges left:7/7</p><p>Action Points: 1</p><p>Powers -<span style="color: Green"></span></p><p><span style="color: Green">Magic Missle</span></p><p><span style="color: Green">Scorching Blast</span></p><p><span style="color: Green">Thunderwave</span></p><p><span style="color: red">Grasping Shadows</span></p><p><span style="color: red">Icy Rays</span></p><p><span style="color: red">Shield</span></p><p><span style="color: red">Staff of Defense</span></p><p><span style="color: red">Second Wind</span></p><p><span style="color: gray">Flaming Sphere</span></p><p><span style="color: gray">Power Jewel (Must have reached a milestone today)</span></p><p></p><p>Conditions:</p><p></p><p><a href="http://www.enworld.org/forum/plots-places/249190-lost-eberron-d-d-4th-edition-rg.html#post4638938" target="_blank">Full character sheet</a>[/sblock]</p></blockquote><p></p>
[QUOTE="Oni, post: 4638938, member: 380"] [b]Lorn Spellwright[/b] [sblock=Lorn][size=3][b][color="SlateGray"]Lorn Spellwright[/color][/b][/size] [COLOR="SlateGray"]Tradition be damned, I'll not stand by and watch the world run rough shod over my homeland.[/COLOR] Male Human Wizard 3 [b]Experience[/b] 2250/3750 [b]Initiative[/b] +5; [b]Senses[/b] Passive Insight 12, Passive Perception 12 [b]HP[/b] 31; [b]Bloodied[/b] 15; [b]Healing Surge[/b] 7; [b]Surges Per Day[/b] 7 [b]AC[/b] 19; [b]Fort[/b] 13, [b]Ref[/b] 17, [b]Will[/b] 15 [b]Speed[/b] 6 [b]Action Points[/b] 1 ----------------------------------------------------------------- :bmelee:[color=#44AA44][u][b]Quarterstaff[/b] (standard; at-will) ✦ [b]Weapon[/b][/u][/color] +3 vs AC; 1d8 damage. [color=#44AA44]:ranged:[u][b]Ghost Sound[/b] (standard; at-will) ✦ [b]Arcane, Illusion[/b][/u][/color] Range 10. Target: One object or unoccupied square. Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. [color=#44AA44]:ranged:[u][b]Light[/b] (minor; at-will) ✦ [b]Arcane[/b][/u][/color] Range 5. Target: One object or unoccupied square. Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out. [color=#44AA44]:ranged:[u][b]Mage Hand[/b] (minor; sustain minor; at-will) ✦ [b]Arcane, Conjuration[/b][/u][/color] Range 5. Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time. [color=#44AA44]:ranged:[u][b]Prestidigitation[/b] (standard; at-will) ✦ [b]Arcane[/b][/u][/color] Range 2. Effect: Use this cantrip to accomplish one of the effects given below. ✦ Move up to 1 pound of material. ✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. ✦ Color, clean, or soil items in 1 cubic foot for up to 1 hour. ✦ Instantly light (or snuff out) a candle, a torch, or a small campfire. ✦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. ✦ Make a small mark or symbol appear on a surface for up to 1 hour. ✦ Produce out of nothingness a small item or image that exists until the end of your next turn. ✦ Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time. [color=#44AA44]:ranged:[u][b]Magic Missle[/b] (standard; at-will) ✦ [b]Arcane, Force, Implement[/b][/u][/color] Ranged 20; +6 vs Refl; 2d4+5 force damage. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power [color=#44AA44]:area:[u][b]Scorching Burst[/b] (standard; at-will) ✦ [b]Arcane, Fire, Implement[/b][/u][/color] Burst 1 within 10; +6 vs Refl; 1d6+5 fire damage. [color=#44AA44]:close:[u][b]Thunderwave[/b] (standard; at-will) ✦ [b]Arcane, Implement, Thunder[/b][/u][/color] Blast 3; +6 vs Fort; 1d6+5 thunder damage, and you push the target a number of squares equal to your Wisdom modifier. [color=#AA2255]:area:[u][b]Grasping Shadows[/b] (standard; encounter) ✦ [b]Arcane, Illusion, Implement, Psychic, Zone[/b][/u][/color] Burst 1 within 10; +6 vs Will; 1d8+5 psychic damage, and target is slowed until the end of your next turn. Effect: The bust creates a zone of writhing shadows that lasts until the end of your next turn. Each creature that enters the zone takes 5 psychic damage and is slowed until the end of its next turn. [color=#AA2255]:ranged:[u][b]Icy Rays[/b] (standard; encounter) ✦ [b]Arcane, Cold, Implement[/b][/u][/color] Ranged 10, One or Two Creatures (one attack per target); +6 vs Refl; 1d10+5 cold damage, and the target is immobilized until the end of your next turn. [COLOR="SlateGray"][u][b]Power Jewel[/b] (minor; daily) ✦ [/u][/COLOR] This power allows you to regain the use of an encounter power of 1st or 3rd level. Special: You must have reached at least one milestone today to activate this item. (Prepare Flaming Sphere or Phantom Chasm) [COLOR="SlateGray"]:ranged:[u][b]Flaming Sphere[/b] (standard;sustain minor; daily) ✦ [b]Arcane, Conjuration, Fire, Implement[/b][/u][/COLOR] Effect: You conjure a Medium flaming sphere that occupies a square within range and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4+5 fire damage. As a move action, you can move the sphere up to 6 squares. Ranged 10; +6 vs. Refl; 2d6+5 fire damage; Target: One creature adjacent to the flaming sphere. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere [COLOR="SlateGray"]:area:[u][b]Phantom Chasm[/b] (standard; daily) ✦ [b]Arcane, Illusion, Implement, Psychic[/b][/u][/COLOR] Burst 1 within 20; +6 vs Will; 2d6+5 psychic damage, and the target is knocked prone and immobilized until the end of its next turn. Miss: The target is immobilized until the end of your next turn. (Prepare Guardian Blades or Shield) [COLOR="SlateGray"][u][b]Guardian Blades[/b] (minor; daily) ✦ [b]Arcane, Force[/b][/u][/COLOR] Effect: Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes 5 force damage. No enemy can take this damage more than once per turn. [color=#AA2255][u][b]Shield[/b] (immediate inturrupt; encounter) ✦ [b]Arcane, Force[/b][/u][/color] Trigger: You are hit by an attack. Effect: You gain a +4 power bonus to AC and Reflex Defense until the end of your next turn. [u][b]Staff of Defense[/b][/u] A staff of defense grants you a +1 bonus to AC. [color=#AA2255][u][b]Staff of Defense[/b] (immediate interrupt; encounter) [/u][/color] gain a bonus to defense against one attack equal to your Constitution modifier (+1). You can declare the bonus after the Dungeon Master has already told you the damage total. You must wield your staff. [u][b]Spellbook[/b][/u] You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells. [b]Rituals[/b]Your book contains three 1st-level rituals of your choice that you have mastered. At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower. [b]Daily and Utility Spells[/b]Your spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can’t prepare the same spell twice. If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell. ----------------------------------------------------------------- [b]Alignment[/b] Good; [b]Languages[/b] Common, Draconic [b]Str[/b] 10 (+0)[+1] [b]Dex[/b] 10 (+0)[+1] [b]Wis[/b] 13 (+1)[+2] [b]Con[/b] 13 (+1)[+2] [b]Int[/b] 20 (+5)[+6] [b]Cha[/b] 8 (-1)[+0] [b]Acrobatics[/b] +1, [b]Arcana[/b] +11*, [b]Athletics[/b] +1, [b]Bluff[/b] +0, [b]Diplomacy[/b] +0, [b]Dungeoneering[/b] +7*, [b]Endurance[/b] +2, [b]Heal[/b] +2, [b]History[/b] +11*, [b]Insight[/b] +2, [b]Intimidate[/b] +0, [b]Nature[/b] +7*, [b]Perception[/b] +2, [b]Religion[/b] +11*, [b]Stealth[/b] +1, [b]Streetwise[/b] +0, [b]Thievery[/b] +1 * Trained Skill [b]Feats:[/b] Improved Initiative, Armour Proficiency: Leather, Ritual Caster, Enlarge Spell [b]Gear[/b] 3gp 9sp, Potion of Healing, Power Jewel, Leather Armour, Dagger, Staff, Backpack, Bedroll, 2x Trail Rations, Belt Pouch, 60gp in Ritual Components, Spellbook, Waterskin (36.5lbs) [b]Rituals[/b] Comprehend Languages Make Whole Tenser's Floating Disc [b]Background[/b] Lorn Spellwright is actually Lorn d'Cannith, a member of the influential merchant family that controls the mark of making. Though not blessed (cursed?) with a mark himself, he was trained in the magical arts from a very young age with the intention that he would one day be joining the Fabricators Guild. Lorn however had different plans. Despite the avowed neutrality of the dragonmarked houses Lorn had a deep love for his home country of Cyre, and ran away from his home and name to fight for his homeland. He joined the Cyran military under the name of Lorn Spellwright were he plied his magic as a battle caster. Cyre was desperate enough for warm bodies not too ask too many questions. Lorn had only been in the field for a few months, though he had already seen his fair share of combat, when his unit was ambushed by the Karrnathi dead that come across the border. The fighting to fierce, but the Cyran's had not been able to hold off the superior force and soon Lorn's country men littered the field. An arrow took out the man to his left, and as Lorn turned to help his comrade he barely even saw the dessicated warrior approach his flank. Lorn tried to dodge, but it was too late, searing sparks rained in front of his eyes and then everything went black. The year is 994 YK, one week before the Day of Mourning. A sound he couldn't place roared through Lorn's aching head. He inhaled sharply, but only ended up coughing and gagging as he choked on some gritty substance. Rolling over the light lanced his eyes like fiery needles. The ground felt strange, softer than it should. Finally his eyes adjusted enough that he could open them with a minimal amount of pain, struggling to sit up he looked around. After long uncomprehending minutes the unfamiliar landscape began to sink in. Where was he? Lorn struggled to his feet, and began to walk slowly up the beach in a daze leaning heavily on his staff. [b]Personality and Appearance[/b] Height: 5'9" Weight: 152lb Lorn is a young man in his early twenties, maybe younger. He has straight black hair, that is cropped short in a military fashion. His features are sullen, and his eyes dark. He is dressed in dark leather armour in the style of the Cyran army and wears a tattered and stained grey cloak. He carries staff that forks at the top into a U shape with a small red stone set in the bottom of the curve. He tends to be serious and somewhat curt. Also he's intensely curious, and has a strong desire to know the "why" of a situation (something that probably would have gotten him in trouble had his military career been somewhat longer). [b]Quirks[/b] Gets easily lost in his own thoughts. [b]Magic Item Wishlist[/b] 1. Magic Leather Armour +1 2. Eagle Eye Goggles +1 3. Staff of Ruin +1 4. Cloack of Distortion +1 5. [s]Power Jewel[/s] [/sblock] [sblock=ministats][u][B]Lorn Spellwright[/B][/U]- Male Human Wizard 1 Initiative: +5, Passive Perception: 12, Passive Insight: 12 AC:19, Fort:13, Reflex:17, Will:15 -- Speed:6 HP:31/31, Bloodied:15, Surge Value:7, Surges left:7/7 Action Points: 1 Powers -[color=Green] Magic Missle Scorching Blast Thunderwave[/color] [color=red]Grasping Shadows Icy Rays Shield Staff of Defense Second Wind[/color] [color=gray]Flaming Sphere Power Jewel (Must have reached a milestone today)[/color] Conditions: [URL="http://www.enworld.org/forum/plots-places/249190-lost-eberron-d-d-4th-edition-rg.html#post4638938"]Full character sheet[/URL][/sblock] [/QUOTE]
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