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[OCC] Against the Slavelords PBP
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<blockquote data-quote="Zeromaru X" data-source="post: 6799094" data-attributes="member: 65487"><p>[sblock=Alegast Amastacia]<strong>Name:</strong> Alegast Amastacia</p><p><strong>Class and Level:</strong> Wizard 5</p><p><strong>Background:</strong> Mercenary</p><p><strong>Race:</strong> (Grey) Elf</p><p><strong>Alignment:</strong> CG - Alegast acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.</p><p><strong>XP:</strong> 6500</p><p></p><p>(Grey) Elf features:</p><p>Darkvision (60 ft)</p><p>Keen Senses (Perception proficiency)</p><p>Fey Ancestry (advantage in TS against Charm effects. Immune to sleep magic effects)</p><p>Trance</p><p>Elf Weapon Training (weapon prof).</p><p>One cantrip</p><p>One extra language</p><p>+2 to Int, +1 to Dex</p><p></p><p>Wizard Features:</p><p>Ritual Caster</p><p>Arcane Recovery</p><p>Arcane Tradition (Bladesinging)</p><p>Training in War and Song (weapon and light armor prof)</p><p>Bladesong</p><p></p><p><em>Proficiencies:</em></p><p>Game Dice set, longswords, shortswords, longbows, shortbows, rapiers, light armors, daggers, darts, quaterstaffs, slings, light crossbows.</p><p></p><p></p><p><strong>Mercenary:</strong></p><p>Investigation, Intimidation skill prof.</p><p>One additional language</p><p>Equipment: A set of common clothes, a warm cloak with a hood, a gaming set, a map of a nearby city, a bag of caltrops, a lantern, a sealed letter with the details of a job or assignment and a belt pouch containing 20 gp.</p><p>Feature: Ear to the Ground</p><p>Information seems to find you. Any time you spend at least three hours in a town, city or other major center of population, you automatically come across at least one job offer, significant rumor, or hint toward the pursuit of your current quest.</p><p></p><p>Personality:</p><p>I always train because training leaves me ready even in a moment of respite or weakness.</p><p></p><p>Ideal:</p><p>I am a sellsword who swings his weapon only in the name of good. </p><p>In no other line of work could anyone expect to test their limits so completely.</p><p></p><p>Bonds:</p><p>I was inspired by the tales of a great hero to become a mercenary.</p><p>I treat my valued comrades like brothers, and I will let no insult or injury fall upon them.</p><p></p><p>Flaws:</p><p>I egregiously underestimate or overestimate the risks a job represents.</p><p>Contract or not, I never bring murder bounties back alive. They showed no mercy, and so neither will I.</p><p></p><p>STR: 8 (-1) Save: -1</p><p>DEX: 16 (+3) Save: +3; +1 to Dex from Grey Elf</p><p>CON: 12 (+1) Save: +1</p><p>INT: 18 (+4) Save: +7; +2 to INT from Grey Elf, Proficiency in saves from Wizard class</p><p>WIS: 12 (+1) Save: +4; Proficiency in saves from Wizard class</p><p>CHA: 11 (+0) Save: +0</p><p></p><p>Initiative: +3</p><p>HP: 27</p><p>Speed: 30 (40 while Bladesong active)</p><p>AC: 15 (19 while Bladesong active)</p><p>Hit Dice: 5d6</p><p>Proficiency Bonus: +3</p><p></p><p>Languages:</p><p>Common, Elven, Draconic, Dwarven</p><p></p><p>Skills</p><p>Acrobatics (DEX): +3 (advantage while Bladesong active)</p><p>Animal Handling (WIS): +1</p><p>Athletics (STR): -1</p><p>Arcana (INT): +7*</p><p>Deception (CHA): +0</p><p>History (INT): +4</p><p>Insight (WIS): +4*</p><p>Intimidation (CHA): +3*</p><p>Investigation (INT): +7*</p><p>Medicine (WIS): +1</p><p>Nature (INT): +4</p><p>Perception (WIS): +4*</p><p>Performance (CHA): +3*</p><p>Persuasion (CHA): +0</p><p>Religion: (INT): +4</p><p>Slight of Hand (DEX): +3</p><p>Stealth (DEX): +3</p><p>Survival (WIS): +1</p><p></p><p>*Indicates proficiency</p><p></p><p>Rapier</p><p>+6 to hit, 1d8+3 piercing damage</p><p>Dagger</p><p>+6 to hit, 1d4+3 piercing damage, 20'/60'</p><p></p><p>Spell attack: +8</p><p>Spell DC: 15</p><p></p><p><strong>Equipment:</strong></p><p>Gold: 50 gp</p><p>Rapier</p><p>Dagger (x2)</p><p>Arcane Focus (Wand of the War Wizard +1)</p><p>Studded leather armor</p><p>Backpack</p><p>-Spellbook (A four leaf clover used as a book marker)</p><p>-Equipment from Mercenary background</p><p>-Pearl of Power</p><p>-Dice game set</p><p>-Clothes, Traveler's</p><p>-Scholar's pack</p><p>-Explorer's Pack</p><p>-Component pouch</p><p>-Chalk x5</p><p>-Scroll of Magic Missile</p><p>-Potion of Healing (x2)</p><p></p><p><strong>Spellbook</strong> -(R) denotes a spell castable as a ritual:</p><p></p><p><em>Cantrips:</em></p><p>Minor Illusion (grey elf)</p><p>Green-Flame Blade</p><p>Booming Blade</p><p>Lightning Lure</p><p>Shocking Grasp</p><p></p><p><em>1st Level:</em></p><p>Find Familiar (R)</p><p>Tenser's Floating Disk (R)</p><p>Tasha's Hideous Laughter</p><p>Magic Missile</p><p>Shield</p><p>Absorb Elements</p><p>Sleep</p><p>Feather Fall</p><p>Burning Hands</p><p>Protection from Evil and Good; bought scroll for 40gp</p><p>Detect Magic (R); bought scroll for 40gp</p><p>Unseen Servant (R); bought scroll for 40gp</p><p></p><p><em>2nd Level:</em></p><p>Misty Step</p><p>Blindness/Deafness</p><p>Magic Weapon</p><p>Maximilian’s earthen grasp</p><p>Pyrotechnics</p><p>Flaming Sphere</p><p>Mirror Image; bought scroll for 200gp</p><p></p><p><em>3rd Level:</em></p><p>Melf’s minute meteors</p><p>Fireball</p><p>Vampiric Touch[/sblock]</p><p></p><p>[sblock=Theophrastus]<strong>Familiar stats:</strong></p><p><strong>Name:</strong> Theophrastus</p><p><strong>Type:</strong> Cat (fey)</p><p><strong>AC:</strong> 12</p><p><strong>HP:</strong> 2 (1d4)</p><p><strong>Spd:</strong> 40ft. climb 30ft</p><p></p><p>STR 3 (-4) DEX 15 (+2) CON 10 (0)</p><p>INT 3 (-4) WIS 12 (+1) CHA 7 (-2)</p><p></p><p><strong>Skills:</strong> Perception +3, Stealth +4</p><p></p><p><em>Keen Smell:</em> The cat has advantage on Wisdom (Perception) checks that rely on smell.</p><p></p><p><em>Actions:</em></p><p>Claws: Melee Weapon Attack: +0 to hit, reach 5 ft., one target.</p><p>Hit: 1 slashing damage.</p><p>[/sblock]</p><p></p><p>[sblock=Appearance]</p><p>[ATTACH]73149[/ATTACH]</p><p>[/sblock]</p><p></p><p>[sblock=Background]Alegast is the youngest child of the Amastacia house, a wealthy family from the Kingdom of Celene, with a long history of famous wizards among their ranks. As such, it was expected for him to follow in his ancestors footsteps and became a wizard when he was adult. Alegast wasn't happy with this, however, as even if he valued the power of the arcane he had more affinity towards the military, and his dream was to become a soldier in the army. When he was old enough —and after two failed attempts to flee home and volunteer in the army— his parents send him to one of the most prestigious magical academies in the kingdom to began his training as an spellcaster. </p><p></p><p>At first, Alegast was an unruly student, mostly because he was frustrated for doing something he doesn't want to. While most of his tutors eventually lost faith on him, Lady Andraste, one of the oldest wizards in the academy, saw his potential when Alegast began to skip his classes to train with the academy guards. Lady Andraste decided to take Alegast under her wing and trained him in the secret art of the blade song, an ancient arcane practice only known by a few elven wizards in service of the Queen. Alegast took his training seriously, making his goal to become a master of the way of the sword and the spell. </p><p></p><p>After completing his training Alegast didn't pursued a career as a profesional wizard however, becoming a mercenary instead. This was suicide from a familiar perspective, and he and his parents haven't spoken since then. One day, he was hired to escort a merchant caravan on its travel to the Free City of Greyhawk, in the days when the tyranny of the Slave Lords was at its height...</p><p>[/sblock]</p><p></p><p>[sblock=Personality]While shrewd enough to learn as he goes, much of what Alegast knows of humans and other denizens of the world comes secondhand or from books. This makes him distrustful of strangers until he can get to know them. However the more time he spends with someone the less guarded he becomes. No level of friendship will get him to open up about his family or the hardships he had faced, thought. He prides himself in keeping a calm tone even when he's upset. A perpetual confident smirk sits etched onto his face save for occasions where he becomes flustered or frustrated. </p><p></p><p>He likes to make flashy entrances and is a known showoff. Can improvise on the fly when forced to ad-lib. He kept his armor and boots impeccably clean despite being quite road worn and showing signs of falling apart. While traveling, or when otherwise appropriate, he wears a dark colored, hooded cloak. When nervous he bites hard on his lower lip. While thinking or upset he has a habit of rapidly tapping his right foot and prefers to trance on high ground.[/sblock]</p></blockquote><p></p>
[QUOTE="Zeromaru X, post: 6799094, member: 65487"] [sblock=Alegast Amastacia][B]Name:[/B] Alegast Amastacia [B]Class and Level:[/B] Wizard 5 [B]Background:[/B] Mercenary [B]Race:[/B] (Grey) Elf [B]Alignment:[/B] CG - Alegast acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. [B]XP:[/B] 6500 (Grey) Elf features: Darkvision (60 ft) Keen Senses (Perception proficiency) Fey Ancestry (advantage in TS against Charm effects. Immune to sleep magic effects) Trance Elf Weapon Training (weapon prof). One cantrip One extra language +2 to Int, +1 to Dex Wizard Features: Ritual Caster Arcane Recovery Arcane Tradition (Bladesinging) Training in War and Song (weapon and light armor prof) Bladesong [I]Proficiencies:[/I] Game Dice set, longswords, shortswords, longbows, shortbows, rapiers, light armors, daggers, darts, quaterstaffs, slings, light crossbows. [B]Mercenary:[/B] Investigation, Intimidation skill prof. One additional language Equipment: A set of common clothes, a warm cloak with a hood, a gaming set, a map of a nearby city, a bag of caltrops, a lantern, a sealed letter with the details of a job or assignment and a belt pouch containing 20 gp. Feature: Ear to the Ground Information seems to find you. Any time you spend at least three hours in a town, city or other major center of population, you automatically come across at least one job offer, significant rumor, or hint toward the pursuit of your current quest. Personality: I always train because training leaves me ready even in a moment of respite or weakness. Ideal: I am a sellsword who swings his weapon only in the name of good. In no other line of work could anyone expect to test their limits so completely. Bonds: I was inspired by the tales of a great hero to become a mercenary. I treat my valued comrades like brothers, and I will let no insult or injury fall upon them. Flaws: I egregiously underestimate or overestimate the risks a job represents. Contract or not, I never bring murder bounties back alive. They showed no mercy, and so neither will I. STR: 8 (-1) Save: -1 DEX: 16 (+3) Save: +3; +1 to Dex from Grey Elf CON: 12 (+1) Save: +1 INT: 18 (+4) Save: +7; +2 to INT from Grey Elf, Proficiency in saves from Wizard class WIS: 12 (+1) Save: +4; Proficiency in saves from Wizard class CHA: 11 (+0) Save: +0 Initiative: +3 HP: 27 Speed: 30 (40 while Bladesong active) AC: 15 (19 while Bladesong active) Hit Dice: 5d6 Proficiency Bonus: +3 Languages: Common, Elven, Draconic, Dwarven Skills Acrobatics (DEX): +3 (advantage while Bladesong active) Animal Handling (WIS): +1 Athletics (STR): -1 Arcana (INT): +7* Deception (CHA): +0 History (INT): +4 Insight (WIS): +4* Intimidation (CHA): +3* Investigation (INT): +7* Medicine (WIS): +1 Nature (INT): +4 Perception (WIS): +4* Performance (CHA): +3* Persuasion (CHA): +0 Religion: (INT): +4 Slight of Hand (DEX): +3 Stealth (DEX): +3 Survival (WIS): +1 *Indicates proficiency Rapier +6 to hit, 1d8+3 piercing damage Dagger +6 to hit, 1d4+3 piercing damage, 20'/60' Spell attack: +8 Spell DC: 15 [B]Equipment:[/B] Gold: 50 gp Rapier Dagger (x2) Arcane Focus (Wand of the War Wizard +1) Studded leather armor Backpack -Spellbook (A four leaf clover used as a book marker) -Equipment from Mercenary background -Pearl of Power -Dice game set -Clothes, Traveler's -Scholar's pack -Explorer's Pack -Component pouch -Chalk x5 -Scroll of Magic Missile -Potion of Healing (x2) [B]Spellbook[/B] -(R) denotes a spell castable as a ritual: [I]Cantrips:[/I] Minor Illusion (grey elf) Green-Flame Blade Booming Blade Lightning Lure Shocking Grasp [I]1st Level:[/I] Find Familiar (R) Tenser's Floating Disk (R) Tasha's Hideous Laughter Magic Missile Shield Absorb Elements Sleep Feather Fall Burning Hands Protection from Evil and Good; bought scroll for 40gp Detect Magic (R); bought scroll for 40gp Unseen Servant (R); bought scroll for 40gp [I]2nd Level:[/I] Misty Step Blindness/Deafness Magic Weapon Maximilian’s earthen grasp Pyrotechnics Flaming Sphere Mirror Image; bought scroll for 200gp [I]3rd Level:[/I] Melf’s minute meteors Fireball Vampiric Touch[/sblock] [sblock=Theophrastus][B]Familiar stats:[/B] [B]Name:[/B] Theophrastus [B]Type:[/B] Cat (fey) [B]AC:[/B] 12 [B]HP:[/B] 2 (1d4) [B]Spd:[/B] 40ft. climb 30ft STR 3 (-4) DEX 15 (+2) CON 10 (0) INT 3 (-4) WIS 12 (+1) CHA 7 (-2) [B]Skills:[/B] Perception +3, Stealth +4 [I]Keen Smell:[/I] The cat has advantage on Wisdom (Perception) checks that rely on smell. [I]Actions:[/I] Claws: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage. [/sblock] [sblock=Appearance] [ATTACH=CONFIG]73149._xfImport[/ATTACH] [/sblock] [sblock=Background]Alegast is the youngest child of the Amastacia house, a wealthy family from the Kingdom of Celene, with a long history of famous wizards among their ranks. As such, it was expected for him to follow in his ancestors footsteps and became a wizard when he was adult. Alegast wasn't happy with this, however, as even if he valued the power of the arcane he had more affinity towards the military, and his dream was to become a soldier in the army. When he was old enough —and after two failed attempts to flee home and volunteer in the army— his parents send him to one of the most prestigious magical academies in the kingdom to began his training as an spellcaster. At first, Alegast was an unruly student, mostly because he was frustrated for doing something he doesn't want to. While most of his tutors eventually lost faith on him, Lady Andraste, one of the oldest wizards in the academy, saw his potential when Alegast began to skip his classes to train with the academy guards. Lady Andraste decided to take Alegast under her wing and trained him in the secret art of the blade song, an ancient arcane practice only known by a few elven wizards in service of the Queen. Alegast took his training seriously, making his goal to become a master of the way of the sword and the spell. After completing his training Alegast didn't pursued a career as a profesional wizard however, becoming a mercenary instead. This was suicide from a familiar perspective, and he and his parents haven't spoken since then. One day, he was hired to escort a merchant caravan on its travel to the Free City of Greyhawk, in the days when the tyranny of the Slave Lords was at its height... [/sblock] [sblock=Personality]While shrewd enough to learn as he goes, much of what Alegast knows of humans and other denizens of the world comes secondhand or from books. This makes him distrustful of strangers until he can get to know them. However the more time he spends with someone the less guarded he becomes. No level of friendship will get him to open up about his family or the hardships he had faced, thought. He prides himself in keeping a calm tone even when he's upset. A perpetual confident smirk sits etched onto his face save for occasions where he becomes flustered or frustrated. He likes to make flashy entrances and is a known showoff. Can improvise on the fly when forced to ad-lib. He kept his armor and boots impeccably clean despite being quite road worn and showing signs of falling apart. While traveling, or when otherwise appropriate, he wears a dark colored, hooded cloak. When nervous he bites hard on his lower lip. While thinking or upset he has a habit of rapidly tapping his right foot and prefers to trance on high ground.[/sblock] [/QUOTE]
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