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Realmsian Dragonstar: The Battle of Toril Campaign Guide/Rogues Gallery (Game Cancelled)
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<blockquote data-quote="Deuce Traveler" data-source="post: 6901360" data-attributes="member: 34958"><p>Name: Argent</p><p>Class: Wizard 1/Archivist 3/Mystic Theurge 6</p><p>Alignment: Neutral Good</p><p></p><p>Hit Points:39/39</p><p>Speed: </p><p>Armor Class: 24, +4 natural, +1 size, +2 natural from amulet, +4 armor from flight suit, +3 deflection from ring</p><p>BAB: +4 </p><p>Init: +1</p><p>Fort: +5</p><p>Reflex: +4</p><p>Will: +12</p><p></p><p>Strength: 10</p><p>Intelligence: 20 (22 by 8th level) +6</p><p>Wisdom: 14 (+2)</p><p>Dexterity: 12 (+1)</p><p>Constitution: 10</p><p>Charisma: 10</p><p></p><p>T'Sa Racial Traits:</p><p>+2 DEX, +2 INT, -2 CHA, they are agile, clever, but somewhat difficult to relate too due to their curiosity and naiveté, often leaving other races standing as they move on to the next thing. Small size: (As small creatures T’sa gain +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of medium-sized creatures.</p><p>T’sa base speed: 40 feet</p><p>Natural Armor: T’sa receive a +4 natural armor bonus, due to their reptilian hides.</p><p>Scent(Ex): All T’sa receive the Scent ability, as per page 10 MM, this reflects their ability to taste the air to great effect with their reptilians tongues.</p><p>Low-light Vision: T’sa can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to</p><p>distinguish colour and detail under these conditions.</p><p>+2 Racial bonus to: Use Device, Research, and Repair checks, as the T’sa is technically capable and sure footed.</p><p>Poor Vision(Ex): All T’sa have poor distance vision, but excellent vision up close, as such they suffer a –2 penalty to Spot rolls, while receiving a +2 to Search rolls.</p><p>Cold Blooded(Ex): All T’sa are reptilian, not mammals, as such extremes of cold have an adverse affect, a T’sa in such an environment must make a Fort save (DC14)</p><p>every 4 hours or they begin to suffer from it’s effects losing 1 Temporary Constitution point per hour after that point, until dying once CON reaches zero. This reflects them becoming lethargic and sluggish, they also receive –2 penalty to all attacks, initiatives and checks during that time and may only move at half speed. If exposed to a warm place, they are able to regain lost con at a rate of 1 point per 4 hours as opposed to 1 point per day.</p><p>Automatic languages: T’sa and Common</p><p>Favoured Class: Mechanist</p><p>Effective Character level: +0</p><p></p><p>Feats: </p><p>Outlander Feat: Technical Proficiency</p><p>Summon Familiar (Wizard 1)</p><p>Scribe (Wizard 1)</p><p>Dark Knowledge (tactics) [4 times/day]</p><p>Lore Mastery</p><p>School Focus (Conjuration) (1st)</p><p>Alternative Source Spell (3rd)</p><p>Augment Summoning (6th)</p><p>Spontaneous Summoner (9th)</p><p></p><p>Skills (7x4=28 at first level)</p><p>Appraise Int 6 = +6</p><p>Balance Dex* 1 = +1</p><p>Bluff Cha 0 = +0</p><p>Climb Str* 0 = +0</p><p>Concentration Con 13 = 13 ranks</p><p>Craft Int 6 = +6</p><p>Diplomacy Cha 0 = +0</p><p>Disguise Cha 0 = +0</p><p>Escape Artist Dex* 1 = +1</p><p>Forgery Int 6 = +6</p><p>Gather Information Cha 0 = +0</p><p>Heal Wis 2 = +2</p><p>Hide Dex* 5 = +1 +4 race</p><p>Intimidate Cha 0 = +0</p><p>Jump Str* 0 = +0 </p><p>Knowledge (religion) Int 19 = +6 + 13 ranks </p><p>Knowledge (planes) Int 19 = +6 + 13 ranks </p><p>Knowledge (nature) 19 = +6 + 13 ranks </p><p>Knowledge (dungeoneering) 19 = +6 + 13 ranks </p><p>Knowledge (arcana) Int 19 = +6 + 13 ranks </p><p>Knowledge (architecture and engineering) 19 = +6 + 13 ranks </p><p>Listen Wis 2 = +2</p><p>Move Silently Dex* 1 = +1</p><p>Perform Cha 0 = +0</p><p>Repair Int 6 = +6 </p><p>Research Wis 2 = +2 </p><p>Ride Dex 1 = +1</p><p>Search Int 8 = +6 +2 race</p><p>Sense Motive Wis 2 = +2</p><p>Spellcraft Int 14 = +6 +8 ranks</p><p>Spot Wis 0 = +2 -2 race</p><p>Survival Wis 2 = +2</p><p>Swim Str** 0 = +0</p><p>Use Rope Dex 1 = +1</p><p></p><p>Spells Per Day: </p><p>Wizard</p><p>0th: 4</p><p>1st: 4</p><p>2nd: 3</p><p>3rd: 2</p><p>4th: 1</p><p></p><p>Archivist</p><p>oth: 4</p><p>1st: 5</p><p>2nd: 5</p><p>3rd: 4</p><p>4th: 3</p><p>5th: 2</p><p></p><p>Spellbook:</p><p>Wizard</p><p>0th: All</p><p>1st: Silent Image, Grease, Expeditious Retreat, Magic Missile, Summon Monster I, Alarm, Sniper's Shot, Benign Transportation</p><p>2nd: Web, Alter Self, Detect Thoughts, Summon Monster II, Shatter, Glitterdust</p><p>3rd: Summon Monster III, Great Thundercap, Ray of Dizziness, Stinking Cloud</p><p>4th: Assay Spell Resistance, Summon Monster IV</p><p></p><p>Archivist:</p><p>0th: All</p><p>1st: Bless, Cure Light Wounds, Command, Protection from Evil, Sanctuary, Identify, Lesser Restoration, Summon Nature's Ally, Barskin, Entangle</p><p>2nd: Bull's Strength, Hold Person, Locate Object, Close Wounds, Summon Nature's Ally II, Mass Snake's Swiftness, Scorching Ray, Fox's Cunning, Endure Elements, Summon Dire Hawk</p><p>3rd: Cure Serious Wounds, Dispel Magic, Magic Circle Against Evil, Charm Monster, Haste, Summon Nature's Ally III, Death Ward, Restoration</p><p>4th: Cure Critical Wounds, Flamestrike, Summon Nature's Ally IV, Heart of Earth, Panacea, Spell Immunity</p><p>5th: True Seeing, Summon Nature's Ally V, Heal, Revivify</p><p></p><p>Equipment:</p><p>Ioun Stone (Orange)</p><p>- +1 Caster Level, 30,000 cr</p><p>Ring of Protection +3</p><p>- +3 deflection bonus, 18,000 cr</p><p>Amulet of Natural Armor +2</p><p>- +2 natural armor, 8,000 cr</p><p>Personal Communicator</p><p>- 100 cr</p><p>Datapad</p><p>- 300 cr</p><p>Datachip (Arcanist's Lorebook)</p><p>- +2 to Knowledge (arcana) and Spellcraft checks, 50 cr</p><p>Datachip (Imperial Biological Survey)</p><p>- +2 Knowledge (biology), 50 cr</p><p>Datachip (Chemical Database)</p><p>- +2 Knowledge (chemistry), 50 cr</p><p>Datachip (Alchemists's Handbook)</p><p>- +2 Alchemy, 50 cr</p><p>Datachip (Imperial Encyclopedia)</p><p>- +2 Knowledge (geography and history), 50 cr</p><p>Datachip (Technical Design Database)</p><p>- +2 Knowledge (engineering), 50 cr</p><p>Datachip (Unification Bible)</p><p>- +2 Knowledge (religion), 50 cr</p><p>Flight Suit</p><p>- +4 Armor Bonus, No spell failure, 6lbs, 50 cr</p><p></p><p>Bag of Holding I</p><p>- 15 lbs, holds 250 lbs, 2,500 cr</p><p>Inside Bag:</p><p>Screamer Rifle</p><p>- 4d6 damage, x2 crit, 200 ft, 6 lbs, sonic, 650 cr</p><p>Minicell x5</p><p>- Total of 2.5 lbs, 75 cr</p><p>Hostile Environment Suit</p><p>- 12 lbs, 1,400 cr</p><p>Artificial Gill</p><p>- 5lbs, 200 cr</p><p>10-person temporary shelter</p><p>- 20 lbs, 1500 cr</p><p>Water Purifier</p><p>- 15 cr</p><p>Multiscanner</p><p>- 3 lbs, 2500 cr</p><p>Microcells x20</p><p>- 200 cr</p><p></p><p>200 spare credits</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 6901360, member: 34958"] Name: Argent Class: Wizard 1/Archivist 3/Mystic Theurge 6 Alignment: Neutral Good Hit Points:39/39 Speed: Armor Class: 24, +4 natural, +1 size, +2 natural from amulet, +4 armor from flight suit, +3 deflection from ring BAB: +4 Init: +1 Fort: +5 Reflex: +4 Will: +12 Strength: 10 Intelligence: 20 (22 by 8th level) +6 Wisdom: 14 (+2) Dexterity: 12 (+1) Constitution: 10 Charisma: 10 T'Sa Racial Traits: +2 DEX, +2 INT, -2 CHA, they are agile, clever, but somewhat difficult to relate too due to their curiosity and naiveté, often leaving other races standing as they move on to the next thing. Small size: (As small creatures T’sa gain +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of medium-sized creatures. T’sa base speed: 40 feet Natural Armor: T’sa receive a +4 natural armor bonus, due to their reptilian hides. Scent(Ex): All T’sa receive the Scent ability, as per page 10 MM, this reflects their ability to taste the air to great effect with their reptilians tongues. Low-light Vision: T’sa can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions. +2 Racial bonus to: Use Device, Research, and Repair checks, as the T’sa is technically capable and sure footed. Poor Vision(Ex): All T’sa have poor distance vision, but excellent vision up close, as such they suffer a –2 penalty to Spot rolls, while receiving a +2 to Search rolls. Cold Blooded(Ex): All T’sa are reptilian, not mammals, as such extremes of cold have an adverse affect, a T’sa in such an environment must make a Fort save (DC14) every 4 hours or they begin to suffer from it’s effects losing 1 Temporary Constitution point per hour after that point, until dying once CON reaches zero. This reflects them becoming lethargic and sluggish, they also receive –2 penalty to all attacks, initiatives and checks during that time and may only move at half speed. If exposed to a warm place, they are able to regain lost con at a rate of 1 point per 4 hours as opposed to 1 point per day. Automatic languages: T’sa and Common Favoured Class: Mechanist Effective Character level: +0 Feats: Outlander Feat: Technical Proficiency Summon Familiar (Wizard 1) Scribe (Wizard 1) Dark Knowledge (tactics) [4 times/day] Lore Mastery School Focus (Conjuration) (1st) Alternative Source Spell (3rd) Augment Summoning (6th) Spontaneous Summoner (9th) Skills (7x4=28 at first level) Appraise Int 6 = +6 Balance Dex* 1 = +1 Bluff Cha 0 = +0 Climb Str* 0 = +0 Concentration Con 13 = 13 ranks Craft Int 6 = +6 Diplomacy Cha 0 = +0 Disguise Cha 0 = +0 Escape Artist Dex* 1 = +1 Forgery Int 6 = +6 Gather Information Cha 0 = +0 Heal Wis 2 = +2 Hide Dex* 5 = +1 +4 race Intimidate Cha 0 = +0 Jump Str* 0 = +0 Knowledge (religion) Int 19 = +6 + 13 ranks Knowledge (planes) Int 19 = +6 + 13 ranks Knowledge (nature) 19 = +6 + 13 ranks Knowledge (dungeoneering) 19 = +6 + 13 ranks Knowledge (arcana) Int 19 = +6 + 13 ranks Knowledge (architecture and engineering) 19 = +6 + 13 ranks Listen Wis 2 = +2 Move Silently Dex* 1 = +1 Perform Cha 0 = +0 Repair Int 6 = +6 Research Wis 2 = +2 Ride Dex 1 = +1 Search Int 8 = +6 +2 race Sense Motive Wis 2 = +2 Spellcraft Int 14 = +6 +8 ranks Spot Wis 0 = +2 -2 race Survival Wis 2 = +2 Swim Str** 0 = +0 Use Rope Dex 1 = +1 Spells Per Day: Wizard 0th: 4 1st: 4 2nd: 3 3rd: 2 4th: 1 Archivist oth: 4 1st: 5 2nd: 5 3rd: 4 4th: 3 5th: 2 Spellbook: Wizard 0th: All 1st: Silent Image, Grease, Expeditious Retreat, Magic Missile, Summon Monster I, Alarm, Sniper's Shot, Benign Transportation 2nd: Web, Alter Self, Detect Thoughts, Summon Monster II, Shatter, Glitterdust 3rd: Summon Monster III, Great Thundercap, Ray of Dizziness, Stinking Cloud 4th: Assay Spell Resistance, Summon Monster IV Archivist: 0th: All 1st: Bless, Cure Light Wounds, Command, Protection from Evil, Sanctuary, Identify, Lesser Restoration, Summon Nature's Ally, Barskin, Entangle 2nd: Bull's Strength, Hold Person, Locate Object, Close Wounds, Summon Nature's Ally II, Mass Snake's Swiftness, Scorching Ray, Fox's Cunning, Endure Elements, Summon Dire Hawk 3rd: Cure Serious Wounds, Dispel Magic, Magic Circle Against Evil, Charm Monster, Haste, Summon Nature's Ally III, Death Ward, Restoration 4th: Cure Critical Wounds, Flamestrike, Summon Nature's Ally IV, Heart of Earth, Panacea, Spell Immunity 5th: True Seeing, Summon Nature's Ally V, Heal, Revivify Equipment: Ioun Stone (Orange) - +1 Caster Level, 30,000 cr Ring of Protection +3 - +3 deflection bonus, 18,000 cr Amulet of Natural Armor +2 - +2 natural armor, 8,000 cr Personal Communicator - 100 cr Datapad - 300 cr Datachip (Arcanist's Lorebook) - +2 to Knowledge (arcana) and Spellcraft checks, 50 cr Datachip (Imperial Biological Survey) - +2 Knowledge (biology), 50 cr Datachip (Chemical Database) - +2 Knowledge (chemistry), 50 cr Datachip (Alchemists's Handbook) - +2 Alchemy, 50 cr Datachip (Imperial Encyclopedia) - +2 Knowledge (geography and history), 50 cr Datachip (Technical Design Database) - +2 Knowledge (engineering), 50 cr Datachip (Unification Bible) - +2 Knowledge (religion), 50 cr Flight Suit - +4 Armor Bonus, No spell failure, 6lbs, 50 cr Bag of Holding I - 15 lbs, holds 250 lbs, 2,500 cr Inside Bag: Screamer Rifle - 4d6 damage, x2 crit, 200 ft, 6 lbs, sonic, 650 cr Minicell x5 - Total of 2.5 lbs, 75 cr Hostile Environment Suit - 12 lbs, 1,400 cr Artificial Gill - 5lbs, 200 cr 10-person temporary shelter - 20 lbs, 1500 cr Water Purifier - 15 cr Multiscanner - 3 lbs, 2500 cr Microcells x20 - 200 cr 200 spare credits [/QUOTE]
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Realmsian Dragonstar: The Battle of Toril Campaign Guide/Rogues Gallery (Game Cancelled)
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