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(RG) Rise of the Dracolich: Imani's Tower
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<blockquote data-quote="Ancalagon" data-source="post: 7471918" data-attributes="member: 23"><p>(I felt that Malbung was too "I can do everything!" and had too many things to keep track. Bad for showboating. This is a more "focused" gish with a cool story. Perhaps less OP)</p><p></p><p>Kalorn</p><p>Fighter (EK) 3, warlock (hexblade/blade pack) 5</p><p>Human (alt), Soldier (ex mercenary captain).</p><p>Alignment LE(ish)</p><p></p><p>[spoiler=minisheet]Kalorn of Mulmaster, the cursed sell-sword (Fighter(eldrich knight) 3/Warlock(hexblade) 6; alt-human, soldier)</p><p>HP: 63/63, Hit dice: 8/8</p><p>Temp HP: 15</p><p>AC: 16 Temp AC:</p><p>Passive Perception 15</p><p>Saves: Str: +5, Dex: -1, Con: +5, Int: +0 , Wis: +2, Cha: +3</p><p>Warlock slots remaining = 1/2. EK slots remaining = 2/2</p><p>Action surge = 0/1. Second wind = 1/1. Hexblade curse = 1/1</p><p>Potions of healing remaining: 6[/spoiler]</p><p></p><p>[Spoiler=sheet]Abilities:</p><p>Str: 14 (+2), Dex: 8 (-1), Con: 14 (+2) Int: 10 (0), Wis: 14 (+2), Cha: 18 (+4) (standadrd aray, alt human, ASI on cha)</p><p></p><p>AC: 16 (chainmail, can be boosted via shield spell)</p><p>Initiative: -1</p><p>Speed: 30</p><p>HP: 63 (10+ 2x6 + 5x5 +8X2)</p><p>Temp HP: 7</p><p>Hit Dice: 3d10, 5d8</p><p>Proficiency Bonus: 3</p><p>Passive Perception: 15</p><p>SAVES: Str: +5, Dex: -1, Con: +5, Int: +0 , Wis: +2, Cha: +4</p><p></p><p>OFFENCE:</p><p>The Nail (greatsword): +8 to hit, 2d6+5 damage</p><p>dagger: +5 to hit, 1d4+2 damage</p><p></p><p>SKILLS: Arcana +3, Athletics +5, Intimidate +7, perception +5, Survival +5</p><p></p><p>PROFICIENCIES AND LANGUAGES</p><p>Tools: land vehicle, dice</p><p>Language: Common, Dwarven</p><p>Weapons: simple and martial weapons</p><p>Armor: all armor, shields</p><p></p><p>FEATURES AND TRAITS:</p><p>Fighter/EK features</p><p>Action Surge</p><p>Second Wind (1d10+3)</p><p>Fighting style: 2 handed weapons (rerolls 1 or 2s)</p><p></p><p>Hexblade features:</p><p>Patron: The hexblade</p><p>Pact: blade pact</p><p>Hex warrior: Cha to to hit and damage with one weapon</p><p>Hexblade curse: 30 foot range, bonus action. Curse: + prof bonus dmg vs target, crit on 19-20, if target dies (no matter reason), PC gains W. level + cha hp (9)., 1/short rest (I, Kalorn, curse you, with one voice. Thus.)</p><p>Eldrich evocation (see below)</p><p></p><p>Soldier features: Rank (Comander, destroyed mercenary company)</p><p></p><p>FEATS:</p><p>Great Weapon Mastery (may +10 dmg, -5 to hit. If drop creature, cleave as bonus action)[/spoiler]</p><p></p><p>[spoiler= magic]EK spells (casts with right hand)</p><p>Cantrips: Booming Blade, Mending</p><p>Level 1: Shield, Absorb element, Summon familiar</p><p></p><p>Familiar: Sooty, a small black bat. Kalorn often closes his eyes and sees via the sense of Sooty to seek invisible foes or see in the dark. Kalorn is not afraid of putting Sooty in danger (he can just summon it again) but will take any attack against Sooty as a mortal insult.</p><p></p><p>Warlock spells (casts with left hand)</p><p>Cantrip: Eldrich blast, Blade ward, Prestidigitation</p><p>Level 1: Hex, Armor of Agathys (By the Old Accords, water shall be my shield and shall be your doom)</p><p>Level 2: Suggestion, Invisibility</p><p>Level 3: Thunder step ("shadows take me" fall through Shadowland), Hypnotic Pattern</p><p></p><p>Invocation : Thirsting blade, Misty Visions, fiendish vigor [/spoiler]</p><p></p><p>[Spoiler=history]Kalorn used to be the commander of a small band of mercenaries. They accepted a contract to attack a wizard's tower. Kalorn, freshly trained in the magical arts, was lead to believe that this would be an easy victory.</p><p></p><p>He was mislead, and things went horribly wrong. Most of his men were killed, and some, including himself, were captured by the evil wizard, who was experimenting on grafting parts on living subjects. Kalorn's injured leg was removed and replaced. He believed it to be demonic (based on what he saw done to his men) but he is wrong - it is of Shadar-Kai. The graft was successful, but not perfectly, and left him with a noticeable limp. A few days later, the wizard was attacked by a force of Shadar-Kai, bent on revenge for the indignity done to one of their own. They killed the wizard and burned down the place, intent on destroying every foul creation of the wizard. Kalorn fled into dark tunnels under the wizard's tower, and managed to survive due to the guidance of his loyal bat familar, Sooty.</p><p></p><p>This traumatized him and he will not show the leg to anyone else, simply blaming a "war injury" for the limp. The leg however was not just of any random Shadar-Kai but one of their champions, favored by the Raven Queen. The "demon" leg infused him with power, filling him with terrible strength in battle. Kalorn still doesn't know the nature of the leg and so far the Raven Queen hasn't made any demands...</p><p></p><p>He begged, scraped and stole until he was able to get enough equipment to hire himself as a caravan guard, and slowly rebuilt his fortune. Now he is a sword for hire, but is unwilling to lead men into battle.</p><p></p><p>note: this character concept was created with [MENTION=6689161]Warpiglet[/MENTION] and [MENTION=6803337]Eltab[/MENTION] in the following thread: <a href="http://www.enworld.org/forum/showthread.php?648687-Finally-found-a-use-for-Ringnmail-(and-other-silly-character-design-discussion)" target="_blank">Finally found a use for Ringnmail (and other silly character design discussion)</a>[/spoiler]</p><p></p><p>[Spoiler=appearance]5'10", 190 lbs</p><p>Eyes: grey, blood shot. Skin: grey, 3 day stubble.</p><p>Hair: grey, often hidden by mail coif.</p><p></p><p>Hollow cheeked and sharp-nosed. A somewhat larger than average man, with a heavy limp. Long blade belted to the hip, dressed in black chain, an old hat over a kettle helm and a tattered black cloak.[/spoiler]</p><p></p><p>[spoiler=personality]Kalorn is still bitter and angry about what was done to him and the loss of this company. He loathes the "demon" leg and will not let anyone examine it. He is quick to violence and doesn't hold life in high value, believing that the world is a cruel place where most people suffer. He fears that the leg has corrupted him and turned him to evil (it has not - it only has opened a magical channel to his patron - his rage is based on trauma, not demonic influence). To "spite" the demon leg, he focuses his hatred on what he perceives as evil doers. He loathes wizards that uses their powers to dominate others, will gladly kill devil/demon summoners, and sees necromancer as not much better. He once infiltrated a slaver's company and poisoned them all. </p><p></p><p>Kalorn can be quite convincing due to the depth of his conviction, but he finds it hard to make friends - he figures that most people would reject him if they knew about the leg, so why bother? He is utterly convinced that love is unattainable for him.</p><p></p><p>Still... he misses the old camaraderie of the old company, and if his companions can demonstrate that they won't just randomly die on him, he might warm up to them...</p><p></p><p>Personality: Lost too many friends, not eager for new ones</p><p>Ideal: Might</p><p>Bond: Death to Opressors</p><p>Flaw: Hatred of enemies[/spoiler]</p><p></p><p>[spoiler=The Nail] +1 Greatsword</p><p>Manufacture: Human.</p><p>History: This sword was used by a Zentarim Comander in a clash with forces from the dales over 100 years ago. The blade was lost and kept by the authorities in Archendale for a century. Awarded to Kalorn for dealing with a troublesome troll. Has a faded "Z" on the disk pommel.</p><p>Minor Property: Temperate: Wielder is comfortable in temperatures of -20 to 120 farenheit</p><p>Quirk: Hungry: needs a drop of blood to work</p><p><a href="https://www.albion-swords.com/swords/albion/nextgen/sword-medieval-munich-xviiib.htm" target="_blank">The Munich Medieval War Sword</a> [/spoiler]</p><p></p><p>[spoiler=equipment] knife, 1 dagger, 2 handaxe, The Nail</p><p>Common clothes Black Cloak and Hat, black boots with metal inserts, chainmail hauberk, kettle hat ( a type of helmet) under the hat.</p><p>wet-stone, fishing hooks and light snares, 50 feet of silk rope, 50 feet string</p><p>6 potions of healing, 1 potion of water breathing, 1 Vial alchemist fire, 1 antitoxin, a vial of dragon blood, 2 oil flask</p><p>Scroll of Hex (level 1)</p><p>Pouch, Sack, 2 component pouch</p><p>Dice (ebony), 5 candles, Chalk (2 pieces), steel mirror</p><p>Explorer's pack: back pack, tinder box, Rations X 10, Mess kit, waterskin , 1 torches, bedroll</p><p>A small bed for Sooty</p><p></p><p>Money: <strong>56.5</strong> GP[/spoiler]</p><p></p><p><img src="http://i.imgur.com/rUUvua4.jpg?1" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>(CREDIT: <a href="https://www.deviantart.com/thedurrrrian/art/Cowbro-the-outlaw-sorcerer-520959795" target="_blank">Cowbro the outlaw sorcerer by theDURRRRIAN on DeviantArt</a> )</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 7471918, member: 23"] (I felt that Malbung was too "I can do everything!" and had too many things to keep track. Bad for showboating. This is a more "focused" gish with a cool story. Perhaps less OP) Kalorn Fighter (EK) 3, warlock (hexblade/blade pack) 5 Human (alt), Soldier (ex mercenary captain). Alignment LE(ish) [spoiler=minisheet]Kalorn of Mulmaster, the cursed sell-sword (Fighter(eldrich knight) 3/Warlock(hexblade) 6; alt-human, soldier) HP: 63/63, Hit dice: 8/8 Temp HP: 15 AC: 16 Temp AC: Passive Perception 15 Saves: Str: +5, Dex: -1, Con: +5, Int: +0 , Wis: +2, Cha: +3 Warlock slots remaining = 1/2. EK slots remaining = 2/2 Action surge = 0/1. Second wind = 1/1. Hexblade curse = 1/1 Potions of healing remaining: 6[/spoiler] [Spoiler=sheet]Abilities: Str: 14 (+2), Dex: 8 (-1), Con: 14 (+2) Int: 10 (0), Wis: 14 (+2), Cha: 18 (+4) (standadrd aray, alt human, ASI on cha) AC: 16 (chainmail, can be boosted via shield spell) Initiative: -1 Speed: 30 HP: 63 (10+ 2x6 + 5x5 +8X2) Temp HP: 7 Hit Dice: 3d10, 5d8 Proficiency Bonus: 3 Passive Perception: 15 SAVES: Str: +5, Dex: -1, Con: +5, Int: +0 , Wis: +2, Cha: +4 OFFENCE: The Nail (greatsword): +8 to hit, 2d6+5 damage dagger: +5 to hit, 1d4+2 damage SKILLS: Arcana +3, Athletics +5, Intimidate +7, perception +5, Survival +5 PROFICIENCIES AND LANGUAGES Tools: land vehicle, dice Language: Common, Dwarven Weapons: simple and martial weapons Armor: all armor, shields FEATURES AND TRAITS: Fighter/EK features Action Surge Second Wind (1d10+3) Fighting style: 2 handed weapons (rerolls 1 or 2s) Hexblade features: Patron: The hexblade Pact: blade pact Hex warrior: Cha to to hit and damage with one weapon Hexblade curse: 30 foot range, bonus action. Curse: + prof bonus dmg vs target, crit on 19-20, if target dies (no matter reason), PC gains W. level + cha hp (9)., 1/short rest (I, Kalorn, curse you, with one voice. Thus.) Eldrich evocation (see below) Soldier features: Rank (Comander, destroyed mercenary company) FEATS: Great Weapon Mastery (may +10 dmg, -5 to hit. If drop creature, cleave as bonus action)[/spoiler] [spoiler= magic]EK spells (casts with right hand) Cantrips: Booming Blade, Mending Level 1: Shield, Absorb element, Summon familiar Familiar: Sooty, a small black bat. Kalorn often closes his eyes and sees via the sense of Sooty to seek invisible foes or see in the dark. Kalorn is not afraid of putting Sooty in danger (he can just summon it again) but will take any attack against Sooty as a mortal insult. Warlock spells (casts with left hand) Cantrip: Eldrich blast, Blade ward, Prestidigitation Level 1: Hex, Armor of Agathys (By the Old Accords, water shall be my shield and shall be your doom) Level 2: Suggestion, Invisibility Level 3: Thunder step ("shadows take me" fall through Shadowland), Hypnotic Pattern Invocation : Thirsting blade, Misty Visions, fiendish vigor [/spoiler] [Spoiler=history]Kalorn used to be the commander of a small band of mercenaries. They accepted a contract to attack a wizard's tower. Kalorn, freshly trained in the magical arts, was lead to believe that this would be an easy victory. He was mislead, and things went horribly wrong. Most of his men were killed, and some, including himself, were captured by the evil wizard, who was experimenting on grafting parts on living subjects. Kalorn's injured leg was removed and replaced. He believed it to be demonic (based on what he saw done to his men) but he is wrong - it is of Shadar-Kai. The graft was successful, but not perfectly, and left him with a noticeable limp. A few days later, the wizard was attacked by a force of Shadar-Kai, bent on revenge for the indignity done to one of their own. They killed the wizard and burned down the place, intent on destroying every foul creation of the wizard. Kalorn fled into dark tunnels under the wizard's tower, and managed to survive due to the guidance of his loyal bat familar, Sooty. This traumatized him and he will not show the leg to anyone else, simply blaming a "war injury" for the limp. The leg however was not just of any random Shadar-Kai but one of their champions, favored by the Raven Queen. The "demon" leg infused him with power, filling him with terrible strength in battle. Kalorn still doesn't know the nature of the leg and so far the Raven Queen hasn't made any demands... He begged, scraped and stole until he was able to get enough equipment to hire himself as a caravan guard, and slowly rebuilt his fortune. Now he is a sword for hire, but is unwilling to lead men into battle. note: this character concept was created with [MENTION=6689161]Warpiglet[/MENTION] and [MENTION=6803337]Eltab[/MENTION] in the following thread: [URL="http://www.enworld.org/forum/showthread.php?648687-Finally-found-a-use-for-Ringnmail-(and-other-silly-character-design-discussion)"]Finally found a use for Ringnmail (and other silly character design discussion)[/URL][/spoiler] [Spoiler=appearance]5'10", 190 lbs Eyes: grey, blood shot. Skin: grey, 3 day stubble. Hair: grey, often hidden by mail coif. Hollow cheeked and sharp-nosed. A somewhat larger than average man, with a heavy limp. Long blade belted to the hip, dressed in black chain, an old hat over a kettle helm and a tattered black cloak.[/spoiler] [spoiler=personality]Kalorn is still bitter and angry about what was done to him and the loss of this company. He loathes the "demon" leg and will not let anyone examine it. He is quick to violence and doesn't hold life in high value, believing that the world is a cruel place where most people suffer. He fears that the leg has corrupted him and turned him to evil (it has not - it only has opened a magical channel to his patron - his rage is based on trauma, not demonic influence). To "spite" the demon leg, he focuses his hatred on what he perceives as evil doers. He loathes wizards that uses their powers to dominate others, will gladly kill devil/demon summoners, and sees necromancer as not much better. He once infiltrated a slaver's company and poisoned them all. Kalorn can be quite convincing due to the depth of his conviction, but he finds it hard to make friends - he figures that most people would reject him if they knew about the leg, so why bother? He is utterly convinced that love is unattainable for him. Still... he misses the old camaraderie of the old company, and if his companions can demonstrate that they won't just randomly die on him, he might warm up to them... Personality: Lost too many friends, not eager for new ones Ideal: Might Bond: Death to Opressors Flaw: Hatred of enemies[/spoiler] [spoiler=The Nail] +1 Greatsword Manufacture: Human. History: This sword was used by a Zentarim Comander in a clash with forces from the dales over 100 years ago. The blade was lost and kept by the authorities in Archendale for a century. Awarded to Kalorn for dealing with a troublesome troll. Has a faded "Z" on the disk pommel. Minor Property: Temperate: Wielder is comfortable in temperatures of -20 to 120 farenheit Quirk: Hungry: needs a drop of blood to work [URL="https://www.albion-swords.com/swords/albion/nextgen/sword-medieval-munich-xviiib.htm"]The Munich Medieval War Sword[/URL] [/spoiler] [spoiler=equipment] knife, 1 dagger, 2 handaxe, The Nail Common clothes Black Cloak and Hat, black boots with metal inserts, chainmail hauberk, kettle hat ( a type of helmet) under the hat. wet-stone, fishing hooks and light snares, 50 feet of silk rope, 50 feet string 6 potions of healing, 1 potion of water breathing, 1 Vial alchemist fire, 1 antitoxin, a vial of dragon blood, 2 oil flask Scroll of Hex (level 1) Pouch, Sack, 2 component pouch Dice (ebony), 5 candles, Chalk (2 pieces), steel mirror Explorer's pack: back pack, tinder box, Rations X 10, Mess kit, waterskin , 1 torches, bedroll A small bed for Sooty Money: [B]56.5[/B] GP[/spoiler] [IMG]http://i.imgur.com/rUUvua4.jpg?1[/IMG] (CREDIT: [URL="https://www.deviantart.com/thedurrrrian/art/Cowbro-the-outlaw-sorcerer-520959795"]Cowbro the outlaw sorcerer by theDURRRRIAN on DeviantArt[/URL] ) [/QUOTE]
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