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RG Scotley's Alt-Earth Swashbuckler
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<blockquote data-quote="Vertexx69" data-source="post: 5462029" data-attributes="member: 48854"><p>Sketching up a pic,[sblock=Thayoon, the Sharmind Street Illusionist]Thayoon</p><p>Shardmind Wizard</p><p>Level 4</p><p>HP: 38 (bloodied 19)</p><p>speed: 6</p><p></p><p>STR 10 (+0)</p><p>CON 16 (+3)</p><p>DEX 13 (+1)</p><p>INT 20 (+5)</p><p>WIS 08 (-1)</p><p>CHA 15 (+2)</p><p></p><p>AC: 21(22)</p><p>Fort: 18</p><p>Ref: 18</p><p>Will: 17[sblock=Def Calculations]AC equation: 20 + stat (5) + armor (0) + enhancement (1) + feat (2) + race/class (0) + 1/2 (2)</p><p>Fort equation: 18 + stat (3) + armor (0) + enhancement (1) + feat (2) + race/class (0) + 1/2 (2)</p><p>Ref equation: 18 + stat (5) + armor (0) + enhancement (1) + feat (0) + race/class (0) + 1/2 (2)</p><p>Will equation: 17 + stat (2) + armor (0) + enhancement (1) + feat (0) + race/class (2) + 1/2 (2)[/sblock]</p><p>TRAINED SKILLS:</p><p>Arcana +12, Insight +4, History +10, Streetwise +9</p><p>UNTRAINED SKILLS</p><p>Endurance +5</p><p></p><p>Initiative: +1</p><p></p><p>Healing surges: 9 (value: 9)</p><p></p><p>Feats</p><p>1. Unarmored Agility - +2 AC in cloth or no armor</p><p>2. Superior Implement Training (Guardian Staff) - +2 force dmg, +1 Shield bonus to AC with hit until beginning of next turn.</p><p>3. Superior Fortitude - +2 Fort, and resist 3 to ongoing dmg.</p><p></p><p>Attack equation: 1/2 (2) + stat (5) + enhancement (1) + feat (0) + misc. (0)</p><p>Attack bonus: 8</p><p></p><p>Damage equation: stat (5) + enh (1) + feat (0)</p><p>Damage bonus: damage die + 6</p><p></p><p>RESISTANCES:</p><p>3 Ongoing damage</p><p>5 Poison</p><p>5 Psychic</p><p>10 Force</p><p></p><p>ABILITIES:</p><p>Arcane Implement Mastery: Staff of Defense </p><p>- 1/encounter II, Gain +3 to all def vs 1 attack after dmg is rolled</p><p>Ritual Casting</p><p>Cantrips</p><p>Spellbook</p><p>Languages - Common, Thiayan (Deep Speech), Franzian</p><p>Telepathy - range 5 any language</p><p>Crystaline Mind - Resist 5 Psychic</p><p>Living Construct - No need to eat, drink, breath or sleep</p><p>Immortal Origin - Count as Immortal for creature origin</p><p></p><p>SPELLBOOK: (* are spells in book that are not prepared)</p><p><strong><span style="color: Lime">At-Will</span></strong></p><p><span style="color: Lime">Ghost Sound</span> - Ranged 10; create any sound in square</p><p><span style="color: Lime">Light</span> - Ranged 5; Create a burst 5 bright light until end of encounter. Can end as free action.</p><p><span style="color: Lime">Mage Hand</span> - Ranged 5; Move object up to 20 pounds</p><p><span style="color: Lime">Prestidigitation</span> - Create up to 3 various minor visual effects at a time.</p><p><span style="color: Lime">Magic Missle</span> - Ranged 20; deal 12 dmg to one target.</p><p><span style="color: Lime">Scorching Burst</span> - Area Burst1 within 10; +8 vs Ref, 1d6+6 fire dmg.</p><p></p><p><span style="color: DarkRed"><strong>Encounter</strong></span></p><p><span style="color: DarkRed">Shard Swarm</span> - each enemy in burst 1 grants CA TENT and teleport 3 squares.</p><p><span style="color: DarkRed">*Spectral Image</span> - Range 5; Def 10 conjuration of any medium sized creature, can move within its space until hit. DC 22 to realize its an illusion.</p><p><span style="color: DarkRed">*Grasping Shadows <span style="color: White">- Burst1 within 10, +8 vs Will, 2d8+6 Psychic dmg and creates a 6 psychic dmg zone TENT</span></span></p><p><span style="color: DarkRed">Burning Hands</span> - Close Blast 5; +8 vs Ref, 2d6+6 fire dmg. Half dmg on miss.</p><p><span style="color: DarkRed">Fire Shroud</span> - Burst 3; +8 vs Ref, 1d8+6 fire dmg and ongoing 5 fire dmg to enemies only.</p><p><span style="color: DarkRed">*Hypnotic Pattern</span> - Ranged 10; +8 vs Will, Burst 3 enemies pulled toward pattern and TENT</p><p></p><p><span style="color: Gray"><strong>Daily</strong></span></p><p><span style="color: Gray">Summon Fire Warrior</span> - Can summon warrior to attack for him.<span style="color: Gray"></span></p><p><span style="color: Gray">*Phantom Chasm</span> - Area Burst1 within 20; +8 vs Will, 2d6+6 Psychic dmg, Knocked Prone and Immobilized TENT</p><p><span style="color: Gray">Guardian Blades</span> - Until End of Encounter, Adjacent enemies that make an attack roll take 5 force dmg.</p><p></p><p>Background (Urban - Streetwise)</p><p>Hailing from the ice covered volcanic cities of Thiaya (Iceland) this crystaline trickster really likes people, and strives to move them. Seeing the smiles on their warm faces lets him experience his effect on others that had been missing from the eternally still visages of his own icy people. </p><p></p><p>Coming to the streets of Franzia, and the bustling streets that ran through it like the veins of a living thing left Thayoon speechless. So its a good thing he's telepathic. So many different peoples and ideas stirred across the reflective surfaces of both his body and mind that he simply could not contain himself. The warmth inside him came bubbling out in a pyroclastic performance where he doubled himself while juggling fire and teleporting around the square where he had been so moved. </p><p></p><p>The nice young recruits of the guard began filing into the square and were kind enough to escort the visitor to the local magistrate. But given that the shardmind had not injured anyone, there wasn't much he could do. Especially since the street performer seemed able to teleport short distances at will. So they let him go back to what he was doing without too much fuss. This impressed the wizard to no end he eventually saught to join the guard in protecting this wondrous place.</p><p></p><p>Equipment:</p><p><span style="color: Orange">+Bracers of the Perfect Shot</span> - +2 Dmg with RBA.</p><p><span style="color: Orange">+1 Guardian Staff of the Traveller</span> - Can teleport instead of shifting</p><p><span style="color: Orange">+1 Brooch of Shielding</span> - Resist 10 Force</p><p><span style="color: Orange">+1 Cloth Armor of Resistance</span> - Resist 5 Poison</p><p>140g[/sblock]</p></blockquote><p></p>
[QUOTE="Vertexx69, post: 5462029, member: 48854"] Sketching up a pic,[sblock=Thayoon, the Sharmind Street Illusionist]Thayoon Shardmind Wizard Level 4 HP: 38 (bloodied 19) speed: 6 STR 10 (+0) CON 16 (+3) DEX 13 (+1) INT 20 (+5) WIS 08 (-1) CHA 15 (+2) AC: 21(22) Fort: 18 Ref: 18 Will: 17[sblock=Def Calculations]AC equation: 20 + stat (5) + armor (0) + enhancement (1) + feat (2) + race/class (0) + 1/2 (2) Fort equation: 18 + stat (3) + armor (0) + enhancement (1) + feat (2) + race/class (0) + 1/2 (2) Ref equation: 18 + stat (5) + armor (0) + enhancement (1) + feat (0) + race/class (0) + 1/2 (2) Will equation: 17 + stat (2) + armor (0) + enhancement (1) + feat (0) + race/class (2) + 1/2 (2)[/sblock] TRAINED SKILLS: Arcana +12, Insight +4, History +10, Streetwise +9 UNTRAINED SKILLS Endurance +5 Initiative: +1 Healing surges: 9 (value: 9) Feats 1. Unarmored Agility - +2 AC in cloth or no armor 2. Superior Implement Training (Guardian Staff) - +2 force dmg, +1 Shield bonus to AC with hit until beginning of next turn. 3. Superior Fortitude - +2 Fort, and resist 3 to ongoing dmg. Attack equation: 1/2 (2) + stat (5) + enhancement (1) + feat (0) + misc. (0) Attack bonus: 8 Damage equation: stat (5) + enh (1) + feat (0) Damage bonus: damage die + 6 RESISTANCES: 3 Ongoing damage 5 Poison 5 Psychic 10 Force ABILITIES: Arcane Implement Mastery: Staff of Defense - 1/encounter II, Gain +3 to all def vs 1 attack after dmg is rolled Ritual Casting Cantrips Spellbook Languages - Common, Thiayan (Deep Speech), Franzian Telepathy - range 5 any language Crystaline Mind - Resist 5 Psychic Living Construct - No need to eat, drink, breath or sleep Immortal Origin - Count as Immortal for creature origin SPELLBOOK: (* are spells in book that are not prepared) [B][COLOR=Lime]At-Will[/COLOR][/B] [COLOR=Lime]Ghost Sound[/COLOR] - Ranged 10; create any sound in square [COLOR=Lime]Light[/COLOR] - Ranged 5; Create a burst 5 bright light until end of encounter. Can end as free action. [COLOR=Lime]Mage Hand[/COLOR] - Ranged 5; Move object up to 20 pounds [COLOR=Lime]Prestidigitation[/COLOR] - Create up to 3 various minor visual effects at a time. [COLOR=Lime]Magic Missle[/COLOR] - Ranged 20; deal 12 dmg to one target. [COLOR=Lime]Scorching Burst[/COLOR] - Area Burst1 within 10; +8 vs Ref, 1d6+6 fire dmg. [COLOR=DarkRed][B]Encounter[/B][/COLOR] [COLOR=DarkRed]Shard Swarm[/COLOR] - each enemy in burst 1 grants CA TENT and teleport 3 squares. [COLOR=DarkRed]*Spectral Image[/COLOR] - Range 5; Def 10 conjuration of any medium sized creature, can move within its space until hit. DC 22 to realize its an illusion. [COLOR=DarkRed]*Grasping Shadows [COLOR=White]- Burst1 within 10, +8 vs Will, 2d8+6 Psychic dmg and creates a 6 psychic dmg zone TENT[/COLOR] Burning Hands[/COLOR] - Close Blast 5; +8 vs Ref, 2d6+6 fire dmg. Half dmg on miss. [COLOR=DarkRed]Fire Shroud[/COLOR] - Burst 3; +8 vs Ref, 1d8+6 fire dmg and ongoing 5 fire dmg to enemies only. [COLOR=DarkRed]*Hypnotic Pattern[/COLOR] - Ranged 10; +8 vs Will, Burst 3 enemies pulled toward pattern and TENT [COLOR=Gray][B]Daily[/B] Summon Fire Warrior[/COLOR] - Can summon warrior to attack for him.[COLOR=Gray] *Phantom Chasm[/COLOR] - Area Burst1 within 20; +8 vs Will, 2d6+6 Psychic dmg, Knocked Prone and Immobilized TENT [COLOR=Gray]Guardian Blades[/COLOR] - Until End of Encounter, Adjacent enemies that make an attack roll take 5 force dmg. Background (Urban - Streetwise) Hailing from the ice covered volcanic cities of Thiaya (Iceland) this crystaline trickster really likes people, and strives to move them. Seeing the smiles on their warm faces lets him experience his effect on others that had been missing from the eternally still visages of his own icy people. Coming to the streets of Franzia, and the bustling streets that ran through it like the veins of a living thing left Thayoon speechless. So its a good thing he's telepathic. So many different peoples and ideas stirred across the reflective surfaces of both his body and mind that he simply could not contain himself. The warmth inside him came bubbling out in a pyroclastic performance where he doubled himself while juggling fire and teleporting around the square where he had been so moved. The nice young recruits of the guard began filing into the square and were kind enough to escort the visitor to the local magistrate. But given that the shardmind had not injured anyone, there wasn't much he could do. Especially since the street performer seemed able to teleport short distances at will. So they let him go back to what he was doing without too much fuss. This impressed the wizard to no end he eventually saught to join the guard in protecting this wondrous place. Equipment: [COLOR=Orange]+Bracers of the Perfect Shot[/COLOR] - +2 Dmg with RBA. [COLOR=Orange]+1 Guardian Staff of the Traveller[/COLOR] - Can teleport instead of shifting [COLOR=Orange]+1 Brooch of Shielding[/COLOR] - Resist 10 Force [COLOR=Orange]+1 Cloth Armor of Resistance[/COLOR] - Resist 5 Poison 140g[/sblock] [/QUOTE]
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