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[RG] Way of the Wicked
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<blockquote data-quote="Scott DeWar" data-source="post: 6455147" data-attributes="member: 49929"><p>I do so love fire mages, and *ahem* I might be thinking of one:</p><p></p><p>Our Anti-Hero caught fire to a block of buildings that housed a brothel, one that had kidnapped his little sister and whored her out. It only happened once as she was put out to a particularly mean and temperamental guard - one who was turned down by the knightly order several times- and brutally raped the poor girl until she died at his hand. He found out where his home was and used his fire jet skill to set fire to the buildings. It caught like dry kindling - appropriate justice for killing his sister burned a whole quarter before being contained - the stench of burned bodies was horrendous.</p><p></p><p>As he stood screaming out his verbal rampages, and laughing at the destruction - watching the fat oaf of a guardsman stand on the roof and burn like a pig on a spit. He did not care when the guards came. He just sneered at them. He know what was coming. He cared not. He and his sister were orphans. He was supposed to take care of her, but was unable to do so in time.</p><p></p><p>If he can escape . . . . . he fantasizes what he would do, but escape is not realistic.</p><p></p><p>brief history</p><p>he and his sister were orphaned as children at the death of both of their parent, first the mother in childbirth if his younger sister, then his father by a group of bandits. after his mother's death, his father made him promise to watch his sister.</p><p>after his parents loss they were raised by an uncle who continued his wizardly studies. Under his uncle's influence he became pragmatic.</p><p>was learning how to cast a fire spell but erred and backfired burning his face teaching him a great respect for his knowledge and ability.</p><p></p><p></p><p>[code]</p><p></p><p>Niles LeGosche</p><p>Wizard - fire elementalist 2</p><p>NEUTRAL EVIL HUMAN</p><p>Arsonist by convenience, evil by choice</p><p></p><p>STR 10 +0</p><p>DEX 17 +3</p><p>CON 9 -1</p><p>INT 20 +5</p><p>WIS 15 +1</p><p>CHA 8 -1</p><p>[race: +2 INT]</p><p></p><p>HP 9</p><p>AC 13</p><p>BAB +1</p><p>CMB +1</p><p>CMD 14</p><p>RANGED TOUCH ATTACK +4</p><p>CONCENTRATION +13 [+5[int]+2[trait]+2[lvl]+4[feat]</p><p></p><p>SAVE BASE ABIL MISC TOTAL</p><p>FORT 0 -1 +0 -1</p><p>REF 0 +3 +0 +3</p><p>WILL 3 +1 +0 +4</p><p></p><p>WEAPON ATT DAM CRIT TYPE NOTES</p><p>club +1 1d6 X2 B ---</p><p> thrown +4 1d6 X2 B ---</p><p>dagger +1 1d4 19-20/x2 p/s ---</p><p> thrown +4 1d4 19-20/x2 P --- </p><p>light crossbow +4 1d8 19-20/x2 P --- </p><p>quarterstaff +1 1d6 X2 B ---</p><p></p><p>FEATS</p><p>human - Spell Focus [evocation] [URL]http://www.d20pfsrd.com/feats/general-feats/spell-focus---final[/URL]</p><p> +1 to the Difficulty Class for all saving throws against spells from the school of magic</p><p> </p><p>bonus - elemental focus [fire] [URL]http://www.d20pfsrd.com/feats/general-feats/elemental-focus[/URL]</p><p> For one energy type (acid, cold, electricity, or fire), Add +1 to the Difficulty Class.</p><p> </p><p>cl1 - Combat casting [URL]http://www.d20pfsrd.com/feats/general-feats/combat-casting---final[/URL]</p><p> +4 to concentration checks</p><p></p><p>possibles: Gtr Spell Focus; Gtr Elemental focus; brew potion; still spell; silent spell; craft wondrous item</p><p> </p><p></p><p>TRAITS</p><p>1. Arson - You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t</p><p> start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and</p><p> likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.</p><p>Punishment: Death by burning</p><p>Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your</p><p> damage roll. This bonus is a trait bonus.</p><p></p><p>2. Focused mind - type: Magic</p><p>You gain a +2 trait bonus on concentration checks.</p><p>[URL]http://www.d20pfsrd.com/traits/magic-traits/focused-mind[/URL]</p><p></p><p>HUMAN features</p><p> +2 to one ability</p><p> med size</p><p> move 30 feet</p><p> bonus feat</p><p> +1 skill point / level</p><p></p><p>CLASS FEATURES</p><p> ARCANE BOND</p><p> ARCANE SCHOOL</p><p> CANTRIPS</p><p> SCRIBE SCROLL</p><p></p><p> Fire Supremacy [SU] fire resistance 5; If you are within 5 feet of a source of flame at least as large as a</p><p> campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee</p><p> weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). </p><p> Weapons with reach avoid this damage.</p><p></p><p> Fire Jet [SU] 20 foot jet, 5 feet wide</p><p> dam =1d6 +1/2 lv</p><p> dc = 10 + int +1/2 lv (16) reflex</p><p> fail = 1d6 dam next round [avoid with reflex vs dc 15]</p><p> use: 3 + int per day 0000[s]0 000[/s]</p><p></p><p>SKILLS 2[class]+5[int]+2[bonus]+1[fav clas]+1[race]=11/level</p><p></p><p>Skills: Ranks +3? Mod Misc Total</p><p>Acrobatics +x +0 +3 --- +3</p><p>Appraise +1 +3 +5 --- +9</p><p>Bluff +x +0 +0 --- +0</p><p>Climb +x +0 +0 --- +0</p><p>Craft: Alchemy +x +3 +5 --- +8</p><p>Disable device +x +0 +3 --- +3</p><p>Escape artist +x +0 +3 --- +3</p><p>Fly --- +3 +3 --- +---</p><p>Heal +x +0 +1 --- +1</p><p>Know Arcana +1 +3 +5 --- +9</p><p>Know arch/engn +1 +3 +5 --- +9</p><p>Know Dungeoneering +x +3 +5 --- +</p><p>Know Geography +x +3 +5 --- +</p><p>Know History +x +3 +5 --- +</p><p>Know Local +1 +3 +5 --- +9</p><p>Know Nobility/Royalty +1 +3 +5 --- +9</p><p>Know Religeon +x +3 +5 --- +</p><p>Know The Planes +1 +3 +5 --- +9</p><p>Linguistics +x +3 +x --- +</p><p>Perception +1 +0 +1 --- +2</p><p>Profession: +x +3 +1 --- + </p><p>Ride +x +0 +3 --- +</p><p>Sense Motive +x +0 +1 --- +1</p><p>Sleight of Hand +x +0 +3 --- +3</p><p>Spellcraft +1 +3 +5 --- +9</p><p>Stealth +1 +0 +3 --- +4</p><p>Survival +1 +0 +1 --- +2</p><p>Swim +x +3 +0 --- +</p><p></p><p>EQUIPMENT 121 gp; 40 lbs</p><p>Wizard's kit 21 gp; 21 lbs</p><p>backpack, a bedroll, a belt pouch, a flint and steel, ink, an ink pen, an iron pot, a mess kit, soap, </p><p> a spell component pouch, Torches (10), trail rations (5 days), a waterskin</p><p>other items: 100 gp; 19 lb</p><p> sun rods (10), alchimest fire (2), Tobacco (5) lbs, Smoking Pipe, water purification sponge, Saltpeter (10)</p><p></p><p>[sblock=iron circlet]</p><p>Aura faint illusion; CL 1st</p><p>Slot head; Price 1,800 gp; Weight –</p><p>DESCRIPTION</p><p>This circlet of wrought iron alters itself to comfortably fit any wearer. It allows the wearer to alter their appearance as with a disguise self spell. As part of the disguise, the circlet can be changed to appear as any sort of hat, headgear, or hairstyle the wearer desires.</p><p>CONSTRUCTION</p><p>Requirements Craft Wondrous Item, disguise self; Cost 900 gp [LEFT][COLOR=#000000]</p><p>Read more: [URL="http://www.enworld.org/forum/showthread.php?350681-%28A-Game-of-Trust-2%29-Way-of-the-Wicked-IC/page18#ixzz3W02nnrEE"]http://www.enworld.org/forum/showthread.php?350681-(A-Game-of-Trust-2)-Way-of-the-Wicked-IC/page18#ixzz3W02nnrEE[/URL]</p><p>[/COLOR][/LEFT]</p><p>[/sblock]</p><p></p><p>SPELL BOOK -</p><p>Cantrips</p><p>Acid Splash; Arcane Mark; Bleed; Breeze; Dancing Lights; Daze; Detect Magic; Detect Poison; </p><p>Disrupt Undead; Fey Aspect; Flare; Ghost Sound; Haunted; Jolt; Light; Mage Hand; Mending; </p><p>Message; Open/Close; Penumbra; Prestidigitation; Read Magic; Resistance; Root; Spark;</p><p></p><p>Level one</p><p>Burning Hands; Comprehend Languages; Ear-Piercing Scream; Expeditious Retreat; Feather Fall; </p><p>Identify; Magic Missile; Mage Armor; Unseen Servant; Vanish</p><p></p><p>Level two</p><p>Burning Arc; Scorching Ray</p><p>[HR][/HR]</p><p>SPELLS KNOWN</p><p>level 0 1 2 3 notes</p><p>base 4 2 -- --</p><p>int +0 +2 +1 +1</p><p>total 4 4 -- --</p><p></p><p>cantrips</p><p>acid splash</p><p>detect magic</p><p>spark</p><p>light</p><p></p><p>first level</p><p>burning hands</p><p>[s]burning hands[/s]</p><p>[s]magic missile[/s]</p><p>mage armor</p><p></p><p>end</p><p>[/code]</p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 6455147, member: 49929"] I do so love fire mages, and *ahem* I might be thinking of one: Our Anti-Hero caught fire to a block of buildings that housed a brothel, one that had kidnapped his little sister and whored her out. It only happened once as she was put out to a particularly mean and temperamental guard - one who was turned down by the knightly order several times- and brutally raped the poor girl until she died at his hand. He found out where his home was and used his fire jet skill to set fire to the buildings. It caught like dry kindling - appropriate justice for killing his sister burned a whole quarter before being contained - the stench of burned bodies was horrendous. As he stood screaming out his verbal rampages, and laughing at the destruction - watching the fat oaf of a guardsman stand on the roof and burn like a pig on a spit. He did not care when the guards came. He just sneered at them. He know what was coming. He cared not. He and his sister were orphans. He was supposed to take care of her, but was unable to do so in time. If he can escape . . . . . he fantasizes what he would do, but escape is not realistic. brief history he and his sister were orphaned as children at the death of both of their parent, first the mother in childbirth if his younger sister, then his father by a group of bandits. after his mother's death, his father made him promise to watch his sister. after his parents loss they were raised by an uncle who continued his wizardly studies. Under his uncle's influence he became pragmatic. was learning how to cast a fire spell but erred and backfired burning his face teaching him a great respect for his knowledge and ability. [code] Niles LeGosche Wizard - fire elementalist 2 NEUTRAL EVIL HUMAN Arsonist by convenience, evil by choice STR 10 +0 DEX 17 +3 CON 9 -1 INT 20 +5 WIS 15 +1 CHA 8 -1 [race: +2 INT] HP 9 AC 13 BAB +1 CMB +1 CMD 14 RANGED TOUCH ATTACK +4 CONCENTRATION +13 [+5[int]+2[trait]+2[lvl]+4[feat] SAVE BASE ABIL MISC TOTAL FORT 0 -1 +0 -1 REF 0 +3 +0 +3 WILL 3 +1 +0 +4 WEAPON ATT DAM CRIT TYPE NOTES club +1 1d6 X2 B --- thrown +4 1d6 X2 B --- dagger +1 1d4 19-20/x2 p/s --- thrown +4 1d4 19-20/x2 P --- light crossbow +4 1d8 19-20/x2 P --- quarterstaff +1 1d6 X2 B --- FEATS human - Spell Focus [evocation] [URL]http://www.d20pfsrd.com/feats/general-feats/spell-focus---final[/URL] +1 to the Difficulty Class for all saving throws against spells from the school of magic bonus - elemental focus [fire] [URL]http://www.d20pfsrd.com/feats/general-feats/elemental-focus[/URL] For one energy type (acid, cold, electricity, or fire), Add +1 to the Difficulty Class. cl1 - Combat casting [URL]http://www.d20pfsrd.com/feats/general-feats/combat-casting---final[/URL] +4 to concentration checks possibles: Gtr Spell Focus; Gtr Elemental focus; brew potion; still spell; silent spell; craft wondrous item TRAITS 1. Arson - You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself. Punishment: Death by burning Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus. 2. Focused mind - type: Magic You gain a +2 trait bonus on concentration checks. [URL]http://www.d20pfsrd.com/traits/magic-traits/focused-mind[/URL] HUMAN features +2 to one ability med size move 30 feet bonus feat +1 skill point / level CLASS FEATURES ARCANE BOND ARCANE SCHOOL CANTRIPS SCRIBE SCROLL Fire Supremacy [SU] fire resistance 5; If you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage. Fire Jet [SU] 20 foot jet, 5 feet wide dam =1d6 +1/2 lv dc = 10 + int +1/2 lv (16) reflex fail = 1d6 dam next round [avoid with reflex vs dc 15] use: 3 + int per day 0000[s]0 000[/s] SKILLS 2[class]+5[int]+2[bonus]+1[fav clas]+1[race]=11/level Skills: Ranks +3? Mod Misc Total Acrobatics +x +0 +3 --- +3 Appraise +1 +3 +5 --- +9 Bluff +x +0 +0 --- +0 Climb +x +0 +0 --- +0 Craft: Alchemy +x +3 +5 --- +8 Disable device +x +0 +3 --- +3 Escape artist +x +0 +3 --- +3 Fly --- +3 +3 --- +--- Heal +x +0 +1 --- +1 Know Arcana +1 +3 +5 --- +9 Know arch/engn +1 +3 +5 --- +9 Know Dungeoneering +x +3 +5 --- + Know Geography +x +3 +5 --- + Know History +x +3 +5 --- + Know Local +1 +3 +5 --- +9 Know Nobility/Royalty +1 +3 +5 --- +9 Know Religeon +x +3 +5 --- + Know The Planes +1 +3 +5 --- +9 Linguistics +x +3 +x --- + Perception +1 +0 +1 --- +2 Profession: +x +3 +1 --- + Ride +x +0 +3 --- + Sense Motive +x +0 +1 --- +1 Sleight of Hand +x +0 +3 --- +3 Spellcraft +1 +3 +5 --- +9 Stealth +1 +0 +3 --- +4 Survival +1 +0 +1 --- +2 Swim +x +3 +0 --- + EQUIPMENT 121 gp; 40 lbs Wizard's kit 21 gp; 21 lbs backpack, a bedroll, a belt pouch, a flint and steel, ink, an ink pen, an iron pot, a mess kit, soap, a spell component pouch, Torches (10), trail rations (5 days), a waterskin other items: 100 gp; 19 lb sun rods (10), alchimest fire (2), Tobacco (5) lbs, Smoking Pipe, water purification sponge, Saltpeter (10) [sblock=iron circlet] Aura faint illusion; CL 1st Slot head; Price 1,800 gp; Weight – DESCRIPTION This circlet of wrought iron alters itself to comfortably fit any wearer. It allows the wearer to alter their appearance as with a disguise self spell. As part of the disguise, the circlet can be changed to appear as any sort of hat, headgear, or hairstyle the wearer desires. CONSTRUCTION Requirements Craft Wondrous Item, disguise self; Cost 900 gp [LEFT][COLOR=#000000] Read more: [URL="http://www.enworld.org/forum/showthread.php?350681-%28A-Game-of-Trust-2%29-Way-of-the-Wicked-IC/page18#ixzz3W02nnrEE"]http://www.enworld.org/forum/showthread.php?350681-(A-Game-of-Trust-2)-Way-of-the-Wicked-IC/page18#ixzz3W02nnrEE[/URL] [/COLOR][/LEFT] [/sblock] SPELL BOOK - Cantrips Acid Splash; Arcane Mark; Bleed; Breeze; Dancing Lights; Daze; Detect Magic; Detect Poison; Disrupt Undead; Fey Aspect; Flare; Ghost Sound; Haunted; Jolt; Light; Mage Hand; Mending; Message; Open/Close; Penumbra; Prestidigitation; Read Magic; Resistance; Root; Spark; Level one Burning Hands; Comprehend Languages; Ear-Piercing Scream; Expeditious Retreat; Feather Fall; Identify; Magic Missile; Mage Armor; Unseen Servant; Vanish Level two Burning Arc; Scorching Ray [HR][/HR] SPELLS KNOWN level 0 1 2 3 notes base 4 2 -- -- int +0 +2 +1 +1 total 4 4 -- -- cantrips acid splash detect magic spark light first level burning hands [s]burning hands[/s] [s]magic missile[/s] mage armor end [/code] [/QUOTE]
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