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Second Golden Age of Oannon-- Recruitment/OOC (Currently Open)
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<blockquote data-quote="Arkhandus" data-source="post: 4001345" data-attributes="member: 13966"><p>Hrm. Out of the couple of character ideas I considered and made some tentative stats for in the past day or two, this is what I've decided on for now. But I have a question regarding it: I'd choose Tome & Blood as my supplement for this wizard, aiming for the Mindbender prestige class or maybe Fatespinner, but conceptually oriented towards Mindbender right now. A kind of manipulative gnome, but not entirely serious or uncaring.</p><p></p><p>Is the Mindbender prestige class (and the requisite Leadership feat) acceptable for him to take around 6th/7th level (assuming he lives that long)?</p><p></p><p><strong>Nezzern "Nosey" Taggert, Male Gnome Evoker</strong></p><p>[sblock=Character]Nezzern "Nosey" Taggert</p><p>Height: 3'-8", Weight: 48 pounds, Eyes: Navy, Hair: Golden Blonde, Skin: Dark Tan</p><p>Race: Rock Gnome, Age: 70 years (young adult), Male</p><p>Character Level: 1, Classes: Wizard (Evoker) 1, <strong>XP:</strong> 0</p><p>Alignment: Lawful Neutral, Patron Deity: Boccob, Size: Small, Type: Humanoid (Gnome)</p><p>Languages/Literacy: Common, Draconic, Giant, Goblin, Gnome</p><p></p><p>Strength: 6, Dexterity: 10, Constitution: 14, Intelligence: 16, Wisdom: 10, Charisma: 14</p><p><strong>HP:</strong> 6, <strong>AC:</strong> 11 (10 base, +0 Dex, +1 size), Initiative: +0 (+0 Dex), Speed: 20 feet</p><p>Fortitude: +2 (+0 base, +2 Con), Reflex: +0 (+0 base, +0 Dex), Will: +2 (+2 base, +0 Wis)</p><p><strong>BAB:</strong> +0, Melee: -1 (+0 base, -2 Str, +1 size), Ranged: +1 (+0 base, +0 Dex, +1 size)</p><p></p><p><strong>Attacks:</strong> Club -1 melee for 1d6-2 damage, Dagger -1 melee or +1 ranged for 1d4-2 damage, Light Crossbow +1 ranged for 1d8 damage</p><p></p><p><strong>Skills:</strong> Alchemy +5 (1 rank, +3 Int, +2 racial), Bluff +4 (2 ranks cross-class, +2 Cha), Diplomacy +4 (2 ranks cross-class, +2 Cha), Handle Animal +3 (1 rank cross-class, +2 Cha), Hide +4 (0 ranks, +0 Dex, +4 size), Intimidate +3 (1 rank cross-class, +2 Cha), Knowledge (Arcana) +4 (1 rank, +3 Int), Knowledge (Geography) +4 (1 rank, +3 Int), Knowledge (Religion) +4 (1 rank, +3 Int), Knowledge (The Planes) +4 (1 rank, +3 Int), Listen +2 (0 ranks, +0 Wis, +2 racial), Sense Motive +1 (1 rank cross-class, +0 Wis), Spellcraft +4/+6 (1 rank, +3 Int, +2 to learn Evocation spells)</p><p></p><p><strong>Feats:</strong> Scribe Scroll, Spell Focus (Enchantment)</p><p></p><p><strong>Racial Traits:</strong> Humanoid (gnome) type, +2 Intelligence, -2 Strength, Small size, 20 foot base speed, low-light vision, +2 on saving throws against Illusions, +2 Listen, +2 Alchemy, +1 on attack rolls versus Goblinoids and Kobolds, +4 dodge AC versus creatures of the Giant type, Speak With Animals 1/day at caster level 1 with burrowing mammals only, Dancing Lights 1/day at caster level 1, Ghost Sound 1/day at caster level 1, Prestidigitation 1/day at caster level 1, Wizard as favored class</p><p></p><p><strong>Class Features:</strong> Summon Familiar (none summoned yet), Wizard Specialty (Evocation specialist, banned from Conjuration, +2 on Spellcraft checks to learn Evocation spells), Wizard Spells (arcane, Intelligence-based, prepared, requires a spellbook for preparation; save DC 13/14 or 15/16 Enchantment, has 3+1/1+1+1 spells per day; has the 0-level spells Daze, Daze, Disrupt Undead, and Light prepared; has the 1st-level spells Magic Missile, Sleep, and Sleep prepared; knows the 0-level spells Resistance, Detect Poison, Daze, Flare, Light, Dancing Lights, Ghost Sound, Disrupt Undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, and Read Magic; knows the 1st-level spells Protection From Evil, Shield, Charm Person, Sleep, Magic Missile, and Spider Climb)</p><p></p><p><strong>Possessions Carried:</strong> Club, Dagger, Light Crossbow, 10 Crossbow Bolts, Small Traveler's Outfit (worn, free starting outfit), Small Backpack (holds book, case, vial, pen, and coins), Small Spellbook (27/100 pages used), Small Spell Component Pouch, Scroll Case, 2 Parchment Sheets, Black Ink Vial, Inkpen, Chalk, Flint & Steel, 10 gp, 17 sp, 18 cp</p><p></p><p><strong>Current Load:</strong> Light, 14-1/2 pounds</p><p>Light Load: 15 pounds, Medium Load: 30 pounds, Heavy Load: 45 pounds</p><p>Lift Over Head: 45 pounds, Lift And Hobble: 90 pounds, Push Or Drag: 225 pounds</p><p></p><p><strong>Mount:</strong> Pony, Bit & Bridle, Riding Saddle, Saddlebags, 20 Crossbow Bolts, Small Traveler's Outfit, Small Bedroll, Soap (1 pound), Torch, 2 Small Waterskins, 2 Small Trail Rations</p><p></p><p><strong>Appearance:</strong> A tall, lanky gnome, Nezzern has skin of a dark tan shade, navy blue eyes, a short, well-groomed mane of golden blonde hair, and a long goatee on his chin. He looks to be a young gnomish man of meticulous grooming, but very skinny, almost like a short elf at just over three and a half feet tall. He wears grey and brown travelers' clothes, a slim backpack, a broad pouch on his belt, and a small case on the other side of the belt. A simple dagger is sheathed at the back of his belt, a crossbow is slung over his back, and he carries a three-foot walking stick, which looks like it serves as a club just as well. Nezzern sometimes rides a pony bearing saddlebags and a nice riding saddle.</p><p></p><p><strong>Personality:</strong> Nezzern aspires to greatness, prestige, and leadership over his own domain and vassals. For now he's of middling birth and social status, and only in his home city of Hazzerbek, among the gnomish delves of the north. He likes to be in control and to have influence over others, to work his will upon the world, but is content to be the advisor of others for now. Order, loyalty, and sticking to one's word are important to him.</p><p></p><p>Although he likes to come across as the cultured genius that he is, Nezzern still has his gnomish upbringing to deal with, and behaves in a goofy manner sometimes as a result, often using humor to offset his arrogant, scholarly airs, sometimes unintentionally. He gets his nickname of Nosey because of his big nose and, moreso, his tendency to meddle, offer unsolicited advice, and poke around in other peoples' business. Nezzern tries to be friendly and kind towards others, but doesn't go out of his way for others unless he can use it as leverage for a favor or reward.</p><p></p><p>Wealth is somewhat important to him, but only as a tool. Magic is his means of gaining power over others and ensuring that he remains sovereign over himself, not a goal in and of itself but merely a means to his ends. Nezzern considers knowledge to be valuable and important for its own sake, as well as for its practical uses. Ignoring the blind faith of others in Pelor, Nezzern venerates Boccob the Uncaring, Archmage of the Deities, for his guidance in pursuing knowledge and his governance of arcane power, which Nezzern needs to ensure his control and personal sovereignty.</p><p></p><p><strong>Background:</strong> Nezzern Taggert has been traveling for the past year, leaving his homeland behind and taking stock of some nearby lands, looking for opportunities. He hails from the gnomish city of Hazzerbek, beneath a rocky, strangely snow-less hill out in the Grachen Barrens. Nezzern lived in the Gold Springs Quarter, where his family tended to some of the richer families living around the hot springs. With a bit of aid from a generous patron, Nezzern's parents were able to send him to the Gemfire Collegium, a wizards' academy in the Old Erbek Quarter. Nezzern was recognized early on as a rather intelligent lad, and never liked doing chores and cleaning up after rich people, even nice rich people.</p><p></p><p>Stating a desire to join the city's guardian wizards, warding off giants and goblin tribes in the nearby hills, Nezzern focused his studies on evocation magic for combat, but still studied a broader selection of basic spells from the Collegium's library. He came to determine that what he'd really like to do is venture outside the city and make something more of himself, rather than serving the community and being at others' beck and call. So after his apprentice studies at the Collegium were complete, Nezzern worked only briefly in Hazzerbek before selling what possessions he could and using them to get traveling supplies, leaving town without a word except to resign from his post.[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4001345, member: 13966"] Hrm. Out of the couple of character ideas I considered and made some tentative stats for in the past day or two, this is what I've decided on for now. But I have a question regarding it: I'd choose Tome & Blood as my supplement for this wizard, aiming for the Mindbender prestige class or maybe Fatespinner, but conceptually oriented towards Mindbender right now. A kind of manipulative gnome, but not entirely serious or uncaring. Is the Mindbender prestige class (and the requisite Leadership feat) acceptable for him to take around 6th/7th level (assuming he lives that long)? [B]Nezzern "Nosey" Taggert, Male Gnome Evoker[/B] [sblock=Character]Nezzern "Nosey" Taggert Height: 3'-8", Weight: 48 pounds, Eyes: Navy, Hair: Golden Blonde, Skin: Dark Tan Race: Rock Gnome, Age: 70 years (young adult), Male Character Level: 1, Classes: Wizard (Evoker) 1, [B]XP:[/B] 0 Alignment: Lawful Neutral, Patron Deity: Boccob, Size: Small, Type: Humanoid (Gnome) Languages/Literacy: Common, Draconic, Giant, Goblin, Gnome Strength: 6, Dexterity: 10, Constitution: 14, Intelligence: 16, Wisdom: 10, Charisma: 14 [B]HP:[/B] 6, [B]AC:[/B] 11 (10 base, +0 Dex, +1 size), Initiative: +0 (+0 Dex), Speed: 20 feet Fortitude: +2 (+0 base, +2 Con), Reflex: +0 (+0 base, +0 Dex), Will: +2 (+2 base, +0 Wis) [B]BAB:[/B] +0, Melee: -1 (+0 base, -2 Str, +1 size), Ranged: +1 (+0 base, +0 Dex, +1 size) [B]Attacks:[/B] Club -1 melee for 1d6-2 damage, Dagger -1 melee or +1 ranged for 1d4-2 damage, Light Crossbow +1 ranged for 1d8 damage [B]Skills:[/B] Alchemy +5 (1 rank, +3 Int, +2 racial), Bluff +4 (2 ranks cross-class, +2 Cha), Diplomacy +4 (2 ranks cross-class, +2 Cha), Handle Animal +3 (1 rank cross-class, +2 Cha), Hide +4 (0 ranks, +0 Dex, +4 size), Intimidate +3 (1 rank cross-class, +2 Cha), Knowledge (Arcana) +4 (1 rank, +3 Int), Knowledge (Geography) +4 (1 rank, +3 Int), Knowledge (Religion) +4 (1 rank, +3 Int), Knowledge (The Planes) +4 (1 rank, +3 Int), Listen +2 (0 ranks, +0 Wis, +2 racial), Sense Motive +1 (1 rank cross-class, +0 Wis), Spellcraft +4/+6 (1 rank, +3 Int, +2 to learn Evocation spells) [B]Feats:[/B] Scribe Scroll, Spell Focus (Enchantment) [B]Racial Traits:[/B] Humanoid (gnome) type, +2 Intelligence, -2 Strength, Small size, 20 foot base speed, low-light vision, +2 on saving throws against Illusions, +2 Listen, +2 Alchemy, +1 on attack rolls versus Goblinoids and Kobolds, +4 dodge AC versus creatures of the Giant type, Speak With Animals 1/day at caster level 1 with burrowing mammals only, Dancing Lights 1/day at caster level 1, Ghost Sound 1/day at caster level 1, Prestidigitation 1/day at caster level 1, Wizard as favored class [B]Class Features:[/B] Summon Familiar (none summoned yet), Wizard Specialty (Evocation specialist, banned from Conjuration, +2 on Spellcraft checks to learn Evocation spells), Wizard Spells (arcane, Intelligence-based, prepared, requires a spellbook for preparation; save DC 13/14 or 15/16 Enchantment, has 3+1/1+1+1 spells per day; has the 0-level spells Daze, Daze, Disrupt Undead, and Light prepared; has the 1st-level spells Magic Missile, Sleep, and Sleep prepared; knows the 0-level spells Resistance, Detect Poison, Daze, Flare, Light, Dancing Lights, Ghost Sound, Disrupt Undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, and Read Magic; knows the 1st-level spells Protection From Evil, Shield, Charm Person, Sleep, Magic Missile, and Spider Climb) [B]Possessions Carried:[/B] Club, Dagger, Light Crossbow, 10 Crossbow Bolts, Small Traveler's Outfit (worn, free starting outfit), Small Backpack (holds book, case, vial, pen, and coins), Small Spellbook (27/100 pages used), Small Spell Component Pouch, Scroll Case, 2 Parchment Sheets, Black Ink Vial, Inkpen, Chalk, Flint & Steel, 10 gp, 17 sp, 18 cp [B]Current Load:[/B] Light, 14-1/2 pounds Light Load: 15 pounds, Medium Load: 30 pounds, Heavy Load: 45 pounds Lift Over Head: 45 pounds, Lift And Hobble: 90 pounds, Push Or Drag: 225 pounds [B]Mount:[/B] Pony, Bit & Bridle, Riding Saddle, Saddlebags, 20 Crossbow Bolts, Small Traveler's Outfit, Small Bedroll, Soap (1 pound), Torch, 2 Small Waterskins, 2 Small Trail Rations [B]Appearance:[/B] A tall, lanky gnome, Nezzern has skin of a dark tan shade, navy blue eyes, a short, well-groomed mane of golden blonde hair, and a long goatee on his chin. He looks to be a young gnomish man of meticulous grooming, but very skinny, almost like a short elf at just over three and a half feet tall. He wears grey and brown travelers' clothes, a slim backpack, a broad pouch on his belt, and a small case on the other side of the belt. A simple dagger is sheathed at the back of his belt, a crossbow is slung over his back, and he carries a three-foot walking stick, which looks like it serves as a club just as well. Nezzern sometimes rides a pony bearing saddlebags and a nice riding saddle. [B]Personality:[/B] Nezzern aspires to greatness, prestige, and leadership over his own domain and vassals. For now he's of middling birth and social status, and only in his home city of Hazzerbek, among the gnomish delves of the north. He likes to be in control and to have influence over others, to work his will upon the world, but is content to be the advisor of others for now. Order, loyalty, and sticking to one's word are important to him. Although he likes to come across as the cultured genius that he is, Nezzern still has his gnomish upbringing to deal with, and behaves in a goofy manner sometimes as a result, often using humor to offset his arrogant, scholarly airs, sometimes unintentionally. He gets his nickname of Nosey because of his big nose and, moreso, his tendency to meddle, offer unsolicited advice, and poke around in other peoples' business. Nezzern tries to be friendly and kind towards others, but doesn't go out of his way for others unless he can use it as leverage for a favor or reward. Wealth is somewhat important to him, but only as a tool. Magic is his means of gaining power over others and ensuring that he remains sovereign over himself, not a goal in and of itself but merely a means to his ends. Nezzern considers knowledge to be valuable and important for its own sake, as well as for its practical uses. Ignoring the blind faith of others in Pelor, Nezzern venerates Boccob the Uncaring, Archmage of the Deities, for his guidance in pursuing knowledge and his governance of arcane power, which Nezzern needs to ensure his control and personal sovereignty. [B]Background:[/B] Nezzern Taggert has been traveling for the past year, leaving his homeland behind and taking stock of some nearby lands, looking for opportunities. He hails from the gnomish city of Hazzerbek, beneath a rocky, strangely snow-less hill out in the Grachen Barrens. Nezzern lived in the Gold Springs Quarter, where his family tended to some of the richer families living around the hot springs. With a bit of aid from a generous patron, Nezzern's parents were able to send him to the Gemfire Collegium, a wizards' academy in the Old Erbek Quarter. Nezzern was recognized early on as a rather intelligent lad, and never liked doing chores and cleaning up after rich people, even nice rich people. Stating a desire to join the city's guardian wizards, warding off giants and goblin tribes in the nearby hills, Nezzern focused his studies on evocation magic for combat, but still studied a broader selection of basic spells from the Collegium's library. He came to determine that what he'd really like to do is venture outside the city and make something more of himself, rather than serving the community and being at others' beck and call. So after his apprentice studies at the Collegium were complete, Nezzern worked only briefly in Hazzerbek before selling what possessions he could and using them to get traveling supplies, leaving town without a word except to resign from his post.[/sblock] [/QUOTE]
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