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The Darkness That Comes Before [Rogues Gallery]
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<blockquote data-quote="Ghostknight" data-source="post: 1463612" data-attributes="member: 15338"><p><strong>Gespath Muckraker</strong></p><p></p><p>Gespath Muckraker,Human Wizard 5; CR 5; AL LN; HD 5d4 (19 hp); Init +1; Speed 30 feet; AC 13 (+1 Dex, +1Armor, +1 deflection), flatfooted 13, touch 12, ACP #, Spell Failure 0; Bab +2, Grapple +2; Atk +3 melee (1d4, critical 19-20 x 2, Masterwork Dagger) SQ: Empathic link (Visper); SV Fort +2, Refl +6, Will +4; Str 10, Dex 12, Con 13, Int 18, Wis 10, Cha 14.</p><p></p><p>Skills and Feats: (50 skill points, 8/4 max ranks) Spellcraft +12 (8), Concentration + 9 (8), craft (Weaponsmithing) +8 (4), craft (alchemy) +9 (5), Decipher script +12 (8), knowledge (arcana) 12 (8), knowledge (planes) 9 (5), knowledge (religion) +8 (4); Scribe Scroll, Extend Spell, Eschew materials. Combat casting, Lightning reflexes</p><p></p><p>Summon Familiar: </p><p>A wizard can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.</p><p>The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power.</p><p>If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.</p><p>A character with more than one class that grants a familiar may have only one familiar at a time.</p><p></p><p>Languages: Common, Elvish, Draconic, High Kunna </p><p></p><p>Possessions: Backpack,bedroll, chest, tent, hammer, 5 vials ink, 3 pens, 20 sheets paper, 50 feet silk rope, 30 feet silk rope, sack, sealing wax, soap, waterskin, whetstone, signet ring, 5 days iron rations, 2 vials anti-toxin, 4 flasks acid, 30 tindertwigs,Spell component pouch, Scholar's outfit, mule, 2 light horses, wagon, saddlebags, bit &bridle, saddle, staff with Continual flame, Masterwork dagger, Ring of protection +1, Bracers of armor +1, Potion of cure light wounds x4, Potion of Sanctuary x2, Potion of cure moderate wounds x2 </p><p></p><p>Equipment on hand:Backpack, all potions, bedroll, rope, 10 sheets paper, 2 pens, 2 vials ink, 50 feet silk rope, 30 feet silk rope, waterskin, signet ring, 3 days iron rations, 2 vials anti-toxin, 4 flasks acid, spell component pouch, wearing all agic items, continual flame staff and dagger</p><p></p><p>Money 439gp 5sp 2cp.</p><p></p><p>Spells: 4/4/3/2 spells per day, Base Save DC 14 + spell level.</p><p></p><p>Spellbook:</p><p>0th - all.</p><p>1st - Mage Armor, Identify, True Strike, Charm Person, Magic Missile, Enlarge Person, Disguise Self,Hypnotism, Shield, Hold Portal, Feather fall, Comprehend languages, Magic weapon.</p><p>2nd - Rope trick, Invisibility, Mirror Image, Knock, Web, Protection from Arrows, Continual flame, Levitate.</p><p>3rd - Fireball, Dispel Magic, Protection from Energy, Summon Monster III, Hold person</p><p></p><p>Memorised:</p><p>0 - Mending, Read Magic, Mending, Detect Magic</p><p>1 - Mage Armor, Charm Person, Magic Missile x2</p><p>2 - Invisibility, Web, 1 empty slot</p><p>3 - Fireball, Summon Monster III</p><p></p><p></p><p>Description:</p><p>Gespath Muckraker looks like what he is, the descendant of dirt poor peasants doing the lowest of jobs. His features are blunt, a too large nose, deep sunken brown eyes, hair that looks like an escaped mop perched atop of a two wide handle and a beard that is uncombed and scraggly. And yet, there is something about him. He has a strange magnetism that belies his </p><p>appearance, that makes people situp and listen when he talks, whether he is dressed in his habitual robes or a formal gown.</p><p></p><p>Usually he is dressed in a blue robe decorated with images from mythology, wearing a simple gold ring on one hand and beautifully carved bracers on each wrist. At his side is a dagger, in sheath carved to resemble the waves of the sea with a blade in the shape of a dolphin.</p><p></p><p>History: </p><p>Gespath grew up in a peasants hovel, one of fourteen children destined to follow his father in a job of cleaning sties and stables for enough money to keep a family in gruel and in boiled potatoes and meat on feast days and special days.Gespath did not like this vision of the future. Far brighter than the rest of the family, he saw this future akin to death. </p><p></p><p>So while ostensibly out looking for food or an animal stupid enough to get caught - he was actually looking for a way out. And he found it. An abandoned hut with books and funny things inside. He taught himself to read from the books, and played with the apparatus to try and fathom its workings. Time passed and while his knowledge grew it did not do much for his future prospects. </p><p></p><p>At least, until the owner of the hut showed him that it wasn't quite as abandoned as he had assumed. One day, inside of the hut, a trap door opened and a thin, emaciated man in blue robes entered. Looking at gespath he made a simple remark "Come on down, I doubt you are going to learn anything more on your own."</p><p></p><p>Gespath went down, and life changed. Downstairs through the trapdoor was the work area of a mage. Elaborate, working apparatus with liquids bubbling through, shelves with books, and a table set for a feast. Later he learnt that everything except for the food was illusion - but at the time it served the mages purpose. He was overwhelmed, took an oath of service on the spot and spent the next seven years learning from Hismith the Blue, Mage of the Order of Mysunsai.</p><p></p><p>At the end of his term of service he took his oath to the order, and spent time completing some basic tasks. For him, the oath and contract are all, not to be violated for any purpose. He aims to accumulate status and wealth, to never again live in a hovel such as his parents and family did. Over time he has passed money to them to improve their lot, but still their </p><p>fate and living conditions prey on his conscience.</p><p></p><p>Familiar: Visper</p><p>WEASEL</p><p>Tiny Animal</p><p>Hit Dice: 5 (10 hp)</p><p>Initiative: +2</p><p>Speed: 20 ft. (4 squares), climb 20 ft.</p><p>Armor Class: 17 (+2 size, +2 Dex +3 Natural), touch 14, flat-footed 15</p><p>Base Attack/Grapple: +0/–12</p><p>Attack: Bite +4 melee (1d3–4) Full Attack: Bite +4 melee (1d3–4) Space/Reach: 2-1/2 ft./0 ft.</p><p>Special Attacks: Attach</p><p>Special Qualities: Low-light vision, scent, Alertness, improved evasion, share spells, empathic link, Deliver touch spells, Speak with master</p><p>Saves: Fort +2, Ref +4, Will +1</p><p>Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5</p><p>Skills: Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3</p><p>Feats: Weapon Finesse</p><p>Environment: Temperate hills</p><p>Organization: Solitary</p><p>Challenge Rating: 1/4</p><p></p><p>Combat</p><p>Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.</p><p></p><p>Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.</p><p></p><p>Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.</p><p>Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).</p><p>Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.Because of this empathic link, the master has the same connection to an item or place that his familiar does.</p><p>Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.</p><p>Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.</p></blockquote><p></p>
[QUOTE="Ghostknight, post: 1463612, member: 15338"] [b]Gespath Muckraker[/b] Gespath Muckraker,Human Wizard 5; CR 5; AL LN; HD 5d4 (19 hp); Init +1; Speed 30 feet; AC 13 (+1 Dex, +1Armor, +1 deflection), flatfooted 13, touch 12, ACP #, Spell Failure 0; Bab +2, Grapple +2; Atk +3 melee (1d4, critical 19-20 x 2, Masterwork Dagger) SQ: Empathic link (Visper); SV Fort +2, Refl +6, Will +4; Str 10, Dex 12, Con 13, Int 18, Wis 10, Cha 14. Skills and Feats: (50 skill points, 8/4 max ranks) Spellcraft +12 (8), Concentration + 9 (8), craft (Weaponsmithing) +8 (4), craft (alchemy) +9 (5), Decipher script +12 (8), knowledge (arcana) 12 (8), knowledge (planes) 9 (5), knowledge (religion) +8 (4); Scribe Scroll, Extend Spell, Eschew materials. Combat casting, Lightning reflexes Summon Familiar: A wizard can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time. Languages: Common, Elvish, Draconic, High Kunna Possessions: Backpack,bedroll, chest, tent, hammer, 5 vials ink, 3 pens, 20 sheets paper, 50 feet silk rope, 30 feet silk rope, sack, sealing wax, soap, waterskin, whetstone, signet ring, 5 days iron rations, 2 vials anti-toxin, 4 flasks acid, 30 tindertwigs,Spell component pouch, Scholar's outfit, mule, 2 light horses, wagon, saddlebags, bit &bridle, saddle, staff with Continual flame, Masterwork dagger, Ring of protection +1, Bracers of armor +1, Potion of cure light wounds x4, Potion of Sanctuary x2, Potion of cure moderate wounds x2 Equipment on hand:Backpack, all potions, bedroll, rope, 10 sheets paper, 2 pens, 2 vials ink, 50 feet silk rope, 30 feet silk rope, waterskin, signet ring, 3 days iron rations, 2 vials anti-toxin, 4 flasks acid, spell component pouch, wearing all agic items, continual flame staff and dagger Money 439gp 5sp 2cp. Spells: 4/4/3/2 spells per day, Base Save DC 14 + spell level. Spellbook: 0th - all. 1st - Mage Armor, Identify, True Strike, Charm Person, Magic Missile, Enlarge Person, Disguise Self,Hypnotism, Shield, Hold Portal, Feather fall, Comprehend languages, Magic weapon. 2nd - Rope trick, Invisibility, Mirror Image, Knock, Web, Protection from Arrows, Continual flame, Levitate. 3rd - Fireball, Dispel Magic, Protection from Energy, Summon Monster III, Hold person Memorised: 0 - Mending, Read Magic, Mending, Detect Magic 1 - Mage Armor, Charm Person, Magic Missile x2 2 - Invisibility, Web, 1 empty slot 3 - Fireball, Summon Monster III Description: Gespath Muckraker looks like what he is, the descendant of dirt poor peasants doing the lowest of jobs. His features are blunt, a too large nose, deep sunken brown eyes, hair that looks like an escaped mop perched atop of a two wide handle and a beard that is uncombed and scraggly. And yet, there is something about him. He has a strange magnetism that belies his appearance, that makes people situp and listen when he talks, whether he is dressed in his habitual robes or a formal gown. Usually he is dressed in a blue robe decorated with images from mythology, wearing a simple gold ring on one hand and beautifully carved bracers on each wrist. At his side is a dagger, in sheath carved to resemble the waves of the sea with a blade in the shape of a dolphin. History: Gespath grew up in a peasants hovel, one of fourteen children destined to follow his father in a job of cleaning sties and stables for enough money to keep a family in gruel and in boiled potatoes and meat on feast days and special days.Gespath did not like this vision of the future. Far brighter than the rest of the family, he saw this future akin to death. So while ostensibly out looking for food or an animal stupid enough to get caught - he was actually looking for a way out. And he found it. An abandoned hut with books and funny things inside. He taught himself to read from the books, and played with the apparatus to try and fathom its workings. Time passed and while his knowledge grew it did not do much for his future prospects. At least, until the owner of the hut showed him that it wasn't quite as abandoned as he had assumed. One day, inside of the hut, a trap door opened and a thin, emaciated man in blue robes entered. Looking at gespath he made a simple remark "Come on down, I doubt you are going to learn anything more on your own." Gespath went down, and life changed. Downstairs through the trapdoor was the work area of a mage. Elaborate, working apparatus with liquids bubbling through, shelves with books, and a table set for a feast. Later he learnt that everything except for the food was illusion - but at the time it served the mages purpose. He was overwhelmed, took an oath of service on the spot and spent the next seven years learning from Hismith the Blue, Mage of the Order of Mysunsai. At the end of his term of service he took his oath to the order, and spent time completing some basic tasks. For him, the oath and contract are all, not to be violated for any purpose. He aims to accumulate status and wealth, to never again live in a hovel such as his parents and family did. Over time he has passed money to them to improve their lot, but still their fate and living conditions prey on his conscience. Familiar: Visper WEASEL Tiny Animal Hit Dice: 5 (10 hp) Initiative: +2 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 17 (+2 size, +2 Dex +3 Natural), touch 14, flat-footed 15 Base Attack/Grapple: +0/–12 Attack: Bite +4 melee (1d3–4) Full Attack: Bite +4 melee (1d3–4) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Attach Special Qualities: Low-light vision, scent, Alertness, improved evasion, share spells, empathic link, Deliver touch spells, Speak with master Saves: Fort +2, Ref +4, Will +1 Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5 Skills: Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3 Feats: Weapon Finesse Environment: Temperate hills Organization: Solitary Challenge Rating: 1/4 Combat Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature. Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.Because of this empathic link, the master has the same connection to an item or place that his familiar does. Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. [/QUOTE]
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