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The Dungeon:Out of Whistle Characters
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<blockquote data-quote="Argent Silvermage" data-source="post: 909619" data-attributes="member: 4322"><p><strong>Kazareen Bricklebottom</strong></p><p></p><p>Kender Wizard Level 7</p><p>Neutral Good</p><p>Height: 3’2”, Weight: 35#, Blond /blue. </p><p>Str: 8, Dex: 18, Con: 12, Int: 19, Wiz: 10, Cha: 10. </p><p>AC: 15 (+4 Dex, +1 size) </p><p>BAB: +3, Fort: +3, Ref: +6, Will: +9. (+1 to each from Amulet of Resistance)</p><p>Hits: 28</p><p>Languages: Common, Kender, Dungeontongue, Goblin, Gnome, and Draconic.</p><p></p><p>Skills: (*= Magic Item adds)</p><p>Knowledge Arcane: 10/+14</p><p>Spellcraft: 10/+14</p><p>Knowledge Magical beasts: 10/+14</p><p>Knowledge Nature: 10/+14</p><p>Wilderness Lore: 3/+3</p><p>Sense Motive: 1.5/+1</p><p>Knowledge Dungeon: 2/+6</p><p>Appraisal: 1/+5</p><p>Search: 1/+7</p><p>Pick Pocket: 0/+6</p><p>Open Locks: 0/+6/+10*</p><p>Disable Device: 0/+6</p><p>Move Silently: 0/+10*</p><p>Hide: 0/+8/+18*</p><p>Escape Artist: 0/+10*</p><p></p><p>Feats:</p><p>1) Track</p><p>2) Weapon focus: Hoopak</p><p>3) Weapon focus: magical rays.</p><p>x) Summon Familiar</p><p>x) Scribe scroll</p><p>x) Spell Mastery</p><p>1. Read magic</p><p>2. Sleep</p><p>3. Mage Armor</p><p>4. Monster summoning 1</p><p>5. Comprehend languages</p><p></p><p>Spells memorized:</p><p>0 Level: Detect Magic, Conjurer’s Tool-belt, Prestidigitation, and Mending</p><p>1st Level: Mage Armor, Shield, Quakethrust, Monster summoning 1, and Kauper’s Skittish Nerves.</p><p>2nd Level: Mirror Image, Slipping the Ranks, and Melf’s Acid Arrow x2.</p><p>3rd Level: Greater Sleep, Fireball, and Dispel Magic.</p><p>4th level: Enervation</p><p></p><p>Kender Traits (added into stats and skills)</p><p>Kender Racial Traits </p><p>-2 Strength and Wisdom, +2 Dexterity, +2 Intelligence. Kender are slender built and so are naturally not as strong as others; this natural slenderness also means natural quickness and agility. Also, a Kender's curiosity almost always overrides everything, including common sense. The more dangerous, the more exciting. However, a Kender's childlike mind is very keen when it comes to observing things, many times picking up details that others miss and granting astounding insights into many things.</p><p>Small: Kender are of a small stature and therefore gain the typical advantages and disadvantages afforded them (+1 AC, +1 size bonus on attack rolls, +4 to hide checks.)</p><p>A Kender has a base speed of 25</p><p>A Kender receives a +1 attack bonus when using a Kender specific weapon, such as a hoopak or a whippik.</p><p>Immunity to fear: Kender are completely fearless. Normal situations that may call for a fear check simply do not apply to a Kender. Magically induced fear does not affect a Kender, except for under certain circumstances. Magically induced fear cast by someone whose level is twice that of a Kender character can force the Kender to roll a save, but at only half difficulty. A person four times the level of the Kender can fore him to roll a saving throw at practically the normal difficulty, but the Kender still gets a +2 bonus to the roll. </p><p>Taunt: Kender can drive an opponent into a rage by taunting him incessantly. If the opponent actively tries to ignore a kender's taunt, he must pass a willpower saving throw, with a -1 penalty induced for every five points of intelligence he possesses. Once driven into a rage, the opponent attacks the Kender by any means possible, ignoring all other threats. Furthermore, the enraged enemy suffers a -2 penalty to all attack rolls, but the anger fuels him on to deliver a +3 bonus to all damage rolls. This rage lasts until the Kender is out of sight or dead, or the opponent has been subdued for two rounds or 1d8 rounds pass.</p><p>Thief Bonus: Kender are naturally adept at getting into things and so naturally gain a +2 racial bonus to Disable Device, Open Lock, Search, and Pick Pocket. However, their openness and typical short attention spans do cost them. They may not become proficient at all in Decipher Script, or Use Magic Device.</p><p>Kazareen’s SPELLBOOK</p><p></p><p>Cantrips</p><p>Resistance, Ray of frost, Detect Poison, Daze, Flare,</p><p>Light, Dancing Lights, </p><p>Ghost Sound, Disrupt undead, Mage Hand, Mending,</p><p>Open/Close, Arcane Mark, </p><p>Detect Magic, Prestidigitation, Read Magic, Conjuror's</p><p>Tool belt <1>.</p><p></p><p>First Level</p><p>Mage Armor, Magic Missile, Hold Portal, Detect Secret</p><p>Doors, Shield,</p><p>Protection From Evil/Good/Law/Chaos, Charm Person,</p><p>Feather Fall, Spider Climb, Quakethrust <1>, Lesser</p><p>Acid Orb <4>, Kauper's Skittish Nerves <2>, </p><p>Silent Sound <3>.</p><p>(+800)</p><p></p><p>Second Level</p><p>Rope Trick, Melf's Acid Arrow, Levitate, Cat's Grace,</p><p>Darkvision,</p><p>Mark of Fire <3>, Slipping the Ranks <1>, Dig <1>,</p><p>Mirror Image.</p><p>(+2000)</p><p></p><p>Third Level</p><p>Dispel Magic, Fireball, Haste, Gandar's Chatterbox</p><p><1>, Greater Sleep <3>,</p><p>Analyze Portal <2>, Leomund's Hut.</p><p>(+1800)</p><p></p><p>Fourth Level</p><p>Dimension Door and Enervation.</p><p>(+1600)</p><p></p><p>Total Gold Spent +6,200GP </p><p><1> Spells & Spellcraft</p><p><2> Magic of Faerun</p><p><3> Book of Eldritch Magic</p><p><4> Tome and Blood</p><p></p><p>Conjuror's Belt creates a small tool (up to 1 pound).</p><p>Quakethrust causes a small quake that causes creatures</p><p>to fall.</p><p>Kauper's Skittish Nerves adds to the Initiative Scores</p><p>of a group.</p><p>Silent Sound is a ranged attack doing Sonic Damage</p><p>Mark of Fire grants a Dex Bonus and allows you to</p><p>shoot a Ray of Flame (which ends the spell)</p><p>Slipping the Ranks grants a series of small</p><p>(10’) Teleport leaps instead of 5' moves.</p><p>Dig clears out either a 20X20X20 area, or a 10X10X40</p><p>area.</p><p>Gandar's Chatterbox creates a blathering magic mouth</p><p>that distracts and annoys nearby creatures.</p><p>Greater Sleep affects more and stronger opponents than</p><p>Sleep.</p><p>Analyze Portal gives details on Portals, as well as</p><p>detecting them.</p><p></p><p>The hoopak is probably the most well known of the Kender weapons. It is a 3-foot staff made of hard yet supple wood that is forked at one end and has a metal tip at the other. The metal tip can be sharpened and the hoopak can be thrown like a spear. The hoopak can also be stuck into the ground so that missiles can be fired from the forked end like a sling shot. It may also be twirled over the head like a sling to launch sling bullets or stones or it may be used as a traditional sling staff. Occasionally this type of weapon may be hollowed out to hold useful objects, like silk rope or stones for ammunition. As a tool the hoopak can be used to help a Kender gather fruit from the lower branches of trees, like an apple picker. As a musical instrument the hoopak can be swung in a circle and it emits a low bullroar</p><p>Weapon Cost Damage Critical Range Increment Weight Type Size Instrument</p><p> </p><p> </p><p> </p><p> </p><p>Hoopak*‡ 7 GP 1d6+1/1d4 X2/--- 20 ft./50 ft. 9 lb. P/B/ Medium Bullroar</p><p>*See the description of this weapon for special rules. </p><p>‡Double weapon</p><p>Equipment list Kazareen </p><p> </p><p>Item Where Charges quantity GP SP</p><p>Ring of Protection +1 rt. Hand n/a 1 2000 </p><p>Wand of Shocking Grasp belt 48 1 750 </p><p>Boots of Elvenkind feet n/a 1 2000 </p><p>Cloak of Elvenkind Back n/a 1 2000 </p><p>Amulet of Resistance +1 Neck n/a 1 1000 </p><p>Vest of Escape Chest n/a 1 2000 </p><p>Heward's haversack back n/a 1 2000 </p><p>Masterwork Hoopak rt. Hand n/a 1 315 </p><p>Masterwork Thieves’ tools Haversack n/a 1 100 </p><p>Bed roll Haversack n/a 1 1</p><p>Spell book Haversack n/a 1 n/a </p><p>Scroll cases Haversack n/a 2 2 </p><p>Spell component pouch belt n/a 2 10 </p><p>Explorers' outfit body n/a 1 10 </p><p>Sunrods Haversack 1 each 10 20 </p><p>Tindertwigs Haversack 1 each 20 20 </p><p>Antitoxin Haversack 1 each 4 200 </p><p> </p><p> </p><p>Total spent: 12,427GP 1 SP </p><p> </p><p>rest in coins.</p></blockquote><p></p>
[QUOTE="Argent Silvermage, post: 909619, member: 4322"] [b]Kazareen Bricklebottom[/b] Kender Wizard Level 7 Neutral Good Height: 3’2”, Weight: 35#, Blond /blue. Str: 8, Dex: 18, Con: 12, Int: 19, Wiz: 10, Cha: 10. AC: 15 (+4 Dex, +1 size) BAB: +3, Fort: +3, Ref: +6, Will: +9. (+1 to each from Amulet of Resistance) Hits: 28 Languages: Common, Kender, Dungeontongue, Goblin, Gnome, and Draconic. Skills: (*= Magic Item adds) Knowledge Arcane: 10/+14 Spellcraft: 10/+14 Knowledge Magical beasts: 10/+14 Knowledge Nature: 10/+14 Wilderness Lore: 3/+3 Sense Motive: 1.5/+1 Knowledge Dungeon: 2/+6 Appraisal: 1/+5 Search: 1/+7 Pick Pocket: 0/+6 Open Locks: 0/+6/+10* Disable Device: 0/+6 Move Silently: 0/+10* Hide: 0/+8/+18* Escape Artist: 0/+10* Feats: 1) Track 2) Weapon focus: Hoopak 3) Weapon focus: magical rays. x) Summon Familiar x) Scribe scroll x) Spell Mastery 1. Read magic 2. Sleep 3. Mage Armor 4. Monster summoning 1 5. Comprehend languages Spells memorized: 0 Level: Detect Magic, Conjurer’s Tool-belt, Prestidigitation, and Mending 1st Level: Mage Armor, Shield, Quakethrust, Monster summoning 1, and Kauper’s Skittish Nerves. 2nd Level: Mirror Image, Slipping the Ranks, and Melf’s Acid Arrow x2. 3rd Level: Greater Sleep, Fireball, and Dispel Magic. 4th level: Enervation Kender Traits (added into stats and skills) Kender Racial Traits -2 Strength and Wisdom, +2 Dexterity, +2 Intelligence. Kender are slender built and so are naturally not as strong as others; this natural slenderness also means natural quickness and agility. Also, a Kender's curiosity almost always overrides everything, including common sense. The more dangerous, the more exciting. However, a Kender's childlike mind is very keen when it comes to observing things, many times picking up details that others miss and granting astounding insights into many things. Small: Kender are of a small stature and therefore gain the typical advantages and disadvantages afforded them (+1 AC, +1 size bonus on attack rolls, +4 to hide checks.) A Kender has a base speed of 25 A Kender receives a +1 attack bonus when using a Kender specific weapon, such as a hoopak or a whippik. Immunity to fear: Kender are completely fearless. Normal situations that may call for a fear check simply do not apply to a Kender. Magically induced fear does not affect a Kender, except for under certain circumstances. Magically induced fear cast by someone whose level is twice that of a Kender character can force the Kender to roll a save, but at only half difficulty. A person four times the level of the Kender can fore him to roll a saving throw at practically the normal difficulty, but the Kender still gets a +2 bonus to the roll. Taunt: Kender can drive an opponent into a rage by taunting him incessantly. If the opponent actively tries to ignore a kender's taunt, he must pass a willpower saving throw, with a -1 penalty induced for every five points of intelligence he possesses. Once driven into a rage, the opponent attacks the Kender by any means possible, ignoring all other threats. Furthermore, the enraged enemy suffers a -2 penalty to all attack rolls, but the anger fuels him on to deliver a +3 bonus to all damage rolls. This rage lasts until the Kender is out of sight or dead, or the opponent has been subdued for two rounds or 1d8 rounds pass. Thief Bonus: Kender are naturally adept at getting into things and so naturally gain a +2 racial bonus to Disable Device, Open Lock, Search, and Pick Pocket. However, their openness and typical short attention spans do cost them. They may not become proficient at all in Decipher Script, or Use Magic Device. Kazareen’s SPELLBOOK Cantrips Resistance, Ray of frost, Detect Poison, Daze, Flare, Light, Dancing Lights, Ghost Sound, Disrupt undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic, Conjuror's Tool belt <1>. First Level Mage Armor, Magic Missile, Hold Portal, Detect Secret Doors, Shield, Protection From Evil/Good/Law/Chaos, Charm Person, Feather Fall, Spider Climb, Quakethrust <1>, Lesser Acid Orb <4>, Kauper's Skittish Nerves <2>, Silent Sound <3>. (+800) Second Level Rope Trick, Melf's Acid Arrow, Levitate, Cat's Grace, Darkvision, Mark of Fire <3>, Slipping the Ranks <1>, Dig <1>, Mirror Image. (+2000) Third Level Dispel Magic, Fireball, Haste, Gandar's Chatterbox <1>, Greater Sleep <3>, Analyze Portal <2>, Leomund's Hut. (+1800) Fourth Level Dimension Door and Enervation. (+1600) Total Gold Spent +6,200GP <1> Spells & Spellcraft <2> Magic of Faerun <3> Book of Eldritch Magic <4> Tome and Blood Conjuror's Belt creates a small tool (up to 1 pound). Quakethrust causes a small quake that causes creatures to fall. Kauper's Skittish Nerves adds to the Initiative Scores of a group. Silent Sound is a ranged attack doing Sonic Damage Mark of Fire grants a Dex Bonus and allows you to shoot a Ray of Flame (which ends the spell) Slipping the Ranks grants a series of small (10’) Teleport leaps instead of 5' moves. Dig clears out either a 20X20X20 area, or a 10X10X40 area. Gandar's Chatterbox creates a blathering magic mouth that distracts and annoys nearby creatures. Greater Sleep affects more and stronger opponents than Sleep. Analyze Portal gives details on Portals, as well as detecting them. The hoopak is probably the most well known of the Kender weapons. It is a 3-foot staff made of hard yet supple wood that is forked at one end and has a metal tip at the other. The metal tip can be sharpened and the hoopak can be thrown like a spear. The hoopak can also be stuck into the ground so that missiles can be fired from the forked end like a sling shot. It may also be twirled over the head like a sling to launch sling bullets or stones or it may be used as a traditional sling staff. Occasionally this type of weapon may be hollowed out to hold useful objects, like silk rope or stones for ammunition. As a tool the hoopak can be used to help a Kender gather fruit from the lower branches of trees, like an apple picker. As a musical instrument the hoopak can be swung in a circle and it emits a low bullroar Weapon Cost Damage Critical Range Increment Weight Type Size Instrument Hoopak*‡ 7 GP 1d6+1/1d4 X2/--- 20 ft./50 ft. 9 lb. P/B/ Medium Bullroar *See the description of this weapon for special rules. ‡Double weapon Equipment list Kazareen Item Where Charges quantity GP SP Ring of Protection +1 rt. Hand n/a 1 2000 Wand of Shocking Grasp belt 48 1 750 Boots of Elvenkind feet n/a 1 2000 Cloak of Elvenkind Back n/a 1 2000 Amulet of Resistance +1 Neck n/a 1 1000 Vest of Escape Chest n/a 1 2000 Heward's haversack back n/a 1 2000 Masterwork Hoopak rt. Hand n/a 1 315 Masterwork Thieves’ tools Haversack n/a 1 100 Bed roll Haversack n/a 1 1 Spell book Haversack n/a 1 n/a Scroll cases Haversack n/a 2 2 Spell component pouch belt n/a 2 10 Explorers' outfit body n/a 1 10 Sunrods Haversack 1 each 10 20 Tindertwigs Haversack 1 each 20 20 Antitoxin Haversack 1 each 4 200 Total spent: 12,427GP 1 SP rest in coins. [/QUOTE]
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