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World's Largest Dungeon -- Closed

Fenris

Adventurer
I'll toss my hat in as well. I have a few ideas that I will run over tonight and post some definitive concepts tommorow if not a full blown character.
 

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Ferrix

Explorer
Code:
[B]Name:[/B] Vorel Irthos
[B]Class:[/B] Sorcerer 1
[B]Race:[/B] Spellscale
[B]Region:[/B] The Kingdom
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] Chaotic Neutral
[B]Deity:[/B] Dragon Gods & Io

[B]Str:[/B] 10 -- (2p.)     [B]ECL:[/B] 1          [B]XP:[/B] 0
[B]Dex:[/B] 14 +2 (6p.)     [B]BAB:[/B] +0         [B]HP:[/B] 5 (1d4+1)
[B]Con:[/B] 12 +1 (6p.)     [B]Grapple:[/B] +0     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12 +1 (4p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] --
[B]Wis:[/B] 10 -- (2p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] --
[B]Cha:[/B] 18 +4 (10p.)    [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%

               [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]         10    +0    +0    +2    +0    +0    +0    12
[B]Touch:[/B] 12          [B]Flatfooted:[/B] 10

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +1          +1
[B]Ref:[/B]                       0    +2          +2
[B]Will:[/B]                      2    +0          +2
[B]Notes:[/B] +2 on saves vs. compulsion, sleep and paralysis effects

[B]Weapon                      Attack   Damage     Critical    Range[/B]
Sickle                        +0      1d6          20/x2    -- ft.
Light Crossbow                +2      1d8       19-20/x2    80 ft.
[B]Notes:[/B]

[B]Languages:[/B] Common, Draconic, Elven

[B]Abilities:[/B] Humanoid (Dragonblood), Low-Light Vision, Blood Quickening;
Draconic Heritage, Arcane Insight +2

[B]Feats:[/B] Draconic Heritage (Chaos), Draconic Power

[B]Spells Known:[/B] (Save DC 14 + spell level)
	0 – Mending, Disrupt Undead, Prestidigitation, Daze*;
	1st – Power Word: Pain*, Sleep*;
[b]Notes:[/b] +1 Caster Level & +1 to DC of Compulsion spells

[B]Skill Points:[/B] 12            [B]Max Ranks:[/B] 4/2
[B]Skills                      Ranks  Mod  Misc  Total[/B]
Use Magic Device              4    +4          +8
Concentration                 4    +1          +5
Bluff                         2    +4          +6
Spellcraft                    1    +1          +2
Knowledge (arcana)            1    +1    +2    +4
[B]Notes:[/B]

[B]Equipment:                         Cost  Weight[/B]
Sickle                              6gp    2lb
Light Crossbow                     35gp    4lb
Bolts (20)                          2gp    2lb
Spell Component Pouch               5gp    2lb
Courtier’s Outfit                  30gp    -lb
Silver Holy Symbol                 25gp    -lb

[B]Total Weight:[/B] 10lb      [B]Money:[/B] 17gp 0sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                 33    66    100   200   500

[B]Age:[/B] 13
[B]Height:[/B] 6'2"
[B]Weight:[/B] 145lb
[B]Eyes:[/B] Purple
[B]Hair:[/B] Silver fading into a deep purple near the tips
[B]Skin:[/B] Silver with a sheen of purple hues

Appearance:
Vorel Irthos is a radiant creature, she moves with a mercurial grace accentuated by the glisten of her silver scales with its subtle patterns and sheen of purple, amethyst, indigo, and other violet shades. Her silver and purple hair is shoulder-length and straight, worn in a variety of fashions from just falling plain, to spiky and funky arrangements. She wears a sleeveless, high-necked dress that is form-fitted to her curving figure. A diamond cut-out reveals the upper curves of her breasts and a small silver holy symbol. It falls to her ankles, each side is slit up to the thigh to allow free range of movement, although the slits are unrevealing lest she chooses to make them so. A pair of unattached sleeves cover her arms, tight across her upper arm but belling out as it falls towards the wrist. On her feet, she wears open mid-heel shoes, giving her an extra two inches of height. She carries a dainty looking crossbow on her left side next to a small quiver of bolts, while opposite that is a vicious looking blade crafted to resemble a dragons claw.

Personality:
Vorel is a creature of the moment. She exudes an air of flightiness although it is more an act than anything else, one which gets her out of the many explanations people think necessary in their lives. Explanations and excuses are there because people want to hear the importance of themselves reflected back at them, Vorel prefers to do no such thing. Let them pine over their past or exalt in their future, they don’t really know it but they don’t seem to realize they aren’t living then, they are living now.

She has the habit of singing although she has had no training in it, her voice is soothing in its own way. One that she maintains throughout even the tensest of situations, much to the chagrin of her friends.

Vorel has many associates, business and pleasure alike, but very few that she would call friends. Those that are her friends are no passing fancy and she delights in her relationship with them in every moment of her being.

Background:
Vorel Irthos is exactly what her name describes her as, a “Beautiful Secret”. She is the product of an illicit relationship between a planeswalking draconic spellscale duskblade and a local elven sorceress of some reknown. Although the child was obviously a spellscale, the fine features and peaked ears were an allusion to the elven heritage. Not willing to let the child be abandoned the elven sorceress kept the child, although she did not claim it as her own but rather a gift from the great dragon god Io.

The child was given a decent education, although she seemed more interested in the patterns of her own scales and the rhythm of her breath more than the history of the world or the ways of magic. Upon her 12th year the elven sorceress received an unmarked package from a courier who had traveled from the planes. It was a delicate silver chain with a silver pendant hanging from it, the holy symbol of Io. A gift from the spellscale who had come and gone in her life so long ago, it was fitting that it was for the child Vorel.

It was also the moment at which Vorel Irthos became a woman and passed into the world on her own. She bid farewell to the kind elven sorceress who had raised her, although she did not know that she was the elf’s child, for she had only been told she was a gift from Io, and made her way into the city of Mandala to sample the world.

[Sblock=Logs]
XP log:
XXXX from

Wealth log:
XXX gp, X sp from

Other log:
XXXX from
[/sblock]

Notes:
XXXX

[sblock=Advancement]
L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
[/sblock]
 

Whizbang Dustyboots

Gnometown Hero
Baeril Underhill

Baeril Nebehed Callad Segerf Wanderwild Underhill is a well-off gnome from the secluded community of Greenfields.

The Underhill farm is a particularly prosperous one, and as one of the younger members of the large Clan Underhill, young Baeril had a great deal of time on his hands and the young gnome has gone on extended "vacations" into the outside world, visiting places of interest and sketching them and writing about them in his green leather-bound journal. (He wears gold-rimmed reading glasses when reading or writing in his journal, but can get along fine without them by squinting.) His last vacation included getting a degree from the Ignes School of Illusion at the Redhurst Academy of Magic, lasting several years, and he wears a signet ring bearing the school's crest as a souvenir.

Baeril is a chubby 71-year-old gnome, with a significant potbelly: He is 3' 5" tall and weighs 48 pounds. He has an unruly mop of curly blonde hair, bright green eyes and round apple cheeks. His traveling wardrobe includes a pair of leather shorts with built-in suspenders known as "lederhosen" in Gnomish and which are embroidered with mountain flowers on the waist. Beneath that he wears an elegant white shirt with pearl buttons, although he often throws on a heavy green woolen sweater atop his outfit along with a matching green woolen cloak. He wears green woolen knee socks and what he calls "sensible walking shoes," but which most would consider to be heavyweight leather hiking boots. Topping the entire outfit off is a heavy velour hat dyed a dark red with a rabbit fur brush above his left ear. When possible, he has added small souvenir pins from the places he has visited to his hat, which jingle very softly when he walks. His club is a sturdy walking stick, with a leather thong looped through the top as a wrist strap and shod at its tip with a steel point.

Baeril knows a little bit about everything, but is insatiably curious about the outside world, asking questions and scribbling in his journal. He remains sunny and cheerful in almost all circumstances, although he hates missing a meal, and hunger is one of the few things that will make a dent in his mood.

He sometimes smokes an elaborately carved Meerschaum pipe. He has a habit of singing softly to himself in a strange fashion he calls "yodeling."

His familiar is a small thrush named Half-Penny who is typically found riding along on Baeril's shoulder, his hat or the top of his walking stick. Half-Penny speaks Gnomish, but typically only speaks to her master.

Baeril Nebehed Callad Segerf Wanderwild Underhill is currently just known as Baeril Underhill for the most part. Nebehed was the name his father gave him when he was born, Callad was the name given to him by his mother and Baeril was the name he gave himself when he came of age. When he began his vacations, he picked up the name Segerf, and when he attended Redhurst, he went by the name Segerf Wanderwild. He's currently thinking about picking up a new name and trusts that Garl Glittergold will drop inspiration into his lap on his newest adventure.

Baeril Underhill
Neutral Good male gnome illusionist 1

Strength: 10
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 10
Charisma: 14 (+2)

Hit Points: 8
Armor Class: 11 (10 flat-footed, 10 touch)

Base Attack: +0
Club: +0 melee (1d4, x2)
Dagger: +0 melee (1d3, 19-20)

Illusionist spells prepared: 0 (3+1): daze, detect magic, ghost sound, mage hand; 1 (2+1): color spray, magic missile, shield

Saving Throws: Fortitude +1, Reflex +1, Will +2

Feats: Alertness (when familiar is within arm's reach), Scribe Scroll, Toughness
Skills: Concentration 5 (4 + 1), Craft (Alchemy) 5 (0 + 3 + 2), Knowledge (Arcana) 7 (4 + 3), Knowledge (History) 7 (4 + 3), Listen 2 (0 + 0 + 2), Perform (Sing) 4 (2 + 2), Spellcraft 7 (4 + 3)

Languages: Gnomish, Common, Draconic, Dwarven, Goblin

Class abilities said:
Spells: To learn, prepare, or cast a spell, Baeril must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

Illusionist: Baeril can prepare one additional spell of his specialty school per spell level each day. He also gains a +2 bonus on Spellcraft checks to learn the spells of his chosen school.

Prohibited schools: Conjuration and necromancy

Race traits said:
Small size: As a Small creature, Baeril gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

Baeril's base land speed is 20 feet.

Low-Light Vision: Baeril can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Gnome traits: +2 racial bonus on saving throws against illusions. Add +1 to the Difficulty Class for all saving throws against illusion spells cast by Baeril. (This adjustment stacks with those from similar effects.) +1 racial bonus on attack rolls against kobolds and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. (Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.)

Spell-Like Abilities: 1/day -- dancing lights, ghost sound, prestidigitation, speak with animals (burrowing mammal only, duration 1 minute). Caster level 1st; save DC 10 + Baeril's Charisma modifier + spell level.

Equipment: backpack, bedroll, candle (3), chalk, flint and steel, holy symbol (Garl Glittergold) (wooden), inkpen, ink (1 oz.), journal, lantern (hooded), Meerschaum pipe, oil, rations (trail) (7 days), signet ring (Redhurst), spell component pouch, traveler's outfit, waterskin

Weapons and armor: antler-handled dagger, walking stick (club)

Wealth:

Spellbook: 0 - arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance; 1 - color spray, disguise self, magic missile, shield, silent image, sleep

---

With your indulgence, he'd pick up bard at 2nd level, then gnome paragon for three levels, and then most likely back to illusionist. (Although matching levels of beguiler with his illusionist levels would be tempting).
 

RobotRobotI

First Post
Don't suppose you'd be against a Dragonborn Halfling Warlock, huh?

Mister DM Guy, how opposed would you be Exotic Weapon Proficiency: Improvised Weapons?
 
Last edited:




Boddynock

First Post
The character has evolved. I was taken by the idea of planar connections. I don't have the Planar Handbook but I hope you don't mind a bit of Planescape background. I've had him hail from Sigil. If that's a problem he could come from somewhere else. I've taken the liberty of giving him a couple of planar languages - Celestial and Infernal. Let me know if I need to make any changes.

Boddynock

Code:
Name:           Jerolan Valantir
Class:          Swashbuckler 1
Race:           Halfling
Size:           Small
Gender:         Male
Alignment:      Neutral Good
Deity:          Olidammara

Str: 10 +0      Level:  1      XP:          0
Dex: 18 +4      BAB:    +1     HP:          10
Con: 10 +0      Grapple:-3     Dmg Red:     nil
Int: 14 +2      Speed:  20'    Spell Res:   nil
Wis: 10 +0      Init:   +4     Spell Save:  n/a
Cha: 12 +1      ACP:    -2     Spell Fail:  15%

         Base   Armor   Shld   Dex   Size   Nat   Misc   Total
Armor:   10     +4      +0     +4    +1     +0    +0     19
Touch:   15     Flatfooted:    15

Saves:   Base   Mod     Misc   Total
Fort:    +2     +0      +1     +3
Ref:     +0     +4      +1     +5
Will:    +0     +0      +1     +1

Weapon          Attack  Damage       Critical
Rapier, primary +4      1d4          18-20/x2
Dagger, offhand +4      1d3          19-20/x2
Sling           +7      1d3          20/x3

Languages:      Celestial
                Common
                Halfling
                Infernal

Abilities:      +2 Dex, -2 Str
                Small: +1 size bonus to AC, +1 size bonus to attacks,
                +4 size bonus to Hide
                Speed 20ft. 
                +2 racial bonus to Climb, Jump & Move Silently
                +1 racial bonus on all saving throws
                +2 morale bonus on saving throws against fear
                +1 racial bonus on attacks with thrown weapons & slings
                +2 racial bonus on Listen checks
                Favoured class: Rogue
                Proficient with all simple and martial weapons
                Proficient with light armor

Feats:   Two Weapon Fighting
         Weapon Finesse (Swashbuckler bonus 1st level feat)

Skill Points:   24      Max Ranks:   4/2
Skills                  Ranks  Mod   Misc  Total
Balance                 +4     +4    +0    +8
Bluff                   +4     +1    +0    +5
Diplomacy               +4     +1    +0    +5
Escape Artist           +4     +4    +0    +8
Knowledge (The Planes)  +2.0   +2    +0    +4
Tumble                  +4     +4    +0    +8

Equipment:                           Cost  Weight
Backpack, small                        2gp   0.5lb
Bedroll, small                         1sp  1.25lb
Bullets, small (10)                    1sp   2.5lb
Chain shirt, small                   100gp  12.5lb
Dagger, small – continual flame      112gp   0.5lb
Explorer’s outfit, small               -gp     -lb
Flint & steel                          1gp     -lb
Rapier, small                         20gp     1lb
Rations, trail, small (x4)             2gp     1lb
Sling, small                           -gp     -lb
Waterskin, small                       1gp     1lb

Total Weight:   20.43lb  Money: 1gp 8sp 0cp (0.18lb)

                Light   Med    Heavy       Lift  Push
Max Weight:     0-25    26-50  51-75       75    375

Age: 23
Height: 3'2”
Weight: 30lb
Eyes: blue
Hair: black
Skin: tanned
Appearance: Jerolan wears his glossy black hair pulled back into a ponytail, which he fastens with a dark blue leather thong. His chain mail shirt, which he keeps highly polished, likewise has a blue tint. This contrasts with his clothes which, while strong and serviceable, are coloured a soft, dove grey. He wears knee-high boots of leather dyed to match, and the hilts of both rapier and dagger boast a small insert of lapis lazuli. When he draws his dagger, however, his outfit turns to greens and browns, as the rich yellow light of the continual flame spell cast on it transforms the midnight colours of the swashbuckler at peace.

Jerolan favours blues because, quite simply, they match his eyes.

He is lithe and lean, and to see him in melee, with both blades awhirl, is to see poetry in motion. He punctuates his parries with a wit both biting and wild.

Background: As Jerolan Valantir will tell you himself, he is a blood on the move. This Cager is currently uncaged – seeking the dark of a family secret.

Jerolan’s grandfather came to Sigil a century ago and settled in the centre of the multiverse. A mage of some repute, he married and lived happily – until the day he received a message from an old acquaintance still on the Prime, and straightway disappeared, like some new-come clueless rattling his bone-box, and earning a one-way trip to the Lady’s Mazes.

The note, which he dropped in his haste to be gone, said simply, “Come. Magnusson.” Now Magnusson was the cutter who called Granfer his friend. The family found it. On a whim they framed it – some sentimental urge to keep the last thing he had handled, and a constant reminder that it’s the darks that are unknown which can most quickly disappear you … or land you in the dead book.

Jerolan read that framed note each day – and every day he wondered what had become of the old Halfling. Until the day he read it, and stopped, amazed, in his tracks. For it did not read, “Come. Magnusson.” Instead it said, “Come. Now. Mandala.”

The youngling slipped on his armour, strapped on his blades and kissed his family goodbye. Then he set out, vowing to return only when he had news of his forebear.
 

Voadam

Legend
Thinking about a druid with the new shifter PHII option and spontaneous casting option from UA. Is there an issue with summoning in WLD in addition to the wizard restrictions?
 

Kafkonia

First Post
Whizbang Dustyboots said:
He will find a home one day! This, I swear!

He's found one. We have our first party member. :)

Everyone else -- I like what I'm seeing, but I'm withholding judgement for the nonce because I want to see what else comes in. The lederhosen was just too good to resist, however.

RobotRobot -- I'll have to think about those and go over my books when I get home.
 

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