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Blood's Eberron Game (Closed)
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<blockquote data-quote="Bloodcookie" data-source="post: 3763330" data-attributes="member: 33085"><p>I've yet to play in an Eberron campaign, and this looks like a promising opportunity <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>[sblock=Hermal Vown d'Cannith]The Twelve, arcano-scholastic adjunct of the dragonmarked houses, prides itself on the research and development of magical technologies that contribute to the general well being of society. Keeping with the profit-seeking interests of the houses, some allowances are made in favor of particularly lucrative projects that may be less than philanthropic in their applications, but there are certain avenues of inquiry that are simply forbidden. So it was, that when Hermal Vown d’Cannith and a number of his peers were brought before a disciplinary committee, charged with practicing magics that posed an explicit threat to the safety of all concerned – including, it was implied, the corrupting arcana of the daelkyr – they were quickly and quietly expelled from the institution, and their families spared the embarrassment of a scandal. The defendants argued that their work was purely academic, and that a rigorous study of planar metaphysics such as they were carrying out, necessitated an understanding of such realms as Mabar, Dal Quor, and, yes, even Xoriat. The committee would hear none of it, of course.</p><p></p><p>Not willing in the least to abandon his studies (whatever their true nature…), Hermal drew upon what little of his house’s influence that was at his disposal, and secured a recommendation from a sympathetic professor to the more… open minded… Atur Academy. Now practically disowned and cut off from his family’s support, however, he realized that he would be unable to afford the Academy’s tuition fees for long. So, taking an extended sabbatical, he set out to accumulate sufficient wealth to complete his schooling, continue his personal research, and keep from starving to death. Luckily, he soon learned of a caravaneer in distant Breland looking for long-term employees. Resignedly paying the fees for transport from Korth to New Cyre, lugging his meager worldly possessions on his back, Hermal has now finally, weary but optimistic, arrived at the Three-Colored-Dog, looking for a job.</p><p></p><p>Hermal is fascinated by the vagaries of the multiverse, and the possibilities he perceives in harnessing the forces of planar conjunctions. He would like nothing more than to one day return to Karrnath, his theories validated, and force The Twelve's faculty to acknowledge his brilliance.</p><p></p><p>Hermal is a tall, gaunt figure, who, at first glance, appears oddly monochromatic. His flesh, more often illuminated by candle-light than sun, is rather pasty, his short-cropped hair has prematurely turned entirely silver, and his strikingly commanding glare is effected by eyes a matching shade of gray. He dresses austerely, in varying shades of black.[/sblock]</p><p>[code]Male Human Conjuror 1</p><p>True Neutral</p><p>Strength 8 (-1)</p><p>Dexterity 12 (+1)</p><p>Constitution 10 (+0)</p><p>Intelligence 16 (+3)</p><p>Wisdom 12 (+1)</p><p>Charisma 15 (+2)</p><p></p><p>Size: Medium</p><p>Height: 5' 11"</p><p>Weight: 130 lb</p><p>Skin: Pale</p><p>Eyes: Gray</p><p>Hair: White</p><p>Age: 22 </p><p></p><p>Total Hit Points: 4 </p><p>Speed: 30 feet </p><p></p><p>Armor Class: 11 = 10 +1 [dexterity] </p><p>Touch AC: 11</p><p>Flat-footed: 10</p><p>Initiative modifier: +1 = +1 [dexterity] </p><p></p><p>Fortitude save: +0 = 0 [base] </p><p>Reflex save: +1 = 0 [base] +1 [dexterity] </p><p>Will save: +3 = 2 [base] +1 [wisdom]</p><p></p><p>Attack (handheld): -1 = 0 [base] -1 [strength] </p><p>Attack (unarmed): -1 = 0 [base] -1 [strength] </p><p>Attack (missile): +1 = 0 [base] +1 [dexterity] </p><p>Grapple check: -1 = 0 [base] -1 [strength] </p><p></p><p>Light Crossbow [1d8, crit 19-20 x2, range incr. 80 ft., 4 lb, ranged, piercing]</p><p></p><p>Light load:26 lb. or less; Medium load:27-53 lb.; Heavy load:54-80 lb.; </p><p>Lift over head:80 lb.; Lift off ground:160 lb.; Push or drag:400 lb.</p><p></p><p>Region of Origin: Karrnath </p><p>Dragonmarked House: Cannith [Mark of Making] </p><p>Languages: Abyssal Common Infernal Daelkyr </p><p></p><p>Cat familiar </p><p>Specialty: Conjuration </p><p>Gave up: Necromancy Illusion</p><p></p><p>Feats: </p><p>Augment Summoning </p><p>Spell Focus (Conjuration) </p><p>Scribe Scroll [free to wizard] </p><p></p><p>Action Points: 5 (this level)</p><p>Skill Name/KeyAbility/Total/AbilityModifier/Ranks/Misc.Modifier </p><p>Concentration Con 4 = +0 +4 </p><p>Knowledge (arcana) Int 7 = +3 +4 </p><p>Knowledge (dungeon) Int 5 = +3 +2 </p><p>Knowledge (history) Int 5 = +3 +2 </p><p>Knowledge (nature) Int 5 = +3 +2 </p><p>Knowledge (religion) Int 5 = +3 +2 </p><p>Knowledge (planes) Int 7 = +3 +4 </p><p>Move Silently Dex 4 = +1 +3 [cat] </p><p>Spellcraft Int 7 = +3 +4 </p><p> </p><p>If the familiar is within reach, +2 on spot and listen ("alertness").</p><p></p><p>Spells Known:</p><p>0th: all non-illusion and -necromancy</p><p>1st: charm person, identify, magic missile, protection from evil,</p><p>sleep, summon monster I</p><p></p><p>Zero-level Conjuror spells: 4 (3+1) prepared:</p><p>acid splash, daze, detect magic, prestidigitation</p><p> </p><p>First-level Conjuror spells: 3 (1+1+1) prepared:</p><p>protection from evil, summon monster I, sleep</p><p> </p><p>Human </p><p>· Extra feat at first level (already included) </p><p>· Four extra skill points at first level (already included) </p><p>· One extra skill point at each additional level (already included)</p><p>Wizard (Conjuror) </p><p>· Familiar / Alertness, etc.</p><p>· Bonus Feats (already included)</p><p>· High intelligence gains bonus spells daily</p><p>· Specialist gets 1 extra conjuration spell/level/day </p><p> </p><p>Equipment: 56 gp, 4 sp, 9 cp </p><p>Light Crossbow 35 gp, 4 lb</p><p>Bolts x10 1 gp, 1 lb</p><p>Backpack 2 gp, 2 lb</p><p>-Blanket, winter 5 sp, 3 lb</p><p>-Rations (1 day) x4 2 gp, 4 lb</p><p>-Torch 1cp, 1 lb</p><p>-Waterskin 1 gp, 4 lb</p><p>-Spellshard x5 15gp, 2.5 lb</p><p>Belt pouch 1 gp, .5 lb</p><p>-Flint & steel 1 gp</p><p>Spell component pouch 5 gp, 2 lb</p><p>Scholar's outfit</p><p></p><p> </p><p>Cat familiar: Str 3 Dex 15 Con 10 Int 6 Wis 12 Chr 7; Hit points: 2; </p><p>Initiative +2 (dex); Speed 30 ft.; AC: 15 (+2 size, +2 dex, +1 level); </p><p>2 claws +4 melee, bite -1 melee; Claw 1d2-4, bite 1d3-4; </p><p>Weapon Finesse (claw, bite); Fort +2, Ref +4, Will +3, Balance +10, Climb +5, </p><p>Hide +17, Listen +4, Move Silently +9, Spot +4 </p><p>Alertness feat when in arm's reach; improved evasion; share spells; empathic link[/code]</p><p>[sblock=projected progression]1:Wizard > 2:Wizard > 3:Wizard > 4:Wizard > 5:Wizard > 6:Alienist</p><p></p><p>I think it would be fitting and interesting for Hermal to be approached by/join the Manifest Spellshapers (PGtE) at some point. If he did so, I'd probably take some of the "Mastery" feats available to that organization. And the Alienist class, of course, just makes perfect sense <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />[/sblock]</p><p></p><p>Suggested organization names: Rugrew's Crew, or The Mottled Dogs <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Bloodcookie, post: 3763330, member: 33085"] I've yet to play in an Eberron campaign, and this looks like a promising opportunity :) [sblock=Hermal Vown d'Cannith]The Twelve, arcano-scholastic adjunct of the dragonmarked houses, prides itself on the research and development of magical technologies that contribute to the general well being of society. Keeping with the profit-seeking interests of the houses, some allowances are made in favor of particularly lucrative projects that may be less than philanthropic in their applications, but there are certain avenues of inquiry that are simply forbidden. So it was, that when Hermal Vown d’Cannith and a number of his peers were brought before a disciplinary committee, charged with practicing magics that posed an explicit threat to the safety of all concerned – including, it was implied, the corrupting arcana of the daelkyr – they were quickly and quietly expelled from the institution, and their families spared the embarrassment of a scandal. The defendants argued that their work was purely academic, and that a rigorous study of planar metaphysics such as they were carrying out, necessitated an understanding of such realms as Mabar, Dal Quor, and, yes, even Xoriat. The committee would hear none of it, of course. Not willing in the least to abandon his studies (whatever their true nature…), Hermal drew upon what little of his house’s influence that was at his disposal, and secured a recommendation from a sympathetic professor to the more… open minded… Atur Academy. Now practically disowned and cut off from his family’s support, however, he realized that he would be unable to afford the Academy’s tuition fees for long. So, taking an extended sabbatical, he set out to accumulate sufficient wealth to complete his schooling, continue his personal research, and keep from starving to death. Luckily, he soon learned of a caravaneer in distant Breland looking for long-term employees. Resignedly paying the fees for transport from Korth to New Cyre, lugging his meager worldly possessions on his back, Hermal has now finally, weary but optimistic, arrived at the Three-Colored-Dog, looking for a job. Hermal is fascinated by the vagaries of the multiverse, and the possibilities he perceives in harnessing the forces of planar conjunctions. He would like nothing more than to one day return to Karrnath, his theories validated, and force The Twelve's faculty to acknowledge his brilliance. Hermal is a tall, gaunt figure, who, at first glance, appears oddly monochromatic. His flesh, more often illuminated by candle-light than sun, is rather pasty, his short-cropped hair has prematurely turned entirely silver, and his strikingly commanding glare is effected by eyes a matching shade of gray. He dresses austerely, in varying shades of black.[/sblock] [code]Male Human Conjuror 1 True Neutral Strength 8 (-1) Dexterity 12 (+1) Constitution 10 (+0) Intelligence 16 (+3) Wisdom 12 (+1) Charisma 15 (+2) Size: Medium Height: 5' 11" Weight: 130 lb Skin: Pale Eyes: Gray Hair: White Age: 22 Total Hit Points: 4 Speed: 30 feet Armor Class: 11 = 10 +1 [dexterity] Touch AC: 11 Flat-footed: 10 Initiative modifier: +1 = +1 [dexterity] Fortitude save: +0 = 0 [base] Reflex save: +1 = 0 [base] +1 [dexterity] Will save: +3 = 2 [base] +1 [wisdom] Attack (handheld): -1 = 0 [base] -1 [strength] Attack (unarmed): -1 = 0 [base] -1 [strength] Attack (missile): +1 = 0 [base] +1 [dexterity] Grapple check: -1 = 0 [base] -1 [strength] Light Crossbow [1d8, crit 19-20 x2, range incr. 80 ft., 4 lb, ranged, piercing] Light load:26 lb. or less; Medium load:27-53 lb.; Heavy load:54-80 lb.; Lift over head:80 lb.; Lift off ground:160 lb.; Push or drag:400 lb. Region of Origin: Karrnath Dragonmarked House: Cannith [Mark of Making] Languages: Abyssal Common Infernal Daelkyr Cat familiar Specialty: Conjuration Gave up: Necromancy Illusion Feats: Augment Summoning Spell Focus (Conjuration) Scribe Scroll [free to wizard] Action Points: 5 (this level) Skill Name/KeyAbility/Total/AbilityModifier/Ranks/Misc.Modifier Concentration Con 4 = +0 +4 Knowledge (arcana) Int 7 = +3 +4 Knowledge (dungeon) Int 5 = +3 +2 Knowledge (history) Int 5 = +3 +2 Knowledge (nature) Int 5 = +3 +2 Knowledge (religion) Int 5 = +3 +2 Knowledge (planes) Int 7 = +3 +4 Move Silently Dex 4 = +1 +3 [cat] Spellcraft Int 7 = +3 +4 If the familiar is within reach, +2 on spot and listen ("alertness"). Spells Known: 0th: all non-illusion and -necromancy 1st: charm person, identify, magic missile, protection from evil, sleep, summon monster I Zero-level Conjuror spells: 4 (3+1) prepared: acid splash, daze, detect magic, prestidigitation First-level Conjuror spells: 3 (1+1+1) prepared: protection from evil, summon monster I, sleep Human · Extra feat at first level (already included) · Four extra skill points at first level (already included) · One extra skill point at each additional level (already included) Wizard (Conjuror) · Familiar / Alertness, etc. · Bonus Feats (already included) · High intelligence gains bonus spells daily · Specialist gets 1 extra conjuration spell/level/day Equipment: 56 gp, 4 sp, 9 cp Light Crossbow 35 gp, 4 lb Bolts x10 1 gp, 1 lb Backpack 2 gp, 2 lb -Blanket, winter 5 sp, 3 lb -Rations (1 day) x4 2 gp, 4 lb -Torch 1cp, 1 lb -Waterskin 1 gp, 4 lb -Spellshard x5 15gp, 2.5 lb Belt pouch 1 gp, .5 lb -Flint & steel 1 gp Spell component pouch 5 gp, 2 lb Scholar's outfit Cat familiar: Str 3 Dex 15 Con 10 Int 6 Wis 12 Chr 7; Hit points: 2; Initiative +2 (dex); Speed 30 ft.; AC: 15 (+2 size, +2 dex, +1 level); 2 claws +4 melee, bite -1 melee; Claw 1d2-4, bite 1d3-4; Weapon Finesse (claw, bite); Fort +2, Ref +4, Will +3, Balance +10, Climb +5, Hide +17, Listen +4, Move Silently +9, Spot +4 Alertness feat when in arm's reach; improved evasion; share spells; empathic link[/code] [sblock=projected progression]1:Wizard > 2:Wizard > 3:Wizard > 4:Wizard > 5:Wizard > 6:Alienist I think it would be fitting and interesting for Hermal to be approached by/join the Manifest Spellshapers (PGtE) at some point. If he did so, I'd probably take some of the "Mastery" feats available to that organization. And the Alienist class, of course, just makes perfect sense :p[/sblock] Suggested organization names: Rugrew's Crew, or The Mottled Dogs :D [/QUOTE]
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