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<blockquote data-quote="Charwoman Gene" data-source="post: 4572714" data-attributes="member: 5044"><p>Kanriel Starlight</p><p>Eladrin Wizard 20 (Spellstorm mage)</p><p>Unaligned</p><p></p><p>[sblock=Quick stats][/sblock]</p><p></p><p>[sblock=Full stats]Str 11 (0)</p><p>Con 14 (+2)</p><p>Dex 13 (+1)</p><p>Int 24 (+7)</p><p>Wis 20 (+5)</p><p>Cha 9 (-1)</p><p></p><p>Speed: 6</p><p></p><p>Initiative: +15</p><p>HP: 100</p><p>Bloodied: 50</p><p>Healing Surges: 8</p><p>Surge Value: 25</p><p></p><p>Defenses:</p><p>AC: 36 (10+10 lvl+ 3 Feyleather +7 Int + 4Enh+item 1)</p><p>Fort: 30 (10+10+2Con+2 GF+4Enh+item 1)</p><p>Ref: 35 (10+10+7Int+2LR+4item+item 1)</p><p>Will: 36 (10+10+5Wis+2feat IW+2 Class+1race+4enh+item 1)</p><p></p><p>Racial Features</p><p>Fey Step - Teleport 5 squares as a move action, +2 bonus to all defenses until the end of your next turn.</p><p>+5 racial bonus saves against charms</p><p></p><p>Class Features</p><p>Staff of Defense</p><p> Encounter,Immediate Interrupt </p><p> You gain a bonus to defense against one attack equal to your Constitution modifier (+2).</p><p>Orb of Imposition</p><p></p><p> Encounter, Free Action </p><p> Creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier. (-5)</p><p>Ritual Casting</p><p>Ready Orb takes a minor action. Orb gets +1 attack, damage, -1 all AC.</p><p>Cantrips</p><p> Ghost Sound</p><p> Light</p><p> Mage Hand</p><p> Prestidigitation</p><p></p><p>Paragon Path Features</p><p>Extra Damage Action - When you spend an action point to take an extra action, you also add one-half your level (10) to the damage dealt by any of your standard action attacks this turn.</p><p>Storm Spell - Once per day, you can reach into the spellstorm and extract a spell you have already used so that you can use it again. Make a Wisdom check. The result indicates the kind of spell you can extract. You can instead extract a spell using a lower result than the result you rolled, if you so choose.[sblock=table]1–10: Encounter utility spell.</p><p>11–15: Encounter attack spell.</p><p>16–20: Daily utility spell.</p><p>21 or higher: Daily attack spell.[/sblock]</p><p>Storm Fury When you first become bloodied in an encounter, you unleash a burst of arcane energy that deals 10 lightning damage to all your enemies within 10 squares of you.</p><p></p><p>Languages</p><p>Common, Elven</p><p></p><p>Skills:</p><p>Arcana 25 (+10+7 Int+5 Trained+3Skill Focus)</p><p>History 22 (+10+7 Int+5 Trained)</p><p>Insight 20 (+10+5 Wis+5 Trained)</p><p>Religion 22 (+10+7 Int+5 Trained)</p><p>Perception 20 (+10+5 Wis+5 Trained)</p><p></p><p>Passive Perception: 30</p><p>Passive Insight: 30</p><p></p><p>Feats:</p><p>Armor Proficency: Leather</p><p>Expanded Spellbook</p><p>Second Implement</p><p>Feywild protection</p><p>Improved initiative</p><p>Raging Storm</p><p>Iron Will</p><p>Lightning Reflexes</p><p>Great Fortitude</p><p>SKill Focus: Arcana</p><p>Resounding Thunder</p><p>Lightning Arc - When you score a critical hit with a power that has the lightning keyword, you can choose to treat the attack as a normal hit instead of a critical hit. If you do, choose another target within 10 squares of the original target that was not already targeted or affected by the power. That target takes damage equal to the damage dealt to the original target.</p><p></p><p>OA: +16 vs. AC, 1d8</p><p></p><p>[sblock=Powers]</p><p>[sblock=At Will]</p><p>Scorching Burst</p><p> Area Burst 1, 10 squares</p><p> +21 vs Reflex, 1d6+11 fire damage</p><p>Thunderwave</p><p> Close Blast 3 or 4</p><p> +21 vs Fort, 1d6+13 Thunder damage, push 5 (Wis) squares</p><p>[/sblock]</p><p>[sblock=Encounter]</p><p></p><p>Storm Cage</p><p></p><p> Area Burst 2 or 3, 20 Squares</p><p></p><p> +21 vs. Reflex, 4d6+13 lightning and thunder damage</p><p></p><p> You conjure a wall in the 16 (20) outer squares of the burst (forming a square enclosure). Any creature that starts its turn adjacent to the wall or moves into a wall square takes 10 lightning damage. Moving into a wall square costs 1 extra square of movement. The wall does not grant cover or concealment. It lasts until the end of your next turn.</p><p></p><p>Combust</p><p></p><p> Area Burst 2, 20 Squares</p><p></p><p> +21 vs. Reflex, 5d6+11 fire damage</p><p></p><p>Mesmeric Hold</p><p></p><p> 3 Targets, Range 10Sq</p><p></p><p> +21 vs. Will, 2d6+11 psychic damage, the target is immobilized until the end of your next turn.</p><p></p><p> If you target only one creature with this power, you gain a +4 power bonus to the attack rol</p><p></p><p>Lightning Bolt</p><p> Ranged 10</p><p> +21 vs. Reflex, 2d6+13 lightning damage</p><p> 2 sec targets, +21 vs. Reflex, 1d6+13 lightning damage</p><p>[/sblock]</p><p>[sblock=Daily]</p><p></p><p>Maelstrom of Chaos</p><p></p><p> Close Burst 10</p><p></p><p> +21 vs. Fortitude, 3d8+11 force Damage and you can teleport the target to a location of your choice within the burst.</p><p></p><p> Miss: Half damage, and no teleportation.</p><p></p><p>Disintegrate</p><p></p><p> Ranged 10</p><p></p><p> +21 vs. Reflex, 5d10 + 11 damage, and ongoing 10 damage (save ends). If the target saves, it takes ongoing 5 damage (save ends).</p><p></p><p> Miss: 3d10 + 12 damage, and ongoing 5 damage (save ends).</p><p></p><p>Prismatic Beams</p><p> Close Burst 5</p><p> +21 vs. Fortitude, Reflex, Will</p><p> Hit (Fortitude): If the attack hits the target’s Fortitude defense, the target takes 2d6 + 11 poison damage, and ongoing 5 poison damage (save ends).</p><p> Hit (Reflex): If the attack hits the target’s Reflex defense, the target takes 2d6 + 11 fire damage, and ongoing 5 fire damage (save ends).</p><p> Hit (Will): If the attack hits the target’s Will defense, the target is dazed (save ends).</p><p> Special: You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.</p><p>Lightning Serpent</p><p> Ranged 10</p><p> +21 vs. Reflex, 2d12+13 lightning damage, ongoing 5 poison damage and is slowed (save ends both)</p><p> Miss: Half damage, and the target is slowed (save ends).</p><p>[/sblock]</p><p>[sblock=Utility]</p><p></p><p>Sudden Storm</p><p></p><p> Area burst 2, 20 squares</p><p></p><p> Effect: The burst creates a zone of wind and rain that lasts until the end of your next turn. Squares in the zone are difficult terrain and are lightly obscured. As a move action, you can move the zone up to 5 squares.</p><p> Sustain Minor: The zone persists.</p><p></p><p>Fly</p><p></p><p> Effect: You gain a speed of fly 8 until the end of your next turn.</p><p> Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain it, you float to the ground without taking falling damage.</p><p></p><p>Resistance</p><p> Minor Action Ranged 10</p><p> resist 27 (cid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder)</p><p>Disguise Self</p><p> Minor Action Personal</p><p> You make yourself, your clothing, and your equipment look different. 1 hour.</p><p>Shield</p><p> Immediate Interrupt Personal</p><p> Trigger: You are hit by an attack</p><p> Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.</p><p>[/sblock][/sblock]</p><p>[sblock=Items]</p><p>Spell Book/Ritual Book (21[23] Spell Pages used)</p><p>Capacity: A typical spellbook has 128 pages. Each</p><p>spell takes up 1 page. A ritual takes up a number of</p><p>pages equal to its level.</p><p></p><p>Ritual Book 157</p><p>Level 21 Magic Orb +5</p><p>Level 20 Cloak of Feywild Escape +4</p><p> (Daily): Move Action. Choose an ally you can see. You disappear from the world until the start of your next turn, at which point you appear in any unoccupied space within 5 squares of the chosen ally.</p><p>Level 19 Survivor's Armor +4 (Leather)</p><p> (Daily): Immediate Interrupt. Use this power when hit by an attack. Choose a willing ally within 5 squares of you. That ally takes the damage instead.</p><p>Defensive Staff +4 65,000gp cost</p><p>Bag of Holding</p><p>14,010 gp in residuum</p><p>1000 Scrying orb focus</p><p>[/sblock]</p><p>[sblock=Spellbook]</p><p></p><p>Disintegrate/Evard’s Black Tentacles/Acid Wave</p><p></p><p>Prismatic Beams/Wall of Ice/Bibgy's Grasping Hands</p><p>Wall of Fire/Lightning Serpent/Ice Storm</p><p></p><p>Fly/Stoneskin/Displacement</p><p></p><p>Arcane Gate/Resistance/Blur</p><p>Disguise Self/Dispel Magic/Wall of Fog</p><p>Shield/Expeditious Retreat/Feather Fall</p><p>[/sblock]</p><p>[sblock=rituals]</p><p>1 Comprehend Language Arcana 50/10</p><p>1 Magic Mouth Arcana 50/10</p><p>1 Make Whole Arcana 50/--</p><p>1 Secret Page Arcana 50/10</p><p>1 Silence Arcana 75/30</p><p>1 Tenser’s Floating Disk Arcana 50/10</p><p>325 /5p</p><p>2 Endure Elements Arcana or Nature 100/20</p><p>2 Eye of Alarm Arcana 100/25</p><p>3 Detect Secret Doors Arcana 125/25</p><p>325/7p</p><p>--650/12p</p><p>4 Arcane Lock Arcana 150/25</p><p>4 Enchant Magic Item Arcana 175/--</p><p>4 Hand of Fate Religion 175/70</p><p>4 Knock Arcana 175/35</p><p>675/16p</p><p>--1325/28p</p><p>5 Brew Potion Arcana or Religion 75/--</p><p>5 Hallucinatory Item Arcana 250/25</p><p>5 Magic Circle Arcana 250/100</p><p>575gp/15p</p><p>--1900/43p</p><p>6 Discern Lies Religion 360/140</p><p>6 Disenchant Magic Item Arcana 360/25</p><p>6 Phantom Steed Arcana 360/70</p><p>6 Sending Arcana 360/50</p><p>6 Speak With Deaad Rel 360/140</p><p>2160/36p(200)</p><p>--4060/79p(200)</p><p>8 Linked Portal Arcana 680/135</p><p>8 Water Breathing Arcana or Nature 680/135</p><p>8 Wizard’s Sight Arcana 680/270/200***</p><p>10 Consult Mystic Sages Religion 1000/400</p><p>10 Detect Object Arcana 1000/400</p><p>4040/34p</p><p>--8100/113p</p><p>---------------</p><p>12 Drawmij’s Instant Summons Arcana 2600/500</p><p>14 View Location Arcana 4200/1600[1000]*****</p><p>18 Planar Portal Arcana ?9000/5000 (two locations)</p><p>15800/44p</p><p>------------</p><p>[/sblock]</p><p>[/sblock]</p><p></p><p></p><p>Kanriel Starlight</p><p>Abandoned at birth was raised on the frionges of soiety, surrounded by people he felt were unworthy of him. A old wizard took in the young eladrin upon sensing his potential. He also was unworthy of Starlight. For well over a century, Kanriel has not found anyone he considers worthy of his presence. He has thrown himself into the study and application of magic and has little patience for the doings of others. He has developed a fascination with lightning that he stops at no length to indulge. He has a tendency to be disturbingly pragmatic.</p></blockquote><p></p>
[QUOTE="Charwoman Gene, post: 4572714, member: 5044"] Kanriel Starlight Eladrin Wizard 20 (Spellstorm mage) Unaligned [sblock=Quick stats][/sblock] [sblock=Full stats]Str 11 (0) Con 14 (+2) Dex 13 (+1) Int 24 (+7) Wis 20 (+5) Cha 9 (-1) Speed: 6 Initiative: +15 HP: 100 Bloodied: 50 Healing Surges: 8 Surge Value: 25 Defenses: AC: 36 (10+10 lvl+ 3 Feyleather +7 Int + 4Enh+item 1) Fort: 30 (10+10+2Con+2 GF+4Enh+item 1) Ref: 35 (10+10+7Int+2LR+4item+item 1) Will: 36 (10+10+5Wis+2feat IW+2 Class+1race+4enh+item 1) Racial Features Fey Step - Teleport 5 squares as a move action, +2 bonus to all defenses until the end of your next turn. +5 racial bonus saves against charms Class Features Staff of Defense Encounter,Immediate Interrupt You gain a bonus to defense against one attack equal to your Constitution modifier (+2). Orb of Imposition Encounter, Free Action Creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier. (-5) Ritual Casting Ready Orb takes a minor action. Orb gets +1 attack, damage, -1 all AC. Cantrips Ghost Sound Light Mage Hand Prestidigitation Paragon Path Features Extra Damage Action - When you spend an action point to take an extra action, you also add one-half your level (10) to the damage dealt by any of your standard action attacks this turn. Storm Spell - Once per day, you can reach into the spellstorm and extract a spell you have already used so that you can use it again. Make a Wisdom check. The result indicates the kind of spell you can extract. You can instead extract a spell using a lower result than the result you rolled, if you so choose.[sblock=table]1–10: Encounter utility spell. 11–15: Encounter attack spell. 16–20: Daily utility spell. 21 or higher: Daily attack spell.[/sblock] Storm Fury When you first become bloodied in an encounter, you unleash a burst of arcane energy that deals 10 lightning damage to all your enemies within 10 squares of you. Languages Common, Elven Skills: Arcana 25 (+10+7 Int+5 Trained+3Skill Focus) History 22 (+10+7 Int+5 Trained) Insight 20 (+10+5 Wis+5 Trained) Religion 22 (+10+7 Int+5 Trained) Perception 20 (+10+5 Wis+5 Trained) Passive Perception: 30 Passive Insight: 30 Feats: Armor Proficency: Leather Expanded Spellbook Second Implement Feywild protection Improved initiative Raging Storm Iron Will Lightning Reflexes Great Fortitude SKill Focus: Arcana Resounding Thunder Lightning Arc - When you score a critical hit with a power that has the lightning keyword, you can choose to treat the attack as a normal hit instead of a critical hit. If you do, choose another target within 10 squares of the original target that was not already targeted or affected by the power. That target takes damage equal to the damage dealt to the original target. OA: +16 vs. AC, 1d8 [sblock=Powers] [sblock=At Will] Scorching Burst Area Burst 1, 10 squares +21 vs Reflex, 1d6+11 fire damage Thunderwave Close Blast 3 or 4 +21 vs Fort, 1d6+13 Thunder damage, push 5 (Wis) squares [/sblock] [sblock=Encounter] Storm Cage Area Burst 2 or 3, 20 Squares +21 vs. Reflex, 4d6+13 lightning and thunder damage You conjure a wall in the 16 (20) outer squares of the burst (forming a square enclosure). Any creature that starts its turn adjacent to the wall or moves into a wall square takes 10 lightning damage. Moving into a wall square costs 1 extra square of movement. The wall does not grant cover or concealment. It lasts until the end of your next turn. Combust Area Burst 2, 20 Squares +21 vs. Reflex, 5d6+11 fire damage Mesmeric Hold 3 Targets, Range 10Sq +21 vs. Will, 2d6+11 psychic damage, the target is immobilized until the end of your next turn. If you target only one creature with this power, you gain a +4 power bonus to the attack rol Lightning Bolt Ranged 10 +21 vs. Reflex, 2d6+13 lightning damage 2 sec targets, +21 vs. Reflex, 1d6+13 lightning damage [/sblock] [sblock=Daily] Maelstrom of Chaos Close Burst 10 +21 vs. Fortitude, 3d8+11 force Damage and you can teleport the target to a location of your choice within the burst. Miss: Half damage, and no teleportation. Disintegrate Ranged 10 +21 vs. Reflex, 5d10 + 11 damage, and ongoing 10 damage (save ends). If the target saves, it takes ongoing 5 damage (save ends). Miss: 3d10 + 12 damage, and ongoing 5 damage (save ends). Prismatic Beams Close Burst 5 +21 vs. Fortitude, Reflex, Will Hit (Fortitude): If the attack hits the target’s Fortitude defense, the target takes 2d6 + 11 poison damage, and ongoing 5 poison damage (save ends). Hit (Reflex): If the attack hits the target’s Reflex defense, the target takes 2d6 + 11 fire damage, and ongoing 5 fire damage (save ends). Hit (Will): If the attack hits the target’s Will defense, the target is dazed (save ends). Special: You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately. Lightning Serpent Ranged 10 +21 vs. Reflex, 2d12+13 lightning damage, ongoing 5 poison damage and is slowed (save ends both) Miss: Half damage, and the target is slowed (save ends). [/sblock] [sblock=Utility] Sudden Storm Area burst 2, 20 squares Effect: The burst creates a zone of wind and rain that lasts until the end of your next turn. Squares in the zone are difficult terrain and are lightly obscured. As a move action, you can move the zone up to 5 squares. Sustain Minor: The zone persists. Fly Effect: You gain a speed of fly 8 until the end of your next turn. Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain it, you float to the ground without taking falling damage. Resistance Minor Action Ranged 10 resist 27 (cid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder) Disguise Self Minor Action Personal You make yourself, your clothing, and your equipment look different. 1 hour. Shield Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn. [/sblock][/sblock] [sblock=Items] Spell Book/Ritual Book (21[23] Spell Pages used) Capacity: A typical spellbook has 128 pages. Each spell takes up 1 page. A ritual takes up a number of pages equal to its level. Ritual Book 157 Level 21 Magic Orb +5 Level 20 Cloak of Feywild Escape +4 (Daily): Move Action. Choose an ally you can see. You disappear from the world until the start of your next turn, at which point you appear in any unoccupied space within 5 squares of the chosen ally. Level 19 Survivor's Armor +4 (Leather) (Daily): Immediate Interrupt. Use this power when hit by an attack. Choose a willing ally within 5 squares of you. That ally takes the damage instead. Defensive Staff +4 65,000gp cost Bag of Holding 14,010 gp in residuum 1000 Scrying orb focus [/sblock] [sblock=Spellbook] Disintegrate/Evard’s Black Tentacles/Acid Wave Prismatic Beams/Wall of Ice/Bibgy's Grasping Hands Wall of Fire/Lightning Serpent/Ice Storm Fly/Stoneskin/Displacement Arcane Gate/Resistance/Blur Disguise Self/Dispel Magic/Wall of Fog Shield/Expeditious Retreat/Feather Fall [/sblock] [sblock=rituals] 1 Comprehend Language Arcana 50/10 1 Magic Mouth Arcana 50/10 1 Make Whole Arcana 50/-- 1 Secret Page Arcana 50/10 1 Silence Arcana 75/30 1 Tenser’s Floating Disk Arcana 50/10 325 /5p 2 Endure Elements Arcana or Nature 100/20 2 Eye of Alarm Arcana 100/25 3 Detect Secret Doors Arcana 125/25 325/7p --650/12p 4 Arcane Lock Arcana 150/25 4 Enchant Magic Item Arcana 175/-- 4 Hand of Fate Religion 175/70 4 Knock Arcana 175/35 675/16p --1325/28p 5 Brew Potion Arcana or Religion 75/-- 5 Hallucinatory Item Arcana 250/25 5 Magic Circle Arcana 250/100 575gp/15p --1900/43p 6 Discern Lies Religion 360/140 6 Disenchant Magic Item Arcana 360/25 6 Phantom Steed Arcana 360/70 6 Sending Arcana 360/50 6 Speak With Deaad Rel 360/140 2160/36p(200) --4060/79p(200) 8 Linked Portal Arcana 680/135 8 Water Breathing Arcana or Nature 680/135 8 Wizard’s Sight Arcana 680/270/200*** 10 Consult Mystic Sages Religion 1000/400 10 Detect Object Arcana 1000/400 4040/34p --8100/113p --------------- 12 Drawmij’s Instant Summons Arcana 2600/500 14 View Location Arcana 4200/1600[1000]***** 18 Planar Portal Arcana ?9000/5000 (two locations) 15800/44p ------------ [/sblock] [/sblock] Kanriel Starlight Abandoned at birth was raised on the frionges of soiety, surrounded by people he felt were unworthy of him. A old wizard took in the young eladrin upon sensing his potential. He also was unworthy of Starlight. For well over a century, Kanriel has not found anyone he considers worthy of his presence. He has thrown himself into the study and application of magic and has little patience for the doings of others. He has developed a fascination with lightning that he stops at no length to indulge. He has a tendency to be disturbingly pragmatic. [/QUOTE]
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