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CG's Summer's End [RG]
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<blockquote data-quote="nerdytenor" data-source="post: 4561059" data-attributes="member: 74526"><p>GROUP 2</p><p></p><p>Here he is, everything but background.</p><p></p><p>[sblock=Ellanallil, Eladrin Wizard (Blood Mage)]</p><p>Ellanallil, Good Male Eladrin Blood Mage 18</p><p> </p><p>Languages: Human, Elven</p><p>Vision: Low-Light</p><p> </p><p>Ability Scores </p><p>Str: 9 (-1)</p><p>Con:14 (+2)</p><p>Dex:21 (+5)</p><p>Int:24 (+7)</p><p>Wis:11 (+0)</p><p>Cha: 13 (+1)</p><p> </p><p></p><p>Hit Points: 102</p><p>Bloodied: 51</p><p>Healing Surges: 10/day </p><p>Healing Value: 25</p><p> </p><p>Initiative: +18 (+5 dex, +9 lvl, +4 feat)</p><p>Speed: 7 squares (includes feat)</p><p> </p><p>Defenses (higher number is against close, area, ranged attacks (from feat))</p><p> </p><p>AC: 31/32 (+9 level, +7 int, +5 feyweave) </p><p>Fort: 28/28 (+9 level, +2 con, +4 amulet, +1 belt, +2 feat) </p><p>Ref: 30/31 (+9 level, +7 int, +4 amulet)</p><p>Will: 29/29 (+9 level, +1 cha, +1 race, +2 class, +4 amulet, +2 feat)</p><p> </p><p>Basic Attacks</p><p> </p><p>Melee: +11 (+9 level, -1 str, +3 prof) vs AC; 1d8-1 damage</p><p> Int (spells): +20 (+9 level, +7 int, +4 wand); +int = +11 damage (+7 int, +4 wand)</p><p></p><p>Skills (trained are starred)</p><p> </p><p>Acrobatics +14</p><p>*Arcana +23</p><p>Athletics +8 </p><p>Bluff +10</p><p>Diplomacy +10 </p><p>*Dungeoneering +14</p><p>Endurance +11</p><p>Heal +9</p><p>*History +23</p><p>*Insight +14</p><p>Intimidate +10</p><p>Nature +9</p><p>Perception +9</p><p>Religion +16</p><p>*Stealth +19</p><p>Streetwise +10</p><p>Thievery +14</p><p> </p><p>Feats:</p><p>Durable (+2 surges - factored in)</p><p>Improved Initiative (+4 init - factored in)</p><p>Toughness (+5 hp/tier - factored in)</p><p>Arcane Reach (close arcane power may start within 2 squares of me)</p><p>Combat Anticipation (+1 feat bonus to defenses against ranged, area, close attacks)</p><p>Danger Sense (roll initiative twice and take higher roll)</p><p>Fleet Footed (+1 feat bonus to speed)</p><p>Seize the Moment (during surprise and first round, gain CA against foe with lower initiative result)</p><p>Spell Focus (-2 penalty for saving throws caused by my spells)</p><p> Great Fortitude (+2 feat to fort)</p><p>Iron Will (+2 feat to will)</p><p></p><p>Racial Traits and Powers not covered elsewhere:</p><p>Fey Step (teleport)</p><p>+5 vs. charms</p><p>Trance</p><p>Fey Origin</p><p></p><p>Class Features not covered elsewhere</p><p> Use wand</p><p></p><p>Blood Mage Features</p><p></p><ul> <li data-xf-list-type="ul"> If action point spent on attack that hits, add 10 ongoing damage (save ends)</li> <li data-xf-list-type="ul">Free action, inflict wound on self prior to attack, add that as psychic damage when I damage a target. minor wound = 1d10, severe = 2d10.</li> <li data-xf-list-type="ul">When use 2nd wind, enemies within 10 take 2 (con mod) psychic damage. If they are suffering from an effect I caused, add 7 (int mod). They also take ongoing 5 fire damage (save ends).</li> </ul><p></p><p>At Will Powers</p><p></p><ul> <li data-xf-list-type="ul"> Magic Missile - ranged 20, one creature, int vs ref - 2d4+int force, target pushed one square (push from wand)</li> <li data-xf-list-type="ul"> Scorching Burst - area burst 1 within 10, each creature, int vs ref - 1d6+int fire</li> </ul><p> </p><p>Encounter Powers</p><p></p><ul> <li data-xf-list-type="ul"> Lightning Bolt (7) - ranged 10, one creature, int vs ref - 2d6+int lightning. Two other creatures within 10 of primary , int vs ref - 1d6 + int lightning.</li> <li data-xf-list-type="ul"> Blood Pulse (11) - area burst 3 within 20, each enemy in burst, int vs will - 2d6+int, until end of next turn target takes 1d6+int for each square it leaves.</li> <li data-xf-list-type="ul">Thunderlance (13) - close blast 5, each creature, int vs ref - 4d6+int thunder, push target 4</li> <li data-xf-list-type="ul">Ice Tomb (17) - one creature, ranged 20, int vs ref - 3d10+int, target entombed until end of next turn. Target stunned, attacks cannot gain line of sight against it.</li> </ul><p></p><p>Daily Powers (spellbook power in parens and not spelled out here)</p><p></p><ul> <li data-xf-list-type="ul"> Bigby's Icy Grasp (fireball) (5) - complicated - see phb</li> <li data-xf-list-type="ul"> Wall of Fire (Ice Storm) (9) - complicated - see phb</li> <li data-xf-list-type="ul"> Prismatic Beams (Wall of Ice) (15) - complicated - see phb</li> </ul><p> Utility Powers (spellbook power in parens and not spelled out here)</p><p></p><ul> <li data-xf-list-type="ul"> Shield - encounter (Expeditious retreat) (2) - immediate interrupt when hit, add +4 power bonus to ac and reflex until end next turn</li> <li data-xf-list-type="ul"> Wall of Fog - daily (Invisibility) (6) area 10wall 8 within 10, 4 tall. Grants concealment to those inside and blocks los.</li> <li data-xf-list-type="ul"> Blur - daily (Arcane Gate) (10) - minor action - +2 power to all defenses till end of encounter, enemies 5 or more away cannot see me.</li> <li data-xf-list-type="ul"> Soul Burn - daily (12) - minor action. Spend surge, don't gain hp, instead regain encounter power.</li> <li data-xf-list-type="ul"> Displacement - encounter (Stoneskin) (16) - immediate interrupt - a ranged or melee attack hits me or ally within 5. Attacker must reroll.</li> </ul><p> </p><p>Rituals</p><p> <span style="font-family: 'Arial'">Animal Messenger [Level 1]</span></p><p><span style="font-family: 'Arial'">Magic Mouth [Level 1]</span></p><p><span style="font-family: 'Arial'">Tenser's Floating Disk [Level 1]</span></p><p><span style="font-family: 'Arial'">Detect Secret Doors [Level 3]</span></p><p><span style="font-family: 'Arial'">Knock [Level 4]</span></p><p><span style="font-family: 'Arial'">Wizard's Sight [Level 8]</span></p><p><span style="font-family: 'Arial'">Detect Object [Level 10]</span></p><p><span style="font-family: 'Arial'">Shadow Walk [Level 12]</span></p><p><span style="font-family: 'Arial'">View Location [Level 14]</span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'"></span> Equipment</p><p></p><ul> <li data-xf-list-type="ul"> (lvl 19) Displacer Feyweave +4 (+1 addl from feyweave) - Daily minor action - enemy melee and ranged attacks against me must roll twice and use lower until end of encounter.</li> <li data-xf-list-type="ul">(lvl 17) Amulet of Resolution +4 - Daily free - when I fail a saving throw, reroll and use 2nd result</li> <li data-xf-list-type="ul">(lvl 18) Master's Wand of Magic Missile +4 - magic missile as encounter power, +4d8 on critical, my magic missile pushes one</li> <li data-xf-list-type="ul">(lvl 12) Dragonborn Greaves - when bloodied, +2 item bonus to speed, +1 item bonus to AC and Reflex</li> <li data-xf-list-type="ul">(lvl 12) Exodus Knife - see phb (hide the party in extradimensional space!)</li> <li data-xf-list-type="ul">(lvl 10) Antipathy Gloves - an enemy must spend 1 extra square of movement to enter a square adjacent to me. An enemy pushed/pulled/slid moves as normal, however. Daily - standard action - attack ranged 10 +13 vs Reflex; on hit, target restrained (Save ends).</li> <li data-xf-list-type="ul">Belt of Vim (lvl 8) - +1 bonus to Fortitude</li> <li data-xf-list-type="ul">Longsword</li> <li data-xf-list-type="ul">2k worth of each of the 5 different types of reagents for rituals</li> <li data-xf-list-type="ul">20.6k gp</li> </ul><p></p><p></p><p>[/sblock]</p><p></p><p>[sblock=Ellanallil Stat Block]</p><p><strong>Ellanallil</strong></p><p></p><p> <strong>Init +18(roll twice) Perception</strong>: 19 <strong>Insight</strong>: 24 Low-LightVision</p><p> <strong>AC</strong> 31/32<strong>Fortitude</strong> <strong>28 </strong><strong>Reflex</strong> 30/31 <strong>Will</strong> 29 (higher values vs non-melee)</p><p> <strong>Hit Points</strong>: 102 / 102 <strong>Bloodied</strong>: 51</p><p> <strong>Temporary Hit Points</strong>: 0</p><p> <strong>Action Points</strong>: 1 </p><p> <strong>Healing Surge</strong>: 25 <strong>Surges per day</strong>: 10 / 10</p><p></p><p><strong>DM notes</strong></p><p><strong></strong></p><ul> <li data-xf-list-type="ul">Please use Shield and Displacement encounter powers as immediate interrupts on my behalf at first opportunity unless I say otherwise.</li> <li data-xf-list-type="ul">Note I get to roll init twice and use higher result</li> </ul><p></p><p> (powers starred out as used, multiple stars for multi-use powers)</p><p><strong>Encounter Powers</strong></p><p><strong></strong></p><ul> <li data-xf-list-type="ul">Fey Step</li> <li data-xf-list-type="ul">Use Wand of Accuracy</li> <li data-xf-list-type="ul">Use 2nd Wind</li> <li data-xf-list-type="ul">Use Action Point</li> <li data-xf-list-type="ul">Lightning Bolt</li> <li data-xf-list-type="ul">Blood Pulse</li> <li data-xf-list-type="ul">Thunderlance</li> <li data-xf-list-type="ul">Ice Tomb</li> <li data-xf-list-type="ul">Shield (utility)</li> <li data-xf-list-type="ul">Displacement (utility)</li> </ul><p><strong>Daily Powers</strong></p><p><strong></strong></p><ul> <li data-xf-list-type="ul">Use magic item power (2/day)</li> <li data-xf-list-type="ul">Amulet power (item)</li> <li data-xf-list-type="ul">Exodus knife power (item)</li> <li data-xf-list-type="ul">Glove power (item)</li> <li data-xf-list-type="ul">Armor power (item)</li> <li data-xf-list-type="ul">Bigby's Ice Grasp</li> <li data-xf-list-type="ul">Wall of Fire</li> <li data-xf-list-type="ul">Prismatic Beams</li> <li data-xf-list-type="ul">Wall of Fog (utility)</li> <li data-xf-list-type="ul">Blur (utility)</li> <li data-xf-list-type="ul">Soulburn (utility)</li> </ul><p>[/sblock]</p></blockquote><p></p>
[QUOTE="nerdytenor, post: 4561059, member: 74526"] GROUP 2 Here he is, everything but background. [sblock=Ellanallil, Eladrin Wizard (Blood Mage)] Ellanallil, Good Male Eladrin Blood Mage 18 Languages: Human, Elven Vision: Low-Light Ability Scores Str: 9 (-1) Con:14 (+2) Dex:21 (+5) Int:24 (+7) Wis:11 (+0) Cha: 13 (+1) Hit Points: 102 Bloodied: 51 Healing Surges: 10/day Healing Value: 25 Initiative: +18 (+5 dex, +9 lvl, +4 feat) Speed: 7 squares (includes feat) Defenses (higher number is against close, area, ranged attacks (from feat)) AC: 31/32 (+9 level, +7 int, +5 feyweave) Fort: 28/28 (+9 level, +2 con, +4 amulet, +1 belt, +2 feat) Ref: 30/31 (+9 level, +7 int, +4 amulet) Will: 29/29 (+9 level, +1 cha, +1 race, +2 class, +4 amulet, +2 feat) Basic Attacks Melee: +11 (+9 level, -1 str, +3 prof) vs AC; 1d8-1 damage Int (spells): +20 (+9 level, +7 int, +4 wand); +int = +11 damage (+7 int, +4 wand) Skills (trained are starred) Acrobatics +14 *Arcana +23 Athletics +8 Bluff +10 Diplomacy +10 *Dungeoneering +14 Endurance +11 Heal +9 *History +23 *Insight +14 Intimidate +10 Nature +9 Perception +9 Religion +16 *Stealth +19 Streetwise +10 Thievery +14 Feats: Durable (+2 surges - factored in) Improved Initiative (+4 init - factored in) Toughness (+5 hp/tier - factored in) Arcane Reach (close arcane power may start within 2 squares of me) Combat Anticipation (+1 feat bonus to defenses against ranged, area, close attacks) Danger Sense (roll initiative twice and take higher roll) Fleet Footed (+1 feat bonus to speed) Seize the Moment (during surprise and first round, gain CA against foe with lower initiative result) Spell Focus (-2 penalty for saving throws caused by my spells) Great Fortitude (+2 feat to fort) Iron Will (+2 feat to will) Racial Traits and Powers not covered elsewhere: Fey Step (teleport) +5 vs. charms Trance Fey Origin Class Features not covered elsewhere Use wand Blood Mage Features [LIST] [*] If action point spent on attack that hits, add 10 ongoing damage (save ends) [*]Free action, inflict wound on self prior to attack, add that as psychic damage when I damage a target. minor wound = 1d10, severe = 2d10. [*]When use 2nd wind, enemies within 10 take 2 (con mod) psychic damage. If they are suffering from an effect I caused, add 7 (int mod). They also take ongoing 5 fire damage (save ends). [/LIST] At Will Powers [LIST] [*] Magic Missile - ranged 20, one creature, int vs ref - 2d4+int force, target pushed one square (push from wand) [*] Scorching Burst - area burst 1 within 10, each creature, int vs ref - 1d6+int fire [/LIST] Encounter Powers [LIST] [*] Lightning Bolt (7) - ranged 10, one creature, int vs ref - 2d6+int lightning. Two other creatures within 10 of primary , int vs ref - 1d6 + int lightning. [*] Blood Pulse (11) - area burst 3 within 20, each enemy in burst, int vs will - 2d6+int, until end of next turn target takes 1d6+int for each square it leaves. [*]Thunderlance (13) - close blast 5, each creature, int vs ref - 4d6+int thunder, push target 4 [*]Ice Tomb (17) - one creature, ranged 20, int vs ref - 3d10+int, target entombed until end of next turn. Target stunned, attacks cannot gain line of sight against it. [/LIST] Daily Powers (spellbook power in parens and not spelled out here) [LIST] [*] Bigby's Icy Grasp (fireball) (5) - complicated - see phb [*] Wall of Fire (Ice Storm) (9) - complicated - see phb [*] Prismatic Beams (Wall of Ice) (15) - complicated - see phb [/LIST] Utility Powers (spellbook power in parens and not spelled out here) [LIST] [*] Shield - encounter (Expeditious retreat) (2) - immediate interrupt when hit, add +4 power bonus to ac and reflex until end next turn [*] Wall of Fog - daily (Invisibility) (6) area 10wall 8 within 10, 4 tall. Grants concealment to those inside and blocks los. [*] Blur - daily (Arcane Gate) (10) - minor action - +2 power to all defenses till end of encounter, enemies 5 or more away cannot see me. [*] Soul Burn - daily (12) - minor action. Spend surge, don't gain hp, instead regain encounter power. [*] Displacement - encounter (Stoneskin) (16) - immediate interrupt - a ranged or melee attack hits me or ally within 5. Attacker must reroll. [/LIST] Rituals [FONT=Arial]Animal Messenger [Level 1] Magic Mouth [Level 1] Tenser's Floating Disk [Level 1] Detect Secret Doors [Level 3] Knock [Level 4] Wizard's Sight [Level 8] Detect Object [Level 10] Shadow Walk [Level 12] View Location [Level 14] [/FONT] Equipment [LIST] [*] (lvl 19) Displacer Feyweave +4 (+1 addl from feyweave) - Daily minor action - enemy melee and ranged attacks against me must roll twice and use lower until end of encounter. [*](lvl 17) Amulet of Resolution +4 - Daily free - when I fail a saving throw, reroll and use 2nd result [*](lvl 18) Master's Wand of Magic Missile +4 - magic missile as encounter power, +4d8 on critical, my magic missile pushes one [*](lvl 12) Dragonborn Greaves - when bloodied, +2 item bonus to speed, +1 item bonus to AC and Reflex [*](lvl 12) Exodus Knife - see phb (hide the party in extradimensional space!) [*](lvl 10) Antipathy Gloves - an enemy must spend 1 extra square of movement to enter a square adjacent to me. An enemy pushed/pulled/slid moves as normal, however. Daily - standard action - attack ranged 10 +13 vs Reflex; on hit, target restrained (Save ends). [*]Belt of Vim (lvl 8) - +1 bonus to Fortitude [*]Longsword [*]2k worth of each of the 5 different types of reagents for rituals [*]20.6k gp [/LIST] [/sblock] [sblock=Ellanallil Stat Block] [B]Ellanallil[/B] [B]Init +18(roll twice) Perception[/B]: 19 [B]Insight[/B]: 24 Low-LightVision [B]AC[/B] 31/32[B]Fortitude[/B] [B]28 [/B][B]Reflex[/B] 30/31 [B]Will[/B] 29 (higher values vs non-melee) [B]Hit Points[/B]: 102 / 102 [B]Bloodied[/B]: 51 [B]Temporary Hit Points[/B]: 0 [B]Action Points[/B]: 1 [B]Healing Surge[/B]: 25 [B]Surges per day[/B]: 10 / 10 [B]DM notes [/B] [LIST] [*]Please use Shield and Displacement encounter powers as immediate interrupts on my behalf at first opportunity unless I say otherwise. [*]Note I get to roll init twice and use higher result [/LIST] (powers starred out as used, multiple stars for multi-use powers) [B]Encounter Powers [/B] [LIST] [*]Fey Step [*]Use Wand of Accuracy [*]Use 2nd Wind [*]Use Action Point [*]Lightning Bolt [*]Blood Pulse [*]Thunderlance [*]Ice Tomb [*]Shield (utility) [*]Displacement (utility) [/LIST] [B]Daily Powers [/B] [LIST] [*]Use magic item power (2/day) [*]Amulet power (item) [*]Exodus knife power (item) [*]Glove power (item) [*]Armor power (item) [*]Bigby's Ice Grasp [*]Wall of Fire [*]Prismatic Beams [*]Wall of Fog (utility) [*]Blur (utility) [*]Soulburn (utility) [/LIST] [/sblock] [/QUOTE]
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