Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Talking the Talk
[D&D 3.5 homebrew] Welcome to The Fold
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Angel Tarragon" data-source="post: 4601582" data-attributes="member: 23733"><p>[sblock=ARILEE ANTEA][code]Arilee Antea</p><p>Female, Dwarf, Wizard</p><p>Lawful Neutral</p><p></p><p>Medium, 4' 3", 116 lbs., 61 years old</p><p>White, Blue, Light Brown</p><p></p><p>[b][u]LANGUAGES[/b][/u]</p><p>Common, Dwarven, Draconic, Undercommon</p><p></p><p>STR: 13 (+1) </p><p>CON: 17 (+3) </p><p>DEX: 14 (+2) </p><p>INT: 17 (+3)</p><p>WIS: 12 (+1) </p><p>CHA: 09 (-1)</p><p></p><p>[b]Hit Points:[/b] 10</p><p>[b]Initiative:[/b] +2</p><p>[b]Speed:[/b] 4 squares (20 feet)</p><p></p><p>[b][u]DEFENSES[/b][/u]</p><p>AC: 12 (16 when Shield is cast)</p><p>Fort: +0</p><p>Ref: +0</p><p>Will: +2</p><p></p><p>+1 to all saves when Resistance is cast</p><p>+2 against poison</p><p>+2 racial bonus on saving throws against spells and spell-like effects.</p><p>+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity </p><p>bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.</p><p></p><p> Melee or Attack</p><p>[u][b]ATTACKS[/b] Ranged Bonus Damage Critical Range Type Weight Notes[/u]</p><p>Dagger x2 Melee +01 1D4+1 19-20/x2 10 ft. P/S 2 lbs. </p><p>Dagger x2 Ranged +02 1D4 19-20/x2 10 ft. P/S 2 lbs. </p><p>Light Crossbow Ranged +02 1d8 19-20/x2 80 ft. P 4 lbs.</p><p> - 30 Bolts 3 lbs.</p><p></p><p> Key Skill Ability Ranks Misc. Magic</p><p>[u][b]SKILLS[/b] Ability Modifier Modifier Class Skill Modifier Modifier Notes[/u]</p><p>Appraise INT +04/+06 +03 01/n xxx xxx 4</p><p>Balance DEX +02 +02 xx/n xxx xxx 1</p><p>Bluff CHA -01 -01 xx/n xxx xxx </p><p>Climb STR +01 +01 xx/n xxx xxx 1</p><p>Concentration CON +07 +03 04/y xxx xxx </p><p>Craft INT --- --- xx/y --- ---</p><p> - Pick One - +xx +03 ---- xxx xxx </p><p>Decipher Script INT +05 +03 02/y xxx xxx </p><p>Diplomacy CHA -01 -01 xx/n xxx xxx </p><p>Disable Device INT +03 +03 xx/n xxx xxx </p><p>Disguise CHA -01 -01 Xx/n xxx xxx 1</p><p>Escape Artist DEX +02 +02 Xx/n xxx xxx 1</p><p>Forgery INT +03 +03 Xx/n xxx xxx </p><p>Gather Information CHA -01 -01 xx/n xxx xxx </p><p>Handle Animal CHA xxx xxx Xx/n xxx xxx 3 </p><p>Heal WIS +01 +01 xx/n xxx xxx </p><p>Hide DEX +02 +02 Xx/n xxx xxx 1</p><p>Intimidate CHA -01 -01 xx/n xxx xxx </p><p>Jump STR +01 +01 Xx/n xxx xxx 1</p><p>Knowledge INT --- --- ---- --- --- </p><p> - Arcana - +07 +03 04/y xxx xxx </p><p> - Arch & Engineering - +05 +03 02/y xxx xxx </p><p> - Dungeoneering - +05 +03 02/y xxx xxx </p><p> - Geography - +03 +03 Xx/y xxx xxx </p><p> - History - +03 +03 xx/y xxx xxx </p><p> - Local - +03 +03 Xx/y xxx xxx </p><p> - Nature - +03 +03 Xx/y xxx xxx </p><p> - Nobility & Royalty - +03 +03 xx/y xxx xxx </p><p> - Religion - +03 +03 xx/y xxx xxx </p><p> - The Planes - +03 +03 xx/y xxx xxx </p><p>Listen WIS +01 +01 xx/n xxx xxx </p><p>Move Silently DEX +02 +02 xx/n xxx xxx 1</p><p>Open Lock DEX xxx +02 xx/n xxx xxx 3</p><p>Search WIS +01 +01 xx/n xxx xxx </p><p>Sense Motive WIS +01 +01 xx/n xxx xxx </p><p>Sleight of Hand DEX xxx +02 xx/n xxx xxx 3</p><p>Spellcraft INT +07 +03 04/y xxx xxx </p><p>Spot WIS +01 +01 xx/n xxx xxx </p><p>Survival WIS +01 +01 xx/n xxx xxx </p><p>Swim STR +01 +01 xx/n xxx xxx 2</p><p>Tumble DEX +02 +02 xx/n xxx xxx 1 & 3</p><p>Use Magic Device CHA xxx -01 xx/n xxx xxx 1</p><p>Use Rope DEX +02 +02 xx/n xxx xxx </p><p></p><p>1. Armor Check Penalty</p><p>2. Double Armor Check Penalty</p><p>3. Can't Use Untrained</p><p>4. +2 Stone or Metal items </p><p></p><p>[u][b]FEATS[/b][/u]</p><p>[list][*]Toughness[/list]</p><p></p><p>[u][b]RACIAL TRAITS & POWERS[/b][/u]</p><p>[list][*]Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, </p><p>but it is otherwise like normal sight, and dwarves can function just fine with no light at all.</p><p>[*]Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual </p><p>stonework, such as sliding walls, stonework traps, new construction (even when built to match the </p><p>old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but </p><p>that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 </p><p>feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf </p><p>can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, </p><p>sensing his approximate depth underground as naturally as a human can sense which way is up.</p><p>[*]Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons,</p><p>rather than exotic weapons.</p><p>[*]Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped </p><p>when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly </p><p>on the ground).</p><p>[*]+2 racial bonus on saving throws against poison.</p><p>[*]+2 racial bonus on saving throws against spells and spell-like effects.</p><p>[*]+1 racial bonus on attack rolls against orcs and goblinoids.</p><p>[*]+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its </p><p>Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge </p><p>bonus, too.</p><p>[*]+2 racial bonus on Appraise checks that are related to stone or metal items.</p><p>[*]+2 racial bonus on Craft checks that are related to stone or metal.[/list]</p><p></p><p>[b][u]OTHER CLASS FEATURES[/u][/b]</p><p>[list][*]Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to </p><p>the character because of her race.</p><p>[*]Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the</p><p>sorcerer description and the information on Familiars below for details.</p><p>[*]Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.[/list]</p><p></p><p>[b][u]EQUIPMENT[/u][/b]</p><p>Explorer's Outfit (Worn, 8 lbs.)</p><p></p><p>Dagger (belt left, 1 lb.)</p><p>Dagger (belt right, 1 lb.)</p><p>Spell Component Pouch (belt front right, ½ lb.)</p><p>Spell Component Pouch (belt back right, ½ lb.)</p><p></p><p>Light Crossbow (left shoulder, 4 lbs.)</p><p>Quiver (Right shoulder, 3 lbs.))</p><p>Backpack (Center back, 28 lbs.)</p><p>Bedroll (Below backpack, 5 lbs.)</p><p></p><p>Signet Ring (Right 4th finger)</p><p>Belt (Waist, ½ lb.)</p><p>Boots or Slippers (feet, ??wt)</p><p></p><p>Waterskin x3 [Full] - Water (Backpack, 12 lbs)</p><p>Trail Rations - 14 days (Backpack, 14 lbs.)</p><p></p><p>Coins- 5gp</p><p>Spell Components (Pouch)[/code][/sblock][sblock=HISTORY & CHARACTER INFORMATION]Arilee is the twelfth child of Aroll & Ethee Antea. She was named after her grandmother on her fathers’ side who died in battle defending the dwarven enclave of Agnacia in the depths of Mt. Stone against a hostile drow invasion force twenty years prior to her birth. The force was repelled and hasn't been back.</p><p></p><p>Arilee was noticed for her hardiness and intellect at an early age and her parents had placed her in the enclaves’ militia for her training to become a stalwart defender of it. Arilee had much difficulty grasping the concept of melee and she took every opportunity to be punished for her shortcoming in her training so that she could spend time pouring over old musty tomes and reading books. It didn't take very long for Marteth Araback, the headmaster of the militia to kick her out of the training program. Her parents didn't know what to do with her and so Arilee asked them if they would fund her endeavor to become a praticed wizard by enrolling her in The Gilded Academy. They were hesitant, but her constant nagging over the course of a year finally made them cave.</p><p></p><p>She took to the wizarding ways like a fish to water. Her resilience and intellect made her a candidate to become one of the most revered wizards the enclave had seen in millennia. Her studies allowed her to explore options that came naturally to her due to her dwarven blood. She learned how to appraise from the Master Appraiser himself, Alistair Allgood. Focusing her studies on teachings of architecture, engineering and Dungeoncraft when not gleaning the envy of other students for being able to outsmart and out do them in markings, she learned these fields of knowledge by apprenticing with the enclaves’ engineers and tunnelers and by pouring of tomes of the subject matter.</p><p></p><p>In just 21 years she mastered the arcane and is now a full fledged recognized wizard in the southwest dwarven territories. One of the stipulations of this recognition is that if and when she should ever receive word of the dwarven territories ever need her for any reason (whether for her to teach or put to use any of her fields of knowledge or talents) she must journey to them and accept what they have laid out for her. </p><p></p><p>Currently Arilee is set out on adventure, looking for a group to join up with and she hopes to loot lost information, tomes and books to expand upon what she knows and to learn new spells and hopefully learn new things that might help in her survival as an adventuring wizard.</p><p></p><p><strong><u>SIBLINGS</u></strong></p><p>6 Brothers; Balanor, Galathor, Makaneega, Rana, Thanious, Vicci</p><p>5 Sisters; Anabelle, Delora, Nanaka, Selawyn, Wyria[/sblock][sblock=PERSONALITY]Arilee is a studious wizard. Whenever not actively engaged in the adventuring lifestyle or pursuing a goal she always has her face buried in a tome or book. She has difficulty dealing with other people, but that doesn’t mean she doesn’t try. If someone strikes up a conversation about one of her fields of knowledge she loves to listen to what they have to say and takes it all in before replying. That doesn’t mean she doesn’t talk too much though; but sometimes when she gets started talking she is hard to shut up.</p><p></p><p>Arilee has a soft spot for helping out the underdog; though she can’t dish out much damage in fisticuffs, she can certainly take it. If she has to, she’ll let someone beat on her until she’s had enough. When she seriously gets annoyed, she’ll let her temper get the better of her and unleash the unforgiving eldritch energy she has stored within her.[/sblock][sblock=APPEARANCE]Arilee is quite tall for a female dwarf, for this she is taken seriously when dealing with other dwarves. She has long straight white flowing hair that reaches down to the back of her knees. She likes to keep her hair in braids so as to keep it out of her way when engaged in combat. She is a stickler for keeping her hair clean and generally likes to keep enough water on her to at least bathe her hair at least once a week when she is away from the pleasantries of civilization. </p><p></p><p>She has a scar on the underside of her right arm, the remnant of a battle she lost to an elven swordsman. </p><p></p><p>Arilee has quite pleasant looks, but she spoils her looks when she gets mad, she can be quite bad tempered and when pressed she has no remorse about retaliating against real and imagined slights.[/sblock][sblock=SPELL STUFF][sblock=SPELLS PER DAY & PREPARED][code]CANTRIPS [] [] [] </p><p>1st Level [] []</p><p></p><p>[b][u]TYPICALLY PREPARED[/u][/b]</p><p></p><p>[U]Cantrips[/U]</p><p>Detect Magic</p><p>Resistance</p><p>Mage Hand</p><p></p><p>[U]1st Level[/U]</p><p>Magic Missile</p><p>Shield[/code][/sblock][sblock=SPELLBOOK][code][u]Cantrips[/u]</p><p></p><p>Acid Splash Orb deals 1d3 acid damage.</p><p>Arcane Mark Inscribes a personal rune (visible or invisible).</p><p>Dancing Lights Creates torches or other lights.</p><p>Daze Humanoid creature of 4 HD or less loses next action.</p><p>Detect Magic Detects spells and magic items within 60 ft.</p><p>Detect Poison Detects poison in one creature or small object.</p><p>Disrupt Undead Deals 1d6 damage to one undead.</p><p>Ghost Sound Figment sounds.</p><p>Read Magic Read scrolls and spellbooks.</p><p>Flare Dazzles one creature (–1 on attack rolls).</p><p>Light Object shines like a torch.</p><p>Mage Hand 5-pound telekinesis.</p><p>Mending Makes minor repairs on an object.</p><p>Message Whispered conversation at distance.</p><p>Open/Close Opens or closes small or light things.</p><p>Prestidigitation Performs minor tricks.</p><p>Ray of Frost Ray deals 1d3 cold damage.</p><p>Resistance Subject gains +1 on saving throws.</p><p>Touch of Fatigue Touch attack fatigues target.</p><p></p><p>[u]1st Level[/u]</p><p> </p><p>Mage Armor Gives Subject +4 Armor Bonus </p><p>Magic Missile 1d4+1 damage; +1 missile per two levels above 1st (max 5) </p><p>Magic Weapon Weapon Gains +1 Bonus</p><p>Ray of Enfeeblement Ray deals 1d6 +1 per two levels STR damage </p><p>Shield Invisible Disc gives +4 to AC, blocks Magic Missile</p><p>True Strike +20 on your next attack roll[/code][/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Angel Tarragon, post: 4601582, member: 23733"] [sblock=ARILEE ANTEA][code]Arilee Antea Female, Dwarf, Wizard Lawful Neutral Medium, 4' 3", 116 lbs., 61 years old White, Blue, Light Brown [b][u]LANGUAGES[/b][/u] Common, Dwarven, Draconic, Undercommon STR: 13 (+1) CON: 17 (+3) DEX: 14 (+2) INT: 17 (+3) WIS: 12 (+1) CHA: 09 (-1) [b]Hit Points:[/b] 10 [b]Initiative:[/b] +2 [b]Speed:[/b] 4 squares (20 feet) [b][u]DEFENSES[/b][/u] AC: 12 (16 when Shield is cast) Fort: +0 Ref: +0 Will: +2 +1 to all saves when Resistance is cast +2 against poison +2 racial bonus on saving throws against spells and spell-like effects. +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. Melee or Attack [u][b]ATTACKS[/b] Ranged Bonus Damage Critical Range Type Weight Notes[/u] Dagger x2 Melee +01 1D4+1 19-20/x2 10 ft. P/S 2 lbs. Dagger x2 Ranged +02 1D4 19-20/x2 10 ft. P/S 2 lbs. Light Crossbow Ranged +02 1d8 19-20/x2 80 ft. P 4 lbs. - 30 Bolts 3 lbs. Key Skill Ability Ranks Misc. Magic [u][b]SKILLS[/b] Ability Modifier Modifier Class Skill Modifier Modifier Notes[/u] Appraise INT +04/+06 +03 01/n xxx xxx 4 Balance DEX +02 +02 xx/n xxx xxx 1 Bluff CHA -01 -01 xx/n xxx xxx Climb STR +01 +01 xx/n xxx xxx 1 Concentration CON +07 +03 04/y xxx xxx Craft INT --- --- xx/y --- --- - Pick One - +xx +03 ---- xxx xxx Decipher Script INT +05 +03 02/y xxx xxx Diplomacy CHA -01 -01 xx/n xxx xxx Disable Device INT +03 +03 xx/n xxx xxx Disguise CHA -01 -01 Xx/n xxx xxx 1 Escape Artist DEX +02 +02 Xx/n xxx xxx 1 Forgery INT +03 +03 Xx/n xxx xxx Gather Information CHA -01 -01 xx/n xxx xxx Handle Animal CHA xxx xxx Xx/n xxx xxx 3 Heal WIS +01 +01 xx/n xxx xxx Hide DEX +02 +02 Xx/n xxx xxx 1 Intimidate CHA -01 -01 xx/n xxx xxx Jump STR +01 +01 Xx/n xxx xxx 1 Knowledge INT --- --- ---- --- --- - Arcana - +07 +03 04/y xxx xxx - Arch & Engineering - +05 +03 02/y xxx xxx - Dungeoneering - +05 +03 02/y xxx xxx - Geography - +03 +03 Xx/y xxx xxx - History - +03 +03 xx/y xxx xxx - Local - +03 +03 Xx/y xxx xxx - Nature - +03 +03 Xx/y xxx xxx - Nobility & Royalty - +03 +03 xx/y xxx xxx - Religion - +03 +03 xx/y xxx xxx - The Planes - +03 +03 xx/y xxx xxx Listen WIS +01 +01 xx/n xxx xxx Move Silently DEX +02 +02 xx/n xxx xxx 1 Open Lock DEX xxx +02 xx/n xxx xxx 3 Search WIS +01 +01 xx/n xxx xxx Sense Motive WIS +01 +01 xx/n xxx xxx Sleight of Hand DEX xxx +02 xx/n xxx xxx 3 Spellcraft INT +07 +03 04/y xxx xxx Spot WIS +01 +01 xx/n xxx xxx Survival WIS +01 +01 xx/n xxx xxx Swim STR +01 +01 xx/n xxx xxx 2 Tumble DEX +02 +02 xx/n xxx xxx 1 & 3 Use Magic Device CHA xxx -01 xx/n xxx xxx 1 Use Rope DEX +02 +02 xx/n xxx xxx 1. Armor Check Penalty 2. Double Armor Check Penalty 3. Can't Use Untrained 4. +2 Stone or Metal items [u][b]FEATS[/b][/u] [list][*]Toughness[/list] [u][b]RACIAL TRAITS & POWERS[/b][/u] [list][*]Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. [*]Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. [*]Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. [*]Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). [*]+2 racial bonus on saving throws against poison. [*]+2 racial bonus on saving throws against spells and spell-like effects. [*]+1 racial bonus on attack rolls against orcs 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. [*]+2 racial bonus on Appraise checks that are related to stone or metal items. [*]+2 racial bonus on Craft checks that are related to stone or metal.[/list] [b][u]OTHER CLASS FEATURES[/u][/b] [list][*]Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race. [*]Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars below for details. [*]Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.[/list] [b][u]EQUIPMENT[/u][/b] Explorer's Outfit (Worn, 8 lbs.) Dagger (belt left, 1 lb.) Dagger (belt right, 1 lb.) Spell Component Pouch (belt front right, ½ lb.) Spell Component Pouch (belt back right, ½ lb.) Light Crossbow (left shoulder, 4 lbs.) Quiver (Right shoulder, 3 lbs.)) Backpack (Center back, 28 lbs.) Bedroll (Below backpack, 5 lbs.) Signet Ring (Right 4th finger) Belt (Waist, ½ lb.) Boots or Slippers (feet, ??wt) Waterskin x3 [Full] - Water (Backpack, 12 lbs) Trail Rations - 14 days (Backpack, 14 lbs.) Coins- 5gp Spell Components (Pouch)[/code][/sblock][sblock=HISTORY & CHARACTER INFORMATION]Arilee is the twelfth child of Aroll & Ethee Antea. She was named after her grandmother on her fathers’ side who died in battle defending the dwarven enclave of Agnacia in the depths of Mt. Stone against a hostile drow invasion force twenty years prior to her birth. The force was repelled and hasn't been back. Arilee was noticed for her hardiness and intellect at an early age and her parents had placed her in the enclaves’ militia for her training to become a stalwart defender of it. Arilee had much difficulty grasping the concept of melee and she took every opportunity to be punished for her shortcoming in her training so that she could spend time pouring over old musty tomes and reading books. It didn't take very long for Marteth Araback, the headmaster of the militia to kick her out of the training program. Her parents didn't know what to do with her and so Arilee asked them if they would fund her endeavor to become a praticed wizard by enrolling her in The Gilded Academy. They were hesitant, but her constant nagging over the course of a year finally made them cave. She took to the wizarding ways like a fish to water. Her resilience and intellect made her a candidate to become one of the most revered wizards the enclave had seen in millennia. Her studies allowed her to explore options that came naturally to her due to her dwarven blood. She learned how to appraise from the Master Appraiser himself, Alistair Allgood. Focusing her studies on teachings of architecture, engineering and Dungeoncraft when not gleaning the envy of other students for being able to outsmart and out do them in markings, she learned these fields of knowledge by apprenticing with the enclaves’ engineers and tunnelers and by pouring of tomes of the subject matter. In just 21 years she mastered the arcane and is now a full fledged recognized wizard in the southwest dwarven territories. One of the stipulations of this recognition is that if and when she should ever receive word of the dwarven territories ever need her for any reason (whether for her to teach or put to use any of her fields of knowledge or talents) she must journey to them and accept what they have laid out for her. Currently Arilee is set out on adventure, looking for a group to join up with and she hopes to loot lost information, tomes and books to expand upon what she knows and to learn new spells and hopefully learn new things that might help in her survival as an adventuring wizard. [b][u]SIBLINGS[/u][/b][u][/u] 6 Brothers; Balanor, Galathor, Makaneega, Rana, Thanious, Vicci 5 Sisters; Anabelle, Delora, Nanaka, Selawyn, Wyria[/sblock][sblock=PERSONALITY]Arilee is a studious wizard. Whenever not actively engaged in the adventuring lifestyle or pursuing a goal she always has her face buried in a tome or book. She has difficulty dealing with other people, but that doesn’t mean she doesn’t try. If someone strikes up a conversation about one of her fields of knowledge she loves to listen to what they have to say and takes it all in before replying. That doesn’t mean she doesn’t talk too much though; but sometimes when she gets started talking she is hard to shut up. Arilee has a soft spot for helping out the underdog; though she can’t dish out much damage in fisticuffs, she can certainly take it. If she has to, she’ll let someone beat on her until she’s had enough. When she seriously gets annoyed, she’ll let her temper get the better of her and unleash the unforgiving eldritch energy she has stored within her.[/sblock][sblock=APPEARANCE]Arilee is quite tall for a female dwarf, for this she is taken seriously when dealing with other dwarves. She has long straight white flowing hair that reaches down to the back of her knees. She likes to keep her hair in braids so as to keep it out of her way when engaged in combat. She is a stickler for keeping her hair clean and generally likes to keep enough water on her to at least bathe her hair at least once a week when she is away from the pleasantries of civilization. She has a scar on the underside of her right arm, the remnant of a battle she lost to an elven swordsman. Arilee has quite pleasant looks, but she spoils her looks when she gets mad, she can be quite bad tempered and when pressed she has no remorse about retaliating against real and imagined slights.[/sblock][sblock=SPELL STUFF][sblock=SPELLS PER DAY & PREPARED][code]CANTRIPS [] [] [] 1st Level [] [] [b][u]TYPICALLY PREPARED[/u][/b] [U]Cantrips[/U] Detect Magic Resistance Mage Hand [U]1st Level[/U] Magic Missile Shield[/code][/sblock][sblock=SPELLBOOK][code][u]Cantrips[/u] Acid Splash Orb deals 1d3 acid damage. Arcane Mark Inscribes a personal rune (visible or invisible). Dancing Lights Creates torches or other lights. Daze Humanoid creature of 4 HD or less loses next action. Detect Magic Detects spells and magic items within 60 ft. Detect Poison Detects poison in one creature or small object. Disrupt Undead Deals 1d6 damage to one undead. Ghost Sound Figment sounds. Read Magic Read scrolls and spellbooks. Flare Dazzles one creature (–1 on attack rolls). Light Object shines like a torch. Mage Hand 5-pound telekinesis. Mending Makes minor repairs on an object. Message Whispered conversation at distance. Open/Close Opens or closes small or light things. Prestidigitation Performs minor tricks. Ray of Frost Ray deals 1d3 cold damage. Resistance Subject gains +1 on saving throws. Touch of Fatigue Touch attack fatigues target. [u]1st Level[/u] Mage Armor Gives Subject +4 Armor Bonus Magic Missile 1d4+1 damage; +1 missile per two levels above 1st (max 5) Magic Weapon Weapon Gains +1 Bonus Ray of Enfeeblement Ray deals 1d6 +1 per two levels STR damage Shield Invisible Disc gives +4 to AC, blocks Magic Missile True Strike +20 on your next attack roll[/code][/sblock][/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
[D&D 3.5 homebrew] Welcome to The Fold
Top