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[D&D 5e] Planescape- In Through the Out Door (Full)
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<blockquote data-quote="Quickleaf" data-source="post: 6555129" data-attributes="member: 20323"><p>Yeah, that's what I was thinking. Probably will give him some scrolls which I suppose Graydon could use or transcribe...but otherwise wouldn't accumulate magic objects like other PCs.</p><p></p><p>I came to a solution for the "familiar vanishes at 0 HP" issue with Graydon's Spellbook. Instead, my character would simply lose all sentience until the Summon Familiar spell was re-cast on him...narratively, that would be Shandrizar's psyche being put into a coma, trapped within the book but unable to exert his voice or will thru it.</p><p></p><p></p><p>Well, monks get Unarmored Defense (obviating the barbarian version), so with 16 DEX and 14 WIS he'd have an AC 15. Which is good but not great for frontline. I considered taking the defense option for fighter Fighting Style, but without taking Dueling his damage is abysmal.</p><p></p><p></p><p>Yes, very fair.</p><p></p><p>Here's my first stab at writing up the character stats...</p><p></p><p><strong>Shandrizar the All-Seeing (Graydon's Spellbook)</strong></p><p></p><p>Animated Spellbook (re-skinned rock gnome) / Fighter 2, Monk 1 / Lawful Good</p><p></p><p>[sblock=Character Image]<img src="http://cl.jroo.me/z3/F/-/J/d/a.aaa-The-face-book.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p><p></p><p>Strength 7 (-2)</p><p>Dexterity 16 (+3)</p><p>Constitution 14 (+2)</p><p>Intelligence 14 (+2) </p><p>Wisdom 14 (+2)</p><p>Charisma 11 (+0)</p><p></p><p>HP 27</p><p>AC 15 (unarmored defense)</p><p>Unarmed Attack: +5 hit; 8 (1d4+5) bludgeoning damage; when using the Attack option may use your bonus action to make a second attack.</p><p></p><p>Skills: Acrobatics +5, Arcana +4, History +4*, Insight +4</p><p>Languages: Common, Draconic, Elven, Rebus (dabus)</p><p></p><p><strong>Race Features</strong></p><p>Speed: 25'</p><p>Size: Tiny</p><p>Senses: Darkvision 60'</p><p>Spellbook Cunning: You have advantage on Intelligence, Wisdom, and Charisma saves vs. magic</p><p>*Artificer's Lore: Add twice your proficiency bonus to Intelligence (History) checks related to magic items, alchemical objects, or technological devices.</p><p>Object Likeness: You can appear to be an ordinary book if you remain motionless.</p><p>Living Construct: Even though you were constructed, you are a living creature. You are immune to disease. You do need to eat or breathe, but you do suffer damage from "drowning." Instead of sleeping, you enter an inactive state for 4 hours each day. However, curative magic doesn't work on you, you have no hands, and you can't use equipment like other humanoid characters.</p><p>Familiar (Graydon): You and your master Graydon share telepathy 100-ft with each other, Graydon can perceive thru your senses (darkvision) if you're within 100-ft as an action, and you can deliver touch spells that Graydon casts if he so desires, using your reaction, provided you're within 100-ft. If you are reduced to 0 HP, your consciousness is removed from play (you cease to animate the spellbook) until Graydon casts Find Familiar as a 1-hour ritual, at which point you return at full hit points.</p><p></p><p><strong>Class Features</strong></p><p>Fighting Style (Dueling): When wielding a melee weapon in one hand and no other weapons, gain +2 damage.</p><p>Second Wind: Use your bonus action to regain 1d10+2 hit points. You must take a short or long rest before using second wind again.</p><p>Action Surge: Take an additional action on your turn. You must take a short or long rest before using action surge again.</p><p>Unarmored Defense: Add your Wisdom modifier to your AC.</p><p>Martial Arts: Use Dexterity for unarmed attack and damage, roll a d4 for unarmed damage, and you can make an extra unarmed attack on your turn as a bonus action.</p><p></p><p><strong>Roleplaying</strong></p><p>Ideal: New Horizons. Exploring the limits of reality, technology, and thought is a moral imperative, ushering in new ways of being and new discoveries that will leave a beneficial legacy for others long after we are gone.</p><p>Bond: Graydon's familiar and spellbook.</p><p>Flaw: Megalomaniacal. Convinced he has cosmic power at his fingertips when he has no magic. Heck, he doesn't even have fingertips.</p><p>Traits: When hungry, instead of craving catoblepas steak or elven wine, craves new spells transcribed in his pages. Makes sarcastic quips and backhanded compliments using spell names as puns.</p><p></p><p><strong>Custom Background: Diminished Archmage</strong></p><p>Once you held cosmic power in your hand. You may have forged demi-planes, fashioned legendary magic objects, founded your own college of magic, or tested the boundaries of time and space. However, whether thru hubris, betrayal, or misfortune you have been greatly diminished from who you once were. While you are likely changed beyond recognition, you may find remnants of your old life scattered across the land and you still have more command words rattling around in your head than most folks will ever know.</p><p>Skills: Arcana, History</p><p>Languages: Choose any 2 languages</p><p>Background Feature - Discovery: Shandrizar knows a great truth about the nature of the planes, if only he could remember it!</p><p></p><p><strong>Equipment</strong></p><p>Shandrizar can't use equipment in the traditional sense. However, he can use spell scrolls as a wizard of his character level, provided they are stored within his pages or visible. He cannot transcribe spell scrolls into his pages as a spellbook; only a wizard can do that. Instead of Shandrizar gaining treasure, he can teach Graydon divination spells as they advance in levels. He begins with the following spell scrolls (save DC 13, attack +5) which he or Graydon can cast or Graydon can transcribe permanently on his pages:</p><p></p><p><em>Comprehend languages</em></p><p><em>Detect magic</em></p><p><em>Find familiar</em></p><p><em>Identify</em></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6555129, member: 20323"] Yeah, that's what I was thinking. Probably will give him some scrolls which I suppose Graydon could use or transcribe...but otherwise wouldn't accumulate magic objects like other PCs. I came to a solution for the "familiar vanishes at 0 HP" issue with Graydon's Spellbook. Instead, my character would simply lose all sentience until the Summon Familiar spell was re-cast on him...narratively, that would be Shandrizar's psyche being put into a coma, trapped within the book but unable to exert his voice or will thru it. Well, monks get Unarmored Defense (obviating the barbarian version), so with 16 DEX and 14 WIS he'd have an AC 15. Which is good but not great for frontline. I considered taking the defense option for fighter Fighting Style, but without taking Dueling his damage is abysmal. Yes, very fair. Here's my first stab at writing up the character stats... [b]Shandrizar the All-Seeing (Graydon's Spellbook)[/b] Animated Spellbook (re-skinned rock gnome) / Fighter 2, Monk 1 / Lawful Good [sblock=Character Image][IMG]http://cl.jroo.me/z3/F/-/J/d/a.aaa-The-face-book.jpg[/IMG][/sblock] Strength 7 (-2) Dexterity 16 (+3) Constitution 14 (+2) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 11 (+0) HP 27 AC 15 (unarmored defense) Unarmed Attack: +5 hit; 8 (1d4+5) bludgeoning damage; when using the Attack option may use your bonus action to make a second attack. Skills: Acrobatics +5, Arcana +4, History +4*, Insight +4 Languages: Common, Draconic, Elven, Rebus (dabus) [b]Race Features[/b] Speed: 25' Size: Tiny Senses: Darkvision 60' Spellbook Cunning: You have advantage on Intelligence, Wisdom, and Charisma saves vs. magic *Artificer's Lore: Add twice your proficiency bonus to Intelligence (History) checks related to magic items, alchemical objects, or technological devices. Object Likeness: You can appear to be an ordinary book if you remain motionless. Living Construct: Even though you were constructed, you are a living creature. You are immune to disease. You do need to eat or breathe, but you do suffer damage from "drowning." Instead of sleeping, you enter an inactive state for 4 hours each day. However, curative magic doesn't work on you, you have no hands, and you can't use equipment like other humanoid characters. Familiar (Graydon): You and your master Graydon share telepathy 100-ft with each other, Graydon can perceive thru your senses (darkvision) if you're within 100-ft as an action, and you can deliver touch spells that Graydon casts if he so desires, using your reaction, provided you're within 100-ft. If you are reduced to 0 HP, your consciousness is removed from play (you cease to animate the spellbook) until Graydon casts Find Familiar as a 1-hour ritual, at which point you return at full hit points. [b]Class Features[/b] Fighting Style (Dueling): When wielding a melee weapon in one hand and no other weapons, gain +2 damage. Second Wind: Use your bonus action to regain 1d10+2 hit points. You must take a short or long rest before using second wind again. Action Surge: Take an additional action on your turn. You must take a short or long rest before using action surge again. Unarmored Defense: Add your Wisdom modifier to your AC. Martial Arts: Use Dexterity for unarmed attack and damage, roll a d4 for unarmed damage, and you can make an extra unarmed attack on your turn as a bonus action. [b]Roleplaying[/b] Ideal: New Horizons. Exploring the limits of reality, technology, and thought is a moral imperative, ushering in new ways of being and new discoveries that will leave a beneficial legacy for others long after we are gone. Bond: Graydon's familiar and spellbook. Flaw: Megalomaniacal. Convinced he has cosmic power at his fingertips when he has no magic. Heck, he doesn't even have fingertips. Traits: When hungry, instead of craving catoblepas steak or elven wine, craves new spells transcribed in his pages. Makes sarcastic quips and backhanded compliments using spell names as puns. [b]Custom Background: Diminished Archmage[/b] Once you held cosmic power in your hand. You may have forged demi-planes, fashioned legendary magic objects, founded your own college of magic, or tested the boundaries of time and space. However, whether thru hubris, betrayal, or misfortune you have been greatly diminished from who you once were. While you are likely changed beyond recognition, you may find remnants of your old life scattered across the land and you still have more command words rattling around in your head than most folks will ever know. Skills: Arcana, History Languages: Choose any 2 languages Background Feature - Discovery: Shandrizar knows a great truth about the nature of the planes, if only he could remember it! [b]Equipment[/b] Shandrizar can't use equipment in the traditional sense. However, he can use spell scrolls as a wizard of his character level, provided they are stored within his pages or visible. He cannot transcribe spell scrolls into his pages as a spellbook; only a wizard can do that. Instead of Shandrizar gaining treasure, he can teach Graydon divination spells as they advance in levels. He begins with the following spell scrolls (save DC 13, attack +5) which he or Graydon can cast or Graydon can transcribe permanently on his pages: [i]Comprehend languages Detect magic Find familiar Identify[/i] [/QUOTE]
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[D&D 5e] Planescape- In Through the Out Door (Full)
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