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<blockquote data-quote="SelcSilverhand" data-source="post: 2504731" data-attributes="member: 30016"><p>Name: Mero Trabant</p><p>Class: Wizard</p><p>Race: Hairfoot</p><p>Size: Small</p><p>Gender: Male</p><p>Alignment: Neutral Good</p><p>Deity: None</p><p></p><p>[CODE]</p><p>Str: 9 -1 (4p.) Level: 6 XP: 0</p><p>Dex: 12 +1 (5p.) BAB: +3 HP: 26 (1d4+2)</p><p>Con: 14 +2 (4p.) Grapple: Dmg Red: -/-</p><p>Int: 17 +3 (13p.) 20 +5 Speed: 20' Spell Res: -</p><p>Wis: 10 +0 (2p.) Init: +1 Spell Save: -</p><p>Cha: 10 +0 (0p.) ACP: 0 Spell Fail: -</p><p>+1 to Int at Level 4</p><p>+2 Int from Headband of Intellect</p><p></p><p></p><p> Base Armor Shld Dex Size Nat Misc Total</p><p>Armor: 10 +1 +1 +1 13</p><p>Touch: 12 Flatfooted: 12</p><p></p><p></p><p> Base Mod Misc Total</p><p>Fort:2 +2 4</p><p>Ref: 2 +1 3</p><p>Will:5 +0 5</p><p></p><p></p><p>Weapon Attack Damage Critical</p><p>Light Crossbow +4 1d6 19-20 x2</p><p>20 Bolts</p><p></p><p></p><p>Languages: </p><p>Auto: Common. </p><p>Bonus: Draconic, Dwarven, Elven</p><p></p><p></p><p>Abilities: </p><p>Gnome: Low Light vision</p><p>Gnome: +1 AC / Attack Small size</p><p>Gnome: +2 save vs Illusions, +1 DC illusion spells</p><p>Gnome: +2 listen</p><p>Gnome: +4 AC vs Dragons</p><p>Gnome: Speak with Animals(Burrowing), Prestigination, Ghost Sound, Dancing Lights 1/day</p><p>Gnome: +1 attack vs Kobolds and Goblinoids</p><p>Wizard: Scribe Scroll</p><p>Wizard: Familiar, Bat</p><p>Wizard: Alertness</p><p>Wizard: Bonus Feat Level 5</p><p></p><p></p><p>Feats: </p><p>Level1: Dragonfoe</p><p>Level3: Sudden Still</p><p>Level5: Bonus: Energy Substitution(Electricity) - Complete Arcane</p><p>Level6: Born of Three Thunders - Complete Arcane</p><p></p><p></p><p>Wizard Spells:</p><p>0/Level </p><p>4/day- All</p><p>1/Level </p><p>4/day - Alarm, Magic Missile, Silent Image, Ray of Enfeeblement, Orb of Sound-Lesser, Orb of Cold-Lesser, Mage Armor. </p><p>2/Level</p><p>4/day - Alter Self, Mirror Image, Spectral Hand, Scorching Ray, Resist Energy, Scale Weakening</p><p>3/Level</p><p>3/day - Dispel Magic, Fireball, Vampiric Touch, Magic Circle Vs Evil, Leomunds Tiny Hut</p><p></p><p></p><p>Skill Points: 48 Max Ranks: 9/</p><p>Skills Ranks Mod Misc Total</p><p>Concentration 9 +2 11</p><p>Craft(Alchemy) 8 +5 +2+2 17 </p><p>Decipher Script 2 +5 7</p><p>Knowledge(Nature) 5 +5 10</p><p>Knowledge(Arcana) 9 +5 14</p><p>Listen(cc) 1 +0 +2+3 6</p><p>Spellcraft 9 +5 +2 16</p><p>Spot(cc) 0 +0 +2 2</p><p>Use Magic Device(cc) 2 +0 2</p><p></p><p></p><p>Equipment: Cost Weight</p><p>Scrolls Scribed to Spellbook - 1250gp</p><p>Wand of Shocking Grasp 1d6 50charges 750gp 1</p><p>Bat Familiar 100gp -</p><p>Light Crossbow 35gp 4</p><p>20 Bolts 2gp -</p><p>Spellbook (44pages used) 15gp 3</p><p>Artisans Tools 55gp 5</p><p>Waterskin 1gp 1</p><p></p><p>Consolidated Magic Item: Mero's Open Palm - Gloves</p><p>- Hewards Handy Haversack - 2,000gp</p><p>- Headband of Intellect +2 - 4,000gp</p><p>- Bracers of Armor +1 - 1,000gp</p><p>- Spell Component Pouch - 5gp </p><p>- Continual Flame - 20gp+50gp material</p><p>- 8lb total</p><p></p><p>Total Weight:21 Money: 17gp</p><p></p><p> Lgt Med Hvy Lift Push</p><p>Max Weight: 25 26-55 56-80 160 400</p><p></p><p>Bat</p><p>HP:13 AC:19 Touch:16 FlatFoot:17 Init:+2 Speed:5' Fly:40' Saves: Fort:2:Ref:4:Will:7</p><p>Blindsense 20', Low Light Vision, Imp. Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master.</p><p>Hide:14 Listen:8 MS:6 Spot:8</p><p></p><p>Age: 125</p><p>Height: 3'</p><p>Weight: 40lb</p><p>Eyes: Pale Blue</p><p>Hair: Light brown hair and short beard</p><p>Skin: Brown</p><p>[/CODE]</p><p>Appearance/Personality:</p><p>Mero stands at a respectable 3' tall. His skin is a light brown, almost matching the color of his close cut hair and beard. He wears simple cut cotton clothes dyed in bright reds and yellows. When traveling he wears a massive cloth hat almost the size of an umbrella. His familiar often clings to his head as he scampers about looking like an oversized hair comb. It provides him with sage advice regarding who still owes a tab, who is a poor tipper, or who has had enough to drink. Most of the time his clothing smells of strong beer or strange alchemical substances. He is kind and helpful, but his pranks often win him the ire of his victims. After years of running the tavern he openly greets strangers and gives them a chance to reveal their nature. Though if his patrons prove themselves to be trouble he is quick to have them thrown out.</p><p></p><p>Background:</p><p>Mero grew up in his hometown with an idyllic life. His days were carefree and spent either in his fathers shop or working for his mother. His father was a alchemist, part-time brewer, and professional prankster. His mother owned a tavern called the Feast Hall. His father could create the most fantastic potions and even finer drinks from the strangest substances. Sometimes his father would try to get Mero to drink his newest concoction that would "put hair on your chest and a spring in your step". Mero wised up after one potion actually DID put hair on his chest like an animal, earning him more than a few nicknames. His mother was a kind woman and a splendid cook who greeted everyone with a smile and a fresh loaf of bread. She could cook up a feast quicker than you could finish your first pint and her health was toasted often in the halls. Mero kept himself busy cleaning up dishes and pans, as well as swiping abandoned mugs of liquor. While both of these daily tasks were pleasent, his greatest joy was his frequent trips to visit his grandmother who was always eager to teach him the ways of wizardry. While she taught him how to use and control powerful magical forces, she tempered his learning by teaching him responsibility, discipline, and morality. Age took her life far too soon and Mero was forced to continue his research on his own in his spare time. Not long after losing his grandmother, his parents left for another town to visit a fair. They never arrived at the town and no remains were ever found. Their fate is still a mystery to him, driving him to study more powerful magics until one day he can create a divination that will reveal the truth. In the meantime he runs his mother's tavern and makes a good living making the finest alcoholic drinks for miles around.</p><p></p><p>Mero's Open Palm -</p><p>Mero first saw his grandmother's gloves when he was a mere child. He knew little of magic at such a young age, but he knew that his grandmother prized them so they must be fun. Stealing quietly into her room one day, he snatched them up and put them on. As he flexed and waved his arms, pretending to be an arch magus, the household cat sauntered into the room to watch his shenanigans. Reaching down to pet the cat he suddenly yelped in fright as the cat disappeared under his touch. Panicking, he tore at the gloves trying to get them off. While shaking them in the air, the cat suddenly reappeared in his hand and was flung across the room. He was stunned by the disappearing/reappearing cat trick. A slow, mischievous grin spread over his face as he looked out the window into the farmyard. That night at dinner he quietly slipped on the gloves and shook them under the dinner table. 3 frightened geese appeared and started tearing around the room, flapping their wings and honking loudly! As everyone else scrambled to catch the wayward animals, Mero squealed with laughter over and over. He was grounded for 3 weeks after that incident.</p><p></p><p>His grandmother was a wizard of local renown. Ever a practical woman, she crafted the gloves after a battle with another caster that left her belongings burnt to ashes. Resolving to find a way to keep her belongings in one place that she could protect, she began crafting the Open Palm. She combined all the aspects that are important in day to day adventuring; storage, armor, abilities, spell casting, and visibility. She designed them so the owner need only touch both palms together as if in prayer, think of the item stored within, and pull her hands apart to cause it to appear. Untying a leather flap on one glove reveals a section of of the palm that glows from the effect of a Continual Flame spell. Before she passed, she bestowed the gloves on a tearful Mero, reminding him not to keep any more animals inside.</p></blockquote><p></p>
[QUOTE="SelcSilverhand, post: 2504731, member: 30016"] Name: Mero Trabant Class: Wizard Race: Hairfoot Size: Small Gender: Male Alignment: Neutral Good Deity: None [CODE] Str: 9 -1 (4p.) Level: 6 XP: 0 Dex: 12 +1 (5p.) BAB: +3 HP: 26 (1d4+2) Con: 14 +2 (4p.) Grapple: Dmg Red: -/- Int: 17 +3 (13p.) 20 +5 Speed: 20' Spell Res: - Wis: 10 +0 (2p.) Init: +1 Spell Save: - Cha: 10 +0 (0p.) ACP: 0 Spell Fail: - +1 to Int at Level 4 +2 Int from Headband of Intellect Base Armor Shld Dex Size Nat Misc Total Armor: 10 +1 +1 +1 13 Touch: 12 Flatfooted: 12 Base Mod Misc Total Fort:2 +2 4 Ref: 2 +1 3 Will:5 +0 5 Weapon Attack Damage Critical Light Crossbow +4 1d6 19-20 x2 20 Bolts Languages: Auto: Common. Bonus: Draconic, Dwarven, Elven Abilities: Gnome: Low Light vision Gnome: +1 AC / Attack Small size Gnome: +2 save vs Illusions, +1 DC illusion spells Gnome: +2 listen Gnome: +4 AC vs Dragons Gnome: Speak with Animals(Burrowing), Prestigination, Ghost Sound, Dancing Lights 1/day Gnome: +1 attack vs Kobolds and Goblinoids Wizard: Scribe Scroll Wizard: Familiar, Bat Wizard: Alertness Wizard: Bonus Feat Level 5 Feats: Level1: Dragonfoe Level3: Sudden Still Level5: Bonus: Energy Substitution(Electricity) - Complete Arcane Level6: Born of Three Thunders - Complete Arcane Wizard Spells: 0/Level 4/day- All 1/Level 4/day - Alarm, Magic Missile, Silent Image, Ray of Enfeeblement, Orb of Sound-Lesser, Orb of Cold-Lesser, Mage Armor. 2/Level 4/day - Alter Self, Mirror Image, Spectral Hand, Scorching Ray, Resist Energy, Scale Weakening 3/Level 3/day - Dispel Magic, Fireball, Vampiric Touch, Magic Circle Vs Evil, Leomunds Tiny Hut Skill Points: 48 Max Ranks: 9/ Skills Ranks Mod Misc Total Concentration 9 +2 11 Craft(Alchemy) 8 +5 +2+2 17 Decipher Script 2 +5 7 Knowledge(Nature) 5 +5 10 Knowledge(Arcana) 9 +5 14 Listen(cc) 1 +0 +2+3 6 Spellcraft 9 +5 +2 16 Spot(cc) 0 +0 +2 2 Use Magic Device(cc) 2 +0 2 Equipment: Cost Weight Scrolls Scribed to Spellbook - 1250gp Wand of Shocking Grasp 1d6 50charges 750gp 1 Bat Familiar 100gp - Light Crossbow 35gp 4 20 Bolts 2gp - Spellbook (44pages used) 15gp 3 Artisans Tools 55gp 5 Waterskin 1gp 1 Consolidated Magic Item: Mero's Open Palm - Gloves - Hewards Handy Haversack - 2,000gp - Headband of Intellect +2 - 4,000gp - Bracers of Armor +1 - 1,000gp - Spell Component Pouch - 5gp - Continual Flame - 20gp+50gp material - 8lb total Total Weight:21 Money: 17gp Lgt Med Hvy Lift Push Max Weight: 25 26-55 56-80 160 400 Bat HP:13 AC:19 Touch:16 FlatFoot:17 Init:+2 Speed:5' Fly:40' Saves: Fort:2:Ref:4:Will:7 Blindsense 20', Low Light Vision, Imp. Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master. Hide:14 Listen:8 MS:6 Spot:8 Age: 125 Height: 3' Weight: 40lb Eyes: Pale Blue Hair: Light brown hair and short beard Skin: Brown [/CODE] Appearance/Personality: Mero stands at a respectable 3' tall. His skin is a light brown, almost matching the color of his close cut hair and beard. He wears simple cut cotton clothes dyed in bright reds and yellows. When traveling he wears a massive cloth hat almost the size of an umbrella. His familiar often clings to his head as he scampers about looking like an oversized hair comb. It provides him with sage advice regarding who still owes a tab, who is a poor tipper, or who has had enough to drink. Most of the time his clothing smells of strong beer or strange alchemical substances. He is kind and helpful, but his pranks often win him the ire of his victims. After years of running the tavern he openly greets strangers and gives them a chance to reveal their nature. Though if his patrons prove themselves to be trouble he is quick to have them thrown out. Background: Mero grew up in his hometown with an idyllic life. His days were carefree and spent either in his fathers shop or working for his mother. His father was a alchemist, part-time brewer, and professional prankster. His mother owned a tavern called the Feast Hall. His father could create the most fantastic potions and even finer drinks from the strangest substances. Sometimes his father would try to get Mero to drink his newest concoction that would "put hair on your chest and a spring in your step". Mero wised up after one potion actually DID put hair on his chest like an animal, earning him more than a few nicknames. His mother was a kind woman and a splendid cook who greeted everyone with a smile and a fresh loaf of bread. She could cook up a feast quicker than you could finish your first pint and her health was toasted often in the halls. Mero kept himself busy cleaning up dishes and pans, as well as swiping abandoned mugs of liquor. While both of these daily tasks were pleasent, his greatest joy was his frequent trips to visit his grandmother who was always eager to teach him the ways of wizardry. While she taught him how to use and control powerful magical forces, she tempered his learning by teaching him responsibility, discipline, and morality. Age took her life far too soon and Mero was forced to continue his research on his own in his spare time. Not long after losing his grandmother, his parents left for another town to visit a fair. They never arrived at the town and no remains were ever found. Their fate is still a mystery to him, driving him to study more powerful magics until one day he can create a divination that will reveal the truth. In the meantime he runs his mother's tavern and makes a good living making the finest alcoholic drinks for miles around. Mero's Open Palm - Mero first saw his grandmother's gloves when he was a mere child. He knew little of magic at such a young age, but he knew that his grandmother prized them so they must be fun. Stealing quietly into her room one day, he snatched them up and put them on. As he flexed and waved his arms, pretending to be an arch magus, the household cat sauntered into the room to watch his shenanigans. Reaching down to pet the cat he suddenly yelped in fright as the cat disappeared under his touch. Panicking, he tore at the gloves trying to get them off. While shaking them in the air, the cat suddenly reappeared in his hand and was flung across the room. He was stunned by the disappearing/reappearing cat trick. A slow, mischievous grin spread over his face as he looked out the window into the farmyard. That night at dinner he quietly slipped on the gloves and shook them under the dinner table. 3 frightened geese appeared and started tearing around the room, flapping their wings and honking loudly! As everyone else scrambled to catch the wayward animals, Mero squealed with laughter over and over. He was grounded for 3 weeks after that incident. His grandmother was a wizard of local renown. Ever a practical woman, she crafted the gloves after a battle with another caster that left her belongings burnt to ashes. Resolving to find a way to keep her belongings in one place that she could protect, she began crafting the Open Palm. She combined all the aspects that are important in day to day adventuring; storage, armor, abilities, spell casting, and visibility. She designed them so the owner need only touch both palms together as if in prayer, think of the item stored within, and pull her hands apart to cause it to appear. Untying a leather flap on one glove reveals a section of of the palm that glows from the effect of a Continual Flame spell. Before she passed, she bestowed the gloves on a tearful Mero, reminding him not to keep any more animals inside. [/QUOTE]
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