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Eberron-Red Hand of Doom!!!
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<blockquote data-quote="pathfinderq1" data-source="post: 3384905" data-attributes="member: 48394"><p>Here is my first concept: </p><p></p><p>Name: Thea (Amalthea Vansair)</p><p>Race: Human (Breland)</p><p>Class/level: Beguiler 4</p><p>Alignment: CG</p><p></p><p>Description: [sblock]Thea (who hasn’t answered to or even heard her full name in years) is a small young human woman, both short and slender. She stands no more than five feet tall, and weighs just about 100 pounds. She has long wavy dark hair, a fall of soft black tresses she usually keeps pulled back in a simple braid. She has a very pale, almost luminous complexion and her eyes are a very light grey- when she was growing up the other children sometimes taunted her as “changeling girl”, not dreaming how close that was to truth… Her dragonmark is on the back of her left shoulder- a small swirl of red and black surrounded by smooth “scar” tissue that looks like an old burn mark. She is careful to keep it concealed at all times.</p><p> She tends to dress in simple, almost severe garb- typically plain trousers and a high-collared coat of darkweave fabric over light armor, with a soft floppy hat and a knee-length cloak (though she does have a suit of fancier glamerweave clothing for more festive times). She carries a small, well-made crossbow and a number of daggers- though she is often loath to rely on physical weapons.[/sblock]</p><p> </p><p></p><p>Personality: [sblock]Thea is a perky, upbeat sort of person, generally inclined to see the good side of people or circumstances- she can also be more than a bit reckless. While she often tries to act somber and serious, this act doesn’t fool most people for long. When things take turn for the worse, she may display a streak of sharp-tongued sarcasm, but such bouts are typically short-lived- as soon as get better, she quickly reverts to her cheerful self. Her primary motivation is curiosity- she is often eager to try new things or explore new places. Her curiosity is often strongest when the object or information in question is something that she is supposed to avoid. As a general rule, Thea has always been better at dealing with things (puzzles, books, and tidbits of information) than she is at dealing with people- a trait that is a bit unusual for a beguiler… [/sblock]</p><p> </p><p>History: [sblock]Thea grew up hardly knowing her parents at all- which is a bit odd, considering that she was with them all the time. No one ever seemed to know who her biological father was- in the grand scheme of things it didn’t really matter. Her adoptive father was a changeling named Zyg, and her mother was a human- and more importantly, both of her parents were spies in service to Breland. Throughout the Last War, they traveled all around the world on missions, flitting from place to place and identity to identity. While they seemed to love “their” daughter, it often seemed that her greatest value was as another layer of cover- whether they were displaced nobles or starving refugees, no one seemed to doubt their story with such a convincing “prop”. On the few occasions when their mission was unsuitable or too strenuous for Thea to be included, she was most often left with some of her father’s changeling kin in the chaotic city of Sharn- if her mother had any relatives left, they were never visited or spoken of. As she grew up, Thea’s curiosity and intelligence helped her pick up details from each new locale, and each new identity- she seemed to learn fragments of everything, though her impetuousness often led her into new discoveries before she had fully absorbed the old ones…</p><p> As Thea grew, it became apparent that she had a significant amount of magical potential. At first, this was just another amusing distraction- she took her arcane studies no more seriously than any of her other whimsical pursuits, much to her parents’ dismay. As she grew from a girl into a young woman, there were always other distractions, even in the war-torn and troubled world. But one day her parents went off on one of their most secretive and dangerous missions- and they never returned. Thea had been left in the care of one of her father’s kin, who masqueraded as a crazy old man in Sharn. As it happened, Gox was a beguiler of significant power and when it became apparent that Thea’s parents weren’t going to be coming back for her, “he” began to tutor her, as he would have taught his own children. For Thea, the loss of her parents had been a sobering experience, and she leapt into her arcane studies with a whole new outlook. By the time the Last War ended two years later, Thea was well on her way to mastering her magical abilities.</p><p> Now that official hostilities were over, Gox and Thea embarked on a lengthy journey- on one hand, it was an attempt to find out what had happened to her parents, and on another level it was both a grand tour and an opportunity to hone her talents. They traveled for nearly two years, wandering all across Khorvaire, tracing down rumors and contacts. Finally, though, they felt that they had found their answer- Thea’s parents had been in Cyre when it was destroyed, along with countless others.</p><p> While she and her mentor were badly shaken by that grim news, the journey had, in fact, sharpened Thea’s spellcasting- to the point where Gox felt his young protégé was ready to wander on her own. They returned to Sharn for a few weeks- but Thea found even that grand city was not as intriguing as it had once been. She was ready to make her own way in the world- but at her teacher’s urging, she sought out a few other young fortune-seekers to travel with. The world was a dangerous place after all, and Sharn had plenty of adventurers who might welcome such a talented compatriot… [/sblock] </p><p> </p><p></p><p>Game stats:</p><p></p><p>[sblock]</p><p>STR 9 (-1) (1 pt)</p><p>DEX 14 (+2) (6 pts)</p><p>CON 12 (+1) (4 pts)</p><p>INT 18 (+4) (13 pts, +1 at level 4)</p><p>WIS 12 (+1) (4 pts)</p><p>CHA 14 (+2) (6 pts)</p><p>((34 total))</p><p></p><p>Beguiler 4</p><p>XP: 8000</p><p></p><p>Saves:</p><p>Fortitude: +2 (1 base +1 CON)</p><p>Reflex: +3 (1 base +2 DEX)</p><p>Will: +5 (4 base +1 WIS)</p><p></p><p>Initiative: +2 (DEX)</p><p>AC: 16 (touch 12, Flat-footed 14; DEX +2, armor +4)</p><p>Hit points: 22 (6/4/4/4/ +4 CON)</p><p>BAB: +2 (melee +1, missile +4)</p><p></p><p>Feats: 1. Jack of all trades (1st level)</p><p> 2. Aberrant Dragonmark (Produce flame 1x/day)(racial bonus)</p><p> 3. Combat casting (3rd level)</p><p></p><p></p><p>Languages: Common, Elvish, Draconic, Daelkyr</p><p></p><p>Skills (level/skill//points/rank/+att/+other) </p><p>+9/Bluff//7/7/CHA +2</p><p>+8/Concentration//7/7/CON +1 (+12 total defensive casting)</p><p>+5/Decipher script//1/1/INT +4</p><p>+13/Disable device//7/7/INT +4/MW tools +2</p><p>+3/Hide//1/1/DEX +2 (+4 total with darkweave garb)</p><p>+11/Knowledge- arcane//7/7/INT +4</p><p>+5/Knowledge- local (Sharn)//1/1/INT +4</p><p>+7/Listen//6/6/WIS +1</p><p>+3/Move silent//1/1/DEX +2</p><p>+8/Open locks//4/4/DEX +2/MW tools +2</p><p>+11/Search//7/7/INT +4</p><p>+6/Sense motive//5/5/WIS +1</p><p>+13/Spellcraft//7/7/INT +4/synergy +2</p><p>+4/Spot//3/3/WIS +1</p><p>+9/Use magical device//7/7/CHA +2</p><p></p><p>note: can use Knowledge (any other), Profession (any), and Sleight of hand untrained</p><p></p><p></p><p>Racial abilities: -bonus feat at level 1</p><p> -+1 skill point per level (+4 at level 1)</p><p> -favored class: any </p><p></p><p>Class abilities: 1. Spells per day: level 0= 6; level 1= 7; level 2= 4</p><p> 2. Armored mage (light)</p><p> 3. Trapfinding (as Rogue ability)</p><p> 4. Cloaked casting: +1 to save DC (if applicable)</p><p> 5. Surprise casting: Bluff-based feint for spell use</p><p> 6. Advanced learning: Distract (level 1, Spell Compendium)</p><p></p><p>Equipment (5400 gp total)</p><p>-Heward’s handy haversack (2000 gp)</p><p>-Mithril shirt (1100 gp)</p><p>-masterwork thieves tools (100 gp)</p><p>-cold iron dagger (x2; 8 gp)</p><p>-alchemical silver dagger (x2; 44 gp)</p><p>-dagger (x2; 4 gp)</p><p>-light crossbow (masterwork; 335 gp)</p><p>-bolts (x40; 4 gp)</p><p>-bolts (cold iron, x10; 2 gp)</p><p>-bolts (alchemical silver, x10; 3 gp)</p><p>-explorer’s out fit (darkweave, x2; 220 gp)</p><p>-courtier’s outfit (glamerweave; 130 gp)</p><p>-potion of Cure Light Wounds (CL 1, x6; 300gp)</p><p>-potion of Endure Elements (CL 1, x2; 100 gp)</p><p>-wand of Light (used with UMD, CL 1, 50 charges; 300 gp)</p><p>-sunrods (x5; 10 gp)</p><p>-spell component pouch (x2; 10 gp, 1 worn, 1 in haversack)</p><p>-bedroll (1 sp)</p><p>-belt pouch (1 gp)</p><p>-scroll case (x2; 2 gp)</p><p>-flint and steel (1 gp)</p><p>-small steel mirror (10 gp)</p><p>-trail rations (10 days; 5 gp)</p><p>-waterskin (x2; 2 gp)</p><p>-signal whistle (8 sp)</p><p>-whetstone (2 cp)</p><p>-chalk (x8, various colors; 8 cp)</p><p>-eyeglasses with smoked glass lenses (2 pair, 10 gp-estimated)</p><p>-wooden holy symbol (Sovereign Host)(1 gp)</p><p></p><p>+795 gp (295 gp in various coins, 500 gp letter of credit</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="pathfinderq1, post: 3384905, member: 48394"] Here is my first concept: Name: Thea (Amalthea Vansair) Race: Human (Breland) Class/level: Beguiler 4 Alignment: CG Description: [sblock]Thea (who hasn’t answered to or even heard her full name in years) is a small young human woman, both short and slender. She stands no more than five feet tall, and weighs just about 100 pounds. She has long wavy dark hair, a fall of soft black tresses she usually keeps pulled back in a simple braid. She has a very pale, almost luminous complexion and her eyes are a very light grey- when she was growing up the other children sometimes taunted her as “changeling girl”, not dreaming how close that was to truth… Her dragonmark is on the back of her left shoulder- a small swirl of red and black surrounded by smooth “scar” tissue that looks like an old burn mark. She is careful to keep it concealed at all times. She tends to dress in simple, almost severe garb- typically plain trousers and a high-collared coat of darkweave fabric over light armor, with a soft floppy hat and a knee-length cloak (though she does have a suit of fancier glamerweave clothing for more festive times). She carries a small, well-made crossbow and a number of daggers- though she is often loath to rely on physical weapons.[/sblock] Personality: [sblock]Thea is a perky, upbeat sort of person, generally inclined to see the good side of people or circumstances- she can also be more than a bit reckless. While she often tries to act somber and serious, this act doesn’t fool most people for long. When things take turn for the worse, she may display a streak of sharp-tongued sarcasm, but such bouts are typically short-lived- as soon as get better, she quickly reverts to her cheerful self. Her primary motivation is curiosity- she is often eager to try new things or explore new places. Her curiosity is often strongest when the object or information in question is something that she is supposed to avoid. As a general rule, Thea has always been better at dealing with things (puzzles, books, and tidbits of information) than she is at dealing with people- a trait that is a bit unusual for a beguiler… [/sblock] History: [sblock]Thea grew up hardly knowing her parents at all- which is a bit odd, considering that she was with them all the time. No one ever seemed to know who her biological father was- in the grand scheme of things it didn’t really matter. Her adoptive father was a changeling named Zyg, and her mother was a human- and more importantly, both of her parents were spies in service to Breland. Throughout the Last War, they traveled all around the world on missions, flitting from place to place and identity to identity. While they seemed to love “their” daughter, it often seemed that her greatest value was as another layer of cover- whether they were displaced nobles or starving refugees, no one seemed to doubt their story with such a convincing “prop”. On the few occasions when their mission was unsuitable or too strenuous for Thea to be included, she was most often left with some of her father’s changeling kin in the chaotic city of Sharn- if her mother had any relatives left, they were never visited or spoken of. As she grew up, Thea’s curiosity and intelligence helped her pick up details from each new locale, and each new identity- she seemed to learn fragments of everything, though her impetuousness often led her into new discoveries before she had fully absorbed the old ones… As Thea grew, it became apparent that she had a significant amount of magical potential. At first, this was just another amusing distraction- she took her arcane studies no more seriously than any of her other whimsical pursuits, much to her parents’ dismay. As she grew from a girl into a young woman, there were always other distractions, even in the war-torn and troubled world. But one day her parents went off on one of their most secretive and dangerous missions- and they never returned. Thea had been left in the care of one of her father’s kin, who masqueraded as a crazy old man in Sharn. As it happened, Gox was a beguiler of significant power and when it became apparent that Thea’s parents weren’t going to be coming back for her, “he” began to tutor her, as he would have taught his own children. For Thea, the loss of her parents had been a sobering experience, and she leapt into her arcane studies with a whole new outlook. By the time the Last War ended two years later, Thea was well on her way to mastering her magical abilities. Now that official hostilities were over, Gox and Thea embarked on a lengthy journey- on one hand, it was an attempt to find out what had happened to her parents, and on another level it was both a grand tour and an opportunity to hone her talents. They traveled for nearly two years, wandering all across Khorvaire, tracing down rumors and contacts. Finally, though, they felt that they had found their answer- Thea’s parents had been in Cyre when it was destroyed, along with countless others. While she and her mentor were badly shaken by that grim news, the journey had, in fact, sharpened Thea’s spellcasting- to the point where Gox felt his young protégé was ready to wander on her own. They returned to Sharn for a few weeks- but Thea found even that grand city was not as intriguing as it had once been. She was ready to make her own way in the world- but at her teacher’s urging, she sought out a few other young fortune-seekers to travel with. The world was a dangerous place after all, and Sharn had plenty of adventurers who might welcome such a talented compatriot… [/sblock] Game stats: [sblock] STR 9 (-1) (1 pt) DEX 14 (+2) (6 pts) CON 12 (+1) (4 pts) INT 18 (+4) (13 pts, +1 at level 4) WIS 12 (+1) (4 pts) CHA 14 (+2) (6 pts) ((34 total)) Beguiler 4 XP: 8000 Saves: Fortitude: +2 (1 base +1 CON) Reflex: +3 (1 base +2 DEX) Will: +5 (4 base +1 WIS) Initiative: +2 (DEX) AC: 16 (touch 12, Flat-footed 14; DEX +2, armor +4) Hit points: 22 (6/4/4/4/ +4 CON) BAB: +2 (melee +1, missile +4) Feats: 1. Jack of all trades (1st level) 2. Aberrant Dragonmark (Produce flame 1x/day)(racial bonus) 3. Combat casting (3rd level) Languages: Common, Elvish, Draconic, Daelkyr Skills (level/skill//points/rank/+att/+other) +9/Bluff//7/7/CHA +2 +8/Concentration//7/7/CON +1 (+12 total defensive casting) +5/Decipher script//1/1/INT +4 +13/Disable device//7/7/INT +4/MW tools +2 +3/Hide//1/1/DEX +2 (+4 total with darkweave garb) +11/Knowledge- arcane//7/7/INT +4 +5/Knowledge- local (Sharn)//1/1/INT +4 +7/Listen//6/6/WIS +1 +3/Move silent//1/1/DEX +2 +8/Open locks//4/4/DEX +2/MW tools +2 +11/Search//7/7/INT +4 +6/Sense motive//5/5/WIS +1 +13/Spellcraft//7/7/INT +4/synergy +2 +4/Spot//3/3/WIS +1 +9/Use magical device//7/7/CHA +2 note: can use Knowledge (any other), Profession (any), and Sleight of hand untrained Racial abilities: -bonus feat at level 1 -+1 skill point per level (+4 at level 1) -favored class: any Class abilities: 1. Spells per day: level 0= 6; level 1= 7; level 2= 4 2. Armored mage (light) 3. Trapfinding (as Rogue ability) 4. Cloaked casting: +1 to save DC (if applicable) 5. Surprise casting: Bluff-based feint for spell use 6. Advanced learning: Distract (level 1, Spell Compendium) Equipment (5400 gp total) -Heward’s handy haversack (2000 gp) -Mithril shirt (1100 gp) -masterwork thieves tools (100 gp) -cold iron dagger (x2; 8 gp) -alchemical silver dagger (x2; 44 gp) -dagger (x2; 4 gp) -light crossbow (masterwork; 335 gp) -bolts (x40; 4 gp) -bolts (cold iron, x10; 2 gp) -bolts (alchemical silver, x10; 3 gp) -explorer’s out fit (darkweave, x2; 220 gp) -courtier’s outfit (glamerweave; 130 gp) -potion of Cure Light Wounds (CL 1, x6; 300gp) -potion of Endure Elements (CL 1, x2; 100 gp) -wand of Light (used with UMD, CL 1, 50 charges; 300 gp) -sunrods (x5; 10 gp) -spell component pouch (x2; 10 gp, 1 worn, 1 in haversack) -bedroll (1 sp) -belt pouch (1 gp) -scroll case (x2; 2 gp) -flint and steel (1 gp) -small steel mirror (10 gp) -trail rations (10 days; 5 gp) -waterskin (x2; 2 gp) -signal whistle (8 sp) -whetstone (2 cp) -chalk (x8, various colors; 8 cp) -eyeglasses with smoked glass lenses (2 pair, 10 gp-estimated) -wooden holy symbol (Sovereign Host)(1 gp) +795 gp (295 gp in various coins, 500 gp letter of credit [/sblock] [/QUOTE]
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