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Insight's "The Isle of Dread" - Character Archive
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<blockquote data-quote="JustKim" data-source="post: 5513733" data-attributes="member: 5478"><p><strong>Nafije an-Noor Mahbooba and Goldie</strong></p><p></p><p><img src="http://i16.photobucket.com/albums/b34/JustWuddy/nafije1.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /><img src="http://i16.photobucket.com/albums/b34/JustWuddy/goldie.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>[sblock=What she does]Nafije an-Noor Mahbooba, level 6</p><p>Human, Wizard</p><p>Background: Saved from the Noose (Bluff class skill)</p><p></p><p>Ability Scores</p><p>Str 8, Con 10, Dex 10, Int 20, Wis 13, Cha 16.</p><p></p><p>AC: 19 Fort: 16 Reflex: 21 Will: 21</p><p>HP: 40 Surges: 6 Surge Value: 10</p><p></p><p>Trained Skills</p><p>Bluff +15, Arcana +13, Religion +13, History +13, Diplomacy +17, Nature +9</p><p></p><p>Untrained Skills</p><p>Acrobatics +3, Dungeoneering +4, Endurance +3, Heal +4, Insight +4, Intimidate +6, Perception +4, Stealth +3, Streetwise +8, Thievery +3, Athletics +2</p><p></p><p>Feats</p><p>1) Arcane Familiar (parrot)</p><p>1) Spirit Talker</p><p>2) Mending Spirit</p><p>4) Staff Expertise</p><p>6) War Wizard's Staff</p><p></p><p>Misc</p><p>Apprentice Mage (Enchantment)</p><p>Apprentice Mage (Illusionist)</p><p>Expert Mage (Enchantment)</p><p></p><p>Powers Known</p><p>[sblock]Spirit Talker: World Speaker's Command</p><p>Wizard at-will 1: Magic Missile</p><p>Wizard at-will 1: Beguiling Strands</p><p>Wizard at-will 1: Hypnotism</p><p>Wizard encounter 1: Charm of Misplaced Wrath</p><p>Wizard daily 1: Rolling Thunder</p><p>Wizard daily 1 Spellbook: Summon Dust Devil</p><p>Wizard utility 2: Familiar Harrier</p><p>Wizard utility 2 Spellbook: Memory to Mist</p><p>Wizard encounter 3: Maze of Mirrors</p><p>Wizard daily 5: Stinking Cloud</p><p>Wizard daily 5 Spellbook: Scattering Shock</p><p>Wizard utility 6: Spectral Image</p><p>Wizard utility 6 Spellbook: Disguise Self[/sblock]</p><p></p><p>Powers Prepared</p><p><span style="color: green">Magic Missile:</span> Ranged 20, <strong>Effect:</strong> 11 force damage.</p><p><span style="color: green">Beguiling Strands:</span> Close blast 5 (each enemy), +11 vs Will, you push the target up to 5 squares.</p><p><span style="color: green">Hypnotism:</span> Ranged 10, +11 vs Will, choose one one the following: <ul> <li data-xf-list-type="ul">The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll, or</li> <li data-xf-list-type="ul">You slide the target up to 5 squares</li> </ul><p><span style="color: green">Familiar Harrier:</span> Move Action, <strong>Effect:</strong> Teleport your familiar up to 10 squares, and until the end of your next turn your familiar can flank with you or your allies. When an attack hits a creature flanked by the familiar, that creature cannot shift until the end of its next turn.</p><p><span style="color: green">Light:</span> Minor Action, Ranged 5</p><p><span style="color: green">Mage Hand:</span> Minor Action, Ranged 5</p><p><span style="color: green">Prestidigitation:</span> Standard Action, Ranged 2</p><p><span style="color: green">Call Spirit Companion:</span> Standard Action, Close Burst 20</p><p><span style="color: red">Suggestion:</span> Free Action, <strong>Trigger:</strong> You make a Diplomacy check. <strong>Effect:</strong> You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.</p><p><span style="color: red">Spirit's Prey:</span> Opportunity Action, Melee Spirit 1, <strong>Trigger:</strong> An enemy leaves a square adjacent to your spirit companion without shifting, <strong>Effect:</strong> One ally within 10 squares of your spirit companion can make a ranged basic attack against the target as a free action with combat advantage.</p><p><span style="color: red">Healing Spirit:</span> Minor Action, Close Burst 5, you or one ally in the burst can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 2d6 hit points.</p><p><span style="color: red">Charm of Misplaced Wrath:</span> Ranged 10, +11 vs Will, you slide the target up to 5 squares. <strong>Effect:</strong> The target makes a basic attack against a creature of your choice as a free action. The basic attack gains a +2 power bonus to the attack roll.</p><p><span style="color: red">Maze of Mirrors:</span> Area Burst 1 within 10 (each creature), +11 vs Will, the target is immobilized and takes a -4 penalty to attack rolls (-6 against you) until the end of your next turn. One target grants combat advantage to you until the end of your next turn. <strong>Miss:</strong> The target is slowed until the end of your next turn.</p><p><span style="color: red">Spectral Image:</span> Minor Action, Ranged 10, <strong>Effect:</strong> The illusion of a creature or an object up to Medium size appears in an unoccupied square within range. It can make sounds and can move within its square, but it cannot leave it. Each of its defenses is 10. The illusion lasts until the end of the encounter, until an attack hits it, or until a creature touches or moves through it.</p><p>An Insight check (DC 15 + half your level + your Int modifier) allows a creature to determine that the image is an illusion.</p><p><span style="color: red">Heroic Effort:</span> No Action, <strong>Trigger:</strong> You miss with an attack or fail a saving throw. <strong>Effect:</strong> You gain a +4 racial bonus to the attack roll or the saving throw.</p><p><span style="color: dimgray">Rolling Thunder:</span> Ranged 10 (one or two creatures), +11 vs Reflex, 3d6+7 thunder damage and you slide the target 3 squares. <strong>Miss:</strong> Half damage, and you slide the target 1 square. <strong>Effect:</strong> You conjure a thunderball in 1 square within each primary target's space. Each thunderball lasts until the end of your next turn. Each thunderball can make a secondary attack. <strong>Sustain Minor:</strong>Each thunderball persists. <em>Secondary Attack: <strong>Trigger:</strong> A creature moved out of the thunderball's square. <strong>Opportunity action:</strong> Melee 1, +11 vs Reflex, 5 thunder damage</em></p><p><span style="color: dimgray">Stinking Cloud:</span> Area Burst 2 within 20 (each creature), +11 vs Fortitude, 1d10+7 poison damage, <strong>Effect:</strong> The burst creates a zone of poisonous vapor that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 1d10+7 poison damage. As a move action, you can move the zone up to 6 squares. <strong>Sustain Minor:</strong> The zone persists.</p><p><span style="color: dimgray">Speak with Spirits:</span> Minor Action, <strong>Effect:</strong> During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier (+1).</p><p></p><p>ITEMS</p><p>Spellbook, Staff of Missile Mastery +2, Amulet of Seduction +1, Resplendent Gloves (heroic tier), Magic Cloth Armor (Basic Clothing) +1, Defensive Staff +1[/sblock]</p><p>[sblock=Who she is]Modest, well-spoken and polite, Nafije dresses in the formal attire of the Ylari and covers her head even when indoors. Nafije is an animal lover, and is often in the company of a blue-and-yellow macaw named Goldie. As the slave of a Thyatian wizard, Nafije has been tasked with accompanying the expedition and documenting the species they encounter. Should the expedition be a great success and return with the riches dreamed of, Nafije will be able to buy her freedom and perhaps return to her people.[/sblock]</p></blockquote><p></p>
[QUOTE="JustKim, post: 5513733, member: 5478"] [b]Nafije an-Noor Mahbooba and Goldie[/b] [img]http://i16.photobucket.com/albums/b34/JustWuddy/nafije1.png[/img][img]http://i16.photobucket.com/albums/b34/JustWuddy/goldie.png[/img] [sblock=What she does]Nafije an-Noor Mahbooba, level 6 Human, Wizard Background: Saved from the Noose (Bluff class skill) Ability Scores Str 8, Con 10, Dex 10, Int 20, Wis 13, Cha 16. AC: 19 Fort: 16 Reflex: 21 Will: 21 HP: 40 Surges: 6 Surge Value: 10 Trained Skills Bluff +15, Arcana +13, Religion +13, History +13, Diplomacy +17, Nature +9 Untrained Skills Acrobatics +3, Dungeoneering +4, Endurance +3, Heal +4, Insight +4, Intimidate +6, Perception +4, Stealth +3, Streetwise +8, Thievery +3, Athletics +2 Feats 1) Arcane Familiar (parrot) 1) Spirit Talker 2) Mending Spirit 4) Staff Expertise 6) War Wizard's Staff Misc Apprentice Mage (Enchantment) Apprentice Mage (Illusionist) Expert Mage (Enchantment) Powers Known [sblock]Spirit Talker: World Speaker's Command Wizard at-will 1: Magic Missile Wizard at-will 1: Beguiling Strands Wizard at-will 1: Hypnotism Wizard encounter 1: Charm of Misplaced Wrath Wizard daily 1: Rolling Thunder Wizard daily 1 Spellbook: Summon Dust Devil Wizard utility 2: Familiar Harrier Wizard utility 2 Spellbook: Memory to Mist Wizard encounter 3: Maze of Mirrors Wizard daily 5: Stinking Cloud Wizard daily 5 Spellbook: Scattering Shock Wizard utility 6: Spectral Image Wizard utility 6 Spellbook: Disguise Self[/sblock] Powers Prepared [color="green"]Magic Missile:[/color] Ranged 20, [b]Effect:[/b] 11 force damage. [color="green"]Beguiling Strands:[/color] Close blast 5 (each enemy), +11 vs Will, you push the target up to 5 squares. [color="green"]Hypnotism:[/color] Ranged 10, +11 vs Will, choose one one the following:[list][*]The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll, or [*]You slide the target up to 5 squares[/list] [color="green"]Familiar Harrier:[/color] Move Action, [b]Effect:[/b] Teleport your familiar up to 10 squares, and until the end of your next turn your familiar can flank with you or your allies. When an attack hits a creature flanked by the familiar, that creature cannot shift until the end of its next turn. [color="green"]Light:[/color] Minor Action, Ranged 5 [color="green"]Mage Hand:[/color] Minor Action, Ranged 5 [color="green"]Prestidigitation:[/color] Standard Action, Ranged 2 [color="green"]Call Spirit Companion:[/color] Standard Action, Close Burst 20 [color="red"]Suggestion:[/color] Free Action, [b]Trigger:[/b] You make a Diplomacy check. [b]Effect:[/b] You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check. [color="red"]Spirit's Prey:[/color] Opportunity Action, Melee Spirit 1, [b]Trigger:[/b] An enemy leaves a square adjacent to your spirit companion without shifting, [b]Effect:[/b] One ally within 10 squares of your spirit companion can make a ranged basic attack against the target as a free action with combat advantage. [color="red"]Healing Spirit:[/color] Minor Action, Close Burst 5, you or one ally in the burst can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 2d6 hit points. [color="red"]Charm of Misplaced Wrath:[/color] Ranged 10, +11 vs Will, you slide the target up to 5 squares. [b]Effect:[/b] The target makes a basic attack against a creature of your choice as a free action. The basic attack gains a +2 power bonus to the attack roll. [color="red"]Maze of Mirrors:[/color] Area Burst 1 within 10 (each creature), +11 vs Will, the target is immobilized and takes a -4 penalty to attack rolls (-6 against you) until the end of your next turn. One target grants combat advantage to you until the end of your next turn. [b]Miss:[/b] The target is slowed until the end of your next turn. [color="red"]Spectral Image:[/color] Minor Action, Ranged 10, [b]Effect:[/b] The illusion of a creature or an object up to Medium size appears in an unoccupied square within range. It can make sounds and can move within its square, but it cannot leave it. Each of its defenses is 10. The illusion lasts until the end of the encounter, until an attack hits it, or until a creature touches or moves through it. An Insight check (DC 15 + half your level + your Int modifier) allows a creature to determine that the image is an illusion. [color="red"]Heroic Effort:[/color] No Action, [b]Trigger:[/b] You miss with an attack or fail a saving throw. [b]Effect:[/b] You gain a +4 racial bonus to the attack roll or the saving throw. [color="dimgray"]Rolling Thunder:[/color] Ranged 10 (one or two creatures), +11 vs Reflex, 3d6+7 thunder damage and you slide the target 3 squares. [b]Miss:[/b] Half damage, and you slide the target 1 square. [b]Effect:[/b] You conjure a thunderball in 1 square within each primary target's space. Each thunderball lasts until the end of your next turn. Each thunderball can make a secondary attack. [b]Sustain Minor:[/b]Each thunderball persists. [i]Secondary Attack: [b]Trigger:[/b] A creature moved out of the thunderball's square. [b]Opportunity action:[/b] Melee 1, +11 vs Reflex, 5 thunder damage[/i] [color="dimgray"]Stinking Cloud:[/color] Area Burst 2 within 20 (each creature), +11 vs Fortitude, 1d10+7 poison damage, [b]Effect:[/b] The burst creates a zone of poisonous vapor that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 1d10+7 poison damage. As a move action, you can move the zone up to 6 squares. [b]Sustain Minor:[/b] The zone persists. [color="dimgray"]Speak with Spirits:[/color] Minor Action, [b]Effect:[/b] During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier (+1). ITEMS Spellbook, Staff of Missile Mastery +2, Amulet of Seduction +1, Resplendent Gloves (heroic tier), Magic Cloth Armor (Basic Clothing) +1, Defensive Staff +1[/sblock] [sblock=Who she is]Modest, well-spoken and polite, Nafije dresses in the formal attire of the Ylari and covers her head even when indoors. Nafije is an animal lover, and is often in the company of a blue-and-yellow macaw named Goldie. As the slave of a Thyatian wizard, Nafije has been tasked with accompanying the expedition and documenting the species they encounter. Should the expedition be a great success and return with the riches dreamed of, Nafije will be able to buy her freedom and perhaps return to her people.[/sblock] [/QUOTE]
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