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Kalashtar Quest Game
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<blockquote data-quote="Graf" data-source="post: 2482798" data-attributes="member: 3087"><p>Cool.</p><p>The story/background needs some work. I'm happy to have him be from somewhere other than Sharn.</p><p></p><p>Happy to have my back ground tie into other characters if that works.</p><p></p><p>[Edit = fixed a bunch of problems. Character should be ready now.</p><p>Oh and I think the melee types would like to thank Ozmar for taking empathic substitution....]</p><p></p><p>The character is constructed to be able to take the Sanctified Mind class (Book of Madness page 199) next level. Is that cool?</p><p></p><p>[sblock]</p><p><strong><u><span style="font-size: 12px">Jormal</span></u></strong></p><p><span style="font-size: 9px"><em>Kalashtar Barbarian 2/Wilder 3</em></span></p><p></p><p><strong>Age: 21</strong> </p><p><strong>Gender: Male</strong> </p><p><strong>Height: 180cm</strong> </p><p><strong>Weight: 85 kg.</strong> </p><p><strong>Eyes: Brown</strong> </p><p><strong>Hair: Black</strong> </p><p><strong>Skin: Ruddy brown</strong> </p><p></p><p><strong>STR:</strong> 14 [--] (6 points) </p><p><strong>DEX:</strong> 12 [--] (4 points) </p><p><strong>CON:</strong> 14 [--] (6 points) </p><p><strong>INT:</strong> 10 [--] (2 points) </p><p><strong>WIS:</strong> 10 [--] (2 points) </p><p><strong>CHA:</strong> 16 [--] (8 points + 1 level)</p><p></p><p><strong>Hit Dice:</strong> 2d12+2 & 3d6+8</p><p><strong>HP:</strong> 40</p><p><strong>Action Points:</strong> 7</p><p><strong>Armor Class:</strong> 15 (10 base + 1 Dex + 4 Armor)</p><p><strong>Initiative:</strong> +1</p><p><strong>BAB:</strong> +4</p><p>- <strong>Melee:</strong> +6</p><p>- <strong>Ranged:</strong> +6</p><p></p><p><strong>Speed:</strong> 40'</p><p></p><p><strong>FORT:</strong> +6 (3+1 Base + 2 Con)</p><p><strong>REFL:</strong> +3 (0+1 Base + 2 Dex)</p><p><strong>WILL:</strong> +5 (0+3 Base + 0 Wis +2 feat)</p><p></p><p><u><strong>Abilities:</strong></u><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px">- <em>Kalashar Racial abilities: Mindlink 1/day as a 2nd level wilder; +2 against mind-affecting effects and posession; +2 to Diplomacy, Bluff and Intimidate checks; +2 to Disguise checks to take the place of a human; Immune to Dream and Nightmare spells; Natural psion: 1 power point per level.</em></span></p><p>- <em>Fast movement</em>[/size]</p><p>- <em>Uncanny Dodge (never flat footed; no dex loss vs. invisible opponet</em>[/size]</p><p>- <em>Rage 1/day</em>[/size]</p><p>- <em>Elude Touch</em>[/size]</p><p>- <em>Wild surge +2(Enervation)</em>[/size]</p><p></p><p><u><strong>Feats:</strong></u><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">1st Level</span></p><p><span style="font-size: 9px">- <em>Power Attack</em></span></p><p>3rd Level</p><p>- <em>Iron Will</em>[/size]</p><p> </p><p><u><strong>Skills:</strong></u><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px">Balance +2 (1 ranks, +1 Att)</span></p><p><span style="font-size: 9px">Climb +3 (1 ranks, +2 Att)</span></p><p><span style="font-size: 9px">Concentration +7 (5 ranks, +2 Att)</span></p><p><span style="font-size: 9px">Intimidate +6 (3 ranks, +3 Att)</span></p><p><span style="font-size: 9px">Knowledge (Dungeneering) +2 (2 cross-class ranks, +0 Att)</span></p><p><span style="font-size: 9px">Knowledge (Psionics) +2 (2 ranks, +0 Att)</span></p><p><span style="font-size: 9px">Jump +3 (1 ranks, +2 Att)</span></p><p><span style="font-size: 9px">Listen +7 (7 ranks, +0 Att)</span></p><p><span style="font-size: 9px">Ride +2 (1 ranks, +1 Att)</span></p><p><span style="font-size: 9px">Sense Motive +2 (2 ranks, +0 Att)</span></p><p><span style="font-size: 9px">Spot +0 (0 ranks, +0 Att)</span></p><p><span style="font-size: 9px">Survival +4 (4 ranks, +0 Att)</span></p><p><span style="font-size: 9px">Swim +3 (1 ranks, +2 Att)</span></p><p><span style="font-size: 9px">Tumble +2 (1 ranks, +1 Att)</span></p><p><span style="font-size: 9px">Illiterate (-- free for being a Barbarian <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />)</span></p><p><span style="font-size: 9px">Spoken Language: Goblin (bought with Barb skill point)</span></p><p><span style="font-size: 9px"></span></p><p></p><p><u><strong>Languages:</strong></u><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">- <em>Common, Goblin</em></span></p><p></p><p><u><strong>Powers:</strong></u></p><p><strong>Manifester Level:</strong> 3rd</p><p><strong>Save DC:</strong> 10 + 3 Att + Level</p><p><strong>Powers Known 2 – Power Points:</strong> 20 (11+4+5)<span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>1st level – Force Screen, Vigor</strong> </span></p><p></p><p><u><strong>Equipment (9,000 gold for CL 5):</strong></u><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Melee weapons</strong></span></p><p><span style="font-size: 9px">-<strong><em>Hzrat's Razor</em></strong> Aberration Bane GreatAxe +1 (1d12+1, 20/x3) </span></p><p><span style="font-size: 9px"><em>This massive single bladed ax glows with a faint blue light. The ornate carvings on the axe head look like they all centered around the center of the face of blade. However whatever was there has been torn out, leaving behind a pitted hole.</em> (8302 gp, lb)</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Ranged weapons</strong></span></p><p><span style="font-size: 9px">-<strong>Handaxes</strong> (1d6+2, 20/x2, 20 ft.) <em>Several (3)worn throwing axes</em> (24 gp, 6 lb)</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Potions or Psionic Tattoos</strong></span></p><p><span style="font-size: 9px">-Cure Light Wounds (CL 1) x 3 (150 gp)</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Power Stones</strong></span></p><p><span style="font-size: 9px">-Know Direction and Location (25 gp)</span></p><p><span style="font-size: 9px">-Darkvision (375 gp)</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Mundane equipment</strong></span></p><p><span style="font-size: 9px">-Chain Shirt (100 gp), Adventurer’s Furs(8lb), Potion Belt (2 gp)</span></p><p><span style="font-size: 9px">Misc stuff (40 gp)</span></p><p> <span style="font-size: 9px">-- Hairbraiding oils and ties, camping supplies (skinning knives, flint & tinder, etc), 1 week dried trail rations, 2 waterskins, bedroll, 20ft of rope</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Weight Carried: lb</span></p><p><span style="font-size: 9px">Remain money: 5 gp</span></p><p></p><p><strong><u>Description</u></strong></p><p>Lean and tan the Kalashar before you has an antsy and wild look about him. His thick long hair and beard are strange on a Kalashar, but they are braided neatly enough. For all of his peculiar behavior and appearance he looks attentively at those around him.</p><p></p><p><strong><u>Personality</u></strong></p><p>Returning to Kalashar society after many years has mellowed Jormal greatly. Among his own people he has begun to lower his defenses and is significantly more agreeable than the wildman who served as Redken Bloodknife's first lieutenant during the strikes against Sylbaran in YK 995.</p><p>Still he tends to make decisions quickly, and with little thought, and prefers solutions involving violence. He wishes badly to take the Light back into this life and guide his way, but when combat begins he finds himself whispering the same prayers to the Mockery that he learned as a beardless boy on the battlefield.</p><p></p><p><strong><u>Background</u></strong></p><p>Jormal grew up in Sharn, among the small community of Kalashar who dwell there. His days were filled with religious practice and escapades among the towers and he expected that he would grow up to be a crystal shaper like his father, or else, a warrior like his mother. Then fate plucked him from his blessed environment and gave him a taste of something far worse.</p><p>While returning with his father from a trip to visit his great grandmother on the other side of Breland Jormal fell into a river during a freak accident. </p><p>Presumed dead he washed downstream until he was picked up by a goblin raiding party and taken back to Droaam as a slave. The next ten years would pass in a blur as the boy was conscripted into the goblinoid war machine. Though non-goblinoid slaves rarely survive for long the boys warped psionic powers and savagery on the battle field led to his being sold into indentured servitude in a Droaamish “mercenary” group (really a conglomeration of greedy tribes and their slaves). Though he was tempted many times to leave the utter brutality with which he saw the Five Nations slaughtering each other on the battle field (as well as the close watch of the goblin wizard set to keep what on the non-goblins) kept him from daring to leave.</p><p>With the end of the last war the goblins switched to tomb raiding, striking against numerous ruins in the NE of Droaam. Unfortunately the only tombs that had not been picked clean had existing occupants, most frequently abberitions against nature rising up from Kyber itself. Despite the frenzied combat Jormal was quietly thrilled with facing his new opponets. They reminded him little of his own lost family, and were appaling enough that he felt no guilt in taking their lives.</p><p>Finally the mercenary company was almost wiped out by some sort of mind controlling horror; as the group rushed back to the surface Jormal barely managed to avoid succumbing to an intense mental onslaught that left the ogres and goblins he had been running with standing stunned in the tracks. Having earned his freedom by virtue of being the only survivor Jormal looted a pitted and damaged magical ax from camp (<em>Hzrat's Razor</em>) and left for home.</p><p>Jormal nearly perished again after taking refuge in an ancient temple to avoid a medusa and her gnoll press gang he discovered. Sneaking through the darkened tunnels looking for a back exit he roused some terrible tentacled creature; a wrong turn left him running toward a dead end and the body of a fallen warrior. as the creature grappled him a great blast of energy arced into it. Badly injured it retreated and Jormal could study the corpse. Apparently a paladin, though not one affilieated with the Silver Flame or Dol Araah, the figure seemed to have fallen in battle. Feeling an intense kindship and gratitude toward the fallen dwarf Jormal gathered up his journal (or what looked like it for he could not read it) as well as (what Jormal thinks is) the paladin's holy symbol, a bearded head with a sword and mace crossed above it, and used the crudely drawn man and sunrods from the figure to make his escape. </p><p></p><p>He keeps his hair and beard long in memory of the dead figure, even as he searches for a member of his religious order to return the books and amulet to.</p><p>[/sblock]</p></blockquote><p>[/QUOTE]</p>
[QUOTE="Graf, post: 2482798, member: 3087"] Cool. The story/background needs some work. I'm happy to have him be from somewhere other than Sharn. Happy to have my back ground tie into other characters if that works. [Edit = fixed a bunch of problems. Character should be ready now. Oh and I think the melee types would like to thank Ozmar for taking empathic substitution....] The character is constructed to be able to take the Sanctified Mind class (Book of Madness page 199) next level. Is that cool? [sblock] [b][u][Size=3]Jormal[/size][/u][/b] [Size=1][I]Kalashtar Barbarian 2/Wilder 3[/i][/size] [B]Age: 21[/B] [B]Gender: Male[/B] [B]Height: 180cm[/B] [B]Weight: 85 kg.[/B] [B]Eyes: Brown[/B] [B]Hair: Black[/B] [B]Skin: Ruddy brown[/B] [B]STR:[/B] 14 [--] (6 points) [B]DEX:[/B] 12 [--] (4 points) [B]CON:[/B] 14 [--] (6 points) [B]INT:[/B] 10 [--] (2 points) [B]WIS:[/B] 10 [--] (2 points) [B]CHA:[/B] 16 [--] (8 points + 1 level) [B]Hit Dice:[/B] 2d12+2 & 3d6+8 [B]HP:[/B] 40 [B]Action Points:[/B] 7 [B]Armor Class:[/B] 15 (10 base + 1 Dex + 4 Armor) [B]Initiative:[/B] +1 [B]BAB:[/B] +4 - [b]Melee:[/B] +6 - [b]Ranged:[/B] +6 [B]Speed:[/B] 40' [B]FORT:[/B] +6 (3+1 Base + 2 Con) [B]REFL:[/B] +3 (0+1 Base + 2 Dex) [B]WILL:[/B] +5 (0+3 Base + 0 Wis +2 feat) [u][B]Abilities:[/B][/u][size=1] - [i]Kalashar Racial abilities: Mindlink 1/day as a 2nd level wilder; +2 against mind-affecting effects and posession; +2 to Diplomacy, Bluff and Intimidate checks; +2 to Disguise checks to take the place of a human; Immune to Dream and Nightmare spells; Natural psion: 1 power point per level.[/i][/size] - [i]Fast movement[/i][/size] - [i]Uncanny Dodge (never flat footed; no dex loss vs. invisible opponet[/i][/size] - [i]Rage 1/day[/i][/size] - [i]Elude Touch[/i][/size] - [i]Wild surge +2(Enervation)[/i][/size] [u][B]Feats:[/B][/u][size=1] 1st Level - [i]Power Attack[/i][/size] 3rd Level - [i]Iron Will[/i][/size] [u][B]Skills:[/B][/u][size=1] Balance +2 (1 ranks, +1 Att) Climb +3 (1 ranks, +2 Att) Concentration +7 (5 ranks, +2 Att) Intimidate +6 (3 ranks, +3 Att) Knowledge (Dungeneering) +2 (2 cross-class ranks, +0 Att) Knowledge (Psionics) +2 (2 ranks, +0 Att) Jump +3 (1 ranks, +2 Att) Listen +7 (7 ranks, +0 Att) Ride +2 (1 ranks, +1 Att) Sense Motive +2 (2 ranks, +0 Att) Spot +0 (0 ranks, +0 Att) Survival +4 (4 ranks, +0 Att) Swim +3 (1 ranks, +2 Att) Tumble +2 (1 ranks, +1 Att) Illiterate (-- free for being a Barbarian :)) Spoken Language: Goblin (bought with Barb skill point) [/size] [u][B]Languages:[/B][/u][size=1] - [i]Common, Goblin[/i][/size] [u][b]Powers:[/b][/u] [b]Manifester Level:[/b] 3rd [b]Save DC:[/b] 10 + 3 Att + Level [b]Powers Known 2 – Power Points:[/b] 20 (11+4+5)[size=1] [b]1st level – Force Screen, Vigor[/b] [/size] [U][B]Equipment (9,000 gold for CL 5):[/B][/U][size=1] [b]Melee weapons[/b] -[b][i]Hzrat's Razor[/i][/b] Aberration Bane GreatAxe +1 (1d12+1, 20/x3) [i]This massive single bladed ax glows with a faint blue light. The ornate carvings on the axe head look like they all centered around the center of the face of blade. However whatever was there has been torn out, leaving behind a pitted hole.[/i] (8302 gp, lb) [b]Ranged weapons[/b] -[b]Handaxes[/b] (1d6+2, 20/x2, 20 ft.) [i]Several (3)worn throwing axes[/i] (24 gp, 6 lb) [b]Potions or Psionic Tattoos[/b] -Cure Light Wounds (CL 1) x 3 (150 gp) [b]Power Stones[/b] -Know Direction and Location (25 gp) -Darkvision (375 gp) [b]Mundane equipment[/b] -Chain Shirt (100 gp), Adventurer’s Furs(8lb), Potion Belt (2 gp) Misc stuff (40 gp) -- Hairbraiding oils and ties, camping supplies (skinning knives, flint & tinder, etc), 1 week dried trail rations, 2 waterskins, bedroll, 20ft of rope Weight Carried: lb Remain money: 5 gp[/size] [b][u]Description[/u][/b] Lean and tan the Kalashar before you has an antsy and wild look about him. His thick long hair and beard are strange on a Kalashar, but they are braided neatly enough. For all of his peculiar behavior and appearance he looks attentively at those around him. [b][u]Personality[/u][/b] Returning to Kalashar society after many years has mellowed Jormal greatly. Among his own people he has begun to lower his defenses and is significantly more agreeable than the wildman who served as Redken Bloodknife's first lieutenant during the strikes against Sylbaran in YK 995. Still he tends to make decisions quickly, and with little thought, and prefers solutions involving violence. He wishes badly to take the Light back into this life and guide his way, but when combat begins he finds himself whispering the same prayers to the Mockery that he learned as a beardless boy on the battlefield. [b][u]Background[/u][/b] Jormal grew up in Sharn, among the small community of Kalashar who dwell there. His days were filled with religious practice and escapades among the towers and he expected that he would grow up to be a crystal shaper like his father, or else, a warrior like his mother. Then fate plucked him from his blessed environment and gave him a taste of something far worse. While returning with his father from a trip to visit his great grandmother on the other side of Breland Jormal fell into a river during a freak accident. Presumed dead he washed downstream until he was picked up by a goblin raiding party and taken back to Droaam as a slave. The next ten years would pass in a blur as the boy was conscripted into the goblinoid war machine. Though non-goblinoid slaves rarely survive for long the boys warped psionic powers and savagery on the battle field led to his being sold into indentured servitude in a Droaamish “mercenary” group (really a conglomeration of greedy tribes and their slaves). Though he was tempted many times to leave the utter brutality with which he saw the Five Nations slaughtering each other on the battle field (as well as the close watch of the goblin wizard set to keep what on the non-goblins) kept him from daring to leave. With the end of the last war the goblins switched to tomb raiding, striking against numerous ruins in the NE of Droaam. Unfortunately the only tombs that had not been picked clean had existing occupants, most frequently abberitions against nature rising up from Kyber itself. Despite the frenzied combat Jormal was quietly thrilled with facing his new opponets. They reminded him little of his own lost family, and were appaling enough that he felt no guilt in taking their lives. Finally the mercenary company was almost wiped out by some sort of mind controlling horror; as the group rushed back to the surface Jormal barely managed to avoid succumbing to an intense mental onslaught that left the ogres and goblins he had been running with standing stunned in the tracks. Having earned his freedom by virtue of being the only survivor Jormal looted a pitted and damaged magical ax from camp ([i]Hzrat's Razor[/i]) and left for home. Jormal nearly perished again after taking refuge in an ancient temple to avoid a medusa and her gnoll press gang he discovered. Sneaking through the darkened tunnels looking for a back exit he roused some terrible tentacled creature; a wrong turn left him running toward a dead end and the body of a fallen warrior. as the creature grappled him a great blast of energy arced into it. Badly injured it retreated and Jormal could study the corpse. Apparently a paladin, though not one affilieated with the Silver Flame or Dol Araah, the figure seemed to have fallen in battle. Feeling an intense kindship and gratitude toward the fallen dwarf Jormal gathered up his journal (or what looked like it for he could not read it) as well as (what Jormal thinks is) the paladin's holy symbol, a bearded head with a sword and mace crossed above it, and used the crudely drawn man and sunrods from the figure to make his escape. He keeps his hair and beard long in memory of the dead figure, even as he searches for a member of his religious order to return the books and amulet to. [/sblock][/QUOTE] [/QUOTE]
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