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Malvoisin's Slumbering Tsar Saga RG
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<blockquote data-quote="kinem" data-source="post: 5953726" data-attributes="member: 24234"><p><strong>Vincent 'Viper' Peck</strong></p><p></p><p>Vincent 'Viper' Peck, male half-orc wizard 7</p><p></p><p>[sblock=stats]20 yo, 6'2", 262 lbs; AL N; 30' move, 60' darkvision</p><p>HD 7d6+21, hp 50</p><p>AC 12 (+2 dex), touch 12, ff 10 or</p><p>AC 16 (+4 mage armor, +2 dex), touch 12, ff 14</p><p>BAB +3, CMB +4, CMD 16; saves Fort +6, Reflex +6, Will +8; concentration +13</p><p></p><p>attack</p><p>cold iron greataxe +5 melee (1d12+1, 20/x3) or </p><p>club +4 melee (1d6+1, 20/x2)</p><p></p><p>ray of frost +5 ranged touch (45', cold 1d3+4, 20/x2) (w/alchemical focus)</p><p></p><p>score / + / cost</p><p>str 12 / +1 / 2 pt</p><p>dex 15 / +2 / 7 pt</p><p>con 14 / +2 / 5 pt</p><p>int 22 / +6 / 13 pt, +1 level, +2 racial, +2 headband</p><p>wis 12 / +1 / 2 pt</p><p>cha 7 / -2 / -4 pt</p><p></p><p>Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.</p><p></p><p>Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many Half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.</p><p></p><p>Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.</p><p></p><p>Traits: Magical Lineage (magic missile; metamagic costs 1 spell level less), Precocious Spellcaster (+1 CL: ghost sound, magic missile)</p><p></p><p>Feats: Spell Focus(evocation)<strong>, Toppling Spell (+1 SL), Spell Specialization (fireball; +2 CL for level-variable effects), Heighten Spell<strong>, Preferred Spell (magic missile; can swap other spell for it), Varisian Tattoo (+1 CL for evocation; dancing lights 3/day)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).</strong></strong></p><p><strong><strong>Skill Ranks per Level: 2 + Int modifier.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Skills (ranks/total): Acrobatics 0/2, Climb 7/9, Fly 7/12, Perception 7/8, Knowledge (arcana) 7/16, Knowledge (religion) 7/16, Spellcraft 7/16, Survival 7/8; Appraise 7/16</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Languages: Common, Orc, Abyssal, Draconic, Goblin[/sblock]</strong></strong></p><p><strong><strong>[sblock=spells]wizard: evocation+ (admixture) specialist; opposition schools: divination-, enchantment=</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Bonded ring of sustenance: If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>spells in spellbook:</strong></strong></p><p><strong><strong>0th: all</strong></strong></p><p><strong><strong>1st: prot from evil, shield, grease, infernal healing, mage armor, ear-piercing scream+ (4d6+3), magic missile+ (Preferred Spell; Toppling Spell trip +13, 5 missiles, (1d4+1) x 5 + 3), color spray, silent image, feather fall, identify-</strong></strong></p><p><strong><strong>2nd: acid arrow, glitterdust, scorching ray+, flaming sphere+, burning arc+; create pit, stone call, web, mirror image, blindness/deafness, command undead, defending bone (DR 5/blunt, 35 pts), false life, hideous laughter=, minor image, staggering fall, rope trick, knock</strong></strong></p><p><strong><strong>3rd: dispel magic, fireball+, lightning bolt+; mad monkeys, spiked pit, stinking cloud, unadulterated loathing=, fly, haste, invisibility sphere, spider climb (communal), slow</strong></strong></p><p><strong><strong>4th: prot from energy (communal), acid pit, ball lightning+, wall of fire+; black tentacles, dimension door, infernal healing (greater), summon monster 4, phantasmal killer, fear, stone shape, shadow projection</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>spellbook pages: 21 0th, 11 1st, 36 2nd, 36 3rd, 44 4th; tot 144; 0th-2nd in book 1, 3rd-4th in book 2, book 3 blank</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>spells/day: 4 0th, 4+2+1 1st, 3+2+1 2nd, 2+1+1 3rd, 1+1+1 4th; DC 16 + SL (+1 DC and +1 CL for evocation+)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>spells prepared:</strong></strong></p><p><strong><strong>0: detect magic- (uses 2 slots), ray of frost (1d3+4), ghost sound</strong></strong></p><p><strong><strong>1: shield, grease, infernal healing, mage armor, color spray, silent image; ear-piercing scream+ (4d6+3, DC 18)</strong></strong></p><p><strong><strong>2: defending bone, mirror image (1d4+2), blindness/deafness, command undead, rope trick; flaming sphere+ (3d6+3, DC 19)</strong></strong></p><p><strong><strong>3: slow (Will DC 19), haste; fireball+ (x2, 10d6+3, Ref half DC 20)</strong></strong></p><p><strong><strong>4: acid pit (DC 20), fear (DC 20); ball lightning+ (3d6+3d6+3, DC 21)[/sblock]</strong></strong></p><p><strong><strong>[sblock=equipment]total 23.5k gp</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>metamagic rod, lesser silent, 3k</strong></strong></p><p><strong><strong>headband of vast intelligence +2, 4k (Appraise)</strong></strong></p><p><strong><strong>cloak of resistance +1, 1k</strong></strong></p><p><strong><strong>pearls of power (1st level, x3), 3k</strong></strong></p><p><strong><strong>ring of sustenance, 2.5k (bonded, +200 gp)</strong></strong></p><p><strong><strong>slippers of spider climbing, 4.8k (10/day)</strong></strong></p><p><strong><strong>miniature shovel, 10 gp</strong></strong></p><p><strong><strong>spellbooks (original +2), 30 gp</strong></strong></p><p><strong><strong>spell components pouch (x2), 10 gp</strong></strong></p><p><strong><strong>femur bone (focus for defending bone spell)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>MW cold iron greataxe, 340 gp</strong></strong></p><p><strong><strong>club, 0 gp</strong></strong></p><p><strong><strong>barbed vest (ref DC 15 neg, 1 dam to natural attacker), 10 gp</strong></strong></p><p><strong><strong>backpack, 2 gp</strong></strong></p><p><strong><strong>periscope, 20 gp</strong></strong></p><p><strong><strong>paper (10 pc), ink + pen, 12.1 gp</strong></strong></p><p><strong><strong>rope, silk, 30' and 20', 10 gp</strong></strong></p><p><strong><strong>pouch, belt, 1 gp</strong></strong></p><p><strong><strong>signal horn, 1 gp</strong></strong></p><p><strong><strong>compass, 10 gp</strong></strong></p><p><strong><strong>smoked goggles, 10 gp</strong></strong></p><p><strong><strong>waterskin, 1 gp</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>liquid ice, 40 gp (alchemical power component/focus) (+1 to ray of frost damage)</strong></strong></p><p><strong><strong>alchemists' fire (x4), 80 gp (alchemical power component)</strong></strong></p><p><strong><strong>acid (x3), 30 gp (alchemical power component: dispel magic)</strong></strong></p><p><strong><strong>alchemical grease (x4), 20 gp (alchemical power component)</strong></strong></p><p><strong><strong>tanglefoot bag, 50 gp (alchemical power component: black tentacles)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>21 gp, 4 sp</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>copied spells:</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Spell Level Writing Cost Spell Cost # total cost</strong></strong></p><p><strong><strong>0 5 gp 7.5 4 30</strong></strong></p><p><strong><strong>1 10 gp 15 3 45</strong></strong></p><p><strong><strong>2 40 gp 60 13 780</strong></strong></p><p><strong><strong>3 90 gp 135 8 1080</strong></strong></p><p><strong><strong>4 160 gp 240 8 1940</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>total 4035 gp</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>heavy warhorse, 300 gp</strong></strong></p><p><strong><strong>studded leather barding, 100 gp</strong></strong></p><p><strong><strong>military saddle, 20 gp</strong></strong></p><p><strong><strong>bit & bridle, 2 gp, 1 lb</strong></strong></p><p><strong><strong>saddlebags, 4 gp, 8 lbs; hold 250 lbs</strong></strong></p><p><strong><strong>animal feed, 10 days, 0.5 gp, 100 lbs</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>horse: AC 18 (t 13, ff 14); hp 19; Fort +8, Ref +7, Will +3; Init +4; Speed 50 ft; Perception +8</strong></strong></p><p><strong><strong>Melee bite +5 (1d4+5), 2 hooves +5 (1d6+2)[/sblock]</strong></strong></p><p><strong><strong>[sblock=Description]His skin is grey, and he is 20 yo, 6'2", 262 lbs with small orcish tusks and black hair.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Those who see 'Viper' for the first time often mistake him for a typical barbaric half-orc warrior, with his greataxe, scarred face and a large viper tattoo around his neck, although he does not wear armor, just a barbed vest. He usually does little to discourage this impression.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Both of his parents were half-orcs. His father Murk was a wizard as well, and given his own aptitude, taught him that this was the route to power and social acceptance. His mother Leen was a rogue. His parents passed away a few years ago due to a wraith attack. He inherited his ring of sustenance from his father.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>He is proud of the power he has already achieved, but feels that he has the potential to become one of the most powerful and respected men in the world (just as his parents would have wanted) and finding ancient magic in the Desolation could be just the way to do it.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>He has used necromancy (command undead) on occasion, seeing it as just another form of magic, which he can ill afford to ignore when enemies are likely to use it.[/sblock]</strong></strong></p></blockquote><p></p>
[QUOTE="kinem, post: 5953726, member: 24234"] [b]Vincent 'Viper' Peck[/b] Vincent 'Viper' Peck, male half-orc wizard 7 [sblock=stats]20 yo, 6'2", 262 lbs; AL N; 30' move, 60' darkvision HD 7d6+21, hp 50 AC 12 (+2 dex), touch 12, ff 10 or AC 16 (+4 mage armor, +2 dex), touch 12, ff 14 BAB +3, CMB +4, CMD 16; saves Fort +6, Reflex +6, Will +8; concentration +13 attack cold iron greataxe +5 melee (1d12+1, 20/x3) or club +4 melee (1d6+1, 20/x2) ray of frost +5 ranged touch (45', cold 1d3+4, 20/x2) (w/alchemical focus) score / + / cost str 12 / +1 / 2 pt dex 15 / +2 / 7 pt con 14 / +2 / 5 pt int 22 / +6 / 13 pt, +1 level, +2 racial, +2 headband wis 12 / +1 / 2 pt cha 7 / -2 / -4 pt Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many Half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait. Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait. Traits: Magical Lineage (magic missile; metamagic costs 1 spell level less), Precocious Spellcaster (+1 CL: ghost sound, magic missile) Feats: Spell Focus(evocation)[B], Toppling Spell (+1 SL), Spell Specialization (fireball; +2 CL for level-variable effects), Heighten Spell[B], Preferred Spell (magic missile; can swap other spell for it), Varisian Tattoo (+1 CL for evocation; dancing lights 3/day) The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int). Skill Ranks per Level: 2 + Int modifier. Skills (ranks/total): Acrobatics 0/2, Climb 7/9, Fly 7/12, Perception 7/8, Knowledge (arcana) 7/16, Knowledge (religion) 7/16, Spellcraft 7/16, Survival 7/8; Appraise 7/16 Languages: Common, Orc, Abyssal, Draconic, Goblin[/sblock] [sblock=spells]wizard: evocation+ (admixture) specialist; opposition schools: divination-, enchantment= Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Bonded ring of sustenance: If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools. spells in spellbook: 0th: all 1st: prot from evil, shield, grease, infernal healing, mage armor, ear-piercing scream+ (4d6+3), magic missile+ (Preferred Spell; Toppling Spell trip +13, 5 missiles, (1d4+1) x 5 + 3), color spray, silent image, feather fall, identify- 2nd: acid arrow, glitterdust, scorching ray+, flaming sphere+, burning arc+; create pit, stone call, web, mirror image, blindness/deafness, command undead, defending bone (DR 5/blunt, 35 pts), false life, hideous laughter=, minor image, staggering fall, rope trick, knock 3rd: dispel magic, fireball+, lightning bolt+; mad monkeys, spiked pit, stinking cloud, unadulterated loathing=, fly, haste, invisibility sphere, spider climb (communal), slow 4th: prot from energy (communal), acid pit, ball lightning+, wall of fire+; black tentacles, dimension door, infernal healing (greater), summon monster 4, phantasmal killer, fear, stone shape, shadow projection spellbook pages: 21 0th, 11 1st, 36 2nd, 36 3rd, 44 4th; tot 144; 0th-2nd in book 1, 3rd-4th in book 2, book 3 blank spells/day: 4 0th, 4+2+1 1st, 3+2+1 2nd, 2+1+1 3rd, 1+1+1 4th; DC 16 + SL (+1 DC and +1 CL for evocation+) spells prepared: 0: detect magic- (uses 2 slots), ray of frost (1d3+4), ghost sound 1: shield, grease, infernal healing, mage armor, color spray, silent image; ear-piercing scream+ (4d6+3, DC 18) 2: defending bone, mirror image (1d4+2), blindness/deafness, command undead, rope trick; flaming sphere+ (3d6+3, DC 19) 3: slow (Will DC 19), haste; fireball+ (x2, 10d6+3, Ref half DC 20) 4: acid pit (DC 20), fear (DC 20); ball lightning+ (3d6+3d6+3, DC 21)[/sblock] [sblock=equipment]total 23.5k gp metamagic rod, lesser silent, 3k headband of vast intelligence +2, 4k (Appraise) cloak of resistance +1, 1k pearls of power (1st level, x3), 3k ring of sustenance, 2.5k (bonded, +200 gp) slippers of spider climbing, 4.8k (10/day) miniature shovel, 10 gp spellbooks (original +2), 30 gp spell components pouch (x2), 10 gp femur bone (focus for defending bone spell) MW cold iron greataxe, 340 gp club, 0 gp barbed vest (ref DC 15 neg, 1 dam to natural attacker), 10 gp backpack, 2 gp periscope, 20 gp paper (10 pc), ink + pen, 12.1 gp rope, silk, 30' and 20', 10 gp pouch, belt, 1 gp signal horn, 1 gp compass, 10 gp smoked goggles, 10 gp waterskin, 1 gp liquid ice, 40 gp (alchemical power component/focus) (+1 to ray of frost damage) alchemists' fire (x4), 80 gp (alchemical power component) acid (x3), 30 gp (alchemical power component: dispel magic) alchemical grease (x4), 20 gp (alchemical power component) tanglefoot bag, 50 gp (alchemical power component: black tentacles) 21 gp, 4 sp copied spells: In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more. Spell Level Writing Cost Spell Cost # total cost 0 5 gp 7.5 4 30 1 10 gp 15 3 45 2 40 gp 60 13 780 3 90 gp 135 8 1080 4 160 gp 240 8 1940 total 4035 gp heavy warhorse, 300 gp studded leather barding, 100 gp military saddle, 20 gp bit & bridle, 2 gp, 1 lb saddlebags, 4 gp, 8 lbs; hold 250 lbs animal feed, 10 days, 0.5 gp, 100 lbs horse: AC 18 (t 13, ff 14); hp 19; Fort +8, Ref +7, Will +3; Init +4; Speed 50 ft; Perception +8 Melee bite +5 (1d4+5), 2 hooves +5 (1d6+2)[/sblock] [sblock=Description]His skin is grey, and he is 20 yo, 6'2", 262 lbs with small orcish tusks and black hair. Those who see 'Viper' for the first time often mistake him for a typical barbaric half-orc warrior, with his greataxe, scarred face and a large viper tattoo around his neck, although he does not wear armor, just a barbed vest. He usually does little to discourage this impression. Both of his parents were half-orcs. His father Murk was a wizard as well, and given his own aptitude, taught him that this was the route to power and social acceptance. His mother Leen was a rogue. His parents passed away a few years ago due to a wraith attack. He inherited his ring of sustenance from his father. He is proud of the power he has already achieved, but feels that he has the potential to become one of the most powerful and respected men in the world (just as his parents would have wanted) and finding ancient magic in the Desolation could be just the way to do it. He has used necromancy (command undead) on occasion, seeing it as just another form of magic, which he can ill afford to ignore when enemies are likely to use it.[/sblock][/B][/B] [/QUOTE]
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