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My Dark Sun character died. What do I play next?
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<blockquote data-quote="I'm A Banana" data-source="post: 6075442" data-attributes="member: 2067"><p>So...I took the idea of a melee defiler, and turned it on its ear a bit: Bladesinger. Only, he's a mul and uses a fail. Yeah, it's not optimal, but as I got into the schtick of being a ex-slave controller whose effects use chains, it seemed more and more awesome. Good perhaps?</p><p></p><p>[sblock]</p><p>In Nibenay, a merchant family weeps for their loss. House Shom, a slave-trading family based in the decadent city, has lost face, lost property, and lost a son, all at once. A mul slave owned by the family, born and bred into a life of hard labor, used his chains to strangle a Belem Shom, a favored son of the house, leaving his twisted, bruised body for them to find the next day. The slave fled to parts unknown. Their wealth cannot buy back their reputation, or their son's life, but it can buy some d**n fine bounty hunters...</p><p></p><p>Belem Shom had a secret, as many of the wealthy do. He was a dabbler in arcane magic, an outlaw wizard under the nose of a sorcerer-king. He used his slaves as experimental vessels, scarring their bodies, warping their minds, defiling their souls. Most died under his experimentation, mercifully, after many days of being warped and twisted. </p><p></p><p>Zidaith didn't die so quickly. Muls rarely do. And Zidaith did something other muls don't do: he learned. He studied Belem Shom's gestures, his words, the strange symbols on the paper in front of him. Presuming Zidaith as simple as most slaves, Belem was careless. When, durring a particularly painful experiment involving acid and ice, the chains binding Zidaith came out of the wall he was attached to, he took his opportunity: Belem Shom died, and Zidaith fled, spellbook in-hand. </p><p></p><p>He had learned a few magical tricks to keep himself hidden: Belem was not careless about avoiding the detection of Nibenay's templars, and his Zidaith learned much about remaining unseen from him. He made his way to the town of Salt View, in the Mekillot Mountains, a refuge for escaped slaves. There, he found a welcoming crew, and a mission: he wanted to enable others to be free, too. Out of the watchful eye of a sorcerer-king, he carefully honed his magic use, and his weapon use, employing the same spellbook and the same chains that once tormented him as tools in the liberation of others. </p><p></p><p>Zidaith is quiet, almost shy, and quite introspective. He learned to be unobtrusive and to take joy in simple things during his young years in the mines, where his small body could fit in places adults could not go. He is comfortable being told his place, but he is learning that, to make a difference in the world, he must risk the very things that terrify him the most: the people who could once again, put him in bondage. </p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Zidaith, level 9</p><p>Mul, Wizard (Bladesinger)</p><p>Blade Magic Option: Rapier</p><p>Versatile Expertise Option: Versatile Expertise (Flail)</p><p>Versatile Expertise Option: Versatile Expertise (Wand)</p><p>Born of Two Races Option: Human</p><p>Dark Sun, Inherent Bonuses</p><p>Freedom's Call (+2 to Endurance)</p><p>Theme: Escaped Slave</p><p></p><p>FINAL ABILITY SCORES</p><p>STR 13, CON 13, DEX 16, INT 19, WIS 13, CHA 8</p><p></p><p>STARTING ABILITY SCORES</p><p>STR 11, CON 11, DEX 14, INT 17, WIS 13, CHA 8</p><p></p><p></p><p>AC: 25 Fort: 17 Ref: 20 Will: 19</p><p>HP: 65 Surges: 9 Surge Value: 16</p><p></p><p>TRAINED SKILLS</p><p>Acrobatics +11, Arcana +13, Athletics +9, Endurance +13, Perception +10</p><p></p><p>UNTRAINED SKILLS</p><p>Bluff +3, Diplomacy +3, Dungeoneering +5, Heal +5, History +8, Insight +5, Intimidate +3, Nature +5, Religion +8, Stealth +6, Streetwise +5, Thievery +6</p><p></p><p>POWERS</p><p>Basic Attack: Melee Basic Attack</p><p>Basic Attack: Ranged Basic Attack</p><p>Escaped Slave Feature: Hidden Strike</p><p>Mul Racial Power: Incredible Toughness</p><p>Wizard Utility: Chameleon's Mask</p><p>Wizard Utility: Suggestion</p><p>Wizard Utility: Spook</p><p>Wizard Utility: Bladesong</p><p>Wizard Attack: Dancing Fire</p><p>Wizard Attack: Shadow Sever</p><p>Wizard Attack: Unseen Hand</p><p>Wild Talent Cantrip: Telekinetic Grasp</p><p>Wizard Attack 1: Ray of Enfeeblement</p><p>Wizard Attack 1: Grasping Shadows</p><p>Wizard Attack 1: Charm of Misplaced Wrath</p><p>Wizard Attack 1: Magic Missile</p><p>Wizard Utility 2: Shield</p><p>Wizard Utility 2: Guardian Blades</p><p>Wizard Attack 3: Color Spray</p><p>Wizard Attack 3: Hypnotic Pattern</p><p>Wizard Utility 6: Fire Shield</p><p>Wizard Utility 6: Wizard's Escape</p><p>Wizard Attack 7: Phantom Foes</p><p>Wizard Attack 7: Ghoul Strike</p><p></p><p>FEATS</p><p>Level 1: Armor Proficiency: Hide</p><p>Level 2: Battle Awareness</p><p>Level 4: Superior Implement Training (Accurate wand)</p><p>Level 6: Versatile Expertise</p><p>Level 8: Improved Defenses</p><p></p><p>ITEMS</p><p>Adventurer's Kit</p><p>Chainreach Flail +1 x1</p><p>Feral Hide Armor +2 x1</p><p>Bracers of Mighty Striking (heroic tier) x1</p><p>Accurate wand of Ray of Enfeeblement +1 x1</p><p>====== End ======</p><p></p><p>In battle, Zidaith is a bit of a striker/controller. He focuses on melee basic attacks and very reliable magic -- he only knows how to defile, and he doesn't really want to hurt people, so he doesn't want the temptation of missing. He is illiterate, but he has puzzled out bits of the contents of Belem Shom's spellbook through sheer bloody-minded persistence. He has focused on spells of bondage and control -- spells that slow, daze, or immobilize -- and his spells, when cast, summon chains, straps, and bonds of magical energy. He does not know why this happens, but he finds it fitting when used against those who might confine him. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6075442, member: 2067"] So...I took the idea of a melee defiler, and turned it on its ear a bit: Bladesinger. Only, he's a mul and uses a fail. Yeah, it's not optimal, but as I got into the schtick of being a ex-slave controller whose effects use chains, it seemed more and more awesome. Good perhaps? [sblock] In Nibenay, a merchant family weeps for their loss. House Shom, a slave-trading family based in the decadent city, has lost face, lost property, and lost a son, all at once. A mul slave owned by the family, born and bred into a life of hard labor, used his chains to strangle a Belem Shom, a favored son of the house, leaving his twisted, bruised body for them to find the next day. The slave fled to parts unknown. Their wealth cannot buy back their reputation, or their son's life, but it can buy some d**n fine bounty hunters... Belem Shom had a secret, as many of the wealthy do. He was a dabbler in arcane magic, an outlaw wizard under the nose of a sorcerer-king. He used his slaves as experimental vessels, scarring their bodies, warping their minds, defiling their souls. Most died under his experimentation, mercifully, after many days of being warped and twisted. Zidaith didn't die so quickly. Muls rarely do. And Zidaith did something other muls don't do: he learned. He studied Belem Shom's gestures, his words, the strange symbols on the paper in front of him. Presuming Zidaith as simple as most slaves, Belem was careless. When, durring a particularly painful experiment involving acid and ice, the chains binding Zidaith came out of the wall he was attached to, he took his opportunity: Belem Shom died, and Zidaith fled, spellbook in-hand. He had learned a few magical tricks to keep himself hidden: Belem was not careless about avoiding the detection of Nibenay's templars, and his Zidaith learned much about remaining unseen from him. He made his way to the town of Salt View, in the Mekillot Mountains, a refuge for escaped slaves. There, he found a welcoming crew, and a mission: he wanted to enable others to be free, too. Out of the watchful eye of a sorcerer-king, he carefully honed his magic use, and his weapon use, employing the same spellbook and the same chains that once tormented him as tools in the liberation of others. Zidaith is quiet, almost shy, and quite introspective. He learned to be unobtrusive and to take joy in simple things during his young years in the mines, where his small body could fit in places adults could not go. He is comfortable being told his place, but he is learning that, to make a difference in the world, he must risk the very things that terrify him the most: the people who could once again, put him in bondage. ====== Created Using Wizards of the Coast D&D Character Builder ====== Zidaith, level 9 Mul, Wizard (Bladesinger) Blade Magic Option: Rapier Versatile Expertise Option: Versatile Expertise (Flail) Versatile Expertise Option: Versatile Expertise (Wand) Born of Two Races Option: Human Dark Sun, Inherent Bonuses Freedom's Call (+2 to Endurance) Theme: Escaped Slave FINAL ABILITY SCORES STR 13, CON 13, DEX 16, INT 19, WIS 13, CHA 8 STARTING ABILITY SCORES STR 11, CON 11, DEX 14, INT 17, WIS 13, CHA 8 AC: 25 Fort: 17 Ref: 20 Will: 19 HP: 65 Surges: 9 Surge Value: 16 TRAINED SKILLS Acrobatics +11, Arcana +13, Athletics +9, Endurance +13, Perception +10 UNTRAINED SKILLS Bluff +3, Diplomacy +3, Dungeoneering +5, Heal +5, History +8, Insight +5, Intimidate +3, Nature +5, Religion +8, Stealth +6, Streetwise +5, Thievery +6 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Escaped Slave Feature: Hidden Strike Mul Racial Power: Incredible Toughness Wizard Utility: Chameleon's Mask Wizard Utility: Suggestion Wizard Utility: Spook Wizard Utility: Bladesong Wizard Attack: Dancing Fire Wizard Attack: Shadow Sever Wizard Attack: Unseen Hand Wild Talent Cantrip: Telekinetic Grasp Wizard Attack 1: Ray of Enfeeblement Wizard Attack 1: Grasping Shadows Wizard Attack 1: Charm of Misplaced Wrath Wizard Attack 1: Magic Missile Wizard Utility 2: Shield Wizard Utility 2: Guardian Blades Wizard Attack 3: Color Spray Wizard Attack 3: Hypnotic Pattern Wizard Utility 6: Fire Shield Wizard Utility 6: Wizard's Escape Wizard Attack 7: Phantom Foes Wizard Attack 7: Ghoul Strike FEATS Level 1: Armor Proficiency: Hide Level 2: Battle Awareness Level 4: Superior Implement Training (Accurate wand) Level 6: Versatile Expertise Level 8: Improved Defenses ITEMS Adventurer's Kit Chainreach Flail +1 x1 Feral Hide Armor +2 x1 Bracers of Mighty Striking (heroic tier) x1 Accurate wand of Ray of Enfeeblement +1 x1 ====== End ====== In battle, Zidaith is a bit of a striker/controller. He focuses on melee basic attacks and very reliable magic -- he only knows how to defile, and he doesn't really want to hurt people, so he doesn't want the temptation of missing. He is illiterate, but he has puzzled out bits of the contents of Belem Shom's spellbook through sheer bloody-minded persistence. He has focused on spells of bondage and control -- spells that slow, daze, or immobilize -- and his spells, when cast, summon chains, straps, and bonds of magical energy. He does not know why this happens, but he finds it fitting when used against those who might confine him. [/sblock] [/QUOTE]
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My Dark Sun character died. What do I play next?
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