Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
Playing the Game
Talking the Talk
RECRUITING: Fall of the 14th Kingdom
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Memnus" data-source="post: 4248940" data-attributes="member: 14001"><p>FWIW, Firehorse has set a precedent in FMTG for dragon alignments to be considered "usually" instead of "always". Zerash has not become any more evil (that I've noticed) since becoming officially part-green, and Xinthraxis may not grow up to be your typical white dragon if Z teaches him well.</p><p></p><p>Anyway, the character I'm getting ready to decant. He departed a bit from my original thoughts, but that's why I think of growing characters instead of building.</p><p></p><p>Official 13 Kingdoms Character Sheet V1.2a (as revised by DM Arkhandus)</p><p>Name: Shin Fusin Daisu</p><p>Player: Memnus</p><p>E-Mail: $(PLAYER_NAME) (at) gmail.com</p><p></p><p>Race: Halfling</p><p>Class: Gestalt rogue/cleric</p><p>Level: 1</p><p>ECL: +1 mod/total 2</p><p>XPs: 0 current/3000 next level</p><p></p><p>Current DM: Arkhandus</p><p>Patron God: Lunakav</p><p>Alignment: CN</p><p>===================================</p><p>Str: 10</p><p>Dex: 16</p><p>Con: 12</p><p>Int: 14</p><p>Wis: 16 +/- 0</p><p>Cha:10</p><p>===================================</p><p>HP: 9</p><p>AC: 16 (+3 Dex, +1 Size, +2 Armor, +0 Shield)</p><p>Init: +3</p><p>Speed: 20 feet</p><p>BAB: +0</p><p>Mel: +1</p><p>Rng: +4</p><p>Fort: +4</p><p>Refl: +6</p><p>Will: +6</p><p>===================================</p><p>Special Abilities</p><p>Race:</p><p>Small size</p><p>+2 racial bonus to climb, listen, jump, move silently</p><p>+1 racial bonus to all saves</p><p>+2 morale to saves versus fear</p><p>+1 to hit with thrown weapons and slings</p><p></p><p>Class: Gestalt: Gains the benefits of both classes equally, including higher saves, hit dice, and attack bonus.</p><p></p><p>Rogue:</p><p>Proficient with simple weapons, hand crossbow, rapier, shortbow, short sword, light armor</p><p>Sneak attack: 1d6</p><p>Trapfinding: Can use Search to find traps with DC more than 20</p><p></p><p>Cleric:</p><p>Proficient with all simple weapons, all armor, shields</p><p>Favored weapon: Staff</p><p>Aura of chaos: appears under Detect chaos</p><p>Madness domain: Insanity score of half caster level is added to Wisdom for spellcasting purposes, subtracted for all others. Once per day, may act with Clarity of True Madness, and score is added instead of subtracted for one Wisdom-related roll.</p><p>Chaos domain: Cast chaos spells at +1 caster level</p><p>Spontaneous casting: Healing</p><p>Turn undead</p><p></p><p>Other:</p><p></p><p>===================================</p><p>Feats:</p><p>Point Blank Shot</p><p></p><p>===================================</p><p>Languages:</p><p>Tradespeak</p><p>Tsukari (or whatever is local)</p><p>Kinrisari</p><p>(There's not really a halfling racial language...)</p><p></p><p>===================================</p><p>Skills</p><p>(Only trained skills listed): +X (=Rank + Stat Mod + Other)</p><p>Bluff +2 (=2+0+0)</p><p>Climb +4 (=2+0+2)</p><p>Concentration +5 (=4+1+0)</p><p>Gather Information +2 (=2+0+0)</p><p>Hide +11 (=4+3+4)</p><p>Jump +4 (=2+0+2)</p><p>Listen +7 (=2+3+2)</p><p>Move Silently +9 (=4+3+2)</p><p>Search +6 (=4+2+0)</p><p>Spot +5 (=2+3+0)</p><p></p><p>Disable Device +6 (=4+2+0)</p><p>Open Lock +7 (=4+3+0)</p><p>Tumble +7 (=4+3+0)</p><p>===================================</p><p>Magic Items (location, weight):</p><p></p><p>===================================</p><p>Other Equipment:</p><p>Weapons: Quarterstaff, throwing daggers (8), shortbow (20 arrows)</p><p></p><p>Armor, Clothes:</p><p>Leather armor, traveler's outfit</p><p></p><p>Other important things:</p><p>Holy symbol: carved out of stone, worn around left wrist</p><p>Thieves' tools (standard)</p><p></p><p>-----------------------------------</p><p>Container: Backpack</p><p>Contents: tools, bedroll, blanket, the usual useful stuff that I haven't bothered to do details on</p><p></p><p></p><p>Container: Quiver</p><p>Contents: arrows of course</p><p></p><p></p><p>------------------------------ -----</p><p>Money</p><p>PP: 0</p><p>GP: 23</p><p>SP: 19</p><p>CP: 24</p><p>Gems/Other: 0</p><p>-----------------------------------</p><p>Load</p><p>Light: 0-24 lbs.</p><p>Medium: 25-42 lbs.</p><p>Heavy: 43-75 lbs.</p><p>Current: ~22 lbs.</p><p>===================================</p><p>Magic</p><p>Caster Level: 1 (2 on chaos spells)</p><p>Spells per day: 3/1 (6/3 incl. bonus and domain)</p><p>Domains: Madness, Chaos</p><p>Lvl 0 Spells: Inflict minor wounds x2, light, purify food and drink x2, create water</p><p>Lvl 1 Spells: Lesser confusion, inflict light wounds, magic stone</p><p>Lvl 2 Spells:</p><p>Lvl 3 Spells:</p><p>Lvl 4 Spells:</p><p>Lvl 5 Spells:</p><p>Lvl 6 Spells:</p><p>Lvl 7 Spells:</p><p>Lvl 8 Spells:</p><p>Lvl 9 Spells:</p><p>===================================</p><p>Description (include Age, gender, height, weight, physical description):</p><p></p><p>Daisu obviously doesn't tend to think or care that anybody sees him, even when he's not actively trying to be seen. His cloak is tattered and dirty, his hair is matted and tangled under his broad hat, and his trousers are rumpled and uneven. He walks with a rough-hewn staff, though he doesn't put any weight on it; he also has a short bow and quiver of arrows attached to his backpack. His face is smooth and unremarkable, entirely forgettable.</p><p></p><p>Male, 27 years, 3'1", 27#</p><p></p><p>===================================</p><p>Any FEAT or Spell not in Core Rule I-III needs to have OGC description posted below:</p><p></p><p>Madness domain spells (domain power is listed under class abilities):</p><p></p><p>1. Lesser Confusion</p><p></p><p>2. Touch of Madness</p><p>Components: V, S</p><p>Casting time: One action</p><p>Range: Touch</p><p>Targets, Effect, or Area: Creature touched</p><p>Duration: 1 round/level</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p></p><p>The caster may daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. The dazed subject is not stunned (so attackers get no special advantage against it), but it can’t move, cast spells, use mental abilities, and so on. </p><p></p><p>3. Rage</p><p></p><p>4. Confusion</p><p></p><p>5. Bolts of Bedevilment</p><p>Components: V, S</p><p>Casting time: One action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Targets, Effect, or Area: Ray</p><p>Duration: 1 round/level</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p></p><p>This spell grants the caster the ability to make one ray attack per round. The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds. The creature is not stunned (so attackers get no special advantage against it), but it can’t move, cast spells, use mental abilities, and so on. </p><p></p><p>6. Phantasmal Killer</p><p></p><p>7. Insanity</p><p></p><p>8. Maddening Scream</p><p>Components: V</p><p>Casting time: One action</p><p>Range: Touch</p><p>Targets, Effect, or Area: Living creature touched</p><p>Duration: 1d4+1 rounds</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p></p><p>The subject cannot keep him or herself from behaving as though completely mad. This spell makes it impossible for the victim to do anything other than race about caterwauling.</p><p></p><p>The effect worsens the Armor Class of the creature by 4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield. </p><p></p><p>9. Weird</p></blockquote><p></p>
[QUOTE="Memnus, post: 4248940, member: 14001"] FWIW, Firehorse has set a precedent in FMTG for dragon alignments to be considered "usually" instead of "always". Zerash has not become any more evil (that I've noticed) since becoming officially part-green, and Xinthraxis may not grow up to be your typical white dragon if Z teaches him well. Anyway, the character I'm getting ready to decant. He departed a bit from my original thoughts, but that's why I think of growing characters instead of building. Official 13 Kingdoms Character Sheet V1.2a (as revised by DM Arkhandus) Name: Shin Fusin Daisu Player: Memnus E-Mail: $(PLAYER_NAME) (at) gmail.com Race: Halfling Class: Gestalt rogue/cleric Level: 1 ECL: +1 mod/total 2 XPs: 0 current/3000 next level Current DM: Arkhandus Patron God: Lunakav Alignment: CN =================================== Str: 10 Dex: 16 Con: 12 Int: 14 Wis: 16 +/- 0 Cha:10 =================================== HP: 9 AC: 16 (+3 Dex, +1 Size, +2 Armor, +0 Shield) Init: +3 Speed: 20 feet BAB: +0 Mel: +1 Rng: +4 Fort: +4 Refl: +6 Will: +6 =================================== Special Abilities Race: Small size +2 racial bonus to climb, listen, jump, move silently +1 racial bonus to all saves +2 morale to saves versus fear +1 to hit with thrown weapons and slings Class: Gestalt: Gains the benefits of both classes equally, including higher saves, hit dice, and attack bonus. Rogue: Proficient with simple weapons, hand crossbow, rapier, shortbow, short sword, light armor Sneak attack: 1d6 Trapfinding: Can use Search to find traps with DC more than 20 Cleric: Proficient with all simple weapons, all armor, shields Favored weapon: Staff Aura of chaos: appears under Detect chaos Madness domain: Insanity score of half caster level is added to Wisdom for spellcasting purposes, subtracted for all others. Once per day, may act with Clarity of True Madness, and score is added instead of subtracted for one Wisdom-related roll. Chaos domain: Cast chaos spells at +1 caster level Spontaneous casting: Healing Turn undead Other: =================================== Feats: Point Blank Shot =================================== Languages: Tradespeak Tsukari (or whatever is local) Kinrisari (There's not really a halfling racial language...) =================================== Skills (Only trained skills listed): +X (=Rank + Stat Mod + Other) Bluff +2 (=2+0+0) Climb +4 (=2+0+2) Concentration +5 (=4+1+0) Gather Information +2 (=2+0+0) Hide +11 (=4+3+4) Jump +4 (=2+0+2) Listen +7 (=2+3+2) Move Silently +9 (=4+3+2) Search +6 (=4+2+0) Spot +5 (=2+3+0) Disable Device +6 (=4+2+0) Open Lock +7 (=4+3+0) Tumble +7 (=4+3+0) =================================== Magic Items (location, weight): =================================== Other Equipment: Weapons: Quarterstaff, throwing daggers (8), shortbow (20 arrows) Armor, Clothes: Leather armor, traveler's outfit Other important things: Holy symbol: carved out of stone, worn around left wrist Thieves' tools (standard) ----------------------------------- Container: Backpack Contents: tools, bedroll, blanket, the usual useful stuff that I haven't bothered to do details on Container: Quiver Contents: arrows of course ------------------------------ ----- Money PP: 0 GP: 23 SP: 19 CP: 24 Gems/Other: 0 ----------------------------------- Load Light: 0-24 lbs. Medium: 25-42 lbs. Heavy: 43-75 lbs. Current: ~22 lbs. =================================== Magic Caster Level: 1 (2 on chaos spells) Spells per day: 3/1 (6/3 incl. bonus and domain) Domains: Madness, Chaos Lvl 0 Spells: Inflict minor wounds x2, light, purify food and drink x2, create water Lvl 1 Spells: Lesser confusion, inflict light wounds, magic stone Lvl 2 Spells: Lvl 3 Spells: Lvl 4 Spells: Lvl 5 Spells: Lvl 6 Spells: Lvl 7 Spells: Lvl 8 Spells: Lvl 9 Spells: =================================== Description (include Age, gender, height, weight, physical description): Daisu obviously doesn't tend to think or care that anybody sees him, even when he's not actively trying to be seen. His cloak is tattered and dirty, his hair is matted and tangled under his broad hat, and his trousers are rumpled and uneven. He walks with a rough-hewn staff, though he doesn't put any weight on it; he also has a short bow and quiver of arrows attached to his backpack. His face is smooth and unremarkable, entirely forgettable. Male, 27 years, 3'1", 27# =================================== Any FEAT or Spell not in Core Rule I-III needs to have OGC description posted below: Madness domain spells (domain power is listed under class abilities): 1. Lesser Confusion 2. Touch of Madness Components: V, S Casting time: One action Range: Touch Targets, Effect, or Area: Creature touched Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes The caster may daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. The dazed subject is not stunned (so attackers get no special advantage against it), but it can’t move, cast spells, use mental abilities, and so on. 3. Rage 4. Confusion 5. Bolts of Bedevilment Components: V, S Casting time: One action Range: Medium (100 ft. + 10 ft./level) Targets, Effect, or Area: Ray Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes This spell grants the caster the ability to make one ray attack per round. The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds. The creature is not stunned (so attackers get no special advantage against it), but it can’t move, cast spells, use mental abilities, and so on. 6. Phantasmal Killer 7. Insanity 8. Maddening Scream Components: V Casting time: One action Range: Touch Targets, Effect, or Area: Living creature touched Duration: 1d4+1 rounds Saving Throw: None Spell Resistance: Yes The subject cannot keep him or herself from behaving as though completely mad. This spell makes it impossible for the victim to do anything other than race about caterwauling. The effect worsens the Armor Class of the creature by 4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield. 9. Weird [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
RECRUITING: Fall of the 14th Kingdom
Top