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Recruiting for a High Level Planescape Campaign (dead, see the last post, sorry)
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<blockquote data-quote="kinem" data-source="post: 3860075" data-attributes="member: 24234"><p>This should hopefully work as the final version.</p><p></p><p>[sblock=Harin stats]Harin’awt, male Arcanaloth Wizard 1 (eff ECL 16)</p><p></p><p>XP: 125,000 (after xp spent on permanencies)</p><p></p><p>Medium Outsider (Evil) </p><p>Hit Dice: 12d8+1d4+78 (144 hp)</p><p>Initiative: +10 (+6 Dex, +4 Improved Initiative) </p><p>Speed: 30 ft., fly 45 ft. (good) </p><p>Armor Class: 32 (+6 dex, +10 natural, +6 belt) (touch 22, ff 26)</p><p>AC w/mage armor: 36 (+6 dex, +10 natural, +4 armor, +6 belt) (touch 22, ff 30)</p><p>Base Attack/Grapple: +12/+12</p><p>Attack: claw +12 melee (1d4+poison)</p><p>Full Attack: 2 claws +12 melee (1d4+poison), bite +10 melee (1d6)</p><p>Space/Reach: 5 ft. by 5 ft./5 ft. </p><p>Special Attacks: Spells, poison, summon yugoloth, spell-like abilities </p><p>Special Qualities: Literacy, SR 24, damage reduction 15/good, yugoloth qualities, immunity</p><p>Saves: Fort +19, Ref +19, Will +22</p><p></p><p>Abilities (race modified(enhanced)/+bonus (base, point cost)): </p><p>Str 10/+0 (10, 2 pt)</p><p>Dex 18(22)/+6 (14, 6 pt)</p><p>Con 16(22)/+6 (14, 6 pt)</p><p>Int 24(30)/+10 (16, 10 pt)</p><p>Wis 20/+5 (12, 4 pt)</p><p>Cha 20/+5 (12, 4 pt)</p><p></p><p>Skills (ranks/total): Spot 16/21, Listen 8/13, Sense Motive +16/21, Concentration 16/22, Disguise (cc) 4/9 (19 w/hat), Diplomacy (cc) 8/17, Gather Information (cc) 5/10, Intimidate 13/20, Bluff +16/21, Move Silently (cc) 8/14, Knowledge (planes) 16/26, Knowledge (Blood War) 16/26, Knowledge (arcana) 16/26, Appraise 3/13, Spellcraft 16/26, Escape Artist 16/22, Use Magic Device 16/21</p><p></p><p>Feats: Iron Will, Improved Initiative, Multiattack, Spell Penetration, Greater Spell Penetration</p><p></p><p>Alignment: Neutral Evil </p><p></p><p>Carry load 33/66/100</p><p></p><p>Spells: Harin can cast spells as a 13th level wizard (+17 vs. SR).</p><p></p><p>Spells/day (DC 20 + spell level): </p><p>4 0th 4+3 1st 4+3 2nd 4+2 3rd 4+2 4th 3+2 5th 2+2 6th 1+1 7th — —</p><p></p><p>Spells known: all PHB, etc.</p><p></p><p>Spells prepared (typically):</p><p></p><p>7th: finger of death (x2)</p><p>6th: chain lighting, disintegrate, greater dispel magic, flesh to stone</p><p>5th: dismissal, dominate person, feeblemind, persistent image, mage’s private sanctum</p><p>4th: dimensional anchor, black tentacles, greater invisibility (x2), enervation (x2)</p><p>3rd: haste, dispel magic, fireball, protection from energy, greater magic weapon, flame arrow</p><p>2nd: false life, hideous laughter, glitterdust, web, see invisibility, owl’s wisdom, eagle’s splendor</p><p>1st: identify, protection from good, grease, mage armor (x2), obscuring mist, true strike</p><p>0th: ghost sound (x2), arcane mark, prestidigitation</p><p></p><p>Permanent effect:</p><p>Arcane sight (1500 xp)</p><p></p><p>Spell-Like Abilities (sp): Always active- fly; </p><p>At will- deeper darkness, heat metal, invisibility, magic missile, quench, shapechange (no su or ex abilities, humanoid forms only), telekinesis, warp wood; </p><p>At will- alter self, animate dead, charm person, contagion, silent image, produce flame and greater teleport.</p><p>1/day- mirage arcana and fear. These abilities are as the spells cast by a 12th level sorcerer (save DC 15 + spell level).</p><p></p><p>Poison(Ex): Claw, Fortitude save (DC 22, Con based); initial damage -1 permanent, cumulative penalty to base attack bonus, secondary damage 2d6 temporary Strength.</p><p></p><p>Summon Yugoloth(Sp): Once per day a arcanaloth can attempt to summon 1d6 mezzoloths, 1d2 dergholoths or one arcanaloth with a 40% chance of succes. </p><p></p><p>Immunity(Ex): Arcanaloths are immune to all enchantment spells and effects. </p><p></p><p>Literacy(Ex): Arcanaloth's can speak and write all languages.</p><p></p><p>They can only be destroyed if fought on the plane of Gehenna.</p><p>Yugoloth Immunities(Ex): Acid, fire, poison, iron weapons</p><p>Resistance(Ex): Gas 20</p><p></p><p>Weakness(Ex): Double damage from cold unless saving throw for half is allowed. </p><p></p><p>Equipment: (260 k gp)</p><p>Amulet of health +6 (36 k)</p><p>Headband of intellect +6 (36 k)</p><p>Cloak of resistance +5 (25 k)</p><p>Monk’s belt (13 k)</p><p>Gloves of dexterity +4 (16 k)</p><p>Silent metamagic rod (11 k, up to 6th level)</p><p>Rod of absorption (50 k)</p><p>Staff of charming (16.5 k; DC 21/24, CL 13)</p><p>Blessed book (12.5 k) (spells are in here)</p><p>Wand of cure serious wounds (11.25 k)</p><p>Wand of align weapon (4.5 k)</p><p>Scrying focus mirror (1 k)</p><p>Handy haversack (2 k)</p><p>50 sling bullets (1 gp, 25 lb)</p><p>50 cold iron sling bullets (2 gp, 25 lb)</p><p>50 silver sling bullets (101 gp, 25 lb)</p><p>Ring of mind shielding (8 k)</p><p>Pearls of power (1st, 2nd, 3rd) (14 k)</p><p>Hat of disguise (1.8 k)</p><p>MW manacles with amazing lock (0.2 k)</p><p>Spellbook (blank) (0.015 k)</p><p>Mirror (0.010 k)</p><p>Ink, pen & paper (0.010 k)</p><p>Wine, fine bottle (0.010 k)</p><p>boulder (300 lb) with permanent Shrink Item effect (cost 1500 xp)</p><p>MW rapier (320 gp)</p><p>Diamond dust (500 gp)</p><p>20 pp, 80 gp, 10 sp</p><p></p><p>total 260,000</p><p></p><p>Notes:</p><p>Sling bullets are normally in 3 bags of 50, stored in central haversack. Bullets seem easier to dump out and gather up than arrows.</p><p>When prepared with Greater Magic Weapon, Flame Arrow, and perhaps Align Weapon (from wand), using telekinesis SLA:</p><p>Attack 12 sling bullets +25 ranged (1d4+3 + 1d6 fire)</p><p></p><p>The shrinking boulder is used to smash up golems and the like, as they are immune to spells. 300 lb boulder w/telekinesis:</p><p>Attack boulder +22 ranged (12d6)</p><p></p><p>The rapier is mainly for show. He is not proficient with it, but his general combat skills (BAB) allow him to be reasonably accurate with it when sparring with lesser beings.</p><p>Attack rapier +9/+4 melee (1d6, crit 18/x2)[/sblock]</p><p></p><p>[sblock=description]Harin in his natural form appears as a robed man with a head like that of a fanged brown jackal. However, most of the time while in Sigil he uses his Hat of Disguise to appear humanoid. (He uses it instead of shapechange in order to retain his natural armor and other resistances.)</p><p></p><p>He often appears as a robed blond human man, giving his name as Allen and admitting to being a wizard.</p><p></p><p>Another disguise he uses is that of Thallel, a dark-green-haired elf with a rougish appearance who always sports a rapier at his side.</p><p></p><p>Despite his distain for mortals, these disguises allow him to operate in Sigil while attracting a minimum amount of attention. He does not want to draw the ire of Shemeska by openly appearing as a rival, and does not want his enemies to know where he is. Together with his ring of mind shielding, the disguises also screen him from most random hostility from paladins, celestials and their ilk.</p><p></p><p>When simply travelling from one are to another, if he does not teleport, he will typically make himself invisible and fly.</p><p></p><p>Harin is proud of his ability to win battles even against powerful enemies or magic immune creatures, thanks to his clever preparations and carefully gathered items. Of course, he prefers to know well in advance what he will face so he can prepare spells and plans. While he like a good fight on occasion, he knows that it is often important to prevail by less direct means.</p><p></p><p>Some of his main enemies are Tanarri that he double crossed at some point, but his real fear is that the pit fiend he swindled wishes from – he does not know the Baatzeu’s name - will figure it out and bother to come after him. That was over three centuries ago, but fiends have long memories, and often play subtle games of revenge that take years to play out. Frannisa, the female arcanaloth that used to be a sort of mate to him years ago, was in on the game – equally guilty, but that does not comfort him; they did not part as allies. He has no idea where she is, and divinations always failed when he tried that.</p><p></p><p>Harin’s curiousity sometimes gets the better of him, and he will sometimes allow himself to travel to strange places even at certain risks to himself. Gehenna is the one plane he would avoid at almost any cost – too many enemies wait for him there, and it is the one plane where he is truely at risk of being slain. Sigil, therefore, is not a bad place to stay while he plots his next move. Nominally, he is currently an agent of the Tower of Arcanaloths and occasionally secures material and items for the library in exchange for the privilege to access certain of the records – and for not having his own location made public.</p><p></p><p>Recently, he made a foolish investment in “soul food” – which turned out to be a fraud, a mere style of actual food on some obscure Prime plane, not made of souls as he’d been promised and ‘shown’ by the fallen deva turned grifter, now vanished – and this has caused his current cash crunch; he now has few financial assets aside from the magic items on his back. While he seeks revenge, he feels a need to swiftly rebuild his fortune, so he would be open to opportunities should they arise.[/sblock]</p></blockquote><p></p>
[QUOTE="kinem, post: 3860075, member: 24234"] This should hopefully work as the final version. [sblock=Harin stats]Harin’awt, male Arcanaloth Wizard 1 (eff ECL 16) XP: 125,000 (after xp spent on permanencies) Medium Outsider (Evil) Hit Dice: 12d8+1d4+78 (144 hp) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 30 ft., fly 45 ft. (good) Armor Class: 32 (+6 dex, +10 natural, +6 belt) (touch 22, ff 26) AC w/mage armor: 36 (+6 dex, +10 natural, +4 armor, +6 belt) (touch 22, ff 30) Base Attack/Grapple: +12/+12 Attack: claw +12 melee (1d4+poison) Full Attack: 2 claws +12 melee (1d4+poison), bite +10 melee (1d6) Space/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Spells, poison, summon yugoloth, spell-like abilities Special Qualities: Literacy, SR 24, damage reduction 15/good, yugoloth qualities, immunity Saves: Fort +19, Ref +19, Will +22 Abilities (race modified(enhanced)/+bonus (base, point cost)): Str 10/+0 (10, 2 pt) Dex 18(22)/+6 (14, 6 pt) Con 16(22)/+6 (14, 6 pt) Int 24(30)/+10 (16, 10 pt) Wis 20/+5 (12, 4 pt) Cha 20/+5 (12, 4 pt) Skills (ranks/total): Spot 16/21, Listen 8/13, Sense Motive +16/21, Concentration 16/22, Disguise (cc) 4/9 (19 w/hat), Diplomacy (cc) 8/17, Gather Information (cc) 5/10, Intimidate 13/20, Bluff +16/21, Move Silently (cc) 8/14, Knowledge (planes) 16/26, Knowledge (Blood War) 16/26, Knowledge (arcana) 16/26, Appraise 3/13, Spellcraft 16/26, Escape Artist 16/22, Use Magic Device 16/21 Feats: Iron Will, Improved Initiative, Multiattack, Spell Penetration, Greater Spell Penetration Alignment: Neutral Evil Carry load 33/66/100 Spells: Harin can cast spells as a 13th level wizard (+17 vs. SR). Spells/day (DC 20 + spell level): 4 0th 4+3 1st 4+3 2nd 4+2 3rd 4+2 4th 3+2 5th 2+2 6th 1+1 7th — — Spells known: all PHB, etc. Spells prepared (typically): 7th: finger of death (x2) 6th: chain lighting, disintegrate, greater dispel magic, flesh to stone 5th: dismissal, dominate person, feeblemind, persistent image, mage’s private sanctum 4th: dimensional anchor, black tentacles, greater invisibility (x2), enervation (x2) 3rd: haste, dispel magic, fireball, protection from energy, greater magic weapon, flame arrow 2nd: false life, hideous laughter, glitterdust, web, see invisibility, owl’s wisdom, eagle’s splendor 1st: identify, protection from good, grease, mage armor (x2), obscuring mist, true strike 0th: ghost sound (x2), arcane mark, prestidigitation Permanent effect: Arcane sight (1500 xp) Spell-Like Abilities (sp): Always active- fly; At will- deeper darkness, heat metal, invisibility, magic missile, quench, shapechange (no su or ex abilities, humanoid forms only), telekinesis, warp wood; At will- alter self, animate dead, charm person, contagion, silent image, produce flame and greater teleport. 1/day- mirage arcana and fear. These abilities are as the spells cast by a 12th level sorcerer (save DC 15 + spell level). Poison(Ex): Claw, Fortitude save (DC 22, Con based); initial damage -1 permanent, cumulative penalty to base attack bonus, secondary damage 2d6 temporary Strength. Summon Yugoloth(Sp): Once per day a arcanaloth can attempt to summon 1d6 mezzoloths, 1d2 dergholoths or one arcanaloth with a 40% chance of succes. Immunity(Ex): Arcanaloths are immune to all enchantment spells and effects. Literacy(Ex): Arcanaloth's can speak and write all languages. They can only be destroyed if fought on the plane of Gehenna. Yugoloth Immunities(Ex): Acid, fire, poison, iron weapons Resistance(Ex): Gas 20 Weakness(Ex): Double damage from cold unless saving throw for half is allowed. Equipment: (260 k gp) Amulet of health +6 (36 k) Headband of intellect +6 (36 k) Cloak of resistance +5 (25 k) Monk’s belt (13 k) Gloves of dexterity +4 (16 k) Silent metamagic rod (11 k, up to 6th level) Rod of absorption (50 k) Staff of charming (16.5 k; DC 21/24, CL 13) Blessed book (12.5 k) (spells are in here) Wand of cure serious wounds (11.25 k) Wand of align weapon (4.5 k) Scrying focus mirror (1 k) Handy haversack (2 k) 50 sling bullets (1 gp, 25 lb) 50 cold iron sling bullets (2 gp, 25 lb) 50 silver sling bullets (101 gp, 25 lb) Ring of mind shielding (8 k) Pearls of power (1st, 2nd, 3rd) (14 k) Hat of disguise (1.8 k) MW manacles with amazing lock (0.2 k) Spellbook (blank) (0.015 k) Mirror (0.010 k) Ink, pen & paper (0.010 k) Wine, fine bottle (0.010 k) boulder (300 lb) with permanent Shrink Item effect (cost 1500 xp) MW rapier (320 gp) Diamond dust (500 gp) 20 pp, 80 gp, 10 sp total 260,000 Notes: Sling bullets are normally in 3 bags of 50, stored in central haversack. Bullets seem easier to dump out and gather up than arrows. When prepared with Greater Magic Weapon, Flame Arrow, and perhaps Align Weapon (from wand), using telekinesis SLA: Attack 12 sling bullets +25 ranged (1d4+3 + 1d6 fire) The shrinking boulder is used to smash up golems and the like, as they are immune to spells. 300 lb boulder w/telekinesis: Attack boulder +22 ranged (12d6) The rapier is mainly for show. He is not proficient with it, but his general combat skills (BAB) allow him to be reasonably accurate with it when sparring with lesser beings. Attack rapier +9/+4 melee (1d6, crit 18/x2)[/sblock] [sblock=description]Harin in his natural form appears as a robed man with a head like that of a fanged brown jackal. However, most of the time while in Sigil he uses his Hat of Disguise to appear humanoid. (He uses it instead of shapechange in order to retain his natural armor and other resistances.) He often appears as a robed blond human man, giving his name as Allen and admitting to being a wizard. Another disguise he uses is that of Thallel, a dark-green-haired elf with a rougish appearance who always sports a rapier at his side. Despite his distain for mortals, these disguises allow him to operate in Sigil while attracting a minimum amount of attention. He does not want to draw the ire of Shemeska by openly appearing as a rival, and does not want his enemies to know where he is. Together with his ring of mind shielding, the disguises also screen him from most random hostility from paladins, celestials and their ilk. When simply travelling from one are to another, if he does not teleport, he will typically make himself invisible and fly. Harin is proud of his ability to win battles even against powerful enemies or magic immune creatures, thanks to his clever preparations and carefully gathered items. Of course, he prefers to know well in advance what he will face so he can prepare spells and plans. While he like a good fight on occasion, he knows that it is often important to prevail by less direct means. Some of his main enemies are Tanarri that he double crossed at some point, but his real fear is that the pit fiend he swindled wishes from – he does not know the Baatzeu’s name - will figure it out and bother to come after him. That was over three centuries ago, but fiends have long memories, and often play subtle games of revenge that take years to play out. Frannisa, the female arcanaloth that used to be a sort of mate to him years ago, was in on the game – equally guilty, but that does not comfort him; they did not part as allies. He has no idea where she is, and divinations always failed when he tried that. Harin’s curiousity sometimes gets the better of him, and he will sometimes allow himself to travel to strange places even at certain risks to himself. Gehenna is the one plane he would avoid at almost any cost – too many enemies wait for him there, and it is the one plane where he is truely at risk of being slain. Sigil, therefore, is not a bad place to stay while he plots his next move. Nominally, he is currently an agent of the Tower of Arcanaloths and occasionally secures material and items for the library in exchange for the privilege to access certain of the records – and for not having his own location made public. Recently, he made a foolish investment in “soul food” – which turned out to be a fraud, a mere style of actual food on some obscure Prime plane, not made of souls as he’d been promised and ‘shown’ by the fallen deva turned grifter, now vanished – and this has caused his current cash crunch; he now has few financial assets aside from the magic items on his back. While he seeks revenge, he feels a need to swiftly rebuild his fortune, so he would be open to opportunities should they arise.[/sblock] [/QUOTE]
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