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.
Community
General Tabletop Discussion
*TTRPGs General
[RG] Answering the Call
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="Neurotic" data-source="post: 4705601" data-attributes="member: 24380"><p><strong>Menno</strong></p><p></p><p>Male Human Sorcerer 2</p><p>Chaotic Good</p><p>Strength 8 (-1)</p><p>Dexterity 14 (+2)</p><p>Constitution 12 (+1)</p><p>Intelligence 13 (+1)</p><p>Wisdom 10 (+0)</p><p>Charisma 15 (+2)</p><p></p><p>XP: 1839</p><p>[sblock=History]</p><p>Starting 1051XP</p><p>22.4.2009 - 188XP 5 hobgoblins in the hall</p><p>27.1.2010 - 600XP ending hobgoblins and fey blade <a href="http://www.enworld.org/forum/talking-talk/232039-3-5-ooc-answering-call-24.html#post5069644" target="_blank">See here</a></p><p>[/sblock]</p><p><strong>Appearance:</strong></p><p>Size: Medium</p><p>Height: 5' 10"</p><p>Weight: 170 lb</p><p>Skin: Light</p><p>Eyes: Green</p><p>Hair: Dark Brown; Straight; Beardless</p><p></p><p>[sblock=Equipment]</p><p>Light load: 33 lb. or less</p><p>Medium load: 34-66 lb.</p><p>Heavy load: 67-100 lb.</p><p>Lift over head: 100 lb.</p><p>Lift off ground: 200 lb.</p><p>Push or drag: 500 lb.</p><p></p><p>[code]</p><p>2 lb Backpack</p><p>5 lb Bedroll</p><p>2 lb Caltrops</p><p>Chalk</p><p>5 lb Crowbar</p><p>1 lb Lamp (common)</p><p>1 lb Mirror</p><p>1 lb Soap</p><p>1 lb Vial (for ink or potions) x3</p><p>4 lb Waterskins x1</p><p>_____</p><p>22 lbs, light load</p><p>[/code]</p><p>[/sblock]</p><p></p><p>Combat:</p><p></p><p>Hit Points: 8</p><p><a href="http://invisiblecastle.com/roller/view/1983572/" target="_blank">Hit points for 2nd level (1d4+1=3)</a> </p><p></p><p>Speed: 30 feet [20 under medium load]</p><p>Armor Class: 13 = 10 +2 [dexterity] +1 BAB</p><p>Touch AC: 13</p><p>Flat-footed: 10</p><p>Initiative modifier: +2 = +2 [dexterity] </p><p></p><p>(+1 against magic sleep and paralysis effects and also vs. fire based spells and abilities)</p><p>Fortitude save: +1 = 0 [base] +1 [constitution] </p><p>Reflex save: +2 = 0 [base] +2 [dexterity] </p><p>Will save: +3 = 3 [base] +0 [wisdom]</p><p></p><p>Attack (handheld): 0 = 1 [base] -1 [strength]</p><p>Attack (unarmed): 0 = 1 [base] -1 [strength] </p><p>Attack (missile): +3 = 1 [base] +2 [dexterity] </p><p>Grapple check: +1 = 1 [base] </p><p></p><p></p><p>Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]</p><p>Long Spear [1d8, crit x3, 9 lb., two-handed, piercing]</p><p>Light Crossbow [1d8, 19-20/x2, range inc 80 ft., 4 lb., light, piercing] 50 bolts</p><p>-----------------------------------</p><p>Skills/feats:</p><p>Languages: Common, Draconic</p><p>Raven familiar</p><p></p><p></p><p>Feats:</p><p>[sblock=Precocious Apprentice (human)]</p><p>Your master has shown you the basics of a spell beyond the normal limits of your experience and training.</p><p></p><p>Prerequisite: Spellcasting ability (Int or Cha) 15, arcane caster level 1st.</p><p>Benefit: Choose one 2nd-level spell from a school of magic you have access to. You gain an extra 2nd-level spell slot that must be used initially to cast only the chosen spell. Until your level is high enough to allow you to cast 2nd-level spells, you must succeed on a DC 8 caster level check to successfully cast this spell; if you fail, the spell is miscast to no effect. Your caster level with the chosen spell is your normal caster level, even if this level is insufficient to cast the spell under normal circumstances.</p><p>When you become able to cast 2nd-level spells, you lose the benefit described above but retain the extra 2nd-level spell slot, which you can use to prepare or spontaneously cast a spell of 2nd level or lower as you normally would.</p><p>Finally, you gain a +2 bonus on all Spellcraft checks.</p><p>Special: You can take this feat only as a 1st level character.</p><p>[/sblock]</p><p></p><p>[sblock=Fiery Burst (1st level)]</p><p>Type: Reserve</p><p>Source: Complete Mage</p><p></p><p>You channel your magical talent into a blast of fire.</p><p></p><p>Prerequisite: Ability to cast 2nd-level spells.</p><p>Benefit: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest-level fire spell you have available to cast. A successful Reflex save halves the damage.</p><p>As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.</p><p>[/sblock]</p><p></p><p>[sblock=Draconic Heritage]</p><p>Type: Draconic</p><p>Source: Dragon Magic</p><p></p><p>You have a greater connection with your draconic bloodline than others of your kind. </p><p></p><p>Prerequisite: Sorcerer level 1st.</p><p>Benefit: You gain the dragonblood subtype. Choose one kind of dragon from the list in the table below. This is your draconic heritage, which cannot later be changed unless you under go the Rite of Draconic Affinity (Races of the Dragon, pg. 59). Half dragons must choose the same dragonkind as their dragon parent. </p><p></p><p>Special: When you declare your draconic heritage, you gain a bonus on saving throws against magic sleep and paralysis effects, as well as on saves against spells and abilities with a descriptor that matches the corresponding energy type. This bonus equals the number of draconic fears you have. In addition, you gain the corresponding skill as a sorcerer class skill. </p><p>[/sblock]</p><p></p><p>[code]</p><p>Appraise Int 4 = +1 +3 [raven] </p><p>Balance Dex* 2 = +2 </p><p>Bluff Cha 6 = +2 +4 </p><p>Climb Str* -1 = -1 </p><p>Concentration Con 6 = +2 +4 </p><p>Craft Int 1 = +1 </p><p>Diplomacy Cha 2 = +2 </p><p>Disguise Cha 2 = +2 </p><p>Escape Artist Dex* 2 = +2 </p><p>Forgery Int 1 = +1 </p><p>Gather Info Cha 7 = +3 +4 </p><p>Heal Wis 0 = +0 </p><p>Hide Dex* 2 = +2 </p><p>Intimidate Cha 2 = +2 </p><p>Jump Str* -1 = -1 </p><p>Arcana Int 3 = +2 +1 </p><p>Listen Wis 0 = +0 </p><p>Move Silently Dex* 2 = +2 </p><p>Perform Cha 2 = +2 </p><p>Ride Dex 2 = +2 </p><p>Search Int 1 = +1 </p><p>Sense Motive Wis 0 = +0 </p><p>Spellcraft Int 7 = +2 +3 +2 (from feat)</p><p>Spot Wis 0 = +0 </p><p>Survival Wis 0 = +0 </p><p>Swim Str* -1 = -1 </p><p>Use Rope Dex 2 = +2 </p><p></p><p>* = check penalty for wearing armor</p><p>If the familiar is within reach, +2 on spot and listen ("alertness").</p><p>[/code]</p><p></p><p></p><p>Spells:</p><p>Zero-level Sorcerer spells: 6 per day</p><p>First-level Sorcerer spells: 5 (4+1) per day</p><p>Second-level Sorcerer spells: 2 (1+1) per day</p><p></p><p>Known Spells:</p><p>Level 0 (cantrips): Prestidigitation, Detect Magic, Read Magic, Acid Splash, Touch of Fatigue.</p><p>Level 1: Grease, Color Spray</p><p>Level 2: Scorching Ray</p><p></p><p>[sblock=Raven familiar]</p><p><strong>Benedict</strong></p><p>Str 1 Dex 15 Con 10 Int 6 Wis 14 Chr 6;</p><p>Hit points: 4;</p><p>Initiative +2 (dex);</p><p>Speed 10 ft., fly 40 ft. (average);</p><p>AC: 15 (+2 size, +2 dex, +1 level); Claws +4 melee 1d2-5</p><p>Fort +2, Ref +4, Will +4,</p><p>Listen +6, Spot +6; speaks one character language (Common)</p><p>Alertness feat when in arm's reach;</p><p>improved evasion;</p><p>share spells;</p><p>empathic link.</p><p>[/sblock]</p><p></p><p><strong>History/Background info:</strong></p><p>Menno was born into a poor family in one of the many unremarkable fiefs that dot the lands. In his youth he was an energetic and often 'wild' child who saw no problem causing all sorts of mischief around the small peasant village. He didn't do this with ill intent, of course, he was just killing his boredom in his humble surroundings. Because of this he had few friends and didn't have a good reputation amongst the authorities in the village.</p><p></p><p>During his younger years he developed a very negative view of authority in general and would often find himself in trouble in one way or another; if it wasn't his free-spirited antics, it was his newly discovered and developing power. He was already looked down upon by most of the village, and this only served to cement their ill dispositions toward him. After one too many incidents in his hometown, Menno ran off with a hedge-wizard just passing through. Old chap was very amenable and somewhat feeling the press of years he hurried to teach wide-eyed youth as much as he can before short attention span of youth gets diverted by something else.</p><p></p><p>His wide-eyed optimism was challenged at every turn in this new life. He started to see the ugly side of people, and learned to put on a false face. He never quite got the knack for fitting in, and left the services of the wizard to test his mettle and try the life of an adventurer.</p><p></p><p>Menno would love to find a place to be comfortable and call home. He tends to act with confidence and bravado, but it is generally a front. He is generally happy, but has always been ill-at-ease because he has never had anyone to consider a true friend. His turn to the adventurous life is to see if he can awaken more of his power, and maybe make some friends along the way.</p></blockquote><p></p>
[QUOTE="Neurotic, post: 4705601, member: 24380"] [b]Menno[/b] Male Human Sorcerer 2 Chaotic Good Strength 8 (-1) Dexterity 14 (+2) Constitution 12 (+1) Intelligence 13 (+1) Wisdom 10 (+0) Charisma 15 (+2) XP: 1839 [sblock=History] Starting 1051XP 22.4.2009 - 188XP 5 hobgoblins in the hall 27.1.2010 - 600XP ending hobgoblins and fey blade [URL="http://www.enworld.org/forum/talking-talk/232039-3-5-ooc-answering-call-24.html#post5069644"]See here[/URL] [/sblock] [B]Appearance:[/B] Size: Medium Height: 5' 10" Weight: 170 lb Skin: Light Eyes: Green Hair: Dark Brown; Straight; Beardless [sblock=Equipment] Light load: 33 lb. or less Medium load: 34-66 lb. Heavy load: 67-100 lb. Lift over head: 100 lb. Lift off ground: 200 lb. Push or drag: 500 lb. [code] 2 lb Backpack 5 lb Bedroll 2 lb Caltrops Chalk 5 lb Crowbar 1 lb Lamp (common) 1 lb Mirror 1 lb Soap 1 lb Vial (for ink or potions) x3 4 lb Waterskins x1 _____ 22 lbs, light load [/code] [/sblock] Combat: Hit Points: 8 [url=http://invisiblecastle.com/roller/view/1983572/]Hit points for 2nd level (1d4+1=3)[/url] Speed: 30 feet [20 under medium load] Armor Class: 13 = 10 +2 [dexterity] +1 BAB Touch AC: 13 Flat-footed: 10 Initiative modifier: +2 = +2 [dexterity] (+1 against magic sleep and paralysis effects and also vs. fire based spells and abilities) Fortitude save: +1 = 0 [base] +1 [constitution] Reflex save: +2 = 0 [base] +2 [dexterity] Will save: +3 = 3 [base] +0 [wisdom] Attack (handheld): 0 = 1 [base] -1 [strength] Attack (unarmed): 0 = 1 [base] -1 [strength] Attack (missile): +3 = 1 [base] +2 [dexterity] Grapple check: +1 = 1 [base] Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] Long Spear [1d8, crit x3, 9 lb., two-handed, piercing] Light Crossbow [1d8, 19-20/x2, range inc 80 ft., 4 lb., light, piercing] 50 bolts ----------------------------------- Skills/feats: Languages: Common, Draconic Raven familiar Feats: [sblock=Precocious Apprentice (human)] Your master has shown you the basics of a spell beyond the normal limits of your experience and training. Prerequisite: Spellcasting ability (Int or Cha) 15, arcane caster level 1st. Benefit: Choose one 2nd-level spell from a school of magic you have access to. You gain an extra 2nd-level spell slot that must be used initially to cast only the chosen spell. Until your level is high enough to allow you to cast 2nd-level spells, you must succeed on a DC 8 caster level check to successfully cast this spell; if you fail, the spell is miscast to no effect. Your caster level with the chosen spell is your normal caster level, even if this level is insufficient to cast the spell under normal circumstances. When you become able to cast 2nd-level spells, you lose the benefit described above but retain the extra 2nd-level spell slot, which you can use to prepare or spontaneously cast a spell of 2nd level or lower as you normally would. Finally, you gain a +2 bonus on all Spellcraft checks. Special: You can take this feat only as a 1st level character. [/sblock] [sblock=Fiery Burst (1st level)] Type: Reserve Source: Complete Mage You channel your magical talent into a blast of fire. Prerequisite: Ability to cast 2nd-level spells. Benefit: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest-level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells. [/sblock] [sblock=Draconic Heritage] Type: Draconic Source: Dragon Magic You have a greater connection with your draconic bloodline than others of your kind. Prerequisite: Sorcerer level 1st. Benefit: You gain the dragonblood subtype. Choose one kind of dragon from the list in the table below. This is your draconic heritage, which cannot later be changed unless you under go the Rite of Draconic Affinity (Races of the Dragon, pg. 59). Half dragons must choose the same dragonkind as their dragon parent. Special: When you declare your draconic heritage, you gain a bonus on saving throws against magic sleep and paralysis effects, as well as on saves against spells and abilities with a descriptor that matches the corresponding energy type. This bonus equals the number of draconic fears you have. In addition, you gain the corresponding skill as a sorcerer class skill. [/sblock] [code] Appraise Int 4 = +1 +3 [raven] Balance Dex* 2 = +2 Bluff Cha 6 = +2 +4 Climb Str* -1 = -1 Concentration Con 6 = +2 +4 Craft Int 1 = +1 Diplomacy Cha 2 = +2 Disguise Cha 2 = +2 Escape Artist Dex* 2 = +2 Forgery Int 1 = +1 Gather Info Cha 7 = +3 +4 Heal Wis 0 = +0 Hide Dex* 2 = +2 Intimidate Cha 2 = +2 Jump Str* -1 = -1 Arcana Int 3 = +2 +1 Listen Wis 0 = +0 Move Silently Dex* 2 = +2 Perform Cha 2 = +2 Ride Dex 2 = +2 Search Int 1 = +1 Sense Motive Wis 0 = +0 Spellcraft Int 7 = +2 +3 +2 (from feat) Spot Wis 0 = +0 Survival Wis 0 = +0 Swim Str* -1 = -1 Use Rope Dex 2 = +2 * = check penalty for wearing armor If the familiar is within reach, +2 on spot and listen ("alertness"). [/code] Spells: Zero-level Sorcerer spells: 6 per day First-level Sorcerer spells: 5 (4+1) per day Second-level Sorcerer spells: 2 (1+1) per day Known Spells: Level 0 (cantrips): Prestidigitation, Detect Magic, Read Magic, Acid Splash, Touch of Fatigue. Level 1: Grease, Color Spray Level 2: Scorching Ray [sblock=Raven familiar] [B]Benedict[/B] Str 1 Dex 15 Con 10 Int 6 Wis 14 Chr 6; Hit points: 4; Initiative +2 (dex); Speed 10 ft., fly 40 ft. (average); AC: 15 (+2 size, +2 dex, +1 level); Claws +4 melee 1d2-5 Fort +2, Ref +4, Will +4, Listen +6, Spot +6; speaks one character language (Common) Alertness feat when in arm's reach; improved evasion; share spells; empathic link. [/sblock] [B]History/Background info:[/B] Menno was born into a poor family in one of the many unremarkable fiefs that dot the lands. In his youth he was an energetic and often 'wild' child who saw no problem causing all sorts of mischief around the small peasant village. He didn't do this with ill intent, of course, he was just killing his boredom in his humble surroundings. Because of this he had few friends and didn't have a good reputation amongst the authorities in the village. During his younger years he developed a very negative view of authority in general and would often find himself in trouble in one way or another; if it wasn't his free-spirited antics, it was his newly discovered and developing power. He was already looked down upon by most of the village, and this only served to cement their ill dispositions toward him. After one too many incidents in his hometown, Menno ran off with a hedge-wizard just passing through. Old chap was very amenable and somewhat feeling the press of years he hurried to teach wide-eyed youth as much as he can before short attention span of youth gets diverted by something else. His wide-eyed optimism was challenged at every turn in this new life. He started to see the ugly side of people, and learned to put on a false face. He never quite got the knack for fitting in, and left the services of the wizard to test his mettle and try the life of an adventurer. Menno would love to find a place to be comfortable and call home. He tends to act with confidence and bravado, but it is generally a front. He is generally happy, but has always been ill-at-ease because he has never had anyone to consider a true friend. His turn to the adventurous life is to see if he can awaken more of his power, and maybe make some friends along the way. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
[RG] Answering the Call
Top