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[Rogues Gallery] Everything D&D Ever - Temple of the Frog
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<blockquote data-quote="sithramir" data-source="post: 6376926" data-attributes="member: 12183"><p><strong>Name:</strong> Taranis FlameTongue</p><p></p><p><strong>Sex:</strong> Male</p><p><strong>Race:</strong> Half-Elf</p><p><strong>Class/Level:</strong> Bard/1</p><p><strong>Alignment:</strong> Chaotic Good</p><p><strong>Size:</strong> Medium</p><p><strong>Type (Subtype):</strong> Humanoid (human)</p><p><strong>Init</strong>: +3</p><p><strong>Senses:</strong> Normal </p><p><strong>Passive Perception</strong>: 15</p><p></p><p><strong><u>DEFENSE</u></strong></p><p><strong>AC:</strong> 15 (12 Studded Leather Armor +3 dex)</p><p><strong>HP:</strong> 10 (1d8 +2 con)</p><p><strong>Saves:</strong> Dexterity & Charisma</p><p><strong>Special Defenses:</strong></p><p></p><p><u><strong>OFFENSE</strong></u></p><p><strong>Speed:</strong> 30ft</p><p><strong>Melee:</strong> Rapier (Finesse) +5 Attack, 1d8+3 Piercing</p><p><strong>Ranged:</strong> (Hand Crossbow, ammunition, range 80/320, loading) +5 ATK, 1d6+3 Piercing</p><p><strong>Special Attacks:</strong></p><p><strong>Spells:</strong> Attack +5 (Saving Throw DC: 13)</p><p><strong>Cantrips Known:</strong> Mage Hand, Vicious Mockery (Minor Illusion will be next)</p><p><strong>Spell Slots:</strong> (1st) 2</p><p><strong>Spells Known:</strong> Cure Wounds (1st), Dissonant Whispers (1st), Faerie Fire (1st), Sleep (1st)</p><p></p><p>STATISTICS</p><p><strong>Str</strong> 8 (-1), <strong>Dex</strong> 16 (+3) +1 racial, <strong>Con</strong> 14 (+2) +1 racial, <strong>Int</strong> 10 (+0), <strong>Wis</strong> 12 (+1), <strong>Cha</strong> 16 (+3) +2 racial</p><p></p><p><strong>Traits:</strong> I'm driven by wanderlust.</p><p><strong>Ideal:</strong> Change: Life is like the seasons, in constant change, and we must change with it.</p><p><strong>Bond:</strong> I am the last survivor of the Seelie Court. It is up to me to ensure their names enter legend.</p><p><strong>Flaw:</strong> I will never truly trust someone, other than myself.</p><p></p><p><strong>Skills</strong> (Proficient in bold) 3 Bard, 2 Half-Elf, 2 background</p><p>Mod Attribute Name of Skill</p><p><strong>+5 (dex) Acrobatics</strong></p><p>+1 (wis) Animal Handling</p><p>+0 (int) Arcana</p><p>-1 (str) Athletics</p><p><strong>+5 (cha) Deception</strong></p><p>+0 (int) History</p><p><strong>+3 (wis) Insight</strong></p><p>+3 (cha) Intimidation</p><p>+0 (int) Investigation</p><p>+1 (wis) Medicine</p><p>+0 (int) Nature</p><p><strong>+3 (wis) Perception</strong></p><p>+3 (cha) Performance</p><p><strong>+5 (cha) Persuasion</strong></p><p>+0 (int) Religion</p><p><strong>+5 (dex) Sleight of Hand</strong></p><p><strong>+5 (dex) Stealth</strong></p><p>+1 (wis) Survival</p><p></p><p><strong>Languages:</strong> Common, Elvish, Halfing, Sylvan, Celestial</p><p></p><p><strong>Racial Abilities:</strong> </p><p><strong>Darkvision:</strong> Taranis can see in dim light within 60' as if it were bright light, and in darkness as if it was dim light</p><p><strong>Fey:</strong> Resistance on charm saving throws, can't be put to sleep magically</p><p><strong>Feats:</strong> NONE</p><p></p><p><strong>Background Abilities:</strong> Drifter: </p><p>Taranis has spent most of his life moving from place to place, never settling down in one location for long. During his travels, dealt with people of all backgrounds and from all walks of life.</p><p></p><p><strong>Skill Proficiencies:</strong> Insight, Persuasion</p><p></p><p><strong>Tool Proficiencies:</strong> vehicles (land)</p><p></p><p><strong>Languages:</strong> Any two standard languages of your choice</p><p></p><p><strong>Equipment:</strong> A set of traveler's clothes, souvenirs from various places you've called home, belt pouch containing 15gp</p><p></p><p><strong>Feature:</strong> Contacts. Taranis knows someone (or someone knows him) in every place he's been to. You can find a place to hide, rest, or recuperate among people you know unless you've shown yourself to be a danger or too much of a nuisance to them. They will help you as much as they are able, but they will not risk their well-being for you.</p><p></p><p>Taranis longs for a place to call home. Whether they enjoy moving from place to place or yearn to settle down, the constant moving shapes a drifter's attitudes and ideals. Some develop an insatiable wanderlust and choose adventuring to fulfill it.</p><p></p><p><u><strong>CLASS FEATURES</strong></u></p><p><strong>Spellcasting:</strong> Charisma DC 13</p><p>- Bardic Inspiration (d6) (3 uses)</p><p><strong>Proficient:</strong> Light armor</p><p><strong>Weapons:</strong> Simple Weapons, hand crossbows, longswords, rapiers, shortswords</p><p><strong>Tools:</strong> 3 musical instruments (Lute, Horn, Flute), vehicle (land)</p><p></p><p><strong>Combat Gear:</strong> </p><p>Rapier</p><p>Hand Crossbow w/ 20 bolts</p><p>Dagger</p><p>Staff</p><p>Studded Leather Armor</p><p></p><p>Other Gear: </p><p></p><p>Traveler's clothes</p><p>Lute</p><p>Horn</p><p>Flute</p><p>Belt pouch</p><p>50' hempen rope</p><p>component pouch</p><p>backpack</p><p>bedroll</p><p>mess kit</p><p>tinderbox</p><p>10 torches</p><p>10 days of rations</p><p>waterskin</p><p>*<em>potion of healing 2d4+2<em></em></em></p><p><em><em>Money: 20 gp, 5 sp</em></em></p><p><em><em></em></em></p><p><em><em><strong>Weight Carried</strong>: xx lbs</em></em></p><p><em><em><strong>Carrying Capacity:</strong> 120 lbs</em></em></p><p><em><em><strong>Push/Drag/Lift:</strong> 240 lbs</em></em></p><p><em><em></em></em></p><p><em><em><strong>Physical Appearance:</strong></em></em></p><p><em><em>Taranis is slender and stands at 5' - 6" tall. There is no conflict with whether or not he is handsome or where his origins must be from. He is simply beautiful. A perfect painting come to life. He is edged with a glow as if the colors of everything about him wavers. His hair and beard are the reds and orange of a spectacular sunset. As if locks of his curling hair were painted with the glory of the sky when the sun was setting. His eyes are multi-petals of green: jade, grass, shades of leaves as if a green flow had been substituted for the iris of his eyes. He smiles at you joyously and you feel inspired as if that smile was meant for you and only you. One look and you know you will either hate him or love him.</em></em></p><p><em><em></em></em></p><p><em><em><strong>Backstory:</strong></em></em></p><p><em><em>Taranis, Lord of Light and Illusion, future king of the Seelie Court.</em></em></p><p><em><em></em></em></p><p><em><em>Taranis is a wanderer, but wasn't always so. Taranis was a half-breed born to the love of an immortal High Royal Sidhe named Arannis and an Elf female named Theirastra. To be a sidhe and a member of the Seelie Court is to be blessed but being "mortal" and a half-breed to boot, was nothing but a curse. Never treated as an equal for his heritage, Taranis was only protected so long as his father remained in good standing at the court. A minor noble, he was loved by many. Loved too much, perhaps, for the Queen always doted on Taranis's father Arannis. Rumor has it, his mother Theirastra, was a whore only their to gain the benefits of the court. Any creature who gives birth to a Sidhe child is given life long acceptance into the courts. The Sidhe are not the most fertile race. </em></em></p><p><em><em></em></em></p><p><em><em>Most folks assumed these rumors came from the Queen for she despised Theirastra and had plans for making Arannis the next king. Unfortunately, one fail day, Arannis was found poisoned and terribly ill. Taking this weakness to her advantage, the Queen challenged Theirastra to a duel and slew her. Arannis never fully recovered from the illness, but while immortal, could not die from it. </em></em></p><p><em><em></em></em></p><p><em><em>Taranis, as his younger years continued, soon learned the meaning of pain. While true duels were not allowed for those not yet of age, Taranis found himself fighting for his life day after day until he realized something must be done. On his wakening day, he challenged one of the royal court to a true duel in front of the Queen and the court in hopes of proving himself in battle. His hopes that such a win would win him a place in the Queens Guard and would end any future duel attempts. The guard was exempt to such as their protection of the royals was of the utmost importance.</em></em></p><p><em><em></em></em></p><p><em><em>Such an attempt was foolish and became his demise and banishment from the Sidhe court. A warrior defeating another with only magic was considered a great accomplishment. There was no lack of pride between the Sidhe. It is a matter of pride and boasting for one to be able to bring victory as such as the magic of the Seelie is that of illusion and enchantment. Rare is the ability to bring physical harm. Taranis paid the true price when his adversary cast some sort of minor feeblemind spell upon him. </em></em></p><p><em><em></em></em></p><p><em><em>Taranis was immediately relieved of all mental facilities. The court, seeing Taranis's weakness and knowing his father had never truly recovered claimed his mortality was a disease. His fathers illness was Taranis's fault! His choices were to be banished and never return (a fate worse than death to the Sidhe) or to stay and be forever shamed. Eventually succumbing to some other betrayel.</em></em></p><p><em><em></em></em></p><p><em><em>Taranis eventually left the court, his memories jumbled. Wandering became his lot in life as he desperately seeked to find some place to call home. He continues his search traveling to town after town seeking adventure to fill the void of his needs. He may not have ever truly recovered from his ordeal from the duel. While perhaps mortal, his long life has gained him a reputation as a drifter. Many towns know him and those who remember him often offer him a place to stay in exchange for conversation and perhaps a beautiful Seelie court song or poem.</em></em></p><p><em><em></em></em></p><p><em><em>Taranis has trouble remembering when or where he is. He is often given aid but as much as people are able, but only if it does not risk their own well being. His wanderlust and goal to find a true home is always delayed by the fact that his mental facilities have never truly returned to normal. One day he awakens clad in the most beautiful of armors with earth shattering spells on the tip of his tongue, and others he is clothed with only a few coppers to spare. Always willing to share his lore and musical talents from his "past life" at the Seelie court he never actually performs in front of a crowd. His inability to retain his memories always causing issues, often forcing him to move on to another town.</em></em></p><p><em><em></em></em></p><p><em><em>As far as he knows, the Seelie court is no more. His familiy, his heritage gone perhaps even just a myth. He cannot truly ever know.</em></em></p><p><em><em></em></em></p><p><em><em>*Last Edit: Realized you get 4 1st level spells instead of 2</em></em></p></blockquote><p></p>
[QUOTE="sithramir, post: 6376926, member: 12183"] [B]Name:[/B] Taranis FlameTongue [B]Sex:[/B] Male [B]Race:[/B] Half-Elf [B]Class/Level:[/B] Bard/1 [B]Alignment:[/B] Chaotic Good [B]Size:[/B] Medium [B]Type (Subtype):[/B] Humanoid (human) [B]Init[/B]: +3 [B]Senses:[/B] Normal [B]Passive Perception[/B]: 15 [B][U]DEFENSE[/U][/B] [B]AC:[/B] 15 (12 Studded Leather Armor +3 dex) [B]HP:[/B] 10 (1d8 +2 con) [B]Saves:[/B] Dexterity & Charisma [B]Special Defenses:[/B] [U][B]OFFENSE[/B][/U] [B]Speed:[/B] 30ft [B]Melee:[/B] Rapier (Finesse) +5 Attack, 1d8+3 Piercing [B]Ranged:[/B] (Hand Crossbow, ammunition, range 80/320, loading) +5 ATK, 1d6+3 Piercing [B]Special Attacks:[/B] [B]Spells:[/B] Attack +5 (Saving Throw DC: 13) [B]Cantrips Known:[/B] Mage Hand, Vicious Mockery (Minor Illusion will be next) [B]Spell Slots:[/B] (1st) 2 [B]Spells Known:[/B] Cure Wounds (1st), Dissonant Whispers (1st), Faerie Fire (1st), Sleep (1st) STATISTICS [B]Str[/B] 8 (-1), [B]Dex[/B] 16 (+3) +1 racial, [B]Con[/B] 14 (+2) +1 racial, [B]Int[/B] 10 (+0), [B]Wis[/B] 12 (+1), [B]Cha[/B] 16 (+3) +2 racial [B]Traits:[/B] I'm driven by wanderlust. [B]Ideal:[/B] Change: Life is like the seasons, in constant change, and we must change with it. [B]Bond:[/B] I am the last survivor of the Seelie Court. It is up to me to ensure their names enter legend. [B]Flaw:[/B] I will never truly trust someone, other than myself. [B]Skills[/B] (Proficient in bold) 3 Bard, 2 Half-Elf, 2 background Mod Attribute Name of Skill [B]+5 (dex) Acrobatics[/B] +1 (wis) Animal Handling +0 (int) Arcana -1 (str) Athletics [B]+5 (cha) Deception[/B] +0 (int) History [B]+3 (wis) Insight[/B] +3 (cha) Intimidation +0 (int) Investigation +1 (wis) Medicine +0 (int) Nature [B]+3 (wis) Perception[/B] +3 (cha) Performance [B]+5 (cha) Persuasion[/B] +0 (int) Religion [B]+5 (dex) Sleight of Hand[/B] [B]+5 (dex) Stealth[/B] +1 (wis) Survival [B]Languages:[/B] Common, Elvish, Halfing, Sylvan, Celestial [B]Racial Abilities:[/B] [B]Darkvision:[/B] Taranis can see in dim light within 60' as if it were bright light, and in darkness as if it was dim light [B]Fey:[/B] Resistance on charm saving throws, can't be put to sleep magically [B]Feats:[/B] NONE [B]Background Abilities:[/B] Drifter: Taranis has spent most of his life moving from place to place, never settling down in one location for long. During his travels, dealt with people of all backgrounds and from all walks of life. [B]Skill Proficiencies:[/B] Insight, Persuasion [B]Tool Proficiencies:[/B] vehicles (land) [B]Languages:[/B] Any two standard languages of your choice [B]Equipment:[/B] A set of traveler's clothes, souvenirs from various places you've called home, belt pouch containing 15gp [B]Feature:[/B] Contacts. Taranis knows someone (or someone knows him) in every place he's been to. You can find a place to hide, rest, or recuperate among people you know unless you've shown yourself to be a danger or too much of a nuisance to them. They will help you as much as they are able, but they will not risk their well-being for you. Taranis longs for a place to call home. Whether they enjoy moving from place to place or yearn to settle down, the constant moving shapes a drifter's attitudes and ideals. Some develop an insatiable wanderlust and choose adventuring to fulfill it. [U][B]CLASS FEATURES[/B][/U] [B]Spellcasting:[/B] Charisma DC 13 - Bardic Inspiration (d6) (3 uses) [B]Proficient:[/B] Light armor [B]Weapons:[/B] Simple Weapons, hand crossbows, longswords, rapiers, shortswords [B]Tools:[/B] 3 musical instruments (Lute, Horn, Flute), vehicle (land) [B]Combat Gear:[/B] Rapier Hand Crossbow w/ 20 bolts Dagger Staff Studded Leather Armor Other Gear: Traveler's clothes Lute Horn Flute Belt pouch 50' hempen rope component pouch backpack bedroll mess kit tinderbox 10 torches 10 days of rations waterskin *[I]potion of healing 2d4+2[I] Money: 20 gp, 5 sp [B]Weight Carried[/B]: xx lbs [B]Carrying Capacity:[/B] 120 lbs [B]Push/Drag/Lift:[/B] 240 lbs [B]Physical Appearance:[/B] Taranis is slender and stands at 5' - 6" tall. There is no conflict with whether or not he is handsome or where his origins must be from. He is simply beautiful. A perfect painting come to life. He is edged with a glow as if the colors of everything about him wavers. His hair and beard are the reds and orange of a spectacular sunset. As if locks of his curling hair were painted with the glory of the sky when the sun was setting. His eyes are multi-petals of green: jade, grass, shades of leaves as if a green flow had been substituted for the iris of his eyes. He smiles at you joyously and you feel inspired as if that smile was meant for you and only you. One look and you know you will either hate him or love him. [B]Backstory:[/B] Taranis, Lord of Light and Illusion, future king of the Seelie Court. Taranis is a wanderer, but wasn't always so. Taranis was a half-breed born to the love of an immortal High Royal Sidhe named Arannis and an Elf female named Theirastra. To be a sidhe and a member of the Seelie Court is to be blessed but being "mortal" and a half-breed to boot, was nothing but a curse. Never treated as an equal for his heritage, Taranis was only protected so long as his father remained in good standing at the court. A minor noble, he was loved by many. Loved too much, perhaps, for the Queen always doted on Taranis's father Arannis. Rumor has it, his mother Theirastra, was a whore only their to gain the benefits of the court. Any creature who gives birth to a Sidhe child is given life long acceptance into the courts. The Sidhe are not the most fertile race. Most folks assumed these rumors came from the Queen for she despised Theirastra and had plans for making Arannis the next king. Unfortunately, one fail day, Arannis was found poisoned and terribly ill. Taking this weakness to her advantage, the Queen challenged Theirastra to a duel and slew her. Arannis never fully recovered from the illness, but while immortal, could not die from it. Taranis, as his younger years continued, soon learned the meaning of pain. While true duels were not allowed for those not yet of age, Taranis found himself fighting for his life day after day until he realized something must be done. On his wakening day, he challenged one of the royal court to a true duel in front of the Queen and the court in hopes of proving himself in battle. His hopes that such a win would win him a place in the Queens Guard and would end any future duel attempts. The guard was exempt to such as their protection of the royals was of the utmost importance. Such an attempt was foolish and became his demise and banishment from the Sidhe court. A warrior defeating another with only magic was considered a great accomplishment. There was no lack of pride between the Sidhe. It is a matter of pride and boasting for one to be able to bring victory as such as the magic of the Seelie is that of illusion and enchantment. Rare is the ability to bring physical harm. Taranis paid the true price when his adversary cast some sort of minor feeblemind spell upon him. Taranis was immediately relieved of all mental facilities. The court, seeing Taranis's weakness and knowing his father had never truly recovered claimed his mortality was a disease. His fathers illness was Taranis's fault! His choices were to be banished and never return (a fate worse than death to the Sidhe) or to stay and be forever shamed. Eventually succumbing to some other betrayel. Taranis eventually left the court, his memories jumbled. Wandering became his lot in life as he desperately seeked to find some place to call home. He continues his search traveling to town after town seeking adventure to fill the void of his needs. He may not have ever truly recovered from his ordeal from the duel. While perhaps mortal, his long life has gained him a reputation as a drifter. Many towns know him and those who remember him often offer him a place to stay in exchange for conversation and perhaps a beautiful Seelie court song or poem. Taranis has trouble remembering when or where he is. He is often given aid but as much as people are able, but only if it does not risk their own well being. His wanderlust and goal to find a true home is always delayed by the fact that his mental facilities have never truly returned to normal. One day he awakens clad in the most beautiful of armors with earth shattering spells on the tip of his tongue, and others he is clothed with only a few coppers to spare. Always willing to share his lore and musical talents from his "past life" at the Seelie court he never actually performs in front of a crowd. His inability to retain his memories always causing issues, often forcing him to move on to another town. As far as he knows, the Seelie court is no more. His familiy, his heritage gone perhaps even just a myth. He cannot truly ever know. *Last Edit: Realized you get 4 1st level spells instead of 2[/I][/I] [/QUOTE]
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[Rogues Gallery] Everything D&D Ever - Temple of the Frog
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