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[Rogues Gallery] The Fifth City
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<blockquote data-quote="Scott DeWar" data-source="post: 6388241" data-attributes="member: 49929"><p><a href="http://dnd.wizards.com/articles/features/unearthed-arcana-waterborne-adventures" target="_blank">http://dnd.wizards.com/articles/features/unearthed-arcana-waterborne-adventures</a></p><p></p><p></p><p>Markus Martenes Stiles XIII</p><p> </p><p><strong>Height: 5’ 10”</strong>; <strong>Weight 150# </strong>; <strong>Hair: </strong>; <strong>Age </strong>; <strong>Patron Deity:</strong></p><p> <em>Sex</em>: Male; <em>Race: Human </em> <em>Class: Wizard </em> <em>Level:1</em></p><p><em>Alignment: Chaotic Good </em> <em>Size: Medium </em> <em>Type: Humanoid</em></p><p><strong>Init +2</strong>; <strong>Passive Wisdom ( </strong>Perception) 12</p><p><strong>Languages : </strong><strong>Common, Elven, Dwarven, Goblin, one more</strong></p><p></p><p><strong>AC 12</strong>, </p><p><strong>HP 8 </strong>(HD: 6 + 2 Con) </p><p><strong>Saves: </strong><strong>Intelligence and Wisdom</strong></p><p> <strong>Death Saves:</strong></p><p><strong>Speed 30</strong>ft.</p><p><strong>Proficiency Bonus:</strong> +2</p><p><strong>Special Actions</strong></p><p><strong>Combat gear: None</strong></p><p></p><p><strong>Abilities </strong>Str 11, Dex 14, Con 14, Int 16, Wis14, Cha 10</p><p> Combat Stats:</p><p> <strong>Racial Traits: </strong>Ability scores increase each by 1, one extra language</p><p> <strong>Background: Corps of Magi</strong></p><p> Skill Proficiencies: Investigation and Insight</p><p> Tool Proficiencies: Navigator’s Tools, Vehicles (Water)</p><p> Equipment: <span style="font-family: inherit">Corps of Magi Emblem, black gloves, a set of fine clothes, and a belt pouch containing 15 gp</span></p><p><span style="font-family: inherit"></span>Feature: <span style="font-family: inherit">The Corps is Mother; The Corps is Father</span></p><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">The Corps looks out for their own and you can expect assistance in legal matters within reason. In addition, a different set of laws apply to you in human territories and your voice holds weight among non-Corps lords, merchants, and military.</span></p><p> <span style="font-family: inherit"></span></p><p> <span style="font-family: inherit"></span></p><p> <strong>Personality Trait: </strong></p><p> <strong>Ideal: </strong></p><p> <strong>Bond: </strong></p><p> <strong>Flaw: </strong></p><p> <strong>Class Features: </strong> </p><p> Proficiencies:</p><p> Armor: None</p><p> Weapons: daggers, darts, slings, quarterstaffs, light crossbows</p><p> Tools: None</p><p> Saving Throws: Intelligence and Wisdom</p><p> Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion</p><p> </p><p> Spellcasting</p><p> Arcane Recovery </p><p> </p><p><strong>Skills :</strong></p><p> <strong>+2 Acrobatics</strong></p><p> <strong>+2 Animal Handling</strong></p><p> <strong>+5 Arcana[SUB]P[/SUB]</strong></p><p> <strong>+2 Athletics </strong></p><p> <strong>+0 Deception</strong></p><p> <strong>+5 History[SUB]P[/SUB]</strong></p><p> <strong>+4 Insight[SUB]P[/SUB]</strong></p><p> <strong>+0 Intimidation </strong></p><p> <strong>+5 Investigation[SUB]P[/SUB]</strong></p><p> <strong>+2 Medicine</strong></p><p> <strong>+3 Nature</strong></p><p> <strong>+2 Perception </strong></p><p> <strong>+0 Performance</strong></p><p> <strong>+0 Persuasion</strong></p><p> <strong>+3 Religion</strong></p><p> <strong>+2 Sleight of Hand</strong></p><p> <strong>+2 Stealth</strong></p><p> <strong> +2 Survival </strong></p><p> </p><p> <strong>Spellcasting:</strong></p><p> <strong>Cantrips: Known: 4 (Acid Splash, Dancing Lights, Light, Prestidigitation,)</strong></p><p> <strong>Spell Slots per spell Level: 4 1[SUP]st[/SUP]</strong></p><p> <strong>Spellbook: [6] 1[SUP]st[/SUP] level spells (Burning Hands, Detect Magic, Identify, Mage Armor, Magic Missile, Thunderwave)</strong></p><p> <strong>Equipment: </strong></p><p> <strong>Quarterstaff</strong></p><p> <strong>Arcane focus</strong></p><p> <strong>A spellbook</strong></p><p> <strong>Scholars pack or Explorer’s pack</strong></p><p> </p><p> </p><p> [sblock=Background]Everyone remembers the war with the elves, few know the true cost. The humans, led by King Santiago were brought nearly to their knees when the secret of the elves was finally revealed: A force of fighters taught in the arcane arts. Knights of their own merit, They make their own rules. The Humans made a counter force . . .. . .The Eldrich Knights were formed. A copy of what the Elves had: Knights that fought Martially and with arcane might. </p><p></p><p> </p><p> At birth he was given a name, a name of his family, but that was forgotten as his powers manifested at the age of 7 when he caught a field on fire where he and his father were looking to till after letting it fallow for a year. At the very least he cleared the brush out without his father toiling over a flint and steel. As a plus, they were alone, no one saw them, So he was able to be brought home with a story of a lightning strike from a freak storm. though the thought of the bow speaking a word and fire from his finger, well, and where did he hear that word? Was it in the tavern the other night? Those dark clad men in the corner speaking low? Maybe he heard them when he wandered the tavern floor. </p><p></p><p> </p><p> The same men were found at the tavern that night, His father ad he brought themselves after steeling their mettle and approaching the strangers. His father interrupted ad what was hoped to be an opportune moment with the clearing of his throat. The strangers listened attentively and the all went to a room. That night his family were spirited away and he was inducted in to the secret order of magi, and was given a new name to a new family. Marcus Stiles XIII was born. </p><p></p><p> </p><p> Student Neuvoux for 7 years then apprentice neauvaux the first year, freshman, the sophomore, Junior and now Graduated Senior Apprentice. Along the way he learned the laws of the king and would use his knowledge and logic to investigate possible infractions of the law of magi. He was given the side title of junior investigative Barrister as well.[/sblock]</p><p></p><p> <strong>Burning Hands, Detect Magic, <s>Mage Armor</s>, <s>Magic Missile</s></strong></p><p></p><p>Cantrips:</p><p><strong>Acid Splash </strong></p><p><strong></strong></p><p><strong>Dancing Lights</strong></p><p><strong></strong></p><p><strong>Light</strong></p><p><strong></strong></p><p><strong>Prestidigitation</strong></p><p>Transmutation cantrip</p><p>Casting Time: 1 action</p><p>Range: 10 feet</p><p>Components: V, S</p><p>Duration: Up to 1 hour</p><p>This spell is a minor magical trick that novice</p><p>spellcasters use for practice. You create one of the</p><p>following magical effects within range:</p><p>• create an instantaneous, harmless sensory effect: a shower of sparks, a puff of wind, faint musical notes, or an odd odor.</p><p>• You instantaneously light or snuff out a candle, a torch, or a small campfire.</p><p>• You instantaneously clean or soil an object no larger than 1 cubic foot.</p><p>• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.</p><p>• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.</p><p>• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.</p><p>If you cast this spell multiple times, you can have up to three o f its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.</p><p>Level 1</p><p><span style="font-family: inherit"><strong>Burning Hands</strong></span></p><p><span style="font-family: inherit"><strong>3d6 damage in 15 ft cone; dex save for half</strong></span></p><p><span style="font-family: inherit"><strong></strong></span></p><p><span style="font-family: inherit"><strong>Detect Magic</strong></span></p><p><span style="font-family: inherit"><strong>dur: Conc up to 10 minutes; sense auras within 30 feet and what school</strong></span></p><p><span style="font-family: inherit"><strong></strong></span></p><p><span style="font-family: inherit"><strong>Identify</strong></span></p><p><span style="font-family: inherit"><strong>material component: pearl 100 gpv; Learn about a magic items properties, how to use it, if attunment is needed, how many charges it has and other things [pg 94 of pdf]</strong></span></p><p><span style="font-family: inherit"><strong></strong></span></p><p><span style="font-family: inherit"><strong>Mage Armor</strong></span></p><p><span style="font-family: inherit"><strong>duration: 8 hours; gives ac 13 + dex mod</strong></span></p><p><span style="font-family: inherit"><strong></strong></span></p><p><span style="font-family: inherit"><strong>Magic Missile</strong></span></p><p>range 120 feet; damage 1d4+1</p><p></p><p></p><p> <strong>Thunderweave </strong></p><p></p><p> <strong>Each creature in a 15 foot cube originating from you must make a con save. On a failed save each creature takes 2d8 damage plus gets knocked back 10 feet. On a sucsessful save it is half damage and not pushed back.</strong></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 6388241, member: 49929"] [url]http://dnd.wizards.com/articles/features/unearthed-arcana-waterborne-adventures[/url] Markus Martenes Stiles XIII [B]Height: 5’ 10”[/B]; [B]Weight 150# [/B]; [B]Hair: [/B]; [B]Age [/B]; [B]Patron Deity:[/B] [I]Sex[/I]: Male; [I]Race: Human [/I] [I]Class: Wizard [/I] [I]Level:1[/I] [I]Alignment: Chaotic Good [/I] [I]Size: Medium [/I] [I]Type: Humanoid[/I] [B]Init +2[/B]; [B]Passive Wisdom ( [/B]Perception) 12 [B]Languages : [/B][B]Common, Elven, Dwarven, Goblin, one more[/B] [B]AC 12[/B], [B]HP 8 [/B](HD: 6 + 2 Con) [B]Saves: [/B][B]Intelligence and Wisdom[/B] [B]Death Saves:[/B] [B]Speed 30[/B]ft. [B]Proficiency Bonus:[/B] +2 [B]Special Actions[/B] [B]Combat gear: None[/B] [B]Abilities [/B]Str 11, Dex 14, Con 14, Int 16, Wis14, Cha 10 Combat Stats: [B]Racial Traits: [/B]Ability scores increase each by 1, one extra language [B]Background: Corps of Magi[/B] Skill Proficiencies: Investigation and Insight Tool Proficiencies: Navigator’s Tools, Vehicles (Water) Equipment: [FONT='inherit']Corps of Magi Emblem, black gloves, a set of fine clothes, and a belt pouch containing 15 gp [/FONT]Feature: [FONT='inherit']The Corps is Mother; The Corps is Father The Corps looks out for their own and you can expect assistance in legal matters within reason. In addition, a different set of laws apply to you in human territories and your voice holds weight among non-Corps lords, merchants, and military. [/FONT] [B]Personality Trait: [/B] [B]Ideal: [/B] [B]Bond: [/B] [B]Flaw: [/B] [B]Class Features: [/B] Proficiencies: Armor: None Weapons: daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence and Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion Spellcasting Arcane Recovery [B]Skills :[/B] [B]+2 Acrobatics[/B] [B]+2 Animal Handling[/B] [B]+5 Arcana[SUB]P[/SUB][/B] [B]+2 Athletics [/B] [B]+0 Deception[/B] [B]+5 History[SUB]P[/SUB][/B] [B]+4 Insight[SUB]P[/SUB][/B] [B]+0 Intimidation [/B] [B]+5 Investigation[SUB]P[/SUB][/B] [B]+2 Medicine[/B] [B]+3 Nature[/B] [B]+2 Perception [/B] [B]+0 Performance[/B] [B]+0 Persuasion[/B] [B]+3 Religion[/B] [B]+2 Sleight of Hand[/B] [B]+2 Stealth[/B] [B] +2 Survival [/B] [B]Spellcasting:[/B] [B]Cantrips: Known: 4 (Acid Splash, Dancing Lights, Light, Prestidigitation,)[/B] [B]Spell Slots per spell Level: 4 1[SUP]st[/SUP][/B] [B]Spellbook: [6] 1[SUP]st[/SUP] level spells (Burning Hands, Detect Magic, Identify, Mage Armor, Magic Missile, Thunderwave)[/B] [B]Equipment: [/B] [B]Quarterstaff[/B] [B]Arcane focus[/B] [B]A spellbook[/B] [B]Scholars pack or Explorer’s pack[/B] [sblock=Background]Everyone remembers the war with the elves, few know the true cost. The humans, led by King Santiago were brought nearly to their knees when the secret of the elves was finally revealed: A force of fighters taught in the arcane arts. Knights of their own merit, They make their own rules. The Humans made a counter force . . .. . .The Eldrich Knights were formed. A copy of what the Elves had: Knights that fought Martially and with arcane might. At birth he was given a name, a name of his family, but that was forgotten as his powers manifested at the age of 7 when he caught a field on fire where he and his father were looking to till after letting it fallow for a year. At the very least he cleared the brush out without his father toiling over a flint and steel. As a plus, they were alone, no one saw them, So he was able to be brought home with a story of a lightning strike from a freak storm. though the thought of the bow speaking a word and fire from his finger, well, and where did he hear that word? Was it in the tavern the other night? Those dark clad men in the corner speaking low? Maybe he heard them when he wandered the tavern floor. The same men were found at the tavern that night, His father ad he brought themselves after steeling their mettle and approaching the strangers. His father interrupted ad what was hoped to be an opportune moment with the clearing of his throat. The strangers listened attentively and the all went to a room. That night his family were spirited away and he was inducted in to the secret order of magi, and was given a new name to a new family. Marcus Stiles XIII was born. Student Neuvoux for 7 years then apprentice neauvaux the first year, freshman, the sophomore, Junior and now Graduated Senior Apprentice. Along the way he learned the laws of the king and would use his knowledge and logic to investigate possible infractions of the law of magi. He was given the side title of junior investigative Barrister as well.[/sblock] [B]Burning Hands, Detect Magic, [s]Mage Armor[/s], [s]Magic Missile[/s][/B] Cantrips: [B]Acid Splash Dancing Lights Light Prestidigitation[/B] Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: • create an instantaneous, harmless sensory effect: a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three o f its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Level 1 [FONT='inherit'][B]Burning Hands 3d6 damage in 15 ft cone; dex save for half Detect Magic dur: Conc up to 10 minutes; sense auras within 30 feet and what school Identify material component: pearl 100 gpv; Learn about a magic items properties, how to use it, if attunment is needed, how many charges it has and other things [pg 94 of pdf] Mage Armor duration: 8 hours; gives ac 13 + dex mod Magic Missile[/B][/FONT] range 120 feet; damage 1d4+1 [B]Thunderweave [/B] [B]Each creature in a 15 foot cube originating from you must make a con save. On a failed save each creature takes 2d8 damage plus gets knocked back 10 feet. On a sucsessful save it is half damage and not pushed back.[/B] [/sblock] [/QUOTE]
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