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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
'Sealed In Blood' In Character PBP Game Characters
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="GoldenEagle" data-source="post: 946186" data-attributes="member: 5128"><p>Zardunicxthlyn (He goes by Xert)</p><p></p><p>Thaerestian / alcoyte of the skin 10 / Loremaster 1</p><p>Medium Outsider</p><p>Hit Dice: 10d8 + 10d4 con + 1d4 + 220 (293 HP)</p><p>Initiative: </p><p>Speed: 30 feet, fly 60 feet (average)</p><p>AC: 28 ( +14 natural, +10 Dex, +4 Mage Armor) (+7 Shield)</p><p>Attacks: Touch +19 melee</p><p>Damage: Touch 1d8+10</p><p>Face/Reach: 5 feet by 5 feet/5 feet</p><p>Special Attacks: Elemental touch, spell-like abilities, power word, summon monster, spells</p><p>Special Qualities: Damage reduction 25/+2 and 10/+3, SR 32 arcane/25 other, fiendish & celestial, fast healing 2, detect magic Dark vision with a range of 120 feet. </p><p></p><p>Saves: Fort +30, Ref +25,Will +23</p><p>Abilities: </p><p></p><p>18 Str 10+8 Racial, </p><p>31 Dex 13+10 Racial, +6 Magic, +2 PRC</p><p>33 Con 15+10 racial, +6 Magic, +2 PRC</p><p>43 Int 18+12 racial, +5 Inherent +2 levels +6 Magic</p><p>19 Wis 13+0 Racial, +6 Magic</p><p>22 Cha 12+10 Racial</p><p></p><p>Skills:</p><p>Skill Rank Abil. Other</p><p>Concentration 44 24 10 10</p><p>Hide 34 24 10 </p><p>Knowledge (arcana) 50 24 16 10</p><p>Knowledge (religion) 40 24 16 </p><p>Knowledge (Planes) 40 24 16 </p><p>Knowledge (History) 40 24 16 </p><p>Listen 28 24 4 </p><p>Move Silently 34 24 10 </p><p>Scry 34 24 10 </p><p>Search 40 24 16 </p><p>Spellcraft 50 24 16 10</p><p>Spot 28 24 4 </p><p>Alchemy 28 12 16 </p><p>Knowledge (Nature) 28 12 16 </p><p>Knowledge (Hell) 28 12 16 </p><p>Knowledge (Abyss) 28 12 16 </p><p>Appraise 28 12 16 </p><p>Disable Device 30 12 16 2</p><p> 384 384</p><p></p><p></p><p></p><p>Feats: Eschew Material, Multi spell, quicken spell, Maximize Spell, Spell Penetration, Spell Focus(Illus.), Quicken Spell like ability, Empower Spell, Improved Spell Capacityx2 Ignore Material Component.</p><p>Climate/Terrain: Any land and underground Any land and underground</p><p>Organization: Solitary</p><p>Challenge Rating: +15 ECL</p><p>Alignment: lawful neutral</p><p></p><p>Summon Celestial Monsters (Sp): All arcane angels can summon a celestial creature (as in a summon monster spell) with the same number of HD as themselves with 100 percent chance of success. They can summon a celestial creature with up to double their own HD with a 30 percent chance of success. Summoned creatures automatically return whence they came after one hour. A summoned creature that can summon others cannot use this ability for one hour after its own summoning. Arcane angels can use this ability once per day. </p><p></p><p>Celestial Qualities</p><p>Aura of Menace (Su): Like archons, a righteous aura surrounds arcane angels that fight or get angry. Any hostile creature within a 20-foot radius of an arcane angel must succeed at a Will save to resist its effects. The save DC varies with the type of arcane angel—10+1/2 HD + Cha Mod. Those who fail suffer a –2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the arcane angel that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that arcane angel’s aura for one day. </p><p>Protective Aura (Su): As a free action, arcane angels can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer with a level equal to the angel’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn. Teleport (Su): Arcane angels can teleport without error at will, as the spell cast by a 14th-level sorcerer, except it can transport only itself and up to 50 lbs. of objects. </p><p>Tongues (Su): Arcane angels can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability remains always active. </p><p>Immunities (Ex): All celestials are immune to electricity and petrification attacks. Arcane angels are also immune to cold and acid. </p><p>Resistances (Ex): Arcane angels have fire resistance 20. They receive a +4 racial bonus to Fortitude saves against poison. </p><p>Keen Vision (Ex): Arcane angels have low-light vision and 60-foot darkvision. </p><p></p><p>Thaerestians</p><p>These arcane angels have gone so far as to eschew the bonds of morality. They no longer concern themselves with good and evil—merely with arcane magic. Each thaerestian works alone studying or defending some mysterious arcane power source, unique spell, or the like. They respect valiance and even defer to the judgments of the Yeven occasionally, although almost as often they ignore these other angels for their own individually determined agendas. They seem particularly interested in things near to the heart of the ultimate expression of magic— wish spells, power words, and particularly soul magic (see Chapter Four). A few work as allies to those who serve the gods of magic, but these instances are rare. Thaerestians stand about 6 feet tall. Their wings hang upon them like a fluttering, tattered cloak of dark energy 15 feet across. They have dark, smoldering eyes.</p><p></p><p>Combat</p><p>Thaerestians are aloof and cold, but quick to anger. They use all means necessary to destroy any that oppose them.</p><p></p><p>Elemental Touch: The damage inflicted by a thaerestian’s touch can be acid, cold, electricity, fire, or sonic, as chosen by the thaerestian. Each round it may choose a different energy type.</p><p></p><p>Spell-Like Abilities: At will—continual flame, discern lies, greater dispelling(3/d), invisibility, magic missile, polymorph self, read magic, scry, and see invisibility; 1/day- permanency,& spellmaster*. These abilities are as the spells cast by a 17th-level sorcerer.</p><p></p><p>Power Word (Sp): Once every other day, a thaerestian can utter any one of the various power word spells as a 20th-level sorcerer.</p><p></p><p>Detect Magic (Sp): This spell remains always active.</p><p></p><p>Spells: All thaerestians cast spells as wizards of a level equal to their Hit Dice. Their spellbooks—vast collections of scrolls and books—they hide magically in the recesses of their shadowy wings. These books are destroyed when the thaerestian dies.</p><p></p><p>Book Intelligence +5 137500</p><p>Dexterity Boots +6 36000</p><p>Constitution +4 Belt 16000</p><p>Wisdom +6 Periapt & concentration +10 40000</p><p>Headband of Intellect 36000</p><p>Vestments of Wizardry III 70,000</p><p>Earing (goggles) of Wizardry IV 100,000</p><p>Gauntlets of Wizardry V 250000</p><p>Ring of Wizardry VI 360000</p><p>Ring of Wizardry VII/II 550000</p><p>Bracers of Wizardry IX/I 840000</p><p>Cloak of Resistance +5 25000</p><p>Boccob’s Blessed Books (3) 28500</p><p>MW Thieves Tools 150</p><p>book "Lost Arcane Lore" (+10 spellcraft/kn-ar) 8000</p><p> 2,497,150</p><p>Smite Chaos (Su): Once per day the creature can make a normal attack to deal additional damage equal to its HD total (maximum of +20) against a chaotic foe.</p><p></p><p>Spells Memorized: 4/8/8/8/8/11/7/11/11/10/4/4</p><p></p><p>0 –Mage Hand x 3, Mending</p><p>1 – Unseen Servant, Shield, Mage Armor, Obscuring Mist, Message, True Strike, Ventriloquism, Exp. Retreat</p><p>2 – Detect Thoughts, Endurance, Knock, Locate Object, Misdirection, Obscure Object, Prot/Arrows, Whisp. Wind, </p><p>3 – Prot/Elem., Non-Detection, Haste, Blink, Light. Bolt, Fireball, Maj. Image, Vampiric Touch, </p><p>4 – Shout, Stoneskin, Enervation, Imp. Invis., Dimensional Anchor, Rem. Curse, Dim. Door, Confusion</p><p>5 – Q True Strike x2, Q Shield, Dismissal, Hold Monster, Telekinesis, Prying Eyes, Cone-Cold, Pass Wall, Wall/Force, Feeblemind</p><p>6 – Q Spectral Hand, Disintegrate, Legend Lore, Mass Haste, Mislead, Perm Image, True Seeing, </p><p>7 – Q Haste, Force Cage, Limited Wish, Mansion, Pris. Spray, Rev. Grav., Sequester, Spell Turn, Vision, Finger/Death, Q Major Image, Permanency (1/d)</p><p>8 –ME Fireball (90 points), ME Vamp. Touch (90 pts), Discern Location, Horrid Wilting x 2, Maze, Mind Blank, Prot from spells, Trap the Soul, Q stoneskin, Q Enervation</p><p>9 – Time Stop, Wish, Meteor Swarm, Gate, Freedom, Energy Drain, Shape Change, Soul Bind, Q Telekinesis, Q Wall of Force</p><p>10 –ME Cone/Cold (132 points) Q Disintegrate, Q Mass Haste, Q Mislead</p><p>11 – Q Spell Master (1/d) ME Disintegrate, Q P spray, M Horrid Wilting, Q Finger of Death</p><p></p><p></p><p>Spell Like Abilities (DC as 17th lvl sorc)</p><p>0 – Detect Magic**, Read Magic(Q)*,</p><p>1 – Magic Missile*,</p><p>2 – Q Invisibility*, Q see invisibility*, Q continual flame*, Q discern lies*</p><p>3 – Mag. Cir/Chaos*,</p><p>4 – Scry*, Q Minor Globe*, Q Polymorph Self*</p><p>6 – Greater Dispel (3/day), Permanency (1/d)</p><p>7 – spellmaster (1/d)</p><p>** Always Active</p><p>*** Any Power Word Spell 1x/ every other day (DC as 20th Lvl sorc)</p><p></p><p>Can't attach spell book (too big for upload); emailed to Sollir.</p><p>If I missed anything let me know!</p></blockquote><p></p>
[QUOTE="GoldenEagle, post: 946186, member: 5128"] Zardunicxthlyn (He goes by Xert) Thaerestian / alcoyte of the skin 10 / Loremaster 1 Medium Outsider Hit Dice: 10d8 + 10d4 con + 1d4 + 220 (293 HP) Initiative: Speed: 30 feet, fly 60 feet (average) AC: 28 ( +14 natural, +10 Dex, +4 Mage Armor) (+7 Shield) Attacks: Touch +19 melee Damage: Touch 1d8+10 Face/Reach: 5 feet by 5 feet/5 feet Special Attacks: Elemental touch, spell-like abilities, power word, summon monster, spells Special Qualities: Damage reduction 25/+2 and 10/+3, SR 32 arcane/25 other, fiendish & celestial, fast healing 2, detect magic Dark vision with a range of 120 feet. Saves: Fort +30, Ref +25,Will +23 Abilities: 18 Str 10+8 Racial, 31 Dex 13+10 Racial, +6 Magic, +2 PRC 33 Con 15+10 racial, +6 Magic, +2 PRC 43 Int 18+12 racial, +5 Inherent +2 levels +6 Magic 19 Wis 13+0 Racial, +6 Magic 22 Cha 12+10 Racial Skills: Skill Rank Abil. Other Concentration 44 24 10 10 Hide 34 24 10 Knowledge (arcana) 50 24 16 10 Knowledge (religion) 40 24 16 Knowledge (Planes) 40 24 16 Knowledge (History) 40 24 16 Listen 28 24 4 Move Silently 34 24 10 Scry 34 24 10 Search 40 24 16 Spellcraft 50 24 16 10 Spot 28 24 4 Alchemy 28 12 16 Knowledge (Nature) 28 12 16 Knowledge (Hell) 28 12 16 Knowledge (Abyss) 28 12 16 Appraise 28 12 16 Disable Device 30 12 16 2 384 384 Feats: Eschew Material, Multi spell, quicken spell, Maximize Spell, Spell Penetration, Spell Focus(Illus.), Quicken Spell like ability, Empower Spell, Improved Spell Capacityx2 Ignore Material Component. Climate/Terrain: Any land and underground Any land and underground Organization: Solitary Challenge Rating: +15 ECL Alignment: lawful neutral Summon Celestial Monsters (Sp): All arcane angels can summon a celestial creature (as in a summon monster spell) with the same number of HD as themselves with 100 percent chance of success. They can summon a celestial creature with up to double their own HD with a 30 percent chance of success. Summoned creatures automatically return whence they came after one hour. A summoned creature that can summon others cannot use this ability for one hour after its own summoning. Arcane angels can use this ability once per day. Celestial Qualities Aura of Menace (Su): Like archons, a righteous aura surrounds arcane angels that fight or get angry. Any hostile creature within a 20-foot radius of an arcane angel must succeed at a Will save to resist its effects. The save DC varies with the type of arcane angel—10+1/2 HD + Cha Mod. Those who fail suffer a –2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the arcane angel that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that arcane angel’s aura for one day. Protective Aura (Su): As a free action, arcane angels can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer with a level equal to the angel’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn. Teleport (Su): Arcane angels can teleport without error at will, as the spell cast by a 14th-level sorcerer, except it can transport only itself and up to 50 lbs. of objects. Tongues (Su): Arcane angels can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability remains always active. Immunities (Ex): All celestials are immune to electricity and petrification attacks. Arcane angels are also immune to cold and acid. Resistances (Ex): Arcane angels have fire resistance 20. They receive a +4 racial bonus to Fortitude saves against poison. Keen Vision (Ex): Arcane angels have low-light vision and 60-foot darkvision. Thaerestians These arcane angels have gone so far as to eschew the bonds of morality. They no longer concern themselves with good and evil—merely with arcane magic. Each thaerestian works alone studying or defending some mysterious arcane power source, unique spell, or the like. They respect valiance and even defer to the judgments of the Yeven occasionally, although almost as often they ignore these other angels for their own individually determined agendas. They seem particularly interested in things near to the heart of the ultimate expression of magic— wish spells, power words, and particularly soul magic (see Chapter Four). A few work as allies to those who serve the gods of magic, but these instances are rare. Thaerestians stand about 6 feet tall. Their wings hang upon them like a fluttering, tattered cloak of dark energy 15 feet across. They have dark, smoldering eyes. Combat Thaerestians are aloof and cold, but quick to anger. They use all means necessary to destroy any that oppose them. Elemental Touch: The damage inflicted by a thaerestian’s touch can be acid, cold, electricity, fire, or sonic, as chosen by the thaerestian. Each round it may choose a different energy type. Spell-Like Abilities: At will—continual flame, discern lies, greater dispelling(3/d), invisibility, magic missile, polymorph self, read magic, scry, and see invisibility; 1/day- permanency,& spellmaster*. These abilities are as the spells cast by a 17th-level sorcerer. Power Word (Sp): Once every other day, a thaerestian can utter any one of the various power word spells as a 20th-level sorcerer. Detect Magic (Sp): This spell remains always active. Spells: All thaerestians cast spells as wizards of a level equal to their Hit Dice. Their spellbooks—vast collections of scrolls and books—they hide magically in the recesses of their shadowy wings. These books are destroyed when the thaerestian dies. Book Intelligence +5 137500 Dexterity Boots +6 36000 Constitution +4 Belt 16000 Wisdom +6 Periapt & concentration +10 40000 Headband of Intellect 36000 Vestments of Wizardry III 70,000 Earing (goggles) of Wizardry IV 100,000 Gauntlets of Wizardry V 250000 Ring of Wizardry VI 360000 Ring of Wizardry VII/II 550000 Bracers of Wizardry IX/I 840000 Cloak of Resistance +5 25000 Boccob’s Blessed Books (3) 28500 MW Thieves Tools 150 book "Lost Arcane Lore" (+10 spellcraft/kn-ar) 8000 2,497,150 Smite Chaos (Su): Once per day the creature can make a normal attack to deal additional damage equal to its HD total (maximum of +20) against a chaotic foe. Spells Memorized: 4/8/8/8/8/11/7/11/11/10/4/4 0 –Mage Hand x 3, Mending 1 – Unseen Servant, Shield, Mage Armor, Obscuring Mist, Message, True Strike, Ventriloquism, Exp. Retreat 2 – Detect Thoughts, Endurance, Knock, Locate Object, Misdirection, Obscure Object, Prot/Arrows, Whisp. Wind, 3 – Prot/Elem., Non-Detection, Haste, Blink, Light. Bolt, Fireball, Maj. Image, Vampiric Touch, 4 – Shout, Stoneskin, Enervation, Imp. Invis., Dimensional Anchor, Rem. Curse, Dim. Door, Confusion 5 – Q True Strike x2, Q Shield, Dismissal, Hold Monster, Telekinesis, Prying Eyes, Cone-Cold, Pass Wall, Wall/Force, Feeblemind 6 – Q Spectral Hand, Disintegrate, Legend Lore, Mass Haste, Mislead, Perm Image, True Seeing, 7 – Q Haste, Force Cage, Limited Wish, Mansion, Pris. Spray, Rev. Grav., Sequester, Spell Turn, Vision, Finger/Death, Q Major Image, Permanency (1/d) 8 –ME Fireball (90 points), ME Vamp. Touch (90 pts), Discern Location, Horrid Wilting x 2, Maze, Mind Blank, Prot from spells, Trap the Soul, Q stoneskin, Q Enervation 9 – Time Stop, Wish, Meteor Swarm, Gate, Freedom, Energy Drain, Shape Change, Soul Bind, Q Telekinesis, Q Wall of Force 10 –ME Cone/Cold (132 points) Q Disintegrate, Q Mass Haste, Q Mislead 11 – Q Spell Master (1/d) ME Disintegrate, Q P spray, M Horrid Wilting, Q Finger of Death Spell Like Abilities (DC as 17th lvl sorc) 0 – Detect Magic**, Read Magic(Q)*, 1 – Magic Missile*, 2 – Q Invisibility*, Q see invisibility*, Q continual flame*, Q discern lies* 3 – Mag. Cir/Chaos*, 4 – Scry*, Q Minor Globe*, Q Polymorph Self* 6 – Greater Dispel (3/day), Permanency (1/d) 7 – spellmaster (1/d) ** Always Active *** Any Power Word Spell 1x/ every other day (DC as 20th Lvl sorc) Can't attach spell book (too big for upload); emailed to Sollir. If I missed anything let me know! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
'Sealed In Blood' In Character PBP Game Characters
Top