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<blockquote data-quote="sukael" data-source="post: 2844839" data-attributes="member: 19578"><p>[sblock=Appearance]As a sea kin, Myel would seem at first glance human or half-elf: however, a closer look betrays the differences in her heritage. She is slim and not particularly tall--a bit under five and a half feet. She has lustrous black hair that matches her solidly dark eyes, pulled into a single braid that reaches down nearly to her waist. Her face is centered around a ridgelike nose that, if not particularly pretty, isn't immediately repulsive either. Her ears come to almost elflike points, though this is often hidden by her hair. Thin but durable webbing spreads between her fingers and toes. When she opens her mouth--often with small smiles--her teeth are revealed to be needlelike, more of a predator than a human's mix of grinding and slicing teeth.</p><p></p><p>Her armor and clothing is of elven make, light and decorative but also, more practically, nonrestrictive: though her equipment carries all the protection of studded leather, it fits tightly to her (not-exactly-buxom) frame, letting her move freely. It is also highly water-impervious; though it doesn't prevent her from getting wet, the armor and clothes themselves have been carefully chosen not to degrade easily when immersed.</p><p></p><p>She wears a simple, green cloak: when traveling in places particularly xenophobic, she'll wear it pulled tight around her, and don thin gloves that cover the webbing between her fingers, in an attempt to pass as a half-elf. When alone on the road, it's also not uncommon for her to, when approaching a primarily male group, loosen the straps of her armor slightly, pull her cloak tight, and force her voice a little lower than her normal octave (after all, it's only been a few years since the end of the war, and everyone aquatic knows that these surface-landers can be untrustworthy).</p><p></p><p>Myel normally carries her trident like a staff, with her net folded and hung on her hip. A short sword--essentially a backup weapon--resides in a sheath on her other hip, while a composite shortbow and matching quiver hang on her back, on a strap that passes around the outside of her cloak. The trident itself is something of a quiet enigma--the crux of its 'fork' is almost always wrapped in a sort of cloth made from spun seaweed, hiding the continual flame that lights it.[/sblock]</p><p></p><p>[sblock=Background]Myel was once content to serve as an apprentice priestess within her sea kin community, slowly learning the rituals used to invoke and appease the ancient, watery gods inherited from the locathah and merfolk. However, a chance encounter with a dragonmarked half-elven sorcerer knocked her out of this routine. Fascinated by the dragonmark itself and by the half-elf's tales of searching for the 'draconic prophecies', she engaged in a brief but passionate courting with him: though they never got past energetic necking and he was quickly drawn again to the road by wanderlust and the matter of pressing local debt, he left a lasting mark on her personality.</p><p></p><p>Soon enough, she was experimenting with her rituals in attempts to emulate the sorcerer's magic. Though she never quite reached what she was trying for, she soon found herself producing effects that had never been described in the poem-songs learned from the priestesses before her.</p><p></p><p>It wasn't long before she ended up setting out on her own as an adventurer, searching for more knowledge as to the Draconic Prophecy she had once been told of.[/sblock]</p><p></p><p>[sblock=Sheet]Myel, Sea Kin Cloistered Cleric 3</p><p>Gender: Female</p><p>Age: 20</p><p>Height: 5'3"</p><p>Weight: 115 lbs.</p><p></p><p><u>Ability Scores</u></p><p></p><p>Str 12 (+1) [4]</p><p>Dex 12 (+1) [4]</p><p>Con 12 (+2) [4] </p><p>Int 14 (+2) [6]</p><p>Wis 16 (+3) [10]</p><p>Cha 10 (+0) [4]</p><p></p><p><u>Combat</u></p><p></p><p>Hit points: 17 (3d6+3)</p><p>Speed: 30 ft, swim 30 ft</p><p>Init: +1</p><p></p><p>Armor class: 15 (+3 armor, +1 shield, +1 Dex)</p><p>AC, touch: 11 (+1 Dex)</p><p>AC, flat-foot: 14 (+3 armor, +1 shield)</p><p></p><p>Base attack: +1</p><p>Grapple: +1</p><p></p><p>Trident, melee: +2 to hit, 1d8+1 damage</p><p>Trident, ranged: +3 to hit, 1d8+1 damage</p><p>Net: +3 to hit</p><p>Short sword: +2 to hit, 1d6+1 damage</p><p>Shortbow: +2 to hit, 1d6 damage</p><p></p><p>Fort save: +4 (+3 base, +1 Con)</p><p>Ref save: +2 (+1 base, +1 Dex)</p><p>Will save: +6 (+3 base, +3 Wis)</p><p></p><p><u>Skills</u></p><p></p><p>Concentration: +7 (6 ranks, +1 Con)</p><p>Decipher Script: +4 (2 ranks, +2 Int)</p><p>Diplomacy: +2 (2 ranks, +0 Cha)</p><p>Knowledge (arcana): +8 (6 ranks, +2 Int)</p><p>Knowledge (architecture and engineering): +3 (1 rank, +2 Int)</p><p>Knowledge (geography): +4 (2 ranks, +2 Int)</p><p>Knowledge (history): +7 (5 ranks, +2 Int)</p><p>Knowledge (local): +3 (1 rank, +2 Int)</p><p>Knowledge (nature): +7 (5 ranks, +2 Int)</p><p>Knowledge (religion): +7 (5 ranks, +2 Int)</p><p>Knowledge (the planes): +7 (5 ranks, +2 Int)</p><p>Profession (astronomer): +6 (3 ranks, +3 Wis)</p><p>Speak Language: Celestial, Draconic (2 ranks)</p><p>Spellcraft: +10 (6 ranks, +2 Int, +2 synergy)</p><p>Survival: +6, +8 aboveground/other planes (3 ranks, +3 Wis)</p><p></p><p>Languages: Common, Aquan, Celestial, Draconic, Elven</p><p></p><p><u>Feats</u></p><p></p><p>Racial: Weapon Group (Spears and Lances)</p><p>Cleric: Weapon Group (Basic), Weapon Group (Light Blades), Weapon Group (Bows)</p><p>HD 1: Dragon Prophesier [6 rounds, 4/day]</p><p>HD 3: Prophecy's Hero</p><p></p><p><u>Racial Abilities</u></p><p></p><p>Humanoid (human)</p><p>Low-light vision</p><p>Extra skill points as human</p><p>+2 racial bonus on Escape Artist</p><p>Hold Breath (Ex) (8 x Con rounds = 96 rounds)</p><p>Weapon Familiarity (tridents, nets)</p><p>Water Dependency</p><p></p><p><u>Class Abilities</u></p><p></p><p>Cleric</p><p style="margin-left: 20px">Lore (Ex) (+7 on check)</p> <p style="margin-left: 20px">Domains</p><p style="margin-left: 20px">Knowledge (Knowledge skills as class skills, +1 caster level for divinations)</p> <p style="margin-left: 20px">Weather (vision unobstructed by nonmagical weather, Survival as class skill, +2 on weather-related Survival)</p> <p style="margin-left: 20px">Destiny (1/day, allow someone within 60 ft to reroll attack, save, ability, or skill)</p></p> <p style="margin-left: 20px">Spellcasting</p> <p style="margin-left: 20px">Turn Undead (3/day, +2 check, 2d6+3 damage)</p><p></p><p><u>Equipment</u></p><p></p><p>Leafweave studded leather (765 gp, +3 armor, +6 max Dex, 0 ACP, 15 lb)</p><p>Masterwork buckler (165 gp, +1 shield, 5 lb)</p><p></p><p>Masterwork trident (315 gp, +1 to attack, 1d8/20/x2, 10 ft., 4 lb) with <em>continual flame</em> (110 gp, normally covered)</p><p>Masterwork net (320 gp, +1 to attack, entangling, 10 ft., 6 lb)</p><p>Shortbow (30 gp, 1d6, 1d6/20/x3, 60 ft. range, 2 lb)</p><p>Shortsword (10 gp, 1d6/19-20/x2, 2 lb)</p><p></p><p>Arrows, 20 (1 gp, 3 lb)</p><p></p><p>Explorer's outfit</p><p>Holy symbol, wooden (5 gp)</p><p>Spell component pouch (5 gp, 2 lb)</p><p></p><p>Pearl of power, 1st-level (1000 gp)</p><p></p><p>Scroll of augury (175 gp)</p><p>Potion of cure light wounds (50 gp)</p><p>Potion of shield of faith +2 (50 gp)</p><p></p><p>9 Dragons (PP), 19 Galifers (GP)</p><p></p><p>Total load 40 lbs</p><p>Light load 43 lbs, medium 44-76 lbs, heavy 77-110 lbs.</p><p></p><p><u>Magic and Psionics</u></p><p></p><p>Cleric</p><p style="margin-left: 20px">0th (4/day, save DC 13): create water, detect magic, read magic, resistance</p> <p style="margin-left: 20px">1st (2+1+d/day, save DC 14): omen of peril*[sup](RoDe)[/sup], command, doom, unseen servant</p> <p style="margin-left: 20px">2nd (1+1+d/day, save DC 15): fog cloud*, deific vengeance[sup](CDiv)[/sup], local tremor[sup](RoDr)[/sup]</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* domain spell</p><p>[/sblock]</p><p></p><p>EDIT: Whups, accidentally left that Disguise rank in. Switched those two skill points into Know (architecture) and Know (local), 1 rank each (what I thought I had posted). (Incidentally, this means at least 1 rank in every Knowledge but Dungeoneering and Royalty/Nobility, and that's because she hasn't actually dealt with or researched either yet.)</p></blockquote><p></p>
[QUOTE="sukael, post: 2844839, member: 19578"] [sblock=Appearance]As a sea kin, Myel would seem at first glance human or half-elf: however, a closer look betrays the differences in her heritage. She is slim and not particularly tall--a bit under five and a half feet. She has lustrous black hair that matches her solidly dark eyes, pulled into a single braid that reaches down nearly to her waist. Her face is centered around a ridgelike nose that, if not particularly pretty, isn't immediately repulsive either. Her ears come to almost elflike points, though this is often hidden by her hair. Thin but durable webbing spreads between her fingers and toes. When she opens her mouth--often with small smiles--her teeth are revealed to be needlelike, more of a predator than a human's mix of grinding and slicing teeth. Her armor and clothing is of elven make, light and decorative but also, more practically, nonrestrictive: though her equipment carries all the protection of studded leather, it fits tightly to her (not-exactly-buxom) frame, letting her move freely. It is also highly water-impervious; though it doesn't prevent her from getting wet, the armor and clothes themselves have been carefully chosen not to degrade easily when immersed. She wears a simple, green cloak: when traveling in places particularly xenophobic, she'll wear it pulled tight around her, and don thin gloves that cover the webbing between her fingers, in an attempt to pass as a half-elf. When alone on the road, it's also not uncommon for her to, when approaching a primarily male group, loosen the straps of her armor slightly, pull her cloak tight, and force her voice a little lower than her normal octave (after all, it's only been a few years since the end of the war, and everyone aquatic knows that these surface-landers can be untrustworthy). Myel normally carries her trident like a staff, with her net folded and hung on her hip. A short sword--essentially a backup weapon--resides in a sheath on her other hip, while a composite shortbow and matching quiver hang on her back, on a strap that passes around the outside of her cloak. The trident itself is something of a quiet enigma--the crux of its 'fork' is almost always wrapped in a sort of cloth made from spun seaweed, hiding the continual flame that lights it.[/sblock] [sblock=Background]Myel was once content to serve as an apprentice priestess within her sea kin community, slowly learning the rituals used to invoke and appease the ancient, watery gods inherited from the locathah and merfolk. However, a chance encounter with a dragonmarked half-elven sorcerer knocked her out of this routine. Fascinated by the dragonmark itself and by the half-elf's tales of searching for the 'draconic prophecies', she engaged in a brief but passionate courting with him: though they never got past energetic necking and he was quickly drawn again to the road by wanderlust and the matter of pressing local debt, he left a lasting mark on her personality. Soon enough, she was experimenting with her rituals in attempts to emulate the sorcerer's magic. Though she never quite reached what she was trying for, she soon found herself producing effects that had never been described in the poem-songs learned from the priestesses before her. It wasn't long before she ended up setting out on her own as an adventurer, searching for more knowledge as to the Draconic Prophecy she had once been told of.[/sblock] [sblock=Sheet]Myel, Sea Kin Cloistered Cleric 3 Gender: Female Age: 20 Height: 5'3" Weight: 115 lbs. [u]Ability Scores[/u] Str 12 (+1) [4] Dex 12 (+1) [4] Con 12 (+2) [4] Int 14 (+2) [6] Wis 16 (+3) [10] Cha 10 (+0) [4] [u]Combat[/u] Hit points: 17 (3d6+3) Speed: 30 ft, swim 30 ft Init: +1 Armor class: 15 (+3 armor, +1 shield, +1 Dex) AC, touch: 11 (+1 Dex) AC, flat-foot: 14 (+3 armor, +1 shield) Base attack: +1 Grapple: +1 Trident, melee: +2 to hit, 1d8+1 damage Trident, ranged: +3 to hit, 1d8+1 damage Net: +3 to hit Short sword: +2 to hit, 1d6+1 damage Shortbow: +2 to hit, 1d6 damage Fort save: +4 (+3 base, +1 Con) Ref save: +2 (+1 base, +1 Dex) Will save: +6 (+3 base, +3 Wis) [u]Skills[/u] Concentration: +7 (6 ranks, +1 Con) Decipher Script: +4 (2 ranks, +2 Int) Diplomacy: +2 (2 ranks, +0 Cha) Knowledge (arcana): +8 (6 ranks, +2 Int) Knowledge (architecture and engineering): +3 (1 rank, +2 Int) Knowledge (geography): +4 (2 ranks, +2 Int) Knowledge (history): +7 (5 ranks, +2 Int) Knowledge (local): +3 (1 rank, +2 Int) Knowledge (nature): +7 (5 ranks, +2 Int) Knowledge (religion): +7 (5 ranks, +2 Int) Knowledge (the planes): +7 (5 ranks, +2 Int) Profession (astronomer): +6 (3 ranks, +3 Wis) Speak Language: Celestial, Draconic (2 ranks) Spellcraft: +10 (6 ranks, +2 Int, +2 synergy) Survival: +6, +8 aboveground/other planes (3 ranks, +3 Wis) Languages: Common, Aquan, Celestial, Draconic, Elven [u]Feats[/u] Racial: Weapon Group (Spears and Lances) Cleric: Weapon Group (Basic), Weapon Group (Light Blades), Weapon Group (Bows) HD 1: Dragon Prophesier [6 rounds, 4/day] HD 3: Prophecy's Hero [u]Racial Abilities[/u] Humanoid (human) Low-light vision Extra skill points as human +2 racial bonus on Escape Artist Hold Breath (Ex) (8 x Con rounds = 96 rounds) Weapon Familiarity (tridents, nets) Water Dependency [u]Class Abilities[/u] Cleric [indent]Lore (Ex) (+7 on check) Domains [indent]Knowledge (Knowledge skills as class skills, +1 caster level for divinations) Weather (vision unobstructed by nonmagical weather, Survival as class skill, +2 on weather-related Survival) Destiny (1/day, allow someone within 60 ft to reroll attack, save, ability, or skill)[/indent] Spellcasting Turn Undead (3/day, +2 check, 2d6+3 damage)[/indent] [u]Equipment[/u] Leafweave studded leather (765 gp, +3 armor, +6 max Dex, 0 ACP, 15 lb) Masterwork buckler (165 gp, +1 shield, 5 lb) Masterwork trident (315 gp, +1 to attack, 1d8/20/x2, 10 ft., 4 lb) with [i]continual flame[/i] (110 gp, normally covered) Masterwork net (320 gp, +1 to attack, entangling, 10 ft., 6 lb) Shortbow (30 gp, 1d6, 1d6/20/x3, 60 ft. range, 2 lb) Shortsword (10 gp, 1d6/19-20/x2, 2 lb) Arrows, 20 (1 gp, 3 lb) Explorer's outfit Holy symbol, wooden (5 gp) Spell component pouch (5 gp, 2 lb) Pearl of power, 1st-level (1000 gp) Scroll of augury (175 gp) Potion of cure light wounds (50 gp) Potion of shield of faith +2 (50 gp) 9 Dragons (PP), 19 Galifers (GP) Total load 40 lbs Light load 43 lbs, medium 44-76 lbs, heavy 77-110 lbs. [u]Magic and Psionics[/u] Cleric [indent]0th (4/day, save DC 13): create water, detect magic, read magic, resistance 1st (2+1+d/day, save DC 14): omen of peril*[sup](RoDe)[/sup], command, doom, unseen servant 2nd (1+1+d/day, save DC 15): fog cloud*, deific vengeance[sup](CDiv)[/sup], local tremor[sup](RoDr)[/sup] * domain spell[/indent][/sblock] EDIT: Whups, accidentally left that Disguise rank in. Switched those two skill points into Know (architecture) and Know (local), 1 rank each (what I thought I had posted). (Incidentally, this means at least 1 rank in every Knowledge but Dungeoneering and Royalty/Nobility, and that's because she hasn't actually dealt with or researched either yet.) [/QUOTE]
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