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<blockquote data-quote="Caliber" data-source="post: 1221707" data-attributes="member: 1310"><p>Character Name: Jere Ghorson (Truename Illiandros)</p><p>Player Name: Caliber</p><p>Dungeon Master: NarlethDrider</p><p>Race&Gender: Human Male</p><p>Class&Level: Wind Witch 3 / Human 1</p><p>Deity: Loose nature worship (or appropriate deity ... not familiar with setting)</p><p>Size: Medium</p><p>Age: 23</p><p>Height: 6' 2"</p><p>Weight: 184 lbs</p><p>Skin&Eyes: Lightly tanned skin, unblemished; Crystal clear emerald eyes</p><p>Hair: Black, tied back; Often blows about even without wind present</p><p></p><p>Str: 12 (+1) </p><p>Dex: 14 (+2) </p><p>Con: 16 (+3) </p><p>Int: 12 (+1) </p><p>Wis: 18 (+4) </p><p>Cha: 14 (+1) </p><p></p><p>Fort: +4 (+1 base, +3 Con)</p><p>Ref: +3 (+1 base, +2 Dex)</p><p>Will: +9 (+5 base, +4 Wis)</p><p></p><p>Melee: +3 (+2 base, +1 Str)</p><p>Ranged: +4 (+2 base, +2 Dex)</p><p>Initiative: +2 (+2 Dex)</p><p>Armor Class: 12 (10 base +2 Dex)</p><p>Hit Points: 30 (average) (3d6 + 1d8 + 12)</p><p>Experience: 3000/6000</p><p></p><p>Race Abilities:</p><p>•Class Skills - Spot, Perform, Climb, Jump, Swim, Listen, Spellcraft, Knowledge: Magic, </p><p> Gather Information, Diplomacy, Craft.</p><p>• Adaptive Learning - Diplomacy.</p><p>• Weapon Proficiency - Longsword.</p><p></p><p>Class Abilities:</p><p>• Weapon Proficiency - All simple weapons.</p><p>• Armor Proficiency - Light armor and shields.</p><p>• Witchery - Air Resistance 20.</p><p>• Witchery - Windspeech, 8/ day. Will DC (15) to resist. </p><p></p><p>Spells per Day: 2/3</p><p></p><p>Spells Redied:</p><p>0th (3) - Hygiene, Canny Effort, Glowglobe (Lesser)</p><p>1st (3) - Glamour, Shock (Fort DC 15), Mind Stab </p><p></p><p>Spells Known:</p><p>0th - Bash, Canny Effort, Contact, Detect Disease, Detect Magic, Detect Poison</p><p> Enchanting Flavor, Ghost Sound, Glowglobe (Lesser), Hygiene, Minor Illusion,</p><p> Read Magic, Repair (Lesser), Saving Grace, Scent Bane, Seeker, Sense Thoughts</p><p></p><p>1st - Acrobatics, Animate Weapon, Charm, Compelling Command, </p><p> Compelling Question (Lesser), Detect Secret Doors, Glamour, Illusory Object (Lesser)</p><p> Mind Stab, Mudball, Obscuring Mist, Precise Vision, Resistance, Safe Fall, </p><p> Scent Tracker, Tears of Pain, Touch of Fear, Transfer Wounds (Lesser), </p><p> Veil of Darkness, Conjure Electricity Creature I, Shock, Cold Blast, Conjure Cold Creature I</p><p></p><p>Skills:</p><p>Use Magic Device (4 /5), Diplomacy (7 /9), Knowledge: Magic (4 /5), Spot (2 /6),</p><p>Listen (2 /6), Climb (1 /2), Swim (1 /2), Jump (1 /2), Spellcraft (3 /4), Bluff (2 /4),</p><p>Sense Motive (2 /6), Craft: Tattoo (2 /3), Heal (1 /5), Concentration (1 /4),</p><p>Gather Information (0 /2), Perform: Storytelling (1 /4)</p><p></p><p>Feats:</p><p>• Tattooed Spell (Ceremonial) - Compelling Command (Will DC 15)</p><p>• Energy Mage: Electricity (Ceremonial)</p><p>• Craft Spell-Completion Item (Item Creation)</p><p>• Energy Mage: Cold (Ceremonial)</p><p>• The Voice (Talent)</p><p></p><p>Languages:</p><p>Common, Giant</p><p></p><p>Weapons:</p><p>Longsword - +3 AB, 1d8+1, 19-20</p><p>Light Crossbow - +5 AB, 1d8, 19-20 </p><p></p><p>Equipment:</p><p>Longsword (4 lbs), Light Crossbow (4 lbs), 30 bolts (3 lbs), Backpack (2 lbs), Bedroll (5 lbs),</p><p>Flask (Whiskey) (1.5 lbs), Witchbag (2 lbs), 50' Silk Rope (5 lbs), 2 days Trail Rations (2 lbs), </p><p>Waterskin (4 lbs), Traveler's Outfit (5 lbs), Tattoo Needles (5 lbs), Signet Ring, </p><p>Topaz (for Electricity template), Dimaond Dust (for Cold template)</p><p></p><p>Magic Items: </p><p>• Headband of Mists - 3/ day: Obscuring Mist, Predict Weather, or Wind Churn</p><p>• 10 Minor Poultices - converts 1d10+1 pts of damage to subdual </p><p>• Fugitive's Root - protection from being tracked by scent for 10 minutes</p><p>• Dazzletwig - casts Diminished Dazzlesphere on 1 target, with 1 HD or less, Will DC (11)</p><p></p><p>Total Weight: 42 lbs, Light Load</p><p></p><p>Money: 0pp, 44gp, 7sp, 8cp</p><p></p><p>Conjure Energy Creature I </p><p>Energy Dog</p><p>Hit Dice: 1d8 + 10 (14 Hp)</p><p>Initiative: +3</p><p>Speed: 40 ft</p><p>Armor Class: 15 (+1 size, +3 Dex, +1 natural)</p><p>Attack: Bite +2 AB, 1d4 + 2</p><p>Special Attacks: +1 Energy damage on all attacks (factored in already)</p><p>Special Qualities: Energy Immunity, Darkvision, Scent, Construct Abilities</p><p>Saves: Fort +2, Ref +5, Will +1</p><p>Abilities: Str 13, Dex 17, Con -, Int -, Wis 12, Cha 6</p><p>Skills: Jump +7, Listen +5, Spot +5, Survival +1</p><p>Feats: Alertness, Track</p><p></p><p>Background: Jere was born the son of Ghor, a merchant and minor noble of some repute. The third son, Jere was never destined to inherit his father's bussiness, however, which suited him fine. </p><p></p><p>Jere always seemed to be called with the breeze, constantly day dreaming of flying when his father would have preferred him practicing a "profitable skill". Of course when Jere's witchery abilities first manifested, his father's concerns over his future quickly vanished.</p><p></p><p>Apprenticing him to Nalgor, a local Verrick Winter Witch, Jere's father washed his hands clean of his third son, and went about making sure his fourth child, his daugher Allya, was prepared for the world.</p><p></p><p>Meanwhile, Jere struggled hard under Nalgor. He learned much but the innate differences in their witchery proved a pretty large hurdle. Eventually deciding he could learn more on his own, he left part way through his apprenticeship, following where the winds took him.</p><p></p><p>What else could be the greatest calling to a Wind Witch, after all?</p></blockquote><p></p>
[QUOTE="Caliber, post: 1221707, member: 1310"] Character Name: Jere Ghorson (Truename Illiandros) Player Name: Caliber Dungeon Master: NarlethDrider Race&Gender: Human Male Class&Level: Wind Witch 3 / Human 1 Deity: Loose nature worship (or appropriate deity ... not familiar with setting) Size: Medium Age: 23 Height: 6' 2" Weight: 184 lbs Skin&Eyes: Lightly tanned skin, unblemished; Crystal clear emerald eyes Hair: Black, tied back; Often blows about even without wind present Str: 12 (+1) Dex: 14 (+2) Con: 16 (+3) Int: 12 (+1) Wis: 18 (+4) Cha: 14 (+1) Fort: +4 (+1 base, +3 Con) Ref: +3 (+1 base, +2 Dex) Will: +9 (+5 base, +4 Wis) Melee: +3 (+2 base, +1 Str) Ranged: +4 (+2 base, +2 Dex) Initiative: +2 (+2 Dex) Armor Class: 12 (10 base +2 Dex) Hit Points: 30 (average) (3d6 + 1d8 + 12) Experience: 3000/6000 Race Abilities: •Class Skills - Spot, Perform, Climb, Jump, Swim, Listen, Spellcraft, Knowledge: Magic, Gather Information, Diplomacy, Craft. • Adaptive Learning - Diplomacy. • Weapon Proficiency - Longsword. Class Abilities: • Weapon Proficiency - All simple weapons. • Armor Proficiency - Light armor and shields. • Witchery - Air Resistance 20. • Witchery - Windspeech, 8/ day. Will DC (15) to resist. Spells per Day: 2/3 Spells Redied: 0th (3) - Hygiene, Canny Effort, Glowglobe (Lesser) 1st (3) - Glamour, Shock (Fort DC 15), Mind Stab Spells Known: 0th - Bash, Canny Effort, Contact, Detect Disease, Detect Magic, Detect Poison Enchanting Flavor, Ghost Sound, Glowglobe (Lesser), Hygiene, Minor Illusion, Read Magic, Repair (Lesser), Saving Grace, Scent Bane, Seeker, Sense Thoughts 1st - Acrobatics, Animate Weapon, Charm, Compelling Command, Compelling Question (Lesser), Detect Secret Doors, Glamour, Illusory Object (Lesser) Mind Stab, Mudball, Obscuring Mist, Precise Vision, Resistance, Safe Fall, Scent Tracker, Tears of Pain, Touch of Fear, Transfer Wounds (Lesser), Veil of Darkness, Conjure Electricity Creature I, Shock, Cold Blast, Conjure Cold Creature I Skills: Use Magic Device (4 /5), Diplomacy (7 /9), Knowledge: Magic (4 /5), Spot (2 /6), Listen (2 /6), Climb (1 /2), Swim (1 /2), Jump (1 /2), Spellcraft (3 /4), Bluff (2 /4), Sense Motive (2 /6), Craft: Tattoo (2 /3), Heal (1 /5), Concentration (1 /4), Gather Information (0 /2), Perform: Storytelling (1 /4) Feats: • Tattooed Spell (Ceremonial) - Compelling Command (Will DC 15) • Energy Mage: Electricity (Ceremonial) • Craft Spell-Completion Item (Item Creation) • Energy Mage: Cold (Ceremonial) • The Voice (Talent) Languages: Common, Giant Weapons: Longsword - +3 AB, 1d8+1, 19-20 Light Crossbow - +5 AB, 1d8, 19-20 Equipment: Longsword (4 lbs), Light Crossbow (4 lbs), 30 bolts (3 lbs), Backpack (2 lbs), Bedroll (5 lbs), Flask (Whiskey) (1.5 lbs), Witchbag (2 lbs), 50' Silk Rope (5 lbs), 2 days Trail Rations (2 lbs), Waterskin (4 lbs), Traveler's Outfit (5 lbs), Tattoo Needles (5 lbs), Signet Ring, Topaz (for Electricity template), Dimaond Dust (for Cold template) Magic Items: • Headband of Mists - 3/ day: Obscuring Mist, Predict Weather, or Wind Churn • 10 Minor Poultices - converts 1d10+1 pts of damage to subdual • Fugitive's Root - protection from being tracked by scent for 10 minutes • Dazzletwig - casts Diminished Dazzlesphere on 1 target, with 1 HD or less, Will DC (11) Total Weight: 42 lbs, Light Load Money: 0pp, 44gp, 7sp, 8cp Conjure Energy Creature I Energy Dog Hit Dice: 1d8 + 10 (14 Hp) Initiative: +3 Speed: 40 ft Armor Class: 15 (+1 size, +3 Dex, +1 natural) Attack: Bite +2 AB, 1d4 + 2 Special Attacks: +1 Energy damage on all attacks (factored in already) Special Qualities: Energy Immunity, Darkvision, Scent, Construct Abilities Saves: Fort +2, Ref +5, Will +1 Abilities: Str 13, Dex 17, Con -, Int -, Wis 12, Cha 6 Skills: Jump +7, Listen +5, Spot +5, Survival +1 Feats: Alertness, Track Background: Jere was born the son of Ghor, a merchant and minor noble of some repute. The third son, Jere was never destined to inherit his father's bussiness, however, which suited him fine. Jere always seemed to be called with the breeze, constantly day dreaming of flying when his father would have preferred him practicing a "profitable skill". Of course when Jere's witchery abilities first manifested, his father's concerns over his future quickly vanished. Apprenticing him to Nalgor, a local Verrick Winter Witch, Jere's father washed his hands clean of his third son, and went about making sure his fourth child, his daugher Allya, was prepared for the world. Meanwhile, Jere struggled hard under Nalgor. He learned much but the innate differences in their witchery proved a pretty large hurdle. Eventually deciding he could learn more on his own, he left part way through his apprenticeship, following where the winds took him. What else could be the greatest calling to a Wind Witch, after all? [/QUOTE]
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