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Talls S&F - Known Ratcatchers
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<blockquote data-quote="Shayuri" data-source="post: 7545381" data-attributes="member: 4936"><p><img src="https://i.imgur.com/e8pf6Z5.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Arcata Dulat</strong></p><p><em>Human Noble Wizard 5</em></p><p></p><p><strong>Background Feature</strong></p><p><em>Position of Privilege</em></p><p>Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.</p><p></p><p>[sblock=Background]Bost Dulat still likes to regale his son and daughter, on the infrequent times they return home, with the tale of 'Bost Banditbane' and the defeat of the Thousand at Hills-End. Local outlaws had been bolstered by deserters from armies returning from campaigns to the north, and under that tutelage had constructed a fortification in the woods to coordinate their raids from. Bost, a veteran himself then just looking for a quiet place to settle, had gotten involved and through courage, cunning tactics, and unflinching resolve, overcame the defenders of the fort at Hills-End. For that he received from the grateful Baron a grant of land...the very land he'd liberated. Much of it was wilderness, with a broad, shallow hill that had the ruins of the palisade wall. Ser Dulat and his men turned it back into a fort...then turned it into a home. The wooden stake walls were pulled up and replaced with masonry over time. A small keep was built within. The land around the hill cleared. Hill's End was close enough to Gravesford that it didn't attract a town of it's own...but far enough that it wasn't directly under the Baron's thumb. Ostensibly it was charged with minding the woods and keeping the Baron's flank safe from attack.</p><p></p><p>Much later, the Wode would make that charge a very different kind of effort.</p><p></p><p>Bost's son Tristan, his eldest, had a rebellious fire in him growing up, but eventually grew by turns to accept the burden and privilege of his father's legacy. He had a troubled relationship with his sister, younger than him by two years. She had the luxury of disdaining the courtly politics like he wished he could. Their father supported her bookish hobbies, demanding little duty from her. And of course, she had an infuriating way of knowing just enough about virtually everything to show him up at crucial moments.</p><p></p><p>Even so, when she left to study magic, Tristan realized he miss her.</p><p></p><p>In the big city, apprenticed to a mage, Arcata learned to temper her attitude quickly. Wizards were not to be trifled with, and far worse than they were the agents of Ajax, keeping a careful watch over the mages. Despite the limits imposed by that scrutiny, access to the libraries, to the spellbooks...it was a dream come true.</p><p></p><p>That all came crashing down though when she heard tell of unrest in her homeland. The outer baronies were always struggling, but this hit close to home. Arcata couldn't just look the other way. She wasn't sure how bad the situation was, but surely having a mage of her accomplishments would only be a boon in whatever they faced. There would be time to resume training when this was resolved.</p><p></p><p>And if it was nothing? If the keep and garrison were too strong to challenge? Well, it was nice to have a reason to visit, yes?[/sblock]</p><p></p><p>[sblock=Stats]Str 8</p><p>Dex 14 +2</p><p>Con 14 +5</p><p>Int 18 +7</p><p>Wis 12 +4</p><p>Cha 11</p><p></p><p><strong>HP </strong>32</p><p><strong>AC </strong>12 (10+2)</p><p><strong>Prof Bonus</strong> +3</p><p><strong>Init </strong>+2</p><p></p><p><strong>Race</strong></p><p>Variant Human</p><p>+1 Int, +1 Cha </p><p>Bonus Language</p><p>Bonus Skill</p><p>Bonus Feat</p><p></p><p><strong>Class</strong></p><p>Wizardry</p><p>Ritual Casting</p><p>Arcane Recovery (recover 3 lvls w/short rest)</p><p>Arcane Tradition: Diviner</p><p>- Portent</p><p></p><p><strong>Proficiencies</strong></p><p>Weapons: Daggers, darts, slings, staves, lgt crossbow</p><p>Tools: Dragonchess</p><p>Saves: Intelligence, Constitution and Wisdom</p><p></p><p><strong>Skills</strong></p><p>Arcana +7</p><p>History +7</p><p>Investigation +7</p><p>Insight +4</p><p>Persusasion +3</p><p></p><p><strong>Languages</strong></p><p>Common, Elvish, Draconic</p><p></p><p><strong>Feats</strong></p><p>Human - Resilient: Constitution</p><p>4 - ASI (Intelligence)[/sblock]</p><p></p><p>[sblock=Spellcasting]Caster level 5, Save DC 15</p><p>Spell Attack +7, Concentration +5</p><p>Slots 1 - 4, 2 - 3, 3 - 3</p><p></p><p><strong>Prepared</strong></p><p>0 - Firebolt, Prestidigitation, Mage Hand, Shocking Grasp</p><p>1 - Shield, Thunderwave, Mage Armor, Absorb Elements</p><p>2 - Misty Step, Suggestion, Mindspike</p><p>3 - Counterspell, Fireball</p><p></p><p><strong>Spellbook</strong></p><p>1 - Shield, Absorb Elements, Thunderwave, Detect Magic, Identify, Charm Person, Feather Fall, Mage Armor, Find Familiar, Unseen Servant</p><p>2 - Alter Self, Misty Step, See Invisibility, MindSpike, Dragon's Breath, Suggestion</p><p>3 - Counterspell, Fireball, Hypnotic Pattern, Tiny Hut[/sblock]</p><p></p><p>[sblock=Equipment]<strong>Cash</strong>: 225</p><p></p><p><strong>Weapons</strong></p><p>Dagger</p><p></p><p><strong>Armor</strong></p><p>Traveller's Clothes</p><p></p><p><strong>Gear</strong></p><p>Amulet of Proof against Detection and Location (Attuned)</p><p>Wand</p><p>Spellbook, 3lbs, free (class item)</p><p>Scholar's Pack</p><p></p><p>Spent on familiar summoning: 10gp</p><p>Scribing Costs: 450</p><p>- Detect Magic, 25</p><p>- Identify, 25</p><p>- Mindspike, 50</p><p>- See Invisible, 50</p><p>- Hypnotic Pattern, 150</p><p>- Tiny Hut, 150[/sblock]</p><p></p><p>[sblock=Familiar]<strong>Keemi</strong></p><p><em>Tiny Celestial Owl</em></p><p>Armor Class 11</p><p>Hit Points 1</p><p>Speed 10 ft, Fly 60 ft</p><p>Str 2 (–4)</p><p>Dex 13 (+1)</p><p>Con 8 (–1)</p><p>Int 2 (–4)</p><p>Wis 12 (+1)</p><p>Cha 7 (–2)</p><p>Perception +3, Stealth +3</p><p></p><p>Flyby - Does not provoke OA's by flying out of reach</p><p>Keen Hearing and Sight - Adv on Perception checks based on sight or hearing</p><p></p><p>Traits</p><p>100' telepathy</p><p>Share senses (1 action)</p><p>Deliver touch spell [/sblock]</p><p></p><p>[sblock=Retainer]</p><p>Details to come</p><p>Troubadour-warrior</p><p><strong>ARMOR</strong>: Light (AC 13)</p><p><strong>PRIMARY ABILITY</strong>: Charisma</p><p><strong>SAVES</strong>: Dexterity, Charisma</p><p><strong>SKILLS</strong>: Deception, Performance, Persuasion</p><p><strong>SIGNATURE ATTACK</strong>: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.</p><p><strong>SPECIAL ACTIONS</strong></p><p>3RD-LEVEL (3/DAY, REACTION): Cheer. After an ally within 60 feet that the troubadour-warrior can see makes an attack, roll a d6 and add the result to the ally’s result. [/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 7545381, member: 4936"] [img]https://i.imgur.com/e8pf6Z5.jpg[/img] [B]Arcata Dulat[/B] [I]Human Noble Wizard 5[/I] [B]Background Feature[/B] [I]Position of Privilege[/I] Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. [sblock=Background]Bost Dulat still likes to regale his son and daughter, on the infrequent times they return home, with the tale of 'Bost Banditbane' and the defeat of the Thousand at Hills-End. Local outlaws had been bolstered by deserters from armies returning from campaigns to the north, and under that tutelage had constructed a fortification in the woods to coordinate their raids from. Bost, a veteran himself then just looking for a quiet place to settle, had gotten involved and through courage, cunning tactics, and unflinching resolve, overcame the defenders of the fort at Hills-End. For that he received from the grateful Baron a grant of land...the very land he'd liberated. Much of it was wilderness, with a broad, shallow hill that had the ruins of the palisade wall. Ser Dulat and his men turned it back into a fort...then turned it into a home. The wooden stake walls were pulled up and replaced with masonry over time. A small keep was built within. The land around the hill cleared. Hill's End was close enough to Gravesford that it didn't attract a town of it's own...but far enough that it wasn't directly under the Baron's thumb. Ostensibly it was charged with minding the woods and keeping the Baron's flank safe from attack. Much later, the Wode would make that charge a very different kind of effort. Bost's son Tristan, his eldest, had a rebellious fire in him growing up, but eventually grew by turns to accept the burden and privilege of his father's legacy. He had a troubled relationship with his sister, younger than him by two years. She had the luxury of disdaining the courtly politics like he wished he could. Their father supported her bookish hobbies, demanding little duty from her. And of course, she had an infuriating way of knowing just enough about virtually everything to show him up at crucial moments. Even so, when she left to study magic, Tristan realized he miss her. In the big city, apprenticed to a mage, Arcata learned to temper her attitude quickly. Wizards were not to be trifled with, and far worse than they were the agents of Ajax, keeping a careful watch over the mages. Despite the limits imposed by that scrutiny, access to the libraries, to the spellbooks...it was a dream come true. That all came crashing down though when she heard tell of unrest in her homeland. The outer baronies were always struggling, but this hit close to home. Arcata couldn't just look the other way. She wasn't sure how bad the situation was, but surely having a mage of her accomplishments would only be a boon in whatever they faced. There would be time to resume training when this was resolved. And if it was nothing? If the keep and garrison were too strong to challenge? Well, it was nice to have a reason to visit, yes?[/sblock] [sblock=Stats]Str 8 Dex 14 +2 Con 14 +5 Int 18 +7 Wis 12 +4 Cha 11 [B]HP [/B]32 [B]AC [/B]12 (10+2) [B]Prof Bonus[/B] +3 [B]Init [/B]+2 [B]Race[/B] Variant Human +1 Int, +1 Cha Bonus Language Bonus Skill Bonus Feat [B]Class[/B] Wizardry Ritual Casting Arcane Recovery (recover 3 lvls w/short rest) Arcane Tradition: Diviner - Portent [B]Proficiencies[/B] Weapons: Daggers, darts, slings, staves, lgt crossbow Tools: Dragonchess Saves: Intelligence, Constitution and Wisdom [B]Skills[/B] Arcana +7 History +7 Investigation +7 Insight +4 Persusasion +3 [B]Languages[/B] Common, Elvish, Draconic [B]Feats[/B] Human - Resilient: Constitution 4 - ASI (Intelligence)[/sblock] [sblock=Spellcasting]Caster level 5, Save DC 15 Spell Attack +7, Concentration +5 Slots 1 - 4, 2 - 3, 3 - 3 [B]Prepared[/B] 0 - Firebolt, Prestidigitation, Mage Hand, Shocking Grasp 1 - Shield, Thunderwave, Mage Armor, Absorb Elements 2 - Misty Step, Suggestion, Mindspike 3 - Counterspell, Fireball [B]Spellbook[/B] 1 - Shield, Absorb Elements, Thunderwave, Detect Magic, Identify, Charm Person, Feather Fall, Mage Armor, Find Familiar, Unseen Servant 2 - Alter Self, Misty Step, See Invisibility, MindSpike, Dragon's Breath, Suggestion 3 - Counterspell, Fireball, Hypnotic Pattern, Tiny Hut[/sblock] [sblock=Equipment][B]Cash[/B]: 225 [B]Weapons[/B] Dagger [B]Armor[/B] Traveller's Clothes [B]Gear[/B] Amulet of Proof against Detection and Location (Attuned) Wand Spellbook, 3lbs, free (class item) Scholar's Pack Spent on familiar summoning: 10gp Scribing Costs: 450 - Detect Magic, 25 - Identify, 25 - Mindspike, 50 - See Invisible, 50 - Hypnotic Pattern, 150 - Tiny Hut, 150[/sblock] [sblock=Familiar][B]Keemi[/B] [I]Tiny Celestial Owl[/I] Armor Class 11 Hit Points 1 Speed 10 ft, Fly 60 ft Str 2 (–4) Dex 13 (+1) Con 8 (–1) Int 2 (–4) Wis 12 (+1) Cha 7 (–2) Perception +3, Stealth +3 Flyby - Does not provoke OA's by flying out of reach Keen Hearing and Sight - Adv on Perception checks based on sight or hearing Traits 100' telepathy Share senses (1 action) Deliver touch spell [/sblock] [sblock=Retainer] Details to come Troubadour-warrior [B]ARMOR[/B]: Light (AC 13) [B]PRIMARY ABILITY[/B]: Charisma [B]SAVES[/B]: Dexterity, Charisma [B]SKILLS[/B]: Deception, Performance, Persuasion [B]SIGNATURE ATTACK[/B]: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. [B]SPECIAL ACTIONS[/B] 3RD-LEVEL (3/DAY, REACTION): Cheer. After an ally within 60 feet that the troubadour-warrior can see makes an attack, roll a d6 and add the result to the ally’s result. [/sblock] [/QUOTE]
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