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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Temp RG for LR's Vampires of Waterdeep
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="Albedo" data-source="post: 2999370" data-attributes="member: 33214"><p>Heres a second character concept.</p><p></p><p>Name: Melfina</p><p></p><p>Physical Description:</p><p>[sblock]</p><p>Race: Human with Feral template (+1 LA, pg 115 Savage Species), Alignment: CG, Deity: Chauntea, Size: M, Age: 16, Gender: F, Height: 5'1, Weight: 103 lbs, Eyes: Green, Hair: Blue, Skin: White</p><p></p><p>Levels: 3 Cleric, 4 Sorcerer, 2 Geomancer, 3 Mystic Theurge</p><p></p><p>Str: 24 (14 Base +4 Racial +6 Enhancement)</p><p>Dex: 14 (12 Base -2 Racial +4 Enhancement)</p><p>Con: 14 (12 Base + 2 Racial)</p><p>Int: 10 (14 Base -4 Racial)</p><p>Wis: 20 (14 Base +2 Racial +4 Enhancement)</p><p>Cha: 23 (14 Base +3 Level +6 Enhancement)</p><p></p><p>HP: 71</p><p>BAB: +6/+1 (+12/+7/+2 Buffed)</p><p>Grapple: +10 (+19 Buffed)</p><p>Fort: +13 = +8 Base +2 Con +3 Resistance</p><p>Ref: +8 = +3 Base +2 Dex +3 Resistance</p><p>Will: +20 = +13 Base +4 Wis +3 Resistance</p><p>AC: 40 = 10 Base +2 Dex +9 Armor +6 Natural Armor +6 Shield +4 Wis +1 Monk +1 Dodge +1 Deflection</p><p>Touch AC: 25 = 10 Base + 2 Dex + 6 Shield +4 Wis +1 Monk +1 Dodge +1 Deflection</p><p>Flat Footed AC: 38 = 10 Base +9 Armor +6 Natural Armor +6 Shield +4 Wis +1 Monk +1 Dodge +1 Deflection</p><p>Initiative: +2</p><p>Speed: 80 ft (90 ft Fly Good)</p><p>Languages: Common</p><p></p><p>Feats: Extend Spell, Persistant Spell, Divine Metamagic (Persistant Spell), Divine Might, Extra Turning x2, Fleet of Foot</p><p></p><p>Special Abilities: Drifts (Cat's Tail, Leapard Spots), Spell Versatility 1, Ley Lines +1 (Forest), Animal Domain, Plant Domain, Turn Undead, Metamagic Specialist</p><p></p><p>Skills:</p><p>Knowledge Arcana: +6 = 6 Ranks +0 Int</p><p>Knowledge Religion: +6 = 6 Ranks +0 Int</p><p>Knowledge Nature: +6 = 6 Ranks +0 Int</p><p>Concentration: +14 = 12 Ranks +2 Con</p><p>Tumble: +2 = 1/2 Ranks +2 Dex</p><p>Spot: +11 = 6 Ranks +5 Wis</p><p></p><p>Spells Known (Sorcerer):</p><p>0 (7): Light, Detect Magic, Read Magic, Mage Hand, Acid Splash, Ray of Frost, Dancing Lights</p><p>1st (5): True Strike, Magic Missile, Wraithstrike, Comprehend Languages, Shield </p><p>2nd (3): Melf's Acid Arrow, See Invisibility, Invisibility</p><p>3rd (2): Haste, Fly</p><p></p><p>Spells Per Day (Sorcerer):</p><p>0 (6), 1st (8), 2nd (7), 3rd (5)</p><p></p><p>Spells Prepared (Cleric):</p><p>0 (6): Light x2, Detect Magic, Read Magic</p><p>1st (7): Ebon Eyes, Comprehend Languages x2, Divine Favor x2, Summon Monster I x2, Entangle</p><p>2nd (5): Cloud Wings x2, Undetectable Alignment, Lesser Restoration x2, Barkskin</p><p>3rd (5): Meld Into Stone, Stoneshape, Waterbreathing, Daylight, Deeper Darkness, Dominate Animal</p><p>4th (4): Divine Power, Death Ward, Freedom of Movement, Magic Vestements (Extend Spell), Summon Natures Ally IV</p><p> </p><p>Buffs Cast: Divine Power (Persistant Spell), Shield (Persistant Spell), Magic Vestiments (Extend Spell), Wraithstrike (Persistant Spell), Haste (Persistant Spell), Fly (Persistant Spell)</p><p></p><p>Attacks: (Attacks assume the use of Divine Might)</p><p>Claws: +21/+21/+21 (Touch), 1d8 +14, x2 Critical</p><p>Rake: +21/+21 (Touch), 1d8 +10, x2 Critical</p><p>Rend: 2d8 +28 [/sblock]</p><p></p><p>Possesions:</p><p>[sblock]</p><p>+6 Cloak of Charisma 36,000gp</p><p>Heward's Handy Haversack 2,000gp</p><p>+4 Mithril Breastplate 17,200gp</p><p>+4 Gloves of Dex 16,000gp</p><p>+4 Periapt of Wisdom 16,000gp</p><p>Monk's Belt 13,000gp</p><p>Necklace of Natural Weapons 5,200gp</p><p>+1 Ring of Deflection 4,000gp</p><p>Ring of Sustanance 2,500gp</p><p>Boots of Striding and Springing 5,500gp</p><p>+3 Vest of Resistance 9,000gp</p><p>Bag of Holding I 2,500gp</p><p>50 ft Silk Rope 10 gp</p><p>Shovel 2 gp</p><p>Heavy Wooden Shield 7 gp </p><p>Waterskin 1 gp </p><p>4 Days Trail Rations 2 gp </p><p>4 Bells 4 gp </p><p>100 Candles 1 gp </p><p>Flint + Steel 1 gp </p><p>Grappling Hook 1 </p><p>71 gp [/sblock]</p><p></p><p>Background: </p><p>[sblock]</p><p>Melfina was born and raised as an Archmage's pet. Crafted in a bizarre arcane experiment by her master, Helmer Bearn, she possessed an animals simplemindedness and contentment, while at the same time had a humanoids capicity to learn. It was soon discovered as she was growing up that she had a strong aptitude for magic, and Helmer gladly tought her how to use it. Many years of isolation left the caster lonely and depressed, his research progressing too slowly to cure him of his need for companionship. Melfina filled this void, and in return he poured years into her, teaching her as much as she could learn. While she had an innate talent for magic, she did not possess the intelligence for complicated thought, and cast more with her heart than with her head. When she grew old enough, she explored outside the secure walls of her masters home into the surrounding wilderness, and came across sevral peasant farming communities. The people were scared at first of the odd looking girl, but soon recognised her friendly nature and befriended her. Melfina took an interest in a small group of Clerics of Chauntea. Like her master Helmer, these clerics tried to instil their knowledge into Melfina. She became skilled at their rituals and spells over time, but could not grasp the complexity of religeous thought. Still, she helped the clerics with their work in aiding the peasant farmers of the area, if not just for the chance to be useful. When Melfina was entering her late teens, Helmer got into a fued with another Archmage, and lost in a spellduel the subsequently cost him his life. Before he died, he told Melfina he had wanted her to go see the rest of the world, to experience things she never could staying around her home. He couldn't bring himself to part with her company before, but the fact that he was dying gave oppertunity for him to ask her to go. After his funeral, she packed up what little belongings she had and set off to see the world. [/sblock]</p><p></p><p>Appearance: </p><p>[sblock]</p><p>Melfina's cat-like appearance makes her an unusual sight to behold, and she turns more than a few heads when she walks through a city street. Her ragged look and ferocious claws make her seem wild and dangerous, though her bright eyes and innocent expression reveal her to be a, for the most part, friendly creature. Despite her years of interaction with humaniods, Melfina was never able to fully grasp the art of social interaction, lacking any form of tact, class, or manners. She is a very trusting creature, and good natued, though she does not take well to betrayal, and when she is angered tends to go a little out of control. She has a fascination with the color blue, and wears as much of it as possible. She is also known to stare when she notices something blue, and spends many an hour staring off into the sky. Her most notable feature though is her curiosity. She loves to see and experience new things, and her lack of restraint in that regard has gotten her in to trouble on more than one occasion. [/sblock]</p></blockquote><p></p>
[QUOTE="Albedo, post: 2999370, member: 33214"] Heres a second character concept. Name: Melfina Physical Description: [sblock] Race: Human with Feral template (+1 LA, pg 115 Savage Species), Alignment: CG, Deity: Chauntea, Size: M, Age: 16, Gender: F, Height: 5'1, Weight: 103 lbs, Eyes: Green, Hair: Blue, Skin: White Levels: 3 Cleric, 4 Sorcerer, 2 Geomancer, 3 Mystic Theurge Str: 24 (14 Base +4 Racial +6 Enhancement) Dex: 14 (12 Base -2 Racial +4 Enhancement) Con: 14 (12 Base + 2 Racial) Int: 10 (14 Base -4 Racial) Wis: 20 (14 Base +2 Racial +4 Enhancement) Cha: 23 (14 Base +3 Level +6 Enhancement) HP: 71 BAB: +6/+1 (+12/+7/+2 Buffed) Grapple: +10 (+19 Buffed) Fort: +13 = +8 Base +2 Con +3 Resistance Ref: +8 = +3 Base +2 Dex +3 Resistance Will: +20 = +13 Base +4 Wis +3 Resistance AC: 40 = 10 Base +2 Dex +9 Armor +6 Natural Armor +6 Shield +4 Wis +1 Monk +1 Dodge +1 Deflection Touch AC: 25 = 10 Base + 2 Dex + 6 Shield +4 Wis +1 Monk +1 Dodge +1 Deflection Flat Footed AC: 38 = 10 Base +9 Armor +6 Natural Armor +6 Shield +4 Wis +1 Monk +1 Dodge +1 Deflection Initiative: +2 Speed: 80 ft (90 ft Fly Good) Languages: Common Feats: Extend Spell, Persistant Spell, Divine Metamagic (Persistant Spell), Divine Might, Extra Turning x2, Fleet of Foot Special Abilities: Drifts (Cat's Tail, Leapard Spots), Spell Versatility 1, Ley Lines +1 (Forest), Animal Domain, Plant Domain, Turn Undead, Metamagic Specialist Skills: Knowledge Arcana: +6 = 6 Ranks +0 Int Knowledge Religion: +6 = 6 Ranks +0 Int Knowledge Nature: +6 = 6 Ranks +0 Int Concentration: +14 = 12 Ranks +2 Con Tumble: +2 = 1/2 Ranks +2 Dex Spot: +11 = 6 Ranks +5 Wis Spells Known (Sorcerer): 0 (7): Light, Detect Magic, Read Magic, Mage Hand, Acid Splash, Ray of Frost, Dancing Lights 1st (5): True Strike, Magic Missile, Wraithstrike, Comprehend Languages, Shield 2nd (3): Melf's Acid Arrow, See Invisibility, Invisibility 3rd (2): Haste, Fly Spells Per Day (Sorcerer): 0 (6), 1st (8), 2nd (7), 3rd (5) Spells Prepared (Cleric): 0 (6): Light x2, Detect Magic, Read Magic 1st (7): Ebon Eyes, Comprehend Languages x2, Divine Favor x2, Summon Monster I x2, Entangle 2nd (5): Cloud Wings x2, Undetectable Alignment, Lesser Restoration x2, Barkskin 3rd (5): Meld Into Stone, Stoneshape, Waterbreathing, Daylight, Deeper Darkness, Dominate Animal 4th (4): Divine Power, Death Ward, Freedom of Movement, Magic Vestements (Extend Spell), Summon Natures Ally IV Buffs Cast: Divine Power (Persistant Spell), Shield (Persistant Spell), Magic Vestiments (Extend Spell), Wraithstrike (Persistant Spell), Haste (Persistant Spell), Fly (Persistant Spell) Attacks: (Attacks assume the use of Divine Might) Claws: +21/+21/+21 (Touch), 1d8 +14, x2 Critical Rake: +21/+21 (Touch), 1d8 +10, x2 Critical Rend: 2d8 +28 [/sblock] Possesions: [sblock] +6 Cloak of Charisma 36,000gp Heward's Handy Haversack 2,000gp +4 Mithril Breastplate 17,200gp +4 Gloves of Dex 16,000gp +4 Periapt of Wisdom 16,000gp Monk's Belt 13,000gp Necklace of Natural Weapons 5,200gp +1 Ring of Deflection 4,000gp Ring of Sustanance 2,500gp Boots of Striding and Springing 5,500gp +3 Vest of Resistance 9,000gp Bag of Holding I 2,500gp 50 ft Silk Rope 10 gp Shovel 2 gp Heavy Wooden Shield 7 gp Waterskin 1 gp 4 Days Trail Rations 2 gp 4 Bells 4 gp 100 Candles 1 gp Flint + Steel 1 gp Grappling Hook 1 71 gp [/sblock] Background: [sblock] Melfina was born and raised as an Archmage's pet. Crafted in a bizarre arcane experiment by her master, Helmer Bearn, she possessed an animals simplemindedness and contentment, while at the same time had a humanoids capicity to learn. It was soon discovered as she was growing up that she had a strong aptitude for magic, and Helmer gladly tought her how to use it. Many years of isolation left the caster lonely and depressed, his research progressing too slowly to cure him of his need for companionship. Melfina filled this void, and in return he poured years into her, teaching her as much as she could learn. While she had an innate talent for magic, she did not possess the intelligence for complicated thought, and cast more with her heart than with her head. When she grew old enough, she explored outside the secure walls of her masters home into the surrounding wilderness, and came across sevral peasant farming communities. The people were scared at first of the odd looking girl, but soon recognised her friendly nature and befriended her. Melfina took an interest in a small group of Clerics of Chauntea. Like her master Helmer, these clerics tried to instil their knowledge into Melfina. She became skilled at their rituals and spells over time, but could not grasp the complexity of religeous thought. Still, she helped the clerics with their work in aiding the peasant farmers of the area, if not just for the chance to be useful. When Melfina was entering her late teens, Helmer got into a fued with another Archmage, and lost in a spellduel the subsequently cost him his life. Before he died, he told Melfina he had wanted her to go see the rest of the world, to experience things she never could staying around her home. He couldn't bring himself to part with her company before, but the fact that he was dying gave oppertunity for him to ask her to go. After his funeral, she packed up what little belongings she had and set off to see the world. [/sblock] Appearance: [sblock] Melfina's cat-like appearance makes her an unusual sight to behold, and she turns more than a few heads when she walks through a city street. Her ragged look and ferocious claws make her seem wild and dangerous, though her bright eyes and innocent expression reveal her to be a, for the most part, friendly creature. Despite her years of interaction with humaniods, Melfina was never able to fully grasp the art of social interaction, lacking any form of tact, class, or manners. She is a very trusting creature, and good natued, though she does not take well to betrayal, and when she is angered tends to go a little out of control. She has a fascination with the color blue, and wears as much of it as possible. She is also known to stare when she notices something blue, and spends many an hour staring off into the sky. Her most notable feature though is her curiosity. She loves to see and experience new things, and her lack of restraint in that regard has gotten her in to trouble on more than one occasion. [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Temp RG for LR's Vampires of Waterdeep
Top