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<blockquote data-quote="Festy_Dog" data-source="post: 2043524" data-attributes="member: 2561"><p>Relvar 'The Boy' Shadowmancer (true name: Kerschatts)</p><p>Small Fae (Faerie, Fire)</p><p>Hit Dice: 11d12+22 (154 hp)</p><p>Initiative: +9</p><p>Speed: 60ft</p><p>Armor Class: 37 (10 base, +9 dex, +1 size, +8 deflection, +6 armour, +3 natural armour)</p><p>Base Attack/Grapple: +11/+7</p><p>Attack: +23 melee (Unforseen End, 1d4+3 piercing, 19-20/x2)</p><p>Full Attack: +23/+18/+13 (Unforseen End, 1d4+3, piercing, 19-20/x2)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Spell-like abilities, Spells as an 11th level Illusionist (no Evocation or Conjuration), Sneak Attack +5d6</p><p>Special Qualities: DR 10/Cold Iron, SR 21, Trapfinding, Fae Traits, Shroud of Shadow, See in Shadow, Lesser Spirit Sight, immunity to fire, 50% extra damage from cold, Cold Iron Weakness.</p><p>Saves: Fort +21, Ref +30, Will +21</p><p>Abilities: Str 10, Dex 28, Con 14, Int 26, Wis 14, Cha 26</p><p>Skills: balance 26/7, bluff 19/7, climb 21/7, concentration 15/14, decipher script 25/7, diplomacy 15/7, disable device 27/7, disguise 15/7, escape artist 26/7, forgery 25/7, gather information 15/7, hide 43/14, jump 19/7, knowledge (arcana) 22/14, knowledge (history) 9/1, knowledge (nature) 15/7, knowledge (nobility and royalty) 9/1, knowledge (religion) 9/1, knowledge (the planes) 15/7, listen 19/7, move silently 39/14, open lock 28/7, search 25/7, sense motive 19/7, spellcraft 26/14, spot 19/7, tumble 26/7, use magic device 17/5</p><p>Feats: combat casting, weapon finesse, eschew materials, spell penetration</p><p>Alignment: True Neutral</p><p>Languages: Common, Pyrae, Abara, Aeterian, Imperial, Nerae, Stratae, Gaeae, Ignan, Draconic, High Aboloseathean</p><p></p><p>At Will: Obscuring Shadows (as Obscuring Mist except Shadows), Shadow Conjuration, Deeper Darkness, Protection From Law, Protection From Good, </p><p></p><p>Nondetection, Invisibility (self only), Alter Self, Shadowmask (FRCS), Shadowspray (FRCS), Claws of Darkness (FRCS), Armor of Darkness (FRCS), Blindness</p><p>1/day - Greater Shadow Conjuration, Shadow Evocation</p><p>Movement (All abilities self + 50 pounds of objects only)</p><p>At Will: Shadow Walk, Plane Shift, Teleport w/o Error</p><p></p><p>See in Shadow: You ignore all concealment penalties caused by lack of light and can see normally in such conditions even if they are magical in nature</p><p></p><p>Shroud of Shadow (Su): At will , as a free action, you may summon or dismiss a shroud of shadows, around yourself. While this shroud exists you may add your charisma bonus to your saves and as a deflection bonus to your AC, you also gain 25% concealment. In addition you count as being in shadow. (While standing in shadows goblins gain an additional +2 to hide checks and an additional +1 DC to enchantment and Illusion and a +2 DC to "curse" type spells)</p><p></p><p>Racial skill bonuses of Spellcraft +4, Climb +4, Use Magic Device +4, Hide +6, Move Silently +6 and Bluff +4.</p><p></p><p>Fae Traits (Ex/Su): Despite being native to the Plane of Faerie, and not being as closely bound to Vielnana as the fey, Fae are still part of Vielnana and are not subject to banishment or dismisal or any other effect that requires the subject to be </p><p>extraplanar. </p><p></p><p>Lesser Spirit Sight (Su): As lesser spirits advanced goblins can percieve into the spirit realm and as such are constantly detecting good, evil, law and chaos and magic. Each as if within the 3rd round of use.</p><p></p><p>Cold Iron: Fae take an extra d6 damage when struck with the substance, and take 1 point of damage per round as long as it is in contact with them.</p><p></p><p>Spells per day/ memorised:</p><p>0th: 4 +1; ghost sound, mending, mage hand, detect magic, detect poison</p><p>1st: 4 +1 +2; ventriloquism, shield, detect undead, true strike, chill touch, ray of enfeeblement, expeditious retreat</p><p>2nd: 4 +1 +2; mirror image, see invisibility, hideous laughter, touch of idiocy, ghoul touch, fox's cunning, eagle's splendor</p><p>3rd: 4 +1 +2; displacement, heroism, suggestion, vampiric touch, tongues, slow, dispel magic</p><p>4th: 3 +1 +1; phantasmal killer, stoneskin, bestow curse, enervation, confusion</p><p>5th: 2 +1 +1; persistant image, feeblemind, baleful polymorph, telepathic bond</p><p>6th: 1 +1 +1; mislead, true seeing, disintergrate</p><p></p><p>Spells known:</p><p>0th: all</p><p>1st: shield, comprehend languages, detect undead, true strike, charm person, ventriloquism, magic aura, chill touch, ray of enfeeblement, erase, expeditious retreat, feather fall</p><p>2nd: arcane lock, detect thoughts, see invisibility, hideous laughter, touch of idiocy, mirror image, misdirection, phantom trap, ghoul touch, knock, fox's cunning, eagle's splendor</p><p>3rd: heroism, suggestion, displacement, vampiric touch, tongues, ray of exhaustion, slow, flame arrow, dispel magic</p><p>4th: stoneskin, scrying, charm monster, confusion, crushing despair, greater invisibility, phantasmal killer, bestow curse, enervation, fear</p><p>5th: dominate person, feeblemind, persistant image, dream, baleful polymorph, mage's private sanctum, telepathic bond</p><p>6th: greater dispel magic, guards and wards, analyze dweomer, legend lore, true seeing, greater heroism, mislead, eyebite, undeath to death, disintergrate, flesh to stone, stone to flesh</p><p></p><p>Equipment: 365.64 pp</p><p>Darkweave Garb: +5 glamoured, improved slick, silent and shadows, steelsilk padded armour = 73455</p><p>Unforseen End: +3 Adamantine, Human-bane, Sword of Subtlety = 55010</p><p>Ring of Evasion = 25000</p><p>Ring of Free Movement = 40000</p><p>Rogue's Blessing (spectacles): +10 spot, listen, search, sense motive, open lock, disable device, forgery, decipher script = 47500</p><p>Handy Bookbag = 2000</p><p>Puss' Boots: +10 base speed, jump, balance, tumble, +4 charisma = 31000</p><p>Koboldhide Gloves: +3 natural armour, +10 climb, +4 dexterity = 33500</p><p>Unkillable (belt): +4 to saves, +2 constitution = 18000</p><p>spellbook</p><p>bedroll</p><p>scroll case</p><p>flint & steel</p><p>ink & quill</p><p>30 sheets of paper</p><p>30 sheets of parchment</p><p>sealing wax</p><p>signet ring</p><p>soap</p><p>disguise kit</p><p>masterworked thieves' tools</p><p></p><p></p><p>Description:</p><p>Normally Kerschatts appears as his alias, Reznar 'The Boy' Shadowmancer, and even then his false appearance is obscured by a shroud of shadow, worn like a cloak, and Shadowmask spell. The Boy's appearance, when visible, is that common among Aboloseathean nobility. He possesses dark brown hair and green eyes, and his skin tone is somewhat pale from large amounts of time spent studying the arcane arts. He is dressed in an expensive (and notably magical) suit of an unreflective black material, with a texture not unlike silk. Everything else he is wearing for that matter has also been dyed in this same colour. He wears a pair of rectangular spectacles, and though they are heavily enchanted, he has no problems with his eyes. </p><p></p><p>Kerschatts, in his true form, looks like every other goblin a person could lay their eyes upon. His differences in appearance from the rest of his species are subtle and only noticed by other goblins for the most part. Although in aspects of character he lacks his kin's level of vicious cruelty, instead finding himself sothful and curious for the most part, with hints of mischief which he keeps satisfied with his long standing association with Vielna's thieves' guilds.</p><p></p><p>History:</p><p>As previously mentioned, Kerschatts possesses a personality unlike his goblin kin. This in turn lead to his self-imposed exile, as if he had stayed he probably would have come to a grisly end. So after escaping his home territory he spent some time planning his next move while in Aboloseathea. While there, he decided to put a fair bit of distance between himself and his home but thought he would need some kind of disguise in order to live peacefully outside of goblin lands, not that he lived terribly peacefully within them. He soaked up some of the local culture and soon formulated a false identity which would probably work, posing as an Aboloseathean child of nobility. This was not an act he was willing to put on while in Aboloseathean borders, as the chances of it failing were too high. Again he travelled, eventually ending up in the capitol of Aeter, which was sufficiently far from Abolseathea that even if there were flaws in the largely untold story of his alias the locals wouldn't be likely to pick up on them.</p><p></p><p>Thus Kerschatts, or The Boy, as he was soon to be known, had left his home territory to reside in the deserts. He didn't find it too bad, being a fire spirit he almost found the heat pleasant, but the sand irritated him to no end. After making himself at home he had another dilemna. It was all well and good that he was no longer at risk of being killed off by other goblins, but what was he supposed to do? He eventually found a way to pass the time through lending arcane assistance to the local thieves' guilds. Thus he became known as 'The Boy', and rumours began about the spellcasting child swathed in darkness. Three hundred years later and the rumours had aged into spicy legends. He was still active though, occasionally visiting some of the thieves' guilds to see if anything needed his expertise, like the crushing of a rival guild or a helping hand in an important heist. His help was never free though, he needed to fund research and acquire better magic gear like almost any other arcanist. </p><p></p><p>Another fifty years pass until the present and he has been slowly acquiring wealth and power, thus resulting in the character above. He's content where he is, but you'd never hear him object to more work. He's gotta do something to pass the time, and what could be better than acquiring a bit more wealth and power? Perhaps some adventuring is on the cards...</p></blockquote><p></p>
[QUOTE="Festy_Dog, post: 2043524, member: 2561"] Relvar 'The Boy' Shadowmancer (true name: Kerschatts) Small Fae (Faerie, Fire) Hit Dice: 11d12+22 (154 hp) Initiative: +9 Speed: 60ft Armor Class: 37 (10 base, +9 dex, +1 size, +8 deflection, +6 armour, +3 natural armour) Base Attack/Grapple: +11/+7 Attack: +23 melee (Unforseen End, 1d4+3 piercing, 19-20/x2) Full Attack: +23/+18/+13 (Unforseen End, 1d4+3, piercing, 19-20/x2) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities, Spells as an 11th level Illusionist (no Evocation or Conjuration), Sneak Attack +5d6 Special Qualities: DR 10/Cold Iron, SR 21, Trapfinding, Fae Traits, Shroud of Shadow, See in Shadow, Lesser Spirit Sight, immunity to fire, 50% extra damage from cold, Cold Iron Weakness. Saves: Fort +21, Ref +30, Will +21 Abilities: Str 10, Dex 28, Con 14, Int 26, Wis 14, Cha 26 Skills: balance 26/7, bluff 19/7, climb 21/7, concentration 15/14, decipher script 25/7, diplomacy 15/7, disable device 27/7, disguise 15/7, escape artist 26/7, forgery 25/7, gather information 15/7, hide 43/14, jump 19/7, knowledge (arcana) 22/14, knowledge (history) 9/1, knowledge (nature) 15/7, knowledge (nobility and royalty) 9/1, knowledge (religion) 9/1, knowledge (the planes) 15/7, listen 19/7, move silently 39/14, open lock 28/7, search 25/7, sense motive 19/7, spellcraft 26/14, spot 19/7, tumble 26/7, use magic device 17/5 Feats: combat casting, weapon finesse, eschew materials, spell penetration Alignment: True Neutral Languages: Common, Pyrae, Abara, Aeterian, Imperial, Nerae, Stratae, Gaeae, Ignan, Draconic, High Aboloseathean At Will: Obscuring Shadows (as Obscuring Mist except Shadows), Shadow Conjuration, Deeper Darkness, Protection From Law, Protection From Good, Nondetection, Invisibility (self only), Alter Self, Shadowmask (FRCS), Shadowspray (FRCS), Claws of Darkness (FRCS), Armor of Darkness (FRCS), Blindness 1/day - Greater Shadow Conjuration, Shadow Evocation Movement (All abilities self + 50 pounds of objects only) At Will: Shadow Walk, Plane Shift, Teleport w/o Error See in Shadow: You ignore all concealment penalties caused by lack of light and can see normally in such conditions even if they are magical in nature Shroud of Shadow (Su): At will , as a free action, you may summon or dismiss a shroud of shadows, around yourself. While this shroud exists you may add your charisma bonus to your saves and as a deflection bonus to your AC, you also gain 25% concealment. In addition you count as being in shadow. (While standing in shadows goblins gain an additional +2 to hide checks and an additional +1 DC to enchantment and Illusion and a +2 DC to "curse" type spells) Racial skill bonuses of Spellcraft +4, Climb +4, Use Magic Device +4, Hide +6, Move Silently +6 and Bluff +4. Fae Traits (Ex/Su): Despite being native to the Plane of Faerie, and not being as closely bound to Vielnana as the fey, Fae are still part of Vielnana and are not subject to banishment or dismisal or any other effect that requires the subject to be extraplanar. Lesser Spirit Sight (Su): As lesser spirits advanced goblins can percieve into the spirit realm and as such are constantly detecting good, evil, law and chaos and magic. Each as if within the 3rd round of use. Cold Iron: Fae take an extra d6 damage when struck with the substance, and take 1 point of damage per round as long as it is in contact with them. Spells per day/ memorised: 0th: 4 +1; ghost sound, mending, mage hand, detect magic, detect poison 1st: 4 +1 +2; ventriloquism, shield, detect undead, true strike, chill touch, ray of enfeeblement, expeditious retreat 2nd: 4 +1 +2; mirror image, see invisibility, hideous laughter, touch of idiocy, ghoul touch, fox's cunning, eagle's splendor 3rd: 4 +1 +2; displacement, heroism, suggestion, vampiric touch, tongues, slow, dispel magic 4th: 3 +1 +1; phantasmal killer, stoneskin, bestow curse, enervation, confusion 5th: 2 +1 +1; persistant image, feeblemind, baleful polymorph, telepathic bond 6th: 1 +1 +1; mislead, true seeing, disintergrate Spells known: 0th: all 1st: shield, comprehend languages, detect undead, true strike, charm person, ventriloquism, magic aura, chill touch, ray of enfeeblement, erase, expeditious retreat, feather fall 2nd: arcane lock, detect thoughts, see invisibility, hideous laughter, touch of idiocy, mirror image, misdirection, phantom trap, ghoul touch, knock, fox's cunning, eagle's splendor 3rd: heroism, suggestion, displacement, vampiric touch, tongues, ray of exhaustion, slow, flame arrow, dispel magic 4th: stoneskin, scrying, charm monster, confusion, crushing despair, greater invisibility, phantasmal killer, bestow curse, enervation, fear 5th: dominate person, feeblemind, persistant image, dream, baleful polymorph, mage's private sanctum, telepathic bond 6th: greater dispel magic, guards and wards, analyze dweomer, legend lore, true seeing, greater heroism, mislead, eyebite, undeath to death, disintergrate, flesh to stone, stone to flesh Equipment: 365.64 pp Darkweave Garb: +5 glamoured, improved slick, silent and shadows, steelsilk padded armour = 73455 Unforseen End: +3 Adamantine, Human-bane, Sword of Subtlety = 55010 Ring of Evasion = 25000 Ring of Free Movement = 40000 Rogue's Blessing (spectacles): +10 spot, listen, search, sense motive, open lock, disable device, forgery, decipher script = 47500 Handy Bookbag = 2000 Puss' Boots: +10 base speed, jump, balance, tumble, +4 charisma = 31000 Koboldhide Gloves: +3 natural armour, +10 climb, +4 dexterity = 33500 Unkillable (belt): +4 to saves, +2 constitution = 18000 spellbook bedroll scroll case flint & steel ink & quill 30 sheets of paper 30 sheets of parchment sealing wax signet ring soap disguise kit masterworked thieves' tools Description: Normally Kerschatts appears as his alias, Reznar 'The Boy' Shadowmancer, and even then his false appearance is obscured by a shroud of shadow, worn like a cloak, and Shadowmask spell. The Boy's appearance, when visible, is that common among Aboloseathean nobility. He possesses dark brown hair and green eyes, and his skin tone is somewhat pale from large amounts of time spent studying the arcane arts. He is dressed in an expensive (and notably magical) suit of an unreflective black material, with a texture not unlike silk. Everything else he is wearing for that matter has also been dyed in this same colour. He wears a pair of rectangular spectacles, and though they are heavily enchanted, he has no problems with his eyes. Kerschatts, in his true form, looks like every other goblin a person could lay their eyes upon. His differences in appearance from the rest of his species are subtle and only noticed by other goblins for the most part. Although in aspects of character he lacks his kin's level of vicious cruelty, instead finding himself sothful and curious for the most part, with hints of mischief which he keeps satisfied with his long standing association with Vielna's thieves' guilds. History: As previously mentioned, Kerschatts possesses a personality unlike his goblin kin. This in turn lead to his self-imposed exile, as if he had stayed he probably would have come to a grisly end. So after escaping his home territory he spent some time planning his next move while in Aboloseathea. While there, he decided to put a fair bit of distance between himself and his home but thought he would need some kind of disguise in order to live peacefully outside of goblin lands, not that he lived terribly peacefully within them. He soaked up some of the local culture and soon formulated a false identity which would probably work, posing as an Aboloseathean child of nobility. This was not an act he was willing to put on while in Aboloseathean borders, as the chances of it failing were too high. Again he travelled, eventually ending up in the capitol of Aeter, which was sufficiently far from Abolseathea that even if there were flaws in the largely untold story of his alias the locals wouldn't be likely to pick up on them. Thus Kerschatts, or The Boy, as he was soon to be known, had left his home territory to reside in the deserts. He didn't find it too bad, being a fire spirit he almost found the heat pleasant, but the sand irritated him to no end. After making himself at home he had another dilemna. It was all well and good that he was no longer at risk of being killed off by other goblins, but what was he supposed to do? He eventually found a way to pass the time through lending arcane assistance to the local thieves' guilds. Thus he became known as 'The Boy', and rumours began about the spellcasting child swathed in darkness. Three hundred years later and the rumours had aged into spicy legends. He was still active though, occasionally visiting some of the thieves' guilds to see if anything needed his expertise, like the crushing of a rival guild or a helping hand in an important heist. His help was never free though, he needed to fund research and acquire better magic gear like almost any other arcanist. Another fifty years pass until the present and he has been slowly acquiring wealth and power, thus resulting in the character above. He's content where he is, but you'd never hear him object to more work. He's gotta do something to pass the time, and what could be better than acquiring a bit more wealth and power? Perhaps some adventuring is on the cards... [/QUOTE]
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