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<blockquote data-quote="Malisteen" data-source="post: 6705947" data-attributes="member: 44380"><p><strong>Originally posted by malisteen:</strong></p><p></p><p> </p><p><img src="http://community.wizards.com/sites/mtgcommunity/files/styles/large/public/gnome_archscientist_sized.jpg?itok=z1wTPGOz" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>(image source: <a href="http://www.elfwood.com/~thieljoe/gnomon-archscientist.3284189.html" target="_blank">"gnomon archscientist" by Joe thiel</a>)</p><p> </p><p><strong>Thaddeus Brocc Mortimorticio Guiseppe Catgut Kinterzuul</strong></p><p><strong>NICKNAMES: </strong>"<strong>Mort</strong>" to friends & family, "<strong>Zuul</strong>" or "<strong>Catgut</strong>" to others</p><p> </p><p><strong>1st-level Rock Gnome Wizard</strong></p><p><strong>Small Male Humanoid</strong></p><p><strong>Armor Class:</strong> 12</p><p><strong>Hit Points:</strong> 8</p><p><strong>Speed</strong> 25 ft.</p><p><strong>Sense </strong>Darkvision 60ft </p><p><strong>Str</strong> 8 (-1) <strong>Dex</strong> 14 (+2) <strong>Con</strong> 14 (+2)</p><p><strong>Int</strong> 17 (+3) <strong>Wis</strong> 12 (+1) <strong>Cha</strong> 10 (+0)</p><p> </p><p><strong>Alignment</strong> neutral</p><p><strong>Languages</strong> common, gnome, elvish, draconic</p><p> </p><p><strong>TRAITS</strong></p><p>Gnome Traits:</p><p> Gnome Cunning: advantage on int, wis, and cha saves against magic</p><p> Artificer's Lore: double prof bonus on histery checks re: magic items, alchemical objects, tech devices</p><p> Tinker: can create minor technological devices, see PHB page 37</p><p>Wizard Traits:</p><p> Spellcasting (see PHB pg 114)</p><p> Arcane Recovery (see PHB pg 115)</p><p>Background: Sage</p><p> Researcher</p><p>Proficiency (+2)</p><p> Tools: (tinker's tools)</p><p> Saving Throws: Intelligence & wisdom</p><p> weapons: Daggers, darts, slings, quarterstaffs, light crossbows</p><p> </p><p><strong>SKILLS</strong></p><p>Arcana, History, Medicine, Investigation</p><p>(if religion is required for knowledge of the undead, trade out one of the above,</p><p> or select skilled feat when available).</p><p> </p><p><strong>ACTIONS</strong></p><p>Chll Touch: 120ft range, +5 to hit, d8 necrotic damage plus cannot heal for a around on hit,</p><p> undead targets hit also have disadvantage on attacks against Mort</p><p>Dagger: melee, +4 to hit, d4+2 damage</p><p>Spells: +5 to hit, save DC 13; 2x first level spells per day, plus one via Arcane Recovery</p><p> </p><p><strong>EQUIPMENT</strong></p><p>Quarterstaff (also an arcane focus), tinker's tools, spellbook, scholar's pack, bottle of black ink, quill,</p><p>dagger, encrypted copy of the<em> Tenebrous Tome of Sellosus the Blind</em>, a letter from former instructor</p><p>entreating Mort to decrypt & translate said tome, set of common clothes, belt pouch</p><p> </p><p><strong>SPELLBOOK</strong></p><p>Cantrips: Chill Touch, Mending, Minor Illusion</p><p>1st Level: Ray of Sickness, Find Familiar, Detect Magic, False Life, Mage Armor, Comprehend Languages</p><p> </p><p><strong>PREPARED SPELLS</strong></p><p>Ray of Sickness, Detect Magic, False Life, Mage Armor </p><p> </p><p><strong>COMPANION</strong></p><p>Springfeather: raven familiar: actually a clockwork skeleton within a taxadermied raven carcass,</p><p> animated by a fiendish spirit which whispers arcane secrets.</p><p> </p><p>PERSONAL CHARACTERISTICS</p><p>Traits: "I use polysyllabic words that convey the impression of great erudition;"</p><p>+ "I am irrepressibly, inexhaustibly, and, I've been told, insufferably enthusiastic about Necromancy"</p><p>Ideal: "The pursuit of knowledge requires a mind unfettered by ethics, faith, or... mortality"</p><p>Bond: "I will found a Necromantic Academy, to fill a void caused by petty fear and superstition"</p><p>+"I have an ancient text that holds terrible secrets, <em>that must be deciphered & shared with the world</em>"</p><p>Flaw: "I am drawn to forbidden lore, heedless of any danger others might claim it represents"</p><p> </p><p><strong>DETAILS</strong></p><p>height: 3'4"</p><p>weight: 40 lbs</p><p>age: 32 years</p><p>Skin: pale and chalky</p><p>Hair: shaved head, & a short, scruffy, blond beard</p><p>Appearel: black & grey wizard's robes & small round goggles</p><p> </p><p><strong>BACK STORY</strong></p><p></p><p><strong>Show</strong></p><p>[sblock]Thaddeus Brocc Mortimorticio Guiseppe Catgut Kinterzuul, or 'Mort', was born to a clan of rock gnomes</p><p>who made their home in a major human city. The son of a mortician, Mort grew up around corpses, which</p><p>made him quite comfortable with the concepts of death and the dead even from an early age.</p><p> </p><p>As a child, Mort practiced taxidermy as a hobby, and would construct tiny clockwork toy mice and frogs,</p><p>then stitch them into the skins of actual animals, which he found increadibly hilarious for reasons he could</p><p>never really convey to others. As he grew older, Mort started showing signs of arcane talent, which</p><p>manifested as a semblence of unlife imbued within his toys. When his family realized that Mort's latest pet,</p><p>a raven named Springfeather, was more than just a creepy clockwork, Mort quickly found himself enrolled</p><p>and living at the city's arcane academy.</p><p> </p><p>Though Mort took well to his studies, he was frustrated to find that the school of Necromancy at the academy</p><p>was largely taboo, saddled with crippling restrictions from the academy masters and city governor, with only</p><p>a single tired, put upon instructor and no dedicated students. In fact, Mort was the first student to show open</p><p>interest in the school in fourty years. There were few books or resources on necromancy in the academy's</p><p>library, and no funds available for research tied to the school.</p><p> </p><p>Mort found all of these restrictions extremely frustrating and counter intuitive. After all, knowledge is not</p><p>inherently evil, it is only what people do with it that matters. Could not evocation magic burn down a house?</p><p>could not conjuration open gates to fiendish horrors? Could not enchantment and illusion bewitch the mind?</p><p>How was Necromancy as a school any more dangerous or any less worthy of study than any of those</p><p>schools?</p><p> </p><p>Because there was so little available to learn, Mort graduated sooner than his peers, and decided to travel</p><p>the world as an adventurer, seeking out the Necromantic lore that had been denied to him in his formal</p><p>education, and collecting it with the goal of eventuall opening his own academy of the Necromantic Arts,</p><p>so that future generations of young necromancers would not be frustrated as he had been. Upon his</p><p>graduation, his beloved teacher encouragd him to follow his dream, and gave him a rare and forbidden</p><p>text, the <em>Tenebrous Tome of Sellosus the Blind</em>, a book of secret necromantic lore. This particular copy</p><p>had been made by the Arch Necromancer Voderich Pale, who had locked the tome's secrets beneath a</p><p>cobweb of codes and cyphers both magical and mundane. The teacher had made very little progress in</p><p>translating and decoding the book, with the academy masters constantly watching him, but he hoped Mort,</p><p>with his new freedom, would be able to unlock the book's secrets, and use it to help establish his school.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Malisteen, post: 6705947, member: 44380"] [B]Originally posted by malisteen:[/B] [IMG]http://community.wizards.com/sites/mtgcommunity/files/styles/large/public/gnome_archscientist_sized.jpg?itok=z1wTPGOz[/IMG] (image source: [URL="http://www.elfwood.com/~thieljoe/gnomon-archscientist.3284189.html"]"gnomon archscientist" by Joe thiel[/URL]) [B]Thaddeus Brocc Mortimorticio Guiseppe Catgut Kinterzuul[/B] [B]NICKNAMES: [/B]"[B]Mort[/B]" to friends & family, "[B]Zuul[/B]" or "[B]Catgut[/B]" to others [B]1st-level Rock Gnome Wizard[/B] [B]Small Male Humanoid[/B] [B]Armor Class:[/B] 12 [B]Hit Points:[/B] 8 [B]Speed[/B] 25 ft. [B]Sense [/B]Darkvision 60ft [B]Str[/B] 8 (-1) [B]Dex[/B] 14 (+2) [B]Con[/B] 14 (+2) [B]Int[/B] 17 (+3) [B]Wis[/B] 12 (+1) [B]Cha[/B] 10 (+0) [B]Alignment[/B] neutral [B]Languages[/B] common, gnome, elvish, draconic [B]TRAITS[/B] Gnome Traits: Gnome Cunning: advantage on int, wis, and cha saves against magic Artificer's Lore: double prof bonus on histery checks re: magic items, alchemical objects, tech devices Tinker: can create minor technological devices, see PHB page 37 Wizard Traits: Spellcasting (see PHB pg 114) Arcane Recovery (see PHB pg 115) Background: Sage Researcher Proficiency (+2) Tools: (tinker's tools) Saving Throws: Intelligence & wisdom weapons: Daggers, darts, slings, quarterstaffs, light crossbows [B]SKILLS[/B] Arcana, History, Medicine, Investigation (if religion is required for knowledge of the undead, trade out one of the above, or select skilled feat when available). [B]ACTIONS[/B] Chll Touch: 120ft range, +5 to hit, d8 necrotic damage plus cannot heal for a around on hit, undead targets hit also have disadvantage on attacks against Mort Dagger: melee, +4 to hit, d4+2 damage Spells: +5 to hit, save DC 13; 2x first level spells per day, plus one via Arcane Recovery [B]EQUIPMENT[/B] Quarterstaff (also an arcane focus), tinker's tools, spellbook, scholar's pack, bottle of black ink, quill, dagger, encrypted copy of the[I] Tenebrous Tome of Sellosus the Blind[/I], a letter from former instructor entreating Mort to decrypt & translate said tome, set of common clothes, belt pouch [B]SPELLBOOK[/B] Cantrips: Chill Touch, Mending, Minor Illusion 1st Level: Ray of Sickness, Find Familiar, Detect Magic, False Life, Mage Armor, Comprehend Languages [B]PREPARED SPELLS[/B] Ray of Sickness, Detect Magic, False Life, Mage Armor [B]COMPANION[/B] Springfeather: raven familiar: actually a clockwork skeleton within a taxadermied raven carcass, animated by a fiendish spirit which whispers arcane secrets. PERSONAL CHARACTERISTICS Traits: "I use polysyllabic words that convey the impression of great erudition;" + "I am irrepressibly, inexhaustibly, and, I've been told, insufferably enthusiastic about Necromancy" Ideal: "The pursuit of knowledge requires a mind unfettered by ethics, faith, or... mortality" Bond: "I will found a Necromantic Academy, to fill a void caused by petty fear and superstition" +"I have an ancient text that holds terrible secrets, [I]that must be deciphered & shared with the world[/I]" Flaw: "I am drawn to forbidden lore, heedless of any danger others might claim it represents" [B]DETAILS[/B] height: 3'4" weight: 40 lbs age: 32 years Skin: pale and chalky Hair: shaved head, & a short, scruffy, blond beard Appearel: black & grey wizard's robes & small round goggles [B]BACK STORY[/B] [B]Show[/B] [sblock]Thaddeus Brocc Mortimorticio Guiseppe Catgut Kinterzuul, or 'Mort', was born to a clan of rock gnomes who made their home in a major human city. The son of a mortician, Mort grew up around corpses, which made him quite comfortable with the concepts of death and the dead even from an early age. As a child, Mort practiced taxidermy as a hobby, and would construct tiny clockwork toy mice and frogs, then stitch them into the skins of actual animals, which he found increadibly hilarious for reasons he could never really convey to others. As he grew older, Mort started showing signs of arcane talent, which manifested as a semblence of unlife imbued within his toys. When his family realized that Mort's latest pet, a raven named Springfeather, was more than just a creepy clockwork, Mort quickly found himself enrolled and living at the city's arcane academy. Though Mort took well to his studies, he was frustrated to find that the school of Necromancy at the academy was largely taboo, saddled with crippling restrictions from the academy masters and city governor, with only a single tired, put upon instructor and no dedicated students. In fact, Mort was the first student to show open interest in the school in fourty years. There were few books or resources on necromancy in the academy's library, and no funds available for research tied to the school. Mort found all of these restrictions extremely frustrating and counter intuitive. After all, knowledge is not inherently evil, it is only what people do with it that matters. Could not evocation magic burn down a house? could not conjuration open gates to fiendish horrors? Could not enchantment and illusion bewitch the mind? How was Necromancy as a school any more dangerous or any less worthy of study than any of those schools? Because there was so little available to learn, Mort graduated sooner than his peers, and decided to travel the world as an adventurer, seeking out the Necromantic lore that had been denied to him in his formal education, and collecting it with the goal of eventuall opening his own academy of the Necromantic Arts, so that future generations of young necromancers would not be frustrated as he had been. Upon his graduation, his beloved teacher encouragd him to follow his dream, and gave him a rare and forbidden text, the [I]Tenebrous Tome of Sellosus the Blind[/I], a book of secret necromantic lore. This particular copy had been made by the Arch Necromancer Voderich Pale, who had locked the tome's secrets beneath a cobweb of codes and cyphers both magical and mundane. The teacher had made very little progress in translating and decoding the book, with the academy masters constantly watching him, but he hoped Mort, with his new freedom, would be able to unlock the book's secrets, and use it to help establish his school. [/sblock] [/QUOTE]
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