Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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
*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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Playing the Game
Talking the Talk
The Game of Kings OOC
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="stonegod" data-source="post: 2909616" data-attributes="member: 36973"><p><strong>[PLAIN]Vhir, Kobold Manipulator [Primary Concept][/PLAIN]</strong></p><p></p><p>Here is the completed concept for Vhir, the kobold warlock. He has been tuned to fill the face role with backup arcane might as well. I like the civilized scary guy look---think Lawrence Fishburne in <em>Attack on Precinct 13</em>.</p><p></p><p><strong>Flavor Quote</strong></p><p></p><p><strong>Role</strong></p><p>Primary: Face Secondary: Arcane blaster/caster/causer of madness</p><p></p><p><strong>Background</strong></p><p>[sblock=Background]Vhir was always an odd one in his kobold tribe. For one thing, there was the coloring---a dusky, midnight blue the color of Khyber. Secondly, there was always an odd <em>smell</em> around him. To kobolds, the smell of home was that of comfort, of tribe, of stability. But Vhir smelled... <em>wrong</em>. It was not quite the stench of the irvhir, the hated kobold-kin that claimed descent from the Dragon Below, but an aroma that was... unsettling. It was this scent that earned him the name Vhir---he smelled like "One Below".</p><p></p><p>The blood seers were unquiet around Vhir, but, since he was so obviously marked by The One Between, the seers had little choice but to raise them as one of their own. But it was poor going---though Vhir's mind was sharp, he could not master the sorcerous ways of his kin. Occasionally, however, strange things would happen---rocks would shatter, smaller kobolds would occasionally go mad, that sort of thing---when Vhir was around. Over time, the blood seers became convinced that Vhir was not touched by The One Between, but The One Below---Khyber.</p><p></p><p>Thus, Vhir found himself exiled, left abandoned in the mountains of Zilargo. Unluckily for him, these were the Seawell mountains---and he chose the Darguun side to descend. Needless to say, when the bugbear slavers tried to take him, it was not pleasant. He managed to slay two of them with his gifts of Khyber, but there were too many. He became a slave.</p><p></p><p>A year passed. Vhir was passed from master to master. Transitions happened so often since odd things kept occurring when Vhir was around---madness, swarms of bugs, that sort of thing. None could point at the kobold directly, but they knew he was responsible somehow. Others tried to kill him several times, but, by this time, Vhir had learned to ingratiate himself, and always had someone bigger and meaner looking out for him. Eventually, when his last master died---it was never quite discovered how---Vhir was "free." As free as a frail looking kobold could be in a nation of strength and barbarism.</p><p></p><p>Vhir had learned much in his time. He learned the power of the cold voice, the intimidating look, how the refined seem to draw power. He learned how to make people do things, and how to find out what he needed to know. He learned the lessons of power, and strength, and the weakening tribalism that gripped his clan. Most of all, he learned enough to know that Darguun was not the place to be. From traveling merchants, he knew about a place he could get lost, and never worry about such brutality again. Sharn. And thus, he hid himself in the first transport to the City of Towers. There, he could find misfits like himself and patrons who could benefit from his... abilities.[/sblock]</p><p><strong>Appearance and Personality</strong></p><p>[sblock=Appearance and Personality]The kobold known as Vhir has a reputation of being a competent negotiator. He has a civilized voice with an odd timbre that makes people uneasy and willing to help him all at once; the rumors of madness and other oddities that follow him also lend his presence some weight. His impeccable manners and well dressed appearance (nice clothes, fine Eberron-shard tipped darkwood walking stick) distinguish him from others of his kind. Shady, and some not-so shady characters, seek Vhir out when they need deals brokered in a discrete manner. Sometimes Vhir sent to bring a message; sometimes he sent is to scare. Vhir does not care about the details. As he learned in Darguun, the only thing that matters is comfort and survival.</p><p></p><p>Vhir works remarkably well with others. He is a fine judge of talent, an ability that he developed when playing the strong against each other in Darguun. He appreciates the skills that others bring. However, he doesn't care for any who hold him to kobold stereotypes or try to weaken his position, comfort, or freedom.</p><p></p><p>Vhir is very short for kobold, barely standing 2 feet tall. His skin, which his fine glammerweave clothes accent, is a dusky purple; his eyes glow a deep red when his shaders are not worn. He speaks with a deep voice for a kobold, in a very refined and assured manner. His actions and motions are very measured.[/sblock]</p><p><strong>Abilities</strong></p><p>Prominent Abilities: Charisma 18, Dexterity 16, Intelligence 14</p><p>Prominent Skills: Intimidate +19, Bluff +17, Diplomacy +12, Sense Motive +7</p><p>Prominent Feats: Ability Focus (<em>voice of madness</em>*), Force of Personality</p><p>Invocations: beguiling influence, summon swarm, voice of madness*</p><p></p><p>* Vhir currently uses the Khyber-tained warlock modifications from Dragon 332. Voice of madness replicates <em>lesser confusion</em>, but with a duration of 1 round + 1 round/2 levels. This can be changed if not acceptable.</p><p>[sblock=Full Stat Block]<strong>Name:</strong> Vhir</p><p><strong>Class:</strong> Warlock 4</p><p><strong>Race:</strong> Kobold</p><p><strong>Hit Dice:</strong> 4d6+4, 22 HP</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 30 ft</p><p><strong>Armor Class:</strong> 21 (10 +5 armor +3 dex +1 natural +1 size +1 deflection)</p><p><strong>Base Attack Bonus:</strong> +3</p><p><strong>Grapple:</strong> -4</p><p><strong>Attacks:</strong> Ranged Touch +7, mwk club -1 (1d4-3)</p><p><strong>Full Attack:</strong> Ranged Touch +7, mwk club -1 (1d4-3)</p><p><strong>Face/Reach:</strong> 5x5/5ft</p><p><strong>Special Qualities:</strong> DR 1/beyshk, darkvision 60 ft., deceive item, detect magic at will, flaw (non-combantant), light sensitivity, kobold traits</p><p><strong>Special Attacks:</strong> eldritch blast 2d6</p><p><strong>Saves:</strong> Fort +2, Ref +4, Will +8</p><p><strong>Abilities:</strong> Strength 4, Dexterity 16, Constitution 12, Intelligence 14, Wisdom 10, Charisma 18</p><p><strong>Skills:</strong> Bluff +17, Concentration +8, Diplomacy +12 (+13 in glammerweave), Intimidate +19 (+15 vs. Medium size), Hide +7, Knowledge (arcana) +3, Knowledge (the plans) +3, Search +4, Spot +0 (-1 with shaders), Sense Motive +7</p><p><strong>Feats:</strong> Ability Focus (<em>voice of madness</em>) [Flaw bonus], Force of Personality [1st], Sudden Still [3rd]</p><p><strong>Action Points:</strong> 7</p><p><strong>Languages:</strong> Draconic, Common, Undercommon</p><p><strong>Alignment:</strong> Chaotic Neutral or Neutral Evil (Eberron-style)</p><p><strong>Deity:</strong> None</p><p><strong>Gender:</strong> Male</p><p><strong>Height:</strong> 2 ft.</p><p><strong>Weight:</strong> 35 lbs</p><p></p><p><strong>Lesser Invocations Known:</strong> <em>beguiling influence, summon swarm, voice of madness</em>* (DC 18, 3 rounds)</p><p></p><p><strong>Inventory:</strong></p><p>mwk darkwood club/walking-stick w/ small Eberron-shard type (300 gp, 0.75 lbs)</p><p><em>+1 mithral shirt</em> (2250 gp, 6 lbs)</p><p><em>ring of protection +1</em> (2000 gp)</p><p>shaders (1 sp)</p><p>4 <em>potions of cure light wounds</em> (200 gp)</p><p>2 <em>oils of shillelagh</em> (100 gp)</p><p>identification papers (portrait)</p><p>glammerweave courtier's outfit (135 gp)</p><p>belt pouch (1 gp, 0.126 lbs)</p><p>traveler's outfit (1.25 lbs)</p><p>letter of credit for 173 gp</p><p>Copy of several Korrenberg Chronicles and Sharn Inquisitives</p><p>25 gp, 9 sp (0.5 lbs)</p><p>8.9 lbs, light load (9.75 lbs medium, 19.5 lbs heavy, 30 lbs max)</p><p>[/sblock]</p><p>[sblock=Ability Justification]Vhir has a unusually compelling presence, which is indicated by his high Charisma and <em>beguiling voice</em> invocations. He is very weak, though a bit hardy (<em>low</em> Strength and a bit above average Constitutation), and does not fight particularly well (Non-Combative flaw). However, he learned to defend himself using his mind, particularly using his natural charisma. He favors lying and coersion, but can be nice as appropriate (full ranks in Bluff and Intimidate, none in Diplomacy---though naturally, he has quite a talent for it). Vhir is sharp, however, and knows how to judge when others try to deceive him (good Intelligence and Sense Motive).</p><p></p><p>Being touched by Khyber has given Vhir unusual talents, the foremost the ability to cause madness is others (<em>voice of madness</em> invocation); this talent is particularly strong in him (Ablity Focus feat). From his time in Darguun, he learned to use words as weapons (see above) and to value his freedom (thus high Concentration and Sudden Still feat for when grappled and such). His strong personality and belief in himself makes it hard for others to sway him (Force of Personality feat).</p><p></p><p>Vhir's tribal past only reflects itself in his rudimentary training in the arcane arts retained from his failed tutelage as a blood seer (1 rank in Knowledge (arcana) and (the planes).[/sblock]</p></blockquote><p></p>
[QUOTE="stonegod, post: 2909616, member: 36973"] [b][PLAIN]Vhir, Kobold Manipulator [Primary Concept][/PLAIN][/b] Here is the completed concept for Vhir, the kobold warlock. He has been tuned to fill the face role with backup arcane might as well. I like the civilized scary guy look---think Lawrence Fishburne in [i]Attack on Precinct 13[/i]. [b]Flavor Quote[/b] [b]Role[/b] Primary: Face Secondary: Arcane blaster/caster/causer of madness [b]Background[/b] [sblock=Background]Vhir was always an odd one in his kobold tribe. For one thing, there was the coloring---a dusky, midnight blue the color of Khyber. Secondly, there was always an odd [i]smell[/i] around him. To kobolds, the smell of home was that of comfort, of tribe, of stability. But Vhir smelled... [i]wrong[/i]. It was not quite the stench of the irvhir, the hated kobold-kin that claimed descent from the Dragon Below, but an aroma that was... unsettling. It was this scent that earned him the name Vhir---he smelled like "One Below". The blood seers were unquiet around Vhir, but, since he was so obviously marked by The One Between, the seers had little choice but to raise them as one of their own. But it was poor going---though Vhir's mind was sharp, he could not master the sorcerous ways of his kin. Occasionally, however, strange things would happen---rocks would shatter, smaller kobolds would occasionally go mad, that sort of thing---when Vhir was around. Over time, the blood seers became convinced that Vhir was not touched by The One Between, but The One Below---Khyber. Thus, Vhir found himself exiled, left abandoned in the mountains of Zilargo. Unluckily for him, these were the Seawell mountains---and he chose the Darguun side to descend. Needless to say, when the bugbear slavers tried to take him, it was not pleasant. He managed to slay two of them with his gifts of Khyber, but there were too many. He became a slave. A year passed. Vhir was passed from master to master. Transitions happened so often since odd things kept occurring when Vhir was around---madness, swarms of bugs, that sort of thing. None could point at the kobold directly, but they knew he was responsible somehow. Others tried to kill him several times, but, by this time, Vhir had learned to ingratiate himself, and always had someone bigger and meaner looking out for him. Eventually, when his last master died---it was never quite discovered how---Vhir was "free." As free as a frail looking kobold could be in a nation of strength and barbarism. Vhir had learned much in his time. He learned the power of the cold voice, the intimidating look, how the refined seem to draw power. He learned how to make people do things, and how to find out what he needed to know. He learned the lessons of power, and strength, and the weakening tribalism that gripped his clan. Most of all, he learned enough to know that Darguun was not the place to be. From traveling merchants, he knew about a place he could get lost, and never worry about such brutality again. Sharn. And thus, he hid himself in the first transport to the City of Towers. There, he could find misfits like himself and patrons who could benefit from his... abilities.[/sblock] [b]Appearance and Personality[/b] [sblock=Appearance and Personality]The kobold known as Vhir has a reputation of being a competent negotiator. He has a civilized voice with an odd timbre that makes people uneasy and willing to help him all at once; the rumors of madness and other oddities that follow him also lend his presence some weight. His impeccable manners and well dressed appearance (nice clothes, fine Eberron-shard tipped darkwood walking stick) distinguish him from others of his kind. Shady, and some not-so shady characters, seek Vhir out when they need deals brokered in a discrete manner. Sometimes Vhir sent to bring a message; sometimes he sent is to scare. Vhir does not care about the details. As he learned in Darguun, the only thing that matters is comfort and survival. Vhir works remarkably well with others. He is a fine judge of talent, an ability that he developed when playing the strong against each other in Darguun. He appreciates the skills that others bring. However, he doesn't care for any who hold him to kobold stereotypes or try to weaken his position, comfort, or freedom. Vhir is very short for kobold, barely standing 2 feet tall. His skin, which his fine glammerweave clothes accent, is a dusky purple; his eyes glow a deep red when his shaders are not worn. He speaks with a deep voice for a kobold, in a very refined and assured manner. His actions and motions are very measured.[/sblock] [b]Abilities[/b] Prominent Abilities: Charisma 18, Dexterity 16, Intelligence 14 Prominent Skills: Intimidate +19, Bluff +17, Diplomacy +12, Sense Motive +7 Prominent Feats: Ability Focus ([i]voice of madness[/i]*), Force of Personality Invocations: beguiling influence, summon swarm, voice of madness* * Vhir currently uses the Khyber-tained warlock modifications from Dragon 332. Voice of madness replicates [i]lesser confusion[/i], but with a duration of 1 round + 1 round/2 levels. This can be changed if not acceptable. [sblock=Full Stat Block][b]Name:[/b] Vhir [b]Class:[/b] Warlock 4 [b]Race:[/b] Kobold [b]Hit Dice:[/b] 4d6+4, 22 HP [b]Initiative:[/b] +3 [b]Speed:[/b] 30 ft [b]Armor Class:[/b] 21 (10 +5 armor +3 dex +1 natural +1 size +1 deflection) [b]Base Attack Bonus:[/b] +3 [b]Grapple:[/b] -4 [b]Attacks:[/b] Ranged Touch +7, mwk club -1 (1d4-3) [b]Full Attack:[/b] Ranged Touch +7, mwk club -1 (1d4-3) [b]Face/Reach:[/b] 5x5/5ft [b]Special Qualities:[/b] DR 1/beyshk, darkvision 60 ft., deceive item, detect magic at will, flaw (non-combantant), light sensitivity, kobold traits [b]Special Attacks:[/b] eldritch blast 2d6 [b]Saves:[/b] Fort +2, Ref +4, Will +8 [b]Abilities:[/b] Strength 4, Dexterity 16, Constitution 12, Intelligence 14, Wisdom 10, Charisma 18 [b]Skills:[/b] Bluff +17, Concentration +8, Diplomacy +12 (+13 in glammerweave), Intimidate +19 (+15 vs. Medium size), Hide +7, Knowledge (arcana) +3, Knowledge (the plans) +3, Search +4, Spot +0 (-1 with shaders), Sense Motive +7 [b]Feats:[/b] Ability Focus ([i]voice of madness[/i]) [Flaw bonus], Force of Personality [1st], Sudden Still [3rd] [b]Action Points:[/b] 7 [b]Languages:[/b] Draconic, Common, Undercommon [b]Alignment:[/b] Chaotic Neutral or Neutral Evil (Eberron-style) [b]Deity:[/b] None [b]Gender:[/b] Male [b]Height:[/b] 2 ft. [b]Weight:[/b] 35 lbs [b]Lesser Invocations Known:[/b] [i]beguiling influence, summon swarm, voice of madness[/i]* (DC 18, 3 rounds) [b]Inventory:[/b] mwk darkwood club/walking-stick w/ small Eberron-shard type (300 gp, 0.75 lbs) [i]+1 mithral shirt[/i] (2250 gp, 6 lbs) [i]ring of protection +1[/i] (2000 gp) shaders (1 sp) 4 [i]potions of cure light wounds[/i] (200 gp) 2 [i]oils of shillelagh[/i] (100 gp) identification papers (portrait) glammerweave courtier's outfit (135 gp) belt pouch (1 gp, 0.126 lbs) traveler's outfit (1.25 lbs) letter of credit for 173 gp Copy of several Korrenberg Chronicles and Sharn Inquisitives 25 gp, 9 sp (0.5 lbs) 8.9 lbs, light load (9.75 lbs medium, 19.5 lbs heavy, 30 lbs max) [/sblock] [sblock=Ability Justification]Vhir has a unusually compelling presence, which is indicated by his high Charisma and [i]beguiling voice[/i] invocations. He is very weak, though a bit hardy ([i]low[/i] Strength and a bit above average Constitutation), and does not fight particularly well (Non-Combative flaw). However, he learned to defend himself using his mind, particularly using his natural charisma. He favors lying and coersion, but can be nice as appropriate (full ranks in Bluff and Intimidate, none in Diplomacy---though naturally, he has quite a talent for it). Vhir is sharp, however, and knows how to judge when others try to deceive him (good Intelligence and Sense Motive). Being touched by Khyber has given Vhir unusual talents, the foremost the ability to cause madness is others ([i]voice of madness[/i] invocation); this talent is particularly strong in him (Ablity Focus feat). From his time in Darguun, he learned to use words as weapons (see above) and to value his freedom (thus high Concentration and Sudden Still feat for when grappled and such). His strong personality and belief in himself makes it hard for others to sway him (Force of Personality feat). Vhir's tribal past only reflects itself in his rudimentary training in the arcane arts retained from his failed tutelage as a blood seer (1 rank in Knowledge (arcana) and (the planes).[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
The Game of Kings OOC
Top