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
Playing the Game
Talking the Talk
The Sands of Solaris - OOC (Closed)
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="Argent Silvermage" data-source="post: 1315377" data-attributes="member: 4322"><p><strong>on the off chance that I can get in...</strong></p><p></p><p><strong>Djamir Al Qasaur</strong></p><p> Dwarf, 1st-Level Wizard</p><p> Medium Humanoid (Dwarf)</p><p>Hit Dice: 1d4+1 (5 hp)</p><p>Initiative: +1</p><p>Speed: 20 ft. in scale mail (4 squares); base speed 20 ft.</p><p>Armor Class: 11 (+1 Dex), touch 11, flat-footed 10</p><p>Base Attack/Grapple: +0/+0</p><p>Attack: + Melee (1d10+1/x3) or Shortbow +1 ranged (1d6/x3)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Dwarf traits, Magic</p><p>Special Qualities: Darkvision 60 ft., dwarf traits, Familiar (Lizard)</p><p>Saves: Fort +*, Ref +1*, Will +2*</p><p>Abilities: Str 10, Dex 12, Con 12, Int 15, Wis 10, Cha 8</p><p>Skills: Appraise +4/+6 metal and stone, Craft (blacksmithing) +8, Spellcraft +6, Knowledge Arcana +6. Climb +3, </p><p>Feats: Spell focus Transmutation, Scribe Scrolls, Alertness (when familiar within 5’)</p><p>Alignment: Neutral Good</p><p></p><p>Dwarf Traits (Ex): Dwarves possess the following racial traits.</p><p>— +2 Constitution, –2 Charisma.</p><p>—Medium size.</p><p>—A dwarf ’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.</p><p>—Darkvision out to 60 feet.</p><p>—Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.</p><p>—Weapon Familiarity: Dwarves treat Dwarven waraxes and Dwarven urgroshes as martial weapons, rather than exotic weapons.</p><p>—Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).</p><p>— +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.</p><p>— +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.</p><p>— +1 racial bonus on attack rolls against Orcs (including halforcs) and Goblinoids (including goblins, hobgoblins, and bugbears).</p><p>— +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).</p><p>— +2 racial bonus on Appraise checks that are related to stone or metal items.</p><p>— +2 racial bonus on Craft checks that are related to stone or metal.</p><p>—Automatic Languages: Common, Dwarven, Giant, and Terran.</p><p></p><p>Djamir has lived his life in the dune city of Kah-Athin. A small Dwarven community made from the magical sands left behind after a great battle between the Dwarves and the Giants. Magery is a source of pride for these dwarves and to not have a mage or sorcerer in the family is considered a sign of bad luck. The clan Al Qasaur is a merchant caravan clan trading from one Dwarven enclave to the other. They also hire out their children to be guides and aids to other non-Dwarven caravans.</p><p>One such caravan is what deposited Djamir firmly in the story.</p><p>He is brash and stubborn and very proud of his schooling. He sees the warrior’s life as one of pure limitation and finds that he pities them their lack of insight. Fond of food and drink he has been known to feast like a professional bard. </p><p>Djamir has a sadness about him as well. He has been told that he will never wed. This is a disgrace for a Dwarf not to start a family when his time comes. </p><p>He has a special talent for transmutation magic. He finds the shaping of things into other things endlessly fascinating. </p><p></p><p>Basic spell book:</p><p>All Cantrips</p><p>1st Level:</p><p>Mage Armor, Magic Weapon, enlarge person, reduce person, sleep.</p><p></p><p>Basic spell load:</p><p>Cantrips (0 level): Detect Magic, Ray of Frost, Mage Hand</p><p>1st Level: Mage Armor, Reduce Person.</p><p></p><p>Basic Equipment:</p><p>Spellbook (free)</p><p>Backpack (2g)</p><p>Spell comp pouch (5g)</p><p>Staff (0)</p><p>Waterskin (1g)</p><p>Scroll case (2) (2g)</p><p>Parchment (5) (10g)</p><p>Ink pens (2) </p><p>Ink bottle (8g)</p></blockquote><p></p>
[QUOTE="Argent Silvermage, post: 1315377, member: 4322"] [b]on the off chance that I can get in...[/b] [B]Djamir Al Qasaur[/B] Dwarf, 1st-Level Wizard Medium Humanoid (Dwarf) Hit Dice: 1d4+1 (5 hp) Initiative: +1 Speed: 20 ft. in scale mail (4 squares); base speed 20 ft. Armor Class: 11 (+1 Dex), touch 11, flat-footed 10 Base Attack/Grapple: +0/+0 Attack: + Melee (1d10+1/x3) or Shortbow +1 ranged (1d6/x3) Space/Reach: 5 ft./5 ft. Special Attacks: Dwarf traits, Magic Special Qualities: Darkvision 60 ft., dwarf traits, Familiar (Lizard) Saves: Fort +*, Ref +1*, Will +2* Abilities: Str 10, Dex 12, Con 12, Int 15, Wis 10, Cha 8 Skills: Appraise +4/+6 metal and stone, Craft (blacksmithing) +8, Spellcraft +6, Knowledge Arcana +6. Climb +3, Feats: Spell focus Transmutation, Scribe Scrolls, Alertness (when familiar within 5’) Alignment: Neutral Good Dwarf Traits (Ex): Dwarves possess the following racial traits. — +2 Constitution, –2 Charisma. —Medium size. —A dwarf ’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load. —Darkvision out to 60 feet. —Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. —Weapon Familiarity: Dwarves treat Dwarven waraxes and Dwarven urgroshes as martial weapons, rather than exotic weapons. —Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). — +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here. — +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here. — +1 racial bonus on attack rolls against Orcs (including halforcs) and Goblinoids (including goblins, hobgoblins, and bugbears). — +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). — +2 racial bonus on Appraise checks that are related to stone or metal items. — +2 racial bonus on Craft checks that are related to stone or metal. —Automatic Languages: Common, Dwarven, Giant, and Terran. Djamir has lived his life in the dune city of Kah-Athin. A small Dwarven community made from the magical sands left behind after a great battle between the Dwarves and the Giants. Magery is a source of pride for these dwarves and to not have a mage or sorcerer in the family is considered a sign of bad luck. The clan Al Qasaur is a merchant caravan clan trading from one Dwarven enclave to the other. They also hire out their children to be guides and aids to other non-Dwarven caravans. One such caravan is what deposited Djamir firmly in the story. He is brash and stubborn and very proud of his schooling. He sees the warrior’s life as one of pure limitation and finds that he pities them their lack of insight. Fond of food and drink he has been known to feast like a professional bard. Djamir has a sadness about him as well. He has been told that he will never wed. This is a disgrace for a Dwarf not to start a family when his time comes. He has a special talent for transmutation magic. He finds the shaping of things into other things endlessly fascinating. Basic spell book: All Cantrips 1st Level: Mage Armor, Magic Weapon, enlarge person, reduce person, sleep. Basic spell load: Cantrips (0 level): Detect Magic, Ray of Frost, Mage Hand 1st Level: Mage Armor, Reduce Person. Basic Equipment: Spellbook (free) Backpack (2g) Spell comp pouch (5g) Staff (0) Waterskin (1g) Scroll case (2) (2g) Parchment (5) (10g) Ink pens (2) Ink bottle (8g) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
The Sands of Solaris - OOC (Closed)
Top