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TIDERULER - THE FALL OF LAHOLT - ROGUES' GALLERY
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<blockquote data-quote="MetaVoid" data-source="post: 7373365" data-attributes="member: 87106"><p><span style="color: #006400"><span style="font-size: 15px">Arduniel (Ari) Runemaster</span></span></p><p><strong>Archivist 12 / VMC Necromancer</strong></p><p></p><p>STR: 12</p><p>DEX: 22 (19 +2 +1@12th)</p><p>CON: 16 (17 -2 +1@4th)</p><p>INT: 24 (20 +2 +2 item)</p><p>WIS: 18 (17 +1@8th)</p><p>CHA: 16 </p><p></p><p>AC: 23 = 10 + 6 (dex) +5 (armor) +1 (deflection) +1 (natural)</p><p>Move: 30'</p><p></p><p><strong>HP: 86</strong> = 9 + 11 x 7</p><p><strong>Init: +6</strong> = (+6 dex)</p><p></p><p>Attacks:</p><p>Staff +1: +7 / 1d6+2</p><p></p><p><strong>Saves:</strong></p><p>+1 vs necromancy and transmutation</p><p>Fort: 8 + 3 + 2 (cloak) = 11 </p><p>Ref: 4 + 5 + 2 (cloak) = 11</p><p>Will: 8 + 4 + 2 (cloak) = 14</p><p></p><p>CMB 7 = 6 (BAB) + 1 (Str)</p><p>CMD 23 = 10 + 6 (BAB) + 1 (Str) + 6 (Dex) </p><p></p><p><strong>Traits:</strong></p><p>Pragmatic Activator (Int to UMD)</p><p>Hedge Magician (-5% to all magic item creation)</p><p></p><p><strong>Feats:</strong></p><p>Bonus: Design Focus (destruction), Greater Design Focus (destruction), Inscribe Magical Tattoo</p><p>Elf: Quicken Script (1/day -3 levels), Persistent Script (2/day -1 level)</p><p>Familiar: Alertness</p><p>Normal: </p><p>1st Improved Counterscript</p><p>3rd VMC (wizard - gain familiar)</p><p>5th Intensify Script (3/day )</p><p>7th VMC (wizard - school power)</p><p>9th Improved Familiar (Clockwork familiar)</p><p>11th VMC (wizard - gain cantrip) <-- overwhelming for 11th level</p><p></p><p>Destruction study:</p><p>Writ of destruction: +1 caster level for every destruction charge</p><p>Powerful blasts: fundamentals are always maximally overloaded</p><p>Powerful blasts: +1 per die of damage</p><p>Mass Destruction: when the script damages more than one creature DC goes up by 1 for one round. Cumulative up to +2 DC, duration resets until next round.</p><p></p><p></p><p><strong>Skills:</strong></p><p>Skill Ranks per Level: 2 + Int modifier = 9 x 12 = 84</p><p>* = Class skill</p><p>Format: Skill name (ability) total (total = rank + ability +class +misc mods)</p><p>Bluff (Cha) +3 (+3), Acrobatics (Dex) +6 (+6), Climb (Str) +1 (+1), Alchemy (Int) +8 (1+7), Diplomacy (Cha) +3 (+3),</p><p>Disable Device (Dex) +6 (+6), Disguise (Cha) +3 (+3), Escape Artist (Dex) +18 (circlet+6), Fly (*Dex) 14 (5+6), Heal (Wis) 5 (1+4),</p><p>Intimidate (Cha) +3 (+3), Arcana (*Int) 22 (12+7), Dungeoneering (Int) +10 (3+7), Local (Int) +12 (5+7), Nature (Int) +12 (5+7),</p><p>Planes (*Int) 15 (5+7), Religion (Int) +12 (5+7), Perception (*Wis) +13 (5+4+2+2), Perform (Cha) +3 (+3), Ride (Dex) +6 (+6),</p><p>Sense Motive (*Wis) +23 (12+4+4), Spellcraft (*Int) 22 (12+7), Stealth (Dex) +6 (+6), Survival (Wis) +4 (+4), Swim (Str) +2 (1+1),</p><p>Use Magic Device (*Int) 25 (12+7+1+2)</p><p></p><p><strong>Background skills: 24 points</strong></p><p>Appraise (*Int) +7 (0+7), Craft(*Int) 20 (10+7), Handle Animal (Cha) +3 (0+3), Engineering (Int) 8 (1+7), Geography (Int) 8 (1+7),</p><p>History (*Int) 20 (10+7), Linguistics (*Int) 11 (1+7), Nobility (Int) +8 (1+7), Profession (*Wis) +4 (0+4), Sleight of Hand (Dex) +6 (0+6)</p><p></p><p></p><p>[sblock=Racial traits]</p><p>+2 DEX, +2 INT, -2 CON</p><p>Low-light vision</p><p>Elven Magic (+2 to overcome spell resistance)</p><p>Blightborn</p><p>Shadowhunter</p><p></p><p>Familiar (Clockwork)</p><p>School Power (Necromancy)</p><p>Wizard Cantrip at-will (Scriveners Chant)</p><p>[/sblock]</p><p></p><p>[sblock=Archivist]</p><p>Bonus feats x3</p><p>Fundamentals x8</p><p>Scripts x15</p><p>Study Synergy</p><p>Study Ability x2</p><p>Altered Script 2/day</p><p>[/sblock]</p><p></p><p>[sblock=Scripts]</p><p>DC 17+level (19+level for destruction)</p><p>Bonus scripts 2 / 2 / 2 / 1 / 1 / 1 / 1</p><p></p><p><strong>Fundamentals: </strong></p><p>Repair (creation)</p><p>Staunch (creation)</p><p>Pain (destruction) </p><p>Weakness (destruction)</p><p>Invoke elements (invocation)</p><p>Lift (manipulation)</p><p>Seek magic (revelation)</p><p>Decipher (revelation)</p><p></p><p><strong>1st</strong></p><p>Aegis (creation) +5 AC for 24 hours</p><p>Recover (creation) 1d6+5 (+1d6/charge) +5 intensified</p><p>Drain (destruction) 5' area (10' for 3 charges) 1d4+6 (+11 intensified +1d4+1/charge) - Fort half</p><p>Pulse (destruction) 5d6+5 RTouch Fort or deafened (2 charges for dazed)</p><p></p><p><strong>2nd</strong></p><p>Striking (destruction) 6 misiles for 1d4+2 (+1 missile per charge)</p><p>Natures Embrace (invocation) endure elements 24h or resist energy 10 as immediate</p><p>Slide (manipulation) - teleport up to 30' (+10'/charge) 1d8 for off-target arrival</p><p></p><p><strong>3rd</strong></p><p>Lesser Conjuring (creation) - harbringer archon, silvanshee agathion</p><p>Negation (destruction) 1d20+14 +1/charge</p><p>Float (manipulation) fly 40' 1 min/lvl +1 min/charge +10'/charge; 2 charges for good maneuverability</p><p></p><p><strong>4th</strong></p><p>Miasma (destruction) 20' radius 20' high nauseated 1d4+1 rounds after leaving Fort negates </p><p style="margin-left: 20px">1 destruction charge deals 1d6+1 acid to nauseated; 1 invocation foils sight</p><p>Alter Flow (manipulation) haste +1 AC and Ref; slow -1 AC and ref; Fort negates (+-1 / manipulaton charge)</p><p>Falsify Senses (revelation) 1 extra creature / charge</p><p></p><p><strong>5th</strong></p><p>Diamond Skin (alteration)</p><p></p><p><strong>6th</strong></p><p>Conjuring (creation)</p><p>[/sblock]</p><p></p><p>[sblock=Furia (Clockwork familiar)]</p><p>Tiny clockwork construct</p><p>Init +6</p><p>Darkvision (60'), low-light vision; Perception +5</p><p></p><p>--- DEFENSE ---</p><p>AC 24; Touch 22; Flat-footed: 20 (+2 vs Evil)</p><p>HP: 43</p><p>Fort +8; Ref +6; Will +9 (+2 vs evil)</p><p>DR 5/adamantine; Immune: construct traits</p><p>Vulnerability: sonic</p><p>Improved evasion</p><p>Spell resistance 17</p><p>--- OFFENSE ---</p><p>Speed 30'; Fly 50' perfect</p><p>Melee bite +7 (1d3 +1d6 electricity)</p><p></p><p>--- STATISTICS ---</p><p>Str 10; Dex 14; Con 10; Int 17; Wis 13; Cha 11</p><p>BAB +3; CMB +3; CMD +15</p><p>Feats: Improved Initiative, Lightning Reflexes</p><p>Skills: Fly +19; Perception +2+1; Sense Motive +2+1; Stealth +12</p><p>Languages: Elven, Common</p><p>SQ: advice (grant +2 craft and UMD), item installation, swift reactions, winding</p><p>[/sblock]</p><p></p><p>[sblock=Items]</p><p>[table="width: 500, class: grid"]</p><p>[tr][td]Runic staff +1[/td][td]8000[/td][/tr]</p><p>[tr][td]Mnemonic Vestment[/td][td]5000[/td][/tr]</p><p>[tr][td]Hands of the scribe[/td][td]16000[/td][/tr]</p><p>[tr][td]Metascript rod I-III (extend)[/td][td]3000[/td][/tr]</p><p>[tr][td]Metascript rod I-III (piercing)[/td][td]3000[/td][/tr]</p><p>[tr][td]Handy Haversack[/td][td]2000[/td][/tr]</p><p>[tr][td]Cloak of resistance +2[/td][td]4000[/td][/tr]</p><p>[tr][td]Belt of Dex +2[/td][td]4000[/td][/tr]</p><p>[tr][td]Spectacles of Understanding[/td][td]3000[/td][/tr]</p><p>[tr][td]Jaunt Boots[/td][td]7200[/td][/tr]</p><p>[tr][td]Headband of vast intelligence +2 (Escape Artist)[/td][td]4000[/td][/tr]</p><p>[tr][td]Amulet of Natural Armor +1[/td][td]2000[/td][/tr]</p><p>[tr][td]Verdant Vine Bracelet[/td][td]6000[/td][/tr]</p><p>[tr][td]Ring of Protection +1[/td][td]2000[/td][/tr]</p><p>[tr][td]Swirling smoke tattoo[/td][td]5937,5[/td][/tr]</p><p>[tr][td]Wayfinder[/td][td]500[/td][/tr]</p><p>[tr][td]Runeward Tattoo (transmutation)[/td][td]475[/td][/tr]</p><p>[tr][td]Runeward Tattoo (necromancy )[/td][td]475[/td][/tr]</p><p>[tr][td]Talisman of power I (daily armor)[/td][td]1000[/td][/tr]</p><p>[tr][td]Talisman of power II (daily natures embrace)[/td][td]4000[/td][/tr]</p><p>[tr][td]Ring of Counterspells[/td][td]4000[/td][/tr]</p><p>[tr][td]Lesser Prayer Beads[/td][td]9600[/td][/tr]</p><p>[tr][td]Scroll VI Slipstream (manipulation)[/td][td]1650[/td][/tr]</p><p>[tr][td]Scroll V Disenchant (creation)[/td][td]1125[/td][/tr]</p><p>[tr][td]Scroll IV Cripple (alteration)[/td][td]700[/td][/tr]</p><p>[tr][td]Scroll III Decaying Ray (destruction)[/td][td]375[/td][/tr]</p><p>[tr][td]Scroll II Second Sight(revelation)[/td][td]150[/td][/tr]</p><p>[tr][td]Scroll I Comprehension (revelation)[/td][td]25[/td][/tr]</p><p>[tr][td]Wand II Enhance Movement (alteration)[/td][td]4500[/td][/tr]</p><p>[tr][td]Wand I Tangled Roots (invocation)[/td][td]750[/td][/tr]</p><p>[tr][td]<strong>TOTAL</strong>[/td][td]104 462,5[/td][/tr]</p><p>[/table]</p><p>[/sblock]</p><p></p><p>Carrying capacity:</p><p>light: 43 lbs. or less </p><p>medium: 44–86 lbs. </p><p>heavy: 87–130 lbs </p><p></p><p>[sblock=Wishlist]</p><p></p><p>[/sblock]</p><p></p><p></p><p>[sblock=Image & Backstory]</p><p>[ATTACH]96197[/ATTACH]</p><p></p><p>Arduniel was like any other young elf, timeless, enjoying life, living with nature and learning what it means to live for centuries. And he did. He discovered early his magic potential. He was trained to be a wizard as most other elves with the spark did. But he, he was different. his magic was part of his being, but he was no wizard. He couldn't manage even the simplest spells. He could learn the spells, the gestures, use components...but nothing would happen. Ever. He was tested as a sorcerer. Nothing. One day, magic theory course talked about true names, the language of magic so profound that mere names of things can change the reality. They learned that calling out true name of a being can aid in summoning and helping in controlling the creature. Short demonstration of the tutor called a minor fey. They were taught that mere mention of the more powerful creatures may gain them attention, but that any true calling included spells far above their ability. But when Arduniel called the names things happened. Calling for fire, things burst in flames. Naming the language of magic enabled him to read it. Or to see magic around him. Nearly lost magic of true names, of true language of magic returned to the elves.</p><p></p><p>Part of his training were of course various runes. And mention of ancient Thassilon, human empire where wizards ruled. He learned about the corruption of power as humans changed seven virtues into seven sins. In his arrogance, his isolated, easy and peaceful life, he dismissed it as human weakness. </p><p></p><p>Until one faithful day when his settlement was attacked by humanoid tribe and they were nearly wiped out. His home despoiled. His people killed. Women taken. He joined other youths in immediate pursuit, lead by righteous anger, an outrage and hurt. They caught up with the raiders and killed them all. The elves showed no mercy and Arduniel was no better than the lowest of guards. His anger, no, his wrath, empowered his magic to terrible levels. Disillusioned about the elves, his own superiority and power in general. He spent decades trying to get rid of the anger and to make things (and himself) better. After time in isolation he managed to control his anger. And given his propensity for words that change the reality, he externalized the anger. He is now as peaceful as he ever was. Living with the immortal fey and the elves in isolated city he again started feeling normal when the disease struck. He didn't really worry too much, weakness and ambivalence to everything was known to elves. After all, you can only repeat the same things so many times before they grow old on you. But this turned out to be more serious than that and he started the research. His friend Goliath mentioned nymphs and he joined them looking for some extra info. When strangers appeared, he was alarmed at first, but as he listened he grew more and more interested.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="MetaVoid, post: 7373365, member: 87106"] [COLOR="#006400"][SIZE=4]Arduniel (Ari) Runemaster[/SIZE][/COLOR] [B]Archivist 12 / VMC Necromancer[/B] STR: 12 DEX: 22 (19 +2 +1@12th) CON: 16 (17 -2 +1@4th) INT: 24 (20 +2 +2 item) WIS: 18 (17 +1@8th) CHA: 16 AC: 23 = 10 + 6 (dex) +5 (armor) +1 (deflection) +1 (natural) Move: 30' [B]HP: 86[/B] = 9 + 11 x 7 [B]Init: +6[/B] = (+6 dex) Attacks: Staff +1: +7 / 1d6+2 [B]Saves:[/B] +1 vs necromancy and transmutation Fort: 8 + 3 + 2 (cloak) = 11 Ref: 4 + 5 + 2 (cloak) = 11 Will: 8 + 4 + 2 (cloak) = 14 CMB 7 = 6 (BAB) + 1 (Str) CMD 23 = 10 + 6 (BAB) + 1 (Str) + 6 (Dex) [B]Traits:[/B] Pragmatic Activator (Int to UMD) Hedge Magician (-5% to all magic item creation) [B]Feats:[/B] Bonus: Design Focus (destruction), Greater Design Focus (destruction), Inscribe Magical Tattoo Elf: Quicken Script (1/day -3 levels), Persistent Script (2/day -1 level) Familiar: Alertness Normal: 1st Improved Counterscript 3rd VMC (wizard - gain familiar) 5th Intensify Script (3/day ) 7th VMC (wizard - school power) 9th Improved Familiar (Clockwork familiar) 11th VMC (wizard - gain cantrip) <-- overwhelming for 11th level Destruction study: Writ of destruction: +1 caster level for every destruction charge Powerful blasts: fundamentals are always maximally overloaded Powerful blasts: +1 per die of damage Mass Destruction: when the script damages more than one creature DC goes up by 1 for one round. Cumulative up to +2 DC, duration resets until next round. [B]Skills:[/B] Skill Ranks per Level: 2 + Int modifier = 9 x 12 = 84 * = Class skill Format: Skill name (ability) total (total = rank + ability +class +misc mods) Bluff (Cha) +3 (+3), Acrobatics (Dex) +6 (+6), Climb (Str) +1 (+1), Alchemy (Int) +8 (1+7), Diplomacy (Cha) +3 (+3), Disable Device (Dex) +6 (+6), Disguise (Cha) +3 (+3), Escape Artist (Dex) +18 (circlet+6), Fly (*Dex) 14 (5+6), Heal (Wis) 5 (1+4), Intimidate (Cha) +3 (+3), Arcana (*Int) 22 (12+7), Dungeoneering (Int) +10 (3+7), Local (Int) +12 (5+7), Nature (Int) +12 (5+7), Planes (*Int) 15 (5+7), Religion (Int) +12 (5+7), Perception (*Wis) +13 (5+4+2+2), Perform (Cha) +3 (+3), Ride (Dex) +6 (+6), Sense Motive (*Wis) +23 (12+4+4), Spellcraft (*Int) 22 (12+7), Stealth (Dex) +6 (+6), Survival (Wis) +4 (+4), Swim (Str) +2 (1+1), Use Magic Device (*Int) 25 (12+7+1+2) [B]Background skills: 24 points[/B] Appraise (*Int) +7 (0+7), Craft(*Int) 20 (10+7), Handle Animal (Cha) +3 (0+3), Engineering (Int) 8 (1+7), Geography (Int) 8 (1+7), History (*Int) 20 (10+7), Linguistics (*Int) 11 (1+7), Nobility (Int) +8 (1+7), Profession (*Wis) +4 (0+4), Sleight of Hand (Dex) +6 (0+6) [sblock=Racial traits] +2 DEX, +2 INT, -2 CON Low-light vision Elven Magic (+2 to overcome spell resistance) Blightborn Shadowhunter Familiar (Clockwork) School Power (Necromancy) Wizard Cantrip at-will (Scriveners Chant) [/sblock] [sblock=Archivist] Bonus feats x3 Fundamentals x8 Scripts x15 Study Synergy Study Ability x2 Altered Script 2/day [/sblock] [sblock=Scripts] DC 17+level (19+level for destruction) Bonus scripts 2 / 2 / 2 / 1 / 1 / 1 / 1 [B]Fundamentals: [/B] Repair (creation) Staunch (creation) Pain (destruction) Weakness (destruction) Invoke elements (invocation) Lift (manipulation) Seek magic (revelation) Decipher (revelation) [B]1st[/B] Aegis (creation) +5 AC for 24 hours Recover (creation) 1d6+5 (+1d6/charge) +5 intensified Drain (destruction) 5' area (10' for 3 charges) 1d4+6 (+11 intensified +1d4+1/charge) - Fort half Pulse (destruction) 5d6+5 RTouch Fort or deafened (2 charges for dazed) [B]2nd[/B] Striking (destruction) 6 misiles for 1d4+2 (+1 missile per charge) Natures Embrace (invocation) endure elements 24h or resist energy 10 as immediate Slide (manipulation) - teleport up to 30' (+10'/charge) 1d8 for off-target arrival [B]3rd[/B] Lesser Conjuring (creation) - harbringer archon, silvanshee agathion Negation (destruction) 1d20+14 +1/charge Float (manipulation) fly 40' 1 min/lvl +1 min/charge +10'/charge; 2 charges for good maneuverability [B]4th[/B] Miasma (destruction) 20' radius 20' high nauseated 1d4+1 rounds after leaving Fort negates [Indent]1 destruction charge deals 1d6+1 acid to nauseated; 1 invocation foils sight[/indent] Alter Flow (manipulation) haste +1 AC and Ref; slow -1 AC and ref; Fort negates (+-1 / manipulaton charge) Falsify Senses (revelation) 1 extra creature / charge [B]5th[/B] Diamond Skin (alteration) [B]6th[/B] Conjuring (creation) [/sblock] [sblock=Furia (Clockwork familiar)] Tiny clockwork construct Init +6 Darkvision (60'), low-light vision; Perception +5 --- DEFENSE --- AC 24; Touch 22; Flat-footed: 20 (+2 vs Evil) HP: 43 Fort +8; Ref +6; Will +9 (+2 vs evil) DR 5/adamantine; Immune: construct traits Vulnerability: sonic Improved evasion Spell resistance 17 --- OFFENSE --- Speed 30'; Fly 50' perfect Melee bite +7 (1d3 +1d6 electricity) --- STATISTICS --- Str 10; Dex 14; Con 10; Int 17; Wis 13; Cha 11 BAB +3; CMB +3; CMD +15 Feats: Improved Initiative, Lightning Reflexes Skills: Fly +19; Perception +2+1; Sense Motive +2+1; Stealth +12 Languages: Elven, Common SQ: advice (grant +2 craft and UMD), item installation, swift reactions, winding [/sblock] [sblock=Items] [table="width: 500, class: grid"] [tr][td]Runic staff +1[/td][td]8000[/td][/tr] [tr][td]Mnemonic Vestment[/td][td]5000[/td][/tr] [tr][td]Hands of the scribe[/td][td]16000[/td][/tr] [tr][td]Metascript rod I-III (extend)[/td][td]3000[/td][/tr] [tr][td]Metascript rod I-III (piercing)[/td][td]3000[/td][/tr] [tr][td]Handy Haversack[/td][td]2000[/td][/tr] [tr][td]Cloak of resistance +2[/td][td]4000[/td][/tr] [tr][td]Belt of Dex +2[/td][td]4000[/td][/tr] [tr][td]Spectacles of Understanding[/td][td]3000[/td][/tr] [tr][td]Jaunt Boots[/td][td]7200[/td][/tr] [tr][td]Headband of vast intelligence +2 (Escape Artist)[/td][td]4000[/td][/tr] [tr][td]Amulet of Natural Armor +1[/td][td]2000[/td][/tr] [tr][td]Verdant Vine Bracelet[/td][td]6000[/td][/tr] [tr][td]Ring of Protection +1[/td][td]2000[/td][/tr] [tr][td]Swirling smoke tattoo[/td][td]5937,5[/td][/tr] [tr][td]Wayfinder[/td][td]500[/td][/tr] [tr][td]Runeward Tattoo (transmutation)[/td][td]475[/td][/tr] [tr][td]Runeward Tattoo (necromancy )[/td][td]475[/td][/tr] [tr][td]Talisman of power I (daily armor)[/td][td]1000[/td][/tr] [tr][td]Talisman of power II (daily natures embrace)[/td][td]4000[/td][/tr] [tr][td]Ring of Counterspells[/td][td]4000[/td][/tr] [tr][td]Lesser Prayer Beads[/td][td]9600[/td][/tr] [tr][td]Scroll VI Slipstream (manipulation)[/td][td]1650[/td][/tr] [tr][td]Scroll V Disenchant (creation)[/td][td]1125[/td][/tr] [tr][td]Scroll IV Cripple (alteration)[/td][td]700[/td][/tr] [tr][td]Scroll III Decaying Ray (destruction)[/td][td]375[/td][/tr] [tr][td]Scroll II Second Sight(revelation)[/td][td]150[/td][/tr] [tr][td]Scroll I Comprehension (revelation)[/td][td]25[/td][/tr] [tr][td]Wand II Enhance Movement (alteration)[/td][td]4500[/td][/tr] [tr][td]Wand I Tangled Roots (invocation)[/td][td]750[/td][/tr] [tr][td][B]TOTAL[/B][/td][td]104 462,5[/td][/tr] [/table] [/sblock] Carrying capacity: light: 43 lbs. or less medium: 44–86 lbs. heavy: 87–130 lbs [sblock=Wishlist] [/sblock] [sblock=Image & Backstory] [ATTACH=CONFIG]96197._xfImport[/ATTACH] Arduniel was like any other young elf, timeless, enjoying life, living with nature and learning what it means to live for centuries. And he did. He discovered early his magic potential. He was trained to be a wizard as most other elves with the spark did. But he, he was different. his magic was part of his being, but he was no wizard. He couldn't manage even the simplest spells. He could learn the spells, the gestures, use components...but nothing would happen. Ever. He was tested as a sorcerer. Nothing. One day, magic theory course talked about true names, the language of magic so profound that mere names of things can change the reality. They learned that calling out true name of a being can aid in summoning and helping in controlling the creature. Short demonstration of the tutor called a minor fey. They were taught that mere mention of the more powerful creatures may gain them attention, but that any true calling included spells far above their ability. But when Arduniel called the names things happened. Calling for fire, things burst in flames. Naming the language of magic enabled him to read it. Or to see magic around him. Nearly lost magic of true names, of true language of magic returned to the elves. Part of his training were of course various runes. And mention of ancient Thassilon, human empire where wizards ruled. He learned about the corruption of power as humans changed seven virtues into seven sins. In his arrogance, his isolated, easy and peaceful life, he dismissed it as human weakness. Until one faithful day when his settlement was attacked by humanoid tribe and they were nearly wiped out. His home despoiled. His people killed. Women taken. He joined other youths in immediate pursuit, lead by righteous anger, an outrage and hurt. They caught up with the raiders and killed them all. The elves showed no mercy and Arduniel was no better than the lowest of guards. His anger, no, his wrath, empowered his magic to terrible levels. Disillusioned about the elves, his own superiority and power in general. He spent decades trying to get rid of the anger and to make things (and himself) better. After time in isolation he managed to control his anger. And given his propensity for words that change the reality, he externalized the anger. He is now as peaceful as he ever was. Living with the immortal fey and the elves in isolated city he again started feeling normal when the disease struck. He didn't really worry too much, weakness and ambivalence to everything was known to elves. After all, you can only repeat the same things so many times before they grow old on you. But this turned out to be more serious than that and he started the research. His friend Goliath mentioned nymphs and he joined them looking for some extra info. When strangers appeared, he was alarmed at first, but as he listened he grew more and more interested. [/sblock] [/QUOTE]
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TIDERULER - THE FALL OF LAHOLT - ROGUES' GALLERY
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