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Who Wants to Be a Wayfinder: Under New Management
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<blockquote data-quote="SelcSilverhand" data-source="post: 2516761" data-attributes="member: 30016"><p>[SBLOCK]</p><p>[CODE][B]Name:[/B] Vhir Leraek</p><p>[B]Class:[/B] Spirit Shaman</p><p>[B]Race:[/B] Human</p><p>[B]Size:[/B] Medium</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] Lawful Neutral</p><p>[B]Deity:[/B] None</p><p></p><p>[B]Str:[/B] 14 +2 (6p.)......[B]Level:[/B] 2........[B]XP:[/B] 1450</p><p>[B]Dex:[/B] 14 +2 (6p.)......[B]BAB:[/B] +1.........[B]HP:[/B] 11 (1d8+1)</p><p>[B]Con:[/B] 12 +1 (4p.)......[B]Grapple:[/B] +2....[B]Dmg Red:[/B] -/-</p><p>[B]Int:[/B] 10 +0 (2p.)......[B]Speed:[/B] 30'.....[B]Spell Res:[/B] -</p><p>[B]Wis:[/B] 15 +2 (8p.)......[B]Init:[/B] +2.......[B]Spell Save:[/B] -</p><p>[B]Cha:[/B] 16 +3 (10p.).....[B]ACP:[/B] 0.........[B]Spell Fail:[/B] -</p><p></p><p>...............[B]Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10......+2...............+2.....................14</p><p>[B]Touch:[/B] 12..................[B]Flatfooted:[/B] 12</p><p></p><p>.....[B]Base.....Mod.........Misc.........Total[/B]</p><p>[B]Fort:[/B] 3.....1..........................+4</p><p>[B]Ref:[/B] 0.....2..........................+2</p><p>[B]Will:[/B] 3.....2..........................+5</p><p></p><p>[B]Weapon.........Attack.........Damage.........Critical[/B]</p><p>Longspear.........+3..........1d8+2............20 x3</p><p>Shortbow..........+3..........1d6..............20 x3</p><p>-20 Arrows</p><p>Dagger............+3..........1d4+2............19-20 x2</p><p></p><p></p><p>[B]Languages:[/B] Common, Sylvan</p><p></p><p>[B]Abilities:[/B] </p><p>Human - Extra Skill points</p><p>Human - Extra Feat</p><p>Spirit Shaman - Wild Empathy</p><p>Spirit Shaman - Spirit Guide - Kreelah - Fox - Alertness</p><p>Spirit Shaman - Chastise Spirits - 2d6 Will DC15</p><p></p><p>[B]Feats:[/B] </p><p>Augment Healing - +2 healing per spell level</p><p>Spontaneous Healer - Swap prepared spells for Cure spells from your spell list 2/day</p><p></p><p></p><p>[B]Druid Spells:[/B]</p><p>0 Level Spells per Day/Retrieved - 4/3</p><p>1 Level Spells per Day/Retrieved - 4/2</p><p></p><p></p><p>[B]Skill Points:[/B] 20.........[B]Max Ranks:[/B] 4/2</p><p>[B]Skills...............Ranks.........Mod.........Misc.........Total[/B]</p><p>Concentration.........Con..3.........+1...........................+4</p><p>Diplomacy.............Cha..0.........+3...........................+3</p><p>Handle Animal.........Cha..1.........+3...........................+4</p><p>Heal..................Wis..4.........+2...........................+6</p><p>Knowledge(Nature).....Int..1.........+0...........................+3</p><p>Knowledge(Religion)...Int..4.........+0...........................+4</p><p>Listen................Wis..2.........+2.........+2..............+6</p><p>Profession(Fisher)....Wis..1.........+2...........................+3</p><p>Ride..................Dex..0.........+2...........................+2</p><p>Spot..................Wis..2.........+2.........+2...............+6</p><p>Survival..............Wis..3.........+2...........................+5</p><p>Swim..................Str..0.........+2...........................+2</p><p>Speak Language - Sylvan</p><p></p><p></p><p>[B]Equipment:..................Cost.........Weight[/B]</p><p>Leather Armor...............10gp.........15lb </p><p>Longspear...................5gp.........9lb</p><p>Shortbow....................30gp........2lb</p><p>Arrows.......................1gp.........3lb</p><p>Dagger.......................2gp...........1lb</p><p>Backpack....................2gp...........2lb</p><p>Chalk.........................1cp.............-</p><p>Fishing Hook x2..............2sp.............- </p><p>Flint and Steel.............1gp.............-</p><p>Rations x3...................1gp...........2lb</p><p>Travelers Outfit............1gp..........5lb</p><p>Waterskin...................1gp..........4lb</p><p></p><p></p><p>[B]Total Weight:[/B]43lb.........[B]Money:[/B] 25gp 6sp 9cp</p><p></p><p>..........[B]Lgt......Med.........Hvy.........Lift.......Push[/B]</p><p>[B]Max Weight:[/B]43.....44-86.......87-130.......260.......650</p><p></p><p>[B]Age:[/B] 24</p><p>[B]Height:[/B] 5'10"</p><p>[B]Weight:[/B] 180lb</p><p>[B]Eyes:[/B] Hazel</p><p>[B]Hair:[/B] Brown</p><p>[B]Skin:[/B] Light[/CODE]</p><p>[/SBLOCK]</p><p><strong>Appearance:</strong> Vhir is a tall, light skinned man with a short beard and close cut hair. His face is unremarkable but his piercing gaze and rich, deep voice give him a magnetic personality. He wears simple, rough spun clothes of greys and browns.</p><p></p><p><strong>Background:</strong></p><p></p><p>Born into a small tribe at the borders of the Talenta Plains, Vhir spent his days ranging far and wide to hunt up food to share with his fellows. His tribe holds to rigid traditions and taboos that ensure the community remains tightly knit and healthy. Their rites are many, including what can and cannot be eaten, where to bathe, what to hunt, and how to</p><p>honor the spirits.</p><p></p><p>On a particularly long hunting trip, Vhir's food rations spoiled and became inedible. For days he searched but could not catch anything to eat. Hungry and desperate, he happened upon a fox hunting mice in a field. Though the fox was That Which Can Not Be Eaten, one of his tribe's taboos, Vhir killed it and had his first meal in several days. Feeling great shame for his crime, he buried the bones and fur and scattered the ashes of his fire over it so no animal would dig them up and expose his crime. That night his dreams were fitful as he relived the day through the eyes of the fox up to the moment when he was slain</p><p>with his own arrow. Every night he dreamed the same dream. When he returned home, his tribe's spiritual leader noticed the change about him immediately. Taking Vhir aside she learned from him the truth. Vhir had broken the tribes laws and would be driven away if anyone knew. Having pity on his plight, she taught him over the course of a season</p><p>how to speak to the spirit of the fox. When he had learned enough, she sent him away on a quest of atonement. Her instructions were vague, "Live for the Spirit", leaving him more than a little confused but resolute that he will find the meaning of her words and then complete his quest.</p><p></p><p>He traveled ever westward until coming to Fairhaven where he worked as a fisherman to afford entry to college. His strange, primative superstitions often make him the subject of ridicule. He is slow to anger and weathers their jabs calmly. He can often be seen wandering the halls alone speaking quietly to himself, or rather to his unseen spirit. He is sociable and speaks often to others to learn the traditions of their homeland.</p><p></p><p>His studies focused on the natural world, biology, botany, and wilderness survival. Many of his classes challenge his long held traditions taught by the tribe and he struggles to come to terms with the lessons presented him.</p><p></p><p></p><p>Glaw & Boromor - The two warforged students he has met and interacted with have presented him with an enigma. How do living constructs fit in with the natural world? Do they have souls? While they are a puzzle he still seeks to solve, he does find their respect of the natural world impressive and often have common ground in conversations.</p><p></p><p>Teivel - The dashing fancy fighter, Teivel, strikes a nerve with Vhir whenever he is around. Perhaps it is the way he can talk circles around Vhir or his rattling, noisome chain he fights with. Whatever the reason, he does not seek him out when he does not have to.</p><p></p><p>Patruk - Studies of the undead and negative energy have long distrubed Vhir. He believes that the necromactic powers drain not only abilities, but part of the spirit from both the victim and the user. He pities the undead, sensing the torment of the trapped spirits that animate the corpses long after they should have fled. Vhir avoids the courses on necromancy and views the students who join them with suspicion. Until Patruk's motives and uses of his power become more evident, he will watch him warily.</p><p></p><p>Tel & Midian - As masters of the wild, Vhir finds both students to be pleasent company. Long afternoons were spent discussing flora and fauna from their homelands. The best way to hunt a stag, pull a fish from a stream, and how to live with the land were popular subjects. He finds much in common with both of them and pays no heed to their ancestery.</p><p></p><p>Plonk - When Vhir first saw one of Plonk's clockwork contraptions, he was fascinated by the dozens of moving parts and whirring gizmos. Vhir likes to watch him assembling something new and explosive, from a safe distance. He thinks the gnome slightly unbalanced, and his views on industrialization are troubling, but creating something that moves without being truely alive like the warforged is fascinating to him.</p><p></p><p>Johan - The ways of a paladin are largely foriegn to Vhir. He finds the organization of a church odd but can draw a rough similarity to the function of a spiritual leader. Johan's drive to seek out evil and smite it is commendable but to Vhir evil is more than just ravenous monsters or schemes of men. It is also indifference or apathy towards all life. The cause of good is better than living in evil and a paladin is better to have around than not. </p><p></p><p>Whisper - Perhaps even more alien to him than the warforged is the changling sorceress, Whisper. Her exotic, ever changeable form reminds him of an animal changing its fur color to match the seasons. She constantly surprises him with the secrets she knows about everyone and everything. Her many questions of the spirit world reveal many new concepts he doesn't have an answer for, driving him to study more after every conversation.</p><p></p><p>Primus - Pending</p><p></p><p>Prof Yeti - Pending</p><p></p><p></p><p></p><p>Level 2</p><p>Gained 2 hp's <a href="http://invisiblecastle.com/find.py?id=175045" target="_blank">http://invisiblecastle.com/find.py?id=175045</a></p><p>+1 BAB</p><p>1 0 level spell a day</p><p>1 1 level spell a day</p><p>1 more level 1 known a day</p><p>4 skill points</p><p>1 fort and 1 ref save</p><p>Chastise Spirits - 2d6 Will DC15</p></blockquote><p></p>
[QUOTE="SelcSilverhand, post: 2516761, member: 30016"] [SBLOCK] [CODE][B]Name:[/B] Vhir Leraek [B]Class:[/B] Spirit Shaman [B]Race:[/B] Human [B]Size:[/B] Medium [B]Gender:[/B] Male [B]Alignment:[/B] Lawful Neutral [B]Deity:[/B] None [B]Str:[/B] 14 +2 (6p.)......[B]Level:[/B] 2........[B]XP:[/B] 1450 [B]Dex:[/B] 14 +2 (6p.)......[B]BAB:[/B] +1.........[B]HP:[/B] 11 (1d8+1) [B]Con:[/B] 12 +1 (4p.)......[B]Grapple:[/B] +2....[B]Dmg Red:[/B] -/- [B]Int:[/B] 10 +0 (2p.)......[B]Speed:[/B] 30'.....[B]Spell Res:[/B] - [B]Wis:[/B] 15 +2 (8p.)......[B]Init:[/B] +2.......[B]Spell Save:[/B] - [B]Cha:[/B] 16 +3 (10p.).....[B]ACP:[/B] 0.........[B]Spell Fail:[/B] - ...............[B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10......+2...............+2.....................14 [B]Touch:[/B] 12..................[B]Flatfooted:[/B] 12 .....[B]Base.....Mod.........Misc.........Total[/B] [B]Fort:[/B] 3.....1..........................+4 [B]Ref:[/B] 0.....2..........................+2 [B]Will:[/B] 3.....2..........................+5 [B]Weapon.........Attack.........Damage.........Critical[/B] Longspear.........+3..........1d8+2............20 x3 Shortbow..........+3..........1d6..............20 x3 -20 Arrows Dagger............+3..........1d4+2............19-20 x2 [B]Languages:[/B] Common, Sylvan [B]Abilities:[/B] Human - Extra Skill points Human - Extra Feat Spirit Shaman - Wild Empathy Spirit Shaman - Spirit Guide - Kreelah - Fox - Alertness Spirit Shaman - Chastise Spirits - 2d6 Will DC15 [B]Feats:[/B] Augment Healing - +2 healing per spell level Spontaneous Healer - Swap prepared spells for Cure spells from your spell list 2/day [B]Druid Spells:[/B] 0 Level Spells per Day/Retrieved - 4/3 1 Level Spells per Day/Retrieved - 4/2 [B]Skill Points:[/B] 20.........[B]Max Ranks:[/B] 4/2 [B]Skills...............Ranks.........Mod.........Misc.........Total[/B] Concentration.........Con..3.........+1...........................+4 Diplomacy.............Cha..0.........+3...........................+3 Handle Animal.........Cha..1.........+3...........................+4 Heal..................Wis..4.........+2...........................+6 Knowledge(Nature).....Int..1.........+0...........................+3 Knowledge(Religion)...Int..4.........+0...........................+4 Listen................Wis..2.........+2.........+2..............+6 Profession(Fisher)....Wis..1.........+2...........................+3 Ride..................Dex..0.........+2...........................+2 Spot..................Wis..2.........+2.........+2...............+6 Survival..............Wis..3.........+2...........................+5 Swim..................Str..0.........+2...........................+2 Speak Language - Sylvan [B]Equipment:..................Cost.........Weight[/B] Leather Armor...............10gp.........15lb Longspear...................5gp.........9lb Shortbow....................30gp........2lb Arrows.......................1gp.........3lb Dagger.......................2gp...........1lb Backpack....................2gp...........2lb Chalk.........................1cp.............- Fishing Hook x2..............2sp.............- Flint and Steel.............1gp.............- Rations x3...................1gp...........2lb Travelers Outfit............1gp..........5lb Waterskin...................1gp..........4lb [B]Total Weight:[/B]43lb.........[B]Money:[/B] 25gp 6sp 9cp ..........[B]Lgt......Med.........Hvy.........Lift.......Push[/B] [B]Max Weight:[/B]43.....44-86.......87-130.......260.......650 [B]Age:[/B] 24 [B]Height:[/B] 5'10" [B]Weight:[/B] 180lb [B]Eyes:[/B] Hazel [B]Hair:[/B] Brown [B]Skin:[/B] Light[/CODE] [/SBLOCK] [B]Appearance:[/B] Vhir is a tall, light skinned man with a short beard and close cut hair. His face is unremarkable but his piercing gaze and rich, deep voice give him a magnetic personality. He wears simple, rough spun clothes of greys and browns. [B]Background:[/B] Born into a small tribe at the borders of the Talenta Plains, Vhir spent his days ranging far and wide to hunt up food to share with his fellows. His tribe holds to rigid traditions and taboos that ensure the community remains tightly knit and healthy. Their rites are many, including what can and cannot be eaten, where to bathe, what to hunt, and how to honor the spirits. On a particularly long hunting trip, Vhir's food rations spoiled and became inedible. For days he searched but could not catch anything to eat. Hungry and desperate, he happened upon a fox hunting mice in a field. Though the fox was That Which Can Not Be Eaten, one of his tribe's taboos, Vhir killed it and had his first meal in several days. Feeling great shame for his crime, he buried the bones and fur and scattered the ashes of his fire over it so no animal would dig them up and expose his crime. That night his dreams were fitful as he relived the day through the eyes of the fox up to the moment when he was slain with his own arrow. Every night he dreamed the same dream. When he returned home, his tribe's spiritual leader noticed the change about him immediately. Taking Vhir aside she learned from him the truth. Vhir had broken the tribes laws and would be driven away if anyone knew. Having pity on his plight, she taught him over the course of a season how to speak to the spirit of the fox. When he had learned enough, she sent him away on a quest of atonement. Her instructions were vague, "Live for the Spirit", leaving him more than a little confused but resolute that he will find the meaning of her words and then complete his quest. He traveled ever westward until coming to Fairhaven where he worked as a fisherman to afford entry to college. His strange, primative superstitions often make him the subject of ridicule. He is slow to anger and weathers their jabs calmly. He can often be seen wandering the halls alone speaking quietly to himself, or rather to his unseen spirit. He is sociable and speaks often to others to learn the traditions of their homeland. His studies focused on the natural world, biology, botany, and wilderness survival. Many of his classes challenge his long held traditions taught by the tribe and he struggles to come to terms with the lessons presented him. Glaw & Boromor - The two warforged students he has met and interacted with have presented him with an enigma. How do living constructs fit in with the natural world? Do they have souls? While they are a puzzle he still seeks to solve, he does find their respect of the natural world impressive and often have common ground in conversations. Teivel - The dashing fancy fighter, Teivel, strikes a nerve with Vhir whenever he is around. Perhaps it is the way he can talk circles around Vhir or his rattling, noisome chain he fights with. Whatever the reason, he does not seek him out when he does not have to. Patruk - Studies of the undead and negative energy have long distrubed Vhir. He believes that the necromactic powers drain not only abilities, but part of the spirit from both the victim and the user. He pities the undead, sensing the torment of the trapped spirits that animate the corpses long after they should have fled. Vhir avoids the courses on necromancy and views the students who join them with suspicion. Until Patruk's motives and uses of his power become more evident, he will watch him warily. Tel & Midian - As masters of the wild, Vhir finds both students to be pleasent company. Long afternoons were spent discussing flora and fauna from their homelands. The best way to hunt a stag, pull a fish from a stream, and how to live with the land were popular subjects. He finds much in common with both of them and pays no heed to their ancestery. Plonk - When Vhir first saw one of Plonk's clockwork contraptions, he was fascinated by the dozens of moving parts and whirring gizmos. Vhir likes to watch him assembling something new and explosive, from a safe distance. He thinks the gnome slightly unbalanced, and his views on industrialization are troubling, but creating something that moves without being truely alive like the warforged is fascinating to him. Johan - The ways of a paladin are largely foriegn to Vhir. He finds the organization of a church odd but can draw a rough similarity to the function of a spiritual leader. Johan's drive to seek out evil and smite it is commendable but to Vhir evil is more than just ravenous monsters or schemes of men. It is also indifference or apathy towards all life. The cause of good is better than living in evil and a paladin is better to have around than not. Whisper - Perhaps even more alien to him than the warforged is the changling sorceress, Whisper. Her exotic, ever changeable form reminds him of an animal changing its fur color to match the seasons. She constantly surprises him with the secrets she knows about everyone and everything. Her many questions of the spirit world reveal many new concepts he doesn't have an answer for, driving him to study more after every conversation. Primus - Pending Prof Yeti - Pending Level 2 Gained 2 hp's [url]http://invisiblecastle.com/find.py?id=175045[/url] +1 BAB 1 0 level spell a day 1 1 level spell a day 1 more level 1 known a day 4 skill points 1 fort and 1 ref save Chastise Spirits - 2d6 Will DC15 [/QUOTE]
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