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
anyone else other than me feel like playing a level 12 (ish) adventure?
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="RichardFannon" data-source="post: 253998" data-attributes="member: 5588"><p><strong>Either of these characters would be fun to play</strong></p><p></p><p>Oskar Dankil</p><p></p><p>Karak Thanta Oskar Stonejointer Dankil (known as Oskar Dankil to his friends) is a sixty-four year old Dwarven wizard. He was apprenticed to a smith-priest of Moradain, but it didn’t work out. Oskar’s free spirit and curiosity were more suited to the worship of Dugmaren Brightmantle. He also just couldn’t get his head round divine magic. So he underwent the Runaway’s Rite, borrowed his great-great-grandfathers apprentice spellbook and left.</p><p></p><p>After several years of aimless wanderings and adventuring he finally honed his abilities to the point where he could cast "Contact Other Plane". To his surprise, he found that his chosen patron wasn't very happy with him. It wasn't that Oskar was doing anything particularly wrong - it's just that he could be so much more. After this ticking off, Oskar set up shop in a metropolis and devoted the next few years to study and the construction of magic items. It would take a threat to the city, his clan or the prospect of recovering lost knowledge to tempt him back into adventuring</p><p></p><p>Rather than simply being ugly, his low Charisma represents a stammer and a lack of care over his appearance.</p><p></p><p>Yes, he does have a lot of magic items. This is because he made them all himself. The strange alchemical items are from Dragon 280.</p><p></p><p>Oskar Dankil, Male Dwarf. Diviner8 Fighter1 Loremaster2 Contemplative1 CR 12; Size:M Type Humanoid; HD (8d4)+(1d10)+(2d4)+(1d6)+72; hp 103; Init +3 (+3 Dex, +0 Misc); Spd Walk 20'; AC 17 (flatfooted 14, touch 15), Dagger +7/+2 0'/P (1d4+1 19-20/x2 T ) or Dagger (Thrown) +9/+4 10'/P (1d4+1 19-20/x2 T ) or Sword +1 (Short) +8/+3 0'/P (1d6+2 19-20/x2 S ) or Crossbow +1 (Light) +10/+5 80'/P (1d8+1 19-20/x2 S ) or ; SA: Summon Familiar,Loremaster Secret(Applicable Knowledge),Lore,Divine Health,Stonecunning,save +2 vs. poison,save +2 vs spells,+4 dodge vs giants,+2 on Appraise of stone/metal items,+2 on stone/metal Craft check; Vision: Darkvision (60'),Normal AL: CG; Sv: Fort +12, Ref +7, Will +13; Str 12, Dex 17, Con 22, Int 22, Wis 10, Cha 6</p><p></p><p>Skills and Feats: Alchemy +9, Appraise +8, Concentration +17, Craft (Weaponsmithing) +17, Knowledge (Arcana) +21, Knowledge (Religion) +21, Listen +2, Scry +11, Spellcraft +18, Spot +2; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Dodge, Magical Artisan (Craft Wondrous Item, Craft Wand), Martial Weapon Proficiency, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Knowledge (Arcana)), Spellcasting Prodigy (Wizard) </p><p></p><p>Possessions: Familiar (Toad), Explorers Outfit, Pouch (Spell Component), Scroll Organizer, 2 Acid Flasks, Belt Pouch, 2 Alchemist's Fire Flasks, 5 Antitoxin Vials, Smokestick, 5 Sunrods, 5 Tindertwigs, 2 Thunderstones, 2 Holy Water Flasks, 1 Bedroll, 1 Winter Blanket, 50 Ft. Silk Rope, Waterskin, Whetstone, Pen (Ink), Sack, Ink (1 Oz. Vial), 5 Potions of Cure Light Wounds, 2 Daggers, 30 Crossobow Bolts, 20 Masterwork Crossbow Bolts, 4 Pints Water, Masterwork Bandoleer, Masterwork Potion Belt, Heward's Handy Haversack, Wand (Daylight), Wand (Fireball/6th Level Caster), Wand (Lightning Bolt/6th Level Caster), Wand (Web), Wand (Magic Missile/9th Level Caster), Wand (Dimensional Anchor/Wizard/7th), Wand (Mass Resist Elements/Wizard/7th), Wand (Sonic Orb/Wizard/7th), Wand (Water Breathing/Wizard/5th), 2 Boccob's Blessed Books, Buckler +1 (Mithral), Sword +1 (Short), Crossbow +1 (Light), Lens of Read Magic, Lens of Comprehend Languages, Goggles of See Invisibility and Detect Magic, Hammer of Weaponsmithing +5, Belt of Health +4, Cloak of Resistance +2, Bracers of Protection +2, Headband of Intellect +4, Gloves of Dexterity +4, Scroll (Dispel Magic), Scroll (Expeditious Retreat), Scroll (Analyze Portal), Scroll (Invisibility), Scroll (Remove Curse), Scroll (Spider Climb), Scroll (Teleport), Scroll (Tongues), Scroll (Tenser's Floating Disk), Scroll (Greater Dispelling/Wizard/11th), 2 Cooling Gel, 2 Slimebane, 2 Liquid Ice, 2 Tanglefoot Bags</p><p></p><p>Deity: Dugmaren Brightmantle; Domains: Knowledge(All knowledge skills are class skills. You cast divinations at +1 caster level.) </p><p></p><p>Spells: Wizard: (4+1 /6+1 /6+1 /6+1 /4+1 /3+1 /2+1 ) </p><p>0-Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Electric Jolt, Flare, Ghost Sound, Horizikaul's Cough, Launch Bolt, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Resistance, Silent Portal</p><p>1-Comprehend Languages, Detect Secret Doors, Endure Elements, Expeditious Retreat, Feather Fall, Identify, Know Protections, Mage Armor, Magic Missile, Magic Weapon, Shield, Sleep, Spider Climb, True Strike</p><p>2-Bull's Strength, Cat's Grace, Continual Flame, Daylight, Detect Thoughts, Endurance, Fox's Cunning, Invisibility, Locate Object, Melf's Acid Arrow, Resist Elements, See Invisibility, Web</p><p>3-Analyze Portal, Clairaudience/Clairvoyance, Dispel Magic, Fireball, Fly, Lightning Bolt, Tongues, Water Breathing</p><p>4-Detect Scrying, Dimension Door, Dimensional Anchor, Divination, Mass Resist Elements, Remove Curse, Scrying, Sonic Orb</p><p>5-Cone of Cold, Contact Other Plane, Leomunds Secret Chest, Passwall, Permanency, Teleport, True Seeing, Wall of Force</p><p>6-Analyze Dweomer, Anti-magic Field, Disintegrate, Find the Path, Greater Dispelling, Legend Lore</p><p></p><p>Falin M'or</p><p></p><p>Falin M’or was 25, barely more than a child, when the drow came. They killed his family, burnt this village and enslaved Falin. He has no living relatives (as far as he knows). He spent the next 50 years as a slave in a drow city. No details are really necessary and he doesn’t speak of it, though his left ear was removed during that time.</p><p></p><p>He secretly took up the worship of Shevarash (the elven god of vengence, retribution and hatred of drow) and used the power the Shevarash granted to him to escape. He spent the next 50 years in the Underdark, doing whatever it took to survive. Eventually, he made it to the surface.</p><p></p><p>He hunts evil - especially drow. That’s what he does - that’s who he is. He would be startled to learn just how self-centred and selfish he is and how close he is to becoming the evil that he fights against</p><p></p><p>Falin M'or, Male Wood Elf Cleric9 Templar1 Order Of The Bow Initiate2 CR 12; Size:M Type Humanoid; HD (9d8)+(1d10)+(2d10)+24; hp 100; Init +6 (+6 Dex, +0 Misc); Spd Walk 30'; AC 25 (flatfooted 19, touch 18), Dagger (Silvered) +10/+5 0'/P (1d4+1 19-20/x2 T ) or Dagger (Silvered/Thrown) +15/+10 10'/P (1d4+1 19-20/x2 T ) or Sword +1 (Long) +11/+6 0'/S (1d8+2 19-20/x2 Neither M ) or Longbow +1 (+1 Mighty/Composite/Ghost Touch/Keen) +17/+12 110'/P (1d8+4 19-20/x3 L deals normal damage vs. incorporeal creatures regardless of bonus, threat range doubled); SA: Spontaneous casting,Mettle,Ranged Sneak Attack +1d6,Close Combat Shot,Immunity to sleep(Ex),Automatic Search check if within 5' of secret/concealed door,save +2 vs enchantment spells,Turn Undead 3/day; Vision: Low-light,Normal AL: CN; Sv: Fort +12, Ref +14, Will +17; Str 12, Dex 22, Con 14, Int 12, Wis 19, Cha 11</p><p></p><p>Skills and Feats: Balance +7, Climb +2, Concentration +12, Heal +9, Jump +2, Knowledge (Religion) +11, Listen +6, Search +3, Spellcraft +9, Spot +8, Swim -1; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Endurance, Extend Spell, Martial Weapon Proficiency, Persistant Spell, Point Blank Shot, Precise Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Longbow (Composite)), Weapon Specialization (Longbow (Composite)) </p><p></p><p>Possessions: Alchemist's Fire Flask, 2 Antitoxin Vials, 12 Arrow +1, 50 Arrows, Bedroll, Dagger (Silvered), Everburning Torch, Holy Symbol (Bronze), 2 Holy Water Flasks, Mirror (Small/Steel), Explorer's Outfit, 3 Potions (Cure Light Wounds), Potion (Prot. from Elements/Cold), Potion (Swimming), Prayer Book or Scripture (Compact), Quiver of Ehlonna, 5 Days Trail Rations, Sack, Tanglefoot Bag, 5 Tindertwigs, Wand (Cure Light Wounds), 4 Pints Water, Waterskin, Whetstone, Heward's Handy Haversack, Cloak of Resistance +2, Periapt of Wisdom +2, Belt of Health +2, Chain Shirt +1 (Mithral), Buckler +1 (Mithral), Sword +1 (Long), Longbow +1 (+1 Mighty/Composite/Ghost Touch/Keen), Wand (Cure Moderate Wounds), Wand (Daylight), Wand (Lesser Restoration/Cleric/3rd), Wand (Resist Elements/Cleric/3rd), Gloves of Dexterity +4, Ring +2 (Protection), Ring (Sustenance)</p><p> </p><p>Deity: Shevarash Domains: Elf (Free Point Blank Shot) War (Free Martial Weapon Proficiency and Weapon Focus with the deity's favored weapon.) </p><p></p><p>Spells: Cleric: (6 /5+1 /5+1 /4+1 /3+1 /1+1 )</p><p>0-Create Water, Create Wine, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue </p><p>1-Bane, Bless Water, Bless, Burial Blessing, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Faith Healing, Handfire, Inflict Light Wounds, Invisibility to Undead, Magic Stone, Magic Weapon, Obscuring Mist, Portal Beacon, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Random Action, Regenerate Light Wounds, Remove Fear, Rosemantle, Sanctuary, Shield of Faith, Summon Monster I, True Strike, Vision of Glory, Wieldskill</p><p>2-Aid, Animal Messenger, Augury, Aura against Flame, Avoid Planar Effects, Body Blades, Brambles, Bull's Strength, Calm Emotions, Cat's Grace, Consecrate, Cure Moderate Wounds, Curse of Ill Fortune, Darkness, Death Knell, Delay Poison, Desecrate, Divine Flame, Divine Zephyr, Eagle's Splendor, Endurance, Enthrall, Filter, Find Traps, Fox's Cunning, Gaze Screen, Gentle Repose, Hand of Divinity, Hold Person, Inflict Moderate Wounds, Knife Spray, Lesser Restoration, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Elements, Shatter, Shield Other, Silence, Sound Burst, Speak with Animals, Spectral Stag, Spell Shield, Spiritual Weapon, Stone Bones, Summon Monster II, Undetectable Alignment, Zone of Truth</p><p>3-Amanuensis, Animate Dead, Attune Form, Beastmask, Bestow Curse, Blessed Aim, Blindness/Deafness, Briar Web, Chain of Eyes, Circle Dance, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Curse of the Brute, Dark Way, Darkfire, Daylight, Deeper Darkness, Dispel Magic, Flame of Faith, Forceward, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Interplanar Message, Invisibility Purge, Lesser Telepathic Bond, Locate Object, Mace of Odo, Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Magic Vestment, Mass Resist Elements, Meld into Stone, Mystic Lash, Negative Energy Protection, Obscure Object, Positive Energy Protection, Prayer, Protection from Elements, Regenerate Moderate Wounds, Remedy Moderate Wounds, Remove Blindness/Deafness, Remove Curse, Remove Disease, Safety, Searing Light, Snare, Speak with Dead, Speak with Plants, Spikes, Stone Shape, Summon Monster III, Sweet Water, Sword Stream, Understand Device, Water Breathing, Water Walk, Weapon of Impact, Wind Wall, Zone of Respite, Zone of Revelation</p><p>4-Air Walk, Beast Claws, Blindsight, Castigate, Control Water, Cure Critical Wounds, Death Ward, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Divine Storm, Doomtide, Ether Blast, Freedom of Movement, Giant Vermin, Greater Magic Weapon, Hand of Torm, Harrier, Imbue with Spell Ability, Inflict Critical Wounds, Iron Bones, Know Vulnerabilities, Lesser Planar Ally, Make Manifest, Neutralize Poison, Poison, Recitation, Repel Vermin, Restoration, Revenance, Sending, Shadowblast, Skull of Secrets, Spell Immunity, Status, Summon Monster IV, Tongues, Tree Stride, Unfailing Endurance, Wall of Chaos, Wall of Evil, Wall of Good, Wall of Law, Weapon of the Deity, Weather Eye</p><p>5-Atonement, Battletide, Bear's Heart, Blight, Break Enchantment, Circle of Doom, Commune with Nature, Commune, Crawling Darkness, Dimensional Lock, Dispel Chaos, Dispel Evil, Dispel Good, Dispel Law, Divine Agility, Ethereal Jaunt, Flame Strike, Greater Command, Hallow, Healing Circle, Insect Plague, Mark of Justice, Monstrous Regeneration, Plane Shift, Raise Dead, Regenerate Serious Wounds, Righteous Might, Scrying, Slay Living, Spell Phylactery, Spell Resistance, Summon Monster V, True Seeing, Unhallow, Wall of Stone </p><p></p><p>Templar: (0/1) 1-Bless, Cause Fear, Command, Divine Favor, Entropic Shield, Magic Weapon, Mount, Shield of Faith</p></blockquote><p></p>
[QUOTE="RichardFannon, post: 253998, member: 5588"] [b]Either of these characters would be fun to play[/b] Oskar Dankil Karak Thanta Oskar Stonejointer Dankil (known as Oskar Dankil to his friends) is a sixty-four year old Dwarven wizard. He was apprenticed to a smith-priest of Moradain, but it didn’t work out. Oskar’s free spirit and curiosity were more suited to the worship of Dugmaren Brightmantle. He also just couldn’t get his head round divine magic. So he underwent the Runaway’s Rite, borrowed his great-great-grandfathers apprentice spellbook and left. After several years of aimless wanderings and adventuring he finally honed his abilities to the point where he could cast "Contact Other Plane". To his surprise, he found that his chosen patron wasn't very happy with him. It wasn't that Oskar was doing anything particularly wrong - it's just that he could be so much more. After this ticking off, Oskar set up shop in a metropolis and devoted the next few years to study and the construction of magic items. It would take a threat to the city, his clan or the prospect of recovering lost knowledge to tempt him back into adventuring Rather than simply being ugly, his low Charisma represents a stammer and a lack of care over his appearance. Yes, he does have a lot of magic items. This is because he made them all himself. The strange alchemical items are from Dragon 280. Oskar Dankil, Male Dwarf. Diviner8 Fighter1 Loremaster2 Contemplative1 CR 12; Size:M Type Humanoid; HD (8d4)+(1d10)+(2d4)+(1d6)+72; hp 103; Init +3 (+3 Dex, +0 Misc); Spd Walk 20'; AC 17 (flatfooted 14, touch 15), Dagger +7/+2 0'/P (1d4+1 19-20/x2 T ) or Dagger (Thrown) +9/+4 10'/P (1d4+1 19-20/x2 T ) or Sword +1 (Short) +8/+3 0'/P (1d6+2 19-20/x2 S ) or Crossbow +1 (Light) +10/+5 80'/P (1d8+1 19-20/x2 S ) or ; SA: Summon Familiar,Loremaster Secret(Applicable Knowledge),Lore,Divine Health,Stonecunning,save +2 vs. poison,save +2 vs spells,+4 dodge vs giants,+2 on Appraise of stone/metal items,+2 on stone/metal Craft check; Vision: Darkvision (60'),Normal AL: CG; Sv: Fort +12, Ref +7, Will +13; Str 12, Dex 17, Con 22, Int 22, Wis 10, Cha 6 Skills and Feats: Alchemy +9, Appraise +8, Concentration +17, Craft (Weaponsmithing) +17, Knowledge (Arcana) +21, Knowledge (Religion) +21, Listen +2, Scry +11, Spellcraft +18, Spot +2; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Dodge, Magical Artisan (Craft Wondrous Item, Craft Wand), Martial Weapon Proficiency, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Knowledge (Arcana)), Spellcasting Prodigy (Wizard) Possessions: Familiar (Toad), Explorers Outfit, Pouch (Spell Component), Scroll Organizer, 2 Acid Flasks, Belt Pouch, 2 Alchemist's Fire Flasks, 5 Antitoxin Vials, Smokestick, 5 Sunrods, 5 Tindertwigs, 2 Thunderstones, 2 Holy Water Flasks, 1 Bedroll, 1 Winter Blanket, 50 Ft. Silk Rope, Waterskin, Whetstone, Pen (Ink), Sack, Ink (1 Oz. Vial), 5 Potions of Cure Light Wounds, 2 Daggers, 30 Crossobow Bolts, 20 Masterwork Crossbow Bolts, 4 Pints Water, Masterwork Bandoleer, Masterwork Potion Belt, Heward's Handy Haversack, Wand (Daylight), Wand (Fireball/6th Level Caster), Wand (Lightning Bolt/6th Level Caster), Wand (Web), Wand (Magic Missile/9th Level Caster), Wand (Dimensional Anchor/Wizard/7th), Wand (Mass Resist Elements/Wizard/7th), Wand (Sonic Orb/Wizard/7th), Wand (Water Breathing/Wizard/5th), 2 Boccob's Blessed Books, Buckler +1 (Mithral), Sword +1 (Short), Crossbow +1 (Light), Lens of Read Magic, Lens of Comprehend Languages, Goggles of See Invisibility and Detect Magic, Hammer of Weaponsmithing +5, Belt of Health +4, Cloak of Resistance +2, Bracers of Protection +2, Headband of Intellect +4, Gloves of Dexterity +4, Scroll (Dispel Magic), Scroll (Expeditious Retreat), Scroll (Analyze Portal), Scroll (Invisibility), Scroll (Remove Curse), Scroll (Spider Climb), Scroll (Teleport), Scroll (Tongues), Scroll (Tenser's Floating Disk), Scroll (Greater Dispelling/Wizard/11th), 2 Cooling Gel, 2 Slimebane, 2 Liquid Ice, 2 Tanglefoot Bags Deity: Dugmaren Brightmantle; Domains: Knowledge(All knowledge skills are class skills. You cast divinations at +1 caster level.) Spells: Wizard: (4+1 /6+1 /6+1 /6+1 /4+1 /3+1 /2+1 ) 0-Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Electric Jolt, Flare, Ghost Sound, Horizikaul's Cough, Launch Bolt, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Resistance, Silent Portal 1-Comprehend Languages, Detect Secret Doors, Endure Elements, Expeditious Retreat, Feather Fall, Identify, Know Protections, Mage Armor, Magic Missile, Magic Weapon, Shield, Sleep, Spider Climb, True Strike 2-Bull's Strength, Cat's Grace, Continual Flame, Daylight, Detect Thoughts, Endurance, Fox's Cunning, Invisibility, Locate Object, Melf's Acid Arrow, Resist Elements, See Invisibility, Web 3-Analyze Portal, Clairaudience/Clairvoyance, Dispel Magic, Fireball, Fly, Lightning Bolt, Tongues, Water Breathing 4-Detect Scrying, Dimension Door, Dimensional Anchor, Divination, Mass Resist Elements, Remove Curse, Scrying, Sonic Orb 5-Cone of Cold, Contact Other Plane, Leomunds Secret Chest, Passwall, Permanency, Teleport, True Seeing, Wall of Force 6-Analyze Dweomer, Anti-magic Field, Disintegrate, Find the Path, Greater Dispelling, Legend Lore Falin M'or Falin M’or was 25, barely more than a child, when the drow came. They killed his family, burnt this village and enslaved Falin. He has no living relatives (as far as he knows). He spent the next 50 years as a slave in a drow city. No details are really necessary and he doesn’t speak of it, though his left ear was removed during that time. He secretly took up the worship of Shevarash (the elven god of vengence, retribution and hatred of drow) and used the power the Shevarash granted to him to escape. He spent the next 50 years in the Underdark, doing whatever it took to survive. Eventually, he made it to the surface. He hunts evil - especially drow. That’s what he does - that’s who he is. He would be startled to learn just how self-centred and selfish he is and how close he is to becoming the evil that he fights against Falin M'or, Male Wood Elf Cleric9 Templar1 Order Of The Bow Initiate2 CR 12; Size:M Type Humanoid; HD (9d8)+(1d10)+(2d10)+24; hp 100; Init +6 (+6 Dex, +0 Misc); Spd Walk 30'; AC 25 (flatfooted 19, touch 18), Dagger (Silvered) +10/+5 0'/P (1d4+1 19-20/x2 T ) or Dagger (Silvered/Thrown) +15/+10 10'/P (1d4+1 19-20/x2 T ) or Sword +1 (Long) +11/+6 0'/S (1d8+2 19-20/x2 Neither M ) or Longbow +1 (+1 Mighty/Composite/Ghost Touch/Keen) +17/+12 110'/P (1d8+4 19-20/x3 L deals normal damage vs. incorporeal creatures regardless of bonus, threat range doubled); SA: Spontaneous casting,Mettle,Ranged Sneak Attack +1d6,Close Combat Shot,Immunity to sleep(Ex),Automatic Search check if within 5' of secret/concealed door,save +2 vs enchantment spells,Turn Undead 3/day; Vision: Low-light,Normal AL: CN; Sv: Fort +12, Ref +14, Will +17; Str 12, Dex 22, Con 14, Int 12, Wis 19, Cha 11 Skills and Feats: Balance +7, Climb +2, Concentration +12, Heal +9, Jump +2, Knowledge (Religion) +11, Listen +6, Search +3, Spellcraft +9, Spot +8, Swim -1; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Endurance, Extend Spell, Martial Weapon Proficiency, Persistant Spell, Point Blank Shot, Precise Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Longbow (Composite)), Weapon Specialization (Longbow (Composite)) Possessions: Alchemist's Fire Flask, 2 Antitoxin Vials, 12 Arrow +1, 50 Arrows, Bedroll, Dagger (Silvered), Everburning Torch, Holy Symbol (Bronze), 2 Holy Water Flasks, Mirror (Small/Steel), Explorer's Outfit, 3 Potions (Cure Light Wounds), Potion (Prot. from Elements/Cold), Potion (Swimming), Prayer Book or Scripture (Compact), Quiver of Ehlonna, 5 Days Trail Rations, Sack, Tanglefoot Bag, 5 Tindertwigs, Wand (Cure Light Wounds), 4 Pints Water, Waterskin, Whetstone, Heward's Handy Haversack, Cloak of Resistance +2, Periapt of Wisdom +2, Belt of Health +2, Chain Shirt +1 (Mithral), Buckler +1 (Mithral), Sword +1 (Long), Longbow +1 (+1 Mighty/Composite/Ghost Touch/Keen), Wand (Cure Moderate Wounds), Wand (Daylight), Wand (Lesser Restoration/Cleric/3rd), Wand (Resist Elements/Cleric/3rd), Gloves of Dexterity +4, Ring +2 (Protection), Ring (Sustenance) Deity: Shevarash Domains: Elf (Free Point Blank Shot) War (Free Martial Weapon Proficiency and Weapon Focus with the deity's favored weapon.) Spells: Cleric: (6 /5+1 /5+1 /4+1 /3+1 /1+1 ) 0-Create Water, Create Wine, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue 1-Bane, Bless Water, Bless, Burial Blessing, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Faith Healing, Handfire, Inflict Light Wounds, Invisibility to Undead, Magic Stone, Magic Weapon, Obscuring Mist, Portal Beacon, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Random Action, Regenerate Light Wounds, Remove Fear, Rosemantle, Sanctuary, Shield of Faith, Summon Monster I, True Strike, Vision of Glory, Wieldskill 2-Aid, Animal Messenger, Augury, Aura against Flame, Avoid Planar Effects, Body Blades, Brambles, Bull's Strength, Calm Emotions, Cat's Grace, Consecrate, Cure Moderate Wounds, Curse of Ill Fortune, Darkness, Death Knell, Delay Poison, Desecrate, Divine Flame, Divine Zephyr, Eagle's Splendor, Endurance, Enthrall, Filter, Find Traps, Fox's Cunning, Gaze Screen, Gentle Repose, Hand of Divinity, Hold Person, Inflict Moderate Wounds, Knife Spray, Lesser Restoration, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Elements, Shatter, Shield Other, Silence, Sound Burst, Speak with Animals, Spectral Stag, Spell Shield, Spiritual Weapon, Stone Bones, Summon Monster II, Undetectable Alignment, Zone of Truth 3-Amanuensis, Animate Dead, Attune Form, Beastmask, Bestow Curse, Blessed Aim, Blindness/Deafness, Briar Web, Chain of Eyes, Circle Dance, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Curse of the Brute, Dark Way, Darkfire, Daylight, Deeper Darkness, Dispel Magic, Flame of Faith, Forceward, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Interplanar Message, Invisibility Purge, Lesser Telepathic Bond, Locate Object, Mace of Odo, Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Magic Vestment, Mass Resist Elements, Meld into Stone, Mystic Lash, Negative Energy Protection, Obscure Object, Positive Energy Protection, Prayer, Protection from Elements, Regenerate Moderate Wounds, Remedy Moderate Wounds, Remove Blindness/Deafness, Remove Curse, Remove Disease, Safety, Searing Light, Snare, Speak with Dead, Speak with Plants, Spikes, Stone Shape, Summon Monster III, Sweet Water, Sword Stream, Understand Device, Water Breathing, Water Walk, Weapon of Impact, Wind Wall, Zone of Respite, Zone of Revelation 4-Air Walk, Beast Claws, Blindsight, Castigate, Control Water, Cure Critical Wounds, Death Ward, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Divine Storm, Doomtide, Ether Blast, Freedom of Movement, Giant Vermin, Greater Magic Weapon, Hand of Torm, Harrier, Imbue with Spell Ability, Inflict Critical Wounds, Iron Bones, Know Vulnerabilities, Lesser Planar Ally, Make Manifest, Neutralize Poison, Poison, Recitation, Repel Vermin, Restoration, Revenance, Sending, Shadowblast, Skull of Secrets, Spell Immunity, Status, Summon Monster IV, Tongues, Tree Stride, Unfailing Endurance, Wall of Chaos, Wall of Evil, Wall of Good, Wall of Law, Weapon of the Deity, Weather Eye 5-Atonement, Battletide, Bear's Heart, Blight, Break Enchantment, Circle of Doom, Commune with Nature, Commune, Crawling Darkness, Dimensional Lock, Dispel Chaos, Dispel Evil, Dispel Good, Dispel Law, Divine Agility, Ethereal Jaunt, Flame Strike, Greater Command, Hallow, Healing Circle, Insect Plague, Mark of Justice, Monstrous Regeneration, Plane Shift, Raise Dead, Regenerate Serious Wounds, Righteous Might, Scrying, Slay Living, Spell Phylactery, Spell Resistance, Summon Monster V, True Seeing, Unhallow, Wall of Stone Templar: (0/1) 1-Bless, Cause Fear, Command, Divine Favor, Entropic Shield, Magic Weapon, Mount, Shield of Faith [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
anyone else other than me feel like playing a level 12 (ish) adventure?
Top