herastor Posted August 3 Clone Share Posted August 3 Very much a WiP. I copied the application format below and I have no idea what or who to be. Maybe some rolls to cure my analysis paralysis... COMPLETE! Nuthas Dahlin Journeyman Ritualist of the Arcane Tower "I produce results. That's all you need to remember." WIZARD 5 Medium humanoid male (human), true neutral Armor Class 13 (16 mage armor; 21 shield) Hit Points 32 ( 8 + 4d6(16) + 8 ) Speed 30' ft. Senses passive perception 20' ft. Languages common, dwarvish, primordial Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 8 (-1) Save -1 Athletics -1 Dexterity 16 (+3) Save +3 Acrobatics +3 | Sleight of Hand +3 | Stealth +3 Constitution 14 (+2) Save +2 No skills associated. Intelligence 18 (+4) Save +7 Arcana +10(E) | History +7 | Investigation +7 | Nature +7 | Religion +7 Wisdom 10(+0) Save +3 Animal Handling +0 | Insight +0 | Medicine +0 | Perception +0 | Survival +0 Charisma 10 (+0) Save +0 Deception +0 | Intimidation +0 | Performance +0 | Persuasion +3 (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Alchemist's Supplies Instruments None Weapons Daggers, darts, light crossbows, slings, staves Armors None WIZARD CLASS ABILITIES Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. | Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. | Arcane Tradition (Academic Wizard)Academic wizards are highly trained in all forms of schools of magic and are specialized in the methodology and procedures of spellcasting itself. They analyze the structure of spell formulas in great detail to optimize them and to be able to handle them with greater ease than other mages. Their understanding of these basic concepts allows them to interchange spells in a versatile, almost effortless way. Academic wizards are only trained in the Arcane Tower in the kingdom of Aglarion, where they master their trade for long years before leaving the academy. | Efficient Spell RecoveryStarting at 2nd level, you have learned to recall spells more efficiently by remembering their key variables. You can recover an additional spell slot when using your arcane recovery class ability. Simplified Spell RitualsStarting at 2nd level, you have mastered conducting rituals by focusing on their most fundamental structures. Instead of the usual 10 minutes required to cast ritual spells, you can cast the ritual version of a spell in 1 minute. RACIAL TRAITS SkillsYou gain proficiency in one skill of your choice. (Nature) | FeatYou gain one feat of your choice. (Skill Expert) FEATS Skill ExpertYou have honed your proficiency with particular skills, granting you the following benefits: *Increase one ability score of your choice by 1, to a maximum of 20. (CON) *You gain proficiency in one skill of your choice. (Arcana) *Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Arcana) | ASI+1 DEX & +1 INT (Race) +1 CON (Feat) +2 INT (4th) WEAPONS WEAPONS Fire Bolt +7 to hit for (2d10) fire, magic damage. | Sets fires (120) Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60) Mind Sliver DC 15 INT save for (2d6) psychic, magic damage. | -1d4 to target's next saving throw (60) SPELLS SPELL SLOTS 4/4 (1st), 3/3 (2nd), 2/2 (3rd) Wizard - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Prepared: 9 CANTRIPS (Wizard) Mind SliverEnchantment cantrip Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). | Fire BoltEvocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). | PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: *You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. *You instantaneously light or snuff out a candle, a torch, or a small campfire. *You instantaneously clean or soil an object no larger than 1 cubic foot. *You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. *You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. *You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. | MendingTransmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. FIRST LEVEL (Wizard) Shield1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. | Mage ArmorMage Armor 1st-level abjuration Casting Time:1 action Range:Touch Components:V, S, M (a piece of cured leather) Duration:8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | Detect Magic (C/R)1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Magic MissileMagic Missile 1st-level evocation Casting Time:1 action Range:120 feet Components:V, S Duration:Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. | Catapult1st-level transmutation Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st. SECOND LEVEL (Wizard) Misty Step (B)2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. | Shatter2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. THIRD LEVEL (Wizard) Counterspell3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. | Bestow Curse (C)3rd-level necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: *Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. *While cursed, the target has disadvantage on attack rolls against you. *While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. *While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration. (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. WIZARD'S SPELLBOOK These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.) FIRST LEVEL Shield1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. | Detect Magic (C/R)1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Catapult1st-level transmutation Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st. | Comprehend Languages (R)1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language. | Mage ArmorMage Armor 1st-level abjuration Casting Time:1 action Range:Touch Components:V, S, M (a piece of cured leather) Duration:8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | Identify (R)1st-level divination (ritual) Casting Time: 1 minute Range: Touch Components: V, S, M (a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. | Magic MissileMagic Missile 1st-level evocation Casting Time:1 action Range:120 feet Components:V, S Duration:Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. | Unseen Servant (R)1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. SECOND LEVEL Misty Step (B)2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. | Shatter2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. | Augury (R)2nd-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: *Weal, for good results *Woe, for bad results *Weal and woe, for both good and bad results *Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. | Gentle Repose (R)2nd-level necromancy (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) Duration: 10 days You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. THIRD LEVEL Counterspell3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. | Bestow Curse (C)3rd-level necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: *Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. *While cursed, the target has disadvantage on attack rolls against you. *While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. *While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration. (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (24 lbs.) Weight: 24 lbs. / 120 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (0 lbs.) Copper: 0 | Silver: 0 | Gold: 610 | Obsidian: 0 | Platinum: 0 (304 Coins x .02 lbs. = 12.2 lbs. Total Weight) EQUIPEMENT READIED (9 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (6 lbs.) Fine Clothes - 6 lbs. Weapons (1 lbs.) Dagger - 1 lb. Readied Items (2 lbs.) Spell Component Pouch - 2 lbs. EQUIPMENT STORED (15 lbs.) Stored items can be retrieved with an action. In Bag of Holding (15 lbs.; 37.2/500 lbs.)* Backpack - 5 lbs. | Book of Lore - 5 lbs. | Spellbook - 3 lbs | Alchemist's Supplies - 8 lbs. | Merchant's Scale - 3 lbs. | (10) Sheets of Parchment | Little Bag of Sand | Bottle of Ink | Ink Pen | Small Knife | Pouch w/ Coin - 13.2 EQUIPMENT NOT CARRIED (--) At Home None * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED Bag of HoldingWondrous Item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. ATTUNED (0/3) APPEARANCE Age 24 | Height 6' | Weight 140 lbs. | Hair White Top; Black Undercut | Eyes Silver | Complexion Fair Nuthas Dahlin is not one for normalcy or conformity. Life has given no reason to respect either. Conforming just means that others make your choices for you. Normal is just another word for boring. He lives his life on his own terms, and any exceptions to that are the ones he allows or has no choice but to accept. Naturally, this individualist attitude is reflected in how he presents himself. One of his most prominent features is the tattoos that scrawl across his body. Lighting with their own radiance as he summons his magic, they're also an adaptation of the same markings the Gorso make use of to help with their spellcasting. That might not be the only thing he got from them, however. His silver eyes and hair make is very likely that he's blood related to Culveer Gorso, who shares those very traits. Despite his ornery nature, he still sees the value in looking presentable. Currently his tastes trend towards patterned tunic coats over a longer tunic beneath. Cream and cloudy blue, with just a hint of warmer color, seem to be his favorite combinations. All of it, of course, is made from the best materials he can afford. BACKGROUND Failed Merchant Source Acquisitions Incorporated Personality Traits: To prosper, you have to be in control. Ideals: Survival. Where there's life, there's hope. If I remain alive and flexible, I can succeed. Bonds: If I take care of my possessions, they'll take care of me. People come and go, but a weapon or a wand is something you can always rely on. Flaws: Nothing gets between me and danger except my fellow adventurers. So I'll be sure to put them there. Background Feature: Supply ChainFrom your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information. BACKSTORY It's fair to say that the shores of red Nenock raised Nuthas. He certainly spent enough time on those stained shores, escaping a hard life as a prostitute's son. Vesta Dahlin did her best to provide for her child, but sometimes it was just safer for him to be away from the Flirty Nymph and its primary clientele; the Gorsos. It was during one of these excursions that Nuthas had his first fateful encounter with Thenoada Youf. Thenoada was there to study the unique properties of the river. An alchemist by trade and preference, she expected to deal with the Gorso and their peculiarities. She never would've imagined finding a quick learner and apt guide in Nuthas. The child, with an age that hadn't hit double digits, even managed to surprise her with his own thoughts and insights into the red water. Knowing she'd stumbled on a rare talent, Thenoada encouraged him to study in his spare time and assigned him the task of learning the magical arts on his own. If he impressed her with his growth, then she'd personally recommend him to the Arcane Tower. Nuthas had never imagined a life beyond the one he was shackled to, but now that he could... He could dream of anything else. By hook and crook, he rose to Thenoada's challenge and secured a chance at a better life. Or he thought he did. Becoming a student in the Tower was a different experience altogether. He struggled to meet the expectations placed on him by the institution's administrators. He was never good enough or smart enough, always lacking. To his credit, he did complete his twelve years there; however, he left feeling neither accomplishment nor success. The outside world wasn't any kinder. Performing magical services for clients as an independent contractor kept him fed, but little else. Even trying to set up his own shop only brought him into conflict with his alma mater. That brought his meager cash flow to an abrupt stop. Without any other avenues available, Nuthas became a low adventurer. Name xDiceName xDiceResult xDiceString xDiceRolls Class 10 1d10 10 Subclass 1 1d4 1 Strata 1 1d6/2 2 Link to comment Share on other sites More sharing options...
herastor Posted August 10 Author Clone Share Posted August 10 Alright, I think that covers just about everything. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted August 10 Clone Share Posted August 10 2 hours ago, herastor said: Alright, I think that covers just about everything. I have renamed the thread and marked Nuthas as completed. Everything looks to be there. Good luck in final selection. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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