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(3.X D&D/d20) Recruiting: The First (Now OOC)
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<blockquote data-quote="Bihlbo" data-source="post: 4948971" data-attributes="member: 9961"><p>(Withdrawn)</p><p></p><p>[sblock=old post]</p><p>Within the egg, Raska knew his name, who he would become, and his creator's desire for his life. He did not, however, know who this creator was, just that his creator was terrible and fearsome.</p><p></p><p>Raska is just a bit taller than 6 feet, and clearly a strong lizard-like creature. His head is covered in stout, pointed horns, his mouth lined with sharp teeth, and his hands end in claws. His tail is about 3 feet long, and remains totally still when he is not moving. Raska wears no clothing, but has his belongings in a bag that appears to be made out of a large creature's stomach. He carries a club nearly as large as he is, made out of one bone from a very large animal, with bits of sharp black crystals strapped to parts of it. His movements are sparse and quick, and he frequently stays motionless for long periods of time. When he moves, it's as though his will alone propels him, and he never shows fear.</p><p></p><p></p><p></p><p>[sblock=Notes]</p><p>The EQrpg was written with 3.0 rules. Where applicable, I upgraded some things to 3.5 when the upgrade didn't interfere with a EQrpg-specific rule. For instance, iksar get "Wilderness Lore" as a class skill. In 3.5 this was changed to Survival, so that's what I used. The "Hand-to-Hand" feat in EQrpg works mostly like Improved Unarmed Strike does in 3.5, so I'm assuming it works like that in all ways, but the improvement of unarmed strike damage is another issue. Likewise, were I to want to be a two-weapon fighter, it is assumed that I would take Two-Weapon Fighting, but not Ambidexterity since it isn't possible (or necessary) when using 3.5 rules.</p><p>However, the weapons and armor I listed below are from the EQrpg book, since it has special rules for weapon delay. As a monk, weapon delay is especially helpful, since they were designed to make tons of attacks at higher levels.</p><p>I didn't pay attention to starting money, as the character creation guidelines state that the character starts off with some items they need, and besides there's no real economy to speak of. I think I kept things reasonable.[/sblock]</p><p></p><p></p><p><strong><span style="font-size: 26px">R</span><span style="font-size: 18px">aska</span></strong></p><p>EQrpg Monk 1</p><p>LN Medium Humanoid</p><p><strong>Init</strong> +5; <strong>Senses</strong> Listen +6, Spot +6</p><p><strong>Languages</strong> Iksar, Common</p><p><strong>Vision</strong> infravision</p><p>_____________________________________________</p><p></p><p><strong>AC</strong> 18, touch 15, flat-footed 13 (+5 Dex, +3 natrual)</p><p><strong>hp</strong> 11 (1d8 + 3), fast recovery</p><p><strong>Resist</strong> fire resistance 5, acid resistance 1</p><p><strong>Weakness</strong> vulnerable to cold (+20% damage)</p><p><strong>Fort</strong> +4, <strong>Ref</strong> +7, <strong>Will</strong> +5</p><p>_____________________________________________</p><p></p><p><strong>Speed</strong> 30 ft. (6 squares); 30 ft. swim</p><p><strong>Melee</strong> +7 greatclub (1d12+9, 20/x2); plus off-hand +2 unarmed strike (1d3+3S)</p><p><strong>Melee</strong> +7 unarmed strike (1d3+6S, 20/x2); plus off-hand +2 unarmed strike (1d3+3S)</p><p><strong>Ranged</strong> +6 javelin (1d6+6, 20/x2, range 30 ft.)</p><p><strong>Base Atk</strong> +1; <strong>Grp</strong> +7</p><p><strong>Atk Options</strong> Dual Wield (every attack gains an off-hand attack at -5)</p><p><strong>Combat Gear</strong> Greatclub, nunchaku, club, 5 javelins</p><p></p><p>_____________________________________________</p><p></p><p><strong>Strength</strong> 22 (+6)</p><p><strong>Dexterity</strong> 20 (+5)</p><p><strong>Constitution</strong> 16 (+3)</p><p><strong>Intelligence</strong> 12 (+1)</p><p><strong>Wisdom</strong> 19 (+4)</p><p><strong>Charisma</strong> 10 (+0)</p><p></p><p><strong>SQ</strong> fast recovery, mystic strike, infravision</p><p><strong>Feats</strong> Dual Wield, Hand to Hand, proficiencies</p><p><strong>Skills (ranks)</strong> Climb +8 (2), Listen +6 (2), Safe Fall +9 (4), Spot +6 (2), Survival +8 (4), Swim +16 (2, +8 racial) </p><p><strong>Possessions</strong> Two-handed hammer, 10 javelins, nunchaku, club, sling (20 bullets), <em>magic items 0</em>, backpack, javelin quiver, winter blanket, fishing pole, flint and steel, 2 days' rations, 2 water skins</p><p>_____________________________________________</p><p></p><p><strong>Mend (Ex):</strong> Through meditation and inner strength he can heal up to 4 hp a day (Wis mod x monk level) of his own hit points. This requires a standard action which does not provoke attacks of opportunity, and can be split up into multiple uses.</p><p></p><p><strong>Mystic Strike (Ex):</strong> His unarmed strikes are considered magical weapons for the purpose of overcoming DR.</p><p></p><p><strong>Infravision (Ex):</strong> He can see twice as well in dim lighting as a human (the same as low-light vision). Additionally, living, warm-blooded creatures shed as much light as does a torch.</p><p></p><p><strong>Fast Recovery (Ex):</strong> He heals back 1 hp per level for every hour of rest or light activity. Nonlethal damage heals at the same rate.</p><p>_____________________________________________</p><p></p><p><strong>Training Breakdown</strong></p><p>Level 1: 1 spent on acid resist, 4 points banked</p><p></p><p>[sblock=Training Chart]</p><p>[code][b]Training Training</p><p>Benefit point cost Limitations[/b]</p><p>+1 to any ability score 12 limited to 6 times each</p><p>+1 rank to any class skill 3 limited to skill caps</p><p>+1 rank to other skill 5 limited to skill caps</p><p>+1 to any resistance 1 limit of +1 per level per type</p><p>Bonus trained feat 7 1 per odd-numbered level[/code][/sblock]</p><p><strong>Starting gold</strong> <a href="http://invisiblecastle.com/roller/view/2275462/" target="_blank">16</a></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Bihlbo, post: 4948971, member: 9961"] (Withdrawn) [sblock=old post] Within the egg, Raska knew his name, who he would become, and his creator's desire for his life. He did not, however, know who this creator was, just that his creator was terrible and fearsome. Raska is just a bit taller than 6 feet, and clearly a strong lizard-like creature. His head is covered in stout, pointed horns, his mouth lined with sharp teeth, and his hands end in claws. His tail is about 3 feet long, and remains totally still when he is not moving. Raska wears no clothing, but has his belongings in a bag that appears to be made out of a large creature's stomach. He carries a club nearly as large as he is, made out of one bone from a very large animal, with bits of sharp black crystals strapped to parts of it. His movements are sparse and quick, and he frequently stays motionless for long periods of time. When he moves, it's as though his will alone propels him, and he never shows fear. [sblock=Notes] The EQrpg was written with 3.0 rules. Where applicable, I upgraded some things to 3.5 when the upgrade didn't interfere with a EQrpg-specific rule. For instance, iksar get "Wilderness Lore" as a class skill. In 3.5 this was changed to Survival, so that's what I used. The "Hand-to-Hand" feat in EQrpg works mostly like Improved Unarmed Strike does in 3.5, so I'm assuming it works like that in all ways, but the improvement of unarmed strike damage is another issue. Likewise, were I to want to be a two-weapon fighter, it is assumed that I would take Two-Weapon Fighting, but not Ambidexterity since it isn't possible (or necessary) when using 3.5 rules. However, the weapons and armor I listed below are from the EQrpg book, since it has special rules for weapon delay. As a monk, weapon delay is especially helpful, since they were designed to make tons of attacks at higher levels. I didn't pay attention to starting money, as the character creation guidelines state that the character starts off with some items they need, and besides there's no real economy to speak of. I think I kept things reasonable.[/sblock] [b][size=7]R[/size][size=5]aska[/size][/b] EQrpg Monk 1 LN Medium Humanoid [b]Init[/b] +5; [b]Senses[/b] Listen +6, Spot +6 [b]Languages[/b] Iksar, Common [b]Vision[/b] infravision _____________________________________________ [b]AC[/b] 18, touch 15, flat-footed 13 (+5 Dex, +3 natrual) [b]hp[/b] 11 (1d8 + 3), fast recovery [b]Resist[/b] fire resistance 5, acid resistance 1 [b]Weakness[/b] vulnerable to cold (+20% damage) [b]Fort[/b] +4, [b]Ref[/b] +7, [b]Will[/b] +5 _____________________________________________ [b]Speed[/b] 30 ft. (6 squares); 30 ft. swim [b]Melee[/b] +7 greatclub (1d12+9, 20/x2); plus off-hand +2 unarmed strike (1d3+3S) [b]Melee[/b] +7 unarmed strike (1d3+6S, 20/x2); plus off-hand +2 unarmed strike (1d3+3S) [b]Ranged[/b] +6 javelin (1d6+6, 20/x2, range 30 ft.) [b]Base Atk[/b] +1; [b]Grp[/b] +7 [b]Atk Options[/b] Dual Wield (every attack gains an off-hand attack at -5) [b]Combat Gear[/b] Greatclub, nunchaku, club, 5 javelins _____________________________________________ [b]Strength[/b] 22 (+6) [b]Dexterity[/b] 20 (+5) [b]Constitution[/b] 16 (+3) [b]Intelligence[/b] 12 (+1) [b]Wisdom[/b] 19 (+4) [b]Charisma[/b] 10 (+0) [b]SQ[/b] fast recovery, mystic strike, infravision [b]Feats[/b] Dual Wield, Hand to Hand, proficiencies [b]Skills (ranks)[/b] Climb +8 (2), Listen +6 (2), Safe Fall +9 (4), Spot +6 (2), Survival +8 (4), Swim +16 (2, +8 racial) [b]Possessions[/b] Two-handed hammer, 10 javelins, nunchaku, club, sling (20 bullets), [i]magic items 0[/i], backpack, javelin quiver, winter blanket, fishing pole, flint and steel, 2 days' rations, 2 water skins _____________________________________________ [b]Mend (Ex):[/b] Through meditation and inner strength he can heal up to 4 hp a day (Wis mod x monk level) of his own hit points. This requires a standard action which does not provoke attacks of opportunity, and can be split up into multiple uses. [b]Mystic Strike (Ex):[/b] His unarmed strikes are considered magical weapons for the purpose of overcoming DR. [b]Infravision (Ex):[/b] He can see twice as well in dim lighting as a human (the same as low-light vision). Additionally, living, warm-blooded creatures shed as much light as does a torch. [b]Fast Recovery (Ex):[/b] He heals back 1 hp per level for every hour of rest or light activity. Nonlethal damage heals at the same rate. _____________________________________________ [b]Training Breakdown[/b] Level 1: 1 spent on acid resist, 4 points banked [sblock=Training Chart] [code][b]Training Training Benefit point cost Limitations[/b] +1 to any ability score 12 limited to 6 times each +1 rank to any class skill 3 limited to skill caps +1 rank to other skill 5 limited to skill caps +1 to any resistance 1 limit of +1 per level per type Bonus trained feat 7 1 per odd-numbered level[/code][/sblock] [b]Starting gold[/b] [url=http://invisiblecastle.com/roller/view/2275462/]16[/url] [/sblock] [/QUOTE]
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