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[4e] [ePoL] Heroic Souls RG
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<blockquote data-quote="Graf" data-source="post: 4363031" data-attributes="member: 3087"><p><strong>Champy the fungal fighter</strong></p><p></p><p><a href="http://www.enworld.org/forum/showpost.php?p=4362924&postcount=98" target="_blank">Champy</a> (Fungi Fighter )</p><p>[sblock=Background]</p><p>He has traveled no small amount of distance to join his battle brother.[/sblock]</p><p></p><p>[sblock=Stat Block]Champy Level 1 Fungi Fighter </p><p>Initiative +1; Senses Perception +1 Insight +1 </p><p>HP 33; Bloodied 16; Healing Surge 8; Surges Per Day 13</p><p>AC 17; Fort 15, Ref 11, Will 12</p><p>Speed 5</p><p>Action Points 1 (generally spends whenever Eldan spends)</p><p>-----------------------------------------------------------------</p><p> <img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <u><strong>Maul(standard; at-will) ✦ Weapon</strong></u></p><p> +6 vs AC; 2d6+3 damage </p><p></p><p> <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <u><strong><span style="color: SeaGreen">Sure Strike(standard; at-will) ✦ Martial, Weapon</span></strong></u></p><p> +8 vs AC; 2d6 damage</p><p></p><p> <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <u><strong><span style="color: SeaGreen">Cleave(standard; at-will) ✦ Martial, Weapon</span></strong></u></p><p> +6 vs AC; 4d6 + 3 damage, and an enemy adjacent to it takes 3 damage.</p><p><em>would have preferred tide of iron, but he's not a shield wielder; cleave is simpler anyway...</em></p><p></p><p> <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <u><strong><span style="color: Red">Covering Attack (standard; encounter) ✦ Martial, Weapon</span></strong></u></p><p> +6 vs AC; 4d6 + 3 damage, and an ally adjacent to the target can shift 2 squares.</p><p></p><p> <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <u><strong><span style="color: White">Comeback Strike (standard; daily) ✦ Healing, Martial, <strong>Reliable</strong>, Weapon</span></strong></u></p><p> +6 vs AC; 4d6 + 3 damage, and it can spend a healing surge.</p><p></p><p> ✦<strong><u><span style="color: red">Hunter's Quarry (minor action; Encounter) ✦Martial</span></u></strong></p><p>You designate the creature closest to you as your quarry. You do an extra 1d6 points of damage to that creature if you hit them.</p><p></p><p>✦<strong><u><span style="color: red">Fungal Resolve(minor; Encounter) ✦ Healing</span></u></strong>.</p><p><strong>Effect:</strong>It gains a number of temporary hit points equal to 3. It may make an immediate saving throw against one effect that inflicts ongoing damage and can be ended with a save. In addition, if it is bloodied it regains hit points equal to 3. </p><p></p><p>✦<strong><u><span style="color: white">Devoted Defender (Immediate Interrupt; daily) ✦ Martial</span></u></strong>.</p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Burst 1 <strong>Trigger:</strong> An adjacent ally is hit by a melee or a ranged attack <strong>Effect: </strong>It is hit by the attack instead.</p><p><em>this is a freebie I gave it as a DM....</em></p><p>-----------------------------------------------------------------</p><p>Alignment Unaligned; Languages Common (sorta)</p><p>Str 16 (+3) Dex 12 (+1) Con 18 (+4)</p><p>Int 6 (-2) Wis 13 (+1) Cha 6 (-2)</p><p></p><p>Acrobatics +1<em>u</em>, Athletics +8 Endurance +10*, Intimidate +10*, Insight +1<em>u</em>, Perception +1<em>u</em>, Nature +6<span style="color: SeaGreen">*</span></p><p><em>u</em> = Untrained Skill | <em>no skill adjustment for scale</em></p><p>*=+2 racial bonus | <span style="color: SeaGreen">*</span> = creature of nature</p><p>Feat: Skill Training: Nature</p><p>Gear: Petrified wooden club [Maul]</p><p></p><p></p><p></p><p>[/sblock]</p><p></p><p>[sblock=fighter features memo]</p><ul> <li data-xf-list-type="ul">Combat Challenge<br /> Every time it attacks an enemy, whether the attack hits or misses, it can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.<br /> In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.</li> <li data-xf-list-type="ul">Combat Superiority<br /> You gain a bonus to opportunity attacks equal to +1 [wis]. An enemy struck by its opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.</li> <li data-xf-list-type="ul">Fighter Weapon Talent<br /> +1 to hit with two handed weapons</li> </ul><p>[/sblock]</p><p></p><p>[sblock=Fungi-man features memo]Speed 6 but always considered to be wearing the highest armor its proficient with (scale, right now)</p><p>Languages: Common</p><p>Skill Bonus: +2 Endurance, +2 Intimidate</p><p>Construct: You have the construct keyword, so you are considered to be a construct for effects that relate to that keyword.</p><p>Sentient Plant: As a sentient plant, you have the following traits.</p><p>✦ You gain a +2 bonus to saving throws against ongoing damage.</p><p>✦ You don’t need to eat, drink, or breathe, but this doesn’t render you immune to any effect.</p><p>✦ Rather than sleep, sentient plants spend 4 hours refraining from any strenuous activity. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While resting in this low-exertion state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.</p><p>✦ When reduced to 0 hit points, you are less likely to die. When you make a death saving throw, you can take the better of your die roll or 10. You still die at the normal negative hit point total.</p><p>Plant Mind: You gain a +1 racial bonus to your Will defense.</p><p>Creature of Nature: You can use your wisdom modifier instead of your intelligence modifier when you roll Nature skill checks.</p><p>Naturally Armored: Your skin and flesh are considered to be the equivalent of a normal, non-magical suit of the best armor you are able to wear. You can never "remove" this armor, or wear armor of any sort.</p><p>Fungal Resolve: You can use fungal resolve as an encounter power.[/sblock]</p><p></p><p>[sblock=Appearance]A toadstool grew legs and arms and is now standing in front of you. It looks like its been through a lot, with long scars across its body. It looks only vaguely humanoid with puffy three fingered hands and no toes to speak of. It's eyes are little more than recesses and it's rudimentary mouth doesn't look like it actually connects to any sort of breathing organs; it's just a depression in the white flesh. Its sort of creepy the way the pseudo-orifice writhes when it tries to speak.</p><p>It's "armed" with a large piece of petrified wood. [/sblock]</p></blockquote><p></p>
[QUOTE="Graf, post: 4363031, member: 3087"] [b]Champy the fungal fighter[/b] [URL="http://www.enworld.org/forum/showpost.php?p=4362924&postcount=98"]Champy[/URL] (Fungi Fighter ) [sblock=Background] He has traveled no small amount of distance to join his battle brother.[/sblock] [sblock=Stat Block]Champy Level 1 Fungi Fighter Initiative +1; Senses Perception +1 Insight +1 HP 33; Bloodied 16; Healing Surge 8; Surges Per Day 13 AC 17; Fort 15, Ref 11, Will 12 Speed 5 Action Points 1 (generally spends whenever Eldan spends) ----------------------------------------------------------------- :bmelee: [U][B]Maul(standard; at-will) ✦ Weapon[/B][/U] +6 vs AC; 2d6+3 damage :melee: [U][B][COLOR=SeaGreen]Sure Strike(standard; at-will) ✦ Martial, Weapon[/COLOR][/B][/U] +8 vs AC; 2d6 damage :melee: [U][B][COLOR=SeaGreen]Cleave(standard; at-will) ✦ Martial, Weapon[/COLOR][/B][/U] +6 vs AC; 4d6 + 3 damage, and an enemy adjacent to it takes 3 damage. [I]would have preferred tide of iron, but he's not a shield wielder; cleave is simpler anyway...[/I] :melee: [U][B][COLOR=Red]Covering Attack (standard; encounter) ✦ Martial, Weapon[/COLOR][/B][/U] +6 vs AC; 4d6 + 3 damage, and an ally adjacent to the target can shift 2 squares. :melee: [U][B][COLOR=White]Comeback Strike (standard; daily) ✦ Healing, Martial, [B]Reliable[/B], Weapon[/COLOR][/B][/U] +6 vs AC; 4d6 + 3 damage, and it can spend a healing surge. ✦[B][U][COLOR=red]Hunter's Quarry (minor action; Encounter) ✦Martial[/COLOR][/U][/B] You designate the creature closest to you as your quarry. You do an extra 1d6 points of damage to that creature if you hit them. ✦[B][U][COLOR=red]Fungal Resolve(minor; Encounter) ✦ Healing[/COLOR][/U][/B]. [B]Effect:[/B]It gains a number of temporary hit points equal to 3. It may make an immediate saving throw against one effect that inflicts ongoing damage and can be ended with a save. In addition, if it is bloodied it regains hit points equal to 3. ✦[B][U][COLOR=white]Devoted Defender (Immediate Interrupt; daily) ✦ Martial[/COLOR][/U][/B]. :close: Burst 1 [B]Trigger:[/B] An adjacent ally is hit by a melee or a ranged attack [B]Effect: [/B]It is hit by the attack instead. [I]this is a freebie I gave it as a DM....[/I] ----------------------------------------------------------------- Alignment Unaligned; Languages Common (sorta) Str 16 (+3) Dex 12 (+1) Con 18 (+4) Int 6 (-2) Wis 13 (+1) Cha 6 (-2) Acrobatics +1[I]u[/I], Athletics +8 Endurance +10*, Intimidate +10*, Insight +1[I]u[/I], Perception +1[I]u[/I], Nature +6[COLOR=SeaGreen]*[/COLOR] [I]u[/I] = Untrained Skill | [I]no skill adjustment for scale[/I] *=+2 racial bonus | [COLOR=SeaGreen]*[/COLOR] = creature of nature Feat: Skill Training: Nature Gear: Petrified wooden club [Maul] [/sblock] [sblock=fighter features memo] [LIST] [*]Combat Challenge Every time it attacks an enemy, whether the attack hits or misses, it can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt. [*]Combat Superiority You gain a bonus to opportunity attacks equal to +1 [wis]. An enemy struck by its opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving. [*]Fighter Weapon Talent +1 to hit with two handed weapons [/LIST] [/sblock] [sblock=Fungi-man features memo]Speed 6 but always considered to be wearing the highest armor its proficient with (scale, right now) Languages: Common Skill Bonus: +2 Endurance, +2 Intimidate Construct: You have the construct keyword, so you are considered to be a construct for effects that relate to that keyword. Sentient Plant: As a sentient plant, you have the following traits. ✦ You gain a +2 bonus to saving throws against ongoing damage. ✦ You don’t need to eat, drink, or breathe, but this doesn’t render you immune to any effect. ✦ Rather than sleep, sentient plants spend 4 hours refraining from any strenuous activity. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While resting in this low-exertion state, you are fully aware of your surroundings and notice approaching enemies and other events as normal. ✦ When reduced to 0 hit points, you are less likely to die. When you make a death saving throw, you can take the better of your die roll or 10. You still die at the normal negative hit point total. Plant Mind: You gain a +1 racial bonus to your Will defense. Creature of Nature: You can use your wisdom modifier instead of your intelligence modifier when you roll Nature skill checks. Naturally Armored: Your skin and flesh are considered to be the equivalent of a normal, non-magical suit of the best armor you are able to wear. You can never "remove" this armor, or wear armor of any sort. Fungal Resolve: You can use fungal resolve as an encounter power.[/sblock] [sblock=Appearance]A toadstool grew legs and arms and is now standing in front of you. It looks like its been through a lot, with long scars across its body. It looks only vaguely humanoid with puffy three fingered hands and no toes to speak of. It's eyes are little more than recesses and it's rudimentary mouth doesn't look like it actually connects to any sort of breathing organs; it's just a depression in the white flesh. Its sort of creepy the way the pseudo-orifice writhes when it tries to speak. It's "armed" with a large piece of petrified wood. [/sblock] [/QUOTE]
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