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[4e] Etene - Rogue's Gallery
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<blockquote data-quote="Voda Vosa" data-source="post: 4771004" data-attributes="member: 51271"><p><strong>Quinn the human druid</strong></p><p>[code]Name: Quinn </p><p>Race: Human</p><p>Class: Druid</p><p></p><p>Ability scores</p><p>Str 10 +0</p><p>Dex 12 +1</p><p>Con 16 +3</p><p>Int 12 +1</p><p>Wis 18 +4 (+2 Human)</p><p>Cha 8 -1</p><p></p><p>AC: 10 +0(lvl/2) + 3 (CON) + 2 (armor)= 15 </p><p></p><p>Defenses</p><p>For: 14</p><p>Ref: 14</p><p>Will: 16</p><p></p><p>HP: 28</p><p>Healing surges: 10/day, grants 7 hp</p><p></p><p>Initiative: +1</p><p>Senses:</p><p>Perception:19 insight:19</p><p></p><p>Speed: 6</p><p></p><p>Languages:Common</p><p></p><p>Alignment: Unaligned</p><p></p><p>Patron Deity: Avandra</p><p></p><p>Racial features: </p><p>Ability Scores: +2 Wisdom</p><p>Size: Medium</p><p>Speed: 6 squares</p><p>Vision: Normal</p><p>Languages: Common</p><p>Bonus At-Will Power: You know one extra at-will</p><p>power from your class.</p><p>Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.</p><p>Bonus Skill: You gain training in one additional skill from your class skill list.</p><p>Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.</p><p></p><p>Class features:</p><p>Balance of Nature: 3 at will powers</p><p>Primal Aspect: Primal Guardian (CON determines the AC bonus)</p><p>Ritual Casting</p><p>wild shape</p><p>Armor Proficiencies: Cloth, leather, hide</p><p>Weapon Proficiencies: Simple melee, simple ranged.</p><p>Bonus to Defense: +1 Reflex, +1 Will</p><p></p><p>Skills (trained):</p><p>Nature +9</p><p>Perception +9</p><p>Insight +9</p><p>Heal +9</p><p>Endurance +8</p><p></p><p></p><p>Feats: </p><p>Human Perseverance</p><p>Beetle's Boring Maxillae[Ferocious Tiger Form] </p><p></p><p>Basic Attack</p><p>Staff +2 1d8 </p><p>Sticky Goo[Grasping Claws] +4 vs Ref 1d8+4 </p><p>Pounce(If charging) +4 vs Ref 1d8+4</p><p></p><p>Powers (4/1/1/0)</p><p></p><p>At-will powers: </p><p>[sblock=Thorn Whip]</p><p>Barbed vines whip out from the wood of your staff or totem to lash and ensnare your prey.</p><p>Implement, Primal</p><p>Standard Action Ranged 10</p><p>Target: One creature</p><p>Attack: Wisdom vs. Fortitude</p><p>Hit: 1d8 + Wisdom modifier damage, and you pull the</p><p>target 2 squares.</p><p>[/sblock]</p><p>[sblock=Call of the Beast]You draw forth the savagery that dwells in every creature, compelling your enemies to fight without forethought or plan.</p><p>Charm, Implement, Primal, Psychic</p><p>Standard Action Area burst 1 within 10 squares</p><p>Target: Each creature in burst</p><p>Attack: Wisdom vs. Will</p><p>Hit: The target can’t gain combat advantage until the end</p><p>of your next turn. In addition, on its next turn the target</p><p>takes psychic damage equal to 5 + your Wisdom modifier</p><p>when it makes any attack that doesn’t include your</p><p>ally nearest to it as a target.</p><p>[/sblock]</p><p>[sblock=Pounce]You leap at your foe, catching it off guard.</p><p>Beast Form, Implement, Primal</p><p>Standard Action Melee touch</p><p>Target: One creature</p><p>Attack: Wisdom vs. Reflex</p><p>Hit: 1d8 + Wisdom modifier damage. The target grants</p><p>combat advantage to the next creature that attacks it</p><p>before the end of your next turn.</p><p>Level 21: 2d8 + Wisdom modifier damage.</p><p>Special: When charging, you can use this power in place of</p><p>a melee basic attack.[/sblock]</p><p>[sblock=Sticky Goo][Grasping Claws: You rend and tear your foe with your claws, leaving it unable to escape your next assault.]</p><p>You bite your enemy with your mandible, leaving behind a sticky yellow goo that stops your enemy from escaping.</p><p>Beast Form, Implement, Primal</p><p>Standard Action Melee touch</p><p>Target: One creature</p><p>Attack: Wisdom vs. Reflex</p><p>Hit: 1d8 + Wisdom modifier damage, and the target is</p><p>slowed until the end of your next turn.</p><p>Level 21: 2d8 + Wisdom modifier damage.</p><p>Special: This power can be used as a melee basic attack.[/sblock]</p><p>Encounter Powers: </p><p>[sblock=Frost Flash]You blast your enemy with cold that leaves it frozen in place.</p><p>Cold, Implement, Primal</p><p>Standard Action Ranged 10</p><p>Target: One creature</p><p>Attack: Wisdom vs. Fortitude</p><p>Hit: 1d6 + Wisdom modifier cold damage, and the target</p><p>is immobilized until the end of your next turn.</p><p>Primal Guardian: The attack deals extra damage equal to</p><p>your Constitution modifier.[/sblock]</p><p>Daily Powers: </p><p>[sblock=[Stinking could][Savage Frenzy: In a blur of claw and fang, you strike out at nearby enemies.]</p><p>Releasing the liquid content of two glands into the air produces a could of stinking gas that dazes and hampers your enemies' movement </p><p>Beast Form, Implement, Primal</p><p>Standard Action Close burst 1</p><p>Target: Each enemy in burst you can see</p><p>Attack: Wisdom vs. Reflex</p><p>Hit: 1d6 + Wisdom modifier damage, and the target is</p><p>dazed and slowed (save ends both).</p><p>Miss: Half damage, and the target is slowed until the end of</p><p>your next turn.[/sblock]</p><p></p><p>Equipment:</p><p>Leather armour (25 gp) </p><p>Adventurers kit (16 gp)</p><p>Magical staff +1 </p><p></p><p></p><p></p><p>[/code]</p><p></p><p>Background</p><p>Quinn, a young man, apprentice of the local herbalist, has recently suffered the loss of his master.</p><p>A stormy night days ago, the old shaman -for that was what he really was- was sleeping in his slum house. He had let Quinn mixing herbs and preparing the blends for tomorrow. But there never was tomorrow.</p><p>A horrible scream came from Quinn's master's room. By the moment his apprentice made his way there, the shaman Ferroach was convulsing in his bed, with his eyes completely white. Frightened, Quinn stood there, unable to react for several seconds, until his mid started working. He rushed to the front part of the building and collected some herbs and potions, and rushed back to the old man's room.</p><p>The desperate Quinn tried to apply all the healing techniques he knew, and succed at ending the convulsions and his master's general condition.</p><p>"I'm dying..." the shaman mumbled with worry face "It's not too late..." he said smiling at his apprentice "Give me that vial, quick!" the shaman pointed at a vial of potion resting over his cabinet. Quinn always thought that it was something important, but never quite dare to ask his master about it's content.</p><p>After giving his Ferroach his vial, the old man drank it desperately, and begin convulsing again. "Master?! What was that? Master?" Quinn asks with his nerves at the edge. "I'll teach you something interesting... tomorrow..." the shaman answered, before dropping dead on his bed.</p><p>Of course no one suspected that Quinn had nothing to do with old herbalist demise, but they also had no doubt that what the shaman told to him was just a ridiculous, pre-death nonsense.</p><p>The town folk buried the lone dead man, with no one to cry for him excepting Quinn.</p><p>After a night, hunted by nightmares and strange dreams, Quinn woke up in the herbalist's lab. The he heard him. Master Ferroach was speaking to him!</p><p>Quinn rushed to Ferroach's room again, but found no one. Just a strange looking staff among his bed cloth. The young man took the staff in his hand, and looked at it in the light that filled the room from the window. The wood carved object had the shapes of beetles, and strange runes on it. Upon watching it, Quinn suddenly felt the power of the Fey wild, navigating his veins, and his skin started to shine and glitter. After he blinked, Quinn had became a huge beetle!</p><p>With another blink, the young man bacem human again. Puzzled and confused, the apprentice herbolist heard a voice in his head, a familiar voice.</p><p>Because you know, Ferroach body might be dead in his grave, but Ferroach spirit was tingling inside Quinn's mind. And it said to him many thing about the natural world and about the primal spirits of the world, and about Quinn's destiny. Ferroach's spirit said many other things, but telling them here would spoil the fun, wont it? Enough is to say the after two days, the young Quinn wished he could find a way to exorcise his former master from his head.</p><p></p><p>After acknowledging the new path before him, Quinn wandered the Dales, searching to "Call of Destiny" as Ferroach said. With no fixed destiny the young man started his journey of discovery, guided both by duty and wanderlust. </p><p>His travel took him to the Mistledale, walking the plains, scaling the hills, and wandering in the sinuose paths of the forests. It was in one of these Daleian forests that he was intercepted by a stern looking half-human. After exposing that there was no place in that forest for those with bad intentions towards the flora and fauna, Ferroarch stared shouting inside Quinn's mind. "This is it, child! This is the call of Destiny, the call of the ancient primordials! You must befriend this man, earn his trust and help him protect this woods"</p><p>With the advise of the spirit, Quinn explained his particular history to the warden, and offered his help to him, and so they became comrades in the protection of the forest.</p><p>When strange beasts began appearing in the forest, they attempted to clear them out, but they seemed to be endless. After scouring the forests for many weeks, the pair discovered the source- a strange portal in the base of a decaying tree. With the intent to stop these beasts from plaguing the forest, the warden and the druid walked through the portal, to an unknown realm.</p><p></p><p>Oh! and I found a pic in Google. [sblock= sketch]<img src="http://www.elfwood.com/art/r/a/rachelkremer/druid_sketch.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock]</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 4771004, member: 51271"] [B]Quinn the human druid[/B] [code]Name: Quinn Race: Human Class: Druid Ability scores Str 10 +0 Dex 12 +1 Con 16 +3 Int 12 +1 Wis 18 +4 (+2 Human) Cha 8 -1 AC: 10 +0(lvl/2) + 3 (CON) + 2 (armor)= 15 Defenses For: 14 Ref: 14 Will: 16 HP: 28 Healing surges: 10/day, grants 7 hp Initiative: +1 Senses: Perception:19 insight:19 Speed: 6 Languages:Common Alignment: Unaligned Patron Deity: Avandra Racial features: Ability Scores: +2 Wisdom Size: Medium Speed: 6 squares Vision: Normal Languages: Common Bonus At-Will Power: You know one extra at-will power from your class. Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites. Bonus Skill: You gain training in one additional skill from your class skill list. Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses. Class features: Balance of Nature: 3 at will powers Primal Aspect: Primal Guardian (CON determines the AC bonus) Ritual Casting wild shape Armor Proficiencies: Cloth, leather, hide Weapon Proficiencies: Simple melee, simple ranged. Bonus to Defense: +1 Reflex, +1 Will Skills (trained): Nature +9 Perception +9 Insight +9 Heal +9 Endurance +8 Feats: Human Perseverance Beetle's Boring Maxillae[Ferocious Tiger Form] Basic Attack Staff +2 1d8 Sticky Goo[Grasping Claws] +4 vs Ref 1d8+4 Pounce(If charging) +4 vs Ref 1d8+4 Powers (4/1/1/0) At-will powers: [sblock=Thorn Whip] Barbed vines whip out from the wood of your staff or totem to lash and ensnare your prey. Implement, Primal Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier damage, and you pull the target 2 squares. [/sblock] [sblock=Call of the Beast]You draw forth the savagery that dwells in every creature, compelling your enemies to fight without forethought or plan. Charm, Implement, Primal, Psychic Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Wisdom vs. Will Hit: The target can’t gain combat advantage until the end of your next turn. In addition, on its next turn the target takes psychic damage equal to 5 + your Wisdom modifier when it makes any attack that doesn’t include your ally nearest to it as a target. [/sblock] [sblock=Pounce]You leap at your foe, catching it off guard. Beast Form, Implement, Primal Standard Action Melee touch Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier damage. The target grants combat advantage to the next creature that attacks it before the end of your next turn. Level 21: 2d8 + Wisdom modifier damage. Special: When charging, you can use this power in place of a melee basic attack.[/sblock] [sblock=Sticky Goo][Grasping Claws: You rend and tear your foe with your claws, leaving it unable to escape your next assault.] You bite your enemy with your mandible, leaving behind a sticky yellow goo that stops your enemy from escaping. Beast Form, Implement, Primal Standard Action Melee touch Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier damage, and the target is slowed until the end of your next turn. Level 21: 2d8 + Wisdom modifier damage. Special: This power can be used as a melee basic attack.[/sblock] Encounter Powers: [sblock=Frost Flash]You blast your enemy with cold that leaves it frozen in place. Cold, Implement, Primal Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d6 + Wisdom modifier cold damage, and the target is immobilized until the end of your next turn. Primal Guardian: The attack deals extra damage equal to your Constitution modifier.[/sblock] Daily Powers: [sblock=[Stinking could][Savage Frenzy: In a blur of claw and fang, you strike out at nearby enemies.] Releasing the liquid content of two glands into the air produces a could of stinking gas that dazes and hampers your enemies' movement Beast Form, Implement, Primal Standard Action Close burst 1 Target: Each enemy in burst you can see Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier damage, and the target is dazed and slowed (save ends both). Miss: Half damage, and the target is slowed until the end of your next turn.[/sblock] Equipment: Leather armour (25 gp) Adventurers kit (16 gp) Magical staff +1 [/code] Background Quinn, a young man, apprentice of the local herbalist, has recently suffered the loss of his master. A stormy night days ago, the old shaman -for that was what he really was- was sleeping in his slum house. He had let Quinn mixing herbs and preparing the blends for tomorrow. But there never was tomorrow. A horrible scream came from Quinn's master's room. By the moment his apprentice made his way there, the shaman Ferroach was convulsing in his bed, with his eyes completely white. Frightened, Quinn stood there, unable to react for several seconds, until his mid started working. He rushed to the front part of the building and collected some herbs and potions, and rushed back to the old man's room. The desperate Quinn tried to apply all the healing techniques he knew, and succed at ending the convulsions and his master's general condition. "I'm dying..." the shaman mumbled with worry face "It's not too late..." he said smiling at his apprentice "Give me that vial, quick!" the shaman pointed at a vial of potion resting over his cabinet. Quinn always thought that it was something important, but never quite dare to ask his master about it's content. After giving his Ferroach his vial, the old man drank it desperately, and begin convulsing again. "Master?! What was that? Master?" Quinn asks with his nerves at the edge. "I'll teach you something interesting... tomorrow..." the shaman answered, before dropping dead on his bed. Of course no one suspected that Quinn had nothing to do with old herbalist demise, but they also had no doubt that what the shaman told to him was just a ridiculous, pre-death nonsense. The town folk buried the lone dead man, with no one to cry for him excepting Quinn. After a night, hunted by nightmares and strange dreams, Quinn woke up in the herbalist's lab. The he heard him. Master Ferroach was speaking to him! Quinn rushed to Ferroach's room again, but found no one. Just a strange looking staff among his bed cloth. The young man took the staff in his hand, and looked at it in the light that filled the room from the window. The wood carved object had the shapes of beetles, and strange runes on it. Upon watching it, Quinn suddenly felt the power of the Fey wild, navigating his veins, and his skin started to shine and glitter. After he blinked, Quinn had became a huge beetle! With another blink, the young man bacem human again. Puzzled and confused, the apprentice herbolist heard a voice in his head, a familiar voice. Because you know, Ferroach body might be dead in his grave, but Ferroach spirit was tingling inside Quinn's mind. And it said to him many thing about the natural world and about the primal spirits of the world, and about Quinn's destiny. Ferroach's spirit said many other things, but telling them here would spoil the fun, wont it? Enough is to say the after two days, the young Quinn wished he could find a way to exorcise his former master from his head. After acknowledging the new path before him, Quinn wandered the Dales, searching to "Call of Destiny" as Ferroach said. With no fixed destiny the young man started his journey of discovery, guided both by duty and wanderlust. His travel took him to the Mistledale, walking the plains, scaling the hills, and wandering in the sinuose paths of the forests. It was in one of these Daleian forests that he was intercepted by a stern looking half-human. After exposing that there was no place in that forest for those with bad intentions towards the flora and fauna, Ferroarch stared shouting inside Quinn's mind. "This is it, child! This is the call of Destiny, the call of the ancient primordials! You must befriend this man, earn his trust and help him protect this woods" With the advise of the spirit, Quinn explained his particular history to the warden, and offered his help to him, and so they became comrades in the protection of the forest. When strange beasts began appearing in the forest, they attempted to clear them out, but they seemed to be endless. After scouring the forests for many weeks, the pair discovered the source- a strange portal in the base of a decaying tree. With the intent to stop these beasts from plaguing the forest, the warden and the druid walked through the portal, to an unknown realm. Oh! and I found a pic in Google. [sblock= sketch][IMG]http://www.elfwood.com/art/r/a/rachelkremer/druid_sketch.jpg[/IMG][/sblock] [/QUOTE]
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