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A paid Trip to Spellhold [RG, D&D4e]
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<blockquote data-quote="Velmont" data-source="post: 4953870" data-attributes="member: 13739"><p><span style="color: Yellow"><span style="font-size: 12px"><strong>Cliff</strong></span> </span></p><p>Level 5</p><p>Male Longtooth Shifter Protecting Paladin</p><p>Alignement: Lawful Good</p><p>Patron: Illmater</p><p></p><p>Initiative 1; Senses Perception 14, Insight 21</p><p>Vision: Low-Light</p><p>HP 51; Bloodied 25; Surge Value 12; Healing Surges 11</p><p>AC 23; Fort 18, Ref 16, Will 17</p><p>Speed 6 (5)</p><p>Action Points 1</p><p></p><p>-----------------------------------------------------------------</p><p>Racial Features:</p><p>+2 Athletics, +2 Endurance</p><p>Longthooth Shifting</p><p></p><p>Class Features:</p><p>Channel Divinity</p><p>Divine Challenge</p><p>Lay on Hands</p><p></p><p>Magical Items Proprieties:</p><p>Frostwolf Pelt +1: Resist Cold 5.</p><p>Skull Mask: +1 Intimidate, Resist Necrotic 5</p><p></p><p></p><p>Proficiencies:</p><p>Armor: Cloth, Leather, Hide, Chainmail, Scale, Plate, Light Shield, Heavy Shield</p><p>Weapon: Simple Melee, Military Melee, Simple Ranged</p><p></p><p>Armor: </p><p>Stoneborn Plate +1 (+9 AC, 50 lbs.)</p><p>Preservation Heavy Shield (+2 AC, +2 Refl, 15 lbs)</p><p></p><p>Weapon:</p><p>Acidic Longsword +1: (+11, 1d8+7, crit: +1d6 acid, 4 lbs., Heavy Blade, Versatile)</p><p></p><p>-----------------------------------------------------------------</p><p>Str 18 (+4) Con 12 (+1)</p><p>Dex 8 (-1) Int 10 (+0) </p><p>Wis 14 (+2) Cha 16 (+3)</p><p></p><p>Languages Common, Elven</p><p></p><p>Background:</p><p>Divinely Inspired : +2 Insight</p><p></p><p>Skills:</p><p>Athletics +4, Diplomacy +10*, Endurance 1, Heal +9*, Insight +11*, Intimidate +6, Perception +4, Religion +7*</p><p>* Trained Skill</p><p></p><p>Feats:</p><p>L1: Deva Heritage</p><p>L2: Devoted Paladin</p><p>L4: Versatile Expertise (Heavy Blade, Holy Symbol)</p><p></p><p>Gear 10 gp. 69/180 Lbs</p><p>Acidic Longsword (4 lbs.)</p><p>Stoneborn Plate Armor +1 (50 lbs.)</p><p>Preservation Light Shield (15 lbs.)</p><p>Frostwolf Pelt +1 (- lbs.)</p><p>Skull Mask (- lbs.)</p><p>Standard Adventurers Kit (33 lbs.)</p><p>Holy Symbol of Scorned Fate</p><p></p><p>-----------------------------------------------------------------</p><p><u><strong>Powers:</strong></u></p><p><strong>At-Will:</strong></p><p><span style="color: SeaGreen"><strong>Divine Sanction</strong></span> - Paladin Feature</p><p>As Power</p><p>Effect: While under your divine sanction, the target is marked. It takes -2 penalty to attack for any attack that doesn't include you as a target. Also, it takes 6 radiant damage the first time it makes an attack that doesn't include you as a target before the start of your next turn.</p><p></p><p></p><p><span style="color: SeaGreen"><strong>Divine Challenge</strong></span> - Paladin Feature</p><p>Minor Action - Divine, Radiant - Close Burst 5</p><p>One creature in burst</p><p>Effect: The target is under your divine sanction until you use this power against another target, or you fail to engage the target.</p><p></p><p>On your turn, you must engage the target you challenged or challenge a different target. To engage a target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can't use divine challenge on your next turn.</p><p></p><p>You can use divine challenge once per turn.</p><p></p><p><span style="color: SeaGreen"><strong>Strike of Hope</strong></span> - Paladin Attack 1</p><p>Standard Action - Divine, Radiant, Weapon - Melee Weapon</p><p>One creature – +11 vs. AC</p><p>Hit: 1d8+5 radiant damage and one ally within 5 squares gains 3 THP or 8 THP if he is bloodied.</p><p></p><p><span style="color: Seagreen"><strong>Vengeful Strike</strong></span> - Paladin Attack 1</p><p>Standard Action - Divine, Radiant, Weapon - Melee Weapon</p><p>One creature – +11 vs. AC</p><p>Hit: 1d8+5 radiant damage. If an ally within 5 feat is bloodied, the target take an extra 3 radiant damage.</p><p>Miss: You gain +2 power bonus to the next damage roll on the target.</p><p></p><p><strong>Encounter:</strong></p><p><span style="color: DarkRed"><strong>Longthooth Shifting</strong></span> - Longhooth Shifter Feature</p><p>Minor Action - Healing - Personal</p><p>Personal</p><p>Requirement: You must be bloodied</p><p>Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.</p><p></p><p><span style="color: DarkRed"><strong>Divine Mettle</strong></span> - Paladin Feature</p><p>Minor Action - Divine - Close Burst 10</p><p>One creature in burst</p><p>Channel Divinity: You can use only one channel divinity power per encounter.</p><p>Effect: The target makes a saving throw with a +3 bonus.</p><p></p><p><span style="color: darkred"><strong>Divine Strength</strong></span> - Paladin Feature</p><p>Minor Action - Divine </p><p>Personal </p><p>Channel Divinity: You can use only one channel divinity power per encounter.</p><p>Effect: Apply +4 as extra damage on your next attack this turn.</p><p></p><p><span style="color: darkred"><strong>Piercing Strike</strong></span> – Paladin 1 </p><p>Standard Action - Divine, Weapon - Melee Weapon</p><p>One Creature - +11 vs. Refl.</p><p>Hit: 2d8+5 and the target and a number of enemies adjacent to you equal to your Wisdom modifier are marked until the end of your next turn.</p><p></p><p><span style="color: darkred"><strong>Rigtheous Smite</strong></span> – Paladin 3 </p><p>Standard Action - Divine, Weapon - Close Burst 1</p><p>One target - +10 vs. AC</p><p>Hit: 2d8+4 and each ally within 5 squares gain 7 THP.</p><p></p><p><strong>Daily:</strong></p><p><span style="color: SlateGray"><strong>Lay on Hand</strong></span> – Paladin Feature</p><p>Minor Action - Divine Healing - Melee Touch</p><p>One creature </p><p>Effect: You spend an healing surge and you regain no hit points and the target regain hit point as if he had spend an healing surge.</p><p>Special: You can use this power 2 times per day, but only once per round.</p><p></p><p><span style="color: SlateGray"><strong>Astral Splendor</strong></span> – Feat Power</p><p>Minor Action - Stance </p><p>Personal</p><p>Effect: Until the stance ends, enemies takes a -2 penalty to attack rolls made against you. you also shed bright light within 6 squares.</p><p>Special: This stance ends when you become bloodied.</p><p></p><p><span style="color: SlateGray"><strong>Majestic Halo</strong></span> – Paladin 1</p><p>Standard Action - Divine,Radiant, Weapon - Melee Weapon</p><p>One creature - +11 vs. AC</p><p>Hit: 3d8 + 5 fire damage. </p><p>Miss: Half Damage</p><p>Effect: Until the end of the encounter, any enemy starting his turn adjacent to you is under your divine sanction until the end of his turn.</p><p></p><p><span style="color: SlateGray"><strong>Restore Vitality</strong></span> – Paladin 2 </p><p>Minor Action - Divine - Melee 1</p><p>One creature</p><p>Hit: The target regain hit points equals to your Healing Surge Value and can make a saving throw.</p><p></p><p><span style="color: SlateGray"><strong>Hallowed Cricle</strong></span> – Paladin 5</p><p>Standard Action - Divine, Radiant, Weapon - Melee Weapon</p><p>One creature - +10 vs. AC</p><p>Hit: 2d6 + 4 radiant damage. </p><p>Effect: The burst create a zone of bright light that last until the end of the encounter. You and your allies gain +1 power bonus to all defenses while within the zone</p><p></p><p></p><p>Magical Items:</p><p><span style="color: Orange"><strong>Holy Symbol of Scorned Fate</strong></span> – Magical Item </p><p><span style="color: DarkRed">Encounter</span></p><p>Free Action</p><p>Trigger: You fail your first saving throw against an effect.</p><p>Effect: You are not affected by the effect until the end of your next turn. Also, if the effect have another effect after a failed saving throw, the triggering saving throw doesn't count as a first saving throw failed.</p><p></p><p><span style="color: Orange"><strong>Acidic Longsword +1</strong></span> – Magical Item </p><p><span style="color: DarkRed">Encounter</span></p><p>Standard Action - Acid, Weapon - Melee 5</p><p>One Creature - +11 vs. AC</p><p>Hit: 1d8+7 acid damage. This is a melee basic attack.</p><p></p><p><span style="color: Orange"><strong>Acidic Longsword</strong></span> – Magical Item</p><p><span style="color: Slategray">Daily</span></p><p>Free Action - Acid - Melee Weapon</p><p>One creature</p><p>Trigger: You just hit a target with this sword.</p><p>Effect: The target gain 5 ongoing acid damage (save ends).</p><p></p><p><span style="color: Orange"><strong>Frostwolf Pelt</strong></span> – Magical Item</p><p><span style="color: Slategray">Daily</span></p><p>Immediat Reaction - One adjacent enemy that just hit you</p><p>Effect: The triggering enemy is knocked prone. </p><p></p><p><span style="color: Orange"><strong>Preservation Heavy Shield</strong></span> – Magical Item</p><p><span style="color: Slategray">Daily</span></p><p>Minor Action - Close Burst 5</p><p>You and each ally in burst</p><p>Effect: The targets gain a number of temporary hit points equal to your remaining number of healing surge.</p><p></p><p><span style="color: Orange"><strong>Stoneborn Armor</strong></span> – Magical Item</p><p><span style="color: Slategray">Daily</span></p><p>Minor Action - Personal</p><p>Effect: Gain 11 temporary hit points. They last until depleted or until the next extended rest. </p><p></p><p>[SBLOCK=Cliff]</p><p>Initiative 1; Senses Perception 14, Insight 21</p><p>Vision: Low-Light</p><p>HP 51; Bloodied 25; Surge Value 12; Healing Surges 11/11</p><p>AC 23; Fort 18, Ref 16, Will 17</p><p>Speed 6 (5)</p><p>Action Points 1</p><p></p><p>-----------------------------------------------------------------</p><p></p><p>Weapon:</p><p>Acidic Longsword +1: (+10, 1d8+5, Crit: +1d6 acid, 4 lbs., Heavy Blade, Versatile)</p><p></p><p>-----------------------------------------------------------------</p><p></p><p><u><strong>Powers:</strong></u></p><p><span style="color: SeaGreen"><strong>Divine Challenge</strong></span> </p><p><span style="color: SeaGreen"><strong>Strike of Hope</strong></span></p><p><span style="color: seagreen"><strong>Vengeful Strike</strong></span></p><p><span style="color: DarkRed"><strong>Longtooth Shifting</strong></span> </p><p><span style="color: DarkRed"><strong>Divine Mettle</strong></span> </p><p><span style="color: darkred"><strong>Divine Strength</strong></span></p><p><span style="color: darkred"><strong>Piercing Smite</strong></span></p><p><span style="color: darkred"><strong>Rigtheous Smite</strong></span></p><p><span style="color: SlateGray"><strong>Lay on Hand(**)</strong></span></p><p><span style="color: SlateGray"><strong>Astral Spendor</strong></span></p><p><span style="color: SlateGray"><strong>Restore Viltality</strong></span></p><p><span style="color: SlateGray"><strong>Majestic Halo</strong></span></p><p><span style="color: SlateGray"><strong>Hallowed Circle</strong></span></p><p><span style="color: Orange"><strong>Holy Symbol of Scorned Fate (Encounter)</strong></span></p><p><span style="color: Orange"><strong>Acidic Longsword (Encounter)</strong></span></p><p><span style="color: Orange"><strong>Acidic Longsword (Daily)</strong></span></p><p><span style="color: Orange"><strong>FrostWold Pelt (Daily)</strong></span></p><p><span style="color: Orange"><strong>Preservation Heavy Shield (Daily)</strong></span></p><p><span style="color: Orange"><strong>Stoneborn Armor (Daily)</strong></span>[/SBLOCK]</p><p></p><p>[SBLOCK=Background]It has been a year since he left the Werewood. He had decided to leave as many members of his clan was thinking he was fool. There was that voice in his head he had been hearing since he can remember. It wasn't quite a person, but more the memory of one, the memory of many person, or maybe the memory of one who had live many lives. Things wasn't clear. But for the shifter he was, that wasn't normal. The others was following their instinct, himself was following the wisdom behind those memories.</p><p></p><p>So he always felt as an outcast, and one day, he has decided to leave his clan and travel south. The few people he could have called friends suggest him to travel to Baldur's Gate, but he was attracted to the south, to the kingdom of Amn. When he arrived to Athkatla, he was putting his eyes on the city for the first time, but the city seems to him so familiar. Each lives he had memories, they all came to this city, and they all died there. Every death came to his mind and he understood that he had reach his final destination.</p><p></p><p>So the first place he visited was a small chapel of Illmater. He knew exactly where it was, as many of his memories was from there. He found an old man, sick, who was attending to the chapel. The man told him there was very few followers of the Martyr god in this city, as no one was willing to die for their belief. People die here because of the gold. Because they lack it, because they want it, because they have it.</p><p></p><p>But in this foreign land, Cliff had to find a way of living. He was a warrior in his tribe, so he decided to earn his living as the only way he knew. He became guard for a merchant house. He was guarding some storage house during the night, taking advantage of his higher sense.</p><p></p><p>During months, his live was guard at night, sleeping at day and a visit at the chapel, talking with the old man an hour before leaving for work. But one day, all changed. He arrived at the chapel and found the old man dead. He died of his sickness. He mourned the man for an hour, also making sure someone would take proper care of his body. After that, he left the empty chapel to go to his work.</p><p></p><p>That same night, the storage room was attacked by a band of thugs and thieves. Probably the Shadow thieves. They had well prepared the hit and Cliff got seriously wounded. He was left dying. The wound was too serious for his regenerative power. He thought a moment that he was meeting the same faith as every live he had memories, but Illmater came to him. "Not yet child."</p><p></p><p>He awoke a week later, in his house. He never knew how he had awake there, but the first thing he did was go to the chapel. The chapel had been robbed, as no one was left to take care of it. So Cliff spend the day putting back the chapel into order, and establish himself in the room where was leaving the old man.</p><p></p><p>It is a month later that he saw the announcement as which the council of five was seeking people. For an unknown reason, he felt he had to go there. Also a clear image of Spellhold came into his mind. A memory of another life. Why it awoke at that moment? He decides to take a chance and follow his instinct. Maybe one day he will understand why he came here, why he is like that, or maybe he will just die one of the many death he remember.[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Velmont, post: 4953870, member: 13739"] [COLOR="Yellow"][SIZE=3][B]Cliff[/B][/SIZE] [/COLOR] Level 5 Male Longtooth Shifter Protecting Paladin Alignement: Lawful Good Patron: Illmater Initiative 1; Senses Perception 14, Insight 21 Vision: Low-Light HP 51; Bloodied 25; Surge Value 12; Healing Surges 11 AC 23; Fort 18, Ref 16, Will 17 Speed 6 (5) Action Points 1 ----------------------------------------------------------------- Racial Features: +2 Athletics, +2 Endurance Longthooth Shifting Class Features: Channel Divinity Divine Challenge Lay on Hands Magical Items Proprieties: Frostwolf Pelt +1: Resist Cold 5. Skull Mask: +1 Intimidate, Resist Necrotic 5 Proficiencies: Armor: Cloth, Leather, Hide, Chainmail, Scale, Plate, Light Shield, Heavy Shield Weapon: Simple Melee, Military Melee, Simple Ranged Armor: Stoneborn Plate +1 (+9 AC, 50 lbs.) Preservation Heavy Shield (+2 AC, +2 Refl, 15 lbs) Weapon: Acidic Longsword +1: (+11, 1d8+7, crit: +1d6 acid, 4 lbs., Heavy Blade, Versatile) ----------------------------------------------------------------- Str 18 (+4) Con 12 (+1) Dex 8 (-1) Int 10 (+0) Wis 14 (+2) Cha 16 (+3) Languages Common, Elven Background: Divinely Inspired : +2 Insight Skills: Athletics +4, Diplomacy +10*, Endurance 1, Heal +9*, Insight +11*, Intimidate +6, Perception +4, Religion +7* * Trained Skill Feats: L1: Deva Heritage L2: Devoted Paladin L4: Versatile Expertise (Heavy Blade, Holy Symbol) Gear 10 gp. 69/180 Lbs Acidic Longsword (4 lbs.) Stoneborn Plate Armor +1 (50 lbs.) Preservation Light Shield (15 lbs.) Frostwolf Pelt +1 (- lbs.) Skull Mask (- lbs.) Standard Adventurers Kit (33 lbs.) Holy Symbol of Scorned Fate ----------------------------------------------------------------- [U][B]Powers:[/B][/U] [B]At-Will:[/B] [COLOR="SeaGreen"][B]Divine Sanction[/B][/COLOR] - Paladin Feature As Power Effect: While under your divine sanction, the target is marked. It takes -2 penalty to attack for any attack that doesn't include you as a target. Also, it takes 6 radiant damage the first time it makes an attack that doesn't include you as a target before the start of your next turn. [COLOR="SeaGreen"][B]Divine Challenge[/B][/COLOR] - Paladin Feature Minor Action - Divine, Radiant - Close Burst 5 One creature in burst Effect: The target is under your divine sanction until you use this power against another target, or you fail to engage the target. On your turn, you must engage the target you challenged or challenge a different target. To engage a target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can't use divine challenge on your next turn. You can use divine challenge once per turn. [COLOR="SeaGreen"][B]Strike of Hope[/B][/COLOR] - Paladin Attack 1 Standard Action - Divine, Radiant, Weapon - Melee Weapon One creature – +11 vs. AC Hit: 1d8+5 radiant damage and one ally within 5 squares gains 3 THP or 8 THP if he is bloodied. [COLOR="Seagreen"][B]Vengeful Strike[/B][/COLOR] - Paladin Attack 1 Standard Action - Divine, Radiant, Weapon - Melee Weapon One creature – +11 vs. AC Hit: 1d8+5 radiant damage. If an ally within 5 feat is bloodied, the target take an extra 3 radiant damage. Miss: You gain +2 power bonus to the next damage roll on the target. [B]Encounter:[/B] [COLOR="DarkRed"][B]Longthooth Shifting[/B][/COLOR] - Longhooth Shifter Feature Minor Action - Healing - Personal Personal Requirement: You must be bloodied Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2. [COLOR="DarkRed"][B]Divine Mettle[/B][/COLOR] - Paladin Feature Minor Action - Divine - Close Burst 10 One creature in burst Channel Divinity: You can use only one channel divinity power per encounter. Effect: The target makes a saving throw with a +3 bonus. [COLOR="darkred"][B]Divine Strength[/B][/COLOR] - Paladin Feature Minor Action - Divine Personal Channel Divinity: You can use only one channel divinity power per encounter. Effect: Apply +4 as extra damage on your next attack this turn. [COLOR="darkred"][B]Piercing Strike[/B][/COLOR] – Paladin 1 Standard Action - Divine, Weapon - Melee Weapon One Creature - +11 vs. Refl. Hit: 2d8+5 and the target and a number of enemies adjacent to you equal to your Wisdom modifier are marked until the end of your next turn. [COLOR="darkred"][B]Rigtheous Smite[/B][/COLOR] – Paladin 3 Standard Action - Divine, Weapon - Close Burst 1 One target - +10 vs. AC Hit: 2d8+4 and each ally within 5 squares gain 7 THP. [B]Daily:[/B] [COLOR="SlateGray"][B]Lay on Hand[/B][/COLOR] – Paladin Feature Minor Action - Divine Healing - Melee Touch One creature Effect: You spend an healing surge and you regain no hit points and the target regain hit point as if he had spend an healing surge. Special: You can use this power 2 times per day, but only once per round. [COLOR="SlateGray"][B]Astral Splendor[/B][/COLOR] – Feat Power Minor Action - Stance Personal Effect: Until the stance ends, enemies takes a -2 penalty to attack rolls made against you. you also shed bright light within 6 squares. Special: This stance ends when you become bloodied. [COLOR="SlateGray"][B]Majestic Halo[/B][/COLOR] – Paladin 1 Standard Action - Divine,Radiant, Weapon - Melee Weapon One creature - +11 vs. AC Hit: 3d8 + 5 fire damage. Miss: Half Damage Effect: Until the end of the encounter, any enemy starting his turn adjacent to you is under your divine sanction until the end of his turn. [COLOR="SlateGray"][B]Restore Vitality[/B][/COLOR] – Paladin 2 Minor Action - Divine - Melee 1 One creature Hit: The target regain hit points equals to your Healing Surge Value and can make a saving throw. [COLOR="SlateGray"][B]Hallowed Cricle[/B][/COLOR] – Paladin 5 Standard Action - Divine, Radiant, Weapon - Melee Weapon One creature - +10 vs. AC Hit: 2d6 + 4 radiant damage. Effect: The burst create a zone of bright light that last until the end of the encounter. You and your allies gain +1 power bonus to all defenses while within the zone Magical Items: [COLOR="Orange"][B]Holy Symbol of Scorned Fate[/B][/COLOR] – Magical Item [COLOR="DarkRed"]Encounter[/COLOR] Free Action Trigger: You fail your first saving throw against an effect. Effect: You are not affected by the effect until the end of your next turn. Also, if the effect have another effect after a failed saving throw, the triggering saving throw doesn't count as a first saving throw failed. [COLOR="Orange"][B]Acidic Longsword +1[/B][/COLOR] – Magical Item [COLOR="DarkRed"]Encounter[/COLOR] Standard Action - Acid, Weapon - Melee 5 One Creature - +11 vs. AC Hit: 1d8+7 acid damage. This is a melee basic attack. [COLOR="Orange"][B]Acidic Longsword[/B][/COLOR] – Magical Item [COLOR="Slategray"]Daily[/COLOR] Free Action - Acid - Melee Weapon One creature Trigger: You just hit a target with this sword. Effect: The target gain 5 ongoing acid damage (save ends). [COLOR="Orange"][B]Frostwolf Pelt[/B][/COLOR] – Magical Item [COLOR="Slategray"]Daily[/COLOR] Immediat Reaction - One adjacent enemy that just hit you Effect: The triggering enemy is knocked prone. [COLOR="Orange"][B]Preservation Heavy Shield[/B][/COLOR] – Magical Item [COLOR="Slategray"]Daily[/COLOR] Minor Action - Close Burst 5 You and each ally in burst Effect: The targets gain a number of temporary hit points equal to your remaining number of healing surge. [COLOR="Orange"][B]Stoneborn Armor[/B][/COLOR] – Magical Item [COLOR="Slategray"]Daily[/COLOR] Minor Action - Personal Effect: Gain 11 temporary hit points. They last until depleted or until the next extended rest. [SBLOCK=Cliff] Initiative 1; Senses Perception 14, Insight 21 Vision: Low-Light HP 51; Bloodied 25; Surge Value 12; Healing Surges 11/11 AC 23; Fort 18, Ref 16, Will 17 Speed 6 (5) Action Points 1 ----------------------------------------------------------------- Weapon: Acidic Longsword +1: (+10, 1d8+5, Crit: +1d6 acid, 4 lbs., Heavy Blade, Versatile) ----------------------------------------------------------------- [U][B]Powers:[/B][/U] [COLOR="SeaGreen"][B]Divine Challenge[/B][/COLOR] [COLOR="SeaGreen"][B]Strike of Hope[/B][/COLOR] [COLOR="seagreen"][B]Vengeful Strike[/B][/COLOR] [COLOR="DarkRed"][B]Longtooth Shifting[/B][/COLOR] [COLOR="DarkRed"][B]Divine Mettle[/B][/COLOR] [COLOR="darkred"][B]Divine Strength[/B][/COLOR] [COLOR="darkred"][B]Piercing Smite[/B][/COLOR] [COLOR="darkred"][B]Rigtheous Smite[/B][/COLOR] [COLOR="SlateGray"][B]Lay on Hand(**)[/B][/COLOR] [COLOR="SlateGray"][B]Astral Spendor[/B][/COLOR] [COLOR="SlateGray"][B]Restore Viltality[/B][/COLOR] [COLOR="SlateGray"][B]Majestic Halo[/B][/COLOR] [COLOR="SlateGray"][B]Hallowed Circle[/B][/COLOR] [COLOR="Orange"][B]Holy Symbol of Scorned Fate (Encounter)[/B][/COLOR] [COLOR="Orange"][B]Acidic Longsword (Encounter)[/B][/COLOR] [COLOR="Orange"][B]Acidic Longsword (Daily)[/B][/COLOR] [COLOR="Orange"][B]FrostWold Pelt (Daily)[/B][/COLOR] [COLOR="Orange"][B]Preservation Heavy Shield (Daily)[/B][/COLOR] [COLOR="Orange"][B]Stoneborn Armor (Daily)[/B][/COLOR][/SBLOCK] [SBLOCK=Background]It has been a year since he left the Werewood. He had decided to leave as many members of his clan was thinking he was fool. There was that voice in his head he had been hearing since he can remember. It wasn't quite a person, but more the memory of one, the memory of many person, or maybe the memory of one who had live many lives. Things wasn't clear. But for the shifter he was, that wasn't normal. The others was following their instinct, himself was following the wisdom behind those memories. So he always felt as an outcast, and one day, he has decided to leave his clan and travel south. The few people he could have called friends suggest him to travel to Baldur's Gate, but he was attracted to the south, to the kingdom of Amn. When he arrived to Athkatla, he was putting his eyes on the city for the first time, but the city seems to him so familiar. Each lives he had memories, they all came to this city, and they all died there. Every death came to his mind and he understood that he had reach his final destination. So the first place he visited was a small chapel of Illmater. He knew exactly where it was, as many of his memories was from there. He found an old man, sick, who was attending to the chapel. The man told him there was very few followers of the Martyr god in this city, as no one was willing to die for their belief. People die here because of the gold. Because they lack it, because they want it, because they have it. But in this foreign land, Cliff had to find a way of living. He was a warrior in his tribe, so he decided to earn his living as the only way he knew. He became guard for a merchant house. He was guarding some storage house during the night, taking advantage of his higher sense. During months, his live was guard at night, sleeping at day and a visit at the chapel, talking with the old man an hour before leaving for work. But one day, all changed. He arrived at the chapel and found the old man dead. He died of his sickness. He mourned the man for an hour, also making sure someone would take proper care of his body. After that, he left the empty chapel to go to his work. That same night, the storage room was attacked by a band of thugs and thieves. Probably the Shadow thieves. They had well prepared the hit and Cliff got seriously wounded. He was left dying. The wound was too serious for his regenerative power. He thought a moment that he was meeting the same faith as every live he had memories, but Illmater came to him. "Not yet child." He awoke a week later, in his house. He never knew how he had awake there, but the first thing he did was go to the chapel. The chapel had been robbed, as no one was left to take care of it. So Cliff spend the day putting back the chapel into order, and establish himself in the room where was leaving the old man. It is a month later that he saw the announcement as which the council of five was seeking people. For an unknown reason, he felt he had to go there. Also a clear image of Spellhold came into his mind. A memory of another life. Why it awoke at that moment? He decides to take a chance and follow his instinct. Maybe one day he will understand why he came here, why he is like that, or maybe he will just die one of the many death he remember.[/SBLOCK] [/QUOTE]
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