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[AE/AU] The Test of Time [RG]
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<blockquote data-quote="Lobo Lurker" data-source="post: 2135215" data-attributes="member: 25172"><p><strong>K'trinaxes, Verrik male, Iron Witch 1</strong></p><p></p><p><strong><span style="color: DarkRed">K'trinaxes</span></strong>, Verrik Iron Witch ONE; CR 1; Medium Humanoid; HD 1d6+2 (8hp <span style="color: Teal"><em>[+6 subdual]</em></span>, dying -1, dying -15, dead -16); Init +1; Speed 30 feet; <strong>AC 17</strong> (+1 Dex, +3 Armor, +2 Shield, +1 natural armor), flatfooted 16, touch 11, ACP -3, Spell Failure 25%; BAB +0, Grapple +3; <strong>Atk +4 melee</strong> (1d8+5, critical 19+/x2, Iron Blade - Longsword), <strong>Atk +3 melee</strong> (1d6+3, critical 20+/x2, Club) or <strong>+1 ranged</strong> (1d8+0, critical 19/x2, Light Crossbow); Full Atk: n/a; SA: n/a; SQ: +1 AC vs. Sword based attacks, +1 Luck bonus to AC vs. Iron weapons, Sensory Control, Spell-like Abilities: <em>contact, lesser tk, sense thoughts</em>; SV <strong>Fort</strong> +2, <strong>Refl</strong> +1, <strong>Will</strong> +5; Str 16, Dex 12, Con 15, Int 14, Wis 16, Cha 7.</p><p></p><p><strong>Skills and Feats</strong>: (24 skill points, 4/2 max ranks) </p><p><span style="color: DarkRed">Bluff +2</span> (4 ranks, -2 Cha), <span style="color: DarkRed">Concentration +6</span> (4 ranks, +2 Con), <span style="color: DarkRed">Knowledge (local) +6</span> (4 ranks, +2 Int), <span style="color: DarkRed">Sense Motive +5</span> (2 ranks, +3 Wis), <span style="color: DarkRed">Spellcraft +5</span> (3 ranks, +2 Int), <span style="color: DarkRed">Disable Device +6</span> (4 ranks, +2 Int), <span style="color: DarkRed">Open Lock +4</span> (3 ranks, +1 Dex); <strong>Languages</strong>: Common, Verrik, Fallenoran, Lithoran; Natural Swordsman, Iron Flesh</p><p></p><p><strong>Sensory Control</strong>: Verrik can selectively shut off their senses. This means they can willingly blind themselves (taking the appropriate penalties) to become immune to gaze attacks and similar visual dangers. They can willingly go deaf and make themselves impervious to language-based or similar effects. They can shut off their sense of touch and become immune to pain effects but suffer a –2 circumstance penalty to attack rolls, Open Lock or Disable Device attempts, or any other action the DM rules to be touch-dependent. Shutting off or reactivating a sense is a standard action.</p><p></p><p><strong>Spell Access</strong>: Verrik always have access to PSIONIC spells, even if they normally would onlyhave access to Simple spells.</p><p></p><p><strong>Innate Spell-Like Abilities</strong>: 1/day—<em>contact, lesser telekinesis, sense thoughts</em></p><p></p><p><strong>Knowledge (Verrik)</strong>: Verrik always gain Knowledge (verrik) as a class skill.</p><p></p><p><strong>Weapon and Armor Proficiency</strong>: Witches are proficient with all simple weapons, light armor, and shields.</p><p></p><p><strong>Spellcasting</strong>: Witches have access to Simple spells.</p><p></p><p><strong>Iron Witchery</strong>: If attacked by a ranged or melee weapon containing iron, the iron witch gains a +1 luck bonus to Armor Class.</p><p></p><p><strong>Iron Witch Blade Manifestation</strong>: Iron Witches may creat a short, long, or greatsword out of iron; it appears in his hand. The witch is proficient with the blade, which operates in all ways like a normal sword except that it also has a +1 enhancement bonus + 1 per five witch levels. Only the witch who created it can use the sword. He can create it at will, requiring a standard action. The sword disappears when out of the witch’s grasp.</p><p></p><p><strong>Possessions</strong>: 63gp 18sp 10cp.</p><p>Witch Bag (5GP), Thieves Tools (30GP)</p><p>Light Crossbow (35GP), 60 Crossbow Bolts (6GP), Bolt Quiver (2GP)</p><p>Club (--GP), </p><p>Studded Leather Jack [-1 ACP; 15% failure] (25GP), Heavy Shield [-2 ACP, 10% failure](20GP)</p><p>Bedroll (1SP), 5 Sunrods (10 GP), Backpack (2GP). </p><p>Peasant clothes (verrik)</p><p></p><p><strong>Spells</strong>: <span style="color: Teal">0</span> of <strong>3</strong>/<span style="color: Teal">0</span> of <strong>1</strong>/- spells per day, Base Save DC 13 + spell level.</p><p>[CODE][b]0th (DC 13)[/b] - [i]Bash, Canny Effort, Saving Grace[/i]</p><p>[b]1st (DC 14)[/b] - [i]Transfer Wounds (Lesser)[/i]</p><p>[b]2nd (DC 15)[/b] - n/a[/CODE]</p><p></p><p><strong>Description</strong>: Short and stocky with the distinctive wine-colored skin of all Verrik. His hair is slate gray and worn shaved very close to his skull. K'trinaxes prefers to garb himself in a strange fusion of priestly robes and loose fighting clothes. His clothes are gray-black and adorned with brown bags and a light desert robe complete with deep hood.</p><p></p><p><strong>History</strong>: K'trinaxes is the 12th son of a long dynasty of Iron Witch mercenaries. However, a disagreement with the disposition of forces and missions with his father, while his was young, resulted in him being excommunicated from his family. Every the practical one, K'trinaxes simply shrugged his shoulders and wandered north with the faint idea of seeing the harrowdeep and perhaps a faen skyship.</p><p></p><p>He bears neither the giants nor the dragons any rancor... mostly because both possess great temporal power while he does not. </p><p></p><p>Currently, he is exploring the giant lands on his way to the harrowdeeep, but finds himself in need of funds. He's not opposed to banditry, but he'd rather not end up in a prison somewhere, so for the moment he'll operate within the system.</p></blockquote><p></p>
[QUOTE="Lobo Lurker, post: 2135215, member: 25172"] [b]K'trinaxes, Verrik male, Iron Witch 1[/b] [b][color=DarkRed]K'trinaxes[/color][/b], Verrik Iron Witch ONE; CR 1; Medium Humanoid; HD 1d6+2 (8hp [COLOR=Teal][I][+6 subdual][/I][/COLOR], dying -1, dying -15, dead -16); Init +1; Speed 30 feet; [b]AC 17[/b] (+1 Dex, +3 Armor, +2 Shield, +1 natural armor), flatfooted 16, touch 11, ACP -3, Spell Failure 25%; BAB +0, Grapple +3; [b]Atk +4 melee[/b] (1d8+5, critical 19+/x2, Iron Blade - Longsword), [b]Atk +3 melee[/b] (1d6+3, critical 20+/x2, Club) or [b]+1 ranged[/b] (1d8+0, critical 19/x2, Light Crossbow); Full Atk: n/a; SA: n/a; SQ: +1 AC vs. Sword based attacks, +1 Luck bonus to AC vs. Iron weapons, Sensory Control, Spell-like Abilities: [i]contact, lesser tk, sense thoughts[/i]; SV [b]Fort[/b] +2, [b]Refl[/b] +1, [b]Will[/b] +5; Str 16, Dex 12, Con 15, Int 14, Wis 16, Cha 7. [b]Skills and Feats[/b]: (24 skill points, 4/2 max ranks) [COLOR=DarkRed]Bluff +2[/COLOR] (4 ranks, -2 Cha), [COLOR=DarkRed]Concentration +6[/COLOR] (4 ranks, +2 Con), [COLOR=DarkRed]Knowledge (local) +6[/COLOR] (4 ranks, +2 Int), [COLOR=DarkRed]Sense Motive +5[/COLOR] (2 ranks, +3 Wis), [COLOR=DarkRed]Spellcraft +5[/COLOR] (3 ranks, +2 Int), [COLOR=DarkRed]Disable Device +6[/COLOR] (4 ranks, +2 Int), [COLOR=DarkRed]Open Lock +4[/COLOR] (3 ranks, +1 Dex); [b]Languages[/b]: Common, Verrik, Fallenoran, Lithoran; Natural Swordsman, Iron Flesh [b]Sensory Control[/b]: Verrik can selectively shut off their senses. This means they can willingly blind themselves (taking the appropriate penalties) to become immune to gaze attacks and similar visual dangers. They can willingly go deaf and make themselves impervious to language-based or similar effects. They can shut off their sense of touch and become immune to pain effects but suffer a –2 circumstance penalty to attack rolls, Open Lock or Disable Device attempts, or any other action the DM rules to be touch-dependent. Shutting off or reactivating a sense is a standard action. [b]Spell Access[/b]: Verrik always have access to PSIONIC spells, even if they normally would onlyhave access to Simple spells. [b]Innate Spell-Like Abilities[/b]: 1/day—[i]contact, lesser telekinesis, sense thoughts[/i] [b]Knowledge (Verrik)[/b]: Verrik always gain Knowledge (verrik) as a class skill. [b]Weapon and Armor Proficiency[/b]: Witches are proficient with all simple weapons, light armor, and shields. [b]Spellcasting[/b]: Witches have access to Simple spells. [b]Iron Witchery[/b]: If attacked by a ranged or melee weapon containing iron, the iron witch gains a +1 luck bonus to Armor Class. [b]Iron Witch Blade Manifestation[/b]: Iron Witches may creat a short, long, or greatsword out of iron; it appears in his hand. The witch is proficient with the blade, which operates in all ways like a normal sword except that it also has a +1 enhancement bonus + 1 per five witch levels. Only the witch who created it can use the sword. He can create it at will, requiring a standard action. The sword disappears when out of the witch’s grasp. [b]Possessions[/b]: 63gp 18sp 10cp. Witch Bag (5GP), Thieves Tools (30GP) Light Crossbow (35GP), 60 Crossbow Bolts (6GP), Bolt Quiver (2GP) Club (--GP), Studded Leather Jack [-1 ACP; 15% failure] (25GP), Heavy Shield [-2 ACP, 10% failure](20GP) Bedroll (1SP), 5 Sunrods (10 GP), Backpack (2GP). Peasant clothes (verrik) [b]Spells[/b]: [COLOR=Teal]0[/COLOR] of [b]3[/b]/[COLOR=Teal]0[/COLOR] of [b]1[/b]/- spells per day, Base Save DC 13 + spell level. [CODE][b]0th (DC 13)[/b] - [i]Bash, Canny Effort, Saving Grace[/i] [b]1st (DC 14)[/b] - [i]Transfer Wounds (Lesser)[/i] [b]2nd (DC 15)[/b] - n/a[/CODE] [b]Description[/b]: Short and stocky with the distinctive wine-colored skin of all Verrik. His hair is slate gray and worn shaved very close to his skull. K'trinaxes prefers to garb himself in a strange fusion of priestly robes and loose fighting clothes. His clothes are gray-black and adorned with brown bags and a light desert robe complete with deep hood. [b]History[/b]: K'trinaxes is the 12th son of a long dynasty of Iron Witch mercenaries. However, a disagreement with the disposition of forces and missions with his father, while his was young, resulted in him being excommunicated from his family. Every the practical one, K'trinaxes simply shrugged his shoulders and wandered north with the faint idea of seeing the harrowdeep and perhaps a faen skyship. He bears neither the giants nor the dragons any rancor... mostly because both possess great temporal power while he does not. Currently, he is exploring the giant lands on his way to the harrowdeeep, but finds himself in need of funds. He's not opposed to banditry, but he'd rather not end up in a prison somewhere, so for the moment he'll operate within the system. [/QUOTE]
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