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Against the Giants: Steading of the Hill Giant Chief - RG
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<blockquote data-quote="Inspiratorium" data-source="post: 5788879" data-attributes="member: 6684877"><p><strong>Deacon Ambersharn</strong></p><p></p><p>[sblock=Mini-stats]<u><strong>Deacon Ambersharn </strong>- Human Knight</u></p><p><u></u><em>Initiative </em>15 <em>- Passive Perception </em>18 <em>- Passive Insight </em>18 <em>- Senses </em>Normal</p><p><em>AC </em>32 <em>- Fortitude</em> 30<em> - Reflex </em>25 <em>- Will - </em>25</p><p><em>HP </em>97/97 <em>- Bloodied </em>48 <em>- Surge Value </em>25 <em>- Surges Left </em>12/12</p><p><em>Action Points </em>2 <em>- Second Wind</em> Not Used</p><p><u>Current Stance:</u>[/sblock]</p><p>[sblock=Power Descriptions]</p><p> <u><span style="color: #00B050"><span style="font-family: 'Calibri'">Defender Aura:</span></span></u><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Aura * Personal</span></p><p> <span style="font-family: 'Calibri'">Minor Action</span></p><p><span style="font-family: 'Calibri'">Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. When in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><u><span style="color: #00B050">Battle Guardian:</span></u></span></p><p><span style="font-family: 'Calibri'">Martial * Personal</span></p><p> <span style="font-family: 'Calibri'">Opportunity Action</span></p><p><span style="font-family: 'Calibri'">Trigger: An enemy subject to your defender aura shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura.</span></p><p><span style="font-family: 'Calibri'">Effect: You make a melee basic attack against the triggering enemy. If the attack misses, the enemy still takes damage equal to your strength modifier.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><u><span style="color: #00B050">Cleaving Assault:</span></u></span></p><p><span style="font-family: 'Calibri'">Martial, Stance * Personal</span></p><p> <span style="font-family: 'Calibri'">Minor Action</span></p><p><span style="font-family: 'Calibri'">Effect: You assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of that attack takes damage equal to your constitution modifier.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><u><span style="color: #00B050">Defend the Line:</span></u></span></p><p><span style="font-family: 'Calibri'">Martial, Stance * Personal</span></p><p><span style="font-family: 'Calibri'">Minor Action</span></p><p> <span style="font-family: 'Calibri'">Effect: You assume the defend the line stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, that enemy is slowed until the end of your next turn.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><u><span style="color: #00B050">Hammer Hands:</span></u></span></p><p><span style="font-family: 'Calibri'">Martial, Stance * Personal</span></p><p> <span style="font-family: 'Calibri'">Minor Action</span></p><p><span style="font-family: 'Calibri'">Effect: You assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><u><span style="color: red">Power Strike:</span></u></span></p><p><span style="font-family: 'Calibri'">Martial, Weapon * Personal</span></p><p> <span style="font-family: 'Calibri'">Free Action</span></p><p><span style="font-family: 'Calibri'">Trigger: You hit an enemy with a melee basic attack using a weapon.</span></p><p><span style="font-family: 'Calibri'">Target: The enemy you hit.</span></p><p><span style="font-family: 'Calibri'">Effect: The target takes an additional 1[W] damage.</span></p><p><span style="font-family: 'Calibri'">Staggering Hammer: If you perform a Power Strike with a hammer, the target is also immobilized until your next turn or until you are no longer adjacent to it, and grants combat advantage to you until the end of your next turn.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span><u><span style="color: red"><span style="font-family: 'Calibri'">Guardian's Counter:</span></span></u><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Martial * Close burst 2</span></p><p><span style="font-family: 'Calibri'">Immediate Interrupt </span></p><p><span style="font-family: 'Calibri'">Trigger: An ally within 2 squares of you is hit by an attack and you are not included in the attack.</span></p><p><span style="font-family: 'Calibri'">Effect: You and the ally shift up to 2 squares as a free action, swapping positions. You become the target of the triggering attack, in place of the ally. After the attack is resolved, you can make a basic attack against the attacker.</span></p><p> </p><p> <u><span style="color: red"><span style="font-family: 'Calibri'">Come and Get It</span></span></u><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Martial, Weapon * Close burst 3</span></p><p> <span style="font-family: 'Calibri'">Standard Action</span></p><p><span style="font-family: 'Calibri'">Target: Each enemy you can see in the burst</span></p><p><span style="font-family: 'Calibri'">Attack: Strength vs. Will</span></p><p><span style="font-family: 'Calibri'">Hit: You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If</span></p><p><span style="font-family: 'Calibri'">the target is adjacent to you after the pull, it takes 1[W] damage.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span><u><span style="color: red"><span style="font-family: 'Calibri'">Glowering Threat:</span></span></u><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Martial * Close Burst 2</span></p><p> <span style="font-family: 'Calibri'">Minor Action</span></p><p><span style="font-family: 'Calibri'">Target: Each enemy in the burst.</span></p><p><span style="font-family: 'Calibri'">Effect: Until the end of your next turn, each target takes a -5 penalty to attack rolls against any creature other than you.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><u><span style="color: red">Dauntless Endurance:</span></u></span></p><p><span style="font-family: 'Calibri'">Martial * Personal</span></p><p> <span style="font-family: 'Calibri'">No Action</span></p><p><span style="font-family: 'Calibri'">Trigger: You make a saving throw and dislike the result.</span></p><p><span style="font-family: 'Calibri'">Effect: You can reroll the saving throw but must use the second result.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><u><span style="color: red">Shield Block:</span></u></span></p><p><span style="font-family: 'Calibri'">Martial * Melee 1</span></p><p> <span style="font-family: 'Calibri'">Immediate Interrupt</span></p><p><span style="font-family: 'Calibri'">Trigger: An attack hits or misses you or an ally adjacent to you and deals damage. </span></p><p><span style="font-family: 'Calibri'">Target: The character hit or missed by the triggering attack.</span></p><p><span style="font-family: 'Calibri'">Effect: The damage is reduced by 2d10 + you constitution modifier.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><u><span style="color: red">Hold Your Ground:</span></u></span></p><p><span style="font-family: 'Calibri'">Martial * Personal</span></p><p> <span style="font-family: 'Calibri'">Immediate Interrupt</span></p><p><span style="font-family: 'Calibri'">Trigger: You are pushed, pulled, slid, or knocked prone.</span></p><p><span style="font-family: 'Calibri'">Effect: You are not pushed, pulled, slid, or knocked prone.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><u><span style="color: red">Destined for Greatness:</span></u></span></p><p><span style="font-family: 'Calibri'">Healing * Personal</span></p><p> <span style="font-family: 'Calibri'">No Action</span></p><p><span style="font-family: 'Calibri'">Trigger: You fail a saving throw and you are not dying.</span></p><p><span style="font-family: 'Calibri'">Effect: You reroll the saving throw with a +4 power bonus. In addition, you can spend a healing surge.</span></p><p> [/sblock]</p><p>[sblock=Backstory]<span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Deacon Ambersharn comes from a relatively simple town. He enlisted as a soldier at a young age, and displayed considerably prowess on the batttle-field, such that his commanders decided to give him and some other select soldiers special training, turning them into a sort of elite soldiers, trained to protect the most important of government and military officials. His services were soon called upon, as his city was subject to a prolonged war with an ambitious Orc chieftain. The city eventually began to crumble under the waves of Orcs sent against them, and Deacon and a few of the others in his regiment were assigned to evacuate the Thane and his family. However, on their way out, they were waylaid and captured by the Orcish chieftain. After a good few months of imprisonment (during which he picked up the basics of the Giant language, as well as an ability to ignore pain as a necessity), Deacon and one of his allies managed to escape, but the Thane had already been tortured and killed. </span></p><p><span style="font-size: 10px">Knowing that they would be discharged from the army should they return having failed to protect such an important figure, the two went their separate ways, away from their city. Deacon was looking for a place were he might put his talents to use, working a few odd jobs as a mercenary to make some money. He did a few odd jobs as a bodyguard, or as a traditional adventurer, retrieving lost artifacts or wiping out bandit nests (though there was that one group that neither he nor any of his other compatriots could never get rid of, those Marauder figures). With the threat of the giants, however, Deacon found a new calling, polished up his hammer, and headed out. He tracked down one of his old adventuring companions, Brook, and the two have been searching for more able-bodied adventurers to aid them in their quest.</span>[/sblock]<span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>[sblock=Mannerisms]<span style="font-size: 10px">Deacon, in general, is relatively friendly and diplomatic. Though earning his trust isn't too difficult, a life of war has taught him to not form attachment to others. As a result, he also tends to be somewhat independent in and out of combat, relying more on his own skill and strength than on that of others. Though he doesn't harbor any particular hatred for giants (that right is reserved for Orcs), he rather likes civilization. Besides, they speak the same language. They're close enough.</span>[/sblock]</p></blockquote><p></p>
[QUOTE="Inspiratorium, post: 5788879, member: 6684877"] [b]Deacon Ambersharn[/b] [sblock=Mini-stats][U][B]Deacon Ambersharn [/B]- Human Knight [/U][I]Initiative [/I]15 [I]- Passive Perception [/I]18 [I]- Passive Insight [/I]18 [I]- Senses [/I]Normal [I]AC [/I]32 [I]- Fortitude[/I] 30[I] - Reflex [/I]25 [I]- Will - [/I]25 [I]HP [/I]97/97 [I]- Bloodied [/I]48 [I]- Surge Value [/I]25 [I]- Surges Left [/I]12/12 [I]Action Points [/I]2 [I]- Second Wind[/I] Not Used [U]Current Stance:[/U][/sblock] [sblock=Power Descriptions] [U][COLOR=#00B050][FONT=Calibri]Defender Aura:[/FONT][/COLOR][/U][FONT=Calibri] Aura * Personal[/FONT] [FONT=Calibri]Minor Action Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. When in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura. [U][COLOR=#00B050]Battle Guardian:[/COLOR][/U] Martial * Personal[/FONT] [FONT=Calibri]Opportunity Action Trigger: An enemy subject to your defender aura shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura. Effect: You make a melee basic attack against the triggering enemy. If the attack misses, the enemy still takes damage equal to your strength modifier. [U][COLOR=#00B050]Cleaving Assault:[/COLOR][/U] Martial, Stance * Personal[/FONT] [FONT=Calibri]Minor Action Effect: You assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of that attack takes damage equal to your constitution modifier. [U][COLOR=#00B050]Defend the Line:[/COLOR][/U] Martial, Stance * Personal Minor Action[/FONT] [FONT=Calibri]Effect: You assume the defend the line stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, that enemy is slowed until the end of your next turn. [U][COLOR=#00B050]Hammer Hands:[/COLOR][/U] Martial, Stance * Personal[/FONT] [FONT=Calibri]Minor Action Effect: You assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy. [U][COLOR=red]Power Strike:[/COLOR][/U] Martial, Weapon * Personal[/FONT] [FONT=Calibri]Free Action Trigger: You hit an enemy with a melee basic attack using a weapon. Target: The enemy you hit. Effect: The target takes an additional 1[W] damage. Staggering Hammer: If you perform a Power Strike with a hammer, the target is also immobilized until your next turn or until you are no longer adjacent to it, and grants combat advantage to you until the end of your next turn. [/FONT][U][COLOR=red][FONT=Calibri]Guardian's Counter:[/FONT][/COLOR][/U][FONT=Calibri] Martial * Close burst 2 Immediate Interrupt Trigger: An ally within 2 squares of you is hit by an attack and you are not included in the attack. Effect: You and the ally shift up to 2 squares as a free action, swapping positions. You become the target of the triggering attack, in place of the ally. After the attack is resolved, you can make a basic attack against the attacker.[/FONT] [U][COLOR=red][FONT=Calibri]Come and Get It[/FONT][/COLOR][/U][FONT=Calibri] Martial, Weapon * Close burst 3[/FONT] [FONT=Calibri]Standard Action Target: Each enemy you can see in the burst Attack: Strength vs. Will Hit: You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, it takes 1[W] damage. [/FONT][U][COLOR=red][FONT=Calibri]Glowering Threat:[/FONT][/COLOR][/U][FONT=Calibri] Martial * Close Burst 2[/FONT] [FONT=Calibri]Minor Action Target: Each enemy in the burst. Effect: Until the end of your next turn, each target takes a -5 penalty to attack rolls against any creature other than you. [U][COLOR=red]Dauntless Endurance:[/COLOR][/U] Martial * Personal[/FONT] [FONT=Calibri]No Action Trigger: You make a saving throw and dislike the result. Effect: You can reroll the saving throw but must use the second result. [U][COLOR=red]Shield Block:[/COLOR][/U] Martial * Melee 1[/FONT] [FONT=Calibri]Immediate Interrupt Trigger: An attack hits or misses you or an ally adjacent to you and deals damage. Target: The character hit or missed by the triggering attack. Effect: The damage is reduced by 2d10 + you constitution modifier. [U][COLOR=red]Hold Your Ground:[/COLOR][/U] Martial * Personal[/FONT] [FONT=Calibri]Immediate Interrupt Trigger: You are pushed, pulled, slid, or knocked prone. Effect: You are not pushed, pulled, slid, or knocked prone. [U][COLOR=red]Destined for Greatness:[/COLOR][/U] Healing * Personal[/FONT] [FONT=Calibri]No Action Trigger: You fail a saving throw and you are not dying. Effect: You reroll the saving throw with a +4 power bonus. In addition, you can spend a healing surge.[/FONT] [/sblock] [sblock=Backstory][SIZE=2] Deacon Ambersharn comes from a relatively simple town. He enlisted as a soldier at a young age, and displayed considerably prowess on the batttle-field, such that his commanders decided to give him and some other select soldiers special training, turning them into a sort of elite soldiers, trained to protect the most important of government and military officials. His services were soon called upon, as his city was subject to a prolonged war with an ambitious Orc chieftain. The city eventually began to crumble under the waves of Orcs sent against them, and Deacon and a few of the others in his regiment were assigned to evacuate the Thane and his family. However, on their way out, they were waylaid and captured by the Orcish chieftain. After a good few months of imprisonment (during which he picked up the basics of the Giant language, as well as an ability to ignore pain as a necessity), Deacon and one of his allies managed to escape, but the Thane had already been tortured and killed. Knowing that they would be discharged from the army should they return having failed to protect such an important figure, the two went their separate ways, away from their city. Deacon was looking for a place were he might put his talents to use, working a few odd jobs as a mercenary to make some money. He did a few odd jobs as a bodyguard, or as a traditional adventurer, retrieving lost artifacts or wiping out bandit nests (though there was that one group that neither he nor any of his other compatriots could never get rid of, those Marauder figures). With the threat of the giants, however, Deacon found a new calling, polished up his hammer, and headed out. He tracked down one of his old adventuring companions, Brook, and the two have been searching for more able-bodied adventurers to aid them in their quest.[/SIZE][/sblock][SIZE=2] [/SIZE][sblock=Mannerisms][SIZE=2]Deacon, in general, is relatively friendly and diplomatic. Though earning his trust isn't too difficult, a life of war has taught him to not form attachment to others. As a result, he also tends to be somewhat independent in and out of combat, relying more on his own skill and strength than on that of others. Though he doesn't harbor any particular hatred for giants (that right is reserved for Orcs), he rather likes civilization. Besides, they speak the same language. They're close enough.[/SIZE][/sblock] [/QUOTE]
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