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<blockquote data-quote="Scotley" data-source="post: 6558435" data-attributes="member: 11520"><p>Okay, here's my attempt at a Lupin Brawler for your approval. I will get the background and appearance stuff typed in before the weekend is out. He's a little weak at first level, but should come into his own when he get flurry of blows next level. </p><p></p><p>[sblock=Race]</p><p>Race: Lupin</p><p>Type: Monstrous Humanoid (3 rp) Monstrous humanoids have the darkvision 60 feet racial trait.</p><p>Size: Medium 0 rp</p><p>Base Speed: Normal 0 rp</p><p>Ability Score Modifiers: Advanced (4 rp) (+2 str, +2 con, +2 dex, -2 cha, +4 wis)</p><p>Languages: Standard 0 rp</p><p>Racial Traits: Hardy (3 RP) Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.</p><p>Ability Score Racial Traits: None</p><p>Defense Racial Traits: Natural Armor +1 (2 rp)</p><p>Magical Racial Traits: None</p><p>Movement Racial Traits: None</p><p>Offense Racial Traits: None </p><p>Senses Racial Traits: None</p><p>Weakness Racial Traits: None</p><p>Other Racial Traits: Moon-Touched Damage Resistance (3 RP) Members of this race gain DR 5/silver. </p><p>Total: 15 rp</p><p></p><p>These humanoids are believed to be the result of hybrid lycanthrope forms breeding true. The Lupins are not shape changers, but seem fixed in a state not quite beast and not quite man. They are humanoid in form with powerful bodies covered in thick canine fur with the heads reminiscent of a large dog or wolf though without powerful jaws and sharp teeth for an animal bite. Fur color is typically gray or black though patches of white are fawn are sometimes seen. They are somewhat shorter than humans and not quite as heavy. They possess the innate strength of lycanthropes with unusual durability and their thick coats providing natural armor and they have a resistance to normal weapons, though like lycanthropes they are vulnerable to silver. They possess an innate wisdom, but their fearsome bestial appearance is off-putting to others limiting their social acceptance. </p><p>[/sblock]</p><p></p><p>[sblock=CHARACTER INFORMATION]</p><p>Name: Calder</p><p>Player: Scotley</p><p>Race: Lupin </p><p>Class: Brawler</p><p>Level: 1</p><p>EXP: 0</p><p>Alignment: Neutral Good</p><p>Languages: Common</p><p>Deity: None</p><p>Size: Medium</p><p>Gender: Male</p><p>Age: 21</p><p>Height: 5'-8"</p><p>Weight: 150#</p><p>Fur Color: Charcoal Gray</p><p>Eye Color: Brown</p><p>ABILITIES</p><p>Str: 16 +3 (5 points, +2 racial)</p><p>Dex: 13 +1 (1 points+2 racial)</p><p>Con: 14 +2 (2 points, +2 racial)</p><p>Int: 10 0 (0 points)</p><p>Wis: 14 +2 (0 points +4 racial)</p><p>Cha: 10 +0 (2 points, -2 racial)</p><p></p><p>COMBAT</p><p>HP: 13 [d10, +2 Con, +1 FC]</p><p>AC: 15 [10 base, +1 Dex, +3 armor, +1 natural]</p><p>AC Touch: 11 [10 base, +1 Dex]</p><p>Flatfooted: 14 [10 base, +3 armor, +1 natural]</p><p>Lupins gain DR 5/silver.</p><p>Init: +1 [+1 Dex]</p><p>CMB: +4 [1 BAB, +3 Str]</p><p>CMD: 15 [10 base, +1 BAB, +3 Str, +1 Dex]</p><p>Fortitude: +4 [2 base, +2 Con]</p><p>Reflex: +3 [2 base, +1 Dex]</p><p>Will: +4 [0 base, +2 Wis]</p><p>Lupins gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.</p><p>Speed: 30'</p><p>WEAPON</p><p>Claw(x2): Attack: +5 [1 BAB, +3 Str, +1 WF], Damage: 1d4+3, Crit: 20, Type: BS</p><p></p><p>ARMOR</p><p>Studded Leather: AC: +3, MDB +5, ACP: -1</p><p></p><p>RACIAL</p><p>Abilities: +2 Str, +2 Con, +2 Dex, +4 Wis, -2 Ch</p><p>Base Speed: 30'</p><p>Favored: Brawler (HP)</p><p>Normal Movement 30'</p><p>Natural Armor +1</p><p>Lupins have the darkvision 60 feet racial trait.</p><p></p><p>CLASS: Brawler</p><p></p><p>Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, but not with shields.</p><p></p><p>Bonus Feat: Improved Unarmed Strike (see below for additional details)</p><p></p><p>Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.</p><p></p><p>Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).</p><p>The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.</p><p>If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.</p><p></p><p>Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.</p><p>Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.</p><p>A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.</p><p>A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers.</p><p></p><p>Pending Level Advancement:</p><p>Bonus Combat Feats: At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.</p><p></p><p>Brawler's Flurry (Ex): Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability.</p><p></p><p>A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.</p><p>Maneuver Training (Ex): At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.</p><p>AC Bonus (Ex): At 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels.</p><p>These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, using a shield, or carrying a medium or heavy load.</p><p></p><p>FEATS</p><p>Power Attack - can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls</p><p></p><p>TRAITS</p><p>Vexing Defender (Giantslayer Campaign Trait): You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.</p><p>Frontier-Forged (Any Frontier Area) Benefit: You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.</p><p> DRAWBACK</p><p>Pride: Effect: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.</p><p>SKILLS 4 [4 base, +0 Int, 0 race]</p><p>Acrobatics +6 (1 rank, +3 CS, +1 Dex, +1 Trait) +4 to move through without aoo if enemy is larger. </p><p>Climb +3 (0 rank, +0 CS, +3 Str)</p><p>Escape Artist +1 (0 rank, +0 CS, +1 Dex)</p><p>Heal +2 (0 rank, +0 CS, +2 Wis)</p><p>Knowledge (Dungeoneering) +4 (1 rank, +3 CS, 0 Int)</p><p>Perception +7 (1 rank, +3 CS, +2 Wis, +1 trait)</p><p>Sense Motive +6 (1 rank, +3 CS, +2 Wis)</p><p>Stealth +1 (0 rank, 0 CS, +1 Dex)</p><p>Survival +3 (0 rank, +0 CS, +2 Wis, +1 Trait)</p><p>Swim +3 (0 rank, +0 CS, +3 Str)</p><p></p><p>CARRYING CAPACITY</p><p>Light: 76#</p><p>Medium: 153#</p><p>Heavy: 230#</p><p></p><p>EQUIPMENT</p><p>Explorer's Outfit (0gp, 0#, worn)</p><p>Studded Leather (25gp, 20#, worn)</p><p>Backpack (2gp, 2#, back)</p><p>Bedroll (1 sp, 5#, back)</p><p>Javelin x2 (2 gp, 4# carried)</p><p>Total (29 gp, 1 sp, 31#, light)</p><p></p><p>FINANCES: 9 sp</p><p></p><p>Appearance: At least a few lines to describe what your character looks like.</p><p></p><p>Background: At least a few paragraphs to describe your character's past.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Scotley, post: 6558435, member: 11520"] Okay, here's my attempt at a Lupin Brawler for your approval. I will get the background and appearance stuff typed in before the weekend is out. He's a little weak at first level, but should come into his own when he get flurry of blows next level. [sblock=Race] Race: Lupin Type: Monstrous Humanoid (3 rp) Monstrous humanoids have the darkvision 60 feet racial trait. Size: Medium 0 rp Base Speed: Normal 0 rp Ability Score Modifiers: Advanced (4 rp) (+2 str, +2 con, +2 dex, -2 cha, +4 wis) Languages: Standard 0 rp Racial Traits: Hardy (3 RP) Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Ability Score Racial Traits: None Defense Racial Traits: Natural Armor +1 (2 rp) Magical Racial Traits: None Movement Racial Traits: None Offense Racial Traits: None Senses Racial Traits: None Weakness Racial Traits: None Other Racial Traits: Moon-Touched Damage Resistance (3 RP) Members of this race gain DR 5/silver. Total: 15 rp These humanoids are believed to be the result of hybrid lycanthrope forms breeding true. The Lupins are not shape changers, but seem fixed in a state not quite beast and not quite man. They are humanoid in form with powerful bodies covered in thick canine fur with the heads reminiscent of a large dog or wolf though without powerful jaws and sharp teeth for an animal bite. Fur color is typically gray or black though patches of white are fawn are sometimes seen. They are somewhat shorter than humans and not quite as heavy. They possess the innate strength of lycanthropes with unusual durability and their thick coats providing natural armor and they have a resistance to normal weapons, though like lycanthropes they are vulnerable to silver. They possess an innate wisdom, but their fearsome bestial appearance is off-putting to others limiting their social acceptance. [/sblock] [sblock=CHARACTER INFORMATION] Name: Calder Player: Scotley Race: Lupin Class: Brawler Level: 1 EXP: 0 Alignment: Neutral Good Languages: Common Deity: None Size: Medium Gender: Male Age: 21 Height: 5'-8" Weight: 150# Fur Color: Charcoal Gray Eye Color: Brown ABILITIES Str: 16 +3 (5 points, +2 racial) Dex: 13 +1 (1 points+2 racial) Con: 14 +2 (2 points, +2 racial) Int: 10 0 (0 points) Wis: 14 +2 (0 points +4 racial) Cha: 10 +0 (2 points, -2 racial) COMBAT HP: 13 [d10, +2 Con, +1 FC] AC: 15 [10 base, +1 Dex, +3 armor, +1 natural] AC Touch: 11 [10 base, +1 Dex] Flatfooted: 14 [10 base, +3 armor, +1 natural] Lupins gain DR 5/silver. Init: +1 [+1 Dex] CMB: +4 [1 BAB, +3 Str] CMD: 15 [10 base, +1 BAB, +3 Str, +1 Dex] Fortitude: +4 [2 base, +2 Con] Reflex: +3 [2 base, +1 Dex] Will: +4 [0 base, +2 Wis] Lupins gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Speed: 30' WEAPON Claw(x2): Attack: +5 [1 BAB, +3 Str, +1 WF], Damage: 1d4+3, Crit: 20, Type: BS ARMOR Studded Leather: AC: +3, MDB +5, ACP: -1 RACIAL Abilities: +2 Str, +2 Con, +2 Dex, +4 Wis, -2 Ch Base Speed: 30' Favored: Brawler (HP) Normal Movement 30' Natural Armor +1 Lupins have the darkvision 60 feet racial trait. CLASS: Brawler Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, but not with shields. Bonus Feat: Improved Unarmed Strike (see below for additional details) Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers. Pending Level Advancement: Bonus Combat Feats: At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Brawler's Flurry (Ex): Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. Maneuver Training (Ex): At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver. AC Bonus (Ex): At 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels. These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, using a shield, or carrying a medium or heavy load. FEATS Power Attack - can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls TRAITS Vexing Defender (Giantslayer Campaign Trait): You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you. Frontier-Forged (Any Frontier Area) Benefit: You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild. DRAWBACK Pride: Effect: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you. SKILLS 4 [4 base, +0 Int, 0 race] Acrobatics +6 (1 rank, +3 CS, +1 Dex, +1 Trait) +4 to move through without aoo if enemy is larger. Climb +3 (0 rank, +0 CS, +3 Str) Escape Artist +1 (0 rank, +0 CS, +1 Dex) Heal +2 (0 rank, +0 CS, +2 Wis) Knowledge (Dungeoneering) +4 (1 rank, +3 CS, 0 Int) Perception +7 (1 rank, +3 CS, +2 Wis, +1 trait) Sense Motive +6 (1 rank, +3 CS, +2 Wis) Stealth +1 (0 rank, 0 CS, +1 Dex) Survival +3 (0 rank, +0 CS, +2 Wis, +1 Trait) Swim +3 (0 rank, +0 CS, +3 Str) CARRYING CAPACITY Light: 76# Medium: 153# Heavy: 230# EQUIPMENT Explorer's Outfit (0gp, 0#, worn) Studded Leather (25gp, 20#, worn) Backpack (2gp, 2#, back) Bedroll (1 sp, 5#, back) Javelin x2 (2 gp, 4# carried) Total (29 gp, 1 sp, 31#, light) FINANCES: 9 sp Appearance: At least a few lines to describe what your character looks like. Background: At least a few paragraphs to describe your character's past. [/sblock] [/QUOTE]
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