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[Closed!] 4e Game; B'n'B Against the Orcs
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<blockquote data-quote="Lord Sessadore" data-source="post: 4436518" data-attributes="member: 57255"><p>I think I'd like to get in on this too <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I've had an idea running around in my head for an Elven Brutal Rogue, or maybe a Human Rogue or TWF Ranger.</p><p>Edit: I think I'll go with the elf rogue (below). If the party needs something else, I'd be glad to do something else, too. </p><p></p><p>[sblock=Elf Rogue - in progress][code][FONT=Courier New][B][COLOR=Teal]Nervir aka "Nerve"[/COLOR]</p><p>[/B]Elf Rogue 5[B]</p><p>Alignment[/B]: Unaligned</p><p></p><p>Languages: Common, Elven</p><p>Vision: Low-light</p><p></p><p>[B]Ability Scores:[/B]</p><p>Str 16 (+1 level)</p><p>Con 12</p><p>Dex 18 (+2 race +1 level)</p><p>Int 12</p><p>Wis 14 (+2 race)</p><p>Cha 10</p><p></p><p>[B]Combat[/B]:</p><p>[B]Init: [/B]+6</p><p>[B]Pass Percep[/B]: 21 [B]Pass Insight[/B]: 19</p><p></p><p>[B]HP[/B]: 44 [B]Surges/day[/B]: 6</p><p>[B]Bloodied[/B]: 22 [B]Surge Value[/B]: 11</p><p> </p><p>[B]AC[/B] 19 (+2 level +4 Dex +3 armor)</p><p>[B]Fort [/B]16 (+2 level +3 Str +1 amulet) </p><p>[B]Ref[/B] 19 (+2 level +4 Dex +2 class +1 amulet)</p><p>[B]Will [/B]15 (+2 level +2 Wis +1 amulet)</p><p></p><p>Speed 6</p><p>Sneak Attack: 2d8+3</p><p>Resistances: 5 necrotic, 5 poison</p><p></p><p>Action points: 1</p><p></p><p>[B]Basic Attacks:[/B]</p><p>Melee: +2 rapier: +10 vs. AC, 1d8+5 damage</p><p>Ranged: +1 frost shuriken: +10 vs. AC, 1d6+5 damage, range 6/12[B]</p><p></p><p>Attack Powers:[/B]</p><p>[COLOR=Lime]Deft Strike [/COLOR]- Martial, Weapon</p><p>Standard Action; Melee or Ranged weapon; Target: One creature</p><p>Special: You can move 2 squares before the attack.</p><p>Attack: +11 vs. AC</p><p>Hit: 1d8+6 damage</p><p></p><p>[/FONT][FONT=Courier New][COLOR=Lime]Piercing Strike [/COLOR]- Martial, Weapon</p><p>Standard Action; Melee weapon; Target: One creature</p><p>Attack: +11 vs. Reflex</p><p>Hit: 1d8+6 damage</p><p>[/FONT][FONT=Courier New]</p><p>[COLOR=Red]Dazing Strike [/COLOR]- Martial, Weapon</p><p>Standard Action; Melee weapon; Target: One creature</p><p>Attack: +11 vs. AC</p><p>Hit: 1d8+6 damage, and the target is dazed until the end of</p><p>your next turn.</p><p></p><p>[/FONT][FONT=Courier New][COLOR=Red]Topple Over[/COLOR] - Martial, Weapon</p><p>Standard Action; Melee weapon; Target: One creature</p><p>Attack: +14 vs. AC</p><p>Hit: 1d8+6 damage, and the target is knocked prone.</p><p></p><p>[/FONT][FONT=Courier New][COLOR=DimGray]Easy Target[/COLOR] - Martial, Weapon</p><p>Standard Action; Melee or Ranged weapon; Target: One creature</p><p>Attack: +11 vs. AC</p><p>Hit: 2d8+6 damage, and the target is slowed and grants combat</p><p>advantage to you (save ends both).</p><p>Miss: Half damage, and the target grants combat advantage to</p><p>you until the end of your next turn.</p><p></p><p>[/FONT][FONT=Courier New][COLOR=DimGray]Clever Riposte[/COLOR] - Martial, Weapon</p><p>Standard Action; Melee weapon; Target: One creature</p><p>Attack: +11 vs. AC</p><p>Hit: 2d8+6 damage.</p><p>Effect: Until the end of the encounter, the target takes 4</p><p>damage each time it attacks you, and you can shift as an</p><p>immediate reaction after such an attack.[/FONT]</p><p>[FONT=Courier New] </p><p>[B] Class Features and Utility Powers:[/B]</p><p>[COLOR=Lime]Fleeting Ghost[/COLOR] - Martial</p><p>Move Action; Personal</p><p>Effect: You can move your speed and make a Stealth check. You</p><p>do not take the normal penalty from movement on this check.[/FONT]</p><p>[FONT=Courier New]</p><p>[COLOR=Red]Elven Accuracy[/COLOR] - Personal</p><p>Free Action</p><p>Effect: Reroll an attack roll with a +2 bonus. Use the second</p><p>result even if it's worse.[B]</p><p></p><p>Magic Item Powers:[/B]</p><p>[COLOR=Orange]+2 rapier[/COLOR]</p><p> Critical: +2d6 damage</p><p>[COLOR=Orange]+1 deathcut leather armor[/COLOR]</p><p> Daily (Necrotic): Immediate Reaction. You can use this power</p><p> when an enemy hits you with a melee attack. Deal 1d10</p><p> necrotic damage to that enemy.</p><p> Property: Resist 5 necrotic, resist 5 poison.</p><p>[/FONT] [FONT=Courier New][COLOR=Orange]+1 safewing amulet[/COLOR]</p><p> Property: When falling, reduce the distance by 10 feet for</p><p> calculating damage. Always land on your feet after a fall.[/FONT]</p><p>[FONT=Courier New][COLOR=Orange]+1 frost shuriken[/COLOR]</p><p> Critical: +1d6 cold damageAt-Will (Cold): Free Action. All damage dealt by this weapon</p><p> is cold. Free action to return to normal.</p><p> Daily (Cold): Free Action. Use this power when you hit with the</p><p> weapon. The target takes 1d8 cold damage and is slowed until</p><p> the end of your next turn. </p><p>[B] </p><p>Race and Class Features:[/B]</p><p>Elven Accuracy</p><p>Elven Weapon Proficiency (proficient with longbow and shortbow)</p><p>Fey Origin</p><p>Group Awareness (non-elf allies in 5 gain +1 Percep)</p><p>Wild Step (ignore difficult terrain while shifting)</p><p>First Strike (combat adv vs. any creatures not acted yet)</p><p>Brutal Scoundrel (add Str mod to sneak attack damage)</p><p>Rogue Weapon Talent (+1 to hit with daggers, 1d6 damage with shuriken)</p><p>Sneak Attack (+2d8+3 damage once/round with combat adv.)</p><p></p><p>[B]Feats[/B]:</p><p>Weapon Proficiency (rapier)</p><p>Backstabber</p><p>Elven Precision</p><p></p><p>[B]Skills[/B]:</p><p>Acrobatics: +11 (+2 level +4 Dex +5 trained)</p><p>Arcana: +3 (+2 level +1 Int)</p><p>Athletics: +10 (+2 level +3 Str +5 trained)</p><p>Bluff: +2 (+2 level +0 Cha)</p><p>Diplomacy: +2 (+2 level +0 Cha)</p><p>Dungeoneering: +4 (+2 level +2 Wis)</p><p>Endurance: +3 (+2 level +1 Con)</p><p>Heal: +4 (+2 level +2 Wis)</p><p>History: +3 (+2 level +1 Int)</p><p>Insight: +9 (+2 level +2 Wis +5 trained)</p><p>Intimidate: +2 (+2 level +0 Cha)</p><p>Nature: +6 (+2 level +2 Wis +2 race)</p><p>Perception: +11 (+2 level +2 Wis +2 race +5 trained)</p><p>Religion: +3 (+2 level +1 Int)</p><p>Stealth: +11 (+2 level +4 Dex +5 trained)</p><p>Streetwise: +2 (+2 level +0 Cha)</p><p>Thievery: +11 (+2 level +4 Dex +5 trained)</p><p></p><p>[B]Equipment[/B]: </p><p>Item Weight Cost</p><p>+2 rapier 2 1800gp*</p><p>+1 deathcut leather 15 1000gp*</p><p>+1 safewing amulet -- 680gp*</p><p>+1 frost shuriken 0.5 680gp</p><p>Adventurer's kit 33 15gp</p><p>2 potions of healing -- 50gp ea.</p><p>Everburning torch 1 50gp</p><p> Total Weight: 50.5 lbs.</p><p></p><p>Money: 90gp, 0sp, 0cp</p><p></p><p>Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,</p><p>10 days of trail rations, 50' of hemp rope, and a Waterskin.[/FONT][/code][/sblock]Edit: Finished up equipment buying, no other changes.</p></blockquote><p></p>
[QUOTE="Lord Sessadore, post: 4436518, member: 57255"] I think I'd like to get in on this too :) I've had an idea running around in my head for an Elven Brutal Rogue, or maybe a Human Rogue or TWF Ranger. Edit: I think I'll go with the elf rogue (below). If the party needs something else, I'd be glad to do something else, too. [sblock=Elf Rogue - in progress][code][FONT=Courier New][B][COLOR=Teal]Nervir aka "Nerve"[/COLOR] [/B]Elf Rogue 5[B] Alignment[/B]: Unaligned Languages: Common, Elven Vision: Low-light [B]Ability Scores:[/B] Str 16 (+1 level) Con 12 Dex 18 (+2 race +1 level) Int 12 Wis 14 (+2 race) Cha 10 [B]Combat[/B]: [B]Init: [/B]+6 [B]Pass Percep[/B]: 21 [B]Pass Insight[/B]: 19 [B]HP[/B]: 44 [B]Surges/day[/B]: 6 [B]Bloodied[/B]: 22 [B]Surge Value[/B]: 11 [B]AC[/B] 19 (+2 level +4 Dex +3 armor) [B]Fort [/B]16 (+2 level +3 Str +1 amulet) [B]Ref[/B] 19 (+2 level +4 Dex +2 class +1 amulet) [B]Will [/B]15 (+2 level +2 Wis +1 amulet) Speed 6 Sneak Attack: 2d8+3 Resistances: 5 necrotic, 5 poison Action points: 1 [B]Basic Attacks:[/B] Melee: +2 rapier: +10 vs. AC, 1d8+5 damage Ranged: +1 frost shuriken: +10 vs. AC, 1d6+5 damage, range 6/12[B] Attack Powers:[/B] [COLOR=Lime]Deft Strike [/COLOR]- Martial, Weapon Standard Action; Melee or Ranged weapon; Target: One creature Special: You can move 2 squares before the attack. Attack: +11 vs. AC Hit: 1d8+6 damage [/FONT][FONT=Courier New][COLOR=Lime]Piercing Strike [/COLOR]- Martial, Weapon Standard Action; Melee weapon; Target: One creature Attack: +11 vs. Reflex Hit: 1d8+6 damage [/FONT][FONT=Courier New] [COLOR=Red]Dazing Strike [/COLOR]- Martial, Weapon Standard Action; Melee weapon; Target: One creature Attack: +11 vs. AC Hit: 1d8+6 damage, and the target is dazed until the end of your next turn. [/FONT][FONT=Courier New][COLOR=Red]Topple Over[/COLOR] - Martial, Weapon Standard Action; Melee weapon; Target: One creature Attack: +14 vs. AC Hit: 1d8+6 damage, and the target is knocked prone. [/FONT][FONT=Courier New][COLOR=DimGray]Easy Target[/COLOR] - Martial, Weapon Standard Action; Melee or Ranged weapon; Target: One creature Attack: +11 vs. AC Hit: 2d8+6 damage, and the target is slowed and grants combat advantage to you (save ends both). Miss: Half damage, and the target grants combat advantage to you until the end of your next turn. [/FONT][FONT=Courier New][COLOR=DimGray]Clever Riposte[/COLOR] - Martial, Weapon Standard Action; Melee weapon; Target: One creature Attack: +11 vs. AC Hit: 2d8+6 damage. Effect: Until the end of the encounter, the target takes 4 damage each time it attacks you, and you can shift as an immediate reaction after such an attack.[/FONT] [FONT=Courier New] [B] Class Features and Utility Powers:[/B] [COLOR=Lime]Fleeting Ghost[/COLOR] - Martial Move Action; Personal Effect: You can move your speed and make a Stealth check. You do not take the normal penalty from movement on this check.[/FONT] [FONT=Courier New] [COLOR=Red]Elven Accuracy[/COLOR] - Personal Free Action Effect: Reroll an attack roll with a +2 bonus. Use the second result even if it's worse.[B] Magic Item Powers:[/B] [COLOR=Orange]+2 rapier[/COLOR] Critical: +2d6 damage [COLOR=Orange]+1 deathcut leather armor[/COLOR] Daily (Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 necrotic damage to that enemy. Property: Resist 5 necrotic, resist 5 poison. [/FONT] [FONT=Courier New][COLOR=Orange]+1 safewing amulet[/COLOR] Property: When falling, reduce the distance by 10 feet for calculating damage. Always land on your feet after a fall.[/FONT] [FONT=Courier New][COLOR=Orange]+1 frost shuriken[/COLOR] Critical: +1d6 cold damageAt-Will (Cold): Free Action. All damage dealt by this weapon is cold. Free action to return to normal. Daily (Cold): Free Action. Use this power when you hit with the weapon. The target takes 1d8 cold damage and is slowed until the end of your next turn. [B] Race and Class Features:[/B] Elven Accuracy Elven Weapon Proficiency (proficient with longbow and shortbow) Fey Origin Group Awareness (non-elf allies in 5 gain +1 Percep) Wild Step (ignore difficult terrain while shifting) First Strike (combat adv vs. any creatures not acted yet) Brutal Scoundrel (add Str mod to sneak attack damage) Rogue Weapon Talent (+1 to hit with daggers, 1d6 damage with shuriken) Sneak Attack (+2d8+3 damage once/round with combat adv.) [B]Feats[/B]: Weapon Proficiency (rapier) Backstabber Elven Precision [B]Skills[/B]: Acrobatics: +11 (+2 level +4 Dex +5 trained) Arcana: +3 (+2 level +1 Int) Athletics: +10 (+2 level +3 Str +5 trained) Bluff: +2 (+2 level +0 Cha) Diplomacy: +2 (+2 level +0 Cha) Dungeoneering: +4 (+2 level +2 Wis) Endurance: +3 (+2 level +1 Con) Heal: +4 (+2 level +2 Wis) History: +3 (+2 level +1 Int) Insight: +9 (+2 level +2 Wis +5 trained) Intimidate: +2 (+2 level +0 Cha) Nature: +6 (+2 level +2 Wis +2 race) Perception: +11 (+2 level +2 Wis +2 race +5 trained) Religion: +3 (+2 level +1 Int) Stealth: +11 (+2 level +4 Dex +5 trained) Streetwise: +2 (+2 level +0 Cha) Thievery: +11 (+2 level +4 Dex +5 trained) [B]Equipment[/B]: Item Weight Cost +2 rapier 2 1800gp* +1 deathcut leather 15 1000gp* +1 safewing amulet -- 680gp* +1 frost shuriken 0.5 680gp Adventurer's kit 33 15gp 2 potions of healing -- 50gp ea. Everburning torch 1 50gp Total Weight: 50.5 lbs. Money: 90gp, 0sp, 0cp Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods, 10 days of trail rations, 50' of hemp rope, and a Waterskin.[/FONT][/code][/sblock]Edit: Finished up equipment buying, no other changes. [/QUOTE]
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[Closed!] 4e Game; B'n'B Against the Orcs
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