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Damned If You Do... Recruiting Closed
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<blockquote data-quote="tiornys" data-source="post: 5486623" data-attributes="member: 17633"><p>Interested, although if it comes to a choice between this and the Clutches of the Maw, I'll wait for the latter <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'm thinking an Elf Ranger|Cleric hybrid, emphasizing the striker side of the character to the point where I'm basically a striker with a slightly stronger sub-leader than normal. Will likely worship Avandra or equivalent, and be drawn to the settlement by the rumors of evil deeds and adventurous possibilities.</p><p></p><p>t~</p><p></p><p>[sblock=Mirithek, background and appearance]Mirithek wears naturally colored leathers and a mottled green cloak with a mottled gray interior (reversible). His chestnut colored hair is short but thick, standing out like a mane when uncovered. His pale blue eyes are at odds with his weathered brown complexion.</p><p></p><p>Mirithek was raised in a typical elven manner, learning woodslore and archery from his father. When Mirithek was in his late teens, his village was visited by a wandering priest of Avandra, who talked freely and openly about his religion while helping with various needs about the village in exchange for food and provisions. Mirithek didn't understand many of the details, but the overall philosophy of freedom, travel, adventure, and taking your fate into your hands came through loud and clear. Within a year, he had set out on his travels. He hasn't been on the road for long when he hears rumors of a monster-infested tomb located near a mining town just a few weeks upriver. Shouldering his bow, he sets out to verify the rumors....[/sblock]</p><p></p><p>[sblock= Mirithek, Character Sheet]<strong>Mirithek</strong>, level 1 Elf Ranger|Cleric</p><p>Male, 5' 7", 135 lb</p><p>[sblock= Elf features]Ability scores: +2 Dexterity, +2 Intelligence or +2 Wisdom</p><p>Size: Medium</p><p>Speed: 7 squares.</p><p>Vision: Low-Light</p><p></p><p>Languages: Common, Elven</p><p>Skill Bonuses: +2 Nature, +2 Perception.</p><p>Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.</p><p>Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.</p><p>Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.</p><p>Wild Step: You ignore difficult terrain when you shift.</p><p><span style="color: red">[sblock= Elven Accuracy]<strong>Encounter </strong></span></p><p><span style="color: red"><strong>Free Action Personal</strong></span></p><p><span style="color: red"><strong>Trigger:</strong> You make an attack roll and dislike the result.</span></p><p><span style="color: red"><strong>Effect:</strong> Reroll the attack roll. Use the second roll, even if it’s lower.</span></p><p><span style="color: red">[/sblock]</span>[/sblock][sblock= Ranger|Cleric features][sblock= Hunter's Quarry (hybrid)]<strong>At-Will</strong></p><p><strong>Minor Action </strong></p><p><strong>Effect:</strong> You can designate the nearest enemy to you that you can see as your quarry.</p><p>Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.</p><p></p><p>The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.</p><p></p><p>You can designate one enemy as your quarry at a time.</p><p></p><p>Level ... Hunter’s Quarry Extra Damage</p><p>1st–10th +1d6</p><p>11th–20th +2d6</p><p>21st–30th +3d6</p><p>[/sblock][sblock= Healer's Lore]Your study of healing allows you to make the most of your healing prayers. When you let a creature spend a healing surge to regain hit points with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.</p><p>[/sblock]<span style="color: red">[sblock= Healing Word (hybrid)]<strong>Encounter (Special) Healing</strong></span></p><p><span style="color: red"><strong>Minor Action Close</strong> burst 5 (10 at 11th level, 15 at 21st level)</span></p><p><span style="color: red"></span></p><p><span style="color: red"><strong>Target:</strong> You or one ally in the burst</span></p><p><span style="color: red"></span></p><p><span style="color: red"><strong>Effect:</strong> The target can spend a healing surge and regain 1d6 additional hit points.</span></p><p><span style="color: red"><strong>Level 6:</strong> 2d6 additional hit points.</span></p><p><span style="color: red"><strong>Level 11:</strong> 3d6 additional hit points.</span></p><p><span style="color: red"><strong>Level 16:</strong> 4d6 additional hit points.</span></p><p><span style="color: red"><strong>Level 21:</strong> 5d6 additional hit points.</span></p><p><span style="color: red"><strong>Level 26:</strong> 6d6 additional hit points.</span></p><p><span style="color: red">[/sblock]</span>[/sblock][sblock= Background]Occupation: Hunter <strong>Benefit:</strong> +2 Stealth</p><p>[/sblock][sblock= Reference]<strong>Initiative:</strong> +4 <strong>Speed:</strong> 7</p><p><strong>Passive Insight:</strong> 19 <strong>Passive Perception:</strong> 21 (<strong>Senses:</strong> low-light)</p><p><strong>Resistances:</strong> none</p><p><strong>Saving Throw Modifiers:</strong> none</p><p><strong>Languages:</strong> Common, Elven</p><p>[/sblock][sblock= Stats]<strong>Strength:</strong> 11</p><p><strong>Constitution:</strong> 13</p><p><strong>Dexterity:</strong> 18</p><p><strong>Intelligence:</strong> 10</p><p><strong>Wisdom:</strong> 18</p><p><strong>Charisma:</strong> 8</p><p>[/sblock][sblock= Defenses]<strong>AC:</strong> 17 <strong>Fortitude:</strong> 11 <strong>Reflex:</strong> 15 <strong>Will:</strong> 15</p><p><strong>HP:</strong> 25 <strong>Surges/day:</strong> 7 <strong>Surge Value:</strong> 6</p><p>[/sblock][sblock= Skills]Acrobatics +3</p><p>Arcana +0</p><p>Athletics -1</p><p>Bluff -1</p><p>Diplomacy -1</p><p>Dungeoneering +4</p><p>Endurance +0</p><p>Heal +4</p><p>History +0</p><p>Insight +9</p><p>Intimidate -1</p><p>Nature +11</p><p>Perception +11</p><p>Religion +0</p><p>Stealth +10</p><p>Streetwise -1</p><p>Thievery +3</p><p>[/sblock][sblock= Feats]<strong>Level 1:</strong> Weapon Proficiency: Greatbow</p><p>[/sblock][sblock= Powers]</p><p><span style="color: green">[sblock= Brand of the Sun]<strong>At-Will Divine, Radiant, Weapon</strong></span></p><p><span style="color: green"><strong>Standard Action Melee</strong> weapon</span></p><p><span style="color: green"><strong>Target:</strong> One creature</span></p><p><span style="color: green"><strong>Attack:</strong> Wisdom vs. AC</span></p><p><span style="color: green"><strong>Hit:</strong> 1[W] + Wisdom modifier radiant damage.</span></p><p><span style="color: green"><strong>Level 21:</strong> 2[W] + Wisdom modifier radiant damage.</span></p><p><span style="color: green"><strong>Effect:</strong> You or one ally within 5 squares of you can make a saving throw.</span></p><p><span style="color: green">[/sblock][sblock= Twin Strike]<strong>At-Will Martial, Weapon</strong></span></p><p><span style="color: green"><strong>Standard Action Melee or Ranged</strong> weapon</span></p><p><span style="color: green"><strong>Requirement</strong>: You must be wielding two melee weapons or a ranged weapon.</span></p><p><span style="color: green"><strong>Targets</strong>: One or two creatures</span></p><p><span style="color: green"><strong>Attack</strong>: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks</span></p><p><span style="color: green"><strong>Hit</strong>: 1[W] damage per attack.</span></p><p><span style="color: green">Increase damage to 2[W] at 21st level.</span></p><p><span style="color: green">[/sblock]</span><span style="color: Red">[sblock= Two-Fanged Strike]<strong>Encounter Martial, Weapon</strong></span></p><p><span style="color: Red"><strong>Standard Action Melee or Ranged</strong> weapon</span></p><p><span style="color: Red"><strong>Requirement:</strong> You must be wielding two melee weapons or a ranged weapon.</span></p><p><span style="color: Red"><strong>Target:</strong> One creature</span></p><p><span style="color: Red"><strong>Attack:</strong> Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks</span></p><p><span style="color: Red"><strong>Hit:</strong> 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier.</span></p><p><span style="color: Red">[/sblock]</span><span style="color: SlateGray">[sblock= Cascade of Light]<strong>Daily Divine, Implement, Radiant</strong></span></p><p><span style="color: SlateGray"><strong>Standard Action Ranged</strong> 10</span></p><p><span style="color: SlateGray"><strong>Target</strong>: One creature</span></p><p><span style="color: SlateGray"><strong>Attack</strong>: Wisdom vs. Will</span></p><p><span style="color: SlateGray"><strong>Hit</strong>: 3d8 + Wisdom modifier radiant damage, and the target gains vulnerability 5 to all your attacks (save ends).</span></p><p><span style="color: SlateGray"><strong>Miss</strong>: Half damage, and the target gains no vulnerability.</span></p><p><span style="color: SlateGray">[/sblock]</span>[/sblock][sblock=Items]</p><p>Greatbow</p><p>Hide Armor</p><p>60 Arrows</p><p>Longsword</p><p>Dagger</p><p>Adventurer's Kit</p><p><strong>Wealth:</strong> 6 gp</p><p>[/sblock][sblock= Details][sblock= Mannerisms and Appearance]Mirithek wears naturally colored leathers and a mottled green cloak with a mottled gray interior (reversible). His chestnut colored hair is short but thick, standing out like a mane when uncovered. His pale blue eyes are at odds with his weathered brown complexion.</p><p></p><p>Mirithek moves like a hunter, and rarely relaxes even in safe environments. His eyes are constantly in motion, cataloging his surroundings. Mirithek tends to whisper most of his communications; when he speaks, his surprisingly deep voice is impossible to use quietly.</p><p>[/sblock][sblock= Character Matrix]Social Interactions: Relaxed, Enthusiastic, Open-minded</p><p>Decision Points: Easygoing, Flexible, Kind</p><p>Dire Straits: Brave, Happy-go-lucky, Restless</p><p>[/sblock][sblock= Campaign Notes]</p><p>[/sblock][/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="tiornys, post: 5486623, member: 17633"] Interested, although if it comes to a choice between this and the Clutches of the Maw, I'll wait for the latter :) I'm thinking an Elf Ranger|Cleric hybrid, emphasizing the striker side of the character to the point where I'm basically a striker with a slightly stronger sub-leader than normal. Will likely worship Avandra or equivalent, and be drawn to the settlement by the rumors of evil deeds and adventurous possibilities. t~ [sblock=Mirithek, background and appearance]Mirithek wears naturally colored leathers and a mottled green cloak with a mottled gray interior (reversible). His chestnut colored hair is short but thick, standing out like a mane when uncovered. His pale blue eyes are at odds with his weathered brown complexion. Mirithek was raised in a typical elven manner, learning woodslore and archery from his father. When Mirithek was in his late teens, his village was visited by a wandering priest of Avandra, who talked freely and openly about his religion while helping with various needs about the village in exchange for food and provisions. Mirithek didn't understand many of the details, but the overall philosophy of freedom, travel, adventure, and taking your fate into your hands came through loud and clear. Within a year, he had set out on his travels. He hasn't been on the road for long when he hears rumors of a monster-infested tomb located near a mining town just a few weeks upriver. Shouldering his bow, he sets out to verify the rumors....[/sblock] [sblock= Mirithek, Character Sheet][B]Mirithek[/B], level 1 Elf Ranger|Cleric Male, 5' 7", 135 lb [sblock= Elf features]Ability scores: +2 Dexterity, +2 Intelligence or +2 Wisdom Size: Medium Speed: 7 squares. Vision: Low-Light Languages: Common, Elven Skill Bonuses: +2 Nature, +2 Perception. Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow. Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks. Wild Step: You ignore difficult terrain when you shift. [color="red"][sblock= Elven Accuracy][B]Encounter [/B] [B]Free Action Personal Trigger:[/B] You make an attack roll and dislike the result. [B]Effect:[/B] Reroll the attack roll. Use the second roll, even if it’s lower. [/sblock][/color][/sblock][sblock= Ranger|Cleric features][sblock= Hunter's Quarry (hybrid)][B]At-Will Minor Action Effect:[/B] You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time. Level ... Hunter’s Quarry Extra Damage 1st–10th +1d6 11th–20th +2d6 21st–30th +3d6 [/sblock][sblock= Healer's Lore]Your study of healing allows you to make the most of your healing prayers. When you let a creature spend a healing surge to regain hit points with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains. [/sblock][color="red"][sblock= Healing Word (hybrid)][B]Encounter (Special) Healing Minor Action Close[/B] burst 5 (10 at 11th level, 15 at 21st level) [B]Target:[/B] You or one ally in the burst [B]Effect:[/B] The target can spend a healing surge and regain 1d6 additional hit points. [B]Level 6:[/B] 2d6 additional hit points. [B]Level 11:[/B] 3d6 additional hit points. [B]Level 16:[/B] 4d6 additional hit points. [B]Level 21:[/B] 5d6 additional hit points. [B]Level 26:[/B] 6d6 additional hit points. [/sblock][/color][/sblock][sblock= Background]Occupation: Hunter [b]Benefit:[/b] +2 Stealth [/sblock][sblock= Reference][b]Initiative:[/b] +4 [b]Speed:[/b] 7 [b]Passive Insight:[/b] 19 [b]Passive Perception:[/b] 21 ([b]Senses:[/b] low-light) [b]Resistances:[/b] none [b]Saving Throw Modifiers:[/b] none [b]Languages:[/b] Common, Elven [/sblock][sblock= Stats][b]Strength:[/b] 11 [b]Constitution:[/b] 13 [b]Dexterity:[/b] 18 [b]Intelligence:[/b] 10 [b]Wisdom:[/b] 18 [b]Charisma:[/b] 8 [/sblock][sblock= Defenses][b]AC:[/b] 17 [b]Fortitude:[/b] 11 [b]Reflex:[/b] 15 [b]Will:[/b] 15 [b]HP:[/b] 25 [b]Surges/day:[/b] 7 [b]Surge Value:[/b] 6 [/sblock][sblock= Skills]Acrobatics +3 Arcana +0 Athletics -1 Bluff -1 Diplomacy -1 Dungeoneering +4 Endurance +0 Heal +4 History +0 Insight +9 Intimidate -1 Nature +11 Perception +11 Religion +0 Stealth +10 Streetwise -1 Thievery +3 [/sblock][sblock= Feats][b]Level 1:[/b] Weapon Proficiency: Greatbow [/sblock][sblock= Powers] [color="green"][sblock= Brand of the Sun][B]At-Will Divine, Radiant, Weapon Standard Action Melee[/B] weapon [B]Target:[/B] One creature [B]Attack:[/B] Wisdom vs. AC [B]Hit:[/B] 1[W] + Wisdom modifier radiant damage. [B]Level 21:[/B] 2[W] + Wisdom modifier radiant damage. [B]Effect:[/B] You or one ally within 5 squares of you can make a saving throw. [/sblock][sblock= Twin Strike][B]At-Will Martial, Weapon Standard Action Melee or Ranged[/B] weapon [B]Requirement[/B]: You must be wielding two melee weapons or a ranged weapon. [B]Targets[/B]: One or two creatures [B]Attack[/B]: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks [B]Hit[/B]: 1[W] damage per attack. Increase damage to 2[W] at 21st level. [/sblock][/color][color=Red][sblock= Two-Fanged Strike][B]Encounter Martial, Weapon Standard Action Melee or Ranged[/B] weapon [B]Requirement:[/B] You must be wielding two melee weapons or a ranged weapon. [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks [B]Hit:[/B] 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier. [/sblock][/color][color=SlateGray][sblock= Cascade of Light][B]Daily Divine, Implement, Radiant Standard Action Ranged[/B] 10 [B]Target[/B]: One creature [B]Attack[/B]: Wisdom vs. Will [B]Hit[/B]: 3d8 + Wisdom modifier radiant damage, and the target gains vulnerability 5 to all your attacks (save ends). [B]Miss[/B]: Half damage, and the target gains no vulnerability. [/sblock][/color][/sblock][sblock=Items] [color=DarkOrange][/color]Greatbow Hide Armor 60 Arrows Longsword Dagger Adventurer's Kit [b]Wealth:[/b] 6 gp [/sblock][sblock= Details][sblock= Mannerisms and Appearance]Mirithek wears naturally colored leathers and a mottled green cloak with a mottled gray interior (reversible). His chestnut colored hair is short but thick, standing out like a mane when uncovered. His pale blue eyes are at odds with his weathered brown complexion. Mirithek moves like a hunter, and rarely relaxes even in safe environments. His eyes are constantly in motion, cataloging his surroundings. Mirithek tends to whisper most of his communications; when he speaks, his surprisingly deep voice is impossible to use quietly. [/sblock][sblock= Character Matrix]Social Interactions: Relaxed, Enthusiastic, Open-minded Decision Points: Easygoing, Flexible, Kind Dire Straits: Brave, Happy-go-lucky, Restless [/sblock][sblock= Campaign Notes] [/sblock][/sblock][/sblock] [/QUOTE]
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