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<blockquote data-quote="OnlytheStrong" data-source="post: 4455919" data-attributes="member: 54781"><p>[sblock=Oramail Elven Ranger 5]</p><p></p><p>Initiative: +7</p><p>Senses: Perception 22, Insight 15</p><p>Alignment: Good</p><p>Languages: Elven, Common</p><p></p><p>Str 10 (+0)</p><p>Dex 20 (+5) [17 +2 racial +1 LA]</p><p>Con 12 (+1)</p><p>Int 10 (+0)</p><p>Wis 16 (+3) [13 + 2 racial + 1 LA]</p><p>Cha 12 (+1)</p><p></p><p>HP 44; Bloodied 22; Healing Surge 11 (7/day)</p><p>AC 22; Fort 14, Ref 18, Will 15 </p><p>Speed 7</p><p>Action Points 1</p><p></p><p>Skills: </p><p>Acrobatics +12<em>t</em>, Arcana +2, Athletics +1, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +1, Heal +10<em>t</em>, History +2, Insight +3, Intimidate +3, Nature +12<em>t</em>, Perception +12 <em>t</em>, Religion +2, Stealth +15<em>t</em>, Streetwise +3, Thievery +2</p><p><em>t</em> = Trained Skill</p><p></p><p>Feats: <ul> <li data-xf-list-type="ul">Light Step--For the purpose of hourly or daily travel rates, add 1 to your overland speed and the speed of all allies in your traveling group. Add 5 to the DC required to find or allow your tracks. If traveling with allies, you can share this benefit with up to 5 other characters. You gain +1 feat bonus to Acrobatics checks and Stealth checks. </li> <li data-xf-list-type="ul">Lethal Hunter--Extra damage from your Hunter's Quarry class feature increase from d6's to d8's</li> <li data-xf-list-type="ul">Skill Focus (stealth) -- +3 to the stealth skill</li> </ul><p></p><p>Gear:</p><p>Hide Armor 24lbs</p><p>Longbow +2 prof 1d10 range 20/40 3lbs</p><p>Dagger +3 prof 1d4 range 5/10 1lb</p><p>Short sword +3 prof 1d6 2lbs</p><p>Standard Adventurer's Kit (backpack, bedroll, flint and steel, pouch, rations (10), Hemp Rope, 2 sunrods, Waterskin)</p><p>Arrows (30)</p><p>Bracer's of the Perfect Shot--when you hit with a ranged basic attack, you gain +2 item bonus to damage</p><p>Amulet of Protection +2 -- +2 to AC</p><p>Everlasting Provisions --enough food and water to feed 5 medium creatures for 24 hours</p><p></p><p> 233gold remaining</p><p></p><p>Racial and class features: <ul> <li data-xf-list-type="ul">Proficiencies: Cloth, leather, hide, chainmail, light shield, simple melee, military melee, simple ranged</li> <li data-xf-list-type="ul">Racial Bonuses: +2 dex, +2 wis; speed 7 squares; Low Light Vision; +2 Nature, +2 Perception; Proficient with longbow and shortbow; Considered a Fey creature; Grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks; Ignore difficult terrain when shifting; Use elven accuracy as an encounter power</li> <li data-xf-list-type="ul">Elven Accuracy:<br /> Encounter Free Action<br /> Effect: Reroll an attack roll. Use the second roll, even it it's lower.</li> </ul><p></p><p></p><p>Powers:[sblock] <ul> <li data-xf-list-type="ul"><strong>Hunter's Quarry</strong><br /> Once per turn as a minor action, you can designate the enemy nearest you as your quarry. Remains in effect until the end of the encounter or until the quarry is defeated, or until a new quarry is designated. +1d8 dmg<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Prime Shot</strong><br /> If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. <br /> <br /> </li> <li data-xf-list-type="ul"><strong>Nimble Strike</strong><br /> At will Standard Action Ranged Weapon<br /> Target: One Creature<br /> Special: Shift 1 square before or after you attack<br /> Hit: 1[W]+dex modifier damage<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Twin Strike</strong><br /> At will Standard Action Ranged or Melee weapon<br /> Requirement: you must be wielding a ranged or two melee weapons<br /> Targets: One or two creatures<br /> Attack: Strength vs. AC (melee) or Dex vs. AC (ranged), two attacks<br /> Hit: 1[W] per attack<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Evasive Strike</strong><br /> Encounter Standard Action Melee or Ranged Weapon<br /> Target: One Creature<br /> Special: You can shift a number of squares equal to 1 + your wis mod either before or after your attack.<br /> Attack: Strength vs. AC (melee) or Dex vs. AC (ranged)<br /> Hit: 2[W] + strength (melee) or 2[W] + dex (ranged)<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Thundertusk Boar Strike</strong><br /> Encounter Standard Action Melee or ranged weapon<br /> Requirements: You must be wielding two melee weapons or a ranged weapon<br /> Targets: One or two creatures<br /> Attack: Strength vs. AC (melee) or Dex vs. AC (ranged), two attacks<br /> Hit: 1[W] + str mod (melee) or 1[W] + dex mod (ranged) per attack. With each hit, you push the target 1 square. If both attacks hit the same target, you push the target a number of squares equal to 1 + your wisdom modifier.<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Split the Tree</strong><br /> Daily Standard Action Ranged Weapon<br /> Targets: Two creatures within 3 squares of each other<br /> Attack: Dex vs. AC. Make 2 attack rolls, take the higher result, and apply it to both targets. <br /> Hit: 2[W] + dex modifier <br /> <br /> </li> <li data-xf-list-type="ul"><strong>Excruciating Shot</strong><br /> Daily Standard Action Ranged weapon<br /> Target: One creature<br /> Attack: Dex vs. AC<br /> Hit: 3[W] + dex mod, and the target is weakened (save ends)<br /> Miss: half damage, and the target is not weakened<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Crucial Advice</strong><br /> Encounter Immediate Reaction Ranged 5<br /> Trigger: An ally within range that you can see or hear makes a skill check using a skill in which you're trained<br /> Effect: Grant the ally the ability to reroll the skill check, with a power bonus equal to your wisdom modifier.</li> </ul><p>[/sblock]</p><p></p><p>Basic Attacks:</p><p>Longbow: To hit +9 Damage 1d10+5 </p><p>Dagger: To hit +5 Damage 1d4+0</p><p>Shortsword: To hit +5 Damage 1d6+0</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="OnlytheStrong, post: 4455919, member: 54781"] [sblock=Oramail Elven Ranger 5] Initiative: +7 Senses: Perception 22, Insight 15 Alignment: Good Languages: Elven, Common Str 10 (+0) Dex 20 (+5) [17 +2 racial +1 LA] Con 12 (+1) Int 10 (+0) Wis 16 (+3) [13 + 2 racial + 1 LA] Cha 12 (+1) HP 44; Bloodied 22; Healing Surge 11 (7/day) AC 22; Fort 14, Ref 18, Will 15 Speed 7 Action Points 1 Skills: Acrobatics +12[i]t[/i], Arcana +2, Athletics +1, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +1, Heal +10[i]t[/i], History +2, Insight +3, Intimidate +3, Nature +12[i]t[/i], Perception +12 [i]t[/i], Religion +2, Stealth +15[i]t[/i], Streetwise +3, Thievery +2 [i]t[/i] = Trained Skill Feats: [list] [*]Light Step--For the purpose of hourly or daily travel rates, add 1 to your overland speed and the speed of all allies in your traveling group. Add 5 to the DC required to find or allow your tracks. If traveling with allies, you can share this benefit with up to 5 other characters. You gain +1 feat bonus to Acrobatics checks and Stealth checks. [*]Lethal Hunter--Extra damage from your Hunter's Quarry class feature increase from d6's to d8's [*]Skill Focus (stealth) -- +3 to the stealth skill [/list] Gear: Hide Armor 24lbs Longbow +2 prof 1d10 range 20/40 3lbs Dagger +3 prof 1d4 range 5/10 1lb Short sword +3 prof 1d6 2lbs Standard Adventurer's Kit (backpack, bedroll, flint and steel, pouch, rations (10), Hemp Rope, 2 sunrods, Waterskin) Arrows (30) Bracer's of the Perfect Shot--when you hit with a ranged basic attack, you gain +2 item bonus to damage Amulet of Protection +2 -- +2 to AC Everlasting Provisions --enough food and water to feed 5 medium creatures for 24 hours 233gold remaining Racial and class features:[list] [*]Proficiencies: Cloth, leather, hide, chainmail, light shield, simple melee, military melee, simple ranged [*]Racial Bonuses: +2 dex, +2 wis; speed 7 squares; Low Light Vision; +2 Nature, +2 Perception; Proficient with longbow and shortbow; Considered a Fey creature; Grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks; Ignore difficult terrain when shifting; Use elven accuracy as an encounter power [*]Elven Accuracy: Encounter Free Action Effect: Reroll an attack roll. Use the second roll, even it it's lower. [/list] Powers:[sblock][list] [*][b]Hunter's Quarry[/b] Once per turn as a minor action, you can designate the enemy nearest you as your quarry. Remains in effect until the end of the encounter or until the quarry is defeated, or until a new quarry is designated. +1d8 dmg [*][b]Prime Shot[/b] If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. [*][b]Nimble Strike[/b] At will Standard Action Ranged Weapon Target: One Creature Special: Shift 1 square before or after you attack Hit: 1[W]+dex modifier damage [*][b]Twin Strike[/b] At will Standard Action Ranged or Melee weapon Requirement: you must be wielding a ranged or two melee weapons Targets: One or two creatures Attack: Strength vs. AC (melee) or Dex vs. AC (ranged), two attacks Hit: 1[W] per attack [*][b]Evasive Strike[/b] Encounter Standard Action Melee or Ranged Weapon Target: One Creature Special: You can shift a number of squares equal to 1 + your wis mod either before or after your attack. Attack: Strength vs. AC (melee) or Dex vs. AC (ranged) Hit: 2[W] + strength (melee) or 2[W] + dex (ranged) [*][b]Thundertusk Boar Strike[/b] Encounter Standard Action Melee or ranged weapon Requirements: You must be wielding two melee weapons or a ranged weapon Targets: One or two creatures Attack: Strength vs. AC (melee) or Dex vs. AC (ranged), two attacks Hit: 1[W] + str mod (melee) or 1[W] + dex mod (ranged) per attack. With each hit, you push the target 1 square. If both attacks hit the same target, you push the target a number of squares equal to 1 + your wisdom modifier. [*][b]Split the Tree[/b] Daily Standard Action Ranged Weapon Targets: Two creatures within 3 squares of each other Attack: Dex vs. AC. Make 2 attack rolls, take the higher result, and apply it to both targets. Hit: 2[W] + dex modifier [*][b]Excruciating Shot[/b] Daily Standard Action Ranged weapon Target: One creature Attack: Dex vs. AC Hit: 3[W] + dex mod, and the target is weakened (save ends) Miss: half damage, and the target is not weakened [*][b]Crucial Advice[/b] Encounter Immediate Reaction Ranged 5 Trigger: An ally within range that you can see or hear makes a skill check using a skill in which you're trained Effect: Grant the ally the ability to reroll the skill check, with a power bonus equal to your wisdom modifier. [/list] [/sblock] Basic Attacks: Longbow: To hit +9 Damage 1d10+5 Dagger: To hit +5 Damage 1d4+0 Shortsword: To hit +5 Damage 1d6+0 [/sblock] [/QUOTE]
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