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<blockquote data-quote="Land Outcast" data-source="post: 3303577" data-attributes="member: 29160"><p>[sblock=They had no idea what they were facing]</p><p>N Female Dwarf Ftr 2/Barbarian 1/Ranger 2/Battlerager 5 (Races of Faerun)</p><p><strong>Init</strong> +2; <strong>Senses</strong> Darkvision 60 ft.; Listen +1, Spot +1 </p><p><strong>Languages:</strong> Common, Dwarven, Undercommon</p><p>----------------------------------------------------------------</p><p><strong>AC</strong> 23, touch 13, flat-footed 21; +4 Dodge bonus vs. Giants</p><p>(+2 Dex, +2 Natural, +1 Protection, +8 <em>+3 Mithral Brestplate</em>)</p><p><strong>hp (max)</strong> 138 (2d8+2d10+6d12+30);</p><p><strong>Immune</strong> Fear</p><p><strong>Saves</strong> [+2 racial bonus against spells and spell-like abilities]</p><p><strong>Fort</strong> +18 (12 class + 3 Con + 3 resistance) [+4 racial bonus against poison]</p><p><strong>Ref</strong> +9 (4 class + 2 Dex + 3 resistance)</p><p><strong>Will</strong> +5 (1 class + 1 Wis + 3 resistance) [+2 insight bonus against mind-affecting spells and effects]</p><p>------------------------------------------------------------------</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong></p><p style="margin-left: 20px">+1 Distance Returning Greataxe +17/+12 (1d12+8/x3) or</p> <p style="margin-left: 20px">+1 Distance Returning Greataxe +15/+10 (1d12+8/x3) and Unarmed Strike +13 (1d3+2)or</p> <p style="margin-left: 20px">Unarmed Strike +15/+10 (1d3+5) or</p> <p style="margin-left: 20px">Unarmed Strike +13/+8 (1d3+5) and Unarmed Strike +13 (1d3+2)</p><p><strong>Ranged</strong></p><p style="margin-left: 20px">+1 Distance Returning Greataxe +16 (1d12+8/x3) (20ft. range increment) or</p> <p style="margin-left: 20px">+1 Heavy Crossbow +13 (1d10+1/19-20) (120ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Attack</strong> +10; <strong>Grp</strong> +15 [Close-quarters fighting]</p><p><strong>Atk Options</strong> Cleave, Great Cleave, Power Attack, Power Throw, Reckless Offensive, Two Weapon Fighting, +1 on attack rolls against orcs and goblinoids, Favored Enemy (humanoid (goblinoid))</p><p><strong>Special Actions</strong> Rage 4/day</p><p>-------------------------------------------------------------------</p><p><strong>Abilities (32 pts):</strong> </p><p style="margin-left: 20px">Str 20 (10pts + 2 stat bumps + 2 enhancement)</p> <p style="margin-left: 20px">Dex 14 (6pts)</p> <p style="margin-left: 20px">Con 16 (6pts + 2 racial)</p> <p style="margin-left: 20px">Int 10 (2pts)</p> <p style="margin-left: 20px">Wis 12 (4pts)</p> <p style="margin-left: 20px">Cha 10 (4pts - 2 racial)</p><p><strong>Feats:</strong></p><p><strong>Fighter bonus feats:</strong></p><p style="margin-left: 20px">Cleave</p> <p style="margin-left: 20px">Power Attack</p><p><strong>Ranger Bonus Feats:</strong></p><p style="margin-left: 20px">Endurance</p> <p style="margin-left: 20px">Track</p> <p style="margin-left: 20px">Two Weapon Fighting</p><p><strong>Battlerager bonus feats:</strong></p><p style="margin-left: 20px"><u>Close-quarters fighting</u> (Complete Warrior, you get an AoO whenever an enemy attempts to grapple you (even if the enemy wouldn't cause an AoO), if you deal damage -and the enemy doesn't have Improved Grapple or Improved Grab- the attempt fails. If you deal damage -and the enemy has Improved Grapple or Improved Grab- you may add the damage as a bonus to your opposed grapple check)</p> <p style="margin-left: 20px">Great Cleave</p> <p style="margin-left: 20px">Improved Unarmed Strike</p> <p style="margin-left: 20px"><u>Reckless Offensive</u> (trade -4 to AC for +2 competence bonus on all attack rolls for the round)</p><p><u>Brutal Throw</u> (Complete Adventurer, Str instead of Dex with thrown weapons)</p><p><u>Power Throw</u> (Complete Adventurer, Can use Power Attack with thrown weapons)</p><p><u>Throw Anything</u> (Complete Warrior, No penalty, Range increment of 10 ft.)</p><p>Weapon Focus (Greataxe)</p><p><strong>Skills</strong></p><p><u>Intimidate +12</u> (5 Ranks Ftr, 3 Ranks Rngr, 2 Ranks Battlerager, +2 Gruff)</p><p><u>Knowledge (Religion)</u> +2 (2 cc Ranks Ftr)</p><p><u>Perform (Singing)</u> +2 (2 cc Ranks Rngr)</p><p><u>Perform (Storytelling)</u> +2 (1 cc Ranks Brb, 1 cc Ranger)</p><p><u>Survival +14</u> (2 Ranks Brb, 3 Ranks Rngr, 8 Ranks Battlerager, +1 Wis)</p><p></p><p><strong>Stonecunning:</strong> Stonecunning grants dwarves a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. </p><p><strong>Weapon Familiarity:</strong> Dwarven Urgosh and Dwarven Waraxe (one-handed) are treated as matial weapons by dwarves.</p><p><strong>Stability:</strong> +4 racial bonus on checks to avoid being bull rushed or tripped.</p><p><strong>Skill Bonuses:</strong> +2 racial bonus on Appraise and Craft skill checks realted to metal or stone.</p><p><strong>Fast Movement:</strong> +10 feet to Base land speed while wearing light or no armor and not carrying a heavy load.</p><p><strong>Favored Enemy (humanoid (goblinoid)): </strong>The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against goblinoids. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.</p><p><strong>Rage</strong> In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. A fit of rage lasts for 3 + the character’s Constitution modifier rounds. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.</p><p>A barbarian can fly into a rage only once per encounter.</p><p><strong>Gruff:</strong> -4 on all Charisma-based skill checks, except Intimidate, where she gets a +2 bonus.</p><p><strong>Rock Gut:</strong> Dwarven Bonus vs. poison improves to a +4.</p><p><strong>Natural Armor:</strong> Gruun gains a +2 Natural Armor due to the toughening of her skin.</p><p></p><p><strong>Possessions (minimum):</strong> +1 Distance returning Greataxe, +1 Heavy Crossbow, +3 Mithral Brestplate, Cloak of Resistance +3, Gauntlets of Ogre Power</p><p> </p><p>Approximate Remaining Wealth: 1500gp (49k-47.5k)</p><p></p><p>EDIT: While in rage and using Offensive Fighting:</p><p><strong>AC</strong> 17, touch 7, flat-footed 15; +4 Dodge bonus vs. Giants</p><p><strong>hp (max)</strong> 158 (2d8+2d10+6d12+30+20);</p><p><strong>Saves</strong> [+2 racial bonus against spells and spell-like abilities]</p><p><strong>Fort</strong> +20 (12 class + 5 Con + 3 resistance) [+4 racial bonus against poison]</p><p><strong>Ref</strong> +9 (4 class + 2 Dex + 3 resistance)</p><p><strong>Will</strong> +7 (1 class + 1 Wis + 3 resistance + 2 Rage) [+2 insight bonus against mind-affecting spells and effects]</p><p>------------------------------------------------------------------</p><p><strong>Melee</strong></p><p style="margin-left: 20px">+1 Distance Returning Greataxe +21/+16 (1d12+11/x3) or</p> <p style="margin-left: 20px">+1 Distance Returning Greataxe +19/+14 (1d12+11/x3) and Unarmed Strike +17 (1d3+3)or</p> <p style="margin-left: 20px">Unarmed Strike +19/+14 (1d3+7) or</p> <p style="margin-left: 20px">Unarmed Strike +17/+12 (1d3+7) and Unarmed Strike +17 (1d3+3)</p><p><strong>Ranged</strong></p><p style="margin-left: 20px">+1 Distance Returning Greataxe +19 (1d12+11/x3) (20ft. range increment)</p><p><strong>Grp</strong> +17 [Close-quarters fighting]</p><p>[/sblock]</p><p></p><p>Who needs a bow? elves need bows, dwarves just need one BIG AXE </p><p></p><p>Actually they could have seen this coming...</p></blockquote><p></p>
[QUOTE="Land Outcast, post: 3303577, member: 29160"] [sblock=They had no idea what they were facing] N Female Dwarf Ftr 2/Barbarian 1/Ranger 2/Battlerager 5 (Races of Faerun) [B]Init[/B] +2; [B]Senses[/B] Darkvision 60 ft.; Listen +1, Spot +1 [B]Languages:[/B] Common, Dwarven, Undercommon ---------------------------------------------------------------- [B]AC[/B] 23, touch 13, flat-footed 21; +4 Dodge bonus vs. Giants (+2 Dex, +2 Natural, +1 Protection, +8 [I]+3 Mithral Brestplate[/I]) [B]hp (max)[/B] 138 (2d8+2d10+6d12+30); [B]Immune[/B] Fear [B]Saves[/B] [+2 racial bonus against spells and spell-like abilities] [B]Fort[/B] +18 (12 class + 3 Con + 3 resistance) [+4 racial bonus against poison] [B]Ref[/B] +9 (4 class + 2 Dex + 3 resistance) [B]Will[/B] +5 (1 class + 1 Wis + 3 resistance) [+2 insight bonus against mind-affecting spells and effects] ------------------------------------------------------------------ [B]Speed[/B] 30 ft. (6 squares) [B]Melee[/B] [INDENT]+1 Distance Returning Greataxe +17/+12 (1d12+8/x3) or +1 Distance Returning Greataxe +15/+10 (1d12+8/x3) and Unarmed Strike +13 (1d3+2)or Unarmed Strike +15/+10 (1d3+5) or Unarmed Strike +13/+8 (1d3+5) and Unarmed Strike +13 (1d3+2)[/INDENT] [B]Ranged[/B] [indent]+1 Distance Returning Greataxe +16 (1d12+8/x3) (20ft. range increment) or +1 Heavy Crossbow +13 (1d10+1/19-20) (120ft. range increment)[/indent] [B]Space[/B] 5 ft.; [B]Reach[/B] 5 ft. [B]Base Attack[/B] +10; [B]Grp[/B] +15 [Close-quarters fighting] [B]Atk Options[/B] Cleave, Great Cleave, Power Attack, Power Throw, Reckless Offensive, Two Weapon Fighting, +1 on attack rolls against orcs and goblinoids, Favored Enemy (humanoid (goblinoid)) [B]Special Actions[/B] Rage 4/day ------------------------------------------------------------------- [B]Abilities (32 pts):[/B] [INDENT]Str 20 (10pts + 2 stat bumps + 2 enhancement) Dex 14 (6pts) Con 16 (6pts + 2 racial) Int 10 (2pts) Wis 12 (4pts) Cha 10 (4pts - 2 racial)[/INDENT] [B]Feats:[/B] [B]Fighter bonus feats:[/B] [INDENT]Cleave Power Attack[/INDENT] [B]Ranger Bonus Feats:[/B] [INDENT]Endurance Track Two Weapon Fighting[/INDENT] [B]Battlerager bonus feats:[/B] [INDENT][U]Close-quarters fighting[/U] (Complete Warrior, you get an AoO whenever an enemy attempts to grapple you (even if the enemy wouldn't cause an AoO), if you deal damage -and the enemy doesn't have Improved Grapple or Improved Grab- the attempt fails. If you deal damage -and the enemy has Improved Grapple or Improved Grab- you may add the damage as a bonus to your opposed grapple check) Great Cleave Improved Unarmed Strike [U]Reckless Offensive[/U] (trade -4 to AC for +2 competence bonus on all attack rolls for the round)[/INDENT] [U]Brutal Throw[/U] (Complete Adventurer, Str instead of Dex with thrown weapons) [U]Power Throw[/U] (Complete Adventurer, Can use Power Attack with thrown weapons) [U]Throw Anything[/U] (Complete Warrior, No penalty, Range increment of 10 ft.) Weapon Focus (Greataxe) [B]Skills[/B] [U]Intimidate +12[/U] (5 Ranks Ftr, 3 Ranks Rngr, 2 Ranks Battlerager, +2 Gruff) [U]Knowledge (Religion)[/U] +2 (2 cc Ranks Ftr) [U]Perform (Singing)[/U] +2 (2 cc Ranks Rngr) [U]Perform (Storytelling)[/U] +2 (1 cc Ranks Brb, 1 cc Ranger) [U]Survival +14[/U] (2 Ranks Brb, 3 Ranks Rngr, 8 Ranks Battlerager, +1 Wis) [B]Stonecunning:[/B] Stonecunning grants dwarves a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. [B]Weapon Familiarity:[/B] Dwarven Urgosh and Dwarven Waraxe (one-handed) are treated as matial weapons by dwarves. [B]Stability:[/B] +4 racial bonus on checks to avoid being bull rushed or tripped. [B]Skill Bonuses:[/B] +2 racial bonus on Appraise and Craft skill checks realted to metal or stone. [B]Fast Movement:[/B] +10 feet to Base land speed while wearing light or no armor and not carrying a heavy load. [B]Favored Enemy (humanoid (goblinoid)): [/B]The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against goblinoids. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. [B]Rage[/B] In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. A fit of rage lasts for 3 + the character’s Constitution modifier rounds. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. A barbarian can fly into a rage only once per encounter. [B]Gruff:[/B] -4 on all Charisma-based skill checks, except Intimidate, where she gets a +2 bonus. [B]Rock Gut:[/B] Dwarven Bonus vs. poison improves to a +4. [B]Natural Armor:[/B] Gruun gains a +2 Natural Armor due to the toughening of her skin. [B]Possessions (minimum):[/B] +1 Distance returning Greataxe, +1 Heavy Crossbow, +3 Mithral Brestplate, Cloak of Resistance +3, Gauntlets of Ogre Power Approximate Remaining Wealth: 1500gp (49k-47.5k) EDIT: While in rage and using Offensive Fighting: [B]AC[/B] 17, touch 7, flat-footed 15; +4 Dodge bonus vs. Giants [B]hp (max)[/B] 158 (2d8+2d10+6d12+30+20); [B]Saves[/B] [+2 racial bonus against spells and spell-like abilities] [B]Fort[/B] +20 (12 class + 5 Con + 3 resistance) [+4 racial bonus against poison] [B]Ref[/B] +9 (4 class + 2 Dex + 3 resistance) [B]Will[/B] +7 (1 class + 1 Wis + 3 resistance + 2 Rage) [+2 insight bonus against mind-affecting spells and effects] ------------------------------------------------------------------ [B]Melee[/B] [INDENT]+1 Distance Returning Greataxe +21/+16 (1d12+11/x3) or +1 Distance Returning Greataxe +19/+14 (1d12+11/x3) and Unarmed Strike +17 (1d3+3)or Unarmed Strike +19/+14 (1d3+7) or Unarmed Strike +17/+12 (1d3+7) and Unarmed Strike +17 (1d3+3)[/INDENT] [B]Ranged[/B] [indent]+1 Distance Returning Greataxe +19 (1d12+11/x3) (20ft. range increment)[/indent] [B]Grp[/B] +17 [Close-quarters fighting] [/sblock] Who needs a bow? elves need bows, dwarves just need one BIG AXE Actually they could have seen this coming... [/QUOTE]
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