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Invasion of Mori - Gallery [3.5][planar]
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<blockquote data-quote="Toptomcat" data-source="post: 3282671" data-attributes="member: 16191"><p>[sblock=Weapon]</p><p>Weapon- Male personality warforged monk 14</p><p></p><p>Strength: 26 (+2 level) (+6 enhancement)</p><p>Dexterity: 14</p><p>Constitution: 20 (+4 enhancement) </p><p>Intelligence: 10</p><p>Wisdom: 14 (+1 level)</p><p>Charisma: 8</p><p></p><p>AC: 25 (10 +2 Dex +2 Wis +3 monk +6 armor +2 deflection)</p><p>Touch: 19</p><p>Flat-footed: 18</p><p></p><p>HP: 13 + 13d8+65 (137 hp)</p><p></p><p>Base Attack Bonus: +10/+5</p><p></p><p>Speed: 80 ft</p><p></p><p>Saves:</p><p>Fort +16 (+9 base, +2 resistance, +5 Con)</p><p>Ref +13 (+9 base, +2 resistance, +2 Dex)</p><p>Will +13 (+9 base, +2 resistance, +2 Dex)</p><p></p><p>Attacks: </p><p>Unarmed strike +20 melee (+22 critical confirm), 4d8+14 bludgeoning damage, 17-20/x2 crit</p><p>Full attack unarmed strike +20 melee (+22 critical confirm) 8d8+28 bludgeoning damage, 17-20/x2 crit</p><p>Fists of Iron +1d6 5/day</p><p>Various elemental enhancements +2d6 5/day each</p><p>Stunning Fist DC 19 Fort (21 full attack), 14/day</p><p>Sudden Stunning DC 22 Reflex 5/day (compatable with Stunning Fist, but not Elemental Surges)</p><p>Full attack maximum unarmed strike +20 melee (+22 critical confirm) 8d8+28+1d6+2d6 bludgeoning/bludgeoning/elemental damage, 17-20/x2 crit</p><p></p><p>Skills:</p><p>Jump 18 ranks, +10 enhancement, +5 competence, +8 Strength, +20 speed, +61 total</p><p>Craft (blacksmithing) 18 ranks, +0 Int, +2 equipment, +20 total</p><p>Spot 12 ranks, +2 Wis, +14 total</p><p>Listen 10 ranks, +2 Wis, +12 total</p><p>Tumble 10 ranks, +2 Dex, +12 total</p><p></p><p>Feats:</p><p>Hammer Fist</p><p>Monk weapon proficiency (Monk bonus)</p><p>Improved Unarmed Strike (Monk bonus)</p><p>Stunning Fist (Monk bonus)</p><p>Deflect Arrows (2nd level Monk bonus)</p><p>Fists of Iron</p><p>Improved Natural Attack (unarmed strike) </p><p>Improved Trip (6th level Monk bonus)</p><p>Superior Unarmed Strike</p><p>Improved Critical (Unarmed Strike)</p><p></p><p>Class features:</p><p>Monk AC bonus (Wisdom + 2 to AC) (Wisdom + 3 with Monk's belt)</p><p>Decisive strike (PHB II monk variant)</p><p>Unarmed strike</p><p>Evasion</p><p>Improved evasion</p><p>Still mind</p><p><em>Ki</em> strike (magic, lawful)</p><p>Slow fall 70 ft</p><p>Purity of body</p><p>Wholeness of body</p><p>Diamond body</p><p>Abundant step</p><p>Diamond soul (SR 24)</p><p></p><p>Living construct traits:</p><p>Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, things that cause the sickened condition, and energy drain.</p><p>Incapable of healing damage naturally.</p><p>Still subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects.</p><p>Affected by spells that target living creatures and those that target constructs. Spells from the healing subschool and supernatural abilities that cure hit point or ability damage provide only half their normal effect.</p><p>Affected by <em>heat metal</em>, <em>chill metal</em>, and <em>repel metal or stone</em> as if wearing metal armor. Repelled by <em>repel wood</em>. <em>Rusting Grasp</em> deals 2d6 damage, Reflex half, DC 14 + caster's ability modifier; rust monster's touch deals the same damage, Reflex DC 17 half.</p><p>Note that <em>stone to flesh, stone shape, warp wood</em>, and <em>wood shape</em> effect objects only, which warforged are not.</p><p>Strenuous activity does not cause further damage at 0 hp. Automatically stabilizes at -1 to -10.</p><p>Can be raised or ressurected. </p><p>Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells (<em>goodberry, hero's feast</em>) and magical items (potions).</p><p>Composite Plating: +2 armor bonus to AC, enchantable, cannot wear conventional armor.</p><p>Light Fortification</p><p>Natural weapon: slam attack, 1d4 damage.</p><p>+2 Con, -2 Wis, -2 Cha (factored into statistics)</p><p>Favored class: Fighter.</p><p></p><p>Equipment:</p><p>Boots of Striding and Springing </p><p>Vest of Giant Strength +6</p><p>Monk's Belt</p><p>Improved Ring of Jumping </p><p>Ring of Protection +2</p><p>Cloak of Resistance +2</p><p>+4 enchanted composite plating</p><p>Amulet of Health +4 </p><p>Pitspawned Adamantine Battlefist +2 of Impact </p><p>Caustic Surge (+2d6 acid damage 5/day)</p><p>Flaming Surge (+2d6 fire damage 5/day)</p><p>Icy Surge (+2d6 cold damage 5/day)</p><p>Lightning Surge (+2d6 electricity damage 5/day) </p><p>Sudden Stunning (Reflex save DC 22 or be stunned for 1d4+1 rounds 5/day)</p><p>(Surge enhancements are a swift action to activate, so they only work one at a time)</p><p></p><p>3x Potion of Barkskin +3</p><p>3x Potion of Fly</p><p>Potion of Haste </p><p>Potion of Heroism</p><p>7x Oil of Repair Moderate Damage</p><p>Warforged repair kit</p><p>Backpack</p><p>Crowbar</p><p>150 gp</p><p></p><p>Sources:</p><p>Monster Manual (Improved Natural Attack)</p><p>Book of Nine Swords (Superior Unarmed Strike)</p><p>Player's Handbook II (Decisive Strike substitute monk class feature)</p><p>Eberron Campaign Setting (warforged race, battlefist, ectoplasmic fist shard, warforged repair kit)</p><p>Magic of Eberron (Oil of Repair)</p><p>Dragon #279 (Hammer Fist)</p><p>Dungeon Master's Guide II (Surge enhancements, Pitspawned weapon template)</p><p>DMG magic item creation rules (Vest of Giant Strength +6)</p><p></p><p></p><p>Appearence: Weapon is a heavily-built construct with a solid look and an upper body that looks like it could lift tons.. Most of its permanent magic items are actually built-in systems, resulting in a somewhat busy appearence wherever a filled magical item slot would be; the Vest of Giant Strength is a strength-enhancing armature covering most of the torso, the Cloak of Resistance is a glowing tracery of mithral about the back, et cetera. Particularly notable is his battlefist; an immensely oversized, corrosion-pitted adamantine right hand, it has a glowing stone of a different color on each of its knuckles.</p><p></p><p>Personality: Like many monks, the primary drive of Weapon is enlightenment. Unlike many monks, he believes that enlightenment comes in the submersion of the identity, and that its end goal is to become a more perfect tool of destruction. He does not seem to realize the irony in that while he is one of the few constructs endowed with free will, he has spent much of his existance attempting to suppress it.</p><p></p><p>History: Escaped Yugoloth magical expiriment. More to come if the character actually rotates into the game.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Toptomcat, post: 3282671, member: 16191"] [sblock=Weapon] Weapon- Male personality warforged monk 14 Strength: 26 (+2 level) (+6 enhancement) Dexterity: 14 Constitution: 20 (+4 enhancement) Intelligence: 10 Wisdom: 14 (+1 level) Charisma: 8 AC: 25 (10 +2 Dex +2 Wis +3 monk +6 armor +2 deflection) Touch: 19 Flat-footed: 18 HP: 13 + 13d8+65 (137 hp) Base Attack Bonus: +10/+5 Speed: 80 ft Saves: Fort +16 (+9 base, +2 resistance, +5 Con) Ref +13 (+9 base, +2 resistance, +2 Dex) Will +13 (+9 base, +2 resistance, +2 Dex) Attacks: Unarmed strike +20 melee (+22 critical confirm), 4d8+14 bludgeoning damage, 17-20/x2 crit Full attack unarmed strike +20 melee (+22 critical confirm) 8d8+28 bludgeoning damage, 17-20/x2 crit Fists of Iron +1d6 5/day Various elemental enhancements +2d6 5/day each Stunning Fist DC 19 Fort (21 full attack), 14/day Sudden Stunning DC 22 Reflex 5/day (compatable with Stunning Fist, but not Elemental Surges) Full attack maximum unarmed strike +20 melee (+22 critical confirm) 8d8+28+1d6+2d6 bludgeoning/bludgeoning/elemental damage, 17-20/x2 crit Skills: Jump 18 ranks, +10 enhancement, +5 competence, +8 Strength, +20 speed, +61 total Craft (blacksmithing) 18 ranks, +0 Int, +2 equipment, +20 total Spot 12 ranks, +2 Wis, +14 total Listen 10 ranks, +2 Wis, +12 total Tumble 10 ranks, +2 Dex, +12 total Feats: Hammer Fist Monk weapon proficiency (Monk bonus) Improved Unarmed Strike (Monk bonus) Stunning Fist (Monk bonus) Deflect Arrows (2nd level Monk bonus) Fists of Iron Improved Natural Attack (unarmed strike) Improved Trip (6th level Monk bonus) Superior Unarmed Strike Improved Critical (Unarmed Strike) Class features: Monk AC bonus (Wisdom + 2 to AC) (Wisdom + 3 with Monk's belt) Decisive strike (PHB II monk variant) Unarmed strike Evasion Improved evasion Still mind [i]Ki[/i] strike (magic, lawful) Slow fall 70 ft Purity of body Wholeness of body Diamond body Abundant step Diamond soul (SR 24) Living construct traits: Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, things that cause the sickened condition, and energy drain. Incapable of healing damage naturally. Still subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects. Affected by spells that target living creatures and those that target constructs. Spells from the healing subschool and supernatural abilities that cure hit point or ability damage provide only half their normal effect. Affected by [i]heat metal[/i], [i]chill metal[/i], and [i]repel metal or stone[/i] as if wearing metal armor. Repelled by [i]repel wood[/i]. [i]Rusting Grasp[/i] deals 2d6 damage, Reflex half, DC 14 + caster's ability modifier; rust monster's touch deals the same damage, Reflex DC 17 half. Note that [i]stone to flesh, stone shape, warp wood[/i], and [i]wood shape[/i] effect objects only, which warforged are not. Strenuous activity does not cause further damage at 0 hp. Automatically stabilizes at -1 to -10. Can be raised or ressurected. Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells ([i]goodberry, hero's feast[/i]) and magical items (potions). Composite Plating: +2 armor bonus to AC, enchantable, cannot wear conventional armor. Light Fortification Natural weapon: slam attack, 1d4 damage. +2 Con, -2 Wis, -2 Cha (factored into statistics) Favored class: Fighter. Equipment: Boots of Striding and Springing Vest of Giant Strength +6 Monk's Belt Improved Ring of Jumping Ring of Protection +2 Cloak of Resistance +2 +4 enchanted composite plating Amulet of Health +4 Pitspawned Adamantine Battlefist +2 of Impact Caustic Surge (+2d6 acid damage 5/day) Flaming Surge (+2d6 fire damage 5/day) Icy Surge (+2d6 cold damage 5/day) Lightning Surge (+2d6 electricity damage 5/day) Sudden Stunning (Reflex save DC 22 or be stunned for 1d4+1 rounds 5/day) (Surge enhancements are a swift action to activate, so they only work one at a time) 3x Potion of Barkskin +3 3x Potion of Fly Potion of Haste Potion of Heroism 7x Oil of Repair Moderate Damage Warforged repair kit Backpack Crowbar 150 gp Sources: Monster Manual (Improved Natural Attack) Book of Nine Swords (Superior Unarmed Strike) Player's Handbook II (Decisive Strike substitute monk class feature) Eberron Campaign Setting (warforged race, battlefist, ectoplasmic fist shard, warforged repair kit) Magic of Eberron (Oil of Repair) Dragon #279 (Hammer Fist) Dungeon Master's Guide II (Surge enhancements, Pitspawned weapon template) DMG magic item creation rules (Vest of Giant Strength +6) Appearence: Weapon is a heavily-built construct with a solid look and an upper body that looks like it could lift tons.. Most of its permanent magic items are actually built-in systems, resulting in a somewhat busy appearence wherever a filled magical item slot would be; the Vest of Giant Strength is a strength-enhancing armature covering most of the torso, the Cloak of Resistance is a glowing tracery of mithral about the back, et cetera. Particularly notable is his battlefist; an immensely oversized, corrosion-pitted adamantine right hand, it has a glowing stone of a different color on each of its knuckles. Personality: Like many monks, the primary drive of Weapon is enlightenment. Unlike many monks, he believes that enlightenment comes in the submersion of the identity, and that its end goal is to become a more perfect tool of destruction. He does not seem to realize the irony in that while he is one of the few constructs endowed with free will, he has spent much of his existance attempting to suppress it. History: Escaped Yugoloth magical expiriment. More to come if the character actually rotates into the game. [/sblock] [/QUOTE]
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