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Leif's 4E Adventuring in Encastulum [RG]
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<blockquote data-quote="Redclaw" data-source="post: 6171135" data-attributes="member: 53791"><p>[sblock=Shale]====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Shale, level 1</p><p>Genasi, Warlord (Marshal)</p><p>Build: Tactical Warlord</p><p>Warlord Option: Battlefront Leader</p><p>Commanding Presence Option: Tactical Presence</p><p>Elemental Manifestation Option: Earthsoul</p><p>Earthshock Option: Earthshock Strength</p><p>Chaos Bound (+2 to Endurance)</p><p>Theme: Mercenary</p><p> </p><p>FINAL ABILITY SCORES</p><p>STR 18, CON 13, DEX 11, INT 16, WIS 10, CHA 12</p><p> </p><p>STARTING ABILITY SCORES</p><p>STR 16, CON 13, DEX 11, INT 14, WIS 10, CHA 12</p><p> </p><p> </p><p>AC: 18 Fort: 16 Ref: 15 Will: 12</p><p>HP: 25 Surges: 8 Surge Value: 6</p><p> </p><p>TRAINED SKILLS</p><p>Athletics +6, Endurance +7, History +8, Intimidate +6</p><p> </p><p>UNTRAINED SKILLS</p><p>Acrobatics –3, Arcana +3, Bluff +1, Diplomacy +1, Dungeoneering +0, Heal +0, Insight +0, Nature +2, Perception +0, Religion +3, Stealth –3, Streetwise +1, Thievery –3</p><p> </p><p>POWERS</p><p>Basic Attack: Melee Basic Attack</p><p>Basic Attack: Ranged Basic Attack</p><p>Mercenary Attack: Takedown Strike</p><p>Genasi Racial Power: Earthshock</p><p>Warlord Feature: Battlefront Shift</p><p>Warlord Feature: Inspiring Word</p><p>Warlord Attack 1: Commander's Strike</p><p>Warlord Attack 1: Inevitable Wave</p><p>Warlord Attack 1: Warlord's Favor</p><p>Warlord Attack 1: Concentrated Attack</p><p> </p><p>FEATS</p><p>Level 1: Heavy Blade Expertise</p><p> </p><p>ITEMS</p><p>Longsword x1</p><p>Chainmail x1</p><p>Heavy Shield x1</p><p>Short sword</p><p>Adventurer's Kit</p><p>====== End ======[/sblock]</p><p>[sblock=description] While not tall enough to be truly imposing, Shale's stocky, craggy build immediately reminds the viewer of a large rock that might jut out of the undergrowth half way up a mountain. His tendency to stand unmoving as he absorbs the sights and sounds around him only serves to heighten this image. However, once he bursts into the frantic action of a scrum, the similarity disappears. His shield, emblazened with the relief of a rocky fist, leads his way, and his brilliant sword blade weaves and pokes around it. But it is his voice that demands the most attention, sharp, gritty and unyielding, there is no ignoring his demands, whether you are friend or foe. [/sblock]</p><p>[sblock=Background] Shale always knew there was something different about him. His parents often talked about their mountain home far to the east of Encastulum, but it was more than just a distant origin. He just never quite felt comfortable amongst the society of the city. It wasn't until he was older that he was able to identify the source of that discomfort as the strange looks and studied avoidance to which he was subjected by the parents of his peers. </p><p></p><p>They were always quick to encourage a child to move away from Shale, or to find a different sparring partner. Sure, a few of his friends had broken their arms while wrestling with Shale, and he had even knocked out two of Farren's teeth with a wooden sword, but it wasn't like he hurt anyone on purpose. Somehow, his peers' parents never understood that.</p><p></p><p>Ironically, it was that exclusion that pushed Shale to overcome his natural stoic silence. It was the walls that others tried to build between Shale and his peers that gave him the strength to become a leader, for in beating past those walls, he learned that he must take the initiative and provide direction to those around him. What started as a way of maintaining friendships, once added to his father's combat training and knowledge of tactics (his father being a powerful fighter and hero of Encastulum), developed into the tools of a talented battlefield commander.[/sblock]</p><p></p><p>[sblock=Combat Stats] <strong>AC:</strong>18 <strong>Fort:</strong> 16 <strong>Ref:</strong> 15 <strong>Will:</strong> 12</p><p><strong>Init:</strong> +0 <strong>Pass Insight:</strong> 10 <strong>Pass Perc</strong> 10</p><p><strong>HP:</strong> 25 <strong>Surges:</strong> 8 <strong>Surge Value:</strong> 6</p><p>[sblock=powers] <span style="color: #00FF00">Melee Basic (standard): +8 vs. AC, 1d8+4 damage</span></p><p><span style="color: #00FF00">Ranged Basic (standard): +6 vs. AC, 1d6+4</span></p><p><span style="color: #00FF00">Commander's Strike (standard): Melee range, one ally can take a free action to make an MBA against the target. The ally gains a +3 (Int mod) bonus to damage.</span></p><p><span style="color: #00FF00">Inevitable Wave (standard): +8 vs. AC, 1d8+4 damage. Until the end of your next turn, any ally who charges the target deals +3 (Int mod) damage. (can be used as MBA during a charge)</span></p><p><span style="color: #FF0000">Takedown Strike (no action): Trigger: you hit an enemy adjacent to you with an attack. Effect: The target takes extra damage equal to the ability mod used in the attack, and you knock the target prone.</span></p><p><span style="color: #FF0000">Warlord's Favor (standard): +8 vs. AC, 2d8+4 damage. One ally within 5 squares of you gains a +4 power bonus to attack rolls against the target until the end of your next turn.</span></p><p><span style="color: #FF0000">Inspiring Word (minor): the target can spend a healing surge and regain 1d6 additional hp. Usable twice per encounter, but only once per round.</span></p><p><span style="color: #FF0000">Battlefront Shift (no action): Range: Close burst 3. Trigger: You roll initiative. Effect: the target shifts half his or her speed.</span></p><p><span style="color: #FF0000">Earthshock (minor): Range: close burst 1. +6 vs. Fort. Hit: the target is knocked prone.</span></p><p><span style="color: #A9A9A9">Concentrated Attack (standard): +8 vs. AC, 2d8+4 damage. Effect: One ally within 10 squares of you can make a basic attack against the target as a free action. The ally gains +3 (Int mod) bonus to both the attack and the damage rolls.</span> [/sblock]</p><p>[sblock=Features] Earthsoul: +1 to Fort, +1 to saving throws.</p><p>Elemental Origins: You are elemental, not natural.</p><p>Tactical Presence: An ally who can see me and spends an action point to make an attack gains a +1 (1/2 Int mod) bonus to the attack. [/sblock]</p><p>[sblock=Feats] Heavy Blade Expertise: +2 to all defenses vs. opportunity attacks. [/sblock]</p><p>[sblock=skills] Acrobatics -3</p><p>Arcana +3</p><p>Athletics +6</p><p>Bluff +1</p><p>Diplomacy +1</p><p>Dungeoneering +0</p><p>Endurance +7</p><p>Heal +0</p><p>History +8</p><p>Insight +0</p><p>Intimidate +6</p><p>Nature +2</p><p>Perception +0</p><p>Religion +3</p><p>Stealth -3</p><p>Streetwise +1</p><p>Thievery -3 [/sblock]</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Redclaw, post: 6171135, member: 53791"] [sblock=Shale]====== Created Using Wizards of the Coast D&D Character Builder ====== Shale, level 1 Genasi, Warlord (Marshal) Build: Tactical Warlord Warlord Option: Battlefront Leader Commanding Presence Option: Tactical Presence Elemental Manifestation Option: Earthsoul Earthshock Option: Earthshock Strength Chaos Bound (+2 to Endurance) Theme: Mercenary FINAL ABILITY SCORES STR 18, CON 13, DEX 11, INT 16, WIS 10, CHA 12 STARTING ABILITY SCORES STR 16, CON 13, DEX 11, INT 14, WIS 10, CHA 12 AC: 18 Fort: 16 Ref: 15 Will: 12 HP: 25 Surges: 8 Surge Value: 6 TRAINED SKILLS Athletics +6, Endurance +7, History +8, Intimidate +6 UNTRAINED SKILLS Acrobatics –3, Arcana +3, Bluff +1, Diplomacy +1, Dungeoneering +0, Heal +0, Insight +0, Nature +2, Perception +0, Religion +3, Stealth –3, Streetwise +1, Thievery –3 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Mercenary Attack: Takedown Strike Genasi Racial Power: Earthshock Warlord Feature: Battlefront Shift Warlord Feature: Inspiring Word Warlord Attack 1: Commander's Strike Warlord Attack 1: Inevitable Wave Warlord Attack 1: Warlord's Favor Warlord Attack 1: Concentrated Attack FEATS Level 1: Heavy Blade Expertise ITEMS Longsword x1 Chainmail x1 Heavy Shield x1 Short sword Adventurer's Kit ====== End ======[/sblock] [sblock=description] While not tall enough to be truly imposing, Shale's stocky, craggy build immediately reminds the viewer of a large rock that might jut out of the undergrowth half way up a mountain. His tendency to stand unmoving as he absorbs the sights and sounds around him only serves to heighten this image. However, once he bursts into the frantic action of a scrum, the similarity disappears. His shield, emblazened with the relief of a rocky fist, leads his way, and his brilliant sword blade weaves and pokes around it. But it is his voice that demands the most attention, sharp, gritty and unyielding, there is no ignoring his demands, whether you are friend or foe. [/sblock] [sblock=Background] Shale always knew there was something different about him. His parents often talked about their mountain home far to the east of Encastulum, but it was more than just a distant origin. He just never quite felt comfortable amongst the society of the city. It wasn't until he was older that he was able to identify the source of that discomfort as the strange looks and studied avoidance to which he was subjected by the parents of his peers. They were always quick to encourage a child to move away from Shale, or to find a different sparring partner. Sure, a few of his friends had broken their arms while wrestling with Shale, and he had even knocked out two of Farren's teeth with a wooden sword, but it wasn't like he hurt anyone on purpose. Somehow, his peers' parents never understood that. Ironically, it was that exclusion that pushed Shale to overcome his natural stoic silence. It was the walls that others tried to build between Shale and his peers that gave him the strength to become a leader, for in beating past those walls, he learned that he must take the initiative and provide direction to those around him. What started as a way of maintaining friendships, once added to his father's combat training and knowledge of tactics (his father being a powerful fighter and hero of Encastulum), developed into the tools of a talented battlefield commander.[/sblock] [sblock=Combat Stats] [b]AC:[/b]18 [b]Fort:[/b] 16 [b]Ref:[/b] 15 [b]Will:[/b] 12 [b]Init:[/b] +0 [b]Pass Insight:[/b] 10 [b]Pass Perc[/b] 10 [b]HP:[/b] 25 [b]Surges:[/b] 8 [b]Surge Value:[/b] 6 [sblock=powers] [COLOR="#00FF00"]Melee Basic (standard): +8 vs. AC, 1d8+4 damage Ranged Basic (standard): +6 vs. AC, 1d6+4 Commander's Strike (standard): Melee range, one ally can take a free action to make an MBA against the target. The ally gains a +3 (Int mod) bonus to damage. Inevitable Wave (standard): +8 vs. AC, 1d8+4 damage. Until the end of your next turn, any ally who charges the target deals +3 (Int mod) damage. (can be used as MBA during a charge)[/COLOR] [COLOR="#FF0000"]Takedown Strike (no action): Trigger: you hit an enemy adjacent to you with an attack. Effect: The target takes extra damage equal to the ability mod used in the attack, and you knock the target prone. Warlord's Favor (standard): +8 vs. AC, 2d8+4 damage. One ally within 5 squares of you gains a +4 power bonus to attack rolls against the target until the end of your next turn. Inspiring Word (minor): the target can spend a healing surge and regain 1d6 additional hp. Usable twice per encounter, but only once per round. Battlefront Shift (no action): Range: Close burst 3. Trigger: You roll initiative. Effect: the target shifts half his or her speed. Earthshock (minor): Range: close burst 1. +6 vs. Fort. Hit: the target is knocked prone.[/COLOR] [COLOR="#A9A9A9"]Concentrated Attack (standard): +8 vs. AC, 2d8+4 damage. Effect: One ally within 10 squares of you can make a basic attack against the target as a free action. The ally gains +3 (Int mod) bonus to both the attack and the damage rolls.[/COLOR] [/sblock] [sblock=Features] Earthsoul: +1 to Fort, +1 to saving throws. Elemental Origins: You are elemental, not natural. Tactical Presence: An ally who can see me and spends an action point to make an attack gains a +1 (1/2 Int mod) bonus to the attack. [/sblock] [sblock=Feats] Heavy Blade Expertise: +2 to all defenses vs. opportunity attacks. [/sblock] [sblock=skills] Acrobatics -3 Arcana +3 Athletics +6 Bluff +1 Diplomacy +1 Dungeoneering +0 Endurance +7 Heal +0 History +8 Insight +0 Intimidate +6 Nature +2 Perception +0 Religion +3 Stealth -3 Streetwise +1 Thievery -3 [/sblock] [/sblock] [/QUOTE]
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