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Leif's Homebrew 4E, RG [Closed]
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<blockquote data-quote="Walking Dad" data-source="post: 4693947" data-attributes="member: 59043"><p><u><strong>Tarrk Bloodhoof </strong></u></p><p></p><p></p><p>[sblock=Tarrk, Minotaur Fighter (Slayer)]</p><p><strong>Tarrk</strong> Level 3</p><p>Minotaur Fighter (Slayer)</p><p></p><p><strong>ABILITY SCORES</strong></p><p>Str 18, Con 14, Dex 16, Int 8, Wis 12, Cha 10</p><p></p><p><strong>COMBAT & DEFENSES</strong></p><p>AC: 19; Fort: 18; Reflex: 15; Will: 13</p><p>HP: 41; Bloodied: 20; Surges: 11; Surge Value: 10</p><p>Initiative: +4; Speed: 5</p><p></p><p><strong>TRAINED SKILLS</strong></p><p>Athletics +10, Endurance +10, Intimidate +6</p><p></p><p><strong>UNTRAINED SKILLS</strong></p><p>Acrobatics +4, Arcana +0, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, History +0, Insight +2, Nature +4, Perception+4, Religion +0, Stealth +4, Streetwise +1, Thievery +4</p><p></p><p><strong>FEATS</strong></p><p>1. Weapon Proficiency: Gouge</p><p>2. Spear Expertise</p><p></p><p><strong>RACIAL FEATURES</strong></p><p>Languages: Common, Giant</p><p>Skill Bonuses: +2 Nature, +2 Perception</p><p>Vitality: You have one additional healing surge.</p><p>Ferocity: When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt.</p><p>Heedless Charge: You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge.</p><p>Goring Charge: You have the Goring Charge power.</p><p></p><p><strong>POWERS</strong></p><p>Minotaur feature: Goring Charge</p><p>Fighter Feature: Power Strike, Improved</p><p>Slayer Fighter Stance: Battle Wrath</p><p>Slayer Fighter Stance: Berserker's Charge</p><p>Fighter utility 2: Passing Forward</p><p></p><p>[sblock=Powers]</p><p>Basic</p><p>1d20+9;2d6.minroll(2)+10</p><p></p><p>Charge</p><p>1d20+11;1d8;2d6.minroll(2)+11</p><p></p><p><span style="color: Lime"><strong>At-Will Powers</strong></span></p><p> <span style="color: Lime"></span></p><p><span style="color: Lime"></span><span style="color: Lime">Battle Wrath: minor, personal, You assume the battle wrath stance. Until the stance ends, you gain a +2 power bonus to the damage rolls of basic attacks using a weapon.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime"></span><span style="color: Lime">Berserker's Charge: minor, personal, You assume the berserker's charge stance. Until the stance ends, you gain a +2 power bonus to your speed when charging and a +2 power bonus to the attack rolls of your charge attacks.</span></p><p><span style="color: Lime"></span><span style="color: Lime"> </span></p><p> <span style="color: Lime">Passing Forward: move, personal, You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.</span></p><p> </p><p> <span style="color: Red"></span></p><p><span style="color: Red"><strong>Encounter Powers</strong></span></p><p> <span style="color: Red"></span></p><p><span style="color: Red">Goring Charge: </span><span style="color: Red">standard, m1, </span><span style="color: Red">You charge and make the following attack in place of a melee basic attack - 1d20+9;1d6+4 damage, and you knock the target prone.</span></p><p><span style="color: Red"> </span></p><p><span style="color: Red"></span><span style="color: Red">Improved Power Strike: free, personal, after hitting an enemy, you can add 2d6 more damage.</span></p><p>[/sblock]</p><p></p><p><strong>EQUIPMENT</strong></p><p>Fortification Scale Armor +1, Vanguard Gouge +1, Badge of the Berserker +1, Adventurers kit (15)</p><p></p><p><strong>RITUALS</strong></p><p>-</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Picture]</p><p><img src="http://www.pictureupload.de/originals/pictures/110310100944_126188.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>[/sblock]</p><p></p><p><strong>Background:</strong></p><p>Tarrk was born on the fringes of the civilized lands. While his rough upbringing left him socially inept, his strong arms, great constitution, keen eyes and closeness to nature make him a valuable part of any adventuring group.</p><p>Tarrk was part of a feral minotaur. But after the old chiefs death his older brother or his brothers greatest rival, Grimgroo Boarimpaler should duel for the new leader position. His brother died in the ring of honor, but Tarrk suspected treachery in Grimgoo's victory. Unable to challenge the new chief without a legend of his own, Tarrk left the tribe to seek honor and glory, to one day return and take leadership of his tribe.</p><p></p><p>[sblock=Old Stats (ignore)]</p><p><strong> Tarrk Bloodhoof </strong><strong>Player:</strong> WD</p><p>Minotaur Barbarian <strong>XP</strong> 1,995 <strong>Level</strong> 2</p><p><strong> Initiative</strong> +3 <strong>Senses</strong> Normal Vision</p><p><strong> Passive Insight</strong> 12; <strong>Passive Perception</strong> 19</p><p><strong> HP</strong> 42; <strong>Bloodied</strong> 21; <strong>Surge Value</strong> 10; <strong>Surges Per-Day</strong> 11</p><p><strong> AC</strong> 18; <strong>Fortitude</strong> 17; <strong>Reflex</strong> 14; <strong>Will</strong> 12</p><p>Saving Throw Bonus: -</p><p>Resist: -</p><p><strong> Speed</strong> 6</p><p><strong> Alignment</strong> Unaligned</p><p><strong> Languages</strong> Common</p><p></p><p><strong> Str</strong> 18 <strong>Dex</strong> 14 <strong>Wis</strong> 13</p><p><strong> Con</strong> 16 <strong>Int</strong> 10 <strong>Cha</strong> 08</p><p></p><p>Basic Attack:</p><p>Greataxe: +7 ; 1d12+4</p><p></p><p> </p><p><strong> Racial Abilities</strong></p><p>Ferocity: If you are reduced to 0 hit points, you can make a melee basic attack as a free action before falling unconscious.</p><p>Heedless Charge: You gain a +2 racial bonus to AC against opportunity attacks you provoke during a charge.</p><p>Goring Charge: You can use goring charge as an encounter power.</p><p></p><p><strong> Class Features</strong></p><p>Barbarian Agility: Add +1 to AC and Reflex if not wearing heavy armor.</p><p>Feral Might (Thunderborn Wrath): War Cry Power; each enemy adjacent to him takes 3 thunder damage when getting enemy to 0 HP.</p><p>Rage</p><p>Rampage: Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you critically hit.</p><p></p><p>All attacks are vs AC</p><p><strong></strong></p><p><strong>At-Will Powers</strong></p><p><span style="color: Lime">Howl of Fury: standard, mw, 1d20+7;1d12.minroll(3)+4 damage. You then howl in a blast 3 that includes the target. Each enemy in the blast, other than the target, takes 3 thunder damage. If you are raging, the thunder damage equals 6.</span></p><p><span style="color: Lime"></span> <span style="color: Lime"></span></p><p><span style="color: Lime">Passing Strike: standard, mw, Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there. 1d20+7;1d12.minroll(3)+4 damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage.</span> </p><p></p><p></p><p><strong> Encounter Powers</strong></p><p><span style="color: Red">War Cry: free, cb3, Trigger: Your attack reduces an enemy to 0 hit points. - Target: Each enemy in blast - Effect: You push each target 1 square.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Goring Charge: standard, m1, </span><span style="color: Red">You charge and make the following attack in place of a melee basic attack - 1d20+9;1d6+4 damage, and you knock the target prone.</span></p><p><span style="color: Red"></span><span style="color: Red"></span></p><p><span style="color: Red">Shout of Terror: standard, mw, </span><span style="color: Red">1d20+7;1d12.minroll(3)+4 damage. You then howl in a blast 3 that includes the target. Each enemy in the blast is slowed and you gain a +3 bonus to damage rolls against slowed creatures until the end of your next turn.</span></p><p></p><p></p><p><strong> Daily Powers</strong></p><p><span style="color: Silver">Thunder Hooves Rage: standard, mw, </span><span style="color: Silver">1d20+7;3d12.minroll(3)+4 damage. - Miss: Half damage. - Effect: You enter the rage of the thunder hooves. Until the rage ends, you can move through one or two enemies' spaces during each of your turns. When you move through an enemy's space, your next attack against that enemy during the same turn deals 1d12 extra damage.</span></p><p><span style="color: Silver"></span></p><p></p><p><strong>Utility Power</strong></p><p><span style="color: Red">Shrug it off: imm reaction, personal, Trigger: You are subjected to an effect that a save can end - Effect: You make a saving throw against the triggering effect. If you succeed, you shift 1 square as a free action.</span></p><p></p><p></p><p><strong> Feats</strong></p><p>Toughness, Weapon Proficiency (Executioner's Axe)</p><p></p><p><strong> Skills</strong></p><p>Athletics* +10 (ACP)</p><p>Nature* +9</p><p>Perception* +9</p><p></p><p><strong> Equipment</strong></p><p></p><p>Executioner's Axe (30), Hide (30), Standard adventurers pack (15), 4 javelins (20), clothes, 5 gp, Bloodcut Armor +1</p><p></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 4693947, member: 59043"] [U][B]Tarrk Bloodhoof [/B][/U] [sblock=Tarrk, Minotaur Fighter (Slayer)] [B]Tarrk[/B] Level 3 Minotaur Fighter (Slayer) [B]ABILITY SCORES[/B] Str 18, Con 14, Dex 16, Int 8, Wis 12, Cha 10 [B]COMBAT & DEFENSES[/B] AC: 19; Fort: 18; Reflex: 15; Will: 13 HP: 41; Bloodied: 20; Surges: 11; Surge Value: 10 Initiative: +4; Speed: 5 [B]TRAINED SKILLS[/B] Athletics +10, Endurance +10, Intimidate +6 [B]UNTRAINED SKILLS[/B] Acrobatics +4, Arcana +0, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, History +0, Insight +2, Nature +4, Perception+4, Religion +0, Stealth +4, Streetwise +1, Thievery +4 [B]FEATS[/B] 1. Weapon Proficiency: Gouge 2. Spear Expertise [B]RACIAL FEATURES[/B] Languages: Common, Giant Skill Bonuses: +2 Nature, +2 Perception Vitality: You have one additional healing surge. Ferocity: When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt. Heedless Charge: You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge. Goring Charge: You have the Goring Charge power. [B]POWERS[/B] Minotaur feature: Goring Charge Fighter Feature: Power Strike, Improved Slayer Fighter Stance: Battle Wrath Slayer Fighter Stance: Berserker's Charge Fighter utility 2: Passing Forward [sblock=Powers] Basic 1d20+9;2d6.minroll(2)+10 Charge 1d20+11;1d8;2d6.minroll(2)+11 [COLOR=Lime][B]At-Will Powers[/B] [/COLOR][COLOR=Lime]Battle Wrath: minor, personal, You assume the battle wrath stance. Until the stance ends, you gain a +2 power bonus to the damage rolls of basic attacks using a weapon. [/COLOR][COLOR=Lime]Berserker's Charge: minor, personal, You assume the berserker's charge stance. Until the stance ends, you gain a +2 power bonus to your speed when charging and a +2 power bonus to the attack rolls of your charge attacks. [/COLOR][COLOR=Lime] Passing Forward: move, personal, You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.[/COLOR] [COLOR=Red] [B]Encounter Powers[/B] Goring Charge: [/COLOR][COLOR=Red]standard, m1, [/COLOR][COLOR=Red]You charge and make the following attack in place of a melee basic attack - 1d20+9;1d6+4 damage, and you knock the target prone.[/COLOR] [COLOR=Red] [/COLOR][COLOR=Red]Improved Power Strike: free, personal, after hitting an enemy, you can add 2d6 more damage.[/COLOR] [/sblock] [B]EQUIPMENT[/B] Fortification Scale Armor +1, Vanguard Gouge +1, Badge of the Berserker +1, Adventurers kit (15) [B]RITUALS[/B] - [/sblock] [sblock=Picture] [IMG]http://www.pictureupload.de/originals/pictures/110310100944_126188.jpg[/IMG] [/sblock] [B]Background:[/B] Tarrk was born on the fringes of the civilized lands. While his rough upbringing left him socially inept, his strong arms, great constitution, keen eyes and closeness to nature make him a valuable part of any adventuring group. Tarrk was part of a feral minotaur. But after the old chiefs death his older brother or his brothers greatest rival, Grimgroo Boarimpaler should duel for the new leader position. His brother died in the ring of honor, but Tarrk suspected treachery in Grimgoo's victory. Unable to challenge the new chief without a legend of his own, Tarrk left the tribe to seek honor and glory, to one day return and take leadership of his tribe. [sblock=Old Stats (ignore)] [B] Tarrk Bloodhoof [/B][B]Player:[/B] WD Minotaur Barbarian [B]XP[/B] 1,995 [B]Level[/B] 2 [B] Initiative[/B] +3 [B]Senses[/B] Normal Vision [B] Passive Insight[/B] 12; [B]Passive Perception[/B] 19 [B] HP[/B] 42; [B]Bloodied[/B] 21; [B]Surge Value[/B] 10; [B]Surges Per-Day[/B] 11 [B] AC[/B] 18; [B]Fortitude[/B] 17; [B]Reflex[/B] 14; [B]Will[/B] 12 Saving Throw Bonus: - Resist: - [B] Speed[/B] 6 [B] Alignment[/B] Unaligned [B] Languages[/B] Common [B] Str[/B] 18 [B]Dex[/B] 14 [B]Wis[/B] 13 [B] Con[/B] 16 [B]Int[/B] 10 [B]Cha[/B] 08 Basic Attack: Greataxe: +7 ; 1d12+4 [B] Racial Abilities[/B] Ferocity: If you are reduced to 0 hit points, you can make a melee basic attack as a free action before falling unconscious. Heedless Charge: You gain a +2 racial bonus to AC against opportunity attacks you provoke during a charge. Goring Charge: You can use goring charge as an encounter power. [B] Class Features[/B] Barbarian Agility: Add +1 to AC and Reflex if not wearing heavy armor. Feral Might (Thunderborn Wrath): War Cry Power; each enemy adjacent to him takes 3 thunder damage when getting enemy to 0 HP. Rage Rampage: Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you critically hit. All attacks are vs AC [B] At-Will Powers[/B] [COLOR=Lime]Howl of Fury: standard, mw, 1d20+7;1d12.minroll(3)+4 damage. You then howl in a blast 3 that includes the target. Each enemy in the blast, other than the target, takes 3 thunder damage. If you are raging, the thunder damage equals 6. [/COLOR] [COLOR=Lime] Passing Strike: standard, mw, Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there. 1d20+7;1d12.minroll(3)+4 damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage.[/COLOR] [B] Encounter Powers[/B] [COLOR=Red]War Cry: free, cb3, Trigger: Your attack reduces an enemy to 0 hit points. - Target: Each enemy in blast - Effect: You push each target 1 square. Goring Charge: standard, m1, [/COLOR][COLOR=Red]You charge and make the following attack in place of a melee basic attack - 1d20+9;1d6+4 damage, and you knock the target prone. [/COLOR][COLOR=Red] Shout of Terror: standard, mw, [/COLOR][COLOR=Red]1d20+7;1d12.minroll(3)+4 damage. You then howl in a blast 3 that includes the target. Each enemy in the blast is slowed and you gain a +3 bonus to damage rolls against slowed creatures until the end of your next turn.[/COLOR] [B] Daily Powers[/B] [COLOR=Silver]Thunder Hooves Rage: standard, mw, [/COLOR][COLOR=Silver]1d20+7;3d12.minroll(3)+4 damage. - Miss: Half damage. - Effect: You enter the rage of the thunder hooves. Until the rage ends, you can move through one or two enemies' spaces during each of your turns. When you move through an enemy's space, your next attack against that enemy during the same turn deals 1d12 extra damage. [/COLOR] [B]Utility Power[/B] [COLOR=Red]Shrug it off: imm reaction, personal, Trigger: You are subjected to an effect that a save can end - Effect: You make a saving throw against the triggering effect. If you succeed, you shift 1 square as a free action.[/COLOR] [B] Feats[/B] Toughness, Weapon Proficiency (Executioner's Axe) [B] Skills[/B] Athletics* +10 (ACP) Nature* +9 Perception* +9 [B] Equipment[/B] Executioner's Axe (30), Hide (30), Standard adventurers pack (15), 4 javelins (20), clothes, 5 gp, Bloodcut Armor +1 [/sblock] [/QUOTE]
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