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<blockquote data-quote="Phaezen" data-source="post: 4637331" data-attributes="member: 42839"><p>Here we go. I will be making an adjustment to the adventuring equipment (not the weapons or armour) this evening. I just realised Strength doesn't need those rations or waterskins.</p><p></p><p> [sblock=Strength of the Unyielding Oak]<strong><span style="color: darkorange">Strength of the Unyielding Oak</span></strong></p><p>Warforged Warden</p><p><strong>Initiative</strong> +1; <strong>Senses</strong> Normal; Passive Insight 12, Passive Perception 17</p><p><strong>HP</strong> 33; <strong>Bloodied</strong> 16; <strong>Healing Surge</strong> 8 ; <strong>Surges Per Day</strong> 12</p><p><strong>AC</strong> 18; <strong>Fort</strong> 15, <strong>Ref</strong> 13, <strong>Will</strong> 14</p><p><strong>Speed</strong> 6</p><p> <strong>Action Points</strong> 1</p><p>-----------------------------------------------------------------</p><p><strong><u><span style="color: #44aa44">Battle Axe</span></u></strong><u><span style="color: #44aa44"> (standard; at-will) ✦ <strong>Weapon</strong></span></u></p><p>+6 vs AC; 1d10+4 damage.</p><p> </p><p> <strong><u><span style="color: #44aa44">Hand Axe </span></u></strong><u><span style="color: #44aa44">(standard; at-will) ✦ <strong>Weapon</strong></span></u></p><p>Range 5/10; +6 vs AC; 1d6+4 damage.</p><p> </p><p> <u><strong><span style="color: #339966">Warden's Fury </span></strong><span style="color: #339966">Warden Feature </span></u></p><p><u></u> <em>At-Will; Primal, Weapon</em></p><p><em>Immediate Interrupt Melee weapon</em></p><p><em>Trigger</em><strong>:</strong> An enemy marked by you makes an attack that does not include you as a target</p><p><em>Target</em><strong>:</strong> The triggering enemy</p><p><em>Attack</em><strong>:</strong> Strength vs. Fortitude </p><p> <em>Hit</em><strong>:</strong> 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.</p><p> </p><p> <u><strong><span style="color: #339966">Warden's Grasp </span></strong><span style="color: #339966">Warden Feature </span></u></p><p><u></u> <em>At-Will; Primal</em></p><p><em>Immediate Reaction Close burst 5</em></p><p><em>Trigger</em><strong>:</strong> An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target</p><p><em>Target</em><strong>:</strong> The triggering enemy in burst </p><p> <em>Effect</em><strong>:</strong> You slide the target 1 square. The target is slowed and cannot shift until the end of its turn. </p><p> </p><p> <u><strong><span style="color: #339966">Strength of Stone </span></strong><span style="color: #339966">Warden Attack 1 </span></u></p><p><u></u> <em>At-Will; Primal, Weapon</em></p><p><em>Standard Action Melee weapon</em></p><p><em>Target</em><strong>:</strong> One creature</p><p><em>Attack</em><strong>:</strong> Strength vs. AC </p><p> <em>Hit</em><strong>:</strong> 1[W] + Strength modifier damage, and you gain temporary hit points equal to your Constitution modifier.</p><p> </p><p><u><strong><span style="color: #339966">Thorn Strike </span></strong><span style="color: #339966">Warden Attack 1 </span></u></p><p><u></u> <em>At-Will; Primal, Weapon</em></p><p><em>Standard Action Melee 2</em></p><p><em>Target</em><strong>:</strong> One creature</p><p><em>Attack</em><strong>:</strong> Strength vs. AC </p><p> <em>Hit</em><strong>:</strong> 1[W] + Strength modifier damage, and you pull the target 1 square.</p><p> </p><p> <u><strong><span style="color: #993300">Thunder Ram Assault </span></strong><span style="color: #993300">Warden Attack </span>1 </u></p><p><u></u> <em>Encounter; Primal, Thunder, Weapon</em><em>Standard Action Melee weapon</em></p><p><em>Primary Target: </em>One creature</p><p><em>Primary Attack:</em> Strength vs. AC </p><p> <em>Hit: </em>1[W] + Strength modifier thunder damage. Make a secondary attack that is a close blast 3. </p><p> <em>Earthstrength</em><strong>:</strong> You also push the primary target a number of squares equal to your Constitution modifier. </p><p> <em>Secondary Target</em><strong>:</strong> Each creature in blast</p><p><em>Secondary Attack</em><strong>:</strong> Strength vs. Fortitude </p><p> <em>Hit</em><strong>:</strong> 1d6 thunder damage, and you push the secondary target 1 square. </p><p> <strong></strong></p><p><strong><u>Form of the Willow Sentinel </u></strong><u>Warden Attack 1 </u></p><p><u></u> <em>Daily; Polymorph, Primal</em></p><p><em>Minor Action Personal</em></p><p> <em>Effect</em><strong>:</strong> You assume the guardian form of the willow sentinel until the end of the encounter. While you are in this form, you can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude while adjacent to you.</p><p>Once during this encounter, you can make the following weapon attack while you are in this form. </p><p> <em>Immediate Interrupt Melee 1</em></p><p><em>Trigger</em><strong>:</strong> An enemy adjacent to you makes an attack roll against your ally</p><p><em>Target</em><strong>:</strong> The triggering enemy</p><p><em>Attack</em><strong>:</strong> Strength vs. AC </p><p> <em>Hit</em><strong>:</strong> 1[W] + Strength modifier damage, and the target takes a –4 penalty to the triggering attack roll. </p><p> <em>Miss</em><strong>:</strong> Half damage, and the target takes a –2 penalty to the triggering attack roll. </p><p> <u><strong><span style="color: #993300"><span style="font-family: 'Arial'"></span></span></strong></u></p><p><u><strong><span style="color: #993300"><span style="font-family: 'Arial'">Warforged Resolve </span></span></strong><span style="color: #993300"><span style="font-family: 'Arial'">Warforged </span></span><span style="color: #993300"><span style="font-family: 'Arial'">Racial Power</span></span></u></p><p><u></u> <span style="color: White"><em><span style="font-family: 'Arial'">Encounter Healing</span></em></span></p><p><span style="color: White"><em><span style="font-family: 'Arial'">Minor Action Personal</span></em></span></p><p><span style="color: White"></span> <em>Effect</em>: You gain a number of temporary hit points equal to 3 + one-half your level. You can make an immedi<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />ate saving throw against one effect that deals ongoing damage and can be ended with a save. In addition, if you are bloodied you regain hit points equal to 3 + one-half your level</p><p> </p><p> <span style="color: White"><u><strong>Construct</strong> </u>(<em>Strength</em> is considered a construct for effects that relate to the Keyword)</span></p><p><span style="color: White"><u><strong>Living Construct</strong> </u>(<em>Strength</em> has the following traits: +2 bonus to saves against ongoing damage, When <em>Strength</em> takes a death saving throw he takes the better of the die roll or 10)</span> </p><p> <strong><u><span style="font-family: 'Arial'">Font of Life</span></u></strong><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'">At the start of your turn, you can make a saving throw against one effect that a save can end. On a save, the effect immediately ends, preventing it from affecting you on your current turn. If you save against being stunned or dazed, you can act normally on your turn. If you save against ongoing damage, you avoid taking the damage.</span></p><p> <span style="font-family: 'Arial'">If you fail the saving throw, you still make a saving throw against the effect at the end of your turn.</span></p><p> <strong><u><span style="font-family: 'Arial'">Earthstrength</span></u></strong></p><p> <span style="font-family: 'Arial'">While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.</span></p><p> <span style="font-family: 'Arial'">In addition, when you use your second wind, you gain an additional bonus to AC equal to your Constitution modifier. The bonus lasts until the end of your next turn.</span></p><p> <strong><u><span style="font-family: 'Arial'">Nature's Wrath</span></u></strong></p><p> <span style="font-family: 'Arial'">Once during each of your turns, you can mark each adjacent enemy as a free action. This mark lasts until the end of your next turn.</span></p><p> <span style="font-family: 'Arial'">In addition, you gain the <em>warden's fury</em> and <em>warden's grasp</em> powers. You can use these powers against enemies to prevent them from harming those you protect.</span></p><p> -----------------------------------------------------------------</p><p><strong>Alignment</strong> Unaligned; <strong>Languages</strong> Common</p><p> <strong>Str</strong> 18 (+4) <strong>Dex</strong> 12 (+1) <strong>Wis</strong> 14 (+2)</p><p><strong>Con</strong> 16 (+3) <strong>Int</strong> 8 (-1) <strong>Cha</strong> 11 (+0)</p><p><strong>Endurance</strong>+10*, <strong>Intimidate</strong>+7*, <strong>Nature</strong>+7*, <strong>Perception</strong> +7*</p><p>* Trained Skill</p><p><strong>Feats:</strong> Warforged Tactices (Dragon 364)</p><p><strong>Gear</strong> Hide Armour, Battle Axe, 2 Hand Axes, Standard Adventurers Kit, 20Gp</p><p> [/sblock]</p></blockquote><p></p>
[QUOTE="Phaezen, post: 4637331, member: 42839"] Here we go. I will be making an adjustment to the adventuring equipment (not the weapons or armour) this evening. I just realised Strength doesn't need those rations or waterskins. [sblock=Strength of the Unyielding Oak][B][COLOR=darkorange]Strength of the Unyielding Oak[/COLOR][/B] Warforged Warden [B]Initiative[/B] +1; [B]Senses[/B] Normal; Passive Insight 12, Passive Perception 17 [B]HP[/B] 33; [B]Bloodied[/B] 16; [B]Healing Surge[/B] 8 ; [B]Surges Per Day[/B] 12 [B]AC[/B] 18; [B]Fort[/B] 15, [B]Ref[/B] 13, [B]Will[/B] 14 [B]Speed[/B] 6 [B]Action Points[/B] 1 ----------------------------------------------------------------- [B][U][COLOR=#44aa44]Battle Axe[/COLOR][/U][/B][U][COLOR=#44aa44] (standard; at-will) ✦ [B]Weapon[/B][/COLOR][/U] +6 vs AC; 1d10+4 damage. [B][U][COLOR=#44aa44]Hand Axe [/COLOR][/U][/B][U][COLOR=#44aa44](standard; at-will) ✦ [B]Weapon[/B][/COLOR][/U] Range 5/10; +6 vs AC; 1d6+4 damage. [U][B][COLOR=#339966]Warden's Fury [/COLOR][/B][COLOR=#339966]Warden Feature [/COLOR] [/U] [I]At-Will; Primal, Weapon Immediate Interrupt Melee weapon Trigger[/I][B]:[/B] An enemy marked by you makes an attack that does not include you as a target [I]Target[/I][B]:[/B] The triggering enemy [I]Attack[/I][B]:[/B] Strength vs. Fortitude [I]Hit[/I][B]:[/B] 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn. [U][B][COLOR=#339966]Warden's Grasp [/COLOR][/B][COLOR=#339966]Warden Feature [/COLOR] [/U] [I]At-Will; Primal Immediate Reaction Close burst 5 Trigger[/I][B]:[/B] An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target [I]Target[/I][B]:[/B] The triggering enemy in burst [I]Effect[/I][B]:[/B] You slide the target 1 square. The target is slowed and cannot shift until the end of its turn. [U][B][COLOR=#339966]Strength of Stone [/COLOR][/B][COLOR=#339966]Warden Attack 1 [/COLOR] [/U] [I]At-Will; Primal, Weapon Standard Action Melee weapon[/I] [I]Target[/I][B]:[/B] One creature [I]Attack[/I][B]:[/B] Strength vs. AC [I]Hit[/I][B]:[/B] 1[W] + Strength modifier damage, and you gain temporary hit points equal to your Constitution modifier. [U][B][COLOR=#339966]Thorn Strike [/COLOR][/B][COLOR=#339966]Warden Attack 1 [/COLOR] [/U] [I]At-Will; Primal, Weapon[/I] [I]Standard Action Melee 2[/I] [I]Target[/I][B]:[/B] One creature [I]Attack[/I][B]:[/B] Strength vs. AC [I]Hit[/I][B]:[/B] 1[W] + Strength modifier damage, and you pull the target 1 square. [U][B][COLOR=#993300]Thunder Ram Assault [/COLOR][/B][COLOR=#993300]Warden Attack [/COLOR]1 [/U] [I]Encounter; Primal, Thunder, Weapon[/I][I]Standard Action Melee weapon[/I] [I]Primary Target: [/I]One creature [I]Primary Attack:[/I] Strength vs. AC [I]Hit: [/I]1[W] + Strength modifier thunder damage. Make a secondary attack that is a close blast 3. [I]Earthstrength[/I][B]:[/B] You also push the primary target a number of squares equal to your Constitution modifier. [I]Secondary Target[/I][B]:[/B] Each creature in blast [I]Secondary Attack[/I][B]:[/B] Strength vs. Fortitude [I]Hit[/I][B]:[/B] 1d6 thunder damage, and you push the secondary target 1 square. [B] [U]Form of the Willow Sentinel [/U][/B][U]Warden Attack 1 [/U] [I]Daily; Polymorph, Primal Minor Action Personal[/I] [I]Effect[/I][B]:[/B] You assume the guardian form of the willow sentinel until the end of the encounter. While you are in this form, you can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude while adjacent to you. Once during this encounter, you can make the following weapon attack while you are in this form. [I]Immediate Interrupt Melee 1[/I] [I]Trigger[/I][B]:[/B] An enemy adjacent to you makes an attack roll against your ally [I]Target[/I][B]:[/B] The triggering enemy [I]Attack[/I][B]:[/B] Strength vs. AC [I]Hit[/I][B]:[/B] 1[W] + Strength modifier damage, and the target takes a –4 penalty to the triggering attack roll. [I]Miss[/I][B]:[/B] Half damage, and the target takes a –2 penalty to the triggering attack roll. [U][B][COLOR=#993300][FONT=Arial] Warforged Resolve [/FONT][/COLOR][/B][COLOR=#993300][FONT=Arial]Warforged [/FONT][/COLOR][COLOR=#993300][FONT=Arial]Racial Power[/FONT][/COLOR] [/U] [COLOR=White][I][FONT=Arial]Encounter Healing[/FONT][/I] [I][FONT=Arial]Minor Action Personal[/FONT][/I] [/COLOR] [I]Effect[/I]: You gain a number of temporary hit points equal to 3 + one-half your level. You can make an immedi:)ate saving throw against one effect that deals ongoing damage and can be ended with a save. In addition, if you are bloodied you regain hit points equal to 3 + one-half your level [COLOR=White][U][B]Construct[/B] [/U]([I]Strength[/I] is considered a construct for effects that relate to the Keyword) [U][B]Living Construct[/B] [/U]([I]Strength[/I] has the following traits: +2 bonus to saves against ongoing damage, When [I]Strength[/I] takes a death saving throw he takes the better of the die roll or 10)[/COLOR] [B][U][FONT=Arial]Font of Life[/FONT][/U][/B][FONT=Arial] At the start of your turn, you can make a saving throw against one effect that a save can end. On a save, the effect immediately ends, preventing it from affecting you on your current turn. If you save against being stunned or dazed, you can act normally on your turn. If you save against ongoing damage, you avoid taking the damage.[/FONT] [FONT=Arial]If you fail the saving throw, you still make a saving throw against the effect at the end of your turn.[/FONT] [B][U][FONT=Arial]Earthstrength[/FONT][/U][/B] [FONT=Arial]While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.[/FONT] [FONT=Arial]In addition, when you use your second wind, you gain an additional bonus to AC equal to your Constitution modifier. The bonus lasts until the end of your next turn.[/FONT] [B][U][FONT=Arial]Nature's Wrath[/FONT][/U][/B] [FONT=Arial]Once during each of your turns, you can mark each adjacent enemy as a free action. This mark lasts until the end of your next turn.[/FONT] [FONT=Arial]In addition, you gain the [I]warden's fury[/I] and [I]warden's grasp[/I] powers. You can use these powers against enemies to prevent them from harming those you protect.[/FONT] ----------------------------------------------------------------- [B]Alignment[/B] Unaligned; [B]Languages[/B] Common [B]Str[/B] 18 (+4) [B]Dex[/B] 12 (+1) [B]Wis[/B] 14 (+2) [B]Con[/B] 16 (+3) [B]Int[/B] 8 (-1) [B]Cha[/B] 11 (+0) [B]Endurance[/B]+10*, [B]Intimidate[/B]+7*, [B]Nature[/B]+7*, [B]Perception[/B] +7* * Trained Skill [B]Feats:[/B] Warforged Tactices (Dragon 364) [B]Gear[/B] Hide Armour, Battle Axe, 2 Hand Axes, Standard Adventurers Kit, 20Gp [/sblock] [/QUOTE]
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