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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 4997363" data-attributes="member: 2795"><p><strong>Fellgrim Ironfist</strong></p><p></p><p><span style="color: limegreen">Read the dwarven defender prestige class. It's pretty obvious a dwarven defender is supposed to be either a fighter or paladin. The fluff text goes out of its way to say that monks aren't good for dwarven defending. Pshaw. Of course, now that I've built him, I'm not sure what I'd do with him.</span></p><p></p><p>[sblock=Fellgrim Ironfist, Dwarf Paragon 3/Fighter 1/Monk 4/Dwarven Defender 2; CR 10]</p><p>Lawful Evil Medium Humanoid (Dwarf)</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 90 ft., Listen +5, Spot +5</p><p><strong>Language</strong> Common, Dwarf, Infernal</p><p>-----</p><p><strong>AC</strong> 18 (+2 Dex, +2 Wis, +1 dodge, +1 monk, +2 Wis), touch 18, flat-footed 18; +4 dodge bonus to Armor Class against monsters of the giant type, Dodge, uncanny dodge</p><p><strong>hp</strong> 80 (10 HD)</p><p><strong>Fort</strong> +12, <strong>Ref</strong> +5, <strong>Will</strong> +8; +3 against poison and against spells and spell-like effects, +5 bonus against enchantment spells and effects, evasion</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> unarmed strike +10 (1d10+1), or</p><p><strong>Melee</strong> (Flurry of Blows) unarmed strike +8/+8/+3 (1d10+1), or</p><p><strong>Melee</strong> shuriken +11 (1d2+1, range increment 10 ft.), or</p><p><strong>Melee</strong> (Flurry of Blows) shuriken +9/+9/+4 (1d2+1, range increment 10 ft.)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +9; <strong>Grp</strong> +14</p><p><strong>Atk Options</strong> +1 racial bonus on attack rolls against orcs and goblinoids, +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground, defensive stance (1/day), <em>ki</em> strike (magic), Stunning Fist (Fort DC 17, 6/day)</p><p>-----</p><p><strong>Abilities</strong> Str 13, Dex 15, Con 14, Int 12, Wis 14, Cha 8</p><p><strong>SQ</strong> craft expertise, improved stonecunning, slow fall (20 ft.), still mind</p><p><strong>Feats</strong> Deflect Arrows (B), Dodge (B), Endurance, Fiery Fist, Fist of Iron, Improved Grapple (B), Improved Unarmed Strike (B), Stunning Fist (B), Toughness</p><p><strong>Skills</strong> Appraise +5 (+7 related to stone or metal) (4), Climb +3 (2), Craft (weaponsmithing) +7 (+12 related to stone or metal) (6), Listen +5 (3), Search +1 (+5 related to unusual stonework) (0), Sense Motive +9 (7), Spot +5 (3)</p><p>-----</p><p><strong>Possessions:</strong> <em>monk's belt, oil of greater magic weapon +1, potion of cure moderate wounds</em> (x2), <em>potion of barkskin +5</em>, shuriken (x15), plus 450 gp for other items</p><p>-----</p><p><strong>Craft Expertise (Ex):</strong> A dwarf paragon may add his class level as a racial bonus on all Craft checks related to stone or metal items. </p><p></p><p><strong>Defensive Stance:</strong> When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for 7 rounds. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. Using the defensive stance takes no time itself, but a defender can only do so during his action.</p><p></p><p><strong>Fiery Fist:</strong> Expend Stunning Fist use as a swift action. All unarmed strikes that turn inflict +1d6 points of fire damage.</p><p></p><p><strong>Fists of Iron:</strong> Declare use before attacking. Each use counts as a Stunning Fist use. Successful attack inflicts +1d6 points of damage.</p><p></p><p><strong>Improved Stonecunning (Ex):</strong> At 1st level, a dwarf paragon's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground.</p><p>[/sblock]</p><p>[sblock=Defensive Stance Stats]</p><p><strong>AC</strong> 23 (+2 Dex, +2 Wis, +5 dodge, +1 monk, +2 Wis), touch 23, flat-footed 23; +4 dodge bonus to Armor Class against monsters of the giant type, Dodge, uncanny dodge</p><p><strong>hp</strong> 100 (10 HD)</p><p><strong>Fort</strong> +16, <strong>Ref</strong> +7, <strong>Will</strong> +10; +3 against poison and against spells and spell-like effects, +5 bonus against enchantment spells and effects, evasion</p><p>-----</p><p><strong>Melee</strong> unarmed strike +11 (1d10+2), or</p><p><strong>Melee</strong> (Flurry of Blows) unarmed strike +9/+9/+4 (1d10+2), or</p><p><strong>Melee</strong> shuriken +11 (1d2+1, range increment 10 ft.), or</p><p><strong>Melee</strong> (Flurry of Blows) shuriken +9/+9/+4 (1d2+1, range increment 10 ft.)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +9; <strong>Grp</strong> +15</p><p>-----</p><p><strong>Abilities</strong> Str 15, Dex 15, Con 18, Int 12, Wis 14, Cha 8</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 4997363, member: 2795"] [b]Fellgrim Ironfist[/b] [color=limegreen]Read the dwarven defender prestige class. It's pretty obvious a dwarven defender is supposed to be either a fighter or paladin. The fluff text goes out of its way to say that monks aren't good for dwarven defending. Pshaw. Of course, now that I've built him, I'm not sure what I'd do with him.[/color] [sblock=Fellgrim Ironfist, Dwarf Paragon 3/Fighter 1/Monk 4/Dwarven Defender 2; CR 10] Lawful Evil Medium Humanoid (Dwarf) [b]Init[/b] +2; [b]Senses[/b] darkvision 90 ft., Listen +5, Spot +5 [b]Language[/b] Common, Dwarf, Infernal ----- [b]AC[/b] 18 (+2 Dex, +2 Wis, +1 dodge, +1 monk, +2 Wis), touch 18, flat-footed 18; +4 dodge bonus to Armor Class against monsters of the giant type, Dodge, uncanny dodge [b]hp[/b] 80 (10 HD) [b]Fort[/b] +12, [b]Ref[/b] +5, [b]Will[/b] +8; +3 against poison and against spells and spell-like effects, +5 bonus against enchantment spells and effects, evasion ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] unarmed strike +10 (1d10+1), or [b]Melee[/b] (Flurry of Blows) unarmed strike +8/+8/+3 (1d10+1), or [b]Melee[/b] shuriken +11 (1d2+1, range increment 10 ft.), or [b]Melee[/b] (Flurry of Blows) shuriken +9/+9/+4 (1d2+1, range increment 10 ft.) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +9; [b]Grp[/b] +14 [b]Atk Options[/b] +1 racial bonus on attack rolls against orcs and goblinoids, +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground, defensive stance (1/day), [i]ki[/i] strike (magic), Stunning Fist (Fort DC 17, 6/day) ----- [b]Abilities[/b] Str 13, Dex 15, Con 14, Int 12, Wis 14, Cha 8 [b]SQ[/b] craft expertise, improved stonecunning, slow fall (20 ft.), still mind [b]Feats[/b] Deflect Arrows (B), Dodge (B), Endurance, Fiery Fist, Fist of Iron, Improved Grapple (B), Improved Unarmed Strike (B), Stunning Fist (B), Toughness [b]Skills[/b] Appraise +5 (+7 related to stone or metal) (4), Climb +3 (2), Craft (weaponsmithing) +7 (+12 related to stone or metal) (6), Listen +5 (3), Search +1 (+5 related to unusual stonework) (0), Sense Motive +9 (7), Spot +5 (3) ----- [b]Possessions:[/b] [i]monk's belt, oil of greater magic weapon +1, potion of cure moderate wounds[/i] (x2), [i]potion of barkskin +5[/i], shuriken (x15), plus 450 gp for other items ----- [b]Craft Expertise (Ex):[/b] A dwarf paragon may add his class level as a racial bonus on all Craft checks related to stone or metal items. [b]Defensive Stance:[/b] When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for 7 rounds. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. Using the defensive stance takes no time itself, but a defender can only do so during his action. [b]Fiery Fist:[/b] Expend Stunning Fist use as a swift action. All unarmed strikes that turn inflict +1d6 points of fire damage. [b]Fists of Iron:[/b] Declare use before attacking. Each use counts as a Stunning Fist use. Successful attack inflicts +1d6 points of damage. [b]Improved Stonecunning (Ex):[/b] At 1st level, a dwarf paragon's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground. [/sblock] [sblock=Defensive Stance Stats] [b]AC[/b] 23 (+2 Dex, +2 Wis, +5 dodge, +1 monk, +2 Wis), touch 23, flat-footed 23; +4 dodge bonus to Armor Class against monsters of the giant type, Dodge, uncanny dodge [b]hp[/b] 100 (10 HD) [b]Fort[/b] +16, [b]Ref[/b] +7, [b]Will[/b] +10; +3 against poison and against spells and spell-like effects, +5 bonus against enchantment spells and effects, evasion ----- [b]Melee[/b] unarmed strike +11 (1d10+2), or [b]Melee[/b] (Flurry of Blows) unarmed strike +9/+9/+4 (1d10+2), or [b]Melee[/b] shuriken +11 (1d2+1, range increment 10 ft.), or [b]Melee[/b] (Flurry of Blows) shuriken +9/+9/+4 (1d2+1, range increment 10 ft.) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +9; [b]Grp[/b] +15 ----- [b]Abilities[/b] Str 15, Dex 15, Con 18, Int 12, Wis 14, Cha 8 [/sblock] [/QUOTE]
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