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[OOC] A Paid Trip to Spellhold
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<blockquote data-quote="Walking Dad" data-source="post: 5480414" data-attributes="member: 59043"><p>Rough draft. I'm not sure how do you handle items:</p><p></p><p><strong><span style="color: Yellow">Rodric the Bright</span></strong></p><p></p><p>[sblock=Sheet]</p><p>Rodric the Bright</p><p>level 5</p><p>Human, Warpriest</p><p>Versatile Expertise: Versatile Expertise (Heavy Blade)</p><p>Versatile Expertise: Versatile Expertise (Holy Symbol)</p><p>Background: Aglarond (Aglarond Benefit)</p><p>Deity: Amaunator</p><p>Alignment: Lawful Good</p><p></p><p></p><p>FINAL ABILITY SCORES</p><p>Str 13, Con 15, Dex 14, Int 8, Wis 19, Cha 10.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 13, Con 14, Dex 14, Int 8, Wis 16, Cha 10.</p><p></p><p></p><p>AC: 24 Fort: 17 Reflex: 18 Will: 19</p><p>HP: 47 Surges: 9 Surge Value: 11</p><p></p><p>TRAINED SKILLS</p><p>Perception +12, Religion +6, Insight +11, Diplomacy +7, Heal +11</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +2, Arcana +1, Bluff +2, Dungeoneering +6, Endurance +2, History +1, Intimidate +2, Nature +6, Stealth +2, Streetwise +2, Thievery +2, Athletics +1</p><p></p><p>FEATS</p><p>Human: Human Perseverance</p><p>Level 1: Versatile Expertise</p><p>Level 2: Weapon Proficiency (Bastard sword)</p><p>Level 4: Scale Proficiency</p><p></p><p>[sblock=Class Features]</p><p><span style="font-size: 9px">(I will not list features that give powers. The powers are listed below.)</span></p><p></p><p><strong>Sun Domain Features</strong></p><p>You gain a +2 bonus to death saving throws. While within 5 squares of you, your allies also gain this bonus.</p><p>In addition, when you use your healing word, you or an ally in the burst regains 2 hit points.</p><p></p><p><strong>Level 5 Sun Domain Feature</strong></p><p>When you use healing word, the target of the power gains temporary hit points equal to your Constitution modifier (2).</p><p></p><p>[/sblock]</p><p></p><p>POWERS</p><p>Channel Divinity: Smite Undead</p><p>Channel Divinity: Soothing Light</p><p>Cleric at-will: Blessing of Battle</p><p>Cleric at-will: Brand of the Sun</p><p>Cleric at-will: Sun's Glow</p><p>Cleric at-will: Lance of Faith</p><p>Cleric encounter 1: Sun Burst</p><p>Cleric daily 1: Moment of Glory</p><p>Cleric utility 2: Bless</p><p>Cleric encounter 3: Resurgent Sun</p><p>Domain Utility 4: Holy Cleansing</p><p>Cleric daily 5: Inspire Fervor</p><p></p><p>[sblock=Power details]</p><p>Basic attacks</p><p> </p><p>Ranged (none)</p><p></p><p>Melee (Bastard Sword +1)</p><p>Melee, 1d20+8, 1d10+2 damage</p><p> </p><p></p><p> <span style="color: Lime"><strong>At-Will Powers</strong></span></p><p> <span style="color: Lime"><strong></strong></span></p><p> <span style="color: Lime"><strong></strong>Blessing of Battle: </span>standard, melee, +11 vs AC - 1d10+5 damage.</p><p>Effect: You or one ally within 5 squares of you gains resistance 2 to all damage until the end of your next turn.</p><p> </p><p> <span style="color: Lime">Brand of the Sun:</span> standard, melee, +11 vs AC - 1d10+5 radiant damage.</p><p>Effect: You or one ally within 5 squares of you can make a saving throw.</p><p> </p><p> <span style="color: Lime">Lance of Faith:</span> standard, ranged 5, +8 vs Reflex - 1d8+5 damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.</p><p> </p><p><span style="color: Lime">Sun's Glow:</span> minor, melee 1</p><p>Target: One object or unoccupied square</p><p>Effect: The target sheds bright light that fills its space and squares within 4 squares of it. The light lasts for 1 hour, until you use this power again, or until you end the light as a free action.</p><p></p><p> </p><p> <span style="color: Red"><strong>Encounter Powers</strong></span></p><p> <span style="color: Red"></span></p><p><span style="color: Red">CD - Smite Undead:</span> standard, melee (can only target undead), +11 vs Will - 2d10+5 radiant damage, and you push the target 5 squares. The target is immobilized until the end of your next turn. </p><p>Miss: Half damage.</p><p>Special: You can use only one channel divinity power per encounter.</p><p> </p><p><span style="color: Red">CD - Soothing Light:</span> standard, close burst 2</p><p>Effect: The target makes a saving throw with a +2 power bonus.</p><p>Special: You can use only one channel divinity power per encounter.</p><p></p><p><span style="color: Red">Healing Word:</span> minor, close burst 5</p><p>Target: You or one ally in the burst</p><p>Effect: The target can spend a healing surge and regain 1d6 additional hit points.</p><p>Special: You can use this power twice per encounter, but only once per round.</p><p></p><p><span style="color: Red">Sun Burst:</span> standard, melee, +11 vs AC - 1d10+5 radiant damage.</p><p>Effect: You and each ally within 5 squares of you gain 5 temporary hit points and can make a saving throw.</p><p></p><p><span style="color: Red">Resurgent Sun:</span> standard, melee, +11 vs AC - 2d10+5 radiant damage.</p><p>Effect: You or one ally within 5 squares of you can spend a healing surge.</p><p> </p><p></p><p> <span style="color: Silver"><strong>Daily Powers</strong></span></p><p> <span style="color: Silver"></span></p><p><span style="color: Silver">Moment of Glory: </span>standard, close blast 5, +8 vs Will</p><p>You push the target 3 squares and knock it prone.</p><p>Effect: You and each ally in the blast gain resist 5 to all damage until t he end of your next turn.</p><p>Sustain Minor: The effect persists.</p><p> </p><p><span style="color: Silver">Bless: </span>minor, close burst 20</p><p>Target: You and each ally in the burst</p><p>Effect: Each target gains a +1 power bonus to attack rolls until the end of the encounter.</p><p></p><p><span style="color: Silver">Holy Cleansing: </span>minor, close burst 5</p><p>Target: You or one ally in the burst</p><p>Effect: The target makes a saving throw with a +5 power bonus against each effect on him or her that a save can end. In addition, if the target suffers from a disease, he or she can spend a healing surge to improve the disease by 2 stages. The target regains no hit points for spending the healing surge. If the target is subject to a petrifying effect, that effect ends but the target loses any remaining healing surges.</p><p></p><p> <span style="color: Silver">Inspire Fervor: </span>standard, melee, +11 vs AC - 2d10+5 radiant damage</p><p>Miss: Half damage.</p><p>Effect: Each ally within 2 squares of you can shift up to 2 squares as a free action. Any ally who ends this shift adjacent to the target can make a melee basic attack against it as a free action.</p><p></p><p>[/sblock]</p><p></p><p>ITEMS</p><p>Imposter's Drakescale Armor +2, Healer's Brooch +1, Astral symbol of Life +1, Heavy Shield, Sunblade Bastard sword +1[/sblock]</p><p></p><p>[sblock=Background]</p><p>Rodric the Bright hasn't got his nickname for his mental powers. Not really dumb, just trusting his intuition and faith more than intellect, he is a true warrior for the light of Amaunator.</p><p>A prophcy forced him to the island, he now explores it by himself, after his vessel and other travelers crashed here.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 5480414, member: 59043"] Rough draft. I'm not sure how do you handle items: [B][COLOR=Yellow]Rodric the Bright[/COLOR][/B] [sblock=Sheet] Rodric the Bright level 5 Human, Warpriest Versatile Expertise: Versatile Expertise (Heavy Blade) Versatile Expertise: Versatile Expertise (Holy Symbol) Background: Aglarond (Aglarond Benefit) Deity: Amaunator Alignment: Lawful Good FINAL ABILITY SCORES Str 13, Con 15, Dex 14, Int 8, Wis 19, Cha 10. STARTING ABILITY SCORES Str 13, Con 14, Dex 14, Int 8, Wis 16, Cha 10. AC: 24 Fort: 17 Reflex: 18 Will: 19 HP: 47 Surges: 9 Surge Value: 11 TRAINED SKILLS Perception +12, Religion +6, Insight +11, Diplomacy +7, Heal +11 UNTRAINED SKILLS Acrobatics +2, Arcana +1, Bluff +2, Dungeoneering +6, Endurance +2, History +1, Intimidate +2, Nature +6, Stealth +2, Streetwise +2, Thievery +2, Athletics +1 FEATS Human: Human Perseverance Level 1: Versatile Expertise Level 2: Weapon Proficiency (Bastard sword) Level 4: Scale Proficiency [sblock=Class Features] [SIZE=1](I will not list features that give powers. The powers are listed below.)[/SIZE] [B]Sun Domain Features[/B] You gain a +2 bonus to death saving throws. While within 5 squares of you, your allies also gain this bonus. In addition, when you use your healing word, you or an ally in the burst regains 2 hit points. [B]Level 5 Sun Domain Feature[/B] When you use healing word, the target of the power gains temporary hit points equal to your Constitution modifier (2). [/sblock] POWERS Channel Divinity: Smite Undead Channel Divinity: Soothing Light Cleric at-will: Blessing of Battle Cleric at-will: Brand of the Sun Cleric at-will: Sun's Glow Cleric at-will: Lance of Faith Cleric encounter 1: Sun Burst Cleric daily 1: Moment of Glory Cleric utility 2: Bless Cleric encounter 3: Resurgent Sun Domain Utility 4: Holy Cleansing Cleric daily 5: Inspire Fervor [sblock=Power details] Basic attacks Ranged (none) Melee (Bastard Sword +1) Melee, 1d20+8, 1d10+2 damage [COLOR=Lime][B]At-Will Powers [/B]Blessing of Battle: [/COLOR]standard, melee, +11 vs AC - 1d10+5 damage. Effect: You or one ally within 5 squares of you gains resistance 2 to all damage until the end of your next turn. [COLOR=Lime]Brand of the Sun:[/COLOR] standard, melee, +11 vs AC - 1d10+5 radiant damage. Effect: You or one ally within 5 squares of you can make a saving throw. [COLOR=Lime]Lance of Faith:[/COLOR] standard, ranged 5, +8 vs Reflex - 1d8+5 damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target. [COLOR=Lime]Sun's Glow:[/COLOR] minor, melee 1 Target: One object or unoccupied square Effect: The target sheds bright light that fills its space and squares within 4 squares of it. The light lasts for 1 hour, until you use this power again, or until you end the light as a free action. [COLOR=Red][B]Encounter Powers[/B] CD - Smite Undead:[/COLOR] standard, melee (can only target undead), +11 vs Will - 2d10+5 radiant damage, and you push the target 5 squares. The target is immobilized until the end of your next turn. Miss: Half damage. Special: You can use only one channel divinity power per encounter. [COLOR=Red]CD - Soothing Light:[/COLOR] standard, close burst 2 Effect: The target makes a saving throw with a +2 power bonus. Special: You can use only one channel divinity power per encounter. [COLOR=Red]Healing Word:[/COLOR] minor, close burst 5 Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. Special: You can use this power twice per encounter, but only once per round. [COLOR=Red]Sun Burst:[/COLOR] standard, melee, +11 vs AC - 1d10+5 radiant damage. Effect: You and each ally within 5 squares of you gain 5 temporary hit points and can make a saving throw. [COLOR=Red]Resurgent Sun:[/COLOR] standard, melee, +11 vs AC - 2d10+5 radiant damage. Effect: You or one ally within 5 squares of you can spend a healing surge. [COLOR=Silver][B]Daily Powers[/B] Moment of Glory: [/COLOR]standard, close blast 5, +8 vs Will You push the target 3 squares and knock it prone. Effect: You and each ally in the blast gain resist 5 to all damage until t he end of your next turn. Sustain Minor: The effect persists. [COLOR=Silver]Bless: [/COLOR]minor, close burst 20 Target: You and each ally in the burst Effect: Each target gains a +1 power bonus to attack rolls until the end of the encounter. [COLOR=Silver]Holy Cleansing: [/COLOR]minor, close burst 5 Target: You or one ally in the burst Effect: The target makes a saving throw with a +5 power bonus against each effect on him or her that a save can end. In addition, if the target suffers from a disease, he or she can spend a healing surge to improve the disease by 2 stages. The target regains no hit points for spending the healing surge. If the target is subject to a petrifying effect, that effect ends but the target loses any remaining healing surges. [COLOR=Silver]Inspire Fervor: [/COLOR]standard, melee, +11 vs AC - 2d10+5 radiant damage Miss: Half damage. Effect: Each ally within 2 squares of you can shift up to 2 squares as a free action. Any ally who ends this shift adjacent to the target can make a melee basic attack against it as a free action. [/sblock] ITEMS Imposter's Drakescale Armor +2, Healer's Brooch +1, Astral symbol of Life +1, Heavy Shield, Sunblade Bastard sword +1[/sblock] [sblock=Background] Rodric the Bright hasn't got his nickname for his mental powers. Not really dumb, just trusting his intuition and faith more than intellect, he is a true warrior for the light of Amaunator. A prophcy forced him to the island, he now explores it by himself, after his vessel and other travelers crashed here. [/sblock] [/QUOTE]
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