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Recruitment: Kulan: Shackled City Legacy PbP Game (Game Cancelled)
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<blockquote data-quote="Scotley" data-source="post: 7081112" data-attributes="member: 11520"><p>Bravec Trask</p><p>Human Urban Druid 3</p><p>Align: NG (no specific deity)</p><p>Str: 15</p><p>Dex: 16 (14+2 race)</p><p>Con: 10</p><p>Int: 12</p><p>Wis: 13</p><p>Cha: 16</p><p>HP: 18=(8+8+2)</p><p>AC: 18 FF: 13 Touch: 14</p><p>Saves: Fort: +3 Ref: +4 Will: +4 (+2 in favored city)</p><p>Init: +3</p><p>BAB: +2</p><p></p><p>[sblock=Human Racial Features] </p><p> Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.</p><p> Human base land speed is 30 feet.</p><p> 1 extra feat at 1st level.</p><p> 4 extra skill points at 1st level and 1 extra skill point at each additional level.</p><p> Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.</p><p> Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.[/sblock]</p><p></p><p>[sblock=Urban Druid Class Features]</p><p>Weapons: club, crossbow (any), dagger, quarterstaff, rapier, sap, and short sword</p><p>Armor: padded, leather, and studded leather armor as well as bucklers</p><p>City Sense (Ex): An urban druid gains a +2 bonus on Gather Information and Knowledge (local) checks.</p><p>Favored City (Ex): At 1st level, an urban druid must select a favored city. This must be a settlement of</p><p>at least small town size (DUNGEON MASTER'S Guide, page 137) or larger that the urban druid has visited, but need not be the city the urban druid currently calls home. As she gains levels, an urban druid may consider additional cities her favored cities. While within the city limits of one of her favored</p><p>cities, an urban druid gains a sacred bonus to all Bluff, Diplomacy, Gather Information, and Intimidate</p><p>checks equal to her Wisdom modifier. In addition, she gains a +2 morale bonus on all Will saving throws.</p><p>Urban Companion (Ex): small animated object (wagon)</p><p>Crowdwalk (Ex): At 2nd level, an urban druid can move through crowds with ease, moving as if in an open space. If an urban druid attempts to move through a square occupied by a hostile creature (such as with a Tumble check or an overrun attempt), she gains a +4 bonus on any skill check, Strength check, or attack roll made to resolve the movement.</p><p>Alley Fighting (Ex): Urban druids are masters at fighting in cramped quarters, such as city alleyways or</p><p>narrow dungeon corridors. At 3rd-level, an urban druid's ability to fight in these conditions improves greatly. As long as she is fighting in an area no wider than her space (5 feet for a Small or Medium humanoid), she gains a +1 competence bonus on all attack rolls. Additionally, if she makes a melee attack against a target around a corner, the target does not gain the benefit of cover (unless the foe has total cover). The urban druid retains the benefits of cover against her enemy, unless she is fighting another urban druid or other creature with a similar power.</p><p>(Pending 4th) Disease Immunity (Ex): At 4th level, an urban druid becomes immune to all forms of disease, including supernatural diseases like mummy rot.</p><p>(Pending 5th) Urban Shape (Su):</p><p>(Pending 9th) Information Network (Ex):</p><p>Spell Casting (Cha based) [/sblock]</p><p></p><p>[sblock=Feats]</p><p> 1st Level: Weapon Focus (Rapier)</p><p>Human Bonus: Point Blank Shot</p><p>Campaign Bonus (no fighter, item creation or metamagic) Investigator +2 sense motive and search</p><p>3rd Level: Dodge</p><p>[/sblock]</p><p> </p><p>[sblock=Skills]</p><p>36</p><p>Class Skills: </p><p>*Bluff 5 (Cha+3)</p><p>Concentration (Con)</p><p>Craft (Int+1)</p><p>*Diplomacy 5 (Cha+3) +4 syn</p><p>*Gather Information 5 (Cha+3)+2 City Sense</p><p>*Intimidate 1 (Cha+3) +2syn</p><p>Knowledge 1 (architecture and engineering) (Int+1)</p><p>Knowledge 1 (history) (Int+1)</p><p>Knowledge 5 (local) (Int+1)+2 City Sense</p><p>Perform (Oratory) 1 (Cha+3)</p><p>Profession (Wis+1)</p><p>Sense Motive 5 (Wis+1) +2 feat</p><p>Speak Language—Common,? ? ? </p><p>Spellcraft 3 (Int+1)</p><p>Survival 1 (Wis+1)</p><p></p><p>Cross Class: </p><p>Appraise (Int+1)</p><p>Balance (Dex+3)</p><p>Climb (Str+2)</p><p>Disguise (Cha+3)+2 syn</p><p>Escape Artist (Dex+3)</p><p>Heal (Wis+1)</p><p>Hide (Dex+3)</p><p>Intimidate (Cha+3)</p><p>Jump (Str+2)</p><p>Listen (Wis+1)</p><p>Move Silently (Dex+3)</p><p>Ride (Dex+3)</p><p>Search (Int+1) +2 feat</p><p>Spot 1 (Wis+1)</p><p>Swim (Str+2)</p><p>Use Rope (Dex+3)</p><p></p><p>*=+1 when in favored city</p><p>[/sblock]</p><p></p><p>[sblock=Spells] </p><p>Spells DC Level +3</p><p>4 orisons cure minor wounds, light, detect magic x2 </p><p>3 1st Charm Person, Cure Light Wounds, Scatter Spray</p><p>2 2nd Bull’s Strength, Spider Climb</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Appearance/Personality]</p><p></p><p></p><p>[/sblock]</p><p></p><p>[sblock=Background/History]</p><p></p><p>[/sblock]</p><p></p><p>Gear: Base 2700 gp +1000 gp toward signature item. </p><p>Explorer’s Outfit</p><p>MW Buckler 165 gp</p><p>MW Studded Leather 175 gp</p><p>+1 rapier illuminating (signature item named) 2820 gp</p><p>Club</p><p>Dagger x2 4 gp</p><p>Cold Iron Dagger 4 gp</p><p>Sap 1 gp </p><p>MW Crossbow, Bladed 450 gp </p><p>Quiver 20 bolts (3 alchemical silver, 3 cold iron) 8 gp</p><p>Standard Adventurer’s Kit 15 gp (Backpack, Belt Pouch, Bedroll, Flint and Steel, Hempen Rope (50’), Sunrods (2), Trail Rations (10 days), Waterskin)</p><p>Spell Component Pouch 5 gp</p><p>Potion of cure light wounds 50 gp</p><p>1 gp 19 sp 10 cp</p><p></p><p>[sblock=Companion] </p><p>Animated Wagon (Squeaks) </p><p>Size/Type: Small Construct</p><p>Hit Dice: 1d10+10 (25 hp)</p><p>Initiative: +1</p><p>Speed: 70’ Swim 35’</p><p>AC16, Touch: 12, FF: 15</p><p>Base attack/Grapple: +0/-4</p><p>Attack/Full Attack: Slam +1 Melee (1d4)</p><p>Abilities: Str 11, Dex 13, Con 0, Int 0, Wis 1, Cha 1</p><p>Alignment: Neutral</p><p>Special Qualities: Low Light Vision, Dark Vision 60’, </p><p>Contstruct Traits: </p><p> No Constitution score.</p><p> Low-light vision.</p><p> Darkvision out to 60 feet.</p><p> Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).</p><p> Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.</p><p> Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.</p><p> Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.</p><p> Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).</p><p> Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.</p><p> Since it was never alive, a construct cannot be raised or resurrected.</p><p> Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.</p><p> Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.</p><p> Proficient with no armor.</p><p> Constructs do not eat, sleep, or breathe.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Scotley, post: 7081112, member: 11520"] Bravec Trask Human Urban Druid 3 Align: NG (no specific deity) Str: 15 Dex: 16 (14+2 race) Con: 10 Int: 12 Wis: 13 Cha: 16 HP: 18=(8+8+2) AC: 18 FF: 13 Touch: 14 Saves: Fort: +3 Ref: +4 Will: +4 (+2 in favored city) Init: +3 BAB: +2 [sblock=Human Racial Features] Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. Human base land speed is 30 feet. 1 extra feat at 1st level. 4 extra skill points at 1st level and 1 extra skill point at each additional level. Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.[/sblock] [sblock=Urban Druid Class Features] Weapons: club, crossbow (any), dagger, quarterstaff, rapier, sap, and short sword Armor: padded, leather, and studded leather armor as well as bucklers City Sense (Ex): An urban druid gains a +2 bonus on Gather Information and Knowledge (local) checks. Favored City (Ex): At 1st level, an urban druid must select a favored city. This must be a settlement of at least small town size (DUNGEON MASTER'S Guide, page 137) or larger that the urban druid has visited, but need not be the city the urban druid currently calls home. As she gains levels, an urban druid may consider additional cities her favored cities. While within the city limits of one of her favored cities, an urban druid gains a sacred bonus to all Bluff, Diplomacy, Gather Information, and Intimidate checks equal to her Wisdom modifier. In addition, she gains a +2 morale bonus on all Will saving throws. Urban Companion (Ex): small animated object (wagon) Crowdwalk (Ex): At 2nd level, an urban druid can move through crowds with ease, moving as if in an open space. If an urban druid attempts to move through a square occupied by a hostile creature (such as with a Tumble check or an overrun attempt), she gains a +4 bonus on any skill check, Strength check, or attack roll made to resolve the movement. Alley Fighting (Ex): Urban druids are masters at fighting in cramped quarters, such as city alleyways or narrow dungeon corridors. At 3rd-level, an urban druid's ability to fight in these conditions improves greatly. As long as she is fighting in an area no wider than her space (5 feet for a Small or Medium humanoid), she gains a +1 competence bonus on all attack rolls. Additionally, if she makes a melee attack against a target around a corner, the target does not gain the benefit of cover (unless the foe has total cover). The urban druid retains the benefits of cover against her enemy, unless she is fighting another urban druid or other creature with a similar power. (Pending 4th) Disease Immunity (Ex): At 4th level, an urban druid becomes immune to all forms of disease, including supernatural diseases like mummy rot. (Pending 5th) Urban Shape (Su): (Pending 9th) Information Network (Ex): Spell Casting (Cha based) [/sblock] [sblock=Feats] 1st Level: Weapon Focus (Rapier) Human Bonus: Point Blank Shot Campaign Bonus (no fighter, item creation or metamagic) Investigator +2 sense motive and search 3rd Level: Dodge [/sblock] [sblock=Skills] 36 Class Skills: *Bluff 5 (Cha+3) Concentration (Con) Craft (Int+1) *Diplomacy 5 (Cha+3) +4 syn *Gather Information 5 (Cha+3)+2 City Sense *Intimidate 1 (Cha+3) +2syn Knowledge 1 (architecture and engineering) (Int+1) Knowledge 1 (history) (Int+1) Knowledge 5 (local) (Int+1)+2 City Sense Perform (Oratory) 1 (Cha+3) Profession (Wis+1) Sense Motive 5 (Wis+1) +2 feat Speak Language—Common,? ? ? Spellcraft 3 (Int+1) Survival 1 (Wis+1) Cross Class: Appraise (Int+1) Balance (Dex+3) Climb (Str+2) Disguise (Cha+3)+2 syn Escape Artist (Dex+3) Heal (Wis+1) Hide (Dex+3) Intimidate (Cha+3) Jump (Str+2) Listen (Wis+1) Move Silently (Dex+3) Ride (Dex+3) Search (Int+1) +2 feat Spot 1 (Wis+1) Swim (Str+2) Use Rope (Dex+3) *=+1 when in favored city [/sblock] [sblock=Spells] Spells DC Level +3 4 orisons cure minor wounds, light, detect magic x2 3 1st Charm Person, Cure Light Wounds, Scatter Spray 2 2nd Bull’s Strength, Spider Climb [/sblock] [sblock=Appearance/Personality] [/sblock] [sblock=Background/History] [/sblock] Gear: Base 2700 gp +1000 gp toward signature item. Explorer’s Outfit MW Buckler 165 gp MW Studded Leather 175 gp +1 rapier illuminating (signature item named) 2820 gp Club Dagger x2 4 gp Cold Iron Dagger 4 gp Sap 1 gp MW Crossbow, Bladed 450 gp Quiver 20 bolts (3 alchemical silver, 3 cold iron) 8 gp Standard Adventurer’s Kit 15 gp (Backpack, Belt Pouch, Bedroll, Flint and Steel, Hempen Rope (50’), Sunrods (2), Trail Rations (10 days), Waterskin) Spell Component Pouch 5 gp Potion of cure light wounds 50 gp 1 gp 19 sp 10 cp [sblock=Companion] Animated Wagon (Squeaks) Size/Type: Small Construct Hit Dice: 1d10+10 (25 hp) Initiative: +1 Speed: 70’ Swim 35’ AC16, Touch: 12, FF: 15 Base attack/Grapple: +0/-4 Attack/Full Attack: Slam +1 Melee (1d4) Abilities: Str 11, Dex 13, Con 0, Int 0, Wis 1, Cha 1 Alignment: Neutral Special Qualities: Low Light Vision, Dark Vision 60’, Contstruct Traits: No Constitution score. Low-light vision. Darkvision out to 60 feet. Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a construct cannot be raised or resurrected. Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table. Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry. Proficient with no armor. Constructs do not eat, sleep, or breathe. [/sblock] [/QUOTE]
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Recruitment: Kulan: Shackled City Legacy PbP Game (Game Cancelled)
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