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(RG) Fitz's Folly
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<blockquote data-quote="Hades#2" data-source="post: 8998917" data-attributes="member: 7032503"><p>Name: <strong>Grrol</strong> (Rockmoss)</p><p>Race: Tabaxi</p><p>Class: Fighter 4\Warlock 2 (Hexblade)</p><p>Male</p><p>Alignment: Chaotic Good</p><p>Height: 6 fft. Weight: 185 lbs</p><p>Fur coloring: Orange tabby</p><p>Eyes: Green</p><p></p><p><strong>Abilities</strong>:</p><p>Base: Str 10 (2pts), Dex 14 (7 pts), Con 16 (11 pts), Int 10 (2 pts), Wis 8 (0 pts), Cha 13 (5 pts)</p><p>Racial bonus +2 Dex, +1 Cha</p><p>Ability boost at 4th level: +2 Dex</p><p>Str 10; Dex 18; Con 16; Int 10; Wis 8; Cha 14</p><p></p><p><strong>H<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></strong> (1d10HD) 56 (13@1st, 2nd-4th 9 per level, 5th & 6th 8 per level )</p><p><strong>AC</strong>: 17 with mage armor</p><p>Initiative: 4</p><p></p><p><strong>Attacks</strong>:</p><p>Konda (+1 magic) +8, damage: 1d8+7 piercing, Special: Slay Undead (additional 1d6 damage to undead)</p><p>Shortbow +7, damage 1d6+4 piercing</p><p>Claws +3, damage 1d6 slashing</p><p>Spell attack +5</p><p></p><p><strong>Racial abilities</strong>:</p><p>Speed. 30 feet, Climb 30 feet</p><p></p><p><strong>Cat's Claws</strong>: You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.</p><p></p><p><strong>Cat's Talent</strong>: You have proficiency in the Perception and Stealth skills.</p><p></p><p><strong>Darkvision</strong>: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.</p><p></p><p><strong>Feline Agility</strong>: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.</p><p></p><p><strong>Proficiencies</strong>:</p><p>Saves: Strength, Constitution</p><p>Str: 3, Dex: 4, Con: 6, Int: 0, Wis: -1, Cha: 2</p><p></p><p><strong>Skills</strong>:</p><p>7 Acrobatics *</p><p>0 Arcana</p><p>3 Athletics *</p><p>2 Insight *</p><p>2 Perception *</p><p>2 Performance </p><p>4 Sleight of Hand</p><p>7 Stealth *</p><p>2 Survival*</p><p>Note: * indicates proficient skills</p><p></p><p>Tools: Musical instrument: Ocarina</p><p>Languages: Tabax, Chultan, Draconic</p><p>Armour: All armor and shields</p><p>Weapons: Simple and martial weapons</p><p></p><p>Background: Outlander</p><p></p><p>Class abilities:</p><p><strong>Fighter</strong>:</p><p></p><p><strong>Fighting style:</strong> Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.</p><p><strong>Second wind</strong>: Use a bonus action to regain hit points equal to 1d10 + your fighter level.</p><p>Action surge: Take 1 additional action once per short or long rest.</p><p></p><p><strong>Martial archetype</strong>: Battle Master</p><p></p><p><strong>Superiority Dice.</strong> You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.</p><p></p><p> At 3rd level, you gain proficiency with one type of artisan's tools of your choice.</p><p> </p><p><strong>Maneuvers</strong>. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.</p><p></p><p> <strong>Brace</strong>: When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.</p><p></p><p> <strong>Disarming Attack</strong>: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.</p><p></p><p><strong>Parry</strong>: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.</p><p></p><p>Maneuver save DC: 15</p><p></p><p><strong>Warlock</strong>:</p><p><strong>Patron</strong>: Hexblade</p><p></p><p><strong>Hexblade's Curse</strong></p><p></p><p>Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:</p><p></p><p>You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.</p><p>Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.</p><p>If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).</p><p>You can’t use this feature again until you finish a short or long rest.</p><p></p><p><strong>Hex Warrior</strong></p><p>At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.</p><p></p><p>The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.</p><p></p><p><strong>Warlock Spells known</strong>: 2 cantrips, 3-1st level</p><p></p><p><strong>Cantrips</strong>: Booming Blade, Eldritch Blast</p><p><strong>1st level</strong>: Hellish Rebuke, Protection From Good and Evil, Wrathful Smite</p><p><strong>Spell slots</strong>: 2-1st level (renew after short or long rest)</p><p><strong>Spell attack</strong>: 5, <strong>Spell save</strong>: 13</p><p></p><p><strong>Invocations</strong>: </p><p><strong>Agonizing Blast</strong>: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.</p><p><strong>Armor of Shadows</strong>: You can cast mage armor on yourself at will, without expending a spell slot or material components.</p><p></p><p><strong>Equipment</strong>:</p><p><strong>Explorer’s Pack</strong>: Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope.</p><p><strong>Trinket</strong>: A tiny silver icon of a raven</p><p>Leather armor</p><p>Konda</p><p>Shortbow, and 20 arrows</p><p>10gp</p><p>Ocarina</p><p></p><p>Background:</p></blockquote><p></p>
[QUOTE="Hades#2, post: 8998917, member: 7032503"] Name: [B]Grrol[/B] (Rockmoss) Race: Tabaxi Class: Fighter 4\Warlock 2 (Hexblade) Male Alignment: Chaotic Good Height: 6 fft. Weight: 185 lbs Fur coloring: Orange tabby Eyes: Green [B]Abilities[/B]: Base: Str 10 (2pts), Dex 14 (7 pts), Con 16 (11 pts), Int 10 (2 pts), Wis 8 (0 pts), Cha 13 (5 pts) Racial bonus +2 Dex, +1 Cha Ability boost at 4th level: +2 Dex Str 10; Dex 18; Con 16; Int 10; Wis 8; Cha 14 [B]H:P[/B] (1d10HD) 56 (13@1st, 2nd-4th 9 per level, 5th & 6th 8 per level ) [B]AC[/B]: 17 with mage armor Initiative: 4 [B]Attacks[/B]: Konda (+1 magic) +8, damage: 1d8+7 piercing, Special: Slay Undead (additional 1d6 damage to undead) Shortbow +7, damage 1d6+4 piercing Claws +3, damage 1d6 slashing Spell attack +5 [B]Racial abilities[/B]: Speed. 30 feet, Climb 30 feet [B]Cat's Claws[/B]: You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. [B]Cat's Talent[/B]: You have proficiency in the Perception and Stealth skills. [B]Darkvision[/B]: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. [B]Feline Agility[/B]: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns. [B]Proficiencies[/B]: Saves: Strength, Constitution Str: 3, Dex: 4, Con: 6, Int: 0, Wis: -1, Cha: 2 [B]Skills[/B]: 7 Acrobatics * 0 Arcana 3 Athletics * 2 Insight * 2 Perception * 2 Performance 4 Sleight of Hand 7 Stealth * 2 Survival* Note: * indicates proficient skills Tools: Musical instrument: Ocarina Languages: Tabax, Chultan, Draconic Armour: All armor and shields Weapons: Simple and martial weapons Background: Outlander Class abilities: [B]Fighter[/B]: [B]Fighting style:[/B] Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. [B]Second wind[/B]: Use a bonus action to regain hit points equal to 1d10 + your fighter level. Action surge: Take 1 additional action once per short or long rest. [B]Martial archetype[/B]: Battle Master [B]Superiority Dice.[/B] You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. At 3rd level, you gain proficiency with one type of artisan's tools of your choice. [B]Maneuvers[/B]. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. [B]Brace[/B]: When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll. [B]Disarming Attack[/B]: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. [B]Parry[/B]: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Maneuver save DC: 15 [B]Warlock[/B]: [B]Patron[/B]: Hexblade [B]Hexblade's Curse[/B] Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. [B]Hex Warrior[/B] At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type. [B]Warlock Spells known[/B]: 2 cantrips, 3-1st level [B]Cantrips[/B]: Booming Blade, Eldritch Blast [B]1st level[/B]: Hellish Rebuke, Protection From Good and Evil, Wrathful Smite [B]Spell slots[/B]: 2-1st level (renew after short or long rest) [B]Spell attack[/B]: 5, [B]Spell save[/B]: 13 [B]Invocations[/B]: [B]Agonizing Blast[/B]: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. [B]Armor of Shadows[/B]: You can cast mage armor on yourself at will, without expending a spell slot or material components. [B]Equipment[/B]: [B]Explorer’s Pack[/B]: Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope. [B]Trinket[/B]: A tiny silver icon of a raven Leather armor Konda Shortbow, and 20 arrows 10gp Ocarina Background: [/QUOTE]
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