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[RG] WD's Against the Orcs
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<blockquote data-quote="Insight" data-source="post: 4441061" data-attributes="member: 11437"><p><strong>Paranthraxus Inil</strong></p><p></p><p>[code][FONT=Courier New][B][SIZE=3][COLOR=Teal]</p><p>PARANTHRAXUS INIL[/COLOR][/SIZE][/B]</p><p>Dragonborn Warlord 5</p><p>Alignment: Lawful Good</p><p>Languages: Common, Draconic</p><p>Vision: Standard</p><p></p><p>[B]Ability Scores:[/B]</p><p>Str 16 </p><p>Con 14</p><p>Dex 11</p><p>Int 12</p><p>Wis 10</p><p>Cha 19</p><p></p><p>[B]Combat[/B]:</p><p>[B]Init: [/B]+4</p><p>[B]Pass Percep[/B]: 12 [B]Pass Insight[/B]: 12</p><p></p><p>[B]HP[/B]: 46 [B]Surges/day[/B]: 9</p><p>[B]Bloodied[/B]: 23 [B]Surge Value[/B]: 13</p><p> </p><p>[B]AC[/B] 22 (+2 level +8 armor +2 shield)</p><p>[B]Fort[/B]16 (+2 level +3 Str +1 class) </p><p>[B]Ref[/B] 14 (+2 level +2 shield)</p><p>[B]Will[/B]17 (+2 level +4 Cha +1 class)</p><p></p><p>Speed 6 (5 modified)</p><p></p><p>Action points: 1</p><p></p><p>[B]Basic Attacks:[/B]</p><p>[B]MELEE[/B] Longsword: +9 vs AC, 1d8+4 dmg, Crit 12.</p><p>[B]RANGED[/B] Sling: +4 vs AC, 1d6 dmg, Crit 6, R 10/20.</p><p></p><p>[B]Attack Powers:[/B]</p><p>[COLOR=Lime]Furious Smash[/COLOR] - Martial, Weapon</p><p>Standard Action; Melee weapon; Target: One creature</p><p>Attack: +9 vs. Fort</p><p>Hit: Deal 3 damage and choose one ally adjacent to either you</p><p> or the target. This ally adds a +4 power bonus to attack and </p><p> damage rolls on his next attack against the target. If the ally</p><p> does not attack the target by the end of his next turn, the</p><p> bonus is lost.</p><p></p><p>[COLOR=Lime]Wolf Pack Tactics[/COLOR] - Martial, Weapon</p><p>Standard Action; Melee weapon; Target: One creature</p><p>Special: Before you attack, you let one ally adjacent to either</p><p> you or the target shift 1sq as a free action. </p><p>Attack: +9 vs. AC</p><p>Hit: 1d8+4 damage</p><p></p><p>[COLOR=Red]Guarding Attack[/COLOR] - Martial, Weapon</p><p>Standard Action; Melee weapon; Target: One creature</p><p>Attack: +9 vs. AC</p><p>Hit: 2d8+4 damage. Until the end of your next turn, one ally adjacent to</p><p> either you or the target gains a +2 power bonus to AC against the</p><p> target's attacks.</p><p></p><p>[COLOR=Red]Warlord's Strike[/COLOR] - Martial, Weapon</p><p>Standard Action; Melee weapon; Target: One creature</p><p>Attack: +9 vs. AC</p><p>Hit: 2d8+4 damage. Until the end of your next turn, all of your allies gain a </p><p> +2 power bonus to damage rolls against the target.</p><p></p><p>[COLOR=DimGray]Bastion of Defense[/COLOR] - Martial, Weapon</p><p>Standard Action; Melee weapon; Target: One creature</p><p>Attack: +9 vs. AC</p><p>Hit: 3d8+4 damage. Allies within 5sq of you gain a +1 power bonus to all</p><p> defenses until the end of your next turn.</p><p>Effect: Allies within 5sq of you gain 9 temp hit points.</p><p></p><p>[COLOR=DimGray]Stand the Fallen[/COLOR] - Martial, Weapon</p><p>Standard Action; Melee weapon; Target: One creature</p><p>Attack: +9 vs. AC</p><p>Hit: 3d8+4 damage.</p><p>Effect: Each ally within 10sq can spend a healing surge and regains</p><p> 4 hit points.</p><p></p><p>[B]Class Features and Utility Powers:[/B]</p><p>[COLOR=Red]Dragon Breath[/COLOR] - Lightning</p><p>Minor Action; Close blast 3; Targets: All creatures in area</p><p>Attack: +7 vs Reflex</p><p>Hit: 1d6+2 lightning damage</p><p></p><p>[COLOR=Red]Inspiring Word[/COLOR] - Martial, Healing</p><p>Special: You can use this power twice per encounter, but only</p><p> once per round.</p><p>Minor Action; Close burst 5; Target: You or one ally in burst</p><p>Effect: The target can spend a healing surge and regain an</p><p> additional 1d6 hit points.</p><p></p><p>[COLOR=Red]Shake It Off[/COLOR] - Martial</p><p>Minor Action; Ranged 10; Target: You or one ally</p><p>Effect: The target makes a saving throw with a +4 power bonus </p><p></p><p>[B]Magic Item Powers:[/B]</p><p>[COLOR=Orange]+1 terror longsword[/COLOR]</p><p> Critical: +1d8 damage</p><p> Daily (Fear): Free action. Use this power when you hit with the weapon.</p><p> The target takes a -2 penalty to all defenses (save ends).</p><p>[COLOR=Orange]heavy shield of protection[/COLOR]</p><p> Daily: Standard action. You and an adjacent ally gain resist 10 to all</p><p> damage until the end of your next turn.</p><p>[COLOR=Orange]ironskin belt[/COLOR]</p><p> Daily: Minor action. Gain resist 5 to all weapon damage until the end</p><p> of your next turn.</p><p></p><p>[B]Race and Class Features:[/B]</p><p>+2 to History and Intimidate (added below)</p><p>Dragonborn Fury: +1 racial bonus to attack rolls when bloodied</p><p>Draconic Heritage: add Con modifier to surge value (added above)</p><p>Dragon Breath as encounter power (added below)</p><p>Armor Proficiencies: Cloth, leather, hide, and chainmail; Light</p><p> shield</p><p>Weapon Proficiencies: Simple Melee, Military Melee, and Simple</p><p> Ranged</p><p>Combat Leader: +2 power bonus to initiative for self and all allies</p><p> within 10sq (added above for self)</p><p>Commanding Presence - Inspiring: When an ally who can see you</p><p> spends an action point to take an extra action, that ally also</p><p> regains 6 lost hit points.</p><p>Inspiring Word as encounter power (added below)</p><p></p><p>[B]Feats[/B]:</p><p>Dragonborn Frenzy</p><p>Inspired Recovery</p><p>Shield Proficiency - Heavy</p><p></p><p>[B]Skills[/B]:</p><p>Acrobatics: -1 (+2 level +0 Dex -3 items)</p><p>Arcana: +3 (+2 level +1Int)</p><p>Athletics: +7 (+2 level +3 Str +5 trained, -3 items)</p><p>Bluff: +6 (+2 level +4 Cha)</p><p>Diplomacy: +11 (+2 level +4 Cha, +5 trained)</p><p>Dungeoneering: +2 (+2 level +0 Wis)</p><p>Endurance: +1 (+2 level +2 Con, -3 items)</p><p>Heal: +2 (+2 level +0 Wis)</p><p>History: +10 (+2 level +1 Int +2 racial +5 trained)</p><p>Insight: +2 (+2 level +0 Wis)</p><p>Intimidate: +13 (+2 level +4 Cha +2 racial +5 trained)</p><p>Nature: +2 (+2 level +0 Wis)</p><p>Perception: +2 (+2 level +0 Wis)</p><p>Religion: +3 (+2 level +1 Int)</p><p>Stealth: -1 (+2 level +0 Dex -3 items)</p><p>Streetwise: +6 (+2 level +4 Cha)</p><p>Thievery: -1 (+2 level +0 Dex -3 items)</p><p></p><p>[B]Equipment[/B]: </p><p>Item Weight Cost</p><p>+1 terror longsword 15 840gp*</p><p>+2 chainmail armor 40 1800gp*</p><p>heavy shield of protection 15 680gp</p><p>ironskin belt -- 1000gp</p><p>Adventurer's kit 33 15gp</p><p>5 potions of healing -- 50gp ea.</p><p>Sling 0 1gp</p><p>20 bullets 5 1gp</p><p> Total Weight: 108lbs.</p><p></p><p>Money: 70gp, 0sp, 0cp</p><p></p><p>Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,</p><p>10 days of trail rations, 50' of hemp rope, and a Waterskin.[/FONT][/code]</p></blockquote><p></p>
[QUOTE="Insight, post: 4441061, member: 11437"] [b]Paranthraxus Inil[/b] [code][FONT=Courier New][B][SIZE=3][COLOR=Teal] PARANTHRAXUS INIL[/COLOR][/SIZE][/B] Dragonborn Warlord 5 Alignment: Lawful Good Languages: Common, Draconic Vision: Standard [B]Ability Scores:[/B] Str 16 Con 14 Dex 11 Int 12 Wis 10 Cha 19 [B]Combat[/B]: [B]Init: [/B]+4 [B]Pass Percep[/B]: 12 [B]Pass Insight[/B]: 12 [B]HP[/B]: 46 [B]Surges/day[/B]: 9 [B]Bloodied[/B]: 23 [B]Surge Value[/B]: 13 [B]AC[/B] 22 (+2 level +8 armor +2 shield) [B]Fort[/B]16 (+2 level +3 Str +1 class) [B]Ref[/B] 14 (+2 level +2 shield) [B]Will[/B]17 (+2 level +4 Cha +1 class) Speed 6 (5 modified) Action points: 1 [B]Basic Attacks:[/B] [B]MELEE[/B] Longsword: +9 vs AC, 1d8+4 dmg, Crit 12. [B]RANGED[/B] Sling: +4 vs AC, 1d6 dmg, Crit 6, R 10/20. [B]Attack Powers:[/B] [COLOR=Lime]Furious Smash[/COLOR] - Martial, Weapon Standard Action; Melee weapon; Target: One creature Attack: +9 vs. Fort Hit: Deal 3 damage and choose one ally adjacent to either you or the target. This ally adds a +4 power bonus to attack and damage rolls on his next attack against the target. If the ally does not attack the target by the end of his next turn, the bonus is lost. [COLOR=Lime]Wolf Pack Tactics[/COLOR] - Martial, Weapon Standard Action; Melee weapon; Target: One creature Special: Before you attack, you let one ally adjacent to either you or the target shift 1sq as a free action. Attack: +9 vs. AC Hit: 1d8+4 damage [COLOR=Red]Guarding Attack[/COLOR] - Martial, Weapon Standard Action; Melee weapon; Target: One creature Attack: +9 vs. AC Hit: 2d8+4 damage. Until the end of your next turn, one ally adjacent to either you or the target gains a +2 power bonus to AC against the target's attacks. [COLOR=Red]Warlord's Strike[/COLOR] - Martial, Weapon Standard Action; Melee weapon; Target: One creature Attack: +9 vs. AC Hit: 2d8+4 damage. Until the end of your next turn, all of your allies gain a +2 power bonus to damage rolls against the target. [COLOR=DimGray]Bastion of Defense[/COLOR] - Martial, Weapon Standard Action; Melee weapon; Target: One creature Attack: +9 vs. AC Hit: 3d8+4 damage. Allies within 5sq of you gain a +1 power bonus to all defenses until the end of your next turn. Effect: Allies within 5sq of you gain 9 temp hit points. [COLOR=DimGray]Stand the Fallen[/COLOR] - Martial, Weapon Standard Action; Melee weapon; Target: One creature Attack: +9 vs. AC Hit: 3d8+4 damage. Effect: Each ally within 10sq can spend a healing surge and regains 4 hit points. [B]Class Features and Utility Powers:[/B] [COLOR=Red]Dragon Breath[/COLOR] - Lightning Minor Action; Close blast 3; Targets: All creatures in area Attack: +7 vs Reflex Hit: 1d6+2 lightning damage [COLOR=Red]Inspiring Word[/COLOR] - Martial, Healing Special: You can use this power twice per encounter, but only once per round. Minor Action; Close burst 5; Target: You or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points. [COLOR=Red]Shake It Off[/COLOR] - Martial Minor Action; Ranged 10; Target: You or one ally Effect: The target makes a saving throw with a +4 power bonus [B]Magic Item Powers:[/B] [COLOR=Orange]+1 terror longsword[/COLOR] Critical: +1d8 damage Daily (Fear): Free action. Use this power when you hit with the weapon. The target takes a -2 penalty to all defenses (save ends). [COLOR=Orange]heavy shield of protection[/COLOR] Daily: Standard action. You and an adjacent ally gain resist 10 to all damage until the end of your next turn. [COLOR=Orange]ironskin belt[/COLOR] Daily: Minor action. Gain resist 5 to all weapon damage until the end of your next turn. [B]Race and Class Features:[/B] +2 to History and Intimidate (added below) Dragonborn Fury: +1 racial bonus to attack rolls when bloodied Draconic Heritage: add Con modifier to surge value (added above) Dragon Breath as encounter power (added below) Armor Proficiencies: Cloth, leather, hide, and chainmail; Light shield Weapon Proficiencies: Simple Melee, Military Melee, and Simple Ranged Combat Leader: +2 power bonus to initiative for self and all allies within 10sq (added above for self) Commanding Presence - Inspiring: When an ally who can see you spends an action point to take an extra action, that ally also regains 6 lost hit points. Inspiring Word as encounter power (added below) [B]Feats[/B]: Dragonborn Frenzy Inspired Recovery Shield Proficiency - Heavy [B]Skills[/B]: Acrobatics: -1 (+2 level +0 Dex -3 items) Arcana: +3 (+2 level +1Int) Athletics: +7 (+2 level +3 Str +5 trained, -3 items) Bluff: +6 (+2 level +4 Cha) Diplomacy: +11 (+2 level +4 Cha, +5 trained) Dungeoneering: +2 (+2 level +0 Wis) Endurance: +1 (+2 level +2 Con, -3 items) Heal: +2 (+2 level +0 Wis) History: +10 (+2 level +1 Int +2 racial +5 trained) Insight: +2 (+2 level +0 Wis) Intimidate: +13 (+2 level +4 Cha +2 racial +5 trained) Nature: +2 (+2 level +0 Wis) Perception: +2 (+2 level +0 Wis) Religion: +3 (+2 level +1 Int) Stealth: -1 (+2 level +0 Dex -3 items) Streetwise: +6 (+2 level +4 Cha) Thievery: -1 (+2 level +0 Dex -3 items) [B]Equipment[/B]: Item Weight Cost +1 terror longsword 15 840gp* +2 chainmail armor 40 1800gp* heavy shield of protection 15 680gp ironskin belt -- 1000gp Adventurer's kit 33 15gp 5 potions of healing -- 50gp ea. Sling 0 1gp 20 bullets 5 1gp Total Weight: 108lbs. Money: 70gp, 0sp, 0cp Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods, 10 days of trail rations, 50' of hemp rope, and a Waterskin.[/FONT][/code] [/QUOTE]
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