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S@squ@tch's Against the Giants - Team Gold
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<blockquote data-quote="Shayuri" data-source="post: 3873404" data-attributes="member: 4936"><p>Name: Dreadnought</p><p>Race: Warforged</p><p>Class/Level: Fighter 2 / Warblade 6</p><p>Gender: NA</p><p>Exp: 29,629/36,000</p><p></p><p>Desc: A massive frame of dark adamantine, pitted and scarred from many, many weapon blows, Dreadnought's name is well chosen to his image. From his oversized fists to his thick, overbuilt legs, he conveys the image of one who's solution to most obstacles would be to simply walk right through them, leaving rubble in his wake.</p><p></p><p>Strength (STR) 18 +4 6</p><p>Dexterity (DEX) 12 +1 4</p><p>Constitution (CON) 20 +5 10</p><p>Intelligence (INT) 14 6</p><p>Wisdom (WIS) 10 4</p><p>Charisma (CHA) 8 -1 2</p><p></p><p>Alignment: Lawful Good</p><p>AC: 24 (10 + 10 armor + 1 dex + 3 shield)</p><p>Hit Points: 111/111</p><p>Movement: 20' (30' in Absolute Steel stance)</p><p></p><p>Init: +4</p><p>Base Attack Bonus: +8/+3</p><p>Melee Attack: +12</p><p>Ranged Attack: +9</p><p>Fort: +15</p><p>Reflex: +5 (+2 insight when not flatfooted)</p><p>Will: +6</p><p></p><p>Race Abilities</p><p>Construct type, living subtype</p><p>immune to poison, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.</p><p>Cannot heal damage naturally.</p><p>Healing spells/abilities only heal half damage.</p><p>Stasis at 0 through -10 HP.</p><p>Does not eat, sleep, or breathe.</p><p>Composite plating: +2 armor bonus, as light armor.</p><p>Light Fortification, 25% chance to avoid critical hits/sneak attacks.</p><p>Natural weapon, one slam attack for 1d4+Str</p><p></p><p>Class Abilities:</p><p>Fighter</p><p>Battle Hardened (warforged substitution, +3 init and saves vs fear, gotten in lieu of 1st fighter bonus feat)</p><p>Bonus feats:</p><p>- Improved Damage Reduction (gained via warforged substitution level, in lieu of 2nd fighter bonus feat)</p><p></p><p>Warblade</p><p>Battle Clarity (Int to Reflex)</p><p>Weapon Aptitude</p><p>Improved Uncanny Dodge</p><p>Battle Ardor (Int to crit confirm)</p><p>Bonus Feat: Iron Will</p><p></p><p>Special Combat Qualities</p><p>DR 4/adamantine</p><p>Immune to Critical Hits/Sneak Attacks</p><p></p><p>Skills: 20f + 36wb</p><p>Balance +7 (11 ranks + 1 Dex -5 acp)</p><p>Climb +5 (6 ranks + 4 Str -5 acp)</p><p>Concentration +16 (11 ranks + 5 Con)</p><p>Intimidate +5 (6 ranks -1 Cha)</p><p>Craft: Metalworking +5 (5 ranks + 0 Int)</p><p>Jump +5 (6 ranks + 4 Str - 5 acp)</p><p>Tumble +7 (11 ranks + 1 Dex -5 acp)</p><p></p><p>Languages - Common, Dwarf, Giant</p><p></p><p>Feats</p><p>1 Adamantine Body</p><p>3 Improved Damage Reduction</p><p>6 Improved Fortification</p><p></p><p>Manuevers (Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, White Raven)</p><p>Readied (to ready, exercise for 5 minutes)</p><p>- Moment of Perfect Mind</p><p>- Emerald Razor</p><p>- Wall of Blades</p><p>- Ironheart Surge</p><p>Known</p><p>- Charging Minotaur (Double move incurs no AoOs then bull rush, also no AoO, for 2d6+4 on success)</p><p>- Moment of Perfect Mind (Use Concentration check instead of Will save)</p><p>- Emerald Razor (Resolve standard melee attack as a touch attack)</p><p>- Wall of Blades (Counter - Use attack roll to block incoming melee or ranged attack)</p><p>- Iron Heart Surge (End 1 effect, gain morale bonus to hit)</p><p>- Bonecrusher (+4d6 damage, fort save DC 17 or crit confirms against foe are +10)</p><p>Stances</p><p>- Stonefoot Stance (+2 bonus to str checks, +2 AC vs larger creatures, while moving no more than 5')</p><p>- Absolute Steel Stance (+10' move speed, +2 dodge bonus to AC on moving 10' or more in round)</p><p></p><p>Money - 27</p><p></p><p>Weapons -</p><p>+1 Longsword of Giant Bane, +13 to hit, 1d8+5 dmg, 8315</p><p>- +2 to hit, +2d6+2 dmg against Giants</p><p>MW Composite Longbow (+2 Str mod), +10 to hit, 1d8+2 dmg, 110', 600gp</p><p>20 arrows, 1gp</p><p></p><p>Armour -</p><p>Adamantine Chassis +2, +10 AC, +1 max dex, ACP -5, 4000</p><p>Heavy Darkwood Shield +1, +3 AC, ACP 0, 5lbs, 1257</p><p></p><p>Gear -</p><p>Cloak of Resistance +2, 4000</p><p>Gauntlets of Ogre Power +2, 4000</p><p>Amulet of Health +2, 4000</p><p>Armband of Elusive Action, 800</p><p></p><p>Background: Dreadnought is one of the first production runs of warforged created by Cannith for the Last War. As such, he's a bit larger and blockier than later refinements, though the differences aren't easy for most humanoids to place. Especially given the layer of adamantine alloy that covers his chassis, making him look more like a golem than a warforged.</p><p></p><p>Having been in the war longer than most warforged made getting out harder. He had time to settle in, to appreciate the military life. He was hit hard by the loss of Cyre, as he considered himself 'Cyran,' since that's where the Cannith Creation Forge was. Rootless and without purpose after being discharged, he tried a simpler life as a blacksmith...but found that while he enjoyed the idea of making things, the practical side of running a business...especially in the face of people who barely considered him a being unto himself...eluded him. Though he found his need for money was not great, his need for stimulation and purpose was endless. Therefore he returned to the one 'business' he knew best.</p><p></p><p>He enlisted in a mercenary company and served well, handling a few skirmishes with Dhakaani goblins, with Valenar raiders, and assorted other situations that required deniable military intervention. The company was eventually dissolved though in a disastrous campaign in Xen'drick, where they were hired to provide security for a team of Dragonmarked surveyors and miners, who were looking for dragonshard deposits. Though they had some trouble with drow ambushes, it was the giants who took them by surprise. Not expecting any organized resistance by giants, whose tribal territory they had intel was to the east, the team was surprised and taken off guard by a fistful of hill giants who used both melee pounders and rock throwers to inflict terrible casualties. Dreadnought himself was reduced to stasis...and mistaken for destroyed. As he alone was not meat, he was left there until a team of adventurers hired to discover the first team's fate came across him and repaired him.</p><p></p><p>With his grisly tale told, the adventurers escorted him back to the settlement and went on with what they were doing...searching for treasure amidst the ruins.</p><p></p><p>Dreadnought, worried about being adrift again, nearly left for Khorvaire when he saw the posted bill asking for experienced warriors. When he learned the expedition involved fighting giants, he prepared, exchanging some gold and his old weapon for a new blade tuned to disrupt the flesh of giants. Thus girded, he went to inquire further about the expedition...and perhaps to get a measure of revenge as well.</p></blockquote><p></p>
[QUOTE="Shayuri, post: 3873404, member: 4936"] Name: Dreadnought Race: Warforged Class/Level: Fighter 2 / Warblade 6 Gender: NA Exp: 29,629/36,000 Desc: A massive frame of dark adamantine, pitted and scarred from many, many weapon blows, Dreadnought's name is well chosen to his image. From his oversized fists to his thick, overbuilt legs, he conveys the image of one who's solution to most obstacles would be to simply walk right through them, leaving rubble in his wake. Strength (STR) 18 +4 6 Dexterity (DEX) 12 +1 4 Constitution (CON) 20 +5 10 Intelligence (INT) 14 6 Wisdom (WIS) 10 4 Charisma (CHA) 8 -1 2 Alignment: Lawful Good AC: 24 (10 + 10 armor + 1 dex + 3 shield) Hit Points: 111/111 Movement: 20' (30' in Absolute Steel stance) Init: +4 Base Attack Bonus: +8/+3 Melee Attack: +12 Ranged Attack: +9 Fort: +15 Reflex: +5 (+2 insight when not flatfooted) Will: +6 Race Abilities Construct type, living subtype immune to poison, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. Cannot heal damage naturally. Healing spells/abilities only heal half damage. Stasis at 0 through -10 HP. Does not eat, sleep, or breathe. Composite plating: +2 armor bonus, as light armor. Light Fortification, 25% chance to avoid critical hits/sneak attacks. Natural weapon, one slam attack for 1d4+Str Class Abilities: Fighter Battle Hardened (warforged substitution, +3 init and saves vs fear, gotten in lieu of 1st fighter bonus feat) Bonus feats: - Improved Damage Reduction (gained via warforged substitution level, in lieu of 2nd fighter bonus feat) Warblade Battle Clarity (Int to Reflex) Weapon Aptitude Improved Uncanny Dodge Battle Ardor (Int to crit confirm) Bonus Feat: Iron Will Special Combat Qualities DR 4/adamantine Immune to Critical Hits/Sneak Attacks Skills: 20f + 36wb Balance +7 (11 ranks + 1 Dex -5 acp) Climb +5 (6 ranks + 4 Str -5 acp) Concentration +16 (11 ranks + 5 Con) Intimidate +5 (6 ranks -1 Cha) Craft: Metalworking +5 (5 ranks + 0 Int) Jump +5 (6 ranks + 4 Str - 5 acp) Tumble +7 (11 ranks + 1 Dex -5 acp) Languages - Common, Dwarf, Giant Feats 1 Adamantine Body 3 Improved Damage Reduction 6 Improved Fortification Manuevers (Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, White Raven) Readied (to ready, exercise for 5 minutes) - Moment of Perfect Mind - Emerald Razor - Wall of Blades - Ironheart Surge Known - Charging Minotaur (Double move incurs no AoOs then bull rush, also no AoO, for 2d6+4 on success) - Moment of Perfect Mind (Use Concentration check instead of Will save) - Emerald Razor (Resolve standard melee attack as a touch attack) - Wall of Blades (Counter - Use attack roll to block incoming melee or ranged attack) - Iron Heart Surge (End 1 effect, gain morale bonus to hit) - Bonecrusher (+4d6 damage, fort save DC 17 or crit confirms against foe are +10) Stances - Stonefoot Stance (+2 bonus to str checks, +2 AC vs larger creatures, while moving no more than 5') - Absolute Steel Stance (+10' move speed, +2 dodge bonus to AC on moving 10' or more in round) Money - 27 Weapons - +1 Longsword of Giant Bane, +13 to hit, 1d8+5 dmg, 8315 - +2 to hit, +2d6+2 dmg against Giants MW Composite Longbow (+2 Str mod), +10 to hit, 1d8+2 dmg, 110', 600gp 20 arrows, 1gp Armour - Adamantine Chassis +2, +10 AC, +1 max dex, ACP -5, 4000 Heavy Darkwood Shield +1, +3 AC, ACP 0, 5lbs, 1257 Gear - Cloak of Resistance +2, 4000 Gauntlets of Ogre Power +2, 4000 Amulet of Health +2, 4000 Armband of Elusive Action, 800 Background: Dreadnought is one of the first production runs of warforged created by Cannith for the Last War. As such, he's a bit larger and blockier than later refinements, though the differences aren't easy for most humanoids to place. Especially given the layer of adamantine alloy that covers his chassis, making him look more like a golem than a warforged. Having been in the war longer than most warforged made getting out harder. He had time to settle in, to appreciate the military life. He was hit hard by the loss of Cyre, as he considered himself 'Cyran,' since that's where the Cannith Creation Forge was. Rootless and without purpose after being discharged, he tried a simpler life as a blacksmith...but found that while he enjoyed the idea of making things, the practical side of running a business...especially in the face of people who barely considered him a being unto himself...eluded him. Though he found his need for money was not great, his need for stimulation and purpose was endless. Therefore he returned to the one 'business' he knew best. He enlisted in a mercenary company and served well, handling a few skirmishes with Dhakaani goblins, with Valenar raiders, and assorted other situations that required deniable military intervention. The company was eventually dissolved though in a disastrous campaign in Xen'drick, where they were hired to provide security for a team of Dragonmarked surveyors and miners, who were looking for dragonshard deposits. Though they had some trouble with drow ambushes, it was the giants who took them by surprise. Not expecting any organized resistance by giants, whose tribal territory they had intel was to the east, the team was surprised and taken off guard by a fistful of hill giants who used both melee pounders and rock throwers to inflict terrible casualties. Dreadnought himself was reduced to stasis...and mistaken for destroyed. As he alone was not meat, he was left there until a team of adventurers hired to discover the first team's fate came across him and repaired him. With his grisly tale told, the adventurers escorted him back to the settlement and went on with what they were doing...searching for treasure amidst the ruins. Dreadnought, worried about being adrift again, nearly left for Khorvaire when he saw the posted bill asking for experienced warriors. When he learned the expedition involved fighting giants, he prepared, exchanging some gold and his old weapon for a new blade tuned to disrupt the flesh of giants. Thus girded, he went to inquire further about the expedition...and perhaps to get a measure of revenge as well. [/QUOTE]
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