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The Doomed Bastards Character Thread
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<blockquote data-quote="Lazybones" data-source="post: 4193670" data-attributes="member: 143"><p>Here are the villains from <em>Reckoning</em>. Note that most of these blocks are incomplete; I fleshed out their stats just enough for story purposes. I am keeping Ozmad's stats hidden for a bit, to preserve some mystery. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>The Reckoners</p><p></p><p>Ghazaran Jawad, Human Male Cleric 13/Hierophant 1</p><p>Str 10, Dex 10, Con 12, Int 14, Wis 22*, Cha 16</p><p>Fort +11, Ref +4, Will +16</p><p>Domains: Chaos, Destruction</p><p>Spells (6/8/8/6/6/5/5/4): 3/cure serious wounds, 4/cure critical wounds x2, 4/divination, 4/inflict critical wounds*, 5/flame strike, 5/mass inflict light wounds*, 5/righteous might, 6/harm, 6/heal, 6/repulsion, 7/blasphemy, 7/disintegrate*, 7/mass cure serious wounds, 7/resurrection</p><p>Equipment: +4 periapt of wisdom, +4 adamantine heavy mace</p><p></p><p>Falah Naj, Human Male Fighter 10</p><p>Str 20*, Dex 12, Con 18, Int 7, Wis 10, Cha 7</p><p>Fort +11, Ref +4, Will +5 </p><p>AC 18, hp 99</p><p>Atk +18/+13 melee (2d4+10/15-20 khopesh, +1d8 sonic on crit)</p><p>Feats: Cleave, Endurance, Greater Weapon Focus, Improved Critical, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack, Weapon Focus, Weapon Specialization, Climb +14, Ride +14 </p><p>Equipment: +2 adamantine breastplate, +1 thundering khopesh (as falchion), dagger, gauntlets of ogre power, small pack</p><p></p><p>Parzad, Human Male Wilder 6/Psion Uncarnate 4</p><p></p><p>Jasek Haddar, Human Male Rogue 5/Assassin 7</p><p>Equipment: <em>Dweomerblight</em> (see below), glove of storing, wings of flying, necklace of adaptation</p><p></p><p><em>Dweomerblight</em>: a +3 keen shortsword with the special property of being able to <em>disjoin</em> static magical effects with which it comes into contact (as the spell). Permanent effects that make their save (DC23) are merely disrupted (i.e. they recover as soon as the contact is ended). Magic items and auras upon living creatures are not affected. This weapon is considered a minor artifact and is unique. </p><p></p><p></p><p>The Seer, Human Male Wizard 15</p><p>Str 11, Dex 15, Con 13, Int 24*, Wis 14, Cha 19*</p><p>Fort +8, Ref +7, Will +11</p><p>AC 15, hp 72</p><p>Atk: +7/+2 melee (1d4 dagger)</p><p>Feats/Skills: Craft Wondrous Item, Great Fortitude, Improved Initiative, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (divination), Spell Mastery, Spell Penetration, Bluff +10, Concentration +21, Craft(alchemy) +10, Diplomacy +8, Knowledge (arcana) +21, Knowledge (history) +18, Sense Motive +10, Spellcraft +24, Spot +11</p><p>Spells (4/6/6/6/5/5/4/3/1)</p><p>Equipment (59k): adamantine dagger, headband of spiritual focus (+4 Int, +2 Cha, +5 concentration checks), +3 ring of protection, bag of holding (type 1)</p><p></p><p></p><p>Zafir Navev, Mummy Warlock 15 </p><p>Str 24, Dex 10, Con -, Int 10, Wis 8, Cha 20</p><p>Fort +5, Ref +8, Will +8</p><p>AC 23, hp 103 (8d12+15d6)</p><p>Atk: +14 ranged touch (7d6+knockback, eldritch blast)</p><p>Feats/Skills: Ability Focus (eldritch blast), Point Blank Shot, Precise Shot, Weapon focus (ray), Bluff +16, Intimidate +17, Use Magic Device +15</p><p>SA: detect magic, despair (DC19), mummy rot (DC19), DR 5/-, fiendish resistance 2, vulnerable to fire, immune to mind attacks</p><p>Invocations (9): Chilling Tentacles, Frightful Blast, Eldritch Chain, Entropic Warding, Flee the Scene, Repelling Blast, See the Unseen, The Dead Walk, Walk Unseen</p><p>Equipment: pouch of holding, +3 wounding dagger (red gem), +3 spell storing dagger (blue gem), amulet of greater fire resistance</p><p></p><p>Eldritch chain: affect up to 2 more targets, if miss touch attack then attack is over; secondary effects are at 50%</p><p>Repelling blast: greater invocation, Ref save or knockback 1d6x5 feet, fall prone, 1d6/10 feet if hit solid object</p><p></p><p>Duke Aerim (formerly the Bloodwraith), Human Fighter 15 (Bloodstained Template)</p><p>Str 26*, Dex 16, Con 22, Int 15, Wis 16, Cha 22*</p><p>Fort +20, Ref +12, Will +14 </p><p>AC 22 (full plate, dex), hp 172</p><p>Atk +27/+22/+17 melee (2d6+18, greatsword)</p><p>Feats/Skills: Blind-Fight, Cleave, Improved Critical (greatsword), Improved Initiative, Improved Sunder, Iron Will, Greater Weapon Focus, Weapon Focus (greatsword), Greater Weapon Specialization, Weapon Specialization (greatsword), Mounted Combat, Ride-By Attack, Power Attack, Spirited Charge, Climb +21, Diplomacy +10, Handle Animal -1*, Intimidate +24, Jump +14, Knowledge (ancient nobility) +6, Ride +21, Swim +11 </p><p>SA: fast healing 5, energy resistance 5, immunity to ability/energy drain</p><p>Equipment: +4 robe of resistance, gold circlet (+4 Str/Cha), +2 ghost touch greatsword, +1 mithral full plate of spell resistance (SR18)</p><p></p><p>Bloodstained Template</p><p>A Bloodstained creature is one that has been resurrected from the dead in a place of great evil power. The individual gains the following properties:</p><p> -Str +4, Dex +2, Con +4, Cha +2</p><p> -fast healing 5</p><p> -energy resistance 5</p><p> -immune to ability/energy drain</p><p> -tainted aura: -10 on handle animal checks or animal reaction rolls (maybe druids as well?)</p><p> -CR: as base creature +4</p></blockquote><p></p>
[QUOTE="Lazybones, post: 4193670, member: 143"] Here are the villains from [i]Reckoning[/i]. Note that most of these blocks are incomplete; I fleshed out their stats just enough for story purposes. I am keeping Ozmad's stats hidden for a bit, to preserve some mystery. ;) The Reckoners Ghazaran Jawad, Human Male Cleric 13/Hierophant 1 Str 10, Dex 10, Con 12, Int 14, Wis 22*, Cha 16 Fort +11, Ref +4, Will +16 Domains: Chaos, Destruction Spells (6/8/8/6/6/5/5/4): 3/cure serious wounds, 4/cure critical wounds x2, 4/divination, 4/inflict critical wounds*, 5/flame strike, 5/mass inflict light wounds*, 5/righteous might, 6/harm, 6/heal, 6/repulsion, 7/blasphemy, 7/disintegrate*, 7/mass cure serious wounds, 7/resurrection Equipment: +4 periapt of wisdom, +4 adamantine heavy mace Falah Naj, Human Male Fighter 10 Str 20*, Dex 12, Con 18, Int 7, Wis 10, Cha 7 Fort +11, Ref +4, Will +5 AC 18, hp 99 Atk +18/+13 melee (2d4+10/15-20 khopesh, +1d8 sonic on crit) Feats: Cleave, Endurance, Greater Weapon Focus, Improved Critical, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack, Weapon Focus, Weapon Specialization, Climb +14, Ride +14 Equipment: +2 adamantine breastplate, +1 thundering khopesh (as falchion), dagger, gauntlets of ogre power, small pack Parzad, Human Male Wilder 6/Psion Uncarnate 4 Jasek Haddar, Human Male Rogue 5/Assassin 7 Equipment: [i]Dweomerblight[/i] (see below), glove of storing, wings of flying, necklace of adaptation [i]Dweomerblight[/i]: a +3 keen shortsword with the special property of being able to [i]disjoin[/i] static magical effects with which it comes into contact (as the spell). Permanent effects that make their save (DC23) are merely disrupted (i.e. they recover as soon as the contact is ended). Magic items and auras upon living creatures are not affected. This weapon is considered a minor artifact and is unique. The Seer, Human Male Wizard 15 Str 11, Dex 15, Con 13, Int 24*, Wis 14, Cha 19* Fort +8, Ref +7, Will +11 AC 15, hp 72 Atk: +7/+2 melee (1d4 dagger) Feats/Skills: Craft Wondrous Item, Great Fortitude, Improved Initiative, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (divination), Spell Mastery, Spell Penetration, Bluff +10, Concentration +21, Craft(alchemy) +10, Diplomacy +8, Knowledge (arcana) +21, Knowledge (history) +18, Sense Motive +10, Spellcraft +24, Spot +11 Spells (4/6/6/6/5/5/4/3/1) Equipment (59k): adamantine dagger, headband of spiritual focus (+4 Int, +2 Cha, +5 concentration checks), +3 ring of protection, bag of holding (type 1) Zafir Navev, Mummy Warlock 15 Str 24, Dex 10, Con -, Int 10, Wis 8, Cha 20 Fort +5, Ref +8, Will +8 AC 23, hp 103 (8d12+15d6) Atk: +14 ranged touch (7d6+knockback, eldritch blast) Feats/Skills: Ability Focus (eldritch blast), Point Blank Shot, Precise Shot, Weapon focus (ray), Bluff +16, Intimidate +17, Use Magic Device +15 SA: detect magic, despair (DC19), mummy rot (DC19), DR 5/-, fiendish resistance 2, vulnerable to fire, immune to mind attacks Invocations (9): Chilling Tentacles, Frightful Blast, Eldritch Chain, Entropic Warding, Flee the Scene, Repelling Blast, See the Unseen, The Dead Walk, Walk Unseen Equipment: pouch of holding, +3 wounding dagger (red gem), +3 spell storing dagger (blue gem), amulet of greater fire resistance Eldritch chain: affect up to 2 more targets, if miss touch attack then attack is over; secondary effects are at 50% Repelling blast: greater invocation, Ref save or knockback 1d6x5 feet, fall prone, 1d6/10 feet if hit solid object Duke Aerim (formerly the Bloodwraith), Human Fighter 15 (Bloodstained Template) Str 26*, Dex 16, Con 22, Int 15, Wis 16, Cha 22* Fort +20, Ref +12, Will +14 AC 22 (full plate, dex), hp 172 Atk +27/+22/+17 melee (2d6+18, greatsword) Feats/Skills: Blind-Fight, Cleave, Improved Critical (greatsword), Improved Initiative, Improved Sunder, Iron Will, Greater Weapon Focus, Weapon Focus (greatsword), Greater Weapon Specialization, Weapon Specialization (greatsword), Mounted Combat, Ride-By Attack, Power Attack, Spirited Charge, Climb +21, Diplomacy +10, Handle Animal -1*, Intimidate +24, Jump +14, Knowledge (ancient nobility) +6, Ride +21, Swim +11 SA: fast healing 5, energy resistance 5, immunity to ability/energy drain Equipment: +4 robe of resistance, gold circlet (+4 Str/Cha), +2 ghost touch greatsword, +1 mithral full plate of spell resistance (SR18) Bloodstained Template A Bloodstained creature is one that has been resurrected from the dead in a place of great evil power. The individual gains the following properties: -Str +4, Dex +2, Con +4, Cha +2 -fast healing 5 -energy resistance 5 -immune to ability/energy drain -tainted aura: -10 on handle animal checks or animal reaction rolls (maybe druids as well?) -CR: as base creature +4 [/QUOTE]
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