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[4e] Border Epic: Aftermath of the Celestial War (Dead.)
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<blockquote data-quote="Shayuri" data-source="post: 4568621" data-attributes="member: 4936"><p>Here's what I got so far:</p><p></p><p>[sblock=Aridha the White Tiger]Name: Aridha</p><p>Class: Ranger 20</p><p>Alignment: Unaligned</p><p>Race: Elf</p><p>Deity: </p><p>Size: Medium</p><p>Age: </p><p>Gender: Female</p><p>Height: 5' 2"</p><p>Weight: 110 lbs</p><p>Eyes: Green</p><p>Hair: </p><p></p><p>Abilities </p><p>Str: 22 [+6], Dex: 20 [+5], Wis: 16 [+3]</p><p>Con: 13 [+1], Int: 11 [10], Cha: 10 [+0]</p><p></p><p>Hit Points: 120 Bloodied: 60</p><p>Healing Surges: 7/day Healing Surge hp gained:30 HP per level: 5</p><p>Action Points: 1</p><p>Speed: 7 squares</p><p></p><p>Armour Class: 33</p><p>Fortitude Defence: 31</p><p>Reflex Defence: 31</p><p>Will Defence: 27</p><p>Initiative: +15</p><p></p><p>Skills:</p><p>Nature +20</p><p>Acrobatics +20</p><p>Athletics +21</p><p>Perception +20</p><p>Stealth +20</p><p></p><p>Languages: Common, Elven</p><p></p><p>Feats: </p><p>1 Two Weapon Fighting (+1 damage when using 2 melee weapons)</p><p>2 Elven Beast Mastery (Beast benefits from Wild Step and Elven Accuracy)</p><p>4 Elven Precision (+2 to reroll from Elven Accuracy power)</p><p>6 Two Weapon Defense (+1 AC and Reflex when using 2 melee weapons)</p><p>8 Beast Protector (Opportunity attack when enemy attacks beast)</p><p>10 Coordinated Opportunity (+2 damage on opportunity attacks when beast is adjacent to target)</p><p></p><p>11 Hunter's Advantage (+2 dmg against Combat Advantage)</p><p>12 Defensive Advantage (+2 AC when you have combat advantage)</p><p>14 Bleeding Precision (Daily attack powers do 5 ongoing damage, save ends)</p><p>16 Evasion (No damage from missed area or close attacks)</p><p>18 Secret Stride (No penalty to stealth checks due to movement)</p><p>20 Combat Anticipation (+1 defenses vs ranged, area or close attacks)</p><p></p><p>Race Traits:</p><p>Vision: Low-light</p><p>Skill Bonuses: +2 Nature, +2 Perception</p><p>Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.</p><p>Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that </p><p></p><p>relate to creature origin.</p><p>Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.</p><p>Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).</p><p>Elven Accuracy: You can use elven accuracy as an encounter power. Reroll an attack. Use result even if worse than original.</p><p></p><p>Class Abilities:</p><p>Ranger</p><p>Beast Mastery (Cat)</p><p>Hunter's Quarry +2d6</p><p>Feral Spirit</p><p>Fearsome Partnership, beast is +2 damage when within 10sq</p><p>Feral Action, beast gets +4 atk when AP spent for 1 turn</p><p>Spirit Link, use your healing surges to give beast 2nd wind</p><p></p><p>At-Will</p><p>Circling Strike, +23 vs AC, 1d6+11, Beast shifts 1 before or after</p><p>Twin Strike, +23 vs AC, 1d6+5, 2 attacks</p><p>Pack Alertness - Minor (Both beast & master roll perception +2 and use better result, if one notices something, both do)</p><p>Quick Recovery - Reaction (Trigg - Beast recieves effect save can end, beast gets saving throw at +3)</p><p></p><p>Encounter</p><p>Feral Diversion, +24 vs AC, 2d8+9, Bease can shift 3sq before attack, you can shift 3sq after attack as free action)</p><p>Cheetah's Rake, +23 vs AC, 1d6+11, Close burst 1, targets are immobilized and prone until end of next turn</p><p>Knockdown Pounce, +23 vs AC, 2d6+11 (Push 2sq and prone), Beast shifts speed before attack</p><p>Beast Rush, +24 vs AC, 1d8+7, 2nd Atk +23 vs AC, 1d6+11, Beast can shift 3sq before attack</p><p>Weave Through The Fray - Interrupt (Trigg - Enemy moves adjacent to you, Effect: Shift 3 sq)</p><p>Swiftness of Spirit - Minor (Beast takes move, or has +2 to hit on next attack)</p><p>Elven Accuracy </p><p></p><p>Daily</p><p>Twin Soul Strike, +23 vs AC, 3d6+11, 2nd Atk, +24 vs AC, 2d8+9,Beast gets CA against your target, you get CA against beast's</p><p>Ferocious Roar, +24 vs Will, 2d8+5 psychic, Close Burst 2 (beast), push 1 sq + daze (save ends).</p><p>Scent of Fear, +24 vs AC, 3d8+4, Target gives CA to beast and beast basic attacks on minor, until end of encounter</p><p>Passing Ambush, +23 vs AC, 3d6+14, Shift 2sq, if you were hidden you remain hidden</p><p>Evade the Blow - Interrupt (Trigg - Enemy hits you with melee attack, shift 1sq away from enemy)</p><p></p><p>Beast - Medium Cat</p><p>Str 19, Con 13, Dex 21, Int 7, Wis 15, Cha 7</p><p>Speed: 7 sq</p><p>AC: 34, Fort 31, Ref 33, Will 32</p><p>Hit Points: 174</p><p>Attack Bonus: +24</p><p>Damage: 1d8+5</p><p>Athletics +19, Stealth +20</p><p></p><p>Gear</p><p>Money: 200gp</p><p></p><p>Coif of Focus (+5 to saves vs Daze or Stun)</p><p>Feyleather Assassinbane +4 (Immune to surprise)</p><p>Cloak of Survival +4 (Resist Cold/Fire 10, +4 Endurance)</p><p></p><p>Paired Short Sword +4, 85000</p><p>Bracers of Mighty Striking +4, 13000</p><p>Strikebacks (Gloves), 5000</p><p>Boots of Free Movement +2, 1800 [/sblock]</p><p></p><p>Still kind of WIPpy, but I think the mechanics are about where I want them. Now my major focus of development is backstory. In short, I know what she is; now I want to know why she is that. Working on ideas, but suggestions are welcome!</p><p></p><p>As for party role and tactics, Ari's a hybrid beastmaster/2 weapon fighter. She uses +4 Paired shortswords...selected because it's cheaper than getting two separate weapons. The majority of her abilities involve moving, often in tandem with her tiger companion, to melee and then uncorking large amounts of damage. She is particularly dangerous when she has Combat Advantage over a foe, gaining bonuses to AC and damage. Worse still, she gets opportunity attacks, at a bonus to hit, when someone dares hit her beloved tiger and she's nearby.</p><p></p><p>This all boils down to Aridha, in most situations, getting several attacks per turn at various bonuses. Her tiger is more durable than she is, but doesn't do as much damage. With both of them being fast, with high Stealth and Athletics, and shared senses that make it hard to get past their perception checks, they are ideal scouts as well.</p></blockquote><p></p>
[QUOTE="Shayuri, post: 4568621, member: 4936"] Here's what I got so far: [sblock=Aridha the White Tiger]Name: Aridha Class: Ranger 20 Alignment: Unaligned Race: Elf Deity: Size: Medium Age: Gender: Female Height: 5' 2" Weight: 110 lbs Eyes: Green Hair: Abilities Str: 22 [+6], Dex: 20 [+5], Wis: 16 [+3] Con: 13 [+1], Int: 11 [10], Cha: 10 [+0] Hit Points: 120 Bloodied: 60 Healing Surges: 7/day Healing Surge hp gained:30 HP per level: 5 Action Points: 1 Speed: 7 squares Armour Class: 33 Fortitude Defence: 31 Reflex Defence: 31 Will Defence: 27 Initiative: +15 Skills: Nature +20 Acrobatics +20 Athletics +21 Perception +20 Stealth +20 Languages: Common, Elven Feats: 1 Two Weapon Fighting (+1 damage when using 2 melee weapons) 2 Elven Beast Mastery (Beast benefits from Wild Step and Elven Accuracy) 4 Elven Precision (+2 to reroll from Elven Accuracy power) 6 Two Weapon Defense (+1 AC and Reflex when using 2 melee weapons) 8 Beast Protector (Opportunity attack when enemy attacks beast) 10 Coordinated Opportunity (+2 damage on opportunity attacks when beast is adjacent to target) 11 Hunter's Advantage (+2 dmg against Combat Advantage) 12 Defensive Advantage (+2 AC when you have combat advantage) 14 Bleeding Precision (Daily attack powers do 5 ongoing damage, save ends) 16 Evasion (No damage from missed area or close attacks) 18 Secret Stride (No penalty to stealth checks due to movement) 20 Combat Anticipation (+1 defenses vs ranged, area or close attacks) Race Traits: Vision: Low-light Skill Bonuses: +2 Nature, +2 Perception Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow. Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks. Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares). Elven Accuracy: You can use elven accuracy as an encounter power. Reroll an attack. Use result even if worse than original. Class Abilities: Ranger Beast Mastery (Cat) Hunter's Quarry +2d6 Feral Spirit Fearsome Partnership, beast is +2 damage when within 10sq Feral Action, beast gets +4 atk when AP spent for 1 turn Spirit Link, use your healing surges to give beast 2nd wind At-Will Circling Strike, +23 vs AC, 1d6+11, Beast shifts 1 before or after Twin Strike, +23 vs AC, 1d6+5, 2 attacks Pack Alertness - Minor (Both beast & master roll perception +2 and use better result, if one notices something, both do) Quick Recovery - Reaction (Trigg - Beast recieves effect save can end, beast gets saving throw at +3) Encounter Feral Diversion, +24 vs AC, 2d8+9, Bease can shift 3sq before attack, you can shift 3sq after attack as free action) Cheetah's Rake, +23 vs AC, 1d6+11, Close burst 1, targets are immobilized and prone until end of next turn Knockdown Pounce, +23 vs AC, 2d6+11 (Push 2sq and prone), Beast shifts speed before attack Beast Rush, +24 vs AC, 1d8+7, 2nd Atk +23 vs AC, 1d6+11, Beast can shift 3sq before attack Weave Through The Fray - Interrupt (Trigg - Enemy moves adjacent to you, Effect: Shift 3 sq) Swiftness of Spirit - Minor (Beast takes move, or has +2 to hit on next attack) Elven Accuracy Daily Twin Soul Strike, +23 vs AC, 3d6+11, 2nd Atk, +24 vs AC, 2d8+9,Beast gets CA against your target, you get CA against beast's Ferocious Roar, +24 vs Will, 2d8+5 psychic, Close Burst 2 (beast), push 1 sq + daze (save ends). Scent of Fear, +24 vs AC, 3d8+4, Target gives CA to beast and beast basic attacks on minor, until end of encounter Passing Ambush, +23 vs AC, 3d6+14, Shift 2sq, if you were hidden you remain hidden Evade the Blow - Interrupt (Trigg - Enemy hits you with melee attack, shift 1sq away from enemy) Beast - Medium Cat Str 19, Con 13, Dex 21, Int 7, Wis 15, Cha 7 Speed: 7 sq AC: 34, Fort 31, Ref 33, Will 32 Hit Points: 174 Attack Bonus: +24 Damage: 1d8+5 Athletics +19, Stealth +20 Gear Money: 200gp Coif of Focus (+5 to saves vs Daze or Stun) Feyleather Assassinbane +4 (Immune to surprise) Cloak of Survival +4 (Resist Cold/Fire 10, +4 Endurance) Paired Short Sword +4, 85000 Bracers of Mighty Striking +4, 13000 Strikebacks (Gloves), 5000 Boots of Free Movement +2, 1800 [/sblock] Still kind of WIPpy, but I think the mechanics are about where I want them. Now my major focus of development is backstory. In short, I know what she is; now I want to know why she is that. Working on ideas, but suggestions are welcome! As for party role and tactics, Ari's a hybrid beastmaster/2 weapon fighter. She uses +4 Paired shortswords...selected because it's cheaper than getting two separate weapons. The majority of her abilities involve moving, often in tandem with her tiger companion, to melee and then uncorking large amounts of damage. She is particularly dangerous when she has Combat Advantage over a foe, gaining bonuses to AC and damage. Worse still, she gets opportunity attacks, at a bonus to hit, when someone dares hit her beloved tiger and she's nearby. This all boils down to Aridha, in most situations, getting several attacks per turn at various bonuses. Her tiger is more durable than she is, but doesn't do as much damage. With both of them being fast, with high Stealth and Athletics, and shared senses that make it hard to get past their perception checks, they are ideal scouts as well. [/QUOTE]
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