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[4e] Border Epic: Aftermath of the Celestial War (Dead.)
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<blockquote data-quote="EvolutionKB" data-source="post: 4569124" data-attributes="member: 47833"><p>[sblock=What I've got so far, work in progress]</p><p> </p><p>Name: Morgrim</p><p>Class: Fighter/Avalanche hurler</p><p>Alignment: Good</p><p>Race: Dwarf</p><p>Deity: Moradin</p><p>Size: Medium</p><p>Age: </p><p>Gender: Male</p><p>Height: 4' 6"</p><p>Weight: 190 lbs</p><p>Eyes: Green</p><p>Hair: black</p><p> </p><p>Abilities </p><p>Str: 21 [+5], Dex: 15 [+2], Wis: 18 [+4]</p><p>Con: 20 [+5], Int: 11 [+0], Cha: 9 [-1]</p><p> </p><p>Hit Points: 139 Bloodied: 69</p><p>Healing Surges: 16/day Healing Surge hp gained:39 HP</p><p>Action Points: 1</p><p>Speed: 5 squares</p><p> </p><p>Armor Class: 34(36 until hit)</p><p>Fortitude Defence: 33</p><p>Reflex Defence: 31(33 until hit)</p><p>Will Defence: 30</p><p>Initiative: +12</p><p> </p><p>Skills:</p><p>Athletics +20</p><p>Endurance +22</p><p>Heal +19</p><p>Perception +19</p><p> </p><p>Languages: Common, Dwarven</p><p> </p><p>Feats: </p><p>1 Two Weapon Fighting (+1 damage w/main hand when using two weapons)</p><p>1 Two weapon defense (+1 shield bonus to AC and Reflex when using 2 weapons, bonus)</p><p>2 Two-bladed warrior (skill training w/ ranger skill, can use 1 handed weapon in off-hand, multi-class ranger feat)</p><p>4 Dwarven weapon training(prof and +2 dam w/ axe and hammers)</p><p>6 Dwarven durability (+2 healing surge, +5 to surge value, retrained)</p><p>8 Adept power(Ranger)</p><p>10 Grit (When spending a healing surge gain 5 temp hp)</p><p>11 Enduring Wallop (Ongoing 5 damage with fighter daily attack)</p><p>12 Lightning reflexes(+2 to ref def)</p><p>14 Hammer Rhythm(con damage on a miss)</p><p>16 Armor Spec(chainmail, +1 AC and ACP with chainmail)</p><p>18 Agile Tempest(+1 damage with tempest damage bonus)</p><p>20 Marked Scourge (+4 damage vs marked enemies)</p><p> </p><p>Race Traits:</p><p>Vision: Low-light</p><p>Skill Bonuses: +2 Endurance(included), +2 Dungeoneering</p><p>Cast iron stomach: +5 on saves vs poison</p><p>Dwarven resilience: Second wind as minor action </p><p>Encumbered speed: speed not reduced by heavy armor</p><p>Stand your ground: Forced movement moves 1 less square. Make saving throw to avoid going prone from attack</p><p> </p><p>Fighter Abilities:</p><p> </p><p>Combat Challenge: On an attack can mark foe. When marked foe that is adjacient shifts or makes an attack that doesn't include me, I can take a melee basic attack as an immediate interrupt.</p><p>Combat Superiority: +4 bonus on opportunity attacks, an enemy struck by my opp attack stops moving.</p><p>Tempest Technique: Two weapon def as bonus feat. +1 to attack with weapons that have off-hand quality. +2 to damage while wielding two weapons and wearing chainmail or lighter armor. +3 to damage if using weapons with the off-hand quality.</p><p>Throwing Action: When spend an AP to take an extra action, I can make a ranged basic attack as a free action, not provoking OA.</p><p>Throwing Master: Increase the size by one die of a thrown weapon.</p><p>Uncanny Thrower: Take no penalty for throwing a weapon at long range.</p><p> </p><p>Opportunity Attack: +27 vs AC 1d10+17</p><p>Ranged Opportunity Attack(spitting cobra stance): +25 vs AC 1d8+14</p><p> </p><p>At-Will</p><p>Dual Strike, +22/21 vs AC(two attack, main off), 1d10+12/1d10+10.</p><p>Crushing Surge, +22 vs AC, 1d10+17 and gain 5 temp hp.</p><p>Basic Attack: +22 vs AC, 1d10+17 or +21 vs AC 1d10+15</p><p>Ranged Basic Attack: +21 vs AC, 1d8+14</p><p> </p><p>Encounter</p><p>Two-fold Torment, +22 vs AC(two attacks), 1d10+17/1d10+15, push 3 squares and if have CA do 2 extra damage on each hit.</p><p>Appalling Crunch, +22 vs AC, 3d10+17, enemies within 2 squares of the target are marked. gain 5 temp hp</p><p>Landslide Strike, Can shift two squares before the attacks +22/21 vs AC(two attacks), 2d10+19/2d10+17(melee, main/off), or +21 vs AC(two ranged attacks, different targets), 2d8+16.</p><p>Boggling Smash, +22 vs AC, 3d10+22, the target is dazed and takes a -2 to attacks until end of my next turn.</p><p>Unbreakable, Immed Reaction, when hit by an attack, reduce the damage by 10</p><p>Bolstering Stride, Move action, Move 5 squares, ending adjacient to an ally and gain 2d8+5 temp hp.</p><p>Strikebacks(Immed React): Make a melee basic att against an adjacient foe that hits me.</p><p> </p><p>Daily</p><p>Spitting Cobra Stance: Minor Action, As an opportunity action you can make a ranged basic attack against any enemy within 5 squares that moves closer to you.</p><p>Quicksilver Stance: Minor Action, I can shift one square as a move action and make a basic attack, if I have combat advantage the attack does an extra 4 damage</p><p>Smash and Grab: Must have a hand free, +22 vs AC, 3d10+22 and I grab the target, each time I sustain the grab I do 1d10+17 damage.</p><p>Eruption of Steel: (Melee. Two attacks, main/off)+22/21 vs AC. 2d10+19/2d10+18(miss half damage). Make a secondary attack against a different creature +22/21 vs AC. 1d10+19/1d10+18(miss half damage)</p><p> If ranged: Primary attacks: +21/+21 vs AC. 2d8+16/2d8+16(miss for half): Secondary attacks, must be against two different targets: +21/+21 vs AC. 1d8+16/1d8+16(miss for half)</p><p>Voidcrystal Armor: Immed Reaction, use when att misses my AC. Weapon used to attack does half dam(save ends), if attacker was unarmed, instead they take ongoing 10 dam(save ends)</p><p>Battering Craghammer: Make a melee basic attack vs all enemies in a blast 3.</p><p>Dwarven Boots(Immed Inter): Use when power would push, pull, slide, or knock prone. Attacker rerolls and used second attack even if lower.</p><p>Cloak of displacement: II: Use when hit by melee or ranged att, Attacker must reroll and use second result even if lower, if attacker misses I can teleport one square.</p><p>Gear</p><p> </p><p> </p><p>Money: 200gp</p><p> </p><p>Battering Craghammer+5(21)</p><p>Crysteel Voidcrystal Armor +4(19)</p><p>Cloak of Displacement +4(20)(each encounter gain a +2 bonus to AC and Ref until an attack hits)</p><p>Bloodclaw Craghammer +4(take up to 4 damage and deal double that amount to target of attack, +4d6 on crit)(65000gp)</p><p>Throwing hammer +3(9000gp)</p><p>Iron armbands of power(+2 damage to melee attacks)(1800gp)</p><p>Strikebacks(5000gp)(+1 to hit on opp att)</p><p>Dwarven Boots</p><p>Backbone Belt(after second wind gain +4 to defenses)</p><p>2 potions of vitality(minor, spend surge, but regain 25hp and make a save)</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="EvolutionKB, post: 4569124, member: 47833"] [sblock=What I've got so far, work in progress] Name: Morgrim Class: Fighter/Avalanche hurler Alignment: Good Race: Dwarf Deity: Moradin Size: Medium Age: Gender: Male Height: 4' 6" Weight: 190 lbs Eyes: Green Hair: black Abilities Str: 21 [+5], Dex: 15 [+2], Wis: 18 [+4] Con: 20 [+5], Int: 11 [+0], Cha: 9 [-1] Hit Points: 139 Bloodied: 69 Healing Surges: 16/day Healing Surge hp gained:39 HP Action Points: 1 Speed: 5 squares Armor Class: 34(36 until hit) Fortitude Defence: 33 Reflex Defence: 31(33 until hit) Will Defence: 30 Initiative: +12 Skills: Athletics +20 Endurance +22 Heal +19 Perception +19 Languages: Common, Dwarven Feats: 1 Two Weapon Fighting (+1 damage w/main hand when using two weapons) 1 Two weapon defense (+1 shield bonus to AC and Reflex when using 2 weapons, bonus) 2 Two-bladed warrior (skill training w/ ranger skill, can use 1 handed weapon in off-hand, multi-class ranger feat) 4 Dwarven weapon training(prof and +2 dam w/ axe and hammers) 6 Dwarven durability (+2 healing surge, +5 to surge value, retrained) 8 Adept power(Ranger) 10 Grit (When spending a healing surge gain 5 temp hp) 11 Enduring Wallop (Ongoing 5 damage with fighter daily attack) 12 Lightning reflexes(+2 to ref def) 14 Hammer Rhythm(con damage on a miss) 16 Armor Spec(chainmail, +1 AC and ACP with chainmail) 18 Agile Tempest(+1 damage with tempest damage bonus) 20 Marked Scourge (+4 damage vs marked enemies) Race Traits: Vision: Low-light Skill Bonuses: +2 Endurance(included), +2 Dungeoneering Cast iron stomach: +5 on saves vs poison Dwarven resilience: Second wind as minor action Encumbered speed: speed not reduced by heavy armor Stand your ground: Forced movement moves 1 less square. Make saving throw to avoid going prone from attack Fighter Abilities: Combat Challenge: On an attack can mark foe. When marked foe that is adjacient shifts or makes an attack that doesn't include me, I can take a melee basic attack as an immediate interrupt. Combat Superiority: +4 bonus on opportunity attacks, an enemy struck by my opp attack stops moving. Tempest Technique: Two weapon def as bonus feat. +1 to attack with weapons that have off-hand quality. +2 to damage while wielding two weapons and wearing chainmail or lighter armor. +3 to damage if using weapons with the off-hand quality. Throwing Action: When spend an AP to take an extra action, I can make a ranged basic attack as a free action, not provoking OA. Throwing Master: Increase the size by one die of a thrown weapon. Uncanny Thrower: Take no penalty for throwing a weapon at long range. Opportunity Attack: +27 vs AC 1d10+17 Ranged Opportunity Attack(spitting cobra stance): +25 vs AC 1d8+14 At-Will Dual Strike, +22/21 vs AC(two attack, main off), 1d10+12/1d10+10. Crushing Surge, +22 vs AC, 1d10+17 and gain 5 temp hp. Basic Attack: +22 vs AC, 1d10+17 or +21 vs AC 1d10+15 Ranged Basic Attack: +21 vs AC, 1d8+14 Encounter Two-fold Torment, +22 vs AC(two attacks), 1d10+17/1d10+15, push 3 squares and if have CA do 2 extra damage on each hit. Appalling Crunch, +22 vs AC, 3d10+17, enemies within 2 squares of the target are marked. gain 5 temp hp Landslide Strike, Can shift two squares before the attacks +22/21 vs AC(two attacks), 2d10+19/2d10+17(melee, main/off), or +21 vs AC(two ranged attacks, different targets), 2d8+16. Boggling Smash, +22 vs AC, 3d10+22, the target is dazed and takes a -2 to attacks until end of my next turn. Unbreakable, Immed Reaction, when hit by an attack, reduce the damage by 10 Bolstering Stride, Move action, Move 5 squares, ending adjacient to an ally and gain 2d8+5 temp hp. Strikebacks(Immed React): Make a melee basic att against an adjacient foe that hits me. Daily Spitting Cobra Stance: Minor Action, As an opportunity action you can make a ranged basic attack against any enemy within 5 squares that moves closer to you. Quicksilver Stance: Minor Action, I can shift one square as a move action and make a basic attack, if I have combat advantage the attack does an extra 4 damage Smash and Grab: Must have a hand free, +22 vs AC, 3d10+22 and I grab the target, each time I sustain the grab I do 1d10+17 damage. Eruption of Steel: (Melee. Two attacks, main/off)+22/21 vs AC. 2d10+19/2d10+18(miss half damage). Make a secondary attack against a different creature +22/21 vs AC. 1d10+19/1d10+18(miss half damage) If ranged: Primary attacks: +21/+21 vs AC. 2d8+16/2d8+16(miss for half): Secondary attacks, must be against two different targets: +21/+21 vs AC. 1d8+16/1d8+16(miss for half) Voidcrystal Armor: Immed Reaction, use when att misses my AC. Weapon used to attack does half dam(save ends), if attacker was unarmed, instead they take ongoing 10 dam(save ends) Battering Craghammer: Make a melee basic attack vs all enemies in a blast 3. Dwarven Boots(Immed Inter): Use when power would push, pull, slide, or knock prone. Attacker rerolls and used second attack even if lower. Cloak of displacement: II: Use when hit by melee or ranged att, Attacker must reroll and use second result even if lower, if attacker misses I can teleport one square. Gear Money: 200gp Battering Craghammer+5(21) Crysteel Voidcrystal Armor +4(19) Cloak of Displacement +4(20)(each encounter gain a +2 bonus to AC and Ref until an attack hits) Bloodclaw Craghammer +4(take up to 4 damage and deal double that amount to target of attack, +4d6 on crit)(65000gp) Throwing hammer +3(9000gp) Iron armbands of power(+2 damage to melee attacks)(1800gp) Strikebacks(5000gp)(+1 to hit on opp att) Dwarven Boots Backbone Belt(after second wind gain +4 to defenses) 2 potions of vitality(minor, spend surge, but regain 25hp and make a save) [/sblock] [/QUOTE]
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[4e] Border Epic: Aftermath of the Celestial War (Dead.)
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