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A paid Trip to Spellhold [RG, D&D4e]
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<blockquote data-quote="tiornys" data-source="post: 5483642" data-attributes="member: 17633"><p><span style="color: palegreen">"This world is choked with evil. I will forge my own destiny."</span></p><p></p><p>[sblock=Asterion's Tale]Asterion never knew his parents, nor another of his kind. As a child, when the horns on his head were still prepubescent stumps, the young minotaur was kidnapped and sold into indentured servitude aboard a wealthy nobleman's sailing vessel. The nobleman's servants raised Asterion into adulthood, and the minotaur eventually grew into a strong bull, hulking and tough from the years of manual labor he was subject to. His master was not a kind one, but Asterion was generally treated fairly. He never tried to escape or fight back; instead, he worked hard, trying perhaps to convince his master of his worth as a person.</p><p></p><p>One day, however, everything changed for Asterion. The nobleman's ship was hijacked by the dread captain Kumar, and Asterion's master was murdered by the pirate-king himself. The master's family was slaughtered by Kumar's crew, and the ship was looted of all goods. The servants, including Aterion, however, were loaded onto Kumar's ship to be taken to the Dragon Coast and sold into slavery.</p><p></p><p>Asterion accepted this turn of events, hoping that perhaps his new masters would eventually free him. He was forced to clean up on the ship and to carry their often heavy freight. This never fazed Asterion. One morning, while the sun rose over the bluish-gray horizon, one of the old deckhands called out to Asterion. This old pirate was named Boulder, a towering (but ancient) goliath brigand. Boulder, seeing Asterion's physical strength in action, brought him below deck to the moveable forge that Boulder often worked at as the ship's only blacksmith.</p><p></p><p>Eventually, Asterion's apprenticeship was completed, and instead of being sold into slavery, he took over Boulder's forge and hammer and became a member of the Iron Fang crew. Asterion quickly surpassed his tutor in every way, becoming an innovative and careful weaponmaster. He even forged a beautiful cutlass for Captain Kumar himself.</p><p></p><p>Asterion worked silently at the forge for several years, never participating in the violent excursions of the ship - instead solemnly standing at his anvil, hammer in hand, pounding and folding plates of metal into sharp and resilient blades and suits of armor.</p><p></p><p>One day, the pirates had begun to lay siege to a quiet coastal village, and through the window in the hull of the ship, Asterion watched as the brigands plundered the town. He watched impassively as Kumar himself beheaded prisoners and set fire to the houses of the town. Asterion knew that this violence could no longer stand. He knew that to stand by and do nothing while these criminals raped and murdered was cowardly and weak.</p><p></p><p>Asterion stood at his anvil, gripping his forge-hammer tight. He set about making the strongest set of armor he'd yet crafted. His hammer swung with the might of someone who had seen injustice, and after years of watching, had seen that the time had come to stand up - to punish evil. But something else rang out in the din of the forge that day - a divine light that radiated each time the hammer struck metal - a sense of meaning and shape within the echoing clangs - a light and sound that gave Asterion courage to face evil.</p><p></p><p>Soon, after the halls of the forge had stopped echoing with the powerful blows of his hammer, Asterion hid away a suit of heavy protective armor and a light shield with an insignia of a bull's head. He grasped his forge-hammer tightly in his hand and waited until it was his time to strike, for he knew that in time, he could fold the way of the world as easily as he had folded those metal plates.[/sblock]</p><p></p><p>[sblock=Asterion Character Sheet]Asterion, level 5 Minotaur Runepriest</p><p>7'2", 330lb</p><p>Minotaur -- Silenced Beast (+2 Insight)</p><p></p><p>Str: 19</p><p>Con: 17</p><p>Dex: 10</p><p>Int: 13</p><p>Wis: 14</p><p>Cha: 8</p><p></p><p>AC: 22 Fort: 17 Refl: 15 Will: 17</p><p>HP: 49 Surges/day: 11 Surge value: 12</p><p>Initiative: +2 Speed: 5 Passive Insight: 21 Passive Perception: 16</p><p></p><p>[sblock=Minotaur Features]Languages: Common, Chondathan</p><p>+2 Nature, +2 Perception</p><p>Ferocity: When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt.</p><p>Heedless Charge: You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge.</p><p>Vitality: You have one additional healing surge.</p><p>Goring Charge: You have the goring charge power. (detailed in powers)[/sblock]</p><p>[sblock=Runepriest Features]<strong>Rune Master</strong> [sblock]Some of your powers have the runic keyword. When you are going to use a runic power, you first choose one of the runes noted in the power—either the rune of destruction or the rune of protection—and then use the power, applying the chosen rune’s effects. The moment you choose the rune, you enter its rune state. You remain in that rune state until you enter another rune state or until the end of the encounter. Whenever you enter the rune state of the rune of destruction or the rune of protection, you gain an additional benefit. The benefit lasts while you’re in the rune state.</p><p></p><p><strong>Rune of Destruction</strong></p><p>Allies gain a +1 bonus to attack rolls against enemies that are adjacent to you or to any other runepriests who are in this rune state.</p><p></p><p><strong>Rune of Protection</strong></p><p>While adjacent to you, allies gain resist 2 to all damage. The resistance increases to 4 at 11th level and 6 at 21st level.[/sblock]</p><p><strong>Rune of Mending</strong> (detailed in powers)</p><p><strong>Runic Artistry</strong> [sblock]<strong>Wrathful Hammer:</strong> You gain proficiency with military hammers and military maces. In addition, whenever an enemy deals damage to you with an attack, you gain a bonus to damage rolls against that enemy until the end of your next turn. The bonus equals your Constitution modifier, regardless of the number of times the enemy damages you in a round.[/sblock][/sblock]</p><p></p><p>[sblock=Skills]Acrobatics +0</p><p>Arcana +3</p><p><strong>Athletics +9</strong></p><p>Bluff +1</p><p>Diplomacy +1</p><p>Dungeoneering +4</p><p>Endurance +3</p><p><strong>Heal +9</strong></p><p>History +3</p><p><strong>Insight +11</strong></p><p>Intimidate +1</p><p>Nature +6</p><p>Perception +6</p><p><strong>Religion +8</strong></p><p>Stealth +0</p><p>Streetwise +1</p><p>Thievery +0[/sblock]</p><p></p><p></p><p>[sblock=Feats]L1: Bludgeon Expertise</p><p>L2: Armor Proficiency: Plate</p><p>L4: Weapon Proficiency: Craghammer[/sblock]</p><p></p><p>[sblock=Powers]<span style="color: Green"><strong>Word of Diminishment</strong> [sblock]At-Will - Divine, Runic, Weapon; Standard Action - Melee weapon; <strong>Target:</strong> One creature. <strong>Attack:</strong> Strength vs. AC <strong>Hit:</strong> 1[W] + Strength modifier damage. <em>Rune of Destruction:</em> Until the end of your next turn, the target has vulnerable 2 to all damage, but vulnerable 5 against opportunity attacks (Level 11: Vulnerable 4, but 7 against opportunity attacks; Level 21: Vulnerable 6, but 10 against opportunity attacks). <em>Rune of Protection:</em> Until the end of your next turn, the target takes a penalty to damage rolls equal to your Constitution modifier.[/sblock]</span></p><p><span style="color: Green"></span></p><p><span style="color: Green"><strong>Word of Exchange</strong> (<span style="color: Purple">Ws<span style="color: Blue">ro</span>sk!</span>)[sblock]At-Will - Divine, Runic, Weapon; Standard Action - Melee weapon; <strong>Target:</strong> One creature. <strong>Attack:</strong> Strength vs. AC <strong>Hit:</strong> 1[W] + Strength modifier damage. <em>Rune of Destruction:</em> Before the end of your next turn, the next attack against the target from one of your allies deals extra damage to the target equal to your Wisdom modifier, and the ally gains temporary hit points equal to your Wisdom modifier. <em>Rune of Protection:</em> The target takes a -2 penalty to all defenses until the end of your next turn, and the next ally to hit the target before the end of your next turn gains a power bonus to AC equal to your Wisdom modifier. The bonus lasts until the end of your next turn.[/sblock]</span></p><p></p><p><span style="color: Red"><strong>Rune of Mending</strong> [sblock]Encounter (special) - Divine, Healing, Runic; Minor Action - Close burst 5 (10 at 11th, 15 at 21st); <strong>Target:</strong> You or one ally in burst. <strong>Effect:</strong> The target can spend a healing surge (add'l HP at higher levels). <em>Rune of Destruction:</em> You and each ally in the burst gain a +2 power bonus to damage rolls (+4 power bonus at 11th level and +6 power bonus at 21st level) until the end of your next turn. <em>Rune of Protection:</em> You and each ally in the burst gain a +1 bonus to all defenses until the end of your next turn. <strong>Special: </strong>You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.[/sblock]</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Goring Charge</strong> [sblock]Encounter; Standard Action - Melee 1; <strong>Effect:</strong> You charge and make the following attack in place of a melee basic attack. <strong>Target:</strong> One creature. <strong>Attack:</strong> Strength, Constitution, or Dexterity + 4 (6 at 11th level and 8 at 21st level) vs. AC <strong>Hit:</strong> 1d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage, and you knock the target prone. (2d6 at 11th, 3d6 at 21st).[/sblock]</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Flames of Purity</strong><span style="color: Red">Ig<span style="color: Plum">n</span>us</span> [sblock]Encounter - Divine, Fire, Healing, Runic, Weapon; Standard Action - Close blast 3; <strong>Target:</strong> Each enemy in blast. <strong>Attack:</strong> Strength vs. AC <strong>Hit:</strong> 1[W] + Strength modifier fire damage. <em>Rune of Destruction:</em> Each ally in the blast gains a +3 power bonus to damage rolls until the end of your next turn. <em>Rune of Protection:</em> Each ally in the blast regains 3 hit points.[/sblock]</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Word of the Blinding Shield</strong> [sblock]Encounter - Divine, Radiant, Runic, Weapon; Immediate Interrupt - Close burst 5; <strong>Trigger:</strong> An enemy makes an attack roll against your ally. <strong>Target:</strong> The triggering enemy in the burst. <strong>Attack:</strong> Strength vs. Fortitude <strong>Hit:</strong> The target is blinded until the end of its turn. <em>Rune of Destruction:</em> The target also takes radiant damage equal to your Constitution modifier. <em>Rune of Protection:</em> The ally gains temporary hit points equal to your Constitution modifier.[/sblock]</span></p><p><span style="color: Red"></span></p><p></p><p><span style="color: SlateGray"><strong>Rune of the Undeniable Dawn</strong>[sblock]</span></p><p><span style="color: SlateGray"><span style="color: DeepSkyBlue">Es</span><span style="color: Magenta">ten</span><span style="color: Plum">Auran</span> <span style="color: Red">Szarr</span></span></p><p><span style="color: SlateGray">Daily - Divine, Radiant, Weapon, Zone; Standard Action - Close burst 3; <strong>Target:</strong> Each enemy in the burst. <strong>Attack:</strong> Strength vs. AC <strong>Hit:</strong> 1[W] + Strength modifier radiant damage. <strong>Miss:</strong> Half damage. <strong>Effect:</strong> The burst creates a zone that lasts until the end of your next turn. You and your allies gain a +2 power bonus to all defenses while within the zone. <strong>Sustain Minor:</strong> The zone persists.[/sblock]</span></p><p><span style="color: SlateGray"><strong>Rune of the Final Act</strong>[sblock]Daily - Divine, Varies, Weapon; Standard Action - Melee weapon; <strong>Target:</strong> One creature. <strong>Attack:</strong> Strength vs. Fortitude <strong>Hit:</strong> 2[W] + Strength modifier necrotic or radiant damage. <strong>Miss:</strong> Half damage. <strong>Effect:</strong> The target is affected by a deathly rune (save ends). Until the rune ends, you and your allies gain a +2 power bonus to damage rolls against the target. Whenever you or any of your allies hit the target, the bonus increases by 1.[/sblock]</span></p><p><span style="color: SlateGray"><strong>Shield of Sacrifice</strong>[sblock]Daily - Divine, Healing; Minor Action - Close burst 5; <strong>Target:</strong> You or one ally in the burst. <strong>Effect:</strong> The target loses a healing surge. One or two allies within 5 squares of the target regain hit points as if they had each spent a healing surge. The target and each ally who regained hit points gain a +5 power bonus to AC until the end of your next turn.[/sblock]</span></p><p>[/sblock]</p><p>[sblock=Items]<span style="color: DarkOrange">Lullaby Craghammer +1 (Boulder's Hammer) [sblock]Crit: +1d6 damage; <strong>Power (Daily • Sleep):</strong> Free Action. Use this power when you hit with the weapon. Make a secondary attack against the target’s Will defense, with an attack bonus equal to the level of this weapon plus its enhancement bonus (+5). If this attack hits, the target is slowed (save ends). If the target fails its first saving throw against this power, it becomes unconscious (save ends).[/sblock]</span></p><p><span style="color: DarkOrange">Plate Armor of Sacrifice +1 (Boulder's Armor) [sblock]<strong>Power (At-Will):</strong> Minor Action. Use this power when you are adjacent to an ally who is subject to an effect that a save can end. The ally is no longer affected, and you now have the effect. You cannot make a saving throw against this effect until the end of your next turn.</span></p><p><span style="color: DarkOrange"><strong>Power (Daily • Healing):</strong> Minor Action. Spend a healing surge. One ally within 5 squares of you regains hit points as though he or she had spent a healing surge.[/sblock]</span></p><p><span style="color: DarkOrange">Battleforged Light Shield (Boulder's Shield) [sblock]<strong>Power (Daily • Healing):</strong> Free Action. Use this power when an ally adjacent to you regains hit points. That ally regains additional hit points as though it had spent a healing surge.[/sblock]</span></p><p><span style="color: DarkOrange">Flameburst Throwing Hammer +1 [sblock]Crit: +1d6 fire damage; <strong>Power (Daily • Fire):</strong> Minor Action. The next ranged basic attack you make with this weapon before the end of your turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack, but against Reflex. Instead of normal damage, each target hit takes ongoing 5 fire damage (save ends).[/sblock]</span></p><p><span style="color: DarkOrange">Forgemaster's Gloves (L6) [sblock]<strong>Property:</strong> Gain resist 5 fire.</span></p><p><span style="color: DarkOrange"><strong>Power (Daily * Fire):</strong> Minor Action. The next attack power you use deals 1d6 extra fire damage.[/sblock]</span></p><p><span style="color: DarkOrange">Amulet of Resolution +1 [sblock]<strong>Power (Daily):</strong> No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it’s lower.[/sblock]</span>[/sblock]</p><p>[/sblock] </p><p></p><p>[sblock= Power Statistics]</p><p><span style="color: Green">[sblock= Melee Basic Attack]At-Will - Weapon</span></p><p><span style="color: Green">Standard Action - Melee weapon</span></p><p><span style="color: Green"><strong>Target:</strong> One creature.</span></p><p><span style="color: Green"><strong>Attack:</strong> +10 vs. AC </span></p><p><span style="color: Green"><strong>Hit:</strong> 1d10 (brutal 2) + 5 damage.</span></p><p><span style="color: Green">---[/sblock]</span></p><p></p><p><span style="color: Green">[sblock= Ranged Basic Attack]At-Will - Weapon</span></p><p><span style="color: Green">Standard Action - Ranged weapon</span></p><p><span style="color: Green"><strong>Target:</strong> One creature. </span></p><p><span style="color: Green"><strong>Attack:</strong> +10 vs. AC </span></p><p><span style="color: Green"><strong>Hit:</strong> 1d6 + 5 damage.</span></p><p><span style="color: Green">---[/sblock]</span></p><p></p><p><span style="color: Green">[sblock= Word of Diminishment]At-Will - Divine, Runic, Weapon</span></p><p><span style="color: Green">Standard Action - Melee weapon</span></p><p><span style="color: Green"><strong>Target:</strong> One creature</span></p><p><span style="color: Green"><strong>Attack:</strong> +10 vs. AC</span></p><p><span style="color: Green"><strong>Hit:</strong> 1d10 (brutal 2) + 5 damage. <em>Rune of Destruction:</em> Until the end of your next turn, the target has vulnerable 2 to all damage, but vulnerable 5 against opportunity attacks. <em>Rune of Protection:</em> Until the end of your next turn, the target takes a -3 penalty to damage rolls. </span></p><p><span style="color: Green">---[/sblock]</span></p><p></p><p><span style="color: Green">[sblock= Word of Exchange]At-Will - Divine, Runic, Weapon</span></p><p><span style="color: Green">Standard Action - Melee weapon</span></p><p><span style="color: Green"><strong>Target:</strong> One creature</span></p><p><span style="color: Green"><strong>Attack:</strong> +10 vs. AC</span></p><p><span style="color: Green"><strong>Hit:</strong> 1d10 (brutal 2) + 5 damage. <em>Rune of Destruction:</em> Before the end of your next turn, the next attack against the target from one of your allies deals 2 extra damage to the target, and the ally gains 2 temporary hit points. <em>Rune of Protection:</em> The target takes a -2 penalty to all defenses until the end of your next turn, and the next ally to hit the target before the end of your next turn gains a +2 power bonus to AC until the end of your next turn. </span></p><p><span style="color: Green">---[/sblock]</span></p><p></p><p><span style="color: Red">[sblock= Goring Charge]Encounter</span></p><p><span style="color: Red">Standard Action - Melee 1</span></p><p><span style="color: Red"><strong>Effect:</strong> You charge and make the following attack in place of a melee basic attack.</span></p><p><span style="color: Red"><strong>Target:</strong> One creature</span></p><p><span style="color: Red"><strong>Attack:</strong> +10 vs. AC</span></p><p><span style="color: Red"><strong>Hit:</strong> 1d6 + 4 damage, and you knock the target prone.</span></p><p><span style="color: Red">---[/sblock]</span></p><p></p><p><span style="color: Red">[sblock= Flames of Purity]Encounter - Divine, Fire, Healing, Runic, Weapon</span></p><p><span style="color: Red">Standard Action - Close blast 3</span></p><p><span style="color: Red"><strong>Target:</strong> Each enemy in blast</span></p><p><span style="color: Red"><strong>Attack:</strong> +10 vs. AC</span></p><p><span style="color: Red"><strong>Hit:</strong> 1d10 (brutal 2) + 5 fire damage. <em>Rune of Destruction:</em> Each ally in the blast gains a +3 power bonus to damage rolls until the end of your next turn. <em>Rune of Protection:</em> Each ally in the blast regains 3 hit points. </span></p><p><span style="color: Red">---[/sblock]</span></p><p></p><p><span style="color: Red">[sblock= Word of the Blinding Shield]Encounter - Divine, Radiant, Runic, Weapon</span></p><p><span style="color: Red">Immediate Interrupt - Close burst 5</span></p><p><span style="color: Red"><strong>Trigger:</strong> An enemy makes an attack roll against your ally.</span></p><p><span style="color: Red"><strong>Target:</strong> The triggering enemy in the burst.</span></p><p><span style="color: Red"><strong>Attack:</strong> +10 vs. Fortitude</span></p><p><span style="color: Red"><strong>Hit:</strong> The target is blinded until the end of its turn. <em>Rune of Destruction:</em> The target also takes 3 radiant damage. Rune of Protection: The ally gains 3 temporary hit points. </span></p><p><span style="color: Red">---[/sblock]</span></p><p></p><p><span style="color: SlateGray">[sblock= Rune of the Undeniable Dawn]Daily - Divine, Radiant, Weapon, Zone</span></p><p><span style="color: SlateGray">Standard Action - Close burst 3</span></p><p><span style="color: SlateGray"><strong>Target:</strong> Each enemy in the burst.</span></p><p><span style="color: SlateGray"><strong>Attack:</strong> +10 vs. AC </span></p><p><span style="color: SlateGray"><strong>Hit:</strong> 1d10 (brutal 2) + 5 radiant damage.</span></p><p><span style="color: SlateGray"><strong>Miss:</strong> Half damage.</span></p><p><span style="color: SlateGray"><strong>Effect:</strong> The burst creates a zone that lasts until the end of your next turn. You and your allies gain a +2 power bonus to all defenses while within the zone.</span></p><p><span style="color: SlateGray"><strong>Sustain Minor:</strong> The zone persists. </span></p><p><span style="color: SlateGray">---[/sblock]</span></p><p></p><p><span style="color: SlateGray">[sblock= Rune of the Final Act]Daily - Divine, Varies, Weapon</span></p><p><span style="color: SlateGray">Standard Action - Melee weapon</span></p><p><span style="color: SlateGray"><strong>Target:</strong> One creature.</span></p><p><span style="color: SlateGray"><strong>Attack:</strong> +10 vs. Fortitude</span></p><p><span style="color: SlateGray"><strong>Hit:</strong> 2d10 (brutal 2) + 5 necrotic or radiant damage.</span></p><p><span style="color: SlateGray"><strong>Miss:</strong> Half damage.</span></p><p><span style="color: SlateGray"><strong>Effect:</strong> The target is affected by a deathly rune (save ends). Until the rune ends, you and your allies gain a +2 power bonus to damage rolls against the target. Whenever you or any of your allies hit the target, the bonus increases by 1.</span></p><p><span style="color: SlateGray">---[/sblock]</span>[/sblock]</p><p></p><p>[sblock=Combat Status]<strong>HP: 49/49</strong> Surges: 11/11 Surge Value: 12</p><p><strong>AC:</strong> 22 <strong>Fortitude:</strong> 17 <strong>Reflex:</strong> 15 <strong>Will:</strong> 17</p><p><strong>Resist:</strong> 5 Fire <strong>Saving Throw mods:</strong> none</p><p><strong>Speed:</strong> 5 <strong>Initiative:</strong> (+2) xx</p><p><strong>Passive Insight:</strong> 21 <strong>Passive Perception:</strong> 16</p><p><strong>Action Points: x <span style="color: red">[] Usage this encounter</span></strong></p><p><strong><span style="color: red">[] Second Wind</span></strong></p><p><strong>[][][] Failed Death Saves</strong></p><p><strong></strong></p><p><strong>Current Status:</strong></p><p></p><p><strong>Actions:</strong></p><p><strong>[]Standard</strong></p><p><strong>[]Move</strong></p><p><strong>[]Minor</strong></p><p><strong>[]Immediate</strong></p><p></p><p><strong>Powers:</strong></p><p><strong><span style="color: green">Word of Diminishment, Word of Exchange,</span> <span style="color: red">Flames of Purity, Word of the Blinding Shield, Rune of Mending[][], Goring Charge,</span> <span style="color: SlateGray">Rune of the Undeniable Dawn, Rune of the Final Act, Shield of Sacrifice,</span> <span style="color: DarkOrange">Lullaby Weapon, Armor of Sacrifice, Amulet of Resolution, Battleforged Shield, Forgemaster's Gloves, Flameburst Weapon</span></strong></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="tiornys, post: 5483642, member: 17633"] [COLOR="palegreen"]"This world is choked with evil. I will forge my own destiny."[/COLOR] [sblock=Asterion's Tale]Asterion never knew his parents, nor another of his kind. As a child, when the horns on his head were still prepubescent stumps, the young minotaur was kidnapped and sold into indentured servitude aboard a wealthy nobleman's sailing vessel. The nobleman's servants raised Asterion into adulthood, and the minotaur eventually grew into a strong bull, hulking and tough from the years of manual labor he was subject to. His master was not a kind one, but Asterion was generally treated fairly. He never tried to escape or fight back; instead, he worked hard, trying perhaps to convince his master of his worth as a person. One day, however, everything changed for Asterion. The nobleman's ship was hijacked by the dread captain Kumar, and Asterion's master was murdered by the pirate-king himself. The master's family was slaughtered by Kumar's crew, and the ship was looted of all goods. The servants, including Aterion, however, were loaded onto Kumar's ship to be taken to the Dragon Coast and sold into slavery. Asterion accepted this turn of events, hoping that perhaps his new masters would eventually free him. He was forced to clean up on the ship and to carry their often heavy freight. This never fazed Asterion. One morning, while the sun rose over the bluish-gray horizon, one of the old deckhands called out to Asterion. This old pirate was named Boulder, a towering (but ancient) goliath brigand. Boulder, seeing Asterion's physical strength in action, brought him below deck to the moveable forge that Boulder often worked at as the ship's only blacksmith. Eventually, Asterion's apprenticeship was completed, and instead of being sold into slavery, he took over Boulder's forge and hammer and became a member of the Iron Fang crew. Asterion quickly surpassed his tutor in every way, becoming an innovative and careful weaponmaster. He even forged a beautiful cutlass for Captain Kumar himself. Asterion worked silently at the forge for several years, never participating in the violent excursions of the ship - instead solemnly standing at his anvil, hammer in hand, pounding and folding plates of metal into sharp and resilient blades and suits of armor. One day, the pirates had begun to lay siege to a quiet coastal village, and through the window in the hull of the ship, Asterion watched as the brigands plundered the town. He watched impassively as Kumar himself beheaded prisoners and set fire to the houses of the town. Asterion knew that this violence could no longer stand. He knew that to stand by and do nothing while these criminals raped and murdered was cowardly and weak. Asterion stood at his anvil, gripping his forge-hammer tight. He set about making the strongest set of armor he'd yet crafted. His hammer swung with the might of someone who had seen injustice, and after years of watching, had seen that the time had come to stand up - to punish evil. But something else rang out in the din of the forge that day - a divine light that radiated each time the hammer struck metal - a sense of meaning and shape within the echoing clangs - a light and sound that gave Asterion courage to face evil. Soon, after the halls of the forge had stopped echoing with the powerful blows of his hammer, Asterion hid away a suit of heavy protective armor and a light shield with an insignia of a bull's head. He grasped his forge-hammer tightly in his hand and waited until it was his time to strike, for he knew that in time, he could fold the way of the world as easily as he had folded those metal plates.[/sblock] [sblock=Asterion Character Sheet]Asterion, level 5 Minotaur Runepriest 7'2", 330lb Minotaur -- Silenced Beast (+2 Insight) Str: 19 Con: 17 Dex: 10 Int: 13 Wis: 14 Cha: 8 AC: 22 Fort: 17 Refl: 15 Will: 17 HP: 49 Surges/day: 11 Surge value: 12 Initiative: +2 Speed: 5 Passive Insight: 21 Passive Perception: 16 [sblock=Minotaur Features]Languages: Common, Chondathan +2 Nature, +2 Perception Ferocity: When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt. Heedless Charge: You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge. Vitality: You have one additional healing surge. Goring Charge: You have the goring charge power. (detailed in powers)[/sblock] [sblock=Runepriest Features][b]Rune Master[/b] [sblock]Some of your powers have the runic keyword. When you are going to use a runic power, you first choose one of the runes noted in the power—either the rune of destruction or the rune of protection—and then use the power, applying the chosen rune’s effects. The moment you choose the rune, you enter its rune state. You remain in that rune state until you enter another rune state or until the end of the encounter. Whenever you enter the rune state of the rune of destruction or the rune of protection, you gain an additional benefit. The benefit lasts while you’re in the rune state. [B]Rune of Destruction[/B] Allies gain a +1 bonus to attack rolls against enemies that are adjacent to you or to any other runepriests who are in this rune state. [B]Rune of Protection[/B] While adjacent to you, allies gain resist 2 to all damage. The resistance increases to 4 at 11th level and 6 at 21st level.[/sblock] [B]Rune of Mending[/B] (detailed in powers) [b]Runic Artistry[/b] [sblock][B]Wrathful Hammer:[/B] You gain proficiency with military hammers and military maces. In addition, whenever an enemy deals damage to you with an attack, you gain a bonus to damage rolls against that enemy until the end of your next turn. The bonus equals your Constitution modifier, regardless of the number of times the enemy damages you in a round.[/sblock][/sblock] [sblock=Skills]Acrobatics +0 Arcana +3 [B]Athletics +9[/B] Bluff +1 Diplomacy +1 Dungeoneering +4 Endurance +3 [B]Heal +9[/B] History +3 [B]Insight +11[/B] Intimidate +1 Nature +6 Perception +6 [B]Religion +8[/B] Stealth +0 Streetwise +1 Thievery +0[/sblock] [sblock=Feats]L1: Bludgeon Expertise L2: Armor Proficiency: Plate L4: Weapon Proficiency: Craghammer[/sblock] [sblock=Powers][COLOR="Green"][B]Word of Diminishment[/B] [sblock]At-Will - Divine, Runic, Weapon; Standard Action - Melee weapon; [b]Target:[/b] One creature. [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage. [I]Rune of Destruction:[/I] Until the end of your next turn, the target has vulnerable 2 to all damage, but vulnerable 5 against opportunity attacks (Level 11: Vulnerable 4, but 7 against opportunity attacks; Level 21: Vulnerable 6, but 10 against opportunity attacks). [I]Rune of Protection:[/I] Until the end of your next turn, the target takes a penalty to damage rolls equal to your Constitution modifier.[/sblock] [B]Word of Exchange[/B] ([COLOR="Purple"]Ws[COLOR="Blue"]ro[/COLOR]sk![/COLOR])[sblock]At-Will - Divine, Runic, Weapon; Standard Action - Melee weapon; [b]Target:[/b] One creature. [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage. [I]Rune of Destruction:[/I] Before the end of your next turn, the next attack against the target from one of your allies deals extra damage to the target equal to your Wisdom modifier, and the ally gains temporary hit points equal to your Wisdom modifier. [I]Rune of Protection:[/I] The target takes a -2 penalty to all defenses until the end of your next turn, and the next ally to hit the target before the end of your next turn gains a power bonus to AC equal to your Wisdom modifier. The bonus lasts until the end of your next turn.[/sblock][/COLOR] [COLOR="Red"][b]Rune of Mending[/b] [sblock]Encounter (special) - Divine, Healing, Runic; Minor Action - Close burst 5 (10 at 11th, 15 at 21st); [B]Target:[/B] You or one ally in burst. [B]Effect:[/B] The target can spend a healing surge (add'l HP at higher levels). [i]Rune of Destruction:[/i] You and each ally in the burst gain a +2 power bonus to damage rolls (+4 power bonus at 11th level and +6 power bonus at 21st level) until the end of your next turn. [i]Rune of Protection:[/i] You and each ally in the burst gain a +1 bonus to all defenses until the end of your next turn. [B]Special: [/B]You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.[/sblock] [b]Goring Charge[/b] [sblock]Encounter; Standard Action - Melee 1; [b]Effect:[/b] You charge and make the following attack in place of a melee basic attack. [b]Target:[/b] One creature. [b]Attack:[/b] Strength, Constitution, or Dexterity + 4 (6 at 11th level and 8 at 21st level) vs. AC [b]Hit:[/b] 1d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage, and you knock the target prone. (2d6 at 11th, 3d6 at 21st).[/sblock] [b]Flames of Purity[/b][COLOR="Red"]Ig[COLOR="Plum"]n[/COLOR]us[/COLOR] [sblock]Encounter - Divine, Fire, Healing, Runic, Weapon; Standard Action - Close blast 3; [b]Target:[/b] Each enemy in blast. [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier fire damage. [I]Rune of Destruction:[/I] Each ally in the blast gains a +3 power bonus to damage rolls until the end of your next turn. [I]Rune of Protection:[/I] Each ally in the blast regains 3 hit points.[/sblock] [b]Word of the Blinding Shield[/b] [sblock]Encounter - Divine, Radiant, Runic, Weapon; Immediate Interrupt - Close burst 5; [b]Trigger:[/b] An enemy makes an attack roll against your ally. [b]Target:[/b] The triggering enemy in the burst. [b]Attack:[/b] Strength vs. Fortitude [b]Hit:[/b] The target is blinded until the end of its turn. [I]Rune of Destruction:[/I] The target also takes radiant damage equal to your Constitution modifier. [I]Rune of Protection:[/I] The ally gains temporary hit points equal to your Constitution modifier.[/sblock] [/COLOR] [COLOR="SlateGray"][b]Rune of the Undeniable Dawn[/b][sblock] [COLOR="DeepSkyBlue"]Es[/COLOR][COLOR="Magenta"]ten[/COLOR][COLOR="Plum"]Auran[/COLOR] [COLOR="Red"]Szarr[/COLOR] Daily - Divine, Radiant, Weapon, Zone; Standard Action - Close burst 3; [b]Target:[/b] Each enemy in the burst. [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier radiant damage. [b]Miss:[/b] Half damage. [b]Effect:[/b] The burst creates a zone that lasts until the end of your next turn. You and your allies gain a +2 power bonus to all defenses while within the zone. [b]Sustain Minor:[/b] The zone persists.[/sblock] [b]Rune of the Final Act[/b][sblock]Daily - Divine, Varies, Weapon; Standard Action - Melee weapon; [b]Target:[/b] One creature. [b]Attack:[/b] Strength vs. Fortitude [b]Hit:[/b] 2[W] + Strength modifier necrotic or radiant damage. [b]Miss:[/b] Half damage. [b]Effect:[/b] The target is affected by a deathly rune (save ends). Until the rune ends, you and your allies gain a +2 power bonus to damage rolls against the target. Whenever you or any of your allies hit the target, the bonus increases by 1.[/sblock] [b]Shield of Sacrifice[/b][sblock]Daily - Divine, Healing; Minor Action - Close burst 5; [B]Target:[/B] You or one ally in the burst. [b]Effect:[/b] The target loses a healing surge. One or two allies within 5 squares of the target regain hit points as if they had each spent a healing surge. The target and each ally who regained hit points gain a +5 power bonus to AC until the end of your next turn.[/sblock][/COLOR] [/sblock] [sblock=Items][COLOR="DarkOrange"]Lullaby Craghammer +1 (Boulder's Hammer) [sblock]Crit: +1d6 damage; [b]Power (Daily • Sleep):[/b] Free Action. Use this power when you hit with the weapon. Make a secondary attack against the target’s Will defense, with an attack bonus equal to the level of this weapon plus its enhancement bonus (+5). If this attack hits, the target is slowed (save ends). If the target fails its first saving throw against this power, it becomes unconscious (save ends).[/sblock] Plate Armor of Sacrifice +1 (Boulder's Armor) [sblock][B]Power (At-Will):[/B] Minor Action. Use this power when you are adjacent to an ally who is subject to an effect that a save can end. The ally is no longer affected, and you now have the effect. You cannot make a saving throw against this effect until the end of your next turn. [B]Power (Daily • Healing):[/B] Minor Action. Spend a healing surge. One ally within 5 squares of you regains hit points as though he or she had spent a healing surge.[/sblock] Battleforged Light Shield (Boulder's Shield) [sblock][B]Power (Daily • Healing):[/B] Free Action. Use this power when an ally adjacent to you regains hit points. That ally regains additional hit points as though it had spent a healing surge.[/sblock] Flameburst Throwing Hammer +1 [sblock]Crit: +1d6 fire damage; [B]Power (Daily • Fire):[/B] Minor Action. The next ranged basic attack you make with this weapon before the end of your turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack, but against Reflex. Instead of normal damage, each target hit takes ongoing 5 fire damage (save ends).[/sblock] Forgemaster's Gloves (L6) [sblock][B]Property:[/B] Gain resist 5 fire. [B]Power (Daily * Fire):[/B] Minor Action. The next attack power you use deals 1d6 extra fire damage.[/sblock] Amulet of Resolution +1 [sblock][B]Power (Daily):[/B] No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it’s lower.[/sblock][/COLOR][/sblock] [/sblock] [sblock= Power Statistics] [color="Green"][sblock= Melee Basic Attack]At-Will - Weapon Standard Action - Melee weapon [b]Target:[/b] One creature. [b]Attack:[/b] +10 vs. AC [b]Hit:[/b] 1d10 (brutal 2) + 5 damage. ---[/sblock][/color] [color="Green"][sblock= Ranged Basic Attack]At-Will - Weapon Standard Action - Ranged weapon [b]Target:[/b] One creature. [b]Attack:[/b] +10 vs. AC [b]Hit:[/b] 1d6 + 5 damage. ---[/sblock][/color] [color="Green"][sblock= Word of Diminishment]At-Will - Divine, Runic, Weapon Standard Action - Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] +10 vs. AC [b]Hit:[/b] 1d10 (brutal 2) + 5 damage. [i]Rune of Destruction:[/i] Until the end of your next turn, the target has vulnerable 2 to all damage, but vulnerable 5 against opportunity attacks. [i]Rune of Protection:[/i] Until the end of your next turn, the target takes a -3 penalty to damage rolls. ---[/sblock][/color] [color="Green"][sblock= Word of Exchange]At-Will - Divine, Runic, Weapon Standard Action - Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] +10 vs. AC [b]Hit:[/b] 1d10 (brutal 2) + 5 damage. [i]Rune of Destruction:[/i] Before the end of your next turn, the next attack against the target from one of your allies deals 2 extra damage to the target, and the ally gains 2 temporary hit points. [i]Rune of Protection:[/i] The target takes a -2 penalty to all defenses until the end of your next turn, and the next ally to hit the target before the end of your next turn gains a +2 power bonus to AC until the end of your next turn. ---[/sblock][/color] [color="Red"][sblock= Goring Charge]Encounter Standard Action - Melee 1 [b]Effect:[/b] You charge and make the following attack in place of a melee basic attack. [b]Target:[/b] One creature [b]Attack:[/b] +10 vs. AC [b]Hit:[/b] 1d6 + 4 damage, and you knock the target prone. ---[/sblock][/color] [color="Red"][sblock= Flames of Purity]Encounter - Divine, Fire, Healing, Runic, Weapon Standard Action - Close blast 3 [b]Target:[/b] Each enemy in blast [b]Attack:[/b] +10 vs. AC [b]Hit:[/b] 1d10 (brutal 2) + 5 fire damage. [i]Rune of Destruction:[/i] Each ally in the blast gains a +3 power bonus to damage rolls until the end of your next turn. [i]Rune of Protection:[/i] Each ally in the blast regains 3 hit points. ---[/sblock][/color] [color="Red"][sblock= Word of the Blinding Shield]Encounter - Divine, Radiant, Runic, Weapon Immediate Interrupt - Close burst 5 [b]Trigger:[/b] An enemy makes an attack roll against your ally. [b]Target:[/b] The triggering enemy in the burst. [b]Attack:[/b] +10 vs. Fortitude [b]Hit:[/b] The target is blinded until the end of its turn. [i]Rune of Destruction:[/i] The target also takes 3 radiant damage. Rune of Protection: The ally gains 3 temporary hit points. ---[/sblock][/color] [color="SlateGray"][sblock= Rune of the Undeniable Dawn]Daily - Divine, Radiant, Weapon, Zone Standard Action - Close burst 3 [b]Target:[/b] Each enemy in the burst. [b]Attack:[/b] +10 vs. AC [b]Hit:[/b] 1d10 (brutal 2) + 5 radiant damage. [b]Miss:[/b] Half damage. [b]Effect:[/b] The burst creates a zone that lasts until the end of your next turn. You and your allies gain a +2 power bonus to all defenses while within the zone. [b]Sustain Minor:[/b] The zone persists. ---[/sblock][/color] [color="SlateGray"][sblock= Rune of the Final Act]Daily - Divine, Varies, Weapon Standard Action - Melee weapon [b]Target:[/b] One creature. [b]Attack:[/b] +10 vs. Fortitude [b]Hit:[/b] 2d10 (brutal 2) + 5 necrotic or radiant damage. [b]Miss:[/b] Half damage. [b]Effect:[/b] The target is affected by a deathly rune (save ends). Until the rune ends, you and your allies gain a +2 power bonus to damage rolls against the target. Whenever you or any of your allies hit the target, the bonus increases by 1. ---[/sblock][/color][/sblock] [sblock=Combat Status][b]HP: 49/49[/b] Surges: 11/11 Surge Value: 12 [b]AC:[/b] 22 [b]Fortitude:[/b] 17 [b]Reflex:[/b] 15 [b]Will:[/b] 17 [b]Resist:[/b] 5 Fire [b]Saving Throw mods:[/b] none [b]Speed:[/b] 5 [b]Initiative:[/b] (+2) xx [b]Passive Insight:[/b] 21 [b]Passive Perception:[/b] 16 [b]Action Points: x [color=red][] Usage this encounter [] Second Wind[/color] [][][] Failed Death Saves Current Status:[/b] [b]Actions: []Standard []Move []Minor []Immediate[/b] [b]Powers: [color=green]Word of Diminishment, Word of Exchange,[/color] [color=red]Flames of Purity, Word of the Blinding Shield, Rune of Mending[][], Goring Charge,[/color] [color=SlateGray]Rune of the Undeniable Dawn, Rune of the Final Act, Shield of Sacrifice,[/color] [color="DarkOrange"]Lullaby Weapon, Armor of Sacrifice, Amulet of Resolution, Battleforged Shield, Forgemaster's Gloves, Flameburst Weapon[/color][/b] [/sblock] [/QUOTE]
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