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[Adventure] The Paper Chase, Part 2 (Judge: renau1g)
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<blockquote data-quote="Voda Vosa" data-source="post: 5377966" data-attributes="member: 51271"><p><span style="color: red"><strong>"Seems tis lass know nothin' o' mountains nor dwarves. Lose a dwarf in the mountains? Comenone, yer some of those fluffy mages lass, ye shoulda know better."</strong></span> taunts Muzdum with a chuckle. As the professor keeps giving them details, Muzdum frowns and shrugs. </p><p><strong><span style="color: red"></span></strong></p><p><strong><span style="color: red">"I'm Muzdum Firebelly, of the Firebelly clan. Ye got yerself a relic 'ere professor."</span></strong> The dwarf smiles.</p><p></p><p><span style="color: red"><strong>"Seems I'll be yer guide in the mountains. If we have to climb, ye stay next to me, else ye'll surely fall to yer death."</strong></span> the dwarf laughs hearty, seemingly excited by the danger ahead. </p><p></p><p>[sblock=Muzdum Firebelly]</p><p></p><p>Male Dwarf Brawler Fighter 6</p><p>Medium natural humanoid (Humaniod)</p><p>Initiative 5; Senses Passive Insight 14, Passive Perception 14</p><p>HP 62, Bloodied 31, Surge Value 15, Surges 12</p><p>AC 25; Fortitude 22, Reflex 17, Will 15</p><p>Saving Throws +5 racial vs Poison</p><p>Speed 5</p><p><strong>Inescapable Waraxe +2 (Standard; at-will)</strong></p><p>+12 vs AC; 1d12+10. Versatile.</p><p><strong>Defensive Spiked gauntlet +1 (Standard; at-will)</strong></p><p>+11 vs AC; 1d6+7</p><p><strong>Hand Crossbow (Standard; at-will)</strong></p><p>+8 vs. AC; 1d6+2 damage</p><p><span style="color: Red"><strong>Second Wind (Minor; Encounter) ✦ Personal</strong></span></p><p>You spend a healing surge and regain 15 hit points. You gain a +2 bonus to all defenses until the start of your next turn.</p><p><span style="color: lime"><strong>Combat agility (Oportunity attack; at-will) </strong></span>✦ Martial, Weapon</p><p>Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack Effect: After the triggering enemy completes the action, you shift 2 squares. You must end the shift closer to the target than you were when you began the shift. Then make the following attack: +12 vs AC, (HIT) 1d12+10, and you knock the target prone.</p><p><span style="color: lime"><strong>Combat challenge (Imm. Interrupt; at-will) </strong></span>✦ Martial, Weapon</p><p>Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy: +12 vs AC, (HIT) 1d12+10</p><p><span style="color: lime"><strong>Slash and Pummel (Standard; at-will)</strong></span> ✦ Martial, Weapon</p><p>+12 vs AC, (HIT) 1d12+6, make a secondary attack vs the target; +11 vs Ref, hit deals 7 dmg</p><p><strong><span style="color: Lime">Grappling Strike (Standard; at-will) </span></strong>✦ Martial, Weapon</p><p>+12 vs AC; (HIT) 1d12+10 and you grab the target. The grab ends automatically at the end of your next turn.Special: Can use as a basic attack whem making AoO</p><p><span style="color: Red"><strong>Takedown Attack (Standard; encounter)</strong></span> ✦ Martial, Weapon</p><p>+12 vs Fort, (HIT) 1d12+10 and you knock the target prone. Special: When charging, this power is useable as a melle basic attack.</p><p><strong><span style="color: DimGray">Harrier's Ploy (Standard; Daily)</span></strong> ✦ Martial, Weapon</p><p>+12 vs AC, (HIT) 3d12+10 dmg Effect: Until the end of the encounter, if the target moves, you can shift a number of squares equal to your Dexterity modifier (+2) as an immediate reaction.</p><p><strong><span style="color: Lime">Pass Forward (Move; At-will)</span></strong> ✦ Martial</p><p>Effect:You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.</p><p><strong><span style="color: DimGray">Bare-Knuckled Rebuke (Minor; Daily)</span></strong> ✦ Martial, Weapon, Stance</p><p>Effect:Until the stance ends, you can use the Bare-Knuckled Rebuke Attack power.</p><p><strong><span style="color: Red">Slamming Rush (Standard; encounter)</span></strong> ✦ Martial, Weapon</p><p>You must have a creature grabbed. Effect:You move your speed. For each square you move, you slide the target 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the target during this movement. Then make the following attack: +12 vs Fort, (HIT) 1d8+7 dmg, and you knock the target prone. If the target is adjacent to blocking terrain, add your Dexterity modifier (+2) to the damage.</p><p><span style="color: Red"><strong>Mighty Sprint (Move; Encounter)</strong></span> ✦ Personal</p><p>Effect:You move your speed + 4. During this movement, you ignore difficult terrain and gain a +5 power bonus to Athletics checks you make as part of the move.</p><p><strong><span style="color: Lime">Bare-Knuckled Rebuke Attack (Imm. Reaction; at-will)</span></strong> ✦ Martial, Weapon</p><p>Trigger: An enemy adjacent to you misses you with a melee attack; Attack: +12 vs AC (unarmed), (HIT) 1d6+7 damage, and the target grants combat advantage to you until the end of your next turn.</p><p><strong>Inescapable Waraxe +2</strong></p><p>Main hand; , Property: Each time you miss a target with this weapon, you gain a cumulative +1 bonus (up to the weapon's enhancement bonus) to your next attack roll with this weapon against the same target. The bonus ends if you attack a different target or when you hit. Versatile.</p><p>I<strong>mpostor's Drake Scale Armor +2</strong></p><p>Attached component (body); , Enhancement: +2 AC. Power: Minor Action. Changes armor for a set of normally looking armor. While in cloth form, it does not give any bonus, but also no penalty.</p><p><strong>Defensive Spiked gauntlet +1</strong></p><p>Off Hand; , Property: When you take the total defense or second wind action, add the enhancement bonus of this weapon as an item bonus to all of your defenses until the start of your next turn.</p><p><strong>Iron Armbands of Power</strong></p><p>Attached component (arm); , Property: Gain a +2 item bonus to melee damage rolls.</p><p><strong>Frostwolf Pelt +1</strong></p><p>Attached component (neck); , Enhancement:' +1 Fortitude, Reflex and Will. Property: Gain resist 5 to cold. Power: Immediate Reaction. Trigger: An enemy adjacent to you hits you. Effect: The triggering enemy is knocked prone.</p><p><strong>Restfull bedroll</strong></p><p>Property:add 1d8 temporal hp after extended rest.</p><p></p><p>Alignment Good; Languages Common</p><p>Str 18 (+4) Dex 15 (+2) Wis 12 (+1)</p><p>Con 17 (+3) Int 10 (+0) Cha 08 (-1)</p><p>Skills Endurance, Athletics, Heal</p><p>Feats Dwarven Weapon Training, Brawler Guard, Wrenching Grasp, Improved Grab.</p><p>Equipment Chainmail, Spiked gauntlet, Broadsword, Hand Crossbow, Crossbow Bolts (60), Inescapable Waraxe +2, Dwarven Scale Armor +2, Defensive Spiked gauntlet +1, Iron Armbands of Power (heroic tier), Frostwolf Pelt +1, adventurer's kit, 5 gp</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 5377966, member: 51271"] [COLOR="red"][B]"Seems tis lass know nothin' o' mountains nor dwarves. Lose a dwarf in the mountains? Comenone, yer some of those fluffy mages lass, ye shoulda know better."[/B][/COLOR] taunts Muzdum with a chuckle. As the professor keeps giving them details, Muzdum frowns and shrugs. [B][COLOR="red"] "I'm Muzdum Firebelly, of the Firebelly clan. Ye got yerself a relic 'ere professor."[/COLOR][/B] The dwarf smiles. [COLOR="red"][B]"Seems I'll be yer guide in the mountains. If we have to climb, ye stay next to me, else ye'll surely fall to yer death."[/B][/COLOR] the dwarf laughs hearty, seemingly excited by the danger ahead. [sblock=Muzdum Firebelly] Male Dwarf Brawler Fighter 6 Medium natural humanoid (Humaniod) Initiative 5; Senses Passive Insight 14, Passive Perception 14 HP 62, Bloodied 31, Surge Value 15, Surges 12 AC 25; Fortitude 22, Reflex 17, Will 15 Saving Throws +5 racial vs Poison Speed 5 [B]Inescapable Waraxe +2 (Standard; at-will)[/B] +12 vs AC; 1d12+10. Versatile. [B]Defensive Spiked gauntlet +1 (Standard; at-will)[/B] +11 vs AC; 1d6+7 [B]Hand Crossbow (Standard; at-will)[/B] +8 vs. AC; 1d6+2 damage [COLOR="Red"][B]Second Wind (Minor; Encounter) ✦ Personal[/B][/COLOR] You spend a healing surge and regain 15 hit points. You gain a +2 bonus to all defenses until the start of your next turn. [COLOR="lime"][B]Combat agility (Oportunity attack; at-will) [/B][/COLOR]✦ Martial, Weapon Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack Effect: After the triggering enemy completes the action, you shift 2 squares. You must end the shift closer to the target than you were when you began the shift. Then make the following attack: +12 vs AC, (HIT) 1d12+10, and you knock the target prone. [COLOR="lime"][B]Combat challenge (Imm. Interrupt; at-will) [/B][/COLOR]✦ Martial, Weapon Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy: +12 vs AC, (HIT) 1d12+10 [COLOR="lime"][B]Slash and Pummel (Standard; at-will)[/B][/COLOR] ✦ Martial, Weapon +12 vs AC, (HIT) 1d12+6, make a secondary attack vs the target; +11 vs Ref, hit deals 7 dmg [B][COLOR="Lime"]Grappling Strike (Standard; at-will) [/COLOR][/B]✦ Martial, Weapon +12 vs AC; (HIT) 1d12+10 and you grab the target. The grab ends automatically at the end of your next turn.Special: Can use as a basic attack whem making AoO [COLOR="Red"][B]Takedown Attack (Standard; encounter)[/B][/COLOR] ✦ Martial, Weapon +12 vs Fort, (HIT) 1d12+10 and you knock the target prone. Special: When charging, this power is useable as a melle basic attack. [B][COLOR="DimGray"]Harrier's Ploy (Standard; Daily)[/COLOR][/B] ✦ Martial, Weapon +12 vs AC, (HIT) 3d12+10 dmg Effect: Until the end of the encounter, if the target moves, you can shift a number of squares equal to your Dexterity modifier (+2) as an immediate reaction. [B][COLOR="Lime"]Pass Forward (Move; At-will)[/COLOR][/B] ✦ Martial Effect:You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy. [B][COLOR="DimGray"]Bare-Knuckled Rebuke (Minor; Daily)[/COLOR][/B] ✦ Martial, Weapon, Stance Effect:Until the stance ends, you can use the Bare-Knuckled Rebuke Attack power. [B][COLOR="Red"]Slamming Rush (Standard; encounter)[/COLOR][/B] ✦ Martial, Weapon You must have a creature grabbed. Effect:You move your speed. For each square you move, you slide the target 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the target during this movement. Then make the following attack: +12 vs Fort, (HIT) 1d8+7 dmg, and you knock the target prone. If the target is adjacent to blocking terrain, add your Dexterity modifier (+2) to the damage. [COLOR="Red"][B]Mighty Sprint (Move; Encounter)[/B][/COLOR] ✦ Personal Effect:You move your speed + 4. During this movement, you ignore difficult terrain and gain a +5 power bonus to Athletics checks you make as part of the move. [B][COLOR="Lime"]Bare-Knuckled Rebuke Attack (Imm. Reaction; at-will)[/COLOR][/B] ✦ Martial, Weapon Trigger: An enemy adjacent to you misses you with a melee attack; Attack: +12 vs AC (unarmed), (HIT) 1d6+7 damage, and the target grants combat advantage to you until the end of your next turn. [B]Inescapable Waraxe +2[/B] Main hand; , Property: Each time you miss a target with this weapon, you gain a cumulative +1 bonus (up to the weapon's enhancement bonus) to your next attack roll with this weapon against the same target. The bonus ends if you attack a different target or when you hit. Versatile. I[B]mpostor's Drake Scale Armor +2[/B] Attached component (body); , Enhancement: +2 AC. Power: Minor Action. Changes armor for a set of normally looking armor. While in cloth form, it does not give any bonus, but also no penalty. [B]Defensive Spiked gauntlet +1[/B] Off Hand; , Property: When you take the total defense or second wind action, add the enhancement bonus of this weapon as an item bonus to all of your defenses until the start of your next turn. [B]Iron Armbands of Power[/B] Attached component (arm); , Property: Gain a +2 item bonus to melee damage rolls. [B]Frostwolf Pelt +1[/B] Attached component (neck); , Enhancement:' +1 Fortitude, Reflex and Will. Property: Gain resist 5 to cold. Power: Immediate Reaction. Trigger: An enemy adjacent to you hits you. Effect: The triggering enemy is knocked prone. [B]Restfull bedroll[/B] Property:add 1d8 temporal hp after extended rest. Alignment Good; Languages Common Str 18 (+4) Dex 15 (+2) Wis 12 (+1) Con 17 (+3) Int 10 (+0) Cha 08 (-1) Skills Endurance, Athletics, Heal Feats Dwarven Weapon Training, Brawler Guard, Wrenching Grasp, Improved Grab. Equipment Chainmail, Spiked gauntlet, Broadsword, Hand Crossbow, Crossbow Bolts (60), Inescapable Waraxe +2, Dwarven Scale Armor +2, Defensive Spiked gauntlet +1, Iron Armbands of Power (heroic tier), Frostwolf Pelt +1, adventurer's kit, 5 gp [/sblock] [/QUOTE]
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[Adventure] The Paper Chase, Part 2 (Judge: renau1g)
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