Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Adventuring Party Needed!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Iron Sheep" data-source="post: 1416512" data-attributes="member: 4965"><p>Here's Smazzhup Yustef with the swordwraith template applied. Total CR 14, which is probably too high. Of course the lack of Con really hurts the character, and DR 10/magic and slashing probably won't help much in melee, so I fear that CR 14 is an overestimate of the effectiveness of the character.</p><p></p><p>----</p><p><strong>Smazzhup Yustef, Male Swordwraith Orc Ftr 4/Bbn 1/Tribal Protector3/Eye of Gruumsh 4</strong></p><p><strong>Medium Undead (Augmented Humanoid, Orc)</strong></p><p><strong>Hit Dice:</strong> 12d10 (83 hp)</p><p><strong>Init:</strong> +3</p><p><strong>Speed:</strong> 30 ft.</p><p><strong>Armour Class:</strong> 22 (+7 breastplate, +3 dex, +1 deflection, +1 natural)</p><p><strong>Base Attack/Grapple:</strong> +12/+16</p><p><strong>Attack:</strong> +18 melee (1d8+9 plus 1 Str, Orc Double Axe); or +16 ranged (1d6+4 javelin)</p><p><strong>Full Attack:</strong> +18/+13/+8 melee (1d8+9 plus 1 Str Orc Double Axe); or Wild Fighting +16/+16/+11/+6 (1d8+9 plus 1 Str orc double axe); or TWF +16/+11/+6 and +16/+11 (1d8+7 plus 1 Str and 1d8+5 plus 1 Str, Orc Double Axe); or Wild Fighting and TWF +14/+14/+9/+4 and +14/+9 (1d8+7 plus 1 Str and 1d8+5 plus 1 Str, Orc Double Axe); or +16 ranged (1d6+4 javelin)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Rage 2/day, Wild Fighting, Swing Blindly, Blinding Spittle 1 hour, Tribal Enemy: whoever you want, strength damage</p><p><strong>Special Qualities:</strong> Damage reduction 10/magic and slashing, Follow Orders Blindly, Homeland: wherever you want, Terrain AC bonus +2, Ritual Scarring +1, turn resistance +2, undead traits</p><p><strong>Saves:</strong> Fort +14, Ref +10, Will +8</p><p><strong>Abilities:</strong> Str 18, Dex 17, Con --, Int 12, Wis 12, Cha 15</p><p><strong>Skills:</strong> Climb + (4), Intimidate +16 (15), Jump +4 (4), Intuit Direction +4 (4), Knowledge: Religion +(7.5), Listen +(4), Sense Motive +(6) Wilderness Lore +(4)</p><p><strong>Feats:</strong> Alertness (B), Blindfight, Cleave, Exotic Weapon Proficiency (orc double axe), Great Cleave, Improved Critical (orc double axe), Improved Two Weapon Fighting, Iron Will, Power Attack, Superior Two Weapon Fighting, Two Weapon Fighting, Weapon Focus (orc double axe), Weapon Specialization (orc double axe)</p><p><strong>Challenge Rating:</strong> 14</p><p><strong>Alignment:</strong> Chaotic Evil</p><p><strong>Possessions:</strong> +2 Cloak of Resistance, +2 breastplate with masterwork armor spikes, +1/+1 Orc Double Axe, +1 Ring of Protection, 2x Potion of CSW, Potion of Blur, Potion of Fly, masterwork dagger, 3 masterwork javalins. </p><p></p><p><strong>Follow Orders Blindly:</strong> The eye of Gruumsh may grant a +2 morale bonus on Will saves to any nongood orcs or half-orcs with HD lower than his character level within 30 feet of him. Any recipient who willingly goes against the eye of Gruumsh’s directions loses this bonus immediately. Using this ability is a standard action and the effect lasts for 1 hour per eye of Gruumsh level.</p><p>Ritual Scarring: The eye of Gruumsh gains a +1 bonus to natural armor</p><p>Swing Blindly: The Eye of Gruumsh gains an additional +2 bonus to his Strength score while raging. While this ability is in effect, the character provokes attacks of opportunity as though he were casting a spell whenever he takes any kind of attack action.</p><p></p><p><strong>Blinding Spittle:</strong> The eye of Gruumsh can launch blinding spittle at any opponent within 20 feet. Using a ranged touch attack (at a –4 penalty), he spits his stomach acid into the targets eyes. An opponent who fails a Reflex save (DC 16 DC 10+Eye of Gruumsh level + Cha modifier) is blinded until he or she can rinse away the spittle. This attack has no effect on creatures that don’t have eyes or don’t depend on vision. Blinding Spittle is usable once per hour at 4th level.</p><p></p><p><strong>Tribal Enemy:</strong> Tribal protectors gain a +3 bonus to Bluff and Sense Motive checks when using these skills against their enemies. They gain the same +3 bonus to weapon damage rolls against these creatures. This damage does not apply to damage against creatures who are immune to critical hits, and the tribal defender does not gain this bonus when using a ranged weapon from more than 30 feet distant.</p><p></p><p><strong>Homeland:</strong> Tribal Protectors gain a +2 bonus to Hide, Intuit Direction, Move Silently, and Wilderness Lore checks when they are within the terrain type and geographical area of their tribal homeland.</p><p></p><p><strong>Wild Fighting:</strong> Similar to a monk attacking with a flurry of blows, a tribal defender of 2nd level or higher can enter a state of wild fighting, attacking in a storm of ferocious assaults. The character gains one extra attack per round, at his highest base attack bonus, but all the character’s attacks in that round suffer a –2 penalty. This penalty lasts for an entire round, so it also affects any attacks of opportunity the protector might make in that round.</p><p></p><p><strong>Terrain AC Bonus:</strong> You take great advantage of your homeland’s features and gain the listed deflection bonus to your AC when in your homeland.</p><p></p><p><strong>Rage:</strong> HP 83, AC 20, Atk +21/+16/+11 (1d8+9 plus 1 Orc Double Axe) or Wild Fighting +19/+19/+14/+9 (1d8+13 plus 1 orc double axe) or TWF +19/+14/+9 and +19/+14 (1d8+10 plus 1 and 1d8+6 plus 1 Orc Double Axe), or Wild Fighting and TWF +17/+17/+12/+7 and +17/+12 (1d8+10 plus 1 and 1d8+6 plus 1 Orc Double Axe) or +16 ranged (1d6+7 javalin)—note that this uses the Swinging Blindly modifiers and therefore provokes AoOs; BAB +12; Grapple +19/+14/+9 SV: Fort +14, Ref +10, Will +10; lasts 7 rounds.</p><p></p><p><strong>Notes:</strong> Skills need to be fixed up: Alertness and racial +4 to move silently & hide not applied.</p></blockquote><p></p>
[QUOTE="Iron Sheep, post: 1416512, member: 4965"] Here's Smazzhup Yustef with the swordwraith template applied. Total CR 14, which is probably too high. Of course the lack of Con really hurts the character, and DR 10/magic and slashing probably won't help much in melee, so I fear that CR 14 is an overestimate of the effectiveness of the character. ---- [b]Smazzhup Yustef, Male Swordwraith Orc Ftr 4/Bbn 1/Tribal Protector3/Eye of Gruumsh 4[/b] [B]Medium Undead (Augmented Humanoid, Orc)[/B] [B]Hit Dice:[/B] 12d10 (83 hp) [B]Init:[/B] +3 [B]Speed:[/B] 30 ft. [B]Armour Class:[/B] 22 (+7 breastplate, +3 dex, +1 deflection, +1 natural) [B]Base Attack/Grapple:[/B] +12/+16 [B]Attack:[/B] +18 melee (1d8+9 plus 1 Str, Orc Double Axe); or +16 ranged (1d6+4 javelin) [B]Full Attack:[/B] +18/+13/+8 melee (1d8+9 plus 1 Str Orc Double Axe); or Wild Fighting +16/+16/+11/+6 (1d8+9 plus 1 Str orc double axe); or TWF +16/+11/+6 and +16/+11 (1d8+7 plus 1 Str and 1d8+5 plus 1 Str, Orc Double Axe); or Wild Fighting and TWF +14/+14/+9/+4 and +14/+9 (1d8+7 plus 1 Str and 1d8+5 plus 1 Str, Orc Double Axe); or +16 ranged (1d6+4 javelin) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Rage 2/day, Wild Fighting, Swing Blindly, Blinding Spittle 1 hour, Tribal Enemy: whoever you want, strength damage [B]Special Qualities:[/B] Damage reduction 10/magic and slashing, Follow Orders Blindly, Homeland: wherever you want, Terrain AC bonus +2, Ritual Scarring +1, turn resistance +2, undead traits [B]Saves:[/B] Fort +14, Ref +10, Will +8 [B]Abilities:[/B] Str 18, Dex 17, Con --, Int 12, Wis 12, Cha 15 [B]Skills:[/B] Climb + (4), Intimidate +16 (15), Jump +4 (4), Intuit Direction +4 (4), Knowledge: Religion +(7.5), Listen +(4), Sense Motive +(6) Wilderness Lore +(4) [B]Feats:[/B] Alertness (B), Blindfight, Cleave, Exotic Weapon Proficiency (orc double axe), Great Cleave, Improved Critical (orc double axe), Improved Two Weapon Fighting, Iron Will, Power Attack, Superior Two Weapon Fighting, Two Weapon Fighting, Weapon Focus (orc double axe), Weapon Specialization (orc double axe) [B]Challenge Rating:[/B] 14 [B]Alignment:[/B] Chaotic Evil [B]Possessions:[/B] +2 Cloak of Resistance, +2 breastplate with masterwork armor spikes, +1/+1 Orc Double Axe, +1 Ring of Protection, 2x Potion of CSW, Potion of Blur, Potion of Fly, masterwork dagger, 3 masterwork javalins. [b]Follow Orders Blindly:[/b] The eye of Gruumsh may grant a +2 morale bonus on Will saves to any nongood orcs or half-orcs with HD lower than his character level within 30 feet of him. Any recipient who willingly goes against the eye of Gruumsh’s directions loses this bonus immediately. Using this ability is a standard action and the effect lasts for 1 hour per eye of Gruumsh level. Ritual Scarring: The eye of Gruumsh gains a +1 bonus to natural armor Swing Blindly: The Eye of Gruumsh gains an additional +2 bonus to his Strength score while raging. While this ability is in effect, the character provokes attacks of opportunity as though he were casting a spell whenever he takes any kind of attack action. [b]Blinding Spittle:[/b] The eye of Gruumsh can launch blinding spittle at any opponent within 20 feet. Using a ranged touch attack (at a –4 penalty), he spits his stomach acid into the targets eyes. An opponent who fails a Reflex save (DC 16 DC 10+Eye of Gruumsh level + Cha modifier) is blinded until he or she can rinse away the spittle. This attack has no effect on creatures that don’t have eyes or don’t depend on vision. Blinding Spittle is usable once per hour at 4th level. [b]Tribal Enemy:[/b] Tribal protectors gain a +3 bonus to Bluff and Sense Motive checks when using these skills against their enemies. They gain the same +3 bonus to weapon damage rolls against these creatures. This damage does not apply to damage against creatures who are immune to critical hits, and the tribal defender does not gain this bonus when using a ranged weapon from more than 30 feet distant. [b]Homeland:[/b] Tribal Protectors gain a +2 bonus to Hide, Intuit Direction, Move Silently, and Wilderness Lore checks when they are within the terrain type and geographical area of their tribal homeland. [b]Wild Fighting:[/b] Similar to a monk attacking with a flurry of blows, a tribal defender of 2nd level or higher can enter a state of wild fighting, attacking in a storm of ferocious assaults. The character gains one extra attack per round, at his highest base attack bonus, but all the character’s attacks in that round suffer a –2 penalty. This penalty lasts for an entire round, so it also affects any attacks of opportunity the protector might make in that round. [b]Terrain AC Bonus:[/b] You take great advantage of your homeland’s features and gain the listed deflection bonus to your AC when in your homeland. [b]Rage:[/b] HP 83, AC 20, Atk +21/+16/+11 (1d8+9 plus 1 Orc Double Axe) or Wild Fighting +19/+19/+14/+9 (1d8+13 plus 1 orc double axe) or TWF +19/+14/+9 and +19/+14 (1d8+10 plus 1 and 1d8+6 plus 1 Orc Double Axe), or Wild Fighting and TWF +17/+17/+12/+7 and +17/+12 (1d8+10 plus 1 and 1d8+6 plus 1 Orc Double Axe) or +16 ranged (1d6+7 javalin)—note that this uses the Swinging Blindly modifiers and therefore provokes AoOs; BAB +12; Grapple +19/+14/+9 SV: Fort +14, Ref +10, Will +10; lasts 7 rounds. [B]Notes:[/B] Skills need to be fixed up: Alertness and racial +4 to move silently & hide not applied. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Adventuring Party Needed!
Top