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<blockquote data-quote="EvolutionKB" data-source="post: 4688333" data-attributes="member: 47833"><p><span style="color: white">[sblock=CS]</span></p><p><span style="color: #2e8b57"><strong><span style="font-size: 12px">Whorven Earthhammer</span></strong></span></p><p><span style="color: #2e8b57"><strong><span style="font-size: 12px"></span></strong></span></p><p><span style="color: #2e8b57"><strong><span style="font-size: 12px"></span></strong>Get yer hands offa me, unless you want to get them dirty.</span></p><p></p><p>Male Dwarf Warden</p><p><strong>Initiative</strong> +1; <strong>Senses</strong> Low-light Vision; Passive Insight 13, Passive Perception 18</p><p><strong>HP</strong> 33; <strong>Bloodied</strong> 16; <strong>Healing Surge</strong> 8; <strong>Surges Per Day</strong> 12</p><p><strong>AC</strong> 18; <strong>Fort</strong> 14, <strong>Ref</strong> 13, <strong>Will</strong> 14</p><p><strong>Speed</strong> 5</p><p><strong>Action Points</strong> 1</p><p>-----------------------------------------------------------------</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /><span style="color: #44aa44"><u><strong>Craghammer</strong>(standard; at-will) ✦ <strong>Weapon</strong></u></span></p><p>+5 vs AC; 1d10+5 damage.</p><p><span style="color: #44aa44"><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u> <strong>Throwing hammer</strong>(standard; at-will) ✦ <strong>Weapon</strong></u></span></p><p>+5 vs AC; 1d6+5 damage. </p><p><span style="color: #44aa44"><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /><u><strong>Warden's Fury</strong> (immediate interrupt; at-will) ✦ <strong>Primal, Weapon</strong></u></span></p><p>Trigger: An enemy marked by you makes an attack that does not include you as a target.</p><p>+5 vs. AC; 1d10+5 damage, and the target grants combat advantage to you and your allies until the end of your next turn.</p><p><span style="color: #44aa44"><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /><u><strong>Warden's Grasp</strong> (immediate reaction; at-will) ✦ <strong>Primal</strong></u></span> Burst 5</p><p>Trigger: An enemy marked by you and within 5 squares of you makes an attack that does not include you as a target.</p><p>Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.</p><p><span style="color: #44aa44"><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /><u><strong>Thorn Strike</strong> (standard; at-will) ✦ <strong>Primal, Weapon</strong></u></span> Melee 2</p><p>+5 vs. <u><strong>AC; 1d10+5 damage, and you pull the target 1 square.</strong></u></p><p><u><strong></strong><span style="color: #44aa44"><strong><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" />Strength of Stone</strong>(standard; at-will) ✦ <strong>Primal, Weapon</strong></span></u></p><p>+5 vs. AC; 1d10+5 damage, and you gain 3 temporary hp.</p><p><span style="color: red"><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /><u><strong>Thunder Ram Assault</strong>(standard; encounter) ✦ <strong>Primal, Weapon</strong></u></span> </p><p>+5 vs. AC; 1d10+5 damage and push the target 3 squares. Make a secondary attack that is close blast 3. </p><p> Secondary Attack: +5 vs Fort.</p><p> Hit: 1d6 damage and push the target 1 square.</p><p><span style="color: dimgray"><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /><u><strong>Form of the Fearsome Ram</strong>(minor; daily) ✦ <strong>Polymorph, Primal</strong> </u></span>Personal</p><p>Effect: You assume the guardian form of the Fearsome Ram until the end of the encounter. In this form you gain a +2 bonus to speed, and a +2 bonus to charge attacks rolls. In addition, when you hit the target with an at-will attack, you can push the target 1 square. </p><p>Once during this encounter you can make the following weapon attack while you are in this form:</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" />(standard) ✦ <strong>Weapon</strong></p><p>Effect: Before the attack, shift your speed.</p><p>+5 vs. AC; 2d10+5, and you push the target 3 squares and knock it prone. You can then shift into a square that is adjacient to the target.</p><p>Miss: Half damage and push the target one square, you can then shift into a square the target vacated.</p><p></p><p><u><strong>Font of Life</strong></u></p><p>At the start of your turn you can make a saving throw against one effect that a saving throw can end. On a successful save, the effect immediately ends, preventing it from affecting you this turn.</p><p>If you fail the saving throw, you still make a saving throw as normal at the end of your turn.</p><p><strong><u>Earthstrength</u></strong></p><p>While you are not wearing heavy armor, you can use your constitution modifier instead of your dexterity or intelligence modifier to determine you AC.</p><p>In addition, when you take the second wind action, you gain a bonus equal to your constitution modifier to AC until the end of your next turn.</p><p><u><strong>Nature's Wrath</strong></u></p><p>Once during each of your turns you can mark each adjacent enemy as a free action.</p><p>In addition you gain the Warden's Fury and Warden's Grasp powers. </p><p><strong><u>Cast Iron Stomach</u></strong></p><p>You gain a +5 on saving throws against poison.</p><p><strong><u>Dwarven Resilience</u></strong></p><p>You can use your Second Wind as a minor action.</p><p><strong><u>Stand Your Ground</u></strong></p><p>Forced movement is reduced by one. In addition, you can make an immediate saving throw to avoid falling prone.</p><p></p><p>-----------------------------------------------------------------</p><p><strong>Alignment</strong> Good; <strong>Languages</strong> Common, Dwarven</p><p><strong>Str</strong> 16 (+3) <strong>Dex</strong> 12 (+1) <strong>Wis</strong> 16 (+3)</p><p><strong>Con</strong> 16 (+3) <strong>Int</strong> 11 (+0) <strong>Cha</strong> 8 (-1)</p><p><strong>Athletics</strong> +5*, <strong>Endurance</strong> +7*, <strong>Nature</strong> +8*, <strong>Perception</strong> +8*</p><p>* Trained Skill</p><p><strong>Feats:</strong> Dwarven Weapon Training</p><p><strong>Gear</strong> Craghammer</p><p>Heavy Shield</p><p>Hide Armor</p><p>Standard Adventurer's Kit</p><p>2 Throwing Hammers</p><p>15 gp </p><p></p><p><strong>Background</strong></p><p>(In Progress)</p><p><strong>Personality and Appearance</strong></p><p>Whorven wears the thick skin of a bear in the form of armor and a heavy cloak. A large hammer is on one hip and a heavy wooden shield, covered in bear hide is strapped to one arm. Whorven's connection with the earth is easily apparent. He smells musky, like dirt. He does not sweat normally, instead his pores leak mud. The same is in his blood; it is not red, but thick and a deep brown. Pebbles and grains of dirt and sand fall from his hair and dark beard. </p><p></p><p>The dwarf takes his job a defender seriously. He is tough as nails, and would rather come to the aid of a friend, than engage an enemy.[/sblock]</p><p> </p><p>Thoughts? The only thing I am unsure about is the attack bonus. +5 seems pretty low for a defender. If I took a +3 prof weapon would that be good enough? I'd probably drop DWT for toughness in that case.</p></blockquote><p></p>
[QUOTE="EvolutionKB, post: 4688333, member: 47833"] [COLOR=white][sblock=CS][/COLOR] [COLOR=#2e8b57][B][SIZE=3]Whorven Earthhammer [/SIZE][/B]Get yer hands offa me, unless you want to get them dirty.[/COLOR] Male Dwarf Warden [B]Initiative[/B] +1; [B]Senses[/B] Low-light Vision; Passive Insight 13, Passive Perception 18 [B]HP[/B] 33; [B]Bloodied[/B] 16; [B]Healing Surge[/B] 8; [B]Surges Per Day[/B] 12 [B]AC[/B] 18; [B]Fort[/B] 14, [B]Ref[/B] 13, [B]Will[/B] 14 [B]Speed[/B] 5 [B]Action Points[/B] 1 ----------------------------------------------------------------- :bmelee:[COLOR=#44aa44][U][B]Craghammer[/B](standard; at-will) ✦ [B]Weapon[/B][/U][/COLOR] +5 vs AC; 1d10+5 damage. [COLOR=#44aa44]:ranged:[U] [B]Throwing hammer[/B](standard; at-will) ✦ [B]Weapon[/B][/U][/COLOR] +5 vs AC; 1d6+5 damage. [COLOR=#44aa44]:melee:[U][B]Warden's Fury[/B] (immediate interrupt; at-will) ✦ [B]Primal, Weapon[/B][/U][/COLOR] Trigger: An enemy marked by you makes an attack that does not include you as a target. +5 vs. AC; 1d10+5 damage, and the target grants combat advantage to you and your allies until the end of your next turn. [COLOR=#44aa44]:close:[U][B]Warden's Grasp[/B] (immediate reaction; at-will) ✦ [B]Primal[/B][/U][/COLOR] Burst 5 Trigger: An enemy marked by you and within 5 squares of you makes an attack that does not include you as a target. Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn. [COLOR=#44aa44]:melee:[U][B]Thorn Strike[/B] (standard; at-will) ✦ [B]Primal, Weapon[/B][/U][/COLOR] Melee 2 +5 vs. [U][B]AC; 1d10+5 damage, and you pull the target 1 square. [/B][COLOR=#44aa44][B]:melee:Strength of Stone[/B](standard; at-will) ✦ [B]Primal, Weapon[/B][/COLOR][/U] +5 vs. AC; 1d10+5 damage, and you gain 3 temporary hp. [COLOR=red]:melee:[U][B]Thunder Ram Assault[/B](standard; encounter) ✦ [B]Primal, Weapon[/B][/U][/COLOR] +5 vs. AC; 1d10+5 damage and push the target 3 squares. Make a secondary attack that is close blast 3. Secondary Attack: +5 vs Fort. Hit: 1d6 damage and push the target 1 square. [COLOR=dimgray]:melee:[U][B]Form of the Fearsome Ram[/B](minor; daily) ✦ [B]Polymorph, Primal[/B] [/U][/COLOR]Personal Effect: You assume the guardian form of the Fearsome Ram until the end of the encounter. In this form you gain a +2 bonus to speed, and a +2 bonus to charge attacks rolls. In addition, when you hit the target with an at-will attack, you can push the target 1 square. Once during this encounter you can make the following weapon attack while you are in this form: :melee:(standard) ✦ [B]Weapon[/B] Effect: Before the attack, shift your speed. +5 vs. AC; 2d10+5, and you push the target 3 squares and knock it prone. You can then shift into a square that is adjacient to the target. Miss: Half damage and push the target one square, you can then shift into a square the target vacated. [U][B]Font of Life[/B][/U] At the start of your turn you can make a saving throw against one effect that a saving throw can end. On a successful save, the effect immediately ends, preventing it from affecting you this turn. If you fail the saving throw, you still make a saving throw as normal at the end of your turn. [B][U]Earthstrength[/U][/B] While you are not wearing heavy armor, you can use your constitution modifier instead of your dexterity or intelligence modifier to determine you AC. In addition, when you take the second wind action, you gain a bonus equal to your constitution modifier to AC until the end of your next turn. [U][B]Nature's Wrath[/B][/U] Once during each of your turns you can mark each adjacent enemy as a free action. In addition you gain the Warden's Fury and Warden's Grasp powers. [B][U]Cast Iron Stomach[/U][/B] You gain a +5 on saving throws against poison. [B][U]Dwarven Resilience[/U][/B] You can use your Second Wind as a minor action. [B][U]Stand Your Ground[/U][/B] Forced movement is reduced by one. In addition, you can make an immediate saving throw to avoid falling prone. ----------------------------------------------------------------- [B]Alignment[/B] Good; [B]Languages[/B] Common, Dwarven [B]Str[/B] 16 (+3) [B]Dex[/B] 12 (+1) [B]Wis[/B] 16 (+3) [B]Con[/B] 16 (+3) [B]Int[/B] 11 (+0) [B]Cha[/B] 8 (-1) [B]Athletics[/B] +5*, [B]Endurance[/B] +7*, [B]Nature[/B] +8*, [B]Perception[/B] +8* * Trained Skill [B]Feats:[/B] Dwarven Weapon Training [B]Gear[/B] Craghammer Heavy Shield Hide Armor Standard Adventurer's Kit 2 Throwing Hammers 15 gp [B]Background[/B] (In Progress) [B]Personality and Appearance[/B] Whorven wears the thick skin of a bear in the form of armor and a heavy cloak. A large hammer is on one hip and a heavy wooden shield, covered in bear hide is strapped to one arm. Whorven's connection with the earth is easily apparent. He smells musky, like dirt. He does not sweat normally, instead his pores leak mud. The same is in his blood; it is not red, but thick and a deep brown. Pebbles and grains of dirt and sand fall from his hair and dark beard. The dwarf takes his job a defender seriously. He is tough as nails, and would rather come to the aid of a friend, than engage an enemy.[/sblock] Thoughts? The only thing I am unsure about is the attack bonus. +5 seems pretty low for a defender. If I took a +3 prof weapon would that be good enough? I'd probably drop DWT for toughness in that case. [/QUOTE]
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