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<blockquote data-quote="EvolutionKB" data-source="post: 4689759" data-attributes="member: 47833"><p><span style="color: #2e8b57"><strong><span style="font-size: 12px">Whorven Earthhammer</span></strong></span></p><p> </p><p><span style="color: #2e8b57">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 12, Passive Perception 17</p><p><strong>HP</strong> 45; <strong>Bloodied</strong> 22; <strong>Healing Surge</strong> 11; <strong>Surges Per Day</strong> 12</p><p><strong>AC</strong> 19; <strong>Fort</strong> 16, <strong>Ref</strong> 13, <strong>Will</strong> 13</p><p><strong>Speed</strong> 5</p><p><strong>Action Points</strong> 1</p><p><strong>Exp:</strong> 480</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>+7 vs AC; 1d10+6 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>+7 vs AC; 1d6+6 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>+7 vs. AC; 1d10+6 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>+7 vs. AC; 1d10+6 damage, and you pull the target 1 square.</p><p><span style="color: #44aa44"><u><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></u></span></p><p>+7 vs. AC; 1d10+6 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>+7 vs. AC; 1d10+6 damage and push the target 3 squares. Make a secondary attack that is close blast 3. </p><p>Secondary Attack: +7 vs Fort.</p><p>Hit: 1d6 damage and push the target 1 square.</p><p><u><span style="color: dimgray"><strong>Nature's Abundance</strong> (standard; daily)</span></u> <u><span style="color: #696969">✦<strong> Primal, Zone</strong></span></u></p><p><span style="color: white">Burst 3. While within the zone, my allies and I have cover.</span></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 Winter's Herald</strong>(minor; daily) ✦ <strong>Cold, Polymorph, Primal</strong> </u></span>Personal</p><p>Effect: You assume the guardian form of the winter's herald until the end of the encounter. In this form you gain a +1 bonus to AC, and resist 5 cold. In addition, whereever I move, each square within 2 squares of me is difficult terrain for my enemies.</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>Close Burst 1</p><p>+7 vs. AC; 1d10+6 cold damage, and the target is immobilized(save ends).</p><p>Miss: Half damage and the target is immobilized until the end of my next turn.</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> Unaligned; <strong>Languages</strong> Common, Dwarven</p><p><strong>Str</strong> 18 (+4) <strong>Dex</strong> 11 (+0) <strong>Wis</strong> 12 (+1)</p><p><strong>Con</strong> 16 (+3) <strong>Int</strong> 10 (+0) <strong>Cha</strong> 8 (-1)</p><p><strong>Athletics</strong> +6*, <strong>Endurance</strong> +7*, <strong>Nature</strong> +6*, <strong>Perception</strong> +6*</p><p>* Trained Skill</p><p><strong>Feats:</strong> Dwarven Weapon Training, Toughness</p><p><strong>Gear</strong> </p><p>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> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white">Whorven was normal for a dwarf. He spent some his time below the surface, in the cool mountain caves. There he trained in combat with his clanmates, wielding axe and hammer. But unlike others, Whorven also enjoyed spending time outside his mountain home. </span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white">He liked climbing the icy peaks, swimming in the mountains rivers, and walking beneath the branches of the pines. He became in touch with the primal sprits of nature. The earth called to him, and he would always feel most comfortable with his feet on the ground, but not necessarily over his head as well. On one of his most recent forays, Whorven came upon a great bear. It lay dying, with a javelin sticking from it’s neck. Somebody had the hunted the great beast, and had not the guts to come a finish off the wounded creature, when their quarry had grown angered. Instead they ran. </span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Whorven sat by the beast’s great head, whispering comforting thought to the creature. Then the dwarf stood and raised his hammer, and ended the bear’s suffering. Whorven skinned the bear, making himself armor and cloak from the creature, to let him remember the trial he went through that day.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white">Whorven spent more and more time outside the caves of his clansmen. He even ventured down to the valley on occasion. While exploring the lowlands at the base of his mountain home, an earthquake struck. Rocks and dust were thrown all around. Whorven attempted to return home, but the way was impassable. Knowing not what happened to his people, and no way to return to them if he did, Whorven set out. He made a home as a guide in the town of Drellin’s Ferry. </span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">When hobgoblin’s attacked the town, stole some items and several people, Whorven had to act. The goblins were a threat to the community and the nature around them. The dwarf thought about how the relatives of the people must feel about their missing family, surely the same as he felt when the earthquake collapsed him home, robbing him of his family as well. Standing at the entrance of the goblinoid lair with his companions, he was ready to go into their depths.</span></span></span></p><p> </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. </p><p> </p><p>[sblock=Combat Statblock]</p><p>Whorven, Dwarven Earthstrength Warden</p><p>Initiative: +1; Passive Perception: 17 Passive Insight: 12</p><p>AC: 19--Fort: 16--Ref: 13--Will: 13--Speed: 5</p><p>HP: 45--Bloodied: 16--Surge: 8--Surges remaining: 12/12</p><p>Action Points: 1--Second wind: Not used</p><p>Powers:</p><p><span style="color: darkgreen">Thorn Strike</span></p><p><span style="color: darkgreen">Strength of Stone</span></p><p><span style="color: darkgreen">Warden's Fury(Interrupt)</span></p><p><span style="color: darkgreen">Warden's Grasp(Reaction)</span></p><p><span style="color: red">Thunder Ram Assault</span></p><p><span style="color: dimgray">Triumphant Vigor</span></p><p><span style="color: dimgray">Form of the Fearsome Ram</span></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="EvolutionKB, post: 4689759, member: 47833"] [COLOR=#2e8b57][B][SIZE=3]Whorven Earthhammer[/SIZE][/B][/COLOR] [COLOR=#2e8b57]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 12, Passive Perception 17 [B]HP[/B] 45; [B]Bloodied[/B] 22; [B]Healing Surge[/B] 11; [B]Surges Per Day[/B] 12 [B]AC[/B] 19; [B]Fort[/B] 16, [B]Ref[/B] 13, [B]Will[/B] 13 [B]Speed[/B] 5 [B]Action Points[/B] 1 [B]Exp:[/B] 480 ----------------------------------------------------------------- :bmelee:[COLOR=#44aa44][U][B]Craghammer[/B](standard; at-will) ✦ [B]Weapon[/B][/U][/COLOR] +7 vs AC; 1d10+6 damage. [COLOR=#44aa44]:ranged:[U] [B]Throwing hammer[/B](standard; at-will) ✦ [B]Weapon[/B][/U][/COLOR] +7 vs AC; 1d6+6 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. +7 vs. AC; 1d10+6 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 +7 vs. AC; 1d10+6 damage, and you pull the target 1 square. [COLOR=#44aa44][U][B]:melee:Strength of Stone[/B](standard; at-will) ✦ [B]Primal, Weapon[/B][/U][/COLOR] +7 vs. AC; 1d10+6 damage, and you gain 3 temporary hp. [COLOR=red]:melee:[U][B]Thunder Ram Assault[/B](standard; encounter) ✦ [B]Primal, Weapon[/B][/U][/COLOR] +7 vs. AC; 1d10+6 damage and push the target 3 squares. Make a secondary attack that is close blast 3. Secondary Attack: +7 vs Fort. Hit: 1d6 damage and push the target 1 square. [U][COLOR=dimgray][B]Nature's Abundance[/B] (standard; daily)[/COLOR][/U] [U][COLOR=#696969]✦[B] Primal, Zone[/B][/COLOR][/U] [COLOR=white]Burst 3. While within the zone, my allies and I have cover.[/COLOR] [COLOR=dimgray]:melee:[U][B]Form of Winter's Herald[/B](minor; daily) ✦ [B]Cold, Polymorph, Primal[/B] [/U][/COLOR]Personal Effect: You assume the guardian form of the winter's herald until the end of the encounter. In this form you gain a +1 bonus to AC, and resist 5 cold. In addition, whereever I move, each square within 2 squares of me is difficult terrain for my enemies. Once during this encounter you can make the following weapon attack while you are in this form: :melee:(standard) ✦ [B]Weapon[/B] Close Burst 1 +7 vs. AC; 1d10+6 cold damage, and the target is immobilized(save ends). Miss: Half damage and the target is immobilized until the end of my next turn. [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] Unaligned; [B]Languages[/B] Common, Dwarven [B]Str[/B] 18 (+4) [B]Dex[/B] 11 (+0) [B]Wis[/B] 12 (+1) [B]Con[/B] 16 (+3) [B]Int[/B] 10 (+0) [B]Cha[/B] 8 (-1) [B]Athletics[/B] +6*, [B]Endurance[/B] +7*, [B]Nature[/B] +6*, [B]Perception[/B] +6* * Trained Skill [B]Feats:[/B] Dwarven Weapon Training, Toughness [B]Gear[/B] Craghammer Heavy Shield Hide Armor Standard Adventurer's Kit 2 Throwing Hammers 15 gp [B]Background[/B] [SIZE=3][FONT=Times New Roman][COLOR=white]Whorven was normal for a dwarf. He spent some his time below the surface, in the cool mountain caves. There he trained in combat with his clanmates, wielding axe and hammer. But unlike others, Whorven also enjoyed spending time outside his mountain home. [/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white]He liked climbing the icy peaks, swimming in the mountains rivers, and walking beneath the branches of the pines. He became in touch with the primal sprits of nature. The earth called to him, and he would always feel most comfortable with his feet on the ground, but not necessarily over his head as well. On one of his most recent forays, Whorven came upon a great bear. It lay dying, with a javelin sticking from it’s neck. Somebody had the hunted the great beast, and had not the guts to come a finish off the wounded creature, when their quarry had grown angered. Instead they ran. [/COLOR][/FONT][/SIZE] [FONT=Times New Roman][SIZE=3][COLOR=white]Whorven sat by the beast’s great head, whispering comforting thought to the creature. Then the dwarf stood and raised his hammer, and ended the bear’s suffering. Whorven skinned the bear, making himself armor and cloak from the creature, to let him remember the trial he went through that day.[/COLOR][/SIZE][/FONT] [SIZE=3][FONT=Times New Roman][COLOR=white]Whorven spent more and more time outside the caves of his clansmen. He even ventured down to the valley on occasion. While exploring the lowlands at the base of his mountain home, an earthquake struck. Rocks and dust were thrown all around. Whorven attempted to return home, but the way was impassable. Knowing not what happened to his people, and no way to return to them if he did, Whorven set out. He made a home as a guide in the town of Drellin’s Ferry. [/COLOR][/FONT][/SIZE] [FONT=Times New Roman][SIZE=3][COLOR=white]When hobgoblin’s attacked the town, stole some items and several people, Whorven had to act. The goblins were a threat to the community and the nature around them. The dwarf thought about how the relatives of the people must feel about their missing family, surely the same as he felt when the earthquake collapsed him home, robbing him of his family as well. Standing at the entrance of the goblinoid lair with his companions, he was ready to go into their depths.[/COLOR][/SIZE][/FONT] [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=Combat Statblock] Whorven, Dwarven Earthstrength Warden Initiative: +1; Passive Perception: 17 Passive Insight: 12 AC: 19--Fort: 16--Ref: 13--Will: 13--Speed: 5 HP: 45--Bloodied: 16--Surge: 8--Surges remaining: 12/12 Action Points: 1--Second wind: Not used Powers: [COLOR=darkgreen]Thorn Strike[/COLOR] [COLOR=darkgreen]Strength of Stone[/COLOR] [COLOR=darkgreen]Warden's Fury(Interrupt)[/COLOR] [COLOR=darkgreen]Warden's Grasp(Reaction)[/COLOR] [COLOR=red]Thunder Ram Assault[/COLOR] [COLOR=dimgray]Triumphant Vigor[/COLOR] [COLOR=dimgray]Form of the Fearsome Ram[/COLOR] [/sblock] [/QUOTE]
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