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CG's Summer's End [RG]
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<blockquote data-quote="Victim" data-source="post: 4560047" data-attributes="member: 78"><p><strong>Group 1</strong></p><p></p><p>[sblock]</p><p>Whirlwind</p><p>Human Fighter/Swordmaster</p><p>Unaligned</p><p></p><p>STR 24 (12)</p><p>CON 14 (3)</p><p>DEX 18 (3)</p><p>INT 10 (1)</p><p>WIS 14 (3) </p><p>CHA 11 (0)</p><p></p><p>SPD 8</p><p>INI +13</p><p>AC 36 (19+2s+1f+14armor)</p><p>F: 33 (19+1r+2c+7a +4e+2i)</p><p>R: 30 (19+1r+2s+4a+4e)</p><p>W: 27 (19+1r+2a+4e+1i)</p><p></p><p>HP 141. B: 70. Surge 35. Surges: 13</p><p></p><p>Exotic Weapon: Bastard Sword. Weapon Focus: Bastard Sword, Action Surge, Toughness, Human Perseverance, Durable, Bloodthirst, Fleet of Foot, Armor Spec- Scale, Heavy Blade Opportunity, Devastating Crit, Back to the Wall</p><p></p><p>Combat Challenge: mark on attacks. II: make a melee basic attack if an adjacent marked target shifts or makes an attack not including me</p><p></p><p>Combat Superiority: +2 att on OAs, OAs stop movement</p><p>One handed weapon talent: +1 attack with 1 handed weapons</p><p>Steel Defense: AP for extra action: +4 AC and Reflex until Start next turn</p><p>Steel Grace: use Fighter at will on a charge</p><p>Steel Blitz: regain a fighter encounter power on a crit</p><p></p><p>Skills :</p><p>- Acrobatics: +13</p><p>- Arcana: +9</p><p>- Athletics: Y +21</p><p>- Bluff: +9</p><p>- Diplomacy: +9</p><p>- Dungeoneering: +11</p><p>- Endurance: Y +16</p><p>- Heal: Y +16</p><p>- History: +9</p><p>- Insight: +11</p><p>- Intimidate: +9</p><p>- Nature: +11</p><p>- Perception: +11</p><p>- Religion: +9</p><p>- Stealth: +13</p><p>- Streetwise: +9</p><p>- Thievery: +13</p><p></p><p></p><p>Bastard Sword: CRIT 19-20, 10 ongoing</p><p>+3 with OAs</p><p>+2 damage against bloodied targets</p><p></p><p>Basic Melee: bastard sword: +24 v AC, 1d10+15</p><p>Basic Ranged: javelin +21: 1d6+9; longbow +15: 1d10+4</p><p></p><p>At wills: </p><p>Cleave: +24 v AC: H: 1d10+15 damage, and 7 damage to other target</p><p>Tide of Iron: +24 v AC: H: 1d10+15 damage, Push 1 and can Shift into that space</p><p>Reaping Strike: +24 v AC: H: 1d10+15 damage. M: 3 damage</p><p></p><p>Encounters: </p><p>Vorpal Tornado: Cbu1: +24 v AC: H: 1d10+13 damage, Push 1, knock Prone</p><p>Storm of Blows: +24 v AC: H: 1d10+19 damage. E: After the attack, shift 1 and repeat against another target. Then shift 1 and repeat against 3rd target. Then shift 1.</p><p>Come and Get It: CBu3. E: Pull each target 2 to make them end adjacent to me then CBu1: +24 v AC: 1d10+13</p><p>Precision Cut: +24 v R: H: 3d10+13. Can be used as OA</p><p></p><p>D: </p><p>Thicket of Blades: Reliable: CBu1: +24 v AC: H: 3d10+13 and slow (save ends)</p><p>Rain of Steel: Minor, Stance: Each enemy starting next to you takes 1d10+6 if you can take OAs</p><p>Dragon’s Fangs: two attacks versus up to 2 creatures: +24 v AC: H: 3d10+15 each. M: ½ damage</p><p></p><p>U:</p><p>Boundless Endurance: Minor, Stance. Regen 4 when bloodied</p><p>Unbreakable: IR: Reduce damage of hit by 7</p><p>Into the Fray: Minor. Move 3 as you end next to enemy</p><p>Iron Warrior: Minor: spend surge, gain bonus of +2d6+2 and attempt save against 1 effect.</p><p>Fantastic Flourish: minor, R5, must hit enemy. Target is marked UENT</p><p></p><p></p><p>Stuff:</p><p></p><p>Circlet of Indomitability Level 8 Lvl 8 3,400 gp Item Slot: Head Property: Gain a +1 bonus to Will defense.</p><p></p><p>Cloak of the Walking Wounded Lvl 19 +4 105,000 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Property: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).</p><p></p><p>Battle Strider Boots: 13k, +1 speed</p><p>Magic Javelin +2. 1.8k gp. Critical +2d6</p><p></p><p>Girdle of the Umber Hulk Level 15+ Lvl 15 25,000 gp Item Slot: Waist Property: Gain a +2 bonus to Fortitude defense. Power (Daily): Minor Action. Gain a burrow speed equal</p><p>to half your speed. You cannot dig through solid rock or shift while burrowing. Sustain minor</p><p></p><p>Jagged Weapon Lvl 17 +4 65,000 gp Weapon: Axe, Heavy Blade, Light Blade Enhancement: Attack rolls and damage rolls Critical: Ongoing 10 damage Property: This weapon scores critical hits on a 19 or 20.</p><p></p><p>Strikebacks Level 10 Item Slot: Hands 5,000 gp Property: Gain a +1 item bonus to opportunity attacks.</p><p>Power (Encounter): Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy.</p><p></p><p>Solitaire (Cinnabar) Level 6 Wondrous Item 1,800 gp Power (Encounter): Free Action. Use this power when you score a critical hit on your turn. Roll a saving throw against an effect that a save can end. Special: You cannot use more than one solitaire in an encounter.</p><p></p><p>3x =600 gp Tempest Whetstone Lvl 10 200 gp Whetstone</p><p>Power (Consumable ✦ Lightning): Minor Action. Touch this whetstone to a melee or ranged weapon you hold. Until the end of the encounter, any successful attack with the weapon deals an extra 2 lightning damage to each enemy within 2 squares of the target; the target of the attack does not take this damage.</p><p></p><p>Potion of Vitality. Consumeable - 25 HP and save.</p><p></p><p>Bloodiron Armor Lvl 18 +4 85,000 gp Armor: Scale, Plate Enhancement: AC Property: When you hit a target, you gain a +2 item bonus to AC against attacks from that target until the end of your next turn.</p><p></p><p>Iron Armbands of Power lvl 6 1800 gp. +2 damage with melee attacks.</p><p></p><p>[sblock=Griffon mount]</p><p>Griffon Level 7 Brute</p><p>Initiative +6 Senses Perception +9</p><p>HP 98; Bloodied 49; see also blood frenzy</p><p>AC 19; Fortitude 19, Reflex 15, Will 14; see also blood frenzy</p><p>Immune fear (while bloodied only)</p><p>Resist 10 all when mounted</p><p>Speed 6, fl y 10, overland f ight 15</p><p>m Claws (standard; at-will)</p><p>+10 vs. AC; 2d6 + 7 damage.</p><p>Blood Frenzy (only while bloodied)</p><p>The griffon can take an extra move action each turn. It also gains</p><p>a +2 bonus to attack rolls and takes a –2 penalty to all defenses.</p><p>Thunder Charge (standard; only while flying; at-will)</p><p>When the griffon charges, it gains a +4 bonus to its attack roll</p><p>instead of the normal +1 bonus.</p><p>Alignment Unaligned Languages —</p><p>Str 20 (+8) Dex 16 (+6) Wis 12 (+4)</p><p>Con 18 (+7) Int 2 (–1) Cha 6 (+1)</p><p></p><p>Barding, Light</p><p>Impenetrable Barding Lvl 1 360 gp Item Slot: Mount (apply to barding) Property: While it is ridden, the mount gains resistance to all damage equal to its rider’s level, maximum 10.</p><p>Saddle and riding stuff.[/sblock]</p><p></p><p></p><p></p><p>Adventuring Gear, 200 ft of silk rope, Climber's kit, Longbow (50 arrows), 6 daggers, Fine Clothing, Thieves' Tools. Heavy Shield. 6 sunrods</p><p></p><p></p><p>2240 GP</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Victim, post: 4560047, member: 78"] [b]Group 1[/b] [sblock] Whirlwind Human Fighter/Swordmaster Unaligned STR 24 (12) CON 14 (3) DEX 18 (3) INT 10 (1) WIS 14 (3) CHA 11 (0) SPD 8 INI +13 AC 36 (19+2s+1f+14armor) F: 33 (19+1r+2c+7a +4e+2i) R: 30 (19+1r+2s+4a+4e) W: 27 (19+1r+2a+4e+1i) HP 141. B: 70. Surge 35. Surges: 13 Exotic Weapon: Bastard Sword. Weapon Focus: Bastard Sword, Action Surge, Toughness, Human Perseverance, Durable, Bloodthirst, Fleet of Foot, Armor Spec- Scale, Heavy Blade Opportunity, Devastating Crit, Back to the Wall Combat Challenge: mark on attacks. II: make a melee basic attack if an adjacent marked target shifts or makes an attack not including me Combat Superiority: +2 att on OAs, OAs stop movement One handed weapon talent: +1 attack with 1 handed weapons Steel Defense: AP for extra action: +4 AC and Reflex until Start next turn Steel Grace: use Fighter at will on a charge Steel Blitz: regain a fighter encounter power on a crit Skills : - Acrobatics: +13 - Arcana: +9 - Athletics: Y +21 - Bluff: +9 - Diplomacy: +9 - Dungeoneering: +11 - Endurance: Y +16 - Heal: Y +16 - History: +9 - Insight: +11 - Intimidate: +9 - Nature: +11 - Perception: +11 - Religion: +9 - Stealth: +13 - Streetwise: +9 - Thievery: +13 Bastard Sword: CRIT 19-20, 10 ongoing +3 with OAs +2 damage against bloodied targets Basic Melee: bastard sword: +24 v AC, 1d10+15 Basic Ranged: javelin +21: 1d6+9; longbow +15: 1d10+4 At wills: Cleave: +24 v AC: H: 1d10+15 damage, and 7 damage to other target Tide of Iron: +24 v AC: H: 1d10+15 damage, Push 1 and can Shift into that space Reaping Strike: +24 v AC: H: 1d10+15 damage. M: 3 damage Encounters: Vorpal Tornado: Cbu1: +24 v AC: H: 1d10+13 damage, Push 1, knock Prone Storm of Blows: +24 v AC: H: 1d10+19 damage. E: After the attack, shift 1 and repeat against another target. Then shift 1 and repeat against 3rd target. Then shift 1. Come and Get It: CBu3. E: Pull each target 2 to make them end adjacent to me then CBu1: +24 v AC: 1d10+13 Precision Cut: +24 v R: H: 3d10+13. Can be used as OA D: Thicket of Blades: Reliable: CBu1: +24 v AC: H: 3d10+13 and slow (save ends) Rain of Steel: Minor, Stance: Each enemy starting next to you takes 1d10+6 if you can take OAs Dragon’s Fangs: two attacks versus up to 2 creatures: +24 v AC: H: 3d10+15 each. M: ½ damage U: Boundless Endurance: Minor, Stance. Regen 4 when bloodied Unbreakable: IR: Reduce damage of hit by 7 Into the Fray: Minor. Move 3 as you end next to enemy Iron Warrior: Minor: spend surge, gain bonus of +2d6+2 and attempt save against 1 effect. Fantastic Flourish: minor, R5, must hit enemy. Target is marked UENT Stuff: Circlet of Indomitability Level 8 Lvl 8 3,400 gp Item Slot: Head Property: Gain a +1 bonus to Will defense. Cloak of the Walking Wounded Lvl 19 +4 105,000 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Property: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both). Battle Strider Boots: 13k, +1 speed Magic Javelin +2. 1.8k gp. Critical +2d6 Girdle of the Umber Hulk Level 15+ Lvl 15 25,000 gp Item Slot: Waist Property: Gain a +2 bonus to Fortitude defense. Power (Daily): Minor Action. Gain a burrow speed equal to half your speed. You cannot dig through solid rock or shift while burrowing. Sustain minor Jagged Weapon Lvl 17 +4 65,000 gp Weapon: Axe, Heavy Blade, Light Blade Enhancement: Attack rolls and damage rolls Critical: Ongoing 10 damage Property: This weapon scores critical hits on a 19 or 20. Strikebacks Level 10 Item Slot: Hands 5,000 gp Property: Gain a +1 item bonus to opportunity attacks. Power (Encounter): Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy. Solitaire (Cinnabar) Level 6 Wondrous Item 1,800 gp Power (Encounter): Free Action. Use this power when you score a critical hit on your turn. Roll a saving throw against an effect that a save can end. Special: You cannot use more than one solitaire in an encounter. 3x =600 gp Tempest Whetstone Lvl 10 200 gp Whetstone Power (Consumable ✦ Lightning): Minor Action. Touch this whetstone to a melee or ranged weapon you hold. Until the end of the encounter, any successful attack with the weapon deals an extra 2 lightning damage to each enemy within 2 squares of the target; the target of the attack does not take this damage. Potion of Vitality. Consumeable - 25 HP and save. Bloodiron Armor Lvl 18 +4 85,000 gp Armor: Scale, Plate Enhancement: AC Property: When you hit a target, you gain a +2 item bonus to AC against attacks from that target until the end of your next turn. Iron Armbands of Power lvl 6 1800 gp. +2 damage with melee attacks. [sblock=Griffon mount] Griffon Level 7 Brute Initiative +6 Senses Perception +9 HP 98; Bloodied 49; see also blood frenzy AC 19; Fortitude 19, Reflex 15, Will 14; see also blood frenzy Immune fear (while bloodied only) Resist 10 all when mounted Speed 6, fl y 10, overland f ight 15 m Claws (standard; at-will) +10 vs. AC; 2d6 + 7 damage. Blood Frenzy (only while bloodied) The griffon can take an extra move action each turn. It also gains a +2 bonus to attack rolls and takes a –2 penalty to all defenses. Thunder Charge (standard; only while flying; at-will) When the griffon charges, it gains a +4 bonus to its attack roll instead of the normal +1 bonus. Alignment Unaligned Languages — Str 20 (+8) Dex 16 (+6) Wis 12 (+4) Con 18 (+7) Int 2 (–1) Cha 6 (+1) Barding, Light Impenetrable Barding Lvl 1 360 gp Item Slot: Mount (apply to barding) Property: While it is ridden, the mount gains resistance to all damage equal to its rider’s level, maximum 10. Saddle and riding stuff.[/sblock] Adventuring Gear, 200 ft of silk rope, Climber's kit, Longbow (50 arrows), 6 daggers, Fine Clothing, Thieves' Tools. Heavy Shield. 6 sunrods 2240 GP [/sblock] [/QUOTE]
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