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Characters and NPCs in my siblings game (EoM[R])
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<blockquote data-quote="John Q. Mayhem" data-source="post: 1938841" data-attributes="member: 13525"><p>I'm using Monte Cook's alignment system from the BoHM, DanMcS' weapons system, EoM[R] and Lyceian Arcana, and a few house rules (note Orrin's Perform skill). Ability increases every even level, feats every odd level. If you have 1/2 Str bonus for some reason (like off-hand wielding) the minimum decrease in damage is -1; likewise, two-handed wielding gives you a minimum of +1 damage. I use a class bonus to defense based on d20 Modern. gp are as valuable as pp usually are; sp are the "base" coinage, equivalent to normal D&D gp. Most expensive purchases are conducted in gp. I use AUs Ambidexterity/TWF rules.</p><p></p><p></p><p>Orrin Karlsson, Exalten 4 (my DMPC)</p><p>Hit Dice:4d6+8 (25)</p><p>Initiative: +4</p><p>Speed: 30 ft.</p><p>Armor Class: 18 (+4 Dex, +3 Magnificent Defense, +1 class)</p><p>Base Attack/Grapple: +3/+3</p><p>Attack: MW sword-rapier +8 melee (1d6, 19-20/x2); or MW dagger +8 thrown (1d4+1, x2)</p><p>Full Attack: MW sword-rapier +8 melee (1d8) and MW short sword +4 melee (1d6-1); or MW dagger +8 thrown (1d4)</p><p>Space/Reach: 5 ft/5 ft</p><p>Special Attacks: Spells (CL 3)</p><p>Special Qualities: Feat of Heroism, Inspire, Magnificent Defense, human qualities</p><p>Saves: Fort +4, Ref +7, Will +4</p><p>Abilities: Str 10, Dex 18, Con 14, Int 13, Wis 9, Cha 16</p><p>Skills: Perform (harp, singing, epics) 7+1, Bluff 7+3, Diplomacy 7+3, Sleight of Hand 7+4, Knowledge (nobility and royalty) 5+1, Perceive 7-1, Spellcraft 7+1, Sense Motive 7-1, Divination 2-1</p><p>Feats: Mighty Hurl, Two-Weapon Fighting, Quick Draw, Weapon Finesse</p><p>Environment: Any land</p><p>Organization: Any</p><p>Challenge Rating: 4</p><p>Treasure: MW sword-rapier, MW short sword, MW dagger, <em>harp +3</em>, <em>sack of extradimensionality</em>, <em>bracers of saving throws +1</em>, 100 gp, 300 sp</p><p>Alignment: Chaotic 4/Good 1</p><p>Advancement: By character class</p><p>Level Adjustment: +0</p><p>Power Rituals Known: Meditation of the Adaptive Mind, Reveal the Lost</p><p></p><p>Played by me, the DM.</p><p></p><p>Orrin Karlsson is an itinerant storyteller and singer. He learned magic at the feet of the Druids of Caledon Wood. Orrin now wanders, searching for new experiences and interesting tales.</p><p></p><p><strong>Feat of Heroism (Ex)</strong>: Once per day, the Exalten can add a bonus equal to her class level to a single skill check, ability check, or saving throw.</p><p><strong>Inspire</strong> (Ex): With a few encouraging words and a bit of glorious charisma, the Exalten can inspire another person. As a standard action, the Exalten can exalt any one person other than herself that can see and understand her. The inspired ally gains a +2 morale bonus to saving throws, attack rolls, and damage rolls for a number of rounds equal to the Exalten’s Charisma modifier (minimum 1). Alternately, the Exalten can inspire everyone within earshot who is friendly or helpful, granting them only the +2 morale bonus to saving throws. The Exalten can use this ability once per day per class level.</p><p><strong>Magnificent Defence</strong> (Su): An Exalten is highly confident in her own dramatic fighting style, and is bolstered by her own prowess. This confidence allows her to calmly face combat and defend herself with elegance and panache. After reaching 3rd level, while wearing no armor, the Exalten applies her Charisma modifier, if positive, to her armor class.</p><p></p><p>CL: 3</p><p>MP: 17</p><p></p><p>Spell Lists Known (11): Charm Humanoid, Charm Animal, Create Light, Create Sound, Illusion Crystal, Illusion Life, Illusion Ice, Illusion Light, Illusion Sound, Illusion Shadow, Infuse Force</p><p></p><p>Signature Spells (4):</p><p><em>invisibility</em> (Illusion Shadow 3/Gen 0, 1 minute)</p><p><em>Orrin’s singing blade</em> (Create Sound 1/Infuse Force 1/Gen 1, weapon is +1/+1, +1d6 sound damage for 10 minutes) </p><p><em>Orrin’s caress of stillness</em> (Charm Humanoid 3, target is dazed for 10 rounds, Will DC 14 negates)</p><p><em><strong>flee my wrath!</strong></em> (Charm Humanoid 2/Gen 1, humanoid within 30 ft. is frightened for 10 rounds, Will DC 14 negates each round)</p><p></p><p></p><p>Clenn T'Sara, barbarian of the Peregrine Tribe </p><p>Half-elf Fighter 2/Scout 1/Berserker PrC 1</p><p>Hit Dice: 2d10+1d8+1d12+12+4 (48)</p><p>Initiative: +0</p><p>Speed: 40 ft.</p><p>Armor Class: 16 (+2 armor, +1 natural, +3 class)</p><p>Base Attack/Grapple: </p><p>Attack: <em>Ishtak</em> +7* melee (2d6+9, 19-20/x2)</p><p>Full Attack: <em>Ishtak</em> +7* melee (2d6+9)</p><p>Space/Reach: 5 ft/5 ft</p><p>Special Attacks: Rage 1/day, skirmish +1d6</p><p>Special Qualities: Fast Movement, trapfinding, half-elf qualities (includes human extra skill points IMC)</p><p>Saves: Fort +6, Ref +4, Will +0</p><p>Abilities: Str 16, Dex 11, Con 16, Int 9, Wis 10, Cha 14</p><p>Skills: Bluff 6+2, Diplomacy 7+2+2+2, Intimidate 6+2, Knowledge (ceremonies) 2-1</p><p>Feats: Bonded Item (<em>Ishtak</em>), Power Attack, Iron Hide, Improved Toughness, Weapon Focus (greatsword)</p><p>Environment: Any land</p><p>Organization: Any</p><p>Challenge Rating: 4</p><p>Treasure: <em>Ishtak</em> (<em>+1 greatsword</em>)**; MW leather armor; <em>amulet of clear thoughts</em>, 90 sp</p><p>Alignment: Chaotic 2/Good 1</p><p>Advancement: By character class</p><p>Level Adjustment: +0</p><p>Power Rituals Known: Ritual of Item Bonding</p><p></p><p>*Power Attacking for -2/+4</p><p>**Ishtak is bonded to Clenn using the Ritual of Item Bonding. It has a +1 enhancement bonus for her only, has 20 HP and 12 hardness. A foe must make a DC 16 Will save to attempt to destroy it.</p><p></p><p>No real back-story as yet. Played by my 11 or 12 year old sister.</p><p></p><p>Bard the Bear-man</p><p>Human Mageknight 3/Anima 1</p><p>Hit Dice: 3d8+1d4+8+7 (34)</p><p>Initiative: +1</p><p>Speed: 25 ft. (30 base, beastscale armor)</p><p>Armor Class: 18 (+5 amor, +1 Dex, +2 class)</p><p>Base Attack/Grapple: +2/+5</p><p>Attack: <em>+1 claw</em> +7 (1d10+4)</p><p>Full Attack: <em>+1 claw</em> +7 (1d10+4), claw +6 (1d10+1)</p><p>Space/Reach:5 ft/5 ft.</p><p>Special Attacks: Spells (CL 2) </p><p>Special Qualities: Anima powers</p><p>Saves: Fort +4, Ref +2, Will +2</p><p>Abilities: Str 16, Dex 13, Con 14, Int 14, Wis 10, Cha 6</p><p>Skills: Perceive 6, Search 6+2, Survival 6, Knowledge (ceremonies) 2+2, Knowledge (nature) 4+2, Knowledge (arcane) 4+2, Concentration 6+2</p><p>Feats: Hands as Weapons, Ambidexterity, Two-Weapon Fighting, Speed Burst (2/day), Armored Casting, Weapon Focus (claw), Craft Charged Item, Quicken Spell</p><p>Environment: Any land</p><p>Organization: Any</p><p>Challenge Rating: 4</p><p>Treasure: <em>+1 claw</em>, <em>+1 beastscale armor</em>, 210 sp</p><p>Alignment: Chaotic 2/Good 2</p><p>Advancement: By character class</p><p>Level Adjustment: +0</p><p>Power Rituals Known: Meditation of the Adaptive Mind, Ritual of the Shared Repast, Rumors of the Wind and Rain</p><p></p><p>Played by my 13 year old brother. IRL he's 6'2'' and weighs 280 lb. At 13!!! It's utterly ridiculous. Probably all the coffee we drink.</p><p></p><p>Bard is the son of a shaman of the Fur-Like-Dusk tribe. He was born with physical symbols of his strong connexion to the great Bear: his mighty claws. Bard was sent from his tribe after undergoing training as a warrior-shaman, to seek his way in the world and find the destiny Fur-Like-Dusk had given him.</p><p></p><p>Anima powers: Infuse Earth 1/Gen 0 (+2 Str); Infuse Nature 1/Gen 0 (+7 HP); Transform Animal 2/Gen 0 (claws dealing damage as a one-handed weapon)</p><p></p><p>CL 2</p><p></p><p>Spell Lists Known (9): Evoke Lightning, Infuse Earth, Transform Animal, Heal Life, Infuse Nature, Abjure Evil, Move Fire, Infuse Force, Create Lightning</p><p></p><p>Signature Spells (4): </p><p><em>Smite with lightning</em> (Evoke Lightning 0/Gen 1, +1d6 lightning damage, free action)</p><p><em>healing dose</em> (Heal Life 1/Gen 0, heal 2d6)</p><p><em>serpents’ swiftness</em> (Move Fire 1, +20 ft. movement, 10 rounds) </p><p><em>Bard’s lightning blast</em> (Infuse Lightning 1/Gen 1, 2d6 lightning damage as a ranged touch attack within 30 ft.)</p></blockquote><p></p>
[QUOTE="John Q. Mayhem, post: 1938841, member: 13525"] I'm using Monte Cook's alignment system from the BoHM, DanMcS' weapons system, EoM[R] and Lyceian Arcana, and a few house rules (note Orrin's Perform skill). Ability increases every even level, feats every odd level. If you have 1/2 Str bonus for some reason (like off-hand wielding) the minimum decrease in damage is -1; likewise, two-handed wielding gives you a minimum of +1 damage. I use a class bonus to defense based on d20 Modern. gp are as valuable as pp usually are; sp are the "base" coinage, equivalent to normal D&D gp. Most expensive purchases are conducted in gp. I use AUs Ambidexterity/TWF rules. Orrin Karlsson, Exalten 4 (my DMPC) Hit Dice:4d6+8 (25) Initiative: +4 Speed: 30 ft. Armor Class: 18 (+4 Dex, +3 Magnificent Defense, +1 class) Base Attack/Grapple: +3/+3 Attack: MW sword-rapier +8 melee (1d6, 19-20/x2); or MW dagger +8 thrown (1d4+1, x2) Full Attack: MW sword-rapier +8 melee (1d8) and MW short sword +4 melee (1d6-1); or MW dagger +8 thrown (1d4) Space/Reach: 5 ft/5 ft Special Attacks: Spells (CL 3) Special Qualities: Feat of Heroism, Inspire, Magnificent Defense, human qualities Saves: Fort +4, Ref +7, Will +4 Abilities: Str 10, Dex 18, Con 14, Int 13, Wis 9, Cha 16 Skills: Perform (harp, singing, epics) 7+1, Bluff 7+3, Diplomacy 7+3, Sleight of Hand 7+4, Knowledge (nobility and royalty) 5+1, Perceive 7-1, Spellcraft 7+1, Sense Motive 7-1, Divination 2-1 Feats: Mighty Hurl, Two-Weapon Fighting, Quick Draw, Weapon Finesse Environment: Any land Organization: Any Challenge Rating: 4 Treasure: MW sword-rapier, MW short sword, MW dagger, [i]harp +3[/i], [i]sack of extradimensionality[/i], [i]bracers of saving throws +1[/i], 100 gp, 300 sp Alignment: Chaotic 4/Good 1 Advancement: By character class Level Adjustment: +0 Power Rituals Known: Meditation of the Adaptive Mind, Reveal the Lost Played by me, the DM. Orrin Karlsson is an itinerant storyteller and singer. He learned magic at the feet of the Druids of Caledon Wood. Orrin now wanders, searching for new experiences and interesting tales. [b]Feat of Heroism (Ex)[/b]: Once per day, the Exalten can add a bonus equal to her class level to a single skill check, ability check, or saving throw. [b]Inspire[/b] (Ex): With a few encouraging words and a bit of glorious charisma, the Exalten can inspire another person. As a standard action, the Exalten can exalt any one person other than herself that can see and understand her. The inspired ally gains a +2 morale bonus to saving throws, attack rolls, and damage rolls for a number of rounds equal to the Exalten’s Charisma modifier (minimum 1). Alternately, the Exalten can inspire everyone within earshot who is friendly or helpful, granting them only the +2 morale bonus to saving throws. The Exalten can use this ability once per day per class level. [b]Magnificent Defence[/b] (Su): An Exalten is highly confident in her own dramatic fighting style, and is bolstered by her own prowess. This confidence allows her to calmly face combat and defend herself with elegance and panache. After reaching 3rd level, while wearing no armor, the Exalten applies her Charisma modifier, if positive, to her armor class. CL: 3 MP: 17 Spell Lists Known (11): Charm Humanoid, Charm Animal, Create Light, Create Sound, Illusion Crystal, Illusion Life, Illusion Ice, Illusion Light, Illusion Sound, Illusion Shadow, Infuse Force Signature Spells (4): [i]invisibility[/i] (Illusion Shadow 3/Gen 0, 1 minute) [i]Orrin’s singing blade[/i] (Create Sound 1/Infuse Force 1/Gen 1, weapon is +1/+1, +1d6 sound damage for 10 minutes) [i]Orrin’s caress of stillness[/i] (Charm Humanoid 3, target is dazed for 10 rounds, Will DC 14 negates) [i][b]flee my wrath![/b][/i][b][/b] (Charm Humanoid 2/Gen 1, humanoid within 30 ft. is frightened for 10 rounds, Will DC 14 negates each round) Clenn T'Sara, barbarian of the Peregrine Tribe Half-elf Fighter 2/Scout 1/Berserker PrC 1 Hit Dice: 2d10+1d8+1d12+12+4 (48) Initiative: +0 Speed: 40 ft. Armor Class: 16 (+2 armor, +1 natural, +3 class) Base Attack/Grapple: Attack: [i]Ishtak[/i] +7* melee (2d6+9, 19-20/x2) Full Attack: [i]Ishtak[/i] +7* melee (2d6+9) Space/Reach: 5 ft/5 ft Special Attacks: Rage 1/day, skirmish +1d6 Special Qualities: Fast Movement, trapfinding, half-elf qualities (includes human extra skill points IMC) Saves: Fort +6, Ref +4, Will +0 Abilities: Str 16, Dex 11, Con 16, Int 9, Wis 10, Cha 14 Skills: Bluff 6+2, Diplomacy 7+2+2+2, Intimidate 6+2, Knowledge (ceremonies) 2-1 Feats: Bonded Item ([i]Ishtak[/i]), Power Attack, Iron Hide, Improved Toughness, Weapon Focus (greatsword) Environment: Any land Organization: Any Challenge Rating: 4 Treasure: [i]Ishtak[/i] ([i]+1 greatsword[/i])**; MW leather armor; [i]amulet of clear thoughts[/i], 90 sp Alignment: Chaotic 2/Good 1 Advancement: By character class Level Adjustment: +0 Power Rituals Known: Ritual of Item Bonding *Power Attacking for -2/+4 **Ishtak is bonded to Clenn using the Ritual of Item Bonding. It has a +1 enhancement bonus for her only, has 20 HP and 12 hardness. A foe must make a DC 16 Will save to attempt to destroy it. No real back-story as yet. Played by my 11 or 12 year old sister. Bard the Bear-man Human Mageknight 3/Anima 1 Hit Dice: 3d8+1d4+8+7 (34) Initiative: +1 Speed: 25 ft. (30 base, beastscale armor) Armor Class: 18 (+5 amor, +1 Dex, +2 class) Base Attack/Grapple: +2/+5 Attack: [i]+1 claw[/i] +7 (1d10+4) Full Attack: [i]+1 claw[/i] +7 (1d10+4), claw +6 (1d10+1) Space/Reach:5 ft/5 ft. Special Attacks: Spells (CL 2) Special Qualities: Anima powers Saves: Fort +4, Ref +2, Will +2 Abilities: Str 16, Dex 13, Con 14, Int 14, Wis 10, Cha 6 Skills: Perceive 6, Search 6+2, Survival 6, Knowledge (ceremonies) 2+2, Knowledge (nature) 4+2, Knowledge (arcane) 4+2, Concentration 6+2 Feats: Hands as Weapons, Ambidexterity, Two-Weapon Fighting, Speed Burst (2/day), Armored Casting, Weapon Focus (claw), Craft Charged Item, Quicken Spell Environment: Any land Organization: Any Challenge Rating: 4 Treasure: [i]+1 claw[/i], [i]+1 beastscale armor[/i], 210 sp Alignment: Chaotic 2/Good 2 Advancement: By character class Level Adjustment: +0 Power Rituals Known: Meditation of the Adaptive Mind, Ritual of the Shared Repast, Rumors of the Wind and Rain Played by my 13 year old brother. IRL he's 6'2'' and weighs 280 lb. At 13!!! It's utterly ridiculous. Probably all the coffee we drink. Bard is the son of a shaman of the Fur-Like-Dusk tribe. He was born with physical symbols of his strong connexion to the great Bear: his mighty claws. Bard was sent from his tribe after undergoing training as a warrior-shaman, to seek his way in the world and find the destiny Fur-Like-Dusk had given him. Anima powers: Infuse Earth 1/Gen 0 (+2 Str); Infuse Nature 1/Gen 0 (+7 HP); Transform Animal 2/Gen 0 (claws dealing damage as a one-handed weapon) CL 2 Spell Lists Known (9): Evoke Lightning, Infuse Earth, Transform Animal, Heal Life, Infuse Nature, Abjure Evil, Move Fire, Infuse Force, Create Lightning Signature Spells (4): [i]Smite with lightning[/i] (Evoke Lightning 0/Gen 1, +1d6 lightning damage, free action) [i]healing dose[/i] (Heal Life 1/Gen 0, heal 2d6) [i]serpents’ swiftness[/i] (Move Fire 1, +20 ft. movement, 10 rounds) [i]Bard’s lightning blast[/i] (Infuse Lightning 1/Gen 1, 2d6 lightning damage as a ranged touch attack within 30 ft.) [/QUOTE]
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