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DCC #8 Mysteries of the Drow (CLOSED)
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<blockquote data-quote="Dragonwriter" data-source="post: 4928303" data-attributes="member: 54988"><p>Okay, got my character done. And so may I present Gar Heavyclaws!</p><p></p><p>[sblock=Gar Heavyclaws]</p><p>Name: Gar Heavyclaws</p><p>Player: Dragonwriter</p><p></p><p>Race: Human</p><p>Class: Totemist 4/Warblade 2/Bloodclaw Master 3 </p><p>(Breakdown: Totemist 1/Warblade 1/Totemist +3/ Warblade +1/ Bloodclaw Master 3)</p><p>Total Level: 9</p><p>ECL: +0 mod/total 9</p><p>XPs: 36,000 current/45,000 next level</p><p></p><p>Patron God: None</p><p>Alignment: Neutral</p><p>=================================== </p><p>Str: 18 (6 points +2 levels +2 Gauntlets)</p><p>Dex: 14 (6 points)</p><p>Con: 18 (10 points +2 Amulet)</p><p>Int: 12 (4 points)</p><p>Wis: 10 (2 points)</p><p>Cha: 8 (0 points)</p><p>=================================== </p><p>HP: 128 (4d8+2d12+3d12+36)</p><p>AC: 21 (23) (+2 Dex, +9 Armor) (+2 Deflection against evil)</p><p>Init: +2</p><p>Speed: 30 feet (30 feet base, +10 boots, Armor penalty)</p><p>BAB: +7</p><p>Mel: +11</p><p>Rng: +9-2 (flaw)</p><p>Fort: +13 (+4+3+3+3)</p><p>Refl: +9 (+10) (+4+0+3+2(+1))</p><p>Will: +2 (+1+0+1+0)</p><p>=================================== </p><p>Special Abilities </p><p>Race: Bonus Feat, Bonus Skill points</p><p></p><p>Class: Totemist: Meldshaping, Wild Empathy +3 (with extra +4 versus Magical Beasts), illiteracy (negated by Warblade levels), Totem Chakra Bind (+1 essentia capacity), Totem’s Protection (+4 bonus on saves against Su abilities of Magical Beasts)</p><p></p><p>Warblade: Maneuvers, Battle Clarity (Int to Refl when not flat-footed), Weapon Aptitude, Uncanny Dodge</p><p></p><p>Bloodclaw Master: Maneuvers, Shifting 2/day, Claws of the Beast (full STR bonus when TWF with specific weapons), Superior TWF (no -2 when TWF with specific weapons), Tiger Claw Synergy (Stance), Pouncing Strike, low-light vision</p><p></p><p>Other: Low-Light Vision (2*Human, Bloodclaw Master 3), Flaw: Shaky (-2 to ranged attacks) for bonus feat</p><p></p><p>=================================== </p><p>Feats: Alertness (Bonus, HR) Expanded Soulmeld Capacity (Girallon Arms) (H), Improved Unarmed Strike (Flaw Bonus), Improved Grapple (1st), Multiattack (3rd), Bonus Essentia (6th), Martial Stance (Leaping Dragon Stance) (9th)</p><p></p><p>=================================== </p><p>Languages: Common, Sylvan</p><p></p><p>=================================== </p><p>Skills (28 for Totemist 1, 6+1 per Totemist levels after, 6+1 per Warblade level, 4+1 per Bloodclaw Master level. This is including the +2 points per level HR.)</p><p>Trained or Untrained: +X (=Rank + Stat Mod + Other)</p><p>Balance +3 (=4+2-3)</p><p>Jump +28 (=12+4+5+10-3) (Jump ranks are 2 cc at 1, +3 class at 2, +1 cc at 5, +3 class at 6, +1 class at 7,8 and 9)</p><p>Listen +14 (=12+0+2)</p><p>Spot +14 (=12+0+2)</p><p>Survival +7 (=7+0+0)</p><p>Swim +4 (=7+3-6)</p><p></p><p>Trained Only: +X (=Rank + Stat Mod + Other)</p><p>Handle Animal +6 (=7-1+0)</p><p>Knowledge (arcana) +8 (=7+1+0)</p><p>Tumble +6 (=7+2-3)</p><p>=================================== </p><p>Magic Items (location, weight): +1 Mithral Full Plate (Chest, 25 lbs), Gauntlets of Ogre Power (Hands, 4 lbs), Amulet of Health +2 (Neck, - lbs), Boots of Striding and Springing (Feet, 1 lb), Handy Haversack (Back, 5 lbs), Bottle of Air (belt pouch, 2 lbs), Wand of Cure Light Wounds (50 charges, belt pouch, - lbs.)</p><p></p><p>=================================== </p><p>Other Equipment:</p><p>Weapons: 4 claws +11 melee (up to +15 w/essentia) (1d4+4 (up to 8 w/essentia) damage each, piercing and slashing, natural); or unarmed strike +11 melee (1d3+4 bludgeoning damage, natural)</p><p></p><p>Armor, Clothes: +1 Mithral Full Plate (11,650 GP, +9 AC, +3 max DEX, -3 ACP, 25 lbs.), Traveler’s outfit</p><p></p><p>----------------------------------- </p><p>Container: Handy Haversack (main) (carrying 76 lbs, max 80)</p><p></p><p>Contents: bedroll, 2 bags of caltrops, crowbar, grappling hook, hammer, miner’s pick, 10 ft. pole, 12 days of trail rations, silk rope (50 ft.), shovel, 2 waterskins, everburning torch</p><p></p><p></p><p>Container: Haversack Pocket 1 (carrying 3 lbs, max 20)</p><p></p><p>Contents: 3 flasks of acid</p><p></p><p></p><p>Container: Haversack Pocket 2 (carrying 4 lbs, max 20)</p><p></p><p>Contents: coins</p><p></p><p></p><p>Container: Belt Pouch</p><p></p><p>Contents: flint and steel, 1 waterskin, Bottle of Air, Wand of CLW (50 charges)</p><p></p><p></p><p>----------------------------------- </p><p>Money </p><p>PP: 63 (1 bar)</p><p>GP: 44</p><p>SP: 22</p><p>CP: 0</p><p>Gems/Other: 0</p><p>----------------------------------- </p><p>Load </p><p>Light: 0-100 lbs.</p><p>Medium: 101-200 lbs.</p><p>Heavy: 201-300 lbs.</p><p>Current: ~46 lbs.</p><p>=================================== </p><p>Blade Magic </p><p>Initiator Level: 7 (2 Totemist, 2 Warblade, 3 Bloodclaw Master)</p><p>Active Stance: Leaping Dragon Stance</p><p>Readied Maneuvers: 4 (3+1) Death from Above, Soaring Raptor Strike, Rabid Wolf Strike, Wolf Fang Strike</p><p>Lvl 1 Maneuvers/Stances: Sudden Leap, Wolf Fang Strike, Leading the Attack, Blood in the Water (stance)</p><p>Lvl 2 Maneuvers/Stances: Rabid Wolf Strike, </p><p>Lvl 3 Maneuvers/Stances: Soaring Raptor Strike, Leaping Dragon Stance (stance)</p><p>Lvl 4 Maneuvers/Stances: Death from Above, </p><p>=================================== </p><p>Meldshaping</p><p>Meldshaper Level: 4</p><p>Essentia Pool: 5 (3 class +2 feat)</p><p>Essentia Capacity: 2 (Totem Chakra Bind +1, Girallon Arms +1)</p><p>Soulmelds Currently Bound: Girallon Arms (bound to Totem Chakra, arms), Rageclaws (hands), Lammasu Mantle (shoulders), Blink Shirt (heart)</p><p>Open Chakras and Number of Chakra Binds: Totem Chakra, 1 available bind</p><p>===================================</p><p>Description (include Age, gender, height, weight, physical description): </p><p>24 year old, Male, 6’5”, 160 lbs.</p><p>Gar looks like a hulking, savage brute of fair skin. His massive frame is intimidating even without the extra pair of arms growing out his sides. Normally, his dark brown hair simply hangs about his head, adding to his wild appearance. A light stubble is ever-present on his face. Speaking of his face, it is just as tough-looking as the rest of him… As long, thin scar runs from above his left eye down to the center of his left cheek and a nasty jagged claw mark runs just below his jaw on the right side. And his neck looks like it was bitten by a wolf at some point long ago. His brutish features are generally set in some kind of scowl, and when he snarls or grimaces (as he is wont to do), sharpened (though very clean) teeth are easily visible.</p><p></p><p>Nowadays, he often wears a suit of finely crafted silvery platemail, which also seems to accommodate his extra limbs. A well-worn pack is slung over his (upper) left shoulder, while heavy gauntlets and thick leather boots adorn his hands and feet. Normally, he would look impressive enough, though not particularly extraordinary. However, Gar happens to have two massive, blue-white glowing arms and vicious looking claws end their hands and his natural hands, which wear smaller, furred gloves of their own. He also sports what looks like a fur shirt over his armor, though it seems to shift and patches appear and disappear. On top of all this, a golden brown cloak of feathers and fur wraps itself around his shoulders and back.</p><p>===================================</p><p>History:</p><p>Gar was always big for his age, and he always disliked book-learning. He much preferred to be outside trying to topple something, or maybe catch a glimpse of some wild beast. Over time, he grew more adventurous and roamed further away from his family’s cabin. On one of his little (or not-so-little) treks, he saw a girallon fighting with a displacer beast. Watching the two creatures tear at each other awoke something in him… A desire to be like them, particularly the girallon, as it began to tear the displacer beast apart. After that, he was at home for only short periods. His parents tried to stop him, locking the doors and windows and such measures, but the young man was determined. As he studied the beasts, he also speculated on them and dreamed… </p><p></p><p>Eventually, his parents were sick of his appearing and disappearing, so he had to leave the area, being still unskilled in finding his own food in the forests. As he journeyed, he thought more on the beasts, and found he had begun to emulate them, discovering his talent with meldshaping. After that happy revelation (especially when he found he could form arms like the girallon he had watched years ago), he practiced more. Over time, he got better at it, but by then he had also made his way, unintentionally, to a rough-looking camp. The camp turned out to be a mobile school, teaching a particular, unusual fighting style, one which made the user more like a beast. Naturally, Gar took to this style with relish and displayed considerable talent in it. He paid his way through labor, as he was rather strong and hardy. When he felt he had learned enough, he left and went back to hunting and watching the supernatural beasts. He had to fend off many of them that tried to eat him, and as he did, he learned more of how they fought, and also what his own talents were good for. He took to the road again, becoming a hired fist/claw, always sharpening his talents…</p><p>[/sblock]</p><p></p><p>The only really tricky spot was the ranks in Jump... It is not a class skill for Totemist, but it is for Warblade and Bloodclaw Master. I tried to explain the level-by-level additions, but if anyone has any questions, I can try to go a little more in-depth on it. Everything else should be fine as far as class or cross-class goes (Jump was the only one I think I invested CC in)...</p><p></p><p>EDIT: And I have absolutely no idea what the group name should be... Not that Gar would care too much...</p></blockquote><p></p>
[QUOTE="Dragonwriter, post: 4928303, member: 54988"] Okay, got my character done. And so may I present Gar Heavyclaws! [sblock=Gar Heavyclaws] Name: Gar Heavyclaws Player: Dragonwriter Race: Human Class: Totemist 4/Warblade 2/Bloodclaw Master 3 (Breakdown: Totemist 1/Warblade 1/Totemist +3/ Warblade +1/ Bloodclaw Master 3) Total Level: 9 ECL: +0 mod/total 9 XPs: 36,000 current/45,000 next level Patron God: None Alignment: Neutral =================================== Str: 18 (6 points +2 levels +2 Gauntlets) Dex: 14 (6 points) Con: 18 (10 points +2 Amulet) Int: 12 (4 points) Wis: 10 (2 points) Cha: 8 (0 points) =================================== HP: 128 (4d8+2d12+3d12+36) AC: 21 (23) (+2 Dex, +9 Armor) (+2 Deflection against evil) Init: +2 Speed: 30 feet (30 feet base, +10 boots, Armor penalty) BAB: +7 Mel: +11 Rng: +9-2 (flaw) Fort: +13 (+4+3+3+3) Refl: +9 (+10) (+4+0+3+2(+1)) Will: +2 (+1+0+1+0) =================================== Special Abilities Race: Bonus Feat, Bonus Skill points Class: Totemist: Meldshaping, Wild Empathy +3 (with extra +4 versus Magical Beasts), illiteracy (negated by Warblade levels), Totem Chakra Bind (+1 essentia capacity), Totem’s Protection (+4 bonus on saves against Su abilities of Magical Beasts) Warblade: Maneuvers, Battle Clarity (Int to Refl when not flat-footed), Weapon Aptitude, Uncanny Dodge Bloodclaw Master: Maneuvers, Shifting 2/day, Claws of the Beast (full STR bonus when TWF with specific weapons), Superior TWF (no -2 when TWF with specific weapons), Tiger Claw Synergy (Stance), Pouncing Strike, low-light vision Other: Low-Light Vision (2*Human, Bloodclaw Master 3), Flaw: Shaky (-2 to ranged attacks) for bonus feat =================================== Feats: Alertness (Bonus, HR) Expanded Soulmeld Capacity (Girallon Arms) (H), Improved Unarmed Strike (Flaw Bonus), Improved Grapple (1st), Multiattack (3rd), Bonus Essentia (6th), Martial Stance (Leaping Dragon Stance) (9th) =================================== Languages: Common, Sylvan =================================== Skills (28 for Totemist 1, 6+1 per Totemist levels after, 6+1 per Warblade level, 4+1 per Bloodclaw Master level. This is including the +2 points per level HR.) Trained or Untrained: +X (=Rank + Stat Mod + Other) Balance +3 (=4+2-3) Jump +28 (=12+4+5+10-3) (Jump ranks are 2 cc at 1, +3 class at 2, +1 cc at 5, +3 class at 6, +1 class at 7,8 and 9) Listen +14 (=12+0+2) Spot +14 (=12+0+2) Survival +7 (=7+0+0) Swim +4 (=7+3-6) Trained Only: +X (=Rank + Stat Mod + Other) Handle Animal +6 (=7-1+0) Knowledge (arcana) +8 (=7+1+0) Tumble +6 (=7+2-3) =================================== Magic Items (location, weight): +1 Mithral Full Plate (Chest, 25 lbs), Gauntlets of Ogre Power (Hands, 4 lbs), Amulet of Health +2 (Neck, - lbs), Boots of Striding and Springing (Feet, 1 lb), Handy Haversack (Back, 5 lbs), Bottle of Air (belt pouch, 2 lbs), Wand of Cure Light Wounds (50 charges, belt pouch, - lbs.) =================================== Other Equipment: Weapons: 4 claws +11 melee (up to +15 w/essentia) (1d4+4 (up to 8 w/essentia) damage each, piercing and slashing, natural); or unarmed strike +11 melee (1d3+4 bludgeoning damage, natural) Armor, Clothes: +1 Mithral Full Plate (11,650 GP, +9 AC, +3 max DEX, -3 ACP, 25 lbs.), Traveler’s outfit ----------------------------------- Container: Handy Haversack (main) (carrying 76 lbs, max 80) Contents: bedroll, 2 bags of caltrops, crowbar, grappling hook, hammer, miner’s pick, 10 ft. pole, 12 days of trail rations, silk rope (50 ft.), shovel, 2 waterskins, everburning torch Container: Haversack Pocket 1 (carrying 3 lbs, max 20) Contents: 3 flasks of acid Container: Haversack Pocket 2 (carrying 4 lbs, max 20) Contents: coins Container: Belt Pouch Contents: flint and steel, 1 waterskin, Bottle of Air, Wand of CLW (50 charges) ----------------------------------- Money PP: 63 (1 bar) GP: 44 SP: 22 CP: 0 Gems/Other: 0 ----------------------------------- Load Light: 0-100 lbs. Medium: 101-200 lbs. Heavy: 201-300 lbs. Current: ~46 lbs. =================================== Blade Magic Initiator Level: 7 (2 Totemist, 2 Warblade, 3 Bloodclaw Master) Active Stance: Leaping Dragon Stance Readied Maneuvers: 4 (3+1) Death from Above, Soaring Raptor Strike, Rabid Wolf Strike, Wolf Fang Strike Lvl 1 Maneuvers/Stances: Sudden Leap, Wolf Fang Strike, Leading the Attack, Blood in the Water (stance) Lvl 2 Maneuvers/Stances: Rabid Wolf Strike, Lvl 3 Maneuvers/Stances: Soaring Raptor Strike, Leaping Dragon Stance (stance) Lvl 4 Maneuvers/Stances: Death from Above, =================================== Meldshaping Meldshaper Level: 4 Essentia Pool: 5 (3 class +2 feat) Essentia Capacity: 2 (Totem Chakra Bind +1, Girallon Arms +1) Soulmelds Currently Bound: Girallon Arms (bound to Totem Chakra, arms), Rageclaws (hands), Lammasu Mantle (shoulders), Blink Shirt (heart) Open Chakras and Number of Chakra Binds: Totem Chakra, 1 available bind =================================== Description (include Age, gender, height, weight, physical description): 24 year old, Male, 6’5”, 160 lbs. Gar looks like a hulking, savage brute of fair skin. His massive frame is intimidating even without the extra pair of arms growing out his sides. Normally, his dark brown hair simply hangs about his head, adding to his wild appearance. A light stubble is ever-present on his face. Speaking of his face, it is just as tough-looking as the rest of him… As long, thin scar runs from above his left eye down to the center of his left cheek and a nasty jagged claw mark runs just below his jaw on the right side. And his neck looks like it was bitten by a wolf at some point long ago. His brutish features are generally set in some kind of scowl, and when he snarls or grimaces (as he is wont to do), sharpened (though very clean) teeth are easily visible. Nowadays, he often wears a suit of finely crafted silvery platemail, which also seems to accommodate his extra limbs. A well-worn pack is slung over his (upper) left shoulder, while heavy gauntlets and thick leather boots adorn his hands and feet. Normally, he would look impressive enough, though not particularly extraordinary. However, Gar happens to have two massive, blue-white glowing arms and vicious looking claws end their hands and his natural hands, which wear smaller, furred gloves of their own. He also sports what looks like a fur shirt over his armor, though it seems to shift and patches appear and disappear. On top of all this, a golden brown cloak of feathers and fur wraps itself around his shoulders and back. =================================== History: Gar was always big for his age, and he always disliked book-learning. He much preferred to be outside trying to topple something, or maybe catch a glimpse of some wild beast. Over time, he grew more adventurous and roamed further away from his family’s cabin. On one of his little (or not-so-little) treks, he saw a girallon fighting with a displacer beast. Watching the two creatures tear at each other awoke something in him… A desire to be like them, particularly the girallon, as it began to tear the displacer beast apart. After that, he was at home for only short periods. His parents tried to stop him, locking the doors and windows and such measures, but the young man was determined. As he studied the beasts, he also speculated on them and dreamed… Eventually, his parents were sick of his appearing and disappearing, so he had to leave the area, being still unskilled in finding his own food in the forests. As he journeyed, he thought more on the beasts, and found he had begun to emulate them, discovering his talent with meldshaping. After that happy revelation (especially when he found he could form arms like the girallon he had watched years ago), he practiced more. Over time, he got better at it, but by then he had also made his way, unintentionally, to a rough-looking camp. The camp turned out to be a mobile school, teaching a particular, unusual fighting style, one which made the user more like a beast. Naturally, Gar took to this style with relish and displayed considerable talent in it. He paid his way through labor, as he was rather strong and hardy. When he felt he had learned enough, he left and went back to hunting and watching the supernatural beasts. He had to fend off many of them that tried to eat him, and as he did, he learned more of how they fought, and also what his own talents were good for. He took to the road again, becoming a hired fist/claw, always sharpening his talents… [/sblock] The only really tricky spot was the ranks in Jump... It is not a class skill for Totemist, but it is for Warblade and Bloodclaw Master. I tried to explain the level-by-level additions, but if anyone has any questions, I can try to go a little more in-depth on it. Everything else should be fine as far as class or cross-class goes (Jump was the only one I think I invested CC in)... EDIT: And I have absolutely no idea what the group name should be... Not that Gar would care too much... [/QUOTE]
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