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DnD 3.5 One-Shot Adventure (closed, but always accepting alternets)
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<blockquote data-quote="Jdvn1" data-source="post: 2643508" data-attributes="member: 26424"><p>Could I have a feat from the Draconomicon, <em>Sense Weakness</em>?</p><p></p><p>I'd like to use some Dwarven Fighter Racial Substitution levels, but it's not a big deal. This is what I have so far.</p><p></p><p><a href="http://invisiblecastle.com/find.py?id=161625" target="_blank">4d6.takeHighest(3)=14, 4d6.takeHighest(3)=18, 4d6.takeHighest(3)=15, 4d6.takeHighest(3)=12, 4d6.takeHighest(3)=13, 4d6.takeHighest(3)=14</a></p><p></p><p>[CODE][B]Name:[/B] Mardin Nalik</p><p>[B]Class:[/B] Fighter 7</p><p>[B]Race:[/B] Dwarf</p><p>[B]Size:[/B] Medium</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] Lawful Good</p><p>[B]Deity:[/B] </p><p></p><p>[B]Str:[/B] 18 +4 [B]Level:[/B] 7 [B]XP:[/B] 0</p><p>[B]Dex:[/B] 12 +1 [B]BAB:[/B] +7/+2 [B]HP:[/B] 66 (7d10+21)</p><p>[B]Con:[/B] 17 +3 [B]Grapple:[/B] +11 [B]Dmg Red:[/B] -/-</p><p>[B]Int:[/B] 13 +1 [B]Speed:[/B] 20' [B]Spell Res:[/B] -</p><p>[B]Wis:[/B] 14 +2 [B]Init:[/B] +5 [B]Spell Save:[/B] -</p><p>[B]Cha:[/B] 12 +1 [B]ACP:[/B] -5 [B]Spell Fail:[/B] --%</p><p></p><p> [B]Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10 +10 +4 +1 +0 +- +- 25</p><p>[B]Touch:[/B] 14 [B]Flatfooted:[/B] 21</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 5 +3 +1 +9</p><p>[B]Ref:[/B] 2 +1 +1 +4</p><p>[B]Will:[/B] 2 +2 +1 +5</p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>Warhammer +14/+9 1d8+6 x3</p><p>Mtwk MC Longbow +1 +9/+4 1d8+1 x3</p><p>Dwarven Battleaxe +11 1d10+4 x3</p><p>XXXX +X XdXX+X XX-XXxX</p><p>XXXX +X XdXX+X XX-XXxX</p><p></p><p>[B]Languages:[/B] Common, Dwarven, Gnome</p><p></p><p>[B]Abilities:[/B] Dwarf Abilities (listed below)</p><p></p><p>[B]Feats:[/B] </p><p>1 Power Attack</p><p>1 Weapon Focus (Warhammer)</p><p>2 Endurance</p><p>2 Improved Initiative</p><p>3 Cleave</p><p>4 Weapon Specialization</p><p>4 Quick Draw</p><p>5 Improved Sunder</p><p>6 Combat Expertise</p><p>6 Power Critical</p><p></p><p>[B]Skill Points:[/B] 30 [B]Max Ranks:[/B] 4/2</p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>Appraise 10 +1 +2 +13</p><p>Craft (armorsmithing) 10 +1 +2 +13</p><p>Craft (weaponsmithing) 10 +1 +2 +13</p><p>Craft (bowmaking) 6 +1 +7</p><p>XXXX X +X +X</p><p></p><p>[B]Equipment: Cost Weight[/B]</p><p>+2 Cold Iron Warham 10624gp 5lb</p><p>+2 Heavy Darkwood Shd 4407gp 5lb</p><p>+2 Full plate 9800gp 50lb</p><p>Cloak of Resistance +1 1000gp 1lb</p><p>Mtwk MC Longbow +1 500gp 3lb</p><p>Dwarven Battleaxe 30gp 8lb</p><p>Backpack 2gp 2lb</p><p>-Bedroll 1sp 5lb</p><p>-Rations (2) 1gp 2lb</p><p>-Waterskin 1gp 4lb</p><p></p><p>[B]Total Weight:[/B]77lb [B]Money:[/B] 60gp 47sp 20cp</p><p>(spent: 18905.1)</p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] 100 200 300 300 1500</p><p></p><p>[B]Age:[/B] 50</p><p>[B]Height:[/B] 4'2"</p><p>[B]Weight:[/B] 150lb</p><p>[B]Eyes:[/B] Blue</p><p>[B]Hair:[/B] Brown</p><p>[B]Skin:[/B] Tanned[/CODE]</p><p>[sblock=Dwarf Traits] * +2 Constitution, -2 Charisma.</p><p> * Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.</p><p> * Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).</p><p> * Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.</p><p> * Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.</p><p> * Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.</p><p> * Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).</p><p> * +2 racial bonus on saving throws against poison.</p><p> * +2 racial bonus on saving throws against spells and spell-like effects.</p><p> * +1 racial bonus on attack rolls against orcs and goblinoids.</p><p> * +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.</p><p> * +2 racial bonus on Appraise checks that are related to stone or metal items.</p><p> * +2 racial bonus on Craft checks that are related to stone or metal.</p><p> * Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.</p><p> * Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing</p><p>[/sblock]</p><p></p><p>The weapons and armor I made myself, and it is Dwarvencraft. This is for the prereq for the PrC. It is comparable to masterwork, except the dwarvencraft component is twice as expensive. The effect is that the items have more hit points and hardness.</p><p></p><p><strong>Appearance:</strong> Mardin tries to be ready for anything, but obviously does not know what to bring in order to do that. He carries a warhammer at one hip and a dwarven waraxe at the other, with his shield covering his backpack on his back. It is obvious his equipment took much care to make--he made it for himself. So, he goes to lengths to make sure it looks clean and impressive. His equipment bear a small symbol, for those who are looking, of his family crest.</p><p></p><p><strong>Background:</strong> Mardin did not grow up in the way people think of dwarves to typically grow up. Having been through this town a few times, he has gotten many strange stares. Dwarves are not common in these parts. He was raised by a human crafting family, who taught the trade to him. Always staying in the background, attention was never drawn toward him, but he eventually decided that he should leave his family's forge and venture out. He still can't resist good craftmanship, though, and likes to continue his craft.</p></blockquote><p></p>
[QUOTE="Jdvn1, post: 2643508, member: 26424"] Could I have a feat from the Draconomicon, [i]Sense Weakness[/i]? I'd like to use some Dwarven Fighter Racial Substitution levels, but it's not a big deal. This is what I have so far. [url=http://invisiblecastle.com/find.py?id=161625]4d6.takeHighest(3)=14, 4d6.takeHighest(3)=18, 4d6.takeHighest(3)=15, 4d6.takeHighest(3)=12, 4d6.takeHighest(3)=13, 4d6.takeHighest(3)=14[/url] [CODE][B]Name:[/B] Mardin Nalik [B]Class:[/B] Fighter 7 [B]Race:[/B] Dwarf [B]Size:[/B] Medium [B]Gender:[/B] Male [B]Alignment:[/B] Lawful Good [B]Deity:[/B] [B]Str:[/B] 18 +4 [B]Level:[/B] 7 [B]XP:[/B] 0 [B]Dex:[/B] 12 +1 [B]BAB:[/B] +7/+2 [B]HP:[/B] 66 (7d10+21) [B]Con:[/B] 17 +3 [B]Grapple:[/B] +11 [B]Dmg Red:[/B] -/- [B]Int:[/B] 13 +1 [B]Speed:[/B] 20' [B]Spell Res:[/B] - [B]Wis:[/B] 14 +2 [B]Init:[/B] +5 [B]Spell Save:[/B] - [B]Cha:[/B] 12 +1 [B]ACP:[/B] -5 [B]Spell Fail:[/B] --% [B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 +10 +4 +1 +0 +- +- 25 [B]Touch:[/B] 14 [B]Flatfooted:[/B] 21 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 5 +3 +1 +9 [B]Ref:[/B] 2 +1 +1 +4 [B]Will:[/B] 2 +2 +1 +5 [B]Weapon Attack Damage Critical[/B] Warhammer +14/+9 1d8+6 x3 Mtwk MC Longbow +1 +9/+4 1d8+1 x3 Dwarven Battleaxe +11 1d10+4 x3 XXXX +X XdXX+X XX-XXxX XXXX +X XdXX+X XX-XXxX [B]Languages:[/B] Common, Dwarven, Gnome [B]Abilities:[/B] Dwarf Abilities (listed below) [B]Feats:[/B] 1 Power Attack 1 Weapon Focus (Warhammer) 2 Endurance 2 Improved Initiative 3 Cleave 4 Weapon Specialization 4 Quick Draw 5 Improved Sunder 6 Combat Expertise 6 Power Critical [B]Skill Points:[/B] 30 [B]Max Ranks:[/B] 4/2 [B]Skills Ranks Mod Misc Total[/B] Appraise 10 +1 +2 +13 Craft (armorsmithing) 10 +1 +2 +13 Craft (weaponsmithing) 10 +1 +2 +13 Craft (bowmaking) 6 +1 +7 XXXX X +X +X [B]Equipment: Cost Weight[/B] +2 Cold Iron Warham 10624gp 5lb +2 Heavy Darkwood Shd 4407gp 5lb +2 Full plate 9800gp 50lb Cloak of Resistance +1 1000gp 1lb Mtwk MC Longbow +1 500gp 3lb Dwarven Battleaxe 30gp 8lb Backpack 2gp 2lb -Bedroll 1sp 5lb -Rations (2) 1gp 2lb -Waterskin 1gp 4lb [B]Total Weight:[/B]77lb [B]Money:[/B] 60gp 47sp 20cp (spent: 18905.1) [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] 100 200 300 300 1500 [B]Age:[/B] 50 [B]Height:[/B] 4'2" [B]Weight:[/B] 150lb [B]Eyes:[/B] Blue [B]Hair:[/B] Brown [B]Skin:[/B] Tanned[/CODE] [sblock=Dwarf Traits] * +2 Constitution, -2 Charisma. * Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size. * Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). * Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. * Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. * Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. * Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). * +2 racial bonus on saving throws against poison. * +2 racial bonus on saving throws against spells and spell-like effects. * +1 racial bonus on attack rolls against orcs and goblinoids. * +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. * +2 racial bonus on Appraise checks that are related to stone or metal items. * +2 racial bonus on Craft checks that are related to stone or metal. * Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. * Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing [/sblock] The weapons and armor I made myself, and it is Dwarvencraft. This is for the prereq for the PrC. It is comparable to masterwork, except the dwarvencraft component is twice as expensive. The effect is that the items have more hit points and hardness. [b]Appearance:[/b] Mardin tries to be ready for anything, but obviously does not know what to bring in order to do that. He carries a warhammer at one hip and a dwarven waraxe at the other, with his shield covering his backpack on his back. It is obvious his equipment took much care to make--he made it for himself. So, he goes to lengths to make sure it looks clean and impressive. His equipment bear a small symbol, for those who are looking, of his family crest. [b]Background:[/b] Mardin did not grow up in the way people think of dwarves to typically grow up. Having been through this town a few times, he has gotten many strange stares. Dwarves are not common in these parts. He was raised by a human crafting family, who taught the trade to him. Always staying in the background, attention was never drawn toward him, but he eventually decided that he should leave his family's forge and venture out. He still can't resist good craftmanship, though, and likes to continue his craft. [/QUOTE]
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