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Final Fantasy VII - Resurrect the World. [Closed Recruiting for Now]
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<blockquote data-quote="Arkhandus" data-source="post: 4428183" data-attributes="member: 13966"><p>Oh, they're fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Anyway, Kai Sarutobi, here's a slightly revised version of my Dragoon. I'm still considering a few different ideas on his background and name, so haven't added them yet.</p><p></p><p>I shifted a point from Wisdom to Dexterity, and moved some skill points around to make him a better "Face" for the party if needed. I <em>did</em> worry before that he might be a bit too weak on offense, so I acquiesced on Power Attack and threw in one copy of Melee Weapon Mastery (a feat from PHB 2, requires Weapon Specialization, +8 BAB, and stuff, for +2 to attack and damage with piercing melee weapons in this character's case).</p><p></p><p>I dropped Improved Critical, Sudden Recovery, Improved Initiative, and Martial Stance. Made Leaping Dragon Stance his third normal Warblade stance instead of Dancing Blade Form. Took Endurance in place of Improved Initiative, as a prerequisite for Steadfast Determination at 12th-level (a feat from PHB 2 that changes his Will save modifier to Constitution instead of Wisdom, and allows natural 1 rolls on Fortitude to have a chance at success instead of auto-failure).</p><p></p><p>Swapped out his last level of Warblade for one level of Fighter, taking Armor Specialization (full plate) as the bonus feat (from PHB 2, required armor proficiency and +12 BAB, gives him DR 2/- in the chosen type of masterwork or magical armor as long as he retains his Dexterity bonus to AC). With that level change, I had to reverse the 12th-level maneuver swap of Mountain Hammer for Iron Bones, so he now has Mountain Hammer as a maneuver instead. The level change also reduced his saves a bit, except Fortitude, but the feat changes and a Cloak of Resistance +2 helped fix that. HP and skills were also adjusted a bit with the Fighter level.</p><p></p><p>Added items, mostly some stat/AC-boosters, a few potions, and a Stone Salve (in case anyone gets petrified; I had 4k gp left, so...). All from the DMG/SRD. Left the +4 longspear and +4 mithral full plate in for now as temporary placeholders, but didn't spend any of his starting gold on them.</p><p></p><p>Melee Weapon Mastery is on page 81 of the Player's Handbook II, Steadfast Determination is on page 83 of it, and Armor Specialization is on page 75 of it. If you don't approve these feats, I'll just swap them back out for something else in the core rules or Tome of Battle.</p><p>[sblock=Dragoon 2.0]Dragoon</p><p>Human, Male, Lawful Neutral</p><p>Green eyes, shoulder-length black hair, pale skin</p><p>Age 27, 6'-4", 215 lbs.</p><p>Languages: Common, Draconic</p><p></p><p>Level 11 Warblade, 1 Fighter</p><p>Total Character Level: 12</p><p>Experience Points (XP): 66,000</p><p></p><p>Strength 16/22 (+6), Dexterity 14/16 (+2), Constitution 16 (+3)</p><p>Intelligence 12 (+1), Wisdom 10 (+0), Charisma 14 (+2)</p><p></p><p>Total HP: 176, Current HP: 176, Nonlethal Damage: 0, DR: 2/- (armored)</p><p>AC: 32 (+3 Dex, +12 Armor, +2 Shield, +2 Natural, +3 Deflection)</p><p>Touch AC: 16, Flat-Footed AC: 29</p><p>Base Attack Bonus: +12/+7/+2</p><p>Melee Attack Bonus: +18/+13/+8 (+25/+20/+15 longspear)</p><p>Ranged Attack Bonus: +15/+10/+5</p><p>Initiative: +3 (+3 Dex), Speed: 20 Feet (armored)</p><p>Fortitude +14 (+9 Base, +3 Con, +2 Resistance)</p><p>Reflex +9 (+3 Base, +3 Dex, +1 Int, +2 Resistance)</p><p>Will +10 (+3 Base, +3 Con*, +2 Feat, +2 Resistance)</p><p></p><p>Feats: Vital Recovery (15 hp) (General), Weapon Focus (longspear) (General), Power Attack (General), Iron Will (General), Weapon Specialization (longspear) (General), Melee Weapon Mastery (piercing) (General), Endurance (General), Steadfast Determination (General), Armor Specialization (full plate) (General)</p><p></p><p>Skills: Balance +7 (5 ranks, +3 Dex, +2 synergy, -3 armor), Bluff +10 (5 ranks cross-class, +2 Cha, +3 competence), Climb +5 (2 ranks, +6 Str, -3 armor), Diplomacy +20 (11 ranks, +2 Cha, +3 competence, +4 synergy), Intimidate +15 (8 ranks, +2 Cha, +3 competence, +2 synergy), Jump +20 (15 ranks, +6 Str, +2 synergy, -3 armor), Knowledge (history) +5 (4 ranks, +1 Int), Knowledge (local) +5 (4 ranks, +1 Int), Martial Lore +3 (2 ranks, +1 Int), Sense Motive +5 (5 ranks cross-class, +0 Wis), Swim +5 (5 ranks, +6 Str, -6 armor), Tumble +14 (12 ranks, +3 Dex, +2 synergy, -3 armor)</p><p></p><p>Human Racial Traits: Medium Humanoid (Human), bonus feat, extra skill points, favored class is highest-level class.</p><p>Class Features: Proficiencies (all simple and martial weapons, all armors, all shields), Battle Clarity (ex, Int bonus as an insight bonus to Reflex saves when not flat-footed), Weapon Aptitude (ex, qualifies for feats as though effective fighter level is warblade level -2, can change feats allocated to particular weapons to be for a different weapon with 1 hour of training in the morning), Uncanny Dodge (ex, retains Dex to AC even when caught flat-footed or attacked by an invisible foe), Battle Ardor (ex, Int bonus as an insight bonus to critical threat confirmation rolls), 3 Bonus Feats, Improved Uncanny Dodge (ex, cannot be flanked), Battle Cunning (ex, Int bonus as an insight bonus to damage against flanked or flat-footed targets), Battle Skill (ex, Int bonus as an insight bonus on opposed checks to resist bull rush, disarm, feint, overrun, sunder, or trip attempts).</p><p></p><p>Maneuvers Known: Sudden Leap (tiger claw 1, boost), Mountain Hammer (stone dragon 2, strike), Claw at the Moon (tiger claw 2, strike), Soaring Raptor Strike (tiger claw 3, strike), Lightning Recovery (iron heart 4, counter), Death from Above (tiger claw 4, strike), Elder Mountain Hammer (stone dragon 5, strike), Dancing Mongoose (tiger claw 5, boost), Iron Heart Endurance (iron heart 6, boost).</p><p>Stances Known: Punishing Stance (iron heart 1), Stonefoot Stance (stone dragon 1), Leaping Dragon Stance (tiger claw 3).</p><p>Maneuvers Readied: Sudden Leap, Soaring Raptor Strike, Death from Above, Elder Mountain Hammer, Dancing Mongoose.</p><p>Stance Active: Leaping Dragon Stance.</p><p></p><p>Longspear +4 (Two-Handed, 32,305 gp, 1d8+17 damage, 20 threat range, x3 critical multiplier, Piercing, 9 lbs.)</p><p>Mithral Full Plate Armor +4 (Medium, 26,500 gp, AC +12, max Dex to AC +3, armor check -3, arcane spell failure 25%, speed 20 feet, 25 lbs.)</p><p></p><p>Belt of Giant Strength (36,000 gp, +6 enhancement to Strength, 1 lb.)</p><p>Gloves of Dexterity (4,000 gp, +2 enhancement to Dexterity)</p><p>Ring of Force Shield (8,500 gp, +2 shield AC)</p><p>Ring of Protection (18,000 gp, +3 deflection AC)</p><p>Amulet of Natural Armor (8,000 gp, +2 enhancement to natural armor AC)</p><p>Cloak of Resistance (4,000 gp, +2 resistance on saving throws)</p><p>Circlet of Persuasion (4,500 gp, +3 competence on Charisma-based checks)</p><p></p><p>Traveler's Outfit (free starting outfit, 5 lbs., worn outfit doesn't count towards encumbrance)</p><p>Spare Traveler's Outfit (1 gp, 5 lbs.)</p><p>Backpack (2 gp, 2 lbs.)</p><p>4 Belt Pouches (4 gp, 2 lbs.)</p><p>Bedroll (1 sp, 5 lbs.)</p><p>Tent (10 gp, 20 lbs.)</p><p>Rope (2 gp, 100 feet, 20 lbs.)</p><p>Grappling Hook (1 gp, 4 lbs.)</p><p>Whetstone (2 cp, 1 lb.)</p><p>Soap (5 sp, 1 lb.)</p><p>Flint & Steel (1 gp, 0 lbs.)</p><p>2 Torches (2 cp, 2 lbs.)</p><p>7 Trail Rations (35 sp, 7 lbs.)</p><p>7 Waterskins (7 gp, 28 lbs.)</p><p></p><p>4 Potions of Cure Light Wounds (200 gp, heals 1d8+1 lethal and nonlethal damage)</p><p>Potion of Cure Serious Wounds (750 gp, heals 3d8+5 lethal and nonlethal damage)</p><p>Stone Salve (4,000 gp, petrifies or cures petrification)</p><p></p><p>17 Gold, 8 Silver, 6 Copper</p><p>Carrying 98 lbs.</p><p>Light load is 0-173 lbs.</p><p>Medium load is 174-346 lbs.</p><p>Heavy load is 347-250 lbs.</p><p>Can lift up to 520 lbs. over his head</p><p>Can lift up to 1,040 lbs. off the ground</p><p>Can push or pull up to 2,600 lbs.[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4428183, member: 13966"] Oh, they're fun. :D Anyway, Kai Sarutobi, here's a slightly revised version of my Dragoon. I'm still considering a few different ideas on his background and name, so haven't added them yet. I shifted a point from Wisdom to Dexterity, and moved some skill points around to make him a better "Face" for the party if needed. I [I]did[/I] worry before that he might be a bit too weak on offense, so I acquiesced on Power Attack and threw in one copy of Melee Weapon Mastery (a feat from PHB 2, requires Weapon Specialization, +8 BAB, and stuff, for +2 to attack and damage with piercing melee weapons in this character's case). I dropped Improved Critical, Sudden Recovery, Improved Initiative, and Martial Stance. Made Leaping Dragon Stance his third normal Warblade stance instead of Dancing Blade Form. Took Endurance in place of Improved Initiative, as a prerequisite for Steadfast Determination at 12th-level (a feat from PHB 2 that changes his Will save modifier to Constitution instead of Wisdom, and allows natural 1 rolls on Fortitude to have a chance at success instead of auto-failure). Swapped out his last level of Warblade for one level of Fighter, taking Armor Specialization (full plate) as the bonus feat (from PHB 2, required armor proficiency and +12 BAB, gives him DR 2/- in the chosen type of masterwork or magical armor as long as he retains his Dexterity bonus to AC). With that level change, I had to reverse the 12th-level maneuver swap of Mountain Hammer for Iron Bones, so he now has Mountain Hammer as a maneuver instead. The level change also reduced his saves a bit, except Fortitude, but the feat changes and a Cloak of Resistance +2 helped fix that. HP and skills were also adjusted a bit with the Fighter level. Added items, mostly some stat/AC-boosters, a few potions, and a Stone Salve (in case anyone gets petrified; I had 4k gp left, so...). All from the DMG/SRD. Left the +4 longspear and +4 mithral full plate in for now as temporary placeholders, but didn't spend any of his starting gold on them. Melee Weapon Mastery is on page 81 of the Player's Handbook II, Steadfast Determination is on page 83 of it, and Armor Specialization is on page 75 of it. If you don't approve these feats, I'll just swap them back out for something else in the core rules or Tome of Battle. [sblock=Dragoon 2.0]Dragoon Human, Male, Lawful Neutral Green eyes, shoulder-length black hair, pale skin Age 27, 6'-4", 215 lbs. Languages: Common, Draconic Level 11 Warblade, 1 Fighter Total Character Level: 12 Experience Points (XP): 66,000 Strength 16/22 (+6), Dexterity 14/16 (+2), Constitution 16 (+3) Intelligence 12 (+1), Wisdom 10 (+0), Charisma 14 (+2) Total HP: 176, Current HP: 176, Nonlethal Damage: 0, DR: 2/- (armored) AC: 32 (+3 Dex, +12 Armor, +2 Shield, +2 Natural, +3 Deflection) Touch AC: 16, Flat-Footed AC: 29 Base Attack Bonus: +12/+7/+2 Melee Attack Bonus: +18/+13/+8 (+25/+20/+15 longspear) Ranged Attack Bonus: +15/+10/+5 Initiative: +3 (+3 Dex), Speed: 20 Feet (armored) Fortitude +14 (+9 Base, +3 Con, +2 Resistance) Reflex +9 (+3 Base, +3 Dex, +1 Int, +2 Resistance) Will +10 (+3 Base, +3 Con*, +2 Feat, +2 Resistance) Feats: Vital Recovery (15 hp) (General), Weapon Focus (longspear) (General), Power Attack (General), Iron Will (General), Weapon Specialization (longspear) (General), Melee Weapon Mastery (piercing) (General), Endurance (General), Steadfast Determination (General), Armor Specialization (full plate) (General) Skills: Balance +7 (5 ranks, +3 Dex, +2 synergy, -3 armor), Bluff +10 (5 ranks cross-class, +2 Cha, +3 competence), Climb +5 (2 ranks, +6 Str, -3 armor), Diplomacy +20 (11 ranks, +2 Cha, +3 competence, +4 synergy), Intimidate +15 (8 ranks, +2 Cha, +3 competence, +2 synergy), Jump +20 (15 ranks, +6 Str, +2 synergy, -3 armor), Knowledge (history) +5 (4 ranks, +1 Int), Knowledge (local) +5 (4 ranks, +1 Int), Martial Lore +3 (2 ranks, +1 Int), Sense Motive +5 (5 ranks cross-class, +0 Wis), Swim +5 (5 ranks, +6 Str, -6 armor), Tumble +14 (12 ranks, +3 Dex, +2 synergy, -3 armor) Human Racial Traits: Medium Humanoid (Human), bonus feat, extra skill points, favored class is highest-level class. Class Features: Proficiencies (all simple and martial weapons, all armors, all shields), Battle Clarity (ex, Int bonus as an insight bonus to Reflex saves when not flat-footed), Weapon Aptitude (ex, qualifies for feats as though effective fighter level is warblade level -2, can change feats allocated to particular weapons to be for a different weapon with 1 hour of training in the morning), Uncanny Dodge (ex, retains Dex to AC even when caught flat-footed or attacked by an invisible foe), Battle Ardor (ex, Int bonus as an insight bonus to critical threat confirmation rolls), 3 Bonus Feats, Improved Uncanny Dodge (ex, cannot be flanked), Battle Cunning (ex, Int bonus as an insight bonus to damage against flanked or flat-footed targets), Battle Skill (ex, Int bonus as an insight bonus on opposed checks to resist bull rush, disarm, feint, overrun, sunder, or trip attempts). Maneuvers Known: Sudden Leap (tiger claw 1, boost), Mountain Hammer (stone dragon 2, strike), Claw at the Moon (tiger claw 2, strike), Soaring Raptor Strike (tiger claw 3, strike), Lightning Recovery (iron heart 4, counter), Death from Above (tiger claw 4, strike), Elder Mountain Hammer (stone dragon 5, strike), Dancing Mongoose (tiger claw 5, boost), Iron Heart Endurance (iron heart 6, boost). Stances Known: Punishing Stance (iron heart 1), Stonefoot Stance (stone dragon 1), Leaping Dragon Stance (tiger claw 3). Maneuvers Readied: Sudden Leap, Soaring Raptor Strike, Death from Above, Elder Mountain Hammer, Dancing Mongoose. Stance Active: Leaping Dragon Stance. Longspear +4 (Two-Handed, 32,305 gp, 1d8+17 damage, 20 threat range, x3 critical multiplier, Piercing, 9 lbs.) Mithral Full Plate Armor +4 (Medium, 26,500 gp, AC +12, max Dex to AC +3, armor check -3, arcane spell failure 25%, speed 20 feet, 25 lbs.) Belt of Giant Strength (36,000 gp, +6 enhancement to Strength, 1 lb.) Gloves of Dexterity (4,000 gp, +2 enhancement to Dexterity) Ring of Force Shield (8,500 gp, +2 shield AC) Ring of Protection (18,000 gp, +3 deflection AC) Amulet of Natural Armor (8,000 gp, +2 enhancement to natural armor AC) Cloak of Resistance (4,000 gp, +2 resistance on saving throws) Circlet of Persuasion (4,500 gp, +3 competence on Charisma-based checks) Traveler's Outfit (free starting outfit, 5 lbs., worn outfit doesn't count towards encumbrance) Spare Traveler's Outfit (1 gp, 5 lbs.) Backpack (2 gp, 2 lbs.) 4 Belt Pouches (4 gp, 2 lbs.) Bedroll (1 sp, 5 lbs.) Tent (10 gp, 20 lbs.) Rope (2 gp, 100 feet, 20 lbs.) Grappling Hook (1 gp, 4 lbs.) Whetstone (2 cp, 1 lb.) Soap (5 sp, 1 lb.) Flint & Steel (1 gp, 0 lbs.) 2 Torches (2 cp, 2 lbs.) 7 Trail Rations (35 sp, 7 lbs.) 7 Waterskins (7 gp, 28 lbs.) 4 Potions of Cure Light Wounds (200 gp, heals 1d8+1 lethal and nonlethal damage) Potion of Cure Serious Wounds (750 gp, heals 3d8+5 lethal and nonlethal damage) Stone Salve (4,000 gp, petrifies or cures petrification) 17 Gold, 8 Silver, 6 Copper Carrying 98 lbs. Light load is 0-173 lbs. Medium load is 174-346 lbs. Heavy load is 347-250 lbs. Can lift up to 520 lbs. over his head Can lift up to 1,040 lbs. off the ground Can push or pull up to 2,600 lbs.[/sblock] [/QUOTE]
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