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<blockquote data-quote="Blue" data-source="post: 8476483" data-attributes="member: 20564"><p>Hey, the Telepathic feat just completely firmed up what type of paladin I want to make. Okay, first let's see how the ability scores worked out:</p><p></p><p><span style="font-family: 'courier new'"><code class="bbCodeInline">STR 16 +4E = 20</code></span></p><p><span style="font-family: 'courier new'"><code class="bbCodeInline">DEX 8 -1E = 7</code></span></p><p><span style="font-family: 'courier new'"><code class="bbCodeInline">CON 13w +1A +2B +1C -1E = 16</code></span></p><p><span style="font-family: 'courier new'"><code class="bbCodeInline">INT 8 +1A -1E = 8</code></span></p><p><span style="font-family: 'courier new'"><code class="bbCodeInline">WIS 8 +1A -1E = 8</code></span></p><p><span style="font-family: 'courier new'"><code class="bbCodeInline">CHR 14 +1A +1B +2D -1E +1F = 18</code></span></p><p></p><p>Key</p><p>w Wild ability</p><p>A +1 to 4 ability scores</p><p>B +2, +1 for race</p><p>C +1 to one stat</p><p>D +2 CHR</p><p>E +4 to one stat, -1 to all other stats</p><p>F Telepathic - INT, WIS or CHR +1</p><p>G @ 4th level took the Polearm Master feat - no change to ability scores.</p><p></p><p>Okay, now how did they come together as a character?</p><p></p><p><span style="font-size: 22px">Judgement Demne of the Embereye</span></p><p>LN Leonin Paladin of Conquest</p><p></p><p>STR 20 DEX 7 CON 16 INT 8 WIS 8 CHR 18</p><p></p><p>HP: 40</p><p>AC: 17 (19 w/ shield)</p><p>Speed: 35'</p><p>Languages: Common, Leonin</p><p>Proficiencies: All weapons, all armor, shields</p><p>Skills: Perception, Intimidation, Athletics, Deception, Persuasion, Drum, Thieves' Tools</p><p></p><p>Background: Urban Bounty Hunter</p><p>Feats: Telepathic, Polearm Master</p><p></p><p>Ear to the Ground: You are in frequent contact with people in the segment of society that your chose n quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.</p><p></p><p>Darkvision</p><p>Claws: natural weapons, can make unarmed strikes for d4+STR slashing</p><p>Hunter's Instict: Proficiency in Perception</p><p>Daunting Roar: Bonus action, roar and my choice creatures in 10' must make WIS save or frightened of me until end of my next turn. (CON DC)</p><p></p><p>Divine Sense</p><p>Lay on Hands (20 HPs)</p><p>Fighting Style: Blind Fighting</p><p>Divine Smite</p><p>Divine Health</p><p></p><p>Channel Divinity (1/rest)</p><ul> <li data-xf-list-type="ul">Conquering Presence - my choice creatures in 30' make WIS save ir be frightened of me for 1 minute (CHR DC). Can repeat save at end of each turn.</li> <li data-xf-list-type="ul">Guided Strike - +10 to hit, after roll but before hit/miss announced.</li> <li data-xf-list-type="ul">Harness Divine Power - regain spell slot, max half proficiency (rounded up). Only usable 1/day.</li> </ul><p></p><p>Spells:</p><p>1st: 3 slots</p><p>Conquest: Armor of Agathys, Command</p><p>Currently Prepared: Bless, Cure Wounds, Shield of Faith</p><p></p><p>Gear: Splint, Glaive, 5 Javelins, 3 sets of Manacles, Thieves' Tools, Keoghtom's Ointment, Blue Sapphire Elemental Gem (Air Elemental), Bodhran (traveling drum), Spear, Shield (not included above), starting gear</p><p></p><p>Attacks:</p><p>Glaive (+7 to hit, d10+5 damage + divine smite, 10' reach, may make bonus action attack for d4+5+divine smite if take the Attack action, trigger OA when foe enters 10' reach)</p><p>Javelin (+7 to hit, d6+5 damage, 30/120 range)</p><p>Spear (+7 to hit, d6+5 damage + divine smite, may make bonus action attack for d4+5+divine smite if take the Attack action, trigger OA when foe enters 5' reach)</p><p>Claw (+7 to hit, d4+5 damage + divine smite (since explicitly is a weapon))</p><p></p><p>Backstory:</p><p>As long as she could remember, Demne could occasionally hear the thoughts of others in her head. Many were strong and true, like most of the other members of the Embereye clan, but of those they traded with, less were. Oh, most were not constantly vile, but they did have thoughts. Oh, the thoughts. For those of pure thoughts she learned to share her own with them and speak mind to mind.</p><p>When in an argument a group of these outsiders slayed one of her pride and left. She tracked them down. It took over a year to get the last one, deep in one of their cities. While she did that, she helped others finding the same justice, working as a bounty hunter to bring the guilty to her rough karma. She didn't do it for wealth but because it was right, charging just enough to cover her continued hunt. Her ability to hear the thoughts of those around made her very successful at that and her reputation grew, but the more she sampled the sample thoughts of the outsiders, the more she knew that they needed to be lead to the truth, and not let wander.</p><p>She made a pilgrimage back to Sun's Mirror, seeking divine guidance. And found it, she believes. She has taken the title Judgement, and feels she has been granted the authority and the requirement to lead all those with sins in their hearts to purity - or to purge them.</p><p></p><p>Tactics: She can attack twice with an action and a bonus action if she wishes, and can divine smite on both of them. However, another use of a bonus action is to let our a Daunting Roar to make others frightened of her, yet still within reach. She usually won't prepare Smite spells since those also compete with her bonus action. At this point her Channel Divinity of Guided Strike to turn misses into hits will be generally the more useful of the two. She normally has reach and can take an OA against someone entering it, but she also has claws as needed.</p><p></p><p>She has javelins in a quiver upon her back as a ranged weapon, and if expecting mobs of foes can swap to a spear (still PAM) and shield to increase her AC by 2 more.</p><p></p><p>Future: At 7th level she will get her Aura of Conquest, when anyone within 10' of her who is frightened has their speed reduced to 0, and takes damage if they start in the area. At that point both her Daunting Roar and her other Channel Divinity, Conquering Presence, really start to play well. At 8th she'll likely take +2 CHR, to help with both her save DCs and her 6th level aura bonus to saves.</p><p></p><p>A couple of RP notes: She relies on her bursts of being able to read thoughts, so she's not good at normally reading people and is not proficient in insight. Which can be fun to play. She's proficient with thieves' tools, but has a -2 DEX which offsets it. She's learned how to use them while hunting people down, will always try, almost always fail, get angry, and bash the lock in. Her Blind Fighting fighting style flavor between superior lion-like senses and divine guidance. Leonin in general are fierce, regal, and enjoy fighting, but don't tend to carry grudges. If you don't have vile thoughts, she is likely to knock you out as leave you as she goes after those that are - but wouldn't have qualms about killing you if need be. Leonin are also matriarchal, reinforcing that her job to to bring people in line. Lastly, not knowing the setting I didn't list a deity.</p><p></p><p>Detect Thoughts: Only lasts for a minute, but can be a different creature each turn during that minute. You hear surface thoughts without a save and without the targets knowing they are being probed. A shouted "where is the traitor XX!" does a great if very un-subtle job of focusing those surface thoughts on something specific. She can also drill further, which grants a save (but doesn't end the spell) and alerts the target. Once she hits 5th and gets 2nd level slots she can use those to cast Detect Thoughts as well.</p><p></p><p>Theros: Leonin are from Mythic Odysseys of Theros. Characters created in that setting also have a divine gift. If actually playing in that setting hers would be Heroic Destiny, which gives advantage on Death saves and once per long rest if reduced to 0 HP but not killed is reduced to 1 HP instead.</p></blockquote><p></p>
[QUOTE="Blue, post: 8476483, member: 20564"] Hey, the Telepathic feat just completely firmed up what type of paladin I want to make. Okay, first let's see how the ability scores worked out: [FONT=courier new][ICODE]STR 16 +4E = 20 DEX 8 -1E = 7 CON 13w +1A +2B +1C -1E = 16 INT 8 +1A -1E = 8 WIS 8 +1A -1E = 8 CHR 14 +1A +1B +2D -1E +1F = 18[/ICODE][/FONT] Key w Wild ability A +1 to 4 ability scores B +2, +1 for race C +1 to one stat D +2 CHR E +4 to one stat, -1 to all other stats F Telepathic - INT, WIS or CHR +1 G @ 4th level took the Polearm Master feat - no change to ability scores. Okay, now how did they come together as a character? [SIZE=6]Judgement Demne of the Embereye[/SIZE] LN Leonin Paladin of Conquest STR 20 DEX 7 CON 16 INT 8 WIS 8 CHR 18 HP: 40 AC: 17 (19 w/ shield) Speed: 35' Languages: Common, Leonin Proficiencies: All weapons, all armor, shields Skills: Perception, Intimidation, Athletics, Deception, Persuasion, Drum, Thieves' Tools Background: Urban Bounty Hunter Feats: Telepathic, Polearm Master Ear to the Ground: You are in frequent contact with people in the segment of society that your chose n quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. Darkvision Claws: natural weapons, can make unarmed strikes for d4+STR slashing Hunter's Instict: Proficiency in Perception Daunting Roar: Bonus action, roar and my choice creatures in 10' must make WIS save or frightened of me until end of my next turn. (CON DC) Divine Sense Lay on Hands (20 HPs) Fighting Style: Blind Fighting Divine Smite Divine Health Channel Divinity (1/rest) [LIST] [*]Conquering Presence - my choice creatures in 30' make WIS save ir be frightened of me for 1 minute (CHR DC). Can repeat save at end of each turn. [*]Guided Strike - +10 to hit, after roll but before hit/miss announced. [*]Harness Divine Power - regain spell slot, max half proficiency (rounded up). Only usable 1/day. [/LIST] Spells: 1st: 3 slots Conquest: Armor of Agathys, Command Currently Prepared: Bless, Cure Wounds, Shield of Faith Gear: Splint, Glaive, 5 Javelins, 3 sets of Manacles, Thieves' Tools, Keoghtom's Ointment, Blue Sapphire Elemental Gem (Air Elemental), Bodhran (traveling drum), Spear, Shield (not included above), starting gear Attacks: Glaive (+7 to hit, d10+5 damage + divine smite, 10' reach, may make bonus action attack for d4+5+divine smite if take the Attack action, trigger OA when foe enters 10' reach) Javelin (+7 to hit, d6+5 damage, 30/120 range) Spear (+7 to hit, d6+5 damage + divine smite, may make bonus action attack for d4+5+divine smite if take the Attack action, trigger OA when foe enters 5' reach) Claw (+7 to hit, d4+5 damage + divine smite (since explicitly is a weapon)) Backstory: As long as she could remember, Demne could occasionally hear the thoughts of others in her head. Many were strong and true, like most of the other members of the Embereye clan, but of those they traded with, less were. Oh, most were not constantly vile, but they did have thoughts. Oh, the thoughts. For those of pure thoughts she learned to share her own with them and speak mind to mind. When in an argument a group of these outsiders slayed one of her pride and left. She tracked them down. It took over a year to get the last one, deep in one of their cities. While she did that, she helped others finding the same justice, working as a bounty hunter to bring the guilty to her rough karma. She didn't do it for wealth but because it was right, charging just enough to cover her continued hunt. Her ability to hear the thoughts of those around made her very successful at that and her reputation grew, but the more she sampled the sample thoughts of the outsiders, the more she knew that they needed to be lead to the truth, and not let wander. She made a pilgrimage back to Sun's Mirror, seeking divine guidance. And found it, she believes. She has taken the title Judgement, and feels she has been granted the authority and the requirement to lead all those with sins in their hearts to purity - or to purge them. Tactics: She can attack twice with an action and a bonus action if she wishes, and can divine smite on both of them. However, another use of a bonus action is to let our a Daunting Roar to make others frightened of her, yet still within reach. She usually won't prepare Smite spells since those also compete with her bonus action. At this point her Channel Divinity of Guided Strike to turn misses into hits will be generally the more useful of the two. She normally has reach and can take an OA against someone entering it, but she also has claws as needed. She has javelins in a quiver upon her back as a ranged weapon, and if expecting mobs of foes can swap to a spear (still PAM) and shield to increase her AC by 2 more. Future: At 7th level she will get her Aura of Conquest, when anyone within 10' of her who is frightened has their speed reduced to 0, and takes damage if they start in the area. At that point both her Daunting Roar and her other Channel Divinity, Conquering Presence, really start to play well. At 8th she'll likely take +2 CHR, to help with both her save DCs and her 6th level aura bonus to saves. A couple of RP notes: She relies on her bursts of being able to read thoughts, so she's not good at normally reading people and is not proficient in insight. Which can be fun to play. She's proficient with thieves' tools, but has a -2 DEX which offsets it. She's learned how to use them while hunting people down, will always try, almost always fail, get angry, and bash the lock in. Her Blind Fighting fighting style flavor between superior lion-like senses and divine guidance. Leonin in general are fierce, regal, and enjoy fighting, but don't tend to carry grudges. If you don't have vile thoughts, she is likely to knock you out as leave you as she goes after those that are - but wouldn't have qualms about killing you if need be. Leonin are also matriarchal, reinforcing that her job to to bring people in line. Lastly, not knowing the setting I didn't list a deity. Detect Thoughts: Only lasts for a minute, but can be a different creature each turn during that minute. You hear surface thoughts without a save and without the targets knowing they are being probed. A shouted "where is the traitor XX!" does a great if very un-subtle job of focusing those surface thoughts on something specific. She can also drill further, which grants a save (but doesn't end the spell) and alerts the target. Once she hits 5th and gets 2nd level slots she can use those to cast Detect Thoughts as well. Theros: Leonin are from Mythic Odysseys of Theros. Characters created in that setting also have a divine gift. If actually playing in that setting hers would be Heroic Destiny, which gives advantage on Death saves and once per long rest if reduced to 0 HP but not killed is reduced to 1 HP instead. [/QUOTE]
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