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<blockquote data-quote="RavenBlackthorne" data-source="post: 5506931" data-attributes="member: 83060"><p><strong>Korvesh - Half-Elf Ardent</strong></p><p></p><p>[sblock=Full Character]</p><p>Korvesh, level 1</p><p>Half-Elf, Ardent</p><p>Ardent Mantle: Mantle of Elation</p><p> </p><p>FINAL ABILITY SCORES</p><p>Str 10, Con 17, Dex 14, Int 11, Wis 8, Cha 18.</p><p> </p><p>AC: 16 Fort: 14 Reflex: 12 Will: 15</p><p>HP: 29 Surges: 10 Surge Value: 7</p><p>PP: 2</p><p> </p><p>Mantle of Elation</p><p>You and each ally within 5 squares of you gain a bonus to damage rolls for opportunity attacks. The bonus equals your Constitution modifier.</p><p>In addition, each ally within 5 squares of you gains a +2 bonus to Diplomacy checks and Intimidate checks.</p><p> </p><p>TRAINED SKILLS</p><p>Bluff +9, Endurance +7, Diplomacy +11, Insight +8</p><p> </p><p>UNTRAINED SKILLS</p><p>Acrobatics +1, Arcana, Dungeoneering -1, Heal -1, History, Intimidate +4, Nature -1, Perception -1, Religion, Stealth +1, Streetwise +4, Thievery +1, Athletics -1</p><p> </p><p>[sblock=FEATS]</p><p>Level 1:</p><p>Wind of Sympathy</p><p>When you use your second wind, one ally within the radius of your Ardent Mantle can use their second wind as a free action[/sblock]</p><p> </p><p>[sblock=POWERS]</p><p>Ardent at-will 1: </p><p>Demoralizing Strike</p><p>Standard Action</p><p>Melee weapon</p><p>Target: One creature</p><p>Attack: Charisma vs. AC</p><p>Hit: 1[W] + Charisma modifier damage, and the target takes a -2 penalty to all defenses until the end of your next turn.</p><p>Aug 1</p><p>Hit: 1[W] + Charisma modifier damage, and the target takes a penalty to Will equal to 1 + your Constitution modifier until the end of your next turn.</p><p>Aug 2</p><p>Close: burst 1</p><p>Target: Each creature in the burst</p><p>Hit: 1[W] + Charisma modifier damage, and the target takes a penalty to all defenses equal to 1 + your Constitution modifier until the end of your next turn.</p><p> </p><p>Ardent at-will 1: </p><p>Energizing Strike</p><p>Standard Action</p><p>Melee weapon</p><p>Target: One creature</p><p>Attack: Charisma vs. AC</p><p>Hit: 1[W] + Charisma modifier damage, and one ally within 5 squares of you gains temporary hit points equal to one-half your level + your Charisma modifier.</p><p>Aug 1</p><p>Hit: 1[W] + Charisma modifier damage, and one dying ally within 5 squares of you regains hit points equal to your Charisma modifier.</p><p>Aug 2</p><p>Hit: 2[W] + Charisma modifier damage, and you or one ally within 5 squares of you can spend a healing surge.</p><p> </p><p>Dilettante: </p><p>Eyebite</p><p>Standard Action</p><p>Ranged 10</p><p>Target: One creature</p><p>Attack: Charisma vs. Will</p><p>Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.</p><p> </p><p>Ardent daily 1: </p><p>Recursive Emotions</p><p>Standard Action</p><p>Melee weapon</p><p>Target: One creature</p><p>Attack: Charisma vs. AC</p><p>Hit: 1[W] + Charisma modifier psychic damage.</p><p>Miss: Half damage.</p><p>Effect: The target takes ongoing 5 psychic damage (save ends). Whenever the target makes a saving throw against this effect, one enemy you can see takes psychic damage equal to your Wisdom or Constitution modifier, and one ally you can see regains the same number of hit points.[/sblock]</p><p> </p><p>ITEMS</p><p>Longspear, Chainmail, Sling, Sling Bullets (20)[/sblock]</p><p> </p><p>[sblock=Stat Block]</p><p>HP: 29/29</p><p>Surges: 10/10</p><p>PP: 2/2</p><p> </p><p>AC: 16</p><p>Fort: 14</p><p>Ref: 12</p><p>Will: 15</p><p> </p><p><span style="color: #00b050">Demoralizing Strike</span></p><p><span style="color: #00b050">Energizing Strike</span></p><p><span style="color: #c00000">Ardent Surge</span></p><p><span style="color: #c00000">Ardent Outrage</span></p><p><span style="color: #c00000">Eyebite</span></p><p><span style="color: gray">Recursive Emotions</span></p><p> </p><p>TRAINED SKILLS</p><p>Bluff +9, Endurance +7, Diplomacy +11, Insight +8</p><p> </p><p>UNTRAINED SKILLS</p><p>Acrobatics +1, Arcana, Dungeoneering -1, Heal -1, History, Intimidate +4, Nature -1, Perception -1, Religion, Stealth +1, Streetwise +4, Thievery +1, Athletics -1[/sblock]</p><p> </p><p>[sblock=Background]</p><p>He often wondered, when he was able, whether things could have ended up any differently. He should have been dead many times over and, when they reached their destination, he most likely would be.</p><p> </p><p>His “ability” had helped him escape the first time. His mother (he was sure it was her, wasn’t it? sister?) had told them about it so they would spare his life. He sometimes (often?) wished she hadn’t. Feeling when someone was lying – <em>guilt, fear, embarrassment</em> – was a very helpful thing for a bounty hunter’s pet to have. He was so young (5? 7? 9?) that, like a faithful hound, he adored – <em>pride, self-worth, contentment</em> - them for the scraps they gave him. And cowered – <em>fear, shame, anger</em> – from the punishments for failure. The Tyranny of the Lost had been his home.</p><p> </p><p>Maybe base was a better word. He had travelled, that much he remembered. Where he travelled was far hazier. Following his master (masters? mistress?) from place to place, sniffing out those they hunted.</p><p>Which, he was sure, how he ended up here. A failed mission (sabotage? incompetence? by design?) in the Tyranny of Storms had found him captured. He contained a lot of information and they wanted it by any means. He was loyal (why?) and didn’t not give up anything (did he?) despite what they put him through. That year (6 months? 9? 18?) had felt the longest of his otherwise miserable, short life.</p><p> </p><p>The torture had changed him, that much he knew. His body had been lost to him a long time ago (scars? reset bones? burn marks? regrown flesh? dizzy spells? loss of memory?). The only thing he had to hold on to were his emotions, and those of others that he felt. He had initially been overwhelmed by the volume but he had hung on – <em>persistence, identity, stubbornness,</em> anger – and something had snapped. No longer merely feeling emotion, he found control. First, he used them to help his eladrin friend. He had stuck up for him in the cells (fought? talked down? bullied?) and so he took away his pain – <em>fear, abandonment</em>. Then he had used them against his torturers. Feeding back pain and fear – <em>satisfying, validating, pure</em> – to those who inflicted it upon him. Soon they became uninterested – <em>confused, reluctant, frightened</em> – and he was left alone.</p><p> </p><p>Until now. The price had been paid and he was being sent back. Probably to find out what he had told them (nothing? everything? truth? lies?). Or just to return their faithful hound. Either way he was a dead man. He would not be dictated to again. His life would be his own. He was broken. He was changed. He…no…Korvesh (his name? his identity?) would be free. And Korvesh would have his revenge.[/sblock]</p></blockquote><p></p>
[QUOTE="RavenBlackthorne, post: 5506931, member: 83060"] [b]Korvesh - Half-Elf Ardent[/b] [sblock=Full Character] Korvesh, level 1 Half-Elf, Ardent Ardent Mantle: Mantle of Elation FINAL ABILITY SCORES Str 10, Con 17, Dex 14, Int 11, Wis 8, Cha 18. AC: 16 Fort: 14 Reflex: 12 Will: 15 HP: 29 Surges: 10 Surge Value: 7 PP: 2 Mantle of Elation You and each ally within 5 squares of you gain a bonus to damage rolls for opportunity attacks. The bonus equals your Constitution modifier. In addition, each ally within 5 squares of you gains a +2 bonus to Diplomacy checks and Intimidate checks. TRAINED SKILLS Bluff +9, Endurance +7, Diplomacy +11, Insight +8 UNTRAINED SKILLS Acrobatics +1, Arcana, Dungeoneering -1, Heal -1, History, Intimidate +4, Nature -1, Perception -1, Religion, Stealth +1, Streetwise +4, Thievery +1, Athletics -1 [sblock=FEATS] Level 1: Wind of Sympathy When you use your second wind, one ally within the radius of your Ardent Mantle can use their second wind as a free action[/sblock] [sblock=POWERS] Ardent at-will 1: Demoralizing Strike Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage, and the target takes a -2 penalty to all defenses until the end of your next turn. Aug 1 Hit: 1[W] + Charisma modifier damage, and the target takes a penalty to Will equal to 1 + your Constitution modifier until the end of your next turn. Aug 2 Close: burst 1 Target: Each creature in the burst Hit: 1[W] + Charisma modifier damage, and the target takes a penalty to all defenses equal to 1 + your Constitution modifier until the end of your next turn. Ardent at-will 1: Energizing Strike Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage, and one ally within 5 squares of you gains temporary hit points equal to one-half your level + your Charisma modifier. Aug 1 Hit: 1[W] + Charisma modifier damage, and one dying ally within 5 squares of you regains hit points equal to your Charisma modifier. Aug 2 Hit: 2[W] + Charisma modifier damage, and you or one ally within 5 squares of you can spend a healing surge. Dilettante: Eyebite Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn. Ardent daily 1: Recursive Emotions Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier psychic damage. Miss: Half damage. Effect: The target takes ongoing 5 psychic damage (save ends). Whenever the target makes a saving throw against this effect, one enemy you can see takes psychic damage equal to your Wisdom or Constitution modifier, and one ally you can see regains the same number of hit points.[/sblock] ITEMS Longspear, Chainmail, Sling, Sling Bullets (20)[/sblock] [sblock=Stat Block] HP: 29/29 Surges: 10/10 PP: 2/2 AC: 16 Fort: 14 Ref: 12 Will: 15 [COLOR=#00b050]Demoralizing Strike[/COLOR] [COLOR=#00b050]Energizing Strike[/COLOR] [COLOR=#c00000]Ardent Surge[/COLOR] [COLOR=#c00000]Ardent Outrage[/COLOR] [COLOR=#c00000]Eyebite[/COLOR] [COLOR=gray]Recursive Emotions[/COLOR] TRAINED SKILLS Bluff +9, Endurance +7, Diplomacy +11, Insight +8 UNTRAINED SKILLS Acrobatics +1, Arcana, Dungeoneering -1, Heal -1, History, Intimidate +4, Nature -1, Perception -1, Religion, Stealth +1, Streetwise +4, Thievery +1, Athletics -1[/sblock] [sblock=Background] He often wondered, when he was able, whether things could have ended up any differently. He should have been dead many times over and, when they reached their destination, he most likely would be. His “ability” had helped him escape the first time. His mother (he was sure it was her, wasn’t it? sister?) had told them about it so they would spare his life. He sometimes (often?) wished she hadn’t. Feeling when someone was lying – [I]guilt, fear, embarrassment[/I] – was a very helpful thing for a bounty hunter’s pet to have. He was so young (5? 7? 9?) that, like a faithful hound, he adored – [I]pride, self-worth, contentment[/I] - them for the scraps they gave him. And cowered – [I]fear, shame, anger[/I] – from the punishments for failure. The Tyranny of the Lost had been his home. Maybe base was a better word. He had travelled, that much he remembered. Where he travelled was far hazier. Following his master (masters? mistress?) from place to place, sniffing out those they hunted. Which, he was sure, how he ended up here. A failed mission (sabotage? incompetence? by design?) in the Tyranny of Storms had found him captured. He contained a lot of information and they wanted it by any means. He was loyal (why?) and didn’t not give up anything (did he?) despite what they put him through. That year (6 months? 9? 18?) had felt the longest of his otherwise miserable, short life. The torture had changed him, that much he knew. His body had been lost to him a long time ago (scars? reset bones? burn marks? regrown flesh? dizzy spells? loss of memory?). The only thing he had to hold on to were his emotions, and those of others that he felt. He had initially been overwhelmed by the volume but he had hung on – [I]persistence, identity, stubbornness,[/I] anger – and something had snapped. No longer merely feeling emotion, he found control. First, he used them to help his eladrin friend. He had stuck up for him in the cells (fought? talked down? bullied?) and so he took away his pain – [I]fear, abandonment[/I]. Then he had used them against his torturers. Feeding back pain and fear – [I]satisfying, validating, pure[/I] – to those who inflicted it upon him. Soon they became uninterested – [I]confused, reluctant, frightened[/I] – and he was left alone. Until now. The price had been paid and he was being sent back. Probably to find out what he had told them (nothing? everything? truth? lies?). Or just to return their faithful hound. Either way he was a dead man. He would not be dictated to again. His life would be his own. He was broken. He was changed. He…no…Korvesh (his name? his identity?) would be free. And Korvesh would have his revenge.[/sblock] [/QUOTE]
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