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<blockquote data-quote="gfunk" data-source="post: 2717840" data-attributes="member: 1813"><p><span style="font-size: 15px"><strong>Dwilt Raddick (Fighter 2/Paladin of Freedom 3/Marshal 3)</strong></span></p><p>----------------------------------------------------------------------</p><p></p><p><strong>Medium Humanoid (Human)</strong></p><p><strong>Hit Dice:</strong> 2d10 + 3d10 + 3d8 + 16 (62 hp)</p><p><strong>Initiative:</strong> +5</p><p><strong>Speed:</strong> Move 30' (6 squares)</p><p><strong>Armor Class:</strong> 20 (+1 Dex, +9 Armour), 11 touch, 19 flat-footed</p><p><strong>Base Attack/Grapple:</strong> +7/+10</p><p><strong>Attack:</strong> <em>+1 stunning surge spiked chain</em> +11 melee (2d4+5)</p><p><strong>Full Attack:</strong> <em>+1 stunning surge spiked chain</em> +11/+6 melee (2d4+5)</p><p><strong>Space/Reach:</strong> 5 feet/5 feet</p><p><strong>Special Attacks:</strong> Smite evil</p><p><strong>Special Qualities:</strong> Human traits, aura of good, <em>Detect evil</em> (sp), divine grace, lay on hands, aura of resolve, divine health, minor auras, major auras</p><p><strong>Saves:</strong> Fort +17, Ref +10, Will +10</p><p><strong>Abilities:</strong> Str 16, Dex 12, Con 14, Int 13, Wis 10, Cha 18</p><p><strong>Skills:</strong> Bluff +15, Diplomacy +18, Knowledge (religion) +8, Listen +11, Spot +11</p><p><strong>Feats:</strong> Jotunbrud, Exotic Weapon Proficiency (Spike Chain), Expertise, Improved Trip, Allied Defense, Improved Disarm, Skill Focus (Diplomacy)</p><p><strong>Environment:</strong> Urban</p><p><strong>Organization:</strong> Solitary or Murder (Joachim, Ika et al)</p><p><strong>Challenge Rating:</strong> 8</p><p><strong>Treasure:</strong> Goods</p><p><strong>Alignment:</strong> Chaotic Good</p><p></p><p><em>A self-assured, muscular young man bearing full plate with the herald of the god of war stands before you and simply oozes leadership. Just being in his presence makes you feel stronger, faster, and tougher.</em></p><p></p><p>Dwilt has lived in Waterdeep as long as he can remember, with his freakishly large size serving him well as a member of the Civilar. Though many troops under his command focused on ability to deal incredible amounts of damage, so they could join the highly esteemed Grey Hands, Dwilt focused on his leadership skills and non-lethal combat. </p><p></p><p><strong><span style="font-size: 12px">COMBAT</span></strong></p><p></p><p><strong>Smite Evil (Su):</strong> Once per day, Dwilt may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (+4) to his attack roll and deals 1 extra point of damage per paladin level. If Dwilt accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. </p><p></p><p><strong>Aura of Good (Ex):</strong> The power of Dwilt's aura of good (see the detect good spell) is three. </p><p></p><p><em><strong>Detect Evil (Sp):</strong></em> Dwilt can use <em>detect evil</em> at will.</p><p></p><p><strong>Divine Grace:</strong> Dwilt gains a bonus equal to his Charisma bonus (+4) on all saving throws.</p><p></p><p><strong>Lay on Hands (Su):</strong> Dwilt can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his paladin level (3) × his Charisma bonus (4). Dwilt may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action. </p><p></p><p><strong>Aura of Resolve (Su):</strong> Dwilt is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature. </p><p></p><p><strong>Divine Health (Ex):</strong> Dwilt has immunity to all diseases, including supernatural and magical diseases. </p><p></p><p><strong>Auras (Ex):</strong> Dwilt exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. Dwilt may project one minor aura and one major aura at a time.</p><p></p><p>Projecting an aura is a swift action. The aura remains in effect until Dwilt uses a free action to dismiss it or activates another aura of the same kind (major or minor). Dwilt can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before Dwilt takes his first turn.</p><p></p><p>Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. Dwilt sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.</p><p></p><p>Dwilt's aura affects all allies within 60 feet (including himself) who can hear him. An ally must have an Intelligence score of 3 or higher and be able to understand Dwilt's language to gain the bonus. His aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.</p><p></p><p>All bonuses granted by Dwilt's auras are circumstance bonuses that do not stack with each other.</p><p></p><p><strong><em>Minor aura:</em></strong> A minor aura lets allies add Dwilt's Charisma bouns (+4) to certain rolls</p><p>*<em>Art of War:</em> Bonus on disarm, trip, bull rush, and sunder attempts.</p><p>*<em>Motivate Dexterity:</em> Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.</p><p></p><p><strong><em>Major aura:</em></strong> A major aura lets allies add +1 to certain rolls</p><p>*<em>Resilient Troops:</em> Bonus on all saves.</p><p></p><p><strong><span style="font-size: 12px">EQUIPMENT</span></strong></p><p></p><p><em>+1 stunning surge spiked chain, +1 full plate, vest of resistance +1, gauntlets of ogre power, cloak of charisma +2, boots of striding and springing, 1 potion of fly, 1 potion of invisibility, 1 potion of enlarge person, 2 potions of cure serious wounds</em>.</p><p></p><p></p><p>-----------------------------------------------------------</p><p></p><p>Some extra notes:</p><p></p><p>* Dwilt's Motivate Dex and Resilient Troops auras are included in the stat block</p><p>* Trip attack bonus = +15 (+3 Str + 4 Art of War +4 Jotunbrud +4 Improved Trip)</p><p> -- This can go up even higher with polym orph or enlarge person</p><p>* Disarm attack bonus = +28 (+3 Str + 7 BAB + 4 Art of War + 4 Jotunbrud + 4 Improved Disarm + 4 two-handed weapon + 2 spiked chain)</p><p>* Allied Defense feat = can give Expertise dodge bonus to all allies within 5 feet</p><p>* Dwilt likes to fight humanoid, armed opponents ==> they generally end up on the floor and weaapon-less so that Verias, Grim, and Gruber can hack them to tiny little bits</p><p>* Everyone gets the benefit of +4 to initiative checks and +1 on all saves</p></blockquote><p></p>
[QUOTE="gfunk, post: 2717840, member: 1813"] [SIZE=4][B]Dwilt Raddick (Fighter 2/Paladin of Freedom 3/Marshal 3)[/B][/SIZE] ---------------------------------------------------------------------- [B]Medium Humanoid (Human)[/B] [B]Hit Dice:[/B] 2d10 + 3d10 + 3d8 + 16 (62 hp) [B]Initiative:[/B] +5 [B]Speed:[/B] Move 30' (6 squares) [B]Armor Class:[/B] 20 (+1 Dex, +9 Armour), 11 touch, 19 flat-footed [B]Base Attack/Grapple:[/B] +7/+10 [B]Attack:[/B] [I]+1 stunning surge spiked chain[/I] +11 melee (2d4+5) [B]Full Attack:[/B] [I]+1 stunning surge spiked chain[/I] +11/+6 melee (2d4+5) [B]Space/Reach:[/B] 5 feet/5 feet [B]Special Attacks:[/B] Smite evil [B]Special Qualities:[/B] Human traits, aura of good, [i]Detect evil[/i] (sp), divine grace, lay on hands, aura of resolve, divine health, minor auras, major auras [B]Saves:[/B] Fort +17, Ref +10, Will +10 [B]Abilities:[/B] Str 16, Dex 12, Con 14, Int 13, Wis 10, Cha 18 [B]Skills:[/B] Bluff +15, Diplomacy +18, Knowledge (religion) +8, Listen +11, Spot +11 [B]Feats:[/B] Jotunbrud, Exotic Weapon Proficiency (Spike Chain), Expertise, Improved Trip, Allied Defense, Improved Disarm, Skill Focus (Diplomacy) [B]Environment:[/B] Urban [B]Organization:[/B] Solitary or Murder (Joachim, Ika et al) [B]Challenge Rating:[/B] 8 [B]Treasure:[/B] Goods [B]Alignment:[/B] Chaotic Good [I]A self-assured, muscular young man bearing full plate with the herald of the god of war stands before you and simply oozes leadership. Just being in his presence makes you feel stronger, faster, and tougher.[/I] Dwilt has lived in Waterdeep as long as he can remember, with his freakishly large size serving him well as a member of the Civilar. Though many troops under his command focused on ability to deal incredible amounts of damage, so they could join the highly esteemed Grey Hands, Dwilt focused on his leadership skills and non-lethal combat. [B][SIZE=3]COMBAT[/SIZE][/B] [b]Smite Evil (Su):[/b] Once per day, Dwilt may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (+4) to his attack roll and deals 1 extra point of damage per paladin level. If Dwilt accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. [b]Aura of Good (Ex):[/b] The power of Dwilt's aura of good (see the detect good spell) is three. [I][B]Detect Evil (Sp):[/B][/I] Dwilt can use [I]detect evil[/I] at will. [B]Divine Grace:[/B] Dwilt gains a bonus equal to his Charisma bonus (+4) on all saving throws. [B]Lay on Hands (Su):[/b] Dwilt can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his paladin level (3) × his Charisma bonus (4). Dwilt may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action. [B]Aura of Resolve (Su):[/b] Dwilt is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature. [B]Divine Health (Ex):[/B] Dwilt has immunity to all diseases, including supernatural and magical diseases. [B]Auras (Ex):[/B] Dwilt exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. Dwilt may project one minor aura and one major aura at a time. Projecting an aura is a swift action. The aura remains in effect until Dwilt uses a free action to dismiss it or activates another aura of the same kind (major or minor). Dwilt can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before Dwilt takes his first turn. Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. Dwilt sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best. Dwilt's aura affects all allies within 60 feet (including himself) who can hear him. An ally must have an Intelligence score of 3 or higher and be able to understand Dwilt's language to gain the bonus. His aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies. All bonuses granted by Dwilt's auras are circumstance bonuses that do not stack with each other. [b][i]Minor aura:[/i][/b][i][/i] A minor aura lets allies add Dwilt's Charisma bouns (+4) to certain rolls *[i]Art of War:[/i] Bonus on disarm, trip, bull rush, and sunder attempts. *[i]Motivate Dexterity:[/i] Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks. [b][i]Major aura:[/i][/b][i][/i] A major aura lets allies add +1 to certain rolls *[i]Resilient Troops:[/i] Bonus on all saves. [B][SIZE=3]EQUIPMENT[/SIZE][/B] [I]+1 stunning surge spiked chain, +1 full plate, vest of resistance +1, gauntlets of ogre power, cloak of charisma +2, boots of striding and springing, 1 potion of fly, 1 potion of invisibility, 1 potion of enlarge person, 2 potions of cure serious wounds[/I]. ----------------------------------------------------------- Some extra notes: * Dwilt's Motivate Dex and Resilient Troops auras are included in the stat block * Trip attack bonus = +15 (+3 Str + 4 Art of War +4 Jotunbrud +4 Improved Trip) -- This can go up even higher with polym orph or enlarge person * Disarm attack bonus = +28 (+3 Str + 7 BAB + 4 Art of War + 4 Jotunbrud + 4 Improved Disarm + 4 two-handed weapon + 2 spiked chain) * Allied Defense feat = can give Expertise dodge bonus to all allies within 5 feet * Dwilt likes to fight humanoid, armed opponents ==> they generally end up on the floor and weaapon-less so that Verias, Grim, and Gruber can hack them to tiny little bits * Everyone gets the benefit of +4 to initiative checks and +1 on all saves [/QUOTE]
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