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[KK] Game 2: When Compost Attacks!
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<blockquote data-quote="Redclaw" data-source="post: 4438534" data-attributes="member: 53791"><p>[sblock=Erdric]Name: Erdric</p><p>Elf Ranger 13 (Battlefield Archer)</p><p>Alignment: Good</p><p></p><p>Humanoid, tall, lbs, yrs old</p><p> hair, eyes, skin</p><p></p><p>Languages: Common, Elven</p><p>Vision: Low-Light</p><p></p><p>Ability Scores </p><p></p><p>Str: 16 (14+1 level)</p><p>Con: 13</p><p>Dex: 20 (16+2 racial+1 level)</p><p>Int: 12</p><p>Wis: 18 (13+2 racial+2 level)</p><p>Cha: 11</p><p></p><p>Basic Combat Stats</p><p></p><p>Hit Points: 85</p><p>Bloodied: 42</p><p>Healing Surges: 7/day </p><p>Healing Value: 21</p><p></p><p>Initiative: +11</p><p>Speed: 8 squares (7 Base+1 item)</p><p>Action Points: 1</p><p></p><p>Defenses</p><p></p><p>AC: 26 (+5 dex+5 armor+6 level)</p><p>Fort: 22 (+3 str+6 level+1 class+2 item)</p><p>Ref: 24 (+5 dex+6 level+1 class+2 item)</p><p>Will: 22 (+4 wis+6 level+2 item)</p><p></p><p>Basic Attacks</p><p></p><p>Melee: +1 Scimitar Hit: +12 (3 str+1 enhancement+2 proficiecy+6 level) damage: 1d8+4 (3 str+1 enhancement)</p><p>Melee: Dagger Hit +12 (3 str+3 proficiency+6 level) damage: 1d4+3 (3 str)</p><p>Ranged: +3 Dragonslayer Longbow Hit: +16 (5 dex+3 enhancement+2 proficiency+6 level) Damage: 1d10+12 (5 dex+3 enhancement+2 WF+2 item) Range: 25/45</p><p>Ranged: Hit: Damage: Range </p><p></p><p>Weapon & Implement Attack Bonuses for use with Powers</p><p></p><p>Melee: +1 Scimitar Hit: +2 (+1 enhancement+2 proficiency)</p><p>Melee: Dagger Hit: +3 (+3 proficiency)</p><p>Ranged: +3 Dragonslayer Longbow Hit: +5 (+3 enhancement+2 proficiency)</p><p></p><p>Passive Skills</p><p></p><p>Perception 30</p><p>Insight 20</p><p></p><p>Skills</p><p></p><p>Acrobatics +20 (+5 dex+6 level+5 trained+2 Feat+2 item)</p><p>Arcana +7 (+1 int+6 level)</p><p>Athletics +11 (+3 str+6 level+2 item)</p><p>Bluff +6 (+0 cha+6 level)</p><p>Diplomacy +6 (+0 cha+6 level)</p><p>Dungeoneering +10 (+4 wis+6 level)</p><p>Endurance +12 (+1 con+6 level+5 trained)</p><p>Heal +10 (+4 wis+6 level)</p><p>History +7 (+1 int+6 level)</p><p>Insight +10 (+4 wis+6 level)</p><p>Intimidate +6 (+0 cha+6 level)</p><p>Nature +17 (+4 cha+2 racial+6 level+5 trained)</p><p>Perception +20 (+4 wis+2 racial+6 level+5 trained+3 item)</p><p>Religion +7 (+1 int+6 level)</p><p>Stealth +18 (+5 dex+6 level+5 trained+2 item) </p><p>Streetwise +6 (+0 cha, +6 level)</p><p>Thievery +11 (+5 dex+6 level)</p><p></p><p>Feats</p><p>Elven Precision (1)--+2 to reroll attack with Elven Accuracy</p><p>Defensive Mobility (Ranger bonus)--+2 AC vs. Opportunity Attacks</p><p>Far Shot(2)—Increase projectile weapon range by 5 squares</p><p>Escape Artist (4)—Escape grab as a minor action, +2 to acrobatics</p><p>Lethal Hunter (6)—Hunter’s Quarry dice increase to d8s</p><p>Weapon Focus (Bows) (8)--+2 damage with bow attacks</p><p>Evasion (retrained 10)—No damage from missed area or close attack that targets AC or Ref</p><p>Point Blank Shot (11)—Ignore Cover, Superior Cover or Concealment within 5 squares</p><p>Sly Hunter (12)--+3 damage with bow vs isolated targets (no creature within 3 squares)</p><p></p><p></p><p>Racial Traits and Powers</p><p>Elven Weapon Proficiency</p><p>Fey Origin</p><p>Group Awareness: non-elf allies within 5 squares of you gain a +1 racial bonus to perception</p><p>Wild Step: Ignore difficult terrain when you shift</p><p>Elven Accuracy</p><p></p><p>Class Features</p><p>Archer Fighting Style</p><p>Hunter’s Quarry--+2d8 damage</p><p>Prime Shot--+1 bonus to ranged attacks rolls if no allies are nearer to target</p><p>Archer’s Action—Spend Action Point to reroll ranged attack or damage roll</p><p>Battlefield Experience—You can designate 4 creatures as your Hunter’s Quarry, +1 to attacks against them</p><p></p><p>At Will Powers</p><p><span style="color: lime">Nimble Strike</span>--Martial, Weapon</p><p>Standard Action—Ranged Weapon</p><p>Special: Shift 1 square before or after you attack.</p><p>Target: One Creature---- +16 vs. AC</p><p>Hit: 1d10+10 </p><p></p><p><span style="color: Lime">Twin Strike</span>—Martial, Weapon</p><p>Standard Action—Melee or Ranged Weapon</p><p>Requirement: You must be wielding two melee weapons or a ranged weapon</p><p>Targets: One or Two Creatures---- +16 vs. AC, two attacks</p><p>Hit: 1d10+10 damage per attack</p><p></p><p>Encounter Powers</p><p><span style="color: red">Evasive Strike</span>—Martial, Weapon</p><p>Standard Action—Melee or Ranged Weapon</p><p>Special: You can shift 5 squares either before or after the attack.</p><p>Target: One Creature---- +16 vs. AC</p><p>Hit: 2d10+10 damage</p><p></p><p><span style="color: red">Knockdown Shot</span>—Martial, Weapon</p><p>Standard Action—Ranged Weapon</p><p>Target: One Creature of your size or smaller---- +16 vs. Ref</p><p>Hit: 2d10+10 damage, and the target is knocked prone</p><p></p><p>Hawk’s Talon—Martial, Weapon</p><p>Standard Action—Melee or Ranged Weapon</p><p>Target: One Creature---- +20 vs. AC, ignore any penalties from cover or concealment (but not superior cover or total concealment).</p><p>Hit: 2d10+10 damage</p><p></p><p><span style="color: Red">Combined Fire</span>—Martial, Weapon</p><p>Immediate Reaction—Ranged Weapon</p><p>Trigger: An ally makes a ranged attack or an area attack</p><p>Target: One creature attacked by your ally---- +16 vs. AC</p><p>Hit: 3d10+10 damage.</p><p></p><p>Daily Powers</p><p><span style="color: gray">Split the Tree</span>—Martial, Weapon</p><p>Standard Action—Ranged Weapon</p><p>Targets: Two creatures within 3 squares of each other---- +16 vs. AC (roll twice, take the higher result and apply it to both targets)</p><p>Hit: 2d10+10 damage</p><p></p><p><span style="color: gray">Excruciating Shot</span>—Martial, Weapon</p><p>Standard Action—Ranged Weapon</p><p>Target: One Creature---- +16 vs. AC</p><p>Hit: 3d10+10 damage, and the target is weakened (save ends).</p><p></p><p><span style="color: gray">Spray of Arrows</span>—Martial, Weapon</p><p>Standard Action--Close Blast 3</p><p>Requirement: You must be wielding a ranged weapon</p><p>Target: Each enemy in blast that you can see---- +16 vs. AC</p><p>Hit: 2d10+10 damage</p><p>Miss: Half damage</p><p></p><p>Utility Powers</p><p><span style="color: red">Elven Accuracy</span>—Racial</p><p>Free Action—Personal</p><p>Effect: Reroll an attack roll. Use the second roll, even if it is lower.</p><p></p><p><span style="color: red">Archer’s Glory</span>—Martial</p><p>Free Action—Personal</p><p>Trigger: One of your ranged attacks drops an enemy to 0 hit points or fewer.</p><p>Effect: You gain an action point that you must spend before the end of your next turn.</p><p></p><p><span style="color: red">Expeditious Stride</span>—Martial</p><p>Minor Action—Personal</p><p>Effect: Until the end of your next turn, your speed increases by 4, and when you shift, you can shift 1 additional square.</p><p></p><p><span style="color: Gray">Evade Ambush</span>—martial</p><p>No Acti0n—Ranged sight</p><p>Effect: At the start of a surprise round in which any allies are surprised, use this power to allow up to 4 allies to avoid being surprised.</p><p></p><p><span style="color: Red">Yield Ground</span>—Martial</p><p>Immediate Reaction—Personal</p><p>Trigger—An enemy damages you with a melee attack</p><p>Effect: You can shift 4 squares. Gain a +2 power bonus to all defenses until the end of your next turn.</p><p>Rituals</p><p></p><p>Equipment</p><p><span style="color: Orange">+3 Dragonslayer Longbow</span>: Resist 10 vs. dragon breath attacks. <span style="color: Gray">Daily: Your next attack against a dragon, if made before the end of this turn, gains a +5 power bonus to the attack roll and automatically ignores any resistance the dragon has (minor action)</span>. Crit: +3d8, +3d12 vs. dragons.</p><p></p><p><span style="color: orange">+3 Elven Battle Leather Armor</span>: +5 item bonus to saving throws against being slowed or immobilized. <span style="color: Red">Encounter: +2 power bonus to speed until the ned of your next turn (minor action)</span>.</p><p></p><p><span style="color: orange">Helm of the Eagle</span>: +3 item bonus to Perception checks. <span style="color: gray">Daily: Gain a +2 power bonus to your next ranged attack roll this turn (minor action)</span>.</p><p></p><p><span style="color: orange">+2 Elven Cloak</span>: +2 item bonus to Fort, Ref and Will defenses. Gain a +2 item bonus to stealth checks.</p><p></p><p><span style="color: Orange">Dynamic Belt (Heroic Tier): </span>+2 item bonus to Acrobatics and Athletics checks. <span style="color: gray">Daily: Reroll an Acrobatics check or Athletics check you just made. Keep the new result (free action)</span>.</p><p></p><p><span style="color: Orange">Gloves of Piercing</span>: <span style="color: Gray">Daily: Until the end of the encounter, your attacks ignore any resistance of 10 or lower.</span></p><p></p><p><span style="color: orange">Boots of Striding</span>: Gain a +1 item bonus to speed when wearing light or no armor.</p><p></p><p><span style="color: orange">Bracers of the Perfect Shot (Heroic Tier): </span>When you hit with a ranged basic attack, you gain a +2 item bonus to the damage roll.</p><p></p><p><span style="color: Orange">+1 Scimitar</span>: Crit: +1d6</p><p></p><p>Standard Adventurer's Kit</p><p></p><p>60 Arrows</p><p>Coins- 280gp, 0sp, 0cp</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Redclaw, post: 4438534, member: 53791"] [sblock=Erdric]Name: Erdric Elf Ranger 13 (Battlefield Archer) Alignment: Good Humanoid, tall, lbs, yrs old hair, eyes, skin Languages: Common, Elven Vision: Low-Light Ability Scores Str: 16 (14+1 level) Con: 13 Dex: 20 (16+2 racial+1 level) Int: 12 Wis: 18 (13+2 racial+2 level) Cha: 11 Basic Combat Stats Hit Points: 85 Bloodied: 42 Healing Surges: 7/day Healing Value: 21 Initiative: +11 Speed: 8 squares (7 Base+1 item) Action Points: 1 Defenses AC: 26 (+5 dex+5 armor+6 level) Fort: 22 (+3 str+6 level+1 class+2 item) Ref: 24 (+5 dex+6 level+1 class+2 item) Will: 22 (+4 wis+6 level+2 item) Basic Attacks Melee: +1 Scimitar Hit: +12 (3 str+1 enhancement+2 proficiecy+6 level) damage: 1d8+4 (3 str+1 enhancement) Melee: Dagger Hit +12 (3 str+3 proficiency+6 level) damage: 1d4+3 (3 str) Ranged: +3 Dragonslayer Longbow Hit: +16 (5 dex+3 enhancement+2 proficiency+6 level) Damage: 1d10+12 (5 dex+3 enhancement+2 WF+2 item) Range: 25/45 Ranged: Hit: Damage: Range Weapon & Implement Attack Bonuses for use with Powers Melee: +1 Scimitar Hit: +2 (+1 enhancement+2 proficiency) Melee: Dagger Hit: +3 (+3 proficiency) Ranged: +3 Dragonslayer Longbow Hit: +5 (+3 enhancement+2 proficiency) Passive Skills Perception 30 Insight 20 Skills Acrobatics +20 (+5 dex+6 level+5 trained+2 Feat+2 item) Arcana +7 (+1 int+6 level) Athletics +11 (+3 str+6 level+2 item) Bluff +6 (+0 cha+6 level) Diplomacy +6 (+0 cha+6 level) Dungeoneering +10 (+4 wis+6 level) Endurance +12 (+1 con+6 level+5 trained) Heal +10 (+4 wis+6 level) History +7 (+1 int+6 level) Insight +10 (+4 wis+6 level) Intimidate +6 (+0 cha+6 level) Nature +17 (+4 cha+2 racial+6 level+5 trained) Perception +20 (+4 wis+2 racial+6 level+5 trained+3 item) Religion +7 (+1 int+6 level) Stealth +18 (+5 dex+6 level+5 trained+2 item) Streetwise +6 (+0 cha, +6 level) Thievery +11 (+5 dex+6 level) Feats Elven Precision (1)--+2 to reroll attack with Elven Accuracy Defensive Mobility (Ranger bonus)--+2 AC vs. Opportunity Attacks Far Shot(2)—Increase projectile weapon range by 5 squares Escape Artist (4)—Escape grab as a minor action, +2 to acrobatics Lethal Hunter (6)—Hunter’s Quarry dice increase to d8s Weapon Focus (Bows) (8)--+2 damage with bow attacks Evasion (retrained 10)—No damage from missed area or close attack that targets AC or Ref Point Blank Shot (11)—Ignore Cover, Superior Cover or Concealment within 5 squares Sly Hunter (12)--+3 damage with bow vs isolated targets (no creature within 3 squares) Racial Traits and Powers Elven Weapon Proficiency Fey Origin Group Awareness: non-elf allies within 5 squares of you gain a +1 racial bonus to perception Wild Step: Ignore difficult terrain when you shift Elven Accuracy Class Features Archer Fighting Style Hunter’s Quarry--+2d8 damage Prime Shot--+1 bonus to ranged attacks rolls if no allies are nearer to target Archer’s Action—Spend Action Point to reroll ranged attack or damage roll Battlefield Experience—You can designate 4 creatures as your Hunter’s Quarry, +1 to attacks against them At Will Powers [COLOR="lime"]Nimble Strike[/COLOR]--Martial, Weapon Standard Action—Ranged Weapon Special: Shift 1 square before or after you attack. Target: One Creature---- +16 vs. AC Hit: 1d10+10 [COLOR="Lime"]Twin Strike[/COLOR]—Martial, Weapon Standard Action—Melee or Ranged Weapon Requirement: You must be wielding two melee weapons or a ranged weapon Targets: One or Two Creatures---- +16 vs. AC, two attacks Hit: 1d10+10 damage per attack Encounter Powers [COLOR="red"]Evasive Strike[/COLOR]—Martial, Weapon Standard Action—Melee or Ranged Weapon Special: You can shift 5 squares either before or after the attack. Target: One Creature---- +16 vs. AC Hit: 2d10+10 damage [COLOR="red"]Knockdown Shot[/COLOR]—Martial, Weapon Standard Action—Ranged Weapon Target: One Creature of your size or smaller---- +16 vs. Ref Hit: 2d10+10 damage, and the target is knocked prone Hawk’s Talon—Martial, Weapon Standard Action—Melee or Ranged Weapon Target: One Creature---- +20 vs. AC, ignore any penalties from cover or concealment (but not superior cover or total concealment). Hit: 2d10+10 damage [COLOR="Red"]Combined Fire[/COLOR]—Martial, Weapon Immediate Reaction—Ranged Weapon Trigger: An ally makes a ranged attack or an area attack Target: One creature attacked by your ally---- +16 vs. AC Hit: 3d10+10 damage. Daily Powers [COLOR="gray"]Split the Tree[/COLOR]—Martial, Weapon Standard Action—Ranged Weapon Targets: Two creatures within 3 squares of each other---- +16 vs. AC (roll twice, take the higher result and apply it to both targets) Hit: 2d10+10 damage [COLOR="gray"]Excruciating Shot[/COLOR]—Martial, Weapon Standard Action—Ranged Weapon Target: One Creature---- +16 vs. AC Hit: 3d10+10 damage, and the target is weakened (save ends). [COLOR="gray"]Spray of Arrows[/COLOR]—Martial, Weapon Standard Action--Close Blast 3 Requirement: You must be wielding a ranged weapon Target: Each enemy in blast that you can see---- +16 vs. AC Hit: 2d10+10 damage Miss: Half damage Utility Powers [COLOR="red"]Elven Accuracy[/COLOR]—Racial Free Action—Personal Effect: Reroll an attack roll. Use the second roll, even if it is lower. [COLOR="red"]Archer’s Glory[/COLOR]—Martial Free Action—Personal Trigger: One of your ranged attacks drops an enemy to 0 hit points or fewer. Effect: You gain an action point that you must spend before the end of your next turn. [COLOR="red"]Expeditious Stride[/COLOR]—Martial Minor Action—Personal Effect: Until the end of your next turn, your speed increases by 4, and when you shift, you can shift 1 additional square. [COLOR="Gray"]Evade Ambush[/COLOR]—martial No Acti0n—Ranged sight Effect: At the start of a surprise round in which any allies are surprised, use this power to allow up to 4 allies to avoid being surprised. [COLOR="Red"]Yield Ground[/COLOR]—Martial Immediate Reaction—Personal Trigger—An enemy damages you with a melee attack Effect: You can shift 4 squares. Gain a +2 power bonus to all defenses until the end of your next turn. Rituals Equipment [COLOR="Orange"]+3 Dragonslayer Longbow[/COLOR]: Resist 10 vs. dragon breath attacks. [COLOR="Gray"]Daily: Your next attack against a dragon, if made before the end of this turn, gains a +5 power bonus to the attack roll and automatically ignores any resistance the dragon has (minor action)[/COLOR]. Crit: +3d8, +3d12 vs. dragons. [COLOR="orange"]+3 Elven Battle Leather Armor[/COLOR]: +5 item bonus to saving throws against being slowed or immobilized. [COLOR="Red"]Encounter: +2 power bonus to speed until the ned of your next turn (minor action)[/COLOR]. [COLOR="orange"]Helm of the Eagle[/COLOR]: +3 item bonus to Perception checks. [COLOR="gray"]Daily: Gain a +2 power bonus to your next ranged attack roll this turn (minor action)[/COLOR]. [COLOR="orange"]+2 Elven Cloak[/COLOR]: +2 item bonus to Fort, Ref and Will defenses. Gain a +2 item bonus to stealth checks. [COLOR="Orange"]Dynamic Belt (Heroic Tier): [/COLOR]+2 item bonus to Acrobatics and Athletics checks. [COLOR="gray"]Daily: Reroll an Acrobatics check or Athletics check you just made. Keep the new result (free action)[/COLOR]. [COLOR="Orange"]Gloves of Piercing[/COLOR]: [COLOR="Gray"]Daily: Until the end of the encounter, your attacks ignore any resistance of 10 or lower.[/COLOR] [COLOR="orange"]Boots of Striding[/COLOR]: Gain a +1 item bonus to speed when wearing light or no armor. [COLOR="orange"]Bracers of the Perfect Shot (Heroic Tier): [/COLOR]When you hit with a ranged basic attack, you gain a +2 item bonus to the damage roll. [COLOR="Orange"]+1 Scimitar[/COLOR]: Crit: +1d6 Standard Adventurer's Kit 60 Arrows Coins- 280gp, 0sp, 0cp [/sblock] [/QUOTE]
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