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[KK] Game 2: When Compost Attacks!
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<blockquote data-quote="renau1g" data-source="post: 4450764" data-attributes="member: 54810"><p>[code][size=5][FONT=Courier New][B][COLOR="Silver"]Torment[/size][/COLOR]</p><p>[B]Tiefling Warlord 13[/B]</p><p>Paragon Path: Knight Commander</p><p>Alignment[/B]: Good</p><p>Religion: none</p><p>Languages: Common, Draconic</p><p>Vision: Low-Light</p><p></p><p>[B]Ability Scores:[/B]</p><p>Str 20 (17 (12pts) +3 lvl)</p><p>Con 14 (13 (3 pts)+1 lvl)</p><p>Dex 12 (11 (1 pts) +1 lvl)</p><p>Int 16 (13 (3pts) +1 lvl +2 rac)</p><p>Wis 9 (+1 lvl)</p><p>Cha 18 (13 +3 lvl + 2 rac.) </p><p></p><p>[B]Combat[/B]:</p><p>[B]Init: [/B] +11 (+1 Dex, +6 level +4 combat leader)</p><p>[B]Pass Percep[/B]: 15 [B]Pass Insight[/B]: 15</p><p></p><p>[B]HP[/B]: 96/96 [B]Surges/day[/B]: 11</p><p>[B]Bloodied[/B]: 48 [B]Surge Value[/B]: 24</p><p> </p><p>[B]AC[/B] 25 (+6 level +6 armor +3 Int)</p><p>[B]Fort[/B] 25 (+6 level +5 Str +1 class +3 amulet) </p><p>[B]Ref[/B] 22 (+6 level +3 Int +3 amulet)</p><p>[B]Will[/B] 26 (+6 level +4 Cha +1 class +3 amulet+2 feat)</p><p></p><p>Speed 8</p><p>Resistances: 5 Ranged, 11 Fire</p><p></p><p>Action points: 1</p><p></p><p>[B]Basic Attacks:[/B]</p><p>Melee: +17 (+6 lvl; +5 str; +1 feat; +2 enhan; +3 prof.); 2d4+8 fire</p><p>Ranged: +12 (+6 lvl; +1 dexr; +1 feat; +2 enhan; +2 prof.); 1d8+2; 15/30 range</p><p></p><p>[B]Attack Powers:[/B]</p><p>[COLOR=Lime]Viper's Strike [/COLOR]- Martial, Weapon</p><p>Standard Action; Melee ; Target: One creature</p><p>Attack: +17 vs. AC</p><p>Hit: 2d4+8 damage</p><p>Effect: If target shifts before start of my next turn, provokes an OA from an ally </p><p></p><p>[/FONT][FONT=Courier New][COLOR=Lime]Furious Smash[/COLOR]- Martial, Weapon</p><p>Standard Action; Melee weapon; Target: One creature</p><p>Attack: +17 vs. Fort</p><p>Hit: 5 damage + one adjacent ally to self or target gains a +4 power bonus to hit and damage</p><p></p><p>[b]Encounter Powers:[/b]</p><p></p><p>[/FONT][FONT=Courier New]</p><p>[COLOR=Red]Guarding Strike[/COLOR]- Martial, Weapon</p><p>Standard Action; Melee weapon; Target: One creature</p><p>Attack: +17 vs. AC</p><p>Hit: 4d4+8 damage, and one adjacent ally to self or target gains a +5 power bonus to AC </p><p></p><p>[/FONT][FONT=Courier New][COLOR=Red]Infernal Wrath[/COLOR] - </p><p>Minor Action; Personal;</p><p>Effect: +1 to hit (+ 4 to damage) against enemy who hit me since last turn, push 1 square [/font]</p><p></p><p>[FONT=Courier New]</p><p>[COLOR=Red]Shake it Off[/COLOR]- Martial, Weapon</p><p>Minor Action; Melee weapon; Ranged 10</p><p>Effect: Target makes a saving throw with a +4 bonus</p><p></p><p>[FONT=Courier New]</p><p>[COLOR=Red]Lion's Roar[/COLOR]- Martial, Weapon</p><p>Standard Action; Melee weapon; Target: One creature</p><p>Attack: +17 vs. AC</p><p>Hit: 4d4+8 damage, self or one ally can use a healing surge (ally gains +4 hp)</p><p>[/FONT] </p><p></p><p>[FONT=Courier New]</p><p>[COLOR=Red]Beat Them Into the Ground[/COLOR]- Martial, Weapon</p><p>Standard Action; Melee weapon; Target: One creature</p><p>Attack: +17 vs. Fort</p><p>Hit: 4d4+8 damage, all allies in 5 squares can make a basic attack against target of choice as a free action, target takes no damage but is knocked prone</p><p>[/FONT] </p><p></p><p>[FONT=Courier New]</p><p>[COLOR=Red]Slash and Press[/COLOR]- Martial, Weapon</p><p>Standard Action; Melee weapon; Target: One creature</p><p>Attack: +17 vs. AC</p><p>Hit: 6d4+8 damage</p><p>Effect: After the attack, push all adjacent enemies 1 square</p><p>[/FONT] </p><p></p><p>[FONT=Courier New]</p><p>[COLOR=Red]Break Their Nerve[/COLOR]- Martial</p><p>Minor Action; Melee 1; Target: One creature</p><p>Effect: Target is marked until end of next turn</p><p>[/FONT] </p><p></p><p>[b]Daily Powers:[/b]</p><p></p><p>[FONT=Courier New][COLOR=DimGray]Bastion of Defence[/COLOR] - Martial, Weapon</p><p>Standard Action; Melee weapon; Target: One creature</p><p>Attack: +17 vs. AC</p><p>Hit: 6d4+8 damage, & allies within 5 squares gain a +1 power bonus to defences. Also, Allies within 5 squares gain 9 temp. hp.</p><p></p><p>[/FONT][FONT=Courier New][COLOR=DimGray]Stand the Fallen [/COLOR] - Martial, Weapon, Healing</p><p>Standard Action; Melee Weapon; Target: One creature</p><p>Hit: 6d4+8 damage</p><p>Effect: Each ally in 10 squares can use a healing surge and gains +4 hp</p><p> [/FONT]</p><p></p><p>[FONT=Courier New][COLOR=DimGray]Stand Tough[/COLOR] - Martial, Healing</p><p>Minor Action; Close Burst 5; Target: You & each ally in burst</p><p>Effect: Targets regain 14 hp</p><p>[/font]</p><p></p><p>[FONT=Courier New][COLOR=DimGray]Tactical Shift[/COLOR] - Martial, </p><p>Immediate Interrupt; Ranged 10</p><p>Trigger: ally gets hit by either melee or ranged attack</p><p>Effect: The ally can shift 4 squares</p><p> [/FONT]</p><p></p><p>[FONT=Courier New][COLOR=DimGray]Knock Them Down[/COLOR] - Martial, Weapon</p><p>Standard Action; Melee weapon; Target: One creature</p><p>Attack: +17 vs. AC</p><p>Hit: 6d4+8 damage, & target is knocked prone. Every ally within 10 squares can move 3 squares and make a basic melee attack against one target of choice as a free action. These attacks deal no damage but knock the target prone.</p><p>Miss: Target is knocked prone & half damage</p><p>[/font]</p><p></p><p>[b]Magic Item Powers:[/B]</p><p>[COLOR=Orange]+3 Elven Battle Hide [/COLOR]</p><p> Property: +5 on saves against slow or immobilise</p><p> Power: Encounter: Minor: +2 power bonus to speed until end of next turn</p><p>[FONT=Courier New][COLOR=Orange]+3 amulet of false life[/COLOR]</p><p> Power: Daily: Minor: Use when bloodied, gain temp hp. = to healing surge [/FONT]</p><p>[FONT=Courier New][COLOR=Orange]+2 flaming spiked chain[/COLOR]</p><p> Critical: +2d6 damage[B]</p><p>Property: 1/day +1d6 fire damage & ongoing 5 fire damage (save ends)[/font]</p><p>[FONT=Courier New][COLOR=Orange]+2 Vicious Crossbow[/COLOR]</p><p> Critical: +2d12 damage[B][/font]</p><p>[FONT=Courier New][COLOR=Orange]Keoghtoms Ointment[/COLOR]</p><p>Property: 1/day self or adjacent ally automatically end poison or disease or regain healing surge[/font]</p><p></p><p>[b]Race and Class Features:[/B]</p><p>Bloodhunt (+1 attack bonus to hit bloodied enemies)</p><p>Fire Resistance (5 +1/2 lvl = 11)</p><p>Infernal Wrath - +1 to hit, +4 damage</p><p>Inspiring Presence - when ally spends an action point regain 10 hp</p><p>Inspiring Word - 2x encounter, close burst 10, target can spend a healing surge and gain 3d6 additional hp</p><p>Combat Leader - all allies w/in 10 squares get +2 power bonus to initiative</p><p>Honor and Glory - Adjacent allies gain a +2 bonus to hit </p><p>Knight Commander's Action - When I use an action point to take an extra action, all allies gain a +1 bonus to all defenses until start of my next turn</p><p></p><p>[B]Feats[/B]:</p><p>Durable</p><p>Toughness </p><p>Exotic Weapon Prof. (Spiked Chain)</p><p>Hellfire Blood (+1 feat bonus to attack and damage rolls when you use a power that has fire or fear keyword</p><p>Ferocious Rebuke (if hit with infernal wrath, push target 1 square)</p><p></p><p>Iron Will (+2 to Will)</p><p>Combat Commader (Increase combat leader bonus to +4)</p><p>Fleet Footed (+1 to speed)</p><p></p><p>[B]Skills[/B]:</p><p>Diplomacy: +15 (+6 level +4 Cha +5 trained)</p><p>Heal: +10 (+6 level -1 Wis +5 trained)</p><p>Athletics: +16 (+6 level +5 Str +5 trained)</p><p>Intimidate +15 (+6 level +4 Cha +5 trained)</p><p></p><p>[B]Equipment[/B]: </p><p>Item Weight Cost</p><p>+3 Amulet of False Life (14)</p><p>+3 Elven Battle Hide (13)</p><p>Keoghtoms Ointment (12)</p><p>+2 Flaming Spike Chain 5000gp</p><p>Boots of Striding 4200gp</p><p>Bag of Holding 1000gp</p><p>+2 Vicious Crossbow 2600gp</p><p>4 x Potions of Healing 200gp</p><p></p><p> Total Weight: 0 lbs.</p><p></p><p>Money: 10gp</p><p></p><p>Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,</p><p>10 days of trail rations, 50' of hemp rope, and a Waterskin.[/FONT][/code]</p></blockquote><p></p>
[QUOTE="renau1g, post: 4450764, member: 54810"] [code][size=5][FONT=Courier New][B][COLOR="Silver"]Torment[/size][/COLOR] [B]Tiefling Warlord 13[/B] Paragon Path: Knight Commander Alignment[/B]: Good Religion: none Languages: Common, Draconic Vision: Low-Light [B]Ability Scores:[/B] Str 20 (17 (12pts) +3 lvl) Con 14 (13 (3 pts)+1 lvl) Dex 12 (11 (1 pts) +1 lvl) Int 16 (13 (3pts) +1 lvl +2 rac) Wis 9 (+1 lvl) Cha 18 (13 +3 lvl + 2 rac.) [B]Combat[/B]: [B]Init: [/B] +11 (+1 Dex, +6 level +4 combat leader) [B]Pass Percep[/B]: 15 [B]Pass Insight[/B]: 15 [B]HP[/B]: 96/96 [B]Surges/day[/B]: 11 [B]Bloodied[/B]: 48 [B]Surge Value[/B]: 24 [B]AC[/B] 25 (+6 level +6 armor +3 Int) [B]Fort[/B] 25 (+6 level +5 Str +1 class +3 amulet) [B]Ref[/B] 22 (+6 level +3 Int +3 amulet) [B]Will[/B] 26 (+6 level +4 Cha +1 class +3 amulet+2 feat) Speed 8 Resistances: 5 Ranged, 11 Fire Action points: 1 [B]Basic Attacks:[/B] Melee: +17 (+6 lvl; +5 str; +1 feat; +2 enhan; +3 prof.); 2d4+8 fire Ranged: +12 (+6 lvl; +1 dexr; +1 feat; +2 enhan; +2 prof.); 1d8+2; 15/30 range [B]Attack Powers:[/B] [COLOR=Lime]Viper's Strike [/COLOR]- Martial, Weapon Standard Action; Melee ; Target: One creature Attack: +17 vs. AC Hit: 2d4+8 damage Effect: If target shifts before start of my next turn, provokes an OA from an ally [/FONT][FONT=Courier New][COLOR=Lime]Furious Smash[/COLOR]- Martial, Weapon Standard Action; Melee weapon; Target: One creature Attack: +17 vs. Fort Hit: 5 damage + one adjacent ally to self or target gains a +4 power bonus to hit and damage [b]Encounter Powers:[/b] [/FONT][FONT=Courier New] [COLOR=Red]Guarding Strike[/COLOR]- Martial, Weapon Standard Action; Melee weapon; Target: One creature Attack: +17 vs. AC Hit: 4d4+8 damage, and one adjacent ally to self or target gains a +5 power bonus to AC [/FONT][FONT=Courier New][COLOR=Red]Infernal Wrath[/COLOR] - Minor Action; Personal; Effect: +1 to hit (+ 4 to damage) against enemy who hit me since last turn, push 1 square [/font] [FONT=Courier New] [COLOR=Red]Shake it Off[/COLOR]- Martial, Weapon Minor Action; Melee weapon; Ranged 10 Effect: Target makes a saving throw with a +4 bonus [FONT=Courier New] [COLOR=Red]Lion's Roar[/COLOR]- Martial, Weapon Standard Action; Melee weapon; Target: One creature Attack: +17 vs. AC Hit: 4d4+8 damage, self or one ally can use a healing surge (ally gains +4 hp) [/FONT] [FONT=Courier New] [COLOR=Red]Beat Them Into the Ground[/COLOR]- Martial, Weapon Standard Action; Melee weapon; Target: One creature Attack: +17 vs. Fort Hit: 4d4+8 damage, all allies in 5 squares can make a basic attack against target of choice as a free action, target takes no damage but is knocked prone [/FONT] [FONT=Courier New] [COLOR=Red]Slash and Press[/COLOR]- Martial, Weapon Standard Action; Melee weapon; Target: One creature Attack: +17 vs. AC Hit: 6d4+8 damage Effect: After the attack, push all adjacent enemies 1 square [/FONT] [FONT=Courier New] [COLOR=Red]Break Their Nerve[/COLOR]- Martial Minor Action; Melee 1; Target: One creature Effect: Target is marked until end of next turn [/FONT] [b]Daily Powers:[/b] [FONT=Courier New][COLOR=DimGray]Bastion of Defence[/COLOR] - Martial, Weapon Standard Action; Melee weapon; Target: One creature Attack: +17 vs. AC Hit: 6d4+8 damage, & allies within 5 squares gain a +1 power bonus to defences. Also, Allies within 5 squares gain 9 temp. hp. [/FONT][FONT=Courier New][COLOR=DimGray]Stand the Fallen [/COLOR] - Martial, Weapon, Healing Standard Action; Melee Weapon; Target: One creature Hit: 6d4+8 damage Effect: Each ally in 10 squares can use a healing surge and gains +4 hp [/FONT] [FONT=Courier New][COLOR=DimGray]Stand Tough[/COLOR] - Martial, Healing Minor Action; Close Burst 5; Target: You & each ally in burst Effect: Targets regain 14 hp [/font] [FONT=Courier New][COLOR=DimGray]Tactical Shift[/COLOR] - Martial, Immediate Interrupt; Ranged 10 Trigger: ally gets hit by either melee or ranged attack Effect: The ally can shift 4 squares [/FONT] [FONT=Courier New][COLOR=DimGray]Knock Them Down[/COLOR] - Martial, Weapon Standard Action; Melee weapon; Target: One creature Attack: +17 vs. AC Hit: 6d4+8 damage, & target is knocked prone. Every ally within 10 squares can move 3 squares and make a basic melee attack against one target of choice as a free action. These attacks deal no damage but knock the target prone. Miss: Target is knocked prone & half damage [/font] [b]Magic Item Powers:[/B] [COLOR=Orange]+3 Elven Battle Hide [/COLOR] Property: +5 on saves against slow or immobilise Power: Encounter: Minor: +2 power bonus to speed until end of next turn [FONT=Courier New][COLOR=Orange]+3 amulet of false life[/COLOR] Power: Daily: Minor: Use when bloodied, gain temp hp. = to healing surge [/FONT] [FONT=Courier New][COLOR=Orange]+2 flaming spiked chain[/COLOR] Critical: +2d6 damage[B] Property: 1/day +1d6 fire damage & ongoing 5 fire damage (save ends)[/font] [FONT=Courier New][COLOR=Orange]+2 Vicious Crossbow[/COLOR] Critical: +2d12 damage[B][/font] [FONT=Courier New][COLOR=Orange]Keoghtoms Ointment[/COLOR] Property: 1/day self or adjacent ally automatically end poison or disease or regain healing surge[/font] [b]Race and Class Features:[/B] Bloodhunt (+1 attack bonus to hit bloodied enemies) Fire Resistance (5 +1/2 lvl = 11) Infernal Wrath - +1 to hit, +4 damage Inspiring Presence - when ally spends an action point regain 10 hp Inspiring Word - 2x encounter, close burst 10, target can spend a healing surge and gain 3d6 additional hp Combat Leader - all allies w/in 10 squares get +2 power bonus to initiative Honor and Glory - Adjacent allies gain a +2 bonus to hit Knight Commander's Action - When I use an action point to take an extra action, all allies gain a +1 bonus to all defenses until start of my next turn [B]Feats[/B]: Durable Toughness Exotic Weapon Prof. (Spiked Chain) Hellfire Blood (+1 feat bonus to attack and damage rolls when you use a power that has fire or fear keyword Ferocious Rebuke (if hit with infernal wrath, push target 1 square) Iron Will (+2 to Will) Combat Commader (Increase combat leader bonus to +4) Fleet Footed (+1 to speed) [B]Skills[/B]: Diplomacy: +15 (+6 level +4 Cha +5 trained) Heal: +10 (+6 level -1 Wis +5 trained) Athletics: +16 (+6 level +5 Str +5 trained) Intimidate +15 (+6 level +4 Cha +5 trained) [B]Equipment[/B]: Item Weight Cost +3 Amulet of False Life (14) +3 Elven Battle Hide (13) Keoghtoms Ointment (12) +2 Flaming Spike Chain 5000gp Boots of Striding 4200gp Bag of Holding 1000gp +2 Vicious Crossbow 2600gp 4 x Potions of Healing 200gp Total Weight: 0 lbs. Money: 10gp Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods, 10 days of trail rations, 50' of hemp rope, and a Waterskin.[/FONT][/code] [/QUOTE]
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[KK] Game 2: When Compost Attacks!
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