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<blockquote data-quote="Walking Dad" data-source="post: 4116593" data-attributes="member: 59043"><p><strong>Honor</strong></p><p></p><p>[sblock=Honor](Warforged Paladin 5 / Gray Guard 1) (HP 74)</p><p>Ouote: "For light and justice!"</p><p><img src="http://www.wizards.com/dnd/images/RacesNClasses_Gallery/111126.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><u>Stats:</u></p><p>Str: 18</p><p>Dex: 12</p><p>Con: 18</p><p>Int: 10</p><p>Wis: 14</p><p>Cha: 6</p><p></p><p><u>Flaw:</u> Shaky -> Power Attack ("Shaky" is poor sense of touch <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> )</p><p></p><p><u>Feats:</u></p><p>1. Adamantine Body</p><p>3. Jaws of Death (= Bite Attack, from Races of Eberron)</p><p>6. Edit: Brutal Fighting (Races of Eberron))</p><p></p><p><u>Class features:</u></p><p>Aura of Good</p><p>Detect Evil</p><p>Smite Construct</p><p>Smite Evil 2/day</p><p>Durable Will</p><p>Repair Damage</p><p>Aura of Courage</p><p>Immunity to Stun</p><p>Turn Undead</p><p>Charging Smite (PH2)</p><p>Sacrament of Trust</p><p>[sblock=SQ]Immunity: Poison (Ex), Immunity: Sleep Effects (Ex), Immunity: Paralysis (Ex), Immunity: Disease (Ex), Immunity: Fatigue (Ex), Immunity: Exhaustion (Ex), <u>Immunity: Stun (Ex), Immunity: Fear (Su),</u> No Natural Healing (Ex), Immunity: Nausea (Ex), Vulnerability: Chill Metal (Ex), Vulnerability: Heat Metal (Ex), Vulnerability: Repel Metal or Stone (Ex), Vulnerability: Repel Wood (Ex), <s>Vulnerability: Rusting Grasp (Ex)</s>, Can be raised or resurrected (Ex), Light Fortification (Ex), Immunity: Energy Drain (Ex);[/sblock]</p><p><u>Skill (Ranks only)</u></p><p>Concentration: +9 (5 ranks + 4 CON)</p><p>Craft: +4 (4 ranks)</p><p>Knowledge (Religion): +5 (5 ranks)</p><p>Sense Motive: +6 (4 ranks + 2 WIS)</p><p></p><p><u>Saves:</u></p><p>Fortitude: +11 (6 base + 4 CON +1 cloak)</p><p>Reflex: +3 (1 base + 1 DEX +1 cloak)</p><p>Will: +10 (3 base + 2 Wis + 4 CON +1 cloak)</p><p></p><p><u>Equipment:</u></p><p>[CODE]</p><p>+1 armor 1000 gp </p><p>Sanctified Armor Modification +50 gp (Dungeonscape p. 34)</p><p>Durable +500 gp (Dungeonscape p. 39)</p><p> </p><p>+1 weapon +1000 gp </p><p>Adamantine greatsword 3050 gp 8 lb</p><p>Caustic surge +2000 gp (DMG2 p. 255)</p><p> </p><p>Cloak of Resistance +1 1000 gp 1 lb</p><p>Boots of the Unending Journey 4,000gp 1lb</p><p>(MIC97, +10 to movement)</p><p></p><p>wand (10 charges) repair light damage 150 gp</p><p>wand (10 charges) resurgence 150gp</p><p></p><p>100 gp </p><p>[/CODE]</p><p>[sblock=Background, pesonality and Code of Conduct]Honor is a war veteran. Charged with the defense of an religious outpost in Cyre, he became interested in the religion of the Sovereign Host.</p><p>He served as a bodyguard of a priest, who was delegated as an ambassador to Sharn, when the Mourning struck Cyre. In the wake of this events and the end of the war, he decided to became a paladin of the The Sovereign Host as a group. He has bis body be completely ornamated with the different symbols of the Sovereign Host: Aureon on his head, Dol Arrah over where his heart would be.</p><p>He served his church well, despite his tendencies to be more lawful than good. He eventually became a Gray Guard.</p><p>On one of his missions he acquired the docent named “Xalixis”. They became something like friends. Honor felt a kinship to “her”, being both constructed for purpose of war.</p><p>An attack of a rust monster killed nearly both of them Mourning his lost friend, Honor traveled to Xen'drik to find a way to restore the docent.</p><p>Not wanting to being just selfish, he prayed to the gods to give him a rightful mission on the continent and to find his answers on-duty.</p><p></p><p>The stoic type. His low Charisma results from being more the silent type and his (light) fanatical tendencies. Some good role-playing opportunity with more chaotic characters or Wanderer.</p><p></p><p>Code of Conduct:</p><p>[sblock]Code of Conduct</p><p></p><p>A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.</p><p></p><p>Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.</p><p></p><p>Associates</p><p>While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.</p><p></p><p><u>Gray Guard:</u></p><p>Upon entering this prestige class, you take a vow of allegiance to your faith beyond that of any ordinary paladin. This vow grants you a measure of freedom to act on your cause’s behalf without fear of retribution should your duties require you to break your code of conduct. Dishonorable acts still cause you to lose both gray guard and paladin class features until you atone, but this infraction is considered much less severe than it would be for a paladin.</p><p>Thus, whenever you seek to atone for deeds that you willingly commit in the name of your faith but that break your code of conduct, a cleric casting an atonement spell on your behalf does not expend 500 XP as is normally required. This reprieve applies only to acts intended to further the cause of righteousness and the gray guard’s faith. No XP cost applies to a gray guard atoning after beating a confession from a heretic, for example, but the cost would have to be paid for one who started a barroom</p><p>brawl. [/sblock]</p><p></p><p>Additionally, Honor will never make a deal with an evil character and will not honor any deals by his comrades with them.</p><p>He will never flee, but knows the tactical advantage of a <u>momentary</u> retreat.</p><p>If confronted with a law vs good dilemma, he will choose nearly always the law.[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 4116593, member: 59043"] [b]Honor[/b] [sblock=Honor](Warforged Paladin 5 / Gray Guard 1) (HP 74) Ouote: "For light and justice!" [IMG]http://www.wizards.com/dnd/images/RacesNClasses_Gallery/111126.jpg[/IMG] [U]Stats:[/U] Str: 18 Dex: 12 Con: 18 Int: 10 Wis: 14 Cha: 6 [U]Flaw:[/U] Shaky -> Power Attack ("Shaky" is poor sense of touch ;) ) [U]Feats:[/U] 1. Adamantine Body 3. Jaws of Death (= Bite Attack, from Races of Eberron) 6. Edit: Brutal Fighting (Races of Eberron)) [U]Class features:[/U] Aura of Good Detect Evil Smite Construct Smite Evil 2/day Durable Will Repair Damage Aura of Courage Immunity to Stun Turn Undead Charging Smite (PH2) Sacrament of Trust [sblock=SQ]Immunity: Poison (Ex), Immunity: Sleep Effects (Ex), Immunity: Paralysis (Ex), Immunity: Disease (Ex), Immunity: Fatigue (Ex), Immunity: Exhaustion (Ex), [U]Immunity: Stun (Ex), Immunity: Fear (Su),[/U] No Natural Healing (Ex), Immunity: Nausea (Ex), Vulnerability: Chill Metal (Ex), Vulnerability: Heat Metal (Ex), Vulnerability: Repel Metal or Stone (Ex), Vulnerability: Repel Wood (Ex), [S]Vulnerability: Rusting Grasp (Ex)[/S], Can be raised or resurrected (Ex), Light Fortification (Ex), Immunity: Energy Drain (Ex);[/sblock] [U]Skill (Ranks only)[/U] Concentration: +9 (5 ranks + 4 CON) Craft: +4 (4 ranks) Knowledge (Religion): +5 (5 ranks) Sense Motive: +6 (4 ranks + 2 WIS) [U]Saves:[/U] Fortitude: +11 (6 base + 4 CON +1 cloak) Reflex: +3 (1 base + 1 DEX +1 cloak) Will: +10 (3 base + 2 Wis + 4 CON +1 cloak) [U]Equipment:[/U] [CODE] +1 armor 1000 gp Sanctified Armor Modification +50 gp (Dungeonscape p. 34) Durable +500 gp (Dungeonscape p. 39) +1 weapon +1000 gp Adamantine greatsword 3050 gp 8 lb Caustic surge +2000 gp (DMG2 p. 255) Cloak of Resistance +1 1000 gp 1 lb Boots of the Unending Journey 4,000gp 1lb (MIC97, +10 to movement) wand (10 charges) repair light damage 150 gp wand (10 charges) resurgence 150gp 100 gp [/CODE] [sblock=Background, pesonality and Code of Conduct]Honor is a war veteran. Charged with the defense of an religious outpost in Cyre, he became interested in the religion of the Sovereign Host. He served as a bodyguard of a priest, who was delegated as an ambassador to Sharn, when the Mourning struck Cyre. In the wake of this events and the end of the war, he decided to became a paladin of the The Sovereign Host as a group. He has bis body be completely ornamated with the different symbols of the Sovereign Host: Aureon on his head, Dol Arrah over where his heart would be. He served his church well, despite his tendencies to be more lawful than good. He eventually became a Gray Guard. On one of his missions he acquired the docent named “Xalixis”. They became something like friends. Honor felt a kinship to “her”, being both constructed for purpose of war. An attack of a rust monster killed nearly both of them Mourning his lost friend, Honor traveled to Xen'drik to find a way to restore the docent. Not wanting to being just selfish, he prayed to the gods to give him a rightful mission on the continent and to find his answers on-duty. The stoic type. His low Charisma results from being more the silent type and his (light) fanatical tendencies. Some good role-playing opportunity with more chaotic characters or Wanderer. Code of Conduct: [sblock]Code of Conduct A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. Associates While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good. [U]Gray Guard:[/U] Upon entering this prestige class, you take a vow of allegiance to your faith beyond that of any ordinary paladin. This vow grants you a measure of freedom to act on your cause’s behalf without fear of retribution should your duties require you to break your code of conduct. Dishonorable acts still cause you to lose both gray guard and paladin class features until you atone, but this infraction is considered much less severe than it would be for a paladin. Thus, whenever you seek to atone for deeds that you willingly commit in the name of your faith but that break your code of conduct, a cleric casting an atonement spell on your behalf does not expend 500 XP as is normally required. This reprieve applies only to acts intended to further the cause of righteousness and the gray guard’s faith. No XP cost applies to a gray guard atoning after beating a confession from a heretic, for example, but the cost would have to be paid for one who started a barroom brawl. [/sblock] Additionally, Honor will never make a deal with an evil character and will not honor any deals by his comrades with them. He will never flee, but knows the tactical advantage of a [U]momentary[/U] retreat. If confronted with a law vs good dilemma, he will choose nearly always the law.[/sblock][/sblock] [/QUOTE]
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