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Planescape - Dead God Rising RG
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<blockquote data-quote="A'koss" data-source="post: 3053978" data-attributes="member: 840"><p><strong>Tyrjon</strong></p><p></p><p><strong>Name:</strong> Tyrjon Ancynd </p><p><strong>Class:</strong> Swordsage</p><p><strong>Race:</strong> Tuladhara, Male</p><p><strong>Alignment:</strong> True Neutral (formerly Neutral Good)</p><p><strong>Faction:</strong> Fated (Though he still believes in their principles, he has distanced himself from the faction in the last few years.)</p><p><strong>Deity:</strong> The Asgardian Pantheon (loosely), Odin (pays some homage to). </p><p><strong>Languages:</strong> Common (Planar Trade), Celestial, Infernal</p><p><strong>Level:</strong> 4</p><p><strong>Hit Points:</strong> 35 (11 + 8 + 8 + 8)</p><p></p><p><strong>Strength:</strong> 14</p><p><strong>Dexterity:</strong> 14</p><p><strong>Constitution:</strong> 16</p><p><strong>Intelligence:</strong> 12</p><p><strong>Wisdom:</strong> 18 (20 w. Periapt of Wisdom)</p><p><strong>Charisma:</strong> 10</p><p></p><p><strong>Stats:</strong></p><p>32 point buy, +2 Wis, +2 Con</p><p>Level 4: +1 Wis</p><p></p><p><strong>Init:</strong> +3 (+2 Dex, +1 QtA)</p><p></p><p><strong>AC:</strong> 21 (+4 DB, +2 Dex, +5 Wis) </p><p><strong>Touch:</strong> 21 (+4 DB, +2 Dex, +5 Wis)</p><p><strong>Flat-footed: </strong>14 (+4 DB) </p><p></p><p><strong>DR:</strong> 2/- (Mithril Chain Shirt)</p><p></p><p><strong>Saving Throws:</strong></p><p>Fort: +4</p><p>Ref: +6</p><p>Will: +9</p><p></p><p><strong>Racial Abilities:</strong></p><p> +2 Con, +2 Wis.</p><p>Outsider: Extraplanar subtype, Immune to spells or effects that affect only humanoids (Charm/Dominate Person)</p><p>Darkvision: 60 ft</p><p>Magic Circle against Alignment: as spell, 1/Day. Caster level = character level</p><p>Resistance to Acid 5, Sonic 5 & Electricity 5</p><p>LA +1</p><p></p><p><strong>Class Abilities:</strong></p><p><em>1st Level:</em> </p><p>- Discipline Focus: Weapon Focus with all Diamond Mind Weapons. (Rapier, Shortspear, Bastard Sword and Trident)</p><p></p><p>- Quick to Act: +1 on Init. Rolls</p><p></p><p><em>2nd Level:</em></p><p>- AC Bonus: Wis bonus to AC in light armor, unencumbered and no shield.</p><p></p><p><em>4th Level:</em></p><p>- Insightful Strike: Add Wis bonus to damage w. strikes from the Desert Wind Path.</p><p></p><p><strong>Feats:</strong></p><p><em>1st Level:</em></p><p>- Extra Readied Maneuver - Ready one more maneuver from maneuvers known.</p><p></p><p><em>3rd Level:</em></p><p>- Combat Expertise: Trade Attack Bonus for AC (max. 5 pts). </p><p></p><p><strong>Maneuvers:</strong></p><p><em>Disciplines Available: </em> Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon and Tiger Claw</p><p></p><p><em>Maneuvers Known:</em> 9</p><p>1. Sudden Leap (Tiger Claw Boost): 1st level. Jump as a Swift Action.</p><p>2. Moment of Perfect Mind (Diamond Mind Counter): 1st level. Immediate Action. Use Concentration Check in place of Will Save. </p><p>3. Burning Blade (Desert Wind Boost): 1st level. Swift Action. Deal 1d6+1/Init. lvl fire damage for remainder of your turn.</p><p>4. Counter Charge (Setting Sun Counter): 1st level. Immediate Action. Make an opposed Str or Dex check (my choice), foes uses same stat I do. +4 on Str check if I’m larger, +4 on Dex check if I’m smaller. Succeed and I get to move 2 squares in any direction and avoid attack. Fail and foe gains an additional +2 to attack.</p><p>5. Sapphire Nightmare Blade (Diamond Mind Strike): 1st level. Standard Action. Make a Concentration Check, DC equal to target’s AC. If successful, target is flat-footed and you deal +1d6 damage. If it fails, take a -2 penalty to attack.</p><p>6. Stone Bones (Stone Dragon Strike): 1st level. Standard Action. If you hit your target you gain DR 5/adamantine for 1 round.</p><p>7. Emerald Razor (Diamond Mind Strike): 2nd level. Standard Action. Turn melee strike into touch attack.</p><p>8. Mountain Hammer (Stone Dragon Strike): 2nd level. Standard Action. +2d6 damage, attack ignores all hardness and DR.</p><p>9. Burning Brand (Desert Wind Boost): 2nd level. Swift Action. Normal damage (but now fire-based) and reach increases by 5 ft. for the round.</p><p></p><p><em>Maneuvers Readied:</em> 6 (5 + 1 ERM feat)</p><p>Typically has Burning Brand, Mountain Hammer, Emerald Razor, Burning Blade, Stone Bones and Sudden Leap readied.</p><p></p><p><em>Stances Known:</em> 2</p><p>- A stance is always “on”, and is changed with a swift action. Tyrjon typically has Child of Shadow active.</p><p>1. Step of the Wind (Setting Sun): Ignore all penalties to speed, movement and skill checks incurred by moving through difficult terrain. Gain a +2 to attack rolls and a +4 bonus to Str & Dex checks as part of a bull rush or trip vs opponents moving through difficult terrain.</p><p>2. Child of Shadow (Shadow Hand): If you move 10 feet during a round shadows curl around you and you gain concealment (20% miss chance) against all melee attacks and missile attacks until the start of your next turn.</p><p></p><p></p><p><strong>Skills: </strong> </p><p><em>Skill Points:</em> 49 (1st lvl: 28, 2nd – 4th lvl: 21)</p><p><em>Class Skills: </em> Balance, Climb, Concentration, Craft, Heal, Hide, Intimidate, Jump, Knowledge (History, Local, Nature and Nobility and Royalty), Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Spot, Swim and Tumble.</p><p> </p><p>Concentration: +10 (7 Ranks, +3 Con)</p><p>Control (Planescape): +10 (5 Ranks, +5 Wis)</p><p>Jump: +11 (7 Ranks, +2 Str, +2 Synergy)</p><p>Knowledge (the Planes): +6 (5 Ranks, +1 Int)</p><p>Survival: +9/+11 (4 Ranks, +5 Wis) (+2 Synergy on other planes)</p><p>Tumble: +11 (7 Ranks, +2 Dex, +2 Synergy)</p><p>Spot: +12 (7 Ranks, +5 Wis)</p><p>Listen: +12 (7 Ranks, +5 Wis)</p><p></p><p>Balance: +4 (0 Ranks, +2 Dex, +2 Synergy)</p><p>Heal: +5 (0 Ranks, +5 Wis)</p><p>Sense Motive: +5 (0 Ranks, +5 Wis)</p><p></p><p><strong>Armor:</strong></p><p>Mithril Chain Shirt (1,100 gp) [10 lbs]</p><p>+2 AC, DR 2/-</p><p>Max. Dex: +6, No ACP</p><p> </p><p>ACP: 0 </p><p></p><p><strong>Weapons:</strong></p><p>Bastard Sword +1, wielded two-handed (2,335 gp)</p><p>- Attack +7 (+3 SS, +2 Str, +1 WF, +1 Magic)</p><p>- Damage: 1d10+4 (+3 Str, +1 Magic)</p><p>- Damage: 1d10+9 when executing Desert Wind strikes. (+5 Wis)</p><p>- Crit: 19-20 x2; Weight: 6 lbs.</p><p></p><p>Shortspears (4) (4 gp) </p><p>- Attack (melee): +6 (+3 SS, +2 Str, +1 WF)</p><p>- Damage (melee): 1d6+3 (+3 Str)</p><p>- Attack (thrown): +6 (+3 SS, +2 Dex, +1 WF)</p><p>- Damage (melee): 1d6+2 (+2 Str)</p><p>- Range: 20 ft.</p><p>- Crit: 20 x2; Weight: 12 lbs (3 lbs. each)</p><p></p><p><strong>Misc. Magic:</strong></p><p>Periapt of Wisdom +2 (4,000 gp)</p><p></p><p><strong>Equipment:</strong></p><p>Light Warhorse, Bit & Bridle, Riding Saddle & Saddlebags (166 gp)</p><p>- Traveler’s Outfit (1 gp) [5 lbs]</p><p>- Explorer’s Outfit (10 gp) [8 lbs]</p><p>- Noble’s Outfit (75 gp) [10 lbs]</p><p>- Rations, traveling 1 week. (3.5 gp) [7 lbs]</p><p>- Waterskin (1 gp) [4 lbs]</p><p>- Flint & Steel (1 gp)</p><p>- Tent (10 gp) [20 lbs]</p><p>- Bedroll (1 sp) [5 lbs]</p><p>- 5 Sacks</p><p>- 50 ft Silk Rope & Grapple (11 gp) [9 lbs]</p><p></p><p>Backpack (2 gp) [2 lbs]</p><p>- Chalk</p><p>- 10 Sheets of Parchment (2 gp)</p><p>- Ink (8 gp)</p><p>- Inkpen (1 sp)</p><p></p><p><strong>Carrying Capacity:</strong></p><p>Light Load: 0-58 lbs.</p><p>Medium Load: 59-116 lbs.</p><p>Heavy Load: 117-175 lbs.</p><p><strong>Current Load:</strong> 27 lbs.</p><p></p><p></p><p><strong>Appearance:</strong></p><p>Skin: “Dusky.” A slightly metallic warm grey.</p><p>Hair: Shoulder-length iron-black hair, braided in a few areas</p><p>Eyes: Emerald Green, glows with a slightly opalescent light in the dark.</p><p>Height: 5’ 11”</p><p>Weight: 168 lbs.</p><p>Age: 25</p><p></p><p><strong>Wealth:</strong> 1,270 gp, 3 sp</p><p></p><p></p><p><strong>Description:</strong> Tyrjon typically wears his midnight-blue mithril chain shirt beneath a soft, silver-trimmed leather shortcoat. The bracers he wears are each adorned with an intricately woven and highly stylized Norse rune of silver and gold as is the buckle on his belt. He wears dark grey-blue breeches and soft, dark leather boots wrapped in the Norse style. While riding he’ll typically wear a ratty, broad-rimmed hat but is fairly protective of it and won’t go into combat with it. Though his grandfather was Rilmani, Tyrjon was raised by his human father on Ysgard after a falling out with his Half-Rilmani mother.</p><p></p><p><strong>History:</strong> <em>Secret... </em> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="A'koss, post: 3053978, member: 840"] [b]Tyrjon[/b] [B]Name:[/B] Tyrjon Ancynd [B]Class:[/B] Swordsage [B]Race:[/B] Tuladhara, Male [B]Alignment:[/B] True Neutral (formerly Neutral Good) [B]Faction:[/B] Fated (Though he still believes in their principles, he has distanced himself from the faction in the last few years.) [B]Deity:[/B] The Asgardian Pantheon (loosely), Odin (pays some homage to). [B]Languages:[/B] Common (Planar Trade), Celestial, Infernal [B]Level:[/B] 4 [B]Hit Points:[/B] 35 (11 + 8 + 8 + 8) [B]Strength:[/B] 14 [B]Dexterity:[/B] 14 [B]Constitution:[/B] 16 [B]Intelligence:[/B] 12 [B]Wisdom:[/B] 18 (20 w. Periapt of Wisdom) [B]Charisma:[/B] 10 [B]Stats:[/B] 32 point buy, +2 Wis, +2 Con Level 4: +1 Wis [B]Init:[/B] +3 (+2 Dex, +1 QtA) [B]AC:[/B] 21 (+4 DB, +2 Dex, +5 Wis) [B]Touch:[/B] 21 (+4 DB, +2 Dex, +5 Wis) [B]Flat-footed: [/B]14 (+4 DB) [B]DR:[/B] 2/- (Mithril Chain Shirt) [B]Saving Throws:[/B] Fort: +4 Ref: +6 Will: +9 [B]Racial Abilities:[/B] +2 Con, +2 Wis. Outsider: Extraplanar subtype, Immune to spells or effects that affect only humanoids (Charm/Dominate Person) Darkvision: 60 ft Magic Circle against Alignment: as spell, 1/Day. Caster level = character level Resistance to Acid 5, Sonic 5 & Electricity 5 LA +1 [B]Class Abilities:[/B] [I]1st Level:[/I] - Discipline Focus: Weapon Focus with all Diamond Mind Weapons. (Rapier, Shortspear, Bastard Sword and Trident) - Quick to Act: +1 on Init. Rolls [I]2nd Level:[/I] - AC Bonus: Wis bonus to AC in light armor, unencumbered and no shield. [I]4th Level:[/I] - Insightful Strike: Add Wis bonus to damage w. strikes from the Desert Wind Path. [B]Feats:[/B] [I]1st Level:[/I] - Extra Readied Maneuver - Ready one more maneuver from maneuvers known. [I]3rd Level:[/I] - Combat Expertise: Trade Attack Bonus for AC (max. 5 pts). [B]Maneuvers:[/B] [I]Disciplines Available: [/I] Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon and Tiger Claw [I]Maneuvers Known:[/I] 9 1. Sudden Leap (Tiger Claw Boost): 1st level. Jump as a Swift Action. 2. Moment of Perfect Mind (Diamond Mind Counter): 1st level. Immediate Action. Use Concentration Check in place of Will Save. 3. Burning Blade (Desert Wind Boost): 1st level. Swift Action. Deal 1d6+1/Init. lvl fire damage for remainder of your turn. 4. Counter Charge (Setting Sun Counter): 1st level. Immediate Action. Make an opposed Str or Dex check (my choice), foes uses same stat I do. +4 on Str check if I’m larger, +4 on Dex check if I’m smaller. Succeed and I get to move 2 squares in any direction and avoid attack. Fail and foe gains an additional +2 to attack. 5. Sapphire Nightmare Blade (Diamond Mind Strike): 1st level. Standard Action. Make a Concentration Check, DC equal to target’s AC. If successful, target is flat-footed and you deal +1d6 damage. If it fails, take a -2 penalty to attack. 6. Stone Bones (Stone Dragon Strike): 1st level. Standard Action. If you hit your target you gain DR 5/adamantine for 1 round. 7. Emerald Razor (Diamond Mind Strike): 2nd level. Standard Action. Turn melee strike into touch attack. 8. Mountain Hammer (Stone Dragon Strike): 2nd level. Standard Action. +2d6 damage, attack ignores all hardness and DR. 9. Burning Brand (Desert Wind Boost): 2nd level. Swift Action. Normal damage (but now fire-based) and reach increases by 5 ft. for the round. [I]Maneuvers Readied:[/I] 6 (5 + 1 ERM feat) Typically has Burning Brand, Mountain Hammer, Emerald Razor, Burning Blade, Stone Bones and Sudden Leap readied. [I]Stances Known:[/I] 2 - A stance is always “on”, and is changed with a swift action. Tyrjon typically has Child of Shadow active. 1. Step of the Wind (Setting Sun): Ignore all penalties to speed, movement and skill checks incurred by moving through difficult terrain. Gain a +2 to attack rolls and a +4 bonus to Str & Dex checks as part of a bull rush or trip vs opponents moving through difficult terrain. 2. Child of Shadow (Shadow Hand): If you move 10 feet during a round shadows curl around you and you gain concealment (20% miss chance) against all melee attacks and missile attacks until the start of your next turn. [B]Skills: [/B] [I]Skill Points:[/I] 49 (1st lvl: 28, 2nd – 4th lvl: 21) [I]Class Skills: [/I] Balance, Climb, Concentration, Craft, Heal, Hide, Intimidate, Jump, Knowledge (History, Local, Nature and Nobility and Royalty), Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Spot, Swim and Tumble. Concentration: +10 (7 Ranks, +3 Con) Control (Planescape): +10 (5 Ranks, +5 Wis) Jump: +11 (7 Ranks, +2 Str, +2 Synergy) Knowledge (the Planes): +6 (5 Ranks, +1 Int) Survival: +9/+11 (4 Ranks, +5 Wis) (+2 Synergy on other planes) Tumble: +11 (7 Ranks, +2 Dex, +2 Synergy) Spot: +12 (7 Ranks, +5 Wis) Listen: +12 (7 Ranks, +5 Wis) Balance: +4 (0 Ranks, +2 Dex, +2 Synergy) Heal: +5 (0 Ranks, +5 Wis) Sense Motive: +5 (0 Ranks, +5 Wis) [B]Armor:[/B] Mithril Chain Shirt (1,100 gp) [10 lbs] +2 AC, DR 2/- Max. Dex: +6, No ACP ACP: 0 [B]Weapons:[/B] Bastard Sword +1, wielded two-handed (2,335 gp) - Attack +7 (+3 SS, +2 Str, +1 WF, +1 Magic) - Damage: 1d10+4 (+3 Str, +1 Magic) - Damage: 1d10+9 when executing Desert Wind strikes. (+5 Wis) - Crit: 19-20 x2; Weight: 6 lbs. Shortspears (4) (4 gp) - Attack (melee): +6 (+3 SS, +2 Str, +1 WF) - Damage (melee): 1d6+3 (+3 Str) - Attack (thrown): +6 (+3 SS, +2 Dex, +1 WF) - Damage (melee): 1d6+2 (+2 Str) - Range: 20 ft. - Crit: 20 x2; Weight: 12 lbs (3 lbs. each) [B]Misc. Magic:[/B] Periapt of Wisdom +2 (4,000 gp) [B]Equipment:[/B] Light Warhorse, Bit & Bridle, Riding Saddle & Saddlebags (166 gp) - Traveler’s Outfit (1 gp) [5 lbs] - Explorer’s Outfit (10 gp) [8 lbs] - Noble’s Outfit (75 gp) [10 lbs] - Rations, traveling 1 week. (3.5 gp) [7 lbs] - Waterskin (1 gp) [4 lbs] - Flint & Steel (1 gp) - Tent (10 gp) [20 lbs] - Bedroll (1 sp) [5 lbs] - 5 Sacks - 50 ft Silk Rope & Grapple (11 gp) [9 lbs] Backpack (2 gp) [2 lbs] - Chalk - 10 Sheets of Parchment (2 gp) - Ink (8 gp) - Inkpen (1 sp) [B]Carrying Capacity:[/B] Light Load: 0-58 lbs. Medium Load: 59-116 lbs. Heavy Load: 117-175 lbs. [B]Current Load:[/B] 27 lbs. [B]Appearance:[/B] Skin: “Dusky.” A slightly metallic warm grey. Hair: Shoulder-length iron-black hair, braided in a few areas Eyes: Emerald Green, glows with a slightly opalescent light in the dark. Height: 5’ 11” Weight: 168 lbs. Age: 25 [B]Wealth:[/B] 1,270 gp, 3 sp [B]Description:[/B] Tyrjon typically wears his midnight-blue mithril chain shirt beneath a soft, silver-trimmed leather shortcoat. The bracers he wears are each adorned with an intricately woven and highly stylized Norse rune of silver and gold as is the buckle on his belt. He wears dark grey-blue breeches and soft, dark leather boots wrapped in the Norse style. While riding he’ll typically wear a ratty, broad-rimmed hat but is fairly protective of it and won’t go into combat with it. Though his grandfather was Rilmani, Tyrjon was raised by his human father on Ysgard after a falling out with his Half-Rilmani mother. [b]History:[/b] [I]Secret... [/I] ;) [/QUOTE]
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