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[Recruitment] The Ultimate Dungeon
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<blockquote data-quote="Lord Sessadore" data-source="post: 4721325" data-attributes="member: 57255"><p>Hmm, this will definitely be interesting ... I do feel sorry for Ata, but I'm very interested to see how Sekoqa does. I guess we'll see just how much ability scores affect 4e, eh?</p><p></p><p>Anyway, here's what Wil looks like. Should be fun! Let me know if you find any mistakes <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><p></p><p>[sblock=Wil][code][FONT=Verdana][B][SIZE=3][COLOR="DarkOliveGreen"]Wil[/COLOR][/SIZE]</p><p>[/B]Eladrin Druid 1</p><p>Alignment: Unaligned</p><p>Languages: Common, Elven</p><p>Vision: Low-light</p><p></p><p>[B]Ability Scores:[/B]</p><p>Str 9 (-1)</p><p>Con 16 (+3)</p><p>Dex 15 (+2)</p><p>Int 13 (+1)</p><p>Wis 16 (+3)</p><p>Cha 13 (+1)</p><p></p><p>[B]Combat[/B]:</p><p>[B]Init:[/B] +2</p><p>[B]Pass Percep[/B]: 18 [B]Pass Insight[/B]: 18</p><p></p><p>[B]HP[/B]: 28 [B]Surges/day[/B]: 10 </p><p>[B]Bloodied[/B]: 14 [B]Surge Value[/B]: 7</p><p> </p><p>[B]AC[/B] 16 (+3 hide, +3 Con)</p><p>[B]Fort[/B] 13 (+3 Con) </p><p>[B]Ref[/B] 13 (+2 Dex, +1 class)</p><p>[B]Will[/B] 15 (+3 Wis, +1 class, +1 race)</p><p></p><p>Speed 6</p><p></p><p>Action points: 1</p><p></p><p>[B]Basic Attacks:[/B]</p><p>Melee: quarterstaff: +1 vs. AC, 1d8-1 damage</p><p>Melee: savage rend: +3 vs. Reflex, 1d8+3 damage and slide target 1.</p><p>Ranged: N/A</p><p></p><p>[B]Attack Powers:[/B]</p><p>[B][COLOR=Green]Savage Rend[/COLOR] * Beast Form, Implement, Primal</p><p>Standard Action; Melee[/B] touch; [B]Target:[/B] One creature</p><p>[B]Attack:[/B] +3 vs. Reflex</p><p>[B]Hit:[/B] 1d8+3 damage, and slide target 1 square.</p><p>[B]Special:[/B] This power can be used as a melee basic attack.</p><p></p><p>[B][COLOR=Green]Storm Spike[/COLOR] * Implement, Lightning, Primal</p><p>Standard Action; Ranged[/B] 10; [B]Target:[/B] One creature</p><p>[B]Attack:[/B] +3 vs. Reflex</p><p>[B]Hit:[/B] 1d8+3 lightning damage. If target doesn't move at least 2</p><p>squares on its next turn, it takes 3 lighning damage.</p><p></p><p>[B][COLOR=Green]Call of the Beast[/COLOR] * Charm, Implement, Primal, Psychic</p><p>Standard Action; Area[/B] burst 1 within 10; [B]Target:[/B] Each creature in burst</p><p>[B]Attack:[/B] +3 vs. Will</p><p>[B]Hit:[/B] Target can't gain combat advantage until end of Wil's next</p><p>turn. On its next turn, the target takes 8 psychic damage when</p><p>it makes any attack that doesn't include Wil's ally nearest to</p><p>it as a target.</p><p></p><p>[B][COLOR=Red]Twisting Vines[/COLOR] * Implement, Primal</p><p>Standard Action; Area[/B] bust 1 within 10; [B]Target:[/B] Each creature in burst</p><p>[B]Attack:[/B] +3 vs. Reflex</p><p>[B]Hit:[/B] 1d8+3 damage, and each square adjacent to target is </p><p>difficult terrain until end of Wil's next turn.</p><p></p><p>[B][COLOR=DimGray]Faerie Fire[/COLOR] * Implement, Primal, Radiant</p><p>Standard Action; Area[/B] burst 1 within 10; [B]Target:[/B] Each creature in burst</p><p>[B]Attack:[/B] +3 vs. Will</p><p>[B]Hit:[/B] The target is slowed and grants combat advantage (save </p><p>ends both).</p><p> [B]Aftereffect:[/B] 3d6+3 radiant damage, and the target grants </p><p> combat advantage until the end of Wil's next turn.</p><p>[B]Miss:[/B] 1d6+3 radiant damage, and the target grants combat </p><p>advantage until the end of Wil's next turn.</p><p></p><p>[B]Class Features and Utility Powers:[/B]</p><p>[B][COLOR=Green]Wild Shape[/COLOR] * Polymorph, Primal</p><p>Minor Action (special); Personal[/B]</p><p>[B]Effect:[/B] Change from humanoid form to beast form or vice versa. </p><p>When changing from beast to humanoid, shift 1 square. While in</p><p>beast form, can't use attack, utility, or feat powers that lack</p><p>the beast form keyword, though Wil can sustain such powers.</p><p> Choose a specific form whenever wild shape is used to </p><p>change into beast form. The beast form is Wil's size, resembles</p><p>a natural or fey beast, and normally doesn't change game</p><p>statistics or movement modes. Equipment becomes part of the</p><p>beast form, but anything held is dropped, except for</p><p>implements. Wil continues to gain benefits of equipment worn.</p><p> Can use the properties and powers of implements and magic</p><p>items you wear, but not the properties or powers of weapons or</p><p>the powers of wondrous items. While equipment is part of the</p><p>beast form, it cannot be removed, and anything in a container</p><p>that is part of the beast form is inaccessible.</p><p>[B]Special:[/B] this power is usable only once per round.</p><p>[B]</p><p>[COLOR=Red]Fey Step[/COLOR] * Teleportation</p><p>Move Action</p><p>Effect:[/B] Teleport up to 5 squares.</p><p></p><p>[B][COLOR=Red]Sly Dodge trick[/COLOR][/B]</p><p>Add +1 to AC against an opportunity attack.</p><p></p><p>[B]Racial Features:[/B]</p><p>Eladrin Education (Dungeoneering)</p><p>Eladrin Weapon Proficiency (longsword prof)</p><p>Eladrin Will (+1 Will, +5 saves vs. charm)</p><p>Fey Origin</p><p>Trance</p><p>Fey Step</p><p></p><p>[B]Class Features:[/B]</p><p>Balance of Nature</p><p>Primal Aspect (guardian)</p><p>Ritual Casting</p><p>Wild Shape</p><p></p><p>[B]Feats[/B]:</p><p>Ritual Caster</p><p>Sly Dodge [multiclass Rogue]</p><p></p><p>[B]Skills[/B]:</p><p>Acrobatics: +1 (+2 Dex, -1 hide)</p><p>Arcana: +3 (+1 Int, +2 race)</p><p>Athletics: -2 (-1 Str, -1 hide)</p><p>Bluff: +1 (+1 Cha)</p><p>Diplomacy: +1 (+1 Cha)</p><p>Dungeoneering: +8 (+3 Wis, +5 trained)</p><p>Endurance: +2 (+3 Con, -1 hide)</p><p>Heal: +8 (+3 Wis, +5 trained)</p><p>History: +3 (+1 Int, +2 race)</p><p>Insight: +8 (+3 Wis, +5 trained)</p><p>Intimidate: +6 (+1 Cha, +5 trained)</p><p>Nature: +8 (+3 Wis, +5 trained)</p><p>Perception: +8 (+3 Wis, +5 trained)</p><p>Religion: +1 (+1 Int)</p><p>Stealth: +1 (+2 Dex, -1 hide)</p><p>Streetwise: +1 (+1 Cha)</p><p>Thievery: +1 (+2 Dex, -1 hide)</p><p></p><p>[B]Ritual Book[/B]: (2/128 pages used)</p><p>Animal Messenger (lvl 1)</p><p>Create Campsite (lvl 1)</p><p></p><p>[B]Equipment[/B]: </p><p>[U]Item Weight (lbs) Cost (gp)[/U]</p><p>Quarterstaff 4 5</p><p>Hide armour 25 30</p><p>Ritual book 3 50</p><p>Backpack 2 2</p><p> bedroll 5 .1</p><p> trail rations (10 days) 10 5</p><p> everburning torch 1 50</p><p> waterskin 4 1</p><p> rare herbs (7) - 7</p><p>[U]Belt pouch .5 1 [/U]</p><p> Total Weight: 54.5 lbs</p><p></p><p>Money: 0gp, 0sp, 0cp[/FONT][/code][/sblock]</p></blockquote><p></p>
[QUOTE="Lord Sessadore, post: 4721325, member: 57255"] Hmm, this will definitely be interesting ... I do feel sorry for Ata, but I'm very interested to see how Sekoqa does. I guess we'll see just how much ability scores affect 4e, eh? Anyway, here's what Wil looks like. Should be fun! Let me know if you find any mistakes ;) [sblock=Wil][code][FONT=Verdana][B][SIZE=3][COLOR="DarkOliveGreen"]Wil[/COLOR][/SIZE] [/B]Eladrin Druid 1 Alignment: Unaligned Languages: Common, Elven Vision: Low-light [B]Ability Scores:[/B] Str 9 (-1) Con 16 (+3) Dex 15 (+2) Int 13 (+1) Wis 16 (+3) Cha 13 (+1) [B]Combat[/B]: [B]Init:[/B] +2 [B]Pass Percep[/B]: 18 [B]Pass Insight[/B]: 18 [B]HP[/B]: 28 [B]Surges/day[/B]: 10 [B]Bloodied[/B]: 14 [B]Surge Value[/B]: 7 [B]AC[/B] 16 (+3 hide, +3 Con) [B]Fort[/B] 13 (+3 Con) [B]Ref[/B] 13 (+2 Dex, +1 class) [B]Will[/B] 15 (+3 Wis, +1 class, +1 race) Speed 6 Action points: 1 [B]Basic Attacks:[/B] Melee: quarterstaff: +1 vs. AC, 1d8-1 damage Melee: savage rend: +3 vs. Reflex, 1d8+3 damage and slide target 1. Ranged: N/A [B]Attack Powers:[/B] [B][COLOR=Green]Savage Rend[/COLOR] * Beast Form, Implement, Primal Standard Action; Melee[/B] touch; [B]Target:[/B] One creature [B]Attack:[/B] +3 vs. Reflex [B]Hit:[/B] 1d8+3 damage, and slide target 1 square. [B]Special:[/B] This power can be used as a melee basic attack. [B][COLOR=Green]Storm Spike[/COLOR] * Implement, Lightning, Primal Standard Action; Ranged[/B] 10; [B]Target:[/B] One creature [B]Attack:[/B] +3 vs. Reflex [B]Hit:[/B] 1d8+3 lightning damage. If target doesn't move at least 2 squares on its next turn, it takes 3 lighning damage. [B][COLOR=Green]Call of the Beast[/COLOR] * Charm, Implement, Primal, Psychic Standard Action; Area[/B] burst 1 within 10; [B]Target:[/B] Each creature in burst [B]Attack:[/B] +3 vs. Will [B]Hit:[/B] Target can't gain combat advantage until end of Wil's next turn. On its next turn, the target takes 8 psychic damage when it makes any attack that doesn't include Wil's ally nearest to it as a target. [B][COLOR=Red]Twisting Vines[/COLOR] * Implement, Primal Standard Action; Area[/B] bust 1 within 10; [B]Target:[/B] Each creature in burst [B]Attack:[/B] +3 vs. Reflex [B]Hit:[/B] 1d8+3 damage, and each square adjacent to target is difficult terrain until end of Wil's next turn. [B][COLOR=DimGray]Faerie Fire[/COLOR] * Implement, Primal, Radiant Standard Action; Area[/B] burst 1 within 10; [B]Target:[/B] Each creature in burst [B]Attack:[/B] +3 vs. Will [B]Hit:[/B] The target is slowed and grants combat advantage (save ends both). [B]Aftereffect:[/B] 3d6+3 radiant damage, and the target grants combat advantage until the end of Wil's next turn. [B]Miss:[/B] 1d6+3 radiant damage, and the target grants combat advantage until the end of Wil's next turn. [B]Class Features and Utility Powers:[/B] [B][COLOR=Green]Wild Shape[/COLOR] * Polymorph, Primal Minor Action (special); Personal[/B] [B]Effect:[/B] Change from humanoid form to beast form or vice versa. When changing from beast to humanoid, shift 1 square. While in beast form, can't use attack, utility, or feat powers that lack the beast form keyword, though Wil can sustain such powers. Choose a specific form whenever wild shape is used to change into beast form. The beast form is Wil's size, resembles a natural or fey beast, and normally doesn't change game statistics or movement modes. Equipment becomes part of the beast form, but anything held is dropped, except for implements. Wil continues to gain benefits of equipment worn. Can use the properties and powers of implements and magic items you wear, but not the properties or powers of weapons or the powers of wondrous items. While equipment is part of the beast form, it cannot be removed, and anything in a container that is part of the beast form is inaccessible. [B]Special:[/B] this power is usable only once per round. [B] [COLOR=Red]Fey Step[/COLOR] * Teleportation Move Action Effect:[/B] Teleport up to 5 squares. [B][COLOR=Red]Sly Dodge trick[/COLOR][/B] Add +1 to AC against an opportunity attack. [B]Racial Features:[/B] Eladrin Education (Dungeoneering) Eladrin Weapon Proficiency (longsword prof) Eladrin Will (+1 Will, +5 saves vs. charm) Fey Origin Trance Fey Step [B]Class Features:[/B] Balance of Nature Primal Aspect (guardian) Ritual Casting Wild Shape [B]Feats[/B]: Ritual Caster Sly Dodge [multiclass Rogue] [B]Skills[/B]: Acrobatics: +1 (+2 Dex, -1 hide) Arcana: +3 (+1 Int, +2 race) Athletics: -2 (-1 Str, -1 hide) Bluff: +1 (+1 Cha) Diplomacy: +1 (+1 Cha) Dungeoneering: +8 (+3 Wis, +5 trained) Endurance: +2 (+3 Con, -1 hide) Heal: +8 (+3 Wis, +5 trained) History: +3 (+1 Int, +2 race) Insight: +8 (+3 Wis, +5 trained) Intimidate: +6 (+1 Cha, +5 trained) Nature: +8 (+3 Wis, +5 trained) Perception: +8 (+3 Wis, +5 trained) Religion: +1 (+1 Int) Stealth: +1 (+2 Dex, -1 hide) Streetwise: +1 (+1 Cha) Thievery: +1 (+2 Dex, -1 hide) [B]Ritual Book[/B]: (2/128 pages used) Animal Messenger (lvl 1) Create Campsite (lvl 1) [B]Equipment[/B]: [U]Item Weight (lbs) Cost (gp)[/U] Quarterstaff 4 5 Hide armour 25 30 Ritual book 3 50 Backpack 2 2 bedroll 5 .1 trail rations (10 days) 10 5 everburning torch 1 50 waterskin 4 1 rare herbs (7) - 7 [U]Belt pouch .5 1 [/U] Total Weight: 54.5 lbs Money: 0gp, 0sp, 0cp[/FONT][/code][/sblock] [/QUOTE]
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