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[Recruitment] The Ultimate Dungeon
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<blockquote data-quote="Rathan" data-source="post: 4722635" data-attributes="member: 1322"><p>Sek </p><p>Female Tiefling Shaman 1</p><p>Size Medium </p><p>Age 22 </p><p>Height 6'/Weight 143 lb.</p><p>Alignment: Unaligned</p><p>Languages: Common Draconic</p><p>Vision: Low-Light</p><p>Speed: 6</p><p>Action Points: 1</p><p></p><p>[sblock=Experience]</p><p>XP: 0[/sblock]</p><p></p><p>[sblock=stats]Ability Scores:</p><p>Str 14 (+2)</p><p>Con 17 (+3)</p><p>Dex 12 (+1)</p><p>Int 17 (+3)</p><p>Wis 17 (+3)</p><p>Cha 16 (+3)[/sblock]</p><p></p><p>[sblock=Racial/Class Features<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p><em>Race Features:</em></p><p>Bloodhunt: You gain a +1 racial bonus to attack rolls</p><p>against bloodied foes.</p><p>Fire Resistance: You have resist fire 5 + one-half your</p><p>level.</p><p>Infernal Wrath: You can use infernal wrath as an</p><p>encounter power.</p><p><strong><span style="color: red">Infernal Wrath</span></strong> (Personal Encounter Minor Action): </p><p>Effect: You can channel your fury to gain a +1 power bonus</p><p>to your next attack roll against an enemy that hit you since</p><p>your last turn. If your attack hits and deals damage, add</p><p>your Charisma modifier as extra damage.</p><p></p><p><em>Class Features:</em></p><p>Armor Proficiencies: Cloth, leather</p><p>Weapon Proficiencies: Simple melee, longspear</p><p>Implements: Totems</p><p>Bonus to Defense: +1 Fortitude, +1 Will</p><p>Hit Points at 1st Level: 12 + Constitution score</p><p>Hit Points per Level Gained: 5</p><p>Healing Surges per Day: 7 + Constitution modifier</p><p>Companion Spirit </p><p>Healing Spirit</p><p>Speak with Spirits[/sblock]</p><p></p><p>[sblock=HP/Surges/Surge Value]</p><p>HP: 29</p><p>Surges Per Day: 10</p><p>Surge Value: 7</p><p>Bloodied: 15[/sblock]</p><p></p><p></p><p>[sblock=Init/AC/Defenses/Saves]</p><p>Initiative: +1</p><p>AC: 15</p><p>Fort: 14</p><p>Ref: 14</p><p>Will: 14</p><p>Saving Throw: +0[/sblock]</p><p></p><p>[sblock=Base Attacks]</p><p>Basic Melee: (Longspear) Attk: +4 Dmg: 1d10+2 (Reach Weapon)</p><p>Basic Melee: N/A[/sblock]</p><p></p><p>[sblock=Feats/Skills]</p><p><em><strong>Feats:</strong></em></p><p>Implement Expertise (Totem)</p><p></p><p><em><strong>Skills:</strong></em></p><p>Acrobatics: +1 (+1 Dex)</p><p>Arcana: +3 (+3 Int)</p><p>Athletics: +2 (+2 Str)</p><p>Bluff: +5 (+3 Cha) +2 [Racial]</p><p>Diplomacy: +3 (+3 Cha)</p><p>Dungeoneering: +3 (+3 Wis)</p><p>Endurance: +3 (+3 Con)</p><p>Heal: +8 (+3 Wis) +5 [Trained]</p><p>History: +3 (+3 Int)</p><p>Insight: +8 (+3 Wis) +5 [Trained]</p><p>Intimidate: +3 (+3 Cha)</p><p>Nature: +8 (+3 Wis) +5 [Trained]</p><p>Perception: +8 (+3 Wis) +5 [Trained]</p><p>Religion: +3 (+3 Int)</p><p>Stealth: +3 (+1 Dex) 2 [Racial]</p><p>Streetwise: +3 (+3 Cha)</p><p>Thievery: +1 (+1 Dex)[/sblock]</p><p></p><p>[sblock=Powers and To Hits<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p><strong><em>At-Will:</em></strong></p><p><span style="color: green"><strong>Call Spirit Companion:</strong></span> (Conjuration, Primal) Minor Action Close Burst 20</p><p>Effect: You conjure your spirit companion in an unoccupied</p><p>square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action,</p><p>you can also move the spirit a number of squares equal to your speed.</p><p>The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 the spirit disappears, and you take</p><p>damage equal to 5. Otherwise, the spirit is unaffected by the attack.</p><p></p><p><span style="color: green"><strong>Spirit's Shield</strong></span>(Healing, Implement, Primal, Spirit)</p><p>Opportunity Action Melee spirit 1</p><p>Trigger: An enemy leaves a square adjacent to your spirit companion without shifting</p><p>Target: The triggering enemy</p><p>Attack: +4 (Wis+Feat) vs. Reflex</p><p>Hit: Wisdom modifier damage.</p><p>Effect: One ally within 5 squares of your spirit companion regains hit points equal to your Wisdom modifier.</p><p></p><p><span style="color: green"><strong>Protecting Strike</strong></span> (Implement, Primal, Spirit)</p><p>Standard Action Melee spirit 1</p><p>Target: One creature</p><p>Attack: +4 (Wis+Feat) vs. Will</p><p>Hit: 1d8+3 damage, and each ally adjacent to your spirit companion gains temporary hit points equal to your Constitution modifier.</p><p></p><p><span style="color: green"><strong>Haunting Spirits</strong></span> (Implement, Primal, Psychic)</p><p>Standard Action Ranged 5</p><p>Target: One creature</p><p>Attack: +4 (Wis+Feat) vs. Will</p><p>Hit: 1d6+3 psychic damage. Until the end of your next turn, the target grants combat advantage to an ally of your choice.</p><p></p><p><em><strong>Encounter:</strong></em></p><p><strong><span style="color: red">Infernal Wrath</span></strong> (Personal Encounter Minor Action): </p><p>Effect: You can channel your fury to gain a +1 power bonus</p><p>to your next attack roll against an enemy that hit you since</p><p>your last turn. If your attack hits and deals damage, add</p><p>your Charisma modifier as extra damage.</p><p></p><p><span style="color: red"><strong>Healing Spirit </strong></span> Encounter Special (Healing, Primal)</p><p>Minor Action Close burst 5</p><p>Target: You or one ally in burst</p><p>Effect: The target can spend a healing surge. If the target</p><p>does so, one ally adjacent to your spirit companion, other</p><p>than the target, regains 1d6 hit points.</p><p>Special: You can use this power twice per encounter, but only once per round.</p><p></p><p><span style="color: red"><strong>Speak with Spirits</strong></span> (Primal)</p><p>Minor Action Personal</p><p>Effect: During this turn, you gain a bonus to your next skill</p><p>check equal to your Wisdom modifier.</p><p></p><p><span style="color: red"><strong>Thunder Bear's Warding</strong></span> (Implement, Primal, Thunder)</p><p>Standard Action Ranged 5</p><p>Target: One creature</p><p>Attack: +4 (Wis+Feat) vs. Fortitude</p><p>Hit: 1d6+3 modifier thunder damage. Until the end of your next turn, you and your allies gain resistance to all damage equal to your Constitution modifier while adjacent to your spirit companion. <em>Protector Spirit:</em> You or an ally within 5 squares of you gains temporary hit points equal to your Constitution modifier. </p><p></p><p></p><p><strong><em>Daily:</em></strong></p><p><span style="color: grey"><strong>Spirit of The Healing Flood</strong></span> (Healing, Implement, Primal)</p><p>Standard Action Close burst 5</p><p>Target: Each enemy in burst</p><p>Attack: +4 (Wis+Feat) vs. Fortitude</p><p>Hit: 1d8+3 damage.</p><p>Miss: Half damage.</p><p>Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.[/sblock]</p><p></p><p>[sblock=Equipment/Money]</p><p><em><strong>Equipment:</strong></em></p><p>Longspear</p><p>Leather Armor </p><p>Totem </p><p>Backpack </p><p>Bedroll </p><p>Belt pouch </p><p>Journeybread (10 Days) </p><p>Waterskin </p><p></p><p><em><strong>Money</strong></em></p><p>Platinum:</p><p>Gold: 6</p><p>Silver:</p><p>Copper:[/sblock]</p></blockquote><p></p>
[QUOTE="Rathan, post: 4722635, member: 1322"] Sek Female Tiefling Shaman 1 Size Medium Age 22 Height 6'/Weight 143 lb. Alignment: Unaligned Languages: Common Draconic Vision: Low-Light Speed: 6 Action Points: 1 [sblock=Experience] XP: 0[/sblock] [sblock=stats]Ability Scores: Str 14 (+2) Con 17 (+3) Dex 12 (+1) Int 17 (+3) Wis 17 (+3) Cha 16 (+3)[/sblock] [sblock=Racial/Class Features:] [i]Race Features:[/i] Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes. Fire Resistance: You have resist fire 5 + one-half your level. Infernal Wrath: You can use infernal wrath as an encounter power. [b][color=red]Infernal Wrath[/color][/b] (Personal Encounter Minor Action): Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage. [i]Class Features:[/i] Armor Proficiencies: Cloth, leather Weapon Proficiencies: Simple melee, longspear Implements: Totems Bonus to Defense: +1 Fortitude, +1 Will Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution modifier Companion Spirit Healing Spirit Speak with Spirits[/sblock] [sblock=HP/Surges/Surge Value] HP: 29 Surges Per Day: 10 Surge Value: 7 Bloodied: 15[/sblock] [sblock=Init/AC/Defenses/Saves] Initiative: +1 AC: 15 Fort: 14 Ref: 14 Will: 14 Saving Throw: +0[/sblock] [sblock=Base Attacks] Basic Melee: (Longspear) Attk: +4 Dmg: 1d10+2 (Reach Weapon) Basic Melee: N/A[/sblock] [sblock=Feats/Skills] [i][b]Feats:[/b][/i] Implement Expertise (Totem) [i][b]Skills:[/b][/i] Acrobatics: +1 (+1 Dex) Arcana: +3 (+3 Int) Athletics: +2 (+2 Str) Bluff: +5 (+3 Cha) +2 [Racial] Diplomacy: +3 (+3 Cha) Dungeoneering: +3 (+3 Wis) Endurance: +3 (+3 Con) Heal: +8 (+3 Wis) +5 [Trained] History: +3 (+3 Int) Insight: +8 (+3 Wis) +5 [Trained] Intimidate: +3 (+3 Cha) Nature: +8 (+3 Wis) +5 [Trained] Perception: +8 (+3 Wis) +5 [Trained] Religion: +3 (+3 Int) Stealth: +3 (+1 Dex) 2 [Racial] Streetwise: +3 (+3 Cha) Thievery: +1 (+1 Dex)[/sblock] [sblock=Powers and To Hits:] [b][i]At-Will:[/i][/b][i][/i] [color=green][b]Call Spirit Companion:[/b][/color][b][/b] (Conjuration, Primal) Minor Action Close Burst 20 Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 the spirit disappears, and you take damage equal to 5. Otherwise, the spirit is unaffected by the attack. [color=green][b]Spirit's Shield[/b][/color][b][/b](Healing, Implement, Primal, Spirit) Opportunity Action Melee spirit 1 Trigger: An enemy leaves a square adjacent to your spirit companion without shifting Target: The triggering enemy Attack: +4 (Wis+Feat) vs. Reflex Hit: Wisdom modifier damage. Effect: One ally within 5 squares of your spirit companion regains hit points equal to your Wisdom modifier. [color=green][b]Protecting Strike[/b][/color][b][/b] (Implement, Primal, Spirit) Standard Action Melee spirit 1 Target: One creature Attack: +4 (Wis+Feat) vs. Will Hit: 1d8+3 damage, and each ally adjacent to your spirit companion gains temporary hit points equal to your Constitution modifier. [color=green][b]Haunting Spirits[/b][/color][b][/b] (Implement, Primal, Psychic) Standard Action Ranged 5 Target: One creature Attack: +4 (Wis+Feat) vs. Will Hit: 1d6+3 psychic damage. Until the end of your next turn, the target grants combat advantage to an ally of your choice. [i][b]Encounter:[/b][/i][b][/b] [b][color=red]Infernal Wrath[/color][/b] (Personal Encounter Minor Action): Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage. [color=red][b]Healing Spirit [/b][/color][b][/b] Encounter Special (Healing, Primal) Minor Action Close burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points. Special: You can use this power twice per encounter, but only once per round. [color=red][b]Speak with Spirits[/b][/color][b][/b] (Primal) Minor Action Personal Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier. [color=red][b]Thunder Bear's Warding[/b][/color][b][/b] (Implement, Primal, Thunder) Standard Action Ranged 5 Target: One creature Attack: +4 (Wis+Feat) vs. Fortitude Hit: 1d6+3 modifier thunder damage. Until the end of your next turn, you and your allies gain resistance to all damage equal to your Constitution modifier while adjacent to your spirit companion. [i]Protector Spirit:[/i] You or an ally within 5 squares of you gains temporary hit points equal to your Constitution modifier. [b][i]Daily:[/i][/b][i][/i] [color=grey][b]Spirit of The Healing Flood[/b][/color][b][/b] (Healing, Implement, Primal) Standard Action Close burst 5 Target: Each enemy in burst Attack: +4 (Wis+Feat) vs. Fortitude Hit: 1d8+3 damage. Miss: Half damage. Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.[/sblock] [sblock=Equipment/Money] [i][b]Equipment:[/b][/i] Longspear Leather Armor Totem Backpack Bedroll Belt pouch Journeybread (10 Days) Waterskin [i][b]Money[/b][/i] Platinum: Gold: 6 Silver: Copper:[/sblock] [/QUOTE]
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