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Redclaw's Secret of Whiterock Castle RG
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<blockquote data-quote="hero4hire" data-source="post: 4145612" data-attributes="member: 20711"><p><strong>Talon: Half-Orc Barbarian-Druid</strong></p><p></p><p>[sblock=Talon]</p><p>Talon</p><p>Male Half-Orc Barbarian 1 / Druid 1</p><p>True Neutral</p><p>Representing H4H</p><p></p><p></p><p>Strength 18 (+4) </p><p>Dexterity 12 (+1) </p><p>Constitution 14 (+2) </p><p>Intelligence 10 (+0) </p><p>Wisdom 14 (+2) </p><p>Charisma 6 (-2) </p><p>Size: Medium </p><p>Height: 6' 1" </p><p>Weight: 380 lb </p><p>Skin: Brown </p><p>Eyes: Amber </p><p>Hair: Dark Brown; Straight; Thick Beard / Hirsute </p><p></p><p></p><p>Total Hit Points: 22</p><p></p><p>Speed: 40 feet [barbarian] </p><p></p><p>Armor Class: 15 = 10 +2 [leather] +2 [heavy wooden] +1 [dexterity] </p><p></p><p>Touch AC: 11</p><p>Flat-footed: 14</p><p>Initiative modifier: +1 = +1 [dexterity] </p><p>Fortitude save: +6 = 4 [base] +2 [constitution] </p><p>Reflex save: +1 = 0 [base] +1 [dexterity] </p><p>Will save: +4 = 2 [base] +2 [wisdom] </p><p>Attack (handheld): +5 = 1 [base] +4 [strength] </p><p>Attack (unarmed): +5 = 1 [base] +4 [strength] </p><p>Attack (missile): +2 = 1 [base] +1 [dexterity] </p><p>Grapple check: +5 = 1 [base] +4 [strength] </p><p></p><p></p><p>Light load: 100 lb. or less</p><p>Medium load: 101-200 lb.</p><p>Heavy load: 201-300 lb.</p><p>Lift over head: 300 lb.</p><p>Lift off ground: 600 lb.</p><p>Push or drag: 1500 lb.</p><p>Languages: Common Druidic Orc </p><p></p><p></p><p>Club [1d6, crit x2, range incr. 10 ft., 3 lb, one-handed, bludgeoning]</p><p></p><p>Longbow [1d8, crit x3, range inc 100 ft., 3 lb, two-handed, piercing]</p><p></p><p>Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]</p><p></p><p>Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.] </p><p></p><p>Heavy Wooden Shield [+2 AC; check penalty -1; hardness 5; hp 15; 10 lb.] </p><p></p><p></p><p><u>Feats:</u></p><p></p><p>Extra Rage</p><p>Type: General</p><p>Sources: Complete Warrior </p><p>Masters of the Wild</p><p>You may rage more frequently than normal.</p><p>Prerequisite: Rage or frenzy ability.</p><p>Benefit: You rage or frenzy two more times per day than you otherwise could.</p><p>Special: You can take this feat multiple times. Its effects stack.</p><p></p><p></p><p><u>Traits:</u> </p><p> Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.</p><p> Orc Blood: For all effects related to race, a half-orc is considered an orc.</p><p></p><p></p><p>Fast Movement (Ex)</p><p>A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. </p><p></p><p>Rage (Ex)</p><p>A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). </p><p>A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action. </p><p></p><p></p><p>Shapeshift (Ex) </p><p>As a Swift Action, you may change into a creature whose abilities are determined by your level any number of times per day for any duration. Note</p><p>that shapeshifting does not cause you to heal. You do not need to return to your normal form before changing to a different shape. At first level, you can take</p><p>a Predator Form, which look like a Wolf, Jaguar, or any other terrain or culturally appropriate creature. No mater what it looks like, its ability scores are the</p><p>same for all Shapeshifting Druids. You cannot speak or cast spell while Shapeshifting (Feat: Natural Spell does not work with Shapeshifting). All your</p><p>possessions meld into your new form and become non-functional until you return to your normal form. Unless noted otherwise, you remain the same size.</p><p>Any Natural Weapons that your form has receive an Enhancement bonus on attack & damage equal to ¼th your Druid level & at 4th level are treated as</p><p>‘magic’ for purposes of overcoming Damage Reduction. If you become Unconscious or are killed, you revert to your normal form.</p><p>In effect, this is a simplified Wild Shape.</p><p>Predator Form – typically a Wolf, Panther, etc.</p><p>a) +4 Enhancement bonus to Strength;</p><p>b) +4 improvement to your Natural Armor;</p><p>c) base Land speed becomes 50’;</p><p>d) gain a Bite attack that does 1d6 if you are Medium;</p><p>e) at 5th level, you gain Feat: Mobility when in this form.</p><p></p><p>Nature Sense (Ex): </p><p>A druid gains a +2 bonus on Knowledge (nature) and Survival checks.</p><p></p><p>Wild Empathy (Ex): </p><p>A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.</p><p>To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.</p><p>A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.</p><p>Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.</p><p></p><p><u>Druid Spells per Day </u> </p><p>0) 3 [Cure Minor Wounds, Detect Magic, Detect Poison]</p><p>1) 2 [Magic Fang, Produce Flame]</p><p></p><p></p><p><u>Skills</u></p><p>Climb +4 [str] +4 [ranks] = +8</p><p>Jump +4 [str] +4 [ranks] +4 [spd] = +12 </p><p>Knowledge (nature) +0 [int] +2 [ranks] +2 [druid] +2 [survival] = +6</p><p>Listen +2 [wis] +5 [ranks] = +7</p><p>Survival +2 [wis] +5 [ranks] +2 [druid] = +9</p><p></p><p></p><p><u>Equipment:</u> 2gp</p><p>Wand of Lesser Vigor (750gp)</p><p>Club (0gp)</p><p>Scimitar (15gp)</p><p>Longbow (75gp)</p><p>20 arrows (1gp)</p><p>Leather Armor (10gp)</p><p>Heavy Wooden Shield (7gp)</p><p>Spell Component Pouch (5gp)</p><p>Portable Ram (20gp)</p><p>[sblock=Standard adventurer's kit (15 gp)]backpack, belt pouch, bedroll, flint and steel, two sunrods, ten days trail rations, 50' hemp rope, waterskin[/sblock] </p><p></p><p><u>Notes:</u></p><p>Rage Stats [Str 22, Con 22, AC 13, HP 26, Will +6, Melee Atk +7, Dmg 1d6+6, Climb +10, Jump +14]</p><p></p><p>Predator Stats [Str 22, Move 60, Melee Atk +7, Dmg 1d6+6, Climb +10, Jump +22]</p><p></p><p>Predator/Rage [Str 26, Con 22, AC 13, HP 26, Will +6, Move 60, Melee Atk +9, Dmg 1d6+8, Climb +12, Jump +24][/sblock]</p><p><img src="http://i68.photobucket.com/albums/i31/herofhire/DnD/dark_mmm_45.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>[sblock=Tracking]XP: 1000[/sblock]</p></blockquote><p></p>
[QUOTE="hero4hire, post: 4145612, member: 20711"] [b]Talon: Half-Orc Barbarian-Druid[/b] [sblock=Talon] Talon Male Half-Orc Barbarian 1 / Druid 1 True Neutral Representing H4H Strength 18 (+4) Dexterity 12 (+1) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 14 (+2) Charisma 6 (-2) Size: Medium Height: 6' 1" Weight: 380 lb Skin: Brown Eyes: Amber Hair: Dark Brown; Straight; Thick Beard / Hirsute Total Hit Points: 22 Speed: 40 feet [barbarian] Armor Class: 15 = 10 +2 [leather] +2 [heavy wooden] +1 [dexterity] Touch AC: 11 Flat-footed: 14 Initiative modifier: +1 = +1 [dexterity] Fortitude save: +6 = 4 [base] +2 [constitution] Reflex save: +1 = 0 [base] +1 [dexterity] Will save: +4 = 2 [base] +2 [wisdom] Attack (handheld): +5 = 1 [base] +4 [strength] Attack (unarmed): +5 = 1 [base] +4 [strength] Attack (missile): +2 = 1 [base] +1 [dexterity] Grapple check: +5 = 1 [base] +4 [strength] Light load: 100 lb. or less Medium load: 101-200 lb. Heavy load: 201-300 lb. Lift over head: 300 lb. Lift off ground: 600 lb. Push or drag: 1500 lb. Languages: Common Druidic Orc Club [1d6, crit x2, range incr. 10 ft., 3 lb, one-handed, bludgeoning] Longbow [1d8, crit x3, range inc 100 ft., 3 lb, two-handed, piercing] Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing] Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.] Heavy Wooden Shield [+2 AC; check penalty -1; hardness 5; hp 15; 10 lb.] [U]Feats:[/U] Extra Rage Type: General Sources: Complete Warrior Masters of the Wild You may rage more frequently than normal. Prerequisite: Rage or frenzy ability. Benefit: You rage or frenzy two more times per day than you otherwise could. Special: You can take this feat multiple times. Its effects stack. [U]Traits:[/U] Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all. Orc Blood: For all effects related to race, a half-orc is considered an orc. Fast Movement (Ex) A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. Rage (Ex) A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action. Shapeshift (Ex) As a Swift Action, you may change into a creature whose abilities are determined by your level any number of times per day for any duration. Note that shapeshifting does not cause you to heal. You do not need to return to your normal form before changing to a different shape. At first level, you can take a Predator Form, which look like a Wolf, Jaguar, or any other terrain or culturally appropriate creature. No mater what it looks like, its ability scores are the same for all Shapeshifting Druids. You cannot speak or cast spell while Shapeshifting (Feat: Natural Spell does not work with Shapeshifting). All your possessions meld into your new form and become non-functional until you return to your normal form. Unless noted otherwise, you remain the same size. Any Natural Weapons that your form has receive an Enhancement bonus on attack & damage equal to ¼th your Druid level & at 4th level are treated as ‘magic’ for purposes of overcoming Damage Reduction. If you become Unconscious or are killed, you revert to your normal form. In effect, this is a simplified Wild Shape. Predator Form – typically a Wolf, Panther, etc. a) +4 Enhancement bonus to Strength; b) +4 improvement to your Natural Armor; c) base Land speed becomes 50’; d) gain a Bite attack that does 1d6 if you are Medium; e) at 5th level, you gain Feat: Mobility when in this form. Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. [U]Druid Spells per Day [/U] 0) 3 [Cure Minor Wounds, Detect Magic, Detect Poison] 1) 2 [Magic Fang, Produce Flame] [U]Skills[/U] Climb +4 [str] +4 [ranks] = +8 Jump +4 [str] +4 [ranks] +4 [spd] = +12 Knowledge (nature) +0 [int] +2 [ranks] +2 [druid] +2 [survival] = +6 Listen +2 [wis] +5 [ranks] = +7 Survival +2 [wis] +5 [ranks] +2 [druid] = +9 [U]Equipment:[/U] 2gp Wand of Lesser Vigor (750gp) Club (0gp) Scimitar (15gp) Longbow (75gp) 20 arrows (1gp) Leather Armor (10gp) Heavy Wooden Shield (7gp) Spell Component Pouch (5gp) Portable Ram (20gp) [sblock=Standard adventurer's kit (15 gp)]backpack, belt pouch, bedroll, flint and steel, two sunrods, ten days trail rations, 50' hemp rope, waterskin[/sblock] [U]Notes:[/U] Rage Stats [Str 22, Con 22, AC 13, HP 26, Will +6, Melee Atk +7, Dmg 1d6+6, Climb +10, Jump +14] Predator Stats [Str 22, Move 60, Melee Atk +7, Dmg 1d6+6, Climb +10, Jump +22] Predator/Rage [Str 26, Con 22, AC 13, HP 26, Will +6, Move 60, Melee Atk +9, Dmg 1d6+8, Climb +12, Jump +24][/sblock] [IMG]http://i68.photobucket.com/albums/i31/herofhire/DnD/dark_mmm_45.jpg[/IMG] [sblock=Tracking]XP: 1000[/sblock] [/QUOTE]
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