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(RG) Dog Days of Doom
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<blockquote data-quote="FitzTheRuke" data-source="post: 9687002" data-attributes="member: 59816"><p><strong><span style="font-size: 22px">Marshal</span></strong> <strong><span style="font-size: 22px">Stratus</span></strong></p><p>[ATTACH=full]408882[/ATTACH]</p><p>Cloud Goliath Soldier</p><p>Devotion Paladin</p><p><strong>Level 3</strong></p><p><strong></strong></p><p><strong>AC:</strong> 17, 19 (w/Shield)</p><p><strong>HP:</strong> 28/28</p><p><strong>THP: </strong>0/0</p><p></p><p>Initiative: 1d20 </p><p>Inspiration: 0/1</p><p>Hit Dice: 1d10+2 (LR) 3/3</p><p>Exhaustion: 0/6</p><p>Spell Slots. (LR) L1 3/3</p><p>Channel Divinity. You regain 1 use when you finish a SR. (LR) 2/2</p><p></p><p>[spoiler="Ability Checks (Saves)"]</p><p>Strength (16). 1d20+3 (w/Advantage when Escaping Grapples) </p><p>Dexterity (10). 1d20 </p><p>Constitution (14). 1d20+2</p><p>Intelligence (10). 1d20 (w/Advantage if you use Ring of Wit)</p><p>Wisdom (12). 1d20+1 (+3)</p><p>Charisma (15). 1d20+2 (+4)</p><p>[/spoiler][Spoiler="Skills & Tools"]</p><p>Athletics. 1d20+5 </p><p>Insight. 1d20+3</p><p>Medicine. 1d20+2 </p><p>Navigator. 1d20+4</p><p>Perception. 1d20+1 </p><p>Persuasion. 1d20+4</p><p>Stealth. 1d20 (w/ Disadvantage from noisy armor)</p><p></p><p>Languages: Common, Common Sign, Giant.</p><p>[/spoiler][spoiler="Attack & Utilize Actions"]</p><p> Healer. Utilize: A creature within 5ft of you can spend a HD to regain HP plus an extra 2. Reroll any die that rolls a 1 & use the new roll. (Kit) 7/10</p><p> Grapple/Shove. 5ft Melee Attack: A T-L creature must make a dc13 STR or DEX Save or be Grappled, pushed 5ft, or knocked Prone. You need a free hand to grapple.</p><p> Holy Water. 20ft Ranged Attack: A Fiend or Undead you can see must make a dc10 DEX Save or take 2d8 Radiant. Other creatures just get wet. (Flasks) 1/1</p><p> Javelin. 5ft Melee or 30/120ft Ranged Attack: 1d20+5 for 1d6+3 Piercing & their Speed is reduced by 10ft until the start of your next turn. (x3) 3/3</p><p> Longsword. 5ft Melee Attack: 1d20+5 for 1d8+3 Slashing (1d10+3 if wielded 2-Handed) & they have Disadvantage on their next Attack before the start of your next turn.</p><p> Unarmed Strike. 5ft Melee Attack: 1d20+5 for 4 Bludgeoning.</p><p>Sacred Weapon. When you take the Attack Action, you can use Channel Divinity to add +2 to Attack rolls for 10 minutes. Your weapon emits Bright Light in a 20ft radius & Dim Light for another 20ft & deals its normal damage type or Radiant. This effect ends if you aren’t carrying the Weapon or if you end it (no Action).</p><p>[/spoiler][spoiler="Magic Actions"] </p><p>Bless ©. Enchantment (VSM) L1 Slot: Pick up to 3 creatures within 30ft. For 1 minute ©, whenever they make an Attack or Save they add 1d4 to their roll.</p><p> Command. Enchantment (V) L1 Slot: A creature you can see within 60ft must make a dc12 WIS Save or obey your 1-word command on their turn. EX. Approach. They move toward you by the most direct route. Drop. They drop what they're holding. Flee. They move away from you by the fastest route. Grovel. They fall Prone. Halt. They don’t move & take no actions. When the act is complete, they end their turn.</p><p> Heroism ©. Enchantment (VS) L1 Slot: A willing creature you touch is immune to being Frightened & gains 3 THP at the start of each of their turns for 1 minute ©.</p><p> Protection from Evil & Good ©. Abjuration (VSM*) L1 Slot: You use a Holy Water & a willing creature you touch is protected against Aberrations, Celestials, Elementals, Fey, Fiends, & Undead for 10 minutes ©. Those creatures have Disadvantage on Attacks against the target & can't possess, Charm or Frighten them. If they're already possessed, Charmed, or Frightened by such a creature, they have Advantage on any new Save against the relevant effect.</p><p>[/spoiler][spoiler="Bonus Actions"]</p><p> Cloud’s Jaunt. You teleport up to 30ft to an unoccupied space you can see. (2/LR) OO.</p><p> Divine Favor. Transmutation (VS) L1 Slot: Your attacks with weapons deal an extra 1d4 Radiant for 1 minute.</p><p> Divine Sense. Use Channel Divinity to learn the location of any Celestial, Fiend & Undead within 60ft of you for 10 minutes or until you are Incapacitated. You also detect the presence of any place or object that has been consecrated or desecrated.</p><p> Divine Smite. Evocation (V) L1 Slot: When you hit with a Melee Weapon or an Unarmed Strike, you deal an extra 2d8 Radiant. 3d8 if they are a Fiend or Undead. No Slot: (LR) 1/1</p><p> Lay On Hands. You touch a creature & restore a # of HP to them, up to what’s left in your pool. You can expend 5 from the pool to instead remove the Poisoned condition. (LR) 15/15</p><p> Shield of Faith ©. Abjuration (VSM) L1 Slot: A creature you choose within 60ft gains +2 AC for 10 minutes ©.</p><p>[/spoiler][spoiler="Movement"]</p><p>Speed: 35ft.</p><p>With a 10ft start, you can jump 5ft high or 16ft long & reach a ledge 16ft up or 20ft out. Half the distance if you don’t have a 10ft start.</p><p>[/spoiler][spoiler="Equipment"]</p><p>Backpack, Bedroll, Healer’s Kit, Holy Water (x1), Javelins (x6), Jewelry (200gp), Longsword, Navigator’s Tools, Ration Pack, Ring of Wit, Rope, Shield with Stronmaus’ Emblem, Splint Mail, Tinderbox, Waterskin.</p><p></p><p>Lifestyle: 1gp/day (in town)</p><p>Purse (gp): 15</p><p>Rations: 1/day (while travelling) 6/10</p><p>Carry: 480 lbs</p><p>Drag/Lift: 960 lbs.</p><p></p><p>Ring of Puzzler’s Wit (U). When you make an INT check, you can expend 1 charge to grant yourself Advantage on the check. It regains 1d4-1 charges daily at dawn. Charges: 3/3[/spoiler]</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 9687002, member: 59816"] [B][SIZE=6]Marshal[/SIZE][/B] [B][SIZE=6]Stratus[/SIZE][/B] [ATTACH type="full" alt="1750353150778.png"]408882[/ATTACH] Cloud Goliath Soldier Devotion Paladin [B]Level 3 AC:[/B] 17, 19 (w/Shield) [B]HP:[/B] 28/28 [B]THP: [/B]0/0 Initiative: 1d20 Inspiration: 0/1 Hit Dice: 1d10+2 (LR) 3/3 Exhaustion: 0/6 Spell Slots. (LR) L1 3/3 Channel Divinity. You regain 1 use when you finish a SR. (LR) 2/2 [spoiler="Ability Checks (Saves)"] Strength (16). 1d20+3 (w/Advantage when Escaping Grapples) Dexterity (10). 1d20 Constitution (14). 1d20+2 Intelligence (10). 1d20 (w/Advantage if you use Ring of Wit) Wisdom (12). 1d20+1 (+3) Charisma (15). 1d20+2 (+4) [/spoiler][Spoiler="Skills & Tools"] Athletics. 1d20+5 Insight. 1d20+3 Medicine. 1d20+2 Navigator. 1d20+4 Perception. 1d20+1 Persuasion. 1d20+4 Stealth. 1d20 (w/ Disadvantage from noisy armor) Languages: Common, Common Sign, Giant. [/spoiler][spoiler="Attack & Utilize Actions"] Healer. Utilize: A creature within 5ft of you can spend a HD to regain HP plus an extra 2. Reroll any die that rolls a 1 & use the new roll. (Kit) 7/10 Grapple/Shove. 5ft Melee Attack: A T-L creature must make a dc13 STR or DEX Save or be Grappled, pushed 5ft, or knocked Prone. You need a free hand to grapple. Holy Water. 20ft Ranged Attack: A Fiend or Undead you can see must make a dc10 DEX Save or take 2d8 Radiant. Other creatures just get wet. (Flasks) 1/1 Javelin. 5ft Melee or 30/120ft Ranged Attack: 1d20+5 for 1d6+3 Piercing & their Speed is reduced by 10ft until the start of your next turn. (x3) 3/3 Longsword. 5ft Melee Attack: 1d20+5 for 1d8+3 Slashing (1d10+3 if wielded 2-Handed) & they have Disadvantage on their next Attack before the start of your next turn. Unarmed Strike. 5ft Melee Attack: 1d20+5 for 4 Bludgeoning. Sacred Weapon. When you take the Attack Action, you can use Channel Divinity to add +2 to Attack rolls for 10 minutes. Your weapon emits Bright Light in a 20ft radius & Dim Light for another 20ft & deals its normal damage type or Radiant. This effect ends if you aren’t carrying the Weapon or if you end it (no Action). [/spoiler][spoiler="Magic Actions"] Bless ©. Enchantment (VSM) L1 Slot: Pick up to 3 creatures within 30ft. For 1 minute ©, whenever they make an Attack or Save they add 1d4 to their roll. Command. Enchantment (V) L1 Slot: A creature you can see within 60ft must make a dc12 WIS Save or obey your 1-word command on their turn. EX. Approach. They move toward you by the most direct route. Drop. They drop what they're holding. Flee. They move away from you by the fastest route. Grovel. They fall Prone. Halt. They don’t move & take no actions. When the act is complete, they end their turn. Heroism ©. Enchantment (VS) L1 Slot: A willing creature you touch is immune to being Frightened & gains 3 THP at the start of each of their turns for 1 minute ©. Protection from Evil & Good ©. Abjuration (VSM*) L1 Slot: You use a Holy Water & a willing creature you touch is protected against Aberrations, Celestials, Elementals, Fey, Fiends, & Undead for 10 minutes ©. Those creatures have Disadvantage on Attacks against the target & can't possess, Charm or Frighten them. If they're already possessed, Charmed, or Frightened by such a creature, they have Advantage on any new Save against the relevant effect. [/spoiler][spoiler="Bonus Actions"] Cloud’s Jaunt. You teleport up to 30ft to an unoccupied space you can see. (2/LR) OO. Divine Favor. Transmutation (VS) L1 Slot: Your attacks with weapons deal an extra 1d4 Radiant for 1 minute. Divine Sense. Use Channel Divinity to learn the location of any Celestial, Fiend & Undead within 60ft of you for 10 minutes or until you are Incapacitated. You also detect the presence of any place or object that has been consecrated or desecrated. Divine Smite. Evocation (V) L1 Slot: When you hit with a Melee Weapon or an Unarmed Strike, you deal an extra 2d8 Radiant. 3d8 if they are a Fiend or Undead. No Slot: (LR) 1/1 Lay On Hands. You touch a creature & restore a # of HP to them, up to what’s left in your pool. You can expend 5 from the pool to instead remove the Poisoned condition. (LR) 15/15 Shield of Faith ©. Abjuration (VSM) L1 Slot: A creature you choose within 60ft gains +2 AC for 10 minutes ©. [/spoiler][spoiler="Movement"] Speed: 35ft. With a 10ft start, you can jump 5ft high or 16ft long & reach a ledge 16ft up or 20ft out. Half the distance if you don’t have a 10ft start. [/spoiler][spoiler="Equipment"] Backpack, Bedroll, Healer’s Kit, Holy Water (x1), Javelins (x6), Jewelry (200gp), Longsword, Navigator’s Tools, Ration Pack, Ring of Wit, Rope, Shield with Stronmaus’ Emblem, Splint Mail, Tinderbox, Waterskin. Lifestyle: 1gp/day (in town) Purse (gp): 15 Rations: 1/day (while travelling) 6/10 Carry: 480 lbs Drag/Lift: 960 lbs. Ring of Puzzler’s Wit (U). When you make an INT check, you can expend 1 charge to grant yourself Advantage on the check. It regains 1d4-1 charges daily at dawn. Charges: 3/3[/spoiler] [/QUOTE]
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