Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Tavern of the Epic Cinimatic
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Vertexx69" data-source="post: 4219539" data-attributes="member: 48854"><p>Suggested World Name: <span style="color: Red">Tahal’</span></p><p></p><p> [sblock= Captain Prontius Olfar –The Godhand’s Bloodclaw Master of Nine] </p><p>Prontius Olfar</p><p>Feral Half-Ogre: </p><p>Swordsage7/Fighter2/Swordsage6/Bloodclaw Master2/Warblade2/Crusader1/Wizard3/Master of Nine5</p><p></p><p>Large Monstrous Humanoid, giantblooded</p><p>Hit Dice: (8+4d12+3D10+17D8+3d4+280)X5 (2265)</p><p>Initiative: 14 (+3, +4 Imp Init, +7 Dex)</p><p>Speed: 1200 ft. / 4500 ft. fly (good)</p><p></p><p>Adjusted Abilities: (base+racial+inherent+enhancement+level)</p><p>Str: 50/+20 (14+10+4+10+12)</p><p>Dex: 22/+6 (16-4+4+6)</p><p>Con: 30/+10 (16+4+4+6)</p><p>Int: 22/+6 (18-6+4+6)</p><p>Wis: 42/+16 (18+2+5+10+7)</p><p>Cha: 16/+3 (8-2+4+6)</p><p></p><p>Saves: (Sworsage13+Fighter2+BcM2+Warblade2+Crusader1+ability+enh+epic)</p><p>Fortitude: 34 (4+3+3+3+2+10+5+4)</p><p>Reflex: 30 (8+0+3+0+0+6+5+4+6)</p><p>Will: 32 (8+0+0+0+15+5+4)</p><p></p><p>Armor Class: 68 (10 Base, +6 Dex, +16 Wis, +15 Natural, +9 Armor,</p><p>+5 Defense, +7 Deflection, +1 insight, -1 size) Touch 43, FF --</p><p></p><p>Base Attack/Grapple: +20/+39</p><p></p><p>Attack Total: BaB.+20, Str.+20, Enh.+ 5, WF+1, Size-1 = +50 melee (+52 with strike)</p><p></p><p>Single Charging Attack (w/ FDB & IB) +54 melee for 30d6+53, 3d6+24 fire (+AoC bonus dmg)</p><p></p><p>Full Charging Pounce Attack (w/ WMC & RM) +59/59/59/59/59/59/59/<span style="color: red"> 45/45</span>/49/49/45/45</p><p>For 10d6+103/<span style="color: red">9d6+88</span> (+AoC bonus dmg) each +20d6+106</p><p><span style="color: red">( rake attacks)</span></p><p></p><p>Space/Reach: 10ft/10ft</p><p></p><p>Special Attacks:</p><p>Improved Grab</p><p>Pounce</p><p>Rake</p><p>Rend</p><p></p><p>Special Qualities:</p><p>Evasion</p><p>Uncanny Dodge</p><p>Spell Resistance 37</p><p>Damage Reduction 15/Adamantine </p><p>Immunity to gases, critical hits, energy drain</p><p>Resistance +30 to fire, cold, electricity, sonic, acid</p><p>Low-light vision</p><p>Darkvision 120ft</p><p>Fast Healing 5</p><p>Targeted Greater Dispelling as free action on hit with claw 3/day (15th caster lvl)</p><p>All attacks considered Ghost Touch</p><p>Haste (20 round duration) 3/day</p><p></p><p>[sblock=ToB Class/Manuever Breakdown]Swordsage (IL 23):</p><p>Quick to act +3</p><p>Discipline Focus:</p><p>- Weapon focus-Tiger Claw</p><p>- Insightful Strike-Diamond Mind +15 dmg</p><p>- Insightful Strike-Tiger Claw +15 dmg</p><p>- Defensive Stance-Desert Wind +2 saves</p><p></p><p><em>Manuevers Known:</em></p><p>Distracting Ember-DW1- Summon small fire elemental to flank target</p><p>Monent of Perfect Mind-DM1- Concentration check in place of will save</p><p>Counter Charge-SS1- Force charging target to move away from you</p><p>Wolf Fang Strike-TC1- Attack once with each weapon as standard action</p><p>Burning Blade-DW2- +1d6+23 fire dmg to all melee attacks</p><p>Emerald Blade-DM2- touch attack</p><p>Shadow Blade Technique-SH1- roll twice to hit take lower to deal +1d6 cold</p><p>Fire Riposte-DW3- Melee touch to deal 4d6 fire</p><p>Mountain Hammer-SD1- +2d6 dmg ignore DR and hardness</p><p>Mind Over Body-DM3- Concentration check in place of fort save</p><p>Zephyr Dance-DW4- +4 dodge bonus vs 1 attack</p><p>Death from Above-TG2- +4 to hit +6d6 vs larger target</p><p>Pouncing Charge-TG3- Make full attack after charge</p><p>Shadow Stride-SH2- Teleport 50 ft as move action</p><p>Moment of Alacrity-DM4- +20 initiative for rest of combat</p><p>Irresistible Mountain Strike-SD2- +4d6 dmg and DC37 fort save or lose standard action</p><p>Shadow Blink-SH3- Teleport 50 ft as swift action</p><p>Inferno Blade-DW5- +3d6+24 fire dmg to all melee attacks </p><p></p><p><em>Stances:</em></p><p>Flames Blessing – Immunity to fire</p><p>Hunter’s Sense – Scent ability</p><p>Step of the Wind – Ignore Difficult terrain and get +2 to hit target that are, and +4 str checks</p><p>Assassin’s Stance - +2d6 Sneak Attack dmg</p><p></p><p>Bloodclaw Master:</p><p>Claws of the beast – Full strength mod to dmg on all claws</p><p>Superior 2 Weapon Fighting – No –2 for attacking with multiple claws</p><p>Tigerclaw Synergy +1 dodge or +10 speed when in TG stance</p><p></p><p><em>Manuevers Known:</em></p><p>Swooping Dragon Strike-TG4- +10d6 dmg, no dex to AC, Fort save or 1 round stun DC=Jump check</p><p></p><p>Crusader (IL 17): </p><p>Steely Resolve 5 – hold 5 dmg until end of next turn</p><p>Furious Counterstrike - +1 to hit & dmg while holding 5 dmg</p><p></p><p><em>Manuevers Known:</em></p><p>Martial Spirit-DS1- heal 1d6+5 dmg with strike</p><p>Tide of Chaos-DS2- +8 to hit charge against lawful target, +6d6 dmg and gain full concealment </p><p>Leading the Attack-WR1- Allies get +4 to hit same target on successful strike</p><p>White Raven Tactics-WR2- Set allies Initiative count to mine –1, target could act again that round</p><p>Battle Leader’s Charge-WR3- Each charge attack deals +35 dmg</p><p></p><p><em>Stances:</em></p><p>Martial Spirit – Heal 2 hp for each successful attack to self or ally within 30ft</p><p>Aura of Chaos – Reroll any dmg dice that rolls max and add to total</p><p></p><p>Warblade (IL 18):</p><p>Battle Clarity – +5 Ref saves</p><p>Weapon Aptitude - Can change weapon specific feats between others</p><p></p><p><em>Manuevers Known:</em></p><p>Steel Wind-IH1- Attack 2 targets within reach with a standard action</p><p>Iron Heart Surge-IH2- end any 1 effect ailing you</p><p>Iron Heart Focus-IH3- reroll any save</p><p>Lightning Recovery-IH4- reroll any missed attack</p><p></p><p><em>Stances:</em></p><p>Punishing Stance - -2 AC for +1d6 dmg on all melee attacks</p><p></p><p>Master of Nine:</p><p>Dual Stance – can have 2 active stances for 10 rounds a day</p><p>Perfect Form - +1 all manuever DCs</p><p>Counter Stance – can change stances as part of a counter</p><p>Master of Nine - +2 to hit and +9 dmg to all strikes</p><p></p><p><em>Manuevers Known:</em></p><p>Raging Mongoose-TG6- +4 attacks at full attack bonus</p><p>Feral Death Blow-TG7- DC 35 Ref save or die, it target makes save they still take +20d6 dmg</p><p>Time Stands Still-DM- Make 2 full attack actions</p><p>Strike of Righteous Vitality-DS4- Heal on self or ally with successful strike</p><p>Inferno Blast-DW6- 100 fire dmg in 60ft burst centered on me</p><p>Diamond Defense-DM6- +23 to any save</p><p>White Raven Hammer-WR4- +6d6 dmg 1 round of stun (no save)</p><p>War Master’s Charge-WR5- Each charge attack deals +50 dmg, +25 dmg for each ally &+2 to hit/ally</p><p></p><p><em>Stances:</em></p><p>Aura of Perfect Order – take an 11 on a d20 roll 1/round</p><p>Stance of Alacrity – can use 2 different counter in any round</p><p></p><p>Standard Readied Manuevers (Cr5/Wb3/Ss14)</p><p>War Master’s Charge(s), Irresistible Mountain Strike(s), Tide of Chaos(s), Strike of Righteous Vitality(s)</p><p>Iron Heart Surge, Swooping Dragon Strike(s), Lightning Recovery(c)</p><p>Inferno Blast(s) X3, Time Stands Still(s) X2 , War Master’s Charge(s), Feral Death Blow(s), Diamond Defense(c), Counter Charge(c), Shadow Blink(t), Inferno Blade(b) X2, Raging Mongoose(b) X2[/sblock]</p><p></p><p>Spells Known: Blood Wind, Raging Flame, Cold Fire, Shield</p><p></p><p>Spell slots: 4/4/3</p><p></p><p>Feats:</p><p>1 Improved Initiative</p><p>-- Two Weapon Fighting (bonus Human)</p><p>3 Blindfight</p><p>6 Improved Natural Attack (claw) 3d6</p><p>-- Improved Two Weapon Fighting (bonus Fighter)</p><p>9 Desert Wind Dodge (ToB p.29)</p><p>-- Improved Natural Attack (claw) (bonus fighter) 4d6</p><p>12 Adaptive Style (ToB p.29)</p><p>15 Improved Natural Attack (claw) 6d6</p><p>18 Greater Two Weapon Fighting</p><p>21 Practiced Spell caster (Wizard)</p><p>24 Extra Item slot (ring)</p><p>27 Diving Charge (RotW p.153)</p><p></p><p>Items: 5 mil + single 5mil item</p><p>+5 Necklace of Natural Weapons – 2 (SS p.58) </p><p>Sure Striking (PGF p.120) </p><p>Martial Discipline (Bo9S p. 148) (TigC, DevoS, DiaM):</p><p>1,620,000 X2 +600 = 3,240,600</p><p>Parrying (EPH p.164) +8,000</p><p>Greater dispelling (PGF p.119) +79,200</p><p>Brutal Surge (DMGII p.255) +2000</p><p>Blindsighted (Und p.68) +30,000g</p><p>Finder (Und p.69) +7,200g</p><p>+10 Wisdom 1,500,000g </p><p>Adaptation 13,500g</p><p>Wound Closure 22,500g</p><p>Proof against poison 40,500g</p><p>Greater Eloquence (Cadv p.132) 36,000g</p><p>Health 11,250g</p><p>4,990,400g</p><p>- Lesser Trudeath Crystal (MIC p.?) 5000g</p><p>-----</p><p>Comprehension Tricorn of Intellect +6 43,700g</p><p>Crystal Eye patch of Seeing 75,000g</p><p>+5 soulfire (BoED p.112) Mithral Chain Shirt of the Twilight 101,250g</p><p>- +5 Adamantine Armor Spikes of defense 77,350g</p><p>Stat Books: 694,000g</p><p>Temporal Acceleration Open-Toed Heavy Boots of Swiftness 320,800g</p><p>Major Counterspelling (GD) Ring of Universal Elemental Resistance 314,000g</p><p>Counterspelling (GD) Ring of Deflection +7 986,000g</p><p>Sequestering Ring of Solar Wings (BoED p.115) 456,000g</p><p>Vambraces of Evil’s Warding (BoED p.116) 18,000g</p><p>Belt of Epic Strength +10 1,000,000g</p><p>Adamantine Beast Claws 12,610g</p><p>Glove of storing, rust 26,500g</p><p>(held in storage glove)</p><p> Rod of Invulnerability 600,000g</p><p>Daazzix’s Vest (DMGII p.267) of Health +6, with 1st lvl pearl of power X6 79,500g</p><p>+6 Charismatic Topcoat of 2nd Chances (DMGII p.269) 45,000</p><p>Permanent Spells: Girallon’s Blessing, Fuse Arms 27,800g</p><p>Psionic Tatoos: Claws of the Vampire X10 7,500g</p><p>Hewards HH 2,000g</p><p>Eternal Wand of Shield 820g</p><p>Eternal Wand of Raging Flame 820g</p><p>Eternal Wand of Heroism 4,420g</p><p>Potions: Resto L X20</p><p>1,930g</p><p></p><p>Soarwood Airship “The Mayhem” (Eb p.267) 92,000g</p><p>- Wheel of Wind & Water (Eb p.263) 8,000g</p><p></p><p>Skills: (rank+ability+racial+competence+enhancement+luck)+synergy</p><p>217 skill points (Sworsage116/ fighter 6/ Bloodclaw 10/ Warblade 14/Crusader 21/ Wizard 5/ Master 45)</p><p></p><p>Jump (Str) +519 (9+20+20+468)+2</p><p>Hide (Dex) + (5+8+20+40)</p><p>Move Silently (Dex) +13 (5</p><p>Tumble (Dex) +61 (31+8+20)+2</p><p>Concentration (Con) +15</p><p>Search (Int) +12</p><p>Survival (Wis) +20</p><p>Listen (Wis) +25</p><p>Spot (Wis) +28 (10+16+2)</p><p>Intimidate (Cha) +13</p><p>Spellcraft (Int) +10</p><p>Bluff (Cha) +8</p><p>Sense Motive (Cha) +34</p><p>Diplomacy (Cha) +18</p><p>Gather Information (Cha) +8</p><p>Knowledge Dungeoneering (Int) +10</p><p>Knowledge Arcana (Int) +10</p><p>Knowledge Religion (Int) +10</p><p>Knowledge Nature (Int) +10</p><p>Knowledge Planes (Int) +10</p><p>Knowledge Local (Int) +10</p><p>Knowledge Nobility&Royalty (Int) +10</p><p>Martial Lore (Int) +10</p><p>Proffession Sailor (Wis) +20</p><p>Use Magic Device (cha) +10[/sblock][sblock=Background] Captain P has sailed the skies for many years through the mild winds over the southwestern continents of Oorushune and Kafa’la on the massive red planet of Tahal’. His cargo through the ages has been as varied as the stars, and Prontius cares about what he transports about as much as whether there is life out there in space. That’s to say he doesn’t. Pulling his Airship the Mayhem, majestically into the exotic sky town ports along with a motley crew, that’s just about as crazy as he is. The salty old dog can still be found stumbling from pub to tavern on those few cold foggy nights on the ground.[/sblock]</p></blockquote><p></p>
[QUOTE="Vertexx69, post: 4219539, member: 48854"] Suggested World Name: [COLOR=Red]Tahal’[/COLOR] [sblock= Captain Prontius Olfar –The Godhand’s Bloodclaw Master of Nine] Prontius Olfar Feral Half-Ogre: Swordsage7/Fighter2/Swordsage6/Bloodclaw Master2/Warblade2/Crusader1/Wizard3/Master of Nine5 Large Monstrous Humanoid, giantblooded Hit Dice: (8+4d12+3D10+17D8+3d4+280)X5 (2265) Initiative: 14 (+3, +4 Imp Init, +7 Dex) Speed: 1200 ft. / 4500 ft. fly (good) Adjusted Abilities: (base+racial+inherent+enhancement+level) Str: 50/+20 (14+10+4+10+12) Dex: 22/+6 (16-4+4+6) Con: 30/+10 (16+4+4+6) Int: 22/+6 (18-6+4+6) Wis: 42/+16 (18+2+5+10+7) Cha: 16/+3 (8-2+4+6) Saves: (Sworsage13+Fighter2+BcM2+Warblade2+Crusader1+ability+enh+epic) Fortitude: 34 (4+3+3+3+2+10+5+4) Reflex: 30 (8+0+3+0+0+6+5+4+6) Will: 32 (8+0+0+0+15+5+4) Armor Class: 68 (10 Base, +6 Dex, +16 Wis, +15 Natural, +9 Armor, +5 Defense, +7 Deflection, +1 insight, -1 size) Touch 43, FF -- Base Attack/Grapple: +20/+39 Attack Total: BaB.+20, Str.+20, Enh.+ 5, WF+1, Size-1 = +50 melee (+52 with strike) Single Charging Attack (w/ FDB & IB) +54 melee for 30d6+53, 3d6+24 fire (+AoC bonus dmg) Full Charging Pounce Attack (w/ WMC & RM) +59/59/59/59/59/59/59/[color=red] 45/45[/color]/49/49/45/45 For 10d6+103/[color=red]9d6+88[/color] (+AoC bonus dmg) each +20d6+106 [color=red]( rake attacks)[/color] Space/Reach: 10ft/10ft Special Attacks: Improved Grab Pounce Rake Rend Special Qualities: Evasion Uncanny Dodge Spell Resistance 37 Damage Reduction 15/Adamantine Immunity to gases, critical hits, energy drain Resistance +30 to fire, cold, electricity, sonic, acid Low-light vision Darkvision 120ft Fast Healing 5 Targeted Greater Dispelling as free action on hit with claw 3/day (15th caster lvl) All attacks considered Ghost Touch Haste (20 round duration) 3/day [sblock=ToB Class/Manuever Breakdown]Swordsage (IL 23): Quick to act +3 Discipline Focus: - Weapon focus-Tiger Claw - Insightful Strike-Diamond Mind +15 dmg - Insightful Strike-Tiger Claw +15 dmg - Defensive Stance-Desert Wind +2 saves [I]Manuevers Known:[/I] Distracting Ember-DW1- Summon small fire elemental to flank target Monent of Perfect Mind-DM1- Concentration check in place of will save Counter Charge-SS1- Force charging target to move away from you Wolf Fang Strike-TC1- Attack once with each weapon as standard action Burning Blade-DW2- +1d6+23 fire dmg to all melee attacks Emerald Blade-DM2- touch attack Shadow Blade Technique-SH1- roll twice to hit take lower to deal +1d6 cold Fire Riposte-DW3- Melee touch to deal 4d6 fire Mountain Hammer-SD1- +2d6 dmg ignore DR and hardness Mind Over Body-DM3- Concentration check in place of fort save Zephyr Dance-DW4- +4 dodge bonus vs 1 attack Death from Above-TG2- +4 to hit +6d6 vs larger target Pouncing Charge-TG3- Make full attack after charge Shadow Stride-SH2- Teleport 50 ft as move action Moment of Alacrity-DM4- +20 initiative for rest of combat Irresistible Mountain Strike-SD2- +4d6 dmg and DC37 fort save or lose standard action Shadow Blink-SH3- Teleport 50 ft as swift action Inferno Blade-DW5- +3d6+24 fire dmg to all melee attacks [I]Stances:[/I] Flames Blessing – Immunity to fire Hunter’s Sense – Scent ability Step of the Wind – Ignore Difficult terrain and get +2 to hit target that are, and +4 str checks Assassin’s Stance - +2d6 Sneak Attack dmg Bloodclaw Master: Claws of the beast – Full strength mod to dmg on all claws Superior 2 Weapon Fighting – No –2 for attacking with multiple claws Tigerclaw Synergy +1 dodge or +10 speed when in TG stance [I]Manuevers Known:[/I] Swooping Dragon Strike-TG4- +10d6 dmg, no dex to AC, Fort save or 1 round stun DC=Jump check Crusader (IL 17): Steely Resolve 5 – hold 5 dmg until end of next turn Furious Counterstrike - +1 to hit & dmg while holding 5 dmg [I]Manuevers Known:[/I] Martial Spirit-DS1- heal 1d6+5 dmg with strike Tide of Chaos-DS2- +8 to hit charge against lawful target, +6d6 dmg and gain full concealment Leading the Attack-WR1- Allies get +4 to hit same target on successful strike White Raven Tactics-WR2- Set allies Initiative count to mine –1, target could act again that round Battle Leader’s Charge-WR3- Each charge attack deals +35 dmg [I]Stances:[/I] Martial Spirit – Heal 2 hp for each successful attack to self or ally within 30ft Aura of Chaos – Reroll any dmg dice that rolls max and add to total Warblade (IL 18): Battle Clarity – +5 Ref saves Weapon Aptitude - Can change weapon specific feats between others [I]Manuevers Known:[/I] Steel Wind-IH1- Attack 2 targets within reach with a standard action Iron Heart Surge-IH2- end any 1 effect ailing you Iron Heart Focus-IH3- reroll any save Lightning Recovery-IH4- reroll any missed attack [I]Stances:[/I] Punishing Stance - -2 AC for +1d6 dmg on all melee attacks Master of Nine: Dual Stance – can have 2 active stances for 10 rounds a day Perfect Form - +1 all manuever DCs Counter Stance – can change stances as part of a counter Master of Nine - +2 to hit and +9 dmg to all strikes [I]Manuevers Known:[/I] Raging Mongoose-TG6- +4 attacks at full attack bonus Feral Death Blow-TG7- DC 35 Ref save or die, it target makes save they still take +20d6 dmg Time Stands Still-DM- Make 2 full attack actions Strike of Righteous Vitality-DS4- Heal on self or ally with successful strike Inferno Blast-DW6- 100 fire dmg in 60ft burst centered on me Diamond Defense-DM6- +23 to any save White Raven Hammer-WR4- +6d6 dmg 1 round of stun (no save) War Master’s Charge-WR5- Each charge attack deals +50 dmg, +25 dmg for each ally &+2 to hit/ally [I]Stances:[/I] Aura of Perfect Order – take an 11 on a d20 roll 1/round Stance of Alacrity – can use 2 different counter in any round Standard Readied Manuevers (Cr5/Wb3/Ss14) War Master’s Charge(s), Irresistible Mountain Strike(s), Tide of Chaos(s), Strike of Righteous Vitality(s) Iron Heart Surge, Swooping Dragon Strike(s), Lightning Recovery(c) Inferno Blast(s) X3, Time Stands Still(s) X2 , War Master’s Charge(s), Feral Death Blow(s), Diamond Defense(c), Counter Charge(c), Shadow Blink(t), Inferno Blade(b) X2, Raging Mongoose(b) X2[/sblock] Spells Known: Blood Wind, Raging Flame, Cold Fire, Shield Spell slots: 4/4/3 Feats: 1 Improved Initiative -- Two Weapon Fighting (bonus Human) 3 Blindfight 6 Improved Natural Attack (claw) 3d6 -- Improved Two Weapon Fighting (bonus Fighter) 9 Desert Wind Dodge (ToB p.29) -- Improved Natural Attack (claw) (bonus fighter) 4d6 12 Adaptive Style (ToB p.29) 15 Improved Natural Attack (claw) 6d6 18 Greater Two Weapon Fighting 21 Practiced Spell caster (Wizard) 24 Extra Item slot (ring) 27 Diving Charge (RotW p.153) Items: 5 mil + single 5mil item +5 Necklace of Natural Weapons – 2 (SS p.58) Sure Striking (PGF p.120) Martial Discipline (Bo9S p. 148) (TigC, DevoS, DiaM): 1,620,000 X2 +600 = 3,240,600 Parrying (EPH p.164) +8,000 Greater dispelling (PGF p.119) +79,200 Brutal Surge (DMGII p.255) +2000 Blindsighted (Und p.68) +30,000g Finder (Und p.69) +7,200g +10 Wisdom 1,500,000g Adaptation 13,500g Wound Closure 22,500g Proof against poison 40,500g Greater Eloquence (Cadv p.132) 36,000g Health 11,250g 4,990,400g - Lesser Trudeath Crystal (MIC p.?) 5000g ----- Comprehension Tricorn of Intellect +6 43,700g Crystal Eye patch of Seeing 75,000g +5 soulfire (BoED p.112) Mithral Chain Shirt of the Twilight 101,250g - +5 Adamantine Armor Spikes of defense 77,350g Stat Books: 694,000g Temporal Acceleration Open-Toed Heavy Boots of Swiftness 320,800g Major Counterspelling (GD) Ring of Universal Elemental Resistance 314,000g Counterspelling (GD) Ring of Deflection +7 986,000g Sequestering Ring of Solar Wings (BoED p.115) 456,000g Vambraces of Evil’s Warding (BoED p.116) 18,000g Belt of Epic Strength +10 1,000,000g Adamantine Beast Claws 12,610g Glove of storing, rust 26,500g (held in storage glove) Rod of Invulnerability 600,000g Daazzix’s Vest (DMGII p.267) of Health +6, with 1st lvl pearl of power X6 79,500g +6 Charismatic Topcoat of 2nd Chances (DMGII p.269) 45,000 Permanent Spells: Girallon’s Blessing, Fuse Arms 27,800g Psionic Tatoos: Claws of the Vampire X10 7,500g Hewards HH 2,000g Eternal Wand of Shield 820g Eternal Wand of Raging Flame 820g Eternal Wand of Heroism 4,420g Potions: Resto L X20 1,930g Soarwood Airship “The Mayhem” (Eb p.267) 92,000g - Wheel of Wind & Water (Eb p.263) 8,000g Skills: (rank+ability+racial+competence+enhancement+luck)+synergy 217 skill points (Sworsage116/ fighter 6/ Bloodclaw 10/ Warblade 14/Crusader 21/ Wizard 5/ Master 45) Jump (Str) +519 (9+20+20+468)+2 Hide (Dex) + (5+8+20+40) Move Silently (Dex) +13 (5 Tumble (Dex) +61 (31+8+20)+2 Concentration (Con) +15 Search (Int) +12 Survival (Wis) +20 Listen (Wis) +25 Spot (Wis) +28 (10+16+2) Intimidate (Cha) +13 Spellcraft (Int) +10 Bluff (Cha) +8 Sense Motive (Cha) +34 Diplomacy (Cha) +18 Gather Information (Cha) +8 Knowledge Dungeoneering (Int) +10 Knowledge Arcana (Int) +10 Knowledge Religion (Int) +10 Knowledge Nature (Int) +10 Knowledge Planes (Int) +10 Knowledge Local (Int) +10 Knowledge Nobility&Royalty (Int) +10 Martial Lore (Int) +10 Proffession Sailor (Wis) +20 Use Magic Device (cha) +10[/sblock][sblock=Background] Captain P has sailed the skies for many years through the mild winds over the southwestern continents of Oorushune and Kafa’la on the massive red planet of Tahal’. His cargo through the ages has been as varied as the stars, and Prontius cares about what he transports about as much as whether there is life out there in space. That’s to say he doesn’t. Pulling his Airship the Mayhem, majestically into the exotic sky town ports along with a motley crew, that’s just about as crazy as he is. The salty old dog can still be found stumbling from pub to tavern on those few cold foggy nights on the ground.[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Tavern of the Epic Cinimatic
Top