Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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
*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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Playing the Game
Play by Post
The chamberlain, the king, and the dragon (drobe)
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="Campbell" data-source="post: 6211385" data-attributes="member: 16586"><p>Player: Campbell</p><p>Character: Lucann</p><p>Level 12 Elf Avenger (Pursuit), Serene Acolyte of Sehanine</p><p>Background: Blessed</p><p>Theme: Ordained Priest</p><p>Paragon Path: Serene Initiate</p><p></p><p>Acrobatics + 15</p><p>Arcana + 8</p><p>Athletics + 6</p><p>Bluff + 8</p><p>Diplomacy + 8 </p><p>Dungeoneering + 11</p><p>Endurance + 7 </p><p>Heal + 11</p><p>History + 8</p><p>Insight + 21</p><p>Intimidate + 8</p><p>Nature + 18 </p><p>Perception + 16</p><p>Religion + 15 </p><p>Stealth + 17</p><p>Streetwise + 8 </p><p>Thievery + 10</p><p></p><p>Melee Attack (Longspear of Oaths Fulfilled): + 17 vs AC</p><p>Implement Attack (Longspear of Oaths Fulfilled): +15 vs NAD</p><p></p><p><u>At Will</u></p><p><strong>Radiant Vengeance (Implement Attack):</strong> You will know my pain. Implement Attack vs. Reflex. Emboldened by the strike Lucann gains 5 temporary hit points.</p><p><strong>Bond of Pursuit:</strong> There is no getting away from the reach of my spear. If you run away I will follow you. Shift 5 if melee target does not end their turn adjacent.</p><p></p><p><u>Encounter</u></p><p><strong>Elven Accuracy:</strong> Lucann does not miss. If he fails an attack roll he gets to roll again. If the target is his oath of enmity target his renewed focus results in a truer hit (more damage from Fey Fate feat).</p><p><strong>Oath of Enmity:</strong> Swear to end another's existence. Make 2 attack rolls against the target while no other enemy is adjacent. Lucann's ire his enemies find themselves unable to concentrate on other combatants.</p><p><strong>Divine Guidance:</strong> Inspire ally to strike true against avowed enemy. Grant reroll of attack against oath of enmity target at +3 bonus.</p><p><strong>Loyal Sanction :</strong> Lucann urges an ally to attack the object of his enmity. His hatred is contagious and his ally does more damage to the target.</p><p><strong>Defining Cut:</strong> Make a decisive strike against one or two enemies. Second enemy gains Lucann's ire as if he were the object of his scorn (treat both as oath targets). If successful Lucann's enemies find exerting more than usual effort causes great strain (damage for any attack that is not at will.) </p><p><strong>Angelic Alacrity:</strong> There is no distance Lucann is unwilling to cover to face his enemies. Shift 5 before the attack.</p><p><strong>Bound By Fate:</strong> Lucann binds the fate of his oath target to his own. If he is attacked by anyone but his oath target for the next turn the damage is shared between them. They are also unable to move away from him for the next turn.</p><p><strong>Chains of Censure:</strong> Lucann's judgement cannot be escaped and the object of his scorn will face him alone. Either the target of his attack or another enemy close by cannot move for the next turn. If the target and him are engaged in personal conflict (no one else adjacent) the attack does extra damage.</p><p><strong>Insightful Comment:</strong> Lucann points his allies in the right direction in a social situation. For the next turn they gain +5 to bluff, diplomacy and intimidate.</p><p><strong>Empathic Read:</strong> Lucann notices a misstep of words at the beginning. His gentle nudging lets them reroll a failed diplomacy, bluff, or intimidate check. </p><p></p><p><u>Daily</u></p><p><strong>Renewing Strike (Implement Attack):</strong> Lucann delivers a surging strike of lightning which assures him of his own purpose. Sehanine provides him with strength to carry out her will. He gets to use a healing surge.</p><p><strong>Glaring Admonition (Implement vs. Will):</strong> Lucann brings his scorn to life. With an intense stare and harsh words inspired by Sehanine his oath target becomes more susceptible to those who work the will of the gods (-2 all defenses vs. divine attacks). Effect: His implement attacks can utilize oath of enmity. </p><p><strong>Blade of Guilt:</strong> With a strike Lucann reminds his oath target of the sins they have commited. Escaping his divine judgement imparts so much mental anguish that it tears at their very spirit. Psychic damage for each square they move.</p><p><strong>Deadly Calm:</strong> Lucann assumes a serene demeanor, assured of his cause. While the stance is in effect any time both of his attack rolls against his oath target would have been successful he deals extra damage.</p><p></p><p><u>Rituals</u></p><p>Hand of Fate, Fey Passage, Hunter's Blessing, Travelers' Feast, Find the Path, Speak with Nature, Hallowed Temple, Tree Stride, Raise Dead, Commune With Nature</p><p></p><p><u>Notes</u></p><p>All allies gain +2 to Perception and + to Insight while within 50 feet of Lucann.</p><p></p><p><u>Background</u></p><p>Lucann is a contemplative in the midst of world at conflict. His childhood was spent in a forest commune. Even from a tender young age he could tell he was not like the other children. He took no joy in the hunt. He saw no need for revelry, sparring, or dance. He preferred the serenity of the forest and the solitary music of his flute. Perhaps that is why the dryads who made their home in the woods took to young Lucann and began to teach him what they knew of the forest and how it reflected Sehanine's own beauty.</p><p></p><p>Like most good time it would not last very long. When the dryads began to disappear from the forest Lucann took note and went off in search of them. He did not find them, but he did find groups of humans, orcs, and others clear cutting the forests he called home. Wherever possible he tried to reason with those who would destroy his home, but it was often to no avail. For several years he engaged in a personal guerilla war against the loggers, until he found a delegation of Sehanine's clergy willing to resist the tide. He led them back to his village and helped to push the loggers out.</p><p></p><p>However, he no longer felt at home in his woods so he went with the priests and answered the call of Sehanine. After living the cloistered life for nearly decade, he began to wonder if he had done the right thing sanctioning himself off from the wider world so he requested leave to undertake a pilgrimage...</p><p></p><p><u>Beliefs</u></p><ul> <li data-xf-list-type="ul">The world is vibrant and bueatiful. Seek out a place in it. Do not attempt to impose your will on it.</li> <li data-xf-list-type="ul">Seek understanding before taking action.</li> <li data-xf-list-type="ul">Once you have gained my ire there is no escape. I will hunt you to the ends of the earth.</li> </ul><p></p><p></p><p></p><p>While vengeance might come Lucann will not strike the first blow. He has come to the city seeking answers. He wants to find out why the humans of the city were expanding upon the boundaries of age old holdings into the forests of his kin. Were they facing some greater threat or have they forgotten old accords? If they have forgotten the accords he will seek to reestablish them.</p><p></p><p></p><p></p><p>Lucann still seeks a new home. So far his pilgrimage has offered little in the way of answers. Humans' tendency to reshape the world around them rather than to let themselves be shaped by the world both intrigues and troubles him.</p><p></p><p>Lucann is not certain if Thurgon is a kindred spirit or not. His belief in the righteousness of his own cause sparks uncomfortable feelings in Lucann as the elf is reminded of his own dormant rage. Is Thurgon a man of peace or would he rather see the world burn then be denied success in his divine mission? Is he willing to fight for the needs of the creatures of the forest?</p><p></p><p></p><p></p><p>Since his arrival to the city what Lucann has found most surprising is how little contact the king seems to have with the outside world. He has seen many people enter the castle, but few leave. It seems almost like the king has given up. Lucann sees soldiers manning the same post for hours without relief and wonders if humans have any regard for their charges. He also sees peasants and refuges without food or shelter and wonders where is the king? He thought humans counted among their ruling class many brave and noble warriors? Aside from Thurgon, where are they?</p></blockquote><p></p>
[QUOTE="Campbell, post: 6211385, member: 16586"] Player: Campbell Character: Lucann Level 12 Elf Avenger (Pursuit), Serene Acolyte of Sehanine Background: Blessed Theme: Ordained Priest Paragon Path: Serene Initiate Acrobatics + 15 Arcana + 8 Athletics + 6 Bluff + 8 Diplomacy + 8 Dungeoneering + 11 Endurance + 7 Heal + 11 History + 8 Insight + 21 Intimidate + 8 Nature + 18 Perception + 16 Religion + 15 Stealth + 17 Streetwise + 8 Thievery + 10 Melee Attack (Longspear of Oaths Fulfilled): + 17 vs AC Implement Attack (Longspear of Oaths Fulfilled): +15 vs NAD [U]At Will[/U] [B]Radiant Vengeance (Implement Attack):[/B] You will know my pain. Implement Attack vs. Reflex. Emboldened by the strike Lucann gains 5 temporary hit points. [B]Bond of Pursuit:[/B] There is no getting away from the reach of my spear. If you run away I will follow you. Shift 5 if melee target does not end their turn adjacent. [U]Encounter[/U] [B]Elven Accuracy:[/B] Lucann does not miss. If he fails an attack roll he gets to roll again. If the target is his oath of enmity target his renewed focus results in a truer hit (more damage from Fey Fate feat). [B]Oath of Enmity:[/B] Swear to end another's existence. Make 2 attack rolls against the target while no other enemy is adjacent. Lucann's ire his enemies find themselves unable to concentrate on other combatants. [B]Divine Guidance:[/B] Inspire ally to strike true against avowed enemy. Grant reroll of attack against oath of enmity target at +3 bonus. [B]Loyal Sanction :[/B] Lucann urges an ally to attack the object of his enmity. His hatred is contagious and his ally does more damage to the target. [B]Defining Cut:[/B] Make a decisive strike against one or two enemies. Second enemy gains Lucann's ire as if he were the object of his scorn (treat both as oath targets). If successful Lucann's enemies find exerting more than usual effort causes great strain (damage for any attack that is not at will.) [B]Angelic Alacrity:[/B] There is no distance Lucann is unwilling to cover to face his enemies. Shift 5 before the attack. [B]Bound By Fate:[/B] Lucann binds the fate of his oath target to his own. If he is attacked by anyone but his oath target for the next turn the damage is shared between them. They are also unable to move away from him for the next turn. [B]Chains of Censure:[/B] Lucann's judgement cannot be escaped and the object of his scorn will face him alone. Either the target of his attack or another enemy close by cannot move for the next turn. If the target and him are engaged in personal conflict (no one else adjacent) the attack does extra damage. [B]Insightful Comment:[/B] Lucann points his allies in the right direction in a social situation. For the next turn they gain +5 to bluff, diplomacy and intimidate. [B]Empathic Read:[/B] Lucann notices a misstep of words at the beginning. His gentle nudging lets them reroll a failed diplomacy, bluff, or intimidate check. [U]Daily[/U] [B]Renewing Strike (Implement Attack):[/B] Lucann delivers a surging strike of lightning which assures him of his own purpose. Sehanine provides him with strength to carry out her will. He gets to use a healing surge. [B]Glaring Admonition (Implement vs. Will):[/B] Lucann brings his scorn to life. With an intense stare and harsh words inspired by Sehanine his oath target becomes more susceptible to those who work the will of the gods (-2 all defenses vs. divine attacks). Effect: His implement attacks can utilize oath of enmity. [B]Blade of Guilt:[/B] With a strike Lucann reminds his oath target of the sins they have commited. Escaping his divine judgement imparts so much mental anguish that it tears at their very spirit. Psychic damage for each square they move. [B]Deadly Calm:[/B] Lucann assumes a serene demeanor, assured of his cause. While the stance is in effect any time both of his attack rolls against his oath target would have been successful he deals extra damage. [U]Rituals[/U] Hand of Fate, Fey Passage, Hunter's Blessing, Travelers' Feast, Find the Path, Speak with Nature, Hallowed Temple, Tree Stride, Raise Dead, Commune With Nature [U]Notes[/U] All allies gain +2 to Perception and + to Insight while within 50 feet of Lucann. [U]Background[/U] Lucann is a contemplative in the midst of world at conflict. His childhood was spent in a forest commune. Even from a tender young age he could tell he was not like the other children. He took no joy in the hunt. He saw no need for revelry, sparring, or dance. He preferred the serenity of the forest and the solitary music of his flute. Perhaps that is why the dryads who made their home in the woods took to young Lucann and began to teach him what they knew of the forest and how it reflected Sehanine's own beauty. Like most good time it would not last very long. When the dryads began to disappear from the forest Lucann took note and went off in search of them. He did not find them, but he did find groups of humans, orcs, and others clear cutting the forests he called home. Wherever possible he tried to reason with those who would destroy his home, but it was often to no avail. For several years he engaged in a personal guerilla war against the loggers, until he found a delegation of Sehanine's clergy willing to resist the tide. He led them back to his village and helped to push the loggers out. However, he no longer felt at home in his woods so he went with the priests and answered the call of Sehanine. After living the cloistered life for nearly decade, he began to wonder if he had done the right thing sanctioning himself off from the wider world so he requested leave to undertake a pilgrimage... [U]Beliefs[/U] [LIST] [*]The world is vibrant and bueatiful. Seek out a place in it. Do not attempt to impose your will on it. [*]Seek understanding before taking action. [*]Once you have gained my ire there is no escape. I will hunt you to the ends of the earth. [/LIST] While vengeance might come Lucann will not strike the first blow. He has come to the city seeking answers. He wants to find out why the humans of the city were expanding upon the boundaries of age old holdings into the forests of his kin. Were they facing some greater threat or have they forgotten old accords? If they have forgotten the accords he will seek to reestablish them. Lucann still seeks a new home. So far his pilgrimage has offered little in the way of answers. Humans' tendency to reshape the world around them rather than to let themselves be shaped by the world both intrigues and troubles him. Lucann is not certain if Thurgon is a kindred spirit or not. His belief in the righteousness of his own cause sparks uncomfortable feelings in Lucann as the elf is reminded of his own dormant rage. Is Thurgon a man of peace or would he rather see the world burn then be denied success in his divine mission? Is he willing to fight for the needs of the creatures of the forest? Since his arrival to the city what Lucann has found most surprising is how little contact the king seems to have with the outside world. He has seen many people enter the castle, but few leave. It seems almost like the king has given up. Lucann sees soldiers manning the same post for hours without relief and wonders if humans have any regard for their charges. He also sees peasants and refuges without food or shelter and wonders where is the king? He thought humans counted among their ruling class many brave and noble warriors? Aside from Thurgon, where are they? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
The chamberlain, the king, and the dragon (drobe)
Top