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<blockquote data-quote="Nephis" data-source="post: 9393807" data-attributes="member: 20459"><p><strong>ARUNNY</strong></p><p>[SPOILER]</p><p>Arunny, level 13</p><p>Half-Elf, Cleric|Invoker, Divine Oracle</p><p>Eldritch Strike: Eldritch Strike Constitution</p><p>Hybrid Cleric: Battle Cleric's Lore</p><p>Covenant Manifestation: Manifestation of Preservation</p><p>Hybrid Invoker: Hybrid Invoker Will</p><p>Hybrid Talent: Channel Divinity (Hybrid Cleric)</p><p>Half-Elf Power Selection: Dilettante</p><p>Background: Missing Master, Divinely Inspired, Missionary Life (Missing Master Benefit)</p><p>Theme: Seer</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 14, Con 21, Dex 9, Int 12, Wis 21, Cha 11.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 13, Con 16, Dex 8, Int 11, Wis 16, Cha 10.</p><p></p><p>AC: 30 Fort: 26 Reflex: 19 Will: 28</p><p>HP: 80 Surges: 11 Surge Value: 20</p><p></p><p>TRAINED SKILLS</p><p>Perception +19, Insight +23, Heal +16, Endurance +16</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +5, Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +11, History +7, Intimidate +6, Nature +11, Religion +7, Stealth +5, Streetwise +6, Thievery +5, Athletics +8</p><p></p><p>FEATS</p><p>Level 1: Battle Awareness</p><p>Level 2: Wary Fighter</p><p>Level 4: Hybrid Talent</p><p>Level 6: Mighty Crusader Expertise</p><p>Level 8: Superior Will</p><p>Level 10: Improved Initiative</p><p>Level 11: Versatile Master</p><p>Level 12: Superior Fortitude</p><p></p><p>POWERS</p><p>Channel Divinity (Hybrid Cleric): Favor of the Gods</p><p>Dilettante: Eldritch Strike</p><p>Hybrid at-will 1: Hand of Radiance</p><p>Hybrid at-will 1: Brand of the Sun</p><p>Seer daily 1: Cast Fortune</p><p>Hybrid encounter 1: Thunder of Judgment</p><p>Hybrid daily 1: Moment of Glory</p><p>Hybrid utility 2: Divine Call</p><p>Hybrid encounter 3: Death Surge</p><p>Hybrid daily 5: Silent Malediction</p><p>Hybrid utility 6: Stream of Life</p><p>Hybrid encounter 7: Tide of the First Storm</p><p>Hybrid daily 9: Fourfold Invocation of Doom</p><p>Hybrid utility 10: Word of Vigor</p><p>Hybrid encounter 13: Awakening Sun (replaces Tide of the First Storm)</p><p></p><p>MBA: Eldritch Strike: +18 vs AC, 1d10+8 Damage, Slide 1</p><p></p><p>ITEMS</p><p>Adventurer's Kit, Lucky Charm +2, Boots of the Fencing Master (heroic tier), Casque of Tactics (heroic tier), Crest of Vigilance Eternal (paragon tier), Reflexive Wyvernscale Armor +3, Unforgettable Cudgel Morningstar +3, Solitaire (Quartz Lens) (heroic tier) (2), Sehanine's Mark of the Dark Moon (level 8)</p><p>[/SPOILER]</p><p></p><p><strong>QAMRA</strong></p><p>[SPOILER]</p><p>Qamra Level 13 Companion Character (Defender, Soldier)</p><p>Medium natural humanoid (human)</p><p>HP 103; Bloodied 51; Surge 25; Surges per day 12; Initiative +9</p><p>AC 30, Fortitude 26, Reflex 28, Will 24; Perception +8</p><p>Speed 6</p><p> </p><p>Traits</p><p>☼ Keep Their Attention ✦ Aura 2</p><p>The aura is difficult terrain for your enemies.</p><p> </p><p>Divine Sanction</p><p>Until the mark ends, the target takes radiant damage equal to 3 the first time each round it makes an attack that doesn't include her as a target. The damage increases to 6 at 11th level and 9 at 21st level.</p><p> </p><p>Standard Actions</p><p>(<img src="https://fonts.gstatic.com/s/e/notoemoji/15.0/2694/72.png" alt="⚔" class="fr-fic fr-dii fr-draggable " data-size="" style="" />) Ardent Strike (divine, weapon) ✦ At-Will</p><p>Attack: Melee 1; +18 vs. AC</p><p>Hit: 3d6 +10 damage, and the target is subject to Qamra’s divine sanction until the end of her next turn.</p><p> </p><p>(➶) Sword Flip (divine, weapon) ✦ At-Will</p><p>Attack: Ranged 10; +18 vs. AC</p><p>Hit: 3d6 +10 damage and the blade returns to Qamra.</p><p> </p><p><img src="https://fonts.gstatic.com/s/e/notoemoji/15.0/2694/72.png" alt="⚔" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> Radiant Burst (divine, radiant) ✦ At-Will</p><p>Attack: Close burst 1 (each creature in burst); +16 vs. Reflex</p><p>Hit: 3d6 +8 radiant damage.</p><p> </p><p>Warding Flame (divine, zone) ✦ Daily</p><p>Area burst 2 within 10 squares</p><p>Effect: The burst creates a zone of silver flame that lasts until the end of your next turn. You and each ally within the zone gain resist 10 fire, resist 10 radiant, and a +2 power bonus to all defenses. Each enemy within the zone gains vulnerable 5 fire and vulnerable 5 radiant, and takes a -2 penalty to all defenses.</p><p> Sustain Minor: The zone persists.</p><p> </p><p>Minor Actions</p><p>Call of Challenge (divine) ✦ Encounter</p><p>Close burst 3</p><p>Target: Each enemy in the burst</p><p>Effect: Each target is subject to your divine sanction until the end of your next turn.</p><p> </p><p>Virtue</p><p>Encounter (Personal) ✦ Divine</p><p>Effect: You spend a healing surge but regain no hit points. You instead gain temporary hit points equal to your healing surge value.</p><p> </p><p>Triggered Actions</p><p>Dimensional Vortex (Divine, Teleportation) ✦ Encounter</p><p>Immediate Interrupt Ranged 10</p><p>Trigger: An enemy hits an ally with a melee attack</p><p>Target: The triggering enemy</p><p>Attack: Intelligence vs. Will</p><p>Hit: You teleport the target 5 squares. The target then makes its melee attack against a creature you choose. If no creatures are within range of the target, the attack is expended.</p><p> </p><p>Skills Acrobatics + 15, Athletics + 11, Endurance +15</p><p>Str 8 (-1) Dex 16 (+3) Wis 12 (+1)</p><p>Con 16 (+3) Int 12 (+1) Cha 10 (+0)</p><p>Equipment: scimitar, leather armor</p><p>[/SPOILER]</p><p></p><p><em>Arunny holds her conviction with absolute certainty: where they must go is not just a place but a time. Itirilmish! That city lost to time and only recently rediscovered in its fallen state by traders and relic hunters. Ibhea spoke of the place—its crumbling wonders of golden pagodas and overrun hanging gardens; its thirteen levels terraced into the mountainside; the titanic face of a god carved into the peak above, overseeing all—too often, at mealtime, as a way of breaking the tedium of travel, whenever an awkward pause in conversation required a pleasing diversion, for there to be any doubt. But this image in her mind was of a living, indeed thriving, metropolis, not the broken place of Ibhea’s telling.</em></p><p><em></em></p><p><em>To get there, she and her companions (once they have retrieved Ibhea) must follow portents to the Henge of Time she was shown in her dreams: beautiful and delicate-seeming alpine flowers humming their way through patchy snow, their song dancing around ancient, roughly hewn pillars of stone. This way will be their passage to the city lost to time, this will be how they travel to the living metropolis that once was Itirilmish (and still is, in that past-still-present time): they must follow the song of the flowers into that still-present past.</em></p><p><em></em></p><p><em>Though she is loath to do so, she leaves Uzmehr behind at Moonrise —after they have but lately and too briefly been reunited—to complete the tasks that brought him there to begin with and to begin his stewardship of the reconsecrated temple. Before they depart, the three of them, her father together with Arunny and Qamra—surely a mortal echo of the tripartite divinity—perform the Crepuscular Orison, a prayer for safekeeping in their journey, their transition from darkness to light, or light to darkness, whichever it may be.</em></p><p><em></em></p><p><em>The journey across the desert to Dolg Hana is perilous. They battle the scorching trial of Omthala’s gaze, a trial to judge the worthiness of all travelers, pious or no; the thirst of heat; and sand whipped up to abrade skin. But worst of all is the demon vultures. They are no accident. Something knows of their journey and wishes to put it to an unceremonious end. Yet the blessing of Moon and Sun together prove sufficient to weather all challenges, and the pair arrive in Dolg Hana with news that fits nicely with Ibhea’s own designs. For it is in the flourishing Itirilmish of the past that he shall discover the power to best his enemies, incinerate them like moths in flame!</em></p><p></p><p><strong><em>Arunny Major Quest:</em></strong> Elevate Maba, the Moon Maiden, to a place of veneration and worship within Hageri society.</p><p></p><p><strong><em>Arunny Major Quest:</em></strong> Root out and destroy the Cult of Nerull.</p><p></p><p><strong><em>Arunny Minor Quest: </em></strong>Find entrance to the Henge of Time on a mountain top, the image of which she was sent in a dream.</p><p></p><p><strong><em>Arunny (Daily Utility) Cast Fortune: </em></strong>(Daily * Divine * Standard Action * Personal): after an extended rest: Effect:</p><p>Roll a d20 when you use this power, and note the result. Before your next extended rest, as a Free Action, you can replace any one attack roll, saving throw, or skill check made by you, an ally, or an enemy with this result.</p><p>Level 11: The d20 fortune result can be moved up or down 1. This new result can count as a natural 1 or 20: <strong>r13</strong></p></blockquote><p></p>
[QUOTE="Nephis, post: 9393807, member: 20459"] [B]ARUNNY[/B] [SPOILER] Arunny, level 13 Half-Elf, Cleric|Invoker, Divine Oracle Eldritch Strike: Eldritch Strike Constitution Hybrid Cleric: Battle Cleric's Lore Covenant Manifestation: Manifestation of Preservation Hybrid Invoker: Hybrid Invoker Will Hybrid Talent: Channel Divinity (Hybrid Cleric) Half-Elf Power Selection: Dilettante Background: Missing Master, Divinely Inspired, Missionary Life (Missing Master Benefit) Theme: Seer FINAL ABILITY SCORES Str 14, Con 21, Dex 9, Int 12, Wis 21, Cha 11. STARTING ABILITY SCORES Str 13, Con 16, Dex 8, Int 11, Wis 16, Cha 10. AC: 30 Fort: 26 Reflex: 19 Will: 28 HP: 80 Surges: 11 Surge Value: 20 TRAINED SKILLS Perception +19, Insight +23, Heal +16, Endurance +16 UNTRAINED SKILLS Acrobatics +5, Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +11, History +7, Intimidate +6, Nature +11, Religion +7, Stealth +5, Streetwise +6, Thievery +5, Athletics +8 FEATS Level 1: Battle Awareness Level 2: Wary Fighter Level 4: Hybrid Talent Level 6: Mighty Crusader Expertise Level 8: Superior Will Level 10: Improved Initiative Level 11: Versatile Master Level 12: Superior Fortitude POWERS Channel Divinity (Hybrid Cleric): Favor of the Gods Dilettante: Eldritch Strike Hybrid at-will 1: Hand of Radiance Hybrid at-will 1: Brand of the Sun Seer daily 1: Cast Fortune Hybrid encounter 1: Thunder of Judgment Hybrid daily 1: Moment of Glory Hybrid utility 2: Divine Call Hybrid encounter 3: Death Surge Hybrid daily 5: Silent Malediction Hybrid utility 6: Stream of Life Hybrid encounter 7: Tide of the First Storm Hybrid daily 9: Fourfold Invocation of Doom Hybrid utility 10: Word of Vigor Hybrid encounter 13: Awakening Sun (replaces Tide of the First Storm) MBA: Eldritch Strike: +18 vs AC, 1d10+8 Damage, Slide 1 ITEMS Adventurer's Kit, Lucky Charm +2, Boots of the Fencing Master (heroic tier), Casque of Tactics (heroic tier), Crest of Vigilance Eternal (paragon tier), Reflexive Wyvernscale Armor +3, Unforgettable Cudgel Morningstar +3, Solitaire (Quartz Lens) (heroic tier) (2), Sehanine's Mark of the Dark Moon (level 8) [/SPOILER] [B]QAMRA[/B] [SPOILER] Qamra Level 13 Companion Character (Defender, Soldier) Medium natural humanoid (human) HP 103; Bloodied 51; Surge 25; Surges per day 12; Initiative +9 AC 30, Fortitude 26, Reflex 28, Will 24; Perception +8 Speed 6 Traits ☼ Keep Their Attention ✦ Aura 2 The aura is difficult terrain for your enemies. Divine Sanction Until the mark ends, the target takes radiant damage equal to 3 the first time each round it makes an attack that doesn't include her as a target. The damage increases to 6 at 11th level and 9 at 21st level. Standard Actions ([IMG alt="⚔"]https://fonts.gstatic.com/s/e/notoemoji/15.0/2694/72.png[/IMG]) Ardent Strike (divine, weapon) ✦ At-Will Attack: Melee 1; +18 vs. AC Hit: 3d6 +10 damage, and the target is subject to Qamra’s divine sanction until the end of her next turn. (➶) Sword Flip (divine, weapon) ✦ At-Will Attack: Ranged 10; +18 vs. AC Hit: 3d6 +10 damage and the blade returns to Qamra. [IMG alt="⚔"]https://fonts.gstatic.com/s/e/notoemoji/15.0/2694/72.png[/IMG] Radiant Burst (divine, radiant) ✦ At-Will Attack: Close burst 1 (each creature in burst); +16 vs. Reflex Hit: 3d6 +8 radiant damage. Warding Flame (divine, zone) ✦ Daily Area burst 2 within 10 squares Effect: The burst creates a zone of silver flame that lasts until the end of your next turn. You and each ally within the zone gain resist 10 fire, resist 10 radiant, and a +2 power bonus to all defenses. Each enemy within the zone gains vulnerable 5 fire and vulnerable 5 radiant, and takes a -2 penalty to all defenses. Sustain Minor: The zone persists. Minor Actions Call of Challenge (divine) ✦ Encounter Close burst 3 Target: Each enemy in the burst Effect: Each target is subject to your divine sanction until the end of your next turn. Virtue Encounter (Personal) ✦ Divine Effect: You spend a healing surge but regain no hit points. You instead gain temporary hit points equal to your healing surge value. Triggered Actions Dimensional Vortex (Divine, Teleportation) ✦ Encounter Immediate Interrupt Ranged 10 Trigger: An enemy hits an ally with a melee attack Target: The triggering enemy Attack: Intelligence vs. Will Hit: You teleport the target 5 squares. The target then makes its melee attack against a creature you choose. If no creatures are within range of the target, the attack is expended. Skills Acrobatics + 15, Athletics + 11, Endurance +15 Str 8 (-1) Dex 16 (+3) Wis 12 (+1) Con 16 (+3) Int 12 (+1) Cha 10 (+0) Equipment: scimitar, leather armor [/SPOILER] [I]Arunny holds her conviction with absolute certainty: where they must go is not just a place but a time. Itirilmish! That city lost to time and only recently rediscovered in its fallen state by traders and relic hunters. Ibhea spoke of the place—its crumbling wonders of golden pagodas and overrun hanging gardens; its thirteen levels terraced into the mountainside; the titanic face of a god carved into the peak above, overseeing all—too often, at mealtime, as a way of breaking the tedium of travel, whenever an awkward pause in conversation required a pleasing diversion, for there to be any doubt. But this image in her mind was of a living, indeed thriving, metropolis, not the broken place of Ibhea’s telling. To get there, she and her companions (once they have retrieved Ibhea) must follow portents to the Henge of Time she was shown in her dreams: beautiful and delicate-seeming alpine flowers humming their way through patchy snow, their song dancing around ancient, roughly hewn pillars of stone. This way will be their passage to the city lost to time, this will be how they travel to the living metropolis that once was Itirilmish (and still is, in that past-still-present time): they must follow the song of the flowers into that still-present past. Though she is loath to do so, she leaves Uzmehr behind at Moonrise —after they have but lately and too briefly been reunited—to complete the tasks that brought him there to begin with and to begin his stewardship of the reconsecrated temple. Before they depart, the three of them, her father together with Arunny and Qamra—surely a mortal echo of the tripartite divinity—perform the Crepuscular Orison, a prayer for safekeeping in their journey, their transition from darkness to light, or light to darkness, whichever it may be. The journey across the desert to Dolg Hana is perilous. They battle the scorching trial of Omthala’s gaze, a trial to judge the worthiness of all travelers, pious or no; the thirst of heat; and sand whipped up to abrade skin. But worst of all is the demon vultures. They are no accident. Something knows of their journey and wishes to put it to an unceremonious end. Yet the blessing of Moon and Sun together prove sufficient to weather all challenges, and the pair arrive in Dolg Hana with news that fits nicely with Ibhea’s own designs. For it is in the flourishing Itirilmish of the past that he shall discover the power to best his enemies, incinerate them like moths in flame![/I] [B][I]Arunny Major Quest:[/I][/B] Elevate Maba, the Moon Maiden, to a place of veneration and worship within Hageri society. [B][I]Arunny Major Quest:[/I][/B] Root out and destroy the Cult of Nerull. [B][I]Arunny Minor Quest: [/I][/B]Find entrance to the Henge of Time on a mountain top, the image of which she was sent in a dream. [B][I]Arunny (Daily Utility) Cast Fortune: [/I][/B](Daily * Divine * Standard Action * Personal): after an extended rest: Effect: Roll a d20 when you use this power, and note the result. Before your next extended rest, as a Free Action, you can replace any one attack roll, saving throw, or skill check made by you, an ally, or an enemy with this result. Level 11: The d20 fortune result can be moved up or down 1. This new result can count as a natural 1 or 20: [B]r13[/B] [/QUOTE]
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