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<blockquote data-quote="Isida Kep'Tukari" data-source="post: 2166499" data-attributes="member: 4441"><p><strong>Hammer</strong></p><p><strong>Warforged Monk 8</strong></p><p><strong>Alignment:</strong> Lawful Neutral</p><p><strong>Deity:</strong> </p><p><strong>Height:</strong> 6' 11''</p><p><strong>Weight:</strong> Silver</p><p><strong>Eyes:</strong> Bronze</p><p><strong>Age:</strong> 24</p><p></p><p><strong>Str:</strong> 16 (+3) </p><p><strong>Dex:</strong> 16 (+3) (+2 gloves)</p><p><strong>Con:</strong> 16 (+3) (+2 racial)</p><p><strong>Int:</strong> 13 (+1) </p><p><strong>Wis:</strong> 19 (+4) (-2 racial, +2 levels, +2 periapt) </p><p><strong>Cha:</strong> 10 (+0) (-2 racial)</p><p></p><p><strong>Class and Racial Abilities:</strong> +2 Con, -2 Wis, -2 Cha, composite plating (AC +2), light fortification, living construct traits (has a Con score, no low-light or darkvision, not immune to mind-affecting effects, immune to poison, sleep effects, paralysis, disease, nausea, fatigue, and energy drain, cannot heal damage naturally, subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects, can use the Run action, can be affected by spells that affect both living creatures and constructs, does not need to eat, sleep or breath, responds differently to going below 0 hit points, cannot be raised or resurrected. Bonus feats, flurry of blows, unarmed strike, evasion, still mind, <em>ki</em> strike (magic), slow fall 40 ft., purity of body, wholeness of body, AC bonus, proficiency in monk weapons. </p><p></p><p><strong>Hit Dice:</strong> 8d8+24</p><p><strong>HP:</strong> 82</p><p><strong>AC:</strong> 23 (+3 Dex, +2 composite plating, +4 Wis, +1 monk, +2 ring, +1 ioun stone) Touch – 21, Flat-footed – 18</p><p><strong>Init:</strong> +3 (+3 Dex)</p><p><strong>Speed:</strong> 70ft (+30 ft. monk, +10 anklets)</p><p></p><p><strong>Saves:</strong></p><p>Fortitude +9 [6 base, +3 Con] </p><p>Reflex +9 [+6 base, +3 Dex]</p><p>Will +10 [+6 base, +4 Wis] </p><p></p><p><strong>BAB:</strong> +6/+1</p><p><strong>Melee Atk:</strong> +9/+4 (1d10+3/x2/B, unarmed strike) </p><p><strong>Melee Atk:</strong> +8/+8/+3 (1d10+3/x2/B, flurry of blows)</p><p><strong>Melee Atk:</strong> +10/+5 (1d4+3/15-20/x2/S, Keenest Edge – <em>+1 keen kukri</em>)</p><p><strong>Ranged Atk:</strong> +8 (1d6+3/x2/30 ft./P, javelin)</p><p></p><p><strong>Skills:</strong></p><p>Balance +13 [8 ranks, +3 Dex, +2 synergy]</p><p>Climb +8 [5 ranks, +3 Str]</p><p>Escape Artist +11 [8 ranks, +3 Dex]</p><p>Hide +8 [5 ranks, +3 Dex]</p><p>Jump +18 [8 ranks, +3 Str, +2 synergy, +5 anklets]</p><p>Listen +9 [5 ranks, +4 Wis]</p><p>Move Silently +8 [0 ranks, +3 Dex, +5 anklets)</p><p>Spot +9 [5 ranks, +4 Wis]</p><p>Tumble +16 [11 ranks, +3 Dex, +2 synergy]</p><p></p><p><strong>Feats:</strong></p><p>Improved Grapple (monk bonus 1st level)</p><p>Dodge (1st level)</p><p>Combat Reflexes (monk bonus 2nd level)</p><p>Mobility (3rd level)</p><p>Improved Trip (monk bonus 6th level)</p><p>Spring Attack (6th level)</p><p></p><p><strong>Languages:</strong> Common, Celestial</p><p></p><p><strong>Equipment:</strong></p><p></p><p><strong>10 Javelins</strong> – 10gp (20 lbs)</p><p><strong>Keenest Edge - <em>+1 keen kukri</em></strong> – 8,308gp (2 bls)</p><p><strong><em>Ring of protection +2</em></strong> – 8,000gp</p><p><strong><em>Periapt of Wisdom +2</em></strong> – 4,000gp</p><p><strong><em>Gloves of Dexterity +2</em></strong> – 4,000gp</p><p><strong><em>Anklets of Striding and Springing</em></strong> – 5,500gp (as <em>boots</em>)</p><p><strong><em>Dusty rose prism ioun stone</em></strong> - 5,000gp</p><p><strong>3 salves (potions) of <em>repair light damage</em></strong> – 150gp</p><p><strong>Dagger</strong> – 2gp (1 lb)</p><p><strong>Backpack</strong> - 2gp (2 lbs)</p><p><strong>Bedroll</strong> 5sp (5 lbs)</p><p><strong>Waterskin</strong> 1gp (4 lbs)</p><p><strong>50 ft. hemp rope</strong> 1gp (10 lbs)</p><p><strong>Belt pouch</strong> 1gp (1/2 lb)</p><p></p><p></p><p>Total weight – 44.5 lbs, light load.</p><p></p><p><strong>Money</strong></p><p>42gp, 5sp</p><p>~~~~~</p><p></p><p><strong>Appearance:</strong> Hammer is a tall and dense warforged, formed in a masculine appearance. Silver is worked into his skin in elegant flowing lines, emphasizing his physique. Metal jewelry, formed as thin metal bands around his neck, hands, fingers, and ankles, are of a contrasting bronze color. His face is set in a peculiar mask of sadness, a tear engraved underneath his right eye.</p><p></p><p><strong>Personality:</strong> Hammer is a forthright individual, quick to answer questions, and swift to enter battle. He sizes up his opponents quickly and acts as soon as a plan can be formed. He was originally designed as a skirmisher, and considers speed to be the best form of battle. He seeks to neutralize enemies as quickly as possible, and tries to apply that goal to all else in life.</p><p></p><p>He attempts to analyze others quickly, so he knows how to act towards them. His split-second judgments have caused him grief in the past, but Hammer is slow to change his ways.</p><p></p><p><strong>Background:</strong> Hammer was originally forged as a skirmisher. Designed for speed, he was at the forefront of battle, harassing the enemy, attacking from multiple sides, and darting away again. When the wars ended, Hammer found himself at a loss. His habits of sizing up his enemies did not serve him well in a more civilian life. More than once he assessed a situation too quickly, and stepped in combat those that were violating the laws he had been taught. And more than once, he caused another great pain by his actions.</p><p></p><p>It had been drilled into him that civilians were to be protected, not harmed. However, his misunderstandings had led him to believe some civilians were actually enemies. It was when he realized his error that he felt his strongest emotion. Sorrow. Sorrow welled up from within him, overwhelming and frightening. He came to realize that sorrow was what showed him right from wrong; what kept his snap judgments from hurting too many. In remembrance of this powerful feeling, he had a tear engraved underneath his eye. Though feeling sorrow does make him uneasy, he also realizes its importance. He has come to believe that things that cause sorrow can change his worldview, and considers things told him by crying creatures with utmost gravity.</p></blockquote><p></p>
[QUOTE="Isida Kep'Tukari, post: 2166499, member: 4441"] [b]Hammer Warforged Monk 8[/b] [b]Alignment:[/b] Lawful Neutral [b]Deity:[/b] [b]Height:[/b] 6' 11'' [b]Weight:[/b] Silver [b]Eyes:[/b] Bronze [b]Age:[/b] 24 [b]Str:[/b] 16 (+3) [b]Dex:[/b] 16 (+3) (+2 gloves) [b]Con:[/b] 16 (+3) (+2 racial) [b]Int:[/b] 13 (+1) [b]Wis:[/b] 19 (+4) (-2 racial, +2 levels, +2 periapt) [b]Cha:[/b] 10 (+0) (-2 racial) [b]Class and Racial Abilities:[/b] +2 Con, -2 Wis, -2 Cha, composite plating (AC +2), light fortification, living construct traits (has a Con score, no low-light or darkvision, not immune to mind-affecting effects, immune to poison, sleep effects, paralysis, disease, nausea, fatigue, and energy drain, cannot heal damage naturally, subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects, can use the Run action, can be affected by spells that affect both living creatures and constructs, does not need to eat, sleep or breath, responds differently to going below 0 hit points, cannot be raised or resurrected. Bonus feats, flurry of blows, unarmed strike, evasion, still mind, [I]ki[/I] strike (magic), slow fall 40 ft., purity of body, wholeness of body, AC bonus, proficiency in monk weapons. [b]Hit Dice:[/b] 8d8+24 [b]HP:[/b] 82 [b]AC:[/b] 23 (+3 Dex, +2 composite plating, +4 Wis, +1 monk, +2 ring, +1 ioun stone) Touch – 21, Flat-footed – 18 [b]Init:[/b] +3 (+3 Dex) [b]Speed:[/b] 70ft (+30 ft. monk, +10 anklets) [b]Saves:[/b] Fortitude +9 [6 base, +3 Con] Reflex +9 [+6 base, +3 Dex] Will +10 [+6 base, +4 Wis] [b]BAB:[/b] +6/+1 [b]Melee Atk:[/b] +9/+4 (1d10+3/x2/B, unarmed strike) [b]Melee Atk:[/b] +8/+8/+3 (1d10+3/x2/B, flurry of blows) [b]Melee Atk:[/b] +10/+5 (1d4+3/15-20/x2/S, Keenest Edge – [I]+1 keen kukri[/I]) [b]Ranged Atk:[/b] +8 (1d6+3/x2/30 ft./P, javelin) [b]Skills:[/b] Balance +13 [8 ranks, +3 Dex, +2 synergy] Climb +8 [5 ranks, +3 Str] Escape Artist +11 [8 ranks, +3 Dex] Hide +8 [5 ranks, +3 Dex] Jump +18 [8 ranks, +3 Str, +2 synergy, +5 anklets] Listen +9 [5 ranks, +4 Wis] Move Silently +8 [0 ranks, +3 Dex, +5 anklets) Spot +9 [5 ranks, +4 Wis] Tumble +16 [11 ranks, +3 Dex, +2 synergy] [b]Feats:[/b] Improved Grapple (monk bonus 1st level) Dodge (1st level) Combat Reflexes (monk bonus 2nd level) Mobility (3rd level) Improved Trip (monk bonus 6th level) Spring Attack (6th level) [b]Languages:[/b] Common, Celestial [b]Equipment:[/b] [b]10 Javelins[/b] – 10gp (20 lbs) [b]Keenest Edge - [I]+1 keen kukri[/I][/b] – 8,308gp (2 bls) [b][I]Ring of protection +2[/I][/b] – 8,000gp [b][I]Periapt of Wisdom +2[/I][/b] – 4,000gp [b][I]Gloves of Dexterity +2[/I][/b] – 4,000gp [b][I]Anklets of Striding and Springing[/I][/b] – 5,500gp (as [I]boots[/I]) [b][i]Dusty rose prism ioun stone[/i][/b] - 5,000gp [b]3 salves (potions) of [I]repair light damage[/I][/b] – 150gp [b]Dagger[/b] – 2gp (1 lb) [B]Backpack[/B] - 2gp (2 lbs) [b]Bedroll[/b] 5sp (5 lbs) [b]Waterskin[/b] 1gp (4 lbs) [b]50 ft. hemp rope[/b] 1gp (10 lbs) [b]Belt pouch[/b] 1gp (1/2 lb) Total weight – 44.5 lbs, light load. [b]Money[/b] 42gp, 5sp ~~~~~ [b]Appearance:[/b] Hammer is a tall and dense warforged, formed in a masculine appearance. Silver is worked into his skin in elegant flowing lines, emphasizing his physique. Metal jewelry, formed as thin metal bands around his neck, hands, fingers, and ankles, are of a contrasting bronze color. His face is set in a peculiar mask of sadness, a tear engraved underneath his right eye. [b]Personality:[/b] Hammer is a forthright individual, quick to answer questions, and swift to enter battle. He sizes up his opponents quickly and acts as soon as a plan can be formed. He was originally designed as a skirmisher, and considers speed to be the best form of battle. He seeks to neutralize enemies as quickly as possible, and tries to apply that goal to all else in life. He attempts to analyze others quickly, so he knows how to act towards them. His split-second judgments have caused him grief in the past, but Hammer is slow to change his ways. [b]Background:[/b] Hammer was originally forged as a skirmisher. Designed for speed, he was at the forefront of battle, harassing the enemy, attacking from multiple sides, and darting away again. When the wars ended, Hammer found himself at a loss. His habits of sizing up his enemies did not serve him well in a more civilian life. More than once he assessed a situation too quickly, and stepped in combat those that were violating the laws he had been taught. And more than once, he caused another great pain by his actions. It had been drilled into him that civilians were to be protected, not harmed. However, his misunderstandings had led him to believe some civilians were actually enemies. It was when he realized his error that he felt his strongest emotion. Sorrow. Sorrow welled up from within him, overwhelming and frightening. He came to realize that sorrow was what showed him right from wrong; what kept his snap judgments from hurting too many. In remembrance of this powerful feeling, he had a tear engraved underneath his eye. Though feeling sorrow does make him uneasy, he also realizes its importance. He has come to believe that things that cause sorrow can change his worldview, and considers things told him by crying creatures with utmost gravity. [/QUOTE]
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