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World of Kulan
[v.3.5] Crisis in Bluffside Rogues Gallery
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<blockquote data-quote="MetaVoid" data-source="post: 9048472" data-attributes="member: 87106"><p>Name: Rockhorn Mosswood</p><p><strong>Player:</strong> MetaVoid</p><p><strong>Race/Class:</strong> Titan bloodline 2 / Wild dwarf Fighter 3 / Beast Heart Adept 4</p><p><strong>Size:</strong> Small (3'2'' height, 80lbs weight)</p><p><strong>Religion:</strong> Marrhamor Duin</p><p><strong>Alignment:</strong> Chaotic Good</p><p><strong>Speed:</strong> Walk 20 ft.</p><p><strong>Languages:</strong> Common, Dwarf, Montrese, Celestial</p><p></p><p>[spoiler=Images]</p><p></p><p>[/spoiler]</p><p></p><p>[spoiler=Basics]</p><p>STR 20 (+5) (15 base +1 DM bonus +1 bloodline +1 level +2 item)</p><p>DEX 12 (+1) (13 base -1 DM bonus)</p><p>CON 19 (+4) (15 base, +2 racial +1 bloodline +1 level)</p><p>INT 13 (+1)</p><p>WIS 13 (+1)</p><p>CHA 11 (+0) (13 base - 2 racial)</p><p></p><p>XP:</p><p><a href="https://www.enworld.org/threads/kulan-knightfalls-crisis-in-bluffside-game-ooc.666962/post-9113875" target="_blank">21,253 after pyrohydra</a></p><p><a href="https://www.enworld.org/threads/kulan-knightfalls-crisis-in-bluffside-game-ooc.666962/post-9152440" target="_blank">Adjusted to 25,000 XP</a></p><p>Need 28,000 for the next level</p><p></p><p>Atributes: 4D6 = [6, 6, 2, 3] = 17</p><p>4D6 = [6, 2, 5, 2] = 15</p><p>4D6 = [5, 5, 3, 2] = 15</p><p>4D6 = [4, 3, 2, 1] = 10</p><p>4D6 = [1, 3, 5, 2] = 11</p><p>4D6 = [2, 5, 4, 1] = 12</p><p>4D6 = [1, 5, 3, 5] = 14</p><p>4D6 = [6, 4, 2, 3] = 15</p><p>4D6 = [6, 4, 2, 5] = 17</p><p></p><p>15</p><p>13</p><p>13</p><p>13</p><p>13</p><p>15</p><p></p><p><strong>Fort:</strong> 12 = 7 +4 Con +1 cloak</p><p><strong>Ref:</strong> 4 = 2 +1 Dex +1 cloak</p><p><strong>Will:</strong> 7 = 5 +1 Wis +1 cloak</p><p>+2 racial vs spells and spell-likes</p><p>+3 racial vs poison</p><p>+4 racial vs disease</p><p></p><p></p><p><strong>BAB:</strong> +7/+2</p><p><strong>Handaxe:</strong> +13/+8 1d4+5</p><p><strong>MW Comp Shortbow (str+5):</strong> +14/+9 1d4+5</p><p><strong>Lance attack:</strong> +14 / 1d6+6 (+6 BAB + 5 Str +1 size +1 magic)</p><p><strong>2HD Lance attack:</strong> +14 / 1d6+8 (+6 BAB +5 Str +1 size +1 magic)</p><p><strong>Lance charge attack:</strong> +16 / 3d6+18 (+6 BAB +5 Str +1 size +1 magic +2 charge)</p><p><strong>2HD Lance charge attack:</strong> +16 / 3d6+24 (+6 BAB +5 Str +1 size +1 magic +2 charge)</p><p></p><p>+1 competence on attack if me or the opponent are flying gain</p><p>+1 racial vs orcs and goblinoids</p><p>+2 to hit and damage vs flanked opponents in addition to normal bonuses</p><p></p><p><strong>Initiative:</strong> +1</p><p><strong>Hit Points:</strong> 61 = 10 + 2d10 + 4d8 + 7 x 4(CON)</p><p>HP for non-bloodline levels: 2D10 = [2, 3] = 5</p><p>3D8 = [4, 4, 8] = 16</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=282546" target="_blank">HP for BHA 4: 1D8+4 = [2]+4 = 6</a></p><p></p><p><strong>AC:</strong> 25 (10 + 10 armor + 1 Dex +2 shield +1 Size +1 natural)</p><p><strong>Touch:</strong> 14</p><p><strong>Flat-footed:</strong> 24</p><p>+4 dodge AC vs giants</p><p>+2 vs ranged attacks</p><p></p><p><strong>Resist:</strong> lightning 5, fire 5</p><p><strong>Speed:</strong> 15 (heavy armor)</p><p>[/spoiler]</p><p></p><p>[spoiler=Racial Features]</p><p>DWARF RACIAL TRAITS</p><p>+2 Constitution, -2 Charisma: Dwarves are stout and tough but tend to be gruff and reserved.</p><p></p><p>Small: As Small creatures, wild dwarves gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.</p><p></p><p>Wild dwarf land speed is 20 feet.</p><p></p><p>Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.</p><p></p><p>Weapon Familiarity: Proficient with the handaxe and blowgun. The blowgun is such an integral part of wild dwarf life that all wild dwarves learn to use the weapon. This replaces the normal weapon familiarity.</p><p></p><p>Poison Use: Wild dwarves work with poisons from an early age, and they never risk accidentally poisoning themselves when applying poison to a weapon.</p><p></p><p>Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).</p><p></p><p>Fire resistance 5: Wild dwarves are inured to the oppressive heat of Chult.</p><p></p><p>+3 racial bonus on saving throws against poison. This replaces the standard dwarven bonus against poison. Wild dwarves are immune to wild dwarf knockout poison.</p><p></p><p>+4 racial bonus on saving throws against disease. Wild dwarves have developed a strong resistance to disease of all types.</p><p></p><p>+2 racial bonus on saving throws against spells and spell-like effects: Dwarves have an innate resistance to magic spells.</p><p></p><p></p><p>+1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears): Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.</p><p></p><p>+4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too.</p><p></p><p>Wild dwarves are not nearly as capable or familiar with stone and metal as their more civilized kin. They do not receive the dwarven stonecunning trait or the bonus on Appraise and Craft checks related to stone or metal.</p><p></p><p>Automatic Languages: Dwarven, Common, home region. Bonus Languages: Chultan, Draconic, Goblin, Tashalan, Yuan-Ti.</p><p></p><p>Favored Class: Barbarian.</p><p>[/spoiler]</p><p></p><p>[spoiler=Abilities]</p><p><strong>Feats</strong></p><p>Campaign: Favored ( +2 competence on Ride)</p><p>Flaw: Hunted / Educated (arcana and dungeoneering class skills)</p><p>1st: Animal affinity (+2 on Handle animal and Ride)</p><p>F1: Mounted combat</p><p>BL2: Power attack</p><p>F2: Ride-by attack</p><p>3rd: Primary Contact (+1 rank on Handle animal)</p><p>6th: Spirited charge</p><p>BL8: Improved sunder</p><p></p><p>Bloodline:</p><p>+2 on jump checks</p><p>Power attack</p><p>Strength +1</p><p>Levitate 1/day (Sp)</p><p>Titan affinity (+2</p><p>+1 natural armor</p><p>+2 on concentration checks</p><p>Improved sunder</p><p>Con +1</p><p></p><p>Traits:</p><p>-- Uncivilized: You relate better to animals than you do to people.</p><p>Benefit</p><p> You gain a +1 bonus on Handle Animal checks and wild empathy checks.</p><p>Drawback</p><p> You take a -1 penalty on Bluff checks, Diplomacy checks, and Gather information checks.</p><p></p><p>-- Distinctive</p><p>You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal.</p><p></p><p>Benefit</p><p> You gain a +1 bonus on Reputation checks.</p><p>Drawback</p><p> You take a -1 penalty on Disguise checks.</p><p></p><p></p><p>[spoiler=Pegasus]</p><p><strong>Name:</strong> Spritewing</p><p><strong>Size/Type:</strong> Medium (Large dungeonbred) Magical Beast</p><p></p><p>[spoiler=Magical beast traits]</p><p>Magical Beast Type</p><p>Magical beasts are similar to animals but can have Intelligence scores higher than 2. Magical beasts usually have supernatural or extraordinary abilities, but sometimes are merely bizarre in appearance or habits.</p><p></p><p>Features</p><ul> <li data-xf-list-type="ul">10-sided Hit Dice.</li> <li data-xf-list-type="ul">Base attack bonus equal to total Hit Dice (as fighter).</li> <li data-xf-list-type="ul">Good Fortitude and Reflex saves.</li> <li data-xf-list-type="ul">Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.</li> </ul><p></p><p>Traits</p><ul> <li data-xf-list-type="ul">Darkvision out to 60 feet and low-light vision.</li> <li data-xf-list-type="ul">Proficient with its natural weapons only.</li> <li data-xf-list-type="ul">Proficient with no armor.</li> <li data-xf-list-type="ul">Magical beasts eat, sleep, and breathe.</li> </ul><p>[/spoiler]</p><p></p><p></p><p><strong>Hit Dice:</strong> 92 = 10 + 7x6 (avg 7d10)+ 40 (8 x 5 CON)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 60 ft. (12 squares), fly 120 ft. (good)</p><p><strong>Armor Class:</strong> 24 (+2 Dex, +7 natural +4 armor +1 size), touch 13, flat-footed 22</p><p><strong>Base Attack/Grapple:</strong> +8/+14</p><p><strong>Attack:</strong> Hoof +14 melee (1d6+6)</p><p><strong>Full Attack:</strong> 2 hooves +14 melee (1d6+6) and bite +9 melee (1d3+3)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> —</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., low-light vision, scent, spell-like abilities</p><p><strong>Spell-Like Abilities:</strong> Caster level 5th at will - detect good and detect evil within a 60-foot radius.</p><p><strong>Languages:</strong> Understands Celestial, Common, Dwarven (pearl), Elvish, and Sylvan, speaks only dwarven (pearl)</p><p></p><p><strong>Skills:</strong> Pegasi have a +4 racial bonus on Listen and Spot checks</p><p><strong>Saves:</strong> Fort +6+5, Ref +6+2, Will +3+1+2 (+4 vs enchantment spells and effects)</p><p><strong>Abilities:</strong> Str 18+4, Dex 15, Con 16+4, Int 10, Wis 13, Cha 13</p><p></p><p>Dungeonbred:</p><p> * easy maintenance</p><p> * +2 racial vs poison/disease</p><p> * Str +4, Con +4</p><p> * Endurance, Improved Natural Attack</p><p> * size Large --> Medium: -4 Str, -4 Con, +1 AC, +1 to hit, +4 Hide, -4 graple mod</p><p></p><p>BHA: Str +4, Con +4, Nat armor +4, HD +4 (Feat +1), 4 skill points, Link, Evasion, Devotion</p><p>Skills: Diplomacy +3, Listen +10, Sense Motive +9, Spot +10</p><p>Feats: Flyby Attack, Iron Will, Wingover (from BHA)</p><p>Environment: Temperate forests</p><p>Alignment: Usually chaotic good</p><p>Carry: Fly 300, Ground 900</p><p>[/spoiler]</p><p></p><p>[spoiler=Fighter]</p><p>HD 1d10</p><p>All weapons and armor</p><p>Full BAB</p><p>Good Fort</p><p>2 skill points</p><p></p><p>Fighter/Knight: Climb, Craft, Diplomacy, Handle animal, Heal, Intimidate, Jump, Ride, Swim</p><p>[/spoiler]</p><p></p><p>[spoiler=Beast Heart Adept]</p><ul> <li data-xf-list-type="ul">HD 1d8</li> <li data-xf-list-type="ul">Full BAB</li> <li data-xf-list-type="ul">4 skill points</li> <li data-xf-list-type="ul">BHA: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Jump, Know (arcana), Know (dungeon), Know (nature), Know (the planes), Ride, Survival, Swim</li> </ul><p></p><p><strong>Monstrous Companion (Ex):</strong> You gain the service of a monstrous companion. The creature is similar to a druid's animal companion, but it is a magical beast or aberration rather than an animal. Choose one of the following as your monstrous companion: ankheg, blink dog, giant eagle, giant owl, hippogriff (4 Hit Dice), krenshar (4 Hit Dice), otyugh, owlbear, pegasus, or worg. Except for the hippogriff and the krenshar, which are larger than normal, the monster is typical of its kind. If its Intelligence is greater than 2, the companion has the same alignment as you.</p><p></p><p>If you have levels in other classes (such as druid or ranger) that give you the ability to have an animal companion, those levels do not stack with your beast heart adept levels for the purpose of determining which kinds of monstrous companions you can select (and what the abilities of those companions are).</p><p></p><p>At 3rd level or higher, you can select from alternative lists of monsters (Digester, Girallon, Manticore, Winter wolf). Just as with a druid's alternative animal companion, an alternative monstrous companion gains abilities as if your beast heart adept class level were lower than it actually is.</p><p></p><p><strong>Monster Empathy (Ex):</strong> You can use body language, vocalization, and demeanor to improve the attitude of a magical beast such as a chimera or a gorgon. This ability functions like the druid's wild empathy class feature, except that it affects magical beasts regardless of their Intelligence score.</p><p></p><p>You can also use this ability to influence an animal (such as a dire bear) or an aberration that has an Intelligence score of 1 or 2 (such as a rust monster), but you take a -4 penalty on the check.</p><p></p><p>If you have the wild empathy ability from another class, add your levels in that class to your beast heart adept level when influencing magical beasts or animals. In addition, you no longer take a penalty to your monster empathy check when influencing animals. If you have 5 or more ranks in the Handle Animal skill, you gain a +2 bonus on your monster empathy checks.</p><p></p><p><strong>Monster Handler (Ex):</strong> You can make Handle Animal checks with regard to magical beasts and aberrations without penalty. This ability applies only to creatures that have an Intelligence score of 1 or 2. Magical beasts and aberrations that have higher Intelligence scores cannot be controlled by Handle Animal at all.</p><p></p><p><strong>Monster Lore (Ex):</strong> At 2nd level, you gain uncanny knowledge about all types of living monsters, including their habitats, behavior, abilities, and weaknesses. You can make a special monster lore check to identify monsters or their special abilities or vulnerabilities. The check functions as a Knowledge check, except the monster lore check can identify any living creature. You gain a bonus on this check equal to your beast heart adept level + your Int modifier (+5). You can attempt this check in addition to making the relevant Knowledge check to learn about a creature.</p><p></p><p>If you have levels in the bard class or the loremaster prestige class, you can add those levels to your beast heart adept levels when determining the bonus on the monster lore check.</p><p></p><p><strong>Monstrous Flank (Ex):</strong> At 4th level, you learn to better coordinate your attacks with your monstrous companion. When you form a flank with a companion, both you and the creature gain an additional +2 bonus on attack rolls and damage rolls against the flanked opponent.</p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[spoiler=Skills]</p><p>3 x 4 (first level fighter) + 3 x 2 (fighter) + 5 x 4 (BHA) = 38</p><p></p><p>Fighter: Climb, Craft, Diplomacy, Handle animal, Heal, Jump, Ride</p><p></p><p>BHA: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Jump, Know (arcana), Know (dungeon), Know (nature), Know (the planes), Ride, Survival, Swim</p><p></p><p>Name Attribute Ranks + Ability + mods = total</p><p>Balance (dex) 3 = 2+1</p><p>Bluff (cha)</p><p>Climb (str, ACP) +0 = 1 +5 -6 (ACP)</p><p>Craft (leather) 5 = 2 +1 +2 (MW tools)</p><p>Diplomacy (cha)</p><p>Disguise (cha) -1 = 0 +0 -1 (trait)</p><p>Heal (wis) +3 = 0 +1 +2 (belt)</p><p>Jump (str) +8 = 1 +5 +2 (bloodline)</p><p>Gather information (cha)</p><p>Handle animal (cha) 18 = 11 +0 +2 (affinity) +2 (BHA) +2 (competence, favored) +1 (trait)</p><p>Knowledge(arcana) (int) 5 = 4 +1</p><p>Knowledge(dungeon) (int) 5 = 4 +1</p><p>Ride (dex) 18 = 11 +1 +2 (affinity) +2 (circumstance, saddle) +2 (synergy)</p><p>Survival (wis) 2 = 1 +1</p><p>Swim (str, 2xACP) -6 = 1 +5 -12 (ACP)</p><p>[/spoiler]</p><p></p><p></p><p>[spoiler=Equipment]</p><p><strong>Arms:</strong> Bracers of aerial combat 5000gp 0,5 lbs (+1 competence bonus on attack rolls if you or the foe you attack is airborne)</p><p><strong>Hands:</strong> Gauntlets of giantfelling (+2 Str) 5000gp (swift: you gain a bonus on the next weapon damage roll you make against a creature larger than you before the end of your turn 1d6 per size difference, max 3d6)</p><p><strong>Throat:</strong> Enduring amulet 1500gp (endure elements + 3 charges/day immediate for 10/15/20 resist fire/cold for 1 round)</p><p><strong>Shoulders:</strong> Piercer cloak +1 1450gp (swift 3/day: +1d6 damage if above the enemy, +2d6 if charging from above)</p><p><strong>Waist:</strong> Healing belt 750gp 0,5 lbs (standard, heal 2d8 +1d8/extra charge)</p><p><strong>Shield:</strong> Darkwood light +1 1203gp 1,25 lbs</p><p><strong>Armor:</strong> Reinforced full plate +1 3850gp 27,5 lbs</p><p>-- Crystal of arrow deflection 500gp -</p><p></p><p><strong>Weapon:</strong> MW composite shortbow (str +5) 775gp 1 lb</p><p><strong>Weapon:</strong> Resilient skylance +1 2510gp 5 lbs</p><p>-- Capsule retainer 100gp</p><p>-- Ghost blight 100gp</p><p></p><p>Belt</p><p>-- Potion of cure light wounds 50gp</p><p>-- Tanglefoot bag 50gp 4 lbs</p><p>-- Alchemist fire 20gp 1 lb</p><p>-- <s>Acid flask 10gp 1 lb</s> spent against the hydra</p><p>-- Acid flask 10gp 1 lb (moved from the backpack)</p><p>-- Steel mirror 10gp 0,5 lbs</p><p></p><p>Backpack</p><p>-- Potion of cure light wounds x2 100gp</p><p>-- Alchemist fire 20gp 1 lb</p><p>-- Tanglefoot bag 50gp 4lbs</p><p>-- Piton x10 1gp 2,5lbs</p><p>-- Silk rope 12gp 7lbs</p><p>-- Waterskin 1gp 4lbs</p><p>-- Masterwork leather working tools 55gp 2,5 lbs</p><p></p><p>--- Spritewing</p><p>Easy travel light-weight MW studded leather 2875gp 32 lbs</p><p>Pearl of speech 600gp -</p><p>Military saddle 20gp 15 lbs</p><p>Bit and briddle 2gp 1 lb</p><p></p><p>Remaining gold: 376gp</p><p></p><p>Total weight: 85,75 lbs</p><p>Rockhorn: 37,75 lbs</p><p>Pegasus: 48 lbs</p><p></p><p>Total riding weight: 85,75 + 80 = 165,75 lbs</p><p>[/spoiler]</p><p></p><p>[spoiler=Appearance, personality, and background]</p><p><strong>Appearance:</strong></p><p>Rockhorn has tattoos over most of his body and face. He's dark-skinned, with dark brown hair, beard and eyes.</p><p></p><p><strong>Personality:</strong></p><p>Shy, direct when spoken to. Not very eloquent, but astute.</p><p></p><p><strong>Background:</strong></p><p>Born into a wild and secluded clan nestled deep within the uncharted jungles, this stout dwarf was destined to become the champion and protector of his people. Educated in the ancient lore of magical beasts and aberrations, he grew to possess a profound understanding of these creatures and their untamed powers. The Rockhorn' clan lived simply, embracing a life of simplicity and harmony with nature.</p><p></p><p>However, his tranquil existence was shattered when slavers infiltrated their sanctuary. Overwhelmed by the invaders, he was captured and thrust into a life of enslavement. Stripped of his freedom, he endured the brutal gladiator arenas, where his captors reveled in bloodshed and torment.</p><p></p><p>In the depths of despair, a glimmer of compassion emerged within the dwarf's heart. As he toiled in the arena, caring for the beasts forced into combat, he witnessed the suffering of a magnificent pegasus. This noble creature, subjected to cruel experiments, was on the verge of death. Unwilling to let it perish, the dwarf risked everything to keep the pegasus from death and away from the arena.</p><p></p><p>In time the connection grew and once, when they were taken by the caravan as guest combatants, Bluffside rangers descended on the slavers. Rockhorn used the opportunity and freed as many of the beasts he could and flew away on the pegasus. They were downed by the slavers, but survived to be freed.</p><p></p><p>Embraced by the community of Bluffside, the dwarf's small stature and stout build set him apart from the city's populace. The rangers, acknowledging his deep understanding of magical beasts and his exceptional skills as a caretaker, took him under their wing. They further honed his abilities as a monster handler, granting him the opportunity to provide care and rehabilitation to a wide range of creatures.</p><p></p><p>Through his unwavering dedication and genuine compassion, the dwarf earned the respect and admiration of the rangers and the community alike. His bond with the pegasus he saved grew stronger, and they became inseparable companions, soaring through the skies as a symbol of their shared liberation.</p><p></p><p>In the city, he developed a fighting style on his aerial mount and bought items that supported it.</p><p></p><p><strong>Life timeline:</strong></p><ul> <li data-xf-list-type="ul">clan champion (educated about magical beasts and aberrations)</li> <li data-xf-list-type="ul">lived uncivilized in the jungle (uncivilized trait)</li> <li data-xf-list-type="ul">captured as a slave (flaw)</li> <li data-xf-list-type="ul">trained as monster handler</li> <li data-xf-list-type="ul">fought in gladiator arena as a comic relief on large mounts, learned about the world</li> <li data-xf-list-type="ul">saved a pegasus his slave owners experimented upon, he now rides it</li> <li data-xf-list-type="ul">freed by rangers of Bluffside</li> <li data-xf-list-type="ul">distinctive trait - small, stout dwarf, Wild dwarves are dark-skinned, short, and stout, with dark brown eyes</li> <li data-xf-list-type="ul">favored ranger-scout in Bluffside city</li> <li data-xf-list-type="ul">currently new Exemplar</li> </ul><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="MetaVoid, post: 9048472, member: 87106"] Name: Rockhorn Mosswood [B]Player:[/B] MetaVoid [B]Race/Class:[/B] Titan bloodline 2 / Wild dwarf Fighter 3 / Beast Heart Adept 4 [B]Size:[/B] Small (3'2'' height, 80lbs weight) [B]Religion:[/B] Marrhamor Duin [B]Alignment:[/B] Chaotic Good [B]Speed:[/B] Walk 20 ft. [B]Languages:[/B] Common, Dwarf, Montrese, Celestial [spoiler=Images] [/spoiler] [spoiler=Basics] STR 20 (+5) (15 base +1 DM bonus +1 bloodline +1 level +2 item) DEX 12 (+1) (13 base -1 DM bonus) CON 19 (+4) (15 base, +2 racial +1 bloodline +1 level) INT 13 (+1) WIS 13 (+1) CHA 11 (+0) (13 base - 2 racial) XP: [URL='https://www.enworld.org/threads/kulan-knightfalls-crisis-in-bluffside-game-ooc.666962/post-9113875']21,253 after pyrohydra[/URL] [URL='https://www.enworld.org/threads/kulan-knightfalls-crisis-in-bluffside-game-ooc.666962/post-9152440']Adjusted to 25,000 XP[/URL] Need 28,000 for the next level Atributes: 4D6 = [6, 6, 2, 3] = 17 4D6 = [6, 2, 5, 2] = 15 4D6 = [5, 5, 3, 2] = 15 4D6 = [4, 3, 2, 1] = 10 4D6 = [1, 3, 5, 2] = 11 4D6 = [2, 5, 4, 1] = 12 4D6 = [1, 5, 3, 5] = 14 4D6 = [6, 4, 2, 3] = 15 4D6 = [6, 4, 2, 5] = 17 15 13 13 13 13 15 [B]Fort:[/B] 12 = 7 +4 Con +1 cloak [B]Ref:[/B] 4 = 2 +1 Dex +1 cloak [B]Will:[/B] 7 = 5 +1 Wis +1 cloak +2 racial vs spells and spell-likes +3 racial vs poison +4 racial vs disease [B]BAB:[/B] +7/+2 [B]Handaxe:[/B] +13/+8 1d4+5 [B]MW Comp Shortbow (str+5):[/B] +14/+9 1d4+5 [B]Lance attack:[/B] +14 / 1d6+6 (+6 BAB + 5 Str +1 size +1 magic) [B]2HD Lance attack:[/B] +14 / 1d6+8 (+6 BAB +5 Str +1 size +1 magic) [B]Lance charge attack:[/B] +16 / 3d6+18 (+6 BAB +5 Str +1 size +1 magic +2 charge) [B]2HD Lance charge attack:[/B] +16 / 3d6+24 (+6 BAB +5 Str +1 size +1 magic +2 charge) +1 competence on attack if me or the opponent are flying gain +1 racial vs orcs and goblinoids +2 to hit and damage vs flanked opponents in addition to normal bonuses [B]Initiative:[/B] +1 [B]Hit Points:[/B] 61 = 10 + 2d10 + 4d8 + 7 x 4(CON) HP for non-bloodline levels: 2D10 = [2, 3] = 5 3D8 = [4, 4, 8] = 16 [URL='http://roll.coyotecode.net/lookup.php?rollid=282546']HP for BHA 4: 1D8+4 = [2]+4 = 6[/URL] [B]AC:[/B] 25 (10 + 10 armor + 1 Dex +2 shield +1 Size +1 natural) [B]Touch:[/B] 14 [B]Flat-footed:[/B] 24 +4 dodge AC vs giants +2 vs ranged attacks [B]Resist:[/B] lightning 5, fire 5 [B]Speed:[/B] 15 (heavy armor) [/spoiler] [spoiler=Racial Features] DWARF RACIAL TRAITS +2 Constitution, -2 Charisma: Dwarves are stout and tough but tend to be gruff and reserved. Small: As Small creatures, wild dwarves gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters. Wild dwarf land speed is 20 feet. Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Weapon Familiarity: Proficient with the handaxe and blowgun. The blowgun is such an integral part of wild dwarf life that all wild dwarves learn to use the weapon. This replaces the normal weapon familiarity. Poison Use: Wild dwarves work with poisons from an early age, and they never risk accidentally poisoning themselves when applying poison to a weapon. Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Fire resistance 5: Wild dwarves are inured to the oppressive heat of Chult. +3 racial bonus on saving throws against poison. This replaces the standard dwarven bonus against poison. Wild dwarves are immune to wild dwarf knockout poison. +4 racial bonus on saving throws against disease. Wild dwarves have developed a strong resistance to disease of all types. +2 racial bonus on saving throws against spells and spell-like effects: Dwarves have an innate resistance to magic spells. +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears): Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively. +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too. Wild dwarves are not nearly as capable or familiar with stone and metal as their more civilized kin. They do not receive the dwarven stonecunning trait or the bonus on Appraise and Craft checks related to stone or metal. Automatic Languages: Dwarven, Common, home region. Bonus Languages: Chultan, Draconic, Goblin, Tashalan, Yuan-Ti. Favored Class: Barbarian. [/spoiler] [spoiler=Abilities] [B]Feats[/B] Campaign: Favored ( +2 competence on Ride) Flaw: Hunted / Educated (arcana and dungeoneering class skills) 1st: Animal affinity (+2 on Handle animal and Ride) F1: Mounted combat BL2: Power attack F2: Ride-by attack 3rd: Primary Contact (+1 rank on Handle animal) 6th: Spirited charge BL8: Improved sunder Bloodline: +2 on jump checks Power attack Strength +1 Levitate 1/day (Sp) Titan affinity (+2 +1 natural armor +2 on concentration checks Improved sunder Con +1 Traits: -- Uncivilized: You relate better to animals than you do to people. Benefit You gain a +1 bonus on Handle Animal checks and wild empathy checks. Drawback You take a -1 penalty on Bluff checks, Diplomacy checks, and Gather information checks. -- Distinctive You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal. Benefit You gain a +1 bonus on Reputation checks. Drawback You take a -1 penalty on Disguise checks. [spoiler=Pegasus] [B]Name:[/B] Spritewing [B]Size/Type:[/B] Medium (Large dungeonbred) Magical Beast [spoiler=Magical beast traits] Magical Beast Type Magical beasts are similar to animals but can have Intelligence scores higher than 2. Magical beasts usually have supernatural or extraordinary abilities, but sometimes are merely bizarre in appearance or habits. Features [LIST] [*]10-sided Hit Dice. [*]Base attack bonus equal to total Hit Dice (as fighter). [*]Good Fortitude and Reflex saves. [*]Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. [/LIST] Traits [LIST] [*]Darkvision out to 60 feet and low-light vision. [*]Proficient with its natural weapons only. [*]Proficient with no armor. [*]Magical beasts eat, sleep, and breathe. [/LIST] [/spoiler] [B]Hit Dice:[/B] 92 = 10 + 7x6 (avg 7d10)+ 40 (8 x 5 CON) [B]Initiative:[/B] +2 [B]Speed:[/B] 60 ft. (12 squares), fly 120 ft. (good) [B]Armor Class:[/B] 24 (+2 Dex, +7 natural +4 armor +1 size), touch 13, flat-footed 22 [B]Base Attack/Grapple:[/B] +8/+14 [B]Attack:[/B] Hoof +14 melee (1d6+6) [B]Full Attack:[/B] 2 hooves +14 melee (1d6+6) and bite +9 melee (1d3+3) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] — [B]Special Qualities:[/B] Darkvision 60 ft., low-light vision, scent, spell-like abilities [B]Spell-Like Abilities:[/B] Caster level 5th at will - detect good and detect evil within a 60-foot radius. [B]Languages:[/B] Understands Celestial, Common, Dwarven (pearl), Elvish, and Sylvan, speaks only dwarven (pearl) [B]Skills:[/B] Pegasi have a +4 racial bonus on Listen and Spot checks [B]Saves:[/B] Fort +6+5, Ref +6+2, Will +3+1+2 (+4 vs enchantment spells and effects) [B]Abilities:[/B] Str 18+4, Dex 15, Con 16+4, Int 10, Wis 13, Cha 13 Dungeonbred: * easy maintenance * +2 racial vs poison/disease * Str +4, Con +4 * Endurance, Improved Natural Attack * size Large --> Medium: -4 Str, -4 Con, +1 AC, +1 to hit, +4 Hide, -4 graple mod BHA: Str +4, Con +4, Nat armor +4, HD +4 (Feat +1), 4 skill points, Link, Evasion, Devotion Skills: Diplomacy +3, Listen +10, Sense Motive +9, Spot +10 Feats: Flyby Attack, Iron Will, Wingover (from BHA) Environment: Temperate forests Alignment: Usually chaotic good Carry: Fly 300, Ground 900 [/spoiler] [spoiler=Fighter] HD 1d10 All weapons and armor Full BAB Good Fort 2 skill points Fighter/Knight: Climb, Craft, Diplomacy, Handle animal, Heal, Intimidate, Jump, Ride, Swim [/spoiler] [spoiler=Beast Heart Adept] [LIST] [*]HD 1d8 [*]Full BAB [*]4 skill points [*]BHA: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Jump, Know (arcana), Know (dungeon), Know (nature), Know (the planes), Ride, Survival, Swim [/LIST] [B]Monstrous Companion (Ex):[/B] You gain the service of a monstrous companion. The creature is similar to a druid's animal companion, but it is a magical beast or aberration rather than an animal. Choose one of the following as your monstrous companion: ankheg, blink dog, giant eagle, giant owl, hippogriff (4 Hit Dice), krenshar (4 Hit Dice), otyugh, owlbear, pegasus, or worg. Except for the hippogriff and the krenshar, which are larger than normal, the monster is typical of its kind. If its Intelligence is greater than 2, the companion has the same alignment as you. If you have levels in other classes (such as druid or ranger) that give you the ability to have an animal companion, those levels do not stack with your beast heart adept levels for the purpose of determining which kinds of monstrous companions you can select (and what the abilities of those companions are). At 3rd level or higher, you can select from alternative lists of monsters (Digester, Girallon, Manticore, Winter wolf). Just as with a druid's alternative animal companion, an alternative monstrous companion gains abilities as if your beast heart adept class level were lower than it actually is. [B]Monster Empathy (Ex):[/B] You can use body language, vocalization, and demeanor to improve the attitude of a magical beast such as a chimera or a gorgon. This ability functions like the druid's wild empathy class feature, except that it affects magical beasts regardless of their Intelligence score. You can also use this ability to influence an animal (such as a dire bear) or an aberration that has an Intelligence score of 1 or 2 (such as a rust monster), but you take a -4 penalty on the check. If you have the wild empathy ability from another class, add your levels in that class to your beast heart adept level when influencing magical beasts or animals. In addition, you no longer take a penalty to your monster empathy check when influencing animals. If you have 5 or more ranks in the Handle Animal skill, you gain a +2 bonus on your monster empathy checks. [B]Monster Handler (Ex):[/B] You can make Handle Animal checks with regard to magical beasts and aberrations without penalty. This ability applies only to creatures that have an Intelligence score of 1 or 2. Magical beasts and aberrations that have higher Intelligence scores cannot be controlled by Handle Animal at all. [B]Monster Lore (Ex):[/B] At 2nd level, you gain uncanny knowledge about all types of living monsters, including their habitats, behavior, abilities, and weaknesses. You can make a special monster lore check to identify monsters or their special abilities or vulnerabilities. The check functions as a Knowledge check, except the monster lore check can identify any living creature. You gain a bonus on this check equal to your beast heart adept level + your Int modifier (+5). You can attempt this check in addition to making the relevant Knowledge check to learn about a creature. If you have levels in the bard class or the loremaster prestige class, you can add those levels to your beast heart adept levels when determining the bonus on the monster lore check. [B]Monstrous Flank (Ex):[/B] At 4th level, you learn to better coordinate your attacks with your monstrous companion. When you form a flank with a companion, both you and the creature gain an additional +2 bonus on attack rolls and damage rolls against the flanked opponent. [/spoiler] [/spoiler] [spoiler=Skills] 3 x 4 (first level fighter) + 3 x 2 (fighter) + 5 x 4 (BHA) = 38 Fighter: Climb, Craft, Diplomacy, Handle animal, Heal, Jump, Ride BHA: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Jump, Know (arcana), Know (dungeon), Know (nature), Know (the planes), Ride, Survival, Swim Name Attribute Ranks + Ability + mods = total Balance (dex) 3 = 2+1 Bluff (cha) Climb (str, ACP) +0 = 1 +5 -6 (ACP) Craft (leather) 5 = 2 +1 +2 (MW tools) Diplomacy (cha) Disguise (cha) -1 = 0 +0 -1 (trait) Heal (wis) +3 = 0 +1 +2 (belt) Jump (str) +8 = 1 +5 +2 (bloodline) Gather information (cha) Handle animal (cha) 18 = 11 +0 +2 (affinity) +2 (BHA) +2 (competence, favored) +1 (trait) Knowledge(arcana) (int) 5 = 4 +1 Knowledge(dungeon) (int) 5 = 4 +1 Ride (dex) 18 = 11 +1 +2 (affinity) +2 (circumstance, saddle) +2 (synergy) Survival (wis) 2 = 1 +1 Swim (str, 2xACP) -6 = 1 +5 -12 (ACP) [/spoiler] [spoiler=Equipment] [B]Arms:[/B] Bracers of aerial combat 5000gp 0,5 lbs (+1 competence bonus on attack rolls if you or the foe you attack is airborne) [B]Hands:[/B] Gauntlets of giantfelling (+2 Str) 5000gp (swift: you gain a bonus on the next weapon damage roll you make against a creature larger than you before the end of your turn 1d6 per size difference, max 3d6) [B]Throat:[/B] Enduring amulet 1500gp (endure elements + 3 charges/day immediate for 10/15/20 resist fire/cold for 1 round) [B]Shoulders:[/B] Piercer cloak +1 1450gp (swift 3/day: +1d6 damage if above the enemy, +2d6 if charging from above) [B]Waist:[/B] Healing belt 750gp 0,5 lbs (standard, heal 2d8 +1d8/extra charge) [B]Shield:[/B] Darkwood light +1 1203gp 1,25 lbs [B]Armor:[/B] Reinforced full plate +1 3850gp 27,5 lbs -- Crystal of arrow deflection 500gp - [B]Weapon:[/B] MW composite shortbow (str +5) 775gp 1 lb [B]Weapon:[/B] Resilient skylance +1 2510gp 5 lbs -- Capsule retainer 100gp -- Ghost blight 100gp Belt -- Potion of cure light wounds 50gp -- Tanglefoot bag 50gp 4 lbs -- Alchemist fire 20gp 1 lb -- [S]Acid flask 10gp 1 lb[/S] spent against the hydra -- Acid flask 10gp 1 lb (moved from the backpack) -- Steel mirror 10gp 0,5 lbs Backpack -- Potion of cure light wounds x2 100gp -- Alchemist fire 20gp 1 lb -- Tanglefoot bag 50gp 4lbs -- Piton x10 1gp 2,5lbs -- Silk rope 12gp 7lbs -- Waterskin 1gp 4lbs -- Masterwork leather working tools 55gp 2,5 lbs --- Spritewing Easy travel light-weight MW studded leather 2875gp 32 lbs Pearl of speech 600gp - Military saddle 20gp 15 lbs Bit and briddle 2gp 1 lb Remaining gold: 376gp Total weight: 85,75 lbs Rockhorn: 37,75 lbs Pegasus: 48 lbs Total riding weight: 85,75 + 80 = 165,75 lbs [/spoiler] [spoiler=Appearance, personality, and background] [B]Appearance:[/B] Rockhorn has tattoos over most of his body and face. He's dark-skinned, with dark brown hair, beard and eyes. [B]Personality:[/B] Shy, direct when spoken to. Not very eloquent, but astute. [B]Background:[/B] Born into a wild and secluded clan nestled deep within the uncharted jungles, this stout dwarf was destined to become the champion and protector of his people. Educated in the ancient lore of magical beasts and aberrations, he grew to possess a profound understanding of these creatures and their untamed powers. The Rockhorn' clan lived simply, embracing a life of simplicity and harmony with nature. However, his tranquil existence was shattered when slavers infiltrated their sanctuary. Overwhelmed by the invaders, he was captured and thrust into a life of enslavement. Stripped of his freedom, he endured the brutal gladiator arenas, where his captors reveled in bloodshed and torment. In the depths of despair, a glimmer of compassion emerged within the dwarf's heart. As he toiled in the arena, caring for the beasts forced into combat, he witnessed the suffering of a magnificent pegasus. This noble creature, subjected to cruel experiments, was on the verge of death. Unwilling to let it perish, the dwarf risked everything to keep the pegasus from death and away from the arena. In time the connection grew and once, when they were taken by the caravan as guest combatants, Bluffside rangers descended on the slavers. Rockhorn used the opportunity and freed as many of the beasts he could and flew away on the pegasus. They were downed by the slavers, but survived to be freed. Embraced by the community of Bluffside, the dwarf's small stature and stout build set him apart from the city's populace. The rangers, acknowledging his deep understanding of magical beasts and his exceptional skills as a caretaker, took him under their wing. They further honed his abilities as a monster handler, granting him the opportunity to provide care and rehabilitation to a wide range of creatures. Through his unwavering dedication and genuine compassion, the dwarf earned the respect and admiration of the rangers and the community alike. His bond with the pegasus he saved grew stronger, and they became inseparable companions, soaring through the skies as a symbol of their shared liberation. In the city, he developed a fighting style on his aerial mount and bought items that supported it. [B]Life timeline:[/B] [LIST] [*]clan champion (educated about magical beasts and aberrations) [*]lived uncivilized in the jungle (uncivilized trait) [*]captured as a slave (flaw) [*]trained as monster handler [*]fought in gladiator arena as a comic relief on large mounts, learned about the world [*]saved a pegasus his slave owners experimented upon, he now rides it [*]freed by rangers of Bluffside [*]distinctive trait - small, stout dwarf, Wild dwarves are dark-skinned, short, and stout, with dark brown eyes [*]favored ranger-scout in Bluffside city [*]currently new Exemplar [/LIST] [/spoiler] [/QUOTE]
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[v.3.5] Crisis in Bluffside Rogues Gallery
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