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<blockquote data-quote="Neurotic" data-source="post: 8602325" data-attributes="member: 24380"><p><span style="font-size: 18px"><span style="color: rgb(147, 101, 184)">Hypersthene Cairngorm "Cairn",</span></span></p><p><span style="font-size: 18px"><span style="color: rgb(147, 101, 184)">NG Earth Elemental Rune knight 4 (warforged)</span></span></p><p></p><p>[spoiler="Abilities"]</p><p>STR 18 (+4) [save +6] base 15 (+1 racials +2 @4th)</p><p>DEX 8 (-1)</p><p>CON 16 (+3) [save +5] base 14 (+2 racial)</p><p>INT 12 (+1)</p><p>WIS 13 (+1)</p><p>CHA 10 (+0)</p><p></p><p>Size M</p><p>Speed 30</p><p>AC 18</p><p>Init -1</p><p>Hit Points: 43 (10 + 3x7 + 12 ( 4 x Con) )</p><p></p><p><strong>Passive:</strong></p><p>Perception 13</p><p>Insight 11</p><p>Investigation 13</p><p></p><p><strong>Senses: </strong></p><p>darkvision 120'</p><p>blind sense</p><p></p><p><strong>Proficiency bonus</strong>: +2</p><p><strong>Proficiencies</strong>: all armour, shield, all weapons</p><p><strong>Skills</strong>: Intimidation (Fighter), Investigation (Haunted one), Perception (Fighter), Stealth (warforged), Survival (Haunted one)</p><p><strong>Tools</strong>: Jeweller's tools (Fighter), Smith's Tools (Rune knight)</p><p><strong>Languages</strong>: Common, Dwarven (Faction agent), Giant (Rune knight), Primordial (Terran, warforged), Undercommon (Faction agent)</p><p></p><p><strong>Attacks</strong>:</p><p>Maul: 1d20+6 for 2d6+4 bludgeoning</p><p>Morningstar: 1d20+6; 1d8+4 piercing</p><p>Fist: 1d20+6; 1d4+4</p><p></p><p><strong>Background</strong>: Faction agent</p><p>Feature: Safe Heaven</p><p></p><p><strong>Fighter Abilities</strong>:</p><p>[spoiler=Fighting Style: Blind fighting]</p><p>You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.</p><p>[/spoiler]</p><p>* Second Wind:</p><p>-- bonus for +1d10+fighter level HP, 1/short or long</p><p>* Action Surge:</p><p>-- additional action and bonus, 1/short or long</p><p>* Frost rune 1/short rest</p><p>-- bonus action: for 10 minutes gain +2 to Str/Con saves and ability checks</p><p>-- advantage on Intimidation and Animal Handling</p><p>* Stone rune 1/short rest Wisdom DC 13</p><p>-- advantage on Wisdom (Insight) checks</p><p>-- darkvision out to a range of 120 feet.</p><p>-- reaction: when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.</p><p></p><p>* Giant's might 2/long rest</p><p>-- bonus action: become large for 1 minute</p><p>-- -- advantage on Str saves and checks</p><p>-- -- 1/turn deal extra 1d6 on a hit</p><p></p><p><strong> </strong></p><p><strong>Racial abilities</strong></p><p>[spoiler=Constructed Resilience]</p><p>-- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.</p><p>-- You don’t need to eat, drink, or breathe.</p><p>-- You are immune to disease.</p><p>-- You don’t need to sleep, and magic can’t put you to sleep.</p><p>[/spoiler]</p><p>[spoiler=Sentries rest]</p><p>-- When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.</p><p>[/spoiler]</p><p>[spoiler=Integrated protection]</p><p>Your body has built-in defensive layers, which can be enhanced with armor:</p><p>-- You gain a +1 bonus to Armor Class.</p><p>-- You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.</p><p>-- While you live, the armor incorporated into your body can’t be removed against your will.</p><p>[/spoiler]</p><p>* One skill, one tool, one language</p><p></p><p><strong>Skills</strong>:</p><p>-1 (dex) Acrobatics</p><p>+1 (wis) Animal Handling (advantage on the roll - frost rune)</p><p>+1 (int) Arcana</p><p>+4 (str) Athletics</p><p>+0 (cha) Deception</p><p>+1 (int) History</p><p><strong>+3 (wis) Insight (advantage on the roll - stone rune)</strong></p><p><strong>+2 (cha) Intimidation (advantage on the roll - frost rune)</strong></p><p><strong>+3 (int) Investigation</strong></p><p>+1 (wis) Medicine</p><p>+1 (int) Nature</p><p><strong>+3 (wis) Perception</strong></p><p>+0 (cha) Performance</p><p>+0 (cha) Persuasion</p><p>+1 (int) Religion</p><p>-1 (dex) Sleight of Hand</p><p><strong>+1 (dex) Stealth</strong></p><p>+1 (wis) Survival[/spoiler]</p><p></p><p>[spoiler="Equipment"]</p><p>Jeweller's Kit</p><p>Smith's Kit</p><p>Splint mail (200gp)</p><p>Morningstar (15gp)</p><p>Shield (10gp)</p><p>Maul (10gp)</p><p>Climbing potion (50gp)</p><p>Healing potion x2 (100gp)</p><p></p><p><strong>1pp 5gp remaining</strong></p><p><strong>Total weight carried 82 lb.</strong></p><p>[/spoiler]</p><p></p><p>[spoiler="Background"]</p><p><strong>Defining Event</strong>:</p><p><strong>Personality</strong>: There’s nothing I like more than a good mystery.</p><p>I don’t run from evil. Evil runs from me.</p><p><strong>Ideal</strong>: Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)</p><p>I try to help those in need, no matter what the personal cost. (Good)</p><p><strong>Bond</strong>: Spirits are drawn to me. I do all I can to help them find peace.</p><p>There’s evil in me, I can feel it. It must never be set free.</p><p><strong>Flaw</strong>: I talk to spirits that no one else can see.</p><p>have certain rituals that I must follow every day. I can never break them.</p><p></p><p>Cairn is black-grey creature of stone, spiky growth going up from his head instead of hair and eyes simply being shiny black (hypersthene) on matte black of his body (cairngorm). He is powerfully built, reminiscent of dwarves, low to the ground, but wide. His walk is more of a glide, at least on a rocky terrain. Once he steps onto wooden floor or deep layer of organic material (such as might be found in the forests) he raises his legs too high and walks awkwardly.</p><p></p><p>In a fight, he smashes things with great stones pulled from his own body.</p><p></p><p>He is physically powerful, but peaceful - not exactly a scholar, but curious about the world, study of "soft creatures" is his hobby and cutting jewels for those who cannot appreciate them in their original form is his normal work. Over the course of decades, he learned how to imbue things with power through exotic runes drawn on stone or metal. He learned there are evil creatures in the world and that one should be able to defend one's self. But mostly, he is interested in helping and his sometimes childish curiosity and lack of restraint makes him inappropriate for courtly functions despite his linguistical talents.</p><p>[/spoiler]</p><p></p><p>[spoiler=Images]</p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Neurotic, post: 8602325, member: 24380"] [SIZE=5][COLOR=rgb(147, 101, 184)]Hypersthene Cairngorm "Cairn", NG Earth Elemental Rune knight 4 (warforged)[/COLOR][/SIZE] [spoiler="Abilities"] STR 18 (+4) [save +6] base 15 (+1 racials +2 @4th) DEX 8 (-1) CON 16 (+3) [save +5] base 14 (+2 racial) INT 12 (+1) WIS 13 (+1) CHA 10 (+0) Size M Speed 30 AC 18 Init -1 Hit Points: 43 (10 + 3x7 + 12 ( 4 x Con) ) [B]Passive:[/B] Perception 13 Insight 11 Investigation 13 [B]Senses: [/B] darkvision 120' blind sense [B]Proficiency bonus[/B]: +2 [B]Proficiencies[/B]: all armour, shield, all weapons [B]Skills[/B]: Intimidation (Fighter), Investigation (Haunted one), Perception (Fighter), Stealth (warforged), Survival (Haunted one) [B]Tools[/B]: Jeweller's tools (Fighter), Smith's Tools (Rune knight) [B]Languages[/B]: Common, Dwarven (Faction agent), Giant (Rune knight), Primordial (Terran, warforged), Undercommon (Faction agent) [B]Attacks[/B]: Maul: 1d20+6 for 2d6+4 bludgeoning Morningstar: 1d20+6; 1d8+4 piercing Fist: 1d20+6; 1d4+4 [B]Background[/B]: Faction agent Feature: Safe Heaven [B]Fighter Abilities[/B]: [spoiler=Fighting Style: Blind fighting] You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. [/spoiler] * Second Wind: -- bonus for +1d10+fighter level HP, 1/short or long * Action Surge: -- additional action and bonus, 1/short or long * Frost rune 1/short rest -- bonus action: for 10 minutes gain +2 to Str/Con saves and ability checks -- advantage on Intimidation and Animal Handling * Stone rune 1/short rest Wisdom DC 13 -- advantage on Wisdom (Insight) checks -- darkvision out to a range of 120 feet. -- reaction: when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest. * Giant's might 2/long rest -- bonus action: become large for 1 minute -- -- advantage on Str saves and checks -- -- 1/turn deal extra 1d6 on a hit [B] Racial abilities[/B] [spoiler=Constructed Resilience] -- You have advantage on saving throws against being poisoned, and you have resistance to poison damage. -- You don’t need to eat, drink, or breathe. -- You are immune to disease. -- You don’t need to sleep, and magic can’t put you to sleep. [/spoiler] [spoiler=Sentries rest] -- When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. [/spoiler] [spoiler=Integrated protection] Your body has built-in defensive layers, which can be enhanced with armor: -- You gain a +1 bonus to Armor Class. -- You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. -- While you live, the armor incorporated into your body can’t be removed against your will. [/spoiler] * One skill, one tool, one language [B]Skills[/B]: -1 (dex) Acrobatics +1 (wis) Animal Handling (advantage on the roll - frost rune) +1 (int) Arcana +4 (str) Athletics +0 (cha) Deception +1 (int) History [B]+3 (wis) Insight (advantage on the roll - stone rune) +2 (cha) Intimidation (advantage on the roll - frost rune) +3 (int) Investigation[/B] +1 (wis) Medicine +1 (int) Nature [B]+3 (wis) Perception[/B] +0 (cha) Performance +0 (cha) Persuasion +1 (int) Religion -1 (dex) Sleight of Hand [B]+1 (dex) Stealth[/B] +1 (wis) Survival[/spoiler] [spoiler="Equipment"] Jeweller's Kit Smith's Kit Splint mail (200gp) Morningstar (15gp) Shield (10gp) Maul (10gp) Climbing potion (50gp) Healing potion x2 (100gp) [B]1pp 5gp remaining Total weight carried 82 lb.[/B] [/spoiler] [spoiler="Background"] [B]Defining Event[/B]: [B]Personality[/B]: There’s nothing I like more than a good mystery. I don’t run from evil. Evil runs from me. [B]Ideal[/B]: Self-Improvement. The goal of a life of study is the betterment of oneself. (Any) I try to help those in need, no matter what the personal cost. (Good) [B]Bond[/B]: Spirits are drawn to me. I do all I can to help them find peace. There’s evil in me, I can feel it. It must never be set free. [B]Flaw[/B]: I talk to spirits that no one else can see. have certain rituals that I must follow every day. I can never break them. Cairn is black-grey creature of stone, spiky growth going up from his head instead of hair and eyes simply being shiny black (hypersthene) on matte black of his body (cairngorm). He is powerfully built, reminiscent of dwarves, low to the ground, but wide. His walk is more of a glide, at least on a rocky terrain. Once he steps onto wooden floor or deep layer of organic material (such as might be found in the forests) he raises his legs too high and walks awkwardly. In a fight, he smashes things with great stones pulled from his own body. He is physically powerful, but peaceful - not exactly a scholar, but curious about the world, study of "soft creatures" is his hobby and cutting jewels for those who cannot appreciate them in their original form is his normal work. Over the course of decades, he learned how to imbue things with power through exotic runes drawn on stone or metal. He learned there are evil creatures in the world and that one should be able to defend one's self. But mostly, he is interested in helping and his sometimes childish curiosity and lack of restraint makes him inappropriate for courtly functions despite his linguistical talents. [/spoiler] [spoiler=Images] [/spoiler] [/QUOTE]
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