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Dread Metrol, The Mourning After (RG)
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<blockquote data-quote="Neurotic" data-source="post: 8357942" data-attributes="member: 24380"><p><span style="color: rgb(147, 101, 184)">Malix</span></p><p><span style="color: rgb(147, 101, 184)">Warforged Monk 2</span></p><p></p><p>[spoiler=Basic information]</p><p>Sex: Neuter, male appearance</p><p>Alignment: Lawful Neutral</p><p>Size: Medium</p><p>Languages: Common, Dwarven, Daelkyr</p><p>Speed: 40ft.</p><p>Init: +3</p><p>Prof. Bonus: +2</p><p>Passive Perception: 15</p><p>Passive Insight: 15</p><p>Passive Investigation: 10</p><p>Proficiencies: Acrobatics, Deception, Insight, Perception, Stealth, Calligrapher's Supplies, Forgery Kit, Poisoner's Kit</p><p></p><p>STATISTICS</p><p>Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 16 (+3), Cha 8 (-1)</p><p>[/spoiler]</p><p></p><p>[spoiler=Combat Stats]</p><p>DEFENSE</p><p><strong>AC: 17</strong> (+3 dex +3 wis +1 racial)</p><p><strong>HP: 17</strong> = (8 + 2) + 1x (5+2)</p><p></p><p><strong>Saves:</strong> Str* +2, Dex* +5, Con +2, Int +0, Wis +3, Cha -1</p><p>(resistance to poison damage, sleep and disease immunity, advantage on save against being poisoned)</p><p></p><p>OFFENSE</p><p><em>Melee: </em></p><p>Unarmed: +5 / 1d4+3</p><p>Dagger: +5 /1d4+3</p><p>Q-staff: +5 / 1d6+3</p><p></p><p><em>Ranged: </em></p><p>Dagger +5 (1d4+3 piercing; finesse, thrown 20/60)</p><p>Darts +5 (1d4+3 piercing; finesse, thrown, 20/60)</p><p>[/spoiler]</p><p></p><p>[spoiler=Warforged]</p><p>Ability scores: Dexterity +1, Wisdom +2</p><p>Size: Medium</p><p>Speed: 30ft.</p><p></p><p>Poison resistance</p><p>[spoiler=Constructed Resilience]</p><p>You were created to have remarkable fortitude, represented by the following benefits:</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.[/spoiler]</p><p>[spoiler=Sentry’s 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></p><p>[spoiler=Integrated Protection]</p><p>Your body has built-in defensive layers, which can be enhanced with armor:</p><p></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>[spoiler=Specialized Design]</p><p>You gain one skill proficiency (Medicine) and one tool proficiency of your choice (Thieves Tools)</p><p>Languages: Common, Dwarven</p><p>[/spoiler]</p><p></p><p>[spoiler=Volstrucker Agent]</p><p>Skill Proficiencies Deception, Stealth</p><p>Tool Proficiencies: Poisoner's kit</p><p></p><p>Equipment: A set of clothes appropriate to your duties and a pouch containing 20 gp</p><p></p><p>Background Feature: [spoiler=Shadow Network]</p><p>Shadow Network</p><p>You have access to the Volstrucker shadow network, which allows you to communicate with other members of the order over long distances. If you write a letter in special arcane ink, address it to a member of the Volstrucker, and cast it into a fire, the letter will burn to cinders and materialize whole again on the person of the agent you addressed it to.</p><p></p><p>The ink used to send a letter across the shadow network is the same as that used by a wizard to scribe spells in a spellbook. Writing a letter in this ink costs 10gp per page</p><p>[/spoiler]</p><p></p><p>You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.</p><p></p><p>Personality: I don't pay attention to the risks in a situation. Never tell me the odds.</p><p>Ideal: Redemption. There's a spark of good in everyone. (Good)</p><p>Bond: I'm trying to pay off an old debt I owe to a generous benefactor.</p><p>Flaw: If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.</p><p>[/spoiler]</p><p></p><p>[spoiler=Monk]</p><p><strong>Unarmored Defense:</strong> Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.</p><p>[spoiler=Martial Arts]</p><p>At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.</p><p></p><p>You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:</p><p></p><p>You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.</p><p>You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.</p><p>When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.</p><p>Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Armor and Weapon Proficiencies: no armors or shields, shortsword and simple weapons</p><p>Saving Throws: Strength, Dexterity</p><p>Skills: Acrobatics, Insight, Caligrapher's tools <s>Athletics, History, Religion, and Stealth</s></p><p></p><p>Ki Points: 2 (DC 13)</p><ul> <li data-xf-list-type="ul">Flurry of blows</li> <li data-xf-list-type="ul">Patient defense</li> <li data-xf-list-type="ul">Step of the wind</li> </ul><p></p><p>[/spoiler]</p><p></p><p>SKILLS (* Proficient)</p><p>+5 (dex) Acrobatics*</p><p>+3 (wis) Animal Handling</p><p>+0 (int) Arcana</p><p>+0 (str) Athletics</p><p>+1 (cha) Deception*</p><p>+2 (int) History</p><p>+5 (wis) Insight*</p><p>-1 (cha) Intimidation</p><p>+0 (int) Investigation</p><p>+5 (wis) Medicine*</p><p>+0 (int) Nature</p><p>+5 (wis) Perception*</p><p>-1 (cha) Performance</p><p>-1 (cha) Persuasion</p><p>+0 (int) Religion</p><p>+3 (dex) Sleight of Hand</p><p>+5 (dex) Stealth*</p><p>+3 (wis) Survival</p><p></p><p>[spoiler=Inventory]</p><p></p><p><strong>Combat</strong></p><p>Q-staff</p><p>Darts x10</p><p>Two daggers</p><p></p><p><strong>Other</strong></p><p>Thieves tools</p><p>Poisoner's Kit</p><p>Caligraphers tools</p><p></p><p>(explorers pack)</p><p>a backpack</p><p>a bedroll</p><p>a mess kit</p><p>a tinderbox</p><p>10 torches</p><p>50 feet of hempen rope</p><p>Set of clothes</p><p>A black cloak with a hood</p><p>dagger x2</p><p></p><p>Money</p><p>11 gp</p><p>[/spoiler]</p><p></p><p></p><p>[Spoiler=History]</p><p><strong>Appearance</strong></p><p>Malix looks like he was supposed to be a dwarf</p><p></p><p><strong>Background info</strong></p><p></p><p>[/spoiler]</p><p></p><p>[spoiler=Image]</p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Neurotic, post: 8357942, member: 24380"] [COLOR=rgb(147, 101, 184)]Malix Warforged Monk 2[/COLOR] [spoiler=Basic information] Sex: Neuter, male appearance Alignment: Lawful Neutral Size: Medium Languages: Common, Dwarven, Daelkyr Speed: 40ft. Init: +3 Prof. Bonus: +2 Passive Perception: 15 Passive Insight: 15 Passive Investigation: 10 Proficiencies: Acrobatics, Deception, Insight, Perception, Stealth, Calligrapher's Supplies, Forgery Kit, Poisoner's Kit STATISTICS Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 16 (+3), Cha 8 (-1) [/spoiler] [spoiler=Combat Stats] DEFENSE [B]AC: 17[/B] (+3 dex +3 wis +1 racial) [B]HP: 17[/B] = (8 + 2) + 1x (5+2) [B]Saves:[/B] Str* +2, Dex* +5, Con +2, Int +0, Wis +3, Cha -1 (resistance to poison damage, sleep and disease immunity, advantage on save against being poisoned) OFFENSE [I]Melee: [/I] Unarmed: +5 / 1d4+3 Dagger: +5 /1d4+3 Q-staff: +5 / 1d6+3 [I]Ranged: [/I] Dagger +5 (1d4+3 piercing; finesse, thrown 20/60) Darts +5 (1d4+3 piercing; finesse, thrown, 20/60) [/spoiler] [spoiler=Warforged] Ability scores: Dexterity +1, Wisdom +2 Size: Medium Speed: 30ft. Poison resistance [spoiler=Constructed Resilience] You were created to have remarkable fortitude, represented by the following benefits: 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=Sentry’s 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] [spoiler=Specialized Design] You gain one skill proficiency (Medicine) and one tool proficiency of your choice (Thieves Tools) Languages: Common, Dwarven [/spoiler] [spoiler=Volstrucker Agent] Skill Proficiencies Deception, Stealth Tool Proficiencies: Poisoner's kit Equipment: A set of clothes appropriate to your duties and a pouch containing 20 gp Background Feature: [spoiler=Shadow Network] Shadow Network You have access to the Volstrucker shadow network, which allows you to communicate with other members of the order over long distances. If you write a letter in special arcane ink, address it to a member of the Volstrucker, and cast it into a fire, the letter will burn to cinders and materialize whole again on the person of the agent you addressed it to. The ink used to send a letter across the shadow network is the same as that used by a wizard to scribe spells in a spellbook. Writing a letter in this ink costs 10gp per page [/spoiler] You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. Personality: I don't pay attention to the risks in a situation. Never tell me the odds. Ideal: Redemption. There's a spark of good in everyone. (Good) Bond: I'm trying to pay off an old debt I owe to a generous benefactor. Flaw: If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. [/spoiler] [spoiler=Monk] [B]Unarmored Defense:[/B] Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. [spoiler=Martial Arts] At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.[/spoiler] [/spoiler] Armor and Weapon Proficiencies: no armors or shields, shortsword and simple weapons Saving Throws: Strength, Dexterity Skills: Acrobatics, Insight, Caligrapher's tools [S]Athletics, History, Religion, and Stealth[/S] Ki Points: 2 (DC 13) [LIST] [*]Flurry of blows [*]Patient defense [*]Step of the wind [/LIST] [/spoiler] SKILLS (* Proficient) +5 (dex) Acrobatics* +3 (wis) Animal Handling +0 (int) Arcana +0 (str) Athletics +1 (cha) Deception* +2 (int) History +5 (wis) Insight* -1 (cha) Intimidation +0 (int) Investigation +5 (wis) Medicine* +0 (int) Nature +5 (wis) Perception* -1 (cha) Performance -1 (cha) Persuasion +0 (int) Religion +3 (dex) Sleight of Hand +5 (dex) Stealth* +3 (wis) Survival [spoiler=Inventory] [B]Combat[/B] Q-staff Darts x10 Two daggers [B]Other[/B] Thieves tools Poisoner's Kit Caligraphers tools (explorers pack) a backpack a bedroll a mess kit a tinderbox 10 torches 50 feet of hempen rope Set of clothes A black cloak with a hood dagger x2 Money 11 gp [/spoiler] [Spoiler=History] [B]Appearance[/B] Malix looks like he was supposed to be a dwarf [B]Background info[/B] [/spoiler] [spoiler=Image] [/spoiler] [/QUOTE]
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