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<blockquote data-quote="Beefermatic" data-source="post: 8997837" data-attributes="member: 6670757"><p>So in my campaign I have a floating nation of technologically advanced gods known as Shinkokku.</p><p></p><p>This civilization rules over a continent of humans below called Shinto. These gods (called the Demigods in campaign) also have intermediaries called The Casted who are between god and human. Commanding power over the elements, animals, holy energy or fate itself, they are the main line of defense against the constant Ghoma menace with each Casted holding more authority than a King.</p><p></p><p>These powerful beings are often spoken of but unless one is in the right locale, they are rarely seen and the responsibility of defending the cities of Shinto from Ghoma and the threats of the world, falls onto the shoulders of mortal men.</p><p></p><p>The Ghoma are obscenely powerful, and their tough bodies and aggressive defenses make them very difficult to fight for human beings. As such, humans rely on canons, magic, and gunpowder weaponry largely to fight the Ghoma, but these tactics take time and the humans need people on the front lines fighting the Ghoma directly. For this purpose the people of Shinto use a battle harness (inspired by Attack of Titan) to stay nimbly out of the Ghoma's grasp while allowing them to fight the Ghoma directly.</p><p></p><p>This is the 3d Movement Gear:</p><p></p><p><strong><u><span style="font-size: 22px">3-D movement gear</span></u></strong></p><p></p><p><span style="font-size: 18px">-Allows 1 active dodge per round doesn't stack with tactical step. This allows the user to dodge a single attack roll made on them once per round as long as they move at least 10 feet in the round they are attacked. </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">-Allows the use of Dodge, Mobility, Combat Reflexes, and Spring Attack without penalty</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">-Allows the use of the Pounce ability</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">-Grants the Evasion rogue ability </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">-Has 2 Keen +2 Tungsten Blades (1d6+2 15-20/×2 crit) used for slicing into the stone hides of Ghoma, these blades ignore Hardness up to 15 similar to Adamantine, and have a hardness of 15, but more importantly these weapons ignore the Ghoma's immunity to critical hits but only when used in conjuction with a Charge or Spring Attack. </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">-+4 Dodge AC while Charging or Spring Attacking, ignore the -2 Dodge Penalty to AC for Charging</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">-+2 Dodge Bonus to AC</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">-+2 Equipment Bonus to Reflex Saves</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">-Allows the user to ignore attacks that trigger on being attacked like heat and raging blood on a Charge or Spring Attack and allows weapons that would be damaged on attack to ignore the damage that would have been dealt to them on a charge as well</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">-Treated as light armor equivalent to leather armor with a +2 enchantment bonus to AC (+4 AC total)</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">-Has 4 grappling hook mechanisms that can be used to attack or move the user around. These have several uses:</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">-Can grapple onto any surface and pull themselves towards it within 40 feet as a swift action 1/round, can be done multiple times per round twice for a movement action, or 5 times for a full round action. Movements must be made in rectilinear or swinging archs when using the gear. This replaces your base movement on any round its used as a full round action. A climb check must be made 1/round any time the gear is used at a +20 modifier and an Acrobatics check must be made to change directions mid swing or to make an arching movement also at a +20 bonus. </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">-Can make 2 grappling hook attacks at any foe within 40 feet as a standard action. These attacks deal 2d4+2 Piercing damage and ignore hardness up to 15. Those struck can be either stabbed or grappled. Those stabbed take the above-mentioned damage, those grappled instead have the tungsten wires of the device wrapped around them dealing 1d4+2 points of subdual damage and are considered entangled. Those entangled may make a Strength Check DC 25 to break free or a Reflex or escape artist check of DC 20 to escape. Those entangled can be pulled, tripped, or dragged with a standard CMB vs CMD check with the grappler at a +4 bonus and the victim losing his dex bonus to CMD</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">-Jets turbines on the harness can slow a fall by 40 feet reducing fall damage by 4d6. This applies against any kind of falling damage and can also allow the user to levitate for a single round no higher than a 5 feet up though the levitation may be maintained as a full round action.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">-System is powered by an endless compressed air tank, compressed air cartridges, ethanol combustion engines or, rarely, a modified Mantra engine. In the case of compressed air cartridges or combustion engines the system must recieve fuel every 8 hours to continue functioning. If the system runs out of fuel it loses all functionality being treated as +2 leather armor until more fuel is added. The fuel tank can be sundered having a 15 hardness and 20 hp.</span></p></blockquote><p></p>
[QUOTE="Beefermatic, post: 8997837, member: 6670757"] So in my campaign I have a floating nation of technologically advanced gods known as Shinkokku. This civilization rules over a continent of humans below called Shinto. These gods (called the Demigods in campaign) also have intermediaries called The Casted who are between god and human. Commanding power over the elements, animals, holy energy or fate itself, they are the main line of defense against the constant Ghoma menace with each Casted holding more authority than a King. These powerful beings are often spoken of but unless one is in the right locale, they are rarely seen and the responsibility of defending the cities of Shinto from Ghoma and the threats of the world, falls onto the shoulders of mortal men. The Ghoma are obscenely powerful, and their tough bodies and aggressive defenses make them very difficult to fight for human beings. As such, humans rely on canons, magic, and gunpowder weaponry largely to fight the Ghoma, but these tactics take time and the humans need people on the front lines fighting the Ghoma directly. For this purpose the people of Shinto use a battle harness (inspired by Attack of Titan) to stay nimbly out of the Ghoma's grasp while allowing them to fight the Ghoma directly. This is the 3d Movement Gear: [B][U][SIZE=6]3-D movement gear[/SIZE][/U][/B] [SIZE=5]-Allows 1 active dodge per round doesn't stack with tactical step. This allows the user to dodge a single attack roll made on them once per round as long as they move at least 10 feet in the round they are attacked. -Allows the use of Dodge, Mobility, Combat Reflexes, and Spring Attack without penalty -Allows the use of the Pounce ability -Grants the Evasion rogue ability -Has 2 Keen +2 Tungsten Blades (1d6+2 15-20/×2 crit) used for slicing into the stone hides of Ghoma, these blades ignore Hardness up to 15 similar to Adamantine, and have a hardness of 15, but more importantly these weapons ignore the Ghoma's immunity to critical hits but only when used in conjuction with a Charge or Spring Attack. -+4 Dodge AC while Charging or Spring Attacking, ignore the -2 Dodge Penalty to AC for Charging -+2 Dodge Bonus to AC -+2 Equipment Bonus to Reflex Saves -Allows the user to ignore attacks that trigger on being attacked like heat and raging blood on a Charge or Spring Attack and allows weapons that would be damaged on attack to ignore the damage that would have been dealt to them on a charge as well -Treated as light armor equivalent to leather armor with a +2 enchantment bonus to AC (+4 AC total) -Has 4 grappling hook mechanisms that can be used to attack or move the user around. These have several uses: -Can grapple onto any surface and pull themselves towards it within 40 feet as a swift action 1/round, can be done multiple times per round twice for a movement action, or 5 times for a full round action. Movements must be made in rectilinear or swinging archs when using the gear. This replaces your base movement on any round its used as a full round action. A climb check must be made 1/round any time the gear is used at a +20 modifier and an Acrobatics check must be made to change directions mid swing or to make an arching movement also at a +20 bonus. -Can make 2 grappling hook attacks at any foe within 40 feet as a standard action. These attacks deal 2d4+2 Piercing damage and ignore hardness up to 15. Those struck can be either stabbed or grappled. Those stabbed take the above-mentioned damage, those grappled instead have the tungsten wires of the device wrapped around them dealing 1d4+2 points of subdual damage and are considered entangled. Those entangled may make a Strength Check DC 25 to break free or a Reflex or escape artist check of DC 20 to escape. Those entangled can be pulled, tripped, or dragged with a standard CMB vs CMD check with the grappler at a +4 bonus and the victim losing his dex bonus to CMD -Jets turbines on the harness can slow a fall by 40 feet reducing fall damage by 4d6. This applies against any kind of falling damage and can also allow the user to levitate for a single round no higher than a 5 feet up though the levitation may be maintained as a full round action. -System is powered by an endless compressed air tank, compressed air cartridges, ethanol combustion engines or, rarely, a modified Mantra engine. In the case of compressed air cartridges or combustion engines the system must recieve fuel every 8 hours to continue functioning. If the system runs out of fuel it loses all functionality being treated as +2 leather armor until more fuel is added. The fuel tank can be sundered having a 15 hardness and 20 hp.[/SIZE] [/QUOTE]
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