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<blockquote data-quote="D'Raven" data-source="post: 6015916" data-attributes="member: 6699311"><p>Flame Scales</p><p>Small humanoid (reptile) flame scale</p><p>Advanced +4 Cha, -2 int, + 2 physical (4)</p><p>Advanced stat +2 cha(4)</p><p>Advanced stat +2 str (4)</p><p>Bonus feat; elemental focus, fire (2)</p><p>-10ft land speed(-1)</p><p> </p><p>Crackle</p><p>Oracal 8</p><p>Small humanoid (reptile)</p><p> </p><p>Str 24(18) +7</p><p>Dex 24(18)+7</p><p>con 18(14)+4</p><p>int 10(12) +0</p><p>wis 10(10)+0</p><p> </p><p>Saves</p><p>fort +6</p><p>ref +10</p><p>Wil +7</p><p> </p><p>+6BaB+7str+1size +14 slam 1d4+7 +1d4 fire (Dc24 ref vs on fire for 1d4 rounds)</p><p>Ac 20 (10+7 dex+1 size +2 NaC)</p><p>Cmb +12 Cmd 29</p><p>Init +7</p><p>Speed 60</p><p>Hp 104</p><p> </p><p>Feats</p><p>Abundant revelation(Form of flame), elemental focus fire(B), Nimble Moves(B), greater elemental focus Fire, school focus evocation, eschew materials.</p><p>Oracals curse; tongues, Fire mystery, darkvision 60, fire resist 20, cold vunerablity, burn</p><p> </p><p>Revelations:</p><p>Cinder dance: +10 move, nimble moves</p><p>Form of flame: elemental body 1 1hour/level 2/day</p><p>Burning magic:Any creature that fails a save and takes damage from a fire spell catches on fire. 1 damage per spell level on their turn. last 1d4 turns.</p><p>move action to put out with ref save. water adds +2, immersion is auto. use spell dc.</p><p> </p><p>skills</p><p>Acrobatics 8+3+7= 18</p><p>Spell craft 8+3+0=11</p><p>Knowledge(planes)8+3+0=11</p><p>Knowledge(religion)8+3+0=11</p><p> </p><p>languages; common, flame scale, ignan, inferno.( during combat or other </p><p>times of stress can only speak or understand Ignan or inferno.)</p><p> </p><p>33,000 gp</p><p>+4 cha 16,000</p><p>+2 belt of physical perfection 16,000</p><p>1000 gp</p><p> </p><p>Spells known Dc 20+spell level (23 +spell level for fire evocation spells)</p><p>0; create water, detect magic, detect poison, light, mending, read magic, purify food and drink, stabilize</p><p>1; burning hands, cure light wounds, sanctuary, entropic shield, sun metal, air bubble, dancing lantern</p><p>2; resist energy, cure moderate wounds, share language, make whole, aid</p><p>3; fire bal, cure serious wounds, borrow fortune, prayer</p><p>4; wall of fire, cure critical wounds, divine power.</p><p> </p><p>spell slots</p><p>0=...</p><p>1=9</p><p>2=9</p><p>3=7</p><p>4=5</p><p> </p><p>Magic 18 spell points</p><p>Cleansing fire: 1 point; 60 foot touch attack. heals 1d6+cha to target.</p><p>for every extra point spent heal an additional 1d6+cha. Max is char level.</p><p>Can exchange healing for various effects. </p><p>cures...</p><p>10: fatigued, shaken, sickened.</p><p>20: dazed, diseased, stagered.</p><p>30: cursed, exausted, frightened, nauseated, poisoned.</p><p>40: blinded, deafend, paralyzed, stuned.</p><p>50: temperary ability damage to one stat</p><p>60: ability drain to one stat</p><p>70: temperary negative levels or 1 permanent negative level</p><p>80: insanity, confusion or other similar mental effect.</p><p>90: all negative levels</p><p>100: death</p><p> </p><p>On a small tropical island live the flame scales. a small and happy race they enjoy time in the sun and a mostly easy life. Not much bothers them out there and if it does... they burn it. A large portion of the population learns magic. Mostly small abilities and always fire based. How ever once every generation one is chosen by the idols worshiped by the flame scales. This individual is maked twice over the first is the curse of tonguesand the second is the holy flame. This individual has abilities far beyond anything the others can and weilds power that seems to come from outside himself. Crackle was chosen when he was young quickly mastering his powers he set off to search for the meaning behind why he was chosen. While most Oracles before him would stay on the island and guide the flame scales it was not rare that they set off into the world driven by the same calling that empowered them. These oracles would contribute to the world some small way on the large scale but would have a huge impact on their home island. Be it stopping shipping or fishing in thir small area or bringing welcomed trade. Burning a small corner of a map including invasion plans so they get skipped over. Crackle left following the mutters and whispers only he could hear to find his destiny. He wondered a while until the mutterings stoped, looking up he was standing in the door way of the Midnight Drake guild. As he wondered around confused, Wesley Aker aproched him. "You're and odd one? Don't supose you're a mage by any chance?" Unable to understand the language and a little wary being confronted by some one lagre Crackle snaped his fingers and transformed into a fire elemental. "I would say that would do. Welcome to the Midnight Drake Guild. Mae your self at home I'll send someone around to get you settled." With a wave of his hand toward the inside of the building The guild master welcomed him. Crackle not knowing what he just agreed to but knowing that he wasn't being turned out he happily curled up in the fireplace. It wasn't untill later that he found out where he was and what a guild was. Since the mutterings were not telling him to move on he decided to take it as a sign that it was okay to stay and join the guild.</p></blockquote><p></p>
[QUOTE="D'Raven, post: 6015916, member: 6699311"] Flame Scales Small humanoid (reptile) flame scale Advanced +4 Cha, -2 int, + 2 physical (4) Advanced stat +2 cha(4) Advanced stat +2 str (4) Bonus feat; elemental focus, fire (2) -10ft land speed(-1) Crackle Oracal 8 Small humanoid (reptile) Str 24(18) +7 Dex 24(18)+7 con 18(14)+4 int 10(12) +0 wis 10(10)+0 Saves fort +6 ref +10 Wil +7 +6BaB+7str+1size +14 slam 1d4+7 +1d4 fire (Dc24 ref vs on fire for 1d4 rounds) Ac 20 (10+7 dex+1 size +2 NaC) Cmb +12 Cmd 29 Init +7 Speed 60 Hp 104 Feats Abundant revelation(Form of flame), elemental focus fire(B), Nimble Moves(B), greater elemental focus Fire, school focus evocation, eschew materials. Oracals curse; tongues, Fire mystery, darkvision 60, fire resist 20, cold vunerablity, burn Revelations: Cinder dance: +10 move, nimble moves Form of flame: elemental body 1 1hour/level 2/day Burning magic:Any creature that fails a save and takes damage from a fire spell catches on fire. 1 damage per spell level on their turn. last 1d4 turns. move action to put out with ref save. water adds +2, immersion is auto. use spell dc. skills Acrobatics 8+3+7= 18 Spell craft 8+3+0=11 Knowledge(planes)8+3+0=11 Knowledge(religion)8+3+0=11 languages; common, flame scale, ignan, inferno.( during combat or other times of stress can only speak or understand Ignan or inferno.) 33,000 gp +4 cha 16,000 +2 belt of physical perfection 16,000 1000 gp Spells known Dc 20+spell level (23 +spell level for fire evocation spells) 0; create water, detect magic, detect poison, light, mending, read magic, purify food and drink, stabilize 1; burning hands, cure light wounds, sanctuary, entropic shield, sun metal, air bubble, dancing lantern 2; resist energy, cure moderate wounds, share language, make whole, aid 3; fire bal, cure serious wounds, borrow fortune, prayer 4; wall of fire, cure critical wounds, divine power. spell slots 0=... 1=9 2=9 3=7 4=5 Magic 18 spell points Cleansing fire: 1 point; 60 foot touch attack. heals 1d6+cha to target. for every extra point spent heal an additional 1d6+cha. Max is char level. Can exchange healing for various effects. cures... 10: fatigued, shaken, sickened. 20: dazed, diseased, stagered. 30: cursed, exausted, frightened, nauseated, poisoned. 40: blinded, deafend, paralyzed, stuned. 50: temperary ability damage to one stat 60: ability drain to one stat 70: temperary negative levels or 1 permanent negative level 80: insanity, confusion or other similar mental effect. 90: all negative levels 100: death On a small tropical island live the flame scales. a small and happy race they enjoy time in the sun and a mostly easy life. Not much bothers them out there and if it does... they burn it. A large portion of the population learns magic. Mostly small abilities and always fire based. How ever once every generation one is chosen by the idols worshiped by the flame scales. This individual is maked twice over the first is the curse of tonguesand the second is the holy flame. This individual has abilities far beyond anything the others can and weilds power that seems to come from outside himself. Crackle was chosen when he was young quickly mastering his powers he set off to search for the meaning behind why he was chosen. While most Oracles before him would stay on the island and guide the flame scales it was not rare that they set off into the world driven by the same calling that empowered them. These oracles would contribute to the world some small way on the large scale but would have a huge impact on their home island. Be it stopping shipping or fishing in thir small area or bringing welcomed trade. Burning a small corner of a map including invasion plans so they get skipped over. Crackle left following the mutters and whispers only he could hear to find his destiny. He wondered a while until the mutterings stoped, looking up he was standing in the door way of the Midnight Drake guild. As he wondered around confused, Wesley Aker aproched him. "You're and odd one? Don't supose you're a mage by any chance?" Unable to understand the language and a little wary being confronted by some one lagre Crackle snaped his fingers and transformed into a fire elemental. "I would say that would do. Welcome to the Midnight Drake Guild. Mae your self at home I'll send someone around to get you settled." With a wave of his hand toward the inside of the building The guild master welcomed him. Crackle not knowing what he just agreed to but knowing that he wasn't being turned out he happily curled up in the fireplace. It wasn't untill later that he found out where he was and what a guild was. Since the mutterings were not telling him to move on he decided to take it as a sign that it was okay to stay and join the guild. [/QUOTE]
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