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Radiance Monster Hunter (Rogues' Gallery)
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<blockquote data-quote="tglassy" data-source="post: 7034014" data-attributes="member: 6855204"><p><img src="https://s-media-cache-ak0.pinimg.com/236x/15/f6/a9/15f6a91afab8aea7a2765b22f7531e98.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>[sblock=Background]Eli grew up on his father's ranch in central Texas. His father fought in the Texas War for Independence, settling down in the Hill Country of Central Texas after the war and marrying a Native American (who are Atlan). For the first fifteen years of his life, Eli worked the Ranch, helping his father keep it running. It appeared at first that he would take after his father and just be human, but on his fifteenth birthday, his latent Atlan Psionic abilities manifested. He'd snuck into town to watch a hanging, even though his father had forbidden it. When his Psionic abilities manifested, his mind linked with the criminal at the moment of his death. He literally felt the man's last thoughts.</p><p></p><p>Instead of traumatizing him, as it would most people, this experience actually freed Eli from the fear of death, both his own or others. He saw something when he was linked to that condemned man. Something he refuses to share with anyone, but it gave him a lightness of spirit and a rather dark sense of humor. </p><p></p><p>From that point forward, Eli strove to be the best he could be. He lied about his age to join the Texas Army at sixteen, and by 20 he was admitted into the Texas Rangers, an elite group whose main job was to track down wanted men and bring them to justice, sometimes on the spot. He was one of the few non Warmechs to be admitted to that group. To make sure he was able to keep up, he was trained in the use of Battle Armor, which he conceals under his duster and stetson hat. </p><p></p><p>After seven years of service training as a gunslinger and developing his Psionic abilities, he was informed his next assignment was to be on loan to the British Empire as part of a cooperative program to increase the ties between both nations. Texas managed to negotiate a few of their own into the Order of Shadows, and Eli was one of the chosen few. His loyalty would ultimately be to Texas, but he was to serve the Empire with as much fervor as he'd served his own beloved nation. </p><p></p><p>Eli couldn't say he was happy about the move. After all, England was a dreary place from all accounts, but he didn't complain. At least, not where his superiors could overhear. There was a bar in downtown Austin that might have had an extra bar fight or two that night, but Eli wouldn't know anything about that. His black eye was from falling and hitting the doorknob. </p><p>[/sblock]</p><p></p><p>[sblock=Stats]NAME: Elijah "Eli" Z. McCoy </p><p>RACE: Atlan</p><p>CLASS/LEVEL: Psionic Gunslinger/2</p><p>ALIGNMENT: Chaotic Good</p><p>---</p><p>SENSES: Normal</p><p>PERCEPTION +6; STELATH +2</p><p>LANGUAGES: Common, Aquan. Sylvan</p><p>INITIATIVE: +2</p><p>---</p><p>SPEED: 30ft</p><p>ATTACK: d20+ 2 (+3 with firearms)(+4 with Psionic attacks)</p><p>WEAPON: Army Revolver, Battle Suit Punch</p><p>DAMAGE: 2d8 +2 (+2 with firearms); 1d4+2 (2d4+2 if expending 1 ep).</p><p>---</p><p>ARMOR: Light Battle Armor; DR: 4 (5 against energy attacks)</p><p>WOUNDS: 9</p><p>VITALITY: 18</p><p>FORTITUDE 11, REFLEX 15, WILL 17</p><p>---</p><p>STR 9 (-1), CON 11 (+0), DEX 15 (+2), INT 13 (+1), WIS 18 (+4), CHA 14 (+2)</p><p></p><p>PRIME ATTRIBUTE: Wisdom/Dexterity</p><p></p><p>SKILLS +4 Acrobatics (Dex), +1 Appraise (Int), +1 Arcane (Int), +1 Athletics (Str) (+4 when under water), +4 Bluff (Cha), +1 Craft (Int), +2 Diplomacy (Cha), +2 Disguise (Cha), +1 Dungeoneering (Int), +2 Endurance (Con), +4 Handle Animals (Wis), +6 Heal (Wis), +1 History (Int), +8 Insight (Wis), -1 Intimidate (Str), +1 Literacy (Int), +4 Mechanics (Dex), +2 Music (Cha), +3 Nature (Int), +2 Nobility (Cha), +6 Perception (Wis), +2 Pilot (Dex), +4 Religion (Wis), +2 Stealth (Dex), +2 Streetwise (Cha), +4 Survival (Wis), +4 Trick (Dex), +1 Warcraft (Int)</p><p>---</p><p>AGE: 27, COMELINESS: 13</p><p>MULTICLASS OPTION: Elementalist, Psion, or Shifter</p><p>DEITY: Iris</p><p>THEME: Commando</p><p></p><p>---</p><p>EQUIPMENT: Light Battle Suit, Army Revolver, Basic Pack, 3 extra Tiny batteries (for the Battle suit)</p><p>ENCUMBRANCE SLOTS: 6; MAX: 9</p><p>COIN: 182</p><p>---</p><p>RACIAL ABILITIES:</p><p></p><p>Breathe Water: You can breathe in water as easily as in air for up to 4 hours + 1 hour per level per day. You can use the hours nonconsecutively. </p><p></p><p>Low-Light Vision: You see 2x as far as a human in moon- light, torchlight, and similar conditions of poor illumination as well as underwater. You can distinguish color and detail under these conditions. </p><p></p><p>Speak With Aquatic Animals: You can ask basic questions and receive answers from aquatic animals such as dolphins, kraken, and sharks. The animals are not necessarily cooperative or knowledgeable. A friendly animal will perform a single small favor such as tug on a rope or scout a nearby grotto on a successful DC 15 Handle Animal check. </p><p></p><p>Extended Mindlink: This improves Mindlink to work for 4 hours + 1 hour per level. </p><p></p><p>Latent Ability: You unlock unconscious lore and now know 1 basic ability for which you qualify from the elementalist, psion or shifter class. (Sense Link:You establish a perceptual bond with a touched or mindlinked ally for 5 minutes. Each round, you see and hear through the ally’s eyes and ears as if you were in his place. You are defenseless while using this ability. Once the bond forms, it persists out to any distance. You can end the bond as a swift action and can only maintain 1 bond at a time. Costs 1 vitality. )</p><p></p><p>CLASS ABILITIES:</p><p></p><p>Firearms Focus: Apply a +1 bonus on attacks and +2 damage when using firearms. </p><p></p><p>Gunslinger Skills: Apply a +2 bonus on Acrobatics, Heal, Mechanics, Perception, and Trick checks. </p><p></p><p>Personal Firearms: You gain 150 gp worth of firearms and ammunition. Also, select 1 gun as a personal weapon. Anyone but you must pass a DC 20 Mechanics check to fire it. If you lose it, you can spend 1 hour to personalize another gun. You are limited to 1 personal weapon at a time. </p><p></p><p>Rapid Fire: You may make 2 attacks with the same firearm in rapid succession as a standard action. Alternatively, you can fire 2 Light firearms, 1 in each hand, as a standard action. You may direct attacks to the same foe or different foes. Apply a -2 penalty on both attack rolls.</p><p></p><p>Mindlink: You form a telepathic bond for 5 minutes with a sentient ally within 30 ft. Once formed, the bond works like normal speech, both ways, and over any distance. You can have 1 bond at a time. </p><p></p><p>Mind ThrustM: One sentient foe within 30 ft suffers 1d6 psy- chic damage per 2 levels (max 5d6), or 1⁄2 damage if Will resists. Costs 1 vitality. </p><p></p><p>Psychic Training: Boost Bluff, Endurance, and Insight checks by +2. Also, apply a +2 bonus on Will to resist magic abilities. </p><p></p><p>MINOR BOON:</p><p></p><p>Custom Battle Suit: You acquire a Light battle suit (page 178). It is perfectly custom-fitted to you and can be sold for parts for only 1,000 gp. </p><p></p><p>Electrotech: You study invisible mundane forces of nature (called immateria) such as electrics, kinetics, nucleonics, optics, and sonics. You can make checks using the Technics skill (page 177) and enjoy a +2 bonus on Mechanics and Technics checks.[/sblock]</p></blockquote><p></p>
[QUOTE="tglassy, post: 7034014, member: 6855204"] [IMG]https://s-media-cache-ak0.pinimg.com/236x/15/f6/a9/15f6a91afab8aea7a2765b22f7531e98.jpg[/IMG] [sblock=Background]Eli grew up on his father's ranch in central Texas. His father fought in the Texas War for Independence, settling down in the Hill Country of Central Texas after the war and marrying a Native American (who are Atlan). For the first fifteen years of his life, Eli worked the Ranch, helping his father keep it running. It appeared at first that he would take after his father and just be human, but on his fifteenth birthday, his latent Atlan Psionic abilities manifested. He'd snuck into town to watch a hanging, even though his father had forbidden it. When his Psionic abilities manifested, his mind linked with the criminal at the moment of his death. He literally felt the man's last thoughts. Instead of traumatizing him, as it would most people, this experience actually freed Eli from the fear of death, both his own or others. He saw something when he was linked to that condemned man. Something he refuses to share with anyone, but it gave him a lightness of spirit and a rather dark sense of humor. From that point forward, Eli strove to be the best he could be. He lied about his age to join the Texas Army at sixteen, and by 20 he was admitted into the Texas Rangers, an elite group whose main job was to track down wanted men and bring them to justice, sometimes on the spot. He was one of the few non Warmechs to be admitted to that group. To make sure he was able to keep up, he was trained in the use of Battle Armor, which he conceals under his duster and stetson hat. After seven years of service training as a gunslinger and developing his Psionic abilities, he was informed his next assignment was to be on loan to the British Empire as part of a cooperative program to increase the ties between both nations. Texas managed to negotiate a few of their own into the Order of Shadows, and Eli was one of the chosen few. His loyalty would ultimately be to Texas, but he was to serve the Empire with as much fervor as he'd served his own beloved nation. Eli couldn't say he was happy about the move. After all, England was a dreary place from all accounts, but he didn't complain. At least, not where his superiors could overhear. There was a bar in downtown Austin that might have had an extra bar fight or two that night, but Eli wouldn't know anything about that. His black eye was from falling and hitting the doorknob. [/sblock] [sblock=Stats]NAME: Elijah "Eli" Z. McCoy RACE: Atlan CLASS/LEVEL: Psionic Gunslinger/2 ALIGNMENT: Chaotic Good --- SENSES: Normal PERCEPTION +6; STELATH +2 LANGUAGES: Common, Aquan. Sylvan INITIATIVE: +2 --- SPEED: 30ft ATTACK: d20+ 2 (+3 with firearms)(+4 with Psionic attacks) WEAPON: Army Revolver, Battle Suit Punch DAMAGE: 2d8 +2 (+2 with firearms); 1d4+2 (2d4+2 if expending 1 ep). --- ARMOR: Light Battle Armor; DR: 4 (5 against energy attacks) WOUNDS: 9 VITALITY: 18 FORTITUDE 11, REFLEX 15, WILL 17 --- STR 9 (-1), CON 11 (+0), DEX 15 (+2), INT 13 (+1), WIS 18 (+4), CHA 14 (+2) PRIME ATTRIBUTE: Wisdom/Dexterity SKILLS +4 Acrobatics (Dex), +1 Appraise (Int), +1 Arcane (Int), +1 Athletics (Str) (+4 when under water), +4 Bluff (Cha), +1 Craft (Int), +2 Diplomacy (Cha), +2 Disguise (Cha), +1 Dungeoneering (Int), +2 Endurance (Con), +4 Handle Animals (Wis), +6 Heal (Wis), +1 History (Int), +8 Insight (Wis), -1 Intimidate (Str), +1 Literacy (Int), +4 Mechanics (Dex), +2 Music (Cha), +3 Nature (Int), +2 Nobility (Cha), +6 Perception (Wis), +2 Pilot (Dex), +4 Religion (Wis), +2 Stealth (Dex), +2 Streetwise (Cha), +4 Survival (Wis), +4 Trick (Dex), +1 Warcraft (Int) --- AGE: 27, COMELINESS: 13 MULTICLASS OPTION: Elementalist, Psion, or Shifter DEITY: Iris THEME: Commando --- EQUIPMENT: Light Battle Suit, Army Revolver, Basic Pack, 3 extra Tiny batteries (for the Battle suit) ENCUMBRANCE SLOTS: 6; MAX: 9 COIN: 182 --- RACIAL ABILITIES: Breathe Water: You can breathe in water as easily as in air for up to 4 hours + 1 hour per level per day. You can use the hours nonconsecutively. Low-Light Vision: You see 2x as far as a human in moon- light, torchlight, and similar conditions of poor illumination as well as underwater. You can distinguish color and detail under these conditions. Speak With Aquatic Animals: You can ask basic questions and receive answers from aquatic animals such as dolphins, kraken, and sharks. The animals are not necessarily cooperative or knowledgeable. A friendly animal will perform a single small favor such as tug on a rope or scout a nearby grotto on a successful DC 15 Handle Animal check. Extended Mindlink: This improves Mindlink to work for 4 hours + 1 hour per level. Latent Ability: You unlock unconscious lore and now know 1 basic ability for which you qualify from the elementalist, psion or shifter class. (Sense Link:You establish a perceptual bond with a touched or mindlinked ally for 5 minutes. Each round, you see and hear through the ally’s eyes and ears as if you were in his place. You are defenseless while using this ability. Once the bond forms, it persists out to any distance. You can end the bond as a swift action and can only maintain 1 bond at a time. Costs 1 vitality. ) CLASS ABILITIES: Firearms Focus: Apply a +1 bonus on attacks and +2 damage when using firearms. Gunslinger Skills: Apply a +2 bonus on Acrobatics, Heal, Mechanics, Perception, and Trick checks. Personal Firearms: You gain 150 gp worth of firearms and ammunition. Also, select 1 gun as a personal weapon. Anyone but you must pass a DC 20 Mechanics check to fire it. If you lose it, you can spend 1 hour to personalize another gun. You are limited to 1 personal weapon at a time. Rapid Fire: You may make 2 attacks with the same firearm in rapid succession as a standard action. Alternatively, you can fire 2 Light firearms, 1 in each hand, as a standard action. You may direct attacks to the same foe or different foes. Apply a -2 penalty on both attack rolls. Mindlink: You form a telepathic bond for 5 minutes with a sentient ally within 30 ft. Once formed, the bond works like normal speech, both ways, and over any distance. You can have 1 bond at a time. Mind ThrustM: One sentient foe within 30 ft suffers 1d6 psy- chic damage per 2 levels (max 5d6), or 1⁄2 damage if Will resists. Costs 1 vitality. Psychic Training: Boost Bluff, Endurance, and Insight checks by +2. Also, apply a +2 bonus on Will to resist magic abilities. MINOR BOON: Custom Battle Suit: You acquire a Light battle suit (page 178). It is perfectly custom-fitted to you and can be sold for parts for only 1,000 gp. Electrotech: You study invisible mundane forces of nature (called immateria) such as electrics, kinetics, nucleonics, optics, and sonics. You can make checks using the Technics skill (page 177) and enjoy a +2 bonus on Mechanics and Technics checks.[/sblock] [/QUOTE]
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