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Rogue's Gallery for: The Chronicle of Burne, and some Others of Lesser Importance
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<blockquote data-quote="Rolzup" data-source="post: 3199731" data-attributes="member: 10105"><p>I'll start things off, I suppose, and hope that those slackers that I game with will step up to the plate....</p><p></p><p>First, the eponymous Burne, or at least the stats thereof....</p><p></p><p><strong><span style="font-size: 18px">The Magnificent Burne</span></strong></p><p>Lawful/Chaotic Neutral Male Human Marshal 1/ Alchemist 9</p><p></p><p><strong><span style="font-size: 15px">Attributes</span></strong></p><p>Str: 11 (+0) </p><p>Dex: 14 (+2) </p><p>Con: 13 (+1)</p><p>Int: 21 (+5)</p><p>Wis: 10 (+0)</p><p>Cha: 16 (+3)</p><p></p><p><strong><span style="font-size: 15px">Attacks</span></strong></p><p>Base Atk/Grapple: +4/+4</p><p></p><p>The Heremetic Destrutive Engine: +7 (2d8+1d6 Fire;19-20/x2)</p><p> -- Range: 120</p><p>Swineslayer (Erisian Bastard Sword): +4 (1d10; 19-20/x2)</p><p>+1 Longspear +5 (1d8+1; 20/x3)</p><p>Dagger: +4 (1d4; 19-20/x2) </p><p></p><p><strong><span style="font-size: 15px">Saves</span></strong></p><p>Fort: +9</p><p>Ref: +8</p><p>Will: +8</p><p></p><p><strong><span style="font-size: 15px">Misc</span></strong></p><p>Hit Points: 52 (1d8+9d6+10)</p><p>Init: +2</p><p>Spd: 30 ft/x4;</p><p>AC 17 (+5 armor, +2 Dex,), touch 12, flat-footed 15;</p><p></p><p><span style="font-size: 15px"><strong>Special Abilities</strong></span></p><p><strong>Minor Aura (Ex)</strong> -- Motivate Intelligence. Charisma Bonus on Intelligence checks and Intelligence-based skill checks, for all allies (Marshal included) within 60 feet.</p><p></p><p><strong>Panache Bonus (Ex)</strong> -- +1 bonus that can apply to either to-hit, damage, or save DC when using the Heremetic Engine.</p><p></p><p><strong><span style="font-size: 15px">Skills</span></strong></p><p>Concentration: +14</p><p>Craft (Alchemy): +26</p><p>Decipher Script: +13</p><p>Diplomacy: +11</p><p>Disable Device: +19</p><p>Knowledge (Arcanna): +18</p><p>Knowledge (Dungeoneering): +10</p><p>Knowledge (Nature): +10</p><p>Open Lock: +15</p><p>Spellcraft: +20</p><p>Use Magic Device: +16</p><p></p><p><strong><span style="font-size: 15px">Feats</span></strong></p><p>Point Blank Shot</p><p>Precise Shot</p><p>Skill Focus: Diplomacy (Bonus)</p><p>Brew Potion (Bonus) </p><p>Elemental Mage: Fire</p><p>Modify Spell</p><p>Craft Wonderous Item (Bonus)</p><p>Craft Magic Arms and Armor (Bonus)</p><p>Force of Personality</p><p></p><p><strong><span style="font-size: 15px">Magic Items</span></strong></p><p><strong>Alchemical Mercury Shirt +1</strong> -- Fire Resistance/5 </p><p><strong>Mathematical Badge of Intelligence +2</strong></p><p><strong>Ioun Stone: Clear Spindle</strong></p><p><strong>Gate Academy of Galena Souvenier Immovable Rod</strong></p><p><strong>The Backpack of Drunken Fratboys</strong> -- A Handy Haversack, of sorts. Instead of an extra-dimensional space, the pack connects to a room in the Gate Academy of Galena, where a bunch of grad students have been conscripted to watch over things. This sometimes leads to Burne discovering that, for example, his heaviest mason jar has been filled with the spoils of a recent panty raid....</p><p><strong>Potion of Spider Climb (2)</strong></p><p><strong>Potion of Eagle's Splendor (2)</strong></p><p><strong>Potion of Shield of Faith +2</strong></p><p><strong>Elixir of Love</strong></p><p><strong>Elixir of Vision</strong></p><p><strong>Quall's Feather Token: Fan</strong></p><p><strong>Quall's Feather Token: Anchor </strong></p><p><strong>Wand of Cure Light Wounds</strong> -- 25 charges.</p><p></p><p><strong><span style="font-size: 15px">Alchemical Items</span></strong></p><p><strong>Acid Vials (2)</strong></p><p><strong>Alchemical Fire (4)</strong></p><p><strong>Antitoxin (2)</strong></p><p><strong>Smokestick (2)</strong></p><p><strong>Thunderstone (2)</strong></p><p><strong>Tindertwig (10)</strong></p><p><strong>Tanglefgoot Bag (3)</strong></p><p><strong>Cussive Elixir, Grade B (2)</strong></p><p><strong>Confmatory Elixir, Grade A (2)</strong></p><p><strong>"Balls of a Lazy Devil" (3)</strong> -- Essentially a <em>Necklace of Fireballs</em> in a vial.</p><p><strong>10 Small red gems</strong> -- For Elemental Mage: Fire feat.</p><p></p><p><span style="font-size: 15px"><strong>Spells Known</strong></span></p><p></p><p><strong>Zero Level</strong></p><p>Acid Splash</p><p>Cure Minor Damage</p><p>Dancing Lights</p><p>Detect Magic</p><p>Flare</p><p>Ignition</p><p>Light</p><p>Open/Close</p><p>Launch Item</p><p>Mending</p><p>Read Magic</p><p></p><p><strong>First Level</strong></p><p>Burning Hands</p><p>Cure Light Damage (As Cure Light Wounds, but 1d6+level)</p><p>Expeditious Retreat</p><p>Resinous Tar</p><p>Lesser Acid Orb</p><p>Magic Missile</p><p>Obscuring Mist</p><p>Shield</p><p></p><p><strong>Second Level</strong></p><p>Scorching Ray</p><p>Augment Familiar</p><p>Flaming Sphere</p><p>Web</p><p>Glitterdust</p><p>Fireburst</p><p>Incendiary Slime</p><p></p><p><strong>Third Level</strong></p><p>Fireball</p><p>Haste</p><p>Caustic Smoke</p><p>Stinking Cloud</p><p></p><p><strong>Fourth Level</strong></p><p>Orb of Acid</p><p>Blast of Flame</p><p>Forecewave</p><p>Resiliant Sphere</p><p>Burne's Immaculate Contraction -- (As <em>Shrink Object</em>, but ONLY affects magical items.)</p><p></p><p><strong>Fifth Level</strong></p><p>Prying Eyes</p><p>Overland Flight</p><p></p><p><em>Some Explanatory Notes</em>:</p><p>The Alchemist class is, basically, the standard Wizard class with a few small changes. d6 for hit points, Fortitude and Reflex as good saves, may wear up to light armor while casting. Spells are cast in a manner similar to that of the spell casting classes from <em>Arcanna Unearthed</em>; Burne can cast any spell he knows, as a Sorcerer does, and may "weave" three lower-level slots together to cast a spell of a higher level. Or "unweave" a higher-level spell into two lower-level slots, not that he usually does.</p><p></p><p>The limitation lies in his spells known. In theory, he could draw from just about any source. In practice, Burne's spells need to fit his idiom...which, in turn, requires some redefinition of their appearance.</p><p></p><p>Fireball, for example, is easy: The Heremetic Engine belches out...well, a ball of fire.</p><p></p><p>Shield? A bellows apparatus on the Engine's underside pumps out a cloud of metallic particles, which hang in the air in front of him and deflect attacks.</p><p></p><p>Web? A blob of resinous strands.</p><p></p><p>Sleep? A cloud of soporific gas.</p><p></p><p>Flight? The Engine becomes a rocket engine, pulling Burne into the air by pure force.</p><p></p><p>Detect Magic? Burne must peer through the Engine's telescopic sight...an act easily interpreted as hostile, considering that this means he's pointing a bloody great crossbow at the target of his scrutiny.</p><p></p><p>And so forth. The side-effects of Burne's idiosyncratic mode of spellcasting tend to be largely cosmetic, but they've made quite a difference under some circumstances.</p><p></p><p>Of course, not all alchemists work the same way. Fire and chemicals are, plainly, superior to all possible alternatives...but there are those who persist in their delusions. An alchemist with botanical leanings is not, for example, out of the question. Nor would an alchemist who deals with the other classical elements be entirely unlikely. And even those who share Burne's speciality approach the subject differently. With, say, grenades instead of a huge freakin' crossbow.</p><p></p><p>Are they wrong? Clearly so. But does their method work? Indeed it does.</p><p></p><p>Magical item creation in CITY works along similar lines. Mallus is less concerned about XP expenditure than he is with what he calls "Units of Cleverness". Witness Burne's proposed Amulet of Health as an example.... Using a giant's heart (obtained entirely legitmately, after said giant tried to kill him) as the primary magical component, Burne will create a tiny steam engine which he will wear on a chain upon his neck. This engine, which quickly synchronizes with the wearer's heartbeat, continually emits small puffs of steam which must be waved away from the face. The effect is striking, and distinctive, and not entirely dignfied....</p><p></p><p>But it is certainly Burneish, to coin a phrase.</p><p></p><p>Everything and anything that he creates must fall along similar lines. Baroque, clunky, and steam-techy. Not only <em>would</em> he not create a simple pair of Gauntlets of Dexterity ("Where are the pistons, man?"), he's literally <em>unable</em> to do so.</p><p></p><p>When -- not if -- Burne makes a Dexterity enhancing item, it will likely take the form of a self-winding clockwork exoskeleton. Powered by the movements of the wearer, and fractionally slowing these same movements, it will explode into a blur of hurky-jerk speed when needed. Perfect for Burne, but not something that any self-respecing samurai would wear. Or, so we're told.</p></blockquote><p></p>
[QUOTE="Rolzup, post: 3199731, member: 10105"] I'll start things off, I suppose, and hope that those slackers that I game with will step up to the plate.... First, the eponymous Burne, or at least the stats thereof.... [b][SIZE="5"]The Magnificent Burne[/SIZE][/b] Lawful/Chaotic Neutral Male Human Marshal 1/ Alchemist 9 [b][SIZE="4"]Attributes[/SIZE][/b] Str: 11 (+0) Dex: 14 (+2) Con: 13 (+1) Int: 21 (+5) Wis: 10 (+0) Cha: 16 (+3) [b][SIZE="4"]Attacks[/SIZE][/b] Base Atk/Grapple: +4/+4 The Heremetic Destrutive Engine: +7 (2d8+1d6 Fire;19-20/x2) -- Range: 120 Swineslayer (Erisian Bastard Sword): +4 (1d10; 19-20/x2) +1 Longspear +5 (1d8+1; 20/x3) Dagger: +4 (1d4; 19-20/x2) [b][SIZE="4"]Saves[/SIZE][/b] Fort: +9 Ref: +8 Will: +8 [b][SIZE="4"]Misc[/SIZE][/b] Hit Points: 52 (1d8+9d6+10) Init: +2 Spd: 30 ft/x4; AC 17 (+5 armor, +2 Dex,), touch 12, flat-footed 15; [SIZE="4"][b]Special Abilities[/b][/SIZE] [b]Minor Aura (Ex)[/b] -- Motivate Intelligence. Charisma Bonus on Intelligence checks and Intelligence-based skill checks, for all allies (Marshal included) within 60 feet. [b]Panache Bonus (Ex)[/b] -- +1 bonus that can apply to either to-hit, damage, or save DC when using the Heremetic Engine. [b][SIZE="4"]Skills[/SIZE][/b] Concentration: +14 Craft (Alchemy): +26 Decipher Script: +13 Diplomacy: +11 Disable Device: +19 Knowledge (Arcanna): +18 Knowledge (Dungeoneering): +10 Knowledge (Nature): +10 Open Lock: +15 Spellcraft: +20 Use Magic Device: +16 [b][SIZE="4"]Feats[/SIZE][/b] Point Blank Shot Precise Shot Skill Focus: Diplomacy (Bonus) Brew Potion (Bonus) Elemental Mage: Fire Modify Spell Craft Wonderous Item (Bonus) Craft Magic Arms and Armor (Bonus) Force of Personality [b][SIZE="4"]Magic Items[/SIZE][/b] [b]Alchemical Mercury Shirt +1[/b] -- Fire Resistance/5 [b]Mathematical Badge of Intelligence +2[/b] [b]Ioun Stone: Clear Spindle[/b] [b]Gate Academy of Galena Souvenier Immovable Rod[/b] [b]The Backpack of Drunken Fratboys[/b] -- A Handy Haversack, of sorts. Instead of an extra-dimensional space, the pack connects to a room in the Gate Academy of Galena, where a bunch of grad students have been conscripted to watch over things. This sometimes leads to Burne discovering that, for example, his heaviest mason jar has been filled with the spoils of a recent panty raid.... [b]Potion of Spider Climb (2)[/b] [b]Potion of Eagle's Splendor (2)[/b] [b]Potion of Shield of Faith +2[/b] [b]Elixir of Love[/b] [b]Elixir of Vision[/b] [b]Quall's Feather Token: Fan[/b] [b]Quall's Feather Token: Anchor [/b] [b]Wand of Cure Light Wounds[/b] -- 25 charges. [b][SIZE="4"]Alchemical Items[/SIZE][/b] [b]Acid Vials (2) Alchemical Fire (4) Antitoxin (2) Smokestick (2) Thunderstone (2) Tindertwig (10) Tanglefgoot Bag (3) Cussive Elixir, Grade B (2) Confmatory Elixir, Grade A (2) "Balls of a Lazy Devil" (3)[/b] -- Essentially a [i]Necklace of Fireballs[/i] in a vial. [b]10 Small red gems[/b] -- For Elemental Mage: Fire feat. [size=4][b]Spells Known[/b][/size] [b]Zero Level[/b] Acid Splash Cure Minor Damage Dancing Lights Detect Magic Flare Ignition Light Open/Close Launch Item Mending Read Magic [b]First Level[/b] Burning Hands Cure Light Damage (As Cure Light Wounds, but 1d6+level) Expeditious Retreat Resinous Tar Lesser Acid Orb Magic Missile Obscuring Mist Shield [b]Second Level[/b] Scorching Ray Augment Familiar Flaming Sphere Web Glitterdust Fireburst Incendiary Slime [b]Third Level[/b] Fireball Haste Caustic Smoke Stinking Cloud [b]Fourth Level[/b] Orb of Acid Blast of Flame Forecewave Resiliant Sphere Burne's Immaculate Contraction -- (As [i]Shrink Object[/i], but ONLY affects magical items.) [b]Fifth Level[/b] Prying Eyes Overland Flight [i]Some Explanatory Notes[/i]: The Alchemist class is, basically, the standard Wizard class with a few small changes. d6 for hit points, Fortitude and Reflex as good saves, may wear up to light armor while casting. Spells are cast in a manner similar to that of the spell casting classes from [i]Arcanna Unearthed[/i]; Burne can cast any spell he knows, as a Sorcerer does, and may "weave" three lower-level slots together to cast a spell of a higher level. Or "unweave" a higher-level spell into two lower-level slots, not that he usually does. The limitation lies in his spells known. In theory, he could draw from just about any source. In practice, Burne's spells need to fit his idiom...which, in turn, requires some redefinition of their appearance. Fireball, for example, is easy: The Heremetic Engine belches out...well, a ball of fire. Shield? A bellows apparatus on the Engine's underside pumps out a cloud of metallic particles, which hang in the air in front of him and deflect attacks. Web? A blob of resinous strands. Sleep? A cloud of soporific gas. Flight? The Engine becomes a rocket engine, pulling Burne into the air by pure force. Detect Magic? Burne must peer through the Engine's telescopic sight...an act easily interpreted as hostile, considering that this means he's pointing a bloody great crossbow at the target of his scrutiny. And so forth. The side-effects of Burne's idiosyncratic mode of spellcasting tend to be largely cosmetic, but they've made quite a difference under some circumstances. Of course, not all alchemists work the same way. Fire and chemicals are, plainly, superior to all possible alternatives...but there are those who persist in their delusions. An alchemist with botanical leanings is not, for example, out of the question. Nor would an alchemist who deals with the other classical elements be entirely unlikely. And even those who share Burne's speciality approach the subject differently. With, say, grenades instead of a huge freakin' crossbow. Are they wrong? Clearly so. But does their method work? Indeed it does. Magical item creation in CITY works along similar lines. Mallus is less concerned about XP expenditure than he is with what he calls "Units of Cleverness". Witness Burne's proposed Amulet of Health as an example.... Using a giant's heart (obtained entirely legitmately, after said giant tried to kill him) as the primary magical component, Burne will create a tiny steam engine which he will wear on a chain upon his neck. This engine, which quickly synchronizes with the wearer's heartbeat, continually emits small puffs of steam which must be waved away from the face. The effect is striking, and distinctive, and not entirely dignfied.... But it is certainly Burneish, to coin a phrase. Everything and anything that he creates must fall along similar lines. Baroque, clunky, and steam-techy. Not only [i]would[/i] he not create a simple pair of Gauntlets of Dexterity ("Where are the pistons, man?"), he's literally [i]unable[/i] to do so. When -- not if -- Burne makes a Dexterity enhancing item, it will likely take the form of a self-winding clockwork exoskeleton. Powered by the movements of the wearer, and fractionally slowing these same movements, it will explode into a blur of hurky-jerk speed when needed. Perfect for Burne, but not something that any self-respecing samurai would wear. Or, so we're told. [/QUOTE]
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