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Savannah Knights (mild update 06-10-05)
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<blockquote data-quote="RangerWickett" data-source="post: 12309" data-attributes="member: 63"><p><strong>Iscalio Maxwell:</strong> Male human Drd1; Medium-size Humanoid (human); HD 1d8+2; hp 10; Init +4; Spd 30 ft.; AC 14 (Dex); Atk masterwork scythe +3 melee (2d4+3/crit x4), or unarmed +2 melee (1d6+2 subdual), or automatic pistol +4 ranged (1d10/crit x3); SQ animal companion, nature sense, ghostbond; SV Fort +4, Ref +4, Will +4; Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 12.</p><p></p><p><em>Skills and Feats:</em> Animal Empathy +6, Concentration +6, Disguise +4, Escape Artist +8, Knowledge (nature) +5, Profession (cook) +3, Spot +6, Wilderness Lore +6; Combat Casting, Improved Unarmed Strike.</p><p><span style="font-size: 9px">Note: Escape Artist and Spot are Iscalio’s floating class skills.</span></p><p></p><p><em>Spells per Day:</em> 3 / 2. Typically prepared — Detect Magic, Flare, Light / Cure Light Wounds, Obscuring Mist.</p><p></p><p><em>Ghostbond Abilities:</em> Alertness, Locative Bond, See Spirit, Share Spells, Speak with Spirit, Spectral Blow, Spirit Manifestation, Turn Resistance.</p><p></p><p><em>Background:</em></p><p>Growing up in the shadow of his always-successful brother Cai, Iscalio ever tried to carve his own path in life. Though his brother believes that Iscalio has not learned from all the lessons of self-control, Iscalio has actually built much of his own personality around the tenets his brother espouses, though with a different direction to their application.</p><p></p><p>To Iscalio, the greatest type of self control is to reject everything you don’t consider morally correct. Because of this, Iscalio prefers to spend time among nature rather than people, if for no other reason than that a tree cannot be a hypocrite. On those rare occasions that he meets someone with genuine believes, he typically judges by others with similar believes, and so almost never gives new acquaintances a fair chance to prove themselves ‘worthy’ of him.</p><p></p><p><em>Iscalio’s Ghost:</em></p><p>A fine and upstanding country gentleman from England, Lancaster Cornwall had a mental breakdown in the mid-1800’s over a century before they became popular. Though usually he was quite normal and cheerful, in the years after his wife died, he became increasingly unable to tend for his young son. Over time, he began to find his son’s pet dog far easier to take care of, and eventually he began calling the animal by his son’s name. He developed an animal persona of his own, a fox, and neighbors found great humor in watching Lancaster and his son’s pet dog loping through the backwoods together.</p><p></p><p>Because his neighbors didn’t guess the true depths of his mental confusion, Lancaster managed to still work through life amiably enough, until some of his friends invited him on a fox hunt. In the middle of the chase, somehow Lancaster equated the foxes with his son’s dog, and when his friends tried to shoot ‘his son,’ Lancaster jumped to their aid and took the gunshot for them.</p><p></p><p>How Lancaster’s ghost made it to America is unknown, but in death he has slipped fully into his fox persona, enough to the point that most magi or spirits who could see him would see him as a fox.</p><p> </p><p> </p><p> </p><p><span style="font-size: 12px"><strong>Magic Items:</strong></span></p><p>The Bureau makes use of an array of enchanted items in their activities. Most of these items are enchanted by humans, as fey magic is rarely so utilitarian. The average high-ranking Bureau agent will typically have at least a key, and usually also an arcane blade of some sort. Most prefer to maintain a low-tech feel, and thus eschew guns, but enchanted firearms are quite common for emergencies when force is valued over style.</p><p></p><p><strong>Arcane Blades:</strong> Arcane blades are weapons formed primarily of magical force. A typical arcane blade normally appears as just a sword’s hilt and crossguard, with the blade missing. When a mental command is given, magical force extends outward to form the rest of the weapon. For hafted weapons, the haft usually grows the arcane blade, though sometimes a normal stone or metal spear- or axe-head is carried, from which the arcane force forms the rest of the weapon.</p><p></p><p>An arcane blade’s appearance varies by the design of its crafter. For some, the arcane force flares with light briefly as the weapon is activated, then fades to take on the appearance of a normal sword blade or spear haft. In others, the arcane energy continues to glow, and though this is intimidating, it has no mechanical benefits. Finally, some rare arcane blades leave the arcane force invisible, though this requires extra magic to mask the normal soft glow of arcane energy.</p><p></p><p>All arcane blades act as masterwork weapons when activated. Activating an arcane blade is a free action, but the arcane form can only come into existence if no solid matter is in its way. Thus, a sword could not be activated in order to pierce a wall in this way. Attempting to do so simply causes the activation to delay until there is room.</p><p></p><p><em>Caster level:</em> 1st; <em>Prerequisites:</em> Craft Magical Arms & Armor, Magic Weapon; <em>Market Price:</em> +1,000 gp; <em>Cost to Create:</em> +500 gp and +40 XP. If a weapon is simply an arcane blade, it costs only 1,000 gp, plus the cost of a normal masterwork weapon of that type. The arcane blade ability can be added to any normally enchanted weapon.</p><p> </p><p> </p><p><strong>Enchanted Bullets:</strong> Like any missile weapon, bullets can be enchanted to contain spells that activate when the bullet strikes its target. Popular spells for this type of enchantment are Fireball, Lightning Bolt, Ice Storm, and Stinking Cloud.</p><p></p><p><em>Caster Level:</em> Varies; <em>Prerequisites:</em> Craft Magic Arms & Armor, appropriate spell; <em>Market Price:</em> Spell level x caster level x 750 gp for 50 bullets. For example, a pack of 50 Fireball bullets that explode in 5d6 fireballs when they strike, would cost 11,250 gp.</p><p></p><p><em>Gate Keys:</em> These objects are a mixture of the fey and the human, with a shard of crystal implanted into a short shaft of worked metal. Most such keys allow their bearers to create a brief gate between Terra and Gaia, but only at limited locations they are attuned to. Other keys, known as <em>greater gate keys</em> allow travel between any loci where the barrier between Terra and Gaia is weak.</p><p></p><p><em>Lesser gate keys</em> are each attuned to one location on Terra and one on Gaia, and the component pieces of the key must be each be built at these locations, then united to complete the item. As a standard action, a key bearer who is within 10 feet of the attuned location can create a Gate (as the spell), generally with dimensions four feet by eight feet. This gate lasts for as long as the bearer concentrates to keep it open, and for one round thereafter. Any creature can freely pass through the gate, and is in no way beholden to the gate’s opener. The bearer of the key automatically senses the general direction to the attuned locus.</p><p></p><p><em>Caster Level:</em> 5th; <em>Prerequisites:</em> Craft Wondrous Item, must fulfill the above requirement of construction; <em>Market Price:</em> 2,000 gp.</p><p></p><p><em>Greater gate keys</em> are far more versatile, able to open gates at any weak locus between the two realms. They are created in powerful ley line conjunctions, and function just as <em>lesser gate keys</em>, only with greater scope. These keys let the bearer sense the general direction of whatever weak locus is closest.</p><p></p><p><em>Caster Level:</em> 9th; <em>Prerequisites:</em> Craft Wondrous Item, Plane Shift, must fulfill the above requirement of construction; <em>Market Price:</em> 90,000 gp.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 12309, member: 63"] [b]Iscalio Maxwell:[/b] Male human Drd1; Medium-size Humanoid (human); HD 1d8+2; hp 10; Init +4; Spd 30 ft.; AC 14 (Dex); Atk masterwork scythe +3 melee (2d4+3/crit x4), or unarmed +2 melee (1d6+2 subdual), or automatic pistol +4 ranged (1d10/crit x3); SQ animal companion, nature sense, ghostbond; SV Fort +4, Ref +4, Will +4; Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 12. [I]Skills and Feats:[/I] Animal Empathy +6, Concentration +6, Disguise +4, Escape Artist +8, Knowledge (nature) +5, Profession (cook) +3, Spot +6, Wilderness Lore +6; Combat Casting, Improved Unarmed Strike. [size=1]Note: Escape Artist and Spot are Iscalio’s floating class skills.[/size] [I]Spells per Day:[/I] 3 / 2. Typically prepared — Detect Magic, Flare, Light / Cure Light Wounds, Obscuring Mist. [I]Ghostbond Abilities:[/I] Alertness, Locative Bond, See Spirit, Share Spells, Speak with Spirit, Spectral Blow, Spirit Manifestation, Turn Resistance. [I]Background:[/I] Growing up in the shadow of his always-successful brother Cai, Iscalio ever tried to carve his own path in life. Though his brother believes that Iscalio has not learned from all the lessons of self-control, Iscalio has actually built much of his own personality around the tenets his brother espouses, though with a different direction to their application. To Iscalio, the greatest type of self control is to reject everything you don’t consider morally correct. Because of this, Iscalio prefers to spend time among nature rather than people, if for no other reason than that a tree cannot be a hypocrite. On those rare occasions that he meets someone with genuine believes, he typically judges by others with similar believes, and so almost never gives new acquaintances a fair chance to prove themselves ‘worthy’ of him. [I]Iscalio’s Ghost:[/I] A fine and upstanding country gentleman from England, Lancaster Cornwall had a mental breakdown in the mid-1800’s over a century before they became popular. Though usually he was quite normal and cheerful, in the years after his wife died, he became increasingly unable to tend for his young son. Over time, he began to find his son’s pet dog far easier to take care of, and eventually he began calling the animal by his son’s name. He developed an animal persona of his own, a fox, and neighbors found great humor in watching Lancaster and his son’s pet dog loping through the backwoods together. Because his neighbors didn’t guess the true depths of his mental confusion, Lancaster managed to still work through life amiably enough, until some of his friends invited him on a fox hunt. In the middle of the chase, somehow Lancaster equated the foxes with his son’s dog, and when his friends tried to shoot ‘his son,’ Lancaster jumped to their aid and took the gunshot for them. How Lancaster’s ghost made it to America is unknown, but in death he has slipped fully into his fox persona, enough to the point that most magi or spirits who could see him would see him as a fox. [size=3][b]Magic Items:[/b][/size] The Bureau makes use of an array of enchanted items in their activities. Most of these items are enchanted by humans, as fey magic is rarely so utilitarian. The average high-ranking Bureau agent will typically have at least a key, and usually also an arcane blade of some sort. Most prefer to maintain a low-tech feel, and thus eschew guns, but enchanted firearms are quite common for emergencies when force is valued over style. [b]Arcane Blades:[/b] Arcane blades are weapons formed primarily of magical force. A typical arcane blade normally appears as just a sword’s hilt and crossguard, with the blade missing. When a mental command is given, magical force extends outward to form the rest of the weapon. For hafted weapons, the haft usually grows the arcane blade, though sometimes a normal stone or metal spear- or axe-head is carried, from which the arcane force forms the rest of the weapon. An arcane blade’s appearance varies by the design of its crafter. For some, the arcane force flares with light briefly as the weapon is activated, then fades to take on the appearance of a normal sword blade or spear haft. In others, the arcane energy continues to glow, and though this is intimidating, it has no mechanical benefits. Finally, some rare arcane blades leave the arcane force invisible, though this requires extra magic to mask the normal soft glow of arcane energy. All arcane blades act as masterwork weapons when activated. Activating an arcane blade is a free action, but the arcane form can only come into existence if no solid matter is in its way. Thus, a sword could not be activated in order to pierce a wall in this way. Attempting to do so simply causes the activation to delay until there is room. [I]Caster level:[/I] 1st; [I]Prerequisites:[/I] Craft Magical Arms & Armor, Magic Weapon; [I]Market Price:[/I] +1,000 gp; [I]Cost to Create:[/I] +500 gp and +40 XP. If a weapon is simply an arcane blade, it costs only 1,000 gp, plus the cost of a normal masterwork weapon of that type. The arcane blade ability can be added to any normally enchanted weapon. [b]Enchanted Bullets:[/b] Like any missile weapon, bullets can be enchanted to contain spells that activate when the bullet strikes its target. Popular spells for this type of enchantment are Fireball, Lightning Bolt, Ice Storm, and Stinking Cloud. [I]Caster Level:[/I] Varies; [I]Prerequisites:[/I] Craft Magic Arms & Armor, appropriate spell; [I]Market Price:[/I] Spell level x caster level x 750 gp for 50 bullets. For example, a pack of 50 Fireball bullets that explode in 5d6 fireballs when they strike, would cost 11,250 gp. [I]Gate Keys:[/I] These objects are a mixture of the fey and the human, with a shard of crystal implanted into a short shaft of worked metal. Most such keys allow their bearers to create a brief gate between Terra and Gaia, but only at limited locations they are attuned to. Other keys, known as [I]greater gate keys[/I] allow travel between any loci where the barrier between Terra and Gaia is weak. [I]Lesser gate keys[/I] are each attuned to one location on Terra and one on Gaia, and the component pieces of the key must be each be built at these locations, then united to complete the item. As a standard action, a key bearer who is within 10 feet of the attuned location can create a Gate (as the spell), generally with dimensions four feet by eight feet. This gate lasts for as long as the bearer concentrates to keep it open, and for one round thereafter. Any creature can freely pass through the gate, and is in no way beholden to the gate’s opener. The bearer of the key automatically senses the general direction to the attuned locus. [i]Caster Level:[/i] 5th; [i]Prerequisites:[/i] Craft Wondrous Item, must fulfill the above requirement of construction; [i]Market Price:[/i] 2,000 gp. [I]Greater gate keys[/I] are far more versatile, able to open gates at any weak locus between the two realms. They are created in powerful ley line conjunctions, and function just as [I]lesser gate keys[/I], only with greater scope. These keys let the bearer sense the general direction of whatever weak locus is closest. [i]Caster Level:[/i] 9th; [i]Prerequisites:[/i] Craft Wondrous Item, Plane Shift, must fulfill the above requirement of construction; [i]Market Price:[/i] 90,000 gp. [/QUOTE]
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