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Savannah Knights (mild update 06-10-05)
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<blockquote data-quote="RangerWickett" data-source="post: 13872" data-attributes="member: 63"><p><strong>Finagle P. Luckshore:</strong> Male human Wiz1; Medium-size Humanoid (human); HD 1d4+2; hp 6; Init +2; Spd 30 ft.; AC 12 (Dex); Atk none yet; SQ ghostbond; SV Fort +2, Ref +2, Will +0; Str 9, Dex 15, Con 14, Int 19, Wis 7, Cha 12.</p><p></p><p><em>Skills and Feats:</em> Computer Use +8, Concentration +6, Hide +4, Listen +0, Knowledge (electronics) +8, Knowledge (mechanical engineering) +8, Spot +2; Run, Scribe Scroll, Spell Focus (evocation).</p><p><span style="font-size: 9px">Note: Computer Use and Spot are his floating class skills.</span></p><p></p><p><em>Ghostbond Abilities:</em> Alertness, Locative Bond, See Spirit, Share Spells, Speak with Spirit, Spirit Manifestation, Turn Resistance, +2 Intelligence.</p><p></p><p><em>Spells per Day:</em> 3 / 2. Typically prepared—Arc of Lightning (as Ray of Frost), Flare, Mage Hand / Endure Elements, Shocking Grasp.</p><p></p><p><em>Background:</em></p><p>Finagle is a prodigy, taking after his late uncle by finishing school years ahead of schedule. He is fascinated by electronic and mechanical devices, and spent much of his youth tinkering on various small inventions, again, just like his late uncle.</p><p></p><p>Soon after finishing high school by the age of 14, Finagle decided to take time off from his education to just goof around. A technical school agreed to pay for his lodging and travel expenses for two years, until he reached the minimum enrollment age of 16, so for the past two years he has seen the world, ‘supervised’ by a lax chaperone. Because of this, he is more world-conscious than most prodigies, but still lacks a good deal of common sense or willpower. He blames this not on his own immaturity, but on the headaches he has experienced ever since he stopped going to school.</p><p></p><p>Though he was planning to start college in the fall, after discovering that his headaches had been caused by the guardian spirit of his late uncle (who had disapproved of Finagle postponing his education), Finagle eagerly decided to start learning about the world of magic. In just the few short weeks before he is supposed to go to college (he had to sign a contract with the school), Finagle intends to figure out ways to better mix magic and technology, which he thinks right now are far too separate.</p><p></p><p><em>Finagle’s Ghost:</em></p><p>Uncle Cheston was an inventor who dabbled creating all manner of electronic and mechanical devices even before he graduated from college in 1968—at the age of 17. Though he was a bit of a black sheep, the Luckshore family loved having him around for his sense of humor. Sadly, he electrocuted himself while trying to solder a game of pong. His desire, ultimately self-destructive, was to bond the pong game directly into a TV, so he could take the game and the screen together easily. In his time as a spirit, he has had to keep Finagle from electrocuting himself once or twice.</p><p> </p><p> </p><p><span style="font-size: 12px"><strong>Fey Beast Templates:</strong></span></p><p>Terra is inhabited by a whole ecosphere of creatures, full of diversity, but out of which only a few demonstrate significant intelligence. On Gaia, however, nearly all the creatures one encounters possess at least some small gleam of intelligence—a mysterious, magical awareness. Such creatures come in two varieties. The simplest differentiations would be ‘light and dark’ or ‘good and evil,’ but the demeanor of these creatures is far more subtle. The terms “Seelie” and “Unseelie,” while historically localized to northern Europe, have been adopted by most English-speakers to discuss these fey creatures. </p><p></p><p>Seelie creatures are characterized by light-heartedness and fickle benevolence, while Unseelie creatures are known for capriciousness. Additionally, all creatures of Gaia, even animals, are possessed of a unique aura that lets anyone who sees the creature recognize it as foreign to Terra, as if something was not quite normal with the animal. Though typically Seelie creatures are beautiful and Unseelie are ugly and twisted, sometimes appearances can mislead. A shaggy, emaciated pony might be a Seelie creature whose appearance is a test for the kindness of travelers, while myths tell of Unseelie creatures that have unearthly beauty, they dark magnificence concealing their vicious natures.</p><p> </p><p> </p><p><strong>Creating an Unseelie Beast:</strong></p><p>Unseelie Beast is a template that can be applied to any animal with an intelligence of at least 1. The creature’s type becomes “magical beast,” but it is also considered an “animal” for the sake of spells, effects, and skills. It uses all the base creature’s statistics and special abilities except as noted here. </p><p><u>Hit Dice:</u> Change to d6.</p><p><u>Speed:</u> Same as the base creature.</p><p><u>AC:</u> Same as the base creature, but it gains a deflection bonus equal to its Charisma bonus (if any).</p><p><u>Attacks and Damage:</u> The same as the base creature.</p><p><u>Special Qualities:</u> An unseelie beast retains all the special qualities of the base creatures and also gains the following ones: <ul> <li data-xf-list-type="ul">Darkvision with unlimited range. </li> <li data-xf-list-type="ul">Light Blindness. Abrupt exposure to bright light, such as sunlight or the Daylight spell, blinds the Unseelie Beast for 1 round. In addition, it suffers a –1 penalty to all attack rolls, saves, and checks while operating in bright light.</li> <li data-xf-list-type="ul">Spell resistance equal to twice its hit dice (minimum 2).</li> <li data-xf-list-type="ul">Scare at will (DC 5).</li> <li data-xf-list-type="ul">Invisibility at will while in its natural terrain (whether on Gaia or Terra). However, the creature cannot attack while invisible. It can become visible as a standard action.</li> </ul><p><u>Saves:</u> Same as the base creature.</p><p><u>Abilities:</u> The same as the base creature, except that the unseelie beast’s intelligence raises to at least 3, and it gains a +4 bonus to Dexterity.</p><p><u>Skills:</u> Same as the base creature, plus it has Hide +6 and Move Silently +6.</p><p><u>Feats:</u> Same as the base creature.</p><p>__________________________________________</p><p><u>Climate/Terrain:</u> Same as the base creature.</p><p><u>Organization:</u> Same as the base creature.</p><p><u>Challenge Rating:</u> Up to 3HD, as base creature. 4 HD or higher, as base creature +1.</p><p><u>Treasure:</u> None.</p><p><u>Alignment:</u> Usually Chaotic Neutral (Evil).</p><p><u>Advancement:</u> Same as the base creature.</p><p> </p><p> </p><p><strong>Creating a Seelie Beast:</strong></p><p>Seelie Beast is a template that can be applied to any animal with an intelligence of at least 1. The creature’s type becomes “magical beast,” but it is also considered an “animal” for the sake of spells, effects, and skills. It uses all the base creature’s statistics and special abilities except as noted here. </p><p><u>Hit Dice:</u> Change to d6.</p><p><u>Speed:</u> Same as the base creature.</p><p><u>AC:</u> Same as the base creature, but it gains a deflection bonus equal to its Charisma bonus (if any).</p><p><u>Attacks and Damage:</u> The same as the base creature.</p><p><u>Special Qualities:</u> An unseelie beast retains all the special qualities of the base creatures and also gains the following ones: <ul> <li data-xf-list-type="ul">Low-light vision.</li> <li data-xf-list-type="ul">Spell resistance equal to twice its hit dice (minimum 2).</li> <li data-xf-list-type="ul">Hypnotism at will (DC 5).</li> <li data-xf-list-type="ul">Invisibility at will while in its natural terrain (whether on Gaia or Terra). However, the creature cannot attack while invisible. It can become visible as a standard action.</li> </ul><p><u>Saves:</u> Same as the base creature.</p><p><u>Abilities:</u> The same as the base creature, except that the unseelie beast’s intelligence raises to at least 3, and it gains a +4 bonus to Dexterity.</p><p><u>Skills:</u> Same as the base creature, plus it has Hide +6 and Move Silently +6.</p><p><u>Feats:</u> Same as the base creature.</p><p>__________________________________________</p><p><u>Climate/Terrain:</u> Same as the base creature.</p><p><u>Organization:</u> Same as the base creature.</p><p><u>Challenge Rating:</u> Up to 3HD, as base creature. 4 HD or higher, as base creature +1.</p><p><u>Treasure:</u> None.</p><p><u>Alignment:</u> Usually Chaotic Neutral (Evil).</p><p><u>Advancement:</u> Same as the base creature.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 13872, member: 63"] [b]Finagle P. Luckshore:[/b] Male human Wiz1; Medium-size Humanoid (human); HD 1d4+2; hp 6; Init +2; Spd 30 ft.; AC 12 (Dex); Atk none yet; SQ ghostbond; SV Fort +2, Ref +2, Will +0; Str 9, Dex 15, Con 14, Int 19, Wis 7, Cha 12. [I]Skills and Feats:[/I] Computer Use +8, Concentration +6, Hide +4, Listen +0, Knowledge (electronics) +8, Knowledge (mechanical engineering) +8, Spot +2; Run, Scribe Scroll, Spell Focus (evocation). [size=1]Note: Computer Use and Spot are his floating class skills.[/size] [I]Ghostbond Abilities:[/I] Alertness, Locative Bond, See Spirit, Share Spells, Speak with Spirit, Spirit Manifestation, Turn Resistance, +2 Intelligence. [I]Spells per Day:[/I] 3 / 2. Typically prepared—Arc of Lightning (as Ray of Frost), Flare, Mage Hand / Endure Elements, Shocking Grasp. [I]Background:[/I] Finagle is a prodigy, taking after his late uncle by finishing school years ahead of schedule. He is fascinated by electronic and mechanical devices, and spent much of his youth tinkering on various small inventions, again, just like his late uncle. Soon after finishing high school by the age of 14, Finagle decided to take time off from his education to just goof around. A technical school agreed to pay for his lodging and travel expenses for two years, until he reached the minimum enrollment age of 16, so for the past two years he has seen the world, ‘supervised’ by a lax chaperone. Because of this, he is more world-conscious than most prodigies, but still lacks a good deal of common sense or willpower. He blames this not on his own immaturity, but on the headaches he has experienced ever since he stopped going to school. Though he was planning to start college in the fall, after discovering that his headaches had been caused by the guardian spirit of his late uncle (who had disapproved of Finagle postponing his education), Finagle eagerly decided to start learning about the world of magic. In just the few short weeks before he is supposed to go to college (he had to sign a contract with the school), Finagle intends to figure out ways to better mix magic and technology, which he thinks right now are far too separate. [I]Finagle’s Ghost:[/I] Uncle Cheston was an inventor who dabbled creating all manner of electronic and mechanical devices even before he graduated from college in 1968—at the age of 17. Though he was a bit of a black sheep, the Luckshore family loved having him around for his sense of humor. Sadly, he electrocuted himself while trying to solder a game of pong. His desire, ultimately self-destructive, was to bond the pong game directly into a TV, so he could take the game and the screen together easily. In his time as a spirit, he has had to keep Finagle from electrocuting himself once or twice. [size=3][b]Fey Beast Templates:[/b][/size] Terra is inhabited by a whole ecosphere of creatures, full of diversity, but out of which only a few demonstrate significant intelligence. On Gaia, however, nearly all the creatures one encounters possess at least some small gleam of intelligence—a mysterious, magical awareness. Such creatures come in two varieties. The simplest differentiations would be ‘light and dark’ or ‘good and evil,’ but the demeanor of these creatures is far more subtle. The terms “Seelie” and “Unseelie,” while historically localized to northern Europe, have been adopted by most English-speakers to discuss these fey creatures. Seelie creatures are characterized by light-heartedness and fickle benevolence, while Unseelie creatures are known for capriciousness. Additionally, all creatures of Gaia, even animals, are possessed of a unique aura that lets anyone who sees the creature recognize it as foreign to Terra, as if something was not quite normal with the animal. Though typically Seelie creatures are beautiful and Unseelie are ugly and twisted, sometimes appearances can mislead. A shaggy, emaciated pony might be a Seelie creature whose appearance is a test for the kindness of travelers, while myths tell of Unseelie creatures that have unearthly beauty, they dark magnificence concealing their vicious natures. [b]Creating an Unseelie Beast:[/b] Unseelie Beast is a template that can be applied to any animal with an intelligence of at least 1. The creature’s type becomes “magical beast,” but it is also considered an “animal” for the sake of spells, effects, and skills. It uses all the base creature’s statistics and special abilities except as noted here. [u]Hit Dice:[/u] Change to d6. [u]Speed:[/u] Same as the base creature. [u]AC:[/u] Same as the base creature, but it gains a deflection bonus equal to its Charisma bonus (if any). [u]Attacks and Damage:[/u] The same as the base creature. [u]Special Qualities:[/u] An unseelie beast retains all the special qualities of the base creatures and also gains the following ones:[list] [*]Darkvision with unlimited range. [*]Light Blindness. Abrupt exposure to bright light, such as sunlight or the Daylight spell, blinds the Unseelie Beast for 1 round. In addition, it suffers a –1 penalty to all attack rolls, saves, and checks while operating in bright light. [*]Spell resistance equal to twice its hit dice (minimum 2). [*]Scare at will (DC 5). [*]Invisibility at will while in its natural terrain (whether on Gaia or Terra). However, the creature cannot attack while invisible. It can become visible as a standard action.[/list] [u]Saves:[/u] Same as the base creature. [u]Abilities:[/u] The same as the base creature, except that the unseelie beast’s intelligence raises to at least 3, and it gains a +4 bonus to Dexterity. [u]Skills:[/u] Same as the base creature, plus it has Hide +6 and Move Silently +6. [u]Feats:[/u] Same as the base creature. __________________________________________ [u]Climate/Terrain:[/u] Same as the base creature. [u]Organization:[/u] Same as the base creature. [u]Challenge Rating:[/u] Up to 3HD, as base creature. 4 HD or higher, as base creature +1. [u]Treasure:[/u] None. [u]Alignment:[/u] Usually Chaotic Neutral (Evil). [u]Advancement:[/u] Same as the base creature. [b]Creating a Seelie Beast:[/b] Seelie Beast is a template that can be applied to any animal with an intelligence of at least 1. The creature’s type becomes “magical beast,” but it is also considered an “animal” for the sake of spells, effects, and skills. It uses all the base creature’s statistics and special abilities except as noted here. [u]Hit Dice:[/u] Change to d6. [u]Speed:[/u] Same as the base creature. [u]AC:[/u] Same as the base creature, but it gains a deflection bonus equal to its Charisma bonus (if any). [u]Attacks and Damage:[/u] The same as the base creature. [u]Special Qualities:[/u] An unseelie beast retains all the special qualities of the base creatures and also gains the following ones:[list] [*]Low-light vision. [*]Spell resistance equal to twice its hit dice (minimum 2). [*]Hypnotism at will (DC 5). [*]Invisibility at will while in its natural terrain (whether on Gaia or Terra). However, the creature cannot attack while invisible. It can become visible as a standard action.[/list] [u]Saves:[/u] Same as the base creature. [u]Abilities:[/u] The same as the base creature, except that the unseelie beast’s intelligence raises to at least 3, and it gains a +4 bonus to Dexterity. [u]Skills:[/u] Same as the base creature, plus it has Hide +6 and Move Silently +6. [u]Feats:[/u] Same as the base creature. __________________________________________ [u]Climate/Terrain:[/u] Same as the base creature. [u]Organization:[/u] Same as the base creature. [u]Challenge Rating:[/u] Up to 3HD, as base creature. 4 HD or higher, as base creature +1. [u]Treasure:[/u] None. [u]Alignment:[/u] Usually Chaotic Neutral (Evil). [u]Advancement:[/u] Same as the base creature. [/QUOTE]
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