Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Story Hour
Savannah Knights (mild update 06-10-05)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RangerWickett" data-source="post: 9902" data-attributes="member: 63"><p><strong>Cai Maxwell:</strong> Male human Ftr1; Medium-size Humanoid (human); HD 1d10+4; hp 14; Init +3; Spd 30 ft.; AC 13 (Dex); Atk masterwork katana +5 melee (1d10+3/crit 19/x2), or unarmed +4 melee (1d3+3), or sawed-off double-barrel 12-gauge shotgun +4 ranged (varies*/crit x3); SV Fort +6, Ref +3, Will +3; Str 16, Dex 16, Con 18, Int 13, Wis 13, Cha 14.</p><p></p><p><em>Skills and Feats:</em> Climb +4, Jump +7, Knowledge (Japanese culture and etiquette) +3, Listen +2, Profession (cook) +3, Profession (martial arts instructor) +4, Tumble +5; Exotic Weapon Proficiency (katana), Improved Unarmed Strike, Iron Will.</p><p><span style="font-size: 9px">Note: Knowledge (Japanese culture and etiquette) and Tumble are Cai’s floating class skills.</span></p><p> </p><p>*Shotguns deal damage based on range. They deal 3d6 to a target within 10 feet, 2d6 to a target within 20 feet, and 1d6 damage to any target in a 5-foot wide path out to maximum range. However, sawed-off shotguns fire in a cone, dealing 3d6 to a target within 5 feet, and 2d6 to a target within 10 feet, and 1d6 damage to any target within the cone, up to 30 feet away.</p><p></p><p> </p><p><em>Background:</em></p><p>Cai’s mother is Japanese, his father Italian. He grew up in California, keeping track of his younger brother Iscalio. Where Cai was resilient and strong, Iscalio was albino and prone to illness. Cai’s good work ethic and emphasis on self-control clashed with Iscalio’s free-spiritedness and roustabout attitude. Cai, five years older than his brother, had worked hard enough and earned enough money that when his younger brother dropped out of school, he was able to do his parents a favor and take the weak-willed kid off their hands. He moved as far away as possible, Savannah, Georgia, and found work for he and his brother, first at an Italian restaurant, and later at a Sushi bar.</p><p></p><p>While they worked together, Cai strong-armed Iscalio into joining a martial arts studio with him, hoping that the training would help build inner strength in the weak-willed youth. Quite the contrary, though, it simply strengthened Iscalio’s physical strength, making him better at getting out of whatever trouble he lands himself in. Even though the training didn’t have its desired effect, Iscalio remains with Cai, and they share an apartment. Recently, Cai took over some of the duties of training at the dojo, and has intensified his own training to over four hours a day.</p><p></p><p>Cai defines himself by how well he can guide his own choices, and he gives himself no leeway to choose the weak path. He rigorously schedules his life, and though it has strengthened his ability to accomplish his goals, it robs most of his actions of fun. Still, he feels that he needs to be stoic to support his brother. He never noticed any of the magic in the world around him, which frustrates him, since it seems so obvious now. He knows that somehow his brother will abuse his new powers, and he’s just waiting for when he’ll be needed.</p><p> </p><p> </p><p> </p><p><span style="font-size: 12px"><strong>Sample New Feats:</strong></span></p><p>Some of the following feats are generic feats that come in handy in a world where magi and humans mingle, while others are cultural feats, meant to represent the background of the character. These cultural feats can only be taken if the character is from that culture, or if he has at least 5 ranks of Knowledge of the appropriate culture.</p><p></p><p><strong>Ancient Arcanopolis:</strong> [Cultural]</p><p>You are from a land with a deep history of magic.</p><p><u>Regions:</u> China, Egypt, any Gaia.</p><p><u>Benefit:</u> You gain a +2 bonus to Knowledge (arcana) and Spellcraft checks.</p><p> </p><p> </p><p><strong>Bond Sense:</strong> [General]</p><p>You can tell whether spirits are bonded, and to whom.</p><p><u>Prerequisite:</u> Sixth Sense, Wisdom 13+.</p><p><u>Benefit:</u> For any ghost you see, you can tell immediately whether that ghost is bonded. If you can see both the ghost and the living partner in that bond, you immediately know that they are bonded.</p><p> </p><p> </p><p><strong>City Denizen:</strong> [Cultural]</p><p>You have learned how to avoid being a victim of urban crime.</p><p><u>Regions:</u> Any city of more than 500,000 people.</p><p><u>Benefit:</u> You gain a +1 bonus to Hide, Intimidate, and Spot checks. Additionally, you may choose to have the reaction of any stranger you meet be shifted one step closer to ‘indifferent.’</p><p></p><p></p><p><strong>Clotheshift:</strong> [General]</p><p>You can alter the form of your clothing, allowing you to easily blend in or disguise yourself.</p><p><u>Prerequisite:</u> Ability to cast at least one Transmutation spell.</p><p><u>Benefit:</u> As a full-round action, you can alter the shape and substance of whatever clothes you are wearing, like a limited version of <em>polymorph any object</em>. You can create any type of worn apparel, from cloaks to swimsuits, suits, hats, jewelry, or even armor. However, you cannot add articles of clothing, so if you are not wearing a hat, you could not create a helmet, but you could gain a hood, or even turn a hairpin into a helmet. You could likewise turn a piece of twine into an ornate gold necklace.</p><p></p><p>The maximum value of any clothes you can emulate in this way is 100 gp per caster level, including the value of any jewelry or ornamentation you include. However, any form of immediately harmful substance cannot be created, so you could not, for instance, have a suit of armor covered in poison or acid. In order to create a particular type of clothing or accessory, you must either own an exact duplicate of that object, or succeed an appropriate Craft check (DC 10 for average clothes, DC 15 for a fine dress or suit, and DC 20 for exotic costumes, jewelry, or lavish kimonos). You can continue to retry, each time as a full-round action.</p><p></p><p>Once you set the appearance of your garb, it remains in that form (aside from normal wear and tear) until you choose a new appearance, or until you take the clothes off. If you remove an article of clothing in this way, it immediately reverts to normal, so even if you turn toothpicks into arrows, they will be ineffectual weapons.</p><p> </p><p> </p><p><strong>Magic Touch</strong> [General]</p><p>Your intuition guides you when you try to use unfamiliar devices.</p><p><u>Benefit:</u> If you are unfamiliar with a particular electronic or mechanical device, you gain a +4 luck bonus to any skill checks involved with your first attempt to use that device. You can also still use your normal bonuses for that skill.</p><p></p><p>For example, if Tagin tries to disable an unfamiliar electronic lock (Computer Use DC 30), he gains a +4 luck bonus in addition to his normal skill modifiers. His normal bonus of +14 increases to +18, making it relatively easy for him to override the system. However, if his first attempt fails, he no longer gains this bonus, since he is no longer working on intuition, but instead experience.</p><p> </p><p> </p><p><strong>Oppressed Militiaman:</strong> [Cultural]</p><p>Your upbringing emphasized training to defend against outside threats.</p><p><u>Regions:</u> Middle-East, United States South.</p><p><u>Benefit:</u> You gain proficiency in all martial ballistic and heavy weapons (rifles, portable missile launchers, gatling guns), and gain a +2 bonus to Hide checks.</p><p> </p><p> </p><p><strong>Sense of Honor:</strong> [Cultural]</p><p>Traditionally, the chiefest virtue of your culture has been honor and alleigiance.</p><p><u>Regions:</u> Japan, various primitive tribes.</p><p><u>Benefit:</u> You gain a +2 bonus to Will saves against compulsion effects, and a +2 bonus to Sense Motive checks.</p><p> </p><p> </p><p><strong>Sixth Sense:</strong> [General]</p><p>You are able to see and hear the dead.</p><p><u>Prerequisite:</u> Wisdom 13+.</p><p><u>Benefit:</u> You can see and hear ghosts and spirits just as if they were normal people.</p><p><u>Normal:</u> Ghosts and spirits are incorporeal, invisible, and inaudible. Some ghosts can choose to be seen or heard, but otherwise they are undetectable by normal senses.</p><p> </p><p> </p><p><strong>Unfazeable:</strong> [Cultural]</p><p>Your homeland is bizarre enough that you don’t frighten easily.</p><p><u>Regions:</u> Any European, Midwestern US.</p><p><u>Benefit:</u> You gain a +4 bonus to Will saves against fear effects.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 9902, member: 63"] [b]Cai Maxwell:[/b] Male human Ftr1; Medium-size Humanoid (human); HD 1d10+4; hp 14; Init +3; Spd 30 ft.; AC 13 (Dex); Atk masterwork katana +5 melee (1d10+3/crit 19/x2), or unarmed +4 melee (1d3+3), or sawed-off double-barrel 12-gauge shotgun +4 ranged (varies*/crit x3); SV Fort +6, Ref +3, Will +3; Str 16, Dex 16, Con 18, Int 13, Wis 13, Cha 14. [I]Skills and Feats:[/I] Climb +4, Jump +7, Knowledge (Japanese culture and etiquette) +3, Listen +2, Profession (cook) +3, Profession (martial arts instructor) +4, Tumble +5; Exotic Weapon Proficiency (katana), Improved Unarmed Strike, Iron Will. [size=1]Note: Knowledge (Japanese culture and etiquette) and Tumble are Cai’s floating class skills.[/size] *Shotguns deal damage based on range. They deal 3d6 to a target within 10 feet, 2d6 to a target within 20 feet, and 1d6 damage to any target in a 5-foot wide path out to maximum range. However, sawed-off shotguns fire in a cone, dealing 3d6 to a target within 5 feet, and 2d6 to a target within 10 feet, and 1d6 damage to any target within the cone, up to 30 feet away. [I]Background:[/I] Cai’s mother is Japanese, his father Italian. He grew up in California, keeping track of his younger brother Iscalio. Where Cai was resilient and strong, Iscalio was albino and prone to illness. Cai’s good work ethic and emphasis on self-control clashed with Iscalio’s free-spiritedness and roustabout attitude. Cai, five years older than his brother, had worked hard enough and earned enough money that when his younger brother dropped out of school, he was able to do his parents a favor and take the weak-willed kid off their hands. He moved as far away as possible, Savannah, Georgia, and found work for he and his brother, first at an Italian restaurant, and later at a Sushi bar. While they worked together, Cai strong-armed Iscalio into joining a martial arts studio with him, hoping that the training would help build inner strength in the weak-willed youth. Quite the contrary, though, it simply strengthened Iscalio’s physical strength, making him better at getting out of whatever trouble he lands himself in. Even though the training didn’t have its desired effect, Iscalio remains with Cai, and they share an apartment. Recently, Cai took over some of the duties of training at the dojo, and has intensified his own training to over four hours a day. Cai defines himself by how well he can guide his own choices, and he gives himself no leeway to choose the weak path. He rigorously schedules his life, and though it has strengthened his ability to accomplish his goals, it robs most of his actions of fun. Still, he feels that he needs to be stoic to support his brother. He never noticed any of the magic in the world around him, which frustrates him, since it seems so obvious now. He knows that somehow his brother will abuse his new powers, and he’s just waiting for when he’ll be needed. [size=3][b]Sample New Feats:[/b][/size] Some of the following feats are generic feats that come in handy in a world where magi and humans mingle, while others are cultural feats, meant to represent the background of the character. These cultural feats can only be taken if the character is from that culture, or if he has at least 5 ranks of Knowledge of the appropriate culture. [b]Ancient Arcanopolis:[/b] [Cultural] You are from a land with a deep history of magic. [u]Regions:[/u] China, Egypt, any Gaia. [u]Benefit:[/u] You gain a +2 bonus to Knowledge (arcana) and Spellcraft checks. [b]Bond Sense:[/b] [General] You can tell whether spirits are bonded, and to whom. [u]Prerequisite:[/u] Sixth Sense, Wisdom 13+. [u]Benefit:[/u] For any ghost you see, you can tell immediately whether that ghost is bonded. If you can see both the ghost and the living partner in that bond, you immediately know that they are bonded. [b]City Denizen:[/b] [Cultural] You have learned how to avoid being a victim of urban crime. [u]Regions:[/u] Any city of more than 500,000 people. [u]Benefit:[/u] You gain a +1 bonus to Hide, Intimidate, and Spot checks. Additionally, you may choose to have the reaction of any stranger you meet be shifted one step closer to ‘indifferent.’ [b]Clotheshift:[/b] [General] You can alter the form of your clothing, allowing you to easily blend in or disguise yourself. [u]Prerequisite:[/u] Ability to cast at least one Transmutation spell. [u]Benefit:[/u] As a full-round action, you can alter the shape and substance of whatever clothes you are wearing, like a limited version of [I]polymorph any object[/I]. You can create any type of worn apparel, from cloaks to swimsuits, suits, hats, jewelry, or even armor. However, you cannot add articles of clothing, so if you are not wearing a hat, you could not create a helmet, but you could gain a hood, or even turn a hairpin into a helmet. You could likewise turn a piece of twine into an ornate gold necklace. The maximum value of any clothes you can emulate in this way is 100 gp per caster level, including the value of any jewelry or ornamentation you include. However, any form of immediately harmful substance cannot be created, so you could not, for instance, have a suit of armor covered in poison or acid. In order to create a particular type of clothing or accessory, you must either own an exact duplicate of that object, or succeed an appropriate Craft check (DC 10 for average clothes, DC 15 for a fine dress or suit, and DC 20 for exotic costumes, jewelry, or lavish kimonos). You can continue to retry, each time as a full-round action. Once you set the appearance of your garb, it remains in that form (aside from normal wear and tear) until you choose a new appearance, or until you take the clothes off. If you remove an article of clothing in this way, it immediately reverts to normal, so even if you turn toothpicks into arrows, they will be ineffectual weapons. [b]Magic Touch[/b] [General] Your intuition guides you when you try to use unfamiliar devices. [u]Benefit:[/u] If you are unfamiliar with a particular electronic or mechanical device, you gain a +4 luck bonus to any skill checks involved with your first attempt to use that device. You can also still use your normal bonuses for that skill. For example, if Tagin tries to disable an unfamiliar electronic lock (Computer Use DC 30), he gains a +4 luck bonus in addition to his normal skill modifiers. His normal bonus of +14 increases to +18, making it relatively easy for him to override the system. However, if his first attempt fails, he no longer gains this bonus, since he is no longer working on intuition, but instead experience. [b]Oppressed Militiaman:[/b] [Cultural] Your upbringing emphasized training to defend against outside threats. [u]Regions:[/u] Middle-East, United States South. [u]Benefit:[/u] You gain proficiency in all martial ballistic and heavy weapons (rifles, portable missile launchers, gatling guns), and gain a +2 bonus to Hide checks. [b]Sense of Honor:[/b] [Cultural] Traditionally, the chiefest virtue of your culture has been honor and alleigiance. [u]Regions:[/u] Japan, various primitive tribes. [u]Benefit:[/u] You gain a +2 bonus to Will saves against compulsion effects, and a +2 bonus to Sense Motive checks. [b]Sixth Sense:[/b] [General] You are able to see and hear the dead. [u]Prerequisite:[/u] Wisdom 13+. [u]Benefit:[/u] You can see and hear ghosts and spirits just as if they were normal people. [u]Normal:[/u] Ghosts and spirits are incorporeal, invisible, and inaudible. Some ghosts can choose to be seen or heard, but otherwise they are undetectable by normal senses. [b]Unfazeable:[/b] [Cultural] Your homeland is bizarre enough that you don’t frighten easily. [u]Regions:[/u] Any European, Midwestern US. [u]Benefit:[/u] You gain a +4 bonus to Will saves against fear effects. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
Savannah Knights (mild update 06-10-05)
Top