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<blockquote data-quote="GreyLord" data-source="post: 7615989" data-attributes="member: 4348"><p style="text-align: center">Dragonforged</p><p>A warrior race evolved from the same genetic line as Dragons, but along a different evolutionary path where they stand more as humans and demihumans in size and form than the Dragons. Though they may start at a lower level of power than their kin, they have the ability to surpass even the dragons in ability.</p><p></p><p>Ability Scores = +2 Strength, +2 Charisma</p><p>Size – Medium</p><p>Speed – 6 (30 Feet)</p><p>Languages – Common, Draconiac</p><p>Skill Bonuses = +2 (Knowledge) History, +2 Intimidate</p><p>Dragonforged Rage – When in the injured state get +1 to Attack rolls</p><p>Dragonforged Constitution – Your Healing Reaction Value is equal to ¼ HP + CON</p><p></p><p>____________________¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬__________________________________________________________</p><p>Dragonforged Breath – You can use a Dragonforged Breath as an encounter CAS. At character creation a Player must choose whether this breath is composed of Acid, Frost/Ice, Fire, Electrical/Lightning, or Poison</p><p></p><p>Encounter CAS – Dragonforged Breath – Minor Action – Close Explosive [3]</p><p>Attack – STR+2 vs Ref. </p><p></p><p>Target – All creatures in blast</p><p></p><p>Hit = 1d6 +STR damage.</p><p></p><p>Increase this by +2 to attack and +1d6 additional damage every 10 levels (so +4 to attack and 2d6 damage at 11th level)</p><p>Alternative choices – Dragonforged are typically RED or Gold. However, there are two other variations, those that are Blue/Green in coloration and those that are White/Black in coloration. Those that are Blue or Green or a combination of them may instead have a +2 to Constitution instead of Strength, and use CON as the ability to Attack (instead of STR) for your Dragonforged Breath. CON also is the modifier (instead of STR) for damage.</p><p></p><p>If you choose a White or Black (or a Silver) Dragonforged you can use DEX as your ability to Attack. However it does not replace any other additional items except the character may choose whether they wish to use CON or STR as the modifier for their Dragonforged breath damage when they hit.</p><p></p><p>--------------------------------------------------------------------------------------------------</p><p></p><p style="text-align: center">Dwarf</p><p></p><p>Ability Scores = +2 Constitution, +2 Wisdom</p><p>Size – Medium Bonus – Infravision </p><p>Speed – 5 (25 Feet)</p><p>Languages – Common, Dwarfen</p><p>Skill Bonuses = +2 (Knowledge) Dungeoneering, +2 Endurance</p><p></p><p>Dwarven Constitution – Use a Healing Reaction as a minor action instead of a standard action</p><p>Dwarven Digestion – Gain a +5 Bonus to saves against Poison</p><p>Dwarven willpower – When encumbered, move at your normal speed</p><p>Dwarven stubbornness – When forced to move by another Combat Action, or otherwise, move 1 square less.</p><p>Dwarven Weapons – Gain proficiency with all hammers (throwing hammers, warhammers, etc).</p><p></p><p>Alternative – Mountain Dwarf – A player can choose to be a Hill Dwarf instead of the standard Mountain Dwarf. If they choose this option they lose their Dwarven Constitution and Dwarven Willpower features. They instead may move 2 squares less due to their Dwarven Stubbornness. And feature, but instead may add +2 to Strength instead of Wisdom. </p><p></p><p></p><p style="text-align: center">Descendant</p><p>Related to the heavenly hosts of the outer planes, these are the exact opposite of the Half-Demons (Terroth) that are related to the hosts of the Hells. They tend to radiate a sort of Holy Presence to those who see these rare individuals.</p><p></p><p>Ability Scores = +2 Intelligence, +2 Wisdom</p><p>Size – Medium Bonus - Infravision</p><p>Speed – 6 (30 Feet)</p><p>Languages – Common, Choice of two others</p><p>Skill Bonuses = +2 (Knowledge) History, +2 Knowledge (Religion)</p><p>Angelic Presence – You have a +1 to all defenses against attacks made by injured creatures.</p><p>Angelic Will – You resists any necrotic or radiant damage equal to 5+1/2 your level</p><p>Angelic Foresight - You can use the Angelic Foresight CAS.</p><p></p><p>____________________¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬__________________________________________________________</p><p>Angelic Foresight – You can use Angelic Foresight as an encounter CAS. </p><p>Encounter CAS – No action – Personal</p><p>Trigger – You make an attack, save, a skill or ability roll and think it is too low </p><p>Effect – You can add 1d6 to the roll.</p><p></p><p>-----------------------------------------------------------------------------------------------------------------------------------------------------</p><p></p><p style="text-align: center">Elf</p><p>There are two types of Elves as shown below. A character can choose between the two.</p><p></p><p>High Elf/Mage Elf – A Player choosing one of these must choose whether to be a Grey Elf or a High Elf. </p><p>Ability Scores = +2 Dexterity, +2 Charisma (Mage Elf will add +2 Intelligence instead of Charisma)</p><p>Size – Medium Bonus - Infravision</p><p>Speed – 6 (30 Feet)</p><p>Languages – Common, Elfin</p><p>Skill Bonuses = +2 Spellcraft, +2 Knowledge (History)</p><p>Elf Weapon Proficiency – Gain proficiency with longsword, longbow, and shortbow</p><p>High Elf Lore – Gain one additional skill that you know</p><p>Elf Willpower – Get +1 to Will saves, Get +5 to save against charms.</p><p>High Elf Mystical Door – Can use Mystical Door Encounter CAS listed below.</p><p></p><p></p><p>____________________¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬__________________________________________________________</p><p>Mystical Door– You can use Mystical Door as an encounter CAS. </p><p>Encounter CAS – Move Action – Personal</p><p>Teleportation</p><p>Effect – You disappear and reappear up to 5 squares away</p><p>----------------------------------------------------------------------------------------------------------------------</p><p></p><p>Forest Elf – These are the barbaric Elves that typically shun other races. Occasionally they may be exiled or an adventurous soul comes out of hiding to join the other races.</p><p>Ability Scores = +2 Dexterity, + Wisdom</p><p>Size – Medium Bonus - Infravision</p><p>Speed – 6 (30 Feet)</p><p>Languages – Common, Elfin</p><p>Skill Bonuses = +2 Perception, +2 Knowledge (Nature)</p><p>Elf Weapon Proficiency – Gain proficiency with longsword, longbow, and shortbow</p><p>Elf Perception – You note various items you perceive to those around you. All friends within 5 squares of you gain a +1 to their perception checks</p><p>Graceful in Nature – You ignore difficult terrain when you move through it</p><p>Elf Combat – You can use this as an Encounter CAS.</p><p></p><p>____________________¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬__________________________________________________________</p><p>Elf Combat– You can use Elf Combat as an encounter CAS. </p><p>Encounter CAS – Free Action – Personal</p><p>Effect – You can roll twice when you attack. You can use either of the rolls to determine your attack roll.</p><p>Alternative – You can play an even more barbaric and wild elf as a WILD ELF. If you choose this, you lose the ability of Elf Perception as you do not share easily with friends. You also do not get a +2 WIS and instead gain a +2 STR. </p><p>-------------------------------------------------------------------------------------------------------------------------------------------------</p><p></p><p style="text-align: center">Gnome</p><p>Ability Scores = +2 Intelligence, + 2 Charisma </p><p>Size – Small</p><p>Speed – 5 (25 Feet)</p><p>Languages – Common, Elfin</p><p>Skill Bonuses = +2 Spellcraft, +2 Stealth</p><p>Quick Hiding – If you are in cover or concealed you can make a stealth check when you roll for initiative.</p><p>Natural Illusionist – You get +5 to saving throws against Illusions</p><p>Gnome Sneak – You gain the Gnome Sneak encounter power below</p><p>Throw Sound – You gain the Throw Sound encounter power below.</p><p></p><p>____________________¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬__________________________________________________________</p><p>Throw Sound – Illusion</p><p>Encounter CAS – Throw Sound – Standard Action – Range 10</p><p>Target – A free square or an item or object</p><p>Effect = You cause a sound to occur from that object or the area which you cast it on. The sound can be anything from swords clashing together to something heavy being dragged across a wood floor. It can also be as quiet as a whisper if you so desire so that you can toss your voice as a whisper that only someone next to that square or object can hear what you are saying.</p><p>-----------------------------------------------------------------------------------------------------------------------------------------</p><p></p><p>____________________¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬__________________________________________________________</p><p>Gnome Sneak – You can become invisible</p><p>Encounter CAS – Gnome Sneak – Reaction – Personal</p><p>Trigger – You lose hitpoints or take damage</p><p>Effect = You become invisible and stay invisible unless you attack someone or something. This lasts for one round.</p><p>----------------------------------------------------------------------------------------------------------------------------------------------------</p></blockquote><p></p>
[QUOTE="GreyLord, post: 7615989, member: 4348"] [CENTER]Dragonforged[/CENTER] A warrior race evolved from the same genetic line as Dragons, but along a different evolutionary path where they stand more as humans and demihumans in size and form than the Dragons. Though they may start at a lower level of power than their kin, they have the ability to surpass even the dragons in ability. Ability Scores = +2 Strength, +2 Charisma Size – Medium Speed – 6 (30 Feet) Languages – Common, Draconiac Skill Bonuses = +2 (Knowledge) History, +2 Intimidate Dragonforged Rage – When in the injured state get +1 to Attack rolls Dragonforged Constitution – Your Healing Reaction Value is equal to ¼ HP + CON ____________________¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬__________________________________________________________ Dragonforged Breath – You can use a Dragonforged Breath as an encounter CAS. At character creation a Player must choose whether this breath is composed of Acid, Frost/Ice, Fire, Electrical/Lightning, or Poison Encounter CAS – Dragonforged Breath – Minor Action – Close Explosive [3] Attack – STR+2 vs Ref. Target – All creatures in blast Hit = 1d6 +STR damage. Increase this by +2 to attack and +1d6 additional damage every 10 levels (so +4 to attack and 2d6 damage at 11th level) Alternative choices – Dragonforged are typically RED or Gold. However, there are two other variations, those that are Blue/Green in coloration and those that are White/Black in coloration. Those that are Blue or Green or a combination of them may instead have a +2 to Constitution instead of Strength, and use CON as the ability to Attack (instead of STR) for your Dragonforged Breath. CON also is the modifier (instead of STR) for damage. If you choose a White or Black (or a Silver) Dragonforged you can use DEX as your ability to Attack. However it does not replace any other additional items except the character may choose whether they wish to use CON or STR as the modifier for their Dragonforged breath damage when they hit. -------------------------------------------------------------------------------------------------- [CENTER]Dwarf[/CENTER] Ability Scores = +2 Constitution, +2 Wisdom Size – Medium Bonus – Infravision Speed – 5 (25 Feet) Languages – Common, Dwarfen Skill Bonuses = +2 (Knowledge) Dungeoneering, +2 Endurance Dwarven Constitution – Use a Healing Reaction as a minor action instead of a standard action Dwarven Digestion – Gain a +5 Bonus to saves against Poison Dwarven willpower – When encumbered, move at your normal speed Dwarven stubbornness – When forced to move by another Combat Action, or otherwise, move 1 square less. Dwarven Weapons – Gain proficiency with all hammers (throwing hammers, warhammers, etc). Alternative – Mountain Dwarf – A player can choose to be a Hill Dwarf instead of the standard Mountain Dwarf. If they choose this option they lose their Dwarven Constitution and Dwarven Willpower features. They instead may move 2 squares less due to their Dwarven Stubbornness. And feature, but instead may add +2 to Strength instead of Wisdom. [CENTER]Descendant[/CENTER] Related to the heavenly hosts of the outer planes, these are the exact opposite of the Half-Demons (Terroth) that are related to the hosts of the Hells. They tend to radiate a sort of Holy Presence to those who see these rare individuals. Ability Scores = +2 Intelligence, +2 Wisdom Size – Medium Bonus - Infravision Speed – 6 (30 Feet) Languages – Common, Choice of two others Skill Bonuses = +2 (Knowledge) History, +2 Knowledge (Religion) Angelic Presence – You have a +1 to all defenses against attacks made by injured creatures. Angelic Will – You resists any necrotic or radiant damage equal to 5+1/2 your level Angelic Foresight - You can use the Angelic Foresight CAS. ____________________¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬__________________________________________________________ Angelic Foresight – You can use Angelic Foresight as an encounter CAS. Encounter CAS – No action – Personal Trigger – You make an attack, save, a skill or ability roll and think it is too low Effect – You can add 1d6 to the roll. ----------------------------------------------------------------------------------------------------------------------------------------------------- [CENTER]Elf[/CENTER] There are two types of Elves as shown below. A character can choose between the two. High Elf/Mage Elf – A Player choosing one of these must choose whether to be a Grey Elf or a High Elf. Ability Scores = +2 Dexterity, +2 Charisma (Mage Elf will add +2 Intelligence instead of Charisma) Size – Medium Bonus - Infravision Speed – 6 (30 Feet) Languages – Common, Elfin Skill Bonuses = +2 Spellcraft, +2 Knowledge (History) Elf Weapon Proficiency – Gain proficiency with longsword, longbow, and shortbow High Elf Lore – Gain one additional skill that you know Elf Willpower – Get +1 to Will saves, Get +5 to save against charms. High Elf Mystical Door – Can use Mystical Door Encounter CAS listed below. ____________________¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬__________________________________________________________ Mystical Door– You can use Mystical Door as an encounter CAS. Encounter CAS – Move Action – Personal Teleportation Effect – You disappear and reappear up to 5 squares away ---------------------------------------------------------------------------------------------------------------------- Forest Elf – These are the barbaric Elves that typically shun other races. Occasionally they may be exiled or an adventurous soul comes out of hiding to join the other races. Ability Scores = +2 Dexterity, + Wisdom Size – Medium Bonus - Infravision Speed – 6 (30 Feet) Languages – Common, Elfin Skill Bonuses = +2 Perception, +2 Knowledge (Nature) Elf Weapon Proficiency – Gain proficiency with longsword, longbow, and shortbow Elf Perception – You note various items you perceive to those around you. All friends within 5 squares of you gain a +1 to their perception checks Graceful in Nature – You ignore difficult terrain when you move through it Elf Combat – You can use this as an Encounter CAS. ____________________¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬__________________________________________________________ Elf Combat– You can use Elf Combat as an encounter CAS. Encounter CAS – Free Action – Personal Effect – You can roll twice when you attack. You can use either of the rolls to determine your attack roll. Alternative – You can play an even more barbaric and wild elf as a WILD ELF. If you choose this, you lose the ability of Elf Perception as you do not share easily with friends. You also do not get a +2 WIS and instead gain a +2 STR. ------------------------------------------------------------------------------------------------------------------------------------------------- [CENTER]Gnome[/CENTER] Ability Scores = +2 Intelligence, + 2 Charisma Size – Small Speed – 5 (25 Feet) Languages – Common, Elfin Skill Bonuses = +2 Spellcraft, +2 Stealth Quick Hiding – If you are in cover or concealed you can make a stealth check when you roll for initiative. Natural Illusionist – You get +5 to saving throws against Illusions Gnome Sneak – You gain the Gnome Sneak encounter power below Throw Sound – You gain the Throw Sound encounter power below. ____________________¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬__________________________________________________________ Throw Sound – Illusion Encounter CAS – Throw Sound – Standard Action – Range 10 Target – A free square or an item or object Effect = You cause a sound to occur from that object or the area which you cast it on. The sound can be anything from swords clashing together to something heavy being dragged across a wood floor. It can also be as quiet as a whisper if you so desire so that you can toss your voice as a whisper that only someone next to that square or object can hear what you are saying. ----------------------------------------------------------------------------------------------------------------------------------------- ____________________¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬__________________________________________________________ Gnome Sneak – You can become invisible Encounter CAS – Gnome Sneak – Reaction – Personal Trigger – You lose hitpoints or take damage Effect = You become invisible and stay invisible unless you attack someone or something. This lasts for one round. ---------------------------------------------------------------------------------------------------------------------------------------------------- [/QUOTE]
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