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<blockquote data-quote="RangerWickett" data-source="post: 5747188" data-attributes="member: 63"><p>Some of my ideas:</p><p></p><p> <strong><strong><span style="font-family: 'Times New Roman'"><span style="font-size: 15px">[FONT=&quot]Docker</span></span>[/FONT]</strong></strong></p><p></p><p> <strong><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><strong>Level 5. Riot!</strong></span></span></strong> The first time you or any of your allies becomes bloodied by an attack during an encounter, you and your allies gain a +1 bonus to attack rolls against the creature that made that attack until the end of its next turn.</p><p> </p><p> <strong><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><strong>Level 10. The People in the Streets.</strong></span></span></strong> Whenever you roll a 1 to 7 on a Bluff or Streetwise check, treat it as an 8.</p><p> </p><p> </p><p> <strong><strong><span style="font-family: 'Times New Roman'"><span style="font-size: 15px">[FONT=&quot]Eschatologist</span></span>[/FONT]</strong></strong></p><p></p><p> <strong><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><strong>Level</strong></span></span></strong><strong><strong> 5. It Will All Turn to Dust.</strong></strong> When you use your <em><em>Icy Ends of the Earth</em></em> power, creatures can move as if they had phasing through man-made objects and structures within the zone that are less than a thousand years old.</p><p> </p><p> <strong><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><strong>Level 10. Details of Our Endings.</strong></span></span></strong> Whenever you roll a 1 to 7 on a Heal or History check, treat it as an 8.</p><p> </p><p> </p><p> <strong><strong><span style="font-family: 'Times New Roman'"><span style="font-size: 15px">[FONT=&quot]Gunsmith</span></span>[/FONT]</strong></strong></p><p></p><p> <strong><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><strong>Level </strong></span></span></strong><strong><strong>5. Tinker.</strong></strong> You can declare a single weapon as your primary weapon. Each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.</p><p> </p><p> <span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Additionally, you have custom-built a firearm modification, which you can attach to a single musket or carbine, or to a pair of pistols. You only have one instance of this modification, and cannot mass-produce it. Choose one of the following attachments:</span></span></p><p> </p><p> <span style="font-family: 'Symbol'"><span style="font-size: 12px"><span style="font-family: 'Symbol'">·<span style="font-family: 'Times New Roman'"><span style="font-size: 9px"> </span></span></span></span></span><strong><strong>Alchemical Launcher.</strong></strong> You can load one alchemical item into this underslung launcher at a time, as a standard action. You can use the item as if it were in your hand. If the item normally requires an attack roll, it uses your gun’s attack bonus. If normally you’d make a ranged attack, it instead uses your gun’s range. If it normally makes an area attack, it uses your gun’s short range and its normal area.</p><p> <span style="font-family: 'Symbol'"><span style="font-size: 12px"><span style="font-family: 'Symbol'">·<span style="font-family: 'Times New Roman'"><span style="font-size: 9px"> </span></span></span></span></span><strong><strong>Ammunition Clip.</strong></strong> Either a revolver cylinder or a traditional clip, this lets you fire six shots before you need to reload.</p><p> <span style="font-family: 'Symbol'"><span style="font-size: 12px"><span style="font-family: 'Symbol'">·<span style="font-family: 'Times New Roman'"><span style="font-size: 9px"> </span></span></span></span></span><strong><strong>Cover-Piercing Bullets.</strong></strong> You’ve modified your barrel to fire heavier rounds. If you attack a target with cover and miss by 2 or less (5 or less if the target has superior cover), you deal half damage. You can also attack a creature with total cover; you take a -5 penalty to your attack roll, and if you hit you deal half damage. This usually only works through less than a foot of wood or dirt, a few inches of stone, or a half-inch of metal.</p><p> <span style="font-family: 'Symbol'"><span style="font-size: 12px"><span style="font-family: 'Symbol'">·<span style="font-family: 'Times New Roman'"><span style="font-size: 9px"> </span></span></span></span></span><strong><strong>Silencer.</strong></strong> Your shots are very quiet. If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.</p><p> <span style="font-family: 'Symbol'"><span style="font-size: 12px"><span style="font-family: 'Symbol'">·<span style="font-family: 'Times New Roman'"><span style="font-size: 9px"> </span></span></span></span></span><strong><strong>Sniper Scope.</strong></strong> You can spend a move action to aim down this sight. If you do, quadruple your range on the first attack you make this turn. Until the start of your next turn, you are considered blind except against creatures in a direct line from you to your target.</p><p> </p><p> <strong><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><strong>Level 10. Bling.</strong></span></span></strong> You develop a second attachment for you’re a single musket or carbine (or pair of pistols). You also develop one attachment for a secondary musket or carbine (or pair of pistols).</p><p> </p><p> </p><p> <strong><strong><span style="font-family: 'Times New Roman'"><span style="font-size: 15px">[FONT=&quot]Martial Scientist</span></span>[/FONT]</strong></strong></p><p></p><p>No idea. </p><p> </p><p> <strong><strong><span style="font-family: 'Times New Roman'"><span style="font-size: 15px">[FONT=&quot]Skyseer</span></span>[/FONT]</strong></strong></p><p></p><p> <strong><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><strong>Level 5. Follow Yonder Star.</strong></span></span></strong> When you spend an action point, your enemies miss with their opportunity attacks until the end of your next turn.</p><p> </p><p> <strong><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><strong>Level 10. Heirophant’s Wisdom.</strong></span></span></strong> Whenever you roll a 1 to 7 on a Nature or Religion check, treat it as an 8.</p><p> </p><p> </p><p> <strong><strong><span style="font-family: 'Times New Roman'"><span style="font-size: 15px">[FONT=&quot]Spirit Medium</span></span>[/FONT]</strong></strong></p><p></p><p>No idea. </p><p> <strong><strong><span style="font-family: 'Times New Roman'"><span style="font-size: 15px">[FONT=&quot]Technologist</span></span>[/FONT]</strong></strong></p><p></p><p> <strong><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><strong>Level 5. The Pet it Always Should Have Been.</strong></span></span></strong> Your contraption follows the rules of an animal companion, with your defenses, speed 6, Strength 4, and hit points equal to half your bloodied value. Instead of having its own attacks, it uses your chosen at-will power. If you have the Fantastic Contraption feat, you gain a bonus feat.</p><p> </p><p> <strong><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><strong>Level 10. Second Self.</strong></span></span></strong> You can use any at-will or encounter power you know through your contraption, and can use a different one each round.</p><p> </p><p> </p><p> <strong><strong><span style="font-family: 'Times New Roman'"><span style="font-size: 15px">[FONT=&quot]Vekeshi Mystic</span></span>[/FONT]</strong></strong></p><p></p><p> <strong><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><strong>Level 5. Judging Gaze of the Goddess.</strong></span></span></strong> If a creature lies or attempts to deceive you and you succeed your Insight check (or Passive Insight), you may have the creature take 5 fire and radiant damage. This increases to 10 damage at 11th level, and 15 damage at 21st level.</p><p> </p><p> <strong><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><strong>Level 10. Relentless Terror.</strong></span></span></strong> Whenever you roll a 1 to 7 on an Endurance or Intimidate check, treat it as an 8.</p><p> </p><p> </p><p> <strong><strong><span style="font-family: 'Times New Roman'"><span style="font-size: 15px">[FONT=&quot]Yerasol Veteran</span></span>[/FONT]</strong></strong></p><p></p><p>No idea.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5747188, member: 63"] Some of my ideas: [B][B][FONT=Times New Roman][SIZE=4][FONT="]Docker[/SIZE][/FONT][SIZE=4][/SIZE][/FONT][/B][/B] [B][FONT=Times New Roman][SIZE=3][B]Level 5. Riot![/B][/SIZE][/FONT][/B] The first time you or any of your allies becomes bloodied by an attack during an encounter, you and your allies gain a +1 bonus to attack rolls against the creature that made that attack until the end of its next turn. [FONT=Times New Roman][SIZE=3] [/SIZE][/FONT] [B][FONT=Times New Roman][SIZE=3][B]Level 10. The People in the Streets.[/B][/SIZE][/FONT][/B] Whenever you roll a 1 to 7 on a Bluff or Streetwise check, treat it as an 8. [FONT=Times New Roman][SIZE=3] [/SIZE][/FONT] [FONT=Times New Roman][SIZE=3] [/SIZE][/FONT] [B][B][FONT=Times New Roman][SIZE=4][FONT="]Eschatologist[/SIZE][/FONT][SIZE=4][/SIZE][/FONT][/B][/B] [B][FONT=Times New Roman][SIZE=3][B]Level[/B][/SIZE][/FONT][/B][B][B] 5. It Will All Turn to Dust.[/B][/B] When you use your [I][I]Icy Ends of the Earth[/I][/I] power, creatures can move as if they had phasing through man-made objects and structures within the zone that are less than a thousand years old. [FONT=Times New Roman][SIZE=3] [/SIZE][/FONT] [B][FONT=Times New Roman][SIZE=3][B]Level 10. Details of Our Endings.[/B][/SIZE][/FONT][/B] Whenever you roll a 1 to 7 on a Heal or History check, treat it as an 8. [B][FONT=Times New Roman][SIZE=3][B] [/B][/SIZE][/FONT][/B] [FONT=Times New Roman][SIZE=3] [/SIZE][/FONT] [B][B][FONT=Times New Roman][SIZE=4][FONT="]Gunsmith[/SIZE][/FONT][SIZE=4][/SIZE][/FONT][/B][/B] [B][FONT=Times New Roman][SIZE=3][B]Level [/B][/SIZE][/FONT][/B][B][B]5. Tinker.[/B][/B] You can declare a single weapon as your primary weapon. Each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage. [FONT=Times New Roman][SIZE=3] [/SIZE][/FONT] [FONT=Times New Roman][SIZE=3]Additionally, you have custom-built a firearm modification, which you can attach to a single musket or carbine, or to a pair of pistols. You only have one instance of this modification, and cannot mass-produce it. Choose one of the following attachments:[/SIZE][/FONT] [FONT=Times New Roman][SIZE=3] [/SIZE][/FONT] [FONT=Symbol][SIZE=3][FONT=Symbol]·[FONT=Times New Roman][SIZE=1] [/SIZE][/FONT][/FONT][/SIZE][/FONT][B][B]Alchemical Launcher.[/B][/B] You can load one alchemical item into this underslung launcher at a time, as a standard action. You can use the item as if it were in your hand. If the item normally requires an attack roll, it uses your gun’s attack bonus. If normally you’d make a ranged attack, it instead uses your gun’s range. If it normally makes an area attack, it uses your gun’s short range and its normal area. [FONT=Symbol][SIZE=3][FONT=Symbol]·[FONT=Times New Roman][SIZE=1] [/SIZE][/FONT][/FONT][/SIZE][/FONT][B][B]Ammunition Clip.[/B][/B] Either a revolver cylinder or a traditional clip, this lets you fire six shots before you need to reload. [FONT=Symbol][SIZE=3][FONT=Symbol]·[FONT=Times New Roman][SIZE=1] [/SIZE][/FONT][/FONT][/SIZE][/FONT][B][B]Cover-Piercing Bullets.[/B][/B] You’ve modified your barrel to fire heavier rounds. If you attack a target with cover and miss by 2 or less (5 or less if the target has superior cover), you deal half damage. You can also attack a creature with total cover; you take a -5 penalty to your attack roll, and if you hit you deal half damage. This usually only works through less than a foot of wood or dirt, a few inches of stone, or a half-inch of metal. [FONT=Symbol][SIZE=3][FONT=Symbol]·[FONT=Times New Roman][SIZE=1] [/SIZE][/FONT][/FONT][/SIZE][/FONT][B][B]Silencer.[/B][/B] Your shots are very quiet. If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from. [FONT=Symbol][SIZE=3][FONT=Symbol]·[FONT=Times New Roman][SIZE=1] [/SIZE][/FONT][/FONT][/SIZE][/FONT][B][B]Sniper Scope.[/B][/B] You can spend a move action to aim down this sight. If you do, quadruple your range on the first attack you make this turn. Until the start of your next turn, you are considered blind except against creatures in a direct line from you to your target. [FONT=Times New Roman][SIZE=3] [/SIZE][/FONT] [B][FONT=Times New Roman][SIZE=3][B]Level 10. Bling.[/B][/SIZE][/FONT][/B] You develop a second attachment for you’re a single musket or carbine (or pair of pistols). You also develop one attachment for a secondary musket or carbine (or pair of pistols). [B][FONT=Times New Roman][SIZE=3][B] [/B][/SIZE][/FONT][/B] [FONT=Times New Roman][SIZE=3] [/SIZE][/FONT] [B][B][FONT=Times New Roman][SIZE=4][FONT="]Martial Scientist[/SIZE][/FONT][SIZE=4][/SIZE][/FONT][/B][/B] No idea.[B][FONT=Times New Roman][SIZE=3][B][/B][/SIZE][/FONT][/B][FONT=Times New Roman][SIZE=3] [/SIZE][/FONT] [B][FONT=Times New Roman][SIZE=3][B] [/B][/SIZE][/FONT][/B] [B][B][FONT=Times New Roman][SIZE=4][FONT="]Skyseer[/SIZE][/FONT][SIZE=4][/SIZE][/FONT][/B][/B] [B][FONT=Times New Roman][SIZE=3][B]Level 5. Follow Yonder Star.[/B][/SIZE][/FONT][/B] When you spend an action point, your enemies miss with their opportunity attacks until the end of your next turn. [FONT=Times New Roman][SIZE=3] [/SIZE][/FONT] [B][FONT=Times New Roman][SIZE=3][B]Level 10. Heirophant’s Wisdom.[/B][/SIZE][/FONT][/B] Whenever you roll a 1 to 7 on a Nature or Religion check, treat it as an 8. [B][FONT=Times New Roman][SIZE=3][B] [/B][/SIZE][/FONT][/B] [FONT=Times New Roman][SIZE=3] [/SIZE][/FONT] [B][B][FONT=Times New Roman][SIZE=4][FONT="]Spirit Medium[/SIZE][/FONT][SIZE=4][/SIZE][/FONT][/B][/B] No idea.[B][FONT=Times New Roman][SIZE=3][B] [/B][/SIZE][/FONT][/B] [FONT=Times New Roman][SIZE=3] [/SIZE][/FONT] [B][B][FONT=Times New Roman][SIZE=4][FONT="]Technologist[/SIZE][/FONT][SIZE=4][/SIZE][/FONT][/B][/B] [B][FONT=Times New Roman][SIZE=3][B]Level 5. The Pet it Always Should Have Been.[/B][/SIZE][/FONT][/B] Your contraption follows the rules of an animal companion, with your defenses, speed 6, Strength 4, and hit points equal to half your bloodied value. Instead of having its own attacks, it uses your chosen at-will power. If you have the Fantastic Contraption feat, you gain a bonus feat. [FONT=Times New Roman][SIZE=3] [/SIZE][/FONT] [B][FONT=Times New Roman][SIZE=3][B]Level 10. Second Self.[/B][/SIZE][/FONT][/B] You can use any at-will or encounter power you know through your contraption, and can use a different one each round. [B][FONT=Times New Roman][SIZE=3][B] [/B][/SIZE][/FONT][/B] [FONT=Times New Roman][SIZE=3] [/SIZE][/FONT] [B][B][FONT=Times New Roman][SIZE=4][FONT="]Vekeshi Mystic[/SIZE][/FONT][SIZE=4][/SIZE][/FONT][/B][/B] [B][FONT=Times New Roman][SIZE=3][B]Level 5. Judging Gaze of the Goddess.[/B][/SIZE][/FONT][/B] If a creature lies or attempts to deceive you and you succeed your Insight check (or Passive Insight), you may have the creature take 5 fire and radiant damage. This increases to 10 damage at 11th level, and 15 damage at 21st level. [B][FONT=Times New Roman][SIZE=3][B] [/B][/SIZE][/FONT][/B] [B][FONT=Times New Roman][SIZE=3][B]Level 10. Relentless Terror.[/B][/SIZE][/FONT][/B] Whenever you roll a 1 to 7 on an Endurance or Intimidate check, treat it as an 8. [B][FONT=Times New Roman][SIZE=3][B] [/B][/SIZE][/FONT][/B] [FONT=Times New Roman][SIZE=3] [/SIZE][/FONT] [B][B][FONT=Times New Roman][SIZE=4][FONT="]Yerasol Veteran[/SIZE][/FONT][SIZE=4][/SIZE][/FONT][/B][/B] No idea. [/QUOTE]
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