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<blockquote data-quote="kronos182" data-source="post: 8213944" data-attributes="member: 6668634"><p>A magic using NPC that makes use of mana and imbues his weapons with magical power.</p><p></p><p><strong><span style="font-size: 26px">Jonas The Red</span></strong></p><p></p><p>Jonas Tyler, known as Jonas the Red, is a freelance magic user available for higher, selling his skills to the highest bidder, anyone with the cash or items for trade, except he won't work for anyone dealing in slaves. Jonas is a fairly average looking person, standing about 5 foot 8 inches, short, slightly unkempt brown hair, brown eyes and usually a bit of scruff on his chin, usually wearing clothing of the local area he's operating in, although favours a trench coat or duster, depending on local fashion.</p><p>Jonas isn't know as Jonas The Red for wearing red clothing, but because he uses Red Mana to augment and power many of his spells, particularly fire and electricity type spells. He uses his average looks to keep enemies from targeting him first, being armed with usual mercenary equipment, small blades, pistols, very light armour for mobility, but once combat has started he will unleash potent spells and imbue his equipment with magical energies to devastate those who opposes him.</p><p>Outside of combat, he's a minor adrenaline junkie, enjoying races, free base rock climbing, and some free style fighting. He can be found in small underground fight clubs or mixed martial arts type competitions at least 3 times a month to make some extra cash.</p><p>His clothing, while usually of local style is usually what he can find in any popular stores, but the rest of his equipment is of high quality and well taken care of. He uses equipment that would be appropriate for the task at hand, but has a favoured Glock 17 of exceptional quality, made of a material that absorbs and enhances magic. He also carries a combat knife that the blade appears to be burned, but remains sharp and strong.</p><p>Jonas, if given time to prepare, will craft his own ammunition for missions, and will use his mana abilities to imbue the ammunition or his weapons with specific abilities before combat.</p><p></p><p><strong>Jonas Tyler, aka Jonas the Red (2 Fast Ord/ 2 Smart Ord/ 2 Mage)</strong></p><p>Type: Human</p><p>Size: Medium</p><p>CR: 7</p><p>Hit Points: 31 hp (2d8 plus 2d6 plus 2d6)</p><p>Mas: 10</p><p>Init: +3</p><p>Speed: 30 ft</p><p>Defense: 19 (23 with mage armour), 19 touch , 16 flat-footed (+6 Class, +3 Dex)</p><p>Base Attack Bonus: +3</p><p>Grapple: +3</p><p>FS/Reach: 5 ft / 5 ft</p><p>Attacks: +3 melee Knife (1d4* slashing), or +8 ranged Jonas Glock 17 (2d6* ball, 30 ft)</p><p>Special Attacks: Mana Attack, Mana Arrow</p><p>Special Qualities: Arcane Skills, Arcane Spells, Summon Familiar, Scribe Scroll, Mana Pool, Red Mana Generator, Mana Shield, Mana Heal</p><p>Allegiances:</p><p>Saves: Fort +0, Reflex +5, Will +6</p><p>Reputation: +3</p><p>Abilities: Str 10, Dex 16, Con 10, Int 13, Wis 12, Cha 10</p><p>Occupation: Athlete (Balance, Climb, Drive)</p><p>Skills: Balance +1, Climb +2, Computer Use +1, Concentration +7, Craft Chemical +8, Craft Mechanical +5, Decipher Script +7, Drive +7, Gather Information +4, Knowledge Arcane Lore +9, Knowledge Technology +4, Listen +5, Move Silently +7, Profession +1, Repair +3, Research +7, Search +5, Spellcraft +5, Spot +5, Survival +5, Treat Injury +3</p><p>Feats: Simple Weapon Proficiency, Archaic Weapons Proficiency, Personal Firearms Proficiency, Mana Manipulation, Mana Battery, Imbue Mana, Mana Mimicry</p><p>Possessions: Jonas The Red's Glock 17, Jonas's Knife, 3 magazines of regular ammunition, 1 magazine of silvered ammunition, 1 magazine of exploding ammunition, other weapons as necessary, personal items.</p><p></p><p><strong>Combat</strong></p><p>If Jonas has time to prepare before combat, he will imbue mana into his knife if expecting melee combat or his Glock 17, costing 11 mana for the knife dealing an extra 1d4 points of half magical energy/half fire and it appears to be on fire lasting for 10 rounds, or the Glock 17 costing 8 mana to imbue, dealing an extra 1d6 points of half magical energy/half fire, lasting 15 rounds. The bullets will be surrounded by flames. He will also active a mana shield costing 10 mana, which will absorb 20 points of damage for 2 minutes, and cast mage armour. If stealth is required, he won't active the mana shield until he's in combat, casting mage armour for additional protection before hand. He may also imbue his Glock with Daze (17 mana spent, lasts 10 rounds).</p><p>Once in combat, he will use his spells as necessary, then use mana to use the spells more times, costing 1 mana point each for each spell he uses an additional time. For heavily armoured targets he'll use Mana Arrow for its armour piercing capabilities.</p><p></p><p><strong>Spells</strong></p><p>Spell DC 11+ spell level</p><p>Level 0 - 4 per day, Level 1 - 3 per day. Spells known (typically prepared) Level 0: Daze x2, Resistance x2, Level 1: Mage Armour, Magic Missile, Burning Hands</p><p></p><p><strong>Mana Pool</strong></p><p>43 mana points, recovers 2 points/hour of rest</p><p></p><p><strong>Red Mana Generator</strong></p><p>Jonas The Red's mana pool can count as Red Mana, any abilities or spells powered by his mana that deal damage, affect speed, emotions, strength or reflexes has increased fixed numbers by 25%, variable numbers increased by 1 die, duration increased by 50%, and mana cost for these abilities is reduced by 25%.</p><p>When Jonas the Red imbues an object with mana energy, the bonus magical damage is fire damage, his abilities will appear as flames and deal half energy and half fire damage. For example, Jonas' basic mana attack is now 2d4+1 points of half magic energy and half fire with a range of 40 feet as a ranged touch attack, costs 1 mana.</p><p>Jonas can collect mana from nearby sources of red mana, which include large fires (1 mana point per 10 ft square area of fire per round), or if he suffers damage from fire or electricity attacks, gaining 1 mana point per 5 points of damage he suffers.</p><p></p><p><strong>Mana Attack</strong></p><p>As a ranged touch attack +6, for 1 mana, Jonas can fire a ball of mana energy dealing 2d4+1 points of half magic energy and half fire with a range of 40 feet. This ball of energy looks like a fist sized fire ball.</p><p></p><p><strong>Mana Arrow</strong></p><p>Jonas can fire a flaming mana arrow costing 3 mana points to deal 2d6+1 points of half magical energy/half fire damage, with a range of 70 feet, as a ranged touch attack roll +6, also ignores 2 points of hardness/DR and 1 point of Defense bonus from a non-magical source.</p><p>Special: An additional 2 points of mana, can create an additional mana arrow, up to a maximum of 5 (each costing additional 2 mana points), which can all target the same target, or a different target that is within 50 feet of the first one.</p><p>Or can spend 2 mana points to increase damage to 3d6 points, plus ignores up to 4 points of hardness/DR and 2 points of defense bonus from a non magical source.</p><p></p><p><strong>Mana Shield</strong></p><p>Jonas can create a flaming bubble shield around him for 5 mana points that can function for 1 minute, able to absorb 10 points of damage as a standard action.</p><p>Each additional point of mana used increases the amount of damage absorbed by 2, and each 5 points used (while increasing damage absorbed), increases duration for 1 minute.</p><p></p><p><strong>Mana Heal</strong></p><p>Jonas can spend 2 mana points to heal 1 hit point as a standard action. Typically he will spend 10 mana to heal 5 hit points at a time once he's at half hit point every other round.</p><p></p><p></p><p><span style="font-size: 22px"><strong>Jonas The Red's Modified Glock 17</strong></span></p><p>This Glock 17 is constructed of a material that absorbs and amplifies magic. Jonas channels his magic through his weapon, imbuing the bullets and the weapon with mana magical energy and various spells to enhance the weapon, this material makes that process even easier and magical enhancements last longer and damage can be increased.</p><p></p><p><strong>Jonas The Red's Glock 17 (PL5 Personal Firearms Proficiency)</strong></p><p>Damage: 2d6</p><p>Critical: 20x2</p><p>Damage Type: Ballistic</p><p>Range Increment: 30 ft</p><p>Rate of Fire: S</p><p>Size: Small</p><p>Weight: 3 lbs</p><p>Ammo: 17 box</p><p>Purchase DC: 24, Unique (+5)</p><p>Notes: Mastercraft +2, +2 to attack rolls. Spells, or magical abilities (including mana based abilities), cast on the weapon with a duration greater than instant are doubled. Abilities that are instant and deal damage have their damage increased by 1 die, or range increased by 25%. DCs from spells are increased by +2. Mana costs are reduced by 25% round down and can be done as a move equivalent action instead of a full round.</p><p>Magical ammunition that doesn't affect the weapon itself gain +10% range, DCs increased by +1.</p><p></p><p></p><p></p><p><strong>Mana Manipulation (General, Mana)</strong></p><p>Prerequisites: Intelligence 4+</p><p>Benefits: The user can use raw magical energy, or mana, for use in some basic magical abilities, or can use it to power their class magical powers. Alternatively, they can use their class magical abilities and convert them to mana.</p><p>A person has mana point pool that is equal to their Intelligence, and requires a minimum of 4 Intelligence, and is able to manipulate mana in a few basic ways. A character with a class with spell slots can use their mana to power their magic, using mana to equal the spell slot level to power a spell. For example, a level 3 spell requires three mana points to power, while a single mana point is required to power a level 1 or level 0 spell. A user can recover mana at a rate of 1 per hour of rest +1 per Wisdom Modifier (negative modifier does not reduce recover, just doesn't increase, functions as +0). The user can also use mana to provide the spell slots for when using metamagic feats, such as empower spell, etc.</p><p>Alternatively they can use a spell slot to create mana, with the spell slot level equaling mana points, thus a level 3 spell slot converts into 3 mana points.</p><p>The user can use this mana in several basic ways, attack, heal, or defense, improve natural ability.</p><p>For attack, the user can use mana to fire an energy ball from their palm, using 1 mana point to deal 1d4 points of energy (counts as magical) damage plus Int modifier (a negative Intelligence modifier doesn't lower damage, doesn't add any though), with a range of 30 feet plus 10 feet / Int modifier, as a ranged touch attack.</p><p>For healing, the user can use mana to recover hit points in a creature touched or themselves, using 2 mana points per 1 hit point recovered. Thus if they used 10 mana points, they can heal 5 hit points.</p><p>For defense, they can create a bubble shield around him/herself for 5 mana points that can function for 1 minute, able to absorb 10 points of damage. Each additional point of mana used increases the amount of damage absorbed by 2, and each 5 points used (while increasing damage absorbed), increases duration for 1 minute.</p><p>For Improve natural ability, the user can spend 5 mana points to improve 1 ability score by +2 for 3 rounds (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma), or improve one type of their movement by 20 feet for 3 rounds, or any one other racial extraordinary ability (such as darkvision, breathweapon, tremorsense, etc) by 25% for fixed numbers, or 1 extra die if variable number, or duration by 25%, rounding down, for 3 rounds</p><p></p><p>Red Mana</p><p>If a being uses Red mana to power an ability, spell, etc, if it affects emotions, speed and reflexes, strength or damage, increase fixed numbers by 25%, variable numbers by 1 die. Abilities with a duration longer than 1 round are increased by 50%, rounding down. Mana abilities that use Red mana that fall into these categories have their mana cost reduced by 25% rounding down.</p><p></p><p><strong>Mana Battery (General, Mana)</strong></p><p>You are able to store increased amounts of mana.</p><p>Prerequisites: Mana Manipulation</p><p>Benefits: You are able to store and generate larger amounts of mana. You can access a mana point pool of Intelligence x3. If the user also has classes capable of casting spells, gains +2/spell caster level. Also any spell slots converted to mana generate double mana points, thus converting a level 3 spell to mana generates 6 points of mana. Alternatively, converting mana into spell slots uses 50% less mana rounding up, thus to create a level 3 spell slot uses 2 mana. Level 1 and level 0 spell slots still uses 1 mana point.</p><p></p><p><strong>Imbue Mana (General, Mana)</strong></p><p>You can temporarily imbue items with mana to make them more powerful.</p><p>Prerequisite: Manipulate Mana, Mana Battery</p><p>Benefits: You can transfer some of your mana into an item to make it more powerful. As a full round action, can spend 15 mana points to make an item be considered magical. Weapons deal an additional die of damage, armour increase their bonus to Defense by 50% (rounding down), items that grant other bonuses have their bonus increased by 50% (rounding down). Lasts for 3 + 1d4 rounds.</p><p></p><p><strong>Mana Mimicry (General, Mana)</strong></p><p>With some time, you can mimic a spell or supernatural ability you study in action using mana.</p><p>Prerequisite: Manipulate Mana, Improved Mana Shield, Intelligence 12.</p><p>Benefits: After seeing a spell, supernatural ability, Chi or Ki ability in use at least 10 times within a month, you can use your mana to create a version similar to it. Must make an Intelligence check DC 10+1 per level of spell, Chi or Ki abilities, or DC 15 for any supernatural ability as a full round action. For spells and similar abilities, use spell level x 1.5 in mana points to recreate the spell, but at 75% range and duration, if the spell deals variable damage, deals 1 die less than the maximum level observed. Supernatural abilities, uses 5 +1d6 mana. For example, if you saw a fireball used at level 6 three times, level 4 seven times, you can mimic a level 6 but at 1 die lower.</p><p></p><p>Once a being has at least 2 Mana related feats, they can begin to use mana in other ways than the basic ways, creating new attacks, defenses and way of use. These are not feats, but are mana related abilities. One plus 1 per every 2 points of Intelligence modifier can be gained every level. One mana ability can be replaced for another one upon reaching a new level. Below are some example abilities.</p><p></p><p><strong>Mana Arrow</strong></p><p>Creates an arrow out of mana, with increased penetration and distance over the basic mana attack energy ball.</p><p>Prerequisite: Mana Manipulation, plus 1 other Mana related feat.</p><p>Benefit: You create an arrow out of magical energy that launches from your hand. Costing 3 mana points to deal 1d6 points of energy (counts as magical) damage plus Int modifier (a negative Intelligence modifier doesn't lower damage, doesn't add any though), with a range of 50 feet plus 20 feet / Int modifier point, as a ranged touch attack, also ignores 2 points of hardness/DR and 1 point of Defense bonus from a non-magical source.</p><p>Special: An additional 3 points of mana, can create an additional mana arrow, up to a maximum of 5 (each costing additional 3 mana points), which can all target the same target, or a different target that is within 50 feet of the first one.</p><p>Or can spend 4 mana points to increase damage to 2d6 points, plus ignores up to 4 points of hardness/DR and 2 points of defense bonus from a non magical source.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8213944, member: 6668634"] A magic using NPC that makes use of mana and imbues his weapons with magical power. [B][SIZE=7]Jonas The Red[/SIZE][/B] Jonas Tyler, known as Jonas the Red, is a freelance magic user available for higher, selling his skills to the highest bidder, anyone with the cash or items for trade, except he won't work for anyone dealing in slaves. Jonas is a fairly average looking person, standing about 5 foot 8 inches, short, slightly unkempt brown hair, brown eyes and usually a bit of scruff on his chin, usually wearing clothing of the local area he's operating in, although favours a trench coat or duster, depending on local fashion. Jonas isn't know as Jonas The Red for wearing red clothing, but because he uses Red Mana to augment and power many of his spells, particularly fire and electricity type spells. He uses his average looks to keep enemies from targeting him first, being armed with usual mercenary equipment, small blades, pistols, very light armour for mobility, but once combat has started he will unleash potent spells and imbue his equipment with magical energies to devastate those who opposes him. Outside of combat, he's a minor adrenaline junkie, enjoying races, free base rock climbing, and some free style fighting. He can be found in small underground fight clubs or mixed martial arts type competitions at least 3 times a month to make some extra cash. His clothing, while usually of local style is usually what he can find in any popular stores, but the rest of his equipment is of high quality and well taken care of. He uses equipment that would be appropriate for the task at hand, but has a favoured Glock 17 of exceptional quality, made of a material that absorbs and enhances magic. He also carries a combat knife that the blade appears to be burned, but remains sharp and strong. Jonas, if given time to prepare, will craft his own ammunition for missions, and will use his mana abilities to imbue the ammunition or his weapons with specific abilities before combat. [B]Jonas Tyler, aka Jonas the Red (2 Fast Ord/ 2 Smart Ord/ 2 Mage)[/B] Type: Human Size: Medium CR: 7 Hit Points: 31 hp (2d8 plus 2d6 plus 2d6) Mas: 10 Init: +3 Speed: 30 ft Defense: 19 (23 with mage armour), 19 touch , 16 flat-footed (+6 Class, +3 Dex) Base Attack Bonus: +3 Grapple: +3 FS/Reach: 5 ft / 5 ft Attacks: +3 melee Knife (1d4* slashing), or +8 ranged Jonas Glock 17 (2d6* ball, 30 ft) Special Attacks: Mana Attack, Mana Arrow Special Qualities: Arcane Skills, Arcane Spells, Summon Familiar, Scribe Scroll, Mana Pool, Red Mana Generator, Mana Shield, Mana Heal Allegiances: Saves: Fort +0, Reflex +5, Will +6 Reputation: +3 Abilities: Str 10, Dex 16, Con 10, Int 13, Wis 12, Cha 10 Occupation: Athlete (Balance, Climb, Drive) Skills: Balance +1, Climb +2, Computer Use +1, Concentration +7, Craft Chemical +8, Craft Mechanical +5, Decipher Script +7, Drive +7, Gather Information +4, Knowledge Arcane Lore +9, Knowledge Technology +4, Listen +5, Move Silently +7, Profession +1, Repair +3, Research +7, Search +5, Spellcraft +5, Spot +5, Survival +5, Treat Injury +3 Feats: Simple Weapon Proficiency, Archaic Weapons Proficiency, Personal Firearms Proficiency, Mana Manipulation, Mana Battery, Imbue Mana, Mana Mimicry Possessions: Jonas The Red's Glock 17, Jonas's Knife, 3 magazines of regular ammunition, 1 magazine of silvered ammunition, 1 magazine of exploding ammunition, other weapons as necessary, personal items. [B]Combat[/B] If Jonas has time to prepare before combat, he will imbue mana into his knife if expecting melee combat or his Glock 17, costing 11 mana for the knife dealing an extra 1d4 points of half magical energy/half fire and it appears to be on fire lasting for 10 rounds, or the Glock 17 costing 8 mana to imbue, dealing an extra 1d6 points of half magical energy/half fire, lasting 15 rounds. The bullets will be surrounded by flames. He will also active a mana shield costing 10 mana, which will absorb 20 points of damage for 2 minutes, and cast mage armour. If stealth is required, he won't active the mana shield until he's in combat, casting mage armour for additional protection before hand. He may also imbue his Glock with Daze (17 mana spent, lasts 10 rounds). Once in combat, he will use his spells as necessary, then use mana to use the spells more times, costing 1 mana point each for each spell he uses an additional time. For heavily armoured targets he'll use Mana Arrow for its armour piercing capabilities. [B]Spells[/B] Spell DC 11+ spell level Level 0 - 4 per day, Level 1 - 3 per day. Spells known (typically prepared) Level 0: Daze x2, Resistance x2, Level 1: Mage Armour, Magic Missile, Burning Hands [B]Mana Pool[/B] 43 mana points, recovers 2 points/hour of rest [B]Red Mana Generator[/B] Jonas The Red's mana pool can count as Red Mana, any abilities or spells powered by his mana that deal damage, affect speed, emotions, strength or reflexes has increased fixed numbers by 25%, variable numbers increased by 1 die, duration increased by 50%, and mana cost for these abilities is reduced by 25%. When Jonas the Red imbues an object with mana energy, the bonus magical damage is fire damage, his abilities will appear as flames and deal half energy and half fire damage. For example, Jonas' basic mana attack is now 2d4+1 points of half magic energy and half fire with a range of 40 feet as a ranged touch attack, costs 1 mana. Jonas can collect mana from nearby sources of red mana, which include large fires (1 mana point per 10 ft square area of fire per round), or if he suffers damage from fire or electricity attacks, gaining 1 mana point per 5 points of damage he suffers. [B]Mana Attack[/B] As a ranged touch attack +6, for 1 mana, Jonas can fire a ball of mana energy dealing 2d4+1 points of half magic energy and half fire with a range of 40 feet. This ball of energy looks like a fist sized fire ball. [B]Mana Arrow[/B] Jonas can fire a flaming mana arrow costing 3 mana points to deal 2d6+1 points of half magical energy/half fire damage, with a range of 70 feet, as a ranged touch attack roll +6, also ignores 2 points of hardness/DR and 1 point of Defense bonus from a non-magical source. Special: An additional 2 points of mana, can create an additional mana arrow, up to a maximum of 5 (each costing additional 2 mana points), which can all target the same target, or a different target that is within 50 feet of the first one. Or can spend 2 mana points to increase damage to 3d6 points, plus ignores up to 4 points of hardness/DR and 2 points of defense bonus from a non magical source. [B]Mana Shield[/B] Jonas can create a flaming bubble shield around him for 5 mana points that can function for 1 minute, able to absorb 10 points of damage as a standard action. Each additional point of mana used increases the amount of damage absorbed by 2, and each 5 points used (while increasing damage absorbed), increases duration for 1 minute. [B]Mana Heal[/B] Jonas can spend 2 mana points to heal 1 hit point as a standard action. Typically he will spend 10 mana to heal 5 hit points at a time once he's at half hit point every other round. [SIZE=6][B]Jonas The Red's Modified Glock 17[/B][/SIZE] This Glock 17 is constructed of a material that absorbs and amplifies magic. Jonas channels his magic through his weapon, imbuing the bullets and the weapon with mana magical energy and various spells to enhance the weapon, this material makes that process even easier and magical enhancements last longer and damage can be increased. [B]Jonas The Red's Glock 17 (PL5 Personal Firearms Proficiency)[/B] Damage: 2d6 Critical: 20x2 Damage Type: Ballistic Range Increment: 30 ft Rate of Fire: S Size: Small Weight: 3 lbs Ammo: 17 box Purchase DC: 24, Unique (+5) Notes: Mastercraft +2, +2 to attack rolls. Spells, or magical abilities (including mana based abilities), cast on the weapon with a duration greater than instant are doubled. Abilities that are instant and deal damage have their damage increased by 1 die, or range increased by 25%. DCs from spells are increased by +2. Mana costs are reduced by 25% round down and can be done as a move equivalent action instead of a full round. Magical ammunition that doesn't affect the weapon itself gain +10% range, DCs increased by +1. [B]Mana Manipulation (General, Mana)[/B] Prerequisites: Intelligence 4+ Benefits: The user can use raw magical energy, or mana, for use in some basic magical abilities, or can use it to power their class magical powers. Alternatively, they can use their class magical abilities and convert them to mana. A person has mana point pool that is equal to their Intelligence, and requires a minimum of 4 Intelligence, and is able to manipulate mana in a few basic ways. A character with a class with spell slots can use their mana to power their magic, using mana to equal the spell slot level to power a spell. For example, a level 3 spell requires three mana points to power, while a single mana point is required to power a level 1 or level 0 spell. A user can recover mana at a rate of 1 per hour of rest +1 per Wisdom Modifier (negative modifier does not reduce recover, just doesn't increase, functions as +0). The user can also use mana to provide the spell slots for when using metamagic feats, such as empower spell, etc. Alternatively they can use a spell slot to create mana, with the spell slot level equaling mana points, thus a level 3 spell slot converts into 3 mana points. The user can use this mana in several basic ways, attack, heal, or defense, improve natural ability. For attack, the user can use mana to fire an energy ball from their palm, using 1 mana point to deal 1d4 points of energy (counts as magical) damage plus Int modifier (a negative Intelligence modifier doesn't lower damage, doesn't add any though), with a range of 30 feet plus 10 feet / Int modifier, as a ranged touch attack. For healing, the user can use mana to recover hit points in a creature touched or themselves, using 2 mana points per 1 hit point recovered. Thus if they used 10 mana points, they can heal 5 hit points. For defense, they can create a bubble shield around him/herself for 5 mana points that can function for 1 minute, able to absorb 10 points of damage. Each additional point of mana used increases the amount of damage absorbed by 2, and each 5 points used (while increasing damage absorbed), increases duration for 1 minute. For Improve natural ability, the user can spend 5 mana points to improve 1 ability score by +2 for 3 rounds (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma), or improve one type of their movement by 20 feet for 3 rounds, or any one other racial extraordinary ability (such as darkvision, breathweapon, tremorsense, etc) by 25% for fixed numbers, or 1 extra die if variable number, or duration by 25%, rounding down, for 3 rounds Red Mana If a being uses Red mana to power an ability, spell, etc, if it affects emotions, speed and reflexes, strength or damage, increase fixed numbers by 25%, variable numbers by 1 die. Abilities with a duration longer than 1 round are increased by 50%, rounding down. Mana abilities that use Red mana that fall into these categories have their mana cost reduced by 25% rounding down. [B]Mana Battery (General, Mana)[/B] You are able to store increased amounts of mana. Prerequisites: Mana Manipulation Benefits: You are able to store and generate larger amounts of mana. You can access a mana point pool of Intelligence x3. If the user also has classes capable of casting spells, gains +2/spell caster level. Also any spell slots converted to mana generate double mana points, thus converting a level 3 spell to mana generates 6 points of mana. Alternatively, converting mana into spell slots uses 50% less mana rounding up, thus to create a level 3 spell slot uses 2 mana. Level 1 and level 0 spell slots still uses 1 mana point. [B]Imbue Mana (General, Mana)[/B] You can temporarily imbue items with mana to make them more powerful. Prerequisite: Manipulate Mana, Mana Battery Benefits: You can transfer some of your mana into an item to make it more powerful. As a full round action, can spend 15 mana points to make an item be considered magical. Weapons deal an additional die of damage, armour increase their bonus to Defense by 50% (rounding down), items that grant other bonuses have their bonus increased by 50% (rounding down). Lasts for 3 + 1d4 rounds. [B]Mana Mimicry (General, Mana)[/B] With some time, you can mimic a spell or supernatural ability you study in action using mana. Prerequisite: Manipulate Mana, Improved Mana Shield, Intelligence 12. Benefits: After seeing a spell, supernatural ability, Chi or Ki ability in use at least 10 times within a month, you can use your mana to create a version similar to it. Must make an Intelligence check DC 10+1 per level of spell, Chi or Ki abilities, or DC 15 for any supernatural ability as a full round action. For spells and similar abilities, use spell level x 1.5 in mana points to recreate the spell, but at 75% range and duration, if the spell deals variable damage, deals 1 die less than the maximum level observed. Supernatural abilities, uses 5 +1d6 mana. For example, if you saw a fireball used at level 6 three times, level 4 seven times, you can mimic a level 6 but at 1 die lower. Once a being has at least 2 Mana related feats, they can begin to use mana in other ways than the basic ways, creating new attacks, defenses and way of use. These are not feats, but are mana related abilities. One plus 1 per every 2 points of Intelligence modifier can be gained every level. One mana ability can be replaced for another one upon reaching a new level. Below are some example abilities. [B]Mana Arrow[/B] Creates an arrow out of mana, with increased penetration and distance over the basic mana attack energy ball. Prerequisite: Mana Manipulation, plus 1 other Mana related feat. Benefit: You create an arrow out of magical energy that launches from your hand. Costing 3 mana points to deal 1d6 points of energy (counts as magical) damage plus Int modifier (a negative Intelligence modifier doesn't lower damage, doesn't add any though), with a range of 50 feet plus 20 feet / Int modifier point, as a ranged touch attack, also ignores 2 points of hardness/DR and 1 point of Defense bonus from a non-magical source. Special: An additional 3 points of mana, can create an additional mana arrow, up to a maximum of 5 (each costing additional 3 mana points), which can all target the same target, or a different target that is within 50 feet of the first one. Or can spend 4 mana points to increase damage to 2d6 points, plus ignores up to 4 points of hardness/DR and 2 points of defense bonus from a non magical source. [/QUOTE]
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