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<blockquote data-quote="kronos182" data-source="post: 8819368" data-attributes="member: 6668634"><p>A few evolved versions of a few races when affected by an Evomatrix.</p><p></p><p>Evolved Races</p><p></p><p><strong><span style="font-size: 18px">Evolved 'Main' Elf</span></strong></p><p>Through hardship and death, being hunted down, evolved 'Main' elves have survived and evolved. These elves are not quite as physically weak as their ancestors, with their resistance to magic is greater, they can see in the dark, their senses are improved.</p><p>Make following changes to Main Elf:</p><p>Ability Score Modifiers: +2 Con</p><p>Speed: +5 feet</p><p>Immunities: additional +2 racial saving throw bonus against enchantment spells or effects. +1 racial bonus to saving throw bonus against all other magical spells and effects.</p><p>Darkvision: Evolved elves can see 30 ft in complete darkness. In low-light conditions can see four times greater than humans.</p><p>Racial Skills: an additional +1 racial bonus to Listen, Search and Spot checks. Elves that pass within 10 feet of a secret or concealed door is entitled to a Search check to notice as if they wre actively locking for it.</p><p>ECL: +1</p><p></p><p><strong><span style="font-size: 18px">Evolved 'Magical' Elves</span></strong></p><p>Evolved Magical elves have evolved to be more powerful, but they are even more technophobic, believing technology to be the cause of all of life's problems. They are able to innately cast a few more additional spells.</p><p>Make the following changes to Magical Elf:</p><p>Ability Score Modifiers: +2 to spell casting ability (Dex, Int or Cha).</p><p>Magecraft: Their magical powers are more powerful than their ancestors, gaining an additional +1 to Difficulty Class (DC) for a total of +2 to resist any spells they cast. These elves can manifest a total of 2 Level 0 spells from any spellcaster list per day. In addition, they can cast one Level 1 spell they know from one of their spell casting classes an additional time per day without using a spell slot, but must be taken at the time they select the spell.</p><p>Spell Resistance: Magical elves gain spell resistance 10 + Con modifier, minimum of 10.</p><p>Technophobic: Besides the -4 species penalty to skills that require an understanding of technological items, when attacking a technological advanced item (PL 4 or higher), their attacks ignore 2 points of hardness or DR, 3 points if using a spell or magical item.</p><p>ECL: +1</p><p></p><p><strong><span style="font-size: 18px">Evolved Orc/Half-Orc</span></strong></p><p>Orcs survive through the strongest of the fittest, becoming stronger, more resilient, their tusks grow to the point they can be used to attack with.</p><p>Make the following changes to Orcs/Half-Orcs:</p><p>Ability Modifiers: +2 Str, +2 Con, -2 Cha</p><p>Size: Medium but are larger, count as being Large size when it is beneficial to do so, such as during a grapple check.</p><p>Darkvision: can see 90 feet in complete darkness, but is black-and-white only.</p><p>Natural Defense: Evolved Orcs/Half-Orcs skin becomes denser, granting +2 natural Defense.</p><p>Gore: the Orc/Half-Orc's tusks grow to the point they can deal significant damage in melee attack. Gains a Gore attack that deals 1d6 points of piercing damage, plus half strength modifier. Can be used even while grappled as long as the Orc/Half-orc is not muzzled or gagged.</p><p>ECL: +1</p><p></p><p><strong><span style="font-size: 18px">Evolved Vulcans</span></strong></p><p>Evolved Vulcans seem as if they take a step backwards evolutionary wise, in that they are not as reserved as their modern ancestors, but they have increased psionic abilities, improved strength and resilience.</p><p>Make following changes to Vulcans:</p><p>Ability Modifiers: +2 Strength, +2 Con</p><p>Speed: +5 ft</p><p>Racial Skills: additional +2 to Listen checks due to enhanced hearing.</p><p>Psionic Abilities: Evolved Vulcans who don't take any psionic classes gain an additional +5 power points in addition to the base of 4+ Int modifier power points. Evolved Vulcans that take psionic classes gain a bonus additional 10 power points. All evolved vulcans gain one of the following powers and can use it 1 time per day without use of power points: Burst, Daze, Distract, Far Punch, Finger of Fire.</p><p>ECL: +2</p><p></p><p><strong><span style="font-size: 18px">Evolved Klingon</span></strong></p><p>Evolved Klingons take the thought Strength Equals Power to heart, making them stronger and tougher.</p><p>Make the following changes to Klingon:</p><p>Ability Modifiers: Additional +2 Strength, +2 Constitution, -1 Intelligence.</p><p>Racial Skills: Additional +1 Listen, +1 Spot and +1 Survival skills.</p><p>Size: While still medium sized creatures, evolved Klingons are larger, and are considered Large size when it is beneficial for them, such as during grappling.</p><p>Redundant Organs Upgrade: Evolved Klingons now have 75% chance change any critical hit to be considered a regular hit. When reduced to 0 hit points, the Klingon is not considered dying, and able to act normally until dead at -20 hit points. Taking actions while below 0 hit points does not cause additional hit point damage, unless suffering from effects such as from the wounding magical ability from weapons, or similar effects that continue to do damage over time.</p><p>Puncture Resistance: Evolved Klingons stop bleeding quickly as their bodies produce platelets that clots blood at wounds quickly. Gain Resistances 1 to Slashing, Piercing and Ballistic damage. Abilities that cause continuous damage by blood loss, such as Wounding, are only effective for 1 round, unless ability specifies a duration, then duration is half before stopping, without treatment.</p><p>ECL: +2</p></blockquote><p></p>
[QUOTE="kronos182, post: 8819368, member: 6668634"] A few evolved versions of a few races when affected by an Evomatrix. Evolved Races [B][SIZE=5]Evolved 'Main' Elf[/SIZE][/B] Through hardship and death, being hunted down, evolved 'Main' elves have survived and evolved. These elves are not quite as physically weak as their ancestors, with their resistance to magic is greater, they can see in the dark, their senses are improved. Make following changes to Main Elf: Ability Score Modifiers: +2 Con Speed: +5 feet Immunities: additional +2 racial saving throw bonus against enchantment spells or effects. +1 racial bonus to saving throw bonus against all other magical spells and effects. Darkvision: Evolved elves can see 30 ft in complete darkness. In low-light conditions can see four times greater than humans. Racial Skills: an additional +1 racial bonus to Listen, Search and Spot checks. Elves that pass within 10 feet of a secret or concealed door is entitled to a Search check to notice as if they wre actively locking for it. ECL: +1 [B][SIZE=5]Evolved 'Magical' Elves[/SIZE][/B] Evolved Magical elves have evolved to be more powerful, but they are even more technophobic, believing technology to be the cause of all of life's problems. They are able to innately cast a few more additional spells. Make the following changes to Magical Elf: Ability Score Modifiers: +2 to spell casting ability (Dex, Int or Cha). Magecraft: Their magical powers are more powerful than their ancestors, gaining an additional +1 to Difficulty Class (DC) for a total of +2 to resist any spells they cast. These elves can manifest a total of 2 Level 0 spells from any spellcaster list per day. In addition, they can cast one Level 1 spell they know from one of their spell casting classes an additional time per day without using a spell slot, but must be taken at the time they select the spell. Spell Resistance: Magical elves gain spell resistance 10 + Con modifier, minimum of 10. Technophobic: Besides the -4 species penalty to skills that require an understanding of technological items, when attacking a technological advanced item (PL 4 or higher), their attacks ignore 2 points of hardness or DR, 3 points if using a spell or magical item. ECL: +1 [B][SIZE=5]Evolved Orc/Half-Orc[/SIZE][/B] Orcs survive through the strongest of the fittest, becoming stronger, more resilient, their tusks grow to the point they can be used to attack with. Make the following changes to Orcs/Half-Orcs: Ability Modifiers: +2 Str, +2 Con, -2 Cha Size: Medium but are larger, count as being Large size when it is beneficial to do so, such as during a grapple check. Darkvision: can see 90 feet in complete darkness, but is black-and-white only. Natural Defense: Evolved Orcs/Half-Orcs skin becomes denser, granting +2 natural Defense. Gore: the Orc/Half-Orc's tusks grow to the point they can deal significant damage in melee attack. Gains a Gore attack that deals 1d6 points of piercing damage, plus half strength modifier. Can be used even while grappled as long as the Orc/Half-orc is not muzzled or gagged. ECL: +1 [B][SIZE=5]Evolved Vulcans[/SIZE][/B] Evolved Vulcans seem as if they take a step backwards evolutionary wise, in that they are not as reserved as their modern ancestors, but they have increased psionic abilities, improved strength and resilience. Make following changes to Vulcans: Ability Modifiers: +2 Strength, +2 Con Speed: +5 ft Racial Skills: additional +2 to Listen checks due to enhanced hearing. Psionic Abilities: Evolved Vulcans who don't take any psionic classes gain an additional +5 power points in addition to the base of 4+ Int modifier power points. Evolved Vulcans that take psionic classes gain a bonus additional 10 power points. All evolved vulcans gain one of the following powers and can use it 1 time per day without use of power points: Burst, Daze, Distract, Far Punch, Finger of Fire. ECL: +2 [B][SIZE=5]Evolved Klingon[/SIZE][/B] Evolved Klingons take the thought Strength Equals Power to heart, making them stronger and tougher. Make the following changes to Klingon: Ability Modifiers: Additional +2 Strength, +2 Constitution, -1 Intelligence. Racial Skills: Additional +1 Listen, +1 Spot and +1 Survival skills. Size: While still medium sized creatures, evolved Klingons are larger, and are considered Large size when it is beneficial for them, such as during grappling. Redundant Organs Upgrade: Evolved Klingons now have 75% chance change any critical hit to be considered a regular hit. When reduced to 0 hit points, the Klingon is not considered dying, and able to act normally until dead at -20 hit points. Taking actions while below 0 hit points does not cause additional hit point damage, unless suffering from effects such as from the wounding magical ability from weapons, or similar effects that continue to do damage over time. Puncture Resistance: Evolved Klingons stop bleeding quickly as their bodies produce platelets that clots blood at wounds quickly. Gain Resistances 1 to Slashing, Piercing and Ballistic damage. Abilities that cause continuous damage by blood loss, such as Wounding, are only effective for 1 round, unless ability specifies a duration, then duration is half before stopping, without treatment. ECL: +2 [/QUOTE]
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