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<blockquote data-quote="Karl Green" data-source="post: 104597" data-attributes="member: 1467"><p><strong>Yep that's the place</strong></p><p></p><p>Both characters could fit, but you need a story way a Shaman would be friends with a preacher (and you probably got the telagraph delieved and then read to you due to the "Old Ways" although I might not be overly harsh with this limitation. Otherwise Braves and Shaman are really hard to get into most games).</p><p></p><p>Now I might also allow some additional feats etc. Some that I thought about where...</p><p></p><p><strong>Modified Heroic Feats</strong> </p><p><strong>Brave</strong> [from the Deadlands]: adds +2 to Will saves verses Fear or Moral Checks, and halves (round down) the Fear Levels effects against the character (i.e. a Fear Level 3, would only have a -1 penalty against the character).</p><p><strong>Endurance:</strong> as book, but the bonus also adds against the effects of taking Wound damage (+4 to the Fortitude save against "winded" etc.)</p><p><strong>Improved Unarmed Strike:</strong> base unarmed damage is 1d3, critical treat of 20, and can do lethal damage or subdual damage (attacks chose when doing “wound damage”).</p><p><strong>Point Blank Shot:</strong> must be taken separately for Pistols, Rifles, Shotguns or Bows. </p><p><strong>Rapid Fire:</strong> must be taken separately for Firearms or Bows. </p><p><strong>Mounted Archer:</strong> is for bows. For firearms it is called Mounted Shootist.</p><p><strong>Skill Focus:</strong> either gives a bonus of +3 to one skill OR +2 to two related skills (like “Sneaky” that gives a bonus of +2 to move silent and hide checks).</p><p><strong>Toughness:</strong> +1 Vitality Point a level (starting at the level you take toughness) OR +3 Wound Points. This feat can only be taken once for Vitality Point Increase, but can be taken any number of times for extra Wound Points.</p><p><strong>Two Weapon Fighting:</strong> is for hand-to-hand. For pistols, it is called Two Fisted Shootist but has the same effect.</p><p></p><p><strong>New Heroic Feats (some taken from here on EN boards and other places and some I made up)</strong></p><p><strong>Animal Friendly</strong></p><p>You sure do have a why with critters…</p><p>Benefit: You can learn the Animal Empathy skill as a class skill.</p><p>Note: I may do this with some other exclusive skills that are not allowed normally in Deadlands just because I think that they fit the gene…ask first!</p><p></p><p><strong>Expert Heal’en</strong> </p><p>You have a great knowledge of patching up yer friends after a gun fite.</p><p>Prerequisite: 4 or more ranks of Heal</p><p>Benefit: When attempting to heal a comrade after battle, a skill check DC 15 either heals 1d4 Vitality Points OR heals 1 Wound Point. +1 VP is healed for each 5 over the 15 the check was made by (so a roll of 25 would heal 1d4+2 VP, etc). +1 Wound Point is healed for every 10 over the DC 15 the healer makes his roll by (so 25 would heal 2 WP, etc). The healer must decide which type of damage he is healing before he rolls, but can make two healing DC checks after combat (one for VP and one for WP). </p><p>Special: This feat can only be used twice (once for VP and once for WP) after each encounter where damage was suffered. The maximum amount of healing is always limited to damage sustained from any fresh wounds only (not damage from a previous encounter).</p><p>Normal: When attempting to heal a comrade after battle, you can attempt a heal check of DC 15 to heal 1 Vitality Point of damage, +1 VP for every 10 over the DC 15 the check is made by (so 25 would heal 2 VP). Wound points can’t be healed this way but you can Stabilize a person in negative Wound Points (DC 15) </p><p></p><p><strong>Extra Learnin’</strong></p><p>You can learn a cross-class skill as if yer were born to it pard.</p><p>Benefit: You may choose a cross-class skill (non-exclusive) in which you have a certain knack. You may treat this skill as if it was a class skill, and you gain a +1 skill bonus with it.</p><p>Special: This feat may be taken multiple times, choosing a new skill each time. You are still limited by level + 3 for the maximum number of skill points you may spend on this skill.</p><p></p><p><strong>Extra Mojo</strong> </p><p>You can perform an additional actions pard’ner.</p><p>Benefits: You can take an extra partial action, either before or after your regular actions. You can use Extra Mojo once per day for every four levels the character has attained plus one (so 1st-3rd once a day, etc.), but never more than once a round. </p><p></p><p><strong>Fast Hom’bra</strong> </p><p>You can move faster on yer own two feet.</p><p>Prerequisite: Dex 15+, Run</p><p>Benefit: Add +10’ to your base movement rate when wearing light armor or less.</p><p>Special: This feat can stack with other movement bonuses (such as the barbarian and monks abilities). </p><p></p><p><strong>Light Sleepen</strong></p><p>You sure are a light sleeper der pard, and don’t be a minden my snoring </p><p>Benefit: When subject to surprise or a coup de grace attack while asleep, you may make an immediate Reflex save (DC 15) to awaken and defend yourself normally. On a successful save you are not considered helpless or surprised; roll for initiative and resolve the attack in normal fashion.</p><p>Normal: A sleeping opponent is helpless (automatically hit with a full round coup de grace attack, otherwise +4 situation bonus to hit and the subject Dexterity is treated as 0).</p><p></p><p><strong>Mule headed</strong></p><p>You sure are a stubborn’ cuss.</p><p>Benefits: You receive a +1 bonus to Will Saves and +2 bonus to Intimidate checks.</p><p></p><p><strong>Pipsqueak (as seen on the EN Boards months ago)</strong></p><p>You may be short in height, but you sure is long on mean, pard'ner. </p><p>Prerequisite: 1st level character, Must be shorter than 5'6", Str 14 or less</p><p>Benefits: Gain a +1 competence bonus to all attack and damage rolls when in melee combat against a creature of medium size or larger.</p><p>Special: You can't refuse being called out. </p><p></p><p><strong>Purty (as seen on the EN Board months ago)</strong></p><p>A pretty face and a come-hither smile jes makes the opposite sex easy pickins fer a cad like you. </p><p>Prerequisite: 1st level Character, Cha 13+</p><p>Benefit: Gain a +2 Competence bonus when making any Bluff, Diplomacy or Gather Information skill roll against a member of the opposite sex. </p><p>Special: If you happen to roll a natural one on your roll, not only does your attempt fail, but the target becomes openly hostile to you (or at least VERY suspicious). </p><p></p><p><strong>Quick Thinkin’</strong></p><p>You rarely get caught with yer britches down in a sticky situation.</p><p>Prerequisite: Alertness, Uncanny Dodge</p><p>Benefit: If threatened or surprised, you may take up the total defense position immediately. This action takes place before any attacks are made. This feat can only be used at the beginning of an encounter.</p><p>Special: If you choose to take a “Quick Defense” action, you may not act again within that round.</p><p>Comments: I am thinking about adding uncanny dodge feat so that this feat could be used by more folks.</p><p></p><p><strong>Tin Horn</strong></p><p>You sure are darn learned fellow aint ya?</p><p>Prerequisite: Intelligence 13+</p><p>Benefits: You gain +1 to all Knowledge OR Profession skills and they are always considered class skills for you.</p><p>Special: You can take this Feat twice, once for Knowledge and once for Professional skills.</p></blockquote><p></p>
[QUOTE="Karl Green, post: 104597, member: 1467"] [b]Yep that's the place[/b] Both characters could fit, but you need a story way a Shaman would be friends with a preacher (and you probably got the telagraph delieved and then read to you due to the "Old Ways" although I might not be overly harsh with this limitation. Otherwise Braves and Shaman are really hard to get into most games). Now I might also allow some additional feats etc. Some that I thought about where... [B]Modified Heroic Feats[/B] [b]Brave[/b] [from the Deadlands]: adds +2 to Will saves verses Fear or Moral Checks, and halves (round down) the Fear Levels effects against the character (i.e. a Fear Level 3, would only have a -1 penalty against the character). [b]Endurance:[/b] as book, but the bonus also adds against the effects of taking Wound damage (+4 to the Fortitude save against "winded" etc.) [b]Improved Unarmed Strike:[/b] base unarmed damage is 1d3, critical treat of 20, and can do lethal damage or subdual damage (attacks chose when doing “wound damage”). [b]Point Blank Shot:[/b] must be taken separately for Pistols, Rifles, Shotguns or Bows. [b]Rapid Fire:[/b] must be taken separately for Firearms or Bows. [b]Mounted Archer:[/b] is for bows. For firearms it is called Mounted Shootist. [b]Skill Focus:[/b] either gives a bonus of +3 to one skill OR +2 to two related skills (like “Sneaky” that gives a bonus of +2 to move silent and hide checks). [b]Toughness:[/b] +1 Vitality Point a level (starting at the level you take toughness) OR +3 Wound Points. This feat can only be taken once for Vitality Point Increase, but can be taken any number of times for extra Wound Points. [b]Two Weapon Fighting:[/b] is for hand-to-hand. For pistols, it is called Two Fisted Shootist but has the same effect. [b]New Heroic Feats (some taken from here on EN boards and other places and some I made up)[/b] [b]Animal Friendly[/b] You sure do have a why with critters… Benefit: You can learn the Animal Empathy skill as a class skill. Note: I may do this with some other exclusive skills that are not allowed normally in Deadlands just because I think that they fit the gene…ask first! [b]Expert Heal’en[/b] You have a great knowledge of patching up yer friends after a gun fite. Prerequisite: 4 or more ranks of Heal Benefit: When attempting to heal a comrade after battle, a skill check DC 15 either heals 1d4 Vitality Points OR heals 1 Wound Point. +1 VP is healed for each 5 over the 15 the check was made by (so a roll of 25 would heal 1d4+2 VP, etc). +1 Wound Point is healed for every 10 over the DC 15 the healer makes his roll by (so 25 would heal 2 WP, etc). The healer must decide which type of damage he is healing before he rolls, but can make two healing DC checks after combat (one for VP and one for WP). Special: This feat can only be used twice (once for VP and once for WP) after each encounter where damage was suffered. The maximum amount of healing is always limited to damage sustained from any fresh wounds only (not damage from a previous encounter). Normal: When attempting to heal a comrade after battle, you can attempt a heal check of DC 15 to heal 1 Vitality Point of damage, +1 VP for every 10 over the DC 15 the check is made by (so 25 would heal 2 VP). Wound points can’t be healed this way but you can Stabilize a person in negative Wound Points (DC 15) [b]Extra Learnin’[/b] You can learn a cross-class skill as if yer were born to it pard. Benefit: You may choose a cross-class skill (non-exclusive) in which you have a certain knack. You may treat this skill as if it was a class skill, and you gain a +1 skill bonus with it. Special: This feat may be taken multiple times, choosing a new skill each time. You are still limited by level + 3 for the maximum number of skill points you may spend on this skill. [b]Extra Mojo[/b] You can perform an additional actions pard’ner. Benefits: You can take an extra partial action, either before or after your regular actions. You can use Extra Mojo once per day for every four levels the character has attained plus one (so 1st-3rd once a day, etc.), but never more than once a round. [b]Fast Hom’bra[/b] You can move faster on yer own two feet. Prerequisite: Dex 15+, Run Benefit: Add +10’ to your base movement rate when wearing light armor or less. Special: This feat can stack with other movement bonuses (such as the barbarian and monks abilities). [b]Light Sleepen[/b] You sure are a light sleeper der pard, and don’t be a minden my snoring Benefit: When subject to surprise or a coup de grace attack while asleep, you may make an immediate Reflex save (DC 15) to awaken and defend yourself normally. On a successful save you are not considered helpless or surprised; roll for initiative and resolve the attack in normal fashion. Normal: A sleeping opponent is helpless (automatically hit with a full round coup de grace attack, otherwise +4 situation bonus to hit and the subject Dexterity is treated as 0). [b]Mule headed[/b] You sure are a stubborn’ cuss. Benefits: You receive a +1 bonus to Will Saves and +2 bonus to Intimidate checks. [b]Pipsqueak (as seen on the EN Boards months ago)[/b] You may be short in height, but you sure is long on mean, pard'ner. Prerequisite: 1st level character, Must be shorter than 5'6", Str 14 or less Benefits: Gain a +1 competence bonus to all attack and damage rolls when in melee combat against a creature of medium size or larger. Special: You can't refuse being called out. [b]Purty (as seen on the EN Board months ago)[/b] A pretty face and a come-hither smile jes makes the opposite sex easy pickins fer a cad like you. Prerequisite: 1st level Character, Cha 13+ Benefit: Gain a +2 Competence bonus when making any Bluff, Diplomacy or Gather Information skill roll against a member of the opposite sex. Special: If you happen to roll a natural one on your roll, not only does your attempt fail, but the target becomes openly hostile to you (or at least VERY suspicious). [b]Quick Thinkin’[/b] You rarely get caught with yer britches down in a sticky situation. Prerequisite: Alertness, Uncanny Dodge Benefit: If threatened or surprised, you may take up the total defense position immediately. This action takes place before any attacks are made. This feat can only be used at the beginning of an encounter. Special: If you choose to take a “Quick Defense” action, you may not act again within that round. Comments: I am thinking about adding uncanny dodge feat so that this feat could be used by more folks. [b]Tin Horn[/b] You sure are darn learned fellow aint ya? Prerequisite: Intelligence 13+ Benefits: You gain +1 to all Knowledge OR Profession skills and they are always considered class skills for you. Special: You can take this Feat twice, once for Knowledge and once for Professional skills. [/QUOTE]
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