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High Fantasy Modern Storyhour - The Long Road (updated December 7)
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<blockquote data-quote="RangerWickett" data-source="post: 2628724" data-attributes="member: 63"><p>RangerWickett presents two sample antagonists for <em>Mythic Earth</em>, using the Modern d20 Rules. This is the dynamic duo, Hex and Rex. Their boss, Morgan, will be presented later.</p><p></p><p><strong><span style="font-size: 15px">Rex</span></strong></p><p><strong>CR 3</strong> </p><p>Human Strong 2/Charismatic 2</p><p></p><p>Medium humanoid</p><p><strong>Init</strong> +1; <strong>Senses</strong> Spot -1, Listen -1</p><p><strong>Languages</strong> English</p><p></p><p><strong>AC</strong> 14, touch 14, flat-footed 10</p><p><strong>hp</strong> 18 (4 HD)</p><p><strong>Fort</strong> +4, <strong>Ref</strong> +3, <strong>Will</strong> -1</p><p></p><p><strong>Speed</strong> 30 feet (6 squares)</p><p><strong>Melee</strong> unarmed strike +9 (1d8+4)</p><p><strong>Ranged</strong> silenced Beretta 92F +4 (2d6, 40 feet, 15 shots)</p><p><strong>Base Atk</strong> +3; <strong>Grp</strong> +6</p><p><strong>Combat Gear</strong> silenced Beretta 92F</p><p></p><p><strong>Starting Occupation</strong> Criminal; skills – Knowledge (streetwise), Sleight of Hand</p><p><strong>Abilities</strong> Str 16, Dex 13, Con 10, Int 12, Wis 8, Cha 14</p><p><strong>Feats</strong> Brawl, Improved Brawl, Personal Firearms Proficiency, Point-Blank Shot, Precise Shot, Weapon Focus (unarmed)</p><p><strong>Talents</strong> Melee Smash +1, Fast Talk +2</p><p><strong>Skills</strong> Bluff +9, Climb +8, Gather Information +4, Intimidate +9, Knowledge (streetwise) +7, Repair +6, Sleight of Hand +6</p><p><strong>Possessions</strong> Combat gear plus cel phone, two clips of ammo, concealed holster (Spot DC 18)</p><p></p><p><strong>Tactics</strong></p><p>Rex is a thug, plain and simple. He likes to pretend to be suave and charming, but he’s a violent misogynist who likes to brag about how tough he is. Before combat he tries to intimidate his foes into giving up, but if a fight breaks out he’ll try to punch for lethal damage. He loves his gun, but he’s not so cocky as to use it in public unless he feels truly threatened.</p><p> </p><p></p><p> </p><p><strong><span style="font-size: 15px">Hex</span></strong></p><p><strong>CR 3</strong></p><p>Human Tough 4</p><p></p><p>Medium humanoid</p><p><strong>Init</strong> +1; <strong>Senses</strong> Spot +1, Listen +1</p><p><strong>Languages</strong> English</p><p></p><p><strong>AC</strong> 14, touch 14, flat-footed 10</p><p><strong>hp</strong> 41 (4 HD)</p><p><strong>Resist</strong> DR 1/-</p><p><strong>Fort</strong> +7, <strong>Ref</strong> +1, <strong>Will</strong> +2</p><p></p><p><strong>Speed</strong> 30 feet (6 squares)</p><p><strong>Melee</strong> stun gun +3 (1d3 electricity plus Fort DC 15 or stun for 1d6 rounds)</p><p><strong>Ranged</strong> ranged touch +4 (varies)</p><p><strong>Base Atk</strong> +3; <strong>Grp</strong> +3</p><p><strong>Atk Options</strong> magic (gains a +2 bonus to technomancy Attack spells, and a +1 bonus to any Attack or Create spells if they relate to a song he’s playing on his iPod)</p><p><strong>Combat Gear</strong> stun gun</p><p></p><p><strong>Signature Spells</strong></p><ul> <li data-xf-list-type="ul"><em>Ring of Fire</em> – Attack 6/Gen 1 short-range fire spell (6d6). This is a Witchcraft spell, not Technomancy. By Johnny Cash.</li> <li data-xf-list-type="ul"><em>Smack my B*tch Up</em> – Charm 5/Gen 3 to make Hex and up to 8 allies within 10 ft. heroic for 10 minutes. By Prodigy.</li> <li data-xf-list-type="ul"><em>One Good Man</em> – Charm 4/Gen 1 for a short-range simple telepathic command, which he typically uses on a woman. By Janis Joplin.</li> <li data-xf-list-type="ul"><em>Another Brick in the Wall</em> – Create 5/Gen 1 for a short-range brick wall that can block four 5-ft. squares. By Pink Floyd.</li> <li data-xf-list-type="ul"><em>California Lovin’</em> – Create 7/Gen 0 to create a loaded Beretta 92F for when he wants to cap someone. By Tupac.</li> <li data-xf-list-type="ul"><em>Don’t F*ck With Me</em> – Attack 10/Gen 1 for an overpowered sonic attack (10d6, 10-ft. burst centered on you), deals 2d4 Strength damage to Hex. Ghetto Boyz.</li> </ul><p></p><p><strong>Starting Occupation</strong> Technician; skills – Craft (electronic), Knowledge (technology), Repair</p><p><strong>Abilities</strong> Str 10, Dex 12, Con 16, Int 14, Wis 13, Cha 8</p><p><strong>Feats</strong> Elemental Focus (spells must relate to music he plays), Great Fortitude, Technomancy, Toughness, Witchcraft</p><p><strong>Talents</strong> DR 1/-, Robust</p><p><strong>Skills</strong> Craft (electronics) +9, Knowledge (technology) +6, Repair +5</p><p><strong>Magical Skills</strong> Attack +7, Charm +7, Create +7</p><p><strong>Possessions</strong> Combat gear plus cel phone, technomantic iPod (+2 equipment bonus to Attack checks)</p><p></p><p><strong>Tactics</strong></p><p>Hex’s signature spells are all tied to songs he keeps stored on his iPod, and he treats the device as his familiar. The iPod plays exactly what song Hex needs at the moment, and while he has it on his person he gains all the benefits to having a familiar with him. </p><p></p><p>Hex’s ghost is that of a rap musician who sold his soul to a demon so he could sell his first record. He got his record deal, but soon thereafter the musician was killed, and the record was never sold. Unwilling to pass over to eternal torment, the ghost lingered at the music studio, until one day Hex wandered in and listened to the tracks, bonding with the spirit.</p><p></p><p>In combat, Hex favors straightforward fire spells, punctuated with the occasional created object to provide cover or give him an edge. He likes creating walls to keep non-spellcasters out of a fight. When going into a situation where he expects a fight, he’ll use charm magic to bolster himself and his ally Rex.</p><p></p><p> </p><p><strong><span style="font-size: 12px">New Charm Enhancement</span></strong> </p><p>The following charm enhancement was accidentally left out of <em>Mythic Earth</em>. It is the Strong emotion version of Courage.</p><p></p><p><strong>Heroic (5 MP):</strong> Heroic creatures gain a +2 morale bonus to attack rolls, weapon damage rolls, ability checks, saves, and skill checks. The spell also acts as a strong Calm against fear effects only.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2628724, member: 63"] RangerWickett presents two sample antagonists for [i]Mythic Earth[/i], using the Modern d20 Rules. This is the dynamic duo, Hex and Rex. Their boss, Morgan, will be presented later. [b][size=4]Rex[/size] CR 3[/b] Human Strong 2/Charismatic 2 Medium humanoid [b]Init[/b] +1; [b]Senses[/b] Spot -1, Listen -1 [b]Languages[/b] English [b]AC[/b] 14, touch 14, flat-footed 10 [b]hp[/b] 18 (4 HD) [b]Fort[/b] +4, [b]Ref[/b] +3, [b]Will[/b] -1 [b]Speed[/b] 30 feet (6 squares) [b]Melee[/b] unarmed strike +9 (1d8+4) [b]Ranged[/b] silenced Beretta 92F +4 (2d6, 40 feet, 15 shots) [b]Base Atk[/b] +3; [b]Grp[/b] +6 [b]Combat Gear[/b] silenced Beretta 92F [b]Starting Occupation[/b] Criminal; skills – Knowledge (streetwise), Sleight of Hand [b]Abilities[/b] Str 16, Dex 13, Con 10, Int 12, Wis 8, Cha 14 [b]Feats[/b] Brawl, Improved Brawl, Personal Firearms Proficiency, Point-Blank Shot, Precise Shot, Weapon Focus (unarmed) [b]Talents[/b] Melee Smash +1, Fast Talk +2 [b]Skills[/b] Bluff +9, Climb +8, Gather Information +4, Intimidate +9, Knowledge (streetwise) +7, Repair +6, Sleight of Hand +6 [b]Possessions[/b] Combat gear plus cel phone, two clips of ammo, concealed holster (Spot DC 18) [b]Tactics[/b] Rex is a thug, plain and simple. He likes to pretend to be suave and charming, but he’s a violent misogynist who likes to brag about how tough he is. Before combat he tries to intimidate his foes into giving up, but if a fight breaks out he’ll try to punch for lethal damage. He loves his gun, but he’s not so cocky as to use it in public unless he feels truly threatened. [b][size=4]Hex[/size] CR 3[/b] Human Tough 4 Medium humanoid [b]Init[/b] +1; [b]Senses[/b] Spot +1, Listen +1 [b]Languages[/b] English [b]AC[/b] 14, touch 14, flat-footed 10 [b]hp[/b] 41 (4 HD) [b]Resist[/b] DR 1/- [b]Fort[/b] +7, [b]Ref[/b] +1, [b]Will[/b] +2 [b]Speed[/b] 30 feet (6 squares) [b]Melee[/b] stun gun +3 (1d3 electricity plus Fort DC 15 or stun for 1d6 rounds) [b]Ranged[/b] ranged touch +4 (varies) [b]Base Atk[/b] +3; [b]Grp[/b] +3 [b]Atk Options[/b] magic (gains a +2 bonus to technomancy Attack spells, and a +1 bonus to any Attack or Create spells if they relate to a song he’s playing on his iPod) [b]Combat Gear[/b] stun gun [b]Signature Spells[/b] [list][*][i]Ring of Fire[/i] – Attack 6/Gen 1 short-range fire spell (6d6). This is a Witchcraft spell, not Technomancy. By Johnny Cash. [*][i]Smack my B*tch Up[/i] – Charm 5/Gen 3 to make Hex and up to 8 allies within 10 ft. heroic for 10 minutes. By Prodigy. [*][i]One Good Man[/i] – Charm 4/Gen 1 for a short-range simple telepathic command, which he typically uses on a woman. By Janis Joplin. [*][i]Another Brick in the Wall[/i] – Create 5/Gen 1 for a short-range brick wall that can block four 5-ft. squares. By Pink Floyd. [*][i]California Lovin’[/i] – Create 7/Gen 0 to create a loaded Beretta 92F for when he wants to cap someone. By Tupac. [*][i]Don’t F*ck With Me[/i] – Attack 10/Gen 1 for an overpowered sonic attack (10d6, 10-ft. burst centered on you), deals 2d4 Strength damage to Hex. Ghetto Boyz.[/list] [b]Starting Occupation[/b] Technician; skills – Craft (electronic), Knowledge (technology), Repair [b]Abilities[/b] Str 10, Dex 12, Con 16, Int 14, Wis 13, Cha 8 [b]Feats[/b] Elemental Focus (spells must relate to music he plays), Great Fortitude, Technomancy, Toughness, Witchcraft [b]Talents[/b] DR 1/-, Robust [b]Skills[/b] Craft (electronics) +9, Knowledge (technology) +6, Repair +5 [b]Magical Skills[/b] Attack +7, Charm +7, Create +7 [b]Possessions[/b] Combat gear plus cel phone, technomantic iPod (+2 equipment bonus to Attack checks) [b]Tactics[/b] Hex’s signature spells are all tied to songs he keeps stored on his iPod, and he treats the device as his familiar. The iPod plays exactly what song Hex needs at the moment, and while he has it on his person he gains all the benefits to having a familiar with him. Hex’s ghost is that of a rap musician who sold his soul to a demon so he could sell his first record. He got his record deal, but soon thereafter the musician was killed, and the record was never sold. Unwilling to pass over to eternal torment, the ghost lingered at the music studio, until one day Hex wandered in and listened to the tracks, bonding with the spirit. In combat, Hex favors straightforward fire spells, punctuated with the occasional created object to provide cover or give him an edge. He likes creating walls to keep non-spellcasters out of a fight. When going into a situation where he expects a fight, he’ll use charm magic to bolster himself and his ally Rex. [b][size=3]New Charm Enhancement[/size][/b][size=3][/size] The following charm enhancement was accidentally left out of [i]Mythic Earth[/i]. It is the Strong emotion version of Courage. [b]Heroic (5 MP):[/b] Heroic creatures gain a +2 morale bonus to attack rolls, weapon damage rolls, ability checks, saves, and skill checks. The spell also acts as a strong Calm against fear effects only. [/QUOTE]
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