Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 6852598" data-attributes="member: 6668634"><p>Jade Naga </p><p>Jade naga is a template that is added to any humanoid. The creature, retains upper humanoid torso, but looses their hair and their skin transforms into green scales and legs are transformed into a thick snake-like body. Scale colouration ranges shades of green to brown to black, with highlights of green, red or yellow. The base creature retains all abilities except as noted here:</p><p></p><p>Size: Medium (The base creature's carrying capacity is increased to 1.5x normal.)</p><p>Hit Dice: Increase to d10 or as base creature if hit dice is higher.</p><p>Speed: Ground speed is increased by +10 feet and gains a swim speed equal to their normal movement rate.</p><p>Reach: Same as base creature.</p><p>Face: 10 feet</p><p>Attacks: As base creature and gains a tail slap attack (1 + Strength modifier lethal damage and 2d6 subdual damage) as a natural secondary attack. A tail slap attack has a reach of 10 feet.</p><p>Special Attacks: A jade naga retains all the attacks of the base creature except any that require the use of legs. A jade naga also gains the following special attacks.</p><p>Poisoned Tail: small poisonous glands grown at the end of the jade naga's tail, allowing it to poison those it successfully inflicts at least one point of damage from a tail slap attack. Opponents damaged by a tail slap attack must make a Fortitude save (DC 10 + Con modifier) or become staggered for 1d4 rounds.</p><p>Constrict: The jade naga can coil about and crush an opponent after successfully grappling his victim. Each round in which the jade naga remains grappled with his opponent he deals 3d6 + Strength modifier subdual damage to the target.</p><p>Special Qualities: Immune to poison.</p><p>Saves: As base creature.</p><p>Abilities: +2 Strength</p><p>Skills: +6 species bonus to Climb checks.</p><p>ECL: +2</p><p>PDC: 34</p><p>Requires 6 Fort saves DC 25 </p><p></p><p>[HR][/HR]</p><p></p><p>Pale Centaur</p><p>Pale centaur is a template that can be added to any humanoid creature. The base creature's lower body transforms into an alabaster coloured horse with cloven hooves and a leonine tail. The upper body grows in size to match. Fine but coarse white hair covers the creature's entire body.</p><p></p><p>Size: Large (the base creature's carrying capacity is increased to 3x normal).</p><p>Hit Points: Gains half their character level times Constitution modifier in bonus hit points. For example, if the base creature is level 10 and has a Constitution modifier of +3, they gain 15 hit points (3 x 5).</p><p>Speed: 50 feet.</p><p>Reach: 5 feet.</p><p>Face: 10 feet.</p><p>Special Attacks: A pale centaur gains the following special attacks.</p><p>Kick: The pale centaur may make a kick attack that deals 1d6 plus Strength modifier lethal damage.</p><p>Trample: A pale centaur can trample an opponent of medium-size or smaller during a charge. This deals 2d6 + one and a half times Strength modifier.</p><p>Abilities: +2 Strength, +4 Constitution.</p><p>Skills: Gains a +2 species bonus to Balance checks, and -6 to Climb checks.</p><p>Feats: Gains the Run feat.</p><p>ECL: +2</p><p>PDC: 35</p><p>Requires 6 Fort saves DC 27 </p><p></p><p>[HR][/HR]</p><p></p><p>Mutation/Biotech Modifications</p><p></p><p>Climbing Claws</p><p>Your claws are not only made for combat, but also aid in climbing.</p><p>Prerequisite: Claws</p><p>MP Cost: +1</p><p>Benefit: Your claws grant you a +2 bonus to Climb checks.</p><p></p><p>Rending Claws</p><p>These claws are modified version of claws, designed for shredding flesh. </p><p>Prerequisite: Claws</p><p>MP Cost: +2</p><p>Benefit: Claws deal an extra +1 damage per size category (medium +1, large +2, etc.), and also cause horrible bleeding wounds. Each attack that deals damage causes 1 point of bleeding damage each round, until treated. This damage is cumulative, thus 2 attacks causes 2 points of damage each round.</p><p></p><p>Human Metal Detector</p><p>You can alter the magnetic fields you use to create a protective barrier, to detect metallic objects near you that others would miss.</p><p>Prerequisite: Force Barrier, Wis 13</p><p>MP Cost: +1</p><p>Benefit: You gain an automatic Spot check with a +1 bonus anytime a metallic object is within 60 feet of you. You may detect objects that are hidden or implanted in the body of another, even those you can not normally see.</p><p></p><p>Force Attack</p><p>Instead of projecting an energy field for protection, you can instead firing small energy projectiles.</p><p>Prerequisite: Force Barrier</p><p>MP Cost: +2</p><p>Benefit: Instead of using the force barrier, you can fire energy projectiles. Each use per day of the force barrier provides 3 uses for attack, each dealing 2d4 points of force damage, with a range increment of 30 feet. </p><p></p><p>Cloak Field</p><p>You can alter your force barrier to bend various forms of electromagnetic energy, and even light, around you to make you difficult to detect.</p><p>Prerequisite: Force Barrier</p><p>MP Cost +3</p><p>Benefit: Your force barrier can provide a +4 bonus to Hide as it bends light around you, making you appear more transparent or even invisible in low light conditions. It also diffuses your thermal signature to thermal imaging sensors. Other sensors also have difficulty detecting you. Each use uses one of your uses per day and lasts for 1 minute per point of Con modifier, and the force barrier does not provide any protective benefits while used in this manner.</p><p></p><p>Shattering Voice</p><p>Your sonic attacks are set in frequencies which can damage objects.</p><p>Prerequisite: Sonic attack</p><p>MP Cost: +2</p><p>Benefit: Your sonic attacks ignore 3 points of hardness and can damage inanimate objects as the sonic waves are in frequencies that are harmonic with various materials, literally shaking them apart.</p><p></p><p>Ablative Armour (Flaw)</p><p>Your exoskeleton or scaly armour breaks down after suffering major damage, although it does heal over time.</p><p>Prerequisite: Exoskeleton, scaly armour or any other mutation that grants a Natural armour bonus.</p><p>MP Cost: -2</p><p>Benefit: For every 20 points of damage you suffer, your Natural armour bonus provided by your mutation is reduced by 1. The armour bonus is healed at a rate of 1 for every 4 hours of rest or non-strenuous activity.</p><p></p><p>[HR][/HR]</p><p></p><p>More Mutation/Biotech Modifications</p><p></p><p>Acidic Spit</p><p>Not only is your bite acidic, but you can spit acid short distances.</p><p>Prerequisite: Acidic Saliva</p><p>MP: +1</p><p>Benefit: You can spit a glob of acid short distances at your foes. The glob has a range of 10 feet out to 4 range increments, dealing 1d4 points of acid damage, up to once per round. Any round acid is spat, the user is unable to deal acid damage on a bite.</p><p>Special: Can be taken by itself, allowing the user to spit acid, but has no acidic bite.</p><p></p><p>Lingering Acidic Bite</p><p>The acid from your bites lingers for several seconds, continuing to deal damage.</p><p>Prerequisite: Acidic Saliva</p><p>MP: +2</p><p>Benefit: The acid from your bite continues to do damage over several rounds. After the initial bite, the acid deals 1 point of acid damage for 2 rounds.</p><p></p><p>High Corrosive Acid Saliva</p><p>Your acidic saliva eats through anything.</p><p>Prerequisite: Acidic Saliva and/or Acidic Spit</p><p>MP: +3</p><p>Benefit: Not only does your acidic saliva deal damage, but it lowers hardness/damage reduction by the same amount as the damage dealt.</p><p>Special: Can be combined with Lingering Acidic Bite, additional damage each following round also reduces hardness/damage reduction.</p><p></p><p>Shooting Spikes</p><p>Your bony spurs or chitinous spikes can be launched short distances.</p><p>Prerequisite: Prickly Pear</p><p>MP: +1</p><p>Benefit: You can launch 1d4 spikes that deal 1 point of piercing damage each at a target within 30 feet.</p><p></p><p>Spike Storm</p><p>You can shoot your spikes out all around you, striking anything close by.</p><p>Prerequisite: Prickly Pear, Shooting Spikes</p><p>MP: +2</p><p>Benefit: Once every 2 rounds, you can shoot all your spikes into a 30 foot area around you, dealing 1d6 points of piercing damage to all targets, Reflex save DC 15 for half damage.</p><p></p><p>Poison Cloud</p><p>You release a cloud of poison around you.</p><p>Prerequisite: Smokescreen</p><p>MP: +2</p><p>Benefit: Not only does the cloud you expel block sight, but it can also contain a poison. Chose from the following poisons: chloroform, mustard gas and tear gas. See page 54 of D20Modern Core book. </p><p></p><p>Increase Use of Power</p><p>You can use your limited use power/ability/mutation more often that normal.</p><p>Prerequisite: Any mutation/power/biomod that has a limited number of uses per day.</p><p>MP: +2</p><p>Benefit: You can use your limited use power/ability/mutation Con modifier number of times in addition to the original limited number. </p><p>Special: This modification can be selected multiple times, but only twice for each power. Otherwise a different power must be selected.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6852598, member: 6668634"] Jade Naga Jade naga is a template that is added to any humanoid. The creature, retains upper humanoid torso, but looses their hair and their skin transforms into green scales and legs are transformed into a thick snake-like body. Scale colouration ranges shades of green to brown to black, with highlights of green, red or yellow. The base creature retains all abilities except as noted here: Size: Medium (The base creature's carrying capacity is increased to 1.5x normal.) Hit Dice: Increase to d10 or as base creature if hit dice is higher. Speed: Ground speed is increased by +10 feet and gains a swim speed equal to their normal movement rate. Reach: Same as base creature. Face: 10 feet Attacks: As base creature and gains a tail slap attack (1 + Strength modifier lethal damage and 2d6 subdual damage) as a natural secondary attack. A tail slap attack has a reach of 10 feet. Special Attacks: A jade naga retains all the attacks of the base creature except any that require the use of legs. A jade naga also gains the following special attacks. Poisoned Tail: small poisonous glands grown at the end of the jade naga's tail, allowing it to poison those it successfully inflicts at least one point of damage from a tail slap attack. Opponents damaged by a tail slap attack must make a Fortitude save (DC 10 + Con modifier) or become staggered for 1d4 rounds. Constrict: The jade naga can coil about and crush an opponent after successfully grappling his victim. Each round in which the jade naga remains grappled with his opponent he deals 3d6 + Strength modifier subdual damage to the target. Special Qualities: Immune to poison. Saves: As base creature. Abilities: +2 Strength Skills: +6 species bonus to Climb checks. ECL: +2 PDC: 34 Requires 6 Fort saves DC 25 [HR][/HR] Pale Centaur Pale centaur is a template that can be added to any humanoid creature. The base creature's lower body transforms into an alabaster coloured horse with cloven hooves and a leonine tail. The upper body grows in size to match. Fine but coarse white hair covers the creature's entire body. Size: Large (the base creature's carrying capacity is increased to 3x normal). Hit Points: Gains half their character level times Constitution modifier in bonus hit points. For example, if the base creature is level 10 and has a Constitution modifier of +3, they gain 15 hit points (3 x 5). Speed: 50 feet. Reach: 5 feet. Face: 10 feet. Special Attacks: A pale centaur gains the following special attacks. Kick: The pale centaur may make a kick attack that deals 1d6 plus Strength modifier lethal damage. Trample: A pale centaur can trample an opponent of medium-size or smaller during a charge. This deals 2d6 + one and a half times Strength modifier. Abilities: +2 Strength, +4 Constitution. Skills: Gains a +2 species bonus to Balance checks, and -6 to Climb checks. Feats: Gains the Run feat. ECL: +2 PDC: 35 Requires 6 Fort saves DC 27 [HR][/HR] Mutation/Biotech Modifications Climbing Claws Your claws are not only made for combat, but also aid in climbing. Prerequisite: Claws MP Cost: +1 Benefit: Your claws grant you a +2 bonus to Climb checks. Rending Claws These claws are modified version of claws, designed for shredding flesh. Prerequisite: Claws MP Cost: +2 Benefit: Claws deal an extra +1 damage per size category (medium +1, large +2, etc.), and also cause horrible bleeding wounds. Each attack that deals damage causes 1 point of bleeding damage each round, until treated. This damage is cumulative, thus 2 attacks causes 2 points of damage each round. Human Metal Detector You can alter the magnetic fields you use to create a protective barrier, to detect metallic objects near you that others would miss. Prerequisite: Force Barrier, Wis 13 MP Cost: +1 Benefit: You gain an automatic Spot check with a +1 bonus anytime a metallic object is within 60 feet of you. You may detect objects that are hidden or implanted in the body of another, even those you can not normally see. Force Attack Instead of projecting an energy field for protection, you can instead firing small energy projectiles. Prerequisite: Force Barrier MP Cost: +2 Benefit: Instead of using the force barrier, you can fire energy projectiles. Each use per day of the force barrier provides 3 uses for attack, each dealing 2d4 points of force damage, with a range increment of 30 feet. Cloak Field You can alter your force barrier to bend various forms of electromagnetic energy, and even light, around you to make you difficult to detect. Prerequisite: Force Barrier MP Cost +3 Benefit: Your force barrier can provide a +4 bonus to Hide as it bends light around you, making you appear more transparent or even invisible in low light conditions. It also diffuses your thermal signature to thermal imaging sensors. Other sensors also have difficulty detecting you. Each use uses one of your uses per day and lasts for 1 minute per point of Con modifier, and the force barrier does not provide any protective benefits while used in this manner. Shattering Voice Your sonic attacks are set in frequencies which can damage objects. Prerequisite: Sonic attack MP Cost: +2 Benefit: Your sonic attacks ignore 3 points of hardness and can damage inanimate objects as the sonic waves are in frequencies that are harmonic with various materials, literally shaking them apart. Ablative Armour (Flaw) Your exoskeleton or scaly armour breaks down after suffering major damage, although it does heal over time. Prerequisite: Exoskeleton, scaly armour or any other mutation that grants a Natural armour bonus. MP Cost: -2 Benefit: For every 20 points of damage you suffer, your Natural armour bonus provided by your mutation is reduced by 1. The armour bonus is healed at a rate of 1 for every 4 hours of rest or non-strenuous activity. [HR][/HR] More Mutation/Biotech Modifications Acidic Spit Not only is your bite acidic, but you can spit acid short distances. Prerequisite: Acidic Saliva MP: +1 Benefit: You can spit a glob of acid short distances at your foes. The glob has a range of 10 feet out to 4 range increments, dealing 1d4 points of acid damage, up to once per round. Any round acid is spat, the user is unable to deal acid damage on a bite. Special: Can be taken by itself, allowing the user to spit acid, but has no acidic bite. Lingering Acidic Bite The acid from your bites lingers for several seconds, continuing to deal damage. Prerequisite: Acidic Saliva MP: +2 Benefit: The acid from your bite continues to do damage over several rounds. After the initial bite, the acid deals 1 point of acid damage for 2 rounds. High Corrosive Acid Saliva Your acidic saliva eats through anything. Prerequisite: Acidic Saliva and/or Acidic Spit MP: +3 Benefit: Not only does your acidic saliva deal damage, but it lowers hardness/damage reduction by the same amount as the damage dealt. Special: Can be combined with Lingering Acidic Bite, additional damage each following round also reduces hardness/damage reduction. Shooting Spikes Your bony spurs or chitinous spikes can be launched short distances. Prerequisite: Prickly Pear MP: +1 Benefit: You can launch 1d4 spikes that deal 1 point of piercing damage each at a target within 30 feet. Spike Storm You can shoot your spikes out all around you, striking anything close by. Prerequisite: Prickly Pear, Shooting Spikes MP: +2 Benefit: Once every 2 rounds, you can shoot all your spikes into a 30 foot area around you, dealing 1d6 points of piercing damage to all targets, Reflex save DC 15 for half damage. Poison Cloud You release a cloud of poison around you. Prerequisite: Smokescreen MP: +2 Benefit: Not only does the cloud you expel block sight, but it can also contain a poison. Chose from the following poisons: chloroform, mustard gas and tear gas. See page 54 of D20Modern Core book. Increase Use of Power You can use your limited use power/ability/mutation more often that normal. Prerequisite: Any mutation/power/biomod that has a limited number of uses per day. MP: +2 Benefit: You can use your limited use power/ability/mutation Con modifier number of times in addition to the original limited number. Special: This modification can be selected multiple times, but only twice for each power. Otherwise a different power must be selected. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
Top