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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
My sloppy house rules.
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="frankthedm" data-source="post: 3222488" data-attributes="member: 1164"><p>I love dwarves, but they got plenty already! If I disliked dwarves, I'd <em>insist</em> they take the -2 to DEX rather than CON. The loss of goblin bonus is because my setting has no goblins, rather that Orcs contain gobliniods. There are both degenerate Night orcs [MM orcs] and disciplined Quick orcs [hobgoblins], and in many orc lairs, orc children join the fight [goblins]. There are Orc * ape crossbreeds [bugbear stats] along with orc ogre crossbreeds [bugbear stats, NPC non elite stat array favoring physical  stats & giant blood subtype]. The loss of the war axe was something I felt had to go, in return all dwarves benefit. All dwarves should be competent combatants, rather that just the warriors being super combatants. The -2 on swim is mostly flavor since I can not picture dwarves as buoyant{in my game their livers are quite large and have a density between wet clay & stone accounting for a good portion of their weight]. The -2 on ride checks makes sure they feel their speed hit.</p><p></p><p>Speaking of dwarves</p><p></p><p>[sblock=Prototype alchemic weapons]</p><p></p><p>Flamejaeger (simple)    2d6    Fire    20 ft.    2 handed    50 lb.    1000 gp</p><p>100gp</p><p>                            </p><p>Bomb (improvised thrown)    5d6*    Bludgeoning and fire    10 ft.    one handed 5 lb. 50 gp.                        </p><p></p><p>Flamejaeger</p><p></p><p>A flamejaeger consists of a metal backpack containing alchemist fire and mundane oil, connected to a two handed tube with a nozzle and a pumping mechanism. It shoots this concoction with a 20’ range increment.[max range 60’]. Due to the weapon precision, the victim takes 2d6 points of fire damage from initial contact, taking an additional 1d6 damage the next round as normal alchemist fire.</p><p></p><p>Alternatively it can be used to coat a 20’ cone with alchemist fire (1d6 fire damage) and as a standard action using up four shots. Any creature caught in the cone of flame can make a Reflex save (DC half wielders BAB +Dex Bonus) to take half damage. The area also burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area. The following round those who make their save only take ½ of the second 1d6 fire)</p><p></p><p>A flamejaeger’s backpack has hardness 10 and 5 hit points and unlike most objects, it is vulnerable to critical hits. When worn, the backpack can be attacked as a worn object with the sunder action. Unlike most situations, the sunder attempt can be made with a ranged weapon provided the wearer has lost his dex bonus to the attacker. A backpack reduced to 0 hit points ruptures and explodes, dealing 1d6 points of fire damage per shots remaining in the weapon to the wearer (no save allowed) and half that amount as splash damage to creatures and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage). The area also burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.</p><p></p><p>A flamejaeger’s firing tube has hardness 5 and 5 hit points and can be attacked with the sunder action. A tube reduced to 0 hit sprays a cone in a random direction each round. The wearer must make a DC 15 reflex save each round to avoid being included in that cone.</p><p></p><p>The Backpack can be reloaded in two ways. Normally a specially crafted container of alchemist fire can be loaded in as a full round action once the backpack has been taken off as a move action. </p><p></p><p>Otherwise a sealed alchemist fire can carefully be transferred into a used container as an action taking one minute and requiring a DC 20 Craft: alchemy check. Having 5 or more ranks in slight of hand adds a 2 point synergy bonus to the check. Failing this check by 5 or more results in the loss of all alchemist fire involved. Failure by 10 or more [and natural 1] results in an explosion similar to if the backpack was reduced to 0 HP. The oil reserve takes only a DC 10 Alchemy check to refill with mundane lantern oil.[/sblock]</p><p></p><p>[sblock=Turning this hi tech item into a spell...] Grenade, Singularity</p><p>A singularity grenade generates a gravity field so powerful that it bends space into a miniature black hole. The black hole instantly devours all light and matter before collapsing and vanishing. Any character or object in the grenade’s 5-foot burst radius takes 15d6 points of damage. A successful Reflex save (DC 15) halves the damage. If the damage is enough to reduce a creature to –10 hit points, the grenade leaves no trace of the creature behind.[/sblock]</p></blockquote><p></p>
[QUOTE="frankthedm, post: 3222488, member: 1164"] I love dwarves, but they got plenty already! If I disliked dwarves, I'd [I]insist[/I] they take the -2 to DEX rather than CON. The loss of goblin bonus is because my setting has no goblins, rather that Orcs contain gobliniods. There are both degenerate Night orcs [MM orcs] and disciplined Quick orcs [hobgoblins], and in many orc lairs, orc children join the fight [goblins]. There are Orc * ape crossbreeds [bugbear stats] along with orc ogre crossbreeds [bugbear stats, NPC non elite stat array favoring physical stats & giant blood subtype]. The loss of the war axe was something I felt had to go, in return all dwarves benefit. All dwarves should be competent combatants, rather that just the warriors being super combatants. The -2 on swim is mostly flavor since I can not picture dwarves as buoyant{in my game their livers are quite large and have a density between wet clay & stone accounting for a good portion of their weight]. The -2 on ride checks makes sure they feel their speed hit. Speaking of dwarves [sblock=Prototype alchemic weapons] Flamejaeger (simple) 2d6 Fire 20 ft. 2 handed 50 lb. 1000 gp 100gp Bomb (improvised thrown) 5d6* Bludgeoning and fire 10 ft. one handed 5 lb. 50 gp. Flamejaeger A flamejaeger consists of a metal backpack containing alchemist fire and mundane oil, connected to a two handed tube with a nozzle and a pumping mechanism. It shoots this concoction with a 20’ range increment.[max range 60’]. Due to the weapon precision, the victim takes 2d6 points of fire damage from initial contact, taking an additional 1d6 damage the next round as normal alchemist fire. Alternatively it can be used to coat a 20’ cone with alchemist fire (1d6 fire damage) and as a standard action using up four shots. Any creature caught in the cone of flame can make a Reflex save (DC half wielders BAB +Dex Bonus) to take half damage. The area also burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area. The following round those who make their save only take ½ of the second 1d6 fire) A flamejaeger’s backpack has hardness 10 and 5 hit points and unlike most objects, it is vulnerable to critical hits. When worn, the backpack can be attacked as a worn object with the sunder action. Unlike most situations, the sunder attempt can be made with a ranged weapon provided the wearer has lost his dex bonus to the attacker. A backpack reduced to 0 hit points ruptures and explodes, dealing 1d6 points of fire damage per shots remaining in the weapon to the wearer (no save allowed) and half that amount as splash damage to creatures and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage). The area also burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area. A flamejaeger’s firing tube has hardness 5 and 5 hit points and can be attacked with the sunder action. A tube reduced to 0 hit sprays a cone in a random direction each round. The wearer must make a DC 15 reflex save each round to avoid being included in that cone. The Backpack can be reloaded in two ways. Normally a specially crafted container of alchemist fire can be loaded in as a full round action once the backpack has been taken off as a move action. Otherwise a sealed alchemist fire can carefully be transferred into a used container as an action taking one minute and requiring a DC 20 Craft: alchemy check. Having 5 or more ranks in slight of hand adds a 2 point synergy bonus to the check. Failing this check by 5 or more results in the loss of all alchemist fire involved. Failure by 10 or more [and natural 1] results in an explosion similar to if the backpack was reduced to 0 HP. The oil reserve takes only a DC 10 Alchemy check to refill with mundane lantern oil.[/sblock] [sblock=Turning this hi tech item into a spell...] Grenade, Singularity A singularity grenade generates a gravity field so powerful that it bends space into a miniature black hole. The black hole instantly devours all light and matter before collapsing and vanishing. Any character or object in the grenade’s 5-foot burst radius takes 15d6 points of damage. A successful Reflex save (DC 15) halves the damage. If the damage is enough to reduce a creature to –10 hit points, the grenade leaves no trace of the creature behind.[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
My sloppy house rules.
Top