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<blockquote data-quote="Grimgrin" data-source="post: 5531192" data-attributes="member: 78830"><p><strong>Last Set (Bio)</strong></p><p></p><p>I found the perfect graphic novel for an Oz Themed Gamma World</p><p>OZF5 Gale Force: <a href="http://www.ozf5.com" target="_blank">www.ozf5.com</a></p><p>- "If the monkeys in Kansas don't wear rocket packs then how do they fly?" </p><p> </p><p>Another older comic gives Oz a dark fantasy twist </p><p>- <a href="http://www.rpgnow.com/product_info.php?currency=CAD&products_id=23748&it=1&filters=0_0_0_10152" target="_blank">OZ: Straw and Sorcery</a></p><p> </p><p> </p><p>Canine is already covered in this <a href="https://docs.google.com/leaf?id=0BxKjhnVzFc7DN2MyODA1NzUtNzU1ZC00ZWE3LWFiNzQtMDQ4ZDkzMjgzYjg5&hl=en&authkey=CKrJl7gF" target="_blank">Community </a><span style="color: #0000ee"><u>Compilation</u></span> </p><p> </p><p><span style="color: #008000"><strong><span style="font-size: 18px">Munchkin</span></strong></span></p><p><span style="color: #008000"><em>You may be undersized but your deft hands and sprightly footwork leave others in awe.</em></span></p><p> Munchkins are the perfect height, everyone else is just too big, but you use your size to your advantage. You are able to hide in unlikely spots and slip through the grasp of the lumbering clods around you. </p><p></p><p><u>Munchkin TRAITS</u></p><p><strong>MUTANT TYPE/KEY ABILITY:</strong> BIO; DEXTERITY, +2 TO BIO OVERCHARGE</p><p><strong>Skill Bonus (Level 1):</strong> Gain a +4 bonus to Stealth checks.</p><p><strong>Nimble Feet (Level 1):</strong> Gain a +2 bonus to Reflex and a +2 bonus to AC vs. Opportunity Attacks.</p><p><strong>Lucky Dodge (Level 1): </strong>Once per encounter, you can force an opponent to re-roll a successful attack WITH A -2 PENALTY.</p><p><strong>Half Pint (Level 1):</strong> You can not use two handed weapons.</p><p><strong>Munchkin Critical (Level 2 or 6):</strong> When you score a critical hit, the attack deals 1d10 extra damage, and you can shift one square after the attack.</p><p> </p><p><u>MUNCHKIN POWERS</u></p><p> </p><p><strong><span style="color: #008000">SUDDEN LUNGE </span></strong><span style="color: #008000">- MUNCHKIN NOVICE</span></p><p><em>You dart in and out of striking distance when attacking.</em></p><p><strong>At-Will * Physical, Weapon</strong></p><p><strong>Standard Action - Melee</strong> 2</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Dexterity + your level + weapon accuracy vs. AC</p><p><strong>Hit:</strong> 1[W] + Dexterity modifier + twice your level physical damage. </p><p> </p><p><span style="color: #008000"><strong>ROLLING TUMBLE</strong> - MUNCHKIN UTILITY</span></p><p><em>You have learned to roll with the punches, literally.</em></p><p><strong>Encounter</strong></p><p><strong>Immediate Interrupt - Personal</strong></p><p><strong>Trigger:</strong> You are pushed, slid, or knocked prone by an attack </p><p><strong>Effect:</strong> You can shift your DEXTERITY modifier instead.</p><p> </p><p><span style="color: #008000"><strong>LOW BLOW </strong>- MUNCHKIN EXPERT</span></p><p><em>Your small stature allows for the perfect placement of a crushing blow.</em></p><p><strong>Encounter * Physical, Weapon</strong></p><p><strong>Standard Action - Melee</strong> or <strong>Ranged</strong> weapon</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Dexterity + your level + weapon accuracy vs. AC</p><p><strong>Hit:</strong> 2[W] + Dexterity modifier + your twice level physical damage, and your target is "dazed" (save ends). </p><p> </p><p> </p><p><strong><span style="color: #008000"><span style="font-size: 18px">Pumpkinhead</span></span></strong></p><p><span style="color: #008000"><em>A massive gourd lies atop your shoulders.</em></span></p><p> There's no sense beating around the bush, your head is the size of a pumpkin. You can be overbearing and often have an inflated ego to match, but no one can grin as widely as you. You often lose your head in a fight, but can bowl over others with your driven intellect. </p><p></p><p><u>Pumpkinhead Traits</u></p><p><strong>MUTANT TYPE/KEY ABILITY:</strong> BIO; STRENGTH, +2 TO BIO OVERCHARGE</p><p><strong>Skill Bonus (Level 1):</strong> Gain a +4 bonus to ONE SKILL CHECK per day.</p><p><strong>Hard Rind (Level 1):</strong> Gain a +2 bonus to Fortitude.</p><p><strong>Smashing Pumpkin (Level 1):</strong> You can always use your head as a heavy two handed melee weapon and add your INT modifer to damage you inflict with it for basic melee attacks only.</p><p><strong>Pumpkinhead Critical (Level 2 or 6):</strong> When you score a critical hit, the attack deals 1d10 extra damage, and inflict your STR modifier physical damage to any other adjacent opponent with an unexpected head butt.</p><p> </p><p><u>PUMPKINHEAD POWERS</u></p><p> </p><p><strong><span style="color: #008000">Seed Spitter </span></strong><span style="color: #008000">- PUMPKINHEAD NOVICE</span></p><p><em>You gourd is filled with hard dried seeds.</em></p><p><strong>At-Will * Bio, Physical</strong></p><p><strong>Standard Action - Ranged</strong> 5</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Strength + your level vs. Reflex</p><p><strong>Hit:</strong> 1d10 + Strength modifier + twice your level physical damage. </p><p> </p><p><span style="color: #008000"><strong>Lose Your Head</strong> - PUMPKINHEAD UTILITY</span></p><p><em>Your Pumpkin tumbles free and rolls about the battlefield.</em></p><p><strong>At Will</strong></p><p><strong>Immediate Interrupt - Personal</strong></p><p><strong>Trigger:</strong> You are paralyzed or immobilized </p><p><strong>Effect:</strong> You pumpkinhead seperates from the rest of your body. You can still move your speed and make unarmed basic melee attacks but your body is a "helpless" target for your enemies until you move adjacent to it and rejoin it (minor action).</p><p> </p><p><span style="color: #008000"><strong>Pumpkin Strike </strong>- PUMPKINHEAD EXPERT</span></p><p><em>You roll your head at your enemies and knock them down like tenpins.</em></p><p><strong>Encounter * Bio, Physical</strong></p><p><strong>Standard Action - range 5 area BLAST 3</strong></p><p><strong>Target:</strong> all creatures in BLAST</p><p><strong>Attack:</strong> Strength + your level vs. Reflex</p><p><strong>Hit:</strong> 1d10 + Strength modifier + your twice level physical damage, and your target is knocked prone. </p><p> </p><p> <span style="color: #008000"></span></p><p><span style="color: #008000"><strong><span style="font-size: 18px">Chickenoid</span></strong></span></p><p><span style="color: #008000"><em>You are covered with soft feathers, have a beak, three toed feet, and lay eggs.</em></span></p><p>Others call you a chicken and your down with that. You are fowl-mouthed and hen pecked, but your an early riser and never keep all your eggs in one basket. Having started from scratch, you are determined to peck and claw your way to the top. </p><p></p><p><u>Chickenoid Traits</u></p><p><strong>MUTANT TYPE/KEY ABILITY:</strong> BIO; Intelligence, +2 TO BIO OVERCHARGE</p><p><strong>Skill Bonus (Level 1):</strong> Gain a +1 bonus to INT based skills (egg head).</p><p><strong>Henpecked (Level 1):</strong> Gain a +2 bonus to Will.</p><p><strong>Egg Roll (Level 1):</strong> Whenever you roll a "1" with your damage die you also inflict "blindness" on your target till the start of your next turn.</p><p><strong>Chicken Critical (Level 2 or 6):</strong> When you score a critical hit, the attack deals 1d6 extra damage, and also inflict the "blindness" on the target until the end of your next turn.</p><p> </p><p><u>CHICKEN POWERS</u></p><p> </p><p><strong><span style="color: #008000">Scratch and Peck </span></strong><span style="color: #008000">- CHICKEN NOVICE</span></p><p><em>You have sharp claws on your feet and a sharp beak.</em></p><p><strong>At-Will * Bio, Physical</strong></p><p><strong>Standard Action - Melee 1</strong></p><p><strong>Target:</strong> One or two adjacent creatures</p><p><strong>Two Attacks:</strong> Intelligence + your Level vs. Fort</p><p><strong>Damage:</strong> 1d6 + Intelligence modifier + twice your level per attack.</p><p> </p><p><span style="color: #008000"><strong>Chickenwing</strong> - CHICKEN UTILITY</span></p><p><em>You can't accieve true flight but can rise up, hover, and slowly drop.</em></p><p><strong>At Will</strong></p><p><strong>Immediate Interrupt - Personal</strong></p><p><strong>Trigger:</strong> You are falling</p><p><strong>Effect:</strong> If you are conscious and have two free arms, you can flap to a gentle landing (unless you land in an acid pool, fire, etc.). You can also rise a number of vertical squares equal to your level for a number of rounds equal to your level.</p><p> </p><p><span style="color: #008000"><strong>Rotten Egg Toss </strong>- CHICKEN EXPERT</span></p><p><em>You throw one of your rotten eggs at an enemy and release a corrosive gas.</em></p><p><strong>Encounter * Bio, Acid</strong></p><p><strong>Standard Action - range 5 area burst 1</strong></p><p><strong>Target:</strong> all creatures in burst</p><p><strong>Attack:</strong> Intelligence + your level vs. Fort</p><p><strong>Hit:</strong> 1d6 acid damage + Intelligence modifier + your twice level physical damage, and your primary target is "dazed" until the start of your next turn.</p></blockquote><p></p>
[QUOTE="Grimgrin, post: 5531192, member: 78830"] [b]Last Set (Bio)[/b] I found the perfect graphic novel for an Oz Themed Gamma World OZF5 Gale Force: [URL="http://www.ozf5.com"]www.ozf5.com[/URL] - "If the monkeys in Kansas don't wear rocket packs then how do they fly?" Another older comic gives Oz a dark fantasy twist - [URL="http://www.rpgnow.com/product_info.php?currency=CAD&products_id=23748&it=1&filters=0_0_0_10152"]OZ: Straw and Sorcery[/URL] Canine is already covered in this [URL="https://docs.google.com/leaf?id=0BxKjhnVzFc7DN2MyODA1NzUtNzU1ZC00ZWE3LWFiNzQtMDQ4ZDkzMjgzYjg5&hl=en&authkey=CKrJl7gF"]Community [/URL][COLOR=#0000ee][U]Compilation[/U][/COLOR] [COLOR=#008000][B][SIZE=5]Munchkin[/SIZE][/B] [I]You may be undersized but your deft hands and sprightly footwork leave others in awe.[/I][/COLOR] Munchkins are the perfect height, everyone else is just too big, but you use your size to your advantage. You are able to hide in unlikely spots and slip through the grasp of the lumbering clods around you. [U]Munchkin TRAITS[/U] [B]MUTANT TYPE/KEY ABILITY:[/B] BIO; DEXTERITY, +2 TO BIO OVERCHARGE [B]Skill Bonus (Level 1):[/B] Gain a +4 bonus to Stealth checks. [B]Nimble Feet (Level 1):[/B] Gain a +2 bonus to Reflex and a +2 bonus to AC vs. Opportunity Attacks. [B]Lucky Dodge (Level 1): [/B]Once per encounter, you can force an opponent to re-roll a successful attack WITH A -2 PENALTY. [B]Half Pint (Level 1):[/B] You can not use two handed weapons. [B]Munchkin Critical (Level 2 or 6):[/B] When you score a critical hit, the attack deals 1d10 extra damage, and you can shift one square after the attack. [U]MUNCHKIN POWERS[/U] [B][COLOR=#008000]SUDDEN LUNGE [/COLOR][/B][COLOR=#008000]- MUNCHKIN NOVICE[/COLOR] [I]You dart in and out of striking distance when attacking.[/I] [B]At-Will * Physical, Weapon[/B] [B]Standard Action - Melee[/B] 2 [B]Target:[/B] One creature [B]Attack:[/B] Dexterity + your level + weapon accuracy vs. AC [B]Hit:[/B] 1[W] + Dexterity modifier + twice your level physical damage. [COLOR=#008000][B]ROLLING TUMBLE[/B] - MUNCHKIN UTILITY[/COLOR] [I]You have learned to roll with the punches, literally.[/I] [B]Encounter[/B] [B]Immediate Interrupt - Personal[/B] [B]Trigger:[/B] You are pushed, slid, or knocked prone by an attack [B]Effect:[/B] You can shift your DEXTERITY modifier instead. [COLOR=#008000][B]LOW BLOW [/B]- MUNCHKIN EXPERT[/COLOR] [I]Your small stature allows for the perfect placement of a crushing blow.[/I] [B]Encounter * Physical, Weapon[/B] [B]Standard Action - Melee[/B] or [B]Ranged[/B] weapon [B]Target:[/B] One creature [B]Attack:[/B] Dexterity + your level + weapon accuracy vs. AC [B]Hit:[/B] 2[W] + Dexterity modifier + your twice level physical damage, and your target is "dazed" (save ends). [B][COLOR=#008000][SIZE=5]Pumpkinhead[/SIZE][/COLOR][/B] [COLOR=#008000][I]A massive gourd lies atop your shoulders.[/I][/COLOR] There's no sense beating around the bush, your head is the size of a pumpkin. You can be overbearing and often have an inflated ego to match, but no one can grin as widely as you. You often lose your head in a fight, but can bowl over others with your driven intellect. [U]Pumpkinhead Traits[/U] [B]MUTANT TYPE/KEY ABILITY:[/B] BIO; STRENGTH, +2 TO BIO OVERCHARGE [B]Skill Bonus (Level 1):[/B] Gain a +4 bonus to ONE SKILL CHECK per day. [B]Hard Rind (Level 1):[/B] Gain a +2 bonus to Fortitude. [B]Smashing Pumpkin (Level 1):[/B] You can always use your head as a heavy two handed melee weapon and add your INT modifer to damage you inflict with it for basic melee attacks only. [B]Pumpkinhead Critical (Level 2 or 6):[/B] When you score a critical hit, the attack deals 1d10 extra damage, and inflict your STR modifier physical damage to any other adjacent opponent with an unexpected head butt. [U]PUMPKINHEAD POWERS[/U] [B][COLOR=#008000]Seed Spitter [/COLOR][/B][COLOR=#008000]- PUMPKINHEAD NOVICE[/COLOR] [I]You gourd is filled with hard dried seeds.[/I] [B]At-Will * Bio, Physical[/B] [B]Standard Action - Ranged[/B] 5 [B]Target:[/B] One creature [B]Attack:[/B] Strength + your level vs. Reflex [B]Hit:[/B] 1d10 + Strength modifier + twice your level physical damage. [COLOR=#008000][B]Lose Your Head[/B] - PUMPKINHEAD UTILITY[/COLOR] [I]Your Pumpkin tumbles free and rolls about the battlefield.[/I] [B]At Will[/B] [B]Immediate Interrupt - Personal[/B] [B]Trigger:[/B] You are paralyzed or immobilized [B]Effect:[/B] You pumpkinhead seperates from the rest of your body. You can still move your speed and make unarmed basic melee attacks but your body is a "helpless" target for your enemies until you move adjacent to it and rejoin it (minor action). [COLOR=#008000][B]Pumpkin Strike [/B]- PUMPKINHEAD EXPERT[/COLOR] [I]You roll your head at your enemies and knock them down like tenpins.[/I] [B]Encounter * Bio, Physical[/B] [B]Standard Action - range 5 area BLAST 3[/B] [B]Target:[/B] all creatures in BLAST [B]Attack:[/B] Strength + your level vs. Reflex [B]Hit:[/B] 1d10 + Strength modifier + your twice level physical damage, and your target is knocked prone. [COLOR=#008000] [B][SIZE=5]Chickenoid[/SIZE][/B] [I]You are covered with soft feathers, have a beak, three toed feet, and lay eggs.[/I][/COLOR] Others call you a chicken and your down with that. You are fowl-mouthed and hen pecked, but your an early riser and never keep all your eggs in one basket. Having started from scratch, you are determined to peck and claw your way to the top. [U]Chickenoid Traits[/U] [B]MUTANT TYPE/KEY ABILITY:[/B] BIO; Intelligence, +2 TO BIO OVERCHARGE [B]Skill Bonus (Level 1):[/B] Gain a +1 bonus to INT based skills (egg head). [B]Henpecked (Level 1):[/B] Gain a +2 bonus to Will. [B]Egg Roll (Level 1):[/B] Whenever you roll a "1" with your damage die you also inflict "blindness" on your target till the start of your next turn. [B]Chicken Critical (Level 2 or 6):[/B] When you score a critical hit, the attack deals 1d6 extra damage, and also inflict the "blindness" on the target until the end of your next turn. [U]CHICKEN POWERS[/U] [B][COLOR=#008000]Scratch and Peck [/COLOR][/B][COLOR=#008000]- CHICKEN NOVICE[/COLOR] [I]You have sharp claws on your feet and a sharp beak.[/I] [B]At-Will * Bio, Physical[/B] [B]Standard Action - Melee 1[/B] [B]Target:[/B] One or two adjacent creatures [B]Two Attacks:[/B] Intelligence + your Level vs. Fort [B]Damage:[/B] 1d6 + Intelligence modifier + twice your level per attack. [COLOR=#008000][B]Chickenwing[/B] - CHICKEN UTILITY[/COLOR] [I]You can't accieve true flight but can rise up, hover, and slowly drop.[/I] [B]At Will[/B] [B]Immediate Interrupt - Personal[/B] [B]Trigger:[/B] You are falling [B]Effect:[/B] If you are conscious and have two free arms, you can flap to a gentle landing (unless you land in an acid pool, fire, etc.). You can also rise a number of vertical squares equal to your level for a number of rounds equal to your level. [COLOR=#008000][B]Rotten Egg Toss [/B]- CHICKEN EXPERT[/COLOR] [I]You throw one of your rotten eggs at an enemy and release a corrosive gas.[/I] [B]Encounter * Bio, Acid[/B] [B]Standard Action - range 5 area burst 1[/B] [B]Target:[/B] all creatures in burst [B]Attack:[/B] Intelligence + your level vs. Fort [B]Hit:[/B] 1d6 acid damage + Intelligence modifier + your twice level physical damage, and your primary target is "dazed" until the start of your next turn. [/QUOTE]
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