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.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Superhero Chat
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="Aries_Omega" data-source="post: 1695808" data-attributes="member: 15693"><p><strong>Another DNW Character Listing</strong></p><p></p><p>This yet another PC of my players. He is the most powerful one as far as TR (CR for you non-DNW players) but isn't the best in combat per say. Once again I use the Deeds Not Words rules set. As before any comments would be great. </p><p></p><p>Thomas Page was a playboy, explorer and a explorer...for profit. As a young English dillenate in the WWII era he avoided both the Axis and Allies forces to raid tombs, temples and other areas to get the riches inside. One day while in Egypt he found the location to a large temple to a minor Egyptian deity called Khons (or Chons, Khonsu or Khonshu) who was a minor deity that worked with Thoth. He avoided traps, solved riddles and ambushed wierd monsters to get to the temple and find the "Garb of Khons" a shroud...or cloak of somekind that Khons wore whenever he was on Earth. Once he got to the temple room that had the garb....a strange thing happened. Khons materialzed! He used his power to meet this would be thief. As he was about to blast the puny mortal, agents of his enemies were detected in the temple and would be there soon. The mortal made a bargin. Let him live and he would help him. Khons thought for a moment....this mortal did get past his traps, figured his riddles out and ambushed his guardian monsters. Also...he could not leave the temple and needed someone to go into the world. He agreed and imbuned him with a small portion of his power....which robbed him of his sight but enhanced him in many other ways. </p><p></p><p>Wraith as he became to be known in English did defend the temple and many important Egyptian landmarks from the Germans who had Nazi "archelogists" that were altering artifacts to support their Aryan agenda. Postwar Egypt didn't really have a need for Wraith but rather then take back his power from the mortal Khons ordered him to go into the world and tell him of the new world as well as fight the evil that is out there and be the bane of agents of Set and other evil gods. He has since then changed his name a few time to keep up with the fact he ages very slowly. He leads a double life as a high society import/export tycoon and an divine agent of Khons.</p><p></p><p><strong>--------------------------------------------------------------------</strong></p><p></p><p><strong>WRAITH</strong></p><p>2nd level Human/Avatar Rouge</p><p>Str 10/13* (+0/+1*) Dex 19/22* (+4/+6*) Con 14 /17*(+2/+3*) Int 10 (+0) Wis 13 (+1) Cha 13 (+1)</p><p></p><p>*= During the nights of a full moon only.</p><p>Alignment: N/G</p><p>Languages: English (S/R), Latin (S/R), French (S/R) Arabic (S/R), Braille (R).</p><p>Hit Dice: 2d6+4 (+6) (16 HP/18 HP) Power Dice: 1d6+1 (12 PP) Hero Points: 1</p><p>Initiative: +4 (+4 Dex) Speed: 30 ft.</p><p>Armor Class: 19 (+3 armor, +1 bracers, +4 Dex, +1 class) DR/BDR: +2/+2</p><p>Base Attack Bonus: +1</p><p>· Melee Attack Bonus: +1/+2*</p><p>· Ranged Attack Bonus: +5/+7*</p><p></p><p>Fortitude Save: +2/+3* Reflex Save: +7/+9* Willpower Save: +1</p><p></p><p>Advantages: Alternate Identity (3EP), Amazing Costume (2 EP), Assistant (3 EP), Connections (x2) (2 EP each), Library (2 EP), Protected Identity (2 EP), Secret Lair (3 EP), Wealth (5 EP)</p><p></p><p>Complications: Checkered Past (2 EP), Foresworn From Firearms (2 EP), Hero’s Code/ Mercy (2 EP), Impaired Vision (6 EP), Lone Wolf (2 EP), Bane/Orichalcum (2 EP), Unusual Obligations w/ Coercion (4 EP), Diurnal Power Cycle/All powers at night except Longevity and Blindsight (2 EP), Diurnal Power Cycle/Enhanced Attribute on full moons (6 EP), Diurnal Power Cycle/Fast Healing and Rejuvenation during the day (2 EP)</p><p></p><p>Feats: Cape Misdirection, Dodge, Hidden Power, Infighter, Mobility, Improved Unarmed Strike, Combat Reflexes</p><p></p><p>Armor & Weapon Proficiencies: Light Armor, Edged Weapons, Exotic Weapon (hand crossbow), Improvised Weapons, Handguns, Impaling Weapons, Thrown Weapons, Trauma Weapons.</p><p></p><p>As Wraith/Thomas Page/Brandon Germain</p><p>Fame: 0/0/0 Reputation: 0/-4/0 Resources: 10</p><p>Thomas Page is assumed to have died in 1985. Wraith currently uses Brandon Germain as his primary secret identity. </p><p></p><p>Skills: Appraise +1, Balance +4, Bluff +1, Concealment +2, Defeat Security +6, Diplomacy +2, Drive +2, Escape Artist +5, Gambling +2, Gather Information +2, Healing Touch +5, Hide +5, Knowledge: History +3, Listen +2, Move Silently +5, Navigate +1, Research +3, Search +3, Sense Motive +2, Shadowing +6, Sleight of Hand +5, Sportcraft (Rugby) +5, Spot +2, Tumble +6</p><p></p><p>Class Abilities: Sneak Attack +1d6, Trap Specialty (I), Evasion, Bonus Feat</p><p></p><p>Special Abilities: +2 bonus to any roll made to detect, design, understand, disarm, or set up a trap. If beat the DC by 10 or more with a Defeat Security check can bypass the trap completely (bringing his party with him) without setting it off or disabling it. +1 dodge bonus to AC against a designated opponent, All melee attacks of opportunity against Wraith receive a -2 penalty to hit and he gains a +4 dodge bonus to AC against attacks of opportunity caused when he moves out. When wearing a cloak or cape he receives a 25% concealment bonus against any ranged attack, provided he retains his Dex bonus to AC if he uses his cloak as a standard action. May make a number of additional attacks of opportunity per round equal to his Dexterity modifier, limited to one attack of opportunity per enemy. Wraith may also make attacks of opportunity while flat-footed.</p><p></p><p>Armor: Garb of Khons (Archaic clothing treat as a MW Full Cloak, Spectra Body Suit, Armored Bracers and Elbow/Knee Pads with Amazing Costume advantage)</p><p></p><p>Gear: MW Shortsword, (2) MW Daggers, MW Hand Repeating Crossbow, (4) MW Crossbow Magazines (7 shots each), Crossbow Quiver w/ (4) AP Quarrels, (6) Blunt Trauma Quarrels, (5) Bang Stick Quarrels, (2) Limpet Mine Quarrels, (8) Broad Shaft Quarrels, (1) Homing Beacon Quarrel </p><p> </p><p>Preferred Attacks: Between his ability to shift out of phase and to misdirect people with his cloak, Wraith usually has no troubles in ranged combat. In melee combat people suffer penalties to hit him. He usually will let themselves tire by avoiding hits or surprise them by going in and out of phase and imitating a ghost. When he needs to attack he does have an archaic shortsword, daggers and a hand crossbow with specialty arrows.</p><p></p><p>Light Load: 33/50 lbs*. Medium Load: 66/100 lbs.*</p><p>Heavy Load: 100/150 lbs.* Maximum Lift: 200/300 lbs.*</p><p></p><p>Super-Powers: <strong>Blindsight</strong> (Has and unknown form of mystic sense based on air pressure differences. Makes invisibility and darkness (even magical darkness) irrelevant to the character (though he still can’t see ethereal creatures). Range 120 feet, unless otherwise blocked or constrained. Never can distinguish color, visual contrast or read print on paper. Blindsight does not subject a character to gaze attacks, nor do blinding attacks bother him. Deafening attacks thwart Blindsight. Blindsight works underwater (to a range of 30 feet) but not in a vacuum/ 5 EP) <strong>Enhanced Ability</strong> (+3 to Str, Dex and Con during full moons), <strong>Fast Healing</strong> (Heals 1 HP/10 minutes and continues to function at 0 HP or less, provided he has not been reduced to –10 + Con bonus + character level or fewer HP. This power cannot restore life to a character slain by massive damage or a death attack. Works only during the day/ 6 EP), <strong>Healing Touch</strong> (3 PP to activate. A Healing Touch roll vs. DC 11 or more to heal HP damage. Works at night only/ 4 EP), <strong>Incorporeality</strong> (4 PP to activate to shift out of phase. If solid and retains his Dex bonus to AC, and has been successfully hit by a physical attack, he may attempt a Reflex Save (DC 15) to shift into incorporeal form, for just a split second, allowing the attack to pass harmlessly through his ghostlike form before regaining solidity. This costs 1 PP if successful and may only be done once per round. Can also, at will, make noise while incorporeal that may be heard by corporeal beings. Works at night only/ 14 EP), <strong>Longevity</strong> (Ages 1 year for every 10 years that pass/14 EP) <strong>Natural Damage Reduction</strong> (Subtle protection, 6 DR. Works at night only/6 EP), <strong>Rejuvenation</strong> (Recovers lost ability points with unusual rapidity and may even regrow lost limbs. Recovers one lost limb in 12 hours and/or 1 ability point per 10 minutes. Works during the day only/6 EP), <strong>Teleportation</strong> (Can cross space and time to teleport as a standard action 25 miles. Subject to “mishap” checks to ensure that the teleportation is on target/ 12 EP).</p><p></p><p>Total Value of Enhancement Package: 102 EP</p><p>Compensated Enhancement Points: 30 EP</p><p>Threat Rating: 10</p><p>-------------------</p><p></p><p>Aries</p></blockquote><p></p>
[QUOTE="Aries_Omega, post: 1695808, member: 15693"] [b]Another DNW Character Listing[/b] This yet another PC of my players. He is the most powerful one as far as TR (CR for you non-DNW players) but isn't the best in combat per say. Once again I use the Deeds Not Words rules set. As before any comments would be great. Thomas Page was a playboy, explorer and a explorer...for profit. As a young English dillenate in the WWII era he avoided both the Axis and Allies forces to raid tombs, temples and other areas to get the riches inside. One day while in Egypt he found the location to a large temple to a minor Egyptian deity called Khons (or Chons, Khonsu or Khonshu) who was a minor deity that worked with Thoth. He avoided traps, solved riddles and ambushed wierd monsters to get to the temple and find the "Garb of Khons" a shroud...or cloak of somekind that Khons wore whenever he was on Earth. Once he got to the temple room that had the garb....a strange thing happened. Khons materialzed! He used his power to meet this would be thief. As he was about to blast the puny mortal, agents of his enemies were detected in the temple and would be there soon. The mortal made a bargin. Let him live and he would help him. Khons thought for a moment....this mortal did get past his traps, figured his riddles out and ambushed his guardian monsters. Also...he could not leave the temple and needed someone to go into the world. He agreed and imbuned him with a small portion of his power....which robbed him of his sight but enhanced him in many other ways. Wraith as he became to be known in English did defend the temple and many important Egyptian landmarks from the Germans who had Nazi "archelogists" that were altering artifacts to support their Aryan agenda. Postwar Egypt didn't really have a need for Wraith but rather then take back his power from the mortal Khons ordered him to go into the world and tell him of the new world as well as fight the evil that is out there and be the bane of agents of Set and other evil gods. He has since then changed his name a few time to keep up with the fact he ages very slowly. He leads a double life as a high society import/export tycoon and an divine agent of Khons. [B]--------------------------------------------------------------------[/B] [B]WRAITH[/B] 2nd level Human/Avatar Rouge Str 10/13* (+0/+1*) Dex 19/22* (+4/+6*) Con 14 /17*(+2/+3*) Int 10 (+0) Wis 13 (+1) Cha 13 (+1) *= During the nights of a full moon only. Alignment: N/G Languages: English (S/R), Latin (S/R), French (S/R) Arabic (S/R), Braille (R). Hit Dice: 2d6+4 (+6) (16 HP/18 HP) Power Dice: 1d6+1 (12 PP) Hero Points: 1 Initiative: +4 (+4 Dex) Speed: 30 ft. Armor Class: 19 (+3 armor, +1 bracers, +4 Dex, +1 class) DR/BDR: +2/+2 Base Attack Bonus: +1 · Melee Attack Bonus: +1/+2* · Ranged Attack Bonus: +5/+7* Fortitude Save: +2/+3* Reflex Save: +7/+9* Willpower Save: +1 Advantages: Alternate Identity (3EP), Amazing Costume (2 EP), Assistant (3 EP), Connections (x2) (2 EP each), Library (2 EP), Protected Identity (2 EP), Secret Lair (3 EP), Wealth (5 EP) Complications: Checkered Past (2 EP), Foresworn From Firearms (2 EP), Hero’s Code/ Mercy (2 EP), Impaired Vision (6 EP), Lone Wolf (2 EP), Bane/Orichalcum (2 EP), Unusual Obligations w/ Coercion (4 EP), Diurnal Power Cycle/All powers at night except Longevity and Blindsight (2 EP), Diurnal Power Cycle/Enhanced Attribute on full moons (6 EP), Diurnal Power Cycle/Fast Healing and Rejuvenation during the day (2 EP) Feats: Cape Misdirection, Dodge, Hidden Power, Infighter, Mobility, Improved Unarmed Strike, Combat Reflexes Armor & Weapon Proficiencies: Light Armor, Edged Weapons, Exotic Weapon (hand crossbow), Improvised Weapons, Handguns, Impaling Weapons, Thrown Weapons, Trauma Weapons. As Wraith/Thomas Page/Brandon Germain Fame: 0/0/0 Reputation: 0/-4/0 Resources: 10 Thomas Page is assumed to have died in 1985. Wraith currently uses Brandon Germain as his primary secret identity. Skills: Appraise +1, Balance +4, Bluff +1, Concealment +2, Defeat Security +6, Diplomacy +2, Drive +2, Escape Artist +5, Gambling +2, Gather Information +2, Healing Touch +5, Hide +5, Knowledge: History +3, Listen +2, Move Silently +5, Navigate +1, Research +3, Search +3, Sense Motive +2, Shadowing +6, Sleight of Hand +5, Sportcraft (Rugby) +5, Spot +2, Tumble +6 Class Abilities: Sneak Attack +1d6, Trap Specialty (I), Evasion, Bonus Feat Special Abilities: +2 bonus to any roll made to detect, design, understand, disarm, or set up a trap. If beat the DC by 10 or more with a Defeat Security check can bypass the trap completely (bringing his party with him) without setting it off or disabling it. +1 dodge bonus to AC against a designated opponent, All melee attacks of opportunity against Wraith receive a -2 penalty to hit and he gains a +4 dodge bonus to AC against attacks of opportunity caused when he moves out. When wearing a cloak or cape he receives a 25% concealment bonus against any ranged attack, provided he retains his Dex bonus to AC if he uses his cloak as a standard action. May make a number of additional attacks of opportunity per round equal to his Dexterity modifier, limited to one attack of opportunity per enemy. Wraith may also make attacks of opportunity while flat-footed. Armor: Garb of Khons (Archaic clothing treat as a MW Full Cloak, Spectra Body Suit, Armored Bracers and Elbow/Knee Pads with Amazing Costume advantage) Gear: MW Shortsword, (2) MW Daggers, MW Hand Repeating Crossbow, (4) MW Crossbow Magazines (7 shots each), Crossbow Quiver w/ (4) AP Quarrels, (6) Blunt Trauma Quarrels, (5) Bang Stick Quarrels, (2) Limpet Mine Quarrels, (8) Broad Shaft Quarrels, (1) Homing Beacon Quarrel Preferred Attacks: Between his ability to shift out of phase and to misdirect people with his cloak, Wraith usually has no troubles in ranged combat. In melee combat people suffer penalties to hit him. He usually will let themselves tire by avoiding hits or surprise them by going in and out of phase and imitating a ghost. When he needs to attack he does have an archaic shortsword, daggers and a hand crossbow with specialty arrows. Light Load: 33/50 lbs*. Medium Load: 66/100 lbs.* Heavy Load: 100/150 lbs.* Maximum Lift: 200/300 lbs.* Super-Powers: [B]Blindsight[/B] (Has and unknown form of mystic sense based on air pressure differences. Makes invisibility and darkness (even magical darkness) irrelevant to the character (though he still can’t see ethereal creatures). Range 120 feet, unless otherwise blocked or constrained. Never can distinguish color, visual contrast or read print on paper. Blindsight does not subject a character to gaze attacks, nor do blinding attacks bother him. Deafening attacks thwart Blindsight. Blindsight works underwater (to a range of 30 feet) but not in a vacuum/ 5 EP) [B]Enhanced Ability[/B] (+3 to Str, Dex and Con during full moons), [B]Fast Healing[/B] (Heals 1 HP/10 minutes and continues to function at 0 HP or less, provided he has not been reduced to –10 + Con bonus + character level or fewer HP. This power cannot restore life to a character slain by massive damage or a death attack. Works only during the day/ 6 EP), [B]Healing Touch[/B] (3 PP to activate. A Healing Touch roll vs. DC 11 or more to heal HP damage. Works at night only/ 4 EP), [B]Incorporeality[/B] (4 PP to activate to shift out of phase. If solid and retains his Dex bonus to AC, and has been successfully hit by a physical attack, he may attempt a Reflex Save (DC 15) to shift into incorporeal form, for just a split second, allowing the attack to pass harmlessly through his ghostlike form before regaining solidity. This costs 1 PP if successful and may only be done once per round. Can also, at will, make noise while incorporeal that may be heard by corporeal beings. Works at night only/ 14 EP), [B]Longevity[/B] (Ages 1 year for every 10 years that pass/14 EP) [B]Natural Damage Reduction[/B] (Subtle protection, 6 DR. Works at night only/6 EP), [B]Rejuvenation[/B] (Recovers lost ability points with unusual rapidity and may even regrow lost limbs. Recovers one lost limb in 12 hours and/or 1 ability point per 10 minutes. Works during the day only/6 EP), [B]Teleportation[/B] (Can cross space and time to teleport as a standard action 25 miles. Subject to “mishap” checks to ensure that the teleportation is on target/ 12 EP). Total Value of Enhancement Package: 102 EP Compensated Enhancement Points: 30 EP Threat Rating: 10 ------------------- Aries [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Superhero Chat
Top