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Jynnx
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Draconic Invocations

Unless otherwise stated, the effects of an invocation last for 24 hours.  Any effects of an invocation that duplicate a spell share that spell's duration.  Invocations can be dispelled. LEAST INVOCATIONS Aquatic Adaptation 2nd-level equivalent When you use this invocation, you gain the ability to breathe underwater.  You also gain a swim speed equal to your base land speed.  Your breath weapon functions normally underwater regardless of its effect. Arcane Perception 2nd-level equivalent You gain the benefits of a detect magic spell.  While the invocation is active, you may end the effec

All

90 deviations
Literature

Spy Versus Spy

Spy Versus Spy: A Game of Bluff and Deceit. Materials -Two Players -One full deck of playing cards, including two Jokers -Paper and pencil to keep track of points. -One Six-Sided Die Play: Progress of a Round FIRST SHUFFLE: Before play begins, allow each player to shuffle the deck ONCE. INITIATIVE: Select one player to deal out a single card to both players, face-down.  Once both cards have been dealt, players will reveal them together.  The card with the highest numerical value wins (Jacks are worth 11, Queens 12 and Kings 13).  If players tie, deal one new card to both players, as before.  Repeat this process until one player wins.

Featured

1 deviation
Literature

Pathfinder: New Feats: A - M

Academic Connections You are connected to an extensive library. Prerequisite: One or more levels of Expert Benefit: The DC of any Knowledge check you choose to spend time researching is lowered by 5.  This results in a DC of 5 for really easy questions, 10 for basic questions, and 15 to 25 for hard and obscure questions.  To gain the benefit of this feat, you must have access to a library (with appraisal value for its books at least 100 gp) and must spend 1d4 days in research.  This feat does not affect answers to field questions. Acrobatic Flourish (Combat Feat) Your dexterous maneuvers and skilled acrobati

Pathfinder House Rules

9 deviations
Literature

Pathfinder: Race, Anthromoprh

A people almost as old as the earth beneath their feet, the Anthromorph culture is a vibrant one that focuses on the reverence of the nature and all things native to the primal world.  They are indeed a creature of nature – they often find themselves feeling out of place and discontent in cities of stone and steel.  Indeed, their own settlements are "grown" from the natural environment of their surroundings. Physical Description: Anthromorphs blend the qualities of humanoids and beasts.  The degree of this mixture may vary beteween individuals, but they all sport a more-or-less humanoid appearance (two legs

Pathfinder - Custom Races

2 deviations
Literature

Dual-Class Characters

Dual-classing is a process that a player can apply during character creation.  A dual-classed character represents the ideal of a particular combination of classes - the ideal warrior/mage, the ideal priest/thief, et cetera.  For the most part, a dual-classed character is rolled up and leveled like any other character - but with a few key differences. CHARACTER CREATION A character is only eligible to become a dual-classed character at first level.  This decision cannot be made later on in his career after attaining additional hit dice, and it cannot be undone once selected.  The path of a dual-classed character is a long and difficult one,

Pathfinder - Custom Character Classes

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Literature

MW: Races

Nine races are officially recognized within Mortral.  These races are: Anthromorph, Dwarf, Elf, Gnoll, Gnome, Goblinoid, Halfling, Human, and Orcs.  Scholars (and royal law) classify these races into three categories: Citizens, Beast-Men, and Servant-Races.  Other races are known to inhabit remote locations of the kingdom, but their numbers are few and they play no role in the grand scheme of history or events. Citizens: Most dwarves, elves, halflings, and especially humans are all considered citizens of Mortral.  Members of these races are awarded full rights within the law - most importantly, the rig

Mage's War Campaign Setting

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Character Class Tweaks

1. At every odd-numbered fighter level beyond first, the character gains an additional fighter bonus feat.  This increase adds up to a total number of one fighter bonus feat per fighter level. 2. A monk may add his Wisdom bonus (if any) to his attack rolls with unarmed strikes instead of his Strength modifier, if it is higher.  This bonus does not apply to damage with unarmed strikes. 3. Paladins need not be lawful good in alignment.  Their alignment must exactly match that of their deity, however.  A paladin with an alternative alignment has slightly different class features. A chaotic paladin repla

Dungeons and Dragons 3.5 House Rules

7 deviations
Literature

Opening Credits_ES

Design and Editing Daniel Alexander "Jynnx" Chaplik Resources Dungeons and Dragons, by TSR and Wizards of he Coast The Elder Scrolls, by Bethesda and ZeniMax Media The Elder Scrolls Wiki Playtesters Cyrus Jones Dyana Collins Karl Collins This product is a conversion for the d20 Dungeons and Dragons role-playing game.

Elder Scrolls d20 - Core Rules

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Literature

Opening Credits_SW

Design and Editing Daniel Alexander Chaplik Resources RIFTS, Ultimate Edition, by Kevin Siembieda. Wookiepedia (http://starwars.wikia.com/) Star Wars, the movie saga by George Lucas. Star Wars: Knights of the Old Republic I & II, by Bioware and Lucas Arts. Star Wars d20, by Wizards of the Coast. Star Wars: Saga Edition, by Wizards of the coast. Dungeons and Dragons Online, Unlimited (http://www.ddo.com) D&D Wiki (http://www.dandwiki.com) Playtesting

Star Wars d20

2 deviations