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Topics - bhu

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1
Uncle Kittie's Unnecessary Revisions / Bard and Wizard Subclasses
« on: September 02, 2023, 07:20:59 PM »
reserved for list

2
Uncle Kittie's Unnecessary Revisions / 5e Cleric and Pladin Subclasses
« on: August 20, 2023, 01:43:12 AM »
reserved for list

3
Uncle Kittie's Unnecessary Revisions / 5E Monk Traditions
« on: June 03, 2023, 02:04:43 AM »
reserved  for list

4
Reserved for list.

5
Board Business / Has the forum code changed?
« on: January 08, 2023, 01:33:28 AM »
When I've made lists I've always use li  /li.  Now whenever I modify the thread it saves as li list /li /list.

6
Uncle Kittie's Unnecessary Revisions / 5e Base Classes
« on: November 12, 2022, 11:04:37 PM »
reserved for table of contents

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Uncle Kittie's Unnecessary Revisions / 5E Fighter and Rogue Archetypes
« on: August 20, 2022, 02:08:39 AM »
reserved for list

8
Board Business / Whats with all the bots?
« on: August 14, 2022, 10:28:43 PM »
Did we piss someone off?

9
Uncle Kittie's Unnecessary Revisions / 5E Artificer Paths
« on: July 31, 2022, 10:52:07 PM »
reserved for list

10
Uncle Kittie's Unnecessary Revisions / 5E Druid and Ranger Paths
« on: July 31, 2022, 01:17:15 AM »
reserved for list

11
D&D 5e / My first 5e Build: Tactical Assault Bear
« on: March 02, 2022, 01:53:20 AM »
Race:Kalashtar
Str 13, Dex 10, Con 12, Int 10, Wis 16, Cha 15 (point buy)

First 3 levels in Barbarian (Totem Warrior: Bear)
Next 6 Levels in Druid (Circle of the Moon), Sentinel Feat
Next 3 Levels in Fighter (Echo Knight)
Next 7 Levels in Paladin (Oath of Conquest), Piercer and Slasher Feats
Last Level in Barbarian, Alert Feat

The plan once i get enough levels is:

Round 1: Use Bonus Action to Wild Shape
Round 2: Use Bonus Action to Manifest Echo
Round 3: Use Bonus Action to Rage

So now I'm a bear (or something), I can use the Echo (and the Paladins Aura)  to ensure I keep Rage, I have resistance to all damage when raging, and when I crit I can burn spells for Divine Smite.  I might switch out some Feats to raise stats.  Sound feasible?

12
Oslecamo's Improved Monster Classes / Deathclaw
« on: April 19, 2021, 06:43:47 PM »
And so I have had another request...


DEATHCLAW
The Fallout critters everyone knows and runs from.

Class Skills
 The Deathclaw's class skills (and the key ability for each skill) are Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), or Survival (Wis).
Skills Per Day at 1st Level : (2 + int)x4
Skills Per Day at Each Additional Level :2 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Deathclaw Body, Keen Senses
2. +2    +3     +0     +0    Armored Hide, +1 Str, +1 Con
3. +3    +3     +1     +1    Subspecies, +1 Dex
4. +4    +4     +1     +1    Pure Offense, +1 Str, +1 Dex
5. +5    +4     +1     +1    Armored Hide, +1 Str, +1 Con
6. +6    +5     +2     +2    Subspecies, +1 Dex
7. +7    +5     +2     +2    Pure Offense, +1 Str, +1 Dex
8. +8    +6     +2     +2    Fearless, +1 Str, +1 Wis
9. +9    +6     +3     +3    Subspecies, +1 Dex
10.+10   +7     +3     +3    Huge Size
11.+11   +7     +3     +3    Armored Hide, +1 Str, +1 Con
12.+12   +8     +4     +4    Subspecies, +1 Dex
13.+13   +8     +4     +4    Pure Offense, +1 Str, +1 Dex
14.+14   +9     +4     +4    Armored Hide, +1 Str, +1 Con
15.+15   +9     +5     +5    Subspecies, +1 Dex
16.+16   +10    +5     +5    Pure Offense, +1 Str, +1 Dex
17.+17   +10    +5     +5    Armored Hide, +1 Str, +1 Con
18.+18   +11    +6     +6    Subspecies, +1 Dex
19.+19   +11    +6     +6    Pure Offense, +1 Str, +1 Dex
20.+20   +12    +6     +6    Legendary Deathclaw, +1 Str, +1 Con

Weapon Proficiencies: A Deathclaw is only proficient with it's own natural weapons.

Deathclaw Body: The Deathclaw loses all other racial traits and bonuses and gains Magical Beast traits (Basically darkvision 60 feet and Low-light Vision). It is a large sized Magical Beast with a base speed of 40 feet. It has two primary natural claw attacks dealing 1d6+str mod damage each, and a secondary Bite attack doing 1d6 plus 1/2 Str modifier damage.  It gets 2 claws and a bite with a Full Attack.  The Deathclaw has +2 Str, +2 Dex, +2 Con, -4 Int and -4 Charisma.

It's claws are not capable of fine manipulation, and cannot wield weapons.

It also gains a natural armor bonus equal to 3+con modifier.

Keen Senses (Ex):  Deathclaws gain a +8 Racial Bonus to Listen and Spot Checks.  The downside of this is that it also has a -4 Racial Penalty to Saving Throws against sensory attacks, such as blinding lights or loud noises.  You also have the Scent ability.

Armored Hide: At 2nd Level, you gain DR 5/Piercing.  At 5th Level you gain Energy Resistance 5 (Electricity and Fire) and immunity to Radiation Sickness (see D20 Future).  At 11th Level your DR increases to DR 10/Piercing.  At 14th Level your Energy Resistance increases to 10.  At 7th Level your Natural Armor Bonus to AC increases by +4.

Subspecies: Beginning at Level 3 you may choose a specific subtype of Deathclaw.  This subsequently gives you an enhanced ability at Levels 6, 9, 12, 15 and 18.

Alpha Male: At Level 3 it's base land speed increases by +10 feet.  It gains +2 Str at Levels 6, 9, 12, 15 and 18.

Mother: At 3rd Level it gains an additional Secondary attack: a Tail Slap doing 1d6 plus 1/2 Str modifier damage.  At 6th Level it goes berserk anytime it sees another Deathclaw die (this is otherwise identical t the Rage ability listed below).  At 9th Level and 15th Level it gains Fast Movement, increasing it's base land speed +10 feet each Level.  At 12th Level it gains Uncanny Dodge, as per the Rogue ability.  At 18th Level it gains Improved Uncanny Dodge, as per the Rogue Ability.

Blind: At 3rd Level the Deathclaw gains Blind and is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.  It loses all ranks in Search and Spot.  At 6th Level you gain Blindsight (Ex):  Deathclaws can sense all foes within 20 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.  Deathclaws are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a Deathclaw’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a Deathclaw is effectively blinded.  At 9th Level it's Blindsight range increases to 40 feet.  At 12th Level it's Blindsight range increases to 60 feet.  At 15th Level it gains the Improved Scent Feat from Savage Species.  At 18th Level it gains the Uncanny Scent Feat from Savage Species.

Intelligent: At 3rd Level the Deathclaw gains +2 Int, and may choose Knowledge: Geography or Nature as a Class Skill.  At 6th Level it gains +2 Cha, and gains Sense Motive as a Class Skill.  At 9th Level you gain an additional +2 Cha, and Perform (Mimic Sounds) as a Class Skill.  At 12th Level it gains Trapfinding, as per the Rogue ability.  At 15th Level it gains +2 Int and can choose any Skill as a Class Skill.  At 18th Level it gains +2 Int, and Skill Mastery (as per the Rogue ability of the same name).

Albino: At 3rd Level it gains +2 Con.  At 6th Level it gains +2 Int.  At 9th Level it gains Resistant (Ex): If the Deathclaw is subject to an effect or attack that allows a Fortitude Save for a reduced effect, it instead takes no effect at all with a successful Save.  At 12th Level it gains +2 Int.  At 15th Level it gains Improved Resistance (Ex): The Deathclaw now takes partial effects on a failed Fortitude Saving Throw.  At 18th Level anytime it's opponent confirms a critical hit against it, there is a 50% chance the hit becomes a normal hit.

Experimental: At 3rd Level the Deathclaw loses it's Racial Bonus to Spot Checks, but gains +2 Str.  At 6th Level anytime it's opponent confirms a critical hit against it, there is a 50% chance the hit becomes a normal hit.  At 9th Level it gains Fast Healing 3 when it is exposed to intense radiation or radioactive fallout.. At 12th Level it's DR increases to DR 15/Piercing.  At 15th Level it's Size increases to Gargantuan (Giving it +8  Str, +4 Con and your Natural Armor Bonus to AC improves by +1.  Damage of all your natural attacks improves by one step.).  At 18th Level it's DR changes to DR 15/-.

Irradiated: At 3rd Level the Deathlaw loses it's Racial Bonus to Listen Checks, but does radiation damage with it's natural attacks.  Their natural attacks count as lightly irradiated (see D20 Future).  At 6th Level all adjacent squares to the one they occupy count as lightly irradiated.  At 9th Level their natural attack count as moderately irradiated.  At 12th Level any squares within 10 feet of the square they occupy are mildly irradiated.  At 15th Level their natural attacks count as highly irradiated.  At 18th Level all squares within 10 feet of them are moderately irradiated.

Chameleon: At 3rd Level the Deathclaw no longer takes Size penalties to Hide Checks.  At 6th Level it has no Penalty to Move Silently Checks as long as it moves less than it's full movement speed.  At 9th Level it may cast Invisibility as an Exceptional Ability 3/day (Caster Level is equal to half Deathclaw Level).  At 12th Level it may Camouflage as per the Ranger ability of the same name.  At 15th Level you gain no penalties to Move Silently Checks even moving at full speed.  At 18th Level it may Hide in Plain Sight, as per the Ranger ability of the same name.

Pure Offense: At Levels 4, 7, 13, 16 and 19, you can choose one of the following special attacks:

Stunning Headbutt: (Prerequisite: Improved Grab) With a successful Grapple Check the Deathclaw can do 1d10 plus Str modifier damage with a successful Grapple Check.  If successful, the opponent must make a Fortitude Save (Save DC is Str based) or be Stunned 1d3 rounds and knocked Prone (this ends the grapple).

Rend: If the Deathclaw successfully hits with both claw attacks, it immediately Rends for double normal claw damage plus one and a half times Str modifier.  or example, if it's claws do 1d6+6 damage, the rend does 2d6+9.

Pounce: If a lDeathclaw charges a foe, it can make a full attack.

Frightful Presence: A Deathclaw can unsettle foes with its mere presence. The ability takes effect automatically whenever the Deathclaw attacks, or charges. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the Deathclaw. A potentially affected creature that succeeds on a Will save (DC 10 + ½ Deathclaw’s HD + Deathclaw’s Cha modifier) remains immune to that Deathclaw’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 1d6 rounds and those with 5 or more HD become shaken for 1d6 rounds. Deathclaws ignore the frightful presence of other Deathclaws.

Improved Grab: To use this ability, a Deathclaw must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Constrict: (Prerequisite: Improved Grab) A Deathclaw deals automatic claw damage with a successful grapple check.

Toss: (Prerequisite: Improved Grab, Huge Size)  The Deathclaw can make a grapple check at a -20 penalty against an opponent at least two size categories smaller than itself. If it succeed, on it's next action it can use an attack action to fling the held opponent. The range increment for the thrown creature is 120 feet. A creature may be thrown horizontally or vertically. If thrown vertically, it takes normal falling damage. If thrown horizontally, it takes damage as if it had fallen half the distance thrown (rounded down). For example, if a hurled orc is thrown horizontally 170 feet, it takes 8d6 points of damage. You may also fling the creature at another creature. To do so, make an attack roll at a -4 penalty, with appropriate range penalties, against the target creature. If you hit, both creatures take the amount of damage that the thrown creature would have taken otherwise, as given above.  The Deathclaw can also throw rocks, machinery or other debris.  This attack does 2d8 plus Str modifier, and has a range increment f 140 feet.  It can throw rocks a maximum of 5 range increments.

Rage: A Deathclaw that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Powerful Change: The Deathclaw deals double damage with a successful Charge attack.

Improved Natural Weapons:  This may be taken multiple times.  Each time it is taken the damage of the Deathclaws natural attacks improves by one step, or their critical threat range increases by one (i.e. you threaten a critical on a 19 or 20 instead of just a 20).

Fearless (Ex): At 8th Level you become immune to Mind-Affecting Effects.

Huge Size: At 10th Level, your size increases to Huge.  Additionally you gain +8  Str, -2 Dex, +4 Con, and your Natural Armor Bonus to AC improves by +1.  Damage of all your natural attacks improves by one step.

Legendary Deathclaw: At 20th Level hit points change to maximum hit points per hit die, and the Deathclaw loses it's Size Penalty to attack rolls.

13
Off Topic Fun / New Godzilla anime!
« on: October 28, 2020, 05:52:52 PM »

14
September 1776 / Chapter 2: Haxan
« on: March 10, 2020, 09:41:38 PM »
"We are beseiged in more ways than can be imagined.  I am quite astonished you were able to arrive.  Which means someone besides me wants to know about you."

15
Jester's Realm / New Campaign Thread: Chickens on Cocaine
« on: February 18, 2020, 09:28:14 PM »
I'll be adding info on the Alfheim state iin the Campaign world thread soon.

Yyrlis is walking the streets of Alfheim Town, the only really traditional city, and where most of the non-Elven population of the country of similar name.  It's also the contact point for outsiders wishing to do business with the nation.  You're kind of bored, and between jobs, and you've heard a local merchant may be hiring for help in dealing with herbs and mushroom procurement.  Lo and behold he sees an old acquaintance in the road on the way there.

Ashgar is a new arrival in town, looking to escape trouble on the flying city that was his home to recently.  Being of orcish descent has gotten him a lot of stares, and as he begins to question his decision he sees an elf who can vouch for him to the locals.

16
Board Business / 503 errors
« on: November 25, 2019, 03:41:59 AM »
Am I alone in getting a lot of these in the wee hours?

17
General D&D Discussion / Weirdness in the encounter calculator
« on: July 15, 2019, 10:34:00 PM »
Anyone else use the d20 srd encounter calculator?  I was asked to do a critter suitable for 5 fifteenth level PC's and it says CR 15 is easy, but 16 is 'very difficult.'

Anyone else notice stuff like this?

18
Off Topic Fun / Any security guards here?
« on: April 15, 2019, 07:46:28 PM »
I've been asked to do a game based on my misadventures as a guard annd I'd like people to bounce ideas off of.

19
Jester's Realm / Campaign Thread IX: Can Gelatinous Cubes Get Drunk?
« on: September 24, 2018, 08:46:03 PM »
"Kobolds?  Kobolds still exist?"

20
Uncle Kittie's Unnecessary Revisions / Requests that don't fit elsewhere
« on: September 19, 2018, 12:48:19 AM »
reserveed

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