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Messages - bhu

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ooc: For those who didnt peek in the chatting thred yer all here now

"Ain't no pleasure here lady, just sharp, rusty metal in yer toes.  State yer bidness!"


<Template Type: Inherited and or Acquired Also add description of what creatures it can be applied to>

Size and Type: Add changes to Size Class or creature type, and any subtypes that may be gained. 

Hit Dice: If the Hit Die type changes because the creature changed type (or conversely if it doesn’t) note that here.

Speed: Not any changes in speed and any lost or additional movement types.  If Flight is gained specify what it’s maneuverability class is.

Armor Class: Note any changes to the base creatures natural armor bonus, or if it gains any bonuses to Armor Class such as Deflection.

Attacks: Note any natural attacks gained here.  If the base Attack Bonus must be recalculated because the base creature changed Type (or conversely if it doesn’t) also mention that here.

Damage: Note any changes to damage (usually due to Size Class changes) here.

Special Attacks: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here.

Special Qualities: Mention whether or not the base creature retains any of it’s special qualities or gains any new ones here.

Saves: Note any changes in Saving throws due to new bonuses or penalties, or if they must be recalculated because the creature has changed type.

Abilities: Note changes in ability scores.

Skills: Note changes in skills, any new skill bonuses or penalties, or if skills must be recalculated due to a change in type.

Feats: Mention any changes in Feats or Bonus Feats here.

Environment: <>

Organization: <>

Challenge Rating: <>

Treasure: <>

Alignment: <>

Advancement: <>

Level Adjustment: <>

Handbook Discussion / Re: Template Handbook Discussion
« on: Yesterday at 08:05:57 PM »
My apologies I just noticed this.  Alas no, in the meantime work has undergone something of an Armageddon and I've had my hands full dealing with it.

Off Topic Fun / Re: The Small Rants Thread XII: The Folly of Life
« on: Yesterday at 07:59:33 PM »
The question is, did she send it or did someone else?

I could see either one with your workplace...

 I don't get along with her so well, and she liked K_ and the former boss.  My guess is that someone sent these to stir trouble and they think I'll be stupid enough to spread them around.  Odds are the former boss might figure she can worm her way back in if we lose enough people at the site because of something like this. 

Off Topic Fun / Re: The Small Rants Thread XII: The Folly of Life
« on: Yesterday at 06:06:20 PM »
Hot is subjective.  If you like plus size women in their 40's, then yes.  Yes she is.

September 1776 / Re: Chapter 1: A New Beginning
« on: Yesterday at 05:42:49 PM »
You're being followed by something or someone thats been pretty good at remaining out of site.  The men do not appear to have noticed.

Off Topic Fun / Re: The Small Rants Thread XII: The Folly of Life
« on: Yesterday at 05:40:58 PM »
Got a text containing a nude photo of my HR Manager with a link to more last week.  Noooo way I am touching this.

Jester's Realm / Re: Campaign Thread IX: Can Gelatinous Cubes Get Drunk?
« on: October 21, 2018, 08:23:38 PM »
You head down a long wall, and at some point hear "Halt!  Who trespasses!" in a squeaky voice.

Jester's Realm / Re: Chattin' 2
« on: October 21, 2018, 08:21:47 PM »
nope yer good

September 1776 / Re: Chapter 1: A New Beginning
« on: October 21, 2018, 08:21:07 PM »
yes, perception rolls for the trip back plz

Off Topic Fun / Re: The Small Rants Thread XII: The Folly of Life
« on: October 21, 2018, 08:18:11 PM »
So no heart issues.  K_ tried to talk her way out of quitting but no dice.  A week later boss mysteriously quits.  Then changes her mind the next day and gets told no.  The bosses boss asks all of us if we want to be new boss, and strings everyone along for three days before telling us all "Old boss gave you all misconducts, and you cant have one if you want to be a boss."

So they gave it to L_.  L_ is a 75 year old retiree who supposedly owned 20 gas stations out of state, which he sold to take this job.  He was a fill in we hired 4 months ago.  He's worked a total of 5 days, and has no experience as a guard and has had at least 2 open heart surgeries.  He is also a loud and proud Trump apologist at a post where Trump is...not well liked.  He's also an old school "I think calling black people 'coon' is funny" sort of racist.  His trainer is our lone African-American employee, and he's already seconds away from killing L_ because the old man seems incapable of using a pc or cell phone, both of which are required for the job.  He doesn't think women should be in the workplace.  Every single employee with the ability to fire him is female.  He loves to tell rambling, 'funny' stories that will get him fired if the right people hear them.  As in "Have I told you about the time I watched the cops shoot a negro in the dick because he got loud with them?"

I sense interesting times in my near future.

Jester's Realm / Re: Campaign Thread IX: Can Gelatinous Cubes Get Drunk?
« on: October 14, 2018, 12:55:21 AM »
"Well the Mites used to be over to the left.  They're usually ...bribe-able."

September 1776 / Re: Chapter 1: A New Beginning
« on: October 14, 2018, 12:50:12 AM »
Are you trying to find a way to re-lock the door when you go/

Jester's Realm / Re: Campaign Thread IX: Can Gelatinous Cubes Get Drunk?
« on: October 08, 2018, 04:16:53 PM »
"Unsure.  The prison is pretty darn big, and we've been cut off from much of it forever.  Before most of us were born even."

September 1776 / Re: Chapter 1: A New Beginning
« on: October 08, 2018, 04:15:10 PM »
how much time you spending?

General D&D Discussion / Re: Construct Control
« on: October 08, 2018, 04:12:56 PM »
This was in the combat section of Golems:

 Golems are tenacious in combat and prodigiously strong as well. Being mindless, they do nothing without orders from their creators. They follow instructions explicitly and are incapable of any strategy or tactics. They are emotionless in combat and cannot be provoked.

A golem’s creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his or her absence. The golem’s creator can order the golem to obey the commands of another person (who might in turn place the golem under someone else’s control, and so on), but the golem’s creator can always resume control over his creation by commanding the golem to obey him alone.

                      Owl-Honey Badger
                      Small Magical Beast
Hit Dice:             2d10+6 (17 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Burrow 10 ft.
Armor Class:          15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +2/<#>
Attack:               Claw +3 melee (1d3)
Full Attack:          2 Claws +3 melee (1d3) and 1 Bite -2 melee (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Rage
Special Qualities:    Superior Low-Light Vision, Scent, Owl-Honey Badger Doesn't Give a Fuck
Saves:                Fort +6, Ref +6, Will +1
Abilities:            Str 10, Dex 17, Con 16, Int 2, Wis 12, Cha 10
Skills:               Balance +3, Climb +2, Escape Artist +7, Listen +11, Spot +6
Feats:                Track, Weapon Finesse (B)
Environment:          Warm Plains and Forest
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Always Neutral
Advancement:          3 HD (Small), 4-6 HD (Medium)
Level Adjustment:     ---

Rage (Ex): An Owl-Honey Badger 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.

Superior Low-Light Vision (Ex): An Owl-Honey Badger can see five times as far as a human can in dim light.

Owl-Honey Badger Doesn't Give a Fuck (Ex):

Skills: Owl-Honey Badgers have a +8 racial bonus on Listen checks and a +4 racial bonus on Escape Artist and Spot checks.


Jester's Realm / Re: Campaign Thread IX: Can Gelatinous Cubes Get Drunk?
« on: October 07, 2018, 03:52:14 PM »
"Used to be Fiends or slaves did that.  Fiends left to take care of business, promising to return.  The slaves revolted and took over, and eventually died of old age.  Also, we ate a few when they tried to exterminate us."

September 1776 / Re: Chapter 1: A New Beginning
« on: October 07, 2018, 03:50:10 PM »
You think the books are about the alien science but most aren't in a language you read.  The sigils might be wards of some kind.  The maths on the slate will take time, you've not seen anything like them.

Uncle Kittie's Spuriously Designed Prestige Classes / Re: The Bee-Guiler
« on: October 03, 2018, 11:07:03 PM »

"Tomb raiding is a career fraught with peril."

 The Tholoi are Bee-Guilers turned Necromancers.  They are named after the strange tombs shaped like beehives that they live near.  The tombs are all that is left of an ancient bee-like civilization.

Any Bee-Guiler who decides to join the Tholoi and gets accepted may take Levels in this class..

   Class Features: Advanced Hivemind
   Spellcasting:  Must be able to cast 3rd Level spells from the Bee-Guiler spell list, must know 1 Necromancy spell
   Feats:  Tholoi, Ghost-Touch Spell
   Skills:  Knowledge (Arcane) 4 ranks, Knowledge (History) 4 ranks

Class Skills
 The Tholoi's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana, Dungeoneering, History, Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Tholoi Magic
2. +1    +3     +0     +3    Tholoi Metamagic
3. +2    +3     +1     +3    Tholoi Ritual
4. +3    +4     +1     +4    Tholoi Magic
5. +3    +4     +1     +4    Tholoi Metamagic
6. +4    +5     +2     +5    Tholoi Ritual
7. +5    +5     +2     +5    Tholoi Magic
8. +6    +6     +2     +6    Tholoi Metamagic
9. +6    +6     +3     +6    Tholoi Ritual
10.+7    +7     +3     +7    Tholoi Apotheosis

Weapon Proficiencies: A Tholoi gains no new weapon or armor proficiencies.
Tholoi Magic: At Levels 1, 4 and 7 you may add one Dread Necromancer spell to your spell list.  It must be of a Level a Dread Necromancer of your Level could cast.  For example a Bee-Guiler 6/Tholoi 2 could learn any spell available to an 8th Level Dread Necromancer.

Tholoi Metamagic: At Levels 2, 5 and 8 you may choose one of the following asa Bonus Feat: Black Lore of Moil, Bolster Resistance, Corpsecrafter, Destructive Retribution, Enervate Spell, Fell Animate, Fell Drain, Fell Energy Spell, Fell Frighten, Fell Weaken, Graft Flesh-Undead, Greater Spell Focus (Necromancy), Hardened Flesh, Mother Cyst, Necromantic Might, Necromantic Presence, Nimble Bones, Song of the Dead, Spell Focus (Necromancy).

Tholoi Ritual (Su):  At 3rd Level when you caste Animate Dead (assuming you know the spell) instead of creating skeletons and zombies, you may create Bee-Headed and Zombees.

At 6th Level you may choose a number of spells equal to your Charisma Modifier at the beginning of the day.  For the next 24 hours, those spells are considered to be of the Necromancy school when cast.

At 9th Level you may include Undead under your control in your Hivemind or Advanced Hivemind.

Tholoi Apotheosis (Su): At 10th Level the Tholoi can undergo a magic ritual designed to protect it from death.  This ritual requires 120,000 GP and 4,800 xp.  It takes 4 hours.  Once complete, if the Tholoi dies it gains the Tholos template, rising from death after 24 hours.

 The Dead contain many secrets, and those secrets are obviously buried with them.  Well it's obvious to you.  The pitchfork mobs have different ideas.  Somehow digging for hidden books is "vile" and "unholy".  It's dirty, granted, but you wouldn't call it vile.
 Combat: You're a scholar, not a fighter.  Thankfully you have many skeleton friends.  The Skellies never let you down.
 Advancement: Tholoi's advancement rather depends on what they dig up out of the ground.  Some find nifty stuff, but most just find texts titled "Undead for Dummies."
Resources: Tholoi sometimes have patrons.  They're usually crazy as hell, but they have plenty of cash.

"I sense we're going to burn him some day.  I just know it."
 You interact with the world pretty much like any other academic: infrequently.  Which is good, given your chosen vocation.
 Daily Life: Much of your day is devoted to archaeological and magical study.
 Organizations: The Tholoi themselves began as an organization made for studying the tombs they are named after.  They continue to have close ties.

NPC Reaction
 NPC's regard you pretty much the way they do anyone who fools around with tombs.

 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
EL 12: The PC's are hired to provide security for an archaeologist team.  When they meet the team, the PC's are immediately skeptical of this job.  It doesn't help that their employers keep touching them and remarking on their 'incredible bone structure'.

Init +0, Senses: Listen +, Spot +,
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
Speed   ft. ( squares)
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
Abilities Str , Dex , Con , Int , Wis , Cha


Hit Die: d6
Skills Points at Each  Level : 4 + int
Spellcasting Your caster Level continues to improve, but you do not gain additional spells per day.
Bonus Feats: The Epic Tholoi gains a Bonus Feat every 3 levels higher than 20th

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