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Messages - bhu

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Jester's Realm / Re: Chattin' 2
« on: Yesterday at 10:24:09 PM »
You arent certain what they'd consider fair, but you have waaay lowballed the offer. The average trained Hireling is 3 silver a day, and thats someone not deliberately risking their life.

Morte has her skeletons pick up everything that looks like it still has a sell value while starting a new haggle with the kobolds:

We'll pay you one copper piece per disabled trap.

Then telepathically to the party only:

Never ask for a price when you can make the first offer.

*quiet stare*

September 1776 / Re: Chapter 1: A New Beginning
« on: Yesterday at 08:57:37 PM »
He's being held at the doctors house to keep an eye on him.

The fire is extinguished without much incident.  Paper and cloth items are gone, and the wood is damaged beyond repair.  There are some slightly damaged items that could convert to currency.

One of the Kobolds pipes up: "You know were a lot more versed in dealing with 'trap enthusiasts', mebbe you should let us take the rest of the place if there is any."

The chikins look spiteul and bitter.  You could swear one withers a flower with it's gaze.

September 1776 / Re: Chapter 1: A New Beginning
« on: June 17, 2018, 03:41:28 PM »
They aren't happy with this, but it is agreed too.  The doctor balks though, so you may need to do some persuading.

D&D 5e / Re: Undead Character options
« on: June 17, 2018, 03:39:25 PM »
So does it give you any abilities or immunities?

The Kobolds yell down the line for fire suppressing magic, or at least water, which is forthcoming if you want.

September 1776 / Re: Chapter 1: A New Beginning
« on: June 17, 2018, 01:20:28 AM »
there is ony some mild grumbling "How do we know this?"

D&D 5e / Re: Undead Character options
« on: June 17, 2018, 01:18:23 AM »
what kind of undead?

September 1776 / Re: Chapter 1: A New Beginning
« on: June 15, 2018, 12:25:26 AM »
"You've been paying attention then.  The 'spider' has laid her young in him, and it's not long before they hatch.   It would be a mercy to him to put a musket ball through his head and burn the body.  Beware though.  She'll know when they die, and she'll want revenge."

The building is, furnishings, lewt and such are not.

The fire doesnt die down.  On the plus side it appears to be devouring the other traps.  On the downside it's devouring everything else too.

September 1776 / Re: Chapter 1: A New Beginning
« on: June 14, 2018, 12:40:26 AM »
The hunter is worse than ever.  As you enter the room tthe prisoner speaks up.

"You need to kill him.  Sooner rather than later.  Preferably by fire or lye."

the chikins appear fire retardant as well

It's as if they're staring the fire down and daring it to burn them, and somehow winning...

September 1776 / Re: Chapter 1: A New Beginning
« on: June 13, 2018, 01:26:49 AM »
The sky is still threatening and the winds are bad, but you have an opportunity.  You see virtually nothing but white, as the snow has convinced everything to stay put.  You do see smoke on the mountains however.  The trogs have obviously found a means of making fire.

"Deal!  Yipyap, go scare up some chikins and fire retardant rope."

You now have chikin servants.  Scraggly, hard worn chikins who look like they've lived a life of poverty and warfare.


“Intermarriage is one of the most provocative words in the Common tongue.  Well, for some species anyway...” 

 The Nephilim are descended form a community of Solars and Humans that begot a lot of Half-Celestial children.  Angels aren't fond of Nephilim due to their being an eternal reminder that Angels suffer the same lusts as mortals do.  Humans are disdainful as they claim the Nephilim are snooty and think they are somehow "better" than them.  i.e. they're racist fucks as usual.  Nephilim appear as very physically perfect humans with white, feathery wings protruding from their hips.  They breed true, and now there are small towns of them in search of a homeland where they can roam free.

·   +2 Wis, +2 Cha
·   Size Class: Medium
·   Type: Outsider with the Native Subtype, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Base flight speed 40 ft. (Clumsy)
·   Spell-Like Abilities (Sp): Nephilim can cast one of the following spells once per day as a Spell-Like Ability: Animate Rope, Bless, Bless Water, Charm Person, Color Spray, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Endure Elements, Protection from Chaos/Evil/Good/Law, Remove Fear, Sanctuary, Shield of Faith.  Caster Level is 6th.
·   Automatic Languages: Nephilim speak Celestial and Common.  Bonus Languages: Virtually anything given their travels and immortality.
·   Level Adjustment: +1
·   Favored Class:

 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

 Nephilim do not age or suffer aging effects.

 Base Height: Male: 4'10" Female: 4'5"
 Height Modifier: +2d10"
 Base Weight: Male: 120 lbs.   Female: 85 lbs.
 Weight Modifier: x(2d4) lbs.

 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Nephilim mostly go on adventures out of necessity.  There aren't many places they fit in well, they are often on the run, and are more susceptible than usual to blackmail.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Nephilim PC names will generally tend to be Latin, unless their human parent raises them alone.

 You wish people were more open minded.  Humanoids feel guilty about not living up to your example, without realizing you aren't really all that far removed from them.  Angels feel you don't live up to your potential, not realizing you don't have their raw power and are therefore more vulnerable.
 Personality: Despite the crap they have to take, Angels are generally bright and upbeat.  Those who aren't are usually Evil.
 Behaviors: Nephilim are as varied as humans, and have no typical behaviors.
 Language: Nephilim speak Celestial and Common.

 Nephilim tend to adopt the society of their human parent, which is normally who raises them.  Nephilim are rarely reared by their Celestial parent who view them as an incarnation of their failings.  Nephilim only towns tend to be similar to other local Humanoids.
 Alignment : Nephilim aren't big on being told what to do, and as such most are Chaotic.
 Lands : Just about anywhere Solars travel.
 Settlements : Nephilim will go anywhere they can find acceptance..
 Beliefs : Given their relation to celestial beings, a lot of Nephilim aren't big on religion, and those who are vary as much as humans do.
 Relations: Evil beings generally hate Nephilim as they see them as allies of Good.  Celestials tend to view them with disdain, as the Nephilim are half Celestial and a reminder that they can be imperfect as well.  Everyone else tends  to view them through the lens of their religion.

·   You are approached by a Solar who wishes to offer you employment and salvation.  You've heard this bullshit before.
·   You are approached by a Pit Fiend offering you employment and revenge.   You've heard this bullshit before.
·   Werewolves have kidnapped your precious kitty, and there will be hell to pay.

The hall is clear up to the door, so you can get close enough to see a raging fire set off by the last trap.

"won't even charge you for cookin' em'."  :D

September 1776 / Re: Chapter 1: A New Beginning
« on: June 11, 2018, 10:59:14 PM »
He has not regained consciousness.  There is some kerfuffle over the cows as Gruber has no will leaving them to anyone, nor does he have relatives anyone knows of.

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