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Messages - bhu

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1
September 1776 / Re: Chapter 1: A New Beginning
« on: April 18, 2018, 12:43:39 AM »
"I've no idea..."

2
September 1776 / Re: Chapter 1: A New Beginning
« on: April 18, 2018, 12:43:07 AM »
Rolled 1d20+3 : 4 + 3, total 7

3
A weird humanoid with a taii and barbed skin suddenly appears.

"Seriously?  Wtf is this bullshit?  The old forcecage trap? People still do this?"

He knocks on an obviously invisible wall.

"Which one of you motherfuckers did this?"

4
Off Topic Fun / Re: Awesome stuff you have to share, V4
« on: April 18, 2018, 12:34:07 AM »
congrats!!

5
Uncle Kittie's Unnecessary Revisions / Re: Monster Revisions
« on: April 16, 2018, 01:08:52 AM »
Hordling

Hordling is an Inherited Template that can be applied to any living Aberration, Animal, Giant, Humanoid, Magical Beast, Monstrous Humanoid or Vermin that has 6-9 Hit Dice and is of Small to Huge Size.

Size and Type: Size is Unchanged, Type becomes Outsider with the Evil and Extraplanar Subtypes. 

Hit Dice: Unchanged.

Speed: Unchanged, but see below.

Armor Class: Natural Armor Bonus increases by +7 (Small), +8 Medium, +9 (Large) or +10 (Huge).

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: Base creature now has all Good Saves, and Saving Throw bonuses are recalculated.

Abilities: +2 to any 3 ability scores, -2 to any 2 random 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: The Gray Waste.

Organization: Solitary, Group (2-6) or Horde (100+)

Challenge Rating: <>

Treasure: None.

Alignment: Always Neutral Evil.

Advancement: Unchanged.

Level Adjustment: <>




7
Uncle Kittie's Unnecessary Revisions / Re: Soulblade Luv
« on: April 15, 2018, 02:23:01 AM »
Witchbinder is done

PRESTIGE CLASS NAME


   
Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   BAB:  +5
   Meldshaping:  Must be able to bind the Weapon Chakra.
   Skills: Concentration 4 ranks
   Feats:    Any Cobalt Feat


Class Skills
 The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each  Level : x + int

Hit Dice: dx

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

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
PLAYING A CLASS NAME
 Brief description on how to play the class you are designing.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
 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
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC CLASS NAME

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th

8
The skellies continue 'trapfinding', and about another 12 traps in the leader needs to make a reflex save.

9
September 1776 / Re: Chapter 1: A New Beginning
« on: April 15, 2018, 01:30:54 AM »
He sneaks forward.  "What's the plan?"

10
September 1776 / Re: Chapter 1: A New Beginning
« on: April 14, 2018, 01:17:41 AM »
You have no idea what the hell this thing is.

11
September 1776 / Re: Chapter 1: A New Beginning
« on: April 11, 2018, 01:09:37 AM »
You hear movement, do you have knowledge nature or the d20 equivalent?

12
The lead skelly trips the trap Pat konws about, but gets vaulted into the sky by a pole that shoots from the ground that he did not. 

13
So what exactly does the magic grenade do?

14
Uncle Kittie's Unnecessary Revisions / Re: Soulblade Luv
« on: April 09, 2018, 10:22:54 PM »
what if I reduce the requirements to 4 ranks?

15
Uncle Kittie's Unnecessary Revisions / Re: Race Revisions
« on: April 09, 2018, 10:21:28 PM »
TUNNUK


   
Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

BECOMING A TUNNUK
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   
   
   
   
   


Class Skills
 The Tunnuk's class skills (and the key ability for each skill) are....
Skills Points at Each  Level : x + int

Hit Dice: dx

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

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
PLAYING A TUNNUK
 Brief description on how to play the class you are designing.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

TUNNUK IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

TUNNUK IN THE GAME
 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
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC TUNNUK

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability
Bonus Feats: The Epic Tunnuk gains a Bonus Feat every x levels higher than 20th

16
Uncle Kittie's Unnecessary Revisions / Re: Race Revisions
« on: April 09, 2018, 10:10:21 PM »
LOXO


   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

LOXO RACIAL TRAITS
Ability Score adjustments
Size Class
Type (and any Subtypes)
Base speed
Alternate movement forms if any
Special attacks and qualities, extra hit dice
Anything related to racial hit dice such as saves, skill points, class skills, etc if necessary
Racial skill bonuses
Automatic and Bonus languages
Level Adjustment (if any)
Favored Class:

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

LOXO CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Why members of this class go on adventures.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A LOXO
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

LOXO SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

LOXO ADVENTURES
Give at least three examples of an adventure for or involving a member of this race


17
Uncle Kittie's Unnecessary Revisions / Re: Soulblade Luv
« on: April 09, 2018, 08:18:58 PM »
Geist is ready for review on page 3.

WITCHBINDER


   
“A Witch is born out of the true hungers of her time.” 

 Witchbinders are Incarnum users who have been reared as a defense (some would say weapon) against Arcane casters (and other Incarnum users as well).  They tend to be grim individuals regardless of alignment, and many of the more Evil ones don't see other beings as anything more than resources or obstacles to achieving their goals.  Many are among the worst anti-magic bigots.  More Good aligned Witchbinders exist to stop cultists and Necromancers.

BECOMING A WITCHBINDER
Enough Levels in any Meldshaper class should do

 ENTRY REQUIREMENTS
   Meldshaping:  Meldshaper Level 6th.
   Feats:  Midnight Dispel, Witchbinder
   Skills:  Concentration 4 ranks, Knowledge (Arcana or Religion) 4 ranks, Spellcraft 4 ranks



Class Skills
 The Witchbinder's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Knowledge (Arcana, Religion)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis) and Survival (Wis).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Detect Magic, Meldshield, +1 Level of exisiting Meldshaping class
2. +1    +0     +0     +3    Dispelling Orb, +1 Level of exisiting Meldshaping class
3. +2    +1     +1     +3    +1 Level of exisiting Meldshaping class
4. +3    +1     +1     +4    Arcane Sight, +1 Level of exisiting Meldshaping class
5. +3    +1     +1     +4    Witchbind, +1 Level of exisiting Meldshaping class
6. +4    +2     +2     +5    +1 Level of exisiting Meldshaping class
7. +5    +2     +2     +5    Greater Arcane Sight, +1 Level of exisiting Meldshaping class
8. +6    +2     +2     +6    Abrogation, +1 Level of exisiting Meldshaping class
9. +6    +3     +3     +6    +1 Level of exisiting Meldshaping class
10.+7    +3     +3     +7    Flay Caster, Witchsight, +1 Level of exisiting Meldshaping class

Weapon Proficiencies: A Witchbinder gains no new weapon or armor proficiencies.

Detect Magic (Ex): Beginning at 1st level, you can use detect magic at will. See the spell, page 219 of the Player’s Handbook

Meldshield (Su): You gain an Insight Bonus on saving throws against spells and spell-like abilities equal to your Con Modifier.

Dispelling Orb (Su):At 2nd level, you learn to shape a small orb of incarnum and hurl it at any target within 30 feet as a standard action. If you succeed on a ranged touch attack, the dispelling orb functions as a targeted dispel magic spell (caster level equals your meldshaper level). For every point of essentia you invest in the orb, you gain a +1 insight bonus on any dispel checks you make with it. After  the  attack  is resolved, the invested essentia returns to your essentia pool and can be reinvested as normal.  Unlike normal, the dispel check maxes at +20 instead of +10.

Arcane Sight (Ex): At 4th Level you can use Arcane Sight at will instead of Detect Magic.

Witchbind (Su): At 5th Level, victims of your Dispelling Orb must make an opposed caster level check against you (use your meldshaper level as your caster level), in order to use any spell, spell-like ability or supernatural ability that isn't arcane in origin.  This lasts until the victim succeeds in a caster level check, or until he has Remove Curse (or a similar spell such as Limited Wish, Wish, Miracle, etc.). 

Greater Arcane Sight (Ex): At 7th Level you can use Greater Arcane Sight at will instead of Arcane Sight.

Abrogation (Su): At 8th Level your Dispelling Orb can now dispel spells that would not normally be subject to Dispell Magic if they are 5th Level or less.

Flay Caster (Su): Beginning at 10th level, you can catch a tiny bit of an arcane spellcaster’s soulstuff between your hands and mangle it as a Standard Action. You can use this attack against any arcane spellcaster or creature with spell-like abilities that is within 60 feet of you. The target creature must make a successful Fortitude save (DC 10 + 1/2 HD + your Con modifier) or take 1d8 points of damage per point of essentia you invest in the ability, and also be nauseated for 1 round. A successful Fortitude save halves the damage and negates the nausea. A creature that has no arcane spells prepared, no arcane spell slots unused, and no spell-like abilities available is immune to this attack.

Witchsight (Su): At 10th Level you can sense arcane casters.  Anytime you see an individual that can use arcane magic (this includes spells, spell-like abilities, and supernatural abilities) you make an opposed Spot versus Caster Level Check.  If successful you know that individual is an arcane magic user.

PLAYING A WITCHBINDER
 You know the dangers of irresponsible magic use more than anyone.  You are the hounds who ferret out magic users for your masters, whether for good or ill.  At best you are the last, best hope against Evil men or monster.  At worst, you are a violent fanatic who hates anyone with powers besides yourself.
 Combat: You are a specialist meant to combat supernatural foes.  Against other opponents you're much like any other Incarnum user.
 Advancement: Advancement for you likely depends on your patrons view of your success.  Do well and you're left to your own devices.  Fail and you're probably dead before you can rue his disappointment.
Resources: Virtually all Witchbinders have a patron or backing organization.

WITCHBINDERS IN THE WORLD
"Not all heretics are monsters, nor are all just men very just."
 Witchbinders are an odd lot.  On the one hand you tend to save people from horrible supernatural killers.  On the other hand have a license to murder and do as you please.  This makes people uneasy, even if you do only kill 'bad' men.  After all,, you're the one who decides who is 'bad'.
 Daily Life: You're always 'on'.  You must always be vigilant for Evil (or if you're simply a zealot for any targets who may challenge your authority).  This means you live a never ending life of stress as you see potential enemies every where.
 Notables:
 Organizations: Most Witchbinders belong to an organization called the Vigilant Servants, or are the pet of some tyrant.

NPC Reaction
 Good Witchbinders are well liked as heroes, even though some casters will still give them a wide berth.  Evil ones are pretty much monsters in the eyes of everyone.

WITCHBINDERS IN THE GAME
 This classs is mainly meant for stopping arcane casters and similar ilk.  If your campaign isn't going to prominently feature bad guy Wizards, you may wish to inform anyone choosing this PrC.
 Adaptation: This PrC could be adapted to foucs on Psionicists or Divine Magic as well.
 Encounters: Witchbinder encounters will vary widely based on their alignment, as will whether or not they are a boon or a bane to PC's.

Sample Encounter
EL 12: The PC's are accused of witchcraft when entering an odd village bot on their maps, and must flee from a magic hating madman's personal army.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC WITCHBINDER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Meldshaping Your Meldshaper Level continues to increase with Epic Levels, but you do not gain additional Essentia, Soulmelds, or Chakra Binds.
Bonus Feats: The Epic Witchbinder gains a Bonus Feat every 4 levels higher than 20th

18
September 1776 / Re: Chapter 1: A New Beginning
« on: April 09, 2018, 02:23:57 PM »
You don't do a great job concealing  yourself, but the howling winds and snow probably help.  The house has no side windows, so you're approaching from the left.  Listen roll plz

19
Oslecamo's Improved Monster Classes / Tasoth
« on: April 08, 2018, 10:59:09 PM »
wip, I had another request.

TASOTH

These are the Tasoth lizardmen from X-Com.

Class Skills
 The Tasoth's class skills (and the key ability for each skill) are Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis), and Swim (Str).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +2     +2    Tasoth Body, Amphibious, Swim, Vulnerabilities
2. +2    +0     +3     +3    Armored Scales
3. +3    +1     +3     +3    Resistances
4. +4    +1     +4     +4   
   

Weapon Proficiencies: Tasoth are proficient with Simple and Martial weapons, but no Armor or Shields.

20
ok I haven't done any Elementals, Fey, Giants or Magical Beasts.  Any requests there?

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