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Messages - debihuman

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1
D&D 3.5 and Pathfinder / Re: spelljammin'
« on: June 14, 2023, 10:16:35 AM »
With the WotC forums deleted (a thing that still irks me to this day) the best I was able to find was this: https://forums.giantitp.com/showthread.php?447067-Important-Epic-Threads-Index

I hope this helps.  It's a lot to look through.

Debby

2
Homebrew and House Rules (D&D) / Re: Fall Dragon
« on: February 28, 2020, 07:10:50 AM »
Here is a sample I brewed up.

Dragon, Autumnal
Large Dragon (Water)
Hit Dice: 16d12 + 64 (168 hp)
Initiative: +0
Speed: 60 ft., fly 200 ft. (poor), Swim 90 ft.
Armor Class: 26 (-1 size, +16 Natural, +1 Dodge), touch 10, flat-footed 26
BAB/Grapple: +16/+26
Attack: Bite +21 melee (2d6+6)
Full Attack: Bite +21 melee (2d6+6) and 2 claws +21 melee (1d8+3) and 2 wing buffets +21 melee (1d6 +3)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Breath weapon, frightful presence, spell-like abilities, spells
Special Qualities: Blindsense, charm avian, damage reduction 5/magic, darkvision 120 ft., immunity to cold, immunities paralysis, sleep, keen senses, mistsight, purify water, Resistance 10/acid, SR 16  waterbreathing
Saves: Fort +14, Ref +10, Will +12
Abilities: Str 23, Dex 10, Con 19, Int 13, Wis 15, Cha 14
Skills: Appraise +20, Diplomacy +4, Knowledge (nature) +11, Listen +21, Search +20, Sense Motive +19,  Spot +21, Survival +4 made in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, or plains) and to follow tracks. Use Magic Device +12
Feats: Cleave, Dodge, Flyby Attack, Multiattack, Improved Multiattack, Power Attack
Environment: Rivers and lakes
Organization: Solitary
Challenge Rating: 10
Treasure: Double Standard   
Alignment: Neutral Good
Advancement: 17-20 HD (Large) 21-32 HD (Huge)
Level Adjustment: —

Autumnal Dragons have pale gold bodies tinged with reddish brown leaf-like scales along their backs. A prodigious set of elk-like antlers protrude from their heads. They possess serpentine bodies and long thin wings.  Despite their frail appearance, autumnal dragons are fierce fighters.

They rarely come into contact with Humanoids, preferring the solitude of rivers that flow through ancient secluded forests.
 
A typical autumnal dragon is 16 feet long and weighs 1,200 pounds.

Autumnal dragons speak Common, Dragon and Sylvan.

Special Abilities

Breath Weapon (Su): An autumnal dragon can breathe a cone of freezing mist that does 9d8 points of cold damage unless a successful Fortitude save (DC 24) is made for half damage. In addition, the mist obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance). Autumnal dragons are immune to the mist and can see normally through it. The magical mist lingers for 1d4+1 rounds regardless of wind conditions, even magically induced conditions. Underwater, the mist appears as obscuring bubbles. The save DC is Constitution-based.

Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

Charm Avians (Sp): An autumnal dragon can use this ability three times per day. It works as a mass charm spell that affects only avian animals. The dragon can communicate with any charmed avian as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.

Frightful Presence (Ex): An autumnal dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 90 feet are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 20) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. The save DC is Charisma-based.

Keen Senses (Ex) An autumnal dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Mistsight (Ex): Autumnal dragons can see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision. They can even see through magical mists and fogs.
   
Purify Water (Sp): Once per day an autumnal dragon can purify 10 cubic feet of water, making still water flow freely, clean, and able to support animal life. This ability makes liquids containing water potable. Magic items (such as unholy water) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or remain fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s frightful presence (60 feet).

Spells: An autumnal dragon knows and casts arcane spells as a sorcerer of half its Hit Dice, gaining bonus spells for a high Charisma score. The sample autumnal dragon casts spells as an 8th level Sorcerer. Spells it can cast are 6/7/6/3/3. Typical spells it knows (8/5/3/2/1):
0—arcane mark, daze, detect poison, detect magic, flare, ghost sound, mending, ray of frost, read magic;
1st—alarm, shield, unseen servant, identify, true strike x3;
2nd—alter self x2, protection from arrow x2, resist energy x2;
3rd— dispel magic x3, explosive runes x3;
4th—remove curse x3.

Spell-Like Abilities (Sp): 3/day—expeditious retreat; 1/day—summon swarm (birds only).

Water Breathing (Ex): An autumnal dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills: Appraise and Use Magic Device are class skills for autumnal dragons. 

3
Game Design / Re: D20-ish System
« on: February 02, 2016, 10:54:24 AM »
How are the monsters going to scale?  The reason I'm not fond of messing with BAB is that you then have to rewrite for everything. Not fun.

4
Legends of the Heroes / Re: Lady of beasts group picture
« on: January 24, 2016, 09:30:39 AM »
Nice picture.  Which one is she?

5
Homebrew and House Rules (D&D) / Re: Frogmental
« on: October 17, 2015, 03:49:32 AM »
I like it other than the weird saves. I prefer those to be consistent 10 + 1/2 HD + ability modifier. Makes it easier to adjudicate.

6
My first thought was that you could use this to make a whole squirrel pantheon with Rikki (from the Liavek books),  Ratatoskr from Norse myth, and even Rocky.

7
Homebrew and House Rules (D&D) / Re: Three (Extinct) Minor Deities
« on: October 17, 2015, 02:51:20 AM »
Ohh like these a lot. I'd probably consider these Divine Rank 1 Demigods having been deposed as anything higher yet they are still capable of granting spells.  :clap :clap

8
Where are you getting that information?  See spell here: http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/animateObjects.html#animate-objects and monster rules for Animated Objects here: http://paizo.com/pathfinderRPG/prd/bestiary/animatedObject.html#animated-object

An animated object can be of any nonmagical material.  However, Obdurium isn't listed in the PRD because Obdurium is a creation of WotC and is IP. It is found in Stronghold Builder's Guide, so technically it doesn't exist in Pathfinder without a homebrew.

By the book (SBG), it costs twice as much as Adamantine, so CP 12. However, SBG is 3.0 so I have no idea how you'd update it to Pathfinder. What made you pick such an obscure material? 

Debby


9
D&D 3.5 and Pathfinder / Re: Monster topic help board
« on: October 15, 2015, 11:49:07 AM »
I have a cat that creates mist.  Yeah, I used the name before I realized that there was an official Caterwaul in the monster books. Mine is different.

Caterwaul
Small Magical Beast
Hit Dice:
6d10 (33 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 30 feet (6 squares), Climb 20 ft.
Armor Class: 17 (+4 Dex, +2 Deflection bonus, +1 Size), Touch 17, Flat-footed 13
BAB/Grapple: 6/+4
Attack: Claw+10 melee (1d3+2)
Full Attack: 2 claws + 10 melee (1d3+2) and bite + 7 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Caterwaul, rake (1d3+1)
Special Qualities: Darkvision 60 ft., low-light vision, the willies, unnatural fog
Saves: Fort +5, Will +3, Ref +8
Abilities: Str 14, Dex 17, Con 10, Int 7, Wis 12, Cha 15
Skills: Balance +14, Climb +11, Hide+20, Jump +5, Listen + 6, Move Silently +10, Spot +6
Feats: Alertness (B), Improved Initiative, Multiattack, Weapon Finesse (claw)
Environment: Nocturnal rural and urban areas
Organization: Solitary or Cluster (2-10)
Challenge Rating: 5
Treasure: None
Alignment: Usually Chaotic Evil
Advancement: None
Level Adjustment: None

Fog comes on little cat feet – Carl Sandburg

Caterwauls are feline-like creatures, though few can claim to have seen a caterwaul other than to recall its malevolent cat-like eyes glaring through the fog. A caterwaul’s fur almost exactly matches the eerie fog, which surrounds it making it extremely difficult to see. However, anyone who has heard a caterwaul never forgets its fearful sound.

A typical caterwaul is nearly 4 feet long and weighs around 30 pounds. While it resembles a typical housecat in appearance, it has the physique on par with that of a lion or tiger. They are deceptively powerful.

The males tend to be solitary but the females frequently hunt in groups. Caterwaul kits reach adulthood at 6-8 months.

They can speak Common but rarely choose to do so.

Combat

Caterwauls prefer to keep their distance from predators while sneaking up on their prey. They use the fog that surrounds them to their advantage at all times and use their caterwaul against more powerful foes.

Caterwaul (Su): Twice per day, a caterwaul can make a terrifying cat-like howl that can be heard for miles. The first time it does this, all creatures within a 90-foot radius must succeed on a DC 17 Will save or be affected as though a fear spell for 2d6 rounds. If it howls a second time during the same encounter, all creatures within 60 feet must succeed on a DC 17 Fortitude save or be paralyzed for 1d4 rounds and all those within 30 feet are deafened. The saves are Charisma-based. Caterwauls are immune to their own howls and to that of other caterwauls.

Rake (Ex): A caterwaul can attack using its two rear claw attacks against grappled foes at +10 melee (1d3+1). It must begin its turn grappling to uses its rake.

The Willies (Su): Living Creatures within 30 feet of a caterwaul suffer a -1 morale penalty to all actions for as long as they remain in the area.

Unnatural Fog (Su): Surrounding the caterwaul at all times is an unnatural fog in a 100-foot radius. Wind, even magical wind, has no effect on the fog. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). Caterwauls can see normally in natural fog, in their own fog, and in the fog of other caterwauls. The fog also provides the caterwaul a +2 deflection bonus to armor class.

Living creatures that enter the fog are unnerved. Creatures with three or fewer hit dice are automatically Shaken; all other others must succeed on a Will Save DC 17 or be Shaken. The save is charisma-based.

Skills: Caterwauls like other cats have a +4 racial bonus on Move Silently. However, they have a +10 racial bonus to Hide due to the unnatural fog that surrounds them. In addition, they have +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.

A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a -5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

LORE
A Knowledge (Arcana) check reveals the following information about caterwauls:

DC | Result
16  |Fog that doesn't dissipate may be caused by a caterwaul, a cat-like creature.
21 |Caterwauls are nocturnal creatures and use their fearsome abilities against more powerful foes. This reveals all Special Qualities and Special Attacks.
26 |Caterwauls are intelligent but are usually malevolent and are impossible to tame.

Plot Hooks

  • A single caterwaul has set up residence near a popular tavern and is scaring away patrons.
  • A well-established female caterwaul has given birth to a single kit and is passionately patrolling her territory against all comers. She will attack with cutthroat determination but will flee with her kit if cornered.
  • A cluster of caterwauls has invaded an abandoned church in a bad section of the city. The fog attracts more unsavory villains and the city council is looking for adventures to combat the situation.

10
What were the mechanics of the character? Why was it fun (role play, mechanics, lol factor, the particular campaign, players, DM, all of the above?)?

I played an old and cranky Amazon priestess who got into a pseudo-serious game of  oneupmanship with the group's gnome over practical jokes. I won. I cast frisky chest on his bed. The player didn't know the spell and my character pretended to have no idea what was going on, because every time she went into the room, the bed did nothing (that was in retaliation for the gnome casting alarm on her bed). She had a rather vindictive streak but never crossed the line. The party met her when she was desecrating the bodies of the villains (castration was the least of it) that had burnt her village and killed everyone. The guys were understandably unnerved by her Machiavellian streak but I loved her. 

11
D&D 3.5 and Pathfinder / Re: A Half-Dragon Dragon
« on: July 19, 2012, 01:59:16 PM »
The premise of the half-dragon template is to turn non-dragon creatures into dragons. If the creature is already a dragon, then most of the "upgrades" aren't appropriate -- such as increasing abilities from the base creature as follows: Str +8, Con +2, Int +2, Cha +2.  Perhaps a new template should be created for just this purpose, A Hybrid Dragon Template.  Instead of standard increases, it would gain or lose abilities depending on the dragon parents' abilities.  Of course, a black-red dragon and a red-black dragon do not have to be identical.

It gets funky if you mix a metallic dragon with a chromatic dragon. The easiest way is to use the designation of you put first so that  gold-green dragon would be a metallic dragon but a green-gold dragon would be a chromatic one.  Since metallic dragons are generally good and chromatic dragons are generally evil, it makes sense for a gold-green dragon to be lawful good and a green-gold dragon to be lawful evil. Bear with me here. I realize this doesn't work for everyone. However, if you say split the difference and declare them both to be lawful neutral, then your green-gold dragons and gold-green dragons don't look like either parent and we're back to the same problem as the half-dragon template. There is going to be no pleasing of the masses with this.   :banghead

Debby

12
D&D 3.5 and Pathfinder / Re: We Can Rebuild Him - Fixing Monsters
« on: July 02, 2012, 06:59:21 AM »
Advance the darn things--that's the easiest way.  More feats, better equipment and if they gain a size, they do  more damage.

13
Gaming Advice / Re: How do you treat CR and enemy difficulty?
« on: June 09, 2012, 04:50:18 AM »
DMs, what do you tell your players when they ask, "is this opponent stronger or weaker than our group?" How do you communicate meta-information about encounters or opponents? Say nothing? Tell them CR's, levels, etc.? Make them roll an intelligence check or knowledge skill check?

Thanks,
Necro

If they have been good players and made their Knowledge Check, I might let them know that this opponent looks tough/ or easy (which may or may not actually be true). Information like that should not be PC knowledge.

Debby

14
Gaming Advice / Re: Roleplaying in Other Genres
« on: June 09, 2012, 04:45:35 AM »
For a long time, we converted everything to GURPS.  It's not that difficult, just time consuming and after a while it gets tedious.

However, if you are looking for other games/genres, I can list a few:

For Wild West games, Deadlands was awesome. For a Futuristic Fantasy game, Shadowrun was a favorite. GURPS has source books for just about any genre. 

For silly games, I liked Toon, Teenagers From Outer Space and Paranoa

I never cared for Palladium's character generation and by the time I created a character for Teenage Mutant Ninja Turtles, we were tired of the game.

We tried Morrow Project but the combat system was LETHAL and every time someone was shot, he died.

Vampire: The Masquerade had too much sturm and drang (why was anyone remotely interesting always a vampire?).  Mage: The Ascension was better but people who have played D&D type games where there are spell lists have a harder time with coming up with magic based on effect rather than spells. I loved the firestater orphan I played--escape by skateboard was her schtick.

Debby

15
Gaming Advice / Re: good way of killing dragons?
« on: June 09, 2012, 04:24:28 AM »
It depends on the dragon.  White dragons are dumber than other dragons.  You throw fireballs at them.

Assuming you are using appropriate CR dragons, they aren't as difficult to defeat if the party uses some tactics.  A crafty party will make sure the dragon uses up its resources before they use up theirs. It's a war of attrition.  A clever dragon will attempt to do the same.  Red dragons tend to be more difficult for the CR rating--especially if the DM doesn't account for minions of the dragon.  It's also possible for the minions to switch sides (minions should always want to help the winning side).

I prefer encounters with dragons to be dynamic and recurring, making sure the dragon has an escape plan if things aren't working out rather than let the PCs deal with a dragon carcass if I can help it. Also, defeating a dragon doesn't necessarily always mean killing it.

Dragons are long-lived and should have a lot of useful knowledge that the PCs can exploit -- for a price (as any dragon is always looking to increase its hoard). Plus, even evil dragons can lie and pretend to be "good" for a while, especially if they are getting something from the pretext. 

Debby

16
Can we add  templates?  Because the nasty thing would be a Multiheaded Paragon half red dragon tarrasque of Legend.  It's brutal and I don't think I want to stat it out.

Debby

17
Many DMs fear the possibility of allowing Monster Classes in case the PC gets massively overpowered cheese.  Several debates and arguments on message boards concern the amount of grief monster PCs should go through.  Many DMs give visibly monstrous PCs additional complications from being run out of town to adventurers and town guards attacking said monster due to misunderstandings.
I think it depends on how human-centric your setting is.  Not all settings are equal.  However, in a human-centric setting, there will be fear, mistrust and confusion when you add a PC monster to the mix. Years ago, my brother-in-law wanted to play a boggart. They were originally covered in blue fur.  I had him deal with the people who thought he might make a good pet or who wanted to put him in a zoo.  These situations do not crop up with standard races.

Quote
The problem is that this fear and prejudice can get annoying fast, especially if it also negatively affects the rest of the PCs.  It may make sense that trolls are distrusted in the Silver Marches, but if you're going to allow a Troll PC in your games you shouldn't make adventuring a constant inconvenience that you wouldn't put other characters through.

Once in a while it's good to enforce the "otherness" of the non-standard PC, but as a steady diet, it will become tiresome.  I suspect the DM is show a lack of imagination with the monster PC.  A troll PC would have contacts that would not make sense for the rest of the party.  He might know other trolls and hobgoblins or hags... Those resources could be invaluable to the rest of the party. It should not be all about monster slaying.

Quote
What is your opinion on monster PCs and the potential fear and anxiety they would face due to their nature?
In moderation, it's okay but changing things around is good too.  What happens when the NPCs are monsters too rather than just monsters. Mixing things up works best.

Debby
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18
Introduce Yourself / 3.5 homebrews
« on: December 20, 2011, 02:11:51 PM »
Why didn't the old boards port over to here? I couldn't log in and had to re-register.  I really wanted to see some 3.5 homebrews and post some of mine (I post on Giant in the Playground too). Not a happy camper.

Debihuman (formerly Debby2)

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