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[Arhosa] Arhosa PbP / Re: The Slaves of Easternham
« Last post by the bluez on Today at 10:09:53 AM »
Rhedeg looks around to see whatever the others are doing.
As most of his companions remain idle, he chooses to hide himself (whether in tall grass, bushes or behind trees nearby), hopefully to intervene unseen keeping himself within 20 feet of the others (and of their source of light). If they decide to move towards the other caravan he will follow them always in hiding, not breaking its pace thanks to his training (Plainsdweller feat allows to make Stealth check with no penalty while moving at full speed), so that he doesn't compromise its hiding spot by making too much noise.

(click to show/hide)
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[Arhosa] Arhosa PbP / Re: Anti Nowhere League [OOC]
« Last post by the bluez on Today at 10:06:50 AM »
Rhedeg looks around to see whatever the others are doing.
As most of his companions remain idle, he chooses to hide himself (whether in tall grass, bushes or behind trees nearby), hopefully to intervene unseen (Stealth result: 20) keeping himself within 20 feet of the others (and of their source of light). If they decide to move towards the other caravan he will follow them always in hiding, not breaking its pace thanks to his training (Plainsdweller feat allows to make Stealth check with no penalty while moving at full speed), so that he doesn't compromise its hiding spot by making too much noise.
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[Arhosa] Arhosa PbP / Re: Fasnachu's Curses [Dice]
« Last post by the bluez on Today at 10:02:13 AM »
Stealth check
Rolled 1d20+12 : 8 + 12, total 20
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Uncle Kittie's Unnecessary Revisions / Re: 5E Barbarian Path Variants
« Last post by bhu on Today at 01:03:02 AM »
INVOLUNTARY PROPHET
All Gawds need a Prophet.  Prophets deliver their pronouncements to mortalkind as cryptic, indecipherable bull(beep)) that lets the Gawds wreak incalculable havoc.  Some think the Gawds find these shenanigans amusing, some think they themselves are forced  to follow rules they don't understand.  At any rate they tend to pick madman loners who live in a hut back in the deep woods.  You know who that all too often describes?  Barbarians!  So despite your being an emotionally unstable death machine, you're constantly followed, kidnapped or harassed by would be conquerors, apocalyptic religious cults, and kooks of every shape and size.  They regularly threaten people close to you, poison your food, kiss your ass, etc.  This has led you to be far less stable than even other Barbarians, and people who don't know what you are give you a wide berth.  The ones who do know what you are stay even further away, because it lessens the chance they'lll be choked out by your 'fans.'

SO YOU'RE A PROPHET...
At 3rd Level when you adopt this path, you gain the ability to cast the Gift of Alacrity and Augury spells, but only as rituals.  Additionally, purely at random, a Gawd will speak through you.  When this happens you may rise and hover in the air, have weird lights shine from your eyes, or speak in an inhuman voice, depending on the Gawd possessing you.  You then spit Prophecy anywhere from a round to an hour.  You are Incapacitated, but invulnerable all damage, conditions or effects during this time.  Then you will be endlessly grilled by Concerned Parties, sometimes for years afterwards.  It's pointless of course.  You have no more insight into your utterings than they do.  Even worse, there's a chance it's a False Prophecy, which everyone will blame on you.  Your relationship with religion is...well, we'll politely call it strained.  Note to DM's: This is to introduce Campaign story  elements, not to randomly incapacitate your PC.  Be good.

A MADMAN'S RAGE
At 3rd Level, when Raging, you have Advantage on Wisdom checks and Wisdom Saving Throws.  You also add your Wisdom modifier to your Armor Class and damage rolls.

WISDOM
At 6th Level your Wisdom score increases by +2.

CUSSIN' AT THE GAWDS
At 10th Level you can cast the Commune spell, but only as a ritual.  You usually use it to tell the Gawds exactly what part of your anatomy they can kiss.

FORESIGHT
At 14th Level while Raging, you can’t be surprised and have advantage on attack rolls, ability checks, and saving throws.
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Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Cinematica
« Last post by bhu on Yesterday at 09:45:01 PM »
https://www.youtube.com/watch?v=wvY30GZfPjI

Atomic Zombie

Atomic Zombie is an Acquired Template that can be applied to the corpse of any Humanoid.  A mobster hellbent on revenge meets an ex Nazi scientist who has learned to replace the brains of dead men with nuclear powered machines that make the bodies animated, durable and superhumanly strong.  Unfortunately, they only last for several days before they disintegrate (though it's also shown that one lasts almost a month).  He also appears to have installed cameras and a microphone, as he can see and hear what they do, and speak through them.  Fortunately he only seems to be able to pilot one at a time, though he can unleash the mindless horde, as they will defend themselves if attacked as best they can.
.

Size and Type: Type changes to Undead.

Hit Dice: All current Hit Dice become d12's.

Speed: Unchanged, but can no longer take the Run Action..

Armor Class: Natural Armor Bonus to AC improves by +8.

Attacks: If the base creature has no Slam attack, it gains one. 

Damage: Slam damage depends on the base creatures size: Small (1d3 plus Str modifier), Medium (1d4 plus Str modifier) or Large (1d6 plus Str modifier).

Special Attacks: Retains none of the Special Attacks of the base creature, but gains the following:

Improved Grapple (Ex): The Atomic Zombie can initiate a Grapple without provoking an Attack of Opportunity.

Constrict (Ex): The Atomic Zombies doe double it's Slam damage plus one and a half times it's Strength Modifier with a successful Grapple Check.

Throw (Ex): The Atomic Zombie can bodyslam a creature it has Grappled with a unsuccessful Grapple Check.  This does 2d6, ends the Grapple, and the opponent lands Prone.

Sunder (Ex): The Atomic Zombie's Slam attack ignores an object's Hardness.

Radioactive (Ex): The zombie is highly radioactive, and anything it touches glows in the dark.  Touching one is dangerous.  Getting it's blood on you even moreso.  This Radiation Sickness sort of works like a disease, and the effects depend on whether a creature has fought with the Atomic Zombie, or been exposed to it's 'blood'.  If an attacked uses a Piercing or Slashing weapon on the Zombie it must make a Reflex Save (DC is 10 plus the damage dealt), or be exposed.  Just Fighting it requires a DC 18 Fortitude Save, has an incubation period of 3d6 hours, with damage being 1d6-1 Con (minimum damage 1).  If exposed to the 'blood', the Fortitude Save DC is 21, with an incubation period of 2d6 hours, with damage done being 1d6 Con.

Special Qualities: Retains all Exceptional Special Qualities based on it's physical form, plus gains the following:

Damage Reduction 10/-

Homing Sense (Ex): If sent on a mission, and not given orders, or damaged enough that it can't be remote controlled, it will automatically return home when it's power gets low.  They can contain a charge allowing them to operate for up to 16 hours, and will start to return if left to their own devices when at half that.  If the charge runs out, they are effectively dead until they're recharged.  There is a cumulative 10% chance per day it goes without a charge that it becomes unchargeable, and simply falls apart.

Remote Controlled (Ex): The doctor who animates the corpses (or someone of his choice) can use a machine to see and hear what the zombie sees and hears via a video feed, and can speak through it's mouth (Initially the Zombie uses the operators voice, but by the end of the film the doctor has found a way to let the Zombie use it's own voice.).  It also grants the zombie some of it's skills and feats.  The zombie cannot resist the operators orders, though there is a chance that the zombie misunderstands the operators orders.  Roll 1d20+ the Zombie's Wisdom Modifier against a DC 15 if it has less than 50% hit points, is given complicated orders (DM's discretion on how complicated the order must be), or the signal controlling it is cut off (presumable a strong electromagnetic field would work).  If the Zombie fails, it is Confused, as per the spell, for 1 round.  It should be noted that uncontrolled Zombies will attack others on sight, including their creator.  If the machine that broadcasts the signal that animates them is turned off or destroyed, the Zombies fall to the ground unconscious (dead if the machine is destroyed).  The machine is a Medium sized object weighing 200 pounds, with a Hardness of 5 and 30 hit points.

Semi-Mindless: The Atomic Zombie has an Intelligence score of 2, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Saves: Unchanged.

Abilities: +8 Str, -4 Wis, -6 Cha.  Int resets to 2, and it has no Con score.

Skills: If given orders by the operator, the Atomic Zombie has access to his skills.  It has half the ranks of the operator in any skills he or she has, plus it's own ability score modifiers.

Feats: The Atomic Zombie has some of the Feats possessed by it's operator.  It has any Weapon or Armor Proficiencies, and any Feats that are based purely on skill or mental ability.

Environment:
Any

Organization: Solitary or Group (2-10)

Challenge Rating: +2

Treasure: None

Alignment: Always Neutral

Advancement: ---

Level Adjustment: ---

Example of creature using template here:

Willard Pierce (Human Expert 6/Atomic Zombie)
                      Medium Undead
Hit Dice:             6d12 (39 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:         20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple:  +4/+10
Attack:               Slam +10 melee (1d4+7) or Grapple +10 melee touch (Grapple)
Full Attack:          Slam +10 melee (1d4+7) or Grapple +10 melee touch (Grapple)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grapple, Constrict, Throw, Sunder, Radioactive
Special Qualities:    DR 10/-, Homing Sense, Remote Controlled
Saves:                Fort +2, Ref +4, Will +4
Abilities:            Str 23, Dex 14, Con -, Int 2, Wis 8, Cha 8
Skills:               ---
Feats:                ---
Challenge Rating:     8
Treasure:             None
Alignment:            Neutral
Advancement:          ---
Level Adjustment:     ---

Willard Pierce was an aging criminal with tuberculosis whose body was stolen from the morgue to be used as an instrument of vengeance.  He doesn't last more than a month.
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Nice to meet you all; I hope you appreciated my work ;-)
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September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on March 26, 2024, 02:30:29 PM »
You add +2 to your wealth per level, did you dd that in?

I have no idea. It's been years since I leveled. I know it's changed over the years.
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September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on March 25, 2024, 10:28:02 PM »
http://dmreference.com/MRD/Basics/Action_Points.htm yup

You add +2 to your wealth per level, did you dd that in?
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September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on March 25, 2024, 10:38:13 AM »
OOC: Yeah, no kidding. I have a wealth bonus of 9.

Also, I apparently have 25 action points that I never use! Are those used to add +1d6 to a d20 roll?
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September 1776 / Re: Talkin' like it's 1759! (OoC chat)
« Last post by bhu on March 24, 2024, 08:25:02 PM »
Switched out the RAM for an upgrade.  So far so good.
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