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91
September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on March 14, 2024, 10:16:31 AM »
"On the way into town, we killed some ghouls that were picking our people off. I'm not sure if they're from the same pack or not, but I'd hardly consider that murder. My guess is he's referencing my initial incursion into their territory and leading our assault on their tombs. This all started when I followed some suspicious-looking people to see where they were going. I'm capable of being quite discreet when scouting."
92
September 1776 / Re: Talkin' like it's 1759! (OoC chat)
« Last post by RobbyPants on March 14, 2024, 10:13:11 AM »
Robby?  You ok?

Sorry. I have the week off and I'm in the states on vacation. I haven't really turned on my laptop all week.
93
Off Topic Fun / Re: Awesome stuff you have to share, V4
« Last post by trappedslider on March 14, 2024, 01:44:27 AM »
94
Off Topic Fun / Re: Things that make you LoL (Part 3)
« Last post by trappedslider on March 14, 2024, 01:43:43 AM »
95
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Cinematica
« Last post by bhu on March 13, 2024, 08:51:51 PM »
https://www.youtube.com/watch?v=kTZR5Ut9NpA

Andromedan
                      Medium Aberration
Hit Dice:             6d8+24 (51 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          12 (+2 Natural), touch 10, flat-footed 12
Base Attack/Grapple:  +4/+8
Attack:               Slam +8 melee (1d3+4) or Disintegrator +4 ranged (disintegration)
Full Attack:          2 Slams +8 melee (1d3+4) or Disintegrator +4 ranged (disintegration)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Kidnap, Stun, Frightful Presence, Disintegrator, Sunder
Special Qualities:    Darkvision 60 ft., Emotionless, Disguise, Alien Machine, Forcefield,  Gaseous Form
Saves:                Fort +6, Ref +2, Will +7
Abilities:            Str 18, Dex 11, Con 18, Int 14, Wis 14, Cha 14
Skills:               Bluff +4, Disguise +4, Drive +6, Intimidate +4, Knowledge (Earth and Life Sciences,  Physical Sciences, any 1 other) +6, Listen +4, Navigation +6, Pilot +4, Spot +4 
Feats:                Alien Weapons Proficiency (see D20 Modern), Personal Firearms Proficiency (see D20 Modern), Starship Operation (see D20 Future)
Environment:          Any? (unknown really)
Organization:         Solitary or Group )
Challenge Rating:     6
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          By Character Class
Level Adjustment:     ---

"Don't you worry Marge. I know where to get our men. Human men!"

The Andromedan's planet suffered a natural disaster, prompting them to flee in their fleet of spacecraft.  Searching for a new world, they come across the toxic planet Earth, losing all the females of their race along the way.  Finding humanoid life on the planet, they decided to settle down and construct suits that would let them survive our atmosphere while impersonating the locals.  Swiftly taking over many small towns, they set about researching ways to mutate Earth women to carry their children.  Notably, the Andromedan's are completely emotionless, and did not foresee a need to ask consent.  They begin kidnapping and replacing local married men who are childless in order to be ready when they make the necessary genetic breakthroughs.  They do, however, make some mistakes.  Animals can easily see through their disguise, which inspires an awful lot of pet murder.  They park their ship within walking distance of the town in a stupefying example of foolishness.  The technology that lets them pass as human also grants them emotions, which makes them behave oddly.  Being as Earth is toxic to them they don't partake of cigarettes or alcohol.  In 1950's America.  They mock humans for being dumb and short lived, but make glaring errors such as murdering people in the open on city streets, going swimming to keep up appearances (they can't swim), etc.  They are tall with hands of three tentacle like fingers, and stubby two toed feet.  Their mouth is circular, and it's eyes are the only other facial feature (besides some tubes, which may or may not be part of them).  Once they are discovered, all their ships flee, looking for another home.  Earth was the very first place they found after all, and given how inhospitable it is to them it's amazing they stopped here to begin with.

Kidnap (Su): If an opponent is helpless, paralyzed, stunned or unconscious, the Andromedan may change him into a Gaseous Form (as per the spell), after which the target is unconscious until he changes back to a solid form, and moves at 30 feet per round towards the Andromedan's ship.  So long as the Machine is working and on, the Andromedan may use this at will (it has a range of 10 feet), and the target remains in Gaseous Form until it arrives at the ship, and is plugged into the machine, or the machine is destroyed or turned off.

Stun (Ex): If the Andromedan successfully confirms a critical hit with it's Slam attack, it Stuns the target for one round.

Frightful Presence (Ex):Andromedans can inspire terror by charging or attacking. Creatures within 30 feet that have less hit dice than the Andromedan must succeed on a DC 15 Will save or become shaken for 2d6 rounds (if the Save is failed by 5 or more, the target is Frightened instead). The save DC is Charisma-based.  An opponent that succeeds on the saving throw is immune to that same Andromedan’s frightful presence for 24 hours.

Disintegrator : The Andromedans carry rayguns that fire a beam of unknown energy.  This weapon has a range of 100 feet, and can be fired every other round.  When firing it, the wielder makes a ranged touch attack, and if it is successful, the target must make a DC 19 Fortitude Save to take half damage, taking 12d6 damage if it fails.

Sunder (Ex): When the Andromedan,  in human or natural form, successfully hits an object with it's Slam attack, it gets a Sunder attempt as a Free Action without provoking an Attack of Opportunity.  If successful, the attack ignores Hardness.

Emotionless (Ex): In their natural state, the Andromedans are emotionless, immune to any mind-affecting effects.  Their machine, however, broadcasts emotions to them when they are in their artificial bodies in order to make their deception possible (meaning they lose this immunity).

Disguise (Ex):  The Andromedans can become gaseous and seep into an artificial body created from a human they have kidnapped.  This looks perfectly like the human they wish to mimic, and sounds perfectly like him too.  Animals, particularly ones with Scent, seem to see right through this disguise, and are never better than Hostile towards the Andromedan.  When uninhabited, this is an object with a Hardness of 5, and the same hit points as the Andromedan inhabiting it.

Alien Machine:  Kidnap victims are placed into a special machine that allows them to be kept alive and unconscious as long as they are plugged in.  It also provides several other benefits to the Andromedans:

It powers the artificial bodies they inhabit while disguised as humans, which protects them from Earth's atmosphere (If they are not in their artificial body, it still protects them from the atmosphere).  If the machine is destroyed, turned off, or the human it is mimicking is unplugged, it can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.  This also happens if the Andromedan is given oxygen while in it's bodysuit, pretending to be a human.

It allows a version of telepathy with all other Andromedans of the creatures choice within 20 miles.  It also provides them access to the memories of the unconscious human they are mimicking.  When making a Skill Check, the Andromedan uses it's own ranks of the ranks of the human it is mimicking, whichever is greater.  It also lets them speak the language of the person they are impersonating.

It provides a forcefield, which is visible in their normal form, but invisible when being hidden in their bodysuits.  This forcefield renders them immune to damage from opponents who aren't adjacent to them  (and still stops Bludgeoning or Ballistic damage even if the opponent is adjacent).  A Disintegrate spell )or their own weapons) will destroy the forcefield on contact.  This sort of works like a Wall of Force that protects them from all directions.

Gaseous Form (Su): The Andromedans may cast Gaseous Form at will as a Supernatural Ability.  Unlike normal, they are immune to Earth's atmosphere in this form, and have a movement speed of 30 feet.  They must assume Gaseous form to enter or exit their human disguise (this is a Move Action).

Combat: In their human disguise, the Andromedans rely on their Slam attack, unless they are mimicking a member of a profession that can carry some sort of weapon.  In their natural form defending the ship, or to get rid of evidence (bodies) they use disintegrators.

96
Off Topic Fun / Re: Awesome stuff you have to share, V4
« Last post by bhu on March 13, 2024, 08:44:18 PM »
nice!
97
September 1776 / Re: Talkin' like it's 1759! (OoC chat)
« Last post by bhu on March 13, 2024, 08:43:38 PM »
Robby?  You ok?
98
Off Topic Fun / Re: Awesome stuff you have to share, V4
« Last post by trappedslider on March 13, 2024, 02:48:36 PM »
So,due to budget issues that would have happened with owning a car, I got a scooter/moped

(click to show/hide)

I even decorated it a bit
(click to show/hide)
99
Min/Max 3.x / Re: Full spell list
« Last post by NewtypeChris on March 12, 2024, 03:16:27 PM »
100
Homebrew and House Rules (D&D) / Re: New NPC Classes
« Last post by Garryl on March 12, 2024, 12:30:05 AM »
Sublime Adept NPC class
A simple NPC martial adept class. Uses the maneuvers from a single discipline moderately well.

Hit Die: d8



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Maneuvers
Known

Maneuvers
Readied

Stances
Known
1+0+0+2+0Chosen Discipline220
2+1+0+3+0--221
3+2+1+3+1--221
4+3+1+4+1--321
5+3+1+4+1--321
6+4+2+5+2--321
7+5+2+5+2--421
8+6/+1+2+6+2--431
9+6/+1+3+6+3--431
10+7/+2+3+7+3--531
11+8/+3+3+7+3--532
12+9/+4+4+8+4--532
13+9/+4+4+8+4--632
14+10/+5+4+9+4--642
15+11/+6/+1+5+9+5--642
16+12/+7/+2+5+10+5--742
17+12/+7/+2+5+10+5--742
18+13/+8/+3+6+11+6--742
19+14/+9/+4+6+11+6--842
20+15/+10/+5+6+12+6--853

Class skills (2 + Int modifier per level): Climb, Concentration, Craft, Intimidate, Jump, Knowledge (local), Martial Lore, Profession, and Swim. A sublime adept also adds the key skill of his chosen discipline to his class skill.

Weapon and Armor Proficiency: Sublime adepts are proficient with all simple weapons and with all martial weapons from among his chosen discipline's associated weapons. Sublime adepts are also proficient with light armor and with shields (other than tower shields).

Chosen Discipline: A sublime adept chooses a single martial discipline from among all of the martial disciplines. He studies this martial discipline alone, learning its maneuvers and training with its favored weapons and key skill.

Initiator Level: Unlike other martial adepts, a sublime adept does not always count full class level towards his sublime adept initiator level. A sublime adept's initiator level equal to 2/3 his class level, rounded up, rather than his full class level. As with all characters, he still adds 1/2 his total level in other classes to his sublime adept initiator level. Consequently, a single-classed sublime adept's maximum maneuver level learned is 1st at 1st level, increasing by 1 maneuver level every 3 class levels thereafter.

Maneuvers: A sublime adept begins his career with knowledge of two martial maneuvers. Only his single chosen martial discipline is available to him.

Once a sublime adept knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a sublime adept is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

A sublime adept learns additional maneuvers at higher levels, as shown on the table above. He must meet a maneuver's prerequisite to learn it. See Table 3-1: Highest-Level Maneuvers Known (TOB 39), to determine the highest-level maneuvers he can learn.

Maneuvers Readied: A sublime adept can ready both of the maneuvers he knows at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but he must choose which maneuvers to ready. The sublime adept readies his maneuvers by exercising, practicing, or meditating for 5 minutes. The maneuvers he chooses remain readied until he decides to exercise again and change them. He need not sleep or rest for any long period of time to ready his maneuvers; any time he spends 5 minutes in practice, he can change his readied maneuvers.

The sublime adept begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter.

Stances Known: At 2nd level, the sublime adept acquires knowledge of one stance from his chosen discipline. At 11th and 20th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances the sublime adept knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.



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