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31
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on April 04, 2024, 10:05:15 PM »
It goes to 21.  It's a major city, so if you're going to find supplies it will be here.
32
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Cinematica
« Last post by bhu on April 03, 2024, 08:55:47 PM »
https://www.youtube.com/watch?v=svyPswixryM

https://www.youtube.com/watch?v=5qsn8294YFU

 The Gillman
                      Medium Monstrous Humanoid (Aquatic)
Hit Dice:             4d8+20 (38 hp)
Initiative:           +2
Speed:                25 ft. (5 squares), Swim 25 ft.
Armor Class:          20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple:  +4/+15
Attack:               Claw +11 melee (16+7)
Full Attack:          2 Claws +11 melee (1d6+7)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Constrict, Bodyslam
Special Qualities:    Darkvision 60 ft., Blindsense 20 ft., Hold Breath, DR 5/-, Fire Resistance 5, Powerful Build, Light Blindness, Fast Healing 3
Saves:                Fort +8, Ref +6, Will +5
Abilities:            Str 24, Dex 14, Con 20, Int 8, Wis 12, Cha 6
Skills:               Hide +4 (+8 in water), Listen +2, Move Silently +4, Spot +2, Survival +2, Swim +15
Feats:                Great Fortitude, Power Attack, Improved Sunder (B)
Environment:          Warm Aquatic
Organization:         Unique?
Challenge Rating:     <##>
Treasure:             None
Alignment:            Neutral
Advancement:          5-6 HD (Medium), 7-12 HD (Large)
Level Adjustment:     ---

"It is my considered opinion that rat No. 4 is sitting inside that cat."

A scientific expedition looking for fossils runs into a local legend who is too lonely for his own good.  Despite having being riddled with bullets, the Gillman survives, and has scientists attempting to communicate with him...while he's on display in an amusement park.  What the Hell science? Sadly he is gunned down again, and surgically modified to breathe air and to be made more 'human'.  His end is appalling, and tragic.  While he doesn't appear to use a language, he does seem more than capable of letting his muscles speak for him.  He is obscenely strong for his size, and apparently capable of felling trees.  Wrestling promoters should take note: he has a picture perfect scoop slam.  And he comes with his own, instantly recognizable, personal theme music!

Improved Grab (Ex): To use this ability, the Gillman must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Constrict (Ex): The Gillman does 1d6+7 damage with a successful Grapple Check.

Bodyslam (Ex): With a successful Grapple Check, the Gillman can throw an opponent up to 10 feet.  The grapple ends,and the opponent is knocked Prone, and takes 1d6+7 damage.

Blindsense (Ex): The Gillman can locate creatures underwater within a 20-foot radius. This ability works only when the Gillman is underwater.

Hold Breath (Ex): The Gillman can leave the water for a number of rounds equal to 8 × its Constitution score before it risks suffocating.

Powerful Build (Ex): The physical stature of the Gillman lets him function in many ways as if he were one size category larger.

Whenever the Gillman is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Gillman is treated as one size larger if doing so is advantageous to him.

The Gillman is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. The Gillman can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds the Gillman for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Skills: The Gillman has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *The Gillman gains a +4 racial bonus on Hide checks when in the water.

Combat: The Gillman is surprisingly tough.  He is shot, stabbed, poisoned and set on fire multiple times and always bounces back.  For this reason he needs little in the way of tactics, but he does still display a tactical mind,  He uses stealth to attack from ambush, sets traps, etc.  He really is underestimated by the egocentric humans.


33
September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on April 03, 2024, 09:49:33 AM »
By +12 (from 9, to a total of 21) or to +12?

For the most part, I think Elizabeth will want to make sure her shot and bullets are replenished, and probably pick up some odds and ends, like repaired clothing and food.

I'm not sure if there's any supplies available for her to work on stocking up a chemistry lab.
34
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on April 02, 2024, 10:18:02 PM »
Increase your wealth check by +12 and go shopping!
35
Uncle Kittie's Unnecessary Revisions / Re: 5E Druid and Ranger Paths
« Last post by bhu on April 02, 2024, 07:00:25 PM »
CIRCLE OF THE FROGNADO
There are surprisingly scant Druids who join the Councils outer periphery.  The one's who do tend to have a chip on their shoulder about people despoiling nature, or who are obsessed with amphibians.  Plus they have to be a wee bit weird.  Circle of the Land Druids want to learn secrets.  Circle of the Moon Druids guard the wilderness.  Your intentions are to become a (comparatively) small, frog infested whirlwind.  Why?  Because you think it will be really nifty, and you ant to see the looks on people's faces.

CIRCLE SPELLS
When you join this circle at 2nd level, you have formed a bond with the Frog Council, a mysterious group dedicated to their own ideal of justice. Your link with these creatures grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Frognado Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.

Druid Level   Spells
2nd           A Frog Speaks in the Darkness*, Ensnaring Strike
3rd           Gust of Wind, Warding Wind
5th           The Frog from Somewhere*, Wind Wall
7th           Storm Sphere, Wall of Frogs*
9th           Control Winds, Frogmorph*

SPEECH OF THE FROG
At 2nd level, you gain the ability to converse with beasts and many elementals.

You learn to speak, read, and write Auran. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

SUMMON THE FROG
At 2nd level, you gain the ability to call forth frog spirits and use them to influence the world around you.

As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of a frog. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.  Each creature of your choice in the aura when the spirit appears does an additional +1d4 Poison damage any time it successfully deals damage. 

FROG MAGIC
At 6th Level you can upcast spells from the following list to have improved effects (you must still be high enough level to upcast the spell):

1st: Ensnaring Strike (If upcast to 2nd Level or higher, the target is grappled by a mass of frog tongues, doing 1d3 Frog damage, plus another 1d3 for each slot level above 1st.)
2nd: Gust of Wind (If upcast as a 3rd Level spell, creatures who fail the Saving throw also take 2d4 Frog damage), Warding Wind (If upcast as a 3rd Level spell, all creatures of your choice within the spells area take 1d4 frog damage at the start of each of your turns).
3rd: Wind Wall (If upcast as a 4th Level spell, creatures take an additional 1d8 Frog Damage.)
4th: Storm Sphere (If upcast as a 5th Level or higher spell, it does an additional +1d6 Frog damage for each spell slot above 4th.), Watery Sphere (If upcast as a 5th level or higher spell, creatures restrained by the sphere take 1d6 Frog damage for each spell slot above 4th.)
5th: Control Winds (If upcast as a 6th Level spell, creatures in the area of effect must make a Dexterity Save each round, or take 2d4 Frog damage.)
6th: Investiture of Wind (If upcast as a 7th Level spell, you do an additional +1d10 Frog damage when using your Action to create swirling winds.)
7th: Whirlwind (If upcast as an 8th Level spell, it does an additional +2d6 Frog damage for each slot level above 7th.)

SUMMON THE SCARY FROG
At 10th Level you when you summon the Frog Spirit, it increases  the damage of yourself and creatures of your choice within range, but it does either +2d4 poison or psychic damage, your choice.

THE LEVEL YOU'VE ALL BEEN WAITING FOR
At 14th Level, you can expend two uses of Wild Shape at the same time to transform into a Frognado.

36
You can get around the alignment limitations of Sifkesh by taking a level dip into Infiltrator Inquisitor as it lets you both detect as a chosen alignment every day and allows for casting spells of your deitiy's opposing alignments. I plan on going 1 Infiltrator Inquisitor / 6 Appeaser or Ecclesitheurge & Hidden Priest Cleric / 6 Evangelist / 7 Stargazer.
37
September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on March 31, 2024, 09:23:37 PM »
I think she needs to rest for the two days to pay off the ability damage from casting Personal Ward earlier.

Leveling should be complete.

Profession = 1d20+1:
Rolled 1d20+2 : 3 + 2, total 5

Rolled 1d20+2 : 19 + 2, total 21

Rolled 1d20+2 : 18 + 2, total 20
38
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on March 31, 2024, 05:57:11 PM »
yes to all 3 questions.  Are you doing anything else before the meeting in 2 days?
39
Uncle Kittie's Unnecessary Revisions / Re: 5E Barbarian Path Variants
« Last post by bhu on March 30, 2024, 11:19:21 PM »
THE TOUGHEST PERSON IN WASHO COUNTY
x

TOUGH GUY
At 3rd Level you no longer roll for hit points when you gain a new level, and your hit points per level are now 12 + your Constitution Modifier (plus any you gain from Feats or other effects/abilities).  When Raging you have Advantage on Constitution Checks and Constitution Saving Throws.

STEEL JAWED
At 6th Level you can't be Stunned while Raging.

SHRUG IT OFF
At 10th Level, when you are making a Saving Throw to avoid/remove a Condition, or avoid/lower damage, you can choose to make a Constitution Saving Throw instead of the Saving Throw you would normally use.  You may do this a number of times equal to your Proficiency Bonus per Long Rest.

NOT TODAY
At 14th Level when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
40
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Cinematica
« Last post by bhu on March 30, 2024, 08:10:16 PM »
Ginosaji
                      Medium Outsider (Evil, Shapechanger)
Hit Dice:             6d8+30 (57 hp)
Initiative:           +8
Speed:                40 ft. (8 squares)
Armor Class:          16 (+4 Dex, +2 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +6/+7
Attack:               +1 Spoon +11 melee (1 point plus possible effects) or Spoon +11 ranged (1 point plus possible effects)
Full Attack:          +1 Spoon +11/+6 melee (1 point plus possible effects) or Spoon +11 ranged (1 point plus possible effects)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spoon Collection
Special Qualities:    Darkvision 60 ft., Curse of the Ginosaji, Partial Invulnerability, Immunities, Spiderclimb, Change Shape, Selective Invisibility
Saves:                Fort +10, Ref +9, Will +8
Abilities:            Str 12, Dex 18, Con 20, Int 14, Wis 16, Cha 18
Skills:               Balance +14, Climb +11, Hide +14, Intimidate +14, Jump +11, Knowledge (Arcana) +11, Listen +13, Move Silently +14, Spot  +13, Swim +1
Feats:                Improved Initiative, Two-Weapon Fighting, Weapon Finesse
Environment:          Any
Organization:         Unique?
Challenge Rating:     6
Treasure:             Spoons (see below)
Alignment:            Neutral Evil
Advancement:          7+ HD (Medium)
Level Adjustment:     ---

The Ginosaji is a tall, slender white man with black lips and circles around his eyes, wearing black clothes and a hoodie.  There is a cryptogram known as the Mark of the Ginosaji on his left wrist.  He has an odd walk, carries a collection of spoons, and sports a sneer of perpetual rage.  His blood is black, and he appears to be full of worms.  He doesn't communicate, preferring to just batter his victims with a spoon.  He does not appear to need air, food or water.  He doesn't speak, except when changing shape to disguise himself.  He is a remarkably tenacious (beep), and is apparently a vengeful demon of some sort whose goal is to punish people by murdering them as slowly and inefficiently as possible, to the extent he will even save them from suicide if he has to.

Spoon Collection: The Ginosaji keeps a collection of 16 magical +1 spoons under it's hoodie.  These are weapons that do 1 point of bludgeoning damage, and can be thrown up to 10 feet.  If the Ginosaji successfully hits an opponent, it can choose to add one of the following effects:

Disarm: As a Free Action the Ginosaji can make a Disarm attempt, without provoking an Attack of Opportunity.

Fatigue: The target must make a DC 14 Fortitude Save or become Fatigued (or Exhausted if it's already Fatigued).  The Save DC is Strength based.

Knockdown: As a Free Action the Ginosaji can make a Trip attempt, without provoking an Attack of Opportunity.

Stun: The target must make a DC 14 Fortitude Save, or be Stunned for 1 round.  The Save DC is Strength based.

Sunder: As a Free Action the Ginosaji can make a Sunder attempt, without provoking an Attack of Opportunity.

Curse of the Ginosaji (Su): The Ginosaji always knows the location of it's intended current target, so long as they are on the same plane of existence.  It cannot choose a new victim until it has killed the old one.

Partial Invulnerability: The Ginosaji is immune to non-magical weapon damage, and has DR 10/- against magical weapons.  If the Ginosaji loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Immunities: The Ginosaji has immunity to poison, sleep effects, paralysis, petrification, polymorph, stunning, disease, and death effects.  He is not subject to critical hits, nonlethal damage, ability drain, or energy drain. He is immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.  He is immune to cold, fire and negative energy damage.

Spiderclimb (Ex): The Ginosaji can climb sheer surfaces as though with a spider climb spell.

Change Shape (Su): The Ginosaji magically polymorphs into a small or medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment the Ginosaji is wearing or carrying transforms to something appropriate for the new form. If the Ginosaji dies, it reverts to its true form.

Selective Invisibility (Su): The Ginosaji is permanently Invisible to everyone but it's current intended target.

Combat:  The Ginosaji just runs after his victim, relentlessly battering him with a spoon.  He only breaks out the fancy maneuvers when the target tries to fight back, in an attempt to crush it's spirit.   Sadistic to a fault, the Ginosaji will let it's victim escape to attack later, and will not pursue another victim until it kills it's current one.


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