Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - bhu

Pages: [1] 2 3 4 5 6 ... 793
1
CYBERIAN  nother request


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

 A general description of whatever the race is!

CYBERIAN SPECIES TRAITS

Class Skills
 The Cyberian's class skills (and the key ability for each skill) are....
Skills Per Day at 1st Level : (2 + int)x4
Skills Per Day at Each Additional Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +0    Cyberian Body
2. +1    +3     +0     +0    Flight
3. +2    +3     +1     +1    Technological Training
4. +3    +4     +1     +1    Body Modification
5. +3    +4     +1     +1    Flight
6. +4    +5     +2     +2    Technological Training
7. +5    +5     +2     +2
8. +6    +6     +2     +2    Body Modification, Flight
9. +6    +6     +3     +3    Technological Training
10.+7    +7     +3     +3   
11.+8    +7     +3     +3    Flight
12.+9    +8     +4     +4    Body Modification     

Weapon Proficiencies: Cyberian's are Proficient in Simple and Martial Weapons, and Light, Medium and Heavy Armor (but not Shields).

STARTING AGE
 Adulthood: 110
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +10d6

AGING EFFECTS
 Middle Age: 175
 Old: 263
 Venerable: 350
 Maximum Age: +4d% years

HEIGHT AND WEIGHT
 Base Height: Male: 4'10" Female: 4'5"
 Height Modifier: +2d10"
 Base Weight: Male: 240 lbs.   Female: 170 lbs.
 Weight Modifier: x(2d8) lbs.

CYBERIAN CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Cyberians adventure to gain new information, or to 'guide' adventurers into a less dangerous way of doing things.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A CYBERIAN
 You wish to know more.  About everything.  Seriously, it keeps you up at night.
 Personality: Cyberians are curious and analytical, eagerly devouring new knowledge.  They also see themselves as the only adults in the room, so to speak.
 Behaviors: Cyberians are mostly known for their curiosity.
 Language: Cyberians speak their own language (Droid) and Common.

CYBERIAN SOCIETY
 The Cyberian empire focuses on developing new lands, or improving old ones.
 Alignment : Most are Lawful and/or Neutral.
 Lands : Cyberians originate on Cyberia Prime.
 Settlements : When not at home, they prefer more technologically advanced areas.
 Beliefs : Cyberians prefer Gods of the forge, or of shelter.
 Relations: Other species view them as slightly annoying, but well meaning.

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



2
September 1776 / Re: Chapter 2: Haxan
« on: May 05, 2024, 11:53:15 AM »
You doing anything beforehand?

3
September 1776 / Re: Chapter 2: Haxan
« on: May 03, 2024, 06:36:39 PM »
"I presumed we would be standing guard to make sure there are no...incidents.  I'm sure there are those on both sides who want more blood."

4
September 1776 / Re: Chapter 2: Haxan
« on: May 02, 2024, 06:52:10 PM »
"So we start the exodus in a day from now, as soon as it is fully dark.  Agreed?"

5
September 1776 / Re: Chapter 2: Haxan
« on: May 01, 2024, 06:37:38 PM »
If you had to guess they're closer to being human---like you.  You'd guess Isabella has cast enough spells she's lost a large portion of her humanity, and may think in ways you no longer do.  She's less a woman than a woman shaped predatory thing.

ooc: I'll be doing 60 hour weeks through November unless things change, so my posting will be more sporadic.

6
SPINY TEMPLE MOSE FOLK


   
"And there came an Angel a-hah!  And he spoke to me a-ha!  And he said 'Johnny a-ha.  You need to spread the word a-ha! And the word is disposable crossbows a-ha!"

 Spiny Mice are likely closer to Gerbils than mice, and are called that because they have stiff guard hairs similar to hedgehogs.  These are pretty much the teensy, anthropomorphic version of those.

SPINY TEMPLE MOUSE SPECIES TRAITS
·   +6 Dex, +2 Wis, -6 Str (minimum of 3)
·   Size Class: Tiny.  +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 15 ft.
·   Climb land speed 15 ft.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Fast Healing (Ex): You heal 1 point of damage each round as long as you have at least 1 hit point.
·   Spiny Mice Folk have a Primary Bite Attack doing 1 point of damage plus one and a half times their Strength Modifier.
·   Spiny Mice Folk receive a +4 Species Bonus to Hide and Move Silently Checks.  They also have a +8 Species Bonus on Balance, Climb, and Listen Checks.  They may always Take 10 on a Climb Check, and may use their Dex Modifier instead of their Str modifier for Climb Checks.
·    Spiny Mice Folk automatically speak Furry, and Common.  Bonus languages include Buggy, Sylvan, and nearby species.
·   Level Adjustment: +2
·   Favored Class: Archivist

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 1'7"  Female: 1'5"
 Height Modifier: +1d4"
 Base Weight: Male: 4 lbs.   Female: 3 lbs. 5 ounces
 Weight Modifier: x (2d6) ounces)

SPINY TEMPLE MOUSE CHARACTERS
 Most of your people are a divine caster of some sort.  Try to gravitate towards the ones that offset your weaknesses.
 Adventuring Race: Temple Mice usually go on religious crusades, missions for their Church, or because their Gawd appeared to them in a vision.
 Character Development: Spellcasting will offset your lack of reach, but you'll still need to deal with that if you want to be a healer primarily.
 Character Names: Spiny Temple Mice take names from whatever society they dwell among.

ROLEPLAYING A SPINY TEMPLE MOUSE
 Overall, you have a fairly decent reputation, and you don't get much flak from anyone, unless they really dislike religion.  But you aren't usually the pushy religious type.
 Personality: Temple Mice tend to be devoted to their own pet cause, ideology or religion, but not usually to the point of exclusion and fanaticism.  They often strive to be a force for Good.  Or at least 'not Evil'.
 Behaviors: Temple Mice are curious, and often hoard religious texts and artifacts, some of which would probably be better left alone...
 Language: You primarily speak Furry, though you make an effort to learn any other local languages.

SPINY TEMPLE MOUSE SOCIETY
 Spiny Temple Mice are a fairly religious folk, and not just one religion.  They serve just about any Gawd who is helpful to the community.  To this end they don't so much as have a society, as they blend in with whatever local community they are among, and try to minister to them.
 Alignment : Most Temple Mice are some flavor of Neutral, although the various forms of Good are also strong pluralities.
 Lands : Your people's original home was a warm desert.
 Settlements : Spiny Temple Mice can be found wherever there are churches.
 Beliefs : The Temple Mice worship an astonishing variety of Gawds, sometimes to the point that individual family members all have separate religions.
 Relations: Temple Mice get along with the more religious species, but not so well with people who are cruel, vulgar or disruptive to the community.

SPINY TEMPLE MOUSE ADVENTURES
·   Plorg, the Gawd of Subtlety, has demanded you go on a mission for him.  You think.  You can't understand him.  Actually, no one can understand him, and your entire religion is basically a precariously balanced house of cards.  But he sure seems to want you to do something.
·   Someone has offended Mary Lou, the Gawdess of Vengeance, and she has demanded you go hand him his own butt.  The problem?  You aren't a member of her clergy.  You serve the Gawd of Tinkering.  Not that you're going to tell her that...
·   The Pantheon of Vice is holding a party on your front lawn.  At 3 am.  On a weekday.  Without bothering to be so kind as to ask you.  So how do you get an entire pack of Gawds and hundreds of their drunk and stoned followers to "Git off mah lawn!" without being smited?


SPINY TEMPLE MOUSE SPECIES SUBSTITUTION LEVELS


ARCHIVIST
 Level 4: Replace Still Mind with Protected.
  Protected::  At 4th Level you gain a +2 Bonus on Saving Throws versus spells or effects from the Necromancy school.

FAVORED SOUL
 Level 20: Replace Damage Reduction with Spiny!!
  Spiny!! (Ex)::

CLERIC
 Level 1: Instead of being able to spontaneously cast Heal spells, you may choose to instead cast spells from the Abjuration school (these must still be spells of a level you can cast).



SPINY TEMPLE MOUSE FEATS


Gnaw
You have sharp teeth.
 Prerequisites: Beaver, Capybara, Gopher, Mouse, Rat or Spiny Temple Mouse; Weapon Focus (Bite)
 Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

Improved Gnaw
Your teeth hurt.
 Prerequisites: Gnaw
 Benefits: Your bite attack does x3 damage on a confirmed critical.

Supreme Gnaw
You go through wood like butter.
 Prerequisites: Improved Gnaw
 Benefits: Your bite threatens a critical on an 19-20. Your Bite now ignores the first 5 points of Hardness or DR/-.

Not So Little Now Am I?
You have spiny hairs in your fur to provide defense.
 Prerequisites: Spiny Temple Mouse, Con 13+
 Benefits: You gain a Natural Armor Bonus to AC equal to your Con modifier.

Trap Shy
You are used to dodging Traps.
 Prerequisites: Must be a Mouse, Rat, Packrat or Spiny Temple Mouse.
 Benefits: You gin a +2 Bonus on Reflex Saves against Traps.

Improved Trap Shy
You are used to dodging Traps.
 Prerequisites: Trap Shy.
 Benefits: You gin a +2 Dodge Bonus to AC against Traps that make an attack roll.

Greater Trap Shy
You are used to dodging Traps.
 Prerequisites: Improved Trap Shy.
 Benefits:  If you would normally set off a trap due to a failed Save, you get to roll 1d20 plus 1/2 your Hit Dice, plus your Charisma modifier. If this total is higher than the Trap’s Save DC, the trap activates after you have passed through it's area of effect instead.  If the Trap makes an Attack roll instead of requiring a Save, compare (10 plus the Traps Attack Bonus) to (your Armor Class +4).  If you have the higher number, it still doesn't activate until you pass (if not it attacks like normal).  If it allows no Save and makes no Attack roll, you pass it unharmed and it activates afterward.

Anklebiter
You is one sneaky critter.
 Prerequisites: Tiny Size (or smaller) or the ability to gain it somehow
 Benefits: You do not provoke an Attack of Opportunity when entering an opponents square.

Regeneration
Your Healing factor is dramatically improved.
 Prerequisites: Must be a Spiny Temple Mouse, Con 15+, Level 6+, Must be Good
 Benefits: Your Fast Healing 1 becomes Regeneration 1.  You take regular damage from evil-aligned weapons and from spells and effects with the evil descriptor.



SPINY TEMPLE MOUSE FOLK
Before fleeing to the Jester's Realm, the Furry species (including Spiny Temple Mouse Folk) came from a world where Humans and the Furry Peoples were eternally at war.  With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home.  They were quick to accept.

DEDICATED TO VARIOUS CAUSES
The Spiny Temple Mouse Folk are anthropomorphic Spiny Mice about the size of small Gnomes.  They are often dedicated to some cause (usually a Church), or looking for the right one to dedicate themselves to.  Preferably a cause that is noble and just.  Despite being predators in their dim past, they aren't murderhobos, and aren't common adventurers.

SURPRISINGLY VICIOUS FOR LITTLE CRITTERS
The Spiny Mice are renowned for their healing abilities, some of them being able to regenerate heart tissue, and regrow large patches of skin without scarring.  They see it as a gift from the Gawds, and thusly they devote themselves to many a Gawds cause (as long as it isn't skeevy or cruel).  They often go on missions to recover lost texts and artifacts, which can be a dangerous proposition indeed.  It can be very dangerous to deal with Gawd created items, because (let's be hones) most Gawds are not the most mature, level headed beings in the Jester's Realm.  A fact which has disappointed many a mouse, but they always find another good cause to attach themselves to.

SPINY MOUSE FOLK NAMES
Spiny Mouse Folk borrow the naming conventions of whatever society they live among.

SPINY MOUSE FOLK TRAITS

Ability Score Increase. Increase your Dexterity by +2, and your Constitution score by +1.

Age. Spiny Mouse Folk reach adulthood in their late teens and live less than a century.

Alignment. Most Spiny Mouse Folk are Neutral.

Type. You are a Humanoid.

Size. You are Small.  You are between 3 and 3 1/2 feet tall and weigh around 30-35 pounds

Speed. Your walking speed is 30 feet, as is your Climbing speed.

Guard Hairs: You are tough enough that your Armor Class improves by +1 (natural armor).

Keen Hearing and Smell. Thanks to your sensitive nose and ears, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell or hearing.

Self-Healing. When expending Hit Dice to heal during a short rest, you gain one extra die for free. 

Languages. You speak, read and write Furry, and any one other language of your choice.



Regeneration   (Prerequisite: Must be Spiny Temple Mouse Folk)
You regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the missing part regrows and returns to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.


Spiny Temple Mouse Folk
"Good morning sirs, I am the Wizard Harlan Jurgens, and  this is my assistant Jim."

DO YOU BELIEVE!
"Hello."

"This fellow is Father Thomas, High Priest of Hiss, the Gawd of Wizards!"

"Praise be!  Is Jim your Familiar?"


"Father Thomas funds many archeological expeditions to find lost knowledge."

"I am not a familiar, I am his friend."

"His church also funds the local library!"

"I don't much care for Familiars."

"But Familiars are a wizarding mainstay!"

"And, I might add, not Humanoid."


Don't Touch Anything In This Room

"Not true sir!  Even in our small town one may contract with the Familiars Guild."

"I care for the Guild even less."

"They are rascals aren't they?"

"Familiars have a Guild?"

"More like a semi-legal union that strong arms casters."

7
CAPYBARA FOLK


   
"ooooohhmmmmm."

 Cute little Capybara folk.  Much like their real world counterparts they are known for their mellow.

CAPYBARA SPECIES TRAITS
·   +2 Wis, +2 Cha
·   Size Class: Medium
·   Monstrous Humanoid, giving you Darkvision 60 ft..
·   Base land speed 30 ft.
·   Base swim speed 20 ft.
·   Hold Breath (Ex): Capybaras can hold their breath underwater a number of rounds equal to 4 times their Constitution Score before they risk drowning.
·   Scent (Ex)
·   Capybaras have a Primary Bite Attack doing 1d6 plus Strength Modifier.
·   Capybaras have a +8 Species Bonus to Swim Checks, and can always Take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line.  A Capybara gains a +4 Species bonus on Hide checks when in the water. Further, a Capybara can lie in the water with only its nostrils showing, gaining a +10 cover bonus on Hide checks.
·   Automatic Languages: Capybara speak Furry and Common.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +1
·   Favored Class: Cleric

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d4"
 Base Weight: Male: 30 lbs.   Female: 25 lbs.
 Weight Modifier: x1 lb.

CAPYBARA CHARACTERS
 Since your species prefers to avoid violence, a divine spellcaster is a good option, especially with your ability scores.
 Adventuring Race: Capybaras usually go on adventures to help others or to defeat Evil.  They care not for fame or gold.
 Character Development: Your species carries with it an expectation of being excellent de-escalators, so you may want to buy some Diplomacy if you wish to live up to that reputation.
 Character Names: Male: Alfredo, Brayan, Carlos, David, Frank, Gael, Hector, Jefry, Jose, Paul. Female: Andria, Fabiella, Fiorella, Jacinta, Katia, Laka, Lucero, Luz, Maria, Paola. Surnames: Quispe, Flores, Rojas, Salazar, Medina, Aguilar, Palomino, Campos, Apaza, Carrasco.

ROLEPLAYING A CAPYBARA
 People tend to find you cuddly, or at least inoffensive.  Even Evil Overlords are known to go easy on the Capybaras.  In the old world you tried your level best to be peacemakers, and when that wouldn't work in the end, you were first to the front to assist your fellows.
 Personality: You tend to be thought of as quiet, modest and unassuming.  This doesn't mean you can't raise Hell if the situation calls for it.
 Behaviors: Capybaras are often found in their saunas, heated pools, or meditating.  They believe mental and emotional health is just as important as physical.
 Language: Capybaras speak Common  and Furry.  They often know another local language.

CAPYBARA SOCIETY
 Capybaras tend to keep to themselves.  They will participate in society, but they often find the other races too quarrelsome to put up with, and need some moments away from them to meditate and relive stress.
 Alignment : Virtually all Capybaras are Neutral, and a clear majority are also Good.
 Lands : Capybaras live in warm forests, marshes and plains.
 Settlements : Capybaras will insist on being near water.
 Beliefs : Capybara tend to go for Rabbit, the Nature Pantheon, or sometimes the Gawds of Concepts.
 Relations: Capybaras get along with everyone.  They just seem so nice.

CAPYBARA ADVENTURES
·   A local race for Postal Office Supervisor has spiraled wildly out of control, and you have been called in to bring peace before another hundred or so people die.
·   The local BBEG has adopted you.  As a pet.  You think.  She just wants to hug you and cry.  So do you try to talk her down so she goes back to committing evil?  Or do you take on the more arduous task of reforming her?
·   The local nobles don't want you 'scruffy' rural types living near them, and are conducting a campaign to get you tossed off your land.  You have been sent to seek assistance.  And by assistance we mean 'murderhobos'. 


CAPYBARA SPECIES SUBSTITUTION LEVELS


CLERIC
 Level 1: You can choose to cast one of the following spells spontaneously, instead of healing spells (you must still be the appropriate Level to cast the spell): Atonement, Calm Emotions, Helping Hand, Sanctuary, Tongues.

ROGUE
 Levels 10+: Gain a new option with the Rogues Special Ability.
  Friendly (Ex):: Regardless of what you roll on Diplomacy Checks, NPC's attitudes can never be worse than Indifferent towards you.  Attempting to change others attitudes can be done as a Full Round Action, instead of a Minute. 

FAVORED SOUL
 Levels 3 and 12: Replace Deity's Weapon Focus and Deity's Weapon Specialization with Divine Cleansing (Complete Warrior), and Divine Ward (see PHBII).



CAPYBARA FEATS

Gnaw
You have sharp teeth.
 Prerequisites: Beaver, Capybara, Gopher, Mouse, Rat or Spiny Temple Mouse; Weapon Focus (Bite)
 Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

Improved Gnaw
Your teeth hurt.
 Prerequisites: Gnaw
 Benefits: Your bite attack does x3 damage on a confirmed critical.

Supreme Gnaw
You go through wood like butter.
 Prerequisites: Improved Gnaw
 Benefits: Your bite threatens a critical on an 19-20. Your Bite now ignores the first 5 points of Hardness or DR/-.

Improved Dodge
You can really move when you have to.
 Prerequisites: Capybara, Dodge, Mobility
 Benefits: Any Dodge Bonuses you get from Feats improves by  +1.

Calming Effect
You're good at talking people down.
 Prerequisites: Capybara, Cha 15+
 Benefits: You may Take 10 on all Diplomacy Checks.  Additionally, if you are a spellcaster, add the spell Calm Emotions to your spell list (it does not count towards the maximum number of spells known if you have that limitation).

Meditation
You may clear your thoughts, and your mind of distractions.
 Prerequisites: Capybara, Wis 15+, 3rd Level
 Benefits: You may cast Lesser Restoration 1/day as a Spell-Like Ability, on yourself only.

Improved Meditation
You may Meditate while acting now.
 Prerequisites: Meditation, 9th Level
 Benefits: When meditating, you now cast Restoration instead of Lesser Restoration.

Greater Meditation
You are strong of spirit.
 Prerequisites: Improved Meditation, 15th Level
 Benefits: When meditating, you now cast Greater Restoration instead of Lesser Restoration.

DEFEND THE COLONY!
You are loyal to your neighbors.
 Prerequisites: Capybara, Glider, Gopher or Rabbit
 Benefits: When you use Aid Another to boost an Ally's attack roll, it is a Move Action instead of a Standard Action.


CAPYBARA FOLK
Before fleeing to the Jester's Realm, the Furry species (including Capybara Folk) came from a world where Humans and the Furry Peoples were eternally at war.  With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home.  They were quick to accept.

BELOVED BY (ALMOST) ALL
The Capybara Folk are anthropomorphic Capybaras about the size of small Gnomes.  They are mild mannered, and good to a fault, to the point that even evil folk don't like to see them to come to harm.  This makes them the perfect negotiators, as they are widely held in great esteem.

ON CALL AS DIPLOMATS AND PEACEMAKERS
The Capybaras are peacemakers, diplomats, negotiators, judges, clergy and healers.  Unlike other species which seem driven to prove how good they are, the Capybaras simply ARE nice people.  It seems to come to them naturally and without effort.  Indeed, seeing a Capybara raise it's voice in anger is so odd as to bring everything nearby to a screeching halt.

CAPYBARA FOLK NAMES
Capybaras use traditional names.

Male Names. Alfredo, Brayan, Carlos, David, Frank, Gael, Hector, Jefry, Jose, Paul.

Female Names. Andria, Fabiella, Fiorella, Jacinta, Katia, Laka, Lucero, Luz, Maria, Paola.

Family Names. Quispe, Flores, Rojas, Salazar, Medina, Aguilar, Palomino, Campos, Apaza, Carrasco.

CAPYBARA FOLK TRAITS

Ability Score Increase. Increase your Wisdom by +2, and your Charisma score by +1.

Age. Capybara Folk reach adulthood in their late teens and live less than a century.

Alignment. Most Capybara Folk are Neutral or Good.

Type. You are a Humanoid.

Size. You are Small.  You are between 3 and 3 1/2 feet tall and weigh around 30-35 pounds

Speed. Your walking speed is 30 feet, as is your Swim speed.

Hold Breath: You can hold your breath for 15 minutes.

Keen Hearing and Smell. Thanks to your sensitive nose and ears, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell or hearing.

Bite. You have sharp teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength or Dexterity modifier (whichever is higher) piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You speak, read and write Furry, and any one other language of your choice.



Meditate.   (Prerequisite: Must be Capybara Folk)
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You have Advantage on Saving Throws against spells or effects from the Enchantment or Illusion schools.

Capybara Folk
"Pardon me sir, is this the local Inn?"

Building A Better World Through Kindness
"We need a room for the day."

"Yes sirs! Welcome to Guinea Bigs! You're just in time for lunch, and the weekly church social!"

"Lunch is good, but we can do without the social."

"Nonsense!  Everyone will want to meet you!  It's not often we get visitors!"

"We...are adventurers..."

"Well, we'll try not to hold that against you.  Ma is making peach cobbler today if you gentlemen want any!"

"If it wweren't for the legions of enemies I've made who would track me down, I'd say this was a great place to retire."

"They aren't hunting you right now are they?"

"We never know really."


Gentle By Nature

"Good thing a lot of the local priests are here..."

"No one knows we came this way if it helps."

"It does help set my mind at ease."

"Oh my, your patio is full."

"Our cobbler is famous!  Let me introduce you to everyone."

8
September 1776 / Re: Chapter 2: Haxan
« on: April 27, 2024, 07:06:18 PM »
People clearly know something is going on, as they are giving you a wider berth, and clutching their guns tightly as they move by.  The other 'sisters' look a bit nervous whenever Isabella speaks.

9
September 1776 / Re: Chapter 2: Haxan
« on: April 21, 2024, 07:24:00 PM »
"Here will do."


You are of the opinion she is suffering corruption from too much spellcasting.

10
September 1776 / Re: Chapter 2: Haxan
« on: April 15, 2024, 07:34:24 PM »
"Of course."

(Her facial expressions and tone are odd.  She comes across as someone in a mask pretending to be human.)

11
September 1776 / Re: Chapter 2: Haxan
« on: April 13, 2024, 10:21:45 PM »
"Haha! So many questions! My family has always been a part of the Sisters.  You might say we were there from the beginning."

sense motive plz

"But to business.  Our former servants are almost ready to be on the move.  We need to set a time, and the place of egress."

12
September 1776 / Re: Chapter 2: Haxan
« on: April 11, 2024, 10:05:08 PM »
"Ha!  No, my family fled from Spain and it's patriarchy.  This new land is dreadfully drab, and seems to have a lot of the problems of the old one.  But with Washington's folly, we may find a freer life yet.  Have the sisters made you an offer yet?"

13
Uncle Kittie's Unnecessary Revisions / Re: 5E Barbarian Path Variants
« on: April 11, 2024, 01:14:27 AM »
THE MAD BOWLER
Your tribe has always had a weird thing for Earth Elementals.  There's one who hangs out with Mom, and insists you call him 'Daddy'.  He tries to be a good father, but his lack of understanding of human nature make it difficult for everyone.   For instance, he cannot understand your tribes obsession with it's chosen sport: bowling.  He goes on, and on about how he'd have to defend the village less, if you'd just stop bowling long enough to pick up a sword.  He reeeeally pisses you off sometimes.  Like, how are you supposed to attract a mate if your bowling skills are subpar or you aren't made of smooth, creamery mud?  Lately, he's been watching you play, with a thoughtful expression.  He says he thinks he can improve your skills and help you defend yourself at the same time.  All he has to do is teach you a little magic by focusing your anger.  If you could focus when you were angry, by definition you wouldn't be angry.  Gawds, he makes you angry!

BALL OF RAGE
At 3rd Level you can summon a smoking, writhing ball of Elemental Earth that is pissed off beyond all reason.  It immediately appears in your hand when you enter Rage, and will automatically reappear there if it is knocked out of your hand or taken, or after you make an attack by throwing it.  It does 2d4 Bludgeoning damage, uses Strength for attack and damage rolls, and can be used as a melee or thrown weapon (range is 20/60 feet), and you apply your Rage Bonus to damage when throwing it.  Creatures hit by it must make a Dexterity Saving Throw (Save DC is 8 + your Proficiency Bonus + your Strength Modifier) or be knocked Prone.  If you throw the ball, you can choose to throw it underhand, or overhand.  If you throw it underhand, it travels along the ground.  Difficult terrain does not slow the ball, or reduce it's range, and attack rolls against targets touching an earth or stone surface cannot acquire Disadvantage.  Targets that aren't standing on the surface require you to throw overhand.  Overhand attack rolls can acquire Disadvantage, but if you knock an airborne target prone, it falls, taking 1d6 Bludgeoning damage per 10 feet it falls.

BOOMER
At 6th Level your ball does 2d6 magical Bludgeoning damage.  Additionally, if you successfully knock an opponent Prone, you can move him 10 feet in any direction (except up or down).  If this puts  the target in the space of another creature, it must make a Strength Saving Throw or be moved into an adjacent empty square, and be knocked Prone.  If it cannot be moved, it must still make the Save or be knocked Prone while the original target stops where it is.  Regardless both creatures take 1d6 Bludgeoning damage as they collide.

SPLIT
At 10th Level, if you knock the first target Prone, you get to force all creatures of your choice within 10 feet of it to also make a Strength Saving Throw, or be knocked Prone, taking 1d6 Bludgeoning damage.  This is a Bonus Action.

STRIKE!
At 14th Level, when using your 14th Level ability, you can also move any creatures you knock Prone up to 10 feet in any direction (including up, but not down).

14
September 1776 / Re: Chapter 2: Haxan
« on: April 09, 2024, 08:36:14 PM »
She is young, blond and well dressed.  Very attractive, but her eyes and smile are a bit too feral for your comfort.  You've occasionally seen her in the background when the Haxan have gathered, usually whispering in someone's ear.  She does not appear to be of german descent, unlike many of the Haxan.  She gives a quick, light curtsey.

"Honestly, how do you put up with those lumbering buffoons?  They must hold you back."

15
September 1776 / Re: Chapter 2: Haxan
« on: April 07, 2024, 08:24:08 PM »
"Greetings, I am Isabella.  I will be your contact for our side.  I see you have an escort."

16
September 1776 / Re: Chapter 2: Haxan
« on: April 07, 2024, 12:33:48 AM »
There are some supplies for a lab, but with no imports there are gas.  You are to be given an escort on meeting day, as you have not yet learned the spell.  A meeting in a public square near the place you first met has been arranged.  There are several women there, and one marches out to the center to meet you.

17
nother request

Eldritch Feline
                      Tiny Aberration (Extraplanar)
Hit Dice:             10d8+30 (75 hp)
Initiative:           +9
Speed:                60 ft. (12 squares)
Armor Class:          23 (+2 Size, +5 Dex, +4 Natural, +2 Deflection), touch 19, flat-footed 18
Base Attack/Grapple:  +7/+1
Attack:               Tentacle +14 melee (1d4+2 plus Drain)
Full Attack:          4 Tentacles +14 melee (1d4+2 plus Drain) and 2 Claws +9 melee (1d2+1) and 1 Bite +8 melee (1d3+1)
Space/Reach:          2 1/2 ft./0 ft.(10 ft. w/tentacles)
Special Attacks:      Drain, Eldritch Blast, Charge Up
Special Qualities:    Darkvision 60 ft., Scent, Death Summons, Devil's Sight, Lick Wounds, Tremorsense 60 ft.
Saves:                Fort +6, Ref +8, Will +11
Abilities:            Str 15, Dex 21, Con 17, Int 14, Wis 14, Cha 14
Skills:               Balance +13, Climb +9, Hide +19, Intimidate +12, Jump +13, Knowledge (Aecana, The Planes) +12, Listen +8, Move Silently +12, Spot +8, Use Magic Device +7
Feats:                Improved Initiative, Iron Will, Stealthy, Weapon Finesse
Environment:          Outer Planes unless summoned
Organization:         Solitary, Pair or Pride (9-13)
Challenge Rating:     10
Treasure:             Standard
Alignment:            Any Evil
Advancement:          11-15 HD (Tiny), 16-30 HD (Small)
Level Adjustment:     ---

Drain (Su): Living creatures hit by an Eldritch Feline's tentacle attack must succeed on a DC 17 Fortitude save or take 1d3 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the Eldritch Feline gains 5 temporary hit points.

Eldritch Blast (Sp): This is identical to the Warlock ability, doing 4d6 damage.

Charge Up (Su): By using a Full Round Action, the Eldritch Feline can do double damage with it's Eldritch Blast.  Once it does this, it cannot use this ability again for 1d6 rounds.

Death Summons (Sp): When an Eldritch Cat dies, a Gate opens, and 1d4+1 Fiendish Little Spookity Kitties come through.  This is the equivalent of a 3rd Level spell. comes through.

Devil's Sight (Su): Eldritch Felines can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Lick Wounds (Su): As an Action, the Eldritch Feline can heal 1d6+2 hit points.

Skills: Eldritch Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Eldritch Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of dim light or shadow, the Hide bonus rises to +8.

Combat:

18
nother request

HOOTIES


   
"Is that a copy of the Vermithrax Codex?"

 Hooties are Awakened Owls.

Class Skills
 The Hootie's class skills (and the key ability for each skill) are Knowledge (any one)(Int), Listen (Wis), Move Silently (Dex), and Spot (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +0    Owl Body, Nonhumanoid, -4 Str, +2 Dex, +2 Wis
2. +2    +3     +3     +0    Improved Flight, +1 Dex, +1 Wis
   

Weapon Proficiencies: A Hootie has no weapon or armor proficiecies.

Owl Body: The Hootie loses all other racial traits and bonuses and gains Magical Beast traits (Basically darkvision 60 feet and Low-light Vision). It is a Tiny sized Magical Beast with a base speed of 10 feet, and a Fly speed of 20 ft. (clumsy). It has two natural claw attacks dealing 1d4+str mod damage each, and it takes no penalty for attacking with both claws in a full attack.  It has a +2 Natural Armor Bonus to AC.  It also gains a +4 Racial Bonus on Listen and Spot Checks.

Nonhumanoid: Hooties aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is one tenth the weight for them, and the Armor Bonus is halved.

Improved Flight (Ex): Your Flight speed improves to 40 ft. (Average).  You gain a +4 Racial Bonus to Move Silently Checks when flying.


STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 1'8" Female: 1'6"
 Height Modifier: +1d4"
 Base Weight: Male: 3.5 lbs.  Female: 2.5 lbs.
 Weight Modifier: x1 ounce

HOOTIE CHARACTERS
 Hooties usually become Wizards or other casters.
 Adventuring Race: Hooties adventure to acquire knowledge, or out of necessity.
 Character Development: Find ways to make up for your lack of reach.
 Character Names: Hooties  usually use Elven names.

ROLEPLAYING A HOOTIE
 Hooties are VERY protective of knowledge, especially books and scrolls.  They consider themselves the caretakers of knowledge and history..
 Personality: Hooties can be a bit stuffy, and prone to judgement.
 Behaviors: Hooties often make a ompetition out of seeking out rare scrolls or books.
 Language: Hooties speak Auran and Common.

HOOTIE SOCIETY
Hooties society fairly well resemble those of other sylvan races, with the exception that they have an extradimensional library with Gates to all their cities.
 Alignment : Most Hooties are Neutral, and a majority are Lawful as well.
 Lands : Hooties prefer temperate forests.
 Settlements : Hooties occasionally build tree forts in the grasslands near their homes.
 Beliefs :They favor Gods of knowledge and wisdom.
 Relations: They get along well with Elves and Gnomes.

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

19
Mothmom
                      Medium Monstrous Humanoid
Hit Dice:             9d8+27 (67 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Climb 30 ft., Fly 60 ft. (Average)
Armor Class:          22 (+1 Dex, +11 Natural), touch 11, flat-footed 21
Base Attack/Grapple:  +9/+13
Attack:               Slap +13 melee (1d4+4)
Full Attack:          2 Slaps +13 melee (1d4+4) and 1 Mega Slap +11 melee (2d4+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Dust Cloud, Spell-Like Abilities, Mega Slap
Special Qualities:    Darkvision 60 ft., Scent, Spiderclimb, Glide, Mothsense
Saves:                Fort +6, Ref +7, Will +10
Abilities:            Str 18, Dex 12, Con 16, Int 14, Wis 14, Cha 16
Skills:               Bluff +6, Climb +12, Concentration +6, Craft (any 2) +5, Diplomacy +6, Gather Information +6, Hide +4 (+8 in forest), Knowledge (Arcana, Local, Nature) +5, Listen +7, Move Silently +4, Sense Motive +5, Spot +11, Survival +5, Use Magic Device +6
Feats:                Alertness, Combat Casting, Multiattack, Iron Will
Environment:          Temperate Forest
Organization:         Unique?
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Good
Advancement:          By Character Class
Level Adjustment:     ---

Mothmom is, of course, Mothsquatches beloved mother.  From a distance, she appears as a tall, humanoid woman wearing a luxurious fur coat.  The blazing red eyes set her apart, however.  She considers the forest and it's critters her domain, and she is very protective of them.  Unlike her son, she favorsworking from stealth, and her friends tend to memory wipe people who see her.  Mothmom speaks Common, Sylvan, Buggy and Furry.

Dust Cloud (Ex): By unfurling her wings, Mothmom can unleash a 20 foot Cone of dustlike particles as a Standard Action.  Creatures in this area of effect must make a DC 17 Fortitude Save, or be Blinded for 1d4 rounds.  Save DC is Con based.

Spell-Like Abilities (Sp): At will: Disguise Self, Ghost Sound, Invisibility, Mending, Pass Without Trace, Spike Growth, Tongues. Caster Level 9th.  Save DC is Charisma based.

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

Glide (Ex): To fly, Mothmom must jump off a high point, and she loses 5 feet of altitude, for every 20 feet she travels.  She cannot gain altitude, and cannot use the Hover Feat.  Otherwise, this works like flight with a speed of 60 ft. (Average)

Mega Slap (Ex): If she connects with her Mega Slap, Mothmom immediately gets a free Trip attempt as a Free Action, without provoking an attack of opportunity.  If she fails, they do not get a Trip attempt in return.

Mothsense (Su): Mothmom has a +2 Insight Bonus to AC and Reflex Saves against creatures or traps within 30 feet of her..

Skills: Mothmom have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. She also has a +4 Species Bonus to Spot Checks, and a +4 Bonus on Hide Checks in her forest home.

Combat: Mothmom generally avoids intruders, unless they bother her son, or cause too much uproar in the forest.  Then she'll aid whoever is taking them on.




Mothmom
"Do you both swear to abide by the tenets of the Oath, even unto the Afterlife?"

Who Wants Cookies?
"I do.  Harlan, what's all  this about?"

"The true nature of most Cryptids."

"I had to fib to you Jim.  I took the Oath when I first became a Wizard."

"The Wizards realized many species would be overrun if they were known to exist, so they made a ritual."

"A ritual specific to Cryptids I'm guessing?"

"People who encounter recipients of the ritual, or their descendants, tend to...misremember information about them."

"You and your son haven't undergone the ritual then?"

"No, but we'll have to if he keeps trying to sell Mothsquatch branded products.  I was hoping to keep him innocent."

"As all good mothers do."


Lets Knit You Boys Some Cardigans!

"So why are you and Harlan here?"

"Following a villain whose been operating in secrecy for too long."

"Again?"

"Have we been here before?"

"Not you, just Harlan."

20
Mothsquatch
                      Large Monstrous Humanoid
Hit Dice:             7d8+28 (59 hp)
Initiative:           +1
Speed:                40 ft. (8 squares), Climb 30 ft., Fly 60 ft. (Clumsy)
Armor Class:          20 (-1 Size, +1 Dex, +10 Natural), touch 10, flat-footed 19
Base Attack/Grapple:  +7/+18
Attack:               Slam +13 melee (1d6+7)
Full Attack:          2 Slams +13 melee (1d6+7) and 1 Bite +8 melee (1d6+3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Constrict, Dust Cloud
Special Qualities:    Darkvision 60 ft., Scent, Spiderclimb, Glide, Mothsense
Saves:                Fort +8, Ref +6, Will +6
Abilities:            Str 25, Dex 12, Con 18, Int 10, Wis 13, Cha 13
Skills:               Climb +15, Craft (any one) +3, Diplomacy +3, Hide +0 (+4 in forest), Intimidate +3, Knowledge (Local, Nature) +2, Listen +4, Move Silently +3, Spot +8, Survival +3
Feats:                Alertness, Great Fortitude, Power Attack
Environment:          Temperate Forest
Organization:         Unique?
Challenge Rating:     6
Treasure:             Standard
Alignment:            Neutral Good
Advancement:          By Character Class
Level Adjustment:     ---

Mothsquatch is a young Cryptid just on the verge of fame, living deep in the forests of Homestead.  He hasn't quite gotten the hang of being a Cryptid yet, and assumes it means fame, as opposed to 'famous, but nothing of the truth is known about you'.  In some ways he acts like a traditional comic superhero, because that's what he figures Cryptids do.  It makes his mom sigh a lot.  Mothsquatch is a tall, woolly figure about 8 feet in height, with multiple red eyes and big, fluffy antennae.  He has wings, which are normally folded underneath his fur.  Mothsquatch speaks Furry and Common.

Improved Grab (Ex): To use this ability, Mothsquatch must hit a Large or smaller opponent with a slam attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Constrict (Ex): Mothsquatch can do 1d6+7 damage with a successful Grapple Check.

Dust Cloud (Ex): By unfurling his wings, Mothsquatch can unleash a 20 foot Cone of dustlike particles as a Standard Action.  Creatures in this area of effect must make a DC 17 Fortitude Save, or be Blinded for 1d4 rounds.  Save DC is Con based.

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

Glide (Ex): To fly, Mothsquatch must jump off a high point, and he loses 5 feet of altitude, for every 20 feet he travels.  He cannot gain altitude, and cannot use the Hover Feat.  Otherwise, this works like flight with a speed of 60 ft. (Clumsy)

Mothsense (Su): Mothsquatch has a +2 Insight Bonus to AC and Reflex Saves against creatures or traps within 30 feet of him.

Skills: Mothsquatch have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. He also has a +4 Species Bonus to Spot Checks, and a +4 Bonus on Hide Checks in his forest home.

Combat: Mothsquatch tends to lurk, seeing what visitors are all about.  Initially, he will attempt to scare them off if they appear troublesome.  If that fails, he will fly down from the trees while unleashing a dust cloud, and pick off opponents one by one.



Mothsquatch
"I hate blind teleports...."

Would You Like To Buy Some Mothmerch?
"Looks like we're lost in the forest."

"Howdy."

"Where did you come from?  Who are you?"

"I'm Mothsquatch, and you just sort of appeared in front of me.  Sorry if I scared you, people often mistake me for brush."

"That must lead to some interesting conversations.  What exactly are you?."

"Mom says we're Cryptids."

"That can't be.  We're actually interacting with you."

"I dunno.  Mom's awful smart."

"Something I should know Harlan?"


HERE I COME TO SAVE THE DAY!

"If I'm not a Cryptid, what am I?"

"Okay this is a secret.  A big time secret.  You'll have to undergo an oath."

"Ooh!   Ooh!  Mom and her friends do those!"

"I regret my choices already..."

Pages: [1] 2 3 4 5 6 ... 793