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Messages - bhu

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101
         Devil Monkey, Bigger
                      Large Outsider (Chaos, Evil, Extraplanar)
Hit Dice:             13d8+39 (97 hp)
Initiative:           +8
Speed:                30 ft. (6 squares), Climb 15 ft.
Armor Class:          22 (-1 Size, -4 Frenzy, +4 Dex, +13 Natural), touch 9, flat-footed 18
Base Attack/Grapple:  +13/+28
Attack:               Claw +23 melee (2d4+11)
Full Attack:          3 Claws +23 melee (2d4+11) and 1 Bite +23 melee (1d8+5)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Frenzy
Special Qualities:    See in Darkness, Immune to Fire and Poison, Energy Resistance 10 (Acid, Cold), DR 10/Good, SR 22
Saves:                Fort +13, Ref +12, Will +11
Abilities:            Str 32, Dex 19, Con 16, Int 6, Wis 12, Cha 12
Skills:               Balance +14, Climb +19, Escape Artist +17, Hide +10, Intimidate +17, Jump +24, Listen +17, Move Silently +14, Spot +17
Feats:               Great Fortitude, Improved Initiative, Improved Multiattack, Iron Will, Multiattack
Environment:          Any
Organization:         Solitary or Pair
Challenge Rating:     11
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          14-19 (Large)
Level Adjustment:     ---

Further efforts to improve the grenades resulted in Devil Monkeys the size of Ogres.  Unsurprisingly, they're even less controllable than the previous critters.

Frenzy (Ex): A side effect of their botched summoning is that Devil Monkeys are permanently subject to Frenzy (changes to stats are included in the statblock).  This gives it a +6 bonus to Strength and, if it makes a full attack action, gains a single extra attack each round at it's highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, it also takes a —4 penalty to Armor Class and takes 2 points of damage per round (this damage cannot be prevented), dying when it reaches 0 hp. The effects of Frenzy stack with those from any rage ability the character may have.

The Devil Monkey cannot use any Charisma-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells, drink potions, activate magic items, or read scrolls. It can use any feat it has except Combat Expertise, item creation feats, or metamagic feats.

During a Frenzy, the creature must attack any other being it perceives (other than fellow Devil Monkeys).

See in Darkness (Su): Devil Monkeys can see perfectly in darkness of any kind, even that created by a Deeper Darkness spell.

Skills: Devil Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier or their Strength modifier for Climb checks, whichever is higher.

Combat: The size may have changed, but the tactics have not.



Barrel of Monkeys Grenade: Pineapple
 Price (Item Level): 7650 GP
 Body Slot: - (Held)
 Caster Level: 17th
 Aura: Strong; (DC:24) Conjuration
 Activation: Standard (Thrown)
 Weight: 1/2 lb.

Still feeling left out that the Monkey Grenades weren't reaching their full potential the Martians made one last research attempt for the ultimate weapon, and got this: an oversized Grenade that summons an Ogre sized Monkey.  This is thrown like the other weapons, and much like the other critters the Monkey is subject to Frenzy and remains that way until at 0 hp.

Prerequisites: Craft Wondrous Item, Summon Monster IX, Rage
Cost to Create: 3825 GP, 8 days, 306 XP


Barrel of Monkeys Grenade: Pineapple
Wondrous item, legendary
This item looks like a large pineapple weighing about 24 ounces.  You can use an action to throw the grenade up to 60 feet. The grenade explodes on impact and is destroyed, leaving behind a Bigger Devil Monkey that attacks the nearest creature it can perceive.  Once that being is dead, it will move on to the next closest being (including the wielder of this grenade) until 1 Minute has passed or until it reaches 0 hit points (whichever comes first).


Devil Monkey, Bigger
"How much bigger?"

It Just Keeps Getting Worse
"How do you sleep at night?"

"Well, at first they were just the size of chimps."

"What do you mean, at first?"

"They kept experimenting."

"Seriously?"

"And we found out the bigger they get, the madder they are."

"They get worse than this?"

"Yeah, kinda..."

"So where are you at now in the process?"


The Bigger, The Meaner

"We turned it over to some Archmages."

"And it didn't get better from there?"

"Oh hell no."

"Wait, aren't you worried the Devils will sue over this?"

"Dunno.  We haven't proved these are Devils despite the similarities, they've never been spotted anywhere else outside of being summoned here, and there's no evidence of them in the Afterlife even."


102
Devil Monkey, Big
                      Medium Outsider (Chaos, Evil, Extraplanar)
Hit Dice:             6d8+12 (39 hp)
Initiative:           +8
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          14 (-4 Frenzy, +4 Dex, +4 Natural), touch 10, flat-footed 10
Base Attack/Grapple:  +6/+13
Attack:               Claw +13 melee (1d6+7)
Full Attack:          3 Claws +13 melee (1d6+7) and 1 Bite +8 melee (1d6+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Frenzy
Special Qualities:    See in Darkness, Immune to Fire and Poison, Energy Resistance 10 (Acid, Cold), DR 5/Good
Saves:                Fort +9, Ref +9, Will +8
Abilities:            Str 25, Dex 18, Con 14, Int 6, Wis 12, Cha 12
Skills:               Balance +13, Climb +15, Escape Artist +10, Hide +10, Intimidate +7, Jump +13, Listen +7, Move Silently +10, Spot +7
Feats:                Great Fortitude, Improved Initiative, Iron Will
Environment:          Any
Organization:         Solitary or troop (3-6)
Challenge Rating:     5
Treasure:            None
Alignment:            Always Chaotic Evil
Advancement:          7-12 HD (Medium)
Level Adjustment:     ---

Designers of the Barrel of Monkey Grenades soon felt they needed more versatility, so they tried making grenades that created one at a time.  To everyone's surprise this quadrupled them in mass, and now they stand as tall as chimps.

Frenzy (Ex): A side effect of their botched summoning is that Devil Monkeys are permanently subject to Frenzy (changes to stats are included in the statblock).  This gives it a +6 bonus to Strength and, if it makes a full attack action, gains a single extra attack each round at it's highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, it also takes a —4 penalty to Armor Class and takes 2 points of damage per round (this damage cannot be prevented), dying when it reaches 0 hp. The effects of Frenzy stack with those from any rage ability the character may have.

The Devil Monkey cannot use any Charisma-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells, drink potions, activate magic items, or read scrolls. It can use any feat it has except Combat Expertise, item creation feats, or metamagic feats.

During a Frenzy, the creature must attack any other being it perceives (other than fellow Devil Monkeys).

See in Darkness (Su): Devil Monkeys can see perfectly in darkness of any kind, even that created by a Deeper Darkness spell.

Skills: Devil Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier or their Strength modifier for Climb checks, whichever is higher.

Combat: Devil Monkeys have no strategy.  They run at the first creature they see and begin tearing at it savagely until they die.



Barrel of Monkeys Grenade Mark II
 Price (Item Level): 2250 GP
 Body Slot: - (Held)
 Caster Level: 9th
 Aura: Moderate; (DC:20) Conjuration
 Activation: Standard (Thrown)
 Weight: 1/2 lb.

The creators of the original Barrel of Monkeys Grenade decided they needed something with less possibilities of being attacked by their own summoned monster.  So this grenade summons only a single Devil Monkey that's roughly the size of  a Chimpanzee.  This otherwise works like a standard Barrel of Monkeys Grenade.

Prerequisites: Craft Wondrous Item, Summon Monster V, Rage
Cost to Create: 1125 GP, 3 days, 90 XP


Barrel of Monkeys Grenade: Mark II
Wondrous item, very rare
This item looks like a small barrel weighing about 14 ounces.  You can use an action to throw the barrel up to 60 feet. The barrel explodes on impact and is destroyed, leaving behind a Big Devil Monkey that attacks the nearest creature it can perceive.  Once that being is dead, it will move on to the next closest being (including the wielder of this grenade) until 1 Minute has passed or until it reaches 0 hit points (whichever comes first).


Devil Monkey, Big
"What kind of investigative journalists would we be if we didn't?"

Oh Crap They Get Bigger
"We're told they're called Devil Monkeys.  Is that a nickname, or are they really Devils?"

"Um...maybe?"

"Maybe?"

"Well...preliminary testing says they may be Devils, but they don't act like them, and since they're (beep) crazy they're impossible to communicate with.  Even weirder is they have a strong link to Chaos of some kind that appears to make them unstable."

"Unstable how?"

"Well if they aren't violently murdered not long after summoning, they begin to slowly disintegrate."

"WHAT?"

"Yeah, no one understands it really."

"So you know they'll eventually discorporate if you use the grenade?"


Seriously, Isn't This A War Crime?

"Relax, we're working on making them re-usable.  They're good minions, we don't want them to die."

"So...so you're trying to innovate ways to make them permanent prisoners?"

"I feel like I should stop talking...look, we intend to contract them once we find a cure."

"And how have your efforts to cure them worked out?"

"Well, we found out they get bigger..."

103
         Devil Monkey Swarm
                      Tiny Outsider (Chaos, Evil, Extraplanar, Swarm)
Hit Dice:             12d8+12 (66 hp)
Initiative:           +8
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          13 (-4 Frenzy, +2 Size, +4 Dex, +1 Natural), touch 12, flat-footed 9
Base Attack/Grapple:  +12/-
Attack:               Swarm (4d6)
Full Attack:          Swarm (4d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Frenzy
Special Qualities:    See in Darkness, Swarm traits, Immune to Fire and Poison, Energy Resistance 10 (Acid, Cold), DR 5/Good
Saves:                Fort +11, Ref +14, Will +11
Abilities:            Str 13, Dex 19, Con 12, Int 6, Wis 12, Cha 10
Skills:               Balance +18, Climb +16, Escape Artist +16, Hide +24, Listen +13, Move Silently +16, Search +13, Spot +13
Feats:                Agile, Great Fortitude, Improved Initiative. Iron Will, Lightning Reflexes
Environment:          Any
Organization:         Solitary, Tribe (2-4 swarms), or Village (5-8 swarms)
Challenge Rating:     7
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          ---
Level Adjustment:     ---

Devil Monkeys are like yellow Macaques with short brow horns and red eyes.  They were accidentally discovered by a Martians weapons research program, and have been a top secret ever since.  They seem to be subject to perpetual fury, a fury that quickly consumes them not long after they are summoned.  They have never been observed in the wild, or communicating.  They are mindless killers that attack anything in sight except each other (and once all non-monkeys are down they'll even kill each other).

Distraction (Ex): Any living creature that begins its turn with a Devil Monkey swarm in its space must succeed on a DC 17 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Frenzy (Ex): A side effect of their botched summoning is that Devil Monkeys are permanently subject to Frenzy (changes to stats are included in the statblock).  This gives it a +6 bonus to Strength and, if it makes a full attack action, gains a single extra attack each round at it's highest bonus (+1d6 Swarm damage in the case of the swarm). (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, it also takes a —4 penalty to Armor Class and takes 2 points of damage per round (this damage cannot be prevented), dying when it reaches 0 hp. The effects of Frenzy stack with those from any rage ability the character may have.

The Devil Monkey cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells, drink potions, activate magic items, or read scrolls. It can use any feat it has except Combat Expertise, item creation feats, or metamagic feats.

During a Frenzy, the creature must attack any other being it perceives (other than fellow Devil Monkeys).

See in Darkness (Su): Devil Monkeys can see perfectly in darkness of any kind, even that created by a Deeper Darkness spell.

Skills: Devil Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Combat:  The Swarm hits whatever is closest, and then moves on to the next closest.



Barrel of Monkeys Grenade
 Price (Item Level): 4550 GP
 Body Slot: - (Held)
 Caster Level: 13th
 Aura: Strong; (DC:22) Conjuration
 Activation: Standard (Thrown)
 Weight: 1/2 lb.

This appears to be a small wooden barrel roughly the size of a modern day hand grenade. When thrown it breaks open in an explosion of noise and smoke. When the smoke clears it reveals a swarm of Devil Monkeys facing in random directions which immediately begin howling and tearing apart whatever is in sight.

To use this weapon simply throw the grenade (see page 158 of the Players Handbook). When it lands one Devil Monkey Swarm appears centered around the landing square. The Devil Monkeys are permanently subject to Frenzy (see above). They immediately attack whatever is in front of them, and whatever else is visible. They remain until their hp reach 0 (which wont be long given the Frenzy) and then disappear in a puff of noxious smoke. It is recommended to be out of sight when using this device as whoever coined the phrase "more fun than a barrel of monkeys" was either sarcastic or quite mad.

Prerequisites: Craft Wondrous Item, Summon Monster VII, Summon Swarm, Rage
Cost to Create: 2275 GP, 5 days, 182 XP


Barrel of Monkeys Grenade
Wondrous item, rare
This item looks like a small barrel weighing about 14 ounces.  You can use an action to throw the barrel up to 60 feet. The barrel explodes on impact and is destroyed, leaving behind a Devil Monkey Swarm that attacks the nearest creature it can perceive.  Once that being is dead, they will move on to the next closest being (including the wielder of this grenade) until 1 Minute has passed or until they reach 0 hit points (whichever comes first).


Devil Monkey Swarm
"Greetings!  This is your host Harlan Jurgens, along with my assistant Jim!  Today, on Mutual of Gnomeahaw's Wild Kingdom, we're speaking with the Martian military regarding the rumors of their wildlife exploitation and minion abuse!"

Toss the Grenade, and Lock the Door Behind You
"How did we get this job?"

"Trespassers!  Leave or be blasted!"

"We were closest when the news broke."

"Hello?  Hello, I have a gun..."

"We noticed.  Are the rumors you're imprisoning Tiny Fiends in grenades and using them as battlefield weapons correct?"

"I cannot comment on that matter."

"Are the rumors that the process renders them corporeally unsound true?"

"What?"

"He means does the process kill them?"


Omnicidal

"No, other people kill the Monkeys."

"So they do exist?"

"(beep)"

"Can we interview one?"

"Why the Hell would you do a damn fool thing like that for?"

104
September 1776 / Re: Chapter 2: Haxan
« on: November 27, 2023, 08:16:41 PM »
You get it walled off after they pile on the furniture without problem.  It's about 2 am at your best guess when someone sees a lone figure on the street.  An old woman.

105
Jester's Realm / Re: New Campaign Thread: Chickens on Cocaine
« on: November 27, 2023, 08:15:03 PM »
It hits.

106
Jester's Realm / Re: Chattin' 2
« on: November 27, 2023, 08:14:29 PM »
It's been a pleasure guys.  I'm sorry to see it end like this.   :(

unless you want me to try to look for more players Robbie?

107
         Martian Rain Frog
                      Small Magical Beast (Psionic)
Hit Dice:             2d10+4 (15 hp)
Initiative:           -1
Speed:                20 ft. (4 squares), Burrow 10 ft.
Armor Class:          14 (+1 Size, -1 Dex, +4 Natural), touch 10, flat-footed 14
Base Attack/Grapple:  +2/-3
Attack:               "Bite" +2 melee (1d3-1)
Full Attack:          "Bite" +2 melee (1d3-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Psilike Abilities, Death Fart
Special Qualities:    Darkvision 60 ft., Fast Healing 5, Immune to Poison
Saves:                Fort +5, Ref +2, Will +2
Abilities:            Str 8, Dex 8, Con 15, Int 3, Wis 14, Cha 14
Skills:               Hide +3 (+7 in Mars), Listen +3, Move Silently +2, Spot +3
Feats:                Narrow Mind
Environment:          Warm Desert
Organization:         Solitary, Swarm (10-100)
Challenge Rating:     1
Treasure:             None
Alignment:            Usually Neutral
Advancement:          3 HD (Small), 4-6 HD (Medium)
Level Adjustment:     ---

These adorable little psionically active Rain Frogs are fairly belligerent for their size.  Mostly this involves squeaking at you angrily before running away, but if there's a lot of them they may get frisky.  The Martians encourage their cultivation due to the area having a lot of poisonous critters that the Rain Frogs love to eat.  Granted, there are a couple of downsides to this.  One, the frogs can get big.  Big enough to get dangerous to people.  Two, their body is saturated with toxins, which are released when the frog dies as one last "get (beeped)".  This makes controlling their population interesting.  The frogs occasionally seem to show signs of understanding what people are saying, but they have not communicated back.  They look like reddish-brown, three eyed frogs about the size of a baby goat.

Psilike Abilities (Ps):   At Will: Detect Psionics, Telekinetic Maneuver (Manifester Level 6th, or Hit Dice +4)  3/day: Concussion Blast, Inertial Armor  Manifester Level 2nd (or equal to Hit Dice), Save DC's are Charisma based.

Death Fart (Ex): When a Martian Rain Frog dies, it expels the noxious gasses contained by it's body.  Everything in the frogs square or adjacent squares must make a DC 13 Fortitude Save to avoid being poisoned.  Inhaled, DC 13 Fortitude Save, Initial and Secondary damage is 1d4 Con.

Skills: Martian Rain Frogs have a +4 Racial Bonus to Hide Checks when on their native soil.

Combat:  Martian Rain Frogs usually only get enough gumption to fight things their own size.  Otherwise they hide or run away.




Martian Rain Frog
"Greetings!  This is your host Harlan Jurgens, along with my assistant Jim!  Today, on Mutual of Gnomeahaw's Wild Kingdom, we return to the land of Texicas!  Specifically the Martian Desert!"

All Squeak No Bite
"Today we'll be taking a look at Breviceps bellator, aka the Martian Rain Frog!"

"Who the hell are you people?  Git off'n mah land?"

"We're a documentary crew.  We're here to film the frogs."

"Them's mah frawgs!"

SQUEAK!

"The frogs seem to disagree."

"They're just angry ah cut back on the good feed.  Prices been risin'."

"You farm  rain frogs?"

"Ayuh.  There's rumors their sweat makes yer psychic powers bloom."

SQUEEAK!

"Is that true?"


Telekinetic Wunderkind

"Oh hell no.  It's just frawg sweat.  And a bit poison maybe."

"So you're exploiting people's ignorance."

"Only them psychic folks."

"Psions are people too."

"Now you can't prove that..."

SQUEAK!

108
         The Spookity
                      Tiny Outsider (Chaos, Native)
Hit Dice:             5d8+5 (27 hp)
Initiative:           +8
Speed:                40 ft. (8 squares), Burrow 10 ft., Climb 30 ft., Swim 20 ft.
Armor Class:          18 (+2 Size, +4 Dex, +2 Natural), touch 16, flat-footed 14
Base Attack/Grapple:  +5/-2
Attack:               Bite +11 melee (1d3+1)
Full Attack:          Bite +11 melee (1d3+1)
Space/Reach:          21/2 ft./0 ft.
Special Attacks:      SCREE!, Spell-Like Abilities, Don't Corner It
Special Qualities:    Darkvision 60 ft., Scent, Immunities, DR 10/Magic, Fast Healing 2, Slippery
Saves:                Fort +5, Ref +8, Will +6
Abilities:            Str 12, Dex 18, Con 12, Int 14, Wis 14, Cha 16
Skills:               Balance +16, Bluff+8, Climb +14, Diplomacy +12, Disguise +5, Escape Artist +8, Gather Information +10, Hide +18*, Intimidate +5, Jump +16, Knowledge (Geography, Local, Nature) +5, Listen +8, Move Silently +11, Search +8, Sense Motive +8, Spot +8, Survival +8, Swim +14, Tumble +10, Use Magic Device +8 
Feats:                Improved Initiative, Weapon Finesse
Environment:          Any
Organization:         Unique?
Challenge Rating:     6
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          6+HD (Tiny?)
Level Adjustment:     ---

The Spookity appears to be an Awakened Mongoose that haunts the Fifty Shires.  "Appears" being the operative word.  Technically it looks like a mongoose, sounds like a mongoose, and has 'mongoose-y' abilities.  But it also has very non-mongoose related powers.  It's called the Spookity due to it's habit of suddenly running from the darkness screaming, and scaring the crap out of people.  In fact, it does little more than lie in wait to scare people (or at least is rarely observed doing aught else).  The Spookity is also known for occasionally accosting people with it's witty and sarcastic commentary.  There are rumors it supplies the gossip columns for several local newspapers.  No one is actually certain if it has any real goals beyond petty drama.  It speaks Common, Halfling, Gnome and Sylvan.

SCREE! (Su): As a Full Round Action, the Spookity can move up to twice it's full speed, and let out a terrifying screech.  It appears to temporarily grow larger as well.  Anything able to see or hear the Spookity must make a DC 15 Willpower Save or be Panicked for 1d4 rounds.  This is a sonic mind-affecting fear effect. If the save is successful, an affected creature is immune to the Spookity's SCREE! for 24 hours. The save DC is Charisma-based.

Spell-Like Abilities (Sp): At will: Superior Magic Fang (Spell Compendium), Fell the Greatest Foe (Spell Compendium), Tree Shape, Pass Without Trace, Greater Teleport (self plus 50 pounds only), Mirage Arcane.  Caster Level 12th.

Don't Corner It (Ex): Whenever the Spookity fails a Saving Throw against a Fear effect, it goes bugnuts psycho instead of becoming afraid.  As a Full Round Action it does 2d6 piercing or slashing damage to everything within 10 feet of it.  It keeps this ability as long as it would normally suffer from the Fear effect it failed it's Save against.  It may opt to Depart if the opponent is too powerful to beat.

Immunities: The Spookity is immune to poison, sleep effects, paralysis, stunning, disease, and fatigue/exhaustion effects. 

Slippery (Ex): The Spookity permanently has the benefits of the Freedom of Movement spell.  This is not a magical effect and cannot be dispelled.

Skills: The Spookity has a +4 racial bonus on Hide, and Move Silently checks and a +8 racial bonus on Climb, Jump and Swim checks. It also has a +8 racial bonus on Balance checks. It uses it's Dexterity modifier instead of it's Strength modifier for Climb, Jump and Swim checks.  It can always choose to take 10 on a Climb or Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.  *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Combat: The Spookity tends to scare people and then run away.  Or it taunts people before speeding away.  Presuming, of course, that they don't scare it.  When scared, it lays waste to the vicinity.





The Spookity
"Greetings!  This is your host Harlan Jurgens, along with my assistant Jim!  Today, on Mutual of Gnomeahaw's Wild Kingdom, we scour the 50 Shires in search of the local urban legend, The Spookity!

Terror of the Halflings
"Harlan, you know how I feel about cryptids."

"IT STANDS A HUNDRED FEET TALL!  IT'S SOUL IS LIQUID!"

"Ah yes, there's the local color.  Right on time."

"It threw a pine cone at me once!"

"So what does it look like?"

"It's a shapeshifter!  Most say it looks like a weasel.  Cause weasels are scary."

"Weasels are scary?"

"Oh absolutely.  They can pull your life force out through your navel when you're sleeping."

"Jebus..."


Lives For Pranks

"You sound like an unbeliever."

"We have yet to experience the full majesty of your local rumors."

"Tain't no rumor.  These here bite marks in mah fanny come from the Spookity."

"Sir, please put that away, this is a family show."



FELL THE GREATEST FOE
1st Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
For the duration of the spell, your weapon attacks do +2d6 damage if your opponent's Size Category is larger than you (i.e. if you're Medium, any creature that is Large or larger).


MAGIC FANG
1st Level Transmutation
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S
Duration: 1 Hour
You touch a creature whose attacks are not considered magical weapons. Until the spell ends, that creatures natural attacks (bite, claws, etc.) become magic weapons with a +1 bonus to attack rolls and damage rolls.

  At Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.


109
September 1776 / Re: Chapter 2: Haxan
« on: November 26, 2023, 04:23:14 PM »
They're across the street or more than 10 feet away to give the inn space.  They have peaked roofs.

110
Jester's Realm / Re: New Campaign Thread: Chickens on Cocaine
« on: November 26, 2023, 04:21:17 PM »
It's dry dirt.

111
September 1776 / Re: Chapter 2: Haxan
« on: November 25, 2023, 04:15:45 PM »
You can hear gunfire in the distance in several directions.  You have enough people to keep watch while barricading off that room.  Where are you leaving the possessed?

112
Jester's Realm / Re: New Campaign Thread: Chickens on Cocaine
« on: November 25, 2023, 04:14:21 PM »
And we're over to Yylris.

113
Jester's Realm / Re: New Campaign Thread: Chickens on Cocaine
« on: November 25, 2023, 04:14:00 PM »
and one hit among them, jeeze...
Rolled 1d8+3 : 6 + 3, total 9

114
Jester's Realm / Re: New Campaign Thread: Chickens on Cocaine
« on: November 25, 2023, 04:12:27 PM »
You seriously rock him back, and the three unload on you with flurries

Rolled 1d20-1 : 20 - 1, total 19

Rolled 1d20-1 : 16 - 1, total 15


Rolled 1d20-1 : 19 - 1, total 18

Rolled 1d20-1 : 14 - 1, total 13


Rolled 1d20-1 : 17 - 1, total 16

Rolled 1d20-1 : 6 - 1, total 5

115
Jester's Realm / Re: New Campaign Thread: Chickens on Cocaine
« on: November 24, 2023, 06:27:15 PM »
and we're over to Ashgar

116
September 1776 / Re: Chapter 2: Haxan
« on: November 24, 2023, 06:26:30 PM »
about midway through

117
Jester's Realm / Re: New Campaign Thread: Chickens on Cocaine
« on: November 23, 2023, 04:33:05 PM »
Two go almost right past you, but the center guy manages to hit doing
Rolled 1d8+3 : 6 + 3, total 9
damage, and Yylris is up.

118
Jester's Realm / Re: New Campaign Thread: Chickens on Cocaine
« on: November 23, 2023, 04:30:39 PM »
Round 1: Fighto!

21 The Goobers
13 Yylris
-1 Ashgar

The three men rush over to swarm Ashgar and begin swinging.

Rolled 1d20+3 : 16 + 3, total 19


Rolled 1d20+3 : 6 + 3, total 9


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

119
Jester's Realm / Re: New Campaign Thread: Chickens on Cocaine
« on: November 23, 2023, 04:28:29 PM »
Rolled 1d20+2 : 19 + 2, total 21

120
September 1776 / Re: Chapter 2: Haxan
« on: November 23, 2023, 04:26:38 PM »
There is no basement, other than the cellar, which runs under about half the house.  You are on the ground floor yes.  There are two floors.

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