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81
[Arhosa] Arhosa PbP / Re: Fasnachu's Curses [Dice]
« Last post by Stratovarius on March 15, 2024, 08:21:48 PM »
Rolled 1d20 : 18, total 18
82
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Cinematica
« Last post by bhu on March 15, 2024, 12:53:31 AM »
https://www.youtube.com/watch?v=OZHrCkEmgFo

The Martian
                      Medium Monstrous Humanoid
Hit Dice:             14d8+98 (161 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:         20 (+10 Natural), touch 10, flat-footed 20
Base Attack/Grapple:  +14/+26
Attack:               Claw +22 melee (2d6+8/19-20)
Full Attack:          2 Claws +22 melee (2d6+8/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Throw, Rend, Improved Grab, Blood Drain, Sunder
Special Qualities:    Darkvision 60 ft., Invulnerability 20/-, Immune to Radiation and Poison, Powerful Build
Saves:                Fort +13, Ref +9, Will +10
Abilities:            Str 26, Dex 11, Con 24, Int 10, Wis 12, Cha 6
Skills:               Climb +13, Hide +6, Listen +7, Move Silently +6, Spot +7, Survival +6
Feats:                Cleave, Great Cleave, Great Fortitude, Improved Critical (Claw), Power Attack
Environment:          Mars
Organization:         Unique?
Challenge Rating:     9
Treasure:             None
Alignment:            Neutral
Advancement:          15+HD (Large)
Level Adjustment:     ----

"Every bone in his body must be broken. But I'm not sure that's what killed him."

The last (?) creature on Mars is a hulking, vaguely reptilian figure with massive three clawed hands (it's feet have three claws as well).  It's face could be described as bat-like with humanoid ears.  Initially thought of as a dumb beast, it quickly displays intelligence, hiding the bodies of a victim it's drained of all liquid and oxygen with no wounds on him.  Nearly invulnerable, the crew is forced to blow open an airlock to kill it.  The astronauts who encounter it as a stowaway on their ship think it's the last of a Martian civilization descended into a primitive state.  It never occurs to them that given it's power and viciousness, it might have prevented the supposed Martian civilization from ever happening.

Throw (Ex): In melee combat, if an opponent attacks and misses the Martian, it may immediately make a trip attack against the opponent. This counts as an attack of opportunity, and does not provoke an attack of opportunity.  If the Trip attempt fails, the opponent does not get to try to Trip the Martian back.

Rend (Ex): If the Martian hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d6+12 points of damage.

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

Blood Drain (Ex): The Martian can drain all fluids from a living victim via osmosis by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Martian heals 5 hit points.

Sunder (Ex): The Martians natural attacks against objects ignore Hardness.

Invulnerability (Ex): Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities.  For example the Martian has Invulnerability 20.  That means it negates the first 20 points of damage from any attack (this includes untyped damage).

Powerful Build (Ex): Whenever the Martian 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 Martian is treated as one size larger if doing so is advantageous to him.

The Martian 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 Martian 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.

Combat:
Due to it's incredible tenacity, the Martian generally dispenses with tactics, lurching toward the nearest target, before tearing it apart and moving on to the next one.

83
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."
84
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.
85
Off Topic Fun / Re: Awesome stuff you have to share, V4
« Last post by trappedslider on March 14, 2024, 01:44:27 AM »
86
Off Topic Fun / Re: Things that make you LoL (Part 3)
« Last post by trappedslider on March 14, 2024, 01:43:43 AM »
87
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.

88
Off Topic Fun / Re: Awesome stuff you have to share, V4
« Last post by bhu on March 13, 2024, 08:44:18 PM »
nice!
89
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?
90
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)
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