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91
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: General Weirdness
« Last post by bhu on March 01, 2024, 10:01:58 PM »
nother request

Death Mind
                      Large Aberration (Psionic)
Hit Dice:             18d8+90 (171 hp)
Initiative:           +5
Speed:                40 ft. (8 squares), Fly 80 ft. (Good)
Armor Class:          22 (-1 Size, +5 Dex, +8 Natural Armor), touch 14, flat-footed 17
Base Attack/Grapple:  +13/+21
Attack:               Tail Lash +16 melee (1d8+4)
Full Attack:          1 Tail Lash +16 melee (1d8+4) and 2 Wing Beffets +11 melee (1d6+2) and 2 Slams +11 melee (1d4+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Breath Weapon, Psionics, Scream
Special Qualities:    Darkvision 60 ft., Earth Glide, Vulnerability
Saves:                Fort +11, Ref +11, Will +14
Abilities:            Str 18, Dex 20, Con 20, Int 28, Wis 16, Cha 16
Skills:               Autohypnosis +3, Bluff +3, Concentration +5, Diplomacy +3, Knowledge (The Planes, Psionics) +8, Listen +3, Psicraft, Search +8, Sense Motive +3, Spot +3
Feats:                Greater Psionic Endowment, Greater Psionic Fist, Hover, Opportunity Power, Psionic Endowment, Psionic Fist, Quicken Power
Environment:          Any
Organization:         Solitary
Challenge Rating:     17
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          19-27 HD (Large), 28-54 HD (Huge)
Level Adjustment:     ---

Breath Weapon (Su): Once every 1d4 rounds the Death Mind can breathe negative energy in a 30 ft. Cone.  Creatures in the area of effect take 6d8 negative energy damage if they are living, or heal 6d8 damage if they're Undead.  They get a DC 24 Reflex Save for half damage (Save DC is Con based).

Psionics:
The Death Mind manifests Powers as a 10th Level Psion (with access to Nomad and Telepath lists, 133 Power Points).  Usual Powers known are:

1st (DC 20): Demoralize, Detect Psionics, Detect Teleportation, Mind Link, Psionic Charm

2nd (DC 21): Brain Lock, Id Insinuation, Psionic Suggestion, Read Thoughts

3rd (DC 22): Dispel Psionics, Energy Burst, False Sensory Input, Psionic Blast

4th (DC 23): Death Urge, Personality Parasite, Psionic Dimension Door, Psionic Dominate

5th (DC 24): Baleful Teleport, Psionic Teleport, Psychic Crush, Teleport Trigger

Scream (Su): When a Death Mind screams, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 22 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same Death Mind’s scream for 24 hours. The save DC is Charisma-based.

Earth Glide (Su): A Death Mind can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing Death Mind flings the thing back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Vulnerability: The Death Mind takes double damage from spells or creatures that have the Good descriptor.

Combat:
92
[Arhosa] Arhosa PbP / Re: The Slaves of Easternham
« Last post by dman on March 01, 2024, 09:49:11 PM »
Adziil scratches the scales around his wild red mane and then swings his great treebreaker across his shoulders.  "So, what happens to the people we save?  I see many have never known anything different and most of them either die in the wilds or fall prey to the next villain who'll take advantage of them."
93
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on March 01, 2024, 09:15:18 PM »
"Is two days hence at this location acceptable?"


"It'll do as much as any other time and place.  We'll hold off for a week  before telling them about the dead so we get everyone in government n the same page.  And it ill give our 'friend' time to prepare his people for the move.  Preferably under dead of night to avoid...issues."

"Agreed..."

any questions before they part ways?
94
[Arhosa] Arhosa PbP / Re: Mancatchers Unit [OOC]
« Last post by Stratovarius on March 01, 2024, 05:38:28 PM »
You'll be traveling overland, which means the wonderful risk of random encounters. You'll need to decide traveling order, guards at night, etc.

95
[Arhosa] Arhosa PbP / Re: The Slaves of Easternham
« Last post by Stratovarius on March 01, 2024, 04:38:19 PM »
Isigqila shrugged, once more languid in his person. "I do what I can for folks who'll end up dead if they don't end up here. Sometimes it works, sometimes it doesn't. I'm going to have to move to a new location. Who knows, maybe I can get sent over to Biyan, where everyone's a bit more civilized than down in Pybyr Vestana. No dust, no desert, green fields... I'd like it."

Adawolf looked across at Promise Keeper. Or rather, looked up. Even at the Kier's imposing size in normal company, she was still a child compared to the Llethu. And then she gave one slow nod, without ever taking her eyes off of the giant's.
96
[Arhosa] Arhosa PbP / Re: Mancatchers Unit [OOC]
« Last post by Stratovarius on March 01, 2024, 04:26:35 PM »
@the Bluez:

Adawolf is exactly who Maiden of the Coins says she is - an expert tracker who works for Setras Ra.
97
[Arhosa] Arhosa PbP / Re: The Slaves of Easternham
« Last post by Skyrock on March 01, 2024, 01:53:52 PM »
When Gwaedwen notices Promise's attempts to not appear so intimdating to the tiny flonha girl, she turns her head around and sends her a warm smile upwards in silent recognition. If the llethu woman allows her to, she also strokes her wrist and palm, showing that Gwaedwen trusts Promise not to suddenly snatch her hand and hurt her.

She turns her attention again around to Isigqila.

"You don't have to worry that we will spread your story around among the local rumor mill. This is very helpful information, telling us more about the involvement of the Living Sun Wardens, and what they have possibly gleaned so far of the plans to free the flonha slaves."

Gwaedwen smiles warmly and brushes her long hair forward again.

"And you don't have to feel sorry, Isigqila. Going into the lion's den of Fracha was very brave, and is what has enabled us to go on this mission in the first place."
98
Off Topic Fun / Re: Things that make you LoL (Part 3)
« Last post by trappedslider on March 01, 2024, 01:38:53 PM »
I got bored and played Plague inc

99
Off Topic Fun / Re: give me a prompt and let's see what happens
« Last post by trappedslider on March 01, 2024, 01:36:11 PM »
these are all based on various characters from WIPs, Top two are from my high school romance, second is airship Captain Nikora Kendrick of the Dagger's Edge and the last one is professional thief Nairobi oddly, I had to put fantasy themed in the prompt for her to get the hat lol.










 I was messing around with the prompt of "punk rock princess professional shot on Canon EOS-1D X Mark III " with different checkpoints and got some images that kicked started my brain on how to set a vibe for one of the characters in my high setting book





100
[Arhosa] Arhosa PbP / Re: The Slaves of Easternham
« Last post by the bluez on March 01, 2024, 09:03:43 AM »
Rhedeg listens carefully, making mental notes of the expressions, feelings and motivations that transpire behind each person in the room.

Only Adawolf stands out, being the only one who doesn't speak. The young Yn Gyntaf focuses on her, trying to catch any meaningful information from her countenance.

Can they trust her? Trust the lady of coins? Has she been put here to spy on them? Will her be able to successfully track the caravan and scout ahead?

Investigation roll result: 17 (1d20+4: 13+4)
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