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Messages - bhu

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1
Jester's Realm / Re: Campaign Thread IX: Can Gelatinous Cubes Get Drunk?
« on: October 14, 2018, 12:55:21 AM »
"Well the Mites used to be over to the left.  They're usually ...bribe-able."

2
September 1776 / Re: Chapter 1: A New Beginning
« on: October 14, 2018, 12:50:12 AM »
Are you trying to find a way to re-lock the door when you go/

3
Jester's Realm / Re: Campaign Thread IX: Can Gelatinous Cubes Get Drunk?
« on: October 08, 2018, 04:16:53 PM »
"Unsure.  The prison is pretty darn big, and we've been cut off from much of it forever.  Before most of us were born even."

4
September 1776 / Re: Chapter 1: A New Beginning
« on: October 08, 2018, 04:15:10 PM »
how much time you spending?

5
General D&D Discussion / Re: Construct Control
« on: October 08, 2018, 04:12:56 PM »
This was in the combat section of Golems:

 Golems are tenacious in combat and prodigiously strong as well. Being mindless, they do nothing without orders from their creators. They follow instructions explicitly and are incapable of any strategy or tactics. They are emotionless in combat and cannot be provoked.

A golem’s creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his or her absence. The golem’s creator can order the golem to obey the commands of another person (who might in turn place the golem under someone else’s control, and so on), but the golem’s creator can always resume control over his creation by commanding the golem to obey him alone.

6
                      Owl-Honey Badger
                      Small Magical Beast
Hit Dice:             2d10+6 (17 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Burrow 10 ft.
Armor Class:          15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +2/<#>
Attack:               Claw +3 melee (1d3)
Full Attack:          2 Claws +3 melee (1d3) and 1 Bite -2 melee (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Rage
Special Qualities:    Superior Low-Light Vision, Scent, Owl-Honey Badger Doesn't Give a Fuck
Saves:                Fort +6, Ref +6, Will +1
Abilities:            Str 10, Dex 17, Con 16, Int 2, Wis 12, Cha 10
Skills:               Balance +3, Climb +2, Escape Artist +7, Listen +11, Spot +6
Feats:                Track, Weapon Finesse (B)
Environment:          Warm Plains and Forest
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Always Neutral
Advancement:          3 HD (Small), 4-6 HD (Medium)
Level Adjustment:     ---

Rage (Ex): An Owl-Honey Badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Superior Low-Light Vision (Ex): An Owl-Honey Badger can see five times as far as a human can in dim light.

Owl-Honey Badger Doesn't Give a Fuck (Ex):

Skills: Owl-Honey Badgers have a +8 racial bonus on Listen checks and a +4 racial bonus on Escape Artist and Spot checks.

Combat:

7
Jester's Realm / Re: Campaign Thread IX: Can Gelatinous Cubes Get Drunk?
« on: October 07, 2018, 03:52:14 PM »
"Used to be Fiends or slaves did that.  Fiends left to take care of business, promising to return.  The slaves revolted and took over, and eventually died of old age.  Also, we ate a few when they tried to exterminate us."

8
September 1776 / Re: Chapter 1: A New Beginning
« on: October 07, 2018, 03:50:10 PM »
You think the books are about the alien science but most aren't in a language you read.  The sigils might be wards of some kind.  The maths on the slate will take time, you've not seen anything like them.

9
Uncle Kittie's Spuriously Designed Prestige Classes / Re: The Bee-Guiler
« on: October 03, 2018, 11:07:03 PM »
THOLOI


   
"Tomb raiding is a career fraught with peril."

 The Tholoi are Bee-Guilers turned Necromancers.  They are named after the strange tombs shaped like beehives that they live near.

BECOMING A THOLOI
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   
   
   
   
   


Class Skills
 The Tholoi's class skills (and the key ability for each skill) are....
Skills Points at Each  Level : x + int

Hit Dice: dx

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2   
2. +1    +0     +0     +3   
3. +1    +1     +1     +3   
4. +2    +1     +1     +4   
5. +2    +1     +1     +4   
6. +3    +2     +2     +5   
7. +3    +2     +2     +5   
8. +4    +2     +2     +6   
9. +4    +3     +3     +6   
10.+5    +3     +3     +7   

Weapon Proficiencies: A Tholoi gains no new weapon or armor proficiencies.
 
PLAYING A THOLOI
 The Dead contain many secrets, and those secrets are obviously buried with them.  Well it's obvious to you.  The pitchfork mobs have different ideas.  Somehow digging for hidden books is "vile" and "unholy".  It's dirty, granted, but you wouldn't call it vile.
 Combat: You're a scholar, not a fighter.  Thankfully you have many skeleton friends.  The Skellies never let you down.
 Advancement: Tholoi's advancement rather depends on what they dig up out of the ground.  Some find nifty stuff, but most just find texts titled "Undead for Dummies."
Resources: Tholoi sometimes have patrons.  They're usually crazy as hell, but they have plenty of cash.

THOLOI IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables:
 Organizations: The Tholoi themselves began as an organization made for studying the tombs they are named after.  They continue to have close ties.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

THOLOI IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC THOLOI

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability
Bonus Feats: The Epic Tholoi gains a Bonus Feat every x levels higher than 20th

10
September 1776 / Re: Chapter 1: A New Beginning
« on: October 03, 2018, 10:53:29 PM »
No signs of disturbance.   You light a lantern to move into the cellar and immediately realize why it's hidden: this is a practicing scientists room, but the science is not Earthly.  Slates on the wall contain many equations, done in a mathematical system unknown to you.  Sigils of some form are on  the wall and floor, and there are more books in the corner.

11
September 1776 / Re: Chapter 1: A New Beginning
« on: October 01, 2018, 10:00:36 PM »
You hear nothing.  The small house appears to be empty of life (currently).  The furnishings are fairly sparse with only basic furniture plus some very odd things.  For example the kitchen contains not so much food as various chemicals.  The bedroom library has many books, none of them in english, none of them on subjects that would not prov troublesome if you were caught with them.  The floor underneath the bed has a hidden door leading to the cellar.

12
General D&D Discussion / Re: Pantheon for my campaign.
« on: October 01, 2018, 12:20:01 AM »
Gettin' old I am.

13
Jester's Realm / Re: Campaign Thread IX: Can Gelatinous Cubes Get Drunk?
« on: October 01, 2018, 12:19:13 AM »
"Nah, the old owners don't like the 'randomly go berserk and tear stuff down' aspect of Constructs."

14
September 1776 / Re: Chapter 1: A New Beginning
« on: September 30, 2018, 10:04:08 PM »
+17?  daaayum

15
General D&D Discussion / Re: Pantheon for my campaign.
« on: September 30, 2018, 05:51:17 PM »
do deity portfolios overlap?

16
Off Topic Fun / Re: Well, ..... fvck my life, I guess.
« on: September 30, 2018, 05:48:35 PM »
mass hugs  :hug :hug :hug

17
Jester's Realm / Re: Campaign Thread IX: Can Gelatinous Cubes Get Drunk?
« on: September 29, 2018, 05:53:41 PM »
"Cave in that way, we haven't ever cleared it cause..you know.. no hands..."


"Also last we checked when it was open that was Beholder territory."

you got knowledge dungeoneering?

18
General D&D Discussion / Re: New caretaker for the PCs
« on: September 29, 2018, 05:49:12 PM »
So a caretaker is like a fixer/patron then?

19
Jester's Realm / Re: Campaign Thread IX: Can Gelatinous Cubes Get Drunk?
« on: September 29, 2018, 03:18:24 AM »
"The facilities are in bad disrepair.  We keep our section pristine, but squatters abound elsewhere.  And loafers as well.  We can show you around most places, though you may attract some unwelcome attention not being an ooze and all."

20
September 1776 / Re: Chapter 1: A New Beginning
« on: September 29, 2018, 03:15:30 AM »
search too plz

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