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Topics - bhu

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61
General D&D Discussion / Dragon SR
« on: November 26, 2015, 04:40:45 PM »
Does anyone know if there's an official formula for deciding spell resistance for dragons?  Looking at the SRD it doesn't seem to be x number + CR.

62
Off Topic Fun / Can anyone help with some tables?
« on: November 22, 2015, 03:14:52 AM »
I have some voerdue dragon critters I promised to make and the tables I keep trying to make look all wrong. 

63
Off Topic Fun / Anyone used Roll20?
« on: November 20, 2015, 03:04:48 AM »
Some friends are curious if it's worth it.

64
Board Business / Are we getting busier?
« on: November 14, 2015, 07:20:50 PM »
Noticing some lag when I click on pages and wondering if it's on my end.

65
Off Topic Fun / Question for old shool scfi fans
« on: November 14, 2015, 01:48:12 AM »
The Monster of te Id from Forbidden Planet:  Template or regular monster?

66
I have a few templates I've made that are the result of Transmutation Magic.  At what Spell Level should they be allowed to bestow a template on someone?  For Templates that are curses that lower CR, at what spell level should they be permanent until dispelled?

67
Uncle Kittie's Unnecessary Revisions / King of Tokyo
« on: November 08, 2015, 01:43:27 AM »
Elementals


Halloween Monsters


Heroes


Invaders


Mutants


Robots

69
General D&D Discussion / Anyone got old school monster requests?
« on: October 16, 2015, 11:56:21 PM »
I've promised a critter a day for Halloween, and I've mostly been converting old dragon magazine monsters to 3e.  Anyone have any pre 3e critters they want ported over?

70
Off Topic Fun / Movie recomendations for Halloween
« on: September 21, 2015, 06:00:35 PM »
Specifically rare, foreign or indie films i may not has seen.

71
Jester's Realm / New guys thread
« on: September 08, 2015, 10:00:26 PM »
The lot of you have traveled to the fabulous flying city of Serranian for various reasons of your own, and to make money for the moment have applied at unemployment services for a job in an Adventurers Guild.  Some of these Guilds can be kind of skeevy, some have blind fanatics, and some can be decent people.  You're all individually given the address of a local building, and arrive to find warring crowds of protesters out front.  On one side are some fairly sketchy individuals with signs saying 'Undead Rights Nao!"

On the other are are variety of people you recognize as fanatics belonging to one of various religions screaming "KILL THE GHOST WHORES!" without a trace of irony.  Watching over all this are bemused members of the local Guard who occasionally kneecap anyone who gets to far out of line.

Time to March in and introduce yourselves!  :D

72
Oslecamo's Improved Monster Classes / Mantidfly
« on: September 03, 2015, 07:57:16 PM »
Request from Psysama, based of Squeedge's Art.  http://squeedgeart.tumblr.com/   massive wip


MANTIDFLY
   
"NO I AM NOT A WASP GODDAMMIT!!"

 Normally Mantidflies are wasp mimics that look like some sort of hellish combp between a mantis and a wasp with lacy bug wings.  This is the semi-humanoid version.

Class Skills
 The Mantidfly's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Mantidfly Body, Bughuggers, Climb, +1 Str, +1 Con
2. +1    +0     +3     +3    Powerful Claws, Wide-Angle Vision, +1 Dex, +1 Wis
3. +2    +1     +3     +3    Constrict, Sneaky, +1d6 Sneak Attack, +1 Str, +1 Con
4. +3    +1     +4     +4    Ambush, +1 Dex, +1 Wis
5. +3    +1     +4     +4    Winged Flight, +1 Str, +1 Con
6. +4    +2     +5     +5    +1d6 Sneak Attack, +1 Dex, +1 Wis
7. +5    +2     +5     +5    Ambush, +1 Str, +1 Con
8. +6    +2     +6     +6    Improved Flight, +1 Dex, +1 Wis
   

Weapon Proficiencies: Mantidflies are proficient with their natural weapons, but no armor or shields.

Mantidfly Body:
The Mantidfly loses all other racial traits and bonuses and gains vermin traits (Basically immunity to mind affecting effects and darkvision 60 feet) except that it retains an Int score. It is a medium sized vermin with a base speed of 40 feet. It has two natural claw attacks dealing 1d6+str mod damage each, and it takes no penalty for attacking with both claws in a full attack.

It does not have hands capable of fine manipulation, and cannot wield a weapon in either set of claws.
It also gains a natural armor bonus equal to 2+con modifier.

Bughuggers (Ex): If the Mantidfly hits an opponent with a claw attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. In addition the Mantidfly ignores freedom of movement effects on his opponents.

Climb (Ex): The Mantidfly gains a Climb Speed equal to it's base land speed.

Powerful Claws (Ex): At second level, the Mantidflies claw attacks do+1/2 HD extra damage. If it scores a critical with a claw it adds 1,5 times his strength modifier instead of just 1. Additionally, it gains a racial bonus on grapple checks equal to its HD.

Wide-Angle Vision (Ex): At 2nd Level the Mantidfly gains a +4 Racial Bonus to Spot and Search Checks, and cannot be flanked.

Constrict (Ex): With a successful grapple check, a Mantidfly can crush a grabbed opponent, dealing damage equal to its claw damage. It may constrict each grabbed opponent once per round, including the round it grabs the opponent.

Sneaky (Ex): At 3rd Level the Mantidfly may always Take 10 on a Hide Check.

Sneak Attack (Ex): At Levels 3 and 6 the Mantidfly gains +1d6 Sneak Attack (this is identical to the Rogue Ability listed in the PHB).

Ambush (Ex): At 4th Level if the Mantidfly makes a successful melee attack that would allow it to use it's Sneak Attack Dice, it may forego using it's Sneak Attack Dice to make an Ambush attack.  The exact effect of an Ambush attack varies depending on which of the options listed below you choose at 4th Level.  You may choose an additional option at 7th Level:

Cripple Arm: The victim must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier), or it's arm becomes unusable.  It cannot be used to hold anything, and drops whatever it is holding now.  Additionally the victim takes a penalty equal to your Str Modifier to Climb, Craft, Disable Device, Disguise, Escape Artist, Forgery, Heal, Open Lock, Ride, Sleight of Hand, Swim, Tumble and Use Rope Checks.  If both arms become Crippled, then use of these Skills is impossible, and he is effectively defenseless as well, being unable to wield a weapon at all and taking a -2 Circumstance Penalty to AC.  This effect can be removed by any of the following spells:Cure Serious Wounds, Cure Critical Wounds, Restoration, Greater Restoration, or Heal.  If no magic is available then once the damage from this attack has healed fully the victim regains the use of his arm, and this condition is removed.

Cripple Leg: The victim must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier), or it's leg becomes unusable and it cannot walk, falling prone immediately.  The victim may crawl at a speed of 5 feet per round.  This effect can be removed by any of the following spells:Cure Serious Wounds, Cure Critical Wounds, Restoration, Greater Restoration, or Heal.  If no magic is available then once the damage from this attack has healed fully the victim regains the use of his leg, and this condition is removed.

Silence: The victim must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier), or it becomes mute, unable to cast spells with a verbal component.  Additionally he gains a penalty equal to your Str Modifier to all Skill Checks which might require the use of your voice. This effect can be removed by any of the following spells: Cure Serious Wounds, Cure Critical Wounds, Restoration, Greater Restoration, or Heal.  If no magic is available then once the damage from this attack has healed fully the victim regains the use of his voice, and this condition is removed.

Abdominal Wound: (Prerequisite: 8th Level) The victim must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier), or the victim becomes Nauseated until this condition is fixed.  This effect can be removed by any of the following spells: Cure Serious Wounds, Cure Critical Wounds, Restoration, Greater Restoration, or Heal.  If no magic is available then once the damage from this attack has healed fully the victim regains the use of himself, and this condition is removed.

Blind: The victim must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier), or he is permanently Blinded.  This effect can be removed by any of the following spells: Remove Blindness/Deafness, Cure Serious Wounds, Cure Critical Wounds, Restoration, Greater Restoration, or Heal.  Unlike other forms of Ambush this requires magic to fix.

Winged Flight (Ex): At 5th Level the Mantidfly gains a Flight speed equal to it's base land speed, with a Maneuverability of Poor.

Improved Flight (Ex): At 8th Level the Mantidflies Flight speed doubles, and Maneuverability increases to Average.

73
Play By Post / Now Hiring for adventurers guild
« on: September 01, 2015, 04:50:14 PM »
Extremely not serious campaign dedicated to r rated humor and overall silliness.  Need a few more players to round out party.  Please be warned your life will be a series of big lipped alligator moments.

You will be newbies in an adventures guild located in a haunted brothel on a flying city.  You can come from any dnd world as the demiplanes creator kidnaps people from just about anywhere.  Feel free to playtest homebrew.  Be anything.  You can be a sentient piece of paper if you like.

74
Oslecamo's Improved Monster Classes / Lobsterman
« on: August 19, 2015, 02:36:06 AM »
I had a request, note this is a wip

LOBSTERMAN



 So toootally not the X-Com Lobsterman.  Totally.


Class Skills
 The Lobsterman's class skills (and the key ability for each skill) are Hide (Dex), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 2 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Lobsterman Body, Swim, Amphibious, Four Arms, Warm Water Critter, +1 Str, +1 Con
2. +2    +3     +0     +0    Multi-arm Fighting, +1 Str, +1 Con
3. +3    +3     +1     +1    Rend, Enhanced Defenses, +1 Str, +1 Con
4. +4    +4     +1     +1    Fortification, +1 Str, +1 Con
5. +5    +4     +1     +1    Thick Shelled, +1 Str, +1 Con
6. +6    +5     +2     +2    Enhanced Defenses, +1 Str, +1 Con
7. +7    +5     +2     +2    Fortification, Military Occupational Specialty, +1 Str, +1 Con
8. +8    +6     +2     +2    Thick Shelled, +1 Str, +1 Con
9. +9    +6     +3     +3    Enhanced Defenses, +1 Str, +1 Con
10.+10   +7     +3     +3   Nigh Well Invulnerable, +1 Str, +1 Con

Weapon Proficiencies: Lobstermen are proficient with Simple and Martial weapons, but no Armor or Shields.

Lobsterman Body: The Lobsterman loses all other racial traits and bonuses and gains Monstrous Humanoid traits (Basically darkvision 60 feet). It is a medium sized Monstrous Humanoid with a base speed of 30 feet. It has two natural claw attacks dealing 1d6+str mod damage each, and it takes no penalty for attacking with both claws in a full attack.

It's claws are not capable of fine manipulation, and cannot wield weapons.

It also gains a natural armor bonus equal to 3+con modifier.

Swim: The Lobsterman has a Swim Speed equal to it's Land speed and can always Take 10 on a Swim Check.

Amphibious The Lobsterman can breath underwater indefinitely, and does not need to make constitution checks to avoid drowning. It takes no penalty for fighting underwater.

Four Arms:  The Lobsterman's two smaller arms can wield ranged or melee weapons, which the Lobsterman can use on a Full Attack (all attacks take a -2 Penalty).

Warm Water Critter: Lobstermen take +1 point of damage per die against cold attacks.  for example an attack doing 2d4 normally, would do 2d4+2.

Multi-arm Fighting: The Lobsterman can now make Full Attacks as a Standard Action, and no longer takes the -2 Penalty.

Rend: At Level 3 your claws now do 2d6 plus Str Modifier damage.  In addition, if you hit with both claws on a Full Attack, you automatically rend for an additional 4d6 plus one and a half times Str Modifier damage.

Enhanced Defenses: At Levels 3, 6, and 9 your Natural Armor Bonus to AC increases by +1.  You also gain Energy Resistance 5 at Level 3, but may only choose from among Electricity, Fire or Sonic damage.  At Level 6 the first Energy Resistance you chose increases to Energy Resistance 10, and you may choose Energy Resistance 5 against an additional Type of energy.  At Level 9 the first Energy Resistance increases to 15, the second to 10, and you gain Energy Resistance 5 against the last Type of Energy you haven't selected.

Fortification: At Level 4 there is a 50% chance a successful Critical hit instead becomes a normal hit against you instead.  At Level 7 this chance increases to 75%.

Thick Shelled: At Level 5 you gain DR 10/Piercing.  This increases to DR 20/Piercing at Level 8.

Military Occupational Specialty: At 7th Level the Lobsterman can choose one of the following Military Occupational Specialties:

Soldier You gain use Intimidate as a Class Skill and may always Take 10 on Checks.  If you successfully use Intimidate to Demoralize an opponent, he is Shaken for 1 Round per point of Charisma Modifier instead of just 1 Round.

Commander You gain the Leadership Feat as a Bonus Feat, with a +4 Bonus to your Leadership Score.

Techie You gain use Magic Device as a Class Skill and may always Take 10 on Checks.  Once you have successfully made a Check to activate an Item, you no longer need to make checks to subsequently activate that same item.

Nigh Well Invulnerable: With the exception of Piercing and Cold damage, Lobstermen ignore the first 10 points of damage from any source (even Untyped damage).  They also gain immunity to Electricity damage.

75
Oslecamo's Improved Monster Classes / Dire Rat
« on: August 06, 2015, 03:51:48 AM »
DIRE RAT


   
"SKREEEEEEE!"

 Y'all are one big ass fuckin' rat.

BECOMING A DIRE RAT

 ENTRY REQUIREMENTS
   Race:  Awakened Rat
 


Class Skills
 The Dire Rat's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str)
Skills Points at Each  Level : 8 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Dire Rat Body
2. +1    +0     +0     +3    Improved Rat Race
3. +2    +1     +1     +3    Inspire Heebie Jeebies
4. +3    +1     +1     +4    Direr Rat Body
5. +3    +1     +1     +4    Greater Rat Race
6. +4    +2     +2     +5    Inspire Heebie Jeebies
7. +5    +2     +2     +5    Direst Rat Body
8. +6    +2     +2     +6    Superior Rat Race
9. +6    +3     +3     +6    Inspire Heebie Jeebies
10.+7    +3     +3     +7   Rat King

Weapon Proficiencies: Dire Rats gain no new weapon or armor proficiencies.


Dire Rat Body: At 1st Level you increase to Size Category Small.  Land speed increases to 30 ft., with Climb and Swim speeds being half that of land speed.  You gain +2 Str. 

Improved Rat Race: The abilities you gained from your rat race continue to improve, and you may choose 1 from the following list (must have the appropriate rat race as a prerequisite):

Companion You gain the benefits of the Improved Feint Feat whether you meet the prerequisites or not.  If you successfully Feint in combat, one Ally who is adjacent to the same foe ignores  his Dexterity Bonus to AC as well. 

Plague Carrier You no longer need to use a Swift Action each turn to maintain your disease bite, but are still only allowed 1 disease at a time.

Flexible Body You may now use your Dexterity Modifier in place of your Strength Modifier for Trip or Grapple Checks.

Reaving Rodent You can make one additional bite attack per round, but the second attack is -2 to hit.  You may do this as part of a normal or Full Attack.

Running Rat The Rat doubles their Dex Bonus to AC when using the Withdraw or Run action or when under a Fear effect.

Tough Metabolism The Rat can resist magical and unusual attacks with great fortitude. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Rat does not gain the benefit of this ability.

Versatile Paws You gain a +2 Competence Bonus on Disable Device, Open Lock, and Sleight of Hand Checks.

Inspire Heebie Jeebies (Ex): At third Level, when you pursue a certain action, an opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Cha Modifier) or be Shaken for 2d6 rounds.  If the Save is successful the opponent is immune to your Heebie Jeebies for 24 hours. The action required depends on your rat race:

Companion As a Companion Rat you must Feint in combat, successful or not.

Plague Carrier As a Plague Carrier, you must make a Bite attack, successful or not.

Flexible Body As a Flexible Rat you must make a Trip or Grapple Check.

Reaving Rodent As a Reaving Rodent, you must make a Bite attack, successful or not.

Tough Metabolism As a Tough Rat you must succeed on a Fort Save.

Versatile Paws As a Versatile Rat, you must make a weapon attack, successful or not.

At 6th Level, if you have chosen a second Rat Race via the Rat Reputation Feat, you may choose to pick a second way you can use this ability.  In other words if you had Reaving Rodent and Tough Metabolism you could inspire fear via Bite attacks or Fortitude Saves.  If not, then when you meet the prerequisites for causing a Willpower Save against your Heebie Jeebies, all opponents within 30 ft. must make a Save, not just one. 

At 9th Level if you have a 3rd Rat Race, you may choose a third option for causing Fear.  If you don't have a third race you may cause an area of effect fear as per the Level 6 ability.  Optionally you may choose to make opponents who fail their Willpower Save Frightened for 1d6 rounds instead of Shaken.


Direr Rat Body: At 4th Level you increase to Size Category Medium.  Land speed increases to 40 ft., with Climb and Swim speeds being half that of land speed.  You gain +2 Con.

Greater Rat Race: The abilities you gained from your Improved rat race continue to improve, and you may choose 1 from the following list (must have the appropriate rat race as a prerequisite), or from the previous list:

Companion When riding an Ally and using them as Cover, you ma emerge from cover, bite an adjacent foe in melee, and retreat back into Cover as a Full Attack Action.

Plague Carrier You may now carry a number of diseases equal to your (Con Modifier +1).  You may switch between them once per round as a Swift Action. 

Flexible Body You no longer lose your Dexterity Bonus to AC while Grappling.

Reaving Rodent You can make two additional bite attacks per round, but the second attack is -2 to hit, and the third is at -4.  You may do this as part of a normal or Full Attack.

Running Rat The Rat doubles their Dex Bonus to Initiative Checks when below half hit points or when under a Fear effect.

Tough Metabolism You may now use your Level 2 ability even when sleeping or unconscious.

Versatile Paws You may always Take 10 on Disable Device, Open Lock, and Sleight of Hand Checks, even if circumstances would normally prevent you from doing so.

Direst Rat Body: At 4th Level you increase to Size Category Large.  Land speed increases to 50 ft., with Climb and Swim speeds being half that of land speed.  You gain +1 Str and Con.

Superior Rat Race: The abilities you gained from your Greater rat race continue to improve, and you may choose 1 from the following list (must have the appropriate rat race as a prerequisite), or from the previous lists:

Companion When an opponent attacks an Ally who shares your space (or is adjacent to both of you), you get a free Attack of Opportunity against that Opponent.

Plague Carrier All diseases you carry can now infect opponents with a mere contact as opposed to an injury, and a simple melee touch attack is sufficient to make them Save vs infection.  In addition, once per round as a Swift Action you may emanate disease in a cloud as it oozes from your pores, and opponents who are adjacent to you must save or contract the disease as long as they remain adjacent.

Flexible Body You now continue to threaten adjacent squares while Grappling.

Reaving Rodent You gain a Bonus to attack and damage rolls with your bite attacks equal to your Con Modifier.

Running Rat The Rat can move and take a Full Attack Action when below half hit points or when under a Fear effect.

Tough Metabolism You can successfully negate the damage from any attack once per round as an Immediate Action by making a successful Fortitude Save (Save DC is equal to damage taken).  You do not get the benefits of this ability if you are unconscious or sleeping.

Versatile Paws You may use a Sleight of Hand Check instead of Bluff when Feinting in combat.  You may also Feint as a Swift Action.

Rat King: You gain Leadership as a Bonus Feat, with a +4 Bonus to your Leadership Score, but all your Cohorts and followers must be Awakened Rats.  All Awakened Rat Allies within 30 ft. of you gain a +2 Morale Bonus on attack rolls, saves, ability checks, and skill checks.

76
Off Topic Fun / Bee=MC2
« on: July 17, 2015, 03:02:28 AM »
I need ideas for this spell

77
General D&D Discussion / PHBII
« on: June 18, 2015, 03:52:13 AM »
There were never official epic progressions for any of the PHBII classes were there?

78
Off Topic Fun / PC BUild advice
« on: June 15, 2015, 03:29:31 PM »
TIme for a new pc.  So time to ask what sort of cpu/hard drive/etc i need.

It will need to run windows 7 due to work requirements.

I need it to be able to have Open Office Writer and Calc running simultaneous with multiple tabs open in both IE and firefox.

Will be doing some minor online gaming such as Bloon's TOwer Defense and Command and Conquer Tiberium Alliances.

Also considering getting an SD for the first time

79
Oslecamo's Improved Monster Classes / Adorable Creature
« on: May 31, 2015, 07:53:51 PM »


ADORABLE CREATURE

"Purrrrrrr..."

 Adorable Creatures are almost supernaturally cute versions of a normal member of their species.

BECOMING AN ADORABLE CREATURE

 ENTRY REQUIREMENTS
   Skills:  Perform (Cuteness) 3 ranks
   Special:  Fear and adorableness are incompatible.  You lose the features of this class on any round you use any Kind of Fear effect.  f you have Frightful Presence or some permanent sort of fear causing ability you also cannot take this class. 


Class Skills
 The Adorable Creature's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Perform (Cuteness)(Cha), and Sense Motive (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Goofery Antics
2. +1    +0     +3     +3    OMG IT'S SO FLUFFY!
3. +2    +1     +3     +3    Plz to Not Hit Fwuffy
   

Weapon Proficiencies: An Adorable Creature gains no new armor or weapon proficiencies.

Goofery Antics (Ex):  An Adorable creature with 3 or more ranks in Perform (Cuteness) can use their cute antics to cause one or more creaturess to become Fascinated with them. Each creature to be Fascinated must be within 90 feet, able to see and hear the Adorable creature, and able to pay attention to him. The Adorable one must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three Hit Dice an Adorable creature attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, an Adorable creature makes a Perform (Cuteness) check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Adorable beastie cannot attempt to Fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches you play, taking no other actions, for as long as the Adorable creature continues to play and concentrate (up to a maximum of 1 round per Hit Die). While Fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Adorable creature to make another Perform check and allows the Fascinated creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Optionally you may use this Ability to endear yourself to one or more creatures.  Once you have 12 ranks in Perform (Cuteness) you can make a Perform (Cuteness) Check, and your Check result is the Save DC for each affected creatures Will Save.  If a creature’s saving throw succeeds, the Adorable beastie cannot attempt to Fascinate that creature again for 24 hours. If its saving throw fails, the creature is affected as if by a Charm Monster spell (Caster Level equals your Hit Dice).  Unlike normal you do not need to know the targets language, you gain it's trust by sheer adorableness (and maybe some purring).  You can't really make demands of the Charmed creature other than food, shelter, and other pet type things, but affected creatures will not harm you.  This effect lasts 24 hours, and is an Enchantment (Charm) Mind-Affecting ability.

You may use your Goofery Antics once per day per Adorable Creature Level.
 
OMG IT'S SO FLUFFY! (Ex): Your cuteness is strong.  Effectively, you permanently have the benefits of a Sanctuary spell as an Extraordinary Ability (Caster Level is equal to it's HD).  Save DC is Cha Based.  Save DC increases by +2 when you're sleeping (cute critters are always cuter when they're sleeping).  If you attack someone you lose the benefits of this ability for the rest of the encounter.

Plz to Not Hit Fwuffy (): Due to other beings being subconsciously unwilling to harm you, you gain a Deflection Bonus to AC and a Circumstance Bonus to Saving Throws equal to your Charisma Modifier (minimum +1).

80
We already have most of Fantasy Flight Games stuff.

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