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51
Minor nitpick:
Crusader => Divine Retribution:
"and can only target an opponent who have dealt damage that was delayed by your delayed damage pool."
(insert part in bold for a complete sentence)

Spells known/prepared are undefined. So Divine Retribution Crusaders can spontaneously pick any Cleric spell as needed?

The original intent was effectively spontaneous from the whole cleric list, albeit with those rather significant restrictions. You're right, though, that it's probably better not to be so wide. I might make it prepared, or rather retrieved like Spirit Shaman where you pick the spells in advance but can freely and repeatedly cast each of them without the spell-by-spell limits of prepared spells and their finite spell slots.

On second thought, I'm probably going to just nix Divine Retribution. The more I think about it, the more loopholes I see with its possible usage vs. my intentions (ex: have you ally punch you in the face so you can cast Restoration on him), and there are fewer offensive spells than I thought that actually do fit the direct concept. I can't see any easy way around that short of writing up a dedicated spell list for it with only the offensive spells and extending it somewhat.
52
Minor nitpick:
Crusader => Divine Retribution:
"and can only target an opponent who have dealt damage that was delayed by your delayed damage pool."
(insert part in bold for a complete sentence)

Spells known/prepared are undefined. So Divine Retribution Crusaders can spontaneously pick any Cleric spell as needed?
53
Miscellaneous Tome of Battle Alternative Class Features
On a whim (about a decade ago), I jotted up three ACFs for each of the three ToB base classes in the 1001 homebrew ideas thread. I got inspired again and added another three per class this week.



Crusader
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Swordsage
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Warblade
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Change Log
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In Progress, Deprecated, and Removed
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54
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Cinematica
« Last post by bhu on March 08, 2024, 09:36:35 PM »
https://en.wikipedia.org/wiki/Charlie_and_the_Great_Glass_Elevator

Vermicious Knids
                      Medium Aberration (Shapechanger)
Hit Dice:             6d8+24 (51 hp)
Initiative:           +3
Speed:                Fly 100 ft. (20 squares)
Armor Class:          18 (+3 Dex, +5 Natural), touch 13, flat-footed 15
Base Attack/Grapple:  +4/+8
Attack:               Bite +8 melee (1d8+6)
Full Attack:          Bite +8 melee (1d8+6)
Space/Reach:          5 ft./15 ft.
Special Attacks:      Ram, Improved Grab, Swallow Whole, Sunder, Strange Reach
Special Qualities:    Darkvision 60 ft., Flight, Space Travel, Limited Shapeshifting, Immune to critical hits and flanking
Saves:                Fort +6, Ref +5, Will +7
Abilities:            Str 18, Dex 16, Con 18, Int 18, Wis 14, Cha 8
Skills:               Intimidate +7, Knowledge (Physical Sciences, Planetology, see Spelljammer.org and D20 Modern) +13, Listen +10, Search +10, Spot +10, Survival +8
Feats:                Cleave, Great Cleave, Power ATtack
Environment:          Any
Organization:         Solitary, Group (5-10), Swarm (thousands)
Challenge Rating:     6
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          7-9 HD (Large) 10-18 HD (Huge)
Level Adjustment:     ---

“You’d have been fossilized with fear and glued to the ground! Then they’d have got you! You’d have been a cooked cucumber! You’d have been rasped into a thousand tiny bits, grated like cheese and flocculated alive! They’d have made necklaces from your knucklebones and bracelets from your teeth!”

The Vermicious Knids look like an egg stood up on it's pointed end, and covered in wet, wrinkled, greenish brown skin.  In their thickest, center point they have two red-pupiled eyes the size of teacups.  Their mass pulses slightly.  They vary somewhat, and some are larger than the average.  They can bend and shape their bodies into letters, such as when they take Wonka and company to 'scram' by forming the letters.  They can generally shift into just about any shape or form, but they keep the wet skin and red eyes.  Wonka claims they can stretch themselves into any letters they wish,  but that scram is the only word they know.  They have continually tried to invade Earth, but always burn up on entry.  Despite having no mouth, they are said to have other means of biting people, being able to take a mans head off at 5 yards.

Ram (Ex): If the Knid successfully makes a Charge attack it does 2d6 plus Str modifier plus 1d6 damage per 10 feet it traveled.

Improved Grab (Ex):  To use this ability, Knid must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If it wins the grapple check, it it establishes a hold and can attempt to swallow the opponent in the following round.

Swallow Whole (Ex):  A Knid can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check.

A Knid that swallows an opponent can use its Cleave feat to bite and grab another opponent.

A swallowed creature takes 2d4+4 points of bludgeoning damage and 4 points of acid damage per round from the Knid’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Knid's gizzard can hold 1 Medium, 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.

Sunder (Ex): If the Knid successfully makes an attack with it's ram or bite, it can immediately make a Sunder attempt as a Free Action without provoking an attack of opportunity (it may only do this when attacking an object or constructs or similar structures.

Strange Reach (Su):  The Knids have a range of 15 feet, despite not having limbs this long.  Or at all for that matter.

Flight (Ex): A Knid's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent featherfall effect with personal range.

Space Travel (Ex):  Knids are personally capable of existing in space and do not need to breathe, and are immune to Cold and Radiation damage.  They do not take penalties for being in zero G environments, or vacuum.  They are capable of space flight, and even at moving at vast speeds, but tend to burn up on re-entry to planets with an atmosphere.

Limited Shapeshifting (Ex): Knids cannot change their color or texture, but can change or stretch their basic form.  For example they could vaguely resemble a human or giraffe, but still have no features beyond it's wet, greenish-brown skin and red eyes.  Using this as a Swift Action, they can squeeze through a space half their size without movement penalty.

Combat:  Knids are okay tacticians, but rely overly much on their own brute prowess.  They don't use weapons, just their own personal brawn.  They will use teamwork to thwart opponents, but often their idea of teamwork is self limiting.  If a tactic fails, they tend to pursue it with more vigor, figuring they just need to 'try harder'.  Their speed is up to the DM, but is vastly improved upon what they can do in the atmosphere.


55
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on March 08, 2024, 07:56:02 PM »
ooc you killed some ghouls on the way into town when they started to pick your people off
56
September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on March 07, 2024, 08:54:14 PM »
"I'm assuming he said that because we instigated the attack. I have killed other creatures in the past before we came, but mostly troglodytes and spider creatures that wore human skins as disguises."

OOC: Again, I might be forgetting something.
57
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on March 07, 2024, 07:21:03 PM »
"I didnt mean the Haxan.  He called you a murderer."
58
D&D 5e / Re: 5e Silvery Barbs
« Last post by bgatesvoodoodoll on March 07, 2024, 02:31:45 AM »
OK. German is not my native language. Pulling that one from the main post.
59
D&D 5e / Re: 5e Silvery Barbs
« Last post by Skyrock on March 06, 2024, 01:32:42 PM »
Dorfmatratze - German for "village mattress", for those games where GMs use German as Dwarven
Oh mein Gott! That is the literal word-by-word translation, yes - but the translation of the actual meaning would need to go into the M-Rated board (a woman of loose morals well acquainted with the men of her neighborhood).
60
[Arhosa] Arhosa PbP / Re: The Slaves of Easternham
« Last post by Skyrock on March 06, 2024, 10:45:45 AM »
As the party gets ready to depart, Gwaedwen first catches her cow and wanders off some 500 yards away from the village - what she is about to do isn't pretty for the pain empathy of traumatized flonhas, and mistreated flonha are one of those soft spots she has in her heart.

Several minutes later she re-appears at the trade post, her dress straining against her bulkier figure and larger bosom, two small horns breaking through her hair, and her demeanor not appearing very cute at all anymore. Behind her she drags the carcass, its throat mutilated ans as gory as Gwaedwens lips. With the sweetest smile she can manage in her new state, she offers the flesh of the slaughtered cattle as a parting gift and asks that every flonha eats their fill of it - especially the children.

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