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Messages - bhu

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1
September 1776 / Re: Chapter 2: Haxan
« on: Yesterday at 07:32:44 PM »
we'll go ahead and level you now.  Presumably you've been getting paid during some of this, so gimme three profession checks.

2
INVOLUNTARY PROPHET
All Gawds need a Prophet.  Prophets deliver their pronouncements to mortalkind as cryptic, indecipherable bull(beep) that lets the Gawds wreak incalculable havoc.  Some think the Gawds find these shenanigans amusing, some think they themselves are forced  to follow rules they don't understand.  At any rate they tend to pick madman loners who live in a hut back in the deep woods.  You know who that all too often describes?  Barbarians!  So despite your being an emotionally unstable death machine, you're constantly followed, kidnapped or harassed by would be conquerors, apocalyptic religious cults, and kooks of every shape and size.  They regularly threaten people close to you, poison your food, kiss your ass, etc.  This has led you to be far less stable than even other Barbarians, and people who don't know what you are give you a wide berth.  The ones who do know what you are stay even further away, because it lessens the chance they'll be choked out by your 'fans.'

SO YOU'RE A PROPHET...
At 3rd Level when you adopt this path, you gain the ability to cast the Gift of Alacrity and Augury spells, but only as rituals.  The duration of Gift of Alacrity is limited to 10 Minutes, however.  Additionally, purely at random, a Gawd will speak through you.  When this happens you may rise and hover in the air, have weird lights shine from your eyes, or speak in an inhuman voice, depending on the Gawd possessing you.  You then spit Prophecy anywhere from a round to an hour.  You are Incapacitated, but invulnerable to all damage, conditions or effects during this time.  Then you will be endlessly grilled by Concerned Parties, sometimes for years afterwards.  It's pointless of course.  You have no more insight into your utterings than they do.  Even worse, there's a chance it's a False Prophecy, which everyone will blame on you.  Your relationship with religion is...well, we'll politely call it strained.  Note to DM's: This is to introduce Campaign story  elements, not to randomly incapacitate your PC.  Be good.

A MADMAN'S RAGE
At 3rd Level, when Raging, you have Advantage on Wisdom checks and Wisdom Saving Throws.  You also add your Wisdom modifier to your Armor Class and damage rolls.

WISDOM
At 6th Level your Wisdom score increases by +2.  You're still a madman, you're just one who's developed a bit of self awareness after having an epiphany.  For example, you'll still accept a Gawd's challenge to a wrasslin' match, you just have enough common sense to plan to cheat like hell.  You'll still party with the Devils, you just need to make sure you hide your soul first.

CUSSIN' AT THE GAWDS
At 10th Level you can cast the Commune spell, but only as a ritual.  You usually use it to tell the Gawds exactly what part of your anatomy they can kiss.

FORESIGHT
At 14th Level while Raging, you can’t be surprised and have advantage on attack rolls, ability checks, and saving throws.

3
https://www.youtube.com/watch?v=wvY30GZfPjI

Atomic Zombie

Atomic Zombie is an Acquired Template that can be applied to the corpse of any Humanoid.  A mobster hellbent on revenge meets an ex Nazi scientist who has learned to replace the brains of dead men with nuclear powered machines that make the bodies animated, durable and superhumanly strong.  Unfortunately, they only last for several days before they disintegrate (though it's also shown that one lasts almost a month).  He also appears to have installed cameras and a microphone, as he can see and hear what they do, and speak through them.  Fortunately he only seems to be able to pilot one at a time, though he can unleash the mindless horde, as they will defend themselves if attacked as best they can.  Editors note: The film describes the zombies as 'mindless' and 'unaware', yet clearly has them doing things that make this unlikely.  Hence, I have taken some artistic license.
.
"This animal looks content, doesn't it? You'd never suspect it had 18 electrodes implanted in its brain!"

Size and Type: Type changes to Undead.

Hit Dice: All current Hit Dice become d12's.

Speed: Unchanged, but can no longer take the Run Action..

Armor Class: Natural Armor Bonus to AC improves by +8.

Attacks: If the base creature has no Slam attack, it gains one. 

Damage: Slam damage depends on the base creatures size: Small (1d3 plus Str modifier), Medium (1d4 plus Str modifier) or Large (1d6 plus Str modifier).

Special Attacks: Retains none of the Special Attacks of the base creature, but gains the following:

Improved Grapple (Ex): The Atomic Zombie can initiate a Grapple without provoking an Attack of Opportunity.

Constrict (Ex): The Atomic Zombies doe double it's Slam damage plus one and a half times it's Strength Modifier with a successful Grapple Check.

Throw (Ex): The Atomic Zombie can bodyslam a creature it has Grappled with a unsuccessful Grapple Check.  This does 2d6, ends the Grapple, and the opponent lands Prone.

Sunder (Ex): The Atomic Zombie's Slam attack ignores an object's Hardness.

Radioactive (Ex): The zombie is highly radioactive, and anything it touches glows in the dark.  Touching one is dangerous.  Getting it's blood on you even moreso.  This Radiation Sickness sort of works like a disease, and the effects depend on whether a creature has fought with the Atomic Zombie, or been exposed to it's 'blood'.  If an attacked uses a Piercing or Slashing weapon on the Zombie it must make a Reflex Save (DC is 10 plus the damage dealt), or be exposed.  Just Fighting it requires a DC 18 Fortitude Save, has an incubation period of 3d6 hours, with damage being 1d6-1 Con (minimum damage 1).  If exposed to the 'blood', the Fortitude Save DC is 21, with an incubation period of 2d6 hours, with damage done being 1d6 Con.

Special Qualities: Retains all Exceptional Special Qualities based on it's physical form, plus gains the following:

Damage Reduction 10/-

Homing Sense (Ex): If sent on a mission, and not given orders, or damaged enough that it can't be remote controlled, it will automatically return home when it's power gets low.  They can contain a charge allowing them to operate for up to 16 hours, and will start to return if left to their own devices when at half that.  If the charge runs out, they are effectively dead until they're recharged.  There is a cumulative 10% chance per day it goes without a charge that it becomes unchargeable, and simply falls apart.

Remote Controlled (Ex): The doctor who animates the corpses (or someone of his choice) can use a machine to see and hear what the zombie sees and hears via a video feed, and can speak through it's mouth (Initially the Zombie uses the operators voice, but by the end of the film the doctor has found a way to let the Zombie use it's own voice.).  It also grants the zombie some of it's skills and feats.  The zombie cannot resist the operators orders, though there is a chance that the zombie misunderstands the operators orders.  Roll 1d20+ the Zombie's Wisdom Modifier against a DC 15 if it has less than 50% hit points, is given complicated orders (DM's discretion on how complicated the order must be), or the signal controlling it is cut off (presumable a strong electromagnetic field would work).  If the Zombie fails, it is Confused, as per the spell, for 1 round.  It should be noted that uncontrolled Zombies will attack others on sight, including their creator.  If the machine that broadcasts the signal that animates them is turned off or destroyed, the Zombies fall to the ground unconscious (dead if the machine is destroyed).  The machine is a Medium sized object weighing 200 pounds, with a Hardness of 5 and 30 hit points.

Semi-Mindless: The Atomic Zombie has an Intelligence score of 2, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Saves: Unchanged.

Abilities: +8 Str, -4 Wis, -6 Cha.  Int resets to 2, and it has no Con score.

Skills: If given orders by the operator, the Atomic Zombie has access to his skills.  It has half the ranks of the operator in any skills he or she has, plus it's own ability score modifiers.

Feats: The Atomic Zombie has some of the Feats possessed by it's operator.  It has any Weapon or Armor Proficiencies, and any Feats that are based purely on skill or mental ability.

Environment:
Any

Organization: Solitary or Group (2-10)

Challenge Rating: +2

Treasure: None

Alignment: Always Neutral

Advancement: ---

Level Adjustment: ---

Example of creature using template here:

Willard Pierce (Human Expert 6/Atomic Zombie)
                      Medium Undead
Hit Dice:             6d12 (39 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:         20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple:  +4/+10
Attack:               Slam +10 melee (1d4+7) or Grapple +10 melee touch (Grapple)
Full Attack:          Slam +10 melee (1d4+7) or Grapple +10 melee touch (Grapple)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grapple, Constrict, Throw, Sunder, Radioactive
Special Qualities:    DR 10/-, Homing Sense, Remote Controlled
Saves:                Fort +2, Ref +4, Will +4
Abilities:            Str 23, Dex 14, Con -, Int 2, Wis 8, Cha 8
Skills:               ---
Feats:                ---
Challenge Rating:     8
Treasure:             None
Alignment:            Neutral
Advancement:          ---
Level Adjustment:     ---

Willard Pierce was an aging criminal with tuberculosis whose body was stolen from the morgue to be used as an instrument of vengeance.  He doesn't last more than a month.

4
September 1776 / Re: Chapter 2: Haxan
« on: March 25, 2024, 10:28:02 PM »
http://dmreference.com/MRD/Basics/Action_Points.htm yup

You add +2 to your wealth per level, did you dd that in?

5
September 1776 / Re: Talkin' like it's 1759! (OoC chat)
« on: March 24, 2024, 08:25:02 PM »
Switched out the RAM for an upgrade.  So far so good.

6
September 1776 / Re: Chapter 2: Haxan
« on: March 24, 2024, 08:24:25 PM »
ooc: Did I have you using actual money or the wealth check system?  It's been so long lol.

7
September 1776 / Re: Chapter 2: Haxan
« on: March 23, 2024, 03:27:36 PM »
"The Haxan excel at mental inluence.  Your being a woman might stop them from trying to control your mind for a while, but the temptation would be there all the same.  Your studies will keep you hidden from the ghouls until they hopefully leave town as well."

It will take 2 weeks to learn the spell, so you won't have a chance before the meeting.  Is there anything else you wish to do?

8
September 1776 / Re: Talkin' like it's 1759! (OoC chat)
« on: March 22, 2024, 08:45:10 PM »
Okay, my PC is probably dying.  If I disappear for a week or so, it went boom before I could get a new one.

9
September 1776 / Re: Chapter 2: Haxan
« on: March 22, 2024, 08:43:45 PM »
Then we need to try to get you up to speed in the next two dats."

(ooc: How close are you to leveling?)

10
Uncle Kittie's Unnecessary Revisions / Re: 5E Artificer Paths
« on: March 22, 2024, 02:04:18 AM »
FROGINATOR
You are on a quest to prove to the Council that your frog robots are as good as the real thing! Why? Because you're a crazed hermit who wants to be the crazed madman, that nonetheless, is somehow respected by society for your contributions to society.  And what are those contributions?  Killer robot frogs.  That's normal, right?

TOOL PROFICIENCY
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

1000 YARD STARE
Long before you adopt this specialization at 3rd level, you exude an aura of crazy that makes people want to leave you alone.  Any creature who targets you with an attack or a harmful spell must first make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a new target or lose the attack or spell. This doesn't protect you from area effects, such as the explosion of a fireball, or from creatures that are immune to being Frightened..

FROGINATOR SPELLS
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Froginator Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level   Spells

3rd             Chromatic Orb, Shield
5th             Aganazzar's Scorcher, Scorching Ray
9th             Fireball, Lightning Bolt
13th           Chromatic Bomb*, Chromatic Missile*
17th           Machinegun*, Pew Pew Pew*

CREATE FROGINATOR
When you reach 3rd level, your tinkering has borne you a terrifying engine of destruction.  It's 'friendly' to you and your companions (meaning it won't immediately target you for death, which it will attempt with everything else it sees unless you order it not to), and it obeys your commands. See its game statistics in the Froginatorr stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the Froginator shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Froginator can take any action of its choice, not just Dodge.  It generally chooses violence.

If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Froginator returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new Froginator if you have smith's tools with you. If you already have a Froginator from this feature, the first one immediately perishes. The Froginator also perishes if you die.

Froginator
Medium Construct 
Armor Class: 15 (Natural Armor)
Hit Points: 2 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed: 40 ft.
Str: 14
Dex: 12
Con: 14
Int: 4
Wis: 10
Cha: 6
Saving Throw: Dex +1 plus PB, Con +2 plus PB
Skills: Athletics +2 plus PB, Perception +0 plus PB x 2
Damage Resistances: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: Darkvision 60 ft., passive perception 10 + (PB x 2)
Languages: understands the languages you speak
Proficiency Bonus: equals your proficiency bonus
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d8 + PB + see below) magical bludgeoning damage.
Repair (3/day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.


EXTRA ATTACK
Starting at 5th level, the Froginator can attack twice, rather than once, whenever it takes the Attack action on it's turn.

UPGRADE FROGINATOR
At 9th level, you upgrade your Froginator to the improved statblock below:

Froginator
Large Construct 
Armor Class: 18 (Natural Armor)
Hit Points: 5 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed: 40 ft.
Str: 18
Dex: 12
Con: 18
Int: 8
Wis: 10
Cha: 10
Saving Throw: Dex +1 plus PB, Con +4 plus PB
Skills: Athletics +4 plus PB, Perception +0 plus PB x 2
Damage Resistances: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: Darkvision 60 ft., passive perception 10 + (PB x 2)
Languages: understands the languages you speak
Proficiency Bonus: equals your proficiency bonus
Multiattack. The Froginator can make 2 Slams when it takes the Attack Action.
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (2d6 + PB) magical bludgeoning damage.
Repair (3/day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Unleash Hell (3/day)  You unleash a variety of weaponry as an Action.  Choose a point within 120 feet, and all creatures within 30 feet of that point must make a Reflex Save equal to your spell save DC or take 8d6 damage (choose from one of the following types: cold, fire,force, lightning, poison, radiant or thunder). 


MECHA-FROGAGEDDON
At 15th level, as an Action, you can speak the WORDS OF POWER!  They hurtle you screaming into the air, along with your Froginator and many parts you've slowly been working on and hiding in a little pocket dimension.  They form around you, and as you merge, together you become Mecha-Frawgzilla!  For 10 rounds (or until your hit points reach 0), you gain the following:

You are Gargantuan in Size, and your reach is 15 feet.
Your AC increases to 20 (armor)
You gain temporary hit points equal to your Artificer Level x 5.
Land speed increases to 40 ft.
Strength and Constitution temporarily become a 30, and Dexterity lowers to 10 (unless it's already lower).
You gain resistance to all damage other than psychic and frog.
You gain Multiattack (you can make 2 Slam attacks).
You gain a Slam attack.  Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 15 ft., one target. Hit: (4d6 + 10) magical bludgeoning damage.
You gain a Walking Arsenal Attack that you can use 3 times: Walking Arsenal. You unleash a variety of weaponry as an Action.  Choose a point within 240 feet, and all creatures within 30 feet of that point must make a Reflex Save equal to your spell save DC or take 15d6 damage (choose from one of the following types: cold, fire,force, lightning, poison, radiant or thunder). 


CHROMATIC BOMB
4th Level Evocation
Casting Time: 1 Action
Range: 150 ft. (20 ft. radius)
Components: V, S
Duration: Instantaneous
You point at a place within range, and an explosion occurs within a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 damage. On a successful save, a creature takes half the damage (choose from acid, cold, fire, lightning, poison or thunder damage when casting the spell) .
  At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.


CHROMATIC MISSILE
4th Level Evocation
Casting Time: 1 Action
Range: 120 ft.
Components: V, S
Duration: Instantaneous
You unleash a ray of power at a target, which must make a Dexterity Saving Throw.  On a failed save, the target takes 10d6 damage (choose from acid, cold, fire, lightning, poison or thunder damage when casting the spell) and is knocked Prone. On a successful save, the creature takes half as much damage and isn’t Prone.
  At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.


MACHINEGUN
5th Level Evocation
Casting Time: 1 Action
Range: Self (60 foot Cone)
Components: V, S, M (a lead ball)
Duration: Instantaneous
When cast, Machinegun floods the area of effect with a spray of 'bullets'.  Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save, or half as much damage on a successful one.
  At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.


PEW PEW PEW
5th Level Evocation
Casting Time: 1 Action
Range: 120 ft.
Components: V, S
Duration: Instantaneous
You unleash 3 Rays of Force against one or more foes, each of which is a separate ranged spell attack roll.  On a hit the target takes 8d6 Force damage.

11
September 1776 / Re: Chapter 2: Haxan
« on: March 20, 2024, 08:00:55 PM »
"So there are packs in the woods as well.  That is not welcome news.  Are you familiar with the Mental Ward technique?"

12
September 1776 / Re: Talkin' like it's 1759! (OoC chat)
« on: March 20, 2024, 07:57:28 PM »
No worries, I came down with pc issues right as you got back.

13
THE OATH OF THE FROG COUNCIL
You are devoted to seeing justice served, whatever the price.  When you graduated Paladin school, you tried working for several Gawds, but they all proved to be...sketchy in person.  Then a fellow graduate brought you to the council.  Finally, someone who had principles, and stood for them!  You tend towards Neutrality and Good, though most traditional Paladin's refer to you as "that humorless jerk with the stick in his..."  Well screw those guys.  The Frogs do more good in the world than most of the Gawds combined.  Plus, they really let you 'smite' the bad guys, unlike the Gawds who insist you be 'nice'.  When has Evil ever respected nice?

TENETS OF THE COUNCIL
The council demands that you follow tenets that are similar to the Oath of Devotion.  You are, however, allowed to raise a little hell, so to speak.

Justice. You uphold justice, not the law.  Unjust laws are not to be followed.  You get into political activism a lot.

Principle. Be willing to lay down your life, if necessary, for what you believe in.  But only if necessary, we can't afford to lose good people on a whim.

Protection. Protect the weak and innocent.  Punish those who harm them without mercy.  This doesn't mean you can just kill them, especially when other punishments are more appropriate.  Death can be a mercy to some.

Loyalty. Keep your word.  Do your best to be dependable at al times.  This does not mean you should let yourself be taken advantage of.  If you are forced to promise not to kill an Evil Warlord, get someone else to do it.

Oath Spells
Paladin Level  Spells
3rd: Bane, The Bad Ribbit*
5th: Marking Smite*, Zone of Ribbiting*
9th: Bestow Curse, The Frog From Somewhere*
13th: Summon Frulk!*, Wall of Frog*
17th: Behold the Fist of Justice!*, Croaking Smite*

CHANNEL DIVINITY
At 3rd Level, you gain the following two Channel Divinity options.

The Council's Wrath. As an Action, you can use your Channel Divinity to gain Advantage on attack rolls against any creature that is Marked, either by a Marked Smite spell or a Warlock of the Frog Council.  This effect lasts for 1 Minute.

Turn the Marked. As an Action, you can use your Channel Divinity to rebuke the foes of the council.  Any creature that is within 30 feet that is Marked, either by a Marking Smite spell or a Warlock of the Frog Council, must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action

AURA OF JUSTICE
At 7th Level you shed an aura of divine punishment.  Any creature Marked by a Marked Smite spell, or the Mark ability of a Warlock of the Frog Council takes an extra 1d4 frog damage every time they take damage within 10 feet of you.  This expands to 30 feet at 18th Level.  A small frog literally runs screaming at them from the darkness to backhand them, and then flees, never to be seen again.

PUNISH THE GUILTY
At 15th Level, whenever a Marked creature (see Marked Smite or Warlock of the Frog Council) successfully attacks you, it must make a Charisma Save or be pulled Prone by some helpful frog spirits.

CHAMPION OF JUSTICE
At 20th Level you can become a Avatar of smiting justice for 1 Minute!  This is a Bonus Action that gives you the following benefits:

You do an additional die of damage when using Divine Smite.

You may use Marking Smite without using a spell slot on one attack per round (this still uses a Bonus Action).

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.



Marking Smite
2nd Level Evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Instantaneous
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with green light as you strike, doing an additional 1d6 Frog damage. The attack Marks the target.  This Mark can only be gotten rid of by getting a favorable Judgement from the Frog Council, do a successful mission of atonement for them, or be the recipient of a Remove Curse, Dispel Evil or Good or Wish spell. Anyone can see the Mark, and they will know that the Frog Council considers the bearer a potential bad guy. Other servants of the Frog Council can see a message of up to 10 words that you can decide to include as part of the design. While they are marked you always know their location so long as they are within 1000 feet of you (this negates Invisibility or other Illusions that would conceal the target).  Spells like Nondetection or Mind Blank will temporarily suppress the tracking effect.   
  At Higher Levels: If cast as a 3rd Level of higher spell, the attack does an additional +1d6 damage per spell level.


Zone of Ribbiting
2nd Level Conjuration
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 Minute
You create a magical zone that becomes haunted by frog like entities in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, a creature is Deafened until it leaves  the area of effect, and takes 2d6 thunder damage every round it remains there.
  At Higher Levels: If cast as a 3rd Level of higher spell, the damage is increased by +1d6 per spell level


The Frog From Somewhere
3rd Level Conjuration
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (an origami frog)
Duration: Concentration, up to 1 Minute
A frog exits your clothing or equipment and rapidly circles your body while screaming, before biting down for 1d6 + your spellcasting ability modifier in frog damage.  Despite any effort by the target, the frog cannot seem to be grasped or affected in any way, as evidenced by it pausing every so often to give the target the finger.  As a bonus action on your turn, you can move the frog up to 20 feet and repeat the attack against a creature within 5 feet of it.  Any target that takes damage loses it's Reaction on it's next turn.
  At Higher Levels: If cast as a 4th Level of higher spell, the damage increases by 1d6 for every two slot levels above 2nd.


Summon Frulk
4th Level Conjuration
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (giant frog's tooth)
Duration: Concentration, up to 1 hour
You call forth a hulking frog spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Frulk stat block.  The creature resembles a malignant, froglike semi-humanoid thing. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger.
  At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears on the stat block.


Frulk
Medium Monstrosity 
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 40 + 10 for each spell level above 4th
Speed: 30 ft., Swim 30 ft.
Str: 16
Dex: 10
Con: 15
Int: 6
Wis: 10
Cha: 16
Damage Resistances: Bludgeoning
Senses: Darkvision 60 ft., passive perception 10
Languages: understands the languages you speak
Proficiency Bonus: equals your proficiency bonus
Actions:
Multiattack. The aberration makes a number of attacks equal to half this spell’s level (rounded down).
Frogit!. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + PB + the spell's level) frog damage, and the target is grappled (escape DC 11 + PB).

Wall of Frogs
4th Level Conjuration
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (a dead cricket)
Duration: Concentration, up to 1 minute
You create a wall of frogs on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d4 frog damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d4 frog damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage
  At Higher Levels: If cast as a 5th Level of higher spell, the damage increases by 1d4 for each slot level above 4th.


Behold the Fist of Justice!
5th Level Evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Instantaneous
The next time you hit a creature with an unarmed strike attack before this spell ends, your fist shines with light, and the attack deals an extra 5d10 magical bludgeoning damage to the target.  Additionally the target must make a Strength Saving Throw or be knocked up to 60 feet away in any direction, lands prone, and is Stunned until the beginning of your next turn.  It takes an additional 1d6 non-magical bludgeoning damage per 10 feet it travels.
-

Croaking Smite
5th Level Evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 Minute
The next time you hit a creature with a weapon attack before this spell ends, your weapon rumbles thunder, and the attack deals an extra 8d6 thunder damage to the target.  Additionally, the target must make a Wisdom Saving Throw or be Incapacitated for 1 Minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.





14
ANURAMANCER   (Sorceror Subclass)
Anuramancers are experimenters attempting to perfect frog based magic.  The council chooses younglings who have an inborn talent for their arts in order to further develop frog based magics.  They also hand out Frog Familiars to those the council wishes to reward, and may the Gawds help anybody who squishes one.  Because in addition to being beloved by the council, the little frog critters also spy for them.

EXPANDED SPELL LIST
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Anuramancy Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a abjuration or an enchantment spell from the bard, warlock, or wizard spell list.

Sorceror Level  Spells
1st: A Frog Speaks In The Darkness*, The Bad Ribbit*
3rd: All The World Is Frog*, Fortune's Favor
5th: Bestow Curse, Poison Arrow*
7th: Ray of Frog*, Shout*
9th: Contagion, Frogmorph*


FROG EYES
At 1st Level, whenever you cast a spell that requires a Saving Throw, you may Restrain one target, if it fails the Save, until the beginning of your next turn.  You may do this a number of times per long rest equal to you Proficiency Bonus (Fans of Yakuza Apocalypse will get the joke).

HERE, TAKE THIS FROG
At 6th Level, you may summon a Frog as a 10 Minute ritual once per long rest, but you may only have one unassigned frog at a time. The Frog appears in an unoccupied space of your choice that you can see within 30 feet of you.  The Frog Council will only let you create and assign these Frogs for individuals they deem worthy, so you can't just go around spamming them.  You can basically create one Frog, and when you receive a message from the council to assign it to someone, then you can summon another Frog.

The Frogs are friendly to you and their new companion and obey your commands. See this creature's game statistics in the This Frog stat block, which uses your proficiency bonus (PB) in several places.

The Frog acts independently of you or it's assigned person, but it always obeys your commands (or it's new companions orders once you have assigned it, so long as they don't betray frogkind). In combat, it rolls its own initiative and acts on its own turn.

The Frogs remain until they are reduced to 0 hit points, or until you die (or their assignee dies once they have been assigned). 

This Frog
Tiny Celestial
Armor Class: 10 + PB
Hit Points: 4 + two times your sorcerer level
Speed: 20 ft, Climb 20 ft., Swim 20 ft.
Str: 3
Dex: 16
Con: 10
Int: 11
Wis: 14
Cha: 14
Senses: Darkvision 60 ft., passive perception 12
Languages: Common, Frog, Sylvan
Proficiency Bonus: equals your bonus
Abilities:
Commune.  This Frog can communicate with you or the Frog Council telepathically for 10 minutes per day.  This works at any distance so long as you are on the same Plane.
Familiar. This Frog has all the abilities of a Familiar (see the Find Familiar spell in the PHB), and can act as your familiar until assigned, at which point it becomes their Familiar.  It will still obey orders from both you and the council when they are given privately.  If their appointee betrays the council, or turns 'bad', the frog will inform the council and leave.
Actions:
Ribbit. Ranged Spell Attack: your spell attack modifier to hit, reach 10 ft. radius, one target. Hit: (1d6 + PB) thunder damage.
 

FROG SPELLS
At 14th Level, whenever you cast a damaging spell you may spend 2 sorcery points to make the spell do frog damage instead of it's normal  damage.  Frog Damage is a sort of wet, flubbery damage that has no known ability able to provide Resistance or Immunity to it.

WITNESS THE FROGAGEDDON
At 18th Level, you may use up your 9th Level spell slot (which must be available to use this ability) to summon a Frawgzilla.  Effectively this works like  a spell (see below).


A Frog Speaks In The Darkness
1st Level Evocation
Casting Time: 1 Action
Range: Self (10 foot radius)
Components: V, S
Duration: Instantaneous
Each creature in the spells area must make a Wisdom saving throw. On a failed save, a target takes 2d6 psychic damage and is frightened of the caster until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


The Bad Ribbit
1st Level Evocation
Casting Time: 1 Action
Range: Self (10 foot radius)
Components: V, S
Duration: Instantaneous
Each creature in the spells area must make a Constitution saving throw. On a failed save, a target takes 2d6 thunder damage and is deafened until its next turn. On a successful save, the creature is not deafened.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


All The World is Frog
2nd Level Illusion
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 Minute
The target of this spell must make a Wisdom Saving Throw on each of it's tuns for the duration of the spell, or perceive all living things (itself included) as frogs.  Specifically, the exact same, endlessly staring, malevolent frog.  On any round it fails, the target uses it's Action to scream while taking 2d4 psychic damage.


Poison Arrow
3rd Level Evocation
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 Hour
For the duration of the spell, one weapon you touch does +1d6 Poison damage when it hits.  Additionally, the target must make a Constitution Save, or be Poisoned until the start of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the extra damage increases to 2d6, and the weapon scores a critical on a 19 or 20. When you use a spell slot of 7th level or higher, the extra damage increases to 3d6, and the weapon scores a critical on an 18, 19 or 20..


Ray of Frog
4th Level Evocation
Casting Time: 1 Action
Range: 150 feet
Components: V, S, M (a drop of frog poison)
Duration: Instantaneous
The target of this ray must make a Dexterity Save.  If it fails it takes 7d6 poison, psychic or thunder damage (caster chooses when he casts the spell), and is Poisoned until the star of your next turn.  If the save is successful, the target takes half damage and is not Poisoned.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.


Shout
4th Level Evocation
Casting Time: 1 Action
Range: Self (30 foot Cone)
Components: V
Duration: Instantaneous
You unleash an ear-splitting scream (ribbit), and any creatures within range must make a Constitution Save.  A failed save means taking 5d8 thunder damage, while a successful one means taking half that damage.  A creature made of certain inorganic material such as stone, crystal or metal has disadvantage on this saving throw. 
  At Higher Levels: If cast as a 5th Level of higher spell, it does an additional d8 damage per slot level above 4th.  At 6th Level or higher, creatures who fail the saving throw are also deafened for 1 Minute.  At 8th Level the range becomes Self (60 foot Cone).  At 9th Level, targets who fail a Save are also Stunned until the beginning of your next turn.


Frogmorph
5th Level Transmutation
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: 1 Hour
One creature within range must make a Wisdom Save, or be turned into a  harmless frog (see Monster Manual for statblock).  Shapechangers automatically succeed at this saving throw.  The transformation lasts for the duration, or until the target drops to 0 hit points or dies.  The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.


The Frogageddon
9th Level Conjuration
Casting Time: 1 Action
Range: Sight
Components: V, S
Duration: Concentration, up to 1 Minute
Frawgzilla rides again, appearing at any point within range.  Any creature within a 40 foot radius of that point must make a Dexterity Save at the beginning of each of your turns.  If it fails, it takes 20d6 Frog damage, and is knocked Prone and considered Restrained until the area of effect moves away from it.  If it succeeds it takes half damage, and is shoved to the outside of the area of effect instead of being prone/restrained.  As a Bonus  Action you can move the point the spell is centered on up to 40 feet, and anything within 40 feet of the origin point as it travels must save against the damage.  Note that while this technically summons a creature, that creature is invulnerable to mere mortals, and so doesn't need stats.  It also blocks line of sight, creatures on one side of the effect cannot see into, or across from, the area of effect.  If Frawgzilla is summoned into an area to small to contain him, the area takes 20d6 Frog damage per round until he fits.

15
Uncle Kittie's Unnecessary Revisions / Re: 5E Monk Traditions
« on: March 17, 2024, 03:10:01 AM »
WAY OF THE MOIST PALM   (Monk Subclass)
You were raised to be the personal bodyguard of the Frog Council.  Despite your art being called the Way of the Moist Palm, that is effectively a quaint synonym for your tongue.  You keep your tongue in reserve as a hidden weapon.  Mostly because you don't like using it.  In addition to paying for your training, the Frog Council has had to pay for your PTSD therapy made necessary by being able to taste your opponents...

MOIST PALM TECHNIQUES
At 3rd Level, you can summon The Moist Palm by spending 1 Ki Point as a Bonus Action.  For the next 10 Minutes (or until you die/become incapacitated) you  can make Unarmed Strikes with your super stretchy tongue.  During this time you have the following benefits:

You can use the tongue to make an Unarmed Strike, and it's range is 5 feet greater than normal.  You use your Wisdom modifier for attack and damage rolls with the tongue.  Successful attacks by the tongue do Frog Damage.  Frog Damage is a sort of wet, flubbery damage that has no known ability able to provide Resistance or Immunity to it.  Additionally, if it successfully hits, the target must make a Strength or Dexterity Saving Throw (it's choice, Save DC is 8 + your Proficiency Bonus + your Wisdom modifier), or it is considered to be grappled (and restrained for as long as you maintain the grapple).  As a Bonus Action, you can move a creature grappled by the tongue up to 5 feet toward you. 

MOIST COUNTENANCE
At 6th Level, you may begin to sweat profusely for 10 Minutes (or until you die/become incapacitated) by spending 1 Ki Point as a Bonus Action (or as part of the Bonus Action used to summon the Moist Palm.  During this time you have the following benefits:

You gain Advantage on any rolls to Grapple an opponent, or escape being Grappled by them.  You become resistant to Acid, Fire and Psychic damage.  If you are already resistant to one of these  damage types, you temporarily become immune instead.

MOIST BODY
At 11th Level, when you summon your Moist Palm and Moist Countenance, your skin turns green and frog-like, and your limbs get longer.  Once on each of your turns, when you hit a target with the Moist Palm you can deal extra damage to the target equal to your Martial Arts die.  When you make an Opportunity Attack with your tongue, your opponent must make a Dexterity Save (Save DC is 8 + your Proficiency Bonus + your Wisdom modifier) or be Blinded as long as you maintain the Grapple due to your tongue occupying his face.

MOIST AWAKENING
Beginning at 17th level, you gain a few extra abilities when summoning you Moist Body and Countenance (this costs another +3 Ki Points).  You temporarily Teleport to any point you can see in range (which is equal to your land speed) instead of moving, thereby gaining immunity to effects that reduce your movement speed.  On any turn that you use this Teleport, you gain Advantage on all Saving Throws until the beginning of your next turn.

16
Uncle Kittie's Unnecessary Revisions / Re: Bard and Wizard Subclasses
« on: March 17, 2024, 03:05:45 AM »
RIBBITEER   (Bard SUbclass)
The Frog Council paid for you to go to College, where you specialized in throat singing, and as a thank you, you're now a walking billboard for them.  You're like The HU, but instead of singing of the glories of Mongolia, you sing about the glories of frog.  You also provide a method of spying on the public for the Council, as well as acting as a go between for setting up meetings with the disenfranchised people who contact the Council for help. 


HARMONY
At 3rd Level, you can sing as an Action, and any creatures of your choice within 10 feet must make a Wisdom Save against your spell save DC, or take 2d4 thunder damage, and begin to sing along with you (this uses their Bonus Action for the turn), requiring another saving throw from any creatures of your choice within 10 feet of them, or they take 2d4 thunder damage as well and also begin to sing.  This progresses until there are no creatures within range.  If the Saving Throw is successful, they take half damage, and do not sing.  Congratulations, you are a musical virus.  They must make another Save each round you use this ability.  The damage increases to 3d4 at Level 10 and 4d4 at Level 20.

THE POWER OF THE FROG
At 6th Level, any time an opponent fails a Saving Throw against one of your spells, you regain one Inspiration Die (max of one die per round).

THE FROG COUNCIL GETS OUT THE MESSAGE
 At 14th Level, you can empower a spell you cast up to three times per long rest.  One target affected by this spell has Disadvantage it's Saving Throw.  If the target chooses to use Legendary Resistance, this instead means it must now make a Save (but doesn't have Disadvantage on the roll).

17
Uncle Kittie's Unnecessary Revisions / Re: 5E Barbarian Path Variants
« on: March 16, 2024, 11:30:51 PM »
FRAWGHEMOTH
As a child you were possessed by angry, vengeful spirits.  The spirits of frogs, angry at the tribes for hunting them for their sweet, delicious legs.  At least that's what the spirits said.  Granted their resemblance to frogs was kind of...superficial.  The tribes shaman tried exorcisms, but to no avail.  You really didn't want the spirit to go away.  You'd always been shunned by the tribe for being different, and now you had a friend.  A friend who gave you super powers and neat advice.  Advice such as "Running at people screaming out of the darkness is socially acceptable."

Then, one day, the Frog Council visited the village.  "Let us train the lad" they said.  The village, eager to be rid of you, agreed.  Now you get to keep your friend!  And assist in the dispensing of froggy justice!  Which is mostly making people crap themselves by hulking out into ragefrog mode.

LOOMING TERROR
At 3rd Level, when you are Raging, you are surrounded by the spectral form of a hulking, hideous frog thing.  All Barbarians are spooky during rage, but few are haunted by their own personal nightmare fuel.  Any creature of your choice within 10 feet of you takes 2 psychic damage at the start of your turn.  The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.  Additionally, the first successful attack you make each turn does frog damage instead of it's normal damage type.  Frog Damage is a sort of wet, flubbery damage that has no known ability able to provide Resistance or Immunity to it. 

POWER OF THE FROG
At 6th Level, you may choose to end your Rage early voluntarily as a Bonus Action to release the Frog Soirit.  For the next Minute (or until you Rage again, whichever comes first). one target of your choice within 30 feet must make a Charisma Saving Throw (Save DC is 8 + your Proficiency Bonus + your Constitution modifier) or take 3d8 Psychic damage on a failed save (half that much if the save is successful) as it is savaged by the Frog Spirit.  If it fails the Saving Throw it is also Frightened of the Frog Spirit until the beginning of your next turn, and will not approach the Frog Spirits current position (i.e. it's current target).

RIBBIT STRONG!
At 10th Level you may choose to succeed at any one Saving Throw once per Rage.  This is not an Action, and you may see the result of the Saving Throw before deciding..

THE SHAPE OF FRAWGS YET TO COME
At 14th Level, you now do psychic damage to any creature of your choice within 30 feet.  Additionally, while you are Raging, when a creature of your choice that can see you starts its turn within 30 feet of you, you can force it to make a Charisma saving throw if you aren’t incapacitated.  If it fails, it takes 1d6 frog damage.  Save DC is 8 + your Proficiency Bonus + your Constitution modifier.

18
nother request

                      Crabcoon
                      Tiny Magical Beast (Amphibious, Aquatic)
Hit Dice:             1d10+1 (6 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Climb 20 ft., Swim 10 ft.
Armor Class:          16 (+2 Size, +1 Dex, +3 Natural), touch 14, flat-footed 15
Base Attack/Grapple:  +1/-3
Attack:               Pincer +4 melee (1d3)
Full Attack:          2 Pincers +4 melee (1d3)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Improved Grab, Constrict
Special Qualities:    Darkvision 60 ft., Scent, Spiderclimb, Electrovore
Saves:                Fort +3, Ref +3, Will +2
Abilities:            Str 10, Dex 12, Con 12, Int 4, Wis 14, Cha 6
Skills:               Balance +9, Climb +9, Escape Artist +5, Hide +13, Jump +3, Listen +4, Move Silently +5, Spot +6, Swim +4
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary, Pair or Swarm (3-12)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          2 HD (Small)
Level Adjustment:    ---

Crabcoons are furry grey crabs with the faces and tails of raccoons.  Unlike either crabs or raccoons, however, they feed on electricity.  Which means the little nuisances tend to chew on electrical lines.

Improved Grab (Ex): To use this ability, a Crabcoon must hit with a pincer attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.  Crabcoons have a +4 racial bonus on grapple checks.

Constrict (Ex): The Crabcoon does 2d3 damage with a successful Grapple Check.

Spiderclimb (Ex): A Crabcoon can climb sheer surfaces as though with a spider climb spell.

Electrovore (Ex): Crabcoons feed on electricity, and they are immune to electricity damage.   Electricity damage heals them for an equal amount of damage instead.

Skills: Crabcoons have a +8 Racial Bonus on Balance and Climb Checks.  They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks, and can always choose to take 10 on a Climb check, even if rushed or threatened.  They also have a +4 Racial Bonus on Escape Artist, Hide, Move Silently, Spot and Swim Checks.

Combat: Crabcoons are pretty fussy for their size.  They tend to go right for the grapple.

19
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.


20
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.


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