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31
Uncle Kittie's Unnecessary Revisions / Re: 5E Barbarian Path Variants
« Last post by bhu 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.
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Arhosa / Adawolf [NPC]
« Last post by Stratovarius on March 16, 2024, 10:02:36 PM »
Adawolf

Medium Monstrous Humanoid (Kier 2/Savage 1/Kier Raider 3)
Hit Dice: 2d8+4d12+12 (47 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: TBD
Base Attack/Grapple: +6/+11
Attack: TBD
Full Attack: TBD
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision, Scent, Woodland Stride, Swift Tracker
Saves: Fort +8, Ref +12, Will +2
Abilities: Str 20, Dex 18, Con 14, Int 14, Wis 8, Cha 8
Feats: Controlled Leap (1), Extra Predator's Strike (3), See the Weakness (6), Track (b), Lifesense (b)
Skills: Athletics 14, Knowledge (Nature) 11, Perception 8, Stealth 13

(click to show/hide)

(click to show/hide)

(click to show/hide)
33
[Arhosa] Arhosa PbP / Re: Anti Nowhere League [OOC]
« Last post by Skyrock on March 16, 2024, 08:56:06 AM »
Without speaking to anyone about what she is doing, Gwaedwen uses Morphic Ritual to turn Speed of the Fallen (3HD) into Enervating Star (3HD).

If she can complete the 5 minutes for the morph uninterrupted, she immediately sends the Enervating Star 30ft away towards the other voices, or, if that illuminate the party's scouts, to the side instead.
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Arhosa / Re: Painwarper [Prestige]
« Last post by Stratovarius on March 15, 2024, 09:56:32 PM »
Cleaned up a little bit, especially The Whites of Their Eyes. Also updated the skills to the modern Arhosan setup.
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Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: General Weirdness
« Last post by bhu on March 15, 2024, 09:14:03 PM »
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.
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[Arhosa] Arhosa PbP / Re: Anti Nowhere League [OOC]
« Last post by Stratovarius on March 15, 2024, 08:35:10 PM »
As night falls, the forest around you seems to come alive with mystery. The canopy above is so thick that not even the moon’s glow penetrates the darkness that envelops your group. As you prepare your evening's encampment, the quiet of the night is pierced by the distant sound of conversations. The low murmur of voices is too faint to discern the words but clear enough to tell there are quite a few talking. You are still a ways from Fracha or where you expect to encounter the caravan of slaves, even if it swung north. Given you've heard them and they, presumably, haven't heard you, you have a moment to confer. Of course, talking might alert them to your presence.

Anyone wishing to talk out loud should make a Stealth check.
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[Arhosa] Arhosa PbP / Re: Fasnachu's Curses [Dice]
« Last post by Stratovarius on March 15, 2024, 08:27:26 PM »
Rolled 1d20+6 : 8 + 6, total 14

Rolled 1d20+9 : 20 + 9, total 29

Rolled 1d20+8 : 12 + 8, total 20

Rolled 1d20+8 : 17 + 8, total 25

Rolled 1d20+12 : 17 + 12, total 29
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[Arhosa] Arhosa PbP / Re: Fasnachu's Curses [Dice]
« Last post by Stratovarius on March 15, 2024, 08:21:48 PM »
Rolled 1d20 : 18, total 18
39
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Cinematica
« Last post by bhu on March 15, 2024, 12:53:31 AM »
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.

40
September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on March 14, 2024, 10:16:31 AM »
"On the way into town, we killed some ghouls that were picking our people off. I'm not sure if they're from the same pack or not, but I'd hardly consider that murder. My guess is he's referencing my initial incursion into their territory and leading our assault on their tombs. This all started when I followed some suspicious-looking people to see where they were going. I'm capable of being quite discreet when scouting."
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