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Messages - bhu

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1
I got 25 out of 35 new cards done, will post as soon as I finish them.

2
THE MELISSAE


   
Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

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

 ENTRY REQUIREMENTS
   
   
   
   
   


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

Hit Dice: dx

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

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
PLAYING A CLASS NAME
 Brief description on how to play the class you are designing.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

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

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

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


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



EPIC CLASS NAME

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

3
Off Topic Fun / Re: The Small Rants Thread XII: The Folly of Life
« on: Yesterday at 09:15:59 PM »
so far as they can tell its just bruising.  they did bloodwork, chest and feet x-rays and an ekg and al came back ok

4
                      Wombat
                      Small Animal
Hit Dice:             1d8+2 (6 hp)
Initiative:           +3
Speed:                15 ft. (3 squares), Burrow 5 ft.
Armor Class:          15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +0/-3
Attack:               Claw +4 melee (1d3+1)
Full Attack:          2 Claws +4 melee (1d3+1) and 1 bite -1 melee (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Tunnel Fighting
Special Qualities:    Low-light Vision, Speed Burst, Armored Butt
Saves:                Fort +4, Ref +5, Will +1
Abilities:            Str 12, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills:               Hide +7, Listen +6, Move Silently +3, Search -3, Spot +2, Survival +2
Feats:                Weapon Finesse
Environment:          Warm Plains and Forest
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

Wombats are adorable little Australian critters that are deceptively strong for their size.   

Tunnel Fighting: The Wombat's penalties for fighting in restricted spaces (see Underdark page 112) are lowered by an additional -2.

Speed Burst: If scared, or it wishes to leave, once per hour the Wombat may move up to ten times it's base Land Speed for 1 full round as long as it takes the Run action.

Armored Butt: Wombats have thick smooth hide on their behinds to prevent predators from pulling them from burrows, giving them DR 3/- from rear attacks.

Skills: Wombats gain a +4 Racial Bonus on Listen Checks.

Combat: Normally shy and retiring, Wombats can be utterly vicious if cornered or scared.


                      Dire Wombat
                      Large Animal
Hit Dice:             8d8+40 (76 hp)
Initiative:           +1
Speed:                25 ft. (5 squares), Burrow 10 ft.
Armor Class:          16 (-1 Size, +1 Dex, +6 Natural), touch <#>, flat-footed <#>
Base Attack/Grapple:  +6/+17
Attack:               Claw +6 melee (1d6+7)
Full Attack:          2 Claws +6 melee (1d6+7) and 1 Bite +3 melee (1d6+3)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Tunnel Fighting
Special Qualities:    Low-light Vision, Speed Burst, Armored Butt
Saves:                Fort +11, Ref +7, Will +7
Abilities:            Str 25, Dex 13, Con 20, Int 2, Wis 12, Cha 6
Skills:               Hide +0, Listen +6, Move Silently +3, Search -2, Spot +1, Survival +4
Feats:                Multiattack
Environment:          Warm Plains and Forest
Organization:         Solitary
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---

Most Wombats are pet sized, despite not making very good pets.  Dire Wombats are rhinoceros sized.  They're also a tad more persnickety and less easily intimidated.

Tunnel Fighting: The Wombat's penalties for fighting in restricted spaces (see Underdark page 112) are lowered by an additional -2.

Speed Burst: If scared, or it wishes to leave, once per hour the Wombat may move up to ten times it's base Land Speed for 1 full round as long as it takes the Run action.

Armored Butt: Wombats have thick smooth hide on their behinds to prevent predators from pulling them from burrows, giving them DR 6/- from rear attacks.

Skills: Wombats gain a +4 Racial Bonus on Listen Checks.

Combat: Dire Wombats will run for brief periods of time to convince opponents they are fleeing.  Then the little fluffy bastards circle back around and charge you from behind.

5
September 1776 / Re: Chapter 1: A New Beginning
« on: Yesterday at 07:27:14 PM »
one off thing

the townsfolk are as usual: terrified

6
"Aw man this is gonna take a while..."

7
Off Topic Fun / Re: The Small Rants Thread XII: The Folly of Life
« on: Yesterday at 07:24:47 PM »
parts of my feet are now black.  apparently i've injured them without realizing it.

8
VENANDI


   
"A Lion runs the fastest when he is hungry."

 Venandi are tall, thickly built humanoids with leonine feet, ears and tails.  Their hair extends into something like a traditional Lion's mane, even in females.  Their fingers have retractile claws.

VENANDI RACIAL TRAITS
·   +2 Str, +2 Dex, +2 Con, -2 Int, -2 Cha
·   Size Class: Medium
·   Humanoid
·   Base speed 40 ft.
·   +3 Natural AC Bonus
·   Low-light Vision
·   Pounce (Ex): When a Venandi makes a charge, it can follow with a full attack—including rake attacks.
·   Rake (Ex): A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple.  A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn. The Claws do 1d6 plus Str Modifier.
·   Scent (Ex): Identical to the ability listed in the MM.
·   Powerful Build (Ex):
Whenever a Venandi  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 Venandi  is treated as one size larger if doing so is advantageous to him.

A Venandi 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. A Venandi  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.
·  Venandi have a Primary Claw attack doing 1d4 plus Strength Bonus, with two Claws on a Full Attack.
·   Venandi have a +2 Racial Bonus on Balance, Hide and Move Silently Checks.  They also gain Track as a Bonus Feat.
·   Venandi automatically speak Venandi.  Bonus languages include any nearby race.
·   Level Adjustment: +1
·   Favored Class: Barbarian or Scout.

STARTING AGE
 Adulthood: 30
 Barbarian, Rogue, Sorcerer: +1d6
 Bard, Fighter, Paladin, Ranger: +2d6
 Cleric, Druid, Monk, Wizard: +4d6

AGING EFFECTS
 Middle Age: 60
 Old: 80
 Venerable: 120
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 6'4" Female: 6'1"
 Height Modifier: +2d12"
 Base Weight: Male: 220 lbs.   Female: 180 lbs.
 Weight Modifier: x(2d6) lbs.

VENANDI CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Why members of this class go on adventures.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A VENANDI
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

VENANDI SOCIETY
 The Venandi are nomadic hunter-gatherers who are always on the move.  They tend to follow herds of prey and never stay anywhere for long.
 Alignment : Most Venandi are Neutral as they keep to themselves.  Being a pack society they have many who are Lawful as well.
 Lands : The bulk of Venandi live in warm grasslands.
 Settlements : Venandi travel a lot, and many will go anywhere their prey goes.
 Beliefs : The Venandi tend to worship nature deities, particularly hunting and community leaning gods.
 Relations: Venandi treat all other races as individuals, but insist they must all be able to keep up and fend for themselves.

VENANDI ADVENTURES
Give at least three examples of an adventure for or involving a member of this race


10
September 1776 / Re: Chapter 1: A New Beginning
« on: July 16, 2018, 04:53:45 PM »
The body is burning yes.  Your trip to town is uneventful.

11
Just Morte.  Theres a lot of old skeleton remains, and in various places the compound has collapsed due to age.  You see evidence of traps everywhere though.

12
Jester's Realm / Re: Chattin' 2
« on: July 11, 2018, 01:25:31 PM »
Sorry for the delays.  Apparently they ended the harassment investigation without telling me.  I called to ask whats up and got told "Oh, dont you remember our last conversation?  People just need to be more respectful of each other and we can move past ths."  No ma'am, at our last conversation you were all wrath of god.  But apparently im in no trouble, the investigation is done and all is settled and no one fucking told me.

13
September 1776 / Re: Chapter 1: A New Beginning
« on: July 11, 2018, 01:22:22 PM »
From your north.

14
September 1776 / Re: Chapter 1: A New Beginning
« on: July 02, 2018, 08:47:10 PM »
It appears to work.  No parasites emerge, so perhaps they weren't far enough along in development.  The hunter never wakes, even when you put the musket ball in him.  One of the men says a short prayer.

It's then you hear an unearthly shriek in the distance.

15
spot rolls plz

16
Jester's Realm / Re: Chattin' 2
« on: June 28, 2018, 12:54:30 AM »
Investigation starts tomorrow.  OSHA investigation of the client prolly starts during holiday shutdown next week.  Gonna be interesting times.  My problem begins with my discovering someone had been using the company phones too look up porn.  There were discussions that a guy who quit was responsible and I gave my opinions on why that was horse shit.  And now, weeks later, someone has been offended.  Coincidentally that someone is pissed because they had fallen down stairs, and my offer to take the more demanding route that day was misinterpreted as an accusation of incompetence.

17
The Kobolds do have some partial maps, and are rummaging through the devils stuff to fins more accurate ones.

18
September 1776 / Re: Chapter 1: A New Beginning
« on: June 28, 2018, 12:48:29 AM »
He is neither conscious or moving, and seems to have no one to speak of.  It's why he was on the hunting party.

19
Jester's Realm / Re: Chattin' 2
« on: June 27, 2018, 03:58:20 AM »
Surprisingly okay despite everything.

20
Jester's Realm / Re: Chattin' 2
« on: June 25, 2018, 09:13:40 PM »
My apologies for the delay, I have been accused of harassment at work and there was an industrial accident that may have resulted in a fatality.  Things are weird to say the least.

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