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Creations & Ephemera / Re: Kickstarters and Other Crowd-Funding Mega-Thread!
« Last post by Kethrian on March 20, 2019, 03:14:59 PM »
Tsukuyumi: Full Moon Down 1.1 update and now with minis!

For those who didn't see/back the original, it's an asymmetrical PvPvE board game, where each player picks a faction and works to control as much of the map as possible, as well as completing goals.  Each faction is very different from one another, and some are great counter-picks to others, though this does not guarantee victory.  The game is also diceless, it's all about the strength of your forces vs your opponent's, and which tactics you utilize.  There is also an addon for a cooperative mode, if that interests you.
[D&D 5E] Coastal Troubles / Re: OOC Thread
« Last post by Nanshork on March 20, 2019, 02:40:05 PM »
Yep, only out for one round isn't bad!

Edit: Your turn Kuro.
Off Topic Fun / Re: Awesome stuff you have to share, V4
« Last post by Nytemare3701 on March 20, 2019, 02:17:44 PM »
I started a new diet last saturday. It's going extremely well. I haven't felt this good in years, and my food costs have plummeted. I'm going to take a picture today (since the water weight is done dropping off) so I have a "Before". If all goes well there should be an awesome "After" in a few months.
[D&D 5E] Coastal Troubles / Re: OOC Thread
« Last post by Raineh Daze on March 20, 2019, 11:45:46 AM »
Well, at least I didn't enter into a loop of failed rolls. xD
[D&D 3.5] Arhosa / Re: Beholden of Amserwch [OOC]
« Last post by Nanshork on March 20, 2019, 09:33:52 AM »
That's fine with me.
[D&D 3.5] Arhosa / Re: Beholden of Amserwch [OOC]
« Last post by Avalon® on March 20, 2019, 09:32:29 AM »
You guys okay with me going as a Cyfnewid Totem Master? We can still go with the survival of the fittest theme.
[D&D 5E] Coastal Troubles / Re: OOC Thread
« Last post by Nanshork on March 20, 2019, 09:16:05 AM »
It was that or more damage, I decided this was a nicer option.  :p
Oslecamo's Improved Monster Classes / Nereid
« Last post by oslecamo on March 20, 2019, 06:01:43 AM »


Attack Bonus

1+0+0+2+2Nereid Body, Shawl, Drown, Novice Water Magic, -2 Str, +2 Dex, +2 Cha
2+1+0+3+3Aqua Camouphlage, Shy Summon Water Elemental, Speak with Animals, +1 Dex, +1 Cha
3+2+0+3+3Mistress Water Magic, Aqua Spell +1 Dex, +1 Cha
4+3+0+4+4Displacement, Shimmering Summon Water Elemental, +1 Dex, +1 Cha
Skills: 6+Int modifier per level (x4 at 1st level. Class Skills: (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)

Proficiencies: Simple weapons.

Class Features:
Nereid Body: The Nereid loses all other racial bonus and gains Fey traits (basically lowlight vision) plus the Aquatic and Extraplanar Subtypes. It's a medium sized Fey with base speed 30 feet and a 40 feet swim speed. In addition she gains a Deflection bonus  to AC equal to her Cha mod plus resistance to Fire and Cold equal to 4+HD. A Nereid can speak Aquan with a voice that sound like the soft hiss of surf and write it with letters than seem waves besides normal languages (common plus extras for high Int score).

Shawl (Su): Every nereid is wrapped in a delicate shawl of seafoam white, to which its essence is bound. A nereid whose shawl is destroyed quickly fades and dies within 1 hour. Cruel individuals coerce the service of nereids by stealing their shawls, and a nereid so deprived will do everything in its power to regain the item.
A nereid’s shawl can be taken while it is worn by using the disarm action (see page 155 of the Player’s Handbook), though this is a difficult task. Treat the shawl as a well-secured item, which means that you must first pin the nereid before you can use the disarm action (and even then, the nereid gains a +4 bonus on its roll to resist the attempt).

Drown (Su): A nereid can make a special touch attack to try to fill an opponent’s lungs with water as a standard action and demanding a melee touch attack. If the Nereid succeeds on this touch, the opponent can resist this effect with a DC 10+1/2 HD+Cha mod Fortitude save. On a failed save the opponent begins to drown (see Drowning on page 304 of the Dungeon Master’s Guide), except after reaching -1 HP the water mysteriously disappears and the victim just counts as dying. If all Nereid levels were taken, then Drown can use the full drowning rules, making the victim doomed as soon as they fail their save. The Nereid can wait until the last moment to make this choice.

Water Magic: The Nereid develops some natural watery magic. Any save DCs are 10+1/2 HD+Cha mod.

Novice- At first level the Nereid can use Create Water 2/hour per HD and Air Breathing 2/day per HD. If the Nereid targets herself with Air Breathing, she doesn't expend any uses.

Mistress-At 3rd level Control Currents 1/day per HD plus level Control Water and Wall of Ice 1/day plus another time per day per 5 HD.

Aqua Camouphlage: At 2nd level a Nereid is nearly impossible to detect in its element, with a shimmering body that is almost transparent. On the rare occasions that a nereid leaves the water, it takes on a more solid-looking appearance, resembling a pale elf wearing a distinctive shawl.. This grants the Nereid a Racial bonus to Hide and Move Silently checks equal to 4+Nereid level+half otther levels while in water deep enough for a creature of her size to drown, and in addition allows her to hide in such conditions even if she has nothing to hide behind.

Shy Summon Water Elemental (Sp): Starting at 2nd level as a standard action once per day plus another time per 5 HD a nereid can  summon one Small water elemental anywhere either adjacent to her or on a body of water big enough whitin 50 feet plus 10 feet per HD.

 The summoned elementals remain for 1 hour or until slain or until you use this ability again.

Speak with Animals (Su): Starting at 2nd level Nereids can speak with animals, though only simple concepts can be communicated (as the speak with animals spell).

Aqua Spell:
At 3rd level the Nereid may replicate any cleric or druid or wizard [Water] spell of a level no higher than half her HD as a SLA by expending a number of her Create Water SLA uses equal to twice the spell's level. Any save DCs are 10+1/2 HD+Cha mod.

Displacement (Su): Starting at 4th level nereid’s shimmering form makesits true location difficult to surmise. Any melee or ranged attack directed against it has a 50% miss chance unless the attacker can locate the nereid by some means other than sight. A true seeing effect allows the user to see the nereid’s position, but see invisibility has no effect.

Shimmering Summon Water Elemental: At 4th level the Nereid’s summoning ability improves. Instead of one small water elemental,  she can instead summon 1 medium water elemental or 1d3 small water elementals.

If the Nereid has 6+ HD, she can instead summon 1 large water elemental or 1d3 medium water elementals or 1d4+1 small water elementals.

If the Nereid has 8+ HD, she can instead summon 1 huge water elemental or 1d3 large water elementals or 1d4+1 medium water elementals or 1d6+2 small water elementals.

If the Nereid has 10+ HD, she can instead summon 1 greater water elemental or 1d3 huge water elementals or 1d4+1 large water elementals or 1d6+2 medium water elementals or 1d8+3 small water elementals.

If the Nereid has 12+ HD, she can instead summon 1 elder water elemental or 1d3 greader water elementals or 1d4+1 huge water elementals or 1d6+2 large water elementals or 1d8+3 medium water elementals or 1d12+4 small water elementals.

If the Nereid has 18+ HD, she can instead summon 1 monolith water elemental or 1d3 elder water elementals or 1d4+1 greater water elementals or 1d6+2 huge water elementals or 1d8+3 large water elementals or 1d12+4 medium water elementals or 1d20+5 small water elementals.

Otherwise this works as Shy Summon Water Elemental.

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Oslecamo's Improved Monster Classes / Re: Elder Eidolon (aka, the Mecha Musume)
« Last post by oslecamo on March 20, 2019, 05:56:11 AM »
Not even tentacles are safe from waifus.
Wait, wasn't it supposed to be the other way around?

(also yes stupid photobucket and other image hosting services screwing things around, still finding pics to fix in my stuff)
[D&D 3.5] The Artifact Crown / Re: The Crown's Council (team Mexilhoeira IC)
« Last post by Jarob22 on March 20, 2019, 04:53:57 AM »
Ghu’Del thinks for a moment and says to Kazimir: “I have no public affiliation with any of these knights nor any such ‘reputation’ as far as I am aware, though my profile in my 61 foot real body is far from...low. I am able to masquerade in this alternate form but it will be fairly obvious to anyone who looks that I am not...normal. Does anyone have means of disguise? Perhaps we can use that to get ourselves an ‘in’ so to speak?

He looks sideways at Ozielle when she finishes speaking and says “Well if you’re offering...I do enjoy shellfish...but I’m not too fussy.” He looks curiously and a little suspiciously at Ozielle, not quite believing that someone would be offering themselves as a serving maid so quickly in stranger’s company.
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