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Off Topic Fun / PC Motherboard
« Last post by Thomas Black on Today at 12:44:13 AM »
The motherboard serves as the backbone of the computer, connecting all of its parts and enabling communication between them. None of the components of the computer, including the hard disc, GPU, and CPU, could interact without it. For a computer to function properly, the motherboard must be fully functional.
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You Break it You Buy it / Soul of the Waste = A new form of pseudo-immortality?
« Last post by Nytemare3701 on February 06, 2023, 09:27:45 AM »
Soul of the Waste (Sandstorm) is WEIRD.
(click to show/hide)

Ok, so first up, is this thing making sand out of nothing or merging with existing sand?
Quote
You meld your body and possessions into an accumulation of sand, dust, ash, or even loose earth.
The area must be large enough to accommodate your body in all three dimensions.
When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the sand.
I assume this is existing sand, because it doesn't specify that it's conjured up...which means shapesand is on the table!
Quote
Shapesand is a special kind of wasteland soil that is psychoreactive; it can be sculpted into any form according to your will. The new object is made of sand, but serves as a normal item of the same sort. A shapesand hammer functions just like an ordinary hammer, and a shapesand waterskin is just as watertight as an ordinary skin.
Controlling shapesand is an exercise in willpower. A DC 16 Wisdom check establishes control of a volume of sand based on the shaper's Wisdom score (table)
20 wisdom gets you control of a 10ft cube of the stuff, which is plenty.
Then there's this line:
Quote
Since the substance you inhabit is an accumulation of many particles, it is difficult to damage the material (and you).
followed immediately by some examples of specific situations in which you DO take damage. This heavily implies you are immune to damage from anything that doesn't destroy the sand, otherwise this line would do nothing at all.

Anyway, I'm gonna persist this and use blindsight for vision. Also, unlike wildshape, your melded gear isn't explicitly disabled.
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Jester's Realm / Re: New Campaign Thread: Chickens on Cocaine
« Last post by Nanshork on February 05, 2023, 09:54:19 PM »
Ashgar follows allow without a care in the world.
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Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Biblical Weirdness
« Last post by bhu on February 05, 2023, 08:04:12 PM »
https://en.wikipedia.org/wiki/Serpopard
https://cryptidz.fandom.com/wiki/Serpopard
http://www.touregypt.net/featurestories/beasts.htm

  Serpopard
                      Large Magical Beast
Hit Dice:             5d10+15 (42 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +6/+16
Attack:               Bite +11 melee (1d8+9)
Full Attack:          2 Bites +11 melee (1d8+9)
Space/Reach:          10 ft./5 ft. (10 ft. w/Bite)
Special Attacks:      Snake's Swiftness, Improved Grab, Rake
Special Qualities:    Darkvision 60 ft., Scent
Saves:                Fort +7, Ref +8, Will +3
Abilities:            Str 22, Dex 18, Con 16, Int 4, Wis 15, Cha 12
Skills:               Balance +8, Climb +8, Hide +11, Listen +6, Move Silently +11, Spot +6, Swim +6, Survival +4
Feats:                Alertness, Stealthy
Environment:          Warm Plains
Organization:         Solitary or Pair
Challenge Rating:     4
Treasure:             None
Alignment:            Neutral
Advancement:          6-10 HD (Large)
Level Adjustment:     ---

The Serpopard is known from Egyptian and Mesopotamian art, and may be a heraldic beast.  There is no known name for it, so it was dubbed the Serpopard.  While they are depicted in modern times as leopards with serpent necks, the original depictions were more long-necked lionesses.  There's not much else to say about it, except that there was a blur about combination animals representing divine power in Egypt.

Snake's Swiftness (Ex): The Serpopard makes 2 Bites with a Full Attack, and does +1d6 damage if it's opponent is Flat-footed or Denied it's Dexterity Bonus to AC.

Improved Grab (Ex): To use this ability, a Serpopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): Attack bonus +11 melee, damage 1d4+3

Skills: Serpopards have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Combat:
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Jester's Realm / Re: New Campaign Thread: Chickens on Cocaine
« Last post by RobbyPants on February 05, 2023, 08:02:20 PM »
"Hmmm... that didn't work so well. I guess we'll just have to tell them what we found."

If there are any identifiable or interesting pieces, Yylris grabs one. Other than that, he heads back to the camp.
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Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Biblical Weirdness
« Last post by bhu on February 05, 2023, 08:01:33 PM »
https://en.wikipedia.org/wiki/Aigamuxa
https://mythus.fandom.com/wiki/Aigamuxa


  Aigamuxa
                      Large Monstrous Humanoid
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>
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September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on February 05, 2023, 08:00:52 PM »
Elizabeth heads out there to see if there is a hidden lair, or if he's going, to feed.
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Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Biblical Weirdness
« Last post by bhu on February 05, 2023, 07:58:15 PM »
https://en.wikipedia.org/wiki/Lightning_bird
https://ztevetevans.wordpress.com/2016/05/18/african-folklore-the-lightning-bird/
https://roadtravel1.wordpress.com/2015/02/12/impundulu-the-lightning-bird/
https://cryptidz.fandom.com/wiki/Lightning_Bird

  Impundulu
                     Medium Outsider (Native)
Hit Dice:             6d8+ (<average # of hp> hp)
Initiative:           
Speed:                20 ft. (4 squares), Fly 80 ft. (Average)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  +6/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Blood Drain, Summon Storm, Immunities, Eggs, Curse
Special Qualities:    Alternate Form, Dark Vision 60 ft.,
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               Knowledge (Arcana, History, Local, Nature, Religion), Listen, Spot
Feats:                <Bonus feat>B, <feats>
Environment:          Any warm land
Organization:         Solitary
Challenge Rating:     <##>
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          <>
Level Adjustment:     ---
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Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Biblical Weirdness
« Last post by bhu on February 05, 2023, 07:52:49 PM »
https://cryptidz.fandom.com/wiki/Kikiyaon
https://itsmth.fandom.com/wiki/Kikiyaon
https://en.wikipedia.org/wiki/Soul_eater_(folklore)

  Kikiyaon
                      Medium Outsider (Native)
Hit Dice:             7d8+35 (66 hp)
Initiative:           +4
Speed:                40 ft. (8 squares), Fly 80 ft. (Average)
Armor Class:          19 (+4 Dex, +5 Natural), touch 14, flat-footed 15
Base Attack/Grapple:  +7/+12
Attack:               Claw +12 melee (1d6+5)
Full Attack:          2 Claws +12 melee (1d6+5) and 1 Bite +7 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Terror, Devour Soul
Special Qualities:    Darkvision 60 ft., Superior Low-light Vision, SR 17, DR 10/Magic
Saves:                Fort +10, Ref +9, Will +8
Abilities:            Str 20, Dex 18, Con 20, Int 14, Wis 16, Cha 16
Skills:               Climb +15, Hide +14, Knowledge (Arcana, Nature, The Planes, Religion) +12, Listen +11, Move Silently +14, Spellcraft +12, Spot +17, Survival +13
Feats:                Ability Focus (Devour Soul), Alertness, Wingover
Environment:          Warm Forest
Organization:         Solitary, pair, or company (3-5)
Challenge Rating:     6
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          8-14 HD (Medium), 15-27 HD (Large)
Level Adjustment:     ---

The Kikiyaon, also known as the Soul Eater or Soul Cannibal, terrifies the people of Gambia.  The cryptid version could easily just be a Giant Owl,  The supernatural version, which I have here, is described as a 5 foot tall owl man, with a 20 foot wingspan.  It has greyish green fur, a tufted tail, and a sharp spur on the shoulder joints.  It's cry sounds like the wails of the damned, and it smells like dead snakes.  It is said to be conjured up by witches to plague victims in their dreams while slowly devouring their soul.  The soul stealing bit is vague, so you'll pardon me if I wing it.

Terror (Su): A Kikiyaon can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 16 Will save or be affected as though by a fear spell (caster level 10th). A creature that successfully saves cannot be affected again by the same Kikiyaon’s aura for 24 hours. Other Kikiyaon are immune to the aura. The save DC is Charisma-based.

Devour Soul (Su): As a Full Round Action, the Kikiyaon can choose one living opponent within 60 feet.  That opponent must make a DC 18 Willpower Save.  If the Save succeeds, the target is immune to this Kikiyaon's Devour Soul Ability for 24 hours.  If it fails, the Kikiyaon steals it's soul.  This has no immediate effect (although not having a soul may make the target immune to certain effects), the target is pursued nightly in it's dreams by the Kikiyaon, and loses 1 point of Charisma per day until it reaches 0 and dies, or someone kills the Kikiyaon.  Once the target reaches 0 Cha, it  turns to dust and blows away on the wind.  It may not be raised or resurrected.  If the Kikiyaon is killed before the victim dies, it regains 1 Cha per day.  Visually this looks like a wasting disease.

Superior Low-light Vision (Ex): A Kikiyaon can see five times as far as a human can in dim light.

Skills: Kikiyaon have a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks.

*When in flight, Kikiyaon gain a +8 bonus on Move Silently checks.

Combat: The Kikiyaon usually opens with Terror to split the party, before chasing it's appointed target to devour it's soul.
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Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Fortean Hallucinations
« Last post by bhu on February 05, 2023, 07:50:01 PM »
  https://en.wikipedia.org/wiki/Dingonek
https://cryptidz.fandom.com/wiki/Dingonek
https://cryptidarchives.fandom.com/wiki/Dingonek
https://abookofcreatures.com/2019/06/17/dingonek/



Dingonek cryptid version
                      Large Aberration
Hit Dice:             8d8+40 (76 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          18 (-1 Size, +2 Dex, +7 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +6/+18
Attack:               Bite +13 melee (1d8+8)
Full Attack:          1 Bite +13 melee (1d8+8) and 2 Claws +8 melee (1d6+4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab, Pounce
Special Qualities:    Low-light Vision, Scent, Darkvision 60 ft., Hold Breath
Saves:                Fort +7, Ref +4, Will +7
Abilities:            Str 26, Dex 14, Con 21, Int 2, Wis 13, Cha 6
Skills:               Hide +5, Listen +6, Move Silently +6, Spot +6, Survival +3, Swim +16
Feats:                Alertness, Endurance, Power Attack
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     <##>
Treasure:             None
Alignment:            Always Neutral
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---

The Dingonek is a bizarre cryptid spotted in Lake Victoria once, in 1907.  It was described as a combination of a snake, leopard and whale.  The witness said it was 14-15 feet long with a leopard like head with two sabre teeth, and a body as broad as a hippos.  It had armored scales similar to a pangolin or armadillo, and clawed, reptilian feet, and a broad fin tail.  It's coloration was similar to a Leopards.  It appeared to resist fire from a .303 rifle.  A second witness in 1913 described it as having an otter like head with no sabre teeth.  There is some speculation among the cryptid community that it may be (and I can't believe I'm typing these words) an armored jungle walrus.  It's also thought it could be a water lion, a reference to a common cryptid group that appear to be aquatic big cats with long teeth.  I may stat them later when I have time to research them.

Improved Grab

Pounce

Hold Breath

Skills: Dingonek have a +4 racial bonus on Hide and Move Silently checks. Dingonek have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Combat:



Dingonek walrus version
                      Large Animal
Hit Dice:             8d8+40 (76 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Swim 30 ft.
Armor Class:          15 (-1 Size, -1 Dex, +7 Natural), touch 8, flat-footed 15
Base Attack/Grapple:  +6/+18
Attack:               TUSK! +13 melee (1d8+12)
Full Attack:          TUSK! +13 melee (1d8+12)
Space/Reach:          10 ft./5 ft.
Special Attacks:      ---
Special Qualities:    Hold Breath, Low-Light Vision
Saves:                Fort +11, Ref +5, Will +3
Abilities:            Str 26, Dex 9, Con 21, Int 2, Wis 13, Cha 6
Skills:               Listen +9, Spot +8, Swim +16
Feats:                Alertness, Endurance, Power Attack
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     <##>
Treasure:             None
Alignment:            Always Neutral
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---

Hold Breath (Ex):

Skills:

Combat:
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