Author Topic: General Weirdness  (Read 52668 times)

Online bhu

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Re: General Weirdness
« Reply #40 on: November 27, 2011, 02:21:44 AM »
I had a request elsewhere for one.

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Re: General Weirdness
« Reply #41 on: December 07, 2011, 05:24:40 AM »
anyone have thoughts on additional abilities for the imaginary friend?

Offline veekie

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Re: General Weirdness
« Reply #42 on: December 07, 2011, 06:57:24 AM »
Hmm, maybe some kind of semi-real mirage arcana effect to go with the imaginary nature of it, and another to make use of this false environment(like say, to speak or attack through some feature of it)
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline Monotremeancer

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Re: General Weirdness
« Reply #43 on: December 07, 2011, 10:53:51 AM »
True Seeing X time/day and a bonus on Will Saves vs. illusions perhaps. Seems like it would be hard to fool a creature like this with that kind of tactic.
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How come you guys never wave?

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Re: General Weirdness
« Reply #44 on: December 07, 2011, 05:38:24 PM »
what can the criter in the pic do?  besides nomming

Offline veekie

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Re: General Weirdness
« Reply #45 on: December 08, 2011, 12:24:03 AM »
In the original, the entire landscape of cakes and drugs is a pocket reality created by it. Its also got some kind of mook minions, but they don't seem very significant.

Other than that, both the giant worm-thing and the cute plushie aren't the real body but projections which can be regenerated from almost any degree of damage, the true body looks like an inanimate part of the landscape, though it can be destroyed by applying sufficient overkill to the target and destroying it in the process. Or you can kill the true body which isn't really tough at all.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Online bhu

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Re: General Weirdness
« Reply #46 on: December 29, 2011, 01:52:24 AM »
GitP request

Furries
                      Medium Monstrous Humanoid
Hit Dice:             1d8 (4 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Climb 20 ft.
Armor Class:          12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple:  +1/+1
Attack:               Claw +3 melee (1d4, 18-20)
Full Attack:          2 Claws +3 melee (1d4, 18-20) and 1 Bite -2 melee (18-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Wounding, Rake, Enchanting Personality
Special Qualities:    Dark Vision 60', Fur
Saves:                Fort +0, Ref +4, Will +2
Abilities:            Str 10, Dex 14, Con 10, Int 12, Wis 10, Cha 14
Skills:               Bluff +6, Climb +2, Diplomacy +6, Hide +4, Jump +2, Listen +2, Move Silently +4, Search +3, Spot +2, Tumble +2
Feats:                Weapon Finesse
Environment:          Any Mountains, Forest, Hills, or Plains
Organization:         Solitary, Pair, or Village (10-100)
Challenge Rating:     1
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     +3

"Now look Furry..."

"My name is Leticia, and we aren't Furries, our people are called Sesquipedaliens."

"Look i cant say them words so I say furry."

Why am I being arrested?"

"You ain't wearin' clothes!  This is a respectable town.  Why would you wear clothes if'n you wasn't lookin' ta lure our men?"

"Because I'm covered in fur and it's July you moron."

"Oh..."

"Also our species aren't compatible.  Sesquipedaliens don't procreate, we subdivide like amoeba."

"But everyone says your..."

"How many of these 'everyone' people in this town would you trust to wash themselves properly, let alone have any knowledge of something outside this town?"

'Well...now that you put it that way prolly not many...wait did you just call us ignorant?"

"Most of you.  You seem to be coming around though."

"Why thank you...HEY!"

Sesquipedaliens appear to be furry humanoid cat women.  Rumors fly about their race.  They have unusual lifestyles.  They worship heathen Gawds.  They're promiscuous and spread new ideas.  Nothing could be further from the truth.  They're fairly nice people, but their lack of clothing and asexual reproduction tend to single them out for trouble as other races have trouble understanding certain aspects of their race.

Wounding (Ex): A Sesquipedaliens Natural Weapons threaten a Critical on a natural roll of 18-10, and the opponent must make a DC 10 Fortitude Save or take an additional hit point of damage per round for 1d6 rounds (Save DC is Strength Based).

Rake (Ex): Attack and damage rolls same as Claws, ability is the same as the one listed in the MM.

Enchanting Personality (Sp): Sesquipedaliens may cast Charm Person and Hypnotism once per day as Spell-Like Abilities (Caster Level is equal to HD).

Fur(Ex): Sesquipedaliens take +1 point of damage per die from Fire, and -1 point of damage per die from Cold.

Skills: Sesquipedaliens get a +2 Racial Bonus on Bluff, Climb, Diplomacy, Hide, Listen, and Move Silently Checks.

Combat: Many Sesquipedaliens tend to specialize in learning to fight while charging or grappling to make use of their claw rakes.

doing the d20 version first Twilight

apologies to my furry friends, I intend to keep this respectful (but hopefully amusing)

Furries

What it says above yo.

FURRIES   CR 1/2

XP 200
Neutral Medium Monstrous Humanoid
Init +2; Senses Darkvision 60'; Perception +8
DEFENSE
AC:          12 (+2 Dex), touch 12, flat-footed 10
hp 5
Fort +0, Ref +4, Will +2
OFFENSE
Speed 40 ft. (8 squares), Climb 20 ft.
Melee 2 Claws +3 melee (1d4, 18-20) and 1 Bite -2 melee (18-20)
Space 5'  Reach 5'
Special Attacks Wounding, Rake, Enchanting Personality
STATISTICS
Str 10, Dex 14, Con 10, Int 12, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 13
Feats Weapon Finesse
Skills Acrobatics +7, Bluff +5, Climb +6, Diplomacy +5, Perception +8, Stealth +8
Racial Modifiers Sesquipedaliens get a +2 Racial Bonus on Bluff, Climb, Diplomacy, Perception, and Stealth Checks.
Languages Sesquipedalien, Common
SQ Fur
SPECIAL ABILITIES


Wounding (Ex): A Sesquipedaliens Natural Weapons threaten a Critical on a natural roll of 18-10, and the opponent must make a DC 10 Fortitude Save or take an additional hit point of damage per round for 1d6 rounds (Save DC is Strength Based).

Rake (Ex): Attack and damage rolls same as Claws, ability is the same as the one listed in the MM.

Enchanting Personality (Sp): Sesquipedaliens may cast Charm Person and Hypnotism once per day as Spell-Like Abilities (Caster Level is equal to HD).

Fur(Ex): Sesquipedaliens take +1 point of damage per die from Fire, and -1 point of damage per die from Cold.

ECOLOGY
Environment Any Mountains, Forest, Hills, or Plains
Organization Solitary, Pair, or Village (10-100)
Treasure 130 GP
« Last Edit: December 29, 2011, 02:52:59 PM by bhu »

Offline Monotremeancer

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Re: General Weirdness
« Reply #47 on: December 29, 2011, 04:30:19 AM »
I intend to keep this respectful (but hopefully amusing)
And that's why they reproduce asexually?  :D

You should remove the quotations marks from the colouring code, otherwise it shows up as text.
I'm what's staring back from the abyss.
How come you guys never wave?

Please send me a PM if you give me kudos. I'm interested in what I'm doing right.

Offline radmelon

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Re: General Weirdness
« Reply #48 on: December 29, 2011, 02:03:01 PM »
 :psyduck

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Re: General Weirdness
« Reply #49 on: December 30, 2011, 01:29:13 AM »
Dire Furries
                      Large Monstrous Humanoid
Hit Dice:             4d10+8 (30 hp)
Initiative:           +5
Speed:                50 ft. (10 squares), Climb 20 ft.
Armor Class:          12 (-1 Size, +1 Dex, +2 Natural), touch 10, flat-footed 11
Base Attack/Grapple:  +4/+13
Attack:               Claw +7 melee (1d6+4, 18-20)
Full Attack:          2 Claws +7 melee (1d6+4, 18-20) and 1 Bite +5 melee (1d6+2/18-20)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Wounding, Rake, Enchanting Personality
Special Qualities:    Dark Vision 60', Fur
Saves:                Fort +3, Ref +5, Will +4
Abilities:            Str 18, Dex 12, Con 14, Int 12, Wis 10, Cha 14
Skills:               Bluff +6, Climb +8, Diplomacy +6, Hide +4, Jump +8, Listen +3, Move Silently +4, Search +3, Spot +2, Tumble +3
Feats:                Improved Initiative, Multiattack
Environment:          Any Mountains, Forest, Hills, or Plains
Organization:         Solitary, Pair, or Village (10-100)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     +4

"You're under arrest!"

"Please.  Your half my size.  What is it you think you're capable of doing?"

" I cannot have the naked and unclean violating the purity of the children's minds!"

"I'm plenty clean.  And I haven't touched yer kids minds."

"Your still naked!"

"Well duh I'm covered in thick fur.  I feel like one of my cousins should have explained this to you by now..."

Some Sequipedaliens experience odd growth spurts when born that continue until they are quite large.  Unimaginatively nick-named Dire Furries by the locals, they take the quirkiness of their non self-dividing neighbors in stride as best they can.

Wounding (Ex): A Sesquipedaliens Natural Weapons threaten a Critical on a natural roll of 18-10, and the opponent must make a DC 10 Fortitude Save or take an additional hit point of damage per round for 1d6 rounds (Save DC is Strength Based).

Rake (Ex): Attack and damage rolls same as Claws, ability is the same as the one listed in the MM.

Enchanting Personality (Sp): Sesquipedaliens may cast Charm Person and Hypnotism once per day as Spell-Like Abilities (Caster Level is equal to HD).

Fur(Ex): Sesquipedaliens take +1 point of damage per die from Fire, and -1 point of damage per die from Cold.

Skills: Sesquipedaliens get a +2 Racial Bonus on Bluff, Climb, Diplomacy, Hide, Listen, and Move Silently Checks.

Combat: Many Sesquipedaliens tend to specialize in learning to fight while charging or grappling to make use of their claw rakes.




Dire Furries

 What it says above, again.

Dire Furries   CR 2

XP 600
Neutral Large Monstrous Humanoid
Init +5; Senses Darkvision 60'; Perception +8
DEFENSE
AC:          12 (-1 Size, +1 Dex, +2 Natural), touch 10, flat-footed 11
hp 22
Fort +3, Ref +5, Will +4
OFFENSE
Speed 50 ft. (10 squares), Climb 20 ft.
Melee 2 Claws +7 melee (1d6+4, 18-20) and 1 Bite +5 melee (1d6+2/18-20)
Special Attacks Wounding, Rake, Enchanting Personality
STATISTICS
Str 18, Dex 12, Con 14, Int 12, Wis 10, Cha 14
Base Atk +4; CMB +9; CMD 20
Feats Improved Initiative, Multiattack
Skills Acrobatics +7, Bluff +9, Climb +12, Diplomacy +10, Perception +8, Stealth +9
Racial Modifiers Sesquipedaliens get a +2 Racial Bonus on Bluff, Climb, Diplomacy, Perception, and Stealth Checks.
Languages Sesquipedalien, Common
SQ Fur
SPECIAL ABILITIES

Wounding (Ex): A Sesquipedaliens Natural Weapons threaten a Critical on a natural roll of 18-10, and the opponent must make a DC 10 Fortitude Save or take an additional hit point of damage per round for 1d6 rounds (Save DC is Strength Based).

Rake (Ex): Attack and damage rolls same as Claws, ability is the same as the one listed in the MM.

Enchanting Personality (Sp): Sesquipedaliens may cast Charm Person and Hypnotism once per day as Spell-Like Abilities (Caster Level is equal to HD).

Fur(Ex): Sesquipedaliens take +1 point of damage per die from Fire, and -1 point of damage per die from Cold.


ECOLOGY
Environment Any Mountains, Forest, Hills, or Plains
Organization Solitary, Pair, or Village (10-100)
Treasure 550 GP

Offline radmelon

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Re: General Weirdness
« Reply #50 on: December 30, 2011, 01:55:54 PM »
What's with the second statblock?

Online bhu

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Re: General Weirdness
« Reply #51 on: December 30, 2011, 03:29:48 PM »
The second statblock for each of the furry entries is for Pathfinder.  I was asked to translate them despite knowing nothing about the system.  I'm hoping it came out right.

Offline radmelon

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Re: General Weirdness
« Reply #52 on: December 30, 2011, 11:05:02 PM »
That makes sense. I've never really used pathfinder, though I am joining an interesting pbp game on gitp using it. Thank yalort for srd's.

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Re: General Weirdness
« Reply #53 on: December 31, 2011, 02:18:07 AM »
Imaginary friend is updated

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Re: General Weirdness
« Reply #54 on: February 09, 2012, 08:47:29 PM »
Gitp Request



http://en.wikipedia.org/wiki/Spider-Man%27s_powers_and_equipment#Enemies.2Fpeople_immune_to_the_spider-sense

Spiderman
                      Medium Humanoid (Human)
Hit Dice:             30d8+90 (225 hp)
Initiative:           +25
Speed:                185 ft. (37 squares), Climb 90 ft.
Armor Class:          39 (+17 Dex, +8 Wis, +4 Natural), touch 35, flat-footed 22
Base Attack/Grapple:  +22/+40
Attack:               Unarmed Strike +40 melee (2d10+18)
Full Attack:          2 Unarmed Strikes +40 melee (2d10+18)
Space/Reach:          5 ft./5 ft.
Special Attacks:     Superhuman Strength, Flurry, Webbing
Special Qualities:    Superhuman Endurance, Superhuman Reflexes, Gadgets, Spiderclimb, Spider Sense, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Defensive Roll, Slippery Mind,
Saves:                Fort +13, Ref +44, Will +14
Abilities:            Str 47, Dex 45, Con 18, Int 18, Wis 18, Cha 13
Skills:               Balance +17, Bluff +15, Climb +18, Computer Use +12, Concentration +16, Craft (Chemical, Electronical, Mechanical, Visual Art) +15, Disable Device +12, Drive +17, Escape Artist +17, Gather Information +15, Hide +17, Investigate +12, Jump +78, Knowledge (Current Events, Physical Sciences, Technology) +12, Listen +12, Move Silently +17, Navigate +12, Profession (Photographer, Scientist) +12, Repair +12, Research +12, Search +12, Sleight of Hand +17, Spot +12, Swim +18, Tumble +17
Feats:                Combat Expertise, Combat Reflexes, Dodge, Exhausting Defense, Fleet of Foot, Goad, Improved Disarm, Lightning Reflexes, Prone Attack, Run, Acrobatic Strike (B), Brachiation (B), Combat Acrobat (B), Cunning Evasion (B), Elusive Target (B), Improved Feint (B), Improved Grapple (B), Improved Trip (B), Improved Unarmed Strike (B), Lightning Reflexes (B), Melee Evasion (B), Mobility (B), Roofwalker (B)
Environment:          Urban
Organization:         Unique
Challenge Rating:     30
]Treasure:             Standard
Alignment:            Chaotic Good
Advancement:          31+ HD (Medium)
Level Adjustment:     ---

It's Spiderman yo.  Do I really need to write a bio ;)

Superhuman Strength (Ex): Spiderman is incredibly strong and effectively has both the Improved Unarmed Strike and Improved Grapple Feats.  His unarmed Strikes do 2d10 plus Strength Modifier, and do lethal damage unless he pulls his punches deliberately.  He automatically does his unarmed strike damage during Grapples as if he had the Constrict Ability.

Superhuman Endurance (Ex): Spiderman has a Natural AC Bonus equal to his Constitution Modifier, and heals hit points and temporary Ability damage at twice the natural rate.  He takes half damage from falls at any height.  He gains a +4 Resistance Bonus to Fortitude Saves with the exception of ethyl chloride which is a poison used to kill spiders.

Superhuman Reflexes (Ex): Spidermans natural reflexes and Spider Sense grant him several Bonus Feats listed above: Acrobatic Strike, Brachiation, Combat Acrobat, Cunning Evasion, Elusive Target, Improved Feint, Improved Trip, Melee Evasion, Mobility and Roofwalker.

Flurry (Ex): As a Full Attack Spiderman can flurry with his Slam attack doing 4 strikes at (highest BAB -2). 

Webbing (Ex): Spiderman can use his web shooters for various purposes.  He can use them to brachiate (as per the Feat) when there are tall buildings nearby (or other structures a webline can be attached to).  He can also improvise small structures such as parachutes, dummies, clubs, gliders, trampolines, thick gloves, nets, bandages, slings, shields, plugs, patches, hammocks, or water tight bubbles for underwater breathing.  Each webline is a Swift Action, making objects is a Swift Action if they are Tiny or smaller, a Standard Action for Small, or Full Round for Medium to Large.  Weblines use 1 charge, while objects use 1 charge for Tiny or Smaller objects, 2 for Medium, of 4 for Large.  By expending one charge he can attack an opponent and attempt to entangle them as a Standard Action.  This attack has a maximum range of 120', and a Range Increment of 12'.  Opponents can escape with a DC 29 Escape Artist Check or a DC 34 Strength Check.  The webbing has 6 hp and Hardness 5 per 5' area.  Spiderman can pile on in subsequent rounds increasing the Check DC's by +2 per round, the hit points by 6, and the Hardness by 1.  Save DC is (10 plus 1/2 Hit Dice plus a +4 Racial Bonus for the Escape Artist DC and a +9 for the Strength Check).  He can also web a 5' square as a Swift Action for 1 charge.  Any opponent moving through has to make a DC 34 Strength Check to leave the square if they touch the webbing within 1 minute.  The Save DC's of the webbing drop by -2 each hour as it disintegrates.  It also loses 2 hp and 1 Hardness.  By expending one charge as a Standard Action Spiderman can make a ranged Disarm attack by webbing a ranged weapon to his opponents hand making it unusable.  Range is same for the more conventional webbing attack.  Each shooter has 50 charges, and switching cartridges is a Move Action.

Gadgets: Spiderman has several gadgets on hs utility belt including extra web cartridges, a uv flashlight, and a camera.  He also has his Spider Tracers, small radio transmitters he can tune into with his spider sense.  So long as they are within 20 miles he knows their exact location, and smart opponents have been able to rig them to interfere with his spider sense.

Spider Climb (Ex): Spiderman permanently has the effects of a Spider Climb spell upon his person (except his Climb Speed is the one listed above).  It requires a Strength Check to pull him from a wall if he does not willingly wish to let go.  This ability only works though thin cloth, and he may use it on any portion of his body thereby 'holding' items without belts by simply attaching them to himself.  He can maintain equilibrium on any surface in any position, even when hanging from ceilings.

Spider Sense (Ex): Spiderman has a sort of mild precognition.  It manifests as Blindsight 60', and is detailed enough he can tell how many fingers someone in the room is holding up even while physically blind.  It also gives him a Bonus equal to twice his Wisdom Modifier on his Armor Class, Reflex Saves, and Initiative Checks.  He may also use it to tune into some radio frequencies and may be able to overhear conversations on them.  He must make a DC 30 Fortitude Save in the event of a sudden dire threat (end of the world/universe type stuff) or be Stunned 1 round from the pain.  This ability even functions when he is asleep, and he has no penalties to sense potential attackers when unconscious.  He also knows when he is the subject of a Divination spell even if he has failed the Save against it since he knows he is being observed (though not necessarily by who).  He gains a Bonus equal to his Wisdom Score on Spot Checks to see through Disguise attempts or to detect whether or not someone has a weapon hidden on their person.  If he becomes Exhausted the Bonuses from this Ability are halved until he gains rest.

Uncanny Dodge (Ex): Identical to the Rogue ability listed on page 50 of the PHB.

Improved Uncanny Dodge (Ex): Identical to the Rogue ability listed on page 50 of the PHB.

Evasion (Ex): Identical to the Rogue ability listed on page 50 of the PHB.

Improved Evasion (Ex): Identical to the Rogue ability listed on page 51 of the PHB.

Defensive Roll (Ex): Identical to the Rogue ability listed on page 51 of the PHB.

Slippery Mind (Ex): Identical to the Rogue ability listed on page 50 of the PHB.

Skills: Spiderman can always Take 10 on Balance, Climb, Escape Artist, Jump, and Tumble Checks.  He takes no penalty on Balance, Jump or Tumble Checks due to speed, and does not become Flat-Footed while making a Balance Check.  Spiderman's maximum Jump height is not limited by his Size Class.  Spiderman gains a +60 Racial Bonus to all Jump Check's.

Combat:  Spiderman prefers to bring opponents in alive so he prefers to use non-lethal damage in conjunction with his webs.  He knows some minor martial arts but most of his fighting ability comes from his powers.


Feats not in PHB may be found here:

PHB II: Acrobatic Strike, Combat Acrobat, Cunning Evasion, Melee Evasion
Cityscape: Roofwalker
Complete Adventurer: Brachiation, Goad
Complete Warrior: Elusive Target, Fleet of Foot, Prone Attack
Dragon Magazine #345
« Last Edit: March 29, 2012, 04:49:39 PM by bhu »

Offline radmelon

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Re: General Weirdness
« Reply #55 on: February 10, 2012, 10:10:49 AM »
 :o

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Re: General Weirdness
« Reply #56 on: February 10, 2012, 02:27:37 PM »
:o

Any objection to the skills and alignment sections :D

Offline radmelon

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Re: General Weirdness
« Reply #57 on: February 11, 2012, 12:48:10 PM »
Seems to work. I know diddly about spiderman anyways.

Offline Monotremeancer

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Re: General Weirdness
« Reply #58 on: February 12, 2012, 04:21:01 PM »
You could add Perform (Oratory) to the list since he never shuts up while in combat and has a never-ending supply of witty retorts.
I'm what's staring back from the abyss.
How come you guys never wave?

Please send me a PM if you give me kudos. I'm interested in what I'm doing right.

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Re: General Weirdness
« Reply #59 on: February 16, 2012, 08:11:53 PM »
spidey update, should i give him Taunt maybe?