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Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Jesters Realm Critters
« Last post by bhu on May 12, 2024, 12:44:14 PM »
CHICKEN FOLK


   
"Sins, like chickens, come home to roost."

 Small, lively anthropomorphic chicken people.  They tend to be loud, chatty, and devoted to causes of their choice (said causes tend to be of the Lawful sort).

CHICKEN FOLK SPECIES TRAITS
·   +2 Dex, -2 Str
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Monstrous Humanoid, giving you Darkvision 60 ft.
·   Base land speed 30 ft.
·   Chickens have a Primary Peck Attack doing 1d3 plus one and a half times Strength Modifier.
·   Chickens have a +4 Species Bonus to Jump and Spot Checks.  Chickens gain Dodge as a Bonus Feat.
·   Automatic Languages: Chickens speak Feathery and Common.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +0
·   Favored Class: Paladin

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d4"
 Base Weight: Male: 30 lbs.   Female: 25 lbs.
 Weight Modifier: x1 lb.

CHICKEN CHARACTERS
 Chickens are fast moving for their size, and will excel at quick, mobile fighting styles.
 Adventuring Race: Chickens adventure for a wide variety of reasons, much like humans.
 Character Development: If you're going with a melee build, base it off of Dexterity.
 Character Names: Chickens tend to use the naming conventions of whatever society they're living in.

ROLEPLAYING A CHICKEN
 Your allegiance is to your religion, the law, and your fellow Chickens before all else.  And that is a hill you will gladly die on.
 Personality: You are generally obsessed with your social station, and trying to improve it.  You also are a bit of a tattle tale when it comes to rulebreakers..
 Behaviors: You spend much time socializing.  Other species don't get it, but you are definitely not introverts, and social mingling is like oxygen for you.
 Language: Chickens speak Feathery and Common.  If there are other commonly spoken languages where they live, they will learn those as well.

CHICKEN SOCIETY
 Chickens are fairly conformist, and go along with whatever society they find themselves living among.
 Alignment : Chickens are overwhelmingly Lawful, and most are Neutral as well.
 Lands : Chickens live just about everywhere.
 Settlements : Again, Chickens live just about everywhere..
 Beliefs : Aside from Boris, the Chicken Folk prefer Lawful Gawds.
 Relations: How Chickens treat you largely depends on how well you follow the rules.

CHICKEN ADVENTURES
·   What is clearly a Gawd appears before you, and beseeches you to go on a quest to SAVE THE WORLD!  You aren't buying it, you don't know him or his place in the scheme of things.  At which point they turn to "I'm a Gawd, do it or I make your life Hell" as a way of selling it.
·   Your position in the pecking order has suddenly changed, along with a great many others.  You need to find out what's going on.
·   Thpptt, the Slug God, is drunk and high, and sleeping it off in your bedroom.  Much against your will.  He claims he's been kicked out of Heaven, so for your own peace of mind you have decided to find out how to get him reinstated.


CHICKEN SPECIES SUBSTITUTION LEVELS


PALADIN
 Level 1: Replace Detect Evil and Smite Evil with Detect Chaos, and Smite Chaos.  These abilities work the same, but they target Chaotic individuals instead of Evil ones.

FAVORED SOUL
 Level 1+: At each Level that you gain access to a new Level of Spells (1st, 3rd, 5th, etc.) you can choose one spell from any spell list from the Abjuration or Divination schools to replace one of the spells you know on your spell list.  This must be a spell of a level you can cast.

CLERIC
 Level 1: In addition to the normal Domains, you can also choose the Community Domain (see Spell Compendium).


CHICKEN FEATS


Defender
You are a protector of others..
 Prerequisites: Chicken
 Benefits: You gain a Resistance Bonus on Willpower Saves equal to your Hit Dice divided by 4.

DEFEND THE COLONY!
You are loyal to your neighbors.
 Prerequisites: Chicken, Glider, Gopher or Rabbit
 Benefits: When you use Aid Another to boost an Ally's attack roll, it is a Move Action instead of a Standard Action.

Quick Charge
Your prodigious leaping abilities make you dangerous.
 Prerequisites: Quick Charge
 Benefits: When making a Charge Attack, difficult terrain doesn't affect your movement speed.

Puff Up
You are quite intimidating.
 Prerequisites: Chicken or Ferret, Cha 13+
 Benefits: If you successfully Demoralize an opponent via the Intimidation skill, they are Shaken for 1d4 rounds.

Quick Charge
You are less open during charging attacks
 Prerequisites: Chicken, Dex 15+
 Benefits: You take no Penalty to AC when performing a Charge Attack.

Rooster
You are quite inspiring.
 Prerequisites: Defender
 Benefits: All allies who can see you share you're Bonus to Willpower Saves from the Defender Feat.

Shared Grace
You are quite helpful.
 Prerequisites: Divine Grace class feature, Chicken, 12th Level
 Benefits: At the beginning of the day, you may choose one willing creature within 30 feet.  That creature shares your Bnus to Saving Throws for 24 hours.

Spurs
You have developed leg spurs you wield in combat.
 Prerequisites: Defender
 Benefits: You gain 2 Rake attacks when performing a Charge doing 1d3 plus Str modifier (use highest BAB).

Terrifying Charge
You are less open during charging attacks
 Prerequisites: Puff Up, any one Feat that modifies Charge attacks
 Benefits: When you make a Charge Attack, you can make an Intimidation Check to leave them Shaken as per the Puff Up Feat as a Free Action.
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D&D 3.5 and Pathfinder / Re: Warlock powers in 3.5
« Last post by Garryl on May 10, 2024, 08:59:23 PM »
Hello! Correct me if I'm wrong, but as far as I know, in Dungeons & Dragons 3.5e, warlocks works with magic the same way as other arcane casters - through touching the Weave. However, it is impossible not to notice the "dark" orientation of the warlock's invocations - all his magic refers to the Nine Hells or has a "dark" theme  :devil  . So, from lore's point of view, what is the source of the warlock's magic in the 3e? And how can a warlock with a good alignment have access to the dark magic of this class? Bring down all the power of lore and fluff on me, please, I need it right now! :P

The Weave is specific to the Forgotten Realms campaign setting. Other settings have different magical mechanics that allow for spells to be cast. This may or may not even be relevant for warlocks, as their powers are spell-like abilities (SLAs) rather than spells. While they function much like spells, they are typically described as coming from an internal source, using the magical creature's own energies, rather than drawing on external magic such as ambient magical energy from the astral plane, the Weave, or whatever else the setting calls for. In the case of warlocks, they specifically get their powers from a powerful patron, typically a fiend or fey of some sort, although the fluff is not exclusive about that and I believe even mentions some that just have magic power inherently from some magical bloodline.

Warlocks must be evil or chaotic. Chaotic-aligned warlocks (which can be good-aligned) typically get their powers from a pact with a fey patron, rather than a demon, devil, or other evil outsider.
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D&D 3.5 and Pathfinder / Warlock powers in 3.5
« Last post by Gingernut on May 10, 2024, 07:01:41 PM »
Hello! Correct me if I'm wrong, but as far as I know, in Dungeons & Dragons 3.5e, warlocks works with magic the same way as other arcane casters - through touching the Weave. However, it is impossible not to notice the "dark" orientation of the warlock's invocations - all his magic refers to the Nine Hells or has a "dark" theme  :devil  . So, from lore's point of view, what is the source of the warlock's magic in the 3e? And how can a warlock with a good alignment have access to the dark magic of this class? Bring down all the power of lore and fluff on me, please, I need it right now! :P
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Min/Max 3.x / Re: Full spell list
« Last post by zook1shoe on May 08, 2024, 09:51:26 PM »
lol no worries.... i forgot to add That Art Thou anyway :-p
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Min/Max 3.x / Re: Full spell list
« Last post by Arz on May 08, 2024, 04:22:54 PM »
Sorry 1 more...

Beastland Ferocity - wrong description from illusion on. Uses beastmask description.
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September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on May 08, 2024, 08:07:33 AM »
Listen = 1d20+1
Rolled 1d20+1 : 20 + 1, total 21


Spot = 1d20+2
Rolled 1d20+2 : 17 + 2, total 19


How many ghouls does Elizabeth see? How many (obvious) Haxan?
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Min/Max 3.x / Re: Full spell list
« Last post by zook1shoe on May 07, 2024, 10:26:01 PM »
after a little hiatus, i've gone through and updated my personal files. i'll check into uploading the new version

@nijineko ... thanks

@Arz ... fixed both, and added the Summon Warforged Champion spell (yes its real)

@NewtypeChris ... added them. Never seen the mournland or April Fools errata. That's soo funny and dumb!

...

updated the link to v6.01 with those changes
18
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on May 07, 2024, 07:16:10 PM »
The days pass uneventfully, and it is time.  James has the human population locked up tight indoors, with his men along the routes the ghouls will be leaving by.  Mostly to protect the peace, but just as likely to gun them down if things pop off.

When you arrive there are several Haxan (including Isabella), the leader of the ghouls, and a massive pack.  Perception rolls plz.
19
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: General Weirdness
« Last post by bhu on May 05, 2024, 05:58:00 PM »
CYBERIAN  nother request


   
"That does not compute."

 Cyberians are draconic looking humanoids, with wings, a tail, and double jointed legs.  As they age they incorporate ever more cybernetics into their bodies.

CYBERIAN SPECIES TRAITS

Class Skills
 The Cyberian's class skills (and the key ability for each skill) are Computer Use (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Investigate (Int), Knowledge (any, Int), Navigate (Int), Pilot (Dex), Repair (Int), Research (Int), and Treat Injury (Wis).
Skills Per Day at 1st Level : (2 + int)x4
Skills Per Day at Each Additional Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +0    Cyberian Body, +1 Con
2. +1    +3     +0     +0    Flight, +1 Int
3. +2    +3     +1     +1    Technological Training, +1 Wis
4. +3    +4     +1     +1    Body Modification, +1 Con
5. +3    +4     +1     +1    Flight, +1 Int
6. +4    +5     +2     +2    Technological Training, +1 Wis
7. +5    +5     +2     +2    Breath Weapon, +1 Con
8. +6    +6     +2     +2    Body Modification, Flight, +1 Int
9. +6    +6     +3     +3    Technological Training, +1 Wis
10.+7    +7     +3     +3    Improved Breath Weapon, +1 Con
11.+8    +7     +3     +3    Flight, +1 Int
12.+9    +8     +4     +4    Body Modification, +1 Wis     

Weapon Proficiencies: Cyberian's are Proficient in Simple and Martial Weapons, and Light, Medium and Heavy Armor (but not Shields).

Cyberian Body: The Cyberian loses all other racial bonuses, and gains Construct traits, with the Living Construct and Dragonblood Subtypes, and 30 feet base speed, medium size. The Cyberian has wings, but they're too weak to do anything for now. It has a Natural Armor Bonus to AC equal to it's Con modifier.  It has a Primary Claw attack doing 1d6 plus Str modifier.  It also has a Secondary Bite (1d6 plus 1/2 Str modifier), a Secondary Wing Buffet (1d4 plus 1/2 Str modifier), and a Secondary Tail Slap (1d6 plus 1/2 Str Modifier).  It gets 2 Claws, 1 Bite, 2 Wing Buffets and 1 Tail Slap with a Full Attack.  It has Energy Resistance to Electricity equal to it's Con score.

Flight (Ex): At 2nd Level you gain a Fly speed with a Maneuverability of Clumsy.  At 5th Level this increases to a speed of 40 ft., with Average maneuverability.  At 8th Level this increases to 60 ft., with Good maneuverability.  At 11th Level, maneuverabilty becomes Perfect.

Technological Training: At Levels 3, 6 and 9 choose any one skill to become a Class Skill, or gain a +2 Competence Bonus in a skill you already have ranks in.

Body Modification (Ex): At Level 4 you may switch one of your hands for a cybernetic attachment, replacing one claw attack with a weapon of another sort.  You get an additional attachment at Levels 8 and 12.  At 4th Level this is any one weapon you are proficient with.  At Level 8 this is upgraded to a +1 weapon.  This is further upgraded to a +2 at Level 12.

Breath Weapon (Ex): At 7th Level, you gain a Breath Weapon that can do 4d6 electricity damage every 1d4 rounds in a 30 foot Line.  Creatures within the aarea if effect can make a Refkex Save for half damage (Save DC is Con based).

Improved Breath Weapon (Ex): At 10th Level, your Breath Weapon does 6d6 damage in a 60 foot Line.

STARTING AGE
 Adulthood: 110
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +10d6

AGING EFFECTS
 Middle Age: 175
 Old: 263
 Venerable: 350
 Maximum Age: +4d% years

HEIGHT AND WEIGHT
 Base Height: Male: 4'10" Female: 4'5"
 Height Modifier: +2d10"
 Base Weight: Male: 240 lbs.   Female: 170 lbs.
 Weight Modifier: x(2d8) lbs.

CYBERIAN CHARACTERS
 Given that they're a technological species the Cyberians have access to D20 Modern skills.  You might want to see if you can convince your DM to take Class levels from there as well.
 Adventuring Race: Cyberians adventure to gain new information, or to 'guide' adventurers into a less dangerous way of doing things.
 Character Development: Your weapons add-on's may need enchanted to be effective at higher levels.
 Character Names: Cyberians usually have names linked to their area of technological study.

ROLEPLAYING A CYBERIAN
 You wish to know more.  About everything.  Seriously, it keeps you up at night.
 Personality: Cyberians are curious and analytical, eagerly devouring new knowledge.  They also see themselves as the only adults in the room, so to speak.
 Behaviors: Cyberians are mostly known for their curiosity.
 Language: Cyberians speak their own language (Droid) and Common.

CYBERIAN SOCIETY
 The Cyberian empire focuses on developing new lands, or improving old ones.
 Alignment : Most are Lawful and/or Neutral.
 Lands : Cyberians originate on Cyberia Prime.
 Settlements : When not at home, they prefer more technologically advanced areas.
 Beliefs : Cyberians prefer Gods of the forge, or of shelter.
 Relations: Other species view them as slightly annoying, but well meaning.

CYBERIAN ADVENTURES
· You've received a distress signal from an uninhabited planet.
· An energy being appears, and demands you worship 'him' as a God.  This is a bad sign.
· You have somehow come into possession of an artifact that 90% of the known world is willing to kill for.


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September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on May 05, 2024, 01:47:57 PM »
Casting Mental Ward (for +2) and Personal Ward (for +2d6 HP) on the afternoon before we go. She wants to warn James to make sure any priority locations or individuals are protected in case anyone uses this situation as a distraction for an attack.

Rolled 2d6 : 6, 6, total 12
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