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Messages - bhu

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1
September 1776 / Re: Chapter 2: Haxan
« on: April 11, 2024, 10:05:08 PM »
"Ha!  No, my family fled from Spain and it's patriarchy.  This new land is dreadfully drab, and seems to have a lot of the problems of the old one.  But with Washington's folly, we may find a freer life yet.  Have the sisters made you an offer yet?"

2
Uncle Kittie's Unnecessary Revisions / Re: 5E Barbarian Path Variants
« on: April 11, 2024, 01:14:27 AM »
THE MAD BOWLER
x

BALL OF RAGE
At 3rd Level you can summon a smoking, writhing ball of Elemental Earth that is pissed off beyond all reason.  It immediately appears in your hand when you enter Rage, and will automatically reappear there if it is knocked out of your hand or taken, or after you make an attack by throwing it.  It does 2d4 Bludgeoning damage, uses Strength for attack and damage rolls, and can be used as a melee or thrown weapon (range is 20/60 feet), and you apply your Rage Bonus to damage when throwing it.  Creatures hit by it must make a Dexterity Saving Throw (Save DC is 8 + your Proficiency Bonus + your Strength Modifier) or be knocked Prone. 

BOOMER
At 6th Level your ball does 2d6 magical Bludgeoning damage.  Additionally, if you successfully knock an opponent Prone, you can move him 10 feet in any direction (except up or down).  If this puts  the target in the space of another creature, it must make a Strength Saving Throw or be moved into an adjacent empty square, and be knocked Prone.  If it cannot be moved, it must still make the Save or be knocked Prone while the original target stops where it is.  Regardless both creatures take 1d6 Bludgeoning damage as they collide.

PICK YOUR SHOT
At 10th Level you can choose to throw underhand or overhand.

x
At 14th Level you

3
September 1776 / Re: Chapter 2: Haxan
« on: April 09, 2024, 08:36:14 PM »
She is young, blond and well dressed.  Very attractive, but her eyes and smile are a bit too feral for your comfort.  You've occasionally seen her in the background when the Haxan have gathered, usually whispering in someone's ear.  She does not appear to be of german descent, unlike many of the Haxan.  She gives a quick, light curtsey.

"Honestly, how do you put up with those lumbering buffoons?  They must hold you back."

4
September 1776 / Re: Chapter 2: Haxan
« on: April 07, 2024, 08:24:08 PM »
"Greetings, I am Isabella.  I will be your contact for our side.  I see you have an escort."

5
September 1776 / Re: Chapter 2: Haxan
« on: April 07, 2024, 12:33:48 AM »
There are some supplies for a lab, but with no imports there are gas.  You are to be given an escort on meeting day, as you have not yet learned the spell.  A meeting in a public square near the place you first met has been arranged.  There are several women there, and one marches out to the center to meet you.

6
nother request

Eldritch Feline
                      Tiny Aberration (Extraplanar)
Hit Dice:             10d8+30 (75 hp)
Initiative:           +9
Speed:                60 ft. (12 squares)
Armor Class:          23 (+2 Size, +5 Dex, +4 Natural, +2 Deflection), touch 19, flat-footed 18
Base Attack/Grapple:  +7/+1
Attack:               Tentacle +14 melee (1d4+2 plus Drain)
Full Attack:          4 Tentacles +14 melee (1d4+2 plus Drain) and 2 Claws +9 melee (1d2+1) and 1 Bite +8 melee (1d3+1)
Space/Reach:          2 1/2 ft./0 ft.(10 ft. w/tentacles)
Special Attacks:      Drain, Eldritch Blast, Charge Up
Special Qualities:    Darkvision 60 ft., Scent, Death Summons, Devil's Sight, Lick Wounds, Tremorsense 60 ft.
Saves:                Fort +6, Ref +8, Will +11
Abilities:            Str 15, Dex 21, Con 17, Int 14, Wis 14, Cha 14
Skills:               Balance +13, Climb +9, Hide +19, Intimidate +12, Jump +13, Knowledge (Aecana, The Planes) +12, Listen +8, Move Silently +12, Spot +8, Use Magic Device +7
Feats:                Improved Initiative, Iron Will, Stealthy, Weapon Finesse
Environment:          Outer Planes unless summoned
Organization:         Solitary, Pair or Pride (9-13)
Challenge Rating:     10
Treasure:             Standard
Alignment:            Any Evil
Advancement:          11-15 HD (Tiny), 16-30 HD (Small)
Level Adjustment:     ---

Drain (Su): Living creatures hit by an Eldritch Feline's tentacle attack must succeed on a DC 17 Fortitude save or take 1d3 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the Eldritch Feline gains 5 temporary hit points.

Eldritch Blast (Sp): This is identical to the Warlock ability, doing 4d6 damage.

Charge Up (Su): By using a Full Round Action, the Eldritch Feline can do double damage with it's Eldritch Blast.  Once it does this, it cannot use this ability again for 1d6 rounds.

Death Summons (Sp): When an Eldritch Cat dies, a Gate opens, and 1d4+1 Fiendish Little Spookity Kitties come through.  This is the equivalent of a 3rd Level spell. comes through.

Devil's Sight (Su): Eldritch Felines can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Lick Wounds (Su): As an Action, the Eldritch Feline can heal 1d6+2 hit points.

Skills: Eldritch Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Eldritch Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of dim light or shadow, the Hide bonus rises to +8.

Combat:

7
nother request

HOOTIES


   
"Is that a copy of the Vermithrax Codex?"

 Hooties are Awakened Owls.

Class Skills
 The Hootie's class skills (and the key ability for each skill) are Knowledge (any one)(Int), Listen (Wis), Move Silently (Dex), and Spot (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +0    Owl Body, Nonhumanoid, -4 Str, +2 Dex, +2 Wis
2. +2    +3     +3     +0    Improved Flight, +1 Dex, +1 Wis
   

Weapon Proficiencies: A Hootie has no weapon or armor proficiecies.

Owl Body: The Hootie loses all other racial traits and bonuses and gains Magical Beast traits (Basically darkvision 60 feet and Low-light Vision). It is a Tiny sized Magical Beast with a base speed of 10 feet, and a Fly speed of 20 ft. (clumsy). It has two natural claw attacks dealing 1d4+str mod damage each, and it takes no penalty for attacking with both claws in a full attack.  It has a +2 Natural Armor Bonus to AC.  It also gains a +4 Racial Bonus on Listen and Spot Checks.

Nonhumanoid: Hooties aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is one tenth the weight for them, and the Armor Bonus is halved.

Improved Flight (Ex): Your Flight speed improves to 40 ft. (Average).  You gain a +4 Racial Bonus to Move Silently Checks when flying.


STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 1'8" Female: 1'6"
 Height Modifier: +1d4"
 Base Weight: Male: 3.5 lbs.  Female: 2.5 lbs.
 Weight Modifier: x1 ounce

HOOTIE CHARACTERS
 Hooties usually become Wizards or other casters.
 Adventuring Race: Hooties adventure to acquire knowledge, or out of necessity.
 Character Development: Find ways to make up for your lack of reach.
 Character Names: Hooties  usually use Elven names.

ROLEPLAYING A HOOTIE
 Hooties are VERY protective of knowledge, especially books and scrolls.  They consider themselves the caretakers of knowledge and history..
 Personality: Hooties can be a bit stuffy, and prone to judgement.
 Behaviors: Hooties often make a ompetition out of seeking out rare scrolls or books.
 Language: Hooties speak Auran and Common.

HOOTIE SOCIETY
Hooties society fairly well resemble those of other sylvan races, with the exception that they have an extradimensional library with Gates to all their cities.
 Alignment : Most Hooties are Neutral, and a majority are Lawful as well.
 Lands : Hooties prefer temperate forests.
 Settlements : Hooties occasionally build tree forts in the grasslands near their homes.
 Beliefs :They favor Gods of knowledge and wisdom.
 Relations: They get along well with Elves and Gnomes.

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

8
Mothmom
                      Medium Monstrous Humanoid
Hit Dice:             9d8+27 (67 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Climb 30 ft., Fly 60 ft. (Average)
Armor Class:          22 (+1 Dex, +11 Natural), touch 11, flat-footed 21
Base Attack/Grapple:  +9/+13
Attack:               Slap +13 melee (1d4+4)
Full Attack:          2 Slaps +13 melee (1d4+4) and 1 Mega Slap +11 melee (2d4+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Dust Cloud, Spell-Like Abilities, Mega Slap
Special Qualities:    Darkvision 60 ft., Scent, Spiderclimb, Glide, Mothsense
Saves:                Fort +6, Ref +7, Will +9
Abilities:            Str 18, Dex 12, Con 16, Int 14, Wis 14, Cha 16
Skills:               Bluff +6, Climb +12, Concentration +6, Craft (any 2) +5, Diplomacy +6, Gather Information +6, Hide +4 (+8 in forest), Knowledge (Arcana, Local, Nature) +5, Listen +7, Move Silently +4, Sense Motive +5, Spot +11, Survival +5, Use Magic Device +6
Feats:                Alertness, Combat Casting, Multiattack, Iron Will
Environment:          Temperate Forest
Organization:         Unique?
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Good
Advancement:          By Character Class
Level Adjustment:     ---

Dust Cloud (Ex): By unfurling her wings, Mothmom can unleash a 20 foot Cone of dustlike particles as a Standard Action.  Creatures in this area of effect must make a DC 17 Fortitude Save, or be Blinded for 1d4 rounds.  Save DC is Con based.

Spell-Like Abilities (Sp): At will: Disguise Self, Ghost Sound, Invisibility, Mending, Pass Without Trace, Spike Growth, Tongues. Caster Level 9th.  Save DC is Charisma based.

Spiderclimb (Ex): Mothmom can climb sheer surfaces as though with a spider climb spell.

Glide (Ex): To fly, Mothmom must jump off a high point, and she loses 5 feet of altitude, for every 20 feet she travels.  She cannot gain altitude, and cannot use the Hover Feat.

Mega Slap (Ex): If she connects with her Mega Slap, Mothmom immediately gets a free Trip attempt as a Free Action, without provoking an attack of opportunity.  If she fails, they do not get a Trip attempt in return.

Mothsense (Su): Mothmom has a +2 Insight Bonus to AC and Reflex Saves against creatures or traps within 30 feet of her..

Skills: Mothmom have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. She also has a +4 Species Bonus to Spot Checks, and a +4 Bonus on Hide Checks in her forest home.

Combat: Mothmom generally avoids intruders, unless they bother her son, or cause too much uproar in the forest.  Then she'll aid whoever is taking them on.

9
Mothsquatch
                      Large Monstrous Humanoid
Hit Dice:             7d8+28 (59 hp)
Initiative:           +1
Speed:                40 ft. (8 squares), Climb 30 ft., Fly 60 ft. (Clumsy)
Armor Class:          20 (-1 Size, +1 Dex, +10 Natural), touch 10, flat-footed 19
Base Attack/Grapple:  +7/+18
Attack:               Slam +13 melee (1d6+7)
Full Attack:          2 Slams +13 melee (1d6+7) and 1 Bite +8 melee (1d6+3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Constrict, Dust Cloud
Special Qualities:    Darkvision 60 ft., Scent, Spiderclimb, Glide, Mothsense
Saves:                Fort +8, Ref +6, Will +6
Abilities:            Str 25, Dex 12, Con 18, Int 10, Wis 13, Cha 13
Skills:               Climb +15, Craft (any one) +3, Diplomacy +4, Hide +0 (+4 in forest), Intimidate +4, Knowledge (Local, Nature) +3, Listen +4, Move Silently +4, Spot +8, Survival +4
Feats:                Alertness, Great Fortitude, Power Attack
Environment:          Temperate Forest
Organization:         Unique?
Challenge Rating:     6
Treasure:             Standard
Alignment:            Neutral Good
Advancement:          By Character Class
Level Adjustment:     ---

Improved Grab (Ex): To use this ability, Mothsquatch must hit a Large or smaller opponent with a slam attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Constrict (Ex): Mothsquatch can do 1d6+7 damage with a successful Grapple Check.

Dust Cloud (Ex): By unfurling his wings, Mothsquatch can unleash a 20 foot Cone of dustlike particles as a Standard Action.  Creatures in this area of effect must make a DC 17 Fortitude Save, or be Blinded for 1d4 rounds.  Save DC is Con based.

Spiderclimb (Ex): Mothsquatch can climb sheer surfaces as though with a spider climb spell.

Glide (Ex): To fly, Mothsquatch must jump off a high point, and he loses 5 feet of altitude, for every 20 feet he travels.  He cannot gain altitude, and cannot use the Hover Feat.

Mothsense (Su): Mothsquatch has a +2 Insight Bonus to AC and Reflex Saves against creatures or traps within 30 feet of him.

Skills: Mothsquatch have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. He also has a +4 Species Bonus to Spot Checks, and a +4 Bonus on Hide Checks in his forest home.

Combat: Mothsquatch tends to lurk, seeing what visitors are all about.  Initially, he will attempt to scare them off if they appear troublesome.  If that fails, he will fly down from the trees while unleashing a dust cloud, and pick off opponents one by one.

10
September 1776 / Re: Chapter 2: Haxan
« on: April 04, 2024, 10:05:15 PM »
It goes to 21.  It's a major city, so if you're going to find supplies it will be here.

11
https://www.youtube.com/watch?v=svyPswixryM

https://www.youtube.com/watch?v=5qsn8294YFU

 The Gillman
                      Medium Monstrous Humanoid (Aquatic)
Hit Dice:             4d8+20 (38 hp)
Initiative:           +2
Speed:                25 ft. (5 squares), Swim 25 ft.
Armor Class:          20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple:  +4/+15
Attack:               Claw +11 melee (16+7)
Full Attack:          2 Claws +11 melee (1d6+7)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Constrict, Bodyslam
Special Qualities:    Darkvision 60 ft., Blindsense 20 ft., Hold Breath, DR 5/-, Fire Resistance 5, Powerful Build, Light Sensitivity, Fast Healing 3
Saves:                Fort +8, Ref +6, Will +5
Abilities:            Str 24, Dex 14, Con 20, Int 8, Wis 12, Cha 6
Skills:               Hide, Listen, Move Silently, Spot, Survival, Swim
Feats:                Great Fortitude, Power Attack, Improved Sunder (B)
Environment:          Warm Aquatic
Organization:         Unique?
Challenge Rating:     <##>
Treasure:             None
Alignment:            Neutral
Advancement:          5-6 HD (Medium), 7-12 HD (Large)
Level Adjustment:     ---

"It is my considered opinion that rat No. 4 is sitting inside that cat."

A scientific expedition looking for fossils runs into a local legend who is too lonely for his own good.  Despite having being riddled with bullets, the Gillman survives, and has scientists attempting to communicate with him...while he's on display in an amusement park.  What the Hell science? Sadly he is gunned down again, and surgically modified to breathe air and to be made more 'human'.  His end is appalling, and tragic.  While he doesn't appear to use a language, he does seem more than capable of letting his muscles speak for him.  He is obscenely strong for his size, and apparently capable of felling trees.  Wrestling promoters should take note: he has a picture perfect scoop slam.  And he comes with his own, instantly recognizable, personal theme music!

Improved Grab (Ex): To use this ability, the Gillman must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Constrict (Ex): The Gillman does 1d6+7 damage with a successful Grapple Check.

Bodyslam (Ex): With a successful Grapple Check, the Gillman can throw an opponent up to 10 feet.  The grapple ends,and the opponent is knocked Prone, and takes 1d6+7 damage.

Blindsense (Ex): The Gillman can locate creatures underwater within a 20-foot radius. This ability works only when the Gillman is underwater.

Hold Breath (Ex): The Gillman can leave the water for a number of rounds equal to 8 × its Constitution score before it risks suffocating.

Powerful Build (Ex): The physical stature of the Gillman lets him function in many ways as if he were one size category larger.

Whenever the Gillman 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 Gillman is treated as one size larger if doing so is advantageous to him.

The Gillman 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. The Gillman 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.

Light Sensitivity (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds the Gillman for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Skills: The Gillman has 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. *The Gillman gains a +4 racial bonus on Hide checks when in the water.

Combat: The Gillman is surprisingly tough.  He is shot, stabbed, poisoned and set on fire multiple times and always bounces back.  For this reason he needs little in the way of tactics, but he does still display a tactical mind,  He uses stealth to attack from ambush, sets traps, etc.  He really is underestimated by the egocentric humans.



12
September 1776 / Re: Chapter 2: Haxan
« on: April 02, 2024, 10:18:02 PM »
Increase your wealth check by +12 and go shopping!

13
Uncle Kittie's Unnecessary Revisions / Re: 5E Druid and Ranger Paths
« on: April 02, 2024, 07:00:25 PM »
CIRCLE OF THE FROGNADO
There are surprisingly scant Druids who join the Councils outer periphery.  The one's who do tend to have a chip on their shoulder about people despoiling nature, or who are obsessed with amphibians.  Plus they have to be a wee bit weird.  Circle of the Land Druids want to learn secrets.  Circle of the Moon Druids guard the wilderness.  Your intentions are to become a (comparatively) small, frog infested whirlwind.  Why?  Because you think it will be really nifty, and you ant to see the looks on people's faces.

CIRCLE SPELLS
When you join this circle at 2nd level, you have formed a bond with the Frog Council, a mysterious group dedicated to their own ideal of justice. Your link with these creatures grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Frognado Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.

Druid Level   Spells
2nd           A Frog Speaks in the Darkness*, Ensnaring Strike
3rd           Gust of Wind, Warding Wind
5th           The Frog from Somewhere*, Wind Wall
7th           Storm Sphere, Wall of Frogs*
9th           Control Winds, Frogmorph*

SPEECH OF THE FROG
At 2nd level, you gain the ability to converse with beasts and many elementals.

You learn to speak, read, and write Auran. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

SUMMON THE FROG
At 2nd level, you gain the ability to call forth frog spirits and use them to influence the world around you.

As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of a frog. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.  Each creature of your choice in the aura when the spirit appears does an additional +1d4 Poison damage any time it successfully deals damage. 

FROG MAGIC
At 6th Level you can upcast spells from the following list to have improved effects (you must still be high enough level to upcast the spell):

1st: Ensnaring Strike (If upcast to 2nd Level or higher, the target is grappled by a mass of frog tongues, doing 1d3 Frog damage, plus another 1d3 for each slot level above 1st.)
2nd: Gust of Wind (If upcast as a 3rd Level spell, creatures who fail the Saving throw also take 2d4 Frog damage), Warding Wind (If upcast as a 3rd Level spell, all creatures of your choice within the spells area take 1d4 frog damage at the start of each of your turns).
3rd: Wind Wall (If upcast as a 4th Level spell, creatures take an additional 1d8 Frog Damage.)
4th: Storm Sphere (If upcast as a 5th Level or higher spell, it does an additional +1d6 Frog damage for each spell slot above 4th.), Watery Sphere (If upcast as a 5th level or higher spell, creatures restrained by the sphere take 1d6 Frog damage for each spell slot above 4th.)
5th: Control Winds (If upcast as a 6th Level spell, creatures in the area of effect must make a Dexterity Save each round, or take 2d4 Frog damage.)
6th: Investiture of Wind (If upcast as a 7th Level spell, you do an additional +1d10 Frog damage when using your Action to create swirling winds.)
7th: Whirlwind (If upcast as an 8th Level spell, it does an additional +2d6 Frog damage for each slot level above 7th.)

SUMMON THE SCARY FROG
At 10th Level you when you summon the Frog Spirit, it increases  the damage of yourself and creatures of your choice within range, but it does either +2d4 poison or psychic damage, your choice.

THE LEVEL YOU'VE ALL BEEN WAITING FOR
At 14th Level, you can expend two uses of Wild Shape at the same time to transform into a Frognado.


14
September 1776 / Re: Chapter 2: Haxan
« on: March 31, 2024, 05:57:11 PM »
yes to all 3 questions.  Are you doing anything else before the meeting in 2 days?

15
Uncle Kittie's Unnecessary Revisions / Re: 5E Barbarian Path Variants
« on: March 30, 2024, 11:19:21 PM »
THE TOUGHEST PERSON IN WASHO COUNTY
x

TOUGH GUY
At 3rd Level you no longer roll for hit points when you gain a new level, and your hit points per level are now 12 + your Constitution Modifier (plus any you gain from Feats or other effects/abilities).  When Raging you have Advantage on Constitution Checks and Constitution Saving Throws.

STEEL JAWED
At 6th Level you can't be Stunned while Raging.

SHRUG IT OFF
At 10th Level, when you are making a Saving Throw to avoid/remove a Condition, or avoid/lower damage, you can choose to make a Constitution Saving Throw instead of the Saving Throw you would normally use.  You may do this a number of times equal to your Proficiency Bonus per Long Rest.

NOT TODAY
At 14th Level when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

16
Ginosaji
                      Medium Outsider (Evil, Shapechanger)
Hit Dice:             6d8+30 (57 hp)
Initiative:           +8
Speed:                40 ft. (8 squares)
Armor Class:          16 (+4 Dex, +2 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +6/+7
Attack:               +1 Spoon +11 melee (1 point plus possible effects) or Spoon +11 ranged (1 point plus possible effects)
Full Attack:          +1 Spoon +11/+6 melee (1 point plus possible effects) or Spoon +11 ranged (1 point plus possible effects)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spoon Collection
Special Qualities:    Darkvision 60 ft., Curse of the Ginosaji, Partial Invulnerability, Immunities, Spiderclimb, Change Shape, Selective Invisibility
Saves:                Fort +10, Ref +9, Will +8
Abilities:            Str 12, Dex 18, Con 20, Int 14, Wis 16, Cha 18
Skills:               Balance +14, Climb +11, Hide +14, Intimidate +14, Jump +11, Knowledge (Arcana) +11, Listen +13, Move Silently +14, Spot  +13, Swim +1
Feats:                Improved Initiative, Two-Weapon Fighting, Weapon Finesse
Environment:          Any
Organization:         Unique?
Challenge Rating:     6
Treasure:             Spoons (see below)
Alignment:            Neutral Evil
Advancement:          7+ HD (Medium)
Level Adjustment:     ---

The Ginosaji is a tall, slender white man with black lips and circles around his eyes, wearing black clothes and a hoodie.  There is a cryptogram known as the Mark of the Ginosaji on his left wrist.  He has an odd walk, carries a collection of spoons, and sports a sneer of perpetual rage.  His blood is black, and he appears to be full of worms.  He doesn't communicate, preferring to just batter his victims with a spoon.  He does not appear to need air, food or water.  He doesn't speak, except when changing shape to disguise himself.  He is a remarkably tenacious (beep), and is apparently a vengeful demon of some sort whose goal is to punish people by murdering them as slowly and inefficiently as possible, to the extent he will even save them from suicide if he has to.

Spoon Collection: The Ginosaji keeps a collection of 16 magical +1 spoons under it's hoodie.  These are weapons that do 1 point of bludgeoning damage, and can be thrown up to 10 feet.  If the Ginosaji successfully hits an opponent, it can choose to add one of the following effects:

Disarm: As a Free Action the Ginosaji can make a Disarm attempt, without provoking an Attack of Opportunity.

Fatigue: The target must make a DC 14 Fortitude Save or become Fatigued (or Exhausted if it's already Fatigued).  The Save DC is Strength based.

Knockdown: As a Free Action the Ginosaji can make a Trip attempt, without provoking an Attack of Opportunity.

Stun: The target must make a DC 14 Fortitude Save, or be Stunned for 1 round.  The Save DC is Strength based.

Sunder: As a Free Action the Ginosaji can make a Sunder attempt, without provoking an Attack of Opportunity.

Curse of the Ginosaji (Su): The Ginosaji always knows the location of it's intended current target, so long as they are on the same plane of existence.  It cannot choose a new victim until it has killed the old one.

Partial Invulnerability: The Ginosaji is immune to non-magical weapon damage, and has DR 10/- against magical weapons.  If the Ginosaji loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Immunities: The Ginosaji has immunity to poison, sleep effects, paralysis, petrification, polymorph, stunning, disease, and death effects.  He is not subject to critical hits, nonlethal damage, ability drain, or energy drain. He is immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.  He is immune to cold, fire and negative energy damage.

Spiderclimb (Ex): The Ginosaji can climb sheer surfaces as though with a spider climb spell.

Change Shape (Su): The Ginosaji magically polymorphs into a small or medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment the Ginosaji is wearing or carrying transforms to something appropriate for the new form. If the Ginosaji dies, it reverts to its true form.

Selective Invisibility (Su): The Ginosaji is permanently Invisible to everyone but it's current intended target.

Combat:  The Ginosaji just runs after his victim, relentlessly battering him with a spoon.  He only breaks out the fancy maneuvers when the target tries to fight back, in an attempt to crush it's spirit.   Sadistic to a fault, the Ginosaji will let it's victim escape to attack later, and will not pursue another victim until it kills it's current one.



17
Uncle Kittie's Unnecessary Revisions / Re: 5E Barbarian Path Variants
« on: March 29, 2024, 08:51:06 PM »
GHOST PARROT

"Where's yer gold?"

"I ain't talkin'.  (beep) you and your (beep)in' parrot.  What kind of man keeps a berd as a pet?"

"AWK! BILLEH JEAN IS NOT MAH LUVAH!  AWK!"

"Brother, if you only knew."

You're a warlord of some kind.  A pirate captain.  A reclusive nobleman.  Something to that effect.  Whatever the flavor, you also have this weird little pet.  It says random things at random times (usually the worst possible time), and is always skulking somewhere.  People hate it, and they disrespect you for it.  Not when either of you are nearby though.  Your temper is legendary.  You once had a man impaled on a brick for referring to your parrot as 'unmanly'.  But there's a secret people don't know.  That parrot is possessed by the ghost of a dead Pirate Lord.  Named something unlikely, like Axehugger Firebeard.  And as long as he's in your life, he controls you too.  Lord knows, you've tried getting rid of him multiple times.  Exorcists.  Black magic.  Bribes.  Dancing naked in the jungle while swinging a dead pig over your head by the light of the moon.  You've even sued him in the Court of the Afterlife, but he remains a stubborn bastard.  You've no idea what he's up to, but you fear he means you no good.  He tells you things at night.  Sometimes he shows you things.  You once woke up in a pile of bodies, which he assured you that he made in defense of your person.  He left out that you're now a wanted man, but no worries, you found that out quickly enough.

GHOST FAMILIAR
At 3rd Level you gain a freaky little pet that looks...off.  Some might even say Evil.  Mostly it's just dead.  This is effectively a Familiar, with the following changes:

It's Type is Undead.
It can speak in a halting, copycat manner, much like a parrot.
It can, and frequently does, attack, using your Proficiency Bonus plus your Str modifier to hit, with a range of 5 feet, doing (1d6+your PB) necrotic damage on a successful hit.
It only pretends to obey you, and even then only in front of others to carry on the charade that it's your servant instead of the other way round.
It knows what you know.
It cannot be dismissed.
It is immune to the following conditions:  Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
It is immune to the following damage types: Cold, Necrotic, Poison.
If 'killed', it merely disappears, returning 24 hours later.

The Familiar is the spirit of a dead person who has some unfinished business, and it has "adopted" you, figuring you won't mind it occasionally possessing you in exchange for the 'good karma' you'll get for helping it.  Clearly the ghost's perspective of Buddhism is flawed.

GHOST RAGE
At 6th Level, whenever you fall unconscious or become Incapacitated, your Ghost Familiar merges with, and becomes in charge of, your body and tries to viciously murder your way to safety if it's necessary.  This works exactly like the Ghost's Possession ability (see Monster Manual), except that your Familiar DOES have access to your knowledge, class features, and proficiencies (and you can't get temporary immunity to this possession as you get no saving throw).  Effectively you don't sleep, as one of you is always in charge of the body.

GHOSTLY AURA
At 10th Level when you Rage, you take on a terrifying appearance, shimmering with necrotic power.  Any creature within 10 feet of you takes 2 points of necrotic and psychic damage each round it's within the area of effect.  You are also resistant to Cold, Necrotic and Poison damage while Raging, or when your Familiar is in charge of your body.

UNEARTHLY TERROR
At 14th Level, when Raging, you are immune to the following Conditions: Exhaustion, Grappled, Paralyzed, Poisoned, Prone or Restrained.

18
Uncle Kittie's Unnecessary Revisions / Re: 5E Barbarian Path Variants
« on: March 29, 2024, 07:24:46 PM »
THE RAGEICIAN
Some people study magic, some people are born with it.  Some had to sell themselves, or swear an oath to get access to it.  Some play snuggles with beings of fell powers.  You came about magic in a slightly more different manner.  You're just so scary you can intimidate reality into obeying you.  At least, that's everyone's working theory.  I mean, in general, you are a scary person with a reputation.  Especially since you used a dead Mindflayer to put on a puppet show.  Not saying you were wrong, just saying there may have been some unforeseen side effects on your social calendar.  But who needs friends when you can tell the world "He didn't hit me.", and the world agrees.

RAGE MAGIC
At 3rd Level you gain 4 Rage Dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended Rage Dice when you finish a short or long rest. You gain another Rage Die at 6th level and one more at 14th level.  You may use a Rage Die after you see the result of any roll (this does not take an Action).  If you choose to expend a Rage Die, you may roll it and add it to the result of the roll you wish to modify.  This can turn a missed roll into a success, or boost rolls like Initiative or damage rolls that you wish to make higher.  You can only expend one Rage Die per roll.  Editor's Note: Except for rolling for hit points when you go up a Level, this can literally be ANYTHING you have to roll a die for.

IMPROVED RAGE MAGIC
At 6th Level you gain three new uses for your Rage Dice.  The first is a Reaction used when you are successfully attacked.  When you expend the die, roll it and subtract the result from your attackers attack roll.  If this lowers it's roll enough that it would miss, it misses.  The second is a Bonus Action used when you have made a successful attack roll.  That attack is now a Critical hit.  The third is that you can expend a Rage Die as a Bonus Action if your Rage would end because you haven't taken damage or attacked anyone, your Rage continues instead.

TERRIFYING GAZE
At 10th Level you fix your gaze on one creature you can see within 10 feet of you as an Action. The target must succeed on a Wisdom saving throw against this magic or become frightened for 1 minute (Save DC is 8 + your Proficiency Bonus + Strength modifier). The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to your gaze for the next 24 hours.

I REFUSE
At 14th Level you can refuse death if you have at least 3 Rage Dice.  If something occurs that would normally result in your death, you Rage at the Gawds while expending 3 Rage Dice.  They promptly decide they don't want to deal with you, and you wake up fully resurrected with 1 hit point.

19
September 1776 / Re: Chapter 2: Haxan
« on: March 28, 2024, 07:32:44 PM »
we'll go ahead and level you now.  Presumably you've been getting paid during some of this, so gimme three profession checks.

20
Uncle Kittie's Unnecessary Revisions / Re: 5E Barbarian Path Variants
« on: March 28, 2024, 01:03:02 AM »
INVOLUNTARY PROPHET
All Gawds need a Prophet.  Prophets deliver their pronouncements to mortalkind as cryptic, indecipherable bull(beep) that lets the Gawds wreak incalculable havoc.  Some think the Gawds find these shenanigans amusing, some think they themselves are forced  to follow rules they don't understand.  At any rate they tend to pick madman loners who live in a hut back in the deep woods.  You know who that all too often describes?  Barbarians!  So despite your being an emotionally unstable death machine, you're constantly followed, kidnapped or harassed by would be conquerors, apocalyptic religious cults, and kooks of every shape and size.  They regularly threaten people close to you, poison your food, kiss your ass, etc.  This has led you to be far less stable than even other Barbarians, and people who don't know what you are give you a wide berth.  The ones who do know what you are stay even further away, because it lessens the chance they'll be choked out by your 'fans.'

SO YOU'RE A PROPHET...
At 3rd Level when you adopt this path, you gain the ability to cast the Gift of Alacrity and Augury spells, but only as rituals.  The duration of Gift of Alacrity is limited to 10 Minutes, however.  Additionally, purely at random, a Gawd will speak through you.  When this happens you may rise and hover in the air, have weird lights shine from your eyes, or speak in an inhuman voice, depending on the Gawd possessing you.  You then spit Prophecy anywhere from a round to an hour.  You are Incapacitated, but invulnerable to all damage, conditions or effects during this time.  Then you will be endlessly grilled by Concerned Parties, sometimes for years afterwards.  It's pointless of course.  You have no more insight into your utterings than they do.  Even worse, there's a chance it's a False Prophecy, which everyone will blame on you.  Your relationship with religion is...well, we'll politely call it strained.  Note to DM's: This is to introduce Campaign story  elements, not to randomly incapacitate your PC.  Be good.

A MADMAN'S RAGE
At 3rd Level, when Raging, you have Advantage on Wisdom checks and Wisdom Saving Throws.  You also add your Wisdom modifier to your Armor Class and damage rolls.

WISDOM
At 6th Level your Wisdom score increases by +2.  You're still a madman, you're just one who's developed a bit of self awareness after having an epiphany.  For example, you'll still accept a Gawd's challenge to a wrasslin' match, you just have enough common sense to plan to cheat like hell.  You'll still party with the Devils, you just need to make sure you hide your soul first.

CUSSIN' AT THE GAWDS
At 10th Level you can cast the Commune spell, but only as a ritual.  You usually use it to tell the Gawds exactly what part of your anatomy they can kiss.

FORESIGHT
At 14th Level while Raging, you can’t be surprised and have advantage on attack rolls, ability checks, and saving throws.

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