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Messages - bhu

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21
September 1776 / Re: Chapter 2: Haxan
« on: April 27, 2024, 07:06:18 PM »
People clearly know something is going on, as they are giving you a wider berth, and clutching their guns tightly as they move by.  The other 'sisters' look a bit nervous whenever Isabella speaks.

22
September 1776 / Re: Chapter 2: Haxan
« on: April 21, 2024, 07:24:00 PM »
"Here will do."


You are of the opinion she is suffering corruption from too much spellcasting.

23
September 1776 / Re: Chapter 2: Haxan
« on: April 15, 2024, 07:34:24 PM »
"Of course."

(Her facial expressions and tone are odd.  She comes across as someone in a mask pretending to be human.)

24
September 1776 / Re: Chapter 2: Haxan
« on: April 13, 2024, 10:21:45 PM »
"Haha! So many questions! My family has always been a part of the Sisters.  You might say we were there from the beginning."

sense motive plz

"But to business.  Our former servants are almost ready to be on the move.  We need to set a time, and the place of egress."

25
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?"

26
Uncle Kittie's Unnecessary Revisions / Re: 5E Barbarian Path Variants
« on: April 11, 2024, 01:14:27 AM »
THE MAD BOWLER
Your tribe has always had a weird thing for Earth Elementals.  There's one who hangs out with Mom, and insists you call him 'Daddy'.  He tries to be a good father, but his lack of understanding of human nature make it difficult for everyone.   For instance, he cannot understand your tribes obsession with it's chosen sport: bowling.  He goes on, and on about how he'd have to defend the village less, if you'd just stop bowling long enough to pick up a sword.  He reeeeally pisses you off sometimes.  Like, how are you supposed to attract a mate if your bowling skills are subpar or you aren't made of smooth, creamery mud?  Lately, he's been watching you play, with a thoughtful expression.  He says he thinks he can improve your skills and help you defend yourself at the same time.  All he has to do is teach you a little magic by focusing your anger.  If you could focus when you were angry, by definition you wouldn't be angry.  Gawds, he makes you angry!

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.  If you throw the ball, you can choose to throw it underhand, or overhand.  If you throw it underhand, it travels along the ground.  Difficult terrain does not slow the ball, or reduce it's range, and attack rolls against targets touching an earth or stone surface cannot acquire Disadvantage.  Targets that aren't standing on the surface require you to throw overhand.  Overhand attack rolls can acquire Disadvantage, but if you knock an airborne target prone, it falls, taking 1d6 Bludgeoning damage per 10 feet it falls.

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.

SPLIT
At 10th Level, if you knock the first target Prone, you get to force all creatures of your choice within 10 feet of it to also make a Strength Saving Throw, or be knocked Prone, taking 1d6 Bludgeoning damage.  This is a Bonus Action.

STRIKE!
At 14th Level, when using your 14th Level ability, you can also move any creatures you knock Prone up to 10 feet in any direction (including up, but not down).

27
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."

28
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."

29
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.

30
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:     ---

Eldritch Cats are black, shadowy clouds full of tentacles with an adorable kitty head.

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: Eldritch Cats blast away until they can get in melee range.

31
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 competition 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
· You will die to protect the honor of your tree fort.
· Someone has gained illicit access to The Library, and you are determined to find out who..
· You have somehow come into possession of a set of Epic Level spell scrolls.  What to do?

32
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 +10
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:     ---

Mothmom is, of course, Mothsquatches beloved mother.  From a distance, she appears as a tall, humanoid woman wearing a luxurious fur coat.  The blazing red eyes set her apart, however.  She considers the forest and it's critters her domain, and she is very protective of them.  Unlike her son, she favorsworking from stealth, and her friends tend to memory wipe people who see her.  Mothmom speaks Common, Sylvan, Buggy and Furry.

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.  Otherwise, this works like flight with a speed of 60 ft. (Average)

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.




Mothmom
"Do you both swear to abide by the tenets of the Oath, even unto the Afterlife?"

Who Wants Cookies?
"I do.  Harlan, what's all  this about?"

"The true nature of most Cryptids."

"I had to fib to you Jim.  I took the Oath when I first became a Wizard."

"The Wizards realized many species would be overrun if they were known to exist, so they made a ritual."

"A ritual specific to Cryptids I'm guessing?"

"People who encounter recipients of the ritual, or their descendants, tend to...misremember information about them."

"You and your son haven't undergone the ritual then?"

"No, but we'll have to if he keeps trying to sell Mothsquatch branded products.  I was hoping to keep him innocent."

"As all good mothers do."


Lets Knit You Boys Some Cardigans!

"So why are you and Harlan here?"

"Following a villain whose been operating in secrecy for too long."

"Again?"

"Have we been here before?"

"Not you, just Harlan."

33
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 +3, Hide +0 (+4 in forest), Intimidate +3, Knowledge (Local, Nature) +2, Listen +4, Move Silently +3, Spot +8, Survival +3
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:     ---

Mothsquatch is a young Cryptid just on the verge of fame, living deep in the forests of Homestead.  He hasn't quite gotten the hang of being a Cryptid yet, and assumes it means fame, as opposed to 'famous, but nothing of the truth is known about you'.  In some ways he acts like a traditional comic superhero, because that's what he figures Cryptids do.  It makes his mom sigh a lot.  Mothsquatch is a tall, woolly figure about 8 feet in height, with multiple red eyes and big, fluffy antennae.  He has wings, which are normally folded underneath his fur.  Mothsquatch speaks Furry and Common.

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.  Otherwise, this works like flight with a speed of 60 ft. (Clumsy)

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.



Mothsquatch
"I hate blind teleports...."

Would You Like To Buy Some Mothmerch?
"Looks like we're lost in the forest."

"Howdy."

"Where did you come from?  Who are you?"

"I'm Mothsquatch, and you just sort of appeared in front of me.  Sorry if I scared you, people often mistake me for brush."

"That must lead to some interesting conversations.  What exactly are you?."

"Mom says we're Cryptids."

"That can't be.  We're actually interacting with you."

"I dunno.  Mom's awful smart."

"Something I should know Harlan?"


HERE I COME TO SAVE THE DAY!

"If I'm not a Cryptid, what am I?"

"Okay this is a secret.  A big time secret.  You'll have to undergo an oath."

"Ooh!   Ooh!  Mom and her friends do those!"

"I regret my choices already..."

34
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.

35
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 Blindness, 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 +4 (+8 in water), Listen +2, Move Silently +4, Spot +2, Survival +2, Swim +15
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 Blindness (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.



36
September 1776 / Re: Chapter 2: Haxan
« on: April 02, 2024, 10:18:02 PM »
Increase your wealth check by +12 and go shopping!

37
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.


38
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?

39
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.

40
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.



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