Recent Posts

Pages: 1 2 [3] 4 5 6 7 8 ... 10
21
September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on June 02, 2024, 09:25:11 PM »
How long would it take to get to the other side of the buildings to see if they're sneaking out the other side?
22
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Jesters Realm Critters
« Last post by bhu on June 02, 2024, 03:54:14 PM »
GOOSE FOLK


   
"Let me introduce you to my friends, Mr. Fisty and his wife Elaine."

 The Geese are a fun lot.  Highly argumentative, very territorial and easily angered.  Fortunately they're also too proud to be afraid, so in bad times they're good to have on your side.

GOOSE FOLK SPECIES TRAITS
·   +2 Dex, -2 Wis, -2 Cha
·   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.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 20 ft.
·   Base swim speed 20 ft.
·   Hold Breath (Ex): A Goose can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
·   Light Sleeper (Ex): Geese sleep with one eye open, and are thus not considered Helpless while sleeping (they are still considered Flat-Footed until they act in the round).
·   Geese have a +4 Species Bonus to Intimidate, Listen, and Spot Checks.  Knowledge (Geography) is always a Class Skill.  A Goose has a +8 species 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.
·   Geese have a Primary Bite attack doing 1d4 plus Str modifier damage.
·   Automatic Languages: Geese speak Feathery and Common.  Bonus Languages: Any nearby species.
·   Level Adjustment: +0
·   Favored Class: Fighter

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.

GOOSE FOLK CHARACTERS
 Geese are made for Dex based melee builds, especially ones that rely on anger and craftiness.
 Adventuring Race: Geese adventure for various reasons, but most commonly because they want money or revenge.  Or they're just pissed off.
 Character Development: Try to boost your movement speed a little.
 Character Names: Male: Arnaud, Jack, Levi, Logan, Victor, Wyatt.  Female: Adalynn, Brielle, Everly, Lily, Rose, Victoria.   Surnames: Bellenger, Bouchard, Gauthier, Leblanc, Levesque, Simard.

ROLEPLAYING A GOOSE FOLK
 You are an agent of Chaos.  You exist to make others lives uncomfortable, even those of your fellow Geese.  When things are calm, you stir up a storm.  When you're in the middle of a hurricane, you maintain utter calm.
 Personality: You get by on equal amounts of anger, hubris, and sheer meanness.
 Behaviors: Punching the elderly (or anyone within range).  Stealing candy from adults.  Blowing up orphanages.  Granted the elderly guy was a freaky Wizard, the candy was produced in a relatives factory (and was a bad batch), and the orphans were actually shaved Halflings planning to pluck your people.  In short, you do a lot of bad stuff, but sometimes there's a (well hidden) reason for it.
 Language: Geese speak Feathery.  If you're lucky they may also speak Common, without insisting that YOU learn to speak Feathery to communicate with them.

GOOSE FOLK SOCIETY
 Goose society could be described as "might makes right".  If you can't prevent your goods from being taken, you didn't deserve to have them.  They also have a sentimental side, and though they sometimes bully the other Furry species, they won't let anyone else do that.  And the Gawds help you if you approach the children.
 Alignment : Most Geese are Neutral.  A lot of their neighbors will insist they're Evil as well.
 Lands : Geese tend to be nomadic with the seasons, traveling back and forth across the lands as the weather changes.
 Settlements : Where ever they can get their way.
 Beliefs : Most of the Geese worship Boris, but many advocate for Gods of war, chaos, fighting, etc.
 Relations: Geese can be obstreperous, and have a bit of a reputation among the other species.  Still, they do admit it's good to have the Geese on their side rather than the other way around.

GOOSE FOLK ADVENTURES
·   Some fool has been yelling at you for longer than a minute, so you finally stop ignoring him and punch him.  Whoops.  That was the city guard.
·   A weird stranger shakes you awake so you punch him.  You then realize everyone nearby is dead.  So is the guy you punched.  Crap.
·   You've been hired by a local madman for random, petty quests of vengeance.  You feel like your whole life has been leading up to this moment.  And then he asks you to punch a kid.  Well, (beep).


GOOSE SPECIES SUBSTITUTION LEVELS

ROGUE
 Levels 10+: When you choose to take a Rogue's Special Ability, you may also take a Species Feat instead of from the usual list of abilities.

SCOUT
 Level 4+: When you choose to take a Bonus Feat, you may also take a Species Feat instead of from the usual list of Feats.

FIGHTER
 Level 2+: When you choose to take a Bonus Feat, you may also take a Species Feat instead of from the usual list of Feats.


GOOSE FEATS


Flying 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, Ferret or Goose, 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 or Goose, Dex 15+
 Benefits: You take no Penalty to AC when performing a Charge Attack.

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.

No One Laughs At A Master of Honk-Fu!
You are good at fisticuffs.
 Prerequisites: Goose, Unarmed Strike
 Benefits: You are proficient with Improvised Weapons.  You gain a cumulative +1 Bonus to damage rolls on any round an opponent succeeds on an attack roll against you for the duration of the encounter.  Maximum Bonus is +5.

Goose Bumps
You prefer to settle things with your fists.
 Prerequisites: No One Laughs At A Master of Honk-Fu!
 Benefits: On any round you succeed with an attack roll, you can make one additional attack at your highest BAB as a Swift Action.

Desperate Geese Commit Desperate Acts
You are one crazy berd.
 Prerequisites: Goose
 Benefits: If you are at 50% or less of your maximum hit points, you can gain Take 20 on any single die roll as a Swift Action.  You cannot do this again for 24 hours.

A Savage Beating
You have...well, we'll call it  a 'temper'.
 Prerequisites: Goose, 6th Level
 Benefits: On any round in which you succeed in more than one attack roll against a single target, that target takes an additional +1d6 damage.

A Truly Savage Beating
You are a local menace.
 Prerequisites: A Savage Beating
 Benefits: The extra damage the target takes is now increased to 1d6 plus another 1d6 for each successful hit in the round.


GOOSE FOLK
Before fleeing to the Jester's Realm, the Furry species (including Goose Folk) came from a world where Humans and the Furry Peoples were eternally at war.  With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home.  They were quick to accept.

THEY CHOSE VIOLENCE
The Goose Folk are wingless, anthropomorphic Geese about the size of Gnomes.  They've always been...special.  The preferred manner of settling disputes is like low-grade, petty warfare.  If they have a grudge against you, all bets are off, and you will eventually face what Goose society refers to as a "right savage beating."  This is not usually fatal (not that that makes a difference), but it has given the geese a reputation for 'forthrightness".

SERIOUSLY, DON'T GET IN THEIR WAY
On the plus side, this made the geese rather handy during the War, and many of them are remembered fondly for their acts of bravery.  Granted, it wasn't a lack of fear so much as the delusional belief that they couldn't lose in a fight.  In peace time this leads to shenanigans the Bats have to deal with.

GOOSE FOLK NAMES
Geese use pretty standard naming conventions.

Male Names. Arnaud, Jack, Levi, Logan, Victor, Wyatt.

Female Names. Adalynn, Brielle, Everly, Lily, Rose, Victoria.

Family Names. Bellenger, Bouchard, Gauthier, Leblanc, Levesque, Simard.

GOOSE FOLK TRAITS

Ability Score Increase. Increase your Constitution by +2, and your Dexterity score by +1.

Age. Goose Folk reach adulthood in their late teens and live less than a century.

Alignment. Most Goose Folk are Chaotic Neutral flavored. 

Type. You are a Humanoid.

Size. You are Small.  You are between 3 and 4 feet tall and weigh around 70 pounds

Speed. Your walking speed is 30 feet, with a Swim speed equal to your land speed. 

Hold Breath. Geese can hold their breath for 15 minutes.

Light Sleeper. An Unconscious Goose can wake up as a Bonus Action on it's turn, as it sleeps with one eye open.  This is the only Action it may take while unconscious.

Keen Hearing and Sight. Thanks to your senses, you have advantage on Wisdom (Perception), and Wisdom (Survival) checks that involve vision or hearing.

Beak. You have a beak that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength modifier bludgeoning damage.

Languages. You speak, read and write Feathery, and any one other language of your choice.


Master of Honk-Fu!   (Prerequisite: Goose, Tavern Brawler)
If you miss with an attack roll, your next attack roll has Advantage.  If you take damage, your next attack roll has Advantage.  If you successfully attack a target using Advantage, add your Proficiency Bonus to the damage done.

Goose Folk
"We're pretty sure he's Undead now."

Beware The Honk!
"We got told if we wanted to track him down to come here."

"Oh Gawds, get behind me..."

"FRANK!  WHAT'S THIS (beep) I HEAR ABOUT A NEW LAW?  AND WHO THE (beep) ARE THESE TWO?"

"Gentlemen, this is Ralph.  He's a local ... well I'm not sure what you'd call him.  Ralph, these are a pair of adventurers looking for a criminal."

"Hello, we..."

"I AIN'T DONE ANYTHING TO YOU!"

"We should mention we're looking for a very specific, human criminal.  Well, formerly human."


Ill Tempered

"The law is something we were just all discussing."

"Former human? What is he now?  A Toad?"

"Something like a Lich."

"Ew.  We do not care for Liches around here."
23
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Jesters Realm Critters
« Last post by bhu on June 02, 2024, 03:54:03 PM »
BAT FOLK


   
"I AM THE LAW!"

 The Bat Folk are short, wingless, anthropomorphic Bat people who work the night shifts in whatever society they're a part of.

BAT FOLK SPECIES TRAITS
·   +2 Dex, +2 Wis, -2 Str, -2 Cha
·   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.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 20 ft.
·   Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Bats for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
·   Scent
·   Sonar (Ex): As a Swift Action the Bat can spray Sonar, giving it Blindsight in a 60 foot Cone until the beginning of it's next turn.
·   Batss have a +4 Species Bonus to Climb, Jump, and Listen Checks.
·   Batss have a Primary Bite attack doing 1d4 plus Str modifier damage.
·   Automatic Languages: Bats speak Furry and Common.  Bonus Languages: Any nearby species.
·   Level Adjustment: +0
·   Favored Class: Rogue

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.

BAT FOLK CHARACTERS
 While their stats suggest Rogues, most Bats are more likely to use their skills for law enforcement.
 Adventuring Race: Bats adventure to right wrongs, and confront evil.
 Character Development: Get some gadgets to build up your speed and fix your Light Blindness.
 Character Names: Male: Alfred, Bruce, Jason, Richard, Thomas, Timothy.  Female: Cassandra, Constance, Elizabeth, Helena, Kate, Martha.  Surnames: Gordon, Grayson, Kane, Kent, Wayne, Williams.

ROLEPLAYING A BAT FOLK
 No one wants night jobs, which is where your people come in.  Granted, a lot of the jobs suck, but at least there's not much competition for them.  Plus a lot of you make good as members of the night watch.  Your sonar makes it difficult to get by you.
 Personality: Bats are a bit gossipy, and chatting about the latest news is a common past time.  Many are amateur detectives.
 Behaviors: Personal grooming and socializing are very important to bats.
 Language: Bat Folks speak Furry and Common.  They often make an effort to learn a few others as well.

BAT FOLK SOCIETY
 Bats tend to live in colonies, under one roof.  Mostly for protection, but this tends to lump them all in one place (making them convenient targets).  They make an excellent night watch though, so few people disturb the Bats as they do a job no one else wants.
 Alignment : Most Bats are Neutral, and a plurality are also Lawful as well.
 Lands : On their own, Bats live high in the mountains or hills, or deep in the jungle.  In mixed company, they tend to rent out entire apartment blocks.
 Settlements : Bat Folk often move to seek work.
 Beliefs : The Bats adore Rabbit as usual, but many also worship the Nature or Conceptual Pantheons.
 Relations: The Bat Folk don't have much of a problem with other species,  Though their eating habits freak most others out (they like bugs).  Other species sometimes find them intimidating, since their being nocturnal ensures they don't mix much with the daybound species.

BAT FOLK ADVENTURES
·   Some fool has been leaping off rooftops in a cape and spitting fire at people.  You need to find out who before you and yours are blamed.
·   As usual, it's Tuesday, and there has been a murder.  Resulting in the police blaming you, and the credulous public asking you to use your sonar powers to solve the case.  Complicating things is the problem that you did it.  Yes, he was the mayors son, but he was also a highwayman who tried to rob you (and just about everyone else he met).
·   You're on a quest to find a cure for a curse.  A Wizard made it so that anytime you meet someone new, you roll up on them, puff your chest out, and yell "I...AM...BATMAN!" in a deep, growly voice.  You're beginning to develop a reputation.


BAT SPECIES SUBSTITUTION LEVELS

ROGUE
 Levels 10+: When you choose to take a Rogue's Special Ability, you may also take a Species Feat instead of from the usual list of abilities.

SCOUT
 Level 4+: When you choose to take a Bonus Feat, you may also take a Species Feat instead of from the usual list of Feats.

SWASHBUCKLER
 Level 17: Replace Slippery Mind with Critical Edge.
  Critical Edge (Ex): At 17th Level the critical threat range of all of your attacks improve by 1 (i.e., if you would normally critical on a 20, you now critical on a 19-20.  This stacks with Feats that improve critical threat range.


BAT FEATS

DEFEND THE COLONY!
You are loyal to your neighbors.
 Prerequisites: Bat, 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.

EEK! A MOUSE!
People are unreasonably terrified of you for reasons you don't quite understand.
 Prerequisites: Must be a Bat, Mouse, Rat or Packrat, Cha 15+, Level 6+
 Benefits: You do not take Size Penalties to Intimidate Checks.

Improved Darkvision
You're better at night than others.
 Prerequisites: Bat or Glider
 Benefits:  The range of your Darkvision increases by an additional +60 feet.

Versatile Sonar
You're better at your sonar use.
 Prerequisites: Bat
 Benefits: You can use your Sonar in short bursts to speak a high pitched version of Furry that can only be heard by other at Folk (or creatures who have Blindsight based on hearing AND who speak the Furry language).  When using your Sonar, it can now be a 60 ft. Cone, a 180 ft. Line, or a 20 ft. radius.

SCREE!
Your sonar is powerful.
 Prerequisites: Bat
 Benefits: Anything in the Area of Effect of you Sonar must make a Reflex Save (Save DC is Con based) or take 1d8 sonic damage (half damage on a successful save).  Creatures with a Species Bonus to Listen Checks, hearing based blindsight, etc. have a  -4 penalty to this Save.

SCREE! (again)
Ditto.
 Prerequisites: SCREE!
 Benefits: Your sonar damage increases by +1d8 each time you take this Feat.

Vampire
You have decided to capitalize on your species sometimes spooky reputation.
 Prerequisites: Bat
 Benefits: The Save DC of any Fear effects you create are +1 (this stacks with other Feats or effects that increase Save DC).

Creature of the Night
You really lean into the spookiness.  To the point that you really believe you're more powerful at night.
 Prerequisites: Vampire
 Benefits: You gain a +1 Bonus to Saving Throws at night or in darkness.

Wings
You belieeeve you can flyyyy.
 Prerequisites: Vampire, 6th Level
 Benefits: 1/night you can cast Fly as a spell-like ability (caster level is equal to hit dice).



BAT FOLK
Before fleeing to the Jester's Realm, the Furry species (including Bat Folk) came from a world where Humans and the Furry Peoples were eternally at war.  With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home.  They were quick to accept.

SQUEAK SQUEAK SQUEAK SQUEAKEN
The Bat Folk are wingless, anthropomorphic Bat's about the size of Gnomes.  They were the guards at night in the old world, and as a result many view themselves as the last line of defense between civilians and the Bad Guys.  Granted they work when those civilians are sleeping, so they have little idea of just how scary their charges find them.

WERE NOT BLOODSUCKERS, WHAT THE HELL IS WRONG WITH YOU PEOPLE?
Nowadays they're law enforcement.  The irony is lost on them, as they try their darnedest to enforce said law to the letter.  A few go off the deep end and become vigilantes.  Basically, they're conformist busy bodies who dip their noses in everyone's business, and then giving their opinion (which is usually backed up by a badge).

BAT FOLK NAMES
Bats use pretty standard naming conventions.

Male Names. Alfred, Bruce, Jason, Richard, Thomas, Timothy.

Female Names. Cassandra, Constance, Elizabeth, Helena, Kate, Martha.

Family Names. Gordon, Grayson, Kane, Kent, Wayne, Williams.

BAT FOLK TRAITS

Ability Score Increase. Increase your Wisdom by +2, and your Dexterity score by +1.

Age. Bat Folk reach adulthood in their late teens and live less than a century.

Alignment. Most Bat Folk are Lawful Neutral flavored. 

Type. You are a Humanoid.

Size. You are Small.  You are between 3 and 4 feet tall and weigh around 70 pounds

Speed. Your walking speed is 30 feet, with a Swim speed equal to your land speed. 

Sonar. As a Bonus Action, you can gain Blindsight in a 60 foot Cone that lasts until the beginning of your next turn.

Keen Hearing and Smell. Thanks to your senses, you have advantage on Wisdom (Perception), and Wisdom (Survival) checks that involve scent or hearing.

Fangs. You have fangs that you can use to make unarmed strikes. When you hit with them, the strike deals 1d4 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You speak, read and write Furry, and any one other language of your choice.


SCREE!   (Prerequisite: Bat)
When you use your sonar, any creature within the area of effect must make a Dexterity Save or  take 1d8 Thunder damage (half damage on a successful Save).  Save DC is 8 + your Proficiency Bonus + your Con modifier.

Bat Folk
"Is Homestead suddenly in trouble that I don't know of?"

They Are The Law!
"Your country isn't known for much drama."

"We aren't drama free, we just don't announce our business to all and Sundry."

"Hey all, what's going on?"

"Gentlemen, this is Arthur.  He's a local law enforcement officer.  Theobald was  just telling us about the new amendment limiting magical weapons."

"Greetings sir."

"Arthur, this is Jim and Harlan.  They're adventurers."

"Adventurers?  In my town?  On the eve of an important political vote?  Seems sus."

"We're only here looking for info on a very bad man we hope to stop."


Tend To Go Nuts

"They were kind enough to accompany me for a talk with Puffy."

"Who is this 'bad man' you're looking for?"

"A former human named Cohle."

"Former?"
24
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on June 02, 2024, 02:23:17 PM »
If there are, they're hiding it well as panic and confusion is writ large n the faces of all and sundry.  The Haxan scurry for cover, and begin chanting.  Your side takes cover and opens fire  on the alleyway (at least the ones not with you do).
25
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: General Weirdness
« Last post by bhu on June 01, 2024, 06:32:40 PM »
 Rocky Bones nother reuest
                      Huge Magical Beast (Earth)
Hit Dice:             15d10+75 (157 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Burrow 90 ft.
Armor Class:          22 (-2 Size, -1 Dex, +15 Natural), touch 7, flat-footed 22
Base Attack/Grapple:  +15/+33
Attack:               Claw +23 melee (2d6+10 plus poison) or +1 Bone Club +25 melee (3d8+16)
Full Attack:          2 Claws +23 melee (2d6+10 plus poison) and 1 Bite +21 melee (2d8+5 plus poison) or +1 Bone Club +25/+20/+15 melee (3d8+16)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Bone Club, Poison
Special Qualities:    Darkvision 60 ft., DR 10/Adamantine
Saves:                Fort +14, Ref +8, Will +7
Abilities:            Str 30, Dex 9, Con 20, Int 10, Wis 14, Cha 11
Skills:               Intimidate +9, Listen +11, Spot +11, Survival +11
Feats:                Cleave, Great Cleave, Improved Initiative, Multiattack, Power Attack, Weapon Focus (Club)
Environment:          Underground
Organization:         Solitary
Challenge Rating:     11
Treasure:             Standard
Alignment:            Neutral
Advancement:          16-30 HD (Huge)
Level Adjustment:     ---

Bone Club: By swinging the club, the Rocky Bones can cast Earthquake as a Spell Like Ability.  It can do this 3/day, and maust wait 1d4 rounds after casting it before it can cast again.

Poison (Ex): Injury, DC 22 ortitude Save (Save DC is Con based), Initial and Secondary damage is 1d8 Dex.

Combat: If it's opponents are land bound, the ROcky Bones opens up with Earthquake, and then wades in to mop up.
26
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: General Weirdness
« Last post by bhu on May 28, 2024, 07:18:50 PM »
 Dark Scissors nother request
                      Medium Construct (Living)
Hit Dice:             9d10+45 (94 hp)
Initiative:           +5
Speed:                30 ft. (6 squares), Fly 50 ft. (Good)
Armor Class:          23 (+5 Dex, +8 Natural), touch 15, flat-footed 18
Base Attack/Grapple:  +9/+14
Attack:               Pincer +14 melee (1d8+5 plus 2d6 Fire)
Full Attack:          2 Pincers +14 melee (1d8+5 plus 2d6 Fire)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Flaming Claws, Hyper Beam, Buzzing Wings, Spell-Like Abilities
Special Qualities:    Darkvision 60 ft., low-light Vision, Living Construct traits, Tremorsense 120 ft.
Saves:                Fort +11, Ref +8, Will +9
Abilities:            Str 21, Dex 21, Con 21, Int 6, Wis 18, Cha 20
Skills:               Hide +7, Listen +6, Move Silently +7, Search +0, Spot +6, Survival +6
Feats:                Cleave, Great Cleave, Iron Will, Power Attack
Environment:          Underground
Organization:         Solitary
Challenge Rating:     8?
Treasure:             Standard
Alignment:            Neutral
Advancement:          10-18 HD (Medium)
Level Adjustment:     ---

Flaming Claws (Su): The Dark Scissors pincer attacks do an additional 2d6 fire damage.

Hyper Beam (Su): Every 1d4 rounds the Dark Scissors can unleash a beam of untyped energy in an 80 foot line.  Creatures within the line must make a DC 19 Reflex Save (Save DC is Con based) or take 4d4 untyped damage (half damage with a successful Save).

Buzzing Wings (Su): As a Standard Action the Dark Scissors may rapidly vibrate it's wings.  Living creatures who are within 20 feet must make a DC 19 Willpower Save (Save DC is Con based) or be Confused until the beginning of your next turn.  This is a Sonic, Mind-Affecting Effect, and you automatically fail all Hide and Move Silently Checks on any round in which you use it.

Spell-Like Abilities (Sp):
At will: Blur Faerie Fire (Caster Level 12th).

Combat: The Dark Scissors opens with it's Beam before moving in, using it's wings if it needs to back off.
27
September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on May 27, 2024, 08:01:01 PM »
"Take cover!"

Elizabeth gets behind something solid enough to stop shots from the alley. She looks around to see if she can gauge the reactions of any of the leaders of the various factions to see if they might be behind it.

Sense Motive = 1d20+11, if applicable
Rolled 1d20+11 : 15 + 11, total 26
28
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on May 27, 2024, 01:37:16 PM »
The alley is pitch black.  All of a sudden.
29
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: General Weirdness
« Last post by bhu on May 27, 2024, 12:47:40 PM »
Burning Luck nother request
                      Large Outsider (Evil, Extraplanar, Fire)
Hit Dice:             12d8+60 (114 hp)
Initiative:           +8
Speed:                40 ft. (8 squares)
Armor Class:          23 (-1 Size, +4 Dex, +10 Natural), touch 13, flat-footed 19
Base Attack/Grapple:  +12/+20
Attack:               Bite +16 melee (2d6+7 plus bad luck)
Full Attack:          Bite +16 melee (2d6+7plus bad luck)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Bad Luck, Breath Weapon, Volcanic Eruption
Special Qualities:    Darkvision 60 ft., DR 0/Cold Iron, Scent
Saves:                Fort +13, Ref +12, Will +10
Abilities:            Str 20, Dex 18, Con 20, Int 14, Wis 15, Cha 16
Skills:               Bluff +18, Diplomacy +18, Hide +15, Jump +20, Knowledge (any one) +17, Listen +17, Move Silently +19, Search +17, Spot +17, Survival +17
Feats:                Advantageous Avoidance (see Complete Scoundrel), Cleave, Dumb Luck (see Complete Scoundrel), Improved Initiative, Track
Environment:          Warm Mountains
Organization:         Solitary
Challenge Rating:     10
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          13-18 HD (Large); 19-36 HD (Huge)
Level Adjustment:     ---

Bad Luck (Su): Whenever the Burning Luck successfully damages an opponent with it's Bite attack, that opponent must make a DC 21 Willpower Save (Save DC is Constitution Based) or it takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round.

Breath Weapon (Su): Once every 1d4 rounds the Burning Luck can spit Fire in a 45 ft. Cone.  Creatures in the area must make a DC 21 Reflex Save, or take 4d6 Fire damage (half damage on a successful Save).  Save DC is Con based.

Volcanic Eruption (Su): The Burning Luck can teleport to any unoccupied square it can see within 60 feet as a Standard Action 3/day.  It does 2d6 Fire damage to any adjacent creature when it reappears.

Combat: Burning Lucks usually spit  fire, teleport in to close, and then bite.  Then they teleport back out just for funsies.
30
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: General Weirdness
« Last post by bhu on May 25, 2024, 01:33:00 PM »
Graveyardos      nother request
                      Huge Undead (Incorporeal)
Hit Dice:             17d12 (195 hp)
Initiative:           +8
Speed:                Fly 50 ft. (10 squares), Perfect
Armor Class:          30 (-2 Size, +4 Dex, +18 Natural), touch 12, flat-footed 28
Base Attack/Grapple:  +8/+26
Attack:               Bite +16 melee (2d6+17) or Tail Slap +16 melee (2d6+17)
Full Attack:          Bite +16 melee (2d6+17) or Tail Slap +16 melee (2d6+17)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Necrotic Breath, Fear Aura, Transformation
Special Qualities:    Darkvision 60 ft., Undead traits, Incorporeal traits, Immune to cold damage, vulnerable to electricity damage, SR  25
Saves:                Fort +6, Ref +9, Will +15
Abilities:            Str 30, Dex 18, Con -, Int 18, Wis 20, Cha 18
Skills:               Hide +20, Intimidate +20, Knowledge (Arcana, Nature, Religion, The Planes) +20, Listen +29, Move Silently +20, Search +28, Spot +29
Feats:                Bearer of Terror*, Crit Fisher**, Flyby Attack, Great Fortitude, Improved Critical (bite), Improved Initiative, Spiritual Health***
Environment:          Any
Organization:         Solitary
Challenge Rating:     14
Treasure:             None
Alignment:            Always Neutral Evil
Advancement:          18-25 HD (Huge); 26-34 HD (Gargantuan)
Level Adjustment:    ---

* See https://dnd-wiki.org/wiki/Bearer_of_Terror_(3.5e_Feat)?fbclid=IwZXh0bgNhZW0CMTAAAR1tRADy8NmYiewpEjquOdZD9psLCSajKQ4v-hmfuaB7Gz8IA11ocLrHXuU_aem_AaOFMnpPUi1r-UDrWzQRp6bzc4vFKAizg7aaWmmeGqM2vKSm5jRBU6rq76uaKszNJKQC1rfCmHvfJL2xLHOtJ48X

** See here: https://dnd-wiki.org/wiki/Crit_Fisher_(3.5e_Feat)?fbclid=IwZXh0bgNhZW0CMTAAAR3P5w7XnRG4Czf-753O8sr3ihgxwNGdG5uYIR3uKGl54w66d3o1f_iua4c_aem_AaN7aUOuxLX987NoNNXyvI7jZnou8llRQl2Mev8ikUIfTeaMbahnBdhmJcnkCloY3vWmFaiDBlB_auS9ceyNKybz

*** See here https://dnd-wiki.org/wiki/Spiritual_Health_(3.5e_Feat)?fbclid=IwZXh0bgNhZW0CMTAAAR0cs2LAxlFEhsSuHemkJxnep0TMH6KzGTNr8HYzwJGBV6LjUtRiijNDZrY_aem_AcasmXG2hb16UofRe4O1NKejuA1J72p-Q58nT76eJLbA7BcX9Y-VYhead21kVZgHrr_L5NbWBrQr7rkD86E1L6oo

Necrotic Breath (Su): Once every 1d4 rounds the Graveyardos may spew negative energy in a 30 ft. Line.  Living creatures in this area must make a DC 22 Reflex Save or take 10d6 negative energy damage (Save  DC is Cha based), with half damage taken on a successful Save..

Fear Aura (Su): Graveyardos are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the Graveyardos must succeed on a DC 22 Will save or be affected as though by a fear spell from a sorcerer of the Graveyardos' level. A creature that successfully saves cannot be affected again by the same Graveyardos' aura for 24 hours. Save DC is Cha based.

Transformation (Su): When it reaches 50% of it's maximum hp, the Graveyardos undergoes a transformation similar to the Barbarian's Rage.  The penalties are the same but the benefits are as follows: +6 Str and movement increases by +20 ft.

Skills: Graveyardos have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.

Combat:
Graveyardos open up with their breath weapon before closing in.
Pages: 1 2 [3] 4 5 6 7 8 ... 10