Adaro

Grindy-high's page

14 posts. Alias of Gus Zagarella.


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I'm offended that you're offended. Stop reacting to things!


"Time for me to redefine the genre! How about I make everything sound pathetic and unheroic?"

Now, I'm all for imperfect heroes, but there is very little concerted effort here. It isn't even rebooting the races, instead it just gives some half-assed character concepts.

Those could all be already done within the system: elven farmer, dwarven pedophile, human loser...

No, it's too much.

Hows about this:

elves are gnomes
gnomes are dwarves
halflings are half-gnomes

Humans are the same.

... I did it?


Matt Thomason wrote:
Grindy-high wrote:

If nobody can tell me whether or not I should be able to play my nunchaku-wielding green-haired human barbarian with seahorse tattoos all over his body and a pink hippopotamus mount, then this thread has officially lost all purpose.

^ did I mention the above character is also an exiled prince of a long dead ancient civilization.

All good, except for the human part!

Darn. I was really hoping to be the only human in the party.


If nobody can tell me whether or not I should be able to play my nunchaku-wielding green-haired human barbarian with seahorse tattoos all over his body and a pink hippopotamus mount, then this thread has officially lost all purpose.

^ did I mention the above character is also an exiled prince of a long dead ancient civilization.


So technically, this retires boobplate. *snicker*


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Not to mention... it awakens the blue ones.


It's actually pronounced "svurf-n-turf".


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I shower every day.


Unrelated, but related. This thread has helped me think of a race for the world. Devil-descended people that are more connected to their progenitors than tieflings (who are in this context are referred to as half-cambion). Think 4E tieflings for these guys visual aesthetic.

Cambion
Type: Outsider (Native) (3 RP)
Size: Medium (0 RP)
Base Speed: Normal (0 RP)
Ability Score Mods: +2 Int, +2 Cha, -2 Str (1 RP)
Languages: Standard (0 RP)
Defensive Racial Traits:
Devil’s Resistance - Cambions have acid resistance 5, cold resistance 5, and fire resistance 5.(3 RP)
Poison Resistance - Cambions gain a racial bonus on saving throws against poison equal to their hit die. (3 RP)
Offensive Racial Traits.
Gregarious - When a cambion successfully uses Diplomacy to win over an individual, that creature takes -2 penalty on attempts to resist and of the member’s charisma-based skills for the next 24 hours. (1 RP)
Arcane Focus - Cambions gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. (1 RP)
Hatred - Cambions gain a +1 racial bonus on attack rolls against creatures with the azata or protean subtypes. (1 RP)
Total RP: 13

Sidenote: Do they seem balanced or overpowered?


Oooh, the "senate" and the mercane sound great. As well as devils. I think I want to combine them into a series of lawful secret societies, some good and others evil with many human members.

The amount of races that could participate in such an organization is really entertaining.


awp832 wrote:

Shaitan Genie's are LN.

Brass, Silver, and Gold dragons are LG Archons are LG.

what role are these creatures supposed to be filling in your campaign? That might help.

I'm building a setting where proteans are the biggest threat to the material plane and I want to have something interesting to present as their equal and opposites.

I've considered some dragons, but they feel too too similar to proteans. Axiomites are interesting and I may include them, but they aren't great as counters to the proteans.

The suggestions so far have been much to my liking. How could I have forgotten flumphs? lol.


I'm disappointed with the amount of run-of-the-mill lawful monsters and want something with a bit more substance. Can anyone point me towards some quality lawful monsters?

No Inevitables. I think they are played out and trite.


The party in question is level 12. There are two rogues, a titan mauler barbarian, a cleric of shelyn, and a sandman bard.

I want his very presence to intimidate them into following the right path, and hopefully hold up in battle if they try to pass him.


I keep this guy around to punish unruly players when I DM. Have I gone too far?

Mongo CR 28
XP ???
Nephilim Fighter 20
N Large outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +41
DEFENSE
AC 22, touch 10, flat-footed 20 (+6 armor, +1 Dex, +6 natural, –1 size)
hp 346 (31d10+186)
Fort +27, Ref +10, Will +21; +7 vs. fear and sorrow effects
Defensive Abilities bravery +5, soul of sorrow; DR 10/magic; 5/-; Resist cold 10, fire 10; SR 19
OFFENSE
Speed 30 ft.
Melee +5 greatsword +47/+42/+37/+33 (4d6+21/17–20) or 2 slams +39 (1d8+9)
Ranged mwk spear +40/+35/+30/+25 (4d6+13/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks crushing blow, mortal challenge, weapon mastery (greatsword), weapon training (heavy blades +4, spears +3, hammers +2, light blades +1)
STATISTICS
Str 29, Dex 13, Con 22, Int 16, Wis 18, Cha 17
Base Atk +31; CMB +41 (+45 bull rush, sunder); CMD 50 (52 vs. bull rush, sunder)
Feats Awesome Blow, Cleave, Cleaving Finish, EnduranceB, Great Cleave, Great FortitudeB, Greater Sunder, Greater Weapon Focus (greatsword), Greater Weapon Focus (spear), Greater Weapon Specialization (greatsword), Greater Weapon Specialization (spear), Improved Bull Rush, Improved Cleaving Finish, Improved Critical (greatsword), Improved Initiative, Improved Lightning Reflexes, Improved Natural Armor, Improved Natural Attack (slam), Improved Sunder, Power Attack, Quick Draw, Step Up, Toss Foe, Weapon Focus (greatsword), Weapon Focus (spear), Weapon Specialization (greatsword), Weapon Specialization (spear)
Skills Bluff +25, Climb +28, Diplomacy +40, Intimidate +40, Knowledge (geography, planes) +25, Perception +41, Sense Motive +41, Stealth +21, Survival +26, Swim +22
SQ: armor training, armor mastery 4
SPECIAL ABILITIES
Crushing Blow (Ex) When Mongo makes a successful critical hit with a melee attack, the target must make a DC 24 Fortitude save or take an additional 3d6 points of nonlethal damage and be staggered for 1 round. The save DC is Strength-based.
Mortal Challenge (Su) When Mongo spends a standard action to roar a battle challenge, all humanoids and monstrous humanoids within 100 feet of Mongo must make a DC 18 Will save to avoid becoming frightened for 5d6 rounds. On a successful save, the creatures only become shaken for that time. Creatures with more HD than Mongo become shaken if they fail their save, and suffer no effect if they succeed. A creature that succeeds at the save is immune to Mongo’s mortal challenge for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Soul of Sorrow (Ex) Mongo gains a +2 bonus on Will saves against fear effects and any effect that causes sorrow.