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From the youtube series The Horribly Slow Murderer with the Extremely Inefficient Weapon Ginosaji
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.
So after a long time I picked up Man Men to watch. I do know how things end since I have read spoilers but still watch for the experience. Don is a special person and the second season really ramps it up, especially S2E3 where he sexually assaults a woman. The problem here is that the show makes him look awesome and supports him. He... 1.Cheats on Betty constantly (As well as on his mistresses!)
Yet he is the 'hero' and ends up at peace with the whole Coke song playing. Betty. 1.Contemplates cheating.
She ends up dying of lung cancer. I really feel the creators missed something here by not having a clear 'Do not be like Don' sign over him.
Have you ever wondered why the rations you put in your bag of holding sometimes disappear? The humble bag spider is large by the standards of mundane spiders, with mature specimens being the size of a tarantula. It is, however, not a very accomplished hunter. Its web-spinning abilities are all but vestigial, its poisonous bite incapable of causing anything more serious than a mild rash, and it lacks the speed and defenses of other large spiders. For all these weaknesses, however, it has one unique ability. A bag spider will seek out a hole, preferably one very close to their own size. In nature they will choose a hole in a tree trunk, a crevice in the rocks, or a similar opening. They can dig holes to use as burrows, although they are poor diggers. Then, it will start expanding its hole. It will bite and gnaw at the sides, spinning webs along the walls as they expand their burrow. The space inside their hole increases, but the outside remains untouched. As part of this process it is rendered airless, although much like the diving bell spider, the bag spider has its own method of gathering up bubbles of air and storing them in its burrow. In this way, the bag spider creates its own perfectly safe demiplane, where neither its prey nor its predators can easily survive. In nature, bag spiders were never all that successful. While their little 'nests of holding' rendered them incredibly safe, they were poor hunters. And when they grew too large for the entrance to their burrow they had to find a larger one - a journey that was often fatal for the bag spider. But that all changed with the arrival of humans. Bags, pouches and pockets make perfect bag spider nests. They're common, easily accessible, perfectly camouflaged, and humans sometimes put food inside of them. In fact, when a bag spider turns a bag into their nest, humans will often continue to place food inside of it. The bag spider, meanwhile, hides from the giant apes - they are far too large for it to hunt effectively, and capable of crushing it with a single blow. This means that a bag spider might go completely unnoticed, save for the occasional disappearing rations - few people explore all the dark corners of their bag of holding after all. Of course, not all bags of holding were created by bag spiders. Wizards were happy to copy the concept. But if the right pocket of your old pants is suddenly strangely roomy, or the saddle bags of your donkey seem bigger on the inside, chances are you've got a bag spider infestation. How to use Bag Spiders
Your players will be baffled to find one of their pockets, bags, boxes, barrels, pouches, or hats has suddenly become bigger on the inside. And they'll be shocked when the spider nips out and eats some of their rations while they're sleeping. Will they kill the spider, or befriend it? A truly massive bag spider could have a nest the size of a house, containing an airless domain many times that house's real size. It might steal chickens and sheep at night - the only things dumb and slow enough for it to reliably hunt. But how are the players going to hunt a giant spider in its own domain, where they can't even breathe? If you really hate your players, introduce Parasitic bag spiders. They live in your nose, or ears, or mouth. They use poison to leave that area of your face numb, and increase the size on the inside, creating a space for them to live. They're smaller, the size of house spiders, but hundreds of them could be living in your ears. And you can hear them chewing at night.... Made on rpg.net
Credit to Bhu of rpg.net BEARPUNCHER
BEARFIST
SMITE
EXPERTISE
BEAR TUFF
SUPER SECRET BEAR POWERS
You become proficient with Improvised Weapons. Due to your hulking bear arm, your Improvised Weapons now have the Thrown property with a range of 10/30 feet. When you successfully score a critical with your Unarmed Strike, your opponent must make a Strength Saving Throw (DC is 8 + your Proficiency Bonus + your Str modifier), or suffer one of the following penalties of your choice: Shove them 10 feet in any direction, knock them prone, drop one object of your choice, or grapple them. When you successfully score a critical, your next attack is made with Advantage if it is against the same creature, and does an extra d8 damage. Your Unarmed Strikes now score a critical on a roll of 19 or 20.
THE DIRE GOLDFISH (Warlock Patron)
You see it in your dreams at night. It's vast, gleaming, squamous bulk. It's mindlessly cheerful, unblinking eyes. And you wonder to yourself "Am I dreaming the Goldfish, or is it dreaming me?" On the plus side ever since you began having nightmares about a Goldfish large enough to blot out the Sun, you've gained ever increasing magical powers. Screw sleep, you can blast stuff now! Well, at least as long as you don't make the Goldfish sad. Then the nightmares turn up to 11. Plus, there are the conspiracy theorists and religious weirdos who constantly try to involve you in their nonsense. "The Goldfish will usher in a new era of terror after it devours the Gawds." The Goldfish could be an inexhaustible food source." "The Goldfish is responsible for my grandmothers gout." You generally eldritch blast the lot f them. EXPANDED SPELL LIST
Spell Level Spells
LOOM
Once you use this feature, you can't use it again until you finish a short or long rest. TAINT OF THE GOLDFISH
FRIEND OF THE WATERS
LOOM, THE SEQUEL
OUT OF MY WAY
A GIANT AMONG FISH
Credit to Bhu on rpg.net
From rpg.net. Credit to Bhu GUPPYMANCER
EXPANDED SPELL LIST
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a abjuration or an enchantment spell from the bard, warlock, or wizard spell list. Spell Level Spells
FISH CROWN
SPAM GUPPIES
The Guppies are friendly to you and your companions and obey your commands. See this creature's game statistics in the Mystic Guppy stat block, which uses your proficiency bonus (PB) in several places. In combat, the Guppies share your initiative count, but they take their turn immediately after yours. The only action they take on their turn is the Dodge action, unless you take a bonus action on your turn to command one to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Guppies can take any action of their choice, not just Dodge. The Guppies manifest for 1 Minute, until they are reduced to 0 hit points, or until you die. The maximum number of Guppies you can have in existence at any one time is equal to your Proficiency Bonus plus one. Mystic Guppy
TRICKSY FISHIES
HARMONY
Credit to Bhu on rpg.net Dire Goldfish
"HOLY S___!" Goldfish collectors know that the larger the bowl you put your goldfish in the bigger it will grow. Someone had the bright idea of taking one to the Plane of Elemental Water to see just how big one could get over time. Bad idea as it turns out. The Dire Goldfish appears to be effectively Immortal. It doesn't age, it does eat, but it doesn't appear to need to. Plow (Ex): The Dire Goldfish rarely cares about smaller life forms and will just swim through them. Effectively it makes it's full movement, and does a Bull Rush against every creature whose square it enters. They also have to make a DC 246 Reflex Save or take 8d8 damage. They take half damage if they save successfully. For purposes of the Plow the Dire Goldfish is 2 Size categories larger than Colossal. Opponents do not gain attacks of opportunity and cannot stop the Goldfishes movement unless they are at least Colossal size. Unsettling Presence (Ex): Anything within 1 mile of the Dire Goldfish must make a Willpower Save (DC 217) or be Panicked for 2d6 rounds. If they succeed they are instead Frightened for 2d6 rounds. Save DC is Charisma based. Immortal (Ex): The Dire Goldfish doesn't need to eat, sleep, breathe, and doesn't age. It is immune to sleep/aging/death effects, disease, poison, mind affecting effects (including Fear and Morale). Combat: The Dire Goldfish rarely initiates combat unless it is really hungry. At which point it just nibbles away on whatever's biggest and closest. Make sure your faster than other members of the party and it's all good.
A fellow poster on rpg.net made this when they were inspired by the Frog Council meme picture. Here it is. :) THE FROG COUNCIL (Warlock Patron)
EXPANDED SPELL LIST
Spell Level Spells
MARK
Stoicism
THE POWER OF THE FROG
ENFORCED JUDGEMENT
THE FROG COUNCIL DOLES OUT THE HARSHNESS
Karmic Backlash
Cap-bee-ara
Cap-bee-aras resemble black and gold striped Capybaras with bee eyes and cute, little, fluffy deely-bobber antennaes. They live in extended families, and generally maintain peace and tranquility in their territories. They are effectively a scourge for those who reign by violence. And occasionally even others (because sometimes you need a little violence). Sea of Tranquility (Su): A Cap-bee-ara radiates calm in a radius of 60 feet. Any creature making an attack other than a Cap-bee-ara that wishes to cause harm to another while in this radius must make a DC 14 Willpower Save (Save DC is Cha based). If it fails, it cannot use spells, attacks or abilities that cause damage or inflict conditions. This lasts until it leaves the area of effect, or the target itself is attacked. A World of Pain (Su): Targets bitten by a Cap-bee-ara suffer wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks if they fail a DC 14 Willpower Save (Save DC is Cha based). This lasts for 1 Minute, while the Cap-bee-ara escapes. Hold Breath (Ex): A Cap-bee-ara can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning. Hivemind (Ex): All Cap-bee-aras within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Cap-bee-ara in a group is considered flanked unless all of them are. Skills: A Cap-bee-ara 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. *A Cap-bee-ara gains a +4 racial bonus on Hide checks when in the water. Further, a Cap-bee-ara can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks. Combat: Cap-bee-aras aren't fools. they know better than to attack anyone who is affected by their aura. But anyone who resists it, and attempts to harm them enters A World of Pain. Cap-bee-ara
Harbingers of Peace and Quiet "They're very bee-like for rodents." "Those are the Cap-bee-aras!" "GAH!" "Sorry, I forget how scary and sudden I can be. Names Tim. What are you doing out this far?" "We're looking for Sodoff Village." But Do NOT Anger Them "We have a situation we need to discuss." "Yer bein' chased by the cult arent'cha?" "Does everyone know the existence of this thing?" "And yet no one has any details..." "Oh we got details. We're all former members."
Chainsaw Bear
"Abner, you feel like we're bein' watched?" "That I do." "CHAINSAW BEAR!" This is a large brown bear that stands on it's hind legs, that has chainsaws for hands. Their eyes tend to glow red. I'd go into it's origin, but we all know a Wizard did it. Probably while under the influence. Chainsaw Bears speak Common, and usually have a pretty dark sense of humor. Chainsaw Bear! (Ex): The Chainsaw Bear may activate it's chainsaws as a Swift Action. When activated, the saws make so much noise that the Chainsaw Bear automatically fail all Hide and Move Silently Checks, and the chainsaws threaten a critical on a natural 18-20. It also gains a +2 Circumstance Bonus to Intimidate Checks. If the Chainsaw Bear makes a Sunder Attack while it's saws are activated, it is considered to have the Improved Sunder Feat. Combat: Chainsaw Bears like to surprise people before whacking them with their saws.
One Eyed One Horned Flying Purple People Eater
OEOHFPPE's are strange alien beings that have an affinity for music, and seem to be anthropophagous in regards to a race or purple skinned humanoids. Rarely seen, they are described as having a growth on their head similar to a horn like instrument, large fangs and claws, pointed nose and ears, and their feet are pigeon toed. Much of their culture that doesn't involve eating purple people revolves around music. They appear to understand and speak Common. Bard Abilities: OEOHFPPE's may use Bardic Music as if they had levels in Bard equal to their Hit Dice. If they later take levels in Bard these stack with their Hit Dice for purposes of determining their abilities. Combat: OEOHFPPE's tend to use their Bard abilities if they have the option. Otherwise they just fly in and use tooth and claw. They tend to be less spectacular tacticians and more crazed flailing types when it comes to melee.
From another forum I visit. :) Cash Cow
"Abner...that cow's hide looks ta be made o' Platinum..." Cash Cows appear to be regular cattle whose hide has a somewhat metallic sheen. When killed they may are usually dissected, as many of their organs are precious metals. It's uncertain exactly how they came about, but an insane mage is assumed to be the case as usual. Someone wanted cattle that could eat earth and raw ore and poop refined metals. He got it, but in the process they convert so much of the stuff that their insides slowly become metal. They are the same size as normal cattle but weigh twice as much. Stampede (Ex): A frightened herd of Cash Cattle run in a random direction, literally running over anything Large or smaller. Anything in their path takes 1d12 damage for every 5 cattle in the herd (Reflex Save DC 17 for half damage, Save DC is Strength based). Trample (Ex): Reflex Save DC 17 for half damage (Save DC is Strength based) Valuable (Ex): Cash Cattle are pretty much inedible, and so is their milk. However if fed raw ore they can 'refine' it into a purified state (a full grown cow can 'process' 2 pounds of raw ore per day). Fully mature cattle are worth about 5 GP per pound (and weigh up to 2000 pounds) dead, but quite a bit more alive. Combat: Preeetty much the same as your standard cow really...
An old cartoon I saw and remembered had this toothy bird in it. Perhaps it would make a good low-level threat?
I don't know how many people have watched The Dead Center but the demon/entity in it has a rather interesting spin/flavor of it's attacks that makes me wonder how it would work in Pathfinder? Any ideas?
Rorschach's Journal
Dr. Manhatten may have never attempted to kill me, he knows what he's doing. Woke up and found I was in a city ruined by bombs. Walked around for two hours. Robots fired at me. They look like people. I ran, found cover. More people showed up, soldiers who destoryed the robots. Their leader spoke to me, he says his name is John Connor. I asked him about New York, he told me it was 2019. He had no idea about Veidt's plan. I'm in another dimension, obviously. Was about to tell him my story when a light flashed, I got torn up again. Woke up in familiar New York. In this New York masks exist but they are not liked. There is one that glides through the air, they call him Spider-man. I will speak to him.
Phantom was the last newspaper comic I was reading since everything else were zombies or reprints and I stopped after the story where it seemed Diana had died and just
I saw this on rpg.net about how the gods would be if things were changed around and this
Abadar: Chaotic Neutral God of Crime, urban decay, anarchy, and riots. Abadar personifies the chaotic aspects of cities and commerce. He is the patron of Crime bosses, corrupt cops and politicians, anarchists, the homeless and disenfranchised, and also worshiped by urban dwelling monsters such as Wererats and Goblins. Abadar plays all these forces against one another in a chaotic dance of chaos and destruction, defying the idea of cities as bastions of order and stability. Asmodeus: Chaotic good God of freedom, trickery, and poetic justice. This Asmodeus is more of a dark byronic anti hero or a Loki figure. He's the trouble maker of the Gods. A silver tongued scamp who loved bringing the proud and cruel down with his mischief. Many a tyrant or warlord has been ruined by Asmodeus in disguise. Callistra: Lawful Neutral Goddess of courtly love, Justice, and knowledge. The Goddess of the Elves here is a noble princess who encourages her elves to become chivalrous knights and pledge themselves to their queen priests, like a soldier bee protecting their hive (this version of Callistra favors honey bees over wasps), rather than seeking vengeance, Callisrtran priestesses seek to use the legal system to mete out justice against those who wrong the common man, and Callistran priestesses frequently become senators and judges (While also pushing for the decriminalization of sex workers, since Callistra is still a sex positive Goddess). Cayden Calien: Lawful evil God of Tyranny, bullies, and drinking: In his mortal life Cayden was a warlord and abusive bully, who barged into the test of the starstone blind drunk and murdered someone else who was about to complete it. He is now the patron of tyrants, bullies and anyone who uses fear and force to force others to serve them. Calien also encourages his followers to drink heavily, to numb themselves to the feelings of others, and to feed their rage and anger. Desna: Lawful evil Goddess of Nightmares, the sky, and spies. Desna's eyes are everywhere. Every star in the sky, every butterfly on the wind, are her eyes and ears. Eternally paranoid, Desna spreads this paranoia to others through their dreams, poisoning newlyweds with fear of infedility, destroying families, and driving noble kings to become brutal tyrants. Erastil: Chaotic evil God of the Wilderness, beasts, and the patriarchy. Erastil claims isolated wildernesses as his domain, where his followers found isolated communities and communes cut off from the rest of the world. Here the only rule is might makes right, and the rule of man is above all. These communes often enslave and abuse woman, whom Erasitl see's as inferior, and also prey on local demihumans and communities. Lycanthropy is common among Erastil worshipers and is considered a mark of his favor. Gorum: Lawful Neutral God of War. This version of Gorum is more like a Athena in that he embodies the more chivalrous and tactic oriented aspects of War. A born diplomat and orator, Gorum prefers to turn his enemies with wisdom and impassioned words than with violence. However when push comes to shove he is able to fight when he has to, and is a gifted strategist and a mighty warrior in his own right. Gozreh: Neutral deity, so they're the same. Only difference is the water form is male and the Earth form is female. Iomedae: Chaotic Evil Goddess of Warlords, Antipaladins and injustice. One of the most notorious villains in the history of the Inner Sea, Iomedae rampaged and pillaged across the land for years, eventually though the thrill of slaughter and destruction was not enough for her, and she sought greater power, taking the test of the starstone and becoming a Goddess. Iomedae teaches that the only thing that matters is victory, no matter the cost or what dirty trick you need to pull. Irori: Chaotic Neutral God of anarchy, personal freedom, and perfection. Irori teaches that the only true path to perfection is to live free. Free of society, free of rule by anyone. He teaches that government, rulers, kings, laws, are all chains which restrain people from finding their full potential, and that these structures must be torn down by any means so that people can find their own path. Nethys: neutral deity. Again no real change here. Lamashtu; Lawful Good Goddess of childbirth, dreams and deformity. While monstrous looking, Lamashtu has the biggest heart of any deity, and considers all beings her children. Mothers pray to Lamashtu for healthy births, and mothers of children whose children are born different that their children will be accepted and loved. Lamashtu's clerics were often born with some sort of birth defect, which they consider a sign of their future calling, and teach that everyone deserves to be treated with dignity and respect, regardless of how they look. Norgorber: Neutral God of Thievery, secrets, and righteous assassination. Secretive Norgorber is the patron of freedom fighters, underground railroads, and assassins who seek to unseat tyrants. The taking of a life is never an easy thing to do, but Norgorber believes that some people just make the world a worse place by their presence, and that their removal would be a net good for the world. Mistrusted even by good aligned communities, clerics of Norgorber prize secrecy over all. Pharasma: Neutral Goddess, pretty much the same. Rovagug: Lawful Good God of destruction. Creation and destruction go hand in hand. So it falls upon Rovagug to clear out the old. Like his brother Groteus Rovagug is the put upon demolition crew of the Gods, charged with the duty of destroying dead worlds or worlds too far gone to save. Despite this grisly work Rovagug is not without pity, and often sends emmisaries to inhabited worlds slated for destruction to get their people to safety or prepare them for their impending doom. Rovagug is presently on a cosmic break, taking a nap in the center of Golarion. Sarenrae: Neutral Evil Goddess of corruption and the sun: Radiant as the sun, and just as dangerous to look at, Sarenrae is the eternal queen of Hell, an endless corrupter and schemer who embodies the destruction aspects of the sun and fire. It is said no mortal has ever interacted with Sarenrae and not been corrupted. Shelyn: Neutral evil Goddess of Beauty, lust, and bigotry, Cruel, vain and petty, Shelyn is as evil as she is beautiful, and she cannot abide the existence of ugliness, so she bids her minions go forth and murder any race she deems "Ugly": Dwarves, Orcs, Goblins, basically anything except humans and elves.(And some gnomes). Torag: Chaotic Evil God of the Dwarves: When Torag created the Dwarves, he gave them orders to wait for a sign to begin their quest for sky, which would be a sign that the surface folk would be at their weakest, and ripe for conquest. Thankfully for the surface race, the Dwarves ancient blood enemies the Orcs followed them to the surface, and worked to stymie their plans for conquest. Torag grows increasingly frustrated with the Dwarves inability to conquer the surface world, and may eventually abandon them for a new creation. Urgathoa: Neutral Good Goddess of Gluttony and undeath. When Urgathoa stood in line to be judged by Pharasma, she missed the passions of the mortal world and so snuck away to spend one more night among the living enjoying the pleasures of life. This so bemused Pharasma she decided to give Urgathoa the task of shepheding those who had died but aren't really ready to go yet. Urgathoa's priests often work as exorcists, hospice workers, midwives, and so forth. There are also numerous holiday's and festivals where Urgathoa allows the spirits of the dead to come visit family members. Zon Kuthon: Chaotic Good God of Darkness, Sorrow, and liberation. Shelyn's twin brother, Shleyn frequently abused and belittled Zon Kuthon, eventually imprisoning him in the demiplane of shadow. Zon Kuhton eventually escaped, and became the somber deity of darkness and sorrow, He is also the God of liberation, in particular sexual liberation. So long as its between consenting adults, its cool with Zon Kuthon, and his clerics often run BDSM clubs and high class brothels.
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