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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

There's also a bunch of cocks in the hen house.


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That would be even funnier in FaWtL.


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Strategytiger wrote:
You've been Bushing around, so I took the liberty of Cheney-ing behind the scenes while you were taking yet another vacation at the ranch.

Wait, I have a ranch, now?! Crap! Do you have any idea how expensive those things are?! Taxes alone! Arg! How much am I being paid for this gig?!


Cap'n Yesterday, FaWtL Tourism wrote:
That would be even funnier in FaWtL.

Grass, greener, sides, etc. :)


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Of course, now i want to play Monster Rancher...


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Tacticslion wrote:
Cap'n Yesterday, FaWtL Tourism wrote:
That would be even funnier in FaWtL.
Grass, greener, sides, etc. :)

So, you're saying i should start dying my FaWtL parts green. interesting...


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Cap'n Yesterday, FaWtL Tourism wrote:
That would be even funnier in FaWtL.
Tacticslion wrote:
Grass, greener, sides, etc. :)
Cap'n Zoolander, FaWtLy Fashion wrote:
So, you're saying i should start dying my FaWtL parts green. interesting...

I... don't understand what this means.


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Tacticslion wrote:
Cap'n Yesterday, FaWtL Tourism wrote:
That would be even funnier in FaWtL.
Tacticslion wrote:
Grass, greener, sides, etc. :)
Cap'n Zoolander, FaWtLy Fashion wrote:
So, you're saying i should start dying my FaWtL parts green. interesting...
I... don't understand what this means.

He would like for you to kill his pants.

It's a Midwestern come-on.


Cap'n Yesterday, FaWtL Tourism wrote:
That would be even funnier in FaWtL.
Tacticslion wrote:
Grass, greener, sides, etc. :)
Cap'n Zoolander, FaWtLy Fashion wrote:
So, you're saying i should start dying my FaWtL parts green. interesting...
Tacticslion wrote:
I... don't understand what this means.
NobodysHome wrote:

He would like for you to kill his pants.

It's a Midwestern come-on.

O.o

... huh.

You do you, CY. Or your wife. I'm okay without.


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Oh dear, it would seem I put my foot in the wrong mouth again!


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Tacticslion wrote:
Arg! How much am I being paid for this gig?!

One Million Dollars* per year.

*:
Zimbabwe Dollars, that is.


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The Zimbabwe dollar has apparently made quite a recovery in the last decade - I remember when a million bucks Zimbabwe was something you could get for less than ten bucks USD. Now, that's actually a few thousand bucks, so it's more or less the equivalent of a part-time job.


I will take pretty much anything.

It's more than I make, now!

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

These animal names are reminding me of Mega Man X.


Tacticslion wrote:
me! wrote:
The trade with the savage peoples of Guru has enriched the lands of the Pravoka region, and twenty powerful “Houses” (basically mercantile concerns and specialists split along Categories of both human and half-dwarven kinds, two from each category) have arisen over time to cover multiple aspects of society.

I wanted to expand on this a bit!

First, as a reminder, the castes of Pravoka are pretty important here.

As noted, there are twenty "Houses" of various sorts - twelve human houses and eight dwarfkin.

Each category within the caste system has two "Houses" devoted to accomplishing things that are related to the interests of that category. These Houses, though very powerful and startlingly wealthy, are legally prohibited from gaining Triwangsa status (if human) or from joining the Ossek (if half-dwarven); further, they are absolutely prohibited from political maneuverings involving such. By virtue of their other skills, influences, and wealth, the heads of the houses are never lower than Dwijati (if human) or Dural (if half-dwarf), by default, though newer folk may or may not have achieved that status.

Each of the Houses represent a "natural" magical affinity for what they do, via spell-like abilities, that allow them to, as a house, accomplish things others can't even approach. Anyone with these natural talents are inherently marked via a tattoo-like sigil.
Yes, this is based on Dragonmarked Houses of Eberron.

Human

  • For the human Kuga or Bangsawan, you have Scribing and Shadow.
  • For the human Samurai or Satrias, you have Handling and Sentinel.
  • For the human Shokunin or Tukang, you have Detection and Making.
  • For the human Shonin or Wesias, you have Finding and Passage.
  • For the human Brahmanas or Saishi, you have Storm and Warding.
  • For the human Sabanto or Sudras, you have Healing and
...

Holy carp! This is brilliant, and is exactly the kind of thing I was thinking of! I can't believe I lucked out with finding it!

Similar effects for the remaining houses will ensue (eventually).

EDIT: To be clear, I was talking about how they handled Dragonmarks. Really clean stuff.


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Bloodlines of Pravoka

Tacticslion wrote:

Human

For the human Kuga or Bangsawan, you have Scribing and Shadow.
For the human Samurai or Satrias, you have Handling and Sentinel.
For the human Shokunin or Tukang, you have Detection and Making.
For the human Shonin or Wesias, you have Finding and Passage.
For the human Brahmanas or Saishi, you have Storm and Warding.
For the human Sabanto or Sudras, you have Healing and Hospitality.

Half-Dwarf
For the half-dwarf Kamuk, you have Lore and Stone. These Houses are Mong and Hano.
For the half-dwarf Ikor, you have Blood and Mission. These Houses are Hano and Lsou.
For the half-dwarf Gamil, you have Memory and Writing. These Houses are Mong and Suem.
For the half-dwarf Ulter, you have Labor and Strength. These Houses are Suem and Lsou.

The houses of Detection, Finding, Handling, Healing, Hospitality, Making, Passage, Scribing, Sentinel, Shadow, Storm, and Warding have all been taken care of.

And now, for the remaining houses: Blood, Labor, Lore, Memory, Mission, Stone, Strength, Writing.

Blarg.

I've run out of time after the first three! Boo!

Oh-well, posting what I've done so far, and leaving the rest for later.

Finished:

Blood: half-dwarf; Heal; blood money (3rd), boiling blood (5th) {this is modified to work for dwarf subtype}, blood biography (7th), blood of the martyr (9th), caustic blood (11th), bloodsworn retribution (13th), regenerate (15th), blood mist (17th), transmute blood to acid (19th)

Labor: half-dwarf; Profession (all); ant haul (3rd), bear's endurance (5th), monstrous physique I (7th), simulacrum, lesser (9th), lighten object, mass (11th), summon laborers (13th), legendary proportions (15th), iron body (17th), wooden phalanx (19th)

Lore: half-dwarf; Knowledge (history); heightened awareness (3rd), commune with birds OR investigative mind (5th), speak with dead (7th), speak with haunt (9th), ancestral memory (11th), legend lore (13th), vision (15th), true prognostication (17th), astral projection (19th)

... aaaaaaaaaaaaaand...

Work in Progress:

Memory: half-dwarf; Knowledge (???); memorize page (3rd), hidden knowledge OR share memory (5th), mindlocked messenger (7th), ??? (9th), ??? (11th), ??? (13th), memory of function (15th), ??? (17th), ??? (19th),

Mission: half-dwarf; ???; ??? (3rd), ??? (5th), [/i] (7th), [i] (9th), [/i] (11th), [i] (13th), ??? (15th), ??? (17th), ??? (19th),

Stone: half-dwarf; ???; [/i] (3rd), [i]??? (5th), ??? (7th), stone shape (9th), wall of stone (11th), ??? (13th), ??? (15th), ??? (17th), ??? (19th),

Strength: half-dwarf; ???; ??? (3rd), ??? (5th), ??? (7th), ??? (9th), ??? (11th), ??? (13th), ??? (15th), ??? (17th), ??? (19th),

Writing: half-dwarf; ???; [/i] (3rd), [i]book ward (5th), explosive runes (7th), voluminous vocabulary (9th), contingent scroll (11th), runic overload (13th), [/i] (15th), [i] (17th), [i][/i] (19th),

I've not decided so strongly that I'll refuse to change things. It's just what I've gotten done so far.


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I got back on the PbP horse. My Fallout games are back in action. :-D


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thegreenteagamer wrote:
I got back on the PbP horse. My Fallout games are back in action. :-D

Awesome!

... and now...

Bloodlines of Pravoka (Complete, but potentially subject to change)

Tacticslion wrote:

Human

For the human Kuga or Bangsawan, you have Scribing and Shadow.
For the human Samurai or Satrias, you have Handling and Sentinel.
For the human Shokunin or Tukang, you have Detection and Making.
For the human Shonin or Wesias, you have Finding and Passage.
For the human Brahmanas or Saishi, you have Storm and Warding.
For the human Sabanto or Sudras, you have Healing and Hospitality.

Half-Dwarf
For the half-dwarf Kamuk, you have Lore and Stone. These Houses are Mong and Hano.
For the half-dwarf Ikor, you have Blood and Mission. These Houses are Hano and Lsou.
For the half-dwarf Gamil, you have Memory and Writing. These Houses are Mong and Suem.
For the half-dwarf Ulter, you have Labor and Strength. These Houses are Suem and Lsou.

The houses of Detection, Finding, Handling, Healing, Hospitality, Making, Passage, Scribing, Sentinel, Shadow, Storm, and Warding have all been taken care of.

And now, for the remaining houses: Blood, Labor, Lore, Memory, Mission, Stone, Strength, Writing.

Bloodlines of Provoka:
Blood: half-dwarf; Heal; blood money (3rd), boiling blood (5th) {this is modified to work for dwarf subtype}, blood biography (7th), blood of the martyr (9th), caustic blood (11th), bloodsworn retribution (13th), regenerate (15th), blood mist (17th), transmute blood to acid (19th)

Labor: half-dwarf; Profession (all); ant haul (3rd), bear's endurance (5th), monstrous physique I (7th), simulacrum, lesser (9th), lighten object, mass (11th), summon laborers (13th), legendary proportions (15th), iron body (17th), wooden phalanx (19th)

Lore: half-dwarf; Knowledge (history); know the enemy (3rd), commune with birds OR investigative mind (5th), speak with dead (7th), speak with haunt (9th), ancestral memory (11th), legend lore (13th), vision (15th), true prognostication (17th), astral projection (19th)

Memory: half-dwarf; Perform; memory lapse (3rd), mindshock (5th), mindlocked messenger (7th), modify memory (9th), mind probe (11th), ancestral memory (13th), memory of function (15th), word of recall (17th), akashik form (19th)

Mission: half-dwarf; Escape Artist; keep watch (3rd), heroism (5th), ghost wolf (7th), geas, lesser (9th), freedom of movement (11th), geas/quest (13th), bestow grace of the champion (15th), nine lives (17th), shapechange (19th)

Stone: half-dwarf; Knowledge (engineering); expeditious construction (3rd), soften earth and stone (5th), stoneskin (7th), stone shape (9th), wall of stone (11th), stone tell (13th), repel metal or stone (15th), create greater undead (17th), elemental swarm {earth-spell only} (19th)

Strength: half-dwarf; Swim; burst of adrenaline (3rd), sky swim (5th), siphon might (7th), deadly juggernaut (9th), mighty strength (11th), eagle soul (13th), symbol of weakness (15th), divine vessel (17th), crushing hand (19th)

Writing: half-dwarf; Knowledge (religion); memorize page (3rd), book ward (5th), explosive runes (7th), voluminous vocabulary (9th), contingent scroll (11th), runic overload (13th), symbol of scrying (15th), trap the soul (17th), symbol of vulnerability (19th)

==============================

One of the things that I'm grappling with is the kind of "meh"-ness of some of these lists. I worked hard to keep direct-damage spells off of the lists, but I also wanted to choose things that weren't normally part of the Sorcerer list as much as possible to keep things interesting (and doing both of those to any extent while finding non-overlapping strength bonuses - or at least finding a spell that did something else and thus was still useful once you had the overlapping strength bonus types - was kind of tough!), but I also wanted it to be sensible. Some of the choices are a stretch, but... come on. Just look at the original list of spells; even the Pathfinder fan-made revamp has some unusual choices in it.

At least one unusual choice was entirely intentional, however, and I was unfortunately forced to leave a few similarly-themed unusual choices behind...

That said, I also worked to avoid overlap of skills and spells, where I could. For the skills... at least one of them (Profession) is a normal class skill, but so is the Making mark's skill, so I dunno why that was chosen - I figure it must be for some valid reason. Still, I avoided that where possible.

Please give me feedback. It's quite possible I've overlapped a spell, a skill, or something else that I didn't notice. I need help to make these things as good as I can!

Thanks!


And of course I notice a few issues almost immediately, thus morning. Typical. Welp! Work on later, today is busy!


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Snippet from our game.

Well, sort of.

A snippet from a text, anyway, that has game lore.

A text I sent wrote:

"If you would know the truth of master Gedim's murder, come for breakfast to the Happy Half Mast at sunrise. Bring the journal. - a friend"

Place: The Happy Half Mast (owned by the House of Hospitality)
- - name is a pun: it has literally half of a mast that has many clothes opened to lower-than-normally-acceptable levels attached as "curtains" for privacy (although the staff sometimes follows this affectation for titillation purposes as well). The mast is sideways and bent to follow the shape of the place. Often used for shady and semi-licit (though not inherently evil or illegal) meetings and discussions, as it's known for its discretion.
Time: Sunrise/breakfast
Bring: Yourselves and the journal
Paper: watermarked by the House of Making

House of Making is divided into three (its headquarters were technically in Corneria during the loss of that place, leaving the house's leadership divided between three fractious heirs). They were the creators of the azer, by utilizing ancient secrets brought to Pravoka from distant Guru (a place Pravoka has much connection to, due to the presence of the both human and dwarf immigrant bloodlines from there).

House of Hospitality is a house devoted to pleasant and non-violent interactions. If it's code of hospitality is violated, patrons run the risk of being exiled from all Hospitality-owned locales (and potentially causes social shunning and loss of influence/station as a result). This, more than the minimal, yet consistent guard presence, generally makes them some of the safest locations to meet for most any purpose for non-thrice born.

The opening quote is a note thrown through a curtain at a Resteraunt at our heroes. The rest is stuff their perception and knowledge (local) informed them of.


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Have you seen Archer. I highly recommend it if you haven't.

Sure, he's a self absorbed womanizing alcoholic, but deep down he's a good person.


I haven't. I may or may not - there are so many things demanding my time and attention, I might not be able to. But I'll keep it in mind!


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

You really should, you might like it more then you realize. It can be a little raunchy at times but not obnoxiously so.


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Provakan NPCs

(As used in our games.)

First, an explanation/excerpt: People of the North

IMPS
In the northern mountains are a host of imps lives within the cave systems and forests, within rudimentary crafted cities filled with ancient treasures mingling side-by-side with more modern pieces of crude make. These imps are an ancient race who's history has been lost to oral distortions and times. Despite their relatively anarchic over-all society, they have produced a relatively stable progression (or regression). The traditional hooded cap, floppy-pointed shoes, stitched shirt, overalls, and crudely made packs have become relatively iconic and exceptionally common. The five major kinds of imps blend in a way that allows a proliferation of imp half-breeds.

Major Types of Imps


  • Orc -> Pig; medium and vicious
  • Gob -> Ulf; small and sneaky
  • Hob -> Hob; medium and martial
  • Bug -> Byr; powerful build (medium) and intimidating
  • Kob -> Rat; small and crafty

Each of these half-breeds have semi-unique traits partially inherited from their parents, based on gender - much like mules, though imps are able to breed.

Combination Imps:

Pig (m) + Ulf (f) -> Pif; fine build (medium)
Pig (f) + Ulf (m) -> Ulg; medium

Pig (m) + Hob (f) -> Pib; medium
Pig (f) + Hob (m) -> Hog; medium

Pig (m) + Byr (f) -> Pir; large
Pig (f) + Byr (m) -> Byg; powerful build (medium)

Pig (m) + Rat (f) -> Pit; fine build (medium)
Pig (f) + Rat (m) -> Rag; medium

Ulf (m) + Hob (f) -> Ulb; fine build (medium)
Ulf (f) + Hob (m) -> Hof; small

Ulf (m) + Byr (f) -> Ulr; fine build (medium)
Ulf (f) + Byr (m) -> Blf; small

Ulf (m) + Rat (f) -> Ult; small
Ulf (f) + Rat (m) -> Raf; powerful build (small)

Hob (m) + Byr (f) -> Hor; medium
Hob (f) + Byr (m) -> Byb; medium

Hob (m) + Rat (f) -> Hot; fine build (medium)
Hob (f) + Rat (m) -> Rab; small

Byr (m) + Rat (f) -> Bat; powerful build (small)
Byr (f) + Rat (m) -> Ryr; medium

The half-breed creatures breed true with their own kind, or the mother, if a parallel kind. For example, two Bybs will make a Byb, but if it is a male Hor and a female Byb, the child will be Byb. Mix breeds will instead breed back into one of the major kinds, if the other parent is a pure blood, or if the two mixed breeds have more of one major kind than the other. For example, a Byb blending with a Hob will result in a Hob, or with a Byr will result in a Byr. If a Byb mates with a Pib, Hog, Ulb, Hof, Hot, or Rab, the child is a Hob; it is a Byr if the Byb mates with a Pir, Byg, Ulr, Blf, Bat, or Ryr. If the other parent is also mix that doesn't contain either of the major kinds of imp, the child is of a kind that isn't present in the parental mix (example below). This strange multiplicity-yet-stability has not yet been explained by sages, but is believed to connect back to the mysterious origins of Imps as a whole.

Further Combinations of Imps:

Pig (m) + Ulf (f) -> Pif; fine build (medium)
Pig (f) + Ulf (m) -> Ulg; medium
/\/ > ~ - = + = - ~ > Pif/Ulg+Hor/Byb -> Rat
Hob (m) + Byr (f) -> Hor; medium
Hob (f) + Byr (m) -> Byb; medium

Pig (m) + Ulf (f) -> Pif; fine build (medium)
Pig (f) + Ulf (m) -> Ulg; medium
/\/ > ~ - = + = - ~ > Pif/Ulg+Hot/Rab -> Byr
Hob (m) + Rat (f) -> Hot; fine build (medium)
Hob (f) + Rat (m) -> Rab; small

Finally: Two NPCs!

Nrak, the Vapor Market Barker-Seller
This green-skinned splotchy-and-coarse-haired humanoid snarls in a feral manner, before breaking out into a huge (and ugly) grin, and shouting loudly about questionable "goods" for sale on the dirty and tattered blanket at his feet. His stained brown-gray rags contrast with his well-kept (if aged) spear and dagger, and his well-kept and well-sealed satchel. The numerous scars that crisscross his body clearly tell of a storied past of deadly action.
LE Medium humanoid (imp)
Init +1; Senses darkvision 120 ft., Perception +1
DEFENSE
AC 11, touch 11, flat-footed 10
hp 32 (2d10 plus 2d6)
Fort +3, Ref +4, Will +5
Weakness light sensitivity
OFFENSE
Speed 30 ft.
Melee +5 dagger (1d4+3, 19-20/x2), +5 spear (1d6+3, x3)
Ranged +3 sling (1d4+3, x2)
SA studied target, slayer talent (blood reader)
STATISTICS
STR 16, DEX 12, CON 10, INT 13, WIS 11, CHA 13
Base Atk +2, CMB +5, CMD 14
Feats Alertness, Iron Will
Skills Appraise +8, Bluff +8, Diplomacy +8, Disguise +8, Intimidate +8, Knowledge (local) +8, Perception +10, Sense Motive +10
Languages giant, gnoll, goblin, orc, trade; dwarven
SQ track
OTHER
Possessions Rags (stained brownish gray), dagger, spear, pouch containing (39 copper, 13 silver), assorted junk (see below), ratty sales banket

    Assorted Junk
  • sealing wax (partially used) <sell for: 60 c>
  • wool blanket (mild mildew) <sell for: 39 c>
  • skewer of boiled rat meat <sell for: 7s 5s>
  • information <sell for: 100 s>

Nrak is a hard-boiled, bitter and frustrated ex-warrior from the invasion of Corneria; his trust entirely eroded by what he sees as betrayal first by Cornerian people, then the assassins, and then Spearland. That fact aside, he's got a solid grasp on the current state of his people, and does what he can to ensure their survival - he hates all others equally, but is focused on ensuring his people have a niche in the world - a place to live. He refuses to allow his own prejudice harm a potential business contract, or potential place for his people. To that end, he's agreed to assist three Cornerian refugees in their search for a strange landmark. Though he despises how the Cornerians have had an easy life, compared to his people, he recognizes that gaining allies among these Ainu refugees could lead to making life easier on his own people; however little it might help, perhaps a good word could combat his peoples' negative image. Besides, he's accepted money. He can't back out, now (though he can charge more...).

Nrak is a force to be reckoned with in the Vapor Market - so named, because, much like the nauseating vapors of the lower city where it meets - the location moves from place to place (and generally stinks). Though he is not in charge, his suggestions are so well respected that those in charge always have the meeting at a location of his mention.

=====================

Ash, Co-owner of the Red Anvil
This tall, thin, coppery character has a stylized face reminiscent of Cornerian people. His forehead and chest has an intricate pattern inlaid with gold.
N Medium outsider (constructed body, fire, native)
Init +0; Senses darkvision 120 ft., Perception +4
DEFENSE
AC 10, touch 10, flat-footed 10
hp 27 (2d10 plus 3d6 + 5)
Fort +5, Ref +1, Will +5
Defenses constructed body, resist level drain
Weakness forged soul
OFFENSE
Speed 20 ft.
Melee +5 slam (1d3+1)
STATISTICS
STR 13, DEX 10, CON 13, INT 16, WIS 8, CHA 12
Base Atk +2, CMB +5, CMD 14
Feats Cosmopolitan, Orator, Skill Focus (linguistics, perform)
Skills Appraise +8, Bluff +8, Climb +6, Craft (construct) +6, Diplomacy +8, Knowledge (engineering) +6, Linguistics +9, Perception +4, Perform (storytelling) +9, Profession (place-keep) +4, Sense Motive +4, Survival +4
Languages dwarven, cornerian, provokan, sylvan, trade
SQ brazen flesh

Ash is a typically flighty, awkward azer, who remains uncertain of his actual place in life. The few things he knows for sure is that he can only remember eight years ago (after his severe head trauma), and he loves telling stories. Recently, he came across a fellow azer murdering a man, and three Cornerians who killed the murderer in self-defense. Surprisingly, he recognized one of the Cornerians from before his eight-years of memories. He doesn't remember much, only that she told him to "stay under cover" and that it saved his life. He's also been prone to singing "Happy Birthday" recently, for reasons unknown (it's silly: azer don't have birthdays), but either way, he was pleased - he gained a new story for the Red Anvil crowd, remembered an old friend, and has been able to help her by pointing the way to the Vapor Market.

EDIT: To write up the fluff on the NPCs, and clarify some of the Imp heritage writing.


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Maybe I'm biased, but I personally think Archer is the best show on television right now.


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Sterling Archer, Effortless Spy wrote:
Maybe I'm biased, but I personally think Archer is the best show on television right now.

I might even like it more than Futurama!


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clobberella wrote:
Sterling Archer, Effortless Spy wrote:
Maybe I'm biased, but I personally think Archer is the best show on television right now.
I might even like it more than Futurama!

It is sexy, and seductive.


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Brian Fantana wrote:
clobberella wrote:
Sterling Archer, Effortless Spy wrote:
Maybe I'm biased, but I personally think Archer is the best show on television right now.
I might even like it more than Futurama!
It is sexy, and seductive.

I like Cheryl.


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Brick Tamland wrote:
Brian Fantana wrote:
clobberella wrote:
Sterling Archer, Effortless Spy wrote:
Maybe I'm biased, but I personally think Archer is the best show on television right now.
I might even like it more than Futurama!
It is sexy, and seductive.
I like Cheryl.

WHAMMY!


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Champ Kind wrote:
Brick Tamland wrote:
Brian Fantana wrote:
clobberella wrote:
Sterling Archer, Effortless Spy wrote:
Maybe I'm biased, but I personally think Archer is the best show on television right now.
I might even like it more than Futurama!
It is sexy, and seductive.
I like Cheryl.
WHAMMY!

Well, that use of aliases escalated quickly!


Quote:
Ron Burgundy

This is a wonderful alias. Thank you.


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Okay, so...

I was really unclear earlier.

Sorry.

It's time for some SEEEEECRRREEEEET HHHIIISSSTOOORRRYYYYY

(Also a spelling change; consider it a retcon/errata).

Major Types of Imps


  • Orc -> Pyg; medium and vicious
  • Gob(lin) -> Ülf; small and sneaky
  • Hob(goblin) -> Hüb; medium and martial
  • Bug(bear) -> Byr; powerful build (medium) and intimidating
  • Kob(bold) -> Rüt; small and crafty

So there are several things that are important about this, including what this chart actually means, mechanically, and what it means in a linguistic sense.

For the first, it should, I hope, be clear enough: the first creature listed (stat-wise) is called the second creature name in this campaign world.

But those names are actually important, in their own way, and the "why" isn't clear in the slightest, and has been lost to history (though it may be able to be guessed at).

Secret Meaning!:

The secret ingredient to all of these, as some might guess, is therianthrope.

At some point, in the distant past of imps, the entire race was afflicted with broad-spectrum therianthrope of various kinds, notably that of boar, wolf, bear, and rat (there was also a once-powerful strain of more-or-less royal "goat" therianthropes, but those have all vanished for unknown reasons*).

* Technically everything about this race's history is unknown, but the goat-blooded royal extinction is lacking even more than most. The short version is that the goats simply bred themselves out of existence in relatively unexciting ways - hence no real documented historical moment. Some were killed off via internal or external strife (including a few notable slaughters by ancient and forgotten "monster hunters" from a bygone era), some inbred to sterility and cessation, some bred themselves with other races into vanishing, some (two major clans, in fact) made pacts with fiends, and some still actually exist (albeit swept out of the reality as most know it). There may be a few minor herds somewhere out there in the world, living in seclusion, but managing to avoid the inbreeding/sterility issues that come from having a critically low species, but they're rare enough that the gobs don't even know about them anymore, and I don't have mechanical stats for them.

Major Types of Imps


  • Pyg; medium and vicious: these are descended from wereboars.
  • Ülf; small and sneaky: these are descended from werewolves.
  • Hüb; medium and martial: these are the closest to "pure" imps remaining.
  • Byr; powerful build (medium) and intimidating: these are descended from werebears.
  • Rüt; small and crafty: these are descended from wererats.

And now you know.

As an additional linguistic note, any "e" or "i" in the names above should become "y" instead; any other vowel should become "ü".

Examples: "Pif" should instead be "Pyf" and "Hog" should instead be "Hüg" and "Ulr" should instead be "Ülr".

In addition to the normal benefits for being their race, these creatures all gain a +2 bonus on acrobatics and climb checks, lowlight vision, and the limited ability to manifest a rage power (each unique to their own kind of imp) for 1+CON mod rounds per day (minimum 1). While using this ability, they take the normal penalties for rage, but gain no other benefits. If they gain the ability to rage, they may add 1 to the normal number of rounds they may rage and use their special ability during it.

- Pyg: gains a +2 nAC, 1 temporary hit point
- Ülf: +10 land speed, +1 reflex
- Hüb: scent, +1 will
- Byr: bite (1d4) and claw (1d3)
- Rüt: climb speed 20, +1 fortitude

Mixed parentage imps gain a random blend of their parents' rage powers. For example, a Pyt or Rüg (combination Pyg and Rüt) might gain a +2 nAC and 1 temporary hit point, climb speed 20 and 1 temporary hit point, a +1 fortitude and 1 temporary hit point, +2 nAC and a climb speed 20, +2 nAC and +1 fortitude, or a climb speed 20 and +1 fortitude. Which of these is determined by the GM, but usually at least somewhat (in one facet) favors the mother. The more mixed this gets, the more random it is.

When humans and imps breed (and they can) the statistical union is always a half-imp (mechanically half-orc) with the parent's rage power, though no particular bonus rounds.

Any imp (or half-imp) may trade their rage power in for the ferocity special ability, if they don't already have it.


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Oh!

An NPC that I'm not sure will ever actually come into play, but I figure should be posted somewhere, because I like her and want her to be seen by someone at some point.

As always, feel free to steal, if you like it, or even file off the numbers, and use in your games!

Matoya, Cave Witch of the Northern Mountains
This wizened, ancient-looking crone hunches over a dimly lit table. A broom seems to sweep itself beyond her, as she welcomes you and greets you by name. "I've been expecting you..." she starts.
N Medium humanoid (variable; currently human)
Init +0; Senses blind, {with stone} blindsense 30 ft., blindsight 15 ft., Perception +2
DEFENSE
AC 13 [16], touch 12 [16], flat-footed 11 [14]
hp 57 (10d6 + 20)
Fort +5, Ref +5, Will +8
OFFENSE
Speed 30 ft.
Melee +8 masterwork icicle dagger (1d4+3, 19-20/x2)
Ranged +8 masterwork icicle dagger (10 ft., 1d4+3, 19-20/x2)
SA hex (charm, channel energy [6/day] (1d6), evil eye, hag's eye, peace bond, scar, tremor (6/day))
Spells Prepared (CL 10th, Concentration +16)


  • 5th - baleful polymorph, magic jar (2)
  • 4th - dream shield, frog spies (2), scrying
  • 3rd - bestow curse, dispel magic, rain of frogs (2)
  • 2nd - blindness/deafness (2), commune with birds (2), sentry skull, stricken heart
  • 1st - chill touch, command (2), ear piercing scream, frostbite, mage armor
  • Cantrips - guidance, resistance, spark, touch of fatigue

STATISTICS
STR 14, DEX 14, CON 14, INT 29, WIS 15, CHA 18
Base Atk +5, CMB +7, CMD 19
Feats Eldritch Heritage (Deep Earth, Extra Hex (witch's brew), Extra Hex (witch's bottle), Scribe Scroll, Skill Focus (dungeoneering)
Skills Craft (alchemy) +22, Heal +15, Intimidate +17, Knowledge (arcana, history, nature, planes) +22, Knowledge (dungeoneering) +28*, Linguistics +22*, Profession (witch) +15, Spellcraft +22, Use Device +17
Languages cornerian, draconic, druid, elven, giant, gnoll, goblin, orc, provokan, sylvan, trade
SQ curse of blindness, familiar (frog), hex (aura of purity, beast eye, cauldron, empathic healing, feral speech, scar, spontaneous healing), item bond (seeing crystal), stone cunning +4, wild empathy +13
Notable Possessions cave and possessions, ancient spirit jars, seeing crystal (see below), witch's outfit <silk robe (armor)>; permanent enhancement (intelligence +4 <knowledge (dungeoneering, linguistics)>)

Familiar Spells: (Healing Patron)


  • Cantrips - all
  • 1st - blood money, chill touch, command, diagnose disease, ear piercing scream, frostbite, hypnotism, icicle dagger, mage armor, restore corpse, nereid's grace, remove fear, unseen servant, wizened appearance; cure light wounds, expeditious excavation
  • 2nd - augury, blindness/deafness, commune with birds, conditional favor, gentle repose, masterwork transformation, restoration, lesser, see invisibility, sentry skull, status, stricken heart, unnatural lust; cure moderate wounds, darkvision
  • 3rd - accept affliction, aura sight, bestow curse, clairaudience/clairvoyance, deep slumber, dispel magic, planar inquiry, pup shape, rain of frogs, remove curse, remove disease, seek thoughts, speak with dead, witness; cure serious wounds, shifting sand
  • 4th - age resistance (lesser), dream shield, divination, frog spies {as insect spies, but frogs instead of beetles}, reincarnate, restoration, scrying, vicarious view; cure serious wounds, stone skin
  • 5th - baleful polymorph, break enchantment, cleanse, contact other plane, magic jar, teleport; breath of life, cure light wounds, mass, spike stones

Matoya is a surprisingly ancient witch - and even more ancient than most know. For the last several generations, Matoya has been secretly taking the bodies of healthy, powerful and evil young women for her own, from elves, dwarves, humans, imps, and their various hybrids. Currently, she has a single human, a single elf, and a single imp (a pyg) on-retainer.

With a curious fondness for frogs and a tendency to be reclusive and mysterious, Matoya has long been a figure of legend, terror, and hope for those who have learned for her - but she always charges a price of some kind.

Her desire to live and be left alone has served her well, to date, though rivals still seek to claim her powers or incapacitate her from time to time, or take her Seeing Crystal for themselves.

Seeing Crystal
The seeing crystal is a powerful item and bonded to Matoya in a deep and strange way.

The seeing crystal is what has granted Matoya her strange powers, and ultimately afflicted her with supernatural blindness that even new bodies cannot free her from. It is this crystal that has taught her the ancient art of witchcraft and activated her latent sorceress bloodline.

In addition to hexes she has from her class levels as a witch, it grants her beast eye, cackle, charm, evil eye, feral speech, hag's eye, peacebond, and scar hexes as free bonus hexes. Four hours after being deprived of her seeing crystal, Matoya loses the ability to cast any spells or access her witch abilities, including Hexes.

Otherwise, it acts as both a wizard's bonded item, and a crystal ball of a kind of her choice. Once per day, it may be switched to a different kind of crystal ball of her choice. It may serve as a focus of up to 10,000 gold-worth, and with it, Matoya may ignore up to 100 gold-worth of material components for a single spell (though she must pay excess, as normal).

Only Matoya may use this crystal's power. There is certainly some circumstance that would allow another to do so, but what that circumstance is remains currently unknown.

Secretly, the Seeing Crystal is a neutral evil intelligent item with a 20 INT, 15 WIS, and 10 CHA. It has no senses beyond the ability to "see" what it touches and what its bearer does through spells. Its only method of communication is empathy. It has 10 ranks in bluff and a constant innocence effect, and may use the sow thoughts ability at-will on its ownere. It has the secretive and uncaring properties, but has the special purpose of pushing its chosen and bonded entity into immortality as quickly as possible - preferably by using it as a lich's phylactery. Originally created by the first to ever research lichdom (long before that state was achieved), it was deemed a failure when the creator misunderstood its nature, and was cast out. It has since been passed through several hands over the ages, but Matoya has survived the problems it caused her, and has successfully found her own brand of immortality, which satisfies the item. It is loyal to her as a familiar to its master.

EDIT: several times to make minor changes, tweaks, and fix copy/paste errors. Also, I took two liberties with her special abilities. Why? I wanted her to have them. As I do things similarly with PCs, I'm not too concerned. :)


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... it's time.

Time to unveil exactly how hackneyed and derivative I can be.

It's time for a...

NEW BASE CLASS

"Black Mage"

- the Black Mage is, mechanically, similar to an evocation/wrath sin specialist (including intense spells and versatile evocation special abilities), except has abjuration, enchantment, and illusion as Prohibited Schools, no Arcane Bond, and the Branded, Choleric, Consumed, Frentic, Friendless, Odious, Wan, Wasting, and Wrecking Mysticism oracle curses. Additionally, it sacrifices its bonus feats and other class features for two special abilities: Hadoken, and Stabbing Frenzy, described below.

Hadoken (Su)
Some say that love is the greatest power in the universe. The ancient tribe of the Black Mages believed this to be true, and so sought to harness its power for pure destructive potential. Unfortunately, they succeeded, and effectively annihilated themselves with that knowledge. All but one remaining survivor began a new school of mysticism, just as wrathful as the other, but carefully erasing all mention of such a destructive force. Yet the sole survivor, maddened with grief and driven to insane joy in its misery, created a record of the Hadoken, and left carefully hidden clues for a few, maddened future entities to uncover its secrets once again, and drain love from the universe as a pure destructive force.

The Hadoken is the most obscene secret of the black mages - a piece of lore so forbidden that those who are aware of it are actively hunted and killed by the Practitioners of Wrath.

As a full-round action, up to a number of times per day equal to 3 + a practitioner's intelligence modifier, one who knows the secret of Hadoken may expend one or more spell slot to cast it. This creates a destructive beam that deals 1d8 damage per black mage level plus 1d8 damage per spell level of the spell slot or slots sacrificed. Hadoken has an absurdly large area of effect - at minimum, 800 feet plus 80 feet long per level and 80 feet in diameter. A black mage may utilize additional daily uses as part of a single action to increase the size and damage of a given Hadoken; this effectively doubling the length and diameter with each charge used (so two charges would be 1600 ft plus 160 ft/level long with a 160 ft diameter; and three would be 2400 ft plus 240 ft/lvl long with a 240 ft diameter; and so on). Normally, nothing may avoid this damage, but a successful reflex save by a creature with improved evasion may take half damage (creatures with basic evasion do not have this option). The save DC is 10 + 1/2 level + Intelligence modifier.

The Hadoken, though powerful, is not without its drawbacks. In addition to literally draining love from the universe to power itself, it inflicts a number of negative levels and Constitution and Charisma drain equal to 1 + 1/2 the spell level used to power it (minimum 1). Thus, even the most powerful of spellcasters hesitate to utilize it much, lest they destroy themselves in the process.

Stabbing Frenzy (Su)
The practitioners of Wrath are a terror - even to their own kind. Such a focus on destructive, primal energies corrupts their very essence with boundless fury. Their rage is unquenchable, once ignited, and most seek to avoid it, at all costs.

The Practitioners of Wrath - or "Black Mages" as they are more colloquially known - learn terrible destructive secrets that would drive lesser minds insane. Truth be told, it does not leave them... unaffected, either. Yet, the Black Mages are a very clever bunch - they have learned how to bottle and suppress the feelings of rage, fury, and insignificance, until it can be properly channeled into a murderous frenzy of death.

Though called a "stabbing frenzy" a Black Mage need not have a stabbing weapon - any weapon they may wield will do. Whenever the Choleric curse's rage effect activates, you gain an additional attack each round at your highest base attack bonus (which does not stack with similar effects, such as haste). If you expend spell slots equal to six or more spell levels, for the duration of the Choleric curse's rage effect, you may act as if you had the two weapon fighting, improved two weapon fighting, greater two weapon fighting, superior two weapon fighting, and two weapon rend; or as if under the effects of the transformation spell; alternatively you may expend up to twelve spell levels and gain both benefits for the duration.

While he still preferentially attacks his enemies (at least, most black mages presume the foes of their team are their enemies for this), when there are no more obvious foes, a black mage must make a will save (DC 20 + 1/2 black mage level) each round for the duration of the effect to avoid attacking anyone else. Allies may attempt to calm him down with an Aid Another check or a successful Diplomacy check.

Credit goes to Nuklear Forums, Brian <something, sorry, it's been a decade, and Sardapedia doesn't tell me> for originally developing the Black Mage prestige class for 8-Bit Theater (written by Brian Clevinger). Expect future ridiculous and unbalanced classes to be forthcoming, soon!

EDIT: Credit-edit and amendment.


Couple of things I forgot when starting up Nrak.

He's a Hüt {Hüb (m) + Rüt (f) -> Hüt; fine build (medium)}, with a scent and fortitude bonus when enraged.

I also skimped out on Matoya's backstory. Whoops! Guess you guys can't read my mind! I'll need to write that up more... later.


I'm not going to post another NPCs stats, just yet.

But the name is the "Gygüntüün Kyllmüülys and Tyüm" and this song was extraordinarily influential in its creation.

(Wow: anyone reading this is going to be so daggum confused when I post that NPC, here.)


2 people marked this as a favorite.
Tacticslion wrote:

... it's time.

Time to unveil exactly how hackneyed and derivative I can be.

It's time for a...

NEW BASE CLASS

"Black Mage"...

...I approve.


1 person marked this as a favorite.

I just noticed it said to ask Tacticslion to favorite ALL your posts.

Pretty please! All fifteen thousand+.

I recommend just using the alias list and go through, one at a time.

It's okay, I'll wait around.

grabs the 1999 Sports Illustrated on the table, makes himself comfortable

Can I get a bottle of flavored water while I wait...


1 person marked this as a favorite.
Elephant in a Room wrote:

I just noticed it said to ask Tacticslion to favorite ALL your posts.

Pretty please! All fifteen thousand+.

I recommend just using the alias list and go through, one at a time.

It's okay, I'll wait around.

grabs the 1999 Sports Illustrated on the table, makes himself comfortable

Can I get a bottle of flavored water while I wait...

Note: It said ask him to - it didn't say he necessarily would. You're going to have to earn your own favorites...


2 people marked this as a favorite.

Get on my level.


2 people marked this as a favorite.

Was that a godling chirping? i could've sworn i heard something...


2 people marked this as a favorite.

THAT WAS NOT MY FINAL FORM!


1 person marked this as a favorite.

Starts grinding a boney, gore soaked hip, while eating an undercooked Bison haunch.

I like them power hungry!


Tacticslion wrote:

... it's time.

Time to unveil exactly how hackneyed and derivative I can be.

It's time for a...

NEW BASE CLASS

"Black Mage"...

Black Mage wrote:
...I approve.

You would.

Elephant in a Room wrote:
I just noticed it said to ask Tacticslion to favorite ALL your posts.

Good noticing!

Elephant in a Room wrote:

Pretty please! All fifteen thousand+.

I recommend just using the alias list and go through, one at a time.

No.

Elephant in a Room wrote:

It's okay, I'll wait around.

grabs the 1999 Sports Illustrated on the table, makes himself comfortable

Feel free! :D


Elephant in a Room wrote:
Can I get a bottle of flavored water while I wait...

NO~! WE DON'T SERVE THAT "FAKE WATER" CARP HERE~! PURE DIHYDROGENOXIDE< BABY!

>:(


1 person marked this as a favorite.
Elephant in a Room wrote:
I just noticed it said to ask Tacticslion to favorite ALL your posts.
Strategytiger wrote:
Note: It said ask him to - it didn't say he necessarily would. You're going to have to earn your own favorites...

This is correct.


The CR30 Green Tea Demigod wrote:
Get on my level.

I am.

Pharasma, Lady of Graves wrote:
Was that a godling chirping? i could've sworn i heard something...

Hah. Spelling mistakes. They plague us all. :D

EDIT:

The Full Blown Green Tea Deity wrote:
THAT WAS NOT MY FINAL FORM!

... Hahah~! Go show 'em, bro~!

Urgathoa, The Pallid Princess wrote:

Starts grinding a boney, gore soaked hip, while eating an undercooked Bison haunch.

I like them power hungry!

You're, uh... you're missing, uh... a, uh... a most of you. Ew.


1 person marked this as a favorite.
Mythic Tacticslion wrote:
The CR30 Green Tea Demigod wrote:
Get on my level.
I am.

Wrong alias for that reply...mythic at least, man. Priorities.


thegreenteagamer wrote:
Mythic Tacticslion wrote:
The CR30 Green Tea Demigod wrote:
Get on my level.
I am.
Wrong alias for that reply...mythic at least, man. Priorities.

Pssst. Look what you quoted...


1 person marked this as a favorite.

Who needs Mythic when you have soft delicate fists that can reduce the rules forum into a smoking pit in less then a day.

Go ahead, start a thread about the Adamantine Golem's slam, and bask in the devastation.

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