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Parthenon
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Post by Parthenon »

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What the fuck is up with her body? It looks almost Liefeldian, especially her fucked up hips.

EDIT: The Rob Liefeld image I was most thinking of was
Image
Add a big stupid shoulder pad to the Liefeld image and its basically the same, especially since the waist is so tiny.
Last edited by Parthenon on Wed Jan 18, 2012 3:47 am, edited 2 times in total.
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Kaelik
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Post by Kaelik »

Parthenon wrote:What the fuck is up with her body? It looks almost Liefeldian, especially her fucked up hips.
Is Liefeldian a term I will regret googling?
Unrestricted Diplomat 5314 wrote:Accept this truth, as the wisdom of the Crafted: when the oppressors and abusers have won, when the boot of the callous has already trampled you flat, you should always, always take your swing."
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Count Arioch the 28th
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Post by Count Arioch the 28th »

Her hips are broad like a woman's hips but the pelvis has male structure. I'm 10 and what is this?
In this moment, I am Ur-phoric. Not because of any phony god’s blessing. But because, I am enlightened by my int score.
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Prak
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Post by Prak »

Libertad wrote:New Wondrous Item: Finn's Cigar Box
This cigar box is stylishly designed and can hold up to 50 cigars. The box can enchant one cigar per day, and no more cigars can be enchanted until the original one is used up. Three times per day, as a standard action, a person smoking the enchanted cigar can breathe out a cloud of smoke which is equivalent to the Solid Fog spell. The cigar burns very fast when used in such a way, and is completely burnt out after three uses.
Moderate Conjuration; CL 7; Craft Wondrous Item, Solid Fog; Price: 16,000 gp; Weight: 0.5 lbs
These are awesome. I am totally putting potion cigars into my games from now on.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Libertad
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Post by Libertad »

Kaelik wrote:
Parthenon wrote:What the fuck is up with her body? It looks almost Liefeldian, especially her fucked up hips.
Is Liefeldian a term I will regret googling?
Rob Liefeld is a notable comics artist during the Iron Age of Comics, a time when superheroes wore leather and killed people with guns and ninja weapons. Liefeld had a... particular way of drawing: all of his characters' feet were tiny, entire sections of the body would be undrawn (one woman was missing a leg); all the men look like the hulk without the green, while the women have tiny waists but gigantic hips and breasts; their spines would curve out at impossible angles all the time.

You'll wonder how this guy got paid for his art.
Last edited by Libertad on Wed Jan 18, 2012 2:44 am, edited 4 times in total.
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Maxus
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Post by Maxus »

http://www.progressiveboink.com/archive/robliefeld.html

I'm also trying to find a blog post I saw. A guy tried to assume the poses you see on comics and fantasy covers--the female ones HURT to do.

By contrast, the male poses are pretty natural-feeling and powerful.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Prak
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Post by Prak »

Sure, except no one is built like a liefeld character:
Image
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Kaelik
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Post by Kaelik »

So he doesn't understand perspective?

Because on the head/back, he is clearly not angled. But the chest/stomach are clearly drawn as an angle not a profile.

GAR, my brain.
Unrestricted Diplomat 5314 wrote:Accept this truth, as the wisdom of the Crafted: when the oppressors and abusers have won, when the boot of the callous has already trampled you flat, you should always, always take your swing."
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Libertad
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Post by Libertad »

Prak_Anima wrote:
Libertad wrote:New Wondrous Item: Finn's Cigar Box
This cigar box is stylishly designed and can hold up to 50 cigars. The box can enchant one cigar per day, and no more cigars can be enchanted until the original one is used up. Three times per day, as a standard action, a person smoking the enchanted cigar can breathe out a cloud of smoke which is equivalent to the Solid Fog spell. The cigar burns very fast when used in such a way, and is completely burnt out after three uses.
Moderate Conjuration; CL 7; Craft Wondrous Item, Solid Fog; Price: 16,000 gp; Weight: 0.5 lbs
These are awesome. I am totally putting potion cigars into my games from now on.
Image

The Freeport Docks, Warehouse 24, Midnight.

A middle-aged balding halfling was flanked by a burly orc and an armor-clad gnome. A group of adventurers were opposite them. A tall, lithe elf garbed in black necromancer's robes, stood alongside a dwarf in full plate and a finely dressed human male with a rapier and eyepatch.

The halfling flipped out a cigar from his pocket, "Gentlemen," he said as the orc lit the cigar. "I want you to know that I have the highest respect for men of your profession. This city was founded on the pursuit of riches, so that our descendants can live a safe, productive life. We don't know each other, but what we do know, makes us closer than family."

"I'm afraid I don't follow you," the necromancer said.

"Guys like you, are like sons to me," the halfling said. "I feel the need to look out for you fellas, make sure that you don't do anything stupid. When you get fucked by family, it hurts. When some Scurvytown goon comes out, big shot, tries to fuck me, I kill him. But he's a Scurvy thug, so that's expected."

The halfling took a long, deep breath before expelling the smoke. In a matter of seconds it covered the entire group of adventurers, obscuring their vision.

"What's not expected" Finn said, his voice now deep and full of barely contained rage, "is for four of my men, accompanied by you, to return to Freeport, as shuffling zombies!"

The necromancer knew that Finn would never let him out, that something was going to go down. But his movements were sluggish, as though every step was like climbing a mountain. "Bu-bu-but Finn!" he exclaimed. "They couldn't be saved! There were too many Serpent Folk!"

The sound of arrows rushed past his ears, accompanied by the sound of his companions dropping.

The white clouds gave way to the dimly lit interior of the warehouse. The orc blind-sided the necromancer with a right hook, knocking him down to the ground. He tried to cast a spell, but the armored gnome grabbed him from behind and bound his arms together with rope.

Finn stood over him, rolling the cigar through his fingers. "In my business, we respect the dead. Cremation is the only merciful way to deal with necromancers. Would be a shame if somebody did to you what you did to my men."

He tossed the cigar into a nearby pile of firewood. The orange glow of the fire enveloped the crime boss' frame. "This is my city, governed by my rules, my money, my will. You don't fuck with my men, you don't fuck with my family, and you don't fuck with me!"
Last edited by Libertad on Wed Jan 18, 2012 3:38 am, edited 4 times in total.
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Libertad
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Post by Libertad »

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Diana the Acrobat
NG Female Human Thief-Acrobat 6/Swashbuckler 1
Hit Points: 43
Initiative: +4
Speed: 40 feet, climb 20 feet (30 feet, climb 15 feet without boots)
Armor Class: 19 (+4 dexterity, +2 Elusive Target, +3 armor) touch 16 flat-footed 13
Attacks: Javelin +14 (1d6+3, x2); Full Attack Javelin +14/+9; Diana adds +2d6 damage against opponents denied their dex bonus to AC. Diana usually Power Attacks on a -4 attack/+8 damage trade-off.
Base Attack/Grapple: +7/+9 (alternate Full BAB progression: http://tgdmb.com/viewtopic.php?t=52013)

Abilities: Str 14 Dex 18 Con 12 Int 12 Wis 14 Cha 14
Saves: Fort +3 Ref +13 (+16 Balance) Will +4
Skills (72 points): Appraise 4 (+5), Balance 10 (+17), Climb 10 (+20), Escape Artist 5 (+9), Hide 6 (+10), Jump 10 (+12/+23 with boots), Listen 5 (+7), Move Silently 6 (+10), Sleight of Hand 9 (+13), Spot 5 (+7), Tumble 10 (+14)
Feats: Elusive Target, Lightning Reflexes, Weapon Finesse, Whirlwind
Class Features: Thief-Acrobat: Acrobatic Flair, Trapfinding, Pole Jump, Sneak Attack +2d6, Improved Evasion, Sure Climb, Kip Up, Detect Magic, Grappling Line, Rapid Stealth, Mercurial Charge; Swashbuckler: Fencing, Your Opponent Is Me!
Equipment: Magic Javelin (+3 enhancement bonus, returning property, can extend anywhere from 1” to 6’ feet in length, treated as a pole for Pole Jump), Boots of Striding and Springing (+7 Jump), Bracers of Armor (+3 enhancement bonus)
The Edge: Diana has the Edge against any opponent with a Dexterity score lower than her own (18).

Diana's the team acrobat. She's very hard to hit with attacks and area of effect spells. Most sluggish opponents will have great difficulty fighting her. She's also a good scout and can get to many places the other kids can't reach.
Last edited by Libertad on Thu Jan 19, 2012 1:48 am, edited 1 time in total.
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Libertad
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Post by Libertad »

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Eric the Cavalier
N (NG later on in the series) Male Human Knight 7
Hit Points: 82
Initiative: 0
Speed: 30 feet
Armor Class: 26 (+6 shield, +8 armor, +2 cover) touch 10 flat-footed 18
Attacks: Longsword +14 (1d8+7); Full Attack Longsword +14/+9; Eric usually Power Attacks on a -4 attack/+8 damage trade-off
Base Attack/Grapple: +7/+15 (Juggernaut)

Abilities: Str 18 Dex 10 Con 16 Int 12 Wis 14 Cha 10
Saves: Fort +8 Ref +2 Will +7
Skills (60 points): Climb 5 (+7), Diplomacy 7 (+7), Handle Animal 5 (+5), Knowledge (Geography, History, Nobility & Royalty), 6 (+7), Listen 5 (+7), Ride 10 (+10), Sense Motive 7 (+9), Spot 8 (+10)
Feats: Command (B, Command Rating 2, Leadership Score 7), Expert Tactician, Great Fortitude, Juggernaut, Mounted Combat (B), Phalanx Fighter

Class Features: Designate Opponent (7d6), Mounted Combat, Code of Conduct, Damage Reduction 3/-, Energy Resistance 13, Speak to Animals, Immunity to Fear, Knightly Spirit, Command, Defend Others, Quick Recovery, Bastion of Defense, Draw Fire (DC 16)
Equipment: Magic Breastplate (+3 enhancement bonus, first two BAB benefits), Magic Force Shield (+3 enhancement bonus, first two Spot ranks benefit, can levitate user 3/day, Spell Resistance property, SR 13), Magic Longsword (+3 enhancement bonus, ghost touch property)
The Edge: Eric has the Edge against any opponent with a BAB lower than his own.

At first, Eric is the opposite of the Knight: craven, selfish, always complaining, and cowering behind a shield in combat instead of drawing opponents towards him. Later on in the series, he becomes more willing to fight to defend his friends and loses his selfish and obnoxious traits.

BTW, this appears to be a limited overview of the kids' stats from the official 3e guide.
Last edited by Libertad on Thu Jan 19, 2012 2:27 am, edited 3 times in total.
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Post by Libertad »

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Sheila the Thief
NG Female Human Rogue 7
Hit Points: 51
Initiative: +4
Speed: 30 feet
Armor Class: 24 (+8 armor, +4 dexterity, +2 deflection) touch 16 flat-footed 20
Attacks: Magic/Masterwork Rapier +12/+10 (1d6+3/1d6, 18-20, x2); Sheila usually Power Attacks on a -4 attack/+8 damage trade-off. She deals an additional +4d6 damage against opponents denied their dex bonus to AC. The Masterwork Rapier’s in her off-hand.
Base Attack/Grapple: +5/+5

Abilities: Str 10 Dex 18 Con 16 Int 14 Wis 14 Cha 14
Saves: Fort +5 Ref +9 Will +4
Skills (110 points): Balance 7 (+11), Bluff 10 (+12), Climb 7 (+7), Disable Device 10 (+12), Disguise 7 (+9), Hide 10 (+17), Listen 10 (+12), Move Silently 10 (+17), Search 10 (+12), Spot 9 (+11), Tumble 10 (+14), Use Magic Device 10 (+12)
Feats: Ghost Step, Stealthy, Two-Weapon Fighting (+1 AoOs), Weapon Finesse

Class Features: Rogue: Sneak Attack 4d6, Trapfinding, Evasion, Trap Sense +2, Uncanny Dodge
Equipment: Cloak of Invisibility (Invisibility 5/day, Greater Invisibility 2/day for 1d4 rounds, stops functioning if user is damaged, CL 8th), Magic Mithril Shirt (+3 enhancement bonus, +8 total bonus), Magic Rapier (+3 enhancement bonus), Masterwork Rapier, Ring of Protection (+2 deflection bonus), Wand of Cure Moderate Wounds (Fully Charged)
The Edge: Sheila has the Edge against any opponent with a lower dexterity score than her own (18).

With her Cloak of Invisibililty and Ghost Step and Stealthy feats, Sheila takes full advantage of her ability to slip past enemy detection both magical and mundane.

She is also the party's primary healer, thanks to Use Magic Device and her Wand of Cure Moderate Wounds. She's also a passable fighter, wielding two Rapiers in battle.
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Libertad
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Post by Libertad »

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Bobby the Barbarian
CG Male Human (Small Size) Barbarian 7
Hit Points: 89
Initiative: +2
Speed: 30 feet, 45 Combat Movement
Armor Class: 21 (+6 armor, +2 natural armor [half normal], +2 dexterity, +1 size, -2 when raging)
Attacks: Thunder Club +16 (1d10+11, x2); Full Attack Thunder Club +16/+11; Bobby adds +2 to attack and damage when raging; Bobby usually Power Attacks on a -6 attack/+12 damage basis.
Base Attack/Grapple: +7/+7

Abilities: Str 19 Dex 14 Con 18 Int 10 Wis 8 Cha 10
Saves: Fort +12 Ref +4 Will +4 (all +14 when raging)
Skills (50 points): Balance 6 (+8), Climb 6 (+10), Hide 8 (+14), Jump 6 (+10), Listen 8 (+7), Move Silently 8 (+10), Spot 8 (+7)
Feats: Combat School (axes and clubs, DC 17), Great Fortitude, Hordebreaker (3 AoOs), Iron Will

Class Features: Barbarian: Rage, 3d6 Rage Dice, Fast Healing 5, Combat Movement + 15’, Battle Hardened, Sidestep Hazards, Great Blows (DC 17)
Equipment: Thunder Club (Magic Greatclub, +3 enhancement bonus, user can cast earthquake 3/day, Amulet of Natural Armor (+3 natural armor bonus), Magic Hide Armor (+3 enhancement bonus, +6 total bonus, no Survival rank benefits), Boots of the Winterlands
The Edge: Bobby has the Edge against any opponent with a lower BAB than his own.

Headstrong and brash, Bobby's the iconic Barbarian. There is little he is afraid of, and will eagerly take on opponents several sizes larger than him. The other kids (his sister Sheila in particular) are very protective of him due to his age and naivete.
Last edited by Libertad on Sat Feb 11, 2012 12:06 am, edited 1 time in total.
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Libertad
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Post by Libertad »

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Presto the Wizard
NG Human Male Wizard 7
Hit Points: 37
Initiative: -1
Speed: 30 feet
Armor Class: 14 (+3 natural armor, +2 deflection, -1 dexterity) touch 11 flat-footed 14 (18/11/14 with Shield Spell)
Attacks: Ranged Spells +5 ranged touch (variable damage and effects)
Base Attack/Grapple: +3/+3

Abilities: Str 11 Dex 9 Con 16 Int 19 (22 with headband) Wis 15 Cha 13
Saves: Fort +5 Ref +1 Will +7 (+8/+4/+10 with Cloak)
Skills (70 points): Concentration 10 (+16), Craft (Alchemy) 10 (+14/+16), Decipher Script 10 (+17/+19), Knowledge (History, Local) 5 (+9/+11), Knowledge (Arcana, the Planes) 10 (+14/+16), Spellcraft 10 (+17/+19)
Feats: Combat Casting, Cryptographer, Empower Spell (B), Magical Aptitude, Scribe Scroll (B), Zen Archery

Class Features: Wizard: Spells, Familiar (None chosen)
Spells Prepared (4/6/5/3/2, Save DC is 16 + spell level): 0: Detect Magic, Light, Mage Hand, Read Magic; 1st: Color Spray, Expeditious Retreat, Grease, Obscuring Mist, Protection from Evil, Shield; 2nd: Acid Arrow, Hypnotic Pattern, Rope Trick, Scorching Ray, Web; 3rd: Arcane Sight, Fireball, Haste; 4th: Ice Storm, Solid Fog

Equipment: Spellbook, Spell Component Pouch, Amulet of Natural Armor (+3 natural armor bonus), Ring of Protection (+2 deflection bonus), Cloak of Resistance (+3 enhancement bonus), Headband of Intellect (+3 enhancement bonus), Wand of magic Missile (Fully Charged), Hat of Many Spells (Can cast Major Creation, Summon Monster IV, and Summon Nature’s Ally IV, each 3/day, CL 20th, created objects and monsters are randomly determined)
The Edge: Presto has the Edge against any foe with a BAB lower than his own.

The only real spellcaster on the team, Presto is the group's most versatile member. His magic hat can conjure up objects and creatures to help the kids in their endeavors. The hat's a mixed blessing, as there is no reliable way for Presto to predict what will emerge.

Coming Soon: Venger!
Last edited by Libertad on Thu Jan 19, 2012 3:49 am, edited 5 times in total.
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Libertad
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Post by Libertad »

Hey guys, I need some help.

What should Venger's level be?

His official statblock lists him as an 18th level Sorcerer/Archmage, yet from what I've seen of him so far in the series, he doesn't seem that powerful.

Since he regularly shows up to capture the kids but fails, I'd assume he'd be lower, probably around 14th-15th level.

What do you think?
Last edited by Libertad on Thu Jan 19, 2012 5:00 am, edited 1 time in total.
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Maxus
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Post by Maxus »

Libertad wrote:Hey guys, I need some help.

What should Venger's level be?

His official statblock lists him as an 18th level Sorcerer/Archmage, yet from what I've seen of him so far in the series, he doesn't seem that powerful.

Since he regularly shows up to capture the kids but fails, I'd assume he'd be lower, probably around 14th-15th level.

What do you think?
Even lower, if he fails at it that much. level 10 -12
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Libertad
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Post by Libertad »

Maxus wrote:
Even lower, if he fails at it that much. level 10 -12
It's not entirely his fault: most of the time it's his minions. Sometimes Tiamat would show up out of nowhere to try and kill Venger, so he'd have to retreat. Sometimes it's the other way around. Sometimes the Dungeon Master saves the kids.

Imagine that happening in a D&D adventure: you're a bunch of level 7 dudes on some quest when BAM! Level 18 BBEG Archmage shows to try and get your magic loot! He's throwing around badass magic all over the place and you can't reliably disable him.

Then BAM! Motherfucking Tiamat shows up and the Archmage goes "Oh shit," then teleports away.

Also, this must be like that 80 HP Lolth in AD&D, because Tiamat's pretty dumb and weak for a Goddess (more along the lines of a big dragon with 5 heads).

You know, I'm starting to get the feeling that if this was based on AD&D, then 3rd Edition ramped up the scale of power a lot.
Last edited by Libertad on Thu Jan 19, 2012 6:47 am, edited 2 times in total.
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Avoraciopoctules
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Post by Avoraciopoctules »

Master of Snake Mountain levels would account for some of the comical ineptitude.
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Maxus
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Post by Maxus »

Avoraciopoctules wrote:Master of Snake Mountain levels would account for some of the comical ineptitude.
And the stable of minions.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Libertad »

I've been looking at the Tome Warlock, and I think that it suits Venger well. But the Warlock isn't a traditional caster.

Do MoSM (Master of Snake Mountain) levels add to eldritch blast in terms of range (25 feet +5 feet/2 levels)? Or is it Warlock levels only? Unless otherwise notified, I'll assume the latter.

Also, what key ability score is the Save DC of the Eyebeams of the MoSM PrC based off of?
Last edited by Libertad on Thu Jan 19, 2012 9:27 pm, edited 3 times in total.
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Post by Libertad »

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Venger, Master of Evil
NE Male Human Warlock 8/Master of Snake Mountain 5
Hit Points: 111 (137 with Amulet)
Initiative: +4
Speed: 30 feet, Fly 60 feet
Armor Class: 33 (+5 armor, +4 dexterity, +4 deflection, +8 shield, +2 cover) touch 18 flat-footed 19
Attacks: Eldritch Blast +13 ranged touch (13d6 fire or 11d6 hellfire, x2) or ranged spells +13 ranged touch (damage and effects vary)
Base Attack/Grapple: +9/+11

Abilities: Str 17 Dex 18 Con 18 (23 with Amulet) Int 18 Wis 14 Cha 24 (Venger bound an Efreet and used 3 Wishes to boost his Charisma; did the same for his Strength and Constitution)
Saves: Fort +7 (+9 Amulet) Ref +14 Will +12 (+14/+19/+17 with Cloak and Amulet)
Skills (141 points): Bluff 4 (+11), Concentration 10 (+18), Diplomacy 13 (+20), Intimidate 16 (+23), Knowledge (Arcana) 16 (+20), Knowledge (Dungeoneering, the Planes) 9 (+13), Listen 8 (+10), Perform (Oratory) 16 (+23), Sense Motive 9 (+11), Spellcraft 14 (+18), Spot 8 (+10), Use Magic Device 9 (+16)
(Venger has Perform: Oratory as a class skill because the Dungeon Master’s his Dad, which means he knows how to make dramatic, cool-sounding statements that sound deep and thought-provoking)
Feats: Combat Casting, Craft Wondrous Item, Dominions of the Infernal, Extra Summons (B), Fiend Cabalist, Leadership (DC 23, Leadership Score 20, Cohort is Shadow Demon with Class Levels), Wings of Evil

Class Features: Warlock: Spheres (Dominion Basic Access, Fire Advanced Access), Eldritch Blast (55 feet, 11d6), Fiendish Similarities, Call Fiends, Hellfire Blast, Damage Reduction (DR 4/Wood or Good); Master of Snake Mountain: Stable of Henchmen, Bardic Music, Code of Conduct, Disposable Monstrous Cohort, Speak With Monsters, Belittling Tirade, Enhance Minions, Eyebeams (Symbol of Pain Fort Save DC 22), Wondrous Architect

Fiendish Spheres (Save DC 17 + effective spell level): Dominion: Obscuring Mist, Web, Wall of Fire, Solid Fog, Black Tentacles, Programmed Illusion, Wall of Force; Fire: Fireball, Scorching Ray, Firetrap, Wall of Fire, Fireshield, Incendiary Cloud, Blackfire

Bardic Music (5/day): Countersong, Fascinate, Inspire Courage (+1), Inspire Competence

Equipment: Amulet of Health (+5 enhancement bonus), Bracers of Armor (+5 enhancement bonus), Cape of the Mountebank, Bead of Force, Cloak of Resistance (+5 enhancement bonus), Magic Force Shield (+5 enhancement bonus, +8 total bonus, first two Spot rank benefits), Ring of Mind Shielding, Ring of Protection (+4 deflection bonus)
The Edge: Venger has the Edge against any opponent with a lower BAB than his own.

This is Venger, evil overlord of the Realms and commander of a giant mosntrous army. Most of the time he has evil minions and summoned monsters do tasks he deems beneath his notice (which includes most things). His lair is a big dungeon carved into a network of giant stalactites.

Venger is first and foremost a ranged attacker. He makes liberal use of Eldritch Blast against most foes, and is usually accompanied by a squadron of monstrous humanoids and fiendish mooks.

Libertad House Rule: Prestige Classes which add to spell level add to a Tome Warlock's Eldritch Blast Damage and range.
Last edited by Libertad on Fri Jan 20, 2012 4:10 am, edited 4 times in total.
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Post by Libertad »

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New Wondrous Item: Dungeons & Dragons Roller Coaster Ride
This magic item appears to be nothing more than a theme park amusement ride based off of the world's most popular table-top role-playing game. Anybody who sits in the cart (can hold 6 Medium-size creatures) will be transported to a specifically determined campaign setting halfway through the ride. At this time, the surrounding environment will transform into a giant swirling tunnel (like a hypno-disk) while the cart tracks are suspended in mid-air.

The cart, and its tracks, will vanish from existence once the occupants are successfully transported. The effect is one-way, and the stranded people must find an alternate means of getting back home.

Strong Conjuration and Illusion; CL 20th; Gate, Hallucinatory Terrain; Price: 120,000 gp
Last edited by Libertad on Thu Jan 19, 2012 11:15 pm, edited 3 times in total.
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Post by Libertad »

Hey guys, are you thinking what I'm thinking? What if that roller coaster transported Jack Chick to the world of Dungeons & Dragons?



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Jack Chick (guy on the left)
LE Male Human Ex-Cleric 1/Fighter 6/Ur-Priest 9
Hit Points: 105
Initiative: +3
Speed: 30 feet
Armor Class: 32 (+6 armor, +9 shield, +3 natural armor [half normal], +4 deflection) touch 14 flat-footed 23
Attacks: Longsword +26 (1d8+6+2d6 unholy, 17-20, x3); Magic Longbow +26 (1d8+6+2d6 unholy, 19-20, x4); Jack Chick ignores deflection bonuses to armor class. He usually Power Attacks on a -9 attack/+18 damage trade-off.
Base Attack/Grapple: +11/+11

Abilities: Str 11 Dex 10 Con 12 Int 16 Wis 23 (29 Periapt) Cha 14
Saves: Fort +9 Ref +7 Will +24 (+15/+13/+30 with Cloak)
Skills (132 points): Bluff 19 (+24), Concentration 16 (+20), Diplomacy 10 (+12), Intimidate 18 (+23), Knowledge (Arcana, the Planes) 10 (+13), Knowledge (Religion) 12 (+15), Listen 8 (+15/+18), Sense Motive 10 (+16/+19), Spellcraft 19 (+25)
Feats: Combat Casting, Con Artist, Danger Sense, Insightful Strike, Iron Will, Mage Slayer (SR 21), Practiced Spellcaster (Ur-Priest), Magical Aptitude, Spell Focus (Evil), Zen Archery
Class Features: Ex-Cleric: None; Fighter: Weapons Training, Combat Focus, Problem Solver, Pack Mule, Logistics Mastery, Active Assault; Ur-Priest: Spellcasting, Rebuke/Command Undead (+2 bonus, 3/day), Divine Spell Resistance 20, Siphon Spell Power. As an Ur-Priest, Jack Chick suffers no restriction from spells with alignments; all the better to delude himself.

Spells Prepared (6/8/6/6/6/6/4/3/2/1, Caster Level 13, Save DC is 19 + spell level): 0: Cure Minor Wounds, Detect Magic x2, Guidance, Read Magic, Resistance; 1st: Bane, Detect Chaos, Divine Favor, Doom x2, Entropic Shield, Protection from Evil, Sanctuary; 2nd: Divine Insight (SpC), Enthrall, Hand of Divinity (SpC), Light of Mercuria (SpC), Owl’s Wisdom, Zone of Truth ; 3rd: Awaken Sin (SpC), Bestow Curse, Blindness, Dispel Magic, Know Vulnerabilities (SpC), Magic Circle Against Evil; 4th: Castigate (SpC), Death Ward, Divine Power, Freedom of Movement, Positive Energy Aura, Shield of Faith, Mass; 5th: Atonement, Mark of Justice, Righteous Might, Slay Living, Triadspell (SpC), True Seeing; 6th: Heal, Quest, Undeath to Death, Zealot Pact (SpC); 7th:Brilliant Blade (SpC), Dictum, Spell Resistance, Mass (SpC) ; 8th: Anti-magic Field, Stormrage (SpC); 9th: Storm of Vengeance

Equipment: Bracers of Armor (+6 enhancement bonus), Magic Longsword (+6 enhancement bonus, unholy property), Magic Composite Longbow (+6 enhancement bonus, unholy property), Ring of Protection (+4 deflection bonus), Amulet of Natural Armor (+6 natural armor bonus), Cloak of Resistance (+6 enhancement bonus), Adamantine Shield (+6 enhancement bonus, +9 total bonus, first three BAB benefits), Periapt of Wisdom (+6 enhancement bonus)
The Edge: Jack Chick has The Edge against any opponent with lower dexterity and wisdom scores than his own wisdom (29).

SpC is short for Spell Compendium.

"It's not a matter of good and evil; it's a matter of who's saved and who's lost."

Jack Chick lived the life of an evangelical Christian missionary. After serving a mission in China, he was inspired to create comic strips for the Lord in order to spread his message to the unsaved. He spent years of tireless work cautioning people against the minions of Satan, most notably Catholics and Dungeons & Dragons players.

In 1983, a group of six kids went missing on a Dungeons & Dragons roller coaster ride, their whereabouts unknown to this day. Incensed, Jack Chick personally ventured to the amusement park, confident that his faith in God would shield him from the evil magics contained within.

Unfortunately, his lack of knowledge in the magical arts proved his greatest error, and the ride transported him into the campaign setting of your PCs.

At first, Chick saw the world as an illusion wrought by Ernest Gary Gygax, Satanic High Priest. Eventually, he came to the conclusion that the people in the world were all too real, hopelessly enthralled to wizard lords, pagan "gods," and the mercies of selfish and bloodthirsty adventurers.

Chick took up training under a man with like-minded goals: the man hated the so-called gods of the world and how they drew upon their followers for their own self-empowerment. The Ur-Priest realized that Chick was ex-Cleric, but he duped him into thinking that he awakened him to new found powers of the Lord as a cruel joke. Chick does not realize the true source of his powers.

Chick also learned how to slay mages and fight monsters, so that his examples can inspire the unsaved to follow in his steps. He does not ask for monetary rewards (beyond what he needs to live), actively pursues fiends, the undead, and minions of evil deities, and always offers a chance at redemption to all opponents in the form of a Chick Tract. Despite his intolerant nature and monotheistic and iron-fisted view of the world, he has gained folk-hero status among the setting's disenfranchised peasants. Because Chick believes that those who repent do not deserve death, more than a few monsters whose leaders he's beaten have joined his cause.

Unfortunately, communities that strive to live by Chick's examples inevitably become tyrannical. Women are relegated to the status of baby-making machines, the works of scholars are burned, spellcasters of all stripes are forced out of town, and villagers constantly ramble about the demonic influence and world-wide reach of entities known only as "Gygax" and "The Pope." Compounding the problem is that the divination efforts of many mages failed to detect any aura of evil on Chick. In fact, his ability to use holy spells (plus his own self-conviction) fools many people into thinking that the man's a genuine force for Good.

New Wondrous Item: Chick Tract
This item appears to be a small book containing pictographs. The story is usually of an impious or "sinful" person who learns the error of his ways and accepts God, or meets a fiery fate in Hell. Anyone with an Intelligence score of 3 and can speak a language can comprehend a Chick Tract. The Tracts' definition of a sinful person is incredibly broad, and brands huge swaths of religions (both in our world and the campaign setting), sexual orientations, ideologies, and scholarly thought with this label.
After reading a Tract, the person must make a Will Save (DC 12, reader can add highest mental ability score to her save) or develop a burning hatred against the "sinful" group in the Tract and a strong desire to show the Tract to others and convert people to Chick's narrow religious beliefs.
The Tract can only affect a person once, and a person who succeeds on the save thereafter finds all Tracts to be ridiculous, bigoted, tripe (or a madman who goes too far). The Tract only works on readers who already have an unfavorable view of the group covered.
A Tract can be used an unlimited number of times. Many of Chick's followers leave the Tracts in treasure piles, public areas, or between the pages of holy texts and library books in the hopes of spreading their message to as many people as possible.
Strong Enchantment; CL 13; comprehend languages, zealot pact, suggestion, creator must have 5 ranks in Craft (Writing); 81,000 gp.
Last edited by Libertad on Fri Jan 20, 2012 7:15 pm, edited 12 times in total.
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CatharzGodfoot
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Post by CatharzGodfoot »

Libertad wrote:I've been looking at the Tome Warlock, and I think that it suits Venger well. But the Warlock isn't a traditional caster.

Do MoSM (Master of Snake Mountain) levels add to eldritch blast in terms of range (25 feet +5 feet/2 levels)? Or is it Warlock levels only? Unless otherwise notified, I'll assume the latter.

Also, what key ability score is the Save DC of the Eyebeams of the MoSM PrC based off of?
Master of Snake Mountain's spell casting increases do jack shit for a warlock, although it probably should improve eldritch blast at the very least. The save DC for eyebeams is Charisma-based. The save applies only to the symbol of pain.

Venger should take the Wings of Evil feat (even if he doesn't use them), to account for his monstrous appearance (fiend feats can come with physical 'deformities', like having dead white skin, a horn, and fangs).
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

-Josh Kablack

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Josh_Kablack
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Post by Josh_Kablack »

Libertad wrote:Hey guys, are you thinking what I'm thinking? What if that roller coaster transported Jack Chick to the world of Dungeons & Dragons?
So. Awesome!
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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