#MWK talks
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Was playing the Sims and had a funny crack crossover au, y'all know Daisuke from Mouthwashing? AU where his parents are Mira and Kuzuryu
#aib#alice in borderland#mwk talks#mira kano#keiichi kuzuryu#KuzuMira#mouthwashing#mouthwashing daisuke#daisuke mouthwashing
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Scar “Good Times” Scardalph Aka Mr Landscape the magic man.
CR 20 N Humanoid
XP 307,200 (if used as npc for encounter)Half elf Alchemist 17 (Clone master) Rogue 3 (Charlatan)
Neutral (with chaotic tendencies) Medium humanoid, elf Init +4; Senses Perception +37
AC 36, touch 21, flat-footed 24 (+4 Dex, +7 Shield, +5 Deflection, +1 Intuition, +9 Armor) Hp 176 (20d8+83)
Fort +22, Ref +24, Will +16
Speed 30 ft. Melee Animate staff+16/11/6 1D6+2/1D6+2, +15/10/5 Poisoners gloves. Ranged Alchemist Atlatl+22/22/17/12 Bombs, Infusions.
Racial Elven immunities, Round ears, Elf blood, Multitalented(+3Hp +17 Skill points).
Traits Dyslexic, Incurable sickness, Hedge magician, Trade talk(Engineering).
Class features Bomb 9D4, Alchemy, Mutagen, Persistent mutagen, Throw anything, Poison resistance +4, Discoveries (Extend potion, Dilution, Combine extracts, Alchemical simulacrum, Doppelgänger simulacrum, Preserve organs, Explosive bombs, Enhance potions), Brew potions, Swift alchemy, Swift poisoning, Poison use, Natural born liar, Sneak attack +2d6, Evasion, Rogue talent(Rogue Finesse).
Str 12, Dex 18, Con 18, Int 28, Wis 18, Cha 12
Base Atk +14/9/4; CMB +15; CMD +29
Feats Smoke bombs, Cognatogen, Greater cognatogen, Point blank shot, Precise shot, Infusion, Precise bombs, Spontaneous healing, Promethean disciple, Fast bombs.
Skills Acrobatics+12, Appraise+17, Bluff+10, Climb +10, Craft(Alchemy)+30 (Redstone)+20 (Stone and metal)+32, Diplomacy +10, Disable device+27, Disguise +10, Escape artist+10, Fly +10, Heal+14, Intimidate +5,Knowledge (Arcana)+30 (Dungeoneering+32 (Local)+13 (Nature)+20, Linguistics+3, Perception+27, Perform(sing) +5, Profession(Engineer)+27, Sense motive+12, Spellcraft+32, Sleight of hand+12, Stealth+12, Survival+12, Swim+10, Use magic device+24.
Languages Common, Elf, Draconic, Aquan, Terran, Ignan, Undercommon, Alko.
Combat gear Mithral chainshirt+5 Impervious ghost touch, Ring of protection+5, Animated Darkwood shield+5 Impervious Arrow-catching, Ioun stones(Dusty rose prism, Lavender and green ellipsoid), Alchemical atlatl+4 of speed, Animate staff, 20 Alchemical bullets, Headband of mental prowess+6(INT, WIS, Dungeon), Belt of physical perfection+4, Cloak or resistance+5, Sipping jacket, Periapt of health, Sleeves of many garments, Poisoner’s gloves, Winged boots, Helm of comprehend languages and read magic(Shaped like a fancy top hat), Googles of brilliant light, Boro bead type VI and IV, Admixture vial, Campfire bead, Bag of holding type I, MWK wheelchair, Wand of protection from energy, Tome of clear thought+4(Used), Fancy dress, 200gp worth of alchemical materials, Alchemist kit, Alchemist lab, 200gp, 2 Alchemical golems(the first has a rune of shielding and it is dressed like a butler, the second is shaped like a spider can crawl on walls and can house a wheelchair), 12 Homunculi in Oompa Loompa attire.
Spellcasting CL20 DC19 formulae per day 8/7/7/6/6/3
VI-Heal, Twin form, Transmute golem.
V-Magic jar, Spell resistance, Polymorph, Ooze form, Monstrous physique III, Languid bomb admixture.
IV-Restoration, Stoneskin, Cure critical wounds, Freedom of movement, Dragon breath, Touch of slime.
III-Liquefy, Haste, Heroism, Cure serious wounds, Water breathing, Elemental aura, Displacement.
II-Vomit swarm, Protection from energy, Cure moderate wounds, Detect thoughts, Alchemical allocation, Barkskin, Lesser Restoration.
I-Cure light wounds, Bomber’s eye, Adhesive spittle, Detect secret doors, Ant haul, Crafter’s fortune, Firebelly, Reduce person.
Background Scar is a hilarious fellow from a far land known for his Hermits skilled in constructing magnificent structures and machineries that defies logic and reason. Despite being dyslexic, he is always in good mood and shares this good mood with the other Hermits. However, under this facade Scar is as his name suggest “Scarred” for he is afflicted by a muscular disease which is slowly taking over him. Despite everything, he smiles and keeps a happy demeanor to not bring worry to his fellow Hermits. One day as he woke up from a good night rest he started to choke and felt as if he was about to die but it passed away. A sense of dread took over almost overwhelming him… “Do you wish to be cured?” said a voice outside his bedroom door. Scar turned toward the door. “It is simple, do a mission for me and i will cure you. All you have to do is open the door accepting my request willingly. What say you little creature of flesh?” Scar thought if this was some kind of prank from his fellow Hermits but he knew no one would do something like this… nonetheless, the offer was too tempting and as he grabbed the knob he opened the door… and found himself in a different place… an old abandoned mansion. He was in a fancy dress with new equipment, knowledge and on a wheelchair. His legs where a bit shaky but he was capable of standing as he tried only to almost tumble down. But a mechanical arm reached form him, stabilizing his posture. A tall scrawny construct dressed like a butler with a jar for a head with fake mustaches helped him stand as other strange servants arrived… another large sized construct similar to a spider with a housing for his wheelchair and 12 small round brightly colored humanoids in outrageously colored attire. As soon as Scar regained his composure, they bowed to him in revered silence. “Your mission is simple… find the fragments of my lost daughter. Do it, and you shall receive gifts beyond your imagination. I will be watching.” Said the voice; Scar looked at the broken glass of the mansion and said: “Alrighty, first, let’s fix this place! We have work to do!” And he pulled up his wrists with a wide smile.
Spider Image from https://www.furaffinity.net/view/27494681/
Other images made with Hero forge.
#minecraft#roleplay game#pathfinder#hermitcraft#goodtimeswithscar#heroforge#pathfinder roleplaying game
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hey thEre! thank you so much for the maned wolf timeline questions, i meant to send this is sooner but i forgot. hope you don’t mind me sending this in general, but i saw others do it so i thought it would be ok :)
🐺 in the band i was the drummer, and my little section of the pizzaplex was focused on makeup and mask making.
🥁 my personality was similar to roxy’s, but i don’t think i was as egocentrical as she could be. i could be pretty extroverted, if i was in the mood, but usually i was always exhausted after the day was over.
🐺 i got along with most of them pretty well, though roxy and monty occasionally got on my nerves, we were kinda like a family. i would also occasionally hang out with lil music man, though he never really talked much. i didn’t see much of the daycare attendant, but sun was nice and moon was alright (albeit annoying).
🥁 i only really saw them in passing, or if i ended up in parts and service. for the most part they were ok.
🐺 i vaguely remember one little kid, i think we got along well but i only remember seeing him once or twice.
🥁 yes, they did. most things were the same, except for me, of course.
🐺 yes, yes i was. i was affected the same as the others (excluding freddy).
🥁 no. at least, that i can remember. my memory is a bit foggy pertaining to anything before the virus..
🐺 mostly the staff did it, but i got to choose a few things! i had this chica bobble head souvenir i’d found in the trash, i think it was thrown out because the beak had broken. oh, and i had a little moon plush i’d found in the daycare one night. i also had a mannequin head i used to practice makeup on. over all it was pretty comfortable and suited to my liking.
-mwk anon
very interesting, i always love hearing timeline answers from noncanon characters/ocs! thank you very much for sharing!
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Time-Stopping Maid - CR8 Humanoid
Master, there isn’t enough time in the day to keep this mansion clean, so I made more.
Artwork by modare on Pixiv.
This NPC is based on Sakuya from Touhou. However, like a lot of Touhou characters, if I translated her powers of directly into Pathfinder, she would be absurdly high level. A CR 25 battle maid would be amusing, but not terribly useful to many GMs (including myself). So I decided to leave out several of her abilities, like summoning copies of herself from alternate timelines, and reduce the power of others, to place her at a challenge rating where she could reasonably be a miniboss living in the mansion of the CR 9 vampire printed in Bestiary I.
She has a bunch of revelations from the Time Mystery Oracle, but she doesn’t gain any other oracle class abilities. Essentially, she’s using a unique ninja archetype that has the option to gain an oracle revelation instead of a ninja trick, but in exchange she she loses light steps, poison use, no trace, and one of her sneak attack dice. I also gave her the unchained rogue’s Finesse Training.
Kata Master isn’t technically a legal archetype for Unchained Monk, but she only has one level of it, so there’s no actual conflict. Not that I would particularly care if there were, for an enemy NPC.
In combat, she generally uses the Blink version of Time Flicker to give herself 50% concealment at the cost of a 20% miss chance, then uses the effect of Blink to move through a wall to somewhere she can safely cast haste, before moving back into the fight. With this concealment she can use a combination of Improved Feinting Flurry and Feint From Shadows to make a ranged feint in place of the first attack of a rapid shot flurry of blows, using haste and her ki pool to add two more attacks on top of that. This comes out to a total of a feint plus five shuriken attacks (which are potentially all sneak attacks). Talk about bullet hell! That’s 82 damage if her feint is successful and all five attacks hit, but a much less impressive 12 damage if she fails the feint.
If in danger, or faced by non-humanoid enemies, she teleports out of threatened range or walks through a wall with blink, and uses stealth. Note that Time Flicker effectively lets her hide in plain sight. If she can’t get to safety, she’ll switch to reading an action to teleport and stealth if attacked, waiting for an opening to safely strike.
Like all of my NPCs, I included slightly simplified descriptions of class abilities that she gains.
Time-Stopping Maid - CR 8
A young woman in a traditional maid outfit opens the door and bows to you. She apologizes that the master of the house is busy and can’t meet with you at the moment. She offers to entertain you in the meantime while you wait. And then, without her having seemingly moved a muscle, she’s suddenly behind you, and fifteen knives are flying through the air at you from different directions.
XP 4,800 Human time ninja 8 / kata master unchained monk 1 LN Medium humanoid (human) Init +6; Perception +3
DEFENSE
AC 21, touch 21, flat-footed 14 (+1 deflection, +6 Dex, +1 dodge, +3 monk) HP 55 (8d8+1d10+9) Fort +5, Ref +11, Will +5
OFFENSE
Speed 30 ft. Melee flurry of blows mwk siangham +14/+14/+9 (1d6+6) Ranged flurry of blows mwk shuriken +14/+14/+9 (1d2) Ranged ki attack / rapid shot / feinting flurry of blows: feint +14 and mwk shuriken +12/+12/+12/+7 (1d2 plus sneak attack, uses swift action, 30 ft. range) Special Attacks feint from shadows, flurry of blows, sneak attack +4d6, speed or slow time (DC 15)
STATISTICS
Str 10, Dex 22, Con 12, Int 9, Wis 16, Cha 14 Base Atk +7; CMB +7; CMD 27 Feats Combat Expertise, Dodge, Extra Revelation, Feinting Flurry, Improved Feinting Flurry, Improved Unarmed Strike, Point-Blank Shot, Rapid Shot, Weapon Finesse Skills Acrobatics +18, Bluff +14, Diplomacy +6, Escape Artist +18, Profession (maid) +15, Sleight of Hand +17, Stealth +18 Languages Common SQ dodging panache (2/day), finesse training, improved uncanny dodge, ki pool (7/day), monk AC bonus, monk unarmed strike, rewind time, time flicker, time hop Gear belt of incredible dexterity +2, headband of inspired wisdom +2, ring of deflection +1, mwk siangham, mwk shuriken x40, smokestick x5, 165 gp
SPECIAL ABILITIES
Flurry of Blows (Ex) The time-stopping maid can make a flurry of blows as a full-attack action. When making a flurry of blows, the time-stopping maid can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the time-stopping maid can make these attacks with any combination of her unarmed strikes and weapons that have the monk special weapon quality, such as her shuriken and siangham.
She takes no penalty for using multiple weapons when making a flurry of blows, but she does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (She can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
Dodging Panache (Ex) Twice per day, when an opponent attempts a melee attack against the time-stopping maid, she can move 5 feet as an immediate action; doing so grants her a +2 dodge bonus to AC against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the time-stopping maid had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the original attacker.
Panache (Ex) Each time the time-stopping maid confirms a crit with her siangham or reduces a target to 0 HP or less with her siangham, she regains a use of Dodging Panache, to a maximum of 2.
Ki Pool (Su) The time-stopping maid gains a pool of 7 ki points per day, supernatural energy she can use to accomplish amazing feats.
As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start.
By spending 1 point from her ki pool, as a swift action, the time-stopping maid can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
In addition, she can spend 1 point as a swift action to increase her speed by 20 feet for 1 round.
Finally, the time-stopping maid can spend 1 point as a swift action to give herself a +4 insight bonus on Stealth checks for 1 round.
Uncanny Dodge (Ex) The time-stopping maid cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. She can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Feint From Shadows (Ex) The time-stopping maid can feint in combat using a ranged weapon against a target within 30 feet and cause the opponent to lose its Dexterity modifier against her next melee or ranged attack. The time-stopping maid must have concealment (but not full concealment) from the target of the feint.
Rewind Time (Su) Once per day as an immediate action, the time-stopping maid can reroll any one d20 roll that she has just made. She must take the result of the reroll, even if it’s worse than the original roll.
Speed or Slow Time (Sp) Once per day as a standard action, the time-stopping maid can speed up or slow down time, as either the haste or slow spell. (DC 15)
Time Flicker (Su) As a standard action, the time-stopping maid can flicker in and out of time, gaining concealment (as the blur spell). She can use this ability for 9 minutes per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Alternately, when the time-stopping maid activates this ability, she can treat it as the blink spell, though each round spent this way counts as 1 minute of her normal time flicker duration.
Time Hop (Su) As a move action, the time-stopping maid can teleport up to 90 feet per day. This teleportation must be used in 5-foot increments. This movement does not provoke attacks of opportunity. The time-stopping maid must have line of sight to her destination to use this ability. She can bring other willing creatures with her, but she must expend an equal amount of distance for each creature brought.
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I can tell that you're enjoying writing this! I love every single thing about it! Is Robin saying no to Lucci because she wants to kill Spandam herself, but after she lets Franky get his hits in? Who figures out that Robin likes Franky first: Robin or Lucci? Those are all great songs! I have three songs this time, of all different genres, so you're not alone in this! "Flesh and Blood" by Johnny Cash, "All Through the Night" by Cyndi Lauper ("stray cat" = Lucci!), and "First" by Cold War Kids.
she's saying no to lucci because she thinks it's not particularly worth it at that moment, because this is just after they've arrived so, while obnoxious, spandam hasn't been too awful. but lucci's patience is actually fairly terrible and robin looks as annoyed as he feels, so. might as well get rid of the source of the annoyance, right? (there is a solid minute or two where robin does actually consider it. but she doesn't think it's worth the effort right then. however, when spandam finds out about lucci being her brother and decides to try holding him hostage.... well. rip, spandam.) (not really, he survives, but barely and with the fear of god put into him by robin.) (again, hell hath no fury like a worried older sibling.)
as for robin liking franky, lucci, 100%. it was a thing when they were kids that lucci was always better at reading people, especially robin. twenty years of trauma, emotional repression and definite mental health issues later, it's more or less the same and he's just like "the cyborg? really?" while she just chokes on her tea and is like "excuse me, what" "you like him" "...no i don't" "wow, you really are still awful at lying to me." "do we need to talk about paulie?" "...shutting up."
ooh johnny cash and cyndi lauper i love them.
okay so this time, i know it's kpop but a: it's a good song and b: the (translated) lyrics give me Vibes SO "shotgun" by gugudan, "heaven or worse" by mwk (also sorta their song "stuck under wheels"), "songs for teenagers" by the gaslight anthem aaaand "true believer" by the clarks. i'm sorry for how obscure that got but ¯\_(ツ)_/¯
#sibling verse#honestly those aren't even the most obscure songs in my library but. they're still fairly obscure tbh#anyway i love sibling bickering#(partially bc i bicker with my siblings)#(and also bickering between them helps a little bc it's Normalcy in a situation that is Very Much Not)
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kamil wojtun/mwk /camil voice/v-bus / pokazy muzyki na zywo przez kamerki internetowe oraz lekcje muzyki , pogadanki o muzyce show business przez skypy youtube fukcja live czy whatsapp lub facebook; szukajcie w google kamil wojtun zapraszam do oglądania moich mediow internetowych teledyskow sluchania muzyki udostepniania moich postow zdjec opisow itd Chetnie wystapie dla was przez whatsapp itd konferencje pokaze mistrzowskie solowki rozne triki i fantasmagorie itp. zapraszam piszcie do mnie szukajcie mnie w mediach oraz na koncertach w projektach imprezach w miastach polski europy swiata oraz w kosmosie:))) kontakt kamil wojtun/ mwk ag. +48 506 523 847 telefon tylko w konkretnych sprawach i ofertach , whatsapp +48 570 664 122 e mail [email protected] ; [email protected] facebook messenger szukaj profil "kamil konrad wojtun" instagram szukaj konto "camil voice" k.w./mwk / c.v. v-bus!@#$%
kamil wojtun/mwk/camil voice/v-bus / live music shows via webcams and music lessons, talks about show business music via skype youtube function live or whatsapp or facebook; search in google kamil wojtun I invite you to watch my online media music videos listening to music sharing my posts photos descriptions etc I will be happy to perform for you via whatsapp etc. conferences I will show master solos various tricks and phantasmagorias etc. feel free to write to me look for me in the media and at concerts in projects events in cities of Poland, Europe and in space:))) contact kamil wojtun/ mwk ag. +48 506 523 847 phone only in specific matters and offers, whatsapp +48 570 664 122 e-mail [email protected]; [email protected] facebook messenger search profile "kamil konrad wojtun" instagram search account "camil voice" sq./mw./c.v. vbus!@#$%
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Lycanthrope, Werewhale
“Unnamed Sperm Whale” © FurAffinity user “Convicted-Clown”, accessed at his gallery here
[This one is dedicated to @canwefixitnoitsfucked, who when we were roommates talked about making a werewhale character who was a reverse Moby Dick--he was hunting for the whaler who took his leg. He never played that character in any of my games, and I have no idea if he ever got to it elsewhere. I mean, the level adjustment alone would be eye-watering in the 3.5 days. I refrained from giving it some sort of sonic attack, even though logically sperm whales should have one; I hope that they do in Pathfinder 2e whenever they get around to more mundane animals.]
Lycanthrope, Werewhale CR 14 CG Humanoid This immense, vaguely humanoid creature has an oversized, squared off head and a thick tail ending in flukes.
Werewhales are among the rarest of lycanthropes, as only especially large giants are capable of being infected with this strain of lycanthropy. Likewise, only toothed whales such as sperm whales can be represented by werewhales—baleen whales cannot bite in order to pass on the curse. Werewhales are passionate crusaders for the natural order. They protect smaller and more passive species from the depredations of civilization, and lead ruinous assaults against those who would pollute or overharvest the waters they call home. The majestic song of a werewhale can be heard for miles; a stirring anthem to the natural world and a battlecry against exploitation. Although werewhales can survive on land indefinitely, they grow uncomfortable and restless if out of reach of the ocean.
Werewhale (Storm Giant Form) CR 14 XP 38,400 CG Huge humanoid (giant, shapechanger) Init +2; Senses low-light vision; Perception +28, scent Defense AC 29, touch 10, flat-footed 27 (+7 armor, +2 Dex, +12 natural, –2 size) hp 199 (19d8+114) Fort +17, Ref +8, Will +14 Defensive Abilities rock catching; Immune electricity Offense Speed 50 ft., swim 40 ft. (35 ft., swim 30 ft. in armor) Melee mwk greatsword +27/+22/+17 (4d6+21/17–20) or 2 slams +26 (2d6+14) Ranged mwk composite longbow +15/+10/+5 (3d6+14/×3) Space 15 ft.; Reach 15 ft. Spell-Like Abilities CL 15th, concentration +16 Constant—freedom of movement 2/day—control weather, levitate 1/day—call lightning (DC 14), chain lightning (DC 17) Statistics Str 39, Dex 14, Con 23, Int 16, Wis 22, Cha 13 Base Atk +14; CMB +30; CMD 42 Feats Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Vital Strike Skills Acrobatics +18, Climb +17, Craft (any one) +13, Intimidate +19, Perception +28, Perform (sing) +11, Sense Motive +25, Swim +22 Languages Auran, Common, Draconic, Giant SQ change shape (storm giant, hybrid or whale, polymorph), lycanthropic empathy (whales and dolphins), militant, water breathingEcology Environment any warm Organization solitary or family (1-3 plus 2–5 storm giants plus 1 sorcerer or cleric of 7th–10th level, 1–2 rocs, 2–6 griffons, and 2–8 sharks) Treasure standard (+1 breastplate, mwk composite longbow [+14 Str bonus] with 20 arrows, Huge mwk greatsword, Gargantuan mwk greatsword, other treasure) Special Abilities Militant (Ex) Storm giants are proficient with all simple and all martial weapons. Water Breathing (Ex) Storm giants can breathe water as well as air.
Werewhale (Hybrid Form) CR 14 XP 38,400 CG Gargantuan humanoid (giant, shapechanger) Init +2; Senses blindsight 120 ft., low-light vision; Perception +28, scent Defense AC 35, touch 8, flat-footed 33 (+7 armor, +2 Dex, +20 natural, –4 size) hp 218 (19d8+133) Fort +18, Ref +8, Will +14 DR 10/silver; Defensive Abilities rock catching; Immune electricity Offense Speed 50 ft., swim 40 ft. (35 ft., swim 30 ft. in armor) Melee mwk greatsword +26/+21/+16 (6d6+22/17–20), bite +20 (4d6+7 plus curse of lycanthropy) or 2 slams +25 (2d8+15), bite +25 (4d6+15 plus curse of lycanthropy) Space 20 ft.; Reach 20 ft. Special Attacks capsize Spell-Like Abilities CL 15th, concentration +16 Constant—freedom of movement2/day—control weather, levitate 1/day—call lightning (DC 14), chain lightning (DC 17) Statistics Str 41, Dex 14, Con 25, Int 16, Wis 22, Cha 13 Base Atk +14; CMB +33; CMD 45 Feats Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Vital Strike Skills Acrobatics +18, Climb +18, Craft (any one) +13, Intimidate +19, Perception +28, Perform (sing) +11, Sense Motive +25, Swim +22 Languages Auran, Common, Draconic, Giant SQ change shape (storm giant, hybrid or whale, polymorph), hold breath, lycanthropic empathy (whales and dolphins), militant, water breathing Ecology Environment any warm Organization solitary or family (1-3 plus 2–5 storm giants plus 1 sorcerer or cleric of 7th–10th level, 1–2 rocs, 2–6 griffons, and 2–8 sharks) Treasure standard (+1 breastplate, mwk composite longbow [+14 Str bonus] with 20 arrows, Huge mwk greatsword, Gargantuan mwk greatsword, other treasure) Special Abilities Capsize (Ex) A werewhale can attempt to capsize a boat or ship by ramming it as a charge attack and making a CMB check. The DC of this check is 25, or the result of the captain's Profession (sailor) check, whichever is higher. For each size category the ship is larger than the werewhale's size, the whale takes a cumulative –10 penalty on this CMB check. Militant (Ex) Storm giants are proficient with all simple and all martial weapons. Water Breathing (Ex) Storm giants can breathe water as well as air.
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VIRTUAL CRUISE NIGHT! Let’s talk Valiant. Let’s talk Virgin. Let’s talk the future of Cruising ! January 26, 2021 @ 5pm Eastern Standard Time Be sure to register with the link below. If you can’t attend live no worries at all, by registering you will receive a link to a recording of the broadcast for you to view at your leisure with your registered email address. Virgin Voyages MWK Vacations MWK Vacations - #TravelConnected Group #EatTheWorld Travel Group https://ift.tt/35XULdb — view on Instagram https://ift.tt/2NoGOOT
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Throne of Night Theory Builds Part 12: The Drow Wizardess
This particular set up is something I wracked my brain about. I couldn’t help but wonder what kind of builds Gary would have gone with, but then decided I’d do what I would have done in the situation instead. I’m hoping that it’s reasonable.
For space reasons, I’ll be cropping the encounter build.
All images shared here were done by the forever fantastic and amazingly talented Michael D. Clarke, aka SpiralMagus
The picture that I’m using isn’t in any of the book synopsis write ups, but it is on multiple updates and in Michael’s DeviantArt page.
For this NPC, I originally saw her as being someone who worked with the PCs to overthrow the half-demons and friendish drow, trying to achieve some form of normalcy. She could have either given aid to the PCs or give them information. Then I thought about the crystal and realized that she’s probably the mole that’s been talking to the aberrations, gathering victims for them, in exchange for knowledge of their alien world and technology to further her own studies.
As part of that, you don’t have to use them, but I figured that with her holding a crystal of a particular design, and not a scrying ball, that maybe it’s used as a communication device, but possibly also a controlling device. The creatures seem to be psionic in nature, and the crystal golem definitely has that element.
SPIRIINA ARKENTLAR (CR 15; 51,200 XP) Female drow noble wizard 15 NE Medium humanoid (elf) Init +3; Senses darkvision 120 ft.; Perception +4 DEFENSE AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +3 Dex) hp 85 (15d6+30) Fort +6, Ref +8, Will +11; +2 vs. enchantments Immune sleep; SR 26 Weaknesses light blindness OFFENSE Speed 30 ft. Melee mwk dagger +7 (1d4–1/19–20 plus poison) Ranged mwk dagger +10 (1d4–1/19–20 plus poison) Special Attacks hand of the apprentice (8/day), metamagic mastery (4/day) Drow Noble Spell-like Abilities (CL 15th; concentration +16) Constant—detect magic At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate 1/day—divine favor, dispel magic, suggestion (W-DC 14) Wizard Spells Prepared (CL 15th; concentration +23) 8th—incendiary cloud (R-DC 26) 7th—delayed blast fireball (R-DC 26), mass hold person (W-DC 26) 6th—chain lightning (R-DC 25), disintegrate (F-DC 24), globe of invulnerability, mage’s lucubration 5th—feeblemind (W-DC 24), fire snake (R-DC 24), quicken magic missile, wall of force, whip of centipedes 4th—detect scrying, enervation, maximize magic missile, stoneskin, wall of fire 3rd—dispel magic, fly, fireball (R-DC 22), nondetection (already cast), twilight knife 2nd—glitterdust (W-DC 20), mirror image, resist energy, scorching ray, see invisibility 1st—burning hands (R-DC 20), grease, mage armor (already cast), magic missile, ray of enfeeblement (F-DC 19), shield 0 (at will)—dancing lights, detect magic, prestidigitation, read magic STATISTICS Str 8, Dex 17, Con 12, Int 26, Wis 14, Cha 12 Base Atk +7; CMB +6; CMD 28 Feats Arcane Discovery (golem constructor), Combat Casting, Craft Wondrous Item, Defensive Combat Training, Eschew Materials, Improved Counterspell, Maximize Spell, Quicken Spell, Scribe ScrollB, Spell Focus (enchantment, evocation), Spell Penetration Skills Acrobatics +18, Appraise +21, Craft (jewelry) +18, Escape Artist +18, Fly +7, Knowledge (arcana, planes) +22, Knowledge (dungeoneering, geography, history, local, nature, nobility, religion) +17, Linguistics +16, Spellcraft +26, Stealth +6*, Use Magic Device +16; Racial Modifiers +2 Perception Languages Aboleth, Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Dwarven, Elven, Gnome, Skis'raal, Undercommon SQ arcane bond (house centipede*: Stonoga), poison use, weapon familiarity Gear masterwork dagger, cloak of resistance +2, ring of protection +1, bracers of steadiness, headband of vast intelligence +6 (Acrobatics, Escape Artist, Use Magic Device), familiar satchel, spellbook (contains all 0 level and prepared spells plus 1st—comprehend languages, identify; 5th—possession, thoughtsense; 6th—geas/quest; 7th—limited wish), mithral jewelry (worth 715 gp), granite and diamond dust (worth 250 gp) SPECIAL ABILITIES Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease. Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.
-- name means ‘“Skilled spellcaster” of House of the Mages of Mysteries’
CRYSTAL GOLEM (2) (CR 11; 12,800 XP) Crystal golem (Bestiary 5)
#michael clarke#Michael D. Clarke#gary mcbride#throne of night#dwarf#dwarf campaign#dwarves#drow campaign#drow#drow wizard#pathfinder#pathfinder 1e#pathfinder rpg#adventure path#pathfinder roleplaying game#dungeons & dragons#Dungeons and Dragons#dnd#D&D#Kickstarter#deviantart#deviant art#ttrpg#d20#roleplaying game#SpiralMagus#dark elf wizard#dark elf#fire mountain games#ttrpg art
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@mwk "I dunno if I'd call that scraping the bottom of the barrel. You did win that contest, didn't you?"
“This is...it’s not something I want to talk about with a stranger, please.”
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Alice in Borderland, No Borderland AU where the gamemasters are just cats
Hatter picked Kuzuryu and Mira off the streets, later to find out they technically belong to a man called Gamon
The Band belong to Kuina
Shiirabi belongs to the streets but can always be found around the others' houses
and Risa and Enji belong to either Niragi or Chishiya
#aib#alice in borderland#mwk talks#aib au#alice in borderland au#mira kanō#ginji kyuma#keiichi kuzuryu#isao shirabi#isao shiirabi#Enji Matsushita
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Daily 10 Shuffle 8/12
1 Relax -Frankie Goes to Hollywood
2 Little Talks -Of Monsters and Men
3 You Make My Song Rhyme -Ryan Molloy
4 Sometimes -Britney Spears
5 Everybody Have Fun Tonight -Wang Chung
6 Hearts Are For Suckers -MWK
7 Step by Step -NKOTB
8 Lips of an Angel -Hinder
9 Forever -To Have Heroes
10 My Cherie Amour -Frankie Valli
My Top Favorite: Sometimes by Britney Spears
Though Step by Step is a close second. Sometimes just means so much to me.
What are your favorites from the list?
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Hydrangeas - everything you need to know about growing hydrangeas in your garden
Hydrangeas – everything you need to know about growing hydrangeas in your garden
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#everything you need to know about growing hydrangeas in your garden#growing hydrangeas in your garden#Hydrangeas - everything you need to know about growing hydrangeas in your garden
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Halfling Duchess - CR3 Humanoid
A halfling with noble blood, and something else lurking in the blood as well.
Artwork is concept art for Seraph of the End, by Yamato Yamamoto, copyright Wit Studio.
I sort of imagine that, in a setting where magic can come from your bloodline, nearly all major noble families are probably sorcerers. This particular one has very few powers, however. Something dark lingers deep inside this deceptively helpless-looking individual, ready to one day emerge, but it's biding its time.
In the meantime, this halfling noble enjoys screwing with people by pretending to be a human child. Sometimes this tactic gets people to ignore her and talk in front of her when they ordinarily wouldn't. Sometimes it simply lets her go out in public without being recognized.
She has an unusually high amount of wealth for her level because, well, a duke or duchess is typically the second highest rank of nobility, right underneath the king. This wealth would be enough to bump her up by 1 CR, but it's canceled out by her having basically no combat abilities except Wasting Ray. She definitely needs bodyguards. If dealing with her as an adversary in a purely social encounter, treat her as CR 4.
Halfling Duchess - CR 3
Dressed in incredibly fine clothing of glimmering silk, the figure sitting at the dinner table drinking tea appears to be a noble child, who motions for you to sit down. It's not clear where the duchess is, or why she's wasting your time by subjecting you to interacting with this kid.
XP 800 Halfling Sorcerer 2 / Aristocrat 3 LG Small humanoid (halfling) Init +1 Senses Perception +6
DEFENSE
AC 19, touch 15, flat-footed 17 (+2 deflection, +2 Dex, +4 mage armor, +1 size) hp 18 (2d6+3d8-5) Fort +3, Ref +5, Will +11; +2 vs. dominate and possession Immune detect thoughts, discern lies, attempts to magically discern alignment
OFFENSE
Speed 20 ft. Melee unarmed +1 (1d2-3) Ranged mwk light crossbow +6 (1d6/19-20) Special Abilities wasting ray (7/day)
Sorcerer Spells Known (CL 2nd; concentration +6) 1st (5/day)—ears of the city, speechreader's sight 0th (at will)—detect fiendish presence, detect magic, detect poison, message
Bloodline daemon
BASE STATISTICS
Without mage armor, the duchess's statistics are AC 13, touch 13, flat-footed 11.
STATISTICS
Str 5, Dex 13, Con 8, Int 15, Wis 14, Cha 19 Base Atk +3; CMB -1; CMD 12 Feats Childlike, Eschew Materials, Skill Focus (Diplomacy), Skill Focus (Sense Motive) Skills Acrobatics +1 (+6 to move through larger foes), Bluff +14 (can take 10 to convince others of truthfulness/innocence), Diplomacy +15, Disguise +8 (+10 and ignore race/age penalties to appear as a human child), Knowledge (arcana) +6, Knowledge (history, local, nobility) +7, Perception +6, Sense Motive +15 (+18 to notice when someone is enchanted or possessed), Sleight of Hand +3 (untrained); Racial Bonuses +2 Bluff, +2 Sense Motive (+4 to notice when someone is enchanted or possessed), +2 Sleight of Hand Languages Common, Dwarven, Gnome, Halfling SQ attentive, bloodline arcana (daemon), irrepressible, shiftless, underfoot dodger Gear potion of cure moderate wounds, wand of mage armor (40 charges) (already cast), cloak of resistance +2, ring of protection +2, ring of mind shielding, 250 gp
SPECIAL ABILITIES
Daemon Bloodline Arcana (Su) Whenever the halfling duchess casts a spell that kills one or more living creatures with an Intelligence score of 3 or higher, the caster level of any spell she casts in the next round increases by +1 for each creature her first spell killed. This ability does not stack with other effects that increase her effective caster level, and she cannot gain a bonus greater than 1/2 her Charisma modifier (typically +2). The second spell the halfling duchess casts must be of an equal or lower level than the first one.
Wasting Ray (Sp) 7 times per day, as a standard action, the halfling duchess can impose either starvation or thirst upon a living creature she can see within 30 feet. This requires the creature to make a Constitution check each round (DC 10 + 1 for each previous check) to avoid taking 1d6 points of nonlethal damage. The creature must continue to make these checks until, as a full-round action, it quenches its thirst or sates its hunger (see starvation and thirst). The halfling duchess can only apply this ability once every 24 hours to any given creature. Creatures that do not need to eat are immune to this effect.
Underfoot Dodger (Ex) City-dwelling halflings do not treat crowd squares as difficult terrain and they gain a +5 bonus on Acrobatics checks to move through the spaces of larger foes.
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Winning a wrongful death claim is a difficult and challenging task. It is a task that requires the expertise of a personal injury law firm, such as Miller Weber Kory LLP, that has the resources and the track record to stand up for your rights.
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Date: 2016-11-14 20:45:17
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