#with like a +7 to AC and that doubles your hit points
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jediofbooksandsnacks · 3 months ago
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This is from something saved in my drafts under the title Only An Afternoon. It is, generally speaking, a hot fictional mess but! I decided to post a snippet to celebrate Kogami's birthday. It happens during when he goes to pick up Akane from the detention center and deliver her to the CID. I mean, what must have been going through his head? Delivering her to the place he had escaped from? Just: *chef's kiss*
Enjoy your fictional cake my fictional blorbo.
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It was 7 minutes to 11 am when Kogami arrived at the detention center.
The SUV was a loaner from SAD, a car that boasted all of the tech from a few years ago. The self-driving setting often didn’t work. The AC was perpetually on the fritz. Plus, the radio was stuck on one Sibyl-approved station that played the greatest hits of the past three decades, all padded by fill chatter from the DJ. At least the radio had distracted him as he drove over. When he parked, he clicked it off before he shut down the car. Silence surrounded him, both a blessing and a curse.
It was probably a curse. Consider this: a former Inspector turned Enforcer turned renegade turned SAD agent picking up his own former Inspector turned psycho-prisoner turned statutory Enforcer for delivery to the CID. Irony lived in there, somewhere.
A tug on the handle popped the car door open. Sunlight bathed him in midday gold as he got out, the discord both startling and astute. A breeze tugged at his hair, the same breeze carrying the falling flowers from the sakura trees down to their doom. Nature mocking her with its own beauty as the MWPSB doors inevitably swung shut behind her. Another irony. Soon he could start a collection.
The door closed with a thunk. The fingers of his right hand twitched for a cigarette.
Maybe just one. Hell, he’d smoked in the office, in his MWPSB room, even in her own car. Maybe it would calm the unsettled feeling in his stomach. No sense delaying it till later.
The one thing that held him off lighting up and sucking it down with determined gusto was this: Akane would know. It was dumb, but there it was. Gods, he was just like a kid back in school, not wanting to do anything to make his favorite teacher mad. Which said some fucked up stuff about how he thought of this relationship.
That door didn’t open until it was 11:06, and when it did—
Professionalism in an emergency was the whole point of his job. He’d helped crying children escape from a burning bus, taken action to aid troops advancing within a killing zone, hell, he’d even escaped his own CID captors in SEAUn. Yet, nothing had prepared him for seeing Akane come out of that hellhole and emerge into the shade of the detention center monolith.
He stood. His heart pounded in his chest. Goddammit it all to hell. He really would need a cigarette when this was done.
Brown eyes went wide when they saw him as surprise took over. There were no words he could think of at that moment. In fact, everything he wanted to say existed in the curve of the shadow on her face and was contained in her eyes. Finally, he said, “I’m here to get you.”
It was not the most gallant thing he could think to say, but this was not exactly the most gallant of situations.
Akane’s face relaxed into a smile, a smile thankfully not separated from him by a pane of bulletproof glass and under the dim lighting from the cells’ interior. Aware that he, too, was absorbing absolutely everything about her, he broke his eyes away. The pavement looked cracked beneath his shoes. “Sorry.”
“There’s nothing to apologize for.” A broad smile beamed across her face as she took the steps downwards, her hair blowing in the mild breeze. “I’m kind of hungry.”
“Is food all that’s on your mind right now?” The double entendre took a second to catch up, good god dammit. But it was a reasonable question, after all: the deal that had been struck, the machinations behind this, everything was so far unclear to him. Honestly, he’d give anything for a line into what was going on at the CID and save the sexual harassment call from HR for later.
Sunlight traced the lines of her face and was dimmed by her grin. Maybe it was jealous that he was there to pick up a more powerful force of nature. “Treat me to something.”
He had to stop himself from letting his mind wander into the gutter. As he cleared his throat, he reached for her duffel. “Yes, ma’am.”
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raven-at-the-writing-desk · 2 years ago
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Don't know if this has come up, but since the new part of Chapter 7 just dropped the other day, I just got hit with an idea on what Sebek's UM is or might be.
It's often a major joke that he is very loud and yells all the time. But what if that's because it's part of his UM that seeps out unconsciously? Like a sonic based attack or ability of sorts that doubles as a literal foghorn alarm clock (which is a nice parallel if you think about it since Silver is always sleeping). And if he's possibly twisted from Maleficent's lightning, what follows lightning? Thunder. And what happens when people are sleeping at night and there is a particularly loud thunder clap overhead? They wake up!
Also, think about it! In the second Halloween event, we find out that Sebek sings opera. And what is a common trope in media involving opera? Being able to break glass with your voice.
If my theory is right, Sebek's UM is meant to shatter the sleep spell around them because HE IS A LITERAL WALKING ALARM CLOCK!!!! 😂
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I haven’t thought too much about what Sebek’s unique magic could be, but this is an interesting idea! Since unique magic is tailored to the individual, taking circumstantial evidence (personality, skills, etc) into account to predict the nature of it is fair. It’s similar to the line of thinking that leads many to suspect that Ace’s unique magic will be to copy others’ magic (since Ace himself is known to imitate his peers’ voices and picks up on new skills like dancing quickly; additionally, copying skills can be seen as a parallel to his mirror, Deuce, whose unique magic also relies on ‘borrowing’/using the power of others).
I like that this proposal for Sebek’s UM ties back to sleep and dreams, which seem to be very important for episode 7 given… recent events 😂 (I wonder if his loudness will actually be a plot point??? Imagine Sebek singing like a dejected Disney princess to save the day—)
I forgot where it was exactly, but I do remember reading a fairy tale retelling which featured a princess that was able to use her gift of song to disorient her enemies (literally by singing so high-pitched that it ruptured eardrums) and to summon animals to fight for her (though the latter sounds like a skill Silver would have, not Sebek). It’d be super coincidental if Sebek ended up having similar abilities due to the loudness of his voice.
Something I wonder is?? Not just what Sebek’s UM is but if he already has it or not!! He was apparently a late bloomer when it came to developing his general magical abilities, so I wonder if this also extended to his UM. Sebek seems to be perpetually locked in a state of identity crisis since he’s always holding up one half of his lineage and putting down the other half. Does this inability to accept and to recognize himself as he is preventing him from unlocking his UM…? Or has he already acquired it through sheer force of will and training??? I want to know so badly!! (If Sebek doesn't have his UM yet, it might also be interesting to see him and Ace bond over their feelings of inadequacy?? And then maybe unlock their UMs one after the other like Deuce and Epel did!)
I also think 🤔 Is Ortho able to acquire a UM…? Because it would be cool to see him also bond with Ace and Sebek over that detail! (I feel like those three, or at least Ace and Sebek, are still trying to figure out their identities and learning to be comfortable with who they are, thus perhaps leading to a lack of UM.) And do you know what that means???? 👀 It means we have a red (pink), green, and blue trio without their UMs… PINK, GREEN, AND BLUE LIKE FLORA, FAUNA, AND MERRYWEATHER, THE THREE GOOD FAIRIES…
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thecreaturecodex · 1 year ago
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Spellmaker
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Image © @linkandorf​, accessed at their tumblr here
[Sponsored by @balmz​. Bomberman 64 is not one of the Bomberman games I’ve played, but this villain certainly cuts a jaunty figure. The name is a bit of a translation misnomer--in the Japanese, he’s just “Master”. But that’s too intense for American kids, ditto the fact that one of the tarot cards he pulls in his attack patterns is The Devil. Because Bomberman mechanics just don’t translate to Pathfinder very well, I themed my version around versatile magic use (so he can actually make spells!) and the Harrow Deck of Many Things. As with any use of that artifact, this guy can really cause your games to get screwy (although not as much as the traditional D&D Deck of Many Things). So be cautious.]
Spellmaker CR 15 CE Outsider (extraplanar) This creature resembles nothing more than a set of jester’s motley—a cape, a mask, a baubled hat. But there is nothing inside of these clothes but air.
A spellmaker is a strange ghostly entity of the Dimension of Dream that injects destruction and chaos into the dreams of mortals.  They are often playful and jocular, appearing as seemingly friendly characters in a dream before unleashing their nightmarish power. They are attuned to the Harrow Deck of Many Things in a strange way; some sages suspect that they are a cosmological ripple from the creation of the Harrowed Realm, or that they were created by some sinister dream entity (such as Nyarlathotep) in mockery of the Deck. What’s worse, they can force someone to draw a card in their dreams and the effects carry on into real life. Although this can sometimes result in wonderful riches or powerful abilities, these card draws just as often result in woe and ruin, if not more frequently.
If they are fighting to win, as opposed to just terrorize and confuse, a spellmaker will make hit-and-run attacks, firing bolts of force and fire. Their alias comes from their ability to warp magic to suit their needs on the fly. Most spellmakers carry a number of wands and scrolls to supplement their tactics with tricks they know will work. Spellmakers cannot carry these magic items through solid objects, however, so must abandon them in order to flee through a wall, floor or ceiling in case of a losing fight. Most spellmakers are willing to make this sacrifice.
A cleric of a Great Old One or Outer God may call on the services of a spellmaker with a greater planar ally spell. In such cases, the spellmaker typically refuses to use its dangerous draw ability when the caster wishes, unless it receives payment in terms of items that manipulate luck or magic in ways that spells cannot.
Spellmaker            CR 15 XP 51,200 CE Medium outsider (chaos, evil, extraplanar, incorporeal) Init +11; Senses darkvision 60 ft., detect magic, Perception +24 Defense AC 28, touch 24, flat-footed 20 (+7 Dex, +6 deflection, +1 dodge, +4 armor) hp 207 (18d10+108) Fort +12, Ref +18, Will +16 Immune death effects, disease, incorporeal traits, poison Offense Speed fly 40 ft. (perfect) Melee 2 touches +23 touch (1d10+6 force) Ranged arcane bolt +23 touch (9d6 fire and force) Special Attacks dangerous draw Spell-like Abilities CL 18th, concentration +24 Constant—detect magic, mage armor 3/day—dream scan (DC 22), make spell (DC 23) 1/day—dream travel, greater arcane sight, greater dispel magic Statistics Str -, Dex 24, Con 22, Int 21, Wis 17, Cha 22 Base Atk +18; CMB -; CMD 42 Feats Dodge, Flyby Attack, Improved Initiative, Iron Will, Magical Aptitude, Mobility, Point Blank Shot, Precise Shot, Weapon Finesse Skills Bluff +27, Diplomacy +24, Fly +33, Intimidate +27, Knowledge (arcana, planes) +26, Perception +24, Sense Motive +24, Spellcraft +30, Stealth +28, Use Magic Device +31 Languages Abyssal, Aklo, Celestial, Common, Draconic, Senzar SQ ghostly grasp, no breath Ecology Environment any (Dimension of Dreams) Organization solitary Treasure double standard Special Abilities Arcane Bolt (Su) As a standard action, a spellmaker can fire a bolt of arcane energy. Treat this as a ranged touch attack with a range of 120 feet and no range increment. A creature struck by this bolt takes 9d6 points of damage, half of which is fire and half of which is force. Dangerous Draw (Su) As a standard action, a spellmaker may throw a magical playing card at a creature within 30 feet. If it hits, that creature is considered to have drawn a card from the Harrow Deck of Many Things. Remove the following cards from the deck before determining the card drawn—The Carnival, The Cricket, The Foreign Trader, The Joke, The Marriage and The Teamster. A creature may choose to attempt to resist the effects of the card with a DC 25 Will save, but does not know what the effects of the card are (which can be beneficial) until it succeeds or fails the save. A spellmaker may use this ability three times per day, and must wait 1d4 rounds between uses. If a spellmaker uses this ability on a dreaming character, the effect of the card extends to the Waking World. Ghostly Grasp (Su) A spellmaker can manipulate up to 25 pounds of items at a time. This also gives it the ability to wear and carry equipment, but it cannot transport these through solid objects. Make Spell (Sp) A spellmaker can, three times per day, cast any arcane spell of 6th level or lower or divine or occult spell of 5th level or lower. This functions as the spell duplicating abilities of the limited wish spell, but cannot be used for any of the other effects of limited wish. This is the equivalent of a 7th level spell.
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leofrith · 8 months ago
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[20 Question Fic Writer Tag]
Tagged by @aeide and @ainulindaelynn 💖 I did this one a few months ago but a few answers have changed since then so I'll update those. 😊
1. How many works do you have on AO3?
Six now! Four one-shots, a short-ish multi-chapter which was supposed to be a one-shot that got away from me, and my longfic which at this point I should have just waited to post but am definitely still chipping away at.
2. What’s your total AO3 word count?
33,030 which is almost double my count from a few months ago. Woaaaaaaaaahhhh
3. What fandoms do you write for?
Still Assassin's Creed, now dipping into Baldur's Gate 3 as well.
4. What are your top 5 fics by kudos?
Still the same five fics in the same order but with slightly different numbers:
Hideaway - 149
Bright Skies - 139
Press On, Move Along - 94
Out of the Cold - 43
Honor Bound - 29
5. Do you respond to comments?
Yes! Always.
6. What is the fic you wrote with the angstiest ending?
Still Press On, Move Along.
7. What’s the fic you wrote with the happiest ending?
Still Hideaway.
8. Do you get hate on fics?
Still hate-free, for now.
9. Do you write smut? If so, what kind?
Sure do 💀 and I've posted some of it since the last time I did this. I think the only way I can really describe it is emotionally-charged, because if I'm going to horny jail it will at the very least be in service of some kind of character development. 😭
10. Do you write crossovers? What’s the craziest one you’ve written?
Still occasionally poke away at the AC x Star Wars AU, but I'm not super invested in it right now. But I'm sure that will change as soon as a new Star Wars thing comes out. Since I last did this I also went digging through the depths of my writing folder and found a Walking Dead x MCU crossover that I must have started when I was like 14 years old. Absolute fucking horror show that I am so very thankful I never wrote enough to post. 🤡
11. Have you ever had a fic stolen?
Still no, as far as I'm aware.
12. Have you ever had a fic translated?
Nope!
13. Have you ever co-written a fic before?
No, except for yelling back and forth about ideas with friends. I would probably be open to it but also maybe not because I know I am extremely unreliable.
14. What’s your all time favorite ship?
Saying "all-time" favourite feels a bit much, but as far as mental real estate and also just sheer number of words written, Leovor far surpasses any other ship I've been into. 🧍🏻‍♀️
15. What’s a WIP you want to finish but doubt you ever will?
Since I did that ask game a few weeks ago, the Inquisitor Ahsoka/Rex starting a clone rebellion/post TCW AU has been on my mind. But I know that, realistically speaking, I'm unlikely to ever be invested enough to actually sit down and write it.
16. What are your writing strengths?
I'm trying to make a point to read more fiction and while it's possible that the few books I've read thus far lately just haven't been particularly good, it's certainly made me way more confident in my ability to write dialogue that feels like it would be spoken by real live humans and not aliens pretending to be humans. Similar deal with internal monologues. I'm convinced that none of these authors read their work aloud.
17. What are your writing weaknesses?
Still generally the same—overthinking comma usage, editing while I write and therefore being very slow, going back and forth between being stuck because I didn't plan enough and feeling stifled because I planned too much. Etc etc.
18. Thoughts on writing dialogue in another language in fic?
I try to avoid it as much as possible, with the exception being words or phrases that are used a lot in canon.
19. First fandom you wrote for?
Still Marvel :(
20. Favourite fic you’ve written?
Honor Bound is still my baby, but I didn't expect to actually like A Different Kind of Solace as much as I do, mostly because I didn't really go into writing it expecting to hit the emotional notes that it does. Also still Out of the Cold. There are some banger lines there.
Not tagging anyone because this one has gone around a few times recently but if you want to do it, you're welcome to pretend I tagged you. 😌
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scrivenger-grimgar · 9 months ago
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“Are zombie mushrooms legal in your church?”
“Oh, you want to peg?”
“I cast Plague of Rats” -Warlock
“He’s a bottom? (Lenny face)”
“… it’s not a rubber rat room…” -DM
“You were about to be apart of an mpreg fanfic!!” -Druid “I already was!” -Bardbarian
“Roll me a nat20 on slight of mouth.” -DM to Warlock
“Rat rat rat rat rat rat rat” -DM
“(Hesitation)… Buoyant wood…” -DM
“What do you see with your frog eyes, Zoë?” -Warlock “… creatures… ⊙_⊙”
“We could have an awakened pig for 2 pots of oil!” -Warlock “Barbecue pig!” -Paladin/Fighter “What’s the pig’s AC?” -Bardbarian “it’s ten (unsure) … it’s ten. (conclusive)” -DM
“Tie me to the mast like Jesus and let me nap in the rain!” -Warlock
“Oh yeah, they’re being irradiated!” -DM
“Oh my god I give cancer! First rabies now cancer!” -Druid
“It’s bonkin time!” *proceeds to bonk all over the place* -Bardbarian
“Surely 7 people wouldn’t try to siege our keep!” *proceeds to be sieged*
“This is my father I swear he’s single!” -Druid, about Warlock
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About the siege quote, my party has 6 people, all lvl 5: paladin/fighter, kobold artificer, 2 Druids, kobold Bardbarian, and half-elf warlock. We ran into a lion-turtle dragon and warlock only just managed to talk it out of killing us, which gave us 3 months to sweep an entire island of the undead army occupying it or be killed by the lion-turtle.
We managed to get the help of a dragonborn npc.
The first part of sweeping the island is in progress. It has been 3 sessions, 1 per week, and in game it has been 5 minutes.
The only reason we are alive is that we got to surprise attack them. We are fighting 80 skeletons (some with stone armour), and 3 acid slimes.
Only 3 of us actually look like adults. We managed to kill like half the enemies before the others actually left their posts, all because they had the very rational thought that 7 people would not actually siege their keep.
Also, at one point our party consisted entirely of spellcasters. Artificer, 2 warlocks, a Druid, a sorcerer, and a bard. Two of our PCs keep dying in unfortunate accidents.
One of our original artificers tried to open a puzzle cube, but they had been cursed to take double damage to any non-physical attack, and the cube hit them with like 120 psychic damage. The players next character, thalaxodon warlock, got turned to stone and almost sunk our ship bc they suddenly weighed twice as much as before, so they got pushed overboard and sank into the open ocean.
The other PC was killed in the 2nd session, and then their next character got sent to actual hell bc they kept stealing shit while wearing a cursed item.
Our Bardbarian kept eating the diseased slime remains of some guy we killed and almost actually rebirthed him.
Our Bardbarian and artificer both got turned into were-rats.
One of my character’s (half-elf warlock) abilities is “Are My Kids In Danger” which is legit just an insight check to see if my preternatural dad senses are senses bullshit (ie. Bardbarian eating diseased slime again).
Our drow Druid is trans and literally nobody knew but warlock figured out that our sorcerer was a fae shapeshifter within a month.
Literally only drow Druid knows that warlock has a husband and was married by his patron, and that’s only because he’s adopted her and taught her primordial.
Anyways, I love d&d.
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pathfinderunlocked · 1 year ago
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Vitreous - CR10 Aberration
One of many giant eyeball bosses from the Legend of Zelda series.
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Artwork by Whitestar1802 on DeviantArt.
Vitreous is a giant eyeball boss surrounded by a cloud of smaller eyeballs from Legend of Zelda: A Link to the Past, and is similar to the creature Wart from Legend of Zelda: Majora's Mask. Vitreous is a better name, though. Its name comes from the vitreous humor, which is the clear gel that's found inside the eyeballs of vertebrates.
A vitreous is a creature native to swamp and aquatic areas. Although very dangerous, it's also rather vulnerable, so it surrounds itself with a protective layer of smaller eyeballs. Vitreouses... erm... vitrei? What would be the correct plural? Vitrei aren't intelligent, but are violently aggressive towards other creatures, largely because they assume that everything is a threat that intends to kill them. They're omnivores that dissolve creatures and plants with their slime and then feed by consuming the nutrient-filled slime.
The 20 mini-vitreous minions are included in its CR (which is why its stats are closer to CR 7 or 8), and don't give XP when they're a vitreous's minions, similar to animal companions. But you can also use them as standalone creatures, in which case they should give XP normally.
The mini-vitreous minions should be constantly detaching and re-attaching themselves, bouncing around the battlefield. They are decent at confusing players about which ones have been hurt, providing flanking bonuses, and trying to roll acrobatics to avoid AoOs.
Vitreous - CR 10
Surrounded by a whole bunch of eyeballs the size of your torso is a gigantic eyeball the size of an elephant. They turn independently to look at you, and a thick slime holds them together.
XP 9,600 N Huge aberration (aquatic) Init +4 Senses all-around vision (while mini-vitreous minions are attached), darkvision 60 ft.; Perception +24 Aura mucus (15 ft.)
DEFENSE
AC 28, touch 28, flat-footed 24; (+8 cover, +4 Dex, +8 insight, –2 size); possibly less cover bonus; see mini-vitreous minions hp 84 (8d8+48) Fort +10, Ref +10, Will +13; -4 if no mini-vitreous minions are attached Defensive Abilities protective eyes, insight of vitreous Resist electricity 10 Weaknesses large weak point, vulnerability to slashing and piercing
OFFENSE
Speed 40 ft., swim 60 ft. Melee slam +10 (2d6+7 plus 2d8 acid plus vitreous slime) Space 15 ft.; Reach 10 ft. Special Attacks absorb spawn
Spell-Like Abilities (CL 8th; concentration +11)    At will—lightning bolt (DC 18)
STATISTICS
Str 20, Dex 18, Con 22, Int 1, Wis 17, Cha 17 Base Atk +6; CMB +13; CMD 35 (can’t be tripped) Feats Elemental Focus (electricity), Lightning Reflexes, Spell Focus (evocation), Weapon Focus (slam) Skills Acrobatics +8, Perception +24, Swim +17; Racial Bonus +12 Perception SQ mini-vitreous minions
SPECIAL ABILITIES
Absorb Spawn (Ex) As a swift action, a vitreous can consume one of its attached mini-vitreous minions, healing 15 hit points but killing that mini-vitreous.
All-Around Vision (Ex) While it has any mini-vitreous minions attached, a vitreous sees in all directions at once, and cannot be flanked.
Insight of Vitreous (Ex) A vitreous gains a +8 insight bonus to AC and CMD. This is already included in its statistics above.
Large Weak Point (Ex) If a vitreous has no mini-vitreous minions attached to it, any attack against the vitreous has its critical threat range doubled. This effect doesn’t stack with any other effect that expands the threat range of an attack.
Mini-Vitreous Minions (Ex) A vitreous is surrounded by 20 mini-vitreous creatures which can attach themselves to it. While at least 11 mini-vitreous minions are attached to it, it gains improved soft cover against attacks (+8 AC). While 6 to 10 mini-vitreous minions are attached to it, it gains soft cover (+4 AC). While 1 to 5 mini-vitreous minions are attached to it, it gains partial soft cover (+2 AC).
Any mini-vitreous that is attached to a vitreous moves rapidly around its body to different positions. Single-target attacks against a mini-vitreous while it is attached to a vitreous work normally, but area attacks treat 50% of the attached mini-vitreous minions as having full cover, with the vitreous's body blocking line of sight and line of effect from the area attack's point of origin to those creatures. As such, only half of the attached mini-vitreous minions are affected by most area attacks (including burst, line and cone attacks, although area effects such as a cloud that do not rely on line of effect work normally).
If a vitreous is killed, any surviving attached mini-vitreous minions immediately detach.
Mucus (Ex) A vitreous drips with a slimy mucus that surrounds it. If it stays in the same location for 1 minute, the area within 15 feet of it becomes covered with this mucus. On land, this mucus covers the ground in this radius, and in water, it surrounds the vitreous as a cloud. If the vitreous moves, the mucus becomes inert after 3 rounds, but this duration resets if it returns to the area of the mucus.
A creature other than a variety of vitreous that enters the mucus or starts its turn there must succeed on a DC 20 Reflex save or become entangled and take 1d8 acid damage. The save DC is Constitution-based.
Protective Eyes (Ex) While any of a vitreous's mini-vitreous minions are attached to it, it has a +4 circumstance bonus to all saving throws. If it succeeds on a saving throw by 4 or less while benefiting from this bonus, one of its attached mini-vitreous minions is affected by the effect instead, as if the mini-vitreous failed the saving throw.
Vitreous Slime (Ex) Vitreous Slime: disease—slam; save Fort DC 20; onset immediate; frequency 1/hour; effect 1d2+1 Con; cure —.
A creature hit by a vitreous's slam must succeed on a DC 20 Fortitude save or become infected with vitreous slime. A creature already infected that is hit by the slam attack must make another save, and immediately take another 1d2+1 Con damage if it fails. A creature reduced to 0 Con by this effect is dissolved into slime, and thus cannot be resurrected except by true resurrection or a similar ability, since its body is destroyed. The save DC is Constitution-based.
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perenlop · 2 years ago
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Sending another warrior bc of warriors brainrot but how about breezepelt?
sorry this is so late xmx i had this open in a tab and forgot about it
sexuality headcanon: hmmm idk tbh. i'll go with bi ace but he doesnt know it yet
gender/pronouns headcanon: nonbinary but also doesnt know it so goes by he/him for now but will eventually be comfortable w he/she/they
rate them out of ten: it has been a hot minute. i'm gonna go with like a 6 or 7 because the discourse about him is exhausting but also fans are not normal abt him so i kinda feel inclined to like him out of spite.
favorite thing about them: can't tell if this should technically be a bad thing because the erins absolutely wrote him the way they did to be like "oh look how much WORSE crowfeathers life is. dont you wish he was present in the three's lives and still with leafpool?? they arent as annoying as him!" but i do like that he's an unconventional abuse victim. like in fiction, authors like to portray abuse victims as only quiet and meek. which like, those people exist in real life so that's not an issue, per say, but people are VERY quick to suddenly say that a child deserves to be abused if that kid lashes out instead. so, personally i like breezepelt for defying that, but at the same time it wasn't meant to be subversive so like, fuck you erin hunter im stealing him
least favorite thing about them: uhhh kinda the above, its like a double edged sword.
why i first started liking/disliking them: it was half the scene where they say that no one in windclan likes him because. uh oh thats me. and half spite
do i relate/project onto/kin them?: sort of. i kind of understand the sheer rage he feels because of how he's treated in windclan even if its not seen as a "big deal", tho not to a murderous degree obviously. i also understand being seen as the obnoxious kid that no one likes and everyone thinks hes a baby that complains, and people saying that they're glad that he's gone because they think he's exhausting. like. uh oh family and school memories flooding back. dont relate to the dad issues tho
favorite quote/moment: not much comes to mind, hes just kind of a sad character so it feels weird to pick one. ig the scene where brokenstar manipulates him bc its a good representation of how fucked up he's become
my fav ship: idk tbh. ive seen breezeblossom get thrown around but i dont really like blossomfall that much tbh. which one of his ships gets the most vitriol (without age gaps or incest)? bc i wanna do that one to be funny
my fav platonic friendship idk how i feel abt breezeheather but i do at least like em as friends. im fine either way w them tho
a ship i hate: not much comes to mind
do i prefer canon or fanon?: well fanon is kinda weird so ig canon idk. i like the version of him in my head ig?
random headcanon:
what color do i picture them as: orange is what i associate, otherwise he's pitch black
cat breed headcanon: oriental cat
unpopular opinion: honestly i don't know why people take him trying to kill poppyfrost as like an end all thing to saying hes a bad character and not someone you should "side with" over crowfeather. like, i do know why but like this is the murder cat book. most of them kill. the book acts like its both scary and epic. like why are you mocking shadowclan and calling them stupid for mourning russetfur's death at lionblaze's hand after thunderclan invaded them and also clutching your pearls over this? when is it ok to kill in this society? and its also an outlandish action not grounded in reality, while crow's neglect hits closer to home. also breeze is a villain at that point lol hes supposed to do fucked up shit while crow's neglect is painted as misunderstood and uwu sad for him at the end of the day. so yeah i do think its fucked that he did that, but at the same time yeah im not gonna "side with crowfeather" and say he deserved the neglect over it. wtf
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clickadilia · 2 months ago
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Top 10 Casino Games: How to Play and Win
Casinos offer a vast array of games designed to entertain and challenge players of all skill levels. From classics like poker and blackjack to the colorful allure of slot machines, there’s something for everyone. But knowing how to play and win these games is essential to making the most of your casino experience. This article will walk you through the top 10 casino games, providing tips on how to play and strategies to improve your chances of winning.
1. Blackjack
Blackjack, also known as 21, is one of the most popular casino games worldwide due to its simple rules and strategic depth.
How to Play:
The goal is to beat the dealer by having a hand value closer to 21 without exceeding it.
Number cards (2–10) hold their face value, face cards (Jack, Queen, King) are worth 10 points, and aces can be worth either 1 or 11 points.
Players are dealt two cards and can choose to "hit" (receive another card) or "stand" (keep their current hand). If the total exceeds 21, the player "busts" and loses.
How to Win:
Learn basic blackjack strategy, which outlines the optimal decision (hit, stand, double down, or split) for every possible hand.
Pay attention to the dealer's up-card. If the dealer shows a 4, 5, or 6, they are more likely to bust, so it's generally better to stand.
Always split aces and 8s and never split 10s or 5s.
2. Roulette
Roulette is a game of pure chance that’s famous for its spinning wheel and colorful betting layout.
How to Play:
A roulette wheel features 37 or 38 numbers (depending on whether you play European or American roulette), including a green zero (and a green double zero in American roulette).
Players bet on where they think the ball will land by placing chips on various sections of the betting table.
Bets can be placed on individual numbers, groups of numbers, or properties such as red/black, odd/even, and high/low numbers.
How to Win:
European roulette (with only one zero) gives you better odds than American roulette, so choose it if available.
Consider using betting systems like the Martingale or Fibonacci, where you increase your bet after a loss to potentially recover previous losses. However, these systems come with significant risk.
Stick to outside bets (red/black, odd/even) for a higher probability of winning, although the payouts are lower.
3. Poker (Texas Hold’em)
Texas Hold’em is the most popular form of poker, played in casinos and poker rooms worldwide.
How to Play:
Each player is dealt two private cards (hole cards) and five community cards are dealt face-up in the center of the table.
The goal is to make the best five-card hand using any combination of the hole cards and community cards.
Players take turns betting, and you can choose to fold (give up), call (match the current bet), or raise (increase the bet). The player with the best hand at the end wins the pot.
How to Win:
Master the hand rankings and starting hand strategy. Knowing when to fold, particularly with weak hands, is crucial.
Pay attention to your opponents' tendencies and learn how to bluff effectively.
Practice bankroll management and avoid going all-in too often unless you have a strong hand.
4. Baccarat
Baccarat is a simple card game often associated with high rollers and is popular for its straightforward gameplay.
How to Play:
The game has three betting options: Player, Banker, or Tie. Your goal is to bet on which hand will have a total closest to 9.
Each hand is dealt two cards. If the total exceeds 9, only the last digit is considered (e.g., a hand with a 7 and 8 adds up to 15, but the score is 5).
The dealer handles all the drawing decisions, so players don’t need to make in-game choices.
How to Win:
Always bet on the Banker. While the casino takes a small commission (usually 5%) on Banker wins, the odds of winning are slightly better than betting on the Player.
Avoid the Tie bet—it has a much higher house edge.
Manage your bankroll carefully and avoid chasing losses.
5. Craps
Craps is a lively and fast-paced dice game that can seem intimidating at first, but it’s one of the most thrilling games once you understand it.
How to Play:
The game revolves around the roll of two dice. Players bet on the outcome of the roll or a series of rolls.
The basic bet is the "Pass Line" bet. If the shooter rolls a 7 or 11 on the first roll (the come-out roll), Pass Line bets win. If the shooter rolls a 2, 3, or 12, they lose. Any other number becomes the "point," and the shooter must roll that number again before rolling a 7 for Pass Line bets to win.
How to Win:
Stick to Pass Line and Don’t Pass Line bets, as these offer the best odds for players.
Avoid proposition bets, as they carry a higher house edge.
Familiarize yourself with the odds bet, which has no house edge and can increase your potential winnings.
6. Slot Machines
Slot machines are the most popular casino game, known for their simplicity and large potential payouts.
How to Play:
Players insert money into the machine, select their bet amount, and spin the reels. The goal is to match symbols across paylines.
Modern slots often feature bonus rounds, free spins, and progressive jackpots, where the potential prize increases with each game played.
How to Win:
Play machines with a higher Return to Player (RTP) percentage. These slots pay back more over time.
Always bet the maximum number of paylines to maximize your chances of hitting a winning combination.
Set a budget and stick to it, as slots are highly random and addictive.
7. Video Poker
Video poker combines elements of slots and poker, offering a game of skill with better odds than regular slot machines.
How to Play:
After placing a bet, you are dealt five cards and can choose to hold or discard any of them to form the best possible poker hand. The machine then deals new cards, and you are paid based on the strength of your final hand.
The goal is to form a winning poker hand, with payouts based on the paytable for that specific machine.
How to Win:
Choose video poker machines with a full paytable (like "Jacks or Better"), as these offer better payouts.
Learn the optimal strategy for the game you’re playing and practice it consistently.
Play with the maximum number of coins to be eligible for the highest payouts.
8. Pai Gow Poker
Pai Gow Poker is a slower-paced game that allows players to use strategy to minimize losses and increase their chances of winning.
How to Play:
The game uses a standard 52-card deck and a joker. Players are dealt seven cards, which they must split into a five-card hand and a two-card hand.
The goal is to beat both of the dealer’s hands. The five-card hand must rank higher than the two-card hand.
How to Win:
Focus on learning how to split your hands correctly. A common mistake is to create two weak hands instead of one strong and one weak hand.
The house edge is relatively low in Pai Gow Poker, so it’s a good game for beginners looking to play longer without risking too much money.
9. Keno
Keno is a lottery-style game where players choose numbers in the hope of matching those drawn by the casino.
How to Play:
Players select a set of numbers from a grid (usually between 1 and 80). The casino then draws a set of winning numbers, and players are paid based on how many of their selected numbers match the drawn ones.
Keno is entirely based on chance, so no skill or strategy is required.
How to Win:
Choose fewer numbers to increase your chances of winning smaller prizes.
Play in moderation, as Keno has a high house edge.
10. Sic Bo
Sic Bo is a dice game of Chinese origin that is easy to learn and fast-paced.
How to Play:
Players bet on the outcome of three dice rolls. There are numerous betting options, including specific number combinations, total sum, or whether the outcome will be high or low.
The dealer shakes the dice in a small chest and reveals the outcome.
How to Win:
Stick to low-risk bets like "small" or "big," which have nearly a 50% chance of winning.
Avoid betting on specific triples, as these have the highest house edge.
Conclusion
Whether you’re drawn to the strategy of poker or the fast-paced excitement of slots, understanding how to play and improve your chances in these top casino games can make your experience more enjoyable and profitable. While luck plays a significant role in most casino games, practicing good bankroll management, learning basic strategies, and choosing games with better odds can significantly increase your chances of walking away a winner.
Source: https://bofcasino.eu/
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cagemasterfantasy · 5 months ago
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Peace Domain (aka the most broken subclass in dnd 5e) Ranking (5e)
Guide
1=useless
2=often useful
3=sometimes useful
4=perfect
Domain Spells
Level 1 Heroism and Sanctuary 4 excellent defensive options for yourself or an ally
Level 3 Aid and Warding Bond 4 Aid is good enough that many people prepare it every day so getting that for free is fantastic. Warding Bond is more situational but since Peace Domain is a back-line Cleric subclass you’ve got a big pool of hit points which you’re not doing much with so you may as well share it with whoever is serving as your party’s Defender
Level 5 Beacon of Hope and Sending 2 2 situational options that you’re not likely to use every day
Level 7 Aura of Purity and Otiluke's Resillient Sphere 3 a situational defensive buff and a save-or-suck which amounts to a time out bubble
Level 9 Greater Restoration and Rary's Telepathic Bond 3 Greater Restoration is only situationally useful but it’s an essential healing option so having it handy is nice. Rary's Telepathic Bond is a huge advantage for adventurers and you should use it frequently
Implement of Peace 3 a free skill is always welcome. Insight is typically a great choice for Cleric since it’s Wisdom-based but Persuasion is also very helpful
Emboldening Bond 4 This is spectacular. This is basically Bless but with a 10-minute duration and it also applies to Ability Checks. Bless will admittedly be more useful for creatures making more than one attack per turn but that’s fine. They stack. Let me say that again: Emboldening Bond and Bless stack. Level 1 pick 2 people and they get +2d4 to attacks and saving throws. On average that doubles a level 1 character’s expected attack bonus and saving throws are dramatically less threatening. Even better this whole thing progresses based on your Proficiency Bonus. If you took 1 level of cleric and never came back you’re just as good with this feature as a Cleric of the same level. Emboldening Bond is Peace Domain’s central feature and who gets to be part of it is an extremely important tactical decision for Peace Domain. Since Proficiency Bonus advances so slowly you can’t cover a full party of 4 until level 9. That somewhat limits the benefits but if you stay out of trouble and rely on saving throw cantrips like Sacred Flame there’s little reason why you need to be part of it. Put it on your front-line allies and gradually add your back-line allies as your Proficiency Bonus scales
Balm of Peace 3 not much healing especially compared to something like Preserve Life but if your party is close enough together you can hit all of them and any pets or summons in the same action especially if you have a lot of speed and are flying (Centaurs and Aarakocra are great for this). At low levels this can prevent a TPK (Total Party Kill for those not familiar with tabletop lingo). It’s also a great way to expend remaining uses of Channel Divinity before you take a rest. However as you gain levels its usefulness in combat will diminish and it will become that thing you use before short rests to save on spending hit dice
Protective Bond 4 fantastic both for protecting frail allies like spellcasters (including you, potentially) and for repositioning allies in a hurry. There’s no limitation on how often you can use this beyond their Reaction and in a pinch you could make an unarmed strike against an ally and use Protective Bond to pull another ally adjacent to the target. This does consume the Reaction of the creature that teleports but that’s a price that is absolutely worth paying for many characters. When people have underutilized reactions to spare this might see lots of use in combat. If the party is heavily invested into their own reactions on the other hand it might not get used because the guy who wants to take the hit already used his reaction on a Polearm Master attack and the guy getting attacked is going to just cast Shield to have 24 AC prevent the attack doing any damage in the first place. Outside of combat it does have teleportation utility. If your party includes a familiar you can put the familiar into Emboldening Bond (provided that you have space to justify doing so). Familiars get just 1 hit point so even the smallest amount of damage kills them and the owner of the familiar needs to invest the time and gold to bring them back. Protective Bond allows you to both keep the familiar alive and use the familiar as a potentially flying teleportation beacon. Send the familiar where you need to be throw a rock at them then teleport to them and absorb the damage. Your Bonds can similarly punch themselves to trigger teleportation. The entire Bond could even teleport off of one punch simply have each one react to the damage of the previous reaction trigger. Another example of shenanigans: Path of the Totem Warrior can have resistance to all damage while raging by this level. Throw Heroism (or better yet, have a Twilight Domain for Twilight Sanctuary) on top of that, and they’re a nearly-bottomless mountain of hit points and can use their Reaction every turn to happily take damage for the rest of the party conveniently halving all damage that they take all while enjoying Heroism’s perpetually-replenishing pool of temporary hit points
Potent Spellcasting 4 by this level you can easily have 20 Wisdom giving an excellent boost to your damage output. Note that this only applies to Cleric cantrips so you can’t use it in conjunction with Magic Initiate or cantrips gained by multiclassing
Expansive Bond 4 considering that Protective Bond has no usage limitaiton beyond taking a Reaction this is an easy way to effectively give your whole party resistance to all damage by shuffling the damage between members of your party. So long as everyone has a decently pool of hit points (Wzards may need be selfish here) everyone can sacrifice a little bit for the whole party to benefit considerably
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nagalias-mindscape · 1 year ago
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DM: As you enter the room, your senses are assaulted by the smell of decaying flesh and petrichor. The sunlight is almost too much to bare for each of you, having been stuck under ground for so long. The walls of bubbling mold continue to shift and constrict as you step into the room itself. You all are now standing at the entrance to the room, backs to the hallway you just left. Would you like to do anything?
P1: Nar’s going to check for traps.
DM: Explain to me how Nar will check for traps.
P1: Slowly, he’ll go through the room, watching where he’s stepping and visually checking for anything that might be covered by the mold- no touching it. Nar has learned his lesson from Rutho’s mistake.
DM: Very well. Give me a… you know what, give me a perception check followed by an insight check.
P1: Perception 18 and Insight 7.
DM: As Nar makes his way through the room, he sees nothing that gives him pause, but he can’t help but feel like something is wrong. Something… off, with each step he takes into the room.
P1: Well, this whole place has been like that. Nar calls back to the party and invites them to come further into the room as long as they’re careful.
DM: No sooner does Nar finish speaking, does the doorway everyone had entered through become sealed and the bubbling mold on the walls and floor begin to pulse violently and erupt in a shower of spores. Everyone give me a... what'd I write down, con save? One sec... yeah, it's a con save.
*Everyone rolls. Highest was an 18, lowest as a 12.
DM: Alright, Nar, Rutho and Zalen, you're fine as you rolled higher than a 15. Everyone else, however, roll initiatives. Medli, give me an arcana and insight check instead.
Me: Imp’s got a 13 for initiative. Arcana’s a 6 and insight is a glorious nat 1.
DM: Ooh... well, all Medli is certain of is that she just she just heard something burst and fill her with a desire for- wait. Did you roll your imps con save? He's in the room, right?
Me: Yeah, uh... no. One sec. Um, he failed with a 9.
DM: Alright. There went that escape. All Medli is certain of is that she heard something burst, and her imp is now telling her to attack things- a desire that she finds herself having, too, but doesn't stop to think about why it might be. Roll initiative for yourself.
Me: 17.
DM: Alright, everyone. It's the rest of the party against Nar, Rutho, and Zalen. Good luck
--- --- ---
Please note that Rutho (sorcerer with a proficiency in arcana) was able to figure out what the heck was going on eventually and managed to deal with it. The spores were only slightly involved in the mess. They apparently were screwing with perception and hiding the now-glowing magic-flowers that were emitting waves of something (almost everyone failed their arcana checks on that damn flower) that were making the party hostile to anyone who succeeded a con save, which was required to be made at the top of the round.
Which also changed who was attacking who. Every round. There are seven of us in this group. At no point did everyone pass their con save. At no point did less than two people fail their saves. At no point did the fighter / barbarian pass with saves.
The DM thought it hilarious that the imp kept failing its saves, too, thus making Medli (who saved quite a few times) attack her allies (newly blind, relying on the imp to let it do things involving sight) while they said NOTHING about who she was attacking. Mind you, Medli isn't a light hitter. 1d10+1 to damage and a disadvantaged +4 to hit. She was missing quite a lot (average to hit roll was around an 8, and the lowest AC rating was a 12), but most critically, Medli did get a few lucky shots in with a double nat 20... which was not pleasant for poor ol' Nar... the rouge.
The rouge who was on the floor right next to Medli because they got pushed backwards and knocked prone, and thus took the full 12 damage instead of halving it. I almost killed the rouge, which would have not been fun or good.
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collinssaskia39 · 2 years ago
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This is your perfect opportunity to learn 우리카지노계열 and become a winner
In a large and popular category of trick-taking games, traditionally called whist-style games although the best-known example may now be bridge, one suit may be designated in each hand of play to be trump and all cards of the trump suit rank above all non-trump cards, and automatically prevail over them, losing only to a higher trump if one is played to the same trick.As a result, states where tribal properties dominate, such as California, receive fewer gambling taxes than would otherwise be the case. Therefore, it should be valuable to prudently explore how local residents in Asian regions, particularly those with similar ethnic and cultural heritages, label meanings or viewpoints toward the universal developments of casino gambling. Harrah's Entertainment explains that Profile of the American Casino Gambler is based on two studies:
How all these variations on the basic idea came about is not fully understood. One plausible theory is that some of them arose from midunderstandings due to language differences, which resulted in something like visual puns.Thus, with an ace and a six (7 or 17), the player would not stop at 17, but would hit. For the side bet to have no house edge in this game the meter would need to reach $149,389.47. For a $5 minimum game to have no house edge the meter would need to reach$238,716.85, and for a $10 game the meter would need to be $328,044.23. If the point is a 4 or 10 players can bet as little as $2 if the table minimum is low such as $5, $10 or $15 tables. If the player requests the don't pass odds to be not working ("Off") and the shooter hits the point or sevens-out, the don't pass bet will be lost or doubled and the don't pass odds returned. Unlike a standard lay bet on a point, lay odds behind the Don't Pass line does not charge commission (vig).
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In Montana, VLT-type poker, keno and bingo machines are legal to operate in the private sector.Each Knave is clothed in armour, armed with a sword and leans on a halberd. The Knave of Hearts has a lyre-shaped badge representing arms, replacing what used to be placed, the Lion of Theirs. However, it may be that the first deck of cards ever printed was a Chinese domino deck, in whose cards we can see all the 21 combinations of a pair of dice. Among the early patterns of playing card were those probably derived from the Mamluk suits of cups, coins, swords, and polo-sticks, which are still used in traditional Latin decks.
A hand counting 21 on the first two cards (an ace and a 10 or face card) is called a natural or a blackjack.If you'd like to pass by the games of chance, you'll want a hefty bankroll and a knowledge of How to Play Poker in a Casino.A major rule change from Five Card Stud Poker is that Caribbean Stud Poker is played only against the dealer, and not against any of the other players at the table. Due to this aspect of the game, there is no bluffing or other means of deception involved. A few more subjects from the Piemontesi deck can be viewed by clicking here.Furthermore, in some editions all Genoese courts feature pink or flesh-colured skin, a detail never found in the typical French and Belgian styles (with the exception of very few editions produced for overseas markets). Lastly, in some editions the doubling line is no longer marked by a band or stripe (see picture on the right), but by a simple line.
In practice, players employing betting systems may win, and may indeed win very large sums of money, but the losses (which, depending on the design of the betting system, may occur quite rarely) will outweigh the wins.The pass line bet is a contract bet. Once a pass line bet is made, it is always working and cannot be turned "Off", taken down, or reduced until a decision is reached – the point is made, or the shooter sevens out.The other gambling game where your decision matter is video poker. The pockets of the roulette wheel are numbered from 0 to 36.
2nd column numbers 5 to 32 cost 40 chips each to complete. The payout for a win on these numbers is 392 chips.The former Portuguese colony of Macau, a special administrative region of the People's Republic of China since 1999, is a popular destination for visitors who wish to gamble.You'll need to stick to quarter slots, and at that you risk being finished for the day in about 15 minutes. Do not take this system for granted, however; a few casinos have signs all of the same color or use different color coding.
The house edge tells them what kind of profit they will make as percentage of turnover, and the variance tells them how much they need in the way of cash reserves.This number then permits calculation of rate of loss per hour, and per the 4 day/5 hour per day gambling trip: 우리카지노계열 Some gamblers simply take things too far: addiction counselors say that some problem gamblers are so impaired by their addiction that they simply urinate all over themselves or wear adult diapers rather than step away from the table or slot machine. Forwards/backwards – All numbers beginning or ending with the wild number.
Casinos may charge the vig up front thereby requiring the player to pay a vig win or lose, other casinos may only take the vig if the bet wins.The player must specify otherwise if he or she wishes to have the bet not working.Payout is the percentage of funds ("winnings") returned to players. By the 1940s there were Bingo games throughout the US.
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grimdarkfandango · 7 years ago
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alicefollowtherabbit replied to your post: Hi we played 7 hours of D&D last night and killed...
SHOTS FIRED
aspiringtoeloquence replied to your post “Hi we played 7 hours of D&D last night and killed a chimera and then...”
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#ROGUESHAMING
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wearepaladin · 4 years ago
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Oath of the Divine Beast Part 2
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Fenrir by Joelin Tan
OK my friends, continuing on from the lore/inspiration part posted previously, this is my attempts at illustrating the mechanics of the Divine Beast Paladin. This I’m more open to suggestions, since I confess I’m borrowing a lot from the Lycan Bloodhunter and Zealot subclass. Probably needs balancing, but if you want to feel like a Divine Beast empowered but not controlled by sacred fury, this will do it.
Level 3
At Level 3, the Divine Beast Paladin can begin to learn to control the lycanthropic extension of their soul. As a bonus action, you can transform into your beast form for up to every hour times your charisma modifier. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. This feature replaces the rules for Lycanthropy within the Monster’s Manual.
Harnessed Might. You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Strength checks and Strength saving throws. Your unarmed strikes can also inflict 1d6 damage, upgrading to 1d8 at level 11.
Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.
Relentless Hunter: You gain advantage on all climbing related strength and athletic checks, and bonuses on your running and high jump equal to your combined strength and charisma modifiers
Channel Divinity
1. Disciplined Soul: To become capable of harnessing the power of the divine beast, one must have a razor sharp will and disciplined mind. Further, they can also project that discipline on others. With a bonus action, the Paladin can give themselves or another creature advantage on charisma, wisdom, and intelligence checks and saves for one minute.
2. Sacred Fury: Willing the inner rage of the beast into a purified weapon with your body as the conduit, the divine beast is unchained to its most lethal potential. As an action, the Paladin can for one minute use their divine grace as weapon, adding their charisma modifier to all attack rolls (with a +1 minimum). If they are using their unarmed strikes, they can exchange their d6 to d10 for the minute Sacred Fury is in effect. When they reach level 11, this upgrades the d8 damage die to d12 while Sacred Fury is in effect.
Level 7: Aura of Rage:  Starting at 7th level, you and friendly creatures within 10 feet of you begin projecting an aura of cold rage, leading to disadvantage to any wisdom saves for any hostile creature who attacks in that range while you are conscious At 18th level, the range of this aura increases to 30 feet.
The Guardian Claw: At 15th level, you can further enhance your beast form into a night unstoppable physical threat, at the expense of losing the ability to cast spells for one minute when the effect ends. You must be in your beast form to trigger this effect.
You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost. You have advantage on attack rolls that you make with weapons and unarmed strikes. When you hit a target with a physical attack, that target takes an extra 2d12 force damage. 
Level 20: Fenrir Ascendant
You unleash the purified extension of your divine fury, entering a purified berserker state worthy of legend for one hour.
1. Speed is doubled to 60ft per round, and all jumping actions gain an additional max of 20 feet of movement.
 2. While in this state,  having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your ascended state ends, and you only die if you have 0 hit points.
This form cannot be restored until after a long rest.
As for unique spells, I always have trouble with those. So if anyone would care to make suggestions or further critique, I’d love to hear them.
Update. Divine Beast Spells
1 Hunter’s Mark, Animal Friendship
2  Alter Self, Moonbeam
3 Haste, Clairvoyance
4. Dominate Beast, Polymorph
5. Telepathic Bond, Seeming
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clericofsune · 3 years ago
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How to Play as Sasha Waybright in DnD 5e
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I finally got around to watching Amphibia, and I’ve elected the build the best character by a wide margin: Sasha Waybright. Sasha is the Brawn to Marcy’s Brains and Anne’s Heart. As the physical powerhouse of the trio, we need to be scarily effective in combat. After all, we’re a former cheerleader turned war criminal.
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Sasha’s a human, but the girls are all connected to the three gems that powered the Calamity Box. Marcy is connected to the green gem of wisdom, Anne is connected to the blue gem of empathy, and Sasha is connected to the pink gem of strength. Sasha’s eyes glow pink when she performs feats of superhuman strength, like prying Barrel’s Warhammer from the hide of a monster. As such, we’ll label Sasha as a Variant Human for +1 STR/+1 CON, Athletics proficiency, and the Dual Wielder Feat. Later, we’ll drop an ASI on the Skilled feat for proficiency in Deception, Persuasion, and Perception. We’ll drop a third ASI on the Tough Feat for more HP so we can handle a fight better.
For your background, you’re a cheerleader and had a garage band back home. I’ll call her an Entertainer for Acrobatics and Performance.
Sasha is selfish, but has a strict obsession with order and control. I’d label her as Lawful Evil. Remember, evil doesn’t just mean setting puppies on fire. It means loyalty to one’s own desires over the good of society.
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FIGHTER BATTLE MASTER
Sasha’s whole thing is control, and nothing lets her exert control over the battlefield as much as the Battle Master. You could make a case for Brute Fighter since it deals extra damage or Champion Fighter for their exceptional critical damage capability, but the Battle Master aligns the most with how Sasha approaches a fight. As a Fighter, we’ll give her proficiency in Insight and Intimidation, as well as the Dueling fighting style to strengthen her damage output with one-handed weapons.
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BASIC INFORMATION
STATS STR 20 DEX 14 CON 20 INT 8 WIS 10 CHA 12
SAVING THROWS STR +11 DEX +2 CON +11 INT -1 WIS 0 CHA +1
BASIC BUILD HP: 264 AC: 19 PP: 16 NoA: 4 Hit Dice: 20d10 Maneuver DC: 19
SKILLS Acrobatics (+8) Athletics (+11) Deception (+7) Insight (+6) Intimidation (+7) Perception (+6) Performance (+7) Persuasion (+7)
FIGHTING STYLE Dueling
FEATS Dual Wielder Skilled Tough
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FEATURES
Action Surge. Double the number of weapon attacks you can make in a turn twice per long rest. Combat Superiority. You have 6 superiority die that are d8s. Extra Attack. You can make four weapon attacks as a single action. Know Your Enemy. Study an enemy to discern their Strength, Dexterity, Constitution, Armor Class, Hit Points, Class Level, or Fighter Level, and whether it’s above, below, or equal to your own. Improved Combat Superiority. Your superiority die become d12s. Indomitable. Reroll a failed saving throw three times per long rest. Maneuvers. You can choose 9 maneuvers from the Battle Master Maneuvers list. Relentless. When you roll Initiative with no Superiority Die, gain 1 Superiority Die. Second Wind. Recover 1d10 + 20 HP as a bonus action. Student of War. Proficiency in one set of Artisan’s tools of your choice.
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I’m satisfied with the character build. We have all we need to control the battlefield. I can’t tell if Sasha will get gem powers like Anne, but from what she’s demonstrated by the season 2 finale, this is a pretty good parallel to her abilities she’s shown so far.
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pathfinderunlocked · 2 years ago
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Soul-Siphoning Wraith - CR5 Undead
This is a modified wraith for when you want to assault the PCs with a whole bunch of evil incorporeal spirits at once and keep them running around.
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Artwork by Feig Felipe Pérez on ArtStation.
This is a more wraith-like version of the Soul Siphoner that I posted several weeks ago, combining a soul siphoner’s slow full-round reach attacks with a wraith’s abilities (plus a few new tricks) for a more complex monster.
Soul-siphoning wraiths are not very dangerous by themselves.  If they manage to latch onto a PC, they can do some damage, but as long as the PCs keep moving, the soul-siphoning wraiths will be mostly neutralized.
This makes them a good minion to put in a fight alongside other creatures, especially at higher levels when the PCs might have three or more attacks per round that require standing in place.  The touch attacks and ability drain remain dangerous at high levels, and the players will have to forego their full-attack actions in order to avoid them.
They mostly stay in the air 10 feet above ground level, meaning they have to be 15 feet away from a target horizontally to attack it.  This keeps them out of reach of most melee attacks.  On rounds when they need to move closer to an enemy, they either use the total defense action or double-move to get as close as possible.  Incorporeally flying down into the ground near an enemy, so that they can take a five-foot float up out of the ground and attack on the next round, is a solid strategy.
Pair them with some kind of enemy that creates difficult terrain, grapples targets, or otherwise hinders movement, and you’ll have a good fight.
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Soul-Siphoning Wraith - CR 5
This ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be. It stretches out tendrils darkness in your direction, and makes a grasping motion, as if trying to grab you, though it’s too far away to do so.
XP 1,600 LE Medium undead (incorporeal) Init +7; Senses darkvision 60 ft., lifesense; Perception +10 Aura unnatural aura (30 ft.)
DEFENSE
AC 18, touch 18, flat-footed 15 (+5 deflection, +3 Dex) hp 47 (5d8+25) Fort +6, Ref +4, Will +6 Defensive Abilities channel resistance +2, incorporeal Immune undead traits Weaknesses sunlight powerlessness
OFFENSE
Speed fly 60 ft. (good) Melee incorporeal touch +6 (2d6 negative energy plus siphoning reach (DC 17)) Space 5 ft.; Reach 20 ft. Special Attacks create spawn, shadow corruption, siphoning reach
STATISTICS
Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21 Base Atk +3; CMB +6; CMD 21 Feats Blind-Fight, Combat Reflexes, Improved Initiative Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge (planes) +7, Perception +10, Sense Motive +10, Stealth +11 Languages Common, Infernal, Necril
SPECIAL ABILITIES
Create Spawn (Su) A humanoid slain by a soul-siphoning wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD, and only drain 1d2 points of Constitution on a touch. Spawn are under the command of the soul-siphoning wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths. They do not possess any of the abilities they had in life.
Lifesense (Su) A soul-siphoning wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
Sunlight Powerlessness (Ex) A soul-siphoning wraith caught in sunlight cannot attack and is staggered.
Unnatural Aura (Su) Animals do not willingly approach within 30 feet of a soul-siphoning wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.
Siphoning Reach (Su) Creatures hit by a soul-siphoning wraith’s touch attack take 2d6 points of negative energy damage, and must succeed on a DC 17 Fortitude save or take 1d2 points of Constitution drain and 1 temporary negative level. On each successful attack, the soul-siphoning wraith gains 5 temporary hit points. The save DC is Charisma-based.
The negative level lasts only until the target moves outside of the soul-siphoning wraith’s reach or the soul-siphoning wraith is slain, at which point it ends.
Slow Attacks (Ex) A soul-siphoning wraith has a 20 foot reach with its melee touch attack, but it can only use this attack as a full-round action.  It cannot make attacks of opportunity.
Shadow Corruption (Su) As a swift action, a soul-siphoning wraith can create an area of shadow corruption with a 5 foot radius on the ground, centered within 60 feet of the soul-siphoning wraith.  Creatures in the area at the time which succeed on a DC 17 Reflex save can immediately move out of the area into an unoccupied space adjacent to the shadow corruption.  If a target takes this movement, it cannot take a 5-foot step during its next turn.  If it takes an action to move during its next turn, it subtracts the distance it moves from its total movement.  A target cannot move out of the shadow corruption in this way if it cannot take a 5-foot step.
Creatures standing on the ground which start their turn in an area of shadow corruption, or pass through it, must make a DC 17 Fortitude save or take 3d6 negative energy damage, and if they take damage, must make a DC 17 Will save or become confused and immobilized with fear for 1 round.  The effects of the failed Will save are a mind-affecting enchantment fear effect.  The save DCs are Charisma-based.
Areas of shadow corruption disappear after 10 minutes.
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thecreaturecodex · 4 years ago
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Thri-Kreen
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Image by Brian Despain, © Wizards of the Coast. Accessed at the Monster Manual II Art Gallery here
[The thri-kreen was never meant to be a PC race. At least, not originally. They originally appeared in the AD&D Monster Manual II with 6 Hit Dice and a load of special abilities. In Dark Sun, thri-kreen player characters didn’t get all of these abilities all at once, but were partitioned out over the first six levels. The ones with racial HD were called “tohr-kreen”... which then got retconned when 6 HD thri- and tohr-kreen both existed separately later in 2nd edition. The tohr-kreen were forgotten for a long while. 3e made thri-kreen a race with 2 HD and used their level adjustment system. I certainly played a thri-kreen character that abused the heck out of the Multiweapon Fighting chain. 4e toned them down to be a bit more in tune with the player powers of the rest of their Dark Sun races, and 5e went back to the AD&D 1e model, where they are just monsters, not player characters at all.
So I had a lot of history to choose from. I wanted to make them PCs, but that required toning them down significantly from their 3e levels. I created feats that help them get more towards that value, but still not entirely. PFRPG is much stingier with multiple attacks than 3.x was, and a PC race with five attacks from the get-go is right out. A lot of their mechanical flavor has already been swiped by Pathfinder races (the kasatha got the deserts and four arms; the trox got the big bugginess and natural attacks), so I wanted to make sure they were differentiated. I consulted with my friend @bowelfly​ for what they thought were vital to the feel of a thri-kreen, as they are a connoisseur of bug people.]
Thri-kreen CR ½ CN Monstrous Humanoid (kreen) This humanoid mantis is a dusty yellow color. It has four arms, but two seem to be its primary ones. It wears little clothing and carries multiple strange weapons.
The thri-kreen are sometimes called “mantis warriors”, as this describes both their physical appearance and their cultural values. Thri-kreen are nomadic hunters, and combine keen loyalty with a fierce need for competition. Members of a clan would hardly consider betraying one another, but they jockey constantly for position, and fights to the death are not unheard of to obtain a leadership role from a leader considered past their prime. They are skilled and patient hunters, moving frequently to avoid depleting prey items or causing undue ecological stress. Thri-kreen mate for life, and the care of the young is shared between all members of the clan. They grow to adulthood quickly, being mature within 5 years of age, and are considered ancient if they live to the age of 35. Thri-kreen often decorate their chitin exoskeletons with etchings and paints, the latter only for special occasions.
Thri-kreen prefer to attack from ambush, using their ability to change color to hide and their remarkable leaping ability to spring to the attack. The weapons of a thri-kreen are among their only possessions, and are thus well cared for. The primary melee weapon used by thri-kreen is a two-headed, crescent-bladed polearm called a gythka (treat as an orc double axe). As ranged weapons they use oversized shuriken known as chatkcha (treat as a starknife). Unusually, armor is only worn by the boldest and most confident thri-kreen, as it interferes with their camouflage abilities.
Thri-kreen advance by character class. Most of them choose classes with a full base attack bonus, like fighter, ranger or brawler. Their spellcasters are typically psychics, especially with the lore or self-perfection disciplines. Those that cast divine spells are usually druids—they do not trust gods, which they cannot see or taste, as opposed to natural forces which they can.
Thri-kreen as Player Characters Thri-kreen do not have racial Hit Dice, and advance by character class. A thri-kreen character has the following attributes
+2 Dex, +2 Con, -2 Cha Thri-kreen are nimble and tough, but have alien minds and emotions. Monstrous Humanoid Thri-kreens are not subject to spells and effects that target humanoids only Medium Size A thri-kreen gains no benefits or penalties from its size Low-light vision +1 natural armor Normal Speed Bite A thri-kreen gains a bite attack as a primary natural weapon that deals 1d4 points of damage Chameleon Skin (Ex) A thri-kreen can change the color of its carapace to match its environment. It gains a +4 racial bonus to Stealth checks if it is wearing no armor and only light clothing. If wearing light armor, or clothing that covers the body, it gains a +2 racial bonus on Stealth checks. If wearing medium or heavy armor, it gains no bonus. Master Leaper (Ex) A thri-kreen gains a +4 racial bonus on Acrobatics checks made to jump. It takes no penalty to Acrobatics checks made to jump without taking a running start. If it does take a running start, it doubles the distance covered. Secondary Arms (Ex) The secondary arms of a thri-kreen cannot be used to wield weapons or shields, but can be used to draw or stow small objects as a swift action. They can be used to provide somatic components even if both hands are full. Weapon Familiarity (Ex) A thri-kreen treats starknives as a simple weapon, and treats orc double axes as a martial weapon. Languages Thri-kreen start play speaking Kreen. A thri-kreen with an Intelligence bonus may choose from the following languages: Common, Dwarf, Elven, Gnoll, Halfling, Sylvan.
Statistics for a sample thri-kreen character, and feats for thri-kreen characters, under the cut
Thri-kreen ranger 1           CR 1/2 XP 200 CN Medium monstrous humanoid (kreen) Init +3; Senses low-light vision, Perception +5 Defense AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural) hp 12 (1d10+2) Fort +4, Ref +5, Will +1 Offense Speed 30 ft. Melee double axe +3 (1d8+3/19-20), bite -2 (1d4+1) or double axe +1 (1d8+2/x3), double axe +1 (1d8+1/x3), bite -2 (1d4+1) or bite +3 (1d4+3) Ranged starknife +4 (1d6+2/x3) Special Attacks favored enemy (magical beasts +2) Statistics Str 15, Dex 16, Con 15, Int 10, Wis 12, Cha 6 Base Atk +1; CMB +3; CMD 16 Feats Two-Weapon Fighting Skills Acrobatics +4 (+8 when jumping), Climb +6, Heal +5, Knowledge (nature) +4, Perception +5, Stealth +11, Survival +5 (+6 following tracks); Racial Modifiers +4 Acrobatics when jumping, +4 Stealth Languages Kreen SQ chameleon skin, mighty leap, track +1, secondary arms, weapon familiarity, wild empathy -1 Ecology Environment warm deserts and plains Organization solitary, pair, gang (3-6), patrol (7-12 plus 1 leader of 3rd level) or clan (13-40 plus 50% noncombatants, plus 1-3 leaders of 3rd-7th level) Treasure NPC gear (double axe, two starknives, other treasure)
Thri-kreen Feats A thri-kreen’s body and mind can develop in unexpected ways over the course of their lives, enhancing their natural abilities. Thri-kreen may choose from the following feats
Chitinous Claws (Combat Feat) Your fingers end in sharp claws instead of dull points. Prerequisites Improved Unarmed Strike, kreen subtype Benefit: Your unarmed strikes can deal bludgeoning, piercing or slashing damage, as you choose.
Effective Limbs (Combat Feat) You have trained your secondary limbs until they are as strong as ordinary arms Prerequisites Str 17+, base attack bonus +6, kreen subtype Benefit You may use your secondary limbs to wield weapons, hold shields and do anything else a limb can do.
Improved Chameleon Skin You have great control over your ability to change color Prerequisites Wis 13+, character level 3rd, kreen subtype Benefit Your racial bonus to Stealth checks when unarmored increases to +8. When wearing light armor or covering clothing, it decreases to +4.
Improved Venomous Bite (Combat Feat) You can produce paralytic enzymes at an incredible rate Prerequisites Con 15+, base attack +9, kreen subtype, Venomous Bite Benefit You may use the poison from your  Venomous Bite feat a number of times per day equal to your level + your Constitution modifier.
Tohr-Kreen Casting You can tap into the magic of the mantis nobles Prerequisites Intelligence 13+, character level 5th, kreen subtype Benefit You gain the following spell-like abilities. 3/day—mage hand; 1/day—blur, invisibility. You use your Hit Dice as your caster level, and your Intelligence modifier for concentration checks.
Venomous Bite (Combat Feat) You can produce paralytic enzymes in your saliva Prerequisites Con 13+, base attack +4, kreen subtype Benefits You may choose to inflict poison on a creature you hit with your bite attack a number of times per day equal to your Constitution modifier Kreen Poison; bite—injury; save 10 + ½ Hit Dice + Constitution modifier; duration 1/round for 2 rounds; effect 1d4 Dex damage; cure 1 save.
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