Author Topic: Merry Belated Xmas to the Gameologists!  (Read 14689 times)

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bhu

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Merry Belated Xmas to the Gameologists!
« on: January 10, 2009, 02:38:26 AM »
As I have been mentioning elsewhere I intended to do an Xmas project for the gameologists.  Unfortunately I had this impulse in the middle of the holidays.  Which means finding time to work on it hasn't been so easy, and others finding time to help me with it hasn't been so easy either. 

Please keep in mind these were meant to be teasing  :D
I do realize these are a lil over the top.  They were intended to be so.  And they are now at the point where I could use some help reviewing them, and can't see doing it by stealth anymore.  I originally intended them to just be funny, but now I realize funny and playable is better.  Too bad I didn't realize how big this would end up being.  These are still works in progress. 

bhu

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Re: Merry Belated Xmas to the Gameologists!
« Reply #1 on: January 10, 2009, 02:39:50 AM »
Meg, part 1


[spoiler]


   

Any casting class that allows you to cast a lot of Enchantment spells will work.  Sorcerers, Beguilers, and Enchantment Specialist Wizards are common.  Bards can do it to if they Prestige Class correctly.

ENTRY REQUIREMENTS
   Skills:  Bluff 16 ranks, Diplomacy 16 ranks, Gather Information 16 ranks, Knowledge (Arcana) 24 ranks, Sense Motive 8 ranks, and Spellcraft 24 ranks
   Alignment:  Cannot be Lawful or Good
   Feats:  Arcane Defense (Enchantment), Combat Panache, Force of Personality, Leadership, Master Manipulator, Unsettling Enchantment  *
   Epic Feat:  Epic Reputation (see Complete Adventurer), Epic Spellcasting
   Spells:  Must be able to cast Dominate Monster, Geas/Quest, Mass Charm Monster, Mass Hold Monster
   SpecialClass Skills
 The Mistress of the Fanboi's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana, Local, Nobility and Royalty)(Int), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magical Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities


Weapon Proficiencies Coo Seductively (Su)CombatAdvancementResources
Daily LifeNotables:
 OrganizationsNPC Reaction AdaptationEncountersSample Encounter
EL 30: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Meg
CE Human Female Beguiler 20, Epic Beguiler 5, Mistress of the FanBoi's 5
Init +2, Senses: Listen +11, Spot +11
Languages Common, Elven, Sylvan, Celestial, Abyssal
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, )
hp 110 (30 HD)
Fort +15, Ref +13, Will +21
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +15, Grp +14
Atk Options Summon the FanBoi's (OMG it's a Nekkid Mob!)
Combat Gear
Spells Per Day 0: 6 (DC 15)
1: 8 (DC 16)
2: 7 (DC 17)
3: 7 (DC 18)
4: 7 (DC 19)
5: 7 (DC 20)
6: 6 (DC 21)
7: 6 (DC 22)
8: 6 (DC 23)
9: 5 (DC 24)
Supernatural Abilities
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 20, Wis 12, Cha 19*
SQFeats Arcane Defense (Enchantment), Combat Casting, Combat Panache, Epic Fortitude, Epic Reputation, Epic Spellcasting, Force of Personality, Improved Combat Casting, Leadership, Master Manipulator, Spell Focus (Enchantment), Unsettling Enchantment, Silent Spell (B), Still Spell (B)
Skills Appraise +10, Bluff +30 , Concentration +31, Diplomacy +36 , Gather Information +22 , Hide +10, Intimidate +14, Knowledge (Arcana) +29, Knowledge (Local, Nobility) +10, Listen +11, Move Silently +10, Perform (Dance) +12, Search +12, Sense Motive +27, Spellcraft +29 (+14 scrolls), Spot +11, and Use Magic Device +20 (+22 scrolls)
Possessions


Stats are 32 point buy +5 for levels. 
[/spoiler]
« Last Edit: March 21, 2009, 10:09:57 AM by bhu »

bhu

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Re: Merry Belated Xmas to the Gameologists!
« Reply #2 on: January 10, 2009, 02:41:51 AM »
Meg, part 2


The idea of a mob summoner initially seemed kewl, but on paper it hasn't worked out as well as I would have liked.

[spoiler]FanBoi Mob

FanBoi Mob is an acquired template that can be applied to any Small, Medium, or Large Creature.  Generally, mobs are transitory; lasting for, at most, 1D4+1 hours before breaking up.  Most mobs break up naturally far sooner, once the condition that caused their formation is no longer a factor.  A mob uses all the base creature's statistics and special abilities except as noted here.  If applied to a creature that advances by Character Class, it has the abilities of a 5th level member of that class (and they are all assumed to be of the same type).  This cannot (yet) be a spellcasting class.

Size and Type:Hit Dice: A mob has a single pool of Hit Dice and hit points.  All mobs have 45 Hit Dice; this number represents the mob's mentality and physical mass rather that its race or class, since the individual members of a mob don't always use their own abilities or experience to aid the whole.  The type of Hit Dice rolled is set by the mobs racial Hit Dice, not any class levels the mob might have.  Thus, a mob of Commoners would roll d8s for hit points, not d4s.

Reducing a mob to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack.  Mobs are never staggered or reduced to a dying state by damage

Speed: Unchanged.

Armor Class:Damage: Mob's don't make standard attacks.  Rather, they are treated similar to swarms in combat.  A mob deals 8D6 points of bludgeoning damage (unless it is armed) to any creature whose space it occupies at the end of its move, with no attack roll needed.  Mob attacks ignore concealment and cover.  A mob's attacks are nonmagical, unless the base creature's attacks are considered magical (or it has magical weapons).  Damage reduction applies to mob attacks.

Special Attacks: A mob's mentality is fueled by emotion; as a result, the individual creatures that make up a mob are unable to use any attack options that require actions, such as breath weapons, spell-like abilities, and the like.  If the base creature has attack options that affect the damage it deals (such as poison, energy drain, ability damage, improved grab, constrict, or swallow whole), those special attacks function normally on any creature damaged by the mob.  Attack options such as gaze weapons that function constantly continue to function normally.  The save DC for any of these attacks should be recalculated based on the mob's 45 Hit Dice.

Expert Grappler(Ex):  A mob can maintain a grapple without penalty and still make attacks other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks).  A mob is never considered flat-footed while grappling. 
Trample (Ex):  A mob that simply moves over a creature and doesn't end its movement with that creature in one of its occupied squares can trample the creature.  A trampled creature takes damage equal to 3D6 points +1-1/2 times the mob's Strength modifier.  The victim can either make an attack of opportunity against the mob or make a Reflex save (DC 32+ the mob's Str modifier) to take half damage.

Special Qualities: A mob retains all the special qualities of the base creature.  In addition, it gains the following special quality:

Mob Anatomy (Ex):  A mob has no clear front or back and no discernable anatomy, so it is not subject to critical hits or sneak attacks.  A mob cannot be flanked, tripped, grappled, or bull rushed.
Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can affect a mob.  Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob.  A mob that gains negative levels equal to its Hit Dice breaks up as if it had been reduced to 0 hit points.  Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss.  A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells. 
Although mob's are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob.  If a mob is dispersed by non-lethal attacks, there are no casualties.  If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points.  To determine a specific individual's fate, simply roll d%:  a result of 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and 61-100 indicates the victim escaped relatively unscathed.

Saves:Skills: Same as the base creature; do not recalculate based on the mob's 30 Hit Dice.

[B}Feats:[/B] Same as the base creature; all mobs gain Improved Bull Rush and Improved Overrun as bonus feats.

Environment: Unchanged.

Organization: Solitary, pair, or convention (3-12 mobs).

Challenge Rating: 10, +2 if Base Creature is CR 9 or more ?

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: ---

Level Adjustment:FanBois
Colossal Humanoid (5th level Human Rogues)
Hit Dice: 45d8 (202 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 9 (-8 Size, +2 Dex, +4 Armor, +1 Deflection), touch 5, flat-footed 7
xx
Base Attack/Grapple: -/+48
Attack: Mob (8d6)
Full Attack: Mob (8d6)
Special Attacks: Expert Grappler, Trample (3d6-1, DC 31 Reflex Save for half damage), Sneak Attack +3d6
Special Qualities: Mob Anatomy, Evasion, Uncanny Dodge, Trap Sense +1
Saves: Fort +15, Ref +26, Will +16
Abilities: Str 9, Dex 15, Con 10, Int 14, Wis 13, Cha 12
Skills: Bluff +9, Climb +7, Hide -6, Intimidate +9, Jump +7, Knowledge (Local) +9, Listen +10, Move Silently +10, Perform (Dance, Sing) +9, Spot +11, Use Magic Device +8
Feats: Improved Bull Rush (B), Improved Overrun (B)
Environment: Any
Organization: Solitary, pair, or convention (3-12 mobs).
Challenge Rating: 10
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: ---
Level Adjustment: ---

Equipment: +1 Club, +2 Leather Armor, +1 Ring of Protection, 640 GP



Nekkid Screaming Retards

Nekkid Screaming Retards is an Acquired Template that can be applied to anything with the FanBoi Mob Template.  If the Base Creature has PC levels it may now have class abilities up to 8th level.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged, but see Special Qualities below.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

Hi My Name is Charley, Would you Like to see My Weasel? (Ex):  The mob now has the habit of introducing themselves to everyone via their penis, which they often call by a pet nickname.  Needless to say this tends to freak people out.  Anyone confronting the mob must make a Willpower Check (Save DC 22 plus Charisma Modifier) or be Frightened for 2d6 rounds.  If the Save is successful the opponent is Shaken for 2d4 rounds instead.

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

Do We Have to Touch Them? (Ex):  Being naked, the mob now inspires people to think the worst of them for whatever reason and opponents are hesitant to touch them for fear of contracting some form of weirdo disease.  The Mob gains a +4 Ew Bonus to Armor Class.   This Bonus stacks with all other Bonuses.  Opponents immune to Mind Affecting Effects can ignore this Bonus.

Saves: Unchanged.

Abilities: +2 Cha, and an additional +1 to any stat due to being 8th level.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment:Nekkid Screaming Retards
Colossal Humanoid (8th level Human Rogues)
Hit Dice: 45d8 (202 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (-8 Size, +2 Dex, +3 Armor, +2 Deflection, +2 Natural, +4 Ew), touch 10, flat-footed 13
Base Attack/Grapple: -/+48
Attack: Mob (8d6)
Full Attack: Mob (8d6)
Special Attacks: Expert Grappler, Trample (3d6, DC 32 Reflex Save for half damage), Sneak Attack +4d6, Hi  My Name is Charley Would You Like to see My Weasel? (DC 23)
Special Qualities: Mob Anatomy, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, Do We Have to Touch Them?
Saves: Fort +15, Ref +26, Will +16
Abilities: Str 10, Dex 15, Con 10, Int 14, Wis 13, Cha 14
Skills: Bluff +14, Climb +10, Hide -2, Intimidate +14, Jump +10, Knowledge (Local) +9, Listen +10, Move Silently +14, Perform (Dance, Sing) +14, Spot +11, Use Magic Device +14
Feats: Combat Reflexes, Eyes in the Back of Your Head (see Complete Warrior), Improved Initiative, Weapon Finesse, Improved Bull Rush (B), Improved Overrun (B)
Environment: Any
Organization: Solitary, pair, or convention (3-12 mobs).
Challenge Rating: 11
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: ---
Level Adjustment: ---

Equipment: +1 Club, +3 Bracers of Armor, +2 Ring of Protection, +2 Amulet of Natural Armor





Sissies

Sissies is an Acquired Template that can be applied to anything with the Nekkid Screaming Retard Template.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks:Special Qualities:Saves: Unchanged.

Abilities: +2 Dex, +2 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment:Sissies
Colossal Humanoid (8th level Human Rogues)
Hit Dice: 45d8 (202 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (-8 Size, +3 Dex, +3 Armor, +2 Deflection, +2 Natural, +4 Ew), touch 11, flat-footed 13
Base Attack/Grapple: -/+48
Attack: Mob (8d6)
Full Attack: Mob (8d6)
Special Attacks: Expert Grappler, Trample (3d6, DC 32 Reflex Save for half damage), Sneak Attack +4d6, My Name is Charley Would You Like to see My Weasel? (DC 25), Engender Confusion (DC 25)
Special Qualities: Mob Anatomy, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, Do We Have to Touch Them?,  Huge Brown Eyes
Saves: Fort +15, Ref +26, Will +16
Abilities: Str 10, Dex 17, Con 10, Int 14, Wis 13, Cha 16
Skills: Bluff +14, Climb +10, Hide -2, Intimidate +14, Jump +10, Knowledge (Local) +9, Listen +10, Move Silently +14, Perform (Dance, Sing) +14, Spot +11, Use Magic Device +14
Feats: Combat Reflexes, Eyes in the Back of Your Head (see Complete Warrior), Improved Initiative, Weapon Finesse, Improved Bull Rush (B), Improved Overrun (B)
Environment: Any
Organization: Solitary, pair, or convention (3-12 mobs).
Challenge Rating: 12
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: ---
Level Adjustment: ---

+1 Club, +3 Bracers of Armor, +2 Ring of Protection, +2 Amulet of Natural Armor







Sorcerers Apprentice is an Acquired Template that can be applied to anything with the Sissy Template.  If applied to a race with PC levels they may now be spellcasters.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks:Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

Defend the Mistress (Su): Any spells cast by the mob on the Mistress are considered to cast with the Maximize spell Feat without increasing their spell level.

Saves: Unchanged.

Abilities: +2 to main casting stat.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating:

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment:
Colossal Humanoid (8th level Human Clerics of Meg)
Hit Dice: 45d8 (202 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (-8 Size, +3 Dex, +3 Armor, +2 Deflection, +2 Natural, +4 Ew), touch 11, flat-footed 13
Base Attack/Grapple: -/+48
Attack: Mob (8d6)
Full Attack: Mob (8d6)
Special Attacks: Expert Grappler, Trample (3d6, DC 32 Reflex Save for half damage), My Name is Charley Would You Like to see My Weasel? (DC 25), Engender Confusion (DC 25), Turn Undead, Spells
Special Qualities: Mob Anatomy, Do We Have to Touch Them?,  Huge Brown Eyes, Defend the Mistress
Saves: Fort +15, Ref +26, Will +17
Abilities: Str 10, Dex 17, Con 10, Int 14, Wis 15, Cha 16
Skills: Concentration +11, Diplomacy +11, Knowledge (Arcana, Religion) +10, Spellcraft +11
Feats: Combat Casting, Eschew Materials, Extra Turning, Improved Initiative, Improved Bull Rush (B), Improved Overrun (B)
Environment: Any
Organization: Solitary, pair, or convention (3-12 mobs).
Challenge Rating: 13
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: ---
Level Adjustment:

bhu

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Re: Merry Belated Xmas to the Gameologists!
« Reply #3 on: January 10, 2009, 02:43:05 AM »
Josh part 1


[spoiler]


   

While any spellcaster (usually Arcane), can become this PrC, most begin as Wizards obsessed with studying the Far Realms or Sorcerers whose powers come from a lineage tainted by the Far Realms.  Eventually most end up becoming Outsiders themselves (usually by taking the Alienist PrC), and converting to the worship of She Whose Ass Must Not Be Tapped. 

 ENTRY REQUIREMENTS
   Skills:  Knowledege (Arcana) 24 ranks, Knowledge (Religion, The Planes, Things Man Was Not Meant To Know) 20 ranks, Perform (Insult) 20 ranks, Spellcraft 24 ranks
   Alignment:  Cannot be Lawful or Good
   Feats:  Arcane Disciple, Arcane Flourish, Augment Summoning,  Dark Speech, Transdimensional Spell  *
   Epic Feat:  Improved Spell Capacity, Epic Spellcasting
   Spells:  Must be able to cast Gate, Greater Plane Shift, Planar Ally, Planar Tolerance (Spells not in the PHB are in the Spell Compendium)
   SpecialClass SkillsSkills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   Abilities[/b]
1.   Summon the Girlythulhu’s (The Boobies Which Were Not Meant To Be Ogled)
2.   Riding the Non-Euclidean Pony (Nasty Starfish Luvin’)
3.   Smite Whoever I Darn Well Please 1/day
4.   Summon the Girlythulhu’s (The Cheeks Which Were Not Meant To Be Fondled)
5.   Riding the Non-Euclidean Pony (Bowchika Bowow)
6.   Smite Whoever I Darn Well Please 2/day
7.   Summon the Girlythulhu’s (The Curtains Which Were Not Meant To Be Parted)
8.   Riding the Non-Euclidean Pony (Givin’ It Up For Luv)
9.   Smite Whoever I Darn Well Please 3/day
10.  Summon the Girlythulhu’s (The Safe Word Which Was Not Meatn To Be Spoken)

Weapon Proficiencies Riding the Non-Euclidean Pony (Su) Smite Whoever I Darn Well Please (Su)CombatAdvancementResources
Daily LifeNotables:
 OrganizationsNPC Reaction AdaptationEncountersSample Encounter
EL 30Josh
CE Male Human (now Outsider) Wizard 10/Alienist 10, Epic Alienist 5, High Priest of the Girlythulhu's 5
Init +1, Senses: Listen +8, Spot +10
Languages Common, Tentacle Monster, Draconic, Abyssal
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
hp 75 (30 HD)
Fort +12, Ref +13, Will +20
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +15, Grp +14
Atk Options
Combat Gear
Spells Per Day 0: 4 (DC 15)
1: 6 (DC 16)
2: 5 (DC 17)
3: 5 (DC 18)
4: 5 (DC 19)
5: 5 (DC 20)
6: 4 (DC 21)
7: 4 (DC 22)
8: 4 (DC 23)
9: 4 (DC 24)
Supernatural Abilities Sumon the Girlythulhu's (Lesser, Greater), Riding the Non-Euclidean Pony (Nasty Starfish Luvin', Bowchika Bowow), Smite Whoever I Darn Well Please 1/day
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 20, Wis 11, Cha 19 *
SQ Summon Alien, Alien Blessing, Mad Certainty, Pseudonatural Familiar (Shugora), Extra Summoning, Insane Certainty, Timeless Body, Damage Reduction 10/Magic, Energy Resistance 10 (Acid, Electricity, and Sonic)
Feats Arcane Disciple (Smiting Domain), Arcane Flourish, Augment Summoning,  Combat Casting, Dark Speech, Energy Resistance (Sonic), Epic Spellcasting, Improved Spell Capacity, Spell Focus (Conjuration), Tenacious Magic, Transdimensional Spell, Quicken Spell (B), Maximize Spell (B), Retributive Spell (B), Scribe Scroll (B)
Skills Bluff +10, Concentration +30, Decipher Script +13, Knowledge (Arcana) +29, Knowledge (Religion, The Planes, Things Man Was Not Meant To Know) +25, Listen +8, Perform (Insult) +29, Sense Motive +5, Spellcraft +29, Spot +10
Possessions

*Stats are 32 point buy with +5 due to levels.  Retributive spell is from Complete Mage.  Imbued Summoning is from PHB II. 



Shugora, the Pug from Tindalos
Small Outsider
Init +3, Senses: Listen +5, Spot +5, Low Light Vision, Dark Vision 60', Scent
------------------------------------------------
AC 25, touch 14, flat-footed 22 (+1 Size, +3 Dex, +11 Natural)
hp 37 (12 HD)
Fort +12, Ref +13, Will +20 
------------------------------------------------
Speed 40 ft. ( squares)
Melee Bite +16 (1d6+1)
Base Atk +15, Grp +12
Atk Options True Strike 1/day
-----------------------------------------------
Abilities Str 13, Dex 17, Con 15, Int 15, Wis 12, Cha 6
SQ Energy Resistance (Acid, Electricity), Damage Reduction 10/Magic, Spell Resistance 25, Alternate Form
Familiar Abilities Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals of it's kind, Scry on Familiar
Feats Alertness, Track (B)
Skills Jump +7, Listen +8, Spot +10, Survival +4

As familiars Dogs give a +3 Bonus to Survival checks
[/spoiler]
« Last Edit: February 05, 2009, 09:19:46 AM by bhu »

bhu

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Re: Merry Belated Xmas to the Gameologists!
« Reply #4 on: January 10, 2009, 02:44:44 AM »
Josh part 2

Again, the idea of the templates seemed interesting, but I'm thinking I need to change that.

[spoiler]Lesser Girlythulhu

Lesser Girlythulhu is an Inherited Template than can be applied to any living, corporeal female creature with an Int of at least 3.

Size and Type: Size is unchanged, Type becomes Outsider with the Aquatic, Chaotic, Evil, and Extraplanar Subtypes. 

Hit Dice:Speed: The Base Creature gains a Swim Speed equal to their Land Speed.  They also gain a Flight Speed equal to half their Land Speed with Poor Maneuverability.

Armor Class:Attacks:Damage: Tentacle Damage is based on Size Class.  Fine or Diminutive (1 point), Tiny (1d2, Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), or Colossal (3d6).

Special Attacks:Special Qualities:Saves: All Saves are now Good Saves, and must be recalculated.

Abilities: Dex +2, Con +2, Wis +2, Cha +2.

Skills:Feats: Unchanged.

Environment: Any

Organization: Solitary, Pair, Covey (3-6), or Harem (10-30).

Challenge Rating: +4?

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: By Character Class, usually a spellcaster of some kind.

Level Adjustment:Nautylla
Medium Outsider (Aquatic, Chaotic, Evil, Extraplanar) (Nymph, Lesser Girlythulhu Template)
Hit Dice: 6d8+12  (39  hp)
Initiative: +4
Speed: 30 ft. (6 squares), Swim 30 ft., Fly 15 ft. (Poor)
Armor Class: 21  (+4 Dex, +5 Deflection, +2 Natural) touch 19, flat-footed 17
Base Attack/Grapple: +6/+6
Attack: Tentacle +10 melee (1d4)
Full Attack: 2 Tentacles +10 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding beauty, Spells, Spell-Like Abilities, Stunning Glance, Improved Grab, Constrict (2d4), Git Down
Special Qualities: Amphibious, Damage Reduction 10/ Cold Iron, Damage Reduction 5/Magic,  Low Light Vision, Unearthly Grace, Wild Empathy, Eye of the Goddess, Energy Resistance 5 (acid/cold/electricity), Immunities, SR 16, Fast Healing 3, Dimensional Travel
Saves: Fort +12, Ref +14, Will +14
Abilities: Str 10, Dex 19, Con 14, Int 16, Wis 19, Cha 21
Skills: Concentration +11, Diplomacy +7, Escape Artist +13, Handle Animal +14, Heal +13, Hide +13, Listen +13, Move Silently +13, Ride +6, Sense Motive +13, Spot +13, Swim +16, Use Rope +4 (+6 w/bindings).
Feats: Combat Casting, Dodge, Weapon Finesse
Environment: Any
Organization: Solitary, Pair, Covey (3-6), or Harem (10-30)
Challenge Rating: 11
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class, usually spellcaster
Level Adjustment: +15







Greater Girlythulhu

Greater Girlthulhu is an Inherited Template that can be applied to any living, corporeal, female creature with an Int of at least 3.

Size and Type: Size is unchanged, Type becomes Outsider with the Aquatic, Chaotic, Evil, and Extraplanar Subtypes. 

Hit Dice:Speed: The Base Creature gains a Swim Speed equal to double their Land Speed.  They also gain a Flight Speed equal to their Land Speed with Good Maneuverability.

Armor Class:Attacks:Damage: Tentacle Damage is based on Size Class.  Fine or Diminutive (1 point), Tiny (1d2, Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), or Colossal (3d6).

Special Attacks:Special Qualities:Saves: All Saves are now Good Saves, and must be recalculated..

Abilities: Str +2, Dex +2, Con +4, Wis +4, Cha +2.

Skills:Feats: Unchanged.

Environment: Any

Organization: Solitary, Pair, or Covey (3-6)

Challenge Rating: +6?

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: By Character Class, usually a spellcaster of some kind.

Level Adjustment:Archibeubis
Medium Outsider (Aquatic, Chaotic, Evil, Extraplanar, Shapeshifter) (Protean Scourge, Greater Girlythulhu Template)
Hit Dice: 13d8+78  (136 hp)
Initiative: +8
Speed: 40 ft. (8 squares), Climb 10 ft., Swim 80 ft., Fly 40 ft. (Good)
Armor Class: 26  (+3 Dex, +13 Natural) touch 13, flat-footed 23
Base Attack/Grapple: +13/+19
Attack: Tentacle +19 melee (1d4+6)
Full Attack: 2 Tentacles +19 melee (1d4+6) and 2 Claws +16 melee (2d6+3) and 1 Gore +16 melee (1d8+3) or Scythe +19/+14/+9 melee (2d4+9/x4) and Gore +16 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Split, Improved Grab, Constrict, Git Down
Special Qualities:Saves: Fort +14, Ref +12, Will +12
Abilities: Str 22, Dex 19, Con 23, Int 14, Wis 18, Cha 21
Skills: Bluff +19, Climb +14, Concentration +22, Diplomacy +8, Disguise +9 (+11 Acting), Escape Artist +12, Gather Information +10, Intimidate +16, Listen +16, Sense Motive +8, Spot +16, Use Rope +4 (+6 w/Bindings)
Feats: Improved Initiative, Improved Natural Attack (Claws), Iron Will, Lightning Reflexes, Multiattack, Powerful Charge (B)
Environment: Any
Organization: Solitary, Pair, or Covey (3-6)
Challenge Rating: 18
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class, usually spellcaster
Level Adjustment: ---







True Girlythulhu
Large Outsider (Aquatic, Chaotic, Evil, Extraplanar)
Hit Dice: 20d8+140  (230  hp)
Initiative: +3
Speed: 40 ft. (8 squares), Swim 40 ft., Fly 80 ft. (Good)
Armor Class: 30 (-1 Size, +3 Dex, +18 Natural) touch 12, flat-footed 27
Base Attack/Grapple: +20/+31
Attack: Tentacle +30 melee (1d8+7)
Full Attack: 4 Tentacles +30 melee (1d8+7), and 1 Bite +25 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Constrict (2d8+14), Git Down
Special Qualities: Amphibious, Eye of the Goddess, Energy Resistance 15 (Acid, Cold, Electricity), Immunities, SR 30, Damage Reduction 10/Magic, Dimensional Travel, Regeneration 5, Blindsight
Saves: Fort +19, Ref +15, Will +16
Abilities: Str 25, Dex 16, Con 25, Int 18, Wis 18, Cha 24
Skills: Bluff +25, Concentrate +25, Diplomacy +25, Intimidate +25, Knowledge (Arcana, History, Nature, Religion, The Planes, Things Man Was Not Meant To Know) +23, Listen +22, Search +22, Sense Motive +22, Spot +22, Swim +33
Feats: Flyby Attack, Great Flyby Attack, Greater Multigrab, Hover, Improved Multigrab, Rending Constriction, Wingover (Feats not in the MM are in Savage Species)
Environment: Any
Organization: Solitary, or Pair
Challenge Rating: 17?
Treasure: Double Standard
Alignment: Always Chaotic Evil
Advancement: 21-30 HD (Large), 31-40 HD (Huge)
Level Adjustment:Improved Grab (Ex): If a Girlythulhu successfully hits with a Tentacle Attack she may immediately make a Grapple Check as a Free Action without provoking an attack of opportunity.

Constrict (Ex): A Girlythulhu does 2d8+14 damage with a successful Grapple Check.

Git Down (Ex):Amphibious (Ex):Eye of the Goddess (Ex):Energy Resistance (Ex): Resistance 15 to Acid, Cold, and Electricity.

Immunities (Ex):Spell Resistance (Ex):Damage Reduction (Ex): 10/Magic.

Regeneration (Ex): Regeneration 3, affected normally by Fire.

Dimensional Travel (Ex):Blindsight (Ex):Skills:Combat:High Priest TemplateSize and Type: The Base Creature gains the Aquatic, Chaotic, and Evil Subtypes.

Hit Dice: Unchanged.

Speed: The Base Creature gains a Swim Speed equal to their Land Speed. 

Armor Class: Unchanged.

Attacks:Damage: Tentacle Damage is based on Size Class.  Fine or Diminutive (1 point), Tiny (1d2, Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), or Colossal (3d6).

Special Attacks:Special Qualities:Saves: Unchanged.

Abilities: Unchanged.

Skills:Feats: Unchanged.

Environment: Unchanged.

Organization: Solitary.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement:SHE WHOSE ASS MUST NOT BE TAPPED
Big Momma, The Last Bootay Call, The Cosmic Poledancer, The Jiggity Squid
Intermediate Deity
Symbol: Buttocks wreathed by tentacles
Home Plane: The Far Realms
Alignment: Chaotic Evil
Portfolio:  Aberrations, chaos, fertility, lust, madness, passion, retribution, tentacle monsters
Worshippers: Tentacle monsters, hentai fans, fiction writers
Cleric Alignments: CE, CN, NE
Domains: Lust, Madness, Smiting, Tentacle Monster
Favored Weapon: Natural weapons or unarmed strike

She Whose Ass Must Not Be Tapped is depicted in various ways by various people, usually as a mixture of a beautiful female of their species and a tentacled, amorphous abomination.  She is the patroness (and probable mother) of tentacle monsters everywhere, and the agent of vengeance for the Far Realms deities.

DogmaClergy and Temples Smiting Domain
Granted Power: Once per day you can declare a Domain spell you are casting to be a Smiting Spell.  The Save DC os the spell increases by +2 (this stacks with Feats that increase Save DC).  If the opponent fails his Saving Throw against the spell he takes additional damage equal to your Cleric Level.  This is a Supernatural Ability.
1:Mark of the Outcast
2:Rebuke
3:Clutch of Orcus
4:Rebuke, Greater
5:Wrack
6:Harm
7:Rebuke, Final
8:Wrathful Castigation
9:Sphere of Ultimate Destruction


Tentacle Monster Domain
Granted Power: You may Rebuke, Command, or Bolster Outsiders native to the Far Realms as an Evil Cleric Rebukes Undead.  You may do this (3+Charisma modifier) times per day, and it is a Supernatural Ability.
1:Babau Slime
2:Fearsome Grapple
3:Snakebite
4:5:Gutsnake
6:Planar Ally
7:Slime Wave
8:Planar Ally, Greater
9:Regenerate
[/spoiler]

bhu

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Re: Merry Belated Xmas to the Gameologists!
« Reply #5 on: January 10, 2009, 02:46:00 AM »
Zeke part 1

[spoiler]LORD OF THE SEXAY ZOMBEHS


   
"Now when the Zombie head bites me, just go.  I'm already zombified so don't risk yourselves." BECOMING A LORD OF THE SEXAY ZOMBEHS
Any Arcane caster class can become a Lord of the Sexay Zombehs assuming it has the right amount of perversity and determination.  Dread Necromancer and Specialist Wizards are the most common, but others do sometimes become one.

ENTRY REQUIREMENTS
   Skills:  Decipher Script 10 ranks, Knowledge (Arcana) 24 ranks, Knowledge (Religion, Things Man Was Not Meant To Know) 10 ranks, Spellcraft 24 ranks
   Alignment:  Cannot be Lawful or Good
   Feats:  Corpsecrafter, Fell Animate, Lichloved, Necromantic Presence, Tomb-Tainted Soul, Undead Leadership *
   Epic Feat:  Undead Mastery, Zone of Animation (see Complete Divine)
   Spells:  Must be able to cast Animate Dead, Awaken Undead, Control Undead, Create Greater Undead, Plague of Undead, and Summon Undead V.
   Special: Must have had passionate, disturbing freak sex with zombies for over a period of 1 year, and have personally animated at least 1000 zombies.

* Lichloved is from the Book of Vile Darkness, all others are from Libris Mortis.

Class Skills
 The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, History, Local, Religion)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Spellcraft (Int), and Spot (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   Abilities


Weapon Proficiencies: A Lord of the Sexay Zombehs gains no new weapon or armor proficiencies.
 
Awaken Zombies (Su)Empower Zombies (Su)Fetish Zombies (Su)PLAYING A LORD OF THE SEXAY ZOMBEHS CombatAdvancementResources LORDS OF THE SEXAY ZOMBEHS IN THE WORLD
Daily LifeNotables:
 OrganizationsNPC Reaction LORDS OF THE SEXAY ZOMBEHS IN THE GAME AdaptationEncountersSample Encounter
EL 30: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Zeke
CE Male Human Dread Necromancer 20, Epic Dread necromancer 5, Lord o the Sexay Zombehs 5
Init +2, Senses: Listen +1, Spot +1
Languages Common, Abyssal
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, )
hp 195 (25 HD)
Fort +11, Ref +13, Will +22
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +15, Grp +15
Atk Options Negative Energy Burst 5/day (DC 26, 20d4), Charnel Touch 1d8+5, Scabrous Touch 4/day, Enervating Touch, Fear Aura (DC 26)
Combat Gear
Spells Per Day 1: 8 (DC 17)
2: 8 (DC 18)
3: 7 (DC 19)
4: 7 (DC 20)
5: 7 (DC 21)
6: 7 (DC 22)
7: 6 (DC 23)
8: 6 (DC 24)
9: 5 (DC 25)
-----------------------------------------------
Abilities Str 8, Dex 14, Con -, Int 14, Wis 13, Cha 23 *
SQ Damage Reduction 8/Bludgeoning and Magic, Undead Traits, Familiar (Vargouille), Advanced Learning (Death Armor, Undead Lieutenant, Revive Undead, Greater Bestow Curse, Awaken Undead, Sword of Darkness), Undead Mastery, Rebuke Undead 9/day, Awaken Zombies (Butt Ass Nekkid Zombehs, Zombeh Strippahs), Empower Zombies (Ass Whoopin' Zombeh, Speed Freak Zombeh), Fetish Zombehs (Big Beautiful Zombehs)
Feats Bolster Resistance, Corpsecrafter, Epic Spellcasting, Epic Will, Evil Brand, Fell Animate, Lichloved, Necromantic Presence, Tomb-Tainted Soul, Undead Leadership, Undead Mastery, Zone of Animation, Craft Wondrous Item (B)
Skills Concentration +28, Decipher Script +14, Hide +18, Intimidate +18, Knowledge (Arcana) +26, Knowledge (Religion, Things Man Was Not Meant To Know) +12, Spellcraft +26
Possessions

*Stats are 32 point buy, plus 1 for every 4 levels.  Evil Brand is from the Book of Vile Darkness, Bolster Resistance is from Libris Mortis.



Asshole Johnson*
Tiny Undead (Incorporeal, Symbiont)
Init +2, Senses: Listen +7, Spot +7, Low Light Vision, Dark Vision 60', Scent
------------------------------------------------
AC 17, touch 17, flat-footed 15 (+2 Size, +2 Dex, +3 Deflection)
hp 97 (25 HD)
Fort +11, Ref +12, Will +20 
------------------------------------------------
Speed Fly 10 ft. (2 squares), Perfect
Melee Incorporeal Touch +18 touch (Meld)
Base Atk +15, Grp +12
Atk Options Gaze of Terror, Meld, Visage
-----------------------------------------------
Abilities Str -, Dex 14, Con -, Int 17, Wis 9, Cha 16, Ego 10
SQ Dark Vision 60', Undead traits, Mind Shielding, Symbiont traits
Familiar Abilities Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Spell Resistance 30, Scry on Familiar
Feats Iron Will, Alertness (B)
Skills Bluff +7, Hide +18, Intimidate +18, Knowledge (Arcana) +26, Knowledge (Religion) +12, Listen +7, Search +5, Spot +7

* See Fiend Folio page 221

[/spoiler]
« Last Edit: March 21, 2009, 10:29:42 AM by bhu »

bhu

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Re: Merry Belated Xmas to the Gameologists!
« Reply #6 on: January 10, 2009, 02:48:22 AM »
Zeke part 2


[spoiler]Butt Ass Nekkid Zombeh

Butt Ass Nekkid Zombeh is an Acquired Template that can be applied to any living corporeal creature.

Size and Type: Size is unchanged, Type becomes Undead, loses all Alignment based Subtypes.  

Hit Dice:Speed:Armor Class: The Zombeh gains an increase to Natural Armor depending on the Base Creatures Size Class: Tiny or Smaller (+0), Small (+1), Medium (+2), Large (+3), Huge (+4), Gargantuan (+7), or Colossal (+11).

Attacks: Unchanged.  Do not recalculate BAB.

Damage: Butt Ass Nekkid Zombehs gain a Bite Attack as a Secondary Attack if they do not already have one.  If they have no natural weapons they also gain a Slam Attack (2 Slam Attacks with a Full Attack). Damage depends on size. The Slam does (1 point for Diminutive, 1d2 for Tiny, 1d3 for Small, 1d4 for Medium, 1d6 for Large, 1d8 for Huge, 2d6 for Gargantuan, 3d6 for Colossal) plus Strength Modifier.  The Bite does (1 point for Tiny, 1d2 for Small, 1d3 for Medium, 1d4 for Large, 1d6 for Huge, 1d8 for Large, 2d6 for Gargantuan, and 3d6 for Colossal) plus Half Strength Modifier.

Special Attacks:Special Qualities:Saves: Willpower Saves are now the only Good Save, and Saving Throws must be recalculated.

Abilities: +2 Str, -2 Dex, -2 Wis, -2 Cha.  Butt Ass Nekkid Zombehs have no Constitution or Intelligence score.

Skills: A Butt Ass Nekkid Zombeh has no skills.

Feats: A Butt Ass Nekkid Zombeh loses all Feats.

Environment: Any.

Organization: Solitary, Pair, Group (3-6), Gang (10-30), or Horde (100-1000)

Challenge Rating: +1?

Treasure: None

Alignment: Always Neutral Evil

Advancement:Level Adjustment: ---

Babette
Medium Undead (5th level Expert/Butt Ass Nekkid Zombeh)
Hit Dice: 5d12  (32  hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class:  (+1 Dex, +2 Natural) touch , flat-footed
Base Attack/Grapple: +3/+3
Attack: Slam +3 melee (1d3)
Full Attack:Space/Reach: 5 ft./5 ft.
Special Attacks: Infectious
Special Qualities:Saves: Fort +1, Ref +2, Will +4
Abilities: Str 10, Dex 12, Con -, Int -, Wis 10, Cha 13
Skills: -
Feats: -
Environment: Any
Organization: Solitary, Pair, Group (3-6), Gang (10-30), or Horde (100-1000)
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral Evil
Advancement: 6-10 HD (Medium)
Level Adjustment: ---

Babette is a typical country girl turned naked death fiend.

Infectious (Ex):Lifesense (Ex):Damage Reduction (Ex):Single Action (Ex): Zombehs can only perform a single move or attack action in one round.  They can move up to their full movement and attack, but only as part of a charge.

Mindless (Ex): Zombehs have no intelligence score and are immune to mind-affecting effects (Charms, compulsions, phantasms, patterns, and morale effects).

Combat:Zombeh Strippah

Zombeh Strippah is an Acquired Template that can be applied to any creature with the Butt Ass Nekkid Zombeh Template

Size and Type: Unchanged  

Hit Dice: Unchanged.

Speed:Armor Class: The Base creatures Natural AC increases by +1.

Attacks: Unchanged.  

Damage: Unchanged.

Special Attacks:Special Qualities:Saves: Unchanged

Abilities:  +2 Dex, -2 Int, +2 Cha.  Zombeh Strippahs have no Constitution score.

Skills: A Zombie Strippah regains all the skills it formerly had before becoming a Butt Ass Nekkid Zombeh.

Feats: A Zombie Strippah regains all the Feats it formerly had before becoming a Butt Ass Nekkid Zombeh.

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Regains former alignment but is now Evil.  For example Chaotic Neutral, or Chaotic Good become Chaotic Evil.

Advancement: If the Base Creature originally advanced by Character Class before becoming a Butt Ass Nekkid Zombeh, it returns to that Advancement scheme.

Level Adjustment:BabetteHit Dice: 5d12  (32  hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class:  (+3 Dex, +5 Natural) touch , flat-footed
Base Attack/Grapple: +5/+8
Attack: Slam +8 melee (1d3+3)
Full Attack: 2 Slams +8 melee (1d3+3/19-20) and 1 Bite +3 melee (1d2+1/19-20 plus disease
Space/Reach: 5 ft./5 ft.
Special Attacks:Special Qualities:Saves: Fort +5, Ref +4, Will +4
Abilities: Str 16, Dex 16, Con -, Int 8, Wis 10, Cha 15
Skills: Climb +6, Handle Animal +4, Jump +6, Knowledge (Local, Nature) +2, Listen +2, Search +1, Spot +2, Survival +2, Swim +6
Feats: Great Fortitude, Track
Environment: Any
Organization: Solitary, Pair, Group (3-6), Gang (10-30), or Horde (100-1000)
Challenge Rating: 9
Treasure: None
Alignment: Chaotic Evil
Advancement: By Character Class
Level Adjustment:

Infectious (Ex):Lifesense (Ex):Damage Reduction (Ex):Single Action (Ex): Zombehs can only perform a single move or attack action in one round.  They can move up to their full movement and attack, but only as part of a charge.

Intelligence (Ex):Perversely Attractive (Su): All the Zombehs Natural Attacks increase their Critical threat range by 1.

Unholy Toughness (Su):Combat:Face Dancer

Face Dancer is an Acquired Template that can be applied to any creature with the Zombeh Strippah Template

Size and Type: Unchanged  

Hit Dice: Unchanged.

Speed:Armor Class: base creatures Natural Armor increases by 1.

Attacks: Unchanged.  

Damage: The Base Creature gains Claws.  This does the same Damage as its Slam attack, it just does slashing instead of bludgeoning damage.

Special Attacks:Special Qualities:Saves: Unchanged.

Abilities: +2 Int, +2 Wis, +2 Cha.  Face Dancers have no Constitution score.

Skills: Unchanged.

Feats: A Face Dancer gains one Bonus Feat from the following list:

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment:  +3

Eventually the Zombies regain all their memories and mental faculties.  This makes them particularly dangerous now as they can take full advantage of their possible former class abilities.   Former spellcasters are now particularly problematic.





BabetteHit Dice: 5d12  (32  hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class:  (+4 Dex, +6 Natural) touch , flat-footed
Base Attack/Grapple: +5/+8
Attack: Claw +8 melee (1d3+3)
Full Attack: 2 Claws +8 melee (1d3+3/19-20) and 1 Bite +3 melee (1d2+1/19-20 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks:Special Qualities:Saves: Fort +6, Ref +5, Will +5
Abilities: Str 16, Dex 18, Con -, Int 10, Wis 12, Cha 17
Skills: Climb +6, Handle Animal +5, Jump +6, Knowledge (Local, Nature) +5, Listen +4, Search +4, Spot +4, Survival +3, Swim +6
Feats: Great Fortitude, Track
Environment: Any
Organization: Solitary, Pair, Group (3-6), Gang (10-30), or Horde (100-1000)
Challenge Rating: 11
Treasure: None
Alignment: Chaotic Evil
Advancement: By Character Class
Level Adjustment: +7

Infectious (Ex):Lifesense (Ex):Damage Reduction (Ex):Enhanced Intelligence (Ex):Quick (Ex): Speed Freak Zombehs lose the Single Action ability.  

Evasion (Ex): See PHB page 50.

Perversely Attractive (Su):Improved Grab (Ex):Face Dance (Ex):Sneak Attack (Ex): The Zombeh gains +1d6 Sneak Attack (See PHB page 50)

Combat:Frankenhooker

Frankenhooker is an Acquired Template that can be applied to any creature with the Face Dancer Template

Size and Type: Unchanged  

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Base Creatures Natural Armor increases by 1.

Attacks: Unchanged.  

Damage: Unchanged.

Special Attacks:Special Qualities: Retains all Extraordinary Special Qualities of the Base Creature, and gains the following:

Oddly Lifelike (Ex): The Zombeh gains its Charisma Bonus to hit points for each Hit Die.

Saves: Unchanged.

Abilities: +2 Str, +2 Dex, +2 Cha.  Frankenhookers have no Constitution score.

Skills: Unchanged.

Feats: A Frankenhooker gains one Bonus Feat from the following list:

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment:BabetteHit Dice: 5d12+20  (52  hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class:  (+5 Dex, +7 Natural) touch , flat-footed
Base Attack/Grapple: +5/+11
Attack: Claw +11 melee (1d6+6)
Full Attack: 2 Claws +11 melee (1d6+6) and 1 Bite +6 melee (1d4+3 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks:Special Qualities:Saves: Fort +3, Ref +6, Will +5
Abilities: Str 22, Dex 20, Con -, Int 10, Wis 12, Cha 19
Skills: Climb +9, Handle Animal +6, Jump +9, Knowledge (Local, Nature) +5, Listen +4, Search +4, Spot +4, Survival +3, Swim +9
Feats: Great Fortitude, Track
Environment: Any
Organization: Solitary, Pair, Group (3-6), Gang (10-30), or Horde (100-1000)
Challenge Rating: 13
Treasure: None
Alignment: Chaotic Evil
Advancement: By Character Class
Level Adjustment: +9

Infectious (Ex):Lifesense (Ex):Damage Reduction (Ex):Enhanced Intelligence (Ex):Quick (Ex): Speed Freak Zombehs lose the Single Action ability.  

Evasion (Ex): See PHB page 50.

Perversely Attractive (Su):Improved Grab (Ex):Face Dance (Ex):Powerful Backhand (Ex):Oddly Lifelike (Ex): The Zombeh gains its Charisma Bonus to hit points for each Hit Die.

All the Zombehs Natural Attacks increase their Critical threat range by 1.

Unholy Toughness (Su):Sneak Attack (Ex): The Zombeh gains +1d6 Sneak Attack (See PHB page 50)

Fury (Ex):Combat:
« Last Edit: January 15, 2009, 06:38:48 AM by bhu »

bhu

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Re: Merry Belated Xmas to the Gameologists!
« Reply #7 on: January 10, 2009, 02:49:31 AM »
Zeke part 3


[spoiler]Size and Type: Unchanged 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Base Creature gains a +2 increase to Natural Armor.

Attacks: BAB becomes equal to Hit Dice. 

Damage: Unchanged.

Special Attacks:Special Qualities:Saves: Unchanged.

Abilities:Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: BabetteHit Dice: 5d12  (32  hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class:  (+2 Dex, +4 Natural ) touch , flat-footed
Base Attack/Grapple: +5/+8
Attack: Slam +8 melee (1d3+3)
Full Attack: 2 Slams +8 melee (1d3+3/19-20) and 1 Bite +3 melee (1d3+1/19-20 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks:Special Qualities:Saves: Fort +4, Ref +3, Will +4
Abilities: Str 16, Dex 14, Con -, Int -, Wis 10, Cha 13
Skills: ---
Feats: ---
Environment: Any
Organization: Solitary, Pair, Group (3-6), Gang (10-30), or Horde (100-1000)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral Evil
Advancement: 6-10 HD (Medium)
Level Adjustment: ---

Infectious (Ex):Lifesense (Ex):Damage Reduction (Ex):Single Action (Ex): Zombehs can only perform a single move or attack action in one round.  They can move up to their full movement and attack, but only as part of a charge.

Mindless (Ex): Zombehs have no intelligence score and are immune to mind-affecting effects (Charms, compulsions, phantasms, patterns, and morale effects).

All the Zombehs Natural Attacks increase their Critical threat range by 1.

Unholy Toughness (Su):Combat:Speed Freak Zombeh

Speed Freak Zombeh is an Acquired Template that can be applied to any creature with the Zombeh Strippah Template

Size and Type: Unchanged 

Hit Dice: Unchanged.

Speed: All movement rates increase +10 feet.

Armor Class: Unchanged.

Attacks: Unchanged. 

Damage: Unchanged.

Special Attacks: Retains all Extraordinary Special Attacks of the Base Creature, and gains the following:

Sneak Attack (Ex): The Zombeh gains +1d6 Sneak Attack (See PHB page 50)

Special Qualities: Retains all Extraordinary Special Qualities of the Base Creature, and gains the following:

Quick (Ex): Speed Freak Zombehs lose the Single Action ability. 

Evasion (Ex): See PHB page 50.

Saves: Unchanged.

Abilities: +2 Dex.  Speed Freak Zombehs have no Constitution score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: BabetteHit Dice: 5d12  (32  hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 19 (+4 Dex, +5 Natural) touch 14, flat-footed 15
Base Attack/Grapple: +5/+8
Attack: Slam +8 melee (1d3+3)
Full Attack: 2 Slams +8 melee (1d3+3/19-20) and 1 Bite (1d2+1/19-20 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks:Special Qualities:Saves: Fort +5, Ref +5, Will +4
Abilities: Str 16, Dex 18, Con -, Int 8, Wis 10, Cha 15
Skills: Climb +6, Handle Animal +4, Jump +6, Knowledge (Local, Nature) +2, Listen +2, Search +1, Spot +2, Survival +2, Swim +6
Feats: Great Fortitude, Track
Environment: Any
Organization: Solitary, Pair, Group (3-6), Gang (10-30), or Horde (100-1000)
Challenge Rating: 10
Treasure: None
Alignment: Always Neutral Evil
Advancement: By Character Class
Level Adjustment: ---

Infectious (Ex):Lifesense (Ex):Damage Reduction (Ex):Quick (Ex): Speed Freak Zombehs lose the Single Action ability. 

Evasion (Ex): See PHB page 50.

Intelligence (Ex):Perversely Attractive (Su): All the Zombehs Natural Attacks increase their Critical threat range by 1.

Unholy Toughness (Su):Sneak Attack (Ex): The Zombeh gains +1d6 Sneak Attack (See PHB page 50)

Comabt:Size and Type: Unchanged 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: The damage of the Zombehs Claw and Bite attacks increase by 1 step (i.e. a d3 becomes a d4).

Damage: Unchanged.

Special Attacks:Special Qualities: Retains all Extraordinary Special Qualities of the Base Creature.

Saves: Unchanged.

Abilities:Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment:BabetteHit Dice: 5d12  (32  hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class:  (+4 Dex, +6 Natural) touch , flat-footed
Base Attack/Grapple: +5/+10
Attack: Claw +10 melee (1d6+5)
Full Attack: 2 Claws +10 melee (1d6+5/19-20) and 1 Bite +5 melee (1d4+2/19-20 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks:Special Qualities:Saves: Fort +6, Ref +5, Will +5
Abilities: Str 20, Dex 18, Con -, Int 10, Wis 12, Cha 17
Skills: Climb +8, Handle Animal +5, Jump +8, Knowledge (Local, Nature) +5, Listen +4, Search +4, Spot +4, Survival +3, Swim +8
Feats: Great Fortitude, Track
Environment: Any
Organization: Solitary, Pair, Group (3-6), Gang (10-30), or Horde (100-1000)
Challenge Rating: 12
Treasure: None
Alignment: Chaotic Evil
Advancement: By Character Class
Level Adjustment: +8

Infectious (Ex):Lifesense (Ex):Damage Reduction (Ex):Enhanced Intelligence (Ex):Quick (Ex): Speed Freak Zombehs lose the Single Action ability. 

Evasion (Ex): See PHB page 50.

Perversely Attractive (Su):Improved Grab (Ex):Face Dance (Ex): All the Zombehs Natural Attacks increase their Critical threat range by 1.

Unholy Toughness (Su):Sneak Attack (Ex): The Zombeh gains +1d6 Sneak Attack (See PHB page 50)

Fury (Ex):Combat:Big Beautiful ZombehSize and Type: Unchanged 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class:Attacks: Unchanged. 

Damage: Unchanged.

Special Attacks:Special Qualities:Saves: Unchanged.

Abilities: +2 Str.  Big Beautiful Zombehs have no Constitution or Intelligence score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: OlyaHit Dice: 8d12  (52  hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 Dex, +7 Natural) touch 9, flat-footed 16
Base Attack/Grapple: +8/+19
Attack: Slam +15 melee (1d3+7)
Full Attack: 2 Slams +15 melee (1d3+7/19-20) and 1 Bite +10 melee (1d3+3/19-20 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks:Special Qualities:Saves: Fort +3, Ref +1, Will +6
Abilities: Str 25, Dex 8, Con -, Int -, Wis 11, Cha 12
Skills: ---
Feats: ---
Environment: Any
Organization: Solitary, Pair, Group (3-6), Gang (10-30), or Horde (100-1000)
Challenge Rating: 13
Treasure: None
Alignment: Always Neutral Evil
Advancement: 9-16 HD (Medium)
Level Adjustment:---

Infectious (Ex):Lifesense (Ex):Damage Reduction (Ex):Single Action (Ex): Zombehs can only perform a single move or attack action in one round.  They can move up to their full movement and attack, but only as part of a charge.

Powerful Build (Ex):Improved Grab (Ex):Hugz for Momma (Ex):Mindless (Ex): Zombehs have no intelligence score and are immune to mind-affecting effects (Charms, compulsions, phantasms, patterns, and morale effects).

All the Zombehs Natural Attacks increase their Critical threat range by 1.

Unholy Toughness (Su):Damage: Olya grabs and squeezes.  And then squeezes some more.  And maybe throws people to the ground before dropping the big left cheek just for good measure.




Teegee Zombeh

Teegee Zombeh is an Acquired Template that can be applied to any creature with the Speed Freak Zombeh Template

Size and Type: Unchanged 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged. 

Damage: Unchanged.

Special Attacks:Special Qualities: Retains all Extraordinary Special Qualities of the Base Creature.

Abilities: +2 Cha.  Teegee Zombehs have no Constitution score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: --- (+1 after Intelligence comes back)

Transgender zombies make excellent shock troops.  The ability to lift their skirts and show off their extra naughty bits often compels the living to run in fear.  Usually into other waiting zombies.  All of a sudden your gender ambiguity has made you popular.






DevineHit Dice: 8d12  (52  hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class:  (+4 Dex, +5 Natural) touch , flat-footed
Base Attack/Grapple: +8/+12
Attack: Slam +12 melee (1d3+4)
Full Attack: 2 Slams +12 melee (1d3+4/19-20) and 1 Bite +7 melee (1d2+2/19-20 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks:Special Qualities:Saves: Fort +4, Ref +6, Will +6
Abilities: Str 18, Dex 18, Con -, Int 10, Wis 11, Cha 15
Skills: Bluff +10, Diplomacy +9, Disguise +9, Forgery +2, Intimidate +2, Knowledge (Local, Nobility) +6, Listen +5, Sense Motive +7, Spot +5
Feats: Deceitful, Negotiator, Persuasive
Environment: Any
Organization: Solitary, Pair, Group (3-6), Gang (10-30), or Horde (100-1000)
Challenge Rating: 14
Treasure: None
Alignment: Chaotic Evil
Advancement: By Character Class
Level Adjustment: ---

Infectious (Ex):Lifesense (Ex):Damage Reduction (Ex):Intelligence (Ex):Quick (Ex): Speed Freak Zombehs lose the Single Action ability. 

Evasion (Ex): See PHB page 50.

Perversely Attractive (Su):Sneak Attack (Ex): The Zombeh gains +1d6 Sneak Attack (See PHB page 50)

Free Show (Su):Combat: Devine prefers to ambush or seduce opponents, or scare them with her Free Show so they run into an ambush by her friends.  Pretty darn sneaky for a zombie.






Catholic High Skoolgurl ZombehSize and Type: Unchanged 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged. 

Damage: Unchanged.

Special Attacks: Retains all Extraordinary Special Attacks of the Base Creature, and gains the following:

Hello Father (Su): Any Charm or Compulsion effects used by the High Skoolgurl Zombeh, whether they are Spells, Spell-Like Abilities, or Supernatural Abilities against a Divine Spellcaster has a +4 Racial Bonus to the Save DC.  This stacks with Spell Focus or Ability Focus and similar Feats.

Special Qualities: Retains all Extraordinary Special Qualities of the Base Creature, and gains the following:

Immune to Turning (Ex): Skoolgurl Zombehs are immune to Turn attempts.

Abilities: +2 Dex, +2 Wis, +2 Cha.  Catholic Skoolgurl Zombehs have no Constitution score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment:LolitaHit Dice: 8d12  (52  hp)
Initiative: +9
Speed: 40 ft. (8 squares)
Armor Class:  (+5 Dex, +6 Natural) touch , flat-footed
Base Attack/Grapple: +8/+13
Attack: Claw +13 melee (1d6+5)
Full Attack: 2 Claws +13 melee (1d6+5/19-20) and 1 Bite +8 melee(1d4+2/19-20 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks:Special Qualities:Saves: Fort +6, Ref +7, Will +8
Abilities: Str 20, Dex 20, Con -, Int 12, Wis 15, Cha 19
Skills: Bluff +14, Diplomacy +14, Gather Information +12, Intimidate +6, Knowledge (Local, Nobility) +7, Listen +8, Sense Motive +11, Spot +8
Feats: Improved Initiative, Negotiator, Persuasive
Environment: Any
Organization: Solitary, Pair, Group (3-6), Gang (10-30), or Horde (100-1000)
Challenge Rating: 13
Treasure: None
Alignment: Neutral Evil
Advancement: By Character Class
Level Adjustment: +10

Infectious (Ex):Lifesense (Ex):Damage Reduction (Ex):Enhanced Intelligence (Ex):Quick (Ex): Speed Freak Zombehs lose the Single Action ability. 

Evasion (Ex): See PHB page 50.

Perversely Attractive (Su):Improved Grab (Ex):Face Dance (Ex):Sneak Attack (Ex): The Zombeh gains +1d6 Sneak Attack (See PHB page 50)

Fury (Ex):Hello Father (Ex): Any Charm or Compulsion effects used by the High Skoolgurl Zombeh, whether they are Spells, Spell-Like Abilities, or Supernatural Abilities against a Divine Spellcaster has a +4 Racial Bonus to the Save DC.  This stacks with Spell Focus or Ability Focus and similar Feats.

Combat:
« Last Edit: January 15, 2009, 06:41:15 AM by bhu »

bhu

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Re: Merry Belated Xmas to the Gameologists!
« Reply #8 on: January 10, 2009, 02:51:12 AM »
Okay none of the example NPC's are optimized (I didn't have time, I just needed an example), and they're mostly there for me to see if they can be made the way they're supposed to be.  I really need to revise these things but I'm still short on time.  Let me know what you guys think of them.

bhu

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Re: Merry Belated Xmas to the Gameologists!
« Reply #9 on: January 10, 2009, 03:12:27 AM »
Oh and a massive thank you to those of you who agreed to peek at these and give advice!  I shall find some way of thanking you. 

Maybe some custom PrC's.  No EPic Ones though.  I've had enough of them for a while after I finish this.

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Re: Merry Belated Xmas to the Gameologists!
« Reply #10 on: January 10, 2009, 03:31:16 AM »
Hahahaha, that's hilarious. I plan on actually reviewing these fully when I have more time (I have to wake up early so I'm heading to sleep soon).

My first thought is why 16 ranks for Meg's PRC? If it's 10 levels, it should be obtainable for level 11, right? Also, just another thought, since it's all about fanbois, and we all know they're mindless, the enchantment effects should begin to target mindless/immune creatures. ;)
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Re: Merry Belated Xmas to the Gameologists!
« Reply #11 on: January 10, 2009, 03:38:58 AM »
Honestly I don't know.  It's 2 am here and Im a lil burned out so my memory is not working so well...

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Re: Merry Belated Xmas to the Gameologists!
« Reply #12 on: January 10, 2009, 10:38:00 AM »
This is brilliant. I...I can't think of anything to say about this, other than "that's a lot of templates."

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Re: Merry Belated Xmas to the Gameologists!
« Reply #13 on: January 10, 2009, 11:29:32 AM »
A quick scan had me laughing out loud.  You got our classes down to a T, though CE?  Really?  Eh, yeah, guess it fits.

I can't wait to really really read it in detail.

Bravo good sir.  Bravo!  :clap
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Re: Merry Belated Xmas to the Gameologists!
« Reply #14 on: January 10, 2009, 02:28:16 PM »
After weeks of secret reviewing I'm glad to see these out for the public to enjoy. Really quite amazing!  :clap  :bounce
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Re: Merry Belated Xmas to the Gameologists!
« Reply #15 on: January 10, 2009, 05:13:55 PM »
Nicely done, Bhu, nicely done :)
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Re: Merry Belated Xmas to the Gameologists!
« Reply #16 on: January 11, 2009, 12:34:05 AM »
This is brilliant. I...I can't think of anything to say about this, other than "that's a lot of templates."

Yeah initially when I had the idea I thought oh man this will be awesome.

Then I noticed how many templates I had to do, AND ensure that since they stacked I added up all the stuff correctly.  And make a new deity.  And 2 new Domains, a monster, epic levels because the classes I'm using for the examples don't officially Have epic levels, etc.

This is about the time I started not so quietly asking for help...

But anything worth doing is worth overdoing I guess.  I have to say so far Zeke's was the hardest because of all those damn templates.  But I think it's turning out best so far.

bhu

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Re: Merry Belated Xmas to the Gameologists!
« Reply #17 on: January 11, 2009, 12:38:00 AM »
A quick scan had me laughing out loud.  You got our classes down to a T, though CE?  Really?  Eh, yeah, guess it fits.

I can't wait to really really read it in detail.

Bravo good sir.  Bravo!  :clap


I was hoping you'd like it.  When I was writing these I kept asking Kai if it was okay to post cause I thought "There's a 50/50 chance either way they're gonna laugh their ass off, or really really smite me".


I made it CE so you could all get along :D

Wanted to do you all as bad guys this time around :D

Perhaps next time I'll do you all as Kaiju...  :plotting

bhu

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Re: Merry Belated Xmas to the Gameologists!
« Reply #18 on: January 11, 2009, 08:32:28 AM »
After weeks of secret reviewing I'm glad to see these out for the public to enjoy. Really quite amazing!  :clap  :bounce

Oh, and you have a lil something coming too Kai.  PM me a class and a race and Ill come up with something. 

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Re: Merry Belated Xmas to the Gameologists!
« Reply #19 on: January 11, 2009, 04:07:57 PM »
Oh, and you have a lil something coming too Kai.  PM me a class and a race and Ill come up with something. 

Oh dear...
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