Strange, but funny, class combinations

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Maxus
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Post by Maxus »

Just realized a simple one.

You're a 17th-level cleric.

Die.

Become a ghost.

Cast True Resurrection on yourself.

Congratulations, you are now so awesome you died and brought yourself back to life and have one up on Jesus.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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

Illithid Cleric/White Mage
Product of Infernal Dalliance
Pincers

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

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

this isn't so much of a 'strange' one as much as the most badass bowman/ranger I can think to put together.

So, Tome Fighter to level 11.

You're human. Your feats are:

Point Blank Shot
Sniper
Blindfighting
Mage Slayer
Hordebreaker
Blitz
Danger Sense
Lightning Reflexes (sort of optional)
Subtle Cut
That Sharp-Eyed skill feat, for the lulz.

There's other feats that'd probably benefit archery (yes, I know, Hunter and Zen Archery), but, okay.

The idea is Mage Slayer + PBS lets you attack spell or SLA-using enemies for an AoO.

Hordebreaker gives the AoO's. You're an archer, so Dex is your main stat.

Subtle Cut makes for nice debuffs and effects.

Blitz doesn't specify melee for most of the benefits, so you could do your BAB in extra damage and get another d6. And getting a -2 penalty on your iterative shots.

PBS and Sniper both synergize quite well.

Blindfighting lets you know about things within a certain radius, Danger Sense gives some spot and initiative benefits.

Sharp-eyed to let you try to get their Touch AC if you can do a spot check...

----------------
So, yeah. Leaving out Greatbow shenanigans, that's 1d8 + 1d6 (Blitz) + 4 (enhancement bonus under Book of Gears Rules) + 11 (Blitz) + 1 (Subtle Cut) + 3 (Point blank shot within 60 feet with Sniper) + And applicable strength bonus for a composite bow.

And your attacks having the Wounding property.

And you're getting AoO's for on anything that tried to cast a spell or use an SLA. And it's considered ongoing damage. And you're doing...how much?

1d8 + 1d6 + 19, not counting strength and really going for broke on other dumpter-diving to push hit, damage, and effects bigger.

Yeah.
Last edited by Maxus on Wed Sep 28, 2011 6:39 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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

This is a character I'm actually looking at playing next week:

Brd1/Pal3 (on trajectory to take levels of Suel Arcanamach, Sentinel of Bharrai, and Sublime Chord)

Skills of note:
-Craft (Cooking)
-Craft (Printmaking/Bookbinding)
-Craft (Illumination)
-Perform (Skaldic Poetry)*
-Profession (Journalist)

*The Suloise seem to be a psuedo-nordic culture, so this is what made sense. Also handy to be able to perform without having to drop your weapon.

So... basically, a paladin that initially trained as a bard for a bit, before becoming a holy warrior, who likes to cook, and supplements the opposing of more overt evils with sword and shield by opposing the more subtle evils with pen and printing press. Every new town he enters, he will look around, gathering information of troubles of the local peasantry, along with any signs of corruption or malfeasance by the local government, and write a tabloid with exposes and health information, and quietly distribute it.

Oh, he also worships a celestial bear wizard, and has a bear themed spiked gauntlet that is subject to the Ancestral Relic feat, and is an amateur archaeologist from the Indiana Jones school of archaeology.
Last edited by Prak on Fri Oct 14, 2011 11:01 am, edited 1 time in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

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

HAH. I like that.

I just went back over the Bowman thing for Level 6. +18 to hit at level 6 on things within 60 feet. The SRD enemies at that level have an AC range of 16-22. And damage turns into d8 + 12 + d6. I'd forgotten some bits in my above calculations.

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

--The horror of Mario

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

Here's one:

A friend made a joke about how they'd like to see an Angry Paladin.

Something like an Angry Marine, but a D&D Paladin.

So I ended up diving through and found a whole bunch of feats related to grappling and comically overwhelming enemies, and put them together to see what happens at level 20.

Stat Block is still coming, but as you might imagine, when I took absolutely -everything- together, I came up with a character who counts as at least Gargantuan Size for Grappling.

And has his Str mod doubled for melee damage. And mostly fights barehanded, by grabbing enemies and beating the shit out of every other enemy until they're dead, then beating the wielding foe against the wall, the floor, the tables, etc, until they're dead. Thanks to stuff like Foe Wielder and Hurl Opponent and Juggernaut and Brutal Grappling.

Fluff:
--------------------
Saint Iratus was a 8th-Century Paladin who gained divine recognition for his merciful defeat of the Kiron the Tyrant-King of Kroll. History tells us he had Dark King Kiron in a headlock, and was making passable progress towards unscrewing Kiron's head, while delivering a eloquent catalog of the Dark King's lifetime of sowing evil, hatred, and misery, and was screaming "REAP THE WHIRLWIND FUCKSTAIN!" when Sharptooth, his barbarian companion, persuaded him to relent and spare Kiron's life. Kiron later reformed, and joined a monastery which had a vow of silence and also a prohibition against nodding or moving the head.

For his great-hearted compassion and temperance, Iratus was visited by angels in his dreams, and went on a holy journey to Mount Celestia. There, he got permission to cut a golden oak from the high reaches, and fashioned the oak tree into a gorgeous, solid table.

Then he carried the table on his back, to the court of a Balor and chokeslammed the Balor through the table. The table shattered and riddled the Balor with holy splinters. The battle went precipitously downhill for the Balor from there.

Afterwards, Iratus gathered up the pieces, proclaiming he was going to "MAKE SOME FUCKING SHIVS OUT OF THIS TABLE, BECAUSE THAT BALOR CAUGHT ON WHITE FIRE WHEN HE HIT THE WOOD AND I WANT TO SEE THAT SHIT AGAIN!"

He made good on his word, whittling rough daggers and, one on occasion, a wooden sword, out of it, and legend tells that a whole table leg survived intact, and that this was wielded by Saint Iratus as a greatclub to terrific effect in later battles.

After his eventual death, the mourners found his workroom was covered in splinters of the Golden Table, left behind as he whittled out weapons, and they gathered up the holy oak and kept them safe. Soon, Iratus's students and disciples formally declared themselves the Order of Saint Iratus, and the splinters were given out as recognition of great deeds. They also dedicated themselves to Iratus' philosophy of battle and life in general, which ran as such:

1) PUT THAT ARMOR ON AND START RUNNING, YOU HANDFUCKERS. I SPREAD FLUFFY BUTTERY-SMOOTH GIRLY-MAN MUSCLE LIKE THAT ON MY TOAST FOR BREAKFAST!

2) WHO THE FUCK SPENDS THEIR TIME PRACTICING THE NINE-CRESCENT WATER MOON STRIKE OF FLUFFY BUNNY BULLSHIT? JUST BEAT THE SHIT OUT OF THEM! IT WORKS FOR ME!

3) PRACTICE YOUR FUCKING MAGIC, DIMCOCK! THAT SHIT IS FUCKING AWESOME!

4) BE COOL TO THE POOR, THE SICK, THE ELDERLY, AND THE LADIES! UNLESS THEY'RE EVIL, THEN KILL SOME OF THEM SO HARD EVERYONE ELSE STRAIGHTENS THEIR SHIT UP!

As might be gathered, the Iratians pride themselves on their physical strength, and take direct approach to combat, augmented by choice spells and heavy armor; they often emulate Saint Iratus himself by focusing on grappling. They are also generous to the common man (and polite to the ladies), while being very vocal and demonstrative in their destruction of evil.


Iratus was canonized after his miraculous appearance to a group of downhearted adventurers, who were ready to cease fighting against governmental corruption in a lawless city, some fifty years after his death. Records say he shouted at them for twenty minutes, in profanity that made some observing knackermen vomit, then marched the party to a local gang leader's office and kicked the gang leader in the testicles so hard they flew out his mouth, then gave some money to a street urchin for his sick grandmother and proclaimed "DO IT LIKE THAT FUCKERS. IF THE LAWS ARE SERVING EVIL THEY'RE FUCKING BAD LAWS AND YOU SHOULD KILL THEM TOO! DON'T MAKE ME COME BACK DOWN HERE AND REPEAT MYSELF." and disappeared while he ranted about the obviousness of his approach.
Last edited by Maxus on Sun Jul 13, 2014 8:21 am, edited 10 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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

The divine manifestation of Iratus in the afterlife:

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

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

Well, I haven't got the inclination to make it look pretty, but here we go:

Iratus has two feats off the D&D Wiki. Natural Heavyweight and Unarmed Attack.

His gear would probably be better at level 20, but I don't have the patience to wank over how many Major Items he'd have versus Moderate items, and I could probably go through the numbers again and make sure all the feats are reflected--but the basic idea's there.

Natural Heavyweight eventually gives 10x Carrying Capacity. When a character's packing 35 Str, that becomes quite huge.

Combat is "Hit spells, rush in, beat the shit out of them with whatever seems best at the time." That lead spell is often Righteous Might, which increases strength, doubles carrying capacity, etc. Brutal Grappling gives him a Constrict attack. Possibly he can hold down a whole ton of people at once and constrict them all at once. Or grather them all up and throw them at the same time. Or get a human chain going through Foe Wielder.

Another tactic is using Foe Wielder to beat someone to death by attacking the floors/walls/etc.

Saint Iratus
Level 20 Human Kantian Paladin
Str 35 (39 if Righteous Might)
Dex 21
Con 29 (31)
Int 19
Wis 16
Cha 28

HP: 295
AC: 37 (12 Touch)

Saves:
Fort: +44
Reflex: +27
Will: +31
Initiative: +5

BAB: +20
Attack: 39 -- 40 if Righteous Might.
39/34/34/34, can attack with unarmed up to
Grapple: 20 + 12 + 12 = +44 (+50 if Righteous Might)

Damage:

Greatclub (1d10 + 7 (enhancement) + 36 Str + 10d6 Smite Evil once a round) (becomes 2d8 + 7 + 48 if Righteous Might)

Unarmed: 2d10 + 24

Grapple: Constrict 11d6 + 24 + 10d6 Smite Evil

Foe Wielder/Hurl Opponent: Depends

Carrying Capacity: Light: 10240 lb. or less Medium 20130 lb. Heavy 32000
Righteous Might: Light 37280 lb. Medium 74640 lbs 112000 lb.
Items
Fortification Adamatine Carapace (+18 AC) (painted crimson with gold trim)
Splinter of the Golden Table (+7 to charisma, Protection from Evil effect)
MMA Championship Belt (+7 Con Bonus)
Gauntlets of Facepunching (+7 Str bonus)
Pimp Ring (+5 Deflection)
Holy Greatclub of Ruin (+7)
Helmet of Resistance (+7)
Greaves of Dexterity (+7)
Feats:
Juggernaut
Brutal Grappling
Hurl Opponent
Foe Wielder
Natural Heavyweight
Blitz
Unarmed Combat
Elusive Target

Unarmed Combat [Combat] ' Benefits: This is a combat feat that scales with your Base Attack Bonus.

+0: You gain a natural slam attack. You gain the unarmed damage progression of a monk your level. You gain iterative attacks as if any other attack.
+1: Whenever you make a full attack you may make an unarmed attack at no penalty. Your unarmed attacks can be either slashing, piecing, or bludgeoning chosen at attack. Your unarmed attacks gain a enchantment bonus equal to 1/3 your level.
+6: Whenever you make a standard attack or Attack of Opportunity you may make an additional unarmed attack at the same target. If the original attack succeeded this unarmed attack gets a +4 bonus to attack.
+11: Whenever you strike a opponent with a unarmed strike, they must make a fortitude save (DC 10+1/2 Level + strength or wisdom modifier) or be dazed for one round. You are treated as being one size larger for all unarmed and special attack purposes, including unarmed damage, from this point on. All special attacks you make in melee can be augmented by one unarmed strikes if you so wish.
+16: Any time you successively hit an opponent in combat with a melee weapon you may make a number of unarmed attacks at them normally allotted by your base attack. This ability may only be used once per round.

Blitz [Combat]
You go all out and try to achieve goals in a proactive manner.
Benefits: While charging, you may opt to lose your Dexterity Bonus to AC for one round, but inflicting an extra d6 of damage if you hit.
+1: You may go all out when attacking, adding your Base Attack Bonus to your damage, but provoking an Attack of Opportunity.
+6: Bonus attacks made in a Full Attack for having a high BAB are made with a -2 penalty instead of a -5 penalty.
+11: Every time you inflict damage upon an opponent with your melee attacks, you may immediately use an Intimidate attempt against that opponent as a bonus action.
+16: You may make a Full Attack action as a Standard Action.

Juggernaut [Combat] You are an unstoppable Juggernaut. Benefits: This is a combat feat that scales with your Base Attack Bonus.

+0: You may be considered one size category larger for the purposes of any size dependent roll you make (such as a Bull Rush, Overrun, or Lift action).
+1: You do not provoke an attack of opportunity for entering an opponent's square.
+6: You gain a +4 bonus to attack and damage rolls to destroy objects. You may shatter a Force Effect by inflicting 30 damage on it.
+11: When you successfully bullrush or overrun an opponent, you automatically Trample them, inflicting damage equal to a natural slam attack for a creature of your size.
+16: You gain the Rock Throwing ability of any standard Giant with a strength equal to or less than yourself.

Hurl Opponent [Combat]
You enjoy picking enemies up and throwing them places.

Benefit: As a Standard Action that does not provoke, you may grab an enemy with a Melee Touch Attack. You may then make an opposed Trip attack using Str or Dex (your choice - your opponent has to use the same stat), and you get a +4 bonus. If you fail, the opponent cannot try to trip you. If you succeed, you throw the foe 10' away, +5' for every 5 you beat them by, and they land prone and take 1d6 + any falling damage they would normally take. You cannot throw them into occupied squares.

+1 BAB: Now you CAN throw the target into occupied squares. They take no damage, however the thrown target now has to make a trip attack against the person in the square. If they pass, both fall prone in the same square. If they fail, they merely bounce off and land prone next to them.

+6: your bonus improves to +8, and the damage for being hurled improves to 6d6 + any falling damage they would suffer. Now, if thrown into another person, both take half damage.

+11: you can launch people as if you were a ballista. They travel for the full distance or until they slam into something really solid. Anyone in the path must make a Ref save (DC 10 + half your HD + your Str modifier, +2 for every size category the thrown target is above Medium) or take 4d6+Str bludgeoning damage and also fall prone.

+16: you may, as a Full Round Action, make a Move Action and attempt to throw everyone you are able to grab hold of during the move (limited by your attacks by BAB). Also, your bonus improves to +12.

Foe Wielder [Combat]
You like to club people. With other people.

Benefit: You are considered proficient with living creatures (including constructs and undead), and gain a +2 bonus on attack and damage rolls when using them as weapons. Damage is 2d6 for a Medium creature, and you add their natural armour bonus (or armour bonus if worn, whichever is greater) to the damage.

BAB:

+1 Your reach extends by five feet per size category beyond Medium that the wielded creature is. Additionally, you may elect for the wielded creature to take damage equal to that dealt to the target.

+6 Any foe struck by a creature you wield must succeed at a Balance check opposed by your attack roll, or fall prone. You may also throw living creatures, with a ten foot range increment. They land prone and both them and the target take an additional 1d6 damage.

+11 Whether the wielded creature wishes to or not, you may force them to make a full attack against one target you strike with them, once per round. They use Expertise and Power Attack the same amount that you do. When thrown, they automatically make a bullrush attempt, attacking everyone in the path, but still fall prone nonetheless.

+16 You may throw the creature to hit an area in a splash attack - designate a number of squares equal to their space, all foes in the area must make a Reflex save with a DC equal to your attack roll, or be hit. Additionally, when you hit someone in melee with another creature who has at least two hands (or other grappling limbs) free, you may force them to grab their target, adding even more to your reach. You may continue this indefinitely, up to your normal weight limit, and may disarm all except the first by making a line attack (equal to their combined height). This line attack deals their combined hit dice in d6 of damage, and is negated by a Ref save (DC equals your attack roll).

Brutal Grappling
Your fighting style is some unholy combination of giant squid and luchador.
Benefits: You gain the improved grab special attack. You may only use this ability with your natural weapons and against creatures up to your size category. You do not have the option to conduct the grab using only the body part used to make the attack.
Special: You gain the benefits of the Improved Unarmed Strike feat, but only if you are attempting a grab or dealing damage on a successful hold.
+1: You gain the constrict ability. You deal an additional 1d6 + STR mod on a successful grapple check, plus an extra 1d6 per two character levels.
+6: As part of a charge, you may attempt to jump onto another creature, making any necessary jump check as normal. On a successful improved grab attack, your target takes any applicable falling damage instead of you.
+11: You can grapple incorporeal creatures and ignore any miss chance. In addition, any creature your size category or smaller being grappled by you loses any fly speed.
+16: You are treated as two size categories larger for the purpose of grappling, and you can grapple any number of creatures simultaneously as though they are all within your current reach.

Natural Heavyweight [Combat] You are very strong for your size. Benefits: This is a combat feat that scales with your Base Attack Bonus.

+0: You gain a +4 bonus on all strength-based checks. Your carrying capacity doubles.
+1: You gain a slam attack dealing damage based on your size (1d8 for Medium). Your carrying capacity is now tripled.
+6: You count as one size bigger for the purpose of everything beneficial to you (you do not gain ability score changes). It stacks with similar effects. Your carrying capacity is now quadrupled.
+11: You gain the Rock Throwing ability of any standard Giant with a Strength score equal to or less than your own. Your carrying capacity is now multiplied by 5.
+16: You double your strength modifier for the purpose of dealing damage with melee weapons, your carrying capacity is now multiplied by 10.

Elusive Target [Combat] You are very hard to hit when you want to be. Benefits: This is a combat feat that scales with your Base Attack Bonus.

+0: You gain a +2 Dodge bonus to AC.
+1: Your opponents do not gain flanking or higher ground bonuses against you.
+6: Your opponents do not inflict extra damage from the Power Attack option.
+11: Diverting Defense - As an immediate action, you may redirect an attack against you to any creature in your threatened range, friend or foe. You may not redirect an attack to the creature making the attack.
+16: As an immediate action, you may make an attack that would normally hit you miss instead.
Last edited by Maxus on Sun Feb 24, 2013 12:23 am, edited 3 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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

Not so much a class combination as a character concept borne out of a tumblr post

Background: Royalty of a Fallen Nation
Class: Druid (or Ranger works too)
Other: Be a young girl
Bonus: Animal Affinity skill feat, Child Necromancer

Basically you are the quintessential storybook princess, biding her time to ascend to her rightful throne with the aid of her woodland friends.

Animal Affinity just makes you more awesome at dealing with your "woodland friends" (read: Bears), and Child Necromancer is an interesting case, where it mechanically makes your character a child, and druids actually easily qualify for it with their massive spell lists, and it makes your save or sucks more potent.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

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

Hchirkamk
Image
"Let's get dangerous"

N Tiefling Thief-Acrobat 4

Hchirkamk can trace his ancestry to a rogue vrock which became a hunter of other fiends. Hchirkamk himself focuses on more material evils, and at least pretends to be doing it for the good of society, but he also really enjoys beating evil's face in and running around rooftops at night.

Hchirkamk carries a heavy repeating crossbow that has been modified for grappling, as well as modified with a closed barrel, a large cover over the bolt slot, and can cast the following spells as spell-like abilities-
  • launch on anything that fits in the barrel (which has a 3" opening. Objects may protrude from the front).
  • Stinking Cloud
  • Fog Cloud
I will probably be using Hchirkamk in my campaign at some point, and would love to play him in a campaign sometime.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

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

Where did you get the name Hchirkamk? Does it have any meaning or history?
Psychic Robot wrote:chock full of aspie
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Prak
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Post by Prak »

It's elven for darkwing run through the vowel substitution dark speech bit in the Dungeonomicon.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

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