#cmd tricks
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All three winning teams so far today scored 5 goals. Oilers or Kings got any numerology enthusiasts?
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i had to get a new laptop for work and i switched to a mac and not to be a hater but i hate it.
#i wish i was joking but trying to use this genuinely tanked my mood#i switched bc all of my team uses mac and anytime i had issues no one was really able to help so i was like its probably worth it#to be on the same system as everyone else#but i’m having such a bad time#the window management is insane to me like its driving me nuts#there’s no delete button??#i know i’ll get used to it but i’m just not having a good time at the moment#also my muscle memory for all my keyboard shortcuts means nothing anymore bc they all use the cmd key#and even if i can switch them to use ctrl the ctrl button isn’t even in the right spot#i keep hitting the stupid function key#i’m not even saying windows is objectively better but i have used windows my whole life#and i no longer want to learn new tricks frankly
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learned another formatting trick on scrivener, i'm truly the smartest most talented fic writer ever
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अपने कंप्यूटर में इंटरनेट की स्पीड कैसे बढ़ाये ? Net Ki Speed Kaise Badhaye CMD Se | By Sachin Sharma
#Net Ki Speed Kaise Badhaye#cmd commands#cmd tricks and hacks#internet speed kaise fast kare#internet speed booster#internet speed test#windows 10 internet speed up#windows 10 internet settings#windows 10 internet slow#how to increase net speed in computer#Internet ki speed slow hai#network#technology gyan#net speed#airtel#network improve#Youtube
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shortcuts/tricks that have saved me a lot of time ⋆⋅☆⋅⋆
specifically computer shortcuts. i'm putting this here in case it helps anybody else <3
1. Paste into a new tab to clear formatting
Don’t you hate it when you’re copying and pasting something and the formatting just copies directly from the page that you copied it from? And then, when you hit the “clear formatting” option, it just reverts the whole thing back to Arial point 11 font? Well, here’s an easy solution:
Select the text that you want to copy. Cntl + c to copy.
Then, before you go into your document, control v into a new tab’s search bar.
Then, hit cntrl + A to select everything in the search bar.
Cntrl + X to cut the selected text.
Now, when you paste the copied text into your google document using cntrl + v, it will copy the formatting of your document. Now, you don’t have to go and change the font size, then the font color, and then the font itself.
Hooray!
2. For organizing tabs:
Cntrl/Cmd + Shift + D - groups all your open tabs in the window into one bookmarked folder
Cntrl/Cmd + W - closes the tab that you are on
The best way to use cntrl + W is to group tabs, especially if they’re all in one big cluster that you want to delete:
Click the top of the first tab, hit shift, and then hit the top of the last tab you want to select. Do it just like how you select text on a website: from the beginning of the sentence/paragraph, to the end.
What you just did was select every tab from the first tab to the last tab. Kind of like selecting text on a website, again.
Then, just press cntrl + W and every one of the selected tabs will be deleted.
Clean google chrome browsers await you!
–--–--–--–--–---⋆
These are all the tricks I’ve compiled from my years of chronically being on my laptop. I hope you found these tips helpful in some way and will use it to make your life easier in this digital age.
Wishing you all the best, q’s playlist
#qs playlist#gaslight gatekeep girlblog#girlblogger#girly things#just a girlblog#girlblogging#live laugh girlblog#dream girl#becoming that girl#glow up#it girl energy#self love#self improvement#tips#tips and tricks#practical
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Erguzam

P. montivagus image in the public domain, accessed at flickr here
[As the most speciose and successful terrestrial animal lineage, insects have all sorts of interesting life history strategies and evolutionary adaptations. The trick is, making them things that can be viable in play for a tabletop rpg. Parasitoid reproduction is very common, and gets applied to lots of creatures that aren't insects. The more arcane life cycles are cool, but difficult to make relevant to players. The behavior of slave making ants is not something I ever have seen before in an RPG. It does have some pop culture impact; the ants in the B-movie Empire of the Ants are slave-makers, but my version leans much more heavily into biological weirdness.]
Erguzam CR 4 N Magical Beast This creature appears to be a red ant the size of a wolf. Its mandibles are smooth and curved inward, and its front feet end in broad tarsi with hooks and spines. It has no sting, but instead a small nozzle at the end of its abdomen.
An erguzam is a giant ant that lives as a parasite on farms and ranches. Rather than simply raiding humanoid settlements as some other species of giant ants do, erguzams instead take over the settlements completely, using chemicals to enslave its denizens and force them to work for the ants’ benefit. An erguzam colony begins when a queen, accompanied by a few soldiers from its previous colony, finding a farmstead and enslaving its residents. While the queen lays eggs, the soldiers fan outward in order to find more workers to serve the colony. An erguzam exerts its control over its slaves through trophallaxis—it feeds its victims a slurry of drugs that make its mind docile and pliable, and make its senses sharp enough to receive chemical cues from their exploiters. People so enslaved work on the farm growing crops and raising livestock, fixing buildings and refitting them to better suit their masters’ anatomy, raising the young of the erguzams and helping to raise any slaves too young to take care of themselves. They may even trade and engage with other people, all the while acting as cover for their monstrous masters. An erguzam’s chemicals cause humanoids to age rapidly, forcing erguzams to raid regularly in order to replenish their workforce, or to exploit longer lived species like dwarves and elves.
Erguzam soldiers do not take slaves on their raids with them, relying on their own power to fight. They preferentially try to capture smaller people, including children, as well as less heavily armored targets. Foes wearing heavy armor are more likely to simply be slain, cut in two with their scything mandibles or sprayed with the acid they can fire from their abdomens. Already enslaved victims submit to being fed their mind-altering drugs willingly, but when capturing slaves anew, the erguzams grab them with their front legs and pull their mouths open in order to give them their first feeding. If a creature is unaffected, it is butchered before the erguzam moves onto the next target. If it succumbs, the erguzam retreats from battle with its new slave.
Erguzam Queens Unlike the queens of other giant ants, erguzam queens retain their full mobility throughout their lives. An erguzam queen is an erguzam with the giant and advanced simple templates, and it can use its enslave ability at will. An erguzam queen’s acid spray deals 5d8 points of damage, and all erguzams within 30 feet of an erguzam queen gain a +2 morale bonus on all attack and damage rolls. An erguzam queen is a CR 6 monster.
Erguzam CR 4 XP 1,200 N Medium magical beast Init +6; Senses darkvision 60 ft., Perception +10, scent
Defense AC 17, touch 12, flat-footed 15 (+2 Dex, +5 size) hp 37 (5d10+10) Fort +6, Ref +6, Will +3 Resist acid 10; Weakness verminous
Offense Speed 50 ft., climb 20 ft. Melee bite +8 (2d6+3), claws +8 (grapple) Special Attacks acid spray, enslave
Statistics Str 17, Dex 15, Con 14, Int 2, Wis 14, Cha 11 Base Atk +5; CMB +8 (+12 grapple); CMD 20 (28 vs. trip) Feats Blind-fight, Improved Initiative, Skill Focus (Perception) Skills Climb +15, Perception +10, Stealth +7
Ecology Environment temperate plains Organization solitary, pair, raiding party (3-8) or hive (4-24 plus 1 queen) Treasure incidental
Special Abilities Acid Spray (Ex) As a standard action, an erguzam can spray acid in a 15 foot cone dealing 5d6 points of acid damage (Reflex DC 14 half). An erguzam can use this ability three times per day, but must wait 1d4 rounds between uses. The save DC is Constitution based. Enslave (Su) As a move action, an erguzam can vomit a chemical slurry into the mouth of a pinned, helpless or willing humanoid. The humanoid must succeed a DC 16 Will save or be charmed by the erguzam and by all erguzams of the same hive for 1 week. Unlike a charm person spell, humanoids do not gain a bonus to their saving throw if it is threatened or attacked by an erguzam. A creature that succeeds its saving throw is immune to the enslave ability of that erguzam for 24 hours. Humanoids so affected are friendly to these erguzams and are compelled to work on their behalf. An erguzam can give these charmed humanoids simple instructions from a range of 60 feet with chemical signals as a free action, and can sense whether a creature is affected or not by the enslave ability of any erguzam from its hive. A humanoid affected by an erguzam’s enslave ability ages one year per week it is affected. An erguzam can use this ability three times before it has to return to its queen to replenish its supply. This is a mind-influencing poison effect. The save DC is Constitution based with a +2 racial bonus. Verminous (Ex) An erguzam is treated as both a magical beast and vermin for the purposes of spells and effects.
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Homebrew Horror: The Unnamed

The world hosts all manner of boogeymen and ghost stories, many of which are based on very real entities that prank or prey upon mankind when the sun sets and the lights go out, but few enjoy the obscurity and success of the Thing with No Name. There is perhaps a handful of people in all the world who can claim to have witnessed the nameless horror hunt its prey, and fewer still who are telling the truth about it, as to speak of it to another is to invite it into your life.
The scant scratches of concrete information that can be pieced together all paint a similar picture: It is predator that has haunted thinking beings as far back in history as anyone can find, its methods of hunting and its means of killing leaving precious little evidence behind. What it truly is, where it came from, and why it hunts the way it does are all mysteries which cannot be solved. Rare and esoteric writings which tell of it list numerous titles, all equally unhelpful: The Thing with No Name, the Stain on the Page (or simply "the Stain"), the Nameless Legend, and simply the Unnamed. Such ambiguous titles are meant to protect the reader, not the creature, for attempting to affix any more descriptive title to it is the surest way to invite its horrific attention.
The Unnamed is one of several self-keeping secrets in creation, hunting down and annihilating any creature which knows too many details or who becomes too curious of it. For those it hunts, it seems like a nightmare made terribly real in a way few other creatures can match; an unstoppable, inescapable force which will use seemingly any trick to disorient, mislead, and ultimately capture and consume its victim. Anyone targeted by the Stain can always feel when it's near, and rarely do they ever manage to find help before they're simply never seen again. Witnesses to the scenes scarcely speak, and never coherently, never to say what they saw, lest it target them next. Even in scenes where a tremendous and aggressive attack obviously occurred, investigators struggle to turn up so much as a single drop of blood or scrap of hair of the victim... but sometimes they find something else. A misshapen footprint, a handprint caused by something deeply inhuman, or some strange fluid almost but not quite like blood that causes the mind to reel with a single touch.
Not enough to solve a mystery, just enough to make one curious. Just enough to make one try and wipe away a stain of ink on some dusty old report tucked away in the back of an archive to see what could have been written underneath.
The Unnamed CR 13 Chaotic Evil Medium Aberration (Shapechanger) Init: +8 Senses: Darkvision 60ft, low-light vision, thoughtsense 60ft, blindsight 20ft; Perception +23 Aura: Unwind (100ft, DC 24) ------ Defense ------ AC 29, touch 14, flat-footed 25 (+4 Dex, +15 natural) HP 193 (15d8+105), Regeneration 5 (Cold) Fort +12, Ref +9, Will +14 Defensive Abilities: Amorphous, Unbound, Undone; DR 10/Cold Iron and Lawful; Immune: Charms and compulsions, fear effects, death effects, poison; Resist: Acid 15, Electricity 15, Fire 15; SR 19 ------ Offense ------ Speed: 50ft, climb 30ft Melee: Bite +17 (1d8+6 plus poison/19-20), slam +15 (1d8+6 plus grab), 3 tentacles +15 (1d4+6 plus pull) Ranged: Bone dart +15/+10/+5 (1d3+6 plus poison/19-20) Space: 5ft, Reach: 5ft (10ft with bite, 20ft with tentacles) Special Attacks: Pull (10ft), rake (Bite +17, 1d8+6 plus poison), Unwind Spell-like Abilities (CL 15, concentration +17) Constant: Freedom of Movement At-will: Dancing Darkness, Ghost Sound (DC 13), Ventriloquism (DC 13) 3/day: Rusting Grasp, Telekinesis (DC 17), Warp Wood 1/day: Knock, Modify Memory (DC 16), Teleport, Traumatic Eyebite (DC 18) ------ Statistics ------ Str 23 Dex 19 Con 25 Int 13 Wis 21 Cha 15 Base Atk: +11; CMB: +16; CMD: 31 Feats Combat Reflexes, Critical Focus, Improved Critical (bite, bone dart), Improved Initiative, Multiattack, Traumatic Spell-like Ability (Eyebite), Sickening Critical Skills Acrobatics +13, Bluff +13, Climb +21, Intimidate +15, Perception +23, Stealth +21, Survival +23 Languages All; language mastery. SQ Change Shape (any past victim; see Uncanny), Compression, Unknown ------ Ecology ------ Environment: Any Organization: Unique Treasure: Standard (taken trophies) ------ Combat: The Stain enjoys toying with its Target out of both sadism and pragmatism, forcing them to make mistakes and expend resources battling shadows. It goes Unseen as long as it is able to, tormenting them with its spell-like abilities to make it seem like a malevolent spirit. It destroys or removes light sources, weapons, and escape routes, and makes it seem as though it is coming from everywhere at once. It will attempt to hit them with one or several of its bone darts to infuse them with its poison and terrorize them with the hallucinations, but it will try to avoid killing them with its darts (including by making them nonlethal). It will further toy with them with its tentacle attacks from a distance, making them think their hallucinations are real, until eventually wearing them down and closing in to finish them off and consume them. Against a large group of victims, it will attempt to isolate and pick them off one by one after loosening their reasoning with its poisonous aura, stolen voices, and Eyebite. When the mood strikes, it leaves one survivor (never its Target) alive but traumatized and possibly insane, usually using its Modify Memory to erase the majority of the encounter. But never all of it.
Morale: If a group of creatures has no Target among them, the Unnamed will fight only long enough to potentially prompt one or several into becoming a Target later, and then flee to let the memories fester. When in a combat involving its Target, the Unnamed will always attempt to kill them, even if its own life is in danger. If its foes prove to be beyond its power, it will still attempt a death or glory attack against its Target. Its own life doesn't matter. It will come back eventually. ------ Special Abilities ------
Unbound (Ex): The Unnamed will not be denied its happiness. It may make an additional saving throw at the end of each of its turns to remove any effect causing any of the following conditions, even if the effect causing the condition does not normally permit a saving throw: blind, confused, dazed, deafened, exhausted, fatigued, fascinated, nauseated, and sickened. This does not require an action. If it is affected by multiple effects or conditions, it may only make one additional saving throw with this ability each turn.
Uncanny (Ex): The Unnamed can use its Change Shape ability as a full-round action to change into any creature it has ever consumed, but its shape is grotesquely twisted to the point it could not possibly be mistaken for a normal creature. It does not gain any additional abilities or attacks, the changes are purely cosmetic. Similarly, though it can speak any language, its voice is completely inhuman and distorted. Creatures under the effects of its poison (see Unwind, below) or who are confused or insane instead see and hear it as if the transformation was flawless. This effect is lost if they are adjacent to it.
Undone (Su): If the Unnamed reduces a Target to 0 HP or lower with its attacks while the Target is both within its reach and suffering from the effects of its poison (see Unwind, below), the Target dies instantly, and their body (but not its gear) crumbles to a fine dust that the Unnamed may inhale as an immediate action. If it does so, it regains 4d8+15 hitpoints and gains the benefits of the Haste spell for 1 minute.
Unknown (Su): Whenever a creature attempts to give a more descriptive title or a name to the Unnamed, or attempts to describe or dictate its appearance or abilities in detail to another being, they must attempt a DC 19 Will save. Success indicates that they stop themselves from going through with the attempt as a brief but potent sense of dread washes over them. Failure allows them to fully convey the information, but they become a Target. When creature becomes a Target, they are shaken automatically for one round by the sense that they have committed some unfathomable wrong. What "naming/describing the Unnamed" entails will vary at the DMs discretion; it could be as simple as writing details into a document meant to be read by another, speak the details aloud to another, or drawing it a little too clearly, but it must be a willing, conscious attempt to define or describe the Unnamed to another intelligent creature. Creatures defining or describing the Unnamed only for themselves may still become Targets, should the DM choose (it often allows these creatures to write just enough to make a potential reader curious, but no more). A creature can cease being a Target if they destroy or erase all conveyed information, such as by ripping up documents, erasing a listener's memory, burning a created art piece, or slaying a listener, though this fact is not immediately apparent.
The Unnamed knows the precise location of all Targets not shielded by divine power, as well as the distance and direction to them relative to itself and the swiftest, safest route it can take to reach them. Targets become permanently shaken whenever the Unnamed is within 1 mile of them as a feeling of impending doom creeps into their minds, and if it is within 100ft, this condition ignores all forms of immunity to fear. All parts of this ability work across all boundaries and through any barrier so long as both the Unnamed and the Target are on the same plane.
Unseen (Sp/Su): When not being observed by an intelligent creature, the Unnamed may become invisible as a standard action, as per Greater Invisibility, except the effect lasts until an intelligent creature ends its turn adjacent to the Unnamed (or vice-versa), or until the Unnamed ends the effect itself as a free action. It can use its at-will spell-like abilities as swift actions while invisible using this ability.
Unwind (Ex): The Unnamed produces a powerful, hallucinogenic poison which it delivers with its bite and dart attacks. It may also produce a colorless, odorless version of the poison as an aura with a 100ft radius, affecting all creatures which inhale it, though they gain a +4 circumstance bonus to the save. It may begin producing this poison mist as full-round action and stop as a move action. It can only maintain the aura for a total of 7 rounds a day (they do not have to be consecutive).
--Unwinding Venom: Bite, dart, or aura--injury, contact, or inhaled; save Fort DC 24, frequency 1/round for 5 rounds, effect 1d3 Wis damage plus hallucinations for 1 minute (all other creatures have 20% concealment), cure 2 consecutive saves.
#pathfinder#original concepts#Homebrew Horror#dead by daylight#you have no idea how hard i tried to keep up with a bunch of themes here#both its DBD gimmick and a personal challenge#see if you can spot the gimmick i snuck in#hint: it's got nothing to do with the special ability names cuz that's from DBD#im a little iffy on the feat choices so i might revisit those
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Geminitay Aka Mrs Crystal Sunrise .
Aasimar (Agathion Blooded) Ranger (Horse Lord)10 Hinterlander 10 XP307,200
Neutral Good Medium Humanoid (Outsider, Aasimar) Perception+36
HP193(20D10+100)
AC40(+10Dex+4Shield+5Natural+5Deviation+6Armor)
BaB+17/12/7 CMB+21 CMD+41
Tay Twinned Piercer+33/28/23 1D8+9 Living steel longspear+24/19/14 1D8+7
FORT+20 REFL+25 WILL+16
Racial traits: Outsider, +2 to Handle animal and Survival, 1/day Summon nature’s ally II CL16, Deer horns, Celestial resistances 5 (acid, cold, electric), Darkvision 60ft.
Traits: Naive, Speech of the wilds(Draconic)
Class abilities: Favored enemies(Undead, Illagers, Orcs), Combat style feats(Mounted archery, Sprinted charge, Mounted skirmisher), Endurance, Favored terrains(Water, Underground), Hunter's bond(Horse), Woodland stride, Swift tracker, Evasion, Favored enemy+4(Aberrations, Monstrous humanoids), Fast movement, Favored terrain(Hinterland)+4, Master archer(Rapid shot, Manyshot, Shot on the run), Hinterland stride, Chosen kin 60ft, Defended earth+4, Imbue arrow, Waymarker travel.
STR18 DEX30 CON20 INT16 WIS16 CHA12
Feats: Weapon focus(longbow), Mounted archery, Craft wondrous items, Brew potions, Vital strike, Improved vital strike, Endurance, Point blank shot, Precise shot, Divine interference.
Skills: Climb+13, Craft(Stone and metal)+26, Escape artist+18, Handle animal+26, Heal+11, Knowledge (Dungeon)+11, (Geography)+26, (Nature)+16, (Religion)+11, Perception+26, Profession(Engineer)+16, Ride+23, Spellcraft+11, Stealth+23, Survival+18, Swim+17.
Languages: Common, Celestial, Sylvan.
SpellcastingCL16 DC13 Spells per day 5/4/4/2
Equipment: Vigilant mithral padded armor+5 of Greater fire energy resistance, Darkwood shield+2, Necklace of natural armor+5, Ring of protection+5, Tay twinned piercer(Composite STR+4 longbow+5 with the Bane property against: Dragons, Constructs, Aberrations and Monstrous humanoids), 50+5 Arrows, Living steel returning long spear+3, Belt of physical perfection+6, Cloak of resistance+5, Bracers of archery(Greater), Headband of mental Prowess(INT WIS Geography), Boots of speed, Shadow falconeer’s glove, Ring of sacred mistletoe, Manual of quickness of action+5(used), Wand of cure critical wounds, Handy haversack, Ranger kit, Potions(2 Cure critical wounds, 2 Invisibility), Leather helmet shaped like Jack o’ Lantern pumpkin(worth 100GP), 20GP.
TAYLOR - Animal Companion - Deathtouched Horse
Initiative+4 Speed 50ft
HP8d8+32(64) AC29(+8Natural+2Dex+10Armor-1Size) Attacks: Hooves 1D6+4 Bite 1D4+4.
Racial: Low-light vision, Darkvision 60ft, Scent.
Class: Improved evasion, Ability score increase (+2Str +2 Dex +1 Wis), Multiattack, Dead sight, +4 vs trip CMD, Negative energy affinity, One foot in the grave.
Str 18 Dex 14 Con 18 Int 2 Wis 12 Cha 6 BaB9 Saves +7/5/3
Feats: Armor proficiency x3 (light, medium, heavy).
Skills: Perception+12, Survival+10, Swim+12
Tricks: Guard, Attack, Defend, Seek, Work, Fetch, Down, Come, Charge.
Equipment: Horsemaster’s saddle, Horseshoes of a zephyr, Greenwood banded mail barding+3 of fire resistance, Steadfast gutstone, Bit and bridle, Military saddle with bags and 10 rations.
Background: GeminiTay also known as Gem is a gentle, kind and nature-loving member of the inhabitants of the far land known for his Hermits. She has a passion for nature, hence her constructions are often green and full of animals. Gem was decorating her house and garden like any other day waiting for an eventual prank of the other Hermits (which she likes); suddenly she heard a voice calling upon her: “Your friends are in danger.” She stopped. “Who? Impulse, is that you?” No one was around, she searched all the surrounding area but no one was found. “Young girl, your friends are in danger, you can save them but to reach them you are going to need my help.” Gem was stunned “In danger?! Impulse! Pearl! Grian! Mumbo! Scar! ……!” She kept yelling their names as she was rushing toward their homes. No one answered. She went to the various farms and structures… No one was there. She was ALONE. “Oh, dear! where are the others?! What have you done?” She shouted. “I did nothing, some were tricked, some accepted a mission, some answered a greater call. I offer the latter. Help me so i can save your friends.” Gem was skeptical but the alternative was being TRULY alone knowing that the others were god knows where. “Ok, but you need to explain…!” She couldn’t finish the sentence as the world changed around her and she was on her trusty skeletal horse equipped with new items close to a village under attack from a group of Illagers. “First, extinguish the flames of conquest. Then come find me. I will wait where the land is truly green.” Gem looked at the village in flames and the vandals hitting the doors with axes. “And they say women thinks too much…!” And she spurred her horse nocking in the first arrow.
I DO NOT OWN THESE IMAGES, BELOW ARE THE LINKS TO WHERE I FOUND THEM:
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Vizzerdrix (Monster)

(Vizzerdrix by Dave Dorman)
(Behold, a late Easter AND an April Fool's Day special, all wrapped up in one not-so-fluffy bunny! I wanted to capture the idea of a puzzlingly high-value creature with no special effects and not as much combat capability as its peers, so I went with a mad genius. There's also just a couple of tropes here that I tend to avoid- or lean on- if you can spot them. Enjoy!)
CR16 CE Large Aberration HD25
Vizzerdrix are savage beings created by a mad wizard, ravenous beasts who tear apart any who meet their path. It is generally accepted that the vizzerdrix were the last creation of said wizard before being torn apart by vizzerdrix. Unfortunately for the world, her creations bred true, and now vizzerdrix can be found leaving swathes of blood and death in their path.
A vizzerdrix is a hybrid between a rabbit, a giant, and a piranha, creating a being with incredible intelligence, sharp claws, a craving for destruction and flesh, and big floppy rabbit ears. Vizzerdrix are among the most brilliant beings to exist, and use this to their advantage- they’re expert at evaluating threats, manipulating others, and devising cunning traps. Fortunately for a vizzerdrix’s enemies, they lack any particular abilities to put this brilliance to use, and without external help or tools, must fall back on ripping and tearing. This isn’t to say that a vizzerdrix has distaste for such combat- indeed, tearing other beings apart with their claws and incisors is the deepest pleasure a vizzerdrix can experience, and all their goals and conniving generally works to the end of getting a vizzerdrix a never-ending source of innocent victims to destroy.
Vizzerdrix are obligate carnivores, only able to digest animal flesh. Despite this, they have a deep craving for root vegetables, which give them incredible indigestion and, occasionally, food poisoning and intense gastric distress. It is suspected that this was a failsafe created by their master and the reason to include rabbit parts, as vizzerdrix will do anything for proper digestive aids that allow them to comfortably eat their favorite food.
This hulking, clawed beast has powerful human musculature, furless skin, and the head of an angry rabbit. Misc- CR16 CE Large Aberration HD25 Init:+8 Senses: Perception +27 Darkvision 60ft Stats- Str:28(+9) Dex:18(+4) Con:18(+4) Int:32(+11) Wis:9(-1) Cha:20(+5) BAB:+18/+13/+8/+3 Space:10ft Reach:10ft Defense- HP: AC:30(+4 Dexterity, +17 Deflection, -1 Size) Fort:+14 Ref:+12 Will:+17 CMD:39 Resist: Acid 20, Cold 20, Electricity 20, Fire 20 Immunity: Fear Special Defenses: DR5/Adamantine Offense- Bite +24(2d6+9), 2 Claw +25(1d8+9) CMB:+25 Speed:40ft Special Attacks: Rend (2 Claw, 2d8+14) Feats- Improved Initiative, Power Attack (-5/+10), Weapon Focus (Claw), Iron Will, Great Fortitude, Vital Strike, Combat Expertise, Improved Dirty Trick, Improved Disarm, Improved Trip, Greater Dirty Trick, Critical Focus Skills- Acrobatics +27, Climb +17, Escape Artist +32, Knowledge (Arcana, Dungeoneering, Engineering, Geography, Nature, Planes, Religion) +26, Knowledge (Local)* +29, Perception +27, Sense Motive +24, Spellcraft +39, Stealth +32, Survival +27, Swim +17, Use Magic Device +30 Spell-like Abilities- (Caster Level 20, Concentration +25) Dispel Magic /at-will Special Qualities- Ferocity Ecology- Environment- Forests, Swamps (Any) Languages- Common, Aklo, Abyssal, Draconic, Giant Organization- Solitary Treasure- None
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[Although it didn't get up, ANTi's abdomen began to stir, wagging weakly against the ground as he was pet, a hint of relief passing over his features.]
[The tab that opened up revealed the logistics of the recent quarantine in log form, bringing the hidden action to light. There was a sea of repetitive strings, most of them just being "tracking," which makes sense given that's the primary action ANTi takes to capture malware. But, a certain chunk stood out among the rest, near the end.]
Tracking… Tracking… Executing Quarantine procedure Quarantine procedure failed Executing Quarantine procedure Quarantine procedure failed Communicating with units… Communicating with units… Communicating with units… Tracking… Tracking… Executing Quarantine procedure Quarantine procedure complete
Wow… Lookee there. Looks like his two groups tried to quarantine each on their own, and when that failed they stopped to brainstorm for a bit to figure out what needed to be done… Buuuut doing so cost them the target.
He figured out the trick, though! That last leg must've been his final push and why he's so pooped now.
[Vespa grinned, her own abdomen wagging happily, bruising be damned.]
I'm so proud!
-🐜
Haha, man that's cool... Is it self learning then? Like an ANTibody? I wonder if it would have an easier time and figure it out quicker next time, since it has this experience to go off of?
I'll maybe see if that works later- In the mean time, little bug needs his rest. I'll remove the executable files with my own little anti malware to let him catch his breath.
[Cy went ahead and did just that, double clicking on a launcher that had the face of a dog on it. It didn't have any fancy bells and whistles like that little ant did however, Just pulling up a cmd prompter as she told "Watch Dog" to remove the threat.]
Hmm.... I uh... mm..
[Truth be told, Cy had been expecting to shut down this virtual machine and have nothing more with the little bug- This was a temporary thing after all. That being said, the crustacean had gotten... Hopelessly attached to the thing. It was too lifelike. ] I think I'm going to move this instance over to the device I run Beta on before shutting this thing down....
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I also learned how to export things, I think the best place to publish your games is itch.io for the first time.
I thought it was just a site for flash games, but turns out it's absolutely crazy and supports everything, you can both publish game files for further downloads or make it html and it will be able to run in almost any browser. The site is completely free and only takes a small fee from selling games (you can also post games for free and don't pay anything).
I posted a test game there a few days ago and successfully downloaded and run it on my phone, unfortunately the joystick I made doesn't work, so I'll stick up with screen buttons (they're like regular ones, but a bit different)😭
To export a mobile game from godot (in my case android) you need to freaking break your spine doing insane tricks with external software and cmd window. I did everything by official docs and after some struggles generated a key and now can do wizardry with it. It was hell
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Werespider Poisoner - CR 4 Rogue
Spins a web, five by five; catches rogues, just like flies...

Artwork by Conor Burke on ArtStation.
The werespider is an entothrope - basically the term for a lycanthrope of any species that has an exoskeleton - introduced to Pathfinder in Bestiary 6. The default werespider is a rogue, but is only CR 2. This one is a couple levels higher and has some abilities that actually fit the idea of a werespider.
The official werespider art only has two arms and two legs, but holy shit that's lame. Give the poor man some extra limbs. They don't have to be mechanically useful (although this particular werespider has a climb speed).
This werespider would make a good assassin to attack the PCs in their sleep. I'm generally in favor of starting such encounters by having the death of an NPC wake the PCs up and force them to fight without their armor, rather than by telling a level 3 player to roll a DC 31 Fortitude save against a coup de grace or instantly die, but I mean, it's your game, so you do you. Definitely use its web ability to set traps for people to step into though.
This is an afflicted werespider. A natural-born werespider has DR 10 instead of DR 5.
Feel free to decide that lycanthropes and entothropes in hybrid form count as monstrous humanoids rather than humanoids in your game, because, like, dude. Why? Why does the monstrous humanoid creature type even exist if lycanthropes aren't included? Werewolves are the most "monstrous humanoid" of any monster ever conceived. I wouldn't recalculate hit points, BAB, or saves though. Just make it count as both humanoid and monstrous humanoid for the purposes of effects dependent on type.
Werespider Poisoner (Hybrid Form) - CR 4
The arachnid form of the person perched on the corner of the ceiling above you catches your eye just a little bit too late as he drops down from the shadows and attacks.
Human toxic talon rogue 4 NE Medium humanoid (human, shapechanger) Init +8 Senses darkvision 60 ft., tremorsense 60 ft.; Perception +8
DEFENSE
AC 19, touch 14, flat-footed 17 (+3 armor, +4 Dex, +2 natural) hp 33 (4d8+12) Fort +4, Ref +8, Will +3; +4 vs. mind-affecting effects; +1 vs. poison Defensive Abilities evasion, insect mind DR 5/silver
OFFENSE
Speed 30 ft., Climb 20 ft. Melee mwk short sword +8 (1d6+4/19–20 plus medium spider venom (DC 15)), bite +3 (1d6+1 plus curse of entothropy and poison) Ranged mwk blowgun +8 (1d2 plus medium spider venom (DC 14)) Special Attacks catalyst (1/hour, already used) , sneak attack +2d6, web (+5 ranged, DC 13, 2 hp), vanish (2/day)
STATISTICS
Str 14, Dex 19, Con 17, Int 8, Wis 14, Cha 8 Base Atk +3; CMB +5; CMD 19 Feats Improved Initiative, Extra Rogue Talent (Expert Leaper), Weapon Focus (bite) Skills Acrobatics +10, Bluff +6, Climb +16, Disable Device +11, Escape Artist +10, Knowledge (local) +6, Perception +8, Stealth +11 Languages Common SQ change shape (giant spider, human, and hybrid; vermin shape II), entothropic empathy, rogue talents (expert leaper, shadow duplicate, ninja trick [wall climber]) Gear mwk short sword, mwk blowgun, mwk studded leather armor, 3 doses of medium spider venom, 1 potion of delay poison, healer's kit
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Catalyst (Su) A werespider poisoner can use secret alchemical techniques to enhance a poison when applying it to a weapon, increasing the save DC of the poison by 1. This increase to the save DC lasts for 1 minute or until the poison is used up, whichever comes first. A werespider poisoner can use catalyst once per hour.
Expert Leaper (Ex) When using the Acrobatics skill to jump, a werespider poisoner is always considered to have a running start and adds +4 to the check result. Whenever it deliberately falls, a successful DC 15 Acrobatics check allows it to ignore the first 20 feet fallen. For every 5 by which it exceeds the DC of this check, it can ignore an additional 10 feet of distance fallen.
Debilitating Injury (Ex) Whenever a werespider poisoner deals sneak attack damage to a foe, it can also debilitate the target of its attack, causing the target to take a penalty for 1 round. The werespider poisoner can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the werespider poisoner. At 10th level and 16th level, the penalty to AC against attacks made by the werespider poisoner increases by –2 (to a total maximum of –8). Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the werespider poisoner. At 10th level and 16th level, the penalty on attack rolls made against the werespider poisoner increases by –2 (to a total maximum of –8). Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Poison Adept (Ex) A werespider poisoner is trained in the use of poison and cannot accidentally poison itself when applying poison to a projectile weapon. It can apply poison to a projectile as a move action.
Shadow Duplicate (Sp) Once per day as an immediate action when the werespider poisoner is hit, the werespider poisoner can create a single shadow duplicate of itself, as per mirror image. The GM randomly determines whether the attack hit the werespider poisoner or the shadow duplicate. The shadow duplicate lasts for a number of rounds equal to the werespider poisoner's level, or until the shadow duplicate is dispelled or destroyed.
Wall Climber (Su) The werespider poisoner has a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces. A werespider does not need to have its hands free to climb, and can use both of its hands while climbing.
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Car Racing Game Online | Online games for kids | बच्चो के लिए कार रेसिंग गेम 🚗 Car Bike & Bus
Watch video on TECH ALERT yt https://youtu.be/iSB-OdtsaiQ #techalert #howto #windows #technology #technical #games #gaming #onlinegaming #slowroads #tipsandtricks #tricks #free #love #audio #video #instagram #fbreels #reelsfb #installation #virals #trend #trendingreels #windows #cmd #dos #commands #hack #tips #tipsandtrick #kids #gamingcommunity
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hiya spamton! check out this cool trick. <start; cmd> <cd; C:\Program Files\MidiSequencer> <start; program.exe> <input; D5 Db5 D5 F5 D5 -- Eb5 F5> <input; playSequence>
(the notes here are the melody to "HEY EVERY!". also i totally didn't forget to send this earlier whoops)
Third line is incorrect, but reeaaalll close, try again :-3
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Draxie
Image © Paizo Publishing, accessed at Archives of Nethys here
[The last of the variant sprite lineages from PF 2e's Bestiary 3, and I think the cutest. A little redundant, with faerie dragons (or fey dragonets, I guess) already existing, but when has redundancy ever gotten in the way of monster designers?]
Draxie CR 3 CG Fey This little humanoid is barely a foot tall, with a scaly hide, a long tail and membranous wings. They have small sharp teeth and horns and frills of skin instead of hair.
Draxies, or dragon sprites, are playful, flighty and keen pranksters. They often engage in escalating prank wars with pixies and fairie dragons, both of whom they get along well with. Draxies can be patient when planning some manner of joke or trick, and may spend months or even years for the payoff for a perfect joke. Draxies claim to have their origins in the powerful faerie dragon Elucredrassa, who upon her death reincarnated into a hundred draxies, who spread throughout the First World and then to the Material Plane. Draxies still honor her with the elucera, a soul-bond a draxie might make with a creature or creatures they are particularly fond of. Entering an elucera with a draxie makes one that draxie’s family as much as any blood relative; draxies take their obligations to elucera-mates more seriously than anything else.
Draxies rarely start fights, but are happy to finish them. A draxie is much more skilled at annoying an enemy into fleeing or parleying then they are with direct violence; their first order of business when attacked is usually to breathe draxie dust on an opponent. Unlike the breath of a faerie dragon, which induces a sort of stoned euphoria, draxie breath can cause this along with several other mind-influencing abilities. Even a draxie doesn’t know what its breath will do at any given moment, and they have great fun adapting to the situation as it elapses. If a draxie wants to do permanent harm, it usually relies on its mind thrust spell-like ability.
Draxies come in a wide variety of colors, and most of them have multicolored fringes running along their heads in place of hair, along their backs and on the tips of their tails. Their nails are usually worn long but are too fragile to be used as claws. Their jaws, however, are remarkably powerful for their size. Draxies are omnivorous with a taste for fruit and insects.
Draxie CR 3 XP 800 CG Tiny fey Init +4; Senses low-light vision, Perception +9
Defense AC 17, touch 16, flat-footed 13 (+2 size, +4 Dex, +1 natural) hp 22 (5d6+5) Fort +4, Ref +8, Will +5 DR 5/cold iron
Offense Speed 15 ft., fly 40 ft. (average) Melee bite +8 (1d8-1) Space 2 ½ ft.; Reach 0 ft. Special Attacks draxie dust Spell-like Abilities CL 3rd, concentration +6 (+10 casting defensively) At will—dancing lights, ghost sound (DC 13), mind thrust I (DC 14), prestidigitation 3/day—disguise self (DC 14) 1/day—glitterdust (DC 15), invisibility
Statistics Str 9, Dex 18, Con 13, Int 16, Wis 13, Cha 16 Base Atk +2; CMB +4; CMD 13 Feats Combat Casting, Great Fortitude, Weapon Finesse Skills Acrobatics +12 (+8 when jumping), Bluff +11, Disguise +11, Diplomacy +11, Fly +16, Knowledge (nature) +11, Perception +9, Perform (comedy) +11, Stealth +20 Languages Common, Sylvan, touch telepathy SQ natural guise
Ecology Environment any forests Organization solitary, pair, flight (3-6) or family (7-24) Treasure standard
Special Abilities Draxie Dust (Su) As a standard action once every 1d4 rounds, a draxie can breathe magical dust in a 15 foot cone. All creatures in the area must succeed a DC 15 Will save or suffer from one of the following random effects (roll 1d4): 1. charmed (as per charm monster) for 1 minute 2. asleep (as per the sleep spell, no HD limit) for 1 minute 3. loses the last 5 minutes of memory 4. sickened, staggered and immune to fear effects for 1 minute This is a mind influencing enchantment effect, and the save DC is Charisma based. A draxie can use this ability once every 1d6 rounds, but a creature cannot be suffering from more than one draxie dust effect at a time. Natural Guise (Ex) When a draxie uses disguise self, it can appear as any Tiny creature with the fey or animal types. Touch Telepathy (Su) A draxie can telepathically communicate with any creature it is in physical contact with, regardless of whether they share a spoken language.
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Monster Spotlight: Animate Hair

CR 1/2
Neutral Evil Tiny Ooze
Bestiary 5, pg. 26
One of the more unusual Oozes in existence, it may be more accurate to say these creatures are Undead, though ones without any affinity for negative energy. The book gives the theory that they're created from the hair of an especially vain soul ripping itself free of the scalp upon the creature's death, or hair clippings of a vain creature animating shortly after their death, and doesn't do anything to disprove that idea, even stating the spirit animating the hair gives it a preference for prey and victims. Piles of Animate Hair are driven by a hunger for prey like both Undead and Oozes but, amusingly, there's no given method for what they eat and how they eat it. They have no acid attacks, no obvious mouth, and are directly stated to be hair all the way through. Yet, they're ALSO stated to be obligate carnivores! How and why is up to your imagination!
They have another reason for being hostile, though: vanity. AniHairs love decorating themselves with other people's hair (which is assimilated into their form), as well as hair decorations, jewelry, and bones, all taken from victims if need be. What sorts of decorations each AniHair prefers is based on whatever their previous life enjoyed the most, though as time goes on, they gradually deviate towards darker and more grim collections, gussying themselves up almost exclusively with the kinds of things you'd expect a necromancer to wear. And yet, they're still able to shape themselves to look like beautiful wigs and remain motionless for hours on end, tucking away their more gruesome collections to better trick someone into trying them on.
An AniHair can Infest any willing or helpless Medium or Small creature, either because the creature puts it on because they think it's a mundane wig, or because the Ooze found a sleeping or paralyzed creature which catches its fancy. One it's attached, it must either be scraped off through damage (which is divided evenly between it and its host) or, much more simply, by making a successful grapple check against its 12 CMD. But that's only if you know it's there in the first place! Unless you see it moving around, there's no real way to tell an AniHair from a mundane but eccentric wig. Even people who're Infested by a malevolent shower clog have a hard time figuring out what's wrong with them, as they suddenly have intrusive thoughts that are much more difficult to ignore.
AniHairs cannot communicate directly with their hosts, but can guide them via Empathy, implanting emotions and urges into their minds to slowly and gradually shape their personalities. This doesn't override the host's emotions and, indeed, they may ignore the intrusive urges as easily as any horrid thought... but the wicked wigs are curiously patient, and work their victims over slowly whenever they can, gradually shaping their personalities by instilling irrational revulsion or hatred for things the AniHairs themselves dislike and rewarding behaviors the tiny oozes enjoy with sudden bouts of happiness, elation, or peace. Hosts often find themselves compelled to steal, lie, cheat, vandalize, and even kill as their new wigs encourage their behavior with invading emotions, making it feel like all of it was the host's own ideas, their own mind, their own feelings.
And if that doesn't work? There's always Murderous Whisper. They're able to use this ability at-will, but any creature that succeeds the DC 13 Will save is immune to the ability for 24 hours. Any creature that fails, though, is irresistibly compelled to attempt to kill whatever creature the AniHair designates, using whatever methods and means they have on hand to inflict as much damage as possible to the target for a round. Much more clever than they appear, AniHair will often wait until the target of their ire and their host are as secluded as possible before springing this sudden hostility on their victim, deluging their host with positive emotions as they sink a knife into the target's throat.
AniHairs are unusual potential encounters, though never on their own. They have low HP, DR 5 that's bypassed by the most common damage type in the game (slashing), and their only direct attack is a pair of slams which deal 1d2 damage each. No, the danger of an Animate Hair is what it causes other people to do, and the true terror of their existence is the terrible reality of someone being unable to tell where new and strange feelings are coming from. Hosts are slowly corrupted as the parasites causes them to associate murderous impulses with happiness that isn't theirs, gradually poisoning their relationships and their ability to interact with other people. When subtlety fails, otherwise well-adjusted people suddenly murdering others for what appears to be no reason can throw a wrench into just about any plan. If played carefully, they can even be a bad influence on player characters, dripping unwanted emotions into their head in a way that may make them feel like they're going insane. The toxic influence of the Animate Hair may linger for far longer than the wicked wigs themselves ever did, forever causing their former hosts to question if any emotions they feel are real, or if there's another unseen parasite clinging to them they just haven't found yet.
You can read more about them here.
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