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CR20 Troop Carrier by Angelos Karderinis
#Star Wars#Galactic Republic#The Clone Wars#CR20 Class#Troop Carrier#Sci-Fi#Mecha#Spaceship#Angelos Karderinis
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CR20 Troop Carrier (Twilight Deployment) by Angelos Karderinis
#Star Wars#Galactic Republic#Clone Wars#CR20 Class#Troop Carrier#Sci-Fi#Mecha#Spaceship#Angelos Karderinis
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IMPORTANT: the second image is a representation of one item in her inventory: the Robe of Scintillating colors.
For further informations about the item follow the link: https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/robe-of-scintillating-colors/
Link for the image: https://thechekhov.tumblr.com/post/664888618002808832/a-little-behind-on-rqg-but-i-had-to-draw-wilde-in
Zombiecleo Aka Cleo the Badass Mom .
Human Living Flesh Golem Bard(Masked performer) 9 Dark Delver 9 CR20 CN Humanoid(Construct) XP307,200
Chaotic Neutral Medium Humanoid (Construct) Perception+35 INI+9
HP121(18D8+38)
AC40(+5Dex+5Shield+10Natural+5Deviation+5Armor)
BaB+12/7/2 CMB+16 CMD+31
Melee Serpent’s fang+21/16/11 1D4+9, Everbloom thorn+21/16/11 1D8+9, Spells
Ranged Light crossbow+21/16/11 1D8+4, Spells
FORT+10 REFL+20 WILL+21
Racial traits: Bonus feat(Strong personality), Skilled, RD15/Adamantine, Natural armor, Flesh golem immunities, Spirit within, Berserker, Animating spirit.
Traits: Prospector, Scarred.
Class abilities: Dual identity, Bardic performance, Seamless guise, Exaggerated pose+3, Fascinate, Inspire courage+2, Dirge of doom, Stage combatant, Well versed, Lore master 1/day, Distraction, Inspire greatness, Social grace(Renown, Social grace: Bluff, Stand up), Fortunate soul 1/day, Thrilling escape 3/day, True seeing 1/day, Trap sense+3, Vigilant combatant, Left for dead, Resourceful disabler, Guard-breaker, Surefooted, Bardic knowledge, Master explorer.
STR18 DEX20 CON- INT18 WIS10 CHA26
Feats: Craft wondrous items, Brew potions, Toughness, Lingering performance, Fast stealth, Spellsong, Improved initiative, Arcane strike.
Skills: Acrobatics+18, Appraise+9, Bluff+20, Climb+9, Craft(Stone and metal)+25, Disable device+13, Diplomacy+20, Disguise+23, Escape artist+13, Knowledge (Arcana)+25, (Dungeon)+8, (Engineering)+27, (Geography)+8, (History)+11, (Local)+8, (Nature)+8, (Nobility)+8, (Planes)+25, (Religion)+8, Linguistics+1, Perception+25, Perform(Dance)+25 (Sing)+17, Sense motive+8, Sleight of hand+13, Spellcraft+25, Stealth+13, Survival+5, Swim+17, Use magic device+21.
Languages: Common, Elven, Draconic, Necril.
SpellcastingCL9 DC18 Spells per day 7/6/5 Spells known: 0-Read magic, Light, Prestidigitation, Detect magic, Mending, Resistance. I-Charm person, Hideous laughter, Grease, Cure light wounds, Expeditious retreat. II-Heroism, Cure moderate wounds, Mirror image, Glitterdust. III-Haste, Phantom steed, Dispel magic, Charm monster.
Equipment: Darkleaf Delving Leather armor of fire resistance+4, Darkwood caster shield+4, Ring of protection+5, Robes of scintillating colors, Serpent’s fang+5, Everbloom thorn+5, Light crossbow+2, 50+2 Adamantine bolts, Belt of physical might+4(STR, DEX), Ring of resistance+4(as per cloak), Bracers of the glib entertainer, Headband of mental Prowess+6(INT CHA Planes), Daredevil sandals, Bag of holding type I, Cleo’s Shawl(works like a cloak of Human guise + Mantle of spores), Wands(Haste, Lighting bolt III), Tome of leadership and influence+2(Used), Manual of quickness of action+2(used), Kits(Bard, Alchemy), Masterwork lock pick tools, Masterwork mask(grants +2 to disguise worth 313GP), Entertainer’s outfit, Rope with grappling hook, 2 Disguise kit, 2200GP.
Background: Lover of rainbows, Architecture and Geology, former Teacher and with a rather dry sense of humor, Cleo is an inhabitant of the far land known for his various Hermits. Always ready to voice her opinions in many fields. While she has built various wonders across the years, Cleo like her name suggest is sort of a zombie-like creature(what type is not exactly known) sayin that she “Prefers the hard truths of zombies than the easy lies of elfs” although no one has seen elven creatures in the land of the Hermits. Sometimes struggling with her dry humor in making it more akin to the other Hermits and wishing to be able to control her urges in expressing her opinions she thinks if this is caused by her zombie-like nature. “So your nature gets in your way?” Said a voice as she was building an absurdly-long long rainbow bridge. Cleo looked around but found no one, she was alone. “I can help you. All you have to do is simple: find me.” Cleo was not known to shy away from a challenge and said: “Bring it on!” A simple snap of fingers was heard “Okie dokie” Said the voice. The world shifted, her aspect changed and she found herself in front of a catacomb at the top of a stony hill, with new gear and knowledge never seen before. “I will realize your greatest wish, all you have to do is find me. Good luck!” Cleo looked around and stared at the town behind her at the bottom of the hill. “Yeah, but i am going to stab you SO HARD after this.” And she started to walk down the hill.
Image of Zombiecleo made with Heroforge.
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Any thoughts on the upcoming Dark Souls TTRPG rulebook by Steamforged Games?
Well, I'm going to have to sit down and read it, but I do see some issues beyond the initial
>5th edition
And it's mostly that the elements that make Dark Souls fun to play, such as the reaction and stamina based combat, exploration in interconnected, mysterious worlds, and the tone and atmosphere are all elements that are either impossible to replicate in 5e's system (or any ttrpg) or entirely dependent upon the DM's skill and possibly a map packet.
It promises new classes; Dark Souls classes are pretty boring and work off of something like a stat-buy and equipment-slot based system. A Knave hack sounds better than D&D.
It's touting of a die-and-repeat mechanic really has me wondering what that game play is like. Coming back and running through a level with the added knowledge and (possible) skill cuts down on the time, cancels enemy ambushes and environmental tricks - but D&D style combat, especially post 2e, is fucking slow, and highly based on stats and luck rather than skill. You can run through places without taking damage in DS, but in D&D, if an enemy rolls an 18, there's really nothing you can do there as a fighter, you're getting hit. Dark Souls can be beaten on Soul level 1, for example, but you're just not beating a CR20 monster at level 1.
Also, DS is a rather solitary activity. Sure, there are NPCs, who don't stick with you, and summons, but they are notably silent and transient. I can't see maintaining that DS loneliness with a loud-ass D&D party.
So I really have to see what they're doing. What I'm particularly interested in is how they pull off the Souls currency/XP system.
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For the Mutophage class, when we spend hit dice to activate mutations, unnatural weapons, etc. Are we losing 6 max hp or 12? I ask because losing 12 would mean that to mimic a CR20 monster with the Lv. 20 Metamorphosis feature would require you to have 240 max hp you can freely drop. Even if you took the 8 for each level's max hp increase and had a +4 to Constitution from first level, such a transformation would still only leave you with 4 hp to spare. Am I misunderstanding something?
You only lose the value of a single hit dice permutation tier, so 6 hp. The mutophage gains 2 hit dice per-level, but they are still separate hit dice. It's meant to work out so that you can afford to spend about half your hit points each day on mutations. So instead of 240 hp,a CR20 would cost you 120. still a bit of a glass cannon, but that's not including various permanent evolutions you would have by lvl 20, or the damage resistances of yourself or the creature you are turning into.
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Barbarian 5e (Review)
This is a review of Dungeons and Dragons fifth edition Barbarian class. The class features provided for Player characters will be judged on their mechanic role (martial, magic, utility, etc.) and their roleplaying effect (how it feels to the players and story.)
Barbarian's Role
RAGE RAGE RAGE RRRRRAAAAAAGGGGEEE!!!!
This is a barbarian's signature quirk along with other features that make you very tanky and great as a martial class. Full level investment in this class demands high Constitution ability score
Essentially you will be roleplaying as a tough, angry character. Think of the hulk or wolverine.
Hit Points
This is your first taste of the tankiness that Barb's exude. You get d12 Hit Die, which no other class gets as good. For comparison, fighters, paladins, and rangers get d10 Hit Die, and this is already considered good. Barbs get the special treatment with a d12.
Let's do calculations for the mathletes
The average roll for a 1d12 is 6.5
If you get to level 20 that's an average of 130 hit points. If you reach the max potential of 24 Constitution ability score at level 20, that's an ability modifier of +7. That's another 140 hit points to add to the first 130, an average of 270. This is extremely tanky for a PC. If you want to be even more ridiculous by pick up the Tough feat, then you can have average 310 hit points.
Some Comparisons:
A CR20 Ancient White Dragon has an average of 333 hit points!
A wizard's highest instant damaging spell is a level 9 Meteor Swarm this does 20d6 fire damage + 20d6 bludgeoning damage. An average of 140 damage. A barbarian can easily get resistance against both damage types.
That's BBEG level of tankiness!
This offers a fantastic role-playing opportunity for you take a meteor to the face and then heal most, if not all, the damage with a power nap
In short, this is great
Proficiencies
Armor class choices for barbarians is akward. Light armor and medium aren't bad, but requires investment in your Dexterity ability score. Barbarians optimize Strength better than Dexterity. Unfortunately you don't get heavy armor proficiency, but you can't rage with it anyway. Either way you'll want to ditch these when your Constitution modifier is +5 or higher because unarmored defense. If you feel you need more AC you can always take a shield.
This is solid AC options for the barbarian, but not perfect.
For weapon proficiencies, you gets all the options.
Simple weapons, and Martial weapons.
This sentence means you can add your proficiency bonus to any weapon attack roll, (ranged or melee.)
Here's a list of my suggestions:
Clubs and Greatclubs aren't ideal mechanically, but good for starting at level 1 as a simple primal warrior. You can switch to better options as you progress in your campaign.
Handaxes are all around great for Barbarians. 1d6 is meh damage but light property let's you use this for two weapon attacks. Also, you can use the thrown property to make ranged attacks. Barbarians don't get a lot of ranged attack options. As a cherry on top, you can say your axes are made of bone or stone with wood handles.
Speaking of ranged weapons; Javelins and spears combine well with a shield and you can still make ranged attacks. They also support the role-playing effect of a primal warrior with their simplicity. Bonus points if you take a trident to be a gladiator or a nautical hunter.
Any melee weapon with d8 damage die works well with a shield. The RP effect is kinda basic. This combo feels more like a Fighter class, but mechanically it's reliable.
Glaives, halberds, and pikes use d10 and they have reach, and they're compatible with Great Weapon Master feat. Nothing says primal champion like knocking someone with a tenfoot pole.
Greataxe is the biggest damage die you can use with no strings attached. That d12 stacks damage if you land a critical hit.
A longbow should probably be the only ranged weapon a barbarian uses. It doesn't need a feat to synchronize with multiacttacks.
A Barbarian gets no tool proficiencies. I think this is a wasted opportunity to give the class a signature tool. Rogues get theives' tools and Druids get herbalism kit.
Strength and Constitution saving throws aren't the best saving throws mechanically-wise. Story-wise they are true the thought dude act. Break out of restraints by flexing your muscles or spray pepper juice in your eye and not blink.
Skill proficiencies are your character's main interesting socially, or useful with tasks
Animal Handling is good to give your barbarian a hunter or wildperson kind of characterization. Also good a Wisdom based social skill, or get yourself a mount with this.
Athletics, as a martial class you should be running, jumping, and climbing without messing up.
Intimidation helps pull off your scary tough rage acts, but it is a Charisma based ability. The DMG suggests that in certain cases you can use your Strength in a show of force. Crush a goblet in your hand or flip a table maybe.
Nature is a good ability if your character is hunter or wild barbarian. Unfortunately it has the same problem as Intimidation, but Nature runs on Intelligence instead. This is worse for a barbarian, because you can't use brute strength to remember nature facts.
Perception is one of the most useful abilities in the game. Scout as hunter barbarian or use this to be a watchful sentinel. Although it isnt very theatrical compared to other abilities.
Survival is another skill that helps pull off the wild warrior or hunter that you are doing. It's also useful for foraging food, or locating targets.
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d20 rules for Creatures of Titanfall
Flyer
Species Traits
Animal traits (Ex): Flyers have all traits common to animals.
Keen Senses (Ex): Flyers possess Low light vision and Scent
Mauling bite (Ex): The long tusks protruding from a Flyer's lower jaw give it a disproportionally powerful bite
Bonus Feats: Flyers receive Fly by Attack and Alertness as bonus feats
Skills: Flyers receive a +6 species bonus to Climb and Jump checks
Flyer CR6. Huge Animal HD:8d8+40. HP76. Mas21. Init:+3. Spd 20ft, fly 80ft (good). Defense:21,Touch11, FF18(-2size, +3dex,+10nat). Bab+6. Grapl+19. Atk:+9melee(bite 2d8+5/x3). Full Atk:+9melee(2 claws 2d4+5) and +4melee (bite 2d8+2/x3). FS:15ftx15ft. R:10ft. SQ: Animal traits, Low light vision Scent. AL: None or flock. Sv Frt+11, Ref+9, Wil+3. AP: N/A. Rep+0. Str21, Dex16, Con21, Int2 Wis13, Cha2.
Skills: Climb+11, Hide-5, Jump+11, Listen+9, Move Silently+4, Spot+9, Survival+3
Feats: Alertness, Flyby Attack
Advancement: 9-16HD (huge)
Leviathan
Species Traits
Animal Traits: Leviathans have all traits common to animals.
Low light vision: Leviathans can see twice as far as humans in poor light conditions
Trample (Ex): A Leviathan can trample Huge or smaller creatures for 4d6+24 points of damage. Opponents who do not make attacks of opportunity against it can attempt a Reflex save (DC 35) to halve the damage.
Hazard to Navigation (Ex): Do to their almost impossible height, any time the crew of a spacecraft must plot a course that requires leaving or entering the atmosphere of a planet populated by Leviathans, increase the DC of the required Navigation checks by 4.
Leviathan CR20. Colossal Animal HD:32d8+288. HP432. Mas28. Init:-2. Spd 40ft. Defense:20, Touch1, FF20(-8size, -2dex,+30nat). Bab+24. Grapl+56. Atk:+32melee(Slam 4d6+16). Full Atk:+32melee(2 stomps 2d8+16) and +27melee (Slam 4d6+8). FS:60ftx60ft. R:30ft. SQ: Animal traits, Low light vision, Trample, Hazard to Navigation. AL: None or Herd. Sv Frt+27, Ref+16, Wil+12. AP: N/A. Rep+0. Str42, Dex7, Con28, Int2 Wis14, Cha1.
Skills: Balance+3, Hide-18, Listen+7, Spot+7.
Feats: None
Advancement: 33+HD
Prowler
Species Traits
Magical Beast traits (Ex): Prowlers have all traits common to magical beasts.
Darkvision: Prowlers can see in the dark out to a range of 60ft
Bonus Feats: Prowlers receive Alertness and Multi-attack as bonus feats
Skills: Prowlers receive a +4 species bonus to Bluff, Hide, Intimidate and Move Silently checks
Pounce (Ex): If a Prowler leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Rake (Ex): A Prowler that has pounced a target can make two rake attacks (+12melee) with its hind legs for 1d8+6 points of damage each.
Prowler CR6. Large Magical beast HD:6d10+18. HP51. Mas17. Init:+2. Spd 40ft. Defense:16, Touch11, FF14(-1size, +2dex,+5nat). Bab+6. Grapl+16. Atk:+11melee(claw 1d8+6). Full Atk:+11melee(2 claws 1d6+6) and +5melee (bite 2d6+3). FS:10ftx10ft. R:5ft. SQ: Magical beast traits, Darkvision 60ft, Pounce, Rake 1d8+6. AL: Pack or Master. Sv Frt+8, Ref+7,Wil+3. AP: N/A. Rep+0. Str23, Dex15, Con17, Int4, Wis12, Cha6.
Skills: Balance+7, Bluff+2, Hide+5, Intimidate+2, Jump+8, Listen+3, Move Silently+6, Spot+3, Swim+7
Feats: Alertness, Multi-attack, Weapon focus (rake)
Advancement: 7-12HD (large), 13-18HD (huge)
Tick (PL6)
Spider-like drones actively seek out enemies before self-detonation. Comes with 2 charges.— Multiplayer Description
Tick CR1/4. Tiny Construct. HD:1/4d10. HP:1. Mas---. Init:+3. speed:30ft. Defense:18, Touch15, FF16 (+2size, +3dex, +3equip). BaB:+0. Grapl:-10. Atk/Full Attack: None. FS:2.5ftx2.5ft. R:0ft. SQ: Construct Traits, Detonate Shrapnel grenade (5d6 slashing, burst 20ft Ref15). AL: None. SV: Fort+0, Ref+3, Will+0. AP: N/A. Rep+0. Str7, Dex16, Con---, Int---, Wis10, Cha1. Skills: Hide+11, Spot+4 Feats: None Equipment: Modified weapon mount with integrated Shrapnel grenade Purchase DC: 21 ($2,710) Restriction: Military+3. Frame: Armature. Locomotion: Legs (Multiple). Manipulators: None Armor: Duraplastic. Sensors: Class III. Skill Software: Skill Progit (Spot +4) Feat Software: None Accessories: Weapon Mount with integrated Shrapnel grenade
Reaper (PL8)
“The IMC should thank me for perfecting the Reaper. Maybe I should renegotiate my contract.”—Ash
Reaper CR7. Large Construct. HD:7d10+20. HP:58. Mas---. Init:+0. Speed: 30ft, fly 30ft (poor). Defense:, Touch , FF (-1size, -1dex, +6equip). BaB:+5. Grapl:+4. Atk:+9melee(claw 1d6+5) or +3ranged (Reaper Rocket 4d12 RI;120ft). Full Attack: +5melee(2 claws 1d6+5) or -1ranged (2 Reaper rockets, auto fire). FS:10ftx10ft. R:10ft. SQ: Construct Traits, Darkvision 120ft, . AL: Owner. SV: Fort+2, Ref+2, Will+2. AP: N/A. Rep+0. Str20, Dex9, Con-, Int10, Wis10, Cha5. Skills: Balance+3, Climb+9, Hide-5, Intimidate+1, Jump+9, Listen+2, Spot+2 Feats: Advanced Firearms Proficiency, Exotic Firearms proficiency, Two Weapon Fighting Equipment: 2 integrated Reaper Rocket launchers with 5d10 rockets each, upto 8 Ticks Purchase DC: 35 ($143,180) Restriction: Military+3. Frame: Biodroid. Locomotion: Legs, speed enhanced (pair) and Thrusters. Manipulators: Claws (x2) Armor: Resillium. Sensors: Class VI. Skill Software: Skill Net (Balance, Climb, Jump Intimidate 4 ranks each) Feat Software: 3x Feat Progits (Advanced Firearms Proficiency, Exotic Firearms proficiency, Two Weapon Fighting) Accessories: 2x weapon mounts, 2x reaper rocket launchers, 2x Internal Storage units, Integrated Dome Shield generator and Integrated Warpfall Transmitter
Reaper Rockets (PL7) (Requires exotic Firearms proficiency; Heavy machine guns)
Damage: 4d12 Magazine: Linked Critical: 20 Size: Large Damage Type: Slashing/Electric Weight: 30lb Range Increment: 120ft Purchase DC: 27 Rate of Fire: S,A Restriction: Military+3
Special: Splash damage (anything within 5ft of a target struck must make a DC 15 reflex save or take 2d12 points of slashing/Electric damage).
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U.S. Air Force KC-135R Stratotanker Aircraft Arrive in Norway for Exercise Cold Response 20
#USAirForce KC-135R Stratotanker Aircraft Arrive in Norway for Exercise Cold Response 20.
U.S. Air Force KC-135R Stratotanker aircraft and personnel assigned to the 168th Wing, Eielson Air Force Base, Alaska, arrived at Ørland Air Station, Norway, to take part in Exercise Cold Response 20 (CR20) from March 9-18.
The U.S. will be represented by service members from each of its military services who will join forces with Norway and eight other allied and partner nations. In total, some…
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#Boeing KC-135 Stratotanker#Eielson AFB#Exercise Cold Response#Military exercise#Norway#Ørland Air Base#U.S. Air Force (USAF)#USA
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Arizona ANG F-16C Aircraft Arrive in Norway for Exercise Cold Response 20
Arizona ANG F-16C Aircraft Arrive in #Norway for Exercise #ColdResponse 20.
F-16C Fighting Falcon aircraft and personnel assigned to the 162nd Wing, Arizona Air National Guard, arrived at Bodø Air Station, Norway, to take part in Exercise Cold Response 20 (CR20) from March 9-18.
The U.S. will be represented by service members from each of its military services who will join forces with Norway and eight other allied and partner nations. In total, some 15,000 personnel…
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#Air National Guard (ANG)#Arizona Air National Guard (AZ ANG)#Exercise Cold Response#Fighter aircraft#Lockheed Martin F-16#Military exercise#Norway#U.S. Air Force (USAF)#USA
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