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#cr 119
namchyoon · 2 months
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day 119/547 until joon returns cr. jung-koook
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lesbiansloveseokjin · 2 months
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day 119/548 of taehyung's military service
these selcas were posted on 141006 with the caption:
Getting ready to sleep, finished. Sleep well.
(T/N: He made a pun; 잘 means both "well" and "sleep" - trans cr: Mary@ bts-trans)
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jiinjiinjarra · 4 days
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Preview:
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BTS // Media // Weverse // [Behind Cut] Package // RUN BTS! // Ep. 119 // 201208 (preview) & 201209 // 2020
date: 2020-12-08 & 2020-12-09
Cr. Weverse Media
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aricastmblr · 1 month
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Jimin es ahora el primer y único artista en la historia en tener tres canciones en Worldwide All-Kill en iTunes, ¡con 119 #1!
También es el primer y único artista en lograr el All-Kill en múltiples canciones.
Solos y proyectos de Jimin con 100 #1 en iTunes
With You — All Kill 119 Like Crazy — All Kill 119 Closer Than This — All Kill 119 Filter — 118 Set Me Free Pt.2 — 113 Vibe — 102 Angel Pt.1 — 101
Jimin ahora posee tres de las cuatro canciones que lograron iTunes All-Kill Worldwide. cr. a JiminGlobal
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xiyao-feels · 2 years
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I was looking at the scene of LXC and LWJ and the bunnies—it's a memory in a dream, in the second incense burner chapter, so I suppose you could reject it but I think the most natural interpretation is that it's just how it happened. And it's really interesting!
(scene + thoughts on LXC's characterization and the Jades' relationship below the cut—plus a very little bit of xiyao, lol)
ER translation, ch 119
Not long afterwards, he managed to make out the whispering voices of two boys. He walked closer, finding that one of their voices sounded quite familiar, “… Nobody had ever kept any within the bounds of the Cloud Recesses. To do such a thing is unheard of.”
After a moment of silence, the other boy answered, somewhat dejected, “I know. But… I have already made my promise. I cannot go against my word.”
Wei WuXian picked this up. He sneakily glanced over. As expected, conversing amidst a clearing of green grass was Lan XiChen and Lan WangJi.
It was a spring day vibrant with soft winds. The young brothers seemed to be two immaculate pieces of jade, reflected against each other. Both were dressed in snowy robes, their wide sleeves and forehead ribbons flapping in the wind, almost as if they were a painting. The Lan WangJi at this point in time was also just about sixteen. He frowned slightly, as though he was worried about something. What he held in his arm was a white rabbit, sniffing its pink nose, and beside his foot was another rabbit, its long ears perked up as it stood clinging to his boot, trying to climb up.
Lan XiChen, “How could the casual remarks between two boys be considered a serious promise? Is it really because of this?”
Lan WangJi looked at the ground and said nothing.
Lan XiChen smiled, “Fine. Then if by any chance Uncle asks of this, you must explain things to him properly. These days, you have been spending just a little too much time on them.”
Lan WangJi nodded solemnly, “Thank you, Brother.” With a pause, he added, “… They will not affect my studies.”
Lan XiChen, “I know, WangJi. However, you must not tell Uncle who gave these to you. Or else, out of rage, he would make you send them away no matter what.”
Hearing this, it seemed as though Lan WangJi hugged the rabbit in his arms even tighter. Lan XiChen smiled. He reached out and poked the rabbit’s pink nose with his fingertip, before leisurely walking away.
So some thoughts:
a) that bit with LXC poking the rabbit's nose is adorable, help. Has this been in any of the adaptations? Is there any fanart of this? I must see it.
b) I think this is a really interesting look at the relationship between the young Jades, specifically. In particular it's a great example of how on the one hand LXC is extremely indulgent and supportive of LWJ and how, on the other hand, they both consider LXC to have legitimate authority over LWJ, which he exercises (legitimately). I think there can be a tendency to, I suppose, understand that authority negatively, but that's not really how it's written: both LXC's authority over and correcting of LWJ, and his support and indulgence of LWJ, are presented as part of the same good relationship. They don't contradict each other; they work together.
And it is clear that LXC does correct him. He's supporting LWJ on the bunnies (and instructing him not to tell LQR the details so the bunnies don't get sent away!), even though "To [keep bunnies within CR] is unheard of", and he's also telling him that he's been spending a bit too much time on them lately. And it is entirely as a loving older brother, but I think if your understanding of their relationship doesn't include that kind of loving correction, it is missing something.
(This isn't the only time this happens, to be clear. In the lectures at CR arc, of course, but we also see it near the beginning, when LWJ drags MXY home, and LXC cancels it and tells him to treat his guests better, and also in a variety of other places but listing all of them is outside the scope of this post.)
(b ii. I do think this makes an interesting contrast with WWX and JC; one of the fault lines there was that while WWX absolutely loved JC I'm not sure he ever saw JC as having legitimate authority over him. Which was a real problem when JC was actually his sect leader.)
(b. iii And it's also interesting to consider in light of NMJ's relationship with NHS and JGY both! One of NMJ's failings is, I think, his failure to actually effectively correct NHS. Obviously this is not just on him, NHS plays a role here too, but while many of NHS' hobbies are fine his failure to develop anything beyond that really is a problem—see also how he's totally sheltered during Sunshot, while pretty much every other major figure in the major clans was a major figure in the war. And while NMJ is certainly angry with him about it, and we see him express that anger, he also indulges NHS hugely and—okay I'm extrapolating some here but from what we do see it looks like the discipline is mostly anger-based, he lashes out and punishes NHS when he's angry and lets him off when he's amused or whatever, and that's really not a good way to teach someone! And then if you consider his relationship with JGY—part of the reason he swears brotherhood with JGY is his desire to guide him, but his efforts on this front are worse than useless, and he doesn't extend him any support at all.)
c) I also think it's interesting as a look at LXC in its own right, separate from what it says about his relationship with LWJ. In particular I think it's very telling that he instructs LWJ not to tell LQR who gave the bunnies to him, lest LQR make LWJ send them away! First, it certainly shows a strong trust in his own judgement; he knows LQR would not agree with him but he knows what he's doing. Secondly, I think it's really worth noting that he's proposing something at least adjacent to deceiving LQR: he's helping conceal information from LQR that LQR would absolutely think was relevant to his decision! Indeed, he's actively suggesting the concealment. And LQR is their uncle and teacher—and LXC isn't even sect leader at this point. Now I do think it matters that it's not the same thing as lying directly to LQR; they're just avoiding giving him certain information. That's not where everyone draws a line but I do think it's one of LXC's. And I think it all suggests he has a grasp of subtleties and of subtle distinctions even this early on in the timeline.
(Interestingly we see him use pretty much exactly the same tactic in much worse circumstances later on in the timeline; after LWJ and WWX escape from Carp Tower, and LXC returns, LQR has woken but LXC "told everyone not to tell him anything unnecessary" (64).)
(c ii. I'll also take a moment to be a xiyao and add, while I think JGY probably does ever lie to LXC about things, I'm pretty sure most of what he's done is simply not give LXC all the information. They really are very similar in a lot of ways!)
d) This is far from a perfect parallel but reflecting on LXC and JGY's similarities, I can't help but link this moment, with LXC backing LWJ up on the bunnies, with JGY giving JL Fairy. They're very different situations in a lot of ways, but they are both helping a beloved younger relative, with kindness and support, through animal companionship. There are a lot of differences too, of course; but I do think it speaks to some of the ways in which they're similar, which is more than people think.
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pathfinderunlocked · 4 months
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Barber Robot - CR12 Construct
Time for a buzz cut!
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Artwork by nickel.paris on Instagram.
Hopefully you weren't in the mood for a reasonable, believable monster today. Instead, here's something I designed for my own magical girl campaign. It's designed to be a boss's minion, not something your players fight by itself.
Barber Robot - CR 12
Two arms apparently weren't thought to be enough by whoever designed this six-armed maximum-efficiency barber robot. It holds various salon tools in its hands, including several different types of dangerous-looking scissors and electric razors.
XP 19,200 N Medium construct (robot) Init +6 Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 28, touch 12, flat-footed 25 (+2 Dex, +16 natural) hp 119 (18d10+20) plus 33 temp hp Fort +13 (+10 without Beautify), Ref +10, Will +7 Defensive Abilities beautiful resistance DR 5/adamantine Immune construct traits Resist fire 10, acid 10, cold 10 Weaknesses vulnerable to electricity, vulnerable to critical hits (see text)
OFFENSE
Speed 30 ft. Melee 3 scissors and buzzsaws +26 (2d6+7) Ranged 3 hairspray missiles +21 (2d10 plus 1d8 fire) (20 foot range increment) Special Attacks beautify, shaving cream spray (20-ft. cone, 6d6 acid, Reflex DC 21 for half, 1/day)
STATISTICS
Str 24, Dex 15, Con —, Int 6, Wis 12, Cha 24 (18 without Beautify) Base Atk +18; CMB +25; CMD 37 Feats Alertness, Far Shot, Improved Initiative, Lightning Reflexes, Point Blank Shot, Precise Shot, Skill Focus (Profession: barber), Vital Strike, Weapon Focus (scissors and buzzsaws), Weapon Focus (hairspray missiles) Skills Knowledge (local) +4, Perception +10, Profession (barber) +16, Sense Motive +3 Languages Common
SPECIAL ABILITIES
Beautify (Ex) As a standard action, a barber robot can repair damage to the hair, skin and clothing of a willing creature it can touch, healing 4d8+15 hit points of damage and granting the target a +6 enhancement bonus to Charisma for 1 hour or until the next time it takes damage, whichever comes first. Healing in excess of the target's maximum hit points are granted as temporary hit points instead, which last for 1 hour. Once a creature has benefited from a specific barber robot's Beautify ability, it cannot benefit from that same barber robot's Beautify ability again for 24 hours.
The effects of using this ability on itself is already included in its statistics above.
Beautifiul Resistance (Ex) A barber robot gains a bonus on Fortitude saving throws equal to its Charisma bonus. This bonus is already included in its statistics.
Hairspray Missiles (Ex) As a standard action, a barber robot can fire 3 explosive missiles propelled by burning hairspray. These missiles are ranged attacks with 20-ft. range increments. Each missile deals 2d10 bludgeoning damage and 1d8 fire damage on a successful hit.
Shaving Cream Spray (Ex) Once per day as a standard action, a barber robot can unleash a spray of skin-melting shaving cream in a 20-ft. cone. Targets in the area of effect take 6d6 acid damage and are blinded for 1d4+2 rounds. A successful Reflex save (DC 21) halves the damage and reduces the blinding effect to 1 round. The save DC is Dexterity-based.
Vulnerable to Critical Hits (Ex) Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round.  If it makes the saving throw, it is instead staggered for 1 round.
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quietsphere · 1 year
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I posted 2,185 times in 2022
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#yeah yeah of course its wheels will turn and it will be functional but he wont possibly be able to put his weight on it he cant stand on th
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"Oh the fragility, my Valentine"
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I think he left the stove on 🔥
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#3
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"True bravery inspires others to fall in line behind you and defy their illusions"
- Ariks Eshteross
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#2
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See the full post
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My #1 post of 2022
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I want to thank Brennan Lee Mulligan for being the way he is and granting me this top 1 lmao
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palidoozy-art · 2 years
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The more I thought about your latest write-up, the more curious I became about the mechanics behind the Prophet encounter. It sounds REALLY NEAT! Can you tell us more about its stats and/or how you ran it?
So I'm gonna be 100% honest, haha, and say that it was actually a reskin of a CR 26 monster (scaled down slightly) taken from a third party book I use called Tome of Titans. Honestly, I've had to lean a lot on 2CGaming's stuff because they're one of the few D&D publishing houses that 1) makes tier 3-4 content, 2) does incredibly fun stuff with encounter design and the design of 5e in general, and 3) goes extremely in-depth with their monsters, even giving you guidelines on how to run "easier" and "harder" variants of the same encounter (without changing the stats).
Would also strongly recommend their two bestiaries, Total Party Kill volumes 1 and 2. Just... dear god, read the warning at the front, you'll kill your party if you throw these monsters against them like you do vanilla baseline D&D monsters.
Anyway, the name of the original monster is Etteilla (pg 65). In the book, she's a supreme diviner -- a goddess of prophecy, which is why she's tarot-themed. I reskinned her in my game so that she was comprised of the seers of dusk elves past (Kjosev's mom is among them).
Mechanically, while you don't NEED a tarot deck, she operates off of the draws from the minor arcana (the book gives you a 'mythic' variant designed for level 20+ characters that also utilizes major). You can substitute this for a dice roll instead. Generally speaking, she has five types of actions she can do on her turn:
Attack with SWORDS
Create a barrier with PENTACLES
Heal with CUPS
Manipulate or copy a spell effect with WANDS.
throw cards lol
At the start of her turn, you draw a card from the tarot. That card is considered the trump card for her entire round. Whatever card drawn empowers the actions she can take.
For instance, if the card drawn at the start of her turn is, say, a three of swords, that means all of her damage from her swords attack is doubled. If the card drawn is a page of pentacles, then the barrier becomes essentially 150 temp hp for herself. When she does her card throw, you draw 5 cards, and refer to a chart that tells you how much damage each of them deal. If any of them are in the suite of the trump card, they deal double damage.
(And yes, the turn where she dealt 383 damage in one round was when her swords was empowered).
The reason I drew her with cards in front of her face was so that my players would have a visual indicator of what the trump card was that turn, and could prepare for it accordingly.
If you do pick up the book and decide to run this fight, I would actually recommend adjusting her multiattack to say "Etteilla makes two attacks or makes one attack and takes one other action." Her swords baseline deals 64 (10d10+9) slashing damage per hit. When empowered, it's 119 (20d10+9) damage, and while granted, she is a CR26 encounter... if your players are not super optimized or have resistance to slashing damage it will fuck them lol. Kelogul got crit at the start of the encounter and took 183 damage from her attacks that round. He's a paladin with the toughness feat with 224 hp. I should have readjusted her abilities a touch at first but I missed it. Still, they beat it, at least!
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thecreaturecodex · 2 years
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Zoalinth
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Image © David Gallagher
[Our newest theme block is going to be for Fighting Fantasy. Fighting Fantasy is a series of Choose Your Own Adventure style books, and was expanded into a tabletop RPG. Several, actually. I’m basing the monsters in this block off of the information from Beyond the Pit, a compilation of monsters from the series done for the Advanced Fighting Fantasy RPG in 2011. I’m going with the second book partially because it has more interesting and original monsters than the first, Out of the Pit, and partially because it credits individual artists, which I always appreciate.
In the original text, the zoalinth is a creation of Chaos made by and guarding a wizard. There’s a lot of references to Chaos--the Fighting Fantasy line was created by Steven Jackson and Ian Livingstone, who founded Games Workshop. So the books definitely draw from the same pool of influences as Warhammer, but are aimed at children so they’re less relentlessly grim. Chaos monster plus vaguely resembles an established humanoid equals a good excuse for me to make it a fleshwarp.]
Zoalinth CR 9 NE Aberration This creature is bipedal and vaguely humanoid, with a body covered in a mix of scales and shaggy feathers. It has two heads, each like that of a crocodile, and two arms, each of which has eight clawed fingers. It has a long tail, ending in an array of paired spines.
The zoalinth is the product of fleshwarping techniques applied to lizardfolk. Their bodies are a riot of misapplied evolution, with different parts of their bodies expressing traits of birds, dinosaurs and crocodiles. As fleshwarps go, they are loyal and relatively intelligent, and often serve drow masters willingly for the opportunity to inflict pain. Drow often trust them with tasks that they would not risk delegating to other fleshwarped creatures.
In combat, a zoalinth prefers to use its wide variety of natural weapons than any form of manufactured weapon. Each head can spit a gout of acid, and zoalinths often use this to put pressure on spellcasters hiding in the back ranks of combat. They often split up their attacks in melee between multiple enemies, more as a way to show off their prowess than out of tactical efficacy. They will fight to the death if ordered to, but otherwise attempt to flee a losing confrontation when badly injured.
A zoalinth stands about ten feet tall, with a tail almost that length again. Their two heads share the same personality, but they do have the habit of vocalizing their “inner” thoughts with one of the heads while the other engages in conversation.
Zoalinth CR 9 XP 6,400 NE Large aberration Init +5; Senses darkvision 60 ft., Perception +20 Defense AC 21, touch 10, flat-footed 20 (-1 size, +1 Dex, +11 natural) hp 119 (14d8+56) Fort +10, Ref +5, Will +10 Resist acid 10, electricity 10 Defensive Abilities fortification (25%), slippery mind Offense Speed 30 ft., swim 15 ft. Melee 2 claws +15 (1d6+6), 2 bites +15 (1d8+6), tail slap +13 (1d12+3) Ranged 2 acid jets +10 touch (4d8 acid plus sickened) Space 10 ft.; Reach 10 ft. Statistics Str 22, Dex 13, Con 18, Int 11, Wis 13, Cha 8 Base Atk +10; CMB +17; CMD 28 Feats Alertness, Great Fortitude, Improved Initiative, Multiattack, Point Blank Shot, Power Attack, Precise Shot Skills Acrobatics +17, Climb +18, Perception +20, Sense Motive +15, Stealth +9, Swim +26; Racial Modifiers +4 Acrobatics, +2 Perception Languages Draconic, Undercommon SQ thagomizer Ecology Environment any marshes and underground Organization solitary, pair or honor guard (3-6) Treasure incidental Special Abilities Acid Jet (Ex) A zoalinth can spit acid from one of its heads as a standard action, and both heads as a full attack action. Treat these acid jets as a ranged touch attack with a range of 60 feet and no range increment. A creature struck takes 4d8 points of acid damage and must succeed a DC 21 Fortitude save or be sickened from pain for 1d4 rounds. A creature struck by both acid jets in the same round does not have to save twice, but does suffer a -2 penalty to the single save. A zoalinth can spit acid from each of its heads every 1d4 rounds; track each head separately. The save DC is Constitution based. Slippery Mind (Ex) If a zoalinth is affected by an enchantment spell or effect and fails its saving throw, it may attempt a second save 1 round later at the same DC. If it fails this second chance, it does not gain another save against that effect. Thagomizer (Ex) A zoalinth’s tail slap attack deals bludgeoning and piercing damage.
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bimollymauk · 1 year
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I posted 3,948 times in 2022
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#the second i saw that they have a special display thing for your zodiac i knew they were not going to be a good service
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Both setting this up and cleaning up took so much time and effort, but damn if it wasn't worth it.
113 notes - Posted July 8, 2022
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Happy seven year anniversary to Critical Role.
Their stories have been there for me through some tough times and I’m so thankful for them. Here’s to seven more.
114 notes - Posted March 15, 2022
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"Is she your favourite?"
How we holding up fellow imodna fans? I'm fine... this is fine...
123 notes - Posted September 12, 2022
#2
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"Recognize the alpha." *Insert noise of Matt shuffling off screen* 
 Feeling like shit, so I don't have anything clever to say. Here's a little Chetney for y'all. I'm so proud of the tiny hat I made.
169 notes - Posted September 28, 2022
My #1 post of 2022
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Double, double toil and trouble; fire burn and caldron bubble. 
 Happy Halloween from these three witches to you. Since Halloween is my birthday, I'm going to attempt to post more Halloween themed pictures with my dolls. Caleb and Essek dressed up as cats coming next. If you have any more ideas, please share them with me!
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lesbiansloveseokjin · 4 months
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day 119/639 of yoongi's military service
this selca was posted on 140321 with the caption:
Hello I’m Suga. Today’s Music Bank… it’s sad *sobs*… these promotions were frantic but we did our best!! ARMYs, you worked really hard on cheering us!! Thanks a lot, I love you~~
(trans cr: Iraide @ bts-trans)
Boy in Luv performance from that day:
youtube
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paperanddice · 2 years
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The secrets of Janus are embodied in the mirrormen, a truly mysterious group of dreams who seem to manifest in defense of... something. What exactly they are defending is uncertain so far, as the places they appear don't seem to have any clear connection. Mirrormen are even more enigmatic than other Janus creatures, and some believe that they are the key to unlocking who or what Janus really is, but so far no mirrorman has given up the slightest hint of information.
With their own strength mirrormen aren't all that powerful, using small daggers of broken glass and conjuring up magical defenses, but they can be truly deadly in their ability to become a mirror of their opponent. Powerful attacks and spells are copied perfectly, and when used strategically these can cause incredible amounts of devastation, though often to the detriment of the mirrorman itself. As they are primarily defensive by nature, this can be more to their benefit, allowing them to strike back exactly as hard as they are struck, and meaning that first strikes against them are often heavily damaging to the person seeking to bypass the mirrorman's guard post.
Originally from the Dreamblade Base Set. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I'm working on, consider backing me there!
5th Edition
With its at will spells, mirrormen area nearly always encountered under the effects of mage armor and mirror image. You can roll 1d10 to see how long it has been since the mirrorman cast the mirror image, and roll that many d6 to determine whether the spell has recharged. The CR for the mirrorman is quite hard to gauge, since a big portion of their abilities are based off of what is used against them, but this is my estimate for what level they'll be somewhat dangerous without completely overwhelming low level characters.
Mirrorman Medium aberration (janus), unaligned Armor Class 13 (or 16 with mage armor) Hit Points 119 (14d8 + 56) Speed 30 ft. Str 14 (+2) Dex 16 (+3) Con 18 (+4) Int 15 (+2) Wis 13 (+1) Cha 18 (+4) Skills Insight +7, Perception +7, Stealth +6 Senses passive Perception 17 Languages any four languages Challenge 7 (2900 XP) Mirror Step. The mirrorman can use 5 feet of movement to step into a reflective surface, and can teleport into an unoccupied space within 5 feet of another reflective surface within 500 feet of the first one, using another 5 feet of movement. If it doesn't have enough movement to enter and exit a surface, it cannot enter a surface. Both surfaces must be at least the same size as the mirrorman. It can only use this ability once per turn, and must end its turn outside of a reflective surface. Two Faced. The mirrorman is immune to being flanked, and has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. The mirrorman has two reactions per round, but can only take one per turn. Actions Multiattack. The mirrorman makes two Mirror Shard attacks. Mirror Shard. Melee Weapon Attack: +6 to hit, reach 5 ft., two targets. Hit: 5 (1d4+3) piercing damage. The mirrorman uses the same attack roll and damage roll against both targets. Spellcasting. The mirrorman casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: disguise self, invisibility, mage armor Recharge 6: mirror image Reactions Mirror Spell (Recharge 3-6). The mirrorman can mirror a spell cast by a creature it can see that only targets the mirrorman or the caster. The mirrorman casts the spell, targeting itself or the caster (its choice). Any save or attack roll for the spell uses the original caster's spell save DC or spell attack bonus. The spells are cast at the same time, so the results of one spell cannot prevent the other from being cast. Mirror Strike (Recharge 3-6). When the mirrorman is the target of an attack by a creature it can see, before the attack is made it can choose to mirror the attack back. The mirrorman targets the attacker, and makes the same attack back, using the attackers attack roll and dealing the damage the mirrorman takes to the target. Any secondary effects from the attack (such as being knocked prone or being poisoned, but not killed) that affect the mirrorman also affect the attacker. Any save required by the attack uses the original attackers save DC. Both attacks land at the same time, so the results of one attack cannot prevent the other from occurring.
13th Age
Mirrorman  Triple-strength 5th level spoiler [aberration]  Initiative: +12 Mirror Shard +10 vs. AC (2 attacks, each against a different enemy) - 20 damage Natural Even Hit: The target also takes 5 ongoing damage. Natural 18+: The target is also vulnerable to mirror strike attacks (hard save ends, 16+). Mirror Strike: As an action, the mirrorman can choose one attack it or one of its mirror image duplicates was hit with since its last turn and copies that attack. The attack is the same kind as the original (melee, ranged, close quarters), uses the same attack bonus as was used against the mirrorman, targets the same defense, deals the same damage as the original attack, and the mirrorman gains any additional benefits the attacker gained from the hit. Mirror Image: 1/battle, as a quick action, the mirrorman can create 1d3 illusory duplicates of itself that last until the end of the battle. If an attack against the mirrorman is a natural odd roll, the attack strikes a duplicate. The attacker rolls damage against the duplicate and destroys it. Mirror Step: As a move action, the mirrorman can step into one reflective surface and teleport to any other reflective surface it can see nearby or far away. Two-Faced: The mirrorman can roll saves at the start and end of each of its turns. AC 20 PD 18 MD 18 HP 190
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nerdnonymous0902 · 1 year
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#also also also did not realize burn for you & alone together by barlow & bear are on my top listened-to songs rn hahaha
My Top Posts in 2022:
#5
I DIED WHEN MY SISTER (NEW TO CR/TLOVM) SAID THAT PERCY EXPERIENCED SO MUCH TRAUMA THAT HE HAD TO DYE HIS HAIR 😭🤣
136 notes - Posted February 1, 2022
#4
ME TO EVERY VAXLETH SCENE:
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153 notes - Posted February 11, 2022
#3
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lucius is my live slug reaction
(01, 02, 03 / instagram / blackbonnet playlist)
190 notes - Posted April 4, 2022
#2
"YOU KNOW IM IN LOVE WITH YOU, RIGHT?" 😍😭😭
SCREAMING, CRYING, AND THROWING UP
191 notes - Posted February 11, 2022
My #1 post of 2022
nick nelson did the impossible:
making me believe, once again, that the right person will come along
275 notes - Posted April 27, 2022
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pathfinderunlocked · 6 months
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Shadeflesh Assailant - CR17 Shifter/Shadowdancer
An NPC based on Meliodas from the Seven Deadly Sins anime.
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Artwork by SonimBlenim on DeviantArt.
There's something compelling to me about anime-style combatants that don't wear armor. I'm always trying to do that with my own player characters, and this time I did it with an NPC.
This character is a fiendflesh shifter, an unusual shifter archetype. There are almost no published shifter NPCs in the first place, so a regular shifter probably would have been a useful stat block for me to publish already, without giving it an edgy archetype and multiclassing into shadowdancer. Oh well!
It has a custom magic item that gives it 1/3 spellcasting, the shadespell earrings. I also gave it a third-party spell, shadow mage armor, published by The Knotty Works. Its powerful and expensive equipment, plus its unusually high ability scores, increase its CR by 1. However, because so much of its equipment is in the form of magic tattoos, it still only gives slightly more treasure than a typical CR17 humanoid enemy.
It only casts Shadow Weapon if an ally needs a weapon, and only casts Umbral Gear if it needs something other than a weapon. If it gets disarmed, it can just use its claws or spells.
The tiefling version of Smite Good interacts interestingly with the defile armor spell. Because the smite effect ends as soon as a tiefling makes a successful attack, a shadeflesh assailant prefers to smite at the end of its turn and then attack at the start of its next turn, instead of smiting right before the attack. Defile armor is mostly just useful for the AC, though.
Sorry for the one billion class features. This is what happens when I try to follow the rules for PC character creation when making an enemy NPC. I even left out some of the shifter abilities that it'll never use, like track and wild empathy.
When running this creature in combat, you probably want to start off the fight with Fiendish Aspect and shadowform, using the weaker buff spells only if you have rounds to spare. Illusions, darkness, and Shadow Jump might give you those rounds to spare, though. Shadow evocation is probably best used to cast controlled fireball, or maybe wall of fire if you need to separate creatures from each other. Don't use it to cast wall of ice unless you want to spend the rest of your session trying to wrap your brain around how walls that are 20% real work when something hits them.
Shadeflesh Assailant - CR 17
Garbed in swirling shadows of physically manifested darkness which have formed themselves into claws and wings, this swordsman stares intently. A dark sigil is branded into his forehead.
XP 102,400 Tiefling, fiendflesh shifter 9 / shadowdancer 8 NE Medium outsider (native) Init +8 Senses see in darkness; Perception +21
DEFENSE
AC 31, touch 25, flat-footed 26 (+4 defensive instinct, +4 Dex, +1 dodge, +4 mage armor, +2 natural, +6 Wis); +4 vs. AoO hp 217 (17d10+119) plus 28 temp hp Fort +18, Ref +16, Will +15; +1 vs. illusion spells Defensive Abilities defensive instinct, defensive roll, evasion, improved uncanny dodge, shadow duplicate (4/day), slippery mind Resist cold 5, electricity 10, fire 10
OFFENSE
Speed 30 ft. Melee +3 falchion +24/+19/+14 (2d4+12/18–20) or 2 claws +23 (1d6+6) Special Attacks fiendish aspect, shadow jump, smite good
Shadowdancer Spell-like Abilities (CL 8th; concentration +11) 4/day—silent image (DC 15, see Shadow's Embrace text) 3/day—shadow conjuration (DC 18) 1/day—shadow evocation (DC 19)
Runeward Tattoo Spell-like Abilities (CL 17th; concentration +20) At will—detect magic (illusion auras only)
Spells Prepared (CL 6th; concentration +12) 4th (2/day)—greater false life (already cast), shadowform (DC 21) 3rd (3/day)—communal protection from good, defile armor, unholy ward 2nd (5/day)—corpse lanterns, desecrate, false life (x2), shadow mage armor (already cast, see text) 1st (6/day)—dark whispers, darting duplicate (x4), shadow weapon
BASE STATISTICS
Without shadow mage armor, the shadeflesh assailant's statistics are: AC 24, touch 20, ff 24; Skills Stealth +26
STATISTICS
Str 23, Dex 18, Con 22, Int 10, Wis 23, Cha 16 Base Atk +15; CMB +21; CMD 42 Feats Combat Expertise, Dodge, Inscribe Magical Tattoo, Iron Will, Mobility, Power Attack, Shadow's Embrace, Spell Focus (illusion), Toughness Skills Acrobatics +17, Bluff +18, Climb +8, Craft (calligraphy) +8, Disguise +11, Fly +14, Knowledge (planes) +14, Linguistics +4, Perception +21, Perform (dance) +8, Stealth +30, Swim +12; Racial Bonuses +2 Bluff, +2 Stealth Languages Abyssal, Common, Druidic, Infernal, Necril SQ hide in plain sight, rogue talents (shadow duplicate, umbral gear), shifter claws Combat Gear +3 falchion, aquatic ring of resistance +2, runeward tattoo (illusion), swirling smoke tattoo, weapon tattoo, shadespell earrings
SPECIAL ABILITIES
Defensive Instinct (Ex) When unarmored, not using a shield, unencumbered, and conscious, a shadeflesh assailant adds its Wisdom bonus (typically +6) to its AC and CMD. If it is wearing nonmetal armor or using a nonmetal shield, it instead adds half its Wisdom bonus to her AC (typically +3). In addition, the shifter gains a +4 bonus to her AC and CMD regardless of armor. These bonuses are already included in its statistics above.
These bonuses to AC apply even against touch attacks and when the shadeflesh assailant is flat-footed. It loses these bonuses when it is immobilized or helpless.
Defensive Roll (Ex) Once per day, a shadeflesh assailant can attempt to avoid a lethal blow. When it would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the shadeflesh assailant can attempt to roll with the damage by attempting a Reflex saving throw (DC = damage dealt). If the save succeeds, the shadeflesh assailant takes only half damage from the blow; if the save fails, it takes full damage.
The shadeflesh assailant must be aware of the attack and able to react to it in order to execute its defensive roll—if it is denied its Dexterity bonus to AC, it can’t use this ability. The shadeflesh assailant's evasion ability does not apply to the defensive roll.
Fiendish Aspect (Su) A shadeflesh assailant can temporarily transform its body into an amalgam of otherworldly evil creatures as a swift action. While in this form, it gains a gore natural attack that deals 1d6 points of damage, shadowy wings that grant a fly speed of 30 feet (average maneuverability), and DR 2/good.
Additionally, each time a shadeflesh assailant uses Fiendish Aspect, it can choose to gain one of the following benefits:
Acid resistance 10 and a +4 profane bonus on saves against disease
Its electricity resistance doubles to 20
Its fire resistance doubles to 20
A shadeflesh assailant can maintain this form for 12 minutes per day. The duration does not need to be consecutive but must be spent in 1-minute increments.
Hide in Plain Sight (Su) A shadeflesh assailant can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light, it can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.
Shadow Duplicate (Su) Four times per day as an immediate action when the shadeflesh assailant is hit, it can create a single shadow duplicate of itself, as per mirror image (caster level 17). The GM randomly determines whether the attack hit the shadeflesh assailant or the shadow duplicate. The shadow duplicate lasts for 17 rounds, or until the shadow duplicate is dispelled or destroyed. This ability does not stack with the mirror image spell.
Shadow's Embrace (Sp) By spending a use of its silent image shadowdancer spell-like ability, a shadeflesh assailant can instead cast darkness centered on itself. As a standard action, it can raise or lower the illumination level of the effect, from darkness up to normal light.
Shadow Jump (Su) A shadeflash assailant can travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadeflesh assailant can jump up to a total of 160 feet each day in this way; this may be a single jump of 160 feet or multiple smaller jumps. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Shifter Claws (Su) A shadeflesh assailant's claws count as magic, evil, cold iron, and silver for the purposes of overcoming damage reduction.
Slippery Mind (Ex) If a shadeflesh assailant is affected by an enchantment spell or effect and fails its saving throw, it can attempt it again 1 round later at the same DC. It gets only this one extra chance to succeed on its saving throw.
Smite Good (Su) Once per day, a tiefling with this racial trait can smite a good-aligned creature. As a swift action, the tiefling chooses one target within sight to smite. If this target is good, the tiefling adds its Charisma bonus (typically +2) to attack rolls against the target and gains a bonus on damage rolls against the target equal to the tiefling's number of Hit Dice (typically +17). This effect lasts until the first time the tiefling successfully hits its designated target.
Spellcasting Thanks to its shadespell earrings, a shadeflesh assailant is considered a prepared divine spellcaster, gaining spell slots at the same rate as a ranger. Like a ranger, it uses Wisdom for spellcasting, and its caster level is 3 lower than its actual level.
A shadeflesh assailant draws its spells from the antipaladin spell list, as well as any illusion and necromancy spells on the witch spell list. If a spell appears on both spell lists at different spell levels, a shadeflesh assailant uses the lower spell level.
The shadespell earrings count as a holy symbol when casting spells with a divine focus component.
Summon Shadow (Su) A shadeflesh assailant can summon a shadow, an undead shade. Its statistics are described below. This shadow serves as a companion to the shadeflesh assailant and can communicate intelligibly with the shadeflesh assailant.
If a shadow companion is destroyed, or the shadeflesh assailant chooses to dismiss it, the shadeflesh assailant must make a DC 15 Fortitude save or gain one permanent negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.
Swirling Smoke Tattoo A shadeflesh assailant wears a swirling smoke tattoo. If the tattoo is visible when the shadeflesh assailant is hit by a melee or ranged attack or when the bearer fails a Reflex save, the shadeflesh assailant can activate the tattoo to shroud itself in mist as an immediate action. This imposes a 20% miss chance on attacks made against the bearer. On a failed Reflex save, it grants the ability to reroll the Reflex save and gain a +4 bonus.
The shadeflesh assailant can use the tattoo's ability three times per day.
Umbral Gear (Su) As a standard action while in an area of dim light or darkness, a shaeflesh assailant can coalesce wisps of shadow into a quasi-real, functional item. It can choose whether to make a crowbar, 50 feet of silk rope, a glass cutter, a light melee weapon with which she is proficient, a reversible cloak, thieves’ tools, or a wire saw; the GM may allow other similar items. The shadeflesh assailant can use such items for 27 minutes per day. This duration does not need to be consecutive, but it must be used in 1-minute increments.
An item created with this ability remains until the shadeflesh assailant is no longer touching it, or until it runs out of duration for this talent, at which time it dissolves.
Weapon Tattoo A shadeflesh assailant wears a weapon tattoo. This tattoo can store one medium weapon, typically its +3 falchion. Storing a weapon in the tattoo is a full-round action, but removing a weapon from the tattoo is only a swift action.
Shadow Companion
NE Medium undead (incorporeal) Init +2 Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge) hp 108 (half of master's hp; 3 HD) Fort +12, Ref +12, Will +6; +4 vs. positive energy Defensive Abilities incorporeal, channel resistance +2 Immune undead traits, turn undead, command undead
OFFENSE
Speed fly 40 ft. (good) Melee incorporeal touch +17 (1d6 Strength damage) Special Attacks create spawn
STATISTICS
Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15 Base Atk +15; CMB +17; CMD 30 Feats Dodge, Skill Focus (Perception) Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light) Languages Common, Necril
SPECIAL ABILITIES
Strength Damage (Su) A shadow companion’s touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
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i-ve-been-to-hell · 1 year
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I posted 1,849 times in 2022
21 posts created (1%)
1,828 posts reblogged (99%)
Blogs I reblogged the most:
@freshcutgrasss
@nothingwithdignity
@kobaltsoul
@i-see-7-cats
@slayerscake
I tagged 1,845 of my posts in 2022
#critical role - 934 posts
#c3 - 337 posts
#cr: spoilers - 222 posts
#mighty nein - 202 posts
#exu calamity - 170 posts
#vox machina - 137 posts
#laudna - 119 posts
#cr: fan art - 118 posts
#tlovm - 116 posts
#cr: cast reactions - 112 posts
Longest Tag: 138 characters
#says the guy who in s1 was angry that his siblings went on the diplomatic mission when that was his job & who eventually became inquisitor
My Top Posts in 2022:
#5
Love the realisation going around the table that Laudna was indeed one of the people they hung on the Sun Tree
29 notes - Posted March 18, 2022
#4
Orym, *looking at the moons*: maybe running isn't the solution
You're talking about Imogen or yourself?
34 notes - Posted April 8, 2022
#3
Well. This breaks the streak of the only one to be able to kill Marishas PC to be Marisha
39 notes - Posted September 16, 2022
#2
If you had never seen c1, in any different setting, Laudna's backstory would be somewhat met with comments of going too hard on the Tragic Backstory.
Knowing the Sun Tree scene, we all - while still deeply unsettled - just go: ah yes, the Sun Tree scene, we've all seen it
42 notes - Posted March 18, 2022
My #1 post of 2022
And Fearne had to break the "we can't heal her because we revivified you" to the guy already dealing with survivor's guilt.
64 notes - Posted September 16, 2022
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scurvgirl · 1 year
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I posted 646 times in 2022
That's 119 more posts than 2021!
234 posts created (36%)
412 posts reblogged (64%)
Blogs I reblogged the most:
@background-palindrome
@lillotte17
@first-flower-of-my-house
@fashion-runways
@jackalopedread
I tagged 581 of my posts in 2022
Only 10% of my posts had no tags
#scurvysays - 139 posts
#fan art - 126 posts
#dragon age - 125 posts
#critical role - 118 posts
#solas - 64 posts
#fashion - 60 posts
#gorgeous art - 57 posts
#scurv talks cr - 49 posts
#lavellan - 47 posts
#solavellan - 43 posts
Longest Tag: 125 characters
#you as as an adult have already acquired language and thus your brain has created efficient neueal networks for that language
My Top Posts in 2022:
#5
Essek: *takes weeks and months to research possible local cat pairs will produce a kitten that will suit Caleb*
Caleb: *walking through Rexxentrum one day* *reaches down to what looks like a mud pile and pulls out a hissy kitten* This one. *tucks the still hissing kitten into his coat*
Essek: But it is filthy.
Caleb: Exactly. No one was paying attention to him, but I saw him.
300 notes - Posted October 16, 2022
#4
[A sending stone vibrates, a hand meaning to deactivate it accidentally activates it instead.]
Beau: Hey, Hey Caleb. Yasha's got this new green bean casserole recipe she wants to try. Can we have some of your green beans?
Caleb, audibly breathing heavily: ah, Beauregard, I'm, uh, a bit busy at the moment. [More heavy breathing]
[A pause]
Beau: IS IT ESSEK?? HEY ESSEK!
Yasha, softer than Beau from present: What if it's not Essek, that would be awkward.
Caleb, still breathing heavily: Ladies, please, now-
Beau: Of course it's Essek, who else could it be?
Yasha: I don't know. Caleb is a handsome guy, maybe...
Beau: Nah, it has to be-
[Essek rises and leans over to the sending stone]
Essek: Caleb and I are currently indisposed, we will message you back later about the green beans.
[A brief cheer is heard before a Silence spell is cast on the stone]
Caleb, reaching for Essek: Now, where were we?
[In Zadash]
Beau: I fuckin' KNEW it!
Yasha: You're so smart, babe.
378 notes - Posted December 3, 2022
#3
I love Ashton and Imogen’s dynamic. Friends who deeply understand the wanting to be around other people but other people hurt so so much. For Ashton the pain is physical, for Imogen it’s mental. 
390 notes - Posted September 24, 2022
#2
Ashton: I’m fuckin’ raging!
Also Ashton:
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784 notes - Posted April 23, 2022
My #1 post of 2022
I haven’t seen this on my dash so here it is. The U.S. House of Representatives passed a bill codifying same-sex marriage and it is now going to the Senate where there really is an actual chance of it passing. Sure, there are assholes who won’t support it, but there are Republican senators willing to support it and we need their support to get this passed. If you live in a state with a Republican senator, please call the senate office telling them that as a constituent, you support same-sex marriage and the Respect for Marriage Act.
The following senators are reported to be undecided, if one of these senators is yours, CALL!!!
Richard Burr, North Carolina
Roy Blunt, Missouri
Mike Braun, Indiana
Joni Ernst, Iowa
Cynthia Lummis, Wyoming
Rand Paul, Kentucky
Mitch McConnell?, Kentucky (yeah, I’m shocked the evil undead gizzard demon is in the undecided category as well but...might as well pressure the fucker)
Mitt Romney, Utah 
Mike Rounds, South Dakota (specifically Mr. Rounds is quoted as acknowledging difference between a religious marriage and a legal one, go ahead and specify that you support granting couples the legal rights and protections that are given with a legal marriage)
Rick Scott, Florida 
Dan Sullivan, Alaska (notably, Mr. Sullivan is quoted to recognize and respect the existing Supreme Court ruling on same-sex marriage! Pressure this man!!)
John Thune, South Dakota
Patt Toomey, Pennsylvania
Tommy Tuberville, Alabama
Todd Young, Indiana
This information was gathered from CNN on 7/21/22.
For clarification: Same-sex marriage is legal in all 50 states right now based on the 2015 Supreme Court ruling. But, with the court standing as it is and with Roe being taken down, codifying same-sex marriage in law would mean that the Supreme Court would have a much, MUCH harder time stripping away the right. This is important. Marriage as a legal binding is critical to allowing spouses to visit each other in the hospital, make medical decisions, share assets, adopt and form families, and more. We need TEN Republicans to support the bill, so far there are FIVE likely supporters - we need AT LEAST FIVE MORE.
Please reblog this!!!
35,681 notes - Posted July 21, 2022
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