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Friday, 2 July 2010
Sökmotoroptimering
Mood:  bright
This blog has proven to stay indexed by Google. This is good when building sattelites for SEO (sökmotoroptimering).

Posted by blight-shark at 7:41 PM EDT
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Saturday, 23 August 2008
W O R L D O F W A R C R A F T : M O N S T E R G U I D E
Mood:  cheeky
This chapter explains various creature types and the special abilities that many monsters possess. Some abilities, such as ability score loss, are described in WoW RPG, Chapter 13: Abilities and Conditions.
Aberration Type: An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.

Features: An aberration has the following features.
• d8 Hit Dice.
• Base attack bonus equal to 3/4 total Hit Dice (as healer).
• Good Will saves.
• Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: An aberration possesses the following traits (unless otherwise noted in a creature’s entry).
• Darkvision out to 60 feet.
• Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.
• Proficient with whatever type of armor (i.e., light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor.
• Aberrations eat, sleep, and breathe. Ability Score Loss (Su): Some attacks reduce the opponent’s score in one or more abilities. This loss can be temporary (ability damage) or permanent (ability drain).

Ability Damage: This attack damages an opponent’s ability score. The creature’s descriptive text gives the ability and the amount of damage. If an attack that causes ability damage scores a critical hit, it deals twice the indicated amount of damage (if the damage is expressed as a die range, roll twice). Ability damage returns at the
rate of 1 point per day for each affected ability. Ability Drain: This effect permanently reduces a living opponent’s ability score when the creature hits with a melee attack. The creature’s descriptive text gives the ability and the amount drained. If an attack that causes ability drain scores a critical hit, it drains twice the indicated amount (if the damage is expressed as a die range, roll twice). Unless otherwise specified in the creature’s description, a draining creature gains 5 temporary hit points (10 on a critical hit) whenever it drains an ability score, no matter how many points it actually drains.  emporary hit points gained in this fashion normally last for a maximum of 1 hour.

Some ability drain attacks allow a Fortitude save (DC 10 + 1/2 the draining creature’s racial HD + the draining creature’s Charisma modifier; the exact DC is given in the creature’s descriptive text). If no saving throw is mentioned, none is allowed.

Alternate Form (Su): A creature with this special quality has the ability to assume one or more specific alternate forms. This ability works much like the polymorph spell, except that the creature is limited to the forms specified, and does not regain any hit points for changing its form. Assuming an alternate form results in the following changes to the creature:
• The creature retains the type and subtype of its original form. It gains the size of its new form.
• The creature loses the natural weapons, natural armor, movement modes, and extraordinary special attacks of its original form.
• The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
• The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
• The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spelllike abilities or supernatural attacks of its new form.
• The creature gains the physical ability scores (Str, Agy, Sta) of its new form. It retains the mental ability scores (Int, Spt, Cha) of its original form.
• The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
• The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
• The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability simply to appear as a typical creature of its new shape. Air Subtype: This subtype usually is used for elementals and outsiders with a connection to Skywall on the Elemental Plane. Air creatures usually have fly speeds and perfect maneuverability. Animal Type: An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Features: An animal has the following features (unless otherwise noted in a creature’s entry).
• d8 Hit Dice.
• Base attack bonus equal to 3/4 total Hit Dice (as healer).
• Good Fortitude and Reflex saves (certain animals have different good saves).
• Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: An animal possesses the following traits (unless otherwise noted in a creature’s entry).
• Intellect score of 1 or 2 (no creature with an Intellect score of 3 or higher can be an animal).
• Low-light vision.
• Alignment: Always neutral.

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Posted by blight-shark at 3:14 PM EDT
Updated: Saturday, 23 August 2008 3:20 PM EDT
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Monday, 2 June 2008
This is one good old service provider
Mood:  bright
Topic: Work Horse
This is one old famous work horse to add to my pagerank project. But will it link properly back to my main blog?

Posted by blight-shark at 6:48 PM EDT
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