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squishycube
2005-04-19, 03:31 AM
Recently I looked and my signature, and behold: it's a letter short! The board ate the last few characters of my sig and I think I know why:

The field in the database where a users signature is stored probably has the same maximum length as the field where you fill the signature in, 300 characters. But Yabb probably isn't stupid, so they must have programmed some security in. One of those security measures is the 'addslashes' feature, which adds some characters so all strings are safe to store in the database. But: This makes a signature a few characters longer.

Considering my signature is almost the maximum length and it contains some characters that get slashed (" and ') there is a very easy solution for this: just make the field in the database a tad longer then the field in HTML is allowed to be and your done.

This would mean that someone who is VERY persuasive can get a longer signature (By hacking the input field) but someone who can do that will more likely do nastier stuff anyway...

This might not be worth anyone's time actually, but I just noticed it...

RawBearNYC
2005-04-19, 04:10 PM
The one problem with your logic is the assumption that there's a structured database in use with these boards. There's not, the data is stored in flat files. As such, there's no field length to change. Yabb uses some other logic to determine the length of the display. I know it's bad of me to say, but I don't know that it's important enough to look into changing :)

squishycube
2005-04-20, 03:14 AM
Aha, well thanks for clearing that up anyway. I'll try to squeeze my signature in some other way.

Baron Corm
2005-04-21, 10:54 PM
Modified for signature purposes, hopefully no one minds (originally posted 4/21/05, so I don't think so), didn't want to clutter the forums with a new thread:

Bilaceratyx
Size/Type: Large Outsider (Chaotic, Evil, Obyrith)
Hit Dice: 14d8+140 (213 hp)
Initiative: +0
Speed: 20 feet
Armor Class: 28, touch 9, flat-footed 28 (-1 size, +13 natural, +6 banded mail)
Base Attack/Grapple: +14/+24
Attack: Slam +19 melee (2d8+6)
Full Attack: 2 Slams +19 melee (2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Loumara trap, crush, spiked flesh, ancient toughness, nightmare mastery
Special Qualities: Immune to poison, immune to mind-affecting, resistance to cold, electricity, acid, and fire 10, fast healing 7, form of madness, true seeing, telepathy 100 feet, sleeper stalker, spell resistance 24, damage reduction 5/-
Saves: Fort +14, Ref +9, Will +10
Abilities: Str 23, Dex 10, Con 21, Int 15, Wis 12, Cha 9
Skills: Knowledge (all) +19
Feats: 4 feats, Power Attack
Enviroment: The Abyss
Organization: Solitary or 2 (Dipod)
Challange Rating: 12
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 15-44 HD (Large)
Level Adjustment: —

Bilaceratyxes appear to be a mishmosh of spikes and flesh, charcoal colored but with glowing red eyes. Their "arms" have no hands, instead ending in stumps, but are unusually long and flexible. They are known for their control over nightmares in addition to their physical strength. It is this which allows them to shape their basic form into whatever would be most frightening to its opponent.

Bilaceratyxes are a tough and tactical obyrith, so it is no surprise that they have survived where many obyriths have died out. Their resourcefulness has led them to adopt the wearing of armor, as well as knowledge of most current worldly affairs.

With the birth of the loumaras, bilaceratyxes have discovered a power that they never before knew; the power to trap loumaras within themselves, greatly bolstering their own abilities. This has increased their usefulness to the current demon lords, so they should be around for much, much longer.

Bilaceratyxes speak all languages, including secret languages. There is a possibility that the bilaceratyx may not know the language if it was first created within the last few decades.

Combat

A bilaceratyx is a crafty fiend. The whole battle, it may seem as if he is rampaging randomly, but he is in fact maneuvering into position to use his crush attack. If he respects his prey as combatants, he will use his ancient toughness ability as soon as possible.

Ancient Toughness (Ex)

Bilaceratyxes are like a demonic representation of pure carnal toughness and ferocity, from a time when these concepts were fresh and young. They receive twice the normal bonus to hit points from their Constitution bonus, add their Constitution bonus as a natural armor bonus to AC, and have 50% Fortification. In addition, a bilaceratyx can double its current Strength and Constitution scores as a full-round action. This effect lasts for 5 rounds, and may only be performed every 1d6 minutes.

Crush (Ex)

Bilaceratyxes may seem slow, and they are. However, when a creature gets into just the right position, the bilaceratyx can bring its gigantic appendages down with great speed and force onto that spot. As a swift action, the bilaceratyx can attack with both of its slam attacks whenever a creature is exactly 10 feet away from it on either its left or its right. Both of these attacks do double damage, if they hit.

Spiked Flesh (Ex)

Any creature attacking a bilaceratyx with a natural or unarmed melee attack automatically takes 1d8+6 points of damage. A creature attacking a bilaceratyx with any other non-reach melee attack must have an attack roll made against it as a free action to deal this damage.

Sleeper Stalker (Su)

A bilaceratyx cannot be sensed by a sleeping creature. It does not need to make Hide or Move Silently checks against one, and cannot be smelled, felt, or tasted.

Nightmare Mastery (Su)

Bilaceratyxes have the ability to control the nightmares of a sleeping creature, causing the effects of it to persist even after waking. This functions as a bestow greater curse spell, with a caster level equal to the bilaceratyx's hit dice. It can only be used if the creature is already having bad dreams. Bilaceratyxes gain as much pleasure from ruining lives with this ability as they do killing creatures; perhaps even more so.

Bilaceratyxes can sense nightmares and those having them at a range up to their telepathy range.

Loumara Trap (Su)

Bilaceratyxes can be possessed by any loumara, even if it would not normally fall under the list of things that loumara could possess. It always appears to the loumara to be the most optimal target for possession in range. The bilaceratyx gains the special qualities and special attacks of the possessing loumara (though all DCs are Constitution-based), and is not controlled by it in any way. If any of the loumara's ability scores are higher than the bilaceratyx's, the bilaceratyx uses that score instead of his own.

A bilaceratyx can contain loumara with a total amount of hit dice equal to his own, distributed among them in any fashion. If the bilaceratyx is "full", he no longer appears as possessable to loumara, though the bilaceratyx may eject any captured loumara as a full-round action.

The trapped loumara may make saves to escape the bilaceratyx as if it were being possessed itself. These save DCs are Constitution-based. In addition, a true seeing spell or similar will allow a loumara to recognize a bliaceratyx for what it really is.

Form of Madness (Su)

A bilaceratyx's form is akin to an amalgamation of all of the most horrible nightmares ever dreamt, and can be tailor-made to fit its current enemy's worst nightmare; any creature who fails its save becomes permanently panicked (though this can be removed by fear removing effects). Instead of cowering when backed into a corner, the creature becomes literally petrified. It is surmised that cornered victims are what compose the spikes on a bilaceratyx, but none have lived to confirm that.


Firecracker Demon
Size/Type: Medium Outsider (Obyrith, Chaotic, Evil)
Hit Dice: 18d8+36 (117 hp)
Initiative: +7
Speed: 30 feet
Armor Class: 21, touch 17, flat-footed 14 (+7 dex, +4 natural)
Base Attack/Grapple: +18/+21
Attack: Claw +25 melee (1d4+3 plus 1d8 hellfire)
Full Attack: 2 claws +25 melee (1d4+3 plus 1d8 hellfire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Crack, firecracker touch
Special Qualities: Immune to poison, immune to mind-affecting, resistance to electricity and acid 10, immune to fire, fast healing 6, form of madness, true seeing, telepathy 100 feet
Saves: Fort +13, Ref +18, Will +12
Abilities: Str 16, Dex 25, Con 15, Int 14, Wis 12, Cha 23
Skills: Disguise +27, 9 skills max rank 21
Feats: 6 feats, Weapon Finesse
Enviroment: The Abyss
Organization: Solitary or 2-6 (Coven)
Challange Rating: 11
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By character class
Level Adjustment: —

Firecracker demons are essentially fire elementals gone wrong. The flesh of their bodies drips a mixture of mucous and magma, and the air around them cracks with heat and potential energy, especially concentrated at their clawed fingertips. Their ability to create as-of-yet irresistible hellfire is what makes them most dangerous. They were the sole source of it for aeons, until Mephistopheles found out how to make it for himself.

Firecracker demons have survived the widespread obyrith extinction by, firstly, being extremely powerful and useful, and secondly, by being adept at hiding their nature. They walk amongst the tanar'ri in hooded cloaks, sometimes with a few gem adornments. Most pass them off as a cultist or servant. However, a firecracker demon who cracks can have one of his fireballs destroyed even by accident, and over the millenia, their numbers have been slowly dwindling.

Combat

Firecracker demons are somewhat formidable fighters on their own, but when threatened, at low health, or just in the mood to have some fun, they will use their Crack ability.

Crack (Su)

As an immediate action, a firecracker demon can explode into 6 firecracker fireballs. The stats for them are given below. They may each act on the firecracker demon's next (or current) turn, retaining the same initiative order, however they lose the immediate action which was used already. This splitting deals 12d6 hellfire damage to all creatures within 20 feet of the explosion, with a Reflex save for half damage (DC 25, Charisma-based).

Firecracker Touch (Su)

A firecracker demon who hits with his claw attack causes a tiny explosion which deals an additional 3d6 hellfire damage to the target creature and other creatures in the same square, with a Reflex save for half damage (DC 26, Dexterity-based).

Form of Madness (Su)

Firecracker demons consist of fire from the deepest of hellpits. Their visage is one to haunt forever, burned upon the mind of the victim; any creature who fails its save is unable to close its eyes until it is the subject of a remove curse spell and an atonement spell. This prevents sleeping (or trancing) and may cause blindness from lack of blinking. A creature who becomes blind or was blind already must make a second save or become forced to think about the hellfire, and driven insane. Treat this as permanently confused.


Firecracker Fireball
Size/Type: Small Outsider (Obyrith, Chaotic, Evil)
Hit Dice: 3d8+6 (19 hp)
Initiative: +7
Speed: 50 feet fly (good)
Armor Class: 18, touch 18, flat-footed 11 (+1 size, +7 dex)
Base Attack/Grapple: +3/+2
Attack: Burning touch +10 melee (1d8 hellfire)
Full Attack: Burning touch +10 melee (1d8 hellfire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Regroup, firecracker touch
Special Qualities: Immune to poison, immune to disease, immune to mind-affecting, not subject to critical hits or ability damage or drain, immune to physical damage, immune to energy damage except cold, fast healing 1, form of madness, true seeing, telepathy 100 feet
Saves: Fort +5, Ref +10, Will +4
Abilities: Str 16, Dex 25, Con 15, Int 14, Wis 12, Cha 23
Skills: 10 skills max rank 6
Feats: 1 feat, Weapon Finesse
Enviroment: The Abyss
Organization: Always 6
Challange Rating: 11 for 6 of them; same as firecracker in demon form
Treasure: None
Alignment: Always Chaotic Evil
Advancement: By character class
Level Adjustment: —

Firecracker fireballs are mostly insubstantial and shapeless demonic fireballs which attack by throwing themselves at their targets and exploding, shortly thereafter regenerating. The only known way to defeat them is with large amounts of cold damage applied quickly, or with powerful death or energy drain spells.

A firecracker demon who advances in a character class transfers the class levels over to each of its fireballs.

Combat

Firecracker fireballs always work together, as they share the same mind. They like to play with their victims, as they cannot be easily hurt. At the first sign of frost, they will either focus their fire on the source, or flee. They tend not to regroup until out of sight of any other creatures, or if one of their weaknesses is nearby and fleeing is impossible.

Regroup (Su)

As a full-round action, a firecracker demon may join together his 6 fireball parts, as long as they are all alive and adjacent. If any have died, he cannot regroup. The firecracker demon has the same health he had before cracking.

Firecracker Touch (Su)

A firecracker fireball who hits with his burning touch attack explodes and does 6d6 hellfire damage to all creatures (including the original target) within 10 feet with a Reflex save for half damage (DC 18, Dexterity-based). It reforms as a free action with full hit points, after the damage is dealt.

Form of Madness (Su)

As firecracker demon.


Bontyke
Size/Type: Small Outsider (Loumara, Incorporeal, Chaotic, Evil)
Hit Dice: 9d8-27 (13 hp)
Initiative: +0
Speed: 30 feet fly (perfect)
Armor Class: 12, touch 12, flat-footed 12 (+1 size, +1 deflection)
Base Attack/Grapple: +9/+5
Attack: Incorporeal touch +9 melee (1d3 Strength)
Full Attack: Incorporeal touch +9 melee (1d3 Strength)
Space/Reach: 5 ft./5 ft.
Special Attacks: Possession, glibness
Special Qualities: Immune to acid, electricity, and fire, resistance to cold 10, telepathy 100 feet, mind into matter
Saves: Fort +3, Ref +6, Will +15
Abilities: Str -, Dex 11, Con 4, Int 29, Wis 29, Cha 4
Skills: 13 skills max rank 12, Hide +16, Knowledge (arcana, religion, the planes) +21
Feats: 4 feats
Enviroment: The Abyss
Organization: Solitary
Challange Rating: 2
Treasure: None
Alignment: Always Chaotic Evil
Advancement: By bonuses stolen
Level Adjustment: —

Bontykes feed off of the magical bonds between magician and pet. They might masquerade for months, feeding off the energy of both, before finally killing both and moving on to their next victims.

Possession (Su)

Bontykes are capable of possessing any animal companion or familiar. A bontyke slowly removes the bonuses given to the companion and adds them to itself. This rate is dependent on the bonuses, but generally it's 1 ability score per day, 1 natural armor every other day, or 1 hit die per week. In addition, the master takes penalties equal to the bonuses removed. These changes are permanent unless the bontyke is killed.

When stealing bonus hit dice, bontykes gain a level of spellcasting in the class of the companion's master in addition to a hit die (of outsider). This does not grant the bontyke any class features except spellcasting.

Mind Into Matter

Bontykes are not very good at coaxing, and have low inherent magical powers, but still are very adept at forcing their way into a host. They add both their Intelligence and Wisdom modifiers to their Possession DC, instead of their Charisma bonus (this makes it DC 32).

Glibness (Sp)

Bontykes can cast glibness as a spell-like ability at will. They use this ability to pose as the companion.

Gorbash Kazdar
2005-04-22, 12:08 AM
Uhm, yeah...

Anyways, you could try what I did, though it's probably not a good idea to abuse this option too much. My sig is actually an image so I could fit in both quotes and some links. There's actually an official policy on using images in signatures, though I don't have the link handy right now.

RawBearNYC
2005-04-22, 10:07 AM
Uhm, yeah...

Anyways, you could try what I did, though it's probably not a good idea to abuse this option too much. My sig is actually an image so I could fit in both quotes and some links. There's actually an official policy on using images in signatures, though I don't have the link handy right now.

http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=news;action=display;num=1104791498