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Old 13th February 2009, 08:01 PM   #261 (permalink)
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1) We should remove the egg stuff from the warrior and knight.

2) I still don't see the level 4 abiity increase for the knight. I suggest putting it in Wis.
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Old 13th February 2009, 08:17 PM   #262 (permalink)
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Updated 'em.

And you are correct on the knight...I've now through the extra point in Wis as you suggested.
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Old 13th February 2009, 09:54 PM   #263 (permalink)
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If demiurge doesn't have any other corrections, then I think they're done.
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Old 13th February 2009, 10:50 PM   #264 (permalink)
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Let us be finished here.
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Old 17th February 2009, 04:43 PM   #265 (permalink)
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Plainsjan
CLIMATE/TERRAIN: Deserts of Anadia and other planets
FREQUENCY: Very rare
ORGANIZATION: Colony
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Neutral evil
NO. APPEARING: 2d6
ARMOR CLASS: 7
MOVEMENT 12
HIT DIE: 5
THAC0: 16
NO. OF ATTACKS: 3
DAMAGE/ATTACKS: 1d2/1d2/1d4
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Immune to poison
SIZE: S (3' tall)
MORALE: Average (11-12)
XP VALUE: 270 each

These creatures look much like gremlins or imps, belonging in fact to the same family. Devilish little creatures that love to prey upon those weaker or in smaller numbers, the plainsjan have pointed little ears much like those of elves, but they have very sharp teeth and large claws for their size. Their small but stout tails are sometimes used for balance when feeding upon taller targets.

Combat: The plainsjan is a creature that thrives almost completely upon the freshly killed flesh of umber hulks, supplementing the diet with other humanoids or creatures. When plainsjan attack, they always do so in numbers that warrant their winning. They attack in groups, biting and scratching from as many different directions as possible.

The bite of a plainsjan has a slight intoxicating effect which is easily shaken off. A successful save vs. poison, with a bonus of +1 , easily eliminates its effects. The poison otherwise causes one to fight at -1 because of the slight delirium. Besides, the victim's Strength, Dexterity, Wisdom, and Intelligence temporarily fall one point for 2d4 rounds. This poison effect is cumulative, which makes these creatures dangerous opponents if not properly dealt with quickly.

Their claws are so sharp that, due to blood loss, they inflict an additional point of damage for each of two subsequent melee rounds unless the wounds are dealt with immediately. When these pests attack, they usually use all three attack modes each melee round.

Habitat/Society: These creatures live in tight family-and friend-oriented clans. These groups of plainsjan hunt and fight together. They tend to be quite territorial as well.

Plainsjan prefer to live in arid areas where water is hard to find. Currently, most are near the Anadian equator, but a few have been spotted in the deserts of Toril. This spread is due to the carelessness of spelljamming adventurers, or perhaps the vitality of some people's evil streak. Wherever they are seen, plainsjan run rampant, killing everything they can.

When these creatures breed, their progeny are always born in sets of twos-either identical twins or multiple sets of identical twins are born. The twins spend the rest of their lives together, sharing the same mates and food supplies.

Originally appeared in SJR2 - Realmspace (1991).
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Inside my hands these petals browned;
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Old 17th February 2009, 05:59 PM   #266 (permalink)
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That's an... odd diet. It calls them kin to both gremlins and imps, so we might want to make them extraplanar?
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Old 17th February 2009, 08:51 PM   #267 (permalink)
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Hmmm...I think they're technically "extraterrestrial" rather than extraplanar.

Odd diet indeed! Spelljammer sure liked umber hulks.

It sounds like the claws have wounding.

Imp ability scores may fit perfectly: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14.
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Old 17th February 2009, 10:17 PM   #268 (permalink)
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Claws have infernal wound, certainly. Should we simplify the poison?
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Old 17th February 2009, 11:43 PM   #269 (permalink)
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Sure.

Added to Homebrews.
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Inside my hands these petals browned;
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Old 18th February 2009, 04:49 AM   #270 (permalink)
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Should the bleeding stop after 2 rounds per the original?

Should poison sicken for X rounds? Or would we rather due short term ability damage?
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Old 18th February 2009, 09:15 AM   #271 (permalink)
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I like the sickening. Sickening stacks to nausea, stacks to dazed?
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Old 18th February 2009, 03:42 PM   #272 (permalink)
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Not sure if I prefer that or stacking (rather than overlapping) durations on sickened. Probably what you suggest, though.
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Old 18th February 2009, 04:34 PM   #273 (permalink)
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Quote:
Originally Posted by freyar View Post
Should the bleeding stop after 2 rounds per the original?
I vote "no", as it's easy enough to undo with a cure minor wounds or a Heal check.

I like the sicken/nausea/daze, but I'm not sure it fits into the traditional poison structure anymore. Make it a unique ability, and note that anything that affects poison applies to the intoxicating bite?
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Inside my hands these petals browned;
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I pushed my fingers through the earth,
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Old 18th February 2009, 05:52 PM   #274 (permalink)
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Sounds good to me.
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Old 18th February 2009, 07:56 PM   #275 (permalink)
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All that's fine, but aren't there poisons with primary and/or secondary damage "sickened for X rounds"? I'm pretty sure DCv1 has them, and it's not so different than unconsciousness. I guess the stacking might need to be explained.
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Old 18th February 2009, 08:26 PM   #276 (permalink)
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Yeah, there are poisons like that. The problem is, by default, the same poison doesn't stack. So if someone gets sickened on the first bite, they won't become nauseated on the next bite.
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"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
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so it could live, I walked away now."

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Old 19th February 2009, 04:43 AM   #277 (permalink)
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Let's make it unique, then, but keep it mostly like poison w/no secondary damage.
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Old 19th February 2009, 09:31 PM   #278 (permalink)
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Borrowing liberally from troglodyte stench (another "poison but not poison" ability)...

Intoxicating Venom (Ex): A creature bitten by a plainsjan must succeed on a DC x Fortitude save or be sickened for 2d4 rounds. A second bite worsens the condition to nauseated for 2d4 rounds, while a third bite dazes the victim for 1 round. The save DC is Constitution-based. A delay poison or neutralize poison spell removes all effects from an affected creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
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Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

"I won't kill you, but I don't have to save you." - Batman, Batman Begins
"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

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Old 19th February 2009, 09:41 PM   #279 (permalink)
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Looks good to me.
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Old 19th February 2009, 10:16 PM   #280 (permalink)
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Updated.

Damage reduction 5/cold iron?

Skills: 48
Balance, Jump, Listen, Spot, Survival, Tumble?

Feats: 2
Ability Focus (intoxicating venom), Multiattack, Weapon Finesse (B)?
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"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

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