Converting Oriental Adventures creatures - Page 7
  1. #61
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    Added to Homebrews.

    Drop the daylight powerlessness?

    Suggested writeups for aura of despair, create replacement, and fireball form?

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    Yes, I think drop dayligth powerlessness.

    Ok, I know there are critters with auras that leaving and reentering requires a new save, but I can't remember which. Anyway, for tha aura of despair, I'd copy one of those and plug in the penalties from crushing despair. I think that would work.

    Does create replacement need to do anything? Maybe it's a special plane shift removing the victim's body?

    Not much idea on the fireball form. Perhaps something like lantern archons?

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    Here's an aura that works whenever something is within range...

    Mind Freeze Aura (Su): At the end of each of a frostwind virago's turns, creatures within 30 feet of her must succeed on a DC 30 Will save or be shaken for 1 round. Those who fail by 5 or more are dazed for 1 round, and those who fail by 10 or more are stunned for 1 round. The save DC is Charisma-based. A frostwind virago can suppress this ability at will as a free action. Frostwind viragos are immune to this aura.

    And another...

    Insidious Aura (Su): A remmanon emanates a telepathic aura that plays on the doubts and fears of its foes. Opponents that begin their turn within 30 feet of a remmanon must succeed on a DC 26 Will save or suffer the effect of a confusion spell for that round. An affected foe never treats a remmanon as the nearest creature for the purpose of determining the confusion effect. The save DC is Charisma-based.

    A remmanon and allies within 30 feet of it gain a +4 bonus on attack rolls against opponents affected by this aura.

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    I don't think that's it, but those are very interesting! I think I'm remembering the phrasing, or maybe not. Maybe we should just go with something simple like those:

    Aura of Despair (Su): At the end of each of a suicide spirit's turns, creatures within 30 feet must succeed on a DC X Will save or take a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for X rounds. The save DC is Charisma-based. Suicide spirits are immune to this aura.

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    That looks good. I suggest we borrow the remmemon's ability and give suicide spirits a bonus to attack despairing victims.

    Create replacement is create spawn, only the suicide spirit then dies, right? Does the spawn form immediately, or does it take a while?

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    Good idea about the bonus to attack victims. +2 or just +1?

    The replacement isn't a spawn, actually. It just means the body disappears with the suicide spirit. Maybe this should be a one-way plane shift where the suicide spirit takes its victim's body off to another plane, essentially meaning you need true resurrection to bring it back (or wish or miracle, I guess). What do you think?

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    Interesting idea, but is that too powerful for its probable CR?

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    I don't think so. Barghests have a "die forever" ability at CR 4.

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    It doesn't necessarily have to be fast, maybe it's a full round actio that requires Concentration, or something.

  10. #70
    Quote Originally Posted by Shade View Post
    Here's an aura that works whenever something is within range...

    Mind Freeze Aura (Su): At the end of each of a frostwind virago's turns, creatures within 30 feet of her must succeed on a DC 30 Will save or be shaken for 1 round. Those who fail by 5 or more are dazed for 1 round, and those who fail by 10 or more are stunned for 1 round. The save DC is Charisma-based. A frostwind virago can suppress this ability at will as a free action. Frostwind viragos are immune to this aura.

    And another...

    Insidious Aura (Su): A remmanon emanates a telepathic aura that plays on the doubts and fears of its foes. Opponents that begin their turn within 30 feet of a remmanon must succeed on a DC 26 Will save or suffer the effect of a confusion spell for that round. An affected foe never treats a remmanon as the nearest creature for the purpose of determining the confusion effect. The save DC is Charisma-based.

    A remmanon and allies within 30 feet of it gain a +4 bonus on attack rolls against opponents affected by this aura.
    The second of those is an interesting take and could fit their modus operandi - they try to disorient and terrify their intended replacement into a life-threatening situation.

    Although from what I remember of such spirits they usually select a victim for this attack, which implies a ranged single-target power rather than an aura. Some kind of panic or short-duration confusion power would work.

    However, I also think they should have an "Aura of Despair" to demoralize (Shaken?) those around them.

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