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Converting original D&D and Mystara monsters
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<blockquote data-quote="Cleon" data-source="post: 6365125" data-attributes="member: 57383"><p>I'll start a working draft to rough out some ideas:</p><p></p><p><span style="font-size: 12px"><strong>Sunfire Whip</strong></span></p><p><strong><em>Evocation</em></strong><em><strong> (<span style="color: #ff0000">?</span>)</strong></em></p><p><strong>Level:</strong> Goat 4, Sor/Wiz 4 [<span style="color: #ff0000"><strong>?</strong></span>]</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Effect:</strong> One whip</p><p><strong>Duration:</strong> 1 round/caster level [<span style="color: #ff0000"><strong>?</strong></span>] or until discharged</p><p><strong>Saving Throw:</strong> None or Reflex (see below) [<span style="color: #ff0000"><strong>?</strong></span>]</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>This spell creates a whiplike strand of energy in the caster's hand. The caster can attack any target within a 30-foot reach as if the <em>sunfire whip</em> were a melee weapon, except the caster does not threaten the area within the whip's reach. Its attack bonus is equal to the caster's base attack bonus plus the bonus of the caster's key casting statistic (e.g. Charisma for a sorcerer), plus a +1 enhancement bonus. A <em>sunfire whip's</em> enhancement bonus increases to +2 against extraplanar creatures, +3 against undead and chaotic or evil outsiders, and +4 against chaotic evil outsiders such as demons.</p><p></p><p>A <em>sunfire whip</em> does 3d6 [<span style="color: #ff0000"><strong>?</strong></span>] damage, plus the whip's enhancement bonus (see above). It does double damage (6d6) to undead, chaotic or evil outsiders, and creatures to which sunlight is harmful or unnatural.</p><p></p><p>If the <em>sunfire whip</em> scores a critical hit, the target becomes entangled for 1d4 rounds as if they were trapped in a net attached to the caster by a 30 ft. long trailing rope (q.v. Net, except there are no size restrictions). Every round a target is entangled by the <em>sunfire whip</em> they automatically take damage on the caster's initiative (3d6 or 6d6 plus enhancement bonus, as above). The caster cannot attack other opponents with the <em>sunfire whip</em> while it entangles a target, but the caster can release the entangled target at any time as a free action. The entangled target can also escape by succeeding at an Escape Artist check or Strength check against a DC of 20 plus the caster's level.</p><p></p><p>The caster can discharge a <em>sunfire whip</em> as a standard action. This inflicts the sunfire whip's damage (3d6 or 6d6 plus enhancement bonus) to all creatures within 30 feet but allows a Reflex save for half damage. Discharging the <em>sunfire whip</em> ends the spell.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6365125, member: 57383"] I'll start a working draft to rough out some ideas: [SIZE=3][B]Sunfire Whip[/B][/SIZE] [B][I]Evocation[/I][/B][I][B] ([COLOR=#ff0000]?[/COLOR])[/B][/I] [B]Level:[/B] Goat 4, Sor/Wiz 4 [[COLOR=#ff0000][B]?[/B][/COLOR]] [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Effect:[/B] One whip [B]Duration:[/B] 1 round/caster level [[COLOR=#ff0000][B]?[/B][/COLOR]] or until discharged [B]Saving Throw:[/B] None or Reflex (see below) [[COLOR=#ff0000][B]?[/B][/COLOR]] [B]Spell Resistance:[/B] No This spell creates a whiplike strand of energy in the caster's hand. The caster can attack any target within a 30-foot reach as if the [I]sunfire whip[/I] were a melee weapon, except the caster does not threaten the area within the whip's reach. Its attack bonus is equal to the caster's base attack bonus plus the bonus of the caster's key casting statistic (e.g. Charisma for a sorcerer), plus a +1 enhancement bonus. A [I]sunfire whip's[/I] enhancement bonus increases to +2 against extraplanar creatures, +3 against undead and chaotic or evil outsiders, and +4 against chaotic evil outsiders such as demons. A [I]sunfire whip[/I] does 3d6 [[COLOR=#ff0000][B]?[/B][/COLOR]] damage, plus the whip's enhancement bonus (see above). It does double damage (6d6) to undead, chaotic or evil outsiders, and creatures to which sunlight is harmful or unnatural. If the [I]sunfire whip[/I] scores a critical hit, the target becomes entangled for 1d4 rounds as if they were trapped in a net attached to the caster by a 30 ft. long trailing rope (q.v. Net, except there are no size restrictions). Every round a target is entangled by the [I]sunfire whip[/I] they automatically take damage on the caster's initiative (3d6 or 6d6 plus enhancement bonus, as above). The caster cannot attack other opponents with the [I]sunfire whip[/I] while it entangles a target, but the caster can release the entangled target at any time as a free action. The entangled target can also escape by succeeding at an Escape Artist check or Strength check against a DC of 20 plus the caster's level. The caster can discharge a [I]sunfire whip[/I] as a standard action. This inflicts the sunfire whip's damage (3d6 or 6d6 plus enhancement bonus) to all creatures within 30 feet but allows a Reflex save for half damage. Discharging the [I]sunfire whip[/I] ends the spell. [/QUOTE]
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