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An Unearthed Arcana I would like to see - mechanical fixes
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<blockquote data-quote="Mistwell" data-source="post: 7546608" data-attributes="member: 2525"><p>Gentlemen. I have the perfect thing for this argument!</p><p></p><p><span style="font-size: 15px"><a href="https://drive.google.com/file/d/0B8B-0UPgVOuoTXpoSTR6NHprc0E/view" target="_blank">Night Of The Straw Men</a></span></p><p></p><p>It's a fine adventure. Recommended. Go check it out. I might even convert it to 5e some time. But dang, check out how much text is needed for the stats! It's only 7 pages long, but could have been 5 pages if they had cut some of the fat from those stats!</p><p></p><p><span style="font-size: 12px"><em>Scarecrow CR 3</em></span></p><p><strong>HP</strong> 47 (5 HD)</p><p><strong>DR</strong> 5/slashing or bludgeoning</p><p><strong>Type </strong>Always N Medium construct</p><p><strong>Init </strong>+5 </p><p><strong>Senses </strong>all-around vision, darkvision 60 ft., low-light vision; Listen +0, Spot +4</p><p><strong>Aura</strong> unsettling presence (60 ft., DC 12)</p><p><strong>Languages </strong>understands creator’s orders; magic mouth</p><p><strong>AC </strong>14, touch 10, flat-footed 14 (+4 natural)</p><p><strong>Immune </strong>cold, construct immunities, cannot be flanked</p><p><strong>Saves </strong>Fort +1, Ref +1, Will +1</p><p><strong>Weakness </strong>vulnerability to fire</p><p><strong>Speed </strong>20 ft. (4 squares)</p><p><strong>Melee </strong>2 claws +5 (1d6+2 plus cowering touch)</p><p><strong>Base Atk</strong> +3; Grp +5</p><p><strong>Special Actions</strong> cowering gaze, cowering touch</p><p><strong>Abilities </strong>Str 15, Dex 10, Con —, Int —, Wis 11, Cha 10</p><p><strong>SQ</strong> camouflage, construct traits</p><p><strong>Feats </strong>—</p><p><strong>Skills </strong>Listen +0, Search +4, Spot +4</p><p><strong>Advancement </strong>6–10 HD (Medium); 11–15 HD (Large)</p><p><strong>All-Around Vision (Ex)</strong> A scarecrow’s rotating head gives it a +4 racial bonus on Spot and Search checks, and it can’t be flanked.</p><p><strong>Unsettling Presence (Su)</strong> A scarecrow can unsettle foes with its mere presence. The ability takes effect automatically whenever it attacks. Creatures within a 60-foot radius with fewer HD than the scarecrow must succeed on a DC 12 Will saving throw or become shaken for 2d6 rounds. A creature that succeeds at this save remains immune to the scarecrow’s unsettling presence for 24 hours. The save DC is Charisma-based.</p><p><strong>Cowering Gaze (Su)</strong> Once per round, as a standard action, a scarecrow can focus its gaze on one creature within 40 feet. Any intelligent humanoid that meets the scarecrow’s gaze must succeed on a DC 12 Will saving throw or cower for 2d4 rounds. The save DC is Charisma-based.</p><p><strong>Cowering Touch (Su)</strong> If a scarecrow hits with a claw attack, the victim must succeed on a DC 12 Will saving throw or cower for 1d4 rounds. The save DC is Charisma-based.</p><p><strong>Camouflage (Ex)</strong> Since an animated scarecrow looks like an ordinary scarecrow when at rest, it takes a DC 20 Spot check to notice anything unusual before it attacks. Anyone with ranks in Knowledge (arcana) or Knowledge (nature) can use one of those skills instead of Spot to notice the scarecrow.</p><p><strong>Skills </strong>A scarecrow has a +4 racial bonus on Search and Spot checks.</p><p></p><p><img src="https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTWtHUY8P0LR43f3lSiv8S_y7p4alQu6zfbCF_s0VgQaX20Jtjadw" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="Mistwell, post: 7546608, member: 2525"] Gentlemen. I have the perfect thing for this argument! [SIZE=4][URL="https://drive.google.com/file/d/0B8B-0UPgVOuoTXpoSTR6NHprc0E/view"]Night Of The Straw Men[/URL][/SIZE] It's a fine adventure. Recommended. Go check it out. I might even convert it to 5e some time. But dang, check out how much text is needed for the stats! It's only 7 pages long, but could have been 5 pages if they had cut some of the fat from those stats! [SIZE=3][I]Scarecrow CR 3[/I][/SIZE] [B]HP[/B] 47 (5 HD) [B]DR[/B] 5/slashing or bludgeoning [B]Type [/B]Always N Medium construct [B]Init [/B]+5 [B]Senses [/B]all-around vision, darkvision 60 ft., low-light vision; Listen +0, Spot +4 [B]Aura[/B] unsettling presence (60 ft., DC 12) [B]Languages [/B]understands creator’s orders; magic mouth [B]AC [/B]14, touch 10, flat-footed 14 (+4 natural) [B]Immune [/B]cold, construct immunities, cannot be flanked [B]Saves [/B]Fort +1, Ref +1, Will +1 [B]Weakness [/B]vulnerability to fire [B]Speed [/B]20 ft. (4 squares) [B]Melee [/B]2 claws +5 (1d6+2 plus cowering touch) [B]Base Atk[/B] +3; Grp +5 [B]Special Actions[/B] cowering gaze, cowering touch [B]Abilities [/B]Str 15, Dex 10, Con —, Int —, Wis 11, Cha 10 [B]SQ[/B] camouflage, construct traits [B]Feats [/B]— [B]Skills [/B]Listen +0, Search +4, Spot +4 [B]Advancement [/B]6–10 HD (Medium); 11–15 HD (Large) [B]All-Around Vision (Ex)[/B] A scarecrow’s rotating head gives it a +4 racial bonus on Spot and Search checks, and it can’t be flanked. [B]Unsettling Presence (Su)[/B] A scarecrow can unsettle foes with its mere presence. The ability takes effect automatically whenever it attacks. Creatures within a 60-foot radius with fewer HD than the scarecrow must succeed on a DC 12 Will saving throw or become shaken for 2d6 rounds. A creature that succeeds at this save remains immune to the scarecrow’s unsettling presence for 24 hours. The save DC is Charisma-based. [B]Cowering Gaze (Su)[/B] Once per round, as a standard action, a scarecrow can focus its gaze on one creature within 40 feet. Any intelligent humanoid that meets the scarecrow’s gaze must succeed on a DC 12 Will saving throw or cower for 2d4 rounds. The save DC is Charisma-based. [B]Cowering Touch (Su)[/B] If a scarecrow hits with a claw attack, the victim must succeed on a DC 12 Will saving throw or cower for 1d4 rounds. The save DC is Charisma-based. [B]Camouflage (Ex)[/B] Since an animated scarecrow looks like an ordinary scarecrow when at rest, it takes a DC 20 Spot check to notice anything unusual before it attacks. Anyone with ranks in Knowledge (arcana) or Knowledge (nature) can use one of those skills instead of Spot to notice the scarecrow. [B]Skills [/B]A scarecrow has a +4 racial bonus on Search and Spot checks. [IMG]https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTWtHUY8P0LR43f3lSiv8S_y7p4alQu6zfbCF_s0VgQaX20Jtjadw[/IMG] [/QUOTE]
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