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Best way to implement these in strict 3.5 rules?
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<blockquote data-quote="I'm A Banana" data-source="post: 1667469" data-attributes="member: 2067"><p>Sounds like an application of <em>Telekinesis</em>, to me. Maybe make it one level higher for the effect you want, but <em>telekinesis</em> as it is can already spin a guy in endless circles...the only thing you need to alter is the Violent Thrust part of it...maybe something like an "increasing force" which allows you to push faster, or spin in circles. The duration of the maximum concentration is halved (to 1 rd/2 levels) using this, and each round they must make a Fort save or take, say, 1d4 points of Constitution damage each round from the effect of pulling apart your body. Combined with an effect like the Extend Spell feat (making this application or individual spell a 6th level spell), this will kill anyone in enough time. And Con damage can mimic the falling apart of the body very well -- even if you get out of it, your bones are stretched, your muscles snapped, your internal organs stretched and bleeding....you won't be able to stand up to the punishment of damage for long, and your ability to resist further effects like this will be weakened.</p><p> </p><p> </p><p>The thing with this is that while the sap does work like this on normal people, it doesn't work like this on HEROES! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> A bit of subdual damage to the back of the face is enough to drop most NPC's....but PC's are a cut above, and should be.</p><p> </p><p>The easiest way to do this is to make the guys with saps rogues. When they attack from concealment, they'll have sneak attack, which lets them deal 3d6 damage on a successful blow. In fact, part of the Rogue class description specifically states this use of the Sap. A few hits like that, and even a fourth level barbarian with a CON of 16 will drop pretty quick (assuming an average hp of 43, or 51 in rage, and average damage/blow of 10, it'll be about 4-5 hits against the guy who's JOB it is to take damage). Just make sure to have a large enough force, to segregate one character from the group, etc. so that they can effectively flank the party.</p><p> </p><p>In addition, regular damage can be used to make PC's more vulnerable to subdual damage, because you need to only have subdual damage equal to your current hp to drop. So if the rogues sneak attack with arrows at first, and continue to follow and pelt their prey with them from range (while running and hiding after each fire), then closing in with saps only when the party is already weakened, it'll only take a single blow to take them out. Heck, have them be warriors charging in with bastard swords for the first round or two, only to break out the saps afterwards.</p><p> </p><p>Traps work well with this, as do net attacks...if a character is suspended in the air by his feet, he can't defend himself against the blows very effectively, leading to more sneak attacks.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 1667469, member: 2067"] Sounds like an application of [i]Telekinesis[/i], to me. Maybe make it one level higher for the effect you want, but [i]telekinesis[/i] as it is can already spin a guy in endless circles...the only thing you need to alter is the Violent Thrust part of it...maybe something like an "increasing force" which allows you to push faster, or spin in circles. The duration of the maximum concentration is halved (to 1 rd/2 levels) using this, and each round they must make a Fort save or take, say, 1d4 points of Constitution damage each round from the effect of pulling apart your body. Combined with an effect like the Extend Spell feat (making this application or individual spell a 6th level spell), this will kill anyone in enough time. And Con damage can mimic the falling apart of the body very well -- even if you get out of it, your bones are stretched, your muscles snapped, your internal organs stretched and bleeding....you won't be able to stand up to the punishment of damage for long, and your ability to resist further effects like this will be weakened. The thing with this is that while the sap does work like this on normal people, it doesn't work like this on HEROES! :) A bit of subdual damage to the back of the face is enough to drop most NPC's....but PC's are a cut above, and should be. The easiest way to do this is to make the guys with saps rogues. When they attack from concealment, they'll have sneak attack, which lets them deal 3d6 damage on a successful blow. In fact, part of the Rogue class description specifically states this use of the Sap. A few hits like that, and even a fourth level barbarian with a CON of 16 will drop pretty quick (assuming an average hp of 43, or 51 in rage, and average damage/blow of 10, it'll be about 4-5 hits against the guy who's JOB it is to take damage). Just make sure to have a large enough force, to segregate one character from the group, etc. so that they can effectively flank the party. In addition, regular damage can be used to make PC's more vulnerable to subdual damage, because you need to only have subdual damage equal to your current hp to drop. So if the rogues sneak attack with arrows at first, and continue to follow and pelt their prey with them from range (while running and hiding after each fire), then closing in with saps only when the party is already weakened, it'll only take a single blow to take them out. Heck, have them be warriors charging in with bastard swords for the first round or two, only to break out the saps afterwards. Traps work well with this, as do net attacks...if a character is suspended in the air by his feet, he can't defend himself against the blows very effectively, leading to more sneak attacks. [/QUOTE]
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