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<blockquote data-quote="Cleon" data-source="post: 6796386" data-attributes="member: 57383"><p>Pshaw, next you'll be telling me they brought out some products in too much of a hurry to find all the stat errors. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>So healthy critters have sharper spines? I guess there's a sort of logic in that.</p><p></p><p>OK, I'll go along with Con-based to spare further argument.</p><p></p><p>Presumably that's just for the passive attacks, with the "active spiking" still being Str-based like a regular natural weapon?</p><p></p><p>That'll make it:</p><p></p><p><strong>Spines (Ex):</strong> Any creature striking a pungi ray with handheld weapons or natural weapons takes 1d12* points of piercing damage from the ray's spines and is exposed to the ray's poison. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.</p><p></p><p>A creature that steps on a pungi ray will have their feet pierced by its spines, taking 1d12* points of piercing damage plus exposure to the ray's poison. In addition, the creature has its land speed reduced by one-half due to the wound. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing.</p><p></p><p>A pungi ray can also use its spines to make a grapple attack or melee attack, dealing 1d12+2* piercing damage plus poison.</p><p></p><p>*Pungi rays add their Constitution modifier to the damage its spines inflict to opponents who strike or step upon them. A pungi ray adds its Strength modifier to grapple and melee attacks with its spines. </p><p></p><p>Shall I update the <a href="http://www.enworld.org/forum/showthread.php?p=6691050#post6691050" target="_blank"><strong>Pungi Ray Working Draft</strong></a> with that?</p></blockquote><p></p>
[QUOTE="Cleon, post: 6796386, member: 57383"] Pshaw, next you'll be telling me they brought out some products in too much of a hurry to find all the stat errors. ;) So healthy critters have sharper spines? I guess there's a sort of logic in that. OK, I'll go along with Con-based to spare further argument. Presumably that's just for the passive attacks, with the "active spiking" still being Str-based like a regular natural weapon? That'll make it: [B]Spines (Ex):[/B] Any creature striking a pungi ray with handheld weapons or natural weapons takes 1d12* points of piercing damage from the ray's spines and is exposed to the ray's poison. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. A creature that steps on a pungi ray will have their feet pierced by its spines, taking 1d12* points of piercing damage plus exposure to the ray's poison. In addition, the creature has its land speed reduced by one-half due to the wound. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. A pungi ray can also use its spines to make a grapple attack or melee attack, dealing 1d12+2* piercing damage plus poison. *Pungi rays add their Constitution modifier to the damage its spines inflict to opponents who strike or step upon them. A pungi ray adds its Strength modifier to grapple and melee attacks with its spines. Shall I update the [URL="http://www.enworld.org/forum/showthread.php?p=6691050#post6691050"][B]Pungi Ray Working Draft[/B][/URL] with that? [/QUOTE]
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