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<blockquote data-quote="Cleon" data-source="post: 8501888" data-attributes="member: 57383"><p>I'm afraid I haven't "declared them complete" yet.</p><p></p><p>Want to give the Trog <strong><a href="https://enworld.org/index.php?posts/8493908" target="_blank">Guard</a></strong>, <strong><a href="https://enworld.org/index.php?posts/8493913" target="_blank">Warchief</a></strong>, <strong><a href="https://enworld.org/index.php?posts/8500383" target="_blank">Shaman</a></strong> and <strong><a href="https://enworld.org/index.php?posts/8494213" target="_blank">Chieftain</a></strong> one last go-over to see if there's anything wrong/missing…</p><p></p><p>Hmm, apart from the DEX saving throw and "e.g." fixes you mentioned, I noticed the Guard, Warchief and Chieftain have the wrong Perception and Stealth. The Perception should be +3 (passive 13) for them all, and the Stealth should be +3 for the Guard/Warchief and +4 for the Chief.</p><p></p><p>Also realized I'd forgotten to add something to their stink attacks…</p><p></p><p></p><p></p><p>I wanted all the stinks to have a time limit to the immunity, such as:</p><p></p><p><strong><em>Sublime Stink.</em></strong> A troglodyte shaman can release an unholy stench as a free action. Any creature other than a troglodyte that starts its turn within 20 feet of the shaman must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns. On a successful saving throw, the creature <span style="color: red">gains temporary immunity</span> to the stink attacks of all troglodytes with the same or fewer Hit Dice than the troglodyte shaman. <span style="color: red">This immunity lasts until 10 minutes after the encounter ends</span>.</p><p></p><p><strong><em>Alarm Stink.</em></strong> A troglodyte guard can release a powerful stench as a free action. Any creature other than a troglodyte that starts its turn within 20 feet of the guard must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns. On a successful saving throw, the creature <span style="color: red">gains temporary immunity</span> to the stink attacks of all troglodytes with the same or fewer Hit Dice than the troglodyte guard. <span style="color: red">This immunity lasts until 1 hour after the encounter ends</span>.</p><p></p><p>So basically once they save they get acclimatized to the smell for a while but don't ignore it forever. I like the idea of the chieftain / shaman's stink being so a lot more penetrating that a regular guard's.</p><p></p><p>Have updated the <strong><a href="https://enworld.org/index.php?posts/8493908" target="_blank">Guard</a></strong>, <strong><a href="https://enworld.org/index.php?posts/8493913" target="_blank">Warchief</a></strong>, <strong><a href="https://enworld.org/index.php?posts/8500383" target="_blank">Shaman</a></strong> and <strong><a href="https://enworld.org/index.php?posts/8494213" target="_blank">Chieftain</a></strong> with the above.</p><p></p><p>Can you see any other problems with them?</p></blockquote><p></p>
[QUOTE="Cleon, post: 8501888, member: 57383"] I'm afraid I haven't "declared them complete" yet. Want to give the Trog [B][URL='https://enworld.org/index.php?posts/8493908']Guard[/URL][/B], [B][URL='https://enworld.org/index.php?posts/8493913']Warchief[/URL][/B], [B][URL='https://enworld.org/index.php?posts/8500383']Shaman[/URL][/B] and [B][URL='https://enworld.org/index.php?posts/8494213']Chieftain[/URL][/B] one last go-over to see if there's anything wrong/missing… Hmm, apart from the DEX saving throw and "e.g." fixes you mentioned, I noticed the Guard, Warchief and Chieftain have the wrong Perception and Stealth. The Perception should be +3 (passive 13) for them all, and the Stealth should be +3 for the Guard/Warchief and +4 for the Chief. Also realized I'd forgotten to add something to their stink attacks… I wanted all the stinks to have a time limit to the immunity, such as: [B][I]Sublime Stink.[/I][/B] A troglodyte shaman can release an unholy stench as a free action. Any creature other than a troglodyte that starts its turn within 20 feet of the shaman must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns. On a successful saving throw, the creature [COLOR=red]gains temporary immunity[/COLOR] to the stink attacks of all troglodytes with the same or fewer Hit Dice than the troglodyte shaman. [COLOR=red]This immunity lasts until 10 minutes after the encounter ends[/COLOR]. [B][I]Alarm Stink.[/I][/B] A troglodyte guard can release a powerful stench as a free action. Any creature other than a troglodyte that starts its turn within 20 feet of the guard must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns. On a successful saving throw, the creature [COLOR=red]gains temporary immunity[/COLOR] to the stink attacks of all troglodytes with the same or fewer Hit Dice than the troglodyte guard. [COLOR=red]This immunity lasts until 1 hour after the encounter ends[/COLOR]. So basically once they save they get acclimatized to the smell for a while but don't ignore it forever. I like the idea of the chieftain / shaman's stink being so a lot more penetrating that a regular guard's. Have updated the [B][URL='https://enworld.org/index.php?posts/8493908']Guard[/URL][/B], [B][URL='https://enworld.org/index.php?posts/8493913']Warchief[/URL][/B], [B][URL='https://enworld.org/index.php?posts/8500383']Shaman[/URL][/B] and [B][URL='https://enworld.org/index.php?posts/8494213']Chieftain[/URL][/B] with the above. Can you see any other problems with them? [/QUOTE]
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