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<blockquote data-quote="Cleon" data-source="post: 7601210" data-attributes="member: 57383"><p>For the lockbite it's pretty much a limb-immobilizing form of Improved Grab combined with augmented critical.</p><p></p><p>For the effects of limb immobilization it seems simplest to base it on a temporary form of a sever limb attack like our <strong><a href="http://www.enworld.org/creaturecatalog/Conversions/Murdakus.htm" target="_blank">Murdakus</a></strong> conversion:</p><p></p><p style="margin-left: 20px"><strong>Sever Limb (Ex):</strong> The tail blade of a murdakus is extremely sharp, capable of severing limbs or heads on a successful critical hit. The victim must succeed on a Fortitude save (DC equal to 10 + damage dealt) or lose an extremity. Randomly determine which extremity is severed based on the creature's number of limbs and heads (for example, a d6 for a typical humanoid, with a 1 and 2 severing an arm, a 3 and 4 severing a leg, a 5 beheading the opponent, and reroll a 6). A severed leg imposes a -4 penalty on Reflex saves, Dexterity checks, and Dexterity-based skill checks, and reduces the victim's land speed by 10 feet. A victim who loses all its legs falls prone and its land speed is reduced to 5 feet. A severed arm imposes a -4 penalty on attack rolls, Strength checks, Climb checks, and Swim checks, and makes it impossible for the subject to use objects or cast spells with somatic components unless it has a remaining hand free. The victim also loses the ability to wield a weapon two-handed (unless it has at least two arms left). A severed head kills most creatures instantly. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads.</p><p></p><p>A 10 foot drop in land speed seems ridiculous for LOSING A LEG. I'd have used "Movement reduced by ½". However half movement is part of the standard being-in-a-grapple penalty so in this case I think I'll keep the 10 ft. reduction for this special attack.</p><p></p><p>Let's see…</p><p></p><p style="margin-left: 20px"><strong>Lockbite (Ex):</strong> A trollhound's deadly jaws give its bite attack a critical threat range of 18–20. If its bite attack confirms a critical, the trollhound's jaws automatically lock into the flesh of one of its opponent's limbs. Determine the limb randomly (for example, roll 1d4 for a typical humanoid with 1=left arm, 2=right arm, 3=left leg, 4=right leg). A trollhound in a lockbite is effectively grappling its opponent.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Every round a trollhound holds an opponent in a lockbite it automatically deals bite damage on its initiative and immobilizes the limb it is biting. A lockbite on an arm imposes a –4 penalty on attack rolls, Strength checks, Climb checks, and Swim checks, and makes it impossible for the subject to use objects or cast spells with somatic components unless it has a remaining hand free. The victim also loses the ability to wield a weapon two-handed (unless it has at least two arms left). A lockbite on a leg imposes a –4 penalty on Reflex saves, Dexterity checks, and Dexterity-based skill checks and reduces the victim's land speed by 10 feet. These penalties are in addition to the normal consequences of being in a grapple.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A lockbite last until the trollhound voluntarily releases it, dies, loses consciousness or is forcibly removed via grappling. To remove an lockbite-attached trollhound through grappling, the opponent must achieve a pin against the creature. The trollhound has a +20 [<span style="color: #FF0000">circumstance/racial</span>?] bonus on grapple checks against an opponent in its lockbite.</p><p></p><p>The above looks OK to me. Do you prefer circumstance or racial for the grapple bonus? I guess precedent (i.e. the SRD <a href="http://www.d20srd.org/srd/monsters/stirge.htm" target="_blank">Stirge</a>) favours using a racial bonus.</p></blockquote><p></p>
[QUOTE="Cleon, post: 7601210, member: 57383"] For the lockbite it's pretty much a limb-immobilizing form of Improved Grab combined with augmented critical. For the effects of limb immobilization it seems simplest to base it on a temporary form of a sever limb attack like our [B][URL="http://www.enworld.org/creaturecatalog/Conversions/Murdakus.htm"]Murdakus[/URL][/B] conversion: [INDENT][B]Sever Limb (Ex):[/B] The tail blade of a murdakus is extremely sharp, capable of severing limbs or heads on a successful critical hit. The victim must succeed on a Fortitude save (DC equal to 10 + damage dealt) or lose an extremity. Randomly determine which extremity is severed based on the creature's number of limbs and heads (for example, a d6 for a typical humanoid, with a 1 and 2 severing an arm, a 3 and 4 severing a leg, a 5 beheading the opponent, and reroll a 6). A severed leg imposes a -4 penalty on Reflex saves, Dexterity checks, and Dexterity-based skill checks, and reduces the victim's land speed by 10 feet. A victim who loses all its legs falls prone and its land speed is reduced to 5 feet. A severed arm imposes a -4 penalty on attack rolls, Strength checks, Climb checks, and Swim checks, and makes it impossible for the subject to use objects or cast spells with somatic components unless it has a remaining hand free. The victim also loses the ability to wield a weapon two-handed (unless it has at least two arms left). A severed head kills most creatures instantly. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads.[/INDENT] A 10 foot drop in land speed seems ridiculous for LOSING A LEG. I'd have used "Movement reduced by ½". However half movement is part of the standard being-in-a-grapple penalty so in this case I think I'll keep the 10 ft. reduction for this special attack. Let's see… [INDENT][B]Lockbite (Ex):[/B] A trollhound's deadly jaws give its bite attack a critical threat range of 18–20. If its bite attack confirms a critical, the trollhound's jaws automatically lock into the flesh of one of its opponent's limbs. Determine the limb randomly (for example, roll 1d4 for a typical humanoid with 1=left arm, 2=right arm, 3=left leg, 4=right leg). A trollhound in a lockbite is effectively grappling its opponent. Every round a trollhound holds an opponent in a lockbite it automatically deals bite damage on its initiative and immobilizes the limb it is biting. A lockbite on an arm imposes a –4 penalty on attack rolls, Strength checks, Climb checks, and Swim checks, and makes it impossible for the subject to use objects or cast spells with somatic components unless it has a remaining hand free. The victim also loses the ability to wield a weapon two-handed (unless it has at least two arms left). A lockbite on a leg imposes a –4 penalty on Reflex saves, Dexterity checks, and Dexterity-based skill checks and reduces the victim's land speed by 10 feet. These penalties are in addition to the normal consequences of being in a grapple. A lockbite last until the trollhound voluntarily releases it, dies, loses consciousness or is forcibly removed via grappling. To remove an lockbite-attached trollhound through grappling, the opponent must achieve a pin against the creature. The trollhound has a +20 [[COLOR=#FF0000]circumstance/racial[/COLOR]?] bonus on grapple checks against an opponent in its lockbite.[/INDENT] The above looks OK to me. Do you prefer circumstance or racial for the grapple bonus? I guess precedent (i.e. the SRD [URL="http://www.d20srd.org/srd/monsters/stirge.htm"]Stirge[/URL]) favours using a racial bonus. [/QUOTE]
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