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Converting Oriental Adventures creatures
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<blockquote data-quote="Cleon" data-source="post: 9170738" data-attributes="member: 57383"><p>How about one of the following?</p><p></p><p>Basic Version:</p><p></p><p style="margin-left: 20px"><strong>Incapacitating Strike (Ex) #1:</strong> As a standard action, the Keeper of the Keys makes an unarmed strike attack against the limb of a creature. If it hits, the creature must succeed at a DC 19 Fortitude saving throw or the limb targeted by the Keeper becomes incapacitated for a day (2d8+15 hours)[<span style="color: magenta">or 24 hours<strong>?</strong></span>].</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In addition to the damage, incapacitating strike imposes the following penalties: an incapacitated limb lacks the Strength to hold and carry objects or make attacks, held items are dropped, but worn items are not dropped; if an incapacitated limb is used for locomotion (for example, a leg), the target's speed drops by three-quarters and Dexterity suffers a –8 circumstance penalty; if an incapacitated limb is used for manipulation (for example, an arm), the target's Strength and Dexterity suffers a –8 circumstance penalty and all spells with somatic components require a Concentration check (minimum DC 15).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">An incapacitated limb can be restored by a DC 19 Heal check[<span style="color: magenta"><strong>?</strong></span>] or the use of <em>heal</em>, <em>limited wish</em>, <em>restoration</em> and <em>wish</em> spells. The save DC is Dexterity-based.</p><p></p><p>Version with Increased Damage & Critical Strike:</p><p></p><p style="margin-left: 20px"><strong>Incapacitating Strike (Ex) #2:</strong> As a standard action, the Keeper of the Keys makes an unarmed strike attack against the limb of a creature. If it hits, the creature takes 2d8+3 damage and must succeed at a DC 19 Fortitude saving throw or the limb targeted by the Keeper becomes incapacitated for a day (2d8+15 hours)[<span style="color: magenta">or 24 hours<strong>?</strong></span>]. If the unarmed strike scored a critical hit, the unarmed strike inflicts 4d8+6 damage, the Fort save increases to DC 24 and the incapacitation lasts 2 to 3 days (2d12+48 hours)[<span style="color: magenta"><strong>?</strong></span>].</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In addition to the damage, incapacitating strike imposes the following penalties: an incapacitated limb lacks the Strength to hold and carry objects or make attacks, held items are dropped, but worn items are not dropped; if an incapacitated limb is used for locomotion (for example, a leg), the target's speed drops by three-quarters and Dexterity suffers a –8 circumstance penalty; if an incapacitated limb is used for manipulation (for example, an arm), the target's Strength and Dexterity suffers a –8 circumstance penalty and all spells with somatic components require a Concentration check (minimum DC 15).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">An incapacitated limb can be restored by a DC 19 Heal check (DC 24 for a critical incapacitation)[<span style="color: magenta"><strong>?</strong></span>] or the use of <em>heal</em>, <em>limited wish</em>, <em>restoration</em> and <em>wish</em> spells. The save DC is Dexterity-based.</p><p></p><p>Any preferences?</p><p></p><p>Also toyed with the idea of giving it a triple damage "supercritical" and/or increasing the base damage so it matched the normal critical damage of the Keeper's unarmed strikes, i.e.:</p><p></p><p style="margin-left: 20px"><strong>Incapacitating Strike (Ex) #3:</strong> As a standard action, the Keeper of the Keys makes an unarmed strike attack against the limb of a creature. If it hits, the creature takes 2d8+3 damage and must succeed at a DC 19 Fortitude saving throw or the limb targeted by the Keeper becomes incapacitated for a day (2d8+15 hours)[<span style="color: magenta">or 24 hours<strong>?</strong></span>]. If the unarmed strike scored a critical hit, the unarmed strike inflicts 6d8+9, the Fort save increases to DC 24 and the incapacitation lasts 2 to 3 days (2d12+48 hours)[<span style="color: magenta"><strong>?</strong></span>].</p><p></p><p style="margin-left: 20px"><strong>Incapacitating Strike (Ex) #4:</strong> As a standard action, the Keeper of the Keys makes an unarmed strike attack against the limb of a creature. If it hits, the creature takes 2d10+3 damage and must succeed at a DC 19 Fortitude saving throw or the limb targeted by the Keeper becomes incapacitated for a day (2d8+15 hours)[<span style="color: magenta">or 24 hours<strong>?</strong></span>]. If the unarmed strike scored a critical hit, the unarmed strike inflicts 4d10+6 damage[<span style="color: magenta">6d10+9 damage<strong>?</strong></span>], the Fort save increases to DC 24 and the incapacitation lasts 2 to 3 days (2d12+48 hours)[<span style="color: magenta"><strong>?</strong></span>].</p><p></p><p>That felt like it was going a bit too far though.</p></blockquote><p></p>
[QUOTE="Cleon, post: 9170738, member: 57383"] How about one of the following? Basic Version: [indent][B]Incapacitating Strike (Ex) #1:[/B] As a standard action, the Keeper of the Keys makes an unarmed strike attack against the limb of a creature. If it hits, the creature must succeed at a DC 19 Fortitude saving throw or the limb targeted by the Keeper becomes incapacitated for a day (2d8+15 hours)[[COLOR=magenta]or 24 hours[b]?[/b][/COLOR]]. In addition to the damage, incapacitating strike imposes the following penalties: an incapacitated limb lacks the Strength to hold and carry objects or make attacks, held items are dropped, but worn items are not dropped; if an incapacitated limb is used for locomotion (for example, a leg), the target's speed drops by three-quarters and Dexterity suffers a –8 circumstance penalty; if an incapacitated limb is used for manipulation (for example, an arm), the target's Strength and Dexterity suffers a –8 circumstance penalty and all spells with somatic components require a Concentration check (minimum DC 15). An incapacitated limb can be restored by a DC 19 Heal check[[COLOR=magenta][b]?[/b][/COLOR]] or the use of [i]heal[/i], [i]limited wish[/i], [i]restoration[/i] and [i]wish[/i] spells. The save DC is Dexterity-based.[/indent] Version with Increased Damage & Critical Strike: [indent][B]Incapacitating Strike (Ex) #2:[/B] As a standard action, the Keeper of the Keys makes an unarmed strike attack against the limb of a creature. If it hits, the creature takes 2d8+3 damage and must succeed at a DC 19 Fortitude saving throw or the limb targeted by the Keeper becomes incapacitated for a day (2d8+15 hours)[[COLOR=magenta]or 24 hours[b]?[/b][/COLOR]]. If the unarmed strike scored a critical hit, the unarmed strike inflicts 4d8+6 damage, the Fort save increases to DC 24 and the incapacitation lasts 2 to 3 days (2d12+48 hours)[[COLOR=magenta][b]?[/b][/COLOR]]. In addition to the damage, incapacitating strike imposes the following penalties: an incapacitated limb lacks the Strength to hold and carry objects or make attacks, held items are dropped, but worn items are not dropped; if an incapacitated limb is used for locomotion (for example, a leg), the target's speed drops by three-quarters and Dexterity suffers a –8 circumstance penalty; if an incapacitated limb is used for manipulation (for example, an arm), the target's Strength and Dexterity suffers a –8 circumstance penalty and all spells with somatic components require a Concentration check (minimum DC 15). An incapacitated limb can be restored by a DC 19 Heal check (DC 24 for a critical incapacitation)[[COLOR=magenta][b]?[/b][/COLOR]] or the use of [i]heal[/i], [i]limited wish[/i], [i]restoration[/i] and [i]wish[/i] spells. The save DC is Dexterity-based.[/indent] Any preferences? Also toyed with the idea of giving it a triple damage "supercritical" and/or increasing the base damage so it matched the normal critical damage of the Keeper's unarmed strikes, i.e.: [indent][B]Incapacitating Strike (Ex) #3:[/B] As a standard action, the Keeper of the Keys makes an unarmed strike attack against the limb of a creature. If it hits, the creature takes 2d8+3 damage and must succeed at a DC 19 Fortitude saving throw or the limb targeted by the Keeper becomes incapacitated for a day (2d8+15 hours)[[COLOR=magenta]or 24 hours[b]?[/b][/COLOR]]. If the unarmed strike scored a critical hit, the unarmed strike inflicts 6d8+9, the Fort save increases to DC 24 and the incapacitation lasts 2 to 3 days (2d12+48 hours)[[COLOR=magenta][b]?[/b][/COLOR]].[/indent] [indent][B]Incapacitating Strike (Ex) #4:[/B] As a standard action, the Keeper of the Keys makes an unarmed strike attack against the limb of a creature. If it hits, the creature takes 2d10+3 damage and must succeed at a DC 19 Fortitude saving throw or the limb targeted by the Keeper becomes incapacitated for a day (2d8+15 hours)[[COLOR=magenta]or 24 hours[b]?[/b][/COLOR]]. If the unarmed strike scored a critical hit, the unarmed strike inflicts 4d10+6 damage[[COLOR=magenta]6d10+9 damage[b]?[/b][/COLOR]], the Fort save increases to DC 24 and the incapacitation lasts 2 to 3 days (2d12+48 hours)[[COLOR=magenta][b]?[/b][/COLOR]].[/indent] That felt like it was going a bit too far though. [/QUOTE]
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