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Converting original D&D and Mystara monsters
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<blockquote data-quote="Cleon" data-source="post: 8505713" data-attributes="member: 57383"><p>He said "I'd make this a single target. Each use requires a Skill check. If it fails, the ability is negated for the remainder of the day. Each successful skill check results in the next one incurring a -1 cumulative penalty."</p><p></p><p>However, each resonance ability only works once per day (or once per resonance accumulation period if that's longer than a day), which conflicts with the multiple "uses" above.</p><p></p><p>I suggest that when a caprine uses Vitalize they can play for a length of time to affect multiple creatures if they can make the Perform checks.</p><p></p><p>Hmm…</p><p></p><p><em>Vitalize:</em> A caprine with a resonance score of 41 or more can play music that fills living creatures (including the caprine itself) with energy and health. The caprine can play this <em>vitalizing tune</em> for up to 1 round per Hit Dice. Each round it makes a Perform check with a DC of 15 plus +1 per previous check. If it succeeds, it can <em>vitalize</em> a single creature within ## feet and continue playing; if it fails the Perform check the <em>vitalizing tune</em> ends. The target creature can choose to make a Will save (DC 10 plus 1/2 caprine's HD plus caprine's Cha modifier) against the <em>tune</em>, if they succeed they are not <em>vitalized</em> and cannot be targeted again by that <em>vitalizing tune</em>.</p><p></p><p>While the caprine plays a <em>vitalizing tune</em>, creatures <em>vitalized</em> by it are so full of uninhibited vigor they have difficulty doing anything requiring calm or concentration. They can perform energetic actions such as fighting, dancing or carousing normally, but must succeed at a DC 10 Concentration check to perform actions that require stillness or focus, including spellcasting, Intelligence-based skill checks and Hide, Move Silently or Open Locks checks. Once the <em>vitalizing tune</em> ends, affected creatures can act normally but remain <em>vitalized</em> for 1 hour per HD of the caprine (maximum 24 hours).</p><p></p><p>Being <em>vitalized</em> immediately removes the fatigue and exhaustion conditions. For each 4 hour period that passes, a <em>vitalized</em> creature recovers 1 hit point per character level and 1 point of ability score damage, just as if they healed naturally for a day. Unlike normal magical healing, <em>vitalize</em> can cure nonlethal damage from starvation or thirst. In addition, a <em>vitalized</em> creature becomes temporarily immune to disease and poison. However, any poison or disease in the creature's system or that it is exposed to during the period of <em>vitality</em> will affect them once the duration has expired (as per <em>delay poison</em>).</p></blockquote><p></p>
[QUOTE="Cleon, post: 8505713, member: 57383"] He said "I'd make this a single target. Each use requires a Skill check. If it fails, the ability is negated for the remainder of the day. Each successful skill check results in the next one incurring a -1 cumulative penalty." However, each resonance ability only works once per day (or once per resonance accumulation period if that's longer than a day), which conflicts with the multiple "uses" above. I suggest that when a caprine uses Vitalize they can play for a length of time to affect multiple creatures if they can make the Perform checks. Hmm… [I]Vitalize:[/I] A caprine with a resonance score of 41 or more can play music that fills living creatures (including the caprine itself) with energy and health. The caprine can play this [I]vitalizing tune[/I] for up to 1 round per Hit Dice. Each round it makes a Perform check with a DC of 15 plus +1 per previous check. If it succeeds, it can [I]vitalize[/I] a single creature within ## feet and continue playing; if it fails the Perform check the [I]vitalizing tune[/I] ends. The target creature can choose to make a Will save (DC 10 plus 1/2 caprine's HD plus caprine's Cha modifier) against the [I]tune[/I], if they succeed they are not [I]vitalized[/I] and cannot be targeted again by that [I]vitalizing tune[/I]. While the caprine plays a [I]vitalizing tune[/I], creatures [I]vitalized[/I] by it are so full of uninhibited vigor they have difficulty doing anything requiring calm or concentration. They can perform energetic actions such as fighting, dancing or carousing normally, but must succeed at a DC 10 Concentration check to perform actions that require stillness or focus, including spellcasting, Intelligence-based skill checks and Hide, Move Silently or Open Locks checks. Once the [I]vitalizing tune[/I] ends, affected creatures can act normally but remain [I]vitalized[/I] for 1 hour per HD of the caprine (maximum 24 hours). Being [I]vitalized[/I] immediately removes the fatigue and exhaustion conditions. For each 4 hour period that passes, a [I]vitalized[/I] creature recovers 1 hit point per character level and 1 point of ability score damage, just as if they healed naturally for a day. Unlike normal magical healing, [I]vitalize[/I] can cure nonlethal damage from starvation or thirst. In addition, a [I]vitalized[/I] creature becomes temporarily immune to disease and poison. However, any poison or disease in the creature's system or that it is exposed to during the period of [I]vitality[/I] will affect them once the duration has expired (as per [I]delay poison[/I]). [/QUOTE]
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