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Converting Psionic Creatures
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<blockquote data-quote="Cleon" data-source="post: 5180237" data-attributes="member: 57383"><p>That looks basically OK.</p><p></p><p>I'd rather it be a full-round action like a regular charge rather than a standard action.</p><p></p><p>We could cut the ramming damage a bit (to 2d6+Str?) but it does 2d8 with its bite, so having it do the same damage with its ram doesn't seem too far-fetched.</p><p></p><p>We can keep the break DCs the same. With its +5 Strength bonus an average Chont has a 5% chance of breaching a sailing ship or longboat, a 15% chance for a keelboat and a 30% for a rowboat. That seems acceptable.</p><p></p><p>Having a flat DC15 Reflex save seems a bit wiffy to me. A blow that would really rock a rowboat would presumably barely quiver a large galleon. Maybe make the DC 38 minus the Break DC? That'd make it Ref save to avoid a fall DC18 aboard a rowboat, keelboat DC15, sailing ship or longship DC 13, warship DC 11, or galley DC 8. Of course, that is more fiddly than a flat DC15.</p><p></p><p>I don't like the 1d10 damage to passengers on the rammed vessel. I'd rather it be 1d6 damage, like a fall of less than 10 feet or a fall off a horse. </p><p></p><p>Maybe allow a Tumble or Jump check to convert the damage into nonlethal, maybe even a Profession (sailor) check.</p><p></p><p>Modifying the Ocean Strider's version...</p><p></p><p><strong>Ramming (Ex):</strong> As a full-round action, a chont can swim at up to quadruple speed (200 feet) and ram a waterborne target (such as a ship or another creature). To ram, the chont must end its movement in the target's space. This attack deals 2d8+5 [<span style="color: Red">or 2d6+5</span>] points of damage. If the target is a creature, it can attempt either an attack of opportunity or a DC 18 Reflex save for half damage. The save DC is Strength-based.</p><p></p><p>Upon ramming a ship, the chont can make a Strength check to breach its hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel rammed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. (See Chapter 5 of the DMG for information about ships). Regardless of the check result, every creature aboard must attempt a Reflex saving throw (DC 15 [<span style="color: Red">or DC38 minus the vessel's break DC?</span>]). Success means the creature takes 1d6 points of damage from being thrown about by the impact; failure means the creature is hurled overboard. The creatures can soften the impact and make the 1d6 damage nonlethal by succeeding at a DC15 Jump, [<span style="color: Red">Profession (sailor)?</span>] or Tumble check.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5180237, member: 57383"] That looks basically OK. I'd rather it be a full-round action like a regular charge rather than a standard action. We could cut the ramming damage a bit (to 2d6+Str?) but it does 2d8 with its bite, so having it do the same damage with its ram doesn't seem too far-fetched. We can keep the break DCs the same. With its +5 Strength bonus an average Chont has a 5% chance of breaching a sailing ship or longboat, a 15% chance for a keelboat and a 30% for a rowboat. That seems acceptable. Having a flat DC15 Reflex save seems a bit wiffy to me. A blow that would really rock a rowboat would presumably barely quiver a large galleon. Maybe make the DC 38 minus the Break DC? That'd make it Ref save to avoid a fall DC18 aboard a rowboat, keelboat DC15, sailing ship or longship DC 13, warship DC 11, or galley DC 8. Of course, that is more fiddly than a flat DC15. I don't like the 1d10 damage to passengers on the rammed vessel. I'd rather it be 1d6 damage, like a fall of less than 10 feet or a fall off a horse. Maybe allow a Tumble or Jump check to convert the damage into nonlethal, maybe even a Profession (sailor) check. Modifying the Ocean Strider's version... [B]Ramming (Ex):[/B] As a full-round action, a chont can swim at up to quadruple speed (200 feet) and ram a waterborne target (such as a ship or another creature). To ram, the chont must end its movement in the target's space. This attack deals 2d8+5 [[COLOR=Red]or 2d6+5[/COLOR]] points of damage. If the target is a creature, it can attempt either an attack of opportunity or a DC 18 Reflex save for half damage. The save DC is Strength-based. Upon ramming a ship, the chont can make a Strength check to breach its hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel rammed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. (See Chapter 5 of the DMG for information about ships). Regardless of the check result, every creature aboard must attempt a Reflex saving throw (DC 15 [[COLOR=Red]or DC38 minus the vessel's break DC?[/COLOR]]). Success means the creature takes 1d6 points of damage from being thrown about by the impact; failure means the creature is hurled overboard. The creatures can soften the impact and make the 1d6 damage nonlethal by succeeding at a DC15 Jump, [[COLOR=Red]Profession (sailor)?[/COLOR]] or Tumble check. [/QUOTE]
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