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Converting Spelljammer creatures
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<blockquote data-quote="Cleon" data-source="post: 6380745" data-attributes="member: 57383"><p>Hmm, could do with a bit of tweaking...</p><p></p><p><strong>Voidborn (Ex):</strong> A gossamer can exist comfortably in the harsh conditions of space. It takes no damage from radiation or vacuum. However, a gossamer is exquisitely sensitive to gravity and pressure. If a gossamer enters a planet's atmosphere or gravity field it immediately collapses in on itself and dies. Standard gossamers are killed by the air envelope and gravity plane created by even the smallest spelljamming ships.</p><p></p><p>We'll also need a different version for the gossamer noble, so they can survive in a ship's gravity plane long enough to attack the crew.</p><p></p><p>Hold on, there's an easier way of doing this. Spelljammer gravity fields are based on weight, so we can use that in the SQ and cover both sizes of gossamer. e.g.:</p><p></p><p><strong>Voidborn (Ex):</strong> A gossamer can exist comfortably in the harsh conditions of space. It takes no damage from radiation or vacuum. However, a gossamer is exquisitely sensitive to gravity and pressure. If a gossamer enters the air envelope or gravity field of a creature or object larger than itself it immediately collapses in on itself and dies.</p><p></p><p></p><p></p><p>Well Arnwyn is "partial" to 1d2 Dex and I'm "amenable" to that, so how set on 1 point of Dex are you?</p><p></p><p>Remember if we make the sickened a secondary effect it will require two successive Fort save failures to kick in.</p><p></p><p>Do we need a separate SQ to cover the "melt into poisonous puddle" ability they have?</p><p></p><p>Might as well start a rough draft:</p><p></p><p><strong>Acid (Ex):</strong> A gossamer's acidic enzymes only damage organic materials, such as flesh or leather.</p><p></p><p><strong>Deliquescence (Ex):</strong> A dead gossamer melts into a foul-smelling puddle 1d3 [<span style="color: #ff0000"> rounds?</span>] after it dies. The viscous liquid of the puddle is corrosive and poisonous. Contact with the fluid does 1 point of acid damage and exposes the touching object to the gossamer's poison (see below). The dangerous properties of the fluid evaporate away [<span style="color: #ff0000">X rounds/minutes?</span>] after the creature deliquesced.</p><p></p><p><strong>Poison (Ex):</strong> A gossamer's tentacles secrete poisonous enzymes that can sicken or paralyze on contact. The liquid remains of a recently dead gossamer are also poisonous, and remain dangerous until [<span style="color: #ff0000">X rounds/minutes?</span>] after the creature's Deliquescence (see above).</p><p></p><p><em>Standard Gossamer poison:</em> Contact (tentacles or body fluid), Fort DC 10, initial damage 1d2 Dex, secondary damage 1 Dex and sickened for [<span style="color: #ff0000">Y rounds/minutes?</span>]. The save DC is Constitution-based.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6380745, member: 57383"] Hmm, could do with a bit of tweaking... [B]Voidborn (Ex):[/B] A gossamer can exist comfortably in the harsh conditions of space. It takes no damage from radiation or vacuum. However, a gossamer is exquisitely sensitive to gravity and pressure. If a gossamer enters a planet's atmosphere or gravity field it immediately collapses in on itself and dies. Standard gossamers are killed by the air envelope and gravity plane created by even the smallest spelljamming ships. We'll also need a different version for the gossamer noble, so they can survive in a ship's gravity plane long enough to attack the crew. Hold on, there's an easier way of doing this. Spelljammer gravity fields are based on weight, so we can use that in the SQ and cover both sizes of gossamer. e.g.: [B]Voidborn (Ex):[/B] A gossamer can exist comfortably in the harsh conditions of space. It takes no damage from radiation or vacuum. However, a gossamer is exquisitely sensitive to gravity and pressure. If a gossamer enters the air envelope or gravity field of a creature or object larger than itself it immediately collapses in on itself and dies. Well Arnwyn is "partial" to 1d2 Dex and I'm "amenable" to that, so how set on 1 point of Dex are you? Remember if we make the sickened a secondary effect it will require two successive Fort save failures to kick in. Do we need a separate SQ to cover the "melt into poisonous puddle" ability they have? Might as well start a rough draft: [B]Acid (Ex):[/B] A gossamer's acidic enzymes only damage organic materials, such as flesh or leather. [B]Deliquescence (Ex):[/B] A dead gossamer melts into a foul-smelling puddle 1d3 [[COLOR=#ff0000] rounds?[/COLOR]] after it dies. The viscous liquid of the puddle is corrosive and poisonous. Contact with the fluid does 1 point of acid damage and exposes the touching object to the gossamer's poison (see below). The dangerous properties of the fluid evaporate away [[COLOR=#ff0000]X rounds/minutes?[/COLOR]] after the creature deliquesced. [B]Poison (Ex):[/B] A gossamer's tentacles secrete poisonous enzymes that can sicken or paralyze on contact. The liquid remains of a recently dead gossamer are also poisonous, and remain dangerous until [[COLOR=#ff0000]X rounds/minutes?[/COLOR]] after the creature's Deliquescence (see above). [I]Standard Gossamer poison:[/I] Contact (tentacles or body fluid), Fort DC 10, initial damage 1d2 Dex, secondary damage 1 Dex and sickened for [[COLOR=#ff0000]Y rounds/minutes?[/COLOR]]. The save DC is Constitution-based. [/QUOTE]
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