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<blockquote data-quote="BOZ" data-source="post: 1175914" data-attributes="member: 1241"><p>I’ve decided to remove the blood drain ability, and all regeneration apart from that currently listed in the flavor text. Though maybe it could heal at double normal rate, as suggested by leo?</p><p></p><p>Also, we need to decide on the third feat (or designate some bonus feats). Up for nomination are Weapon Focus (tentacle), Toughness, and Blind-Fight.</p><p></p><p></p><p>OK, I still want to do more work on the immunities to mind-affects and psionics, as well as the withdraw action, and the risks of damaging the shell in combat.</p><p></p><p>As for the withdrawal action… By withdrawing into its shell, it could gain some sort of bonus to AC from the natural armor of its shell (in which case, I might play around with altering the ordinary AC). I know that the “different body parts having different AC” thing was removed for 3.0, but this might be a case where something different needs to be done. After all, intelligent creatures will hunt this monster for the value of its shell, and damaging it in combat is a considerable hazard.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>is there any precedent for hiding in a shell, like a turtle?</p><p></p><p>And as to the value of the shell, how would we work that? I mean, this thing would be attacked by collectors or adventurer types looking to get money, and damaging the shell during combat should remain a realistic danger.</p><p></p><p></p><p>.</p><p></p><p></p><p>ok, here’s another difference I noted between the versions of the beast. The Special Defenses entry for the MC11 version lists the ammonite as being:</p><p></p><p></p><p>but, the other entries say:</p><p></p><p></p><p></p><p>contradictory, no? which one is “the truth”?</p><p></p><p></p><p>so, discuss! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="BOZ, post: 1175914, member: 1241"] I’ve decided to remove the blood drain ability, and all regeneration apart from that currently listed in the flavor text. Though maybe it could heal at double normal rate, as suggested by leo? Also, we need to decide on the third feat (or designate some bonus feats). Up for nomination are Weapon Focus (tentacle), Toughness, and Blind-Fight. OK, I still want to do more work on the immunities to mind-affects and psionics, as well as the withdraw action, and the risks of damaging the shell in combat. As for the withdrawal action… By withdrawing into its shell, it could gain some sort of bonus to AC from the natural armor of its shell (in which case, I might play around with altering the ordinary AC). I know that the “different body parts having different AC” thing was removed for 3.0, but this might be a case where something different needs to be done. After all, intelligent creatures will hunt this monster for the value of its shell, and damaging it in combat is a considerable hazard. is there any precedent for hiding in a shell, like a turtle? And as to the value of the shell, how would we work that? I mean, this thing would be attacked by collectors or adventurer types looking to get money, and damaging the shell during combat should remain a realistic danger. . ok, here’s another difference I noted between the versions of the beast. The Special Defenses entry for the MC11 version lists the ammonite as being: but, the other entries say: contradictory, no? which one is “the truth”? so, discuss! :) [/QUOTE]
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