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<blockquote data-quote="BOZ" data-source="post: 1473520" data-attributes="member: 1241"><p>yes, that ability does sound right. <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><p></p><p>and we definitely need the "trail of dead octopi" thingie. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>more abilities to consider:</p><p></p><p>I’m pressed for time at the moment, so I’m just posting these abilities right now; we can discuss them further in the near future. <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=":)" /> (one thing I need to fix is that the name is misspelled “krankentua” in several places…)</p><p></p><p></p><p></p><p>we currently have this:</p><p> Improved Grab (Ex): To use this ability, a krankentua must hit an opponent of up to Huge size with a tentacle attack. If it gets hold, it can constrict.</p><p> </p><p> Constrict (Ex): A krakentua tentacle deals 2d6+8 points of damage with a successful grapple check against Huge or smaller opponents.</p><p></p><p>Obviously (read further below), we will have to rewrite separate entries for both the male and female as the damage is different.</p><p></p><p></p><p></p><p>we have:</p><p> Trample (Ex): Krakentua can trample Gargantuan or smaller opponents for 8d12+16 points of damage. Opponents that do not take an opportunity attack can attempt a Reflex save (DC 51) for half damage.</p><p></p><p></p><p></p><p>we have:</p><p> Spit (Su): Male krakentua only; line of cherry-milk acid, once every 1d4 rounds, 100 feet, blindness for 2d6 rounds; Reflex save (DC 44) to avoid.</p><p></p><p></p><p></p><p>we have:</p><p> Mist (Su): Male krankentua only; cone of mist, once per round, 50 feet, 1d4 points of damage; Fortitude save (DC 44) negates.</p><p></p><p></p><p></p><p>right, see above. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>got that?</p><p></p><p></p><p></p><p>we have:</p><p> Spell-Like Abilities: Female krankentua only; at will—detect evil, clairaudience/clairvoyance, detect good, and detect thoughts. These abilities are as the spells cast by a 12th-level sorcerer (save DC 14 + spell level).</p><p></p><p></p><p></p><p>and this gives us a nice long description:</p><p> Dream Imprint (Su): A female can induce dreams in a sleeping opponent. The krankentua imprints the dreaming target’s aura with a sign that allows the female to track the target at a later date.</p><p> </p><p> The sleeping victim is allowed a Will save (DC 40) to reject the dream. If the save fails the krakentua can imprint the target’s mind for up to 1 hour.</p><p> </p><p> For every 10 minutes spent imprinting a target, the krakentua gains a +2 to its Wilderness Lore roll to track the target. It can track a target anywhere on the same plane of existence as if using a discern location spell. The krakentua can move at full speed while tracking a target in this manner.</p><p> </p><p> The tracking bonus disappears after 1 week as the imprint fades from the target’s aura.</p><p> </p><p> Creating the dreams is extremely stressful for the krakentua. She cannot create dreams for more than an hour a month, and she can never create more than three dreams in immediate succession.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1473520, member: 1241"] yes, that ability does sound right. :) and we definitely need the "trail of dead octopi" thingie. ;) more abilities to consider: I’m pressed for time at the moment, so I’m just posting these abilities right now; we can discuss them further in the near future. :) (one thing I need to fix is that the name is misspelled “krankentua” in several places…) we currently have this: Improved Grab (Ex): To use this ability, a krankentua must hit an opponent of up to Huge size with a tentacle attack. If it gets hold, it can constrict. Constrict (Ex): A krakentua tentacle deals 2d6+8 points of damage with a successful grapple check against Huge or smaller opponents. Obviously (read further below), we will have to rewrite separate entries for both the male and female as the damage is different. we have: Trample (Ex): Krakentua can trample Gargantuan or smaller opponents for 8d12+16 points of damage. Opponents that do not take an opportunity attack can attempt a Reflex save (DC 51) for half damage. we have: Spit (Su): Male krakentua only; line of cherry-milk acid, once every 1d4 rounds, 100 feet, blindness for 2d6 rounds; Reflex save (DC 44) to avoid. we have: Mist (Su): Male krankentua only; cone of mist, once per round, 50 feet, 1d4 points of damage; Fortitude save (DC 44) negates. right, see above. ;) got that? we have: Spell-Like Abilities: Female krankentua only; at will—detect evil, clairaudience/clairvoyance, detect good, and detect thoughts. These abilities are as the spells cast by a 12th-level sorcerer (save DC 14 + spell level). and this gives us a nice long description: Dream Imprint (Su): A female can induce dreams in a sleeping opponent. The krankentua imprints the dreaming target’s aura with a sign that allows the female to track the target at a later date. The sleeping victim is allowed a Will save (DC 40) to reject the dream. If the save fails the krakentua can imprint the target’s mind for up to 1 hour. For every 10 minutes spent imprinting a target, the krakentua gains a +2 to its Wilderness Lore roll to track the target. It can track a target anywhere on the same plane of existence as if using a discern location spell. The krakentua can move at full speed while tracking a target in this manner. The tracking bonus disappears after 1 week as the imprint fades from the target’s aura. Creating the dreams is extremely stressful for the krakentua. She cannot create dreams for more than an hour a month, and she can never create more than three dreams in immediate succession. [/QUOTE]
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