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<blockquote data-quote="BOZ" data-source="post: 1486594" data-attributes="member: 1241"><p>OK, reworked the powers a bit. Tell me what you think! <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>Combat flavor text:</p><p>An opponent can attack a krakentua’s tentacles with a sunder attempt as if they were weapons. A krakentua’s tentacles have 15 hit points each. If a krakentua is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a krakentua’s tentacles deals (X) points of damage to the creature. A krakentua usually withdraws from combat if it loses (X) tentacles. The creature regrows severed limbs in (X) days.</p><p></p><p>(female only) Dream Imprint (Su): A female krakentua can induce lifelike dreams in a sleeping target. The krakentua 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. The save DC is (Charisma?)-based.</p><p></p><p>If the target fails its saving throw, the krakentua can spend up to one hour imprinting the target’s mind. For every 10 minutes spent imprinting a target, the krakentua gains a +2 circumstance bonus to its Survival check 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.</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><p></p><p>(we need a range at which she can do the imprinting, I think) </p><p></p><p>(both) Improved Grab (Ex): To use this ability, a krakentua must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</p><p></p><p>(both) Constrict (Ex): A krakentua deals 1d8+X points of damage with a successful grapple check.</p><p></p><p> (both) Mist (Su): 50 foot cone of red mist, once per round, 1d4 points of Constitution damage; Fortitude save (DC 44) negates. The save DC is Constitution-based.</p><p></p><p>(both) Spit (Su): Line of cherry milk, once every 1d4 rounds, 100 feet, blindness for 2d6 rounds; Reflex save (DC 44) to avoid. The save DC is Constitution-based". </p><p></p><p>(both) Trample (Ex): Reflex half DC X. The save DC is Strength-based.</p><p>(this is how this line looks in 3.5. damage is listed in the SA line. We had 8d12+16 damage and DC 51 before.)</p><p></p><p>(female) Uncanny Insight (Su): Female krakentua continuously use clairvoyance/clairaudience, detect evil, detect good, and discern lies as the spells (caster level 12th).</p><p>(I’d like to keep them all together. <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=";)" /> and discern lies is a more accurate translation of detect lies than detect thoughts)</p><p></p><p> (both) Water Breathing (Ex): A krakentua can breathe underwater indefinitely and can freely use its special abilities while submerged.</p><p></p><p>(both) Weapon Use (Ex): A krakentua can wield a melee weapon in each tentacle. It is proficient with all simple and martial melee weapons.</p><p></p><p>(should we note here that it has 7 tentacles? Do we want to keep the “proficient” remark?)</p></blockquote><p></p>
[QUOTE="BOZ, post: 1486594, member: 1241"] OK, reworked the powers a bit. Tell me what you think! :) Combat flavor text: An opponent can attack a krakentua’s tentacles with a sunder attempt as if they were weapons. A krakentua’s tentacles have 15 hit points each. If a krakentua is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a krakentua’s tentacles deals (X) points of damage to the creature. A krakentua usually withdraws from combat if it loses (X) tentacles. The creature regrows severed limbs in (X) days. (female only) Dream Imprint (Su): A female krakentua can induce lifelike dreams in a sleeping target. The krakentua 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. The save DC is (Charisma?)-based. If the target fails its saving throw, the krakentua can spend up to one hour imprinting the target’s mind. For every 10 minutes spent imprinting a target, the krakentua gains a +2 circumstance bonus to its Survival check 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. (we need a range at which she can do the imprinting, I think) (both) Improved Grab (Ex): To use this ability, a krakentua must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. (both) Constrict (Ex): A krakentua deals 1d8+X points of damage with a successful grapple check. (both) Mist (Su): 50 foot cone of red mist, once per round, 1d4 points of Constitution damage; Fortitude save (DC 44) negates. The save DC is Constitution-based. (both) Spit (Su): Line of cherry milk, once every 1d4 rounds, 100 feet, blindness for 2d6 rounds; Reflex save (DC 44) to avoid. The save DC is Constitution-based". (both) Trample (Ex): Reflex half DC X. The save DC is Strength-based. (this is how this line looks in 3.5. damage is listed in the SA line. We had 8d12+16 damage and DC 51 before.) (female) Uncanny Insight (Su): Female krakentua continuously use clairvoyance/clairaudience, detect evil, detect good, and discern lies as the spells (caster level 12th). (I’d like to keep them all together. ;) and discern lies is a more accurate translation of detect lies than detect thoughts) (both) Water Breathing (Ex): A krakentua can breathe underwater indefinitely and can freely use its special abilities while submerged. (both) Weapon Use (Ex): A krakentua can wield a melee weapon in each tentacle. It is proficient with all simple and martial melee weapons. (should we note here that it has 7 tentacles? Do we want to keep the “proficient” remark?) [/QUOTE]
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