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Creatures I submitted for Tome of Horrors II
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<blockquote data-quote="BOZ" data-source="post: 1534130" data-attributes="member: 1241"><p>It wasn’t so much a “team” as “whoever happens along can participate,” so you’re just as welcome now as you would have been then – like most of the threads I start here! <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>I don’t think having more than one name is a bad thing, but we can cut down to referring to it by only two. the other would be strictly flavor text.</p><p></p><p>I have to agree with knight otu on the Plane of Wood thing – remember, this one is for publication so we need strict 100% OGL-compliance. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Good call on the DR though, I’ll go with slashing and good.</p><p></p><p>Some comments on Knight’s earlier posts:</p><p></p><p>If I didn’t say so already, I like your Plane Shift rewrite.</p><p></p><p>For the Aura, I was thinking of simply mixing plant growth with animate plants and charm monster, to make something like this:</p><p></p><p>Aura of Noxious Growths (Su): This power is constantly active and causes all normal plant life within a 60-foot radius to become overgrown, as the plant growth spell. It also affects plants in the same area as the animate plants spell. This power is fiendish in nature, and causes plants to pulsate and warp, and become hostile to most creatures. </p><p></p><p>This power also causes new noxious plants to sprout whole from the ground. At the hellseed’s will, this can cause one of three separate effects per round. The hellseed can grow 1d4 assassin vines; it can grow a patch of disease carrying toadstools that will affect nearby creatures as the contagion spell; or it can grow 1d4 flowering plants that spit poison as a range touch attack that deals 1d4 initial and secondary Intelligence damage. These growths can occur in any space within the aura’s area, and last as long as the hellseed remains in the area.</p><p></p><p>This power also has the ability to twist the nature of animals, fey, magical beasts, and plant creatures. Such creatures in the remain in the aura’s area of effect must succeed at a Will save (DC 19) or become evil and malignant. Such creatures temporarily gain the Fiendish Creature template, and will remain under the control of the hellseed as if affected by a charm monster spell. A creature that succeeds at its saving throw is immune to this effect for 24 hours. The save DC is Charisma-based.</p><p></p><p>I’m still not sure I’m completely satisfied with that, but it’s a heck of a lot closer to where I’d like it to be.</p><p></p><p>As for the rootlets:</p><p>Rootlets (Su): When a hellseed is at rest, it has the ability to extend the influence of its powers using a series of invisible, root-like organs. At will, a hellseed’s body takes root and extends the range of its aura of noxious growths at a rate of one mile per hour, to a maximum range of 10 miles. When the hellseed moves again, the rootlets fall off and their effect ends instantly.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1534130, member: 1241"] It wasn’t so much a “team” as “whoever happens along can participate,” so you’re just as welcome now as you would have been then – like most of the threads I start here! ;) I don’t think having more than one name is a bad thing, but we can cut down to referring to it by only two. the other would be strictly flavor text. I have to agree with knight otu on the Plane of Wood thing – remember, this one is for publication so we need strict 100% OGL-compliance. :D Good call on the DR though, I’ll go with slashing and good. Some comments on Knight’s earlier posts: If I didn’t say so already, I like your Plane Shift rewrite. For the Aura, I was thinking of simply mixing plant growth with animate plants and charm monster, to make something like this: Aura of Noxious Growths (Su): This power is constantly active and causes all normal plant life within a 60-foot radius to become overgrown, as the plant growth spell. It also affects plants in the same area as the animate plants spell. This power is fiendish in nature, and causes plants to pulsate and warp, and become hostile to most creatures. This power also causes new noxious plants to sprout whole from the ground. At the hellseed’s will, this can cause one of three separate effects per round. The hellseed can grow 1d4 assassin vines; it can grow a patch of disease carrying toadstools that will affect nearby creatures as the contagion spell; or it can grow 1d4 flowering plants that spit poison as a range touch attack that deals 1d4 initial and secondary Intelligence damage. These growths can occur in any space within the aura’s area, and last as long as the hellseed remains in the area. This power also has the ability to twist the nature of animals, fey, magical beasts, and plant creatures. Such creatures in the remain in the aura’s area of effect must succeed at a Will save (DC 19) or become evil and malignant. Such creatures temporarily gain the Fiendish Creature template, and will remain under the control of the hellseed as if affected by a charm monster spell. A creature that succeeds at its saving throw is immune to this effect for 24 hours. The save DC is Charisma-based. I’m still not sure I’m completely satisfied with that, but it’s a heck of a lot closer to where I’d like it to be. As for the rootlets: Rootlets (Su): When a hellseed is at rest, it has the ability to extend the influence of its powers using a series of invisible, root-like organs. At will, a hellseed’s body takes root and extends the range of its aura of noxious growths at a rate of one mile per hour, to a maximum range of 10 miles. When the hellseed moves again, the rootlets fall off and their effect ends instantly. [/QUOTE]
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