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<blockquote data-quote="Cleon" data-source="post: 8875361" data-attributes="member: 57383"><p>That <em><strong>Magic Resistance</strong></em> is missing a comma by the way, it should be:</p><p></p><p style="margin-left: 20px"><em><strong>Magic Resistance.</strong></em> While wearing its <em>black robe of the archmagi</em><span style="color: red">,</span> the Dodkong has advantage in saving throws against spells and other magical effects.</p><p></p><p>Also, its Spellcasting numbers are a point too high. Base 8 plus Proficiency +7, INT +6, archmage robes +2 makes a total of DC 23 not 24.</p><p></p><p>I'm guessing that some of these quirks are due to the custom rules you mentioned.</p><p></p><p></p><p></p><p>Since we've started on the <strong>Special Traits</strong> section, I'll note that <em><strong>Stone Glide</strong></em> gives its tremorsense which isn't mentioned in its <strong>Senses</strong>. It should</p><p></p><p style="margin-left: 20px"><strong>Senses #2</strong> tremorsense 60 ft. while burrowing, truesight 120 ft., passive Perception 20</p><p></p><p>However, I see no harm in just giving it normal tremorsense and use the standard wording for <em><strong>Earth Glide</strong></em>:</p><p></p><p style="margin-left: 20px"><strong>Senses #3</strong> tremorsense 60 ft., truesight 120 ft., passive Perception 20</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em><strong>Earth Glide #2.</strong></em> The Dodkong can burrow through nonmagical, unworked earth and stone. While doing so, the Dodkong doesn't disturb the material it moves through.</p><p></p><p>It doesn't change the Dodkong's combateffectiveness much since its truesight sees twice as far as its tremorsense, so when it's standing on the ground its vibration sense would only warns it against opponents that are underground.</p><p></p><p>Come to think of it, it's still not "standard wording" because as written the Dodkong can glide through worked material too, which'd make it:</p><p></p><p style="margin-left: 20px"><em><strong>Earth Glide #3.</strong></em> The Dodkong can burrow through nonmagical earth and stone. While doing so, the Dodkong doesn't disturb the material it moves through.</p></blockquote><p></p>
[QUOTE="Cleon, post: 8875361, member: 57383"] That [I][B]Magic Resistance[/B][/I] is missing a comma by the way, it should be: [INDENT][I][B]Magic Resistance.[/B][/I] While wearing its [I]black robe of the archmagi[/I][COLOR=red],[/COLOR] the Dodkong has advantage in saving throws against spells and other magical effects.[/INDENT] Also, its Spellcasting numbers are a point too high. Base 8 plus Proficiency +7, INT +6, archmage robes +2 makes a total of DC 23 not 24. I'm guessing that some of these quirks are due to the custom rules you mentioned. Since we've started on the [B]Special Traits[/B] section, I'll note that [I][B]Stone Glide[/B][/I] gives its tremorsense which isn't mentioned in its [B]Senses[/B]. It should [INDENT][B]Senses #2[/B] tremorsense 60 ft. while burrowing, truesight 120 ft., passive Perception 20[/INDENT] However, I see no harm in just giving it normal tremorsense and use the standard wording for [I][B]Earth Glide[/B][/I]: [INDENT][B]Senses #3[/B] tremorsense 60 ft., truesight 120 ft., passive Perception 20[/INDENT] [INDENT][/INDENT] [INDENT][I][B]Earth Glide #2.[/B][/I] The Dodkong can burrow through nonmagical, unworked earth and stone. While doing so, the Dodkong doesn't disturb the material it moves through.[/INDENT] It doesn't change the Dodkong's combateffectiveness much since its truesight sees twice as far as its tremorsense, so when it's standing on the ground its vibration sense would only warns it against opponents that are underground. Come to think of it, it's still not "standard wording" because as written the Dodkong can glide through worked material too, which'd make it: [INDENT][I][B]Earth Glide #3.[/B][/I] The Dodkong can burrow through nonmagical earth and stone. While doing so, the Dodkong doesn't disturb the material it moves through.[/INDENT] [/QUOTE]
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