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Fire as a Monster...
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<blockquote data-quote="ElectricDragon" data-source="post: 2983432" data-attributes="member: 10778"><p>Just a few things I noticed:</p><p></p><p>Initiative is +7 (+5 Dex and +2 ?)</p><p></p><p>AC also includes a size modifier. You made this one Small (+1 AC). How does this grow to become Medium using the same size squares; or does it just jump from small to large? If you instead make it Medium (same size on battlefield) the AC problem goes away. Larger fires are fought as separate Medium creatures and so no AC mod.</p><p></p><p>You should also add Vulnerability Water and figure out how that works. Smothering the fire should also be an option. Add that the fire ooze eats (burns something new) and breathes, but does not sleep.</p><p></p><p>As an Ex ability, you might give the fire: Fascination if stared at for 3 rounds or more DC 10 + 1/2 HD + Cha mod.</p><p></p><p>List the damage for catching fire. Nothing bugs me more than a creature with a special ability that deals damage that I have to look up to find how much damage it deals.</p><p></p><p>Fiery Aura should be set by HD (2/5-ft. square) and not by arbitrary sizes. A colossal fire could be 36 squares or 100 squares. Which one would be more dangerous to approach? DC 10 + 1/2 HD + Con Mod for saves and damage equal to 1/4 HD times d6 (minimum 1d6) is my suggestion. Keep the ranges set by the size. A Huge fire of 9 squares (18 HD) would do 4d6 unless Fort save DC 19 when within 15 feet. I would also suggest a successful save only reduces the damage to half.</p><p></p><p>I would allow it to deal fire damage to objects equal to what oozes normally deal to objects as acid damage: 10 + 1/2 HD + Con mod per full round of contact.</p><p></p><p>Note that a fire can move in all directions at once if sufficient fuel is available. The 5-ft. move could be to all 8 adjacent squares at once, jumping from Medium to Huge in one round if surrounded by, say, dry grass.</p><p></p><p>Ciao</p><p>Dave</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 2983432, member: 10778"] Just a few things I noticed: Initiative is +7 (+5 Dex and +2 ?) AC also includes a size modifier. You made this one Small (+1 AC). How does this grow to become Medium using the same size squares; or does it just jump from small to large? If you instead make it Medium (same size on battlefield) the AC problem goes away. Larger fires are fought as separate Medium creatures and so no AC mod. You should also add Vulnerability Water and figure out how that works. Smothering the fire should also be an option. Add that the fire ooze eats (burns something new) and breathes, but does not sleep. As an Ex ability, you might give the fire: Fascination if stared at for 3 rounds or more DC 10 + 1/2 HD + Cha mod. List the damage for catching fire. Nothing bugs me more than a creature with a special ability that deals damage that I have to look up to find how much damage it deals. Fiery Aura should be set by HD (2/5-ft. square) and not by arbitrary sizes. A colossal fire could be 36 squares or 100 squares. Which one would be more dangerous to approach? DC 10 + 1/2 HD + Con Mod for saves and damage equal to 1/4 HD times d6 (minimum 1d6) is my suggestion. Keep the ranges set by the size. A Huge fire of 9 squares (18 HD) would do 4d6 unless Fort save DC 19 when within 15 feet. I would also suggest a successful save only reduces the damage to half. I would allow it to deal fire damage to objects equal to what oozes normally deal to objects as acid damage: 10 + 1/2 HD + Con mod per full round of contact. Note that a fire can move in all directions at once if sufficient fuel is available. The 5-ft. move could be to all 8 adjacent squares at once, jumping from Medium to Huge in one round if surrounded by, say, dry grass. Ciao Dave [/QUOTE]
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