-Gloves of Squishing-

TheLe

First Post
As a d20 pdf publisher, I can say with all honesty that I am having a ball. Here is a little something I wrote last night:


Gloves of Squishing
These gloves are always missing a thumb, and they glow blue at all times. Once per day the owner may slam his fist into the ground as a standard action (he must have one hand free to do this). Upon impact, the glove will flash red, then green, then return to normal. At the end of the round, a giant semi-transparent thumb will appear above the head of any creature the owner chooses that is within 30-feet of him, and then the thumb will slam itself into the ground, squishing the creature. The creature takes physical damage from this equal to 1d4 x the wearer’s level. The creature my attempt a reflex save (DC 20) to avoid the damage altogether, and if that fails it gets an immediate fortitude save (DC 20) for half damage.

If the creature any takes damage from this attack, it must make an immediate Will check (DC 18), or else it has become shaken from the giant thumb for 1d6 rounds.

GM’s option: All opponents who saw the giant thumb damage the creature must make a Will Save (DC 13) or become frightened for 1d6 rounds.

Shaken: A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Frightened: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.



~Le

The Le Games - We Enhance Your World
 
Last edited:

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Droll !

I rather like this -- Once per day the user may view the target through the thumb and forefinger of the glove and activate the item with the commanmd word "I am crushing your head" said in squeaky voice --

A finger and thumb than crush the target --

effects are as above
 

I like this item. 2 questions.

What happens when someone has Improved Evasion, do they take half damage and then fort save for 1/4? I honestly don't know what I'd say about this, though that seems right.

Also, isn't it hard to hold things with 2 gloves with no thumbs? Is there a penalty to hold things, be disarmed, etc?

Please don't do the crushing your head thing...
 

Bront said:
I like this item. 2 questions.
What happens when someone has Improved Evasion, do they take half damage and then fort save for 1/4? I honestly don't know what I'd say about this, though that seems right.

Also, isn't it hard to hold things with 2 gloves with no thumbs? Is there a penalty to hold things, be disarmed, etc?

Please don't do the crushing your head thing...

lol. I thought about the crushing head thing, but it just doesn't work. But I may use it for something else.

As for Improved Evasion, I think I will leave that for the GM to decide. Allowing he/she to make that call will change the overall power level of this item.

As for the gloves with no thumbs, I will word that better. It should say gloves have the thumb area cut out, so the thumb fits in there, but it just is not covered by the gloves.

~Le
 

thele said:
lol. I thought about the crushing head thing, but it just doesn't work. But I may use it for something else.

As for Improved Evasion, I think I will leave that for the GM to decide. Allowing he/she to make that call will change the overall power level of this item.

As for the gloves with no thumbs, I will word that better. It should say gloves have the thumb area cut out, so the thumb fits in there, but it just is not covered by the gloves.

~Le
Cool.

Given how you mention a lot of other GM options, you might want to mention it in the text (A GM may decide if improved evasion changes this damage)

Ahh, a cut out thumb makes more sense. I was evisioning warriors palming their weapons ;)
 

I like the item.

thele said:
The creature takes physical damage from this equal to 1d4 x the wearer’s level.
This is an unsusal game mechanic. The more powerful the user the more damage the target gets. Normally the damage is either fixed or tied to the caster level of the item creator.
A more powerful user can only improve the amout of damage but not the DC.
Can a level 20 character wearing the gloves decide to make e.g. only 1d4x8 (because he did not want to kill the target) instead of the 1d4x20 damage?
 

improved evasion does not apply to the fortitude save that ability only affects reflex throws

some forms of the mettle ability, those that affect fort saves, may apply to the save for half
 

I like the item too. :)

Grammer check:

thele said:
If the creature any takes damage from this attack, it must make an immediate Will check (DC 18), or else it has become shaken from the giant thumb for 1d6 rounds.

If the creature takes any damage from this attack, it must make an immediate Will check...

Move "any" to behind "takes" and it should read easier. :)
 

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