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
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
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