#107
Shade said:
Feat: Definitely Weapon Finesse.
I agree completely – in fact, I thought of that soon after posting the queries.
Ferocious Swarm (Ex): Like their smaller cousins, FISHs are most dangerous when encountered in a group. A FISH gains a +1 competence bonus on attack rolls and damage for every two FISH adjacent to the target of the FISH's attack.
That came from a feat right? It’s better, I think. Do you think it would be good to take “swarm” out of the title? I could call it “ferocious rush” or something like that, or even just “ferocious”
Shade said:
For Overturning Attack, I'd modify the capsize ability of many creatures for simplicity's sake.
Yah, you might be right about that. Here’s a start on that…
Capsize (Ex): FISHs sometimes strike at the underside of boats and rafts in an attempt to turn them over and dump their occupants into the water. A submerged FISH that surfaces under a boat or ship less than 20 feet long capsizes the vessel X% of the time. It has a X% chance to capsize a vessel from 20 to 60 feet long and a X% chance to capsize one over 60 feet long. Multiple FISH can work together to tip over a boat using the standard rules for a group working together and a skill check.
#108
Shade said:
Replace disease with stench...look to troglodyte for inspiration.
good one.
like so?
Stench (Ex): THINGs are home to thousands of diseases, and the stench and foulness surrounding a THING is palpable. All living creatures (except THINGs) within 10 feet of a THING must succeed on a DC 10 Fortitude save or be nauseated for 1d4 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same THING’s stench for 24 hours. Creatures with immunity to disease are unaffected.
#109
Shade said:
Feat: Gotta go with Weapon Finesse again.
see my response under #107.
thoughts on its abilities?
Poison Gas (Ex): Anyone struck by a THING must make a DC 10 Fortitude save to avoid breathing in the creature's poisonous fumes. If the save is failed, the character is nauseated for ld4 rounds.
Flammable (Ex): If a THING is struck by a flaming weapon, torch, or other source of fire, it must make a Reflex save at a DC equal to 10 + the amount of fire damage it just took. If the THING fails the save, it is set alight. While the THING is burning, it takes 2d6 damage per round, is enraged (+4 to Strength, +4 to Constitution, -2 to armor class), and anyone struck by it takes ld6 fire damage. When the burning THING reaches -10 hit points, it explodes. Anyone within 10 ft. of an exploding THING takes 3d6 damage (Reflex save, DC10 for half).
Gaseous (Ex): THING are permanently in a gaseous state, which gives them the same abilities as a creature in gaseous form.
#111
Shade said:
Didn't you do an engulf revision earlier for another creature?
yeah, a few different ones.
Engulf (Ex): A THING can simply engulf a creature that it successfully grabbed on a successful grapple check. Engulfed creatures are subject to the THING’s blood drain, are considered to be grappled and are trapped within its body.
Engulf (Ex): A OOZE can mow down Large or smaller creatures as a standard action. The ooze merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 16 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the ooze moves forward. Engulfed creatures are subject to the ooze’s acid, and are considered grappled and trapped within its body. The save DC is Strength-based
Engulf (Ex): A OOZE can attempt to engulf Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The OOZE merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the ooze, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 15 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the ooze moves forward. Engulfed creatures are subject to the ooze’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based.
And a couple of smothers:
Smother (Ex): A wrapped opponent of Small size or smaller can be suffocated while in the marsh assassin's skin folds (see Suffocation rules in the DMG). A victim can attempt to escape with an opposed grapple check, though the marsh assassin receives an additional +8 competence bonus to its grapple check (+14 total grapple bonus) owing to the effectiveness of the smother attack.
Smothering Slime (Ex): A breathing opponent being squashed by a mammoth slug is also subject to its foul secretions. Any victim of the mammoth slug’s squash attack must succeed on a DC 25 Fortitude save or have its throat and lungs filled with slime and begin to suffocate (see Suffocation rules in the DMG). An opponent that fails its initial Fortitude save can attempt another DC 25 Fortitude save once every 2d6 rounds, until it succeeds by coughing out the slime. The save DC is Constitution-based.
It’s not so much like the oozes’ engulf ability though, and in fact it’s very similar to a Swallow Whole. How’s this now:
Engulf (Ex): A ELEMENTAL can attempt to pull a Large or smaller creature into its body by making a successful grapple check. An engulfed creature is surrounded with mud and slime, and is subject to being smothered. An engulfed creature may be freed with a successful Strength check. An engulfed creature can attack the ELEMENTAL with a light slashing or piercing weapon, and cannot cast spells with verbal or somatic components. Creatures trapped within a ELEMENTAL are immediately freed if it dies.
I’m going to use the above smother attacks as inspiration here:
Smother (Ex): A creature engulfed within a ELEMENTAL must succeed on a DC 18 Fortitude save or swallow some of the ELEMENTAL’s muddy substance and begin to suffocate (see Suffocation rules in the DMG). An opponent that fails its initial Fortitude save can attempt another DC 18 Fortitude save once every 2d6? rounds, until it succeeds by coughing out the mud. The save DC is Constitution-based.
snowflake ooze, heheh…
Fluid Form (Ex): An ELEMENTAL's liquid, swirling form causes many physical attacks to pass through it without dealing any damage. It gains DR. 5 against all physical attacks, including those made with magical weapons.
Meh… I’m just going to give it DR 5/—