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update for #115:
i checked out the other abilities, and they are all fine. the only one with some weirdness is the modified entangle:
Entangle (Su): A TREE-GUY can animate plants within 30 feet of itself as a free action. The effect lasts until the TREE-GUY dies or decides to end it (also a free action). The ability is otherwise; similar to an entangle cast by a 7th-level druid (save DC 15).
 

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Query #112
Breath Weapon (Su): 30-foot cube of thick, billowing fog centered on the THING, at will. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. Otherwise, the fog disperses in 2d4 rounds.
Magical and nonmagical fire immediately evaporates the mists within the inflammatory source's area of effect.
Disease (Ex): Bayou rot — bite, Fortitude save (DC 13), incubation period 1 day; damage 1d4 temporary Strength. Creatures failing the save must succeed at another Fortitude save on each subsequent day or suffer 1 point of permanent Strength drain.
Howl (Su): (As a standard action?), the THING lets out a terrifying howl affecting all living creatures within 20 feet of it. Resisting the effects of this horrific yelp requires a successful Will save (DC 13) to avoid being shaken for the remainder of the combat (-2 morale penalty on attack rolls, weapon damage rolls, and saving throws). If the save is successful, an affected creature is immune to the (same? all?) THINGs howl (for 24 hours?).

Query #114
Power Attack or Combat Expertise, perhaps? Base Attack line needs a Grapple afterwards.
+3? Maybe not even that, depending on the power of the poison.

Query #115
I suppose you know these already, but just in case, using the normal treant abilities as a model:
Animate Trees (Sp): A TREE-GUY can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a TREE-GUY in all respects. Animated trees lose their ability to move if the TREE-GUY that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a TREE-GUY has.
Trample (Ex): Reflex DC 20 half. The save DC is Strength-based. <The 2d12+5 would be part of the Special Attacks line>
Fire Vulnerability: Becomes Vulnerability to Fire
Half Damage from Piercing: Becomes DR 10/slashing.
Double damage against objects already works as the treant ability.

Based on assassin vine:
Constrict (Ex): A TREE-GUY deals 1d6+9 points of damage with a successful grapple check.
Entangle (Su): A TREE-GUY can animate plants within 30 feet of itself as a free action (Ref DC (15?) partial). The effect lasts until the TREE-GUY dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 7th).
Improved Grab (Ex): To use this ability, a TREE-GUY must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
 

Query #113
Attach might work... not sure what kind of creature it is, though, maybe grappling might be better?
Attract: The light fog bestows some concealment (10% miss chance).
Blood Drain no need to mention that the ability damage is temporary. If it were not, it would be drain.
Sleep seems ok.
Blindsight turn that to blindsense, 30 ft.?
 

#112
Knight Otu said:
Breath Weapon (Su): 30-foot cube of thick, billowing fog centered on the THING, at will. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. Otherwise, the fog disperses in 2d4 rounds.
Magical and nonmagical fire immediately evaporates the mists within the inflammatory source's area of effect.

Ah, ah, what did I tell you about forgetting the Creature Catalog. ;) just kidding… but seriously, while I was looking yesterday, I found a rather similar ability on our mist wolf:
Mist Cloud (Su): Twice per day, a mist wolf can exhale a cloud of thick mist in a 20-foot-radius spread, 20 feet high. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

I don’t know for sure, but this doesn’t sound very much like a breath weapon. So, I would go back to the original, and take parts of your idea and the mist wolf’s mist cloud, and come up with this:

Breath of the Moor (Su): At will, a THING can exhale a thick, billowing cloud from its lungs that fills a stationary, 30-foot cube centered on the THING. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. Otherwise, the fog disperses in 2d4 rounds. Magical and nonmagical fire immediately evaporates the mists within the inflammatory source's area of effect.


Modifying this a little further, how’s it look?
Howl (Su): As a standard action, a THING can let out a terrifying howl that affects all living creatures within 20 feet. Affected creatures must succeed on a DC 13 Will save or be shaken for the remainder of the encounter. If the save is successful, that creature cannot be affected again by the same THING’s howl for 24 hours. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.


#113
Knight Otu said:
Attach might work... not sure what kind of creature it is, though, maybe grappling might be better?

It is a Large plant creature attacks by touch, so damage only comes from the blood drain.
The original attack lines looked like this:
Attacks: 2 branches touch +6 melee
Damage: Blood drain 1d4 temporary Constitution damage

I can go with Improved Grab if that makes more sense. In the meantime, here is an experimental attach:

Attach (Ex): If a THING hits with a branch attack, it uses its twig like appendages to latch onto the opponent’s body. An attached THING is effectively grappling its prey. The THING loses its Dexterity bonus to AC and has an AC of 22, but holds on with great tenacity.
An attached THING can be struck with a weapon or grappled itself. To remove an attached THING through grappling, the opponent must achieve a pin against the THING.

An opponent can attack a THING’s branches with a sunder attempt as if they were weapons. A THING’s branches have 5 hit points each. If a THING is currently grappling a target with the branch that is being attacked, it usually uses its other limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a THING’s branches deals (X) points of damage to the creature. A THING usually withdraws from combat if it loses a branch. The creature regrows severed limbs in (X) days.


Knight Otu said:
Attract: The light fog bestows some concealment (10% miss chance).

so, like…
Attract (Ex): At will, a THING can emit a light fog in a 40-foot radius to attract prey.
that attracts prey to it. Opponents caught in the fog must succeed on a DC 13 Will save or feel an overwhelming compulsion to travel into the THING's reach. The save DC is Charisma-based and includes a +2 racial bonus. The light fog bestows some concealment (10% miss chance).

Knight Otu said:
Blindsight turn that to blindsense, 30 ft.?

since it already has sight? (which I assume to be low-light vision)


#114
LA
Knight Otu said:
+3? Maybe not even that, depending on the power of the poison.

Poison (Ex): Injury, Fortitude DC 16, initial damage 1d4 Con, secondary damage paralysis for 2d4 hours. The save DC is Constitution-based and includes a +4 racial bonus.

Also, should it get a +2 Str bonus to damage for the sling?


#115
Knight Otu said:
Constrict (Ex): A TREE-GUY deals 1d6+9 points of damage with a successful grapple check.

is the damage bonus Str (+9) or Str +1/2 (+13)?

Knight Otu said:
Entangle (Su): A TREE-GUY can animate plants within 30 feet of itself as a free action (Ref DC (15?) partial). The effect lasts until the TREE-GUY dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 7th).

didn’t realize that came from the assassin vine… thanks, that fixes it. :) and the proper DC is 16, if Wis-based.
 

#112
Your versions sound better. :)

#113
The attach looks good. :)
since it already has sight? (which I assume to be low-light vision)
Yep.

#114
+3 might be ok, then.

Also, should it get a +2 Str bonus to damage for the sling?
Yep.

#115
is the damage bonus Str (+9) or Str +1/2 (+13)?
The assassin vine uses 1 1/2 Str, so presumably +13.

didn’t realize that came from the assassin vine… thanks, that fixes it. :) and the proper DC is 16, if Wis-based.
It's Wis-based for the assassin vine, at least.
 

moving right along:

#116
this one has a constrict attack:

Entangle (Su): A THING can animate plants within 30 feet as a free action. The effect lasts until the THING dies or decides to end it (also a free action). The ability is otherwise similar to entangle as cast by a 10th-level druid (save DC 12).
Smother (Ex): Any foe constricted for two consecutive rounds must make a Fortitude check (DC 15) on subsequent rounds to prevent being suffocated as the THING covers the foe's mouth and crushes the air out of her. A failed save instantly deals the character's hit points in subdual damage, resulting in unconsciousness.
Blindsight (Ex): An THING has no visual organs but can ascertain all creatures within 30 feet using sound, scent, and vibration.
Electricity Immunity (Ex): THINGs take no damage from electricity. Instead, any electrical attack (such as shocking grasp or lightning bolt) used against a THING grants it 1d4 points of temporary Constitution. The THING loses these points at the rate of one per hour.
Forest Walk (Sp): A THING acts as though it is under the constant effects of a freedom of movement spell, and can use the druid spell transport via plants twice per day.
Will of the Darkened (Su): The THING is a semi-intelligent thing, powered by the collective will of its habitat, be it forest, marsh, or swamp. It gains the skills Listen and Move Silently as though it were a thinking being, with a +5 bonus. It intelligently uses its natural coloring to obscure itself, gaining a +18 bonus to Hide checks.


#117
another quick one:

Improved Grab (Ex): To use this ability, the THING must hit with its bite attack. If it gets a hold, it deals automatic, increased bite damage (2d10+5) each round the hold is maintained.
Mirror Image (Su): Once per day a THING can conjure mirror image as an 8th-level sorcerer, and can evoke or end the effect as a free action.
Paralysis (Ex): Those bitten by a THING must succeed at a Fortitude save (DC 14) or be paralyzed for 1d4 hours. THINGs secrete enough saliva to paralyze two victims per day.


#118
a spell that came with that one:

Preservation
Transmutation
Level: Drd 3
Components: V, S, F
Casting Time: One hour
Range: Touch
Effect: One dead animal, beast, or magical beast
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell is cast on the corpse of a recently slain creature (no more than 30 minutes after death). If the creature’s hide or natural weapons had magical, supernatural, or extraordinary properties, they are preserved, and remain even after a smith makes weapons or armor from the creature’s body. While the spell is permanent, the effect may be discharged upon use, depending on the creature and the ability.


#119
a quick one to check:

Spit (Ex): Combat begins with hidden THINGs spitting globs of mucus at their prey. This yellow-green glop requires a Reflex save against DC 14 to avoid. Upon being struck, a Fortitude save against DC 14 is necessary to avoid paralyzing affects of the mucus (1d6 hours). Even if this save is made, the struck foe is blinded until two full-round actions are used to clear off the thick and adhesive gunk. Each THING can spit only once per combat


#120
an interesting assortment:

Jungle Movement: THING suffer no penalties for moving through trackless jungle or swamp.
Skills: All THING receive +8 to Hide, Move Silently, and Survival and +5 to Alchemy (poison) checks.
Illiterate: THING are illiterate and must spend two skill points to gain the ability to read and write a language they can speak (the THING language may not be chosen as it has no written component).

Poison: All THING are trained in the use of poison. They learn a specialized form of the Alchemy skill targeted at the concoction of poisons. THING are familiar with all poisons available in any campaign although they prefer to use their own, more effective, poisons. It takes a number of days equal to the concoct DC divded by 3 to make 2d6 doses of a poison. This time is reduced by one day for every three points of success over the DC that the THING rolls.
THING poisons are well known throughout the world as the most potent, and command significant prices on the rare occasions that they can be found outside the THING’s native land.
When first encountered in combat, most THING use Treeblood on their opponents. Only when an enemy poses a known threat to the entire THING race is Quisloi Fire used, and then only by experienced THING warriors (15th-level and higher).
Quisloi Fire: Concoct DC 26; Contact, DC 26; Initial paralysis 1d6 hours; Secondary death; cost 1,500 gp.
Barmik Root: Concoct DC 21; Injury, DC 20; Initial 2d6 Dex; Secondary 2d6 Dex; cost 2,000 gp.
Ankala Snake Venom: Concoct DC 23; Injury, DC 23; Initial 1d8 Str; Secondary 1d6 Str + 1d6 Con; cost 800 gp.
Blue Fog: Concoct DC 21; Injury, DC 19; Initial 3d10 hp; Secondary 2d10 hp; cost 700 gp.
Treeblood: Concoct DC 18; Injury, DC 19; Initial paralysis 2d6 hours; Secondary Unconsciousness 1d6 hours; cost 400 gp.
 

the thing is, i tend to write these queries long before i actually post them... and don't really research them well before that point. ;)

here are a few additions/corrections to the last post:

#116
this one actually needs some feats:
Huge Plant
Hit Dice: 10d8+30 (75 hp)
Initiative: +0
Speed: 25 ft. (5 squares)
Armor Class: 21 (-2 size, +13 natural), touch 8, flat-footed 21
Base Attack/Grapple: +7/+24
Attack: Slam +14 melee (2d6+9)
Full Attack: 2 slams +14 melee (2d6+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Constrict 2d6+13, entangle, improved grab, smother
Special Qualities: Blindsight 30 ft., forest walk, immunity to electricity, plant traits, resistance to fire 20, will of the darkened
Saves: Fort +10, Ref +3, Will +4
Abilities: Str 28, Dex 10, Con 17, Int 5, Wis l3, Cha l0
Skills: Hide +18, Listen +6, Move Silently +5
Feats: 4

Entangle looks a lot like something i wrote for the last book.
Blindsight is probably OK.

#117
it also needs a feat:
Large Magical Beast
Hit Dice: 6d10+12 (45 hp)
Initiative: +2
Speed: 10 ft. (2 squares), swim 30 ft. (6 squares)
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +6/+14
Attack: Bite +10 melee (2d8+6)
Full Attack: Bite +10 melee (2d8+6)
Face/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, paralysis
Special Qualities: Darkvision 60 ft, low-light vision, mirror image
Saves: Fort +7, Ref+7, Will +3
Abilities: Str 19, Dex 14, Con 15, Int 9, Wis 12, Cha 9
Skills: Hide +9, Listen +10, Move Silently +12, Spot +10, Swim +12
Feats: Power Attack, Weapon Focus (bite) (ONE MORE)

THINGs are large reptiles that prey upon the creatures of the wetlands. Part alligator, part monitor, this massive predator is a skilled hunter. Its dark green and mottled brown scales make the perfect camouflage, while their mirror image ability allows them to deftly move in for the kill.


this one also came with a magic item:

"THING" HIDE ARMOR
If the spell preservation is cast on a recently slain THING, any hide armor crafted from it grants the wearer the ability to cast mirror image as a free action Once per day as an 8th-level wizard. Furthermore, armor made from THING hide operates as normal hide armor except that it grants a +5 armor bonus, rather than a +3 bonus. Such armor has a value of 5,000 gp.


#119
another one that needed a feat, that I forgot to mention (ever seen a “hide shield” before?):
Medium Humanoid (Aquatic, Reptilian)
Hit Dice: 4d8+8 (26 hp)
Initiative: +3 (Dex)
Speed: 35 ft. (7 squares), swim 50 ft. (10 squares)
Armor Class: 19 (+3 Dex, +5 natural, +1 hide shield), touch 13, flat-footed 16
Base Attack/Grapple: +3/+3
Attack: Spit +6 ranged (poison) or dagger +6 melee (dagger 1d4/19-20 plus poison)
Full Attack: Spit +6 ranged (poison) or dagger +6 melee (dagger 1d4/19-20 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spit, poison
Special Qualities:
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 10, Dex 17, Con 15, Int 10, Wis 11, Cha 10
Skills: Hide +6, Move Silently +7, Swim +8
Feats: Weapon Finesse (dagger) (ONE MORE)

THINGs are intelligent amphibious humanoids that make their homes on underwater enclaves lush, wet surroundings. Their rubbery skin is bright green with colorful patterning similar to frog of the rainforest. Many creatures, including the THINGs themselves, use the toxic mucus that exudes from their skin as a paralytic poison.


#120
and, again, another one that I should have asked about feats. And I’d say that the Weapon Finesse might be useless, so I probably need two feats.

Medium Humanoid (Reptilian)
Hit Dice: 6d8+6 (33 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +2 leather, +1 buckler), touch 12, flat-footed 13
Base Attack/Grapple: +4/+4
Attack: Shortspear +7 melee (1d6 plus poison) or javelin +6 ranged (1d6 plus poison)
Full Attack: Shortspear +7 melee (1d6 plus poison) or javelin +6 ranged (1d6 plus poison)
Space/Reach: 5 ft/5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., jungle movement
Saves: Fort +3, Ref +7, Will +2
Abilities: Str 11, Dex 15, Con 13, Int 10, Wis 10, Cha 11
Skills: Alchemy (poison) +6, Climb +3, Hide +10, Listen +3, Move Silently +10, Survival +9
Feats: Weapon Finesse (shortspear), Weapon Focus (shortspear) (ONE MORE)

THINGs are sinister reptilian humanoids that ruthlessly seek to dominate their neighbors, whoever they may be. Their skin varies from dark green, browns, and ferrous red, and their sallow eyes merely hint at their scheming.

THINGs rely on their skill at moving unseen and silently through the jungle to surprise their enemy. In battle, they depend on a wide variety of poisons to incapacitate their foes. If opposing an unknown, such as a party of PCs, the THINGs usually drug their opponents, taking them back to the patriarchal head of the family for examination.
 

#116
Entangle (Su): A THING can animate plants within 30 feet as a free action (Ref DC 12 partial). The effect lasts until the THING dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 10th).
Smother (Ex): We've had some of these.
Electricity Healing (Ex): THINGs take no damage from electricity. Instead, any electrical attack (such as shocking grasp or lightning bolt) used against a THING grants it 1d4 points of temporary Constitution (10 temporary hit points?). The THING loses these points at the rate of one per hour. (These temporary hit points last a maximum of 1[2?] hours?)
Forest Walk (Sp): Su might be better?
Will of the Darkened - Rather unneccessary. Intelligent plants always get skill points. Skill bonuses can still be used, of course.

(Imp Init? Imp Sunder?), Iron Will, Power Attack, Stealthy

#117
Improved Grab (Ex): To use this ability, a THING must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can (worry?).
Worry (Ex): A THING deals 2d10+5 points of damage with a successful grapple check.
Mirror Image (Su): Once per day, as a free action, a THING can create mirror images as per the spell (caster level 8th). It can end the effect as a free action as well.

Alertness or Stealthy.

#118
Never realized that gentle repose is not a druid spell...
Beast is no longer a creature type.
Casting time 1 hour, must be cast on a corpse no older than 30 minutes? At the time of casting? ;)
Not sure about this one...

#119
Stealthy? Dodge?

Dracotaur Discipline:
Spit (Ex): Combat begins with hidden THINGs spitting globs of mucus at their prey as a standard action. Once a THING spits, ot cannot spit again for (10 minutes?). This yellow-green glop is treated as a ranged touch attack with a range increment of (20?) feet.
Upon being struck, a Fortitude save against DC 14 is necessary to avoid paralyzing affects of the mucus (1d6 hours). Even if this save is made, the struck foe is blinded until two full-round actions are used to clear off the thick and adhesive gunk.

#120
Stealthy? Alertness?
 

#116
Knight Otu said:
Smother (Ex): We've had some of these.

yes. Among the recent ones, though, were smothering attacks dealing with drowning in gooey stuff. This one is suffocation due to lack of breath. How about:

Smother (Ex): Any foe constricted for two full consecutive rounds must succeed on a DC 18 Fortitude save on every subsequent round or begin to suffocate as the slayer vine covers the foe's mouth and crushes the air out of the creature (see Suffocation rules in the DMG). (A failed save instantly deals the character's hit points in subdual damage, resulting in unconsciousness.)? The save DC is Constitution-based.

Knight Otu said:
Electricity Healing (Ex): THINGs take no damage from electricity. Instead, any electrical attack (such as shocking grasp or lightning bolt) used against a THING grants it 1d4 points of temporary Constitution (10 temporary hit points?). The THING loses these points at the rate of one per hour. (These temporary hit points last a maximum of 1[2?] hours?)

or we could modify the “slowed by electricity” we used recently:

Electrical Vigor (Ex): A THING takes no damage from electricity, but an electrical attack instead grants a THING 10 temporary hit points that last for 1 hour.

Knight Otu said:
Will of the Darkened - Rather unneccessary. Intelligent plants always get skill points. Skill bonuses can still be used, of course.

true. It was written back in 3.0 when plants didn’t get skills – except the treant, who gained skills “as a fey”.


#117
How’s this?
Paralysis (Ex): A creature bitten by a THING must succeed on a DC 17 Fortitude save or be paralyzed for 1d4 hours. The save DC is Constitution-based. A THING secretes enough saliva to paralyze two victims per day.

this one also came with a magic item:

"THING" HIDE ARMOR
If the spell preservation is cast on a recently slain THING, any hide armor crafted from it grants the wearer the ability to cast mirror image as a free action Once per day as an 8th-level wizard. Furthermore, armor made from THING hide operates as normal hide armor except that it grants a +5 armor bonus, rather than a +3 bonus. Such armor has a value of 5,000 gp.


#118
Knight Otu said:
Never realized that gentle repose is not a druid spell...
Beast is no longer a creature type.
Casting time 1 hour, must be cast on a corpse no older than 30 minutes? At the time of casting?
Not sure about this one...

I can’t imagine why a druid would want to use gentle repose – isn’t death a part of the natural order of things? ;) seriously, two entirely different spells… GR is used primarily to assist in getting a creature raised from the dead, whereas this spell seems to be for keeping parts of a creature magically enhanced.

Preservation
Transmutation
Level: Drd 3
Components: V, S, F
Casting Time: One hour
Range: Touch
Target: One corpse of an animal or magical beast touched
Duration: Permanent
Saving Throw: Will negates (object)
Spell Resistance: No

This spell is cast on the corpse of a recently slain creature (dead for no more than 30 minutes at the time of casting). If the creature’s hide or natural weapons had magical, supernatural, or extraordinary properties, they are preserved, and remain even after a smith makes weapons or armor from the creature’s body. While the spell is permanent, the effect may be discharged upon use, depending on the creature and the ability.


#119
Knight Otu said:
Dracotaur Discipline:

:) is that from a new creature I haven’t much looked at yet?

The numbers you came up with were fine. Look good now?

Spit (Ex): Combat begins with hidden THINGs spitting globs of mucus at their prey as a standard action. Once a THING spits, it cannot spit again for 10 minutes. This yellow-green glop is treated as a ranged touch attack with a range increment of 20 feet. On a successful hit, the foe is blinded and must succeed on a DC 14 Fortitude save or be paralyzed for 1d6 hours. The save DC is Consitution-based. A creature remains blinded until it spends two full-round actions to clear off the thick and adhesive gunk.


#120
thoughts on its other stuff?

Jungle Movement: THING suffer no penalties for moving through trackless jungle or swamp.
Skills: All THING receive +8 to Hide, Move Silently, and Survival and +5 to Alchemy (poison) checks.
Illiterate: THING are illiterate and must spend two skill points to gain the ability to read and write a language they can speak (the THING language may not be chosen as it has no written component).

Poison: All THING are trained in the use of poison. They learn a specialized form of the Alchemy skill targeted at the concoction of poisons. THING are familiar with all poisons available in any campaign although they prefer to use their own, more effective, poisons. It takes a number of days equal to the concoct DC divded by 3 to make 2d6 doses of a poison. This time is reduced by one day for every three points of success over the DC that the THING rolls.
THING poisons are well known throughout the world as the most potent, and command significant prices on the rare occasions that they can be found outside the THING’s native land.
When first encountered in combat, most THING use Treeblood on their opponents. Only when an enemy poses a known threat to the entire THING race is Quisloi Fire used, and then only by experienced THING warriors (15th-level and higher).
Quisloi Fire: Concoct DC 26; Contact, DC 26; Initial paralysis 1d6 hours; Secondary death; cost 1,500 gp.
Barmik Root: Concoct DC 21; Injury, DC 20; Initial 2d6 Dex; Secondary 2d6 Dex; cost 2,000 gp.
Ankala Snake Venom: Concoct DC 23; Injury, DC 23; Initial 1d8 Str; Secondary 1d6 Str + 1d6 Con; cost 800 gp.
Blue Fog: Concoct DC 21; Injury, DC 19; Initial 3d10 hp; Secondary 2d10 hp; cost 700 gp.
Treeblood: Concoct DC 18; Injury, DC 19; Initial paralysis 2d6 hours; Secondary Unconsciousness 1d6 hours; cost 400 gp.
 

#116
yes. Among the recent ones, though, were smothering attacks dealing with drowning in gooey stuff. This one is suffocation due to lack of breath. How about_:
Got the marsh assassin handy for comparison, perhaps? Ah, yes:
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.
Smother (Ex): Any foe constricted for two full consecutive rounds must succeed on a DC 18 Fortitude save on every subsequent round or begin to suffocate as the slayer vine covers the foe's mouth and crushes the air out of the creature (see Suffocation rules in the DMG). (A failed save instantly deals the character's hit points in subdual damage, resulting in unconsciousness.)? The save DC is Constitution-based.

or we could modify the “slowed by electricity” we used recently:
Yep, looks good.

#117
Paralysis might be a bit long, but otherwise ok.

this one also came with a magic item:

"THING" HIDE ARMOR
Assuming a command word item, the cost for the would be 2 (spell level) x 8 (caster level) x 1800 / 5 (once per day) = 5760 gp, even before the enhanced armor class. That would likely be another 4000. Not that I'm an expert in pricing magic items, but it seems more like a 10,000 gp than a 5,000 gp, according to the rules.


#118
Same concept. ;) It might be balanced. What's the focus, by the way? Or should it be DF?

#119
:) is that from a new creature I haven’t much looked at yet?
Monster Manual III. I'd give you the link to the WotC preview, but that wouldn't help you at work.
Seems fine now, though.

#120
Jungle movement seems ok.
Alchemy is now Craft (Alchemy); I'm not sure if it includes poison or not, but I have the feeling that it does. Craft skills have defined rules for craft time, though these guys certainly could possibly craft faster.
 

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