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<blockquote data-quote="BOZ" data-source="post: 1831127" data-attributes="member: 1241"><p>OK, I’m quickly running out of time (actually, I ran out of time a few weeks ago, but the goodwill being extended to me is just about used up), so things will be hurried along. For this book, I will finish up the existing queries. For remaining sources, queries will be limited to little more than adding feats, fixing psionics, and maybe a few other things.</p><p></p><p>Here is what remains for this book (I will be posting some more feat-related queries soon):</p><p></p><p></p><p>#95</p><p>these psionics need a 3.5 update:</p><p>Psionics (Sp): A THING can use the following psionic powers at will: animal trance, color spray, detect evil, hypnotic pattern, and invisibility. These abilities function as if cast by a 10th-level sorcerer. </p><p></p><p></p><p>Query#97</p><p> Poison Spines (Ex): Anyone attacking the THING in melee combat must make a Reflex save DC 15 or suffer 1d4 points of damage from contact with the creature's spines. To make matters worse, the spines are poisoned. Victims must make a Fort save DC 23 or take 1d4 points of temporary Dexterity score damage. After 1 minute the victim must make a second save or take an additional 1d4 points of temporary Dexterity damage. Weapons with reach can attack the creature from a distance and do not subject the wielder to damage from the spines.</p><p></p><p>Simple rewrite, looks good?:</p><p>Poison (Ex): Injury, Fortitude DC 24, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.</p><p>Spines (Ex): Anyone attacking a THING in melee combat must succeed on a DC 18 Reflex save or suffer 1d4 points of damage from contact with the creature's spines, in addition to being poisoned by the spines. Weapons with reach can attack the creature from a distance and do not subject the wielder to damage from the spines. The save DC is Dexterity-based.</p><p></p><p></p><p>Query#100</p><p>Check out this ability:</p><p>Whirlpool (Su): The THING can magically generate fierce undercurrents within a 30-foot burst range to drag its prey down into the water. The THING is not affected by the undercurrent, and can use this ability as a free action.</p><p>Those caught in the whirlpool suffer 1d4 points of subdual damage each round, and must make a Swim check (DC15) or be dragged under the surface and begin to drown as per the standard D20 System drowning rules.</p><p>Boats caught in the whirlpool take 2d6 points of damage each round, though Hardness subtracts from this damage as usual; wooden boats usually have a Hardness of 5.</p><p></p><p></p><p>Query#101</p><p>Check out these powers. it has damage reduction 10/+5 listed in the SQ line – thing is, this is only a 10-HD critter!</p><p>Alternate Form (Su): THING can shapechange into the form of any Small or Medium-size humanoid race. This ability functions as the spell cast by an 18th-level sorcerer.</p><p>Damage Reduction (Ex): The THING ignores 5 hit points from most weapons and natural attacks. A +5 weapon or better deals normal damage.</p><p>Tremorsense (Ex): THING can sense the location of any submerged creature or object within 60 feet by detecting perturbations in water currents.</p><p></p><p>And psionics:</p><p>Psionics (Sp): At will—charm person, detect thoughts, invisibility, mind blank, non-detection, and suggestion. These abilities are as the spells cast by an 18th-level sorcerer (save DC 15 + spell level).</p></blockquote><p></p>
[QUOTE="BOZ, post: 1831127, member: 1241"] OK, I’m quickly running out of time (actually, I ran out of time a few weeks ago, but the goodwill being extended to me is just about used up), so things will be hurried along. For this book, I will finish up the existing queries. For remaining sources, queries will be limited to little more than adding feats, fixing psionics, and maybe a few other things. Here is what remains for this book (I will be posting some more feat-related queries soon): #95 these psionics need a 3.5 update: Psionics (Sp): A THING can use the following psionic powers at will: animal trance, color spray, detect evil, hypnotic pattern, and invisibility. These abilities function as if cast by a 10th-level sorcerer. Query#97 Poison Spines (Ex): Anyone attacking the THING in melee combat must make a Reflex save DC 15 or suffer 1d4 points of damage from contact with the creature's spines. To make matters worse, the spines are poisoned. Victims must make a Fort save DC 23 or take 1d4 points of temporary Dexterity score damage. After 1 minute the victim must make a second save or take an additional 1d4 points of temporary Dexterity damage. Weapons with reach can attack the creature from a distance and do not subject the wielder to damage from the spines. Simple rewrite, looks good?: Poison (Ex): Injury, Fortitude DC 24, initial and secondary damage 1d4 Dex. The save DC is Constitution-based. Spines (Ex): Anyone attacking a THING in melee combat must succeed on a DC 18 Reflex save or suffer 1d4 points of damage from contact with the creature's spines, in addition to being poisoned by the spines. Weapons with reach can attack the creature from a distance and do not subject the wielder to damage from the spines. The save DC is Dexterity-based. Query#100 Check out this ability: Whirlpool (Su): The THING can magically generate fierce undercurrents within a 30-foot burst range to drag its prey down into the water. The THING is not affected by the undercurrent, and can use this ability as a free action. Those caught in the whirlpool suffer 1d4 points of subdual damage each round, and must make a Swim check (DC15) or be dragged under the surface and begin to drown as per the standard D20 System drowning rules. Boats caught in the whirlpool take 2d6 points of damage each round, though Hardness subtracts from this damage as usual; wooden boats usually have a Hardness of 5. Query#101 Check out these powers. it has damage reduction 10/+5 listed in the SQ line – thing is, this is only a 10-HD critter! Alternate Form (Su): THING can shapechange into the form of any Small or Medium-size humanoid race. This ability functions as the spell cast by an 18th-level sorcerer. Damage Reduction (Ex): The THING ignores 5 hit points from most weapons and natural attacks. A +5 weapon or better deals normal damage. Tremorsense (Ex): THING can sense the location of any submerged creature or object within 60 feet by detecting perturbations in water currents. And psionics: Psionics (Sp): At will—charm person, detect thoughts, invisibility, mind blank, non-detection, and suggestion. These abilities are as the spells cast by an 18th-level sorcerer (save DC 15 + spell level). [/QUOTE]
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