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<blockquote data-quote="BOZ" data-source="post: 1832385" data-attributes="member: 1241"><p>The way things will work for the rest of this thread's life, is that every time i post a response to current queries, my response will be all that we are working on - if i leave something off, consider it done. i can't afford to waste any more time saying "does this look done" on every item; if it looks good enough, then it's done.</p><p></p><p>i'll hold a little while for more responses to the feat queries.</p><p></p><p>in the meantime:</p><p></p><p>#95</p><p></p><p></p><p>were they psionic powers in 3.0? if not, and they were just spells, we can leave them in the psionic/spell-like abilities format of the mind flayer in the MM.</p><p></p><p>Psi-Like Abilities: At will—animal trance (DC 14), color spray (DC 13), detect evil, hypnotic pattern (DC 14), and invisibility. These powers work as the spells of the same name. Manifester level 10th. The save DCs are Charisma-based.</p><p></p><p></p><p> #100</p><p>anything that needs fixing here?</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> #101</p><p></p><p></p><p>We did? One that worked like the shapechange spell?</p><p></p><p>this one has Cha 20, are the DCs OK? </p><p>And for this, we should go the same route as #95 – either in the format below, or revert to spell-like psionics ala the MM. All or nothing. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Psi-Like Abilities: At will—escape detection, mass cloud mind (DC 21), psionic charm (duration 1 day/level; affects aberration, animals, dragons, elementals, fey, giants, humanoids, magical beasts, monstrous humanoids and outsiders; DC 21*), psionic mind blank (DC 23), psionic suggestion (8 targets, DC 17*), read thoughts (DC 17). Manifester level 18th. The save DCs are Charisma-based.</p><p>*Includes augmentations for the THINGs manifester level.</p><p></p><p></p><p>#103 </p><p></p><p></p><p>no kidding… mummies sure do have that.</p><p>I was thinking of reworking bog rot a bit. Part of the beginning description seemed to work more like a poison than a disease, so I rewrote that, too.</p><p></p><p>Bog Rot (Su): Supernatural disease—slam, Fortitude DC 16, incubation period 1 day; damage 1d6 ability damage. The ability damage is dealt to either Strength, Dexterity, Constitution, or Charisma, determined randomly, and further damage from this disease is dealt to the same ability score. The save DC is Charisma-based.</p><p>Unlike normal diseases, bog rot continues until the victim reaches 0 in the affected ability score (and dies) or is cured as described below.</p><p>Bog rot is a powerful curse, not a natural disease. Any conjuration (healing) spell cast on a creature afflicted with bog rot only heals half as many hit points as it normally would. Creatures afflicted with bog rot do not heal naturally, nor do they recover ability damage normally.</p><p>To eliminate bog rot, the curse must first be broken with break enchantment or remove curse (requiring a DC X caster level check for either spell), after which the bog rot can be magically cured as any normal disease.</p><p> </p><p></p><p> #104</p><p>like that?</p><p></p><p>Slowed by Electricity (Ex): A THING takes no damage from electricity, but an electrical attack instead slows a THING, as the spell, for one round.</p><p></p><p></p><p> #106</p><p></p><p></p><p>Hmm, it has a lot of the same stuff as #103. you think I will ever learn to pay attention to details? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Is curse of the deep a death effect?</p></blockquote><p></p>
[QUOTE="BOZ, post: 1832385, member: 1241"] The way things will work for the rest of this thread's life, is that every time i post a response to current queries, my response will be all that we are working on - if i leave something off, consider it done. i can't afford to waste any more time saying "does this look done" on every item; if it looks good enough, then it's done. i'll hold a little while for more responses to the feat queries. in the meantime: #95 were they psionic powers in 3.0? if not, and they were just spells, we can leave them in the psionic/spell-like abilities format of the mind flayer in the MM. Psi-Like Abilities: At will—animal trance (DC 14), color spray (DC 13), detect evil, hypnotic pattern (DC 14), and invisibility. These powers work as the spells of the same name. Manifester level 10th. The save DCs are Charisma-based. #100 anything that needs fixing here? 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. #101 We did? One that worked like the shapechange spell? this one has Cha 20, are the DCs OK? And for this, we should go the same route as #95 – either in the format below, or revert to spell-like psionics ala the MM. All or nothing. ;) Psi-Like Abilities: At will—escape detection, mass cloud mind (DC 21), psionic charm (duration 1 day/level; affects aberration, animals, dragons, elementals, fey, giants, humanoids, magical beasts, monstrous humanoids and outsiders; DC 21*), psionic mind blank (DC 23), psionic suggestion (8 targets, DC 17*), read thoughts (DC 17). Manifester level 18th. The save DCs are Charisma-based. *Includes augmentations for the THINGs manifester level. #103 no kidding… mummies sure do have that. I was thinking of reworking bog rot a bit. Part of the beginning description seemed to work more like a poison than a disease, so I rewrote that, too. Bog Rot (Su): Supernatural disease—slam, Fortitude DC 16, incubation period 1 day; damage 1d6 ability damage. The ability damage is dealt to either Strength, Dexterity, Constitution, or Charisma, determined randomly, and further damage from this disease is dealt to the same ability score. The save DC is Charisma-based. Unlike normal diseases, bog rot continues until the victim reaches 0 in the affected ability score (and dies) or is cured as described below. Bog rot is a powerful curse, not a natural disease. Any conjuration (healing) spell cast on a creature afflicted with bog rot only heals half as many hit points as it normally would. Creatures afflicted with bog rot do not heal naturally, nor do they recover ability damage normally. To eliminate bog rot, the curse must first be broken with break enchantment or remove curse (requiring a DC X caster level check for either spell), after which the bog rot can be magically cured as any normal disease. #104 like that? Slowed by Electricity (Ex): A THING takes no damage from electricity, but an electrical attack instead slows a THING, as the spell, for one round. #106 Hmm, it has a lot of the same stuff as #103. you think I will ever learn to pay attention to details? ;) Is curse of the deep a death effect? [/QUOTE]
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