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<blockquote data-quote="BOZ" data-source="post: 1834532" data-attributes="member: 1241"><p>#107</p><p></p><p></p><p>hmm, I don’t want to get too messy with this… maybe it would work fine without the maximum? (would it make sense that 20 medium-sized fish could tip over a boat larger than 60 feet long?)</p><p></p><p></p><p>#108 </p><p></p><p></p><p>well, perhaps not entirely… but I do need to trust my own judgment more rather than always waiting to see what others have to say first. <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></p><p>#109</p><p></p><p></p><p>Never ever forget our good friend, the Creature Catalog. <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>Gaseous Form (Ex): A vampire mist’s insubstantial form grants it immunity to critical hits and flanking. A vampire mist cannot run, but it can fly, and it is subject to winds. It cannot ever wear armor, manipulate solid objects, or enter water or other liquids. It can pass through small holes or narrow openings – even mere cracks. It also can occupy squares occupied by enemies.</p><p></p><p></p><p>thoughts on its other abilities? Poison gas might need to be renamed to avoid confusion with modern poison – I believe the same thing was done for green dragons. When working with the horgar, didn’t we have something involving breathing in fumes from acid?</p><p></p><p>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.</p><p></p><p>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). </p><p></p><p></p><p>#111</p><p>sorry, have to do it again. <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>do these look OK?</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1834532, member: 1241"] #107 hmm, I don’t want to get too messy with this… maybe it would work fine without the maximum? (would it make sense that 20 medium-sized fish could tip over a boat larger than 60 feet long?) #108 well, perhaps not entirely… but I do need to trust my own judgment more rather than always waiting to see what others have to say first. ;) #109 Never ever forget our good friend, the Creature Catalog. ;) Gaseous Form (Ex): A vampire mist’s insubstantial form grants it immunity to critical hits and flanking. A vampire mist cannot run, but it can fly, and it is subject to winds. It cannot ever wear armor, manipulate solid objects, or enter water or other liquids. It can pass through small holes or narrow openings – even mere cracks. It also can occupy squares occupied by enemies. thoughts on its other abilities? Poison gas might need to be renamed to avoid confusion with modern poison – I believe the same thing was done for green dragons. When working with the horgar, didn’t we have something involving breathing in fumes from acid? 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). #111 sorry, have to do it again. ;) do these look OK? 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. 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. [/QUOTE]
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