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<blockquote data-quote="BOZ" data-source="post: 1836464" data-attributes="member: 1241"><p>#112</p><p></p><p></p><p>Ah, ah, what did I tell you about forgetting 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=";)" /> just kidding… but seriously, while I was looking yesterday, I found a rather similar ability on our mist wolf:</p><p>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).</p><p></p><p>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:</p><p></p><p>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). </p><p>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.</p><p></p><p></p><p>Modifying this a little further, how’s it look?</p><p>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.</p><p></p><p> </p><p>#113</p><p></p><p></p><p>It is a Large plant creature attacks by touch, so damage only comes from the blood drain.</p><p>The original attack lines looked like this:</p><p>Attacks: 2 branches touch +6 melee</p><p>Damage: Blood drain 1d4 temporary Constitution damage</p><p></p><p>I can go with Improved Grab if that makes more sense. In the meantime, here is an experimental attach:</p><p></p><p>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.</p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p></p><p>so, like…</p><p>Attract (Ex): At will, a THING can emit a light fog in a 40-foot radius to attract prey.</p><p>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).</p><p></p><p></p><p></p><p>since it already has sight? (which I assume to be low-light vision)</p><p></p><p></p><p>#114</p><p>LA</p><p></p><p></p><p>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.</p><p></p><p>Also, should it get a +2 Str bonus to damage for the sling?</p><p></p><p></p><p>#115</p><p></p><p></p><p>is the damage bonus Str (+9) or Str +1/2 (+13)? </p><p></p><p></p><p></p><p>didn’t realize that came from the assassin vine… thanks, that fixes it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> and the proper DC is 16, if Wis-based.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1836464, member: 1241"] #112 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 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. 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). since it already has sight? (which I assume to be low-light vision) #114 LA 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 is the damage bonus Str (+9) or Str +1/2 (+13)? didn’t realize that came from the assassin vine… thanks, that fixes it. :) and the proper DC is 16, if Wis-based. [/QUOTE]
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