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<blockquote data-quote="BOZ" data-source="post: 1838529" data-attributes="member: 1241"><p>#116</p><p></p><p></p><p>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:</p><p></p><p>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.</p><p></p><p></p><p></p><p>or we could modify the “slowed by electricity” we used recently:</p><p></p><p>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.</p><p></p><p></p><p></p><p>true. It was written back in 3.0 when plants didn’t get skills – except the treant, who gained skills “as a fey”.</p><p></p><p></p><p>#117</p><p>How’s this?</p><p>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.</p><p></p><p>this one also came with a magic item:</p><p></p><p>"THING" HIDE ARMOR</p><p>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.</p><p></p><p></p><p>#118</p><p></p><p></p><p>I can’t imagine why a druid would want to use gentle repose – isn’t death a part of the natural order of things? <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=";)" /> 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.</p><p></p><p>Preservation</p><p>Transmutation</p><p>Level: Drd 3</p><p>Components: V, S, F</p><p>Casting Time: One hour</p><p>Range: Touch</p><p>Target: One corpse of an animal or magical beast touched</p><p>Duration: Permanent</p><p>Saving Throw: Will negates (object)</p><p>Spell Resistance: No</p><p></p><p>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.</p><p></p><p></p><p>#119</p><p></p><p></p><p><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=":)" /> is that from a new creature I haven’t much looked at yet?</p><p></p><p>The numbers you came up with were fine. Look good now?</p><p></p><p>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.</p><p></p><p></p><p>#120</p><p>thoughts on its other stuff?</p><p></p><p>Jungle Movement: THING suffer no penalties for moving through trackless jungle or swamp.</p><p>Skills: All THING receive +8 to Hide, Move Silently, and Survival and +5 to Alchemy (poison) checks.</p><p>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).</p><p></p><p>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.</p><p>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.</p><p>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).</p><p>Quisloi Fire: Concoct DC 26; Contact, DC 26; Initial paralysis 1d6 hours; Secondary death; cost 1,500 gp.</p><p>Barmik Root: Concoct DC 21; Injury, DC 20; Initial 2d6 Dex; Secondary 2d6 Dex; cost 2,000 gp.</p><p>Ankala Snake Venom: Concoct DC 23; Injury, DC 23; Initial 1d8 Str; Secondary 1d6 Str + 1d6 Con; cost 800 gp.</p><p>Blue Fog: Concoct DC 21; Injury, DC 19; Initial 3d10 hp; Secondary 2d10 hp; cost 700 gp.</p><p>Treeblood: Concoct DC 18; Injury, DC 19; Initial paralysis 2d6 hours; Secondary Unconsciousness 1d6 hours; cost 400 gp.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1838529, member: 1241"] #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: 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: 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. 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 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 :) 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. [/QUOTE]
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