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<blockquote data-quote="BOZ" data-source="post: 1840009" data-attributes="member: 1241"><p>#120</p><p></p><p></p><p>well, I don’t have time to waste on writing up the rules for that anymore. <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=";)" /> we’ll just assume that alchemy can create poisons. The text below seems to cover that anyway. Do the “concoct” DCs look all right – should we fix those or leave well enough alone? <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=":)" /></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 divided 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><p></p><p></p><p>#121</p><p>thoughts on this?</p><p></p><p>Combat</p><p>A THING's sole ability in combat is to detach from its host and scurry toward its victim. If there are any enslaved humanoids around, they attempt to restrain the prospective victim so the THING can attach itself unmolested. If the THING hits with its stinger, the victim must make a Will save against DC 20 or become enslaved.</p><p>To attack a THING without doing damage to the victim/host, the attacker must first be able to see the THING. This is rare. The picture nearby serves to illustrate how the THING looks when attached to a host, but the first command the THING gives is to cover this part of the host's body. Attackers aiming at the neck without being able to see the THING suffer a -2 penalty on attacks. If the THING can be seen, an attack roll against AC 25 (no Dex bonus) must be made. A successful hit means the THING, and only the THING, has been hit. If the attacker fails, but the result would have hit the victim's natural AC with armor bonus, the victim suffers the damage instead.</p><p>If the THING is detached, the victim goes into a coma. She can be revived, and restored to health with a lesser restoration spell. She will remember everything she did (within the natural limits of her intelligence) but as though the events took place in a dream.</p><p>THINGs typically pick small populations of humanoids with medium-levels wizards, sorcerers and clerics. This grants the THINGs the opportunity to exploit the item creation feats of their new slaves.</p><p>Enslave: While the THING is attached to the victim, apart from sharing all the THING's skills and feats, the victim gains the following abilities: +3 enhancement bonus to Strength, Constitution, and Dexterity and the spellcasting abilities of a 7th-level sorcerer (including the appropriate spell knowledge). Once attached, the THING dominates its victim's mind. The victim remembers its past and knows, who it was, but is not permitted any level of feeling or expression by the dominating THING. When the victim speaks, it is the THING speaking, using its new understanding of the victim's personality and past to pass itself off as the victim.</p><p>Psionics (Sp): At will—astral projection, charm monster, detect thoughts, and suggestion. These effects are as the spells cast by a 7th-level sorcerer (save DCs, where applicable, are 12 + spell level). While psychic abilities are performed by the THING and sorcerer spells are cast by the victim, the THING/victim must use one or the other in any given action.</p><p></p><p></p><p> #122 </p><p>Brachiation (Ex): Uakari are at home in the trees and get along as well there are most humans do on the ground. Uakari receive a +10 racial bonus to Climb checks while in a forest, and are able to swing from branches and vines at their normal land speed.</p><p></p><p>One problem was, though, that the land speed was 20 feet, and the “swing” speed is 30.</p><p></p><p>Working from this flavor text:</p><p>“If the terrain is good, it is possible for a THING to leap into a tree and use its powerful arms to swing through the tree branches to get away. It moves more quickly in this manner than by walking, and may outdistance its enemies.”</p><p></p><p>So, how about:</p><p>Brachiation (Ex): A THING is at home in the trees and gets along as well there as most humans do on the ground. A THING has a +10 racial bonus on Climb checks while in a forest or marsh, and is able to swing from branches and vines at a speed of 30 feet per round (or – 10 feet faster than their normal land speed?).</p><p></p><p>Thoughts on these items?:</p><p></p><p>Detect Gold (Sp): The THING can use this ability three times per day. This is a divination effect similar to a detect magic spell. After concentrating for one round, the THING knows if there is any gold within a 60-foot arc; two rounds of concentration reveal the exact amount of gold; and three rounds reveals its exact location, type, and value.</p><p>Poison (Ex): Bite, Fortitude save (DC 22); initial damage 1d6 temporary Strength, secondary damage death.</p><p></p><p></p><p> #123</p><p></p><p></p><p>maybe I’ll have a better idea when I edit the hell out of this section:</p><p></p><p>If the THING attacks from a river or streambed, it may be possible for the rest of the party to rescue their captured comrade. Those entering the water must succeed at a Swim check (DC between 10 and 15 depending on the strength of the river) as well as a Search check (DC 13) to find their missing party-member. They must then battle the thing in the water, while it thrashes around eating their friend. Characters in this environment are considered fighting blind due to the difficulty in seeing in turbulent waters. THINGs encountered in this situation are considered CR 3.</p><p>THINGs lurking at the shore of a deep lake or inland sea are considered CR 7 due to the extreme difficulty in following the creature deep underwater. Magic is necessary to follow the THING down, although the captured PC may free himself.</p><p></p><p></p><p></p><p>Yeah… that does make a lot more sense that way. But I would do more than just break it up; it needs a bit of a fix. The grapple bonus is +9 anyway (BAB +5, Str +4, size Med). How is this?</p><p></p><p>Impale (Ex): To use this ability, the THING must hit with its tail attack. If it succeeds, its opponent not only takes damage, but is impaled on the THING's tail-spine, and it can attempt to pull its opponent into the water. If the opponent wins the grapple check, it frees itself from the THING’s tail-spine.</p><p>Pull (Ex): If a THING wins a grapple check against an impaled opponent, when it takes its move action it can drag the opponent along with it. If the THING submerges, it pulls the opponent into the water, where the opponent may be at risk for drowning. The impaled victim can freely attack the THING although the opponent suffers the normal penalties for fighting underwater.</p><p></p><p></p><p>#124</p><p></p><p></p><p>well, for the mimic, it doesn’t appear to be based on any ability score (though, arguably, Con does fit the numbers). I could either arbitrarily set the DC at say 20, or go with the full force of a Con-based DC, making it 45!</p><p></p><p>Adhesive (Ex): A THING exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. Anyone walking over the trail it leaves, or caught by its squash attack is considered automatically grappled by the adhesive slime. Opponents so grappled cannot get free while the THING is alive without removing the adhesive first. </p><p>A weapon that strikes a THING is stuck fast unless the wielder succeeds on a DC X Reflex save. A successful DC X Strength check is needed to pry it off. </p><p>Strong alcohol dissolves the adhesive. Those stuck to the side of a THING are not attacked by the THING, merely dragged along until they free themselves.</p><p></p><p></p><p> </p><p></p><p>too bad it’s Cha-based… but with 53 HD (I hope I’m reading that right), that low score won’t matter much. <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>Roar (Ex): A THING can loose a terrifying roar every 1d4 rounds. All creatures (except other THINGs and those riding in the fortress atop a THING) within 120 feet must succeed on a DC 32 Will save or be affected as though by a fear spell for 12 rounds. Those within 30 feet become deafened for 2d6 rounds; creatures with 9 or more Hit Dice must succeed on a DC 32 Fortitude save to negate this effect. Deafened creatures cannot be affected again by the THING's roar. The save DCs are Charisma-based.</p><p></p><p></p><p></p><p></p><p>you mean the barn slug? <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=";)" /> and it doesn’t seem to make sense to me to have that on the attack line does it?</p><p></p><p>Attacks: Bite +37 melee, crush +32 melee</p><p>Damage: Bite 5d8+15, crush 4d12+7</p><p></p><p>Good ol mammoth slug:</p><p></p><p>Smothering Slime (Ex): A breathing opponent being squashed by a mammoth slug is also subject to its foul secretions. Any victim of the mammoth slug’s squash attack must succeed on a DC 25 Fortitude save or have its throat and lungs filled with slime and begin to suffocate (see Suffocation rules in the DMG). An opponent that fails its initial Fortitude save can attempt another DC 25 Fortitude save once every 2d6 rounds, until it succeeds by coughing out the slime. The save DC is Constitution-based.</p><p>Squash (Ex): As a standard action during its turn each round, a mammoth slug can use its mass to squash opponents at least one size category smaller than itself by moving forward at its normal speed. A squash attack affects as many creatures as can fit under the mammoth slug’s body. A squash attack deals 2d6+15 points of bludgeoning damage. Squashed opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, squashed opponents can attempt DC 28 Reflex saves to take half damage. A successful saving throw indicates that the target has been pushed back or aside (target's choice) as the mammoth slug moves forward. The save DC is Strength-based.</p><p></p><p>So:</p><p>Squash (Ex): As a standard action during its turn each round, a THING can use its mass to squash opponents at least one size category smaller than itself by moving forward at its normal speed. A squash attack affects as many creatures as can fit under the THING’s body. A squash attack deals 4d12+22 points of bludgeoning damage. Squashed opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, squashed opponents can attempt DC 28 Reflex saves to take half damage. A successful saving throw indicates that the target has been pushed back or aside (target's choice) as the THING moves forward. The save DC is Strength-based.</p><p></p><p></p><p>Note that anything squashed is also caught by its adhesive, and therefore grappled. So maybe it should do some additional damage from dragging them along the ground, or is the squash attack enough? Should we incorporate these parts into it?:</p><p></p><p>“Presuming the THING keeps moving, those under it are subject to two more automatic attacks (4dl2+20) before the THING finally moves off them.”</p><p>“ If the THING stops for any reason, even its own death, those caught underneath will eventually suffocate if the THING's body is not somehow moved (no simple proposition).”</p><p>Since it doesn’t seem to drip slime onto opponents (it’s slime is sticky rather than choking), the suffocation would only happen if it stopped on top of them, I guess.</p><p></p><p></p><p>I was trying to find what triggered a swallow whole attack, since it doesn’t have Improved Grab, when I found this part:</p><p></p><p>“War snails rarely use their bite attack, as most opponents are too small for it to notice. They typically use their bite on those who have dealt them serious damage (50 or more points from a single attack). If they hit with their bite attack, there is a 50% chance the snails automatically swallow their opponent whole.”</p><p></p><p>I figure that part should be removed, and replaced with good old improved grab, and then make the below entry more like a standard swallow whole.</p><p></p><p>Swallow Whole (Ex): Swallowed creatures take 2dl2+12 points of crushing damage plus 1d8 points of acid damage per round from the THING's gizzard. A swallowed creature can climb out with a successful grapple check. This returns it to the THING's maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1840009, member: 1241"] #120 well, I don’t have time to waste on writing up the rules for that anymore. ;) we’ll just assume that alchemy can create poisons. The text below seems to cover that anyway. Do the “concoct” DCs look all right – should we fix those or leave well enough alone? :) 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 divided 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. #121 thoughts on this? Combat A THING's sole ability in combat is to detach from its host and scurry toward its victim. If there are any enslaved humanoids around, they attempt to restrain the prospective victim so the THING can attach itself unmolested. If the THING hits with its stinger, the victim must make a Will save against DC 20 or become enslaved. To attack a THING without doing damage to the victim/host, the attacker must first be able to see the THING. This is rare. The picture nearby serves to illustrate how the THING looks when attached to a host, but the first command the THING gives is to cover this part of the host's body. Attackers aiming at the neck without being able to see the THING suffer a -2 penalty on attacks. If the THING can be seen, an attack roll against AC 25 (no Dex bonus) must be made. A successful hit means the THING, and only the THING, has been hit. If the attacker fails, but the result would have hit the victim's natural AC with armor bonus, the victim suffers the damage instead. If the THING is detached, the victim goes into a coma. She can be revived, and restored to health with a lesser restoration spell. She will remember everything she did (within the natural limits of her intelligence) but as though the events took place in a dream. THINGs typically pick small populations of humanoids with medium-levels wizards, sorcerers and clerics. This grants the THINGs the opportunity to exploit the item creation feats of their new slaves. Enslave: While the THING is attached to the victim, apart from sharing all the THING's skills and feats, the victim gains the following abilities: +3 enhancement bonus to Strength, Constitution, and Dexterity and the spellcasting abilities of a 7th-level sorcerer (including the appropriate spell knowledge). Once attached, the THING dominates its victim's mind. The victim remembers its past and knows, who it was, but is not permitted any level of feeling or expression by the dominating THING. When the victim speaks, it is the THING speaking, using its new understanding of the victim's personality and past to pass itself off as the victim. Psionics (Sp): At will—astral projection, charm monster, detect thoughts, and suggestion. These effects are as the spells cast by a 7th-level sorcerer (save DCs, where applicable, are 12 + spell level). While psychic abilities are performed by the THING and sorcerer spells are cast by the victim, the THING/victim must use one or the other in any given action. #122 Brachiation (Ex): Uakari are at home in the trees and get along as well there are most humans do on the ground. Uakari receive a +10 racial bonus to Climb checks while in a forest, and are able to swing from branches and vines at their normal land speed. One problem was, though, that the land speed was 20 feet, and the “swing” speed is 30. Working from this flavor text: “If the terrain is good, it is possible for a THING to leap into a tree and use its powerful arms to swing through the tree branches to get away. It moves more quickly in this manner than by walking, and may outdistance its enemies.” So, how about: Brachiation (Ex): A THING is at home in the trees and gets along as well there as most humans do on the ground. A THING has a +10 racial bonus on Climb checks while in a forest or marsh, and is able to swing from branches and vines at a speed of 30 feet per round (or – 10 feet faster than their normal land speed?). Thoughts on these items?: Detect Gold (Sp): The THING can use this ability three times per day. This is a divination effect similar to a detect magic spell. After concentrating for one round, the THING knows if there is any gold within a 60-foot arc; two rounds of concentration reveal the exact amount of gold; and three rounds reveals its exact location, type, and value. Poison (Ex): Bite, Fortitude save (DC 22); initial damage 1d6 temporary Strength, secondary damage death. #123 maybe I’ll have a better idea when I edit the hell out of this section: If the THING attacks from a river or streambed, it may be possible for the rest of the party to rescue their captured comrade. Those entering the water must succeed at a Swim check (DC between 10 and 15 depending on the strength of the river) as well as a Search check (DC 13) to find their missing party-member. They must then battle the thing in the water, while it thrashes around eating their friend. Characters in this environment are considered fighting blind due to the difficulty in seeing in turbulent waters. THINGs encountered in this situation are considered CR 3. THINGs lurking at the shore of a deep lake or inland sea are considered CR 7 due to the extreme difficulty in following the creature deep underwater. Magic is necessary to follow the THING down, although the captured PC may free himself. Yeah… that does make a lot more sense that way. But I would do more than just break it up; it needs a bit of a fix. The grapple bonus is +9 anyway (BAB +5, Str +4, size Med). How is this? Impale (Ex): To use this ability, the THING must hit with its tail attack. If it succeeds, its opponent not only takes damage, but is impaled on the THING's tail-spine, and it can attempt to pull its opponent into the water. If the opponent wins the grapple check, it frees itself from the THING’s tail-spine. Pull (Ex): If a THING wins a grapple check against an impaled opponent, when it takes its move action it can drag the opponent along with it. If the THING submerges, it pulls the opponent into the water, where the opponent may be at risk for drowning. The impaled victim can freely attack the THING although the opponent suffers the normal penalties for fighting underwater. #124 well, for the mimic, it doesn’t appear to be based on any ability score (though, arguably, Con does fit the numbers). I could either arbitrarily set the DC at say 20, or go with the full force of a Con-based DC, making it 45! Adhesive (Ex): A THING exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. Anyone walking over the trail it leaves, or caught by its squash attack is considered automatically grappled by the adhesive slime. Opponents so grappled cannot get free while the THING is alive without removing the adhesive first. A weapon that strikes a THING is stuck fast unless the wielder succeeds on a DC X Reflex save. A successful DC X Strength check is needed to pry it off. Strong alcohol dissolves the adhesive. Those stuck to the side of a THING are not attacked by the THING, merely dragged along until they free themselves. too bad it’s Cha-based… but with 53 HD (I hope I’m reading that right), that low score won’t matter much. ;) Roar (Ex): A THING can loose a terrifying roar every 1d4 rounds. All creatures (except other THINGs and those riding in the fortress atop a THING) within 120 feet must succeed on a DC 32 Will save or be affected as though by a fear spell for 12 rounds. Those within 30 feet become deafened for 2d6 rounds; creatures with 9 or more Hit Dice must succeed on a DC 32 Fortitude save to negate this effect. Deafened creatures cannot be affected again by the THING's roar. The save DCs are Charisma-based. you mean the barn slug? ;) and it doesn’t seem to make sense to me to have that on the attack line does it? Attacks: Bite +37 melee, crush +32 melee Damage: Bite 5d8+15, crush 4d12+7 Good ol mammoth slug: Smothering Slime (Ex): A breathing opponent being squashed by a mammoth slug is also subject to its foul secretions. Any victim of the mammoth slug’s squash attack must succeed on a DC 25 Fortitude save or have its throat and lungs filled with slime and begin to suffocate (see Suffocation rules in the DMG). An opponent that fails its initial Fortitude save can attempt another DC 25 Fortitude save once every 2d6 rounds, until it succeeds by coughing out the slime. The save DC is Constitution-based. Squash (Ex): As a standard action during its turn each round, a mammoth slug can use its mass to squash opponents at least one size category smaller than itself by moving forward at its normal speed. A squash attack affects as many creatures as can fit under the mammoth slug’s body. A squash attack deals 2d6+15 points of bludgeoning damage. Squashed opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, squashed opponents can attempt DC 28 Reflex saves to take half damage. A successful saving throw indicates that the target has been pushed back or aside (target's choice) as the mammoth slug moves forward. The save DC is Strength-based. So: Squash (Ex): As a standard action during its turn each round, a THING can use its mass to squash opponents at least one size category smaller than itself by moving forward at its normal speed. A squash attack affects as many creatures as can fit under the THING’s body. A squash attack deals 4d12+22 points of bludgeoning damage. Squashed opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, squashed opponents can attempt DC 28 Reflex saves to take half damage. A successful saving throw indicates that the target has been pushed back or aside (target's choice) as the THING moves forward. The save DC is Strength-based. Note that anything squashed is also caught by its adhesive, and therefore grappled. So maybe it should do some additional damage from dragging them along the ground, or is the squash attack enough? Should we incorporate these parts into it?: “Presuming the THING keeps moving, those under it are subject to two more automatic attacks (4dl2+20) before the THING finally moves off them.” “ If the THING stops for any reason, even its own death, those caught underneath will eventually suffocate if the THING's body is not somehow moved (no simple proposition).” Since it doesn’t seem to drip slime onto opponents (it’s slime is sticky rather than choking), the suffocation would only happen if it stopped on top of them, I guess. I was trying to find what triggered a swallow whole attack, since it doesn’t have Improved Grab, when I found this part: “War snails rarely use their bite attack, as most opponents are too small for it to notice. They typically use their bite on those who have dealt them serious damage (50 or more points from a single attack). If they hit with their bite attack, there is a 50% chance the snails automatically swallow their opponent whole.” I figure that part should be removed, and replaced with good old improved grab, and then make the below entry more like a standard swallow whole. Swallow Whole (Ex): Swallowed creatures take 2dl2+12 points of crushing damage plus 1d8 points of acid damage per round from the THING's gizzard. A swallowed creature can climb out with a successful grapple check. This returns it to the THING's maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. [/QUOTE]
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