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<blockquote data-quote="Knight Otu" data-source="post: 1840248" data-attributes="member: 192"><p>#121</p><p> eh, doesn't look nice, but here's some more for these Goa'ould:</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. </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> Enhance Host (Ex): While the THING is attached to the victim, apart from sharing all the THING's skills and feats, the victim gains a +3 enhancement bonus to Strength, Constitution, and Dexterity and the spellcasting abilities of a 7th-level sorcerer (including the appropriate spell knowledge).</p><p> Enslaving Sting (Su): If a THING hits with its stinger, the victim must make a Will save against DC 20 or become enslaved. The save DC is Charisma-based (?)</p><p> Enthrall (Ex): If a THING is in physical contact with its victim (the THING establishes a physical hold by means of its stinger), the subject acts as if dominated. So long as the THING remains in contact with the victim, the domination remains in effect, even if a check would normally indicate that the effect is broken. 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> 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> Host Protection (Ex): A THING in control of a host is treated as an attended magic item for the purpose of making saving throws, even if the THING is specifically targeted. A THING that is attached to its host is treated as a creature in a grapple for the purpose of striking at the THING instead of the host (but the host is not considered grappled in turn).</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 1840248, member: 192"] #121 eh, doesn't look nice, but here's some more for these Goa'ould: 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. 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. Enhance Host (Ex): While the THING is attached to the victim, apart from sharing all the THING's skills and feats, the victim gains a +3 enhancement bonus to Strength, Constitution, and Dexterity and the spellcasting abilities of a 7th-level sorcerer (including the appropriate spell knowledge). Enslaving Sting (Su): If a THING hits with its stinger, the victim must make a Will save against DC 20 or become enslaved. The save DC is Charisma-based (?) Enthrall (Ex): If a THING is in physical contact with its victim (the THING establishes a physical hold by means of its stinger), the subject acts as if dominated. So long as the THING remains in contact with the victim, the domination remains in effect, even if a check would normally indicate that the effect is broken. 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. 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. Host Protection (Ex): A THING in control of a host is treated as an attended magic item for the purpose of making saving throws, even if the THING is specifically targeted. A THING that is attached to its host is treated as a creature in a grapple for the purpose of striking at the THING instead of the host (but the host is not considered grappled in turn). [/QUOTE]
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