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<blockquote data-quote="BOZ" data-source="post: 1840356" data-attributes="member: 1241"><p>#120</p><p></p><p></p><p>Wisdom. <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=":)" /> “If you don’t know what it is, don’t f--- with it!”</p><p>I am changing the Concoct DC to a Craft DC now, since that is what skill it will be based on.</p><p></p><p></p><p>#121</p><p></p><p></p><p>one thing that bugs me is this line from the psionics entry. I’m completely failing to comprehend it:</p><p>“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>What’s a Goa’ould? <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>As for the other abilities, some modifications on your writeups:</p><p>Note that this puny thing has only 1-HD, and Cha 14. it was very ill-conceived, as someone wanted to make a very powerful monster, but it has a ridiculous number of weaknesses.</p><p>I merged “enslaving sting” and “host protection” into one ability, called “enslave”</p><p></p><p>One thing we need here is a way to cancel the domination. Is a being permanently enslaved once this thing gets a hold of it? Maybe it gets a new Will save every time the thing detaches?</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 any other enslaved humanoids are nearby, 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>A THING that has enslaved a target makes its first command to conceal the THING, usually under loose-fitting clothing. This, plus the THING’s ability to hide well, makes it hard to spot, and even harder to attack during combat.</p><p>Enhance Host (Ex): While a THING is attached to its 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>Enslave (Su): If a THING hits a humanoid target with its stinger, the victim must succeed a DC 20 Will save or become enslaved. The save DC is Charisma-based and includes a +8 racial bonus. </p><p>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><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, the words are chosen by the THING, 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></p><p></p><p>#122 </p><p> </p><p></p><p>hello, I didn’t even think of gold dragons!</p><p></p><p>Detect Gold (Sp): A THING can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it only finds gold. The THING can scan a 60-degree arc each round: By concentrating for 1 round it knows if there is any gold within the arc; 2 rounds of concentration reveal the exact amount of gold; and 3 rounds reveal its exact location, type, and value. This ability is the equivalent of a 2nd-level spell.</p><p></p><p></p><p></p><p>no, I’d say 1d6 is too weak. Remember, we want something to replace “death” as an effect, and even a loss of 6 Con won’t kill most creatures immediately. I think the deadliest of poisons in the DMG do 3d6 Con, so I’d say it’s either that or 2d6. 3d6 has a chance to kill all but the toughest of creatures, while 2d6 can kill average creatures.</p><p></p><p>and ooh, yeah, a racial bonus is in order.</p><p></p><p>Poison (Ex): Injury, Fortitude DC 18, initial damage 1d6 Str, secondary damage X Con. The save DC is Constitution-based and includes a +8 racial bonus.</p><p></p><p></p><p>#123</p><p></p><p></p><p>it does need fixing – in fact, I was specifically asked to make that more standard. It’s up to the DM if he wants to make an encounter more or less difficult, a CR is just a guideline as to how the designer expected it to be.</p><p></p><p>I really don’t see it being a CR7 creature simply because it’s hard to spot… (it has a +10 Hide modifier for people trying to find a submerged one from the shore.</p><p></p><p>Consider this one handled. </p><p></p><p></p><p>#124</p><p></p><p></p><p>that makes it challenging enough, I figure. Since it’s a CR16 monster, no sense in having epic level save DCs if not necessary! Especially since every other attack has such a high DC…</p></blockquote><p></p>
[QUOTE="BOZ, post: 1840356, member: 1241"] #120 Wisdom. :) “If you don’t know what it is, don’t f--- with it!” I am changing the Concoct DC to a Craft DC now, since that is what skill it will be based on. #121 one thing that bugs me is this line from the psionics entry. I’m completely failing to comprehend it: “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.” What’s a Goa’ould? :) As for the other abilities, some modifications on your writeups: Note that this puny thing has only 1-HD, and Cha 14. it was very ill-conceived, as someone wanted to make a very powerful monster, but it has a ridiculous number of weaknesses. I merged “enslaving sting” and “host protection” into one ability, called “enslave” One thing we need here is a way to cancel the domination. Is a being permanently enslaved once this thing gets a hold of it? Maybe it gets a new Will save every time the thing detaches? Combat A THING's sole ability in combat is to detach from its host and scurry toward its victim. If any other enslaved humanoids are nearby, 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. A THING that has enslaved a target makes its first command to conceal the THING, usually under loose-fitting clothing. This, plus the THING’s ability to hide well, makes it hard to spot, and even harder to attack during combat. Enhance Host (Ex): While a THING is attached to its 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). Enslave (Su): If a THING hits a humanoid target with its stinger, the victim must succeed a DC 20 Will save or become enslaved. The save DC is Charisma-based and includes a +8 racial bonus. 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). 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, the words are chosen by the THING, 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. #122 hello, I didn’t even think of gold dragons! Detect Gold (Sp): A THING can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it only finds gold. The THING can scan a 60-degree arc each round: By concentrating for 1 round it knows if there is any gold within the arc; 2 rounds of concentration reveal the exact amount of gold; and 3 rounds reveal its exact location, type, and value. This ability is the equivalent of a 2nd-level spell. no, I’d say 1d6 is too weak. Remember, we want something to replace “death” as an effect, and even a loss of 6 Con won’t kill most creatures immediately. I think the deadliest of poisons in the DMG do 3d6 Con, so I’d say it’s either that or 2d6. 3d6 has a chance to kill all but the toughest of creatures, while 2d6 can kill average creatures. and ooh, yeah, a racial bonus is in order. Poison (Ex): Injury, Fortitude DC 18, initial damage 1d6 Str, secondary damage X Con. The save DC is Constitution-based and includes a +8 racial bonus. #123 it does need fixing – in fact, I was specifically asked to make that more standard. It’s up to the DM if he wants to make an encounter more or less difficult, a CR is just a guideline as to how the designer expected it to be. I really don’t see it being a CR7 creature simply because it’s hard to spot… (it has a +10 Hide modifier for people trying to find a submerged one from the shore. Consider this one handled. #124 that makes it challenging enough, I figure. Since it’s a CR16 monster, no sense in having epic level save DCs if not necessary! Especially since every other attack has such a high DC… [/QUOTE]
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