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<blockquote data-quote="Knight Otu" data-source="post: 1840631" data-attributes="member: 192"><p>#121</p><p> I'd say so.</p><p> </p><p> I almost thought you'd never run out of queries. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p> </p><p> #125</p><p> Add a "as tough with a water walk spell"?</p><p> Icy Stare (Sp): As a standard action, the THING can turn water to ice with a glare. This affects a 5-foot diameter area, and cannot affect living creatures unless they are covered in water; in which case, the creature is entitled to a Reflex saving throw to avoid being entombed in ice (DC 12). If it fails, the creature is trapped in ice and risks suffocation.</p><p> A trapped creature can attempt to break free with a Strength check (DC 23). Anyone outside the ice can break it open by inflicting an accumulated total of 50 points of damage with a weapon. Piercing weapons used to free a trapped creature inflict only half their normal damage. Once the damage total reached 50 points, the trapped creature is free.</p><p> Immunity To Elements (Su): Change to immunity to cold, (electricity?,) and water-based effects, maybe? (we had that one elemental...)</p><p> </p><p> #126</p><p> Aura of Despair (Su): All creatures within 10 feet of the THING must make a Will save every round (DC 16) or suffer a -2 morale penalty to all rolls until they move out of the 10 foot radius. For every minute a victim stays in the aura, the morale penalty increases by 1. When the morale penalty reaches -10, the victim is effectively stunned with despair. The save DC is Charisma-based.</p><p> </p><p> Humm, 1 minute, though? That's 10 rounds, quite a long time for a combat ability.</p><p> </p><p> #127</p><p> Those two might be fine (though it wouldn't hurt if someone else watching this thread comments on the abilities <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> #129</p><p> Skill warning - Intuit direction!</p><p> Alertness or Power Attack</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 1840631, member: 192"] #121 I'd say so. I almost thought you'd never run out of queries. :p #125 Add a "as tough with a water walk spell"? Icy Stare (Sp): As a standard action, the THING can turn water to ice with a glare. This affects a 5-foot diameter area, and cannot affect living creatures unless they are covered in water; in which case, the creature is entitled to a Reflex saving throw to avoid being entombed in ice (DC 12). If it fails, the creature is trapped in ice and risks suffocation. A trapped creature can attempt to break free with a Strength check (DC 23). Anyone outside the ice can break it open by inflicting an accumulated total of 50 points of damage with a weapon. Piercing weapons used to free a trapped creature inflict only half their normal damage. Once the damage total reached 50 points, the trapped creature is free. Immunity To Elements (Su): Change to immunity to cold, (electricity?,) and water-based effects, maybe? (we had that one elemental...) #126 Aura of Despair (Su): All creatures within 10 feet of the THING must make a Will save every round (DC 16) or suffer a -2 morale penalty to all rolls until they move out of the 10 foot radius. For every minute a victim stays in the aura, the morale penalty increases by 1. When the morale penalty reaches -10, the victim is effectively stunned with despair. The save DC is Charisma-based. Humm, 1 minute, though? That's 10 rounds, quite a long time for a combat ability. #127 Those two might be fine (though it wouldn't hurt if someone else watching this thread comments on the abilities ;)). #129 Skill warning - Intuit direction! Alertness or Power Attack [/QUOTE]
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