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<blockquote data-quote="BOZ" data-source="post: 1841961" data-attributes="member: 1241"><p>i'm here. <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=":)" /> will be here for the next few hours at least, hopefully... if i've caught you online, we should be able to finish up this mess in short order. <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>#125</p><p></p><p></p><p>HELLO! My brain is on autopilot… immunity to cold is already on the SQ line:</p><p>Special Qualities: Darkvision 60 ft., immunity to cold, immunity to elements, ride waves </p><p></p><p>SO, given that…</p><p></p><p>Immunity to Air and Water Effects (Su): An THING is immune to any spell or effect that utilizes air or water.</p><p></p><p></p><p>#127</p><p></p><p></p><p>you mean “bludgeoning and magic” or “bludgeoning or magic”?</p><p></p><p> </p><p>#128</p><p>I’m going to move all of the Charisma-attacks into a single description for Charisma damage – it just seems to make sense that way. See allip and wraith for reference.</p><p></p><p></p><p></p><p>It is, it is! <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>Full Attack: 6 intestine stems +8 ranged (1d8+1 plus Charisma damage) and claw +3 melee (1d4)</p><p></p><p>But, for the range, I would keep that part in. this could just as easily be made into combat flavor text, though.</p><p></p><p>Intestine Stems (Ex): A THING's distended belly contains a dozen prehensile intestine stems, each ending in a foul-smelling many-toothed mouth with a lolling, discolored tongue. As many as six of these disgusting appendages can strike each round, with a range of up to 15 feet. </p><p></p><p>Charisma Damage (Su): Living creatures hit by a THING’s intestine stem attack suffer 1d2 points of Charisma damage. Creatures grappled by a THING instead suffer 1d4 points of Charisma damage every round for each attached intestine stem. A creature reduced to Charisma 0 by a THING is unconscious. Each point of Charisma damage restores 2 hit points to a wounded THING. Such hit points cannot raise the creature’s hit points above its original total. </p><p></p><p></p><p></p><p>not bad for a start, but I think this should look more like a mummy’s disease:</p><p></p><p>Curse of the Rotten Gut (Su): Supernatural disease—intestine stem, Fortitude DC 13, incubation period 1 day, damage 1d6 Con. The save DC is Constitution based. </p><p>The unsettling curse, delivered by the THING's hideous tongue, is a magical disease that conveys the nauseating sensation of hundreds of undulating worms crawling within the victim's stomach.</p><p>Unlike normal diseases, curse of the rotten gut continues until the victim reaches Constitution 0 (and dies) or is cured. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 13 Fortitude save or take 1 point of Constitution drain. </p><p>An afflicted creature who dies under the curse of the rotten gut will arise as a ghoul in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation (but does not cure the disease).</p><p> </p><p></p><p></p><p></p><p>LOL heh, I know what you mean. Well, this is a form of locomotion. This part is under the Skills: “*A THING has a +10 racial bonus on Climb and Move Silently checks when employing its intestine stems.”</p><p></p><p>But, um, yeah, that last part makes no sense? Perhaps it meant 20 or higher?</p><p></p><p>Intestine Crawl (Ex): If a THING has at least three intestine stems free, it can use them to crawl. The stem mouths create enough suction that a THING can even climb along walls and ceilings with a climb DC of 0 or higher.</p><p></p><p></p><p>#130</p><p></p><p></p><p>well, same here. I guess I’ll leave that one alone unless someone wanders by to offer some help…</p><p></p><p></p><p>#131</p><p></p><p></p><p>I don’t agree with merging the suffocation into constrict – I mean, we’ve separated out the smother attacks for every other creature. <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=":)" /> no need for the size limitation, as that is already assumed for a Huge creature. Hmm, is constrict damage usually Str or Str + ½? Because I’ve been using Str + ½…</p><p></p><p>Constrict (Ex): A spitting octopus deals 2d6+10 points of damage with a successful grapple check.</p><p></p><p>Suffocate (Ex): If the spitting octopus constricts a victim for two or more consecutive rounds, the victim is unable to breathe and is subject to suffocation (see Suffocation rules in the DMG).</p><p></p><p>And for this, it looks good, but I think I’ll remove that racial bonus part for Improved Grapple as a bonus feat.</p><p></p><p>Improved Grab (Ex): To use this ability, a spitting octopus must hit with a slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Spitting octopi receive a +4 racial bonus on grapple checks, which is already included in the statistics block.</p><p></p><p></p><p></p><p></p><p>hmm, I don’t like the idea of mixing up the words poison and acid.</p><p></p><p>Acidic Venom (Ex): A spitting octopus can spray its venom, made from its own digestive juices, in a 25-foot cone. This venom deals 10d6 points of acid damage (Fort DC 28 half) to all creatures within the cone. If a creature fails the save, the acid lingers for two more rounds, dealing 2d6 points of acid damage each round unless somehow neutralized.</p><p>The save DC is Constitution-based.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1841961, member: 1241"] i'm here. :) will be here for the next few hours at least, hopefully... if i've caught you online, we should be able to finish up this mess in short order. ;) #125 HELLO! My brain is on autopilot… immunity to cold is already on the SQ line: Special Qualities: Darkvision 60 ft., immunity to cold, immunity to elements, ride waves SO, given that… Immunity to Air and Water Effects (Su): An THING is immune to any spell or effect that utilizes air or water. #127 you mean “bludgeoning and magic” or “bludgeoning or magic”? #128 I’m going to move all of the Charisma-attacks into a single description for Charisma damage – it just seems to make sense that way. See allip and wraith for reference. It is, it is! :) Full Attack: 6 intestine stems +8 ranged (1d8+1 plus Charisma damage) and claw +3 melee (1d4) But, for the range, I would keep that part in. this could just as easily be made into combat flavor text, though. Intestine Stems (Ex): A THING's distended belly contains a dozen prehensile intestine stems, each ending in a foul-smelling many-toothed mouth with a lolling, discolored tongue. As many as six of these disgusting appendages can strike each round, with a range of up to 15 feet. Charisma Damage (Su): Living creatures hit by a THING’s intestine stem attack suffer 1d2 points of Charisma damage. Creatures grappled by a THING instead suffer 1d4 points of Charisma damage every round for each attached intestine stem. A creature reduced to Charisma 0 by a THING is unconscious. Each point of Charisma damage restores 2 hit points to a wounded THING. Such hit points cannot raise the creature’s hit points above its original total. not bad for a start, but I think this should look more like a mummy’s disease: Curse of the Rotten Gut (Su): Supernatural disease—intestine stem, Fortitude DC 13, incubation period 1 day, damage 1d6 Con. The save DC is Constitution based. The unsettling curse, delivered by the THING's hideous tongue, is a magical disease that conveys the nauseating sensation of hundreds of undulating worms crawling within the victim's stomach. Unlike normal diseases, curse of the rotten gut continues until the victim reaches Constitution 0 (and dies) or is cured. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 13 Fortitude save or take 1 point of Constitution drain. An afflicted creature who dies under the curse of the rotten gut will arise as a ghoul in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation (but does not cure the disease). LOL heh, I know what you mean. Well, this is a form of locomotion. This part is under the Skills: “*A THING has a +10 racial bonus on Climb and Move Silently checks when employing its intestine stems.” But, um, yeah, that last part makes no sense? Perhaps it meant 20 or higher? Intestine Crawl (Ex): If a THING has at least three intestine stems free, it can use them to crawl. The stem mouths create enough suction that a THING can even climb along walls and ceilings with a climb DC of 0 or higher. #130 well, same here. I guess I’ll leave that one alone unless someone wanders by to offer some help… #131 I don’t agree with merging the suffocation into constrict – I mean, we’ve separated out the smother attacks for every other creature. :) no need for the size limitation, as that is already assumed for a Huge creature. Hmm, is constrict damage usually Str or Str + ½? Because I’ve been using Str + ½… Constrict (Ex): A spitting octopus deals 2d6+10 points of damage with a successful grapple check. Suffocate (Ex): If the spitting octopus constricts a victim for two or more consecutive rounds, the victim is unable to breathe and is subject to suffocation (see Suffocation rules in the DMG). And for this, it looks good, but I think I’ll remove that racial bonus part for Improved Grapple as a bonus feat. Improved Grab (Ex): To use this ability, a spitting octopus must hit with a slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Spitting octopi receive a +4 racial bonus on grapple checks, which is already included in the statistics block. hmm, I don’t like the idea of mixing up the words poison and acid. Acidic Venom (Ex): A spitting octopus can spray its venom, made from its own digestive juices, in a 25-foot cone. This venom deals 10d6 points of acid damage (Fort DC 28 half) to all creatures within the cone. If a creature fails the save, the acid lingers for two more rounds, dealing 2d6 points of acid damage each round unless somehow neutralized. The save DC is Constitution-based. [/QUOTE]
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