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<blockquote data-quote="Knight Otu" data-source="post: 1842058" data-attributes="member: 192"><p>Have fun. <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>#132</p><p> a couple to look at:</p><p> </p><p>Wounding (Ex): Any living creature damaged all four of a THING's attacks continues to bleed, losing 2 hit point per round thereafter. Multiple wounds result in cumulative bleeding loss. The bleeding can be stopped by a DC 15 Heal check or the application of a cure spell or some other healing magic.</p><p> </p><p> Blood Fire (Su): A THING's essence causes the wounds that it inflicts to burn with agonizing pain. A THING may invoke this power once per day. When the blood fire has been invoked, any opponent who has taken a wound (which remains unhealed) from the THING within the past hour must make a Fortitude save (DC 24) or be stricken with racking pain and nauseated for 1d6 rounds.</p><p> </p><p> #133</p><p> Swim-By Attack? Improved Sunder. Stealthy?</p><p> May be good.</p><p>Capsize (Ex): THINGs strike at the underside of ships with their fists in an attempt to turn them over and dump their occupants into the water. A submerged THING that surfaces under a boat or ship less than 20 feet long capsizes the vessel 75% of the time. It has a 40% chance to capsize a vessel from 20 to 60 feet long and a 10% chance to capsize one over 60 feet long. Multiple THINGs can work together to tip over a boat, increasing the chance to capsize it by 5% (to a maximum of an additional 25%?).</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 1842058, member: 192"] Have fun. :) #132 a couple to look at: Wounding (Ex): Any living creature damaged all four of a THING's attacks continues to bleed, losing 2 hit point per round thereafter. Multiple wounds result in cumulative bleeding loss. The bleeding can be stopped by a DC 15 Heal check or the application of a cure spell or some other healing magic. Blood Fire (Su): A THING's essence causes the wounds that it inflicts to burn with agonizing pain. A THING may invoke this power once per day. When the blood fire has been invoked, any opponent who has taken a wound (which remains unhealed) from the THING within the past hour must make a Fortitude save (DC 24) or be stricken with racking pain and nauseated for 1d6 rounds. #133 Swim-By Attack? Improved Sunder. Stealthy? May be good. Capsize (Ex): THINGs strike at the underside of ships with their fists in an attempt to turn them over and dump their occupants into the water. A submerged THING that surfaces under a boat or ship less than 20 feet long capsizes the vessel 75% of the time. It has a 40% chance to capsize a vessel from 20 to 60 feet long and a 10% chance to capsize one over 60 feet long. Multiple THINGs can work together to tip over a boat, increasing the chance to capsize it by 5% (to a maximum of an additional 25%?). [/QUOTE]
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