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<blockquote data-quote="frankthedm" data-source="post: 2379584" data-attributes="member: 1164"><p>I doubt they will want to go to any lost islands. They sold off the +1, <em>Troglodite flavored</em>, studded leather they had recently found. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" />, they got good coin for it [i run a game where selling enchanted items is much harder, so it was an accomplishment], but thats an item that saves lives vs hungry monsters. They will likley be sorry.</p><p></p><p>Troglodyte flavored: This curious magical property can only be applied to leather, studded leather and hide armors. Most living creatures that are not mindless, within 30' of the wearer unconsciously consider the wearer completely unappetizing, and will have a “gut feeling” to avoid biting the wearer unless strongly pressed to do so [self defense, compulsion, guarding young etc]. thus a creature motivated by hunger will choose a different creature to attack as prey. As for just about any living creature does successfully bite the wearer, the creature then must succeed a fort save DC 15 or be sickened for 10 rounds from the horrid flavor. Failing the save by 10 or more also induces nausea for 1 round. Success or failure, it is at this time most critters stop biting the wearer.</p><p></p><p>If the creature uses its mouth to successfully “improved grab” the creature must roll another fort save, each round, DC20 [see above]. If nausea occurs, the armor wearer escapes the grab as the creature gags. </p><p></p><p>Any attempt to swallow, or keep swallowed, the wearer causes the creature to subtract its own fort save from its grapple bonus as its gag reflexes fight its efforts to choke down the wearer. Should for some reason the wearer arrive in the stomach, the creature is automatically sickened until the wearer escapes and for 10 addtional rounds and must succeed a DC 25 fort save or be nauseated for 1 round [during which the wearer escapes the stomach]. Should the armor be digested, fort save DC 30; sickened for 1 day.</p><p></p><p>Unfortunately those who travel with or remain near the wearer, find their appetites and thirst suppressed without their notice. Each day most non mindless living creatures must roll a wisdom check, DC 15 to consume sufficient food and drink. Those who fail don’t notice any problems until starvation and dehydration effects start accruing. A DC 15 heal check indicates the effects stem from starvation and dehydration.</p><p></p><p>Once this issue is known, a creature simply needs to make sure it consumes enough food and drink [int check dc8- daily]. Other creatures must be coerced through handle animal. Dc 15 daily</p><p></p><p>Resistance / immunity to poison apply to these effects and DCs</p><p></p><p>+1 market price, <em>stinking cloud, poison or cloudkill </em> CL5</p></blockquote><p></p>
[QUOTE="frankthedm, post: 2379584, member: 1164"] I doubt they will want to go to any lost islands. They sold off the +1, [I]Troglodite flavored[/I], studded leather they had recently found. :confused:, they got good coin for it [i run a game where selling enchanted items is much harder, so it was an accomplishment], but thats an item that saves lives vs hungry monsters. They will likley be sorry. Troglodyte flavored: This curious magical property can only be applied to leather, studded leather and hide armors. Most living creatures that are not mindless, within 30' of the wearer unconsciously consider the wearer completely unappetizing, and will have a “gut feeling” to avoid biting the wearer unless strongly pressed to do so [self defense, compulsion, guarding young etc]. thus a creature motivated by hunger will choose a different creature to attack as prey. As for just about any living creature does successfully bite the wearer, the creature then must succeed a fort save DC 15 or be sickened for 10 rounds from the horrid flavor. Failing the save by 10 or more also induces nausea for 1 round. Success or failure, it is at this time most critters stop biting the wearer. If the creature uses its mouth to successfully “improved grab” the creature must roll another fort save, each round, DC20 [see above]. If nausea occurs, the armor wearer escapes the grab as the creature gags. Any attempt to swallow, or keep swallowed, the wearer causes the creature to subtract its own fort save from its grapple bonus as its gag reflexes fight its efforts to choke down the wearer. Should for some reason the wearer arrive in the stomach, the creature is automatically sickened until the wearer escapes and for 10 addtional rounds and must succeed a DC 25 fort save or be nauseated for 1 round [during which the wearer escapes the stomach]. Should the armor be digested, fort save DC 30; sickened for 1 day. Unfortunately those who travel with or remain near the wearer, find their appetites and thirst suppressed without their notice. Each day most non mindless living creatures must roll a wisdom check, DC 15 to consume sufficient food and drink. Those who fail don’t notice any problems until starvation and dehydration effects start accruing. A DC 15 heal check indicates the effects stem from starvation and dehydration. Once this issue is known, a creature simply needs to make sure it consumes enough food and drink [int check dc8- daily]. Other creatures must be coerced through handle animal. Dc 15 daily Resistance / immunity to poison apply to these effects and DCs +1 market price, [i]stinking cloud, poison or cloudkill [/i] CL5 [/QUOTE]
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