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Kraken Variants
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<blockquote data-quote="Cleon" data-source="post: 8233985" data-attributes="member: 57383"><p>We could have it be more harmful during the initial effect than the secondary effect? Say 3d6 Con damage followed by 1d6 drain? That way roughly 50% of ordinary Con 10 creatures will die on the first round, but roughly 50% of creatures with Con 15+ will survive the extra damage in the second round and then "enjoy" dying of Inky Doom. Assuming they fail both saves, which let's be honest is probable considering it's DC 37.</p><p></p><p>That said, there is something to be said for having the secondary effect just be "Death" since it is a major divine-blood based lethal ability.</p><p></p><p>Come to think of it, the original ability had the exposed creatures AUTOMATICALLY contract Inky Doom if they didn't die from the initial exposure. Do we want to have the Inky Doom happen even if they make the initial Fort save?</p><p></p><p>I'm fine giving Inky Doom the normal 1 day incubation and, upon reflection, perhaps we should reduce the damage from 1d6 Con. The original only did 1d4 hit points of damage per day. Maybe have it do 1 Con drain per day?</p><p></p><p>Here's a revision with all the above:</p><p></p><p><strong>Death Cloud (Su):</strong> Once every 1d4+1 rounds, the Kraken can squirt a cloud of jet-black ink over a 120-ft. spread as a swift action. The cloud provides total concealment (creatures within the cloud are considered to be in darkness) and is charged with supernatural venom. The first time a living creature contacts this venomous ink they [<span style="color: red">either "<span style="color: blue">automatically contract Inky Doom (see below) and must succeed at a DC 37 Fortitude save or take 3d6 Constitution damage"</span> or "<span style="color: blue">must succeed at a DC 37 Fortitude save or take 3d6 Constitution damage and contract Inky Doom (see below)</span>"</span>]. One minute after contact, the creature must succeed at a second DC 37 Fortitude save or take 1d8 Constitution damage [<span style="color: red">or "die"?</span>]. Death cloud ink loses all its lethal effects 1d4+1 rounds after being emitted by the Kraken.</p><p></p><p><em>Inky Doom (Su):</em> Supernatural disease—contact, Fortitude DC 37, incubation period 1 day; damage 1 Con drain.</p><p></p><p>Unlike normal diseases, inky doom continues until the victim reaches Constitution 0 (and dies) or is cured as described below.</p><p></p><p>A death cloud is a powerful curse, not a natural disease or poison. [<span style="color: red">rules for delaying/removing/curing inky doom effects</span>].</p><p></p><p>The save DCs are Charisma-based.</p></blockquote><p></p>
[QUOTE="Cleon, post: 8233985, member: 57383"] We could have it be more harmful during the initial effect than the secondary effect? Say 3d6 Con damage followed by 1d6 drain? That way roughly 50% of ordinary Con 10 creatures will die on the first round, but roughly 50% of creatures with Con 15+ will survive the extra damage in the second round and then "enjoy" dying of Inky Doom. Assuming they fail both saves, which let's be honest is probable considering it's DC 37. That said, there is something to be said for having the secondary effect just be "Death" since it is a major divine-blood based lethal ability. Come to think of it, the original ability had the exposed creatures AUTOMATICALLY contract Inky Doom if they didn't die from the initial exposure. Do we want to have the Inky Doom happen even if they make the initial Fort save? I'm fine giving Inky Doom the normal 1 day incubation and, upon reflection, perhaps we should reduce the damage from 1d6 Con. The original only did 1d4 hit points of damage per day. Maybe have it do 1 Con drain per day? Here's a revision with all the above: [B]Death Cloud (Su):[/B] Once every 1d4+1 rounds, the Kraken can squirt a cloud of jet-black ink over a 120-ft. spread as a swift action. The cloud provides total concealment (creatures within the cloud are considered to be in darkness) and is charged with supernatural venom. The first time a living creature contacts this venomous ink they [[COLOR=red]either "[COLOR=blue]automatically contract Inky Doom (see below) and must succeed at a DC 37 Fortitude save or take 3d6 Constitution damage"[/COLOR] or "[COLOR=blue]must succeed at a DC 37 Fortitude save or take 3d6 Constitution damage and contract Inky Doom (see below)[/COLOR]"[/COLOR]]. One minute after contact, the creature must succeed at a second DC 37 Fortitude save or take 1d8 Constitution damage [[COLOR=red]or "die"?[/COLOR]]. Death cloud ink loses all its lethal effects 1d4+1 rounds after being emitted by the Kraken. [I]Inky Doom (Su):[/I] Supernatural disease—contact, Fortitude DC 37, incubation period 1 day; damage 1 Con drain. Unlike normal diseases, inky doom continues until the victim reaches Constitution 0 (and dies) or is cured as described below. A death cloud is a powerful curse, not a natural disease or poison. [[COLOR=red]rules for delaying/removing/curing inky doom effects[/COLOR]]. The save DCs are Charisma-based. [/QUOTE]
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