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Maybe this is a bit late, but let's talk about Rogue's Niche, and What Rogue Should Be.
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<blockquote data-quote="Minigiant" data-source="post: 9372176" data-attributes="member: 63508"><p><strong>Sharknado</strong></p><p></p><p>A Sharknado is 2 20-foot-radius, 100-foot-high cylinders. One cylinder, the source funnel, is always either above shark infested water or in the Plane of Elemental Water. The end funnel is elsewhere moves 3d10 feet in a random direction every turn.</p><p></p><p>Both the source and end funnel sucks up any Large or smaller objects and creatures that aren’t secured to anything and that aren’t worn or carried by anyone. A creature can make a DC 19 Strength saving throw to avoid this.</p><p></p><p>Any sucked up object or creature must make a DC19 Dexterity saving throw on the start of it's turn or take 2d6 bludgeoning damage and remain trapped in the sharkando.</p><p></p><p>During a sharknado, the source funnel teleports 1d4 sharks into the end funnel. It teleports reef sharks if above a reef, hunter sharks if above the ocean, and giant sharks if in the Plane of Elemental Water. Sharks and any other creature that breathes water can breath normally in a sharknado. Swim speeds are halved in either funnel and one can travel to the other funnel by swimming 50 feet up to the portal in the middle of each. Flight is impossible without making a Strength saving throw first.</p><p> </p><p>In either funnel is disrupted by water or air controlling magic or by touching each other, both funnels disappear. All sharks remaining in both funnels fall from the sky. All sharks are allowed to make a bite attack against one creature while failing.</p><p></p><p></p><p><strong>Time pit</strong></p><p>A creature in a Time Pit must make a DC 15 Charisma save or become one with the pit. Those one with the pit are either sped up or slowed down (their choice) as if affected by the haste or slow spell. A person can make the save again to delink from the pit or choose the other effect. Dragons always succeed at this saving throw.</p><p></p><p>Those one with the pit age or deage to dust or nothingness respectively if they stay one with the pit for more than 1 minute. Delinking with a time pit, has a 1 in 2 for chance of returning you to your original age, 1 in 4 to an age of your choice, or 1 in 4 change of speeding you to your maximum or minum adult age. Dragons can freely choose their age.</p><p></p><p>DC 20 Survival or DC 25 Arcana to recall info of sharknados or time pits.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 9372176, member: 63508"] [B]Sharknado[/B] A Sharknado is 2 20-foot-radius, 100-foot-high cylinders. One cylinder, the source funnel, is always either above shark infested water or in the Plane of Elemental Water. The end funnel is elsewhere moves 3d10 feet in a random direction every turn. Both the source and end funnel sucks up any Large or smaller objects and creatures that aren’t secured to anything and that aren’t worn or carried by anyone. A creature can make a DC 19 Strength saving throw to avoid this. Any sucked up object or creature must make a DC19 Dexterity saving throw on the start of it's turn or take 2d6 bludgeoning damage and remain trapped in the sharkando. During a sharknado, the source funnel teleports 1d4 sharks into the end funnel. It teleports reef sharks if above a reef, hunter sharks if above the ocean, and giant sharks if in the Plane of Elemental Water. Sharks and any other creature that breathes water can breath normally in a sharknado. Swim speeds are halved in either funnel and one can travel to the other funnel by swimming 50 feet up to the portal in the middle of each. Flight is impossible without making a Strength saving throw first. In either funnel is disrupted by water or air controlling magic or by touching each other, both funnels disappear. All sharks remaining in both funnels fall from the sky. All sharks are allowed to make a bite attack against one creature while failing. [B]Time pit[/B] A creature in a Time Pit must make a DC 15 Charisma save or become one with the pit. Those one with the pit are either sped up or slowed down (their choice) as if affected by the haste or slow spell. A person can make the save again to delink from the pit or choose the other effect. Dragons always succeed at this saving throw. Those one with the pit age or deage to dust or nothingness respectively if they stay one with the pit for more than 1 minute. Delinking with a time pit, has a 1 in 2 for chance of returning you to your original age, 1 in 4 to an age of your choice, or 1 in 4 change of speeding you to your maximum or minum adult age. Dragons can freely choose their age. DC 20 Survival or DC 25 Arcana to recall info of sharknados or time pits. [/QUOTE]
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Maybe this is a bit late, but let's talk about Rogue's Niche, and What Rogue Should Be.
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