My next project (#4)!

If the creeping death is referencing to a spell, it is most likely the one called creeping doom now (It's a 7th level druid spell that summons hordes of creepy crawly swarms).
 

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BOZ said:
1.
Disease (Ex): Grave rot?shovel or claws, Fortitude DC 11, incubation period 1d6 days, damage 1d6 Str and 1d6 Con. The save DC is Charisma-based.

And if that looks good, then it?s probably done, too. :)

Looks good. The addition of the scream being sonic is also good.

BOZ said:
2.
you know what, now that I look at it, it?s kind of like a Rage type ability. How about this:

Demonic Fury (Ex): A UNDEAD can fly into a rage, attacking savagely and without thought for its own safety. While in a rage, a UNDEAD temporarily gains a +2 bonus to attack rolls and a +4 to damage rolls, but it takes a ?2 penalty to Armor Class. A UNDEAD can fly into a rage only once per day, but can end the rage whenever it wishes.

I like it much more than the old one. I would add " as a free action" at the end just in case.

BOZ said:
one important question about this attack ? is Creeping Death (aside from the Metallica song) something recognizable? It could have come from the original source, but I don?t know for certain.

Is doesn't appear in the diseases section of the SRD, and I don't recognise it.

BOZ said:
5.
Whenever a CRITTER is reduced to half of its hit points, it must make a Will save (DC 14). If it fails, it immediately shies away from the combat and flees until it is out of reach of whatever threatened it. In this case, its handler may attempt a Ride check (DC 20) to re-establish control over the creature. Even if the CRITTER succeeds its initial Will save, it must attempt another saving throw at the same DC every five rounds thereafter if it remains in combat.
CRITTER are normally stolid creatures that do not like to fight. If attacked, they will defend themselves with their enormous beak and claws. A handler must make a successful ride skill check (DC 20) if it wishes its CRITTER to initiate combat.

All this seems too rules-heavy, I'd replace it by "Whenever a CRITTER is hit in combat it is thereafter treated as a untrained mount until it is out of reach of whatever damaged it. Then the rider may make a Ride check DC 20 to re-establish control over the creature"
(I'd leave the previous text, which was flavourful)

BOZ said:
6.
wouldn?t I need to keep Improved Grab to have Constrict? And I can just give it Snatch as a bonus feat anyway.

Constrict (Ex): A VERMIN deals 1d6+1 points of bludgeoning and piercing damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a VERMIN must hit with its bite 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.

This seems alright.

BOZ said:
8.
Natural Mountaineer (Ex): RAMs live and die on steep slopes, and as such they can climb at their full speed as a move-equivalent action, and their jumping distance is not limited by their height. Furthermore, they are remarkably stable mounts, with all penalties for casting spells and firing ranged weapons reduced by 2.

What about giving the RAM a climb speed equal to its normal speed?
The second part is not needed in 3.5
The third part could be clarified: "Furthermore, they are remarkably stable mounts, all penalties for firing a ranged weapon while moving and the Concentration DCs for casting while moving are reduced by 2"
 

1. - done


2.
NexH said:
Is doesn't appear in the diseases section of the SRD, and I don't recognise it.

hmm. I’ll have to look it up in the original book then, and see if there’s more info there.

More on this one, when/if I find the info.


5.
NexH said:
All this seems too rules-heavy, I'd replace it by "Whenever a CRITTER is hit in combat it is thereafter treated as a untrained mount until it is out of reach of whatever damaged it. Then the rider may make a Ride check DC 20 to re-establish control over the creature"
(I'd leave the previous text, which was flavourful)

that’s good enough for me. :)


6. - done


7.
Fiery Aura (Ex): Anyone within 30-ft. of a ELEMENTAL must succeed at a Fortitude save (DC 11) or suffer Id6 points of heat damage from the intense heat. Treat this effect as an emanation.
Flicker form (Ex): In any plane other than the Plane of Fire, the ELEMENTAL's body flickers like a flame. All attacks have a 30% chance of missing as they pass through the creature's fire-like body.
Explode (Ex): The ELEMENTAL can cause itself to explode, dealing 4d6 points of fire damage to everyone standing up to 20-ft. from it, but it inflicts Id6 points of damage on itself. Victims of the explosion can halve the damage with a successful Reflex save (DC 14).
Immolation (Su): When the ELEMENTAL drops below 0 hit points, it immolates itself and covers with flames an area of 30-ft. radius, centered on it. The explosion does 6d6 points of fire damage, but a successful Reflex save (DC 14) halves it.
Spell-like abilities: I/week: plane shift.


8.
NexH said:
What about giving the RAM a climb speed equal to its normal speed?

it does seem to make more sense than “they can climb at their full speed as a move-equivalent action” ;)

NexH said:
The second part is not needed in 3.5

you’re referring to “their jumping distance is not limited by their height”? if so, is there some other bonus to Jump checks that I could substitute?

NexH said:
The third part could be clarified: "Furthermore, they are remarkably stable mounts, all penalties for firing a ranged weapon while moving and the Concentration DCs for casting while moving are reduced by 2"

sounds good. :)

Natural Mountaineer (Ex): RAMs live and die on steep slopes, and as such they can climb at their full speed as a move-equivalent action, and their jumping distance is not limited by their height. Furthermore, they are remarkably stable mounts, all penalties for firing a ranged weapon while moving and the Concentration DCs for casting while moving are reduced by 2.

How about this section?

Training a RAM
Training a RAM requires a successful Handle Animal check (DC 17 for a young creature, DC 24 for an adult). A RAM can fight while carrying a rider, but the rider cannot also attack unless he succeeds at a Ride check (see Core Rulebook I).
Carrying Capacity: A light load for a RAM is up to 230 pounds; a medium load, 231-460 pounds; a heavy load, 461-690 pounds. A RAM can drag 3,450 pounds.


Finished a few more, adding a couple more:

9.
this giant has a spear and it lists that it can make 3 ranged attacks per round – is that OK?

And it’s a Huge creature with a greataxe – what should be the base damage for such a greataxe?

The massive spears these creatures favour have a range increment of 140-ft. when thrown by a GIANT.
Cold Empathy (Ex): A GIANT may attempt to change the attitude of other creatures that are of the Cold subtype, due to the GIANT's readily apparent role as an archetype of the powers of cold and ice, along with training since childhood in the particular modes of communication of every Cold-subtype creature. This works exactly like a Diplomacy check made to improve the attitude of a Non-Player Character. Add the GIANT's hit dice and Charisma bonus to a d20 roll to determine the cold empathy check result. Cold empathy works on animals and intelligent creatures alike, so long as they are of the Cold subtype.
Control Ice (Su): GIANTs have an astonishing degree of control over fallen snow and ice, including the capability to melt, re-freeze, and shape it selectively and more or less at will. In game terms, this is very much like the effects of either soften earth and stone or stone shape (as cast by a 12lh level druid), depending on the GIANT's intent, but targeting ice and snow rather than stone or earth. For example, the GIANT could soften ice into near-freezing water or slush, causing anyone standing on it to sink in; or he could use ice shape to seal off or create an icy tunnel. In the right place, at the Games Master's discretion, this ability could also be used to start an avalanche of great icy boulders, doing 6d6 damage to any creatures in a 3O-ft. wide section of mountainside or hillside (Reflex save halves). Used gradually, over many months and even years, control ice can extend the boundaries of tundra terrain or even glaciers over more human-friendly terrains, slowly covering the world with ice just as the GIANTs wish. Using Control Ice is a standard action, but it can be performed an unlimited number of times per day.
Icicles (Su): Any piercing or slashing weapon wielded or hurled by a GIANT deals additional, painful damage, as jagged, stabbing icicles spread out throughout the wound from its ice-cold blade. The target of any such attacks must make a Fortitude saving throw (DC 23) or be dealt an additional 2dlO cold damage and be paralysed with cold for Id6 rounds. A target who saves successfully is dealt only half damage and is not paralysed.
Spear Catching (Ex): A GIANT war training allows him to catch spears, axes, or other weapons hurled at him. Once per round, a GIANT that would normally be hit by any thrown weapon can catch it as a free action. The giant must be aware of the attack.
Spear Returning (Ex): With the same movement in which he caught a weapon hurled at him, a GIANT may spin round, throwing it back at its original wielder. Once per round, a GIANT who has just caught a thrown weapon may use it to make an attack at his highest attack bonus as a free action.
Spell-Like Abilities: GIANTs have a number of spell-like abilities, but these may be used only when the GIANT is in an environment with a temperature of below 40 degrees Fahrenheit (5 degrees Celsius). At will: chill touch, obscuring mist; 3/day: fog cloud, gust of wind; I/day: ice storm, wall of ice, control weather. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13+spell level).


10.
Alternate Form (Su): Higher elementals can assume at will a humanoid form while visiting other Planes. This form resembles the elemental’s features in flesh, acting more like a suit for Material visits than a disguise. This ability is similar to the polymorph self spell but allows only one specific humanoid form, and higher elementals have access to all of their powers in any of their forms.
The humanoid form of a ELEMENTAL is a human with red or coppery blonde hair. Additionally, ELEMENTALs can take the shape of a fiery lizard of Small size. All its stats and powers remain the same, except for a +1 size bonus to AC and attack rolls.
Summon Elemental (Sp): Once per day a ELEMENTAL can attempt to summon 1 d4 Medium-size fire elementals with a 35% chance of success, or one phoenix or an average salamander with no chance of failure.
 

BOZ said:
7.
Fiery Aura (Ex): Anyone within 30-ft. of a ELEMENTAL must succeed at a Fortitude save (DC 11) or suffer Id6 points of heat damage from the intense heat. Treat this effect as an emanation.
Flicker form (Ex): In any plane other than the Plane of Fire, the ELEMENTAL's body flickers like a flame. All attacks have a 30% chance of missing as they pass through the creature's fire-like body.
Explode (Ex): The ELEMENTAL can cause itself to explode, dealing 4d6 points of fire damage to everyone standing up to 20-ft. from it, but it inflicts Id6 points of damage on itself. Victims of the explosion can halve the damage with a successful Reflex save (DC 14).
Immolation (Su): When the ELEMENTAL drops below 0 hit points, it immolates itself and covers with flames an area of 30-ft. radius, centered on it. The explosion does 6d6 points of fire damage, but a successful Reflex save (DC 14) halves it.
Spell-like abilities: I/week: plane shift.


Formatting points: "Flicker form" is normally capitalized "Flicker Form". Also, "1/week", not "I/week".
 

4.
Pass Without Trace (Su): CATS leave no evidence of their passage and always pass without trace (as the spell).

I have enough prints all over my car and too many funky smelling things outside to believe this one for a moment. Cats leave prints just like anything else as well as a scent, often marking things all over, and some cats just reek of it. This ability just makes no sense.
 


BOZ said:
7.
Fiery Aura (Ex): Anyone within 30-ft. of a ELEMENTAL must succeed at a Fortitude save (DC 11) or suffer Id6 points of heat damage from the intense heat. Treat this effect as an emanation.

To follow the format of the Magmin i'd reword it like this:
"Fiery Aura (Ex): Anyone within 30 feet of a ELEMENTAL must succeed on a DC 11 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based."

BOZ said:
Immolation (Su): When the ELEMENTAL drops below 0 hit points, it immolates itself and covers with flames an area of 30-ft. radius, centered on it. The explosion does 6d6 points of fire damage, but a successful Reflex save (DC 14) halves it.
Spell-like abilities: I/week: plane shift.

I would call the immolation ability "Death throes" for consistency (DC con based). Also, a caster level for its spell-like ability must be given. And lets not forget that if this creature is not supposed to carry others with it when it planeshifts the text should note it so.

BOZ said:
8.
you?re referring to ?their jumping distance is not limited by their height?? if so, is there some other bonus to Jump checks that I could substitute?

Yes.
Hmmm... a +5 racial bonus to jump?

BOZ said:
Training a RAM
Training a RAM requires a successful Handle Animal check (DC 17 for a young creature, DC 24 for an adult). A RAM can fight while carrying a rider, but the rider cannot also attack unless he succeeds at a Ride check (see Core Rulebook I).
Carrying Capacity: A light load for a RAM is up to 230 pounds; a medium load, 231-460 pounds; a heavy load, 461-690 pounds. A RAM can drag 3,450 pounds.

I'd add the fact that an exotic saddle is needed. Also the information on fighting while carrying a rider is unnecessary.
It would be a nice detail to provide information on how long does it take to complete the training.

BOZ said:
9.
this giant has a spear and it lists that it can make 3 ranged attacks per round ? is that OK?

3 ranged attacks with his spear?, is OK if he has a BAB between 11 and 15 and has the Quick Draw feat.

BOZ said:
And it?s a Huge creature with a greataxe ? what should be the base damage for such a greataxe?

Interesting. 1d12 goes to 3d6 for a large creature, this is from the equipment section. Now in the improved natural attack feat a 3d6 goes to 4d6

BOZ said:
Icicles (Su): Any piercing or slashing weapon wielded or hurled by a GIANT deals additional, painful damage, as jagged, stabbing icicles spread out throughout the wound from its ice-cold blade. The target of any such attacks must make a Fortitude saving throw (DC 23) or be dealt an additional 2dlO cold damage and be paralysed with cold for Id6 rounds. A target who saves successfully is dealt only half damage and is not paralysed.

To paralyse with cold seems a bit overboard... I think a stunned condition should sufice.

BOZ said:
Spear Catching (Ex): A GIANT war training allows him to catch spears, axes, or other weapons hurled at him. Once per round, a GIANT that would normally be hit by any thrown weapon can catch it as a free action. The giant must be aware of the attack.
And not flatfooted.

BOZ said:
10.
Alternate Form (Su): Higher elementals can assume at will a humanoid form while visiting other Planes. This form resembles the elemental?s features in flesh, acting more like a suit for Material visits than a disguise. This ability is similar to the polymorph self spell but allows only one specific humanoid form, and higher elementals have access to all of their powers in any of their forms.
The humanoid form of a ELEMENTAL is a human with red or coppery blonde hair. Additionally, ELEMENTALs can take the shape of a fiery lizard of Small size. All its stats and powers remain the same, except for a +1 size bonus to AC and attack rolls.
There isn't a polymorph self spell in 3.5. Also, the description looks very different to the polymorph spell. What about this:
"Change Shape (Su): Higher elementals can assume at will a humanoid form while visiting other Planes. This form resembles the elemental?s features in flesh, acting more like a suit for Material visits than a disguise. This ability is allows only one specific humanoid form, and higher elementals have access to all of their powers in any of their forms.
The humanoid form of a ELEMENTAL is a human with red or coppery blonde hair. Additionally, ELEMENTALs can take the shape of a fiery lizard of Small size. All its stats and powers remain the same, except for a +1 size bonus to AC and attack rolls."

(Alternate form usually works similar to polymorph)

BOZ said:
Summon Elemental (Sp): Once per day a ELEMENTAL can attempt to summon 1 d4 Medium-size fire elementals with a 35% chance of success, or one phoenix or an average salamander with no chance of failure.

"This ability is the equivalent of a Xth-level spell." should be added.
Now, I don't own the MMII, but it isn't a Phoenix a CR >20 creature?
 

7.
NexH said:
To follow the format of the Magmin i'd reword it like this:
"Fiery Aura (Ex): Anyone within 30 feet of a ELEMENTAL must succeed on a DC 11 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based."

thanks… the magmin is a creature I often forget. ;)

Immolation (Su): When the ELEMENTAL drops below 0 hit points, it immolates itself and covers with flames an area of 30-ft. radius, centered on it. The explosion does 6d6 points of fire damage, but a successful Reflex save (DC 14) halves it.

NexH said:
I would call the immolation ability "Death throes" for consistency (DC con based).

cool. How about this for a rewrite:

Death Throes (Su): When a ELEMENTAL drops below 0 hit points it immolates itself. This creates an explosion of flames in a 30 foot radius around the ELEMENTAL’s body, dealing 6d6 points of fire damage to all within (Reflex DC 14 half). The save DC is Constitution-based.

NexH said:
Also, a caster level for its spell-like ability must be given. And lets not forget that if this creature is not supposed to carry others with it when it planeshifts the text should note it so.

the description says nothing at all about whether or not this guy plane shifts with other creatures, so I will assume it doesn’t.

how about these two abilities:
Flicker Form (Ex): In any plane other than the Plane of Fire, the ELEMENTAL's body flickers like a flame. All attacks have a 30% chance of missing as they pass through the creature's fire-like body.
Explode (Ex): The ELEMENTAL can cause itself to explode, dealing 4d6 points of fire damage to everyone standing up to 20-ft. from it, but it inflicts Id6 points of damage on itself. Victims of the explosion can halve the damage with a successful Reflex save (DC 14).


8. - done


9.
NexH said:
3 ranged attacks with his spear?, is OK if he has a BAB between 11 and 15 and has the Quick Draw feat.

his BAB is 15, and he needs an extra feat anyway… so there it goes. :)

NexH said:
Interesting. 1d12 goes to 3d6 for a large creature, this is from the equipment section. Now in the improved natural attack feat a 3d6 goes to 4d6

so any idea what a 1d12 weapon would do with a Huge creature? :) or should I pitch that question in the Rules forum?

NexH said:
To paralyse with cold seems a bit overboard... I think a stunned condition should sufice.

okay. How’s this then:

Icicles (Su): Any piercing or slashing weapon wielded or hurled by a GIANT deals additional, painful damage, as jagged, stabbing icicles spread out throughout the wound from its ice-cold blade. Any creature hit by such an attack must succeed on a DC 23 Fortitude save or take 2d10 points of cold damage (Fortitude DC 28 half) and be stunned for 1d6 rounds. A target that succeeds on its save is not stunned. The save DC is Constitution-based.


how about the rest of this stuff? :)

The massive spears these creatures favour have a range increment of 140-ft. when thrown by a GIANT.
Cold Empathy (Ex): A GIANT may attempt to change the attitude of other creatures that are of the Cold subtype, due to the GIANT's readily apparent role as an archetype of the powers of cold and ice, along with training since childhood in the particular modes of communication of every Cold-subtype creature. This works exactly like a Diplomacy check made to improve the attitude of a Non-Player Character. Add the GIANT's hit dice and Charisma bonus to a d20 roll to determine the cold empathy check result. Cold empathy works on animals and intelligent creatures alike, so long as they are of the Cold subtype.
Control Ice (Su): GIANTs have an astonishing degree of control over fallen snow and ice, including the capability to melt, re-freeze, and shape it selectively and more or less at will. In game terms, this is very much like the effects of either soften earth and stone or stone shape (as cast by a 12lh level druid), depending on the GIANT's intent, but targeting ice and snow rather than stone or earth. For example, the GIANT could soften ice into near-freezing water or slush, causing anyone standing on it to sink in; or he could use ice shape to seal off or create an icy tunnel. In the right place, at the Games Master's discretion, this ability could also be used to start an avalanche of great icy boulders, doing 6d6 damage to any creatures in a 3O-ft. wide section of mountainside or hillside (Reflex save halves). Used gradually, over many months and even years, control ice can extend the boundaries of tundra terrain or even glaciers over more human-friendly terrains, slowly covering the world with ice just as the GIANTs wish. Using Control Ice is a standard action, but it can be performed an unlimited number of times per day.
Spear Returning (Ex): With the same movement in which he caught a weapon hurled at him, a GIANT may spin round, throwing it back at its original wielder. Once per round, a GIANT who has just caught a thrown weapon may use it to make an attack at his highest attack bonus as a free action.
Spell-Like Abilities: GIANTs have a number of spell-like abilities, but these may be used only when the GIANT is in an environment with a temperature of below 40 degrees Fahrenheit (5 degrees Celsius). At will: chill touch, obscuring mist; 3/day: fog cloud, gust of wind; I/day: ice storm, wall of ice, control weather. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13+spell level).


10.
NexH said:
"This ability is the equivalent of a Xth-level spell." should be added.
Now, I don't own the MMII, but it isn't a Phoenix a CR >20 creature?

it is, yes, and also not OGL (which this project requires). This creature is a 6-HD monster. There is another creature in the book called a “lesser phoenix” which has 4-HD – and is probably a heck of a lot more appropriate. So maybe equivalent to a 5th-level spell, since that is what is required to summon a medium elemental?

Summon Elemental (Sp): Once per day a ELEMENTAL can attempt to summon 1 d4 Medium fire elementals with a 35% chance of success, or one lesser phoenix or an average salamander with no chance of failure. This ability is the equivalent of a Xth-level spell.


Tossing in three new ones:

11.
Puncture (Ex): A BIG CAT bite attack which does a critical hit on an opponent is considered to have punctured a major blood vessel. The victim will lose a further 1 hp per round (in blood loss) until the wound is healed by either the Heal skill or magical means.
Tooth Breaking (Ex): A BIG CAT whose bite attack does maximum damage on a critical hit (that is, a roll of 16 on 2d8 on a critical hit) loses one of its large canine teeth. This sticks in the wound, doing an additional d4 damage, but the BIG CAT bite damage drops to 2d6 + damage bonus and can no longer do the puncture attack (above). It is possible for the second canine to break off if maximum damage is done a second time (12 on 2d6), in which case the bite damage drops to 2d4 + damage bonus. A BIG CAT lost tooth or teeth may be healed with the heal or heal animal companion spell as usual.


12.
Shriek (Sp): Up to three times per day, a THING may let out its distinctive cry, which can inspire dread in those who hear it. When a THING uses this ability, all creatures within 3O-ft. of it must make a Will save (DC 18). Those who fail receive a -4 morale penalty to all subsequent Will saves , a -1 morale penalty to all attack rolls and a -1 morale penalty to Armour Class. This effect lasts for 2d6 rounds.
Semi-Blur (Sp): Once per day, a THING may perform an evasive manoeuvre so effective that it looks like a blur. This effect behaves exactly like the blur spell, except that it lasts for no longer than five rounds. Also the THING can only activate this ability during a round in which it moves and it ends on the first round thereafter in which it does not move or in five rounds, whichever comes first.


13.
Howl: THINGs can howl at their opponents as a breath weapon attack. This is treated as the 3rd level wizard spell shout.
 

BOZ said:
7.
Death Throes (Su): When a ELEMENTAL drops below 0 hit points it immolates itself. This creates an explosion of flames in a 30 foot radius around the ELEMENTAL?s body, dealing 6d6 points of fire damage to all within (Reflex DC 14 half). The save DC is Constitution-based.

I need a "thumbs up" smilie. :)

BOZ said:
how about these two abilities:
Flicker Form (Ex): In any plane other than the Plane of Fire, the ELEMENTAL's body flickers like a flame. All attacks have a 30% chance of missing as they pass through the creature's fire-like body.
Explode (Ex): The ELEMENTAL can cause itself to explode, dealing 4d6 points of fire damage to everyone standing up to 20-ft. from it, but it inflicts Id6 points of damage on itself. Victims of the explosion can halve the damage with a successful Reflex save (DC 14).

Flicker form is strange, but I don't see anything wrong with it.

"Explode" is a confusing name, as it implies the destruction of the ELEMENTAL, even if that is not the case. How about this:
"Burst of fire(Ex): The ELEMENTAL can cause a tiny portion of itself to explode, dealing 4d6 points of fire damage to everyone standing up to 20-ft. from it (Reflex DC 14 halves), this inflicts 1d6 points of damage on itself (no save). The save DC is Con-based."

(I'm assuming the ELEMENTAL has fire-immunity)



BOZ said:
so any idea what a 1d12 weapon would do with a Huge creature? :) or should I pitch that question in the Rules forum?

I think 4d6 is right.



BOZ said:
Icicles (Su): Any piercing or slashing weapon wielded or hurled by a GIANT deals additional, painful damage, as jagged, stabbing icicles spread out throughout the wound from its ice-cold blade. Any creature hit by such an attack must succeed on a DC 23 Fortitude save or take 2d10 points of cold damage (Fortitude DC 28 half) and be stunned for 1d6 rounds. A target that succeeds on its save is not stunned. The save DC is Constitution-based.

I don't think there is need for 2 saves. How about:
"Any creature hit by such attack takes 2d10 points of cold damage (Fortitude DC 28 half). A creature that fails the fortitude save is also stunned for 1d6 rounds"

BOZ said:
The massive spears these creatures favour have a range increment of 140-ft. when thrown by a GIANT.
Cold Empathy (Ex): A GIANT may attempt to change the attitude of other creatures that are of the Cold subtype, due to the GIANT's readily apparent role as an archetype of the powers of cold and ice, along with training since childhood in the particular modes of communication of every Cold-subtype creature. This works exactly like a Diplomacy check made to improve the attitude of a Non-Player Character. Add the GIANT's hit dice and Charisma bonus to a d20 roll to determine the cold empathy check result. Cold empathy works on animals and intelligent creatures alike, so long as they are of the Cold subtype.
Control Ice (Su): GIANTs have an astonishing degree of control over fallen snow and ice, including the capability to melt, re-freeze, and shape it selectively and more or less at will. In game terms, this is very much like the effects of either soften earth and stone or stone shape (as cast by a 12lh level druid), depending on the GIANT's intent, but targeting ice and snow rather than stone or earth. For example, the GIANT could soften ice into near-freezing water or slush, causing anyone standing on it to sink in; or he could use ice shape to seal off or create an icy tunnel. In the right place, at the Games Master's discretion, this ability could also be used to start an avalanche of great icy boulders, doing 6d6 damage to any creatures in a 3O-ft. wide section of mountainside or hillside (Reflex save halves). Used gradually, over many months and even years, control ice can extend the boundaries of tundra terrain or even glaciers over more human-friendly terrains, slowly covering the world with ice just as the GIANTs wish. Using Control Ice is a standard action, but it can be performed an unlimited number of times per day.
Spear Returning (Ex): With the same movement in which he caught a weapon hurled at him, a GIANT may spin round, throwing it back at its original wielder. Once per round, a GIANT who has just caught a thrown weapon may use it to make an attack at his highest attack bonus as a free action.
Spell-Like Abilities: GIANTs have a number of spell-like abilities, but these may be used only when the GIANT is in an environment with a temperature of below 40 degrees Fahrenheit (5 degrees Celsius). At will: chill touch, obscuring mist; 3/day: fog cloud, gust of wind; I/day: ice storm, wall of ice, control weather. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13+spell level).

I don't see a problem with these.

BOZ said:
10.
it is, yes, and also not OGL (which this project requires). This creature is a 6-HD monster. There is another creature in the book called a ?lesser phoenix? which has 4-HD ? and is probably a heck of a lot more appropriate. So maybe equivalent to a 5th-level spell, since that is what is required to summon a medium elemental?

I see. Yes, equivalent to a 5th level spell seems OK.

BOZ said:
Tossing in three new ones:
11.
Puncture (Ex): A BIG CAT bite attack which does a critical hit on an opponent is considered to have punctured a major blood vessel. The victim will lose a further 1 hp per round (in blood loss) until the wound is healed by either the Heal skill or magical means.
Tooth Breaking (Ex): A BIG CAT whose bite attack does maximum damage on a critical hit (that is, a roll of 16 on 2d8 on a critical hit) loses one of its large canine teeth. This sticks in the wound, doing an additional d4 damage, but the BIG CAT bite damage drops to 2d6 + damage bonus and can no longer do the puncture attack (above). It is possible for the second canine to break off if maximum damage is done a second time (12 on 2d6), in which case the bite damage drops to 2d4 + damage bonus. A BIG CAT lost tooth or teeth may be healed with the heal or heal animal companion spell as usual.

Puncture: I don't recall any monster in 3.5 with a Ex ability that deals this kind of wounding. A point of damage to constitution may be better. If you want to keep the continuos hp lose then a Heal DC should be given to stop the blood lost.
Tooth breaking: if a critical hit can do 2d8 damage, doesn't that means that normally the damage is 1d8? Why would loosing a tooth increase the damage to 2d6?

BOZ said:
12.
Shriek (Sp): Up to three times per day, a THING may let out its distinctive cry, which can inspire dread in those who hear it. When a THING uses this ability, all creatures within 3O-ft. of it must make a Will save (DC 18). Those who fail receive a -4 morale penalty to all subsequent Will saves , a -1 morale penalty to all attack rolls and a -1 morale penalty to Armour Class. This effect lasts for 2d6 rounds.
I'd just say that creatures that fail the save are shakened, even if that carries different penalties that the ones given. Also, why it this Sp? One could make the shriek act as a the fear spell, but I think it would be better to just change it to Su.

BOZ said:
Semi-Blur (Sp): Once per day, a THING may perform an evasive manoeuvre so effective that it looks like a blur. This effect behaves exactly like the blur spell, except that it lasts for no longer than five rounds. Also the THING can only activate this ability during a round in which it moves and it ends on the first round thereafter in which it does not move or in five rounds, whichever comes first.

The description doesn't seems to evoke a Sp ability, Su, or even Ex seem to fit better.

BOZ said:
13.
Howl: THINGs can howl at their opponents as a breath weapon attack. This is treated as the 3rd level wizard spell shout.

A breath weapon is normally Su, and this seems to be a Sp ability.
"X/day :Howl(Sp)(Save DC Y): THINGs can howl at their opponents. This is treated as the spell shout. Caster level Z."
(The save DC is 10+charisma mod+ 4 (level of shout))
 

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