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<blockquote data-quote="BOZ" data-source="post: 2157883" data-attributes="member: 1241"><p>ok, i don't have a whole lot of these to work on at the moment, so i can start slow. <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=":)" /> most of these queries will involve fixing special attacks & qualities at first, so just comment on what you think needs to be changed to make them 3.5-ready. later, i will have queries involving adding feats and LA's.</p><p></p><p>1.</p><p>Scream of Agony (Su): The scream of a UNDEAD has a 30-ft. radius of effect and those caught must make a Will save (DC 11) or be shaken. Creatures ' of more than 4 HD or those successfully making the Will save may never be affected by the scream.</p><p>Disease (Ex): Anyone struck by the filthy shovel or claws of a UNDEAD must make a Fortitude save or contract Grave Rot (DC 12, incubation period Id6 days, damage Id6 temporary Strength and Id6 temporary Constitution).</p><p></p><p></p><p>2.</p><p>Demonic Fury: For the first round of any combat a UNDEAD attacks savagely and without thought for its own safety, gaining a +2 to its attack roll and +4 to damage at the cost of-2 to its AC.</p><p>Death Bite: Carries disease. Any humanoid bitten by a UNDEAD must immediately make a Fortitude save (DC 15) or contract the Creeping Death disease. The UNDEAD's bite attack is considered to be an enchanted weapon.</p><p></p><p></p><p>3.</p><p>this one lists “cannot be tripped” on the SQ line – is there another way to list this?</p><p>Breath Weapon (Su): Line of lightning 5-ft. wide, 5-ft. high and 20-ft. long. All heads breathe once every minute. Each line deals 3d6 damage per head. A successful Reflex save halves the damage. The save Difficulty Class is 10 + Vi the HYDRA's original number of heads + the HYDRA's Constitution modifier.</p><p></p><p></p><p>4.</p><p>Pass Without Trace (Su): CATS leave no evidence of their passage and always pass without trace (as the spell).</p><p></p><p></p><p>5.</p><p>is all of this text still necessary? This thing is kind of like a griffon.</p><p></p><p>To guide a trained CRITTER, its handler applies pressure to the sides, top and underside of its head with a long stick looped around their wrist. The CRITTER moves following the direction and force of the stick, pressing the top of their head causes them to descend, while applying more pressure causes the creature to dive, for example. Under duress, however, they tend to value self preservation over obedience. 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.</p><p>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.</p><p></p><p></p><p>6.</p><p>what can I do with the extra parts in this ability?</p><p></p><p>Improved Grab (Ex): To use this ability, the VERMIN must hit an opponent of Medium size or smaller with its bite attack. Doing so initiates a grapple as a free action without provoking an Attack of Opportunity (grapple bonus +3). If it gets a hold, it does automatic bite damage and may attempt to fly away with its prey. VERMINs are capable fliers, able to lift up to 200 additional pounds without degrading their aerial maneuverability.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2157883, member: 1241"] ok, i don't have a whole lot of these to work on at the moment, so i can start slow. :) most of these queries will involve fixing special attacks & qualities at first, so just comment on what you think needs to be changed to make them 3.5-ready. later, i will have queries involving adding feats and LA's. 1. Scream of Agony (Su): The scream of a UNDEAD has a 30-ft. radius of effect and those caught must make a Will save (DC 11) or be shaken. Creatures ' of more than 4 HD or those successfully making the Will save may never be affected by the scream. Disease (Ex): Anyone struck by the filthy shovel or claws of a UNDEAD must make a Fortitude save or contract Grave Rot (DC 12, incubation period Id6 days, damage Id6 temporary Strength and Id6 temporary Constitution). 2. Demonic Fury: For the first round of any combat a UNDEAD attacks savagely and without thought for its own safety, gaining a +2 to its attack roll and +4 to damage at the cost of-2 to its AC. Death Bite: Carries disease. Any humanoid bitten by a UNDEAD must immediately make a Fortitude save (DC 15) or contract the Creeping Death disease. The UNDEAD's bite attack is considered to be an enchanted weapon. 3. this one lists “cannot be tripped” on the SQ line – is there another way to list this? Breath Weapon (Su): Line of lightning 5-ft. wide, 5-ft. high and 20-ft. long. All heads breathe once every minute. Each line deals 3d6 damage per head. A successful Reflex save halves the damage. The save Difficulty Class is 10 + Vi the HYDRA's original number of heads + the HYDRA's Constitution modifier. 4. Pass Without Trace (Su): CATS leave no evidence of their passage and always pass without trace (as the spell). 5. is all of this text still necessary? This thing is kind of like a griffon. To guide a trained CRITTER, its handler applies pressure to the sides, top and underside of its head with a long stick looped around their wrist. The CRITTER moves following the direction and force of the stick, pressing the top of their head causes them to descend, while applying more pressure causes the creature to dive, for example. Under duress, however, they tend to value self preservation over obedience. 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. 6. what can I do with the extra parts in this ability? Improved Grab (Ex): To use this ability, the VERMIN must hit an opponent of Medium size or smaller with its bite attack. Doing so initiates a grapple as a free action without provoking an Attack of Opportunity (grapple bonus +3). If it gets a hold, it does automatic bite damage and may attempt to fly away with its prey. VERMINs are capable fliers, able to lift up to 200 additional pounds without degrading their aerial maneuverability. [/QUOTE]
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