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<blockquote data-quote="BOZ" data-source="post: 2165004" data-attributes="member: 1241"><p>1.</p><p>Scream of Agony (Su): When a UNDEAD screams, living creatures within 30 feet must succeed on a DC 11Will save or be shaken as long as they remain within the radius. Creatures of more than 4 HD or those that succeed on the Will save are thereafter immune to the scream of that UNDEAD. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.</p><p></p><p>I figure the scream is done.</p><p></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 11, incubation period Id6 days, damage Id6 temporary Strength and Id6 temporary Constitution). The save DC is Charisma-based.</p><p></p><p>Diseases seem to follow this format nowadays:</p><p></p><p>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.</p><p></p><p>And if that looks good, then it’s probably done, too. <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=":)" /></p><p></p><p></p><p>2.</p><p></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></p><p></p><p></p><p>you know what, now that I look at it, it’s kind of like a Rage type ability. How about this:</p><p></p><p>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.</p><p></p><p></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. A UNDEAD’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.</p><p></p><p></p><p></p><p>so noted – I didn’t realize that. <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=":)" /></p><p></p><p>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.</p><p></p><p></p><p>3 - done</p><p></p><p></p><p>4. – done (FYI, forest gnomes have that as a Su ability)</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></p><p></p><p>wouldn’t I need to keep Improved Grab to have Constrict? And I can just give it Snatch as a bonus feat anyway.</p><p></p><p>Constrict (Ex): A VERMIN deals 1d6+1 points of bludgeoning and piercing damage with a successful grapple check.</p><p></p><p>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.</p><p></p><p></p><p>Finished a couple, adding a couple:</p><p></p><p>7.</p><p>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.</p><p>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.</p><p>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).</p><p>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.</p><p>Spell-like abilities: I/week: plane shift.</p><p></p><p></p><p>8.</p><p>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.</p><p></p><p>Training a RAM</p><p>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).</p><p>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.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2165004, member: 1241"] 1. Scream of Agony (Su): When a UNDEAD screams, living creatures within 30 feet must succeed on a DC 11Will save or be shaken as long as they remain within the radius. Creatures of more than 4 HD or those that succeed on the Will save are thereafter immune to the scream of that UNDEAD. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based. I figure the scream is done. Disease (Ex): Anyone struck by the filthy shovel or claws of a UNDEAD must make a Fortitude save or contract Grave Rot (DC 11, incubation period Id6 days, damage Id6 temporary Strength and Id6 temporary Constitution). The save DC is Charisma-based. Diseases seem to follow this format nowadays: 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. :) 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. 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. Death Bite: Carries disease. Any humanoid bitten by a UNDEAD must immediately make a Fortitude save (DC 15) or contract the Creeping Death disease. A UNDEAD’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. so noted – I didn’t realize that. :) 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. 3 - done 4. – done (FYI, forest gnomes have that as a Su ability) 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. 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. Finished a couple, adding a couple: 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. 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. 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. [/QUOTE]
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