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<blockquote data-quote="BOZ" data-source="post: 2165801" data-attributes="member: 1241"><p>1. - done</p><p></p><p></p><p>2.</p><p></p><p></p><p>hmm. I’ll have to look it up in the original book then, and see if there’s more info there.</p><p></p><p>More on this one, when/if I find the info.</p><p></p><p></p><p>5.</p><p></p><p></p><p>that’s good enough for me. <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>6. - done</p><p></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></p><p></p><p>it does seem to make more sense than “they can climb at their full speed as a move-equivalent action” <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>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?</p><p></p><p></p><p></p><p>sounds good. <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>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.</p><p></p><p>How about this section?</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><p></p><p></p><p>Finished a few more, adding a couple more:</p><p></p><p>9.</p><p>this giant has a spear and it lists that it can make 3 ranged attacks per round – is that OK?</p><p></p><p>And it’s a Huge creature with a greataxe – what should be the base damage for such a greataxe?</p><p></p><p>The massive spears these creatures favour have a range increment of 140-ft. when thrown by a GIANT. </p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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).</p><p></p><p></p><p>10.</p><p>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.</p><p>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.</p><p>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.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2165801, member: 1241"] 1. - done 2. 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. 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. it does seem to make more sense than “they can climb at their full speed as a move-equivalent action” ;) 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? 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. [/QUOTE]
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