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<blockquote data-quote="BOZ" data-source="post: 2168796" data-attributes="member: 1241"><p>7.</p><p></p><p></p><p>thanks… the magmin is a creature I often forget. <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>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></p><p></p><p></p><p>cool. How about this for a rewrite:</p><p></p><p>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.</p><p></p><p></p><p></p><p>the description says nothing at all about whether or not this guy plane shifts with other creatures, so I will assume it doesn’t.</p><p></p><p>how about these two abilities:</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></p><p></p><p>8. - done</p><p></p><p></p><p>9.</p><p></p><p></p><p>his BAB is 15, and he needs an extra feat anyway… so there it goes. <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></p><p>so any idea what a 1d12 weapon would do with a Huge creature? <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=":)" /> or should I pitch that question in the Rules forum?</p><p></p><p></p><p></p><p>okay. How’s this then:</p><p></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. 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.</p><p></p><p></p><p>how about the rest of this stuff? <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>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>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></p><p></p><p>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?</p><p></p><p>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.</p><p></p><p></p><p>Tossing in three new ones:</p><p></p><p>11.</p><p>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.</p><p>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.</p><p></p><p></p><p>12.</p><p>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.</p><p>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.</p><p></p><p></p><p>13.</p><p>Howl: THINGs can howl at their opponents as a breath weapon attack. This is treated as the 3rd level wizard spell shout.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2168796, member: 1241"] 7. 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. 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. 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. his BAB is 15, and he needs an extra feat anyway… so there it goes. :) so any idea what a 1d12 weapon would do with a Huge creature? :) or should I pitch that question in the Rules forum? 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. 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. [/QUOTE]
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