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<blockquote data-quote="BOZ" data-source="post: 2173154" data-attributes="member: 1241"><p>12.</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>So therefore, how about if I turn that into this:</p><p></p><p>Blur (Ex): Once per day, a THING may perform an evasive manoeuvre that distorts and blurs its form. This effect grants the THING concealment (20% miss chance). A THING must move from one space to another every round this effect is active (including the round it is initiated), and the effect ends when the THING stops moving or after 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><p></p><p></p><p></p><p>Con-based does make some sense, since shout deafens and does sonic damage. However, most howling-type attacks cause fear or something, which is always Cha-based. </p><p></p><p>How is this now?:</p><p></p><p>Howl (Su): A thing can let loose a powerful howl that functions just like the shout spell (DC 14, caster level 5th). A thing can use its howl once every 1d4 rounds. The save DC is Constitution-based.</p><p></p><p></p><p>Adding another:</p><p></p><p>14.</p><p>this one has some odd things going on, but probably nothing too far out of the ordinary (comment on what you can think of):</p><p></p><p>Large Construct</p><p>Hit Dice: 4d10+30 (52 hp)</p><p>Initiative: +0</p><p>Speed: 40 ft. (8 squares)</p><p>Armour Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16</p><p>Base Attack/Grapple: +3/+12</p><p>Attack: Slam +7 melee (1d8+7)</p><p>Full Attack: Slam +7 melee (1d8+7)</p><p>Space/Reach: 10 ft./ 10 ft.</p><p>Special Attacks: -</p><p>Special Qualities: Construct traits, damage reduction 10/slashing, damage reduction 5/piercing, darkvision 60 ft., low-light vision</p><p>Saves: Fort +1, Ref +1, Will +1</p><p>Abilities: Str 20, Dex 10, Con -, Int -, Wis 11, Cha 1</p><p>Skills: -</p><p>Feats: -</p><p></p><p>Environment: Any</p><p>Organization: Solitary (with rider) or accompanied by dwarves</p><p>Challenge Rating: 3</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: -</p><p>Level Adjustment: -</p><p></p><p>A CONSTRUCT is a large humanoid-shaped construct built to hold one Medium-size humanoid inside (the 'rider'). With no intelligence, CONSTRUCTs are little more than animated conveyances.</p><p>First built by dwarven wizards long ago, CONSTRUCTs serve as transportation and protection for elite dwarf spellcasters. The wealthiest dwarven cities and nations field units of CONSTRUCT-equipped cavalry units, but these are rare and never large. Most CONSTRUCTs are built by clerics to demonstrate the might of their faith.</p><p>Spirits of ancient dwarves provide the animating force for CONSTRUCTs. The creation process calls a willing ancestor from the outer realms and binds it to the CONSTRUCT's frame. Although they are not undead, the spirits have feint connection to the material plane, making the constructs more tractable than many golems.</p><p></p><p>Combat</p><p>CONSTRUCTs have the straightforward approach to combat typical of constructs. When threatened, they simply walk up to the enemy and start bashing. What makes them unusual is that they are built to house a rider and are often under the control of a sentient being. The CONSTRUCT obeys simple commands from the rider. Unlike golems, CONSTRUCTs obey without question, making them ideal protection in battle. Typically a spell caster riding a CONSTRUCT moves in relative safety across the battlefield while casting. A CONSTRUCT can hold one Medium creature of roughly dwarf-shaped physiology.</p><p></p><p>Riding a CONSTRUCT</p><p>CONSTRUCTs offer several advantages in combat. they move faster than most Medium-size humanoids, offer substantial cover to a rider and allow most characters, especially spell casters, to do more in a round of combat.</p><p>Arcane Spell Failure: A CONSTRUCT confines a rider much like a suit of armour. The rider suffers an arcane spell failure chance of 20%, which stacks with any arcane spell failure chance from armour and shields.</p><p>Cover: CONSTRUCTs provide the rider with one-half cover, granting a +4 cover bonus to armour class and a +2 cover bonus on Reflex saves. An attack that misses the rider within the margin provided by cover instead hits the CONSTRUCT, provided that the attack roll is at least equal to the CONSTRUCT's armour class.</p><p>Manoeuvring: A rider uses the ride skill to control a CONSTRUCT as though it were his mount. Riding a CONSTRUCT follows many of the rules for mounted combat, being mindless, thanegards are never frightened by combat, the rider not make a Ride check to control one in battle. A rider can make a Ride check (DC 5) to guide the CONSTRUCT while keeping both arms free, allowing normal spellcasting and attacking. The rider follows all other normal rules for mounted combat, although the CONSTRUCT can make charge attacks, it cannot run fast enough to allow it to deal double damage with a lance as other, more common mounts, would.</p><p></p><p>Construction</p><p>Building a CONSTRUCT is expensive and time consuming, but nowhere near as demanding as the creation process for more powerful constructs. The physical body is a wood and iron framework that must be built before the magical animation can take places. Constructing the body requires 4,000 gp worth of materials, as well as a successful Craft (metalworking) check (DC 15) and a successful Craft (woodworking) check (DC 15).</p><p>The creator must have the Craft Wonderous Item feat and be able to cast animate objects, bull's strength and mount. The creation process takes four weeks and drains 160 XP from the creator. Multiple spellcasters can co-operate in the creation process, but the XP cost must be paid by only one.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2173154, member: 1241"] 12. 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. So therefore, how about if I turn that into this: Blur (Ex): Once per day, a THING may perform an evasive manoeuvre that distorts and blurs its form. This effect grants the THING concealment (20% miss chance). A THING must move from one space to another every round this effect is active (including the round it is initiated), and the effect ends when the THING stops moving or after 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. Con-based does make some sense, since shout deafens and does sonic damage. However, most howling-type attacks cause fear or something, which is always Cha-based. How is this now?: Howl (Su): A thing can let loose a powerful howl that functions just like the shout spell (DC 14, caster level 5th). A thing can use its howl once every 1d4 rounds. The save DC is Constitution-based. Adding another: 14. this one has some odd things going on, but probably nothing too far out of the ordinary (comment on what you can think of): Large Construct Hit Dice: 4d10+30 (52 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armour Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16 Base Attack/Grapple: +3/+12 Attack: Slam +7 melee (1d8+7) Full Attack: Slam +7 melee (1d8+7) Space/Reach: 10 ft./ 10 ft. Special Attacks: - Special Qualities: Construct traits, damage reduction 10/slashing, damage reduction 5/piercing, darkvision 60 ft., low-light vision Saves: Fort +1, Ref +1, Will +1 Abilities: Str 20, Dex 10, Con -, Int -, Wis 11, Cha 1 Skills: - Feats: - Environment: Any Organization: Solitary (with rider) or accompanied by dwarves Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: - Level Adjustment: - A CONSTRUCT is a large humanoid-shaped construct built to hold one Medium-size humanoid inside (the 'rider'). With no intelligence, CONSTRUCTs are little more than animated conveyances. First built by dwarven wizards long ago, CONSTRUCTs serve as transportation and protection for elite dwarf spellcasters. The wealthiest dwarven cities and nations field units of CONSTRUCT-equipped cavalry units, but these are rare and never large. Most CONSTRUCTs are built by clerics to demonstrate the might of their faith. Spirits of ancient dwarves provide the animating force for CONSTRUCTs. The creation process calls a willing ancestor from the outer realms and binds it to the CONSTRUCT's frame. Although they are not undead, the spirits have feint connection to the material plane, making the constructs more tractable than many golems. Combat CONSTRUCTs have the straightforward approach to combat typical of constructs. When threatened, they simply walk up to the enemy and start bashing. What makes them unusual is that they are built to house a rider and are often under the control of a sentient being. The CONSTRUCT obeys simple commands from the rider. Unlike golems, CONSTRUCTs obey without question, making them ideal protection in battle. Typically a spell caster riding a CONSTRUCT moves in relative safety across the battlefield while casting. A CONSTRUCT can hold one Medium creature of roughly dwarf-shaped physiology. Riding a CONSTRUCT CONSTRUCTs offer several advantages in combat. they move faster than most Medium-size humanoids, offer substantial cover to a rider and allow most characters, especially spell casters, to do more in a round of combat. Arcane Spell Failure: A CONSTRUCT confines a rider much like a suit of armour. The rider suffers an arcane spell failure chance of 20%, which stacks with any arcane spell failure chance from armour and shields. Cover: CONSTRUCTs provide the rider with one-half cover, granting a +4 cover bonus to armour class and a +2 cover bonus on Reflex saves. An attack that misses the rider within the margin provided by cover instead hits the CONSTRUCT, provided that the attack roll is at least equal to the CONSTRUCT's armour class. Manoeuvring: A rider uses the ride skill to control a CONSTRUCT as though it were his mount. Riding a CONSTRUCT follows many of the rules for mounted combat, being mindless, thanegards are never frightened by combat, the rider not make a Ride check to control one in battle. A rider can make a Ride check (DC 5) to guide the CONSTRUCT while keeping both arms free, allowing normal spellcasting and attacking. The rider follows all other normal rules for mounted combat, although the CONSTRUCT can make charge attacks, it cannot run fast enough to allow it to deal double damage with a lance as other, more common mounts, would. Construction Building a CONSTRUCT is expensive and time consuming, but nowhere near as demanding as the creation process for more powerful constructs. The physical body is a wood and iron framework that must be built before the magical animation can take places. Constructing the body requires 4,000 gp worth of materials, as well as a successful Craft (metalworking) check (DC 15) and a successful Craft (woodworking) check (DC 15). The creator must have the Craft Wonderous Item feat and be able to cast animate objects, bull's strength and mount. The creation process takes four weeks and drains 160 XP from the creator. Multiple spellcasters can co-operate in the creation process, but the XP cost must be paid by only one. [/QUOTE]
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