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<blockquote data-quote="BOZ" data-source="post: 2177166" data-attributes="member: 1241"><p>14.</p><p></p><p></p><p>cool. Didn’t really see anything there about hitting the cover, so I rewrote it like so:</p><p></p><p>Cover: A CONSTRUCT provides its rider with soft cover, granting a +4 bonus to armour class. </p><p></p><p>Does the rest look good then?</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></p><p></p><p></p><p>15.</p><p>Adhesive Orb (Su): In lieu of its normal melee attacks, the CONSTRUCT can hurl a two foot diameter orb of hot, sticky tar at a single target up to 20-ft. away. It strikes as a ranged touch attack causing 2d6+10 points of damage. Furthermore, the tar adheres to the target's armour, severely hampering the creature's movement and combat abilities. It reduces the target's movement by 10-ft., and it also imposes a circumstance penalty to armoured opponent's AC equal to half the armour's bonus, ignoring any enhancement. For instance, a target wearing a suit of +1 chainmail suffers a -2 circumstance penalty because the chain mail normally bestows a +5 armour bonus. The orbs do not effect spells such as mage armour nor does it effect</p><p>natural armour bonuses. It lasts for one minute before dissipating.</p><p></p><p></p><p></p><p>how about this. Instead of 2d6+10 (its Str is 31), I could split it up into 1d6+10 damage, and 1d6 fire damage?</p><p></p><p>I like the idea of changing that to entangling instead of all those crazy modifiers. Let me clarify a few of those items:</p><p></p><p>Adhesive Orb (Su): As a standard action, a CONSTRUCT can hurl a two-foot diameter orb of hot, sticky tar at a single target up to 20 feet away. This strikes as a ranged touch attack and deals 1d6+10 points of damage plus 1d6 points of fire damage. Furthermore, the tar adheres to the target's armour, causing the target to be entangled for 2d6 rounds.</p><p></p><p></p><p>Weapon Adhesion (Ex): Whenever a slashing or bludgeoning weapon hit an CONSTRUCT, the creature's tar adheres to the weapon's blade or head. Because of tar accumulating on the weapon, its effectiveness diminishes as the combat progresses. Until the wielder cleans his weapon as a full round action that provokes an attack of opportunity, it suffers a cumulative -2 penalty to damage for every successful hit.</p><p></p><p></p><p></p><p>ah yes, good old “tarry”. <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=":)" /> sure, I’ll go with your idea. this ability is OK as written, I suppose, but weapons sticking to the creature sounds cooler. <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>Weapon Adhesion (Ex): The thick tar that composes an CONSTRUCT acts as a powerful adhesive, holding fast items that touch it. A weapon that strikes a CONSTRUCT is stuck fast unless the weilder succeeds on a DC X Reflex save. Pyring off a stuck weapon requires a DC X Strength check. The save and check DCs are (Strength?)-based.</p><p></p><p></p><p>Construction</p><p>An CONSTRUCT's construction requires 1,000 pounds of rock and 250 pounds of tar. It costs 75,000 gp to create, including 2,500 gp for its body. Creating the body requires a successful Craft (sculpting or masonry) check (DC 19). The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 1,800 XP from the creator and requires geas/quest, limited wish, polymorph any object and web.</p><p></p><p></p><p></p><p>is that a fixed formula or just an estimate?</p><p></p><p>Construction</p><p>An CONSTRUCT's construction requires 1,000 pounds of rock and 250 pounds of tar. The materials to construct the body cost 2,500 gp. Creating the body requires a DC 19 Craft (sculpting) check or a DC 19 Craft (masonry) check.</p><p>CL 16th; Craft Construct, geas/quest, limited wish, polymorph any object, web, caster must be at least 16th level; Price 145,000 gp; Cost 75,000 gp + 1,800 XP.</p><p></p><p></p><p>16.</p><p>Phase Slash (Su): As a free action, the BIRD can become incorporeal and try to slam a victim with a touch attack. If the attack is successful, the victim must roll a Fortitude save (DC 16) or be stunned for Id4 rounds, disoriented by the creature passing through him. The BIRD can maintain this state for only one round and can not use it again until 1 d6 rounds later. While the creature is incorporeal, it is immune to all physical attacks except those made by magic weapons or spells.</p><p></p><p></p><p></p><p>given that incorporeal creatures have no Str score, I have to disagree. <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=":)" /> given the numbers, it seems to be Dex-based, and since incorporeals use their Dex instead of Str on attack rolls, I guess that makes some sense?</p><p>actually, I may not need to split it into two abilities. How about this:</p><p></p><p>Phase Slash (Su): As a free action, a BIRD can become incorporeal for one round. In this state it has no Strength score and loses its normal attacks, but gains a touch attack. The touch attack deals no damage, but a victim hit by it must succeed on a DC X Fortitude save or be stunned for 1d4 rounds. The save DC is (Dexterity?)-based. A BIRD may use this ability once every 1d6 rounds.</p><p></p><p></p><p>Transparent (Su): Three times per day, the BIRD becomes transparent, giving it a +10 bonus to Hide checks if moving, and +15 if it remains immobile. It can maintain this state indefinitely, but becomes opaque again after dealing its first attack, as it cannot concentrate on both remaining transparent and engaging in combat.</p><p></p><p></p><p></p><p>what about forcing a Concentration check to remain transparent if it attacks?</p><p></p><p></p><p>17.</p><p>Shocking Grasp (Sp): Once every three rounds, a THING can send a shocking bolt of electricity through its tail-pincer. This deals an automatic ld.8+1 points of damage to a victim grabbed by the tail-pincer; the THING can alternately make a touch attack with its tail-pincer to affect an opponent not already held.</p><p></p><p>Maybe this:</p><p>"Shocking grasp (Sp): Once every three rounds, a THING can send a shocking bolt of electricity through its tail-pincer as a swift action. This functions as the shocking grasp spell (caster level 1). This deals automatic damage to a victim grabbed by the tail-pincer"</p><p></p><p>What is a “swift action”? I know I’ve seen that somewhere before. So you know, it grapples and constricts with the tail-pincer. I think it should be useable through any contact: touch attack, melee attack, or grapple.</p><p></p><p></p><p>18.</p><p>Full Attack: 2 Kama +5 melee (1d6+3/1d6+2), kama +5 melee (1d6+3) and claw +5 melee (1d4+2) or 2 claws +5 melee (1d4+3/1d4+2) and bite +3 melee (1d6+3)</p><p></p><p>Absolute Ambidexterity (Ex): DUDEs can strike as naturally with a weapon in each hand as they can with both claws. They suffer no penalty for fighting with two weapons. They may also attack with one claw and one weapon without penalty.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2177166, member: 1241"] 14. cool. Didn’t really see anything there about hitting the cover, so I rewrote it like so: Cover: A CONSTRUCT provides its rider with soft cover, granting a +4 bonus to armour class. Does the rest look good then? 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. 15. Adhesive Orb (Su): In lieu of its normal melee attacks, the CONSTRUCT can hurl a two foot diameter orb of hot, sticky tar at a single target up to 20-ft. away. It strikes as a ranged touch attack causing 2d6+10 points of damage. Furthermore, the tar adheres to the target's armour, severely hampering the creature's movement and combat abilities. It reduces the target's movement by 10-ft., and it also imposes a circumstance penalty to armoured opponent's AC equal to half the armour's bonus, ignoring any enhancement. For instance, a target wearing a suit of +1 chainmail suffers a -2 circumstance penalty because the chain mail normally bestows a +5 armour bonus. The orbs do not effect spells such as mage armour nor does it effect natural armour bonuses. It lasts for one minute before dissipating. how about this. Instead of 2d6+10 (its Str is 31), I could split it up into 1d6+10 damage, and 1d6 fire damage? I like the idea of changing that to entangling instead of all those crazy modifiers. Let me clarify a few of those items: Adhesive Orb (Su): As a standard action, a CONSTRUCT can hurl a two-foot diameter orb of hot, sticky tar at a single target up to 20 feet away. This strikes as a ranged touch attack and deals 1d6+10 points of damage plus 1d6 points of fire damage. Furthermore, the tar adheres to the target's armour, causing the target to be entangled for 2d6 rounds. Weapon Adhesion (Ex): Whenever a slashing or bludgeoning weapon hit an CONSTRUCT, the creature's tar adheres to the weapon's blade or head. Because of tar accumulating on the weapon, its effectiveness diminishes as the combat progresses. Until the wielder cleans his weapon as a full round action that provokes an attack of opportunity, it suffers a cumulative -2 penalty to damage for every successful hit. ah yes, good old “tarry”. :) sure, I’ll go with your idea. this ability is OK as written, I suppose, but weapons sticking to the creature sounds cooler. ;) Weapon Adhesion (Ex): The thick tar that composes an CONSTRUCT acts as a powerful adhesive, holding fast items that touch it. A weapon that strikes a CONSTRUCT is stuck fast unless the weilder succeeds on a DC X Reflex save. Pyring off a stuck weapon requires a DC X Strength check. The save and check DCs are (Strength?)-based. Construction An CONSTRUCT's construction requires 1,000 pounds of rock and 250 pounds of tar. It costs 75,000 gp to create, including 2,500 gp for its body. Creating the body requires a successful Craft (sculpting or masonry) check (DC 19). The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 1,800 XP from the creator and requires geas/quest, limited wish, polymorph any object and web. is that a fixed formula or just an estimate? Construction An CONSTRUCT's construction requires 1,000 pounds of rock and 250 pounds of tar. The materials to construct the body cost 2,500 gp. Creating the body requires a DC 19 Craft (sculpting) check or a DC 19 Craft (masonry) check. CL 16th; Craft Construct, geas/quest, limited wish, polymorph any object, web, caster must be at least 16th level; Price 145,000 gp; Cost 75,000 gp + 1,800 XP. 16. Phase Slash (Su): As a free action, the BIRD can become incorporeal and try to slam a victim with a touch attack. If the attack is successful, the victim must roll a Fortitude save (DC 16) or be stunned for Id4 rounds, disoriented by the creature passing through him. The BIRD can maintain this state for only one round and can not use it again until 1 d6 rounds later. While the creature is incorporeal, it is immune to all physical attacks except those made by magic weapons or spells. given that incorporeal creatures have no Str score, I have to disagree. :) given the numbers, it seems to be Dex-based, and since incorporeals use their Dex instead of Str on attack rolls, I guess that makes some sense? actually, I may not need to split it into two abilities. How about this: Phase Slash (Su): As a free action, a BIRD can become incorporeal for one round. In this state it has no Strength score and loses its normal attacks, but gains a touch attack. The touch attack deals no damage, but a victim hit by it must succeed on a DC X Fortitude save or be stunned for 1d4 rounds. The save DC is (Dexterity?)-based. A BIRD may use this ability once every 1d6 rounds. Transparent (Su): Three times per day, the BIRD becomes transparent, giving it a +10 bonus to Hide checks if moving, and +15 if it remains immobile. It can maintain this state indefinitely, but becomes opaque again after dealing its first attack, as it cannot concentrate on both remaining transparent and engaging in combat. what about forcing a Concentration check to remain transparent if it attacks? 17. Shocking Grasp (Sp): Once every three rounds, a THING can send a shocking bolt of electricity through its tail-pincer. This deals an automatic ld.8+1 points of damage to a victim grabbed by the tail-pincer; the THING can alternately make a touch attack with its tail-pincer to affect an opponent not already held. Maybe this: "Shocking grasp (Sp): Once every three rounds, a THING can send a shocking bolt of electricity through its tail-pincer as a swift action. This functions as the shocking grasp spell (caster level 1). This deals automatic damage to a victim grabbed by the tail-pincer" What is a “swift action”? I know I’ve seen that somewhere before. So you know, it grapples and constricts with the tail-pincer. I think it should be useable through any contact: touch attack, melee attack, or grapple. 18. Full Attack: 2 Kama +5 melee (1d6+3/1d6+2), kama +5 melee (1d6+3) and claw +5 melee (1d4+2) or 2 claws +5 melee (1d4+3/1d4+2) and bite +3 melee (1d6+3) Absolute Ambidexterity (Ex): DUDEs can strike as naturally with a weapon in each hand as they can with both claws. They suffer no penalty for fighting with two weapons. They may also attack with one claw and one weapon without penalty. [/QUOTE]
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