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<blockquote data-quote="BOZ" data-source="post: 2227119" data-attributes="member: 1241"><p>#43</p><p></p><p></p><p>3.0 vanish affected objects, whereas 3.5 banishment affects creatures. I may have to ask around about that one.</p><p></p><p></p><p></p><p></p><p>here is what I originally had:</p><p></p><p>“Deflect Missiles (Ex): An THING can deflect any normal incoming missiles by making a Reflex save (DC10 + the opponent’s ranged attack bonus). It may perform this as a free action.”</p><p></p><p>Here is your edit:</p><p></p><p>“Deflect Missiles (Ex):Whenever an Thing would be hit be a normal missile (an arrow, bolt, etc), it can attemp a Reflex save (DC 10+ the opponent's ranged attack bonus for the attack). If sucessfull the missile misses.”</p><p></p><p>Here is the Deflect Arrows feat:</p><p></p><p>You can deflect incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.</p><p>Prerequisites: Dex 13, Improved Unarmed Strike.</p><p>Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects, such as Melf’s acid arrow, can’t be deflected.</p><p></p><p>For the most part, they seem to work the same way. The difference seems to be that the feat works once per round, and is automatically successful. The ability as written is a free action that works on a Reflex save. Would it make more sense to just give him the feat, or to take your rewrite and add a few details from the feat?</p><p></p><p></p><p></p><p></p><p>…into this would be a good start:</p><p></p><p> </p><p></p><p>the thing I’m wondering is if I should try to keep some of the more klunky stuff from above. The lifting in the air part, as I said earlier, might just be translatable into the Snatch feat. But what about the part about needing the Flyby Attack to initiate the Improved Grab?</p><p></p><p></p><p>Here is the stat block as I have currently fixed it up to this point:</p><p></p><p>Huge Magical Beast</p><p>Hit Dice: 16d10+96 (184 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft. (6 squares), fly 80 ft. (average) (16 squares)</p><p>Armor Class: 22 (-2 size, +2 Dex, +12 natural)</p><p>Base Attack/Grapple: +16/+30</p><p>Attack: Bite +20 melee (2d8+6)</p><p>Full Attack: Bite +20 melee (2d8+6) and 2 claws +18 melee (1d6+3)</p><p>Space/Reach: 15 ft./10 ft.</p><p>Special Attacks: Improved grab, pounce, rake 1d6+3, spell-like abilities</p><p>Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., deflect missiles, low-light vision, resistance to acid 10, cold 10, and fire 10, scent, spell resistance 25</p><p>Saves: Fort +16, Ref +12, Will +9</p><p>Abilities: Str 22, Dex 15, Con 22, Int 12, Wis 18, Cha 16</p><p>Skills: Jump +20, Intimidate +15, Listen +20, Spot +25</p><p>Feats: Alertness, Dodge, Flyby Attack, Multiattack, Power Attack, Skill Focus (intimidate)</p><p></p><p>Environment: Temperate and warm hills and mountains</p><p>Organization: Solitary or pair</p><p>Challenge Rating: 10</p><p>Treasure: None</p><p>Alignment: Usually neutral good</p><p>Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)</p><p>Level Adjustment: —</p></blockquote><p></p>
[QUOTE="BOZ, post: 2227119, member: 1241"] #43 3.0 vanish affected objects, whereas 3.5 banishment affects creatures. I may have to ask around about that one. here is what I originally had: “Deflect Missiles (Ex): An THING can deflect any normal incoming missiles by making a Reflex save (DC10 + the opponent’s ranged attack bonus). It may perform this as a free action.” Here is your edit: “Deflect Missiles (Ex):Whenever an Thing would be hit be a normal missile (an arrow, bolt, etc), it can attemp a Reflex save (DC 10+ the opponent's ranged attack bonus for the attack). If sucessfull the missile misses.” Here is the Deflect Arrows feat: You can deflect incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons. Prerequisites: Dex 13, Improved Unarmed Strike. Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects, such as Melf’s acid arrow, can’t be deflected. For the most part, they seem to work the same way. The difference seems to be that the feat works once per round, and is automatically successful. The ability as written is a free action that works on a Reflex save. Would it make more sense to just give him the feat, or to take your rewrite and add a few details from the feat? …into this would be a good start: the thing I’m wondering is if I should try to keep some of the more klunky stuff from above. The lifting in the air part, as I said earlier, might just be translatable into the Snatch feat. But what about the part about needing the Flyby Attack to initiate the Improved Grab? Here is the stat block as I have currently fixed it up to this point: Huge Magical Beast Hit Dice: 16d10+96 (184 hp) Initiative: +2 Speed: 30 ft. (6 squares), fly 80 ft. (average) (16 squares) Armor Class: 22 (-2 size, +2 Dex, +12 natural) Base Attack/Grapple: +16/+30 Attack: Bite +20 melee (2d8+6) Full Attack: Bite +20 melee (2d8+6) and 2 claws +18 melee (1d6+3) Space/Reach: 15 ft./10 ft. Special Attacks: Improved grab, pounce, rake 1d6+3, spell-like abilities Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., deflect missiles, low-light vision, resistance to acid 10, cold 10, and fire 10, scent, spell resistance 25 Saves: Fort +16, Ref +12, Will +9 Abilities: Str 22, Dex 15, Con 22, Int 12, Wis 18, Cha 16 Skills: Jump +20, Intimidate +15, Listen +20, Spot +25 Feats: Alertness, Dodge, Flyby Attack, Multiattack, Power Attack, Skill Focus (intimidate) Environment: Temperate and warm hills and mountains Organization: Solitary or pair Challenge Rating: 10 Treasure: None Alignment: Usually neutral good Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan) Level Adjustment: — [/QUOTE]
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