My next project!

Knight Otu said:
#6

Psi-Like Abilities: At will—false sensory input (8 targets, DC 15*), mindlink (15 unwilling targets, DC 14*), mind thrust (ML 13, 13d10 damage, DC 20*) psionic domination (affects aberrations, animals, dragons, elementals, fey, giants, humanoids, magical beasts, and outsiders; DC 23*), synesthete. Manifester level 20th.
*Includes augmentations for the THING's manifester level.

Domination can still gain more targets or longer duration.

Do you think something more needs to be added?

Also, we need “The save DCs are Charisma-based.” ;)

Everything else looks fine.

Knight Otu said:
#8

I think Quicken Power also needs replacing (unusable for the creature, would need Quicken Spell-like ability). Replacement feats: Dodge, Psionic Dodge? (not really great, granted)

Would Quicken Spell-Like Ability be a bad idea? I’ll add the Dodge feat as a replacement for Inertial Armor.

does the Psychic Pounce look OK?

Psychic Pounce (Ex): If a THING charges a foe or manifests any of its psionic abilities, it can make a full attack, including two rake attacks.


9.
BOZ said:
Celestial Song (Su): When incubating an egg, the THING sings a beautiful song to its offspring. The sound of the song cures 1 hit point of damage per round to anyone within 120-ft. radius who has a positive Piety modifier and causes 1 point of damage per round to anyone with a negative Piety modifier if he fails a Peity check (DC 25).

Knight Otu said:
I'd use the hearer's alignment. Good, 2d6 healing. Evil, 2d6 damage, Will negates.

hearer’s alignment does make sense. Those values might be a bit high, however, considering that this is a continuous effect. How about a change as follows:

Celestial Song (Su): When incubating an egg, a THING sings a beautiful song to its offspring, which can also affect on other creatures within a 120-foot radius. All creatures of good alignment within the radius that can hear the song are cured of 1 point of damage. All creatures of evil alignment within the radius that can hear the song must succeed on a DC 22 Will(?) save each round or take 1 point of damage. The save DC is Charisma(?)-based.


10.
any thoughts on that creature’s (queries 9-11) magic item?

THING Egg
The egg of a THING is a powerful natural magic item. A THING egg takes six years to hatch, and until the day of its hatching, as long as the egg is properly cared for, anyone holding the egg can perform a control water spell up to three times per day, cast as a 30th level cleric.
If a THING egg is cracked open before its time, it floods a territory with foul liquid. It pours out a torrent of 4,000 cubic feet of liquid per round. Anyone who deliberately breaks a THING egg angers all THING permanently, resulting in a lifetime of being menaced by both natural and magical birds.
A shard of a THING egg shell that breaks naturally at hatching gives the bearer a +1 bonus to the difficulty class of saves made against his spells involving birds. Each shell produces 2d12 such fragments.
Caster Level 30th; Prerequisites: N/A; Market Price: 70,000 gp. Weight: 30 lb.s


Knight Otu said:
11.
Hover, Snatch, Wingover? (turning snatch into a feat)

Yeah, after looking at it, the Snatch attack is really just the same as the feat. Easy enough! It also eliminates the need for Improved Grab doesn’t it?


Knight Otu said:
#12 Improved Bull Rush, Awesome Blow.... thinking about more later....

OK, that’s two… and good idea, as I was thinking of those myself.

Some additional ideas for the other 6, let me know what you think of these:
Acrobatic, Alertness, Animal Affinity, Athletic, Combat Expertise, Dodge, Endurance, Great Cleave, Improved Critical (claws), Improved Grapple, Improved Initiative, Improved Overrun, Track, Weapon Focus (claws or rocks)

Or maybe some Epic feats?


More new ones:

13.
does Merge With Forest look like it needs to be fixed at all?

Needs some ideas for feats, too.

Large Fey
Hit Dice: 10d6+10 (45 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +5/+15
Attack: Claw +10 melee (1d6+6)
Full Attack: 2 claws +10 melee (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, rend 4d6+9, strength loss
Special Qualities: Damage reduction 5/cold iron, low-light vision, merge with forest
Saves: Fort +4, Ref +8, Will +10
Abilities: Str 23, Dex 13, Con 12, Int 10, Wis 16, Cha 12
Skills: Diplomacy +3, Handle Animal +9, Hide +10*, Intimidate +10*, Knowledge (nature) +10, Listen +13*, Move Silently +10*, Ride +3, Search +8, Sense Motive +11, Spot +13*, Survival +8 (+10 following tracks, +10 aboveground)
Feats: Alertness (PLUS 3)

Environment: Any forest
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Neutral
Advancement: 11-20 HD (Large)
Level Adjustment: —

THINGs are around 9 feet to 10 feet tall but tend to hunch down, somewhat like apes. They are covered in green grass-like and leaf-like hair, and thick greenish-brown, bark-like skin. THINGs are primal defenders of the forest, though they spend most of their lives hidden deep within the woodland and are seen only rarely. They favor sacred groves as homes, but can be found in any forest.
Although THINGs cannot speak, they are highly empathic and can easily understand the feelings and attitudes of other creatures that attempt to communicate with them.

Combat
THINGs are relatively peaceful creatures, and will not attack without warning. A THING whose home forest is being damaged, or even severely disturbed, will first attempt to intimidate the intruders with a great howl and a display of its monstrous claws. If they do not immediately apologize and begin to leave the forest, the THING will become angered. An angered THING will attack the largest or strongest-looking opponent, striking it with both claws and attempting to get a good grip on it to simply rip it in two.
Improved Grab (Ex): To use this ability, a THING must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Rend (Ex): A THING that is grappling an opponent can latch onto the opponent’s body and tear the flesh. This attack automatically deals an additional 4d6+9 points of damage.
Strength Loss (Su): Any creature subject to a THING’s rend attack must succeed on a Fortitude save (DC 10 + rend damage suffered) or take 1d6 points of Strength damage.
Merge with Forest (Su): As a full-round action, a THING in a forest may simply fade away into the nearest tree, merging its essence with the entire woodland. Nothing short of destroying the entire forest can injure the THING when it is in its merged state. It is able to regenerate damage while merged, at a rate of 1 hit point per minute, and may not re-emerge until fully regenerated. Re-emerging is also a full-round action, with the THING appearing from any tree in its home forest.
Skills: *A THING has a +4 racial bonus on Hide, Intimidate, Listen, Move Silently and Spot checks when in any forested area.



14.
and some feats for this one also (yes, I know I need to fix the type):

Huge Beast
Hit Dice: 10d8+60 (105 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 16 (-2 size, -1 Dex, +9 natural), touch 7, flat-footed 16
Base Attack/Grapple: +10/+23
Attack: Bite +15 melee (2d8+7)
Full Attack: Bite +15 melee (2d8+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Gnash, improved grab
Special Qualities: Scent
Saves: Fort +13, Ref +6, Will+3
Abilities: Str 20, Dex 9, Con 22, Int 2, Wis 10, Cha4
Skills: Listen +7, Spot +6
Feats: 4

Environment: Warm forest
Organization: Solitary or herd (2-9)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge)
Level Adjustment: —

THING are large reptilian creatures about 20 feet long from tip to tail in a typical adult, with rounded snouts and thick, splayed legs. Their size, strength, stamina, even temper and low center of gravity make them useful as military mounts and beasts of burden, their bellies barely hover above the ground as they move. Two Medium-size humanoids can ride on a THING's back at any time. They are hardy enough to function well in any kind of environment and climate except the sub-arctic and it is not at all unusual to see THING plodding through jungles and deserts alike.
Only three disadvantages prevent these creatures from ubiquitous service in armies all around the world. First, they are slow and not useful to armies looking to travel light and move quickly. They are also quite expensive to acquire; because they are so large and strong and because they occur naturally in impenetrable jungle and swamps, capturing them is a difficult proposition. They have never been bred in captivity. THING are also expensive to maintain, since they require large amounts of forage.

Combat
THING are incapable of performing a trample attack because they simply cannot move fast enough. THING do not so much gallop as they do plod, otherwise all normal rules for mounted combat apply when using a THING as a mount.
THING are placid by nature and are loathe to attack in combat unless they have first been attacked themselves, even when their riders plunge them into the midst of battle. If provoked into melee, however, they bite with their massive jaws.
Gnash (Ex): On a successful grapple check, a THING shakes the victim back and forth. This attack deals automatic bite damage each round until the victim breaks free, the THING is slain, or the victim dies.
Improved Grab (Ex): To use this ability, a THING must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can gnash its opponent.
 

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#6
Well, there is still some room for augmentations... ;)

#8
Quicken SLA would require a 2nd level or lower power that has no augmentations. If you could suggest one? ;)
And yes, Psionic Pounce seems ok.

#9
Guess that's partially due to a misreading on my part - I read it as 1 point per piety modifier. :o With just 1 point of damage/healing, I think adding a Will save is rather excessive. If there is one, it should be when first encountering that particular THING's song that day, and if he saves, is immune for 24 hours (mimicking other constant abilities).

#10
At that power level, migt be a minor artifact... especially since it cannot be created.

#11
I think it does.

#12
By the way - should he be more of a CR 22?
Epic feat possibilities: Damage Reduction (possibly multiple times?), Overwhelming Critical (weapon) (needs Great Cleave, Improved Critical (weapon), Weapon Focus (Weapon)), Devastating Critical (weapon), Perfect Health, Fast Healing (possibly multiple times?)

#13
Merge appears to be ok, but I would make the Str loss a more traditional DC, based on Strength.
Ability Focus (Strength Loss), Animal Affinity, Improved Initiative, Stealthy.

#14
Alertness, Diehard, Endurance, Power Attack?
 

#6
Knight Otu said:
Domination can still gain more targets or longer duration.

BOZ said:
Do you think something more needs to be added?

Knight Otu said:
Well, there is still some room for augmentations... :)

so? are you saying it would be a good idea to list more things? And how many would we need? I guess a longer duration would be a good idea since there are already quite a few targets?

Psi-Like Abilities: At will-false sensory input (8 targets, DC 15*), mindlink (15 unwilling targets, DC 14*), mind thrust (ML 13, 13d10 damage, DC 20*) psionic domination (affects aberrations, animals, dragons, elementals, fey, giants, humanoids, magical beasts, and outsiders; DC 23*), synesthete. Manifester level 20th. The save DCs are Charisma-based.
*Includes augmentations for the THING's manifester level.


#8
Knight Otu said:
I think Quicken Power also needs replacing (unusable for the creature, would need Quicken Spell-like ability). Replacement feats: Dodge, Psionic Dodge? (not really great, granted)

BOZ said:
Would Quicken Spell-Like Ability be a bad idea? I'll add the Dodge feat as a replacement for Inertial Armor.

Knight Otu said:
Quicken SLA would require a 2nd level or lower power that has no augmentations. If you could suggest one? :)

no, I guess we can replace it then. ;) any idea, or should I just go with Psionic Dodge? :)


9.
Knight Otu said:
With just 1 point of damage/healing, I think adding a Will save is rather excessive. If there is one, it should be when first encountering that particular THING's song that day, and if he saves, is immune for 24 hours (mimicking other constant abilities).

how about this now:

Celestial Song (Su): When incubating an egg, a THING sings a beautiful song to its offspring, which can also affect on other creatures within a 120-foot radius. All creatures of good alignment within the radius that can hear the song are cured of 1 point of damage. All creatures of evil alignment within the radius that can hear the song must succeed on a DC 22 Will save or take 1 point of damage each round it remains within the radius. A creature that successfully saves cannot be affected again by the same THING's song for 24 hours. The save DC is Charisma-based.


10.
Knight Otu said:
At that power level, migt be a minor artifact... especially since it cannot be created.

do you think that necessitates making any changes to it, then?

THING Egg
The egg of a THING is a powerful natural magic item. A THING egg takes six years to hatch, and until the day of its hatching, as long as the egg is properly cared for, anyone holding the egg can perform a control water spell up to three times per day, cast as a 30th level cleric.
If a THING egg is cracked open before its time, it floods a territory with foul liquid. It pours out a torrent of 4,000 cubic feet of liquid per round. Anyone who deliberately breaks a THING egg angers all THING permanently, resulting in a lifetime of being menaced by both natural and magical birds.
A shard of a THING egg shell that breaks naturally at hatching gives the bearer a +1 bonus to the difficulty class of saves made against his spells involving birds. Each shell produces 2d12 such fragments.
Caster Level 30th; Prerequisites: N/A; Market Price: 70,000 gp. Weight: 30 lb.s


#12
Knight Otu said:
By the way - should he be more of a CR 22?

yes? probably. :)

by the way, he totally should not have iterative attacks with the claws (or thrown rocks), should he. Just 2 claw attacks per round.

Knight Otu said:
Epic feat possibilities: Damage Reduction (possibly multiple times?), Overwhelming Critical (weapon) (needs Great Cleave, Improved Critical (weapon), Weapon Focus (Weapon)), Devastating Critical (weapon), Perfect Health, Fast Healing (possibly multiple times?)

I think I'll take the following list:
Alertness, Athletic, Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (claws), Improved Initiative, Improved Sunder, Improved Unarmed Strike, Power Attack, Stunning Fist, Weapon Focus (claws)

And make a note that Overwhelming and Devastating can be added in lieu of a couple of other feats. DR and fast healing seem kind of silly to give to a monster, when you could always give them the abilities straight up.


#13
Knight Otu said:
Merge appears to be ok, but I would make the Str loss a more traditional DC, based on Strength.
Ability Focus (Strength Loss), Animal Affinity, Improved Initiative, Stealthy.

probably a good idea, which would make the ability focus a better idea. :)
 

#6
so? are you saying it would be a good idea to list more things? And how many would we need? I guess a longer duration would be a good idea since there are already quite a few targets?
Actually, it is still single-target.
Here's some possibilities:
3 additional targets, duration 1 hour
2 additional targets, duration 1 day
1 additional target, duration 1 day/manifester level.

#8
Got no better idea.

#9
Looks good now.

#10
I see no need for a change beyond that.

#12
I'll freely admit pulling the CR 22 out of thin air, but it is more likely that CR 12.

Feats look good.
 

#6
Knight Otu said:
Domination can still gain more targets or longer duration.

BOZ said:
Do you think something more needs to be added?

Knight Otu said:
Well, there is still some room for augmentations... :)

BOZ said:
so… are you saying it would be a good idea to list more things? And how many would we need? I guess a longer duration would be a good idea since there are already quite a few targets?

Knight Otu said:
Actually, it is still single-target.
Here's some possibilities:
3 additional targets, duration 1 hour
2 additional targets, duration 1 day
1 additional target, duration 1 day/manifester level.

I meant creature types rather than targets – my bad. But wow, is this so powerful because this is a 16-HD critter, or because the caster level is so high?

How about adding 3 targets and making the duration 1 hour?


Psi-Like Abilities: At will—false sensory input (8 targets, DC 15*), mindlink (15 unwilling targets, DC 14*), mind thrust (ML 13, 13d10 damage, DC 20*) psionic domination (affects aberrations, animals, dragons, elementals, fey, giants, humanoids, magical beasts, and outsiders; DC 23*), synesthete. Manifester level 20th. The save DCs are Charisma-based.
*Includes augmentations for the THING's manifester level.


10.
Knight Otu said:
At that power level, migt be a minor artifact... especially since it cannot be created.

BOZ said:
do you think that necessitates making any changes to it, then?

Knight Otu said:
I see no need for a change beyond that.

THING Egg
The egg of a THING is a powerful natural magic item. A THING egg takes six years to hatch, and until the day of its hatching, as long as the egg is properly cared for, anyone holding the egg can perform a control water spell up to three times per day, cast as a 30th level cleric.
If a THING egg is cracked open before its time, it floods a territory with foul liquid. It pours out a torrent of 4,000 cubic feet of liquid per round. Anyone who deliberately breaks a THING egg angers all THING permanently, resulting in a lifetime of being menaced by both natural and magical birds.
A shard of a THING egg shell that breaks naturally at hatching gives the bearer a +1 bonus to the difficulty class of saves made against his spells involving birds. Each shell produces 2d12 such fragments.
Caster Level 30th; Prerequisites: N/A; Market Price: 70,000 gp. Weight: 30 lb.s


12.
check out the crazy abilities that one had:

Fire Breath (Su): Once per day, GIANT can breathe a cone of fire, 60 ft. long, like dragon breath. This fire breath inflicts 20d10 damage, with a Reflex save DC of 35 for half damage.
Paralysis (Sp): The first time anyone comes within 240 ft. of GIANT while he’s in his forest, the target must roll a Fort save (DC 26) or become paralyzed for 1d4 rounds.
Roar (Ex): Three times per day, as a free action, GIANT can roar with an effect equivalent to a fear spell. GIANT usually roars at the start of a combat, and thereafter only uses this power as he stands over the body of a defeated foe.
Spell-like Abilities: GIANT can cast freedom of movement (at will) or command plants (four times per day) as a 20th level druid.
Sense Movement (Su): GIANT can apply his Listen skill to any motion in his forests, even if the target is magically silenced.
(Also, I need to type up Rock Throwing like other giants have)


a couple new ones:

15.
This one, I’m assuming is not so much a magic item per se, but a magical focus for a power that the creature itself has. At least, that’s how I’m looking at it. ;)

Magic Bell (Sp): Each THING carries a magic bell that is useless to any creature except the specific THING wielding it. When rung, all creatures within 30 feet must make a Will save against DC 14 or be immediately affected by a charm person spell. This is considered a sonic, mind-affecting attack. Those that save successfully cannot be charmed by any THING for the next 24 hours.


16.
Check these abilities:

Combat
The THING typically initiates combat by spitting a mass of sticky mucus to entangle its prey, which it then devours at its leisure.
Breath Weapon (Ex): THING spit a stream of sticky mucus measuring 5 feet high, 5 feet wide, and 30 feet long. A Reflex save DC 20 avoids the stream. Those caught in the area become entangled in the goo, which has the same effect as a tanglefoot bag. An entangled character suffers a -2 penalty to attack rolls and a -4 penalty to effective Dexterity. Spellcasters bound by the mucus must make a Concentration check DC 15 to cast spells.
The character must make another Reflex save DC15 or become glued to the floor, unable to move. A successful save allows it to move at half speed. A glued character can break free with a Strength check DC 27 or by dealing 15 points of damage to the goo with a slashing weapon; hitting the mucus is automatic. Once free the character can move at half speed. The goo becomes brittle and fragile after 10 minutes. Once a THING has used its breath weapon, the slug cannot spit mucus again for another 1d4 rounds.
Salt Vulnerability (Ex); A THING is highly susceptible to salt. Onepoundofsaltdeals1d6pointsofdamagetoaTHINGwhen put in contact with its skin.
Slippery Mucus (Ex): The mucus that covers the THING's body acts as the equivalent of a permanent freedom of movement spell.
 

#6
It's powerful due to the manifester level. (of course we could always reduce the manifester level for that particular power, but at least some additional duration should be there.)

Psi-Like Abilities: At will—false sensory input (8 targets, DC 15*), mindlink (15 unwilling targets, DC 14*), mind thrust (ML 13, 13d10 damage, DC 20*) psionic domination (affects aberrations, animals, dragons, elementals, fey, giants, humanoids, magical beasts, and outsiders; four targets, duration 1 hour; DC 23*), synesthete. Manifester level 20th. The save DCs are Charisma-based.
*Includes augmentations for the THING's manifester level.

#12
Assuming this guy is from a 3.0 source, command plants is now control plants and vice versa.

Breath Weapon (Su): 60-foot cone, once per day, damage 20d10 fire, Reflex DC 38 half. The save DC is Constitution-based.
Paralysis (Sp): The first time anyone comes within 240 ft. of GIANT while he’s in his forest, the target must roll a Fort save (DC 30) or become paralyzed for 1d4 rounds. The save DC is Charisma-based.
Roar (Ex): Three times per day, as a free action, GIANT can roar with an effect equivalent to a fear spell from a xth-level caster. GIANT usually roars at the start of a combat, and thereafter only uses this power as he stands over the body of a defeated foe.
Spell-like Abilities: At will - freedom of movement; 4/day - control plants (DC 18). Caster level 20th. The save DCs are Charisma-based

Change sense movement to a long-ranged Tremorsense, limited to the GIANT'S forest?
Sense Movement (Su): GIANT can apply his Listen skill to any motion in his forests, even if the target is magically silenced.
(Also, I need to type up Rock Throwing like other giants have)
 

#6
Knight Otu said:
It's powerful due to the manifester level. (of course we could always reduce the manifester level for that particular power, but at least some additional duration should be there.)

Psi-Like Abilities: At will—false sensory input (8 targets, DC 15*), mindlink (15 unwilling targets, DC 14*), mind thrust (ML 13, 13d10 damage, DC 20*) psionic domination (affects aberrations, animals, dragons, elementals, fey, giants, humanoids, magical beasts, and outsiders; four targets, duration 1 hour; DC 23*), synesthete. Manifester level 20th. The save DCs are Charisma-based.
*Includes augmentations for the THING's manifester level.

oh, no way… I’ve spent enough time tinkering with this one. ;) if the psi-block you came up with is ready to go, then I’m done with this guy.


10.
Knight Otu said:
At that power level, migt be a minor artifact... especially since it cannot be created.

BOZ said:
do you think that necessitates making any changes to it, then?

Knight Otu said:
I see no need for a change beyond that.

duh, I forgot to ask – how would I implement the changes you suggest to this item then?

THING Egg
The egg of a THING is a powerful natural magic item. A THING egg takes six years to hatch, and until the day of its hatching, as long as the egg is properly cared for, anyone holding the egg can perform a control water spell up to three times per day, cast as a 30th level cleric.
If a THING egg is cracked open before its time, it floods a territory with foul liquid. It pours out a torrent of 4,000 cubic feet of liquid per round. Anyone who deliberately breaks a THING egg angers all THING permanently, resulting in a lifetime of being menaced by both natural and magical birds.
A shard of a THING egg shell that breaks naturally at hatching gives the bearer a +1 bonus to the difficulty class of saves made against his spells involving birds. Each shell produces 2d12 such fragments.
Caster Level 30th; Prerequisites: N/A; Market Price: 70,000 gp. Weight: 30 lb.s


12.
Knight Otu said:
Change sense movement to a long-ranged Tremorsense, limited to the GIANT'S forest?
Sense Movement (Su): GIANT can apply his Listen skill to any motion in his forests, even if the target is magically silenced.
(Also, I need to type up Rock Throwing like other giants have)

that really is a very strange ability isn’t it?
I can see changing it to tremorsense (feels like how a spider works with its web), but since this is a hearing-type ability, is there any way to include movement in the air and through trees? (note the “any motion” part)


don’t forget # 15 & 16

:)
 
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#10
Say it is a minor artifact, and drop the market price. Or do you mean beyond that?

#12
Blindsense/sight is also a possibility.

#15
I agree.

#16
Didn't we have a creature with salt vulnerability in the other thread?
Breath weapon description might be shortened.
Slippery mucus seems ok.
 

10.
Knight Otu said:
At that power level, migt be a minor artifact... especially since it cannot be created.

BOZ said:
do you think that necessitates making any changes to it, then?

Knight Otu said:
I see no need for a change beyond that.

BOZ said:
duh, I forgot to ask – how would I implement the changes you suggest to this item then?

Knight Otu said:
Say it is a minor artifact, and drop the market price. Or do you mean beyond that?

I see where you are coming from – just alter the last line. How about something like:
Strong (transmutation?); CL 30th; Weight 30 lbs.

THING Egg
The egg of a THING is a powerful natural magic item. A THING egg takes six years to hatch, and until the day of its hatching, as long as the egg is properly cared for, anyone holding the egg can perform a control water spell up to three times per day, cast as a 30th level cleric.
If a THING egg is cracked open before its time, it floods a territory with foul liquid. It pours out a torrent of 4,000 cubic feet of liquid per round. Anyone who deliberately breaks a THING egg angers all THING permanently, resulting in a lifetime of being menaced by both natural and magical birds.
A shard of a THING egg shell that breaks naturally at hatching gives the bearer a +1 bonus to the difficulty class of saves made against his spells involving birds. Each shell produces 2d12 such fragments.
Caster Level 30th; Prerequisites: N/A; Market Price: 70,000 gp. Weight: 30 lb.s


#12
Knight Otu said:
Blindsense/sight is also a possibility.

in fact, that is a lot more appropriate than tremorsense. How are these?

Blindsense (Su): GIANT’s hearing is so great that he can detect and pinpoint any moving creature or object at any range, so long as it is moving within his forest.

Rock Throwing (Ex): The range increment is (200) feet for GIANT’s thrown rocks.


15.
BOZ said:
This one, I’m assuming is not so much a magic item per se, but a magical focus for a power that the creature itself has. At least, that’s how I’m looking at it. ;)

Knight Otu said:

very good! ;) now, how to make this change…

Magic Bell (Sp): When a THING’s bell is rung, all creatures within 30 feet must succeed on a DC 14 Will save or be affected as if by a charm person spell. A THING’s bell is a magical focus for the power of that THING; it will not function for any other creature, even another THING. A creature that successfully saves cannot be affected again by the same THING’s bell for 24 hours. This is a sonic, mind-affecting effect. The save DC is Charisma-based and includes a +6 racial bonus.

BOZ said:
Magic Bell (Sp): Each THING carries a magic bell that is useless to any creature except the specific THING wielding it. When rung, all creatures within 30 feet must make a Will save against DC 14 or be immediately affected by a charm person spell. This is considered a sonic, mind-affecting attack. Those that save successfully cannot be charmed by any THING for the next 24 hours.



#16
Knight Otu said:
Didn't we have a creature with salt vulnerability in the other thread?

two, in fact! :) but I think it should be more similar to the giant slug:
Vulnerability to Salt (Ex): A giant slug is highly susceptible to salt, taking 1d8 points of damage per pound of salt it contacts.

Ergo (with a bit of a grammar change):
Vulnerability to Salt (Ex): A THING is highly susceptible to salt, taking 1d6 points of damage per pound of salt it comes into skin contact with.

Knight Otu said:
Breath weapon description might be shortened.

maybe something like… (it was really just the tanglefoot bag description, essentially)

Breath Weapon (Ex): 30-foot line, once every 1d4 rounds, entangled (as tanglefoot bag), Reflex DC 20 negates. The save DC is Constitution-based.

BOZ said:
Breath Weapon (Ex): THING spit a stream of sticky mucus measuring 5 feet high, 5 feet wide, and 30 feet long. A Reflex save DC 20 avoids the stream. Those caught in the area become entangled in the goo, which has the same effect as a tanglefoot bag. An entangled character suffers a -2 penalty to attack rolls and a -4 penalty to effective Dexterity. Spellcasters bound by the mucus must make a Concentration check DC 15 to cast spells.
The character must make another Reflex save DC15 or become glued to the floor, unable to move. A successful save allows it to move at half speed. A glued character can break free with a Strength check DC 27 or by dealing 15 points of damage to the goo with a slashing weapon; hitting the mucus is automatic. Once free the character can move at half speed. The goo becomes brittle and fragile after 10 minutes. Once a THING has used its breath weapon, the slug cannot spit mucus again for another 1d4 rounds.


A couple of new ones:

17.
suggest a couple of feats for this one, and have a look at its combat section.

Medium Monstrous Humanoid
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft. (6 squares), swim 20 ft. (4 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+4
Attack: Tongue +4 melee (1d4+1) or javelin +5 ranged (1d6+1 plus poison)
Full Attack: Tongue +4 melee (1d4+1) or javelin +5 ranged (1d6+1 plus poison)
Space/Reach: 5 ft/5 ft. (10 ft. reach with tongue)
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., leap
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 12, Dex 14, Con 11, Int 8, Wis 10, Cha 11
Skills: Climb +9, Hide +2*, Jump +13, Move Silently +6, Spot +3, Swim +9, Survival +3
Feats: TWO

Environment: Warm forest and marsh
Organization: Solitary, pair, gang (2-4), war party (10-12), or pod (40-60 plus l0% noncombatants plus 1 adept or sorcerer of 5th to7th level)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: ?

THING are an intelligent race of poisonous tree frog that came down from the branches. They are brightly colored with different patterning on their bodies depending on tribe. THING speak a language of their own and some understand Common; however, due to their specialized tongue and throat structure, they are unable to produce the sounds required by most languages. THING characters favor the barbarian class.

Combat
The amphibian eyes of the THING allow them to lie submerged beneath water and lash out with their tongues at targets on land with no penalty, but opponents trying to hit them do so at a disadvantage, reflected in a one-half cover bonus to the THING.
The long barbed tongues of the THING can be struck as a weapon and are treated as having a hardness of 0 and 4 hit points. A severed tongue results in the loss of 4 hit points and will not grow back without magical healing such as a heal or regenerate spell.
Leap (Ex): An THING's jumping distance (vertical or horizontal) is not limited according to its height.
Poison (Ex): An THING's flesh continuously oozes a toxin that reacts to humanoid and animal flesh. It causes stiffening of the muscles and reduced motor skills upon contact, as when the THING is hit with an unarmed attack. Its Fortitude save is DC 14, and initial and secondary damage is 1d4 temporary Dexterity. As a move-equivalent action, an THING can coat a weapon with this poison, which functions normally for the first strike and at reduced potency for the second (DC 12). Although immune to the secretions themselves, THING never coat their barbed tongues with the poison.
Skills: An THING has a +12 racial bonus on Jump checks and a +8 racial bonus on Climb checks. An THING can always choose to take 10 on Climb checks, even if rushed or threatened.
An THING has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
* An THING has a +8 racial bonus on Hide checks when in forests, jungles, or swamps.

THING CHARACTERS
An THING’s favored class is ranger.


18.
here’s another odd ability; have a look.

Bone Theft (Su): Upon a successful critical hit with any of its attacks, a THING can magically absorb a bone from one of its victim's arms or legs (determine randomly which appendage is affected). A Fortitude save (DC 14) resists this bone theft. The loss of a bone renders the limb useless. The victim suffers a - 4 circumstance penalty to his effective Strength and Dexterity scores in appropriate situations, such as combat. His movement is reduced by 75% if a leg is affected. If an arm is affected, the victim faces a 50% spell failure chance for any spell with a somatic component. The bone is permanently lost, but powerful magic such as regenerate can restore the victim's limb. For each bone stolen, the THINGs natural AC bonus increases from its base 0 by +1 (to a maximum of+5) after 1d4 rounds, as the stolen bone forms new bony plating and spurs on the THINGs body. No victim can be affected by bone theft more than once per day, and the THING loses 1 point of this natural bonus per day.
 

Saved this yesterday - wanted to post it, but our router decided I've been online enough. :p I'll keep it save in case it gets lost.

#10
More or less, yes.

#12/#15/#16
Looks good.

#17
Dodge, Mobility? Athletic? Ability Focus (Poison)?
Text disagrees on favored language.
Leap ability is meaningless in 3.5. I seem to remember a leap ability somewhere that allowed running jump distance with a standing jump?
Poison DC should be 11, unless we give it a racial bonus.
CR 2, LA +1?

#18
Odd indeed... but might be usable...
 

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