My next project!

It’s good to save your work – that has saved me at lot of work many times. :)

#17
Knight Otu said:
Leap ability is meaningless in 3.5. I seem to remember a leap ability somewhere that allowed running jump distance with a standing jump?

I remember something like that as well, but I don’t recall from what. If you don’t know, I can ask around. I’m glad I asked.

Leap (Ex): An THING's jumping distance (vertical or horizontal) is not limited according to its height.

Knight Otu said:
Poison DC should be 11, unless we give it a racial bonus.

or give it Ability Focus, to make it DC 13. :)

some of the description needs to be made into flavor text, I think. How about this for a rewrite:

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. 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 11?). Although immune to the secretions themselves, THING never coat their barbed tongues with the poison.

Poison (Ex): Contact, Fortitude DC 13, initial damage and secondary damage 1d4 Dex. The save DC is Constitution-based.

Maybe I can change that “reduced potency” part?

Knight Otu said:
CR 2, LA +1?

any reason why the CR should go up to 2? I agree with the LA.

This text seems a bit weird, doesn’t it:
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.

Should this be a SQ?
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.


#18
Knight Otu said:
Odd indeed... but might be usable...

yes, that it is, and I intend to make it usable. ;) it definitely needs reworking on some aspects though.

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.
 

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#17
GOLIATHS!

Mountain Movement: ... Goliaths can make standing long jumps and high jumps as if they were running long jumps and high jumps. ...

For the reduced potency, simply a -2 to DC?

He seems to be about on par with a bugbear (CR 2, LA 1, 3 HD)

For the tongue, we do have a few core monsters whose natural weapons can be sundered.
 

#17
Knight Otu said:
GOLIATHS!

Mountain Movement: ... Goliaths can make standing long jumps and high jumps as if they were running long jumps and high jumps. ...

Good deal! Easy enough. ;)

Leap (Ex): An THING can make standing long jumps and high jumps as if they were running long jumps and high jumps.

Knight Otu said:
For the reduced potency, simply a -2 to DC?

Cool. How's this now?

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. As a move-equivalent action, an THING can coat a weapon with this poison, which will be potent for two strikes: the poison functions normally for the first strike, and at -2 DC for the second (DC 11). Although immune to the secretions themselves, THING never coat their barbed tongues with the poison.

Poison (Ex): Contact, Fortitude DC 13, initial damage and secondary damage 1d4 Dex. The save DC is Constitution-based.

Knight Otu said:
He seems to be about on par with a bugbear (CR 2, LA 1, 3 HD)

well, true... but I don't want to change the CR's too much if I don't have to - one or maybe even two points off is not a big deal, but stuff like that 40-HD giant with CR 12 is definitely a problem. ;) I'll put in the suggestion though.

Knight Otu said:
For the tongue, we do have a few core monsters whose natural weapons can be sundered.

true... but they are a bit different from this text. I mean, the hardness thing is definitely different.

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.

Should this be a SQ?:
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.


#18
Here are some thoughts on changing this ability:

Bone Theft (Su): When a THING scores a successful critical hit with any of its natural attacks, it can magically absorb a bone from one of the victim's arms or legs (determined randomly). The victim must succeed on a DC 13 Fortitude save or lose the bone, rendering that limb useless. The loss of a bone is permanent, but it can be restored with a regenerate spell. The save DC is Constitution-based.

For each bone a THING steals, its natural armor increases by +1 for 24 hours, the stolen bone material forming a bony plating and spurs on the THING's body. This change occurs 1d4 rounds after the attack, and cannot raise the THING's natural armor bonus over +5. A creature that loses a bone from this attack cannot be affected again for 24 hours.

BOZ said:
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.

is there any part of this that is reflected in the rules?: "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."


A new one:
#19
just some feat suggestions for these two critters (males and females of the same creature). They're essentially giant squids that float like beholders.

Huge Magical Beast
Hit Dice: 12d10-12 (54 hp)
Initiative: +5
Speed: Fly 80 ft. (average) (16 squares)
Armor Class: 13 (-2 size, +5 Dex), touch 13, flat-footed 8
Base Attack/Grapple: +12/+25
Attack: ???? (I don't understand it either)
Full Attack: 10 tentacles + 15 melee (1d6+5 each (cropping), 2d4+5 each (sickle), or 2d6+5 each (hatchet) )
Space/Reach: 15 ft./10 ft. (40 ft. with tentacles)
Special Attacks: Constrict ld6+7, improved grab
Special Qualities: Darkvision 60 ft., float, jet, low-light vision
Saves: Fort 7, Ref 13, Will +5
Abilities: Str 20, Dex 20, Con 9, Int 3, Wis 12, Cha 5
Skills: Listen +8, Spot +8, Survival +6
Feats: Alertness, Multiattack (PLUS 3)

Environment: Any land
Organization: Solitary or mated pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge)
Level Adjustment: -


Gargantuan Magical Beast
Hit Dice: 20dl0+180 (290 hp)
Initiative: +0
Speed: Fly 20 ft. (average) (4 squares)
Armor Class: 16 (-4 size, +10 natural), touch 6, flat-footed 16
Base Attack/Grapple: +20/+44
Attack: Tentacle +28 melee (2d6+12)
Full Attack: 2 tentacles +28 melee (2d6+12) and 8 arms +26 melee (1d8+6) and bite +26 melee (bite 2d8+6)
Space/Reach: 20 ft./15 ft. (100 ft. with tentacles)
Special Attacks: Constrict 2d6+12 or 1d8+6, improved grab, swallow whole
Special Qualities: Darkvision 60 ft., float, jet, low-light vision
Saves: Fort +21, Ref +12, Will +7
Abilities: Str 34, Dex 10, Con 29, Int 3, Wis 12, Cha 5
Skills: Listen +9, Spot +8*, Survival +9
Feats: Multiattack (PLUS 6 more)

Environment: Any land
Organization: Solitary or mated pair
Challenge Rating: 20
Treasure: Special (see text)
Alignment: Always neutral
Advancement: 21-40 HD (Gargantuan), 41-60 HD (Colossal)
Level Adjustment: -
 

#17
Poison looks good. I don't really see the issue about tongue being different from other sunderable natural weapons.
The thing about the eyes might be a SQ.

#18
For simplicity - maybe make the victim nauseated and/or sickened?

#19
Erm, I don't understand those attaxks for the first one either. :\ All I can tell is that it does have no secondary natural attacks, so multiattack is worthless for it.

Feat possibilities for each:
Flyby attack, Hover, Wingover (not female), Power Attack, Combat Reflexes (not female), Improved Critical (weapon)...
 

#17
Knight Otu said:
For the tongue, we do have a few core monsters whose natural weapons can be sundered.

BOZ said:
true... but they are a bit different from this text. I mean, the hardness thing is definitely different.

Knight Otu said:
I don't really see the issue about tongue being different from other sunderable natural weapons.

it's quite different. Here is how it would look, compared to the original below:

An opponent can attack an THING's tongue with a sunder attempt as if it were a weapon. An THING's tongue has 4 hit points. (this sentence needed? - If an THING is currently grappling a target with the tongue that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt.) Severing an THING's tongue deals 4 points of damage to the creature. The creature's tongue does not grow back naturally, but can be restored with a spell such as heal or regenerate.

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.

See, the previous paragraph makes no mention of hardness.

Knight Otu said:
The thing about the eyes might be a SQ.

maybe, maybe not... basically, it's just the one-half cover thing that needs a resolution.

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.


#18
BOZ said:
is there any part of this that is reflected in the rules?: "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."

Knight Otu said:
For simplicity - maybe make the victim nauseated and/or sickened?

yeah, but this is a permanent effect. I was wondering if there were any rules in the books for missing limbs. Nauseated would be very detrimental for only missing a limb, and I don't know that permanently sickened makes that much sense either. If there is no current analog to these modifiers, I'll just use them straight as-is.

Bone Theft (Su): When a THING scores a successful critical hit with any of its natural attacks, it can magically absorb a bone from one of the victim's arms or legs (determined randomly). The victim must succeed on a DC 13 Fortitude save or lose the bone, rendering that limb useless. The loss of a bone is permanent, but it can be restored with a regenerate spell. The save DC is Constitution-based.

For each bone a THING steals, its natural armor increases by +1 for 24 hours, the stolen bone material forming a bony plating and spurs on the THING's body. This change occurs 1d4 rounds after the attack, and cannot raise the THING's natural armor bonus over +5. A creature that loses a bone from this attack cannot be affected again for 24 hours.

BOZ said:
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.


#19
FYI, the first stat block was the male, and the second was the female.

Knight Otu said:
Erm, I don't understand those attaxks for the first one either. All I can tell is that it does have no secondary natural attacks, so multiattack is worthless for it.

true on both counts. I went and looked up the original creature and found that there are three variants - and apparently, the only difference between the three is how much damage the tentacles do. There is the "cropping", "sickle", and "hatchet" variation, all of which apparently do slashing damage but at different rates. :confused:

Knight Otu said:
Feat possibilities for each:
Flyby attack, Hover, Wingover (not female), Power Attack, Combat Reflexes (not female), Improved Critical (weapon)...

cool. That gives me:
Male: Alertness, Combat Reflexes, Flyby Attack, Improved Critical (tentacle slash), Wingover
Female: Flyby Attack, Hover, Improved Critical (tentacle), Multiattack, Power Attack

The females need a couple more, how about Iron Will and Cleave? Or Improved Initiative



More new ones:
#20
check these abilities:

Drain Spell (Su): If a THING makes a successful grapple attack against a spellcast-ing opponent, beginning on the following round it may temporarily drain 1 prepared spell or spell slot per round until either the opponent breaks free or all his spells or spell slots have been drained. The spell or spell slot returns as normal the next day.
Flight (Ex): THING can fly for a number of hours equal to half of their Constitution ability score.
Shatter (Sp): Once per day, a THING may move its wings so rapidly it creates a sonic burst of energy capable of shattering flasks, vials, and other brittle objects up to five pounds. This functions as per the spell shatter used as an area attack as cast by a 5th-level cleric.


#21
this all came from the queen of a bee people. I haven't really read over it yet, but have a look at it:

Create Wax (Su): A THING queen is a mystical bottleneck through which harvested magic residue is converted into THING wax, which can be used raw to build hives or further enchanted by the queen with special qualities. If she makes a Concentration skill check (DC 30 - her Constitution modifier), she can pull residue collected by her workers into the Material Plane, channeling it into a receptacle. Each round that she does this, she may pull through 5 cubic feet of the substance. However, there is a physical strain that takes its toll on her when doing so, inflicting 1 d4 points of damage each round she uses this ability. For more information on THING wax, see below.
Enchant Wax (Su): Once per day, a queen may enchant a batch of wax equal to or less than 1 cubic foot per Constitution modifier point she has with one special quality; see below. Enchanting a batch requires 1 hour. This ability may only be used on a single batch up to a maximum of two times, conferring upon it just two special qualities and no more.
Harvest Residue (Su): A THING may harvest the magic residue that has built up around any living creature that gives its consent; the subject can negate the Harvest Residue process at will at any time during the process. To harvest a creature's residue, the THING must make a successful Will check (DC 23) each hour for a number of hours equal to the other creature's primary spellcasting ability modifier plus its total spellcasting levels. At the end of that time, the creature's residue has been entirely removed. The harvester's Will check successes don't need to be consecutive, but each failure increases the harvest time by one hour. Non-spellcasting creatures have significantly less residue to harvest, and so the duration required to remove it is equal to their Wisdom modifier, with a minimum of one hour for those with a zero or negative rating. A creature undergoing the harvest slips into unconsciousness for the duration of the process. Harvested residue is automatically channeled back to the THING hive.
A side effect of having one's residue harvested results in the spellcaster being able to cast spells at 1 level higher than his current level for a number of days equal to his primary spellcasting ability score modifier, with a minimum of 1 day. It takes harvested spell-casters a number of months equal to 12 -their spellcaster level, to a minimum of one month, to accumulate enough residue to undergo another harvest. Non-spellcasters require a period of one year between harvests. A THING may not harvest from said creatures before this accumulation time is up.

NEW MAGICAL MATERIAL. THING WAX
Only THING queens produce this strange, tan substance. It is made of magic residue, a substance every living creature accumulates but which only the THING know how to harvest and, more importantly, utilize. When freshly channeled by a queen onto the Material Plane, the wax is soft, warm, and doughy. Over the course of an hour it hardens. Whatever shape it is in when this happens is the shape it will keep until destroyed. Most commonly, raw THING wax is used as a construction material for the bee people's cities. Non-enchanted wax used lor walls and doors has a hardness of 10, 20 hp per inch of thickness, a break DC of 25 +1 per 3 inches of thickness, and a Climb DC of 20. THING wax can be made into weapons and armor, if one is so inclined, though the overall quality is negligible at best; they don't usually survive their first encounter with combat.
One notable feature of the wax is that THING queens can augment it in such a way that it becomes enchanted with up to two special qualities. The qualities known to be regularly used in THING hive construction are listed below.
Cold Immunity: The material is immune to cold damage, but fire attacks do double damage. At night, the material gives off a bluish glow. If later enchanted with Fire Immunity, this quality is lost.
Defensive: The material gains SR 12, a break DC +10, hardness +10, and hp +100. If
later enchanted with the Offensive quality, this quality is lost.
Fire Immunity: The material is immune to fire damage, but cold attacks do double damage. At night the material gives off a yellow glow. If later enchanted with Cold Immunity, this quality is lost.
Magic Immunity: The material gains SR 18 and an absolute immunity to one school of magic: abjuration, conjuration, divination, enchantment, evocation, illusion. necromancy, or transmutation. If the material also contains the Defensive quality, then this SR takes precedence. If later enchanted with the Spell Turning quality, then this quality is lost.
Offensive: This material attacks an enemy type specified during the enchantment process. When said enemy type comes within 10 feet of the material, it takes damage as per the spell inflict serious wounds: the Will save DC is 13 + the queen's Constitution modifier for half damage. If later enchanted with the Defensive quality, this one is lost.
Spell Turning: The material gains the permanent quality to turn magic back at its source, similarly to the spell of the same name. During a 1-hour period, the material may reflect up to 12 spell levels, after which time it resets itself. If later enchanted with the Magic Immunity quality, this quality is lost.
Toxic: The material's surface maintains a constant layer of contact poison (DC 17! with an initial damage of Id4 temporary Strength and secondary damage of 1 d4 temporary Constitution.
Wind Wall: The material has a barrier of wind flowing over a single surface, no matter what shape that surface takes. It functions like the spell wind wall with the exception that it doesn't need to be vertical; "up" for horizontal surfaces is away from the surface itself, whichever direction it faces; thus intruders are usually thrown away from the hive. The windy barrier is permanently in effect.
Wax so enchanted must be revitalized once per week with fresh, mundane wax - a task usually reserved for worker drones. If revitalization is missed even once, then the enchanted wax permanently loses all of its special qualities. Also, if a batch of enchanted wax loses half its hit points in damage, its special qualities are lost. As such, the enchanted form of the wax isn't often found outside THING hive cities.
 

#17
See, the previous paragraph makes no mention of hardness.
And it really doesn't have to, given that the hardness is 0 anyway. Even if not, it would be possible to add it.

I'd make the eyes thing a SQ, just to be safe.

#19
Those two extra feats look good.

#20
I'll say ok for now. Though the ability in Constititution ability score is redundant.

#21
Oof. As if I hadn't have to read enough last week. :D
How frequently does the Offensive quality kick in?
 

#17
Knight Otu said:
And it really doesn't have to, given that the hardness is 0 anyway. Even if not, it would be possible to add it.

I don’t see why we need to though, so I’m going to take it as I wrote below. How about that sentence in the middle – is that too awkward to use?

An opponent can attack an THING’s tongue with a sunder attempt as if it were a weapon. An THING’s tongue has 4 hit points. (this sentence needed? - If an THING is currently grappling a target with the tongue that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt.) Severing an THING’s tongue deals 4 points of damage to the creature. The creature’s tongue does not grow back naturally, but can be restored with a spell such as heal or regenerate.

Knight Otu said:
The thing about the eyes might be a SQ.

BOZ said:
maybe, maybe not… basically, it’s just the one-half cover thing that needs a resolution.

Knight Otu said:
I'd make the eyes thing a SQ, just to be safe.

yeah, but I don’t know how I’d do that. And I’m thinking it would be less of a thing about the eyes, and more of a thing about the cover bonus.

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.


#18
BOZ said:
is there any part of this that is reflected in the rules?: “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.”

Knight Otu said:
For simplicity - maybe make the victim nauseated and/or sickened?

yeah, but this is a permanent effect. I was wondering if there were any rules in the books for missing limbs. Nauseated would be very detrimental for only missing a limb, and I don’t know that permanently sickened makes that much sense either. If there is no current analog to these modifiers, I’ll just use them straight as-is.

Bone Theft (Su): When a THING scores a successful critical hit with any of its natural attacks, it can magically absorb a bone from one of the victim’s arms or legs (determined randomly). The victim must succeed on a DC 13 Fortitude save or lose the bone, rendering that limb useless. The loss of a bone is permanent, but it can be restored with a regenerate spell. The save DC is Constitution-based.

For each bone a THING steals, its natural armor increases by +1 for 24 hours, the stolen bone material forming a bony plating and spurs on the THING’s body. This change occurs 1d4 rounds after the attack, and cannot raise the THING’s natural armor bonus over +5. A creature that loses a bone from this attack cannot be affected again for 24 hours.

BOZ said:
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.


#20
Knight Otu said:
I'll say ok for now. Though the ability in Constititution ability score is redundant.

right on, so they fly 8 hours: “Flight (Ex): A THING can fly for a number of hours equal to half its Constitution score.”

Reworking the Drain Spell slightly:
Drain Spell (Su): If a THING makes a successful grapple attack against a spellcaster, beginning on the following round it may drain 1 prepared spell or spell slot per round until either the opponent breaks free or all of its spells or spell slots have been drained. The spell or spell slot returns as normal the following day.

This one OK then?
Shatter (Sp): Once per day, a THING may move its wings so rapidly it creates a sonic burst of energy capable of shattering flasks, vials, and other brittle objects up to five pounds. This functions as per the spell shatter used as an area attack (caster level 5th).


#21
Knight Otu said:
Oof. As if I hadn't have to read enough last week. :D
How frequently does the Offensive quality kick in?

yeah, I know… that’s why I’ve been taking my time getting to it as well. ;)
 

tell you what. for #21, i don't get the residue/wax thing at all. i mean, i get some of the concepts, but as a whole, i don't know what to make of the mechanics. if you're having the same comprehension problem, i'm just going to skip it. let me know what you think.

in the meantime, a few new ones:

#22
for this ability, the cold and electricity should be obvious, but do we have a standard for immunity to weather effects? And, for the "creatures don't attack me" is there a standard for that, or should I port over the stuff we were working on for the t'uen-rin?

Immunities (Ex): THINGs are immune to cold, electricity, and all weather effects. In addition, no natural creature will attack a THING unless it is magically controlled or compelled.


#23
check out these items:

NEW WEAPON, ANTLER
Antlers removed from the head of any deer-like animal can be used as an exotic weapon. An antler can be cut down to make a weapon of any size. Each antler begins at a size equal to the creature it was taken from. An antler gives a +2 bonus on opposed attack roll when attempting to disarm an enemy, provided your enemy's weapon is the same size as or smaller than yours. Alternately, you may choose to use an antler as a shield. When used this way, Tiny, Small and Medium-Size antlers serve as small shields (+1 bonus to AC), while Large antlers serve as Large shields (+2 bonus to AC). Cost: 1 gp; Damage: Id6 (up to medium-size) x3, Id8 (Large) x3; Weight: 2-10 lbs.; Piercing

NEW MAGIC WEAPON, CERVINE SWORD
These +3 defending antlers are made from noble elk, magical stags, and other Large cervine creatures whose antlers can be considered "masterwork." An ancient tradition respects the origins of these creatures and imbues these weapons with very specific magics. These weapons can be used to cast the spells know direction, detect animals and invisibility to animals each once per day.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, know direction, detect
animals, invisibility to animals; Market Price: 40,100 gp

NEW ARTIFACT:
TYNES of THE f OReST GOD
Only one of these minor artifacts is known to exist, created by a heartless druid from a slain THING. This Large +5 defending antler was made from only half of a THING's rack, however. The other half might be in use elsewhere. This weapon has the powers of a THING trapped within it. No animal will attack the bearer of this weapon unless magically compelled. All other natural creatures must succeed at a Will save (DC 20) to combat the bearer. The weapon can be activated with symbolic gestures to cast the following spells I/day: call lightning, control weather, detect magic, detect animals or plants, endure elements, entangle, invisibility to animals, and pass without trace. Caster Level: 10th; Weight: 10 lbs.


#24
I know I had some Enfold attacks on the last book. Any thoughts on this one before I go and look them up? It appears to be based on improved grab, which is the least of several weird things about this one.
FYI, its 3.0 DR is 10/+1 - since this is an evil outsider, maybe it could be silver or it could be good (5 HD, don't know if I want a combo DR)

Enfold (Ex): A THING can try to Enfold a grappled creature of the same size or smaller than itself by making another successful grapple check. The Enfolded creature is wrapped within the THING's leathery wings, and remains so until it escapes the THING's grapple. While within its wings, beings must succeed at a Fortitude save (DC 15) or else be paralyzed by the THING's concentrated stench; paralyzed characters are unable to move or act physically, and have effective Strength and Dexterity scores of 0, but may take purely mental actions. Attacks against the THING while it has enfolded someone result in a 50% chance that the enfolded victim will take the same amount of damage inflicted upon the THING before its Damage Reduction is figured in. The THING can continue to attack with its bite attack against an Enfolded character, automatically dealing damage. The THING cannot fly if it is Enfolding someone, though it can crawl about using its ground speed if its victim is paralyzed. If an intelligent being of the appropriate type with a Chrisma score of at least 8 is killed by a THING while Enfolded in its wings, he rises the next day as a ghost; see the standard D20 System template.
Nauseating Stench (Ex): Anyone who breathes or has a sense of smell must make a Fortitude save (DC 15) if within 20 feet of the THING or else be nauseated for 1d4 rounds; nauseated characters cannot attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action a nauseated character can make is a single move or move-equivalent action per turn. There is no limit to the number of times a character can be nauseated by the THING's stink, and successful saves must be made each round to resist nausea. Enfolded individuals who succeed at their Fortitude save to avoid paralysis do not need to make a second save to avoid the Nauseating Stench the same round, but do in subsequent rounds.
 


bumping for the 2 previous posts...
Hey there, my friend, I'm not a Crothian not. :p

#17
Keep the sentence.

#20
Those are ok.

#21
As I said, the only thing I found was the thing about the offensive quality.

#22
Weather effects should be ok. Import what you need. :)

#23
Antlers removed from the head of any deer-like animal can be used as an exotic weapon. An antler can be cut down to make a weapon of any size. Each antler begins as a two-handed weapon sized for a creature of the size of the creature it was taken from. An antler gives a +2 bonus on opposed attack roll when attempting to disarm an enemy, provided your enemy's weapon is the same size as or smaller than yours. Alternately, you may choose to use an antler as a shield. When used this way, light and one-handed antlers serve as small shields (+1 bonus to AC), while two-handed antlers serve as Large shields (+2 bonus to AC). Cost: 1 gp; Damage*: 1d4 (light) x3, 1d6 (one-handed) x3; Weight*: 2 lb. (light), 4 lbs. (one-handed), 8 lbs. (two-handed); Piercing
*For Medium antlers. Use the normal scaling rules for larger or smaller antlers.

NEW MAGIC WEAPON, CERVINE SWORD
These +3 defending two-handed antlers are made from noble elk, magical stags, and other Large cervine creatures whose antlers can be considered "masterwork." An ancient tradition respects the origins of these creatures and imbues these weapons with very specific magics. These weapons can be used to cast the spells know direction, detect animals or plants and hide from animals each once per day.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, know direction, detect
animals or plants, hide from animals; Market Price: 41,301 gp

NEW ARTIFACT:
TYNES OF THE FOREST GOD
Only one of these minor artifacts is known to exist, created by a heartless druid from a slain THING. This two-handed +5 defending antler was made from only half of a THING's rack, however. The other half might be in use elsewhere. This weapon has the powers of a THING trapped within it. No animal will attack the bearer of this weapon unless magically compelled. All other natural creatures must succeed at a Will save (DC 20) to combat the bearer. The weapon can be activated with symbolic gestures to cast the following spells 1/day: call lightning, control weather, detect magic, detect animals or plants, endure elements, entangle, hide from animals, and pass without trace. Caster Level: 10th; Weight: 8 lbs.
 

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