My next project!

#45
Mysterious Source said:
When a creature enters the hollow of a TREE trunk, which is usually at or near ground level, tiny changes in the water pressure of the wood and in surface roots cause the bole walls to expand rapidly until the opening has swollen so tight that it doesn't allow for the passage of water or air, trapping the creature inside. The wood inside the trunk continues to distend, crushing the occupant to a bloody paste, just as a thick acidic sap fills the chamber to digest the prey. It takes 30 points of damage inflicted to one spot on a tree to create a hole large enough to extract a Medium victim from the trunk.
Acid (Ex): The acidic sap exuded into the trap chamber does an additional 2d4 hit points of damage to a creature every round, in addition to the crushing damage. After four rounds, the chamber is full (trapped victims who have not been crushed and/or digested at this point may drown/ suffocate - see core rulebookll, p.85), Non-magical possessions may also be destroyed at the Game Master's discretion; paper, cloth and leather dissolve within a round. Metal corrodes and melts away within six. Anything that breaches the trunk (inflicts 10 points of damage in a single spot) releases a spray of acid that does 2d4 points of damage to anyone outside of the tree who's standing within 10 feet.
Crushing (Ex): Once a TREE traps a creature within its trunk, it does 3d4 hit points every round, automatically. Trapped victims do not have the room to stage their own attacks to escape. Spells with semantic components cannot be cast. Nor can most that require material components or foci that cannot be reached. Even spells with only verbal components require successful Concentration checks, as if the caster were entangled (see core rulebook II, p. 84), to be cast.

Knight Otu said:
Tough - I'd actually suggest swallow whole...

that might just work... I'll have to look into it when I have a bit more free time. :)


Knight Otu said:
Wounding Touch (Su): The damage a FEY deals with its touch, as well as its inflict minor wounds spell-like ability, causes a persistent wound. An injured creature loses 1 additional hit point each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil's glaive must succeed on a DC 16 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based and includes a +3 racial bonus.

whoah, where did she get a bearded devil's glaive! ;)

I need one more feat each for #43 and 46.

everything else looks just fine to me, thanks. :)

OK, one more book left to work on... unfortunately, that book has 12 monsters from it! Oy!
 
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whoah, where did she get a bearded devil's glaive!
wink.gif
Grrr... :p

I need one more feat each for #43 and 46.
Ah, so that's what you're waiting for!

#43
Stealthy

#46
Stealthy, as well?
 

pop into the CC Overhaul thread when you get a chance. :)

Knight Otu said:
Ah, so that's what you're waiting for!

well those feats, and the attack for that tree. After thinking about it, the problem with a swallow whole is that the creature does not move, so it does not have attacks and cannot grapple a foe. Maybe there is some other way, like an “automatic grapple” or something strange like that?


When a creature enters the hollow of a TREE trunk, which is usually at or near ground level, tiny changes in the water pressure of the wood and in surface roots cause the bole walls to expand rapidly until the opening has swollen so tight that it doesn't allow for the passage of water or air, trapping the creature inside. The wood inside the trunk continues to distend, crushing the occupant to a bloody paste, just as a thick acidic sap fills the chamber to digest the prey. It takes 30 points of damage inflicted to one spot on a tree to create a hole large enough to extract a Medium victim from the trunk.
Acid (Ex): The acidic sap exuded into the trap chamber does an additional 2d4 hit points of damage to a creature every round, in addition to the crushing damage. After four rounds, the chamber is full (trapped victims who have not been crushed and/or digested at this point may drown/ suffocate — see core rulebookll, p.85), Non-magical possessions may also be destroyed at the Game Master's discretion; paper, cloth and leather dissolve within a round. Metal corrodes and melts away within six. Anything that breaches the trunk (inflicts 10 points of damage in a single spot) releases a spray of acid that does 2d4 points of damage to anyone outside of the tree who's standing within 10 feet.
Crushing (Ex): Once a TREE traps a creature within its trunk, it does 3d4 hit points every round, automatically. Trapped victims do not have the room to stage their own attacks to escape. Spells with semantic components cannot be cast. Nor can most that require material components or foci that cannot be reached. Even spells with only verbal components require successful Concentration checks, as if the caster were entangled (see core rulebook II, p. 84), to be cast.
 
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I'd still consider swallow whole. Just because the victim has to be curious enough to climb into that tree trunk doesn't mean he isn't swallowed/grappled when it... strikes. Maybe add an ability like
Maw of Doom (Ex): When a creature at least two size categories smaller than the TREE enters the hollow of a TREE trunk, the TREE attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. If it succeeds, the TREE swallows its prey.
 

OK, I guess that could work just fine – I think I’ll just combine Improved Grab and Swallow Whole into one ability though, as a part of it. Since the Swallow does both acid and crushing damage, I can get rid of a lot of that text.

Swallow Whole (Ex): When a creature at least two size categories smaller than the TREE enters the hollow of a TREE’s trunk, the TREE can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. If it wins the grapple check, the TREE swallows its prey and seals shut.

On the following round, the trap chamber immediately begins to fill with an acidic sap. After 4 rounds of being swallowed, the chamber is full of acid and living creatures are at risk of drowning. A swallowed creature takes 3d4 points of crushing damage plus 2d4 points of acid damage per round. A swallowed creature is pinned, and cannot cut its own way out of the tree. Creatures on the outside of the TREE can create a hole large enough to extract a single swallowed creature by dealing 30 points of damage to one spot on the tree. Making such a breach in the trunk releases a spray of acid that deals 2d4 points of damage to creatures outside of the tree within 10 feet.


PS, don't forget to check out the lythlyx in the Overhaul thread. :)
 



the lythlyx appreciates your support. ;)

I mistook your silence your uncertainty or indifference. :p

No matter, onward we move!

Now, for queries #47-58 (which should be all that is left, unless there is something I forgot), just check the abilities presented. I’ll post a few at a time, and add more as we complete the others. :) thanks for all the help!

#47
that first ability might be nothing more than flavor text:

Despise Beauty (Ex): Perhaps as a result of their own ugliness, PLANTs loathe both creatures and objects of beauty. Because of this hatred, PLANTs destroy or bury any treasure they consider beautiful, such as a flawless diamond or a sapphire necklace. Conversely, there is nothing PLANTs love more (except perhaps killing treants) than corrupted beauty; therefore, PLANTs often retain flawed objects as part of their treasure.
Favored Enemy: PLANTs hate treants, nymphs, and dryads, and they spend their lives plotting ways to kill them. For this reason, an PLANT treats treants and all fey as Favored Enemies, as per the ranger ability.
Rotting Grasp (Su): The PLANT' touch destroys wood and kills plant life, withering it away to nothing. Rotting Grasp is a melee touch attack requiring a standard action. On a successful hit, Rotting Grasp destroys Id6 points of Armor Class gained from wooden armor or shields (up to its maximum armor bonus) through decay. Magical varieties of these items receive saving throws to avoid this effect. This attack also deals 3d6+9 points of damage to plants.
Striking wooden weapons wielded by an adversary proves far more challenging. The PLANT must first make a melee attack to strike the weapon, immediately provoking an attack of opportunity from its foe. If the PLANT hits with its initial attack roll, the two adversaries make opposed attack rolls. If the PLANT wins the opposed attack roll, its touch automatically destroys the weapon. Magic weapons are immune to this effect.


#48
Icy Touch (Su): A successful touch attack by a UNDEAD deals 1d6 points of cold damage.
Mourning Dirge (Su): The sorrowful hymns of the UNDEADs sap the will of anyone hearing them. Creatures within a 150-foot spread suffer a -1 morale penalty to all attack rolls and a -2 penalty on all Will saves against fear effects unless they make a Will save (DC 13). This is a sonic attack opposable by a bard's countersong.
Falling Shield (Su): Acutely attuned to the ebb of life in the woods, UNDEADs can cause trees to shed their leaves. A UNDEAD surrounded by trees can trigger a flurry of falling leaves, granting it one-half concealment for one round.


#49
Fear Aura (Su): An aura of vengeful evil enshrouds all UNDEADs, affecting only the UNDEAD's killer and his relatives. The UNDEAD emits a potent fear aura in a 30-foot radius, forcing any of the aforementioned individuals to make a Will save (DC 12) or be shaken for as long as they remain in the UNDEAD's presence.
Slimy Doom (Ex): A successful slam from a UNDEAD can cause disease, Fortitude save (DC 14). The disease has incubation period 1 day, and it deals a Id4 temporary Constitution damage. When a character takes damage from this disease, he must immediately make a second saving throw or the lost point of temporary damage becomes lost permanently.
Death's Tongue (Su): Once per round, as a free action, the UNDEAD truthfully answers any one question about its killer. The UNDEAD's knowledge is not limited to the information that it knew while alive. During its metamorphosis into a UNDEAD, the dark powers of vengeance provided the UNDEAD with every detail surrounding its death. Despite its extensive knowledge, it answers all questions with "yes," "no," "maybe," never," "irrelevant," or some other one-word answer.


#51
which of these sound more like SA’s and which like SQ’s?

Tree Bond (Ex): Once a THING has been in his bonded area for 2d6 months he forms a bond with the surrounding trees. A bonded area typically consists of 5dl0 trees. This bond allows the THING to use the following abilities:
Animate Trees (Su): A THING can animate trees from his bonded area within 60 feet as a standard action, controlling one tree for every four Hit Dice the THING has. It takes a full round for a tree to uproot itself. Thereafter it moves at a speed of 10-ft. and fights as a treant (See MM) in all respects. Animated trees lose their ability to move if the THING who animated them is incapacitated or moves out of the ability's range. The^ ability is otherwise similar to liveoak as cast by a 12th-level druid.
Draw Strength (Su): By touching a tree in his bonded. area, a THING can draw strength from the tree. To do so, the THING must be in contact with a tree for one full round. At the end of the round, his strength increases by +2 for 1 hour. Once the THING has drawn strength from a single tree, he cannot draw from that tree again for 24 hours. A THING can draw from no more than five trees at a time (maximum +10 points of Strength). A THING cannot draw strength from a tree if he has drawn lifeforce from the tree within the past day nor can he draw strength from an animated tree (see below).
Draw Lifeforce (Su): By touching a tree in his bonded area, a THING can draw lifeforce from the tree. To do so, the THING must be in contact with a tree for one full round. At the end of the round, he receives Id6 additional hit points. If the THING is already at full hit points, he gains any additional hit points as temporary hit points. A THING cannot gain more than five temporary hit points in this manner, and all temporary hit points last for 1 hour. Once the THING has drawn lifeforce from a single tree, he cannot draw from that tree again for 24 hours. A THING cannot draw lifeforce from a tree if he has drawn strength from the tree within the past day, nor can he draw lifeforce from an animated tree.
Tree Gate (Su): A THING can cause two bonded trees within 20-foot radius to grow towards each other until their upper branches form an entwined archway. This archway process takes lOdlO years to complete. Once the archway is in place, the THING can create a 20-foot diameter extra-dimensional portal within it by remaining within contact with one of the trees for at least one round. The portal remains open as long as the THING continues to touch the tree and for Id3 additional rounds after the contact has been broken. Once per day, the THING may call one or more other THINGs through the portal. However, the total HD of the summoned THINGs cannot exceed that of the THING opening the portal. Otherwise, once opened, any creature may travel through the portal as the gate spell.


#52
they have a “blade” in the attacks section, and I’m guessing that these are just masterwork weapons with the wounding ability. “A THING's limbs end in rusty blades plucked from the ground.”

Wounding (Ex): THING weapons are always wickedly sharp, and have the wounding special quality.


Edit: LOL, i skipped #50 by mistake... i'll have to check and see if i legitimately missed something, or if i just missed a number. ;)
 

Again, beast by beast (even though beast is obsolete)

#47

First is flavor.
Favored Enemy: PLANTs hate treants, nymphs, and dryads, and they spend their lives plotting ways to kill them. For this reason, an PLANT treats treants and all fey as Favored Enemies, as per the ranger ability.
"..., gaining a +2 bonus on some skill checks and to weapon damage rolls against these creatures."
Rotting Grasp (Su): The PLANT' touch destroys wood and kills plant life, withering it away to nothing. Rotting Grasp is a melee touch attack requiring a standard action. On a successful hit, Rotting Grasp destroys Id6 points of Armor Class gained from wooden armor or shields (up to its maximum armor bonus) through decay. Magical varieties of these items receive saving throws to avoid this effect. This attack also deals 3d6+9 points of damage to plants.
Striking wooden weapons wielded by an adversary proves far more challenging. The PLANT must first make a melee attack to strike the weapon, immediately provoking an attack of opportunity from its foe. If the PLANT hits with its initial attack roll, the two adversaries make opposed attack rolls. If the PLANT wins the opposed attack roll, its touch automatically destroys the weapon. Magic weapons are immune to this effect.
Rotting Grasp (Su): A TREE that makes a successful touch attack with its ??? causes the target wood to rot, falling to pieces and becoming useless quickly. The touch deals 3d6+9 points of damage to wood, as well as plant creatures instantly. Magic items are immune to this effect. A wooden weapon that deals damage to a TREE rots immediately in the same fashion. Metal, stone, and other non-wooden weapons are unaffected.
 

#48
Icy Touch (Su): A successful touch attack by a UNDEAD deals 1d6 points of cold damage.
No complaint.
Mourning Dirge (Su): The sorrowful hymns of the UNDEADs sap the will of anyone hearing them. Creatures within a 150-foot spread suffer a -1 morale penalty to all attack rolls and a -2 penalty on all Will saves against fear effects unless they make a Will save (DC 13).
This is a sonic, mind-affecting attack. The save DC is Charisma-based.
Falling Shield (Su): Acutely attuned to the ebb of life in the woods, UNDEADs can cause trees to shed their leaves. A UNDEAD surrounded by trees can trigger a flurry of falling leaves, granting it one-half concealment for one round.
Seems ok. Call it a standard action?
 

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