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<blockquote data-quote="BOZ" data-source="post: 1939487" data-attributes="member: 1241"><p>As I said, there will be far fewer queries this time, and here is a perfect example.</p><p></p><p>1.</p><p>I want to give this one a little bit more clarity.</p><p></p><p>Determine Fate (Su): THINGs possess the unique ability to alter the outcome of future events, affecting all creatures within a 100 foot radius. This power forces anyone within the area to make two dice for every attack roll, skill check and saving throw. The result more beneficial to the THING is the valid one. A Will save (DC 20) negates the ability's effect on that creature for one round, and is the only roll that is not affected. THINGs can use this ability three times per day, and lasts for an entire encounter.</p><p></p><p>Something like? </p><p>Determine Fate (Su): Three times per day, a THING may create a field that alters the outcome of events that happen within it. All creatures within a 100-foot radius of a THING must succeed on a DC X Will save each round or it must roll two sets of dice for any attack roll, skill check or saving throw made that round; the result that is more beneficial to the THING is the one that actually occurs. This field lasts for the rest of the encounter, or when the THING chooses to end it. This is a mind-affecting effect. The save DC is Charisma-based.</p><p></p><p></p><p>2.</p><p>give me some help simplifying this one (each of these creatures comes in one color):</p><p></p><p>Each THING has a prismatic burst, relative to its color;</p><p>Red: 4d8 fire damage (reflex half)</p><p>Orange: 4d8 acid damage (Reflex half)</p><p>Yellow: 4d8 electricity damage (Reflex half)</p><p>Green: Poison (unconscious 1-6 hours, Fortitude partial, take 2d8 stun damage)</p><p>Blue: 2d4 temporary Dexterity loss (Fortitude partial, one point loss, when reach 0 Dexterity, turned to stone)</p><p>Indigo: Insane 1-6 hours, as insanity spell (Will negates)</p><p>Violet: Teleported 1d10 by 100 feet in a random direction (Reflex negates) 1d8 for direction. If the victim would appear in an object, they are shifted to appear next to it and take 4d8 points of damage, no saving throw allowed.</p><p></p><p></p><p>3.</p><p>can I just rewrite this one into the Worry attack? Or is it something else altogether?</p><p></p><p>Gnash (Ex): If a THING bites a foe to clamp its opponent between its teeth and shake it to cause additional damage. Whenever a THING makes a successful bite attack it makes an opposed grapple check against its target. If it succeeds in grappling it automatically deals an additional 2d2+4 damage. In subsequent rounds, it has the option automatically dealing gnash damage, nut no bite damage, instead of attempting another bite attack. In this instance, it continues shaking its target in its jaws rather than letting go to bite again.</p><p></p><p>Any attempt to break free is a full action, requiring an opposed grapple check or an Escape Artist check (DC 18). If successful, the subject is freed from the THING jaws, but falls prone in front of the creature.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1939487, member: 1241"] As I said, there will be far fewer queries this time, and here is a perfect example. 1. I want to give this one a little bit more clarity. Determine Fate (Su): THINGs possess the unique ability to alter the outcome of future events, affecting all creatures within a 100 foot radius. This power forces anyone within the area to make two dice for every attack roll, skill check and saving throw. The result more beneficial to the THING is the valid one. A Will save (DC 20) negates the ability's effect on that creature for one round, and is the only roll that is not affected. THINGs can use this ability three times per day, and lasts for an entire encounter. Something like? Determine Fate (Su): Three times per day, a THING may create a field that alters the outcome of events that happen within it. All creatures within a 100-foot radius of a THING must succeed on a DC X Will save each round or it must roll two sets of dice for any attack roll, skill check or saving throw made that round; the result that is more beneficial to the THING is the one that actually occurs. This field lasts for the rest of the encounter, or when the THING chooses to end it. This is a mind-affecting effect. The save DC is Charisma-based. 2. give me some help simplifying this one (each of these creatures comes in one color): Each THING has a prismatic burst, relative to its color; Red: 4d8 fire damage (reflex half) Orange: 4d8 acid damage (Reflex half) Yellow: 4d8 electricity damage (Reflex half) Green: Poison (unconscious 1-6 hours, Fortitude partial, take 2d8 stun damage) Blue: 2d4 temporary Dexterity loss (Fortitude partial, one point loss, when reach 0 Dexterity, turned to stone) Indigo: Insane 1-6 hours, as insanity spell (Will negates) Violet: Teleported 1d10 by 100 feet in a random direction (Reflex negates) 1d8 for direction. If the victim would appear in an object, they are shifted to appear next to it and take 4d8 points of damage, no saving throw allowed. 3. can I just rewrite this one into the Worry attack? Or is it something else altogether? Gnash (Ex): If a THING bites a foe to clamp its opponent between its teeth and shake it to cause additional damage. Whenever a THING makes a successful bite attack it makes an opposed grapple check against its target. If it succeeds in grappling it automatically deals an additional 2d2+4 damage. In subsequent rounds, it has the option automatically dealing gnash damage, nut no bite damage, instead of attempting another bite attack. In this instance, it continues shaking its target in its jaws rather than letting go to bite again. Any attempt to break free is a full action, requiring an opposed grapple check or an Escape Artist check (DC 18). If successful, the subject is freed from the THING jaws, but falls prone in front of the creature. [/QUOTE]
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