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<blockquote data-quote="BOZ" data-source="post: 1967334" data-attributes="member: 1241"><p>#6 </p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>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?</p><p></p><p>How about adding 3 targets and making the duration 1 hour?</p><p></p><p></p><p>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.</p><p>*Includes augmentations for the THING's manifester level.</p><p></p><p></p><p>10.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>THING Egg</p><p>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.</p><p>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.</p><p>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.</p><p>Caster Level 30th; Prerequisites: N/A; Market Price: 70,000 gp. Weight: 30 lb.s</p><p></p><p></p><p>12.</p><p>check out the crazy abilities that one had:</p><p></p><p>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.</p><p>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.</p><p>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.</p><p>Spell-like Abilities: GIANT can cast freedom of movement (at will) or command plants (four times per day) as a 20th level druid.</p><p>Sense Movement (Su): GIANT can apply his Listen skill to any motion in his forests, even if the target is magically silenced.</p><p>(Also, I need to type up Rock Throwing like other giants have)</p><p></p><p></p><p>a couple new ones:</p><p></p><p>15.</p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>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.</p><p></p><p></p><p>16.</p><p>Check these abilities:</p><p></p><p>Combat</p><p>The THING typically initiates combat by spitting a mass of sticky mucus to entangle its prey, which it then devours at its leisure.</p><p>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.</p><p>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.</p><p>Salt Vulnerability (Ex); A THING is highly susceptible to salt. Onepoundofsaltdeals1d6pointsofdamagetoaTHINGwhen put in contact with its skin.</p><p>Slippery Mucus (Ex): The mucus that covers the THING's body acts as the equivalent of a permanent freedom of movement spell.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1967334, member: 1241"] #6 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. 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. [/QUOTE]
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