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<blockquote data-quote="BOZ" data-source="post: 1976048" data-attributes="member: 1241"><p>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.</p><p></p><p>in the meantime, a few new ones:</p><p></p><p>#22</p><p>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?</p><p></p><p>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.</p><p></p><p></p><p>#23</p><p>check out these items:</p><p></p><p>NEW WEAPON, ANTLER</p><p>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</p><p></p><p>NEW MAGIC WEAPON, CERVINE SWORD</p><p>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.</p><p>Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, know direction, detect</p><p>animals, invisibility to animals; Market Price: 40,100 gp</p><p></p><p>NEW ARTIFACT:</p><p>TYNES of THE f OReST GOD</p><p>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.</p><p></p><p></p><p>#24</p><p>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.</p><p>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)</p><p></p><p>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.</p><p>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.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1976048, member: 1241"] 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. [/QUOTE]
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