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<blockquote data-quote="BOZ" data-source="post: 2091273" data-attributes="member: 1241"><p>the lythlyx appreciates your support. <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>I mistook your silence your uncertainty or indifference. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>No matter, onward we move!</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> thanks for all the help!</p><p></p><p>#47</p><p>that first ability might be nothing more than flavor text:</p><p></p><p>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.</p><p>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.</p><p>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.</p><p>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. </p><p></p><p></p><p>#48</p><p>Icy Touch (Su): A successful touch attack by a UNDEAD deals 1d6 points of cold damage.</p><p>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.</p><p>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.</p><p></p><p></p><p>#49</p><p>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.</p><p>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.</p><p>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.</p><p></p><p></p><p>#51</p><p>which of these sound more like SA’s and which like SQ’s?</p><p></p><p>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:</p><p>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.</p><p>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).</p><p>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.</p><p>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.</p><p></p><p></p><p>#52</p><p>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.”</p><p></p><p>Wounding (Ex): THING weapons are always wickedly sharp, and have the wounding special quality.</p><p></p><p></p><p>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. <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></blockquote><p></p>
[QUOTE="BOZ, post: 2091273, member: 1241"] 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. ;) [/QUOTE]
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