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<blockquote data-quote="BOZ" data-source="post: 2094344" data-attributes="member: 1241"><p>#48</p><p></p><p></p><p>sure. <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=":)" /> does that still fit with the current concealment rules?</p><p></p><p>Falling Shield (Su): Acutely attuned to the ebb of life in the woods, UNDEADs can cause trees to shed their leaves. As a standard action, 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></p><p></p><p>not sure why you would want to switch out the diseases? Slimy doom is still in the DMG. this one was easy to fix, using the night hag as a model.</p><p></p><p>Disease (Ex): Slimy doom - slam, Fortitude DC 14, incubation period 1 day, damage 1d4 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 14 Fortitude save or take 1 point of Constitution drain. The save DC is Charisma-based.</p><p></p><p></p><p></p><p></p><p>I checked, and I definitely did just skip the number. No problem. <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></p><p>#51</p><p></p><p></p><p>honestly, I don't know what to do with it either. <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=":)" /> it's good enough.</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>Three new ones:</p><p></p><p></p><p>#53</p><p>this one has some oddness going on (mostly just alternate form stuff, I suppose):</p><p></p><p>Large Monstrous Humanoid (Shapechanger)</p><p>Hit Dice: 4d8+12 (30 hp)</p><p>Initiative: +7</p><p>Speed: 30 ft. (6 squares)</p><p>AC: 23 (-1 size, +3 Dex, +11 natural); AC 24 as Medium-size humanoid</p><p>Base Attack/Grapple: +4/+13</p><p>Attacks: 2 slams +7 melee, or rapier +9 melee as humanoid (Medium-size; +8 melee Large)</p><p>Damage: Slam ld8+5; rapier ld6+5</p><p>Space/Reach: 10 ft./10 ft. (5 ft. as Medium-size humanoid)</p><p>Special Attacks: Sap, spell-like abilities</p><p>Special Qualities: Alternate form, darkvision 60 ft., plant traits, vulnerability to fire</p><p>Saves: Fort +7, Ref +7, Will +6</p><p>Abilities: Str 21, Dex 17, Con 17, Int 13, Wis 15, Cha 15</p><p>Skills: Bluff +7, Hide +7, Knowledge (local) +5, Listen +7, Spot +7</p><p>Feats: Improved Initiative, Weapon Focus (rapier)</p><p></p><p>Environment: Any forest or woods</p><p>Organization: Solitary or crew (2-4)</p><p>Challenge Rating: 3</p><p>Treasure: 50% coins; double goods; no items</p><p>Alignment: Always chaotic good</p><p>Advancement: 5-8 HD (Large), 9-12 HD (Huge)</p><p>Level Adjustment: -</p><p></p><p>PLANTs are always male and appear similar to treants but may likely be related to dryads, as well. While some sages think the PLANT is a treant/dryad hybrid, most scholars believe powerful magic likely spawned the race. While treants perceive themselves as "guardians of the trees," PLANTs view themselves as the dashing swashbucklers of the forests and woods. Although not as stodgy and condescending as treants, PLANTs share their hatred of evil beings and civilization's wanton destruction of the forest.</p><p>In their natural state, PLANTs stand approximately 15 feet tall and appear as slender, young pine, aspen, ash, or even olive trees. Their coarse bark ranges in color from blackish-brown to light shades of gray, while their needles or leaves, depending on the tree's species, vary from deep green to grayish-green. Bright trinkets of silver, glass, and| other light-catching materials adorn their branches. Their! love of these baubles accounts for the PLANT's name.</p><p>PLANTs speak Common, Sylvan, and Treant.</p><p></p><p>Combat</p><p>Haughty and brash, PLANTs do not patiently observe opponents or seek diplomatic solutions; instead, they rashly emerge from the forest and audaciously challenge foes. Extremely whimsical and prone to mood swings, bored PLANTs often assume humanoid form to pursue mischief or beautiful maidens. Despite their eccentric personalities, PLANTs immediately attack fire- wielding creatures without provocation.</p><p>Sap (Ex): Because of their extremely sticky sap, any creature striking a PLANT with a piercing or slashing weapon provokes an attack of opportunity from the PLANT. The PLANT may only use this attack of opportunity to disarm a foe, which does not, likewise, provoke an attack of opportunity. Due to their Combat Reflexes feat, PLANTs can make four such attacks every round.</p><p>Spell-Like Abilities: At will - speak with plants; I/day - charm person and forest invisibility (see Spells & Magic) as cast by a 4thlevel druid, saving throws (DC 12 + spell level).</p><p>Alternate Form (Su): PLANTs can assume any Medium-sized or Large humanoid form as a standard action. This ability is similar to the polymorph self spell but allows only humanoid forms. When in humanoid form, a PLANT wears a courtier's outfit, and the PLANT's hair retains the color of its needles or leaves.</p><p>Skills: *PLANTs receive a +2 racial bonus to Bluff checks used to seduce other creatures. They also benefit from a +16 racial bonus to Hide checks made in forested areas.</p><p></p><p></p><p>#54</p><p>Spell-Like Abilities: At will - entangle, speak with plants; I/day - plant growth (overgrowth aspect only). These abilities are as the spells cast by a 15th-level sorcerer (save DC 11 + spell level).</p><p>Ethereal Jaunt (Su): An FEY can shift from the Ethereal to the Material Plane as a free action, and shift back again as a move-equivalent action (or as part of a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer.</p><p>Symbiosis (Su): An FEY is mystically bound to a single, great ash tree and cannot stray more than 300 yards from it or he falls ill and dies within 4d6 hours. An FEY's ash tree does not radiate magic.</p><p></p><p>Rod of Ethereal Bones: One of the strangest and most unpredictable items available, wizards and sorcerers craft this macabre, temperamental device from the spine of an FEY, a fey creature symbiotically linked to an ash tree. A small, iridescent sphere comprised of cosmic material from a comet or meteor sits atop the rod. The rod conjures rough-hewn chunks of cosmic material that it hurls at any target within 1,080 feet. In addition, the rod grants the wielder the ability to see through solid objects. The rod's projectiles can pass through solid objects by temporarily becoming ethereal. The rod produces the following effects:</p><p>The rod creates three types of cosmic material: comets, meteors, and a shower. Over the course of the day, the rod conjures any combination of the aforementioned materials, totaling no more than 24 hit dice. Hitting a target with the cosmic material requires a ranged touch attack with no saving throw.</p><p>Comets deal 12d6 points of damage, 6d6 points from impact and 6d6 points from fire.</p><p>Meteors deal 8d6 points of damage, 4d6 points from impact and 4d6 points from fire.</p><p>Showers deal 4d6 points of damage, 2d6 points from impact and 2d6 points from fire.</p><p>Once per day for one minute, the rod grants the wielder the ability to see through solid objects. His vision penetrates ' through all living organic matter, two feet of wood, 10 inches of stone or one inch of metal. For example, the rod's wielder sees creatures hiding behind a one-inch-thick silver mirror but does not spot creatures hiding behind the same mirror while inside of a room with 10-inch-thick stone walls.</p><p>Comets, meteors, and showers ignore all AC bonuses from cover. In addition, they also possess the ability to temporarily turn ethereal and then reassume material form. Controlling this effect requires a Concentration check (DC = 15 + value of intervening barriers - the number of feet between the target and closest obstacle). The value of the intervening barriers is computed as follows.</p><p>+10/per inch of metal</p><p>+l/per inch of stone</p><p>+l/per two inches of wood</p><p></p><p>Example: The rod's wielder attempts to hit an opponent standing directly behind a 10-inch-thick stone wall. The stone wall's value is 10. Therefore, the rod's wielder must make a Concentration check (DC 25) [15 + 10 (stone wall's value) -0 (target's distance from the closest barrier) = 25] to correctly time the projectile's transformation from ethereal form back to material form. If he fails the Concentration check, the missile continues past its target and strikes the next solid barrier, whether living or inanimate. Creatures in the path of such a missile receive a Reflex save (DC 23) to reduce the damage in half.</p><p>Caster Level: 17th; Prerequisites: Craft Rod, ethereal jaunt, meteor swarm, true seeing; Market Price: 120,000 gp.</p><p></p><p></p><p>#55</p><p>Poison (Ex): Those hit by a FEY's sharp claws must make a Fortitude save (DC 12); otherwise, the FEY's poison paralyzes the victim for Id6+1 minutes. As the number of FEY attackers assaulting a foe increases, so does the potency of their collective venom. Instead of making multiple saves, a creature struck by two or more FEYs in one round must make a single Fortitude save, with a DC of 12 + 1 per additional FEY hit.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2094344, member: 1241"] #48 sure. :) does that still fit with the current concealment rules? Falling Shield (Su): Acutely attuned to the ebb of life in the woods, UNDEADs can cause trees to shed their leaves. As a standard action, a UNDEAD surrounded by trees can trigger a flurry of falling leaves, granting it one-half concealment for one round. #49 not sure why you would want to switch out the diseases? Slimy doom is still in the DMG. this one was easy to fix, using the night hag as a model. Disease (Ex): Slimy doom - slam, Fortitude DC 14, incubation period 1 day, damage 1d4 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 14 Fortitude save or take 1 point of Constitution drain. The save DC is Charisma-based. I checked, and I definitely did just skip the number. No problem. ;) #51 honestly, I don't know what to do with it either. :) it's good enough. #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. Three new ones: #53 this one has some oddness going on (mostly just alternate form stuff, I suppose): Large Monstrous Humanoid (Shapechanger) Hit Dice: 4d8+12 (30 hp) Initiative: +7 Speed: 30 ft. (6 squares) AC: 23 (-1 size, +3 Dex, +11 natural); AC 24 as Medium-size humanoid Base Attack/Grapple: +4/+13 Attacks: 2 slams +7 melee, or rapier +9 melee as humanoid (Medium-size; +8 melee Large) Damage: Slam ld8+5; rapier ld6+5 Space/Reach: 10 ft./10 ft. (5 ft. as Medium-size humanoid) Special Attacks: Sap, spell-like abilities Special Qualities: Alternate form, darkvision 60 ft., plant traits, vulnerability to fire Saves: Fort +7, Ref +7, Will +6 Abilities: Str 21, Dex 17, Con 17, Int 13, Wis 15, Cha 15 Skills: Bluff +7, Hide +7, Knowledge (local) +5, Listen +7, Spot +7 Feats: Improved Initiative, Weapon Focus (rapier) Environment: Any forest or woods Organization: Solitary or crew (2-4) Challenge Rating: 3 Treasure: 50% coins; double goods; no items Alignment: Always chaotic good Advancement: 5-8 HD (Large), 9-12 HD (Huge) Level Adjustment: - PLANTs are always male and appear similar to treants but may likely be related to dryads, as well. While some sages think the PLANT is a treant/dryad hybrid, most scholars believe powerful magic likely spawned the race. While treants perceive themselves as "guardians of the trees," PLANTs view themselves as the dashing swashbucklers of the forests and woods. Although not as stodgy and condescending as treants, PLANTs share their hatred of evil beings and civilization's wanton destruction of the forest. In their natural state, PLANTs stand approximately 15 feet tall and appear as slender, young pine, aspen, ash, or even olive trees. Their coarse bark ranges in color from blackish-brown to light shades of gray, while their needles or leaves, depending on the tree's species, vary from deep green to grayish-green. Bright trinkets of silver, glass, and| other light-catching materials adorn their branches. Their! love of these baubles accounts for the PLANT's name. PLANTs speak Common, Sylvan, and Treant. Combat Haughty and brash, PLANTs do not patiently observe opponents or seek diplomatic solutions; instead, they rashly emerge from the forest and audaciously challenge foes. Extremely whimsical and prone to mood swings, bored PLANTs often assume humanoid form to pursue mischief or beautiful maidens. Despite their eccentric personalities, PLANTs immediately attack fire- wielding creatures without provocation. Sap (Ex): Because of their extremely sticky sap, any creature striking a PLANT with a piercing or slashing weapon provokes an attack of opportunity from the PLANT. The PLANT may only use this attack of opportunity to disarm a foe, which does not, likewise, provoke an attack of opportunity. Due to their Combat Reflexes feat, PLANTs can make four such attacks every round. Spell-Like Abilities: At will - speak with plants; I/day - charm person and forest invisibility (see Spells & Magic) as cast by a 4thlevel druid, saving throws (DC 12 + spell level). Alternate Form (Su): PLANTs can assume any Medium-sized or Large humanoid form as a standard action. This ability is similar to the polymorph self spell but allows only humanoid forms. When in humanoid form, a PLANT wears a courtier's outfit, and the PLANT's hair retains the color of its needles or leaves. Skills: *PLANTs receive a +2 racial bonus to Bluff checks used to seduce other creatures. They also benefit from a +16 racial bonus to Hide checks made in forested areas. #54 Spell-Like Abilities: At will - entangle, speak with plants; I/day - plant growth (overgrowth aspect only). These abilities are as the spells cast by a 15th-level sorcerer (save DC 11 + spell level). Ethereal Jaunt (Su): An FEY can shift from the Ethereal to the Material Plane as a free action, and shift back again as a move-equivalent action (or as part of a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer. Symbiosis (Su): An FEY is mystically bound to a single, great ash tree and cannot stray more than 300 yards from it or he falls ill and dies within 4d6 hours. An FEY's ash tree does not radiate magic. Rod of Ethereal Bones: One of the strangest and most unpredictable items available, wizards and sorcerers craft this macabre, temperamental device from the spine of an FEY, a fey creature symbiotically linked to an ash tree. A small, iridescent sphere comprised of cosmic material from a comet or meteor sits atop the rod. The rod conjures rough-hewn chunks of cosmic material that it hurls at any target within 1,080 feet. In addition, the rod grants the wielder the ability to see through solid objects. The rod's projectiles can pass through solid objects by temporarily becoming ethereal. The rod produces the following effects: The rod creates three types of cosmic material: comets, meteors, and a shower. Over the course of the day, the rod conjures any combination of the aforementioned materials, totaling no more than 24 hit dice. Hitting a target with the cosmic material requires a ranged touch attack with no saving throw. Comets deal 12d6 points of damage, 6d6 points from impact and 6d6 points from fire. Meteors deal 8d6 points of damage, 4d6 points from impact and 4d6 points from fire. Showers deal 4d6 points of damage, 2d6 points from impact and 2d6 points from fire. Once per day for one minute, the rod grants the wielder the ability to see through solid objects. His vision penetrates ' through all living organic matter, two feet of wood, 10 inches of stone or one inch of metal. For example, the rod's wielder sees creatures hiding behind a one-inch-thick silver mirror but does not spot creatures hiding behind the same mirror while inside of a room with 10-inch-thick stone walls. Comets, meteors, and showers ignore all AC bonuses from cover. In addition, they also possess the ability to temporarily turn ethereal and then reassume material form. Controlling this effect requires a Concentration check (DC = 15 + value of intervening barriers - the number of feet between the target and closest obstacle). The value of the intervening barriers is computed as follows. +10/per inch of metal +l/per inch of stone +l/per two inches of wood Example: The rod's wielder attempts to hit an opponent standing directly behind a 10-inch-thick stone wall. The stone wall's value is 10. Therefore, the rod's wielder must make a Concentration check (DC 25) [15 + 10 (stone wall's value) -0 (target's distance from the closest barrier) = 25] to correctly time the projectile's transformation from ethereal form back to material form. If he fails the Concentration check, the missile continues past its target and strikes the next solid barrier, whether living or inanimate. Creatures in the path of such a missile receive a Reflex save (DC 23) to reduce the damage in half. Caster Level: 17th; Prerequisites: Craft Rod, ethereal jaunt, meteor swarm, true seeing; Market Price: 120,000 gp. #55 Poison (Ex): Those hit by a FEY's sharp claws must make a Fortitude save (DC 12); otherwise, the FEY's poison paralyzes the victim for Id6+1 minutes. As the number of FEY attackers assaulting a foe increases, so does the potency of their collective venom. Instead of making multiple saves, a creature struck by two or more FEYs in one round must make a single Fortitude save, with a DC of 12 + 1 per additional FEY hit. [/QUOTE]
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