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Sick of Ghoul Touch?
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<blockquote data-quote="frankthedm" data-source="post: 1675250" data-attributes="member: 1164"><p>the 'ghoul' part is just the name and component, it <em>effects</em> elves as any other humaniod.</p><p></p><p>The stink should be in line with ghast stench since that is the closest precedent for foul oder eminating. I don't think the seconday funk is worth save each round.</p><p></p><p><em>Ghoul Touch</em></p><p><em>Necromancy</em></p><p><em></em></p><p><em>Level: Sor/Wiz 2</em></p><p> <em></em></p><p><em>Components: V, S, M</em></p><p> <em></em></p><p><em>Casting Time: 1 standard action</em></p><p> <em></em></p><p><em>Range: Touch</em></p><p> <em></em></p><p><em>Target: Living humanoid touched</em></p><p> <em></em></p><p><em>Duration: 1d6+2 rounds</em></p><p> <em></em></p><p><em>Saving Throw: Fortitude negates</em></p><p> <em></em></p><p><em>Spell Resistance: Yes</em></p><p> <em></em></p><p><em>Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.</em></p><p><em></em></p><p><em>Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.</em></p><p><em></em></p><p><em>Material Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul’s lair.</em></p><p><em></em></p><p><em></em></p><p><em></em></p><p><em>COMBAT</em></p><p><em>Ghouls try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves.</em></p><p><em></em></p><p><em>Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.</em></p><p><em></em></p><p><em>An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.</em></p><p><em></em></p><p><em>Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.</em></p><p><em></em></p><p><em>...................................</em></p><p><em></em></p><p><em>GHAST</em></p><p><em>Although these creatures look just like their lesser kin, they are far more deadly and cunning.</em></p><p><em></em></p><p><em>Combat</em></p><p><em>Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.</em></p><p><em></em></p><p><em>Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.</em></p><p><em></em></p><p><em>Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.</em></p><p><em></em></p><p><em>.............</em></p><p><em></em></p><p><em>Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.</em></p><p><em></em></p><p><em>>>>>>>>>>>>>>>>></em></p><p><em></em></p><p><em>Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.</em></p><p><em></em></p></blockquote><p></p>
[QUOTE="frankthedm, post: 1675250, member: 1164"] the 'ghoul' part is just the name and component, it [I]effects[/I] elves as any other humaniod. The stink should be in line with ghast stench since that is the closest precedent for foul oder eminating. I don't think the seconday funk is worth save each round. [I]Ghoul Touch Necromancy Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Living humanoid touched Duration: 1d6+2 rounds Saving Throw: Fortitude negates Spell Resistance: Yes Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack. Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. Material Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul’s lair. COMBAT Ghouls try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves. Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based. ................................... GHAST Although these creatures look just like their lesser kin, they are far more deadly and cunning. Combat Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based. Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based. ............. Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. >>>>>>>>>>>>>>>> Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. [/I] [/QUOTE]
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