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Special Conversion Thread: Finishing off giants and their kin
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<blockquote data-quote="Shade" data-source="post: 5017960" data-attributes="member: 287"><p>Added to <a href="http://www.enworld.org/forum/5017946-post816.html" target="_blank">Homebrews</a>.</p><p></p><p>For the energy-draining lightning bolt, here's a start...</p><p></p><p>Dark Lightning (Su): As a standard action, a temperament may unleash a x-foot line of lightning fused with negative energy. This deals 1d10 points of electricity damage. Additionally, living creatures hit by a temperament's dark lightning gain one negative level. The DC is x for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the temperament gains 5 temporary hit points.</p><p></p><p>The damage seems awfully poor for a lightning bolt at that level. We don't want it to be so high that it becomes preferable to a full melee attack, but I think a bit of a boost wouldn't hurt.</p><p></p><p></p><p>Do we want to retain any of the following from the storm giant?</p><p></p><p>Freedom of Movement (Su): Storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action.</p><p></p><p>Spell-Like Abilities: 1/day—call lightning (DC 15), chain lightning (DC 18). Caster level 15th. 2/day—control weather, levitate. Caster level 20th. The save DCs are Charisma-based.</p><p></p><p>Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.</p><p></p><p></p><p>Suggestions for the "intimidating thunderhead" writeup</p></blockquote><p></p>
[QUOTE="Shade, post: 5017960, member: 287"] Added to [URL="http://www.enworld.org/forum/5017946-post816.html"]Homebrews[/URL]. For the energy-draining lightning bolt, here's a start... Dark Lightning (Su): As a standard action, a temperament may unleash a x-foot line of lightning fused with negative energy. This deals 1d10 points of electricity damage. Additionally, living creatures hit by a temperament's dark lightning gain one negative level. The DC is x for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the temperament gains 5 temporary hit points. The damage seems awfully poor for a lightning bolt at that level. We don't want it to be so high that it becomes preferable to a full melee attack, but I think a bit of a boost wouldn't hurt. Do we want to retain any of the following from the storm giant? Freedom of Movement (Su): Storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action. Spell-Like Abilities: 1/day—call lightning (DC 15), chain lightning (DC 18). Caster level 15th. 2/day—control weather, levitate. Caster level 20th. The save DCs are Charisma-based. Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged. Suggestions for the "intimidating thunderhead" writeup [/QUOTE]
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