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<blockquote data-quote="Cleon" data-source="post: 4479832" data-attributes="member: 57383"><p>Thanks, I've just checked Homebrews and you've copied over the first rough-cut of the SA write up, rather than the (slightly) improved versions of Engulf and Attack to Skeleton we've reached after a bit of brain storming.</p><p></p><p>Speaking of which, I think Attach to Skeleton needs a couple of tweaks regarding natural weapons (changes in <em>italics</em>):</p><p></p><p> <strong>Attach To Skeleton (Ex)</strong></p><p> <strong></strong>A goop ghoul can attach itself to the bones of a skeleton and act like muscles and ligaments, thereby using the skeleton as a means of transportation and attack. It takes one round for a goop ghoul to flow over a skeleton and attach itself in order to manipulate it. A goop ghoul can use the skeleton of any two- or four-legged Medium sized creature. It gains a speed of 30 ft. regardless of the sort of skeleton.</p><p></p><p><em>Goop ghouls can wield simple weapons if the skeleton possesses that capability, but can not use any armor. An unarmed goop ghoul can make a slam attack for 1d3 damage, or make a single attack with natural weaponry the skeleton possesses, such as fangs or claws, if such exist. However, due to limitations of the goop ghoul's pseudo-musculature it can do no more than 1d6 damage with such skeletal weaponry, plus Strength bonus.</em></p><p></p><p>A goop ghoul is usually encountered mounted on a skeleton. The stretched-out goop ghoul resembles rotted tissue, so the creature is easily mistaken for an undead skeleton or deteriorated zombie. It requires a DC 15 Spot check to detect the imposture.</p><p></p><p>As a goop ghoul is not undead, it cannot be turned. However, it is possible for a goop ghoul to latch onto an undead, such as an animated skeleton. In this case, the goop ghoul has no control over the undead's movement and is more or less just along for the ride. It would be possible for a priest to turn the undead, but the goop ghoul would be free to "abandon skeleton" and seek out a new source of transportation (probably the priest).</p><p></p><p>Although a goop ghoul prefers the use of skeletons above all else, a goop ghoul can, on rare occasions, attach itself to sturdy rodlike objects that allow movement of the sort it is used to. Thus, several large sticks might be used as a "skeleton" of sorts, good enough for half-normal movement (15 ft.). <em>A goop ghoul using such an improvised armature cannot hold objects or wield a weapon in a normal fashion, but may use melee weapons incorporated into its "skeleton" as natural weapons. Thus, a goop ghoul animating a walking pile of swords and axes can strike with one of its weapon-limbs.</em></p></blockquote><p></p>
[QUOTE="Cleon, post: 4479832, member: 57383"] Thanks, I've just checked Homebrews and you've copied over the first rough-cut of the SA write up, rather than the (slightly) improved versions of Engulf and Attack to Skeleton we've reached after a bit of brain storming. Speaking of which, I think Attach to Skeleton needs a couple of tweaks regarding natural weapons (changes in [I]italics[/I]): [B]Attach To Skeleton (Ex) [/B]A goop ghoul can attach itself to the bones of a skeleton and act like muscles and ligaments, thereby using the skeleton as a means of transportation and attack. It takes one round for a goop ghoul to flow over a skeleton and attach itself in order to manipulate it. A goop ghoul can use the skeleton of any two- or four-legged Medium sized creature. It gains a speed of 30 ft. regardless of the sort of skeleton. [I]Goop ghouls can wield simple weapons if the skeleton possesses that capability, but can not use any armor. An unarmed goop ghoul can make a slam attack for 1d3 damage, or make a single attack with natural weaponry the skeleton possesses, such as fangs or claws, if such exist. However, due to limitations of the goop ghoul's pseudo-musculature it can do no more than 1d6 damage with such skeletal weaponry, plus Strength bonus.[/I] A goop ghoul is usually encountered mounted on a skeleton. The stretched-out goop ghoul resembles rotted tissue, so the creature is easily mistaken for an undead skeleton or deteriorated zombie. It requires a DC 15 Spot check to detect the imposture. As a goop ghoul is not undead, it cannot be turned. However, it is possible for a goop ghoul to latch onto an undead, such as an animated skeleton. In this case, the goop ghoul has no control over the undead's movement and is more or less just along for the ride. It would be possible for a priest to turn the undead, but the goop ghoul would be free to "abandon skeleton" and seek out a new source of transportation (probably the priest). Although a goop ghoul prefers the use of skeletons above all else, a goop ghoul can, on rare occasions, attach itself to sturdy rodlike objects that allow movement of the sort it is used to. Thus, several large sticks might be used as a "skeleton" of sorts, good enough for half-normal movement (15 ft.). [I]A goop ghoul using such an improvised armature cannot hold objects or wield a weapon in a normal fashion, but may use melee weapons incorporated into its "skeleton" as natural weapons. Thus, a goop ghoul animating a walking pile of swords and axes can strike with one of its weapon-limbs.[/I] [/QUOTE]
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