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<blockquote data-quote="freyar" data-source="post: 5384736" data-attributes="member: 40227"><p>I took the attack roll bit from caltrops, and I'm happy to modify it. However, I'm with Shade in thinking you shouldn't always hit one if you step in the same 5 ft square. They're just hazards, so they can have a little more complication. <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" /> Funny that Cleon's the one who wants to simplify this time. <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>How's this revision?</p><p></p><p>Explodestools (CR X): Explodestools appear to be small mushrooms of an edible nature, which grow mixed with normal mushrooms of similar appearance. A DC X Spot check or DC X Knowledge (nature) check is sufficient to detect the presence of explodestools within a patch of mushrooms. If a character of over 50?? lb steps in a 5 ft square containing an explodestool, the character must make a DC X Reflex save or the mushroom explodes, dealing 1d8 sonic damage to and deafening any creature within 10 ft for one hour. A DC X Fortitude save negates the deafening. An explodestool will similarly explode if it is plucked or takes any weapon, force, or sonic damage, including sonic damage from the explosion of other explodestools. On the other hand, any fire, cold, or acid damage destroy explodestools without setting them off. Any 5 ft patch of mushrooms containing explodestools will contain 1d6? fungi of the exploding variety. If a character recognizes the presence of explodestools within a patch of fungi, he or she can avoid setting off the explodestools by moving at half speed through the patch.</p><p></p><p>Any more opinions on numbers?</p></blockquote><p></p>
[QUOTE="freyar, post: 5384736, member: 40227"] I took the attack roll bit from caltrops, and I'm happy to modify it. However, I'm with Shade in thinking you shouldn't always hit one if you step in the same 5 ft square. They're just hazards, so they can have a little more complication. :p Funny that Cleon's the one who wants to simplify this time. ;) How's this revision? Explodestools (CR X): Explodestools appear to be small mushrooms of an edible nature, which grow mixed with normal mushrooms of similar appearance. A DC X Spot check or DC X Knowledge (nature) check is sufficient to detect the presence of explodestools within a patch of mushrooms. If a character of over 50?? lb steps in a 5 ft square containing an explodestool, the character must make a DC X Reflex save or the mushroom explodes, dealing 1d8 sonic damage to and deafening any creature within 10 ft for one hour. A DC X Fortitude save negates the deafening. An explodestool will similarly explode if it is plucked or takes any weapon, force, or sonic damage, including sonic damage from the explosion of other explodestools. On the other hand, any fire, cold, or acid damage destroy explodestools without setting them off. Any 5 ft patch of mushrooms containing explodestools will contain 1d6? fungi of the exploding variety. If a character recognizes the presence of explodestools within a patch of fungi, he or she can avoid setting off the explodestools by moving at half speed through the patch. Any more opinions on numbers? [/QUOTE]
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