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  1. - Top - End - #721
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    Metastachydium's Avatar

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    Default Re: Critters III! Now also in 5e!

    Okay, so since I'm (still) not particularly sane, now that my photoreceptors have de-glazed to an acceptable level, I went over the remaining Lemmings. So,

    Quote Originally Posted by Bhu View Post
    Voracious Lemming
    Gargantuan Magical Beast
    Hit Dice: 24d10+360 (462 hp)
    492 hp.

    Voracious Lemming
    Colossal Magical Beast
    Feats: Alertness, Awesome Blow, Cleave, Diehard, Endurance, Great Cleave, Greater Mighty Roar (see Savage Species), Improved Critical (Bite), Improved Bull Rush, Improved Initiative, Improved Toughness, Mighty Roar (see Savage Species), Power Attack, Power Critical (Bite, see Complete Warrior), Weapon Focus (Bite) Epic Feats: Devastating Critical (Bite), Overwhelming Critical (Bite)
    I think I'd put the Epic feats in a line of their own.

    Voracious Lemming
    Super Extra Deluxe Biggie Size Magical Beast
    [B]
    Armor Class: 52 (-16 Size, +58 Natural), touch 0, flat-footed 52
    Huh. No such thing as negative TAC? I think I didn't know that.

    Saves: Fort +81, Ref +50, Will +65
    Am I missing something, or Will should be +63 (32 base, +25 CON, +2 feat, +4 Epic feat)?

    Feats: Alertness, Awesome Blow (see Monster Manual), Cleave, Defensive Sweep (see PHB II), Diehard, Endurance, Gape of the Serpent (see Savage Species)
    Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent at least 2 Size Classes smaller than itself it may swallow them. The swallowed creature takes 4d8+25 damage and 25 points of acid damage per round it remains in the Lemmings stomach. It may cut it's way out with a Light slashing or piercing weapon by doing 65 damage to the Lemmings stomach (AC 39). Once the creature exits muscular action closes the hole and other victims must cut their own way out. A Lemmings stomach may hold 2 Gargantuan, 4 Huge, 8 Large, or 32 Medium or smaller opponents.
    Stomach capacity and maximum size fit for swallowing do not account for Gape of the Serpent.

    Quote Originally Posted by Bhu View Post
    The Perfect

    The Perfect is an Acquired or Inherited Template that can be applied to any living, corporeal Humanoid.
    Monsters (Ex): All Perfect have serious emotional problems, and are unable to effectively interact with more mainstream members of their society or species because they loathe them. The Perfect get a -4 Penalty on all Charisma Based skills (except Iaijutsu Focus, Intimidate and Use Magic Device), except when they are used on their own kind (i.e. other Perfect).
    Abilities: All ability scores change to 18 plus any racial modifiers.
    Level Adjustment: +2
    THis is seriously underLA-ed. WotC tends to overprice ability boosts, and even if one took that down a notch, maximized base score before racial adjustments is not LA +2 material.

    Quote Originally Posted by Bhu View Post
    Ralph is there for the epic campaigns. Plus he's an infamous running joke in my silly campaign.
    Oh, I can see how those two qualities would apply!

  2. - Top - End - #722
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post

    THis is seriously underLA-ed. WotC tends to overprice ability boosts, and even if one took that down a notch, maximized base score before racial adjustments is not LA +2 material.
    How about +4 maybe?
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  3. - Top - End - #723
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    Metastachydium's Avatar

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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    How about +4 maybe?
    It's mostly a weird numbers thing. +4 should be fine.

  4. - Top - End - #724
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    Default Re: Critters III! Now also in 5e!

    The Spookity
    Tiny Outsider (Chaos, Native)
    Hit Dice: 5d8+5 (27 hp)
    Initiative: +8
    Speed: 40 ft. (8 squares), Burrow 10 ft., Climb 30 ft., Swim 20 ft.
    Armor Class: 18 (+2 Size, +4 Dex, +2 Natural), touch 16, flat-footed 14
    Base Attack/Grapple: +5/-2
    Attack: Bite +11 melee (1d3+1)
    Full Attack: Bite +11 melee (1d3+1)
    Space/Reach: 21/2 ft./0 ft.
    Special Attacks: SCREE!, Spell-Like Abilities, Don't Corner It
    Special Qualities: Darkvision 60 ft., Scent, Immunities, DR 10/Magic, Fast Healing 2, Slippery
    Saves: Fort +5, Ref +8, Will +6
    Abilities: Str 12, Dex 18, Con 12, Int 14, Wis 14, Cha 16
    Skills: Balance +14, Bluff+8, Climb +14, Diplomacy +8, Escape Artist +8, Gather Information +8, Hide +18*, Jump +14, Knowledge (Geography, Local, Nature), Listen +8, Move Silently +10, Search +8, Sense Motive +8, Spot +8, Survival +8, Swim +14, Tumble +8, Use Magic Device +8
    Feats: Improved Initiative, Weapon Finesse
    Environment: Any
    Organization: Unique?
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: 6+HD (Tiny?)
    Level Adjustment: ---

    The Spookity appears to be an Awakened Mongoose that haunts the Fifty Shires. "Appears" being the operative word. Technically it looks like a mongoose, sounds like a mongoose, and has 'mongoose-y' abilities. But it also has very non-mongoose related powers. It's called the Spookity due to it's habit of suddenly running from the darkness screaming, and scaring the crap out of people. In fact, it does little more than lie in wait to scare people (or at least is rarely observed doing aught else). The Spookity is also known for occasionally accosting people with it's witty and sarcastic commentary. There are rumors it supplies the gossip columns for several local newspapers. No one is actually certain if it has any real goals beyond petty drama. It speaks Common, Halfling, Gnome and Sylvan.

    SCREE! (Su): As a Full Round Action, the Spookity can move up to twice it's full speed, and let out a terrifying screech. It appears to temporarily grow larger as well. Anything able to see or hear the Spookity must make a DC 15 Willpower Save or be Panicked for 1d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the Spookity's SCREE! for 24 hours. The save DC is Charisma-based.

    Spell-Like Abilities (Sp): At will: Superior Magic Fang (Spell Compendium), Fell the Greatest Foe (Spell Compendium), Tree Shape, Pass Without Trace, Greater Teleport (self plus 50 pounds only), Shifting Paths (Spell Compendium). Caster Level 12th.

    Don't Corner It (Ex): Whenever the Spookity fails a Saving Throw against a Fear effect, it goes bugnuts psycho instead of becoming afraid. As a Full Round Action it does 2d6 piercing or slashing damage to everything within 10 feet of it. It keeps this ability as long as it would normally suffer from the Fear effect it failed it's Save against.

    Immunities: The Spookity is immune to poison, sleep effects, paralysis, stunning, disease, and fatigue/exhaustion effects.

    Slippery (Ex): The Spookity permanently has the benefits of the Freedom of Movement spell.

    Skills: The Spookity has a +4 racial bonus on Hide, and Move Silently checks and a +8 racial bonus on Climb, Jump and Swim checks. It also has a +8 racial bonus on Balance checks. It uses it's Dexterity modifier instead of it's Strength modifier for Climb, Jump and Swim checks. It can always choose to take 10 on a Climb or Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

    Combat: The Spookity tends to scare people and then run away. Or it taunts people before speeding away. Presuming, of course, that they don't scare it. When scared, it lays waste to the vicinity.





    The Spookity
    "Greetings! This is your host Harlan Jurgens, along with my assistant Jim! Today, on Mutual of Gnomeahaw's Wild Kingdom, we scour the 50 Shires in search of the local urban legend, The Spookity!

    Terror of the Halflings
    "Harlan, you know how I feel about cryptids."

    "IT STANDS A HUNDRED FEET TALL! IT'S SOUL IS LIQUID!"

    "Ah yes, there's the local color. Right on time."

    "It threw a pine cone at me once!"

    "So what does it look like?"

    "It's a shapeshifter! Most say it looks like a weasel. Cause weasels are scary."

    "Weasels are scary?"

    "Oh absolutely. They can pull your life force out through your navel when you're sleeping."

    "Jebus..."


    Lives For Pranks

    "You sound like an unbeliever."

    "We have yet to experience the full majesty of your local rumors."

    "Tain't no rumor. These here bite marks in mah fanny come from the Spookity."

    "Sir, please put that away, this is a family show."
    Last edited by Bhu; Yesterday at 06:17 PM.
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  5. - Top - End - #725
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    Default Re: Critters III! Now also in 5e!

    ...Of Burning Rage

    ...of Burning Rage is an Acquired Template that can be applied to any intelligent, non-Aquatic Plant that has decided to go out in a blaze of glory. They burst into flame after completing a mystic ritual designed for that purpose. This is generally done as an act of revenge, an extreme protest, or because they have nothing left to lose. They immediately go on a fiery rampage, die, and then go on a continued fiery rampage in the afterlife. Invented by Treants, they claim it's because "the Gawd(beep) Halflings...we just can't take the Gawd(beep) Halflings." Other species who have dealt with the 50 Shires claim "we know how they feel", but rarely offer specifics. Not that many people have to look far to discover that the inhabitants of the Shires have reputations for thievery and mischief. Unfortunately for the Halflings, their vaunted Battle Sporks are of little use against flaming trees.

    Size and Type: Unchanged, but gains the Fire Subtype.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: Unchanged (but see below).

    Damage: Unchanged (but see below).

    Special Attacks: Retains all Special Attacks of the Base Creature (except Animate Trees), plus gains the following:

    Fiery Rage (Su): The base creature enters a Rage immediately after the ritual. While Raging, it gains a +6 bonus to Strength and, if it makes a full attack action, gains a single extra attack each round at it's highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, it also takes a —4 penalty to Armor Class and takes 2 points of damage per round (this damage cannot be prevented), dying when it reaches 0 hp. The effects of Fiery Rage stack with those from any rage ability the character may have.

    While Raging, the creature cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells, drink potions, activate magic items, or read scrolls. It can use any feat it has except Combat Expertise, item creation feats, or metamagic feats.

    During a Rage, the creature must attack any other being it perceives. The creature is also violently aflame. Anything touching, or touched by, the base creature takes 1d6 Fire damage (2d6 if the base creature is Huge or bigger), plus one additional point per hit die of the base creature. For example, a 5 HD Medium creature does 1d6+5 fire damage. Opponents who take Fire damage must also make a Reflex Save (Save DC is Constitution based) or catch fire. In each subsequent round, the burning opponent must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.)

    A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.

    Those unlucky enough to have their clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

    Squares occupied by, or adjacent to, the base creature automatically catch fire for as long as it is present, and for as long as there is fuel to burn after it moves. There is a chance each round the fire spreads as well. Roll a d20, if it rolls 15 or higher, all is well. On a 14 or less, 1d6 adjacent squares catch fire as well.

    Breath Weapon (Su): Once every 1d4 rounds the base creature can spew a cone of flame. Size and damage depends on the size of the creature: Diminutive (10 ft., 1d6), Tiny (15 ft., 2d6), Small (20 ft., 4d6), Medium (30 ft., 8d6), Large (40 ft., 12d6), Huge (50 ft., 16d6), Gargantuan (60 ft., 20d6) or Colossal (70 ft., 24d6). Creatures in the Breath Weapons area of effect can make a Reflex Save (Save DC is Constitution based) to only take half damage.

    Special Qualities: Retains all Special Qualities (except Fire Vulnerability) of the Base Creature, plus gains the following:

    Immunities: The Base Creature is immune to Fire and Cold damage. It also becomes immune to Fatigue/Exhaustion, sleep effects, Stunning, Mind-Affecting Effects, and non-lethal damage.

    Saves: Unchanged.

    Abilities: -2 Int, -2 Wis, -2 Cha.

    Skills: Unchanged, but see above.

    Feats: Unchanged.

    Environment: Any

    Organization: Usually Solitary

    Challenge Rating: +1 (+2 if Huge or larger).

    Treasure: None

    Alignment: Always Chaotic Evil

    Advancement: These critters don't live long enough to advance.

    Level Adjustment: n/a

    Example of creature using template here:

    Old Man Maple (Treant/...Of Burning Rage)
    Huge Plant (Fire)
    Hit Dice: 7d8+35 (66 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (-2 Size, -1 Dex, -4 Rage, +13 Natural), touch 3, flat-footed 16
    Base Attack/Grapple: +5/+22
    Attack: Slam +15 melee (2d6+12 plus 2d6+7 fire)
    Full Attack: 3 Slams +5 melee (2d6+12 plus 2d6+7 fire)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Double Damage Against Objects, Trample (2d6+18 plus 2d6+7 Fire), Fiery Rage, Breath Weapon
    Special Qualities: DR 10/slashing, Low-light Vision, Plant traits, Immunities
    Saves: Fort +10, Ref +1, Will +6
    Abilities: Str 35, Dex 8, Con 21, Int 10, Wis 14, Cha 10
    Skills: Diplomacy +2, Hide -9*, Intimidate +5, Knowledge (nature) +5, Listen +5, Sense Motive +5, Spot +5, Survival +3 (+5 aboveground)
    Feats: Improved Sunder, Iron Will, Power Attack
    Environment: Any
    Organization: Solitary
    Challenge Rating: 10
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: ---
    Level Adjustment: ---

    Old Man Maple is not a jolly old soul. He's tired of those damn kids on his lawn. And by kids we mean Halflings. And by tired we mean he's a deranged psychotic who has paranoid delusions about small people out to get him. So he decided to ask the local forest witch for a rumored ritual that would allow him a spectacularly public revenge. Revenge for what he isn't sure, but he knows they got it coming.

    Breath Weapon (Su): Once every 1d4 rounds the base creature can spew a 10 foot cone of flame doing 16d6 damage. Creatures in the Breath Weapons area of effect can make a DC 18 Reflex Save (Save DC is Constitution based) to only take half damage.

    Double Damage against Objects (Ex): A treant that makes a full attack against an object or structure deals double damage.

    Trample (Ex): Reflex DC 25 half. The save DC is Strength-based.

    Fiery Rage (Su): The base creature enters a Rage immediately after the ritual. While Raging, it gains a +6 bonus to Strength and, if it makes a full attack action, gains a single extra attack each round at it's highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks. These changes are already reflected in the statblock.) However, it also takes a —4 penalty to Armor Class and takes 2 points of damage per round (this damage cannot be prevented), dying when it reaches 0 hp. The effects of Fiery Rage stack with those from any rage ability the character may have.

    While Raging, the creature cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells, drink potions, activate magic items, or read scrolls. It can use any feat it has except Combat Expertise, item creation feats, or metamagic feats.

    During a Rage, the creature must attack any other being it perceives. The creature is also violently aflame. Anything touching, or touched by, the base creature takes 1d6 Fire damage (2d6 if the base creature is Huge or bigger), plus one additional point per hit die of the base creature. For example, a 5 HD Medium creature does 1d6+5 fire damage. Opponents who take Fire damage must also make a DC 18 Reflex Save (Save DC is Constitution based) or catch fire. In each subsequent round, the burning opponent must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.)

    A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.

    Those unlucky enough to have their clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

    Squares occupied by, or adjacent to, the base creature automatically catch fire for as long as it is present, and for as long as there is fuel to burn after it moves. There is a chance each round the fire spreads as well. Roll a d20, if it rolls 15 or higher, all is well. On a 14 or less, 1d6 adjacent squares catch fire as well.

    *Treants have a +16 racial bonus on Hide checks made in forested areas

    Combat: Generally creatures with this template run about wily nilly setting everything ablaze.


    5E ...of Burning Rage
    Any Plant can take this Template.

    Alignment. Usually changes to Chaotic Evil.

    Challenge. Recalculate the Challenge Rating after you apply the template.

    Attributes. Base Creature loses -2 Intelligence, -2 Wisdom and -2 Charisma.

    Damage Resistances. The base creature gains resistance to the following types of damage: Bludgeoning, Slashing, Piercing.

    Damage Immunities. The base creature becomes immune to the following damage types: Cold, Fire.

    Condition Immunities. The base creature becomes immune to the following conditions: Charmed, Exhaustion, Frightened, Stunned or Unconscious.

    Vulnerabilities. Loses Vulnerability to Cold or Fire damage.

    Saving Throws. The creature becomes proficient in Strength Saving Throws.

    Dying. The base creature takes 2 points of damage per round at the beginning of each of it's turns, dying once it reaches 0 hit points. Effects that prevent or redirect this damage do not function.

    Heated Body. A creature that touches the Creature of Burning Hate or hits it with a melee attack while within 5 feet of it takes fire damage. Damage depends on Size: Size: Tiny (1d4), Small (1d6), Medium (1d8), Large (1d10), Huge (1d12), Gargantuan (2d8). If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes fire damage at the start of each of its turns. Damage amount is based on Size: Tiny (1d4), Small (1d6), Medium (1d8), Large (1d10), Huge (1d12), Gargantuan (2d8).

    Holocaust. AT the beginning of each of the creatures turn, roll a d20. If it rolls a 14 or less, 1d6 squares adjacent to it (or adjacent to any square that is burning) catch fire, doing 1d6 Fire damage to any creature that moves into, or ends it's turn on a flaming square.

    Illumination. The creature sheds bright light in a 30-foot radius and dim light in an additional 30 ft.

    Reckless. At the start of its turn, the creature can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

    New Action: Breath Weapon (Recharge 5-6).
    The creature exhales Fire in a Cone (length and damage depends on the base creatures Size: Tiny (10 ft., 1d6), Small (10 ft., 3d8), Medium (15 ft., 7d6), Large (30 ft., 16d6), Huge (60 ft, 18d6), or Gargantuan (90 ft. long, 26d6). Any creature in the area must make a Dexterity Save or take full damage (half as much on a successful one). Save DC is Con based.

    New Action: Multiattack. The base creature now does an additional attack per round when it uses Multiattack.

    Altered Action: Melee attack. The Base Creature gains a fiery aura that causes it's melee attacks to do extra Fire damage based on Size: Tiny (+1d3), Small (+1d4), Medium (+1d6), Large (+2d6), Huge (+3d6), or Gargantuan (+4d6). If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes fire damage at the start of each of its turns. Damage amount is based on Size: Tiny (1d4), Small (1d6), Medium (1d8), Large (1d10), Huge (1d12), Gargantuan (2d8).

    Lost Action: Animate Trees. The base creature can no longer perform this Action.




    Old Man Maple
    "Greetings! This is your host Harlan Jurgens, along with my assistant Jim! Today, on Mutual of Gnomeahaw's Wild Kingdom, we continue our search for The Spookity!

    Git Off Mah Lawn
    "With us is, and I can't believe I'm saying this, the unnamed forest witch."

    "All curses 50% off for the next two weeks!"

    "So what can you tell us about the Spookity?"

    "It's harmless enough. It just likes scaring people."

    "So what does it look like?"

    "It really does look like an average weasel."

    "Why a weasel?"

    "Dunno. Never asked."

    "AAAAAAAAAAAAAAAAAAAAAAAAHH!"

    "What was that?"


    A Tree of Uneven Temperament

    "Oh that's Old Man Maple. He asked for the Rite of Burning Vengeance."

    "I can't help but notice he's on fire."

    "Revenge has it's price."

    "He's also setting the forest on fire."

    "I'll fix that here in a second. Now let's discuss my fee..."
    Revised avatar by Trixie, New avvie by Crisis21!
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  6. - Top - End - #726
    Firbolg in the Playground
     
    Metastachydium's Avatar

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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    The Spookity
    Tiny Outsider (Chaos, Native)
    Skills: Balance +14, Bluff+8, Climb +14, Diplomacy +8, Escape Artist +8, Gather Information +8, Hide +18*, Jump +14, Knowledge (Geography, Local, Nature), Listen +8, Move Silently +10, Search +8, Sense Motive +8, Spot +8, Survival +8, Swim +14, Tumble +8, Use Magic Device +8
    There are some 16 skill points still availavble for spending, and no value attached for the Knowledge skills.

    Organization: Unique?
    This might be an issue, because, well this ability here

    Don't Corner It (Ex): Whenever the Spookity fails a Saving Throw against a Fear effect, it goes bugnuts psycho instead of becoming afraid. As a Full Round Action it does 2d6 piercing or slashing damage to everything within 10 feet of it. It keeps this ability as long as it would normally suffer from the Fear effect it failed it's Save against.
    is beautiful and I love it. But there's an awful lot of creatures, chief of which are most true dragons of any respectable size category, that have automatic fear effects attached; won't be taken out by 2d6 damage per round; and are absolute melee blenders. And being forced to perform ineffectual full-round attacks against such foes, which precludes running away, is not good for one's life expectancy.

    SCREE! (Su): As a Full Round Action, the Spookity can move up to twice it's full speed, and let out a terrifying screech. It appears to temporarily grow larger as well. Anything able to see or hear the Spookity must make a DC 15 Willpower Save or be Panicked for 1d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the Spookity's SCREE! for 24 hours. The save DC is Charisma-based.
    Mind the wording. By RAW, it renders an affected creature immune the moment it fails the save, thus negating the effect and making the ability (which I also like a lot otherwise) do basically nothing.

    Slippery (Ex): The Spookity permanently has the benefits of the Freedom of Movement spell.
    A wording issue again. Permanent duration spells can be dispelled, something that would be odd for an Ex ability.

    Quote Originally Posted by Bhu View Post
    ...Of Burning Rage

    ...of Burning Rage is an Acquired Template that can be applied to any intelligent, non-Aquatic Plant that has decided to go out in a blaze of glory. They burst into flame after completing a mystic ritual designed for that purpose. This is generally done as an act of revenge, an extreme protest, or because they have nothing left to lose. They immediately go on a fiery rampage, die, and then go on a continued fiery rampage in the afterlife.
    You just made me sad.

    Fiery Rage (Su): The base creature enters a Rage immediately after the ritual. While Raging, it gains a +6 bonus to Strength and, if it makes a full attack action, gains a single extra attack each round at it's highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, it also takes a —4 penalty to Armor Class and takes 2 points of damage per round (this damage cannot be prevented), dying when it reaches 0 hp.
    Cannot be prevented doesn't mean it cannot be healed, right?

    Advancement: These critters don't live long enough to advance.
    …which, in turn gives me hope this isn't neccessarily accurate.

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