Xorn Stanchion: Difference between revisions

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   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = A xorn sees in all directions at the same time, giving it a bonus on Perception checks.  A xorn cannot be flanked.
| Ability-1-Description = A xorn sees in all directions at the same time, giving it a bonus on Perception checks.  In addition, a xorn does not grant any bonuses to attackers when it is flanked.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


moves the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a Fortitude save against the DC of the spell.
forces the xorn to the surface, and, unless it succeeds on a Fortitude save against the DC of the spell, it also gains the [[rattled]] condition until the start of the caster's next turn.
 
At its discretion, a xorn can make its burrowing permanent, rather than instantly filling in behind it.  These tunnels are as strong as the xorn would like, up to the limit imposed by the existing terrain.  That is, a xorn can create a tunnel that caves in immediately, with a cross-section equal to that of the xorn, or a tunnel that is as strong as if the xorn hadn't removed the earth.  Using this ability takes a standard action, in addition to the move action which generated the path in the first place.
 
Creatures above a caving in tunnel must succeed at a DC {{Save-DC}} Reflex save to avoid falling in.  A creature that makes this save may choose to land on their feet in the new hole, or jump back to an adjacent square, if possible.  This is forced movement and doesn't provoke an attack of opportunity.  A creature which fails takes {{Special-Swift-Dmg}} points of falling damage and falls [[Prone]] into the hole.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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<!--  SPECIAL ABILITY 3  -->
<!--  SPECIAL ABILITY 3  -->


| Ability-3-Name = Burrower
| Ability-3-Name = Earth-Linked


| Ability-3-Type = Su
| Ability-3-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-3-Action-Required = Move Action
| Ability-3-Action-Required = Automatic
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = At its discretion, a xorn can make its burrowing permanent, rather than instantly filling in behind it.  These tunnels are as strong as the xorn would like, up to the limit imposed by the existing terrain.  That is, a xorn can create a tunnel that caves in immediately, with a cross-section equal to that of the xorn, or a tunnel that is as strong as if the xorn hadn't removed the earth.  Using this ability takes a standard action, in addition to the move action which generated the path in the first place.
| Ability-3-Description = A xorn is [[hardened]] against all physical damage (half damage) while it is standing upon the groundIf anything causes the xorn to be [[quelled]], [[prone]], [[splayed]], or in any other way not ''standing'' on the ground, it loses this ability until it can regain its footing on solid ground.  
 
: Creatures above a caving in tunnel must succeed at a DC {{Save-DC}} Reflex save to avoid falling in.  A creature that makes this save may choose to land on their feet in the new hole, or jump back to an adjacent square, if possible.  This is forced movement and doesn't provoke an attack of opportunity.  A creature which fails takes {{Special-Swift-Dmg}} points of falling damage and falls [[Prone]] into the hole.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:

Revision as of 23:40, 26 July 2021