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Creature Catalogue Overhaul Project Revisited
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<blockquote data-quote="Cleon" data-source="post: 8086678" data-attributes="member: 57383"><p><span style="color: blue">Whirlpool I guess, since that's the Afanc's preferred trick. Here's the earlier versions:</span></p><p></p><p><strong><em>1E Monster Manual II</em></strong></p><p>…the creature usually attacks surface prey by swimming rapidly around it in closing circles, starting 100 feet out and closing at 20 feet per round to 40 feet. From its usual 15″ rate, the circling afanc propels itself at ever-faster speed, until a rate of as much as 30″ or more is attained. This swimming creates a whirlpool of size and power sufficient to draw down a ship of small to small-medium size (up to 60 feet in length). Ships will be dragged to the bottom at a rate of 10 feet per round.</p><p></p><p><strong><em>2E Monstrous Compendia</em></strong></p><p>When approached by a vessel between 30 and 60 feet in length, the afanc attacks by swimming rapidly around it in ever-closing circles, creating a whirlpool that pulls the craft into the depths. It begins circling its target at its normal movement rate, at a distance of 100 feet. At this time, it is near the surface of the water, but the partial cover of the water gives opponents firing missiles a -2 penalty to attack rolls, in addition to any range modifiers. Those foolish enough to enter melee with the afanc cause the creature to break off its attack on the ship and attempt to eat its attackers.</p><p></p><p>The afanc requires 1d4+4 rounds to create a whirlpool. Each round, it moves faster, closing to within 40 feet of the vessel. During each succeeding round, the ship spins faster and the afanc gains depth, increasing opponents’ missile attack penalties by -2 per round, to a maximum penalty of -12. The great fish eventually reaches a movement rate of 30, its increasing speed and innate magic creating a whirlpool that draws the ship down into the water after a period equal to one round per 10 feet of ship’s length. Since the attack is partially magical in nature, a <em>dispel magic</em> cast on the afanc, or some sort of magic resistance on the ship, decreases the rate of sinking by half (one round per 5 feet of ship’s length).</p><p></p><p><strong><em>3.0 Creature Catalogue:</em></strong></p><p><strong>Whirlpool (Ex)</strong>: An afanc can create a whirlpool by swimming in closer and closer circles around its target. It will usually attack craft between 30 feet and 60 feet in length in this way, starting near the surface of the water at a distance of 100 feet from the vessel, moving at its normal speed.</p><p></p><p>It takes the afanc 1d4+4 rounds to create the whirlpool, every round moving faster, closer to the ship, and deeper into the water. As it completes the attack, its speed is doubled, and it is within 40 feet of the ship, which begins to sink below the waves at a rate of 10 feet per round. This attack can be stopped by distractions, such as crew jumping or falling into the water, or successful attack by spells or missile weapons.</p><p></p><p><span style="color: blue">Points to note. The original 1E Afanc doesn't state how long it takes to initiate a Whirlpool so it might do so immediately. The fish circles at 100 foot radius on its first round, 80 on the second, 60 on the third and finishes up at a 40 foot radius on the fourth and subsequent rounds, which <em>might</em> mean the whirlpool takes 4 rounds to establish and is 40 feet in radius. Presumably this is where the 2E version's 1d4+4 rounds is derived from.</span></p><p><span style="color: blue"></span></p><p><span style="color: blue">In both 1E and 2E, the whirlpool takes 1 round to drag down a ship per 10 feet of the ship's length. Which seems a bit odd - you'd expect it'd depend on seaworthiness or something - but I suppose the Afanc could be using its magical ability to literally "drag the ship down" and it just happens to depend on the target vessel's dimensions. </span></p><p><span style="color: blue"></span></p><p><span style="color: blue">The 2E version says the Afanc swims deeper as it forms the whirlpool, imposing increasing penalties on missile attacks from the surface. I think we'd better follow that lead, but we can just use the standard Underwater Combat Rules:</span></p><p></p><p><strong>SRD</strong></p><p><em>Ranged Attacks Underwater:</em> Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a -2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.</p><p></p><p><em>Attacks from Land:</em> Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Landbound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.</p><p></p><p><span style="color: blue">Hmm… if submerged creatures have total cover against opponents on land presumably that applies to opponents on ships or flying, in which case "if you don’t have line of effect to your target he is considered to have total cover from you. You can’t make an attack against a target that has total cover", so the combat penalties for shooting missiles at the Afanc are irrelevant as people on a ship can't make attacks. That seems screwy. I think we can rationalize it away by saying the Afanc is only partially submerged. Swimming on the surface normally gives improved cover (+8 AC, +4 on Reflex saves) so presumably it's just gradually swims deeper and deeper until it get +12 AC.</span></p><p><span style="color: blue"></span></p><p><span style="color: blue">Oh, I guess we should also give it a half bonus to Reflex saves for the sake of consistency.</span></p><p><span style="color: blue"></span></p><p><span style="color: blue">In closing, we might want to crib a few pointers from the Water Elemental's vortex special attack:</span></p><p></p><p><strong>Vortex (Su):</strong> The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.</p><p></p><p>The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space.</p><p></p><p>Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see table for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects varies with the elemental’s size. The save DC is Strength-based.</p><p></p><p>Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.</p><p></p><p>The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.</p><p></p><p>If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.</p><p></p><p>Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.</p><p></p><p>An elemental in vortex form cannot make slam attacks and does not threaten the area around it.</p><p></p><p><span style="color: blue">I think I'll whip up a Whirlpool Rough Draft in my next post to avoid cluttering up this post even more.</span></p></blockquote><p></p>
[QUOTE="Cleon, post: 8086678, member: 57383"] [COLOR=blue]Whirlpool I guess, since that's the Afanc's preferred trick. Here's the earlier versions:[/COLOR] [B][I]1E Monster Manual II[/I][/B] …the creature usually attacks surface prey by swimming rapidly around it in closing circles, starting 100 feet out and closing at 20 feet per round to 40 feet. From its usual 15″ rate, the circling afanc propels itself at ever-faster speed, until a rate of as much as 30″ or more is attained. This swimming creates a whirlpool of size and power sufficient to draw down a ship of small to small-medium size (up to 60 feet in length). Ships will be dragged to the bottom at a rate of 10 feet per round. [B][I]2E Monstrous Compendia[/I][/B] When approached by a vessel between 30 and 60 feet in length, the afanc attacks by swimming rapidly around it in ever-closing circles, creating a whirlpool that pulls the craft into the depths. It begins circling its target at its normal movement rate, at a distance of 100 feet. At this time, it is near the surface of the water, but the partial cover of the water gives opponents firing missiles a -2 penalty to attack rolls, in addition to any range modifiers. Those foolish enough to enter melee with the afanc cause the creature to break off its attack on the ship and attempt to eat its attackers. The afanc requires 1d4+4 rounds to create a whirlpool. Each round, it moves faster, closing to within 40 feet of the vessel. During each succeeding round, the ship spins faster and the afanc gains depth, increasing opponents’ missile attack penalties by -2 per round, to a maximum penalty of -12. The great fish eventually reaches a movement rate of 30, its increasing speed and innate magic creating a whirlpool that draws the ship down into the water after a period equal to one round per 10 feet of ship’s length. Since the attack is partially magical in nature, a [I]dispel magic[/I] cast on the afanc, or some sort of magic resistance on the ship, decreases the rate of sinking by half (one round per 5 feet of ship’s length). [B][I]3.0 Creature Catalogue:[/I] Whirlpool (Ex)[/B]: An afanc can create a whirlpool by swimming in closer and closer circles around its target. It will usually attack craft between 30 feet and 60 feet in length in this way, starting near the surface of the water at a distance of 100 feet from the vessel, moving at its normal speed. It takes the afanc 1d4+4 rounds to create the whirlpool, every round moving faster, closer to the ship, and deeper into the water. As it completes the attack, its speed is doubled, and it is within 40 feet of the ship, which begins to sink below the waves at a rate of 10 feet per round. This attack can be stopped by distractions, such as crew jumping or falling into the water, or successful attack by spells or missile weapons. [COLOR=blue]Points to note. The original 1E Afanc doesn't state how long it takes to initiate a Whirlpool so it might do so immediately. The fish circles at 100 foot radius on its first round, 80 on the second, 60 on the third and finishes up at a 40 foot radius on the fourth and subsequent rounds, which [I]might[/I] mean the whirlpool takes 4 rounds to establish and is 40 feet in radius. Presumably this is where the 2E version's 1d4+4 rounds is derived from. In both 1E and 2E, the whirlpool takes 1 round to drag down a ship per 10 feet of the ship's length. Which seems a bit odd - you'd expect it'd depend on seaworthiness or something - but I suppose the Afanc could be using its magical ability to literally "drag the ship down" and it just happens to depend on the target vessel's dimensions. The 2E version says the Afanc swims deeper as it forms the whirlpool, imposing increasing penalties on missile attacks from the surface. I think we'd better follow that lead, but we can just use the standard Underwater Combat Rules:[/COLOR] [B]SRD[/B] [I]Ranged Attacks Underwater:[/I] Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a -2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range. [I]Attacks from Land:[/I] Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Landbound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects. [COLOR=blue]Hmm… if submerged creatures have total cover against opponents on land presumably that applies to opponents on ships or flying, in which case "if you don’t have line of effect to your target he is considered to have total cover from you. You can’t make an attack against a target that has total cover", so the combat penalties for shooting missiles at the Afanc are irrelevant as people on a ship can't make attacks. That seems screwy. I think we can rationalize it away by saying the Afanc is only partially submerged. Swimming on the surface normally gives improved cover (+8 AC, +4 on Reflex saves) so presumably it's just gradually swims deeper and deeper until it get +12 AC. Oh, I guess we should also give it a half bonus to Reflex saves for the sake of consistency. In closing, we might want to crib a few pointers from the Water Elemental's vortex special attack:[/COLOR] [B]Vortex (Su):[/B] The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet. The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space. Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see table for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects varies with the elemental’s size. The save DC is Strength-based. Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell. An elemental in vortex form cannot make slam attacks and does not threaten the area around it. [COLOR=blue]I think I'll whip up a Whirlpool Rough Draft in my next post to avoid cluttering up this post even more.[/COLOR] [/QUOTE]
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