BOZ
Creature Cataloguer
Shade said:That'll probably suffice, although I think Cha should be even higher, maybe 27.
respectable.

Shade said:I vaguely remember empathy. For some reason I thought it was psionic.
I started a thread about it, but it doesn't seem that anyone else was quite sure about it either.

MC8 said:These natural attacks we capable of doing damage to any creature, even those normally only hit by magical weapons.
PSMC2 said:Its natural attacks're considered the equal of +5 weapons for purposes of harming creatures struck only by enchanted weapons.
BOZ said:the ki-rin already have a power like this, so we can copy that as well.
A t'uen-rin's horn is a +5 magic weapon, though its power disappears if it is removed from the t'uen-rin.
MC8 said:T'uen-rin may use mage spells at 20th level of ability. Each day they may use 15 1st-level spells, 14 2nd4evel spells, 13 3rd level spells, etc., all the way up to 7 9th-level spells.
PSMC2 said:T'uen-rin can cast wizard spells at the 20th level of ability. Each day, they may use 15 1st-level spells, 14 2nd-level spells, 13 3rd-level spells, on up to 7 9th-level spells. They're especially fond of the schools of illusion and enchantment but won't hesitate to use extremely powerful spells such as symbols, wishes, or power words against very powerful evil entities.
now, of course, the # of spells per day will be a bit different (9/5/5/4/4/4/3/3/3/3, but that's cool. We can work on the spell list a bit, but here's a starter:
Spells: T'uen-rin cast arcane spells as 20th-level sorcerers (6/8/8/8/8/7/7/7/7/6; save DC 18 + spell level). A typical t'uen-rin has access to the following spells: 0 - daze, ghost sound; 1st - hypnotism, silent image, sleep, ventriloquism; 2nd - blur, invisibility, misdirection, Tasha's hideous laughter; 3rd - displacement, suggestion; 4th - charm monster, confusion; 5th - symbol of sleep; 6th - symbol of fear, symbol of persuasion; 7th - power word blind, symbol of stunning, symbol of weakness; 8th - power word stun, symbol of death, symbol of insanity; 9th - power word kill, wish. The save DCs are Charisma-based. The save DCs are Charisma-based.
MC8 said:Tuen-rin may, once per day, create an awe effect, using their nearly divine presence to stun opponents. When creating an awe effect, the t'uen-rin rears up on its hind legs and lets out a commanding cry, Any being of a non-divine nature must immediately a save vs. spells at a - 6 penalty or be in awe. Awed beings will stand and stare at the t'uen-rin for a number of rounds equal to 20 minus their wisdom wore. For example, if a t'uen-rin awes two opponents-one of a 15 wisdom, the other of a 10 wisdom-the former will be stunned for five rounds, the latter for ten. Normally, a t'uen-rin will not attack awed opponents unless they are of great evil and need to be destroyed.
PSMC2 said:Once per day, a t'uen-rin may create an aura of divine awe. Any being of a nondivine nature within sight must survive a saving throw versus spell at -6 or be awed. Awed beings stand motionless for a number of rounds equal to 20 minus the creature's Wisdom score. For example, a character with a Wisdom of 12 would be awed for 8 rounds. Awed creatures recover after a 1-round delay it attacked physically. If the t'uen-rin chooses, it may follow up the awe with a special suggestion or emotion spell that affects every awed creature. A t'uen-rin could use this power to inspire an entire army to courage, or put a legion of evil creatures to flight. Normally, t'uen-rin don't attack creatures they've awed unless the creatures are evil and must be destroyed to deter them from their purpose.
BOZ said:as I said before, this is similar to the divine aura power in the D&DG book.
Shade said:Is that in the SRD? I have'nt looked at D&DG stuff in ages.
Why yes, yes it is! Similar or no?
SRD said:Divine Aura: The mere presence of a deity of rank 1 or higher can deeply affect mortals and beings of lower divine rank. All divine aura effects are mind-affecting, extraordinary abilities. Mortals and other deities of lower rank can resist the aura's effects with successful Will saves; the DC is 10 + the deity's rank + the deity's Charisma modifier. Deities are immune to the auras of deities of equal or lower rank. Any being who makes a successful saving throw against a deity's aura power becomes immune to that deity's aura power for one day. Divine aura is an emanation that extends around the deity in a radius whose size is a function of divine rank. The deity chooses the size of the radius and can change it as a free action. If the deity chooses a radius of 0 feet, its aura power effectively becomes non-functional. When two or more deities' auras cover the same area, only the aura that belongs to the deity with the highest rank functions. If divine ranks are equal, the auras coexist.
Divine Rank Divine Aura Size
1-5 10 ft./rank
6-10 100 ft./rank
11-15 100 ft./rank
16-20 1 mile/rank
The deity can make its own worshipers, beings of its alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until the deity dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura's radius. The deity can choose from the following effects each round as a free action.
Daze: Affected beings just stare at the deity in fascination. They can defend themselves normally but can take no actions.
Fright: Affected beings become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the deity makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Resolve: The deity's allies receive a +4 morale bonus on attack rolls, saves, and checks, while the deity's foes receive a -4 morale penalty on attack rolls, saves, and checks.
MC8 said:All truen-rin have powerful telepathic powers that allow them to read conscious thought, thus making it impossible to surprise one. They may also use this ability to detect lie without error.
PSMC2 said:The t'uen-rin's telepathy ability enables them to monitor conscious thoughts nearby, making them impossible to surprise. This also allows the t'uen-rin to know alignment and detect lie without error.
BOZ said:sounds a lot like the noctral doesn't it?![]()
Discern Lies (Su): When a t'uen-rin uses its telepathy to communicate with a creature, the t'uen-rin can discern lies, as the spell (caster level Xth) as a free action. The creature can resist with a DC X Will save. The save DC is Charisma-based.
MC8 said:A t'uen-rin, in addition to possessing all abilities of a ki-rin (the Monstrous Compendium, Volume 11, ki-rin entry), have the following divine abilities:
o Goodharvest: By using this ability, a t'uen-rin can cause any crops in a 20 square mile area to grow at maximum speed and yield a maximum harvest. They will often use this ability to aid farmers in trouble or reward those who have lived with integrity.
o Attack Evil; t'uen-rin, with the divine help of a god, can make a direct telepathic attack on all evil creatures in a 50 square mile area. Any evil beings of a nondivine nature in the area of affect of this power must make a saving throw vs. spells or migrate nut of the area within one week. Evil creatures will not enter the area for at least a month. This power is used to rid places of strong evil presences.
o End Blight: When a t'uen-rin uses its end blight ability, it can stop the spread of disease or plague within a 100 mile radius. This will cure all nonevil creatures within the area and stop the spread of the disease for one year.
BOZ said:not sure what to do with these - guess they are individual powers.
Shade said:I suppose so.
any thoughts?
PSMC2 said:No natural nonevil animal'll ever offer harm to a t'uen-rin.
PSMC2 said:Creatures of elemental air don't attack a t'uen-rin unless compelled by an evil force at least as powerful as the t'uen-rin.
we can combine these two into one, or have them as two separate but similar abilities. What else is similar to this?
PSMC2 said:Each day, the t'uen-rin can create nutritious food and beverage for 10d10 people, as well as 100 cubic feet of soft goods, 50 cubic of wood, and 20 cubic feet of stone or metal items. These creations are permanent.
T'uen-rin can assume gaseous form, become invisible, summon weather, and call lightning at will. They can freely enter the Ethereal or Astral Planes.
Copied directly from the ki-rin's entry (we should add invisibility):
Spell-Like Abilities: At will - astral projection (self plus 50 pounds of objects only), call lightning, control weather, etherealness (self plus 50 pounds of objects only), gaseous form, permanent image, wind walk. Once per day, a ki-rin can use a permanent creation ability that can create nutritious food and beverages for 2d12 people, 52 cubic feet of soft goods (cloth, pillows, blankets, clothing), or 18 cubic feet of wooden items. These creations are permanent, but otherwise similar to the major creation spell. Alternatively, the t'uen-rin can create metal items with a total weight up to 400 pounds, but such items last only ten times as long as similar items created with major creation.
All ki-rins' spell-like abilities are as the spells cast by an 18th-level caster (save DC 16 + spell level).