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<blockquote data-quote="BOZ" data-source="post: 2675905" data-attributes="member: 1241"><p>OK, getting serious. <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>We may want to give this guy something similar to what we gave the vagabond for inhabiting a host?</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p> </p><p></p><p> </p><p></p><p>here is what was given (I think by Erica) in the original conversion:</p><p></p><p> Foresight (Su): The tween has the ability to see a few seconds into the future and can telepathically warn its host of impending danger. Neither the recipient nor the host can be surprised or caught flat-footed.</p><p></p><p> Bend Reality (Su): The tween bends reality in favor of its host. This grants the host the ability to reroll one roll each round, with the most favorable result of the two being taken.</p><p></p><p> Each creature within 60 feet of the tween or host, be it friend or foe, is affected, as the tween absorbs their luck to fuel its own power. Each creature (except the tween or host) must reroll one roll each round they remain in the area, taking the least advantageous result.</p><p></p><p></p><p>this might be useful, if for nothing else than flavor text:</p></blockquote><p></p>
[QUOTE="BOZ, post: 2675905, member: 1241"] OK, getting serious. ;) We may want to give this guy something similar to what we gave the vagabond for inhabiting a host? here is what was given (I think by Erica) in the original conversion: Foresight (Su): The tween has the ability to see a few seconds into the future and can telepathically warn its host of impending danger. Neither the recipient nor the host can be surprised or caught flat-footed. Bend Reality (Su): The tween bends reality in favor of its host. This grants the host the ability to reroll one roll each round, with the most favorable result of the two being taken. Each creature within 60 feet of the tween or host, be it friend or foe, is affected, as the tween absorbs their luck to fuel its own power. Each creature (except the tween or host) must reroll one roll each round they remain in the area, taking the least advantageous result. this might be useful, if for nothing else than flavor text: [/QUOTE]
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