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<blockquote data-quote="BOZ" data-source="post: 2292542" data-attributes="member: 1241"><p>#47</p><p></p><p></p><p></p><p></p><p>You’re right about that being a weird mechanic… a saving throw is really not appropriate when you’re trying to get something to affect you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>How does this look now?</p><p></p><p>Aura of Good Omen (Su): A CREATURE continually radiates an aura of good luck that affects creatures in a 30-foot radius. All good-aligned creatures within range (including the CREATURE itself) gain a +2 luck bonus to all attack rolls, damage rolls, ability checks, skill checks, and saving throws (these modifiers are not included in the CREATURE's statistics above).</p><p>The aura is so strong that it will persist for 1d4 days after a CREATURE is killed. If the CREATURE is still alive, the effects of the aura will remain with an affected creature for 1d4 days after moving out of range if the creature succeeds on a DC 14 Charisma check. The check DC is Charisma-based. The aura of good omen and its effects cannot be dispelled or negated by any effect less powerful than an antimagic field.</p><p></p><p></p><p>#49</p><p>Flight (Su): While it can awkwardly hop around on one leg, the HALFY prefers to move though the air, using its supernatural powers to propel itself.</p><p></p><p>Is that fine, kind of allowing them to float similarly to a beholder or something?</p><p></p><p>Nauseating Gaze (Su): Any creature that meets the HALFY's gaze must make a Will save DC 16 or immediately become nauseated.</p><p></p><p>This might be better off in a more standard format:</p><p>Nauseating Gaze (Su): Nauseated for X rounds, 30 feet, Fortitude DC X negates. The save DC is Charisma-based.</p><p></p><p>Thanks for the “typical spells” list. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="BOZ, post: 2292542, member: 1241"] #47 You’re right about that being a weird mechanic… a saving throw is really not appropriate when you’re trying to get something to affect you. :) How does this look now? Aura of Good Omen (Su): A CREATURE continually radiates an aura of good luck that affects creatures in a 30-foot radius. All good-aligned creatures within range (including the CREATURE itself) gain a +2 luck bonus to all attack rolls, damage rolls, ability checks, skill checks, and saving throws (these modifiers are not included in the CREATURE's statistics above). The aura is so strong that it will persist for 1d4 days after a CREATURE is killed. If the CREATURE is still alive, the effects of the aura will remain with an affected creature for 1d4 days after moving out of range if the creature succeeds on a DC 14 Charisma check. The check DC is Charisma-based. The aura of good omen and its effects cannot be dispelled or negated by any effect less powerful than an antimagic field. #49 Flight (Su): While it can awkwardly hop around on one leg, the HALFY prefers to move though the air, using its supernatural powers to propel itself. Is that fine, kind of allowing them to float similarly to a beholder or something? Nauseating Gaze (Su): Any creature that meets the HALFY's gaze must make a Will save DC 16 or immediately become nauseated. This might be better off in a more standard format: Nauseating Gaze (Su): Nauseated for X rounds, 30 feet, Fortitude DC X negates. The save DC is Charisma-based. Thanks for the “typical spells” list. :) [/QUOTE]
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