BOZ
Creature Cataloguer
#28
more thoughts on this one?
I don't know that this one needs to be separated into two abilities.
And yes, it does have a burrow speed, and it moves through earth like a xorn. Good catch.
Subsume (Su): FAERIEs who successfully grapple an opponent may attempt to Subsume them, drawing them magically beneath the surface of the earth and entombing them there. A helpless foe - for example, one placed under the FAERIE's sleep ability - can be automatically drawn beneath the surface in one round. In order to Subsume an active opponent, an FAERIE must succeed at four consecutive pin attempts. If multiple FAERIEs are grappling a single opponent, then they merely have to make four successful pin attempts collectively. In this situation, pin attempts may be failed, so long as the victim never breaks free of all the pins. Once the fourth pin attempt is successful, the FAERIE begins drawing the character beneath the surface of the earth. The victim must make a Reflex save (DC 20) in order to avoid being completely Subsumed. So long as the pin is maintained, however, all of the FAERIEs involved in the grapple may continue attempting to subsume the character as a standard action. Once beneath the surface of the earth, the victim will immediately begin suffocating as per the standard D20 System rules. The FAERIEs will typically continue moving the character towards their gem, which may be as far as 300 yards away. Each round the victim must make another Reflex save (DC 20) for each FAERIE involved in the subsume attempt - each failure indicates that the FAERIEs have moved him an additional 10 feet. There are tales of FAERIEs who have taken a fancy-to particular victims, choosing to keep them alive beneath the surface of the earth in subterranean caverns so long as they continue pleasing their captors.
#29
maybe I'm missing something somewhere (maybe I am), but in 3.5 MM all I see for land animals is a "Carrying Capacity" section, and not really any info on training the creature. For flying mounts, it is different.
THING AS MOUNTS
THING make excellent special mounts for halfling and gnome paladins. THING can only carry RIDERS of Small size (not dwarves), and have the same carrying capacity as a riding dog. A THING can fight while carrying a rider, but the rider cannot also attack unless he succeeds at a Ride check. Riders take no damage when they fall from a THING. If trained for war, THING can make trip attacks just as wolves do.
Training a THING as a mount requires a Handle Animal check (DC 25 for a young creature, or DC 30 for an adult) and that the THING be willing. THING pups are worth 2,000 gp each on the open market. Professional trainers charge 500 gp to rear or train a THING, and THING can wear any saddle suitable to a riding dog.
#32
should that do the trick? Then I'll rewrite it a bit to resemble the Snatch feat and remove the Improved Grab.
Snatch (Ex): A BIRDIE can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the BIRDIE gets a hold on a creature one or more sizes smaller, it squeezes each round for automatic bite or claw damage.
The BIRDIE can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6x10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.
And I would want to incorporate these parts:
It can drop a snatched creature as a free action or use a standard action to fling it aside or dash it against a rock. A creature dashed against a rock suffers 4d6 points of damage and must succeed at a Fortitude save (DC 16) or be stunned for 1 round; stunned creatures lose their Dexterity bonus to AC, can take no actions, and foes gain a +2 bonus to hit them.
How about these other sections?
BIRDIE AS MOUNTS
BIRDIE arc sometimes captured while young and trained as aerial mounts by rangers, druids, or other defenders of jungles and rain forests. These great birds serve almost willingly if fed a healthy diet of tasty forest mammals or big, juicy insects. BIRDIE can be trained as aerial mounts with a successful Handle Animal skill check (DC 22). This DC may be reduced by 2 points if the BIRDIE is "bribed" with a large selection of its favorite foods.
BIRDIE TREASURES
The remains of a BIRDIE are valuable for their use as food and in creating magical tools. A BIRDIE's beak can be combined with a Craft (taxidermy) check (DC 12) and a. gentle repose, spell to create a horn capable of sounding the BIRDIE's dreaded screech. Each of a BIRDIE's wings provide enough material to be made into a cape of feather falling for one Medium-sized creature. The delicate plumage on these wings, if handled properly with a Craft (weaving) check (DC 15), provides a +1 equipment bonus to the caster level of the resulting cape. If mishandled, the feathers are still a handsome foundation for such an item. BIRDIE feathers are considered of natural masterwork quality due to their size and durability.
more thoughts on this one?
Knight Otu said:>>
Subsume (Su): FAERIEs who successfully grapple an opponent may attempt to Subsume them, drawing them magically beneath the surface of the earth and entombing them there. A helpless foe - for example, one placed under the FAERIE's sleep ability - can be automatically drawn beneath the surface in one round. In order to Subsume an active opponent, an FAERIE must succeed at four consecutive pin attempts. Once the fourth pin attempt is successful, the FAERIE begins drawing the character beneath the surface of the earth. The victim must make a Reflex save (DC 20) in order to avoid being completely Subsumed. So long as the pin is maintained, however, all of the FAERIEs involved in the grapple may continue attempting to subsume the character as a standard action. Once beneath the surface of the earth, the victim will immediately begin suffocating. The FAERIEs will typically continue moving the character towards their gem, which may be as far as 300 yards away. Each round the victim must make another Reflex save (DC 20) for each FAERIE involved in the subsume attempt - each failure indicates that the FAERIEs have moved him an additional 10 feet. There are tales of FAERIEs who have taken a fancy to particular victims, choosing to keep them alive beneath the surface of the earth in subterranean caverns so long as they continue pleasing their captors.
Cooperative Subsumption (Su): If multiple FAERIEs are grappling a single opponent, then they merely have to make four successful pin attempts collectively to subsume a character. In this situation, pin attempts may be failed, so long as the victim never breaks free of all the pins.
<<
That might call for a major rewrite... I trust it has a burrow speed? If so, we might be able to use that.
I don't know that this one needs to be separated into two abilities.
And yes, it does have a burrow speed, and it moves through earth like a xorn. Good catch.

Subsume (Su): FAERIEs who successfully grapple an opponent may attempt to Subsume them, drawing them magically beneath the surface of the earth and entombing them there. A helpless foe - for example, one placed under the FAERIE's sleep ability - can be automatically drawn beneath the surface in one round. In order to Subsume an active opponent, an FAERIE must succeed at four consecutive pin attempts. If multiple FAERIEs are grappling a single opponent, then they merely have to make four successful pin attempts collectively. In this situation, pin attempts may be failed, so long as the victim never breaks free of all the pins. Once the fourth pin attempt is successful, the FAERIE begins drawing the character beneath the surface of the earth. The victim must make a Reflex save (DC 20) in order to avoid being completely Subsumed. So long as the pin is maintained, however, all of the FAERIEs involved in the grapple may continue attempting to subsume the character as a standard action. Once beneath the surface of the earth, the victim will immediately begin suffocating as per the standard D20 System rules. The FAERIEs will typically continue moving the character towards their gem, which may be as far as 300 yards away. Each round the victim must make another Reflex save (DC 20) for each FAERIE involved in the subsume attempt - each failure indicates that the FAERIEs have moved him an additional 10 feet. There are tales of FAERIEs who have taken a fancy-to particular victims, choosing to keep them alive beneath the surface of the earth in subterranean caverns so long as they continue pleasing their captors.
#29
BOZ said:So the text is otherwise OK? I forget, is there any sections like this in the 3.5 MM? The only ones I remember seeing were for flying mounts.
Knight Otu said:looks good. And yes, I believe there are comparable sections.
maybe I'm missing something somewhere (maybe I am), but in 3.5 MM all I see for land animals is a "Carrying Capacity" section, and not really any info on training the creature. For flying mounts, it is different.
THING AS MOUNTS
THING make excellent special mounts for halfling and gnome paladins. THING can only carry RIDERS of Small size (not dwarves), and have the same carrying capacity as a riding dog. A THING can fight while carrying a rider, but the rider cannot also attack unless he succeeds at a Ride check. Riders take no damage when they fall from a THING. If trained for war, THING can make trip attacks just as wolves do.
Training a THING as a mount requires a Handle Animal check (DC 25 for a young creature, or DC 30 for an adult) and that the THING be willing. THING pups are worth 2,000 gp each on the open market. Professional trainers charge 500 gp to rear or train a THING, and THING can wear any saddle suitable to a riding dog.
#32
Knight Otu said:Bonus feats can do miracles!
BOZ said:even if it doesn't meet the size prerequisite?
Knight Otu said:You know, the size requirement isn't really the problem. But the size limitations are... better keep it as a special attack in that case.
should that do the trick? Then I'll rewrite it a bit to resemble the Snatch feat and remove the Improved Grab.
Snatch (Ex): A BIRDIE can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the BIRDIE gets a hold on a creature one or more sizes smaller, it squeezes each round for automatic bite or claw damage.
The BIRDIE can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6x10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.
And I would want to incorporate these parts:
It can drop a snatched creature as a free action or use a standard action to fling it aside or dash it against a rock. A creature dashed against a rock suffers 4d6 points of damage and must succeed at a Fortitude save (DC 16) or be stunned for 1 round; stunned creatures lose their Dexterity bonus to AC, can take no actions, and foes gain a +2 bonus to hit them.
How about these other sections?
BIRDIE AS MOUNTS
BIRDIE arc sometimes captured while young and trained as aerial mounts by rangers, druids, or other defenders of jungles and rain forests. These great birds serve almost willingly if fed a healthy diet of tasty forest mammals or big, juicy insects. BIRDIE can be trained as aerial mounts with a successful Handle Animal skill check (DC 22). This DC may be reduced by 2 points if the BIRDIE is "bribed" with a large selection of its favorite foods.
BIRDIE TREASURES
The remains of a BIRDIE are valuable for their use as food and in creating magical tools. A BIRDIE's beak can be combined with a Craft (taxidermy) check (DC 12) and a. gentle repose, spell to create a horn capable of sounding the BIRDIE's dreaded screech. Each of a BIRDIE's wings provide enough material to be made into a cape of feather falling for one Medium-sized creature. The delicate plumage on these wings, if handled properly with a Craft (weaving) check (DC 15), provides a +1 equipment bonus to the caster level of the resulting cape. If mishandled, the feathers are still a handsome foundation for such an item. BIRDIE feathers are considered of natural masterwork quality due to their size and durability.