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#34
How about this ability?

Controlled Burning (Su): When ten or more fire sprites get together, they may start a fire over which they have complete control. They determine how fast and how far it spreads, what it uses for fuel, which vegetation is affected, how long it lasts, etc.


#35
Knight Otu said:
Magical Beast

good. I was thinking the same. ;)

Knight Otu said:
Razor Beak?

Decepticon! ;)

Knight Otu said:
Flock of Razors (Ex): BIRDs always succeed to aid another BIRD on it's attack, but only grant a +1 bonus to hit this way. A BIRD can choose to aid another normally.

I’m not sure if that one makes sense to me.

BOZ said:
Flock of Razors (Ex): Multiple BIRDs can combine to commit a single attack against one or more targets. A BIRD may use its slicing dive ability but forgo its attack in order to grant a +1 bonus to hit to a single other BIRD that attacks the same target that round. The BIRD still uses a standard action as normal to complete its slicing dive. For example, five BIRDs attack a single target. Four of them could forgo their attacks to grant the fifth a +4 total bonus to hit. Note that a BIRD could opt to use the aid another action to grant its ally a +2 bonus to hit, but that action requires an attack against AC 10 to successfully confer a bonus.

Knight Otu said:
Flyby Attack and:

he needed a feat anyway. ;)

How was this ability?

Razor Beak (Ex): The BIRD's sharp, edged beak allows it to easily evade grappling attempts and most nets and other snares. A person attempting to grapple a BIRD automatically suffers ld8-2 damage per round he grapples him. This damage is inflicted at the end of his turn if he has a hold on the bird. A BIRD trapped in a net automatically inflicts 1d8-2 damage to it each round it remains caught.


#36
how are its abilities?

Wail of Despair (Ex): Any creature coming within 30 ft. of the WILLOW (and who can hear the wail) must make a Will save (DC 15) or simply lie down next to the tree and cry. Those who succeed are still deeply saddened, as if affected by an emotion: despair spell. Creatures must make a save each round they are within the song's range (30 ft.) until they fail. Those affected will not take any actions (even in self defense) unless influenced by magic or a stronger emotion, in which case they may make another save at +4 to break the influence of the wail.
Digestion (Ex): A living creature that dies within 20 ft. of the WILLOW begins to decompose at an accelerated rate. It takes one third the normal time for the creature to decompose completely (leaving only a skeleton), and spells that preserve dead (such as gentle repose) are ineffective. The tree is healed ld4 points of damage for every hit die of the digested creature.
 

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#34
It seems ok ta first glance...

#35
What's a decept, and why does it need an icon? ;)

I’m not sure if that one makes sense to me.
They may choose to always succeed on the attack roll against AC 10 required to successfully "aid another," as per the action. If they do so, the bonus is reduced to +1. They still may choose to roll that attack normally, in which case the +2 bonus still applies.

Razor Beak (Ex): The BIRD's sharp, edged beak allows it to easily evade grappling attempts and most nets and other snares. A person attempting to grapple a BIRD automatically suffers ld8-2 damage per round he grapples him. This damage is inflicted at the end of his turn if he has a hold on the bird. A BIRD trapped in a net automatically inflicts 1d8-2 damage to it each round it remains caught.
Razor Beak (Ex): The BIRD's sharp, edged beak allows it to easily evade grappling attempts and most nets and other snares. Any character grappling a BIRD suffers automatic Beak damage in each round he grapples the bird. The BIRD deals the same damage to nets and similar snares trapping it.

#36
Wail of Despair (Ex): The WILLOW constantly emits a sorrowful sound inspiring despair in all creatures within 30 feet of the WILLOW. Those who fail a DC ?? Will save simply lie down where they are and cry. Those who succeed are still deeply saddened, as if affected by a crushing despair spell. Creatures must make a save each round they are within the song's range (30 ft.) until they fail. Those affected are effectively dazed, and can not take any actions unless influenced by magic or a stronger emotion, in which case they may make another save with a +4 bonus to break the influence of the wail. This is a mind-affecting sonic ability. The save DC is Charisma-based.

Digestion is a bit of an oddball. Why 20 feet instead of 30? How often, or at what rate does it heal the damage? Any hints from the unposted portions?

Digestion (Ex): A living creature that dies within 20 ft. of the WILLOW begins to decompose at an accelerated rate. It takes one third the normal time for the creature to decompose completely (leaving only a skeleton), and spells that preserve dead (such as gentle repose) are ineffective. The tree is healed 1d4 points of damage for every hit die of the digested creature.
 

#35
Knight Otu said:
They may choose to always succeed on the attack roll against AC 10 required to successfully "aid another," as per the action. If they do so, the bonus is reduced to +1. They still may choose to roll that attack normally, in which case the +2 bonus still applies.

I think I get you now. let me try that over, written a little differently:

Flock of Razors (Ex): A BIRD that aids another attacking bird may automatically grant a +1 bonus to either its attack roll of AC without having to make an attack roll. It may also uses its slicing dive ability when performing this action. A BIRD can choose to use the aid another action normally, but still needs to make an attack roll if it does so.


#36
Knight Otu said:
Digestion is a bit of an oddball. Why 20 feet instead of 30? How often, or at what rate does it heal the damage? Any hints from the unposted portions?

I don’t know – bad design again, it seems. ;) it even attacks with its roots, which have a 30 foot reach. one would assume, logically, that means the ability should work out to 30 rather than 20.

from the description, it sounds like the tree would heal all at once, presumably after the body is done decomposing (I have no idea at what rate a corpse normally decomposes down to a skeleton).

Any ideas?


Digestion (Ex): A living creature that dies within 20 ft. of the WILLOW begins to decompose at an accelerated rate. It takes one third the normal time for the creature to decompose completely (leaving only a skeleton), and spells that preserve dead (such as gentle repose) are ineffective. The tree is healed 1d4 points of damage for every hit die of the digested creature.
 

#36
Then, we should expand it to 30 feet, shouldn't we?

Digestion (Ex): A living creature that dies within 30 ft. of the WILLOW begins to decompose quickly, and spells that preserve dead (such as gentle repose) are ineffective. The corpses decompose at a rate of 1 Hit Die per day, leaving only a skeleton, and the WILLOW heals 1d4 hit points for each Hit Die digested this way.
 

Sounds as good as anything. ;) here’s a few new ones:

#37
given the weird advancement line, and the general nature of this critter, I wonder if I shouldn’t just turn this into a template? I’ll ask Joe & Suzi.

Medium-Size Undead
Hit Dice: 3dl2 (19 hp)
lnitiative:+2 (+2 Dex)
Speed: Fly 30 ft. (good)
AC 13 (+2 Dex, +1 natural), touch12, flat-footed 11
Face/reach:5ft. by 5 ft/5 ft.
Special Attacks: Fear aura, paralyzing howl, trumpet of doom
Special Qualities: Incorporeal, reflection susceptible, undead
Saves: Fort +1, Ref+3, Will +4
Abilitics: Str —, Dex 14, Con —, Int 4, Wis l2,Cha —
Skills: Intuit Direction +7, Listen +6,
Feats: Track
Climate/Terrain: Any forest
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium; e.g., ram, boar, stag, crocodile), 5-7 HD (Large; e.g., bear, bison, lion), 7-9 HD (Huge; e.g., elephant, great rhinoceros); Special: Save DCs increase by +1/EHD
Level Equivalence: —
Languages: —
Unless a hunting party takes a druid with it to perform sacred rites on the dead game, a ANIMAL GHOST may arise from any use of Wilderness Lore to hunt in the wild.
The ghost rises at sunset on the first day of the full moon after its death. It hunts only at night, vanishing at sunrise. Its horrific appearance is so potent it would frighten off the ghost itself should it gaze upon its own visage. For this reason, it will not track its prey across open water (ponds, streams, seas) or when the moon is bright (half moon or brighter). The ghost relents in these cases, but only temporarily. During the dark of the new moon, the ghost will cross even large bodies of water to find its prey.
Similarly, if the ghost is turned by a cleric (it cannot be rebuked or commanded), it flees into the darkness. Still, it will return the following and subsequent nights until it is killed, it kills those who desecrated it, or the full moon, whichever comes first.
The ghost hunts its quarry until the dawn of the final night of the full moon cycle. Apart from terrifying its quarry as it pursues them, this is the only time it actually attacks. If it fails to kill its prey before dawn of the next day, it vanishes in the rays of first light, never to be seen again. Legends surrounding these ghosts mention groups of revenants that failed to slay their desecraters and the howls and ghostly forms of the Thwarted Pack who roam the forests still.
Combat
Fear Aura (Su): The terrible vision of the ghost causes fear to all in a 60-foot radius who gaze upon its loathsome form. Viewers must make a Willpower save (DC 15) or flee in terror and temporarily lose two points of Wisdom. The ghost can press this attack up to three times per night, but characters only lose Wisdom the first time they fail their save. It returns to haunt its prey each night until the moon is full.
Incorporeal: The ghost can be harmed only by other incorporeal creatures, +1 or better weapons, or magic, Even then, there is a 50% chance that damage from a corporeal source will not affect it. It can pass through solid objects at will, and its own attacks pass through armor o armor modifiers apply to victim's AC). The ghost moves silently without fail.
Paralyzing Howl (Sp): During the full moon, the ghost can issue a terrifying howl that can paralyze as a hold person spell (caster level equals ghost's HD+5).: This attack affects only those who inflicted harm upon it in life or desecrated (ate from) its carcass. It can perform this action once per round.
Reflection Susceptible: The ghost is susceptible to its own horrifying reflection, and avoids crossing still water or approaching similar reflective surfaces. When encountering its own reflection, it must make a Reflex save (DC 15). Failure results in the creature fleeing and going to ground until the following night.
Trumpet of Doom (Su): Once its victims are immobilized and the innocents have fled, the ghost trumpets a final, mournful lamentation to bring death to its slayers. All listeners within 150 feet must make a Fortitude save (DC 10 + 2 for every 3 HD of ghost) or die from fright.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease, death effects and necromantic effects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage.


#38
have a look at the abilities:

Glow (Ex): MANTIS-FEYs can cause their abdomens to glow at will with an eerie green light, illuminating a 10 feet radius centered on the MANTIS-FEY.
Keen Sight (Ex): The MANTIS-FEY's antennae grant them extraordinary perception. Their senses are so keen that they can spot a moving object or creature even if it is invisible, ethereal, or astral. Only by remaining perfectly still do such creatures have a chance of avoiding the MANTIS-FEY's notice. Even while totally motionless, the MANTIS-FEY gains a Spot check against DC 15 to perceive the hidden creature.
Spell-like Abilities: 3/day—darkness, detect thoughts, entangle, permanent image, scare, seeming and summon swarm (praying mantis). These abilities are as the spells cast by a 7th-level sorcerer (save DC 11 + spell level).
Stinger (Ex): Any humanoid struck by a MANTIS-FEY's stinger must succeed at a Will save (DC 12) or be affected as though by a charm person spell cast by a 9th-level sorcerer.
Unnaturally Fast (Ex): The reactions of MANTIS-FEYs are so fast that they receive an extra partial action each round, taken cither before or after their normal action


#39
have a look at this one’s extra stuff:

Campaign
If the preservation spell (see p. 101) is cast upon the corpse of a STAG-BIRD, its feathers and antlers can be used to enhance spells or increase weapon damage.
The corpse of a male STAG-BIRD produces 1d100 usable feathers. The feathers can be used in two ways. When used as the component in a. feather fall spell, the feather of the STAG-BIRD doubles the normal duration of the spell, regardless of the caster's level. The feather loses its potency after one use. If fashioned into a writing quill and used to inscribe a fly spell, the STAG-BIRD's feather enhances the normal potency of the spell to function several levels higher than the caster who inscribes it. The enhancement amounts to +1 caster level per hit die of the STAG-BIRD. The feather loses this magicaJ property once the fly spell has been inscribed.
The antlers of a STAG-BIRD can be used to increase the potency of any weapons that spend time in the air. If fashioned into arrowheads, darts, or javelin tips, they increase the damage die by one level. Thus, a d6 becomes a d8.
The heart of the STAG-BIRD contains the essence of its supernatural wisdom and intelligence. By eating the heart, a character gains one of the following abilities: 25% chance of detect thoughts (as per the spell), 25% chance of clairvoyance (as per the spell), 25% chance of detect evil (as per the spell), or 25% chance of wisdom (as per the potion). All spell effects operate at a caster level equal to the minimum caster level, but last a number of days equal to the STAG-BIRD's hit dice. There is a 5% chance that the effects will be permanent. The heart of the STAG-BIRD is large enough to bestow its properties on a number of medium-size PCs equal to its hit dice, or half again this number of small-sized characters.

Preservation
Transmutation
Level: Drd 3
Components: V,S,F
Casting Time: One hour
Range: Touch
Effect: One dead animal, beast, or magical beast
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell is cast on the corpse of a recently slain creature (no more than 30 minutes after death). If the creature’s hide or natural weapons had magical, supernatural, or extraordinary properties, they are preserved, and remain even after a smith makes weapons or armor from the creature’s body. While the spell is permanent, the effect may be discharged upon use, depending on the creature and the ability.
 


is it the same one? i will need to go back and see if it was from the same source - if so, i will just copy the one we used.
 

I'm pretty sure it's the same one. Anyway...

#37
I agree it should be a template. Besides, some things about the stats are a bit... strange. If I didn't know better, I'd say these guys are straight out of Creature Collection I (unrevised).

Assuming a base creature - Crocodile seems to work rather well here, stat-wise. If we rewrite it as a template, I'd use the boar, though.

#38

Glow (Ex): MANTIS-FEYs can cause their abdomens to glow at will with an eerie green light, illuminating a 10 feet radius centered on the MANTIS-FEY.
Remove, and add this to the general text:
MANTIS-FEYs can cause their abdomebs to glow at will with an eerie green light. This light sheds bright illumination in a 5-foot radius and shadowy illumination in a 10-foot radius.

Keen Sight (Ex): The MANTIS-FEY's antennae grant them extraordinary perception. Their senses are so keen that they can spot a moving object or creature even if it is invisible, ethereal, or astral. Only by remaining perfectly still do such creatures have a chance of avoiding the MANTIS-FEY's notice. Even while totally motionless, the MANTIS-FEY gains a Spot check against DC 15 to perceive the hidden creature.
Blindsense? And maybe a bit more...

Spell-like Abilities: 3/day—darkness, detect thoughts (DC 13), entangle (12), permanent image (DC 17), scare (13), seeming (DC 16) and summon swarm. Caster level 7th. The save DCs are Charisma-based.

Stinger (Ex): Any humanoid struck by a MANTIS-FEY's stinger must succeed at a Will save (DC 12) or be affected as though by a charm person spell cast by a 9th-level sorcerer.
The save DC is Charisma-based.

Unnaturally Fast (Ex): The reactions of MANTIS-FEYs are so fast that they receive an extra partial action each round, taken cither before or after their normal action
Quickness (Su): (Although not particularly dexterous?), a MANTIS-FEY is supernaturally quick. It can take an extra (standard action or?) move action during its turn each round.
 

Knight Otu said:
I'm pretty sure it's the same one.

it is the same spell, so I copied and pasted it. :)

#37
Knight Otu said:
I agree it should be a template. Besides, some things about the stats are a bit... strange. If I didn't know better, I'd say these guys are straight out of Creature Collection I (unrevised).

Assuming a base creature - Crocodile seems to work rather well here, stat-wise. If we rewrite it as a template, I'd use the boar, though.

they’re not from CC1, but they are from another popular book. That’s all I’m saying. ;)

I’m going to ask Joe & Suzi if they want this thing templated up, because it seems logical enough to me. in the meantime, how do its attacks look:

Fear Aura (Su): The terrible vision of the ghost causes fear to all in a 60-foot radius who gaze upon its loathsome form. Viewers must make a Willpower save (DC 15) or flee in terror and temporarily lose two points of Wisdom. The ghost can press this attack up to three times per night, but characters only lose Wisdom the first time they fail their save. It returns to haunt its prey each night until the moon is full.
Paralyzing Howl (Sp): During the full moon, the ghost can issue a terrifying howl that can paralyze as a hold person spell (caster level equals ghost's HD+5).: This attack affects only those who inflicted harm upon it in life or desecrated (ate from) its carcass. It can perform this action once per round.
Reflection Susceptible: The ghost is susceptible to its own horrifying reflection, and avoids crossing still water or approaching similar reflective surfaces. When encountering its own reflection, it must make a Reflex save (DC 15). Failure results in the creature fleeing and going to ground until the following night.
Trumpet of Doom (Su): Once its victims are immobilized and the innocents have fled, the ghost trumpets a final, mournful lamentation to bring death to its slayers. All listeners within 150 feet must make a Fortitude save (DC 10 + 2 for every 3 HD of ghost) or die from fright.


#38
Knight Otu said:
Remove, and add this to the general text:
MANTIS-FEYs can cause their abdomebs to glow at will with an eerie green light. This light sheds bright illumination in a 5-foot radius and shadowy illumination in a 10-foot radius.

you sure that should only be flavor text?

Knight Otu said:
Blindsense? And maybe a bit more...

how about that?

Keen Sight (Ex): A FEY’s antennae grant it blindsense out to X feet. A FEY can also attempt to detect ethereal or astral creatures on a DC 15 Spot check.

Knight Otu said:
Quickness (Su): (Although not particularly dexterous?), a MANTIS-FEY is supernaturally quick. It can take an extra (standard action or?) move action during its turn each round.

actually, it is rather dexterous, with a score of 22. its speed is not so above average though, fly 40 (walk 5). I’m going to vote standard action.

Quickness (Su): The reactions of a FEY are supernaturally quick, granting it an extra standard or move action during its turn each round.


#39
any thoughts on this one’s extra stuff?:

Campaign
If the preservation spell (see p. 101) is cast upon the corpse of a STAG-BIRD, its feathers and antlers can be used to enhance spells or increase weapon damage.
The corpse of a male STAG-BIRD produces 1d100 usable feathers. The feathers can be used in two ways. When used as the component in a. feather fall spell, the feather of the STAG-BIRD doubles the normal duration of the spell, regardless of the caster's level. The feather loses its potency after one use. If fashioned into a writing quill and used to inscribe a fly spell, the STAG-BIRD's feather enhances the normal potency of the spell to function several levels higher than the caster who inscribes it. The enhancement amounts to +1 caster level per hit die of the STAG-BIRD. The feather loses this magicaJ property once the fly spell has been inscribed.
The antlers of a STAG-BIRD can be used to increase the potency of any weapons that spend time in the air. If fashioned into arrowheads, darts, or javelin tips, they increase the damage die by one level. Thus, a d6 becomes a d8.
The heart of the STAG-BIRD contains the essence of its supernatural wisdom and intelligence. By eating the heart, a character gains one of the following abilities: 25% chance of detect thoughts (as per the spell), 25% chance of clairvoyance (as per the spell), 25% chance of detect evil (as per the spell), or 25% chance of wisdom (as per the potion). All spell effects operate at a caster level equal to the minimum caster level, but last a number of days equal to the STAG-BIRD's hit dice. There is a 5% chance that the effects will be permanent. The heart of the STAG-BIRD is large enough to bestow its properties on a number of medium-size PCs equal to its hit dice, or half again this number of small-sized characters.
 

#37
I think I'll withhold from commenting until we know if we go template.

#38
you sure that should only be flavor text?
Compare to Lantern Archon or Visilight (MM3).

Keen Sight (Ex): A FEY’s antennae grant it blindsense out to X feet. A FEY can also attempt to detect ethereal or astral creatures on a DC 15 Spot check.
Drop the astral bit (position on the astral has little to do with position on the material).

actually, it is rather dexterous, with a score of 22. its speed is not so above average though, fly 40 (walk 5). I’m going to vote standard action.
Copied from the choker, that's why I marked some bits with the ?. Also, an additional standard action can be a deadly weapon in the hands of a caster.

#39
How many HD does it have?
 

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