My next project!

Knight Otu said:
Hey there, my friend, I'm not a Crothian not. :p

I know… who is, besides the “postmaster” himself? :D just making sure this thread didn’t get lost. ;)

calling all the older queries done…

#22
BOZ said:
for this ability, the cold and electricity should be obvious, but do we have a standard for immunity to weather effects? And, for the “creatures don’t attack me” is there a standard for that, or should I port over the stuff we were working on for the t’uen-rin?

Knight Otu said:
Weather effects should be ok. Import what you need. :)

how’s this:

Immunity to Weather (Ex): A THING is immune to all adverse effects of non-magical weather, including wind and precipitation.

Here is the part from the t’uen-rin – do you think “non-evil animals” covers “natural creatures”?

Nature’s Pact (Su): Non-evil animals will only attack a THING if magically compelled by an evil creature (such as via a dominate monster effect). Even then, the evil creature must succeed on a caster level check (DC = 20 + THING's HD) to force the compelled creature to attack the THING.

BOZ said:
Immunities (Ex): THINGs are immune to cold, electricity, and all weather effects. In addition, no natural creature will attack a THING unless it is magically controlled or compelled.


any thoughts on #24? :)


To keep things moving right along, a few new ones…

#25
I need to simplify this one’s attacks:

Addictive Presence (Su): Those who dance with the FAERIE find it increasingly hard to resist her in the future. Such individuals suffer a -2 penalty to saves against her Charming Gaze and her Withering Dance. This penalty is cumulative; every dance makes the next one harder to ignore.
Charming Gaze (Su): The FAERIE, with her winsome smile and honey-sweet looks, is hard to ignore. When she chooses a partner and he passes up the chance to dance with her, she may force him with but a glance. This is treated as a gaze attack, with a range of 30 feet; to avoid the effects of the gaze, the target must make a Will save (DC 16) or else treat the FAERIE with all the affection of a youthful crush, as if affected by a charm monster spell cast by a 7th-level caster. Usually, the FAERIE chooses to charm only one individual, but if a small group is about and the FAERIE is feeling lucky, she might try to charm them all and lead them in a merry reel. The FAERIE's Charming Gaze only affects male humanoids, or other mortal creatures that find women attractive in some way, such as some ogres, certain outsiders, etc.
Death Curse (Su): If a FAERIE is slain by force of arms, whoever inflicts the killing blow must make a Will save (DC 19) or else suffer the effects of a bestow curse spell, uttered by the FAERIE as she dies and turns into morning mist. Such death curses often take the form of a -6 to the slayer's highest ability score.
Withering Dance (Su): Those who dance with the FAERIE find their life slips away from them. After dancing a complete dance with the FAERIE (2d6 minutes, or GM's determination), the FAERIE's dance partner gains 1 negative level due to energy drain. For each negative level suffered, the FAERIE's victim suffers a -1 penalty to all skill and ability checks, attack rolls, and saving throws, -5 hit points, and whenever his level is used in a die roll or calculation, reduce it by one for each negative level. If the victim casts spells, he loses access to one spell as if he had cast his highest-level, currently available spell. When he next prepares spells or regains spell slots, he gets one less spell slot at his highest spell level. Negative levels remain for 24 hours or until removed with a spell, such as restoration. After 24 hours, the afflicted character must attempt a Fortitude save (DC 16) or the negative level becomes permanent; the Addictive Presence ability of the FAERIE modifies this saving throw, giving it a -2 penalty for every dance that the dancer has had with the FAERIE. If the saving throw succeeds, the negative level goes away with no harm to the FAERIE's partner. If the save fails, the negative level goes away, but his level is also reduced by 1. The afflicted character makes a separate saving throw for each negative level. A character with negative levels at least equal to his current level, or drained below 1st level, is instantly slain. He may rise the next night as a wight; apply the standard D20 System wight template. The FAERIE gains 5 temporary hit points for each negative level it inflicts. If the dancer can somehow be removed from the dance before it ends, he will not suffer this effect, though he will become violent and attempt to rejoin the FAERIE if he was the victim of her Charming Gaze ability.


#26
and I need to make more sense of its vulnerabilities:

Vulnerabilities (Ex): The FAERIE is a wild, strange thing, and is vulnerable to the gods of civilization; she can be Turned and even destroyed by a cleric, though few clerics know this. She also cannot enter holy ground. The FAERIE is only seen at night, and true daylight (not the spell) instantly slays her. A FAERIE can use none of her special abilities on a person who wears a blessed iron ring on each finger. All of the vulnerabilities are folklore that bards might be able to recall with a Bardic Knowledge check against a DC of 20. The FAERIE's greatest vulnerability, however, is to bards. A bard can use his Countersong ability to give a charmed victim of the FAERIE another Will save (DC 16) to escape the FAERIE's influence, using the bard's Perform skill if it is better than the victim's regular save. The Addictive Presence power of the FAERIE still modifies this Will save, however. Worse yet for the FAERIE, bards and other musical performers easily enrapture it. A FAERIE suffers a -2 penalty to Will saves against any sort of bardic music ability, including charm spells or similar mind-influencing magic cast by bards. A bard or other musician may also attempt to use his music to lure a dancing FAERIE away from her victim for an hour. This is treated as a Will save made by the FAERIE, with a DC equal to the bard's Perform check total. The performer must make a Fortitude save (DC 10 + 1 per hour played) to keep playing at the end of each hour. At the end of the hour, if the music still plays, the FAERIE must make another Will save against the performer's music (DC equal to new Perform check total), or keep dancing for another hour. This continues until the performer fails his Fortitude save, or the FAERIE succeeds at her Will save, or the FAERIE dances until morning at which point she is slain by daylight.


#27
need a bit of help with this plant. Its constrict/entangle attacks are a bit different than standard.

Large Plant
Hit Dice: 3d8+9 (22 hp)
Initiative: +0
Speed: 0 ft.
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +2/+6
Attack: Thorn +1 ranged (1d4 plus poison)
Full Attack: Thorn +1 ranged (1d4 plus poison)
Space/Reach: 10 ft./5 ft. (40 ft. with roots)
Special Attacks: Constrict, entangle, poison
Special Qualities: Plant traits, tremorsense 100 ft.
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 10, Dex 10, Con 16, Int —, Wis 10, Cha 10
Skills: —
Feats: —

Environment: Temperate forest
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 4-6 HD (Large), 7-9 HD (Huge)
Level Adjustment: —

The PLANT is a tall carnivorous shrubbery whose root system and poison thorns are the bane to all wandering the forest. Amidst their shrubbery is a central stalk, anchoring the plant into the earth. Their root systems are extensive and claim as much space around it from other plant life. Among their leaves are red berries and bright-colored flowers, from which the PLANT launches its poison thorns.

Combat
Constrict (Ex): If a creature falls to the ground, as might happen as a result of the PLANT poison or because it's become entangled in the plant's roots, it is immediately subject to an automatic Constricting attack that does 1d6 damage each round. Cutting a creature free from this attack is a full-round action, but succeeds automatically. A character cannot cut itself free without help.
Entangle (Ex): Any creature entering the reach of the PLANT is subject lo its entangling root system. Each round, creatures are affected as per the entangle spell cast by a lst-level druid unless they succeed in a Reflex save (DC 11). A successful Reflex save allows the character to move at half speed through the area for that round. A failed save means the creature is entangled, and suffers a -2 penalty to attack rolls, suffers a -4 penalty to effective Dexterity, and can't move.
Entangled creatures can break free and move at half speed by using a full-round action to make a Strength check or an Escape Artist check (DC 20). Damage done to the roots does not count against the hit point total of the PLANT.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Str. The save DC is Constitution-based.
 

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#22
Looks good.

#24
Humm... Base on marsh assassin...

#25+#26
Err, huh?
Need to sleep over that.

#27
Name the first ability constricting roots. Otherwise, I see no problems.
 

#24
FYI, its 3.0 DR is 10/+1 – since this is an evil outsider, maybe it could be silver or it could be good (5 HD, don’t know if I want a combo DR)

Knight Otu said:
Humm... Base on marsh assassin...

that’s a good start:

Skin Fold Wrap (Ex): A marsh assassin can try to wrap a Medium or smaller creature in its body as a standard action. The marsh assassin attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it uses its skin folds to grip the opponent and can make two claw attacks on the victim with a +4 bonus on its attack roll. Attacks that hit an engulfing marsh assassin deal half their damage to the monster and half to the trapped victim.
A creature wrapped in the skin folds is automatically scratched by the pinhooks lining the interior of the marsh assassin’s skin folds. These needle-like protrusions deal no damage, but inject the victim with poison. Breaking free of the skin fold wrap stops the poison damage, but a poisoned victim will be nauseated for 2d4 rounds instead. Small or smaller opponents wrapped up in a marsh assassin are also at risk of being smothered.
Smother (Ex): A wrapped opponent of Small size or smaller can be suffocated while in the marsh assassin's skin folds (see Suffocation rules in the DMG). A victim can attempt to escape with an opposed grapple check, though the marsh assassin receives an additional +8 competence bonus to its grapple check (+14 total grapple bonus) owing to the effectiveness of the smother attack.

there’s a lot of things in there, that we don’t find in creature #24 though, such as the smothering. I also found:

Envelop (Ex): A skinwraith can wrap around its foe completely. With a successful grapple check, the skinwraith pins its opponent and deals 1d6+1 points of bludgeoning damage. While its opponent is pinned, any attacks striking the skinwraith deal damage to both the skinwraith and its victim; each receives half the damage before damage reduction, rounded down.
Improved Grab (Ex): To use this ability, a skinwraith must hit a Large or smaller opponent with its lash attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can envelop its foe. A skinwraith has a +4 racial bonus on grapple checks.

and there were a few others that did similar things, but I think the skinwraith and marsh assassin were the closest to this bat-dude. Now, part of the given description has more to do with the stench than the enfold, so I’m going to shift that out. Let’s see, here is my attempt:

Enfold (Ex): A THING can enfold a grabbed creature on a successful grapple check. The enfolded creature is wrapped within the THING's leathery wings, and remains pinned it escapes the THING's grapple. Attacks that hit an enfolding THING deal half their damage to the monster and half to the trapped victim, before the THING’s damage reduction. The THING can continue to deal automatic bite damage to an enfolded creature each round, if it takes no other actions. The THING cannot fly while enfolding a creature, though it can crawl about using its ground speed if its victim is helpless.

But this part needs a separate writeup:
“If an intelligent being of the appropriate type with a Chrisma score of at least 8 is killed by a THING while Enfolded in its wings, he rises the next day as a ghost; see the standard D20 System template.”

Nauseating Stench (Ex): Living creatures within 20 feet of a THING must succeed on a DC 15 Fortitude save or be nauseated for 1d4 rounds. There is no limit to the number of times a character can be nauseated by the THING's stink, and successful saves must be made each round to resist nausea. Enfolded creatures must instead succeed on a DC 15 Fortitude save each round or be paralyzed by the concentrated stench until released, and for 1d4 rounds after that. The save DCs are Constitution-based.

Enfold (Ex): A THING can try to Enfold a grappled creature of the same size or smaller than itself by making another successful grapple check. The Enfolded creature is wrapped within the THING's leathery wings, and remains so until it escapes the THING's grapple. While within its wings, beings must succeed at a Fortitude save (DC 15) or else be paralyzed by the THING's concentrated stench; paralyzed characters are unable to move or act physically, and have effective Strength and Dexterity scores of 0, but may take purely mental actions. Attacks against the THING while it has enfolded someone result in a 50% chance that the enfolded victim will take the same amount of damage inflicted upon the THING before its Damage Reduction is figured in. The THING can continue to attack with its bite attack against an Enfolded character, automatically dealing damage. The THING cannot fly if it is Enfolding someone, though it can crawl about using its ground speed if its victim is paralyzed. If an intelligent being of the appropriate type with a Chrisma score of at least 8 is killed by a THING while Enfolded in its wings, he rises the next day as a ghost; see the standard D20 System template.
Nauseating Stench (Ex): Anyone who breathes or has a sense of smell must make a Fortitude save (DC 15) if within 20 feet of the THING or else be nauseated for 1d4 rounds; nauseated characters cannot attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action a nauseated character can make is a single move or move-equivalent action per turn. There is no limit to the number of times a character can be nauseated by the THING's stink, and successful saves must be made each round to resist nausea. Enfolded individuals who succeed at their Fortitude save to avoid paralysis do not need to make a second save to avoid the Nauseating Stench the same round, but do in subsequent rounds.


Knight Otu said:
#25+#26
Err, huh?
Need to sleep over that.

yeah, I know what you mean, that is a lot… when I get a chance, I will break it down so it is easier to follow. As it is, some of those things need to be split up anyway so that they make more sense. :) don’t worry about them for the moment.


#27
Knight Otu said:
Name the first ability constricting roots. Otherwise, I see no problems.

Aha, ingenius! Combining the two:

Entangling Roots (Ex): A PLANT’s root system can become animated as a free action, affecting all creatures within 40 feet of the PLANT as an entangle spell (caster level 1st). Affected creatures must succeed on a DC 11 Reflex save to move at half speed through the roots. The effect lasts until the PLANT dies or decides to end it (also a free action). The save DC is Strength-based.
Any creature that falls prone or becomes helpless within 40 feet of the PLANT is constricted by the roots, and takes 1d6 points of damage per round. A creature can be cut free as a full-round action, but cannot free itself without help. Damage done to the roots does not count against the current hit point total of the PLANT.



New ones:

#28
have a look at these abilities (these are symbiotically linked to a gem they way a dryad is to a tree):

An FAERIE can also step inside any gem to reach their own gem. This ability is cast as if by a 7th-level sorcerer.
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 earth
dryad 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 fail-
ure 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.
Touch of Sleep (Sp): This ability functions as per a sleep spell cast by a 4th-level sorcerer, except that it is effective against only one creature, and the FAERIE must successfully touch this creature in order to use this ability. This ability can be used three times a day.
Unnatural Beauty (Su): FAERIEs are possessed of Unnatural Beauty, granting them an incredible beautiful—but illusionary—appearance. So long as this appearance remains, the FAERIE should be treated as though she possessed a Charisma of 18. In their natural form, however, FAERIEs possess a Charisma score of 6. Unnatural Beauty is an illusion effect, and can be stripped away with a successful Will save (DC 15). However, this saving throw can only be attempted once an FAERIE has attacked a creature or a creature’s companions.


#29
check out this one, especially its SQ’s. for DR, how about 5/evil?

Medium Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +9
Speed: 40 ft. (8 squares)
Armor Class: 19 (+5 Dex, +4 natural), touch 15, flat-footed 14
Base Attack/Grapple: +5/+7
Attack: Bite +7 melee (1d8+3)
Full Attack: Bite +7 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Blink, damage reduction 5/+1, darkvision 60 ft., detect evil, detect lycanthrope, low-light vision, revealing howl, scent
Saves: Fort +6, Ref +9, Will +1
Abilities: Str 15, Dex 21, Con 14, Int 12, Wis 10, Cha 11
Skills: Hide +9, Jump +6, Listen +9, Move Silently +11, Spot +9
Feats: Alertness, Endurance B, Improved Initiative

Environment: Forest, hills, or plains
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral good
Advancement: 6-10 HD (Medium), 11-15 HD (Large)
Level Adjustment: —

THING is an intelligent canine breed with a thick sandy-colored coat. Some speculate their original pedigree derives from blink dogs, explaining their ability to blink at will. With a natural penchant toward good alignment, THING especially hate lycanthropes, hunting them to the death when they are discovered. THING are welcome neighbors for communities living in the wilderness because they drive out lycanthropes from their territory.

Combat
Blink (Su): A THING can blink at will as per the spell cast by an 8th-level sorcerer, and can evoke or end the effect as a free action.
Detect Evil (Su): At will, THING can detect evil as per the spell.
Detect Lycanthrope (Su): THING have the supernatural ability to detect any lycanthropes within 60 feet of them. This ability reveals the type of lycanthrope, as well.
Revealing Howl (Su): All lycanthropes within a 100-foot radius of a THING that hear its Revealing Howl must make a Will save (DC 17) or revert to animal or hybrid form; there is a fifty percent chance of changing to either if the lycanthrope has a hybrid form.

THING AS MOUNTS
THING make excellent special mounts for halfling and gnome paladins. THING can only carry mounts 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.


#30
check these SQ’s:

Forest Lord (Su): A FAERIE may at will send its senses roving through its forest, as per clairvoyance/clairaudience with the range limited only by the boundaries of the forest. It may cause, at will, forest trails to become harder or easier to pass through by asking foliage to shift in such a way as to aid or obstruct travelers. Thick undergrowth created in this way reduces a party's movement by half, while a path cleared for a party would allow full normal movement as they travel. The FAERIE can place such travel conditions upon a group of travelers, and these conditions will follow them until they leave the forest or the FAERIE decides otherwise. A freedom of movement spell will allow this effect to be avoided for the duration of the spell, as will the druidic class feature Woodland Stride. Additionally, any mundane interaction with the forest or its inhabitants — such as through the use of Climb, Wilderness Lore, Animal Empathy, and so on — may be made easier or harder by the FAERIE as long as it can observe the skill in use, even if via use of the Forest Lord clairvoyance ability. A FAERIE may modify the DC of such skill use by +/— 8 as a free action once per round.
Vulnerabilities (Ex): A FAERIE cannot enter holy ground, unless the holy ground belongs to a deity of nature or some similar nature-friendly entity. A FAERIE can use none of its powers on a person who wears all his clothes inside out (including armor, if such is possible), and may not physically attack such a person directly unless he attacks the FAERIE first. All of these vulnerabilities are mentioned in folklore that bards might be able to recall with a Bardic Knowledge check against a DC of 20.
 

i'm pushing this for 2 reasons. ;)
1.) it's due monday.
2.) plus the stuff in the above post, these last two new ones are all i have left. :)

take your time, peice by peice if you have to...


#31
check out this one’s special attack form:

Large Aberration
Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft. (6 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Claw +7 melee (1d6+5)
Full Attack: 2 claws +7 melee (1d6+5) and bite +2 melee (2d6+2)
Face/Reach: 10 ft./5 ft.
Special Attacks: Full mauling
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +3, Will +5
Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills: Balance +4, Climb +13, Hide +3, Jump +5, Listen +4, Move Silently +4, Spot +4
Feats: Alertness, Stealthy

Environment: Warm forest
Organization: Solitary or band (2-8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Level Adjustment: —

THINGs are fierce hunters of the steaming jungle. THINGs are an amalgam of an ape and a panther. They have the body of a great cat while maintain the stance and attack style of an ape. Their apish brute force coincides with their stalking predator skills.

Combat
Full Mauling (Ex): When the THING can get above a creature of Large size or larger, it can drop down upon its back and attack, not only with its jaws and forelimbs, but with its clawed, heavily muscled hind limbs as well. These two attacks have a +2 melee attack bonus and inflict 2d4+2 damage each. The THING favors this tactic when attacking large prey such as rhinos, hippos, wild or domestic cattle, etc. Given a Huge opponent or larger, such as an elephant, two or more THINGs can employ this attack at the same time.
Skills: THINGs have a +8 racial bonus on Climb checks. A THING can always choose to take 10 on Climb checks, even if rushed or threatened.


#32
now, this one has a Snatch attack like the one before, only it doesn’t meet the prerequisite of being Huge.

Large Magical Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 50 ft. (average) (10 squares)
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (1d8+4)
Full Attack: Bite +7 melee (1d8+4) and 2 claws +2 melee (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, screech, snatch
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 18, Dex 17, Con 13, Int 10, Wis 14, Cha 10
Skills: Listen +7, Move Silently +7, Spot +11
Feats: Alertness (PLUS ONE)

Environment: Warm forest
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment:......Always neutral
Advancement: 5-8 HD (Large), 9-12 HD (Huge)
Level Adjustment: —

BIRDIE are large, intelligent birds of the tropics. Their plumage is brightly colored: deep blues, emerald greens, yellows, violets, and vibrant reds. Although they resemble parrots, their massive size and carnivorous appetite make the BIRDIE a feared sight in the jungle.
BIRDIE speak broken Common and are able to perfectly mimic short phrases of intelligent speech in any language. They are birds, however, so their conversations are often confusing, as the giant birds hop from subject to subject as if listeners can easily follow their flighty logic.

Combat
Improved Grab (Ex): If a BIRDIE hits an opponent of at least one size category smaller than itself or smaller with a bite or claw attack, it deals normal damage and either attempts to start a grapple as a free action without provoking an attack of opportunity, or it pulls the opponent into its space without provoking an attack of opportunity and holds him with a -20 penalty to grapple checks, using its remaining attacks against other opponents. A successful hold does not deal any additional damage; each successful grapple check it makes during successive rounds automatically deals normal damage, and allows it to use its Snatch ability if it wishes, flying off with its victim in tow.
Screech (Su): A BIRDIE can emit a blood-curdling, scream-like cry once every 1d4 rounds. Usually this screech precedes a dive attack, but may be used at any time. Those within 80 feet must succeed at a Will
save (DC 14) or cower in fear for 1 round; cowering creatures lose their Dexterity bonus to AC, can take no actions, and foes gain a +2 bonus to hit them. Those who successfully save against this effect cannot be affected by the same screech effect from the same BIRDIE for one day.
Snatch (Ex): A BIRDIE that achieves a successful grapple with its Improved Grab ability, on an opponent of one size category smaller than itself or smaller, can fly off with its victim. 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 flung creature travels 30 feet and takes 3d6 points of damage. 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. Falling damage equal to 1 d6 damage per 10 feet fallen, to a maximum of 20d6, may also apply.

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.
 

#24
Haunts of the Fold (Su): Any creature killed while enfolded in the THING's wings rises as a ghost the next day, provided it would qualify for that template.

I'd go DR /good.

#25
A bit of attempted cleanup:

Addictive Presence (Su): Those who dance with the FAERIE find it increasingly hard to resist her in the future. Such individuals suffer a -2 penalty to saves against her Charming Gaze and her Withering Dance. This penalty is cumulative; every dance makes the next one harder to ignore. This penalty also applies to the save made to overcome the negative levels gained due to the Withering Dance.
Charming Gaze (Su): Charm for 7 days, 30 feet, Will DC 16 negates.The FAERIE, with her winsome smile and honey-sweet looks, is hard to ignore. When she chooses a partner and he passes up the chance to dance with her, she may force him with but a glance. The target treats the FAERIE with all the affection of a youthful crush. Usually, the FAERIE chooses to charm only one individual, but if a small group is about and the FAERIE is feeling lucky, she might try to charm them all and lead them in a merry reel. The FAERIE's Charming Gaze only affects male humanoids, or other mortal creatures that find women attractive in some way, such as some ogres, certain outsiders, etc. The save DC is Charisma-based.
Despite not being a sonic effect, a bard's countersong ability is effective against this gaze attack.
Death Curse (Su): If a FAERIE is slain by force of arms, whoever inflicts the killing blow must make a Will save (DC 19) or else suffer the effects of a bestow curse spell, uttered by the FAERIE as she dies and turns into morning mist. Such death curses often take the form of a -6 to the slayer's highest ability score. (The save DC is Charisma-based.?)
Withering Dance (Su): Those who dance with the FAERIE find their life slips away from them. After dancing a complete dance with the FAERIE (2d6 minutes), the FAERIE's dance partner gains 1 negative level. The FAERIE gains 5 temporary hit points for each negative level it inflicts. If the dancer can somehow be removed from the dance before it ends, he will not suffer this effect, though he will become violent and attempt to rejoin the FAERIE if he was the victim of her Charming Gaze ability. (The save DC is Charisma-based.?)


#26

Vulnerabilities (Ex): The FAERIE is a wild, strange thing, and is vulnerable to the gods of civilization; she can be Turned and even destroyed by a cleric, though few clerics know this. She also cannot enter holy ground. The FAERIE is only seen at night, and true daylight (not the spell) instantly slays her. A FAERIE can use none of her special abilities on a person who wears a blessed iron ring on each finger. All of the vulnerabilities are folklore that bards might be able to recall with a Bardic Knowledge check against a DC of 20. The FAERIE's greatest vulnerability, however, is to bards. A FAERIE suffers a -2 penalty to Will saves against any sort of bardic music ability, as well as charm spells or similar mind-influencing magic cast by bards.
Love of Music: A bard or other musician may attempt to use his music to lure a dancing FAERIE away from her victim for an hour. The FAIRIE must succeed a Will save made by the FAERIE, with a DC equal to the bard's Perform check total. The performer must make a Fortitude save (DC 10 + 1 per hour played) to keep playing at the end of each hour. At the end of the hour, if the music still plays, the FAERIE must make another Will save against the performer's music (DC equal to new Perform check total), or keep dancing for another hour. This continues until the FAERIE succeeds at her Will save, or the FAERIE dances until morning at which point she is slain by daylight.

#29
Actually, for DR, 5/cold iron might be an interesting choice (due to their opposition to lycanthropes).
Revealing Howl (Su): All lycanthropes within a 100-foot radius of a THING that hear its Revealing Howl must make a Will save (DC 17) or revert to animal or hybrid form; there is a fifty percent chance of changing to either form for natural lycanthropes, or afflicted ones that are aware of their condition. Other afflicted lycanthropes always change into animal form.


Others will follow.
 


#24
Knight Otu said:
Haunts of the Fold (Su): Any creature killed while enfolded in the THING's wings rises as a ghost the next day, provided it would qualify for that template.

I like the name! :) it needs a small change, though:

Haunt of the Folds (Su): Any living creature killed while enfolded in the THING's wings rises as a ghost the next day, provided it has a Charisma score of at least 6 and is of the appropriate creature type to become a ghost.


#25
Knight Otu said:
A bit of attempted cleanup:

Thanks! That helped. I worked them out a bit further:

Addictive Presence (Su): Any character that dances with a FAERIE will find it increasingly harder to resist her in the future. Such an individual suffers a -2 penalty to Will saves against her charming gaze. This penalty is cumulative; every dance increases the penalty by -2. This penalty also applies to the save made to overcome negative levels gained due to the withering dance.
Charming Gaze (Su): Charm monster as the spell, 30 feet, caster level 7th, Will DC 16 negates. The save DC is Charisma-based. A FAERIE's charming gaze only affects male humanoids, or other mortal creatures that find women physically attractive in some way. Despite not being a sonic effect, a bard's countersong ability is effective against this gaze attack, though any penalties from the FAERIE's addictive presence still apply.
Death Curse (Su): If a FAERIE is slain by force of arms, the creature that inflicted the killing blow must succeed on DC 16 a Will save or suffer the effects of a bestow curse spell, uttered by the FAERIE as she dies and turns into morning mist. Such a death curse often takes the form of a -6 decrease to the slayer's highest ability score. The save DC is Charisma-based.
Spell-Like Abilities: At will-alter self, detect thoughts (DC 17), emotion (DC X), suggestion (DC 18); 3/day-cure serious wounds, mending, neutralize poison, purify food and water, remove disease. Caster level 10th. The save DCs are Charisma-based.
Withering Dance (Su): A character that dances with a FAERIE finds his life slipping away from him. After dancing a complete dance with a FAERIE (usually 2d6 minutes), the FAERIE's dance partner gains 1 negative level due to energy drain. A character with negative levels at least equal to his current level, or drained below 1st level, is instantly slain and will rise the next night as a wight. If the dancer can somehow be removed from the dance before it ends, he will not suffer the negative levels, though he will become violent and attempt to rejoin the FAERIE if he was the victim of her Charming Gaze ability. The DC is 16 for the Fortitude save to remove a negative level. The save DC is Charisma-based. A FAERIE gains 5 temporary hit points for each negative level it bestows.


#26
and a slight rewrite on these for further clarity:

(flavor text) All of the vulnerabilities caused by a FAERIE's impure spirit are folklore that bards might be able to recall with a Bardic Knowledge check against a DC of 20.
Impure Spirit (Ex): A FAERIE is a wild, strange thing, and is vulnerable to the gods of civilization. A FAERIE can be turned and even destroyed by a cleric, as if she was an undead creature. A FAERIE also cannot enter holy ground. The FAERIE is only seen at night, and true daylight (not the spell) instantly slays her. A FAERIE can use none of her special abilities on a person who wears a blessed iron ring on each finger.
Love of Music (Ex): A FAERIE's greatest vulnerability is to bards, and she is easily enraptured by a musical performance. A FAERIE suffers a -2 morale penalty to Will saves against any sort of bardic music ability, as well as any mind-affecting magic cast by bards.
Any character with the Perform skill may attempt to use music to lure a dancing FAERIE away from her victim for an hour. A FAERIE is entitled to a Will save (DC is equal to the character's Perform check result) to resist, and can make another save at the end of each hour, so long as the music plays. At the end of each hour, the performer must succeed on a Fortitude save (DC 10 + 1 per hour played) to keep playing. This continues until the performer fails his Fortitude save, or the FAERIE succeeds at her Will save, or the FAERIE dances until morning and is slain by daylight.


#28
have a look at these abilities (these are symbiotically linked to a gem they way a dryad is to a tree):

An FAERIE can also step inside any gem to reach their own gem. This ability is cast as if by a 7th-level sorcerer.
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 earth
dryad 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 fail-
ure 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.
Touch of Sleep (Sp): This ability functions as per a sleep spell cast by a 4th-level sorcerer, except that it is effective against only one creature, and the FAERIE must successfully touch this creature in order to use this ability. This ability can be used three times a day.
Unnatural Beauty (Su): FAERIEs are possessed of Unnatural Beauty, granting them an incredible beautiful-but illusionary-appearance. So long as this appearance remains, the FAERIE should be treated as though she possessed a Charisma of 18. In their natural form, however, FAERIEs possess a Charisma score of 6. Unnatural Beauty is an illusion effect, and can be stripped away with a successful Will save (DC 15). However, this saving throw can only be attempted once an FAERIE has attacked a creature or a creature's companions.


#29
Knight Otu said:
Actually, for DR, 5/cold iron might be an interesting choice (due to their opposition to lycanthropes).

true... :)

Knight Otu said:
Revealing Howl (Su): All lycanthropes within a 100-foot radius of a THING that hear its Revealing Howl must make a Will save (DC 17) or revert to animal or hybrid form; there is a fifty percent chance of changing to either form for natural lycanthropes, or afflicted ones that are aware of their condition. Other afflicted lycanthropes always change into animal form.

slight change necessitated:

Revealing Howl (Su): All lycanthropes within a 100-foot radius of a THING that can hear its revealing howl must succeed on a DC 16 Will save or revert to animal or hybrid form; there is a fifty percent chance of changing to either form for natural lycanthropes, or afflicted ones that are aware of their condition. Other afflicted lycanthropes always change into animal form. The save DC is Charisma-based and includes a +4 racial bonus.


And don?t forget the rest of #29, and #30-32. :)
 
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#25
Spell-Like Abilities: At will-alter self, detect thoughts (DC 17), emotion (DC X), suggestion (DC 18); 3/day-cure serious wounds, mending, neutralize poison, purify food and water, remove disease. Caster level 10th. The save DCs are Charisma-based.

Emotion - Crushing despair, good hope and/or heroism.

#28

Gem Step (Su): An FAERIE can also step inside any gem to reach their own gem. This ability is cast as if by a 7th-level sorcerer.
>>
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 earth dryad 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.

Touch of Sleep (Sp): Three times per day, a FAIRY may touch a single creature to put it to sleep, using a melee touch attack. This ability functions just as the sleep spell otherwise (Caster level 4th).
Unnatural Beauty (Su): FAERIEs are possessed of Unnatural Beauty, granting them an incredible beautiful-but illusionary-appearance. So long as this appearance remains, the FAERIE should be treated as thaving a +12 enhancement bonus to Charisma (resulting in a Charisma score of 18 for average FAERIEs). Unnatural Beauty is an illusion effect, and can be disbelieved with a successful Will save (DC 15) if the character has a reason to believe the FAIRIE is not what it seems, or when it has attacked.

#29
The other SQs are good. In the THING as mounts section, it should say that it can carry riders, not mounts!

#30
Forest Sight (Su): A FAERIE may at will send its senses roving through its forest, as per clairvoyance/clairaudience with the range limited only by the boundaries of the forest.
Pathgrowth (Su): A FAIRIE may cause, at will, forest trails to become harder or easier to pass through by asking foliage to shift in such a way as to aid or obstruct travelers. Thick undergrowth created in this way reduces a party's movement by half, while a path cleared for a party would allow full normal movement as they travel. The FAERIE can place such travel conditions upon a group of travelers, and these conditions will follow them until they leave the forest or the FAERIE decides otherwise. A freedom of movement spell will allow this effect to be avoided for the duration of the spell, as will the druidic class feature Woodland Stride.
Friends and Foes of the Forest (Su): Any mundane interaction with the forest or its inhabitants — such as through the use of Climb, Survival, Wild Empathy, and so on — may be made easier or harder by the FAERIE as long as it can observe the skill in use, even if via use of the Forest Sight clairvoyance ability. Characters gain a -8 circumstance penalty or a +8 circumstance bonus to such checks.
Vulnerabilities (Ex): A FAERIE cannot enter holy ground, unless the holy ground belongs to a deity of nature or some similar nature-friendly entity. A FAERIE can use none of its powers on a person who wears all his clothes inside out (including armor, if such is possible), and may not physically attack such a person directly unless he attacks the FAERIE first. All of these vulnerabilities are mentioned in folklore that bards might be able to recall with a Bardic Knowledge check against a DC of 20.

#31
Sounds a lot like rake, doesn't it?

#32
Bonus feats can do miracles!
 

#25
Knight Otu said:
Emotion - Crushing despair, good hope and/or heroism.

aha! I knew that posting the spell-like abilities was a good idea. I knew that emotion was no longer in the spellbook, but I couldn’t think of what had replaced it. Of course, none of those particularly fit her spell selection per se… though of them all, crushing despair is clearly the most viable choice. ;)


#28
Gem Step (Su): An FAERIE can step inside any gem to reach her own gem. This ability is equivalent to a spell cast by a 7th-level caster.

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.

slight rewrite/rewording on these two:
Touch of Sleep (Sp): Three times per day, an FAERIE may touch a single creature to put it to sleep, as the spell (caster level 4th, DC 15), using a melee touch attack. The save DC is Charisma-based.
Unnatural Beauty (Su): An FAERIE has a permanent illusion of incredibly unnatural beauty, granting it a +12 enhancement bonus to Charisma (without this bonus, most FAERIE have a Charisma of 6). If a creature has reason to believe the FAERIE is not what it seems or once the FAERIE attacks, the creature can make a successful DC 15 Will save to ignore the enhancement bonus and see the FAERIE for what it really is.

Great call on the enhancement bonus! That certainly helps the creature make a lot more sense – before the Cha was listed as “6 (18)”. Removing the enhancement bonus would help for Will saves against the touch of sleep for one thing. Is DC 15 the standard save against illusions?


#29
Knight Otu said:
In the THING as mounts section, it should say that it can carry riders, not mounts!

LOL! Maybe these are mounts for mounts that get tired? :) “is your horse exhausted? Well we have good news for him!

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.

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.


#31
Full Mauling (Ex): When the THING can get above a creature of Large size or larger, it can drop down upon its back and attack, not only with its jaws and forelimbs, but with its clawed, heavily muscled hind limbs as well. These two attacks have a +2 melee attack bonus and inflict 2d4+2 damage each. The THING favors this tactic when attacking large prey such as rhinos, hippos, wild or domestic cattle, etc. Given a Huge opponent or larger, such as an elephant, two or more THINGs can employ this attack at the same time.

Knight Otu said:
Sounds a lot like rake, doesn't it?

hmm… yes, rake with a modified pounce, perhaps. Looks good?

Maul (Ex): If a THING charges a foe of at least Large size from above, it can make a full attack, including (two rake attacks). If an opponent is Huge or larger, more than one THING can maul it at the same time.

Rake (Ex): Attack bonus +X melee, damage 2d4+2.

(attack bonus +7 or +2?)


#32
Knight Otu said:
Bonus feats can do miracles!

even if it doesn’t meet the size prerequisite?
 

#29 looks good. And yes, I believe there are comparable sections.

#31 looks good

#32
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. :o
 

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