BOZ
Creature Cataloguer
Knight Otu said:Hey there, my friend, I'm not a Crothian not.![]()
I know… who is, besides the “postmaster” himself?


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.