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<blockquote data-quote="Knight Otu" data-source="post: 1983147" data-attributes="member: 192"><p>#24</p><p>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.</p><p></p><p>I'd go DR /good.</p><p></p><p> #25</p><p>A bit of attempted cleanup:</p><p></p><p> 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.</p><p> 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.</p><p>Despite not being a sonic effect, a bard's countersong ability is effective against this gaze attack.</p><p> 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.?)</p><p> 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.?)</p><p> </p><p> </p><p> #26</p><p></p><p> 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.</p><p>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.</p><p></p><p>#29</p><p>Actually, for DR, 5/cold iron might be an interesting choice (due to their opposition to lycanthropes).</p><p>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.</p><p></p><p></p><p>Others will follow.</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 1983147, member: 192"] #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. [/QUOTE]
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