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<blockquote data-quote="BOZ" data-source="post: 1983443" data-attributes="member: 1241"><p>#24</p><p></p><p></p><p>I like the name! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> it needs a small change, though:</p><p></p><p>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.</p><p></p><p></p><p>#25</p><p></p><p></p><p>Thanks! That helped. I worked them out a bit further:</p><p></p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p></p><p></p><p>#26</p><p>and a slight rewrite on these for further clarity:</p><p></p><p>(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. </p><p>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. </p><p>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. </p><p>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.</p><p></p><p></p><p>#28</p><p>have a look at these abilities (these are symbiotically linked to a gem they way a dryad is to a tree):</p><p></p><p>An FAERIE can also step inside any gem to reach their own gem. This ability is cast as if by a 7th-level sorcerer.</p><p>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</p><p>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-</p><p>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.</p><p>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.</p><p>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. </p><p></p><p></p><p>#29</p><p></p><p></p><p>true... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> </p><p></p><p>slight change necessitated:</p><p></p><p>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.</p><p></p><p></p><p>And don?t forget the rest of #29, and #30-32. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="BOZ, post: 1983443, member: 1241"] #24 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 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 true... :) 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. :) [/QUOTE]
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