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<blockquote data-quote="Knight Otu" data-source="post: 1984995" data-attributes="member: 192"><p>#25</p><p>Spell-Like Abilities: At will-alter self, detect thoughts (DC 17), <strong>emotion </strong>(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></p><p>Emotion - Crushing despair, good hope and/or heroism.</p><p></p><p> #28</p><p> </p><p>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.</p><p>>></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 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.</p><p>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.</p><p><<</p><p>That might call for a major rewrite... I trust it has a burrow speed? If so, we might be able to use that.</p><p></p><p>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).</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 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.</p><p></p><p>#29</p><p>The other SQs are good. In the THING as mounts section, it should say that it can carry riders, not mounts!</p><p></p><p>#30</p><p>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.</p><p>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.</p><p>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.</p><p> 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.</p><p></p><p>#31</p><p>Sounds a lot like rake, doesn't it?</p><p></p><p>#32</p><p>Bonus feats can do miracles!</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 1984995, member: 192"] #25 Spell-Like Abilities: At will-alter self, detect thoughts (DC 17), [b]emotion [/b](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! [/QUOTE]
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