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<blockquote data-quote="BOZ" data-source="post: 1985473" data-attributes="member: 1241"><p>#25</p><p></p><p></p><p>aha! I knew that posting the spell-like abilities was a good idea. I knew that <em>emotion</em> 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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>#28</p><p>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.</p><p></p><p></p><p></p><p>I don’t know that this one needs to be separated into two abilities.</p><p></p><p>And yes, it does have a burrow speed, and it moves through earth like a xorn. Good catch. <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>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.</p><p></p><p>slight rewrite/rewording on these two:</p><p>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.</p><p>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.</p><p></p><p>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?</p><p></p><p></p><p>#29</p><p></p><p></p><p>LOL! Maybe these are mounts for mounts that get tired? <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=":)" /> “is your horse exhausted? Well we have good news for him!</p><p></p><p>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.</p><p></p><p>THING AS MOUNTS</p><p>THING make excellent special mounts for halfling and gnome paladins. THING can only carry <em>RIDERS</em> 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.</p><p>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.</p><p></p><p></p><p>#31</p><p>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.</p><p></p><p></p><p></p><p>hmm… yes, rake with a modified pounce, perhaps. Looks good?</p><p></p><p>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.</p><p></p><p>Rake (Ex): Attack bonus +X melee, damage 2d4+2.</p><p></p><p>(attack bonus +7 or +2?)</p><p></p><p></p><p>#32</p><p></p><p></p><p>even if it doesn’t meet the size prerequisite?</p></blockquote><p></p>
[QUOTE="BOZ, post: 1985473, member: 1241"] #25 aha! I knew that posting the spell-like abilities was a good idea. I knew that [I]emotion[/I] 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. 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 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 [I]RIDERS[/I] 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. 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 even if it doesn’t meet the size prerequisite? [/QUOTE]
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