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<blockquote data-quote="BOZ" data-source="post: 2060603" data-attributes="member: 1241"><p>it is the same spell, so I copied and pasted it. <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>#37</p><p></p><p></p><p>they’re not from CC1, but they are from another popular book. That’s all I’m saying. <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>I’m going to ask Joe & Suzi if they want this thing templated up, because it seems logical enough to me. in the meantime, how do its attacks look:</p><p></p><p>Fear Aura (Su): The terrible vision of the ghost causes fear to all in a 60-foot radius who gaze upon its loathsome form. Viewers must make a Willpower save (DC 15) or flee in terror and temporarily lose two points of Wisdom. The ghost can press this attack up to three times per night, but characters only lose Wisdom the first time they fail their save. It returns to haunt its prey each night until the moon is full.</p><p>Paralyzing Howl (Sp): During the full moon, the ghost can issue a terrifying howl that can paralyze as a hold person spell (caster level equals ghost's HD+5).: This attack affects only those who inflicted harm upon it in life or desecrated (ate from) its carcass. It can perform this action once per round.</p><p>Reflection Susceptible: The ghost is susceptible to its own horrifying reflection, and avoids crossing still water or approaching similar reflective surfaces. When encountering its own reflection, it must make a Reflex save (DC 15). Failure results in the creature fleeing and going to ground until the following night.</p><p>Trumpet of Doom (Su): Once its victims are immobilized and the innocents have fled, the ghost trumpets a final, mournful lamentation to bring death to its slayers. All listeners within 150 feet must make a Fortitude save (DC 10 + 2 for every 3 HD of ghost) or die from fright.</p><p></p><p></p><p>#38</p><p></p><p></p><p>you sure that should only be flavor text?</p><p></p><p></p><p></p><p>how about that?</p><p></p><p>Keen Sight (Ex): A FEY’s antennae grant it blindsense out to X feet. A FEY can also attempt to detect ethereal or astral creatures on a DC 15 Spot check.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2060603, member: 1241"] it is the same spell, so I copied and pasted it. :) #37 they’re not from CC1, but they are from another popular book. That’s all I’m saying. ;) I’m going to ask Joe & Suzi if they want this thing templated up, because it seems logical enough to me. in the meantime, how do its attacks look: Fear Aura (Su): The terrible vision of the ghost causes fear to all in a 60-foot radius who gaze upon its loathsome form. Viewers must make a Willpower save (DC 15) or flee in terror and temporarily lose two points of Wisdom. The ghost can press this attack up to three times per night, but characters only lose Wisdom the first time they fail their save. It returns to haunt its prey each night until the moon is full. Paralyzing Howl (Sp): During the full moon, the ghost can issue a terrifying howl that can paralyze as a hold person spell (caster level equals ghost's HD+5).: This attack affects only those who inflicted harm upon it in life or desecrated (ate from) its carcass. It can perform this action once per round. Reflection Susceptible: The ghost is susceptible to its own horrifying reflection, and avoids crossing still water or approaching similar reflective surfaces. When encountering its own reflection, it must make a Reflex save (DC 15). Failure results in the creature fleeing and going to ground until the following night. Trumpet of Doom (Su): Once its victims are immobilized and the innocents have fled, the ghost trumpets a final, mournful lamentation to bring death to its slayers. All listeners within 150 feet must make a Fortitude save (DC 10 + 2 for every 3 HD of ghost) or die from fright. #38 you sure that should only be flavor text? how about that? Keen Sight (Ex): A FEY’s antennae grant it blindsense out to X feet. A FEY can also attempt to detect ethereal or astral creatures on a DC 15 Spot check. [/QUOTE]
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