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<blockquote data-quote="BOZ" data-source="post: 2098621" data-attributes="member: 1241"><p>Touché, you got me there. <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>I’m considering everything else done now, except for these four. <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>#54</p><p>Spell-Like Abilities: At will — entangle, speak with plants; I/day — plant growth (overgrowth aspect only). These abilities are as the spells cast by a 15th-level sorcerer (save DC 11 + spell level).</p><p>Ethereal Jaunt (Su): An FEY can shift from the Ethereal to the Material Plane as a free action, and shift back again as a move-equivalent action (or as part of a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer.</p><p>Symbiosis (Su): An FEY is mystically bound to a single, great ash tree and cannot stray more than 300 yards from it or he falls ill and dies within 4d6 hours. An FEY's ash tree does not radiate magic.</p><p></p><p>Rod of Ethereal Bones: One of the strangest and most unpredictable items available, wizards and sorcerers craft this macabre, temperamental device from the spine of an FEY, a fey creature symbiotically linked to an ash tree. A small, iridescent sphere comprised of cosmic material from a comet or meteor sits atop the rod. The rod conjures rough-hewn chunks of cosmic material that it hurls at any target within 1,080 feet. In addition, the rod grants the wielder the ability to see through solid objects. The rod's projectiles can pass through solid objects by temporarily becoming ethereal. The rod produces the following effects:</p><p>The rod creates three types of cosmic material: comets, meteors, and a shower. Over the course of the day, the rod conjures any combination of the aforementioned materials, totaling no more than 24 hit dice. Hitting a target with the cosmic material requires a ranged touch attack with no saving throw.</p><p>Comets deal 12d6 points of damage, 6d6 points from impact and 6d6 points from fire.</p><p>Meteors deal 8d6 points of damage, 4d6 points from impact and 4d6 points from fire.</p><p>Showers deal 4d6 points of damage, 2d6 points from impact and 2d6 points from fire.</p><p>Once per day for one minute, the rod grants the wielder the ability to see through solid objects. His vision penetrates ' through all living organic matter, two feet of wood, 10 inches of stone or one inch of metal. For example, the rod's wielder sees creatures hiding behind a one-inch-thick silver mirror but does not spot creatures hiding behind the same mirror while inside of a room with 10-inch-thick stone walls.</p><p>Comets, meteors, and showers ignore all AC bonuses from cover. In addition, they also possess the ability to temporarily turn ethereal and then reassume material form. Controlling this effect requires a Concentration check (DC = 15 + value of intervening barriers - the number of feet between the target and closest obstacle). The value of the intervening barriers is computed as follows.</p><p>+10/per inch of metal</p><p>+l/per inch of stone</p><p>+l/per two inches of wood</p><p></p><p>Example: The rod's wielder attempts to hit an opponent standing directly behind a 10-inch-thick stone wall. The stone wall's value is 10. Therefore, the rod's wielder must make a Concentration check (DC 25) [15 + 10 (stone wall's value) -0 (target's distance from the closest barrier) = 25] to correctly time the projectile's transformation from ethereal form back to material form. If he fails the Concentration check, the missile continues past its target and strikes the next solid barrier, whether living or inanimate. Creatures in the path of such a missile receive a Reflex save (DC 23) to reduce the damage in half.</p><p>Caster Level: 17th; Prerequisites: Craft Rod, ethereal jaunt, meteor swarm, true seeing; Market Price: 120,000 gp.</p><p></p><p></p><p>#56</p><p>Spell-like abilities: 3/day — dispel magic, illusory wall, invisibility (self only), mending, rope trick, shrink item, and trap. These abilities are as the spells cast by a 5th-level sorcerer.</p><p></p><p>Smiling Mask: The ever inventive and jovial FEY created this unusual cloth mask to inspire laughter, but the mask also has a practical use, as well. A network of brightly colored strings attaches the mask to the wearer's face. As the mask's name implies, the FEY paint fanciful, exaggerated, comical expressions on it. Three times per day, the mask makes a gaze attack against any single target within 60 feet, provided, of course, that both parties can see one another. The intended victim must make a Will save (DC 13); otherwise, the target starts laughing uncontrollably. This ability duplicates the effects of the spell hideous laughter. In addition, once per day, the wearer tweaks his nose and causes a large, white-gloved fist to materialize in front of his face. The exact mechanism needed to trigger this effect requires some concentration; therefore, the wearer must make a Concentration check (DC 10) to activate this function. (Failure expends a free action, but does not count towards the daily usage of this ability.) At the wearer's command and as a standard action, the hand moves toward and attempts to slap any visible target within 60 feet. The hand attacks twice with a +15 attack bonus and deals Id8+12 points of damage on each successful strike. In addition, the hand amplifies the sound of each blow, causing every creature within a 10-ft. radius to make a Fortitude save (DC 22) or suffer from permanent deafness. The hand dissipates immediately after its two attacks.</p><p>Caster level: 15th; Prerequisites: Craft Wondrous Item, clenched fist, hideous laughter; Market Price: 24,500 gp; Weight:</p><p></p><p>Sphere of Tireless Trivia: Even by FEY standards, the sphere of tireless trivia remains one of the strangest but cleverest items ever created. Dozens of painted question marks adorn the one-foot diameter black sphere usually constructed from quartz or another ornamental stone. Once per day as a standard action, the sphere's owner commands the device to fly anywhere within his line of sight. Upon arriving at the intended destination, the sphere starts asking trivia questions in any language the owner designates. Creatures within 40 feet of the sphere must make a Will save (DC 14); otherwise, they are completely engrossed by the sphere and totally ignore their surroundings, provided, of course, that they can hear the questions. Any act by the sphere's owner or its apparent allies against enthralled creatures immediately frees subjects from its influence. The sphere poses one question every round on a topic its owner determines. Because the questions are generally of a trivial nature, correctly answering a question requires an Intelligence check (DC 4d4+10) rather than a Knowledge check. When a creature provides the correct answer, the sphere shouts, "That's right!" Immediately afterward, the sphere erupts in a display of bright fireworks identical to the fireworks created by the pyrotechnics spell. The demonstration's intense brightness blinds all creatures within 120 of the sphere for Id4+1 rounds unless they make a Will save (DC 14). If none of the creatures answers any questions correctly, after a minute, the sphere loudly sighs in frustration and falls silent. All listeners affected by the sphere must make a Will save (DC 16); otherwise, they despair and suffer a -2 morale penalty to saving throws, attack rolls, skill checks, and weapon damage rolls for the next 2d6 rounds. The sphere possesses a hardness of 8 and 60 hp. In addition, the sphere flies back to its owner upon command.</p><p>Caster Level: 9th; Prerequisites: Craft Wondrous Item, emotion, fly, magic mouth, suggestion, tongues; Market Price: 48,500 gp; Weight: 10 lb.</p><p></p><p></p><p>#57</p><p>Blight Wood (Sp): 3/day this ability functions like the spell warp wood as cast by an 8*1evel druid, except that the target rots instantly. Magic items (such as wands) and items in anyone's possession must make a Will save (DC 13) or be destroyed.</p><p>Energy Drain (Su): Anyone struck by an UNDEAD's melee attack must make a Fortitude save (DC 16); otherwise, the target receives one negative level. The UNDEAD heals 5 points of damage for every level drained in this manner.</p><p>Fear Aura (Su): All creatures within 30 feet of the UNDEAD must make a Will save (DC 16), or remain motionless for Id4+1 rounds.</p><p>Spell-like abilities (Sp): 3/day deeper darkness as cast by an 8th~level cleric.</p><p>Triproots (Ex): Whenever a victim moves through an area threatened by the UNDEAD, the creature trips its opponent in lieu of dealing damage.</p><p></p><p>Armorsmiths craft wooden shields from the trunk of an UNDEAD. </p><p>Wooden shields crafted from the trunk of this undead creature grant their user a +1 morale bonus to AC. UNDEAD shields are considered masterwork shield.</p><p></p><p></p><p>#58</p><p>Improved Grapple (Ex): If a THING hits a target of Medium-size or smaller with its whip attack, it may automatically attempt to grapple. If the grapple succeeds, it immediately constricts its foe.</p><p>Constrict (Ex): A THING deals an additional ld4+3 damage to a Medium-size or smaller creature on a successful grapple attack.</p><p>Spell-Like Abilities: At will — calm animals, detect animals or plants, pass without trace, warp wood, water breathing (self only), wood shape; 1/ day — dominate animal, snare, spike growth; 3/day— animal messenger, barkskin, entangle, goodberry, hold animal, magic fang, protection from elements, quench, summon nature's ally II. These abilities are as the spells cast by a 10th" level druid (save DC 14 + spell level).</p><p>Whip (Ex): A THING's whip is considered a ranged attack, reaching up to 10 ft. and dealing subdual damage to any creature without an armor bonus of +1 or a natural armor of +3. This attack functions as per a normal whip, allowing trip attempts and a +2 to disarm.</p><p>Forest Tongue (Ex): THINGs communicate with all forms of animals, fey, and plants, regardless of their intelligence or languages.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2098621, member: 1241"] Touché, you got me there. :) I’m considering everything else done now, except for these four. :) #54 Spell-Like Abilities: At will — entangle, speak with plants; I/day — plant growth (overgrowth aspect only). These abilities are as the spells cast by a 15th-level sorcerer (save DC 11 + spell level). Ethereal Jaunt (Su): An FEY can shift from the Ethereal to the Material Plane as a free action, and shift back again as a move-equivalent action (or as part of a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer. Symbiosis (Su): An FEY is mystically bound to a single, great ash tree and cannot stray more than 300 yards from it or he falls ill and dies within 4d6 hours. An FEY's ash tree does not radiate magic. Rod of Ethereal Bones: One of the strangest and most unpredictable items available, wizards and sorcerers craft this macabre, temperamental device from the spine of an FEY, a fey creature symbiotically linked to an ash tree. A small, iridescent sphere comprised of cosmic material from a comet or meteor sits atop the rod. The rod conjures rough-hewn chunks of cosmic material that it hurls at any target within 1,080 feet. In addition, the rod grants the wielder the ability to see through solid objects. The rod's projectiles can pass through solid objects by temporarily becoming ethereal. The rod produces the following effects: The rod creates three types of cosmic material: comets, meteors, and a shower. Over the course of the day, the rod conjures any combination of the aforementioned materials, totaling no more than 24 hit dice. Hitting a target with the cosmic material requires a ranged touch attack with no saving throw. Comets deal 12d6 points of damage, 6d6 points from impact and 6d6 points from fire. Meteors deal 8d6 points of damage, 4d6 points from impact and 4d6 points from fire. Showers deal 4d6 points of damage, 2d6 points from impact and 2d6 points from fire. Once per day for one minute, the rod grants the wielder the ability to see through solid objects. His vision penetrates ' through all living organic matter, two feet of wood, 10 inches of stone or one inch of metal. For example, the rod's wielder sees creatures hiding behind a one-inch-thick silver mirror but does not spot creatures hiding behind the same mirror while inside of a room with 10-inch-thick stone walls. Comets, meteors, and showers ignore all AC bonuses from cover. In addition, they also possess the ability to temporarily turn ethereal and then reassume material form. Controlling this effect requires a Concentration check (DC = 15 + value of intervening barriers - the number of feet between the target and closest obstacle). The value of the intervening barriers is computed as follows. +10/per inch of metal +l/per inch of stone +l/per two inches of wood Example: The rod's wielder attempts to hit an opponent standing directly behind a 10-inch-thick stone wall. The stone wall's value is 10. Therefore, the rod's wielder must make a Concentration check (DC 25) [15 + 10 (stone wall's value) -0 (target's distance from the closest barrier) = 25] to correctly time the projectile's transformation from ethereal form back to material form. If he fails the Concentration check, the missile continues past its target and strikes the next solid barrier, whether living or inanimate. Creatures in the path of such a missile receive a Reflex save (DC 23) to reduce the damage in half. Caster Level: 17th; Prerequisites: Craft Rod, ethereal jaunt, meteor swarm, true seeing; Market Price: 120,000 gp. #56 Spell-like abilities: 3/day — dispel magic, illusory wall, invisibility (self only), mending, rope trick, shrink item, and trap. These abilities are as the spells cast by a 5th-level sorcerer. Smiling Mask: The ever inventive and jovial FEY created this unusual cloth mask to inspire laughter, but the mask also has a practical use, as well. A network of brightly colored strings attaches the mask to the wearer's face. As the mask's name implies, the FEY paint fanciful, exaggerated, comical expressions on it. Three times per day, the mask makes a gaze attack against any single target within 60 feet, provided, of course, that both parties can see one another. The intended victim must make a Will save (DC 13); otherwise, the target starts laughing uncontrollably. This ability duplicates the effects of the spell hideous laughter. In addition, once per day, the wearer tweaks his nose and causes a large, white-gloved fist to materialize in front of his face. The exact mechanism needed to trigger this effect requires some concentration; therefore, the wearer must make a Concentration check (DC 10) to activate this function. (Failure expends a free action, but does not count towards the daily usage of this ability.) At the wearer's command and as a standard action, the hand moves toward and attempts to slap any visible target within 60 feet. The hand attacks twice with a +15 attack bonus and deals Id8+12 points of damage on each successful strike. In addition, the hand amplifies the sound of each blow, causing every creature within a 10-ft. radius to make a Fortitude save (DC 22) or suffer from permanent deafness. The hand dissipates immediately after its two attacks. Caster level: 15th; Prerequisites: Craft Wondrous Item, clenched fist, hideous laughter; Market Price: 24,500 gp; Weight: Sphere of Tireless Trivia: Even by FEY standards, the sphere of tireless trivia remains one of the strangest but cleverest items ever created. Dozens of painted question marks adorn the one-foot diameter black sphere usually constructed from quartz or another ornamental stone. Once per day as a standard action, the sphere's owner commands the device to fly anywhere within his line of sight. Upon arriving at the intended destination, the sphere starts asking trivia questions in any language the owner designates. Creatures within 40 feet of the sphere must make a Will save (DC 14); otherwise, they are completely engrossed by the sphere and totally ignore their surroundings, provided, of course, that they can hear the questions. Any act by the sphere's owner or its apparent allies against enthralled creatures immediately frees subjects from its influence. The sphere poses one question every round on a topic its owner determines. Because the questions are generally of a trivial nature, correctly answering a question requires an Intelligence check (DC 4d4+10) rather than a Knowledge check. When a creature provides the correct answer, the sphere shouts, "That's right!" Immediately afterward, the sphere erupts in a display of bright fireworks identical to the fireworks created by the pyrotechnics spell. The demonstration's intense brightness blinds all creatures within 120 of the sphere for Id4+1 rounds unless they make a Will save (DC 14). If none of the creatures answers any questions correctly, after a minute, the sphere loudly sighs in frustration and falls silent. All listeners affected by the sphere must make a Will save (DC 16); otherwise, they despair and suffer a -2 morale penalty to saving throws, attack rolls, skill checks, and weapon damage rolls for the next 2d6 rounds. The sphere possesses a hardness of 8 and 60 hp. In addition, the sphere flies back to its owner upon command. Caster Level: 9th; Prerequisites: Craft Wondrous Item, emotion, fly, magic mouth, suggestion, tongues; Market Price: 48,500 gp; Weight: 10 lb. #57 Blight Wood (Sp): 3/day this ability functions like the spell warp wood as cast by an 8*1evel druid, except that the target rots instantly. Magic items (such as wands) and items in anyone's possession must make a Will save (DC 13) or be destroyed. Energy Drain (Su): Anyone struck by an UNDEAD's melee attack must make a Fortitude save (DC 16); otherwise, the target receives one negative level. The UNDEAD heals 5 points of damage for every level drained in this manner. Fear Aura (Su): All creatures within 30 feet of the UNDEAD must make a Will save (DC 16), or remain motionless for Id4+1 rounds. Spell-like abilities (Sp): 3/day deeper darkness as cast by an 8th~level cleric. Triproots (Ex): Whenever a victim moves through an area threatened by the UNDEAD, the creature trips its opponent in lieu of dealing damage. Armorsmiths craft wooden shields from the trunk of an UNDEAD. Wooden shields crafted from the trunk of this undead creature grant their user a +1 morale bonus to AC. UNDEAD shields are considered masterwork shield. #58 Improved Grapple (Ex): If a THING hits a target of Medium-size or smaller with its whip attack, it may automatically attempt to grapple. If the grapple succeeds, it immediately constricts its foe. Constrict (Ex): A THING deals an additional ld4+3 damage to a Medium-size or smaller creature on a successful grapple attack. Spell-Like Abilities: At will — calm animals, detect animals or plants, pass without trace, warp wood, water breathing (self only), wood shape; 1/ day — dominate animal, snare, spike growth; 3/day— animal messenger, barkskin, entangle, goodberry, hold animal, magic fang, protection from elements, quench, summon nature's ally II. These abilities are as the spells cast by a 10th" level druid (save DC 14 + spell level). Whip (Ex): A THING's whip is considered a ranged attack, reaching up to 10 ft. and dealing subdual damage to any creature without an armor bonus of +1 or a natural armor of +3. This attack functions as per a normal whip, allowing trip attempts and a +2 to disarm. Forest Tongue (Ex): THINGs communicate with all forms of animals, fey, and plants, regardless of their intelligence or languages. [/QUOTE]
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