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51
D&D 3.5 and Pathfinder / Re: Angels?
« Last post by Nanashi on November 11, 2018, 11:40:28 PM »
Monster Manual 4 explicitly calls the Justice Archon an angel, though it doesn't have the subtype and Eberron Archons belong in Shavarath.

You also have Prismatic Golems of Monster Manual 3 who are said in their entry to be from Syrania.
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[D&D 5E] Coastal Troubles / Re: OOC Thread
« Last post by Archon on November 11, 2018, 11:39:48 PM »
I have arcana, history and a decent int score, so I can probably take a shot at it, if I was around?
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Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: General Weirdness
« Last post by bhu on November 11, 2018, 09:33:41 PM »
Tainted Nature

Tainted Nature is an Acquired or Inherited Template that can be applied to any Animal, Plant or Vermin.

Size and Type: Add changes to Size Class or creature type, and any subtypes that may be gained. 

Hit Dice: If the Hit Die type changes because the creature changed type (or conversely if it doesn’t) note that here.

Speed: Not any changes in speed and any lost or additional movement types.  If Flight is gained specify what it’s maneuverability class is.

Armor Class: Note any changes to the base creatures natural armor bonus, or if it gains any bonuses to Armor Class such as Deflection.

Attacks: Note any natural attacks gained here.  If the base Attack Bonus must be recalculated because the base creature changed Type (or conversely if it doesn’t) also mention that here.

Damage: Note any changes to damage (usually due to Size Class changes) here.

Special Attacks: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here.

Special Qualities: Mention whether or not the base creature retains any of it’s special qualities or gains any new ones here.

Saves: Note any changes in Saving throws due to new bonuses or penalties, or if they must be recalculated because the creature has changed type.

Abilities: Note changes in ability scores.

Skills: Note changes in skills, any new skill bonuses or penalties, or if skills must be recalculated due to a change in type.

Feats: Mention any changes in Feats or Bonus Feats here.

Environment: <>

Organization: <>

Challenge Rating: <>

Treasure: <>

Alignment: <>

Advancement: <>

Level Adjustment: <>

Example of creature using template here:

54
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: General Weirdness
« Last post by bhu on November 11, 2018, 08:19:28 PM »
Abyssal Elemental

Abyssal Elemental is an Inherited Template that can be applied to any Elemental.  They are Elementals "born" in the Abyssal layer of Thanatos, perverted by the magics of Orcus.  When he spreads his taint into the Prime they sometimes accompany it, perverting nature in their wake.

Size and Type: Unchanged.  Gains the Chaotic and Evil Subtypes. 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

Spell-Like Abilities (Sp): An Abyssal Elemental with a Charisma score of 8 or higher has spell-like abilities depending on its Hit Dice, as below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based. 1-2 HD: Sap Strength 3/Day (Air), Desecrate 3/Day (Earth), Dance of Ruin 3/day (Fire), Curse Water 3/day (Water); 3-4 HD: Summon Undead II 1/Day; 5-6 HD: Consumptive Field 1/Day (Air), Profane Item 1/Day (Earth), Clutch of Orcus 1/Day (Fire), Contagion 1/Day (Water); 7-8 HD:  Unholy Storm 3/Day (Air), Rejuvenative Corpse 3/Day (Earth), Shriveling 3/Day (Fire), Drown 3/Day (Water); 9-10 HD: Summon Undead IV 1/Day; 11-12 HD: Greater Consumptive Field 1/Day (Air), Vile Death 1/Day (Earth), Pulse of Hate 1/Day (Fire), Pestilence 1Day (Water); 13-14 HD: Unholy Aura 3/Day, Unhallow 1/Day; 15-16 HD: Plague 1/Day (Air), Skeletal Guard 1/Day (Earth), Blackfire 1/Day (Fire), Befoul 1/Day (Water); 17-18 HD: Summon Monster IX (Bebelith or Hezrou only); 19-20 HD: Blasphemy 1/Day.

Pervert the Natural Order (Ex): 1/Day the Abyssal Elemental can make a Melee Touch Attack against any living Creature with a non-Evil Alignment that the Tainted Nature Template can be applied to.  The target must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Charisma Modifier) or permanently gain the Tainted Nature Template until it receives a Limited Wish or Wish spell.

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

Immunities: Immune to Electrical damage.

Energy Resistance (Ex): The Base Creature gains Energy Resistance to Acid, Cold and Fire.  The exact amount depends on the Base Creatures Hit Dice: 5 HD or less (5), 6+ HD (10).

Damage Reduction (Ex): The Base Creature gains Damage Reduction x/Cold Iron or Good.  The amount depends on the Base Creatures Hit Dice: 5 HD or less (DR 5), 6-19 HD (DR 10), 20+ HD (DR 15).

Saves: Unchanged.

Abilities: +4 Int, +4 Cha.

Skills: Unchanged.

Feats: Unchanged.

Environment: The Abyss.

Organization: Unchanged.

Challenge Rating:
HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---

Example of creature using template here:

                      Small Abyssal Fire Elemental
                      Small Elemental (Chaotic, Evil, Extraplanar, Fire)
Hit Dice:             2d8 (9 hp)
Initiative:           +5
Speed:                50 ft. (10 squares)
Armor Class:          15 (+1 Size, +1 Dex, +3 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +1/-3
Attack:               Slam +3 melee (1d4 plus 1d4 fire)
Full Attack:          Slam +3 melee (1d4 plus 1d4 fire)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Burn, Spell-Like Abilities, Pervert the Natural Order
Special Qualities:    Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold, Immune to Electricity, Energy Resistance 5 (Acid, Cold, Fire), DR 5/Cold Iron or Good
Saves:                Fort +0, Ref +4, Will +0
Abilities:            Str 10, Dex 13, Con 10, Int 8, Wis 11, Cha 15
Skills:               Listen +2, Spot +3
Feats:                Dodge, Improved Initiative (B), Weapon Finesse (B)
Environment:          The Abyss
Organization:         Solitary
Challenge Rating:     2
Treasure:             None
Alignment:            Always Chaotic Neutral
Advancement:          3 HD (Small)
Level Adjustment:     ---

Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus 1d4 fire damage from the elemental’s flaming body. Those hit by a fire elemental’s slam attack also must succeed on a DC 11 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Spell-Like Abilities (Sp): The Abyssal Fire Elemental can cast Dance of Ruin 3/day as a Spell-Like Ability.

Pervert the Natural Order (Ex): 1/Day the Abyssal Elemental can make a Melee Touch Attack against any living Creature with a non-Evil Alignment that the Tainted Nature Template can be applied to.  The target must make a DC 14 Willpower Save or permanently gain the Tainted Nature Template until it receives a Limited Wish or Wish spell.
55
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: General Weirdness
« Last post by bhu on November 11, 2018, 04:25:50 PM »
Brood of Orcus

Brood of Orcus is an Acquired Template that can be applied to any Demon (Tanar'ri). They are Demons raised from destruction as a sort of fiendish Zombie.

Size and Type: Size is Unchanged,  Subtypes are kept, but Type becomes Undead. 

Hit Dice: All current and future Hit Dice become d12's, and hp are recalculated.

Speed: If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: The Base Creature's Natural Armor Bonus increases by an amount dependent on it's size: Small (+1), Medium (+2), Large (+3), or Huge (+4).

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: The Base Creature loses any of the following if it has them: Sneak Attack, Summon Demon, Spell-Like Abilities, Dance of Ruin.  Abilities who have a Save DC based off of Constitution now use the Broods Charisma Modifier instead.  The Base Creature also gains the following:

Supernatural Abilities (Su):  If the Base Creature has 6 or more Hit Dice it permanently gains the benefits of an Undead Torch spell (see Spell Compendium).  If the Base Creature has 10 or more Hit Dice it permanently becomes the center of an Unhallow spell.  The fixed spell Affect only effects the Base Creature.  If the Brood enters a Hallow seplls area of effect both that spell and this ability are negated until the Brood leaves.

Special Qualities: The Base Creature loses any of the following if it has them: Telepathy, Tongues.  If it has any form of Damage Reduction, that changes to DR x/-.  For example if it had DR 10/Cold Iron or Good, it now has DR 10/-.  The Base Creature also gains the following:

Turn Resistance/Immunity (Ex):  The Base Creature gains some Turn Resistance or Immunity based on what it's CR was before this Template was applied:  CR 0-3 (+0), CR 4-6 (+1), CR 7-9 (+2), Cr 10-12 (+3), CR 13-15 (+4), CR 16-18 (+6), CR 19+ (Turn Immunity).

Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Saves: Unchanged.

Abilities: +4 Str.  Constitution and Intelligence Scores are reduced to -.  Wisdom is reduced to a 10.

Skills:
Being Mindless the Brood of Orcus loses all Skill Points.

Feats: Being Mindless, the Brood of Orcus loses all Feats except Bonus Feats.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating:
-1 (minimum CR 1/2).

Treasure:
None.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment:
---

Example of creature using template here:

                      Dretch
                      Small Undead (Chaotic, Extraplanar, Evil, Tanar'ri)
Hit Dice:             2d12 (13 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          17 (+1 Size, +6 Natural), touch 11, flat-footed 17
Base Attack/Grapple:  +2/+1
Attack:               Claw +6 melee (1d6+3)
Full Attack:          2 Claws +6 melee (1d6+3) and 1 Bite +1 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      ---
Special Qualities:    Damage reduction 10/-, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, Undead traits, Mindless
Saves:                Fort +5, Ref +3, Will +3
Abilities:            Str 16, Dex 10, Con -, Int -, Wis 10, Cha 11
Skills:               ---
Feats:                ---
Environment:          A chaotic evil-aligned plane
Organization:         Solitary, pair, gang (3-5), crowd (6-15), or mob (10-40)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          3-6 HD (Small)
Level Adjustment:     ---
56
Jester's Realm / Re: Campaign Thread IX: Can Gelatinous Cubes Get Drunk?
« Last post by bhu on November 11, 2018, 04:14:28 PM »
"An alliance with Kobolds eh..."

"They thinking of rebuilding?"
57
September 1776 / Re: Chapter 1: A New Beginning
« Last post by bhu on November 11, 2018, 04:13:26 PM »
Definitely not human, but was once or has had extensive enough dealings with your kind to understand how you think.  Likely immortal, definitely dangerous, may or may not be susceptible to musket fire.  On the plus side you may be able to bargain with iit.
58
[D&D 5E] Coastal Troubles / Re: OOC Thread
« Last post by Raineh Daze on November 11, 2018, 04:13:21 PM »
Do we have any?
59
[D&D 5E] Coastal Troubles / Re: OOC Thread
« Last post by SorO_Lost on November 11, 2018, 03:59:54 PM »
So if Tefari is still alive next turn I think I need someone with some high Knowledge Checks to read something...
60
[D&D 5E] Coastal Troubles / Re: Coastal Troubles (IC Thread)
« Last post by SorO_Lost on November 11, 2018, 03:54:58 PM »
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