Blog Archive

Saturday, 29 October 2016

Restless - Undead Template

In my game world, undead are very common as they spontaneously arise from any creature not properly buried or disposed of. This template is the base undead found everywhere, arising due to accident or carelessness, not specifically evil actions. 


Restless-Undead [Template]

This template can be added to any dead creature that arise from its corpse being improperly interred. The creature appears as it did during the time of death often wearing funeral dress or wrapped linen over some portion of their body. Their eyes have a dark hue that covers most of their face, and many times they have a distinct jerk in their movements, especially at the start.

These undead are similar to self-aware zombies, that struggle to eke out an existence in their undeath. Most reside in crypts or dungeons, uninterested in moving out of the location where they reside. 

Size and Type: Change type to Undead (d12), If originally 3 HD or less, the new creature now has 3 HD. Creatures over 5 HD, lose 2 HD.

Speed: Same as original creature.

Armor Class: Gains a natural armor bonus of +5, this replaces any natural armor bonus the creature may have had previously. If they wore armor when buried, they will most likely will still be wearing it.

Attack: If it was originally a beast, the restless gain an additional bite attack doing the same damage as when they were alive. If humanoid, they have two natural slam attacks. The Restless if they have over a modicum of intelligence (7 or higher) and have their weapons, may opt to continue to use this option.

Size               Slam Damage
Small                 1d4
Medium             1d6
Large                 1d8
Huge                  2d6

Special Attacks: They retain all the attacks they had in life and gain despair wail & restless fever.

Despair Wail (Su) All creatures within a 60-foot radius that hear a restless must make a Will save at DC 13 (+ 1 / HD). or be paralyzed by fear for 2d5 rounds. Whether or not the save is successful, that creature cannot be affected again by the same despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.

Restless Fever: touch; save Fort DC 14, onset time 1 minute; every 6 hours make another save.
Initial effect: 1d3 Constitution drain.
Ongoing Effect: Every six hours make another save to take another point of Constitution drain.
Save: 2 non-successive successful saves to prevent any additional loss. While the restless effect is happening, the victim cannot properly rest, only magical healing can help revive them. The save DC is Charisma-based. This can also be removed by two successive remove curse spells.

Skills and Feats: Undead of five intelligence or more maintain the skills and feats they had in life.

Game Focus
Most restless have at least faint memories of their lives before they were killed, but now they exist to try and satiate their endless hunger. Warrior types try to organize any other undead into small legions to protect their property. Former wizards most often are the weakest, as they do not automatically gain spells, have lost some intelligence, and do not have spell books. A few rogues lucky enough to have their equipment can prosper and gain access to buried wealth.

It seems only clerics, who are often buried with symbols of their devotion follow their previous path. If they were evil, they exist to gain power and followers at any cost. If previously good, their existence makes them go slightly mad, and spend their time in their lair, angry at the world. They are still not willing to do evil to others, but will lash out if others come to them. Though rare, sometimes they can be convinced to help the living in good causes within their dark dungeon lairs.

Restless know they are not alive and do not pretend to be. They are obsessed with death, symbols around it and keeping their small circle free from anything they disdain - such as the living.

Any Restless with at least a low intelligence will try to avoid the undead hunting Jackalla.

Special Qualities: An undead creature has the following features.

d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
Good Will Saves.
Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. Many undead, however, are mindless and gain no skill points or feats. The following are class skills for undead: Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.

Abilities: Adjust the base creature as follows: Str +4, Con --, Int -4, Wis +4, Dex --, Cha --. These undead lose some of the intelligence they had in life, but they gain in most other ways.

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Thursday, 20 October 2016

Fuul or Fool - Small, pink furred winged elven cat

This is probably the fastest creature I have ever stated up. Got a chance to volunteer for a one-night event early next month, and this is the focus of the game... find the Fool!

Fuul CR6
N Small Fey
Init +8 Senses Low-light vision; Perception +9

 DEFENSE
AC 17 touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 21hp (6d6+0 con)
Fort +2, Ref +9, Will +6
Misdirect Magic or Arrows, Resistance to Electricity 20

 OFFENSE
Speed 40 ft., Fly 20 ft.
Melee Bite +8 (1d3-1)
Special Attacks Evasion, Agility

 STATISTICS
Str 8, Dex 19, Con 10, Int 9, Wis 12, Cha 16
Base Atk +3 CMB +1 CMD 15
Feats Improved Initiative, Dodge, Mobility
Skills +20 Fly, +8 Perception, +5 Knowledge (local / nature), +12 Stealth, +5 Sense Motive
Languages  Fey or Elven (Understand and read, but cannot speak)

 ECOLOGY
Environment Forest, Spire or Dungeon
Organization Solitary, Pack (2-5)
Treasure Value Half Standard (gems, coins, keys)

A Fuul (usually mispronounced Fool) is a fey creature long beloved by Elves and other woodland creatures.  It appears as a small, pink furred, double tailed, winged cat. They form very strong attachments to those some who travel into the wilder parts of the forest. They are quite intelligent, and can understand words spoken or written in the lands around them but they cannot speak - they meow or purr.

Some are trained to act as the hunted foe in an Elven forest game, where the challengers must capture the fool using nets. It is difficult for the challengers to use magic against the Fuul as it can redirect any spell cast near it.

Combat

Misdirect Magic (Su): Twice a round, a Foul can misdirect any magic cast at or near it.  They usually redirect it at the caster, or safely away from other creatures. Their tails actually misdirect the spells, if the tails are cut off they lose this ability.

Agility (Su): A Fuul may act as if hasted for a number of rounds per day equal to their Charisma modifier. This ability can be activated or suppressed as a free action.










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