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Umbral_Arcanist
2006-09-06, 04:56 PM
The Corrupted


The corrupted were first created when a powerful necromancer cleric of an ancient death god was defeated. The final battle against him was fought in his inner sanctum, shrine to his god. Such profane and vile acts had occurred there that the forces that defeated him hallow the shrine. Those who had fallen to the necromancers foul magic rose 9 days after burial as the Corrupted. Now whenever a Corrupted slays a humanoid the body rises in 9 rounds. The corpse combusts into ash, but the soul of the creature remains, a ghostly blue shadow showing them as they were. The ashes then form a new body. The new body has alabaster skin and ebon hair with crimson eyes. Also formed is their armor and weapon. Corrupted care only about raising more undead, they speak whatever languages they spoke in life.


Template: Unless it specifically stated to change below the creature retains all former abilities.

Size and Type: changes to undead, is medium sized
HD: retains the same number of HD, all changed to d12, can only advance as undead creature.

Speed: speed becomes 30ft

AC: looses any previous natural armor and instead gains a natural armor bonus of (2+ 1/3 HD)

Attacks: looses all attacks and gains solely an with its axe (possibly multiple from BAB)

Damage: their axe deals 1d8 +STR damage with a *4 crit

Special Attacks: the only special attacks a Corrupted has, aside from those from any feats, is the ability to enter a frenzy

Frenzy: 1/day (+1 per 4 HD) a corrupted may enter a frenzy for 9 rounds. They gain +4 to STR and DEX, +20ft speed and their DR improves to magic and cold iron. Entering a frenzy is a free action, can be used once an encounter

Special Qualities: Looses all previous special qualities and gains the following:
DR/fast healing: DR X/cold iron or magic based on the table below and Fast healing as well

HD: DR FH
1-5 -- 0
6-10 10 3
11-15 15 5
16-20 20 8


Abilities: a Corrupted always has the following ability scores; they gain a +2 to STR for every 3 HD and a +2 to DEX for every 5 HD. They gain no free point every 4 HD

STR: 18 INT: 6
DEX: 14 WIS: 14
CON: -- CHA: 16


Skills: as an undead of equal HD, looses all previous skills/skill bonuses

Feats: looses all previous feats, but gains these feats based on HD
1: Improved Init
3: power attack
6: Improved toughness
9: weapon focus (axe)
12: weapons spec. (axe)
15: combat reflexes
18: extra frenzy


Alignment:always evil, generally they keep the law-chaos portion of their alignment.

CR= HD+1


Equipment: Their equipment forms with their new bodies and dissolves when they are destroyed. It gains magical bonuses as they gain power.

Axe: Their only weapon, counts as cold iron for overcoming DR
Has an enhancement bonus equal to 1/4 HD, becomes keen at 8HD, speed at 14 HD and sure-striking at 20 HD. Any being killed by a corrupted's axe rises in 9 rounds as a corrupted unless a remove curse spell or gentle repose spell is cast on the corpse

Armor: is a chain shirt; has an enhancement bonus equal to 1/5 HD becomes mithril at 8 HD, gains an extra +1 at 14 and 20 HD

Shield: gains a heavy steel shield, with a bonus equal to 1/5 HD


Sample Corrupted (10 HD)

Medium undead
HD: 10d12+10 (70 hp)
Speed: 30ft
Initiative: +8
AC: 29 (+6 +2 mithril shirt, +4 +2 shield, +4 DEX, +5 Nat.)
BAB/grapple: +5/ +12
Attack: axe: +15, +2 keen axe; 1d8 + 9 *4
Full Attack: +15, +2 keen axe; 1d8 + 9 *4
Space/reach: 5ft/5ft
Special Qualities: DR 10/magic or cold iron, Fast Healing 3. Frenzy (3 day), undead traits
Saves: --/7/9
Abilities: STR: 24 INT: 6
DEX: 18 WIS: 14
CON -- CHA: 16
Skills: Listen + 15
Spot + 15
CR: 11

Environment: underground
Organization; Groups, usually at least 4, of varying levels of power

Combat: Most begin combat with a frenzy and then charge into the fray heedless of obstacles. They use power attack as much as they can, usually for their entire BAB, lessening the penalty only if they are missing most of their attacks. The rarely use tactics, but often gang up on a single foe, using the flanking bonus to better use power attack.




They are generally found in tombs or caverns beneath the earth, forgotten by the necromancers who created them. They have fallen out of favor with necromancers, as the spells to create them are not widely available and costly. Though some do enjoy the fact they “reproduce” without the necromancer’s interference.

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I realize this isn't much of a template..... they retain only the number of HD and nothing else, but that seemed the best way to present them. I'd make the fluff a little more specific if i had a specific setting to put them in.

Enjoy!

martyboy74
2006-09-06, 05:01 PM
From your fluff, you make it seem like these things would be "good" undead (deathless), but from the actually template, they're regular, evil undead. To fit your template more, I'd change it to "A powerful good wizard was killed by an evil god, and the power of that god desecrated said area, making the first corrupted", etc.

NullAshton
2006-09-06, 05:12 PM
You need to have an alignment if it's always evil. You also need to state the ability that when the Corrupted kills someone, they rise as a Corrupted in 9 rounds. Also, you failed to specify what the template can be applied to, and also why it suddenly changes size. That annoys me that ANY wight is medium sized.

Umbral_Arcanist
2006-09-06, 05:18 PM
Oops, get right to it...


They are all evil because it was the necromancer's magic that created them, it twisted their souls, when they combust, the ash reforms a new body, medium sized, as for the size difference, that's how the spell works.......

fangthane
2006-09-06, 05:36 PM
Size and Type: changes to undead

......

Armor: is a chain shirt; has an enhancement bonus equal to 1/5 HD becomes mithril at 8 HD, gain light fortification at 14 HD and medium fortification at 20 HD
Emphasis mine...

From the SRD, under "Undead Traits:"

Not subject to critical hits

So I have to ask, given that they're immune to crits anyhow, why it's an advantage to get light or medium fortification and negate crits...

I'd tend to think they'd be better off with Armor Specialisation at 14 and Shield at 20; at least that's extra AC for them since as deaders they receive nothing from fortification.

I'd give them CR as HD+1; those starter stats are definitely elite (bar the int) and with +2 str and +1 NA per 3 levels, plus an overall boost of 8 dex over 20 HD, they're tougher than the average undead.

A +5 keen vorpal axe of speed? Strikes me that a +14 weapon is a wee bit epic; I'd limit it to a +10 overall equivalent bonus at 20, as others are similarly limited. I'd say make it act as +5, vorpal and both cold iron and adamantine at 20 HD (+10 overall bonus). Alternatively, make it a keen axe of speed +5 (+9 total bonus) which is treated as either cold iron or adamantine for DR purposes

Umbral_Arcanist
2006-09-06, 05:51 PM
Emphasis mine...

From the SRD, under "Undead Traits:"

So I have to ask, given that they're immune to crits anyhow, why it's an advantage to get light or medium fortification and negate crits...

I'd tend to think they'd be better off with Armor Specialisation at 14 and Shield at 20; at least that's extra AC for them since as deaders they receive nothing from fortification.

I'd give them CR as HD+1; those starter stats are definitely elite (bar the int) and with +2 str and +1 NA per 3 levels, plus an overall boost of 8 dex over 20 HD, they're tougher than the average undead.

A +5 keen vorpal axe of speed? Strikes me that a +14 weapon is a wee bit epic; I'd limit it to a +10 overall equivalent bonus at 20, as others are similarly limited. I'd say make it act as +5, vorpal and both cold iron and adamantine at 20 HD (+10 overall bonus). Alternatively, make it a keen axe of speed +5 (+9 total bonus) which is treated as either cold iron or adamantine for DR purposes


Heh, i typed these up a year or so ago, i should have looked at it a bit closer, originally, they weren't gonna be undead, but rather aberrations with a different history.... so i clearly should have proof read better, i apologize

ExHunterEmerald
2006-09-06, 07:29 PM
Man, I wanna see a non-EEEEBIL undead template.
...I like ironic characters! Good undead is among them! Don't judge me!

NullAshton
2006-09-06, 08:42 PM
Man, I wanna see a non-EEEEBIL undead template.
...I like ironic characters! Good undead is among them! Don't judge me!

Ghosts interestingly enough has Alignment: Any.

Umbral_Arcanist
2006-10-07, 03:12 PM
Ghosts interestingly enough has Alignment: Any.

Well, was Hamelt's father's ghost evil? it makes sense, but it also makes sense that undead have a natural provlivity towards being evil since Negative engergy is thought of as evil....