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Lysander
2009-05-28, 01:00 PM
Becoming Landbound is a blessing or a curse that restricts someone to a very small region. They are unable to leave by any means, even through powerful magic.

Some wizards transform themselves or willing fighters into Landbound to guard a specific place, such as a temple or village. At other times it is a way to imprison enemies or press gang minions.

Landbound keeps all class and racial attributes and gains the following:

Bound
An invisible forcefield prevents the Landbound from leaving the pre-defined area of the spell. The region is often 1x1x1 mile cube extending high above and below the ground (thus allowing tunneling and flying), though it can be much smaller or have custom made shapes. The Landbound is immune to spells like teleport, plane shift, and cannot pass through magical portals. If they are killed the same effect keeps their corpse from leaving. True Resurrection can only be cast to resurrect them within the region.

Sustained by the land
A Landbound can consume the very earth to replace food and water. Rocks and dirt from their bound region are digestible and nourishing to them, though naturally they will prefer real food when they can get it.

Connected to the land
A landbound adds twenty to any knowledge geography, swim, or survival check within their bound region. They take no falling damage from any height, as long as they land on the ground. Once per day they can cast Stone Shape.

Healed by the land
A Landbound can use their daily casting of stone shape to make a stone replica of any missing or damaged part of their own body. The replica will instantly turn to flesh and merge with their body, similar to regenerate.

Adapted
A Landbound is under a permanent Endure Elements, Water Breathing, and Darkvision effect.

Transferable Binding
In some cases when a Landbound is very old and close to death they are compelled to pass the "duty" on. By touching another ideal person they can pass the curse on to them, and in doing so die of old age. There is a will save to resist this effect if the target is unwilling. If their spell requires them to pass on the curse they will not die of old age until they do so, but will spend an increasingly large amount of time in hibernating sleep.

SurlySeraph
2009-05-28, 02:20 PM
Nice. Definitely more for NPCs than PCs, obviously. You could make a quite interesting character based on this. Do you want to put a CR adjustment on it?

Sanguine
2009-05-28, 02:34 PM
Nice. Definitely more for NPCs than PCs, obviously. You could make a quite interesting character based on this. Do you want to put a CR adjustment on it?

I agree this is definitely something for npcs. And I was thinking a +1 or +2 cr adjustment might be in order because in the hands of an npc the bound isn't much of a drawback.

Lysander
2009-05-28, 04:06 PM
Probably a +1 Challenge Rating would be appropriate, just because they could use knowledge of the terrain for guerrilla attacks and lead adventurers into traps. They often aren't hostile though.

Landbound would usually come in a few general types. Some would be lone guardians, like the grail knight in Indiana Jones. These might fight the players to protect something precious, but are likely to warn them first.

Others are trapped unwillingly. These might be desperate for information, supplies, or even simple human contact. They're likely to barter with the players, perhaps by offering to lead through through a dangerous area they know well, or by operating a toll bridge or road. They might also simply try to rob them or kill them if they're evil and their landbinding was punishment for a crime.

Some landbound aren't trapped in remote locations but in bustling cities. These usually aren't protecting anything or necessarily being punished, somebody just doesn't want them to be able to leave.

Landbound usually use melee weapons, stones in slings, and other modes of fighting that don't use expendable ammunition they can't resupply themselves with.

Often willing landbound trapped in remote locations are given a crystal ball by the wizard so they can keep tabs on the outside world.