imp_fireball
2010-01-30, 10:52 AM
From Here (http://www.imdb.com/title/tt0089907/).
http://artisticthings.com/wp-content/uploads/2009/10/return1-02.jpg
See? You made me hurt myself again! I broke my hand off completely at the wrist this time, Tina! But that's okay, Darlin', because I love you, and that's why you have to let me EAT YOUR BRAAAAAAAAAAAIIIIIIIIIIIINS!
Freddy, the Formerly Alive Teenage Employee of a Corpse Transportation Business
Size/Type: Medium Humanoid (Human, Unliving)
Hit Dice: 1d12 +20 (26 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +0/+5
Attack: Unarmed +1 (1d3 bludgeoning), Bite -1 (1d6 piercing; +1 if grappling)
Full Attack: Unarmed +1 or Bite -1 (+1 if against opponent creature is grappling)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spread the Disease
Special Qualities: Scent, DR 12/Lethal Damage >= 26
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 12, Dex 10, Con -, Int 10, Wis 1, Cha 12
Skills: Spot +7, Listen +7, Diplomacy +5
Feats: Improved Grapple, Alertness
Environment: Any
Organization: Alone, Mob (2 - 100), Horde (300 - 8000), Z-Insurgency (20,000 - 300,000) or Global Hell-in-Hand-Basket Pandemic (30,000,000 - ???)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Chaotic Evil (huzzah!)
Advancement: By character class
Level Adjustment: +0
Unliving Template
Traits
A creature of the unliving template has all the following modified traits and additional features:
*All hit die become 12 sided. 12 sided HD replace class and monster HD from now on. It receives bonus hp equivalent to a construct of its size.
* If they could not see before, they can now see and have human-like vision.
* No Constitution score.
* Immunity to fear effects.
* Immunity to poison, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution; Strength and Dexterity may still be affected), as well as to fatigue and exhaustion effects.
* Nothing heals these creatures short of fast healing or regeneration. Negative and positive energy do nothing instead of damage or heal. Creatures of this type do not heal naturally. Mundane methods applied to assist healing work, as do magical healing normally applied to constructs.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Cannot Die
Cannot die: Every part of the unliving is a danger, allowing it to pose a threat far longer than the average opponent. As a result, unlike normal creatures, unliving creatures do not take incremental damage, but must be destroyed piece by piece. DR 12 applies to any attack that does not reduce the creature to 0 hp in one rolled attack resulting in damage.
NOTE: Some creatures have greater or lesser DR due to being naturally more difficult to hack apart or more fragile. This is at GM discretion.
If the attack bypasses the creature's DR, then they are badly dismembered.
Roll 1d8 from the following table (note that table always assumes creature is humanoid and bipedal; for other creatures, the GM is reccomended to create a table of their own):
{table]Roll of...| What Happens| Mechanics
1| Head Removed| LoS no longer applies to body, but instead the severed head (assuming the head contains what the creature requires to see). Head is usually two size categories smaller then body. Head cannot move on its own, but its bite natural weapon makes it an effective caltrop with 'spread the disease'.
2| Eviscerated| Creature's base speed is reduced to 1/6. Its legs fall prone and are blind and deaf, but they can stand as a full action and make unarmed strikes. Only leg oriented skills can be performed at full modifier such as tumble and jump. Climb and Swim modifiers are 1/2 for legs. All other skills are impossible. Creature is always treated as prone.
3| Cut off at the Knees| Creature's base speed is reduced to 1/3. Leg oriented skills such as tumble and jump are now performed at 1/4. Swim and Climb are performed at 1/2. Creature can stand on knees and move as if they had full legs with a DC 10 balance check made each round that they do so. Creature is always treated as prone.
4| Lose Lesser Arm| Creature no longer has an off-hand. They have one less arm for the purpose of tasks performed with multiple arms.
5| Lose Good Arm| Creature loses a main hand. They have one less arm for the purpose of tasks performed with multiple arms.
6| Lose Leg| Creature must succeed on a DC 15 balance check each round or fall prone unless they manage to find a stable surface to support them while they move. Moving in the latter pattern reduces base speed by 1/3. Moving in the former reduces base speed by 3/4.
7| Utterly Mauled| Creature has a -8 penalty to dexterity (minimum 1) unless they manage to hold their constituent body parts together as a move action. Base speed is now 1/2.
8| Split down the middle| Creature is now two creatures. Base speed is 1/8 for each new creature.
[/table]
Note: Dividing movement always rounds down to nearest 5ft. (ie. 14ft. = 10ft., 7 ft. = 5ft.). If movement is less then 5ft. before rounding down, then it becomes 5ft. on a full action required to move and 0ft. base speed. Dividing modifiers always round down to nearest whole number.
Unliving take half damage from bludgeoning and piercing weapons (or slashing and piercing if mostly skeletal), full damage from slashing weapons (if 'fleshy') or full damage from bludgeoning (if mostly skeletal), and double damage from fire, acid and any spells that destroy or annihilate matter (such as disintegrate).
If an unliving is reduced to hp equivalent to negative its total health in any attack that bypasses its DR (unless the unliving creature's description specifies otherwise), or reduced to 0 hp with attacks that do not bypass its DR, it is considered dismembered, and can no longer take any actions.
Though individual parts remain dangerous, they are unable to act effectively in combat and pose no threat to careful characters or NPCs. An unconscious or immobile character left in an area that contains the remains of an unliving must make a fortitude save every minute (DC 10 + 1/2 HD of the original unliving + unliving's own fortitude save modifier) or gain the unliving subtype. This threat can be removed only by spending time purifying the area with fire, acid or a similar effect (usually taking 1 minute per HD of the base creature.)
Dismembered body parts that contain natural weapons function exactly like caltrops, with the exception that they have a -1 attacks for each size category above diminutive and deal their natural weapon damage at a -4 modifier (minimum 0) whenever a character's foot would be wounded. Unlike caltrops, they can usually be spotted easily. If any additional affect applies to damage dealt by the natural weapon (ie. poison), it applies to the effective caltrop as well.
If the body part containing the natural weapon is size medium or larger, then it becomes a creature of its own! Reduce hp from complete creature in accordance to the body part's new size category and apply Natural Armor, Strength and Dexterity at GM discretion (usually similar to complete creature, but less). At GM discretion, it can also move - logic is advised however (a severed hand can stand and trot on its own, while a head, a finger, or a foot cannot).
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect unliving creatures. These spells turn unliving creatures back into the living creatures they were before becoming unliving (remove unliving template) and heal them to full hp. Greater restoration removes the template, however damage dealt to creature remains.
* Proficient with anything it was proficient with in life. Because this is a template (even though it behaves like an over-type), the creature still has all the feats and class/racial features, languages, etc., it had in life.
* Unliving do not breathe or sleep (unless made to; in other words, not naturally), however they do feast upon brains in order to stave off the horrible pain that drives them to utter madness in their unlife
* Shift alignment to chaotic evil. Wisdom score becomes 1. Unliving behave irrationally (much like typical zombies, hoarding, slamming into walls, etc.) because they are completely insane with the desire for brains. Use charisma modifier for will saves. Use wisdom modifier as usual on all wisdom based skill checks with the exception of spot and listen, which use charisma instead.
* Gain bite as a natural weapon, dealing damage appropriate to their size. Bite is at a -2 penalty (stacks with usual incremental -5 penalty for natural attacks made after main attacks) unless the attack is made against a creature they are grappling with. If bite is already a natural weapon for the creature, use that instead (creature does not gain an additional bite attack).
* Acquire bonus hit points in accordance with their size as a creature of the construct over-type does.
* Acquire Scent.
* Acquire Spread the Disease (Ex)
* Must consume brains constantly or be afflicted with wracking pain.
Spread the Disease (Ex)
Anyone whom is a victim of your bite attack, or who consumes your blood, or comes in contact with whatever made you acquire the unliving template, should they fail a fortitude save of DC 30, will suffer 1d4 constitution damage every 10 minutes. Once their constitution reaches 0, they 'die'. They are still conscious, and able to talk but are nauseated. 1d20 minutes later, they acquire the unliving template.
The disease can only be cured with 'cure disease', but the cured person will die immediately without follow-up casting of greater restoration (potentially only possible as a readied action).
NOTE: Freddy was originally a 1st level humanoid before he turned.
------
New Combat Action
New Combat Maneuver: Two or more opponents may announce that they are combining their attack efforts in a single round, allowing them to add their damage rolls together. Combined attacks are taken at a -3 penalty to attack, and take place during the turn of the player who is later in the initiative order. Players combining an attack must be aware of each other and able to communicate. If two or more players ready an action to combine attacks, they instead take no attack penalty on the trigger.
http://artisticthings.com/wp-content/uploads/2009/10/return1-02.jpg
See? You made me hurt myself again! I broke my hand off completely at the wrist this time, Tina! But that's okay, Darlin', because I love you, and that's why you have to let me EAT YOUR BRAAAAAAAAAAAIIIIIIIIIIIINS!
Freddy, the Formerly Alive Teenage Employee of a Corpse Transportation Business
Size/Type: Medium Humanoid (Human, Unliving)
Hit Dice: 1d12 +20 (26 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +0/+5
Attack: Unarmed +1 (1d3 bludgeoning), Bite -1 (1d6 piercing; +1 if grappling)
Full Attack: Unarmed +1 or Bite -1 (+1 if against opponent creature is grappling)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spread the Disease
Special Qualities: Scent, DR 12/Lethal Damage >= 26
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 12, Dex 10, Con -, Int 10, Wis 1, Cha 12
Skills: Spot +7, Listen +7, Diplomacy +5
Feats: Improved Grapple, Alertness
Environment: Any
Organization: Alone, Mob (2 - 100), Horde (300 - 8000), Z-Insurgency (20,000 - 300,000) or Global Hell-in-Hand-Basket Pandemic (30,000,000 - ???)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Chaotic Evil (huzzah!)
Advancement: By character class
Level Adjustment: +0
Unliving Template
Traits
A creature of the unliving template has all the following modified traits and additional features:
*All hit die become 12 sided. 12 sided HD replace class and monster HD from now on. It receives bonus hp equivalent to a construct of its size.
* If they could not see before, they can now see and have human-like vision.
* No Constitution score.
* Immunity to fear effects.
* Immunity to poison, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution; Strength and Dexterity may still be affected), as well as to fatigue and exhaustion effects.
* Nothing heals these creatures short of fast healing or regeneration. Negative and positive energy do nothing instead of damage or heal. Creatures of this type do not heal naturally. Mundane methods applied to assist healing work, as do magical healing normally applied to constructs.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Cannot Die
Cannot die: Every part of the unliving is a danger, allowing it to pose a threat far longer than the average opponent. As a result, unlike normal creatures, unliving creatures do not take incremental damage, but must be destroyed piece by piece. DR 12 applies to any attack that does not reduce the creature to 0 hp in one rolled attack resulting in damage.
NOTE: Some creatures have greater or lesser DR due to being naturally more difficult to hack apart or more fragile. This is at GM discretion.
If the attack bypasses the creature's DR, then they are badly dismembered.
Roll 1d8 from the following table (note that table always assumes creature is humanoid and bipedal; for other creatures, the GM is reccomended to create a table of their own):
{table]Roll of...| What Happens| Mechanics
1| Head Removed| LoS no longer applies to body, but instead the severed head (assuming the head contains what the creature requires to see). Head is usually two size categories smaller then body. Head cannot move on its own, but its bite natural weapon makes it an effective caltrop with 'spread the disease'.
2| Eviscerated| Creature's base speed is reduced to 1/6. Its legs fall prone and are blind and deaf, but they can stand as a full action and make unarmed strikes. Only leg oriented skills can be performed at full modifier such as tumble and jump. Climb and Swim modifiers are 1/2 for legs. All other skills are impossible. Creature is always treated as prone.
3| Cut off at the Knees| Creature's base speed is reduced to 1/3. Leg oriented skills such as tumble and jump are now performed at 1/4. Swim and Climb are performed at 1/2. Creature can stand on knees and move as if they had full legs with a DC 10 balance check made each round that they do so. Creature is always treated as prone.
4| Lose Lesser Arm| Creature no longer has an off-hand. They have one less arm for the purpose of tasks performed with multiple arms.
5| Lose Good Arm| Creature loses a main hand. They have one less arm for the purpose of tasks performed with multiple arms.
6| Lose Leg| Creature must succeed on a DC 15 balance check each round or fall prone unless they manage to find a stable surface to support them while they move. Moving in the latter pattern reduces base speed by 1/3. Moving in the former reduces base speed by 3/4.
7| Utterly Mauled| Creature has a -8 penalty to dexterity (minimum 1) unless they manage to hold their constituent body parts together as a move action. Base speed is now 1/2.
8| Split down the middle| Creature is now two creatures. Base speed is 1/8 for each new creature.
[/table]
Note: Dividing movement always rounds down to nearest 5ft. (ie. 14ft. = 10ft., 7 ft. = 5ft.). If movement is less then 5ft. before rounding down, then it becomes 5ft. on a full action required to move and 0ft. base speed. Dividing modifiers always round down to nearest whole number.
Unliving take half damage from bludgeoning and piercing weapons (or slashing and piercing if mostly skeletal), full damage from slashing weapons (if 'fleshy') or full damage from bludgeoning (if mostly skeletal), and double damage from fire, acid and any spells that destroy or annihilate matter (such as disintegrate).
If an unliving is reduced to hp equivalent to negative its total health in any attack that bypasses its DR (unless the unliving creature's description specifies otherwise), or reduced to 0 hp with attacks that do not bypass its DR, it is considered dismembered, and can no longer take any actions.
Though individual parts remain dangerous, they are unable to act effectively in combat and pose no threat to careful characters or NPCs. An unconscious or immobile character left in an area that contains the remains of an unliving must make a fortitude save every minute (DC 10 + 1/2 HD of the original unliving + unliving's own fortitude save modifier) or gain the unliving subtype. This threat can be removed only by spending time purifying the area with fire, acid or a similar effect (usually taking 1 minute per HD of the base creature.)
Dismembered body parts that contain natural weapons function exactly like caltrops, with the exception that they have a -1 attacks for each size category above diminutive and deal their natural weapon damage at a -4 modifier (minimum 0) whenever a character's foot would be wounded. Unlike caltrops, they can usually be spotted easily. If any additional affect applies to damage dealt by the natural weapon (ie. poison), it applies to the effective caltrop as well.
If the body part containing the natural weapon is size medium or larger, then it becomes a creature of its own! Reduce hp from complete creature in accordance to the body part's new size category and apply Natural Armor, Strength and Dexterity at GM discretion (usually similar to complete creature, but less). At GM discretion, it can also move - logic is advised however (a severed hand can stand and trot on its own, while a head, a finger, or a foot cannot).
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect unliving creatures. These spells turn unliving creatures back into the living creatures they were before becoming unliving (remove unliving template) and heal them to full hp. Greater restoration removes the template, however damage dealt to creature remains.
* Proficient with anything it was proficient with in life. Because this is a template (even though it behaves like an over-type), the creature still has all the feats and class/racial features, languages, etc., it had in life.
* Unliving do not breathe or sleep (unless made to; in other words, not naturally), however they do feast upon brains in order to stave off the horrible pain that drives them to utter madness in their unlife
* Shift alignment to chaotic evil. Wisdom score becomes 1. Unliving behave irrationally (much like typical zombies, hoarding, slamming into walls, etc.) because they are completely insane with the desire for brains. Use charisma modifier for will saves. Use wisdom modifier as usual on all wisdom based skill checks with the exception of spot and listen, which use charisma instead.
* Gain bite as a natural weapon, dealing damage appropriate to their size. Bite is at a -2 penalty (stacks with usual incremental -5 penalty for natural attacks made after main attacks) unless the attack is made against a creature they are grappling with. If bite is already a natural weapon for the creature, use that instead (creature does not gain an additional bite attack).
* Acquire bonus hit points in accordance with their size as a creature of the construct over-type does.
* Acquire Scent.
* Acquire Spread the Disease (Ex)
* Must consume brains constantly or be afflicted with wracking pain.
Spread the Disease (Ex)
Anyone whom is a victim of your bite attack, or who consumes your blood, or comes in contact with whatever made you acquire the unliving template, should they fail a fortitude save of DC 30, will suffer 1d4 constitution damage every 10 minutes. Once their constitution reaches 0, they 'die'. They are still conscious, and able to talk but are nauseated. 1d20 minutes later, they acquire the unliving template.
The disease can only be cured with 'cure disease', but the cured person will die immediately without follow-up casting of greater restoration (potentially only possible as a readied action).
NOTE: Freddy was originally a 1st level humanoid before he turned.
------
New Combat Action
New Combat Maneuver: Two or more opponents may announce that they are combining their attack efforts in a single round, allowing them to add their damage rolls together. Combined attacks are taken at a -3 penalty to attack, and take place during the turn of the player who is later in the initiative order. Players combining an attack must be aware of each other and able to communicate. If two or more players ready an action to combine attacks, they instead take no attack penalty on the trigger.