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Cipher Stars
2012-06-25, 06:18 PM
I present three Mummy templates
The Plague-wrapped
The Dead Haunt
and The Pharaoh's Chosen




The Plague-wrapped
http://fc09.deviantart.net/fs71/f/2011/181/9/5/the_mummy_by_triple_six_ninja-d3k4t5h.jpg (http://triple-six-ninja.deviantart.com/art/The-Mummy-215215253?q=boost%3Apopular%20Mummy&qo=350)

Plague-wrapped are paragons of pollution, savants of sickness, bringers of blight, and enemies of all things clean and pure.

Creating a Plague-wrapped :
Plague-wrapped is an acquired template that can be added to any Mummy.
Plague-wrapped are created by replacing the mummy's wrappings with bandages used on a creature who died while wearing them from a deadly sickness of some sort. The bandages are then soaked in unholy water in an unhallowed area. Once they dry off, the bandages then enchanted using Contagion, Bestow Curse, and Poison spells while remaining in the unhallowed area. During the enchanting process, seven sick children are sacrificed their blood soaks the wrappings.
The mummy to become Plague-wrapped can now switch its old wrappings of the new, this is mostly ceremony and ritual and the wrappings themselves aren't that important thereafter.


Level Adjustment (3.X): +12?
or:
Challenge Rating (Pathfinder): +10?

Alignment: The mummy gains great intelligence and personal will. A Plague-wrapped's power is inherently evil and the process of imbuing it is a wicked act.
Plague walkers are always Lawful, or Chaotic evil.

Hit Dice: All dice change to d12's and gains a bonus d8+cha every third HD.
Pathfinder: All dice change do d8's, and gains an extra d6+cha every third HD.

Senses: The Plague-wrapped retains all the senses it had before, and gains the following:

Taste Test (Su): When sensing a living creature, a plague-wrapped mummy flickers its tongue out as if tasting the air around it. A plague-wrapped mummy notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch. Against a Living creature, it also senses any conditions it suffers from and can identify sex, age, race, and the general class (Martial, Arcane, Divine, Psionic, etc.) of said creature. Any creature sensed this way can always be identified by the plague-wrapped mummy even if the the creature disguised, under an illusion, and shapechanged.


Speed: Plague-wrapped gain a Burrow speed of 160ft when in sandy areas and 30ft when in stony areas.
If it already has a burrow speed, they choose which ever burrow speed is better and increase the speed by 20ft.

Armor Class: Plague-wrapped have +8 natural armor bonus due to tough stony skin under their wrappings.

Attack: Plague-wrapped have a natural slam attack that deals damage as follows:
{table=head]size | damage
Fine|1d3
Diminutive|1d4
Tiny| 1d6
Small |1d8
Medium|2d6
Large|2d8
Huge|4d6
Gargantuan|4d8
Colossal|6d6[/table]

Special Defenses: The Plague-wrapped retains all the base creature's special defenses and gains the following:

Damage Reduction (Ex): A Plague-wrapped has damage reduction 10/Fire and Adamantine.

Resistances (Ex)
A Plague-wrapped has resistance 15 to Cold, Electric, and Sonic damage.

Turn Immunity(Ex)
A Plague-wrapped is immune to being turned or rebuked. Any attempt automatically fails.

Blight Healing (Su): A plague-wrapped mummy that is targeted with a poison, disease, or curse gains 2d6 temporary hit points for each occurrence, to a maximum of double its hit points. These temporary hit points are lost after one hour.

Resistant to Blows (Ex)
Plague-wrapped take only half damage from bludgeoning and piercing weapons, as well as falls. Apply this reduction before applying damage reduction.

Immunity to Spells (Su)
Plague-wrapped are immune to 2nd and lower spell levels, and have Spell resistance CR+11 against others.



Special Attacks: The Plague-wrapped retains all the base creature's special attacks and gains or changes the following:

Decaying Touch (Ex): Whenever a plague-wrapped mummy hits a living target with a slam attack or succeeds on a Grapple check, the target decays rapidly. The creature takes 1d6 points of desiccation damage and becomes one age category older. A successful Reflex save (10 + 1/2 creature's HD + charisma modifier), halves the damage and negates the aging effect. Any hasted creature that fails its save becomes two age categories older instead. If a venerable creature fails its save, it must succeed on another Reflex save (10 + 1/2 creature's HD + charisma modifier) or die. A creature that is aged to death shrivels away into sand and dust that blow away into nothing at the first wind. Only a wish or miracle spell can restore a creature aged to death by a plague-wrapped mummy's decaying touch ability.

Spellcasting (Sp)
A Plague-wrapped can cast the following spells as spell-like abilities. It can use spells from each level a number of times per day equal to 3+ its charisma modifier.
0—detect magic, guidance, read magic, resistance, virtue;
1st—bane, command, deathwatch, doom;
2nd—bull’s strength, death knell, silence, spiritual weapon;
3rd—animate dead, dispel magic, invisibility purge;
4th—air walk, dismissal, giant vermin, spell immunity;
5th—insect plague, slay living, symbol of pain.

Aura of Disease (Su): A plague-wrapped mummy has a 30-foot aura of sickness and disease. Any creature that enters its aura, is subject to the contagion spell. A successful save (DC 10 + 1/2 the plague-wrapped mummy's HD + charisma modifier), negates the illness.

Abilities: The Plague-wrapped's ability scores increase as follows:
Str +8, Dex +4, Int +2, Wis +2, Cha +4.

Skills: A Plague-wrapped receives a +10 racial bonus on Perception checks.

Environment: any, usually same as the base creature.

Organization: solitary, or with a pack of 2-5 other mummies.

Treasure: triple standard.



The Dead Haunt
http://fc02.deviantart.net/fs16/i/2007/195/1/5/Mummy_by_B_06.jpg
Art by Steevin Love (http://b-06.deviantart.com/art/Mummy-59767161?q=boost%3Apopular%20Mummy&qo=403)

Dead Haunt's are silent stalkers that are fully wrapped in bandages leaving no part of their body uncovered. Their bodies appear to be fully formed and not decrepit, and they don't smell dead at all. Their wrappings seem completely bonded with their flesh however, like a second layer of skin, and doesn't seem possible to remove.

Creating a Dead Haunt:
Dead Haunt is an acquired template and can be applied to any humanoid, outsider, or monstrous humanoid. It can also be applied to any such creature that is already undead through template or other means.
The creature must be sentient or was sentient at one time.

To create a Dead Haunt, the creature must be without clothing, nude and covered in special oils costing 500gp, she then must lay down on an alter of bones coated with gold. She is then stabbed through the heart with a flawless diamond shaped to have a sharp point. The diamond is left embedded in its heart. This must be done while she is living and be the cause of death.
The body is then wrapped as tightly as possible with silk bandages after the blood is cleaned away and the wound is stitched back up. The area in which this takes place be considered holy or unholy.
The oils prevent the body from decaying at all and prevent it from smelling dead, allowing it to sit on the alter for 3 days. After the 3 days, the body must be moved into a coffin made of Ivory and buried in a tomb for 3 more days.
Six days now, the body is retrieved and taken from the coffin to be stood up in front of the alter where those of the religion the alter belongs to carry out a day of religious ceremony and feasting from the moment the body is stood in front of the alter onward...
During this time the body slowly comes back to awareness and its soul awakens within, bit by bit its awareness creeps and it starts to hear the sounds of the ceremony, it hears the prayers or the religious, and these sounds help usher the body into awakening. 24 hours after the ceremonies start, on the seventh day of its transformation, the creature awakens, stumbling from the ivory coffin out away. It may even fall as it does so. It waits there for a moment, feeling its muscles that have been dead for so long. Soon though, it rises with confidence and reverence spreads about the ceremony. The creature is now a Dead Haunt.

Level Adjustment (3.X): +?
or:
Challenge Rating (Pathfinder): +?

Alignment: Dead Haunts can be of any alignment acceptable by the religion that created it. A good aligned Dead Haunt is considered a good action, and an evil Dead Haunt is considered an evil action. Neutral Dead Haunts are neutral actions.
If the creature was originally evil but is created as a good Dead Haunt, the action is especially good and the creature becomes good without save. Vice versa for good creatures made evil.

Hit Dice: Dead Haunts replace all hit dice with maximized d12's and adds its charisma modifier in place of constitution at each level.

Senses: Dead Haunts have blindsight out to one mile. This blindsight is based on Sound, Touch, Taste, and Smell. Effectively, it perceives everything within one mile with perfect clarity.
Despite the bandages completely covering them (Yet their hair seems to grow through the wrappings, oddly) the Dead Haunt's senses seem to extend to the wrappings, they see as though their eyes are uncovered and they are completely unaffected by darkness as with the See in Dark ability of most demons or devils, and they are unaffected by concealment gained from Fog Clouds or Obscuring Mists or similar effects.
Dead Haunts automatically know the race and gender of anyone in one mile, as well as having a life sense and can tell how close a creature is to death and what ever ailments are upon them.

Detect Thoughts (Su): Dead Haunts constantly detect the surface thoughts of anyone within the 1 mile range. The targets cannot sense if their thoughts are being penetrated, but still get a will save DC = 10 + Dead Haunt's charisma modifier + the dead haunt's full HD. If they succeed, their minds are simply not read and they are none the wiser.
A Dead Haunt can use Probe Thoughts at will on anyone that is effected by Detect Thoughts.

Speed: Dead Haunt's base land speed increases to 120ft. They gain the ability to walk through walls as though they were ethereal.

Armor Class: Dead Haunt's gain a deflection bonus to AC equal to their charisma modifier. Dead Haunts gain a Natural Armor bonus equal to their wisdom modifier, this natural armor stems from being somewhat ghosty and weapons tend to pass through them with less effect.

Type and Subtype: Dead Haunts gain the Undead type and Nightshade subtype but with changes as follows:
Nightshades have the following traits rather then what is listed.

Evil Dead Haunts: Desecrating Aura (Su): All nightshades have a 30-foot- radius emanation equivalent to a desecrate spell centered on a shrine of evil power. Undead within this radius (including the nightshade when applicable): gain a +2 profane bonus on attack and damage rolls and saving throws, as well as +2 hit points per die, and the save DC of channeled negative energy or rebuking attempts is increased by +6. This aura can be negated by dispel evil, but a nightshade can reactivate it on its turn as a free action. A desecrating aura suppresses and is suppressed by consecrate or hallow; both effects are negated within any overlapping area of effect.
Good Dead Haunts: Consecrating Aura (Su): All nightshades have a 30-foot- radius emanation equivalent to a consecrate spell centered on a shrine of holy power. Undead within this radius (including the nightshade when applicable): gain a +2 sacred bonus on attack and damage rolls and saving throws, as well as +2 hit points per die, and the save DC of channeled positive energy or turning attempts is increased by +6. This aura can be negated by dispel good, but a nightshade can reactivate it on its turn as a free action. A consecrating aura suppresses and is suppressed by desecrate or unhallow; both effects are negated within any overlapping area of effect.
Neutral Dead Haunts can choose to have a desecrating or consecrating aura.
Channel Energy / Turn-Rebuke (Su): A nightshade can channel positive/negative or can turn/rebuke energy depending on its alignment as a cleric equal to its HD +3
Darksense (Ex): Nightshades gain true seeing in dim light and darkness.
Summon (Sp): Nightshades can summon undead creatures. They can be summoned only within areas of darkness, and summoned undead cannot create spawn. The exact type and number of undead they can summon vary according to the nightshade in question, as detailed in each nightshade’s entry (Dead Haunt's summon is shown later).

Special Defenses: Dead Haunts retain all special defenses of the base creature but gain the following:

Damage Reduction (Ex): Dead Haunts have damage reduction equal to their HD +10 /Alignment +5
Their damage reduction is overcome by a weapon of opposing moral alignment (Good/evil) that is also a +5 weapon.

Spell Resistance (Su): Dead Haunts have spell resistance that only applies to harmful effects, but not beneficial ones such as buffs or healing.
Spell resistance is equal to their HD +15.

Cloaking (Su): A Dead Haunt can cloak itself, causing its form to disappear.
1-6 HD this provides a +20 to Hide and provides a 20% miss chance.
7-11 HD this provides Greater Invisibility.
12-20 HD this acts as being Ethereal when beneficial.

Silence (Su): A Dead Haunt never makes any noise whatsoever from anything it does. A fireball spell cast from a Dead Haunt retains all effects, but does not make noise.
A Sonic or similar spell still functions as it still does its damage and everything- simply no sound is registered.

Special Attacks: The dead haunt retains all the base creature's special attacks and gains or changes the following:

Claim Soul (Su): A dead haunt can claim a soul for its own. The creature becomes bound to the dead haunt and when it dies, its soul goes to the afterlife of the deity who's church created the dead haunt.
If the soul is already claimed by a deity, the creature itself is compelled to forfeit its normal afterlife and go to the dead haunt's. It needs to succeed on a DC 10 + Cha + 1/2 HD or be Claimed by the dead haunt. Though the souls go to the deity's afterlife, they are claimed by the Dead Haunt for her use and count for beneficial things pertaining to owned souls for BOTH the deity and Dead Haunt.
This afterlife they are taken to can either be a hellish torment or a paradisaical retreat.

Consequence (Su): A dead haunt can see all the good or evil deeds a creature has committed and judge them accordingly. An evil dead haunt punishes good deeds and a good dead haunt punishes evil deeds (as determined by its religion). If there are far more good or evil deeds outweighing the punishable deeds, it can instead be rewarded.
The Reward is a Miracle spell cast for the benefit of the creature, the dead haunt can choose if their wish is worthy or not and whether or not to grant it.
If they are punished, the dead haunt causes the target to be deprived of all senses and trapped in utter blackness. a Mental link is formed and the creature can see only the Dead Haunt and/or a visage of the deity the dead haunt cooperates with. The creature is wracked with pain that is delivered directly to its soul or mind if it has either or only one of the two. It takes damage equal to the dead haunt's HD in d12s, and is considered helpless while this is in effect. Their constitution drains by 1d4 points and they take 1 negative level each round this is maintained (Swift action to maintain by the dead haunt).

Special Qualities: The dead haunt retains all the base creature's special qualities and gains the following:

Fast Healing (Ex): The dead haunt is constantly healing at a rate of HD + 10 HP per round

Sudden Movement (Su): Dead Haunts can move 1/10th its total speed rounded up instead of 5ft when taking a 5ft step. This movement is considered teleportation, and this special 5ft step can be taken at any time even if its already moved normally or is going to move normally.
As a move action, a Dead Haunt can teleport to any location it can perceive (such as by its 1 mile radius of sensing).

Deathless Body (Ex): Whenever a Dead Haunt is destroyed, it becomes ethereal and its teleported to the site in which it was created. If it is unavailable, it teleports to the site where its mortal self was birthed/hatched or otherwise brought into existence. It remains ethereal and helpless, locked in its dreams for 1d12 weeks.
A Miracle spell cast from the leader of a religious order of a deity with at least 1 million followers while the order itself has at least a thousand members, can permanently destroy the Dead Haunt- who is destroyed and resurrected back in her mortal body somewhere else entirely, perhaps in a new plane even, without memory of her time as a dead haunt.

Abilities: The dead haunt's ability scores increase as follows:
Str +10, Dex +8, Int +4, Wis +4, Cha +8.

Skills: A dead haunt receives a +20 racial bonus on Perception, Sense Motive and Stealth checks.

Environment: any, usually same as the base creature.

Organization: solitary, potentially with many followers.

Treasure: triple standard.




Pharaoh's Chosen
http://fc08.deviantart.net/fs70/i/2012/088/8/3/halloween_mummy_by_steevinlove-d2zoqh6.jpg (http://steevinlove.deviantart.com/art/Halloween-Mummy-180872970?q=boost%3Apopular%20Mummy&qo=37)
Pharaoh's Chosen are courtesans, wives, daughters, or perhaps someone the pharaoh thought pretty and wanted her for eternity.
They are people chosen to spend the rest of eternity with the pharaoh in his afterlife. However, sometimes things go wrong, sometimes they aren't accepted into the afterlife, sometimes they're simply exiled from the afterlife or rebelled even in death against the forced sacrifice for the pharaoh. Whatever the reason, these are the Pharaoh's Chosen who are not any longer trapped in the afterlife and their willpower brings them back into the land of the living.


Creating a Pharaoh's Chosen:
Pharaoh's Chosen is an acquired template that can be applied to any living, sentient creature.
To become a Pharaoh's Chosen the creature must be attractive or related to a ruler of some sort, which despite the name does not need to be a Pharaoh but any ruler with the influence to command and enforce their creation and obtain the resources necessary.
The ruler chooses who he wants to be buried with him when he dies, to accompany him to the afterlife and for eternity. They have no say in the matter.
They are held captive for several weeks while ceremonies are prepared during which time they are schooled on how best to take care of their pharaoh before being ritualistically sacrificed with a golden dagger.
Their bodies are then collected by the priests and taken to be wrapped with soft silken bandages after being cleaned of the blood, organs removed, and blessed a few times.

The bodies are then taken with the Pharaoh's to be buried in a Pyramid or similar tomb of kings the ruler is to be buried in.

They become ghosts trapped in the afterlife with the pharaoh. How they escape varies from chosen to chosen, but when they return to the land of the living their body merges with their soul again. They rise in a barren tomb separate from the pharaoh's resting place but within the same complex.

Level Adjustment (3.X): +?
or:
Challenge Rating (Pathfinder): +?

Type and Subtype: Pharaoh’s chosen are Undead creatures that count as either undead or living whenever beneficial, but count as neither when it would be unfavorable. This includes being immune to Turn/Rebukes or similar abilities.

Hit Dice and Hit Points: Change all Hit Dice to d12s and recalculate hit points.

Alignment: As base creature.

Senses: A pharaoh’s chosen retains all senses it had in life and can now see through darkness, even magical darkness, as if it wasn't there.

Speed: A pharaoh’s chosen retains all modes of speed it had in life. It gains a +40ft increase to each of them. A pharaoh’s chosen may move 10 feet when taking a 5-foot step.

Armor Class: A pharaoh’s chosen retain has a Deflection bonus to AC, which is equal to her charisma modifier.

Special Abilities: A pharaoh’s chosen retains all the base creature's special abilities and gains the following:

• Damage Reduction (Su): A pharaoh’s chosen gains DR 20/-.
• Dual Nature (Ex) A pharaoh’s chosen count as undead or living whenever beneficial. This includes against both positive and negative energy. Chosen are healed by both.
• Immunity to Sonic, Fire and Cold (Ex): A pharaoh’s chosen is immune to sonic, fire and cold damage.
• Immortality (Ex): A pharaoh’s chosen never ages. She gains the benefits but not penalties for aging. She also gains fast healing equal to her charisma modifier. If she would be reduced to 0 hp, this fast healing becomes regeneration instead that is only overcome by Electricity damage or by gold weapons that are aligned to an alignment opposite of the chosen's moral alignment. It remains as regeneration until the chosen is fully healed again.
If the chosen is ever killed, she rises again in 1d12 days in her tomb. If she in unable to return to her tomb, she is reincarnated.
• Locked (Ex): A pharaoh’s chosen cannot wear anything but the bandages she was wrapped by the priests at the time of her death. However, she can still wear adornments and jewelry. She can also wield staffs and weapons just the same. In return, a pharaoh’s chosen gain all the benefits of having the Vow of Poverty feat. Her wrappings are always clean; dirt, blood, and grime do not stick to them. She carries no scent of decay. While a pharaoh’s chosen can remove her wrappings, this leaves her naked and vulnerable.
• Pleasing Form (Su): As a standard action, a pharaoh’s chosen can attempt to change the attitude of all enemies within a 30-foot range with no enemy being more than 10 feet apart. The enemy must succeed on a Will save or find his attitude improves by 2-steps toward the pharaoh’s chosen.
• Resistances (Ex): A pharaoh’s chosen has resistance 15 to acid and electric damage.
• Tomb (Su): A pharaoh's chosen has a unique tomb which manifests itself when the pharaoh's chosen escapes the afterlife she was held in. It is usually within the same location as the pharaoh's tomb she was originally buried in, though if significant time has passed it can appear nearly anywhere.
The tomb is a simple 60x60ft square room of stone with a single 10ftx100ft corridor branching off on the sides into three other chambers that are 30ftx30ft square rooms. The tomb is unfurnished except by a single stone sarcophagus against the far wall of the main chamber. The entrance to the tomb is always well hidden and often blends in with it's surroundings. There are three types of entrances; A stone disk covering a hole on the just wide enough for a medium sized creature to enter, climbing down series of stone slots acting as a ladder until you hit tomb. Stairway to heaven: an inconspicuous hole above your head in a cave or dungeon. Cleverly disguised cracks in the wall can be used to climb up to the opening, thus entering the tomb. Or the standard set of stone doors, usually hidden.
This tomb serves as the pharaoh's chosen's resurrection point (See Immortality). A pharaoh's chosen can be barred resurrection by finding her tomb and destroying the sarcophagus. The sarcophagus can be recreated by an expert stonemason and enchanted using the raise dead spell with some expensive oils, amounting to 10,000gp. The chosen starts with only one, but can make more. The maximum number of sarcophagi that can be in service is equal to 1/4th her HD. Extras do not function if created while her limit is met.

Special Attacks: The chosen retains all the base creature's special attacks and gains or changes the following:

• Dominate (Sp): By looking into the eyes of a target within 60 feet, the pharaoh’s chosen can dominate a target as the dominate monster spell. The Creatures effected by her Pleasing Form ability take a -5 penalty to their save against this effect. Creatures who are effected but also rolled a 1 take a -10 penalty to their save. This lasts for 1 week/level instead of 1 day/level.
Geas/Quest (Su): Once per day, A pharaoh’s chosen can put anyone she has dominated under the effects of geas/quest without a save. The geas/quest lasts even after her domination effect wears off.

Abilities: The chosen's ability scores increase as follows:
Str +2, Dex +10, Int +2, Wis +2, Cha +12.

Skills: A pharaoh’s chosen receives a +10 racial bonus on Bluff, Perception, Perform (Any two), and Profession (Any two), Sense Motive and Stealth checks.

Environment: any, usually same as the base creature.

Organization: solitary, pair (rare).

Treasure: double standard.

Merchant
2012-06-26, 10:20 AM
Very nice. pity no one has responded yet. anyways I like what I see. I'm not interested in Tiers and things being too strong. I like these templates.

Small request. Could you make a simple Mummy LA 0. I think it would be interesting to have a base to start at. Similar to the necropolitan but just mummy-ish. I would ask the same for your Vampire. It would be nice to start as a vampire and advance and evolve into a Lord (though I know you have to start as a vampire spawn. Maybe an alternative to the spawn and something similar for the Mummy.

Cipher Stars
2012-10-13, 12:04 AM
Very nice. pity no one has responded yet. anyways I like what I see. I'm not interested in Tiers and things being too strong. I like these templates.

Small request. Could you make a simple Mummy LA 0. I think it would be interesting to have a base to start at. Similar to the necropolitan but just mummy-ish. I would ask the same for your Vampire. It would be nice to start as a vampire and advance and evolve into a Lord (though I know you have to start as a vampire spawn. Maybe an alternative to the spawn and something similar for the Mummy.

At LA +0 I think the closest I could probably get is mummy-esque, same with a +0 vamp.


Clothcoiled


http://i1091.photobucket.com/albums/i382/Cipherthe3vil/Mummything.jpg
Clothcoiled are those who sought the power of the mummy in life. They are weaker echos of a true mummy, but they pay much less of a price for their enhancements.

Creating a Clothcoiled.
Clothcoiled is an acquired template that can be added to any living creature.
Clothcoiled are created through a minor ritual requiring the blood of a sheep, a long length of cloth wrappings, and a present mummy for sacrifice.

Level Adjustment: +0
or
Challenge Rating: +0

Alignment: There is very little inherintly evil about the ritual to becoming a Clothcoiled. Alignment is unchanged.

Hit Dice: A Clothcoiled's hit dice are unchanged.

Senses: Senses are unchanged.

Speed: Speed is unchanged.

Armor class: Clothcoiled possess a +1 deflection bonus to AC.

Attack: Clothcoiled can attack with their cloth wrappings, which extend at a reach of 15ft to deal 1d6 +3 damage, +1 damage per 5 HD. This cloth attack can be used as a basic attack.

Special Defenses: No change.

Special Attacks:
Clothcoiled retain all special attacks of the base creature but gains the following:

Coiling Cloth (Ex):
The Clothcoiled can initiate grapples at a range of 10ft, sustained purely by the cloth itself with an effective strength score of 16 +2 for every 5 HD. This grapple can be sustained as a free action each round and otherwise completely independent of the Clothcoiled. A ranged grapple in this way can be used only once at a time and prevents use of the ranged cloth attack (See above).

Special Qualities:
Clothcoiled retain all special qualities of the base creature but gains the following:

The Cloth (Ex):
Clothcoiled take their abilities from ritualistically enhanced cloth that is bonded with their body. The cloth cannot be separated from them and functions at the command of it's host.
The cloth needs blood to sustain it's enhancements, human or not. If the cloth does not taste blood within 24 hours it becomes inert but still attached to the host until it is dipped in blood again.

Abilities: The wrapping's life magics enhance constitution but feed on wisdom.
Con +2, Wis -2.

Skills: +2 Escape artist, -2 swim.

Environment: Same as base creature.

Organization: Same as base creature.

Treasure: Same as base creature.







Bloodfeeder


http://fc07.deviantart.net/fs71/i/2011/228/c/4/scorpio_by_humeiren-d46qojf.png
Bloodfeeders are those who survived a vampire attack, and did not end up a true vampire itself. From the brink of death they were saved, one way or another, but they pressed forward towards a full recovery- But they did not walk away entirely the same person as before.

Creating a Bloodfeeder.
Bloodfeeder is an acquired template that can be added to any living creature.
Bloodfeeders are created when a living creature survives an attack by a vampire without dying or becoming one themselves. There is a small chance in such situations that the darkness still lingers, change having been on the doorstep but turned away.

Level Adjustment: +0
or
Challenge Rating: +0

Alignment: Bloodfeeders are just victims of chance, their alignments are unchanged.

Hit Dice: A Bloodfeeder's hit dice are unchanged.

Senses: Senses are unchanged, but they become acutely aware of the scent of living creature's blood which smells absolutely delicious.

Speed: Speed is unchanged, however they can always take 10 on climb checks but a take a -10 on swim checks.

Armor class: No change.

Attack: Bloodfeeders possess a set of sharp canines with stronger jaws capable of delivering a bite attack at 1d4+Str damage (1d3 if small, 1d6 if large and so on). The bite attack bleeds however, dealing an extra 1 damage for a number of rounds equal the the excess of the succeeded attack roll or until a DC 10 heal check is made. On a critical hit the DC is 20, lasts for 20 rounds, and deals 2 damage each round. This special bite is a basic attack but bleeding does not stack unless your HD is higher then 10.

Special Defenses:
Bloodfeeders retain all special defenses of the base creature but gains the following:

Tuned Reflexes (Ex):
Bloodfeeders gain +1 to reflex checks.

Special Attacks:
Bloodfeeders retain all special attacks of the base creature but gains the following:

Blood Feast (Ex):
If grappling a bleeding target, the Bloodfeeder can suck the wounds to feed on their blood. Each round a grapple is sustained the blood feeder heals itself by 1hp and 1d12 nonlethal damage while the bleeding damage taken by the victim is increased by 2 that round.
Whenever the Bloodfeeder as free access to blood when resting, it recovers HP and ability damage twice as fast as normal.

Special Qualities:
Bloodfeeders retain all special qualities of the base creature but gains the following:

Bloody Aging (Ex):
Bloodfeeders age twice as slow for their race's normal rates, but age ten times faster if they go without blood for a week. Sped aging is not reversible by normal means.

Sun Aversion (Ex):
Bloodfeeders are dazed for 1 round when suddenly exposed to bright light. They take a -2 to spot and search checks in broad daylight.

Abilities: Bloodfeeders are stronger, their personalities enhanced and subtle changes made to their body to make them more appealing since they are weaker then normal vampires and thus require a social edge to survive. But their hunger wears on their wisdom and makes them less durable.
+2 Str, +2 Cha, -2 wis, -2 con.

Skills: +2 bluff, +2 Intimidate, +2 diplomacy, -10 swim.

Environment: Same as base creature.

Organization: Same as base creature.

Treasure: Same as base creature.


Bonus Round!


Frankenbeast
A Frankenbeast is a creature that is an amalgamation of many different creatures. They are fearsome creatures that are a middleground between a construct and an undead. They are sentient, but often a horror to look upon.


http://fc04.deviantart.net/fs31/f/2008/236/2/d/I_Was_Made_For_Chasing_Dreams_by_spiral_notebook.p ng

Creating a Frankenbeast
Frankenbeast is an inherent template, however there is one commanding creature who's soul, memories, and personalities govern the creation. Thus it could be said that this is an applied or acquired template. But since it's effectively a new creature inherent may be more appropriate.

To create a Frankenbeast you must have the Primary, the creature who's soul embodies the creature to give it proper animation. Then you have the Parts. The parts are mishmashes from whatever the creator finds to it's liking.
The process requires gold thread amounting to at least 2,000gp x2 per size category. So a colossal Frankenbeast would require 384,000gp in gold thread, in addition to a whole lot arseload of body parts, a helluva lot of stitching, and some dead colossal sized things. A general guideline for how long the creation process takes is the same as the price- minus three zeroes. So that colossal frankenbeast would require 384 days worth of work.

Level Adjustment:
Level Adjustment is variable and to be determined in the character creation process, traits will be given point costs which for every 10 points equals a point of level adjustment.

Alignment: Frankenbeast's alignment is the same as the Primary, however alignment can be tweaked by the creator to suit his purposes.

Hit Dice: Frankenbeast's hit die changes to d6. d8 (+5 points), d10 (+8 points), or d12 (10points). There is an option to maximize this hp (+10 points).

Size and Type: Frankenbeast's size is variable: Fine +10 points, Diminutive +8 points, Tiny +6 points, Small +2 points, Medium +0 points, Large +5 points, Huge +10 points, Gargantuan +25 points, Colossal +50 points.
Type changes to Necroconstruct (+20 points):
Necroconstruct Type:
An aberration has a bizarre union between construct and undead and is similar to a Living Construct.

Features
A Necroconstruct has the following features.

Variable Hit Dice.
Base attack bonus equal to ¾ total Hit Dice (as cleric).
Good Fort saves
Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits
A Necroconstruct possesses the following traits (unless otherwise noted in a creature’s entry).
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) save from those cast by it's creator.
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Necroconstructs do not heal naturally, but they can replace any damaged body parts if available and given time (one hour per 25HP, one hour minimum) and never take lethal damage (All lethal damage becoming nonlethal damage), they do however lose consciousness as normal when nonlethal damage surpasses their available HP. They appear dead and everything but the Primary is still bound to the flesh, and once the flesh is functional again it reanimates automatically. If the flesh is completely destroyed, the Primary hovers in the air as a spark of blue light that can be captured and placed in a jar or container of some sort.
Not subject to critical hits, fatigue, exhaustion, sleep or death effects.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage.
Proficient with its natural weapons if any. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Necroconstructs not indicated as wearing armor are not proficient with armor. Necroconstructs are proficient with shields if they are proficient with any form of armor.
Necroconstructs do not sleep but they eat and breath.

Senses:
Frankenbeasts can be created with a variety of possible senses though all have Darkvision already:
Devil's Sight: See through darkness and magical darkness as if it wasn't even there. (8 points).
Scent. (4 points).
Low Light vision (2 points).
Blindsight (10 points per 30ft).
Blindsense (8 points per 30ft).
Tremorsense (6 points per 30ft).

Speed: 30ft. (+3 points per +5 increase thereafter, or 10 points per +15ft).
Swim 30ft (5 points, +3 points per +5 increase thereafter, or 10 points per +15ft)
Climb 20ft (5 points, +3 points per +5 increase thereafter, or 10 points per +15ft
Burrow 10ft (5 points, +3 points per +5 increase thereafter, or 10 points per +15ft
Fly 30ft (10 points, +5 points per 10ft increase thereafter.)

Armor Class: Natural armor +1. (+1 per +2 points.)



Attacks and Special Attacks:
The Frankenbeast, or rather the Primary, loses all attacks and special attacks it use to have and can gain the following, all are considered extraordinary unless otherwise specified:

Natural Weapons:
A Frankenbeast can possess a natural weapon. At default, they have a Slam attack. (+2 points to switch, +4 points to add another).
Bite
The creature attacks with its mouth, dealing piercing, slashing, and bludgeoning damage.
Claw or Talon
The creature rips with a sharp appendage, dealing piercing and slashing damage.
Gore
The creature spears the opponent with an antler, horn, or similar appendage, dealing piercing damage.
Slap or Slam
The creature batters opponents with an appendage, dealing bludgeoning damage.
Sting
The creature stabs with a stinger, dealing piercing damage. Sting attacks usually deal damage from poison in addition to hit point damage.
Tentacle
The creature flails at opponents with a powerful tentacle, dealing bludgeoning (and sometimes slashing) damage.
Constrict
A creature with this special attack can crush an opponent, dealing bludgeoning damage, after making a successful grapple check. The amount of damage is given in the creature’s entry. If the creature also has the improved grab ability it deals constriction damage in addition to damage dealt by the weapon used to grab.
Pounce
When a creature with this special attack makes a charge, it can follow with a full attack—including rake attacks if the creature also has the rake ability.
Powerful Charge
When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is given in the creature’s description.
Rake
A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple.
A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Trample
As a full-round action, a creature with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a -4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.
A trample attack deals bludgeoning damage (the creature’s slam damage + 1½ times its Str modifier). The creature’s descriptive text gives the exact amount.
Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.
The save DC against a creature’s trample attack is 10 + ½ creature’s HD + creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

In addition, they can add more unique abilities.
Blood Drain: A bite attack that deals 1d3 points of con damage and 1d6+str points of piercing damage. If in a grapple, you deal 1 point of con damage per round automatically as you sustain a drain. (8 points).
Breath Weapon: A breath attack that deals 1d6 points of fire, cold, electric or Acid damage for every 2 HD in a 30ft cone or a 60ft line. Usable once every 1d6 rounds. (10 points)
Decadent Pheromones: As a swift action the Frankenbeast can charm anyone within 5ft if they fail a will save DC 15 + 1/2 hd + cha mod.
A charmed creature doesn’t gain any magical ability to understand his new friend’s language.
A charmed character retains his original alignment and allegiances, generally with the exception that he now regards the charming creature as a dear friend and will give great weight to his suggestions and directions.
A charmed character fights his former allies only if they threaten his new friend, and even then he uses the least lethal means at his disposal as long as these tactics show any possibility of success (just as he would in a fight between two actual friends).
A charmed character is entitled to an opposed Charisma check against his master in order to resist instructions or commands that would make him do something he wouldn’t normally do even for a close friend. If he succeeds, he decides not to go along with that order but remains charmed.
A charmed character never obeys a command that is obviously suicidal or grievously harmful to her.
If the charming creature commands his minion to do something that the influenced character would be violently opposed to, the subject may attempt a new saving throw to break free of the influence altogether.
A charmed character who is openly attacked by the creature who charmed him or by that creature’s apparent allies is automatically freed of the spell or effect.

Death Venom: (15 points).
A small spike on the Frankenbeast's fist, or palm, wrist, ect or fangs pricks an enemy's skin and inject a lethal venom into the the victim's blood. If the victim fails a DC 5 + 1/2 HD + Con mod. If it fails, it dies as it's body is saturated with the venom, preventing Raise Dead while it's HP is instantly at -10. This is a death effect (thus preventable by spells such as Death Ward).
Infectious Bile: (15 points).
The saliva of the frankenbeast is wholly diseased. If the frankenbeast bites or licks a wound, or extracts it's saliva and places it in an item of food or drink. When consumed or injected the infection takes hold immediately causing 1d4 Str, Con, Dex, Int, and Cha damage that repeats every 12 hours thereafter leaving the victim nauseated while it sweats heavily. Anyone who comes in contact or injects something that came in contact with the sweat also contracts the disease. When the victim's int hits 5, the damage stops but it develops a foam at the mouth and must make a will save DC 25 whenever a living creature comes within 10ft of it or the victim will seek to bite them- thus passing the disease again. After this stage the infected will remain so for three days before the disease passes and they are themselves again. Remove Disease or similar spells will cure this disease.
Fleshmelt: (15 points).
The frankenbeast can leak a horrible acid from the palm of it's hands, that on a successful touch attack attaches itself to the flesh of a victim and momentarily eats away at the flesh, muscle, and bone... Causing 1 point of strength, constitution, dexterity, and charisma drain per touch attack.



Special Defenses:

The frankenbeast, or rather the Primary, loses all past special defenses and can gain the following, all are considered extraordinary unless otherwise specified:

Energy Adaptation: The frankenbeast's flesh is adapted to an element, granting energy resistance to that element by 10. (3 points, +2 points per 5 points. Max 20 points per element).
Frankenbeasts automatically have Cold and electric Resistance 10.

Fast Healing: The frankenbeast's flesh is somewhat animated, acting on it's own to knit and mend. The frankenbeast gains fast healing 5 (5 points, +5 points per 2 fast healing thereafter).

Regeneration: The frankenbeast loses all past immunities or resistances to lethal/nonlethal damage and can't take this if it has Fast Healing. The Frankenbeast picks one type of damage or element and has regeneration to all but the chosen. Regeneration 5. (15 points, 10 points for every 2 thereafter.

Spell Resistance: The frankenbeast's flesh is saturated with antimagic, providing spell resistance of 10. (6 points. +1 for 1 points for resistance thereafter).

Special Qualities:
The frankenbeast, or rather the Primary, loses all special qualities and can gain the following:

Ageless:
Frankenbeasts do not age.

Reconstruction:
Frankenbeasts keep going so long as someone is there to rebuild their flesh, better detailed in the Type section above.


Abilities: In the crafting process the ability scores vary on the creation. But at a base, they have -2 charisma due to stitches and depending on craftsmanship obvious differences in body parts or even monstrous features.
Ability scores are raised on a 1 for 1 basis in points until +4, then its a 1 for 3 basis. Then at +6 it's a 1 for 6 basis. At +8 it's a 1 for 9 basis. At 10 it's 1 for 12. Adjustments can't go above +10 except by alternative boosts, such as through size. The same happens in reverse for negative adjustments.

Skills: Skills are more mental. But Climb, Swim, Jump, Tumble and such can be boosted on a 1 point per 4 skill points boost to a maximum of +16 to ONE skill, +12 to two, and +8 to four, then just +4's.

Environment: Frankenbeasts are usually under the control or at least influence of it's creator, so wherever the creator wants it. Solo frankenbeasts tend to be interested in life, so more often then not in populated urban locations. Some are depressed or disgusted with themselves and prefer solitude somewhere.

Organization: Usually solo, but they can come in pairs or with other creatures... this much depends on the creator. On their own they usually prefer to be solo but may pick up a partner if interested or it feels needed.

Treasure: Varies with the creator or when on their own they tend not to have much.

Debihuman
2012-10-13, 11:54 AM
Despite the fact that I'm going to tear your plague-wrapped mummy apart as I critique it, please be advised that I like the idea of it. It simply fails in execution. Unedited, It seems to have a +10 CR. Have you statted one out yet?

It should really say, "Plague-wrapped Mummy," since leaving off the hyphen and the noun makes it awkward.

The Plague-wrapped Mummy template mixes Pathfinder rules and 3.5 rules and doesn't work well for either set,

In Pathfinder, Undead have d8 (changing it to d12 for that game is unbalancing), while in 3.5, Undead have d12, and thus would have no change. Also, Undead creatures don't have Con scores and gaining bonus hit points from Charisma is just weird. Either give them additional hit dice or make it no change. Weird changes are too hard to adjudicate.

Mummies in 3.5 have LA --, so these Templates would not add to LA.

CR of a standard mummy in 3.5 and Pathfinder is 5. Left alone, this Template should add at least +10 CR.

It should probably have 3 more HD than a standard mummy.

In some places you have added great excesses which make it harder to judge. I'll go into that as I cover it. A lot of what I'm going to do is reign in the excess to make it more balanced.

Since mummies in 3.5 and Pathfinder have Darkvision 60 ft., there's absolutely no reason to actually give them Blindsight 40 ft. at all.
That said, giving a superior Lifesense ability (see wraith) does make s a lot simpler than your convoluted Tasted ability. To be honest, it just has the "ick" factor in the name as it suggests the mummy has to lick you.
Also, creatures do not "taste" with blindsight, they taste with their with their tongues. Since a mummy's head is presumably covered in shrouds of cloth, this would be a ranged touch attack or a supernatural effect. It's also a tad gross. I recommend making this a Supernatural ability and basing it off the wraith's Lifesense ability.

Here is what I recommend:

Lifesense (Su): A plague-wrapped mummy notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch. Against a Living creature, it also senses any conditions it suffers from and can also identify sex, age, race, and the general class:(Martial, Arcane, Divine, Psionic, etc.) of said creature. [CR +1]

Mummies have a land speed of 20 feet in both Pathfinder and 3.5. Since they have a speed, saying that "if they have no speed, they gain burrow 200 feet..." makes no sense. I recommend that you simply give them a burrow speed 20 ft. in addition to their land speed. [This adds CR +1/2]

Mummies don't have natural armor in either Pathfinder or 3.5. If you want to give them Natural Armor make it something reasonable. Natural Armor +12 is excessive. I recommend +4 or +6 but no more than that. [This adds CR +1 or +2]

DR 20/fire and mithral is excessive. DR 5 is more fitting for this template since it would normally be applied to a CR 5 creature. [CR +1]

Turn immunity is nice (adds to CR). [CR +1]

Undead are immune to poison and disease in Pathfinder and 3.5, so Blight Healing doesn't make a lot of sense. Giving them a +2 bonus to save against curses would work. [CR+0]

Resistant to Blows really makes these things extremely hard to hit when you consider the DR and resistances it already has. I recommend that you limit this to a specific weapon type such as piercing weapons. [CR +1]

Immunity to Spells is probably overpowered. SR is best set at CR +11. Since I'm not sure what the CR of this template is, it's hard to judge. [CR +1]

You need to just say this: "In addition to inflicting mummy rot upon their victims, plague-wrapped mummies can decay them. "

Rather than inflicting negative levels and Con damage, makes these brutal adversaries, I recommend giving them the literal ability to decay their victims. through dessication and aging. IMHO, aging effects are often overlooked.

Decaying Touch (Ex): Whenever a plague-wrapped mummy hits a living target with a slam attack or succeeds on a Grapple check, the target decays rapidly. The creature takes 1d6 points of desiccation damage and becomes one age category older. A successful Reflex save (10 + 1/2 creature's HD + charisma modifier), halves the damage and negates the aging effect. Any hasted creature that fails its save becomes two age categories older instead. If a venerable creature fails its save, it must succeed on another Reflex save (10 + 1/2 creature's HD + charisma modifier) or die. A creature that is aged to death shrivels away into sand and dust that blow away into nothing at the first wind. Only a wish or miracle spell can restore a creature aged to death by a plague-wrapped mummy's decaying touch ability. [CR +1]

Since mummies already have despair, there's really no reason to change this from the base creature.

With all the special abilities, you really think they really need so many spell-like abilities? CL should be equal to HD. Also, you should really think about modifying this list to reduce it to a handful of spells.

You forgot the range of this creature's disease aura -- 30 feet? This should be Supernatural effect since it uses contagion as its basis. I hate that there is no save, esp. since you have a decay effect and mummy rot. This is just overkill. How the heck are you supposed to remember where it's been in 6 hours? Keep it simple.

Aura of Disease (Su): A plague-wrapped mummy has a 30-foot aura of sickness and disease. Any creature that enters its aura, is subject to the contagion spell. A successful save (DC 10 + 1/2 the plague-wrapped mummy's HD + charisma modifier), negates the illness. [CR +1]

What were thinking when you decided that +12 Str was appropriate for this template? Really with no additional HD? [+1 CR]

Skills: A plague-wrapped receives a +10 racial bonus on Perception checks. [+1/2 CR] This is far better than giving the Alertness feat as a bonus feat.

Cipher Stars
2012-10-13, 12:54 PM
Despite the fact that I'm going to tear your plague-wrapped mummy apart as I critique it, please be advised that I like the idea of it. It simply fails in execution. Unedited, It seems to have a +10 CR. Have you statted one out yet?

It should really say, "Plague-wrapped Mummy," since leaving off the hyphen and the noun makes it awkward.

The Plague-wrapped Mummy template mixes Pathfinder rules and 3.5 rules and doesn't work well for either set,

In Pathfinder, Undead have d8 (changing it to d12 for that game is unbalancing), while in 3.5, Undead have d12, and thus would have no change. Also, Undead creatures don't have Con scores and gaining bonus hit points from Charisma is just weird. Either give them additional hit dice or make it no change. Weird changes are too hard to adjudicate.

Mummies in 3.5 have LA --, so these Templates would not add to LA.

CR of a standard mummy in 3.5 and Pathfinder is 5. Left alone, this Template should add at least +10 CR.

It should probably have 3 more HD than a standard mummy.

In some places you have added great excesses which make it harder to judge. I'll go into that as I cover it. A lot of what I'm going to do is reign in the excess to make it more balanced.

Since mummies in 3.5 and Pathfinder have Darkvision 60 ft., there's absolutely no reason to actually give them Blindsight 40 ft. at all.
That said, giving a superior Lifesense ability (see wraith) does make s a lot simpler than your convoluted Tasted ability. To be honest, it just has the "ick" factor in the name as it suggests the mummy has to lick you.
Also, creatures do not "taste" with blindsight, they taste with their with their tongues. Since a mummy's head is presumably covered in shrouds of cloth, this would be a ranged touch attack or a supernatural effect. It's also a tad gross. I recommend making this a Supernatural ability and basing it off the wraith's Lifesense ability.

Here is what I recommend:

Lifesense (Su): A plague-wrapped mummy notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch. Against a Living creature, it also senses any conditions it suffers from and can also identify sex, age, race, and the general class:(Martial, Arcane, Divine, Psionic, etc.) of said creature. [CR +1]

Mummies have a land speed of 20 feet in both Pathfinder and 3.5. Since they have a speed, saying that "if they have no speed, they gain burrow 200 feet..." makes no sense. I recommend that you simply give them a burrow speed 20 ft. in addition to their land speed. [This adds CR +1/2]

Mummies don't have natural armor in either Pathfinder or 3.5. If you want to give them Natural Armor make it something reasonable. Natural Armor +12 is excessive. I recommend +4 or +6 but no more than that. [This adds CR +1 or +2]

DR 20/fire and mithral is excessive. DR 5 is more fitting for this template since it would normally be applied to a CR 5 creature. [CR +1]

Turn immunity is nice (adds to CR). [CR +1]

Undead are immune to poison and disease in Pathfinder and 3.5, so Blight Healing doesn't make a lot of sense. Giving them a +2 bonus to save against curses would work. [CR+0]

Resistant to Blows really makes these things extremely hard to hit when you consider the DR and resistances it already has. I recommend that you limit this to a specific weapon type such as piercing weapons. [CR +1]

Immunity to Spells is probably overpowered. SR is best set at CR +11. Since I'm not sure what the CR of this template is, it's hard to judge. [CR +1]

You need to just say this: "In addition to inflicting mummy rot upon their victims, plague-wrapped mummies can decay them. "

Rather than inflicting negative levels and Con damage, makes these brutal adversaries, I recommend giving them the literal ability to decay their victims. through dessication and aging. IMHO, aging effects are often overlooked.

Decaying Touch (Ex): Whenever a plague-wrapped mummy hits a living target with a slam attack or succeeds on a Grapple check, the target decays rapidly. The creature takes 1d6 points of desiccation damage and becomes one age category older. A successful Reflex save (10 + 1/2 creature's HD + charisma modifier), halves the damage and negates the aging effect. Any hasted creature that fails its save becomes two age categories older instead. If a venerable creature fails its save, it must succeed on another Reflex save (10 + 1/2 creature's HD + charisma modifier) or die. A creature that is aged to death shrivels away into sand and dust that blow away into nothing at the first wind. Only a wish or miracle spell can restore a creature aged to death by a plague-wrapped mummy's decaying touch ability. [CR +1]

Since mummies already have despair, there's really no reason to change this from the base creature.

With all the special abilities, you really think they really need so many spell-like abilities? CL should be equal to HD. Also, you should really think about modifying this list to reduce it to a handful of spells.

You forgot the range of this creature's disease aura -- 30 feet? This should be Supernatural effect since it uses contagion as its basis. I hate that there is no save, esp. since you have a decay effect and mummy rot. This is just overkill. How the heck are you supposed to remember where it's been in 6 hours? Keep it simple.

Aura of Disease (Su): A plague-wrapped mummy has a 30-foot aura of sickness and disease. Any creature that enters its aura, is subject to the contagion spell. A successful save (DC 10 + 1/2 the plague-wrapped mummy's HD + charisma modifier), negates the illness. [CR +1]

What were thinking when you decided that +12 Str was appropriate for this template? Really with no additional HD? [+1 CR]

Skills: A plague-wrapped receives a +10 racial bonus on Perception checks. [+1/2 CR] This is far better than giving the Alertness feat as a bonus feat.

I've taken everything you've said into consideration and changes have been made.

Debihuman
2012-10-13, 04:04 PM
Your plague-wrapped template looks a lot more polished. Just a few questions remain.

Poison and disease don't have a caster level for Blight Healing. Would you you considered this?

Blight Healing (Su): A plague-wrapped mummy that is targeted with a poison, disease, or curse gains 2d6 temporary hit points for each occurrence, to a maximum of double its hit points. These temporary hit points are lost after one hour.

You forgot the Caster Level (probably equal to HD) of its spellcasting abilities. In actuality, these are Spell-like Abilities rather than spellcasting and should be used as a Standard Action.

Blindsight and Taste Test are still a bit unwieldy. Without sacrificing as much fluff, how is this:

Superior Lifesense (Su): When sensing a living creature, a plague-wrapped mummy flickers its tongue out as if tasting the air around it. A plague-wrapped mummy notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch. Against a Living creature, it also senses any conditions it suffers from and can identify sex, age, race, and the general class (Martial, Arcane, Divine, Psionic, etc.) of said creature. Any creature sensed this way can always be identified by the plague-wrapped mummy even if the the creature disguised, under an illusion, and shapechanged.

Debby

Cipher Stars
2012-10-13, 05:01 PM
Your plague-wrapped template looks a lot more polished. Just a few questions remain.

Poison and disease don't have a caster level for Blight Healing. Would you you considered this?

Blight Healing (Su): A plague-wrapped mummy that is targeted with a poison, disease, or curse gains 2d6 temporary hit points for each occurrence, to a maximum of double its hit points. These temporary hit points are lost after one hour.

You forgot the Caster Level (probably equal to HD) of its spellcasting abilities. In actuality, these are Spell-like Abilities rather than spellcasting and should be used as a Standard Action.

Blindsight and Taste Test are still a bit unwieldy. Without sacrificing as much fluff, how is this:

Superior Lifesense (Su): When sensing a living creature, a plague-wrapped mummy flickers its tongue out as if tasting the air around it. A plague-wrapped mummy notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch. Against a Living creature, it also senses any conditions it suffers from and can identify sex, age, race, and the general class (Martial, Arcane, Divine, Psionic, etc.) of said creature. Any creature sensed this way can always be identified by the plague-wrapped mummy even if the the creature disguised, under an illusion, and shapechanged.

Debby

Mmm.. Sure.

Wavelab
2012-10-13, 06:14 PM
Nice templates as always. Might I ask how that Arch-Vampire vs. Necronaut(or something along those lines) game went? I'd like to see one involving your Mummy, Vampire and Werewolf templates battling against each other.

Cipher Stars
2012-10-13, 06:21 PM
Nice templates as always. Might I ask how that Arch-Vampire vs. Necronaut(or something along those lines) game went? I'd like to see one involving your Mummy, Vampire and Werewolf templates battling against each other.

Never kicked off unfortunately. Which is probably fine, as I depowered the Arch-vampire a bit sometime after, in an attempt to make it more realistically playable. I've got two or so versions of the archvampire with different power levels, and a highly toned town one that was renamed to be something else entirely but still related.

It would be fun to watch such a fight XD Though perhaps it should be squared with my Frankenbeast as well. Then you'd have the four classics.

Wavelab
2012-10-13, 06:43 PM
Never kicked off unfortunately. Which is probably fine, as I depowered the Arch-vampire a bit sometime after, in an attempt to make it more realistically playable. I've got two or so versions of the archvampire with different power levels, and a highly toned town one that was renamed to be something else entirely but still related.

It would be fun to watch such a fight XD Though perhaps it should be squared with my Frankenbeast as well. Then you'd have the four classics.

If you ever need an Arch-Vampire, you have a coffin to come knocking on :smallwink:

Cipher Stars
2012-10-13, 11:39 PM
I might be using the Pharaoh's Chosen soon. Any comments on it? I just made some small changes to Dominate that should make it less OP but it kinda looks cluttered now.

Grimsage Matt
2012-10-14, 12:24 AM
Ya, sorry bout the Necobound match not kicking off.

That said, I'm working on a new mad Scientist Race.

Also, these make me want my mummy:smalltongue:

Debihuman
2012-10-14, 01:13 AM
Pharaoh's Chosen is a good template (a tad overlong in back story but that's easily remedied).
Here is a distilled version.

Pharaoh's Chosen is an acquired template that can be applied to any living, sentient creature that has been sacrificed to accompany the Pharaoh on his journey to the afterlife. After being anointed and bathed in expensive oils, the pharaoh’s chosen is ritually slain (usually by having her throat cut) and her body is then collected by Pharaoh’s priests, and taken to be wrapped with soft silken bandages after being cleaned of the blood, organs removed, and blessed a few times.

The bodies of the Pharaoh and his chosen are then buried in a pyramid or similar tomb of kings where they rise as Undead and seek to escape.

Type and Subtype: Pharaoh’s chosen are Undead creatures that count as either undead or living whenever beneficial, but count as neither when it would be unfavorable. This includes being immune to Turn/Rebukes or similar abilities.

Hit Dice and Hit Points: Change all Hit Dice to d12s and recalculate hit points.

Alignment: As base creature.

Senses: A pharaoh’s chosen retains all senses it had in life and gains Darkvision out to 60 feet if it did not previous have darkvision. If it already has darkvision, its range increases by an additional 60 feet.

Speed: A pharaoh’s chosen retains all modes of speed it had in life. It gains a +20 foot speed to each of them. A pharaoh’s chosen may move 10 feet when taking a 5-foot step.

Armor Class: A pharaoh’s chosen retain has a Deflection bonus to AC, which is equal to her charisma modifier.

Special Abilities: A pharaoh’s chosen retains all the base creature's special abilities and gains the following:

• Damage Reduction (Su): A pharaoh’s chosen gains DR 20/-.
• Dual Nature (Ex) A pharaoh’s chosen count as undead or living whenever beneficial. This includes against both positive and negative energy. Chosen are healed by both.
• Immunity to Sonic, Fire and Cold (Ex): A pharaoh’s chosen is immune to sonic, fire and cold damage.
• Immortality (Ex): A pharaoh’s chosen never ages. She gains the benefits but not penalties for aging. She also gains fast healing equal to her charisma modifier. If she would be reduced to 0 hp, this fast healing becomes regeneration instead that is only overcome by Electricity damage or by gold weapons that are aligned to an alignment opposite of the chosen's moral alignment. It remains as regeneration until the chosen is fully healed again.
If the chosen is ever killed, she returns to the Pharaoh’s tomb from whence she escaped. If she in unable to return to her tomb, she is reincarnated.
• Locked (Ex): A pharaoh’s chosen cannot wear anything but the bandages she was wrapped by the priests at the time of her death. However, she can still wear adornments and jewelry. She can also wield staffs and weapons just the same. In return, a pharaoh’s chosen gain all the benefits of having the Vow of Poverty feat. Her wrappings are always clean; dirt, blood, and grime do not stick to them. She carries no scent of decay. While a pharaoh’s chosen can remove her wrappings, this leaves her naked and vulnerable, Pleasing Form (Su): As a standard action, a pharaoh’s chosen can attempt to change the attitude of all enemies within a 30-foot range with no enemy being more than 10 feet apart. The enemy must succeed on a Will save or find his attitude improves by 2-steps toward the pharaoh’s chosen.
• Resistances (Ex): A pharaoh’s chosen has resistance 15 to acid and electric damage.

Special Attacks: The chosen retains all the base creature's special attacks and gains or changes the following:

• Dominate (Sp): By looking into the eyes of a target within 60 feet, the pharaoh’s chosen can dominate a target as the dominate monster spell. The Creatures effected by her Pleasing Form ability take a -5 penalty to their save against this effect. Creatures who are effected but also rolled a 1 take a -10 penalty to their save. This lasts for 1 week/level instead of 1 day/level.
Geas/Quest (Su): Once per day, A pharaoh’s chosen can put anyone she has dominated under the effects of geas/quest without a save. The geas/quest lasts even after her domination effect wears off.

Abilities: The chosen's ability scores increase as follows:
Str +2, Dex +10, Int +2, Wis +2, Cha +12.

Skills: A pharaoh’s chosen receives a +10 racial bonus on Bluff, Perception, Perform (Any two), and Profession (Any two), Sense Motive and Stealth checks.

Environment: any, usually same as the base creature.

Organization: solitary, pair (rare)

Treasure: double standard.

Cipher Stars
2012-10-14, 11:14 AM
Pharaoh's Chosen is an acquired template that can be applied to any living, sentient creature that has been sacrificed to accompany the Pharaoh on his journey to the afterlife. After being anointed and bathed in expensive oils, the pharaoh’s chosen is ritually slain (usually by having her throat cut) and her body is then collected by Pharaoh’s priests, and taken to be wrapped with soft silken bandages after being cleaned of the blood, organs removed, and blessed a few times.

The bodies of the Pharaoh and his chosen are then buried in a pyramid or similar tomb of kings where they rise as Undead and seek to escape.


Fair enough, though it doesn't at all capture the eternities very well. A large feature was that like in the mythology the chosen are sent to the pharaoh's afterlife (That is the point of the whole thing). They don't escape the tomb, they escape the afterlife. Which is why they are a better merge between ghost and living (As was with, for example, the fluff in damage reduction. How things can pass through them.). It is because they've fought their way out of an eternity of servitude in an afterlife not meant for them.

So how would you go about including that in a cleaner way then I tried?




Speed: A pharaoh’s chosen retains all modes of speed it had in life. It gains a +20 foot speed to each of them. A pharaoh’s chosen may move 10 feet when taking a 5-foot step.

To short an increase, Chosen's primary feature is intended to be their speed (Speed is useful when fleeing an entire afterlife). +30ft for double the normal 30ft speed would be a minimum.



Special Abilities: A pharaoh’s chosen retains all the base creature's special abilities and gains the following:

• Damage Reduction (Su): A pharaoh’s chosen gains DR 20/-.
• Dual Nature (Ex) A pharaoh’s chosen count as undead or living whenever beneficial. This includes against both positive and negative energy. Chosen are healed by both.
• Immunity to Sonic, Fire and Cold (Ex): A pharaoh’s chosen is immune to sonic, fire and cold damage.
• Immortality (Ex): A pharaoh’s chosen never ages. She gains the benefits but not penalties for aging. She also gains fast healing equal to her charisma modifier. If she would be reduced to 0 hp, this fast healing becomes regeneration instead that is only overcome by Electricity damage or by gold weapons that are aligned to an alignment opposite of the chosen's moral alignment. It remains as regeneration until the chosen is fully healed again.
If the chosen is ever killed, she returns to the Pharaoh’s tomb from whence she escaped. If she in unable to return to her tomb, she is reincarnated.
• Locked (Ex): A pharaoh’s chosen cannot wear anything but the bandages she was wrapped by the priests at the time of her death. However, she can still wear adornments and jewelry. She can also wield staffs and weapons just the same. In return, a pharaoh’s chosen gain all the benefits of having the Vow of Poverty feat. Her wrappings are always clean; dirt, blood, and grime do not stick to them. She carries no scent of decay. While a pharaoh’s chosen can remove her wrappings, this leaves her naked and vulnerable, Pleasing Form (Su): As a standard action, a pharaoh’s chosen can attempt to change the attitude of all enemies within a 30-foot range with no enemy being more than 10 feet apart. The enemy must succeed on a Will save or find his attitude improves by 2-steps toward the pharaoh’s chosen.
• Resistances (Ex): A pharaoh’s chosen has resistance 15 to acid and electric damage.

Pretty fine. Though I feel it is important to state that the damage reduction is not the standard "Hard skin" sort of DR, but that the body is... I dunno- permeable? It lets harmful physical objects pass through without damage rather then but heads and see which is tougher the blade or the flesh.

Debihuman
2012-10-15, 03:12 AM
For most campaigns, Pharaoh's chosen will have already escaped their "afterlife" (by that all they need to do is leave the Outer Plane and arrive back at their tomb). Don't get too hung up on the methodology or mythology as that really is back story. One could counter that they've just annoyed Anubis by fleeing back to the Material Plain.

As far as what the DR 20/- represents: The only way to let physical objects pass though a body is if the body is incorporeal. That's the mechanics of it; how you represent that is simply appearance. That's why I distilled it to a much shorter version in the first place.

Debby

Cipher Stars
2012-10-15, 09:56 AM
For most campaigns, Pharaoh's chosen will have already escaped their "afterlife" (by that all they need to do is leave the Outer Plane and arrive back at their tomb). Don't get too hung up on the methodology or mythology as that really is back story. One could counter that they've just annoyed Anubis by fleeing back to the Material Plain.

As far as what the DR 20/- represents: The only way to let physical objects pass though a body is if the body is incorporeal. That's the mechanics of it; how you represent that is simply appearance. That's why I distilled it to a much shorter version in the first place.

Debby


It's an important identifier that they aren't just some mindless, soulless corpse of an undead that rose in a tomb somewhere.

I've never read anywhere that damage reduction HAD to just be stronger, harder bodies or anything like that. Pretty sure I did... an hour or two's research on the matter ages ago when I made the template.
Either way, its still simplified with all the changes in place.

I also reworked it a bit and gave them Tomb. So they function similar to a vampire with their coffins.

Amechra
2012-10-15, 10:08 AM
Most Undead actually work out to not being Mindless, at least if you count different types and not sheer numbers (in which case, most are Mindless. Damn you, Zombies and Skullingtons!)