magic8BALL
2007-01-14, 04:58 AM
Well here goes:
I'm planning a new campaign for my group... and the six elemental energies/substances of the world are the cental focus: Heat (fire) vs Cold (water), Sonic (air) vs Electric (earth), and Posative vs Negative Energies.
So life is equal and oposite to undeath (unlife, from here on in).
So I figure: living stuff has a Constitution, fueling positive energy, and the MMIII has undead using their Charisma for bonus hitpoints... why not give the unliving the same sized hit die as the living, and a Constitution...
Undead that are simply what remains of the soul have no body, and hence are not unliving, but just an undead (not dead) soul. They are unaffected.
So here are the changes to the Undead in the Monsters Manual:
- Bodak
9d8+18 (58 hp)
Con 15
- Devourer
12d8+24 (78 hp)
Con 15
(almost seem too much like outsiders rather than undead to appear in a "undead to unliving thread", but made it through, just)
- Ghoul
2d8+2 (11 hp)
Con 13
(Stench and Paralyisis DC's Con Based, uneffected)
- Ghast
4d8+15 (33 hp)
Con 17
(Stench and Paralyisis DC's Con Based, uneffected)
- Lich (template change)
Hit Dice: as Base Creature.
Damage: The lich may Channel 1d8+CON negative energy through any natural attack (will save DC 10+1/2 lich's HD+CON halves damage)
Special Attacks: The DC fo a lich's paralysing touch is CON based.
Abilities: Con +4. A lich foregoes his own matabolism for magically enduced Negative energy, artificially increasing their own health.
The Lich's Phylactey:
This is the source of the lich's negative energy. Once this is destroyed, the lich looses all constitution, and turns into dust.
- Mohrg
14d8+70 (196 hp)
Con 20
Challenge Rating: 10
Paralyzing Touch: DC 22, DC Con Based.
- Mummy
8d8+32 (68 hp)
Con 19
Challenge Rating: 6
Mummy Rot: DC 18, DC Con Based.
- Nightshades
these seem too much like outsiders than undead to appear in a "undead to unliving thread" for my liking
- Skeletons (template change)
These got a huge overhaul... inspired by... well now I cant find it... but someone wanted skeletons that reform after they are destroyed, and 'die' only when the skull is crushed... (credit to... whoever it was's idea, thanks!)
Hit Dice: As Base creature.
Special Qualities: Regeneration 5.
(no immunity to cold)
Saves: as base creature.
Abilities: Strength +2, Con as base creature +2, Inteligence 10.
Skills: as base creature
Feats: as base creature
Combat
Regeneration: A skeleton regenerates 5 points of non-leathal damage a round, reguardless of hit point total. Skeletons are immune to attacks dealing non-leathal damage. Any attack that would deal leathal damage insted deal nonleatal damage. Attacks that deal Positive Energy deal leathal damage to skeletons, and cannot be regenerated.
'Killing' a skeleton:
Once a skeleton is knocked into a pile of bones (in negative hp), the bones reassemble themselves into a whole skeleton again. It matters not how many hit points into the negatives a blow may put a skeleton (the limit is -10), the regeneration process continues. The only way to stop the bones reforming is to destroy the the skull (a critical hit dose this). Once the skull is destroyed, the necromancy that gives the skeleton unlife is destroyed, rendering the bones completely inanimate. A fighter may continue to delay the reforming process by smasking the bones appart, but they will reform within two rounds of him stopping unless the skull is destroyed. Any critical hit destroys a skeleton outright.
- Vampire (template change)
Hit Dice: as base creature
Special Attacks: Blood Drain (Ex): A vampire gains 1 point of con for every point drain from its victim. This replaces the hit point gain.
Energy Drain (Su): For every level drain by this attack, the vampire gains one positive level (as negative level, but reversed). The DC is Con based
Special Qualities: Feeding (Su): A vampire survives off the living. For every day a vampire goes without draining blood, he loses a point of constitution. This is paused only when the vampire is in his coffin.
Abilities: Constitution +6
Challenge Rating: Same as base creature +4
Level Adjustment: +9
- Vampire Spawn
4d8+13 (33 hp)
Con 16
Challenge Rating: 5
Blood Drain (Ex): A vampire spawn gains 1 point of con for every point drain from its victim. This replaces the hit point gain.
Energy Drain (Su): For every level drain by this attack, the vampire gains one positive level (as negative level, but reversed). The DC is Con Based (DC 15)
Feeding (Su): A vampire spawn survives off the living. For every day a vampire spawn goes without draining blood, he loses a point of constitution. This is paused only when the vampire spawn is in his coffin.
- Wight
4d8+4 (22 hp)
Con 12
Energy Drain (Su): DC is Con based (DC 13)
- Zombie (template change)
Zombies are cadavers animated through necromantic forces, and as such, are animated objects under this system. As such, they have the following template applied to them. This is a variation to the zombie template presented in the Monsters Manual:
Size and Type: Size is unchanged. Type Changes to Animated Object [Necromancy]. It retains any subtypes apart from alignment subtypes.
Hit Dice: Drop any Hit Dice from class levels (to minimum 1), double the remaining hit dice, and raise them to d10’s.
Base Attack: ¾ Hit dice, as cleric.
Abilities: Str +4, Dex -4, Con unchanged. (this replaces the adjustments presented in the Monsters Manual)
-=-=-=-=-=-=-=-=-=-=-=-=-
As you can see, I have tried to keep them all as close to the origional as I can.
So what do you think? Any questions? Queries? Concerns?
I'm planning a new campaign for my group... and the six elemental energies/substances of the world are the cental focus: Heat (fire) vs Cold (water), Sonic (air) vs Electric (earth), and Posative vs Negative Energies.
So life is equal and oposite to undeath (unlife, from here on in).
So I figure: living stuff has a Constitution, fueling positive energy, and the MMIII has undead using their Charisma for bonus hitpoints... why not give the unliving the same sized hit die as the living, and a Constitution...
Undead that are simply what remains of the soul have no body, and hence are not unliving, but just an undead (not dead) soul. They are unaffected.
So here are the changes to the Undead in the Monsters Manual:
- Bodak
9d8+18 (58 hp)
Con 15
- Devourer
12d8+24 (78 hp)
Con 15
(almost seem too much like outsiders rather than undead to appear in a "undead to unliving thread", but made it through, just)
- Ghoul
2d8+2 (11 hp)
Con 13
(Stench and Paralyisis DC's Con Based, uneffected)
- Ghast
4d8+15 (33 hp)
Con 17
(Stench and Paralyisis DC's Con Based, uneffected)
- Lich (template change)
Hit Dice: as Base Creature.
Damage: The lich may Channel 1d8+CON negative energy through any natural attack (will save DC 10+1/2 lich's HD+CON halves damage)
Special Attacks: The DC fo a lich's paralysing touch is CON based.
Abilities: Con +4. A lich foregoes his own matabolism for magically enduced Negative energy, artificially increasing their own health.
The Lich's Phylactey:
This is the source of the lich's negative energy. Once this is destroyed, the lich looses all constitution, and turns into dust.
- Mohrg
14d8+70 (196 hp)
Con 20
Challenge Rating: 10
Paralyzing Touch: DC 22, DC Con Based.
- Mummy
8d8+32 (68 hp)
Con 19
Challenge Rating: 6
Mummy Rot: DC 18, DC Con Based.
- Nightshades
these seem too much like outsiders than undead to appear in a "undead to unliving thread" for my liking
- Skeletons (template change)
These got a huge overhaul... inspired by... well now I cant find it... but someone wanted skeletons that reform after they are destroyed, and 'die' only when the skull is crushed... (credit to... whoever it was's idea, thanks!)
Hit Dice: As Base creature.
Special Qualities: Regeneration 5.
(no immunity to cold)
Saves: as base creature.
Abilities: Strength +2, Con as base creature +2, Inteligence 10.
Skills: as base creature
Feats: as base creature
Combat
Regeneration: A skeleton regenerates 5 points of non-leathal damage a round, reguardless of hit point total. Skeletons are immune to attacks dealing non-leathal damage. Any attack that would deal leathal damage insted deal nonleatal damage. Attacks that deal Positive Energy deal leathal damage to skeletons, and cannot be regenerated.
'Killing' a skeleton:
Once a skeleton is knocked into a pile of bones (in negative hp), the bones reassemble themselves into a whole skeleton again. It matters not how many hit points into the negatives a blow may put a skeleton (the limit is -10), the regeneration process continues. The only way to stop the bones reforming is to destroy the the skull (a critical hit dose this). Once the skull is destroyed, the necromancy that gives the skeleton unlife is destroyed, rendering the bones completely inanimate. A fighter may continue to delay the reforming process by smasking the bones appart, but they will reform within two rounds of him stopping unless the skull is destroyed. Any critical hit destroys a skeleton outright.
- Vampire (template change)
Hit Dice: as base creature
Special Attacks: Blood Drain (Ex): A vampire gains 1 point of con for every point drain from its victim. This replaces the hit point gain.
Energy Drain (Su): For every level drain by this attack, the vampire gains one positive level (as negative level, but reversed). The DC is Con based
Special Qualities: Feeding (Su): A vampire survives off the living. For every day a vampire goes without draining blood, he loses a point of constitution. This is paused only when the vampire is in his coffin.
Abilities: Constitution +6
Challenge Rating: Same as base creature +4
Level Adjustment: +9
- Vampire Spawn
4d8+13 (33 hp)
Con 16
Challenge Rating: 5
Blood Drain (Ex): A vampire spawn gains 1 point of con for every point drain from its victim. This replaces the hit point gain.
Energy Drain (Su): For every level drain by this attack, the vampire gains one positive level (as negative level, but reversed). The DC is Con Based (DC 15)
Feeding (Su): A vampire spawn survives off the living. For every day a vampire spawn goes without draining blood, he loses a point of constitution. This is paused only when the vampire spawn is in his coffin.
- Wight
4d8+4 (22 hp)
Con 12
Energy Drain (Su): DC is Con based (DC 13)
- Zombie (template change)
Zombies are cadavers animated through necromantic forces, and as such, are animated objects under this system. As such, they have the following template applied to them. This is a variation to the zombie template presented in the Monsters Manual:
Size and Type: Size is unchanged. Type Changes to Animated Object [Necromancy]. It retains any subtypes apart from alignment subtypes.
Hit Dice: Drop any Hit Dice from class levels (to minimum 1), double the remaining hit dice, and raise them to d10’s.
Base Attack: ¾ Hit dice, as cleric.
Abilities: Str +4, Dex -4, Con unchanged. (this replaces the adjustments presented in the Monsters Manual)
-=-=-=-=-=-=-=-=-=-=-=-=-
As you can see, I have tried to keep them all as close to the origional as I can.
So what do you think? Any questions? Queries? Concerns?