Icewalker
2007-04-06, 03:46 AM
First off, I would like to describe my poll, as it is somewhat confusing.
The first choice means exactly what it says, no to all, simple enough.
Second choice means enter Dread Zombies as a single creature.
The Third choice means enter Dread Zombies and their progression into Dread Beasts, but stop there.
The Fourth means all but the Dread General would be given.
The Fifth means you like the entire idea, and I should have titled it "Yes to all" because that is what it means.
There is a necromancer, a powerful invoker of dark magics, who also dabbled deeply into poisons and diseases. One day he decided to combine the two.
The result is The Dread Plague, a horrifying disease that rips across countries, spreading from person to person, making them all into massively violent undead beings, spreading their corruption. The Dread Plague rots their flesh until they become shambling bodies, trying to do nothing more than kill almost everything they see, often including one another, and spread the plague.
The Dread Being subtype:
Dread Beings, while undead, get full BAB, as fighter, instead of ½ BAB.
Stench: The horrible stench of the rotting flesh of dread creatures sickens even the most hardy people. Anyone within 10 ft of a Dread Being, or 30 ft if downwind, must make a Fort save DC 10 + dread being’s HD or become sickened for the entire time they remain within this area, and for an additional 1d6 rounds afterwards. They must also save against catching The Dread Plague, Fort Save DC 10.
The Dread Plague: All dread beings spread The Dread Plague by touch. Anyone touched by a dread being must make a save DC 12 + dread being’s HD or catch the plague.
The Dread Plague is a disease. Infection through being touched by a Dread Being or smelling it’s stench and losing it’s fortitude save. Once caught The Dread Plague has the following properties at first:
Incubation 1 day.
DC 15
Damage 1d3 con damage per day.
The creature affected gets a pallid color, and it’s fingernails begin to grow out slightly and meld with their fingers.
Once the infected being reaches ½ of the constitution they had before catching The Dread Plague, the effects change:
DC increases to 20
Damage 1d3 con, 1d6 int and 1d6 wis, 1d6 cha.
If int, wis, or cha reach 1 or lower, they revert to 1 and stop dropping, except int which becomes -, making the creature mindless. When both int and wis reach -, the creature gains an uncontrollable urge to destroy and kill anything they see (other than themselves), particularly living beings.
The creature’s skin begins to rot away in patches, and they gain the Stench ability and the ability to spread The Dread Plague by touch. They begin to grow claws, giving them a claw attack with damage 1d2.
Once the creatures constitution reaches 0, it becomes –, they gain 1d4 str and they become Dread Zombies. If constitution reaches 0 before int, wis, and cha reach 1, they all lower to 1 and stop dropping. They gain 2 claw attacks that deal 1d4 damage and qualify as light weapons, and the multi-attack feat, and their base land speed decreases by 10 ft.
The Dread Plague makes living beings into undead, but at no single moment does it pass the thresholds of life, death, and undeath. The creature fades from a living being into a dread semblance of their old form over a short course of time.
If a being infected by The Dread Plague has 1 HD, such as a commoner, they become 1 HD Dread Zombies, as listed below (ability scores an estimate for an average commoner twisted by the plague). If you had more than 1 HD when the plague changes you, such as a leveled adventurer, they convert into Dread Being HD as if you had progressed through Raging Growth. This means that if they have 5 HD before changing, they change straight into a Dread Beast, and if they had 9 or 16, they will become Dread Cheiftains or Dread Generals of the appropriate HD.
Dread Zombie
Medium Undead (Dread Being)
HD 1d12+3 (10)
Speed 20 ft.
Init: +0
AC 11; touch 10; flat-footed 11
(+1 Natural)
BAB +1; Grp +2
Attack Claw +2 (1d4+1)
Full-Attack 2 Claws +2 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Stench
Special Qualities The Dread Plague, Undead Traits, Raging growth
Saves Fort +0 Ref +0 Will +0
Abilities Str 12, Dex 10, Con -, Int -, Wis 7, Cha 1
Skills
Feats Toughness
Environment Usually city.
Organization Lone, Group (2-5) or wave (10-100)
CR ½
Treasure None
Alignment Always CE
Advancement 2-4 (Medium), 5-8 (Dread Beast, see below), 9-15 (Dread Chieftain, see below), 16-25 (Dread General, see below)
Stench and The Dread Plague are above.
Raging Growth: Dread Zombies attack everything they see, often even other dread beings, although sometimes they group together. For every 3 opponents who a dread being fights and kills (emphasis on fight: swatting a fly, etc, doesn’t count) they gain 1 HD.
When a Dread Zombie reaches 5 HD, it becomes a Dread Beast. It gains an additional 1d4 str, and 1d6 dex. It’s claw attacks increase to 1d6 damage, and it gains a bite attack at 1d6 as well. It’s base land speed increases by 10 ft. It also gains +2 natural armor bonus.
The first choice means exactly what it says, no to all, simple enough.
Second choice means enter Dread Zombies as a single creature.
The Third choice means enter Dread Zombies and their progression into Dread Beasts, but stop there.
The Fourth means all but the Dread General would be given.
The Fifth means you like the entire idea, and I should have titled it "Yes to all" because that is what it means.
There is a necromancer, a powerful invoker of dark magics, who also dabbled deeply into poisons and diseases. One day he decided to combine the two.
The result is The Dread Plague, a horrifying disease that rips across countries, spreading from person to person, making them all into massively violent undead beings, spreading their corruption. The Dread Plague rots their flesh until they become shambling bodies, trying to do nothing more than kill almost everything they see, often including one another, and spread the plague.
The Dread Being subtype:
Dread Beings, while undead, get full BAB, as fighter, instead of ½ BAB.
Stench: The horrible stench of the rotting flesh of dread creatures sickens even the most hardy people. Anyone within 10 ft of a Dread Being, or 30 ft if downwind, must make a Fort save DC 10 + dread being’s HD or become sickened for the entire time they remain within this area, and for an additional 1d6 rounds afterwards. They must also save against catching The Dread Plague, Fort Save DC 10.
The Dread Plague: All dread beings spread The Dread Plague by touch. Anyone touched by a dread being must make a save DC 12 + dread being’s HD or catch the plague.
The Dread Plague is a disease. Infection through being touched by a Dread Being or smelling it’s stench and losing it’s fortitude save. Once caught The Dread Plague has the following properties at first:
Incubation 1 day.
DC 15
Damage 1d3 con damage per day.
The creature affected gets a pallid color, and it’s fingernails begin to grow out slightly and meld with their fingers.
Once the infected being reaches ½ of the constitution they had before catching The Dread Plague, the effects change:
DC increases to 20
Damage 1d3 con, 1d6 int and 1d6 wis, 1d6 cha.
If int, wis, or cha reach 1 or lower, they revert to 1 and stop dropping, except int which becomes -, making the creature mindless. When both int and wis reach -, the creature gains an uncontrollable urge to destroy and kill anything they see (other than themselves), particularly living beings.
The creature’s skin begins to rot away in patches, and they gain the Stench ability and the ability to spread The Dread Plague by touch. They begin to grow claws, giving them a claw attack with damage 1d2.
Once the creatures constitution reaches 0, it becomes –, they gain 1d4 str and they become Dread Zombies. If constitution reaches 0 before int, wis, and cha reach 1, they all lower to 1 and stop dropping. They gain 2 claw attacks that deal 1d4 damage and qualify as light weapons, and the multi-attack feat, and their base land speed decreases by 10 ft.
The Dread Plague makes living beings into undead, but at no single moment does it pass the thresholds of life, death, and undeath. The creature fades from a living being into a dread semblance of their old form over a short course of time.
If a being infected by The Dread Plague has 1 HD, such as a commoner, they become 1 HD Dread Zombies, as listed below (ability scores an estimate for an average commoner twisted by the plague). If you had more than 1 HD when the plague changes you, such as a leveled adventurer, they convert into Dread Being HD as if you had progressed through Raging Growth. This means that if they have 5 HD before changing, they change straight into a Dread Beast, and if they had 9 or 16, they will become Dread Cheiftains or Dread Generals of the appropriate HD.
Dread Zombie
Medium Undead (Dread Being)
HD 1d12+3 (10)
Speed 20 ft.
Init: +0
AC 11; touch 10; flat-footed 11
(+1 Natural)
BAB +1; Grp +2
Attack Claw +2 (1d4+1)
Full-Attack 2 Claws +2 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Stench
Special Qualities The Dread Plague, Undead Traits, Raging growth
Saves Fort +0 Ref +0 Will +0
Abilities Str 12, Dex 10, Con -, Int -, Wis 7, Cha 1
Skills
Feats Toughness
Environment Usually city.
Organization Lone, Group (2-5) or wave (10-100)
CR ½
Treasure None
Alignment Always CE
Advancement 2-4 (Medium), 5-8 (Dread Beast, see below), 9-15 (Dread Chieftain, see below), 16-25 (Dread General, see below)
Stench and The Dread Plague are above.
Raging Growth: Dread Zombies attack everything they see, often even other dread beings, although sometimes they group together. For every 3 opponents who a dread being fights and kills (emphasis on fight: swatting a fly, etc, doesn’t count) they gain 1 HD.
When a Dread Zombie reaches 5 HD, it becomes a Dread Beast. It gains an additional 1d4 str, and 1d6 dex. It’s claw attacks increase to 1d6 damage, and it gains a bite attack at 1d6 as well. It’s base land speed increases by 10 ft. It also gains +2 natural armor bonus.