ilovefire
2007-08-26, 10:42 AM
Warning: I'm no good at tables, otherwise the damage tables in this would be actual tables, not just lists. Help?
Revenants
Revenants appear much as they did in life, but depending on the elemental bound to the corpse in question, have varying, usually highly disturbing features, They are made by binding an elemental, paraelemental, quasielemental, quasiparaelemental, or an energon to a recently-dead humanoid or monstrous humanoid corpse.
Revenants have a 10% chance of being able to speak one language the base creature knew in life, and all may speak the languages that the elemental or energon spoke.
Creating a Revenant
“Revenant” is an acquired template that can be added to any humanoid, monstrous humanoid, giant, or fae (Henceforth referred to as the base creature) and any elemental or energon (Henceforth referred to as the base elemental).
A Revenant uses all the base creature’s racial abilities, but loses those gained from class levels, and gains new ones based on the bound elemental, as described below.
Size and Type: A Revenant’s type changes to Undead with the Augmented and Extraplanar subtypes. They also gain the elemental and energy subtypes of the base elemental. Size is unchanged.
Hit Dice: To calculate the number of hit dice, average the number of HD the base creature and base elemental have (assuming a creature with no HD to have one). These hit dice are Undead hit dice.
Attack bonus, Saves, Skills, and Feats: Calculate base attack bonus and saves based off of the HD of the Revenant. Revenants have skills equal to 4+INT modifier (as undead), and have the class skills of the base elemental or energon, plus the base creature's if the base creature had racial HD. The Revenant keeps the bonus feats of the base creature and elemental, and selects new feats based on HD from the ones the base elemental or energon had, with the exception of feats such as Ability Focus, or feats affecting spell like abilities.
Speed:
Revenants with fire-based elementals or energons gain a +10 bonus to landspeed.
Revenants with air-based elementals or energons gain a fly speed equal to their landspeed, with average maneuverability.
Revenants with water-based elementals or energons gain a swim speed equal to their landspeed.
Revenants with earth-based elementals or energons gain a burrow speed equal to their landspeed.
Revenants based on energons that have no elemental properties have no changes to speed.
Armor Class: Average the base creature’s and the base elemental’s natural armor bonus, and apply that as a new natural armor bonus to the Revenant.
Attack: Revenants gain two slam attacks, dealing damage based on the base creature’s size (see the below table). In addition, the slam attacks and any previous natural attacks also deal damage based on the elemental or energon in question (See special qualities). Revenants that could use manufacted weapons retain this ability.
Table 1-1: Slam Damage by Size
{table]Size|Damage
Fine|1
Diminutive|1d2
Tiny|1d3
Small|1d4
Medium|1d6
Large|1d8
Huge|2d6
Gargantuan|2d8
Colossal|4d6[/table]
Special Attacks:
Elemental Strike (Su): Revenants channel the powers of the bound elemental or energon to deal extra damage of the same type as the elemental or energon, based on the size of the elemental or energon. Multi-type elementals or energons deal damage that is equally all types of the elemental or energon (example: an Ash quasielemental’s extra damage is ½ fire and ½ negative energy.)
Table 1-2: Elemental Strike Damage
{table]Size|Damage
Fine|1d2
Diminutive|1d3
Tiny|1d4
Small|1d6
Medium|1d8
Large|2d6
Huge|2d8
Gargantuan|4d6
Colossal|6d6[/table]
Special Qualities:
Elemental Immunity: Revenants are immune to the element or elements of the bound elemental or energon, with the exception of negative energy (which always heals Revenants) and positive energy (which always harms them).
Elemental Surge: When a Revenant is dealt damage of one of it’s bound elemental’s or energon’s types, the energy surges through the Revenant, giving it +6 Str, +6 Dex, a +4 bonus to all saves, and DR 5/magic. They also take a -4 penalty to AC and lose 1d10 HP as a result of the surging energies. This lasts for a number of roudns equal to the Revenant's charisma modifier, minimum one.
Elemental Aura: The presence of Revenants causes elements and energies to be less controllable and harder to tame. Within 30’ of a Revenant, their elements and energies become more difficult to resist, more damaging, and are easier to come into existence. This is represented by a +1 to the DC, and an extra die of damage (or healing, in the case of positive energy spells) of all spells and abilities with the Revenant’s element for a descriptor,
Abilities: Average together the base creature’s and base elemental’s ability bonuses for physical stats. Use the elemental’s or energon’s mental stats. As undead, Revenants do not have a constitution score.
Environment: Any elemental or energy plane, or as the base creature.
Organization: Solitary, Pair, Group (3-5), Mass (6-10), or Mob (10+)
CR: ((Base Creature’s + Base Elemental’s)/2)+2
Treasure: Standard
Alignment: As the base elemental
Advancement: By Character Class
Level Adjustment: --
Revenants
Revenants appear much as they did in life, but depending on the elemental bound to the corpse in question, have varying, usually highly disturbing features, They are made by binding an elemental, paraelemental, quasielemental, quasiparaelemental, or an energon to a recently-dead humanoid or monstrous humanoid corpse.
Revenants have a 10% chance of being able to speak one language the base creature knew in life, and all may speak the languages that the elemental or energon spoke.
Creating a Revenant
“Revenant” is an acquired template that can be added to any humanoid, monstrous humanoid, giant, or fae (Henceforth referred to as the base creature) and any elemental or energon (Henceforth referred to as the base elemental).
A Revenant uses all the base creature’s racial abilities, but loses those gained from class levels, and gains new ones based on the bound elemental, as described below.
Size and Type: A Revenant’s type changes to Undead with the Augmented and Extraplanar subtypes. They also gain the elemental and energy subtypes of the base elemental. Size is unchanged.
Hit Dice: To calculate the number of hit dice, average the number of HD the base creature and base elemental have (assuming a creature with no HD to have one). These hit dice are Undead hit dice.
Attack bonus, Saves, Skills, and Feats: Calculate base attack bonus and saves based off of the HD of the Revenant. Revenants have skills equal to 4+INT modifier (as undead), and have the class skills of the base elemental or energon, plus the base creature's if the base creature had racial HD. The Revenant keeps the bonus feats of the base creature and elemental, and selects new feats based on HD from the ones the base elemental or energon had, with the exception of feats such as Ability Focus, or feats affecting spell like abilities.
Speed:
Revenants with fire-based elementals or energons gain a +10 bonus to landspeed.
Revenants with air-based elementals or energons gain a fly speed equal to their landspeed, with average maneuverability.
Revenants with water-based elementals or energons gain a swim speed equal to their landspeed.
Revenants with earth-based elementals or energons gain a burrow speed equal to their landspeed.
Revenants based on energons that have no elemental properties have no changes to speed.
Armor Class: Average the base creature’s and the base elemental’s natural armor bonus, and apply that as a new natural armor bonus to the Revenant.
Attack: Revenants gain two slam attacks, dealing damage based on the base creature’s size (see the below table). In addition, the slam attacks and any previous natural attacks also deal damage based on the elemental or energon in question (See special qualities). Revenants that could use manufacted weapons retain this ability.
Table 1-1: Slam Damage by Size
{table]Size|Damage
Fine|1
Diminutive|1d2
Tiny|1d3
Small|1d4
Medium|1d6
Large|1d8
Huge|2d6
Gargantuan|2d8
Colossal|4d6[/table]
Special Attacks:
Elemental Strike (Su): Revenants channel the powers of the bound elemental or energon to deal extra damage of the same type as the elemental or energon, based on the size of the elemental or energon. Multi-type elementals or energons deal damage that is equally all types of the elemental or energon (example: an Ash quasielemental’s extra damage is ½ fire and ½ negative energy.)
Table 1-2: Elemental Strike Damage
{table]Size|Damage
Fine|1d2
Diminutive|1d3
Tiny|1d4
Small|1d6
Medium|1d8
Large|2d6
Huge|2d8
Gargantuan|4d6
Colossal|6d6[/table]
Special Qualities:
Elemental Immunity: Revenants are immune to the element or elements of the bound elemental or energon, with the exception of negative energy (which always heals Revenants) and positive energy (which always harms them).
Elemental Surge: When a Revenant is dealt damage of one of it’s bound elemental’s or energon’s types, the energy surges through the Revenant, giving it +6 Str, +6 Dex, a +4 bonus to all saves, and DR 5/magic. They also take a -4 penalty to AC and lose 1d10 HP as a result of the surging energies. This lasts for a number of roudns equal to the Revenant's charisma modifier, minimum one.
Elemental Aura: The presence of Revenants causes elements and energies to be less controllable and harder to tame. Within 30’ of a Revenant, their elements and energies become more difficult to resist, more damaging, and are easier to come into existence. This is represented by a +1 to the DC, and an extra die of damage (or healing, in the case of positive energy spells) of all spells and abilities with the Revenant’s element for a descriptor,
Abilities: Average together the base creature’s and base elemental’s ability bonuses for physical stats. Use the elemental’s or energon’s mental stats. As undead, Revenants do not have a constitution score.
Environment: Any elemental or energy plane, or as the base creature.
Organization: Solitary, Pair, Group (3-5), Mass (6-10), or Mob (10+)
CR: ((Base Creature’s + Base Elemental’s)/2)+2
Treasure: Standard
Alignment: As the base elemental
Advancement: By Character Class
Level Adjustment: --