View Full Version : Doom Walker [Template] PEACH

2008-10-30, 09:20 PM
Doom Walker
A Doom walker is an undead created through extremely powerful magics. The created undead is nearly impossible to destroy, having very few weaknesses.

Creating a Doom Walker
"Doom Walker" is an aquired template that can be added to any humanoid creature.

A Doom Walker has all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size increases by one, to a maximum of Huge.

Hit Dice: Increase all current and future Hit Dice to d12s.

Armor Class: A Doom Walker has a additional +8 natural armor bonus, which is added to the base creature's natural armor bonus, not used in place of it.

Special Attacks: A Doom Walker retains all the base creature's special attacks and gain those described below. Save DCs are equal to 10 + 1/2 Doom Walker's HD + Cha modifier, unless otherwise stated.

Earth Glide(Su): A Doom Walker may glide through the earth at half it's base movement speed. It may not take any other person with it, although it's equipment does go with it.

Earthquake(Su): As a standard action, a Doom Walker may stomp the ground and send out a wave of energy in a radius of five feet/HD. Any caught in this wave must make either a Jump or Balance check or be knocked prone and take 1d6 points of damage per two HD. This save is Strength based.

Negative Energy Bolt(Su): As a standard action, a Doom walker may invoke the power that animates it, and release a bolt of Negative energy that manifests in a line ten feet long/caster level. This bolt deals 1d6 per HD negative energy damage along the whole line, with a reflex save for half.

Life absorption(Su): A Doom Walker draws energy from the ground around it. So long as it is standing on living ground (IE: Plains, grasslands, forests, a wooden floor, etc. but not stone or desert lands.) it heals twenty points of damage a round.

Life Trap(Ex): A Doom Walker is nearly impossible to destroy. It's animating force comes from a soul gem that powers the body. Should the body fall, the animating energy of the Doom Walker is released from the body. The energy then finds a new corpse to animate. When a new corpse is animated, the corpse returns to the size and power of the Doom Walker in 1d4x10 minutes. A corpse may be protected from the Doom Walker's ability with any Protection from [Alignment] or Magic Circle against [Alignment], or any other spell that protects from possession. Casting a Dimensional Anchor or other such spells on the Doom Walker before destroying it forces the animating energy back into it's soul gem.

Special Qualities: A Doom Walker retains all the base creature's special qualities and gains those described below.

Turn Resistance (Ex): A Doom walker gains +6 to turn resistance, as it's governing force it not actually completely tied to the body.

Unholy Toughness (ex): A Doom Walker gains bonus HP equal to his Charisma mod times his HD.

Spell Resistance (Ex): A Doom Walker gains Spell Resistance equal to it's HD +8.

Abilities: Being undead, a Doom Walker has no Constitution Score.

Organization: Solitary

Challenge Rating: Same as base creature +4.

Treasure: No coins, no goods, standard items.

Alignment: Any evil.

Advancement: By Character class.

Level Adjustment: - (Not a PC Template)

Creating a Doom Walker

The process of creating a Doom Walker is one of unequivicable evil.

A Trap the Soul spell must be Heightened to 9th level, and the gem used to trap the soul must be worth at least 2000GP per HD possessed by the creature.

Once this is done, four separate Magic Circles must be drawn concentric, one for each alignment. They must be drawn with Good on the outside, then Chaos, Law, and finally Evil.

The gem is placed inside the circles and an image of the trapped soul is brought forth. The soul cannot refuse to have it's image shown. The soul can communicate through the image, but may not leave the circle.

The summoner must gain the soul's agreement in creating the Doom Walker. The most commonly used method to gain the soul's agreement is to offer to give the soul gem to a demon if they do not agree, or that the soul gem will be destroyed and their soul along with it, but anything may be used to bargain.

Once the soul has agreed, a living, sentient, sapient, sacrifice must be placed into the circle. The sacrifice dies, it's soul being ripped from it's body and used to power the connection from the soul gem to the Doom Walker body.

The Doom Walker is then compelled to complete it's agreement.

A Doom Walker cannot be destroyed, only delayed. Destroying it's current body delays it until it finds a new body. Casting a Dimension Anchor on a Doom Walker before destroying the body forces the soul back into the soul gem, where it must be summoned once again, and another agreement made. The only way to truly destroy a Doom Walker is to destroy it's soul gem.

2008-10-30, 10:40 PM
Bonus hit points by cha score times HD. Broken, make it cha mod. As for the negative energy bolt, scale that by HD for damage, not just range, same thing for earth quake. Other than that, a solid job.

2008-10-30, 10:43 PM
a bit more fluff would be nice, its a good concept

2008-10-31, 06:31 AM
Bonus hit points by cha score times HD. Broken, make it cha mod. As for the negative energy bolt, scale that by HD for damage, not just range, same thing for earth quake. Other than that, a solid job.

Fixed. It was supposed to be the for Cha mod anyways. I mistyped.

2008-10-31, 06:44 AM
The Save for the Earthquake attack should use the Str modifier, but the others should prolly use Cha.

2008-10-31, 09:17 AM
Damage now scales by HD, and the bolt is Cha based.

Fluff will be coming later.