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    Default Midnight Spire: Zombie Apocalypse Generator

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    A obelisk of pure obsidian rises from the ground, faint occult symbols glow in red, gold and silver across its glossy surface. A palpable aura of malice and disease radiates from it.

    Midnight Spire’s come in several varieties, denoted by their size, ranging from the smallest (Protrusion) measuring only 6 inches high to the largest (Monolith) scraping the firmament at over 800 feet in height. The larger the Midnight Spire, the greater its capabilities. Use the tables below to determine the statistics of a Midnight Spire based on its size.

    Name CR HD Size Aura of Midnight Size (ft/miles) Aura of Midnight DC Negative Levels Con Drain
    Protrusion 1/2 1 Tiny 0* / 0.1 11 0 1d2**
    Pedestal 2 3 Small 5 / 1 13 1 1d4**
    Pillar 4 5 Medium 30 / 5 15 1d2 1d4+1**
    Tower 7 9 Large 60 / 10 18 1d3 1d6
    Spire 11 14 Huge 120 / 50 22 1d4 1d8
    Obelisk 15 20 Gargatuan 200 / 100 26 1d4+1 1d10
    Monolith 19 28 Colossal 300 / 1,000 31 2d4+1 1d10+2
    *Only creatures who come in direct contact with the Midnight Spire (Protrusion), either through touching it or by a natural or unarmed attack.
    **This is Con Damage instead of Con Drain

    Name Natural Armor (AC) DR/X HP (HD) Int Wis Cha
    Protrusion +0 (12) 1 (Magic or Adamantine) 6 (1d10+1) 2 11 13
    Pedestal +4 (15) 2 (Magic or Adamantine) 32 (3d10+16) 5 13 15
    Pillar +8 (18) 3 (Magic or Adamantine) 61 (5d10+35) 7 15 17
    Tower +12 (21) 5 (Magic or Adamantine) 115 (9d10+66) 13 17 19
    Spire +18 (26) 10 (Magic and Adamantine) 173 (14d10+110) 17 19 21
    Obelisk +25 (30) 15 (Magic and Adamantine) 290 (20d10+180) 21 21 23
    Monolith +30 (35) 20 (Epic and Adamantine) 430 (28d10+276) 25 23 25

    All Midnight Spire’s, regardless of size have the following special qualities;

    Senses (Su) Midnight Pillar’s lack eyes, but have the innate ability to sense their environment, granting them Blindsight out to the extent of its Aura of Midnight’s direct exposure radius (see below). It can automatically differentiate living, dead and Undead creatures it can perceive as well as identify any individual who has contracted Midnight Plague.

    Aura of Midnight (Su) Midnight Spires exude a powerful aura of malice and disease. This Aura has two sizes, a direct exposure and midnight exposure radius, denoted on the table above in feet and miles respectively. A living creature within the direct exposure radius, which has line of effect of the Black Spire, must make a Fort save (DC 10+˝ HD+Cha) or contract Midnight Plague. If they fail, the disease is onset immediately. A living creature within the midnight exposure radius need only makes a Fort save when outside during the night, and does not suffer immediate onset.

    Any single opening of at least 1 square foot is sufficient to be ‘outside’ for the purposes of this ability. An average house with all doors and windows closed would protect the inhabitants but large, open air structures such as barns or stables would be insufficient.

    Regardless of how a creature is exposed to this Aura and if it made its save or not, it cannot be subject to the Aura of Midnight again for 24 hours.

    Negative Suffusion (Ex)
    Black Spire’s are suffuse with negative energy and are inextricably linked to Undead. It is treated as an Undead and a Construct for any effect that cares about type. Additionally, it gains the Command Undead feat as a Bonus Feat. It can also use it’s Telepathy to communicate with any Undead, regardless if the Undead has the ability to speak or is Mindless though such communication is limited to simple, basic concepts such as “go there”, “attack”, or “wait”.

    Channel Negative Energy (Su) A Black Spire has the Channel Energy Cleric class feature, as an Evil Cleric of its HD.

    Midnight Plague (Su)
    Type curse, disease (Aura, injury); Save Fortitude DC Variable (see Aura of Midnight)
    Onset sunset; Frequency 1/day at sunset

    Effect on a failed save the target suffers a variable number of negative levels and are nauseated for the duration of night. Unlike normal, these Negative Levels become permanent at sunrise, unless the target makes a Fort save (DC same as the disease) for each one. On a successful save they instead suffer a variable amount of Constitution Drain and do not suffer the nauseated condition. A Daylight spell (or other [Light] effects that simulates sunlight) can delay the frequency until the afflicted leaves the area. Additionally, such effects alleviate the nauseated condition while inside the area.

    Additionally, any creature who dies because of the effects of Midnight Plague is immediately raised as an Undead, usually a Midnight (see below) Zombie. The transition from life to unlife is so swift and seamless, observers must pass a DC 15 Sense Motive, DC 20 Perception or DC 20 Knowledge (Religion) to realize the target has died and become undead.

    Cure Midnight Plague can only be cured by successfully casting both remove curse and remove disease within 1 minute of each other. Casting one without the other allows the target to ignore a save made within 1 hour for every caster level of the spell and suffer no ill effects, but only if the caster passes a caster level check (DC 11+ the HD of the Black Spire that inflicted the disease). Additionally, successfully destroying the Black Spire that caused the disease removes the [Curse] tag, allowing a Cure Disease to cure the disease by itself, as well allowing the victim to cure itself with 2 consecutive successful saves.

    Macabre Mastery (Su) Any living creature who dies within the direct exposure radius (regardless if they are outside or if it is night) of its Aura of Midnight as a result of Midnight Plague, a Midnight Spire may make an attempt to take control the resulting Undead using its Command Undead feat as an Immediate Action, without expending a use of Channel Energy.

    A Black Spire can attempt to do the same for a creature who dies in the midnight exposure radius of it’s Aura Midnight, but only if they are in conditions which could contract the disease as described by the Aura of Midnight ability.

    Additionally, if a Midnight Spire is at least Large size or larger, it may use one of its SLA’s which creates undead during the same immediate action, as long as the creature who died can create the undead selected. Unlike normal, undead formed in this manner do not transition seamlessly and take time to form, equal to the regular casting time of the SLA. Likewise, the Midnight Spire cannot take any other actions during this time, or waste the use of the SLA and fail to animate any undead from that creature.

    Inscribed Facade (Ex) Unlike a normal construct, a Midnight Spire adds its Charisma modifier to its HP for every hit die it possesses, much like the Undead it creates and manipulates. It also adds its Charisma Modifier to its Fortitude saves as a Resistance bonus.

    Immobile (Ex) Midnight Spires have no ability to move themselves, having nonability scores for both Strength and Dexterity. Even if another effect would give it a movement mode, it cannot use it, though effects that move a Midnight Spire still function normally. Additionally, a Midnight Spire automatically fails all Reflex saves and treats its Dexterity Modifier for it’s Touch AC as -5. Treat a Midnight Spire as a structure for any effects that affect structures.

    Feast (Su) Midnight Spire’s exist to create and then feast upon undead. As a Standard Action, a Midnight Spire can automatically destroy any Undead within its direct exposure radius. Undead get a Will save (DC same as Aura of Midnight). Mindless undead under its control receive no save. If an Undead succeeds its Will save, it cannot be targeted by that Midnight Spire’s Feast for another 24 hours.

    If a Midnight Spire feeds successfully, it heals itself by 5 points per HD of the Undead feasted upon. If this healing exceeds the Midnight Spire’s maximum HP, the extra are added as Temporary Hit Points. These Temporary Hit Points last for 1 hour and if it gains more, only the largest amount is used. If an Undead is feasted but not at its maximum HP, a Midnight Spire only heals 5 HP regardless of the Undead’s HD.

    If these Temporary Hit Points are allowed to expire, they are added to the Midnight Spire’s advancement (use the Growth table below to see how much Temporary Hit Points are needed to grow to the next stage)
    Growth Table

    Name Temp HP For Advancement
    Protrusion 25
    Pedestal 150
    Pillar 250
    Tower 450
    Spire 700
    Obelisk 1,000

    As Midnight Spires grow, they gain access to greater necromantic power. The table below denotes what special attacks, special qualities and SLA’s it has available to it. The DC of these are 10+˝ HD+Cha unless noted otherwise. SLA’s are Charisma based and use the Midnight Spire’s HD as its Caster Level. The effects listed here are cumulative, but daily uses are not. Use the highest daily use listed.

    Name At-Will 1/day 3/day Special Quality
    Protrusion - - - -
    Pedestal - Command Undead - -
    Pillar - Animate Dead, Lesser, Flesh Puppet Command Undead Desecrated
    Tower - Animate Dead Animate Dead, Lesser, Flesh Puppet Unhallowed
    Spire Animate Dead, Lesser Flesh Puppet Horde, Repair Undead, Mass, Create Undead Animate Dead Desecrated (Shrine)
    Obelisk Animate Dead Control Undead, Create Greater Undead Flesh Puppet Horde, Ghoul Army, Repair Undead, Mass, Create Undead -
    Monolith Flesh Puppet Horde Control Undead, Epidemic, Create Greater Undead -
    Desecrated (Su) A Midnight Spire of Medium size or larger has a permanent Desecrate effect, as the spell, centered on itself. A Midnight Spire of Huge size or larger is considered to be a shrine for the purposes of this ability. If this effect is dispelled, it can be reactivated as a free action.

    Unhallowed (Su)
    A Midnight Spire of Large size or larger has a permanent Unhallow effect, as the spell, centered on itself. By spending 24 hours working in concert with a willing, allied spellcaster or from its own innate spellcasting, a Midnight Spire can add an effect as per the spell. If this effect is dispelled, it can be reactivated as a free action.

    Spellcasting
    A Midnight Spire casts as a Sorcerer equal to it's CR (Protrusion's do not gain spellcasting). It may choose spells from Necromancy, Abjuration, Transmutation or Evocation schools and has Eschew Material's as a bonus feat. It can also pick spells from the Cleric list (they are treated as arcane spells and do not require Divine Foci), but only from the Necromancy school. If a spell appears on both lists, use the lowest level. Since Midnight Spire's have no limbs or ability to speak, it must spend a Full-Round action to cast any spell with a Verbal or Somatic component (double the duration if its casting time is greater than a Standard Action). If it cast's a spell with the range of touch, it does not get a free melee touch attack; instead the first valid target to touch the Spire's surface (including with Natural or Unarmed attacks) is automatically subjected to the spell's effect.

    Spoiler: Designer's Notes
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    Hoo boy. So, first off I'm going to say my intent when designing the Midnight Spire. The Midnight Spire is designed as a campaign focus creature, something PC's fight multiple times (at different sizes)
    and the higher CR varieties being more and more dangerous to the world as a whole. Such the danger of larger Spire's that I wanted to make sure the Monolith size were truly apocalyptic, hence the Midnight Exposure radius increasing by a factor of 10 progressing from Obelisk. Obviously, the Spire is designed as a Zombie Apocalypse generator (hence the thread title). It is with these facts in mind that the Aura of Midnight and Midnight Plague are rather overpowered; it is to instill urgency and lethality to what is fairly passive enemy. Additionally, I tried to make sure the effects of Midnight Plague are not Save or Lose/Die for PC's near a Spire's CR. This is mainly to prevent 'unfair' PC deaths by an unseen enemy while remaining lethal to the garden variety NPC.

    Now that I've stated my intent, let me admit my faults. I think I went too far and overdesigned the Spire. It has a lot of abilities (though a fair few are passive and others only come into play outside of combat) which gets unwieldy to run.
    I also gave it a lot of SLA's which adds to the above problem. At the same time, I don't want a Spire to be a completely passive enemy in a direct encounter (obviously an encounter with a Spire will include Undead Minions). I've also given it fairly beefy defesnse, having great than normal AC and HP for its CR and an inability to effectively end encounter till the higher CRs.

    I'd like suggestions on how to make the Spire a more streamlined enemy with my intent in mind. I'm so bad at self editing. Of course, help on wording, spelling and such is appreciated as well.


    Spoiler: Changelog
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    v1.01 Removed most SLA's, keeping only those directly involved in creating or commanding Undead. Gave Sorcerer Casting equal to CR, with restriction to Necromancy, Abjuration, Transmutation and Evocation schools as well as limitation's on spellcasting based on lack of motility.
    v1.02 Added structure clause to Immobile. Added caveat that Protrusion does not gain any spellcasting due to CR being less than 1.
    v1.02 Added caveat that a Spire can take Necromancy Cleric spells as spells Known.
    Last edited by MesiDoomstalker; 2017-07-27 at 10:20 AM.
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    Default Re: Midnight Spire: Zombie Apocalypse Generator

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    Spoiler: Protrusion
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    Midnight Spire Protrusion CR 1/2
    XP 200
    NE Tiny construct
    Init +0; Senses Darkvision 60 ft, Blindsight 0 ft, Perception +0
    Aura Aura of Midnight (DC 11)

    DEFENSE
    AC 12, touch 7, flat-footed 12 (+0 Dex, +0 natural, +2 size)
    hp 6 (1d10+1)
    Fort +1, Ref -, Will +0
    DR 1/Magic or Adamantine; Immune Construct Immunities

    OFFENSE
    Ranged Ray -2
    Space 2.5 ft.; Reach 0 ft.
    Special Attacks Channel Energy 1d6 (DC 11)

    TACTICS
    Protrusions have only a basic cognitive abilities. It exists simply to create and feed on Undead. It will automatically attempt to control any Undead (even if it exceeds its control limit) it can and will Feast on any it can till its sated (received temporary HP). It has no ability to be subtle and will attack any living creature it can perceive. However due to it's lack of Blindesense it usually completely passive till it is attacked, where it will lash out with Channel Energy till it's uses are depleted.

    STATISTICS
    Str -, Dex -, Con -, Int 2, Wis 11, Cha 13
    Base Atk +1; CMB -1; CMD 9 (can’t be tripped)
    Feats Command UndeadB
    Skills Knowledge (Religion) -3
    Languages telepathy 100 ft.
    SQ Construct Traits

    SPECIAL ABILITIES
    Senses (Su)
    Aura of Midnight (DC 11, 0 ft, 0.1 miles)
    Negative Suffusion (Ex)
    Channel Negative Energy (Su) (1d6, DC 11)
    Midnight Plague (Su) (DC 11, 0, 1d2)
    Macabre Mastery (Su)
    Inscribed Facade (Ex)
    Immobile (Ex)
    Feast (Su)

    ECOLOGY
    Environment any
    Protrusions are the first form to appear and as such are the most plentiful. However, they spawn incredibly rarely and typically only in areas where death and decay are present in large quantities, such as mass burials, recent battlefields and occasionally particularly active graveyards. They frequently appear bursting from the chest cavity of the recently deceased.


    Spoiler: Pedestal
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    Midnight Spire Pedestal CR 2
    XP 200
    NE Small construct
    Init +0; Senses Darkvision 60 ft, Blindsight 5 ft, Perception +1
    Aura Aura of Midnight (DC 11)

    DEFENSE
    AC 15, touch 6, flat-footed 11 (+0 Dex, +4 natural, +1 size)
    hp 32 (3d10+16)
    Fort +3, Ref -, Will +2
    DR 2/Magic or Adamantine; Immune Construct Immunities

    OFFENSE
    Ranged Ray -1
    Space 5 ft.; Reach 0 ft.
    Special Attacks Channel Energy 2d6 (DC 13)
    Spell-Like Abilities (CL 3rd)

    1/day—Command Undead

    Spells Known
    (CL 2nd, concentration +4)

    1st (5/day)— Repair Undead, Alarm
    0 (at will)— Resistance, Bleed, Mage Hand, Penumbra, Ray of Frost

    TACTICS
    Pedestals, having gained some (albeit limited) sentience, have gained the ability to plan. They don't attempt to control any Undead they would be unable to control. They will attempt to keep their sentience hidden, not attacking any living creatures that come nearby unless it sees anything threatening. It will use its Alarm spell to warn it if anything comes too close before it comes into its sensory range. A Pedestal, however, cannot keep its hunger in check. It will Feast on any undead it can till it is sated, only holding Undead in its control pools till its hunger returns.

    STATISTICS
    Str -, Dex -, Con -, Int 5, Wis 13, Cha 15
    Base Atk +3; CMB +2; CMD 11 (can’t be tripped)
    Feats Command UndeadB, Eschew MaterialB OPEN, OPEN
    Skills Knowledge (Religion) +0
    Languages telepathy 100 ft.
    SQ Construct Traits

    SPECIAL ABILITIES
    Senses (Su)
    Aura of Midnight (DC 13, 4 ft, 1 mile)
    Negative Suffusion (Ex)
    Channel Negative Energy (Su) (2d6, DC 13)
    Midnight Plague (Su) (DC 13, 1, 1d4)
    Macabre Mastery (Su)
    Inscribed Facade (Ex)
    Immobile (Ex)
    Feast (Su)

    ECOLOGY
    Environment any
    While Pedestals can be found in any place a Protrusion can, they are more rare. Many religious scholars are able to recognize a Protrusion and have it destroyed safely before it can grow to a Pedestal. As such, Pedestals tend to grow in areas where there are few sentient creatures visiting frequently, or lack the scholarly inclined to identify the risk it poses.


    Spoiler: Pillar
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    Midnight Spire Pillar CR 4
    XP 200
    NE Medium construct
    Init +0; Senses Darkvision 60 ft, Blindsight 30 ft, Perception +2
    Aura Aura of Midnight (DC 15)

    DEFENSE
    AC 18, touch 5, flat-footed 10 (+0 Dex, +8 natural, +0 size)
    hp 61 (5d10+35)
    Fort +4, Ref -, Will +3
    DR 3/Magic or Adamantine; Immune Construct Immunities

    OFFENSE
    Ranged Ray +0
    Space 5 ft.; Reach 0 ft.
    Special Attacks Channel Energy 3d6 (DC 15)
    Spell-Like Abilities (CL 5th)

    1/day— Animate Dead, Lesser, Flesh Puppet
    3/day— Command Undead


    Spells Known
    (CL 4thh concentration +7)

    2nd (4/day)— Blindness/Deafness
    1st (7/day)— Ray of Enfeeblement, Repair Undead, Alarm,
    0 (at will)— Resistance, Bleed, Mage Hand, Penumbra, Ray of Frost, Jolt

    TACTICS
    Pillars act in much the same as Pedestals with one exception; they will retain strong Undead in a control pool to act as a defender and guard though it won't necessarily have the minion avoid unwanted attention. In combat, a Pillar will use its Ray of Enfeeblement and Blindness/Deafness spells to disable opponents and command its Undead minions to attack enemies who are not hindered by its spellcasting. It will endeavor to not kill enemies, hoping to inflict Midnight Plague and subsequently Feast upon them.

    STATISTICS
    Str -, Dex -, Con -, Int 7, Wis 15, Cha 17
    Base Atk +5; CMB +0; CMD 10 (can’t be tripped)
    Feats Command UndeadB, Eschew MaterialB OPEN, OPEN, OPEN
    Skills Knowledge (Religion) +3
    Languages telepathy 100 ft.
    SQ Construct Traits

    SPECIAL ABILITIES
    Senses (Su)
    Aura of Midnight (DC 15, 30 ft, 5 mile)
    Negative Suffusion (Ex)
    Channel Negative Energy (Su) (3d6, DC 15)
    Midnight Plague (Su) (DC 15, 1d2, 1d4+1)
    Macabre Mastery (Su)
    Inscribed Facade (Ex)
    Immobile (Ex)
    Feast (Su)
    Desecrated

    ECOLOGY
    Environment any
    Pillars crop up in isolated areas, typically. If any settlement is nearby, it will swiftly succumb to the Midnight Plague.


    Spoiler: Tower
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    Midnight Spire Tower CR 7
    XP 200
    NE Large construct
    Init +0; Senses Darkvision 60 ft, Blindsight 60 ft, Perception +12
    Aura Aura of Midnight (DC 18)

    DEFENSE
    AC 21, touch 5, flat-footed 10 (+0 Dex, +12 natural, -1 size)
    hp 61 (5d10+35)
    Fort +7, Ref -, Will +6
    DR 5/Magic or Adamantine; Immune Construct Immunities

    OFFENSE
    Ranged Ray +3
    Space 10 ft.; Reach 0 ft.
    Special Attacks Channel Energy 5d6 (DC 18)
    Spell-Like Abilities (CL 9th)

    1/day— Animate Dead
    3/day— Command Undead, Lesser Animate Dead, Flesh Puppet


    Spells Known
    (CL 7th concentration +7)

    2nd (4/day)— Ray of Exhaustion
    2nd (7/day)— Blindness/Deafness, Bonefists, Protective Penumbra
    1st (7/day)— Ray of Enfeeblement, Repair Undead, Alarm, Magic Missile, Shield
    0 (at will)— Resistance, Bleed, Mage Hand, Penumbra, Ray of Frost, Jolt

    TACTICS
    Having attained real intelligence, Towers are careful. Their Aura reaches far and will create far more Undead than it could ever hope to control or Feast in a short time. It will be selective in what victims it uses its SLA's on, choosing those who would best serve as a guard or work as a strike force. It will assemble Undead to drive living creatures out into the Tower's Aura of Midnight and infecting them with Midnight Plague. It will make use of Intelligent Undead to corral uncontrolled Undead towards the Tower, allowing it Feast without giving up its treasured minions. Only in times of desperation or scarcity (as it were) would it Feast upon favored minions.

    STATISTICS
    Str -, Dex -, Con -, Int 13, Wis 17, Cha 19
    Base Atk +5; CMB +0; CMD 10 (can’t be tripped)
    Feats Command UndeadB, Eschew MaterialB OPEN, OPEN, OPEN, OPEN
    Skills Knowledge (Religion) +10, Perception +12, Spellcraft +10
    Languages telepathy 100 ft.
    SQ Construct Traits

    SPECIAL ABILITIES
    Senses (Su)
    Aura of Midnight (DC 15, 60 ft, 10 mile)
    Negative Suffusion (Ex)
    Channel Negative Energy (Su) (5d6, DC 18)
    Midnight Plague (Su) (DC 15, 1d3, 1d6)
    Macabre Mastery (Su)
    Inscribed Facade (Ex)
    Immobile (Ex)
    Feast (Su)
    Desecrated
    Unhallowed

    ECOLOGY
    Environment any
    Towers have consumed a large quantity of Undead to reach their size and their Aura's are vast. Typically, when growing to Tower-sized, a Midnight Spire will deplete the local living creatures in a 5 mile radius, creating ghost towns that disappeared from the map in only a couple of days. Areas around a Tower will be deathly quiet, lacking many of the usual sounds of nature. Undead versions of common creatures in the area will be the only thing one encounters, though most will not be under the Tower's control.





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    Last edited by MesiDoomstalker; 2017-07-28 at 12:45 AM.
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    Default Re: Midnight Spire: Zombie Apocalypse Generator

    This is terrifying...if I were in a world with these, I probably would not be alive for long. As a DM plotolium, i think they're cool, and while I can't speak to balance I know as a player these would put me into apocalypse mode no problem. Props!
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    Default Re: Midnight Spire: Zombie Apocalypse Generator

    This is really cool. Props to you!
    I have a LOT of Homebrew!

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    Default Re: Midnight Spire: Zombie Apocalypse Generator

    I get your self-critique about overdesigning, God knows I do that myself in my own work! I agree that all the various abilities might be a little unwieldy. For the SLA's, I'd streamline it to one of the following solutions:

    1) A Midnight Spire of x size casts spells as a y-level sorcerer, but may only learn necromancy spells (and has Eschew Materials as a bonus feat). (no SLA's but still versatile).

    2) A Midnight Spire of x size may use any yth-level necromancy spell as a SLA 1/day. When a Midnight Spire advances in size it gains 1/day of a (y+1)th-level necromancy spell, all prior 1/day SLAs become 3/day, and all prior 3/day SLA's become at-will. If a necromancy spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. This is just a general mechanic, it would look much nicer in table form.

    EDIT: Whipped it up myself. This radically alters the power progression so could be re-edited as you see fit (e.g. to make protrusions less powerful).

    Spell-Like Abilities (Sp)
    A Midnight Spire has the ability to use any necromancy spell of a given level or lower as a spell-like ability, as given on Table: Midnight Spire Spell-Like Abilities. If a necromancy spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. The uses per day are totals (e.g. a pedestal may use one 4th-level necromancy spell per day, not one use of each different 4th-level necromancy spell per day). The save DCs are Charisma-based (caster level = Midnight Spire's HD).

    Table: Midnight Spire Spell-Like Abilities
    Name 1/day 3/day At-will
    Protrusion 3rd 2nd 1st
    Pedestal 4th 3rd 2nd
    Pillar 5th 4th 3rd
    Tower 6th 5th 4th
    Spire 7th 6th 5th
    Obelisk 8th 7th 6th
    Monolith 9th 8th 7th
    Also, are you going to make them Constructs, or magic items? This will determine the saving throws you post for them (which I think you should, and you could even wriggle your way into allowing them to make Reflex saving throws if you make them magic items). Also consider giving them hardness instead of/in addition to damage reduction. Finally, maybe address if they can be harmed by positive energy or earthquake (and similar structure-affecting spells and magic items).

    I really, REALLY like this whole concept. The stats you've crafted and the image you selected really give a sense of alien menace to the whole thing... reminds me of "The Origin of Evil" episode of Samurai Jack where Aku's corruption manifested as a growing forest-swamp of thorny black trees. Can your spires create more of themselves? Do you see a Monolith reigning supreme as the final boss of a campaign? Kudos on your ingenuity and the potential story hooks!
    Last edited by rferries; 2017-07-24 at 07:15 PM.

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    Lightbulb Re: Midnight Spire: Zombie Apocalypse Generator

    This is really cool. I'm going to nab these for a test run in my own campaign and give some feedback later this week.

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    Default Re: Midnight Spire: Zombie Apocalypse Generator

    Quote Originally Posted by JBPuffin View Post
    This is terrifying...if I were in a world with these, I probably would not be alive for long. As a DM plotolium, i think they're cool, and while I can't speak to balance I know as a player these would put me into apocalypse mode no problem. Props!
    Quote Originally Posted by JNAProductions View Post
    This is really cool. Props to you!
    Quote Originally Posted by Knitifine View Post
    This is really cool. I'm going to nab these for a test run in my own campaign and give some feedback later this week.
    Thanks everyone! I'd love to hear what you get Knitifine.

    Quote Originally Posted by rferries View Post
    I get your self-critique about overdesigning, God knows I do that myself in my own work! I agree that all the various abilities might be a little unwieldy. For the SLA's, I'd streamline it to one of the following solutions:

    1) A Midnight Spire of x size casts spells as a y-level sorcerer, but may only learn necromancy spells (and has Eschew Materials as a bonus feat). (no SLA's but still versatile).

    2) A Midnight Spire of x size may use any yth-level necromancy spell as a SLA 1/day. When a Midnight Spire advances in size it gains 1/day of a (y+1)th-level necromancy spell, all prior 1/day SLAs become 3/day, and all prior 3/day SLA's become at-will. If a necromancy spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. This is just a general mechanic, it would look much nicer in table form.

    EDIT: Whipped it up myself. This radically alters the power progression so could be re-edited as you see fit (e.g. to make protrusions less powerful).



    Also, are you going to make them Constructs, or magic items? This will determine the saving throws you post for them (which I think you should, and you could even wriggle your way into allowing them to make Reflex saving throws if you make them magic items). Also consider giving them hardness instead of/in addition to damage reduction. Finally, maybe address if they can be harmed by positive energy or earthquake (and similar structure-affecting spells and magic items).

    I really, REALLY like this whole concept. The stats you've crafted and the image you selected really give a sense of alien menace to the whole thing... reminds me of "The Origin of Evil" episode of Samurai Jack where Aku's corruption manifested as a growing forest-swamp of thorny black trees. Can your spires create more of themselves? Do you see a Monolith reigning supreme as the final boss of a campaign? Kudos on your ingenuity and the potential story hooks!
    Giving it Sorcerer Casting equal to it's CR (with a limitation on Necromancy only) would probably be the cleanest and most balanced option; while giving it the main Undead-Creating spells as SLA's as I've already noted to keep it's main focus on minionmancy. This is a great suggestion, thanks!

    EDIT: They are indeed Constructs; I didn't want them to be intelligent items to avoid players wanting to use them for themselves (I know players will want to anyway, this is just a hurdle). The inability to make Reflex saving throws is a baked in weakness, it gives them an easy targetable weakness. I toyed with Hardness but it was either very excessive (when combined with DR) or excessive (it essentially halves elemental damage and then chunks out damage ontop of that making the "always fails Reflex saves" more of a trap than an exploitable weakness). Since they are considered Undead, they'd take damage from Positive Energy and heal from Negative Energy though I will add a note they are treated as structures for things that matter.

    I've actually designed these as a mechanism for a BBEG to (attempt) to transcend into Divinity in my homebrew setting. I filed off the setting details since they weren't key to concept but basically the BBEG creates new Spires; allows it to create an Undead Plague and siphons off from it's Growth to fuel his transcendence. All fiat of course.
    Last edited by MesiDoomstalker; 2017-07-24 at 10:17 PM.
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    Default Re: Midnight Spire: Zombie Apocalypse Generator

    I would like to able to critique your work for your benefit but I think rferries hit it on the head with the spells per day chart above. The amount of traits/abilities seems like a bloated list but I cannot think of a solution for that as all of them seem needed to make the spire function as you intend. So I guess all this post is really for is say I think you made something really cool and balanced. The healing ability might be a bit hefty but since it has destroy its minions for it I think it balances itself out. Good work, nice to seem something firmly grounded in reasonableness in a homebrew section :)

    PS: Think I'll bookmark this page to use for my own games at some point.

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    Quote Originally Posted by Samot079 View Post
    I would like to able to critique your work for your benefit but I think rferries hit it on the head with the spells per day chart above. The amount of traits/abilities seems like a bloated list but I cannot think of a solution for that as all of them seem needed to make the spire function as you intend. So I guess all this post is really for is say I think you made something really cool and balanced. The healing ability might be a bit hefty but since it has destroy its minions for it I think it balances itself out. Good work, nice to seem something firmly grounded in reasonableness in a homebrew section :)

    PS: Think I'll bookmark this page to use for my own games at some point.
    Feast is only nominally to heal a Spire; its primary use is for the Spire to grow through it's growth chart. Given how large it's Aura of Midnight can get, it becomes very easy for it to spawn far more Undead than its multiple control pools could hold. Since that (and the fact the Spire's victims don't die all at once) it allows the Spire to make use of more of it's victims. I konw I haven't put up statblocks for other sizes, but the larger sizes become incresaingly more strategic in their use of minions, holding onto high HD, strong minion's and Feeding on weak, low HD minions

    I will also note; I've cut out the majority of its SLA's (keeping Undead-Creation/Controlling SLA's) and gave it Sorcerer casting with a school limitation.
    Last edited by MesiDoomstalker; 2017-07-25 at 11:43 AM.
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    I really dig this concept, i gotta try pathfinder sometime, been on dnd forever now on 5e but I have friends that went to PF and really dig it. I like how it reflects the complexities of dnd 3.5

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    Post Re: Midnight Spire: Zombie Apocalypse Generator

    Unfortunately, my players went in the complete opposite direction when confronted with one of these things. So I won't be able to give any playtest information until another opportunity comes up!

    I like the simplification, but you might want to specify that these can choose spells from those lists from the Wizard or Cleric list, or people might just assume it's the wizard list.

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    Quote Originally Posted by Knitifine View Post
    Unfortunately, my players went in the complete opposite direction when confronted with one of these things. So I won't be able to give any playtest information until another opportunity comes up!

    I like the simplification, but you might want to specify that these can choose spells from those lists from the Wizard or Cleric list, or people might just assume it's the wizard list.
    They cast as a Sorcerer and thus use the Wizard/Sorcerer list. Though now that you mention it, I'm going to add a caveat that they can pick Cleric-Necromancer spells.

    EDIT: When you said they went in the opposite direction when confronted did they simply ignore it unwittingly leaving an active enemy untouched, saw it as too overwhelming, or actively decided to ignore it? Are you going to let it escalate and grow till it becomes a problem? If you force them to make saves at night for Midnight Plague you should be able to steer them back towards it.
    Last edited by MesiDoomstalker; 2017-07-26 at 01:58 AM.
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    Default Re: Midnight Spire: Zombie Apocalypse Generator

    And for maximum pedantry, it should have "The cleric spells are considered arcane spells for a midnight spire, meaning that the creature does not need a divine focus to cast them."

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    Default Re: Midnight Spire: Zombie Apocalypse Generator

    Quote Originally Posted by rferries View Post
    And for maximum pedantry, it should have "The cleric spells are considered arcane spells for a midnight spire, meaning that the creature does not need a divine focus to cast them."
    What if it itself IS a divine focus? :P
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    Default Re: Midnight Spire: Zombie Apocalypse Generator

    Can we attune this sucker to single NPC so we have greater bigbad focus duo?
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    Default Re: Midnight Spire: Zombie Apocalypse Generator

    Quote Originally Posted by rferries View Post
    And for maximum pedantry, it should have "The cleric spells are considered arcane spells for a midnight spire, meaning that the creature does not need a divine focus to cast them."
    Of course.

    Quote Originally Posted by JNAProductions View Post
    What if it itself IS a divine focus? :P
    Unnecessary with the above accounted.

    Quote Originally Posted by khadgar567 View Post
    Can we attune this sucker to single NPC so we have greater bigbad focus duo?
    Sure? Besides Protrusions, they are all sentient. They can choose to ally themselves with others and the larger they are the more conniving and diabolical they become.
    Last edited by MesiDoomstalker; 2017-07-27 at 10:19 AM.
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    Default Re: Midnight Spire: Zombie Apocalypse Generator

    It was (mostly) a joke. I mean, it's not unreasonable for some of these things to be worshiped.
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    Quote Originally Posted by JNAProductions View Post
    It was (mostly) a joke. I mean, it's not unreasonable for some of these things to be worshiped.
    giant sentient obelisk with major necromancy powers means atleast some sick person gonna worship this thing and it can use intelligent minions to make sure adventures fail each time
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    Quote Originally Posted by khadgar567 View Post
    giant sentient obelisk with major necromancy powers means atleast some sick person gonna worship this thing and it can use intelligent minions to make sure adventures fail each time
    Well yes, but potential worshiper's must find a way to not die from Midnight Plague. And since the Spire cannot communicate (directly) with an individual without getting inside its Direct Exposure radius, a Spire would have to use an intelligent, vocal Undead minion as a relay. I'm not saying that a cult wouldn't form around a Spire, but I am saying a Spire is particularly deadly object of cult worship (moreso than most). This is something that isn't clear because I still haven't made statblocks (which includes tactics) but the larger the Spire, the more strategic it will become. It will send out Undead minions to lure/chase living creature's out into its Aura, coral uncontrolled Undead towards it so it could feed and careful manipulation of intelligent Undead so that it's a loyal minion without counting against its HD limit on any of its various control pools.

    I will say that a Spire cannot turn off its Aura of Midnight. Its single, driving focus for its entire unholy existence is to perpetuate the Midnight Plague and feast upon the Undead it creates. Its a vicious predator and its prey is literally everything living.
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    Default Re: Midnight Spire: Zombie Apocalypse Generator

    Apologies for double posting; I have made stat blocks for Protrusions, Pedestals, Pillars and Towers.
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