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 Epic: Create Undead

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Syd
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Syd


Nombre de messages : 1263
Age : 38
Date d'inscription : 18/06/2007

Epic: Create Undead Empty
MessageSujet: Epic: Create Undead   Epic: Create Undead Icon_minitimeSam 17 Déc - 14:41

Epic Create Undead
Necromancy (Evil)
Seed: Animate Dead
Components: V, S, M
Casting Time: 1 day (see text)
Range: Close (25 ft. 5 ft./2 levels)
Effect: Create a powerful and customed undead
Target: One Corpse
Duration: Instantaneous
Saving Throw: Will Negate (For Spirit Undead)
Spell Resistance: no

This spell takes one entire day of casting, but it can be fragmented into many sequences. If a dispel attempt is occured during the channeling, the caster only have to succeed a DC 25 concentration to ignore the dispel attempt. If the dispel attempt occured during a pause (while there is no actual channeling), the dispel spell takes his normal effect.

The undead created by this spell is automaticly under the control of the caster (without taking any HD in the maximum controled by the caster) if it is mindless. An undead created this way with this spell is automaticly loyal to the caster, but the caster can choose to control it under his total HD available of undead.

Customizing undead, Phase 1:

- All undead start with 10 strength, 10 Dexterity, 10 Constitution (negated by the template), 14 Intellect, 14 Wisdom and 14 Charima.

- Choose if it is Mindless or not. Mindless undead can't have spell like abilities, skills and feats.

- Choose if it is incorporeal or not. Incorporeal creatures does not have strength score.

- Choose how many hit dice the creature has (Max your caster level). Important, the creature create this way cannot take any level other than undead and/or the base race it has been created from. (but must always have more Undead HD than any other HD).

- Reduce the hit dice maximum by 4 if it is incorporeal.

- The following are class skills for undead: Climb, Disguise, Intimidate, Knowledge (arcana), Knowledge (religion), Listen, Spot, Sense Motive, Spellcraft, and Stealth.

- Base Natural armor:

Undead Size Natural Armor Bonus
Tiny or smaller 0
Small 1
Medium 2
Large 3
Huge 4
Gargantuan 7
Colossal 11


Phase 2, Powers (They must be taken on the level they are aquired):

- For each even level, the undead received one minor power.

- Each 4 HD, the undead received one major power.

- At level 11, the undead gain a new minor power, and one more each 3 level.

- At 15 HD, the undead gain one major power, and one more each 5 HD.


Minor Powers :

- 2 to an ability score
- 1 Natural armor
- 10 base speed
- Choose a cantrip at will
- Spell like ability 1/day: You can choose a spell from any list to cast it once per day, the spell level you can choose must be of level Half HD - 5 or less.

Major Powers:

- 4 ability score
- 2 Natural armor
- 2 Deflection Bonus
- Grant fly Speed (Clumsy) (base speed)
- Increase flight manoeuvrability
- Grant Borrow Speed (Base Speed)
- Grant Swim Speed (Base Speed)
- Grant a Natural Weapon (bite, gore, claw, etc.)
- Increase ability damage/drain by 1 die
- Grant an extraordinary or supernatural ability from the base creature or an undead creature if the HD is equal or higher than selected creature.
- Spell like ability 1/day: You can choose a spell from any list to cast it once per day, the spell level you can choose must be of level Half HD or less.


Phase 3: Diet

Choose one.

- Not required (existe entirely through negative energy)
- Consumer (Can delight on his meal, but it has no craving)
- Inescapable Craving (Must feed, but no concequence if not)
- Diet Dependent (Need to feed for most abilities and even the undead health)


Phase 4: What nourish them?

When choosing Inescapable Craving or Diet Dependent, you must select what the undead delight. Specially the more intelligent romanticize or even eroticize their need to feed on the living.

- Ability Score (Str, Dex, Con, Int, Wis or Cha)
- Specific living related (Blood (Con), Bones (Str), Flesh (Cha))
- Specific Intelligence related (Dreams (Wis), Memories (Int), personnality (Cha))
- All Living (Life force (Negative Level))

Phase 5: Diet related type of attack

If no Major Power has been selected to gain a new natural weapon, the undead use his touch or slam attack to inflict his ability drain or damage. The damage is always 1d4, if it is not upgraded by major powers.

- Not required: No damage/drain attack
- Consumer: Damage ability attack
- Inescapable Craving : Drain Ability attack / Gain 5 temporary HP each time the attack succeed.
- Diet Dependent: Drain Ability attack / Gain 5 temporary HP for each ability point drained / gain 2 Str each time the attack succeed for HD/rounds (refreshed by succequant attacks. Can't gain more Str bonus than his total HD).


Dernière édition par Syd le Ven 15 Juin - 1:54, édité 6 fois
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Syd
Admin
Syd


Nombre de messages : 1263
Age : 38
Date d'inscription : 18/06/2007

Epic: Create Undead Empty
MessageSujet: Re: Epic: Create Undead   Epic: Create Undead Icon_minitimeLun 26 Déc - 12:40

ex:

Arkh' Muran's revenant

LvL 20 Medium Undead
HP: 20 HD (164)
Darkvision 60ft
Speed: 100ft
BA: +10/+5

AC: 25
(+7 Natural Armor, +8 Dex)

Str 29
Dex 26
Con ---
Int 14
Wis 16
Cha 14

Saves: Fort: +6, Ref:+14, Will: +15

Attack:

Full Attack: +19 (two) Claw attacks (Primary) 1d6 +9 & 1d4 Cha Drain, +17 bite attack 1d8 +13, +17 slam attack 1d6 +9

Single Attack: +19 Claw attack 1d6+9 & 1d4 Cha Drain, or one +19 bite attack 1d8 +13, or one +19 slam attack 1d6 +9

Grapple: +19=10+9

Feats: 7 feats to take

Skills: Skill Points 138

Gain 5 temporary HP for each ability point drained / gain +2 Str each time the attack succeed for HD/rounds (refreshed by succequant attacks. Can't gain more Str bonus than his total HD).

Spell-like ability: 1/day Haste, Passwall.

Damage Reduction (Su) (Vampire)

A vampire has damage reduction 10/silver and magic. An Arkh' Muran's revenant’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.


Unnatural Aura (Su) (Spectre)

Animals, whether wild or domesticated, can sense the unnatural presence of an Arkh' Muran's revenant at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Undead Immunities

Diet Dependent: Need to feed once per week or receive 1 negative level (stackable). Grant Claw attack with 1d4 charisma drain
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Dionysos

Dionysos


Nombre de messages : 326
Date d'inscription : 22/06/2008

Epic: Create Undead Empty
MessageSujet: Re: Epic: Create Undead   Epic: Create Undead Icon_minitimeMar 22 Mai - 16:10

CL 30:

Base
Str 10
Dex 10
Con -
Int -
Wiz 14
Cha 14

Mindless

Incorporeal

26 HD Undead (169 HP en moyenne)
Giant eagle (corpse)
Fly: 80ft (base)

Natural armor bonus (large): 3

Minor powers: 13+6=19
12X Base speed (rend le base speed à 200ft, fly perfect)
7X str

Major powers: 6+3=9

Rejuvenation (Su) comme un ghost
Magic immunity (Ex) comme une demilich
Grant a natural weapon: claw
6 X Incrase ability score (str)

Str total: base 10 + 6 (lvl) + 14 (minor powers) + 24 (major powers) = 54


Diet: Consumer

Flesh:

Full attack: (Touch) Claw +35/+30, 1d6+22 + 1d4 cha



= Aigles géants incorporels qui volent à 200ft perfect, difficilement tuables, et qui mettent les gens down en moins de 2. Pas si pire, mais c'est surtout l'aspect infini du nombre de ces créatures là qu'on peut créer qui rend tout ça terrifiant.

Bref, intéressant en masse comme sort, mais moi je metterais un facteur limitant, comme un prix en GP (qui augmenterais avec la puissance du undead créé) et/ou en XP. Aussi, je limiterais les extraordinary ou supernatural abilities à certaines précises, comme mummy's rot ou autres trucs intéressants sans être surpuissants.
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Syd
Admin
Syd


Nombre de messages : 1263
Age : 38
Date d'inscription : 18/06/2007

Epic: Create Undead Empty
MessageSujet: Re: Epic: Create Undead   Epic: Create Undead Icon_minitimeVen 15 Juin - 10:58

Lost-Spark Maiden (Base Creature Glimmerskin)

CL 26

LvL 22 Medium Incorporeal Undead Outsider
HD: 11d12 + 11d8 (168)
Darkvision 60ft
Speed: 50ft
Base Attack: +16/+11/+6

AC: 25
(+15 Deflection)
Immunities: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.

Str: -
Dex: 10
Con: -
Int: 14
Wis: 14
Cha: 40

Saves:

Fort: +10, Ref: +10, Will: +19


Attacks

Full Attack: Energy Touch +16

Single Attack: Energy Touch +16

Feat: 8 feats

Skills: 90 Undead skills, 110 Outsider skills

Diet:

Abilities:

Energy Touch (Su): The positively of a Lost-Spark Maiden's energized touch heals a target of 5 points of damage per round or grants 5 additional temporary hit points per round to a creature already at full hit points. These temporary hit points fade 1d6 rounds after the creature ceases physical contact with the Lost-Spark Maiden. However, this benefit has an unfortunate side effect. For each round that its hit points (including temporary ones) exceed its normal hit point total, the target creature must make a successful Fortitude save (DC 10+half hd+Cha Mod.) or explode in a 20-foot burst of radiant energy. Each creature caught in the blast (including the target) takes damage equal to 2d6 points + the number of excess hit points the target had at the time. A Reflex save (DC 10+half hd+Cha Mod.) reduces the damage by half. A Lost-Spark Maiden's host automatically benefits from the additional hit points but is allowed no saving throw to reduce the damage from the blast.

Heroic Bond (Su): A Lost-Spark Maiden bonds by enveloping its host. A bonded host gain a +4 bonus on melee attack rolls, a +2 armor bonus to AC, access to the glimmerskin's feats (with the prerequisite Strength score of at least 13), and any class features the Lost-Spark Maiden may have. Additionnally, a host who can turn undead gains a +5 bonus on the roll to determine Hit Dice affected. In exchange, the host shares half of any earned experience points with the Lost-Spark Maiden. Spells that protect against Positive Energy Plane effects prevent a Lost-Spark Maiden from bonding to a host.

Death Gaze (Su) (Atropal Scion): Death, range 60 feet; Fortitude (DC 10+half HD+ Cha Mod.)negates. The save DC is Charisma-based. Humanoids who diefrom this attack are transformed into wights 24 hours later.

Entropic Blade (Su) (Entropic Reaper): A Lost-Spark Maiden confers the entropic
blade property upon any weapon it wields. An entropic blade functions in all ways like the kind of weapon it is, with the following addition. Any time the Lost-Spark Maiden (or Host) successfully deals damage with its entropic blade, the victim must make a DC 10+half hd+Cha Mod. Fortitude save or be overcome with searing pain, as the victim’s form melts, flows, writhes, and boils. During this entropic state, the victim cannot cast spellsor use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance,regardless of the attack roll). Each round spent in this entropic
state, the victim takes 1 point of Wisdom drain from mentalshock. If the victim’s Wisdom score falls to 0,it discorporates into nothingness. A victim can gain control over itself by taking a standard action to attempt a (DC 10+half hd+ Cha Mod) Charisma check. Successrenders the victim immune from the entropic state for 1 minute.

On a failure, the victim can still repeat this check each rounduntil successful. The entropic state is not a disease or a curse,so it is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its state for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (though a separate restoration is necessary to restore any drained points of Wisdom). The save DC is Charisma-based.

Quickness (Su) (Tomb Mote):
A Lost-Spark Maiden is supernaturally quick. It cantake an extra standard action or move action during its turn each round.

Sneak Attack (Ex) (Visage): A Lost-Spark Maiden deals an extra 7d6 points of damage on any successful attack against flat-footed or flankedtargets, or against a target that has been denied its Dexterity bonus for any reason. This damage applies to point-blank ranged attacks as well. Creatures with concealment, creatures withoutdiscernible anatomies, and creatures immune to extra damagefrom critical hits are also immune to the visage’s sneak attack.

Assume Identity (Su) (Visage): A Lost-Spark Maiden can, as a free action, take on the form of someone it has killed within the last round. A Lost-Spark Maiden in an assumed identity gains a +20 bonus on Bluff and Disguise checks made to pass as the victim. It also gains proficiency inthe skills of the victim; treat this as an enhancement bonus tothe skill check equal to the number of ranks the victim had inlife. The Lost-Spark Maiden does not gain the victim’s extraordinary, super-natural, or spell-like abilities, nor does it gain any spell casting powers of the victim. The Lost-Spark Maiden retains its own ability scores, special attacks, and special qualities.
This effect lasts for 24 hours, though the Lost-Spark Maiden can dismissit at will. While a Lost-Spark Maiden is in the form of its victim, that victim can’t be returned to life except by a true resurrection spell (whichalso immediately ends the effect on the Lost-Spark Maiden). After 24 hours, or if the identity is dismissed, the soul is damaged, and the victim can be returned to life only by a miracle or wish spell followed by a true resurrection.
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